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#luigis mustache is wildly different than marios so
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*Literally less than 1 second later*
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🤨 📸 
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sleepless-stories · 4 years
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The Kidnapping, The Rescue, and The Competition
He stood there strong and powerful, in his pure white suit, red accenting his clothing. His glare piercing his enemy across from him, his dearest brother. His brother stood prepared for the fight, in his pitch black suit and accenting green, his mustache looking absolutely perfect in this moment, the moment before their final duel.
Things used to be so simple so long ago. The two brothers were once inseparable, though things had changed. The two brothers of questionable italian descent stood across from each other. Their past ventures forgotten, their friendship dead.
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Prince(ss) Virgil the ruler of the Lightning nation had sat in his room quietly, He looked over his book when suddenly he heard a glass shattering downstairs. Virgil instantly stood and grabbed his sword turning towards where the noise had come from. Virgil called for his Zekrom and Zigzagoon pokemon. An Arbok pokemon rushed forward into the room from the hall. Virgil paused, “wait….” he mumbled and lowered his sword. “Janus!?” He called out. A man in black walked in, his outfit containing accents of yellow, “Hello Virgil.” Janus greeted, the king of the Poison Nation, a neighboring nation across the sea. Virgil smiled and walked forward hugging his long time friend. “I may have broken in.” “Of course you did.” Virgil laughed nodding. “Well, I did come to kidnap you.” “You what?” Janus picked him up, throwing him over his shoulder, “I’m kidnapping you. You’re of age to be married and all… and I’m kidnapping you because I need to know whoever takes your hand in marriage is fucking good enough for you.” Virgil sighed and rested his head on his hands, “Yeah whatever.” “Leave a note, please.” Virgil nodded. Janus put him down, “I’ll attack you or something.” Virgil nodded and grabbed a camera, “Logic! Help me I fear I am being taken by Deceit!” he said then dropped the camera. He had Zekrom zap it off before leaving with Janus on his large ship. Zekrom took the camera and had Zigzagoon follow before they ran off to find Logan who lived somewhere far away, supposably in the Fire Nation after the stories he had heard about the Prince’s old Psychic Nation friend, a member of the old disbanded guardians of peace.
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The Zekrom and Zigzagoon traveled far to the barren wasteland of the Fire Nation, one of the four nations not often visited by anyone. They though had been stopped by poachers and taken. These pokemon poachers knocked them out and put him into their large land ship, they would sell them off soon. The poachers stopped at a home and got out taking many of the pokemon out with them to be evaluated and maybe bought. The owner of the home came out with his two twin sons, though they didn’t look much like their father. The three of them looked over the pokemon The son clad in red pointed out the black Zekrom, “Could we get this one? He could be good for our farm, he could help make sure the power runs.” Zekrom looked at Zigzagoon not wanting to leave it’s companion and moved over to them. The green clad boy looked, “Oh! Could we take the Zigzagoon too!!! He’s pretty cute.” The father sighed and nodded, “Sure boys, take care of them, we’ll figure this out in the morning.” he said. The father walked away and went inside. Remus, the boy in green grinned at his brother, the boy in red, Roman. “Come on, let's get our pokemon and go exploring. Roman nodded and ran inside with Remus to get their pokemon. Zekrom looked at Zigzagoon then thought before walking away with them to find this logic guy. Roman ran back outside with his Ninetails then saw the two pokemon leaving and ran over, “Hey! wait! where are you going!?” Remus heard his brother and ran outside with his Houndoom. He saw they were running away (at a walking speed?) then ran at them and tackled the Zekrom. “WHERE ARE YOU GOING!!!!” Clearly the Zekrom wasn’t going anywhere now that it was on the ground. It looked at Zigzagoon before deciding to trust these boys and let them see the memory chip, maybe they could bring them to Logic. Roman took the chip and rolled his eyes at his brother. He took out his phone that had a slot and put it in. When it finally loaded he opened the file and watched it. He stared in awe. Remus had to get up and see what his brother was watching. He smiled and watched it, the boy onscreen was quite attractive, with the dark makeup and his emo appearance. Roman looked back up, “So you’re looking for this logic guy?” Remus looked, “Could Logic be Logan? That odd dude?” he asked. Roman shrugged, “Yeah, probably.” he nodded. Remus smiled and began leading the way, “Come on.” he called back and walked.
