Tag Archives: super mario world

Mario, I Forgive You

My relationship with the Mario franchise has been a rocky one.  Early games like Super Mario Bros 1-3, Super Mario World, and Super Mario 64 turned out to be some of the most troublesome games I’ve yet to own, with the latter two taking literally YEARS to beat, while the original trio has yet to be conquered and likely never will be.  I have also found myself to be rather indifferent to the New Super Mario Bros games on the Wii and Wii U.  I have a feeling my lukewarm attitude towards these games stemmed from the fact that I had been hurt by the famous mustachioed plumber just a few times too many. Continue reading Mario, I Forgive You

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Community Post: The Duck’s Top 5 Mario Levels

Screenshot by Flickr User: JEAN-Louco por Animes e Mangas
Screenshot by Flickr User: JEAN-Louco por Animes e Mangas

United We Game’s February community posts continue, with today being the day the Duck will present you all with my entry on the topic of levels in the “Mario” series.  Gamer or not, pretty much everyone’s heard of Mario, and there’s a reason this squat plumber is so popular even after people have been playing his games for over three decades.  Because the games have something in them for everyone.  They have good, old platforming goodness through a wide variety of environments, an innocent charm that people of all ages can enjoy, challenge (and boy, can they be challenging), not to mention princesses to save and big Koopa Kings to toss.  There are so many “Mario” levels out there, and yet they still manage to find ways to do something new with each one and make them stand out from the rest.  So I decided for my post that I would list my top five “Mario” levels, and to make it fair, I am going to list my top level from each of my five main “Mario” games in order from least favorite to top favorite.  The games I considered for this post span 1991-2010, “Super Mario World”, “Super Mario 64”, “Super Mario Sunshine”, and the two “Super Mario Galaxy” games.

5. Okay, this first one is not strictly my favorite level from a particular game.  I chose it more because I have some good memories associated with this level that I can’t really claim to have with the others.  This level is Stand Tall on the 4 Pillars, which is found in Shifting Sand Land from “Super Mario 64”.  In this level, you go into the pyramid and fight the boss, called the Eyerock (consisting of two hands with an eye on each palm, a surprisingly common boss in games), for a star.  As I hinted at before, the level itself is not that exciting, but the last time I played this game was the very first time in about 10 years of owning it that I finally got 100%.  And this particular playthrough consisted of my very first time through this level.  Ever.  So, for one thing, getting to play an entirely new level in a game I had been trying to beat for a decade was pretty exciting, which is one cause for my fond memories of it.  The other reason is what took place while I was playing it.

I remember I was relaxing in my most comfortable chair one afternoon playing this game.  It was quite a peaceful time, and for some inexplicable reason, my cat, Alex, decided to jump onto the chair with me, which he had never done before and never did ever again.  The chair was much too small for the two of us, so he had to settle with largely laying on my lap, making it that much more fun to play the game.  And this happened to be during this very level, which was also a surprise, considering it was my first time through it and my first time ever seeing this boss.  And so I will forever have pleasant memories of playing this level one lazy afternoon with a comfy chair and a cat on my lap.

Video from Youtube user: MrGamingZone

4. My next favorite level comes from “Super Mario Galaxy”.  This level, despite not being a fan of the fiendish creature called the bee one bit, is Bee Mario Takes Flight, a level in the HoneyHive Galaxy.  And I just love it, for many reasons.  To start, it’s just such a cute level.  It’s so bright and colorful, with cute, cheery music.  And then there’s the bees.  Not just Bee Mario, but the regular bees in the level.  While most bees are terrifying and evil, these bees are just so darn adorable!  I’m not kidding you!  They are so cute!  They are plump and fluffy, and they make adorable sounds when you go up to them.  Honestly, it’s mainly the adorable bees that make me love this level, not just Bee Mario, even though he can be pretty useful, the way he can fly and climb around on certain surfaces.  But, I guess in the end, it’s really the adorable bees that make this level great.  This level and the bees that populate it are the bee’s knees.

