Version tested: Wii
Shigeru Miyamoto is in the habit of saying he imagined his latest invention years ago, and has been waiting for technology to make it possible. He always wanted Mario to have his dinsosaur companion Yoshi, but it wasn't possible on the NES. Zelda always looked like Ocarina of Time in his head. And, apparently, he'd always envisaged a multiplayer Super Mario Bros., but for some unspecified and difficult-to-imagine reason, it's taken the world 24 years to catch up.
It seems unlikely. But fire up New Super Mario Bros. Wii, with four players, and you have to admit: it really does seem like he planned it all along.
One of the greatest single-player game series of all time has barely had to change at all to accommodate a wildly brilliant multiplayer mode. The camera zooms in and out to track Mario, Luigi and two Toads as they bound, scramble and bop all over the shop. Question blocks dispense as many power-ups as there are players. The level's over if all of you die, but otherwise losing a life brings you back in a bubble like Baby Mario's in Yoshi's Island, which one of your friends can pop to bring you back into the game. And... that's it. Everything else is exactly as it ever was.
The last time Nintendo attempted to inject co-op rivalry into one of its great single-player series - the fantastic but impractical Zelda: Four Swords for the GameCube-GBA link-up - it had to redesign the game so completely that it was a shadow of itself in single-player. But if there's been a change in the philosophy or technique of the level design in New Super Mario Bros. Wii, it's impossible to detect (even if you happen to have spent the previous week playing every Super Mario Bros. game ever made). Fears that the game would be compromised solo vanish in an instant; since nothing has changed, when you take the other players away you're still left with a new Super Mario Bros.
Well, to be precise, you're left with a new New Super Mario Bros. This Wii game is a straight follow-up to 2006's retro revival on the DS. It has the same 2D-in-3D graphical style, colourful and impeccably animated, but slightly plain and plasticky next to the hand-drawn delights of old. It has an almost identical structure, a run through eight contained world maps in the style of Super Mario Bros. 3: more rote and rigidly-defined than that game, not to mention the ageless classic Super Mario World, but still strewn with shortcuts, secrets and forks in the road.
Toad Houses offer item-gathering mini-games, and the maps also have wandering hazards who'll provoke a short battle for further power-ups if you bump into them, bringing back Super Mario Bros. 3's board-game roll of the dice. Power-ups won in these are kept in an inventory to use at the start of a level, a great help when you're struggling, or hunting secret goals or star coins. As with New Super Mario Bros., each level contains three star coins, often well-hidden or hard to reach - but these are no longer used to unlock pathways on the map.
Instead, they buy hint videos, which offer clues to finding secret goals, useful 1up-gathering tips, or simple showing-off in the outrageously entertaining Super Skills movies. Some will be outraged at the idea of a Mario game that reveals its own secrets, but they are optional and in any case, you can trust Nintendo to choose when it lifts its skirts, and how far, with the judicious care of a veteran tease. More controversial is the Super Guide. When you die eight times on a level in single-player, you have the option of starting an automated run through with Luigi. You can assume control of him at any time, but even if you don't, the level completion counts and you move on.
A game that plays itself: it's a brave move. It's also one that might have made more sense in a more story- or puzzle-orientated game than this one, a game where the only real impetus for progress is in summoning the skill to surmount its obstacles, surely? Well, yes and no. The fact is, the Super Guide's implementation is sensitive and smart, and it can cut through the worst of the frustration - those horrible, enraging, self-fulfilling failure loops every Mario player has experienced. The Super Guide is completely appropriate to a game that has a broad appeal but is - and hardcore Mario fans should prepare to have their faith restored - actually quite difficult.
New Super Mario Bros. Wii is undoubtedly tougher than its DS counterpart. While it sill doesn't pose the same mighty challenge as the NES games or the later stages of Super Mario World, it doesn't waste time packing dense enemy arrangements and tricky jumping into its compact levels. That's entirely welcome, although in 2009 we could have done without the needlessly stern old-school save structure that only allows you to preserve your progress every five levels or so. At least there's a one-shot quick-save for when you absolutely have to turn the Wii off.