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After an hour or two of walking they arrived at the home that was built into the mountains. Remus knocked before walking right into the home. inside the whole structure was reinforced and didn’t even look like a mountain. “Logic!” Roman called out. Soon a guy walked over, he was wearing a button down shirt and some dark pants, “Roman… Remus? What is it?” Roman showed him the video “Oh…. oh no, he was taken.” Logan sighed softly, “We need to depart immediately.” Roman nodded, “Yeah we need to save this handsome prince.” Logan laughed softly and called for his three pokemon, lucario, Corviknight, and Zamazenta. He also grabbed his sword. Remus looked at the white steel sword, “You were a peace guardian?” “Yes… I once was. Boys I have to tell you something.” “What is it?” They both asked at the same time. “I’ve lived here all these years because I’ve been watching over you. I left before the Peace guardians disappeared, because your father had been banished. I promised to watch you both for him.” Roman and Remus starred in surprise. Logan nodded and looked solom for a moment before clapping his hands together, “Ok! Lets go.” He smiled and led the two shocked boys out and to travel to the Poison Nation. Logan brought them to a small land ship he had and brought them to the ocean. They stopped there and looked around for passage. There were many ships around in the area. Logan froze when he saw a Zacian aboard one of the ships, “Oh shit…” Logan ditched the boys and ran onto the ship. “Patton!” Patton, a boy in blue came out, he had a similar sword to Logan’s at his side and wore a hat, “Logan?” he asked and ran over hugging him. “Why are you here?” “I’ve been watching your sons who have lived here all these years, we’re off to the Poison Nation to save Prince Virgil.” “What?” Patton gasped and looked at the boys, “Come on get on. We should head off immediately. The boys got on with the pokemon and they soon headed off.
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In the Poison Nation Virgil sat at a dining room table with Janus just sipping tea. “Well this is just nice.” Janus smiled. Virgil nodded, “Yep…. are you ever going to explain why you’re a Poison Nation king with only one Poison Pokemon.” “I strive to confuse.” Janus shrugged. Virgil nodded looking at Janus’ ditto and mimikyu sitting nearby as the arbok acted like a bed for the two. Janus smiled softly.
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The next morning there were loud knocks at the door. “WE’VE COME TO SAVE PRINCE VIRGIL!” Roman yelled. “Yeah! Give us the handsome prince!” Remus yelled but not as passionately.
Janus smiled softly, “Seems your suitors have arrived.” Virgil nodded and smiled. “Let’s go let the games begin.” The two went to the door and opened it looking at the 4 that stood there. “Hello guests.” Janus smiled, “Seems you’ve saved him, now let’s see who gets to marry him.” he said before having mimikyu come and knock them out.
When the two woke up they were wearing different clothes, Remus in black with some green and Roman with white and some red. Their pokemon gone and only equipped with swords. Janus saw the two awaken from their seats on the ground of the arena, the two put across the field from each other. “Two brothers, only once prince. Only one may have him. The other twin must… die. The stronger one may marry the prince, only the best for him.” Remus stood and grabbed the sword, “Well I’m the best!” Roman heard that and got up angrily, “No I am! And I will get his hand!” The two brothers stood glaring at each other, their friendship and brotherly love, dead. This was a competition and only one may live through it. The two brothers rushed at each other and fought hard. The noise of steel against steel was the only sound. Roman was determined to gain the prince’s hand, he couldn’t lose. Remus was wildly hitting his brother, he watched crimson stain the pure white of his brother’s suit. He must win, he had to win against his brother at something, he wouldn’t lose anymore against him. Remus screamed thrusted his sword through his brother. He let go and looked up. He had won, he got the Prince’s hand in marriage… Remus was a prince now. Roman was dead now.
