Bio

Nothing here!

Personal Ratings
1★
5★

Badges


Roadtrip

Voted for at least 3 features on the roadmap

Noticed

Gained 3+ followers

Liked

Gained 10+ total review likes

Favorite Games

Wario Land: Shake It!
Wario Land: Shake It!
Super Metroid
Super Metroid
Spore
Spore
Super Paper Mario
Super Paper Mario
Super Mario Odyssey
Super Mario Odyssey

097

Total Games Played

000

Played in 2024

000

Games Backloggd


Recently Reviewed See More

The more updates come out for this thing, the lower I'd rate it, so I'm just reviewing it now.

The impact Minecraft has had on the gaming landscape can't be overstated, it's part of many people's childhoods. The prospect of an endless world you can do anything with if you put your mind to it was and still is a fantastic concept for a game. I don't think I need to go over what Minecraft is, you probably already know, so I'll get to the heart of what this review is REALLY about; Feature creep.

For me at least, the game peaked a bit before 1.9, or the Combat Update. Most features felt like fleshed-out and worthwhile additions to the game. They increased what you can do with what you already had while still being fresh by themselves. But eventually, features started to stack on top of the game instead of adding to it. It slowly became more and more bloated. After all, what can you add to a game that was already almost perfect?

This culminated in the Nether Update, which fundamentally misunderstood a core aspect of this game and made the Nether livable. The Nether was meant to be this inhospitable fiery wasteland, it's Minecraft's version of hell. That's why beds explode there. Yet they made it just a slightly tougher and significantly less varied version of the Overworld. And it only got worse from there.

The soul of this game slips out bit by bit with every update, it's really sad to see. 6 or so years ago, I would've given it a perfect 5. When I boot this game up, I stay on 1.13 and lower. I wish I could still give it that perfect score, the amount of hours I've put into it is staggering.

What an odd specimen of a title. It started life as "Yume Kōjō: Doki Doki Panic" in Japan. Then it got brought to the US rebranded as a sequel to the iconic Super Mario Bros., and then it got sent back to Japan as Super Mario USA.

Evidently, it's a very different game than its "prequel". Almost no power-ups, you can pick up enemies and throw them, you fight Wart instead of Bowser at the end.
This is also the first time you can play as Princess Toadstool (Peach) or Toad. Each of them also control slightly different, which is a neat touch. The controls in general are fairly polished, they feel a bit less stiff than Super Mario Bros. No complaints here.

The presentation is pretty nice for an NES title. Vibrant colors, lively sprites, the game doesn't have too much music but what's there is great.

The gameplay is the biggest complaint I have with it. Specifically the level design. It starts off well-designed, but as you go on, some parts seem to be intentionally designed to waste your time. Like the vertical castle-esque areas that make you fall all the way down if you mess up too much. Or that one level with the ridiculous amount of jars you have to scour. Enemy placement gets very unfair sometime near the midpoint. I'm looking at you World 4, with your Beezo swarms and snow golem things.

The ending is also very disappointing, making your entire adventure null and void. Even in a story-light game such as this.

Overall, Super Mario Bros 2. is a perfectly fine game, but it's not one I'd go back to often.

Solid conversion of 2D Mario gameplay to 3D. It doesn't take many liberties and risks compared to the "true" 3D games like 64/Sunshine/Odyssey, but if you want 2D Mario but with an extra dimension, this game has you covered. There's also a shocking amount of content within it, especially for a launch title of a portable console. Great time all around, a must-have for 3DS owners.