Video from Youtube user: Overhazard

3. My next favorite level kind of bends the rules a bit.  This one comes from “Super Mario Galaxy 2”, and my favorite level from this game is, without a doubt, Return of the Whomp King from the Throwback Galaxy.  I’m kind of cheating here because, oh, my gosh, this is actually a level from “Super Mario 64”!  A bit ironic, as I honestly was not a huge fan of “Super Mario 64” (it was so darn hard, and that’s why it took me a decade or so to beat!), but this level was just so great because of the pure nostalgia.  This level is a replica of the second world from “Super Mario 64”, complete with the same delightful music and everything.  And it makes me happy because it was a world I actually liked from “Super Mario 64” (because, unlike most of the game, it was much easier).  Then, you get to fight some Whomps.  I like Whomps.  They look goofy.  (Even though we all know Thwomps are better.)

Video from Youtube user: omegaevolution

2. My second favorite level comes from “Super Mario World”, the Donut Ghost House.  I always liked the ghost houses.  They were creepy, with the spooky music and the dark interiors, not to mention all the ghosts (the big ones were so freaky!), and they were confusing, with all the doors and the strange order in which you had to go through them in order to escape, but that was what made them fun.  And I just love those old-fashioned Boos.  Adorable.  Except the ones that follow you when you look away.  That’s rather scary.  And so, since these levels were my favorites from the game, I just chose this one because it’s the first and because it’s the easiest.  Easy is good.

Video from Youtube user: BURTTtv

1. And my favorite “Mario” level, as you’d expect, comes from my favorite “Mario” game, “Super Mario Sunshine”, despite this one being the most different, but maybe that’s why I liked it.  I love this game, and I always loved Noki Bay most of all, a rather beautiful place with peaceful music and towering cliffs (which are, oh, so fun to climb), and I actually found the water to be even prettier when it was purple and polluted.  This level was so lovely and had such fun platforming that I always loved visiting it.  And as odd as it is, my favorite level in this place was Eely-Mouth’s Dentist, where you go underwater and clean the teeth of this giant eel.  The boss music in this game is quite awesome and epic (even when you’re playing dentist), and I just found it so darn satisfying cleaning up all those filthy teeth (except it was gross when some of them came out).  Maybe I’m a weirdo for getting such a rush from cleaning eel teeth, but I did, and that’s why I found this level to be awesome.

Video from Youtube user: Anon7906

Duck, Dentist of Eel Teeth

Community Post: Mario, You Lead and I Shall Follow

Image by Flickr User: ManuelSagra
Image by Flickr User: ManuelSagra

Behold, today I present you all with the delightful community post of Cary, fellow administrator of United We Game and blogger of Recollections of Play.

No matter how many times Mario’s adventures are hashed and rehashed, games that prominently feature that famous plumber, his princess, and that evil dinosaur we call Bowser, remain fresh, fun, and playable dozens of times over. Mario games are level-driven games — you’ve got to make your way through stages or levels in a series of worlds in order to reach the final battle with Bowser. And only a few games, like Paper Mario and Super Mario RPG, have deviated from the platformer tradition started by Super Mario Bros. Despite that fact the games usually contain worlds of similar themes, each is unique in presentation and design. Even so, I will never cheer upon traversing a snowy/icy world because Mario is already slippery enough, no matter how many penguin suits he owns. I will never get excited for those pre-Bowser, fire worlds, as I will never have enough patience with lava and fireballs. So when it comes to my favorite Mario levels, there will be nary an ice storm or fire waterfall in site. But there will be something “big.” Curious? Read on!

Big Island (Level 4): Super Mario Bros. 3 (NES)

You’re going to find a recurring theme in my list — I like oversized Mario things. I really can’t explain why, but I’m almost certain that the seed for this quirk was planted upon first playing around in Big Island in Super Mario Bros. 3.  So like the moniker says, everything on Big Island, is …well big. The koopas, the goombas, the piranha plants, heck, even the clouds and backdrops are larger than life. I simply find it highly enjoyable to be a little Mario running around a land of giants, and being able to squash those giants as easily as anything!

Video by YouTube user MegamanNG

Yoshi’s Island (Level 1): Super Mario World (SNES) 

Last week I wrote a post for UWG on the importance of any given game’s first mission or level or quest, and in it I mentioned how most Mario games have great lead-in levels. Yoshi’s Island in Super Mario World is a perfect example of this. Not only does this level contain a plethora of Yoshies (my favorite Mario character), but it’s a fun place to be generally. The individual worlds aren’t extremely difficult to traverse and there’s plenty to stomp on and collect. Plus, it introduces some of the best Mario musical theme renditions available.

