Ever since Luigi’s Mansion 3 was announced, I’ve speculated and wondered how different the game was going to be compared to the first two. Dark Moon was vastly different from the original Luigi’s Mansion and yet, they were still both the same – same mansion setting, similar ghosts, etc.
Luigi’s Mansion 3 was so different from the first two games. The ghosts were similar even though they had different styles and slightly different powers. It was set in a large hotel rather than a mansion that is, surprisingly, smaller than the hotel. The game was much longer than the first two games which were a treat.
And yet, after playing through Luigi’s Mansion 3 there were some things I would have loved to see more of. I loved this game, don’t get me wrong, but I already started thinking of some ways they could improve upon the hotel again.
In Dark Moon, E. Gadd lived in the mansion in harmony with the ghosts. The ghosts go bad again when King Boo takes the Dark Moon out of the sky. The Dark Moon, of course, was what kept the ghosts nice.
I don’t know if something like that would fly if Luigi and company were tricked into going back to the hotel and E. Gadd magically is there again. Maybe they go on another vacation and King Boo and Helen Gravelly somehow escaped and try all over again.
However they do it, I would love another hotel setting. Whether it has more than 15 floors or each floor is expanded upon and much bigger than in Luigi’s Mansion 3, I would love to go back to the hotel theme of the game. But there are a few things I would love to see done differently.
In Luigi’s Mansion, there were a ton of ghosts and they came at you like crazy whenever you entered a new room. Dark Moon was similar, though I think that game had less ghosts… but they were trickier, in my opinion. (At least that’s what I remember. I haven’t played Dark Moon in a long time.)
Luigi’s Mansion 3 had only a handful of ghosts. Not even a handful, I don’t think. They were few and far between too when it came to them actually attacking Luigi. It made the game easier in a way and I would have loved to have a more variety of ghosts.
More guests and more suites
In the first Luigi’s Mansion game, the boss ghosts were people who lived in the mansion. I’m sure they were a big, happy family once upon a time. There was a husband and wife plus their child, a grandmother, and so many other people.
Luigi’s Mansion 3 had people who worked at the hotel – a bellhop, the maid, a security guard… but what about the people who attend the hotel?
If they make another Luigi’s Mansion game I want it to be based in an abandoned hotel. I don’t know how, but people attending the hotel died and never left.
This means I want more suites. All the floors in Luigi’s Mansion 3 had rooms but only the fifth floor looked the most like normal suites. What about a honeymoon suite and the newlywed couple staying the week? What about people on business trips or staying for a convention or something? Or how about the loud people staying in the room next door to yours?
I would love to see what sort of guests this hotel attracts.
Honestly, that’s about it. That’s really all I can think of. I want more variety of ghosts and see more personalities of ghosts.
Aside from the elevator buttons and certain floors, the atmosphere didn’t feel much like a hotel to me. I miss Luigi engaging more with the boss ghosts like he did with some of them in the first game.
Overall, I wouldn’t change anything about Luigi’s Mansion 3, per se. I thoroughly enjoyed my time with that game. I’m wishful thinking a fourth game will be made at some point. If it does happen, give me a bigger hotel and more hotel guests.
What would you like to see in the next Luigi’s Mansion game? Let me know in the comments below! If you liked this post, please share it around.
I hope the first month of the year has been kind to you! Despite the roller-coasters of 2019, this month hasn’t been too bad and is making me optimistic for the rest of 2020!
In celebration of my third decade on this earth, I went and found another game that will be turning 30 this year to celebrate today. I found it amusing that Super Mario World, a game that Rachel and I have recently started to play together on our SNES Classic, was also originally released in 1990. Japan first saw Super Mario World in November 1990 while North America had to wait until August 1991 for the game, and poor Europe didn’t see it until April 1992. Super Mario World is hailed as the best SNES game of all time, having seen multiple ports since it was first released, including the Nintendo Switch via the Nintendo Switch SNES System app. Despite me now being as old as this game, I have never played it through. Which probably makes sense, considering I didn’t know video games were a thing by the time it came out. I recall watching my older sister play it, and the other Super Mario games, occasionally, but it wasn’t a game I ever saw through to the end. By now I’ve seen a few playthroughs of it here and there, but it wasn’t until recently that Rachel and I — both eager to play something together without any pressure — turned the SNES Classic on and settled on Super Mario World to play it that I truly got a taste for the game. And, while we’re horrible at it, we’ve been having a great time! Super Mario World’s levels are simple-ish platformers and it is delightful for Rachel and I to be yelling at each other to watch out for that flying Koopa or laughing from failing to avoid a Thwomp because our instinct was to duck instead of running away. So, here’s to a classic game that is still fun and new after all this time!
