You are on page 1of 547

Mario titles

PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Sat, 16 Jun 2012 14:37:25 UTC

Contents
Articles
Overview
Mario franchise Super Mario series 1 1 10 23 23 32 36 42 49 53 59 62 71 77 84 96 104 114 120 122 124 124 129 132 134 137 137 145 150 155 161

Super Mario series


Super Mario Bros. Super Mario Bros.: The Lost Levels Super Mario Bros. 2 Super Mario Bros. 3 Super Mario Land Super Mario World Super Mario Land 2: 6 Golden Coins Super Mario 64 Super Mario Sunshine New Super Mario Bros. Super Mario Galaxy New Super Mario Bros. Wii Super Mario Galaxy 2 Super Mario 3D Land New Super Mario Bros. 2 New Super Mario Bros. U

Dr. Mario series


Dr. Mario Dr. Mario 64 Dr. Mario Online Rx Dr. Mario Express

Mario Kart series


Super Mario Kart Mario Kart 64 Mario Kart: Super Circuit Mario Kart: Double Dash!! Mario Kart Arcade GP

Mario Kart DS Mario Kart Wii Mario Kart 7

162 168 176 181 181 183 185 185 190 194 197 201 205 207 209 211 216 219 222 222 228 233 239 242 242 247 252 257 257 263 265 265 267

Mario's Picross series


Mario's Picross Mario's Super Picross

Mario Party series


Mario Party Mario Party 2 Mario Party 3 Mario Party 4 Mario Party 5 Mario Party 6 Mario Party Advance Mario Party 7 Mario Party 8 Mario Party DS Mario Party 9

Paper Mario series


Paper Mario Paper Mario: The Thousand-Year Door Super Paper Mario Paper Mario: Sticker Star

Mario & Luigi series


Mario & Luigi: Superstar Saga Mario & Luigi: Partners in Time Mario & Luigi: Bowser's Inside Story

Luigi's Mansion series


Luigi's Mansion Luigi's Mansion: Dark Moon

Mario vs. Donkey Kong series


Mario vs. Donkey Kong Mario vs. Donkey Kong 2: March of the Minis

Mario vs. Donkey Kong: Minis March Again! Mario vs. Donkey Kong: Mini-Land Mayhem!

271 273 276 276 279 282 284 286 291 302 304 307 311 311 313 317 318 322 324 324 327 331 332 335 338 341 341 345 348 351 356 360 365 365

Yoshi games
Yoshi Yoshi's Cookie Yoshi's Safari Tetris Attack Super Mario World 2: Yoshi's Island Yoshi's Story Yoshi's Universal Gravitation Yoshi Touch & Go Yoshi's Island DS

Wario games
Mario & Wario Wario's Woods Wario Blast: Featuring Bomberman! Wario World Wario: Master of Disguise

Wario Land series


Wario Land: Super Mario Land 3 Virtual Boy Wario Land Wario Land II Wario Land 3 Wario Land 4 Wario Land: The Shake Dimension

WarioWare series
WarioWare, Inc.: Mega Microgame$! WarioWare: Twisted! WarioWare: Touched! WarioWare: Smooth Moves WarioWare: Snapped! WarioWare D.I.Y.

Sports - Golf games


Golf

NES Open Tournament Golf Mario Golf Mobile Golf Mario Golf: Toadstool Tour Mario Golf: Advance Tour

367 371 375 376 380 384 384 385 389 395 397 400 400 409 413 417 417 420 424 428 431 434 437 441 441 451 457 458 461 462 468 472 476 479 481

Sports - Tennis games


Mario's Tennis Mario Tennis Mario Power Tennis Mario Tennis: Power Tour Mario Tennis Open

Sports - Mario & Sonic at the Olympic Games series


Mario & Sonic at the Olympic Games Mario & Sonic at the Olympic Winter Games Mario & Sonic at the London 2012 Olympic Games

Other sports games


Famicom Grand Prix Mario Superstar Baseball Super Mario Strikers Mario Hoops 3-on-3 Mario Strikers Charged Mario Super Sluggers Mario Sports Mix

Other games
Donkey Kong Mario Bros. Pinball Wrecking Crew Mario Bros. II Alleyway Mario's Time Machine Hotel Mario Mario's Game Gallery Mario Clash Super Mario RPG: Legend of the Seven Stars

Mario no Photopi Mario Pinball Land Dance Dance Revolution: Mario Mix Super Princess Peach

490 491 492 496 501 501 503 508 513 515 515 518

Other series
Educational games LCD games Game & Watch Gallery series Mario Artist series

Unreleased games
Super Mario 128 Super Mario's Wacky Worlds

References
Article Sources and Contributors Image Sources, Licenses and Contributors 520 540

Article Licenses
License 541

Overview
Mario franchise
Mario
Logo of the franchise Genres Developers Publishers Creators Platformer, sports game, RPG, racing, puzzle, party Nintendo Nintendo Shigeru Miyamoto

Platform of origin Arcade Original release First release July 9, 1981 Donkey Kong

The Mario franchise is a media franchise consisting of video games published and produced by Nintendo, as well as other media. The games have been developed by a variety of developers including Nintendo, Hudson Soft, and AlphaDream. Most Mario games have either been released for the arcade or Nintendo video game consoles and handhelds dating from the Nintendo Entertainment System to the current generation of video game consoles. The main series in the franchise is the Super Mario platform series, which mostly follows Mario's adventures in the fictional world of the Mushroom Kingdom. These games typically rely on Mario's jumping ability to allow him to progress through levels. Mario has been featured in 200 games of various genres, and the Mario franchise is the best-selling video game franchise of all time.[1] At least 31 different Mario games have sold more than a million copies each since 1995. This includes the core Super Mario series, which alone has sold over 262 million units worldwide,[2] as well as the Mario Kart series which sold 78 million units,[3] the Mario Party series which sold over 32 million units,[4] Donkey Kong which sold over 125,000 arcade machines[5] and six million Coleco cartridges,[6] and Mario Bros. which sold 1.72 million Famicom cartridges.[7]

Mario franchise

Arcade origins
Donkey Kong
After the commercial failure of Radar Scope, Nintendo's company president referred to Shigeru Miyamoto to create an arcade game to save the company. Miyamoto came up with the idea of a game in which the playable character has to make his way through an obstacle course consisting of sloped platforms, ladders and rolling barrels. Miyamoto named the game Donkey Kong, and its main protagonist "Jumpman". Donkey Kong is an early example of the platform genre. In addition to presenting the goal of saving the Lady, the game also gives the player a score. Points are awarded for finishing screens; leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (presumably belonging to the Lady/Pauline); and completing other tasks. The game was surprisingly successful.[8] "Jumpman" was called "Mario" in certain promotional materials for the game's release overseas;[9][10] his namesake was Mario Segale, the landlord of Nintendo of America's office/warehouse, who barged in on a meeting to demand an overdue rent payment.[11][12] Eventually Jumpman's name was internationally and permanently changed to Mario. The success of the game spawned several ports, and a sequel, Donkey Kong Jr., which is Mario's only appearance as an antagonist. Donkey Kong 3 did not feature Mario. Donkey Kong has established his own unique franchise outside the Mario universe, starting with Donkey Kong Country and has spawned many sequels and spin-offs (such as Diddy Kong Racing).

Donkey Kong arcade cabinet

Mario Bros.
The Mario branding was used for the first time in a later arcade game, Mario Bros., which introduced Mario's brother, Luigi. The objective of Mario Bros. is to defeat all of the enemies in each phase. The mechanics of Mario Bros. involve only running and jumping. Unlike future Mario titles, players cannot jump on enemies while they are invulnerable to attack. Each phase is a series of platforms with four pipes at each corner of the screen, and an object called a "POW" block in the center.[13][14] Both sides of every phase feature a mechanism that allows the player to go off-screen to the left and appear on the right, and vice versa.[14] The game has since reappeared in various forms, including as a minigame in Super Mario Bros. 3 and the Super Mario Advance series, and reimagined as Mario Clash.

Super Mario
Mario then became the star of his own side scrolling platform game in 1985, titled Super Mario Bros., which was the pack-in game included with the Nintendo Entertainment System console. In Japan, a game titled Super Mario Bros. 2 was released in 1986, but a different game with the same name was released internationally in 1988, followed by Super Mario Bros. 3 later that same year. The Japanese version would subsequently be released in the United States in 1993 under the title Super Mario Bros.: The Lost Levels as part of the Super Mario All-Stars title for the Super Nintendo Entertainment System, which also featured iterations of the game known as Super Mario World. Super

Mario franchise Mario Land and several sequels were the Gameboy and Gameboy Advance versions of the games, and Super Mario 64 debuted as the launch title for the Nintendo 64 console in 1996. Super Mario Sunshine was the series' entry for the Nintendo Gamecube, and Super Mario Galaxy and its sequel continued the franchise for the Wii.

Mario Kart
The Mario Kart franchise began in 1992 with Super Mario Kart for the SNES, and is currently the most successful and longest-running kart-racing franchise, having sold over 50 million copies worldwide.[15][16][17][18][19]

Mario Party
In 1999, the Hudson game Mario Party was released for the Nintendo 64. Nine numbered sequels have since been released, along with Mario Party Advance and Mario Party DS. Mario Party is a (multiplayer) party game featuring Mario series characters in which four human- or computer-controlled characters compete in a board game interspersed with minigames.

Puzzle games
Dr. Mario
After the Game & Watch game Mario Bombs Away, the first Mario non-platform game, Dr. Mario, was released in 1990. Dr. Mario is a Tetris-like game, featuring a grid that starts out partially filled with viruses of three colors that Dr. Mario must destroy with falling pills. Dr. Mario has been re-released/remade for nearly all Nintendo game consoles. Dr. Mario Dr. Mario 64 Dr. Mario Express Dr. Mario Online Rx

Mario's Picross
This series is a collection of nonogram logic puzzles involving a grid with numbers for every row and column, which refer to the amount of marked squares within the grid. The games features Mario as an archaeologist who chisels away to form images on the grid. Mario's Picross Picross 2 Mario's Super Picross

Sports games
There have been numerous sports games in the Mario franchise.

Mario & Sonic at the Olympic Games


In 2008, Mario and his friends appeared alongside characters from the Sonic the Hedgehog series in the sports game, Mario & Sonic at the Olympic Games, developed by Sega. A follow-up, Mario & Sonic at the Olympic Winter Games was released in 2009, and Mario & Sonic at the London 2012 Olympic Games was released between November 2011 and February 2012.

Mario franchise

Role-playing games
Paper Mario
The Paper Mario series began when Paper Mario was released for the Nintendo 64 in 2000. Paper Mario Paper Mario: The Thousand-Year Door Super Paper Mario Paper Mario: Sticker Star

Mario and Luigi


The Mario & Luigi series began with the release of Mario & Luigi: Superstar Saga for the Game Boy Advance in 2003. Mario & Luigi: Superstar Saga Mario & Luigi: Partners in Time Mario & Luigi: Bowser's Inside Story

LCD games
Nintendo has released several Mario and Donkey Kong LCD video games for the Game & Watch console. Eleven were released between 1982 and 1994. Nintendo also licensed the release of six LCD games for Nelsonic's Game Watch line between 1989 and 1994.

Educational games
In the early 1990s, many educational games were released in the Mario series. Few of these games were platformers; most sought to teach skills such as typing, mathematics or history. They are not officially recognized by Nintendo, despite being officially licensed. The games were developed independently by Software Toolworks, Interplay and Brainstorm. Nine educational games were released from 1991 to 1996.

Games not developed by Nintendo


This section covers games developed by other companies without Nintendo involvement. These games are not officially recognized by Nintendo despite being officially licensed.

Hudson
Hudson Soft released two games based on Mario Bros. and another similar to Super Mario Bros. Mario Bros. Special is a video game released in 1984 for the Japanese computers NEC PC-6001mkII, NEC PC-6601, NEC PC-8801, FM-7 and Sharp X1. It is a remake of the original Mario Bros., with new stages, mechanics and gameplay. Punch Ball Mario Bros. is a video game released in 1984 for the Japanese computers NEC PC-6001mkII, NEC PC-6601, NEC PC-8801, FM-7 and Sharp X1. It is similar to the original Mario Bros., but featured a new gameplay mechanic of "punch balls", small balls which Mario and Luigi can kick into enemies to stun them, instead of hitting them from below, as in the original. Super Mario Bros. Special is a video game released by Hudson Soft in spring 1986 for the Japanese NEC PC-8801. Currently, Hudson has been responsible for developing the Mario Party series.

Mario franchise

Philips
Two games were planned for development by Philips Interactive Media for use on its CD-i machine: Super Mario's Wacky Worlds and Hotel Mario. Only Hotel Mario was released; Super Mario's Wacky Worlds was eventually cancelled. Philips was given permission to use Nintendo characters in CD-i games due to their taking part in developing an unreleased add-on for the Super Nintendo Entertainment System (SNES).[20] Hotel Mario did not gain much success, with Nintendo rarely acknowledging it as part of the Mario series.[21][22] Super Mario's Wacky Worlds is a cancelled video game planned for the CD-i, developed by NovaLogic, which attempted to duplicate the gameplay of Super Mario World. Though the game sprites are based on those in Super Mario World, the level design is based on Earth locations rather than Dinosaur Land. Due to the limitations of the CD-i, several features could not be included in the game, such as large numbers of sprites on the screen, Mode 7 and many visual effects. The nature of the pointing device controller also provides difficult controls for Mario, as the game has the default controls of running and jumping. Hotel Mario is a puzzle game developed by Fantasy Factory and published by Philips Interactive Media for the CD-i in 1994. The primary characters of the game are Mario and Luigi, who must find Princess Peach by going through seven Koopa Hotels in the Mushroom Kingdom. Every hotel is divided into multiple stages, and the objective is to close all doors on each stage. The game has been criticised as one the worst Mario-centred games, mainly because of its cut scenes and simple gameplay.[23][24]

Recurring characters
The games feature a small number of regularly occurring characters. Several characters from the platform games have gone on to spawn their own franchises separate from Mario, including Luigi, Wario, and Yoshi. Mario: Mario first appeared in the arcade game Donkey Kong, and has since appeared in over 200 games of various genres. The Donkey Kong and Mario Bros. platform games evolved into the ongoing Super Mario series. Luigi: Luigi is Mario's brother and first appeared in Mario Bros. Luigi had the lead role in Luigi's Mansion, an action-adventure game in which Luigi searches for Mario in a haunted mansion. A sequel, Luigi's Mansion Dark Moon, was announced for the Nintendo 3DS handheld system on June 7, 2011 at E3. Peach: Princess Peach is the princess of the Mushroom Kingdom and frequent MacGuffin of the Super Mario series. In 2006 she starred in her first solo game, Super Princess Peach for the Nintendo DS, in which Peach must save Mario, Luigi, and several Toads. Bowser: Bowser is the turtle-like Koopa king and the main antagonist of the franchise, often kidnapping Princess Peach in the Super Mario games. He can also breathe fire. Toad: Toad is a citizen of the Mushroom Kingdom, and the name is used to refer to both a specific character and a species of anthropomorphic mushrooms. First appearing in Super Mario Bros., he is usually depicted as a helper of Princess Peach. He is a playable character in Super Mario Bros. 2, Wario's Woods, New Super Mario Bros. Wii, and other games in the franchise. Donkey Kong: Donkey Kong is a smart, strong-willed gorilla that first appeared in Donkey Kong Country as the protagonist. The character was then reimagined as the adult Donkey Kong Jr. for its own franchise, which started with Donkey Kong Country. Birdo: The dinosaur character Birdo's debut was in Super Mario Bros. 2 (1988) on the Nintendo Entertainment System as Mario's rival, and later a partner of Yoshi in spin-off games. Yoshi: The dinosaur character Yoshi's debut was in Super Mario World (1991) on the Super Nintendo Entertainment System as Mario and Luigi's sidekick (a role he has often reprised), and he later established his own series with several platform and puzzle games, including Yoshi's Story.

Mario franchise Daisy: Princess Daisy is the princess of the Sarasaland and made her debut in Super Mario Land. She later appears as Peach's close partner in common spin-off games. Wario: Wario is a stocky, imp-like doppelganger of Mario who is characterised by greed, a love for explosives and a taste for garlic. First appearing in Super Mario Land 2, he has featured in several of his own platform games, and later the WarioWare series.

In other media
The Mario franchise includes many comics, manga and TV series based on the games. Most were released in the late 1980s to early 1990s, and have since become obscure. Mario, Luigi and Peach have made cameo appearances in two sports games, one being NBA Street Vol. 3. The series also launched two films, the anime Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen released in 1986 and the live-action film Super Mario Bros. in 1993. The latter was widely considered to be a flop; it lost a large amount of money at the box office.[25]

Television
Further information: List of Mario television series Saturday Supercade was an animated television series produced for Saturday mornings by Ruby-Spears Productions. It ran for two seasons on CBS, beginning in 1983. Each episode comprised several shorter segments featuring video game characters from the Golden Age of Arcade Games. Donkey Kong, Mario and Pauline (from the Donkey Kong arcade game) were featured in the show. The Super Mario Bros. Super Show! is the first American TV series based on the Mario NES and SNES games. It was broadcast in syndication from September 4 to December 1, 1989. The show was produced by DiC Entertainment and was distributed for syndicated television by Viacom Enterprises (full rights have since reverted to DiC through Nintendo). King Koopa's Kool Kartoons was a live action children's television show broadcast in Southern California during the holiday season of 1989/1990. The show starred King Koopa (also known as Bowser), the main antagonist of the Mario series. The 30-minute program was originally broadcast during the after-school afternoon time-slots on Los Angeles-based KTTV Fox 11. The Adventures of Super Mario Bros. 3 is the second TV series based on the Mario NES and SNES games. It aired on NBC from September 8 to December 1, 1990. Based on the Super Mario Bros. 3 video game, the cartoon shows Mario, Luigi, Princess Toadstool and Toad fighting against Bowser Koopa and his Koopalings, who went by different names on the show. Like the previous Mario cartoon series, the animation was done by Sei Young Animation Co. Ltd, however this show was co-produced by Reteitalia S.P.A., hence the slight differences in character design. Super Mario Challenge was a show which aired on The Children's Channel. It ran from 1990 to 1991 and aired at 4:30 p.m. every weekday. The presenter, John Lenahan, was a lookalike of Mario, and dressed in his clothes. Two guest players had to do tasks, all of which involved playing the Mario video games Super Mario Bros., Super Mario Bros. 2 and, after its release in 1991, Super Mario Bros. 3. Rounds included challenges to see which player could complete a level in the fastest time and who could collect the most gold coins on a certain level. Super Mario World is an animated television series loosely based on the SNES video game of the same name. It is the third and currently last Saturday morning cartoon based on the Mario series. The show was originally aired on Saturday mornings on NBC in the 199192 season. It was featured in a half-hour time slot with a shortened version of Captain N: The Game Master. Episodes of Super Mario World were later shown as part of the syndication package Captain N and the Video Game Masters. Afterwards, the series was split from Captain N altogether and shown in time-compressed reruns on Mario All-Stars.

Mario franchise

Anime
Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen! ( ! Sp Mario Burazzu.: Pchi-Hime Kyushutsu Dai Sakusen!, literally, "Super Mario Bros.: Great Mission to Rescue Princess Peach!") is a Japanese anime film released on July 20, 1986. Directed by Masami Hata and produced by Masakatsu Suzuki and Tsunemasa Hatano, it stars Mario and Luigi, who get stuck in a Famicom video game, in which they must save Princess Peach from Koopa. A manga adaptation of the film was published in Japan around the same time as the film's release. A series of three OVAs titled Super Mario Amada anime series ( Amada Anime Shirzu Sp Mario Burazzu), based on Momotaro, Issun-bshi and Snow White, were released in 1989. These generally featured Mario as the hero, Peach as the damsel and Bowser as the villain, with other Mario characters playing supporting roles.[26]

Film
Super Mario Bros. is an American and Canadian 1993 adventure family comedy incredibly loosely based on the video game of the same name. The film follows the exploits of Mario (Bob Hoskins) and Luigi (John Leguizamo) in a dystopia ruled by King Koopa (Dennis Hopper). It was the first live-action major motion picture to be based on a video game. The film's plot features Mario and Luigi as the main protagonists, Mario leading the team with Luigi developing a romance with Princess Daisy. The film is widely considered to be a flop, losing a lot of money.[25] The film received negative reviews from critics and fans alike and was denounced by critics as "cheesy" and lacking any sort of coherent plot. On the television show Siskel & Ebert, the film received two thumbs down.[27] This is the second least successful Nintendo video game film adaptation, behind Pokmon Heroes.

Comics and manga


The Mario franchise has spawned several comic books and manga since its creation. Super Mario-kun ( Sp Mario-kun) is a manga series written by Yukio Sawada ( ) and published by Shogakukan. It is serialized in CoroCoro Comic. It contains many characters and scenarios from Mario games, such as Super Mario World and Paper Mario. Having just hit its 41st volume, Super Mario-kun is the longest-running Mario-series manga to date. It continues to release new volumes to date. Another consistent manga series based on various Mario games is a work written and drawn by Hiroshi Takase ( ) and published by PikkaPika Comics that is, somewhat confusedly, also called Super Mario-kun ( Sp Mario-kun). It is currently at five volumes and stopped due to the author's death in 2006. The Nintendo Comics System was a series of comic books published by Valiant Comics in 1990 and 1991. It was part of a licensing deal with Nintendo, featuring characters from their video games and the cartoons based on them. Valiant's Super Mario Bros. comic books were based on the three main Mario games on the Nintendo Entertainment System, as well as The Super Mario Bros. Super Show. The Mario line was renewed for 1991 with two different booksSuper Mario Bros. and Adventures of the Super Mario Bros. The Nintendo Adventure Book series was published from 1991 to 1992 by Archway books, and Mammoth books in the United Kingdom. There are twelve in all. They are formatted like the popular Choose Your Own Adventure books, where the reader makes decisions that change the outcome of the story. Ten of the books are about the Mario Bros.' adventures in the Mushroom Kingdom and are based primarily on the Valiant comics published for the Nintendo Comics System imprint. Super Mario Adventures (SUPER MARIO ADVENTURES Mario no daibken[28]) is an anthology of comics, drawn in a Japanese manga style, that ran in Nintendo Power magazine throughout 1992,

Mario franchise featuring the characters from Nintendo's Mario series and based loosely on Super Mario World. Immediately following the end of Super Mario Adventures, Nintendo Power concluded the epic with a ten-page story based on Super Mario Land 2: 6 Golden Coins titled Mario VS Wario, which ran in their January 1993 issue and was later reprinted in the graphic novel.

Merchandise
Mario has appeared on lunch boxes, t-shirts, magazines, commercials (notably, in a Got Milk? commercial),[29] in candy form, on shampoo bottles, cereal, badges, and as a plush toy.[30]

Concerts and performances


The Super Mario Bros. theme has been featured in many concerts, including "PLAY! Chicago",[31] the Columbus Symphony,[32] the Mario & Zelda Big Band Live,[33] Play! A Video Game Symphony,[34] and others. The Video Games Live concert featured the theme performed by Koji Kondo.[35]
A Mario themed Nintendo DS Lite.

Impact
Mario's legacy is recognized by Guinness World Records, who awarded the Nintendo Mascot, and the series of platform games he has appeared in, 7 world records in the Guinness World Records: Gamer's Edition 2008. These records include, "Best Selling Video Game Series of All Time", "First Movie Based on an Existing Video Game", and "Most Prolific Video Game Character", with Mario appearing in 116 distinct titles (not including remakes or re-releases).

References
[1] "Italian Plumber More Memorable Than Harper, Dion" (http:/ / www. webcitation. org/ 5okQ2NbiK). CNW Group. 2007-12-13. Archived from the original (http:/ / www. newswire. ca/ en/ releases/ mmnr/ Super_Mario_Galaxy/ index. html) on 2010-04-04. . Retrieved 2010-04-04. [2] "Nintendo DS Lite Suggested Retail Price Drops to $99.99 and Mario Games Go Red" (http:/ / www. businesswire. com/ news/ home/ 20110531005315/ en/ Nintendo-DS-Lite-Suggested-Retail-Price-Drops) (Press release). Business Wire. 2011-05-31. . Retrieved 2011-05-31. 12 million in North America as of November 15, 2005: "Mario Kart DS launches with Wi-Fi gaming service" (http:/ / www. nintendo. ca/ cgi-bin/ usersite/ display_info. cgi?lang=en& pageNum=9& id=7279167) (Press release). Nintendo. 2005-11-15. . Retrieved 2009-03-21. "Japan Platinum Game Chart" (http:/ / www. the-magicbox. com/ Chart-JPPlatinum. shtml). The Magic Box. . Retrieved 15 March 2012. Super Mario Kart: 3.82 million Mario Kart 64: 2.24 million Mario Kart: Double Dash sales in Japan as of January 2, 2005: 802,217 ( "2004 Top 100 Best Selling Japanese Console Games" (http:/ / www. the-magicbox. com/ Chart-BestSell2004. shtml). The Magic Box. Jan 2, 2005. . Retrieved 15 March 2012.) "Financial Results Briefing for the Nine-Month Period Ended December 2011" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2012/ 120127e. pdf#page=7) (pdf). Nintendo. 2012-01-27. p.6. . Retrieved 2012-02-08.:

Mario Kart DS: 22.3 million Mario Kart 7: 4.54 million Mario Kart Wii: 31.91 million [4] "Mario Party 9 for Wii Lets You Party Like You've Never Partied Before" (http:/ / www. nintendo. com/ whatsnew/ detail/ KoFSBbHMQS8jbGp-gxCmymMOiMg1fIeg). Nintendo. 2012-03-12. . Retrieved 15 March 2012. Japan: 65,000 (Brian Ashcraft ; with Jean Snow. ; forewords by Kevin Williams; Crecente, Brian (2008). "sixty-five+thousand" Arcade Mania: The Turbo-charged World of Japan's Game Centers (http:/ / books. google. co. uk/ books?ei=DH03T87uGYbp8QO-rtHMAg&

Mario franchise
id=wX8kAQAAIAAJ& dq=) (1st ed. ed.). Tokyo: Kodansha International. ISBN4-7700-3078-9. "sixty-five+thousand". Retrieved 12 February 2012. "Jumpman hopped over barrels, climbed ladders, and jumped from suspended platform to suspended platform as he tried to rescue a damsel from his pissed-off pet gorilla. The game was a smash, and sixty-five thousand cabinets were sold in Japan, propping up the then-struggling Nintendo and laying the groundwork for Nintendo and Donkey Kong creator Shigeru Miyamoto to dominate gaming throughout the 1980s and beyond.") United States: 60,000 (Steven L. Kent (2001), The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World (http:/ / books. google. co. uk/ books?id=C2MH05ogU9oC), Prima, p.352, , retrieved 2011-04-09, "With more than 60,000 units sold in the United States, Donkey Kong was Nintendo's biggest arcade hit. ... Nintendo released Donkey Kong Junior in 1982 and sold only 30,000 machines, 20,000 Popeye machines (also 1982), and a mere 5000 copies of Donkey J (1983).") [6] Sheff, David (1999). Game Over: Press Start to Continue: The Maturing of Mario. Wilton, Connecticut: GamePress. p.121.:

"And we received from Coleco an agreement that they would pay us three percent of the net sales price [of all the "Donkey Kong" cartridges Coleco sold]." It turned out to be an impressive number of cartridges, 6 million, which translated into $4.6 million.
[7] "Nintendojofr" (http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd). Nintendojo. 2006-09-26. Archived from the original (http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd) on July 30, 2008. . Retrieved 2008-10-09. [8] Nintendo Power (Nintendo) (61). June 1994 [9] "Video Game: Donkey Kong, Nintendo" (http:/ / www. arcadeflyers. com. nyud. net:8090/ ?page=flyer& db=videodb& id=316& image=2). The Arcade Flyer Archive. . Retrieved 2007-06-13. [10] "Video Game: Donkey Kong, Karateco" (http:/ / www. arcadeflyers. com/ ?page=flyer& db=videodb& id=2950& image=2). The Arcade Flyer Archive. . Retrieved 2007-06-13. [11] "10 Mario Fun Facts!" (http:/ / www. neatorama. com/ 2007/ 09/ 22/ 10-mario-fun-facts/ ). . Retrieved 2007-09-29. [12] "History of Mario" (http:/ / www. themushroomkingdom. net/ mario_history. shtml). . Retrieved 2007-09-29. [13] Nintendo (1983). "pg. 5". Mario Bros. manual. Nintendo Entertainment System. [14] Nintendo (1983). "pg. 8". Mario Bros. manual. Nintendo Entertainment System. [15] "All Time Top 20 Best Selling Games" (http:/ / web. archive. org/ web/ 20060221044930/ http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm). 2005-05-23. Archived from the original (http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm) on 2006-02-21. . Retrieved 2006-12-01. [16] "Japan vs. US Sales" (http:/ / ign64. ign. com/ articles/ 072/ 072580p1. html). IGN. 1999-11-30. . Retrieved 2006-11-26. [17] "Japan Platinum Game Chart" (http:/ / www. the-magicbox. com/ topten2. htm). The Magic Box. . Retrieved 2006-11-26. [18] "Nintendo of America 2004 Annual Report" (http:/ / www. nintendo. com/ corp/ report/ fiscal2004. pdf) (PDF). March 2004. p.42. . Retrieved 2007-01-03. [19] Matt Casamassina (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25. [20] "SNES-CD Profile" (http:/ / www. n-sider. com/ articleview. php?articleid=279). N-Sider. . Retrieved 2008-06-28. [21] Cowan, Danny (2006-04-25). "CD-i Games: Nintendo" (http:/ / www. 1up. com/ do/ feature?pager. offset=5& cId=3149883). 1UP.com. . Retrieved 2008-06-21. [22] Workman, Robert (2007-12-12). "Mascots Gone Wild: Nintendo Characters' Worst Moments (Hotel Mario)" (http:/ / www. gamedaily. com/ articles/ galleries/ mascots-gone-wild-nintendo-characters-worst-moments/ 132/ ?cp=2& page=2). GameDaily. . Retrieved 2008-06-21. [23] Hotel Mario instruction book. Philips Interactive Media. 1994. p.3. PP0260 GA. [24] Whitehead, Dan (2007-03-09). "The History of Mario" (http:/ / www. eurogamer. net/ article. php?article_id=87252& page=3). Eurogamer. . Retrieved 2008-06-21. [25] Super Mario Bros. (1993) (http:/ / www. boxofficemojo. com/ movies/ ?id=supermariobros. htm) [26] Plunkett, Luke (2011-08-30). "There Were Worse Mario Cartoons Than the American One" (http:/ / kotaku. com/ 5835648/ there-were-worse-mario-cartoons-than-the-american-one/ gallery/ 1). Kotaku. . [27] "Siskel & Ebert" (http:/ / bventertainment. go. com/ tv/ buenavista/ ebertandroeper/ index2. html?sec=6& subsec=Super+ Mario+ Bros. ). . [28] " Super Mario Adventures Official Nintendo Comic Book (Paperback) (http:/ / www. amazon. com/ dp/ B0006QBMK0)." Amazon.com. Retrieved on November 19, 2008. [29] Weiss, Jodi & Kahn, Russell (2004). In 145 Things to Be When You Grow Up (http:/ / books. google. com/ books?id=Mp0LRxu0ibsC& pg=PA25& dq="got+ milk"+ mario& ei=-_b0Sr7sG5PyNJ3B1YoF#v=onepage& q="got milk" mario& f=false). Princeton Review Publishing. p. 25. ISBN 0-375-76369-4. Google Book Search. Retrieved on November 6, 2009. [30] "Nintendo's Shining Star: The History of Mario" (http:/ / www. gamecubicle. com/ features-mario-nintendo_shining_star. htm). GameCubicle. . Retrieved 2008-08-23. [31] "Super Mario Bros. and Zelda composer Koji Kondo to attend PLAY! Chicago" (http:/ / www. music4games. net/ News_Display. aspx?id=184). Music 4 Games. 2006-04-14. . Retrieved 2009-02-13. [32] "Symphony piles up points with video-game concert" (http:/ / www. columbusdispatch. com/ live/ content/ life/ stories/ 2007/ 04/ 26/ gamer_concert. html). The Columbus Dispatch. 2007-04-27. . Retrieved 2009-02-13.

Mario franchise
[33] "Mario & Zelda Big Band Live" (http:/ / themushroomkingdom. net/ mania/ m& zbbl. shtml). The Mushroom Kingdom. . Retrieved 2009-02-13. [34] "I hear a video game symphony" (http:/ / www. popjournalism. ca/ pop/ news/ 2006/ 00266playconcert. shtml). Pop Journalism. 2006-09-27. . Retrieved 2009-02-13. [35] "Super Mario Bros. Composer Koji Kondo Interview" (http:/ / www. 1up. com/ do/ feature?cId=3163588). 1UP.com. 2007-10-19. . Retrieved 2009-02-16.

10

Super Mario series


Super Mario
The logo for the series. Genres Developers Publishers Creators Platforms Platform Nintendo Nintendo Shigeru Miyamoto Nintendo Entertainment System, Game & Watch, Game Boy, Super Nintendo Entertainment System, Nintendo 64, Game Boy Color, Game Boy Advance, Nintendo GameCube, Nintendo DS, Wii, Nintendo 3DS Famicom/NES

Platform of origin First release

Super Mario Bros. September 13, 1985 Super Mario 3D Land November 13, 2011 Nintendo's Official Home for Mario [1]

Latest release

Official website

The Super Mario ( ) video game series, alternatively called the Super Mario Bros. ( Sp Mario Burazzu) series or simply the Mario ( ) series, is a series of highly popular and critically acclaimed[2] platforming video games by Nintendo, featuring Nintendo's mascot Mario and, in many games, his brother Luigi as the player characters. At least one Super Mario game has been released for every major Nintendo video game console and handheld since the release of Super Mario Bros., the first title in the series, in 1985 for the Nintendo Entertainment System. The Super Mario games focus on Mario's adventures in the fictional Mushroom Kingdom and all its various locales. Gameplay often centers around progressing through various levels set in these locales, where Mario jumps on and defeats various enemies. The games usually feature simple plots; the most common theme is that of Bowser, the primary antagonist, kidnapping Princess Peach, whom Mario rescues. Super Mario Bros. established many gameplay concepts and elements prevalent in nearly every Super Mario game, including a multitude of power-ups and items that bestow Mario with special abilities such as shooting fire. The series is central to a greater Mario franchise that includes other genres of video game as well as other media such as film, television, printed media and merchandise. Over 262 million games in the Super Mario series have been sold worldwide, making it the best-selling video game franchise.[3]

Super Mario series

11

Gameplay
In the 2D games of the Super Mario series, gameplay primarily involves jumping on enemies and avoiding enemy attacks. In later 3D games, close quarters fights were incorporated. Intense emphasis on reaching various goals permeates the series; such goals include defeating enemies, reaching specific points, or solving puzzles. Throughout the series, collecting power-ups has been an integral part of the gameplay.[4] In 2D games, the levels are linear, and are usually divided into different worlds, each with a certain number of hidden items and secret warp pipes. Early 2D games used levels with only one exit, then forcing the player to advance to the next sequential level. Super Mario Bros. 3 was the first game to use an overworld. In the game, levels are shown on a map, and the player can take different paths through the game.[5] The order in which all these elements are arranged is not necessarily linear, which often allows the player to skip them or play them in different order. Super Mario World introduced levels with multiple exits. Unlike in Super Mario Bros. 3, where once a level is cleared, the player can choose the next level in the overworld, in Super Mario World, the way the player exits the level dictates which path opens to player in the overworld. Until Super Mario 3D Land, 3D games of the series all had a non-linear, free-roaming layout. In Super Mario 64, Super Mario Sunshine and Super Mario Galaxy, an overworld connects levels in the game; more areas of the overworld and thus more levels become accessible as the game progresses.[6] Super Mario Galaxy 2 uses a map like the one found in Super Mario World.[7] Each course is an enclosed world in which the player is free to wander in all directions and discover the environment without time limits. The player gathers Power Stars or Shine Sprites in each course; some only appear after completing certain tasks, often hinted at by the name of the course. As more Power Stars or Shine Sprites are collected, more areas of the overworld become accessible and thus more stages are available.

Recurring gameplay elements


Item blocks originated from the game Super Mario Bros. In that game and many of its sequels, such blocks contain either coins or power-ups, which aid the player's progress. The Super Mushroom is a power-up in the series. Usually, it's about the size of Mario, and has an ivory stalk below a red and white (originally red and orange) spotted cap. Collecting one of these increases Mario's size, allowing him to break certain blocks and take an extra hit of damage (upon which he reverts to his small size.)".[] While in Super form, most blocks that would contain a Super Mushroom will instead offer a more powerful power-up, such as the Fire Flower. Originally, it was shaped after a common mushroom, but since Super Mario Bros. 2 it gained a more cartoonish shape, becoming round and stubby, with a smiling face on the stalk. Shigeru Miyamoto stated in an interview that the Super Mushroom was created by chance, after beta tests of Super Mario Bros. showed Mario too tall, they implemented mushrooms to grow and shrink Mario.[8] Technical advances now allow to have a large Mario character, but later the power-up was introduced to make him "super" only as a bonus effect.[9] The Poison Mushroom is an item first featured in Super Mario Bros.: The Lost Levels. Unlike the Super Mushroom, it deals damage similar to an enemy attack upon contact. It is depicted as a purple-capped frowning mushroom with a skull on it. It also appears in Super Mario 3D Land, where it has the additional ability to chase Mario and Luigi in this game. 1-Up Mushrooms are common items that appear in the games and were introduced in Super Mario Bros. These mushrooms have green caps with white spots (originally orange caps with green spots). When Mario picks up one of these mushrooms, he is given an extra life. In Super Mario Bros., 1-Up Mushrooms are sometimes hidden in invisible item blocks. 3D games feature mushrooms that only appear if Mario walks over a certain spot, along with stationary 1-Up Mushrooms. A Fire Flower, introduced in Super Mario Bros., transforms Mario into Fire Mario. Fire Mario can throw bouncing fireballs at enemies, using them as weapons. Super Mario Galaxy was the first 3D Mario platformer game to have

Super Mario series this power-up. Its design has changed little since the beginning, aside from a smiling face that was eventually added to the design. The Ice Flower, introduced in Super Mario Galaxy, appears in specific courses. This item turns Mario into ice and lets him walk on lava or water for a time by freezing the surface. In New Super Mario Bros. Wii, its function changed and instead allowed Mario to throw ice projectiles that freeze enemies, preventing them from moving by freezing them in an ice cube. Mario can then ground pound the ice cube or pick it up as a projectile. The Starman (or Super Star) is a smiling, flashing star in 2D Super Mario games and was introduced in Super Mario Bros. When Mario touches it, it temporarily grants him invincibility from enemies and, in some titles, increased speed. Super Mario Bros. 3 was the first game in which Mario did a somersault while jumping if he had touched a Starman. A similar item, the Rainbow Star, appears in Super Mario Galaxy and more or less gives the same ability, but gives Mario a rainbow-colored texture. The Power Star is an item Mario needs to collect from levels in order to progress in some games of the series, such as Super Mario 64 and Super Mario Galaxy. The Super Leaf is an item that made its debut in Super Mario Bros. 3. When collected, Mario has the unique ability to fly when running at full power and can also swat enemies and blocks with his raccoon tail. In Super Mario 3D Land, the Super Leaf makes a reappearance, allowing Mario to still swat enemies and blocks with his tail, but instead of flying, Mario this time uses it to slow his descent as he falls.[10] Though not a gameplay mechanic, it is still shown that the Super Leaf enables flying. The Tanooki Suit is an item that also debuted in Super Mario Bros. 3. It has the same powers as the Super Leaf, but Mario has the ability to change into an invincible statue for about 5 seconds. In Super Mario 3D Land this item makes a reappearance, though as a silver-colored Super Leaf, called a Statue Leaf.[4] With a Statue Leaf, Mario and Luigi gain a scarf on top of the regular suit, and the ground pound is changed into a statue transformation that lasts for a long period of time, or until the R button is released. Coins are often littered throughout Super Mario levels, with benefits occurring with collecting them. Most Super Mario games award the player an extra life once a certain amount of yellow coins, commonly 50 or 100, are collected. In Super Mario 64, Super Mario Sunshine, Super Mario Galaxy, and Super Mario Galaxy 2 coins replenish health (and air, when Mario is underwater). In Super Mario 64, a Power Star can be earned in each level for collecting 100 coins. There are also stages in that game that require Mario to collect 8 red coins, worth two normal coins each, to gain a Power Star. In Super Mario Sunshine, when Mario collects 100 coins is awarded a Shine Sprite. In Super Mario Galaxy and Super Mario Galaxy 2, after beating the game once, stages are unlocked in which Mario can collect a certain amount of purple coins to earn a Power Star. In Super Mario Galaxy 2 they can also be used to feed some hungry Lumas. The Warp Pipe is a common method of transportation used in many of the games in the Mario series. Warp Pipes are most often green but also appear in other colors (early games included silver pipes, newer games have introduced red, green, blue and yellow pipes), and have many uses in the series. Along with providing transport to different areas within games, Warp Pipes can also contain enemies, usually Piranha Plants, and sometimes they can launch the player into the air (most commonly seen in New Super Mario Bros.).

12

Settings
The Mushroom Kingdom ( Kinoko koku) is the setting in the Super Mario series where most of the games take place. It is a monarchy and its heir is Princess Peach. The chancellor of the kingdom is its head of government in Super Mario RPG: Legend of the Seven Stars; however, he has not appeared since. Its capital, first appearing in Paper Mario, is Toad Town. Surrounding Toad Town are several territories, such as Dry Dry Desert. Though Princess Peach and the Mario brothers are human, the citizens of this area are the mushroom-like Toads.

Super Mario series Super Mario Bros. 3 is set in the Mushroom World, a collection of eight kingdoms. Seven of these are "Mushroom Kingdoms", and are ruled by independent Mushroom World kings. The eighth world is referred to as "Dark Land", and is ruled by Bowser, King of the Koopas. The instruction manual for the game states Bowser had taken over the Mushroom Kingdom, and the Mushroom Kingdom is a gateway to the Mushroom World, but this is never elaborated upon in Super Mario Bros. 3 or any other game. Super Mario World introduced Dinosaur Land, a separate continent where Mario, Luigi and Princess Toadstool go for a vacation after the events of Super Mario Bros. 3.[11] Yoshi's Island, home of the Yoshis, is located within Dinosaur Land. Super Mario 64 introduced Peach's Castle, which serves as a hub world. The worlds in the game are reached by jumping into paintings, which are portals to imaginary worlds created by Bowser. As such, the game is largely not set in the Mushroom Kingdom.

13

Music
Much of the original Super Mario Bros. music and sound effects have become iconic to the series and incorporated into modern games. The original Super Mario Bros. theme has become very popular around the world and is composed by Koji Kondo. The theme from the underwater levels of Super Mario Bros. frequently appears as title screen music in the series, including in Super Mario Sunshine, Yoshi's Island: Super Mario Advance 3, and the Super Mario All-Stars versions of the four NES games.

