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Thursday, January 21, 2021

Bloodstained Classic Mode Review


Developers: WayForward, Artplay
Platforms: PS4, XBO, NS, PC
Price: Free DLC for Bloodstained: Ritual of the Night ($39.99)
Version Played: PC

If Ritual of the Night is the Symphony of the Night of Bloodstained, then Classic Mode is its Castlevania I. This is free DLC for Bloodstained RotN, but it is a full ClassicVania style game. It's actually longer than Castlevania I on NES. Don't the Curse of the Moon games have ClassicVania Bloodstained covered, though? Well, they're more like Castlevania III and Bloodlines. Classic Mode is much more like Castlevania I. Also, I’m not going to complain about having more ClassicVania goodness.

And when I say like Castlevania, I mean a lot like Castlevania. Classic Mode is structured almost exactly like Castlevania I on NES. Right down to the 6 levels split into blocks. There's even chicken (curry) hidden in the walls! The first level has you going through a courtyard into the castle entrance, then a sewer, and then back out to fight a giant bat boss. Later on you fall through the floor down into some caverns, go up a clocktower, and walk up a set of stairs in front of the full moon on your way to the final battle in a throne room. Yeah, it's that similar. This almost feels like a remake at times. And by at times I mean very often.


Unlike in the Curse of the Moon games, only Miriam is playable in Classic Mode. Her controls here feel like a mix of Simon Belmont, Richter Belmont, and her Ritual of the Night version, which is basically Alucard. Fans of Castlevania I, III, and Rondo will feel right at home with these controls. She has that slow Belmont walk, there’s knockback (except on Easy mode), she can only whip directly forwards, uses stairs like in the ClassicVanias, has no air control when jumping forwards, and has a Richter style backflip. Miriam’s backflip is much easier to use, though. The window to input a second button press to do a backflip is much more forgiving than Richter’s, and she can do it while jumping forwards. She can even turn around mid-air and backflip in the direction she’s jumping in. This makes it so you can use the backflip as a long jump. It looks cool and is very useful. Miriam also has her slide and backstep moves from RotN, which I barely used. WayForward has done a great job in making this feel like a modern ClassicVania.


Pretty much everything about Castlevania's gameplay is represented here in some way. All the subweapons, enemies, obstacles, and most bosses from Castlevania have a Bloodstained counterpart. The cross boomerang, holy water, and throwing axes are here. There’s enemies that behave just like the skeletons, bats, armor knights, and Medusa heads. There’s platforms that fall away beneath your feet, traps, and clock tower gear platforms just like in Castlevania. Most of the bosses are also very reminiscent of bosses from Castlevania. So reminiscent that Castlevania strategies will work on them. Even the last boss is basically the classic Dracula battle you see in Symphony of the Night’s intro. This really feels like a remake sometimes!


There are some new graphical elements in this mode, but it’s mostly reused models from RotN. They’ve done a really good job in making this mode look and feel like a ClassicVania, though.. The camera is pulled back a lot farther, the classic UI is placed on top, and there’s lots of new animations that will instantly remind people of Castlevania, like the door opening, subweapon, and jumping animations. This isn’t just RotN with new controls.


All the music in this mode is the chiptune music from Bloodstained RotN‘s soundtrack. It's great music, though. Valiant Stride, Brave Trigger, and Everblack are here, among others. It all sounds very Castlevania-ish and fits this mode perfectly.

I should mention that I ran into quite a few bugs. I saw enemies that became invincible, the monkey in the werewolf fight got stuck in the air and froze, graphical effects that stuck on screen even after I died, and the game crashed on me during the final battle and it didn’t autosave on the final level, so I had to do the previous level again. Hopefully this stuff is fixed soon.


This is an awesome game! I just love it! WayForward obviously knows their Castlevania. The controls feel right, the level design is challenging and fun, the music is perfect, and the way they reused RotN’s graphics looks great. I hope they make more of these. Maybe put Zangetsu in the next one? Or add him to this one? This is just too good not to make another. Fans of the NES Castlevanias are in for a treat.