Have you played Super Mario World? Let me know in the comments below! If you liked this post, please share it around.
Title: Luigi’s Mansion 3 Developer: Next Level Games Publisher: Nintendo
Platform: Nintendo Switch
Category: Action, Adventure
Release Date: October 31, 2019
How we got the game: I received a physical copy for my birthday
It’s finally here! Luigi’s Mansion 3 finally exists! And boy, oh boy, it didn’t disappoint!
Luigi’s Mansion 3 begins with Toad driving a bus. Why they chose Toad to drive is beyond me. However, Red Toad is driving while Blue Toad, Yellow Toad, Princess Peach, Mario, and Luigi d their own things in the back. The opening cutscene with them on their way to some sort of destination with their suitcases packed is hardcore adorable and stepped up ten notches from any other game.
Luigi is sound asleep in the back next to his single suitcase when Polterpup wakes him up reminding him (or giving us, the player, information about what’s going on) of an invitation he received. Luigi and friends have been invited to a fabulous stay at the Last Resort Hotel. None of them find this odd. However, it’s a good thing for us otherwise there would be no game.
When they arrive at the hotel they seem to be the only guests there. Helen Gravelly, the owner, gives them a warm welcome and shows them to their room. The hotel itself and the rooms are huge and looks as though it’s all too good to be true. The gang says goodnight, heads to their own rooms, and Luigi falls straight to sleep.
He awakes in the middle of the night to screaming. He investigates to find the entire hotel has changed. It’s no longer gold and sparkly, but dark and dusty instead. The Toads, Mario, and Peach have all disappeared.
Luigi runs into Helen Gravelly, revealing her master plan to please the one and only King Boo, who she had saved from E. Gadd’s gallery. Luigi escapes a fate of being stuck in a portrait and thus the game begins.
The opening sequence took me about 15 minutes to get through. It’s a mixture of cutscenes and a tad bit of exploration, which I did a fair amount. There’s a lot to explore in this game and when you get the Poltergust G-00, the exploration gets so much better.
You, of course, play as Luigi as you explore through the entire hotel in an attempt to find all the portraits of your friends and save them. There are 15 floors to the Last Resort, which I thought was fabulous. Luigi’s Mansion for the Gamecube was a fabulous game, but it was short and sweet. Dark Moon had a larger mansion, but it was still on the quick side. Luigi’s Mansion 3 has so much content in and out of the main story. The main story, however, will keep you busy long enough though. And yet, I still wish there were more.
But I’m getting off-topic. There are 15 floors and there seems to be only one elevator in the entire hotel and no stairs. So, when the ghosts steal all the elevator buttons, Luigi needs to go on the hunt for the buttons so he can explore different floors of the hotel in hopes to find his family. These buttons, of course, are held by boss ghosts.
Each floor contains a boss ghost holding onto a button. Most of these bosses are sort of like mini-bosses and some floors are fairly quick and easy because they’re a big boss. Meaning, they not only have an elevator button but they’re also guarding a portrait as well. The boss ghosts were all fun, each one harder than the previous boss. Most bosses had a puzzle to them in figuring out their attack style and also how to stun them long enough for you to suck them with the Poltergust G-00. The mini-bosses were easier, but there was always a puzzle of some sort that needed to be figured out so you could make it to the boss.
The floors all have different themes to them as well, which was pretty cool. Floor five was the room suites, for example. However, there was a fitness floor, a shopping floor, a pirate-theme floor, and so many other cool ones. My favorite? The dance floor. (I won’t say why due to spoilers, but if you play the game, I’m sure you’ll easily guess why that floor in my favorite.) Ghosts hide throughout all the areas in hallways and the rooms. However, they were few and far between.
In the first two Luigi’s Mansion games, you’d enter a room and be bombarded with ghosts. You’d have to catch them all to clear the room before being able to explore the room. In Luigi’s Mansion 3, it’s sort of the opposite. There are some rooms where there are ghosts right off the bat, but for the most part, you got to explore the room, did what you needed to, and then ghosts would appear after you did a certain something or tried to leave the room. Sometimes, no ghosts would appear at all until you went back to that room later. But here’s the thing – there’s never any real reason for you to go back to those rooms again later.