Games
Super Mario release timeline
1985 Super Mario Bros. 1986 Super Mario Bros. 2 (Japanese version) 1988 Super Mario Bros. 2 (International version) 1988 Super Mario Bros. 3 1989 Super Mario Land 1990 Super Mario World 1992 Super Mario Land 2: 6 Golden Coins 1994 Wario Land: Super Mario Land 3 1995 Super Mario World 2: Yoshi's Island 1996 Super Mario 64 2002 Super Mario Sunshine 2006 New Super Mario Bros. 2007 Super Mario Galaxy 2009 New Super Mario Bros. Wii 2010 Super Mario Galaxy 2 2011 Super Mario 3D Land 2012 New Super Mario Bros. 2 New Super Mario Bros. U

Super Mario Bros., for the NES, is the first traditional linear 2D platform game featuring Mario, where gameplay consists of a sidescrolling level. In this game, it is established that Mario and Luigi live in the Mushroom Kingdom, where they must rescue Princess Toadstool (later called Princess Peach) from Bowser. The game consists of eight

Super Mario series worlds with four sub-levels in each world. Though each world is different, the fourth sub-world is always a fortress or castle. At the end of each castle level, Mario or Luigi fights Bowser (though if one of the brothers throws five fireballs at Bowser during the first seven battles, it is revealed that he is actually a different enemy in disguise).[12] The game was immensely successful, and is the second best-selling video game to date. The brothers returned in the Japanese Super Mario Bros. 2 (known as Super Mario Bros.: The Lost Levels outside Japan) reuses gameplay elements from Super Mario Bros.; however, the game is much more difficult than its predecessor. For these reasons, Nintendo did not release it outside Japan in this time period.[13] The main game follows the same style of level progression as Super Mario Bros., with eight initial worlds containing four levels each. The player enters a lava-filled castle at the end of each World, culminating in a battle against Bowser. The game later debuted outside of Japan in the SNES compilation, Super Mario All-Stars, while the original NES version was not released until September 2007, when it was released for the Virtual Console service for the Wii. Also, a port of Super Mario All-Stars was released for the Wii titled Super Mario All-Stars 25th Anniversary Edition. It features the exact gameplay on the SNES, but with the controlling ability of the Wii. In the non-Japanese Super Mario Bros. 2, Mario and his companions are out to stop the evil frog Wart in the dream land of SubCon. In Japan, Super Mario Bros. 2 was originally made as Yume Kj: Doki Doki Panic, and later converted into a Mario game for the rest of the world. (The game was later released as a Mario game under the name Super Mario USA in Japan.) For this reason, the game is significantly different than other games in the series. One of the game's most defining aspects is the ability to pluck vegetables from the ground to throw at enemies. This is also the first Super Mario game to use a life meter, which allows Mario and the other playable characters to be hit up to four times before dying. In Super Mario Bros. 3, the game is divided into eight playable worlds, and each world contains between 810 levels and several bonus stages. The worlds are themed, with each level containing characteristics of that theme. All of the levels are shown on a map, which allows the player to take different paths through the game. The order in which all these elements are arranged are not necessarily linear, and the player is thus permitted at times to skip a level or play it out of order. Once a level is cleared, it cannot be replayed. Super Mario Bros. 3 has multiple levels in every world featuring a boss at the end. At the end of all but the last world is an airship called a Doom Ship, featuring a scrolling level and one of Bowsers's Koopalings at the end. The game introduced a diverse array of new power ups, allowing Mario to take flight for the first time by becoming Raccoon Mario. The final boss is again Bowser. Super Mario Land, for the Game Boy, uses gameplay similar to that of Super Mario Bros. and its successors for the Nintendo Entertainment System. Like in the previous games, the player takes over the role of Mario. The ultimate objective is to defeat Tatanga the "Mysterious Spaceman" and save Princess Daisy. The game consists of twelve levels split across four worlds. Super Mario World, for the Super Nintendo Entertainment System and later the Game Boy Advance, consists of seven main worlds and two secret worlds. Super Mario World contains an overworld, which provides a passive overview of all the game's levels. Each of the game's 72 levels is accessed individually from the world map. Most levels have one exit, though some have a second exit which is usually hidden. In total the game has 96 exits. Mario is capable of a variety of new moves, including a "spin jump". He can pick up and throw items, but is now also able to throw them upwards or set them down gently. He is also able to ride Yoshi, who is able to eat enemies and either swallow or spit them back out. In addition to the classic size-growing Super Mushroom, Fire Flower ability to project fireballs and Starman, game introduces the Cape Feather, based on Super Mario Bros. 3s Super Leaf, which allows Mario and Luigi to fly with a cape. Super Mario Land 2: 6 Golden Coins introduced Mario's rival, Wario, who takes over Mario's castle during the events of Super Mario Land and forces Mario to collect the six golden coins to reclaim his castle. While its predecessor was similar to the original Super Mario Bros., Super Mario Land 2 has more in common with later games. The player is no longer restricted to moving right in a level. At the end of a level is a bell, which if touched, activates a mini-game at the end, where the player can try to get extra lives. There are 32 levels in total, based in

14

Super Mario series several different themed worlds. Each world has its own boss. Super Mario Land 2 features three returning power-upsthe Super Mushroom, Fire Flower and Starman. The game introduces one new power-up called the Carrot, which gives Mario large rabbit ears, allowing him to glide for a limited time and descend at a slower rate. Wario Land: Super Mario Land 3 is the only game in the Super Mario series to date not to feature Mario as a playable character (although it is possible to play through Super Mario Bros. 2 without Mario). The player takes control of Wario, who is jealous of Mario's castle and sets out to steal a golden statue of Princess Toadstool in order to acquire enough wealth to buy his own castle. Wario's power ups include the Bull Hat, which gives greater strength, the Jet Hat, which allows him to fly briefly, and the Dragon Hat, which serves as a flamethrower. He can also perform the horizontal Body Slam move and vertical Stomp move. Wario Land later became a series that broke off from the Super Mario series. In Super Mario World 2: Yoshi's Island, the player takes control of Yoshi (with the exception of brief instances in which Mario is controlled) who is carrying the infant Mario across Yoshi's Island to find Luigi. It is a prequel to all other Super Mario games. The main goal for each level to reach the end with Baby Mario safely on Yoshi's back. Baby Mario is then transferred to the back of a differently-colored Yoshi, who will carry him through the next level. If Yoshi is struck by an enemy, Baby Mario will be sprung from Yoshi's back and float around in a bubble crying while a timer counts down; if Yoshi does not reunite with Baby Mario before the timer reaches 0, Baby Bowser's minions will fly on screen and kidnap him, ending the level and reducing the player's chances to retry by one. The game has a childlike aesthetic, with environments that appear to have been drawn with crayons. Yoshi's Island received two sequels that spun-off from the Super Mario series: Yoshi's Story and Yoshi's Island DS. Super Mario 64 was a launch game for Nintendo's next home console, the Nintendo 64, and is the first 3D game in the series. The game was not as linear as the previous installments. Each course is an enclosed world in which the player is free to wander in all directions and discover the environment without time limits. The player gathers stars in each course; some stars only appear after completing certain tasks, often hinted at by the name of the course. As more stars are collected, more areas of the castle become accessible.[14] The analog stick made an extensive repertoire of precise movements in all directions possible. The game introduced new moves such as punching, performing a triple jump, using a Wing Cap, and more. It is also the first game in the Super Mario series to feature the voice acting of Charles Martinet for Mario. Mario must once again save Princess Peach from Bowser, and collect up to 120 Power Stars from the paintings and return them to her castle (there are a total of 105 Power Stars in the paintings, with 15 hidden in the castle). Each level's stars can be obtained in different ways. The game also uses the power-up element from the original games. However, instead of power-ups from previous games, three different Caps with different effects are used as power-ups: the Wing Cap, Metal Cap, and Vanish Cap, which temporarily allow Mario to fly, become metal, and walk through obstacles, respectively. In Super Mario Sunshine on the Nintendo GameCube, Mario and Peach travel to Isle Delfino for a vacation. However, a Mario doppelgnger appears and vandalizes the entire island. Mario is sentenced to clean up the island. Super Mario Sunshine shares many similar gameplay elements with its predecessor, Super Mario 64, but it also introduces new features, like the ability to spin while jumping. FLUDD, a water-squirting accessory, is a new element in Super Mario Sunshine, which Mario uses to complete his mission. The game contains a number of independent levels, which can be reached from the hub, Delfino Plaza. Gameplay is based on collecting "Shine Sprites" by completing various tasks in the levels. Once the player has collected enough Shine Sprites, a new level is available at Delfino Plaza, either by the acquisition of a new ability or a plot-related event.[15] This game also introduces Bowser's eighth child, Bowser Jr. In New Super Mario Bros. on the Nintendo DS, Mario and Luigi have to save Peach from Bowser Jr. While the gameplay is 2D, most of the characters and objects are 3D polygonal renderings on 2-dimensional backgrounds, resulting in a 2.5D effect. The game uses an overworld map similar to the ones from Super Mario Bros. 3 and Super Mario World. Levels can have multiple exits. All the classic power-ups (Super Mushroom, Fire Flower and Starman) return, with the addition of three new ones the Mega Mushroom, Shell and Mini Mushroom. The Mega Mushroom

15

Super Mario series briefly turns Mario (or Luigi) into an invincible giant who can destroy everything in the way, the Shell protects Mario from harm and allows him to slide (depending on speed), and the Mini Mushroom shrinks Mario to very small sizewhich allows him to fit through tight spaces. Super Mario Galaxy is set in outer space, where Mario travels between "galaxies" to collect Power Stars, which are earned by completing quests or defeating enemies. Each galaxy contains a number of planets and other space matter for the player to explore. The game uses a new physics system that allows for a unique feature: each celestial object has its own gravitational force, allowing the player to completely circumnavigate rounded or irregular planetoids, walking sideways or upside down. The player is usually able to jump from one independent object and then fall towards another one close by. Though the main gameplay and physics are in 3D, there are several points in the game in which the player's movements are restricted to a 2D axis. New Super Mario Bros. Wii is the sequel to New Super Mario Bros. At Peach's birthday party in her castle, she is captured by Bowser's children (Bowser Jr. and the Koopalings), and Mario, Luigi, and two Toads (blue and yellow) spring into action to save her. The game features 4-player co-op and new power-ups[16] the Propellor Mushroom, the Ice Flower, and the Penguin Suit. The Propellor Mushroom allows players to soar high above the ground when shaking the Wii Remote. The Ice Flower is similar to the Fire Flower, in that it allows the player to shoot out projectiles at enemies, in this case being balls of ice.[16] The Penguin Suit gives the player enhanced sliding and swimming abilities,[16] as well as the power to shoot ice balls. Yoshi returns to the Mario platformer, and players can ride either a green, yellow, pink, or light blue Yoshi in certain levels. There are three star coins on each level, and they can also be used to unlock helpful tip movies back at Peach's castle on World One's map screen. It was released on November 15, 2009 in North America and November 20, 2009 in Europe.[17] Super Mario Galaxy 2 is the sequel to Super Mario Galaxy and was released on May 23, 2010. It retains the basic premise of its predecessor, but includes new items and power-ups; also, Mario has the ability to ride Yoshi. It was released to critical acclaim. Super Mario 3D Land is a Super Mario title released for Nintendo 3DS in November and December 2011. It is an attempt to translate the gameplay of the 2D games into a 3D environment. It was released to critical acclaim. New Super Mario Bros. 2 is a direct sequel to New Super Mario Bros. and will be released in August 2012. It retains the basic premise of its predecessor, but will see the return of the Tanooki Suit which, unlike Super Mario 3D Land, plays much more akin to its counterpart in Super Mario Bros. 3, allowing Mario to fly through the air.[18] New Super Mario Bros. U is a follow up to New Super Mario Bros. Wii and will be released in holiday 2012 for the Wii U. It retains the basic premise of other New Super Mario Bros. games, but will see the introduction of a squirrel suit which allows the player characters to glide through the air, as well as asymmetric gameplay that allows the player holding the GamePad to influence the environment.

16

Remakes and rereleases


The Super Mario series includes many remakes. All four NES games of the series were remade in a 4-in-1 package named Super Mario All-Stars; later, a Super Mario All-Stars + Super Mario World package was released, which included a mildly altered version of Super Mario World. Super Mario Bros. was re-released with added features as Super Mario Bros. Deluxe for the Game Boy Color, and later rereleased without any extra features as part of the Classic NES Series for the Game Boy Advance. Super Mario Bros. 2, Super Mario Bros. 3, Super Mario World and Super Mario World 2: Yoshi's Island have all been ported separately on the Game Boy Advance as the Super Mario Advance series; all four also include a remade version of Mario Bros. Super Mario 64 has also been remade for the DS with added features such as additional stars (objectives) and minigames. Some games have been re-released through the Virtual Console service.

Super Mario series

17

Reception
Aggregate review scores As of November 13, 2011. Game Super Mario Bros. GameRankings
[19]

Metacritic
[21]

(GBC) 92.63% (GBA) 84 [20] (GBA) 80.20% (GBA) 82.15% (GBA) 92.25% (GB) 75.42%
[22] [24]

Super Mario Bros. 2 Super Mario Bros. 3 Super Mario Land Super Mario World

(GBA) 84 (GBA) 94

[23] [25]

[26]

(SNES) (GBA) 92 [27] 96.00% [28] (GBA) 92.42% (GB) 77.42% (GB) 81.00%
[30] [31]

[29]

Super Mario Land 2: 6 Golden Coins Wario Land: Super Mario Land 3 Super Mario World 2: Yoshi's Island


[34]

(SNES) (GBA) 91 [32] 95.00% [33] (GBA) 89.52%


[35]

Super Mario 64

(N64) 95.95% (N64) 94 [36] [38] (NDS) 86.33% (NDS) 85 (GC) 91.40%
[39] [41]

[37]

Super Mario Sunshine New Super Mario Bros. Super Mario Galaxy New Super Mario Bros. Wii Super Mario Galaxy 2 Super Mario 3D Land

(GC) 92

[40] [42]

(NDS) 89.17% (Wii) 97.46% (Wii) 88.12% (Wii) 97.12%

(NDS) 89 (Wii) 97 (Wii) 87 (Wii) 97

[43] [45] [47] [49]

[44] [46] [48] [50]

(3DS) 90.19%

(3DS) 90

The Super Mario series is one of the most popular and enduring series of all time. The series is ranked as the best game franchise by IGN.[51] The original Super Mario Bros. was awarded the top spot on Electronic Gaming Monthly's greatest 200 games of their time list[2] and IGN's top 100 games of all time list twice (2005, 2007).[52] Super Mario Bros. popularized the side scrolling genre of video games and led to the many sequels in the series that built upon the same basic premise. Super Mario Bros. sold 40.24 million copies, making it the best selling video game of the series.[53] Super Mario Bros. 3 is often regarded as one of the Nintendo Entertainment System's greatest games; Nintendo Power rated the game No. 6 on their 200 Greatest Nintendo Games list. and the game was No. 14 on Electronic Gaming Monthly's list. Super Mario World also received very positive scores, with a 96.00% average from GameRankings[54] and rated the 8th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[55] Super Mario 64, as the first 3D platform game in the Mario series, established a new archetype for the genre, much as Super Mario Bros. did for 2D sidescrolling platformers. It is acclaimed by many critics and fans as one of the

Super Mario series greatest and most revolutionary video games of all time.[56][57][58][59][60][61] Guinness World Records reported sales of 11.8 million copies for Super Mario 64 at the end of 2007. Super Mario Sunshine also received critical acclaim by game reviewers. IGN praised the addition of the water backpack for improving the gameplay,[62] and GameSpy commented on the "wide variety of moves and the beautifully constructed environments".[63] Gamespot and Computer and Video Games, however, called the game "unpolished", with the latter going so far as to insinuate that it was unfinished.[64][65] Of all the Mario games released, Super Mario Galaxy may very well be the most highly acclaimed Mario video game among both professional critics and ordinary gamers. Extolled for its creativity, special effects, graphics, and soundtrack, Super Mario Galaxy has not only been rated one of the best Mario games created but also one of the greatest platforming games ever made in video game history, according to sites such as IGN and TopTenReviews. GameRankings, a website that collects game scores and rankings from well-established video game critics, estimates that Super Mario Galaxy has an "average score rating of 97.46%",[66] making it the second best ranked game on the site.[67]

18

Sales
Units sold Game Super Mario Bros. Super Mario Bros. 2 Super Mario Bros. 3 Super Mario Land Super Mario World Super Mario Land 2: 6 Golden Coins Super Mario All-Stars Super Mario Land 3: Wario Land Super Mario World 2: Yoshi's Island Super Mario 64 Super Mario Bros. DX Super Mario Advance Super Mario Advance 2 Super Mario Sunshine Super Mario Advance 3 Super Mario Advance 4 Famicom Mini: Super Mario Bros. Famicom Mini: Super Mario Bros. 2 Super Mario 64 DS Original platform NES NES NES GB SNES GB SNES GB SNES N64 GBC GBA GBA GC GBA GBA GBA GBA DS Total sales (millions) 40.23 10 18 14 20
[68]

[69] [69] [69] [70] [71] [72]

2.7

2.12

5.2 4
[73] [69]

11 3

[72][74] [72][74] [72][74] [75]

3.74 4.08

5.5 2.11 3.6

[74][76]

[74][76] [72] [76] [77]

1.37 0.37 9.65

Super Mario series

19
New Super Mario Bros. Super Mario Galaxy New Super Mario Bros. Wii Super Mario Galaxy 2 DS Wii Wii Wii
[78]

28.74 10.4 25.47 6.36

[78]

[78][79]

[77][80] [77] [78] [3]

Super Mario All-Stars 25th Anniversary Edition Wii Super Mario 3D Land 3DS Total sales of all games (millions)

2.24 5.03

262

Games in the Super Mario series have had consistently strong sales. Super Mario Bros. is the second best-selling game ever, second to Wii Sports, with 40.23 million units sold. It is also the best-selling game on the Nintendo Entertainment System, with its two sequels, Super Mario Bros. 3 (18 million copies) and Super Mario Bros. 2 (10 million copies), taking second and third place respectively for the NES.[69] For the Super Nintendo Entertainment System, Super Mario World is the best-selling game for the console, selling 20 million copies. Super Mario World is the seventh best-selling game of all time. Super Mario 64 has sold the most copies for the Nintendo 64 (11 million), whereas Super Mario Sunshine is the second best-selling game, to Super Smash Bros. Melee, on the Nintendo GameCube with 5.5 million units sold. Super Mario Galaxy has sold 8.02 million units as of March 2009, and is the sixth best-selling game for the Wii. The Super Mario series has also sold well on handheld consoles. Super Mario Land has sold 14 million copies for the Game Boy, and is the fourth best-selling game for that console. Its sequel, Super Mario Land 2: 6 Golden Coins, sold 2.7 million copies, placing twelfth. Wario Land: Super Mario Land 3 was a success in both the NTSC (United States) and JAP (Japan) regions, as well as the PAL (Europe) region, with high sales. New Super Mario Bros., for the Nintendo DS, sold 28.74 million units, making it the best-selling game for the console. Super Mario 64 DS sold 7.5 million copies, making it the eighth best selling game for the Nintendo DS.[81] For all console and handheld games that have not been bundled with a console, Super Mario Bros. 3 is the fourth best-selling game, whereas New Super Mario Bros. is fifth, Super Mario Land is eleventh, and Super Mario 64 is eighteenth.

References
[1] http:/ / mario. nintendo. com/ [2] "The Greatest 200 Videogames of Their Time" (http:/ / www. 1up. com/ do/ feature?pager. offset=10& cId=3147448). Electronic Gaming Monthly. . Retrieved August 9, 2007. [3] "Nintendo DS Lite Suggested Retail Price Drops to $99.99 and Mario Games Go Red" (http:/ / www. businesswire. com/ news/ home/ 20110531005315/ en/ Nintendo-DS-Lite-Suggested-Retail-Price-Drops) (Press release). Business Wire. May 31, 2011. . Retrieved May 31, 2011. [4] "Super Mario Galaxy 2 Review" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 100404). GameTrailers. May 21, 2010. . Retrieved May 22, 2010. [5] Nintendo Power Staff (January/February 1990). "Previews: Super Mario Bros. 3". Nintendo Power (Nintendo) (10): 5659. [6] "Super Mario Galaxy Central Galaxy Information" (http:/ / smgalaxy. com/ view_level. php?id=10). Super Mario Galaxy Central. . Retrieved November 29, 2007. [7] Fletcher, JC (March 29, 2010). "Miyamoto explains Super Mario Galaxy 2's new world map" (http:/ / www. joystiq. com/ 2010/ 03/ 29/ miyamoto-explains-super-mario-galaxy-2-new-world-map/ ). Joystiq. . Retrieved September 8, 2011. [8] O'Connell, Patricia (November 7, 2005). "Meet Mario's Papa" (http:/ / www. businessweek. com/ magazine/ content/ 05_45/ b3958127. htm). BusinessWeek online. . Retrieved November 26, 2005. [9] "May 1991, Mario Mania Players Guide" (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 0561. shtml). Miyamoto Shrine. 1991. . [10] "Super Mario 3D Land Review" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 723912). Game Trailers. November 2011. . Retrieved November 20, 2011. [11] Super Mario World instruction manual

Super Mario series


[12] "The Bad" (http:/ / themushroomkingdom. net/ smb_breakdown. shtml#bad). TMK Super Mario Bros. Complete Guide. . Retrieved August 27, 2008. [13] Rus, McLaughlin. "IGN Presents The History of Super Mario Bros" (http:/ / games. ign. com/ articles/ 833/ 833615p2. html). IGN. . Retrieved August 3, 2010. [14] "Full Coverage Super Mario 64". Nintendo Power (Nintendo) (88): 1423. September 1996. [15] Mackie, Joe. "Super Mario Sunshine (JPN) Review" (http:/ / web. archive. org/ web/ 20070716082934/ http:/ / www. gamingworldx. com/ gcn/ SuperMarioSunshineJPN. shtml). GamingWorld X. Archived from the original (http:/ / www. gamingworldx. com/ gcn/ SuperMarioSunshineJPN. shtml) on July 16, 2007. . Retrieved November 22, 2007. [16] Harris, Craig (November 13, 2009). "New Super Mario Bros. Wii Review" (http:/ / wii. ign. com/ articles/ 104/ 1044744p1. html). IGN. . Retrieved March 5, 2010. [17] "IGN: New Super Mario Bros. Wii" (http:/ / wii. ign. com/ objects/ 143/ 14354229. html). Wii.ign.com. . Retrieved December 19, 2011. [18] http:/ / kotaku. com/ 5903941/ new-super-mario-bros-2-hits-japan-3dses-this-august/ [19] "Super Mario Bros. Deluxe Reviews" (http:/ / www. gamerankings. com/ gbc/ 198850-super-mario-bros-deluxe/ index. html). GameRankings. . Retrieved March 24, 2011. [20] "Classic NES Series: Super Mario Bros. Reviews" (http:/ / www. gamerankings. com/ gba/ 919774-classic-nes-series-super-mario-bros/ index. html). GameRankings. . Retrieved March 24, 2011. [21] "Classic NES Series: Super Mario Bros. Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ classic-nes-series-super-mario-bros). Metacritic. . Retrieved March 24, 2011. [22] "Super Mario Advance Reviews" (http:/ / www. gamerankings. com/ gba/ 457772-super-mario-advance/ index. html). GameRankings. . Retrieved March 24, 2011. [23] "Super Mario Advance Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ super-mario-advance). Metacritic. . Retrieved March 24, 2011. [24] "Super Mario Advance 4: Super Mario Bros. 3 Reviews" (http:/ / www. gamerankings. com/ gba/ 589393-super-mario-advance-4-super-mario-bros-3/ index. html). GameRankings. . Retrieved March 24, 2011. [25] "Super Mario Advance 4: Super Mario Bros. 3 Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ super-mario-advance-4-super-mario-bros-3). Metacritic. . Retrieved March 24, 2011. [26] "Super Mario Land Reviews" (http:/ / www. gamerankings. com/ gameboy/ 585933-super-mario-land/ index. html). GameRankings. . Retrieved March 24, 2011. [27] "Super Mario World Reviews" (http:/ / www. gamerankings. com/ snes/ 519824-super-mario-world/ index. html). GameRankings. . Retrieved March 24, 2011. [28] "Super Mario World: Super Mario Advance 2 Reviews" (http:/ / www. gamerankings. com/ gba/ 472572-super-mario-world-super-mario-advance-2/ index. html). GameRankings. . Retrieved March 24, 2011. [29] "Super Mario World: Super Mario Advance 2 Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ super-mario-world-super-mario-advance-2). Metacritic. . Retrieved March 24, 2011. [30] "Super Mario Land 2: 6 Golden Coins Reviews" (http:/ / www. gamerankings. com/ gameboy/ 585934-super-mario-land-2-6-golden-coins/ index. html). GameRankings. . Retrieved March 24, 2011. [31] "Wario Land: Super Mario Land 3 Reviews" (http:/ / www. gamerankings. com/ gameboy/ 563296-super-mario-land-3-wario-land/ index. html). GameRankings. . Retrieved March 24, 2011. [32] "Super Mario World 2: Yoshi's Island Reviews" (http:/ / www. gamerankings. com/ snes/ 588740-super-mario-world-2-yoshis-island/ index. html). GameRankings. . Retrieved March 24, 2011. [33] "Yoshi's Island: Super Mario Advance 3 Reviews" (http:/ / www. gamerankings. com/ gba/ 561566-yoshis-island-super-mario-advance-3/ index. html). GameRankings. . Retrieved March 24, 2011. [34] "Yoshi's Island: Super Mario Advance 3 Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ yoshis-island-super-mario-advance-3). Metacritic. . Retrieved March 24, 2011. [35] "Super Mario 64 Reviews" (http:/ / www. gamerankings. com/ n64/ 198848-super-mario-64/ index. html). GameRankings. . Retrieved March 24, 2011. [36] "Super Mario 64 DS Reviews" (http:/ / www. gamerankings. com/ ds/ 920758-super-mario-64-ds/ index. html). GameRankings. . Retrieved March 24, 2011. [37] "Super Mario 64 Reviews" (http:/ / www. metacritic. com/ game/ nintendo-64/ super-mario-64). Metacritic. . Retrieved March 24, 2011. [38] "Super Mario 64 DS Reviews" (http:/ / www. metacritic. com/ game/ ds/ super-mario-64-ds). Metacritic. . Retrieved March 24, 2011. [39] "Super Mario Sunshine Reviews" (http:/ / www. gamerankings. com/ gamecube/ 533287-super-mario-sunshine/ index. html). GameRankings. . Retrieved March 24, 2011. [40] "Super Mario Sunshine Reviews" (http:/ / www. metacritic. com/ game/ gamecube/ super-mario-sunshine). Metacritic. . Retrieved March 24, 2011. [41] "New Super Mario Bros. Reviews" (http:/ / www. gamerankings. com/ ds/ 920787-new-super-mario-bros/ index. html). GameRankings. . Retrieved March 24, 2011. [42] "New Super Mario Bros. Reviews" (http:/ / www. metacritic. com/ game/ ds/ new-super-mario-bros). Metacritic. . Retrieved March 24, 2011.

20

Super Mario series


[43] "Super Mario Galaxy Reviews" (http:/ / www. gamerankings. com/ wii/ 915692-super-mario-galaxy/ index. html). GameRankings. . Retrieved March 24, 2011. [44] "Super Mario Galaxy Reviews" (http:/ / www. metacritic. com/ game/ wii/ super-mario-galaxy). Metacritic. . Retrieved March 24, 2011. [45] "New Super Mario Bros. Wii Reviews" (http:/ / www. gamerankings. com/ wii/ 960544-new-super-mario-bros-wii/ index. html). GameRankings. . Retrieved March 24, 2011. [46] "New Super Mario Bros. Wii Reviews" (http:/ / www. metacritic. com/ game/ wii/ new-super-mario-bros-wii). Metacritic. . Retrieved March 24, 2011. [47] "Super Mario Galaxy 2 Reviews" (http:/ / www. gamerankings. com/ wii/ 960551-super-mario-galaxy-2/ index. html). GameRankings. . Retrieved March 24, 2011. [48] "Super Mario Galaxy 2 Reviews" (http:/ / www. metacritic. com/ game/ wii/ super-mario-galaxy-2). Metacritic. . Retrieved March 24, 2011. [49] "Super Mario 3D Land Reviews" (http:/ / www. gamerankings. com/ 3ds/ 620831-super-mario-3d-land/ index. html). GameRankings. . Retrieved March 24, 2011. [50] "Super Mario 3D Land Reviews" (http:/ / www. metacritic. com/ game/ 3ds/ super-mario-3d-land). Metacritic. . Retrieved March 24, 2011. [51] The Top 25 Videogame Franchises PS3 Feature at IGN (http:/ / ps3. ign. com/ articles/ 749/ 749069p5. html) [52] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2005/ 001-010. html). IGN. 2005. . Retrieved August 9, 2007. [53] "Super Mario Sales Data: Historical Unit Numbers for Mario Bros on NES, SNES, N64.." (http:/ / www. gamecubicle. com/ features-mario-units_sold_sales. htm). GameCubicle.com. . Retrieved October 10, 2007. [54] "Super Mario World Reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 519824. asp?q=Super mario world). Gamerankings.com. August 13, 1991. . Retrieved December 19, 2011. [55] "NP Top 200". Nintendo Power 200: pp.5866. February 2006 [56] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2003/ 1-10. html). IGN. 2003. . Retrieved February 2, 2008. [57] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2005/ 001-010. html). IGN. 2005. . Retrieved February 11, 2006. [58] "IGN's Top 100 Games of All Time" (http:/ / top100. ign. com/ 2007/ ign_top_game_5. html). IGN. 2007. . Retrieved February 2, 2008. [59] "Top 100 Games of All Time". Game Informer: p.36. August 2001 [60] "The 100 Greatest Computer Games of All Time" (http:/ / web. archive. org/ web/ 20090209213205/ http:/ / uk. videogames. games. yahoo. com/ specials/ 100games/ 1. html). Yahoo! Games. Archived from the original (http:/ / uk. videogames. games. yahoo. com/ specials/ 100games/ 1. html) on February 9, 2009. . Retrieved February 2, 2008. [61] "Fall 2005: 10-Year Anniversary Contest The 10 Best Games Ever" (http:/ / www. gamefaqs. com/ features/ contest/ top10). GameFAQs. . Retrieved January 26, 2007. [62] Mirabella III, Fran (2002). "Super Mario Sunshine review" (http:/ / cube. ign. com/ articles/ 368/ 368539p2. html). IGN. . Retrieved May 3, 2006. [63] Guzman, Hector (August 26, 2002). "Super Mario Sunshine review" (http:/ / archive. gamespy. com/ reviews/ august02/ smsgcn/ ). GameSpy. . Retrieved May 3, 2006. [64] "Super Mario Galaxy" on Computer and Video Games .http:/ / www. computerandvideogames. com/ 140193/ previews/ super-mario-galaxy/ (accessed 01/12/2011) [65] "Super Mario Sunshine Review" on Gamespot http:/ / au. gamespot. com/ supermariosunshine/ reviews/ 2878399/ super-mario-sunshine-review/ platform/ gamecube (accessed 01/12/2011) [66] GameRankings (November 12, 2007). "Super Mario Galaxy for Wii GameRankings" (http:/ / www. gamerankings. com/ wii/ 915692-super-mario-galaxy/ index. html). GameRankings. . Retrieved November 29, 2009. [67] "Reviews and News Articles" (http:/ / www. gamerankings. com/ browse. html). GameRankings. . Retrieved December 19, 2011. [68] "Best-Selling Video Games" (http:/ / web. archive. org/ web/ 20060317005503/ http:/ / www. guinnessworldrecords. com/ content_pages/ record. asp?recordid=52404). Guinness World Records. Archived from the original (http:/ / www. guinnessworldrecords. com/ content_pages/ record. asp?recordid=52404) on March 17, 2006. . Retrieved January 31, 2008. [69] "All Time Top 20 Best Selling Games" (http:/ / web. archive. org/ web/ 20060221044930/ http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm). May 21, 2003. Archived from the original (http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm) on February 21, 2006. . Retrieved December 1, 2006. [70] "1990" (http:/ / www. next-gen. biz/ features/ nintendo-years). The Nintendo Years. Next-Gen.biz. June 25, 2007. p.2. . Retrieved June 27, 2007. [71] "Japan Platinum Game Chart" (http:/ / www. the-magicbox. com/ topten2. htm). The Magic Box. . Retrieved May 22, 2008. [72] "Nintendojofr" (http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd). Nintendojo. September 26, 2006. Archived from the original (http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd) on July 30, 2008. . Retrieved October 9, 2008. ( Translation (http:/ / translate. google. co. uk/ translate?sl=fr& tl=en& js=n& prev=_t& hl=en& ie=UTF-8& layout=2& eotf=1& u=http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd)) [73] "The Nintendo Years Edge Online" (http:/ / www. next-gen. biz/ features/ nintendo-years). Edge: The Global Game Industry Network. . Retrieved December 24, 2008. [74] "US Platinum Videogame Chart (Games sold over Million Copies since 1995)" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. Dec 27, 2007. . Retrieved March 16, 2012.

21

Super Mario series


[75] Daniel Boutros (August 4, 2006). "Super Mario Sunshine" (http:/ / gamasutra. com/ features/ 20060804/ boutros_08. shtml). A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. Gamasutra. p.8. . Retrieved December 8, 2006. [76] "Japan sales of 2D Mario platformers (based on Famitsu data)" (http:/ / garaph. info/ softwaregroup. php?grid=204). Garaph. February 20, 2012. . Retrieved March 16, 2012. [77] "Financial Results Briefing for the Fiscal Year Ended March 2011: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110426e. pdf#page=6) (PDF). Nintendo. April 26, 2011. pp.5. . Retrieved March 15, 2012. [78] "Financial Results Briefing for the Nine-Month Period Ended December 2011" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2012/ 120127e. pdf#page=7) (pdf). Nintendo. January 27, 2012. p.6. . Retrieved February 8, 2012. [79] "Financial Results Briefing for Fiscal Year Ended December 2010" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110128e. pdf#page=6) (PDF). Nintendo. January 28, 2011. p.10. . Retrieved February 7, 2011. [80] "Financial Results Briefing for the Fiscal Year Ended March 2009: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2009/ 090508e. pdf#page=6). Financial Results Briefing for the 69th Fiscal Term Ended March 2009. Nintendo. May 8, 2009. p.6. . Retrieved May 8, 2009. [81] "Financial Results Briefing for the Six-Month Period Ended December 2008" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2009/ 090130e. pdf#page=6) (PDF). Nintendo. January 29, 2009. p.6. . Retrieved January 30, 2009.

22

External links
Official website (http://mario.nintendo.com/) Super Mario Wiki (http://www.mariowiki.com/) The Mushroom Kingdom (http://themushroomkingdom.net/) MarioWiki (http://mario.wikia.com/Main_Page) Super Mario Bros Headquarters (http://www.smbhq.com/) List of Mario video games (http://www.gamespot.com/search.html?qs="mario"&tags=on) Mario licensees at MobyGames (http://www.mobygames.com/game-group/mario-licensees)

23

Super Mario series


Super Mario Bros.
Super Mario Bros.
North American box art
Developer(s) Publisher(s) Designer(s) Nintendo Creative Department Nintendo Shigeru Miyamoto [2] Takashi Tezuka Koji Kondo
[3] [2] [1]

Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s)

Super Mario Nintendo Entertainment System, Family Computer Disk System, Game Watch, Super Nintendo Entertainment System, Game Boy Color, Game Boy Advance, Virtual Console, Wii, Nintendo eShop

Platforming Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario Bros. ( Sp Mario Burazzu) is a 1985 platform video game developed by Nintendo, published for the Nintendo Entertainment System as a sequel to the 1983 game Mario Bros. In Super Mario Bros., the player controls Mario (and in a two-player game, a second player controls Mario's brother Luigi) as he travels through the Mushroom Kingdom in order to rescue Princess Toadstool from the antagonist Bowser. The success of Super Mario Bros. has caused it to be ported to almost every one of Nintendo's major gaming consoles. In late 2010, as part of the 25th anniversary of the game's release, Nintendo released special red variants of the Wii and Nintendo DSi XL consoles in differently re-packaged, Mario-themed, and limited edition bundles in all regions.

Gameplay
The player takes on the role of the main protagonist of the series, Mario. Mario's slightly younger fraternal twin brother, Luigi, is only playable by the second player in the game's multiplayer mode, and assumes the same plot role as Mario. The objective is to race through the Mushroom Kingdom, survive the main antagonist Bowsers forces and save Princess Toadstool.[4] The player moves from the left side of the screen to the right side in order to reach the flag pole at the end of each level. A prevalent rumor that it is possible to jump over the flag pole was later confirmed by Gametrailers.[5]

Super Mario Bros. The game world has coins scattered around it for Mario to collect, and special bricks marked with a question mark ("?"), which when hit from below by Mario, may reveal more coins or a special item. Other "secret" (often invisible) bricks may contain more coins or rare items. If the player gains a red and yellow Super Mushroom, Mario grows to double his size and can take one extra hit from most enemies and obstacles, in addition to being able to break bricks above him.[6] Players are given a certain number of lives (and may gain additional lives by picking up green and orange '1-Up' mushrooms, collecting 100 coins, or defeating several enemies in a row with a Koopa shell), which are lost when Mario takes too much damage, falls in a pit, or runs out of time; the game ends when all lives are lost. Mario's primary attack is jumping on top of enemies, though many enemies have differing responses to this. For example, a Goomba will flatten and be defeated,[7] while a Koopa Troopa will temporarily retract into its shell, allowing Mario to use it as a projectile.[8] These shells may be deflected off a wall to destroy other enemies, though they can also bounce back against Mario, which will hurt him.[9] An alternate way to damage enemies is with the Fire Flower, an item which, when picked up, changes the color of Mario's outfit (or only increases his size if a red and yellow mushroom had not been used previously) and allows him to shoot fireballs. A less common item is the Starman, which often appears from concealed or otherwise invisible blocks. This makes Mario temporarily invincible to most hazards and capable of defeating enemies on contact.[10] The game consists of eight worlds with four sub-levels called "stages" in each world.[4] The final stage of each world takes place in a castle where Bowser or one of his decoys are fought. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but others may contain "warp pipes" which allow Mario to advance to later worlds in the game, skipping over earlier ones.

24

Development
Super Mario Bros is the successor to the 1983 arcade title Mario Bros., and was designed by Shigeru Miyamoto and Takashi Tezuka, both of whom belonged to Nintendo's former Creative Department at the time.[1][2][11] The game's development was motivated by a desire to give Famicom (i.e., Nintendo Entertainment System game cartridges) a swan song in light of the forthcoming Famicom Disk System, and to further progress Nintendo's work on "Athletic games". Originally, the game was based around a shooting mechanic with very different controls.[12] This may have made the final product as a special level, but a desire to focus on jumping and the mapping of the mechanic to the A button resulted in its being dropped. Unlike in Mario Bros., where Mario would be hurt by stomping on turtles without first flipping them on their backs, Mario could defeat turtles by stomping on their shells, as the developers decided the previous method had been illogical. The ability to have Mario change size was a result of basing level design around a smaller Mario, then intending to make his size bigger in the final version. They later decided it would be fun to have Mario become bigger as a Power-up. Early level design was focused on teaching players that Mushrooms were distinct from Goombas and would be beneficial to them: In World 1, level 1, the first Mushroom is difficult to avoid if it is released.[13] Using Mushrooms to change size was influenced by folk tales in which people wander into forests and eat magical Mushrooms; this also resulted in the game world getting the name "Mushroom Kingdom". The "Infinite 1-Up" trick was by design, but the developers did not expect players to be able to master it as well as they did.[14] Development was aimed at keeping things simple, in order to have a new game available for the end-of-year shopping season.[15] Originally an idea for a shoot-'em-up stage in which Mario would jump onto a cloud and fire at enemies was to be included; however, this was dropped to maintain the game's focus on jumping action, but the sky-based bonus stages still remained.[16] Further information: Super Mario Bros. theme Koji Kondo wrote the six-song musical score for Super Mario Bros.[3][17] Before composition began, a prototype was presented to Kondo for the game, only to see where Mario was, as he ran through a big black area and jumped. Kondo wrote the score with the help of small pianos for an appropriate melody of this scene. After the development

Super Mario Bros. of the game showed progress, he realized that his play did not quite fit the storyline, so he changed it a bit by increasing the tempo.[18] He composed his main motive in about synchronization with the control rate, which would require a new player for the game characters. The musical elements were adjusted to the expected reactions of the player. Typically for a new player it is, therefore, the starting point of the first level to be seen briefly, before Mario starts running at the sight of the first opponent to reverse itself again then immediately turn around and eventually the enemy..[19]

25

The Minus World


The "Minus World" (also referred to as "World Negative One") is the name given to an unbeatable glitch level in Super Mario Bros. World 1-2 contains a hidden warp zone, with warp pipes that transport the player to Worlds 2, 3, and 4, accessed by running over a wall near the exit. If the player is able to exploit a bug that allows Mario to pass through bricks, the player can enter the warp zone by passing through the wall and the pipe to World 4-1 may instead transport the player to a stage labeled "World -1".[20] This stage's map is identical to Worlds 2-2 and 7-2, but upon entering the warp pipe at the end, the player is taken back to the start of the level, thus trapping the player in the level until losing all extra lives.[21] Although the level name is shown as "-1" (note the leading space) on the heads-up display, it is actually World 36-1; the game displays tile #36, which is a blank space, to the left of the hyphen.[22] The Minus World bug in the Japanese Famicom Disk System version of game behaves differently and creates multiple, completable stages. "World -1" is an underwater version of World 1-3 with an alternate color palette, and contains sprites of Princess Toadstool, Bowser, and Hammer Bros. "World -2" is an identical copy of World 7-3, and "World -3" is a copy of World 4-4, also with an alternate color palette, and contains flying Bloopers, no Bowser, and water instead of lava. After completing these levels, the player returns to the title screen as if the game was completed.[23] The Minus World bug was fixed in Super Mario All-Stars and subsequent remakes;[20] however, the Virtual Console releases for Wii and 3DS allow players to perform the glitch, as they are emulations of the original Super Mario Bros.

Alternate versions
As one of Nintendo's most popular games, Super Mario Bros. has been re-released and remade numerous times, ranging from an arcade version released soon after the original NES release, to the game being available for download on the 3DS's Virtual Console.

Ports
Super Mario Bros. was ported many times in the years following its original release on the NES. A side-scrolling platform game entitled Super Mario Bros. was released for the Game & Watch range of handheld LCD game systems by Nintendo.[24] The Game & Watch Super Mario Bros. is an entirely new game, featuring none of the stages from the NES original. In Japan, Super Mario Bros. was released for the Family Computer Disk System, Nintendo's proprietary floppy disk drive for the Famicom.[25] This version also had multiple Minus World levels[23] and featured on its packaging an artwork drawn by Miyamoto himself.[26] It was also released for the NES with other games on the same cartridge (Super Mario Bros./Duck Hunt and Super Mario Bros./Duck Hunt/World Class Track Meet).

Super Mario Bros.

26

Vs. Super Mario Bros.


One alternate version, Vs. Super Mario Bros.,[27] is nearly a separate game in its own right. This game, one of several games made for Nintendo's NES-based arcade cabinet, the Nintendo Vs. Unisystem (and its variant, the Nintendo Vs. Dualsystem), is based on Super Mario Bros., and has an identical format. The stages, however, are different; the early stages are subtly different, with small differences like the omission of 1-up mushrooms or other hidden items, narrower platforms and more dangerous enemies, but later stages are changed entirely. These changes have a net effect of making Vs. Super Mario Bros. much more difficult than the original Super Mario Bros.[28] Many of these later, changed stages reappeared in the Japanese Super Mario Bros. 2. As with many older arcade games, it is unclear exactly when this game was released; while the arcade boards themselves are stamped "1985",[29] the Killer List of Video Games, the title screen, and the MAME game listing list the game as having been released in 1986.[30]

All Night Nippon Super Mario Bros.


All Night Nippon Super Mario Bros. is a very rare version of Super Mario Bros. with graphics based upon the popular Japanese radio show All Night Nippon. The game, which was only released in Japan for the Famicom Disk System, was a special promotional version that was given away by the show in 1986. The creators altered the sprites of the enemies, mushroom retainers, and other characters to look like famous Japanese music idols, recording artists, and DJs as well as other people related to All-Night Nippon. They also used the same slightly upgraded graphics that Super Mario Bros.: The Lost Levels used. It was published by Fuji TV, the same company that published the game Doki Doki Panic (which was later modified into the Super Mario Bros. 2 that was released outside Japan).[31] Instead of being a straight port from Super Mario Bros. with graphical changes, All Night Nippon Super Mario Bros. combined variations of levels from Super Mario Bros.: The Lost Levels and Super Mario Bros.

Super Mario Bros. Special


Super Mario Bros. Special was a game released only in Japan by Hudson Soft for the NEC PC-8801[32] and Sharp X1 computers in 1986. Although it has similar controls and graphics, there are new level layouts and the game scrolls in a different manner than the original game (differing based on the computer). In addition, many new enemies are included, including enemies from Mario Bros. and Donkey Kong. On the NEC version, the game goes at a greater speed, meaning that the timer drains more swiftly, and the screen does not scroll. The Sharp X1 version has a speed that is much closer to the original game. Neither version features Luigi or a two-player mode.

Super Mario All-Stars


In 1993,[33] Nintendo released an enhanced SNES compilation titled Super Mario All-Stars. It includes all of the Super Mario Bros. games released for the Nintendo Entertainment System and Famicom. The version of Super Mario Bros. included in the compilation has improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations in some collision mechanics. Another new feature introduced in this game is the ability for the player to switch to Luigi after the end of the stage, unlike in the original Super Mario Bros. where the second player could only play after Mario died. The new version also included a save game feature. Several glitches from the original NES release were also fixed.[34] This version has also been released for the Wii under a re-packaged, special 25th anniversary compilation known as Super Mario All-Stars 25th Anniversary Edition.

Super Mario Bros.

27

Super Mario Bros. Deluxe


Super Mario Bros. was released on the Game Boy Color in 1999[35] under the title Super Mario Bros. Deluxe. It featured an overworld level map, simultaneous multiplayer, a Challenge mode (in which the player had to find hidden objects and achieve a certain score in addition to normally completing the level) and eight additional worlds based on the main worlds of the Japanese Super Mario Bros. 2 (which was released on Super Mario All-Stars as Super Mario Bros.: The Lost Levels) as an unlockable extra, under the name "For Super Players". It also was compatible with the Game Boy Printer. The game did not, however, feature any upgraded visuals (aside from some graphics such as water and lava now being animated rather than static), and, since the screen resolution of the Game Boy Color was smaller than the NES, the view distance of the player is reduced. To compensate, players can press up and down to see above and below the player. Pressing select during the game also places the player in the middle or off to the left of the screen so that player can see well. Players can also go back for a very short distance instead of going a one way direction. Players can alternate between Mario and Luigi by pressing select on the map screen,[36] and Luigi's outfit was changed from the original white overalls and green shirt to green overalls and brown shirt to better match Mario and the more common color palette. Fire Luigi, originally identical to Fire Mario, took on normal Luigis original colors to fit with his Fire colors in later games. The game holds an aggregate score of 92.11 percent on Game Rankings, coming in as the second best game on the Game Boy Color and the 150th best game overall on its lists.[37] IGN's Craig Harris gave it a perfect score, praising it as a perfect translation of the NES game. He hoped that it would be the example for other NES games to follow when being ported to the Game Boy Color.[38] GameSpot gave the game a 9.9, hailing it as the "killer app" for the Game Boy Color and praising the controls and the visuals (it was also the highest rated game in the series).[39] Both gave it their Editors' Choice Award.[40][41] Allgame's Colin Williamson praised the porting of the game as well as the extras, noting the only flaw of the game being that sometimes the camera goes with Mario as he jumps up.[42] Nintendo World Report's Jon Lindemann, in 2009, called it their "(Likely) 1999 NWR Handheld Game of the Year," calling the quality of its porting and offerings undeniable.[43] Nintendo Life gave it a perfect score, noting that it retains the qualities of the original game and the extras.[44] St. Petersburg Times Robb Guido commented that in this form, Super Mario Bros. "never looked better."[45] The Lakeland Ledgers Nick S. agreed, praising the visuals and the controls.[46] In 2004, a Game Boy Advance port of Super Mario Bros. (part of the Classic NES Series) was released, which had none of the extras or unlockables available in Super Mario Bros. Deluxe. Of that version, IGN noted that the version did not "offer nearly as much as what was already given on the Game Boy Color" and gave it an 8.0 out of 10.[47] Super Mario Bros. Deluxe ranked third in the best-selling handheld game charts in the U.S. between June 6 and June 12, 1999[48] and sold over 2.8 million copies in the U.S.[49] It was included on Singapore Airlines flights back in 2006.[50] Lindermann noted Deluxe as a notable handheld release in 1999.[51]

Reception and legacy


Super Mario Bros. popularized the side-scrolling genre of video games and led to many sequels in the series that built upon the same basic premise. Altogether, excluding Game Boy Advance and Virtual Console sales, the game has sold 40.24 million copies, making it the best-selling video game in the Mario series and the second best-selling game in the world.[52] Almost all of the game's aspects have been praised at one time or another, from its large cast of characters to a diverse set of levels. One of the most-praised aspects of the game is the precise controls. The player is able to control how high and far Mario or Luigi jumps, and how fast he can run.[53] Nintendo Power listed it as the fourth best Nintendo Entertainment System video game, describing it as the game that started the modern era of video games as well as "Shigeru Miyamoto's masterpiece".[54] The game ranked first on Electronic Gaming Monthlys "greatest 200 games of their time" list[55] and was named in IGN's top 100 games of all time list twice (in 2005 and 2007).[56] ScrewAttack declared it the second-best Mario game of all time.[57] In 2009, Game Informer put Super Mario Bros. in 2nd place on their list of "The Top 200 Games of All Time", behind The Legend of Zelda, saying that it "Remains a monument to brilliant design and fun gameplay".[58]

Super Mario Bros. The game was succeeded by two separate sequels that were produced for different markets: a Japanese sequel which features the same game format as the original and a Western sequel that was localized from an originally unrelated game titled Yume Kj: Doki Doki Panic. In both cases, the games are titled Super Mario Bros. 2, causing both games to be rereleased in different countries with different titles. Super Mario Bros. has spawned many successors: Super Mario Bros.: The Lost Levels (named Super Mario Bros. 2 in Japan), Super Mario Bros. 2 (released in Japan as Super Mario USA), Super Mario Bros. 3, Super Mario World (which had the working title of Super Mario Bros. 4) for the Super NES, Super Mario 64 (for Nintendo 64), Super Mario Sunshine (for GameCube), New Super Mario Bros. (for Nintendo DS), Super Mario Galaxy, New Super Mario Bros. Wii, Super Mario Galaxy 2 (for Wii) and Super Mario 3D Land (for Nintendo 3DS). The game's sequels also inspired products in various media, such as an American television series, The Super Mario Bros. Super Show!, from 1989, and a live-action film, Super Mario Bros., released in 1993. In the United States Supreme Court case Brown v. Entertainment Merchants Association, the Electronic Frontier Foundation submitted an amicus brief citing social research that declared Super Mario Bros to be a violent video game. It was compared to Mighty Mouse and Road Runner, cartoons that depict a similar form of violence with little negative reaction from the public.[59][60] Super Mario Bros (along with many other Nintendo games) was proved to be NP-hard by Greg Aloupis, Erik Demaine and Alan Guoyz.[61]

28

Re-releases
In early 2003, Nintendo re-released the game on the Game Boy Advance in Japan as part of their Famicom Minis collection and in the U.S. as part of the Classic NES Series. Unlike previous re-releases, these versions contain no graphical updates and all of the original glitches remain. Super Mario Bros. was one of the best-selling of these re-releases; according to the NPD Group (which tracks game sales in North America), this re-released version of Super Mario Bros. was the best-selling Game Boy Advance game in June 2004 to December 2004.[62] In 2005, Nintendo released this game again for the GBA as part of its 20th Anniversary with a special edition, which sold approximately 876,000 units.[63] Super Mario Bros. is also one of the 19 NES games included in the Nintendo GameCube game Animal Crossing. The only known way to unlock Super Mario Bros. is by use of a game modification device, like the Game Shark or Action Replay. The game is fully emulated (in fact, it is the original ROM), so it includes every glitch from the NES including the Minus World glitch. Super Mario Bros. was released on December 2, 2006 in Japan, December 25, 2006 in North America and January 5, 2007 in PAL regions for Wii's Virtual Console. As it is a copy of the original game, all glitchesincluding the Minus Worldremain in the game.[53][64] Super Mario Bros. is also one of the trial games available in the "Masterpieces" section in Super Smash Bros. Brawl.[65] Super Mario Bros. was released on the Nintendo 3DS in September 2011 for members of Nintendo's 3DS Ambassador Program, and a general release came through in Japan on January 5, 2012, in North America on February 16, 2012 and in Europe on March 1, 2012.

