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  • There Is Significance Behind Super Mario's Cosplay

    Life isn't much good at being fair, and it's terrible at baking cookies. But it's great with lessons on perspective, and Lord knows it excels at making you feel old.

    I thought I had young gamers figured out. I would sometimes stand in the Arrivals lobby of the airport and wait for a travel-weary grandma to shuffle in with outstretched arms. Once her grandson or granddaughter shrieked with recognition and charged, I'd stand between the two with a large poster of Mario. One hundred percent of the time, grandma was abandoned for a hug with the Mario poster.

    I conducted this experiment to determine how recognisable Mario actually is, and also because I like making grandmothers cry. In conclusion, Mario is easily pointed out by the very young and the very old, and everyone in between—but not every aspect of Mario's character is acknowledged universally.

    When we think of Mario, we think of a fat Italian guy who wears a hat and loves to bounce around saying, “Woo-hooo!” But Mario is more than a long-time Princess rescuer: he's also a master of shape-shifting. Every new adventure gives him some kind of alterform: a frog, a raccoon, a ghost, a Superman, etcetera, etcetera. Knowledge of these disguises and a twenty-second elevator ride taught me that just because Mario is so easy to point it in a crowd, it doesn't mean his image has remained consistent among gamers of all ages.

    Read More...


  • Mega64 versus Metal Gear Solid 4's Dad

    Despite these tough times, the sun still rises, and those lovable scamps over at Mega64 are up to their old tricks. I think we'll all be okay.

    Mega64 was at GDC this year, because it's important for someone to get all up in the face of video games when they become Serious Business. Sometimes, though, Serious Business bites back. At 2007's GDC, the boys of Mega64 dressed as Mario and Luigi and frolicked through the city streets, harassing attendees and women on cellphones. Everything was fun and games until some guy named “Shee-guyo Me-a-photo” put his hands on his hips and beat down the party with a look that said, “Come on guys, plumbers and mustaches are not joke material.”

    Mega64 took the lesson to heart, but got a bit naughty again at 2009's GDC with a parody of Metal Gear Solid 4. Serious Business raised its solemn head once again, but this time the boys were running for their lives.

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  • The Super Mario 64 Great Mushroom Chase

    The words "emergent gameplay" are thrown around a lot these days, but unless you're provided with a concrete example, it's sometimes hard to figure out what this term really means--which may have a lot to do with the fact that so many people misuse and overuse it. Essentially, emergent gameplay happens when the player of a video game develops their own goals within said game separate from the goals provided by the developers. And since I'd be a total hypocrite at this point if I didn't provide you with a stunning example, I'd like to talk a little bit about Mario 64; you see, whenever a players activates a 1UP mushroom in the game, it follows Mario until the two connect--then magic happens. Well, some Japanese gamers on YouTube decided to see if it was possible to activate a 1UP mushroom and collect all of the 8 red coins in a given level before the relentless extra life inevitably catches up with Mario. The results are hilarious, and about as tense as being stalked by Nemesis in Resident Evil 3. You don't know terror until a menacing green mushroom suddenly appears behind you, ready to strike.

    Video after the cut.

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  • Mega64 Calls On the Elite Beat Agents

    The world would be a better place if the Elite Beat Agents could fly at our everyday problems singing and dancing. Flat tire? Beautiful voices can re-inflate that. Broken vase? The Elite Beat Agents can coax those pieces back into place. Failing with your girlfriend in bed? Maybe not. She might run away with Agent Spin (I know I would).

    Game-related comedy troupe Mega64 has catapulted to nerd fame by videotaping themselves bouncing around in a kuribo, performing stealth operations in a grocery store as Solid Snake, and wandering around PetSmart as a lonely Tetris L-piece looking for a corner to lean on. This time, the group dressed up as the Elite Beat Agents and tried to bring joy to Californians by the ocean. Unfortunately, Californians seem immune to joy. Actually, given the demographic of San Francisco, they've probably just learn how to politely step around crazy people the same way suburban dwellers have learned to step around piles of dog poo.

