A Review of Every 2D Mario After Playing Them All for the First Time
ฝัง
- เผยแพร่เมื่อ 6 มิ.ย. 2024
- My videos are usually pretty rambly. But I think this may be my rambliest one yet. Is that a good thing? I guess that's for you to decide.
This was probably the most time-consuming video I've made so far. Between playing all these games and sifting through over 40 hours of footage during editing, it was a lot. Hope it paid off.
This was originally supposed to be split into parts. A video for the old games. A video for the NSMB games. And then a video for Wonder. But I ran out of time and figured no one wanted to watch a review of the NSMB games after Wonder came out. But maybe people would be more interested in a video talking about everything in one giant thing? We'll see.
Who knows. If this really does well, I'd be happy to do a whole slew of videos on Mario. I've already done a few. But I'd be down for more. Reviews for the 3D games, Luigi's Mansion, maybe that new Peach game, some Mario Kart, Party and sports stuff. And I'd say Paper Mario reviews as well. But those are already going to happen. But maybe I could dip into the other Mario RPGs? Is Mario + Rabbids any good? The second one looked kinda cool. Maybe I'll check it out at some point.
Before anyone asks, I will be covering the DKC games eventually. No promises on Yoshi or Wario Land, though. Those games never grabbed me. Then again, neither did 2D Mario before this. Never say never, I guess.
Mario 3 Speedruner's Edition: www.romhacking.net/hacks/5050/
Mario World Widescreen: github.com/VitorVilela7/wide-...
Land DX: www.romhacking.net/hacks/4477/
Land 2 DX: www.romhacking.net/hacks/3784/
Boll Deluxe: boll-team.itch.io/boll-deluxe
/ pariah695
ko-fi.com/pariah695
0:00 1
16:28 Lost Levels
24:58 2
31:49 3
44:18 World
53:41 Land
55:26 Land 2
57:48 NSMB
1:08:58 NSMB Wii
1:15:33 NSMB 2
1:20:04 NSMB U
1:30:27 Luigi U
1:35:42 Maker
1:37:14 Maker 2
1:38:54 Run
1:40:12 Boll Deluxe
1:44:50 Kitsune Zero & Kitsune Tails
1:46:08 Wonder - เกม
Okay. I've gotten way too many comments saying, "You want Mario to be Sonic!" So I need to clarify. No. I did not try to play these games like Sonic games. I tried to play them in the way that I found to be most enjoyable. And due to the mechanics and design of the games, rushing through is what I thought was the most fun way to play. Believe it or not, different people can enjoy the same game in different ways. Crazy, I know.
As I said at the beginning, I've tried to play Mario games more slowly in the past, looking for secrets and collecting star coins. And I never found them that fun. And I tried here in U and Wonder to collect all the star coins/10 purple coins. And I didn't like it. I also found all the secret exits in World. Which I enjoyed, but not as much as just playing through the levels. Had I played the way many people seem to want me to play, this entire video would be me talking about how I found every single game boring.
I also don't understand this "You played the games wrong!" energy. At the end of the day, I still had a lot of fun with Mario 1, Lost Levels, 3, World, U and Wonder. I think those are all great games. So what's the problem?
And btw, World did not feel slow because of the widescreen. It felt slow because Mario does in fact move slower compared to previous games.
Nothing. Glad you were able to appreciate Mario in a new way!
I think they are saying it because you are literally playing it the way Yuji Naka played Mario 1, which is funny because that approach to Mario is what gave us Sonic's gameplay.
Anyways, Mario is more methodical by platformer standards anyways, so enjoy at your own pace, man.
Where are your sources for Mario 2 US not being a doki doki re-skin and it actually being vicer versa. The correlation between the two is evididnce within itself and for the fact that there exists mario 2 US in japan on famicon. All i ask is one source
1. Mario is much more of a precision platformer than Sonic, but Mario still allows you to go fast. Going fast isn't special to Sonic, and neither is momentum. It's just Sonic games are inherently faster by design, and have much more emphasis on momentum. The way you play the two games are still very different.
2. Not having fun with special collectables is very understandable, especially for 2D games. It's another similarity to classic Sonic giant rings. I do respect you went to try to get the collectables before forming an opinion.
3. If you are able to play through a game, and see it to the end, then you aren't playing it wrong. That mentality is stupid to have if the person is still achieving progress and success. It's really disrespectful to say someone is playing a game wrong because they beat it differently than you.
4. Mario world is slow enough to where I can comfortably speedrun some levels on the GBA. Mario 3 rockets you off with P-speed.
I feel the exact same way about badges in Wonder. I’m not sure if you did already but if you Collect every Wonder Seed, Collect every 10-flower coin and Grab the top of every flagpole then you unlock what I consider to be the best level in the game.
It'd be funny if towards the end Pariah kept delaying talking about Mario Wonder and said something like, " but befooore I get to Mario Wonder, I'd like to talk about the entire Halo series."
that’s nefarious
1:39:47 like here lol
I know I'm 6 months late but
I would love to see him make an entire Halo series video
I think something that set Nintendo apart is the fact they were initially a toy company. They employed people that understood "game design" far before they got into programming, so they really hit the ground running.
this!!
Yep, they always start with "how do we make this game fun while differentiating it from the other ones?" and then revolving everything around that one mechanic (the artstyle, the characters, the story, etc) in a natural way
*Who would’ve thought the Sonic fan’s favorite 2D Mario games were the momentum-based ones?*
I mean that's what inspired yuji naka and naoto oshima to make sonic
@@Jv-MAX-CRINSOM the joke of my comment was that it was sarcasm
@@Random_User666Well it didn't ruin your quip so what's the problem?
@@RakoonCD I have no problem with what person said. I felt like I needed to clarify on things.
really, this person doesn't understand what makes mario games special, he just wants more sonic in places where he shouldn't look
The reason I think NSMB Wii has so many sidescroller levels is due to the Coop being a heavily advertised feature of the game, and it was probably more convenient to put more of those levels into it because it's easier to keep all the players in the same place on the screen. Still sucks though.
autoscrolls do have a place imo
take w 1-3 in Super Mario Bros 3 as example, if that stage wasn't an autoscroll the moving platforms would be out of sync and make the stage impossible to complete without power-ups
@Doktario_Mystario I agree that auto scrollers do indeed have a place, don't get me wrong. But I still think NSMB may have a bit too many for my liking.
As someone who doesn't really care for the 2D Mario games, I think the thing that makes Super Mario World good is, well, the world. The content and progression structure with so many things like hidden exits and secret worlds is wild and something that I wish was replicated more directly in other games
New Super Mario Bros U also has an intire interconnected structure
The level skipping thing is probably implemented BECAUSE of limited lives. So that when you do restart there's a faster way to get to where you were. Especially with how long 3 is, and how it originally had no save system.
I agree, but it makes the cannons in the NSMB games look a lot sillier.
Another reason why the life system is God awful
Actually, fun fact, according to Miyamoto the level skipping, at least for the Warp Zones starting in Mario 1, was actually implemented because of...Excitebike of all things. Yeah, Excitebike. It was apparently an implementation of Excitebike's Level Select system or something, where if players thought they were skilled enough they could select and and jump straight to the harder levels if they wanted to without having to play the easier ones. Miyamoto wanted to implement that into Mario 1 as well, but I guess after the realization that simply doing that would kinda trivialize most of the game, he decided to implement them as secret areas inside the levels that you have to find while playing rather than just selecting them before even starting the game. So they basically exist so players can go right to trying the harder stages if they want and think they're skilled enough, as inspired by an Excitebike feature.
