Now that the bad/middling games are out of the way, we can finally start talking about the ones I can actually recommend. This has been a great year for me personally because I managed to write three reviews that were over 10,000 words long. The best part? They’re all of games I like. Whereas before, my longest review was that of The Last of Us, I can now safely say that anyone who believes it’s easier to be negative than positive clearly isn’t trying hard enough.
I use yellow scores whenever I can’t officially recommend nor dissuade people from playing the game in question. The exact score I use depends on which way I would go if somebody pressed me enough with a 4/10 meaning probably avoid, a 5/10 meaning I’m not sure, and a 6/10 meaning play if you’re a fan. Either way, we’re officially done talking about bad games from this point onward.
Summer is usually my favorite time of the year, but for a litany of reasons, July ended up being quite a hassle. The long and short of it is that after finishing my BioShock 2 review at the end of June, I sought to get a head start on Wario Land. Through a set of very bizarre circumstances, I ended up taking longer than expected with the latter review. When I started on Spirit of Justice directly afterwards, similar to the situation with Prosecutor’s Path, I realized by Wednesday that I wouldn’t be able to finish by the weekend. I therefore spontaneously wrote a review of VVVVVV, as I knew it wouldn’t take too long to write about. Amazingly, even with the extra three days, my Spirit of Justice review ended up taking longer than expected. I was able to finish it by Sunday, but at that point, I had another problem: I only had only a week and a half to finish two reviews. I usually write these reviews during my break periods at work, attempting to get 1,000 words written per day. I knew I couldn’t finish both reviews if I stuck to my usual pattern, so I had to write my Spirit Tracks and BioShock Infinite reviews at the same time (meaning I wrote 1,000 words at home and 1,000 at work). Both reviews ended up being over 6,000 words long. And this was all on top of seeing fourteen films and writing about them. Ironically, despite being a difficult month, a majority of the reviews I wrote were positive.
It wasn’t easy, but despite of all these setbacks, I was able to pull through and get every single review I promised in the last update finished. Even better – my Ace Attorney retrospective is at last complete! The only downside is that I had to momentarily sacrifice a Reel Life feature. I saw quite a few films at the end of the month, and I intend to post the feature for that week this coming Wednesday. The feature after that shall include whichever films I end up seeing this weekend.
When Super Mario Land debuted as one of the Game Boy’s many launch titles in 1989, it became one of the handheld console’s first big hits. Notably, it would go on to sell over eighteen million copies, surpassing figures of its direct predecessor, Super Mario Bros. 3. Three years later in 1992, its sequel, Super Mario Land 2: 6 Golden Coins was released. While Super Mario Land impressed many enthusiasts by giving them what amounted to a handheld version of Super Mario Bros., Super Mario Land 2 managed to improve upon the original. Featuring graphics and level design that wouldn’t seem out of place in the highly regarded, 16-bit Super Mario World, Super Mario Land 2 is considered even to this day to be one of the Game Boy’s strongest offerings.
After the success of two Super Mario Land installments, fans eagerly waited for a sequel. Super Mario Bros. formed the basis for a solid trilogy on the NES. It therefore stood to reason that Nintendo would make a trilogy out of Super Mario Land as well. Such a development came to pass, but in a way nobody could’ve predicted. Part of why Super Mario Land 2 remains a popular game is its significant contribution to Mario canon. Specifically, it introduced Wario, a character who stood for everything Mario opposed. His name is derived from the Japanese world for bad, “warui”, but other cultures could identify his diametric opposition to Mario simply because of the letter emblazoned upon his cap resembling an upside-down “M”. In other words, a nuance that could’ve been lost in translation found itself jumping between cultures seamlessly. He was the perfect rival for Mario. He was driven by greed and self-interest. He proved what an effective villain he could be in Super Mario Land 2. He was to be the protagonist of its sequel.
Nintendo was known for its unambiguously heroic protagonists; the idea of playing as Wario seemed inconceivable. Any chance of the ensuing marketing campaign being an elaborate joke on Nintendo’s part was dashed when promotional materials made the game’s name known: Wario Land: Super Mario Land 3. Despite, or perhaps as a direct result of, having gone completely off the rails, Wario Land was a commercial success upon its 1994 release, moving over five million copies worldwide. In some circles, this game is considered the strongest entry in the Super Mario Land trilogy. With its unlikely protagonist, did Wario Land truly surpass its highly regarded predecessors?
