Mario's Time Machine
Aka the game that could have been one of the best Mario games in the series had it been non educational and the designers had made it like nearly every other game with the same theme, this game had Mario getting a time machine and foiling Bowser's plans of interfering with history, albeit in the real world. How could anyone mess up this storyline? Countless kids shows have used it just fine (and sadly, better than this game did), and entire movies and franchises have been built around time travel. It's not a bad idea like Hotel Mario's door shutting mechanics or Mario getting a magical typewriter, and you can just see the possibilities!
Mario in prehistoric times fighting off dinosaurs and avoiding T rexes and the like. Mario in ancient Egypt, or Greece, or Rome. Mario in medieval times as a knight, or Mario in World War 2. Okay, cliche ideas, but anything would have been better than Mario going on a game long fetch quest and answering history questions for a quiz.
So what could have improved this game? Well, the obvious answer, cut back on the edutainment, and send it to Nintendo proper to make rather than some bunch of talentless hacks from a random third world country who can neither program or act if their lives depended on it. Remove the quizzes, which are something kids have to put up with in school anyway, add some actual danger and excitement to the whole thing by making Mario get hurt and possibly killed by enemies, improve the technical qualities (especially the artwork and sound effects) and generally just make it the kind of game people expect when you mention Mario and time travel in the same sentence.
Or maybe just make it like Mario and Luigi Partners in Time and call it a day.
Wario Master of Disguise
A half hearted attempt at reviving the Wario Land series, the game makes it here via the few things it does do right. You see, despite being an average game, it actually does have quite of a few redeeming features in the excellent music and character design and has a general storyline concept that could well have been worked in a proper, enjoyable Wario plaltformer. Take a listen, these aren't exactly bad tunes for the game, and they could well have fit in nicely in a game like Wario Land 4:
Similarly, the core characters and such aren't too bad, and could probably be made into the focus of a decent game. Sure, Terrormisu is the least threatening looking Wario villain ever, but Cannoli and Carpaccio could easily be decent characters in a proper Wario Land game.

This
time, the problems to fix are due to two things, one being forgetting
that Wario isn't all about toilet humour and such, and the other being
an overwillingness to try and shoehorn in bad gimmicks and turn the
series into something that it's not about. The touch screen gimmicks
which take over most of the game (and indeed, two otherwise important
battles get basically replaced by gimmicky puzzles, including the
freaking final boss) and are there almost entirely so the designers can
get credit for using the touch screen of the DS... badly and the puzzle
elements kill much of this game, but it's also hurt by the toilet humour
in the enemy and boss design. You've got enemies which attack by ***,
overuse of excretement for failing as Arty Wario and a boss called, no,
wait for it... the Barfatronic Lavachomper.
So what would fix
this? Again, put some more effort into the game, make the levels more
action rather than puzzle based like the rest of Wario's series and
remove the immature humour which kinda kills the game's tone.
Mario Pinball Land
Artemendo
already covered many of the failings of this game, what with the whole
overly 'frantic' gameplay style, the poor physics and the general boring
gameplay, but it's a prime example of what could have been a good game,
if it just wasn't a pinball game.
And
there's the problem already. It's design wise a near perfect mesh
between Super Mario 64 and Super Mario Sunshine, it has a variety of
fairly interesting bosses (including one who is supposedly not but most
definitely seems to be Tutankoopa from Paper Mario) and like most missed
opportunity games, has fairly good music (why is it that could be
decent Mario games so often have music of around the same quality as the
excellent classics?)
Does anyone get reminded of Culex from Super Mario RPG by this?
Surprisingly catchy.
But
as said, this could have been excellent as a 3D platformer of some
kind, maybe even on the GBA if the graphics were possible to use for
more dynamic gameplay. It looked in all honestly just like a Gamecube
game, and ideally, it should have been one with Super Mario 64/Sunshine
type physics and gameplay.
The point stands, you have to remember
the limitations of the genre, and by design, pinball isn't a good basis
for an adventure. Better such games like Metroid Prime Pinball (I
hear) and Pokemon Pinball do well because they're still at heart pinball
games, not attempts at a 3D Mario game with pinball physics. It's why
there's thankfully not going to be a Legend of Zelda Pinball Edition
where Link goes around dungeons in the style of this game, hopefully.
