There were a lot of games in 2023. That isn’t to say there were more than usual, but rather that there was a higher number of titles that I felt like playing. So much so that I wasn’t able to get to all of them last year. I’m sure that’s a sentiment shared by many others, and, like myself, you’ve found yourself playing through a backlog of titles throughout the first several months of the year.
One of those aforementioned titles for me is Super Mario Bros. Wonder. It’s the latest entry in Nintendo’s long running series about jumping that stars the world’s most iconic plumber.
I’ll admit that I wasn’t too keen to play Wonder when it was first revealed. I have a long history with Mario games, and, while I tend to enjoy them, I don’t ever feel like I need to play them. I love Nintendo’s design philosophy as it relates to Mario titles, but I find those same guiding design principles make each new entry feel very formulaic. Yes, there are a ton of new mechanics jam packed into every level of each game. For some people that’s enough, but it isn’t for me. Not anymore. I simply can’t muster the same level of enthusiasm for Mario as I used to when I was younger.
Despite my ongoing lack of enthusiasm for Mario games, I found myself won over by the critical reception to Wonder shortly after its release. Many critics, and players alike were praising the game’s inventive levels, and deluge of mechanics that made for the most exciting 2D Mario game to date. This praise largely stems from Wonder’s main gimmick: Wonder Flowers. Each level features a Wonder Flower that remixes the level in some kind of unusual way. For example, one of the first levels goes from standard platforming fare to a musical where Mario and Co are jumping around a parade of singing carnivorous plants. It’s incredibly silly, but the stark change is equal parts refreshing, and charming.
Upon reading, or hearing these different impressions of the game, I thought to myself that maybe Mario Wonder had done it. Perhaps the developers over at Nintendo had experienced the same listless feeling I did while playing their games. Maybe these new Wonder Flowers would finally inject that excitement I’d been craving from Mario that I hadn’t felt in over a decade.
It didn’t. But you likely already knew that because of this article’s title.
That’s not to say Mario Wonder is a bad game. I think it’s fun in much the same way that every other Mario game is. However, when I think about the platforming games that I’ve had the most fun with over the past several years, I don’t think there is any question that Wonder isn’t amongst my favourites. It’s like getting a meal at a chain restaurant: it’s fine, but it’ll never be able to compete with your favourite hole in the wall.
To that end, I wanted to examine why I felt this way about the game. Mostly so I can move my thoughts on Mario Wonder out of my brain’s working storage, but if I can get a sweet article out of it that’s even better.
Rapid Fire Ideas
After some critical reflection, I think the number 1 thing that really left me wanting with Mario Wonder was how quickly it abandons its own great ideas. By and large, the majority of Wonder Flowers are located toward the last third of a level. They end up being 1 final hurrah that adds a nice shake up to whatever the level’s core mechanic was.
However, in limiting Wonder Flowers in this way, the majority of them feel like squandered potential. There’s a lot of different ideas that the development team throws out during these Wonder Flower segments, and some of them could carry an entire level. For example, one of the later levels in the game turns you into Metal Mario from Super Mario 64. This makes you totally invulnerable to the level’s multitude of electricity based traps, but reduces your ability to jump. The whole segment is quite literally the final 30 seconds of the level, and is missable without doing a little backtracking.
Why?!
Why is something this interesting walled off into its own little corner of the level? You could build an entire level around Metal Mario’s limited movement. The fact that being metal completely alters your jump arc would make for an interesting 1 off challenge. Instead it’s just rolled out for some bonus fanfare at the end of an otherwise pedestrian level.
And it’s not just Metal Mario that is so easily dismissed: the majority of Wonder’s unique level gimmicks are dismissed just as quickly. This lends the game an aggressive pacing where nothing is ever allowed to become stale, but it also feels like there are so many ideas that are never given an opportunity to breathe. Not every Wonder Flower has a full level’s worth of potential, but several do, and it’s a crying shame that they don’t get the opportunity to demonstrate as much.
As a point of contrast for how I would have liked to see Mario Wonder handle things, we can look at Pepper Grinder. Each of Pepper Grinder’s different levels featured new, and surprising mechanics, like Metal Mario in Mario Wonder. However, these ideas weren’t restricted to a small portion of the level. I distinctly remember the excitement I felt the first time I played through Depprot City where you pilot a giant mech. I thought for certain that the idea would be abandoned after a short stint, but that isn’t the case. Nope. You’re able to run around as a giant pirate mech for almost the entire level. That makes for a fantastic palette cleanser, which is wholly unique from the rest of the game’s levels – levels that are just as unique, and exciting to play.