I appreciate world skipping in New games because of their terrible save system that saves only after castle or spending star coins, saving anytime in map unlocked after finishing the game. So the best approach is too finish the game while skipping as much as possible and then return to the rest of the game with better saving system.
@masherboy ok i agree that the punishment for a game over is too harsh in the retro 2D Mario games
but if the lives weren't a thing you could just brute force your way through the game without actually improving, even if you get so many lives that it doesn't matter anymore, humans like big numbers and if you lower that number by punishment that makes it easier to want to improve
+ the lives also give you a reason to collect coins
Ngl, this video is way too painful to watch lmao. The whole time I was like "Jesus dude, not every platformer has to be a hyper arcadey speed run friendly sorta shit, just chill and smell the roses for a moment". Either way, I supose it's interesting to see a different perspective on these games.
i agree but at least it shows what he likes and what he doesn't
personally i'm not a fan off wanting a series to always the same thing but atleast it's honest and i can respect that
Ah yes, smelling the roses. That's definitely what I buy platformers for.
Ikr, im a Sonic Fan but I was so annoyed with this
But…. Theres a time limit
@@WalnutOW Clearly that was a Metaphor.
"I have a bone to pick with this game. I like it."
Never change Pariah
Finally, someone who *understands* why SMB1 is actually incredible.
And doesn't understand why any of the other ones are incredible.
@@rrsidentfrickhoe realest comment ever bro
I still think NSMB on DS is one of the best ones. The blue shell deserved more time in the spotlight, man.
REALEST SHIT EVER SPOKEN
Ong that’s one of my favorite Mario games
I honestly think the widescreen hack made Mario World accidentally feel way slower, at least looking at it
Agreed. It's basically zooming it out, so it feels slower.
@@jceggbert5 No that's not it though. Mario is actually mathematically slower horizontally in World than he was in Mario 1 and 3. Do a side by side comparison, it's especially obvious when just walking (and even more when swimming). I noticed this very quickly and have known it for years, and have never ever seen Mario World in widescreen until watching this video (I didn't even know such a hack was possible), so it is absolutely not the widescreen (though that could worsen the feel even more, sure). Do a comparison of how far Mario can jump too for example, the distance Mario can jump while walking is like 1 or 2 whole blocks less in Mario World than in 1 or 3.
Yeah this dude has a major obsession with modifying games. His perceptions are very warped at times.
@@kingstarscream320 That's such a weird way to say that lmao
>”I don’t like how power-ups make the game easier to play.”
>Makes the screen wider so it’s easier to play.
I'm about halfway through the video, but I can't help but find it funny as hell that the way the you end up enjoying Mario is to approach it basically like a Sonic game. Not that that's a problem; I just find it funny and interesting.
I know lol. But there's a reason I like Sonic games. So of course the reason I like Mario is the things it has in common. It's almost like Sonic was built off of Mario's foundation or something. Maybe worth a video...
@@Pariah6950the same foundation in which to build 2 theme parks: one filled with rollercoasters and slides, and the other with mazes and haunted mansions. Both are of equal merit in my opinion
@@Pariah6950i wonder if youd like a lot of the smb1 romhacks, I imagine quite alot of them have the speed focused levels
Was anyone else hoping he'd call the coins "rings" through this video? :D Love your stuff Pariah, keep it up!
Dang, what a wasted opportunity
Mario ones heavy handed momentum and straight forward level design make it my favorite for the reasons you stated. I love the later games for their art and charm but they are much more about slow paced exploration and interacting with these creative level gimmicks. It’s fun for a casual playthrough but they pale in comparison to 1’s infinitely replayable core gameplay and high skill ceiling.
Mario 1 is probably the 2D Mario game I've replayed the most for that very reason, despite not growing up with it at all and thus having no nostalgia for it (grew up with the Wii and Galaxy, only retro game I was exposed to was Mario 3 which my uncle had on Wii VC). Though nowadays I tend to prefer playing Lost Levels more (the FDS version, I'm not fond of the SNES version for various reasons), because I've gotten so good at Mario 1 from replaying it so much that it's getting too easy and samey for me and I've reached the skill level where Lost Levels becomes honestly really fun and refreshing now.
@@legoboy7107what’s fds
@@frumiousgaming "Famicom Disk System," it was an add-on system for the Famicom (Japanese equivalent of the NES) that played games from floppy disks instead of the standard cartridges. It's what Lost Levels was released for originally, there technically isn't an NES version of Lost Levels since it never released on cartridge or outside Japan, rather the "NES" version is actually the Famicom Disk System version (which was originally released on an FDS floppy disk).
@@legoboy7107 I once fully competed SMB1 twice in a day and I’m still not bored of it after many, many more playthroughs
@@BadBame962 Yeah, it's great. I don't quite get people who say "yeah this was good for the time, but it's definitely dated and shows its age now," unless they're just saying that by assumption that surely that must be the case since it's old, because no, the game is still great and holds up great, in some ways better than its sequels (though not in every way).
Recently been playing SMB Deluxe as well since I just got a modded 3DS, didn't take long to get used to the screen crunch and that version has a really cool challenge mode that requires you to search out 5 Red Coins and a Yoshi egg while also beating the stage with a high enough score (which REQUIRES getting through the levels as fast as you can for the timer points while still trying to rack up as many points as you can in the level and get the top of the flagpole), it's a really fun twist on the game.
Friendship with sonic has ended!
He tastes so good 😋
@@moosesues8887????????
@@lordpeeps1 he ate sonic
Just like Cybershell
@@moosesues8887Does he taste like chili dogs?
Actually in the All Stars version of Lost Levels, losing all your lives means restarting at the beginning of the level. So using save states the way you did wouldn't really do anything.
Wait, really? Why even have lives in that case? lol
@@Pariah6950the original FDS game had a similar system where if you ran out of lives, it sent you back to the start of the world you were in so you didn’t have to trek through the whole game again. All Stars just made it even easier because they knew it was punishingly hard
@@Pariah6950It’s for the checkpoints in the levels
@@chopper8209^^^^^^^
@@chopper8209 I don't think mario 1 and 2 have checkpoints from what i remember, but i could be wrong.
I disagree with literally everything you said about World but you made me rethink of much of a problem in general is having a main new power up that's is just fucking flying
thankfully wonder fixed that
Even I who has World as his favorite game knows the Feather Cape breaks the level design at times (although I still think many levels are cramped enough to nerf it) - however it does capitalize the methodical exploration (finding coins and powerups in the sky is fun for me) that it still needs skill in a way.