Super Mario Bros.

29

References
[1] "Using the D-pad to Jump" (http:/ / us. wii. com/ iwata_asks/ mario25th/ vol5_page1. jsp). Iwata Asks: Super Mario Bros. 25th Anniversary Vol. 5: Original Super Mario Developers. Nintendo of America, Inc.. 1 February 2011. . Retrieved 1 February 2011. [2] Nintendo Entertainment Analysis and Development. Super Mario Bros. Deluxe. (Nintendo of America, Inc.). Game Boy Color. Scene: staff credits. (10 May 1999) [3] Famicom 20th Anniversary Original Sound Tracks Vol. 1 (http:/ / vgmdb. net/ album/ 404) (Album notes). Scitron Digital Contents Inc.. 2004. . [4] Instruction booklet, p. 7. [5] "Episode 2: Mario Flagpole" (http:/ / www. gametrailers. com/ video/ episode-2-pop-fiction/ 100619). Pop fiction. Game Trailers. 26 May 2010. . Retrieved 27 March 2011. [6] Instruction booklet, p. 12 [7] Instruction booklet, p. 12. [8] Instruction booklet, p. 11. [9] Instruction booklet, p. 19. [10] Instruction booklet, p. 10 [11] "I'd Never Heard Of Pac-Man" (http:/ / us. wii. com/ iwata_asks/ nsmb/ vol2_page2. jsp). Iwata Asks: New Super Mario Bros. Wii Vol. 2. Nintendo of America, Inc.. 11 December 2009. . Retrieved 1 February 2011. [12] Gantayat, Anoop. "Super Mario Bros. Originally Had Beam Guns and Rocket Packs" (http:/ / www. andriasang. com/ e/ blog/ 2010/ 10/ 25/ mario_original_control_scheme/ ). Andriasang. . Retrieved 25 October 2010. [13] "Letting Everyone Know It Was A Good Mushroom" (http:/ / us. wii. com/ iwata_asks/ nsmb/ vol1_page4. jsp). Iwata Asks: New Super Mario Bros Wii. Nintendo. . Retrieved 24 October 2010. [14] Gifford, Kevin. "Super Mario Bros.' 25th: Miyamoto Reveals All" (http:/ / www. 1up. com/ news/ super-mario-bros-25th-miyamoto). 1UP. . Retrieved 24 October 2010. [15] "Keeping It Simple" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ iwata/ super_mario_bros_25th_anniversary_19226_19227. html). Iwata Asks: Super Mario Bros. 25th Anniversary.. Nintendo. . Retrieved 25 October 2010. [16] Miggels, Brian; Claiborn, Samuel. "The Mario You Never Knew" (http:/ / wii. ign. com/ articles/ 114/ 1140839p3. html). IGN. . Retrieved 27 March 2011. [17] "Behind the Mario Maestro's Music" (http:/ / www. wired. com/ science/ discoveries/ news/ 2007/ 03/ 72971). Wired News. . Retrieved 26 June 2010. [18] "Super Mario Bros. Composer Koji Kondo Interview" (http:/ / www. 1up. com/ do/ feature?cId=3163588). 1up.com. . Retrieved April 21, 2012. [19] "Super Mario Bros. Video Game, Japanese Soundtrack Illustration" (http:/ / www. gametrailers. com/ video/ japanese-soundtrack-super-mario/ 100665). GameTrailers. . Retrieved April 21, 2012. [20] "Super Mario Brothers bugs and glitches" (http:/ / themushroomkingdom. net/ bugs/ 1). themushroomkingdom.net. . Retrieved 27 August 2008. [21] "Minus World" (http:/ / themushroomkingdom. net/ bugs/ 1). The Mushroom Kingdom. . Retrieved 6 August 2011. [22] "Minus World" (http:/ / www. transmissionzero. co. uk/ computing/ mario-minus-world/ ). transmissionzero.co.uk. . Retrieved 4 January 2009. "The 'Minus Cave' isn't a secret bonus level, and in fact isn't really numbered "1" at all. The level is actually numbered "361", but the number "36" happens to be represented by a blank tile in the game. This gives the impression that the screen reads 'World 1'." [23] "Japanese Famicom SMB Minus World" (http:/ / kotaku. com/ gaming/ super-mario-bros/ japanese-famicom-smb-minus-world-203229. php). Kotaku. . Retrieved 27 August 2008. [24] "Super Mario Brothers Game & Watch" (http:/ / p-edge. nl/ parachuter/ game_watch_games/ 034_super_mario_bros. _crsytal_screen). Parachuter. . Retrieved 23 August 2008. [25] "TMK From Japanese To English: Super Mario Bros." (http:/ / themushroomkingdom. net/ smb_j-e. shtml). themushroomkingdom.net. . Retrieved 14 May 2008. [26] "My First Project: Draw a Rug" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ systems/ volume_8_14207. html#top). Iwata Asks: Volume 8 - Flipnote Studio - An Animation Class.. Nintendo. . Retrieved 5 June 2012. [27] "Vs. Mario's Adventure" (http:/ / www. arcadeflyers. com/ ?page=thumbs& db=videodb& id=6009). arcadeflyers.com. . Retrieved 21 April 2008. [28] "Vs. Super Mario Bros." (http:/ / themushroomkingdom. net/ games/ vssmb). themushroomkingdom.net. . Retrieved 27 August 2008. [29] passport (December 29, 2001). Vs. Super Mario Bros. (http:/ / www. everything2. com/ index. pl?node=Vs. Super Mario Bros. & lastnode_id=1069708). Everything2. URL accessed 2005-11-21. [30] "Vs. Super Mario Bros." (http:/ / www. klov. com/ game_detail. php?game_id=10371). Killer List of Video Games. . Retrieved 27 August 2008. [31] "All Night Nippon Super Mario Bros." (http:/ / themushroomkingdom. net/ games/ annsmb). themushroomkingdom.net. . Retrieved 27 August 2008. [32] "Super Mario Bros. Special" (http:/ / themushroomkingdom. net/ games/ smbs). themushroomkingdom.net. . Retrieved 3 January 2010.

Super Mario Bros.


[33] "SNES: Super Mario All-Stars" (http:/ / www. gamespot. com/ snes/ action/ supermariocollection/ index. html?tag=result;title;0). GameSpot. . Retrieved 27 August 2008. [34] "Super Mario All-Stars" (http:/ / themushroomkingdom. net/ games/ smas). themushroomkingdom.net. . Retrieved 27 August 2008. [35] "Game Boy Color: Super Mario Bros. Deluxe" (http:/ / www. gamespot. com/ gbc/ action/ supermariodx/ index. html?tag=result;title;0). GameSpot. . Retrieved 27 August 2008. [36] "Super Mario Bros. DX Manual" (http:/ / themushroomkingdom. net/ manuals/ smbdx. txt). themushroomkingdom.net. . Retrieved 27 August 2008. [37] "Super Mario Bros. Deluxe Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 198850. asp). Game Rankings. . Retrieved 24 April 2008. [38] Harris, Craig (1999-07-21). "IGN: Super Mario Bros. Deluxe Review" (http:/ / gameboy. ign. com/ articles/ 161/ 161703p1. html). IGN.com. . Retrieved 23 April 2008. [39] Davs, Cameron (2000-01-28). "Super Mario Bros. Deluxe for Game Boy Color Review - Game Boy Color Super Mario Bros. Deluxe Review" (http:/ / www. gamespot. com/ gbc/ action/ supermariodx/ review. html). GameSpot. . Retrieved 23 Aprile 2008. [40] "IGN Editors' Choice Games" (http:/ / gameboy. ign. com/ index/ choice. html). IGN.com. . Retrieved 18 April 2008. [41] "Super Mario Bros. Deluxe for GBC - Super Mario Bros. Deluxe Game Boy Color - Super Mario Bros. Deluxe GBC Game" (http:/ / www. gamespot. com/ gbc/ action/ supermariodx/ index. html?tag=result;title;0). Gamespot. . Retrieved 19 April 2008. [42] Williamson, Colin (2010-10-03). "Super Mario Bros. Deluxe - Review" (http:/ / www. allgame. com/ game. php?id=16967& tab=review). allgame. . Retrieved 13 December 2010. [43] "Feature - 1999 NWR Handheld Game of the Year" (http:/ / www. nintendoworldreport. com/ feature/ 17900). Nintendo World Report. 2009-03-07. . Retrieved 13 December 2010. [44] "Super Mario Bros. Deluxe (Retro) review" (http:/ / retro. nintendolife. com/ reviews/ 2010/ 03/ super_mario_bros_deluxe_retro1). Retro.nintendolife.com. 2010-03-29. . Retrieved 13 December 2010. [45] "Games heat up for the summer Series: TECH TIMES; SUMMER tech guide for kids; games" (http:/ / pqasb. pqarchiver. com/ sptimes/ access/ 42403860. html?dids=42403860:42403860& FMT=ABS& FMTS=ABS:FT& type=current& date=Jun+ 14,+ 1999& author=ROBB+ GUIDO& pub=St. + Petersburg+ Times& desc=Games+ heat+ up+ for+ the+ summer+ Series:+ TECH+ TIMES;+ SUMMER+ tech+ guide+ for+ kids;+ games& pqatl=google). Pqasb.pqarchiver.com. 1999-06-14. . Retrieved 12 December 2010. [46] 'Super Mario Bros. Deluxe' is Back (http:/ / news. google. com/ newspapers?id=sb4wAAAAIBAJ& sjid=4fwDAAAAIBAJ& pg=1628,4289861& dq=super-mario-bros-deluxe& hl=en). Lakeland Ledger. 1999-08-25. . Retrieved 13 December 2010. [47] Harris, Craig (2004-06-04). "Classic NES Series: Super Mario Bros. review" (http:/ / gameboy. ign. com/ articles/ 499/ 499470p1. html). IGN. . [48] "Pocket Charts - GBA News at IGN" (http:/ / gameboy. ign. com/ articles/ 068/ 068600p1. html). Gameboy.ign.com. 1999-06-25. . Retrieved 13 December 2010. [49] "The Magic Box - US Platinum Chart Games." (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. 2007-12-27. . Retrieved 19 April 2008. [50] "Rugrats, the Barnyard Animals on Singapore Air | Scoop News" (http:/ / www. scoop. co. nz/ stories/ BU0611/ S00477. htm). Scoop.co.nz. 2006-11-27. . Retrieved 13 December 2010. [51] "Feature - 1999: The Year in Review" (http:/ / www. nintendoworldreport. com/ feature/ 17901). Nintendo World Report. 2009-03-07. . Retrieved 13 December 2010. [52] "Super Mario Sales Data: Historical Unit Numbers for Mario Bros on NES, SNES, N64..." (http:/ / www. gamecubicle. com/ features-mario-units_sold_sales. htm). GameCubicle.com. . Retrieved 27 August 2008. [53] Gerstmann, Jeff (2007-01-02). "Super Mario Bros. Review" (http:/ / www. gamespot. com/ super-mario-bros/ reviews/ super-mario-bros-review-6163683/ ). GameSpot. . Retrieved 30 November 2008. [54] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 71. [55] "The Greatest 200 Videogames of Their Time" (http:/ / www. 1up. com/ do/ feature?pager. offset=10& cId=3147448). Electronic Gaming Monthly. . Retrieved 27 August 2008. [56] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2005/ 001-010. html). IGN. 2005. . Retrieved 27 August 2008. [57] Gametrailers.com - ScrewAttack - Top Ten Mario Games (http:/ / www. gametrailers. com/ player/ 22754. html) [58] The Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 4479. ISSN1067-6392. OCLC27315596. [59] Hoffman, Gene (September 27, 2010). "How the Wrong Decision in Schwarzenegger v. EMA Could Cripple Video Game Innovation" (http:/ / www. xconomy. com/ san-francisco/ 2010/ 09/ 27/ how-the-wrong-decision-in-schwarzenegger-v-ema-could-cripple-video-game-innovation/ ). Xconomy.com. . Retrieved 27 September 2010. [60] Schwarzenegger, Arnold (September 2010). "Brief of the Progress & Freedom Foundation and the Electronic Frontier Foundation as Amici Curiae in Support of Respondents" (http:/ / www. eff. org/ files/ filenode/ schwarzenegger_v/ EFFPFFamicus. pdf). . Retrieved 5 October 2010. [61] Greg Aloupis, Erik Demaine and Alan Guoyz. "Classic Nintendo Games are (NP-)Hard" (http:/ / arxiv. org/ pdf/ 1203. 1895v1. pdf) [62] Thorsen, Tor (November 21, 2005). "ChartSpot: June 2004" (http:/ / www. gamespot. com/ gba/ action/ famicomminisupermariobros/ news. html?sid=6103856). GameSpot. . Retrieved 27 August 2008.

30

Super Mario Bros.


[63] Jenkins, David (2005-10-07). "Japanese Sales Charts, Week Ending October 2" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=6766). Gamasutra. . Retrieved 27 August 2008. [64] Birnbaum, Mark (2007-03-06). "Super Mario Bros. VC Review" (http:/ / wii. ign. com/ articles/ 770/ 770594p1. html). IGN. . Retrieved 30 November 2008. [65] "Masterpieces" (http:/ / www. smashbros. com/ en_us/ gamemode/ various/ various23. html). Smash Bros. DOJO!!. . Retrieved 25 January 2008.

31

Duck Hunt/Super Mario Bros. instruction booklet. USA: Nintendo. 1988. NES-MH-USA.

External links
Super Mario Bros. for Game Boy Advance (http://register.nintendo.com/ gamemini?gameid=9b8f1efe-3ac4-4d81-9a17-e7458e1891a7) at Nintendo.com ( archives (http://web.archive. org/web/*/http://www.nintendo.com/gamemini?gameid=9b8f1efe-3ac4-4d81-9a17-e7458e1891a7) of the original (http://www.nintendo.com/gamemini?gameid=9b8f1efe-3ac4-4d81-9a17-e7458e1891a7) at the Internet Archive) Super Mario Bros. for Virtual Console (http://register.nintendo.com/ gamemini?gameid=3AhiHlPhEtLc5rGACE1dxueM0y5QDqCZ) at Nintendo.com ( archives (http://web. archive.org/web/*/http://www.nintendo.com/ gamemini?gameid=3AhiHlPhEtLc5rGACE1dxueM0y5QDqCZ) of the original (http://www.nintendo.com/ gamemini?gameid=3AhiHlPhEtLc5rGACE1dxueM0y5QDqCZ) at the Internet Archive) Official Nintendo Japan Super Mario Bros. Deluxe site (http://www.nintendo.co.jp/n02/dmg/ahyj/index. html) Super Mario Bros. guide at StrategyWiki 'Bizarro World' (http://www.boston.com/news/globe/magazine/articles/2007/08/19/bizarro_world/) Story and video featuring Andrew Gardikis, Super Mario Bros. speed run world champion, by The Boston Globe Magazine, August 2007

Super Mario Bros.: The Lost Levels

32

Super Mario Bros.: The Lost Levels


Super Mario Bros.: The Lost Levels
Japanese box art
Developer(s) Publisher(s) Designer(s) Nintendo EAD Nintendo Shigeru Miyamoto [1] Takashi Tezuka Koji Kondo Mario Family Computer Disk System, Super Nintendo Entertainment System, Game Boy Color, Game Boy Advance, Virtual Console
[2] [1]

Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario Bros.: The Lost Levels or Super Mario Bros. 2: For Super Players, known in Japan as Super Mario Bros. 2 ( 2 Sp Mario Burazzu Ts), is a platforming video game developed and published by Nintendo for the Family Computer Disk System. First released in Japan on June 3, 1986, it is the direct sequel to the then-best-selling video game of all time, Super Mario Bros.[3] The developers have stated it was not in fact the original planned sequel which was a prototype game that was eventually originally released somewhat unfinished in Japan as Doki Doki Panic.[4] Due to the other game's high difficulty and similarity to its predecessor, Nintendo of America chose instead to hire the Japanese developers to finish off and release this original designed "Mario 2" prototype, which has resulted in some confusion amongst fans as to which was "the real Mario 2", some siding with the former and others with the latter.[4][5][6] A full remake, entitled Super Mario Bros.: The Lost Levels, was included as part of the Super Mario All-Stars collection for the Super NES.[7] More recently, the original Disk System version was made available as a download (including North America) for the Virtual Console as of 2007.[6][7] Unlike the 16-bit SNES version, the Virtual Console version is the original Disk System version with all its original subtitles (although like Super Mario Bros., the original game was already entirely in English) without the loading screen. The premise of the game is identical to Super Mario Bros.: Bowser has abducted Princess Peach and is holding her captive in one of his castles. Either Mario or Luigi must navigate through the Mushroom Kingdom, overcome Bowser's henchmen, and rescue the Princess. The game uses the same game engine as its predecessor and is quite similar in visual style.[5][6][8] It is intended to challenge players who have mastered the original Super Mario Bros.[9][10][11]

Super Mario Bros.: The Lost Levels

33

Gameplay
In contrast to its predecessor, The Lost Levels does not feature a two-player mode. At the start of the game, players are given a selection between Mario or Luigi to control. It is also the first entry of the Mario series in which Mario and Luigi exhibit differing movements:[5][7] Mario retains the same movement characteristics from the original Super Mario Bros., whereas Luigi is less agile but can jump higher and farther.[12] Minor tweaks have been made to the physics engine, allowing Mario or Luigi to bounce higher off the backs of enemies. Aside from improved sound quality, the background music and sound effects are lifted entirely from the previous game (except for sounds added for Mario/Luigi skidding and the wind blowing). The various character sprites are (for the most part) also unchanged, though more detail is given to the surrounding backgrounds and terrain.[6][7] The Lost Levels follows a similar style of level progression as its predecessor: eight Worlds, having four levels each. At the end of each world, Mario or Luigi navigates through a lava-filled castle, culminating in a battle against Bowser.[7] The first eight Worlds are numbered 1-8, while the remaining fourearned by completing the game eight consecutive timesare lettered A-D in the original Disk System version.[5] It is still possible to bypass parts of the game by exploiting warp zones, but unlike the previous game, two of The Lost Levelss warp zones return the player to earlier levels.[6][13] Completing Worlds 1-8 without using a warp zone allows the player to access "Fantasy World" (also known as World 9), a repeating bonus stage that is similar to the "Minus World" glitch from Super Mario Bros.[9] The game features no new enemies, though many of them behave differently from before. Land-borne enemies such as Goombas, Koopa Troopas, and Lakitus now appear during underwater levels, while sea creatures such as Cheep-Cheeps and Bloopers can be found hovering in midair.[6][13] Hammer Bros. are much more aggressive and will continuously advance towards Mario, far past their starting points. In addition, red Piranha Plants are more aggressive and will emerge from their pipes even if Mario or Luigi are standing directly beside them (in the original Super Mario Bros., Piranha Plants stay dormant if Mario is standing in close proximity), although they will remain dormant if Mario is standing directly on top of the pipe, as the ones in the original game do. Lastly, in Worlds 8-4 and D-4, Bowser will appear twice inside his castle. The first Bowser is a fake, and is a darker hue of green than his counterpart. This does not happen in any level of the previous game.[14] The Poison Mushroom, a recurring obstacle in the Mario series, is first introduced in The Lost Levels as a booby-trap disguised as a power-up.[8][12] While similar in shape to a Super Mushroom and 1-Up Mushroom, the poison variety will harm Mario if he touches it.[9][13] The resultant damage is similar to being struck by an enemy: if Super Mario or Fire Mario touches a Poison Mushroom, he will revert to regular Mario; if regular Mario touches one, the player will lose a life.[6][7] In the original release, Poison Mushrooms are distinguishable by their black spots (as opposed to the red spots of a Super Mushroom or the green spots of a 1-Up Mushroom) and their color varies depending on the environment; in later editions of the game, the mushroom is blue-violet in color and sports a telltale skull marking as well as "angry" eyes. Another new obstacle, windstorms, now appears during clifftop levels. The gusts blow intermittently from left to right,[7] and are strong enough to push Mario or Luigi off a ledge.[5] The direction of the wind is determined by the leaf animations that blow across the screen. Also introduced are special green springs, which bounce Mario or Luigi extremely high. These are usually used to cross large gaps.

Super Mario Bros.: The Lost Levels

34

Development
The game was designed by Shigeru Miyamoto and Takashi Tezuka,[1] the creators of the original Super Mario Bros. Visually, it looked very similar to its predecessor, but it had a higher level of difficulty. Smooth level designs were replaced by tough obstacle courses.[15] Koji Kondo wrote the score for The Lost Levels.[2] The game largely re-used the musical pieces from its predecessor, though there were also new compositions, such as the ending theme.[2] Nintendo of America disliked The Lost Levels, which they found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros. Rather than risk the franchise's popularity, they canceled its stateside release and looked for an alternative. They realised they already had one option as Yume Kojo: Doki Doki Panic (Dream Factory: Heart-Pounding Panic), also designed by Miyamoto, had actually begun development as the original prototype "Super Mario Bros. 2" and had been changed into Doki Doki due to a licensing arrangement and also it's radically diffrent approach to platforming;[4] it was therefore reworked and released as Super Mario Bros. 2 in North America and Europe and later as Super Mario Bros. USA in Japan.[15]

The game was designed by Shigeru Miyamoto.

Re-releases
Further information: Super Mario All-Stars and Super Mario Bros. Deluxe A remake of The Lost Levels was released in 1993 as part of the Super Mario All-Stars collection for the Super Nintendo Entertainment System. The English name of the game originates in this compilation, in which it was renamed from its original title of Super Mario Bros. 2 to avoid confusion with the game released with that name in North America. In Japan, the game subtitle "For Super Players" was added.[10] Each game in the collection is given a 16-bit graphical and sound upgrade, as well as a save feature which enables players to restart from any level if all lives are lost, not just the beginning of the World.[9] In addition, Luigi has the ability to jump higher than in the original Famicom version. The collection was re-released in Japan for the Wii on October 21, 2010.[16] In May 1999, a handheld port of The Lost Levelsunder the Japanese title For Super Playersappeared as an unlockable reward in Super Mario Bros. Deluxe for the Game Boy Color.[17] Similar to the All-Stars remake, this port includes a save feature. Among the many differences between the Super Nintendo and Game Boy Color versions is the exclusion of Worlds 9 and A-D. The overall difficulty has been reduced through various means, including the elimination of strong winds and the shortening of jumps. The physical differences between Mario and Luigi have been removed, allowing them to move in an identical manner, and the graphics are mostly the same as Super Mario Bros. rather than the original graphics of the FDS version. In observance of the 2007 Japanese Hanabi Festival, the original The Lost Levels was made available as a download for the Wii's Virtual Console service. The title is priced at the above-standard 600 Wii Points.[18] In Europe and Australia, the game was released for a limited time during the latter half of September. Nintendo of Europe announced that The Lost Levels would be retired as a download at the end of the month.[19][20] Contrary to that statement, however, the game was later reinstated on August 22, 2008.[21] A port for the Game Boy Advance was made through the Famicom Mini series.

Super Mario Bros.: The Lost Levels

35

Reception and legacy


The Lost Levels sold 2.5 million units in Japan, easily becoming the best-selling game of all time for the Famicom Disk System.[22] In a review of the Virtual Console version of the game, IGN compared the game to the original Super Mario Bros., saying that "The Lost Levels feels a lot like a fan-made hack with platforming challenges that are just a bit too frustrating and don't flow as well as Mario 1, and graphics that seem like a downgrade as well." The IGN reviewer also claimed that Nintendo of America made the right choice keeping the game in Japan.[23] Several aspects of The Lost Levels have gone on to become standards in the Mario series. The appearance of the mushrooms, shorter and wider with eyes, became the standard for all subsequent games. The game mechanic of Mario and Luigi having different abilities (i.e. Luigi jumps higher but skids more) was later reused in the Super Mario Advance series of Game Boy Advance remakes and in the Super Mario Galaxy series. Poison mushrooms have proven to be an enduring aspect of The Lost Levels, appearing in subsequent games such as Super Mario Kart and the Super Smash Bros. series.

References
[1] Nintendo Entertainment Analysis and Development. Super Mario Bros. Deluxe. (Nintendo). Game Boy Color. Scene: "Super Mario Bros. For Super Players" staff credits. (1999-05-10) [2] Super Mario Sound Collection: Happy! Mario 20th Super Mario Bros. (http:/ / vgmdb. net/ album/ 1890) (Album notes). Scitron Digital Contents. 2005. . [3] "Guinness World Records Gamer's Edition Nintendo Records" (http:/ / web. archive. org/ web/ 20080405020333/ http:/ / gamers. guinnessworldrecords. com/ records/ nintendo. aspx). Guinness World Records. Archived from the original (http:/ / gamers. guinnessworldrecords. com/ records/ nintendo. aspx) on 2008-04-05. . Retrieved 2008-12-05. [4] Rosenberg, Adam. "'Super Mario Bros. 2' Interview Reveals A Strange, Vertical-Only Prototype" (http:/ / multiplayerblog. mtv. com/ 2011/ 04/ 04/ super-mario-bros-2-interview-reveals-a-strange-vertical-only-prototype/ ). . Retrieved 2012-04-23. [5] Thomas, Lucas M. (2007-10-03) Super Mario Bros: The Lost Levels Review - Only in Japan. (Until now.) (http:/ / wii. ign. com/ articles/ 824/ 824330p1. html) IGN. Retrieved on 2008-04-14. [6] Super Mario Bros.: The Lost Levels for Wii Review (http:/ / www. gamespot. com/ wii/ action/ supermariobrothers2/ review. html?om_act=convert& om_clk=gssummary& tag=summary;review). GameSpot. Retrieved on 2008-04-14. [7] Scalzo, John. (2007-10-03) Super Mario Bros.: The Lost Levels (http:/ / www. gamingtarget. com/ article. php?artid=7661). Gaming Target. Retrieved on 2008-04-14. [8] McLaughlin, Rus. (2007-11-08) IGN Presents The History of Super Mario Bros. (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html) IGN. Retrieved on 2008-04-13. [9] Nintendo Power Vol. 52, 1994-08. [10] Davis, Cameron. (2000-01-28) Super Mario Deluxe for Game Boy Color Review (http:/ / www. gamespot. com/ gbc/ action/ supermariodx/ review. html). Gamespot. Retrieved on 2008-04-17. [11] Super Mario Bros: The Lost Level Review (http:/ / vc. nintendolife. com/ reviews/ 2007/ 09/ super_mario_bros_the_lost_levels_virtual_console) 12-19-2010 [12] Hayward, Andrew. (2007-10-01) VC Update: Sin and Punishment, Mario: Lost Levels (http:/ / www. 1up. com/ news/ update-sin-punishment-mario-lost). 1up.com. Retrieved on 2008-04-14. [13] Suellentrop, Chris. (2007-11-05) Super Mario Bros.: The Lost Levels - After 20 years, I can finally play this lost gaming classic. (http:/ / www. slate. com/ id/ 2177082/ ) Slate. Retrieved on 2008-04-14. [14] Super Mario Bros. The Lost Levels: Screenshots and Videos sample (http:/ / vc. nintendolife. com/ games/ nes/ super_mario_bros_the_lost_levels) Retrieved on 12-29-2010 [15] McLaughlin, Rus. "IGN Presents The History of Super Mario Bros." (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html). . Retrieved 2009-04-13. [16] Wii News: Super Mario Collection - first pictures - Official Nintendo Magazine (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=19821) [17] Harris, Craig. (2004-06-04) Classic NES Series: Super Mario Bros. - The classic's reborn on the GBA exactly as it was nearly 20 years ago (http:/ / gameboy. ign. com/ articles/ 499/ 499470p1. html). IGN. Retrieved on 2008-04-17. [18] "Super Mario Bros.: The Lost Levels" (http:/ / vc. nintendolife. com/ games/ nes/ super_mario_bros_the_lost_levels). NintendoLife.com. . Retrieved 7 October 2011. [19] MCV Staff. (2007-09-17) Wii Virtual Console Makes a Big Bang! (http:/ / www. mcvuk. com/ press-releases/ 31859/ Wii-Virtual-Console-releases) Market for Home Computing and Video Games. Retrieved on 2008-04-21.

Super Mario Bros.: The Lost Levels


[20] Munn, Stephen. (2007-09-14) European Virtual Console gets a time-limited Mario, and Sin & Punishment (http:/ / www. aeropause. com/ 2007/ 09/ european-virtual-console-gets-a-time-limited-mario-and-sin-punishment/ ). Aeropause (http:/ / web. archive. org/ web/ 20080527023057/ http:/ / www. aeropause. com/ ). Retrieved on 2008-04-21. [21] "Super Mario Bros.: The Lost Levels (Virtual Console / NES)" (http:/ / vc. nintendolife. com/ games/ nes/ super_mario_bros_the_lost_levels). Vc-reviews.com. 2007-09-14. . Retrieved 2009-07-22. [22] Super Mario Bros. 2 (http:/ / www. atarihq. com/ tsr/ fds/ smb2. html) [23] "Super Mario Bros.: The Lost Levels Review" (http:/ / wii. ign. com/ articles/ 824/ 824330p1. html). IGN. . Retrieved 2010-04-10.

36

Super Mario Bros. 2


Super Mario Bros. 2
North American box art, with Mario holding a vegetable
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Platforming Single-player

Nintendo EAD Nintendo Kensuke Tanabe


[1]

Shigeru Miyamoto Koji Kondo Mario Nintendo Entertainment System, Super Nintendo Entertainment System, Game Boy Advance, Virtual Console
[2]

ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario Bros. 2, often abbreviated SMB2 (known in Japan as Super Mario USA), is a platform game developed and published by Nintendo for the Nintendo Entertainment System as a sequel to the 1985 game Super Mario Bros. The game was also remade as part of the Super Mario All-Stars collection for the Super Nintendo Entertainment System (SNES), released on August 1, 1993 in North America and December 16, 1993 in Europe. It was rereleased on the Wii's Virtual Console in Europe, Australia and New Zealand on May 25, 2007 and the U.S. on July 2, 2007. Super Mario Bros. 2 initially started out as the prototype sequel to the original Super Mario Bros.;[3] however, it was scrapped during its development, and was replaced by Super Mario Bros.: The Lost Levels. The reasons included the technical limitations of the NES system making it difficult to produce a polished game featuring a vertical orientation and multiplayer features conceived for the project. It was decided to add more Mario-like elements, such as horizontal levels (though many vertically-oriented levels were retained in the final project). Being that the game had gone through some development, Nintendo created the game Yume Kj: Doki Doki Panic for the Family Computer Disk System during its agreement with the Fuji Television company. The game was changed in order to fit with the theme of the mascots of the company and their adventure. Regardless, it used the same engine as the original developed Super Mario Bros. 2, and also kept some of the Mario elements such as the items and basic game play in its reference.

Super Mario Bros. 2 After Nintendo of America had concluded that Super Mario Bros.: The Lost Levels was too difficult, Nintendo redeveloped Yume Kj: Doki Doki Panic back into a Super Mario Bros. game to be released in the countries outside of Japan.[3] After its release, the game became a commercial success, and eventually the game became well received enough that it was also released in Japan as well. After performing successful sales, Super Mario Bros. 2 has since been considered a classic Super Mario Bros. game around the world (including Japan), and has since been released in many remakes including to being one of the Mario games featured in Super Mario All-Stars, and as well as having its own remake in Super Mario Advance.

37

Gameplay
Super Mario Bros. 2 is set in the dream-land known as Subcon. Mario's task is to free Subcon from Wart, the game's final boss. The game is a side-scrolling platform game. At the beginning of each stage, the player is given a choice of four protagonists to control: Mario, Luigi, Toad, and Princess Peach. Each character has different strengths; Mario runs faster; Luigi can jump the highest of the four; Toad can run and pluck vegetables the fastest but can't jump well; and Peach can jump the farthest, due to her ability to hover for a short time, though she is the slowest runner and slowest at plucking items from the ground. All characters have the ability to increase the height of their jump by ducking briefly before they jump. Unlike the previous and following Mario games, no enemies can be defeated by jumping on them. Instead, the player character must throw objects at enemies, such as vegetables plucked from the ground. Certain opponents can be picked up and thrown as well, and several levels feature blocks marked with the word "POW", which when picked up and thrown kill all the enemies on screen at impact, similar to the one in Mario Bros. The game features a life meter, a then-unusual feature in the series. The player begins each stage with two points of health, represented by red hexagons (in remakes, they are shaped like hearts), and can increase the number of health points in the meter by collecting mushrooms. Health can be replenished by floating hearts, which appear after a certain number of opponents have been defeated. The invincibility star from the previous game appears, with a player needing to collect five pairs of cherries to acquire it. Each stage contains one or more hidden flasks of potion. When plucked and thrown, a potion creates a door to Sub-Space, an alternate world in which coins are collected instead of vegetables when plucked. The mushrooms used to increase the health meter can also be found here. The player automatically leaves Sub-Space after a short time. The coins collected are used in a slot machine mini-game played between stages. This mini-game is the chief means of obtaining additional lives. In addition to the mushrooms and slot machine coins, several Sub-Spaces are also used as warp zones; these involve the use of vases as pipes.[4]

Development

Super Mario Bros. 2

38

Yume Kj: Doki Doki Panic


Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo EAD Nintendo Fuji Television Network Kensuke Tanabe
[5]

Shigeru Miyamoto Koji Kondo Family Computer Disk System


JP

Releasedate(s) Mode(s)

July 10, 1987

Single-player

Although Super Mario Bros. 2 actually began development as a sequel to Super Mario Bros., its development was a long drawnout process that saw the game's original "Mario 2" prototype redesigned on several occasions. One of these redesigns was the Japanese Family Computer Disk System game Yume Kj: Doki Doki Panic ( Yume Kj: Doki Doki Panikku, "Dream Factory: Heart-Pounding Panic"). Doki Doki Panic originally started as a Mario game prototype developed by Kensuke Tanabe. The prototype emphasized vertically scrolling levels and throwing blocks. Notably, it was originally intended to be a two player co-op game allowing players to toss each other around. The gameplay was considered not fun enough at the time and was scrapped until later when Tanabe received instruction to use the Yume Kojo mascots in a game, at which point he expanded the gameplay and developed Doki Doki Panic.[6] Nintendo of Japan's then official sequel to Super Mario Bros. was released in Japan as Super Mario Bros. 2 in 1986; however, because of that game's difficulty and its close similarities to the original game, Nintendo of America decided not to release it in the West at that time. The game's actual development also had little involvement by Mario creator Shigeru Miyamoto, who had been involved more heavily with developing the original prototype instead. This was a contributing factor in the decision of Nintendo America to favour the Miyamoto/Tanabe Super Mario Bros. 2 prototype game ahead of the official Nintendo Japan "Mario 2". The game differs greatly from the original Super Mario Bros. due to several controversial design decisions made early in the process of development, such as the decision not to set the game in the Mushroom Kingdom, the decision to implement character selection, and to focus on vertical scrolling as opposed to the original side-scrolling style of the first game. The Western version of Super Mario Bros. 2 was such a success that it was eventually released in Japan in 1992 under the title Super Mario USA ( USA Sp Mario USA), and in 1993 a 16-bit remake of the Japanese game was released to the rest of the world as Super Mario Bros.: The Lost Levels as part of Super Mario All-Stars. The Japanese Super Mario Bros. 2 is known in North America, Europe and Australia as Super Mario Bros.: The Lost Levels. Visually, it looked like Super Mario Bros., with the same basic game format but with a completely different level design that delivers a higher difficulty setting.[4] Nintendo of America disliked the Japanese Super Mario Bros. 2, which they found to be frustratingly difficult and otherwise little more than a modification of Super Mario Bros.. As they did not want to risk the franchise's popularity, they canceled its stateside release and eventually decided on helping the original Japanese developers to revise Yume Kj: Doki Doki Panic into Super Mario Bros. 2 as it was originally intended to be when the game was designed.[4] Yume Kj: Doki Doki Panic ( ) is a platforming game that follows a family of four, each with different abilities, on a quest to rescue kidnapped kids in a fantasy world. The title was a license cooperation between Nintendo and Fuji Television to promote the broadcaster's Yume Kj '87 event, which showcased several of their latest TV shows and other products at the time. The game features the mascots of the

Super Mario Bros. 2 Yume Kj festival a family consisting of siblings Imajin and Lina and their parents, Papa and Mama as protagonists. The rest of the characters, including the main villain, Mamu, are creations by Nintendo for the game. Yume Kj: Doki Doki Panic takes place within a book with an Arabian setting. All four characters are playable, and the game is not fully completed until the player clears all levels with each protagonist. In Super Mario Bros. 2, Mario, Luigi, Peach, and Toad were built on Imajin, Mama, Lina, and Papa's models, respectively, marking the first time that Mario and Luigi had noticeably different heights.[4] Because it is based on the Super Mario Bros. 2 prototype game, Yume Kj: Doki Doki Panic naturally features many elements from the Mario universe, such as Starmen, coin and jumping sound effects, the POW blocks and level warping. Additionally, the game's soundtrack was composed by Koji Kondo,[7] the original Super Mario Bros. composer, and needed only a few alterations and new compositions throughout the conversion.[2] Both Yume Kj: Doki Doki Panic and Super Mario Bros. 2 were directed by Kensuke Tanabe.[1][5]

39

Re-releases
In 1993,[8] Nintendo released an enhanced SNES compilation titled Super Mario All-Stars. It included all of the Super Mario Bros. games released for the Nintendo Entertainment System and Family Computer. The version of Super Mario Bros. 2 included in the compilation had improved graphics and sound to match the SNES's 16-bit capabilities, as well as minor alterations in some collision mechanics. Among other enhancements, it was also possible to change the character after losing a single life, while the original version allowed to change it only after completing a level or when the player lost all its lives and chose "Continue", making the game much more forgiving when choosing a character not adept at some specific level. Also, the player began with 5 lives instead of 3, and the slot game gained an additional character: if one could get three "7", the player could win ten lives. In MarchApril 1996, Nintendo (in collaboration with the St.GIGA satellite radio station) released an ura- or gaiden-version of the game for the Satellaview system featuring graphical enhancements similar to Super Mario All-Stars. This new game was entitled BS Super Mario USA Power Challenge ( ), and like all Satellaview titles it was released episodically in a number of weekly volumes.[9] BS Super Mario USA Power Challenge was never released outside of Japan and as with all other Satellaview titles it has never been re-released as a stand-alone title. The game exists today solely in ROM-format and is traded online by Satellaview emulation enthusiasts.[9] Super Mario Advance In 2001, Super Mario Bros. 2 received another release (this time based on the All-Stars remake) as part of Super Mario Advance (which also contained a remake of Mario Bros.). Super Mario Advance was developed by Nintendo Entertainment Analysis and Development,[10] and was a launch title for the Game Boy Advance. The Super Mario Advance version of Super Mario Bros. 2 includes several new features such as the addition of the enemy Robirdo (a robotic Birdo acting as the boss of World 3, replacing Mouser), the addition of the Yoshi Challenge (in which players may revisit stages to search for Yoshi Eggs), and an all-new point-scoring system (a first for the game). Graphical and audio enhancements were also added in the form of enlarged sprites, multiple hit combos, digital voice acting, and such minor stylistic and aesthetic changes as an altered default health-meter level, boss-order, backgrounds, the size of hearts, Princess Toadstool being renamed to the now-standard "Princess Peach," and the inclusion of a chime to announce Stars.[11]

Super Mario Bros. 2

40

Reception
Super Mario Bros. 2 sold ten million copies, and was the third highest-selling game ever released on the Nintendo Entertainment System at that time.[12] Nintendo Power listed Super Mario Bros. 2 as the eighth best Nintendo Entertainment System video game, mentioning that in spite of not being originally a Mario game, it was able to stand on its own merits and its unique takes on the series' trademark format.[13] Super Mario Bros. 2 was ranked 108th out of 200 of the "Greatest Games of Their Time" by Electronic Gaming Monthly. When it was re-released in 2001 as Super Mario Advance it received generally positive reviews, garnering an aggregate score of 84% on Metacritic.[14] One reviewer concluded "all nostalgia and historical influence aside, Super Mario Bros. 2 is still a game worth playing on the merits of its gameplay alone", also saying that "the only reason you may not want to pick it up is if ... you already own it in another form."[15] However, GameSpot thought that Super Mario Bros. 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity;[16] both titles were eventually also remade as part of the Super Mario Advance series. Conversely, IGN praised the choice, calling it "one of the most polished and creative platformers of the era".[11] The game was named one of the NES best games ever by IGN, saying that the game offers greater diversity in graphics and gameplay than the original, making it a great bridge game between the other NES Mario titles.[17] The game was ranked as the ninth worst game in the Mario game series by ScrewAttack; they said that while it was a good game, it felt like a lie because they weren't playing the real Super Mario Bros. 2.[18] They also named the music played in the battle against the final boss Wart in the eight best 8-Bit Final Boss Themes.[19]

Legacy
Many elements in Super Mario Bros. 2 stayed for the game's sequels and related games in the series. The game added the ability to pick up and toss enemies and objects, a move that has become part of Mario's permanent repertoire, appearing in other Mario games including Super Mario Bros. 3, Super Mario World, Super Mario 64, Super Paper Mario, Super Mario Sunshine, New Super Mario Bros., New Super Mario Bros. Wii, Super Mario Galaxy and Super Mario Galaxy 2.[15][20][21][22] Many characters of Super Mario Bros. 2 have been assimilated into the greater Mario universe as well - Birdo, Pokeys, Bob-ombs and Shy Guys are notable examples.[15] This is the first game in which Princess Peach and Toad are featured as playable characters. Princess Peach herself has gone on to star in other Mario games such as Super Princess Peach[15] while Toad has received supporting roles in later Mario games and has starred in games like Wario's Woods and New Super Mario Bros. Wii. This is also the first game where Luigi received the appearance he has today (notably, he is taller than Mario).[4][15] In the Super Smash Bros. series, Peach not only has the ability to pluck and throw vegetables, she can also float in mid-air both in the same vein as this game.

References
[1] "Interview - Kensuke Tanabe Talks Metroid Prime 2: Echoes" (http:/ / www. webcitation. org/ 5sfp8s6Ll). Nintendo World Report. 18 May 2004. Archived from the original (http:/ / www. nintendoworldreport. com/ interview/ 2181) on 11 September 2010. . Retrieved 11 September 2010. [2] Nintendo Sound Selection vol.3 Luigi: B-Side Music (http:/ / vgmdb. net/ album/ 4341) (Album notes). Scitron Digital Contents Inc.. 2005. . [3] The Secret History of Super Mario Bros. 2, Wired.com (http:/ / arstechnica. com/ gaming/ 2011/ 04/ the-secret-history-of-super-mario-bros-2/ ) [4] McLaughlin, Rus. "IGN Presents The History of Super Mario Bros." (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html). . Retrieved 2009-04-13. [5] " 101" (http:/ / www. gpara. com/ contents/ creator/ bn_101. htm). Gpara.com. 10 February 2003. . Retrieved 11 January 2011. [6] "The Secret History of Super Mario Bros. 2" (http:/ / arstechnica. com/ gaming/ news/ 2011/ 04/ the-secret-history-of-super-mario-bros-2. ars). wired.com. 3 April 2011. . Retrieved 3 April 2011. [7] Nintendo Entertainment Analysis and Development. Yume Kj: Doki Doki Panic. (Nintendo Co., Ltd.). Scene: staff credits. (10 July 1987) [8] "SNES: Super Mario All-Stars" (http:/ / www. gamespot. com/ snes/ action/ supermariocollection/ index. html?tag=result;title;0). GameSpot. . Retrieved 2008-08-27.

Super Mario Bros. 2


[9] Kameb (12 February 2008). " " (http:/ / www. f3. dion. ne. jp/ ~kameb/ satella/ st_prg/ st_prg. htm) (in Japanese). The Satellaview History Museum. . Retrieved 29 March 2009. [10] "Joining Nintendo After Super Mario" (http:/ / us. wii. com/ iwata_asks/ mario25th/ vol3_page1. jsp). Iwata Asks: Super Mario Bros. 25th Anniversary. Nintendo of America, Inc.. 13 September 2010. . Retrieved 19 January 2011. [11] "Super Mario Bros. 2: Super Mario Advance - Game Boy Advance Review at IGN" (http:/ / gameboy. ign. com/ articles/ 165/ 165853p1. html). IGN. . Retrieved 2010-02-26. [12] "All Time Top 20 Best Selling Games" (http:/ / web. archive. org/ web/ 20060221044930/ http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm). 2003-05-21. Archived from the original (http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm) on 2006-02-21. . Retrieved 2006-12-01. [13] NP Top 200. 231. Nintendo Power. August 2008. pp. 71.. [14] "Super Mario Advance (gba) reviews at" (http:/ / www. metacritic. com/ games/ platforms/ gba/ supermarioadvance?q=super mario bros 2). Metacritic.com. 11 June 2001. . Retrieved 20 July 2009. [15] "Super Mario Bros. 2 Review" (http:/ / wii. ign. com/ articles/ 801/ 801793p1. html). IGN. IGN Entertainment, Inc.. 5 July 2007. . Retrieved 25 August 2009. [16] "Super Mario Advance for the Game Boy Advance review" (http:/ / www. gamespot. com/ gba/ action/ supermarioadvance/ review. html). GameSpot. . Retrieved 2010-02-26. [17] "18. Super Mario Bros. 2" (http:/ / www. ign. com/ top-100-nes-games/ 18. html). IGN. 11 June 2001. . Retrieved 10 April 2010. [18] "ScrewAttack - Top Ten Worst Mario Games" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 23547). ScrewAttack. . Retrieved 2010-04-11. [19] "ScrewAttack - Top Ten 8-Bit Boss Themes" (http:/ / www. gametrailers. com/ video/ top-10-screwattack/ 64349). ScrewAttack. . Retrieved 2010-04-11. [20] "Mario's Basic Moves". Nintendo Power: Strategy Guide (Nintendo) SG1 (13): 4. 1990. [21] "Full Coverage Super Mario 64". Nintendo Power (Nintendo) (88): 1423. September 1996. [22] Miller, Skyler. "Super Mario World - Review" (http:/ / www. allgame. com/ game. php?id=2630& tab=review). Allgame. . Retrieved 2009-07-13.

41

External links
Super Mario Bros. 2 guide at StrategyWiki TGWTG video feature on the story behind Super Mario 2 and Doki Doki Panic (http://thatguywiththeglasses. com/bt/guruandwez/retroco/7877-smb2ddp) BS Super Mario US (http://www.themushroomkingdom.net/games/bssmusa) Super Mario Bros. 2 Madness - From Doki Doki Panic to SMB2 (http://www.themushroomkingdom.net/ smb2_ddp.shtml) Yume Kj: Doki Doki Panic - The strange truth behind Super Mario Bros. 2 (http://www.progressiveboink. com/archive/dokidokipanic.html) Super Mario Bros. 2 (http://www.nindb.net/game/super-mario-bros-2.html) at NinDB (http://www.nindb. net) Official Super Mario Advance site (http://www.gameboy.com/supermarioadvance/) The Secret History of Super Mario Bros. 2 (http://www.wired.com/gamelife/2011/04/super-mario-bros-2/) at Wired.