Video by YouTube user bpblu

Tiny-Huge Island (Level 13): Super Mario 64 (N64) 

Following in my preference for all-large-things-Mario is Tiny-Huge Island from Super Mario 64. But as much fun as it is to take on gargantuan enemies, this level is especially wonderful because it can be played in two different ways, with or without the giants. And it’s not just a matter of choosing to play one way or the other, you must play the level both ways, often switching between the tiny and huge, in order to get all the stars. Tiny-Huge Island occurs somewhat late in the game, and after repeatedly going through static level after static level, the notion of working through a level that changes, if only through the size of the enemies, is refreshing and welcome.

Video by YouTube user Nintendo64Movies

The “Invincible” Tubba Blubba (Level 3): Paper Mario (N64)

I hold the two Paper Mario games I’ve played in pretty high regard as I enjoy not only the turn-based style of combat and the games’ stories, but I simply adore the graphics. It looks like the characters were all colored in and cut out of a coloring book — so cute! The “Invincible” Tubba Blubba level sticks out in my mind because it contains friendly boos. Little, ghostly boos have been haunting and taunting Mario for years, but in Paper Mario, Mario has to help save their town from the clutches of the ghost-eating Tubba Blubba. One ghost even helps you along the way! I love the role reversal, as it was something so in contrast to the traditional enemies in Mario games.

Video by YouTube user luigifan64d

Soda Jungle (Level 5): New Super Mario Bros. U (Wii U) 

Did you think I wasn’t going to end with yet another ode to the oversized?? I recently completed New Super Mario Bros. U and I think it’s the best interpretation going of Mario’s original Princess-saving story.  The Soda Jungle is a perilous place with acidic seas and other things to avoid, but it’s also got one level with  huge enemies and one level with an enormous wiggler that made me want to laugh and cry at the same time. It’s also a level with lots of variety, spanning from above ground to underground challenges. But by and large, that introduction to Giant Brick Blocks, Grand Goombas, and Gargantuan Koopa Troopas really made my day; and I love going back to that level simply because it brings me joy to do so.

Video by YouTube user At the Buzzer

Community Post: Mario, The Innovator

Image from Super Mario Wiki
Image from Super Mario Wiki

Today I present you all with another awesome UWG community post on “Mario” levels, this time written by Derek of Gamer Crash!

My childhood was dominated by Nintendo, it’s fearless red plumber and his crew. My first exposure to the world of video games came when I was very young with the Nintendo Entertainment System and of course, Super Mario Bros. It’s safe to say, I was hooked for life after pushing the jump button on the controller for the very first time. I’ve gone on countless adventures with Mario from his 8 bit days, all the way to modern times so there’s a lot of material to draw from when thinking about what aspects of a franchise you love. Have you ever stopped to think about why the Mario franchise continues to be a force after all these years?

As any person who is invested in games can tell you, the levels themselves are what make these platformer games great. I mean, think about it for a moment. Pretty much 100% of your time is spent running and jumping through them so if the levels are boring or poorly made, the game as a whole will suffer. That’s the key to understanding why Mario is consistently great. It’s the level design that shines through.

The tricky part then becomes trying to narrow down a gigantic list of Mario levels into just a handful of favorites. It’s almost like trying to pick a favorite child, pretty much impossible. So instead, I’m going to look back at some incredible innovations and trends that Mario has started by highlighting some of his bigger moments and legacy. The really interesting aspect here is that for decades, Mario has led the platforming charge. Typically, Mario innovates and others work to catch up.

Lets begin with the original Nintendo Entertainment System and the iconic title, Super Mario Bros. I think we can all agree that prior to this landmark title, the platform genre was incredibly different from what we know. Just booting up the game for the first time, you’re pretty much sent right along without any real instruction. Instinctively, you just know to run to the right and avoid enemies. As the NES ventured on we were also given Super Mario Bros 2 and 3 both of which were extremely different from one another in terms of gameplay and graphics. Each game added additional elements such as new power ups, new enemies, and more diverse bosses. For me, Super Mario Bros 3 still stands as one of the best platformers ever made. Running through those airships and defeating the boss characters for the first time was exhilarating and extremely exciting. I don’t think I’ll ever look at the sun the same way after the second world’s desert and that stupid grinning sun trying to side swipe you.

