#550 – Out of nowhere, Linkle appeared and paved the way for a female Link. Simeon and Scott sit down today to discuss the issue of Link and gender. Will Linkle ever star in her own game? Should the Hero of Hyrule reincarnate as a woman in a future game? WHY NOT?
Footage credit: Direct-Feed Games
“Escape the Premises” Kevin MacLeod (incompetech.com)
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#551 – The next big 3D Mario game is about to hit stores and Switches in a few short months. QUICK! Two Button Crew needs to get in their wish lists to the developers at Nintendo so that they can design the game to our exact specifications. Agree with our wish list? Let us know below!
Footage credit: Outside Xtra
“Escape the Premises” Kevin MacLeod (incompetech.com)
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#552 – They can’t afford to mess this one up. If Metroid Prime 4 bombs badly, then that could mark the end of the Metroid franchise. This is the sequel that fans have been begging Nintendo to make for a decade. With Retro not at the helm of this new entry, the game’s future is questionable!
Footage credit: Boss Fight Database | MrNintendoSense | thepixelpress
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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You could call us “YouTube Trendsetters,” but… you’d be completely wrong.
#553 – Never seen a video like this before on YouTube, have you? We’re playing with Slime, and you can just chalk this up as a Splatoon video, alright? The object of the game is for us to get each other to guess Nintendo related characters, objects, icons and more, simply by manipulating stubborn slime with our bare hands. Should be fun, right?
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#595 – Runner3 is the third installment in the Bit.Trip Runner/Runner series, made by Gaijin Games/Choice Provisions. Commander Video has gone through some changes, including receiving the ability to double jump, wall-jump, and more! We went hands-on with a number of different levels and environments, and we gotta say, development seems pretty far along. It’s a really polished indie game. This is a tough one though, so forgive Scott when he dies!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#596 – Super Mario Odyssey is Nintendo’s next big hit game coming to Switch. We went hands-on and explored the Sand Kingdom. Included in this demo are a few different 8-bit challenge sections, purple coin locations, and an interesting Capture mechanic that involves a big Tiki Head and sunglasses. Enjoy this sneak-peak at Super Mario Odyssey!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#598 – We really had an awesome trip to PAX West 2017. Our patrons funded the trip, and we’re super thankful that you guys made it happen. In this Vlog you’ll get to see us travel, snag some last-minute Sunday passes, meet IGN staff, sneak into the showfloor while it was closed(!), play some Nindie titles, as well as new Mario & Luigi and Fire Emblem Warriors games! Make sure to watch until the end!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#599 – Nintendo has been around our whole lives, and when we take the time to stop and reflect on it, it turns out: we’ve learned quite a lot from the quirky Japanese game publisher. We knew Nintendo was fun and creative, but also a source of life lessons? Why not! Simeon and Scott have a list, as well as some great additions from Two Button Crew patrons. Thanks, Crew!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#557 – Star Fox 2 is making a triumphant first coming this fall on the SNES Classic Edition! Wow, who would have thought? (Oh yeah; we predicted it.) It’s time to brush up on our SF2 knowledge and make sure we’ve got the history lesson straight before we play it. This video will set you right up!
Footage credit: ShiryuGL
“Escape the Premises” Kevin MacLeod (incompetech.com)
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Don’t pass up this chance to win the most amazing XL Hanes Tee-Shirt ever!
#558 – Comment below in the threads marked #1 through #10! You could win a sweet prize. Watch video for full details and get your creative juices flowing – let’s see those memes!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Who wouldn’t want to work for Nintendo? The company is among the ranks of Apple and Disney, places that seem like they’d be more fun than they are work. Well, Simeon and Scott are writing their own job descriptions in home that a Nintendo employee will watch this video and hook them up. Join us in the comments!
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
With Super Mario Odyssey looming in the horizon, I thought it would be appropriate to write about my favorite 3D Mario Game. Yes, it’s Super Mario Sunshine, and probably the 3D Mario game with the most divided opinions. The game is by no means perfect (looking at you, Pachinko Machine), but I’m going to outline some key points that for me, make this game better than Super Mario 64, Super Mario Galaxy 1 and 2, and the most recent “3D” installments that I have a tough time even grouping into this category. Let us begin.
