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The Secret World of Video Game Speedrunners

Category : Wii

The Legend of Zelda: Ocarina of Time is an epic game; it takes hours to explore dungeons, travel through time and fight giant monsters. Released in 1998, it’s the first Legend of Zelda game to breach the third dimension, and it was meant to take players hours or days to complete on their Nintendo 64.

Or, you could beat the whole thing in 21 minutes and 45 seconds.

This is known as a speedrun. Talented players use their skills, days of practice and known glitches to get the fastest possible time in games that were never intended for quick play. This isn’t about appreciating the game for the story or the graphics, but about exploiting development holes for players to burn through.

In the past, there wasn’t a way to prove the glitches weren’t just something added by the players to get a faster time. But thanks to services like uStream and Twitch.TV, speedruns are broadcast for thousands to enjoy and scrutinize.

“Back in the beginning, nobody streamed speed runs ever. It’s so entertaining to see what steps people take and how they get to their goal,” says Cosmo Wright, who started SpeedRunsLive, a site that features gamers livestreaming their attempts at faster times.

Wright, 23, says he first got interested in speedrunning by playing GoldenEye on his Nintendo 64. That game featured multiplayer modes that could only be unlocked with fast times in the single player campaign. Wright says he’d unlock the achievement, then go back for an even better time. A few years later, he was drawn in to watching speedruns of The Legend of Zelda: Ocarina of Time.

Wright says games from the Nintendo 64 era are great for speedrunning because the early days of 3D level design were fraught with glitches that savvy players could exploit. In speedrunning circles, it’s known as finding a “sequence break” — a glitch that allows them to reach the end of the game without completing previous objectives.

Examples of this exist in Super Mario 64, where by executing a certain backwards jump, a player can break the game and access areas that would normally require a certain number of stars to unlock. There are speedruns where players completed Super Mario 64 without collecting any stars, though it’s done with special software that allows them to exploit these glitches to the fullest. While the tools are frowned on by traditional speedrunners, it’s a good example of what breaks in the game can lead to.

Even more examples of sequence breaking are available in Ocarina of Time. The biggest exploit was uncovered earlier this year; it allows Link to enter the final level of the game shortly after beating its first boss, meaning a speedrunner can beat Ocarina of Time in a little more than 20 minutes. (The whole video of this run can be found in the gallery below.)

Ocarina of Time is the speedrunner gateway drug for many because there are a number of paths, and runners would make up different challenges based on the menu of glitches available. Wright says that in 2009, he and some friends created an IRC bot that would spit out random objectives for speedrunners, and they would race for the best times. Eventually this became so popular that “our method of storing times in a text file became too difficult, so I said ‘we probably should get a website up for this.’”

Speedrunning and Streaming: BFFs

SpeedRunsLive is now a gathering place for speedrunners to watch others, compare times and set up races. It couldn’t be successful without the streaming technologies behind it; until the rise of services like uStream, players had no way to really watch each other. Twitch has made it even easier, with its easily embeddable stream and chat. While there is still some technology players must purchase to stream, such as tv tuner cards, Twitch has made it easier for communities to form around these websites, and for superstar speedrunners to emerge.

Michael Sigler, better known as Siglemic, is one of the most well-known speedrunners on TwitchTV. His runs attract thousands of viewers, and it’s enough success for him to support himself entirely on the ad revenue he earns from TwitchTV. He holds the world record for his 120-star run on Super Mario 64, at 1:44:52. Despite holding the record, he plans to continue on the same game.

“I feel like I can still shave another minute off my time,” says Sigler, who has been working on Super Mario 64 for more than two years. He broadcasts his daily training on his Twitch channel and keeps a running dialog with his fanatic viewers, who have turned his skills into several memes.

If you want to see Sigler’s impressive speedruns, along with a few more great ones curated by Cosmo Wright, check out the gallery below.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/de0p2-GsfOA.jpg

This is my speedrun of The Wind Waker in 5:21:08, done by Cosmo Wright.

It is played in one sitting, with English text, and uses the Tingle Tuner. As of this upload, it is the current record.


http://8.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PaUCFrW_mEE.jpg

This speedrun utilizes a glitch where a player can warp from the first boss chamber directly to the final boss fight of the game. This glitch was discovered in April 2012, and allowed for a very fast time for game completion. This is the current world record holding run for the game, and the commentary also explains some of the details of how it was achieved.


http://4.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/q1cfJ9WOptg.jpg

Cosmo says: “This game is already insanely hard, and these strategies are pushing it to near human limit.”


http://5.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PDhsLwrWDDU.jpg

Cosmo says: “romscout is incredibly fast, without a turbo controller. Performs a lot of difficult skips.”

