I've been regularly importing stuff from Japan for over a decade by now, and my wallet has never forgiven me. This began largely for the sake of research and documentation (stop me if you've heard it all before): finding manuals for Bomberman games, cataloguing manga, looking into the development history of Metal Slug, or whatever daft notion crossed my mind.
But sometimes you feel like treating yourself, whether it's to a fun little trinket or nifty shirt... or thinking, y'know what, there's oughta be more coverage of the world of Japan-only tie-in board games. "Somebody's gotta do it!" was my mantra for the longest time; what "it" entailed would change on a moment's notice, and was guaranteed to never be anything sensible.

Anyway, that's why these Mario-themed balancing games from 30 and 20 years ago respectively sat around my apartment for not quite as many years, and also why I'm medicated. Flailing for things to be productive about is a hazard! Don't be like me!
So, what the heck even is this? If the packaging of the 1987 [src] edition by Kawada is to be believed, it's based on "Pisa Game," which is better known in English regions as Tipsy Tower (or Tumbling Tower, or Shaky Tower, or Jiggling Tower, or...). It's seen a lot of different editions and iterations over the years, but the gist of it is:
You have a tower with four tiers on it (with arched columns at its centre, so the Leaning Tower of Pisa inspiration never truly vanished), and that tower sits on a curved base that's prone to teetering and wobbling unsteadily. "Guragura" is Japanese onomatopoeia for that sort of thing, you see!
The job of however many players are taking part is to then place their figurines on the tower, placing them on the platform colour that matches their dice roll; they can only place figurines of the same colour, and their turn is skipped if they don't have any that match. If any figurines fall during a player's turn, they must add them to their hand. The first player to successfully place all their figurines and empty their hand is the winner.
(src: kawada-toys.com)
Despite supposedly originating in Europe, the game seemingly doesn't get a lot of play in western regions, with very few new editions being made after 2001 from the looks of it. To be fair, all children's board games have had a hard time competing against other forms of entertainment in the past couple of decades...
... and balancing games in particular face an uphill battle when Jenga is the reigning champion. Jenga hasn't just eaten the lunch of every other entry in the genre, it's even co-opted the "Tipsy Tower" name and all its other monikers for its drinking game edition, with pack-in shot glasses.
(src: ラーメン紀行 / Minnieママ)
It appears to be a different story in Japan, where Guragura Game has either remained a staple, or simply remains visible on account of its various licensed tie-ins! You've got Hello Kitty Guragura Game! There's Pokemon Diamond & Pearl Guragura Game! Winnie the Pooh, even!
Doraemon, Anpanman, Hamtaro, Sumikko Gurashi... if a franchise has got cute little bastards, you can expect to find them in a board game about risking their lives on hazardous architecture. Admittedly the "Guragura Game" moniker is applied interchangeably among any number of balancing-themed games, including Jenga, Monkeying Around, Epoch's 
A bizarre showcase of the game's resonance in pop culture apparently occurred in late 2019, when an image was shared allegedly showing the Atashin'chi Guragura Game being sold on Yahoo! Auctions for one quadrillion, one hundred and three trillion, three hundred and fifty four billion, three hundred million Yen (1,103,354,300,000,000円)... a sum in the vicinity of Japan's national debt at the time. (To localize this joke, pretend America tried to finance its next war by selling a copy of Clue: The Big Bang Theory Edition for about thirteen figures. Anything's possible in this crazy world.)
While the image was edited and the real item supposedly sold for a mere 1,000 Yen, that hasn't stopped folks from trying to ride the gravy train themselves for the sake of a good yuk.
Anyway, I think that means I can finally talk about these flippin' Mario editions!
Right off the bat, the box makes a striking impression. Clad in the same rich yellow that slathered Super Mario World's promotional artwork, and featuring not one but two dynamic action shots of Mario watching pensively as an army of Yoshis eat shit on Bowser's crumbling tower. The artwork is largely lifted from existing renders, making edits to expressions or appendages, with a couple of charmingly off-model Yoshis to be found, but even seeing old art made to blend into a new composition is always something to be cherished in my eyes.
Although the package includes 22 figurines in total, there's only five unique ones: a single Mario and Bowser in full-colour glory, and 4 each of Yoshi and Baby Yoshi, and 12 Super Mushrooms in unpainted plastic.
Mario and Bowser recreate their poses from the promotional art, and it's perhaps among the earliest depictions of Bowser in sculpted miniature that's halfway recognisable (the various keshigomu figurines from this era were somewhat hit or miss, though bless them for trying). Bowser comes out the nicer of the two, his earthy colour scheme really making him pop, and I do enjoy how blomby he is, looking like a painted easter egg with his tummy and big stompy legs. Mario's pale skin and thinning moustache just make him look unwell.
I'm always thrilled to see the classic Baby Yoshi design get some representation, though as much as I love the little gremlin, you can see why he's typically only seen from the side and rarely depicted in 3D. From the front, its bug eyes and crooked smirk look like they belong on roadkill.
Where Kawada's original Guragura Game was purely a test of survival and elimination (at least, based on the lack of instructions on its packaging, instead recapping the history of Pisa in the span of two paragraphs), this Super Mario World-inspired edition adds a score mechanic into the mix.
Each player gets three Super Mushrooms, a Yoshi and Baby Yoshi, while the tower is adorned with Bowser at the top and Mario at the bottom. You presumably argue amongst yourselves over who goes first, there's no rule for that.
A player rolls the die on their turn, and places a figurine on the corresponding coloured platform, ascending in scale from Super Mushroom, to Baby Yoshi, to Yoshi. If a figurine falls on their turn, they have to claim them and add them to their hand.
Once a player has emptied their hand of figurines, they can move Mario up to the next platform, earning 10 points. They can then declare "jump!" on the same turn to move Mario up to the next floor, doubling those points, and even declaring a second "jump!" to ascend to the top floor, quadrupling to make 40 points!
However, if any figurine falls during Mario's jump, you lose and are out of the game; so long as Bowser doesn't fall, play continues. If a subsequent player declares "jump!" and Bowser falls, they lose and their negative points are doubled.
In this image, Player 1 would win 71 points. (40 from Mario, 20 from the two Yoshis, 5 for Baby Yoshi, and 6 from the two Super Mushrooms)
Player 2 would lose 10 points for their single unplaced Yoshi, and Player 3's four figurines would lose 21 points.
The game ends once Bowser falls, deducting 24 points from whoever was responsible, and everyone calculates their scores. If Bowser falls before Mario moves, the player with the fewest figurines remaining wins.
The winning player starts with their Mario bonus (10, 20, or 40 points), then adds the total of every figure still "in hand" among the other players (that is, figurines not on the tower) to their score; Super Mushrooms are 3 points, Baby Yoshi 5 points, and big Yoshi 10 points.
Losing players subtract the point value of their "in hand" figurines from their score. You're then expected to reset and play "a predetermined number of rounds" before the total victor is decided by the accumulative score.