Especially at the beginning of the game, it seemed as though there were little to no ghosts in the hotel at all. This made the game a little too easy at first. Polterpup (and even E. Gadd) are there hand-holding once in a while as well. Even as the game picked up in difficulty, I missed walking into a room and being pestered by ghosts.
The Poltergust G-00 can do a lot. There is money all over the hotel and you can suck up anything. By anything, I mean couch cushions, plants, anything, and everything. I believed I vacuumed more of what I “shouldn’t” rather than ghosts.
In terms of what the Poltergust G-00 can do… well, it’s powerful. It can suck up things and it can also blow air out. Your flashlight is attached and you get the Strobulb, which was a mechanic introduced in Luigi’s Mansion Dark Moon. In fact, that’s the tool you use to save your friends from their framed fates.
It can do way more as well. E. Gadd added a Suction Shot where a plunger shoots out of the vacuum with a rope at the end. Luigi can suck up the rope and slam whatever object it’s stuck to. This helps him open certain things as well as move stuff that’s blocking his way. The Poltergust G-00 also has a Burst in which the vacuum shoots out a blast of air from the bottom almost like a rocket. It can blast enemies away from him and act as a jump mechanic for Luigi since he can’t jump otherwise in the Luigi’s Mansion series. In addition to all that, sucking up ghosts is easier as well.
In the previous games, you’d stun the ghosts and vacuum them by tilting the analog stick in the opposite direction the ghost was trying to pull away from. It works the same in Luigi’s Mansion 3 except a meter will appear above Luigi. If he holds on long enough, you’ll have the chance to hit the A-button. Keep doing so and Luigi will slam the ghost repeatedly into the ground knocking some of their health away each time. Plus, you can slam them into other ghosts that happen to get too close. They’ll flatten on the ground and also lose a bit of health and will automatically be stunned until they’re able to pick themselves back up.
There are two more mechanics the Poltergust G-00 can do. One was the Super Suction (I honestly can’t remember the name of it). It was only used twice in the entire game. You didn’t even get the mechanic until about halfway through. You got it, used it once. Then use it one more time at the end of the game – and no, not even for the final boss battle. It was a cool mechanic. The suction was powerful to the point that Luigi needed the vacuum to be plugged in order to do it and it ripped the walls right off. I didn’t see too much of a point to it. I would have rathered found a key for the door like the other floors instead of ripping the door, frame, and wall down to get where I needed to go. Especially since the mechanic was barely used at all.
The final mechanic was, of course, Gooigi. Gooigi can do a lot of things. He can do anything Luigi can (using the vacuum as normal) and can squeeze through grates, fences, and the like. However, he’s weak to water. That’s his only downfall. You can switch between Gooigi and Luigi. In fact, this gameplay is crucial in at least two boss battles. If you want to get to a certain place to get one of the collectible gems, for example (there are six gems on every floor to be collected), Gooigi will most likely be able to get to it. There are also some puzzles that require Luigi to be in two places at once.
This is also meant to be a co-op game where player two is Gooigi. You’re supposed to communicate and work together. I’m glad the game is playable with Gooigi by yourself though. It actually made certain parts of the game more challenging when I had to keep track of both of them.
I never got the chance to test out the co-op side of the game. I never even tried out the other two modes of the game – ScareScraper and Scream Park. Though I’ve seen others do it and they look like great modes.
Honestly, I can talk about this game for the next week. I have so much to say about it, I loved it that much. The ghosts and puzzles were just challenging enough. The dialogue, voice acting, and cutscenes were perfect. The final boss was awesome. The Boo hunting was back and it was much better than the first game, though there weren’t many – there was just one Boo per floor. There was so much money to find and gems to collect. I explored (and vacuumed) every nook and cranny of that hotel.
My only complaint? Once you beat the game, you go back to your last save point. There’s an ending sequence, but your file is still there and it doesn’t show as though you’ve beaten the game. It shows your final save point, which is right before the final boss battle. You can’t even go backward at that point either so you’re kind of stuck in this limbo. In other words, there’s nothing when you beat this game. In the original Luigi’s Mansion, your file was wiped and you restarted the game in Hard Mode. I so wish Luigi’s Mansion 3 did that. I would have loved to play a hard mode version of this game.
