Super Mario 3D World + Bowser’s Fury – Review

To end off Mario’s 35th anniversary celebrations, Nintendo had planned Super Mario 3D World to be ported from the Wii-U to the Nintendo Switch. However, the catch this time is that unlike other Wii-U ports, this one had entirely new content that looked similar to the style of gameplay from Super Mario Odyssey, or at least to me it did. In this review I’ll be going over a complete review of Super Mario 3D World, as someone who had never played the game prior. I’ll also be doing a complete review of Bowser’s Fury in attachment to this, as they are in the same cartridge after-all. This will culminate in Super Mario 3D World and Bowser’s Fury getting their own individual ratings, followed by a final rating for the bundle as a whole.

Super Mario 3D World –

As mentioned, I had never played Super Mario 3D World or Land when they came out on the Nintendo 3DS and Wii-U respectively. However, since the Switch landed in my hands, 3D World was a game I looked at fondly as someone who had never been able to give it a try, so when it was ported to Switch it was a no-brainer for me to try it out.

Porting Wii-U Games –

First up, I’d just like to clarify that I am not the biggest fan of constant porting of old-games to new hardware, especially when the release of new titles has not been up to scratch. This was certainly the case for Nintendo in 2020. However, on this occasion I shall let it slide now that almost all of the ‘good’ Wii-U games are on the Switch.

Story –

For once, 3D World does not have Mario set out on a mission to rescue Peach from Bowser. Instead, it follows Mario as he attempts to save all of the Sprixie Princesses from him as he attempts to unleash his inner furry. Yes, this story is not as good as it sounds, it is a Mario game after-all. However, does the rest of the game hold up in place of the story like is the case with most Mario games? I’d say yes.


3D x 2D Mario Combination of 3D World –

Now as a young’n, I adored New Super Mario Bros, and hey, even as an adult I have a guilty pleasure in admitting that I found New Super Mario Bros. 2 quite addictive. However, this style of game is something that has gone stale in recent years, and with 3D World adopting a lot of New Super Mario Bros.’ tropes and adapting them into a 3D landscape, I was sceptical. In the end though, it is fun and enjoyable, and despite its linearity, it offers a decent blend between something like Mario Galaxy and New Super Mario Bros.

However, it is important to note that there is plenty of aspects in the game that feel like just the same cookie-cutter New Super Mario Bros. format that we had come to expect back when this game originally released. I would say if you genuinely hated these games, and by the time New Super Mario Bros U Released, who didn’t, you will most likely find a lot of 3D World to be providing similar emotions.

Power-Ups & Different Characters –

Something that has always has its place in Mario games are power-ups. In this game there is the new additions of the double-cherry and the cat-bell. The double cherry is fun, however, not prominent or explore enough throughout the game. The cat-bell is the most common power-up in the game, hence the whole ‘fursona’ vibe that the game has going on. It is alright, enjoyable to use and can get you out of plenty of tricky situations. Other than those two power-ups though, there doesn’t seem to be anything new. The game has some older power-ups, but they are already mostly known by anybody who has ever played a Mario game.


Other than power-ups, a new way to provide a different experience is through different characters. You can obviously play as Mario, who is the most balanced of the lot, however, for some reason, lacks his triple and long jump moves, which is incredibly annoying. Luigi, who is more float-y and has a higher jump. Toad, who is small and fast yet has a pathetic jump-height. Lastly, Peach, whom is not busy being courted by Bowser this time around so she can offer her gliding abilities to aid the player throughout levels.


I appreciate the different options offered, however I really just found myself playing as Mario for the majority of the game unless another character offered a specific advantage in certain levels, which is not often the case.

Game Length and Collectors Items –

The game was actually a lot longer than I expected. In my memory, the usual length for these types of Mario games could be completed within a day. However, keep in mind I played through this game without advancing until I had collected all stamps and green stars in previous levels. There was plenty of worlds, along with a fake-out ending that reveals Bowser’s final world, which looks incredible by the way.


As well this, the change of pace from traditional levels is also supplemented by other challenges such as Captain Toad levels and the star gauntlets. Captain Toad obviously was good enough to get its own game, but I feel the star gauntlets have an idea there too for its own game, it felt similar to WarioWare, but that’s just something to note for the future potentially. So, there is plenty to do, whether that be filling in the sticker book, which is satisfying, or collecting all the green stars.


Visuals –

I am not the biggest fan of this plastic-type style that these types of Mario games go for, however 3D World looks nice with it. The worlds are often vibrant and offer some great visual satisfactory eye-candy, such as all the different colour rainbow blocks in certain hidden rooms.


Even beyond little moments of satisfaction like that, there is moments of grandeur, such as the arrival towards Bowser’s tower in the final level, which gave me Odyssey-scale vibes.

Lastly, the HUD and menus in 3D World may be simplistic but that is what makes them so gorgeous. They’re responsive, bright, and slickly laid out, and although their simple, they are beautiful nonetheless.


Music –

Personally, this game has one of the weaker soundtracks from any Mario game. There is a one or two songs I enjoy, such as the dance-remix you get from the cloud-levels, however, other than there, I really cannot think of anything that particularly stood out to me.

Post-Game –

Even after a pretty hefty length of main-game, there is still four more worlds, followed by one ultimate world that is supposed to be a lot harder than the regular game. However, to get this, you’ll need to obtain all of the green stars, all of the stamps and reach the top of every single flagpole in the game before you can travel there. So, you certainly have to be committed. Nonetheless, despite some areas of this game being obvious rehashes of recent Mario tropes from the time, these moments of extra-content that weren’t required show that this game clearly was intending to offer an efforted and complete experience for those who bought it. There is enough for 3D World to hold itself up, even without Bowser’s Fury.