The Super Nintendo was next and with it came Super Mario World and it’s sequel Super Mario World 2: Yoshi’s Island. Yoshi’s Island to this day remains in my top 5 games I’ve played, ever. While Super Mario World really opened the door in terms of advancing the genre with it’s colorful graphics, tight controls, and engaging worlds, Yoshi’s Island took things a step further with a superior presentation on top of already addicting platforming. For one, the game looks like it was made from crayons and felt pens, giving it a unique and memorable look. What’s interesting in this game is that Mario is no longer the star as he’s pretty much rendered helpless as a baby being transported by a horde of Yoshis. As such, the controls are a bit different with Yoshi’s being able to shoot eggs and flutter jump. I can remember bosses in this game being supersized versions of more traditional creatures such as Raphael the Raven. The objective here was to run around on a rotating sphere and ground pound these pegs so they’d hit Raphael on the other side. It was as unique and different a boss battle as I’ve experienced in a platformer. It’s also the first gameplay moment that comes to mind when I’m thinking about Yoshi’s Island.

If you want innovation, look no further than Super Mario 64. It’s amazing to think where we’d be without this title. Mario 64 pretty much kicked off the 3D platformer generation, as other titles worked to try and capture that magic which Mario had unlocked on the Nintendo 64. Seriously, without this game where would Crash Bandicoot, Spyro, Bajo-Kazooie, Rayman and others have gone in this era? It’s a hard thing to imagine. Using Princess Peach’s castle as a hub world, collecting starts to unlock new sections, and jumping into and out of paintings to access new levels was pretty much genius. Obviously, Bob-omb’s Battlefield, the first “level” you’re given access to, stands out because it really marks the first time you’re allowed to experience Mario in a 3D world. I can still remember grabbing the wings which let you fly around the level. For a person growing up in the 2D space with Mario, this moment really blew me away. The genre of “platformer” really evolved after this title.

I’m going to jump ahead next right to the Nintendo Wii as Nintendo delivered one of the most unique experiences I’ve ever played when they released the Super Mario Galaxy games. As usual, Nintendo used Mario to once again push the boundries on what people though were possible with platformers. The twist with “Galaxy” is that Mario is now in space and could visit all of these different galaxies each with their own unique themes. Some were more traditional platform style worlds while others could have Mario running around on a true 3 dimensional shapes. Better yet, Galaxy tapped into a completely new physics system which allowed each celestial object to have it’s own gravitational force letting the player walk sideways, on the ceiling, or run completely around the object. The Honey-Hive Galaxy still stands out not only for the introduction of the bee suit, but because it was the first galaxy to really remind me of a traditional 3D Mario world in this title. It was a nice break from all the planet hoping at that time.

To me, Mario remains timeless because of the thoughtfulness put into each one of his levels. If you’re someone who has played at least one Mario game in your life, I’m sure you can pick out one or two levels that really stuck with you. That’s some incredible magic and a rare quality that Nintendo is able to tap into game after game. Mario has given us some amazing adventures and memories through the years and here’s to many more to come!

Community Post: A Mario Level for Every Player

Today I present you all with the next UWG community post on the topic of “Mario” levels, this one written by blogger Chip of “Games I Made My Girlfriend Play“.  Enjoy!

My earliest experiences with the Mario Brothers were not spent playing, but reading the instruction manual while watching my younger brother play the very first game on our Nintendo Entertainment System.  As I scoured over the game controls and characters, my brother would play through this relatively new experience with the ease of a much older gamer.  All of Mario’s moves seemed natural to him, as if he had traveled these fantastic worlds for years.  The reality of the situation is that my brother has better eye-to-hand coordination than I do, but the level design of Super Mario Brothers had something to do with his genius as well.

Think back to that very first level, World 1-1.  There was no tutorial, no overt guidance for the player; only a stubby little plumber standing on the far left side of a screen.  Any attempt to travel further left would result in the player hitting a wall, so to the right we must go.  Oh no, there’s an angry looking mushroom heading your way.  Quick, try one of those red buttons on the controller.  Okay, ‘B’ doesn’t do anything… what about ‘A?’  Ooh, you made Mario jump!  Try to stomp that mean looking guy.  Hey, you squished him, good job.  No time to celebrate though; there is a timer counting down up there.  Let’s get going.