Creating Expectations
The other aspect of Mario Wonder that rubbed me up the wrong way is a lot more psychological. It has to do with how the game creates, and delivers on expectations. That is to say, Wonder Flowers are meant to surprise the player with some unexpected twist in each level. Unfortunately, thanks to this frequency, Wonder Flowers become a routine element of Mario Wonder, which greatly diminishes their ability to actually surprise the player.
I’ll be the first to admit that Wonder Flowers are genuinely a pleasant surprise the first several times you stumble into them. However, that effect really starts to peter out as you play through more of Mario Wonder’s levels. I’m not suggesting that the game’s later levels have worse gimmicks. In fact, I’d argue that many of Wonder’s best levels sit within its back half. No – what I am saying is that it’s hard to actually feel surprised when you’re expecting a surprise. The formulaic implementation of Wonder Flowers makes them a predictable element of Wonder’s level structure. This inhibits the ability of Wonder Flowers to truly surprise the player.
Despite my grousing, I still believe Mario Wonder is a fun game. However, I’m stuck here wondering how much better it could have been if Nintendo were more bold in their approach. What if they had more levels built entirely around Wonder mechanics? What if some levels didn’t feature a Wonder Flower at all, so you were left guessing when, and where they’d appear? What would happen if Nintendo wasn’t so married to their rigid level design philosophy?
I can’t answer those questions because we don’t live in that timeline, but I think Super Mario Bros. Wonder could have been a much greater step forward if Nintendo was willing to step outside of their comfort zone.
Well that’s me, but what about you? Have you played Mario Wonder? What did you think of it? Did you find you were also left wanting, or were you satisfied with the rapid fire pace of new ideas? Let me know in the comments below. I’m genuinely curious what non-critics thought of the game.
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I think the problem with 2D Mario is that it’s simply all been done before. Even with the wonder flowers shaking things up, they too just become in the plain old Mario formula. It’s a great formula, but it’s still one that’s been around for decades.
Mario only really see innovation when players get to play around with how Mario moves in new and different ways, and we really only see that in the 3D games. There are so many interesting things you can do with movement in a 3D space, but in 2D? Not so much.
You can speed Mario up, slow him down or make him heavy, but that’s it. You can’t change the obstacles and level design all that much, so you can’t really give players all that much new to play with.
I think it’s why 2D Mario has largely become something of a relic in recent years, Wonder aside. There’s not much to do there and there hasn’t been for over a decade now. Wonder does manage to shake things up a little bit, but does it really though? How many of those surprises wind up being more window dressing than anything else? How many of them, like the Metal Mario one, actually give you something interesting to engage in as the player? Doesn’t sound like a lot do.
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Yeah I mean that’s kind of an inevitability for a franchise that’s somewhere between 35 and 40 years old. I do appreciate that Nintendo is still putting fresh gimmicks in individual levels, but Mario Wonder (wonder flowers aside) still feels the same to play as Super Mario World from 20+ years ago.
Though, I’m certain for some people that’s a positive thing. Kinda like how almost every Nickelback song sounds the same. Some people hate that, but the people who like Nickelback really like that they’ve never changed that much over their whole career. Same is probably true for diehard Mario fans.
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30+ years. 34, to be exact.
… I’m now going to turn to dust.
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Comparing Mario to Nickelback? Ouch. The difference is that Nickelback has never been critically praised.
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so you just don’t like things that are good. You’re the person that says a movie sucks, so I go and watch it anyway and I think it’s great. You’re a hater, and your lazy Nickelback comment proves that you’re just another, lame-ass hater
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I mean, which thing specifically are you referring to? I liked the game, and I liked a lot of it’s ideas. I just wanted more out of them.
And fwiw, I actually enjoy listening to Nickelback lol
Also, thank you for keeping the language in the comment (mostly) civil. You wouldn’t believe how many comments get auto-modded into the trash bin because of inflammatory language.
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May I ask how they’re a “hater”? They weren’t just blindly bashing the game. They had actual issues with it, took the time to explain them, and offered potential solutions to those issues.
It’s perfectly fine to disagree with them, but please be civilized about it.
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My only experience with Mario Wonder is in multiplayer, so my perspective on it is definitely skewed. That said, I didn’t particularly enjoy it more than previous multiplayer Mario titles because the levels are still very much designed for one player and adding a second person breaks the mechanics pretty regularly. The way the player that the camera is locked to jumps around between levels or even mid-level absolutely drove me bonkers. And Nintendo’s check-pointing and life systems feel really archaic, especially for a game supposedly aimed at kids.