The Locale
I’ll get this one out of the way first. I’m an absolute sucker for the tropics. Maybe it’s something about the water lapping up against the shore or the gorgeous sunsets, but I just find myself being really relaxed whenever I play this game. It’s as if you aren’t only playing a stellar Mario game, but having a day at the beach. All of the levels are artfully designed, and even though they are all based around the tropical theme, they each have their unique personality. Whether you’re in the peaceful country life of Bianco Hills, the island theme park known as Pinna Park, or enjoying a world class sunset at Sirena Beach (my favorite), you feel like you are on a vacation. I also really enjoy the fact that you can see different levels in the distance within each area. It’s a simple addition, but a nice touch nonetheless since the world seems connected.
The last thing I’ll mention in this category are the local inhabitants. It’s not your traditional toads, koopas, and goombas. Here, we have Piantas, Nokis, and a whole new variety of enemies. It’s different and refreshing. Nintendo crafted a world here that really does feel genuine. The further you get in a level, the more involved you become in its story, and it’s really nice to feel involved in an environment, rather than just running around for the sake of collecting things.
There are so many good things happening here…
The Gameplay
I have a really tough time describing this one because I’m not sure how to define what makes it better. To me, it’s just more fun to control Mario in this game. It could in part be to the addition of the FLUDD and that you have more moves in your arsenal, but somewhere in the development of Galaxy 1, they tweaked it, and it hasn’t felt as good since then. It seems like Mario controlled tighter and was more responsive in Sunshine. Not to say that later Mario games don’t control well, but I don’t feel like I have the same level of precision control over Mario. I have a feeling that Odyssey will conform to the more recent “loose” style, but we’ll have to wait and see.
The Challenge
This game is hard. This is the aspect of the game that I believe deters some gamers from liking Sunshine. This title does house some of the toughest levels in the entire Mario Franchise, even going back to the original. I’ve beaten it countless times, and each playthrough there are a number of levels that still give me pause (even a Game Over screen or two – something which I never really see in newer Mario titles). On top of some challenging levels, each world features a number of platforming stages where shadow Mario removes your FLUDD. In these levels, the only thing separating you from the Shine Sprite is a gauntlet of platforms. It’s deceivingly simple, and there are some stages that are absolutely brutal, especially later in the game. Not to mention the classic Mario music is playing here, which for some reason makes it even more intense for me.
The last thing in this category I want to include are the blue coins. I’m a completionist, and I must collect every blue coin. The game doesn’t do a fantastic job of tracking these for you, other than giving you a count for each level. I do sometimes get annoyed when I’m missing the last few and I admittedly have to go online to hunt them down. No shame if you do the same.
So here is where the divide occurs. The above points may seem like negatives that take away from the overall experience, and for some, they are. But personally, they enhance my experience by doing something that Mario games rarely do today, and that is make me want to beat it. When I see that Game Over screen, the adrenaline kicks in and I focus. This makes victory that much sweeter. I have to be fair and say that later Mario games do bring in this level of difficulty, but usually at the very end of the game, after you collect everything else. I had fun in the Champion’s Road and Grandmaster Galaxy’s “The Perfect Run”. I can certainly see why Nintendo would put the ultimate challenge of the game at the very end, but it would be nice to have this flavor be added more throughout the game, albeit as optional.
Plan your next move carefully…
The Graphics and Music
I grouped these categories together because they complement each other so nicely. The music does a fantastic job of speeding up or slowing down depending on what you are doing, and it always sticks to the tropical theme. For an early GameCube title, the graphics are incredible. These visuals have aged really well, and I always look forward to replaying the game just to see the eye candy that it still offers to this day. I still hope that Nintendo makes an HD remake, because that would be… well… tear inducing.
Conclusion
So that is my defense of Super Mario Sunshine. If you want to play a really fun Summer game and need a break from inking squids, pick up Sunshine and do yourself a favor. It’s such an incredible and unique entry in the series that this blog can’t do it justice. If you disagree (which I anticipate as somewhat likely), please let me know, and why. What is your favorite 3D Mario game?
Here’s hoping in just a few months we’ll all have a new favorite!
If you ever need your eyebrows slimed, call us first.
