Sunday, 8 May 2016

Lucas Bolton Reviews - Super Mario Advance 4 (2003): Super Mario Bros 3 GBA review



In recent times, the Mario series has become hugely significant to me as a franchise. Even though it is easy for many to label Mario as a blank slate, I find him charming and likable because of how expressive he is, and the general heroism he embraces.
My first exposure to Super Mario Bros was actually not on NES or SNES, but actually on the Gameboy Advance (a.k.a GBA). Along with Rayman Advance, Super Mario Advance was one of the first games I played on the system. While it was Doki Doki Panic utilising Mario, Luigi, Peach and Toad as playable characters, it was still a well rounded game with fun characters, interesting water, ice and desert lands, and tight platforming control.

Shortly afterwards, I played Super Mario 64 at a friend's house. Being a Crash Bandicoot and Spyro kid, I was amazed I missed out on a classic venture. At the same time, I actually didn't realize it was the same age that Crash was. I think Crash Bandicoot probably just looked a bit more modern to a young me. I got Super Mario Advance 4 when I seen at in GAME one day, and I was awful at it. I could barely get past World 2 back then, so I never managed to properly appreciate it at the time. But the graphics had me in awe, and I was in love with the colourful Grass Land, and Desert Land.
Last year, I had this resurgence of playing the games again after my Legend of Zelda stint took off. I completed Super Mario World with all 96 exits, and beat the original NES Super Mario Bros on the 3DS without any warping. So I delved back into my catalogue of GBA games this year, and decided to play Super Mario Advance 4 again. And I don't regret my decision at all.

As a remake, it actually includes an epic intro showing Bowser taking over the 7 lands as Mario and Luigi are prompted into action, equipped with Raccoon suits. It adds a little more production value to the game, and I adore its inclusion over the lack of one in the NES and All Stars Version. There was also a special world known as "World E" that can be accessed if the player has an E-card handy. It is a nice distraction from the main adventure.
As far as the overhaul goes, the best addition has to be the Save feature. Mario Bros 3 is an expansive game (not on the same level as Mario 64 or Ocarina of Time, but for a 2D platformer, there is a lot to do), and some maps (like the Ice Land) have 10 levels. They aren't overly long as a result, but they can offer oodles of different challenges from Pirhanna plants getting in the way of your jumps, Lakitu going manic, enemies who shoot fire projectiles in the sky levels, and plenty of airships to test your reflexes. So to have a save feature that lets you keep all the progress you earned by completing any level beforehand makes a major difference for navigation, and keeps the game flowing for me.

The game itself (as you could probably guess) is a great platformer with lots of variety, and some of the best control available in any 2D Mario platform game (tied with World for me). Mario's weight and acceleration can possibly throw some reckless players off guard, but for the running and jumping prevalent in the series, it is second to none. Mario has a P meter that builds up the longer you run. When it reaches this limit, you run at a decent pace, while not being at Sonic speeds, fitting the level design impeccably. As you jump, the floatiness allows for easier landing of your jumps. Whether short or long, the smoothness of the controls is undeniable.
However, where the game shines in mechanics, and complex level design (with many levels acting as a maze, an obstacle course, scrolling level as well as the usual platforming in the sky you would expect from a Mario game), the power-ups are my absolute favourite thing about the game. There are 6 excellent power-ups: Raccoon leaf, Tanooki leaf, Fire Flower, Frog Suit, Hammer Bros Suit, and Kuribo's Shoe (found in only 1 World 5 level). They add an extra layer of fun to the game, making every challenge slightly easier if you are able to hang onto them. The Tanooki leaf is essentially the Raccoon leaf with the ability to turn into a statue, making it possible to deflect projectiles, and destroy spiny enemies. The Frog suit makes swimming a breeze. The Hammer Bros suit is game breaking destruction that can kill any enemy in your vicinity. And the Fire Flower can defeat most enemies if you aim it just right.

You can obtain a lot of these power-ups in Mushroom houses and enemy encounters (usually with a Hammer Brother) on the map. They are satisfying to obtain for your inventory, and it lets the player be more creative with their playing skills. For instance, there is usually a pipe above each level, and the Raccoon suit lets you fly up to that pipe, and skip a huge chunk of the level. In the Ice Land, there are coins in the ice that can be uncovered using the Fire Flower. It shows you that Nintendo understands what makes a game fun, and how they are aware Mario is capable of much more than running and jumping.
The bosses are all over the place too. Individual Boombooms are found in the Fortress stages, and the Koopalings are found in each Airship in World 1-7. As you progress through the game (all the way to World 8) Bowser becomes even more threatening than previously imagined as he puts Mario through the ultimate test of reflexes on his many airships, and in his own castle where you finally have the last showdown with him.

It is a wonderful adventure that keeps on building. The difficulty and bosses can be manic at times, and World 6 and 7 really test my patience. But it has become one of my favourite games to play because of the engaging (and sometimes complex) level design, beautiful soundtrack, (i.e. The Ice Land map)  refined controls, variety of worlds, and (of course) excellent power-up selection, Super Mario Bros 3 on GBA is my favourite version of the game, and I think it is more accessible than the NES and SNES versions overall.. This game, and Majora's Mask are one in a kind.

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