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I can’t speak to the multiplayer experience at all because the last time I played Mario with others was back in High School, which was…well it was a while ago. Though, I actually enjoyed how broken of an experience that created. My friends, and I would regularly pick one another up, and try to throw each other into bottomless pits. It definitely wasn’t the intended experience, but our complete and totally inability to cooperate certainly created a very *unique* experience – one that I remember quite fondly as it happens.
Shame that is sounds like the camera is still struggling to keep up with the action, but that feels like a fairly complex problem to solve. Normally you have fairly static camera that is locked on the solo player, but with 2 or more players you no longer have that luxury. I’m not sure that anyone has really solved that problem short of having players each play on their own screen so you can always keep the camera locked on the relevant player.
I will say, in defence of the way checkpoints work, at least *most* of the levels are only around 2-3 minutes long. That should minimize frustration, but I already know as I’m typing this that your little one likely had a lot of trouble with levels, which made the absence of a more generous checkpoint system noticeable in the first place. At least Nintendo added additional checkpoints before all of the game’s bosses, which is, imo, a huge step forward over some of the older titles.
I got nothing for the lives. You can buy them in an infinite supply, but I feel like that doesn’t really address the problem. Lives are completely meaningless to players at or around my skill level, meanwhile players that are struggling will continue to struggle. I think it might have been interesting to see Nintendo take a similar approach to what they did in Mario Odyssey where you just lose some coins instead. I feel like that might feel less punitive. Or they could just…not punish failure at all, which is what every other notable platformer except Shovel Knight has been doing for the past 10 years.
Did the kiddo at least have fun for all your trouble, or was this one a bit of a dud?
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It is a fun game, but it quickly wore out its charm by the second world and I deleted it. It’s definitely not the same as going and playing SMW today, I can still 100% that game and it’s fun every time but loading up Wonder would make me sigh.
The NSMB games were better, and not because they were trying to be different but because they mostly stuck to the basics. 2D Mario is fantastic, it’s just Wonder was a dud for me. Much like how BotW was a great game, and I completed it 100%, but unlike every Zelda game before it ill never play it again because at the end of the day it just wasn’t Zelda. TotK was even worse, and like Wonder, I couldn’t get more than a few hours into it before I was disgusted by what they had done. If they had even just put out a new BotW I could have finished it, but forcing me to build my own game after 6 years of “development”? With hardly anything of substance added? No.
I love how Nintendo innovates, not every game is for me, but it really sucks to buy two of the biggest, most anticipated games of the last year and borderline hate them both. Thankfully Metroid Prime 4 looks to be another classic.
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It’s a real shame that you didn’t get on with Mario Wonder. I figured it’d be a fairly universal crowd-pleaser for fans of the classic 2D Mario formula, but evidently I was wrong on that count as you’ve noted with your own experience. I suppose that’s just one of those “different strokes for different folks” kinda situations.
Prime 4 definitely does appear to be a return to form sort of deal, so fingers crossed that you get on better with it. It’s always a bit of a disappointment when something you’re looking forward to just doesn’t pan out like you’d hope.
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You were disgusted by it? Are you always this dramatic? How much more of the NSMB can you take before you’re tired of it? It’s been the same derivative formula since 2005.
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You must be incredibly hard to please as a gamer. This was a souped up Super Mario World and is easily one of the best in the Mario series. Maybe it’s because your a games journo and always need to be in that mode to some degree when playing stuff, but the games in this series have always been about having fun. Not every game needs innovation, if the wonder flower were more prevalent it would have become stale much quicker. The gorgeous animation alone in wonder is worth the price of admission imo.
I know it’s your job, but I suggest maybe remembering that games are supposed to be fun. Not every game needs a mechanical dissection. Try just turning off and having fun once in a while. I truly think that’s the cure for your lack of enthusiasm towards games like this.
We can’t be judging Mario with the same scale as say, BG3 or Elden Ring. Hell even THOSE two games can’t be judged on the same merits.
TLDR maybe turn off journo brain and have some fun every now and then.
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You’re probably not wrong. I also hold Nintendo in fairly high esteem as a developer/publisher given they’re responsible for a lot of the best video games ever made. It’s a little challenging to separate those things when playing a new game from some of the same folks that were responsible for developing a lot of the best games I’ve ever played. That just leads to certain expectations, and biases which, in my case, likely set me up for failure from the word go.
Honestly not really sure how to respond to the bit about turning ones brain off while playing. That’s not typically why I come to games, and that’s been true since even before I started writing about them. I’ll usually reserve mindlessness for prep work while cooking, or cleaning. I prefer to be switched on while gaming. But that’s just a difference in how we both choose to approach engaging with this hobby.