The design of these early Mario games provided levels that taught players the rules without beating them over the head with exposition and hand-holding.  Almost all of the necessary skills could be communicated through visuals and the experience of play.  To sweeten the deal, these games had such a reliably steady difficulty curve.  Each concurrent stage added new challenges, but they hardly ever put the player in a situation without the resources to learn and grow.  This trend of difficult but fair level design has continued in the Mario Brothers series to this day.

Over the years, I have enjoyed many a title in the Mario series.  I would consider myself a rather advanced player; not a genius like my brother, but someone who has played enough of these games to acquire skills beyond the average.  I have put in the hours, completed dozens of stages, stomped many a koopa troopa.  In other words, I am pretty damn good at Mario.  However, I recently witnessed a charity event that humbled me to my very nerdy core.

Awesome Games Done Quick 2014 started on January 5th and featured some of the most amazing speed-runners playing games and accepting donations for the Prevent Cancer Foundation.  Over the course of seven days, 115+ games were played continuously for charity, including a hearty block of titles from the Super Mario series.  I just happened to tune in right at the start of a race between two players in the SNES classic, Super Mario World.  What I saw in that live stream blew me away:

Video from Youtube User: SpeedDemosArchiveSDA

Just look at these guys- they never seem to stop running!  They are using tricks within the game design that I have never seen before.  It seems like every level is not merely a slog from left-to-right, but a challenge to discover new and inventive ways to speed through the game.  While they do exploit some glitches over the course of play, the meat of their performance comes from intentional secrets and layouts within the level design.  This is particularly noticeable in the stages made up of platforms or mushrooms suspended above bottomless pits.  It looks like the placement of enemies was designed to be vaulted upon for a quick trip through difficult spots.  It’s as if the designers wanted to reward dedicated players with the means to bypass the usual routes and discover entirely new ways for Mario to travel.  This intention from the designers is made even more clear through the Super Play videos included in the more recent Mario titles.

That is the lesson I have come to realize in between the moments of actually playing games with the Mario Brothers.  There is an amazing balance in the design of these levels so any player can pick up the controller and have a worthwhile experience.  The novice player can discover a new hobby that eases them into the game with intuitive controls and a steady difficulty curve.  World 1 will prepare them for World 2, which will prepare them for World 3 and so on.  Behind the scenes, these levels have skilled routes carved into the background; perfect paths with a hidden time limit that provides a challenge to the expert who is looking for something new in a beloved game.  For every level that made good use of my instruction manual studies, there is a stage that provided a seamless flow of play for my brother.  It seems that across the long list of games in the Mario Universe, there is a level for every player.

For the record, the level for me is World 1-7 from Yoshi’s Island: Touch Fuzzy, Get Dizzy.  But that’s just because I am a sucker for trippin’ dinosaurs.

Community Post: The Levels Make the Plumber

Image by Flickr User: daveynin
Image by Flickr User: daveynin

Behold, the first of United We Game’s series of community posts on “Mario” levels, this one by Hatm0nster AKA Jacob, fellow administrator of United We Game!

Mario has been Nintendo’s flagship franchise since they first burst onto the scene with Super Mario Brothers for the NES (Or with the Donkey Kong arcade game if you want to get technical). It takes quite a bit to maintain that kind of staying power for more than 25 years, and we can rest assured that it’s not the portly plumber himself who’d the cause for the series overwhelming success. No, instead it’s always been Nintendo’s ingenious ability to consistently push the boundaries of level design as we know it. Nearly every main series entry has shown us new ways to explore the world with our mustachioed friend, and has left long-time fans with a lifetime’s worth of memorable locations that we can’t help but mentally revisit from time to time. The following are but just a few of my personal favorites.