The fact the whole game is build-up to getting the chance to move Mario does feel like a tease, as that's the only time it feels like your actions make a meaningful impression on the tower. It's the only instance of repositioning a figurine once it's been placed, which is the sort of tension a balance game needs.
I might just be Jenga-pilled, but taking risky moves and fretting over the tower's fluctuating centre of gravity is a big part of the thrill. Any hope of rigging figures that are doomed to fall on the next player's turn is foiled by how dang steady the thing is! The best the game can do to increase the tension is suggest you play the figurines upside down, or even hang Yoshi off the edge by his feet, to make them more liable to tipping, but it feels like an apology more than anything.
This game has the curious luxury of being released in Europe (in Germany or the Netherlands at the very least) by Jumbo in 1994, among the rare scatterings of Mario merchandise available in the west at the time, alongside that unsettling battery-operated Yoshi with the red light-up eyes. Rechristened Super Mario Tower, this version isn't a straight import of the original, but instead reworks the game rules a little.

Mario is no longer moved only after placing all your figurines, but instead when you roll the Mario face on the die (taking the place of one of the blue spots), and the penalty for characters falling on your turn is having to place two of them per turn; one from your hand, and one from the fallen pile. The score system is omitted entirely, and the game simply ends once Bowser falls, the player responsible is the loser.
(src: kukiscollectorscorner)

To go on a tangent, the Japanese packaging includes a warning urging young children not to swallow the Super Mushroom pieces. If I may be cynical, I have to wonder if this is why Tipsy Tower fell out of fashion in the west, and Jenga became the more welcomed replacement.
The figurines in Guragura Game are small and lightweight, and are destined to scatter once the tower tips; that's not so bad if you're playing on a kotatsu at floor height, but sitting at a table, the extra height and velocity means those things are gonna span the entire breadth of the room. There's already fear of children eating the damn things, never mind losing them and all the clean-up involved!
Jenga, meanwhile, is nothing but big hefty blocks that aren't going to bounce nearly as far, and if you happen to swallow one, you deserve a round of applause more than anything. Though every country is no stranger to toy safety regulations, one gets the impression Japan is more lax on projectiles and small pieces, trusting children to not injure themselves at the nearest opportunity, if we're to believe an old Toyfare magazine on the matter.

