Tag Archives: Super Mario Bros 2

Mining my experiences as a cowboy steambot in SteamWorld Dig

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I’ve never gone very far underground in my thirty-one insipid years on this planet we share, and that’s fine. A few family vacation one-offs where we’d explore a cave with a tour group or something like that, but never any personal expeditions. Much like the ocean, the underground is terrifyingly expansive and filled with too much unknown. Also–very dark. There’s a 2006 horror movie called The Descent that seems like the most scariest thing possible, as it follows a group of British spelunkers down into the deep dank depths of some labyrinthine caves in North Carolina; on top of that alone, they get pursued by flesh-eating monsters. No thanks.

If I was to go underground, I’d hope it would look more like SteamWorld Dig, all colorful and bouncy and peppered with kooky characters like Lola, who runs the bar in Tumbleton and acts as a respawn point, and Hank “Cranky” McCrank, a repairbot who helps you upgrade your digging tools. I mean, just look at the game’s hero Rusty; with his cowboy hat and big, green metal hands, he appears more than confident to handle whatever is lurking deep beneath the town, and so I’d go with him, though still not too far down.

The story here is slight, but solid enough to give Rusty a reason to dig deeper into the mineral-infested ground. Rusty the steambot wannabe-cowboy has inherited his uncle Joe’s mine after Joe apparently lost his life plunging into its depths for secrets. Naturally, curiosity screams, and Rusty takes up the call (and pickaxe) to continue his uncle’s journey. That’s it for now, and the characters aboveground in Tumbleton are essentially menu options and quest-givers at this point, but that could all potentially change down the line.

There’s a cycle to Rusty’s cavernous adventuring, and it is thus: dig down into the mine, gather as many minerals as you can hold, return to town, sell your stash, purchase upgrades to help you dig deeper, gather more resources, and survive longer. Much like Rogue Legacy and Spelunky, it has that “one more run” vibe to it, because even if you don’t get far or gather too much, every piece of trashium or copper sold is all feeding back into making Rusty better, stronger, more awesome, which promotes sojourning a wee further. You can really only go so far as your tools allow, and eventually you’ll run out of lantern light or hit dirt you can’t dig through yet. Or maybe even some tough critter-crawly enemies. Either way, you have to hightail back to sunlight, and you can either climb back up the hole you dug or find a fast travel point along the way.

On your way down below, you’ll also come across special cavern entrances that basically lead to a platforming section or ability-testing area. You can find some good valuables in these spots, as well as new abilities, like special drill arms, wall-jumping, or boosting upwards from a stationary position, which uses steam, a finite resource to also keep an eye on. These aren’t very tricky so far, and often give you a reason to travel up, left, or right rather than simply down all the time.

Right. I’m one of those crackpots that thinks Super Mario Bros 2 is a more enjoyable time than Super Mario Bros 3, and a favorite section of mine is when you have to travel downwards through layers and layers of sand. You do this by digging, by hitting the “pick up object” button, and the Princess–who else would you even bother playing as, honestly–will lift the sand beneath her feet away, causing her to fall into the next line. Keep doing this, and eventually you’ll get through it. You make your own path, and the enemies will even follow along it just like you. That same idea applies to SteamWorld Dig; how you dig down to the caves or map indicator is customizable, but you also have to be thinking about reverse directions too, about what would make it easier for Rusty with no light to find his way to Tumbleton. Unfortunately, returning to the surface, especially once you really get deep down, is where things become less fun and more of a slog. I thought I read that the underground is randomly generated, so if that’s true, the replayability is at least very strong with this one.

For those with a PlayStation 4 and subscription to PlayStation Plus, SteamWorld Dig is a freebie for the month of November. Even if it wasn’t free, I’d heartily suggest checking it out. So long as you don’t mind a whole lot of digging.

Survive three different planes of platforming in Mutant Mudds

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Don’t let Mutant Mudds‘ colorful sprites, cute critters, and bouncy tunes fool you; this is one tough cookie. Well, technically it’s a platformer. And a serious test of one’s patience and ability to soldier on. Also, don’t be surprised to know there’s a story behind all that jumping, hovering, and shooting: Max, the blonde-haired, glasses-wearing main protagonist, is sitting in his living room playing videogames when a large meteor suddenly hits the planet. A TV news station then reports that there’s been a “Muddy” invasion. Equipped with only his water gun and jetpack, Max takes it upon himself to stop these Mutant Mudds…by collecting, um…y’know, end-of-level Water Sprites and gold diamonds. The stuff mutant piles of mud(d) hate the most.

Originally, I played a bit of Mutant Mudds on my laptop, using an Xbox 360 controller, as I find platformers extremely difficult with mouse and keyboard. I did not get very far though, maybe only earning 10 to 15 Water Sprites. But then, thanks to a swell promotion from Nintendo for purchasing both Fire Emblem: Awakening and Shin Megami Tensei IV with a set time period, I came into $30 worth of eShop money, just begging to be spent. I purchased Attack of the Friday Monsters! and Super Mario Bros. 2 some time back, but stopped there, unsure of what else to get. Then, without warning, I realized I needed two very difficult puzzle platformers for on-the-go gaming, and so I bought Mutant Mudds and VVVVVV; I’ll write about the latter later.