Friday, January 15, 2021

Tetris Effect Connected Review


Publisher: Enhance Experience Inc.
Developers: Resonair, Monstars Inc. and Stage Games
Platforms: XBO, XBSX, Windows Game Store. PS4, Steam, and EGS in Summer 2021.
Price: $40, Free expansion for Tetris Effect in 2021.
Version Played: PC Game Pass

From the moment I first played Lumines, I thought they should make this game. Tetris Effect combines the trippy graphics of Lumines and Rez with the falling block puzzle game that started it all, Tetris. I've played everything from Mii and Nintendo themed Tetris to Tetris with Puyo Puyo characters, and I can safely say that this is the most amazing looking Tetris game I've ever seen.

The thing that really sets Tetris Effect apart from other Tetris games is how the music and visuals fit perfectly together with the gameplay. Every time you move a piece or clear a line, it makes a sound, and somehow, it goes along perfectly with the music. It's pretty amazing. But this isn't some kind of Tetris rhythm game. At its core, this is still just Tetris.


The only real new mechanic is the Zone system. Zone is a lot like a fighting game super move. You fill a meter as you clear lines and then press RT to use Zone and stop pieces from falling by themselves for a short period of time. It comes in handy when you're about to lose and need the extra time to place pieces. Zone powers are only available in a couple of modes, though; Zone Battle and Journey.


Journey is Tetris Effect's single player campaign. It’s a journey through all the game's level themes and songs. You play through groups of connected levels, usually between 3 and 5, and your goal is to clear a certain amount of lines so you can move on to the next level. The play fields are not cleared when you move to the next level, but they will start off empty if you lose and continue. I guess they just want you to stay in the zone. Another unique thing about this mode is that the speed of falling pieces changes along with the music. Levels don't always start slow and get faster towards the end.


There are also 13 other single player modes under Effect Modes. There’s the usual Marathon, playlists of stages with similar themes, Quick Play for single levels, time challenges, score attacks, and other mini games, like target clear modes. Some of these are pretty fun, but honestly, I’m just going to play endless Marathon 99% of the time.


Like the song says, we're all connected. Tetris Effect Connected's new modes are all about online and local multiplayer. You can play all these modes offline, and even by yourself with CPU controlled teammates. The main mode, Connected, is like nothing I've ever seen in a Tetris game. It's a 3 player co-op game in which you play as a team against a boss with special powers. The boss can take away your ability to hold or spin pieces, send huge pieces your way, and even shuffle the blocks on your play field around. It can get pretty nasty, but it's fun. What's really interesting about this mode, though, is the connected part. As you clears lines, a meter fills, and when it's full, all 3 of your team's boards are connected into one and you can freely place pieces anywhere for a short period of time. When the time runs out, you send tons of garbage blocks to the boss, and that's how you beat them. It’s almost like a Tetris raid. It's really good. I'd love to see something like this in Tetris 99.


Connected is a lot of fun, but if co-op Tetris isn't your thing, there's also some more traditional multiplayer modes. Zone Battle is basically regular VS Tetris with garbage blocks, but with Tetris Effect's Zone system. There's also score attack, which is like playing single player and comparing scores at the end, and Classic Score Attack, which is the same thing, but with 8-bit Tetris graphics and rules. No hold or hard drops allowed. I think these modes are pretty good, but why isn't there 4 player VS or 2P VS without Zone powers? Those seem like obvious things.


There are also weekend events for both Effect Modes and Multiplayer. In Effect Modes, certain modes will be marked as “Event” and they’ll contribute to a community goal for the event. Everyone who participates will unlock an avatar when the goal is reached. Under Multiplayer, the “Full Moon” will appear on Saturdays. The Full Moon allows you to play Connected VS, which is Connected mode, but with a real person playing as the boss. I played as the boss a few times and got destroyed by the garbage clocks sent my way every time, but it was a lot of fun.


Tetris Effect's soundtrack isn't exactly something I'd listen to on its own, but I love it while I'm playing the game. The experience just isn't complete without the graphics and the gameplay. It's the way everything comes together that makes the soundtrack perfect for the game. There are a couple of tracks I love, even by themselves, though; City Lights, a fast-paced Jazz track, and Connected, the main theme of the game.