Overall, Luigi’s Mansion 3 didn’t disappoint. I still wish there were more ghosts to be caught initially rather than going back to look for them later, but it was fun and challenging nonetheless. The new mechanics fit well and it didn’t seem like a lot of extra “stuff” that needed to be learned. It meshed together well. I already want more and can’t wait for Luigi’s Mansion 4. (It better happen!) And yet, I’m not sure how Nintendo can top Luigi’s Mansion 3.
What can I say about the graphics? You can see the stitching on Luigi’s hat. These graphics are top-notch. The colors were crisp and bright, despite the dark setting. The ghosts were clear and had a nice aura around them. The backgrounds, individual rooms, and floors were unique and fun. Even the various boss ghosts had awesome designs. Again, everything about this game as a whole is fabulous.
The music is something else you can’t go wrong with. I’ve always loved E. Gadd’s theme from his laboratory in the original Luigi’s Mansion. I hum it to myself quite often on a regular basis (just ask Kris). This game so many different variants of that song, it was glorious (another reason the dance floor is my favorite). The sound effects were satisfying – sucking up ghosts, money, collecting gems, Luigi walking on carpet versus tiles – all of it was great.
The voice acting? I can’t get enough of it. Luigi speaks. Mario speaks. Peach and the Toads speak. They have conversations with one another. It was all great. (E. Gadd still talks like a Sim, but that’s charming in its own right.)
I will most definitely play this game again. I need to go back and collect all the gems and all the Boos. This game is too much fun to play only once. While it was pretty easy in the beginning and there weren’t as many ghosts as I would have liked, this game is too good. It’s charming and it’s a must-play for all – especially if you adore the Luigi’s Manion series. You won’t be disappointed.
Luigi’s Mansion 3 gets… 4 out of 5 lives.
Have you played this game? What did you think? Let me know in the comments!
It’s been a while since we did a baking post on the blog! We did want to do something for October, however, figuring it would be perfect to do something that showcases the Boo characters from the Super Mario series. Boos are a staple to the franchise, so we figured why not try to do sugar cookies decorated as them?
After a false start (let’s just say that if a recipe says to “stir” the ingredients together, don’t use a mixer, because the consistency of the dough will be all off), we decided to make some simple place-and-bake sugar cookies because those are delicious. They had little ghosts on them already, but we also wanted to try our hand at doing a little decorating ourselves.
We had a little bit of frosting and some icing to decorate with, so we slathered some of the white frosting on the cookies and delicately piped little details to make the cookies look more like the Boos from Super Mario instead of the squashed semi-recognizable ghouls already printed on the dough. Most of our Boos didn’t come out half-bad.
Even better, our cousin recognized that the decorated cookies were the Super Mario Boos (and then promptly ate one). That has to count for something!
We kind of cheated with our baking, considering we used ready-made dough, but it was a good time nonetheless. Rather than staring at screens and lamenting over day jobs, we spent a little while hamming it up in the kitchen, ruining our first dough before taking the simple way out and enjoying place-and-bake cookies. It was like switching to easy mode on a video game, just taking our time and relaxing instead of forcing ourselves to take a more challenging route just because we could. It’s important for everyone to take a break once in a while.
That, and those place-and-bake cookies are delicious!
Have you done any Halloween baking lately? Let me know in the comments below! If you liked this post, please share it around.
I couldn’t do a Character Spotlight close to Halloween when Luigi’s Mansion 3 is around the corner without showcasing a special character from the series.
Professor Elvin Gadd, known as Professor Egad, first appeared in Luigi’s Mansion for the Nintendo Gamecube in 2001. He was an unplayable side character who helped Luigi find his way through the mansion to defeat King Boo and save Mario. Professor Egad is an inventor who created the Poultergiest 3000 that Luigi uses in the game. Professor Egad had the knowledge and tools to turn the ghosts back into portraits and to reverse Mario from being into a portrait and back to his human self.
Professor Egad shows up again in Luigi’s Mansion Dark Moon with upgraded, new and improved, inventions to help Luigi find his way through yet another mansion. The same goes for Luigi’s Mansion 3.
He created F.L.U.D.D. that Mario uses in Super Mario Sunshine, though the professor doesn’t make an appearance himself. There are a few other Mario games he appears in as well with his inventions.