Anyways, I’ve actually done much better playing on the handheld than the PC, completing all the main levels in Mutant Mudds and collecting 20 Water Sprites and all the gold diamonds. The game actually uses 3D smartly, and I turned it on in several spots to help differentiate between the three planes of platforming. After completing the main-ish levels, I opened up four more levels dubbed “In Space No One Can Hear You Screaming In Frustration After Getting Hit By That Mud Monster That Spits.” At least that’s what I’ve been calling them. I’ve actually completed the first of the four new levels, but after many, many attempts, I just don’t see myself beating the rest. Timing is so essential, both in landing your jumps and moving fast to beat the ticking clock, and Max can only take three hits before its lights out; I thought level 4-4 was masochistically tough, but these space levels are that and then some.

While I avoid dying in space–and no, I’m not talking about Alfonso Cuaron’s Gravity–there are a couple other ways to distract myself in Mutant Mudds. Within each level, there are two alternative exits. One takes you to a mini-level stylized after the Virtual Boy and another goes to a place paying love and homage to the Game Boy. There are no gold diamonds in these, but if you complete them you can still acquire a Water Sprite at the end. These are nifty, and I’ve done a few, but finding the alt exits in the main level seems to require a specific power-up equipped, and I refuse to use anything other than the extended hover item. That’s right. I refuse.

I might try the lingering, menacingly taunting three space levels a few more times here and there, but don’t expect a “just beat” haiku any time soon. Which stinks, as I’m pretty close to the end.

Lastly: vanishing platforms can burn in Hell.

Games Completed in 2011, #26 – Super Mario Land

I’m scrunched up in the backseat of a loaded minivan on my way to Walt Disney World. It’s hot and uncomfortable, unpredictably bumpy; something’s jabbing into my ankle, a part of the seatbelt clicker, and there’s only so many ways for a little boy to twist and turn to avoid burning exposed skin on lava-hot plastic. The cup holder next to me is full of lollipop sticks and wrappers, most red- or orange-flavored, their savory candy heads long devoured. My mom is driving, excitement keeping her foot pressed to the pedal; there might be others in the car, but most of this is fuzzy because what I really remember most is the GameBoy gripped tightly in my sweaty hands, my time-passing device. See, I’m piloting an airplane and submarine with amazing skill, murdering everything in my path, all for a princess, a taste of freedom. I’m nine or ten years old, and I’m playing Super Mario Land for the very first time.

The second time I’m playing Super Mario Land? It’s twenty years later, and everything is different. I’m married. I’m a corporate zombie. I’ve gone through high school and college and emerged with very few friends. I’ve tried a number of different, creative ventures, failing all more or less equally. I’ve become even more responsible than I ever believed possible, taking care of everything I want to take care of by myself, because I have to. I’m motherless and crazy sad and grasping for happy straws. But some things are the same. It’s still Mario, tiny, jumpy plumber extraordinaire, and it’s a game still being played on a handheld except I’m in a comfy armchair and not on my back, seatbelt clickers stabbing me with glee. The Nintendo 3DS does a decent job of emulating Super Mario Land, and I do welcome that with the new system, one can save their progress any time they want. Back in the day, if you wanted to complete Mario’s quest and rescue the princess, you had to do it in one large gulp. Which I believe I did do.

Like Super Marios Bros 2, Super Mario Landdoes not feature Bowser as a main villain. Instead, we have the alien Tatanga, who has gone ahead and captured Princess Daisy. To save her, Mario will have to travel across the Kingdoms of Sarasaland, which is basically four worlds with their own themes. And they are…drum roll…

  • Birabuto Kingdom – Desert theme, taking place inside pyramids and so on.
  • Muda Kingdom – Water-themed levels, including an underwater stage where Mario pilots a submarine.
  • Easton Kingdom – Easter Island-themed kingdom, with some underground levels.
  • Chai Kingdom – Asian-themed kingdom, with the final level taking place in the sky.

The game’s easy. I don’t remember it being quite so easy, but then again, as I’m sure many have discovered over time, a lot of levels from Super Mario Bros 3 felt really long and challenging once, and it was always sad to discover how actually short they are and easy to skip through. Even those dancing ninja enemies in Chai Kingdom (seriously, like chai tea?) that liked to hop about were easy to avoid or take down once their pattern became obvious; I remember them giving me a lot of grief as a young plumber. The only trouble I still had many years later were the bosses, piloting plane Mario or submarine Mario to safety.

Super Mario Land was a nice trip down Memory Lane. Unfortunately, it’s not a very long or challenging game, but at least I can always boot it up again and find myself back in that minivan, back on the road, back elsewhere.