Janus was content with this and knew Remus was right for his Virgil. He smiled to himself, happy the two were together, this would be good.
Virgil was married to Remus and went home with him. A new pokemon with him. A Lunala, a gift from his dear fatherly friend Janus, who always kidnapped him just to see him. Remus had his brother’s Ninetales as his prize other than the marriage. Patton and Logan came with the two back to the Lightning Nation. Patton though was cautious remembering his banishment. Virgil lifted the banishment though, and he was safe. They all lived in the castle together ruling the Lightning Nation and keeping it from war.
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The Crossover you never asked for Star wars Plot line Pokemon Avatar inspired world Super Mario and Three Dark Crowns events ____________ Roman- Mario/ Luke Remus- Luigi/Mr L/ Luke Logan- obiwan Virgil- Peach/Leah Patton-I don't Know Janus- Bowser/ Darth Vader
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10 Games
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For Jack’s 10th birthday, Will got him a RetroPie.  Pretty cool, especially since it’s so easy to just dump a zillion games in there and let the kid go nuts.  But that’s a one-way ticked to analysis paralysis, so Will had a a super sick idea.  He asked me and Jess and some other friends to put together a list of 10 must-play classic/retro games and write a little bit about why we chose them.  As someone who loves video games and writing and lists, I was ALL ‘BOUT THAT.  
Now that Jack’s birthday has come and gone, I can share all the junk I wrote about these ten games that mean so much to me!  Check it out:
I love this idea.  I know the initial prompt was just "pick your favorites" but I couldn't help but impose a bunch of additional caveats. I know where this list is headed (and I have a pretty good idea of what games will pop up on the other lists)!  I could have easily listed off 10 Super NES games or 10 N64 games, but I wanted to hit a variety of consoles and franchises.  I would have liked to have hit a variety of genres and studios too, but I can't lie: I love platformers, and I love games by Nintendo.  It was challenging but rewarding to shave this list down to ten--a lot of old favorites and recent discoveries couldn't fit on the list, leaving these few.  The ones I've always treasured, the ones that stuck with me, the ones I memorized the music and sound effects to, starring the characters I love, exploring the worlds I wanted to live in.  Maybe you'll dig 'em too.
NES
Super Mario Bros. 3
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I had spent some quality time with our Atari 2600 well before we ever had an NES in the house. I have fond memories of playing but not really understanding Pac-Man, Haunted House, and the bleak nuclear apocalypse masterpiece Missile Command.  But the first game I really wrapped my head around was Super Mario Bros. (and Duck Hunt, but that's not as relevant!).  Mario and Luigi's multi-screen adventures under a friendly blue sky expanded my concept of what a video game could even be--plus it was super fun, and Rochelle and I could both play it together! Super Mario Bros. 2 was technically more impressive, but so weird (and flanked by so many similar games) that it didn't rock my world like Mario 1 did (though I of course have a huge soft spot for it anyway).   Then Super Mario Bros. 3 came along and Mario had learned how to fly.  It was bigger, more beautiful, and stuffed to the brim with secrets and surprises! It was so exciting even Mom and Dad would play it with us.  Super Mario World is maybe the bigger, better, beautifuler game (and you can ride a FREAKING DINOSAUR), but I'll never forget the day I woke up to find my dad and sister playing this in the living room because we finally owned it.  It was too good to just keep renting! Kid Icarus