While Professor Egad tends to show up in random places with wacky inventions and he doesn’t do too much (other than when he’s in the Luigi’s Mansion series), he’s certainly made a name for himself and everyone seems to know who he is.
I’ll admit, when I first played Luigi’s Mansion back in the day, I thought he was a bizarre character and I didn’t care for him too much. I did enjoy his speech and the theme song of his bunker though. Over time, this character has grown on me. He’s iconic with the various tools and machines that pop up in Mario games and if he himself makes a cameo, people instantly know who he is and where he came from.
I love Professor Egad. He’s a loveable dope, in my opinion. He’s definitely grown on me and I always enjoy seeing him pop up somewhere. I would totally play a game where he is a protagonist.
Do you like Professor Egad? Let me know in the comments below! If you liked this post, please share it around.
Paper Mario is one of our favorite Nintendo RPGs with its unique graphics, simple story, and charming characters. The soundtrack is one of our favorites to listen to, as well, and one of the most iconic tunes from the game is Toad Town.
A few years ago, a trio of talented musicians came together and created a cover of Toad Town. The YouTuber known as MichelleHeafy was on piano while 8BitBrigadier played the flute. ThunderScott was, well… everything else. I’ll admit, I was really amused to see him use the triangle in the cover!
All three of these musicians have their own channels dedicated to covers of beloved video game music. We hope you enjoy their Toad Town cover enough to visit some of their other videos!
Generally my Friday posts aren’t for recent news, but I thought this was some good information to pass on to the blog. Anyone else participating in this?
Nintendo is hosting an online tournament for Mario Kart 8 Deluxe this coming Sunday, September 22nd. It’s open to all racers, regardless of skill level, and all vehicles and characters are welcome to be used. The races will be 150cc-level and racers will compete in a series of 24 races. The top eight racers will be awarded 2,500 gold points (or, rather, $25). And, despite not having picked up the game in a while and not being a regular online competitor, Rachel is planning on playing just for the fun of it. The tournament itself says it will be going from 1pm to 11pm EST and Nintendo revealed a simple way to enter by giving a number (2093-5045-4827) to input into the Search by Code field in Tournaments. I presume one does not need to play through the entire block and will only need to play long enough to compete in 24 races. There was one summer where Rachel and I, along with our cousins, played through all of the available courses and it took us only a couple of hours, if I remember correctly. To have to sit down and race for 10 hours for a tournament would be a little excessive. While it’s nice to have a tournament not catered to certain skill levels, I doubt beginners will be able to have good luck with the tournament. I wonder if it would be worth it to Nintendo to do more online tournaments for beginner, intermediate, and expert racers? With a growing library on the Switch — both for current and retro games — more online tournaments may become a thing. There are the big name games like Mario Kart 8 and Super Smash Bros. and Splatoon, and I wonder what other games Nintendo may use for tournaments. Fire Emblem battles with custom armies. Overcooked teams competing for high scores. Retro Super Mario Kart tournaments. There are plenty of possibilities for Nintendo to exploit, and I’m interested in seeing what kind of tournaments they’ll do next!
What game would you play in an online tournament? Are you participating in the Mario Kart tournament? Let me know in the comments below! If you liked this post, please share it around.
It’s been a little while since our last debate, and this topic came about when we were discussing our favorite levels from the classic Super Mario 64. We’re pitting our favorite levels against each other, with Rachel voting for Big Boo’s Haunt and me championing Cool, Cool Mountain.
We both have our likes and dislikes when it comes to certain levels in Super Mario 64, but most of the levels are pretty well done. The game, as a whole, is a lot of fun. Though there are definitely some levels that are better than others.
Cool, Cool Mountain is one of my favorites, with the aesthetic being one of the reasons. I’ve always enjoyed ice levels, finding them to be pretty — you all are welcome for me restraining myself from making a “cool” pun — usually with the challenge of having your character slipping around everywhere. The level is bright with fun touches, like pine trees, ice slides, and snowmen.
Cool, Cool Mountain is aesthetically pleasing, I’ll admit. Though I could say the same for Big Boo’s Haunt. Being a haunted house, it’s dark and mysterious and has creepy music to boot. The ghosts, during certain stars, will try to spook you throughout to get you to go away. It’s charming in its own right and there are puzzles within the level as well. You can’t get certain stars without getting the first few either.