This is the world record as of 2/20/2012.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/yU8C4px6zXc.jpg

Siglemic, aka Michael Sigler, getting the world record for a 70-star run in Super Mario 64


http://9.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/lXk8eR4FoQw.jpg

Siglemic, aka Michael Sigler, getting the world record for a 120-star run in Super Mario 64

View As One Page »

The Secret World of Video Game Speedrunners

Category : Wii

The Legend of Zelda: Ocarina of Time is an epic game; it takes hours to explore dungeons, travel through time and fight giant monsters. Released in 1998, it’s the first Legend of Zelda game to breach the third dimension, and it was meant to take players hours or days to complete on their Nintendo 64.

Or, you could beat the whole thing in 21 minutes and 45 seconds.

This is known as a speedrun. Talented players use their skills, days of practice and known glitches to get the fastest possible time in games that were never intended for quick play. This isn’t about appreciating the game for the story or the graphics, but about exploiting development holes for players to burn through.

In the past, there wasn’t a way to prove the glitches weren’t just something added by the players to get a faster time. But thanks to services like uStream and Twitch.TV, speedruns are broadcast for thousands to enjoy and scrutinize.

“Back in the beginning, nobody streamed speed runs ever. It’s so entertaining to see what steps people take and how they get to their goal,” says Cosmo Wright, who started SpeedRunsLive, a site that features gamers livestreaming their attempts at faster times.

Wright, 23, says he first got interested in speedrunning by playing GoldenEye on his Nintendo 64. That game featured multiplayer modes that could only be unlocked with fast times in the single player campaign. Wright says he’d unlock the achievement, then go back for an even better time. A few years later, he was drawn in to watching speedruns of The Legend of Zelda: Ocarina of Time.

Wright says games from the Nintendo 64 era are great for speedrunning because the early days of 3D level design were fraught with glitches that savvy players could exploit. In speedrunning circles, it’s known as finding a “sequence break” — a glitch that allows them to reach the end of the game without completing previous objectives.

Examples of this exist in Super Mario 64, where by executing a certain backwards jump, a player can break the game and access areas that would normally require a certain number of stars to unlock. There are speedruns where players completed Super Mario 64 without collecting any stars, though it’s done with special software that allows them to exploit these glitches to the fullest. While the tools are frowned on by traditional speedrunners, it’s a good example of what breaks in the game can lead to.

Even more examples of sequence breaking are available in Ocarina of Time. The biggest exploit was uncovered earlier this year; it allows Link to enter the final level of the game shortly after beating its first boss, meaning a speedrunner can beat Ocarina of Time in a little more than 20 minutes. (The whole video of this run can be found in the gallery below.)

Ocarina of Time is the speedrunner gateway drug for many because there are a number of paths, and runners would make up different challenges based on the menu of glitches available. Wright says that in 2009, he and some friends created an IRC bot that would spit out random objectives for speedrunners, and they would race for the best times. Eventually this became so popular that “our method of storing times in a text file became too difficult, so I said ‘we probably should get a website up for this.’”

Speedrunning and Streaming: BFFs

SpeedRunsLive is now a gathering place for speedrunners to watch others, compare times and set up races. It couldn’t be successful without the streaming technologies behind it; until the rise of services like uStream, players had no way to really watch each other. Twitch has made it even easier, with its easily embeddable stream and chat. While there is still some technology players must purchase to stream, such as tv tuner cards, Twitch has made it easier for communities to form around these websites, and for superstar speedrunners to emerge.

Michael Sigler, better known as Siglemic, is one of the most well-known speedrunners on TwitchTV. His runs attract thousands of viewers, and it’s enough success for him to support himself entirely on the ad revenue he earns from TwitchTV. He holds the world record for his 120-star run on Super Mario 64, at 1:44:52. Despite holding the record, he plans to continue on the same game.

“I feel like I can still shave another minute off my time,” says Sigler, who has been working on Super Mario 64 for more than two years. He broadcasts his daily training on his Twitch channel and keeps a running dialog with his fanatic viewers, who have turned his skills into several memes.

If you want to see Sigler’s impressive speedruns, along with a few more great ones curated by Cosmo Wright, check out the gallery below.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/de0p2-GsfOA.jpg

This is my speedrun of The Wind Waker in 5:21:08, done by Cosmo Wright.

