#super mario party sound stage
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sambadeamigosgato · 3 months ago
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Man i hate the rhythm minigames in Super Mario Party. They all deserve to be blown up and—OH HEYYY TIME TO SHINE! nonono, i didn't mean YOUUU, you're one of the good ones.
Oh and Challenge Road can burn too.
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weirdmarioenemies · 8 months ago
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Name: Manta
Debut: Super Mario 64
Did you know? Manta was not something invented by Super Mario 64. This is actually a clever reference, a public domain cameo from something else! It's called "animals" and it is one of my favorite works. Check it out sometime!
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Manta's first appearance is in Super Mario 64, where it has a Special Ability... and a Reward! You know it has a reward because of the Star called The Manta Ray's Reward, but you know it has a Special Ability because it trails bubble rings behind it! Swimming through a ring will replenish Mario's oxygen, making this manta an ideal Support party member when paired with a mammal on an underwater stage. Unfortunately, MultiVersus removed the Support role, so Manta will probably never be playable in that game. It will never get to provide Rick Sanchez with oxygen underwater. Wubba lubba dagnabbit!
The Manta Ray's reward is a star. It gives Mario a star if he swims through enough rings.
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"Hi, it's me! Phantamanta! Can I join your manta post?"
Hi, Phantamanta! I'm sorry, but no. This post is about regular ol' manta rays. You are some kind of shadowghost made of magical electroslime. You have plenty of material all on your own, I promise!
"That's alright, I understand! I'll just be waiting outside until you're free to hang out! Trailing electric slime all over town."
Sounds great! Goodbye.
There have been a few different manta rays throughout the Mario series! There's Ray from Super Mario Galaxy. There are the goggle-wearing Jumbo Rays from NSMB Wii, and the big manta from Mario Kart 8 that uses a similar design. But there is one ray appearance that I find most fun of all.
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Yeah, it's Mario Kart Tour again! Sorry! Just kidding, I'm not! Look at this. This is the Fire Manta Glider, one of a few variants of the base Manta Glider. With its gaping mouth flanked by cephalic fins, this particular manta model is the most realistic, and as a result, I think the best, because real mantas are one of the animals that we've normalized despite them being absolute freaks. And how can you make it even better?
Lore Implications, that's how! This may seem like just a depiction of a manta ray with a flame pattern, but this is the Mario world. Fire Mario isn't just an outfit swap for Mario, it's a power-up form! I think Fire Manta Glider is confirmation that manta rays, and presumably any other creature, could use power-ups if they wanted to and were in the right situation. We've seen blocks with Tanooki tails. A cartilaginous fish using a Fire Flower is far more normal than THAT!
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wfagamerants · 1 year ago
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I’ve always been fascinated by the rival system in Mario Kart and was curious to see how many choices made have an origin we can point to, across all four games to use this system.
In the first two games, I’ll only cover the Top 3 rivals, since those are the ones really meant to compete with the player and they feel the most thought through.
Super Mario Kart is the earliest game in the series, but even for that, it’s choice for the rivals feels remarkably sound for the most part:
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Mario’s an easy one. DK Jr. lines up, given Mario’s history with the Kongs by that point and both Peach and Yoshi are closely tied to him. It tracks.
Luigi also works well. Yoshi did basically compete with Luigi for the role of Mario’s main sidekick during the 90s, due to Yoshi’s break-out status and both Mario and Bowser are easy choices.
Peach also is an easy one, with the exact three characters closest to her on the roster, being her rivals.
Yoshi is a bit odder. Koopa as his main rival does track, given Yoshi had a much more Koopa-like design during conceptual stages and Peach is at least a friend of his, but Jr is pretty random.
Bowser has a basically perfectly logical rival selection, all characters he directly antagonizes.
Jr I got honestly nothing for. Bowser does make sense; they share a weight class, but Toad and Koopa have no ties to him. At most they can be described as usually being fellow small guys, but SMK does disguise that, due to Jr being scaled up.
Koopa’s Is weird. Luigi and Yoshi did at least directly fight his species at that point, but the lack of Mario and Bowser, who have more ties to him, is odd.
Toad mostly lines up, with Peach and Mario, but Jr once again, is the odd one out.
Super Circuit by comparison feels a bit more out there with its picks. Maybe because Intelligent Systems worked on it, but it does feel a bit random in areas:
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Mario’s lines up fine enough, though Wario in third would have made it a more cohesive rival line-up.
Luigi’s is strange. Wario as his main rival I can really only explain with Wario being sometimes portrayed as picking on him during that time, like the Mario Party 1 and 4 intros. Toad and Yoshi are more easily connected, as fellow friends and sidekicks of Mario.
Peach lines up fine enough with Bowser and Luigi is a fitting candidate too, but DK over Mario or Toad is odd, though you could say he was chosen since Pauline’s original design with blonde hair and a pink dress, is a close match for Peach.
Toad’s is fine, all characters he is befriended with and who aid Mario like him.
Same deal with Yoshi, though Mario not being in his Top 3 is curious.
DK’s selection, apart from fellow heavy weight Bowser, I don’t see much of a connection in.
Wario has his fellow heavies as his main rivals and then Yoshi as an odd one out.
Bowser has fellow heavy DK as a bit of a surprising main rival, but it lines up and Peach and Mario are both obvious choices.
Mario Kart 7 feels a lot more thought out across the board again and even has a interesting Third Rival system, with another character taking over if one of the rivals hasn’t been unlocked yet:
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Mario’s selection is business as usual, with Metal Mario now as the other character, due to being presented as a rival in one bio, makes sense.
Luigi’s is also pretty much what you’d expect from him.
Peach meanwhile is weird. Toad is relegated to third rival status, while neither Lakitu nor DK have strong ties to her.
Yoshi makes decent sense. Toad’s a pal, Wiggler a mook that also appears in Yoshi’s Island and DK. is more out there, but a fellow animal character with his own series, sure, it works.
Bowser is relatively business as usual, though Rosalina instead of Peach is interesting. Not out of nowhere though, since he did directly antagonize her in the Galaxy games too.
DK has fellow strong guy with his own series Wario as a rival, which is perfect and Bowser as another tough guy to serve as a rival once more, also tracks. Got nothing for Koopa though, save for a possible callback to SMK, since the starting roster is a nod to it, with DK in Jr’s place.
Toad has Peach and Koopa, someone he has been grouped with as a host and partner in Mario Party before, both track. Rosalina is more out there, but does make sense since Galaxy connects them and Rosalina’s Ice World even has the Red Starshroom. Helps this was before claims Captain is a different character, which were never reflected in the games anyways and are now being backtracked on hard.
Koopa has a fellow mook in Shy Guy and two of his SMK rivals, makes sense.
Daisy has a fairly typical selection with Peach and Luigi. Wario also makes a surprising amount of sense, since both originate from the Super Mario Land games and were created by the same division.
Metal Mario faces off against fellow heavies and Mario, fair enough.
Wario has the Mario Bros and no third rival, since both are default characters. Mario is expected, Luigi remains out there, especially by this point, with them not really interacting anymore, but 64 DS did give them a little more connection to work with.
Rosalina has fellow Galaxy character Honey Queen and Toad, it lines up. So does Peach, they may not have much of a connection now, but were meant to in conceptual stages of Galay, so that tracks.
Shy Guy has Toad, a playable character in his debut game and two fellow mooks, makes sense.
Honey Queen is the most out there, with no specific connection to any of her rivals, besides sharing a weight class with Metal Mario.
Wiggler does get connected to Shy Guy and Yoshi via Yoshi’s Island and is usually a species working for Bowser. Nothing out there here.
Lakitu like with Honey Queen, I struggle to find any connections with. Mario is the closest it gets, being the main character and this most frequent force against his species.
The Miis seem to follow a pattern, especially with the main and female characters in the third rival slots. Yoshi instead of Daisy or Honey Queen as a Female Mii rival throws it off a bit though.
Mario Kart 8 Deluxe completes that pattern, with a selection that feels thought out almost entirely across the board:
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Mario is the same usuals.
Luigi is also exactly what you’d expect.
Peach has Toad who is expected and DK once more, just seems like a MK tradition by now.
Daisy has Peach, an expected choice and Waluigi, who she does have a long spin-off history with. I doubt Nintendo internally groups characters like that, but they did join the spin-offs at the same time, most notably Mario Party 3, as the only two newcomers of the title.
Yoshi has Toad and DK, I am assuming the same connections again.
Toad has Koopa we already covered and oddly, Waluigi. My guess is he was just chosen as a bit of a bully character, like Wario for Luigi, but the two do have some history via the Rain Shower animation in Game & Watch Gallery 4 and DDR Mario Mix.
Koopa has Yoshi and Toad, once more, assuming the same possible connections.
Shy Guy, the main mook of the Yoshi’s Island games, has Yoshi. It more than tracks.
Baby Mario, Luigi, Peach and Daisy have all the babies you’d most expect for them and BM also has Bowser Jr, as a good Baby Bowser stand-in.
Wario has Mario, his main rival and fellow Super Mario Land series veteran Daisy. Perfect.
Waluigi has Luigi and oddly, Toadette. Probably just due to them being partners to another character.
DK has fellow strong heavies Bowser and Wario.
Bowser has the Mario Bros, once more an obvious choice.
The Koopalings mostly have each other as rivals, except for Wendy, who has Peach and Daisy, which I do like. Subtly characterizing her as that spoiled brat who antagonizes other girls.
The Inklings have each other and the Villagers and Isabelle have each other too. Link as a solo rep without anyone else from his series meanwhile, lacks a rival.
Rosalina now has Toad as her sole rival and I stick with the Galaxy connection.
Tanooki Mario and Cat Peach have each other. Fair enough.
Birdo has Yoshi, her main spin-off partner, makes plenty of sense.
Lakitu lacks a rival. He’s just chill.
My best guess for Toadette having Yoshi as a rival would be them being grouped together in the Double Dash ending pic. Wario meanwhile may be a direct callback to their Mario Party team names, implying them to be friends.
King Boo and Petey have each other, being old Double Dash partners and retaining good chemistry in the Baseball games.
Baby Rosalina has Toadette. I got nothing for that one.
Metal Mario and Pink Gold Peach have each other. That works.
Wiggler sticks to the Yoshi’s Island connection, with Yoshi and Shy Guy.
Dry Bones has both his living counterpart and Dry Bowser, while Dry Bowser has Dry Bones. Simple and logical.
Bowser Jr has his mama, except not really, Peach as a rival.
Kamek deals with Jr as a rival, which just keeps fitting more and more, especially after Jr’s Journey.
Peachette, being Toadette in a different form, has the same rivals, Yoshi and Wario.
Diddy, Funky and Pauline all have DK as their sole rival and it makes sense in all three cases.
The Miis meanwhile have no rival this time.
It's hard to say how intentional some of these are, but there is a lot of neat stuff in there, that makes the choices made feel deliberate and it adds just a tiny bit of extra flavor.
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runimanio · 1 year ago
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2024 Game Clear #4 Mega Man X: Command Mission
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This is an interesting one, a tradition turn based Mega Man X RPG that has much to love, but also leaves me wanting in a lot of way. Perhaps because this is the final X series game I needed to play it also left me thinking about the storytelling & characterization of the X series so this will probably be a long one
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The story here is that a maverick named Epsilon has formed a army aptly named the Rebellion Army to occupy Giga City and form a reploid supremist state and now the Maverick Hunters must intervene! If your familiar with the X series this will sound extremely in line with the general plotline the action games tended to have & it's clear that the developers really wanted to translate as much stuff and mechanics from those games into a RPG format (there's even a boss rush teleport room at the end!)
That thinking creates a pretty neat battle system but being so loyal to the plot structure of the main series X really does the story of a RPG & the new charters a disservice, you could very easily cut this 20 hour game into a standard X platformer & lose very little of the actual meat.
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X and Zero are fully in their deadly serious mode that they've been in in for the late series X games, gone are Zero's days of confidently giving a thumbs up we're full broody edge lord & X is in cop mode at all time which is a shame since this could've been a great way to really explore these two in more depths then normally allowed.
I liked the new characters but they don't really get anything to do here, after their recruitment there character arc is pretty much done & i'm pretty sure Spider aside, the other 3 maybe talked to Zero & Axel maybe once throughout the entire game. I wish I could tell you anything about Marino or Cinnamon other then what written on the tin. Massimo is a brute struggling to live up to his mentor name, Marino is a thief who unexpectedly finds herself embroiled into the conflicted, Cinnamon is a living blacksmith forge i guess? And Spider is a bounty hunter who's later actions makes me question his early actions. They all have a lot of potential they're just unserved.
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Let's move on to a lighter note for a bit, This battle system is pretty cool, it uses a turn system similar to the Digimon Story games (it's probably comes from something older but I'm blanking lol) where you can see the upcoming order of who moves first & even have your unit act multiple times before your enemy can under the right circumstances, two buttons can be equipped with special weapons that use Weapon Energy to fire and can be used before taking your action for the turn. Instead of healing items you have sub tanks you can collect and fill that you can pull from for healing.
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Action Trigger are essentially limit breaks where you use all your weapon energy & play a little mini game for a big attack, its a little repetitive and i don't love doing a Mario Party style stick rotation for Cinnamon's heal trigger but it's fine & everyone has a hyper mode which is a temporary transformation that massively buffs the character or even in some cases change out their weapons and Action Triggers, X and Zero have secret unlockable Hyper modes that are super OP and fun to use.
It's a really fun and unique system & I do appreciate that I never really felt I need to grind but it can get pretty old when your binging through the game since enemy can feel pretty spongy and the encounter rate sometimes can a little aggressive where I'll get out of a battle and slightly adjust myself to get my barring again only to be thrown back into a battle immediately but sometimes i would go several rooms without any encounters so it probably varies.
And when you get lost the constant battles can be grating & getting lost can be easy as the entire game looks like this
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All the stages feel like I'm exploring a bunker with almost entire game being made up of narrow hallways, even Giga City the city in the sky kinda just feels like another a bunker also slight tangent about the game's world it's funny that even in this RPG the X world is devoid onscreen humans, I don't know what Sigma and all the other Mavricks are complaining about, seems like the humans are doing a great job leaving reploids alone!