    Video after the jump.

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  • Mario and Sonic Coming To Canada

    I guess I'm still a child at heart, because earlier today I was all, “Oh wow, Sonic and Mario are coming to Canada!

    When the Pope or the Queen comes to Canada, it's like, eh, who gives a toss. But fictional video game mascots? I am so honoured.

    I'm also a little sore. Mario and Sonic at the Winter Games (unofficial title) will be taking place in Vancouver, most likely because that's where the 2010 Winter Games will be occurring. Toronto just barely lost the 2008 Summer Games to Beijing, which is where Mario and Sonic first went head-to-head in the kind of foot race we dreamed about as children.

    (According to sales figures, they're still running that foot race on a track paved with dollar bills. Mario and Sonic at the Olympic Games remains a top-seller for the Wii.)

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  • The Chase May Revive Platforming

     

    Back in November, Derrick posted a trailer for an obscure DS platformer called The Chase: Felix Meets Felicity. Today, Gametrailers has uploaded a lengthy gameplay video that demonstrates the game's innovations. 

    The Chase is a simple platformer that melds the speed of Sonic and light exploration of Mario into a satisfyingly well-paced jaunt, seemingly poised to reach the lofty heights of its old school progenitors. Don't let the cutesy character design fool you, the game makes use of an innovative stylus input mechanic and adds the suspense of Dino Run's wall of impending doom for what looks like will be a fresh little subway time sink.

    Use the stylus to draw paths for your character, like in Line Rider to reach hidden areas, maintain your speed to avoid the rain and grind to attack pedestrians. 

    Walkthrough video, after the jump

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  • The Busywork of Modern Gaming

    It seems that someone, somewhere, at some point in time decided that every game--regardless of the genre--requires at least 20 hours' worth of content; and I really wish I knew where this person lived, because they need a good kick in the ass. Although, it would be wrong of me to not include the general gaming public in sharing the blame, since quite a few people have not figured out that playing a new title does not necessitate a sixty dollar purchase--what with all of the renting options available (which I gather will become much more popular in the upcoming months). But no matter who deserves the ass-kicking, the truth remains that many modern titles are weighed down with the excess of giving gamers mindless things to do for the sake of meeting some arbitrary length standard that's ruined many games which could have been great.

    To examine this problem in greater detail, we only have to look at the biggest sufferer of this somewhat-recent problem: the Wii's Super Paper Mario.

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  • WTFriday: The Super Mario Bros. Anime

    Note to readers: WTFriday is a weekly feature where I find something stupid about video games and get you to laugh until it goes away. Please try to forget this is what I normally do every day of the week.



    For as popular as Mario is, it's surprising that anime adaptations of The Mushroom Kindgdom have been shockingly few in number. That isn't exactly the case for American animation, though; if you were "lucky" enough to grow up in the late 80s and early 90s, there's no doubt that at some point your butt was parked in front of a TV airing one of the three Super Mario Bros. series painstakingly crafted by trained apes. For whatever reason, Japan never thought to inflict an animated version of their most popular fictional celebrity on the nation's youth, aside from two projects--and if you think I'm being unfair to the American Mario cartoons, watch about one minute of Super Mario World and feel free to change your opinion after you purchase a seeing-eye dog.

    Today's WTFriday spotlight falls upon the 1986 Japanese movie, Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen! (or, if you don't know what any of those words mean, Super Mario Bros.: Great Mission to Rescue Princess Peach!).

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  • Everybody Poops, But Pray Bowser Doesn't Need To

    Just when we got used to labelling RPGs as a narrow, stagnating genre, here comes Nintendo with a big idea about touring Bowser's bowels.

    1UP dropped some details about Mario & Luigi 3 for the DS. The RPG features the kind of A-1 Weird story you're only going to squeeze out of Japan: the Mushroom Kingdom is suffering through a bout of disease that inflates its victims like balloons (oh man I know a group of fetishists who haven't been this excited since Dig Dug). Mario fails at being Doctor Mario, and Bowser suddenly grows ten sizes and eats everyone.

