Diving into Nintendo history is always a pleasure, especially when it involves a long-lost golden grail such as this. Man, if I could ever achieve what those guys at Sky Skipper Project did...
Contrary to the "good" rating below, I was bit harsher than it deserved. It's weird as all hell, but it's not bad. Really. It just takes time to get used to.
Hello, and welcome to my new Hey Poor Player column: 8-Bit Chronicles, wherein I analyze classic arcade-munchers of the 80's! Giving I already host another column (Sleeping With The Enemy), I'm certain this is rather left-field, so let's break down how this came to be and what it'll entail.
As readers may recall, I announced last fall I'd be coveringArcade/8-Bit video games after 2019's New Year. The reasoning was simple: given their brevity, they'd serve as excellent outlets for maintaining a consistent writing output. As opposed to the 1500-2000 word caps I typically uphold for Leave Luck to Heaven, these would gravitate towards 1000 words -- a reflection of their pick-up-and-play breadth, if you will.
How does one define perfection in video games? Is it recognizing how one game brilliantly executes its main goal? Is it simply returning to a childhood favorite again and again? Or, perhaps, is it something as broadly simple as doing everything right? In that case, it's difficult to imagine anything more perfect in the Zelda pantheon -- or perhaps even all of Nintendo's library -- than The Legend of Zelda: A Link to the Past. There are a variety of reasons for this, but more than anything, it's timeless in its accessibility. Consider this quality when when juxtaposed to Zelda's other masterworks: Majora's Mask -- which I still consider the the series apex -- demands an entirely different style of play that can be too stressful, Breath of the Wild and even this game's sequel in A Link Between Worlds may stray too far from the series formula for some, Ocarina of Time suffers from the same graphical degradation as the rest of its respective generation, and The Legend of Zelda is too archaic and impenetrable by today's standards.
Only Link's Awakening for Game Boy may match it here, and as masterful as that game's bittersweet balance of infectious light-heartedness and gradual melancholy is, A Link to the Past is instantly superior for presenting the greatest opening in series history -- as far as Nintendo games go, only Super Metroid and Metroid Prime may surpass it, and A Link to the Past may even trump those with its own title opener. After the Nintendo logo flickers on screen with the gentlest of harps, a majestic three-dimensional Triforce morphs into shape, embedding within the game's logo as the Master Sword pierces through, a triumphant score celebrating our arrival into the latest Zelda adventure.
Dear reader, should you be the gaming type--and I'm assuming you are, considering you're reading a video game blog-- let me ask you this: if you could, would you take on the impossible task of playing a game forever? Personally, there would be far too many earthly pleasures to give up for such a venture: while the luxuries of drinking Welch's White Grape Juice and stroking cats could simply be delivered to me, the simple pleasures of taking afternoon walks, watching cat videos and reading weathered One Piece and Eyeshield 21 volumes would simply be too much to give up.
And yet, a number of games pop readily to mind. I remain endlessly entertained by Super Smash Bros. for Wii U and 3DS, for example, and I've yet to grow boredof Splatoon even on the eve of its sequel. I've never tired of the cathartic seas found in The Legend of Zelda: The Wind Waker, and my fascination with Bubble Bobble on my beloved NES Classic Mini hasn't ceased. I've lost count of how many times I've completed Star Fox 64 and Tales of Symphonia; in fact, I'm at the tailend of a playthrough for the latter right now.
When Super Mario Bros. launched in 1985, it captivated a worldwide audience through subtle accessibility and an addicting idealism that made players say, "I can do that." It was a game that fed upon muscle memory via carefully crafted physics and manipulation of Mario's surrounding environment, all nuances anyone could enjoy thanks to its accessibility. It was a pick-up-and-play game of the best kind, with level design fine-tuned as subtle tutorials and music that manipulated us to try, try again.
In contrast, its wombmate The Legend of Zelda offers relatively fewer cues, doesn't involve as much exertion, and requires a dedicated commitment for full enjoyment, but it captivates us through a slightly different ideal: "I can do it this way." Its world of Hyrule entices us with an open world, one where we can explore anywhere and are rewarded for doing so. Much like Super Mario Bros. before it, it becomes "our game": Shigeru Miyamoto's personalized garden can be tackled any way we wish, even if it's not bound by a set order.
Has there been any Nintendo game,nay, any video game as critically acclaimed as The Legend of Zelda: Ocarina of Time? As beloved, as revered, as worshiped? The likes of Super Mario Bros. and Pac-Man may have deeper permeation in popular culture, and it can be argued other 3D Nintendo masterworks like Super Mario Galaxy and Metroid Prime have long since usurped its throne, but Ocarina of Time's reverence is just a tad more special: that being, it hails from a period where the once-stunning transition from 2D-to-3D is now as dazzling as a two-week old moldy sandwich.
