Saturday, 23 November 2024
News with tag Blue  RSS

From: www.gamesradar.com

From: www.gamesradar.com

From: www.gamesradar.com

Mega Man amiibo Supported In Mega Man Legacy Collection

Added: 15.09.2015 15:15 | 61 views | 0 comments


Article: Mega Man amiibo Supported In Mega Man Legacy Collection

Dust off your Blue Bomber

From: www.nintendolife.com

Destiny: The Taken King review (in progress)

Added: 15.09.2015 10:04 | 199 views | 0 comments


No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.

Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.

If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It is hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.

Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.

The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.

If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.

Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you could find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.

It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.

There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.

The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.

The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.

The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.

The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).

These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.

It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?

Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.

Destiny: The Taken King review (in progress)

Added: 15.09.2015 10:04 | 96 views | 0 comments


No matter how many hours you muster with a finished game before launch (and I've managed to bag a full two days with The Taken King, and several days with the game after the 2.0 update) there's no way to tell exactly what can occur when a globe-full of Guardians suddenly turns up to the party. A large part of what makes Destiny great is its capacity to inspire its community of players, and while what I've played has me pretty much convinced that it's going to be the business, I've decided to hold off from serving up a complete review.

Within these slides you'll find my final thoughts on the main campaign, along with numerous additional story missions. You'll also find my verdicts on the four new Strikes, as well as initial impressions of the new loot system and other endgame pastimes found aboard the new area, The Dreadnaught. Keep your eyes on the site, as you'll get additional slices of review as the Raid, King's Fall, goes live this Friday. That, and the ongoing revelations that follow over the coming days, will allow me to eventually strap a score on the end.

If you're a veteran Destiny player then ask yourself one question: What would you change about it? It's not a hard question, huh? It /is/ hard to think of a game in recent years that has seen a fan base burgeon so quickly and with such dedication, but which openly harangues it from all angles for its faults. The problem was that Destiny always felt so darned close to fulfilling all of the promises made pre-launch.

Very palpably, The Taken King moves to address some of the loudest roars of incredulity. Namely, the lack of a genuine story which left many cold, the confusing loot system which gated off all the best stuff behind random loot drops (forever 29, anyone?) and, most potently, the necessity to repeat the same content endlessly in order to progress. If one or all of these bugbears reared up when you pondered the question at the top of this slide, then prepare thyself. Bungie has been listening.

The most immediately appreciable changes are in how Bungie has adapted its world to cater for a legitimate story. The main campaign now has a proper arc, with the bombastic introduction to the big bad Oryx at the outset as the spark that sets off the escalating plotline. NPCs, who were once nothing but voiced vendors (quickly flushed out of useful gear and forgotten) are fleshed out properly as tag-along characters. Among them is Cayde-6, the fantastically charming Hunter Vanguard with a penchant for breaking the rules.

If you wondered what might have been had Bungie injected the modicum of humour that it had apparently planned from the outset, back when David Cross was on board to pen some lines, then the answer is in Cayde: a delightful dash of personality. Ghost's seen an overhaul, too, not just with his re-voicing at the chords of Nolan North. He's chirpier, funnier and is now capable of scanning certain elements of the world around you to serve up a slice of the exposition that was once upon a time reserved for Grimoire cards nestled in Bungie.net.

Then there's the loot. Oh the sweet, delicious loot. Say what you like about the random nature of the drops in vanilla Destiny, but the gear you /could/ find was inspiring in its trend-bucking and often infatuating in visual and audio design. Guns and gear are equally as fun to discover and play with here.

It's a difficult process for those weaned on Year One's most infamous Darkness blasters, mind. Within minutes of play I'd discovered a rocket launcher, a fairly common Blue one by The Taken King's standards, which utterly trounced my fully upgraded Gjallarhorn for damage. Throwing Gjally into the vault felt like sacrilege in all the right ways. What you've got in the loot reset button is something the game so desperately needed and, while there'll likely be a few new favourites around the corner, for now, at least, digging through all the new guns is a joy.