For that one tricky jump in lost levels, there’s actually a hidden block you have to hit below to make it to that top platform. I don’t blame ya for missing it since that’s pretty cryptic. Also, I’m glad to hear you give praise to lost levels. I feel it is a refreshing challenge. At least for the All stars version since you can at least save after every level so it makes the experience way more bearable
@@diydylana3151 Actually I'd say Lost Levels has a surprisingly high focus on puzzles, they're just...not the kind of puzzles typical of more modern platformers. Puzzles in Lost Levels are stuff like reaching a dead end with some higher ledge above you and trying to find the hidden blocks to get up there, having to slip through a long 1-block-high corridor and figuring out how to do that (either by becoming small or finessing it as Super Mario with well-timed crouch-slides), or coming across a seemingly blind jump and then having to stop, back up a bit, and then walk forward to scroll the camera farther to the right than it was when you first reached the ledge to reveal a Paratroopa you have to land on that's now visible when it wasn't before (seems a lot of people don't realize that's what you do and just yolo it thinking it's a blind jump when it's actually not if you do the above thing). Most puzzles in later games don't revolve around manipulating the scrolling camera lol.
If I remember correctly in Mario 2 when you collect about three cherries a heart comes from the bottom of the screen and when you get five a star comes up.
You're close. Collecting five cherries gets you a star, but you have to defeat eight enemies to earn a heart.
@@LeafRazorStorm thank you it’s been a long time since I’ve played Mario 2
@@LeafRazorStormI didn't even know about the heart thing, does it float up from the bottom of the screen the same way the star does?
@@igirjei3717 Yes.
I've never disagreed on so much in one video essay, holy moly
Still, that's why you're still entertaining to me! Keep up the good work!
*The 2d Mario games are suffering from power creep*
is a line I never taught I would hear in my life. Yet, it is very accurate.
You’re maybe the only person on earth who prefers The Lost Levels to Super Mario World (aka one of the most perfectly designed games of all time). This leads me to believe you posses what I can only describe as “mechanics brain” where every other artistic element that goes into a game is ignored in favor of rigid systems and the level of challenge. Like in that case you might as well skip out on the art direction all together and just play a game where stick figures jump over blocks, but you’ll feel good about overcoming their difficulty.
The core aspect of most video games is gameplay. Other aspects such as music, art style and story are secondary unless the game revolves around these aspects.
Super Mario World wasn't created to be an "artistic experience" it was meant to be a fun game to play. So it's fair to just focus on gameplay when reviewing it.
@@andarilho_31 I think you’re missing my point but just reducing what I’m talking about to “gameplay”.
Playing World in widescreen is a detriment. It felt slower because you weren't in 4x3. You can see the enemies coming earlier.
Pariah have a good take on literally anything challenge. (Impossible)
It definitely sounds to me like you've played these games as close to how one would play a Sonic game as you could... Which is not really surprising given what you've enjoyed in the past. This preference would definitely play a big role as to why you liked and disliked the different things that you did. It's good that you found a few gems in the mix that you enjoyed.
You should also play the Super Mario Advance 4 e-reader levels. It is like a new game on its own.
How can I play these without an e-reader?
@@floatyghost633 Wii U Virtual Console and Switch Online GBA has Mario Advance 4 with e-reader levels included.
@@Verge_TO I can't afford the expansion pack for switch online, and the Wii U eShop is down. Is there a rom hack I could use, or do I have to pay for the expansion pack?
@@floatyghost633 just download the roms. It should be widely available by now
@@floatyghost633 pretty sure there's a rom hack with those levels somewhere
For Mario 1 and Mario 2 Lost Levels, you really should play the NES originals. The controls and physics in the All-Stars remasters of those two games are significantly different, and not necessarily for the better.
Nah, there's a patch for All-Stars that fixes that. The brick-breaking issue was a dumb bug where Mario's velocity after breaking one was reversed (I think it was as simple as a minus sign being removed or added) and the patch fixes that, other than that the physics aren't that different, maybe slightly but not much or in a bad way.
Famous misconception, physics and controls are the same, the only difference are enemies hitboxes and how bricks work when you break them.
@@LeonardoRodrigues-uj1sm There are some slight differences in the physics, Mario bounces slightly higher off enemies, not much but slightly. But the differences are very very minor aside from the brick bug.
@@satan-kun8974 Oh that's a good point, I forgot about that. There might be a patch that changes the plant hitboxes back to what they were like on NES but if there is I don't know about it.
@@LeonardoRodrigues-uj1smLuigi definitely accelerates slightly faster in all stars' lost levels. Still accels slower than mario, but not as dramatic as in the nes (or technically fc) version
An interesting tidbit to add on the "Doki Doki Panic" discussion is that it's a little bit of both. The Mario 2 prototype experimented with vertical levels and vertical scrolling and they ended up adding that into Doki Doki Panic. So it did start with concepts and ideas from a Mario 2 prototype, but it's not necessarily the reverse of what we believed. They DID however, add other Mario elements like the Super Stars, which you obtain by gathering 5 of the cherries you didn't understand, and it also introduced many enemies and elements that would be added into future Mario games, like Birdo, Bob-ombs, Pokeys, and Shy Guys.
It's so bizarre to think that we have Shy Guys and Phantos because Nintendo made a game to advertise a Japanese technology expo that had a carnival mask theme. The most enduring legacy of Yume Kojo '87 was Shy Guy and a pink trans dinosaur that shoots eggs out of her mouth-snout.
@@coreyander286 We live in one heck of a world.
@@diydylana3151 Bob-ombs would have probably still been around because they were in Mario 3 (which was already being developed and all in Japan by the time Doki Doki was being turned into Mario 2 in the West), they weren't added into Mario 3 because of the US Mario 2, but were rather already in the game probably as a reference to Doki Doki Panic, as Mario 3 has a bunch of little references to other previous Nintendo titles, like the Warp Whistle coming from The Legend of Zelda. But shy guys yeah, who knows if they would have ever returned?
@@diydylana3151 Shy Guys are actually really uncommen enemies/characters in the Mario franchise (especially compared to Bob-Ombs)
@@Doktario_Mystario Not really, Shy Guys are quite common in nearly everything EXCEPT the mainline platformers themselves, that's where they're rare, which is funny. It's funny how Shy Guys are basically the default Mario enemy alongside or even in place of Goombas in many of the spin-off series, like the Yoshi's Island series, the Mario vs. Donkey Kong series, the Paper Mario series (mainly the later ones), Captain Toad Treasure Tracker, and probably something I'm forgetting, and yet it's _just_ the mainline games that they're barely ever in. Part of that is due to Tanabe being involved in most of these spinoff franchises (to the horror of many Paper Mario fans lol), as he was one of the major people who worked on both Doki Doki Panic and turning DDP into Mario 2 USA, so he LOVES to put Mario 2 stuff into games he's involved in (even Donkey Kong Country Returns and Tropical Freeze have Mario 2 things in them because he was involved with those).
I disagree with nearly everything you have said in this video. Great video. :)
Interestingly enough, it was actually PAC-LAND that inspired the first Super Mario Bros. game!
Even then, what you said still stands that SMB1 is very undeluted with what it shows and how it plays!
I guess it's thanks to Pac-Land that the Nintendo team thought, "Alright, _obviously_ we have to put our working-class modern plumber guy into a fairytale world if it's going to be a scrolling platformer, even though he has nothing to do with fairytales in his original context."
I wonder if in an alternate universe, it'd be eight worlds of New Donk City until you get to beat Donkey Kong for real. "SORRY MARIO BUT PAULINE IS IN ANOTHER SKYSCRAPER"
@@coreyander286 I mean, technically that does happen in the Mario vs. Donkey Kong series, so you're not far off with that alternate-universe description!