Conclusion –

Super Mario 3D World was an experience that I thought I’d enjoy, and I did. There was a lot that felt similar to those cash-grab New Super Mario Bros games, however there was also a lot that felt unique and like there was genuine effort and passion put behind it, even going beyond what I had expected in the ways of content that the game offered at times. This game is very fun, simple, and offers a lot more to do than I thought there would be. It holds up on its own and to add Bowser’s Fury in with the mix is just a cherry on top of the cake. However, there is still a lot more the game could have done, but that just generally comes with the limitations of the 2D x 3D game-play that they went with.

Final Rating of Super Mario 3D World – 7/10

Bowser’s Fury –

Super Mario 3D World was obviously a welcome addition to the Switch libary, however, where this release truly caught the eye was with the addition of Bowser’s Fury included. This game turned heads for its unique approach to 3D World, as well as some weird game-play ideas and imagery teased before release such as the Super-Sayain Cat Mario versus a Godzilla-esque Bowser. So, what did I think?

Story –

The story follows Mario as he arrives in a new location, to be greeted by one of his old enemies, Bowser Jnr. Bowser Jnr. explains to Mario that his father has gone crazy and is now a giant monster, even more so than in the past. This ultimately leads to Bowser Jnr. and Mario joining forces for the first time to try and collect all the cat shines and turn Bowser back to normality.


Mario’s Partner and His Involvement –

A big quirk of almost every 3D Mario game is some sort of partner that plays their part. In Sunshine it was Fludd, in Odyssey it was Cappy and now in Bowser’s Fury it is Bowser Jnr. However, admittedly, Bowser Jnr. has almost no bearing on the actual game itself outside of a few motion-pointer interactions to get you an extra power up or something. He sometimes takes out enemies, but never efficiently enough. Really, Bowser Jnr. is more of a fan-pleaser to see these two characters joining together rather than him actually having any impact on the gameplay itself.


3D World Combined with Sandbox Mechanics –

In terms of the game-play, this is really interesting. Bowser’s Fury is a mixture between Super Mario 3D World and Super Mario Odyssey’s style of game-play in my opinion. Mario has the moves of 3D World but in a more traditionally sandbox terrain. Elements such as collecting all the stars, moons, shines or whatever they are in each sandbox Mario game is prevalent here, as each areas has a specific amount of Cat-Shines to collect in order to fully complete it.


Bowser’s Fury isn’t anything crazy, but it is a genuinely unique and interesting way to approach a sandbox Mario title.

Bowser Timer Mechanic –

Even more so than the mixture of 3D World and Odyssey’s game-play styles, the mechanic of Bowser is the most obvious and interesting mechanic in the game. Every now and then Bowser will appear from his shell in rather dramatic fashion, which is sure to get your heart racing just that little bit more. This often led to me having to abandon what I was doing in an attempt to avoid him until he calmed down, attack him, or find a quick shine in order to make him retreat.


Bowser appearing every few minutes is odd, and takes some getting used to especially after years of Mario games that encourage you to take your time in areas. However, it really is one of the most unique and interesting ideas Mario has had, and hey, Bowser looks unbelievably good.

Length and Content –

Bowser’s Fury is obviously a side-game. It is a bonus. Thus, this game isn’t that long. Most shines are easily found and follow same-y tropes of older shines in the game. There are a total of 100 Cat Shines to collect across multiple different areas, which for a side-game really blew me away. This game could be finished in quick succession if you really wanted to, but for a bonus, it blew me away just how fleshed out and complete this game felt on its own, it was truly a shock.

Conclusion –

Bowser’s Fury is a short but shockingly fleshed out and full experience. I am still shocked that a bonus of this quality was just that, a bonus. This shows what should be made of ports, when extra content goes the extra mile like Bowser’s Fury did it validates the reinvigorated €60 price tag on a port of an old game.

Final Rating of Bowser’s Fury – 7.5/10

Final Thoughts on Super Mario 3D World + Bowser’s Fury

So, did Super Mario 3D World + Bowser’s Fury disappoint? No, far from it. It was the exact sort of experience I expected, that being an obviously fun game that I knew I’d enjoy all the way to the end. Price tags are usually a point of argument for ports, however Bowser’s Fury is so fleshed out and fresh that it validates a full price on a port of a Wii-U game. This game further hammers home the Nintendo Switch as the definitive console for Mario games.

Final Rating of Super Mario 3D World + Bowser’s Fury – 7.5/10

Luigi’s Mansion 3 – Review

As is a common trend among a lot of games I review, this was my first time entering the Luigi’s Mansion series of games. I was initially sold on this game the minute I saw it, with the stunning animations and visuals something that majorly tickled my fancy. However, I just never got around to getting the game until 2020, so, here is my slightly late review of Luigi’s Mansion 3.

Story –

The story in any Mario-character-related game is not one that is ever crazy in-depth, but nonetheless, I will summarise it. This game follows Luigi and his usual gang, of Mario, Peach and two Toads, as they take a holiday to a hotel. Obviously, this hotel is haunted by an evil Madame ghost, as well as a number of other personalised ghosts. Mario and Co. have been frozen into paintings, and it is down to Luigi, with the assistance of Professor E. Gadd to rise through the levels of the of the hotel saving his friends one by one along the way.


