Monday, 2 December 2013

Dekonstru Number Two

For today's game atom analysis, I will be assessing Super Mario Bros. 2 (the weird one that is a Mario-ified reboot of this game). A bizarre turn of events in the Mario series in terms of design, this was still a very enjoyable game in which you can pull veggies out of the ground and throw potions that spawn doors. As the game was released several times in terms of reboots for graphics and bug fixes, I will be reviewing the original version of the game. Now let's dive in and see what this game is all about.


Players:

Oddly enough, this version of Mario was singe-player only. (The reboots received multi-player). There is no other in-game interaction with other players. However, considering the time of release, its fair to assume that people may have played with friends.

Objectives and Goals:

The primary objective of SMB2 is to defeat Wart (the final boss) and free Subcon. The secondary objective would be to get to the end of each level and get swallowed by an eagle-crow, in turn progressing to the next level.

Resources:

There are quite a few resources in SMB2:

  • Hearts
  • Bushes
    • Veggies
    • 1-Ups
    • Timer
    • Hidden flasks
      • Coins
      • Heart containers/Mushrooms
  • Cherries
    • Starman
  • POW Blocks
  • Mushrom Blocks
  • Bombs
  • Eggs
  • Glass Orb
The secondary categories means that the resources are linked - for example, every 5 cherries collected makes a Starman appear on screen. The worst part about that is that it is almost a negative feed back loop since you aren't guaranteed the Starman - you just get to have one appear onscreen. Hearts appear after killing at least three enemies on screen - this is accomplished by either throwing a veggie and chain hitting 3 enemies or dropping a POW block (which kills every enemy on-screen). 


Veggies are acquired by plucking these little grass patches that are scattered throughout the level. What's underneath the bush is the same every time you play, so you can memorize what is underneath to ensure you always get it. 1-Ups give you an extra life and the Timer freezes all enemies for a set period of time. Hidden flasks are really neat - they create a door to the "Sub-space" wherever the collide with the ground. Players can go through this door to find special items that only exist in the Sub-space, such as Coins and Mushrooms/Heart containers (which add an extra Heart to your life meter).

Bombs can be thrown to blow up brick blocks. The bomb changes colour to indicate how close it is to exploding, before exploding and damaging anything that connects with its "bomb" explosion. Eggs are a special case since they are only used in Birdo fights, which happen at the end of some levels. The player needs to jump on the egg that a Birdo spits out and throw them back at her to inflict damage. Defeating Birdo creates a Glass Orb - collecting the Glass Orb opens the gate to the next level. (Note, not every level has Birdo at the end... sometimes the Orb is just sitting there).


Rules and Mechanics:

Regular World Rules
  1. The player can only select and play as one character at a time.
  2. Each character has 3 stats with varying 'strength' based on the character.
  3. Strength affects how quickly a character picks things up.
  4. Jump affects how high a character can jump.
  5. Speed affects how fast a character can run.
  6. When a player loses all health, they lose a life.
  7. If a player falls off of the screen, they lose a life.
  8. Losing all lives results in a game over.
  9. After beating a level, the player can change characters. (Death does not allow you to change characters)
  10. Players can pick up objects by pressing B.
  11. Players can throw objects they are holding on to by pressing B again.
  12. Players can jump with A.
  13. Players can hold B to run faster (up to a cap).
  14. Holding down builds a jump charge - pressing A after allows the player to jump higher.
  15. The camera scrolls horizontally with the player.
  16. Players must pass through the gate at the end to advance to the next level.
  17. Players can play a slot game at the end of each level, with 1-Ups as prizes. (Note: the player needs coins to play the game).
Sub-space Rules
  1. All grass patches turn in to coins when pulled.
  2. The player can only move in as much screen space there is (the screen won't scroll).
Regular World Mechanics
  1. Throwing a Hidden flask at the ground creates a door at that location.
  2. Every 5 Cherries collected (across one level) will make a Starman appear onscreen.
  3. Killing three or more enemies in succession (or at once) will generate a heart onscreen. (They must be killed with a single veggie, e.g. a "chain kill")
  4. Players can pick up most enemies.
  5. An enemy hit by a veggie/enemy will be killed.
  6. Grabbing the Glass Orb opens the gate to the next level.
Peach Mechanics
  1. Pressing A again in the air allows Peach to float for a set time (as long as A is held).
  2. Peach can only do one float per jump.
Luigi Mechanics
  1. Luigi is slipperier than the other characters (takes longer to change direction)
Information:

The information in this game is given by experience - you won't really know what works until you try. When first playing the game, it isn't clear whether or not you can pick up enemies; intrinsically you'll spend most of your time throwing the veggies before you realize you can stand on enemies and lift them up. Also, there is no way of knowing where a Mushroom is in the Sub-space unless you get the door right the first time. This is due to the fact that you can't get the screen to scroll in the Sub-space. While it isn't the best way of giving information, it makes sense for the time that the game was out (which we'll talk about at the end).

Sequencing:

The game happens in real-time, as a platformer should. I can't even conceive what a turn-based platformer, or any platformer with delayed input, would be like...

Player Interaction:

None, since this is a single-player game.

Theme/Setting:

Well, since Subcon is a dream world (subconscious... HILARIOUS!), the setting of the game is very apt. We're going through all these crazy worlds, fighting all these crazy bosses, pulling vegetables out of the ground... It all feels like it gels nicely.

How do these systems come together to work?

Better than one would expect, actually. While the whole, learn about it after getting it is one of the most unenjoyable ways to play a game, it makes sense for the time period. The easiest way to get you to keep playing the game is keep dying and looking for an answer. Need more health? You need to search for it. The worst part is that you only get one potion - that potion won't respawn after use. This means you need to hold it and run around the particular area you are in and HOPE you threw it down at the right spot. 

I really do enjoy that each character has different stats as well... if they were listed. I actually didn't even know about the stats until the GBA remake of the game. The stats are very real, though, and very crucial to how you play the game. The first time around, it makes sense to assume that the characters play 100% the same and are merely ascetically different. The only stat that really shines in showing there's a difference is the jump stat - and even then its still only blatantly obvious on Luigi. The strength aspect is fairly obvious with Toad, but it's a fair assumption that you might not even see the difference.

Do you see stats? Cause I don't.
None the less, the different characters is a really sweet addition to the game. My final qualm with this game is the spawning of the hearts and Starman. Getting these objects to appear doesn't guarantee that you will get them - it merely means they will show up on the screen and can be collected. There's nothing worse than having low health and watching a heart float out of your jump range. It really is just the worst.

Now that I'm done ripping on those things, let's not forget that this actually is an enjoyable game. It has tight controls and requires lots of focus to ensure victory. The tension moments are great too - picking up a key to have a crazy, floating head chase you down until you drop it is down right terrifying. The special alternate routes in some stages are also really cool - SMB2 is just a good platformer. While not the best in the series, it is definitely a nice taste of some new innovation.

3/5, would play.

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