Also with how you described Super Mario Bros. as "working-class guy in fantasy setting," that actually explains a lot of the parallels between PAC-LAND! As PAC-MAN is just a father who works for his family and junk, I just thought the genre of sidescroller was the end of the inspiration for Super Mario!
@@4zumarill The sidescroller part was also inspired by Excitebike, not just Pac-land.
The option to skip levels is there so people have a chance to make a choice about which level to tackle. If you just can't beat a level for whatever reason, there is still an option to progress. It's a way to avoid accidently blocking player progress
Power ups are also there to give players more choice on how to get through the levels, only with the added challenge of not getting hit and losing the ability. Sure, power ups do help you in dealing with enemies and platforming challenges, but only if you're good enough to keep them and use them effectively.
The level skipping thing is largely done with the idea of no saving in mind. Say you've played a few times in a day as a kid, then while you got closer to the end, you lost, but you find/know a way to skip the worlds you've been through enough times
We need more genuinely honest and unafraid game critics like this. This man never bullshits, and he never misses. Mad respect.
Who does bullshit? About platformer mechanics? Who's like, _I could be honest about momentum-based gameplay, but I know that THEY wouldn't like that, so I'm going to pretend momentum isn't important._ I'd categorize this as vagueposting.
@coreyander286 think by never bullshits he meant the fact that he's not afraid to admit things like enjoying NSMBU more than Super Mario World/Wonder, a take that is absolutely not the popular one like you were alluding to with your example lol
@@aeon5904 Is the take not a popular one because most people genuinely like _World_ and _Wonder_ more, or because everyone knows deep down inside that they like _U_ more than _World_ and _Wonder_ but are too afraid to admit it out loud? Because that's what "bullshit" implies.
Unless we've redefined "bullshit" to just mean "things I disagree with".
@@coreyander286 thats assuming people actually prefer U over World & Wonder
personally i like U but i get why people don't like it
@@coreyander286what the hell are you yapping about
In defense of Mario 3, house rules are a completely valid and intentional way to play the game. One of the things that was specifically intended by the devs of both 3 and World was the ability to set your own difficulty. So the Tanookis are a (in my opinion, very elegant) way to determine if you’d like to make the game a little easier or not.
The benefits of 3, in my view, outweigh the cons when compared to the first two games. Autoscrollers aren’t fun though lol
Okay, so note about Mario All-Stars: If you play that version you should REALLY play with a rom patch applied. Mario 1 and Lost Levels have a bug where breaking a brick block is completely scuffed because they accidentally reversed the direction Mario gets pushed in, so that instead of being pushed downwards like he should be he's pushed upwards, and it can completely destroy the flow in several parts, I believe it was as simple as accidentally removing a minus sign in the code or something. There's a patch that fixes this and it's so much better to play. Without it I'd say the NES versions of Mario 1 and Lost Levels are better, but with it yeah All-Stars basically becomes the definitive version...of Mario 1.
I have some personal reservations about the SNES version of Lost Levels though, people like it for game overs not taking you back to the start of your current world like on NES but rather your current level, saying it makes the game easier, but it also makes several other changes that I think make the game MORE frustrating and difficult, especially when dealing with the bonus worlds A-D. Hammer Bros. are often more aggressive in certain parts, charging at you when they didn't on FDS, certain levels were made awful like 8-3, where on All-Stars it's full of those invisible trolly Kaizo blocks and is terrible, but on FDS those blocks are actually visible normal solid blocks you can not only see but can use to help get past the Hammer Bros., the only trick with them was they blend in with the walls a bit so you just have to pay more attention. But in All-Stars that level is completely butchered because of them being changed to invisible blocks.
And then Worlds A-D get the worst deal: in the original, they are a bonus second campaign for the most skilled of players, only being accessible if you've proven yourself by beating the main game 8 times (though you can use warps and game over all 8 times, contrary to what misinformation some people spread), meaning they have the same properties as main game earlier worlds, but in All-Stars they're slapped on after World 8 of the main game, meaning they now inherit World 8 properties. What are World 8 properties? Well, in Mario 1 (and Lost Levels), World 8 removes midway checkpoints and stuff to make the game harder, for example. On FDS, worlds A-D don't have these properties because they're a separate campaign, but in All-Stars they DO inherit these properties. So on FDS, the levels in these worlds have midway checkpoints, but in All-Stars, those checkpoints are GONE. And it's so much worse to play without them, with them I have a pretty enjoyable time on FDS, but playing them in All-Stars was just not very fun for me, not to mention again some enemies are more aggressive in those worlds on SNES.
The SNES version also strips Lost Levels of some of its visual uniqueness, sure the original looked very similar to Mario 1 but it had several new or updated graphics for things, and World 9 was this very unique looking fantasy-land type world inspired by the FDS version of Mario 1's minus world glitch, the result of what happens when an overworld level is loaded as an underwater stage, but all that is lost on SNES: it now looks identical to Mario 1, and World 9 looses all its visual identity, now looking like a bunch of nondescript water levels. On the other hand, parts of the SNES version do retain an autumn theme that's not really in Mario 1 so that's nice.
So with Mario 1, play with the patch and it's the definitive version (I also like to add some other patches like swapping Mario's overall colors and restoring the unused Lakitu Spiny Throwing behavior that's similar to SMB3's), but with Lost Levels it's really more up to preference.
I don't have time to watch this right now so I haven't really seen your opinions on the games yet, I'll be sure to comment more when I get the chance but I have a piano recital to go to lol. Just letting you know about this info about the version differences. Oh, and Mario 2 and 3 are completely fine on SNES, no patches needed there, just 1 and Lost Levels.
what is the patch in particular called?
You didn’t have time to watch any of the video, even a little, and yet you had time to write an essay?
@@joltganda Yeah, I only had time for one or the other, I started watching and then started writing my comment about version differences once Pariah asked if there were any differences in All-Stars or if it was really the best way to play them (which was early in the video), and then that comment describing the differences started getting really long, and once I finished writing I didn't have time to resume the video anymore because I had to skadaddle to my piano recital. Also, these really long "essay" comments I sometimes write don't actually take me as long to write as you might think, I'm literally just spouting out the first words that go through my mind and typing them as I think.
I agree, this is like if I were to review every 2D Sonic so I played the easy modes in Jam
@@legoboy7107yea what’d that take you like 3 minutes to type that up real quick, took me a whole minute to read it, no reason you couldn’t watch the 2 hour video instead, joking of course, I just wonder if they still write essays in school based on what commenters qualify as an essay in the comment section
I wonder how you feel about the Mega Man games. It would be interesting to compare and contrast them to Sonic given how they're kinda unofficially sister series for many reasons (all of them unrelated to gameplay)
There's no momentum in MegaMan so he would hate them
@@SantaFeSuperChief1 "I just thought that having a shoot button and menu to swap what I shoot during the level really convoluted, so i just ran past all the enemies and downloaded a patch to get rid of the bosses"
@@CurlyChop “they should really remove all that stuff it’s terrible game design.”
how tho?
not even the same developer
@@CurlyChoplol so true
I think a thing worth mentioning for SMB1 and Lost Levels since you mentioned having to replay the entire game a few times if you were to Game Over is that on the NES versions when you run out of lives you can continue from the beginning of the world infinite times. In SMB1 (NES) you have to hold the A button down to continue from said world and Lost Levels simply lets you continue from a menu select on the Game Over screen. All-Stars is even more forgiving though as it saves all progress for both games while also letting you continue from that world. I'm mostly mentioning it since while it's not letting you restart from each individual level like you did with save states they clearly recognized some people such as yourself wouldn't want to replay the entire game and I don't know if that changes your opinion on how these first 2 games have lives in them.