    Of course, Bowser is never allowed to be the Final Evil in any Mario-based RPG. It turns out the big turtle is being controlled by dark forces who want to move into Peach's sugar-frosted castle and Bowser's millipede-infested pit. What are these forces up to? Aw, they just need a good summer home, no doubt. The important thing is Mario and Luigi are trapped inside Bowser's digestive system and the need an out. Protip, guys: there are two options and neither of them are as pretty as an afternoon's walk.

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  • Live Action Mario Madness and the Culture of World 1-1

    The games industry can be a pretty volatile place. When things get rough, I ask myself if it's worth it, if I shouldn't be involved in a field that contributes more to the well-being of mankind in general (elephant racer).

    Happily, I am often thrown a reminder of why I love games writing at the most crucial times. I love game culture. I love experiencing how games make people talk, think and act. Humankind has always needed leisure activities after coming down from a hard day at the office, the factory, or the Great Mammoth Hunt. There is a lot of truth to All Work and No Play, and video games can serve up that vital relaxation as effectively as television, music and movies.

    Certain games are also as capable of entering mainstream culture as movies and television shows. Here's a Japanese re-enactment of Super Mario Bros using puppets and black screens. You've seen this kind of thing before, but Super Mario Bros, particularly World 1-1, is so ingrained in our culture that everyone recognises the game and enjoys different interpretations on it.

    And even if you don't get as weepy over game culture as I do, watch this video for a most bizarre cameo by a Japanese Obama impersenator.

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  • John’s Games of 2008: Year of the Character



    Next time you start telling somebody about a game you were playing — not a puzzle game or anything equally abstract — pay attention to how you refer to what you were doing in the game. Are you saying, “Then I jumped on the goomba!” or are you saying, “Then my guy jumped on the goomba!” Is it you finding the boomerang or is it Link? Are you driving the car, making the basket, managing the farm? Or is it your proxy, that little character walking about when you push a button to the right, that window meant to be a human being’s field of vision? As much as I thought about open worlds in 2008, I spent just as much time wondering what role character plays in great game design. A great game character doesn’t need to be one specific thing. It can be you, a literal representation of how you see yourself physically and even spiritually. It can also be a suit for you to put on, a fiction that you can inhabit, a doorway into story that isn’t just different from your daily life, but quite literally impossible. There was no shortage of astounding games in 2008, but there were a handful that, for me, were wholly defined by how they let you inhabit their characters, and characters made both for and by the player.

    In my first look back at ’08, I mentioned how it was character that ultimately kept me from getting the most out of Grand Theft Auto IV. There was just too much dissonance in how Niko Bellic was represented. There were three Nikos. There was the Niko you see speaking in cutscenes, a haunted, practical man of honor, making a new life for himself in a new country by hunting down the demons of his past. There was the Niko you guided through the game’s structured missions, a ruthless, opportunistic murderer who would destroy anything and anyone for a buck. And, finally, the Niko that you played, the blank slate who could do anything in Liberty City, whether it was enjoying a nice walk on the beach or assaulting an international airport with nothing more than a motorcycle and a baseball bat. At no point in GTAIV did these three Nikos meld into a single character, and the constant contradictions between them made it impossible for me to enjoy the game after a certain point.

    Metal Gear Solid 4 and Yakuza 2 (my absolute favorite game of 2008) were two of last year’s greatest achievements precisely because they didn’t fall prey to GTAIV’s representational failures.

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  • Mario is Bigger than Porno on the Internet

     


    Um, what?

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  • The Eternal Question: Why Is Super Mario Bros. Fun?