It is played in one sitting, with English text, and uses the Tingle Tuner. As of this upload, it is the current record.


http://8.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PaUCFrW_mEE.jpg

This speedrun utilizes a glitch where a player can warp from the first boss chamber directly to the final boss fight of the game. This glitch was discovered in April 2012, and allowed for a very fast time for game completion. This is the current world record holding run for the game, and the commentary also explains some of the details of how it was achieved.


http://4.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/q1cfJ9WOptg.jpg

Cosmo says: “This game is already insanely hard, and these strategies are pushing it to near human limit.”


http://5.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/PDhsLwrWDDU.jpg

Cosmo says: “romscout is incredibly fast, without a turbo controller. Performs a lot of difficult skips.”

This is the world record as of 2/20/2012.


http://6.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/yU8C4px6zXc.jpg

Siglemic, aka Michael Sigler, getting the world record for a 70-star run in Super Mario 64


http://9.mshcdn.com/wp-content/gallery/awesome-gaming-speed-runs/lXk8eR4FoQw.jpg

Siglemic, aka Michael Sigler, getting the world record for a 120-star run in Super Mario 64

View As One Page »

Rumor: Wii U Zelda Will Be Biggest Zelda Yet

Category : Wii

image

An unnamed source claims the upcoming Wii U Zelda will be the most expensive game Nintendo has ever made.

It’s not hard to accurately predict that Nintendo is working on a new Legend of Zelda for the Wii U. It’s like guessing that the sun is going to rise; after you’ve watched it happen so many times you can eventually set your clock around it. What’s much less certain are the details, such as where the story will be set in the enormous Zelda timeline, or what particular art style the game will use. While we continue to wait for confirmation on what Nintendo has planned, an unnamed source for Wii U Daily claims to have seen the game in action. According to the report, the new Zelda title will make full use of the Wii U’s increased graphical capabilities, and features huge virtual worlds that rival Rockstar’s Grand Theft Auto games.

“It’s a 4-year development cycle with a new console, new technology, new engine,” the source explained. “It’ll end up being the most expensive game they’ve made to date. It’s a huge investment for [Nintendo] in money and manpower, this is Rockstar/GTA territory.”

The report lists several ways in which the new Zelda title differs from previous entries, but the actual scale of the game world being the most prominent. According to the source, all content presented during 2011′s E3 has been scrapped to build an enormous adventure experience from scratch. “The first test dungeon they made was a giant forest running on early and buggy Wii U hardware,” Wii U Daily’s source said. “The dungeon was bigger than the Hyrule field in Ocarina, and the whole thing is one dungeon. You use the GamePad to navigate, avoid traps, follow clues etc. It’s dark, lush, with a ton of trees, foliage, some which you have to cut your way through. Its scope and details are unlike anything you’ve seen in a Zelda game.”

Of course, the main feature that sets the Wii U apart from its peers is the GamePad tablet controller, which while unique, still needs to prove itself as a worthwhile gaming accessory. According to the source, Zelda fans have nothing to worry about because the GamePad was designed partly designed for this very game. “At least one of the hardware features added to the GamePad were solely implemented because the Zelda team figured out they could do something cool with it,” the source states. “Zelda designers started sketching out concepts as soon as Nintendo decided to include a screen with the new console … everything in the game is built around the controller and its unique abilities. Every single feature in the controller is used to its full potential.”

While the overall tone of the report can be summarized as an enthusiastic “Ermagerd, Zelda,” if even some of the reported information is true, it could make for a refreshing return-to-form for the series. While Skyward Sword was fun and well-designed, it simply didn’t provide a vast open-world for the player to explore like Ocarina of Time or even A Link to the Past did. Regardless, we’ll still have lots of time to speculate; thanks to all of the new features the source claims Nintendo is adding, The Legend of Zelda won’t see the light of day until 2014.

Thanks to Mr. Mattress finding the info.

Source: Wii U Daily

Legend of Zelda: Symphony of the Goddesses: Making of a classic

Category : Wii

The Legend of Zelda: Symphony of the GoddessesTo even the most seasoned fan, the idea of an orchestral concert based on a video game series might sound silly. But think about your favorite video game as a child. Now, what about those memories has lodged itself into the forefront of your brain as you read these words? The music. Those catchy tunes that played ad infinitum as you leaped on top of turtle shells, launched laser beams from your sword or neatly fit puzzle pieces together.

Jeron Moore, producer and creative lead for The Legend of Zelda: Symphony of the Goddesses, a comprehensive concert series spanning The Legend of Zelda mythos, remembers that feeling all too well. It’s what got him here in the first place.

