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Luigi got Mario a good deal.

  • Isrieri
  • 11/16/2012 08:16 AM
  • 3032 views
I didn't really know what to expect going into Mario's Mansion 2. A game of nothing but ghost houses? Surely you'd run out of puzzles? Well the approach taken here is quite different and far more interesting! The stage set for us today is that a large unidentified mansion has made itself the home of a ponderously large number of poltergeists. The inhabitants have turned into wavering spirits, Twilight Princess style, and urge you to break the evil curse brought upon the place by none other than the vile Kamek! I chose to pretend the mansion belonged to a stuffy accounting bureaucrat who's Faustian dealings with powers unknown were the cause of his own undoing. I mean, why else would Kamek be in command of evil spirits?!

Most Mario-eque games would eschew any sort world-building in favor of focusing on the levels themselves. Mario's Mansion 2 stands out marvelously in that it makes this the centerpiece of it's design. The hub area is the mansion itself, and the levels are the wings or rooms that it consists of. You'll be leaping and bounding through a kitchen, basement, and library to name a few. Thus, there is a strong sense of progression and consistency. Very important elements to be sure!

The ingame visuals consist primarily of the default tilesets and some reskinned npcs and new backgrounds. This is not that impressive to me who cares little for such things. What is impressive is how the default tiles were used very effectively: No level is graphically the same. There is a lot of variety in how each designer used the tiles to suit his level. Thus the game has a unique visual style. Not groundbreaking, but still effective. There is no clutter, and rarely is the way forward unclear (save the usual ghost house shenanigans we've come to expect). The ultimate effect is a well-communicated spooky Halloween theme!

The level design varies from room to room. Being a collab project this should come as no surprise! Unlike you would expect in a more traditional ghost house, where the level is designed around the puzzles it expects you to solve, these play out like classic adventure-style levels. However this further supports the overarching theme of the game, and I quite like the effect. The puzzles that are there are alright, and don't so much require outside-the-box thinking as process-of-elimination scavenger hunts. Fans of the traditional style may be a bit disappointed in that department. Non-fans may be delightfully stumped nevertheless.

There is no real difficulty curve here: Some early levels are easy, some aren't as easy. But by no means inaccessible for newcomers. The stylistic choices of each designer are different enough that each level plays differently than the one preceding it. Each level has a core gimmick to it that also mixes things up and keeps the action from getting stale. There are moments that the easily frustrated may find somewhat frustrating, but otherwise the game presents a casual challenge that doesn't overstay it's welcome. Not too shabby for a month's work.

The game's most significant flaw is the lack of an ending. After the final battle it just drops you off at the hub! Why not have the mansion's curse be lifted and allow the player to leave the way they came, with the dwelling's dwellers dolling out praise for their daring heroism??

Overall: The game's fun. The charm of it's presentation is the defining feature of Mario's Mansion 2. Its short, clocking in at a little under 2 hours with my playthrough. For hardened Mario players, this is nothing new, primarily a nifty adventure through a dusty old ghost house. For non-fans who might wish to explore the SMBX engine, consider this on your list of games to try.


I've included personal reviews of the individual levels for the interest of the designers. Don't read it unless you want spoilers.

YOU COULD PLAY THE GAME FIRST YOU KNOW. >:|

GRAVEYARD: I liked it! A very nice introduction. The rexes-as-zombies was a good idea, I just feel that because they take 2 hits, it makes them feel more like zombies than the other enemies. I enjoyed the fact that the pipe to the level was placed outside the mansion. Its a good lead-in and gets you hyped up for what's to come. The background objects were all utilized very well, like the iron fences in the foreground, and the buildings you had to climb onto.

CHILLY CELLAR: A very subdued first start and a good first room for the mansion proper! I was surprised how well this level utilized the all the open space, it plays very well with the ice theme and music choice. Good usage of the 2x2 blocks. I found the hidden vine block above the spring very easily! The eyeball sprites were well done, and the differently coloured irises made it easy to tell one type from another. I think my favorite bit was the eeries over the segmented ice bridge before the spring. This level had a good length to it as well, I'm glad you're getting better with that!

BALLROOM: Those chandeliers are cool, yo. Why didn't they swing?! I thought you were a Castlevania fan! The door room's solution seemed a bit too obscure for the Mansion's second level: You could've made a silhouette of the door instead of leaving it behind the curtains. I'm impressed with how well-paced the level is. I'm mainly referring to the outside area with the water and bony fish. Serves no real purpose except to look neat. Tell me something though: Why does everyone seem to put Dragon Coins so far out of the way? They're pretty worthless, no one's going to go out of their way for them to that extent. Better to make them all easy to collect on the way through the level, but just to make the player take a path of not-quite-the-least resistance. If you get what I'm saying.

