"This
socio-political thriller of a game is kicked off when the Princess is
compacted into a ball and shot out of a cannon..."
During
the 16-Bit Wars the chief video game rivalry was between Sonic the
Hedgehog and Mario.They
appeared on different systems and both spawned legions of faithful
followers.I only bring
this up because Mario Pinball Land (MPL) reminds me so much of Sonic’s
forays into the Casino Zone, which often resembled a massive pinball
machine.MPL’s a nod to
Sonicteam of yesteryear but instead of a few stages pinballing around,
Mario spends that entire game curled in a ball as the Mushroom Kingdom
has inexplicably been transformed into a complex series of connected
pinball boards.
This
socio-political thriller of a game is kicked off when the Princess is
compacted into a ball and shot out of a cannon, landing beyond the walls
of a foreboding castle.In
a heartbeat, Mario leaps into the fray to save the Princess.Again.
Here’s
the first Mario game I can remember where there’s no direct control
over Mario.Instead you use
flippers to bat him around each board.Although the concept is new for Mario, the very familiar bestiary
of foes and environments are not.You’ll
come across power blocks, lots of coins, stars, and Toad with his magic
tent of power-ups, which include shrink mushrooms, Yoshi eggs (for that
extra assist), growth mushrooms and pipes.
To
make the game a little less frustrating, as each board starts a pipe is
located between the flippers making it more difficult to lose a ball (or
in this case, Mario) or have the ball roll to a previous board.After a while the pipe blinks from existence and the real
challenge starts. It you
have a pipe power-up, activating it puts the pipe back – and you’ll
want to have one them in reserve every time you face-off with a boss.
Bosses
produce the most frustration as they tend to knock Mario back directly
between the flippers, making for a quick exit to the board you just
fought through.
I
say “frustration” since even at the best of times I have the
pinballing skills of a patch of grass.Smacking Mario around isn’t a problem; it’s the precision and
timing required that drives me nuts. Targets
are constantly in motion and the targets that do stay still, like doors,
still require finesse to nail.Once
in a while I would get in the zone, flipping on the shoulder buttons
like a pro, and go for 30 minutes at a stretch without losing a ball as
everything happened the way I wanted it to happen.But this didn’t happen a lot.
The
animation and movement feels right for a pinball game but there are some
liberties taken like putting Mario underwater, which doesn’t radically
alter the game but still makes it feel different.MPL hits all the familiar Mario audio cues, while putting just
enough spin on the proceeding to prevent it from being tired.
MPL
features a great save system.If you’re in the middle of playing, you can save and
pick-up from the same board when you restart (much the same way Mario
Golf Advance Tour handled its saves).
There’s
no multiplayer to speak of but pinball has always been about the solo
experience – setting the high score then waiting for someone else to
beat it.In terms of
challenge and entertainment Mario Pinball Land is a good choice for a
long flight or a series of shorter periods.Depending on your pinball skills you might even be done before
the flight is over.