Super Mario Bros. 3

42

Super Mario Bros. 3


Super Mario Bros. 3
The cover art depicts Mario, the main protagonist, flying with racoon ears and tail obtained from the new "Super Leaf" item.
Developer(s) Publisher(s) Designer(s) Nintendo EAD Nintendo Shigeru Miyamoto [1] Takashi Tezuka Koji Kondo Mario Nintendo Entertainment System, PlayChoice-10, Super Nintendo Entertainment System, Game Boy Advance, Virtual Console
[1] [1]

Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s)

Platforming Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario Bros. 3 ( 3 Sp Mario Burazzu Sur) is a platform video game developed and published by Nintendo for the Nintendo Entertainment System (NES), and is the third game in the Super Mario series. The game was released in Japan in 1988, in the United States in 1990, and in Europe in 1991. Development was handled by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto, who directed the game along with Takashi Tezuka. The game centers on the quest of Mario and Luigi to save the rulers of seven kingdoms from Bowser, the series' antagonist. The two brothers must travel across eight worlds to restore order to the Mushroom World. It built on the game play of previous Mario games by introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series. Prior to its private consumer North American release, game play footage from Super Mario Bros. 3 appeared in the Universal Studios film The Wizard, which helped fuel the game's anticipation among fans. Upon its release, the game was commercially successful and has since become one of the best-selling video games in the industry. Super Mario Bros. 3 was well received by critics and has been included in numerous lists of top 100 video games. The success of the game resulted in an animated television show based on its elements, and the game's re-release on later Nintendo consoles.

Gameplay
Super Mario Bros. 3 is a two-dimensional platform game in which the player controls the on-screen protagonist (either Mario or Luigi) from a third-person perspective. The game shares similar game mechanics with previous titles in the seriesSuper Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 2but introduces several new elements. In addition to the running and jumping moves found in past games, the player can fly and float with the aid of special items, slide down slopes, and execute new types of jumps.[2] Super Mario Bros. 3 is set after the events of previous games. Mario and Luigi embark on a mission on behalf of Princess Toadstool to

Super Mario Bros. 3 stop Bowser and his childrenthe Koopalingsfrom terrorizing the kings of seven regions in the Mushroom World. The Koopalings stole the kings' magic wands and transformed them into animals.[3] Each region serves as a game world that is divided into stage levels, and an eighth region is included as the final world, Dark Land. The eight worlds feature distinct visual themes; for example, the second world, "Desert Land", contains sand-covered levels with pyramids, while the levels in the fourth world, "Giant Land", are populated with obstacles and enemies four times as large as other worlds.[4] The player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses and other map icons, and allow players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or fortress will allow access to that level's playfield, a linear stage populated with obstacles and enemies. The majority of the game takes place in these levels, with the player traversing the stage by running, jumping, and dodging or defeating enemies.[5][6][7] Completing stages allows the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat; the first seven worlds feature an airship controlled by one of the Koopalings, while the player battles Bowser in his castle in the eighth world. Other map icons include large boulders and locked doors that impede paths, and special minigames that provide the player a chance to obtain special power-ups. A new feature is the player's option to save power-up items obtained in minigames for later use via a menu accessible at the overworld screen.[5][6] In addition to special items from previous games like the "Super Mushroom" and "Fire Flower", new power-ups are introduced that provide the player with new options. Items vary in scarcity; for example, 1-up mushrooms, which give the player an extra attempt to play after the character dies, are abundant, while the "magic whistle", which enables the player to bypass certain worlds, only appears three times in the game.[8] The "Super Leaf" and "Tanooki Suit" give Mario tanuki and Jizo Bosatsu appearances respectively and allow him to fly or turn into stone to avoid enemies for a short period of time. Changing into a Tanooki statue while jumping would result in Mario pounding the ground and killing whatever enemies are directly under him, this marked the first appearance of the "Ground Pound" move in a Mario game, a move that would later be given to Yoshi in Yoshi's Island and that would later become part of Mario's standard moveset in Super Mario 64 and all subsequent games. Other suits include the "Frog Suit," which increases the character's underwater speed and agility and improves jumping height on land, and the "Hammer Suit," which gives Mario the appearance of the Hammer Bros. enemy and allows him to throw hammers at enemies and resist fire attacks. Some abilities provided by the suits are intended to give the player more navigation options in stages. For example, the Frog Suit allows the player to access underwater pipes, and the Tanooki Suit can temporarily transform Mario into an invincible statue, reducing the threat of damage.[5][6][9] Additionally in level 5-3 Mario can gain a power-up known as the Kuribo's boot which allows him to stomp on spiked enemies and terrain, but which Mario loses at the end of the level.[10] Super Mario Bros. 3 includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the other controls Luigi. Through this mode, players can also access several minigames, including a remake of the original Mario Bros. arcade game.[11]

43

Super Mario Bros. 3

44

Development
Super Mario Bros. 3 was developed by Nintendo EAD, and took more than two years to complete.[1][12] Developer Shigeru Miyamoto directed the designers and programmers, working with them closely during the initial concepts and final stages, encouraging a free interchange of ideas. Miyamoto considered intriguing and original ideas to be key to creating a successful game.[1] The game was designed to appeal to players of varying skill levels. To assist less skilled players, bonus coins and extra lives are more abundant in earlier worlds, while later worlds present more complex challenges for more experienced players. In the two-player mode, the players alternate turns to balance play time.[1] The development team introduced new power-ups and concepts that would give Mario the appearance of different creatures as a means of providing him with new abilities. An early idea changed Mario into a centaur, but was dropped in favor of a Shigeru Miyamoto, the producer for Super Mario Bros. 3, has been involved in the development of every Super raccoon tail that allows limited flying ability.[1][12] Other costumes Mario Bros. console game. with different abilities were added to his repertoire, and levels were designed to take advantage of these abilities.[13] New enemies were included to add diversity to the game, along with variants of previous enemies, such as Goombas, Hammer Bros., and Koopa Troopas.[12][13] The real life experiences of Miyamoto and his staff provided the inspiration for new enemies. For example, the idea for the Chain Chomp enemies (spherical, dog-like creatures) came from a bad experience Miyamoto had with a dog as a child.[1] Bowser's children were designed to be unique in appearance and personality; Miyamoto based the characters on seven of his programmers as a tribute to their work and efforts.[1][12] The Koopalings' names were later altered to mimic names of well-known, Western celebrities in the English localization.[12] The character graphics were created by using a special graphics machine ("Character Generator Computer Aided Design") that generated a collection of all the graphical shapes used in the game. Shapes in the collection were assigned numbers that the game's code uses to access in real time, and are combined to form complete images on the screen in real time.[1] The Super Mario Bros. 3 cartridge uses Nintendo's custom MMC3 (Memory Management Controller) ASIC to enhance the NES capabilities. The MMC3 chip allows for animated tiles, extra RAM for diagonal scrolling, and a scanline timer to split the screen. The game uses these functions to split the game screen into two portions, a playfield on the top and a status bar on the bottom, allowing the top portion to scroll as the character navigates the stage while the bottom portion remains static to display text and other information.[14] During 1988, a shortage of ROM chips, along with Nintendo of America's preparation of a version of Super Mario Bros. 2 for Western gamers (since the Japanese SMB2 was deemed too difficult), prevented Nintendo from releasing SMB3 and some other games (including, according to the magazine "Nintendo Power", "Zelda II: The Adventure of Link") in North America on schedule.[15] The delay, however, presented Nintendo with an opportunity to promote the game in a feature film. In 1989, Tom Pollack of Universal Studios approached Nintendo of America's marketing department about a video game movie; inspired by Nintendo video game competitions, Pollack envisioned a video game version of Tommy for younger audiences. Nintendo licensed its products for inclusion in what would become the film The Wizard. During the movie's production, the filmmakers requested and were granted approval from Nintendo regarding the script and portrayal of the company's games.[16] Super Mario Bros. 3 was one of the products shown in the film, and was used in a final scene involving a video game competition.[16][17] The film was released in

Super Mario Bros. 3 December 1989, a few months before the game was released.[18]

45

Reception
The game has received critical acclaim by the video game press. Julian Rignall of Mean Machines referred to Super Mario Bros. 3 as the "finest videogame" he had ever played, citing its addictiveness, depth, and challenge. A second Mean Machines reviewer, Matt Regan, anticipated the game would be a top-selling title in the United Kingdom, and echoed Rignall's praise calling it a "truly brilliant game". Regan further stated that the game offered elements which tested the player's "brains and reflexes", and that though the graphics were simple, they were "incredibly varied".[5] In a preview of the game, Nintendo Power gave it high marks in graphics, audio, challenge, gameplay, and enjoyability.[6] Edge magazine considered Super Mario Bros. 3 Nintendo's standout title of 1989, and commented that its success outshone the first Super Mario Bros.'s sales milestone; the first title sold 40million copies, but was bundled with the NES.[19] They lauded the overworld map as an elegant alternative to a menu to select levels.[20] Allgame's Skyler Miller praised many of the game's elements: level design, graphics, music, and nonlinearity.[7] Dengeki referred to the game as a popular title and expressed excitement over its rerelease on the Game Boy Advance system.[21] The in-game, hidden items were a well-received element.[22] Rignall considered them a component of the game's addictiveness, and Sheff stated that finding the secret items in the game, such as the whistles, provided a sense of satisfaction.[5][23] Criticism focused on different aspects of the game. Miller considered the exclusion of a system to save progress a drawback, while Rignall described the audio and visuals as being outdated compared to games on the new Sega Genesis and Super Nintendo Entertainment System (SNES).[5][7] Super Mario Bros. 3 has appeared on numerous top video game lists. The game debuted on Nintendo Power's Top 30 list at number 20 in September 1989.[24] It entered the list's top 10 a few months later and reached number one in May 1990.[25][26] Super Mario Bros. 3 remained within the top 20 for more than five years.[27] More than a decade later, the magazine ranked the game number six on their list of 200 Greatest Nintendo Games.[28] In August 2008, Nintendo Power listed Super Mario Bros. 3 as the second best Nintendo Entertainment System video game, praising it for making the series more complex and introducing new abilities that have since become signature abilities in the series.[29] The game placed 11th, behind Super Mario Bros., in Official Nintendo Magazine's "100 greatest Nintendo games of all time".[30] In 2007, Screwattack called Super Mario Bros. 3 the best Mario game in the series as well as the best game on the NES, citing the graphics, power-ups, secrets, and popularity, summing it up as "it is just incredible" and "If you haven't experienced this greatness, we pity you".[22][31] In a poll conducted by Dengeki, it tied with Super Mario World as the number three video game their readers first played.[32] The game has been ranked on several of IGN's lists of "top games". In 2005, they rated it 23rd among their Top 100 Games, and praised the precise and intuitive controls.[33] IGN editors from the United States, United Kingdom, and Australia ranked Super Mario Bros. 3 number 39 in their 2007 Top 100 Games, citing Miyamoto's "ingenious" designs. They further commented that the game improved on the "already-brilliant concepts" of the previous titles with new power-ups and enemies.[12] Users and readers of the website placed the game high on similar lists: 32nd in 2005 and 21st in 2006.[34][35] In 2007, it was included in the "game canon", a list of the ten most important video games selected by a committee to preserve key titles within the industry.[36] In 2009, Game Informer put Super Mario Bros. 3 9th on their list of "The Top 200 Games of All Time", saying that it is "a game with incredible lasting power that we won't soon forget".[37] UGO listed Super Mario Bros. 3 on their list of the "Top 50 Games That Belong On the 3DS", calling it "Arguably the greatest Mario game ever made."[38] Gamespot placed the game in their list of the greatest games of all time.[39]

Super Mario Bros. 3

46

Sales
Super Mario Bros. 3 was a commercial success and became one of the video game industry's best-selling games.[13] Its inclusion in The Wizard served as a preview and generated a high level of anticipation in the United States prior to its release.[18][40] Levi Buchanan of IGN considered Super Mario Bros. 3's appearance in the film as a show-stealing element, and referred to the movie as a "90-minute commercial" for the game.[41] By 1993, the game had sold 4 and 7million units in Japan and the United States respectively. In the United States alone, the game generated over US$500million in revenue for Nintendo. Author David Sheff commented that, in music industry terms, the game went platinum 11 times.[42] In 2008, Guinness World Records listed the game as the best-selling video game to be sold separately from a system, and reported worldwide sales of over 18million copies.[43] Game Informer reported in their October 2009 issue that the Virtual Console version had sold one million copies.[37] As of 2011, Super Mario Bros. 3 remains the highest-grossing non-bundled home video game to date, having grossed $1.7 billion, inflation adjusted.[44]

Legacy
Super Mario Bros. 3 introduced several elements which were carried over to subsequent Mario titles.[30] A similar overworld map is used in Super Mario World and New Super Mario Bros., and Mario's ability to fly has been a feature in such games as Super Mario World, Super Mario 64 and Super Mario Galaxy.[12][45][46] Bowser's red hair was first popularized in the game (though it was originally added in Super Mario Bros.: Peach-Hime Kyushutsu Dai Sakusen! in 1986), and has since become a part of his standard appearance.[12] Through a collaboration between NBC and Nintendo of America, an animated television series titled The Adventures of Super Mario Bros. 3 was created in 1990 by DIC Entertainment. The show aired weekly and featured numerous characters, enemies, and settings from the video game; the original seven Koopalings are given different names based on their given personalities and are also given a new age order.[47] Other Nintendo products have included various elements from the game as well. Music from Super Mario Bros. 3 appears as a track on Nintendo Sound Selection Koopa, a collection of songs from Nintendo games.[48] The game's stages and graphics comprise a background theme in the 2006 Nintendo DS game Tetris DS.[49][50] The Koopalings are also world bosses in Super Mario World, Mario is Missing!, Yoshi's Safari, Hotel Mario and New Super Mario Bros. Wii.[51][52]

Remakes
Further information: Super Mario Advance 4: Super Mario Bros. 3 The game has been ported to several other Nintendo consoles. In 1993, it was included in Super Mario All-Stars, a SNES compilation of enhanced remakes of NES Mario games.[53] A Game Boy Advance version, Super Mario Advance 4: Super Mario Bros. 3, was released in 2003, and included several updates.[54][55] It features similar graphics to the SNES remake (the release was a port of the SNES version) along with a larger color palette and parallax scrolling, although the latter not to the same extent. The Mario Bros. minigame allows up to four players instead of two, and the Nintendo e-Reader peripheral gives the player access to walkthrough demonstrations as well as new items and levels.[55] In late 2007, Super Mario Bros. 3 was released via the Nintendo Wii's Virtual Console service, featuring the original graphics and gameplay of the NES version.[56][57]

Super Mario Bros. 3

47

References
[1] [2] [3] [4] [5] Nintendo Power Staff (January/February 1990). "The Making of Super Mario Bros. 3". Nintendo Power (Nintendo) (10): 2023. "Mario's Basic Moves". Nintendo Power: Strategy Guide (Nintendo) SG1 (13): 4. 1990. "Story". Super Mario Bros. 3 Instruction Booklet. Nintendo of America. 1990-02-12. "The Eight Kingdoms". Super Mario Bros. 3 Instruction Booklet. Nintendo of America. 1990-02-12. Mean Machine Staff (October 1991). "Nintendo Review: Super Mario Bros. 3" (http:/ / www. meanmachinesmag. co. uk/ review/ 192/ super-mario-bros-3. php). Mean Machines (EMAP) (13): 5659. . [6] Nintendo Power Staff (January/February 1990). "Previews: Super Mario Bros. 3". Nintendo Power (Nintendo) (10): 5659. [7] Miller, Skyler. "allgame ((( Super Mario Bros. 3 > Overview )))" (http:/ / www. allgame. com/ game. php?id=1321). Allgame. . Retrieved 2009-02-09. [8] "Mario's Power-Ups & Magical Items". Nintendo Power: Strategy Guide (Nintendo) SG1 (13): 5. 1990. [9] Nintendo Power Staff (May/June 1990). "Super Mario Bros. 3: Strategy Guide on the Way". Nintendo Power (Nintendo) (12): 9495. [10] "Super Mario Bros. 3 - World 5-3" (http:/ / www. gametrailers. com/ video/ super-mario-level/ 713254). Level. GameTrailers. 25 April 2011. . Retrieved 2 January 2012. [11] "How To Play The 2 Player Game". Super Mario Bros. 3 Instruction Booklet. Nintendo of America. 1990-02-12. [12] "IGN Top 100 Games 2007: 39 Super Mario Bros. 3" (http:/ / top100. ign. com/ 2007/ ign_top_game_39. html). IGN. 2007. . Retrieved 2009-01-25. [13] McLaughlin, Rus (2007-11-08). "The History of the Super Mario Bros." (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html). IGN. . Retrieved 2009-01-26. [14] Nintendo Power Staff (January 1991). "Why Your Game Paks Never Forget". Nintendo Power (Nintendo) (20): 2831. [15] Sheff, David (1993). "Game Masters". Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children. Random House. p.222. ISBN0-679-40469-4. [16] Sheff, David (1993). "The Grinch Who Stole Christmas". Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children. Random House. pp.190191. ISBN0-679-40469-4. [17] McFerran, Damien (April 2008). "The Making of The Wizard". Retro Gamer (Imagine Publishing) (49): 8487. [18] Matti, Michele (November/December 1989). "NES Journal: The Wizard". Nintendo Power (Nintendo) (9): 90. [19] Edge Staff (July 2007). "Who Dares Wins". Edge (Future Publishing) (177): 6365. [20] Edge Staff (September 2008). "Return to Main Menu". Edge (Future Publishing) (192): 7172. [21] " !!" (http:/ / dol. dengeki. com/ data/ news/ 2003/ 05/ 14/ 3f7fd2b01ca1350e59b2b6839b22b496. html) (in Japanese). Dengeki. 2005-05-14. . Retrieved 2009-02-05. [22] "Top Ten NES Games" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 26529). ScrewAttack. GameTrailers. 2007-10-16. . Retrieved 2009-02-06. [23] Sheff, David (1993). "I, Mario". Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (1st ed.). Random House. p.53. ISBN0-679-40469-4. [24] Nintendo Power Staff (September/October 1989). "Nintendo Power Top 30". Nintendo Power (Nintendo) (8): 82. [25] Nintendo Power Staff (March/April 1990). "Nintendo Power Top 30". Nintendo Power (Nintendo) (11): 4041. [26] Nintendo Power Staff (May/June 1990). "Nintendo Power Top 30". Nintendo Power (Nintendo) (12): 4243. [27] Nintendo Power Staff (January 1995). "Power Charts". Nintendo Power (Nintendo) (68): 101. [28] "NP Top 200". Nintendo Power (Nintendo) (200): 5866. February 2006. [29] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 71. [30] East, Tom. "100 Best Nintendo Games - Part Five" (http:/ / www. officialnintendomagazine. co. uk/ 7297/ features100-best-nintendo-games-part-five/ ). Official Nintendo Magazine. Future plc. . Retrieved 2009-02-25. [31] "Top Ten Mario Games" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 22754). ScrewAttack. GameTrailers. 2007-07-24. . Retrieved 2009-01-24. [32] " " (http:/ / news. dengeki. com/ elem/ 000/ 000/ 091/ 91701/ ) (in Japanese). Dengeki. 2008-07-09. . Retrieved 2009-02-05. [33] "IGN's Top 100 Games: 2130" (http:/ / top100. ign. com/ 2005/ 021-030. html). IGN. 2005. . Retrieved 2009-01-25. [34] "Top 99 Games of All Time: Reader's Pick" (http:/ / microsites. ign. com/ kfc/ top99games/ 7. html). IGN. 2005. . Retrieved 2009-01-25. [35] "Readers' Picks Top 100 Games: 21-30" (http:/ / top100. ign. com/ 2006/ 021-030. html). IGN. 2006. . Retrieved 2009-01-25. [36] Chaplin, Heather (2007-03-12). "Is That Just Some Game? No, Its a Cultural Artifact" (http:/ / www. nytimes. com/ 2007/ 03/ 12/ arts/ design/ 12vide. html). New York Times. . Retrieved 2009-02-06. [37] The Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 4479. ISSN1067-6392. OCLC27315596. [38] Sal Basile (July 6, 2010). "The Top 50 Games That Belong On the 3DS - UGO.com" (http:/ / www. ugo. com/ games/ the-top-50-games-that-belong-on-the-3ds?page=5). UGO. . Retrieved 2011-04-25. [39] Davis, Ryan. "The Greatest Games of All Time" (http:/ / uk. gamespot. com/ gamespot/ features/ all/ greatestgames/ p-53. html). GameSpot. . Retrieved April 25, 2012.

Super Mario Bros. 3


[40] Roush, George (2008-06-18). "Watching The Wizard" (http:/ / retro. ign. com/ articles/ 882/ 882655p1. html). IGN. . Retrieved 2009-01-25. [41] Buchanan, Levi (2008-06-18). "The 90-Minute Super Mario Bros. 3 Commercial" (http:/ / retro. ign. com/ articles/ 882/ 882647p1. html). IGN. . Retrieved 2009-01-25. [42] Sheff, David (1993). "A New Leader of the Club". Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children (1st ed.). Random House. pp.35. ISBN0-679-40469-4. [43] Craig Glenday, ed. (2008). Guinness World Records Gamer's Edition 2008. Guinness World Records. section coauthored by Oli Welsh. Guinness World Records Limited. p.110. ISBN978-1-904994-20-6. [44] Morris, Chris (24 March 2011). "Call of Duty, Guitar Hero Top All-Time Best Selling List" (http:/ / www. cnbc. com/ id/ 42253109/ Call_of_Duty_Guitar_Hero_Top_All_Time_Best_Selling_List). CNBC. . Retrieved 25 December 2011. [45] Official Super Mario 64 Player's Guide. Nintendo. 1996. [46] Harris, Craig (2006-05-06). "New Super Mario Bros. Review" (http:/ / ds. ign. com/ articles/ 705/ 705537p2. html). IGN. . Retrieved 2009-02-03. [47] Nintendo Power Staff (September/October 1990). "On the Air: SMB3". Nintendo Power (Nintendo) (16): 89. [48] " " " CD " (http:/ / dol. dengeki. com/ data/ news/ 2004/ 12/ 16/ 696eec8e065cb4f0abd9d5766171561b. html) (in Japanese). Dengeki. 2004-12-16. . Retrieved 2009-02-05. [49] Vore, Bryan (2006-01-11). "First Tetris DS Screenshots" (http:/ / play. tm/ wire/ 751754/ first-tetris-ds-screenshots/ ). Game Informer. . Retrieved 2009-02-05. [50] , (2006-08-06). " DS DS" (http:/ / game. watch. impress. co. jp/ docs/ 20060308/ tetris. htm) (in Japanese). Impress Watch. . Retrieved 2009-02-05. [51] Thomas, Lucas M.. "IGN: E3 2009: Return of the Koopalings?" (http:/ / wii. ign. com/ articles/ 990/ 990242p1. html). Wii.ign.com. . Retrieved 2009-08-18. [52] "New Super Mario Bros. Wii Stage Demo" (http:/ / www. gamespot. com/ new-super-mario-bros-wii/ videos/ new-super-mario-bros-wii-stage-demo-6211673) (Flash). GameSpot. 4 June 2009. . Retrieved 12 December 2009. [53] "Super Mario All-Stars for SNES: Release Summary" (http:/ / web. archive. org/ web/ 20090514164751/ http:/ / www. gamespot. com/ snes/ action/ supermariocollection/ similar. html?mode=versions). GameSpot. Archived from the original (http:/ / www. gamespot. com/ snes/ action/ supermariocollection/ similar. html?mode=versions) on 2009-05-14. . Retrieved 2009-01-27. [54] "Super Mario Advance 4: Super Mario Bros. 3 for Game Boy Advance: Release Summary" (http:/ / web. archive. org/ web/ 20100609032505/ http:/ / www. gamespot. com/ gba/ action/ supermarioadvance4/ similar. html?mode=versions). GameSpot. Archived from the original (http:/ / www. gamespot. com/ gba/ action/ supermarioadvance4/ similar. html?mode=versions) on 2010-06-09. . Retrieved 2009-01-27. [55] Davis, Ryan (2003-10-17). "Super Mario Advance 4: Super Mario Bros. 3 Review" (http:/ / www. gamespot. com/ super-mario-advance-4-super-mario-bros-3/ reviews/ 6077002/ super-mario-advance-4-super-mario-bros-3). GameSpot. . Retrieved 2009-01-27. [56] "Super Mario Bros. 3 for Wii: Release Summary" (http:/ / www. gamespot. com/ wii/ action/ supermariobros3/ similar. html?mode=versions). GameSpot. . Retrieved 2009-01-27. [57] Provo, Frank (2007-12-19). "Super Mario Bros. 3 Review" (http:/ / web. archive. org/ web/ 20090208232255/ http:/ / www. gamespot. com/ wii/ action/ supermariobros3/ review. html?). GameSpot. Archived from the original (http:/ / www. gamespot. com/ wii/ action/ supermariobros3/ review. html) on 2009-02-08. . Retrieved 2009-01-27.

48

External links
Super Mario Bros. 3 (http://web.archive.org/web/20080501175809/http://www.nintendo.com/wii/ virtualconsole/games/detail/kJyITQolhiZ0m1WXkKlNJJ6ZlYqnyC8U) (Virtual Console version) at Nintendo's website Super Mario Bros. 3 guide at StrategyWiki Super Mario Bros. 3 (http://www.mariowiki.com/Super_Mario_Bros._3) at Super Mario Wiki (http://www. mariowiki.com/) Super Mario Bros. 3 (http://www.nindb.net/game/super-mario-bros-3.html) at NinDB (http://www.nindb. net/) Super Mario Bros. 3 (http://themushroomkingdom.net/games/smb3) at The Mushroom Kingdom: Super Mario Bros. downloads and information (http://themushroomkingdom.net/) Super Mario Bros. 3 (http://www.mobygames.com/game/super-mario-bros-3) at Mobygames - The Authoritative Video Game Database (http://www.mobygames.com/)

Super Mario Land

49

Super Mario Land


Super Mario Land
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Nintendo R&D1 Nintendo Satoru Okada Gunpei Yokoi Hirokazu Tanaka Super Mario Game Boy, 3DS Virtual Console

Releasedate(s) Game Boy



JP

April 21, 1989 [2] July 31, 1989 EU September 28, 1990
NA NA INT

[1]

Virtual Console (3DS)


June 6, 2011 [3] June 7, 2011

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G ESRB: E

Super Mario Land ( Sp Mario Rando) is a platforming video game developed by Nintendo for the Game Boy handheld game console. It and the Game Boy debuted in Japan on April 21, 1989, in the United States on July 31, 1989, and in Europe on September 28, 1990.[4] Super Mario Land marked Mario's first appearance on the Game Boy and was a launch title for the Game Boy in Japan, North America and Europe. It is one of the first games re-released on the "Virtual Console" for the Nintendo 3DS. Reviews of the game were generally favorable. The game drove initial sales of the Game Boy and has sold over 18 million copies in total.[5] Super Mario Land was also the first game of the Mario series produced by Gunpei Yokoi. A sequel, Super Mario Land 2: 6 Golden Coins, was released in 1992. Another sequel, Wario Land: Super Mario Land 3, was released in 1994.

Gameplay
The gameplay of Super Mario Land is similar to that of Super Mario Bros. and its Japanese successor for the Nintendo Entertainment System. As in the previous games, the player takes over the role of Mario. The ultimate objective is to defeat Tatanga, the "Mysterious Spaceman," and save Princess Daisy.[6] However, there are some differences from earlier Mario games as well. Mario's primary attack is to jump on top of his enemies, which normally kills them. However, there are a few antagonists who cannot be undone in this manner or may even cause damage to Mario if he jumps on them. Power-ups like the Super Mushroom work normally, but the Fire Flower enables Mario to throw "superballs" that fly at a 45-degree angle and ricochet off floors, walls, and ceilings. Unlike traditional fireballs, Superballs can also be used to collect coins, which is useful for coins that are difficult or impossible to reach otherwise.[7] Also, unlike other

Super Mario Land games in the series, gameplay doesn't pause briefly when Mario collects a power-up or takes damage. In two specific levels Mario flies in the "Sky Pop" aeroplane or travels in the "Marine Pop" submarine instead of walking.[8] In these levels, there is no Super Flower because Mario can shoot the entire time. He still can grow by getting a Super Mushroom or become invincible by getting a Starman. During these levels, the screen constantly scrolls forward until it reaches the boss at the end, and it is not possible to slow down or stop it. Mario can be killed either by an enemy or by being crushed by the edge of the screen.[7] The game consists of four worlds with three levels each.[8] At the end of every level, there is a tower with an access at the top and at the bottom. If Mario can reach the upper access, there is a bonus level in which the player can win extra lives or power-ups. If he only reaches the lower access, the game continues normally. At the end of every third level, Mario has to fight a boss by either battling it or getting around it to reach a point behind them that will end the battle, similar to fighting Bowser in the original Super Mario Bros. After the game is completed, the game returns to the title screen, and the player is given the option to play in "Hard Mode." If the game is finished in Hard Mode, the game goes back to the title screen and allows the player to choose which stage to start in, allowing for replay of any particular stage.[7]

50

Plot
The story of Super Mario Land is set in the peaceful realm of Sarasaland, which is split into the four kingdoms of Birabuto, Muda, Easton, and Chai. One day, a mysterious alien named Tatanga appears and hypnotizes the inhabitants of Sarasaland, including Daisy. He kidnaps Princess Daisy in order to marry her. Mario then sets out to rescue her from Tatanga, traveling through the four geographical areas of Sarasaland and defeating Tatanga's minions along the way, as well as finding the monsters that pretend to be Daisy in order to fool Mario. Mario finally corners Tatanga in the skies of the Chai kingdom, bringing down his alien warship and rescuing Daisy, who kisses him and takes him back to her castle.[6][7]

Development
The game was produced by Gunpei Yokoi, who previously produced Donkey Kong (1981), Donkey Kong Junior (1982), Mario Bros. (1983) and Metroid (1986). It featured music written by Hirokazu Tanaka, who also composed for Duck Hunt (1984).[9] Hiroshi Yamauchi, then president of Nintendo, wanted a Mario game to be on the Game Boy, and ordered Yokoi to create the game with his development team, Nintendo Research & Development 1.[10] This would be the first original portable Mario game since the others made for the Game and Watch. This would also be the first Mario game developed without Shigeru Miyamoto, Yokoi's protege and creator of Mario and The Legend of Zelda.[10] Early in conceptual development, they decided to recreate the classic gameplay of the 1985 original in new worlds that took Mario far from the Mushroom Kingdom. It seemed like the perfect title to help sell their new system.[11] Yokoi's take on Mario helped the Game Boy surpass the NES as Nintendo's best selling platform, and the game itself just surpassed Super Mario Bros. 3's sales figures.[10] Initially, Nintendo planned to package Super Mario Land with the Game Boy, but decided to package Tetris instead at the insistence of Henk Rogers, who convinced Nintendo of America head Minoru Arakawa that a Mario title would only sell the Game Boy to young boys instead of everyone.[12]

Super Mario Land

51

Reception
Reception Aggregate scores
Aggregator GameRankings Score 74.2% [13]

Review scores
Publication Allgame Electronic Gaming Monthly GameSpot Mean Machines 7.75 8.3 [13] Score [14]

[15] [16]

90%

Super Mario Land sold 18.06 million copies,[5] making it the seventh-highest selling game of the Mario series and the fourth-highest selling game for the Game Boy.[17] As a result of its success, it was re-released in 1996 as part of the Game Boy Player's Choice series of games that have sold over one million units. Official Nintendo Magazine later named the game one of the best Nintendo games of all time, ranking it 73rd on their list of the top 100.[18] However, despite its success, it is the least critically successful of the Mario series. Receptions of the game were generally positive. It holds an average rating of 8.4/10 and 9.2/10 respectively at IGN,[8] as well as an average rating of 8.3/10 and 7.3/10 respectively at GameSpot.[19] Justin Searls of Nintendojo wrote that Super Mario Land continued the brilliance of its predecessor and gave it a 9 out of 10.[20] He remarked that the game was "very similar to the original Mario Brothers. It seems that the Mario sprites are almost identical to its predecessor." Also, some reviewers criticized the control, finding it imprecise compared to the other Mario games.[21][22][23]

Legacy
Super Mario Land 2: 6 Golden Coins is a sequel to the game, including a new character called Wario.[24] Wario Land: Super Mario Land 3 takes Wario into his own adventures, without Mario. Wario Land was an attempt to expand the appearance of Wario in Super Mario Land 2 to a starring role, and was successful, as it eventually led to many successful games in the Wario franchise. The original game also marks the first appearance of Princess Daisy to the Mario series. Both Wario and Daisy are featured in most Mario spin-off titles, including the Mario Party series and the Mario Kart series.[25] The Mario Land brand was used for the first time in 17 years in 2011's Super Mario 3D Land.

Super Mario Land

52

References
[1] Nintendo published Game Boy listing (http:/ / www. nintendo. co. jp/ n02/ dmg/ index. html) Nintendo. Retrieved on 2008-03-15 [2] White, Dave (July 1989). "Gameboy Club". Electronic Gaming Monthly (3): 68. [3] (http:/ / www. nintendo. co. jp/ 3ds/ eshop/ vc/ raaj/ index. html) [4] "Super Mario Land Release Info" (http:/ / www. mobygames. com/ game/ gameboy/ super-mario-land/ release-info). Moby Games. 1 March 1999. . Retrieved 21 April 2008. [5] "Mario Sales Data" (http:/ / www. gamecubicle. com/ features-mario-units_sold_sales. htm). Gamecubicle (http:/ / www. gamecubicle. com/ ). . Retrieved 10 February 2006. [6] Nintendo (1989). Super Mario Land Instruction Booklet. Nintendo of America, Inc.. [7] Super Mario Land Instruction Booklet. Nintendo. [8] "Super Mario Land" (http:/ / gameboy. ign. com/ objects/ 008/ 008816. html). IGN. News Corporation. 9 July 2002. . [9] "The Metroid Retrospective Part 1" (http:/ / www. gametrailers. com/ player/ 22771. html). GameTrailers. 2007-07-25. . Retrieved 2009-02-20. [10] McLaughlin, Rus. "IGN Presents The History of Super Mario Bros." (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html). IGN. News Corporation. . Retrieved 2009-04-13. [11] Fahs, Travis. "IGN Presents The History of Gameboy" (http:/ / retro. ign. com/ articles/ 100/ 1007864p2. html). IGN. News Corporation. . Retrieved 2009-04-13. [12] Staff (13 June 2009). "Alexey Pajitnov Stars Interview - Video Interview: Alexey Pajitnov Pt. 1" (http:/ / stars. ign. com/ dor/ objects/ 919431/ Alexey-Pajitnov/ videos/ tetris_spc_e3_01. html). IGN. News Corporation. . Retrieved 13 June 2009. [13] Game Rankings page on Super Mario Land (http:/ / www. gamerankings. com/ htmlpages2/ 585933. asp?q=Super Mario Land). Retrieved on 2008-03-13 [14] allgame ((( Super Mario Land > Overview ))) (http:/ / www. allgame. com/ cg/ agg. dll?p=agg& sql=1:1116) Retrieved on 2008-04-28 [15] Gamespot Other Reviews page for Super Mario Land (http:/ / www. gamespot. com/ gameboy/ action/ supermarioland/ index. html?tag=result;title;0) Retrieved on 2008-03-12. [16] Mean Machines review of Super Mario Land (archive) (http:/ / www. meanmachinesmag. co. uk/ review/ 39/ super-mario-land. php) Retrieved on 2008-03-13 [17] "All Time Top 20 Best Selling Games" (http:/ / web. archive. org/ web/ 20060910130538/ http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm). 23 May 2005. Archived from the original (http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm) on 10 September 2006. . Retrieved 1 December 2006. [18] East, Tom (19 February 2009). "Feature: 100 Best Nintendo Games" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7206). ONM. . Retrieved 18 March 2009. [19] "Super Mario Land" (http:/ / www. gamespot. com/ gameboy/ action/ supermarioland/ index. html). GameSpot. 1 May 1996. . [20] Searls, Justin. "Super Mario Land Review" (http:/ / www. nintendojo. com/ reviews/ GB/ view_item. php?961948800). Nintendojo (http:/ / www. nintendojo. com/ ). . [21] "Super Mario Land Review" (http:/ / www. gamerankings. com/ itemrankings/ launchreview. asp?reviewid=486405). Game Rankings. 10 December 2003. . [22] "Super Mario Land Review" (http:/ / www. gamerankings. com/ itemrankings/ launchreview. asp?reviewid=656137). Game Rankings. 25 October 2006. . [23] Vavra, Chris (10 October 2002). "Super Mario Land Review" (http:/ / www. gamerankings. com/ itemrankings/ launchreview. asp?reviewid=268191). Game Rankings. . [24] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 72. [25] "Guides: Mario Kart Wii Guide p.6" (http:/ / uk. guides. ign. com/ guides/ 949580/ page_6. html). IGN. News Corporation. . Retrieved 2008-05-24.

External links
Official Nintendo Japan website (http://www.nintendo.co.jp/n02/dmg/mla/index.html) (Japanese) Super Mario Land (http://www.mobygames.com/game/super-mario-land) at MobyGames

Super Mario World

53

Super Mario World


Super Mario World
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Platforming Single-player, multiplayer

Nintendo EAD

Takashi Tezuka Shigeru Miyamoto Koji Kondo Super Mario Super Nintendo Entertainment System, Game Boy Advance, Virtual Console

ACB: G CERO: A ESRB: E PEGI: 7+

Super Mario World ( Sp Mario Wrudo), subtitled Super Mario Bros. 4 for its original Japanese release,[1] is a 1990 platform video game developed and published by Nintendo as a pack-in launch title for the Super Famicom/Super Nintendo Entertainment System (SNES), and is the fourth game in the Super Mario series. Development was handled by Nintendo Entertainment Analysis and Development, led by Shigeru Miyamoto, who directed the game along with Takashi Tezuka. The game centers on the quest of Mario and Luigi to save the Dinosaur Land from Bowser, the series' antagonist. The two brothers must travel across seven worlds to restore order to Dinosaur Land. It built on the gameplay of previous Mario games by introducing new power-ups that augment character abilities, and established conventions that were carried over to future games in the series. Super Mario World marked the first appearance of Yoshi, Mario's dinosaur sidekick and riding mount. The game was a critical and commercial success, gaining a legacy and selling over 20 million copies worldwide. It has been re-released three times, first as part of a combo with Super Mario All-Stars on the SNES in 1994. Secondly, it was released on the Game Boy Advance with modified gameplay, as the second part of the Super Mario Advance series. The third re-release was for the Wii's Virtual Console in North America in 2007; there were few changes from the original SNES version.

Gameplay
Super Mario World is a two-dimensional platform game in which the player controls the on-screen protagonist (either Mario or Luigi) from a third-person perspective. The game shares similar gameplay mechanics with previous titles in the seriesSuper Mario Bros., Super Mario Bros.: The Lost Levels, and Super Mario Bros. 3but introduces several new elements. In addition to the running and jumping moves found in past games, the player can float with the aid of special items and execute new types of jumps such as the spin jump.[2] The player navigates through the game via two game screens: an overworld map and a level playfield. The overworld map displays an overhead representation of the current world and has several paths leading from the world's entrance to a castle. Paths connect to action panels, fortresses, ghost houses and other map icons, and allow

Super Mario World players to take different routes to reach the world's goal. Moving the on-screen character to an action panel or fortress will allow access to that level's playfield. The majority of the game takes place in these levels, populated with obstacles and enemies, with the player traversing the stage by running, jumping, and dodging or defeating enemies. Completing stages allows the player to progress through the overworld map and to succeeding worlds. Each world features a final stage with a boss to defeat; each of the seven worlds feature fortresses controlled by one of the Koopalings, and the player also battles Bowser in his castle in the seventh world. In addition to special items from previous games like the "Super Mushroom" and "Fire Flower", new power-ups are introduced that provide the player with new gameplay options. The new suit in the game is the cape feather, which gives Mario a cape and allows him to fly. This suit is also similar to the Racoon Suit from Super Mario Bros. 3 in terms of gameplay mechanics but with a few alterations. Super Mario World includes a multiplayer option which allows two players to cooperatively play the game by taking turns at navigating the overworld map and accessing stage levels; the first player controls Mario, while the other controls Luigi. The game introduces Yoshi, a dinosaur companion whom Mario can ride and is able to eat most enemies.[2]

54

Storyline
After saving the Mushroom Kingdom, brothers Mario and Luigi agree to take a vacation to a place called Dinosaur Land, where there are many types of dinosaurs. However, while resting in the beach, Princess Toadstool disappears. When Mario and Luigi wake up they try to find her and, after hours of searching, come across a giant egg in the forest. It suddenly hatches and out of it comes a young dinosaur named Yoshi, who then tells them that his dinosaur friends have also been imprisoned in eggs by evil koopas. Mario and Luigi soon realize that it must be the evil King Koopa Bowser and his Koopalings. Mario, Luigi and Yoshi set out to save Princess Toadstool and Yoshi's dinosaur friends, exploring Dinosaur Land for Bowser and his Koopalings. To aid him, Yoshi gives Mario a cape as they begin their journey. Mario and Luigi continue to follow Bowser defeating the koopalings in the process and save all of Yoshi's dinosaur friends. They eventually make it to Bowser's castle, where they fight him in a final battle. They defeat Bowser and save the Princess, restoring peace to Dinosaur Land.[3]

Development

Super Mario World

55

The game was directed by Takashi Tezuka and produced by Shigeru Miyamoto, the creator of Mario and The Legend of Zelda, with Shigefumi Hino as the graphics designer. Development was handled by Nintendo EAD, headed by Miyamoto. It took three years to develop the game with a team of sixteen people. However, Miyamoto stated that he felt that the game was incomplete and that development was rushed, voicing hope that with time the games for the system would allow for more emotion and story.[4] Miyamoto stated that he had wanted Mario to have a dinosaur companion ever since Super Mario Bros.; however, Nintendo engineers could not fit the companion into the limitations of the Nintendo Entertainment System. He said that "we were finally able to get Yoshi off the drawing boards with the SNES".[4] Yoshi came in one size and four colors, with different powers and huge appetites.[4] Super Mario World arrived in 1991 alongside the Super Nintendo Entertainment System in North America.[4]

Shigeru Miyamoto, the producer for Super Mario World, has been involved in the development of every Super Mario Bros. console game.

Re-releases
After the success of Super Mario World, the game was packaged in a special version of Super Mario All-Stars titled Super Mario All-Stars + Super Mario World, which was released in 1994 in the United States and in Europe as the pack-in game for the SNES "Super Mario Set" bundle.[5] In this version, Luigi has his own sprite (in the original, Luigi's sprite was simply a palette swap of the Mario sprite), while the rest remained the same. Super Mario World was one of the first games to be announced for the Wii's Virtual Console. It was released in Japan on December 2, 2006; in the United States on February 5, 2007.[6] A short timed demo of the game is one of the unlockable "Masterpieces" in the 2008 Wii game Super Smash Bros. Brawl. Super Mario Advance 2: Super Mario World In 2001, Super Mario World was ported by Nintendo Entertainment Analysis and Development to the Game Boy Advance as Super Mario World: Super Mario Advance 2.[7][8] Some levels were minimally changed, but the most noticeable alteration was making the game one player only instead of two. However, Luigi was still usable, but this time as an alternate character; he could jump higher than Mario, but he ran slightly slower. Mario and Luigi were also given voices, which is done by Charles Martinet. Luigi's sprites were changed once again with his appearance closer to the original Super Mario Advance game, which was based on Super Mario Bros. 2.[9]

Music
Koji Kondo composed all of the music used in Super Mario World, using only an electronic keyboard. The entirety of the music heard in the game, with the exception of the music played in the title screen, the credits, the overworld map, special world, bonus stages, level completion, the star road, and fighting Bowser, is a variation on the same melody. The Super Mario Bros. theme can be found in Map 7 of the Overworld themes. The music is played normally on the standard overworld levels. It is slowed down and made to echo in caverns, whereas it moves in a slow, wave-like fashion (in 3/4 or waltz time) in underwater levels; in the athletic theme, it is played quickly and energetically to suit the more risky and lively nature of a level taking place in the air. When riding on Yoshi, the soundtrack of any level is accompanied by bongo drums,[10] a sound design element that was carried over into Super Mario Sunshine, as well as New Super Mario Bros. Wii and Super Mario Galaxy 2 some 18 years later.

Super Mario World

56

Reception
Reception Aggregate scores
Aggregator GameRankings Score 96.0% [11]

Review scores
Publication Allgame Famitsu IGN GBA 34/40 Score [2] [12]

[8] GBA 9.3/10 [13] VC 8.5/10

Super Mario World was met with critical acclaim upon release. The game continued to receive favorable reviews for many years. On GameRankings the game received very positive scores, with a 96.5% average score.[11][14] Allgame gave the game five stars out of five, praising the graphics, sound, and replay value.[2] It was ranked as the eighth best game for a Nintendo console in Nintendo Power's "Top 200 Games" list.[15] Official Nintendo Magazine ranked the game seventh in its "100 greatest Nintendo games of all time".[16] Famitsu readers ranked it 61st in the magazine's list of the top 100 video games.[17] In 2009, a poll conducted by British film magazine Empire voted it "the greatest game of all time."[18] In the Virtual Console review of the game, IGN said that the game should be downloaded by people who did not own the Game Boy version of the game and gave it an 8.5 out of 10, a Great score.[13] Super Mario World won Nintendo Power's game of the year award for 1991. The game has also appeared on several "best video games of all time" lists such as those from Edge Magazine and Retrogamer. GameSpot consider the game to be one of the greatest games of all time.[19] Game Informer reviewed this game with a 10/10 in a classic review. Super Mario World has sold over 20 million copies worldwide, making it one of the best-selling video games of all time.[20] As a pack-in title for the Super Nintendo Entertainment System, Super Mario World helped popularize the console,[2] which has sold 49.10million units worldwide, including 23.35million in the Americas and 17.17million in Japan.[21] In a poll conducted in 2008, Yoshi was voted as the third-favorite video game character in Japan, with Cloud Strife and Mario placing second and first, respectively.[22]

Legacy
Less than a month after the game's American release, DiC Entertainment produced a Super Mario World animated series based on the game, although some of the game's elements and names were renamed or changed. DiC Entertainment later released Mario All Stars, which was a compilation of previous Super Mario cartoons. A spinoff to Super Mario World was planned for the Philips CD-i, known as Super Mario's Wacky Worlds by NovaLogic, but was replaced with Hotel Mario due to the CD-I's Commercial Failure.[23] The game produced a sequel called Super Mario World 2: Yoshi's Island. The character of Yoshi has returned in several Mario games; he can be ridden in Super Mario Sunshine, New Super Mario Bros. Wii, and Super Mario Galaxy 2, and is a major character in Super Mario 64 DS.[24][25][26][27] Reznor, one of the bosses of the game, is set to appear in New Super Mario Bros. 2.