“My older sister gave me her score to a film called ‘Out of Africa’ by a composer named John Barry, who wrote the James Bond theme. I was, like, six or seven years old, which is a really weird age for me to kind of latch on to music like that,” Moore admits, “but something about it really captured my imagination. And at that same time, I just got a Nintendo, and along with that, once it came out, the gold cartridge.”

As the gap between the complexity of music in games and in film grew smaller, Moore pursued a career in music and video production in the video game industry. He has worked on some of the most prominent releases in gaming, including The Elder Scrolls Morrowind and Oblivion, Prey, Duke Nukem Forever and more. But as music in games reached critical mass in terms of quality, Moore saw a golden opportunity.

Gallery: The Legend of Zelda: Symphony of the Goddesses


“Now we’re at the point where you can look back at the ancient stuff and do these crazy retro references. You can just have fun. You can really tap into nostalgia,” Moore points out, referring to the recent trend of video game-inspired orchestral concerts. “For me, that was kind of what doing the Zelda concert was about. Tapping into, well first and foremost, my nostalgia. I don’t mean that in a selfish way, because, for me, I’m a diehard Zelda fan. I figure, if I can get it right and be happy with it myself–because I’m very discerning and critical when it comes to that sort of thing–then I think it would be great if other people were happy with it.”

As it turns out, Symphony of the Goddesses has been received with acclaim, leading to the audiovisual event recently receiving 11 more tour dates and a free special event at the Nintendo World Store in Rockefeller Plaza, New York on Sept. 14 in New York. In other words, the show has been a resounding success. But members of the team, even executive producer Jason Michael Paul, had their doubts when Moore presented his idea for Symphony of the Goddesses to his dream team.

Symphony of the Goddesses screens
“At first, [Jason] liked Zelda, don’t get me wrong, but Final Fantasy was always his game. He was like, ‘Are you sure? Do you think it will work?’ I was like, ‘Are you kidding me?’ I already had kind of the team in mind,” Moore explains. “One of my best friends, Chad Seiter, who’s the music director and arranger for Symphony of the Goddesses, is in it. Our team actually is the team that put together the E3 [2011] presentation, where the orchestra came out from under ground and performed that big overture for the 25th anniversary.”

Being a performance that melds both dramatic visual content from previous releases in the series, Symphony of the Goddesses was quite the massive undertaking. The show is what Moore calls a “four movement symphony,” with each movement focusing on a major game within the franchise … paying respect to The Timeline, of course. (Moore isn’t kidding when he claims to be “a diehard Zelda fan.”)

Symphony of the Goddesses
“Little did we know, when Hyrule Historia was released in Japan, that the two timelines are really three. So, that sort of blew some minds and confused some people, [but] it’s slowly been accepted,” Moore says, letting his fan flag fly. “Bear in mind, our concert is linear. We can’t set a room over here, a room over there and say, ‘OK, for these next couple pieces, if you want to go to Timeline A, go over there. And if you want to go to Timeline C, go over here.’ That would be a huge production and confusing–completely impractical.”

Given Moore’s intensely intimate knowledge of The Legend of Zelda series, it’s not surprising that he claims franchise composer Koji Kondo and producer Eiji Aonuma had little to no issues with Symphony of the Goddesses. Though, Moore recalls one particularly nerve-wracking interaction with Mr. Aonuma and Mr. Kondo in the flesh.

Symphony of the Goddesses screen shots
After working rather closely with the duo for months prior on the music for the concert, Moore (pictured above center) had unfortunately learned that Eiji had yet to see the video content he created for the show. Hours before the show was to go live in Los Angeles at the Pantages Theater, Eiji was prepared to see the videos that would play during:

Bill Trenton, [Shigeru] Miyamoto’s translator and the product director at Nintendo, pulls me aside and says, ‘Hey, Jeron, lets go review the videos with Mr. Aonuma.’ And so, we walk down. The auditorium is completely empty, and we just file into one of the rows in front of the orchestra, as they’re playing.

And Mr. Kondo is already sitting out there, so Bill sits next to Mr. Kondo, so Mr. Kondo’s to Bills left. I sit next to Bill, and then Mr. Aonuma sits to my right. So, I’m sandwiched between these three guys. Normally it wouldn’t be a big deal, but my brain was exploding. I mean, the only person who was missing was Mr. Miyamoto.

I’m just sitting here with these icons, and then of course, with the idea that Mr. Aonuma hasn’t seen any of the work that I’ve labored over for the past few weeks, and we’re supposed to have a show later that evening. So, I’m like, ‘What if there’s something wrong? What if he wants a change? I don’t have time to go back and do this.’ You know, we’ve got a lot going on.