    No, seriously, take a minute to think about it. Pour yourself a stiff drink or brew up a nice cuppa tea, put on your thinking cap and try to summarize your conclusion in a single sentence. It’s a peculiar question, really. I found myself trying to answer it late last night after spending some time with Mirror’s Edge. DICE’s platformer shares a lot of the same fundamentals as good ol’ SMB and, concerning the question at hand, both are fun for similar reasons. Super Mario Bros. lets you go wild on a playground where the laws of gravity are paying only loose attention and injury is not a threat. You can run and jump to your heart’s content, and if you see something, like a shiny coin or glowing box that might hide unknown treats, you can hit it with your fist and never worry about bloodied knuckles. Super Mario Bros. is fun because running and jumping, whether in real life or on a screen, is fun, and it’s this maxim that’s fueled platforming as a genre for twenty-five years. But the greatest platformers, the Marios and the Mega Mans, owe their success to more than just running and jumping. They also let you change their world. In Mario, especially in later series entries that allowed flight, crushing bricks opens new ways to move through the Mushroom Kingdom’s surreal landscapes. Mega Man has to destroy robots to ensure safe landings after a jump. If jumping and running was all you did in Jon Blow’s Braid, it could barely be called a game at all.

    When you settle into Mirror’s Edge, when you trust yourself to move through the level properly and let DICE’s carefully laid out obstacle courses subtly guide you, it manages to transcend the natural abstraction that comes from making things on TV move. It is physically and mentally affecting. It is fun. But, and mind you I’ve only played the first three levels of the game, all you do is run, jump, and climb.

    Read More...


  • For Love of the Game: Sonic 2 HD

     

    As I've said a number of annoying times, I've never cared much for ol' Sonic the Hedgehog, even in his beloved classic form. It's a design thing — I can tell you about any number of specific places in Mario, Zelda, Metroid and Mega Man levels, but Sonic levels seem to blur into a procession of the same compositional elements over and over. If you've seen one loop-the-loop, you've seen 'em all, especially when all it takes to get through them is holding right on the d-pad.

    One column in which Sonic cannot be faulted, however, is presentation. Graphics and music have always been the little blue shinbiter's strong suit.

    Read More...


  • What I'm Playing This Weekend: Super Mario Bros 3

    And I mean the original Super Mario Bros 3, babes. Well, as "original" as a Virtual Console title gets.

    I doubt I'll be playing for long. My husband and I have been going through the game level by level--no warping, of course--in a two-player game and making stupid remarks and now we're in Bowser's domain. Most of the stupid remarks are mine and go back to the days when I used to play with my brothers. My husband was a single child and I think he missed out on a special kind of chemistry that only two genetically-similar kids can provide when they're plopped in front of the television. For instance, every single time I go into a Toad House while donning a raccoon tail, I select a box by pressing A and B together. If I'm lucky, Mario's gorgeous butt will face us and I can say, "Ha ha, he's peeing!" It never gets old. At least I don't think so.

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  • All Ages: Viva Piñata and Building Games For Children



    I got no end of grief from Peter Smith when I started playing Pokémon Diamond a couple of months back. Pete’s no stranger to mindless grinds; the man’s confessed his many replays of the NES Final Fantasy games. No, he was opposed to Pokémon because, “It’s for f$?!ing babies, man.” The argument confused me. After all, Pete, like me and the rest of 61 FPS’ team of outlaw journalists, was raised on the 8-bit era’s simple designs as conceived by Shigeru Miyamoto and Nintendo. Though Pokémon’s billion-dollar audience is mostly made up of the Trapper-Keeper and Lunchables set, the game itself is in the age-and-gender-neutral mode that’s made Nintendo the corporate success they are today. “Family Friendly” is the accepted term but it’s just a media savvy way of saying that games like Pokémon, Mario, Brain Age, and Animal Crossing can be played and loved by very young players, but they aren’t games explicitly for children. He did get me thinking, though: Have I ever actually played a game designed specifically with very young players in mind? Not the Reader Rabbit-style edutainment so many kids have been subjected to since the early-80s. Just regular, old, played-for-fun videogames.