Graphics, Details and Animations –

Luigi’s Mansion 3 has to be easily one of the best looking games on the Nintendo Switch. The animations that have been put into every single aspect of this game are some of the most satisfying and detailed I have witnessed in a game, let alone a game on the Switch. The levels of detail put into every setting is incredible, ranging from general hotel-settings, shopping malls, to even a God of War 3 Hades’ Chamber-type vibe.


Graphically as mentioned with animations, this game is at the top of the food chain. I really cannot think of many Switch games that reach this level of polish visually. Luigi’s Mansion 3 saves no expense when it comes to the visual eye-candy on offer. These graphics are obviously complimented by what I had just mentioned with the environments and animations.


Controls –

In most circumstances, this game controls fine, but there is a number of instances where it is a complete pain, especially if you are playing with a controller for the most part, like I was. On so many occasions I found myself perplexed by the odd hand movements and shapes that I was forced to put myself in, just to catch the ghosts or shine the torch at times. I am not sure how this could have been improved, but at times this feels like a game that was ported to the Switch with them doing the best they could with the control-scheme for another console, rather than a game being specifically made for Switch control options in mind.

Puzzles and Game-Play Elements –

The puzzles are a downside to a game like this. This is a personal preference but I am the type of person who is easily deterred and bored when it comes to puzzles and unseen things. With Luigi’s Mansion 3, the puzzles and other aspects of certain areas are often completely unseen and do little to remind you of your abilities or traits that you have at your disposal for certain abilities.

Collecthathon –

Luigi’s Mansion 3 is a bit of a collectathon, and providing collectables to try and hunt down on every floor of the mansion. Such as the basement floor’s gems for example.


However, as you’ll see mentioned throughout this piece, I struggle to really 100% Nintendo games and collect everything the game has to offer, due to the lack of a reward system. Why should I collect every film tape or whatever each floor’s collectable is? What is there to earn as a result? I rarely care about fully beating games unless there is a trophy or achievement system in-place attached to my account that drives me beyond just finishing the game.

However, it is important to keep in mind that if this does not matter for you, then there is a decent amount to collect throughout the game to keep your mind occupied.

Ghosts –

Obviously when it comes to Luigi’s Mansion the ghosts are a big part. However, despite there being plenty of encounters, they do feel somewhat sparse throughout the game. Most of my time was felt spent more so just travelling around floors and observing different settings, with the occasional ghost-attack from somewhere in between the boss battles.

Mentioning boss battles, they are unique. My personal favourite is less of a traditional boss battle in the sense that the ghost himself isn’t the boss, but rather he has you take place in his film. I just loved everything about this boss specifically.

Luigi's Mansion 3 gelöst: So fangt ihr alle Geister! | GAMEZ


Difficulty –

Difficulty is actually here in this game surprisingly, with the puzzles not being obvious whatsoever and the fights all requiring different strategies and approaches to win. This isn’t to say you’ll be dying over and over though, as money is easy to come by, and a result, so are the bones that can revive you if you were to ever have the rare event of actually dying, which is even rarer due to how many hearts are laying around the actual mansion for you to take advantage of if you ever do manage to get low health.

Length –

Despite not being that long of a game, popping in at around 10 hours to finish the main story. I have to admit, I did find Luigi’s Mansion 3 to become quite the drag to get through. I’m not sure what it was really, as each floor was interesting, the animations and general gameplay was enough to maintain interest, yet for some reason, about half-way in, I found myself almost forcing myself to get through the second-half of the game.

If I had to try and chalk it down to something, I suppose the game just isn’t very compelling? I mean this in the lightest way possible but generally there wasn’t really anything that I desperately needed to come back to, to ensure that I got the full experience. I think this is an issue with a lot of Nintendo games sadly. I’ve mentioned in previous articles how a lack of a trophy or gamerscore-type system on the Switch does take a little away from the motivation and incentive to continue to play games. It almost takes away the reward and progression factor from them.

Conclusion –

Luigi’s Mansion 3 is a game that all Switch owners should experience, due to the incredible level of detail and effort put into it, which is front and centre. However, it is a bit of a repetitive drag that did become a chore to return to with little incentive to continue playing with the gameplay loop not really being that rewarding.

Final Rating – 7/10

Paper Mario: The Origami King – Review

I think that the background of the Paper Mario series is always one that has avoided me, in terms of actually experiencing past games. This was my first Paper Mario experience as you can probably tell from that previous sentence. Despite the lacklustre response that Origami King got, and in even some cases, a negative response, I found it to be a lot more engaging and enjoyable that what some others may have done.

Gameplay –

For me, Origami King was an engaging experience, though mostly I felt it was most enjoyable as a calming game to play with something on in the background. Exploration and the scenery of the world of Origami King provide a lot to see and do, with it being highly incentivised too.

As I said, for me playing Origami King wasn’t something which required my undivided attention, yet it was still engaging enough to maintain my attention throughout.

In terms of mechanics, I do not have much negatives to discuss regarding the battling system, I found it pretty enjoyable at times, however it has to be said that battles can become tedious and unrewarding in a system where there is no XP to incentivise the battles actually taking place.

Paper Mario Origami King battles


Visuals and Graphics –

Rather surprisingly for me, Origami King is probably one of the best looking games on the Switch. The scenery is vibrant with incredible detailed foregrounds and backgrounds, with plenty to look at. Of course there was the famous pictures of the absolutely phenomenal water from the game, and yes, that was legit and is definitely as beautiful when you play it for yourself.

Paper Mario: The Origami King water


In general, as I said, Origami King surprised me when it popped up as potentially one of the most beautiful and graphically crisp games in the Switch’s lifetime so far.

