Super Smash Bros. is an undoubtedly popular game, among competitive and casual players alike. From the moment I first started playing it, I was struck by the fact that competitive players don't play it the way the game is advertised, or the way it is initially set up. The game has a myriad of items, and widly varied stages where anything can happen - yet for competitions, they throw that all away, and play on always the same stage, and take away all those fun items that make the game so exciting. So I wondered: why? My answer seems to come in the form of "it makes it more fair". But does it really? Or does it just take away all the fun?
Most of the fun and excitement of Super Smash Bros. comes from the relative chaos of it. Things are happening here, there, and everywhere, ever changing, ever engaging, ever keeping you on your toes. This is traded in for the supposed fairness of one-on-one fighting with no items, and no stage hazards or obstacles. It is thought that by having items and interesting stages, skill is swapped for random luck. But wouldn't it also be more fair to have everyone play as the same character? Then it would be purest skill and nothing but. So where is the line really drawn? Where should it be drawn? I think it is very possible to have fun and remain competitive, and I will explain just how.
By Alayna P.
Mario Kart Super Circuit is my favorite game in the Mario Kart series, though that is something of a unique point of view; most people would list a different Mario Kart game as their favorite, or list this game as a weak point for the series. For me, it was my very first Mario Kart game, the one that made me fall in love with the series, and I still hold it in high regard today! After having spent the following years playing a few more Mario Kart games (Mario Kart DS, Mario Kart 7, and Mario Kart Wii), and learning all the ins and outs of each game; despite the fact that the Mario Kart games following Mario Kart Super Circuit being clear improvements over it, it does do a few things that are worth a return to the series, and would definitely improve the game!
The first thing that you can do in Mario Kart Super Circuit but not in later Mario Kart games, and that I find myself missing the most, is what happens when you shoot a red shell behind you. In later games, firing a red shell backwards is virtually usesless. A red shell fired forwards chases after the opponent in front of you, but shot backward, it just moves in a straight line until it hits something, at which point, it gets knocked out. Even launching a green shell backwards is better, at least those bounce! However, this game does it better. Shoot a red shell behind you, and it sits right there on the track, and it will wait for someone to drive past. Then, it emits a tell-tale beeping sound, and will chase after the driver who went past! When compared to what red shells do when sent behind you nowadays, you can see why I miss it so much. It gave the red shell that one extra useful dimension to it, and ever since then, I just can't help but feel like we're missing out.