It’s popular with the kids and it’s popular with the squids – SLIME! Simeon and Scott are here to play with slime (in a Nintendo-like fashion) for YOUR enjoyment. So play along and see if you can guess the characters that their slimy faces portray.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#559 – Splatoon 2 launched last weekend and it’s been a whirlwind of fun! While the sequel isn’t unlike its predecessor, there’s nothing wrong with that. It perfects some of the mechanics while adding extra modes! In this episode, Scott covers some general impressions while playing the first level of campaign mode and then taking it to Turf Wars. Are you team Pearl or Team Marina? (Nevermind, don’t even bother answering that.)
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
#560 – Retro Studios is home to some of Nintendo’s most talented developers, but it always seems like such a mystery what they’re working on! Each year as E3 approaches, speculation is always bound to circle one topic: What is Retro cooking up in Austin Texas? Some hope for a new Metroid Prime, while others are content with Donkey Kong Country, Returns entries, but what about new IP? We discuss all the possibilities in today’s episode of the Two Button Crew show.
Footage credit: Metroid Prime Sunken Frigate – AuraChannelerChris | Donkey Kong Country Returns Minecart – AlphaAxl | Donkey Kong Country Tropical Freeze – NintenDaan | Mario Kart 8 Deluxe: 3DS DK Jungle – GamerJGB
“Escape the Premises” Kevin MacLeod (incompetech.com)
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#561 – As Reggie once said, Nintendo fans are “insatiable.” We really can’t deny it. As soon as we learned the NES Classic Edition was being made, we celebrated alright… but fans quickly turned their focus to the prospect of a Super Nintendo Entertainment System reboot. And now that we’re getting THAT this holiday, what else could we think about besides the Nintendo 64? So many must-plays debuted in 64 bits that the list practically writes itself. Watch us read off our picks for inclusion!
Footage credit: Diddy Kong Racing Wizpig Race – William5000000 | F-Zero X – arronmunroe | Goldeneye 007 – CasaRetro | Paper Mario – NomComms | Pokemon Snap – DazzaBound
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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#562 – It’s really happening. Dark Simeon makes his return to the Two Button Crew channel and he’s derailing it with non-Nintendo talk! Today we’re discussing all things SEGA, from their confusing console lineup to the mistakes that threatened to put them out of business. Please like this video for the guy-liner that was used for your enjoyment.
“Escape the Premises” Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/
Did we cross any lines in this episode? Barely not? Okay!
#563 – This video is a little hard to explain… let me try: You’ve been pronouncing everything Nintendo related WRONG. For a long long time. I’m sorry, but you’ve been horribly misled all these years. Your heroes, Simeon and Scott, have gone on a journey to discover the true pronunciations of all things Nintendo and this video contains their findings. Watch, listen, and learn… but most of all, repeat.
“Escape the Premises” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
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Welcome to That Was a Thing! A new series in which I discuss my favorite weird, obscure, or simply underrated pantendo games and media. Think of it as the evil twin to Simeon’s Nintendo Experience series. In this inaugural installment, I’m going to look at one of my favorite—not to mention one of the only—real-time strategy Nintendo series out there: Battalion Wars.
The Battalion Wars duology was a spin-off of the Nintendo Wars franchise and originally had the working title of Advanced Wars: Under Fire. Unlike the other Nintendo Wars games, however, Battalion Wars wasn’t developed by Nintendo or Intelligent Systems, but a British company: Kuju Entertainment. The first game was released for the GameCube on September 19, 2005 and its sequel debuted on the Wii on October 29, two years later.
Overview
The Battalion Wars games are a combination real-time strategy and third-person shooter. Like most R.T.S. games, players are tasked with completing objectives with the units provided for the mission—riflemen, tanks, bombers, etc. Needless to say, each unit type had its own strengths, weaknesses, and abilities and the majority of the strategy revolves around knowing where and when to deploy each unit. The unique selling point of this game is that the player directly controls one of the units the whole time, with the ability to freely switch between units as needed. Think of it as being sort of like Pikmin but with guns…and tanks.
Both games are set in a fictional world filled with global super-powers just itching to find a use for their massive armies. Seeing as the series was developed in England, each of the games’ fictional nations are comically stereotypical counterparts to real-life countries. The United States is represented by the gung-ho Western Frontier, the Tundran Territories are an odd combination of Tsarist/Soviet Russia, likewise Xylvania combines Imperial Germany with Nazi Germany, the Solar Empire is a futuristic tropical Japan, and the Anglo Isles—first introduced in the second game—mirrors the Anglo Isles…I mean the United Kingdom…seriously, they weren’t even trying to be subtle with that one.