While Big Boo’s Haunts needs to be dark for the theme, I suppose, I definitely prefer the brighter snow of Cool, Cool Mountain. The stars are mostly varied in the snow level — from ice slides to finding lost penguins to finding the snowman’s head to the wall jump challenge — while I feel the majority of Big Boo’s Haunts stars involve punching ghosts. Which, being ghosts, shouldn’t be a thing.
The stars in Big Boo’s Haunt are repetitive, I agree. However, the level itself is a puzzle. You need to get a certain star to make the stairs appear in order to get up to the second floor. You need to use the vanishing cap a few times. There’s the bookcase that you need to hit the books in a certain order and more. There’s a lot to explore in the level too. While not all of it is used, you can go to the back of the mansion and just see how big and worldly it is.
Alright, so Big Boo’s Haunt is more like one giant puzzle, with some stars piggybacking off of others, which is interesting in itself. Cool, Cool Mountain, though, is one big playground, its world just as big — if not bigger — than Big Boo’s Haunt. Cool, Cool Mountain’s overworld, if you will, is more fun to explore while Big Boo’s Haunt just has the exterior of the mansion. Cool, Cool Mountain’s only subworld is the giant ice slide, but it ties in with the rest of the exterior very well, being a natural tether between the top of the mountain and the base with the penguins.
True, true, but it’s also really easy to slip or dive off the edge and lose a life. Then you have to start all over. Big Boo’s Haunt has various areas – outside, the basement, the house itself, and the roof – and there’s no way of falling off the level… of course, unless you accidentally swan dive off the roof. Then Mario would be a pancake.
…Can Mario die from falling off the roof of Big Boo’s Haunt? I don’t think I’ve ever thought of that. With that said, that’s one of the challenges of Cool, Cool Mountain and goes right along with the ice and snow. Yes, there’s a danger to falling off of the edge, but it makes you play that much more carefully — or recklessly, whatever fits your style — in order to beat the world. The worst Big Boo’s Haunt has is that a ghost runs into you, but they tend to give you plenty of coins for your health in return to you punching them.
I have no idea if Mario can die from falling off the roof, but he can lose quite a bit of health if he falls from high spaces. I don’t think it’s bad that the ghosts give you lots of coins. In fact, I think they were foreshadowing Luigi’s Mansion and I was able to live in those glory days of a beaten, run-down mansion all to myself… plus ghosts. Ghosts always win. End of debate.
Who’s side are you on? Let us know about them in the comments below! If you like this post, please share it around.
It’s been a hot minute since we’ve had a challenge on the blog. Kris and I have decided to do another challenge for the rest of the summer. Now that Super Mario Maker 2 is out and there are a boat-load of courses, we figured we’d challenge each other to a few – including some homemade courses of our own.
As creative as we are, I feel like Rachel and I tend to play others’ courses more so than make our own. I remember creating just a couple with the original Super Mario Maker game, having never really taken the time to fully explore all of the options the tools gave us. Super Mario Maker 2 has a lot more to offer, so I’m eager to really play around with it. Rachel, you can decide how many courses we should make for each other — two or three should be good, in my opinion — but I believe part of the challenge should include creating each course in a different game style.
I think we should make three each for each other. Creating the levels in a different game style won’t be a bad idea either. Also, we should totally have one auto side-scroller, one-speed run, and one general level. Or at least choose a variety and not have three general levels, you know?
I’m all for variety, although I’m not sure about my abilities to create a speed-run, haha! Maybe a good puzzle, though, or one with lots of twists… We shall see what I come up with. Going along with a variety of levels, perhaps we should try to give them different terrains, like having a level up in the air, one underwater, a dungeon, the plains… Try not to repeat anything.
That’s fair. I’m not too confident in my skills either. A puzzle would be good if we can think of it, for sure. Having different terrains is also a good idea. Not repeating anything is sort of what I meant with my last statement, you just worded it so much better! We’ll try to make these courses as unique as possible.
We’ll each make the courses under our own Switch profiles so we can’t see each other’s work. We’re aiming to livestream these levels on Friday, August 23rd for everyone to see. We’ll keep you all updated if the stream date happens to change between now and then but, for now, that will be our deadline to get these courses done. Anyone else who wants to share course IDs with us to play that day, just leave a comment here or hit us up on Twitter!
What do you think of this challenge? Feel free to join in and tune it on August 23 to watch us fail at each other’s courses! If you like this post, please share it around.