At the end, after we finished watching it all, he extended out his hand, shook my hand and said, ‘Excellent work.’ And I was just like, ‘Awesome. That just made my year.’ Just getting his full stamp of approval, no caveats. He was totally fine with it all.

Moore has already proved the weight of his work to some of the greatest minds behind The Legend of Zelda series. But he’s more concerned with everyone else in the theater–the moms, dads and grandparents who were dragged there by their little Link fans, especially. To Moore, Symphony of the Goddesses has something important to say to the audience.
Symphony of the Goddesses
“It’s not just a video game. It’s not just a silly toy. Their eyes open to, ‘Hey, there is actually something to this. Maybe I misjudged. Maybe I sized it up too quickly.’ Obviously, the audience for Zelda–all of us–saw something in it that was special, acknowledged it as a piece of art and experienced it as such. That’s something that a lot of people don’t get initially.”

Have you seen Symphony of the Goddesses or a show like it? What effect did it have on you? Share with us in the comments. Add Comment.

October Cover Revealed: New Super Mario Bros. U

Category : Marios Bros

Gaming’s most famous face has graced our cover on a few occasions, but it’s been 16 years since our cover story has focused on one of his adventures. We recently had the chance to visit Nintendo of America to play New Super Mario Bros. U, but that’s not all we did at the studio. In addition to our ten-page Mario cover story (featuring an interview with legendary designers Shigeru Miyamoto and Takashi Tezuka), we also have an extensive feature that will prepare you for the impending launch of the Wii U.

We’ll also have plenty of non-Nintendo news, including features on Halo 4′s Prometheans and the first three hours of XCOM: Enemy Unknown. To kick off the holiday review season, you can also read our thoughts on one of the year’s biggest releases, Borderlands 2. Can Gearbox’s massive sequel live up to the original? Find out in our October issue, which should be hitting print subscribers near September 10th and digital PC/Mac subscribers on September 11th.

The 10″ tablet edition will go live later today, so download the free app for iPad and Android now. To subscribe to Game Informer Digital or convert your current print subscription through us head here. Getting your GI Digital Subscription through us gives you access to the 10″ Android, iPad, and PC/Mac editions of the magazine. Otherwise, you can purchase individual issues or subscriptions through the appropriate apps.

Watch and feel free to share the trailer for our month of Nintendo coverage below.

Click below to follow our month of online coverage, featuring plenty of new Mario and Wii U media and information.

 

Mario’s latest gold rush doesn’t pan out

Category : Marios Bros

Whenever video-game companies stretch out popular franchises for financial reasons rather than creative ones, disenchanted customers call it a “money grab.” It’s a charge Nintendo has largely been immune to, even though its most popular character, Mario, has starred in hundreds of games.

That changes with “New Super Mario Bros. 2,” which takes the whole money-grab concept quite literally. The whole point of the game is to grab money — namely, the sparkling gold coins that have littered almost every Mario release since the mid-1980s. It’s an oddly mercenary approach to Nintendo’s lovable little plumber, and the result is one of the least-inspired outings in his storied history.

“New Super Mario Bros. 2”

★ ★

Nintendo, 3DS, $39.99

That’s not to say this is a bad game. It’s exactly what you would expect: a collection of cleverly designed, two-dimensional environments for Mario to scamper through, dodging monsters and collecting treasures. The usual power-ups — flowers that let Mario shoot fireballs, a raccoon suit that lets him jump farther — are available in convenient locations. And most of the levels include alternate pathways, so there’s motivation to return after you’ve conquered them.

But while I enjoyed my time in Mario’s latest world, I couldn’t help feeling like I’d been there before. The major new power-up is a golden block that screws onto Mario’s head, creating a trail of coins. The familiar POW blocks now turn obstacles into, well, coins. And hoops scattered across the skies deliver … more coins. Some sort of prize awaits if you collect 1 million of the things, but I only made it to 10,000.

And then there’s Coin Rush, in which Mario has one life with which to race through three randomly chosen levels, collecting as much gold as possible. You can then challenge other gamers to beat your score using the 3DS’ StreetPass function. There’s also a multiplayer mode in which Mario and his brother, Luigi, collaborate to collect double the loot. Both players need a 3DS and a copy of the game, and you need to be in the same room to team up.

Despite the “New” in its title, the latest Mario game is more of a look back to the 1980s, when we were all enjoying his antics on the original Nintendo Entertainment System. Nostalgia aside, it just doesn’t offer the innovations and rewards of last fall’s “Super Mario 3D Land.”