Pachinko Machine (Super Mario Sunshine)

I’m not sure if that’s really the name or not, but that’s how I’ll always remember this one. It’s not a very popular level due to its stupid level of difficulty compared to the rest of Super Mario Sunshine, but for me that’s kind of the point. It took so many tries to beat this level the first time that I honestly couldn’t even give you a ballpark figure (it was A LOT.) but few things over the years have beaten the feeling of triumph of finally beating it after so many tries and so many failed strategies. Finally beating that stinking machine made all the frustration totally worth it and forever cemented the level as a favorite…as odd as that may sound. J

Luigi’s Purple Coins (Toy Time Galaxy – Super Mario Galaxy)

Finishing this level was actually one of those few things that beat the feeling of completing the Pachinko Machine level. It’s a challenge that, even though it’s stupidly hard, I heartily recommend that every Mario fan should at least attempt. This was the single hardest challenge I’ve ever faced in a Mario game. The challenge is simple, collect all the coins in the level. However, that simplicity comes with a catch: you are given just a little more than enough time to get them all, and you can never touch the same platform twice. It’s hard, unforgiving, frustrating in the utmost, but like the Pachinko Machine, the feeling of beating it is almost unmatched! It stretches your command of Mario’s abilities to their very limit and walking away victorious feels like earning your platformer mark of mastery! If you haven’t tried it, go do it now! You don’t know what you’re missing!

World 8 – First Tank (Super Mario Bros. 3)

My first experience with Mario was with Super Mario Brothers 3 (The All-Stars version on the SNES), and for the most part I found it pleasant and fun until one stormy afternoon when I warped myself to World 8, and wow. I was really young at the time, so going from bright and happy to what looked more or less like hell was kind of scary. And what’s more, the first level played differently. It wasn’t a regular stage, but an army procession filled with intimidating machines of war and projectile-death all over the place! I did beat it eventually, but that incredibly jarring transformation has stayed with me ever since. I suppose that’s why it’s a favorite, it turned everything about the tone of the game one its head and yet still built on the pre-established gameplay. It caught me off-guard, something that no other level has ever managed to do.

Castle 1 – (Super Mario World)

This was the level that hooked me into Super Mario World! Up until that point the game had offered up the usual platforming fare: jumping, swimming, quirky blocks, and power-ups, but then this castle comes along and suddenly I get to not only climb all over the screen but flip to the other side too?! It was just too incredible! Instead of jumping over enemies, I could climb behind them. Instead of jumping on their head, I could punch them off! What sorcery was this?! The mechanic wasn’t used much afterward, but I didn’t care, the simple fact that I could do something like that was just too exciting to write-off.

Bowser in the Dark World (Super Mario 64)

Everything about this level was, no is, perfect! This was the one that convinced me that Super Mario 64 was not only good, but special. It starts off by just dropping you into the thick of it. One second you’re looking at Peach’s face transforming into Bowser’s ugly mug, and the next you’re in a new level unlike anything else in the game before it and told to find your way out…if you can! The obstacles are daunting but just challenging enough to keep you cautious, the music drives you forward with purpose while simultaneously inspiring a sense of awe and wonder; There’s a secret star to be found, extra lives for those that dare attempt to retrieve them, and it’s all finished off with our first face to face with a 3D Bowser! I have played this level dozens of times over the years and it has never gotten old. All those incredible feelings from that first encounter still surface after dropping into it and have barely diminished. Is it the best Mario level ever made? Objectively, no. Probably not. But for me it’s the pinnacle. From feel, to design, to challenge, to tone, for me this level is flawless!

I could list so many more, but stopping there just feels right. The Mario games are just so chock-full of wonderful places that even some of the great ones wound getting forgotten. These were just the ones that left the biggest impression on me. What are yours? Are they all favorites because they were just wonderful to explore, or was it the rush of beating them that enabled them to rise through the ranks into favorites?

Day 6: Most Annoying Character

The Duck is still working through the 30 day video game posts, slowly, like an unusually fatigued squirrel, with strength left in its fingers only, creeping towards an acorn, thirty acorns.  In winter.  When they move more slowly.  No, it’s reptiles that move more slowly when it’s cold.  Never mind.

            And today’s topic, only topic 6, actually, which makes me further realize how pathetically slow I’ve been, is on the most annoying video game character, a rather difficult one for me.  Some characters are indeed annoying, like Prince Tricky from “Star Fox Adventures”.  But, is he annoying enough?  Or Kiddy Kong from “Donkey Kong Country 3”, who is actually more creepy than annoying.  Or Lanky from “DK64”, who is also creepy, in an annoying way.  There are also bossy characters that tell you what to do, like various sidekicks in “Zelda”, or whenever Professor E. Gadd harasses me in “Luigi’s Mansion: Dark Moon”.  Stop calling me, you creepy, old man that looks like a decrepit child!