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It probably sounds like I really didn't like the game but I did ultimately enjoy the game but I just see so much untapped potential in this game, these characters & this world, I can imagine a version of this game were Massimo has a longer character arc struggling with feeling like he's failing to honor the mantle, Maybe Marino learning to believe in the cause, More of Cinnamon learning what she wants to do beside just being a actual tool for people to use. My mind races with possibilities with this world & I only got a fraction of what I would've liked.
I truly wish it got a sequel because this is a very solid base to build on & really Mega Man has always been an iterative franchise but in hindsight of all the baggage the next generation would bring, the mega man recession of the late aughts, & Inafune gaining more power within Capcom & apparently hating the idea of a X RPG to begin with Command Mission was probably made at the last possible moment it could've been made.
Anyway here's some random thought to end off on
recontextualizing Axl's A Trans ability into summons is very cool
Everyone in the city getting new dialogue as the story progresses is neat
Cinnamon's design uses the red cross logo so this game is a violation of the Geneva Convention
I'm not really sure why they needed this to take place in 22XX causing it to have no place in the timeline due to the Zero games also taking place then other than maybe wanting to remove themselves from the earth is damaged after X5 continuity idk
This version of Ultimate Armor is crazy, X ain't playing around anymore no way Dr. Light signed off on this lol
After her chapter Marino never vocally speaks again for the rest of the game, she didn't deserve to be done like that.
Absolute Zero is very cool
Shout out to my friend Talion for gifting this to me for Christmas, thanks buddy!
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digitalbyte357 · 1 year ago
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Spooky Video Game Music No. 297: Creepy Caverns- Mario Party 3 (N64)
In one of the many boards in this classic Mario Party game on the Nintendo 64, you and 3 other players go inside a giant cave trying to get the most stars. Here, it’s a dark cave where Whomps playing a board game, Dorrie going on a swim, Lava Bubbles go on top of lava and Swoopers resting on the ceiling. On the middle of the stage, the Whomp King would block one area which would bring up some strategy on where to go to the Star. Also, Thwomps control some mine carts for you to ride on (if you can land on them). It’s going to take some careful planning to travel if you want to get the most Stars to win and get the Courage Star Stamp in the Story Mode…
While it’s not as scary as the past Mario songs in the list before, it does still sound spooky. The song does have this eerie feeling like traveling to a very mysterious place while sounding unsettling as well. It does give off a spooky atmosphere which would fit in a huge dark cave. Plus, the choir near the end really makes the song sound more scarier with the backbeat playing the Underground Theme from Super Mario Bros. adding to the creepiness. It’s quite one of the most memorable songs in the Mario Party series and quite perfect for Halloween. If only they brought this song for Mario Party: Superstars with this song as well… 🎃
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connectwired · 2 years ago
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Since I have no other place to go for this, I want to start out by saying that Nintendo needs a refresh. By doing a refresh with games and hardware, expectations can be thrown in a new direction, and speculation can be all the more fun. That said, what we want and need differs from how Nintendo views, so what I say should be taken lightly unless stated otherwise. I'm VERY open-minded, so I may go on and on, and I'm also open to criticism on the things I think about.
First off, the next console. I believe it'll stay relatively the same as the Switch but with the best internals they can get their hands on. They'll probably update the Joycons a bit and reintroduce the standard D-pad, or they may take the Steam Deck approach and glue them on. The standard will have a higher quality OLED screen to compete with others and possibly better sound. Not much more I could think of but it's enough to compete for next gen and try to bleed into the future gen. It opens up the possibility for more open first party games as well as more intricacy and design, increasing the odds for success (most of the time). Third party games will run better too.
Next, let's talk games. 2D Mario has been refreshed with Wonder, Zelda with TotK and BotW, Pikmin is still going, and Metroid... we don't know what's happening there, but it did have Dread. Mario Kart is still going strong, but there's only so much left they could do until they run out of options for one game. Smash is dead for now, but that's a topic for later with Mario Kart. Animal Crossing is iffy, as the player base has likely been halved since release; I know I don't play it anymore, and I've heard that it's got several issues that I agree with.
I want to go in depth about the state of Mario. Mario fans will be feasting soon with Wonder and RPG, and I'm one of them. Super Mario RPG is, if you couldn't tell, my favorite RPG, and I'm incredibly ecstatic for the remake. I have faith it'll sell well and be given the recognition it deserves. The music and graphics seem phenomenal in the remake, and everything seems like how we viewed it in the original; our minds were brought to life with this game.
Next is Wonder, which is an interesting beast I would love to tackle. The art style is amazing and a big step from New, just as much as the soundtrack is. It's all soft and colorful while remaining fast and enjoyable; such an appealing game hasn't happened for 2D Mario in over a decade. I love the new voice lines - despite Martinet possibly being replaced - and the new sound effects are great too. It's so experimental yet seems to be promising.
3D Mario games are pretty much due for a new game at this point. We haven't seen one since Bowser's Fury, which was only about half a game, if that. The last full game was Odyssey all the way back in 2017. It's understandable why it would take so long, but at least throw us a hint once the new system is revealed. It would be cool for it to be inspired by Wonder, but I could see it branching off of Odyssey or Galaxy too.
Super Smash Bros. should be getting a new game within the next 5 years. Whether it be a reboot, Ultimate Deluxe, or a continuation, I'm certain it'll be good. If they reboot the series, I imagine they'll keep a handful of characters and add a lot of new ones while also making completely new movesets for most fighters. Ones without new movesets would obviously have some changes though. The stages have a chance to be completely new. A continuation would likely cut some of the roster while adding new ones and do the same with stages. A continuation could be Deluxe but with different features and a new story. There are lots of debates about what characters would get in no matter what way they take, but I think the few that are locked in are Geno, Shantae, Sans, and possibly Cuphead. Personally, I wish Springtrap and Reimu would be in too, but sadly I don't believe they would. Same for Goku who will never be in.
Mario Kart is the only thing left on my mind, as it hasn't had a new game in about 10 years, less if you count Tour (but who would; it's a live service mobile game based on Mario Kart 7). It needs a new game very soon after the DLC is done, but there's one question that everyone has: where do they go next? I think they could take the Sonic R route and have it be more open world. Mix that up with all of the items in Tour and maybe some new stuff inspired by 2D and 3D Mario, and you've got something magical. Doing something like Double Dash and having two drivers per kart would be cool too. The roster needs an update as well, but Tour has added plenty of characters over time. They could bring back all characters, and if possible, add a separate menu for costumes and alternate colors. Tracks could be more based on games and even the recent movie. I would love to race around in something like Beach Bowl Galaxy or a fire flower field.
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smashlawlai · 5 months ago
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Here’s a Super Smash Bros. Lawl moveset for Crash Bandicoot from the Crash Bandicoot series:
Reveal Trailer:
The trailer begins with Mario and Pikachu racing through a jungle-like environment, evoking the Jungle Hijinxs stage. As they approach a wooden crate, it suddenly shakes and bursts open with a flurry of Wumpa Fruit. Mario and Pikachu exchange confused glances before the iconic sounds of Crash Bandicoot’s spinning attack echo through the jungle. Crash bursts onto the screen, spinning wildly and knocking both characters away. The screen flashes: "Crash Crashes the Party!"
Moveset:
Crash is a chaotic and energetic fighter, utilizing his iconic moves like the Spin Attack, jumps, and Wumpa Fruit to overwhelm opponents. He excels at fast-paced combat with a balance between close and mid-range abilities.
Neutral B (Spin Attack):
Description: Crash performs his signature spin attack, dealing damage to anyone in his immediate vicinity. The longer the button is held, the longer Crash spins, but he’ll eventually get dizzy if the attack is held for too long, leaving him vulnerable.
Inspiration: The Spin Attack is Crash’s most iconic move, used to defeat enemies and break crates in the Crash Bandicoot series.
Side B (TNT Crate Toss):
Description: Crash throws a TNT Crate forward. It bounces once and remains on the ground for a few seconds before exploding. Opponents can trigger the explosion by standing near it. Crash can also trigger it early by hitting the crate with a Spin Attack.
Inspiration: Based on the TNT Crates found in the games, which explode after a countdown or when triggered by Crash’s spin.
Down B (Aku Aku Shield):
Description: Crash summons Aku Aku, his protective mask ally, who temporarily shields Crash from damage. Aku Aku will circle Crash for a few seconds, making him invincible for a short period, similar to the effects in the Crash Bandicoot games when Crash collects an Aku Aku mask.
Inspiration: Aku Aku serves as Crash’s protector in the games, giving him temporary invulnerability.
Up B (Jetpack Jump):
Description: Crash activates his jetpack from Crash Bandicoot 2: Cortex Strikes Back, propelling himself upward with high velocity. He can move in any direction for a short period, and any opponents hit by the jetpack’s exhaust take damage.
Inspiration: Crash’s jetpack levels from Crash Bandicoot 2 are used here as a recovery move, offering a mix of control and offense.
Final Smash (N. Brio's Mutant Transformation):
Description: Crash drinks a potion, and suddenly transforms into a large, hulking mutant version of himself, similar to Dr. N. Brio’s transformation in the original Crash Bandicoot. In this form, Crash becomes significantly larger, dealing massive damage with his punches and stomps. The transformation lasts for several seconds, after which he returns to normal.
Inspiration: This is based on the boss battle with Dr. N. Brio, where he mutates into a giant monster.
Taunts:
Up Taunt: Crash pulls out a Wumpa Fruit, tosses it in the air, and catches it in his mouth before giving a big grin.
Side Taunt: Crash does his signature dance, spinning around and doing his goofy arm movements, ending with a thumbs-up.
Down Taunt: Crash pulls out a crate and smashes it with a spin, causing Wumpa Fruit to scatter around him.
Victory Poses:
1. Victory Pose 1: Crash stands on top of a pile of crates, laughing and performing his dance while Aku Aku floats around him.
2. Victory Pose 2: Crash breaks open a crate to reveal a gem inside, holding it up triumphantly as the camera zooms in.
3. Victory Pose 3: Crash rides on the back of Polar (his polar bear buddy), charging toward the screen before jumping off and striking a pose.
Defeat Pose:
Defeat Pose: Crash lies on the ground, flattened, with stars spinning around his head in a dazed state, mimicking his death animation from the games.
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lunarsilkscreen · 8 months ago
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Mario
Mario Brothers 3 is the definitive version of what a Mario Game should be.
Before Super Mario World, SMB3 came out at the end of the original NES lifespan. It often gets overlooked for just how innovative it actually was.
Taking in Designs from the other project "Doki Doki Panic", which ended up reskinned into Mario2 for North America, Super Mario pushed the NES to its absolute limits, with a modern a design that capstone's everything Nintendo Learned about video game and software design up to that point.
Seriously, Compare Mario 1 to Mario 3...
Mario 1 is extremely limited in every aspect from graphics, to music, to color and scope.
And Mario 3 is goshdarn Stage Play.
Many fans of the series Praise Super Mario World for reinventing the series, but I honestly believe it was SMB3, and, I think 3 was even more innovative than World.
Because a lot of what world did, was exactly what SMB3 with some extra bells and whistles. They showed off what the SNES was capable of, but it didn't really push the hardware's limits.
I'd say the closest game we had to pushing the hardware's Limits was Star Fox, even though there were games that literally needed more storage and power than your average cartridge could do.
Super Mario World isn't that much of an upgrade. But it does give us a lot of freshness that we don't actually see in Mario Games these days. (Or many games at all these days.)
I would say that it wasn't until Mario64 that we got that *extra* oomph that can be felt in Mario3 vs Mario2 and 1.
And this continues to this day, despite the many iterations and variations of Mario since then, the most innovative and really inventive Mario Game that we've seen since is Luigi's Mansion.
Even the Wario (Not WarioWare) that we got on GameCube wasn't as good as the Gameboy Wario Game that it was based on.
And it's really fine, as Mario's entire niche is as a beginner friendly game that eases players into gaming and the digital world as a whole.
But why does Mario 3 stand out, even when Mario World doesn't? Not that Mario world *doesn't*. It just feels like the original Mario 2 that was released in Japan.
I mean, not as difficult, for sure. But the difference in design? Slight modifications, different levels.
Honestly, Mario Maker is probably the absolute freshest Mario will *ever* get.
Giving players the power to design levels is fantastic, despite the draw to Kaizo inspired levels.
And yet ... What is it about Mario 3 that keeps drawing my attention to it? I could say it's the one game I actually shared with my father. But that's not the whole reason. Sure we've got parent/child bonding time over it.
But there's something else about Mario 3 in general.
It's jena se quois. The invention and story about Mario that doesn't exist these days.
It starts with a stage play. Despite being the main character, Mario could probably double as the stage and set builder. And probably is.
It is literally a playground for Mario and Luigi. The opening cinematic is them practicing their Mario skills.
Even though its purpose is to show off why you should want to play the game, and give hints as to how to play.
Then there's the ability to drop behind the stage... Power-ups that you rarely see and that some players have never seen during it's original release. Like the Teddy Bear and the Hammer Bro suits. (I said teddy bear to distinguish Tanuki Suit better, as Tanuki and Racoon tail could sound similar.)
Introduced design concepts that were later reintroduced in Mario Party.
What is this draw that this faux Kabuki Theater has?
I think it's that the game introduced this world *outside* the game they are playing. They are characters inside this play, but they definitely exist outside it as well.
And the characters and actors themselves get along outside that, despite putting on this play and overacting.
And the different "Mario Worlds" are different productions that the characters themselves put on.
It's *this* feeling that was removed from subsequent Mario games.
A game about a plumber and his friends and family putting on a show for shots and goggles.
I think *that's* what modern Mario is missing. After the Mario game and his fight against D K. They went their separate ways and started using those stages for Kabuki Theater--Just because it was a fun thing to do.
