Super Mario 3D All-Stars

My Mario History

My experience with the Mario franchise is what one would expect of someone of my vintage. I played Mario Bros. in the arcade with my brother, I conquered Super Mario Bros. on the NES multiple times with my neighbor. And I carried the torch forward in real time with Super Mario Bros. 2, SMB3, Super Mario World, and Super Mario 64. And I loved them all.

But after the Nintendo 64, my Mario experience dipped significantly. Other series and games stole my attention away. It wasn't until 2022 when the three-game pack Super Mario 3D All-Stars released on the Switch that I got the chance to jump my way into Super Mario Sunshine and Super Mario Galaxy. (And, of course, replay Super Mario 64.)

Super Mario 64

In the summer of 1996 I was 15 years old. One afternoon I wandered into the local Blockbuster (RIP) to browse the used video games they had for sale. That's where I first crossed paths with Super Mario 64 (and the Nintendo 64 for that matter), which was prominently displayed on the large demo machine near the entrance. At this point I had already developed a bias against 3D video games, not because of some absurd superiority alignment to two dimensions, but because in 3D game's pioneering state they were aesthetically unappealing. I saw them as a new phase in gaming that simply wasn't ready for consumption. So when I approached the demo and lifted the Nintendo 64 controller I did so somewhat begrudgingly. It only took about five minutes before I was hooked. Once it arrived at my home I devoted a weekend to conquering the game and went on to quickly acquire all 120 stars, my eyeballs glued to the screen.

24 years later I revisited SM64 on the Nintendo Switch. Quickly the mechanics and acrobatic maneuvers came back to me. And while the blurry textures and blocky world looked even blurrier and blockier than memory, the dated piece that made me cringe and grumble the most was the camera. Back when 3D games started, solving for the camera was always a hot topic, and was so for years. In so many of these early 3D games the camera would collide with walls, zoom in and out unexpectedly, and unhinge left and right as the player traversed through the world. It was a time when providing two camera styles plus the ability to zoom in and out was considered groundbreaking. It made me wonder: If it wasn't for my nostalgic ties to SM64 would I have tossed this relic aside?

While the camera is clearly the worst aspect of SM64, it's the combination of the camera and the looseness of Mario's movements that cause the most pain. This is a platformer, albeit a more open world version of one, and with platforms comes pits. What this translates to is countless perilous moments where I am on the brink of reaching my goal just to end up slipping off a narrow, jagged polygon. I suspect I died just as much 24 years ago as I did with this recent play-through, but the difference is that way back then I interpreted these moments solely as challenging, whereas today I see them as both challenging and frustrating.

Camera and slippery Mario aside, this game is still extremely playable. It's such a delight to control the ninja flipping Mario and to collect stars within the expertly crafted levels. The designers smartly placed a variety of challenges in each course, and while they hint to what star to search for next, they left it up to the player to discover them in the order that they please. And each environment has its own special flare and theme, so moving between courses always feels fresh. 

Super Mario Sunshine

Warning: I did not like this game and gave up after a few hours.

Here's where it lost me:

  1. Firing the water cannon isn’t fun. It’s like playing that water blasting carnival game over and over again. And like water, it lacks flavor.
  2. The novelty of the water-jet-pack wore off quickly. It’s just a different style of long jump, yet more tedious. Nothing special here.
  3. The only thing less fun than aiming a water cannon at a blob of mud is slowly swimming across large bodies of water.
  4. What’s the point of having such limited lives? All you are doing is making me retrace my steps through a near empty town back to the start of the level I died on. Why punish me like this? Isn’t starting at the beginning of the level again punishment enough?

Super Mario Galaxy

Now on to the good stuff; Mario Galaxy is brilliant.

Controls

SMG is extremely intuitive. It all just clicks. Mechanics, power-ups, and three-dimensional challenges slowly unfold to allow you to ease into the complexities of this game. Subtle aim-assist and movement assisting keeps the focus on fun over frustration.

There’s a harmony between pressing buttons and swiping the screens. It should be chaotic yet it works with ease.

The spin move is artfully implemented. It’s a multifaceted tool that acts as an attack, an interaction maneuver (e.g. screws), a propulsion boost in water, and an extra oomph after jumping. That final usage, spinning in air after jumping, is actually quite genius as it’s what allows the player to safely navigate to landing pads as it softens the jump while also lifting.

Design

There is so much rich, brilliant, innovative level design and use of three-dimensional space throughout the galaxy. The boss battles, of which there are plenty, are fairly simple yet always fun. And there’s a clever mixture of activities, spaces, puzzles, and upgrades, making it so that no level is like any other.

Tilt mechanic based levels such as surfing and golf don’t overstay their welcome. I would easily be frustrated by these types of levels if I was asked to collect 3-7 stars while tilting my way through bumpy waves or riding a ball on a precarious, narrow field. Instead the designers set up these levels to be one-and-done, a wise move on their part.

Much like SM64, and much unlike Sunshine, Galaxy is gracious with the 1-ups, and even strategically places them in areas that are most dangerous. The creators recognize that punishing the players with limited lives is not fitting in this series.

Tutorials are cleverly camouflaged and well-integrated. For example, when first moving on ice a cute penguin challenges you to catch him. This allows you to get your feet wet (pun intended) before tackling the level. You never feel like you are being told what to do, and because the controls are so intuitive and finely tuned, picking up a new mechanic comes with ease.

Camera

The camera, which you would expect to be the biggest challenge in developing such a topsy-turvy 3D experience, works beautifully. It locks and adjusts to predetermined angles for most of the levels while allowing for freedom to manually rotate only in particular areas. It always feels right, focusing your attention on the path ahead with just the right amount of edge space to plan ahead.

Visuals

SMG is a visual spectacle. It’s simply dazzling. I found myself frequently hitting the screenshot button on my Switch as Mario soared through the starry fields that were painted vividly with swaths of purple and blue tones.

There's also a ton of attention to detail and polish that went into enhancing the visual experience. For example, if you spin near friendly characters they will gyrate in excitement.

Story

There’s just enough story elements running throughout the adventure to keep it anchored in the narrative without interfering with the fun. And familiar staples to the Mario universe are sprinkled throughout the game who drop hints and add charming dialogue.

Closing Thoughts

The deeper you get the richer the experience becomes. Levels become more complex, more characters appear, different star types are located, planets can be revisited with new challenges, the story unfolds, and more and more Mario power-ups are discovered. This is a game that only gets richer and more flavorful the more you play.