Thoughts: Super Mario Bros. Wonder

It’s right there in the name. Few games tell you exactly what they’re going to make you feel right there on the box, but Super Mario Bros. Wonder does. Even if the game didn’t feature wild, wacky level-transforming effects around every corner, it would still command awe. Thankfully, the game combines its smooth, precise platforming with a sense of pure surprise, making it one of the most consistently charming and inventive Mario games — or maybe games, period — in a long time.

If you’ve played any classic 2D Mario platformer, Wonder will be easy to pick up and understand. As you begin to explore the Flower Kingdom, however, that sense of familiarity will slowly erode, thanks to the mysterious Wonder Flowers. These items act as a portal of sorts to an alternate dimension where anything can happen. Most of the fun comes from the discovery, so I won’t spoil any of these moments here; just know that any enemy or background item could change dramatically right before your eyes. Though they don’t last very long, they’re incredibly memorable and fun. It’s almost as if Nintendo took the Yoshi’s Island level “Touch Fuzzy, Get Dizzy” and made it the basis for an entire game.

The Wonder Flowers are just the beginning; fun and surprise are Wonder’s main goals. The vibe is sunny and magical throughout. The talkative flowers that pop up offer a running commentary on Mario and friends’ progress, which may sound annoying, but is surprisingly charming. The worlds mostly revisit Mario series staples (desert world, lava world, etc.), but their beautiful backgrounds and clever challenges more than make up for the sense of deja-vu. There are even brand-new enemies to face and a completely new currency to collect (ever collect 100.6 coins?!).

Super Mario Bros. Wonder also goes to great lengths to ensure that everyone can enjoy the madness, regardless of their platformer prowess. All of the main characters you can play as (including Princess Daisy!) play identically, except for the Yoshis and the strange keleptomaniac Nabbit. They act as an “easy mode” of sorts, taking zero damage from enemy hits, and in Yoshi’s case, having a built-in flutter jump for extra air. They can’t use power ups, however, which is a bit disappointing. The new Elephant, Drill, and Bubble powers are fun, so being blocked from them does seem like an unfortunate trade-off. The game’s badge system also offers some gameplay-altering relief for new players, providing defense against falling into pits, or extra height on jumps. For the hardcore, some of them add to the game’s challenge. This mechanic feels akin to The Legend of Zelda: Tears of the Kingdom’s emphasis on player freedom and creativity, which is cool to see in a series this linear.

Nintendo even managed to make Wonder’s online mode interesting, which is classically the company’s weakness. Here, Mario takes a page from Death Stranding’s book by offering passive player interaction, even if you’re on your own. You can see ghosts of other players who are completing the same levels you are, and even touch them to revive yourself when you die. You can also buy character standees to place in areas where you want to warn players of imminent danger or hidden treasure, a la Dark Souls. The game tracks when other people interact with you or your standees, so you can watch your heart meter increase as you do good in the world. Playing with online turned on makes the game feel like a communal experience, and makes the game slightly easier than it would be alone.

Of course, Wonder is just a Mario game at the end of the day; its innovations are mostly quality of life changes, and likely won’t convert too many new players. But if you’re willing to give yourself over to the sheer positivity and imagination of the game, you’ll have an amazing time. Is it the best Mario platformer since Super Mario World? I’m not sure, but it’s a new Super Mario Bros. game with a beautiful and inventive spirit, and I think that counts for an awful lot.