Make no mistake: Ocarina of Time is not infallible to the aging process -- even Zelda creator Shigeru Miyamoto believes it looks rather rough now -- but I dare any one of you to tell me its opening title screen still doesn't possess that awe-inspiring calm of late '98. The clomping of Epona's horsesteps greeting Hyrule Field's sunrise, the game's title slowly materializing into focus, the accompanied piano/flute rendition of the NES Zelda's Fairy Flute fanfare introducing Link's much-awaited transition into 3D are all still a feat of attention-grabbing magic in everything from camera direction, music and the sense of grandeur involved.
Let us dispel any doubts; nearly twenty (twenty!) years later, Ocarina of Time remains a stellar high-point for video games, for Nintendo's library, and, in the relevant constrains of this review, within its legendary source series. The extent of its perfection remains debatable; to my mind, it is surpassed by both its offbeat, poignant sequel Majora's Mask and SNES predecessor A Link to the Past, but Ocarina of Time surpasses its brethren in what perhaps matters most in any action-adventure game: rock-solid pacing.
Whereas future Zelda games got too caught up in constantly spoon-feeding context and mechanics, Ocarina of Time doesn't spare a moment in capturing our attention: we're introduced to a boy without a fairy, nightmares of runaway princesses and evil horsemen, prophecies of destiny, and a wondrous bird's-eye view cruise through the skies of the enchanted Kokiri Forest.
This is all done in less than five minutes. Yes, there is a quest ready to be started, but there's no overbearing NPCs or dumb mini-games stopping you from exploring the enchanted forest at your leisure. Haven't you ever noticed how the Lost Woods is just sitting at the back, begging to be explored? What about marveling at how you can chop up signs every which way? Okay, there's no point to that, but what's wrong with a little mayhem? Regardless, the way it's set up, you're actually encouraged to explore; you wouldn't be able to nab the Kokiri Sword and Shield, otherwise.
Right from the beginning, Ocarina of Time gives just enough breathing room to familiarize ourselves with the world, all the while taking care not to distract us with pointless trivialities. There's not the thrilling, if not slightly weary dungeon rush of A Link to the Past, nor the bloated in-between-dungeon antics of Twilight Princess or Skyward Sword; the game is supported by relevant setpieces to ease into the mechanics without being overbearing or coming across as pointless padding. Just look at how it's even sly enough to include mini-dungeons along the way; be it the Ice Cavern or the haunted well beneath Kakariko Village, we're continually discovering fascinating facets of Hyrule.
The true heart of Zelda--an open, personal garden to do whatever one wishes--beats harder here than any 3D Zelda hitherto thanks to its organic sense of discovery. Who hasn't messed around with playing the titular Ocarina? Experimented with masks from the Happy Mask Shop? Leapt off ledges and rooftops with Cuccoos to see where you'll land? Placed bombs in the most inconspicuous of places to find hidden caverns? Rolled into trees to see if a Gold Skulltula would fall out? Caught bugs in bottles and planted them anywhere just to see what would happen? Hyrule Field and its fellow provinces are designed not merely for exploration, but also of enticing experimentation (all of which expands two-fold with the game's second-act twist of time travel, but we'll get into that later).
Part of why this is so effective is the seamless camerawork: taking lessons from Super Mario 64's foray into 3D paved the way for Zelda's own transition, as simply flailing your sword about in third-person would be woefully awkward without some careful camera precision. In response, Z-targeting was devised to simultaneously shift the camera behind Link and any one targeted enemy. That it extends to beyond battle--NPCs, landmarks and even signs are applicable--awes in its simplistic intuitiveness; there are no barriers in engaging with the game's world, as you can efficiently "point" to any interactive target while still on the move. It's little wonder such a mechanic was carried over to future Zelda titles, even now.
There are many other elements I could cite, but any discussion of Ocarina of Time simply isn't complete without its immaculate dungeon design. Current series directer Eiji Aonuma made his Zelda debut in their design, yet you'd hardly be able to tell they were the work of a newcomer. The best Zelda dungeons enthrall not merely in their beautiful set-pieces or the creativity involved, but in how they echo organic quality of the overworld: by constantly traversing and retracing our steps within their depths and trying new things, we become as engaged as an actual explorer delving into ruins long lost.
This is best seen in the dungeons traversed as Adult Link; not that the Young Link dungeons aren't anything to sneeze at, but the adult ones are just on another level entirely. We're greeted one by one by what's probably the best series of dungeons in Zelda history, be it the Fire Temple's acrophobia-inducing catwalks or the Spirit Temple's excellent duality of Young/Adult Link segments. Even the oft-criticized Water Temple is a thing of beauty. Yes, there's lots of water-raising switches and Iron Boots to be equipped, but it's all a matter of patience as opposed to any actual flaws (that being the occasional obscure cue for progression, such as a certain pit). That it's Zelda's most mind-bending dungeon is a good thing: it demands our full concentration even when dealing with the game's trickiest bosses: Dark Link's mirroring movements within his ghostly, ethereal battleground and the twisting trickery of the water demon Morpha.
