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New Super Mario Bros. Review

In the "everything old is new again" spirit of the 21st century, there have been many bad remakes, remixes, and 'reinvisionings'. The gaming industry is especially guilty, with endless sequels and a lack of imagination being oft-discussed elements at developer get-togethers. Despite all this, it does appear you can go home again. Nintendo has competently revived the series that made it a household name in the U.S., with New Super Mario Bros.. A classic 2D platformer with plenty of new tricks, Mario comes bounding to the DS with a focus on what he does best. New Super Mario Bros. is not going to make you rethink what is possible in a game; It's not going to make you cry or change your life. It will, however, make you smile. Read on for my impressions of the pudgy plumber's newest adventure.
  • Title: New Super Mario Bros.
  • Developer/Publisher: Nintendo
  • System: DS
For a lot of gamers, growing up with games meant growing up with Mario. Just mentioning titles in the series can provoke memories from the far away and long ago. The first time you defeated Bowser, your first flight in the Tanooki suit, and Mario's first fumbling 3D steps are all moments we can share together as part of the collective gamer hive-mind. This shared history makes the average gamer an intuitive appreciator of New Super Mario Brothers' (NSMB) wafer-thin plot; Bowser has kidnapped Princess Peach and Mario has to save her.

What follows from the typical 'stealing the princess' scene is pure Mario flavour. You move your little red and blue plumber from left to right, avoiding Goombas, Koopa Troopas, and the occasional pit. What makes this game a worthy successor and not a cheap cash-in is the title's endless attention to detail and novelty. 1-1, for example, is an almost picture perfect mirror of the very first level of the original Super Mario Bros.. A mirror, that is, until you get over the second hill, pop the question block, and release the giant mushroom. The rest of the level rushes past in a blur as giant Mario slams through enemies, pipes, and scenery, before reaching the flag at the end of the level. This melding of the old and the new allows NSMB to mostly rise above expectations on the friction of greatness. The core of this greatness involves time-worn game concepts that have been freshened up with some new thread and a lot of care.

These game concepts come from across the many Mario titles. The map that allows you to navigate the Worlds and their sublevels is lifted from Super Mario Bros. 3. There are alternate routes through the maps, encouraging exploration and experimentation, as in Super Mario World. The butt-stomp and wall-jump from Mario 64 are here as well, and seeing them executed well in a 2D environment is well worth the price of admission. The only game element that somewhat disappointed was the powerup department. While the mega mushroom is a fun novelty the first time around, it has a fairly limited usefulness. There's also a mini mushroom, which makes you very small; Perfect for long floaty jumps and getting into tight spaces, but not that much fun. There's also the Troopa suit, a turtle shell that effectively turns Mario into a Koopa Troopa. You can run, get up some speed, and slide in the shell through enemies, knocking them akimbo. These are fun elements, but compared to genius like the flying Tanooki suit or the invincible Kuribo Boot they seem somehow a little thin.

Mario's transformative costumes aside, the quality of design here demands exploration and concerted effort. Levels ramp up in difficulty as you move through the Worlds. Requirements for completion go from 'a carefree leap or two' to 'carefully planned trial and error assaults'. Enemy placement is always designed to challenge and occasionally frustrate, but never to provoke calls of 'cheap!' Each world has a theme, of course, with World 2 being a sandy desert and World 5 covered in snow and ice. Within the overall theme of the World, each level provides thoughtful variation. Their overworld map appearance gives hints of what they'll be like; levels located in pits on the map are the familiar subterranean levels, while those on the edge of the ocean tend to have aquatic elements. Some levels are special cases, such as the towers and castles that dot each world. The tower is a mid-level challenge, a chance to face Bowser Jr. (Princess Peach's jailer) and drive him further along the map. The castle is the penultimate showdown for the current World, and defeating Jr. there drives him on to the next World. Generally unlockable, there are *-A levels that are entirely aquatic (and filled with swarming fish). There are also Ghost Houses, as in Super Mario World, which pit you against the surreal surroundings of the Boos and their crews.