I love how this game looks. It's like the trippy graphics of Rez and Child of Eden taken to the next level. But like with the music, they're only part of the experience. There's a word for when hearing sounds makes you see colors, synesthesia. Tetris Effect is a game about synesthesia. You're not getting the full effect of the graphics by just looking at the game. You need to see and hear how the game responds to you playing it.


I love this game. I'm not saying it's perfect, I could come up with some more modes to throw in here, but it's definitely one of my favorite Tetris games of all time. It's a shame that it's been tied up in exclusivity deals since its original release because everyone should have a way to play it.

Friday, January 1, 2021

GOTY 2020


9. Panzer Dragoon Remake - I’m so happy to see Panzer Dragoon make a comeback! I love these on-rails shooters so much! Yeah, the Switch version’s graphics aren’t great, but it looks much better on PC, and it’s just such a great game. Fans of games like Star Fox, Sin & Punishment, and Rez should really check this out. I can’t wait to see Zwei!


8. Super Mario 3D All-Stars - This is a pretty barebones collection, but these games are just too good to pass up! Super Mario 64 and Galaxy especially are still a lot of fun, even with Mario 64’s wonky camera. They’ve also added some control options since I reviewed it. I think this is a must get for 3D Mario fans. Get it before it's gone!


7. Mega Man Zero/ZX Collection - This is one of the best collections I’ve seen in a while. It’s definitely higher quality than Konami’s Contra and Castlevania collections, Super Mario 3D All-Stars, and the previous mega Man Legacy Collections. There’s lots of art and music, great control, saving, and viewing options, and the games are really good too! This is a must get for MMX fans. I know many skipped these because they were on GBA and DS.


6. Shantae and the Seven Sirens - I had some problems with this game’s drab color scheme and Metroid-like map, but I still think it’s the 2nd best Shantae game after Pirate’s Curse. It’s definitely a lot of fun and worth checking out for metroidvania fans. I just prefer the more Wonder Boy-like layout and brighter colors of the previous games.


5. Bloodstained: Curse of the Moon 2 - I liked the first one’s structure and modes better, but the sequel is still really good. Eight characters, super challenging, and lots of great Classicvania style action. If you’re a fan of Castlevania III and Bloodlines, definitely check out the Bloodstained: Curse of the Moon games.


4. Tetris Effect Connected - I’m playing this right now and I love it. I’ve seen a lot of themed Tetris games over the years, and this might be the coolest one! It’s trippy Tetris! But not just trippy Tetris. It’s Mizuguchi style Tetris. It has that same kind of look and vibe as Rez and Lumines. It has great single player, co-op and VS multiplayer modes, awesome music, and amazing graphics. I just love this.


3. Pokemon Sword and Shield Expansion Pass: The Crown Tundra - The Crown Tundra expansion is just about the perfect way to cap off Pokemon Sword and Shield. This Legendary Pokemon hunting content is just what the game needed. I loved the old-school flavor of this expansion, the new story is really good, and the new Max Lairs are a lot of fun too. The Crown Tundra is much better than Isle of Armor and well worth the price of the Expansion Pass.


2. Monster Hunter World: Iceborne (PC) - This game got off on the wrong foot, but Capcom’s support has more than made up for it. They took a lot of the emphasis away from the Guiding Lands and put the focus back on event quests. Real holidays, made up holidays, Capcom game and Milla Jovovich movie tie-ins. There’s always something cool going on in MHW.


1. Animal Crossing New Horizons - This is the way. There really is no other choice. ACNH is far and away my #1 pick for 2020. I played the hell out of Animal Crossing. I have over 775 hours on my Switch’s activity log. That’s like 300 more hours than any other Switch game I have. Nintendo has done a great job keeping the game updated with new activities and stuff to collect, so I’ll keep coming back to this in 2021. ACNH is the best AC ever!


Thursday, December 24, 2020

Trials of Mana Review


Developer: Xeen
Publisher: SquareEnix
Platforms: NS, PC, PS4
Price: $49.99
Version Played: PC

Now, you might be thinking, “Didn’t you already review Trials of Mana?”. Yes, I did, but that was the SNES version included in Collection of Mana. This is the remake by the same name and released a year later. It’s a very different game, but also pretty much the same game. It’s a 3D remake with a new battle system, cutscenes, voice acting, and a remade soundtrack, but as far as the story, world, and structure go, it’s pretty much the same game I played last year.

