4 reviews liked by FazDude


Go into it like a normal game and you'll hate it, but go into it as if it's a cartoon made to make you laugh and it's a riot - even if it could do without the minigame sections. The fun really does come from how annoying, stubborn, and narcy the Pacster is and trying to drill some sense into his thick skull. While the name "Pac-Man 2" is a really really dumb localisation thing, of all the non-maze Pac-Man spin-offs, it does feel the most true to the innovative and bold spirit of the original Pac-Man.

I've never played this game before, surprisingly. I figured, since it recently got added to the Switch Online emulator, I might as well fix that. Super Mario Land, as it turns out, is very much an early Game Boy game. Its a launch title, so I'll cut it some slack, but it is a very short game (only 4 worlds and 3 levels per world, meaning the game has 12 levels in total) and the level design doesn't have much substance to it. Its still a decently fun little 2D platformer, though, and I think the short length is ultimately a good thing since it means the game didn't overextend itself too much. I tend to prefer Game Boy games to be shorter anyway since it can encourage replaying the game and its a design decision that meshes well with the portability of the console. I will say that its pretty staggering just how much better Super Mario Land 2 is in every way, but I know that's an unfair comparison. Super Mario Land took me only an hour or so to beat, and it probably would've taken even less if I didn't die or get game overs (I had a few idiot moments of dying to the same obstacle a few times over).

In gameplay, Super Mario Land sort of feels like a watered-down Super Mario Bros on NES, except the physics are more awkward and, weirdly enough, Mario actually moves very fast. This is one of the very few 2D platformers that saw me hardly ever using the run button; Mario's walk speed is deceptively quick and the screen is just too small, so its a major risk to be holding the run button. The game does have pretty unique enemies, though, like spiders that descend down from the ceiling and Jiangshi that jump around the level and can't be killed. Even Koopa Troopas are different this time around since, for some reason, jumping on them makes their shell explode instead of just leaving the shell around for you to kick. Goombas are still the same, though. Aside from one or two unique level gimmicks the game will throw at you, such as the bouncing rocks you can stand on to traverse over spikes, and the previously mentioned enemy variety, there really isn't anything in this game that you won't also find in Super Mario Bros. Probably the most unique thing about Super Mario Land are the sidescrolling shoot-em-up levels, in which Mario rides a submarine/airplane and shoots enemies. They're pretty fun, albeit a little annoying because of how small the screen is. These levels have enemies feel like they came out of nowhere as a result. Also, the game has no underwater levels, and, frankly, that's purely a positive for me.

The game has little to no story, but the presentation is pretty neat in its own way, so I will discuss that just a bit. The game itself doesn't exactly look appealing, but the enemy design and background designs are really fun. I love how one of them just has tons of Moai and its cool that one of the underground levels has a strong Egyptian theme with hieroglyphs and sphynx enemies to fight. My favorite world thematically is probably World 4 for the Chinese bamboo forest aesthetic, in which they cleverly replicate the look and feel of bamboo through warp pipes. Also, the soundtrack in this game is genuinely the best part about it, I'd almost say Super Mario Land is worth playing for the music alone. Every song is so catchy and fun and I really do love listening to them.

Overall, Super Mario Land is an alright game. I don't think its very worth revisiting in the modern day since it just feels dated and barebones, even compared to other Game Boy games, but it does have some aspects that make it stand out a bit despite its simplicity. I give it a decent 3 stars.

Colours weave into a spire of flame,
6 frames of input lag ruins this game,
But the cold truth is that does not matter,
This is an ad first and a video game latteeeeeerrrrrr!

On that day, when Sora was released
This game came to an end
Shallow hype, but no reason once it
is over, trivial afterthought

Screaming grows
with each fighter revealed
A perfect market ploy
Amiibos, fleeing from shelves every each day
Soon to be in landfills

This game has no risk or reward
Skill is actively discouraged
For as much as the online's pace is hated,
The offline is just as bad!

Every choice was made by a committee
Determined to get the biggest net buzz
No smart or creative ideas here
In the end, the ballot users weren't paid

Colours weave away from the game's art style
Saturation is set to minus 5
Edgy story mode reeks of humility
Trying to convince edgy teens that Kirby is cool!

As pals join
The movesets get worse
Replicating 1 1
RNG, comeback mechanics are the worst
Don't even start on Steve

This roster is
really lacking
Claims to celebrate all of gaming
But then you have Banjo Kazooie
represented instead of an actual Xbox rep like the Master Chief

This game has barely a whisper of light
Duck Hunt's in it, so that counts for something
Good animation but mostly reused
Good music, but this is not DDR

Marketing wants you to think this game's
roster is as important as Jesus
Probably to distract from bad gameplay
Either way the discourse's blame is to
be pinned on Nintendo and their self-important ads!

Piranha Plant is alleged as a joke
Yet you can get a plush from Toys R Us
No true retro, all decisions by fans
Fixing a mold that was well-broken first

This game is no better than Space Jam 2
Corporate IP showcase number Fifty
Every other platfighter is much better
These IPs should've been public domain years ago!