Also, thank you. I’ve never had the work on my personal blog compared to professional sites before. I’m going to take that as a compliment even if it wasn’t intended as one. Or maybe it’s more of an indictment of the state of most gaming sites. Either way, cheers!
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I was and am still in awe of Mario Wonder.
To me, this was Super Mario Bros. 5, the imperfect follow-up to Super Mario World. Imperfect because it is so short. I wanted more levels when I was done with the game.
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I thinka crucial part of it is the audience — Mario games are made to be enjoyable by “everybody” which includes people who aren’t great at video games, who aren’t going to be great at figuring out the implications of the crazy mechanics beyond the relatively obvious.
You’re hoping for something that explores in depth all the various mechanical innovations, combines them in rich and complex ways and brings them to spectacular conclusions, all while providing a challenge that requires mastery of the stage mechanics.
What you want isn’t Mario. What you want is What Donkey Kong Country is. A level up over the Mario formula. The same type of stage innovations, but the innovations come in pairs and then combine to form a third, more intricate and difficult type of challenge — and yeah, DKC demands mastery.
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You’re probably right. I’ve not had the Wii U set up for a few years now, but it might be time to hook it back up, and play through DKC Tropical Freeze again.
I’m not familiar with the older DKC games, but are they in the same boat?
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Is nobody gonna talk about how Daisy is finally a playable character? That alone made me buy the game and I enjoyed it. Probably my favorite 2D mario game outside of Super Mario World. I do wish it was longer though
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She’s who I used from beginning to end and I won’t pretend it’s not part of why I loved it so much.
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This was one hell of a post! Your critiques are well delivered, and even though I enjoy Wonder, I can definitely see your gripes with it.
I think Wonder is a solid game, but I think my appreciation stems from being out of the series for nearly a whole generation. Back when Nintendo was churning the “New” Super Mario Bros games, I was extremely fatigued similarly to how you are now. The game’s were never bad but Nintendo never really deviated from the path. Any feeling I got playing the current games was easily achievable from revisiting most of the older entries.
Going back to the food metaphor you mentioned, Super Mario Bros Wonder taste satisfies me ,because it’s food I didn’t have in a long ass time.
Your desire to play whole levels based on the wonder flowers is an intriguing idea, one that I shocked Nintendo didn’t implement, considering that New Super Mario Bros. 2 structured whole levels around collecting coins.
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You know there’s something to be said for taking a break from long running franchises just to avoid fatigue. Almost wonder if that was part of the problem, though I also skipped a lot of the “New” games as well.
I’m just kind of surprised there wasn’t more of that sort of thing in the special levels. I dunno. For what it is, Wonder is a fun game, but I still think Nintendo could, and should have pushed the envelope a little more. Though that might have alienated some of the folks who ended up enjoying the game for what it was.
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Mario Wonder is the long overdue true sequel to Super Mario world. No platformer in a very long time has satisfied my inner child and challenged me simultaneously (that last challenge stage is *insane*). It is both a return to form and an influx of fresh ideas. The thought of using wonder flowers more is an L take, they’re used perfectly imo. Any more and it would really outstay it’s welcome.
if you didn’t enjoy it as much as everyone else, you likely (as you stated) didn’t WANT to like it that much.
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The wonder flowers are at the end of most levels because their ideas would get worn out over the course of a whole level, metal matio running through electricity is cool, but if it went on longer you’d pretty quickly realize it’s just mario with worse jumps, the wonder effects are designed to be small unique chamges to ganeplay to spice up a level, they would have to be redesigned to carry whole levels, and this is a mario game, the mario gameplay comes first, you have a steady, solid, easy to understand fameplay system, and it enhances the wonder effects as there is a norm to break away from, they atruck the perfect balance of gameplay to keep the game frequently fresh and enjoyable without overwhelming players or getting old
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If your a TRUE Mario fan then Wonder would be a masterpiece for you. Since Mario Wonder Nintendo has BOMBARDED us with these AWEFUL turn based games that I for the life of me can’t figure out why anyone would like!!! Us TRUE Mario fans should also get new games to play at some point as well! Where is the comments on those games? Mostly all we have gotten from Nintendo thus far on Mario are ports and remasters aside from Mario Odyssey, so shouldn’t Nintendo service us Mario fans that has been around since the beginning before the lifespan of the switch finishes? I agree with the fact that everyone is entitled to their opinions, but complaining about a new fresh Mario game that was EXCELLENT to us Mario players, could very well make Nintendo completely abandon the format that us original Nintendo players love and crave!! Well my rant is now at a close, I just had to voice my opinion on this article!
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