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I didn't catch Kid Icarus the first time around.  I didn't even play it until high school, but I was inspired to track it down because of my love for Greek mythology and the Metroid series.  Kid Icarus takes place in a world heavily inspired by (but still distinctly different from) the swords, sandals, and sorcery epics of ancient Greece!  It's considered a "sister game" to the original Metroid, released around the same time by the same team, and the game shares a lot of the core elements that make Metroid so unique and awesome: eerily lonely, dangerous worlds to explore, a challenging beginning, player-empowering character growth, and a focus on exploring vast, often vertically-scrolling worlds with satisfying run'n'gun'n'jump gameplay. Kid Icarus borrows all the best stuff from Metroid, but tempers it with a slate of unique design choices: instead of one sprawling world, KI is split into discrete levels.  The first world is an ascent out of Hades with vertically oriented levels, the second world is a horizontal trek across the surface world, the third is another vertical ascent into the sky, and the finale is a horizontal, forced-scrolling shoot-em-up to reclaim the heavens!  Every fourth level is a sprawling, maze-like, Metroid-ish dungeon, capped off with a frantic boss fight!  Plus, Eggplant Wizards, credit cards, and RPG-style character upgrades!  They don't make 'em like this anymore!! Duck Tales
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It's not as groundbreaking as Super Mario Bros. 1 or as innovative as Super Mario Bros. 3, but that doesn't change the fact that Duck Tales could possibly be my favorite NES platformer of all time. You don't need to know anything about or even like the original cartoon (or the comic books that birthed it) to appreciate the challenging charms of this hop'n'bop classic.  Duck Tales only has a handful of levels, but they're huge, full of hidden treasures, packed with alternate paths, swiss cheesed with secret passageways, and just gorgeous translations of Disney's lush cartoon worlds.   Getting to choose your own path through Duck Tales' roster of big beautiful worlds is reminiscent of the Mega Man games (also by Capcom). What really sets Duck Tales apart is controlling Scrooge.  He's spry for a septuagenarian billionaire, but his real talents lie in swinging and pogo-sticking off his cane!  It's delightful cartoon nonsense, but if you get the hang of it, it's also incredibly satisfying, allowing you to make some wild, death-defying maneuvers.  If you dig this and find yourself hungering for more bounce-centric gameplay, Shovel Knight takes Scrooge's cane, turns it into a shovel, and builds a deeply satisfying modern classic around it.  Donkey Kong Country: Tropical Freeze finally gives Cranky a chance to shine as a playable character, and he straight-up jock's Scrooge's style, cane and all.  It rules.
Super NES
Yoshi's Island
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The first thing you'll notice about Yoshi's Island is that it looks like it was drawn with crayons, markers, and colored pencils!  The second thing you'll notice is that Mario is a freaking baby!  It's an odd premise, but it all comes together in perhaps the best sidescroller ever made.  With Mario mustache-less and diaper-clad, this game puts you directly in control of Yoshi, and he is a joy to play as.  Hovering to extend his jump power, turning enemies into eggs and chucking them, and butt-stomping are Yoshi's primary tools of the trade, and they mix things up nicely.  This doesn't feel like "just another Mario," but it also feels right at home in the Mario pantheon. Beyond the Yosh-man's most basic maneuvers, there are some wild power-ups that turn Yoshi into a helicopter, a train that zips along in the background, a mole-tank, and more, plus special areas where Baby Mario gets superpowers and runs up walls and stuff!  Yoshi's Island is another magical micro-world, jam-packed with extremely clever and fun level design and very possibly the biggest and best boss fights of all time.   Ya gotta play this one.
Donkey Kong Country 2: Diddy's Kong-Quest
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I know I just talked about Yoshi's Island maybe being the best platformer of all time, but Donkey Kong Country 2 is right behind it, nipping at its heels.  DKC2 has a wildly different aesthetic, dropping you into beautifully computer-rendered pirate shipwrecks, janky-but-glitzy night time carnival rides, endless bramble patches, a skyscraper-sized beehive, haunted forests, and more!  They're not just beautiful to look at, but beautiful to listen to, because DKC2 features one of the all-time greatest video game soundtracks.  Maybe the greatest.  But this game ain't just another pretty face!