            Well, many people, I’ve heard, go with Navi, the fairy that helps you in “The Legend of Zelda: Ocarina of Time”.  Probably because hearing “hey!” and “listen!” every time you target an enemy gets old.  And there are lots of enemies.  But, is she the most annoying character I can think of?  Well, as I often do, because I have no life, apparently, I made a list of annoying characters by console.  And believe it or not, I came up with one few would think of.  (Well, it would be weird if you didn’t believe it.  I never lie to you.)  And so the character that annoys me the most is…

            Mario.  Yes, Mario.  From the “Super Mario Bros.” games.  Why?  Two words.  Slippery shoes.  I hate Mario and his slippery shoes.  Never have I played a game where a character has so little traction on their feet.  You’d think the soles of his shoes are made of butter or wet soap or a slick sheet of ice.  I have so many unhappy memories of playing the old “Mario” games on the Super Nintendo and having teeny, tiny platforms to land on, and I land on them just fine (after dying many times because I kept missing prior to the times I did indeed land on them), and then Mario slides right off.  You know how annoying icy levels in video games are, when your character always slides to and fro, and you have trouble getting them to actually cooperate with you?  Well, in a “Mario” game, it’s like every level is an ice level.  Thanks to Mario.  And his stupid, idiot moron shoes.

            I’m serious.  It bothers me so much.  I seem to have much less trouble in newer “Mario” games, but I still can never get over the amount of pain those old “Mario” games have caused me.  If Mario wore some nice hiking shoes or even ran around barefoot, perhaps, the games would have been a different experience.  But, no, Mario decides that it is a good idea, when embarking on a treacherous journey to save Peach again, to wear shoes that would get you killed walking in your own house, let alone mountains and forests and all manner of other locations that all like to involve bottomless pits and stick-like platforms placed here and there throughout bottomless pits.  Does Mario think he’s funny?  Does my pain amuse him?  Is he that bent on bothering me that he’ll risk dying due to his slick shoes?  It certainly seems that way.  Few games are more frustrating than the old “Mario” games, and it is all thanks to Mario and his sadistic (and masochistic, as his own poor decisions harm him, as well) choice of footwear.

            And yet, Mario is so dang popular, which only makes things worse.  It does!  Really!  There are constantly new “Mario” games.  But, do we see new “Metroid” and “Zelda” and other such delightful things very often?  No, we do not.  Samus and Link have the common decency to wear proper shoes in their adventures, and yet Mario gets the spotlight.  Mario gets all the games.  Mario gets everything.  And this simply isn’t fair.  Not to gamers that are not infatuated with this particular plumber.  Not to gamers that would like to see characters that give a darn about their fans (by wearing shoes with traction!) get more games.  No, this man named Mario has gotten out of control.  Someone ought to rein him in.  He is a fiend.  A fiend, I tell you.  That has the nerve to wear slick shoes, and yet he still stays popular in the gaming world somehow, probably only because he has some unsavory connections, which only funds his ‘shroom addiction.

            Mario, you annoy me.  You really do.  Watching you die a dozen times in “Super Mario World”, due to your bad decisions, not mine, annoys me.  If I die in a game, I want it to be because of my own mistakes, not those of my character.  Perhaps if you wore proper shoes, maybe Peach wouldn’t be kidnapped so often.  You probably run at Bowser whilst he’s in the middle of taking the princess, yet miss and slip right on past, while that dastardly turtle gets away with his crimes once again.  You should be ashamed of yourself, Mario.  You know what, I bet you want Peach kidnapped, so you can have more games.  And more coins, that you spend on your unhealthy addiction to fungi.

            And so, my readers, do you not see what a most bothersome, most obnoxious, most annoying person our Mario is?  And it all stems from his slick shoes.  That he bought.  With the coins he didn’t spend on ‘shrooms.  Hours of my life have been wasted trying to get him to navigate precarious platforms, only to fail because of these shoes.  But, I can’t blame the shoes.  I blame the man wearing them.  I blame you for my problems, Mario.  I blame you.

The Duck That Wears Better Shoes Than Mario and Would Make For a Better Platformer Character, in a Game Called “Super Duck…um…Ducks”