The World map, then, is informative; It can also be frustrating. Scattered across the map are paths that are unreachable, tantalizing areas that beg to be unlocked. Some, like the powerup mushroom houses, are simply blocked from the main path. These can be unlocked with the large coins you find hidden in every level. Entire levels, though, are secreted off branching parts of the World's path. These require you to exit a particular level via an alternate route in order to open up that part of the path. The flag at the end of each level may, indeed, not be the way out you want. These secret routes lead to hidden levels, warp pipes that allow you to skip around within a World, cannons that blast you across the sky to land in other Worlds, and in two cases even allow you access to Worlds that would be otherwise inaccessible. This exploration element is as entertaining as it is addicting; Wondering just how you get from point A to point B will have you puzzling over the World map for many minutes.

Those minutes will pass by quickly, though, with your eyes resting easy on the beauty that is New Super Mario Bros. The DS has come into its own in the last year, with titles like Metroid Hunters proving the surprising power of Nintendo's two-screened beast. NSMB doesn't push the console the way Metroid did, but the game's graphical presentation is just as rock solid. The 3D elements that are incorporated into the 2D maps make the game pop out at you, as Mario and the various enemies shuffle and run through the colorful environments. The big smiles, though, are likely to come from the little touches. As mini-Mario, you can run across the surface of water, with splashes kicked up by the tiny plumber's pumping feet. In World 5 packed snow hanging on background tree branches is shaken loose as you pass, trapping you for a moment under a mound of wintery goodness. The environments are interactive and imaginative, and scored in the same style as all of the classic Mario titles. In order to avoid burnout by including endlessly familiar tunes and sound effects, there's a good deal of differentiation from the older titles musically. Just the same, you'll recognize where they're coming from with the underground theme, the noise when Mario loses a powerup, the particular blip as a Goomba is flattened, and the frustratingly familiar musical sting when you fall into a pit. These variations put you in the right state of mind, but don't come out of the box already old or annoying.

This preoccupation with recreating the familiar in a fresh way is, ultimately, why New Super Mario Bros. succeeds. The tight control of a leap atop a wandering Goomba is a gaming moment that, while certainly not new, never fails to be somehow special. NSMB taps directly into this with level design, musical scoring and sound effects that harken back to the best days of the NES and SNES. Even while the game looks backwards, it keeps its feet firmly in the now. The game looks terrific, is a challenge for a gamer of any skill level, and offers plenty of exploration elements to keep your mind active. There are even some WiFi multiplayer elements borrowed from the DS port of Mario 64, to keep you and a friend company on long trips. Some may look on this title as falling short of greatness. I see New Super Mario Bros. as competently meeting the expectations of our gaming heritage. Some games last a few hours, and some last a lifetime; This game was already a classic by the time I'd slotted it into my DS. NSMB belongs on the shelf alongside God of War or Half-Life 2, part of a stack I'll be carrying with me for a good, long time.

19 of 248 comments (clear)

  1. Why not the game cube? by mobiux · · Score: 5, Insightful

    It's too bad they aren't releasing it for a console system.
    I prefer my gaming on screens larger than 4".

    1. Re:Why not the game cube? by the+reptilian+brain · · Score: 5, Funny

      Wii wiill not tolerate such foolishly rational statements. Wii Wiill, however, be forced into snatching yuu from the safety of yuur home [with the help of the NSA]. Wii have a few convincing methods wii would like to share with yuu, whether yuu like it or not.

      The Koopa Troopa will be there to escort yuu shortly to the Mushroom Kingdom for further questioning [and brainwashing]. Wii feverishly await yuur arrival.

    2. Re:Why not the game cube? by Funk_dat69 · · Score: 4, Informative

      Nintendo has something else up its sleave for the cube.
      check it: http://cube.ign.com/articles/708/708018p1.html

      --
      FUNK!
    3. Re:Why not the game cube? by IAmTheDave · · Score: 4, Funny
      You are aware that the DS has two screens, right?