Thank you for making this, I have immense nostalgia for all the 2D Mario games and I'm a Mario Maker 1 veteran. It's very interesting to hear your thoughts.
While I usually disagree with your opinions, I usually understand where you're coming from, but your argument against the power ups powering you up is so terrible. It was just, "When I play the game in a way that I don't enjoy, I don't enjoy playing the game." If you hate it so much then just don't do it. As someone who played the games when I was the intended age, I wouldn't have been able to beat the game without the super leaf. Your argument against the power ups goes directly against your argument against lives.
I get your point. And I will probably try playing without power-ups in the future. But in this case, I was criticizing the game design itself. Not my experience with it. I could make the game more fun by ignoring that part of it. But that's not the game. And I wanted to play the game. Now I see the issues, and will try to play around them in future.
With lives, I've already seen their problems in many other games, and done a whole video about it. So I always ignore them when playing games with bad lives systems. Otherwise, I would have spent a significant portion of the every review re-explaining my issues with lives in every game that has them.
“mario sucks w all these skips and infinite hit points” *sonic sweats nervously*
but seriously great review of the series, most are too attached to have this perspective. i will def have to check out ur faves here
Sounds like you just wanna play a Sonic game, which is fine I get that. I do prefer Sonic over Mario myself, but they both have very different design philosophies, even if they do borrow some elements from eachother. You gotta play Mario like, well, a Mario or typical platformer game and not like a Sonic or Sonic-adjacent game. You'd have a whole different appreciation for these games if you play them for what they are and not "can I go fast and use momentum or no".
I will say, Mario bosses are infinitely worser than Sonic bosses. Sonic bosses will at least give you some challenge and they last longer, even if you were to speedrun them, but Mario bosses are usually just the same predicable Boom Boom or Bowser Jr. fight you can defeat in 3 hits. Kinda disappointed Wonder didn't improve on the bosses at all till the final boss.
As for the powerups/ badges, you can just skip them and you even said that you could in the video. They're just there to help you throughout the game and not be an integral part of the game that you must use or the game can no longer function.
As I said at the beginning of the video, I've tried to play many 2D Marios before. And when I did, I couldn't get into them. I'm not playing these like Sonic games. I'm playing them in a way that makes them enjoyable to me.
Retro mario fans when the newer game's levels have detailed design instead of flat lines that can be cleared in about 30 seconds
The Penguin Suit is actually basically just the Blue Shell
except with levels designed around it
on top of having the Ice Flower abilety
Mario world looks so bad widescreen
I find your opinions very fascinating, thank you for making this video. I enjoyed watching and listening to this a lot. I’m happy you actually made the effort to play through to the end of all of the games and not just playing an hour or 2 of each like some other people. All your opinions are valid and I appreciate the time you taken to make this video. 🎉
@@JaxTheEpic you have no idea how hilarious this reply is to me.
The Wonder review sounds like you'll love Rayman Origins and Legends, Pariah.
I've played them. Excellent games.
This is a very interesting take on reviewing Mario games... And i love it :D
He actually remembered the Land series, that's more than Nintendo does for them.
Mario Land 1 gets some recognition here and there, it has a Mario Maker powerup for example, but the rest of the Land series gets virtually no acknowledgement. :(
It is kinda painful seeing that you used the widescreen hack for World for your first playthrough. It's the reason Mario's run speed feels slower, and because of the widened view you have more time to react to obstacles making an already easy game even easier. I want to say more about SMB1 to World, because I agree with some of the things, that weren't really commonly said. Some criticisms I felt were weird, it seems like you basically the games to be more of an auto-runner (or have a tight time limit to force you to take things quickly, though I haven't got to the Luigi U segment). Though you neglected to mention SMB3 and SMW's P-speed which rewards well - keeping momentum, so you run even faster (and therefore jump higher) and can take off with Raccoon Suit/Cape. I like to think of 2D Mario levels as more of playgrounds where you can do various stuff, either explore, or go through them as fast as you can. The variety helps to break up the pace. As you are someone who thinks Lost Levels is the difficulty Mario should aim - I don't think it's reasonable at all, except in some optional content. They became easier and easier to gain wider appeal, because you underestimate how much casual players can struggle even at simple platformers. So if you want higher difficulty - then yes - you have to implement house rules - and I like to think Nintendo thought of it, because of how many obvious ones you can implement, as so much of the stuff that makes the game easier is optional and well defined. You can refuse to use overworld items in SMB3. You can refuse to grab powerups (except in rare cases they are required to proceed). As a kid, finally beating SMB3, even with all the in-game tools at disposal, was one of most extreme, hardest challenges I have accomplished. Though on the other hand - I agree that the flying powerups aren't that well designed, but I would argue the Fire Flower in SMB1 also is a bit problematic. Having it makes some levels too easy, especially those reliant on the most common enemies (as only Buzzy Beetles, Bullet Bills and the fiery stuff in castles are immune). If an enemy is on flat ground, or just in front of you, then it's just dead. I like the flying powerups in that you actually have to gain P-Speed to fly, and they aid in exploration (which you don't like), though on the other hand the hovering mechanics trivialize some parts of the levels, let alone the flight.
Then there is the fact that you don't like the fact that levels can be skipped. I mean if there are levels that you struggle with or find unfun then why not let the player skip them. They can play them (or they already played them) on another playthrough (in case of SMB3) or to later 100% complete the game (in case of newer games). Though there is not much of a reward in playing some of the optional levels - there doesn't need to be. In fact, that's why I think managing to find a secret level is one of the best rewards you can have - more fun content. But what about rewards for finishing the optional or secret levels? You could make even more hidden content, but then there would need be a reward for clearing that too (though these chains of secrets are fun too and that's what I liked about SMW). But ultimately you have to kind of have a dead end, though there tends to be a reward like contributing towards 100%ing the game, but even when the game doesn't acknowledge it, keep track of it - then it doesn't make it lesser. You could argue there should be a game design decision to encourage beating optional levels and SMB3 kinda already does that with those Toad Houses and minigames (though they suck) and also forcing to beat them anyway when an airship lands between not cleared level. Though I think about a related aspect to the "optional levels" complaint is at fault - namely that the game design in SMB3 outside of the levels themselves isn't really good (same as with lives), though has potential that the game didn't fully realize.
This guy modifies everything on his first playthrough. He has no appreciation for authenticity or trust in the devs.
but no guys its just they made it slower trust me haha
God this video actually feels a bit painful to watch…
Watching him explain what is considered a “good boss” gave me a aneurism when he called wonders bosses the best in the series, said the koopalings never got new moves or attacks in each game when he has footage literally showing new moves on them, and giving his explanations on how games should be enjoyable. As a boss designer geek it just makes me feel pain.
i really love your vidoes, i have next to no experience with mario games but i watched this whole thing, just a 10/10 video i have to say and your rant about autoscrollers was funny lol
i salute you for playing all those autoscrollers for us RIP o7
Speedrunner brain
Mario Was Never Bad.