There's a lot more of it, too. Those shiny green, blue and very occasionally purple engrams that burst forth from enemies now do so with almost careless abandon. As you power through the story, you'll find yourself picking through winnings with regularity, and not just to dismantle stuff to clear some room. For the campaign, at least, there's a heavier emphasis on having fun with the various guns, now much more easily associated with the various makers of the world.

The stats of blue/Rare level gear are always worth checking, too, as once you do start filling out your slots with purple/Legendary kit you'll be able to upgrade them via the Infusion system. Rare gear can actually be more powerful than base Legendary gear, and so can beef the latter up beyond its regular output. All of these aspects, along with the new algorithms working behind the scenes to ensure you're less likely to get the same bit of loot twice, make sure that much, if not all, of the previous complaints about RNG and Forever 29 are assigned to the past.

The here and now is all about The Dreadnaught. This gigantic battleship has crested into the solar system, displaced a portion of the rings of Saturn and is now splurging out Taken, existing enemies from the world of Destiny that have been, for want of a better term, Oryx-ed. Or Taken. Which is what they're called. Huh. The incredibly nitpicky among Destiny fans might have had reason to grumble that previous enemies were oddly familiar to those found in Halo (Phalanx = Jackal, Dreg = Grunt) but these rejigged versions are wholly fresh. Your first run in with each variety inspires grins aplenty, from the shield-buffing Vex Goblins to the blindness-inducing Fallen Captains.

The Dreadnaught itself is both home to a bunch of the new story missions, and also a new destination for between-mission Patrols. Rather than be a quick fire dash between flashing mission nodes, however, here you're able to take part in a larger variety of pastimes. There's a whole batch of secret chests to discover, the means by which they're opened as yet unknown. I managed to open one chest by following a series of riddles and tasks. To say I'm looking forward to having Reddit's help finding the others is an understatement.

The four new strikes are by far the best that Destiny has seen thus far. It's the boss fights that do it. Each one comes loaded with memorable encounters, not just because they are bigger or have bullet-soaking health bars necessitating long old fights (Gjallarhorn's abandonment ensures that Bungie needs not rely on these types of encounter anymore, thank the Traveller).

These boss fights and the scenarios that lead up to them feel almost Raid-like, though not nearly as tough. Fights require active communication. Take the Shield Brothers, for example. The titular Cabal duo have a complementing defensive shield and forward rushing melee strike to share out between them, so fireteams have to call out who is where and deploying what in order to adequately best them both. Arguably the most excellent boss comes in the PlayStation exclusive Strike, Echo Chamber (available in autumn for Xbox owners). In an admirable anti-cheesing move a giant mecha- eyeball shifts Guardians around the room with moving plasma walls.

It sounds incredibly boring, but holding all of this new stuff together are a set of menus you’ll have to look very far afield to find outdone. They’re smooth, functional, look great and manage to house all the complexity normally contained across a keyboard of hot keys and a mouse, only in a single stick and a couple of buttons. Said it would sound boring, didn't I?

Honestly though, after just a couple of hours play, darting between comedic chatter with Cayde-6, through a trip to the Court Of Oryx (more on this boss-spawning side activity later, too) and then into the depths of a boss fight on the Dreadnaught you never knew was even there, you can't not appreciate that all of this is tied together via such an easily navigate-able, smoothly implemented UI. This one's to you, unsung UI artist somewhere in the back rooms of Bungie HQ.

Sega Kills Everyone Else's TGS Booth With Nostalgia

Added: 15.09.2015 10:00 | 51 views | 0 comments



Okay so Sega has the best TGS showing already, just because of the awesome snacks and clothing they'll be selling. Blah blah yeah yeah the actual games are below the images, but first check out this dope-ass merch:

Tags: Sees, With, Blue
From: www.gamerevolution.com

Overruled! Heads to PS4 on September 15th

Added: 14.09.2015 14:02 | 45 views | 0 comments


Hey PlayStation.Blog readers! Along with independent developer Dlala Studios, we're excited to announce that their 2D multiplayer brawler, Overruled!, is heading to PS4 on September 15th.

From: feedproxy.google.com

Price drop: $3.00 off Blue Microphones The Pop Adjustable Universal Windscreen, now only $46.49

Added: 13.09.2015 8:20 | 32 views | 0 comments


Save $3.00 on Blue Microphones The Pop Adjustable Universal Windscreen! The price of Blue Microphones The Pop Adjustable Universal Windscreen has been dropped by $3.00, order now from ozgameshop.com with free delivery to Australia and New Zealand.