DKC2, like Super Mario Bros. 3 and Duck Tales, is stuffed to the gills with tricky little secrets and hidden areas and surprises.  This game doesn't just have secret levels, it has a secret WORLD.  This game doesn't just have a secret world, it has an entire secret ENDING.  The classically solid platforming is accompanied by a wealth of mine cart challenges, awesome animal buddies, mini-games, and enough level design variety to keep you coming back for every last hidden treasure.  
Super Metroid
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Super Metroid doesn't just have secrets, it has mysteries.  This was the first game to ever actually scare me. The first one to ever creep me out.  And that just made me want to play it even more.  It feels lonely and dangerous.  Unlike the games earlier on this list, it is one HUGE and continuous world.  It is a world of incomprehensible alien horrors, ancient moldering ruins, and high-tech space-faring bio-terrorists.  This world, named Zebes, is a world where the sky continuously rains acid and almost every living thing inhabiting it wants to kill you.  Good thing you're Samus Aran, the toughest, smartest bounty hunter to ever clean up Space Pirate scum!
Samus explores this acid-drenched nightmare planet by running, gunning, and jumping... but also by solving puzzles and thinking her way out of traps.  With each power up she gets a little stronger, and can find her way deeper into this gnashing alien hellscape.  It's a game that is sadly beautiful just as often as it is ghoulish.  The story, simple and sketched-in as it is, is also deeper and more moving than you will ever expect. The boss fights are as massive, memorable, and epic as the ones in Yoshi's Island, but about a thousand times more intense and frightening.  The music perfectly sets the dark, burbling mood of each region of Zebes, and by the end of the game you will feel like the most powerful hero in the galaxy.  This mix of sci-fi, horror, and adventure isn't just a must-play, it's a life-changer.
Gameboy Color
Wario Land II
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I love the Mario series, but I'm also absolutely crazy about Wario.  He's a fat, greedy, chaotic, prideful, disgusting, bull-headed oaf.  He's the polar opposite of Mario... and that's why I love him!  He's not exactly a villain, but he's a definitely a troublemaker, and it is hilariously fun to walk (or stumble!) a mile or three in his shoes.  The game before this, Super Mario Land 3: Wario Land is a ton of fun (as is Super Mario Land 2 before it!), but Wario Land II is the first one that truly feels like a Wario game.  What makes this game so different?  Wario can't be killed!
You read that right, there's (almost) no way to actually "die" in this game!  No way to lose lives.  That might sound too easy, or boring, or both, but it's not!  Wario might be unkillable, but all KINDS of bad stuff can and WILL still happen to him.  A LOT.  He'll get flattened, set on fire, trapped in bubbles, fattened up, frozen, drunk, zombified, and more!  And here's the kicker: those wacky conditions are required to solve the puzzles and challenges of each level!  On top of that ingenious and perfectly wacky set of game mechanics, the story branches off in wildly different directions: you'll blow up the annoying alarm clock in your castle, play street basketball against a giant bunny, be nice to a chicken, visit Atlantis, race through a weird world of mouths, noses, and eyes, and more!  There are multiple endings, multiple hidden exits, and multiple secret treasures and minigames to find and conquer.  Almost all of the Wario Land and Wario Ware games are oddball masterpieces, but WLII is the perfect balance of weird, smart, funny, and challenging.
Nintendo 64
Super Mario 64
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This is it.  This is the game.  In 1996, when I was in sixth grade, Super Mario 64 was the only thing I cared about.  I begged and wished and hoped for a Nintendo 64 that Christmas, but it didn't come.  I was crushed.  Occasionally I was able to rent an N64 and Super Mario 64, and I'd lose whole days to this magical, miraculous game.  When I couldn't rent it, I'd bug my classmates about it endlessly.  "What level are you on?  What's that level like?  What stars can you get?  What secrets have you found?"  They'd answer a few of my ravenous, bug-eyed questions before getting uncomfortable and leaving to do something else.  What was the big deal? Why was I (and still am) so obsessed?
