Super Mario Bros was really impressive those days, but as you say, right now the mechanics are very archaic. Same happens with many NES games, like Zelda, Metroid, and many more.
You could try Super Mario Bros 3, which has aged really well, and even nowadays has awesome mechanics. You will notice the huge improvement between the first Mario and this Mario.
Super Mario Bros 2 is nice as well, but it's a totally different Mario. Not everyone likes it, and most of the mechanics there have never be used again in Mario games. You could give it a try, and after beating it, check Wikipedia to know why does this game exist.
Kirby's Adventure is also a great game, which has really good mechanics too. It's very impressive for a NES game. You can even save your progress.
With these 4 games, I think you have enough NES. You could try SNES, most of the games there have aged really well. You could try Super Mario World, Yoshi's Island, Donkey Kong Country 1/2/3, Zelda: A Link To The Past, Super Metroid, Earthbound,...
The problem with approaching SMB (and, really, most NES games) today is that most games today are designed to be experienced once, and maybe replayed later. So most people coming to NES for the first time are coming at it with that expectation in mind.
SMB - and especially the first SMB - is a game that's best when you play it over and over again until you master it. It's not a "one and done" game; it's not an interactive storytelling experience that immerses you in a world. It's best to think of it as a really ambitious arcade platformer, because that's exactly what it is.
You can hold the B button to run and hold the A button to jump higher
Some people struggle with those
But the original Mario was made just before the Famicom Disk System, if I recall; it was the most they could do with the technology they had. The later games were able to include far more variety.
You prefer dying 1000 deaths in Super Meat Boy?
Not really, movies have been around much longer than games and had fully matured long before 2000. A lot of NES games are more analogous to early talkies (some of which are still enjoyable, but not where I would reccommend starting out for film) than something like The Godfather or even Casablanca.This is the equivalent of someone saying "You can skip every movie made before 2000. They haven't aged well."
Thank you for all of your feedback, I have read everything but it's obviously impossible to respond to everything. I spent maybe 20 minutes earlier today reading the manual and playing SMB2 and it felt very different from SMB. Having learned from you guys that it's somewhat of a reskin of a completely different game makes total sense. I'm not sure yet though if I should go strict release date order or go from series to series (and in release order within each series).
I'll definitely be taking your advice to not get bogged down too much in Zelda and Metroid, I will of course try them as planned but I doubt I will finish either. Your game suggestions are most welcome, I will go through them more carefully later and see what I should add to my list.
Some purists will swear by not using save states and while I will continually re-evaluate my use of them and how they are affecting the games I will not outright stop using them. Going for actual mastery like some suggest is how SMB has to be played would probably be fine if I was a kid and didn't have a bunch of other games available to me. Not to mention that gaming time is limited by the whole adult life thing.
This to me is all about having new gaming experiences, those experiences do not have to replicate exactly how it was to play these games when they released. I'm going on a journey and I'm glad to have you fellow GAFers here to guide me.
I don't blame people for using Save States on Zelda 1 and 2, I have no idea how people can deal with those games on their own. The enemies just never let up and act in crazy reflex-testing ways.
The problem with approaching SMB (and, really, most NES games) today is that most games today are designed to be experienced once, and maybe replayed later. So most people coming to NES for the first time are coming at it with that expectation in mind.
SMB - and especially the first SMB - is a game that's best when you play it over and over again until you master it. It's not a "one and done" game; it's not an interactive storytelling experience that immerses you in a world. It's best to think of it as a really ambitious arcade platformer, because that's exactly what it is.
When we're talking about SMB2 US I want to mention that it's not just a reskin of Doki Doki Panic. Graphically, the Mario conversion is improved, the waterfalls in the original basically destroyed your eyes, there are now more animated objects etc. and while the original game had a save feature, you had to stay with one character throughout the entire game and beat the game with all four characters each to see the actual ending whereas in SMB2 US you can choose another character between each stage if you want and one playthrough is enough.
Also, and this is the most important addition...Doki Doki Panic did NOT have a run button!
The Varia Suit too. Ridley and Kraids' hideouts have enemies doing ridiculous damage.I'm not sure if it's been mentioned, but Metroid (and Kid Icarus) has a backwards difficulty curve. It's a pain at first when you have no health and bad weapons but becomes downright comfortable near the end when you have lots of health and the Wave Beam. You just have to spend some time grinding health at the beginning when needed (or save states might be fair). And obviously a map isn't an awful idea.
IOW, it's better to play 4 worlds of SMB without save states than it is to use save states to see the end. It's the journey, not the destination.
I feel like you should just stop
To add on to that, Doki Doki Panic was originally designed as a Mario game, but was reskinned to be a Fuji TV tie in. For the Western SMB2, they merely reverted the characters back to the original Mario characters they used in development. It was made by the same "dream team" that made the original SMB and SMB 3, so it is definitely a Mario game.
Not really, movies have been around much longer than games and had fully matured long before 2000. A lot of NES games are more analogous to early talkies (some of which are still enjoyable, but not where I would reccommend starting out for film) than something like The Godfather or even Casablanca.
Not necessarily. The story was just that Nintendo was making a vertical platformer, then Miyamoto suggested that they make it more Mario-like by adding in horizontal elements, then the prototype had the Doki Doki Panic characters worked into it as it became a full game. The story Tanabe tells in that link says nothing about the game originally using Mario characters; that's just a myth people have started spreading around.
I feel like you should just stop
Yeah. This is good advice.
Nowadays it's definitly a proper Mario title though, with most of it's enemies having reappeared in various titles throughout the years. Even in Japan, SMB2 US had tons of re-releases. How many did Doki Doki Panic have?
Nowadays it's definitly a proper Mario title though, with most of it's enemies having reappeared in various titles throughout the years. Even in Japan, SMB2 US had tons of re-releases. How many did Doki Doki Panic have?
