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Dream Mary

LAST UPDATED: 11/08/06

 

REVIEWED BY:

JC

JC

"The bizarre graphics dash the purity of

the original, but the gameplay is amplified by them. This game is stunning for its

ability to make an old game seem fresh."

 

 

Dream Mary (cart)

 

 

THE DATA

 

NAME

Dream Mary1

PLATFORM

Famicom

DEVELOPER

Unknown

PUBLISHER

Unknown

PLAYERS

1/2 player

RELEASE DATE

Unknown

GENRE

Adventure

SAVING OPTION

No

NES NTSC

No

NES PAL

No

 

 

THE RATINGS

 

STORYLINE

 

4/5

GRAPHICS

 

    2/5

AUDIO

  4/5

GAMEPLAY

4.5/5

CONTROL

  4/5

FUN FACTOR

  4/5

FRUSTRATION

      2/5

OVERALL

3.5/5

 

 

 

 

THE REVIEW

 

If you ever get tired of playing the same old Super Mario Bros., give Dream Mary a go. Dream Mary (according to the cartridge label) or Super Mary (according to the start screen) is a whacked out pirate version of the original sideways scroller. Those classic green pipes, red bricks, enemies and death pits appear and disappear with ever step Mario takes.

 

 

 

STORYLINE 4/5

 

No different than Super Mario Bros., Mario, the mustached plumber, must conquer eight worlds and win a final bout with Bowser to rescue Princess Toadstool.

 

 

 

GRAPHICS 2/5

 

At first glance, the graphics come off as nothing but poor. With pipes, bricks, enemies and pits appearing and disappearing, the screen at times looks like a jumbled mess and t other times like it’s missing important elements. Sometimes only a portion of green hills and white clouds appear and the question mark boxes Mario has headed turn dark green instead of the standard color. You soon realize, however, that this is all a part of the creators’ intention. The purpose is to confuse the player.

 

Essentially, there are two scenes occurring during every screenshot. Mario is the breaking point between those two scenes. What’s in front of Mario is the original and intact Super Mario Bros., or the “present.” But the scene in front of Mario quickly disappears as he walks into it. Behind him appears what is about ten steps in front of him, or the “future.” Sounds confusing, doesn’t it? When playing, however, it doesn’t take long to figure out how it works.

 

One of the more exciting features of the game is getting to see inside the green pipes from where the Piranha Plants attack. When you pass a green pipe with a plant inside, the pipe disappears and leaves the green plant visible, floating in the air, and rising out of the now invisible pipe like normal. When you kill the plant with a fireball, you get to see what the dead plant looks like; essentially, the plant is flipped upside down and has had the tip of its mouth hacked off.

 

Dream Mary (screenshot)

A dead Piranha Plant.

 

 

 

AUDIO 4/5

 

Dream Mary has the original theme sounds that never grow old. Surprisingly, for a pirated cart, the sound quality is no different than the Nintendo-licensed original. My favorite sound effect is the thudding of fireballs against walls.

 

 

 

GAMEPLAY 4.5/5

 

Dream Mary is challenging because it’s confusing. The early levels are no problem for the skilled gamer, who has likely memorized the position of every enemy and hole.

 

But the further you get, the harder the levels become. The grassy and mushroom pedestal levels are damning. One misstep and you’re sent into an abyss. When you come back to life for another try, the screen sometimes places Mario on an invisible pedestal, as if he’s floating in the air. The illusion presented to you is that one step in either direction will throw Mario back into the abyss. And sometimes it will.

 

Another challenging moment can come on levels with propelled bullets. Once Mario passes one of the bullet cannons, it’ll become invisible but will still shoot visible bullets at Mario. If Mario remains too close to an invisible cannon for too long (to gather coins, etc.), you’ll unexpectedly get hit.

 

Other than the curious graphics, the game is molded to the same arrangement as the classic game. Every level has the expected enemies and ends with Mario lowering the flag and entering a fort -- or either entering a green pipe or facing Bowser.

 

Super Mario Bros. (screenshot)

Start of World 1-2 in Super Mario Bros.

 

 

Dream Mary (screenshot)

Start of World 1-2 in Dream Mary.

 

 

 

CONTROL 4/5

 

Mario is as easy to handle in Dream Mary as he is in the original.

 

He has the same abilities, too. With a mushroom he grows big, with a flower he shoots fireballs and with a star he becomes temporarily invincible. He still runs and jumps high when you press and hold B. But the more running and jumping you do, the more likely you are to get into trouble.

 

 

 

FUN FACTOR 4/5

 

If you liked the original, you’ll like this one, too. It’s the same amount of fun, packed with unforeseen twists. Even with the game play being tough (and frustrating) at times, this game is enjoyable.

 

 

 

FRUSTRATION 2/5

 

During the game play, I admit I yelled at the screen more than once. If at any point you feel the need to backtrack, whether to get a power-up mushroom or a coin, you ought to be cautious, the pit you just jumped over is now invisible, as are some of the enemies you just passed. It takes a good memory to get through all the levels without confronting the death of Mario several times. The surest way to get by without a death is to walk through each level without ever looking back.

 

Dream Mary (screenshot)

Can Mario jump over this tall wall?

Actually, he can walk through it.

 

 

 

OVERALL 4/5

 

For the gamer who thinks he’s played it all, this is one pirate you don’t want to miss. The bizarre graphics dash the purity of the original, but the gameplay is actually amplified by them. This game is stunning for its ability to make an old game seem fresh.

 

 

 

HINTS

 

Continue: When on the Game Over hold A, then press Start when the title screen appears to get back to the world in which you just died.

 

Warp to World 2, 3, or 4: In World 1-2, get on top of the brick ceiling (easily accessible at the elevator platforms). Go to the end of the level atop the brick ceiling to find three pipes that, depending on which one you go down, will take you to one of three worlds.

 

Warp to World 5, 6, 7, or 8: In World 4-2, get on top of the brick ceiling. Go to the end of the level atop the brick ceiling to find a single pipe, which will warp you to World 5. Find the hidden vine mid-way through the level and you will be taken to three pipes that, depending on which one you go down, will take you to World 6, 7, or 8.

 

Play the Minus World: Play Level 1-2 until you reach the horizontal green pipe at the end. Break the 2nd and 3rd blocks from the wall. Stand on the edge of the pipe facing away from the wall -- jump up and to the right. The goal is to reach the corner of the block that wasn’t broken. When pulled through the wall, go down the 1st pipe before the screen stops scrolling. Note that if you enter the 2nd pipe you will be warped to Level 5.

 

 

 

NOTES

 

1 Name variations discovered on pirated carts:

     Bros. of Dream World

     Dream Mary

     Fancy Mario

     Knight of Dream World

     Super Mary

 

 

 

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