The leap from Super Nintendo to Nintendo 64 was like the leap from console and computer games to virtual reality.  But instead of short, funny minigames, it is a huge, sprawling world where anything seems possible.  A magical, secret garden full of surprises, wonder, challenges, and secrets.  Where the sun always shines in a cloudless sky... except when you plunge into the death-defying Bowser levels or the inappropriately terrifying Big Boo's Haunt.  Oh Mario can definitely fly in this one like he did in Super Mario Bros. 3, but just the simple act of running around in circles and jumping through 3D space felt like a joyous miracle... one that puts 2-dimensional flight to shame.  Each world (accessed by jumping INTO paintings in Princess Peach's sprawling but empty castle) is colorful, full of possibility, and chock full of distinct personality.  Adventuring through 3D space for the first time ever was incredible on its own, but doing it in such richly detailed, lovingly crafted worlds made me want to play there forever.  I still do. 
The Legend of Zelda: Ocarina of Time
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Take everything I just said about Super Mario 64 and multiply it by ten!  Well, sort of.  Ocarina of Time took the lessons learned from Super Mario 64 and applied them to the dungeon-crawling, puzzle-solving Legend of Zelda series.  The result was an incredibly groundbreaking game that I cherished almost as zealously as Super Mario 64.  I don't think it's aged as well, but I don't care.  Ocarina of Time is a grand story, spanning seven years (!!!) and the entire fantastical country of Hyrule.  As Link, you jump forward and back through time, meet strange and wonderful new friends, discover hidden kingdoms, face the blood-soaked evil of Hyrule's past, save its future, outwit cunning puzzles and traps, steal and ride a magnificent horse, challenge towering, Super Metroid-style end bosses, wield magical weapons, break hearts, play beautiful music, and go fishing.  It's an entire, epic fantasy life in one little cartridge. 
This was the first Zelda game I ever spent SERIOUS time with, and the fact that it plays like a fantasy-fueled hybrid of Super Mario 64 and Super Metroid means I've lost entire days to it.  I've played it start to finish at least 8 or 9 times.  It never gets boring. Like Super Mario 64, Ocarina of Time invented how we make and play 3D games.  This was the first 3D game where you could lock onto enemies and points of interest, plus a bevy of other camera controls that come standard in 3D games now (or at least they did for about a decade after Ocarina's release). The story is surprisingly cinematic and even gripping at times.  You'll want to live in this world.  You'll be sad when you see the end credits.  Not because of the ending itself, but because there's no more game for you to play... until you start it all over again on the next save file.  
Star Fox 64
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Star Fox 64 was a life-changing event for me, just like Super Mario 64 and Ocarina of Time.  So is Star Fox 64 a slow-paced, exploration heavy adventure into beautiful and fantastical solitude like those other two games?  N O P E.  It's a guns-blazin', fast action, dogfightin', barrel rollin', rock'em sock'em intergalactic action epic in supersonic spaceships!  Piloted by talking animals!  That actually talk!  YES!
Instead of the wide-open freedom of Super Mario 64 and  Ocarina of TIme, Star Fox 64 either puts you on (invisible) rails in a forced-scrolling attack run or in a contained 3D arena.  Here's the kicker though, the levels are all so perfectly designed and the action is so expertly paced that you never feel restricted.  You're too busy racking up kill combos, saving your wingmen, and navigating through flying, burning space debris and buildings and asteroids and terrain to think about what you can't do.  And even on rails, Star Fox 64 gives you ways to explore!  Most levels have multiple exits and there are a whole mess of different, branching paths through the entire, war-torn Lylat system.  The game is designed to be played start to finish in a single sitting, but experimenting with repeat playthroughs is the only way to experience everything this laser-blazing action classic has to offer.  On top of all that, it's got a great story, iconic, meme-worthy dialogue, and an absolutely banging soundtrack.  It might not have changed the face of interactive entertainment like Super Mario 64 and Ocarina of Time, but it delivered the ultimate shoot'em up space adventure.  