And that's why they regularly have reunions over go-kart, board games, and tennis.
Luigi's Mansion takes place in *this* world outside of the stage play. Perhaps he's putting on his own show, because he likes the Halloween motif. Like your autistic Goth Jack Skelington fanatic.
I think this is the avenue Mario *should* explore. I think it would help give depth and sticking power to the spin-offs seem to be missing these days as well.
Though, they kind of do in Paper Mario. But only Kinda sorta.
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dynamite-derek · 1 year ago
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No Items. Fox Only. Final Destination: A Mario Superstar Baseball story
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Nintendo multiplayer games love their gimmicks. It's a frustrating trend of theirs because often times the core mechanics of those games are really solid but if you play the way you're 'supposed to,' those gimmicks can really bog you down. Like imagine you're playing a game of basketball and all of a sudden some guy ran on the court and circled a tiny portion of the floor. It's the "instant win zone." If you sink a basket from the instant win zone the game is automatically over, regardless of the score. It sounds ludicrous but gimmicks in Nintendo games can be every bit as game changing.
The area where this is most well known is in the Smash Brothers franchise. Back in the day, there was a bit of a meme going around where people would be playing Smash Brothers with items on and someone would rush onto the scene and say "NO ITEMS. FOX ONLY. FINAL DESTINATION." This would mutate into some guy challenging people in random situations to this specific rule set. You see, no items and final destination (a flat stage) are the core elements of Smash Brothers. There are no gimmicks, there are no weird things interrupting the flow of play. It's a competition of skill. And Fox is there because, uh, he's the best character. Silly memers, don't you guys know Marth and Jigglypuff are really viable too?
For Smash Brothers, I've always been kind of hit or miss with this because I think the game is still fun with items on and it also allows for players of various skill levels to play together. It's the great equalizer. Yes, you will probably beat a scrub 99% of the time but it does open the door for miracle wins. There is another game where this ruleset changes the game though. Where trimming everything down to the basics takes a forgotten Gamecube title and turns it into one of the best pure party gaming experiences available.
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Mario Superstar Baseball is a game with simplistic enough mechanics. Really, it feels like a prettier version of RBI Baseball. Swinging, stealing, diving to make sensational catches, they're all done with a single button press. You can even do super powered swings and pitches. Picture the most arcadey and simple sports game in your head and you have the basics of Mario Baseball. It's great with friends but if you decide to play by the official game rules, it just becomes a whole lot of nothing. The gimmicks bog everything down.
What I mean by this is that most of the levels are completely overrun with gimmicks. There are levels where invisible blocks clutter the air, which can get in the way of fly balls and create an out of a big hit. There are levels where klaptraps run around the outfield and bite at your fielders, which can create big hits out of easy outs. You have piranha plants and whomps randomly scattered around some fields to cause havoc too. Yes, these definitely make the game feel more "Mario" than a typical baseball game. But you know what else does that? The fact that I can select Mario characters as my baseball players and play as them. Revolutionary!
There is one exception to this. Mario Stadium. Mario Stadium has absolutely no gimmicks. It is the Final Destination of this game. If you want a pure experience without random chance ruining your day, this is the way to go. Unlike with Smash Brothers, the gimmicks here don't really bridge the gap between skill levels. Instead they just frustrate the player entirely and turn the event into a far more luck-based affair. Mario Stadium changes that and you can finally just play a basic arcadey baseball game. I think it's the best arcade-style baseball experience in video games, surpassing even the classics. It's just lost in the weeds of gimmicks.
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Now what about the FOX ONLY part of the above equation? There is one extra little rule that can take things a step over the edge. Round-robin picking. When you play two players, the selection process is a free-for-all. Whoever can move their joystick the fastest can get whatever character you want. This is a big deal because there are players very clearly better than others - the team captains, or the main Mario characters. It's not likely, but there is a chance one player could get every single named Mario character while player 2 gets their one team captain and then a bunch of shy guys, toads and maybe like King Boo. Round-robin selecting just lets each player choose their own team at their own pace and unless you're playing someone who can't understand basic UI elements, your teams come out pretty even. It's a truly equal playing field.
Playing like this allows the player to experience one other mechanic a little more readily. If you're flying through the character selection process, you're just going to pick who the best people are without thinking about it. Like "Oh fuck I need Mario and Wario and Luigi and Bowser and I just need these guys because I know they are good." But just like in real team sports, Mario Superstar Baseball has a mechanic called chemistry. Some players just don't play well with each other.
Having a team with good chemistry has a lot of benefits. For one, you have more 'star powers' at the start of the game - I mentioned those above, referring to them as super powered swings and pitches. Having star powers to unleash in crucial moments is really helpful and can help you score a lot of runs when you need them most. Also, played with good chemistry play better together. If your shortstop and first baseman like each other, the throw from short to home will be a little quicker than just a neutral pairing. So instead of just building around on who hits the best, you can consider building a team with a mix of skill and chemistry.
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Now you might think "well okay, I don't need to worry about chemistry, who cares about slightly faster throws?" Wrong! There are punishments for bad chemistry too. Let's say you have a shy guy at shortstop and baby mario at second base and the batter just hit a ball that would be an easy double play. Shy Guy can grab the ball but there is a small chance that the throw to second base will be off. When characters have bad chemistry, your defensive plays (specifically throws) can go awry. You can turn an easy double play or out into a free hit. Well, an error really, but you get what I mean. Paying attention to who is playing where is a big key to success and just being able to pick freestyle clashes with said mechanic.
Combining a Mario Stadium rule with a round-robin choice system creates the definitive way to play an otherwise forgotten gem. It is the best version of the limited melee ruleset. It takes a solid party game and makes it great. Just don't play the Wii version please.
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xb-squaredx · 1 year ago
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Super Mario Bros. Wonder: How Mario Got His Groove Back
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Mario has had a rough regression into 2D. Once the top dog in platformers, Mario has been in a bit of a lurch regarding a number of his titles for the last several years. While once seen as a breath of fresh air, as the New Super Mario Bros. series went on many regarded them as too same-y and stagnant. The same could be said for the 3D titles, as every title from Super Mario Galaxy 2 onward sanded off a lot of the wackier, more experimental aspects of the earlier 3D titles. The less said about the state of the Mario sports and RPG spinoffs the better. However, in recent years there have been glimmers of hope that everyone’s favorite plumber might be getting back to his roots. Super Mario Odyssey was a well-received return to form for the 3D sandbox titles, and the resounding success of the Super Mario Bros. Movie speaks for itself. But the real test was releasing a 2D Mario game that manages to actually FEEL new and exciting. Is Wonder that game, or will be left wondering when this supposed renaissance will truly begin? Let’s find out!
A NEW COAT OF PAINT, AND A FRESH NEW SOUND
The first thing that stuck out to me when first booting up Wonder was just how alive everything felt. The New series after a time felt anything but new, filled with lifeless animations and a bland visual style that was…fine but not exactly exciting. Wonder by contrast is vivid and adorns everything with either a painterly or even clay-like texture. It might not be the most visually striking game ever made, but as far as Mario’s 2D outings go this one really pushed past some boundaries. While in 3D, everything looks a lot more akin to the older 2D art for the Mario cast. Faces are rendered with this 3/4s style, always facing the camera and making sure we can see just how much more expressive each character is. From the determined looks on their faces when dashing about, the way Mario pulls his hat over his eyes when he crouches, or the little flourishes like how the extra-large elephant versions of characters have to squeeze through doorways or pipes, there’s so much attention to detail here.
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Adding to that is the sound design and music having a much greater presence here than normal. Over time, we’ve taken for granted how past Mario games have sounded, but Wonder shakes this up a bit. A jump is now the plucking of a string instrument that’s different for every character, while a ground pound is accompanied by a drum roll into a satisfying cymbal hit. Even the iconic sound of entering a pipe has been changed, replicated with a xylophone. The music in general matches the tone of each level well enough. From the early stages and their more laid back tones, to the more sinister themes of the Bowser airships, there are also several stages that feature musical setpieces that really stand out as the most memorable parts of the game. But that’s not all regarding the game’s presentation taking it up another level.
Wonder’s plot is about as simple as we’ve come to expect for the Mario series, and yet there is FAR more voice work and dialogue in this game than you’d think. Mario and friends are visiting Prince Florian of the Flower Kingdom when Bowser crashes their party, stealing one of many powerful Wonder Flowers. Harnessing their power, he merges with Florian’s castle, using his newfound status as…Castle Bowser to build up Wonder energy for…well, something that can’t be good! Florian accompanies the Mario crew in a manner similar to the assistant characters we’ve seen in the older RPG series, having something to say after major levels are beaten or when you enter into a new world. Each world itself also has its own subplot that gives a BIT more context to your platforming fun. In the Sunbaked Desert, we have to track down Bowser. Jr. and take back all the water he’s stolen from the residents. Whereas in the Fungi Mines, players have to investigate several ruins and progress further and further underground to save a group of miners that have been trapped by a cave-in. Even the talking flowers you see throughout the game help the world feel more real, like the adventure is unfolding in real time. At times they can be there for a joke, or as a more diegetic in-game hint, but they also serve as a way to test the waters for more natural voice work in the Mario series after mostly abandoning the prospect with Sunshine. On the note of new voices, this game actually marks quite the shake-up in the voice cast.
After nearly 30 years voicing the plumbers, Charles Martinet is now succeeded by Kevin Afghani. Afgahni’s take on the Mario brothers clearly takes a lot of inspiration from Martinet’s portrayal and in many cases is downright identical. His Luigi sounds uncannily like Martinet, though there are places here or there with Mario where you can hear a bit of a difference, but the transition is largely painless here. Giselle Fernandez also takes over for Daisy after Deanna Mustard’s similarly long tenure with the character, and they really capture the energy Daisy is known for overall. Nabbit is now voiced by Dawn Bennet, while Prince Florian and his Poplin subjects are voiced by Caitlyn Elizabeth and Christine Cabanos respectively. The likes of Peach, the Toads, Bowser and Bowser Jr. are all still done by their longtime actors, but this definitely feels like a new era for the series as the old guard is stepping down. It’s a bit strange to see more professional actors taking on some of these roles, as a good amount of Mario enemies and NPCs are often done by members of the sound team or even the Nintendo Treehouse, but if there was ever going to be a game to swap out a good chunk of the cast, it would have to be this one. The first of MANY changes and surprises in store!
ELEPHANTS AND BADGES AND FLOWERS, OH MY!
Within the first few moments of touching the game, I was reminded of my first impressions with the likes of Super Mario World and how different that game had been from the NES games. Wonder feels like another step forward for the series regarding not just level design and gimmicks, but core gameplay elements that aim to surprise and shatter past conventions. Don’t get me wrong though; this is still a platformer through and through. You run through stages, grabbing the flagpole at the end and gaining collectibles along the way. But each level has something that feels well and truly new and exciting to spice things up. Be it the rather large roster of new enemies, level-specific mechanics like pools of goop you have to slowly push through, or using water to cool down giant superheated platforms, there’s always something around the corner that makes for several standout levels. But the biggest takeaways for a given level will arguably be the various Wonder Flower segments.
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Just about every level features a Wonder Flower players can touch, which then triggers a large change to the stage that players will have to navigate in search of a Wonder Seed, which will turn things back to normal. Sometimes the stage itself starts moving like its alive, while at other times enemies might change in size or multiply, and there are even transformations that will affect the Mario crew. While a handful of effects are repeated throughout the game there are a number of completely unique ones that make for a fun climax to the stage. What’s interesting is that the vast majority of these segments are optional, allowing players to skip past them either on replay or when speedrunning, but you’ll be missing a huge part of the game’s charm if you don’t engage with them.
Outside of that, there are also new tools at your disposal to get through these stages. The Elephant Fruit power-up is the most documented part of Wonder in general, letting players become powerful pachyderms as they slam enemies away with a powerful trunk, which can also store and shoot out water. That said, its own uses feel a bit less revolutionary when compared to, say, the Cat Bell from 3D World. Other new power-ups include the Bubble Flower and Drill Mushroom, with the former letting you  bubble up enemies and jump off of them for a boost, while the latter lets you burrow past obstacles and occasionally unearth secrets. Alongside the Super Mushroom and Fire Flower, Wonder uses the power ups smartly, especially with certain timed challenges that task you with taking out enemies as quickly as you can with your arsenal of abilities.
When it comes to character-specific abilities however, some might be a bit disappointed to see the cast is largely homogenous. While it’s great to play as the likes of Daisy and Peach, alongside the Mario Brothers and Toads, everyone is the same (barring the Yoshis and Nabbit, who function as “easy mode,” basically)…so that’s where the Badge system comes in. Players obtain Badges throughout the game, which come with a wide range of effects. From replicating those character-specific abilities (the very first one you get is essentially Peach’s floating from past games), to passive effects like drawing in coins or hinting at secrets, there’s even some Expert Badges that make the game harder on you. You can try out the Jet Run badge to speed through levels but there’s no way to stop running. Or try out the Invisibility Badge to sneak past enemies…just good luck platforming when you can’t see yourself either! Badges are probably my favorite addition to the game, allowing for a degree of customization with exploration and difficulty that really ups the replayability and even accessibility of the game, though I do wish there was a bit more freedom with the system. Only being allowed one Badge, even in multiplayer, is a bit of a shame, but if anything this is a great new system that I’d love to see become a mainstay to the series.
PLAYING “TOGETHER”
Speaking of multiplayer, that’s one facet of Wonder that’s drawn some ire from some circles. Compared to the past few multiplayer Mario platformers, Wonder doesn’t employ collision between players, and also limits the ways players can interact with each other. So this means no more running into people, or picking them up and “accidentally” throwing them to their deaths. This also allows the level design to no longer have to space things out for up to four players, keeping things from feeling too cramped OR too spaced out. It seems perfect and we should all be rejoicing…but for the griefers out there that love to mess with other players this is a dark day and they probably cancelled all of their pre-orders. Now, there is something to be said about being able to physically interact with players and create some spur-of-the-moment plans to grab a collectible or make it through a tough section. If someone plays as Yoshi you have the ability to ride on their backs at least, but otherwise it feels more like you’re playing alongside someone rather than truly together. But perhaps as a result of this, the online experience might be some of the best the Mario games have ever seen.