And yet even it hardly matches the euphoria of the Forest Temple: an abandoned mansion haunted by Poes and Stalfos. The Forest Temple represents the other side of the Zelda dungeon spectrum not in its game design --a ghost-hunting expedition, which is fantastic-- but that our senses are captivated from the moment we step in. It is hauntingly, mesmerizingly beautiful, with the outdoor gardens and vine-covered walls all tantalizing details leaving us wanting to know everything behind this unusual dungeon. Even from a technical perspective it still stuns, it being host to not one but two "how did they do that?" feats of music in twisting hallways and bosses galloping through paintings. It being the best dungeon in the game is not its highest honor; it is Zelda's finest without question.
The accompanying BGM is really what cinches it. From the very first wood-rattling, we're compelled to soak in every detail, right down to the Wallmasters preying upon Link's shadow. Its alternations between soothing flutes and ghostly vocals render it game music at its most hypnotic, successfully seeping us into the actual Forest Temple itself. Considering that Ocarina of Time is home to the best dungeon music in the series, it only makes sense the best temple has the best theme. (It's so good that I had no choice but to embed the 10-hour version I found on YouTube. Listen to it, dang you!)
Ah, speaking of music, Ocarina of Time just so happened to be Koji Kondo's last solo work for the company. While he'd gradually gravitate towards a supervisory role, Ocarina of Time is a near-flawless send-off to his solo career. The game may occasionally suffer from weak instrumentation, but you'd hardly know it from the aforementioned title theme: a gentle mix of piano and flutes slowly greets latest adventure with the upmost importance.
Just as the actual intro itself, the music wastes no time in captivating us. Kokiri Forest is perhaps one of the most nostalgic songs in Nintendo history; it embodies child-like wonder, as it should for an enchanted forest of eternal children and fairies. Its counterpart, Lost Woods, is rivaled only by the Song of Storms as the game's catchiest song. Its close proximity to Kokiri Forest demands a
childish, mischievous innocence that's echoed in the woods themselves, be it the presence of dancing Skull Kids or the skitterish, cowardly Deku Scrubs.
Limited as it may be now, the expanded repertoire of the N64 sound systems provides technically-impressive arrangements. Ocarina of Time Hyrule Field is notable for being the first dynamic-shifting song in Nintendo history: the song shifts accordingly to context, be it for enemy encounters or during sunset, so it's an excellent replacement for the main theme (which, in what is perhaps one of the game's few oversights, is strangely absent). Meanwhile, Temple
of Time still wows in how it sounds like an actual Gregorian choir. True to the
events that unfold within its hallowed hall, such a glorious sound
renders it as holy as an actual church.
Gerudo Valley, a fan-favorite, instantly sweeps us off our feet with Spanish-flavored guitars and clapping percussion; both are standouts, but the latter is especially notable for continually carrying both string and brass to craft a wild, perilous sense of danger. The canyons and deserts of the valley are hardly desolate, so it's vital the song conveys an active emotion.
(As an aside, Ocarina of Time is host to one of the very few instances of post-release music alterations inNintendo history. The Fire Temple was initially host to a chilling choir prayer containing Islamic chants, whereas future versions and ports removed said chanting and altered the melody to include a MIDI choir. Both are superb, but I think of the original Muslim chant as being more distinguished since it's so unlike anything Nintendo's ever done. It reaches a level of eerie darkness that Zelda has never tackled since, and it still reverberates at the back of my mind whenever I'm reading of history's dark moments).
Indeed, there are many things we can praise Ocarina of Time for...but is there really nothing we can critique? Perfect as its fans claim it to be, that still hasn't stopped many harsher players--or dare I say, non-fans!--from airing their grievances. It is the rushed nature of Ganon's Castle, they may say, or the Water Temple's fiasco of Iron Boots, which eludes me as much as complaints directed towards The Wind Waker's sailing. These aren't within my own gripes, yet if I were to give as spotlight on any one flaw, it would be most anything regarding text.
This isn't necessarily a dig against its script/scenario as more as how they're framed. For one thing, character dialogue is infrequent in its display speed, and it's never pleasant whenever the game churns out text to a slow, unskippable crawl. What's initially a minor quibble gradually becomes compounded with some mind-boggling decisions, and it can make for a frustrating, non-intuitive ordeal. Even when the game allows you to skip dialogue, it tends to warp instantly to end of what the character has to say as opposed to that particular text-box, so information can be accidentally skipped.
There are other niggles, like having "No" being the default option for Kaepora Gaebora's "Would you like to hear that again?" and Navi, Link's accompanying fairy, occasionally interrupting movement to blather about objectives and incoming danger. Ocarina of Time is relatively free of hand-holding otherwise, but it's in those two characters the embryos of chatterbox NPCs and helpers--soon to plague future Zelda games--are born.
