Cooper McHatton
idrawnintendo:

I think I finally realized the moral of Super Mario Bros.

idrawnintendo:

I think I finally realized the moral of Super Mario Bros.

it8bit:

‘1’ UP - by Mike Nieuwstraten
(via:insanelygaming)

it8bit:

‘1’ UP - by Mike Nieuwstraten

(via:insanelygaming)

Mario Kart 7 Preview

I played two tracks on Mario Kart 7 during my brief time with it at Comic-Con. I wish I could have played more, but there were so many other games to try. I played the underwater track and the Donkey Kong Country Returns based track (courtesy of Retro Studios involvement in the game). Both were pieces of excellence.

The 3D greatly improved Mario Kart 7. There were many subtle things, and many massive/in your face things. In many cases the subtle things seemed to be better. For one, when I was driving through the course, my little character (I was playing as a Koopa) looked behind his kart at me, and his little  face stuck out of the screen. Not by much, but still very noticeable. There was no blur, just a crisp Koopa face staring at me. Sure there were bigger 3D things (like the blooper ink spraying in your face), but I found all the small things particularly eye catching.

Of course there is depth too. When you look ahead you feel the expanse of the track. It really helped judging distance and added a whole new element to the amazing virtual mushroom kingdom. Main gameplay is set in standard Mario Kart style, but there are a large number of new features (customizable karts, kites on karts, and underwater karts) and one major returning feature that hasn’t been around for a long time (coins that increase your speed the more  you collect). I can’t really talk about the customizable karts because I didn’t get the chance to build my own kart, although I’ve heard it works very well, and the giant kart someone had created before me was quite awesome. Let me go into detail on the other features.

The kites on karts gimmick works really well. For those of you who have no clue what I’m talking about, in Mario Kart 7, when you catch some air after going over a ramp, your kart sprouts a kite that allows you to fly back down to the track. It’s a great change of pace from standard driving and a lot more fun than I thought it’d be.  Also, I can see how you could really shave time off courses by cutting corners with practice.

In Mario Kart 7, when your kart goes underwater, it sprouts a propeller/jet/thing that propels you forward. Underwater you move much slower, which gives you more time to avoid the giant cheep cheeps and clams. The under water level I played had particularly good 3D effects. Bubbles and such were very pronounced.

Coins have been in only 2 of the previous 6 Mario Kart games (Super Mario Kart and Mario Kart: Super Circuit) and not sense the Gameboy Advance. Like I said before, coins in Mario Kart 7 increase your speed. The effect is noticeable, and occasional influential in getting that last bit of speed. I am happy to see them make a comeback.

Next year at con, if Nintendo has a lounge, you’ll find me there for at least a few hours. There was so much competing for my attention, but the two tracks I did play made me want more. The two tracks, the one that was under water and the track based on Donkey Kong Country Returns, were both well designed and very memorable. The underwater track was full of life and had some nice branching paths. The Donkey Kong track used enemies from Donkey Kong Country Returns and was super fun to race on. Other tracks include one where you race on Wuhu Island (from Wii Sports resort, PilotWings Resort, and Wii Fit) and some great “retro” courses including Maple Treeway from Mario Kart Wii (which is one of  my all time favorite tracks) and Luigi’s Mansion from Mario Kart DS.

Everything in Mario Kart 7 seems to offer the complete package. Graphics, gameplay, and many new goodies. I can’t wait to play it more after it is released this December.

Just a little twisted.
it8bit:

Mario is near death on the cover of Super Mario Bros. 
(See also: Mario’s Overalls)
(via:cannotunsee)

Just a little twisted.

it8bit:

Mario is near death on the cover of Super Mario Bros

(See also: Mario’s Overalls)

(via:cannotunsee)

Super Mario 3D Land Preview

At the end of my Comic-Con adventure, I walked over to the Nintendo gaming lounge at the Marriott to play Nintendo’s newest games before they hit stores. I played quite a few games at the con, but nothing compared to the happiness I got from playing Super Mario 3D Land.

Before I go into details on the game, I need to give some backstory. I am colorblind, wear glasses, and have a stigmatism. I have been unable to see the 3DS’s 3D effects on demo systems at Target and Best Buy or playing on my friend’s. I have been thinking it was something to do with my eyes. I was wrong. In the dim lighting of the gaming lounge I could see the 3D perfectly. I’m assuming that it has something to do with the lighting, but I don’t know for sure. If you have a 3DS, can you let me know if there is a difference between playing in dark areas and light areas? Maybe it’s just the quality of the game. I don’t know.  Anyway, the four 3DS games I played at the Nintendo lounge (Super Mario 3D Land, Mario Kart 7, Starfox 64 3D, and Kid Icarus briefly) all had 3D effects that worked flawlessly for me.