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When connecting online, players will encounter “ghosts” or “shadows” of other players that can be seen but, similar to local play, can’t be interacted with normally. Players can see each other and use little emotes to communicate, but you’re all largely playing your own instance of the level. As a result though, there’s no real input delay or lag to worry about (except when players are loaded into a level you’ve already started) and you can go about your business without worrying about someone messing with you. That said, you can’t, say, ride on another Yoshi player online like you can in local play, but you do gain the ability help out other players. Players can share spare power-ups with other players even online, as well as revive players if they die if you can touch their ghost before a short timer goes down, in a manner somewhat similar to co-op in Cuphead. On top of that, online is where Standees showcase their use. Players can crouch down and press “X” to throw out a standee of their character on the spot, which can serve to either highlight a hidden block or area players can reach, but also serve as a way to revive other ghosts. Throwing down a Standee right before a tough spot can end up really helping other players out, even if it doesn’t do much for you. Players can gain “heart points” by helping other players out and finishing levels with them, which do nothing but give you a warm fuzzy feeling inside. While most online interactions are with random players that can come and go as they please, it IS also possible to make dedicated rooms with friends and engage in races through certain stages too. While the online and even co-op multiplayer might not quite be what every player wanted, I do feel that Wonder found a way to truly innovate after the last several Mario multiplayer experiences were often characterized as being chaotic and frustrating. It feels nice playing through levels and serving as a guide to less experienced players, and being able to race about with friends can be fun in its own way.
THE DIFFICULTY OF CREATING A CHALLENGE
Now, one major aspect of Wonder I was worried about pre-release was the overall challenge the game would pose. Seeing how strong the new power-ups and Badges were, combined with the ways that other players can help in multiplayer, I was worried this wouldn’t be very engaging and you could kind of sleepwalk through it. As subjective as difficulty can be for people, I do think that Wonder largely managed to keep me engaged and offered some real challenges, while also enabling players to really shape the game to their own skill levels. Mario is always going to be a series that appeals to as many people as possible. It doesn’t carry the kind of reputation that, say, the Donkey Kong Country series had regarding difficulty, but Wonder does give players a TON of options to make the game ease up on you and a lot of the difficulty can come from just NOT engaging with these options. Just avoid using Badges, the power-ups or the Yoshis and Nabbit for a more challenging run through the game. That being said, the game does pepper each world with far more challenging levels off the beaten path. Most of the world map actually allows you to tackle levels in any order you want, and levels have individual difficulty ratings so you know which ones to avoid if you want to have a chill time, or indeed which ones to seek out for a real challenge. The game’s final challenge was also suitably hard, so on the whole I was satisfied with my time with the game….with really only one exception.
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The vast majority of Wonder is designed around surprising players, constantly doing something unexpected and weird….which makes it all the more disappointing to see them drop the ball with boss battles. Now, this is a platformer and I don’t really ever go into a platformer thinking about the boss fights. If they’re fun, then that’s good enough for me, but they’re often not at the top of the list and I care way more about the levels leading up to them. In Wonder’s case though, not only are the bosses very simple and easy, they’re also infrequent and very same-y. In that regard, it’s the one thing that I think the New series handled better. You fight Bowser Jr. in most of the worlds, with the same overall idea of him attempting to run you over in his shell, with the only difference being a Wonder effect that changes up the arena a bit. But after about three or four jumps on his head the fight is over and they all fail to leave an impact. Not helping matters is that a few worlds just don’t even HAVE boss fights at all, not even minibosses like Boom Boom show up here. While the final boss at least was unique and fun, it still felt like it ended somewhat too soon and I was left underwhelmed by the finale before the post-game challenges. Again, most Mario bosses aren’t much to write home about but with every other aspect of Wonder really going out of its way to impress me, the bosses just stuck out like a sore thumb. Maybe if they had gone for a more setpiece driven platforming challenge for the final level, similar to the finales for 3D Land and 3D World, that would have been better, but at the end of the day I wish the game had just pushed the envelope just a bit further.
That being said, I applaud how accessible the game is overall, and for younger or more inexperienced players they’ll likely have enough to grapple with and be plenty engaged. Multiplayer can be both helpful but also make things a bit more tricky depending on the level, and having some easy-mode characters on top of certain badges SHOULD give everyone a chance at beating this game if they so desire. I do feel that the path to true 100% completion is a bit more fulfilling. Each level has at least two Wonder Seeds to get, one for beating it normally and one for completing the Wonder Flower segment. Some levels have secret exists that bestow another Wonder Seed though, and I had to really keep my eyes peel for hints to find those. Wonder Seeds are the only plot-critical collectible but the game also keeps track of whether or not you got three large purple coins in each level, on top of reaching the top of every flag pole at least once, so I had my hands full getting full completion and felt satisfied enough at the end, so I think they did well enough. Maybe in the future they could use the Badge system to let players tweak the difficulty a bit more minutely. Maybe give us some Badges that make enemies tougher or impose a time limit on stages (something this game notably removed compared to past games), just for some extra spice. Difficulty is always going to be tricky to balance, but for the most part Wonder excelled enough there.
A WONDERFUL START TO A NEW ERA
2023 really does feel like we’re entering into a new era for not just Mario, but Nintendo as well. A new console is all but confirmed to exist within the next year or so, and after the Mario Movie’s smashing success, on top of the debut of the Super Nintendo World theme parks, Nintendo is likely ready to make even bigger moves with their IPs, and that includes Mario. Wonder, at least according to the developers, isn’t necessarily the blueprint for every Mario title to come, but it does at the very least paint a picture that this franchise isn’t anywhere close to running out of steam. Mario’s “dark ages” are still far better than the heights of many other franchises but all the same it’s nice to see the light at the end of the tunnel here. With remakes of beloved RPGs, and games like Wonder and Odyssey taking chances and being real returns to form for both 2D and 3D platformers, the future of the series hasn’t looked this good in a while, and I’m excited to see where it goes next. I don’t know if I could say that Wonder is the best 2D Mario game, but it’s easily the best in a long while and will likely be considered a bit of a swan song for the Switch era. Endlessly creative and boasting some surprisingly novel online elements on top of playing like a dream, Super Mario Bros. Wonder is one of the easiest recommendations I’ve had in a while and even with releasing so late into an utterly packed year of amazing games, it stands on its own as far as being in the Game of the Year conversation.
Until next time,
-B
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owlixx · 1 year ago
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Games I’ve Booted Up Lately (GBA/Wii)
I’ve been kind of between activities since the road trip last weekend so I haven’t really haven’t gotten back on my Twilight Princess play through properly. Since I got a new old original GBA in addition to my modded GBA SP, I’ve been booting up lots of GBA games but also some Wii zapper games because of my arcade visit.
1. Nerf N strike - I remember playing this as a kid and I did try the multiplayer a few months ago but I wanted to see the story mode. Seems like it’s just a series of multiplayer mini games against the AI or a against a target score strung together by low budget cutscenes. Still, I find this game charming for what it is.
2. Nerf N Strike Elite - I assumed this would basically be the first game, but it’s much more of a fleshed out rail shooter instead of a light gun minigame collection. I was honestly kind of impressed by the in depth gun customization. My main issue is that it requires a red lens decoder to solve some puzzles and I just have to guess those. This might be a decent time in coop, certainly more straightforward than the first game.
3. Golden 007 - I tried playing this with Wii zapper and honestly found it uncomfortable with how many buttons are involved in playing this game. The accessory really isn’t built for needing to hit any buttons on top of the controller. Playing with a knockoff pro classic controller wasn’t much better, but maybe it’s because my third party controller was cheap or the sensitivity was wrong. I’ve never seen another game tell me at the end of a level “sorry you didn’t do all the objectives so you can only continue on easy mode”. Seems like a bizarre game design choice, I wasn’t even aware of this other objective. Kind of funny that the original game was supposed to be a rail shooter.
4. Ghost Squad - saw this but didn’t play it at the arcade, but I had played just a short bit a few months ago. Definitely shines in coop. Died on the third (and final?) stage because my coop partner dropped out and I was trying to dual wield Wii zappers unsuccessfully. Excited to play arcade mode and level up to unlock new guns, and also to show my partner the very silly water gun and bikinis mode.
5. The Wii U menu played a special song for my birthday, and that honestly meant a lot
6. Okay I did play a bit of twilight princess - beat the temple of time and hoofed it back and forth between Hyrule castle and kakriko, which I am still in the midst of
7. Yoshi topsy turvy - I had this as a kid and was kind of ambivalent on it then. I think I still am now, but it was just neat to get to play it for the first time since then, even if reconfigured to use L/R instead of tilt controls (which removes some of the charm). Just the menus and music and UI really brings me back
8. Super Mario Advance 3: Yoshi’s Island - I had played the first level or two of this before, but playing it on a real GBA highlights just how impressive and expressive the graphics and animation are. This game looks and plays and sounds really well and I need to dive in further before too long.
9. CIMA: The Enemy - someone said this game had a good soundtrack, and I wanted to test my ability to hook up my GBA to speakers. The OST didn’t blow me away but I also saved and quit before I got to the first combat. Reviews for this game seem pretty mixed in the escort mission nature, so I likely won’t return too much.
10. Ultimate Card Games - again, OST came recommended and it delivered the goods. I’m terrible at solitaire, the game I decided to try, but this game’s UI honestly kind of impressed
11. Warioware - not unfamiliar to me, but all the more charming on a smaller, dimmer screen. Feels really tailored for the GBA and especially the original GBA, especially in contrast with the GameCube port.
12. Castlevania: Harmony of Dissonance - again, not unfamiliar to me but the blue outlines on enemies and the player really pops on the dim screen. And that main overworld music is so good.
13. Konami GB Collection - just played this version of Gradius because of my new casual interest in shmups. Lots of slowdown but kind of cute.
14. Star Sigma Saga - this game was featured in my first ever Nintendo power issue, which I reread many times over the years, so it holds a special place in my heart for that. I never know it was way forward! I died on my first attempt at the tutorial so I was just happy to beat that part. Not super likely to return to this since I hear the whole game has pretty unforgiving checkpoints, but neat to finally play.
15. Donkey Kong ‘94 - funny, I was playing this just before Mario Vs donkey Kong got announced. Fun use of my GBA’s ability to display Super Game Boy borders/colors and just a fun game in general, especially as a long lost predecessor to my childhood fav MvDK.
16. F zero maximum velocity - played because of the OST recommendation, not because of the battle royale announcement actually. I like f zero alright but I need a second play to play more than a track or two at a time.
17. Kirby’s Dream Land - just been using this to test original GB games, feels right at home on my dimmer original GBA compared to my modded SP
18. Silent Scope - I just think it’s funny that they even made a GBA port of this. It’s surprisingly good honestly and I’d like to beat it someday but I’m honestly kind of bad at it once it starts to pick up. Definitely not a lot of discourse about this version of this game online so I like the idea of kind of adopting it as my own.
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matildathewolf · 6 years ago
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Sound Stage mode in Super Mario Party is probably the closest we’re going to get to Rhythm Heaven Switch and that makes me sad.
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weirdmarioenemies · 4 years ago
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Name: Nabbit
Debut: New Super Mario Bros. U
Nabbit! You all know him, you love him, you asked for him! By which I mean we got an Ask asking to cover Nabbit, and I had previously no intention of doing so but it made me think, hey, I WOULD like to talk about Nabbit! Thanks @oddity-txt! 
Nabbit! Like. Nab it. Cause he’s a rab-a thief, he’s a rabbit thief you get it yeah. This guy is a real piece of work, let me tell you! He steals items from Toad Houses and runs off with them! Those are for Mario! Can you believe not everyone in this economy agrees with hoarding power-ups to give them away to Mario in wacky chance-based minigames? So its up to you to chase him down. And chase him down you do! 
But why does Nabbit want these items? Does he just enjoy the thrill of the chase? Or is he just trying to provide for his family? Can he sell them on the item black market? Why would there be an item black market when you can find this stuff anywhere on the street? Mario doesn’t care. Mario wants to attack the symptom of the problem rather than addressing the systemic cause.  
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Still, I feel like we need to have a good talk about what Nabbit is... other than a hooligan, obviously! Earlier I called him a rabbit but taking a look at him, it’s fairly clear he’s wearing some kind of rubbery rabbit suit, with only the black arms and feets sticking out... So of course we need to speculate all the possibilities! Possibility A is that he is a human or some other known character in disguise, which isn’t fun. Next! Possibility B is that he’s an actual rabbit wearing a rabbit-shaped bodysuit, which I quite like because it is absurd. Possibility 3 is none of the above and he is some mystery creature, which I’ll leave up to YOU to imagine because I’m not entirely sure what that would be. 
Point number 2 about Nabbit’s ambiguous identity: the bandanna! It has a similar (but not identical) design to Bowser Jr.’s bandanna, and even though he does not work for Bowser, it just feels like a strangely specific design choice! I can get why Junior wants to look ferocious, but Nabbit is more of the stealthy type right? Because of this I’ve always envisioned Nabbit as having actual fangs under the bandanna, like the Impostor from Amongus, which you can’t disprove because he’s never been seen without it.
Or maybe it’s just fashion. It’s probably just fashionable. 
This isn’t the last we’ll see of Nabbit of course! The developers of New Super Mario Bros. U had precisely three (3) new ideas, and damn if they weren’t gonna milk them for all they’re worth! I could get upset that characters from the New Super series get this treatment when other more beloved characters from spin-offs don’t, but also, come on... look at the guy! I can’t stay mad at him! He’s purple!
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So in Nabbit’s next ever appearance, New Super Luigi U... he became playable! Wow, that was quick! With Mario gone, they scrambled around the office for anyone they could find to fill his place, and they settled on Nabbit! They’re not paying Nabbit extra though, so he kind of had to phone it in.