      * buries head in shame *

      duh...

      --
      Excuse my speling.
      Making The Bar Project
  2. Sheer Frustration, how fun. by OS24Ever · · Score: 4, Interesting

    I just got this game on Monday and my 2 year old son has learned several new cuss words. I forgot how frustrating it can get having to time that first jump after the second one. I was never very good at Mario games, my little brother was the genius with them. I'm currently straggling up to 2-1 now after a good few hours of getting to play the game.

    The graphics are great and the 2-screen goodness with the 'stacking' of power ups for later use is a very nice touch. I'm very happy with my DS and have bought quite a few titles I'd never thought I'd get with it.

    --

    As a rock-in-roll Physicist once said, No matter where you go, there you are.

    1. Re:Sheer Frustration, how fun. by Captain+Scurvy · · Score: 5, Funny
      I forgot how frustrating it can get having to time that first jump after the second one.

      Yeah, "Time Travel Paradox Mario" was uber hard. Way harder than "The Lost Levels."

  3. My Review by The+MAZZTer · · Score: 5, Informative

    This game is awesome, and lots of fun. GET IT. This is like what Super Mario World might have been if Nintendo waited until now to continue the Mario franchise.

    Also, the Blue Shell powerup (it allows you to dash to curl into a shell and knock enemies while speeding through the level) will be featured in Super Smash Bros Brawl, and it fits so perfectly I can't help but think it was planned.

  4. Modern 2D Games by SlashdotOgre · · Score: 5, Interesting

    I've always been disappointed at the lack of modern 2D games; it seems ever since the PlaySation the only new games we see are 3D. There are tons of excellent 2 dimensional games that would look great on a modern system. In particular games like Raiden, Sonic, Megaman, Contra, Gunstar Heroes, Radiant Silvergun, etc. all come to mind. Certain genres do well in 3D, but at the same time platformers and shooters are often better left in the second dimension.

    --
    Sadly, PS/2 was yet another victim of USB, which doesn't care what you plug into it, the electrical slut.
    1. Re:Modern 2D Games by mr_jrt · · Score: 5, Interesting

      What you need to consider is the restrictions the console comapnies put on new games. Sony are famous for blcoking games that "don't meet their visual standards", typically meaning 2D games. In fact, SNK recently bemoaned this publicly, hinting that they are looking forward to the Wii as Nintendo is generally less restrictive.

      --
      Boo.
  5. I'm waiting for... by eviloverlordx · · Score: 5, Funny

    Super Mario Retirement Home to come out.

    --
    'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
  6. Really Cool Game... by th1ckasabr1ck · · Score: 4, Interesting
    The only major disappointment for me (as Zonk mentioned) was the powerup system. Not only because they were kinda lame-ish, but also because there was no gathering/hoarding of power-ups as in Mario 3. Instead you just have one item 'in reserve' that you can tap the bottom screen to use.

    It was so much nicer to open up a mushroom house and grab an item that I could use whenever I wanted.

  7. Speaking as a Goomba... by Anonymous Coward · · Score: 5, Funny

    Speaking as a Goomba, I find this whole line of games extremely offensive.

  8. Welcome by spacemky · · Score: 5, Informative

    I for one welcome our new turtle-jumping, pipe-warping, fireball-spitting, bowser-butt-kicking, princess-saving overlord(s)!

    PS: If anyone hasn't seen the flash videos yet over at mario.nintendo.com, they are awesome!

    --
    640YB ought to be enough for anybody.
  9. what, AGAIN?!? by bunions · · Score: 5, Funny

    After some point, you really have to wonder if Princess Peach doesn't want to be kidnapped. Once or twice, ok, sure, Bowser is a real jerk. Eventually, you gotta figure that the Princess must not really mind it so much, if you get my drift.