As to be expected, each of these nations employ an eccentric and colorful cadre of commanders. Each mission has the player receiving orders from one of their faction’s commanding officers while the enemy commander emotes and responds according to the events of the game. While they don’t offer any special gameplay bonuses like the commanders of the Advance Wars series, the commanders’ typically blasé attitude toward warfare and nonchalant dialogue helps keep the tone light. I would say the only commander that I personally didn’t care for was Empress Lei Qo of the Solar Empire—who left so little of an impression on me, I had to look up her name just to write the previous sentence.
The third-person perspective really is what makes gameplay stand out. Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict, instead of some ghostly observer calling the shots. When your battalion’s under fire, you’re under fire, and having to make tactical decisions in the midst of the chaos of the battlefield can create some really tense moments. Then there are the times when you spot some enemies in the distance or look at the map and have to plan your next move. I’m not sure I can properly express the feeling I would get as my men crowded around me, expectantly waiting for me to formulate a plan of attack.
Being an entity on the battlefield requires the player to look after both himself and and his units.
If quality gameplay wasn’t enough, these games are also overflowing with personality. The games’ humor and cartoonish visuals give the series a lighthearted tone; these aren’t games out to deliver a ham-fisted “war is bad” message but instead revel in the innocent—and perhaps naive—feeling of playing with toy army men. Despite having the depth of a Saturday morning cartoon, almost every character is likable in some way—with my personal favorites being Tsar Gorgi, Kaiser Vlad, and Col. Austin—and I genuinely wanted to know what happened to them next. Each faction’s units are instantly recognizable, and their designs convey a lot of personality, not just for the unit itself, but for the faction it belongs to.
Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict.
Now that we’ve covered the basics, take a closer look at the first game.
Battalion Wars
The cute proportions and solemn color choice of the cover art sums up the game’s unique atmosphere quite well.
I first heard of Battalion Wars from the now defunct Nintendo Power Magazine. That’s not to say I immediately took an interest in it, however. I wouldn’t pay it much mind until my younger brother returned from the now defunct Hasting’s Entertainment with a used copy of the game. Shortly after he inevitably lost interest in it, I took a crack at it and fell for it harder than Tsar Gorgi off a bridge (too soon?).
The game places the player in command of the forces of the Western Frontier—with some exceptions in the form of unlockable bonus missions. The story begins during an uneasy truce between the Western Frontier and their longstanding enemies, the Tundran Territories. War breaks out when Western Frontier troops find a Tundran spy on the Frontier side of the border. As the plot continues, the Tundrans ally themselves with the Xylvanians, the Xylvanians betray the Tundrans, an old man is thrown off a bridge, I think there was a zombie-ghost legion at some point…you get the picture.
While it won’t win any awards, the story has a great sense of progression to it. Plot-wise, mission objectives often tie into something you did in a previous stage. If you saved a spy, you can bet his intel is what will point you toward your next target. The fort you defend in one mission is essential to launching a counter attack in the next and so forth. It’s a small detail, but having your actions contextualized like that goes a long way toward making your input feel meaningful.
While it won’t win any awards, the story has a great sense of progression to it.
While we’re talking about writing, I need to discuss the most important character: the grunts. Throughout the game, the troops under your command are constantly responding to your orders, quipping at the enemy, talking among themselves, or commenting on the situation at hand…and it is freaking adorable! Okay, I know that sounds like it’d get annoying after awhile, but the troops have so many lines that I would sometimes still be discovering new ones on my fourth or fifth play-through of particular missions.
“I’m beat…let’s make camp and whip up some cocoa!”
On to the atmosphere: the visual style is a strange blend of cute, chibi soldiers and vehicles and a muted color palette that gives the environments an oddly grim and gritty feel. This, in conjunction with a great soundtrack that wouldn’t sound out of place in an old WW2 movie, produces a unique atmosphere in which the tone is never too heavy or oppressive but the player is still fully aware that—no matter how cute the enemy’s tanks are—this is still war.
The game isn’t without faults, however. The A.I. for units under the player’s control is a little slow on the uptake, to the point of seemingly lacking a self preservation instinct at times. I found any mission where I had to fight enemy aircraft especially aggravating, as anti-air vets tend to not take initiative, resulting in massive losses from even brief lapses in focus. I didn’t care much for missions where the game expects me to command planes and ground forces at the some time, either. For whatever reason, when given the wait command, planes continuously fly in a straight line instead of staying in proximity to where they were when the order was given. This required me to constantly check back on them to make sure they weren’t about to fly over enemy anti-air embankments.