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In this game, Nabbit is totally invincible! Why? Maybe he is like Wario and simply does not care enough to get hit. He can’t use power-ups because they didn’t have the budget to design new costumes for him and he can’t pick up items or ride Yoshis. The game frames this as an “easy mode”, but what kind of easy mode forces one player to always use it? Let’s be honest, it’s because they didn’t want to make a brand new character. The Year of Luigi was a tough time for Nintendo! 
So rather then collect power-ups he just puts them in his bag, and they get converted into 1-Ups at the end of the level. Is THIS what he was stealing those items for? Is Nabbit’s ultimate goal to reach immortality through illegally trading 1-Up mushrooms? Maybe something like that probably. It’s kinda fun that he’s a ‘bad guy’ but Luigi and friends don’t really mind keeping him around. 
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Nabbit also appears in spin-offs of course. Enough spin-offs that he feels like a proper modern Mario character, but sparsely enough that you think “wow, they put Nabbit in this game?” when they put Nabbit in the game. Here he is in the Rio Olympics, and you could make a very easy joke about him being a thief in Rio de Janeiro, which I won’t. Instead I will ask: why the heck is he carrying his sack in a marathon! Just let go dude! Don’t they have changing room lockers in the Olympics?
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Here he is in Golf! As DLC, for all the six people out there who loved Mario Golf World Tour so much they simply had to get new characters for it. This picture labels him as an Eagle but I’m pretty sure he isn’t one, though I might be wrong. 
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Here is Nabbit, well known thief, outlaw, and general ne'er-do-well as a doctor! I mean, I know the healthcare system is a scam but this is a little on the nose don’t you think? He just put a pill sticker on his thief sack and called it a day! Can we even be sure there are pills in there? What if he is prescribing patients with stolen Super Acorns from Acorn Plains 5 - Rise of the Piranha Plants? Oh no! 
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Nabbit Mario Kart? It is more likely than you think! Of course only in the mobile game with a gacha. They could’ve done it in Mario Kart 8 but they know people will pay good money for Nabbit! Well jokes on them because I got him in the gacha for free. Nyeeh. 
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Nabbit is also in Mario & Luigi: Paper Jam! Did you know this? I didn’t play Paper Jam, so I didn’t. I’m sorry. You need to catch him in order to get Bros. Attack items. At one later point, you even fight him! Or rather, fight enemies he kept in his bag, while he naps in the background. Is that legal? He can also pop out behind you and steal your hammers to whack you with. Yeouch! 
However, he also fights ALONGSIDE you for some fights against Bowser’s minions, acting basically like a fourth party member, except you can’t control him or anything. He gives the Bros. healing items from his bag or will occasionally bonk an enemy himself. Hooray for morally ambiguous characters! I guess he’s cool with anything as long as he gets what he wants. 
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Finally, I would like to talk about Nabbit in Super Smash Bros.! As one of the few original things to NSMBU, he of course appears in the Mushroom Kingdom U, alongside equally iconic characters like Beanstalk and Water Geyser! In this game he’ll grab people and stuff them in his bag, and then proceed to just... fly away, so they are killed. Wait a minute. A thief who kidnaps characters only to kill them and himself...? That sounds familiar! 
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I knew it! This wasn’t really Nabbit at all, but rather Tac from Kirby Super Star sneakily disguised as Nabbit! Sakurai thought he could sneak you into this stage to satiate his never-ending lust for Kirby Super Star references in Smash... He wasn’t even content just having you in Smash Run and Smash Tour! 
Well, mystery solved everyone! I think we can go ahead and end this post while we arrest Tac for his crimes of identity theft, and not regular theft, which isn’t really an actual crime after all. 
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yoimix · 4 years ago
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haikyuu!! as types of best friends.
➼ ft. hinata, sugawara, bokuto, osamu+atsumu.
➼ playlist. talk too much - coin, higher - banks, romanticism - mrs green apple, me and my friends - james vincent mcmorrow
➼ a/n. these have light bff2l undertones hhn i love that trope, pls forgive me. </3 + there’s some timeskip spoilers for atsumu & osamu’s part.
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❀ hinata :-
i wish the childhood best friends trope a very good evening.
no one’s better than hinata at making friends, even if you met after he spiked a ball into your face. you’re childhood best friends too !! so imagine being a child and having to pick up this goofball by the scruff, who has the audacity to ask you to play with him after giving you a scratched up forehead and teary eyes from a ball to the face. but, like, you were the one who said yes so it’s on you :-)
sometimes you bicker but it’s ok bc he would literally go to the ends of the earth for you if you asked. no kidding. he hates sitting still anyway so he’ll just gravitate towards where you are like you’re the sun. also gets you taiyaki in the evenings but climbs in through your window instead of using the front door like a normal person. (he has too much energy </3) if you hear someone yelling your name outside your window and ranting about volleyball games, you know who it is.
ok when he makes you mad with his bullheadedness, you'll be complaining with kageyama (who agrees vehemently) and hinata gets pissy bc you get along a little too well when you're throwing insults about him. (he's not jealous, no, of course not.) but.. how long can you stay mad at this sunshine child anyway?? you'll be pretending you never got mad at all within a few hours and go back to joking around.
he gets distracted if you're watching a match sometimes (bokuto somehow got it into his head that he needs to show off in front of you) so you got banned from watching. he overcomes it later on so you can cheer him on in his jersey too <3
gives you ALL his attention when you talk or even complain about your life. he reacts a lot to whatever you have to say so you have to pretend there aren’t people behind you glaring at hinata for having the same decibel sound level as a jet engine.
you have matching keychains you bought at a local fair !!! (you got a pochacco one for hinata but it’s super worn out by now so he keeps it in his wallet instead.) 
he has not won a single multiplayer video game against you (*cough cough* mario kart *cough*) and you don’t even have to be good at it. if you call him a loser, he’ll lose even harder. gets unnecessarily mad at just dance and you have to calm him down.
... you’ve probably kissed bc the two of you (mostly him) were too eager for a first kiss and you got fed up with his pubescent ramblings and ended up kissing him. and then had an early mid-life crisis bc you guys are definitely just friends. (unless.. unless he doesn’t think that way.. surprise surprise 😳) also he's.. kind of bad for make out practice... it’s like kissing a month old puppy.. sorry :/. if you happen to make a lot of offhand comments and tease him about his kissing skills, he WILL turn tomato red and argue in gibberish. only do that in private bc the rest of the world thinks you’re sickeningly cute together >:(
overall, your best friend is a ball of sunshine (who occasionally pisses you off) and your #1 motivation to get out of bed. it's mostly bc he's somehow there to get you out of bed though you've repeatedly told him to not climb in through your window. at least the sun is smiling upon you every day <3
❀ sugawara :-
being best friends with him is such a secure relation !! 
he’s your soft place to fall but also would provide gentle (not so gentle) reminders for your wellbeing (STUDY!!! WATER!!!! BREAKFAST!!). doesn’t get mad when you say you skipped breakfast but gives you this look of disappointment which is 100x more effective. still gets a granola bar for you though. also he literally carries bandaids for u and he’s been doing that since second grade bc you fell off the swing ONCE. you know, just in case. if you’re an accident-prone hazard to society, you’re in luck. 
BEST HUGS especially if you had a rough day and want to sob into his shoulder. if u damage his $85 hoodie tho, he will make u do his laundry and also buy snacks for him. but like he is so soft (his skin is SUPER soft bc he actually follows a skincare routine now) and cuddly like a teddy bear, it's a small price to pay for salvation.
he will hype you up for anything you do !!!! new outfit? offers to be your personal photographer. scored an A+? will treat u to your fav ice-cream. new job? will tell everyone just how proud he is. 
ALWAYS shares the last bite with you and smiles to himself when you eat it so contented. also!!! hanging out at cafes and taking cute pictures is a must <3 even though you’re not dating, you’ll have photos together that make you look a real couple which ensue teasing from daichi and asahi and admiration/jealousy from noya and tanaka. also he gets weirdly protective of you around the team (i’m looking at the moron quartet) and you have to pull the “koushi you’re not my mom” card. it really strikes a chord with him when you say that out loud.
will egg your ex's house with you if you say the word. somehow gets more pissed than you at your ex (if they're a shitty one). it's kind of scary when he's mad too so.... good luck calming him down. he's also really good at sarcastic trash talk so if you happen to meet your ex on the street... send prayers for their self-esteem.
you don't really fight often but if you happen to disagree, he'll go about it in a pretty mature way and talk it out. if you pick a fight on purpose, he'll catch on to it and either tickle you (excessively) or flick your forehead as punishment for trying to rile him up. it’s impossible to prank him!!!!! it’s like he’s got a sixth sense or something so you might as well give up on anything of the sort. 
you said you want to get a dog (or cat) with him in the near future and he somehow equated that to having children. turned bright red and started saying it’s too soon to be thinking of that while you had daichi stop you from smacking some sense into your overly imaginative best friend. (i mean, you do need to live together if you want to raise a pet sooo)
his lockscreen is a picture of the two of you so a lot of people who try to hit on him take the hint quick. he says it’s unintentional but you know he can be terribly scheming at times. if you say something like “why don’t you date me for real, coward” he will malfunction and not be able to look you in the eye. (“don’t joke around, y/n” “what if i’m not” “it kind of feels illegal to date you” “what do you mean?!💢”)
anyway you are one lucky mf if you have sugawara koushi as your best friend even if there are both ups and downs (mostly ups). having someone care for you so blatantly certainly makes the question of romance arise but you’re content with the most loving best friend ever.
❀ bokuto :-
you guys are the “two best friends in a room, we might kiss” “yes we will” “what” type of best friends PLS
it doesn’t matter what stage of life you met him, it’ll feel like you’ve been best friends since the beginning of time.
it’s just so easy to make friends with this airhead and by god’s gift, you cannot physically get annoyed at this man. sometimes his friends will complain about him being forgetful or blunt but you’re just there like. yeah. that’s bokuto. love him for it. (you seem to have a lot of patience.)
he probably gets into trouble with authority unwittingly, so save your weekends to sweet talk his way out after accidentally implying the coach has a weak mindset. afterwards, you go get ice cream or something and hang out at the dog park to forget it happened. (the amount of second hand embarrassment bokuto has given you though... you need some hard drugs to forget all of it.) 
you probably make a lot of friends through him in high school/college but at the end of the day, it’s just you and him and sometimes akaashi making sure you guys are alive. if you guys are alone together on a friday night, you’ll still be having fun!! very often, it takes shape as karaoke :-) bokuto thinks he’s really great at rapping for some reason (he’s not) so cue you screaming the lyrics in an attempt to ruin your part of the song equally. also he always sets the key wrong??? although you sing the same songs each time?? sometimes he picks a song neither of you have ever heard and the both of you try to guess the melody. he’s terrible at it but at least he’s funny. there’s not a single song he hasn’t had a voice crack in.
if you go clubbing/partying with him, get prepared to be introduced as the friend of “the guy who did four keg stands in a row before proceeding to do a cartwheel unprompted and somehow not throw up”. is on first name basis with the bartenders/hosts and gets you free drinks. also gets hit on often but is oblivious unless they’re being very straightforward. if he’s not into them... you have to pull the s/o card and save his ass. oh also he barks at anyone that gets near your drink.
will always exaggerate when introducing you to new people. “y/n and i met when i saved them from drowning a terrible death.” “it was the children’s pool and you were the one that was screaming.” “and then y/n didn’t really thank me but it’s not like heroes need thanks to do the right thing.” “kou, i will push you into a pool right now, let’s see how well you swim.” (he learned swimming to impress you so joke’s on you.)
he likes to watch you do stuff at the end of the day, so if you see him go o_o at you doing homework, you can just put your earphones on and focus on your work. even if he’s making.. a strangely.. adorable expression. also LOVES to listen to you talk about your day when he’s tired, he says it helps him sleep better (so expect a lot of nighttime calls). moreover, if you say you had a bad dream, he’ll comfort you with his ridiculously confident tone of voice (unless the dream was about something bad happening to him, then he’ll freak out and you’ll have to comfort him instead </3)
ok one thing that’s annoying about him is that he probably leaves food crumbs over your stuff like laptop, bed sheet, etc. you clean it up but bokuto.. is a bit... distracted to notice the mess he’s making. it’s usually pretty difficult to get him to be more aware, but like your glare is enough to make him at least try to be careful from the next time. (either that or he’s become sensitive to your change in mood/emotions bc you know... you’re best friends after all.)
i’m not gonna lie, he probably catches feelings for you at some point. he wants to, like, keep it lowkey bc akaashi told him to take your feelings into consideration too but?? it’s so hard?? you’re literally so pretty?? everything you say is like music to him??? he reacts reflexively to all the firecracker feelings u give him. he probably says he likes you all the time but you dismiss it with “as a friend right :-)”. there’s no climbing up from that one, sorry bokuto.
to summarize, if a moody golden retriever was your human best friend.exe
❀ miya twins :-
they feel like a set. it would be strange to have one of the twins as a bff and not have the other one around whoops 🤷‍♀️ 
either you and osamu bully atsumu in your free time, or you and atsumu annoy osamu for fun (or both) <3. it’s always a good idea to team up with osamu and prank atsumu for fun btw. (put wasabi in his breakfast pancakes and you’ll get a very pissed off but weirdly cute tsumtsum. you can blame it on osamu if you don’t want to face his wrath.) your alternative is to embarrass osamu in front of strangers with atsumu, have fun with that. (second hand embarrassment also works.)
when you were younger, you pretended to not be able to distinguish the twins bc it would visibly rile atsumu up and then you’d go “ok you’re atsumu”... which would further rile him up. osamu got used to your shenanigans though it ticked him off the first time too LOL. call them the wrong name on purpose and they’ll start a riot; be careful when you’re playing with fire pls.
you guys played a lot of knight and prince/princess/royal when you were a kid and atsumu would always try to make osamu the evil dragon holding you captive. in the end, you were somehow the knight, osamu the prince to be rescued and atsumu the big, bad dragon. (it’s kind of funny in hindsight. your parents have photographs of the three of you fighting like no tomorrow.) also speaking of which, your parents are also friends and have bets on which twin you’ll marry (or if you will at all). it’s tearing your parents’ friendship apart.