From: feedproxy.google.com

Uncharted 4 Releases In March Square Enix to dominate 2016? Reaction to what's In the News

Added: 12.09.2015 0:17 | 26 views | 0 comments


Reaction to some of the recent big news in gaming looking back at the details of Uncharted 4's release announcement on the PlayStation Blog and Square Enix's big lineup for 2016 and more.

From: n4g.com

PlayStation Europe Store charts, August: Everybodys Gone To The Rapture debuts at #1

Added: 11.09.2015 23:19 | 55 views | 0 comments


PS Blog Europe: me once again to glance back at the past month and see what the movers and shakers were on PlayStation Store. The big winner in August was The Chinese Rooms acclaimed mystery Everybodys Gone To The Rapture, racking up one of the highest week-one sales totals of any PS4 digital-only title to date. Not far behind, Rocket League made its debut on the PS4 chart following its phenomenally successful run in PlayStation Plus, with Goat Simulator and Until Dawn also making top 10 debuts.

From: n4g.com

30 small things we love about Super Mario Bros.

Added: 11.09.2015 19:00 | 100 views | 0 comments


Super Mario Bros., both the original game and the many it spawned, has an almost intoxicating level of detail hidden inside its weird fiefdoms full of mushrooms, dinosaurs, turtles, and monarchs. Thirty years ago, that first game on the NES (or Famicom if you prefer) seemed mind-boggling in its intricacy. Hidden coin boxes! Warp pipes! Even the clouds in the sky were grinning at the player.

To toast gaming's most famous mustachioed icon as he enters his fourth decade, we've compiled a look at our very favorite small things from the series, those little details that have always been its signature.