Battalion Wars 2
More playable factions, more unit types, more color! KA-BOOM!
Battalion Wars 2 starts its story off 200 years in the past by showing the player the final conflict between the Solar Empire and Old Xylvania at the end of the “Lightning Wars”. Bottom line is that the S.E. nukes O.X.’s H.Q. with an orbital death ray and then—fearing that the weapon is too much power for anyone to wield—chucks the controller (a staff) into a glacial ravine…what could possibly go wrong?
Back in present day, it’s been 2 years since the events of B.W. 1 and the nations of the world are at peace…until the Anglo Isles preemptively attack the Solar Empire based on rumors that they are harboring some sort of super weapon. The plot jumps between flashbacks and modern day from there with each campaign focusing on a different faction: a conflict between the Western Frontier and Tundra, the Anglo Islands staving off the Solar Empire’s retaliation, one where the player controls Old Xylvania’s forces, and finally Tundra’s attempts to prevent Xylvania from finding the staff.
The plot sounds a lot more complicated, but it really isn’t. I assume the 200-year-old-artifact-of-doom plot was meant to make the story feel bigger than the last game’s. Unfortunately, I’m not very fond of epics; I much prefer down-to-earth plots as I think they tend to have better focus and require the author to actually make me care about something specific like people or places. Fortunately, most of the characters are still quite likable, including most of the new ones.
Sadly, the narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had. You only play as any one faction for at most five missions (usually less). Between less emphasis being placed on the player’s actions between missions and the fact the player constantly switches sides, that feeling from the first game of being a single commander fighting in a series of much larger conflicts is completely gone.
Did I mention the volume on the player’s soldiers has also been dramatically reduced? They still speak, and I’m sure it’s still adorable, but I for the life of me can’t hear what they’re saying.
The narrative’s constantly changing point of view leaves the story unfocused and absolutely kills that sense of progression the first game had.
Moving on to the visual design of this game: many of the units received redesigns, especially the Tundran Territories’ infantry, most of which I think are improvements. The same can’t be said for Brigadier Betty: her look, not to mention her distinctive voice and a good deal of her peppy can-do attitude, are gone, making this iteration rather bland and forgettable. Speaking of bland, the game’s color palette is much more colorful which, while fitting well with the cartoonish style, demolishes the unique atmosphere of the B.W. 1 and stands out less by comparison.
On the left, a plucky, upbeat, and memorable character; on the right, the uncanny valley.
Okay, so maybe the aesthetics and narrative aren’t on par with the original, but this game fixes many of its predecessor’s failings when it comes to gameplay. The A.I. is much more proactive: there were many times I would be ordering my units to attack a tank or some entrenched enemy infantry and would be surprised by the wreckage of an enemy gunship I didn’t notice suddenly crashing nearby. Oh, and planes finally fly in circles when put on standby!
The motion controls also make targeting enemies and issuing commands a snap. The only place where they really feel out of place is when controlling aircraft, as pointing the Wii remote up or down controls altitude. This feels awkward, especially if the player is trying to target a ground based unit, partially due to the game not making the change in altitude immediately obvious.
The game’s missions do feel a bit more repetitive than before. BWii’s missions follow a pretty predictable formula: defend a location then go on the assault or go on the assault and then defend the capture point. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of, so I guess it more or less balances out.
The game’s missions do feel a bit more repetitive than before. That said, BWii doesn’t have any missions that drag on too long or feel unfair—which the first game was occasionally guilty of.
Of course, Battalion Wars 2 also brought new gameplay elements to the table: naval units and buildings. Naval units basically feel like tanks and artillery, but much more sluggish. That said, the game does a great job of conveying their weight and scale, and their long range means naval missions don’t feel too drawn out. Unfortunately, missions in which the player has to command both land and sea units tend to feel disjointed and tedious, due the two unit types’ inability to travel together and the player not being able to use the “All Units” button to regroup their units without messing up their positioning.