This one completely ditches the score system and goes back to basics akin to the original non-Mario Guragura Game. Turn order is decided by rock-paper-scissors, going clockwise from the winner. Before the game begins, everyone takes turns choosing 2 figures from the pile, until all 24 figurines are handed out.
Rather than the linear increase in scale, it's back to only allowing figurines of the same colour on their respective platforms; if the player has no matches, their turn is skipped. Rolling brown on the die means you can place any figurine on the top platform. Otherwise play functions like the vanilla Guragura Game, where fallen figures are added to the player's hand, and whoever's the first to safely place all their figurines is the winner.
The original Guragura Game intentionally skewed the number of figurines in certain colours (red and blue had 8 each, while green and white had only 4), which meant emptying your hand wasn't a linear process, but relied heavily on the dice rolls. Red and blue have two spots on the dice, so it's easy to clear those out, but you might go turn after turn missing your opportunity to offload that pesky green...!



This game mode... well, it exists. The idea is cute, I'll give it that much. After a tense game of strategic placement, here's an outlet to blow off steam by bashing figurines into each other at high velocity. Being able to disassemble and repurpose the tower's component pieces, and having this otherwise superfluous springboard as a playing piece, are great ideas!
It might not be much to work with, but it's something that encourages creativity, to use these components to cook up whatever daft notions come to mind. Japanese toys are no stranger to proposing alternate play patterns; the likes of B-Daman or Beast Shooter would say outright on their box, here's the primary way to play, but have you considered this random bullshit instead?
While the lack of Yoshi representation might be considered a negative, this is arguably the superior of the two versions; not just having more variety in its figure types and play patterns, but simply delivering better on its premise as well. In a game about a shaky tower, you want that tower to shake, and gosh darn is this tower's shakiness up to code!
Though if I had to be petty, the box is kind of swagless. I mean, you can't go wrong with the bold yellow base! It's colourful and is a great dynamic showcase of how the game plays; you can't say you're being sold a heightened experience that doesn't match reality. But this is also the age of conformity to license -- packaging will be slathered in the same licensor-approved promotional renders you have seen a million times already, and you will be happy with it.
That said, seeking something kooky-looking typically comes about when our only options are so aggressively on-model. If you'll permit the old man to shout from his porch for a moment... it kind of sucked being nuts about video games and wanting physical representations of your favourite characters in the early '90s!
Sure, you occasionally lucked out on a multimedia blitz. We had Sonic the Hedgehog on our consoles, on our televisions, in our comic books, even on our ketchup bottles... but for the better part of a decade, if you wanted a physical representation of that wee bastard to roleplay with or simply have on your person as a protective totem, your closest approximation was a Happy Meal toy from 1994. One where he was completely immobile and contorted into a shape more akin to exploded train wreckage than his own dang self. Okay, there were soft toys as well, but I'm trying to make a point here.
(src: acesurplusstore)
If I wanted Mario and Luigi to partake in action figure adventures, I had to make do with plastic renditions of Bob Hoskins and John Leguizamo from the live-action movie, because what were my other options for toys of fat little Italian men? It's why when Nintendo-themed Pez dispensers hit shelves circa 1998, I was all over that nonsense. Yes, there is little to distinguish a Koopa Troopa without the rest of his testudine torso, but in a world with no other Koopa Troopa merchandise to my knowledge, what else am I going to latch onto?
Toy Biz's Mario Kart 64 action figure line wasn't without its own eccentricities, but good golly, it was a godsend by comparison. What do you mean you can make toys of video game characters that actually look like video game characters? Is that allowed?!
My point is, even if it is somewhat wonky and skew-whiff, to have a physical representation of a character that you can recognise on sight is not something to take for granted. You can walk into a toy store nowadays (if those still exist by the time this publishes) and typically find a toy of your favourite big-name video game mascot with relative ease.
Gone are the days of having to pretend random toybox filler is serving the role of my favourite niche character... or, hell, having to go without toys at all. Every dang kids-focused product includes pack-in figurines to sweet the deal, whether it's a comic, an activity book, or a board game.
Which I guess brings us to Epoch's modern output! Since 2017, the license for Mario-branded tabletop games has been held by Epoch Toys, who you might know best for the long-running Sylvanian Families series of anthropomorphic figurines, or the Super Cassette Vision game console from over forty years ago, depending on what type of nerd you are. Kawada might still be producing Guragura Game and its licensed off-shoots, but that doesn't mean Epoch can't muscle in on the balancing game genre, and actually releasing this stuff outside of Japan for a change!