Kuribo is the Japanese name for the Goomba, hence why you find the little fanged mushroom riding that green bootie around in Super Mario Bros. 3. Forget the game's logic, though. Why the hell is there a sudden, out of nowhere, invincible green boot to ride around in a single level of the game? Why not! That sort of gleeful weirdness is the Mario way embodied in sudden fungal footwear. You may not know Hawkmouth by name. Hawkmouth is the terrifying bird face you have to jump in to escape stages in Super Mario Bros. 2. Name another game where you have to exit through a giant bird mouth. There is no ending lazier than the “it was all a dream!” ending, yet Super Mario Bros. 2 makes it awesome. First, it justifies some profound weirdness like Mario and company traveling through interdimensional doors that pop out of potion flasks. Second, it makes sense that these are the dreams you have when your days are spent fighting Bowser. The Wii U's marquee Mario game feels like an infinite gift bag of fun, strange ideas. The Double Cherry power-ups are among the best. Touch the cherries and suddenly you split in two. Touch more cherries, and split into four. Suddenly you can have eight Princess Peaches in cat suits running around causing chaos. Pure chaotic delight. When you finally unlock the secret levels inside Super Mario World's Star Road, it feels like the game is about to get super, duper hard. And it does! The levels waiting in there are the toughest in the game. Their ridiculous ‘90s slang names - Gnarly, Tubular, etc. - just make them so damn approachable and sweet. Yoshi is a dinosaur that uses his/her reproductive cycle as projectile weaponry, and yet that's not the awesomest thing about Yoshi breeding. All Yoshi are born wearing Timberlands. Seriously. Sweet boots are a part of their natural anatomy. That is too awesome. There were different colored Yoshis hidden away in Super Mario World, and each had different innate powers when holding a Koopa shell. Red Yoshi, as you might expect, could spit fireballs and Yellow Yoshi could ground pound, but Blue Yoshi was the best of all, because he could fly. He lifted Mario high above the saws, enemies, pits and spikes, tiny wings a-fluttering and making those adorable flap noises. Blue Yoshi was a rare companion, and hard to hang on to for long, but he will always be my favorite dinosaur pal. There's an elegant simplicity to the original Super Mario Bros. level names - World 1-1 tells you everything you need to know. But nothing can compare to the nomenclature majesty of the Cheese Bridge Area in Super Mario World. It's not just a bridge, it's a bridge area, though its connection to cheese is a bit of a mystery. Perhaps the saws you have to avoid are used in some sort of fondue preparation? Tough to say. Others may praise Cookie Mountain or Soda Lake or even Green Switch Palace, but search deep within your soul and you'll see that the glory of CBA lives on forever. Forever. Every Super Mario Bros. game has at least one little "thing" that makes you rethink what's possible in the world. In Super Mario Bros. 3, the ability to shift behind the scenery was a huge surprise, and let you sprint virtually carefree through the level. Boos were deeply upsetting when they first showed up in Super Mario Bros 3. Why are you following me, you little freak!? Somehow they became a lot more personable when they started their own franchise of haunted houses. Full of invisible traps, secret exits, and feelings of dread in both basements and attics, the ghost house fixtures in Mario games since 1990 always provide a welcome change of pace from other stages. The sun, when personified, seems indefatigably happy. It's always smiling or offering you two scoops of raisins. Sometimes the sun is a brutal nightmare, okay? When the sun shows up in Super Mario Bros 3, it's a nasty, cantankerous jerk that insist on swooping down to try and incinerate you. Thank you for portraying the sun as a vindictive curmudgeon, SMB3. Super Mario Sunshine asks a pertinent question: when a regular part of your life is eating mushrooms to get gigantic, what do you do to relax? Apparently you go to an island populated exclusively by what appears to be gelatinous Jimmy Buffet fans with palm trees growing out of their heads. While the game's squirrely camera can make it a chore to navigate, Delfino Island is a fascinating place full of dangerous water parks and treasure-rich islands. Plus: . Nintendo Power used to run the same dumb tip for every RPG under the sun: talk to everybody. It's good advice for RPG neophytes of course, but it seems like a moot point since all there is to do in most RPGs is talk to people before the action starts. Usually it's a chore. Not in Super Mario RPG. Every last town you go to is full of wonderfully personable goofballs. Jerk Yoshi obsessed with cookies and footracing! Violent bakers living in Marrymore, wedding destination to fungi everywhere! A seaside town of surly, noble shark pirates! Mole mining towns full of loving families and explosives! And everyone's just so pumped to see Mario jump. What a fun place. Super Mario Bros. 3 has several different suits that give Mario special abilities: the Tanooki suit lets him fly or turn into a statue, the Hammer Brothers suit lets him hurl carpentry tools like a pro, and the frog suit lets him swim like a particularly graceful amphibian. There are only a few water levels in SMB3, however, and if you're conservative with your items, you'll end up with several frog suits in your inventory, so you should really, really slip one on when you're on dry land. It won't last very long because...well, you're a frog so you can only make tiny little hops, so you're gonna get hit pretty quickly, but you'll look ridiculous until you do. I mean, sure, it also has the benefit of making you big and giving you an extra hit, but the real value is in just how stupid you look hopping around on all fours. It's always fun to exploit glitches in games, but this particular bug in the first Super Mario Bros. game sends you to a bizarro world with no end, whose