Ulasan Super Mario 3D All-Stars – Shoot For The Stars
Despite its minimal embellishments, Super Mario 3D All-Stars is a treasured collection of some of the plumber’s most memorable adventures.
Super Mario 3D All-Stars is now available on Nintendo Switch. The collection is a limited time release; The physical and digital editions will only be on sale until March 31, 2021, after which they will no longer be available from retailers or the Nintendo eShop. However, those who purchased the collection digitally can still re-download it after that date. Our full review of Super Mario 3D All-Stars follows.
Mario has never been one to turn down shindig – one only has to look at the many Mario Parties he has done over the years to prove it – but his birthday is one of those events that is rarely celebrated. His 25th birthday marked the re-release of Super Mario All-Stars Wii, of all things – not the most auspicious way to commemorate such an extraordinary milestone. This year, however, Nintendo paid Mario a more fitting birthday tribute, hitting the celebratory headlines with Super Mario 3D All-Stars, a Switch compilation featuring the plumber’s most influential adventure trio: Super Mario 64 N64, Super Mario Sunshine GameCube, and Super Mario. Galaxy from Wii.
But while Mario 3D All-Stars is ostensibly a celebration of Mario’s history, an opportunity to revisit the plumber genre’s defining leap into the third dimension, it’s still lacking in a number of ways. First, you won’t find any complementary material here: only Mario’s first three 3D adventures, slightly tweaked for a high-definition look, and the accompanying soundtrack. The presentation is minimal but well-designed, and the soundtrack is a nice bonus, but the overall package doesn’t feel nearly as celebratory as the series does, say, Kirby’s Dream Collection or even the original Super Mario All-Stars.
Still, the games included here are some of Mario’s most memorable, and they’re all given an HD sheen. Mario 64 runs in 720p whether you’re playing on the television or in handheld mode, while the Sunshine and Galaxy both run in docked 1080p and 720p in handheld. The sunlight aspect ratio has also been increased to 16:9. Thanks to the improved resolution, all games look more vibrant and colorful than ever, which helps to cover up their aging visuals; The Galaxy in particular has benefited greatly from HD touch and is often stunning. The UI elements in each game also look much sharper, and the in-game text has been updated to reflect the changed controls (and in the case of Mario 64, the fuzzy fonts have been refined, making them easier to read) around the game world,Gadgets News .
But beyond those clasps and creases, 3D All-Stars delivers three classics in their original, unvarnished form. Beyond the controls being modified to better suit the Switch hardware, Nintendo hasn’t changed the content of these games, so they arrived on the Switch with all of their original highlights and blemishes intact. As such, the appeal of this collection hinges entirely on the power of the game itself, and all of them have stood the test of time with varying degrees of elegance.
Super Mario 64
As the oldest game in the compilation, Mario 64 has aged the most strikingly – something that is immediately apparent in the controls. While Mario himself still feels as agile and acrobatic as ever, boasting the widest repertoire of moves he’s ever had, he doesn’t feel as sharp as he used to be; the turning radius is a bit tricky and the walk a bit too restless, which often makes it difficult to guide him through narrow lanes or queue to read signposts or talk to other characters.
However, the biggest important point is the camera system. Pioneering as in 1996, the camera – charmingly personified as the Lakitu reporter who shoots Mario live as he investigates Princess Peach’s disappearance – is often a hindrance, limiting at the best of times and striking at the worst. You can only shift the camera angle incrementally, but even so the camera has a tendency to fall back behind Mario, making it difficult to frame jumps and other actions that require string precision. This can be quite frustrating in the later stages of the game, where death-defying jumps become the norm and you have to rely on the camera to gauge your trajectory.
However, given the game’s age, these flaws are to be expected, and are largely overshadowed by its many enduring strengths. While the ideas here will be reinterpreted and refined by later games in the series, Mario 64’s sense of adventure remains undiminished. Princess Peach’s Castle, the center of the game’s maze, is full of secrets to uncover, and still fun to explore, satisfying curiosity with hidden stars and secret stages. The game is very clever in the way it builds expectations only to then subvert them. You’ll spend your first few hours learning that levels are accessed via painting, only for the game to disguise the entrance to the next stage as an inconspicuous wall.
The courses, too, still feel rich and varied – a total of 15 (not counting the few secret micro-levels dotted around Peach castle) ranging from meadows and snow-covered mountains to towering forts and clockwork. Mario 64 pioneered the episodic structure that Mario 3D games will follow, so you’ll revisit stages and complete different objectives each time you collect stars; some wait in plain sight at the end of a treacherous obstacle course, while others are rewarded for performing certain tasks, such as reuniting a lost penguin with its mother or defeating the agile Koopa in a race. The novelty of the game as a whole may diminish somewhat with the passage of time,
Super Mario Sunshine
For many, Mario Sunshine is probably the most interesting game in this collection. Part of it has to do with its rarity. Unlike the other two games here, Sunshine never received the re-release it deserved; the only official way to experience it as of now is to pick up the original GameCube. Part of it also has to do with his reputation; Sunshine is generally regarded as something of an oddity amongst the Mario series, a game with many detractors in its stead, and it’s much easier to see why when juxtaposed with two of Mario’s most famous shows.
Much of it boils down to the Flash Liquidizer Ultra Dousing Device, or FLUDD – a water-spewing device that Mario wears on his back for most of the adventure. While the plumber can still jump and slide around levels with acrobatic neglect, FLUDD is his primary way of interacting with the world around him in Sunshine; You’ll use them to fight bosses, crash into distant panels, and clear bugs, while the extra nozzles give FLUDD the ability to launch Mario into the air like a rocket or carry him around at top speed.