Humour and Characters –

The humour is something that stood out for me. Paper Mario games are always known for being a little more self-aware than the mainline games, which is something I found incredibly enjoyable. I am usually one to skip over needlessly spammed text, but through Origami King I would find myself reading every line of dialogue out of fear of missing a funnily written line or reference.

Paper Mario: The Origami King Humour


This also blends into the characters of the game, such as Bobby and Olivia. Of which Bobby’s death is one of the most impactful moments throughout Origami King’s story, showing the importance of creating unique and personified characters who have their own individually stories coinciding alongside Mario’s.

Paper Mario: The Origami King Bobby Death


Music –

The music, as with almost every Mario-related title, is stellar. I particularly found myself sitting on the title screen just calmly listening to the glistening and fluid tune of the main-theme for the game. You can listen to this song here if you’ve yet to hear it: Origami King Title Theme

Difficulty

In terms of difficulty, this game is far from difficult. The battles are a breeze, however there was a major difficulty spike for me personally when I came to take on the Water Vellumental, this did take me quite a few tries.

Paper Mario: The Origami King Water Vellumental


XP does feel evidently missed, which can make battles feel tedious, meaningless and completely unrewarding, with me often looking to avoid battles due to the lack of incentive to need to do them.

Where the Game Went Wrong –

In terms of where the game went wrong, I feel the major issue of a lack of an XP system was evident, as I said, this is something which quite simply for me could not be overlooked. I thought that the enjoyment and incentive of the game would have benefitted hugely from an XP system being put in place.

Elsewhere, the lack of personified characters who have their own visual style or join you along your journey in the way Olivia and Bobby did was clear for me also. The best parts of the game were the interactions with Olivia and Bobby, so to have such a lack of partner characters was a big miss.

Final Thoughts –

In general, despite what many user reviews on sites like Metacritic may say, for my first time playing a Paper Mario game, I enjoyed myself, and although it wasn’t the most riveting of experiences, I do not regret giving the game my time. It isn’t the type of game to leave you jumping off your seat for years to come, but it is an experience I am glad I had and something I feel was an enjoyable time overall despite some glaring issues.

Final Rating – 6.5/10

Super Mario 3D All-Stars – Review

The biggest talking point in the Nintendo community for the last year has been the mystical atmosphere surrounding a collection of all of Mario’s biggest 3D outings, and when that 35th anniversary direct dropped proving its existence, it was like Jesus rising again. Though there is a lot of positives regarding the collection, there is also a number of negatives. In this long-winded review, I will be going over all three games, giving each their own specific review and rating, and then finishing up with a final review of them in context of the collection as a whole, with what I would rate the collection and my thoughts on it. Anyways, let us begin back in the era of ‘totally radical dude…’, the 90’s with Super Mario 64.

Super Mario 64 –

Title Theme - Super Mario 64 - YouTube


Super Mario 64 is a game that inspired what could be seen as all of the major releases in the modern day, through its revolutionary 3D gameplay. However, despite being seen as one of the best games of all-time, it obviously does have flaws that come with age and general being the first of a long-line of 3D platformers. Keep in mind, despite me being familiar with 64, I had never played the original until this Switch release.

Controls and Gameplay –

Of course, Mario 64 is known for its tight controls and acrobatic ability in giving the players freedom to find innovative ways to get around the worlds. Mario is arguably more fluid and tightly controlled than any other romp he has had in recent memory, despite the game’s old age.

I do think the controls and tightness go out the window when it comes to the water levels. These are an abomination, a true work of evil. The lack of detailed control over where Mario moves is something evil enough to drive even the most patient players insane.

Dire, Dire Docks - Super Mario Wiki, the Mario encyclopedia


Elsewhere, the camera also doesn’t render itself any favours when it comes to combining with the precise movement and jumps that is needed throughout the game. Of course, it works, but it is obvious why players were given full control of the camera in later titles, with the camera of 64 being responsible for a-many-o-deaths.

In handheld, the game works perfectly fine, and is a glimpse into what the DS remake of Mario 64 could have played like, however, I personally will always prefer to sit down and play Mario 64 on a TV with a controller in-hand.

Music –

Out of any of the Mario games, and just gaming in general, I don’t there is a game that has managed to make every track as universally recognisable as Mario 64. Tracks such as ‘Slide’, which you can listen to via this link: https://www.youtube.com/watch?v=_sG5YwPtetk, had me whistling along despite the tedious nature of the auto-scrolling carpet. As well as this, upon booting up the game the emotions took over, as despite not playing the original 64, I did grow up with the DS version which kept many of the original tracks. The atmosphere of this game combined with the music is something that many should treasure, as even the water levels are compositional masterpieces.

Visuals and Graphics –

Of course this is an area of struggle, but for a game made in the 90’s, I have to say, Mario 64 looks fantastic and vibrant even still, in the modern day.

Super Mario 64 smoke glitch uncovered, fixed with a single line of code


Obviously there is a lot of lacking textures and blurriness for certain textures, but in general, looking at the time in which 64 came out and comparing it to other games of the time or even games released a few years after it, it was a top graphical revel of its time.

Tall, Tall Mountain | Nintendo | Fandom


Difficulty –

In Mario 64, many may quickly latch to the easiness of the game, but trust me, you have not struggled with life until you have managed to do Tick Tock Clock.

There is large gaps in difficulty. Such as the star atop of the Snowman’s head. Without the discovery of the ability to stand on the penguin’s head, I am almost certain that this star would have resulted with the Switch being smashed.

Snowman's Big Head - Super Mario Wiki, the Mario encyclopedia


In comparison then you have stars like the one where you are required to beat Wriggler. He takes three hits and I seriously am unsure what to tell you if you’re struggling with beating this oversized caterpillar for this star.