Super Mario World

57

References
[1] Nintendo. Super Mario World (in Japanese). Super Famicom. Level/area: Front packaging. [2] Miller, Skyler. "Super Mario World" (http:/ / www. allgame. com/ game. php?id=2630& tab=review). Review. Allgame. . Retrieved 2009-07-13. [3] Nintendo R&D1. Super Mario World instruction manual. (Nintendo). [4] McLaughlin, Rus (2007-11-08). "IGN Presents The History of Super Mario Bros." (http:/ / retro. ign. com/ articles/ 833/ 833615p2. html). . Retrieved 2009-04-13. [5] "Super Mario All-Stars / Super Mario World Release Information for SNES" (http:/ / www. gamefaqs. com/ console/ snes/ data/ 920979. html). GameFAQs. GameSpot. . Retrieved 2009-05-11. [6] "Virtual Console". Nintendo Power 213: 40. March 2007. [7] "Joining Nintendo After Super Mario" (http:/ / us. wii. com/ iwata_asks/ mario25th/ vol3_page1. jsp). Iwata Asks: Super Mario Bros. 25th Anniversary. Nintendo of America, Inc.. 13 September 2010. . Retrieved 19 January 2011. [8] Harris, Craig (2002-02-11). "Super Mario Advance 2: Super Mario World" (http:/ / gameboy. ign. com/ articles/ 324/ 324423p1. html). IGN. . Retrieved 2010-04-13. [9] Gerstmann, Jeff (2002-02-12). "Super Mario Advance 2 Review" (http:/ / uk. gamespot. com/ gba/ adventure/ supermarioworldsuperma2/ review. html?om_act=convert& om_clk=gssummary& tag=summary). GameSpot UK. . Retrieved 2009-04-13. [10] Nintendo EAD. Super Mario World (in Japanese, English). (Nintendo). SNES, (v1). (1990-11-21) [11] "Super Mario World for SNES" (http:/ / www. gamerankings. com/ snes/ 519824-super-mario-world/ index. html). GameRankings. . Retrieved 2009-04-11. [12] - 2. Weekly Famitsu. No.915 Pt.2. Pg.116. 30 June 2006. [13] Thomas, Lucas (2007-02-05). "Super Mario World VC Review" (http:/ / wii. ign. com/ articles/ 761/ 761605p1. html). IGN. . Retrieved 2010-04-14. [14] "All-Time Best" (http:/ / www. gamerankings. com/ browse. html). GameRankings. . Retrieved 2008-06-13. [15] "NP Top 200". Nintendo Power 200: 5866. February 2006. [16] East, Tom (2009-03-02). "100 Best Nintendo Games Part Six" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7327). Official Nintendo Magazine. Future plc. . Retrieved 2009-03-02. [17] "Japan Votes on All Time Top 100 Video Games" (http:/ / www. next-gen. biz/ features/ japan-votes-all-time-top-100?page=0%2C1). Edge. 2006-03-03. . Retrieved 2009-08-06. [18] "The 100 Greatest Games Of All Time" (http:/ / www. empireonline. com/ 100greatestgames/ default. asp?p=1). Empire. Bauer Consumer Media. . Retrieved 2009-05-30. [19] Alex Navarro. "The Greates Games Of All Time" (http:/ / uk. gamespot. com/ gamespot/ features/ all/ greatestgames/ p-10. html). . Retrieved 2012-03-20. [20] "The Nintendo Years: 1990" (http:/ / www. next-gen. biz/ features/ nintendo-years). Next-Gen.biz. 2007-06-25. p.2. . Retrieved 2007-06-27. [21] "Consolidated Sales Transition by Region" (http:/ / www. webcitation. org/ 5nXieXX2B) (PDF). Nintendo. 2010-01-27. Archived from the original (http:/ / www. nintendo. co. jp/ ir/ library/ historical_data/ pdf/ consolidated_sales_e0912. pdf) on 2010-02-14. . Retrieved 2010-02-14. [22] Ashcraft, Brian (2008-08-12). "And Japan's Favorite Video Game Characters Are...?" (http:/ / kotaku. com/ 5035884/ and-japans-favorite-video-game-characters-are). Kotaku. . Retrieved 2009-09-12. [23] "Super Mario's Wacky Worlds" (http:/ / cheats. ign. com/ objects/ 142/ 14217666. html). IGN. . Retrieved 2009-05-11. [24] Super Mario Sunshine instruction booklet. Nintendo. 2002. pp.2526. [25] Parish, Jeremy (2009-06-04). "New Super Mario Bros (Wii)" (http:/ / www. 1up. com/ do/ previewPage?cId=3174621). 1UP.com. . Retrieved 2009-06-07. [26] Welsh, Oli (2009-06-02). "E3: New Super Mario Bros. Wii" (http:/ / www. eurogamer. net/ articles/ e3-new-super-mario-bros-wii-hands-on). Eurogamer. . Retrieved 2009-06-07. [27] East, Thomas (2010-02-24). "Mario Galaxy 2: New trailer and screenshots" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=15462). Official Nintendo Magazine. . Retrieved 2010-02-28.

Super Mario World

58

External links
Official Nintendo Japan Super Mario World site (http://www.nintendo.co.jp/n02/shvc/mw/index.html) Super Mario World (http://www.mariowiki.com/Super_Mario_World) at Super Mario Wiki (http://www. mariowiki.com) The Mushroom Kingdom (http://themushroomkingdom.net/games/smw) Official Super Mario Advance 2 site (http://www.gameboy.com/smw) Super Mario World guide at StrategyWiki

Super Mario Land 2: 6 Golden Coins

59

Super Mario Land 2: 6 Golden Coins


Super Mario Land 2: 6 Golden Coins
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Nintendo R&D1 Nintendo Hiroji Kiyotake Takehiko Hosokawa Gunpei Yokoi Kazumi Totaka Mario Game Boy, 3DS Virtual Console

Releasedate(s) Game Boy



JP

October 21, 1992 November 2, 1992 EU January 28, 1993


NA

3DS Virtual Console



JP INT

[1]

October 12, 2011 September 29, 2011

Genre(s) Mode(s) Rating(s)

Platforming Single-player K-A: Original release E: Virtual Console re-release

Super Mario Land 2: 6 Golden Coins ( 2 6 Sp Mario Rando Ts Muttsu no Kinka) is a platforming video game developed and published by Nintendo for the Game Boy. It was released in Japan on October 21, 1992, in North America on November 2, 1992, and in Europe on January 28, 1993.[2] Like its predecessor, Super Mario Land, Super Mario Land 2 was created by director Hiroji Kiyotake rather than Mario series creator Shigeru Miyamoto. After this game, there were no standard Mario platforming games until 12 years later, when New Super Mario Bros. was released on the Nintendo DS. In Super Mario Land 2, the player assumes the role of the protagonist Mario, whose main objective is reclaim his castle, stolen by the antagonist Wario. However, the magical seal that Wario placed on the castle entrance can only be undone by collecting the six Golden Coins, which are guarded by Wario's henchmen in various locales of the game's setting, Mario Land. Mario's quest thus revolves around retrieving each of the golden coins in order to regain access to his castle and defeat Wario. Super Mario Land 2 is notable for its debut of Wario, who became the protagonist of the spin-off Wario series starting with the game's sequel, Wario Land: Super Mario Land 3. At 4 megabits, it was one of the largest games on the Game Boy at the time of its release and eight times larger than its predecessor's capacity.

Super Mario Land 2: 6 Golden Coins

60

Gameplay
The objective of Super Mario Land 2 is to reach the end of each level, defeating or avoiding enemies while doing so. The game retains several enemies from the Mario series, such as the Goomba and the Koopa, and also introduces several new enemies. Enemies can usually be defeated by jumping on their head, but also may need to be defeated in different ways, such as a fireball. Other famous mechanics include Warp Pipes, which allow the player to enter hidden areas or find shortcuts, coins, and ? Blocks, which hide coins and items. Unlike in previous Mario games, coins are not used to get lives; instead, they are used to play games in a special area that awards lives and other power-ups. To gain lives, instead, the player must find hearts like they did in the original. After killing 100 enemies, a star comes flying down which provides a short period of invincibility. The star can also be found at other places in the game. While being invincible, the 5th and each subsequent enemy killed will provide one life. While its predecessor was similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario Bros. 3 and Super Mario World: The player is no longer restricted to moving right in a level, and any level (except for the introductory stage and "boss" levels) can be replayed. At the end of a level, there is a door that must be touched to clear a level. In addition, there is also a bell above the door which, if touched, activates a mini-game where the player can try to get either a power-up or extra lives. There are 32 levels in total, based in several different themed zones. There are some secret levels that can only be accessed by finding alternative exits found in regular levels. Once the player clears or loses a life in these secret levels, he or she is returned to the level where the secret exit was found. Each zone has its own boss, which must be defeated to get one of the 6 Coins. If the player loses all of Mario's lives, all of the 6 Coins are returned to the bosses, which must be defeated again to retrieve the coins. Super Mario Land 2 features three returning power-upsthe Super Mushroom, Fire Flower, and Starman. The Super Mushroom increases Mario's size, the Fire Flower gives him the ability to shoot fireballs, and the Starman makes Mario invincible to anything besides pits. Both the Super Mushroom and the Fire Flower also allow Mario to do a spin jump like in Super Mario World. Due to the grayscale palette, Fire Mario is differentiated from Super Mario by having a feather in his cap, a feature not seen in any other Mario series game. Also unique to Super Mario Land 2 is the Magic Carrot power-up, which turns Mario into Bunny Mario. Bunny Mario can jump higher, jump repeatedly by holding down the jump button, and descend slowly using his ears (Interestingly, this shows a similarity to the "Super Leaf" power-up in Super Mario Bros. 3). Like Super Mario World, instead of going through a series of stages through each world, the player navigates a large overworld map that contains an additional map for each world with its own series of stages followed by a boss. However, the six worlds can be played in any order unlike in most Mario games that feature overworld maps. The game also saves the player's progress after beating a stage, though this is the first Mario game released to a portable console to have a save feature.

Plot
Super Mario Land 2 takes place immediately after the original Super Mario Land. While Mario was away in Sarasaland, Wario a evil sorcerer put an evil spell over Mario's world, Mario and peach Land. The inhabitants are now brainwashed into thinking that Wario is their master and Mario is their enemy. Wario's motive behind this sudden attack was to take control over Mario's castle to have a palace of his own. As the instruction manual states, he is an overgrown manchild who has been jealous of Mario since they were children. To stop Wario, Mario must find the 6 Golden Coins throughout Mario Land to reclaim his castle. In the end mario defeats wario. Wario loses his powers now to be a plummer ,like mario is.

Super Mario Land 2: 6 Golden Coins

61

Development
The music was composed by Kazumi Totaka, and it is one of his earliest works. Totaka's Song is also hidden in the game and can be heard in the Game Over screen after waiting for exactly 2 minutes and 30 seconds.

Reception
Review scores Publication Game Rankings
[3]

Score 77.42%
[3] 87.5 of 100

Electronic Gaming Monthly Nintendo Power


[3]

3.7 of 5

Official Nintendo Magazine ranked Super Mario Land 2 44th on their list of the "100 Greatest Nintendo Games".[4] Nintendo Power listed it as the seventh best Game Boy/Game Boy Color video game, praising it for its improvements over Super Mario Land and for having impressive visuals for a handheld game.[5] GamesRadar listed Super Mario Land 2 as one of the titles they want in the 3DS Virtual Console[6] which is currently available.

Re-release
The game was released for the Nintendo 3DS's Virtual Console service eShop on September 29, 2011 in North America and Europe, and was released on October 12, 2011 in Japan.[1]

References
[1] "Super Mario Land 2: 6 Golden Coins" (http:/ / 3dsvc. nintendolife. com/ games/ gameboy/ super_mario_land_2_6_golden_coins). Nintendolife.com. . Retrieved 2011-09-25. [2] Super Mario Land 2: 6 Golden Coins Info - Super Mario Land 2: 6 Golden Coins Information - Super Mario 6 Golden Coins Release Date (http:/ / www. gamefaqs. com/ portable/ gameboy/ data/ 585934. html) [3] "Game Rankings Super Mario Land 2: 6 Golden Coins Reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 585934. asp). GameRankings.com. . Retrieved 26 August 2008. [4] East, Tom (2 March 2009). Feature: 100 Best Nintendo Games (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). Official Nintendo Magazine. Retrieved on 18 March 2009 [5] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 72. [6] "12 classic Game Boy and Game Boy Color games we want on 3DS" (http:/ / www. gamesradar. com/ f/ 12-classic-game-boy-and-game-boy-color-games-we-want-on-3ds/ a-20110119172340571046). GamesRadar. Jan 19, 2010. . Retrieved 2011-01-27.

External links
Official Nintendo Japan Super Mario Land 2: 6 Golden Coins site (http://www.nintendo.co.jp/n02/dmg/l6j/ index.html) (Japanese) Super Mario Land 2: 6 Golden Coins (http://www.mobygames.com/game/ super-mario-land-2-6-golden-coins) at MobyGames Super Mario Land 2: 6 Golden Coins (http://www.nindb.net/game/super-mario-land-2.html) at NinDB (http:/ /www.nindb.net) Information about Super Mario Land 2 on GameFAQs (http://www.gamefaqs.com/portable/gameboy/data/ 585934.html)

Super Mario 64

62

Super Mario 64
Super Mario 64
North American box art, depicting Mario flying with a winged cap in front of a distant castle
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Platforming Single-player

Nintendo EAD Nintendo Shigeru Miyamoto Shigeru Miyamoto Koji Kondo Super Mario Nintendo 64, iQue Player, Virtual Console

ACB: G CERO: A ELSPA: 3+ ESRB: KA, E PEGI: 3+

Super Mario 64 ( 64 Sp Mario Rokujyon) is a platform game, published by Nintendo and developed by its EAD division, for the Nintendo 64. Along with Pilotwings 64, it was one of the launch titles for the console.[1] It was released in Japan on June 23, 1996, and later in North America, Europe, and Australia. Super Mario 64 has sold over eleven million copies.[2][3] An enhanced remake called Super Mario 64 DS was released for the Nintendo DS in 2004. As one of the earlier three dimensional (3D) platform games, Super Mario 64 features free-roaming analog degrees of freedom, large open-ended areas, and true 3D polygons as opposed to two-dimensional (2D) sprites. It established a new archetype for the genre, much as Super Mario Bros. did for 2D sidescrolling platformers. Hailed as "revolutionary", the game left a lasting impression on 3D game design, particularly notable for its use of a dynamic camera system and the implementation of its analog control.[4][5][6] In going from two to three dimensions, Super Mario 64 placed an emphasis on exploration within vast worlds that require the player to complete multiple diverse missions, replacing the linear obstacle courses of traditional platform games. While doing so, it managed to preserve many gameplay elements and characters of earlier Mario games.[6] The title is acclaimed by many critics and fans as one of the greatest and most revolutionary video games of all time.[7][8][9][10][11][12]

Gameplay
Super Mario 64 is a 3D platformer where the player controls Mario through several courses. Each course is an enclosed world in which the player is free to wander in all directions and discover the environment without time limits. The worlds are filled with enemies that attack Mario as well as friendly creatures that provide assistance, offer information, or ask a favor (such as pink "peace-loving" Bob-omb Buddies). The player gathers stars in each course; some stars only appear after completing certain tasks, often hinted at by the name of the course. These challenges include defeating a boss, solving puzzles, racing an opponent, and gathering coins. As more stars are collected, more

Super Mario 64 areas of the castle hub world become accessible.[13][14] The player unlocks doors in the castle with keys obtained by defeating Bowser in special courses.[14] There are many hidden mini-courses and other secrets to the game, most containing extra stars needed to complete the game entirely. Some courses have special cap power-ups which augment Mario's abilities. The Wing Cap allows Mario to fly; the Metal Cap makes him immune to most damage, allows him to withstand wind, walk underwater, and be unaffected by noxious gases; and the Vanish Cap renders him partially immaterial and allows him to walk through some obstacles such as wire mesh, as well as granting invulnerability to some forms of damage.[14] Some courses contain cannons that Mario can access by speaking to a pink Bob-omb Buddy. After entering a cannon, Mario can be shot out to reach distant places. When the player has the Wing Cap equipped, cannons can be used to reach high altitudes or fly across most levels quickly.

63

Controls
Mario's abilities in Super Mario 64 are far more diverse than those of previous Mario games. The player can make Mario walk, run, jump, crouch, crawl, swim, climb, or punch using the game controller's analog stick and buttons. Special jumps can be executed by combining a regular jump with other actions, including the double and triple jumps (jumping two and three times in a row, respectively), long jump and backflip. There are also special maneuvers, such as wall jumping; jumping from one wall to another in rapid succession to reach areas that would otherwise be too high.[14][15] The player can pick up and carry certain items, an ability which is used to solve various puzzles, and swim underwater at various speeds. Mario's life energy slowly diminishes while underwater, representing how long he can hold his breath.[13][14]

Plot and setting


Super Mario 64 is set in Princess Peach's Castle, which consists of three floors, a basement, a moat, and a courtyard. The area outside the castle is an introductory area in which the player can experiment, testing his or her player skills. Scattered throughout the castle are entrances to courses via secret walls and paintings.[13] Super Mario 64 begins with a letter from Princess Peach inviting Mario to come to her castle for a cake she has baked for him.[16] However, when he arrives, Mario discovers that Bowser has invaded the castle and imprisoned the princess and her servants within it using the power of the castle's 120 Power Stars. Many of the castle's paintings are portals to other worlds, in which Bowser's minions keep watch over the stars. Mario explores the castle for these portals to enter the worlds and recover the stars. He gains access to more rooms as he recovers more Power Stars, and eventually traverses three different obstacle courses, each leading to its own battle with Bowser. Defeating Bowser the first two times earns Mario a key for opening another level of the castle. After Mario defeats Bowser in the final battle, Peach is released from the stained-glass window above the castle's entrance. Peach rewards Mario by kissing him and baking the cake that she had promised him.[14][15][17]

Super Mario 64

64

Development
The development of Super Mario 64 took less than two years, but it was reported that producer and director Shigeru Miyamoto had conceived of a 3D Mario game concept over five years before, while working on Star Fox.[18] Miyamoto developed most of the concepts during the era of the Super Nintendo Entertainment System (SNES) and considered using the Super FX chip to make it a SNES game, but decided to develop it for the Nintendo 64 due to the former system's technical limitations.[9][19] IGN said that Miyamoto had conceived of his idea as a proposed game called Super Mario FX.[20] On his Twitter Dylan Cuthbert stated that there was never a Super Mario FX game ever in development, and that "Super Mario FX" was the internal code name of the FX chip.[21]

Mario can perform a wide range of jumps, among other moves.

The game's development began with the creation of the characters and camera system. Miyamoto and the other designers were initially unsure of which direction the game should take; months were spent selecting a camera view and layout that would be appropriate.[22] The original concept involved the game having fixed path much like an isometric type game (similar to Super Mario RPG: Legend of the Seven Stars), before the choice was made to settle on a free-roaming 3D design.[22] Although the majority of Super Mario 64 would end up featuring the free-roaming design, elements of the original fixed path concept would remain in certain parts of the game, particularly in the three Bowser encounters. One of the programmers of Super Mario 64, Giles Goddard, explained that these few linear elements survived as a means to force players into Bowser's lair rather than to encourage exploration.[22] The development team placed high priority on getting Mario's movements right, and before levels were created, the team was testing and refining Mario's animations on a simple grid. The first test scenario used to try out controls and physics involved Mario and a golden rabbit named "MIPS" by the developers (named for the MIPS-type CPU used by the Nintendo 64), the latter of which was included in the final release of the game as a means to obtain two of the Power Stars. The developers initially tried to make the game split screen co-op using both Mario and Luigi. Initially, the two characters would start at separate points in the castle and work their way through the game together. However, developers were unable to make the gameplay work.[23] Shigeru Miyamoto's guiding design philosophy behind Super Mario 64 was to "include more details" than found in games prior to the Nintendo 64.[18] Some details were inspired by real life. For example, the Boos are based on assistant director Takashi Tezuka's wife, who, as Miyamoto explained, "is very quiet normally, but one day she exploded, maddened by all the time Tezuka spent at work. In the game, there is now a character which shrinks when Mario looks at it, but when Mario turns away, it will grow large and menacing."[24] Super Mario 64 is also characterized by featuring more puzzles than earlier Mario games. It was developed simultaneously with The Legend of Zelda: Ocarina of Time, but as Ocarina of Time was released more than two years later, some puzzles were taken from that game for Super Mario 64.[25] Information about Super Mario 64 first leaked out in November 1995, and a playable version of the game was presented days later as part of the world premiere for the Nintendo 64 (then known as the "Ultra 64") at Nintendo Space World. The basic controls had at this point been implemented, and the game was reportedly 50% finished, although most of the course design remained. Thirty-two courses were created for the game. Miyamoto thought he would create more, up to 40 courses, not including bonus levels. The actual number turned out much lower in the final game, though, as only 15 courses could fit.[18][24]

Super Mario 64

65

Audio
The music was composed by veteran composer Koji Kondo, who used new interpretations of the familiar melodies from earlier games as well as entirely new material. Super Mario 64 was one of the first games in the series to feature Charles Martinet as the voice of Mario. It also features the voices of Leslie Swan (then Senior Editor of Nintendo Power) as Princess Peach, who also wrote the English text for the game,[26] and Isaac Marshall as Bowser. The characters speak more in the English version than in the Japanese version.[25] In addition, dialogue and some sounds differ between the Japanese and English versions. Some of these vocal changes for the English release were brought to the Japanese Rumble Pak edition. When Super Mario 64 DS was released, all the voices were kept consistent in both the English and Japanese versions. The game's official soundtrack has 36 musical pieces including the title screen call voiced by Martinet.

Reception
Super Mario 64 has been commercially successful and is the best-selling Nintendo 64 game.[2] By May 2003, the game sold eleven million copies.[27] Super Mario 64 had become the second most popular title on Wii's Virtual Console by June 2007, behind Super Mario Bros.[28]

Critical response Reception Aggregate scores


Aggregator GameRankings Metacritic Score 96% (19 revs) [29] [30]

94 of 100 (13 revs)

Review scores
Publication Allgame Edge Electronic Gaming Monthly Famitsu Game Informer GameSpot IGN 10 of 10 Score [31] [32] [33]

9.5 of 10 39 of 40

[34] [35]

9.75 of 10 9.4 of 10 9.8 of 10

[36] [37]

Super Mario 64 has been praised in the gaming press, and is still highly acclaimed. It has collected numerous awards, including various "Game of the Year" honors by members of the gaming media, as well as Nintendo's own best-selling Player's Choice selection. In addition, Super Mario 64 has been placed high on "the greatest games of all time" lists by many reviewers, including IGN,[7][8][9] Game Informer,[10] Edge,[38] Yahoo! Games,[11] GameFAQs users,[12] and Nintendo Power.[39] Electronic Gaming Monthly awarded the game a Gold award in its initial review, and in Edge magazine, Super Mario 64 was the first game to receive a perfect score.[32][33] Game Informer initially rated the game a 9.75, but re-rated it a 9.0 a decade later in a "Retro Review".[35][40] GameSpot called it one of the 15 most influential games of all time, and rated the Nintendo 64 version a score of 9.4 and the Wii Virtual Console version an 8.[4][36][41] The Japanese gaming magazine Famitsu rated Super Mario 64 a 39/40.[34] Common praise

Super Mario 64 focused on the presentation while criticism was directed at the camera system. Nintendo Power lauded the graphics, sound, and gameplay, but commented the shifting camera angle took getting used to.[42] Game Informer commented that even a decade later the game still offers hours of entertainment. They also commented on the camera system stating that by present day standards the camera system "would almost be considered broken".[35] Game Revolution referred to the graphics as "beautiful", but criticized the camera angles, saying "it doesn't work as well as it should".[43] Next Generation Magazine praised many aspects of the game: musical score, graphics, lack of loading times, and the scale of the game. Though they commented that the game is less accessible than previous Mario titles, citing the camera's occasional, erratic movements and lack of optimal angle as frustrating.[44] It was deemed the 3rd best 'Mario' game of all time by ScrewAttack.[45] The game placed 6th in Official Nintendo Magazine's "100 greatest Nintendo games of all time".[46] However, the GamePro media Games.net rated Super Mario 64 third on their "Ten Hugely Overrated Games" list.[47] In 2009, Game Informer put Super Mario 64 13th on their list of "The Top 200 Games of All Time".[48] Video game publications and developers praised Super Mario 64 for its design and use of the 3D gameplay. The game is counted by 1UP.com as one of the first games to have brought a series of 2D games into full 3D.[6] In the transition to 3D, many of the series conventions were rethought drastically, placing an emphasis on exploration over traditional platform jumping, or "hop and bop" action. While its quality was disputed by some, it has been argued that it established an entirely new genre, different from that of previous games in the series.[49] Official Nintendo Magazine referred to the game as a "masterpiece of game design" and stated that Nintendo was able to take its "number-one 2D franchise and convert it flawlessly into 3D".[50] Michael Grayford of Liquid Entertainment stated he was initially "very turned off" by the openness of the game the first time he played it. Upon playing it later, he was "highly pleased" and stated "each level brought some new unique cool gameplay element and I was never bored".[51] Warren Spector, former lead designer at Ion Storm Inc., stated it was "not possible to squeeze this much gameplay into a single game" and "no game has done a better job of showing goals before they can be attained, allowing players to make a plan and execute on it". He also praised the exploration aspect of the game, commenting that "[allowing players to] explore the same spaces several times while revealing something new each time is a revelation".[51]

66

Impact and legacy


Critics attribute the initial success of the Nintendo 64 console to Super Mario 64. Edge magazine referred to it as the Nintendo 64's "key launch title".[52] Game Informer commented that the game helped the launch of the Nintendo 64.[35] Official Nintendo Magazine and GameDaily also attributed some of the initial excitement of the Nintendo 64 system to the release of Super Mario 64.[50][53] Though the system was initially very successful, it eventually lost much of its market share to Sony's PlayStation. 1UP.com attributed this decline to Nintendo's use of cartridges and the design of the Nintendo 64 controller, which were reportedly implemented by Shigeru Miyamoto for Super Mario 64.[6] The game also set many precedents for 3D platformers to follow.[6][54] GameDaily listed the game as one of the "Most Influential Video Games" and stated it "defined the 3-D platform experience, influencing numerous designers to create their own, original offerings".[55] GamesTM noted many game companies, including Nintendo, have tried to develop a platform game to match up to Super Mario 64.[56] Super Mario 64 was notable for its sense of freedom and non-linearity. A central hub, where controls can be learned before entering levels themselves, has been used in many 3D platformers since. In addition, the game's mission-based level design was an inspiration for other game designers. For example, Martin Hollis, who produced and directed GoldenEye 007, says "the idea for the huge variety of missions within a level came from Super Mario 64".[57] Super Mario 64 was the first game to have a "free" camera that could be controlled independently of the character.[54] Most 3D games at the time used a first-person perspective, or a camera that was fixed in position relative to the player's character, or to the level. To create freedom of exploration, and more fluid control in a 3D world, the designers created a dynamic system in which the video camera was operated by the in-game character

Super Mario 64 Lakitu.[15] Nintendo Power stated the camera-control scheme was what transitioned platform games into the 3D era.[58] They would again cite Super Mario 64, along with The Legend of Zelda: Ocarina of Time, as two games that "blazed trails" into the 3D era.[59] Edge stated the game changed "gamers' expectations of 3D movement forever".[52] The camera system would become the standard for 3D platform games in the future.[13] The Nintendo 64's analog stick allowed for more precise and wide-ranging character movements than the digital D-pads of other consoles, and Super Mario 64 used this in a way that was unique for its time. At the time, 3D games generally allowed for controls in which the player could either control the character in relation to a fixed camera angle or in relation to the character's perspective. Super Mario 64's controls were fully analog, and interpreted a 360-degree range of motion into navigation through a 3D space relative to the camera. The analog stick also allowed for precise control over subtleties such as the speed at which Mario runs. Super Mario 64 was of the first games to implement the system.[60] Because of the game's popularity, rumors about glitches and secrets spread rapidly after its release. The most common rumor was that Luigi was a secret character in the game, fueled by illegible symbols in the castle courtyard that resembled the text "L is real 2401". This same texture would reappear in The Legend of Zelda: Ocarina of Time on a plaque in Dodongo's Cavern. IGN received so many questions and supposed methods to unlock Luigi that the staff offered a US$100 bounty to anyone who could prove that Luigi was in the game.[61] The number of false codes submitted to IGN dropped dramatically, as Luigi's inclusion was proved to be a myth.[62] The April Fools' Day 1998 issue of Nintendo Power claimed that the cryptic phrase would be discussed on the non-existent page 128, and also featured a facetious article titled "Luigi 64", commenting humorously on the rumor.[63] On May 5, 2011, Super Mario 64 was selected as one of the 80 games that will be displayed at the Smithsonian American Art Museum as part of "The Art of Video Games" exhibit that opened on March 16, 2012.[64][65]

67

Remakes and sequels


Super Mario 64 was first re-released in Japan on July 18, 1997, as Super Mario 64 Rumble Pak Support Version ( 64 Sp Mario 64: Shind Pakku Tai Bjon). This version adds support for Nintendo's Rumble Pak peripheral and includes voice acting from the English version.[66][67] In 1998, Super Mario 64 was re-released in Europe and North America as part of the Player's Choice line, a selection of games with high sales sold for a reduced price. The game was later released on the Wii's Virtual Console service in the United States on November 19, 2006, and in other territories the following weeks.[68] This release adds compatibility with the Nintendo GameCube and Classic controllers, and enhances the resolution to 480p.[41] An enhanced remake for the Nintendo DS called Super Mario 64 DS was available for the launch of the handheld system in 2004. Yoshi, Luigi, and Wario are additional playable characters, and the game features slightly altered graphics, additional stars, courses, touchscreen mini-games, and a multiplayer mode.[69] Reviews were mostly positive, and by March 2008, Super Mario 64 DS sold 6.12 million copies worldwide.[70][71][72] A direct sequel titled Super Mario 64 2 was planned for the Nintendo 64DD.[73] Shigeru Miyamoto mentioned at E3's 1997 convention that he was "just getting started" on the project.[74] In May 1999, Super Mario 64 2 was reported to be released in late 1999;[75] however, the game was canceled due to the failure of the 64DD, as well as lack of progress in the game's development.[73][76] Instead, Super Mario 64 was followed by other sequels on subsequent Nintendo systems. For example, Super Mario Sunshine for the Nintendo GameCube and Super Mario Galaxy for the Wii. The sequels built on Super Mario 64's core design of enhancement items and open ended gameplay.[77][78] One sequel, Super Mario Galaxy 2, features a remake of the Whomp's Fortress level.[79]

Super Mario 64

68

References
[1] Berghammer, Billy (September 15, 2006). "Will Wii Be Disappointed Again?" (http:/ / web. archive. org/ web/ 20061108055130/ http:/ / gameinformer. com/ News/ Story/ 200609/ N06. 0915. 1324. 09291. htm). Game Informer. Archived from the original (http:/ / gameinformer. com/ News/ Story/ 200609/ N06. 0915. 1324. 09291. htm) on November 8, 2006. . Retrieved October 22, 2006. [2] Craig Glenday, ed. (March 11, 2008). "Hardware: Best-Sellers by Platform". Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. p.50. ISBN978-1-904994-21-3. [3] Sidener, Jonathan (September 25, 2007). "Microsoft pins Xbox 360 hopes on 'Halo 3' sales" (http:/ / legacy. signonsandiego. com/ news/ business/ 20070925-9999-1n25halo. html). The San Diego Union-Tribune. . Retrieved October 29, 2007. [4] "15 Most Influential Games of All Time" (http:/ / www. gamespot. com/ gamespot/ features/ video/ 15influential/ p15_01. html). GameSpot. . Retrieved July 3, 2006. [5] "N64 Reader Tributes: Super Mario 64" (http:/ / ign64. ign. com/ articles/ 091/ 091398p1. html). IGN. . Retrieved October 21, 2006. [6] "The Essential 50 Part 36: Super Mario 64" (http:/ / www. 1up. com/ do/ feature?cId=3135350). 1UP.com. . Retrieved October 21, 2006. [7] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2003/ 1-10. html). IGN. 2003. . Retrieved February 2, 2008. [8] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2005/ 001-010. html). IGN. 2005. . Retrieved February 11, 2006. [9] "IGN's Top 100 Games of All Time" (http:/ / top100. ign. com/ 2007/ ign_top_game_5. html). IGN. 2007. . Retrieved February 2, 2008. [10] "Top 100 Games of All Time". Game Informer: 36. August 2001. [11] "The 100 Greatest Computer Games of All Time" (http:/ / uk. videogames. games. yahoo. com/ specials/ 100games/ 1. html). Yahoo! Games. . Retrieved February 2, 2008. [12] "Fall 2005: 10-Year Anniversary Contest The 10 Best Games Ever" (http:/ / www. gamefaqs. com/ features/ contest/ top10). GameFAQs. . Retrieved January 26, 2007. [13] "Full Coverage Super Mario 64". Nintendo Power (Nintendo) (88): 1423. September 1996. [14] Official Super Mario 64 Player's Guide. Nintendo. 1996. [15] Super Mario 64 Instruction Booklet. Nintendo. 1996. NUS-NSME-USA. [16] Princess Peach's note: "Dear Mario: Please come to the castle. I've baked a cake for you. Yours truly-- Princess Toadstool, Peach." Nintendo EAD. Super Mario 64. (Nintendo). Nintendo 64. (September 29, 1996) [17] Princess Peach: "Mario! The power of the Stars is restored to the castle... and it's all thanks to you! Thank you, Mario. We have to do something special for you... Listen, everybody, let's bake a delicious cake... for Mario..." Nintendo EAD. Super Mario 64. (Nintendo). Nintendo 64. (September 29, 1996) [18] "The Game Guys (Spaceworld 1995)" (http:/ / www. zeldalegends. net/ index. php?n=interviews& id=1996-01-np080-miya-tezu& m=html). Nintendo Power (Nintendo) (80). January 1996. . [19] Grajqevci, Jeton (October 9, 2000). "Profile: Shigeru Miyamoto Chronicles of a Visionary" (http:/ / www. n-sider. com/ contentview. php?contentid=223). N-Sider. . Retrieved December 5, 2007. [20] "IGN: Super Mario FX" (http:/ / uk. cheats. ign. com/ objects/ 142/ 14217644. html). Uk.cheats.ign.com. September 13, 2010. . Retrieved August 30, 2011. [21] " 165596909413728256 (http:/ / twitter. com/ #!/ dylancuthbert/ statuses/ 165596909413728256)." Twitter. Retrieved February 19, 2012. "SNES Central @dylancuthbert I'm researching unreleased SNES games, was a game called "Super Mario FX" ever in development? Dylan Cuthbert @snescentral no, that was the internal code name for the FX chip" [22] "The Making of Mario 64: Giles Goddard Interview". NGC Magazine (Future Publishing) (61). December 2001. [23] "Mario 64 once had a co-op mode" (http:/ / www. destructoid. com/ mario-64-once-had-a-co-op-mode-156090. phtml). Destructoid. . Retrieved August 30, 2011. [24] "Miyamoto Interview" (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 0895. shtml). Nintendo Power (Nintendo) (75). August 1995. . [25] "Miyamoto Interview" (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 1096. shtml). Nintendo Power (Nintendo) (89). October 1996. . [26] "Super Mario 64". Nintendo Power (Nintendo) (89): 67. October 1996. [27] "All Time Top 20 Best Selling Games" (http:/ / web. archive. org/ web/ 20060221044930/ http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm). Ownt.com. May 23, 2005. Archived from the original (http:/ / www. ownt. com/ qtakes/ 2003/ gamestats/ gamestats. shtm) on February 21, 2006. . Retrieved November 1, 2007. [28] Thorsen, Tor (June 1, 2007). "Wii VC: 4.7m downloads, 100 games" (http:/ / www. gamespot. com/ wii/ action/ supermario64/ news. html?sid=6171850). GameSpot. . Retrieved October 22, 2007. [29] "Super Mario 64 N64" (http:/ / www. gamerankings. com/ n64/ 198848-super-mario-64/ index. html). Game Rankings. . Retrieved December 3, 2007. [30] "Super Mario 64 (n64: 1996): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ n64/ supermario64?q=mario 64). Metacritic. . Retrieved December 3, 2007. [31] Davies, Jonti. "Super Mario 64 : Review" (http:/ / www. allgame. com/ game. php?id=1002). Allgame. . Retrieved November 4, 2008. [32] "Super Mario 64 Review". Edge (Future Publishing) (35). 1996. [33] Electronic Gaming Monthly (Ziff Davis): 189. January 2004.

Super Mario 64
[34] Orland, Kyle (October 24, 2007). "Famitsu gives Super Mario Galaxy 38/40" (http:/ / www. joystiq. com/ 2007/ 10/ 24/ famitsu-gives-super-mario-galaxy-38-40/ ). Joystiq. . Retrieved January 26, 2008. [35] "Retro Review Super Mario 64". Game Informer (Cathy Preston) (171): 114. July 2007. [36] GameSpot Staff (December 1, 1996). "Super Mario 64 Review" (http:/ / www. gamespot. com/ n64/ action/ supermario64/ review. html). GameSpot. . Retrieved October 22, 2007. [37] Perry, Doug. "Super Mario 64 Review" (http:/ / ign64. ign. com/ articles/ 150/ 150606p1. html). IGN. . Retrieved October 22, 2006. [38] "The 100 Best Games To Play Today | Edge Online" (http:/ / www. next-gen. biz/ features/ 100-best-games-play-today). Next-gen.biz. . Retrieved August 30, 2011. [39] "NP Top 200". Nintendo Power (200): 5866. February 2006. [40] "Super Mario 64 Review". Game Informer (40). August 1996. [41] Gerstmann, Jeff (November 20, 2006). "Super Mario 64 for Wii Review" (http:/ / www. gamespot. com/ wii/ action/ supermario64/ review. html). GameSpot. . Retrieved January 30, 2008. [42] "Now Playing September 1996". Nintendo Power (Nintendo) (88): 9497. September 1996. [43] "Super Mario 64 N64" (http:/ / www. gamerevolution. com/ review/ n64/ super_mario_64). Game Revolution. June 6, 2004. . Retrieved June 17, 2008. [44] "King of the Hill". Next Generation Magazine (Imagine Media) (21): 147. September 1996. [45] Posted: Jul 24, 2007 (July 24, 2007). "ScrewAttack Top Ten Mario Games" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 22754). Gametrailers.com. . Retrieved August 30, 2011. [46] East, Tom. "100 Best Nintendo Games Part Six" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7327). Official Nintendo Magazine. Future plc. . Retrieved March 2, 2009. [47] "Ten Hugely Overrated Games" (http:/ / www. games. net/ article/ netten/ 2/ 100761/ ten-hugely-overrated-games/ ). IDG. . Retrieved September 12, 2009. [48] The Game Informer staff (December 2009). "The Top 200 Games of All Time". Game Informer (200): 4479. ISSN1067-6392. OCLC27315596. [49] "Platform video games evolve" (http:/ / news. bbc. co. uk/ 2/ hi/ technology/ 3211627. stm). BBC News. October 25, 2003. . Retrieved November 21, 2006. [50] "What do you mean, you've never played... Super Mario 64". Official Nintendo Magazine (Future Publishing) (5): 17. July 2006. [51] "GameSpy's Top 50 Games of All Time" (http:/ / web. archive. org/ web/ 20060208082455/ http:/ / archive. gamespy. com/ articles/ july01/ top502ase/ index3. shtm). GameSpy. July 2001. Archived from the original (http:/ / archive. gamespy. com/ articles/ july01/ top502ase/ index3. shtm) on February 8, 2006. . Retrieved February 11, 2006. [52] "Who Dares Wins". Edge (Future Publishing) (177): 6271. July 2007. [53] "Top 25 Greatest Nintendo Games No. 7 Super Mario 64 (N64)" (http:/ / www. gamedaily. com/ articles/ galleries/ top-25-greatest-nintendo-games/ 225/ ?page=19). GameDaily. . Retrieved February 9, 2008. [54] Craig Glenday, ed. (March 11, 2008). "Record Breaking Games: Platform Games". Guinness World Records Gamer's Edition 2008. Guinness World Records. Guinness. pp.108110. ISBN978-1-904994-21-3. [55] "Most Influential Video Games" (http:/ / web. archive. org/ web/ 20090618001625/ http:/ / www. gamedaily. com/ articles/ galleries/ most-influential-video-games/ 168/ ?page=12). GameDaily. Archived from the original (http:/ / www. gamedaily. com/ articles/ galleries/ most-influential-video-games/ 168/ ?page=12) on June 18, 2009. . Retrieved January 23, 2008. [56] gamesTM Staff (November 2007). "Super Mario Galaxy Review". gamesTM (Imagine Publishing) (63): 129. [57] "The Making of GoldenEye 007" (http:/ / www. zoonami. com/ briefing/ 2004-09-02. php). Zoonami. September 2, 2004. . Retrieved February 11, 2006. [58] "Everything Old-School is New Again". Nintendo Power (Future Publishing) (Winter Special 2008): 42. Winter 2008. [59] Nintendo Power 250th issue!. South San Francisco, California: Future US. 2010. p.48. [60] "N64 Exclusive". Nintendo Power (Nintendo) (85): 1617. June 1996. [61] IGN Staff (November 13, 1996). "In Search of Luigi" (http:/ / ign64. ign. com/ articles/ 060/ 060383p1. html). IGN. . Retrieved October 11, 2007. [62] IGN Staff (November 20, 1996). "Luigi Still Missing" (http:/ / ign64. ign. com/ articles/ 060/ 060392p1. html). IGN. . Retrieved October 11, 2007. [63] "April News Briefs". Nintendo Power (Nintendo) (107): 8081. April 1998. [64] "The Smithsonian Has Picked the Games of Its Art of Video Games Exhibit" (http:/ / kotaku. com/ #!5799017/ the-smithsonian-has-picked-the-games-of-its-art-of-video-games-exhibit). Kotaku. May 5, 2011. . [65] "The Art of Video Games" (http:/ / americanart. si. edu/ exhibitions/ archive/ 2012/ games/ ). Smithsonian American Art Museum. . [66] "Shindou Super Mario 64 (Rumble Pak Vers.)" (http:/ / ign64. ign. com/ objects/ 010/ 010131. html). IGN. . Retrieved October 22, 2006. [67] Davies, Jonti. "Shindou Super Mario 64" (http:/ / www. allgame. com/ game. php?id=17806). Allgame. . Retrieved October 22, 2006. [68] Thomas, Lucas M. (January 10, 2007). "Super Mario 64 VC Review" (http:/ / wii. ign. com/ articles/ 754/ 754372p1. html). IGN. . Retrieved September 17, 2008. [69] Gerstmann, Jeff (November 19, 2004). "Super Mario 64 DS Review" (http:/ / www. gamespot. com/ ds/ action/ dssupermario4x4/ review. html). GameSpot. . Retrieved October 22, 2006.

69

Super Mario 64
[70] "Super Mario 64 DS (ds: 2004): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ ds/ supermario64ds?q=super mario 64 ds). Metacritic. . Retrieved April 18, 2008. [71] "Super Mario 64 DS Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 920758. asp). Game Rankings. . Retrieved April 18, 2008. [72] "Financial Results Briefing for the Fiscal Year Ended March 2008: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2008/ 080425e. pdf#page=6) (PDF). Nintendo. April 25, 2008. p.6. . Retrieved August 3, 2008. [73] "Super Mario 64 II" (http:/ / ign64. ign. com/ objects/ 001/ 001960. html). IGN. . Retrieved October 16, 2008. [74] Takao Imamura, Shigeru Miyamoto (August 1997). "Pak Watch E3 Report "The Game Masters"". Nintendo Power (Nintendo): 104105. [75] IGN Staff (May 11, 1999). "Nintendo Sequel Rumblings" (http:/ / ign64. ign. com/ articles/ 068/ 068023p1. html). IGN. . Retrieved December 7, 2008. [76] Gantayat, Anoop (August 21, 2006). "Miyamoto Opens the Vault" (http:/ / wii. ign. com/ articles/ 726/ 726761p1. html). IGN. . Retrieved October 22, 2007. [77] "The Making of The Game Super Mario Sunshine" (http:/ / www. n-sider. com/ contentview. php?contentid=262). Nintendo Online Magazine. N-Sider. August 2002. . Retrieved October 22, 2007. [78] "Super Mario Galaxy Video Review" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 27584). GameTrailers. November 7, 2007. . Retrieved December 7, 2007. [79] "Level Comparison: Whomp's Fortress" (http:/ / www. gametrailers. com/ video/ level-comparison-super-mario/ 100399). GameTrailers. May 21, 2010. . Retrieved June 7, 2010.

70

External links
Super Mario 64 Profile (http://web.archive.org/web/19961222150441/www.nintendo.com/product/n64/ sm64/index.html) (1996) Nintendo (Archive) Super Mario 64 Profile (http://web.archive.org/web/19980205060100/www.nintendo.com/n64/ super_mario64/index.html) (1998) Nintendo (Archive) Official Nintendo Japan Super Mario 64 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nsmj/ index.html) Official Nintendo Japan Super Mario 64 Rumble Pak Support Version site (http://www.nintendo.co.jp/n01/ n64/software/s_camp/sm64/index.html) Super Mario 64 guide at StrategyWiki Super Mario 64 (http://www.imdb.com/title/tt0204657/) at the Internet Movie Database

Super Mario Sunshine

71

Super Mario Sunshine


Super Mario Sunshine
North American box art depicting Mario and FLUDD
Developer(s) Publisher(s) Director(s) Producer(s) Writer(s) Composer(s) Series Platform(s) Releasedate(s) Nintendo EAD Nintendo Yoshiaki Koizumi Kenta Usui Shigeru Miyamoto Takashi Tezuka Makoto Wada Koji Kondo Shinobu Tanaka Mario Nintendo GameCube, Nintendo Wii
JP

July 19, 2002 August 26, 2002 EU October 4, 2002 AU October 11, 2002
NA

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ELSPA: 3+ ESRB: E PEGI: 3+

Super Mario Sunshine ( Sp Mario Sanshain) is a platforming video game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Nintendo GameCube. It was released in Japan in July 2002, in North America in August 2002, and in Europe and Australia in October 2002. It is the second 3D Mario platformer since the release of Super Mario 64 in 1996. Super Mario Sunshine's successor is Super Mario Galaxy, which was released for the Wii in 2007. The game takes place on the tropical Isle Delfino, where Mario, Toadsworth, Princess Peach and five Toads are taking a vacation. A villain resembling Mario, known as "Shadow Mario", vandalizes the entire island with graffiti, and Mario gets blamed for the mess. Later on, Mario is ordered to clean up Isle Delfino, while saving Princess Peach from Shadow Mario. Mario cleans up the island with a device called F.L.U.D.D (Flash Liquidizer Ultra Dousing Device). Super Mario Sunshine was very well received by players and reviewers alike. The game has sold over 5.5 million copies, and was the tenth best-selling game of 2002 in the United States. Due to the game's commercial success, it was re-released as a Player's Choice title in 2003.

Super Mario Sunshine

72

Gameplay
Super Mario Sunshine shares many similar gameplay elements with its predecessor, Super Mario 64, but it also introduces new features, like the ability to spin while jumping. FLUDD, a water-squirting accessory, is another new element in Super Mario Sunshine, which Mario uses to complete his mission. When Mario first acquires FLUDD (an acronym for Flash Liquidizing Ultra Dousing Device), he can spray and hover in the air using its nozzles. Two other nozzles can be unlocked later in the game to extend FLUDD's functionality: the Rocket Nozzle, which blasts Mario up high into the air; and the Turbo Nozzle, which lets Mario sprint at high speed on land and water and break down specific doors.[1] Mario can also ride Yoshi later in the game, who can eat fruit and squirt the juice of that fruit. This juice can be used to dissolve orange generators acting as obstacles, and briefly transform enemies into platforms for Mario to step on. The color of Yoshi and the effect of its juice depends on the type of fruit last eaten. For example, if Yoshi eats a pineapple or papaya, he will turn orange. A coconut or banana will turn Yoshi pink, and he will turn purple if he eats a durian or a pepper. Yoshi will disappear if he touches a body of water deep enough to warrant swimming, or if he goes too long without eating a fruit.[2] There are 240 blue coins and 120 "Shine Sprites". The game contains a number of independent levels composed of various locations on Isle Delfino, which can be reached from the hub, Delfino Plaza. Gameplay is based on collecting Shine Sprites by completing various tasks in the levels (called "Episodes" in-game). The player is then returned to Delfino Plaza and a new task is unlocked in that level.[3] Each level consists of eight tasks, which may be played again at will once they are completed.[4] Once the player has collected enough Shine Sprites, a new level is available at Delfino Plaza, either by the acquisition of a new ability or a plot-related event.[5] 24 of the 120 Shine Sprites available are gained by collecting and trading Blue Coins at a rate of 10 Blue Coins per Shine Sprite.[6] Gameplay proceeds in this fashion until all of the Shadow Mario-related missions are completed, which unlocks the level containing the final boss.