The release of “NSMB2” coincides with the arrival of Nintendo’s newest hand-held game device: the 3DS XL ($200), an extra-large version of the 3DS machine introduced last year. So you get your dual screens — one a touch screen, the other a three-dimensional graphics display — but they’re both about 90 percent larger.

That’s a huge difference to a gamer like me with vision problems. My eyes usually get tired after about 10 minutes of looking at the original model’s 3.53-inch-diagonal 3-D display. The XL’s 4.88-inch screen means I don’t need to squint as much, so I can play for about half an hour without needing a break. As a game reviewer, that’s a blessing when I’m facing a deadline, but I think you civilians will like it, too.

The entire package is still reasonably compact, fitting into an adult-size jeans pocket — though not exactly comfortably. If you resisted the 3DS when it came out last year, now’s a good time to give it a second look.

New Super Mario Bros 2

Category : Marios Bros

A sequel to 2006’s New Super Mario Bros on the Nintendo DS, the franchise returns with more Mario platforming goodness. Anyone loosely familiar with the old two-dimensional sidescrolling platformer genre, or a traditional Super Mario game, will know what to do. Get from A to B without falling in a pit, touching a nasty monster, and perhaps seeing if you can get all three of the big coins hidden throughout the myriad levels.

Mario games are tried and tested in their approach, with few leaps in innovation over the course of its 29 year history. That said, whenever the franchise has tried its hand at innovation it does so spectacular. Fortunately in the last few years the Wii has been gifting us with 2007’s Super Mario Galaxy (the first leap since 1996’s Super Mario 64, on the Nintendo 64), and then the 3DS received its first Mario game, last year’s Super Mario 3D Land, which has proved that the series need not rest on its laurels. 3D Land still stands out as a perfect combination of bite-sized chunks of Mario fun and 3D integration. Unfortunately New Super Mario Bros fails to stand up to its 3DS predecessor and sticks too close to the previous DS instalment.

New Super Mario Bros 2 is by no means a bad game. It’s still the same fun Mario game. And that’s the problem. It lacks the charm and innovation of 3D Land, and depends far too much on a gimmick – collecting coins and “aiming for a million”, to make it anything more than by-the-numbers fare. There is plenty to unlock and many levels to get through but the game just feels like déjà vu. There is also very little use of 3D effects, which is what made 3D Land feel unique. The characters are shown in slight 3D, but it is seldom used to facilitate gameplay and you might as well not bother having the 3D slider on.

The controls in New Super Mario Bros 2 are the same, but at times feel inadequately slow. Special power-ups like the gold mushroom, the shrinking mushroom, and the one that supersizes are pretty rare and we were only able to find each once or twice in a lengthy playthrough. They are nice to find but they don’t particularly make the experience any more exciting.

The game has three modes, single player, co-op multiplayer, and Coin Rush. Within the main game there are 6 worlds of about 8 levels, with three bonus worlds to unlock. Coin Rush is a time trial coin collector where you have to get from A to B, get as many coins as you can, and get there before the very short clock hits zero. It is fun stuff but after a few goes it becomes a bit tedious.

Tedious is probably the only way that we can describe the coin collecting. After you finish the game once, there isn’t too much to do other than replay every level to collect coins and attempt to unlock the levels of the third Secret World. The game quickly loses its charming veneer and your interest will quickly wander to other things.

This is a good game but it’s not a novel game. It is still the same old patented, charming Mario but we have seen better and more refreshing instalments in the moustachioed dungaree-wearing plumber’s series. Stuck between New Super Mario Bros 2 and Super Mario 3D Land? Get 3D Land, you’ll have more fun.

New Super Mario Bros 2 is available now for Nintendo 3DS.

Rating: 7/10

Videogame Review: New Super Mario Bros. 2

Category : Marios Bros

The Nintendo 3DS had a rocky start, but has seen a recent surge in popularity thanks to stellar titles like Kid Icarus: Uprising, Kingdom Hearts: Dream Drop Distance, and Super Mario 3D Land.

Nintendo’s most iconic heroes, the multi-talented Mario Bros., recently got their chance to shine once more in their latest adventure New Super Mario Bros. 2.

While the game sports all the familiar charms and trappings of the series, the “new” in the title couldn’t be more misleading.  All the gold coins in the Mushroom Kingdom can’t hide the fact that beneath that shiny “new” veneer lays a rapidly aging heart in need of something new and innovative.