Super Mario 64 Walkthrough: 13-6 Make Wiggler Squirm - YouTube


In general, these stars, amongst many others show the vast difficulty gaps that exist within Mario 64. I could go on forever about the easy stars against the painfully tedious and difficult ones, but if you have played 64 then you know which ones I am talking about already.

Iconicacy

Yes, I am aware I based an entire section on an imaginary word, but I feel this is important to consider when evaluating just how good Mario 64 is. Genuinely, I personally do not think there is a game out there with as many memorable, identifiable and iconic moments and visuals as Mario 64. Each world is vividly stamped into your mind once you finish this game, and they are something you will never forget, whether that be for the better or the worse.

Along with that, as I said, the music in the game combined with the areas and visuals is something which adds to the memories that get etched into your mind as the player. They bring life and urgency to these worlds and make them all the more vivid not just in the short term but also the long-term.

Despite not being the best Mario game in many respects, I do not think that any Mario game even in recent time will ever be able to match the level of iconic power that Mario 64 held and still holds today. It seems like every section of the game is instantly re-countable for everyone who has played Mario 64. This is all spite in losing the most iconic Mario moment of all-time, with gay Bowser now coming out as bisexual in the last two-decades.

Top 10 Final Bosses in Mario | Mario Amino


Where Super Mario 64 Could Improve?

Of course the movement could be a little more precise when turning. The camera could be majorly revamped and improved in the modern-day to make the platforming an almost flawless experience also. Along with these points, the graphical dating of many textures in the world of 64 began to show their age a long time ago, so they could also be improved and updated. Lastly, the large spikes in difficulty between stars and the pure tedious nature of falling and having to start from scratch for 100 coins in courses like Tick-Tock-Clock, for example, could be more streamlined or at least kept in balance with the difficulty of the rest of the game.

Does Mario 64 Hold-Up and Final Thoughts –

Rather surprisingly for me, yes, Mario 64 held up pretty well. There have been few games I have played in recent years that have allowed me to sit down for multiple hours and completely shut off from the rest of the world and be completely engulfed in my screen. Despite some things that have aged with time, Mario 64 shows why it was one of the revolutionary turning points in gaming, and why it remains such an iconic and enjoyable experience even in the modern day.

Cake - Super Mario Wiki, the Mario encyclopedia


Final Rating of Super Mario 64 – 8.5/10

Super Mario Sunshine

Title Theme - Super Mario Sunshine - YouTube


Often seen as both the best and the worst Mario game ever-made, you can be forgiven for being on either side of the coin when it comes to Mario 64’s follow-up title. However, warnings ahead for my thoughts on this cult-classic for many, as I had not played it prior to this collection and it was probably the Mario game that I have had the least amount of prior knowledge of going into a play-through, so really, I had no idea what to expect. However, being the follow-up act to Mario 64 was always going to be a difficult challenge for Nintendo, so, how did they do?

Controls and Gameplay –

The major gimmick of Mario Sunshine is probably the least-Mario-ish idea we will ever see, that being the sentient water-sprayer, Fludd. For me, Fludd took some getting used to, with me initially not liking the addition of the device and not enjoying the movement using it. However, over time, you get used to having it and using its capabilities become second nature. So, overall I think Fludd is a more of a positive addition to Sunshine than a negative, although it majorly transforms and detracts from what players would come to expect from a traditional Mario 3D platformer.

Super Mario Sunshine 2: Will we ever get a sequel?


Very early on when I started Sunshine, one of the first negatives I noticed was the lack of one of the most important moves from Mario 64, that being the long jump. This is what I was speaking of when it comes to what the addition of Fludd detracts from a Mario platformer. Some moves just get completely scrapped or feel odd when Fludd is the mainline mode of platforming traversal.

In general, Mario feels a lot lighter and slippery to move around in this game in comparison to the often weighted and tight parkour movement of Mario in 64. This can often be a positive but it is something of pure hell when playing in the secret stages. Mario is slippy and it becomes so easy to just casually slide off an edge into the abyss or accidentally run off a cramped platform.

Red Coins in the Yoshi-Go-Round - Super Mario Wiki, the Mario encyclopedia


Also, in comparison to 64, I actually found myself playing Sunshine in handheld mode on the Switch more so than in docked mode. However, this is usually the case for me, I tend to play games I am not enjoying as much in handheld mode whilst I have something else on in the background on the TV. Although yes, Sunshine works perfectly in handheld mode and feels great otherwise.

Also as a slight nit-pick, the frame rate dipped for me a handful of times when moving through Delfino Plaza, however that is not a major issue.

Music –

Of course, it doesn’t matter how much I may dislike a Mario game, the music will always be stellar, and with Sunshine it is no different. Tracks such as the music to Noki Bay, ignite a sense of nostalgia and just immersion into a nicer and more kind world that is far from the reality of the real world, you can listen to the track via this link: https://www.youtube.com/watch?v=HqY0FnkqD98. Amongst this track there is many more memorable songs that sooth the often tedious and cruel nature of the game, such as the music to the secret levels, which is just so charming and soothing in a situation where many are sure to be up in arms in pure anger.

Visuals and Graphics –

Graphically Mario Sunshine blew me away with how it looked for a game released in 2002. Despite being revamped to fit HD, it looked absolutely incredible. In so many ways, you could be forgiven for taking Mario Sunshine as a modern game.

Some examples of the incredible displays and visuals came with the model for Princess Peach, which is arguably as crisp and detailed as the Toadstool princess has ever been.

