Super Mario Bros. Deluxe
Review by SneakTheSnake
"Certainly, one of the best remakes on the market, even to this day"
First, a rather broad question, if I may be so bold. Why do entertainment companies revisit old franchises? Why would a company pursue an already-established idea, and "enhance" it with new technology or creative approach? Films brought back from years' absence, updated (well, remakes and updates can be two completely different things, but I digress) television shows, adaptations of classic films and books on the silver screen, and so on, can always draw big audiences at the box office or with the Nielsen ratings. Nostalgic DVD sets take us back to much simpler times of television and film, but these comprise the foundation of our own expression, showing us the process from script to screen with no computers needed. Certainly, games like Super Mario Bros. Deluxe remind us what makes Nintendo what it is.
Let's go back a bit or maybe eight bits
So, what is the deal exactly? Are companies simply lazy? Particularly in the gaming market, it seems the primary motivation for remakes is to make a quick buck. Films allow for more creative liberties with the source material, but game remakes stick to two formulas: one involves to keeping the gameplay reasonably faithful, with improved graphics and sound. Another method might be to release an emulation or collection of emulations of previous games, altering the sound, graphics, and gameplay as less as possible.
Even before the onslaught of SNES games ported with a few goodies to the portable GBA, Nintendo and, moreso, several other companies who have been in the 'biz for a while, are more than happy to re-release games from simpler times. Namco, Hasbro (who owns a great deal of these classic properties), Taito, and others tout their classics up high on the next-gen platforms. While some compilations do shine, a lot of these releases are sloppy, unresponsive, poorly-designed, and have emulation problems. Some games may not even be meant to be ported. Marble Madness, for example, requires a very sensitive touch, and even something as rudimentary as Bubble Bobble has not been done correctly yet, according to purists.
While these are two reasons why games of this type are made, and perhaps the primary ones, two other motives are evident. One, players like to relive the classic games they played as children without having to dust off their old systems or, perhaps, even hunting one down. The convenience of having, say, a slew of arcade classics on one clean disc is a lot easier than finding an arcade or an NES and dishing out quarter after quarter or dusting off the cartridges, however nostalgic that may be. The resources for such gaming are simply not as available nowadays, and companies know this.
Two, any young gamer should be at least somewhat initiated in the games that came before, say, the Revolution and PS3, so a remake done for whatever the current-gen system is at the time would be a perfect suit to familiarize the young kids to old games. Where we've been shows us where we are, and where we are shows us where we'll go. After all, Sonic wasn't always polygons and spin dashes, and Mega Man didn't even have a charge function to his old dusty blaster when he first went after Dr. Wily.
And now, the main event
This brings us to Super Mario Bros. Deluxe, or SMBDX for short, and its reasons for existence could perhaps be a mesh of the batch of theories. Nintendo likes to make money off existing properties, some companies consider improving an older concept to be a new game or a better version of the source material, older gamers love nostalgia, and younger gamers should know what Mario did before he picked up his water cannon and defeated the Shadow version of himself.
A great source material can sometimes make four a lousy remake if nothing works in its favor, but somehow, Nintendo managed to pull everything together in SMBDX. Keeping the source material intact as much as possible for the Gameboy Color, Nintendo has not only ported the original Super Mario Bros., but also the Japanese version of Super Mario Bros. 2 and has added several new goodies and features. Compare this to, say, the Classic NES Series port of SMB, completely devoid of any features, released recently for the Gameboy Advance for an astonishing twenty dollars.
In the original Super Mario Bros., released in the mid-1980s originally for the Nintendo Entertainment System, players took control of a petite plumber named Mario who was on his way to rescuing the lovely Princess Toadstool from the despicable Bowser, King of the Koopas. Bowser's minions terrorized and took over the quaint Mushroom Kingdom, and it was up to Mario to get rid of these Goombas, Lakitus, Hammer Bros., Buzzy Beetles, Bullet Bills, Bloopers, and Koopa Troopas, along with defeating Bowser decoys in each of the seven fake castles. At level 8-4, thirty-one astonishing levels later, Mario must take down Bowser once and for all in his dank, dastardly dungeon.
SMB undoubtedly set a standard. Yes, there were minor platforming games before this title, but the majority of these did not have scrolling or even a remarkable level variety. Players were not treated to multiple tunes, smooth scrolling, and dastardly bosses like this before. In what essentially created a genre all to itself, the platforming game, Super Mario Bros. brought Nintendo out of its slump and into a new gaming era. Perhaps, even for me, its influence is hard to understand, for I was born after its release. For those who were around for its inception, though, I'm sure this information and nostalgia can hit home.
Super Mario Bros. 2, called in this game Super Mario Bros. for Super Players, is unlocked after beating the first game, and takes Mario along a similar adventure. The goal and basic mechanics are the same, but as the title suggests, this game is much more difficult than the first game of the series. Each level is filled with several more enemies and traps, and some levels are even rather surreal. While some stages may feature springboards which catapult Mario into the air, over the screen, and keeps him airborne for about six seconds, others feature sea creatures floating around in plains levels! Additionally, castles were tweaked considerably for more difficulty.