Plot
The game takes place on the tropical resort of Isle Delfino, which is shaped like a dolphin and comprises ten primary locations. The island is mainly inhabited by the races of the Piantas and Nokis and all the levels either have Piantas, Nokis or both.[7] Delfino Plaza is Isle Delfino's largest city and the game's main hub. Mario sets out for Isle Delfino for a vacation with Princess Peach, and her long-time steward Toadsworth. Upon a rough plane landing at the island's airstrip, they find that the once-pristine island has been polluted and plastered with graffiti. As a result of this pollution, sun-shaped objects called "Shine Sprites", the island's sources of power, have disappeared, and the island is covered in a perpetual shadow. The culprit seen spreading the graffiti is disguised as Mario, who is named "Shadow Mario." To help with cleaning the airstrip, Mario finds FLUDD, a powerful water cannon which is toted like a backpack. Mario is promptly arrested after the player defeats a slime-covered Piranha Plant at the airstrip and recovers a Shine Sprite, falsely accused of vandalizing the island. He is put on trial, however it turns out to be a mere Kangaroo Trial where the judge immediately finds Mario guilty and orders him to clean up the graffiti and recover the Shine Sprites. Until then, he is forbidden from leaving the island. Mario then sets out on an adventure to clear his name and locate the real criminal, while restoring tranquility and order to Isle Delfino.[8] After numerous incidents that unlock portals from Delfino Plaza to three of Isle Delfino's other locations, including an attempted kidnapping of Princess Peach, Mario follows Shadow Mario, who has kidnapped Princess Peach, to Pinna Park, an amusement park located just off the coast of Isle Delfino's "tail". There, Mario defeats a huge Bowser robot being controlled by Shadow Mario which is called Mecha Bowser . It is then revealed that Shadow Mario's real identity is Bowser Jr., the youngest son of Bowser.[9] Bowser Jr. takes off in a hot air balloon with Princess Peach, having been told by Bowser that Peach is his mother. When learning the truth, Peach is visually upset for a second. He is last seen heading for Corona Mountain, a volcano where Bowser is holding a family vacation of his own. After

Super Mario Sunshine Mario defeats Bowser Jr., still disguised as Shadow Mario, at least once in all of the areas of the island, a flood falls upon Delfino Plaza, opening up a cave that leads into Corona Mountain. Mario enters the volcano, defeats Bowser and Bowser Jr. by destroying the hot tub they are in, and rescues the Princess. Mario and the Princess fall from the sky with Bowser and Bowser Jr. While the others are plummeting down, Princess Peach floats down to safety using her parasol. Princess Peach lands on an island on her feet but on the same island, Mario gets his head stuck in the sand, but gets out. However, FLUDD becomes damaged during the battle with Bowser, supposedly beyond repair.[10] The Toads repair FLUDD shortly afterward and Mario, Peach and the others resume their vacation, while Bowser admits to his son that Peach was not really his mother.[11] After the credits, if the player has collected less than all 120 shine sprites, a picture shows Il Piantissimo, a sprinter that Mario raced during the game, finding the brush that Bowser Jr. used to vandalize Isle Delfino. However, if the player has collected all 120 shine sprites, a picture of the entire cast with the words "Have a relaxing vacation" is displayed instead.

73

Development
A sequel to Super Mario 64 had been in the works for several years; the cancelled games Super Mario 64 2 and Super Mario 128 were some ideas Nintendo had for a direct sequel.[12] Super Mario Sunshine was first shown at Nintendo Space World 2001.[13] The game was later shown again at E3 2002.[14] In an interview about the development of Super Mario Sunshine with producer Takashi Tezuka and directors Yoshiaki Koizumi and Kenta Usui, it was mentioned that the game's development began with the idea of gameplay involving a water pump.[15] However, at first the developers thought that the world was too daringly out of character with Mario. Therefore, they tried using a man-type character, but thought this was too odd and that "if there was a man next to Mario, there is a sense of incongruity."[15] There were ten candidates for possible water nozzles, and FLUDD was chosen because of fitting in the game's setting, despite it not being one of the favorites. Some preliminary gun-like water nozzles were removed due to all the controversy in the United States.[15] They also stated that several Yoshi features were omitted, such as Yoshi vomiting juice fed to him.[15] Koji Kondo and Shinobu Tanaka composed the score to Super Mario Sunshine.[16] The soundtrack features various arrangements of classic Mario tunes, including the underground music and the main stage music from the original Super Mario Bros.[17] Super Mario Sunshine featured many of the usual voice actors for the various Nintendo characters. This is the only Mario game which features full English voice acting in cut-scenes. The voice cast consisted of Charles Martinet as Mario and Toadsworth, Jen Taylor as Princess Peach and Toad, Scott Burns as Bowser, and Dolores Rogers as Bowser Jr.[18] Other voice actors included Kit Harris.[19]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 92% (76 reviews) [20] [21]

92 / 100 (61 reviews)

Review scores
Publication 1UP.com Computer and Video Games Electronic Gaming Monthly Score [22] A 10 / 10 [23] [24]

9.5 / 10

Super Mario Sunshine


[25] [26] [27]

74
Eurogamer Famitsu Game Informer GameSpot GameSpy IGN Nintendo Power Entertainment Weekly 9.4 / 10 10 / 10 B

9 / 10

37 / 40

9.75 / 10 8 / 10

[28] [29] [30]

[31]

[32]

Super Mario Sunshine was commercially successful, having sold 5.5 million copies as of June 2006.[33] In 2002, Super Mario Sunshine was the tenth best-selling game in the United States according to the NPD Group.[34] It was re-released in 2003 as part of the Player's Choice line, a selection of games with high sales sold for a reduced price.[35] Super Mario Sunshine received critical acclaim by game reviewers. IGN praised the addition of the water backpack for improving the gameplay,[30] and GameSpy commented on the "wide variety of moves and the beautifully constructed environments".[29] The game received a perfect score from Nintendo Power, who commended the "superb graphics, excellent music, clever layouts, funny cinema scenes and ingenious puzzles".[31] GamePro also gave Super Mario Sunshine a perfect score, stating that the game was "a masterpiece of superior game design, infinite gameplay variety, creativity, and life."[4] The American-based publication Game Informer said that the game is arguably "the best Mario game to date."[27] ComputerAndVideoGames.com also mentioned the game is "better than Super Mario 64."[23] The game placed 46th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[36] Some reviewers criticized the game. GameSpot criticized the various additions, including the water backpack and Yoshi, calling them "mere gimmicks." They also criticized the camera system, and cited that the game seemed somewhat unpolished and rushed.[28] They also criticized the voices, stating that "Super Mario Sunshine's FMV also houses some of the lousiest voice-over work to be found on the GameCube. None of the voices fit particularly well. Princess Peach sounds too ditzy, Mario is limited to grunts and other nonverbal communications, and the game's bad guys are completely miscast and downright disappointing."[28] Matt Wales of ComputerAndVideoGames.com accused the game of having a "distinct lack of polish."[37]

Legacy
Super Mario Sunshine has introduced several elements which were carried over to subsequent Mario titles. This was the first game in the Mario series to introduce the Shine Sprites. These Shine Sprites have appeared in later Mario titles like in Mario Kart DS. This was the first game in the Mario series which included Bowser Jr;[9] he has since appeared in New Super Mario Bros., New Super Mario Bros. Wii, Super Mario Galaxy and Super Mario Galaxy 2,[38][39] and in Mario sports games such as the Mario Kart series since Mario Kart: Double Dash!! and Mario Kart Wii.[40] Also, Toadsworth appeared for the first time on the game.[8] He has later appeared on various Mario games such as Mario & Luigi: Superstar Saga and Super Princess Peach.[41] The recurring character Petey Piranha, known as Boss Packun ( ) in Japan, was also introduced.[42] He also appears in New Super Mario Bros., Super Princess Peach and several spin-off games.[42] This game was the first Mario platformer game to be released for the Nintendo GameCube. It was also the first 3D Mario platformer which included the ability to ride Yoshi and to have him change colors.[2] This feature reappeared in the Wii 3D platformer Super Mario Galaxy 2.[43]

Super Mario Sunshine In Super Smash Bros. Brawl, Mario uses FLUDD as a new special move; it's not added as an attack, as it just pushes opponents aside. Brawl also has the fighting stage Delfino Plaza, an almost-exact replica of Isle Delfino's capital city, with a platform carrying the fighters to any location of the stage on occasion. The original BGM of Delfino Plaza occasionally plays on the stage, as well as the BGM for Ricco Harbor. The game also features several stickers based on artwork from Super Mario Sunshine.

75

References
[1] [2] [3] [4] Super Mario Sunshine instruction booklet. Nintendo. 2002. pp.2023. Super Mario Sunshine instruction booklet. Nintendo. 2002. pp.2526. Super Mario Sunshine instruction booklet. Nintendo. 2002. p.28. Stardingo (August 26, 2002). "Super Mario Sunshine review" (http:/ / web. archive. org/ web/ 20110607145556/ http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 25921. shtml). GamePro. Archived from the original (http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 25921. shtml) on June 7, 2011. . Retrieved November 22, 2007. Mackie, Joe. "Super Mario Sunshine (JPN) Review" (http:/ / www. gamingworldx. com/ gcn/ SuperMarioSunshineJPN. shtml). GamingWorld X. . Retrieved November 22, 2007. Tboy. "Super Mario Sunshine review" (http:/ / www. gamershell. com/ gamecube/ super_mario_sunshine/ review. html). GamersHell.com. . Retrieved November 22, 2007. Super Mario Sunshine instruction booklet. Nintendo. 2002. p.6. Super Mario Sunshine instruction booklet. Nintendo. 2002. pp.67.

[5] [6] [7] [8]

[9] Nintendo EAD. Super Mario Sunshine. (Nintendo). Nintendo GameCube. (August 26, 2002) "Peach: So you're Bowser's son?" [10] Nintendo EAD. Super Mario Sunshine. (Nintendo). Nintendo GameCube. (August 26, 2002) "Bowser Jr.: Someday... when I'm bigger... I wanna fight that Mario again!" [11] Nintendo EAD. Super Mario Sunshine. (Nintendo). Nintendo GameCube. (August 26, 2002) "FLUDD: The vacation starts now!" [12] Gantayat, Anoop (August 21, 2006). "Miyamoto Opens the Vault" (http:/ / wii. ign. com/ articles/ 726/ 726761p1. html). IGN. . Retrieved November 15, 2007. [13] "Spaceworld 2001: Mario Sunshine Impressions" (http:/ / cube. ign. com/ articles/ 097/ 097694p1. html). IGN. August 22, 2001. . Retrieved November 15, 2007. [14] "E3 2002: First Look: Nintendo's Booth" (http:/ / cube. ign. com/ articles/ 360/ 360098p1. html). IGN. May 20, 2002. . Retrieved November 15, 2007. [15] Anthony JC (August 2007). "The Making of The Game Super Mario Sunshine" (http:/ / www. n-sider. com/ articleview. php?articleid=415). Nintendo Online Magazine. N-Sider. . Retrieved August 7, 2007. [16] "Super Mario Sunshine Credits" (http:/ / www. mobygames. com/ game/ super-mario-sunshine/ credits). MobyGames. . Retrieved November 16, 2007. [17] Majaski, Craig. "Super Mario Sunshine review" (http:/ / www. gaming-age. com/ cgi-bin/ reviews/ review. pl?sys=gamecube& game=mariosunshine). Gaming Age. . Retrieved November 16, 2007. [18] "Full cast and crew for Super Mario Sunshine" (http:/ / www. imdb. com/ title/ tt0298052/ fullcredits#cast). Internet Movie Database. . Retrieved November 16, 2007. [19] "Super Mario Sunshine Credits" (http:/ / www. youtube. com/ watch?v=a7XCWoXhorw). Nintendo. . Retrieved June 24, 2009. [20] "Super Mario Sunshine reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 533287. asp). Game Rankings. . Retrieved November 11, 2007. [21] "Super Mario Sunshine reviews" (http:/ / www. metacritic. com/ game/ gamecube/ super-mario-sunshine). Metacritic. . Retrieved November 11, 2007. [22] "Super Mario Sunshine Review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3061376& p=5& sec=REVIEWS). 1UP.com. . Retrieved April 6, 2009. [23] "Super Mario Sunshine" (http:/ / www. computerandvideogames. com/ article. php?id=80100). ComputerAndVideoGames.com. . Retrieved October 28, 2008. [24] Electronic Gaming Monthly (Ziff Davis): 198. October 2002. [25] Bramwell, Tom (October 4, 2002). "Super Mario Sunshine Review" (http:/ / www. eurogamer. net/ articles/ r_supermariosunshine_gc). Eurogamer. . Retrieved April 6, 2009. [26] . Weekly Famitsu. No.915 Pt.2. Pg.99. June 30, 2006. [27] Reiner, Andrew (September 2002). "Super Mario Sunshine" (http:/ / web. archive. org/ web/ 20080314224002/ http:/ / gameinformer. com/ Games/ Review/ 200209/ R03. 0801. 1649. 23236. htm). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ Games/ Review/ 200209/ R03. 0801. 1649. 23236. htm) on March 14, 2008. . Retrieved April 5, 2009. [28] Gerstmann, Jeff (August 25, 2002). "Super Mario Sunshine review" (http:/ / www. gamespot. com/ gamecube/ action/ supermariosunshine/ review. html?). GameSpot. . Retrieved November 18, 2005.

Super Mario Sunshine


[29] Guzman, Hector (August 26, 2002). "Super Mario Sunshine review" (http:/ / cube. gamespy. com/ gamecube/ super-mario-sunshine/ 545787p1. html). GameSpy. . Retrieved May 3, 2006. [30] Mirabella III, Fran (2002). "Super Mario Sunshine review" (http:/ / cube. ign. com/ articles/ 368/ 368539p2. html). IGN. . Retrieved May 3, 2006. [31] Nintendo Power (Nintendo): 160. September 2002. [32] Keighley, Geoff (August 23, 2002). "Sunshine" Superstar? (Super Mario Sunshine Review) (http:/ / www. ew. com/ ew/ article/ 0,,338031,00. html). Entertainment Weekly. p. 144. . Retrieved May 19, 2012. [33] Boutros, Daniel (August 4, 2006). "A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games" (http:/ / gamasutra. com/ features/ 20060804/ boutros_08. shtml). Gamasutra. . Retrieved November 11, 2007. [34] "The NPD Group Reports Annual 2002 U.S. Video Game Sales Break Record" (http:/ / www. npd. com/ press/ releases/ press_030128a. htm). NPD Group. January 27, 2003. . Retrieved February 12, 2008. [35] Calvert, Justin (September 9, 2003). "Nintendo Player's Choice range grows" (http:/ / www. gamespot. com/ gamecube/ action/ starfoxadventures/ news. html?sid=6074802). GameSpot. . Retrieved July 19, 2007. [36] "6041 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). ONM. . Retrieved February 19, 2009. [37] Wales, Matt (May 17, 2006). "Super Mario Galaxy preview" (http:/ / www. computerandvideogames. com/ article. php?id=140193). ComputerAndVideoGames.com. . Retrieved November 11, 2007. [38] Nintendo EAD. New Super Mario Bros. (Nintendo). Nintendo DS. (May 15, 2006) [39] "New Super Mario Bros. Wii Stage Demo" (http:/ / e3. gamespot. com/ video/ 6211673/ ) (Flash). GameSpot. June 4, 2009. . Retrieved December 12, 2009. [40] Alfonso, Andrew. "Mario Kart: Double Dash Guide Secrets" (http:/ / guides. ign. com/ guides/ 16574/ page_5. html). IGN. . Retrieved January 9, 2009. [41] "Princess Peach: Feminist?" (http:/ / spacepope4u. blogspot. com/ 2007/ 05/ princess-peach-feminist. html). Coin Heaven. May 14, 2007. . Retrieved January 26, 2008. [42] "MARIO KART Double Dash!! The strongest character lineup of history" (http:/ / www. nintendo. co. jp/ ngc/ gm4j/ 02images/ packun. gif). Nintendo. . Retrieved July 6, 2008. [43] "Super Mario Galaxy 2 E3 09: Debut Trailer" (http:/ / www. gametrailers. com/ video/ e3-09-super-mario/ 50233). GameTrailers. June 2, 2009. . Retrieved June 3, 2009.

76

External links
Official Super Mario Sunshine website (http://www.supermariosunshine.com/) Super Mario Sunshine (http://register.nintendo.com/gamemini?gameid=m-Game-0000-824) at Nintendo.com ( archives (http://web.archive.org/web/*/http://www.nintendo.com/gamemini?gameid=m-Game-0000-824) of the original (http://www.nintendo.com/gamemini?gameid=m-Game-0000-824) at the Internet Archive) Super Mario Sunshine (http://www.imdb.com/title/tt0298052/) at the Internet Movie Database

New Super Mario Bros.

77

New Super Mario Bros.


New Super Mario Bros.
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Nintendo EAD Nintendo Shigeyuki Asuke Hiroyuki Kimura Asuka Ota Hajime Wakai [1] Koji Kondo Mario Modified Super Mario 64 DS Engine Nintendo DS
NA JP

Series Engine Platform(s) Releasedate(s)

May 15, 2006 May 25, 2006 AU June 8, 2006 EU June 30, 2006

KO

March 8, 2007

Genre(s) Mode(s) Rating(s)

Platforming Single-player, multiplayer


ACB: PG CERO: A ESRB: E PEGI: 3+

New Super Mario Bros. (New Ny Sp Mario Burazzu) is a side-scrolling platform video game published and developed by Nintendo for the Nintendo DS handheld game console. The game was released in North America and Japan in May 2006 and in Australia and Europe in June 2006. It is the first original side-scrolling platform game starring Mario since Super Mario Land 2: 6 Golden Coins in 1992, and the first game to be a part of the main Mario series of video games since Super Mario Sunshine in 2002. The game's plot is similar to those of other side-scrolling Mario games. New Super Mario Bros. follows Mario as he fights his way through Bowser's henchmen to rescue Princess Peach. Mario has access to several power-ups that help him complete his quest, including the Super Mushroom, the Fire Flower, and the Starman, each giving him unique abilities. While traveling through eight worlds with a total of 80 levels, Mario must defeat Bowser Jr. and Bowser before finally saving Princess Peach. Reviews of the game were very favorable. Praise focused on improvements made to the Mario franchise, while criticism targeted the game's simplicity, and similarity to previous games. New Super Mario Bros. received several honors, including Game of the Month awards from Game Informer and Electronic Gaming Monthly, and Editors' Choice Awards from IGN and GameSpot. In Japan, the game broke the record for the best-selling debut for a Nintendo DS game. Overall, the game has sold 26.21 million copies worldwide and is the best-selling game for the DS, and the third best-selling non-bundled video game of all time.[2]

New Super Mario Bros. Its follow-up, New Super Mario Bros. Wii, is playable with four players simultaneously, and was released in different regions between November 12 and December 3, 2009 worldwide. A direct sequel, New Super Mario Bros. 2, has been announced for the Nintendo 3DS.

78

Gameplay
While New Super Mario Bros. is seen in 2D, some of the characters and objects are 3D polygonal renderings on 2D backgrounds, resulting in a 2.5D effect that visually simulates 3D computer graphics.[3][4] The player can play as either Mario, or his brother, Luigi (if L and R are held at the same time a save file is picked). Similar to previous Mario games, Mario (or Luigi) can collect coins, stomp on enemies, and break open blocks. Moves from 3D games featuring Mario reappear in New Super Mario Bros., including the ground pound, triple jump, and wall jump. Enemies from previous games, such as Petey Piranha, are also reintroduced.[5] A total of 80 levels are available over eight worlds; these worlds are shown in the Nintendo DS's bottom touchscreen while viewing the world map. The map of the currently selected world appears in the top screen, which is used to navigate between the world's courses.[6][7] Certain worlds require specific means of access, such as completing a boss level while using the Mini Mushroom. The goal of each course is to reach a black flag at the end of the course. At the end of each world, a boss must be defeated before proceeding to the next world. Hidden throughout each of the levels are three Star Coins. By collecting these Star Coins, Mario is able to purchase access to Toad Houses to gain items or lives. Mario can also use these Star Coins to unlock special backgrounds and paths on the World Map. Players will also come across Star Coin Signs. Paying the number of Star Coins shown on these signs will open new paths that in turn allow you to save your game.[8] There are six power-ups available in New Super Mario Bros.;[5] the game allows the player to store an extra power-up when he is already using one, a feature carried over from Super Mario World.[9] Three power-ups from Super Mario Bros. return: the Super Mushroom makes Mario grow in size, the Fire Flower lets Mario throw fireballs, and the Starman makes Mario invincible temporarily. The Starman also gives him a boost of speed and more jump height, a first for the game. Three more power-ups are introduced in New Super Mario Bros.: the Blue Koopa Shell lets Mario withdraw into a shell to protect himself, run and then withdraw into the shell to attack enemies, and swim faster. the Mega Mushroom grows Mario to an incredible size for a short time (the amount of damage inflicted as Mega-Mario corresponds to extra lives received after returning to normal size). The Mega Mushroom provides complete invincibility, and is capable of destroying many enemies (excluding boss enemies) with one hit. It even grants Mario the power to kick down the flagpole at the end of any given level.[10] the Mini-Mushroom makes Mario very small and able to run across water. He can also jump higher and enter small pipes.[5][6][7] The game's multiplayer mode pits two players against each other as they play as Mario and Luigi in one of five stages, trying to be the first to obtain a preset number of "Big Stars". Both players can attack each other in attempts to steal the other player's stars. Jumping on the opponent's character will make him lose one star, while performing a ground pound will make him lose three. Also, losing a life will cause that player to lose a star.[7] In addition, some minigames previously available in Super Mario 64 DS have returned and now offer multiplayer options for added replay value.[11] The minigames are divided into the categories Action, Puzzle, Table and Variety. New Super Mario Bros. contains eighteen minigames for single players and ten minigames for multiple players.[6][7]

New Super Mario Bros.

79

Plot
At the beginning of the game, the Mushroom Kingdom monarch Princess Peach and Mario are walking together when lightning suddenly strikes Peach's castle nearby. As Mario runs to help, Bowser Jr. appears and kidnaps her. Realizing what has happened, Mario quickly rushes back and gives chase. Mario ventures through eight worlds pursuing Bowser Jr. and trying to rescue the kidnapped princess. Mario catches up to them and confronts Bowser Jr. occasionally, but is unable to save the princess from the evil Koopa's clutches. At the end of the first world, Bowser Jr. retreats to a castle, where his father, Bowser, awaits Mario on a bridge over a pit filled with lava. In a scene highly reminiscent of the original Super Mario Bros., Mario activates a button behind Bowser to defeat him, and the bridge underneath Bowser collapses, causing him to fall into the lava and leaving a skeleton.[6][7] Despite Boswer's demise in the first level, this doesn't stop Bowser Jr. from running through the remaining worlds with Peach in tow, forcing Mario to chase after him before reaching Bowser's castle in world 8. There, Bowser Jr. revives his father's skeleton, creating Dry Bowser, but Mario once again defeats Bowser by dropping him into a deep pit. In the final battle, Bowser Jr. flees once more across a lava chasm to a larger castle, where he throws his father's bones into a cauldron and revives Bowser in a more powerful form. Together, they attack Mario in tandem, but Mario drops the pair into the pit below. In the game's final sequence, Mario rescues Peach, who kisses him on the cheek. Over the end credits, Bowser Jr. is seen dragging his unconscious father across the floor. He looks at the screen, and growls, breaking the fourth wall.[6][7]

Development
More than twenty years after Super Mario Bros. was released, Nintendo announced on February 21, 2006 that New Super Mario Bros. would launch for the Nintendo DS on May 7, 2006. The game's new power-ups were also introduced at the same time, including the Blue Koopa Shell and the Mega Mushroom. Nintendo further mentioned that the game would be played in 2D but use 3D models to create a 2.5D look and feel.[3][4] The May 7 release was later delayed towards May 21, but the game's release date was eventually pushed back slightly to May 15; Nintendo also planned to release it around the same time that the Nintendo DS Lite launched, on June 11, 2006.[12] New Super Mario Bros. is the first 2D platform game to star Mario since Super Mario Land 2: 6 Golden Coins in 1992.[13] First revealed at the 2004 E3 convention,[14] New Super Mario Bros. was available for play at E3 in 2005. The game's designers were given much more freedom with designs in New Super Mario Bros. compared to previous 2D Mario games. Characters, enemies, and objects could now be created with much more detailed animations, without requiring that they be designed by hand. To provide visual cues, the developers made the game's camera more dynamic; it zooms in and out of action depending on the situation to provide focus where necessary.[15] Physics plays an important role in New Super Mario Bros.'s improved game mechanics. Without the rigid restrictions of tile-based sprites and backgrounds, the designers were free to explore new gameplay mechanics; when Mario lands on top of a tree, it teeters over and eventually falls if he is stationary for too long. Mario can also swing on ropes and walk on wires that bend and stretch under his weight.[15] Early in the game's development, the developers planned not to use voice acting to stay true to the spirit of the original Super Mario Bros. However, voice acting was eventually embraced by the developers, who decided that it would serve the game in a positive manner. Although voice acting was used in earlier 2D Mario remakes, New Super Mario Bros. is the first original 2D Mario game to use voice acting. Charles Martinet returned to voice Mario and Luigi, along with Nicole Mills as Princess Peach, Scott Burns as Bowser, and Dolores Rogers as Bowser Jr.[16] New Super Mario Bros. features original music composed by Asuka Ota and Hajime Wakai, under the direction of the original Super Mario Bros. composer, Koji Kondo,[17] who also created the "Aboveground BGM", the main theme for regular levels.[1] The game's music dictates gameplay; enemies jump and dance in time to the music. Predicting enemy movements, players can time their jumps with enemy movements to reach otherwise inaccessible areas.[18]

New Super Mario Bros.

80

Reception
Reception Aggregate scores
Aggregator Metacritic Score 89% (65 reviews) [19]

Review scores
Publication 1UP.com Allgame Computer and Video Games Eurogamer Famitsu Game Informer GamePro Game Revolution GameSpot GameSpy GamesRadar GameTrailers GameZone IGN Official Nintendo Magazine X-Play 9 of 10 B+ [27] [28] [13] [29] [30] [3] 9 of 10 9 of 10 Score B+ [20] [21] [22] [23] [24] [25] [26]

36 of 40

9.25 of 10

9 of 10

9.2 of 10

9.3 of 10 9.5 of 10 96%

[31]

[32] [33]

Sales
New Super Mario Bros. was released by Nintendo in North America on May 15, 2006, in Japan on May 25, 2006, in Australia on June 8, 2006, and in Europe on June 30, 2006.[34] Nintendo did not specify why it chose to delay the game's release in its home market of Japan by ten days, but GameSpot noted that "it stands to reason that the company simply wants a few more days to build inventory."[35] It was given generally favorable reviews, receiving an aggregated score of 89% from Metacritic.[19] Praise focused on improvements made to the Mario franchise, while criticism targeted the game's simplicity. In Japan, over 480,000 units of New Super Mario Bros. were sold on the day it was released and 900,000 copies in the first four days.[36] At the time, it was the best-selling debut for a Nintendo DS game in Japan,[36] but it has since been surpassed by Pokmon Diamond and Pearl.[37] It is Japan's 26th best-selling game in 2008.[38] In the United States, 500,000 copies of New Super Mario Bros. were sold in the first 35 days,[39] and one million copies were sold twelve weeks after its release.[40] It was the 12th best-selling game and the second best-selling Nintendo DS game of December 2008 in the United States.[41] Worldwide, five million copies were sold as of April 2008,[42] and over eighteen million as of March 2009.[43]

New Super Mario Bros.

81

Critics
The game was praised by numerous reviews, several of which noted that New Super Mario Bros. was one of the best games available for the Nintendo DS. GameZone believed that it was the "hot game" to purchase for any DS owner, noting its "huge exploration potential" and reinvention of the platform game genre.[3] Tom Bramwell of Eurogamer stated, "I've done this sort of thing before hundreds of times across thousands of days in what feels like a dozen Mario games. I still love it."[23] Believing that experienced players would require very little time to complete the game, GameSpot nevertheless considered New Super Mario Bros. a "completely awesome" game that was an "absolutely necessary" video game to own.[28] GamesRadar considered the game a bargain, noting that it included "a completely solid solo game, a simple-but-exciting two-player, and then a collection of super-quick stylus games".[29] Several reviewers drew comparisons between New Super Mario Bros. and their favorite Mario games. Although some found that other Mario games were better, most reviewers were still pleased with the overall experience of the game. Craig Harris of IGN was enthused with New Super Mario Bros., claiming that it was his new favorite platform game, beating out his previous favorite, Super Mario World 2: Yoshi's Island.[31] Even though Super Mario World and Super Mario Bros. 3 were considered the best 2D Mario games by GamePro's Mr. Marbles, he decided to add New Super Mario Bros. as his third favorite Mario game, which he admitted had much more replay value than the other two.[26] Despite including new features such as a versus mode, the game made Game Revolution disconcertedly ask the question, "Can Mario ever truly be new again?"[27] It also disappointed Greg Sewart of X-Play, who found that the game did not live up to the standards set by its predecessors, but still considered the game the best side-scrolling video game available for the Nintendo DS.[33] Finally, the game got a 96% from The Official Nintendo Magazine, and thus, earned a 'Gold Award'. The game's graphics and audio received praise in a number of reviews. The Computer and Video Games magazine was entertained by the "finely crafted slice of [...] Mario", along with the extra minigames offered. They believed that the audio was very good for a Nintendo DS game, predicting that "it'd still scare the pants of [sic] the hard-of-hearing."[22] Despite being a 2D game, GameSpy still found that the 2D and 3D elements blended together perfectly in New Super Mario Bros.[13] The game's overall experience pleased 1UP.com, which applauded Nintendo's ability to once again create an enjoyable, solid, and challenging portable experience. However, they were disappointed in the lack of imagination for this remake.[20] Also reviewers quoted that the minigames were disappointing and recycled Super Mario 64 DS mini games, but praised the replay value in them.

Awards, Nominations and Rankings


New Super Mario Bros. received numerous awards and accolades. It was given Game of the Month awards from Game Informer[44] and Electronic Gaming Monthly,[45] and it received Editors' Choice Awards from IGN[46] and GameSpot.[28] The game was voted Best Handheld Game at the 2006 Spike TV Video Game Awards[47] and Best Nintendo DS Game by GameSpot,[48] and it won Best Platformer awards from X-Play[49] and Nintendo Power.[50] The game was awarded Choice Video Game at the 2006 Teen Choice Awards,[51] Nintendo Game of the Year at the 2006 Golden Joystick Award,[52] and placed 30th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.

New Super Mario Bros.

82

Legacy
Some references to New Super Mario Bros. were made in Super Smash Bros. Brawl; a remixed version of the "Main Theme" of the game plays in the Delfino Plaza stage, and some stickers based off of artwork can be collected. The Mega Mushroom reappeared in Mario Kart Wii. A follow up game, New Super Mario Bros. Wii, was released in late 2009 for the Nintendo Wii, allowing up to four players simultaneously. A direct sequel, New Super Mario Bros. 2, was announced on April 21, 2012 and will be released for Nintendo 3DS in August 2012.[53] New Super Mario Bros. U is set to be released on the Wii U, and is a sequel to New Super Mario Bros. Wii.

References
[1] "Music Commentary by Koji Kondo (2)" (http:/ / us. wii. com/ iwata_asks/ super-mario-all-stars/ vol1_page5. jsp). Iwata Asks: Super Mario All-Stars. Nintendo of America, Inc.. . Retrieved 2010-11-23. [2] http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110128e. pdf#page=6 [3] "Two New Titles Announced For Nintendo DS" (http:/ / www. gamezone. com/ news/ two_new_titles_announced_for_nintendo_ds). GameZone. 2006-02-21. . Retrieved 2008-12-28. [4] Martino, Chris (2005-05-19). "New Super Mario Bros. preview" (http:/ / www. nintendoworldreport. com/ previewArt. cfm?artid=3693). Nintendo World Report. . Retrieved 2009-01-03. [5] "New Super Mario Bros. Game Guide" (http:/ / guides. ign. com/ guides/ 682879/ ). IGN. . Retrieved 2008-12-22. [6] Nintendo Entertainment Analysis and Development. New Super Mario Bros. (Nintendo of America, Inc.). (May 15, 2006) [7] New Super Mario Bros. manual. Nintendo of America, Inc.. 2006-05-16. [8] Josh (2010-03-04). "New Super Mario Bros DS Star Coins Locations Guide" (http:/ / www. videogamesblogger. com/ 2010/ 03/ 04/ new-super-mario-bros-ds-star-coins-locations-guide-nintendo-ds. htm). VideoGamesBlogger. . Retrieved 2010-03-06. [9] "Power Up With New 'Mario Bros.'" (http:/ / www. washingtonpost. com/ wp-dyn/ content/ article/ 2006/ 07/ 13/ AR2006071300422. html). The Washington Post. 2006-07-14. . Retrieved 2009-01-03. [10] http:/ / www. youtube. com/ watch?v=50QrRjSHVro [11] Frushtick, Russ. "New Super Mario Bros. Review" (http:/ / www. ugo. com/ ugo/ html/ article/ ?id=14547& sectionId=43). UGO. . Retrieved 2009-01-03. [12] "New Nintendo DS Lites the Way for Mario" (http:/ / www. prnewswire. com/ news-releases/ new-nintendo-ds-lites-the-way-for-mario-56034692. html). PRNewswire. 2006-05-04. . Retrieved 2008-12-28. [13] Theobald, Phil (2006-05-15). "New Super Mario Bros. Review" (http:/ / ds. gamespy. com/ nintendo-ds/ new-super-mario-bros/ 708802p1. html). GameSpy. . Retrieved 2007-03-19. [14] Harris, Craig (2004-05-11). "E3 2004: New Super Mario Bros. for DS" (http:/ / videogames. yahoo. com/ news-1131659). Yahoo!. . Retrieved 2008-12-28. [15] "E3 2005: New Super Mario Bros. Impressions" (http:/ / ds. ign. com/ articles/ 616/ 616760p1. html). IGN. 2005-05-18. . Retrieved 2008-12-28. [16] Thomason, Steve. "Sizing Up Mario". Nintendo Power (202): 4142. [17] Nintendo Entertainment Analysis and Development. New Super Mario Bros.. (Nintendo of America, Inc.). Scene: staff credits. (2006-05-15) [18] Parish, Jeremy (2007-03-07). "GDC 2007: Mario Maestro Shares His Secrets" (http:/ / wwww. 1up. com/ do/ newsStory?cId=3157844). 1UP.com. . Retrieved 2009-02-16. [19] "New Super Mario Bros." (http:/ / www. metacritic. com/ games/ platforms/ ds/ newsupermariobros). Metacritic. . Retrieved 2008-12-22. [20] Parish, Jeremy (2006-05-15). "New Super Mario Bros. (Nintendo DS)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3150890). 1UP. . Retrieved 2008-08-03. [21] Marriott, Scott Alan. "New Super Mario Bros. Review" (http:/ / www. allgame. com/ game. php?id=45656& tab=review). Allgame. . Retrieved 2009-03-17. [22] Wales, Matt (2006-06-16). "New Super Mario Bros." (http:/ / www. computerandvideogames. com/ article. php?id=141671). Computer and Video Games. . Retrieved 2008-12-28. [23] Bramwell, Tom (2006-05-30). "New Super Mario Bros. Review" (http:/ / www. eurogamer. net/ articles/ r_newsupermariobros_ds). Eurogamer. . Retrieved 2008-12-28. [24] "New Super Mario Bros. - Famitsu Scores" (http:/ / web. archive. org/ web/ 20080822174238/ http:/ / fs. finalfantasytr. com/ search. asp?query=mario). Famitsu Scores Archive. Archived from the original (http:/ / fs. finalfantasytr. com/ search. asp?query=new+ super+ mario+ bros) on 22 August 2008. . [25] "New Super Mario Bros." (http:/ / web. archive. org/ web/ 20080612174812/ http:/ / www. gameinformer. com/ NR/ exeres/ 0C076675-B91E-4554-9A62-82673E3DD3F7. htm). Game Informer. July 2006. Archived from the original (http:/ / www. gameinformer. com/ NR/ exeres/ 0C076675-B91E-4554-9A62-82673E3DD3F7. htm) on June 12, 2008. . Retrieved 2009-03-17.

New Super Mario Bros.


[26] Mr. Marbles (2006-05-19). "Review: New Super Mario Bros." (http:/ / web. archive. org/ web/ 20100224030318/ http:/ / www. gamepro. com/ article/ reviews/ 55608/ new-super-mario-bros/ ). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 55608/ new-super-mario-bros/ ) on 2010-02-24. . Retrieved 2007-03-14. [27] Dodson, Joe (2006-05-19). "New Super Mario Bros DS Review" (http:/ / www. gamerevolution. com/ review/ ds/ new_super_mario_). GameRevolution. . Retrieved 2008-12-28. [28] Gerstmann, Jeff (2006-05-16). "New Super Mario Bros. review" (http:/ / www. gamespot. com/ ds/ action/ supermariobrosds/ review. html). GameSpot. . Retrieved 2007-03-14. [29] Elston, Brett (2006-05-16). "New Super Mario Bros." (http:/ / www. gamesradar. com/ ds/ review/ new-super-mario-bros/ a-20060516134940884067). GamesRadar. . Retrieved 2008-12-28. [30] "New Super Mario Bros. - Review" (http:/ / www. gametrailers. com/ player/ 11517. html). GameTrailers. June 23, 2006. . Retrieved 2009-03-17. [31] Harris, Craig (2006-05-06). "New Super Mario Bros." (http:/ / ds. ign. com/ articles/ 705/ 705537p1. html). IGN. . Retrieved 2007-03-14. [32] "DS Review: New Super Mario Bros." (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=2490). Official Nintendo Magazine. 10 January 2008. . Retrieved 2009-03-17. [33] Sewart, Greg. "New Super Mario Bros." (http:/ / www. g4tv. com/ xplay/ reviews/ 1166/ New_Super_Mario_Bros. html). X-Play. . Retrieved 2008-12-28. [34] "Related Games" (http:/ / www. gamespot. com/ ds/ action/ supermariobrosds/ similar. html?mode=versions). GameSpot. . Retrieved 2009-01-03. [35] Tochen, Dan (2006-04-11). "New Super Mario Brothers dated in Japan" (http:/ / www. gamespot. com/ news/ 6147476. html). GameSpot. . Retrieved 2009-01-03. [36] Jenkins, David (2006-06-02). "Japanese Sales Charts, Week Ending May 28" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=9563). Gamasutra. . Retrieved 2006-06-22. [37] Gantayat, Anoop (2006-10-03). "Pokemon Tops a Million" (http:/ / ds. ign. com/ articles/ 737/ 737053p1. html). IGN. . Retrieved 2008-12-28. [38] "Japanese 2008 Market Report" (http:/ / www. mcvuk. com/ interviews/ 403/ JAPANESE-2008-MARKET-REPORT). MCVUK. 2009-01-09. . Retrieved 2009-01-09. [39] "Nintendo News: New Super Mario Bros. Surges Past Half-Million Mark" (http:/ / uk. gamespot. com/ news/ new-super-mario-bros-surges-past-half-million-mark-6153112). Nintendo. 2006-06-22. . Retrieved 2008-08-03. [40] Harris, Craig (2006-08-24). "Mario's Million" (http:/ / ds. ign. com/ articles/ 728/ 728176p1. html). IGN. . Retrieved 2006-08-24. [41] "Top 10 Games of December 2008, By Platform" (http:/ / blog. wired. com/ games/ 2009/ 01/ top-10-games-of. html). blog.Wired.com. 2009-01-18. . Retrieved 2009-01-19. [42] Brightman, James (2008-04-18). "DS Sells 100 Million Games in Japan, PSP Continues Surge" (http:/ / www. gamedaily. com/ games/ new-super-mario-bros/ ds/ game-news/ ds-sells-100-million-games-in-japan-psp-continues-surge/ 3153/ 19940/ ). GameDaily. . Retrieved 2008-12-28. [43] "Financial Results Briefing for Fiscal Year Ended March 2009: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2009/ 090508e. pdf#page=6) (PDF). Nintendo Co., Ltd.. 2009-05-08. pp.6. . Retrieved 2009-06-21. [44] "Game of the Month". Game Informer: 110. July 2006. [45] "Game of the Month". Electronic Gaming Monthly (205). [46] "Editors' Choice Awards" (http:/ / ds. ign. com/ index/ choice. html). IGN. . Retrieved 2008-12-22. [47] Sinclair, Brendan (2006-11-08). "Spike TV's 2006 game awards detailed" (http:/ / www. gamespot. com/ news/ 6161328. html). GameSpot. . Retrieved 2008-12-28. [48] "Best Nintendo DS Game" (http:/ / www. gamespot. com/ special_features/ bestof2006/ platform/ index. html?page=3). GameSpot. . Retrieved 2008-12-28. [49] "G4's 'X-PLAY' Unveils Nominations for Best Video Games of 2006" (http:/ / g4tv. com/ g4/ press/ 162/ G4s_XPLAY_Unveils_Nominations_for_Best_Video_Games_of_2006. html). G4. 2006-12-08. . Retrieved 2008-12-28. [50] "Nintendo Power Awards 2006". Nintendo Power. May 2007. [51] Moss, Corey (2006-08-21). "Britney Introduces K-Fed, Nick Lachey Scores 'Awkward' Award At Teen Choice 2006" (http:/ / www. mtv. com/ news/ articles/ 1538972/ 20060821/ spears_britney. jhtml). MTV. . Retrieved 2008-12-28. [52] Jenner, Laura (2006-10-27). "Oblivion, Nintendo win Golden Joysticks" (http:/ / www. gamespot. com/ news/ 6160584. html). GameSpot. . Retrieved 2008-12-28. [53] http:/ / kotaku. com/ 5903941/ new-super-mario-bros-2-hits-japan-3dses-this-august/

83

New Super Mario Bros.

84

External links
Official New Super Mario Bros iQue DS site (http://www.ique.com/games/Mariobros/index.htm) "New Super Mario Bros. official website" (http://web.archive.org/web/20080212040548/http://mario. nintendo.com/). Archived from the original (http://mario.nintendo.com/) on 2008-02-12. New Super Mario Bros. instruction booklet (http://www.nintendo.com/consumer/gameslist/manuals/ DS_New_Super_Mario_Bros.pdf) New Super Mario Bros. (http://www.imdb.com/title/tt0818506/) at the Internet Movie Database New Super Mario Bros. guide at StrategyWiki

Super Mario Galaxy


Super Mario Galaxy
The official box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Writer(s) Nintendo EAD Tokyo Nintendo Yoshiaki Koizumi Shigeru Miyamoto Takao Shimizu Yoshiaki Koizumi Shigeru Miyamoto Takayuki Ikkaku [2] Yoshiaki Koizumi Mahito Yokota Koji Kondo Mario Wii
JP

[1]

Composer(s) Series Platform(s) Releasedate(s)

November 1, 2007 November 12, 2007 EU November 16, 2007 AU November 29, 2007
NA

Genre(s) Mode(s) Rating(s)

Platforming Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario Galaxy ( Sp Mario Gyarakush) is a 3D platform game developed by Nintendo EAD Tokyo and published by Nintendo for the Wii. It was released in most regions in November 2007, and is the third 3D original platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine. The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with gravity effects and new power-ups.

Super Mario Galaxy Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game has been hailed by several gaming websites as one of the best video games of all time[3][4] and has won a BAFTA. GameRankings lists the game as the best reviewed Wii game and the second best reviewed game of all time. The game is the ninth best selling Wii game worldwide with sales of over 10.68 million. The sequel, Super Mario Galaxy 2, was announced at E3 2009,[5] and was first released in May 2010.[6] it was re-released as a Nintendo Selects title in 2011.

85

Gameplay
Premise and setting
Super Mario Galaxy is set in outer space,[7] where Mario travels from galaxy to galaxy in order to collect Power Stars, which are earned by completing galaxies or defeating enemies.[7] Each galaxy contains a number of planets and other space matter for the player to explore.[7] The game uses a new physics system that allows for a unique feature: each celestial object has its own gravitational force, allowing the player to completely circumnavigate rounded or irregular planetoids, walking sideways or upside down. The player can usually jump from one independent object and fall towards another one nearby. Though the main gameplay and physics are in 3D, there are several areas in the game in which the player's movements are restricted to a 2-dimensional plane, an element reminiscent of 2D Mario games.[8] The game's main hub is the Comet Observatory, a spaceship which contains six themed domes that provide access to the forty-two galaxies available in the game.[9] When the player first begins the game, access is available to only a few galaxies. However, as more Power Stars are collected, more galaxies become available to the player. Some galaxies are accessed through special means; for example, the star-shaped creatures called "Hungry Lumas" will transform into new galaxies once they are fed enough Star Bits (small, collectible objects that serve as weapons and currency in the game). The Hungry Lumas may also appear within the galaxy, and when they are fed enough Star Bits, they will transform into other planetary bodies which will contain some form of puzzle or challenge that rewards Mario with a Power Star when completed. When 120 Power Stars are collected, the player gains the ability to play through the game again as Mario's twin brother Luigi.[10] Gameplay is slightly different while playing as Luigi, as some obstacles can be harder or easier to overcome due to Luigi's higher running speed and lower traction. Once 120 Power Stars are collected with both characters, the player is rewarded one additional challenge for Mario and Luigi to complete, as well as two commemorative pictures that can be sent to the Wii Message Board upon each brother completing the challenge. There are five "Prankster Comets" that appear periodically ("Speedy", "Daredevil", "Cosmic", "Fast Foe" and "Purple"). When one of them comes into orbit with a galaxy, a special challenge is initiated that leads to an extra Power Star. The Speedy Comet challenges the player to replay an episode within a varying time limit. The Daredevil Comet has the player replay a section of a level with Mario's maximum health reduced to one unit, meaning that the player must complete the objective without being damaged once. The Cosmic Comet pits the player in a race against a doppelgnger of Mario (or Luigi) to a Power Star. The Fast Foe Comet makes a galaxy's enemies twice as fast and thus harder to avoid. The Purple Comet, accessible only after completing the main story, allots 100 purple coins (or 150, though only 100 have to be collected) across an area of each of the 15 six-star galaxies for the player to collect, sometimes within a time limit.[11]

Super Mario Galaxy

86

Controls
The player's character is controlled via the Wii Remote and Nunchuk. While most of Mario's abilities are taken directly from Super Mario 64, such as the long jump, wall jumps, and a variety of somersaults, Mario is given new moves that take advantage of the Wii Remote's pointer and motion sensing. The most basic feature is the Star Pointer, which appears on-screen (as long as the remote is pointed at the screen) for the entire game and both marks the position of, and is controlled by, the Wii Remote. First and foremost, the Star Pointer is used to pick up special konpeito-shaped objects called "Star Bits", which are then shot to stun enemies, manipulate obstacles, or feed Hungry Lumas. Secondly, the pointer can latch onto small blue objects called "Pull Stars" that gradually pull Mario through space. Thirdly, if the player becomes encased in a floating bubble, the Star Pointer is used to blow air at it in order to influence the direction and speed it moves. At one point, the pointer can be used to clear snow. Luigi controls identically to Mario, but he has both better jumping abilities and less traction, making some areas either less or more challenging when playing through the game the second time. The player gains a new ability early in the game, known as the "Spin" technique, which has previously appeared in varying forms since Super Mario Bros. 3. In Super Mario Galaxy, the Spin is primarily used for melee attacks, as it can stun enemies and shatter objects, and is used to trigger special propellers called "Sling Stars" or "Launch Stars" that launch Mario across large distances through space. The Spin is also used for climbing vines, ice-skating, unscrewing bolts, and for activating several power-ups. Other Wii Remote functions are available for smaller quests, such as surfing aboard a manta ray or balancing atop a large ball and rolling it through an obstacle course.

