Mario Pinball Land |
Game Boy Advance |
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Review by Tyler Willis |
Nintendo |
Pinball |
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Graphics: 9 |
Sound: 5 |
Gameplay: 2 |
Overall: 2 |
![]() If that intro seems farfetched, well, it is. It would have been great to see a Mario pinball game, just without a desperately reaching attempt at connecting it with any sort of reality. Gamers tend to have a decent suspension of disbelief, and there was no reason to subject players to the goofy storyboard sequence introduction. Mario is a pinball, and that is that. Mario Pinball Land doesn't feel like an average pinball game. There are no flashing lights or tracks or ramps; instead, the player is treated to a bizarre mixture of side-scrolling platforming, adventure, and bad pinball physics. Gameplay itself is relatively simple, following the standard two flippers at the bottom. The goal is to collect stars and to defeat bosses of four different zones, thus granting access to the final area. Generally what this boils down to three goals: destroy everything on the screen, destroy everything on the screen while desperately attempting to not have Mario go down the drain - resetting everything, and hitting a few switches with Mario before destroy everything on the screen etc. ![]() Unfortunately, beyond repetitive goals, the game also suffers from a distinct lack of good design. It defies common sense that a rolled up plumber be able to move, much less in any posthaste manner, but the Mario ball could give Superman a run for his money. Any sort of accuracy with the flippers is more matter of luck than skill, and the game is mostly comprised of open fields that require direct placements to achieve any results. In addition to all this, sheer frustration results from the fact that game screens reset immediately if Mario accidentally falls to a lower level - no matter whether there was only one more spot to hit or whether the level was just starting. This, combined with the fact that there are far too many ways that Mario can exist any given level mean that players can expect to make dozens of attempts on the harder screens. The real difficulty lies not in the skill but in achieving enough patience to fumble through levels. The game also features a time attack mode, but this is merely a rehash of the normal levels with the emphasis being on getting through each level as quickly as possible. Fortunately, it is possible to save progress, allowing permanent items (stars and keys) to remain in inventory from game to game. The cartridge only features one slot though, so players must make careful decisions regarding the save feature. ![]() Overall, Mario Pinball Land is a frustrating title that could have been much better. Recommended only to Mario nuts and those absolutely starved for pinball games. |