Yet perhaps the deepest flaw of all lies in how Ocarina of Time is host to one of the weaker localizations released by NOA Treehouse. This isn't to say it's bad, but while there is some unique flair such as the Great Deku Tree's "ye olde" English dialect and the script is evocative when it needs to be (more on that later), there's a lot of rather plain, dry dialogue ("I should go to Lake Hylia! Many things float down the river and end up there!) and I actually cite this as the most aged aspect about the game. Characters even sometimes go OOC (Kaepora Gaebora, again: "Hoo hoo! Wait up, buddy!") and render the game more childish than it actually is.
But not even that can't smother the player's connection to Link. In the past, both Miyamoto and Aonuma have discussed how Ocarina of Time isn't necessarily "epic" in itself; rather, that feeling derives from the player's sense of accomplishment. Every puzzle we solve, every dungeon we master, every boss we overcome ingrains into us within our quest to save Hyrule.
Any video game can do this, you may say, and you'd be right. But yet again, Ocarina of Time is a step ahead: it doesn't endlessly chuck monsters and caverns to make us feel epic, thanks to its use of time travel, our actions as Link and those of other characters produce a blank, yet fatal period of history. Take Hyrule Castle Town: as Young Link, it was a bustling capital rich with activity and life. After a seven-year slumber, we are shocked at the changes wrought by Ganondorf's reign: pitch-black skies, crumbling ruins, withered trees and a population not of Hylians, but moaning hordes of ReDead zombies. Before, the town's existence was simply something we took for granted; now, its devastated state instills one goal: "I have to do something".
The game doesn't need to hammer us in the head with the characters' grief. My absolute favorite example is the Kokiri bully Mido, who obstructs and antagonizes Link at the game's beginning. Seven years later, we're provided not just with a stunning size difference--being a Kokiri, Mido is blessed with eternal youth--but a change of heart. Unable to recognize Link, he begs him to pass on a message: "Hey, you. If you see him somewhere, please let him know...[about Saria]. And also...I'm sorry for being mean to him. Tell him that, too."
Nothing more is needed. We're left to wonder how he spent seven years of regret and loss, of how much he missed someone he pretended to hate. Other characters such as the carpenter's son evoke similar emotions, as do locations like the aforementioned Castle Town. We're left to fill in the blanks of everything just out of reach, be it the legacy of the Forest Temple to the dying soldier found within the Castle Town's alleys.
It's an indescribable power that extends even beyond narrative. Hopping down into a cavern only to come face-to-face with a treasure chest we opened seven years ago. A nighttime ride on Epona in Lon Lon Ranch to the echoing, nostalgic tune of Malon's singing. In terms of Zelda, it's an intimate poignancy surpassed only by Majora's Mask and perhaps even Link's Awakening; a high bar most games can only dream of reaching.
Any issues regarding text and the occasional Eldritch Abomination found in the NPCs do not prevent the revolution brought on by Ocarina of Time. Majora's Mask would soon arrive to upend its successes by transcending the medium of gaming itself, but Zelda's first foray into 3D may very well still be sitting on its throne via duality: it is gaming at its most pure, but also evocative and alive. Even now, through time, we grow up with it.
(Also, it introduced Gorons, which are the best Zelda race because I said so. So chubby!)
Gaming before Super Mario Bros. was not exclusive to dark backdrops accompanied by blinding neon or an absence of jumping maneuvers, but they were certainly pervasive enough to define what we call the third generation of video games. Games had only begun to invent the likes of parallax scrolling and side-scrolling movement, but to one Shigeru Miyamoto, gaming began to settle a little too comfortably into dark screens and arena-based repetition.
While Nintendo was hardly exempt from these styles of games--look no further than the famous likes of Donkey Kong and Balloon Fight -- Miyamoto refused to be outdone by imitators encroaching upon what he envisioned as his pioneering work; that is, jumping games. His answer was to develop an ultimate swan song to the Japanese Famicom--about to be superseded by the Famicom Disk System-- by combining the philosophies behind Donkey Kong and Mario Bros. (jumping), Excitebike (side-scrolling), Balloon Fight (floating in the air; or in this case, the sea) and Devil World (control of a larger character).
What's ordinary and by-the-book today was set to be revolutionary in 1985: an open, side-scrolling game bursting with color and crossed land, air and sea. Us Americans probably wouldn't know it from the cover -- whereas the original Japanese box art (seen above) was illustrated by Miyamoto himself, the American release disguised its glorious setting via yet another black-themed package (its odd composition also became something of an in-joke: ever stop to think about how Mario's about to fall in lava?)