Title: Super Mario Maker 2 Developer: Nintendo Publisher: Nintendo
Platform: Nintendo Switch
Category: Action, Platformer
Release Date: June 28, 2019
How we got the game: We bought it on the Nintendo Switch eShop
Pssst…. There may be story or gameplay spoilers in this review! You’ve been warned!
Super Mario Maker 2 was highly anticipated as soon as it was announced. People went crazy for this sequel, especially with all of the new tools and options that came with it. We were no exception.
I enjoyed the first Super Mario Maker though I didn’t have too many people to play it with. I’m excited to finally have more options and more people to create and beat courses with.
There are several modes for this game. A story mode — which we give more details about in one of the below sections — the course world mode, and the course creator mode, of course. The course world mode, along with the course bot, allows the players to attempt to complete levels that other players around the world have created and uploaded.
This is, in my opinion, the best part of the game. Of course, you have some levels that are super easy or levels that troll you hard. Still, it’s all in good fun. The best part about this though is that they added a co-op option. You have to download the game in order to play two-player, but that’s not too bad. Kris and I can play through certain levels which is a lot of fun – and frustrating at the same time. There are some levels that I don’t know are best suited for single players or not.
It was definitely great to try to play a few levels with you, although we did get in each other’s way quite a bit, haha! With that said, there is the tagging system in Super Mario Maker 2 — I’m afraid I cannot remember if the first Super Mario Maker had a tagging system — and one of the tags were for multiplayer versus. Eventually, I’d love to play with some friends and Nintendo has promised that an update would happen that will allow us to do so.
I don’t think the first game had a tagging system. At least, I very quickly forgot about it if it did have a tagging system. With all the additional tools you can use to create courses, the levels are way more fun, challenging, and extra creative. Though, we did try to create a course together since there’s co-op on that mode.
That was a bit annoying, in my opinion. The first player has access to many of the buttons, almost as the director of the scene, while the second player can only select and put down so many elements. Granted, we also skipped the tutorial, so I can admit that perhaps we missed a couple of things, haha! Regardless, it was easier to create a level with one person at the controls, either with the Joy-Con or using the Switch’s touchscreen in handheld mode while the second person gave their advice and opinion.
Skip the tutorial or not, we tried a lot of things and played it both in the handheld and docked. Plus, if I was in the middle of something and you decided to do something, being the first player, my action automatically got canceled. So, I agree. It’s definitely better to create a course yourself or docked with people throwing ideas while one is behind the wheel.
This game has the beloved modern Mario graphics that the current games have brought to life. When it comes to creating and playing courses, the game also includes the graphics and art styles — with some updates — of several Super Mario games in the series, including Super Mario Bros., Super Mario Bros. 3, Super Mario World, New Super Mario Bros. U, and Super Mario 3D World.
The graphics, of course, are as they should be. They all look great on the Nintendo Switch, even the older game graphics. They stay true to their games as well. The end of the older games has that hurdle thing you have to jump through while the newer games have the flagpole for you to reach the top.
The music is the good, familiar Super Mario music as well, and the game allows you to add crazy sound effects to parts of your levels, too. I think one of my favorite aspects of the game is when we’re building our own courses and every tap you do to add a new element plays the next note of the Super Mario theme.
Yes, depending on what “theme” you have set from the different Mario games, the music is pretty much the same. It’s refreshing and well done. Plus, when you create a course, a robotic voice says what the object is as you place it. If you place a lot at once, it says the object’s name to the tune of whatever theme you’re in.
New to the Super Mario Maker series, the sequel has a Story mode, which allows the players to go through over 100 Nintendo-created courses in order to earn coins to help rebuild Princess Peach’s castle after the mischievous Undo Dog obliterated it.
The story mode is, in fact, a tutorial of sorts. The Nintendo courses range in various levels of difficulty but they’re all fun and show off all the new and old tools you can plus, plus different ways to use them to make a course unique. I’ve really enjoyed going through the story mode courses.
There is literally no possibility for any repeat courses here. Each level is as unique as the person (or people) that created them. There are plenty of ways to filter out and categorize levels with tags and difficulties, and there are millions of courses already published for others to enjoy.
This is definitely a game that we’ll be playing on and off for quite a while.
Super Mario Maker 2 gets… 5 out of 5 lives.
Have you played this game? What did you think? Let us know in the comments!