If you're looking for a Chrono Trigger quality story, you won't find it here. The characters all feel like anime/RPG tropes and the story is the same save the world by collecting elementals stuff we've seen in tons of other games. Maybe this was okay in the 90s, but it's just boring now. Especially playing through it a second time. I had a very tough time paying attention to it.


You'd think the new voice acting and cutscenes would help keep me interested, but they don't because they're bad. Cutscenes are animated in a very cheap anime-like way. Characters just kind of go from pose to pose and don't do a lot in between. The voice acting is just as bad. It's not Working Designs bad, but almost. The main cast is okay, for the most part, but NPCs are terrible. A lot of them read their lines very slowly and take 2 or 3 second pauses in between sentences. It sounds like they had to do a bunch of takes for each line and then pieced the whole thing together. It sounds terrible and it's boring to listen to.


My biggest problem with the SNES original is the battle system. The action freezes every time you pull up the item wheel or use a spell. It's supposed to be an action RPG, but there's almost as much downtime as in a turn-based RPG. Thankfully, this remake has a new and much improved battle system. Everything happens in real-time and the action doesn't stop to make you watch long spell animations.


The new battle system feels like a modern Secret of Mana with a bit of 3D Zelda, Monster Hunter, and PSO to fill in the blanks. It has lock-on targeting, strong and weak attacks, combos, dodging, and shortcuts for spells and items you can bring up by holding the triggers. You also get a charge move you can do by holding down the strong attack button, which will remind people of Secret of Mana's special moves. These charge moves are not Trials of Mana's equivalent, though.


The class abilities from the SNES game are still here, but the meter works very differently. You now collect shards that pop out of enemies when you hit them to fill the meter, and it doesn't deplete after every fight anymore. You also get a shortcut for each level of class ability, so you don't have to use all your meter every time. This lets you strategize and use weaker class abilities on normal enemies if you want. I like this system much better than the one in both Secret of Mana and Trials of Mana on SNES.


The original ToM doesn't have any kind dodge move. In fact, enemy spells lock on to you and you can't avoid getting hit by them. You can dodge or interrupt every attack in this remake. You get a dodge roll that works kind of like what you see in 3D Zelda games. The game also highlights the area of effect of attacks on the ground for you, so you always know when and where you need to dodge. This is much better than unavoidable damage.


Weirdly enough, they added a jump to this remake, and it actually matters. There's a few platforming sections throughout the game, there's boss attacks you have to jump to avoid, and you often have to jump to hit flying enemies. You can even dodge roll in midair, which looks kind of weird, but is useful. I think it works. It's not useless, like the jump in some other RPGs, and it makes the game a little more fun to play.


The stat and training point system has also been completely overhauled. Putting points into specific stats now unlocks passive and equippable buffs, like MP recovery after battles and attack bonuses. You can even unlock buffs with one character and equip them on another. It's pretty cool. You can also unlock some of these equippable buffs by talking to some NPCs. I'm not a big fan of that, though. It's cool when it's a story-related NPC, but I don't want to run around talking to every random villager. Their dialogue just isn't very interesting. I probably missed a lot of those.


Another cool thing they added is the new objective and waypoint system. You always have a little note on the screen telling you what you should do next, there's little icons marking the way to the next objective, and there are markers on the map as well. It's very MMO-like. It also makes it so you don't have to pay attention to the story to know what you should be doing, which is a good thing in my opinion.


Unlike in the SNES game, there is no multiplayer here at all. And since this is a 3rd person game, and it gets pretty hectic during battles, you kind of just have to trust that your party member’s AI is good enough to get you through. Like in the original, you can customize each of your party member’s AI. You can tell them to attack, heal, assist, or do a mix of different things. I played through the whole game on normal, with Charlotte focusing on healing, and I had a pretty easy time, so I guess the AI is alright. Your party members aren’t great at moving out of the way of boss attacks, though. I didn’t try playing the game on hard, but I did try playing without Charlotte, which is a difficulty setting onto itself, and I had a tough time keeping my party members up during boss fights. I could see this being a big problem on higher difficulties.