Buildings are a solid addition. Players can’t select their position, instead having to secure predetermined locations. Once under the player’s control, buildings will periodically replace fallen units corresponding to the type of building (e.g. aircraft for airfields). These help take the edge off, as the player doesn’t have to worry about losing essential personnel. That said, the fact that units have to run all the way to the players position, which can be on the other side of the map, means the player can’t rely on reinforcements too much.
Debriefing
Despite all of the flak I just gave Battalion Wars 2, I do think it’s the better game. While I think Battalion Wars has more personality, it can also be much more tiring—and sometimes frustrating—to play. Of course, neither is particularly hard to come by, and they’re both worth your time.
Sadly, Nintendo never commissioned Kuju to make a Battalion Wars 3. I think it’s blend of action and strategy would’ve been a great fit for the Wii U, and the Wii U gamepad would’ve been a great help in micromanaging units, something that neither game made easy. Nintendo still seems to have a fondness for cartoony wars games if the recent 3DS game Tank Heroes is anything to go by, so I haven’t completely given up hope. If the rumors of GameCube games coming to the Switch’s Virtual Console are true, I’d happily double dip on Battalion Wars…and not just because of how utterly unreliable old GameCube memory cards are.
About the Author
Glen Straughn is a lifelong Nintendo fan whose love of video games has inspired him to pursue a career in computer programming. He is currently studying to receive his masters in computer science from Oklahoma State University. He has gotten an S rank on every mission in BWii, and even managed to get an S on the final mission on his first successful play-through…completely by accident.
If you’re old enough to remember printed game manuals, you’ve probably heard gamers joke about how superfluous they were. Ever since the mid 90’s, games have featured in-game tutorials and, even then, most people are smart enough to figure out the basics just by fiddling with the controller for a few seconds. They were utterly redundant. And yet, just about everyone admits that the first thing they did when they bought a new game as a kid was read those blasted booklets cover to cover. I know I did.
Nowadays, print manuals have been phased out in favor of in-game tutorials and digital guides accessible with a few, quick button presses. But just because something’s extinct doesn’t mean it’s not worth studying. Let’s take a look at how game manuals evolved over the years.
These have been gone for eons, and yet every natural history museum has to have at least one.
I’ll be limiting this examination to one mainline Mario title per console generation: Super Mario Bros., Super Mario World, Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy 2. Why? Because contrary to popular belief I actually have a life, and to do this properly is way more work than even I’m willing to put out.
Printing
The most noticeable difference between manuals at first glance is their physical construction. The original Super Mario Bros.‘s manual is approximately 5.2×4 inches, which is considerably smaller the manuals of later generations, which all average to roughly 4.6×7 inches. Of course, size differences pale in comparison to the actual printing. With the exception of the cover and the gold Nintendo Seal of Approval on the first page, Super Mario Bros.‘s manual is entirely in black and white. Later generations would feature full color print for their manuals. Moreover, much more thought was given to how the pages were laid out, with sentences no longer being split between pages and more organic placement of text and illustrations. The last item of note is Super Mario Galaxy 2‘s manual is written in three languages: English, French, and Spanish. As to be expected, this tripled the booklet’s thickness.
Story
Back in the day, the only way to know a game’s plot often times was reading it in the game’s manual. Even after games started to become self-contained by providing opening cinematics, manuals continued to provide brief summaries of the game’s premise.
As to be expected, the plot summary of the first Super Mario Bros. is short and to the point. It describes what happens, without going into much detail as to how or why. Moreover, we don’t get to see things from any character’s point of view. Because of this, the narration has a sense of detachment from the plight of the hero, giving the plot summary a matter-of-fact tone. In short, it’s not so much a story as it is a plot.
In short, it’s not so much a story as it is a plot.
By contrast, Super Mario World‘s story uses a limited third-person narrative, presenting the story from Mario and Luigi’s perspective. The characters are presented as, well, characters: they’re given motives, emotions, and even dialog. Moreover, the story is actually presented as a narrative, with events playing out in sequence. Interestingly, the story (in the North American manual, at least), makes reference to the events of Super Mario Bros. 3, indicating that SMB3 is canonical despite Miyamoto stating it was all a stage-play…
Super Mario 64 continues the increased focus on narrative, notably by spending two whole pages on story! The story starts with a dose of self-awareness by asking, “Is there no end to the constant feuding between Mario and Bowser?” Afterward, the plot is told entirely from Mario’s perspective, with frequent interjections from the man himself. These quips from Mario are actually a bit jarring for anyone used to Mario’s modern portrayal, as they actually communicate some personality. It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player. Other than that, the story unfolds much like Super Mario World’s, which is to say a narrative instead of a plot. Interestingly, Mario 64 and Super Mario World‘s stories both include some overlap with what the player would see during gameplay.
