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Dream Mary |
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LAST UPDATED: 11/08/06 |
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REVIEWED BY:

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." |
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THE
DATA
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NAME |
Dream Mary1 |
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PLATFORM |
Famicom |
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DEVELOPER |
Unknown |
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PUBLISHER |
Unknown |
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PLAYERS |
1/2 player |
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RELEASE DATE |
Unknown |
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GENRE |
Adventure |
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SAVING OPTION |
No |
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NES NTSC |
No |
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NES PAL |
No |
THE RATINGS
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STORYLINE |
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4/5
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GRAPHICS |
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2/5 |
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AUDIO |
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4/5 |
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GAMEPLAY |
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4.5/5 |
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CONTROL |
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4/5 |
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FUN FACTOR |
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4/5 |
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FRUSTRATION |
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2/5 |
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OVERALL |
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3.5/5 |
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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.
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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.
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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.

A dead Piranha Plant.
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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.
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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.

Start of World 1-2 in Super Mario Bros.

Start of World 1-2 in Dream Mary.
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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.
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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.
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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.
Can Mario jump over this tall wall?
Actually, he can walk through it.
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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.
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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.
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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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