There is actually some new content in the game in the form of new post-game quests, two new final classes for every character, and a gigantic new dungeon with a new boss. But sadly, most of this new content is more like recolored content. The new classes are really just the last light and dark classes in a branch combined, most of the new bosses are reused models, and the new dungeon is mostly recolored sections of other dungeons chained together. It reminds me of the kind of bad DLC you see in a lot of games. This is definitely worth playing, though. It's the most challenging content in the game, the new story bits are cool, and the reward for completing it is pretty nice; a New Game+ mode.


This remake features a remade soundtrack, and it sounds really good, but it's the same thing with modern technology. It's not orchestrated or anything. It's still a great soundtrack, though. The SNES soundtrack is also in there as an option.

Trials of Mana is definitely the best looking of the Mana remakes so far. It's not like they set a high bar, though. This looks fine and it runs at a great framerate, but it has the same problem as Dragon Quest XI, the environments don't match. All the characters and enemies look right with their anime-like shading and cartoon outlines, but the environments look like they could be from any other game. I suppose it couldn't be helped. These remakes are obviously not getting huge budgets.


I didn't really like the SNES game, but this is much better. It gets rid of all the annoying stuff, except for Charlotte, and modernizes the combat and UI in great ways. This is definitely the best of the Mana remakes, and I'd like to see future Mana games be made in this mold. The story is not interesting at all, but the gameplay is fun. I say skip the original and play this.

Wednesday, November 11, 2020

Pokémon Sword and Shield Expansion Pass: The Crown Tundra Review


Developer: GameFreak
Publisher: Nintendo
Price: $30 for the Expansion Pass

After the 1st Sword and Shield expansion, The Isle of Armor, I wasn't expecting much from The Crown Tundra. The Isle of Armor was full of bad fetch quests, had a lame story, and just wasn't very interesting. The Crown Tundra fixes most of The Isle of Armor’s problems. It's a Pokemon expansion done right. It has a really cool campaign, a new and much better designed Wild Area, and 2 new modes of play with Dynamax Adventures and the Galarian Star Tournament. The Crown Tundra makes the Sword and Shield Expansion Pass worth it.

The Crown Tundra is all about catching Legendary Pokemon. Those are the special, 1 per game Pokemon like Mewtwo and the Pokemon they put on the front of the box. Pokemon like Mew and Celebi are not Legendary, they're Mythical Pokemon, and are usually only available through giveaways and special events, so you won't find them here. In The Crown Tundra Legendaries are pretty much everywhere. If you're a fan of the post game Legendary hunts from previous games, you're in for a treat. The Crown Tundra is full of references to those old Regi puzzles, Legendary bird and beast chases, and off the wall Pokemon rumors.


The way The Crown Tundra is structured is more like the endgame of past Pokemon games than the main Sword and Shield game or The Isle of Armor. You have to do some things in order to unlock others, but you're given the freedom to choose what you want to do first. You can go through the story and catch the new Crown Tundra exclusive Pokemon, track down the Legendary Birds or the Swords of Justice, do Dynamax Adventures, or play in the new Wild Area. It's up to you. You'll have to play through the main story quests to unlock Ultra Beasts in Dynamax Adventures and the new Galarian Star Tournament, though.


I love the throwback to old Pokemon post game content, but like Isle of Armor, this stuff isn't going to challenge anyone who played through the main game. Most of these Legendaries are level 70. The highest level one is Calyrex at level 80. Who doesn't have a dozen or so level 100 Pokemon by now? They literally hand out XP candy in this game. The hardest part of fighting the Crown Tundra Legendaries is not 1 hit KOing them while trying to catch them. Thankfully, all these Legendaries respawn right away, unlike in past games. I made a team of level 60s for Isle of Armor, but didn't bother for Crown Tundra because it really wasn't worth my time. I just put my level 100 Ivysaur with Sleep Powder and False Swipe to work.


Dynamax Adventures is a new game mode which uses Max Raids in a different way. In this mode, you’re given a rental Pokemon and choose a path to play through in a lair full of Max Raids. You play 3 raids against normal Pokemon and the final one will be against a Legendary. You can catch all the Pokemon you beat in this mode, and the catch rate is 100%, but you can only keep 1 of the 4 possible catches. You can’t see if any of the Pokemon you caught are shiny until the run is over, so it pays to stick around until the end.