these two have DEFINITELY fought over whose jersey number you’re going to wear to the games ( “oi, ‘samu, stop brainwashing my best friend into wearing your stupid double digit number” “you know i’m the best friend, ‘tsumu. they clearly like me better over yer ratty ass.” “what did ya say?!?!? if anything, you’re the one that looks like ratatouille.”) you wore kita's jersey number to games.
imagine sunday picnics with the boys !!! by that, i specifically mean osamu and his perfect bento boxes <3 sometimes the two of you will cook together before your outings while a sulking atsumu stands outside bc you didn’t let him. (let him in, you monsters.) he says he can cook too but the last time the twins’ bickering almost burnt the whole kitchen down. the picnics continue well into adulthood and you get to diss your boss to the twins who will always support your rants. (sometimes atsumu will tell you it’s your fault but you can smack him off. we only need supportive besties here 🙄)
if someone hurts u.... they’re going to need divine intervention to be safe... you have two well-built, physically adept best friends ready to beat the shit out of anyone who deliberately breaks ur heart. 
when the twins get into a physical fight...... oh boy. it kinda pisses you off that they’re spewing profanity at each other and you’re the one getting glares. but at the same time, you don’t really want to step into a fight that has nothing to do with you. people should solve their interpersonal issues on their own. they have never fought over you, this isn’t twilight <3 
but the question did come up once on which twin you like better; it’s not something to seriously fight over though. if you chose osamu, atsumu will complain for six days straight and you’ll start to regret ever answering the question. if you say atsumu, osamu won’t feed you his onigiri anymore for a few days which is just as bad. the safest choice is to say neither bc it will both be funny and you won’t suffer too many consequences. if you say you love the both of them for being your best friends all this time and go all mushy, there’s a slight chance they’ll go soft too. god help you from the bone crushing hug you’re about to receive 🙏
you make sure to not miss any of atsumu’s official games !! sometimes he’ll wave at you and make the reporters give you hell bc he’s a little shit. just push osamu to them and run away if it gets that bad. (he gets free advertising for his shop, he should be grateful.)
osamu is super good at cheering you up!!! whether it’s with food or with pleasant talk, you’ll be feeling much better with a full stomach and a calmer state of mind. as for atsumu, he’s really good at you cheering you up by distracting you. he’ll talk about his team or this new serve he learnt and the world will seem a lot brighter bc he seems so happy about it. whichever twin you go to, it’s win-win. 
in return, the twins take up a good chunk of your time. sometimes atsumu will crash at your place after a game though you’ve told him to not lead the damn reporters here. osamu makes you taste test his experimental onigiri... which are not always good..... no seriously, why’d he put honey and tuna in there ?? but still, your life is ridiculously colorful with them around.
anyway, what can i say except what’s better than one best friend?? two best friends !!!
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daleisgreat · 3 years ago
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30 Years of Super Nintendo - Flashback Special
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The Super Nintendo Entertainment System (SNES) recently celebrated its 30th anniversary of the North American launch, so it seems the perfect time to post a Flashback Special honoring it! Suppose you have not perused a past Flashback Special of mine (all linked at the bottom of this entry). In that case, they are essentially my history with the platform over the years, with a little bit of history thrown in, and recounting all my favorite games, accessories, memories, and moments with the system.
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Odds are for the average gaming enthusiast reading this, and you probably are familiar with the core details of the SNES launch stateside (if not, then I highly recommend CGQ’s video on it for a quick breakdown). The SNES launched in 1991 when I was eight. I did not have a subscription to any gaming magazines yet, so I most likely first found out about the system around that time from classmates at the time at school, the infamous Paul Rudd commercial, and the fourth season of Roseanne that transpired from 1991-92. I vividly remember the Roseanne episode with her son, DJ, pleading with his parents for the brand new SNES for his birthday gift and how his parents dreaded not being able to afford the system. I covered that episode when I did my Roseanne complete series re-watch here in the year leading up to the relaunch of the show several years ago. It brought back memories of how that was the story with my parents also denying me the much sought-after SNES, saying it cost too much and that I already have an NES to tide me over. ”But mommmmm, the SNES is 16-bits!!!!” Yeah….playing that angle got me nowhere. Kiosks & Friends The first couple of years for the SNES, I mostly remember playing at store kiosks. Super Mario World blew me away from the brief time I played it with it being such a leap from the NES installments. I always ate up the precious few minutes I could procure at a store kiosk if no one were playing Super Mario Kart. One last store kiosk memory was eye-gazing over the impressive WWF Royal Rumble. I loved WWF WrestleFest in the arcade, and for a couple of years, it was the only WWF game that offered up WWF’s marquee over-the-top rope elimination match, the Royal Rumble, and it was endlessly fun to play in the arcade. Fast-forward to playing it on console kiosks around its 1993 release, and I could not eat up enough of that game’s Royal Rumble mode either, and at the time, the graphics seemed like a huge step up from the wrestling games on NES. One of my favorite issues of Nintendo Power is the 50th issue that did a several-page spread on WWF Royal Rumble that I must have thoroughly re-read at least a dozen times.
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I read this NP spread of WWF Royal Rumble many times, and it was one of my initially most desired SNES games! Around 1993/94, a couple of friends and classmates started to get the Super Nintendo. An early SNES memory that stuck with me all these years is my grade school friend, Jon-Paul, having me over for his birthday where he rented a SNES console and Street Fighter II: Turbo from the video store, and we played it for several hours straight. Another is spending a lot of 1994 at my neighborhood friend’s place, where we played countless sessions of NBA Jam and Mortal Kombat II. Both games were big on codes and secrets and perfect two-player games. I was just regularly getting into video game magazines at this time and ate up issues of Tips & Tricks, Game Players, and Electronic Gaming Monthly to see what kind of hidden character and other much-rumored codes were making the waves each month for both of these games. Mortal Kombat II especially dominated the code-fervor that season with trying to uncover how to face off against secret characters like Jade, Noob Saibot, and Smoke, and trying to memorize all the input sequences for the game’s infamous Fatalities. Fast forward to late 1995/early 1996, and I still did not have a SNES, but a new neighborhood friend, Rich, just got one and the next several months at his place introduced me to so many SNES games. Rich kind of got me somewhat into RPGs at the time, and while it may not sound fun on paper, there were many times I recall just kind of embracing the role of “armchair gamer.” I did this for games like EVO: Search for Eden, and Eye of the Beholder while keeping an eye out during gameplay to offer whatever suggestions seemed viable.
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FFVI was eye-opening to me at the time of what video game narratives were capable of, and I devoured the latest secrets for FFVI discovered in the latest issue of my Game Players subscription that was delivered. The RPG I felt like that I contributed something to was the game that was originally released as Final Fantasy III. That game featured two-player support for battles only, so it was refreshing to help Rich with progressing through the game finally. My two favorite characters to use were Sabin and Cyan. That game especially blew me away with its larger-than-life story with two different game worlds, the momentous opera scene with Celes, the dazzling mode-seven graphics when traveling via airship or Chocobo, constantly getting irked at Shadow whenever he deserted the party, and so many other priceless moments. Over the years, I tried restarting the GBA version on a couple of occasions and regrettably have yet to finish it. Finally Owning a SNES….in 1996
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Growing up with divorced parents put me in a unique childhood when it came to gaming. I lived with my mom, who provided for us as best as possible for the three siblings I grew up with, so we only had an NES for us for the longest time. However, when visiting my dad on weekends, he would always be big on hitting up as many garage sales and second-hand stores as possible and would acquire whatever he thought seemed like a bargain. Games-wise, this usually meant he lagged behind a generation because everyone was offloading their Atari VCS/2600s at garage sales for cheap when the NES was king, so I could have a great couple of years to become familiar with the pioneering-era of games on Atari. He then got into the NES scene when the SNES hit in 1991. Sure enough, the same month the N64 launched in America in September 1996 was when he bought a Super Nintendo for the family used at our local Premiere Video. The game we picked up with it was Street Fighter II: Turbo. My dad instantly remarked upon booting it up the noticeable jump in graphics. We played nothing but Capcom’s second Street Fighter game on SNES for a few weekends. I could only finish that game by button mashing into a victory against the final boss, M. Bison, once….with M. Bison. I still have a lot of love for this era of Street Fighter - whether it be for the roster, every character’s stage and theme music, and receiving Nintendo Power’s strategy guide for the game for Christmas and studying it regularly to improve.
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After a few weeks, we realized we needed something else than a fighting game, and after another trip to Premiere Video, we came home with Super Mario All-Stars. It felt like the easy choice to go with 16-bit remakes of all four 8-bit versions of the core Mario Bros. games. Every game felt like a whole different game with all-new graphics and sound, and more importantly, being able to save progress midgame. This was a bigger hit with the entire family, and it provided many days of taking turns in its alternating two-player mode to see who could get the farthest in the four Mario games included.
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Make sure to have some tissues by your side as you witness FFIII/VI's infamous "opera" scene. Seriously, this was mind-blowing stuff to 13-year old Dale in 1996. 16-bit Sportsball Fun
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After playing a lot of those first two SNES games, I went into this stretch for the next several years, where most of what I played was sports and wrestling games. I attribute this to many multiplayer sessions with Rich, my brother, Joe, and my dad. I know my dad was not all that into sports other than a passing interest in rooting on hometown Minnesota pro-sports teams. Still, I have to give him credit for spending as much time with us and taking the time to learn and become a pretty solid player at teaming up with me in many sports games. It is worth noting that I feel the 16-bit era is probably the last-gen where most of its library of sports games had a relatively simple pick-up-and-play feel that NES games had. That changed a little bit in the final SNES years, where it was usually EA’s games that started to incorporate more realism in their sports games and make use of most of the buttons of the SNES controller. For football, Madden NFL ‘97 was the one I played the most. I played plenty of the Genesis version at Rich's place, so much so that I noticed too many little differences with the SNES version to make it stand out on its own. For 16-bit sports nuts that want to know, the Genesis version had the better playing version, but the SNES had a better overall presentation and more popping audio and visuals. I was part of a small slice of sports gamers big into NES Play Action Football, and the 16-bit version played almost exactly like the NES version, but with a 16-bit upgrade and also has a nifty feature to play games at the high school, college, or NFL level.
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NBA Jam and NBA Hangtime dominated my 16-bit sports lineup. The code scene for these games were so intense at the time I had to keep my own binder of notes on them all that I still have today as seen above! As I alluded to earlier, when it came to hoops, I played way too much NBA Jam the first year it was out at my friend’s place. However, the arcade hoops game I played the most on SNES was NBA Hangtime, which was developed by the same people who made Jam. I got that game new for Christmas in 1996 and must have played it regularly with Rich for nearly a year straight. I do not hear that game receive the same level of praise as Jam, but it added a few new fun layers to freshen up the gameplay, like being able to do co-op dunks and earn “Team Fire,” and being able to create players. For more simulation-focused hoops, I played a lot of NBA Live ’96 with my dad, in addition to Nintendo’s NCAA Basketball which appeared like a technical marvel to me that was ahead of its time with the mode-seven camera allowing constant 3D rotation whenever possession of the ball changed and foreshadowed what would become the go-to camera perspective for the next-gen of basketball games. Finally, I will cherish my time with Bill Laimbeer’s Combat Basketball for it being the only hoops game I ever had to consult a guide to figure out how to shoot the damn ball….and for its surprisingly rocking soundtrack. Find out all about it when I broke that game down with the Your Parents Basement crew on their penultimate podcast.
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Nintendo incorporated the same camera style into its hockey game, NHL Stanley Cup. Its graphics also impressed me, but it was rather challenging to score a goal, and I did not have as much fun with it. I played EA’s hockey games more on Genesis than SNES, but EA’s baseball game, MLBPA Baseball, was the hardball game I spent the most time with on Super Nintendo. Many years later, I picked up Nintendo’s Ken Griffey Jr. Presents: Major League Baseball, and had some fun with it, but already played the Game Boy version of it to death by the time I picked up the SNES version, and thus did not invest as much time with it as I did with EA’s game. Wanna Wrassle!?
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I must have read through this review of WWF RAW countless times in my youth, and seeing how this essentially is a bigger and better version of Royal Rumble only increased my desire to one day own a SNES! The North American wrestling library was a significant step up from the bottom of the stairwell where most of the NES games hung out….but on the SNES, it only made it roughly halfway up the stairs. The aforementioned WWF Royal Rumble provided many hours of fun for its day, but it has not stood the test of time with the button-mashing grapple meter it featured that will obliterate thumbs on the normal difficulty level! Its sequel, WWF RAW, was noteworthy for having more match types available and being one of the first games to have a selectable female wrestler in Luna Vachon, but it too used that same ill-fated grapple meter that has not aged well. WWF Wrestlemania: The Arcade Game is a fun little hybrid of Mortal Kombat and wrestling, but the SNES version is notorious for lacking two wrestlers compared to all other home versions.
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For non-WWF games, WCW SuperBrawl Wrestling is rather unremarkable….except for its exceptional wrestler select screen.There were a few interesting unlicensed wrestling games in America. Natsume Championship Wrestling featured a solid wrestling engine but removed/altered the AJPW wrestlers from the Japanese version of the game. Hammerlock had a promising concept of having part of the screen dedicated to nonstop Tecmo-esque cinematics. In contrast, the other half of the screen featured 2D gameplay, but the cameras constantly flipped on screen, to which half was dedicated to cinematics or gameplay. It resulted in it being a jarring mess. Saturday Night Slam Masters is no such mess, however, and is a better hybrid of fighting game meets wrestling game, with this one done by Capcom. It features larger-than-life character sprites, full-on ring entrances with laser lights, and is a fun-playing combination of wrestling and Street Fighter. To top it off, Slam Masters has Final Fight’s Mike Haggar on the roster to boot!