Power-ups and lives


Up until the release of Super Mario Galaxy 2, Super Mario Galaxy featured the most power-ups and transformations of any 3D Mario game.[12] Nine power-ups supply Mario with a special costume that grants him new abilities. For example, special Mushrooms bestow the player with a Bee, Boo, or Spring Suit. The Bee Suit allows Mario to temporarily hover through the air, climb special walls, and walk on clouds and flowers; the Boo Suit allows him to float through the air, as well as become transparent and move through certain obstacles; and the Spring Suit allows him to jump to high areas that would otherwise be inaccessible. The Fire Flower, which allows Mario to throw fireballs, makes its 3D debut, and the all-new Ice Flower lets Mario create hexagonal tiles of ice to cover any liquid surface he walks on and allows him to skate across water and lava. Both flowers grant Mario their respective powers for 20 seconds. The Rainbow Star grants Mario invincibility for 30 seconds, allowing him to destroy any enemies that he touches, jump higher and run faster. The Red Star, which is an optional power-up only accessible after completing a certain mission, allows him to fly for 1 minute. It can be used in the observatory. Mario's health consists of a three-piece power meter, which is depleted by contact with enemies and hazards. When swimming underwater, Mario has an air supply meter, which quickly depletes his main power meter if it runs out. Mario's health can be restored by collecting coins and his air supply by touching bubbles or coins. When the power meter becomes empty, the player loses a life and must go back to a predetermined checkpoint. The power meter can be temporarily expanded to six units through the use of a Life Mushroom, with the maximum health returning to three units if the overall health falls to three units from enemy or hazard contact or if Mario suffers instant death. Instant death can occur by being swallowed by quicksand or dark matter; falling into bottomless pits, which either consist of black holes or leaving a planet's gravitational pull and falling into space; getting crushed between objects; losing a race against a non-player character; or other special challenges. The player can obtain extra lives by collecting 1-Up Mushrooms, 50 Coins without losing a life, or 50 Star Bits. Blue Hungry Lumas (known as "Luma Shops") can also exchange 30 Star Bits for a 1-Up Mushroom or Life Mushroom in certain galaxies,usually before battling a boss, such as in Bowser Jr.'s Airship Armada.

Super Mario Galaxy

87

Multiplayer
Super Mario Galaxy has a co-operative two-player option called "Co-Star Mode", in which one player controls Mario and a Star Pointer while the other uses only the Wii Remote to control a second Star Pointer on-screen to gather Star Bits and shoot them at enemies.[13] Additionally, the second player can make Mario jump, or the height of Mario's jump can be increased if the first and second player press the A button at the same moment. The second player can also prevent some enemies from moving by aiming the pointer star at them and holding the A button. The second player can also pick up and carry coins around for when the first player needs them.

Plot
Shortly after Mario is invited to the centennial Star Festival by Princess Peach to celebrate the comet that passes overhead, Bowser invades the Mushroom Kingdom with a surprise attack in a fleet of airships.[7] Summoning a giant flying saucer, Peach's entire castle is removed from its foundations and is lifted into outer space.[7] After an unsuccessful rescue attempt, Mario is catapulted across the cosmos and awakens on a small planet. On the planet, he meets an enchantress named Rosalina and her companion stars, the Lumas.[14] Rosalina is a watcher of the stars, who uses the Comet Observatory to travel across the universe. However, Bowser has stolen all of the Power Stars that act as the Observatory's power source, rendering it immobile. Bestowed with the power to travel through space through one of the Lumas, Mario sets off on a journey across the universe to reclaim the Power Stars and restore power to Rosalina's observatory. Upon collecting enough Power Stars, the Comet Observatory regains the power to transform into a comet and flies to the center of the universe, where Peach is being held captive. Confronting Bowser, Mario learns that Bowser's plan is to rule the entire universe with Peach at his side, using a newly constructed sun of his own via the power of the Grand Stars. Mario manages to defeat Bowser and free Peach; however, in doing so, Bowser's sun collapses into itself, becoming a supermassive black hole that begins consuming everything nearby. All of Rosalina's Lumas jump into the black hole to destroy it, but sacrifice themselves in the process. The black hole collapses into a singularity and explodes in a supernova. Rosalina appears to Mario as a giantess, stating that dying stars are later reborn as new stars. Mario awakens in the restored Mushroom Kingdom, full with all of the creatures he had met in the galaxies, alongside Peach and Bowser, celebrating the new galaxy that has emerged in the skies.

Development
The concept for Super Mario Galaxy's gameplay originated from ideas taken from Super Mario 128, a tech demo shown at Nintendo Space World in 2000 to exemplify the processing power of the Nintendo GameCube.[15] The demo's director (and director of Super Mario Galaxy), Yoshiaki Koizumi, desired that one of the demo's distinguishing features, spherical-based platforms, would be used in a future game, but was held back in belief that such a feat would be "impossible for technical reasons".[1] Mario creator Shigeru Miyamoto suggested to work on the next large-scale Mario game after Nintendo EAD Tokyo finished development on Donkey Kong Jungle Beat in late 2004,[1][16] pushing for the spherical platform concept to be realized.[1] A prototype of the game's physics system took three months to build, where it was decided that the game's use of spherical platforms would best be suited to planetoids in an outer space environment, with the concept of gravity as a major feature.[1] During development, the designers would often exchange ideas with Miyamoto from his office in Kyoto, where he would make suggestions to the game design.[1] Miyamoto ended up being more involved in the development of Galaxy than he did with Super Mario 64. The game's script was written by Ethan Carlson,[17] though Koizumi was heavily involved in the creation of the story.[2] The idea for Mario to have a "spin" attack came during the early stages of development, when it was decided that jumping on enemies on a spherical map would be difficult for some players. Initially the "spin" was activated via rotation of the Nunchuk's control stick, but after motion sensing was confirmed to be implemented in the Wii

Super Mario Galaxy Remote, the "spin" was changed to be activated through shaking the controller.[18] Koizumi suggested that Mario's life meter should have a maximum capacity of three instead of eight (which Mario had in the previous two games), but at the same time more 1-Up Mushrooms would be placed in the game and checkpoints would be added, in order to balance the game's difficulty. Satoru Iwata noted "the fact that the intensity factor changes according to whether the life meter is set to 3 or 8 is representative of the things that players do not notice that actually change the gameplay dramatically."[19] It was first hinted by Takashi Tezuka, Nintendo's analysis and development's general manager, that multiplayer was going to be co-op in an interview with gaming site IGN.[20] Two-player functionality was later confirmed, along with reports of the team experimenting with new ways to use the Wii Remote so that one player can control Mario while the other aids him, backed up by suggestions by Miyamoto that the second player could have the ability to affect Mario's progress. It was later revealed at Nintendo's E3 2007 that the co-op mode was permanently implemented into the game and could be accessed at any time.

88

Release
In an after-hours press event at E3 2006 in May, Miyamoto stated: "I don't want to promise anything yet. But if it's not a launch title it will definitely be there within the first six months".[21] Nintendo of America's President Reggie Fils-Aime later stated in a November 27, 2006 interview with cable TV network MTV that the game was expected to be released sometime up to Christmas 2007.[22] Near the end of Miyamoto's keynote presentation at the 2007 Game Developers Conference in March, he further confirmed: "You'll be able to play Super Mario Galaxy this year".[23] [24] At Nintendo's E3 2007 conference, it was confirmed that Super Mario Galaxy would be released in North America on November 12, 2007 and four days later in Europe. In North America, certain retailers had given out a free limited edition coin for preordering the game. Some retailers had delayed it until November 13, 2007, such as GameStop in North America, and some retailers had delayed the release until November 14, 2007.[25] Equally, certain UK retailers shipped the game a day earlier than the European release date, for example Virgin megastores and Game.

Music
Super Mario Galaxy: Original Soundtrack
Soundtrack album by Mahito Yokota and Koji Kondo, performed by the Mario Galaxy Orchestra Released Genre Length January 24, 2008 (Japan) Video game soundtrack 1:07:05 (Original Edition) 2:09:54 (Platinum Edition) Club Nintendo

Label

During development, Mahito Yokota, who was in charge of the composition of music, originally wanted Super Mario Galaxy to have a Latin style of music and even had 28 tracks completed for the game.[26] The reason for this was that Latin percussion instruments had been used in previous Mario games, such as steelpans, bongo drums, and congas.[27] For Super Mario Galaxy's theme, Yokota used Latin instruments and a synthesizer to create science fiction sounds. The composition was approved by Yoshiaki Koizumi, the game's designer, but when he presented it to Koji Kondo, he told him that his composition was no good. According to Yokota, he always had an image that Mario was for children, causing him to create cute music that would appeal to children.[27] Three months later, Yokota presented three different styles of music to Shigeru Miyamoto. One piece had an orchestral sound, one was a mix of orchestral music and pop music, and the last was pop music.[28] Miyamoto chose the orchestral piece, which was written by Kondo. From then on, the game's soundtrack was composed for a 50-player symphony

Super Mario Galaxy orchestra.[28][29] Kondo composed four pieces for the game ("Egg Planet", which plays in the Good Egg Galaxy, and the three "Rosalina in the Observatory" pieces, which play in the Comet Observatory at different points within the game), while Yokota composed the rest. The composers asked the orchestra to play at different tempos in order to perfectly synchronize with the rest of Mario's movement. They also stated that even the sound effects fit into the musical score if the player listens carefully.[26] The official soundtrack was released on January 24, 2008. It was initially an exclusive to Club Nintendo subscribers in Japan, although as of November 2008 both versions of the soundtrack are available from Club Nintendo of Europe. The soundtrack was released in two versions: the Original Soundtrack, which only contains 28 tracks from the game, and the Platinum Edition, which contains an additional 53 tracks on a second disc for a grand total of 81 tracks. The soundtrack has won numerous critic awards, such as "Best Design in Audio" from the U.K.'s Edge Magazine.[30]
Disc one

89

# 1. 2. 3. 4. 5. 6. 7. 8. 9. Overture

Japanese title

[31] English title Overture The Star Festival Attack of the Airships Catastrophe Peach's Castle Stolen Enter the Galaxy Egg Planet

Length 1:23 1:29 1:19 0:54 0:32 1:25 2:41

Into the Galaxy 1

Rosalina in the Observatory 1 2:27 The Honeyhive Space Junk Road Battlerock Galaxy Beach Bowl Galaxy 2:37 3:21 3:20 2:21

10. 11. 12. 13. 2 14. Jr. 15. 16. 17. 18. 3 19. 20. 21. 22. 23. 24. 25. Super Mario Galaxy 26. 27.

Rosalina in the Observatory 2 2:24 Enter Bowser Jr.! Waltz of the Boos Buoy Base Galaxy Gusty Garden Galaxy 2:54 2:42 3:11 3:44

Rosalina in the Observatory 3 2:44 King Bowser Melty Molten Galaxy The Galaxy Reactor Final Battle with Bowser Daybreak A New Dawn Birth Super Mario Galaxy Purple Comet Blue Sky Athletic 3:14 4:08 2:27 2:25 0:56 1:56 4:03 3:02 1:10

Super Mario Galaxy

90
28. 2007 Super Mario 2007 2:19

Disc two

# 1. 2. 3. 4. 5. 6. 7. 8. 9.

Japanese title 1

[31] English title File Select Luma Gateway Galaxy Stolen Grand Star To the Observatory Grounds 1 Observation Dome Course Select Dino Piranha A Chance to Grab a Star! A Tense Moment Big Bad Bugaboom King Kaliente The Toad Brigade Airship Armada Aquatic Race Space Fantasy Megaleg To the Observatory Grounds 2 Space Athletic Speedy Comet

Length 0:53 0:56 2:02 0:35 0:45 1:58 0:41 1:13 0:55 0:41 1:58 1:11 0:41 2:21 1:22 2:00 1:31 0:30 1:16 1:52

10. 11. 12. 13. 14. 15. 16. 17. 18. 2 19. 20. 21. 22. 23. 24. 25. 26. 27. 1 28. 29. 30. 31. 32. HELP 33. 34. 35.

Beach Bowl Galaxy Undersea 1:31 Interlude Bowser's Stronghold Appears The Fiery Stronghold The Big Staircase Bowser Appears Star Ball The Library Buoy Base Galaxy Undersea Rainbow Mario Chase the Bunnies! Help! Major Burrows Pipe Interior Cosmic Comet 0:38 0:52 2:11 0:36 0:32 1:04 0:58 1:55 0:31 1:07 0:28 0:55 0:44 0:58

Super Mario Galaxy

91
36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 2 49. 50. 51. 52. 53. Drip Drop Galaxy Kingfin Boo Race Ice Mountain Ice Mario Lava Path Fire Mario Dusty Dune Galaxy Heavy Metal Mecha-Bowser A-wa-wa-wa! Deep Dark Galaxy Kamella Star Ball 2 Sad Girl Flying Mario Star Child A Wish Family 1:19 1:48 1:28 1:31 0:30 1:31 0:29 3:04 1:23 0:37 1:43 1:25 0:42 0:48 1:11 0:51 0:42 1:23

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic GameStats Score 97.46% [32] [33]

97 out of 100 9.8 / 10

[34]

Review scores
Publication 1UP.com Allgame Computer and Video Games Edge 9.5 out of 10 10 out of 10 Score A [35] [36] [37]

[38]

Electronic Gaming Monthly 9.5, 10, 10 out of 10[39] Eurogamer Famitsu Game Informer 10 out of 10 38 out of 40 [40] [41] [42]

9.75 out of 10

Super Mario Galaxy


[43] A [44] [45] [46] 10 out of 10 [47] [48] [49] [7]

92
GamePro Game Revolution GameSpot GameSpy GamesRadar GameTrailers GameZone IGN Nintendo Power Official Nintendo Magazine Play Magazine X-Play

9.5 out of 10

9.8 out of 10 9.8 out of 10

9.7 out of 10 9.5 out of 10 97%

[50]

[51] [52] [53]

10 out of 10

Super Mario Galaxy has received commercial success and received critical acclaim upon release. By March 2012, Nintendo had sold 10.68 million copies of Super Mario Galaxy worldwide.[54] It is the third best-selling non-bundled Wii game and the seventh best-selling Nintendo-published game for the Wii; the four best-selling Wii games, Wii Sports, Wii Play, Wii Fit, and Mario Kart Wii,[54] were bundled with the console or an accessory. As of July 9, 2008, the game has sold 912,746 copies in Japan, according to Famitsu.[55][56] According to the NPD Group, since the launch of the Wii, Super Mario Galaxy has become the third best-selling video game in Canada as of April 1, 2008.[57] Super Mario Galaxy is the second highest-rated game of all time on the review aggregator website TopTenReviews,[3] as well as the second highest of all time on review aggregator website GameRankings.[58] The game is the third highest rated game of all-time on Metacritic.[59]Nintendo Power voted in its August 2008 issue that Super Mario Galaxy was the best game for the Wii; it was also the only Mario game to get a top spot on the list, as well as the only game to be unanimously voted for the top position. NTSC-uk said that Super Mario Galaxy "will influence gaming perceptions, sure to replenish any lost passion".[60] GamePro stated that the title "raises the bar in terms of what can be achieved on the Wii."[43] IGN called Super Mario Galaxy "Wii's best game, and an absolute must-own experience", and "one of the greatest platformers ever played."[7] GameSpot praised its gameplay and level design stating: "if ever there were a must-own Wii game, Super Mario Galaxy is it."[45] Game Revolution noted the variety of gameplay, reliable camera angles and easy to use controls.[44] As of January 2012, the game has sold over 10 million copies worldwide, ranking No. 8 on the best-selling Wii games list. Reviewers have expressed minor complaints with certain aspects of the game. GameSpot editor Alex Navarro found one of the powerups, the spring suit, difficult to control at times.[45] Matt Casamassina of IGN noted that the auto-camera "works well most of the time", but occasionally "stumbles". Towards the end of 2007, Super Mario Galaxy was named Game of the Year by IGN, GameSpot, Nintendo Power, GameTrailers, Edge and Yahoo! Games. On February 7, 2008, the game received the "Adventure Game of the Year" award from the Academy of Interactive Arts & Sciences at the Interactive Achievement Awards.[61] The game placed third in Official Nintendo Magazine's "100 greatest Nintendo games of all time".[62] On March 10, 2009, the game won the "Game of the Year" award at the 5th British Academy Video Games Awards.[63] Guinness World Records ranked Super Mario Galaxy 29th in their list of top 50 console games of all time based on initial impact and lasting legacy.[64] On November 26, 2009, Super Mario Galaxy was named the number one Wii game by IGN.[65]

Super Mario Galaxy Super Mario Galaxy was also named the Nintendo game of the decade (20002009) by both Nintendo Power[66] and Official Nintendo Magazine. Nintendo Power also ranked it as their favourite Mario game ever in issue 278.

93

Awards and nominations


Towards the end of 2007, Super Mario Galaxy was named Game of the Year by IGN, GameSpot, Nintendo Power, GameTrailers, Edge and Yahoo! Games. On February 7, 2008, the game received the "Adventure Game of the Year" award from the Academy of Interactive Arts & Sciences at the Interactive Achievement Awards.[67] The game placed third in Official Nintendo Magazine's "100 greatest Nintendo games of all time".[62] On March 10, 2009, the game won the "Game of the Year" award at the 5th British Academy Video Games Awards.[68] Guinness World Records ranked Super Mario Galaxy 29th in their list of top 50 console games of all time based on initial impact and lasting legacy.[64] On November 26, 2009, Super Mario Galaxy was named the number one Wii game by IGN.[69] Super Mario Galaxy was also named the Nintendo game of the decade (20002009) by both Nintendo Power[70] and Official Nintendo Magazine.

Sequel
In the 1,000th issue of the Japanese gaming magazine Famitsu, Miyamoto stated his interest in making a sequel to Super Mario Galaxy.[71] Producer Yoshiaki Koizumi said in an interview with gaming site GameSpot that there is a "really high chance" several power-ups and suits that did not make it into Super Mario Galaxy would be used in the sequel.[72] The sequel Super Mario Galaxy 2 was announced at E3 2009 during the Nintendo conference.[73] It was released on May 23, 2010 in North America, May 27, 2010 in Japan and June 11, 2010 in Europe.[6] The sequel has met with extremely positive reception, and many reviewers have claimed that it is even better than its predecessor.

References
[1] "How Super Mario Galaxy was Born" (http:/ / us. wii. com/ iwata_asks_vol1_index. jsp). Nintendo. . Retrieved March 19, 2009. [2] "Interview: Nintendos Unsung Star" (http:/ / www. next-gen. biz/ features/ interview-nintendos-unsung-star?page=0,0). Edge Magazine. Future Publishing Limited. February 6, 2008. . Retrieved July 11, 2010. [3] "Super Mario Galaxy Reviews" (http:/ / games. toptenreviews. com/ reviews/ g27164. htm). Top Ten Reviews. . Retrieved July 26, 2008. [4] "All Time Best" (http:/ / www. mobygames. com/ stats/ top_games). MobyGames. . Retrieved February 26, 2009. [5] "Nintendo Introduces New Social Entertainment Experiences at E3 Expo" (http:/ / web. archive. org/ web/ 20080731202111/ http:/ / e3. nintendo. com/ pressrelease/ ). Nintendo of America. June 2, 2009. Archived from the original (http:/ / e3. nintendo. com/ pressrelease/ ) on July 31, 2008. . Retrieved June 2, 2009. [6] "Super Mario Galaxy 2 flies into retail space May 23" (http:/ / www. joystiq. com/ 2010/ 02/ 24/ super-mario-galaxy-2-may-23-release-date/ ). Joystiq. February 24, 2010. . Retrieved February 24, 2010. [7] Casamassina, Matt (November 7, 2007). "Super Mario Galaxy Review: The greatest Nintendo platformer ever made?" (http:/ / wii. ign. com/ articles/ 833/ 833298p1. html). IGN. . Retrieved November 17, 2007. [8] Casamassina, Matt (November 7, 2007). "Super Mario Galaxy Review" (http:/ / uk. wii. ign. com/ articles/ 833/ 833298p2. html). IGN. . Retrieved August 21, 2011. [9] "Super Mario Galaxy Central Galaxy Information" (http:/ / smgalaxy. com/ view_level. php?id=10). Super Mario Galaxy Central. . Retrieved November 29, 2007. [10] "Super Mario Galaxy 2 Review" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 100404). GameTrailers. May 21, 2010. . Retrieved May 22, 2010. [11] "Super Mario Galaxy Central Prankster Comets" (http:/ / smgalaxy. com/ comets. php). Super Mario Galaxy Central. . Retrieved November 3, 2007. [12] " " (http:/ / wii. com/ jp/ articles/ mario-galaxy/ crv/ vol2/ page4. html) (in Japanese). Nintendo. . Retrieved October 11, 2007. [13] "Nintendo E3 2007 Super Mario Galaxy" (http:/ / web. archive. org/ web/ 20080129142254/ http:/ / e3. nintendo. com/ wii_supermariogalaxy. html). Nintendo. July 11, 2008. Archived from the original (http:/ / e3. nintendo. com/ wii_supermariogalaxy. html) on January 29, 2008. . Retrieved July 12, 2008. [14] "New Damsel In Distress in Super Mario Galaxy?" (http:/ / news. filefront. com/ new-damsel-in-distress-in-super-mario-galaxy/ ). FileFront. July 18, 2007. . Retrieved November 1, 2007.

Super Mario Galaxy


[15] Ekberg, Brian (March 8, 2007). "GDC 07: Super Mario Galaxy Updated Impressions" (http:/ / www. gamespot. com/ wii/ action/ supermario128/ news. html?sid=6167099). GameSpot. . Retrieved February 1, 2008. [16] Shoemaker, Brad (July 13, 2007). "E3 '07: Miyamoto shows off Super Mario Galaxy" (http:/ / e3. gamespot. com/ story. html?sid=6174737& pid=915692& tag=topslot;title;2& om_act=convert& om_clk=topslot). GameSpot. . Retrieved May 29, 2006. [17] Nintendo EAD. Super Mario Galaxy. (Nintendo of America, Inc.). Wii. (November 12, 2007) [18] "A Mario Even Beginners Can Play" (http:/ / us. wii. com/ iwata_asks_vol1_page3. jsp). Nintendo. . Retrieved March 19, 2009. [19] " From 5 to 95 (http:/ / web. archive. org/ web/ 20080611192134/ uk. wii. com/ software/ interviews/ mario_galaxy/ vol1/ page4. html)." Nintendo UK. June 11, 2008. Retrieved on November 1, 2009. [20] Casamassina, Matt (May 11, 2006). "Mario Multiplayer Details" (http:/ / wii. ign. com/ articles/ 707/ 707869p1. html). IGN. . Retrieved May 29, 2006. [21] Casamassina, Matt (May 10, 2006). "Mario to Miss Launch" (http:/ / wii. ign. com/ articles/ 707/ 707709p1. html). IGN. . Retrieved May 29, 2006. [22] Totilo, Stephen (November 28, 2006). "Nintendo Exec Predicts Wii Future, Chances Of 'JapEye' On Console" (http:/ / www. mtv. com/ news/ articles/ 1546730/ 20061128/ index. jhtml). MTV. . Retrieved March 3, 2007. [23] Crecente, Brian (March 8, 2007). "GDC07: Super Mario Galaxy Confirmed for 07" (http:/ / kotaku. com/ gaming/ gdc07/ gdc07-super-mario-galaxy-confirmed-for-07-242742. php). Kotaku. . Retrieved March 9, 2007. [24] Miyamoto, Shigeru (March 8, 2007). Shigeru Miyamoto: "A Creative Vision" Keynote at GDC 2007 (http:/ / www. visualwebcaster. com/ Nintendo/ 38232/ event. html). . Retrieved November 29, 2007. [25] "Clearing up the GameStop release date confusion" (http:/ / www. gonintendo. com/ ?p=28653). Go Nintendo. November 3, 2007. . Retrieved November 12, 2007. [26] "Why Use an Orchestra?" (http:/ / us. wii. com/ iwata_asks_vol3_index. jsp). Nintendo. . Retrieved December 16, 2007. [27] "A Sound That Defines Mario" (http:/ / us. wii. com/ iwata_asks_vol3_page2. jsp). Nintendo. . Retrieved December 16, 2007. [28] "Making it Sound like Space" (http:/ / us. wii. com/ iwata_asks_vol3_page3. jsp). Nintendo. . Retrieved December 16, 2007. [29] East, Thomas. "Mario Galaxy 2: Koji Kondo reveals soundtrack details" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=17417). . [30] "The Edge Awards 2007" (http:/ / www. next-gen. biz/ features/ edge-awards-2007). Edge. Future Publishing. December 20, 2007. p.2. . Retrieved December 22, 2009. [31] Super Mario Galaxy Original Soundtrack Platinum Version (http:/ / vgmdb. net/ album/ 18649) (Album notes). Nintendo of Europe GmbH. 2008. . [32] "Super Mario Galaxy Reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 915692. asp). Game Rankings. . Retrieved February 17, 2009. [33] "Super Mario Galaxy" (http:/ / www. metacritic. com/ games/ platforms/ wii/ supermariogalaxy?q=Super Mario). Metacritic. . Retrieved November 21, 2008. [34] http:/ / www. gamestats. com/ objects/ 748/ 748588/ [35] Parish, Jeremy (November 2, 2007). "Super Mario Galaxy review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3164124& p=44& sec=REVIEWS). 1UP.com. . Retrieved March 14, 2008. [36] "Super Mario Galaxy Overview" (http:/ / www. allgame. com/ game. php?id=49646). Allgame. . Retrieved April 4, 2009. [37] "Wii Review: Super Mario Galaxy" (http:/ / www. computerandvideogames. com/ article. php?id=175014). Computer and Video Games. November 6, 2007. . Retrieved April 4, 2009. [38] "Super Mario Galaxy Review" (http:/ / www. next-gen. biz/ reviews/ super-mario-galaxy-review). Next Generation Magazine. November 24, 2007. . Retrieved January 1, 2008. [39] "Electronic Gaming Monthly, January 2008, Issue 224, pp. 8486." [40] Robertson, Margaret (November 7, 2007). "Super Mario Galaxy Review" (http:/ / www. eurogamer. net/ articles/ super-mario-galaxy-review). Eurogamer. . Retrieved November 12, 2007. [41] "Famitsu Hall of Fame" (http:/ / geimin. net/ da/ cross_review. php). Geimin.net. January 1, 2006. . Retrieved March 7, 2008. [42] Reiner, Andrew. "Super Mario Galaxy" (http:/ / web. archive. org/ web/ 20080304012157/ http:/ / www. gameinformer. com/ Games/ Review/ 200712/ R07. 1106. 1825. 05910. htm). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ Games/ Review/ 200712/ R07. 1106. 1825. 05910. htm) on March 4, 2008. . Retrieved March 7, 2008. [43] Shaw, Patrick (November 6, 2007). "Review: GamePro Loves Super Mario Galaxy!!!" (http:/ / web. archive. org/ web/ 20080918074627/ http:/ / www. gamepro. com/ article/ reviews/ 144948/ gamepro-loves-super-mario-galaxy/ ). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 144948/ gamepro-loves-super-mario-galaxy/ ) on September 18, 2008. . Retrieved November 18, 2007. [44] Hudak, Chris (November 12, 2007). "Super Mario Galaxy review" (http:/ / www. gamerevolution. com/ review/ wii/ super_mario_galaxy). Game Revolution. . Retrieved January 9, 2008. [45] Navarro, Alex (November 7, 2007). "Super Mario Galaxy Review" (http:/ / www. gamespot. com/ wii/ action/ supermario128/ review. html). GameSpot. . Retrieved November 17, 2007. [46] Williams, Bryn (November 8, 2007). "Super Mario Galaxy Review" (http:/ / wii. gamespy. com/ wii/ mario-wii/ 833777p1. html). GameSpy. . Retrieved March 11, 2008. [47] "Super Mario Galaxy Review" (http:/ / www. gamesradar. com/ wii/ super-mario-galaxy/ review/ super-mario-galaxy/ a-20071108143452325061/ g-2006050920347184001). GamesRadar. . Retrieved April 4, 2009.

94

Super Mario Galaxy


[48] "Super Mario Galaxy Review" (http:/ / www. gametrailers. com/ player/ 27584. html). GameTrailers. November 7, 2007. . Retrieved April 4, 2009. [49] Bedigian, Louis (November 12, 2007). "Super Mario Galaxy Review" (http:/ / web. archive. org/ web/ 20071113153226/ http:/ / wii. gamezone. com/ gzreviews/ r29665. htm). GameZone. Archived from the original (http:/ / wii. gamezone. com/ gzreviews/ r29665. htm) on November 13, 2007. . Retrieved April 4, 2009. [50] Shepperd, Chris (Holiday 2007). "Super Mario Galaxy review". Nintendo Power (223): 78. [51] "Wii Review: Super Mario Galaxy" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=2137). Official Nintendo Magazine. January 3, 2008. . Retrieved April 4, 2009. [52] Halverson, Dave. "Wii: Super Mario Galaxy" (http:/ / www. playmagazine. com/ ?fuseaction=SiteMain. Content& contentid=661). Play Magazine. . Retrieved April 4, 2009. [53] "Super Mario Galaxy Review" (http:/ / g4tv. com/ xplay/ reviews/ 1665/ Super-Mario-Galaxy. html). X-Play. . Retrieved April 4, 2009. [54] "Financial Results Briefing for the Fiscal Year Ended March 2012: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2012/ 120427e. pdf#page=7). Financial Results Briefing for the Fiscal Term Ended March 2012. Nintendo. April 27, 2012. pp.7. . Retrieved April 27, 2012. [55] Weekly Famitsu, issue 1020 [56] "Nintendo Wii Japanese Ranking" (http:/ / www. japan-gamecharts. com/ wii. php). Japan Game Charts. July 25, 2008. . Retrieved August 3, 2008. [57] "Wii surpasses all other next generation consoles in lifetime sales" (http:/ / www. newswire. ca/ en/ releases/ archive/ April2008/ 17/ c6749. html) (Press release). Nintendo. April 17, 2008. . Retrieved April 24, 2008. [58] Gamerankings.com (http:/ / www. gamerankings. com/ browse. html) [59] "Metacritic's Best Reviewed Games" (http:/ / www. metacritic. com/ browse/ games/ score/ metascore/ all/ all?view=condensed& sort=desc). Metacritic. . Retrieved January 4, 2012. [60] Stone, Adam (December 1, 2007). "Super Mario Galaxy Review" (http:/ / www. ntsc-uk. com/ review. php?platform=wii& game=SuperMarioGalaxy). NTSC-uk. . Retrieved December 1, 2007. [61] "Did You Know? Nintendo Wins Two Interactive Achievement Awards" (http:/ / www. nintendo. com/ whatsnew/ detail/ LDsHV_120iafJ387QDMH-z467zT5F5r1). Nintendo. Nintendo of America Inc.. February 8, 2008. . Retrieved February 19, 2008. [62] East, Tom. "100 Best Nintendo Games Part Six" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7327). Official Nintendo Magazine. Future plc. . Retrieved March 2, 2009. [63] "Three Baftas for Call of Duty 4" (http:/ / news. bbc. co. uk/ 2/ hi/ technology/ 7936204. stm). BBC.com. March 10, 2009. . Retrieved March 11, 2009. [64] Ivan, Tom (February 28, 2009). "Guinness ranks top 50 games of all time" (http:/ / www. computerandvideogames. com/ article. php?id=209385). Computer and Video Games. . Retrieved March 14, 2009. [65] IGN.com (http:/ / wii. ign. com/ articles/ 104/ 1048874p25. html) [66] "The Best of the Decade". Nintendo Power (252). March 2010. [67] "Did You Know? Nintendo Wins Two Interactive Achievement Awards" (http:/ / www. nintendo. com/ whatsnew/ detail/ LDsHV_120iafJ387QDMH-z467zT5F5r1). Nintendo. Nintendo of America Inc.. February 8, 2008. . Retrieved February 19, 2008. [68] "Three Baftas for Call of Duty 4" (http:/ / news. bbc. co. uk/ 2/ hi/ technology/ 7936204. stm). BBC.com. March 10, 2009. . Retrieved March 11, 2009. [69] IGN.com (http:/ / wii. ign. com/ articles/ 104/ 1048874p25. html) [70] "The Best of the Decade". Nintendo Power (252). March 2010. [71] IGN Staff (January 30, 2008). "Nintendo Considering Wii Balance Board Games" (http:/ / wii. ign. com/ articles/ 848/ 848543p1. html). IGN. . Retrieved February 22, 2008. [72] GameSpot Staff (November 30, 2007). "Super Mario Galaxy: Q&A with Yoshiaki Koizumi on the Finished Game" (http:/ / www. gamespot. com/ wii/ action/ supermario128/ news. html?sid=6183537& mode=recent& page=1). GameSpot. pp.2. . Retrieved February 22, 2008. [73] Tom Magrino (June 2, 2009). "Super Mario Galaxy 2, Metroid: Other M head to Wii" (http:/ / e3. gamespot. com/ story/ 6210841/ super-mario-galaxy-2-metroid-other-m-head-to-wii-). GameSpot. . Retrieved June 5, 2009.

95

External links
Official website (http://www.nintendo.com/sites/supermariogalaxy/) Official Japanese website (http://www.nintendo.co.jp/wii/rmgj/index.html) Official European website (http://ms2.nintendo-europe.com/supermariogalaxy/enGB/index.html) Super Mario Galaxy (http://www.nintendo.com/games/detail/rOhwzYb_mQCENHazWJ9C0aet-KIx3A7P) at Nintendo.com

Super Mario Galaxy (http://us.wii.com/soft_smg.jsp) at Wii.com

New Super Mario Bros. Wii

96

New Super Mario Bros. Wii


New Super Mario Bros. Wii
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Nintendo EAD Nintendo Shigeyuki Asuke Takashi Tezuka Hiroyuki Kimura Shiho Fujii Ryo Nagamatsu [1] Kenta Nagata Mario Wii
AU

Series Platform(s) Releasedate(s)

November 11, 2009 [3] NA November 15, 2009 [4] EU November 20, 2009 [5] JP December 3, 2009 Platforming Single-player, multiplayer

[2]

Genre(s) Mode(s) Rating(s)

ACB: G CERO: A ESRB: E PEGI: 3

New Super Mario Bros. Wii (New Wii Ny Sp Mario Burazzu W) is a 2009 side-scrolling platform video game published and developed by Nintendo for the Wii video game console. The game was released on November 11, 2009 in Australia, November 15, 2009 in North America, November 20, 2009 in Europe and December 3, 2009 in Japan. It is the first game in the Mario main series since the Mario Bros. arcade game to feature simultaneous multiplayer gameplay, and the first title to include Nintendo's new 'Super Guide' feature. To highlight the uniqueness of the title, Nintendo chose to use a red keep case instead of the traditional white. The games plot is similar to those of other side-scrolling Mario games. New Super Mario Bros. Wii follows Mario as he fights his way through Bowsers henchmen to rescue Princess Peach. Mario has access to several power-ups that help him complete his quest, including the Ice Flower, the Fire Flower, and the Starman, each giving him unique abilities. While traveling through up to nine worlds with a total of 88 levels, Mario must defeat Bowser's children (the Koopalings and Bowser Jr.), Kamek, and Bowser himself before finally saving Princess Peach. New Super Mario Bros. Wii has been critically and commercially successful with gaming aggregators GameRankings and Metacritic reporting average scores of 88% and 87/100, respectively. As of April 2011, it is the fifth best-selling game on the Wii, at 25.47 million copies sold worldwide.[6][7] It received several honors, including the 2009 Best Wii Game award from the 2009 Spike Video Game Awards, IGN, and GameTrailers. A direct sequel to New Super Mario Bros. Wii, entitled New Super Mario Bros. U, is in development for the upcoming Wii U console and is set to launch with the system in late 2012.

New Super Mario Bros. Wii

97

Gameplay
While New Super Mario Bros. Wii is seen in 2D, some of the characters and objects are 3D polygonal renderings on 2D backgrounds, resulting in a 2.5D effect (also seen in New Super Mario Bros.) that visually simulates 3D computer graphics. Players can play as either Mario, his brother Luigi, or two Toad characters: one blue and one yellow (with the first player always as Mario).[8] Controls are similar to those of New Super Mario Bros., albeit with the added abilities of spinning in mid-air by shaking the Wii Remote; and picking up, carrying, and throwing other players. In multiplayer mode, players can play up to four players simultaneously.[9] If a player character loses a life and has at least one life in reserve, he will re-emerge encased inside a bubble, and can resume play once another player frees him by touching the bubble or a fire/ice ball (the player can shake the Wii Remote to move his bubble closer to an active player, but cannot free himself). If a player loses a life and does not have any more lives, a Continue must be used to start over with 5 lives.[10] Players can also encase themselves inside the bubble by pressing the A button while a more skilled player traverses a difficult segment.[9] If every character in a co-op session enters bubbles at the same time (whether through death or pressing the A button), they lose the level and must restart. In multiplayer mode, if one or more players do not keep up with the one in the lead, on some levels, the view will pan out a bit so that the player[s] in the rear will still be in view.[11] If the players still do not catch up, they are then dragged by the edge of the screen, until they move forward faster or lose a life by a fall or other object.[12] If one player enters a pipe, climbs a vine, grabs the flagpole at the end of the stage, etc. without the others, the other players will warp to the same place after a short time, or have a limited amount of time to grab the pole before the course ends.[13] On vertically scrolling courses, being left below the screen results in losing a life. On the world map, Mario (Player 1) controls navigation.[14] Players return to the map screen if they all run out of lives, or if all players lose their lives at the same time, leaving no one to free them. For most levels, there is a midway flag that if touched will return the player to that point after dying and being sent back to the map screen. The stage is completed by getting at least one player to touch the goal at the end, though a bonus is awarded if all players manage to grab hold of the flag within three seconds of the first player grabbing it. In a few levels, in addition to the normal goal and flag pole, there is an alternative exit leading to a red flag pole. Reaching this goal will open up a new path on the map, leading to new stages on the overworld map and on occasion a warp cannon (which will blast the player off to a later world). The game does not feature online multiplayer.[15] During single player mode, losing a life sends the player back to the map screen. Along with the usual Mario series items, as well as the Mini Mushroom from New Super Mario Bros., new items have been added, including: the Propeller Mushroom, which allows players to fly; the Ice Flower,[16] which allow players to freeze enemies with snowballs; and the Penguin Suit which, on top of the Ice Flower's ability, allows players to slide along the ground and across water as well as have better control on ice and in water.[17] Players are also able to ride on Yoshis, who appear in certain levels and can swallow enemies and flutter in the air.[18][19] All levels can be accessed via a map screen, and enemies are often roaming it. If the player bumps into one while traveling the map, a "mini-boss" fight will be initiated; if successful in the fight, players can earn 3 extra Super Mushrooms. There are also Toad Houses where players can earn additional lives and items that can be equipped on the map screen. At some points, a Toad will appear trapped in one of the previously completed levels, and the player can choose to rescue him from a block and carry him safely to the end of the stage to earn bonus lives (this can only be done with one player). There are three Star Coins hidden in each course which can be spent on hint movies that show certain secrets, such as the location of a secret goal or how to gain infinite 1-ups.[20] Collecting all the Star Coins within a world unlocks one course from the secret World 9 that can only be played after the main game has been completed.

New Super Mario Bros. Wii

98

Game modes
The game includes simultaneous multiplayer capability of up to four players. In addition to the main story mode, which can be played in either single-player or multiplayer modes, there are two dedicated multiplayer modes. "Free-for-All Mode" ranks players at the end of each course by score, coins, and enemy kills; while the other mode, "Coin Battle," ranks players on the amount of coins collected.[21]

Control schemes
The game is played either in classic style, with the Wii Remote held horizontally, or in Nunchuk style, with the Nunchuk used for movement. Some actions, such as jumping and attacks, are performed with the buttons, whereas others, like spinning in midair and picking up other players, are performed by shaking the Wii Remote.[17] Certain areas of levels, such as specific platforms, can also be manipulated by tilting the Wii Remote.

Super Guide
The game is the first on the Wii to feature "Super Guide," a new system devised by Mario creator Shigeru Miyamoto. During singleplayer mode, if a player dies eight times in a row in any level, a green "!" Block appears, allowing a computer-controlled Luigi to show the player a safe path through the level. The player may interrupt the guide at anytime and take control. After Luigi completes it, the player has the option to try the level again, or skip it completely. However, Luigi will not reveal any Star Coin locations or secret exits.[22][23] A variation of this is used in Super Mario Galaxy 2, where it is called "Cosmic Guide." Another variation is found in Donkey Kong Country Returns, where it is also known as "Super Guide."

Synopsis
The game follows the traditional storyline of Princess Peach getting kidnapped by Bowser[24] and his children, the Koopalings and Bowser Jr. When Mario, Luigi, Blue Toad, and Yellow Toad are celebrating Princess Peach's birthday in her castle, a large cake rolls in. Immediately, Bowser Jr. and the Koopalings pop out and throw the cake on top of Peach, trapping her. The cake is loaded onto Bowser's airship and it takes off, with Mario, Luigi, and the two Toads giving chase. The Toads in the castle then grant them access to the new items, Propeller Mushrooms and Penguin Suits, via a cannon. After traveling over many worlds fighting the Koopalings, Bowser Jr., and Kamek the Magikoopa, the Mario Bros. and the Toads finally make it to Bowser's fiery lair and quickly defeat him. Afterwards, however, they discover that "Princess Peach" was actually Kamek in a pink dress and yellow wig. He flies over the lava on his broomstick and casts a spell on it. Seconds later, a gigantic Bowser bursts out of the lava, knocking Kamek into the fiery lava below. Bowser then chases Mario and the others through his castle, destroying everything on his path with his fire and strength. At the end of the long pursuit, the heroes find the real Peach trapped in a cage next to a large switch. The player pushes the switch, causing Bowser to fall through the floor in defeat as Peach is released from the cage. She kisses all of the characters that made it to the platform, and then she and Mario walk outside of the castle. They are then greeted by Luigi and the Toads in hot-air balloons, and Luigi offers them his balloon. Unfortunately for him, Princess Peach and Mario (accidentally) leave him behind, forcing him to go with the Toads for the rest of the trip. The credits are then shown as a mini-game in which the credits can be smashed by the playable characters to get the most coins. After the credits, Larry Koopa is seen limping towards Bowser's fortress, with Bowser Jr. telling him to help him and his siblings flip Bowser the right way. They succeed, but the impact of Bowser's weight causes his unstable castle to fall on top of him, the Koopalings, and Bowser Jr.

New Super Mario Bros. Wii

99

Development
On May 30, 2009 the online version of the Nihon Keizai Shimbun Japanese newspaper reported that two new sequels would be released for the Wii: Wii Fit Plus (a sequel to Wii Fit) and a new Mario game tentatively called New Super Mario Bros. Wii (which was an unconfirmed name at the time), a sequel to New Super Mario Bros.[25] New Super Mario Bros. Wii was later officially announced at the 2009 E3 convention[26][27][28] and GamesCom in Cologne, Germany.[29][30][31] To highlight the uniqueness of the title, Nintendo chose to use a red case instead of the traditional white.[32] At the 2011 E3 convention, a variation of New Super Mario Bros. Wii, dubbed New Super Mario Bros. Mii, was showcased as a playable demo for Nintendo's new console, the Wii U, which allows players to play as their Miis. It has been stated that this version is a prototype designed to showcase the technology and is currently not a confirmed title.[33]

Production
The game was created in response to Nintendo's head game developer Shigeru Miyamoto's desire to recreate the Mario series's single-player gameplay experience for multiple players, as he was unable to bring these ideas to fruition in previous installments.[15] The Wii's hardware allowed him to display enough enemies and items on the screen at once, and allowed a camera that could dynamically adapt to the players' movements, ensuring they constantly know what is the situation of their character.[34] Miyamoto said Princess Peach was not a playable character because of her dress, since it would require "special processing and programming to handle how her skirt is handled within the gameplay."[35] The music for New Super Mario Bros. Wii was principally created by Shiho Fujii and Ryo Nagamatsu, with additional compositions provided by sound director Kenta Nagata.[1][36] Series regular Koji Kondo was the sound advisor and did not write any new compositions, though some of his creations were rearranged for the game.[37] Charles Martinet returned to voice Mario and Luigi, along with Samantha Kelly as the Toads and Princess Peach, Kenny James as Bowser, and Caety Sagoian as Bowser Jr.[38] New voice actors include Lani Minella as Larry Koopa, Morton Koopa Jr., Wendy O. Koopa, and Lemmy Koopa, Dan Falcone as Roy Koopa, and Mike Vaughn as Iggy Koopa and Ludwig von Koopa.