The Super Mario "Blow Up! Shaky Tower" appears to be a modernised and streamlined take on Guragura Game, requiring a smidge more assembly but resulting in more interactivity and moving pieces. Instead of ringed tiers, there are ten platforms to place figures on; players roll the dice to determine what colour of platform they must place a figurine on.
(This is yet another instance where the international version tweaks the rules, downscaling the tower to only 8 platforms, and removing the colour-coded aspect from gameplay; players instead simply roll the dice to determine how many figurines they place on that turn, from 0 to 2)

Whoever tips the tower is the loser, but does get the satisfaction of going out with a bang -- a Bowser ball sits precariously at the top (placed on an officially designated "ball holder", a factoid i expect everyone to absorb completely stone-faced), and will take out all the platforms as well on its way down.
This also serves as a physical difficulty selection, as the ball holder has a different indentation on each side: an "easy" mode that cups the ball more securely, and a "difficult" star-shaped face that's more susceptible to jostling. To see a game with difficulty select and replay value is always appreciated!

Indeed, a big part of Epoch's sales pitch for their Mario products is the "Link System", which is just a fancy way of saying they've all got toys that can be used in each game. You can take your favourite character and play them in every game! Boo can be the star of Super Mario Rally Tennis or Fire Mario Stadium! Nothing's stopping you!
Shaky Tower might have seven characters in the box, but two of them are freakin' Toad. If you want Princess Peach to take part in the action, you'll have to pick up the Super Mario Balancing Game Castle Stage game! (and if you want to play with Kamek for whatever reason... get fucked, apparently! he's yet to be sold internationally yet, despite being bundled with the Japanese edition of Shaky Tower!)


While balancing games might seem an odd trend to hitch your wagon to, I imagine it qualifies as a separate product license from action figures -- it avoids stepping on the toes of Jakks Pacific's toyline, while also granting Epoch a monopoly in the tabletop and board games aisle. Whether it's video games, board games, action figures, building blocks, or anything car-related, there's no escaping the plumber once you're in those toy stores!
Epoch have clearly gotten pretty cozy with the license, trotting out a whole gamut of games and interactive activities either with unique figurines or simply recognisable brand art attached.
Some of them seem to serve as fun playsets unto themselves, like the Piranha Plant Escape game, though a good chunk of them are also just completely generic marble or matching games with no added toy factor. They've even applied their stacking schtick to Kirby, perhaps one of the few pieces of Kirby merchandise to be officially released outside of Japan...?

Perhaps the most visible example to Nintendo nerds is in Game & Wario's Islands mini-game, where the Tippy Tower stage boasts similar ring-shaped and extremely precarious platforms. Whether Guragura Game will catch on without the Mario license or filling the niche of a quick-fire Jenga stand-in remains to be seen, but it's nice of them to try.
The jumping Mario is ditched, but Bowser's place is taken by Donkey Kong and Diddy Kong, who end the game once they fall. The animal buddies Rambi, Enguarde, Winky, and Expresso come in much more unorthodox poses than the Yoshis, taking up more space on the platforms, but are also expressly shaped to better facilitate ambitious positioning like hanging them off the edge.
That doesn't mean the game is exempt from stupid and extraneous gimmickry, though, as a battery-powered sensor can be placed inside the base to bleep loudly when the tower tips too much, as if to give parents more reason to not buy this game.
Footage shows how extra wobbly that tower gets with the "unbalancer" marble in place. With figure shapes that are more conducive to creative placement on the platforms, and still allowing freedom of placement by not requiring the colour of figurines match with their platforms, it's a step in the right direction! Why not build on this?