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therummesoccupied · 6 years
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1-Upping the Ante: A Review of Super Mario Odyssey
If one was to ask me about my personal philosophy on video games and their design, they would receive a good many thoughts in response, but among them would be an assertion that one of the greatest pitfalls a game, or any piece of art for that matter, can find itself victim to is the lure of a formula. A formula, or a specific set of techniques adhered to in order to create something, can certainly be useful, and arguably necessary, when making a game, but a stubborn over-reliance on a formula can turn out to be one of a game's greatest weaknesses, especially when that game is a part of a running series or franchise. While its true that some games could use a bit more formula (see Sonic the Hedgehog), I believe it absolutely always works in a game's favor to try something new in order to determine how well it worked and how best to use it moving forward. In this way, a series is never stagnant, but continues to grow, bringing an exciting new experience to our screens with each new installment. One series that has proven itself time and time again in the fields of creativity and experimentation is the ever-iconic Super Mario franchise. While Nintendo's flagship face of video games has had his fair share of struggles relying too heavily on a formula (see New Super Mario Bros. 2), Mario has never been afraid to venture into the unknown and try something new, from endlessly enjoyable spin-offs like Mario & Luigi: Superstar Saga and Mario Party to main installments with unique mechanics such as Super Mario Sunshine's FLUDD and Super Mario Galaxy's gravity-based physics. The latest installment in the jump-man's adventures, Super Mario Odyssey, absolutely does not disappoint when bringing new ideas to the table. The game cleans and freshens up the existing 3D Mario formula set in place by 1996's Super Mario 64, while adding a slew of new design nuances and mechanics to the series' ever-growing repertoire, and while some ideas could possibly go a bit far, it could be said that to venture far beyond one's limits is exactly what an Odyssey is all about.
When Super Mario Odyssey was first unveiled to the world, what first struck the vast majority of viewers was the manner of the game's presentation. Visually, the game is absolutely stunning. Perhaps it is biased of me to say so, but it seems to me that Mario has been borrowing a couple of the more useful notes from Sonic's playbook, throwing players into environments that can be described as nothing short of majestic, appearing absolutely enormous while still drawing focus to beautiful views that are sure to keep us gazing in amazement from one wonder to the next as we traverse the level's obstacles. The objects and characters in the game look no less brilliant than the world in which they are set. Even Mario, Bowser, and Peach look phenomenal, with every hair in Mario's iconic mustache and every seam in his clothing being rendered and visible to the naked eye, yet somehow maintaining a shape and color that lend themselves to the goofy and easy-going look that the franchise is known for. The rest of the game, however, tends to miss this seemingly-unattainable middle ground. The game suffers from a bit of an aesthetic whiplash, with some areas featuring cartoon-y food worlds or goofy hat-ghosts with lots of bulgy shapes and flat surfaces, while other areas boast enormous, painstakingly detailed cliffs with awe-inspiring waterfalls, or realistic cities full of lovingly modeled skyscrapers and anatomically correct humans. Seeing the iconic plumber so on-model in these environments can be jarring, and at time, leaves the game feeling sadly without a solid identity, trying to be too many things at once. Thankfully, the impact of this issue is lessened, as these environments are presented to players one at a time, giving us plenty of opportunity to take in every world as its own, and gain a strong sense of the idea each area is attempting to convey before needing to move on to the next. Any issue this game has with clashing aesthetics is nicely resolved by its thoughtful pacing and immersive level design.