40:00 you are putting everything I felt into words. Thank you I never knew how to explain this!
You know, it's kinda funny how I always felt that way on World, but not Mario 3, but yeah, the same thing applies here
@@esdrasreis3481yeah I mostly felt that in Mario world compared to 3, but 3 still had the problem.
Been watching since around the 06 video and I gotta say your editing has really improved over time, like it’s subtle but it really enhances these videos, keep it up
I understand your criticism and opinions about these games but, for the power ups, they are meant to make the game easier, you don't have to stack up on a shit ton of fire flowers if you don't want to. It's like you're playing the game on easy mode complaining the game is easy and refusing to play on normal mode while saying the game shouldn't have an easy mode. But at the end of the day, I won't say your opinion on these games is wrong as we clearly have different preferences; you're a time attacker, I'm a completionist of course we won't like the same games for the same reasons. (Also this is unrelated but you said you don't understand why you're allowed to skip levels but you also say that BotW is one of the great games of all time despite it allowing you to skip all of the game, I just find that a little weird.)
3:18 i do kinda wanna mention that, yes certainly there wasn’t a whole lot to take inspiration, but there was one game that was stated to be a source of inspiration, that being Pac Land. Mainly the whole left to right gameplay, and the way it handled secrets through environmental interactions (stuff like powerups and warps that take you to later levels) of course smb1 was a more poilshed approach.
That isn’t to say SMB1 wasn’t somewhat a shot in the dark in many ways. As is it was the game too set the standard. But i do feel that the role Pac Land played in its devlopemnt is important
It was also inspired by...almost every NES game Miyamoto had made up to that point, he wanted Mario 1 to be like the ultimate culmination game of everything that came before, the best game one could fit onto the original tiny Famicom cartridges. The scrolling was also adapted from Excitebike (and so were the Warp Zones actually, interestingly enough), the springboard, tree platforms, vines and stuff came from Donkey Kong Jr., obviously there was Donkey Kong and a lot of Mario Bros. influence, the Underwater stages were sidescrolling adaptations of Balloon Fight which is why Mario's swimming controls nearly the same as that game, there were apparently scrapped flying and/or shooting levels (probably like the Mario Land ones) that were from some game I forgot, etc.
If you think 99% of autoscrollers are boring, you should probably try some good fast paced shmups. Recca, Zanac, Zanac Neo, Gunbird 2, DoDonPachi... you'd be surprised by how many good autoscrollers there are, it's just they're not as talked about as the ones in platformers.
PS: Shmups are also great for people who prioritize fundamental mechanics over gimmicks, which seems to be your case.
PS 2: Ironically, you would've probably loved the special worlds in the NSMB games, since their gimmick is being actually difficult challenges for the more skilled player.
I'm about an hour in so IDK if you go into this with the later games, but I kinda want to address your critiques of especially SMB3 and World, but they kind of tie in to your experience with how you played 1 and 2 as well. I'm kinda surprised that you didn't even address one of the other main appeals of these games and I think it's due to HOW you played them, especially 1 and 2, using savestates.
The thing about limited lives is that these games is that due to restarting the game so often, you are tempted to try and explore and find more lives, more powerups etc to make the game easier. The issue with using savestates is that there is no incentive to explore and find these secrets. The Super Mario Bros games are absolutely LOADED with hidden coin blocks and powerups, alternate routes, bonus rooms etc.. When you try and rush through all of the levels you basically skip through all of this, and for a lot of players, exploring and finding all the secrets is the main appeal. This is ESPECIALLY the case with Super Mario World, where so many levels have alternate exits that lead you to hidden levels, bonus rooms, and other secrets.
For me personally, while running through a level at full speed is fun and all, taking my time exploring and finding everything a level has to offer is the primary appeal for the Mario Games for me. The reason Mario 3 and Mario World are the favourites for so many people is because of this. Sure, on one hand you can use the cape or leaf powerup to fly across the entire level and skip it all, but what they REALLY offer is a new sense of exploration, a way to find things that you couldn't find before in the previous games.
Regarding the warps cause you were not sure about the point of them. On the NES mario games, if you turned the console off your data would reset. You could continue from where you left off if you got game over, but once you turned it off it was back to the beginning. So the warp pipes let you get back to where you left off, again as a reward for exploring and finding out things. Mario 3 is particularly tough with this due to how long the game is. A lot of players would simply leave the game on overnight or while they went to school. The game even gives you hints on how to find the warp whistles but they only give them to you well after you are actually able to get them, which I think makes the purpose of them pretty clear in that case. I think Mario Lost Levels and of course Super Mario All Stars allowed for saving, though Lost Levels had plenty of fake warp routes that actually took you back to previous worlds which is a bit trollish lol.
Anyways good video so far it's just I really wanted to get this off my chest.
It's ok. You're just emotionally conditioned to become enraged whenever a Nintendo product is either criticised or not praised enough.
@@iwanttocomplain WTF are you talking about? You obviously didn't read my comment cause responding to a critique isn't automatically just rabid defense of a game... I think it's interesting to share alternate perspectives on why people might enjoy or prefer things, since he didn't bring it up in his video it's worth saying. I even said at the end of the comment his video is good lol.
@FishyAshB you’re right. Mario needs defending. Otherwise people might apply their own critical opinion. I never heard anyone praise Mario before.
@FishyAshB you realise this video is the only one to contain criticism of a Nintendo game that I’ve yet seen.
If you think every game they ever made is a perfect ten then yes, you should jump up and give your opinion that any potentially identifies flaws are more likely the flaw of the reviewer.
It's interesting about what you did and didn't enjoy about this series. I feel like what you really liked about this series is something that a lot of people don't look for so it was nice to get a different perspective
i find it very confusing that you think the new games follow the same formula as the classic series and have no new idea when also complaining about the new ideas in the gimmicks or the new moves like walljumps and twirls and etc etc etc
like those are opposites idk which criticism to take seriously when youre making two conflicting ones
like to each their own you can like or dislike the games; but i just cant understand your point of view on them when the points conflict like that
to me though it does sound like mario isnt really designed with your playstyle in mind though; in my mind id say theyre slower paced and explorationy where finding secret exits or star coins is a lot of the fun
the dislike of the flight powerups is kinda vindicating to see tbh; i feel like most of them are too strong and kinda boring. the squirrel suit is a good one but my favourite is the carrot personally. im super glad wonder ditched a proper flight powerup
37:34 THAT makes no sense. Being good enough at the game to over come those obstacles with the Tanooki suit, IS THE FUN! 40:10 Shall we take away Sonic's Spindash?
You have got to be one of the only people on the internet with a sizable reach who wholeheartedly appreciates Lost Levels
I've never been more confused while listening to a video essay about 2D Mario. Your appreciation for The Lost Levels' challenge surprised me. It wasn't until your Super Mario Bros. 2 section that I noticed your way of approaching platformers wasn't compatible with Mario's overall design philosophy. You're the only person I've seen who was this hard on the game, and after that point, I believe you just don't have much patience for slower-paced games.
I'm curious about your takes on Yoshi's Island or Donkey Kong Country, despite you not playing them. On a last note, you tended to state your opinions as objective facts, which bothered me a bit.
I don't usually like slow paced 2D platformers. I've never gotten on with the Yoshi games. DKC I like.