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    there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
  10. Mega and Mini Mario by technoextreme · · Score: 5, Insightful

    I have to say Mega Mario very fun to play with. There is one secret area where there are nothing but pipes and a mega mushroom . Watching Mario destroy the entire area really is quite entertaining. Mini Mario is also fun with those secret little pipe areas that lead to midget goombas. Not to mention the fact that you actually have to use him to reach the two secret areas. This is very challenging because you have to butt stomp to do any damage. I have to say Nintendo took the best of all the Mario games including one stage that reminded me of the Doki Doki Mario Brothers where you could just keep on running right until you popped out on the left screen.

    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
  11. Editing - words have meanings. by JMZero · · Score: 5, Informative

    The castle is the penultimate showdown for the current World

    Penultimate: next to last.

    The castle is the not the next to last showdown for the current World. It's the last showdown in the current world.

    slide in the shell through enemies, knocking them akimbo

    Akimbo: In or into a position in which the hands are on the hips and the elbows are bowed outward:

    They really get knocked akimbo? That doesn't make sense. If you don't know what words mean, don't use them.

    --
    Let's not stir that bag of worms...
  12. Re:We have to start recycling nostalgia! by Rahga · · Score: 4, Funny

    Shamelessly ripping off a nostalgic old "The Onion" article.

    Ah, yes... I remember that article. Feels like I just read it yesterday.

  13. Flash 8 required. by leoxx · · Score: 4, Informative

    So don't bother clicking the link if you use Linux.

  14. Re:Nitpicky question by Erioll · · Score: 4, Informative

    He has a voice, but only uses it rarely. For example, he doesn't use it every time you jump, or use a fireball, etc, but WILL use it at the ends of levels, and i THINK while wall-jumping, though I could be wrong on that. Basically, his voice IS there, but it's rare. It's not like the "every jump" of SM64, etc, so not annoying at all IMO, though YMMV of course.

    As for the review, the "*-A" comment is patently wrong. "A" doesn't mean "Aquatic", but rather that it's just the first secret stage of the level. All of the purely secret stages have letter names rather than number ones, so level 3-A, 3-B, etc. Off the top of my head, I KNOW 7-A is NOT aquatic in any respect. Judging by the screenshots, Zonk didn't go past World 1, so maybe that's why he's confused, but for everybody else, the "numbered" stages are normal, and the "lettered" ones are secret.

    As for me, I enjoyed this game, but it really was way too short. I was never a "Mario Guru", but what I really thought this game was missing was a set of super-tough levels, ala the ones AFTER the Star Road in Super Mario World (Gnarly, Tubular, etc). Levels that take 10, 20, or MORE lives to get past even one of them. Those extremely unique (and challenging) levels from that game just straight-out don't exist, and even the vast majority of the "secret" exits are painfully obvious. I think I had to hit Gamefaqs for less than 3 secret exits, and maybe a half-dozen TOTAL of the star coins, because they were THAT obvious. I missed only ONE warp cannon from "just playing", and that's just a shame. And the SAME method to access both secret worlds? That's just incredibly weak.

    As somebody above also stated, most of the items were uninspired, and not really all that useful in a general sense OUTSIDE of an extremely specific secret. The selection from SMB3 was best (along with item storage), but at least SMW had GOOD items, and a good Yoshi mechanic to add more variety too. NSMB has neither of these. Honestly, the best item in the game is the Fire Flower, and it's good to the point of being just-about overpowered, as extremely few enemies don't die in one hit to it, and thus it's never all that "dangerous" while you have it.

    So I was mildly disappointed. It's fun to go through, just don't expect many "on the edge" challenges. I'd rather have the game itself to be at about the current difficulty, but throw up large "side areas" with massive challenge that the "casual" could never get through, but would provide longevity to others. SMW had this, and SMB3 didn't need it due to the length of the base game (along with the better variety of alternate paths). This is the main thing that NSMB was missing for me.