Super Mario Sunshine - The Movie (All Cutscenes) - YouTube


As well as this, the general aesthetics of many of the areas in Sunshine are just incredible. A personal favourite of mine was the background visuals of the secret level based on Yoshi’s Island.

The Yoshi-Go-Round's Secret - Super Mario Wiki, the Mario encyclopedia


Lastly, the aesthetic of Sunshine is something I can appreciate. All the levels are visible from each other regardless of where you are, and despite the fact that this can make all the levels feel same in their visual design, I can still appreciate the attempt to make Isle Delfino feel and look like a legitimate place.

Difficulty –

As hinted at throughout this review, Mario Sunshine is easily the most tedious, annoying and most unbearable Mario game for me. There are many reasons for this opinion.

Levels such as the secret levels, most notably the secret level near the beginning of the game where you need to move on a diagonally rotating cube multiple times, combined with the slippy and sudden nature of Mario’s movement left me needing about 20 tries to complete it. On top of this, the boot-out system makes the situation all the more frustrating due to the low amount of lives and the high amount of attempts these levels take.

Super Mario Sunshine Game Over (White Screen) - YouTube


In terms of actual non-secret objectives, the Watermelon festival is well known for being one of the more tedious objectives. I moved two melons before realising the one I was supposed to be going for was atop the cliff. This didn’t take me many tries, but it was tedious, frustrating and just plain un-fun.

The Watermelon Festival - Super Mario Wiki, the Mario encyclopedia


This is a trend in a lot of Mario Sunshine’s objectives in comparison to other 3D Mario games, and that is their often long-length and tedious nature. Mario objectives are at their best when they are swift and enjoyable, but it feels the exact opposite to this in Sunshine. This left me feeling like the game was a massive slog to get through. rather than eagerly looking forward to the next objective.

Iconicacy –

Of course Mario Sunshine will always be iconic, it is a Mario game after all. However, in comparison to games like 64 and Galaxy, I feel the collection of people who remember every detail of Sunshine and adore it are a lot more niche and tight-night than those of the aforementioned titles.

Sunshine is iconic, as Mario is iconic, but for me it doesn’t come close in any area to the title that it followed-up or the title that it came before.

Where Could Super Mario Sunshine Improve –

Mario Sunshine does a lot right, and I still enjoyed many parts of it, however there are some major glaring issues that made the game unenjoyable for me on a personal level.

The tedious missions that are spread out throughout the levels can feel like an attempt to pad out the play-time. Missions are often incredible long in comparison to 64 and that combined with the annoying and frustrating nature of many can make them feel like more of a chore than a fun time. I think making the shine sprites more reasonably obtainable and swift to get would make the game all-round more enjoyable.

As well as this, the game offers incredibly high difficulty spikes. There are moments of gameplay that are nothing short of cruel, such as the sand-bird or as I mentioned, the Watermelon festival. These are bad enough to begin with, but combined with a boot-out system can make them all the more annoying and unforgiving. I think that a more consistent basis for objectives and levels, combined with somehow eliminating the boot-out system in many instances would make this far more enjoyable.

The Sand Bird level from Super Mario Sunshine : nostalgia


One of the big things for me that dulled my experience was the lack of a streamlined traversal or tracking system. In Mario 64, you know what is a level and what isn’t. All levels are paintings, so it is down to you to identify the paintings, however in Sunshine it can become unclear where to go and what to do next with all level launching areas being different in appearance and not available to you at consistent spreads of time. I think making all level launchers look the same or generally have the same visual style would make them a lot more easily identifiable and thus making it easier to determine where the next objective is to be.

Super Mario 3D All-Stars: How to unlock all worlds in Super Mario Sunshine  | iMore


Does Mario Sunshine Hold-Up and Final Thoughts –

Visually yes, it does hold up in the modern day. In many other areas though, such as the points mentioned in my previous section, a game like Sunshine is clear to see why it may have been for a more niche gamer back in the day and why it is seen as more of a cult-game than a beloved classic for everybody even now.

Sunshine tried something wacky and new, and for that, I can and will always respect that move to take risks and not stay within your comfort zone. Personally, despite this respect I have for the guts to take a risk, I found the game to be more tedious and annoying than enjoyable and fun. Mario Sunshine feels nothing like what a traditional 3D Mario platformer would be expected to feel like. Although, I can also see why many would love Sunshine and regard it as their favourite Mario game, me really not liking the title is just my personally preference.

Completion - Super Mario Wiki, the Mario encyclopedia


Final Score of Super Mario Sunshine – 7/10

Super Mario Galaxy –


Mario Galaxy, despite being one of the more linear 3D Mario titles in the sense of the missions being a straightforward guide of getting from the beginning to the end, is still incredibly unique. The general idea of Mario being in space with all of these random and completely unique galaxies and planets has a brilliant set-up for endless possibilities in terms of what could be done. This is obvious considering the developers had so many ideas with this concept that they had to go and make a sequel just to fit them all into games. In this last section of my review of the three titles in Mario 3D Allstars, I’ll be going over what I thought of every area of Super Mario Galaxy.

Controls and Gameplay –

There are a number of components when it comes to controls and gameplay mechanics that I was unsure of how they would be adapted to the Switch from the Wii, despite the Switch also being capable of motion controls. These fears in some ways were fully realised whilst playing the game and in many other ways, completely soothed.

In terms of the controls, Mario generally feels just like he did in the Wii version, whether that is for the better or for the worse is up to you to decide. However, there are a number of buggy, finicky and annoying elements to Mario’s movement in Galaxy.