Perhaps it was for the best; I mean, who could've expected such an explosion of color with a cover like that? Even better, it merely frames how Super Mario Bros.'s innate design resonated immediately with the world at large. The presence of player empowerment and visual feedback is the very same design philosophy that illuminated proto-open world in The Legend of Zelda, or when 1996's Super Mario 64 stunned 2D veterans with the realization that, yes, you can climb that mountain in the distance.
Over thirty years later, Super Mario Bros. remains as much of a masterpiece. We've since seen its ideas improved and expanded upon by the likes of Super Mario Bros. 3, World, and the New Super Mario Bros. series, but its innate sense of pick-up-and-play still enchants newcomers to this day. It's all about the jumping, really; whereas arcade heavy-hitters like Donkey Kong and Mario Bros. may feel clunky today, it's amazing how Super Mario Bros. runs as fluid as it did back in 1985.
Look no further than level 1-1--the famous standard for all opening levels in gaming-- to see why. It's evident from the very first question block you see that Super Mario Bros. is a game that rewards via jumping: you will hit that block, because it's gold and shiny and everything attractive. Out pops a coin; you want more, but a stray Goomba is honing in on you. Jump over that guy (or stomp it flat!) and pop another block; out comes not a coin, but a mushroom, which is meticulously designed to reach you....yet it grants not death, but growth. You can jump higher, and can take one additional hit before reverting back to Small Mario.
Unlike the army of platforming clones that would follow after its release, jumping in Mario feels sublime not because it follows preordained path or is at the mercy of wonky physics, but because it takes everything from acceleration, momentum and weight into account. Jumping after holding the dash button, for example, will send Mario flying into an soaring arc. Tapping the jump button lightly will make him hop an inch. Observant players recognize a necessary balance: you know you won't succeed without the big jump, but you shouldn't use it all the time lest you careless fall into a bottomless pit.
Because the controls feel so perfect, experimentation is inevitable. The player's habit of jumping everywhere may unearth a hidden 1-Up Mushroom. Landing on a Koopa Troopa's shell bowls over enemies. Careful precision and timing with dashing/jumping will land Mario on the flagpole goalpost's very top (and, with very careful consideration to the timer, lead to bonus fireworks!). All of are varying difficulty, but Nintendo's subtle education for what's actually essential is vital. Just look at the block formations below: the first leads leads nowhere so players learn to dash and jump over its ilk, which prepares them for its fatal twin.
This isn't even getting into the other mechanics introduced via the first level: the Warp Pipe, which leads to underground coin-filled hideaways and let you skip half the level; the Fire Flower, which again transforms Mario, but this time into a fireball-spewing visage of orange; the Starman, which renders Mario invincible and demolishes any enemy that dares touch him (not to the mention introducing the famous samba theme).
And underneath all that lies the ultimate question: how do I utilize all this? Will diving underground and skipping half the level just to nab coins really lead to the most points? Will grabbing the Starman interfere with my Koopa Shell-kickin' skills? How do I trigger the fireworks at the end of the level via flagpole? Why not ignore the Super Mushroom and play through the entire level as Small Mario for a challenge? Or, heck, why not the whole game?
Now, such freedom in play and player choice are hardly unique to Super Mario Bros. itself: the likes of open-world games, fighters, shooters, horror survival, life simulators, and strategy games all possesses their unique traits of flexibility and the like. But how many of those are accessible as just running and jumping? What renders Super Mario Bros. so special is its accessibility, and that the first level is this inviting is no coincidence: it was one of the very last made in development, constructed with all the knowledge obtained throughout development.
It's a seamless transition from discovery to play, as echoed in 1-2 (the first Underground Level), yet another captivating case of flexibility via the importance of brick-breaking. We already learned that bricks were breakable via Super Mario's jumps, but now here's a level essentially composed of bricks hiding coins, 1-Up Mushrooms, and even shortcuts leading to the Warp Zone. But moderation is key here; smashing bricks may be fun, but with the timer ticking down, you shouldn't dawdle for long.
And from there it becomes more of a subtle tutorial. Floating, interconnected platforms that respond to your weight are initially placed over towering cliffs, but eventually suspend over no landing points. Castles are armed with spinning firebars that gradually grow in size, complete with perilous mazes. Bullet Bill Cannons are visually introduced before they learn to fire off-screen, the first Hammer Bros. strategically hop up and down from floating brick blocks (could that be used to our advantage?), and yes, it's possible to knock out Lakitu from his cloud the moment he's spotted.
Note how many of the above involve enemies. What's beautiful about Super Mario Bros.'s cast of minions is how they aren't merely obstacles to be dodged, but tools for success. Koopa Troopas and their shells are a favorite secret weapon, but how about stomping on Goombas propelling us to greater heights? Could other enemies be used the same way? And who's to say Bowser's invulnerable to fireballs?