    My first exposure to Viva Piñata was marked by cynicism. Microsoft’s monumentally expensive acquisition of Rare was just under four years old when it was announced and the partnership had yielded dubious results; bad sequels, middling remakes, one atrocious new IP, and another that had been years in development on three separate consoles before it was finally released. Between the animated series and the variety of brightly colored critters to gather in the game, Piñata seemed like a soulless and pointed marketing machine built for no other reason than to make Microsoft some of that proverbial Pokémon money. So it came as a surprise when the game turned out to be both a commercial flop (relatively speaking) and a critical success, praised for its peaceful, eccentric presentation while being ignored by gamers and parents alike. I never got around to playing the first, but its reputation brought me to Viva Piñata’s sequel, Trouble In Paradise, free of cynicism and curious about what I’d find. Turns out it’s a reputation well-earned. Even though Piñata is a brazen fusion of Nintendo’s Animal Crossing and Pokémon – surrounded by strange, brightly colored characters, you are given free reign to alter a seemingly mundane plot of land to your gardener-heart’s content but are tasked with gathering hordes of diverse fantasy creatures in order to level up and expand your domain – it is impeccably made, its charms difficult to resist.

    What’s most impressive about Viva Piñata, though, is that it is explicitly designed for children.

    Read More...


  • Japan Scares Me: Mario and The Western Show



    Edge Online ran a small feature piece this past Monday on artist Antonin Fourneau’s new multimedia project called Oterp, which appears not on canvas or film but on Sony’s PSP hardware. Oterp creates different sounds and music depending on its audience’s physical location using a GPS to track them. Fourneau’s creation, as Edge points out, joins the ranks of i am 8-bit and Reformat the Planet as evidence of videogames’ growing influence on humanity’s creative endeavors. And that’s great. It’s wonderful to look at how the life-imitates-art-imitates-life cycle is incorporating a still-young medium. It’s inspiring to see games inspire. That is, unless you spend a lot of time on the internet. Then you see what videogames have done to people’s minds. Especially Japan’s mind.

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  • Mario Will Not Retire. He Will Outlive Us All.

    Growing up, we all kind of hated the rich kid. Even if he was the sweetest child in the world who only wanted to share his toys and candy and have us come over and play in his hedge maze (remember that episode of Care Bears? If not, silly me, I just made up another euphemism for sex), we'd lapse into an uncomfortable, cringing silence around him, like dogs in the presence of an alpha. When he wasn't around, we'd seethe and hiss in his direction.

    There are gamers in this world who are similarly intimidated by the existence of our hairy king, Mario. He benevolently brought many of us into this glorious, mind-gelling hobby. He has walked, run and jumped with us since we were children. Thanks to Mushroom Kingdom logic, we have baffled our teachers with adamant declarations about raccoons flying and fireballs bouncing underwater. Just last year, we soared through space with our magic plumber and visited more fantastic planes than the Little Prince.

    Mario is grand. And that's why the latest Internet fad, in which bloggers call for his retirement, is impotent and sad.

    I'm still unsure who first decided to make the ill declaration; likely someone desperate to crown himself King Controversy. This time, freelancer Patrick Goss takes the throne and gives us his reasons why Mario should give it all up and open a spaghetti farm.

    The article is admittedly well-written and free from the venom that usually shoots from the mouths of message board trolls who feel qualified to look down on Shigeru Miyamoto. Still, I feel obligated to counter.

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  • Kenichi Nishi and Kenji Eno’s Newtonica Brings iPhone Gaming Into the Realm of Awesome



    I have been, in general, pretty resistant to the iPhone mania that’s overtaken many hundreds of thousands of folks. They’re attractive little devices but, well, them things are expensive. Plus, it remains to be seen whether or not it will come into its own as a gaming platform. The version of Spore Maxis has cooked up looks like a neat diversion but not many other games seem particularly interesting. For example, a friend of mine downloaded Super Monkey Ball and told me that when the game wasn’t crashing his iPhone, it was a chore to actually control anything. Newtonica, a new game from the ever fertile mind of Kenichi Nishi, now has me chomping at the bit to actually hand over some cashey money to Steve Jobs. Why? For starters, Nishi was the field designer on Super Mario RPG and Chrono Trigger, the founder of Love-De-Lic, and the designer of Skip’s Chibi-Robo. That’s what you call a pedigree right there.