In the same way that Mario 64 flaunts the N64 analog stick, FLUDD is a showpiece for the GameCube controller’s analog shoulder buttons. Pressing the right trigger lightly will make Mario squirt water while moving, while holding the trigger completely stops it in its tracks and allows you to aim more precisely. Since the Switch controller has no analog trigger, this action has been shared between the ZR and R buttons respectively. This requires a bit of a mental adjustment if you’ve played the original game, and you’ll have no choice but to adapt to the changes because 3D All-Stars somehow doesn’t support the original GameCube controls (despite the fact you could technically play it with a GC controller via its adapter), but functions the same as the original setting.
Sunshine is generally regarded as something of an oddity amongst the Mario series, a game with many detractors in its stead, and it’s much easier to see why when juxtaposed with two of Mario’s most famous shows.
The heavy reliance on FLUDD, however, puts Sunshine in sharp contrast to other Mario games, largely because you never feel completely in control of the action. This is especially true at stages that require you to steer a boat or lily around a body of water. In this situation, you will need to spray a stream of water from the FLUDD to propel the boat forward. The problem, however, is that it’s nearly impossible to move a vehicle with any skill level this way, so you’ll be awkwardly crashing it into a wall as you try to get around obstacles. Another level requires you to flip panels and shape the image using FLUDD, but it’s also a frustrating exercise because the stream of water you’re spraying isn’t accurate enough to hit a single panel; there will almost always be a stray spark hitting adjacent panels.
Situations like this are common in Sunshine and illustrate how uneven it feels compared to other Mario games. It was never as inventive or adventurous as the 64 or Galaxy, nor was it meticulously crafted; the challenges are out of sync, and the multiple goals it throws at you feels like hard work to extend your playtime. Even the presentation is messy. Sunshine is best known for being the first Mario game to feature fully voiced cutscenes (if you don’t count Peach’s short dialogue snippets in Mario 64). This would be commendable if it weren’t for the fact that the cutscenes and voice work are absolutely lousy, so much so that no other Mario game will ever use full voiced dialogue anymore.
However, that does not mean that the title is completely devoid of any benefit. Even with all these faults, there are many aspects to like about Sunshine, especially its setting, Isle Delfino – a Hawaii-by-way-of-the-Mushroom-Kingdom tropical island that includes seven levels and plenty of hidden one-off challenges. . In keeping with the tropical theme, all areas you visit are designed to resemble a local island, from amusement parks to cobwebs of harbor ports with footbridges. These levels are all charmingly realized and feel like real areas rather than playpens designed around Mario’s abilities. This gives Sunshine the strongest sense of place of any 3D Mario game, and it’s a lot of fun to run around the levels and enjoy the scenery.
Another highlight is the “secret” stages – hands-on obstacle courses that are more akin to traditional Mario levels. Here, Mario is stripped of FLUDD and must rely on old-fashioned platforming acumen to navigate his way to the goal. These stages feel like a direct precursor to a linear, planet-jumping galaxy challenge, and they’re one of the game’s best ideas. Without the safety net that FLUDD provides, even a single leap between moving platforms becomes a terrifying leap of faith. Like Sunshine as a whole, some of these stages can be frustrating, but their charms ultimately outweigh their flaws.
Super Mario Galaxy
Mario’s first Wii adventure completes the collection, and is considered the best of the bunch, as fresh and exciting to play now as it was when it first launched in 2007. Much of it has to do with the speed of the game; Unlike the twisty and uneven challenges in Sunshine, Galaxy is very focused, reducing sandbox-style levels from previous 3D Mario games for a more linear set of challenges. While the stages don’t offer much room for exploration, the variety of ideas in them is fun. The Galaxy never stays in one place for long, throwing a series of micro-goals at you on the way to the Power Star that awaits at the end of each of your stages.
The whole adventure also unfolds quickly; A new galaxy opens after every few stars you collect, enticing you to keep playing. In addition, many levels are one-off challenges designed around a certain gameplay idea that is usually never revisited, making it constantly surprising. Not every idea the game puts forward is a winner; designed around controller gimmicks, such as motion-controlled manta surfing challenges, are not as fun or inspired as the other stages, but the game never stays on one idea, taking you to the next challenge and idea. before you get frustrated.
Given that it was originally designed around motion controls, Mario Galaxy has received the most substantial control changes in its move to the Switch. You can still play Wii-style games with one Joy-Con in each hand, and this setup still feels like the most natural way to experience adventure, as it most easily lets you move Mario and use the pointing functionality at the same time. Since the Switch doesn’t have a sensor bar, you’ll often have to manually re-center the reticle, but this is done fairly easily by simply pressing the R button, making it a no-brainer.
Beyond the more traditional control settings, you also have the option to play games with the Pro Controller, and it’s a great alternative. Mario’s rotating attacks can be performed by pressing the Y button, so you don’t have to shake the controller constantly to attack enemies or activate the Star Launcher as you would with the Wii’s motion controls, but you still need to physically move. to move the pointer around the screen and navigate some gesture-controlled stages. In handheld mode, the touchscreen serves as a replacement for the pointing functionality. This works pretty well for simple actions like using Drag Star, but it’s a less than ideal solution, as it’s much more difficult to move Mario and use the pointer control at the same time. You’ll also need to physically tilt the system for each movement-controlled challenge; The manta surfing levels mentioned above, for example, require you to tilt the Switch left and right like a steering wheel to spin a manta ray. It’s a pretty useful workaround, but it doesn’t feel as natural as playing with two Joy-Cons.
Overall, Mario 3D All-Stars is a worthwhile collectible, featuring the best versions of Mario 64, Sunshine, and Galaxy to appear on Nintendo systems. While the individual games have been slightly tweaked and there is little additional material to study, the titles themselves hold up well and are fun to revisit. Despite their age, the games are still full of inventive ideas and surprises, which more than make up for the collection’s understatement.