To be fair, when saying "master" a game, we're not talking about memorizing frame data or keeping spreadsheets on complicated mechanics. Most NES games are mechanically simple as there was only a couple buttons and a D-pad.
What we're saying is don't automatically fall back on save states to brute force these games. You'll be left underwhelmed if you treat them as content tourism. Don't spend too much of your limited time if it's not clicking for a particular game. But most of these games don't take much time to get proficient with because they're mechanically simple.
IOW, it's better to play 4 worlds of SMB without save states than it is to use save states to see the end. It's the journey, not the destination.
Edit: you have a lot of good suggestions in this thread. I'd again go back to my 3 recommendations along with the beginner's advice I posted for each: Duck Tales, Mega Man 2, and Contra. Easy to pick up and play and simple mechanically, but really fun and aesthetically pleasing. You may beat them, you may not, that's not really the point. The point is to have fun with them, push yourself, and move on to the next game as your time commitments allow. Happy gaming!
The problem with approaching SMB (and, really, most NES games) today is that most games today are designed to be experienced once, and maybe replayed later. So most people coming to NES for the first time are coming at it with that expectation in mind.
SMB - and especially the first SMB - is a game that's best when you play it over and over again until you master it. It's not a "one and done" game; it's not an interactive storytelling experience that immerses you in a world. It's best to think of it as a really ambitious arcade platformer, because that's exactly what it is.
Doki Doki Panic was a game made for a festival. It wasn't meant to be a full release. It was made by Miyamoto and his team for a specific event. Since they owned the code they were able to just repurpose it when the time came to give the world outsite Japan a new SMB game. Had Doki not existed, who knows what we'd have gotten. Japan seemed set on not giving us SMB2j because of its difficulty. It's possible the US and everyone else may not have gotten anything at all until 1990 when SMB3 came out.Nowadays it's definitly a proper Mario title though, with most of it's enemies having reappeared in various titles throughout the years. Even in Japan, SMB2 US had tons of re-releases. How many did Doki Doki Panic have?
Doki Doki Panic was a game made for a festival. It wasn't meant to be a full release. It was made by Miyamoto and his team for a specific event. Since they owned the code they were able to just repurpose it when the time came to give the world outsite Japan a new SMB game. Had Doki not existed, who knows what we'd have gotten. Japan seemed set on not giving us SMB2j because of its difficulty. It's possible the US and everyone else may not have gotten anything at all until 1990 when SMB3 came out.
Also it did get a rerelease in Japan on cartridge. So it got one. Either way I wouldn't want to play Doki Doki when SMB2 USA exists. It's just that much better.
The only problem is the name. Would it have been called Supe Mario Bros 3 still? People would have wondered where 2 went. They could pull a Final Fantasy and called it 2. Seeing as the next game was called Super Mario World. Still the US would have been so confused a few years later when we discovered that not only was there a different SMB2 in Japan but also the 2 we got was actually 3 and World was called 4 in Japan.The US probably would have just gotten SMB3 a year earlier if not for Doki Doki Panic getting re-purposed. It did release in 1988 in Japan, after all.
it is not a very interesting game
Japan seemed set on not giving us SMB2j because of its difficulty.
This is the equivalent of someone saying "You can skip every movie made before 2000. They haven't aged well."
You can hold A+Start on the title screen to restart at the first level of the world you died in. I'm surprised this is not well known at this point!
This is an awesome post. Content tourism is a great term and yeah, NES games aren't that. You're not playing it to see what the next part is like. The best feeling I get when I play a NES game today is the tense feeling where you're doing well and you're worried you'll screw up. Last time I got that was trying to beat Contra with 3 lives. You absolutely not getting that from save states and that's the greatest thing about playing NES. You're not getting that from a 30 lives code either.
You know, contrary to the previous poster in the thread, I think I remember actually checking the (US) manual and it's not actually in there. So it's more interesting to know how this info did get out there? Nintendo Power or something, probably.
You know, I agree with some points about save states, but I'm playing Zelda II recently and to be honest it kicks my butt so hard I still feel enough challenge fighting the unrelenting enemies and judging whether making a save state at this point in the dungeon is a good idea or not, strategically balancing 'game overs' to line up with leveling up. It's still satisfying and challenging, but not in an insane way that I'd literally just never have time to deal with.
Zelda 1 is a bit easier to cheese, but I don't really regret it either.
I've finished every Mega Man game, SMB1, SMB3, Metroid, and some other NES games without them, so I can appreciate there's some value in challenge, but I don't think it's worth shooting down 'save states' super hard. As long as the person understands they're missing a small component that made these games what they were and not going on a forum and going "wow, Zelda sure was short" or something
Not really because of how reliant on technology games are. It's not really a fair analogy
Zelda II is a game that was made about fifteen years too soon. The combat is complex, but I don't think it's rewarding. It's just a thing that I do mechanically perfectly enough to beat the game, but I never have fun with it. I spent most of my time being irritated at the combat and annoyed with the backtracking and finding random squares in the midst of a big-ass forest that I need to enter to get a plot football that I can carry forward to the next run of irritating combat.
If Nintendo just re-did Zelda II except in full 3D, basically make it like Dark Souls, it might be the best Zelda game ever though.
What do you find so hard about Zelda 2? What enemies are you having trouble with? I don't put it up there with games like Ghosts N Goblins and Ninja Gaiden for difficulty. The only really hard parts I can remember are Death Mountain and the last palace.
To add on to that, Doki Doki Panic was originally designed as a Mario game, but was reskinned to be a Fuji TV tie in. For the Western SMB2, they merely reverted the characters back to the original Mario characters they used in development. It was made by the same "dream team" that made the original SMB and SMB 3, so it is definitely a Mario game.