The level design is prone to Mario-by-numbers retreads - genuinely inspired moments are outnumbered by familiar throwbacks. But let's face it, Nintendo's second-best is still better than anyone else's A-game, and you can hardly blame them for having perfected 2D platformers two decades ago. It's formulaic, but it's following a formula for sheer brilliance. You cannot fault New Super Mario Bros. Wii for variety, surprise, intricacy, freedom, tuning, pacing or sheer wealth of ideas.
Another significant improvement is to be found in the new power-ups. The DS game's novelty Mega Mario and underwhelming Blue Shell are gone, the superb Mini Mario returns - underused, if anything - and the classic Fire Flower is joined by the Ice Flower, whose snowballs freeze enemies in ice blocks that can be picked up and thrown, or used as platforms. The stars of the show, though, are the Propeller Suit (super-jump and float) and the Penguin Suit (better handling underwater and on ice, snowballs and a high-speed tummy-slide). Funny, foolishly adorable, wild and flexible, they've got all of the cartoon joy of the power-ups in Mario Bros. 3. Even better: Yoshi's back!
So are the wise additions of the wall-kick and ground-pound that New Super Mario Bros. brought over from the 3D Mario games. It ought to be redundant to mention the controls in a 2D Mario - they're tight, tactile, supple and intoxicating, of course they are - but it is a shame that some moves, notably the propeller jump and picking up some items, require you to shake the remote rather than press a button. It's quick and reliable enough not to let you down, but just awkward enough to break the telepathically instantaneous bond with Mario that you're used to. Other instances of motion control, such as tilting the remote to move certain platforms, are sparingly applied and good fun.
Played solo, New Super Mario Bros. Wii is an improvement on the DS game, but it has the same character. It's almost routine in its excellence, resting with ease on Mario's mountain of laurels: a brilliant game, but more tribute than true successor, and an exercise in deja vu for the seasoned Mario fan. With more than one player, however, it's transformed.
It's no more nor less than a chance to share the exuberant, mischievous joy of this magnificent series - and in doing so, to multiply it. The integration is invisible, and total. Up to four players can play through the entire game in the main mode, dropping in and out at any point. You can help or hinder each other as you feel like, but either way, the difficulty balances out perfectly. The tag-team element grants that many more chances to stay alive and keep the level scrolling, but the multiplication of bouncing, free-wheeling chaos sparks off chain reactions of cause and effect that often spiral out of control. When these end in disaster, though, it's always hilarious, slapstick disaster that's impossible to begrudge.
In addition, there are two dedicated multiplayer modes, Free Play and Coin Battle. Levels are unlocked in these as you work through the main game, but both also offer a recommended selection from across the game's eight worlds unlocked at the start. In Free Play you compete for score and enemy kills, displayed on a leaderboard at the end of a level, while Coin Battle is a pure hunt for the most coins. Both work superbly but the purity of Coin Battle wins out; it's a fantastically greedy scramble, even better in the five levels designed specially for it. The replay value added by these modes is immense, as if the hunt for every secret level and Star Coin in the main game wasn't enough.
It's a shame that you can't compete for score in the same way when playing in the game proper, but that's a structural quibble at best. The lack of online multiplayer is a tougher call, especially since it's available in the similar LittleBigPlanet, but maybe that comparison tells you all you need to know about why Nintendo didn't include it. Great though it is, Sony's game doesn't have anything like the same razor-sharp timing, the same busy complexity to the level design and interactions, the same raw speed. Lag might have thrown Mario a microsecond off perfection, and in this series, that would be unforgivable. Besides, New Super Mario Bros. Wii is such a great social game - not so much balanced between co-operation and competition as embracing them both in a rowdy, rough-and-tumble group hug, full of friendly rivalry but totally free of malice - it is absolutely worth gathering your friends together to play it.
Who knew that, locked in the time-honoured traditions of Super Mario Bros., one of the greatest co-op games ever was waiting to get out? Well, Shigeru Miyamoto did. In unleashing it, Nintendo hasn't moved its classic series forward one jot; it hasn't had to. But it has given it a riotous new lease of life.
9 / 10