Back in 1993, director Rocky Morton and Annabel Jankel were …
Super Mario Bros.
With each new flagship iteration of Mario’s 3D adventures, you can sense Nintendo’s master designers dreading those four little words escaping the player’s lips. From Mario 64 to the latest (and best) example, Super Mario 3D World, the mustachioed plumber’s console titles have adhered to a strict regime of fresh, introducing unique concepts in one level , developing and building on mechanics and ideas only to scrap them at the flagpole, sometimes never to be seen again, no matter how successful. It’s a well-documented philosophy, and one that has bled into to other franchises, not only helping keep a 100-stage game from going stale, but also a 30-year old series. Unfortunately this excellent way of thinking did not apply to the only same-system Mario sequel since the NES: Super Mario Galaxy 2.
First released in 1984, Duck Hunt is based on an electronic toy by Nintendo designers Gunpei Yokoi and Masayuki Uemura. The incorporation of the NES Zapper became a key selling point, as it incorporated the idea of an arcade shoot-’em-up into the home. The game only had one objective – shoot the ducks and avoid getting the smug, laughing dog at the end of each round. Duck Hunt had a concept that is easy to follow yet quickly repetitive, but due to its NES pack-in pairing with Super Mario Bros., it essentially provided players with the recreational escape from the frustration of the platform game. While Duck Hunt has