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Full Let’s Play
Delightful Adventure: Enhanced is an upgraded version of the old M&L’s Delightful Adventure, a mid-length episode where Bowser teams up with an evil genie named Osoroshi in the Carob Kingdom. The djinn had been trapped in a chest for his wicked deeds, but then Bowser stole it and let him out. Now it’s up to the bros. to put him back in the box.
Let’s Talk About Assets!
I don’t know how much of the graphics are custom-made, but the game doesn’t adhere to any of the traditional Mario aesthetics. Many NPCs have been restyled into a new look with the same function. The bros. resemble their All-Stars SMB3 versions, but with additional frames for a few extras, like emotes during cutscenes or midair somersaults while invincible. A lot of graphical work went into the bosses, especially in the finale, and Lua shenanigans are put to great effect. The stages come together beautifully. They’re colorful and fit right in with standard Mario fare.
Music is from a wide range of sources, and thanks to the custom menu, you can check what track is playing when you pause. The final battle tracks were composed specifically for it, so it’s rocking some unique tunes as well. The episode borrows several songs from the DK franchise and shows some inspiration from that in its level design too. In general, the whole thing looks and sounds fantastic.
Let’s Talk About Writing!
There’s a bit more to the story than in many Mario games, but it’s still very basic. The bros. are summoned by Peach to the castle of Princess Victoria, who informs them of the stolen chest. They set out right away to find it. Beyond the first world, each boss stage is followed by a scene that expands on the plot a little. Bowser releases Osoroshi who needs time to regain his strength, we get some lore about the situation, and that’s about it since there’s no further incentive needed to stop them.
The canon characters feel just right in their dialogue. Bowser is written similarly to how he is in the Mario RPGs: selfish and whiny. Mario and Luigi express themselves through reactions rather than words. Peach is her usual optimistic self. They’re predictable, but entertaining nonetheless. The original characters make a decent showing, Victoria taking an active role in helping you seal Osoroshi instead of just waiting and hoping or getting kidnapped, while the djinn is sufficiently sinister, if typical as a villain.
The plot is serviceable for a Mario game, but only just so. It’s hardly mind-blowing, but the presentation helps to sell it better. The story scenes are well written and feature some choreography. My only real criticism of it would be that the pacing is just a bit off. You see, the game has five worlds, which is kind of an awkward number to work with. When you get to the end, there’s a sense of “we’re here already?” and it feels like even one more world could’ve rounded it out.
The trouble this presents for the story is there’s no sense of scale on Osoroshi as a threat. He’s not too scary when Bowser first releases him, and the next time you see him, he’s already regained his true form. Victoria explains about his origins and why he’d been sealed away, but we don’t see him in action until it’s final battle time. I think if there were an additional world where his first form had been fought as a boss, that might have solved it. Then we could compare his power there to what’s seen later and show some progression with his character, maybe personality-wise as well. However, it’s not like the story is hurting much without it, so it’s fine as-is, only might’ve been better with a bit more fleshing out.
Let’s Talk About Design!
It’s a rompy and straightforward episode. Lua enhancements have given it some new features and quality of life changes, but some of them are double-edged. For one, the custom menu allows you to adjust many things about the gameplay to suit your preferences, but there’s no way back from it to the episode list. When you exit the game, it closes the program. Another is that you can turn off the life system by turning on a death counter, which seems nice since game overs in SMBX are usually meaningless anyway, but this devalues all secret hunting because there’s no reason to collect coins or search for 1-ups otherwise. Thankfully this choice is in your hands, so you can decide what you think works best for you.
Other options include how your item mechanics are handled: classic SMBX with 2 hits and drop box, or 3 hits with spares that pop up on top of you. Pits/lava can be toggled to either be fatal or induce damage. Skull marks remember where you died, ala Mario Maker. There’s a few more besides, but those were the highlights to me. There are plenty of options without going overboard or feeling out of place, so that’s nice.
Stage design is very reasonable and unlikely to be much challenge for vets of the program, but it feels like there’s a difficulty spike in world 5, possibly related to the sense of arriving there too soon. There isn’t much to do in the levels apart from get through them, as there are no consistent collectibles to worry about, especially if the life system is disabled. The game tracks your checkpoints and some stages have a 1-up block at the end which you only get by being quick, but aside from those and the occasional green star, it’s point A to point B gameplay. There’s little incentive to explore, so you can only do it for your own sake to see what’s there. On the plus side, you can check your completion in the menu to see where you’re missing checkpoints or stars, and even warp directly to the level from that list.
While the design of the episode is generally solid, it’s the boss fights that are the highlight, with the final boss being especially noteworthy. The original version of this episode suffered from the limitations of 1.3, but the enhanced version capitalizes on Lua to dramatic effect. The bosses look and feel great, bringing different challenges and ideas than what’s typical of SMBX. My only gripe is that several of them involve periods of waiting for the boss to become vulnerable, which can get tiresome on repeat attempts and drag out the fights. Combatting this, you have the option to resume from the last phase rather than start the fight over, so that helps a lot. Aside from that, the attack patterns are fair and techniques for consistent dodging can be learned.
The early bosses vary in style and complexity, but Osoroshi is on another level entirely. His sprites and effects are of amazing quality. His animations have a natural flow. His multi-stage battle is greatly climactic and well-paced, if padded with some of the aforementioned wait times. You can tell a lot of love and care went into the production, and the episode is worth playing just to see that alone. You can even have a bit of fun with some custom cheats that change up the look of the fight.
Let’s Wrap This Up…
This game is a pretty tame experience overall, but the quality of it is undeniable, with the Lua revisions making a huge improvement. Most of my issues with it can be remedied through customization, so its problems are negligible. Only the story pacing is much of an objective complaint, which is practically a nitpick since stories are rarely important for this kind of game. It feels like a legit Mario game, which is a true compliment for a fan project. Solid stuff, would recommend.
4.5/5
Good job distracting the bat, Luigi!