In Galaxy, Mario is probably the most sluggish feeling he has ever felt. This is largely down to the concept of gravity within Galaxy, however it still does leave me keening for the swift and nimble movement of Mario in 64. In Galaxy it is a lot harder to get speed, height or for example, with the sidewards jump, a long distance.

When in a spherical domain, Mario can often get caught in a loop where the rotation of the area he is in doesn’t match the direction that the analog on the joy-con is pointing. This can lead to aimless movement around the area or in some cases, Mario getting caught in a sudden loop of movement.

Does anyone know if its possible to make like small spheres which have  gravity so you can walk on them like in super mario galaxy? : PS4Dreams


Something which is a major issue and probably the biggest issue for me that is exclusive to the Switch version of Galaxy is the fact that the pointer just does not work. This is a weird one as I have seen almost next to nobody complain about this. In Galaxy, the pointer for the right joy-con is just as involved as the left, however, with a lack of a Wii sensor bar to centre itself to, the pointer is incredibly easily thrown off-centre and will require almost constant recalibration by turning the joy-con on and off again (a.k.a, docking and undocking the joy-con). This takes away from a lot of the fluidity and enjoyment that comes with playing Galaxy, although I assume for many, it is something you learn to accept and get over.

In handheld mode, unlike the previous two entries, Galaxy falls flat. Galaxy is almost completely unenjoyable in handheld mode, due to the pointer and collection of starbits being left to the player’s hand in tapping the screen. Not only will this lead to a smudged screen, but also it requires you to take your hand off of the Switch to collect the starbits and interact with the pointer. I was always unsure how Galaxy would convert to handheld, and I can be certain that I was right when I thought it would detract massively from the experience in order to make it work.

Music –

The entrance music in Galaxy is always something that holds a strong meaning for me. That moment you slam down on that first-planet and you see the universe ahead of you is something that creates a special type of aura. Along with this, the music in Galaxy is a bombastic orchestra, showing a sense of epicness and grandeur to the world of Galaxy.

Visuals and Graphics –

Mario Galaxy is a game that could stand for a modern release, especially with the new crisp updated HD visuals. The general vibe and aesthetic of Galaxy is one of immense calmness and often coldness. The viewing of the endless void in the distance of a never-ending space is something that creates a sense of wonder but also an eerie feeling of the unknown.

HD wallpaper: Super Mario, Galaxy, Space, Game | Wallpaper Flare


In terms of Mario himself, he looks a bit more odd than I remember him. For some reason he looks like his mouth is constantly filled with water and that his cheeks and chin are made out of exclusively cellulite, not sure if this is how it was in the original release, but something I noticed nonetheless.


Although not mentioned in the other games, I do think it is important to mention the stars from Galaxy too. I feel they are the most satisfying they have ever looked. And despite this being a random thought that holds no substance, I found myself wanting to eat them due to their buttery/caramel design.


Difficulty –

As I said, in comparison to 64 and Sunshine, Galaxy is a lot more forgiving to the player. Plenty of time to move around, combined with plenty of lives, combined AGAIN with respawning at appropriate areas rather than being resorted to a boot-out all lead for a generally more comfortable and relaxing experience.

However, Galaxy does have its janky moments too, such as the ball level that requires you to snap your wrist with whiplash in an attempt to halt the ball from falling off the cliff.


Iconicacy –

In terms of iconicacy, Mario Galaxy has its spot cemented in history. However for me, on a personal, biased note, Mario Galaxy 2 will always be the more memorable of the two. As this is the last entry in this review, I think it is appropriate to mention where I think these games rank in their level of iconicacy.

At the top of the pile by a long-shot is Super Mario 64, as I said in my original review of that game, never has there been a game that broke the barriers and conventions as much as 64 did, as well as that, the music, style and visuals from the game are something that is almost recognisable by any gamer on the planet. This in comparison to other titles like Galaxy and Sunshine, despite having their memorable moments, do not even come close. After 64 is Galaxy, which has all its praise laid out online by every single video-game lover on the planet. Lastly, Sunshine. Not to say it doesn’t have memorable moments, but Sunshine for me always struck me as a more cult-classic and niche title than 64 and Galaxy.

Where Could Super Mario Galaxy Improve?

Mentioning where Galaxy could improve is futile as Galaxy 2 improved and solved almost every single issue or short-coming that the original title may have had. So, in general, the perfect answer for where Super Mario Galaxy could improve is… buy Mario Galaxy 2. This isn’t to say Galaxy is bad, if anything it just shows how incredibly mind-blowing the sequel is.

As for the Switch version of the game, controls is the main problem. As I said, sphere movement is an issue, as well as the centralisation of the pointer on-screen. I am not sure how to rectify these issues as I personally never really expected Galaxy to work on anything except a Wii anyways. But regardless, these are problems and things that would need improvement if they were to bring Galaxy 2 onto the Switch at some point, which I am sure they will.

Does Super Mario Galaxy Hold-Up and Final Thoughts –

Yes, yes, yes, one-billion percent Mario Galaxy holds up today. I have done my best to explain how incredibly calming and enjoyable this game is to play, amongst the abundance of objectives, stars and galaxies to explore. If you are yet to play Galaxy then do yourself a favour and stop depriving yourself.

In conclusion, Galaxy is an almost flawless game, however the Switch entry does provide a few major annoyances when it comes to the controls. Either-way, if you can look past the shortcomings in the controls on the Switch, Galaxy is still just as good as it was when it released over a decade ago.