How we tackle all this is up to us. Miyamoto once described as Super Mario Bros. eventually becoming "our game": as muscle memory settles in, we opt for the best routes available for us. We
grow the courage to try new things; accordingly, the game becomes comfortable enough to throw new surprises once the shock of the first level wears off, and so it becomes an engaging learning process for the game's duration.
Easy to learn, hard to master: the creed of difficulty that defines the best of games. As it's an 80's game, it should come as no surprise that Super Mario Bros. is rather tough. The game's experimentation and discovery arises as a response to the game's difficulty, which can't be surmounted easily. There's the underwater levels with bastard Bloopers, for instance, and whereas there is a way to rid of them and their Cheep Cheep cohorts (a certain power-up, perhaps?), that you're at the mercy of swimming physics not only restricts your movement options, but renders Mario all the more vulnerable to losing his only means of defense. Hammer Bros. and the castle mazes are also beatable nightmares, yet they, too, will likely give players a thrashing before a solid, formulated strategy is developed.
But that's okay, because Koji Kondo's music keeps us coming back for more. Perhaps the first famous songs in gaming, Kondo was conscious of the limited sound options for the Famicom/NES--only five channels!--and labored over songs that wouldn't irritate the player. Such songs would not be action-packed techno, but instead colorful songs that would encourage the player and never grow old.
And what gaming song is more immortal than the Main Theme (less commonly known as the Ground Theme)? Infectious from the very first 8-bit note, the Latin-based theme conveys an instinctive rhythm that can't be anything but an explosion of exuberant, light-hearted activity. That it never wracks on our nerves is vital: we're driven to action immediately after Game Over.
But why exactly is that? Perhaps the secret lies in how Kondo actually based the song on Mario's movement. Through the rhythm of player control, the music is the ultimate mastermind behind our enjoyment. From the moment Super Mario Bros. starts, it becomes a song that sets into your bones.
In contrast, the Underground Theme doesn't inspire the same sense of wonder, but its short repetition and comparatively muted nature belies an instant earworm. (That, and, well, it's not as if a dreary underground is supposed to sound all that lively, anyway) While future iterations would install percussion-filled back-beats and the like, the original steady beat hollowed by silent intervals is somehow just as fun to hum along as its jolly counterparts.
Jolly as in the lovely Underwater Theme above. A wondrous waltz that, while perhaps betraying the treacherous waters which it accompanies, frame Mario's underwater movement as if echoing an actual dance. It too channels its Ground Theme counterpart in how they instill that very same player-moving rhythm.
All this grants it an all-too vital identity: that everything is fun. Obviously, this is not to say that previous arcade/video game efforts weren't such, Super Mario Bros. ups the ante by having "fun" be the theme of everything in it. Even putting the controls and gameplay aside, the colors and setting are fun to watch and absorb. The scenario of two plumbers rescuing a princess and her entourage of mushroom-capped retainers from evil turtles is as delightful as it is bizarre. The music is meticulously crafted to keep us engaged and hum along.
There's a reason why Super Mario Bros. saved the industry from the market
crash: it's a game about inviting people. There's no barriers: only a prevailing sense of "I can do it, too," that can be applied any which way you want. Yes, it's challenging, but it possesses a power that makes you want to try one more time. That
it would introduce the world to the denizens and world of the Mushroom
Kingdom is only secondary to its revolution of bringing people back into the world
of gaming.
Even now, I still feel bound to my own direction of playing it. I only grab the first Starman if I time the first Koopa Shell kick just right. The secret coins and 1-Ups in the first underground level are never missed. I never bother with the Warp Zones, choosing to instead gradually accumulate all the coins and 1-Ups coming my way. I still roar in exhilaration as I plow through my favorite level: 2-3, where Mario dashes across a series of bridges while avoiding leaping Cheep Cheeps.
I've only beaten Super Mario Bros. twice in my lifetime, but in all the countless attempts I've made to do so, I've more or less tackled it the same exact way. Perhaps it's time for a change? Even now, when I skip by it on the NES Classic Mini menu, I think to myself, "maybe I can." If only I had the time, I say, but I still hear it calling.
Like its NES counterpart The Legend of Zelda, that I can still find new ways to play more than thirty years after release is nothing less than sheer wizardry. What makes Super Mario Bros. gaming's most well-known masterpiece is not merely for what it defined, not merely because it revived the industry: it's because even after this time, we can still approach it and go, "I can do that."
It goes without saying that Shigeru Miyamoto is a genius. After all, he's the creator of Super Mario Bros. and The Legend of Zelda, two video games that revolutionized the game industry. They grew into multi-million selling series that forged countless childhoods over the course of three decades; in particular, Super Mario has sold more than any other video game franchise in the world at over 300 million (and that's not including the dozens of spin-offs). The names "Mario" and "Zelda" are practically synonymous with the term "video game", proving how successfully they've penetrated into culture and the public at large.