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  • Shut It, Old Man: The Absurd Extent of Nintendo’s Secrecy

    Eighteen months ago, whilst combating poor previews of his imminent release Too Human, Denis Dyack expressed his opinion that videogames should not be previewed in any way, shape, or form until they near completion. I can appreciate the sentiment, to a degree, especially in Too Human’s case. That game used to look like this:



    And now it looks like this:



    That’s what happens when you show a game ten years before it actually comes out. Dyack, hypocrite or not, isn’t wrong. Showing a game too soon can give a very poor impression of what it will ultimately be, particularly with original concepts and new characters, but you need to get the game in the public eye early. Videogames, outside of marquee titles, are rarely advertised anywhere, let alone on television where they would get the greatest exposure. So you have to preview that sucker for a long time before it releases, seed the enthusiast press, and let people pay attention. Otherwise games die on the vine, even established franchises.

    Unless, of course, you’re Nintendo.

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  • Yahtzee On E3: Are We Gaming in an Age of Uncreativity?

    Like clockwork, the latest Zero Punctuation showed up on Wednesday afternoon. I think the gaming world shall go mad if Yahtzee misses a week. How are we ever to know that it's Wednesday?

    Australia's grumpiest gamer weighed in on this year's E3 with a pretty hilarious ejaculation(!) of mild outrage: seeing as E3 2008 was as exciting as discount hamburger, Yahtzee had the right to punch the event in the solar plexus. He did bring up one point I've been thinking about: with the surge of sequels we've been seeing for established franchises, it almost seems as if no one's had an original game idea for a long time. Yahtzee makes mention of crazy old NES games that starred French chefs "riding on stickbugs and armed with guns that shot velociraptors."

    It's a common complaint and it seems as if we're hearing it more than ever these days. It's not like there's reason to dismiss it as hyperbole, either. When the most unusual title at a big name trade show is a Mega Man title, it's time to descend into Hell and thaw out poor Satan.

    I haven't decided if I'm totally in agreement with Yahtzee. I remember the NES very well, especially my family's weekend trips to rent games. My two brothers and I took turns with the weekly rentals. Pity the fool who picked up a second-rate platformer game because s/he wasn't renting anything else for three weeks. I quickly learned how not to become a victim. It was a painful journey full of disappointment, floaty controls and terrible tinny music because boy howdy, there was a lot of crap on the shelves of those Mom n Pop video stores.

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  • For Love of the Game: Zelda Jams Re-appropriated

    I’m not even sure what you classify this as: are they just fan remixes? Fan-fiction remixes? I just don’t know! NeoGAFfer cicerone posted up this bizarre nugget of internet detritus yesterday and, for the nostalgically inclined and Nintendo fanatic alike, it’s quite a treat. These are Koji Kondo’s songs from The Legend of Zelda: Ocarina of Time re-orchestrated using the instrumentation from Kirby, Mario Kart, Donkey Kong Country, Momotaro Dentetsu, and Mario Galaxy. Not only that, but they’re also re-imagined to suit the tone of those games as well.

    Read More...


  • Where is Wii's Disaster: Day of Crisis?



    The hardcore, the core gamer, the fanboy. Whatever you want to call them, it’s hard to ignore their bitterness toward Nintendo these days. I’m the first to admit that I’m one of them, but my frustration with the current king of the console hill doesn’t stem from their burgeoning commitment to the soccer mom set. It’s not even the lackluster treatment some of their core franchises (read: Zelda) have seen in the past two years. I’m angry at Nintendo because, when they first revealed the Wii and its initial line-up of games at E3 2006, they showed off two brand spanking new games, games devoid of Mario, Wario, Link, or any of the three thousand Pokemon, and neither of them have seen the light of day since. Project H.A.M.M.E.R., a fairly silly looking brawler, was actually playable at the time, but Nintendo announced that it was “on hold” as of summer 2007. Their other new IP, developed by fan-favorite studio Monolith Soft, was Disaster: Day of Crisis.