Super Mario Galaxy Contains the Series' Most Tragic Story | CBR


Final Score of Super Mario Galaxy – 9/10

My Final Thoughts on Super Mario 3D Allstars as a Collection –

There is not much to complain about when it comes to what can be regarded as three of the most popular and enjoyed games of all-time. If you are looking for hours of fun to take you away from the terrible world we live in today, then this collection is perfect. The price of €60 may seem hefty to many, but for me, Nintendo could have easily sold these three games separately and people would have still bought them, so I am glad that something that once seemed like a far-off rumour was able to exist physically in my hands.

Obviously, the collection would have been perfected if it had been remakes of the three games, rather than just upscaled ports, but sometimes in life not everything can be the ideal version of what you would want. I too would have adored remakes of these three games, but my want for remakes does not detract from my enjoyment of playing the originals.

Final Score of the Super Mario 3D Allstars – 8.5/10

Super Mario Odyssey One Year On – Review

Firstly, I just want to start this piece by getting something off of my chest. Super Mario Odyssey is the greatest Mario game of all-time, with the Mario Galaxy series coming in a close second place. And with the game approaching the one year anniversary of its release this month, I thought it’d be fitting for me to discuss what I found brilliant about the game.

So…what makes Odyssey the greatest Mario game of all-time? Today I will be summarising that in a few central topics(And yes, I am aware it has been quite a while since the game originally released)

The Switch –

The first topic I want to discuss is the console which Odyssey was specifically made for, the Nintendo Switch, and having played the game to completion, I can say easily, that the Switch is probably the biggest reason behind this game’s feel and success. Everything about the game feels perfect and fluid and the graphics of the game are absolutely breathtaking for a Mario game, which of course wouldn’t be possible if it weren’t for the Switch. For that reason alone, the Switch is just a key component in why this is the greatest Mario game of all-time in my opinion, but obviously, there are other factors of the game that go towards this argument.

Game Diversity –

Now, I know this is a common factor in almost every Mario game, but I feel another huge factor that goes into the appeal of Odyssey is the diversity in gameplay and surroundings. Whether it be starting off in an eerie cap kingdom, riding through a desert on a statue-bull thingy or the absolutely mind-blowing visuals of New Donk City, there is something for everybody to be blown away by, and that constant new experience around every corner keeps the game fresh and immune to going stale or becoming repetitive, which can be a common factor in most games that are released nowadays. But this is something Mario as a franchise has nailed down to perfection in almost every game belonging to the series, the ability to keep the game fun and exciting to play. I think this aspect is another main reason Mario Odyssey is amazing, but this could also be applied to most Mario games.

Super Mario Odyssey director explains why New Donk City takes a realistic  approach with its visuals | GoNintendo
The Shop & Collectable Purple Coins –

Oh my word, the shop. The shop within the game is the most genius thing Mario as a game has ever conjured up, and I know there have been inklings of exchange within Mario games of the past before but never to this extent. The shop within this game is designed beautifully to stand out perfectly in every diverse setting within the game and the theme song when you enter the shop is perfect and upbeat and takes you away from whatever objective you were trying to take on during the general game. The shop also adds a lot of motivation for players to continue playing once they’ve completed the game, as the post-game consistently adds new and more expensive items(which means more gameplay to try and obtain enough coins for said items).

Along with the golden coins comes probably the second most genius thing ever introduced into a Mario game, and that is the collectable purple coins. The purple coins are fun, well spread throughout the game and have a healthy abundance to give the player something extra to pursue and also gives brilliant opportunities to purchase some extra cool items and collect all the shop items within the game. The only criticism I could have about the coins is maybe they didn’t add enough or add enough items you could purchase with these coins in comparison to the abundance amount of items you can purchase with the gold coins. But overall I think the shop and the purple coins give the player so much extra to do once they have completed the main game and gives a significant amount of extra playtime.

Image result for super mario odyssey shop
The Story –

The ending and overall storyline of Odyssey is the generic “Bowser captures Peach, Mario tries to save her” schtick, however, the inclusion of the new variant bosses and the ending where you escape with Bowser using Cappy, it brought joy to my heart. The music throughout the game was beautiful, and that is most evident in the final musical performance in New Donk City, and during the end of the main story where you try to escape the desolating world with Peach as Bowser. It ups adrenaline, it makes you feel submerged in the moment and makes you feel like the entire game was worth playing to get to that exact moment. It was truly amazing and beautiful.

Cappy –

Every Mario game has its new additions, whether that be the cloud in Galaxy or the giant and mini mushrooms in New Super Mario Bros. for the Nintendo DS. But, I don’t think there has ever been an addition as bold and out-there as Cappy. Cappy made the game feel open, there was no ending to what Mario could have done with this addition, from the T-rex to the onion-guys. It was amazing, it left every avenue open and made you feel like this Mario world had other creatures in it other than Mario. It rejuvenated the Mario franchise for me, after years of lacklustre additions or little to no new ideas at all. It was genius, and whoever came up with the idea for Cappy in this game deserves a huge pay-rise.

Image result for cappy mario odyssey
The Post-Game –

Lastly, admittedly it may not be the most riveting, surprising thing ever, but the post-game for Mario Odyssey is fantastic and provides an incredible amount of depth that has never been seen before within a Mario game, from the sheer hundreds of moons to collect, to the purple coins or collectable items or clothes, there is so much incentive for the player to return back to the game even after the main story has been finished, and even to this day, the game continues to be updated with new costumes and items to collect.

Overall, as a game, Odyssey is beautiful, creative and most importantly, fun. I can say I will struggle to ever be as enthralled in a Mario game as much as I have with Odyssey. And despite it being a year this month that the game was released, I and many others still continue to find a reason to return. It is a classic already.

Overall Rating – 8.5/10