Pikmin, Miyamoto's pet project for Nintendo GameCube, never achieved those same accolades. But I'll be damned if it's not his most inspired concept. This isn't to say it's his best, yet that one could make compelling cases for its masterpiece sequels shows the series can stand proudly with his most famous titles. And yet that they were both born from this experimental little oddball fascinates me to no end. After all, Miyamoto himself said Pikmin 3, undoubtedly the finest game you can play on Wii U, was the finalization of what he set out to accomplish with this title.
The game is the little survival tale of a diminutive astronaut, who crash-lands onto an alien world. His beloved Dolphin a mess, Captain Olimar must recover the spaceship parts with the help of plant-endowed critters, who share the game's title. Divided into three separate colors for their respective strengths (reds are immune to fire, yellows are light and can be tossed high, and blues can wade through water), the Pikmin are inquisitive, adorable lifeforms who require a capable leader for their own survival. Through commanding and propagating the Pikmin, Olimar must brave the dangers of the planet within thirty days before his life support system runs out. But the team can only brave the planet's surface during daytime, as the nightlife is far too dangerous for expeditions.
Needless to say, it's a game that requires a different sort of dedicated commitment than Zelda; a far cry from the pick-up-and-play familiarity of Mario. There were those who couldn't handle the pressure of completing the game under the 30-day time limit; others didn't "get" the premise's replayability and thought it was too short. And that's fine; while we could cite shortcomings on behalf of the developers, not every good idea will penetrate the mainstream market.
Personally, I suspect another reason, which relates to the "pressure" factor, is probably what I love so much about it; mainly, there's a stark sense of humanity present, more so than its two sequels. There's as much whimsy as any other Miyamoto title, but it hits home. There's the impending threat of Olimar's demise, for one: we learn from his nocturnal logbook that as excited as he is to learn about the Pikmin and their strange world, he always reverts to thoughts of his family back home.
Then there's the Pikmin themselves. Playful as children and fierce as beasts, we delight in discovering the nuances of their life cycles. We watch with wonder as they carry Pikmin-producing pellets back to their Onion nests, or start whacking away at mysterious holes in the ground. Our hearts melt at their puppy cries when attempting to lift heavy objects, and we feel like a proud parent when they return to the sound of Olimar's whistle. Our hearts break when a plan to slay a beast goes wrong and gasp in horror at their various methods of demise, be it getting munched, crushed to death, drowning, burned alive, or, as everyone is bound to do at least once, accidently leave one or two behind at the end of the day and watch helplessly as they're devoured by nocturnal monsters.
That's right: Pikmin decides to punish you for your failures by killing off your new pets. To further rub it in, they emit one last mournful cry before they dissipate into ghostly silhouettes, rising up to the great beyond.
I'll be honest in admitting I've since enjoyed a dark humor in that as I've grown older (particularly in the sequels, as they lean more towards comedy), but that you constantly have to manage and weigh the lives of adorable little critters under a ticking clock was probably too much for some.I know it was for me as a kid, no matter how much I enjoyed it.
I cannot claim this is entirely a matter of "git gud", either. Just the year before Pikmin, there were players who couldn't accustom to the three-day apocalypse of Zelda: Majora's Mask, which coincidentally also featured oddball humor and poignant themes. However, there's a rather big difference between the two: not only would the player have to purposefully encounter Majora's Mask's hour of doomsday given how the game incorporates time travel, but the player can actually work around the game's rules through slowing time. In Pikmin, either you play ball with the rules given, or you don't. In that sense, I understand Miyamoto's regret.
But why was I so captivated by it then? Why did I try to succeed over and over? Because of the very same reason it may've turned people off: its presentation of "stark reality." The sunbaked forests and desolate springs bear eerily Earthen roots, yet are framed in a style so alien we cannot help but discover its depths. There's all the indigenous life-forms, for starters: you have the bird-serpent hybrids, mind-controlling toadstools, fire-breathing warthogs, and, my personal favorite, a bread loaf-shaped scavenger that frequently engages in tug-of-war with Pikmin for goodies.
That these creatures sound just as cartoony as the Pikmin themselves would imply the game's world is just as cartoonish, but we're instead left to traverse one of the most beautiful worlds the GameCube has to offer. A cartoonish setting would entirely defeat the game's purpose; in the end, the Pikmin's world is that of survival, and Olimar's plight is no different. The realistic setting ensures the dangers of carnivorous beasts and environmental hazards come alive.
What really drives this point home is the great music provided by Hajime Wakai. Listen how the above example, the lullaby that is Forest of Hope, fluctuates according to time and tension. The way it initially captures a languid sunny morning is a perfect complement to how the area starts off. With the landing site block off by a dirt wall, Pikmin are divided into groups of either breaking it down or securing Pellets to grow more Pikmin. The ensuing work is long and hard, but it's ultimately an eye-opener into the game's circle of life: newborn Pikmin who remain planted in the ground gradually grow from leaf, to bud, and finally flower.