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  • End Game: The Necessary Evil of Boss Fights

    Warning! Danger! Other exclamations accompanied by loud noises and/or flashing lights on-screen! The boss fight is a staple of single and co-operative multiplayer game design, instances placed throughout a game to act as a final and extreme test of a player’s skill at a given game’s rule set. In his expert dissection of boss fight design over at Gamasutra, Nayan Ramachandran uses the metaphor of pedagogical structure to describe the roll of boss confrontations in gaming:

    Games in which bosses appear have levels that are usually designed like a traditional class syllabus. If you were to liken the the length of a game’s level to a semester of studying, learning the game’s boundaries and mechanics and the flaws of the enemies it throws at you, then surely the boss is the final exam for the class.

    Testing the skills you’ve learned on your journey to this powerful character, as well as the powers and weapons you’ve collected over time, the boss character is meant to be a milestone of achievement for the player. It offers structure where there might not be any. It is the personification of a climax.


    Ramachandran predominantly uses examples and forms culled from action based gaming to examine the form but boss confrontations cross most game genres.

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  • Alternate Soundtrack - Donkey Kong '94 vs. Les Savy Fav

    Words and video by Derrick Sanskrit

    The original Donkey Kong is justly considered one of the great landmarks in video game history. It popularized the now all-too familiar concept of platforming and introduced two of the most memorable video game characters of all time: the titular villainous ape and the overalls-clad carpenter named Jumpman, soon rebranded as the lovable plumber known Galaxy-wide as Mario. Even though the game was only four stages long, it demonstrated a clear story - ape abducts pretty lady, climbs up skyscraper, hero gives chase, avoiding obstacles - that resonated in the hearts of millions.

    After thirteen years, Donkey Kong was starting to feel a bit restricted and, as all teenagers do, decided to branch out to seem more exciting and relevant. The result was 1994's Donkey Kong for the Game Boy. It starts off with the original four stages but then continues for an astounding ninety-seven more that see Mario struggle across cityscapes, jungles, icebergs, valleys, and more outrageous environments. The soundtrack is sparse, with only a few sound effects for your actions and gentle musical clues to make you aware of time constraints. It is so elegantly simple that it induces a zen-like state; it invites a calm focus on the tasks ahead so you can rationally solve the puzzles before you. The only problem with this is that it’s completely unrealistic to be calm and rational when jumping across one-hundred-and-one stages in pursuit of your girlfriend and an enormous ape! Thankfully, this minimal soundtrack allows me to choose my own mood music without having to eliminate those all-important sound effects like I do with other games.

    Les Savy Fav are a lot like Donkey Kong, and not because their lead singer is a wild, hairy ape who climbs scaffolding (see Coachella 2008). Les Savy Fav are genre pioneers themselves, credited with creating the Brooklyn dance-punk sound that made bands like Liars and The Rapture famous years before their respective breakthroughs. While they are best known for their frenetic live shows and for 2004's Inches, it is 2001's Go Forth that is their best music for alternate soundtracking. Go Forth actually manages to take the innocently bizarre narrative scenario of Donkey Kong '94 and transform it into beautifully desperate drama.

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  • Webcomic Watch: Eegra

    Videogame-themed webcomics are a mixed (and dizzyingly numerous) bunch; for every Penny Arcade, there're a few hundred semi-comedic fan-fictions stapled together from sprite sheets and MS Paint doodles. It's always a relief to find something with some genuine craft put into it. The relatively new Eegra's got craft in spades — artist Patrick Alexander deploys an impressive range of visual styles — but it's also got a glorious mix of old-timey wordplay and visual grotesquerie.

    Read More...



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about the blogger

John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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