only way out is death. Perhaps it's a hidden philosophical message from its designers, perhaps it's just a weird oversight in the game's programming. Either way, it's one of those things you hear that sounds totally fake until you actually pull it off. In Super Mario Sunshine, Mario is still wearing his trademark blue overalls, red hat and white gloves, but unless you pay attention, you may miss that he's also wearing a short-sleeve version of his red shirt. It's a look that says, "I want to keep cool in the hot Delfino weather, but I still want people to know that it's a-me. Mario." If you didn't read the manual for Super Mario Bros. 3, you were never explicitly told that Mario would go for a grand buttslide if you made him crouch at the top of a hill - which just makes discovering it all the more memorable. Suddenly Mario goes from a fragile creature who wilts at the touch of a turtle shell to luging death projectile, knocking aside Buzzy Beetles like so many bowling pins. For once in your platforming life, gravity is your friend. A little Easter egg that appeared in Super Mario 64, this feature let you pinch Mario's face and move it around using the small hand cursor that appeared on screen. At first it's cute, but by holding down the right button, you can freeze Mario's twisted features in place to create truly horrifying abominations. The second you load up World 3-6 of Super Mario 3D World, you know this one's a little different. A familiar tune is playing in the background and a racetrack stretches out to the right. Hit the first dash panel and the realization sets in - the entire stage is a gleeful, sidescrolling homage to Mario Kart. The only problem is that it's over too quickly - you'll want to start again as soon as you hit the Goal Pole. When death inserts a sudden stop in Mario's happy march, it does so with a peculiar, jolting sound - it almost sounds like an auto-tuned UGH of a man being jabbed in the gut - and a cute little ditty. It's catchy, it's cheerful, and it's the nicest, most encouraging way to say YOU DIED. It shouldn't be hard to conjure up the Super Mario Bros. 3 cover art in your mind, not when it's so simply exuberant. It's just a popping yellow background and a raccoon-tailed Mario, arms outstretched and flying somewhere new. There's no better look for a fondly remembered game. Yeah, yeah, Yoshi is the king of cute, the one everyone loves, but have you SEEN Plessie? He's a little plesiosaur wearing a red scarf and shining with the texture of a balloon animal. By the time you reach the end of his aquatic slalom in Super Mario 3D World, you're friends for life. Yoshi who? The plot of Super Mario games is a cliche among cliches, and for the first few hours, Super Mario RPG doesn't deviate from that stale trope. But after you rescue Peach, the game keeps going, as there's still a much larger threat to face, and she sneaks out of her castle to tag along on your adventure. Then you meet up with Bowser, who is so upset that this alien force has shoved him out of his castle, that he sucks up his pride and joins you as well. The series's iconic villain and damsel, kicking butt alongside our favorite plumber. It's the best. Lakitu has long loomed over Mario's head, chucking spiny eggs at him from the safety of a fluffy cloud, but starting in Super Mario World, Mario could get a bit of revenge and cloud-jack that sucker. Hit Lakitu with a projectile and you can swipe his cloud, using it to float over obstacles or up to hidden areas. It eventually goes poof (you're presumably a bit heavier than the bespectacled Koopa), but it's a great ride while it lasts. The overworld map for Super Mario Bros. 3 was helpful for navigating the Mushroom Kingdom, but I always appreciated the simple dance animations for the hills. Why were these hills dancing? Why did they have eyes? Who cares, just bob along! Seriously, these are the original cheat codes. Who's got time to go through each and every level? Mighty Morphin' Power Rangers is gonna be on soon! So hop in a warp pipe and jump ahead a few worlds. No one's gonna judge. Super Mario Galaxy adds some spiffy new suits to Mario's supply, including the oddball Boo Mushroom and Spring Mushroom. But being able to morph into an Italian bee - complete with an adorable little stinger - after snagging one of those furry, striped Bee Mushrooms provides the most interesting tweak to the dynamics of Mario's usual movement. The power to briefly hover or wall-crawl up chunks of honeycomb is a refreshing change of pace from the weighty leaps and long-jumps that feel most familiar. Koopa Troopas aren't common enemies in Super Mario 64 like they are in other Mario games, but when you see one of those green-shelled goons you know you're in for a treat. Touch a stunned Koopa Troopa's shell in any other Mario game and you'll kick it across the screen, but in Mario 64 the plumber hops on that thing and rides it like a skateboard. Shells turn the typical level into a skatepark letting you ride on top of water, over lava, and over obstacles like you're a mustachioed Tony Hawk. Few games do kitschy, possibly disastrous gimmicks better than Super Mario Galaxy and its signature silly apparatus, . Yes, spinning the Wiimote around to make it work is goofy, but the way it's implemented brings joy to my heart, from the satisfying POP as you blast off to the feeling of pride when you hit the next star at just the right moment. Heck, I even like the way it sounds through the Wiimote's janky speaker - not even technology can keep a good star down. There is something fundamentally satisfying about pressing a button to make a character jump, then watching him descend again on top of an enemy, bumping it off the screen, defeated. The very word 'Nintendo', for me, is this action, possibly from my first ever experience of a NES pad as a mini-me struggled to make sense of this foreign name. The phonetic 'Nin' of 'Nintendo' has always brought this action to my mind, and that's a great connotation to have. It's pure video gaming.

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