So
to improve, this game should have ideally just gone to a home console
and been made into a real adventure game. It could have (if the game
design was indicative) of been an excellent compromise between the 3D
Mario 64/Sunshine style and a more linear 2D Mario style, instead of the
awful mess the released game was.
Yoshi's Island DS (to some extent)
Now,
some people are probably wondering exactly why I've listed this game
here, since I'm one of those people that actually likes said game...
well, I think it still needs some improvements, and I could tell why
quite a few people don't like said game.
You see, graphics and
music aside, much of the issue here is that the level and boss design is
just far less interesting than the original, and the former seems a bit
rushed and not well tested. Confusing? Probably, but it just feels
very much like a Mario World Kaizo hack, what with the deliberately
rather nasty level design. And that's not something Yoshi's Island ever
was. Sure, it was hard, but it was more the fair sort of hard than the
'kill you because you messed up a minor thing kind of hard'.
It's
just a big difficulty wall as soon as you get to about world 5, where
it starts trying to outright kill you every step of the way without any
warning. Being trapped forever becomes common, forced hits near
guaranteed and evil little traps like lava sent straight onto Yoshi's
head with no warning are quite common (and I mean it, one in the world 2
secret level is even timed so it looks perfectly safe before frying
Yoshi alive and sending him three rooms back to the nearest checkpoint).
But
it really does seem like a ROM hack of the original. The bosses are
quite mediocre too, more so on the design end than the actual gameplay
aspect. Heck, Gilbert the Gooey is worst here, he fails on pretty much
all possible accounts and is the only boss I recall in Mario history you
can kill instantly with a single well placed hit.
How should
this be improved? Up the level and boss design. Put some more levels
together that feel less like cramming spikes onto the screen and trying
to design everything for pure gameplay, and more personal touches to the
game. It feels very clinical if I can say that, very much like it was
designed by numbers or board meeting. It's got some good ideas, but
it's very much quite a dull game that has ironically got less
technically impressive than the original back in the SNES days.
Later Mario Party Installments
The
first likely criticised choice on the list. I'll come out immediately
and say I do not at all like many of the later games and pretty much
stopped soon after Mario Party 5. But to back it up, at least I can say
the general sales rule has been that the earlier games have outsold the
later ones, albeit with even the worst selling over a million copies.
How
could it have been excellent? Well to be perfectly honest, there are
many traces of good design later. Some mini games reference obscure
Mario characters like Big Bob-omb and Salvo the Slime. Some board
concepts are fairly good, especially in Mario Party eight. The GBA game
was a Mario nostalgia fanatics dream with average gameplay. That kind
of thing.
Still, the key issue I can see is that the games have
got more and more generic as they've gone on. The mini games have often
stayed at least relevant to the series, but you can easily tell later
boards and such basically have Mario additions as last minute cosmetic
changes and may as well take place on Earth or some generic other
setting.
Mario Party 7's boards are a good example, possibly
taking place on Earth, but still having Mario enemies and generic grunts
almost as if Nintendo couldn't decide where the game was meant to be
taking place and tried to shoehorn it into the Mushroom Kingdom
somewhere. Mario Party 6 and 8 are much the same way, as is 5. Maybe
it's just the overall generic graphics that could just as well fit in
Sonic the Hedgehog Party, Crash Bandicoot Party or the upcoming Wii
Party. But there seems to be something missing. Older games seemed to
have more Mario references than the newer ones, and it really, really
takes away from the game. Should have let me design rhe boards to be
fair, I'd at least reference Super Mario Bros 3/World/64/Sunshine/Galaxy
in the process.
Other
things seem just as more problematic, like removing DK as playable
(huh?), the increasingly weird item system (what was wrong with normal
items like all other spinoffs?), and the increasing emphasis on luck. I
mean, Chance Time was bad enough, do we need Get a Rope and it's
variants in future games taking up valuable mini game space? Come on,
the dice is plenty random already.
So how would I improve these
games? Bring them back to the Mushroom Kingdom proper. Tie them into
the normal Mario games. Make boards where you go around Rogueport or
the Beanbean KIngdom, or an airship, or Dark Land, or one of the
galaxies in Mario Galaxy. Have more Mario references and characters,
less generic drones, more background goodies. Bring back DK. Bring
back normal items, *** speed up the gameplay in general.
And for the love of God, kill the luck based missions with fire. A board game is luck based enough as it is.
Every Mario game cloud has a silver lining...