But who knows how long they'll live? The Forest of Hope is the first time Olimar and his troops will engage ravenous beasts (none the least of which are the spotty Bulborbs) and hazards of the watery and explosive kind. Whether accompanied by simple percussion or sleepy xylophones, it's downright raw to hear the dying cries of Pikmin drowned out by such gentle croons. And yet, life goes on.
On the opposite side of the spectrum lies The Distant Spring. It's a flooded marsh host to both infinite beauty and certain death, as the aquatic grounds are home to most of Pikmin's deadliest creatures. As echoed by the song, it represents the number one creed of nature: survival of the fittest, and so the cries of dead Pikmin naturally blend in. Despite being succeeded by one more area, visiting The Distant Spring truly feels like reaching the ends of the world.
It's here the player realizes Olimar is our link to the world. For as much as he's in wonder of the alien world, his fight for survival is a lonely one the Pikmin can't entirely cure. We are just as in the dark as he is, and so we share his feelings of discovery, his confusion, his loneliness. By the time The Distant Spring rolls around, enough days have certainly passed for the explorer to feel more than a little homesick. But the harsh environment cares little for his plight, and so like Olimar, we must shoulder the burden of survival and sacrifice.
The roots for this process takes place from the very beginning, although with how the game starts at The Impact Site, you'd hardly think things would take such a dark turn. The song frames Olimar's plight as an adorable intrigue; a playroom mess rather than a struggle for survival, and given the oversized flora and cardboard boxes, you wouldn't be at fault for mistaking it as such.
But given the size chart in the game's manual (Olimar is only the size of a quarter), perhaps that's the point. It's a game designed for all ages, and so the game's darkness has to be balanced out by the whimsy of the Pikmin. Like the song and Olimar themselves, we delight in discovering what they're capable of.
Which brings us to the joy of the game's greatest song. No matter what point you're at in the game--be it having just met the Pikmin or have emerged from the depressing throes of The Distant Spring---the World Map theme will be there waiting for you. Opening with a light-hearted sunrise, the World Map theme is as adventurous as it is encouraging. It'll play even when time is running out, or if Olimar's army of Pikmin has been mercilessly slaughtered.
And that's because its job is in telling you to keep trying. It implores you to explore, to persevere. You may've had one bad day, but why not persevere and come up with new strategies for next time? Time run out and you still haven't found all the necessary ship pieces? Hey, life goes on, so why not try again? The song matches Nintendo's objective in always looking out for the player, and even if Pikmin doesn't hit all the bases for that, this one moment holds that one creed above all else.
But suppose you do succeed, and are thusly rewarded with the heartfelt ending...do you play again? After all, this sort of game is supposed to reward creativity. To achieve one goal in different ways and discover new shortcuts and tricks. Such a game begs for replayability, yet as mentioned before, Miyamoto and co. observed not many chose to do so.
Does the reason go beyond the stressful time limit? We can offer the argument that Pikmin and fellow GameCube launch title Luigi's Mansion offered a style of gameplay that flew over the mainstream's heads, yet I can't help but shake the feeling both games stuck too closely to their experimental roots. Of course, not every inspired concept will come barreling out the gate with heaps upon heaps of polish and content, but their respective setpieces never "wow" us as the N64 and SNES launch efforts did prior. We're drawn into their creativity, but leave considering them appetizers to the main course (in this specific context, Super Smash Bros. Melee).
Pikmin is a step above Luigi's Mansion in that there's more nuance to its gameplay; namely, you don't have to tackle every single enemy with the exact same strategy. And yet, it never quite breaks out of the "glorified tech demo" label Luigi's Mansion was also branded with. It's not that there's ideas left unfinished or anything resembling sloppy design, but there's a notable incongruity in how inspired the game's objectives can be. Take The Final Trial: the final boss is as difficult as they come, but barring the bit with the isolated bomb rocks, the "trials" preceding it are painfully simple and short. That's not to say the game doesn't get creative--look no further than The Forest Navel--but such moments aren't uncommon. In the end, Pikmin's concept ends up being more creative than the final product.
It's why I label the game as experimental, but that doesn't mean I don't think the game's a beautiful rough draft. Just because the general public may've been done with it after one go doesn't mean I wasn't, and the aforementioned nuance is enough to keep me coming back on lazy afternoons. What propels Pikmin from "good" to "great" mainly boils down to two things: a) the character and presentation involved and b) the presence of an addictive Challenge Mode. The latter has been undeniably outstripped in the sequels, but the former possesses a unique niche even those masterpieces may have yet to surpass.
In the end, while Pikmin doesn't reach the awesome heights
of Miyamoto's more famous works, it nurtured enough love and passion to
blossom into one of Nintendo's finest franchises. In that respect, such
humble beginnings are rendered just as stunning. Hmm, I wonder what that reminds me of?