And no. I don't state my opinions as facts. I state them with confidence because I believe what I'm saying.
@@Pariah6950 I see. Which Donkey Kong Country games would you say that you prefer? I'm interested in seeing how you would compare them.
@@TwinTails100 I like the Retro games more.
@@Pariah6950yes you did state as if they were facts
@@darthsidious3278If someone doesn’t say “this is a fact”, you can assume it is an opinion by default.
the slow descent into madness upon encountering the boss design and autoscrollers in each game was delightful to witness A+ would watch 2 hours again
Other comments already mentioned this but mario really switched towards being exploration-focused starting with world -- In a way it's good to see wonder actually embrace it fully, but I do like the run-at-max-speed way of plowing through the levels too... And they say sonic is the one with an identity crisis
what's wrong with being different?
the Mario franchise often gets critisized for being stale/generic/etc..
yet when the Mario franchise actually improves on those fronts people still aren't happy because "change scary"
To be fair they did try to keep speed running (although not as a mission) with timed PvP...and I think a handful of Wonder levels can be done with speedrunning especially without Wonder Effects IMO.
I find it funny how you considered SMB2 to be horrible, while I find it to be the best Mario in the franchise. The grab mechanic is pretty fun, and slapping one enemy with another is great.
You made good points about the design though, the potion+mushroom mechanic especially.
Average Sonic fan plays Mario for the first time, is disappointed he can't just hold right to win. Seems about right.
Except for a whole rant about the tanuki suit being right to win?
lmao sonic fans are brainrotted
1:40:12 the Sonic curse has infected Pariah's mario video now lol.
In all seriousness I couldn't believe how much I agreed with you in most of the video, I really thought I was the only only one who found value in just perfectly timing every jump to make your run trough a level as butter smooth as possible in WiiU, my favorite addition was by far the triple jump. And given that the same thing seems to apply on the first game, might as well try it out and see if I enjoy it more than last time. Great video!!
Given your approach to these games I get the feeling that you would really hate the Wario Land series. Since they're all about slow paced exploration and collecting stuff. Also way more gimmicks than the old 2D Marios combined.
I bet their favorite game if they tried the Wario Land series would be either VB Wario Land or Wario Land 4 because of the momentum and faster gameplay.
I'm so delighted by this video bc it perfectly mirrors my experience doing the same thing at the start of the year--the way the first few games really reward learning the physics and getting comfortable speeding through levels and keeping your flow up above all else makes them so satisfying and special, and I've watched a lot of retrospectives about classic Mario which all trash on TLL, which is my favorite game in the series due to the sheer creativity and fun you can feel them having with the challenges and the snappy level design of 1+TLL. 3 is probably just below those for me, and while I get the exploration focus in World it's just not for me by compare to the speed and momentum focus
For the "New" series, I mostly feel similarly, but I like some of what they did in the DS one with the blue shell powerup and mini powerup that create a different sort of risk-reward and change up what sorts of puzzles they can give us.
I also like the addition of the three big coins to search for within each level as an extra challenge. The game is easy, so anyone can play it, but these coins add challenge, so anyone who wants more challenge can collect all the big coins.
I like the DS one better than the others in the set, but they're all games I wouldn't really return to.
Man sat there for 40 hours like "but when do I get to go fast"
-The cherries in Mario 2 give you more chances to roll the slot machine at the end of each level.
-The reason Mario 1 and 3 have the Warp Zone/Warp Whistles is probably to allow players to continue from where they left off, since you couldn’t save your progress back then.
-I think the reason NSMB Wii has so many autoscrollers is because it’s a co-op game. Maybe they wanted it to be easier for players to keep up with each other. They really could’ve found a better way to go about it though.
EDIT: I was wrong about the cherries lol
The cherries actually have nothing to do with the slot machine. Collecting 5 cherries will cause a Starman/Super Star to spawn in the level, which functions identically to how it does in every other Mario game. The existence of the Warp Zones was also inspired by Excitebike, oddly enough,
you need to pluck gras from the dark world to use the slot machine (they always give coins)
Pariah-Sama has returned
I think for the reason you don't like the later Mario games is exactly the reason why other people like the, which is why I don't really think it's good to call them 'problems' more so preferences in game design.
Like while I do like playing Mario 1 the way you do, that's not necessarily what I come to a Mario game for. If anything I find the movement kind of ass in Mario 1 (I find it really slippery and going against the level design, just janky). I much prefer the slower and thus tighter control of the later games as well as the exploration element and then applying the speed running element to those levels. That's why for me World is my favorite of the 2D Mario games.
I just think calling any of these games bad (except maybe Land) is just not really true because it ultimately comes from a specific difference in fundamental enjoyment for them.
I feel like Pariah got the wrong expectation about what 2D Mario was going to be like from Mario 1 and, I think Lost Levels exacerbated that. Because Mario is usually never that difficult and more exploration based as time goes on focusing exclusively on that level's gimmick as it were but, I think the thing about power-ups is that they're an option you'd probably get more fun out of most 2D Mario's if you ignored most of the broken powers and, focused on the clearing levels as base Mario.
Smb2 lost levels was made primarily because Japan tore super Mario bros apart. It was one of the biggest action adventures at the time. There was even strategy guides. So Nintendo made what was a challenge pack.
1:25:50 I don’t quite get this. The only one flight power up you said halted your momentum was the propeller suit, and the whole reason you had an issue with the other flight power ups is that they trivialize level design.
You can't use the tanuki or cape hovers at full speed because they trigger flight. It feels better to glide at full speed.
@@Pariah6950 Ok, I understand this a bit more but I’ll agree to disagree.
Super Mario World is GOATed, nothing has come close to matching it. Peak Mario, now its mostly gimmicks
it feels so weird how i haven't seen any videos on my recommended explaining how great of a game it was, it just felt like that back then, that game is still incredible, almost like the S3&K of the Super Mario Bros. series, at least in my humble opinion
I know I'm in the minority hewre, I think Super Mario World is a little to basic for me, my major problem is that the level themes world to world are so similar to each other, we have 3 "grass" type worlds and it makes the levels of World feel so same-y
Man, towards the NSMB 2 section of the video I thought, damn this dude must be really good at the Mario platformers after playing them all like this lmao I should probably play these too
Glad you enjoyed playing through these. I also agree that SMB1 and 2 are probably the purest in the series. SMB being the bedrock of modern game design and SMB2 being an excercise of player expectations. Insanely good games.
I'd recommend looking into different Mario Maker 2 super worlds, if there's one game I think might outshine SMB1 & 2 it would be Maker 2. Super worlds essentially allow for infinite new Mario games to be unearthed and while the quality may vary, to a Mario maniac like me it's a treasure trove of fun and outshines even mods like Kaizo thanks to how accesible it is to make stuff.
You're probably the first person I've seen prefer Mario U to Luigi U lol. Really interesting video, though. It feels like 99% of people say that 3 and World are the best ones, so it's nice to see something different.
You know Pariah, I just 100%’d Mario World for the first time in years and realized something: Mario World and Wonder are not momentum based 2D platformers, but are much more like 2D collectathons. Playing Yoshi’s Island also helps with that realization, since that’s what the core Mario team worked on after World and before 64.