This isn't just a raid gauntlet, though. You get to see the type of all the Pokemon in these raids beforehand, including the Legendary’s, and you are able to switch your Pokemon with any of the ones you catch before the Legendary raid, so there is strategy involved in choosing the path you take through the lair. Ideally, you want your group to have as many Pokemon with Super Effective moves to use against the Legendary. This doesn’t always work out when playing online, though. Apparently, many people don’t pay attention, or just don’t know their Pokemon type matchups. Thankfully, you can save up to 3 Legendaries to go after later if your group happens to wipe. You can replay these saved Dynamax Adventure runs as many times as you want, so you can use this to farm a shiny Legendary by simply not taking the Pokemon with you after completing the run. You still can only get 1 of each Legendary, though. You can't catch them anymore after you keep one.


The Dynamax Adventures are a cool idea, but you are doing 4 Max Raids in a row. The Pokemon don’t put up shields, like they do in regular raids, but this still takes about 20 minutes. It can get boring at times. Especially when other online players seemingly go AFK, don’t pick their moves, and you have to wait for their 30 second timer to run out. It’s faster to do these offline, but also much harder with the horrible AI trainers.


There is another good reason for doing Dynamax Adventures besides catching Legendaries; the new Ability Patch. This new item allows you to switch a Pokemon's ability to its Hidden Ability. It's just one of the many items available for purchase with the special currency you get when completing a Dynamax Adventure, Dynite Ore. You can also use Dynite Ore to buy Pokemon items like Bottle Caps and Vitamins. Now all we need is an item that makes Pokemon shiny.


The Galarian Star Tournament is a new 2 on 2 tournament in the style of the Galar Champion Cup. The cool thing about this new mode is that you get to play with all the Gym Leaders, Rivals, and special characters from Sword and Shield. You fight against them and can pick one as your teammate too. Marnie is in here, Opal, Leon, Hop, and even the weirdos with the Sword and Shield hairdos. Everyone has special dialogue for every other trainer too, including you. It’s kind of like when fighting game characters have unique intros when facing certain characters, like Ken and Ryu's fist bump. It’s really cool. But like everything else in The Crown Tundra, it’s not challenging unless you make it challenging for yourself because there’s no level scaling. You can totally go in here with a level 100 and easily sweep all these level 75ish Pokemon. This would have been much better if everything scaled to level 50 or something, like they have done with gauntlet and battle modes before.


The Crown Tundra is what Sword and Shield have been missing. If you are a fan of those old Legendary Pokemon endgame quests, you’ll love this. The story isn't much longer than The Isle of Armor's, but the level of freedom you are given and the fun of tracking down and catching the Legendaries blow anything in the 1st expansion out of the water. The new Dynamax Adventures can drag a bit, and the Galarain Star Tournament would have been better with level scaling, but they are still pretty fun ways to catch more Legendaries, make money, and see all the game’s characters, like Hop and Marnie, again. The Crown Tundra makes the Sword and Shield Expansion Pass a must have for all longtime Pokemon game fans.

Tuesday, October 13, 2020

Super Mario Bros 35 Review


Developer: Arika
Publisher: Nintendo
Price: Included with Nintendo Switch Online subscription
Available from: Oct 1, 2020 - March 31, 2021

Super Mario Bros is definitely not the game I think of when thinking of games that would make good Battle Royales. Tetris? Yeah, that works. Tetris multiplayer has been a thing since the beginning. Super Mario Bros was never really about multiplayer, though. Super Mario Bros 35 takes the basic idea of Tetris 99 and applies it to something resembling the original NES Super Mario Bros. It’s not exactly the same game. It’s a weird idea that sounds fun on paper, but feels a little half-baked as it is right now.

Super Mario Bros 35 pits you against 34 other online players playing the same SMB levels. The goal of the game is to be the last Mario standing. You’re basically playing Super Mario Bros, but SMB35’s rules radically change the game. When you kill an enemy, they're sent to another player's game, like garbage blocks in multiplayer Tetris. You can even control who you send your garbage to, just like in Tetris 99. If your garbage enemies kill a player, that counts as a KO for you. You start the game with 35 seconds on the clock, and finishing levels, collecting extra items, and killing enemies gives you more time. If you stand still, your time runs out faster, so you can’t win like that! Collecting coins doesn’t give you extra lives. You only get one life in this game. Instead, they let you use a powerup roulette for 20 coins. This might look like Super Mario Bros, but it's a very different game.