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Joey Pink does a fine job detailing why Capcom's "Street Fighter" in a wrestling ring should not be missed! Ensuring RPGs are here to Stay Aside from watching Rich play some of the RPGs I listed above, and of course, playing Final Fantasy VI with him, I did get a chance to play a few other RPGs on the SNES over the years, and it was not until the last few years that I finally finished a couple of them. In the late 1990s I first started two RPGs that stood out to me at the time because they broke out of the medieval fantasy mold most other RPGs at the time took place in. Shadowrun on the SNES was drastically different from the Genesis version I first encountered at Rich’s. This one still had the same futuristic cyberpunk world setting and terminology, but there were many more dialog options with NPCs that were pivotal in asking the right questions to progress the story. Additionally, the hacking games played out differently and had more of a puzzle theme to them than the action-oriented ones in the Genesis version, and the combat had kind a PC interface where a cursor had to be dragged across the screen on which target to aim at. I still wound up being totally into it and became stuck in the back half of the game before my save data became corrupted. I thought that would end my days with Shadowrun…
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SNES Shadowrun remains one of my all-time favorite RPGs as of this writing! The final gauntlet tower was an ordeal and a half to work through, only to face off against a dragon as the final boss! …until nearly two decades later in 2016. I mentioned on past flashback specials how I occasionally guest host on the Your Parents Basement podcast, where they cover a random retro game per episode. In 2016 they asked me if there were any games I had in mind to cover, and Shadowrun felt like worth revisiting and possibly knocking off the “must beat this game” bucket list. I progressed until about a little over halfway through by the time we all met to record and broke down the game, but by that point, I just started to make further progress than my last effort and was determined to see this one through! I was playing on actual SNES hardware and was surprised that the battery still held a save but ran into trouble in the final tower with a gauntlet of enemies on each floor to overcome before the final boss. I looked up a walkthrough and discovered an exploit to grind experience to beef up my character. Eventually, I managed to persevere and finally conquer the final boss, a fire-breathing dragon, to cross finishing Shadowrun off my bucket list! I had a riot podcasting with the YPB crew about it too, so please click or press here to give it a listen if you want to know more about this under-the-radar 16-bit RPG.
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Fast forward three years later in 2019, and the awesome YPB hosts of Steve, Huell, and Todd helped me once again restart and finish another SNES RPG that I came close to finishing in the late 1990s before evil corrupt save data reared its ugly head again. This time the game of choice is the uber-expensive Earthbound. Like Shadowrun, that game stood out to me because its setting went against the grain of fantasy settings and instead took place in modern times as grade school kids. The opening levels felt like getting lost in your neighborhood and using childlike items as weapons like Yo-Yos and baseball bats. I do not own that ridiculously expensive game, but by 2019 I did own a SNES Mini (more on that in a bit) that I made sure to abuse the save state and the rewind functions it provided to overcome some troubling bosses in the back half of the game. That final act of the game certainly goes places with its sci-fi twists and feels like an entirely different game, but I still loved it all the same! It felt exhilarating to finally knock this one off my “to do” list as well, and I had just as much fun dissecting it to pieces with the YPB crew that you can check out by click or pressing here. Unfortunately, this is where my extensive hands-on time with SNES RPGs comes to an end. I played a lot of FFIII/VI, and finished Earthbound, and Shadowrun. Sure, I dabbled in several other games but did not put more than an hour or two into them. One of those games is the much-heralded, Legend of Zelda: A Link to the Past, and I have no excuse for never sticking with it because I loved the NES original. It was the GBA re-release I played, and I think I was spreading myself thin while playing and reviewing too many games simultaneously. Lufia and Breath of Fire II were another pair of RPGs I put a couple of hours into that both left me with promising first impressions, but there was a whole other reason why I did not go back to those again, and that is because then I was waist-deep at the time in….. Discovering Emulation Right around the time my family acquired its first computer in the fall of 1997 was when I found out about emulation. It seemed way too good to be true to easily download and play games right on the computer, especially when factoring in the SNES was at the tail end of its lifecycle, and there were still new games releasing for it. As an unemployed 9th grader at the time, I sampled countless 8- and 16-bit ROMs with the SNES games I was the most curious about. A few of the RPGs in the previous paragraph being prime examples of the ones I invested the most time into. It proved to be overwhelming with so many choices, but I took a long sabbatical after a year or so of taking in the emulation scene after the family computer crashed and I lost all the save data I had amassed in so many games.
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It has been interesting to see how emulation has evolved over the years from programs like SNES9X and Retroarch to being incorporated into machines like the MISTer, RetroPi, and Retron 5. Nintendo has learned to embrace official, legal emulation over the years with purchasable digital classic games on systems such as the Wii, WiiU, and 3DS. Having a stable income as an adult now many years later, I feel guilty for embracing the emulation scene so hard in my teenage years, so much so that whenever Nintendo re-releases one of its classic hits several times over, I choose to purchase it again (well…usually at a sale price) to redeem myself. Keeping SNES Alive Today
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Over the years, I find myself diving into retro games versus the latest and greatest coming out. I am a fan of the various SNES hardware updates/clones, both officially from Nintendo and unofficially from other companies, which has kept my SNES and other retro game fandom blood flowing over the decades. I am unsure if it feels right to lump it in here, but the Super Game Boy lead to me getting a lot of extra life out of my SNES. Playing Game Boy games on the big screen was a big deal to me back then, considering it was always a pain to make out what was happening on the non-backlit handheld. For some reason, those special border screens that would eventually have funny animations after being left idle for so long made an impression on me. Game Boy games with the “Super Game Boy Enhanced” logo on the front of the box usually have their own exclusive border and special color palette. I loved the Mole Mania and Donkey Kong Land borders the most! I thought it was rad that around 15-20 special enhanced Super Game Boy titles featured multiplayer support with two SNES controllers. They consisted almost entirely of Bomberman and fighting games, but it was still a cool feature nonetheless. The handheld Hyperkin SupaBoy is the unauthorized SNES take on the Sega Nomad by having a portable SNES. It is a bit on the bulky side, but it has a rechargeable battery, and its support has been flawless with my entire SNES library. Another Hyperkin product I got a lot of use out of is the Retron 5. I know that particular clone system is controversial with retro game enthusiasts based on the unauthorized emulators it implements. However, the user interface and emulation support made it possible for me to make record progress in many SNES games by taking advantage of save states and its optional Game Genie-esque cheats library. The SNES Classic Edition is an excellent official piece of hardware from Nintendo that has the pint-sized SNES pre-installed with 21 SNES games, one of which is previously unreleased Star Fox 2. It has an adorably intuitive interface and supports game rewinding and save states, which made it the way I was finally able to finish Earthbound. It was also surprisingly not-so-difficult to plug into a PC and import a bunch of SNES ROMs into. Other companies like 8bitdo made that system extra convenient by making their recommended wireless controllers compatible with it!
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If you did not grow up with the SNES, then both of these options are great entry points for those looking to move on beyond emulators. The Analogue Super NT may have been pushing it too much price-wise. When it comes down to the nuts and bolts of emulation tech, I am not a wizard by any means, except that by all sources, it sounds like the Super NT offers the best hardware emulation with its FPGA technology. It makes SNES games appear as pristine as possible on an HD/4KTV without any or as minimal of the fuzziness that happens whenever I try plugging in the composite/RCA cables from a base SNES system into a 4K/HDTV. For those unfamiliar with the Super NT, this video from the My Life in Gaming crew does a thorough dissection of everything it has to offer. The list of options in there is intimidating to mess around with, but this sounds like the way to go if one wants to keep playing their cartridges……although I have to admit I am pretty satisfied currently with the Retron 5 and SNES Classic Edition.
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Odds are some of you are quite a bit younger than me and grew up post-SNES lifecycle. Not interested in going down the pricey road of hunting down old cartridges and hardware, and do not want to dabble on the dark side of illegal emulation? Then a terrific alternative is if you have a Switch with Nintendo’s $20/year online service membership and taking advantage of the Nintendo Switch Online and Super Nintendo Switch Online digital game portals. It has unlimited access to the slate of games on there, along with save points as long as your membership remains active. The implementation of save states and the user interface has also improved noticeably over the emulation used for NES & SNES Classic Editions. More importantly, it adds the feature to play online with a friend. Last year I played online SNES games with my nephew, who was wrapping up 6th grade at the time, and this was his first time playing SNES games. He loves Mario Kart 8 on Switch, and so when the first game we played was the original Super Mario Kart, I could not help but crack up when he instantly remarked, “Dale, this looks old!” He eventually came around, and then we had some fun playing co-op , Joe & Mac . A couple of years ago, on my Genesis Flashback Special, I made sure to reminisce of my fond memories of the summer I spent playing nonstop Sega Channel. These NES/SNES Switch portals are essentially the Sega Channel, but far better because it does not cost $15 a month (in 1994 dollars which equals $27.63 today per Google), offers multiple save states, and ability to play online for only $20 a year!!! Kids, get your parents to hook you up now!!! Miscellaneous Quick Hits
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SNES games were the most common denominator on six of the 13 episodes I guest hosted on the retro game podcast, Your Parents Basement. Check out their full archives by click or pressing here. -Turns out I did quite a few guest hosting spots on Your Parents Basement Podcast for SNES games. For those that are podcasting fiends and dug the three episodes I linked to already, then I will link you to three more SNES themed episodes I appeared on where I breathed in the Mode 7 skies of Pilotwings, embraced Capcom’s action-platformer prowess in X-Men: Mutant Apocalypse, and made sure not to miss any Gatorade and Wheaties health pick-ups in Michael Jordan: Chaos in the Windy City.
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-The SNES controller is my favorite pre-disc console era controller. It kept the similar button layout of the NES controller but rounded off the edges into its iconic “dog bone” feel so the controller no longer cramped in your hands! Throw in the two extra face buttons and two additional shoulder buttons, and it opened up all kinds of deeper gameplay possibilities! It made it perfect for most fighting games that used almost all the face and shoulder buttons. I found the shoulder buttons were also smartly implemented in NBA Jam/Hangtime for being assigned to use for turbo speed functionality. As far as other SNES controllers/peripherals go, since I loved the NES Zapper, I always wanted to try the Super Scope, but as a kiddo, its bazooka-sized proportions were kind of intimidating. It still kind of bums me out all these years I never got to experience it with epics like Yoshi’s Safari, T2: The Arcade Game, and Tin Star. I never had an opportunity to use the SNES mouse either, which I kind of regret all these years later after seeing all the marvelous creations from experts at Mario Paint, and it was cool to see some PC ports like Civilization, Doom, and Wolfenstein 3D take advantage of SNES Mouse compatibility.
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-The 16-bit era was when fighting games exploded, and as you can tell above, I spent a lot of time with Street Fighter II: Turbo, and the first two Mortal Kombat games. Other than that, though, the only other fighting game on SNES I put significant time into was TMNT Tournament Fighters. It was released at the tail end of the TMNT-mania when the cartoon peaked at its popularity. The game itself was a surprisingly competent licensed fighting game from Konami, and tried its best to feel like a solid Street Fighter-clone. Speaking of them pesky turtles… -…TMNT IV: Turtles in Time was the only beat-em-up brawler I put considerable time into on the SNES. I have vague memories of trying others out once or twice like The Peace Keepers, and Super Double Dragon, but Turtles in Time was the one I frequently revisited over the years. It is a superb rendition of the arcade game, with SNES-exclusive levels like the Technodrome that had a fantastic first-person boss fight against Shredder, where lowly Foot Soldiers had to be chucked right at him to defeat Shredder. The soundtrack is one of my favorite SNES scores, so much so that I went all-in to get the for it! I have so many great memories of this game, with the highlight being my friend Matt and I revisiting this for complete runs of it once every year or two for about a dozen years.
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Turtles in Time and FFIII/VI are my favorite SNES soundtracks, but Turtles in Time I own on vinyl so I will embed it here in all its glory for you to enjoy as well!
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-The SNES library had a quality slate of racing games. Super Mario Kart quickly rose to the top of the ranks and was always fun to bust through a GP with a friend. Street Racer was one of the first kart-clones to hit in 1994, and for some reason, that one always stuck with me. As did it being one of the few games to have four-player split-screen support with all four screens being horizontal! Rock ‘n Roll Racing is another killer arcade racer on SNES; think of a more beefed up RC Pro-AM, but with a good dose of heavy metal mixed in. This past year saw it re-released as part of the Blizzard Arcade Collection for everyone to experience it! I remember trying out F-Zero at a store kiosk around SNES launch, but was too young at eight years old at the time to fully grasp its style of futuristic racing (or that the name was a riff on F1 racing until a couple of years ago). I was more into a game similar to its style that was the trilogy of Top Gear titles. Uniracers was a quirky racer I enjoyed with its unique aesthetic and one-wheeled racers taking advantage of their nature in races filled with jumps and loop-de-loops….too bad about Pixar holding a grudge against Nintendo and legally forcing them to yank it off shelves. Nintendo’s other racer, Stunt Race FX, was ahead of its time with the polygonal FX-based graphics running pretty chunky on the SNES. Still, it is a commendable piece of 16-bit tech they were just barely able to keep running at a passable-enough framerate. Another FX-chip game that did not originally gel with me was…
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-…the original Star Fox. Being 10 when it released in 1993, I thought those polygonal graphics looked blocky and horrendous and would have none of it! Many years later, I would revisit it and rightfully come around on it! -Another Nintendo-published game that received a lot of hype was Donkey Kong Country with its cutting-edge 3D models. They were plastered all over gaming mags at the time. I briefly recall trying out the first and second of the three Donkey Kong Country games on SNES. However, I did not put more time into them because I beat Donkey Kong Land on Game Boy before our family got a SNES, which was just a watered-down port with some remixed levels for the handheld. I enjoyed my time with it, but its disappointingly blunt “congratulations” ending left a bad impression on me, and I never felt like giving the other entries a serious go all these years.
