Despite being on vacation, I still got a little road trip gaming in this last weekend. It’s been a long time since I really gave this one a go but it’s amazing how fresh in my memory it remains and how quickly I’m still able to zip through it.
I’m not really going to do a whole review on Super Mario 2, since it is one of the best selling and most ubiquitous games ever made. I also won’t go into its full history: How it started out as an unrelated game called Doki Doki Panic and was modified to include Mario and friends because Nintendo was concerned that the original Super Mario 2 released in Japan was too hard for non-Japanese gamers, and so forth. All this has been covered in so much detail so many times before.
What I will say is that I love this game. It was the subject of a lavish writeup in the very first issue of Nintendo Power magazine. I received that first issue in the mail for free back in 1988 on account of previously subscribing to the Nintendo Fun Club newsletter, which NP was intended to replace. I poured over every page of this issue for months before I actually played the game, so I guess I was just programmed to love it. Yay, corporate propaganda!
Brainwashing aside, SMB2 is just a fabulous game. The vibrant colors, surreal landscapes, bouncy music, and well-rendered character sprites all put the original to shame, and while it clearly played differently, with an emphasis on picking up and throwing objects and enemies instead of stomping and shooting fireballs, I was used to different. I first controlled Mario back in Donkey Kong, which was nothing like the next game he was playable in, 1983’s Mario Bros., which was in turn nothing like 1985’s Super Mario Bros., and so on. The way you defeated enemies was completely different each time in those games, so why not again here? Shades of my Zelda 2 review here, but I really miss the Nintendo that wasn’t afraid to go back to the drawing board for each new game in a series. And no, controller gimmicks don’t count.
Perhaps most ingenious of all, SMB2 gave you four playable characters to experiment with, each with their own unique style of jumping, running, and lifting objects. Not that I ever wanted to be anyone other than Luigi. Once I got a handle on the sort of insane mobility his superpowered jumps allowed for, the other three just felt hobbled. Princess Toadstool (yes, Toadstool not Peach; I’m a rebel) gets talked up a lot, but she doesn’t come close to matching the green machine’s jump distances horizontally or vertically and she’s slower to pick stuff up, too. Make mine Weegee.
At the end of the day, the SMB2 we got over here is a superior game to the Japanese original in virtually every way. It’s got more polish, more charm, and way more variety. The only thing that the Japanese sequel (known as The Lost Levels) can offer is a high degree of difficulty. Other than that, it barely qualifies as a sequel at all and is more like a lazily-made expansion pack of new levels for the first SMB.
So it seems that cynically targeting ads at children works and sometimes a little bit of condescending cultural chauvinism can be a good thing.
Wow. Those are actually pretty terrible lessons for me to end on. Let me try that again…
…Uh, yay, Luigi!