What’s the Story?
Despite the “new” in the title, New Super Mario Bros. 2 prefers to revisit old ground in the story department.  Stop me if you’ve heard this one before.  Mario, Luigi, and Princess Peach are enjoying another peaceful day in the Mushroom Kingdom, until Bowser’s cadre of offspring decide to kidnap Peach and run off to the nearest of seven castles, each in a themed world, while the brothers Mario give chase.  Somehow, a secondary objective which involves the brothers collecting 1 million coins is also comes up but frankly it has no bearing on the already wafer-thin plot.

Mario’s got the Mida’s Touch in NSMB2. While he may glitter like gold, the latest addition to Mario’s ever growing arsenal is nothing more than a sparkly variant on a tried and true classic. (Photo Special to the Saint)

How’s it play?
While the story in NSMB2 fails to impress, the gameplay is as rock solid as ever.  All the tight controls and superb level design that you’ve come to expect from a Mario game are present and accounted for.  Jumping and dashing feel smooth and platforming your way to that familiar flag at the end of each level is still satisfying.

Staple power-ups like the Super Mushroom, Fire Flower, are present and the fan-favorite Super Leaf from Super Mario Bros. 3 is back, giving players the opportunity to soar high into the sky to avoid enemies below or seek out hidden coins and exits.  The newest addition to Mario’s arsenal of abilities is the Gold Flower which allows the portly hero to shoot golden fireballs at his foes and parts of the stage, turning them into a shower of coins.  This particular power-up ties back to the “one million coin collection goal” and feels more like a gimmick than a new or fun way to play.

You’ll traverse the usual spectrum of theme words including, deserts, tundras, forests, and active volcanos. There’s not much new in the way of enemies either, as you’ll encounter the same enemies you’ve been stomping on since the halcyon days of the original Super Mario Bros. on the NES.  Again, the “new” in NSMB2’s title is misleading, and the lack of innovation from this rebranding is beginning to show its age three entries in.  The gameplay is still fun, but the game lacks the kind of inspiration and strengths found in other entries in the series like Super Mario 3D Land and the Super Mario Galaxy.

The game’s strongest suit is its fantastic level design. The special cannon levels which have Mario running through a fast scrolling series of platforms and gaps are particularly fun. (Photo Special to the Saint)

Any Other Noteworthy Features?
New Super Mario Bros. 2 boasts a fairly impressive number of levels and hidden collectables which gives players some incentive to replay previously beaten areas.

The game also sports an extra mode called “Coin Rush” which has player’s racing through levels trying to collect as many coins as possible in the shortest amount of time.  This mode also supports Nintendo Wi-Fi functionality, which allows players to share their hi-scores and add to a global coin count.

This mode and the included Wi-Fi support are a fun little diversion but unless you’ve got a serious need to achieve hi-scores, chances are you’ll play it a few times and either return to the main game or seek your 3DS gaming experience elsewhere. I enjoy the familiar tunes of the Mario series just as much as the next guy, but NSMB2 recycles the soundtrack from the last 2 entries note for note.  Some new music would have been nice Nintendo.  The game also feels pretty lacking in the challenge department as players will most likely be able to blaze through levels with little effort.

Pros

  • Strong level design.
  • Solid controls and platforming mechanics.
  • Plenty of extra levels and hidden items.

Cons

  • Coin collection goal feels gimmicky.
  • No new music.
  • Not particularly challenging.
  • Lack of innovation.

FINAL VERDICT: C+

New Super Mario Bros 2 & Darksiders 2 duel for NPD top spot

Category : Marios Bros

By Mike Williams

New Super Mario Bros 2 amp; Darksiders 2 duel for NPD top spot

Fri 07 Sep 2012 4:54am GMT / 12:54am EDT / 9:54pm PDT
Games

One is a winner depending on if you’re single SKU or not

Nintendo is touting New Super Mario Bros 2 is the best-selling video game of August. According to NPD numbers, the cross-platform THQ’s Darksiders 2 is the number one, but Nintendo insists that New Super Mario Bros 2 is the winner when you count only single SKUs. It’s an important start for Nintendo as Super Mario Bros 2′s release also marked the launch of the new Nintendo 3DS XL hardware.

Nintendo 3DS hardware sales increased more than 36 percent over sales in July, while software sales increased more than 68 percent.