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-Some may be wondering why there has yet not been anything dedicated to the pair of Super Mario World titles and Super Mario RPG? Super Mario World was probably one of the first SNES games I tried when I visited my older brother at his first apartment in the early 90s. I think the heavy-duty graphics and trying to comprehend attacking with Yoshi proved to be too much for eight or nine-year-old me at the time. I played it a few other times in my 20s, hanging out with coworkers on retro game nights, and had fun with it, but I think since I was exposed to the NES trilogy more and played the hell out of All-Stars, that those were the versions I preferred more. I appreciated how Nintendo stepped up to Sega’s edgier marketing at the time with Nintendo’s “Play it Loud” marketing campaign. Unfortunately, I think their ad for Super Mario World 2: Yoshi’s Island was a bit too extreme for 12-year old Dale at the time. That ad (click here for it if you are feeling daring)was forever planted in my subconscious and always crossed my mind and indirectly caused me to avoid Yoshi’s Island for all these years. I did pick up Super Mario RPG and it is on my “bucket list” of games to play as well. I am holding off on it all these years because I was hanging out with Matt one day, and he explained how he was having a tough time with the final boss, Smithy. Well, he wanted to give me a quick demo to show how unforgiving of a challenge the boss was….but for some reason his clutch gaming skills kicked in right then, and he beat Smithy and was exposed to the ending right then and there!
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-As far as other tough SNES games go, the two most challenging for me are easily Contra III: The Alien Wars and Zombie Ate My Neighbors. Contra III is like the first two games on steroids. I love the boss battles and intense walk-n-shoot chaos, but do not love constantly dying in one shot! Zombies Ate My Neighbors is another fun action-platformer that is also equally tough to make it farther than a few levels in unless you seriously dedicate yourself to it. Hey, both of these games also saw re-releases this past year on current consoles with the Contra Anniversary Collection and Zombies Ate My Neighbors & Ghoul Patrol set for those wanting to experience 16-bit nail-biting difficulty (but with save state support!).
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I hope this excellent video review from the quintessential retro video game source, Jeremy Parish, suffices for my lack of any meaningful Super Mario World memories here. -In 1997, I was hyped for a late SNES release, the original Harvest Moon. The farm/life/dating-sim series is still around today from publisher Natsume (as well as the original developers parting ways with Natsume and delivering their own competing Story of Seasons series). During the SNES era, I spent several summers out on a farm. I appreciated rural life's solitude and free spirit lifestyle, and that first Harvest Moon game perfectly encapsulated that. Trying to determine the best way to spend the day tending to the fields, livestock and managing a social/family life was surprisingly fun and engaging! Harvest Moon remain one of two games that I submitted a blurry Polaroid photo to Nintendo Power’s “Arena” high score section. I cannot recall if my score got posted or not.
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-The original Sim City port on SNES received a lot of love around the SNES launch window, with Nintendo giving it a unique makeover with bonus Nintendo characters in it and an exclusive tutor in the form of Dr. Wright to ease everyone into the simulation gameplay. I never played too much of that version, but one night at Rich’s, the game we decided to rent that night was Sim City 2000. That one was released way late into the SNES lifecycle and lacked any Nintendo extras the first SNES game had. Still, we stayed up all night playing it and looking at our daily news recap and mayor approval ratings and trying to figure out where to stop underwater pipe blockages! It ran slowwww on the SNES, but we tolerated it fine enough at the time because I had yet to play the PC version. Eventually, I would check out the PC version and came away surprised with so much I had to put up within the SNES game. -For those wanting to dare the Super Famicom scene, there are a plethora of great games that never made their way stateside, and better yet, a hearty chunk of them have received English fan translations. I am partial to the FirePro wrestling games that never made it here that are vastly superior to all the American wrestling games I broke down above, BS Out of Bounds Golf is an addicting take on miniature golf, the original Star Ocean, and the Back to the Future platformer that was not a five-star classic by any means, but blew away the poor NES and Genesis games that did release here. If you are not that familiar with the Super Famicom library, this top 50 list from RVG Fanatic is a great place to start your research and very much helped clueing me into a bunch of Super Famicom games I had little-to-no knowledge of. Conclusion
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If you are around my age reading this, you may be wondering why I have not gone on about the fabled “16-bit Wars” by now. Rest assured, I experienced it in the lunchroom and at recess and in gaming magazines at the time. I devoured all the side-by-side screenshots in gaming mags of dual-platform releases to see if I could spot which version was better. I want to say back then, I sided with the SNES because I grew up with the NES, but that does not seem like a fair choice since I did not own a SNES until 1996. Reflecting on it, although I experienced a fair amount of RPGs and other games on SNES with Rich, I primarily played endless hours of Genesis games with him back at the time. So whenever I hung out with Rich, I considered myself a Genesis fan, and when I finally got a SNES and grew my SNES library, I considered myself a SNES fan and avoided a lot of the “console wars” trash talk. For younger readers here who want to learn more about the fervor of the 16-bit wars, the book, Console Wars, and its corresponding documentary (which is currently only available on Paramount+/CBS All Access sadly) are my recommended ways to absorb all that hoopla. I will cherish all of the past 30 years of SNES memories and hope you have enjoyed reminiscing with me for the last several thousand words. If you want to hear more of my SNES memories in podcast form, I have a few SNES-centric episodes of my old podcast I recently un-vaulted and have embedded below for your pleasure. They have some of the friends I repeatedly mentioned above as co-hosts that share their SNES experiences and memories, so please load up a random SNES “podcast game” and boot one of these podcasts up for fitting background noise….
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10 years ago I did a 20th anniversary SNES special with Matt!
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Here is the history of RPG series episode dedicated to the 16-bit era.
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Finally, here is Matt and I hosting the 16-bit installment of our history of comic book games series. Bonus Overtime
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It would not be a Flashback Special without one random oddball bonus story to wrap it up with. The only Kirby game I ever finished receives that honor. One day, my brother and his friend Jake were over at my place. We were discussing SNES games at some point, and Jake mentioned how Kirby Super Star is his all-time favorite. I said how I never played it and did not think anything of it at the time, but the next time I met up with him and my brother, Jake had the copy of that game with him and insisted on borrowing it to me and said not to give it back until I finished it. I felt this sudden obligation to play through it as a priority, so I did not feel like I was keeping his game hostage. Luckily, Kirby Super Star is a damn fun game, which the front of the box labels as “8 Games in One!” Most of the games are abbreviated-length adventures of only a handful of missions in their unique theme of levels, and a few of the games are mini-games like a race against King DeDeDe. Regardless, almost every game provided that trademark Kirby lighthearted fun and was hard to put down! Kirby’s Dream Course is also a lot of fun on SNES, and is an interesting take of Kirby meets miniature golf! With that anecdote, I will wrap up yet another Flashback Special. Thank you for sticking with me this far, and If you dug reading about my trials and tribulations with Nintendo’s 16-bit machine, please take a look at the other Flashbacks I have linked below!
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My Other Gaming Flashbacks Dreamcast 20th Anniversary GameBoy 30th Anniversary Genesis 30th Anniversary NES 35th Anniversary PSone 25th Anniversary PS2 20th Anniversary PSP 15th Anniversary and Neo-Geo 30th Anniversary Saturn and Virtual Boy 25th Anniversaries TurboGrafX-16 30th and 32-X 25th Anniversaries Xbox 360 15th Anniversary
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mk-empress · 4 years ago
Text
Battle Against The Disco Devil
The Boss Fight
Mario, Olivia, and Professor Toad came back to the DJ toad, with forty other faceless toads. The trio had gone through many challenges and horrors, but they were finally close to taking down the yellow streamer. I laid on my couch feeling bored. I could hear the DJ talking in the dance room. I couldn’t hear what he was saying at first, but then he announced something.
“Yo, yo, yo! It’s DJ Toad bringing you the...uh, well not the LATEST hits, but... It’s music! Get out on the dance floor with those eyeless freaks and our special guest, Mario!” The DJ shouted.
Soon after I could hear that song again. I was already tapping my finger to the rhythm of the music. I told the DJ earlier that I wasn’t going to dance unless everyone did. I wondered if he obeyed. I got up and cracked the doors a little bit to see if everyone was there.
“Woah...” I whispered. Everyone was there! They were on the dance floor boogieing with Mario. I was drawn to it. “I dig it...” I whispered again a little louder this time. I was nodding my head to the beat. The music was good, the toads were dancing there, the disco ball was lighting up the room... wow. “Oh yeah... Oh yeah... Oh yeah...” I said to myself. The toads were bustin’ some sick moves. I couldn’t keep still, the music was so satisfyingly epic. It was bumpin’ in there- and I was missing out! I couldn’t resist. I swung open the doors and jumped down onto the dance floor.
“It’s groovy!” I shouted! I was in the middle of it. I started bustin’ out my own moves. I heard the toads shouting and running away, but I didn’t care. I was so engrossed by all of this. THIS is a REAL PARTY! 
“Hey! I know you’re in the groove and all, but you totally blew all the toads off of the stage! AND you punched out their eyes earlier! Did you do that just so they would dance with you? That’s monstrous!” Olivia accused me. I simply spun and faced them.
“Lady, I couldn’t stop grooving now if I wanted to. So I guess we’re gonna have to... FACE. OFF.” I told them. “I am PUMPED. I’m gonna own this dance floor ‘til the break of dawn. And, seeing as there’s no sun to rise in here, that means this groove is never gonna end! HEY! C’mon! I’ll start with some moves even amateurs can appreciate. Ooh, c’mon.” I said. 
My punchers appeared on my hands. Mario ran toward me. As he approached, I got down and swept him off his feet. I jumped up and thrust my fist down toward Mario’s face, but he rolled out of the way in time. I ended up creating a hole in the stone using the punchers on my hands. In the STONE! Impressed yet? Mario got back up and busted out his hammer. He charged at me and tried to slam it into my chest, but to his surprise, I caught it. I yanked the hammer from his grip and threw it to the side. While Mario wasn’t looking, I flipped back and kicked him in the chin, sending him upward. I jumped too and put my hands together, then I slammed them into Mario’s chest. I hopped back.
“WHOO! Had enough, Mario?!” I asked. 
Mario stood back up, looking rather sore. Mario dashed toward his hammer, picked it up, then charged at me again. I got down and tried to trip him again, but this time Mario jumped over me and smashed his hammer into my back. That hurt!
“You wanna dance? You wanna DANCE, bro?! Let me show you what you’re up against! Yup! One, two! Alriiight!” I jeered. “One, two, PUNCH!” I then slammed my fist across Mario’s face, removing one of his eyes. Mario fell back and screamed. I felt REALLY good! 
Mario clutched his face and stared at me with one eye. I smiled at his suffering. Then, he pulled a shiny-looking ice flower and transformed. He threw several ice balls at me, and the balls were fast! I raised my arms to defend. The ice balls felt like rocks hitting me. When I lowered my arms, I realized Mario was behind me, then he bashed my back with his hammer harder than last time! I felt a lot of pain. I could tell something was wrong, but I wasn’t about to give up over a BACK ACHE! When I whipped around to face Mario, and he had just finished consuming one of those red mushrooms, then his eye came back. I was getting REALLY annoyed with this lame plumber KILLING my vibe! I stomped on the floor hard, and a yellow aura flew from me.
“Is it time for me to bust out my super-secret special dance move? Let’s hear it! Make some noooise!” I yelled. Before I finished charging my special, Olivia transformed into the Earth Vellumental. I wasn’t sure what they were thinking, but I was confident that I was about to SLAUGHTER Mario! As soon as I rushed toward Mario, Olivia as the Earth Vellumental summoned a large, stone wall between us. I smashed my fists into the stone, breaking it into chunks, but by breaking the barrier down, I used up all my energy And it canceled the rest of my special. I started to sweat, and I was getting really exhausted.
“No way! You dodged my special move?! Get back over here so I can two-step on your face!” I screamed at them. Olivia changed back into herself and got behind Mario. Suddenly, he grew the 1000-fold arms, then he picked up his hammer. Mario grabbed one of the rocks from the stone wall off the ground and threw it at me. It was an easy dodge, but Mario used that as a distraction to get behind me. As soon realized where he was, Mario bashed open my back with a crushing blow to my spine. I was sent forward a bit. 
Suddenly, I realized I couldn’t move. I couldn’t feel my lower body. I was shaking uncontrollably. I could feel blood running down my back. I was in excruciating pain! I heard a bit of celebrating behind me. It grew louder. I looked up and saw Mario was handing out lots of mushrooms to the eyeless toads. The mushrooms regenerated them. The toads started heading upstairs toward to exit of the temple, each one stopping to thank Mario and Olivia, even the DJ toad gave them his gratitude. 
Mario and Olivia went up the stairs too, heading toward the streamer spool. I heard the sound of them destroying it. I saw the yellow streamer fall apart, then my disco ball fell down and shattered. I could see and feel the sun’s light shining on me, before it returned to the sky. I was still half paralyzed on the ground. I tried to get up, but I immediately collapsed again and screamed. I looked behind at my back and I saw only blood. Even turning my neck hurt tremendously. I looked up at the door, and saw Mario and Olivia staring down at me. In my mind, I was begging them not to leave. I didn’t want to rot alone in this abandoned temple. Mario turned around and walked away, but Olivia stayed a little longer. She gave me a sorry expression, before following Mario out of the temple. 
I was left alone, dying and paralyzed. I felt hopeless. I gripped the floor while clenching my jaws shut. The pain was something that I’ll never, ever forget. I was just waiting to die at that point. I cried. I remembered watching the red streamer and the blue streamer fade away. I then swore that I would kill Mario for them. I was so enraged that I went mad. Now, I realized the brutality of my actions. I began to feel bad. It didn’t matter. What I did was done, and it was far too late to redeem myself. My regret means nothing. What I did to those innocent toads was unforgivable, and I was paying the price. My body started to become numb. I was losing too much blood. I didn’t try to stay awake, I just closed my eyes and waited for death to take me. I couldn’t avenge my brother and sister. I couldn’t protect the streamer I was ordered to guard. I couldn’t kill Mario or Olivia. I couldn’t do anything. I failed everyone.
I’m sorry.
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