Well, we’ve all reached the year’s halfway point. I’m proud to say that I’ve already written twenty-eight reviews so far. With me having taken down my review of BioShock: Infinite earlier this year, the current count is 127. My goal by the end of the year is to reach 150, which I’m feeling good about because I’ve been able to write at least one review per week so far in 2018.
The Game Boy was a success when it launched in 1989 with demand often exceeding supply. Among its launch titles was Super Mario Land, a 2D platforming game starring Nintendo’s mascot. Though Nintendo considered bundling a copy of Super Mario Land with every console, they instead chose Tetris, a puzzle game from the Soviet Union that was quickly becoming a phenomenon in its own right. This minor setback didn’t stop Super Mario Land from becoming a hit, as sales figures managed to surpass those of its direct predecessor, Super Mario Bros. 3. With thousands upon thousands of Game Boys sold and the console boasting a number of highly popular titles from the outset, the only thing left to do was continue experimenting with the platform.
In November of 1991, development for a sequel to Super Mario Land began. Production of the game went smoothly, only taking ten months to complete. It was released domestically in October of 1992 under the name Super Mario Land 2: 6 Golden Coins. The game received a North American release the following November, and it saw the light of day in Europe in January of 1993. Like Super Mario Land, the game was a commercial and critical success. Since then, it has been considered one of the hallmarks of the original Game Boy. Official Nintendo Magazine ranked Super Mario Land 2 forty-fourth on their list of the Greatest Nintendo Games in 2012, implying an enduring appeal. The takeaway is that most people who compile a list of the best Game Boy titles will include Super Mario Land 2. Does it indeed manage to surpass its predecessor – the game that marked the debut of Nintendo’s flagship franchise in the handheld market?
The golden age of arcade games helped solidify the medium, and it didn’t take long for the creators to begin experimenting. During that time, the only way to play a video game was to visit an arcade and insert coins into a cabinet. Because of this, the idea of being able to easily port one around on one’s person was particularly enticing. One of the earliest attempts at creating a handheld experience came in the form of Nintendo’s Game & Watch product line. This idea resulted from its creator, Gunpei Yokoi, observing a bored businessman on the Shinkansen playing around with his LCD calculator in 1977. The first few models sold under the Game & Watch trademark sold millions of units, effectively inventing a secondary market within the industry.
Though the subsequent success of their Famicom console cemented their status as one of the big players in the home gaming market, Nintendo wasn’t done experimenting with handhelds. As the eighties drew to a close, Research & Development 1, the team led by Mr. Yokoi, worked on a product to succeed their Game & Watch line: the Game Boy. However, this product had one important distinction from what came before. Still images were printed onto the LCD screen of a Game & Watch unit akin to how numbers are displayed on a basic calculator. This allowed the creators to get around strict memory limitations by not having to animate sprites. This wasn’t going to be the case with the Game Boy. It was to be a true 8-bit console, making full use of interchangeable cartridges – just like the Famicom. The only drawback is that it would lack color.
Part of what allowed the Famicom, or the Nintendo Entertainment System as it would be dubbed overseas, to enjoy the success it had was thanks to a little game called Super Mario Bros. It became a phenomenon upon release in 1985, not only pushing the sales of more units, but also revitalizing the American gaming market after its debilitating crash in 1983. Partially because it often came bundled with the console itself in package deals, the game went on to sell over forty-million copies. Overnight, Mario became one of the most recognizable video game characters of all time, so it was only natural that he should star in one of the Game Boy’s launch titles as well.
Shigeru Miyamoto, the man who created Super Mario Bros., left development of this new Mario title in the hands of Gunpei Yokoi’s team. Appropriately, the one who invented the Game Boy, Satoru Okada, would serve as its director. It was planned as the console’s premier title until Dutch gaming publisher Henk Rogers brought the highly popular Tetris to Nintendo of America’s attention. From there, he convinced branch founder Minoru Arakawa that the game would help Nintendo reach the largest audience. The company then agreed to bundle Tetris with every Game Boy purchase.
April 24, 1989 marked the domestic release of the Game Boy. The entire stock, which consisted of 300,000 units sold out within two weeks. It then proceeded to sell 40,000 units on its very first day when it launched in North America a few months later. Despite Nintendo electing to make Tetris the showcase title, the finished Mario installment, Super Mario Land, was among the handheld console’s launch titles. That it wasn’t bundled with the Game Boy did nothing to deter fans, for it managed to sell over eighteen-million copies, eclipsing figures of the series’ previous installment, Super Mario Bros. 3. Does it hold up to the same degree as its generation-defining predecessors?