FALLING TO PIECES: The black background sets the mood nicely, and that well-placed eerie at the start had me in giggle fits. That sneaky door puzzle was probably the best one in the game. Putting that coin block after the checkpoint was a very good decision: If the p-switch's timer hadn't run out yet, you can spend the waiting time collecting the coins in the block. The falling mechanics were a great gimmick. The enemy placement was pretty good too.

LIBRARY: The first room? Just great. For Castlevana fans it gets them excited. For everyone else, they get to see the neat custom backgrounds. Its buildup! Good buildup! This level, from a strict platforming standpoint, isn't anything special to be honest with you: What makes it so great is the sense of adventure and exploration it incites in the player, and all the little touches of whimsy. Like how after the checkpoint, you fall into the next room. That's great! The hidden doors were also in pretty good spots, hiding them in the "outside areas." The multiple backgrounds: the black parts, wooden ones, and castle areas lend a lot of variety. Otherwise it would've been very dull! This really sets the tone for the rest of the game.

OUT OF THE FRYING PAN: Nice frying pan, Deckiller. Were you aware that if you missed your ride on the skull raft, you can spin jump on that eerie and go back to hitch a new ride on it? I'm assuming you did but if not, good job. The vegetable theme is utilized well and sets this level apart from the others. I didn't really see the point of having a second barrier after the ice blocks. I'm referring of course to the mother brain glass. It kind of breaks the pacing a bit too much. You could've had a series of corridors full of enemies leading upward (Doki Doki style) that would've have been a far more entertaining use for the ice flower!

GREYHOUSE: Moderately challenging! A surprise! I loved the bit after the checkpoint where you had to climb on the vines. Good use of decorations here, and excellent placement of those fire trap plants. In hindsight you maybe could've moved the checkpoint back a little further and it wouldn't have hurt anything. For some reason I can't explain, this one wasn't memorable for me personally. It may be actually be because of the lack of color. Its a fine level otherwise. You like having big lakes in your levels I take it?

SCARELEVATOR: How do you get up to that p-switch? I couldn't figure it out easily when I was playing and that's probably not a good thing. I managed to get it by flying up to it. Second section is by far better than the first. The ninjis are pleasantly tricky! The dragon coins and 1up requiring the p-switch are too much though. Not because they're completely bad ideas but because no one would bother to go to those lengths to get them.

GHOSTS SPRING ETERNAL: I found this one an awfully fun (but short) one! But I also have very little to say about it! There's not really much to comment on. That final jump before the star is pretty tricky. Did you have to spin jump on the big boo to get to the last spring? Because I managed to make it from the spring before it, and by jumping on the boo.

TRAPPED TOWER: This is a concept that I've (surprisingly) not really seen a lot of. Its basically just scrolling you down the tower, but giving you less room to do so than normal, and with added threat. It pushes the player to hurry, but requires you to take your time. Its pretty good! The second segment is a little more interesting because of the springs and how they're placed just far enough that you reach the next one at the apex of your jump. Overall its a fun little stage. Protip: If your level names are going to be alliterative, make sure the first word isn't one syllable. Otherwise it comes across trite as hell.

CLOCK TOWER: You aren't allowed to have a clock tower level with castlevania undertones and not use bloody tears (I kid). Some of the obstacles here were pretty novel, I've never seen the likes of that buzzsaw corridor before. The firebar-clock was a bit ham-handed I felt. That's not bad! I love that sort of thing! Reminds me of Mega Man. "When the clock struck midnight last Halloween I was dressed up in a special suit!" I'm guessing that's a reference to the last game? Solitayre, you are really good at pacing your levels.

KAMEK'S KEEP: A great level! Sets the mood for the final fight well, and has some nifty moments, like hopping across the platforms on strings. Loved that bit.
I appreciated the classic Castlevania staircase before the final boss. Didn't think much of the shy guy barrier, but it makes sense to have something like that since this is the final level and all. And I guess you could also toss in a "puzzle" moniker if you wanted to really stretch it.

THAT KAMEK SPRITE IS HILARIOUS AND AWESOME.

Good final boss music as well.

Posts

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Thanks for the feedback! I should play the game one day....
Solitayre
Circumstance penalty for being the bard.
18257
Thanks for the great review! Glad you enjoyed the game.

The message in Clock Tower is a hint. Whatever is it hinting at though, I wonder? It is a mystery...
Decky
I'm a dog pirate
19645
/me brags for coming up with the hint XD
Isrieri
"My father told me this would happen."
6155
My dark and terrible secret is that I was considering joining you guys up for this, but I passed on it because I am bad at making ghost houses. :P
I'm just glad my levels finally succeeded in appeasing someone in length (That's a new one for me!)
Decky
I'm a dog pirate
19645
Oh snap we have makerscore from this review now!
author=Deckiller
Oh snap we have makerscore from this review now!
My precious....
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