There are far more “moves” that you do in Mario World than in the classic Sonic games, for instance. Directing trails of coins, spin jumping onto a Yoshi to activate a unique move, throwing shells and Mechakoopas upwards, flying beneath a goalpost with your cape, swimming with a key to a secret exit; in a sense, all of these would be later adopted into Mario’s moveset from 64. In Mario World, the exits are collectibles and, hence, there is much less need for solely forward momentum and speed to carry Mario. Mario World is aiming for a relaxed, easier experience that anyone can enjoy, and the goal is to explore the world. That is in part also an aesthetic aim, since the world as a whole had clear, massive thought put into it that has only been replicated in Yoshi’s Island and Mario Wonder to some extent and in the 3D Mario games much more strongly.
Different pieces of Mario’s moveset from both games would get incorporated into the 3D titles, like the Wing Cap being a 3D cape and the ground pound originating with Yoshi’s Island. Expanding Mario’s moveset further instead of having him rely on external items like Yoshi and keys for the moves came naturally with the third dimension added and is part of why 64 and Sunshine are so brilliant. Mario World, Wonder, and Yoshi’s Island are brilliant too, but they are barely in the same genre as Sonic was at the time. Simultaneously, they are not “standard” platformers either since they were collectathons in every sense of the word. There is a reason that Mario World did not define completion by just getting to the end but rather on the number of a certain item you get. The exits were the precursor to red coins, flowers, and star pieces in Yoshi, and to stars in 64. The result of this is that Mario World is so infinitely better when played and thought of as perhaps the first mainstream collectathon instead of the fourth Mario platformer.
this video fundamentally changed the way i view mario's game design as a series. absolultely phenomenal work.
only problem is you somehow ignored the fact that nsmb ds's level philosophy is the perfect balance of the speedrun emphasized design that smb1 had
Only just started watching this video, but your opinions on mario 1 are so on point.
Fun video. Lost levels and mario 1 are really fun
This was one of the most interesting videos I’ve EVER seen about the 2D Mario games.
Like, if you watched a few videos on Mario 3 & World, you’ve seen all of them and get the general opinion on these games pretty quickly.
But here? I’ve never seen a single Human being on this planet say that the 2D Mario Series kinda Got worse and worse over time with a few exceptions.
Which is pretty refreshing, even more so when this comes from a person Who didn’t grow up with these games and played them all the time as a kid, unlike myself who did actually play Them a lot.
I Will say, the reason why I (and other people in general) perfer stuff like Mario 3 & World over 1 is the controls. The controls of Mario 1 are so… awkward to me. it’s kinda hard to describe, but the Way Mario controls feels, really iffy, not bad, but off to me. There’s a Lack of smoothness when I jump from one platform to the next, when Mario makes a High jump and lands back to the ground feels really clunky.
I still have a good time when I play Mario 1, but the Way the game feels to controls makes it less fun to play honestly.
But, you might dissagre with that, which is fine.
I wouldn’t say the controls in mario one are bad, but it takes a lot of skill to control as precisely as you want like you’re instantly able to in 3 and world. But this is what makes the game fun and replayable to me, it has this massive skill ceiling which makes it very rewarding to keep coming back to.
You tainted Mario World for yourself, dawg. Being able to see much further by playing in widescreen makes the game feel slower and easier than the devs intended.
Mario is still mathematically slower horizontally than he was in Mario 1 and 3 though, so he's not wrong to say that Mario feels slowed down because, well, he is.
This certianly gonna be a big one
By the way, the things ppl say about New Super Mario Bros. isnt about the first one in the DS lmao. It's about every other game in the series. The first one is rly high regarded and considered one of the best Mario games in the franchise by many. Oof
you know i think Pariah prefers speedrunning games overall.
Two hour Pariah? I'm here for it
This guy has opinions of his own, what an absolute madman!
You have no idea how happy it made me to hear you talk abojr Doki Doki Panic being a Mario game originally do you have any idea how annoying it is to hear a "fact" that isn't even true EVERY SINGLE TIME A GAME IS MENTIONED? It's to the point where people are just talking about how often it's brought up, you're the first TH-camr I've seen do an ounce of research beyond that Did You Know Gaming bullshit
Something about the JP Mario 2: You said you played 8 worlds...The game has 13 worlds which I thought the All-Stars version removed the bullshit requirements of unlocking but if you didn't even know I guess not
Also, yeah mario world is easy but imo its way too fun to blast all around the levels with those crazy and broken power ups
Insane finding someone with my exact opinions on the entire 2D series, also really glad you included the fangame recommendation.
I think these games are at their best when they work at both a high and low speed, and it's been feeling like nearly every entry is less and less interested in rewarding skilled players.
The all-stars version of lost levels actually let you continue from the stage you were on after a game over, so I assume you were using save states from the start.
Your criticism of some levels and worlds being skippable reminds me of that DOOM Eternal tweet when a guy asked if you could turn off freeze grenades because he thought they'd be OP- "You control the buttons you press"
It's optional because the game is supposed to be accessible, but if you want to do it, go on ahead, have fun man. These transparently simple skips like being able to choose to take the long path or the short path and skip two levels in World 1 of Mario 3, probably have to do with difficulty balancing and letting the player choose how they want to play. For less skilled players, it would be a choice of, "do I want to take this long route and risk either dying or getting better power ups and take the chance of earning more lives, or do I want to just cruise right through to a later stage?" In that way they can sort of be thought of like bonus levels.
Mario 64 expanded on this by making every star a potential bonus objective, depending on how many stars you already have, and that's a fantastic design choice because it means every playthrough can be very different, and those who want the easier stars can go after them and vice-versa. In 2D Mario, it's that same thing, just simplified because it's a course-clear game and not a collectathon game.
Additionally you could think of it this way- a LOT of RPGs produced after the 90s have an "optimize" option in the equipment menu, to automatically give your party members the gear with the highest possible numbers. But there are two very good reasons to not do this. 1 is the challenge, for me part of the game of an RPG is to figure out which equipment is the best to use when, and to switch accordingly. 2 is because "optimize" doesn't know where your party is and what you're about to be up against. Gear with high numbers but no elemental defenses won't be as good as gear with slightly lower numbers but fantastic elemental defense, if you're going up against a boss that uses elemental attacks.
So TL;DR, it's both a risk and reward thing as well as a skilled player thing. Kinda like the W Spin Attack/Insta-shield in 2D Sonic.
I watched the rest of the video, decided to do another comment cause some idiot started replying to my other one. Your perspective on the series is very refreshing. Most commentary of the Mario games tends to be intertwined with nostalgia for the games, where most people who aren't interested in Mario at all will usually just dismiss the games as a whole so you've got a pretty rare perspective of the series. I ESPECIALLY like your praise for Super Mario Bros, which even most mario fans tend to dismiss in some respects as having "outdated" movement physics but you really nailed one of the big reasons why I personally love SMB1 so much. I mentioned in the other comment though that I really value exploring the secrets that the mario games have to offer, so though I prefer the latter games because they do that aspect better, Super Mario Bros is truly the best of both worlds. I can see why you prefer it as the other games sacrifice that flow for the sake of providing more exploration and a lot of the times they do not pull that off well, for me only Super Mario 3, Super Mario World and Super Mario Wonder really do it, and most other mario games fail miserably at it. I gave up on the NSMB series after the Wii one for basically the exact reason you stated.