The story of Super Mario Odyssey wastes absolutely no time, throwing players right into the action and getting the game going as quickly as it starts. This lack of exposition quickly solves any issues that have existed in the series prior with games being slow to start. However, it can also make the plot feel a bit rushed at times, leaving the player confused or wondering which part of the game they're in, if they're still in the early game, or if they've hit the proper progression and have gotten into the game as it should be, or even how much game is left ahead of them. Thankfully, the game tries to streamline the experience of progression by abandoning 3D Mario's usual system of putting players into a hub world and having them select their levels from there. Instead, the game moves forward one level at a time, with a certain number of objectives within needing to be completed before the next level becomes available. Similar to the game's aesthetics, however, the game's tone can vary wildly, generating feelings ranging from shocked and confused, to amazed and excited. Some encounters find a perfect balance between fun and epic, while others, namely a specific boss fight about 3/4s of the way through the game, can be described, comically enough, as “simply too badass to be from a Mario game.” Again, the game's streamlined nature helps to lessen this shock a bit, but the issue of clashing tone remains. Still, one theme the game manages to portray consistently throughout is one of adventure and exploration, something that the game faithfully maintains as its core idea. Every wild or out-of-place occurrence the game throws the player into successfully fits under this umbrella of excitement and ambition.
Odyssey's gameplay succeeds in being the most fluid and clean of any I've encountered in any Mario game. The movement of the game feels nearly perfect, and getting Mario from Point A to Point B is never not an absolute joy. This movement is supplemented by fantastic level design. The game's levels are contained, yet give players tons of room to explore and try new things, and are certainly never without something to do. The game boasts an insane amount of collectibles and activities that might be intimidating at first, but quickly sweep the player off their feet, turning into a never-ending fountain of enjoyment. Within the levels are a number of enemies and objects that can be possessed, or “captured,” the game's core mechanic. Each capturable object displays its function clearly before the player even gets the opportunity to throw their cap in its direction, so one always knows what to expect when going after a new enemy. Every capture has its own specific functions, and are always placed with a specific purpose in mind, though these purposes do not necessarily need to be adhered to, leading to nearly endless possibilities when playing as a new character in a new environment. What isn't endless, unfortunately, is the number of objects available for capture. Contrary to the beliefs of many when the game was announced, players are not given the freedom to capture anything and everything reasonably available to them. Instead, there is a sizable collection of things to play as, leading to “capturing” feeling at times more like a power-up than a core mechanic. In terms of difficulty, the game finds itself toward the easier end of the spectrum, falling somewhere between Super Mario Galaxy and Super Mario 3D World. This is due, in part, to the game moving away from the”life counter” that video games as a whole have relied on for decades. Instead, when a player fails a challenge, they are penalized by losing a number of their coins, a move reminiscent of indie powerhouses like Shovel Knight. While coins aren't necessarily useless, their loss in no way hinders a player's ability to progress through the game. Because of this, many of the game's challenges are far less needlessly frustrating than they could be if a player had to restart an entire level whenever they failed too many times. Because of this the game remains constantly engaging while never getting to be too repetitive. Odyssey's aim of endless fun built on environmental power-ups and low-risk challenge gives it a level of enjoyment that one would expect from a well-built 3D Kirby game rather than a Mario game, but manages to weave flawlessly together with Mario-style movement and platforming.
Super Mario Odyssey, if nothing else, is ambitious. The game attempts to cover a lot of new ground while relying on the most tried-and-true tools at its disposal. Not everything it tries works absolutely flawlessly, but is presented in such a way that it can be not only accepted, but enjoyed, albeit in a different way from the rest of the game. As an attempt to expand Mario's horizons, I would say that Nintendo nearly made the mistake of biting of more than even they could chew. Thankfully, the trademark artistic dedication and clever design that Nintendo's creative team has come to be known for ultimately paid off, bringing an enormous range of ideas together for one exhilarating experience. Is it the best 3D Mario game? Contrary to popular opinion, I wouldn't say so, but I do believe it is the most successfully ambitious entry in a notably adventurous and beloved franchise.
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