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  __/ // / / /   /|   /   / __ `/ __ `/ __ `__ \/ _ \/ ___/
 / __// /_/ /   |/   |   / /_/ / /_/ / / / / / /  __(__  ) 
/____/\____/_/|_/_/|_|   \__, /\__,_/_/ /_/ /_/\___/____/  
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Saturday, June 17, 2006

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Review: New Super Mario Bros. DS

Even if Nintendo hadn't made us wait eleven years for a new side-scrolling Mario game, New Super Mario Bros. would still be refreshing and welcome. Forget nostalgia; if this were New Super Nobody Non-Mascot Bros. You've Absolutely Never Heard of, it would still be the best platforming game in years based on the gameplay alone. But this is a Mario game, and as such it takes advantage of the best elements from the Mario catalog: the enemies are all from previous games, including 64 and Sunshine; the world map is straight out of Super Mario Bros. 3, complete with Toad Houses offering free items and 1-ups; even the infinite turtle-stomping 1-up 'glitch' found in the original Super Mario Bros. can be found in the new installment.

Though the game feels very much like a Super Mario Bros. 3 sequel, there are many new elements mixed in with the old. Three new powerups join the classic mushroom and fire flower: mushrooms that make Mario gigantic or tiny, and a blue shell that allows Mario to break blocks horizontally. Almost every level contains its own gimmick: teetering mushroom platforms, giant eels, switches that create hills and valleys, to name a few-- many of which are not seen again. Even so, the game seems remarkably focused: every level is a carefully designed set piece; every gimmick is in place to test platforming prowess and mastery of the new powerups. It is worth noting that, unlike many DS games, all of these gimmicks are of the "unusual aspect of level or enemy design" variety, and not the "inappropriate and tacked-on touch-screen functionality" variety. The touch screen allows you to store powerups and navigate between worlds, both of which are unobtrusive and helpful.

Nintendo did make one concession to today's gaming trends: though the Mario model is cute and expressive, and some of the backgrounds are some of the best seen in any Mario game, the 3D graphics lack the beauty or charm of the lively sprite work in Super Mario World.

The basic game is mostly simple, but there is challenging optional material for the expert player. There are three Star Coins to be found in each level, often hidden or maddeningly out of reach, requiring feats of excellent (or lucky) platforming to obtain. In addition, not only do many worlds contain secret levels, but there are two entire worlds whose entrances are not immediately evident.

NSMB also includes an assortment of minigames, which range from inoffensive to 'probably fun in multiplayer' to actually enjoyable. About half of these are from Super Mario 64 DS. As incidental bonus material, it is hard to criticize their inclusion.

It is comforting to know that Nintendo, while attracting controversy with brain training games, insane controllers and pet simulators that may or may not fit the traditional definition of "games", still had a true Mario game up their sleeve. The fact that it's a great game is even more so.

Friday, June 02, 2006

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Some hinting from Nintendo president

This Gamasutra interview with Nintendo president Satoru Iwata contains one item of possible great news:
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Regarding the idea behind the Wii platform's Virtual Console, which will allow for the digital distribution of online games, demos, and other content, Iwata stated in the interview: “When creating a packaged game to be priced at 5,000 yen, developers tend to feel the need to create a rich game. Yet it is possible to create a reasonably entertaining game in 2 months with a team of three.”

He continued: “Offering such games for 500 yen over a network could lead to a reasonable number of people purchasing it. By offering an environment that allows this, we hope to encourage more developers to pursue basic yet enjoyable gameplay."
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So, basically like XBox Live Arcade, yeah, but this is still great news. The more encouragement/funding is given to indie and homebrew developers for console games, the better. This is where the real innovation is going to come from-- semi-open development and distribution to mass audiences! But first, card games and shitty Tetris clones.

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