The original Super Mario Bros is about platforming and getting to the flagpole. It’s not really about killing enemies or beating the generous time limit. Those are the biggest gameplay elements in SMB35, though. Sure, you still need to do all the same platforming as in the original, but that’s not enough to win. You have to kill enemies to get more time or you will die, and If you can’t kill the enemies that get thrown at you, you’ll probably die too. It's much more action packed than regular SMB. This game almost feels like a run ‘n gun shooter once you get a Fire Flower.


Another weird thing about SMB35 is that the physics don't feel like the NES original. This feels a lot more like Super Mario Maker. Imagine New Super Mario Bros physics in 8-bit SMB if you're not familiar with Super Mario Maker. You can do the Super Jump and bounce really high off enemies, the controls feel less responsive, you go from Fire Mario to Super Mario instead of small Mario when you take damage, Hammer Bros chase you, and other little quirks are introduced when you start dealing with all the extra enemies. Enemies can overlap each other and you can stomp multiple enemies at a time, for example. I’m guessing most people won’t notice these things, but they’re easy to see if you go back and forth between SMB35 and SMB on the NSO NES.

Super Mario Bros 35 uses the same levels as SMB, but you have to unlock them by beating them during a game. This is where things start to go wrong with this game. When you’re starting a game in SMB35, everyone picks a level. I guess this is like throwing your name in a hat. I’m not 100% sure about what’s going on there. Since most people haven’t played the game much, all they can pick is early levels. That means, you’ll be doing a lot of 1-1. I’ve started every game on 1-1. I’m not sure if it’s supposed to always be like that. I might play through 1-1 five or six times in one game since beating a level doesn’t mean you’ll go to the next one in the order they were in the original. I might beat 1-3 and go back to 1-1 again! This gets boring fast. I’ve barely seen anything above 3-1 in any of my games. I guess this will get better as people play the game more, though.


Since everyone is picking early levels, you also get tons of the same Goombas and Koopas. This is also very boring and it can take a while before things start heating up with Cheep Cheeps, Hammer Bros, and Bowsers. Which leads me to the biggest problem with this game, the length of the games. One game might take 15+ minutes if you make it to the last few. That’s way too long. When I finish a game, I never feel like “one more game”, I feel more like “maybe tomorrow”. The problem is that things can actually get less hectic as the games go on because there are less people killing enemies. If you’re one of the last 2 and your opponent goes down a secret pipe, they could despawn a ton of enemies and you’ll be left with only the default enemies. Then you’re pretty much just waiting for someone to fall down a hole or the time to run out. There is a sudden death mechanic that will speed up the timer when the game gets down to the last 2 and some time has passed, though. Games could last hours if it wasn’t for that.


Besides the main game, there is also a Special Battle mode. This mode has a preset order of levels and other conditions, like starting with 100 coins, but it's only available for a limited time. It’s just a special competition kind of thing. Like a Splatfest on a smaller scale or something. And If you don't have SMB's levels engraved into your mind, don't worry, there's a practice mode in here for you. In this mode, you can play any level you've unlocked, as many times as you want, without having to play through the game, like you would in the NES version.


Like a lot of Nintendo games, SMB35 is severely lacking in the options department. The only options available are toggles to use either the d-pad or stick to move and A and B or Y and B to run and jump. You can't set it to use X and A, and you can't turn rumble off either. I had to turn rumble off in the system settings. Super Mario Bros with rumble feels so wrong. At least put in the same options available in Super Mario Maker!


Super Mario Bros 35 can be a lot of fun at times, but it feels unbalanced. Maybe it should be wackier and more hectic, or maybe it should speed up or even get rid of the level unlocking system. Something should be done to make these games more exciting. I wouldn't be opposed to seeing some Mario Maker style stuff in here either. Some wacky items and enemies might spice things up. I'd also like to see original levels made specifically for this game. That would probably work better. Maybe that's best left for a sequel that's not celebrating the 35th anniversary of the original SMB, though.