“Software sells hardware, and no one sells either quite like Mario,” said Scott Moffitt, Nintendo of America’s executive vice president of Sales Marketing. “In addition to helping New Super Mario Bros. 2 get off to a great start, Nintendo 3DS XL is driving increased interest in titles such as Kid Icarus: Uprising, The Legend of Zelda: Ocarina of Time 3D and Mario Kart 7. Combine these titles with the upcoming Paper Mario: Sticker Star and a robust list of third-party games, and Nintendo 3DS is poised to be high on holiday wish lists this year.”

About the author

Mike Williams
M.H. Williams has been writing in some form or another for ten years and has been a hardcore gamer since the NES first graced American shores. You can catch him on Twitter as @AutomaticZen.

Our favorite games on the Nintendo 64

Category : Wii

With Nintendo expected to unveil its new Wii U home console this winter, the Manifesto’s contributors are offering their picks for the greatest games on each of the company’s U.S. consoles.

By the time the Nintendo 64 came along in 1996, The Big N had made itself the top name in video game consoles with the Nintendo Entertainment System and Super Nintendo. But it soon would find itself a distant second as the N64 and its cartridges would falter compared to Sony’s first PlayStation, which used CDs.

But that doesn’t mean the N64 didn’t boast plenty of accomplishments. It ushered in solid 3D gaming with some of the following titles, which became more legendary than the system that ran them.

Many of these are available on Wii’s Virtual Console if you want to see the ancestors of today’s top games.

Goldeneye 007: Everyone talks of The Legend of Zelda: Ocarina of Time as the revolutionary game on the Nintendo 64. It no doubt was revolutionary, but it wasn’t alone. For everyone who loves playing Call of Duty or Halo, they owe a thank-you to Goldeneye 007.

It was the first game to truly show that first- person shooters could work on consoles in addition to PCs. It introduced local multi-player death matches, which would become the staple of first-person shooters of the future.

It also had a great story and stellar graphics for its time. It’s just a shame that the Bond games since haven’t risen to the standard Goldeneye 007 created.

Most underrated N64 game: WWF War Zone

SCOTT SLOAN

The Legend of Zelda: Ocarina of Time: Most of my friends were into Zelda pretty big in the 1980s, and I never understood why. Aside from the gold cartridge, I always thought the game, which moved up and down and left and right on a pathetic grid, was pretty lame.

But I finally got into the series when Nintendo released Ocarina of Time. There was a lot of hype surrounding the game, and it was justified.

Ocarina of Time told the story of Link in such a different way. It was 3-D and, at that time, truly a thing of beauty. A target-lock system was introduced and has since become a staple.

The story line also was displayed with far more grace than any other game at that point. It was cinematic, and it drew you in. You actually wanted to help Link.

This exciting action-adventure game set the tone for what gaming would become.

Most underrated N64 game: Diddy Kong Racing

DELANO R. MASSEY, dmassey@herald-leader.com

Paper Mario: Paper Mario completely surprised me. After all, who would have thought a kiddie-themed Mario role-playing game with turn-based battles could be a stellar offering?

So I passed and didn’t actually play it until years later while I was in college. Once I got into it, though, it blew me away.

What I thought was a child’s RPG was in fact a deep game with memorable moments and an art style that was not even geared toward kids. The turn-based battles and associated action system were welcome changes and still stand up well today. The puzzles, while not terribly difficult, were challenging enough to keep the pace of gameplay going.

If you passed on this game because it wasn’t in your comfort zone, give it a chance today. It’ll surprise you.

Most underrated N64 game: Diddy Kong Racing

WILLIAM WOOD JR.

Perfect Dark: I’ve played video games since I was old enough to grip an Atari joystick, but before Perfect Dark, I almost always played by myself.

Perfect Dark taught me gaming could be a social affair. Sure, the single-player game had awesome graphics, tons of weapons and a cool story, but all of that was secondary to the best, most customizable multiplayer experience of the Nintendo 64 generation.

When I was 16, after working long night shifts at KFC in Eaton, Ohio, a few co-workers and I would walk to my manager’s house nearby, plug in Perfect Dark and play for hours, setting up fights against one another other or huge armies of computer- controlled players. Our favorite game type? “One-shot, one-kill,” in which a single bullet kills you. Pistols only.

Unlike many classic games, Perfect Dark does not withstand the test of time. First-person shooters have evolved leaps and bounds since 2000, making the N64 classic seem frustratingly dated now. But if you’re willing to wade through the frustration for a tidbit of nostalgia, a high- definition remake of Perfect Dark is available on Xbox Live Arcade.

Most underrated N64 game: Beetle Adventure Racing

JOSH KEGLEY, jkegley@herald-leader.com

Scott Sloan: (859) 231-1447. Twitter: @HeraldLeaderBiz.