It seems at this point Nintendo wasn’t afraid to let Mario be his own character instead of a stand-in for the player.
Super Mario Sunshine‘s story section is somewhere between the style of Super Mario Bros. and its super Nintendo and N64 predecessors, mostly leaning toward the former. While it attempts to convey the story with the sense of drama of Super Mario World and Mario 64, it only describes things in broad strokes. Like Super Mario Bros., there’s no focus on characters, instead favoring a description of events from an outside perspective. I assume this is in part due to the inclusion of cutscenes in the game itself. Since this was the first Mario game to be almost entirely self-contained when it came to plot, Nintendo probably thought it would be redundant to put information in the manual that the player would receive in-game.
Lastly, Super Mario Galaxy 2 somehow manages to beat even Super Mario Bros. in brevity. It doesn’t even set up the story’s conflict. All we learn from it is that Mario’s been invited to the castle and meets a Luma along the way. That’s it. The Prologue page actually devotes more space to character bios than story, which—given the game’s focus on gameplay over any semblance of plot—is probably appropriate.
Controls and Gameplay
The most important part of a game, and thereby the most important part of a game manual, is the gameplay. Gameplay and controls vary from game to game, even within the same franchise. As such, these sections are going to differ quite a bit on the granular level. Seeing as this is an examination of the evolution of game manuals and not the Mario series, I’m going to look at the big picture: what’s emphasized and how those instructions are written.
So right off the bat, I noticed something peculiar about the way pre-2000’s manuals were written. Often times when explaining controls or specific actions, the manuals often phrase actions in terms of Mario and not the player. For example, when listing the uses for the A-button, the Super Mario World manual says it “Makes Mario jump,” instead of, say, “Makes you jump.” Sunshine and Galaxy 2‘s manuals instead phrase controls and player actions in terms of the player, using terms like “when you touch an enemy” and so on.
This is interesting as conveys the idea that—despite the player controlling him—Mario is his own separate entity, with the player simply giving him instructions rather than Mario being an extension of the player. That said, I would be remiss to not mention that the pre-2000’s manuals were inconsistent in this trend, often alternating between describing actions as being performed in third-person (i.e. Mario) and second-person (i.e. the player). Also interesting is that while Mario Galaxy 2‘s manual exclusively describes the actions Mario can perform in second-person, actions that Yoshi can perform are exclusively third-person, indicating that the player isn’t the character he’s controlling, he is Mario.
This conveys the idea that—despite the player controlling him—Mario is his own separate entity.
Older games take a very different approach to describing gameplay. Both Super Mario Bros. and Super Mario World go into great detail about everything: defeating enemies, items, kicking shells, using the weird pink ramps in Mario World, everything. Super Mario 64‘s manual spends most of its pages explaining analog movement, items, and how to progress through the game, with basic concepts like stomping on enemies being mostly glossed over. Sunshine‘s gameplay section is almost exclusively about all of the different moves and actions Mario can perform, only briefly touching on game progression or items. Lastly, while the Galaxy 2 manual mostly lists moves, it does go into more detail when explaining the mechanics of recurrent items and stage features like checkpoint flags than the previous 3D games.
Early manuals explained every facet of the game.
Personally, seeing how ideas and perspectives have changed over the last 30+ years is fascinating. We’ve seen Nintendo promote Mario as a character, only to make a 180 and make him a simple stand-in for the player. Then there’s getting to see what they thought was important for each game: back when Mario was first introduced, stomping on enemies, kicking shells, and so forth were new ideas, and the manuals tried to explain everything they could. Later games trusted that the player was familiar enough with the series—or video games in general—to figure out how to use their abilities and instead focused on the basic controls and the game’s new ideas, such as Mario 64‘s analog movement.
Unfortunately, this is where the story ends; Nintendo phased out print manuals during the Wii U era in favor of digital manuals, and now with the Switch, we don’t even have those. It’s a shame really, because, as I’ve just shown, even if you don’t need a manual to play a game or understand its plot, you can still learn from it.