Now on to my impressions of Super Mario 3D Land.

There are 2 things you first notice after picking it up, how good the mushroom kingdom looks with all that depth and how slow Mario moves. First let me talk about Mario. As a design choice in this game, Mario moves much slower, strangely that’s ok. You can hold down a button to make him run faster (I ended up holding it down a lot), but you really don’t need to. It works surprisingly well.

Now, for the 3D effect. The world looks clear, crisp, and full of life. The 3D depth and effect looks amazing. I was truly mind blown just how everything looked from the depth into the world to the fireballs and ink that would fly at the screen. Once I even ducked to try to avoid ink hitting me in the face! One of the coolest experiences playing the game is when Mario goes down a warp pipe and you appear in a zoomed out room with a overhead-ish view. You are standing on a platform and there is a block with a large coin on it floating above you and in front of you. Now because you are viewing it from a top down view, that normal block floats a good inch and a half out of the screen in clear, crisp 3D. I was ecstatic. Then when Mario jumps on it! Just amazing.

I played all four levels available (cause that’s just how I am) and every level worked very well. I played through an outdoor grassy level, an underground dungeon-ish sort of level, a level based off of moving platforms, and what looked to be a mid-world airship boss with a mid-world boss character from Super Mario Bros. 3.

There were two items available in the demo: the Tanooki Suit and the Fire FlowerIn all 4 levels you have the option to use your Tanooki once a level. For reasons I can’t figure, the Tanooki suit doesn’t let you fly or turn into a statue like it did in Super Mario Bros. 3. It only let’s you flutter around and swing your tail. Now Nintendo has said that that it would be difficult to be able to fly in a 3D Mario game on a handheld. What no one is pointing out is what nonsense that is. Mario flew in Mario 64 DS just fine, and that was 5 handhelds ago! It makes no sense to me. Then why can’t you turn into a statue! There is no limitations with that! This whole Tanooki suit thing just makes me think that Nintendo is lazy. However, the game plays just fine without either of those abilities. The Tanooki suit is very fun to use and really helps complete levels in Super Mario 3D Land, it just makes me more annoyed than anything that I can’t fly.

Gameplay itself is fantastic. Mario has a full arsenal of moves including a new summersault roll move that came in handy a lot during my demo. The levels I played were well thought out, fun to play, and showcased the 3D effects well. So many great little moments. One of my favorites is when Mario is going to walk through these giant swinging spiked balls that are moving toward and away from you. Just brilliant.

The game is filled with shout outs to past Mario games, from the airship with the mid-world boss from Super Mario Bros. 3, to the way every level ends. Every level that I played ended in Mario jumping on a flagpole for the first time in a 3D mario platformer. I didn’t think this would work well, but surprisingly it worked great. They did it perfectly.

It’s hard to explain just how good Super Mario 3D Land is, and I could go on and on trying to. It is the perfect example of a Mario game. A great mix of quality, fun, and a great new gimic. I personally can’t wait to play more when the game comes out this November.

Nintendo is Coming to Comic Con with Massive Line-Up Including Super Mario 3DS and Mario Kart 3DS

In a recent announcement, Nintendo has said that they will be coming to Comic Con with a huge line-up of games for the 3DS, Wii, and DS. They will only have a small booth on the show floor, but they have a gaming lounge set up at the Marriott Marquis & Marina at 333 W. Harbor Drive, adjacent to the San Diego Convention Center. Here is the full list of playable games.

Nintendo 3DS:

Super Mario

Mario Kart

Kid Icarus: Uprising

Star Fox 64™ 3D

The Legend of Zelda™: Ocarina of Time™ 3D

Pokédex™ 3D

METAL GEAR SOLID® Snake Eater 3D from Konami

Shinobi™ from SEGA®

Super Street Fighter® IV 3D Edition from CAPCOM

RESIDENT EVIL®: THE MERCENARIES 3D from CAPCOM

DEAD OR ALIVE® Dimensions from TECMO KOEI

Wii:

The Legend of Zelda: Skyward Sword

Kirby™ Wii

Rhythm Heaven™

Fortune Street™

Captain America™: Super Soldier™ from SEGA

Just Dance® 3 from Ubisoft®

Nintendo DS™ family of systems:

Dragon Quest Monsters: Joker™ 2

Via the Nintendo 3DS Blog.