In the original, Mario could eat a Mushroom, any Mushroom, and become Super Mario. Another power-up, the Fire Flower, would appear in place of the Mushrooms and grant Mario the power to shoot fireballs. Super Mario Bros. 2 tricks players with Mushrooms that trigger instant death. Several other tricks are up the programmers' sleeves as players trek through this additional thirty-two levels, making for sixty-four stages of classic gaming.
The adaptation, with innovation
Few sacrifices had to be made in transferring the two games to the smaller screen. Fortunately, Nintendo has not messed with the game too much. Of course, each game looks and sounds the same as the original, as it should, and neither have the fluff of the Super Mario All-Stars versions. However, to compensate for the screen resolution, pressing Up on the D-Pad will pull the screen upward and play a little sound. This allows players to see the top of the screen, since it would be impossible to see the entire screen on the Gameboy without shrinking everything else. Granted, the HUD, or Heads-Up Display (Time left, stage number, amount of points), can be seen at all times.
Graphics and sound, then and now
I hope no one is expecting a major overhaul in graphics. Considering that this is a game emulation and not an update, and also that this is more or less the the capability of Nintendo's Gameboy Color in regards to visuals and sounds, nothing more can be asked. Everything is as recognizable from the transfer, and everything is made very visible from what may seem like an enlargement of the sprites. Of course, nowadays, it might be hard to see the high technological achievement this was back in its release back on the NES.
Graphically, it was astounding to see several different levels and environments in this fashion. There are not too many different types of environments in these games (plains during the day, plains at night, bridge and overpass, underwater, castle, castle exterior, snowy fields, and highlands), and most of the outdoor levels look the same, but the variety was impressive. Sprites moved with grand fluidity through the spacious environments - Mario shrank, grew, ran, and jumped with agility and ease on the eyes - the King of the Koopas looked truly menacing and frightening.
In regards to sound, I could not ask for anything more. From mainstream culture to the least seasoned gamer to the most experienced players, nearly everyone can recognize the first diddy in Super Mario Bros.. Koji Kondo was a genius. They are simply bleeps and bloops, but these bleeps and bloops were gently and carefully placed together to form catchy and endearing melodies. Each theme is notable in its own way, and each are accompanied well by the sound department. However, in a game such as this, I wouldn't expect any hiccups with the music or sound. As an ancillary note is any song from gaming is famous as the overworld them to Super Mario Bros.? Very few songs, even in general, are more recognizable than this. From seasoned gamers to those who want nothing to do with games, even the first quick five notes can trigger thoughts of mustachioed plumbers and mushrooms.
All sorts of features
A few features in SMBDX may not be too relevant now, but everything within this package shines. In addition to featuring the two full games, various unlockables are stowed away for determined players. Fortune teller cards, printable messages, a music maker, a planner, and more are featured in a special toy chest. Some are meant as simple distractions. In the fortune telling room, a player can select a card which holds a special fortune. The planner allowed players to put in special engagements and use Mario-related icons. Special templates unlocked in the game could be printed out with the Gameboy Printer, and these, along with special messages and tunes, could be used as part of the player's personal title screen!
A few more features are of note. An endurance mode of sorts is featured to enhance replay value multifold. In this mode, a player can complete any previously-played level in an attempt to collect five specially-hidden red coins and complete the level with the highest score possible. At the end of each level, Mario would run down a hallway and be presented with his awards and scores to a distinguished Toad. Special medals were awarded for those who could make a level's high score quota, and every high score was accumulated to one large sum. Some of these high scores were rather simple if the player could reach the goal with enough time, since time bonuses and fireworks mean an onslaught of points, but others were nearly impossible. Obtaining a high score for all thirty-two levels is still considered quite the task. This is also considering the American version is harder than the Japanese version, since some of our requirements are higher!
You vs. Boo pitted characters either against each other or against an NPC in an exciting race. These stages are essentially obstacle courses based upon actual levels. These special race courses feature switches which activate and deactivate certain blocks, allowing players to run above a good portion of a level, take a maze-like path through the stage, or become simply stuck. If the player beats a level's respective Boo, a harder one usually takes its place.
As previously stated, not too many people have the access to a Gameboy Printer, but even without the accessory, the amount of features in this package is staggering. Reading one's fortune and putting dates in a planner may not seem too important or impressive, but the package would have been presentable without these, or the classic-style interface, and so on.
Let's party like it's 1985?
This release, commemorating what I believe would have been nearly fifteen years between the original SMB and this port, and nearly twenty years since Donkey Kong, is quite an interesting package. Bringing back one classic and one esoteric treasure can bring back a lot for players. Seasoned gamers will enjoy the nostalgia factor, and new players can discover what Mario was like before Yoshi, Wario, and polygons. Beyond the original titles, the Challenge Mode and Super Players can be exceptionally difficult, which can present challenges to those looking for a platforming nightmare.
Reviewer's Score: 8/10, Originally Posted: 02/16/06
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