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 88% [39] [40]

87/100

Review scores
Publication 1UP.com Eurogamer Famitsu Game Informer GameSpot GameSpy Score A+ [41] [42] [43] [44]

9/10

40/40

9.25/10 8.5/10

[45] [46]

New Super Mario Bros. Wii


[47] [48] [49]

100
GamesRadar GameTrailers IGN Nintendo Power Official Nintendo Magazine VideoGamer.com X-Play Destructoid The A.V. Club 9/10 C+ [54]

7/10

8.9/10 8.9/10 9/10

[50] [51]

96% 8/10

[52] [53]

[55]

New Super Mario Bros. Wii was a commercial success, selling 936,734 units in four days in Japan, the biggest debut for a Wii game in that region;[56] its sales increased to 1,401,558 in the following week.[57] New Super Mario Bros. Wii sold three million units in Japan in the shortest time ever, selling 3,002,753 units in just seven weeks.[58] In North America, New Super Mario Bros. Wii sold 1,390,000 units in November 2009, making it the third best-selling game of the month behind the Xbox 360 and PlayStation 3 versions of Call of Duty: Modern Warfare 2.[59] New Super Mario Bros. Wii has sold over 4,000,000 units in the US.,[60] and this has taken worldwide sales to over the 10,000,000 mark, making it the fastest selling single-system game in history.[61] As of December 2011, the game has sold 25.47 million copies. This makes it the fifth best-selling Wii game as well as the second best-selling Mario game on the Wii console (behind Mario Kart Wii).[6]

Critical response
The game was met with a generally positive reception from gaming journalists and critics. Japanese gaming magazine Famitsu called the game a "masterpiece of 2D action" and gave the game a perfect 40/40, making it only the 13th title overall and fourth Wii game to receive this score in the 23-year history of Famitsu.[62][63] British publication Official Nintendo Magazine gave the game a score of 96%, praising its attention to detail and multiplayer mode in particular.[64] Computer and Video Games gave the game 9.0[65] Gaming web site IGN AU gave New Super Mario Bros. Wii a 9.2, calling it a "blast" in co-op and praising its replication of the gameplay that made the Super Mario Bros. series popular.[66] IGN UK gave the game a 9.4 out of 10 and IGN US gave the game 8.9, calling the core gameplay brilliant, but noting the lack of online play. GameSpy, however, did not consider this a negative point, arguing that online play is a primarily competitive experience whereas New Super Mario Bros. Wii required a cooperative experience to enjoy.[67] 1UP.com rated it A+, stating that it satisfyingly incorporated the innovations of prior Mario games while offering something for every kind of gamer.[68] Gaming blog Kotaku highly praised the game, calling it a reason to buy a Wii.[69] X-Play gave it a 4 out of 5, praising the difficulty and levels of the game.[53] Though British magazine Edge gave the game a positive score of 7/10, he criticized lack of the traditional Mario charm, poor graphical detail and overall easiness.[70] GamesRadar, who also scored the game of 7/10, argued that the game lacked the creativity of others in the series.[71] The A.V. Club gave it a negative score of C+, calling it "the least essential Mario title to date", and stating that the game lacks a strong concept and shows an underlying repetitiveness in Mario games.[72] Nintendo Power argued that the game works as a sequel because it maintains what made the original Mario games great while adding new features.[50]

New Super Mario Bros. Wii

101

Awards
New Super Mario Bros. Wii received the Best Wii Game award at the 2009 Spike Video Game Awards. IGN gave it the 2009 Wii Game of the Year Award.[73] GameTrailers awarded it Best Wii Game of 2009.[74] It also received the Best Family Game of the Year award in Yahoo's 2009 Game Awards,[75] and the Nintendo Power Award for 2009's "Wii Game of the Year".[76]

References
[1] New Wii (http:/ / www. webcitation. org/ 5utpzxf0T). Yamaha Music Media Corporation. 2010-03-27. ISBN978-4-636-85336-0 C0073. Archived from the original (http:/ / www. ymm. co. jp/ p/ detail. php?code=GTP01085336& o=0#song) on 2010-12-11. . [2] "New SUPER MARIO BROS. Wii Release Date Announced" (http:/ / www. nintendo. com. au/ index. php?action=news& nid=47& pageID=6). Nintendo Australia. 2009-10-28. . Retrieved 2009-12-12. [3] "Wii at $199.99 Beginning Sept. 27 publisher=Nintendo" (http:/ / www. nintendo. com/ whatsnew/ detail/ XCq1UmMT9VWxmYOyGW0SSdf0y4LwDdri) (Press release). 2009-09-23. . Retrieved 2009-09-23. [4] "Multiplayer mayhem galore in new Mario adventure!" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2009/ multiplayer_mayhem_galore_in_new_mario_adventure_14635. html). Nintendo of Europe. 2009-09-24. . Retrieved 2009-09-24. [5] "New Super Mario Bros. Wii - Release Summary" (http:/ / www. gamespot. com/ wii/ action/ newsupermariobroswii/ similar. html?mode=versions). GameSpot. . Retrieved 2009-12-12. [6] "Financial Results Brieging for the Nine-Month Period Ended December 2011" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2012/ 120127e. pdf#page=7) (pdf). Nintendo. 2012-01-27. p.6. . Retrieved 2012-02-08. [7] "Supplementary Information about Earnings Release" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110426e. pdf#page=5) (PDF). Nintendo. 2011-04-26. p.10. . Retrieved 2011-04-26. [8] Thomas, Lucas M. (2009-06-03). "Call to Arms: Name the Toads!" (http:/ / wii. ign. com/ articles/ 990/ 990400p1. html). IGN. . Retrieved 2009-06-07. [9] "New Super Mario Bros. Wii Nintendo Wii Review - Video Preview" (http:/ / wii. ign. com/ dor/ objects/ 14354229/ super-mario-wii-2/ videos/ nsmb_vdp_102909. html) (Flash). IGN. 2009-10-29. . Retrieved 2009-12-12. [10] Anderson, Luke (2009-06-02). "New Super Mario Bros. Wii Press Conference Impressions" (http:/ / e3. gamespot. com/ story/ 6210810/ new-super-mario-bros-wii-press-conference-impressions). GameSpot. . Retrieved 2009-06-07. [11] "Semi-annual Financial Results Briefing Q&A" (http:/ / www. nintendo. co. jp/ ir/ en/ library/ events/ 091030qa/ index. html). Corporate Management Policy Briefing. Nintendo. . Retrieved 2009-12-12. [12] Yawney, Mike (2009-11-16). "Review: New Super Mario Bros. Wii" (http:/ / www. thereviewcrew. com/ reviews/ review-new-super-mario-bros-wii). The Review Crew. . Retrieved 2009-12-12. [13] "New Super Mario Bros. Wii 'Here We Go'" Instruction Booklet, p.18 [14] "New Super Mario Bros. Wii 'Here We Go'" Instruction Booklet, p.7 [15] "E3 2009: Shigeru Miyamoto Roundtable LiveBlog" (http:/ / wii. ign. com/ articles/ 989/ 989996p1. html). IGN. 2009-06-02. . Retrieved 2009-06-07. [16] Razak, Matthew (2009-10-18). "New Mario Bros. Wii is going to be epic, video proof" (http:/ / www. destructoid. com/ new-mario-bros-wii-is-going-to-be-epic-video-proof-152282. phtml). Destructoid. . Retrieved 2009-12-12. [17] Crecente, Brian (2009-06-03). "New Super Mario Bros. Wii Preview: Classic Mario, Endless Play" (http:/ / kotaku. com/ 5277335/ new-super-mario-bros-wii-preview-classic-mario-endless-play). Kotaku. . Retrieved 2009-06-07. [18] Parish, Jeremy (2009-06-04). "New Super Mario Bros (Wii)" (http:/ / www. 1up. com/ previews/ super-mario-bros-wii). 1UP.com. . Retrieved 2009-06-07. [19] Welsh, Oli (2009-06-02). "E3: New Super Mario Bros. Wii" (http:/ / www. eurogamer. net/ articles/ e3-new-super-mario-bros-wii-hands-on). Eurogamer. . Retrieved 2009-06-07. [20] Crecente, Brian (2009-11-14). "New Super Mario Bros. Wii In-Game Tips" (http:/ / kotaku. com/ 5404449/ new-super-mario-bros-wii-in+ game-tips). Kotaku. . Retrieved 2009-12-12. [21] John, Tracy. "Miyamoto: New Mario Tests Your Hard-Core Gaming Chops" (http:/ / www. wired. com/ gamelife/ 2009/ 10/ shigeru-miyamoto/ ). Wired News. . Retrieved 2009-11-08. [22] Molina, Brett; Snider, Mike; Saltzman, Marc (2009-06-05). "A quick-play wrap-up for E3 summit" (http:/ / www. usatoday. com/ tech/ gaming/ 2009-06-04-e3-wrapup_N. htm). USA Today. . Retrieved 2009-06-07. [23] Totilo, Stephen (2009-10-05). ""Kind Code" Demo Shows New Super Mario Bros on Auto-Pilot" (http:/ / kotaku. com/ 5374432/ kind-code-demo-shows-new-super-mario-bros-on-auto+ pilot). Kotaku. . Retrieved 2009-12-12. [24] "New Super Mario Bros. Wii Stage Demo" (http:/ / www. gamespot. com/ wii/ action/ newsupermariobroswii/ video/ 6211673/ new-super-mario-bros-wii-stage-demo) (Flash). GameSpot. 2009-06-04. . Retrieved 2009-12-12. [25] Tanaka, John (2009-05-30). "Japanese newspaper confirms sequels." (http:/ / wii. ign. com/ articles/ 988/ 988444p1. html). IGN. . Retrieved 2011-09-20.

New Super Mario Bros. Wii


[26] DeVires, Jack (2009-06-02). "E3 2009: New Super Mario Bros Wii Announced" (http:/ / wii. ign. com/ articles/ 989/ 989314p1. html). IGN. . Retrieved 2011-09-21. [27] Bozon, Mark (2009-06-02). "E3 2009: New Super Mario Bros. Wii Hands-on" (http:/ / wii. ign. com/ articles/ 989/ 989705p1. html). IGN. . Retrieved 2011-09-21. [28] M. Thomas, Lucas (2009-06-02). "E3 2009: Return of the Koopalings?" (http:/ / wii. ign. com/ articles/ 990/ 990242p1. html). IGN. . Retrieved 2011-09-21. [29] Casamassina, Matt (2011-08-19). "GC 2009: New Super Mario Bros. Hands-on" (http:/ / wii. ign. com/ articles/ 101/ 1015538p1. html). IGN. . Retrieved 2011-09-20. [30] Casamassina, Matt (2011-08-19). "GC 2009: Nintendo's Gamescom Lineup" (http:/ / wii. ign. com/ articles/ 101/ 1015539p1. html). IGN. . Retrieved 2011-09-20. [31] "GC 2009: Best of Gamescom 2009 Nominees" (http:/ / games. ign. com/ articles/ 101/ 1017255p1. html). IGN. 2011-08-24. . Retrieved 2011-09-20. [32] "Reggie - New Super Mario Bros. Wii 'red box' was the idea of NCL, but is a one-time deal" (http:/ / gonintendo. com/ viewstory. php?id=104111). GoNintendo. 2009-11-13. . Retrieved 2011-06-08. [33] Plunkett, Luke. "You Are the Hero In Super Mario Bros. Mii" (http:/ / kotaku. com/ 5809611/ you-are-the-hero-in-super-mario-bros-mii/ gallery/ ). Kotaku. . Retrieved 2011-06-08. [34] Klepek, Patrick (2009-06-02). "New Super Mario Bros. Achieve Shigeru Miyamoto's Dream: Multiplayer" (http:/ / www. g4tv. com/ thefeed/ blog/ post/ 696129/ new-super-mario-bros-achieves-shigeru-miyamotos-dream-multiplayer/ ). G4. . Retrieved 2009-06-03. [35] Chester, Nick (2009-10-16). "Peach's dress the reason for her not being playable in new Mario Wii" (http:/ / www. destructoid. com/ peach-s-dress-the-reason-for-her-not-being-playable-in-new-mario-wii-152201. phtml). Destructoid. . Retrieved 2009-12-12. [36] Nintendo Entertainment Analysis and Development. New Super Mario Bros. Wii. (Nintendo). Scene: staff credits. (2009-11-15) [37] East, Thomas (2009-12-17). "Video: Koji Kondo on making the classic Mario theme" (http:/ / www. computerandvideogames. com/ 229910/ news/ video-koji-kondo-on-making-the-classic-mario-theme/ ). ComputerAndVideoGames.com. Future Publishing Limited. . Retrieved 2010-12-22. "Koji Kondo: I didn't directly write the music for New Super Mario Bros. Wii, but there are a number of songs in the game that are arrangements of songs I had written previously." [38] Thomason, Steve. "Sizing Up Mario". Nintendo Power (202): 4142. [39] "New Super Mario Bros. Wii Reviews" (http:/ / www. gamerankings. com/ wii/ 960544-new-super-mario-bros-wii/ index. html). GameRankings. . Retrieved 2009-11-14. [40] "New Super Mario Bros. Wii (wii: 2009): Reviews" (http:/ / www. metacritic. com/ game/ wii/ new-super-mario-bros-wii). Metacritic. . Retrieved 2009-11-24. [41] "New Super Mario Bros (Wii)" (http:/ / www. 1up. com/ reviews/ super-mario-bros-wii-review). 1UP.com. . Retrieved 2009-11-13. [42] Welsh, Olly (2009-11-16). "New Super Mario Bros. Wii Review" (http:/ / www. eurogamer. net/ articles/ new-super-mario-bros-review?page=2). Eurogamer. . Retrieved 2009-11-24. [43] Famitsu Magazine, November 2009 [44] "Manic Multiplayer Introduces A Chaotic Twist To A Classic Formula - New Super Mario Bros. Wii - Nintendo Wii" (http:/ / gameinformer. com/ games/ new_super_mario_bros_wii/ b/ wii/ archive/ 2009/ 11/ 13/ review. aspx). GameStop. . Retrieved 2009-11-13. [45] "GameSpot New Super Mario Bros. Wii Review" (http:/ / www. gamespot. com/ wii/ action/ newsupermariobroswii/ review. html). GameSpot. . Retrieved 2009-11-13. [46] "The Consensus: New Super Mario Bros. Wii Review" (http:/ / wii. gamespy. com/ wii/ super-mario-wii-2/ 1045348p1. html). GameSpy. . Retrieved 2009-11-14. [47] GamesRadar, November 2009 "New Super Mario Bros. Wii" (http:/ / www. gamesradar. com/ wii/ new-super-mario-bros-wii/ review/ new-super-mario-bros-wii/ a-20091113105237874009/ g-2009060211259405068). . [48] "GameTrailers New Super Mario Bros. Wii review" (http:/ / www. gametrailers. com/ video/ review-new-super/ 59073). 2009-12-29. . Retrieved 2009-08-10. [49] "New Super Mario Bros. Wii Review" (http:/ / wii. ign. com/ articles/ 104/ 1044744p1. html). IGN. . Retrieved 2009-11-13. [50] Nintendo Power Vol. 249 [51] Nintendo Official Magazine, December 2009, pp 96. [52] VideoGamer, November 2009 "New Super Mario Bros. Wii Review" (http:/ / www. videogamer. com/ wii/ super_mario_bros_wii/ review. html). . [53] "New Super Mario Bros. Wii Review" (http:/ / g4tv. com/ games/ wii/ 61993/ New-Super-Mario-Bros-Wii/ review/ ). G4tv. . Retrieved 2009-11-14. [54] "Destructoid - Review: New Super Mario Bros. Wii" (http:/ / www. destructoid. com/ review-new-super-mario-bros-wii-155042. phtml). Destructoid. . Retrieved 2009-11-13. [55] "New Super Mario Bros Wii" (http:/ / origin. avclub. com/ articles/ new-super-mario-bros-wii,35648/ ). The A.V. Club. . Retrieved 2009-12-02. [56] Alexander, Leigh (December 7, 2009). "New Super Mario Bros. Wii Sees Biggest Wii Debut Ever In Japan" (http:/ / www. gamasutra. com/ view/ news/ 26393/ New_Super_Mario_Bros_Wii_Sees_Biggest_Wii_Debut_Ever_In_Japan. php). Gamasutra. . Retrieved 2009-12-07. [57] Gantayat, Anoop (December 16, 2009). "Major Sales Feats for Wii and PS3" (http:/ / www. andriasang. com/ e/ blog/ 2009/ 12/ 16/ wii_and_ps3_sales_feats/ ). Andriasang. . Retrieved 2009-12-16.

102

New Super Mario Bros. Wii


[58] Alexander, Leigh (January 19, 2010). "NSMB Wii Fastest Title Ever To Top 3 Million In Japan" (http:/ / www. gamasutra. com/ view/ news/ 26869/ NSMB_Wii_Fastest_Title_Ever_To_Top_3_Million_In_Japan. php). Gamasutra. . Retrieved 2010-01-19. [59] Kohler, Chris (December 10, 2009). "November NPD: Modern Warfare Shifts 6 Million Copies" (http:/ / www. wired. com/ gamelife/ 2009/ 12/ november-2009-npd/ ). Wired. . Retrieved 2009-12-10. [60] Pavel Alpeyev (2010-01-05). "Nintendo Shares Rise After Record Wii Sales in U.S." (http:/ / www. businessweek. com/ news/ 2010-01-05/ nintendo-shares-rise-after-record-wii-sales-in-u-s-update2-. html). McGraw-Hill. . Retrieved 2010-01-05. [61] "New Super Mario Bros. Wii Passes 10 Million Units Sold" (http:/ / www. gamingunion. net/ news/ new-super-mario-bros-wii-passes-10-million-units-sold--917. html). GamingUnion.net. January 24, 2010. . Retrieved 2010-01-24. [62] Gifford, Kevin (25 November 2009). "Japan Review Check: New SMB, Assassin's, Left 4 Dead 2" (http:/ / www. 1up. com/ news/ japan-review-check-smb-assassin). 1UP.com. . Retrieved 10 December 2009. [63] Ashcraft, Brian (24 November 2009). "Famitsu Awards New Super Mario Bros. Wii A Perfect Score" (http:/ / kotaku. com/ 5411569/ famitsu-awards-new-super-mario-bros-wii-a-perfect-score). Kotaku. . Retrieved 10 December 2009. [64] Scullion, Chris (18 November 2009). "New Super Mario Bros. Wii" (http:/ / www. officialnintendomagazine. co. uk/ 13312/ reviews/ new-super-mario-bros-wii-review/ ). Official Nintendo Magazine. . Retrieved 10 December 2009. [65] Jackson, Mike (5 November 2009). "New Super Mario Bros. Wii Review" (http:/ / www. computerandvideogames. com/ 226725/ reviews/ new-super-mario-bros-wii-review/ ). Computer and Video Games. . Retrieved 10 December 2009. [66] Kolan, Patrick (2009-11-09). "New Super Mario Bros. Wii AU Review" (http:/ / wii. ign. com/ articles/ 104/ 1043698p1. html). IGN AU. . Retrieved 2009-11-10. [67] Scott, Ryan (2009-11-13). "The Consensus: New Super Mario Bros. Wii Review" (http:/ / wii. gamespy. com/ wii/ super-mario-wii-2/ 1045348p1. html). Gamespy. . Retrieved 2009-11-14. [68] Parish, Jeremy (2009-11-13). "New Super Mario Bros (Wii) Review" (http:/ / www. 1up. com/ reviews/ super-mario-bros-wii-review). 1UP. . Retrieved 2009-11-13. [69] Crecente, Brian (13 November 2009). "New Super Mario Bros. Wii Review: Go Buy A Wii" (http:/ / kotaku. com/ 5403839/ new-super-mario-bros-wii-review-go-buy-a-wii). Kotaku. . Retrieved 10 December 2009. [70] Edge, Dec 2009, p.86 [71] Elston, Brett (13 November 2009). "New Super Mario Bros Wii" (http:/ / www. gamesradar. com/ wii/ new-super-mario-bros-wii/ review/ new-super-mario-bros-wii/ a-20091113105237874009/ g-2009060211259405068/ p-3). GamesRadar. p.3. . Retrieved 10 December 2009. [72] Teti, John (23 November 2009). "New Super Mario Bros. Wii" (http:/ / origin. avclub. com/ articles/ new-super-mario-bros-wii,35648/ ). The A.V. Club. . Retrieved 10 December 2009. [73] "Wii Wii Game of the Year 2009 - New Super Mario Bros" (http:/ / bestof. ign. com/ 2009/ wii/ wii-game-of-the-year. html). Bestof.ign.com. . Retrieved 2011-06-08. [74] Posted: Dec 30, 2009 (2009-12-30). "GameTrailers Game Of The Year Awards 2009 Video Game, Best Wii Game | Video Clip | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ best-wii-gt-goty/ 60269). GameTrailers.com. . Retrieved 2011-06-08. [75] "New Super Mario Bros. Wii for Wii (2009) Trivia" (http:/ / www. mobygames. com/ game/ wii/ new-super-mario-bros-wii/ trivia). MobyGames. 2009-12-27. . Retrieved 2011-06-08. [76] Thomason, Steve, ed. (March 2010). "The 2009 Nintendo Power Awards". Nintendo Power (252): 56.

103

External links
Official website (http://mariobroswii.com) European mirror (http://www.nintendo.co.uk/NOE/en_GB/games/wii/new_super_mario_bros_wii_13666. html) Japanese Official site (http://www.nintendo.co.jp/wii/smnj/index.html) Game profile at Nintendo.com (http://www.nintendo.com/games/detail/ _7Xvq2MTPeDK5t1BD5VFvc4xWuAqZ0Dv) New Super Mario Bros. Wii (http://www.imdb.com/title/tt1493026/) at the Internet Movie Database

Super Mario Galaxy 2

104

Super Mario Galaxy 2


Super Mario Galaxy 2
Developer(s) Publisher(s) Director(s) Producer(s) Nintendo EAD Tokyo Nintendo Koichi Hayashida Shigeru Miyamoto Yoshiaki Koizumi Takashi Tezuka Mahito Yokota Ryo Nagamatsu Koji Kondo Mario Modified Super Mario Galaxy engine Wii
NA JP

Composer(s)

Series Engine Platform(s) Releasedate(s)

May 23, 2010 [2] May 27, 2010 [3] EU June 11, 2010 [4] AU June 30, 2010 Platform Single-player, multiplayer

[1]

Genre(s) Mode(s) Rating(s)

ACB: G CERO: A ESRB: E PEGI: 3+ USK: 6

Super Mario Galaxy 2 ( 2 Sp Mario Gyarakush Ts) is a platforming video game developed by Nintendo EAD and published by Nintendo for the Wii. It was first announced at E3 2009 and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010, in Japan on May 27, 2010, in Europe on June 11, 2010, and in Australia on June 30, 2010. It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. The story follows Mario as he pursues the Koopa King, Bowser into outer space, where he has imprisoned Princess Peach and taken control of the universe using Power Stars. Mario must travel across various galaxies to recover the Power Stars in order to travel to the center of the universe and rescue the princess. The game was originally planned as a simple iteration of Super Mario Galaxy with few modifications and a projected development time of a year; this version would have been called More Super Mario Galaxy. It was later decided that the game was to be developed as a fleshed-out sequel when the development staff continued to build upon the game with dozens of new ideas, and so development time expanded to two and a half years. Among the additions are dynamic environments, new power-ups, and, most notably, the ability to ride Yoshi. Upon its release, Super Mario Galaxy 2 was met with critical acclaim, and is one of the highest rated video games of all time on the aggregation sites Metacritic and GameRankings. It is one of the best-selling games on the Wii with 6.72 million copies sold worldwide.

Super Mario Galaxy 2

105

Gameplay
The gameplay of Super Mario Galaxy 2 is similar to that of the first Super Mario Galaxy, with a focus on platforming based on and around 3D planets (referred to collectively as galaxies) with varying themes, sizes, and landscapes. The player controls Mario (or later in the game, his brother Luigi,[5][6] though using him is optional), who has special abilities such as the "Spin" attack, the long jump, wall jumps, and a variety of somersaults. As in the original, the objective of the game is to travel to the various galaxies and collect Power Stars, which are awarded by completing levels and accomplishing tasks and are used to gain access to later levels. The game retains some gameplay mechanics introduced in the original, such as the blue Star Pointer that allows the player to pick up Star Bits and shoot them at enemies, levels that restrict movement to a 2D plane, balance ball levels, and gravity-reversing background arrows.[7]

Setting and level design


Super Mario Galaxy 2 provides the player access to the game's galaxies through means of a map system similar to that in previous Mario games such as Super Mario World and New Super Mario Bros. Wii.[8] This is navigated via a mobile planet called Starship Mario (so named because it is shaped like Mario's head)[7] that serves as a hub world, which can be visited anytime and is expanded when new abilities are unlocked.[9] The game contains forty-nine galaxies allotted among seven different regions in the universe (called "worlds"), the general difficulty progressively increasing in each world. The first six worlds end with a boss level in which the object is to conquer Bowser or Bowser Jr., which then allows the player to access the next world. When the player collects all 120 Power Stars, 120 Green Star levels are unlocked. These levels, containing Green Stars that are hidden or are placed in hard-to-reach areas, require intense exploration and precision and may cause instant death if the player fails. Acquiring all 120 Green Stars awards the player with the final, forty-ninth galaxy with two new challenges that are considered exceptionally difficult.[10] Super Mario Galaxy 2 contains 242 unique Power Stars to collect overall.[11] Most of the levels in Super Mario Galaxy 2 offer a unique task based around its theme, and many focus on dynamic environments that change or alternate between various states. For example, some environments change to the beat of the background music, such as sudden shifts in the direction of gravity or the appearance or disappearance of platforms; and others feature a special switch that temporarily slows down time. Prankster Comets, which were featured in the original game and cause variation and tougher challenges in levels, no longer appear randomly in visited galaxies but instead require the collection of a Comet Medal in that galaxy in order for it to appear.[12] In addition, Prankster Comets have become more general and offer any number of variations: while Super Mario Galaxy offered only five mutually exclusive variations, the Prankster Comets in Super Mario Galaxy 2 range to any number of challenges that often mix or overlap. These include: destroying all the enemies, collecting 100 Purple Coins, and completing the level within a time limit or while avoiding Cosmic Clones (doppelgngers of Mario that pursue and imitate all the player's actions). As a result, both the dynamic environments and the Prankster Comets often create challenges with puzzle elements, requiring precision and strategy in order to overcome them.[13]

Power-ups
All the original transformations in Super Mario Galaxy return except for Ice Mario and Flying Mario, along with some new power-ups and items. These include the Spin Drill, which allows the player to burrow through some planets and emerge out the other side;[7] Rock Mario, which allows the player to smash through obstacles, such as boulders and enemies;[9] and Cloud Mario, which allows the player to create temporary platforms in midair.[14] Mario is able to ride the dinosaur Yoshi, who is available in certain levels. When riding Yoshi, the player's blue Star Pointer is replaced by a red dot, which allows the player to point at various objects and manipulate them with Yoshi's tongue.[15] Yoshi can also use his tongue to swing across gaps, pull levers, and swallow enemies (with the option to spit them back out as projectiles).[7] There are also three different power-up fruits available for Yoshi to eat that grant him temporary abilities. These are the Dash Pepper, the Blimp Fruit and the Bulb Berry. The Dash Pepper

Super Mario Galaxy 2 allows Yoshi to run quickly, giving him the ability to run up walls and run on water; the Blimp Fruit allows Yoshi to float into the air; and the Bulb Berry allows Yoshi to reveal secret pathways.[16]

106

Guides and multiplayer


Because of the game's increased difficulty over the original, Super Mario Galaxy 2 offers some features that assist inexperienced or frustrated players. The most notable is the Cosmic Guide, similar to New Super Mario Bros. Wii's "Super Guide" feature. The Cosmic Guide appears if the player has failed during a particular level a certain number of times, and allows the player to give computer control over Mario in order to complete the level if necessary. The drawback is that the player is awarded a Bronze Star, requiring the player to complete the level without using the Cosmic Guide in order to earn a Golden Power Star.[17] There are also monitors called "Hint TVs" that will demonstrate how to perform a specific move or optimal ways of using a power-up.[18] Multiplayer gameplay has also been expanded upon over the original. In Super Mario Galaxy, another player could use a second Wii Remote to control a second Star Pointer and assist Mario by grabbing onto enemies or collecting and shooting Star Bits. In Super Mario Galaxy 2, the second player now controls an orange Luma who retains all the original abilities, but can also physically attack enemies and collect items and power-ups, making the player's involvement more useful.[17]

Synopsis
Following from where Super Mario Galaxy left off, Princess Peach invites Mario to share some cake at the Star Festival, a time when Star Bits rain down from the skies over the Mushroom Kingdom. On his way, Mario finds a Luma, who immediately befriends him and grants him the ability to spin. Shortly thereafter, Mario's archnemesis Bowser, who has grown to an immense size (after swallowing Grand Stars, unbeknownst to Mario at this point), appears and attacks Princess Peach's Castle. Kidnapping the princess, Bowser escapes into outer space to recreate his empire at the center of the universe. After launching into outer space, Mario is given control of Starship Mario, a mobile planetoid in the shape of his head, made by a crafty Luma mechanic called Lubba, powered by Power Stars, and piloted by other Lumas; his mission is to fly across the universe in pursuit of Bowser and the Princess and to help Lubba find the lost Lumas that were part of Bowser's plot. Along the way Mario meets new Lumas and joins up with his companion Yoshi, the Toad Brigade from the original Super Mario Galaxy, and his brother Luigi. Upon collecting enough Power Stars, Starship Mario reaches Bowser's main fortification, draining energy from what appears to be a comet. Mario infiltrates the castle and defeats Bowser, retrieving the last Grand Star. Rosalina and her Comet Observatory from the first Super Mario Galaxy appear before Mario and Peach. Rosalina thanks Mario for watching over the Luma that he had found, and the Luma returns to the Comet Observatory, taking Mario's hat with him. Mario and his friends return to the Mushroom Kingdom and celebrate their victory. The game ends with Starship Mario sitting above Princess Peach's Castle and the Comet Observatory streaking across the sky.

Development
After Nintendo finished making the first Super Mario Galaxy, Shigeru Miyamoto approached the development team and suggested that a follow-up be produced. The game was originally planned to just do variations on the original game's planets and call the game "More Super Mario Galaxy",[19] (it was dubbed "Super Mario Galaxy 1.5" during early development), with a projected development time of approximately a year. The first elements that were implemented were anything that was scrapped from the original game, either to ensure game balance or simply because of time constraints, such as Yoshi and the concept of a planet shaped like Mario's head. Over time, more and more new elements and ideas were brought into the game, and it was decided that the game would be a fleshed-out sequel rather than a slightly modified follow-up. Thus, development took two and a half years. Takeshi Hayakawa, the lead programmer for Super Mario Galaxy 2, created a development tool that allowed different staff members, including visual and sound designers, to easily design and create stages without waiting for programmers, many of

Super Mario Galaxy 2 which were incorporated into the final game.[19] In order to help distinguish Super Mario Galaxy 2 from its predecessor, the staff originally wanted the whole game to revolve around the concept of "switching," in which the game's environments would dramatically change under certain conditions. This concept ended up being particularly difficult to implement full-scale, so was relegated to only certain levels.[20] Game tutorials were confined to an optional system called the "Tip Network" in order to benefit players already familiar with the original game.[21] Miyamoto compared Super Mario Galaxy 2 to The Legend of Zelda: Majora's Mask, in that both games use the same engines as their predecessors, yet build upon their foundations.[22] The game was revealed at the Electronic Entertainment Expo 2009 on June 2. In Miyamoto's private conference, it was stated that the game was very far along in development, but its release was held back to mid-2010 because of New Super Mario Bros. Wii's release in late 2009. Miyamoto also stated that the game has 9599% new features, with the rest being previous features introduced in Super Mario Galaxy.[23] With regard to the original game, Nintendo of America President and CEO Reggie Fils-Aime stated in an interview that the sequel would be more challenging,[24] and Miyamoto said in a Wired interview that the game would have less focus on plot.[25] Miyamoto initially hinted that the game might utilize the "Super Guide" feature, introduced in New Super Mario Bros. Wii, into the game,[26] and this was confirmed by Nintendo's Senior Manager of Product Managing, Bill Trinen, who claimed that the feature was implemented differently compared to what New Super Mario Bros. Wii offered. The feature is called Cosmic Guide, where the Cosmic Spirit (Rosalina) takes control of Mario.[27] The game made its playable debut at the Nintendo Media Summit 2010 on February 24, 2010, when a second trailer for the game was released, and its North American release date on May 23, 2010 was finally announced.[28][29] The Japanese, European and Australian versions of the game came packaged with an instructional DVD manual, explaining the basic controls, as well as showing advanced play.[30]

107

Music
Super Mario Galaxy 2: Original Soundtrack
Soundtrack album by Mahito Yokota, Ryo Nagamatsu, and Koji Kondo, performed by the Mario Galaxy Orchestra Released Genre Length July 10, 2010 (Japan) Video game soundtrack 65:00 (Disc 1) 66:39 (Disc 2) Club Nintendo

Label

As with the original Super Mario Galaxy, Super Mario Galaxy 2 features a musical score written for and performed by a symphony orchestra. Early in the development process, when the concept of "Super Mario Galaxy 1.5" was being considered, there were no plans to use different music from the first Super Mario Galaxy. However, as the game evolved, the sound team, headed by Mahito Yokota, realized they needed new music that fit with the new gameplay mechanics that were being added. Although they were hesitant to use a symphony orchestra again because of recording difficulties, general producer Shigeru Miyamoto gave permission immediately according to Yokota, Miyamoto felt that players would be expecting an orchestral soundtrack. Miyamoto also apparently suggested that players would want to hear arrangements from Super Mario Galaxy, which is why the soundtrack is a mixture of brand new pieces and arrangements of themes from the original Galaxy as well as many past installments in the Mario series, such as Super Mario World and Super Mario 64.[31] Ryo Nagamatsu, who worked previously on Mario Kart Wii, Wii Sports Resort, and New Super Mario Bros. Wii, contributed nine pieces to the soundtrack.[32] The Nintendo composer Koji Kondo recruited 60 musicians for the orchestra, ten more than the number of musicians used for the original game's score, with an additional ten musicians providing a big band style of music with trumpets, trombones, saxophones and drums for a grand total of 70 players. The orchestral performances were

Super Mario Galaxy 2 conducted by Taizo Takemoto, renowned for his work on the Smash Bros. Concert in 2002, while Kondo served as an advisor and supervisor, and contributed five pieces to the soundtrack.[33] The soundtrack is currently available on a 2-disc set to members of the Japanese Club Nintendo as a reward with seventy total songs. It can be acquired at the cost of 500 Coins, though members who register a product code after purchasing Super Mario Galaxy 2 can obtain it for 300 Star Points.[34]

108

Track listing
Super Mario Galaxy 2: Disc 1 No. Title 1. "Overture" 2. "Another Story" 3. "The Lost Child" 4. "The Power of the Stars" 5. "Sky Island" 6. "Dino Pakkun Jr." 7. "Unknown Star" 8. "The Starship Appears" 9. "Mario Starship, Dispatch!" 10. "Yoshi Appears" 11. "Yoster" 12. "Starship Mario 1" 13. "World 1 & 2" 14. "The Starship Travels" 15. "Dig-Dig Mine" 16. "Dig-Dig Leg" 17. "Red-Blue" 18. "Square Timber" 19. "Tips TV" 20. "A-wa-wa-wa!" 21. "Jungle Glider" 22. "Get Power Star" 23. "Star Creek" 24. "Dash Yoshi" 25. "World 3" 26. "Forest Inhabitants" 27. "Slide" 28. "White Snow" 29. "Pipe Room" 30. "Ball Rolling" 31. "Cloud Garden" Length 1:26 1:31 0:36 0:06 2:27 1:17 1:20 0:41 1:27 0:08 2:07 2:06 2:09 2:16 2:48 2:25 1:01 2:10 0:35 0:38 2:23 0:11 3:30 1:30 1:57 0:50 2:42 2:33 1:00 1:02 3:41

Super Mario Galaxy 2

109
32. "Megahammer" 33. "Starship Mario 2" 34. "World 4" 35. "Honey Bee Village" 36. "Wanwan Factory" 37. "Glamdozer" 38. "Flickering Blocks" Total length: 2:15 2:07 2:24 2:41 2:04 2:00 0:56 65:00

Super Mario Galaxy 2: Disc 2 No. Title 1. "Sky Beach" 2. "Teleporter" 3. "Sky Beach ~Underwater~" 4. "Koopa's Lava Empire" 5. "Get Grand Star" 6. "World 5" 7. "Lightning Sea of Clouds" 8. "Crazy Gravity" 9. "Ghost Conveyor" 10. "Flowing Star Sand" 11. "Sandron" 12. "Koopa Jr's Fortress" 13. "Starship Mario 3" 14. "World 6" 15. "Magma Monster" 16. "Nostalgic Fortress" 17. "Sweet Mystery" 18. "Challenge Glider" 19. "Gobblegut" 20. "Earth Bottom Cave" 21. "The King of Kings" 22. "Clock Time Attack" 23. "World S" 24. "Tension" 25. "The New Galactic Empire" 26. "Koopa, the Great Mighty King" 27. "Fateful Decision Battle" 28. "A Significant Other" 29. "Super Mario Galaxy 2" Length 3:11 0:40 1:47 2:16 0:17 1:59 3:02 1:15 1:43 3:07 1:16 1:52 2:06 2:08 2:28 2:32 1:24 2:23 1:57 1:33 1:29 3:27 2:49 0:38 3:12 2:58 2:47 0:37 3:50

Super Mario Galaxy 2

110
30. "The Tico and the Hat" 31. "Green Star" 32. "Theme of SMG2" Total length: 1:52 2:04 2:00 66:39

Reception
Reviews Reception Aggregate scores
Aggregator GameRankings Metacritic Score 97.12% [35] [36]

97 out of 100

Review scores
Publication 1UP.com Edge Famitsu GamePro GameSpot GameSpy GamesRadar GameTrailers IGN Official Nintendo Magazine 10 out of 10 10 out of 10 Score A [37] [38] [39] [40] [41] [42] [35] [7]

10 out of 10 37 out of 40

9.7 out of 10 10 out of 10 97%

[43]

[44]

Awards
Entity Nintendo Power GamesMaster Award Game of the Year 2010 Game of the Year 2010 [45]

Official Nintendo Magazine Game of the Year 2010[45] Games Magazine Game of the Year 2010 [46]

Super Mario Galaxy 2 received overwhelming critical acclaim from major video game critics with numerous reviews praising the game for its creativity and technical improvements over the original. It has an average critic score of 97.12% at GameRankings and 97/100 at Metacritic, making it one of the highest rated games on the sites.[35][36] It is

Super Mario Galaxy 2 one of the highest reviewed games of all time. Tom McShea from GameSpot called it a "new standard for platformers", giving it a perfect 10, making it the seventh game in the site's history to earn that score.[41] Other perfect scores came from Edge, stating "this isn't a game that redefines the genre: this is one that rolls it up and locks it away",[38] and IGN's Craig Harris, who felt that the game "perfectly captures that classic videogame charm, the reason why most of us got into gaming from the start".[43] IGN later placed Super Mario Galaxy 2 4th on their "Top Modern Games" list.[47] IGN also listed Super Mario Galaxy 2 as the greatest Wii game of all time.[48]The Escapist editor Susan Arendt echoed this view by stating it "doesn't tinker with the established formula very much, but we didn't really want it to",[49] while GameTrailers commented that "there's something tremendous for just about everyone and games that we can truly recommend to almost everyone are rare".[7] Giant Bomb's Ryan Davis particularly praised the improved level designs, commenting that the designers were "bolder" and "more willing to take some weird risks with the planetoids and abstract platforming that set the tone in the original Galaxy",[50] while Chris Kohler from Wired commented that the level concepts alone "could be made into full games on their own".[51] Additionally 1UP.com's Justin Haywald noted the expanded soundtrack as "sweeping".[37] GamesRadar praised the graphics, saying that despite the Wii's technical limitations, Galaxy 2 "understands how to get the most out of aging technology that nearly all graphical flaws are smoothed over or covered up, leaving you with Wii's best-looking title to date".[35] X-Play editor Andrew Pfister awarded Super Mario Galaxy 2 a 5/5, calling it "the culmination of 20 years of Mario gaming into one fantastically-designed and creative platformer".[52] Despite this praise, some critics raised complaints over increased difficulty and the game's similarity to the original Super Mario Galaxy. Chris Scullion from Official Nintendo Magazine called it the "new best game on Wii", but said it lacked the original's impact (though they admitted the extreme difficulty of this, due to the quality of the original).[44] Game Informer editor Matt Helgeson was concerned with some of the challenges being potentially "frustrating",[53] particularly towards the end of the game;[54] similarly, Ben PeeLee from GamePro remarked that the "increased difficulty and high proficiency requirement may turn new fans off".[40] However, Worthplaying editor Chris DeAngelus said "perhaps most positively of all, there are very few sequences where death will feel like a result of bad design instead of player error, which helps keep the frustration down".[55]

111

Sales
In Japan, Super Mario Galaxy 2 sold 143,000 copies on its first day of release and 340,000 copies in its first week,[56] about 90,000 more than the first Super Mario Galaxy sold in the same amount of time.[57] In North America, the game sold 650,000 copies during the month of May 2010.[58] In the United Kingdom, Super Mario Galaxy 2 was the third best-selling game among multiplatform releases and the best-selling single platform release for the week ending June 26, 2010.[59] As of July 16, 2010, the game has sold 1 million copies within the USA.[60] As of April 2011, Super Mario Galaxy 2 has sold 6.36 million copies worldwide.[61]

Awards
Super Mario Galaxy 2 has received Game of the Year 2010 awards from Nintendo Power, GamesMaster,[45] Official Nintendo Magazine,[45] Edge,[45] GamesTM,[46] Destructoid and Metacritic.[62] It was named best "Wii Game of the Year" by IGN,[63] GameTrailers,[64] GameSpot,[65] 1UP.com,[66] and many other media outlets. As of December 2010, IGN awarded Super Mario Galaxy 2 the number 1 Wii game, overtaking its predecessor.[67] And on top of that, in 2012, Official Nintendo Magazine had named Super Mario Galaxy 2 the 'Greatest Nintendo Game Ever Made' ranking at #1.

Super Mario Galaxy 2

112

References
[1] Fletcher, JC (2010-02-24). "Super Mario Galaxy 2 flies into retail space May 23" (http:/ / www. joystiq. com/ 2010/ 02/ 24/ super-mario-galaxy-2-may-23-release-date/ ). Joystiq. . Retrieved 2011-06-06. [2] " " (http:/ / www. nintendo. co. jp/ wii/ sb4j/ index. html). Nintendo.co.jp. . Retrieved 2010-04-08. [3] Scammell, David (2010-02-25). "Mario Galaxy 2" (http:/ / www. gamerzines. com/ wii/ news/ mario-galaxy-2-europe-date. html). . Retrieved 2010-06-06. [4] "Nintendo.com.au" (http:/ / www. nintendo. com. au/ index. php?action=news& nid=140& pageID=6). Nintendo.com.au. 2010-05-17. . Retrieved 2010-05-24. [5] Words: Henry Gilbert, GamesRadar US (2010-04-22). "Luigi in Mario Galaxy 2? Official Japanese site says yes, Super Mario Galaxy 2 Wii News" (http:/ / www. gamesradar. com/ wii/ super-mario-galaxy-2/ news/ luigi-in-mario-galaxy-2-official-japanese-site-says-yes/ a-20100422145740537034/ g-2009060210524839056). GamesRadar. . Retrieved 2010-05-24. [6] Posted: May 5, 2010 (2010-05-05). "Super Mario Galaxy 2 Video Game, Luigi Gameplay | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ luigi-gameplay-super-mario/ 65200). GameTrailers. . Retrieved 2010-05-24. [7] "Super Mario Galaxy 2 Review" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 100404). GameTrailers. 2010-05-21. . Retrieved 2010-05-22. [8] Fletcher, JC (2010-03-29). "Miyamoto explains Super Mario Galaxy 2's new world map" (http:/ / www. joystiq. com/ 2010/ 03/ 29/ miyamoto-explains-super-mario-galaxy-2-new-world-map/ ). Joystiq. . Retrieved 2011-09-08. [9] Words: Brett Elston, GamesRadar US (2010-03-31). "Super Mario Galaxy 2: Light Yoshi, Rock Mario and more, Super Mario Galaxy 2 Wii Previews" (http:/ / www. gamesradar. com/ wii/ super-mario-galaxy-2/ preview/ super-mario-galaxy-2-light-yoshi-rock-mario-and-more/ a-20100330175822274016/ g-2009060210524839056/ p-2). GamesRadar. . Retrieved 2010-04-08. [10] "Super Mario Galaxy 2 Guide/Walkthrough Wii, Wii Walkthrough IGN" (http:/ / guides. ign. com/ guides/ 14354736/ page_4. html). IGN. 2010-03-29. . Retrieved 2010-05-24. [11] Claiborn, Samuel. "Super Mario Galaxy 2 Guide" (http:/ / guides. ign. com/ guides/ 14354736/ ). IGN. . Retrieved 2010-05-28. [12] Totilo, Stephen (2010-02-24). "Planet Mario And Map Suggest Super Mario Galaxy 2 Secrets Super Mario Galaxy 2" (http:/ / kotaku. com/ 5479475/ planet-mario-and-map-suggest-super-mario-galaxy-2-secrets/ ). Kotaku. . Retrieved 2010-04-08. [13] McAllister, Jeff (2010). "Super Mario Galaxy 2 Comet Medal Guide" (http:/ / www. gamesradar. com/ f/ super-mario-galaxy-2-comet-coin-guide/ a-20100524134513853015). GamesRadar. . Retrieved 2011-07-15. [14] Fahey, Mike (2010-04-16). "Super Mario Galaxy 2 Forecast Cloudy With A Chance Of Plumbers" (http:/ / kotaku. com/ 5518944/ super-mario-galaxy-2-forecast-cloudy-with-a-chance-of-plumbers). Kotaku. . Retrieved 2010-05-24. [15] "Super Mario Galaxy 2 E3 09: Debut Trailer" (http:/ / www. gametrailers. com/ video/ e3-09-super-mario/ 50233). GameTrailers. 2009-06-02. . Retrieved 2009-06-03. [16] "Super Mario Galaxy | Nintendo | Wii games" (http:/ / www. supermariogalaxy. com/ #/ mario-yoshi/ yoshi-power-ups/ ). Official Nintendo Magazine. . Retrieved 2011-07-03. [17] Fahey, Mike (2010-04-21). "A Look At Super Mario Galaxy 2's Cosmic Guide and Cloud Mario" (http:/ / kotaku. com/ 5521248/ a-look-at-super-mario-galaxy-2s-cosmic-guide-and-cloud-mario). Kotaku. . Retrieved 2010-05-24. [18] Posted: Apr 23, 2010 (2010-04-23). "Super Mario Galaxy 2 Video Game, Fluffy Bluff Gameplay Part I (Cam) | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ fluffy-bluff-super-mario/ 64801). GameTrailers. . Retrieved 2010-05-24. [19] Gantayat, Anoop (2010-05-18). "Super Mario Galaxy 2 Staff Quizzed by Iwata" (http:/ / www. andriasang. com/ e/ blog/ 2010/ 05/ 18/ iwata_asks_mario_staff/ ). andriasang. . Retrieved 2011-07-15. [20] "Wii.com Iwata Asks: Super Mario Galaxy 2" (http:/ / us. wii. com/ iwata_asks/ supermariogalaxy2/ vol2_page3. jsp). US.Wii.com. 2010. . Retrieved 2011-07-15. [21] "Wii.com Iwata Asks: Super Mario Galaxy 2" (http:/ / us. wii. com/ iwata_asks/ supermariogalaxy2/ vol1_page3. jsp). US.Wii.com. 2010. . Retrieved 2011-07-15. [22] "Wii.com Iwata Asks: Super Mario Galaxy 2" (http:/ / us. wii. com/ iwata_asks/ supermariogalaxy2/ vol1_page1. jsp). US.Wii.com. 2010. . Retrieved 2010-05-24. [23] "E3 2009: Shigeru Miyamoto Roundtable LiveBlog" (http:/ / wii. ign. com/ articles/ 989/ 989996p1. html). IGN. 2009-06-02. . Retrieved 2009-06-03. [24] Casamassina, Matt (2009-06-02). "E3 2009: Reggie Fils-Aime on the Record" (http:/ / wii. ign. com/ articles/ 989/ 989857p1. html). IGN. . Retrieved 2009-06-03. [25] Kohler, Chris (2009-06-12). "Miyamoto: Why I Spiked Mario Galaxy 2's Story" (http:/ / www. wired. com/ gamelife/ 2009/ 06/ super-mario-galaxy-2/ ). Wired. . Retrieved 2009-06-16. [26] Robinson, Andy (2009-11-16). "Mario Galaxy 2 will be "really challenging" Miyamoto" (http:/ / www. computerandvideogames. com/ article. php?id=227358?cid=OTC-RSS& attr=CVG-General-RSS). ComputerAndVideoGames.com. . Retrieved 2010-02-06. [27] East, Thomas (2010-03-15). "Wii News: Mario Galaxy 2 to get Super Guide" (http:/ / www. computerandvideogames. com/ article. php?id=239163?cid=OTC-RSS& attr=CVG-General-RSS). Computer and Video Games. . Retrieved 2010-04-08. [28] Cabral, Matt (2010-02-24). "Super Mario Galaxy 2 Hits North America May 23 Nintendo summit 2010" (http:/ / kotaku. com/ 5479257/ super-mario-galaxy-2-hits-north-america-may-23). Kotaku. . Retrieved 2010-04-08.

Super Mario Galaxy 2


[29] Posted: Feb 24, 2010 (2010-02-24). "Super Mario Galaxy 2 Video Game, Nintendo Media Summit Trailer | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ nintendo-media-super-mario/ 62270). GameTrailers. . Retrieved 2010-04-08. [30] Plunkett, Luke (2010-05-10). "Watch Mario Galaxy 2's Video Instruction Manual" (http:/ / kotaku. com/ 5534999/ watch-mario-galaxy-2s-video-instruction-manual). Kotaku. . Retrieved 2010-05-24. [31] Gantayat, Anoop (2010-05-26). "Iwata Asks Koji Kondo About Super Mario Galaxy 2's Music" (http:/ / www. andriasang. com/ e/ blog/ 2010/ 05/ 26/ iwata_asks_mario_music/ ). . Retrieved 2011-07-15. [32] "Game Music :: Super Mario Galaxy 2 Original Soundtrack :: Album Information" (http:/ / www. squareenixmusic. com/ albums/ s/ supermariogalaxy2. shtml). Square Enix Music. . Retrieved 2011-07-15. [33] East, Thomas (2010-05-26). "Mario Galaxy 2: Koji Kondo reveals soundtrack details" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=17417). Official Nintendo Magazine. . Retrieved 2010-05-26. [34] "Super Mario Galaxy 2 Original Soundtrack Club Nintendo Japan" (http:/ / club. nintendo. jp/ member/ exec/ index). Club Nintendo. . Retrieved 2010-05-26. [35] "Super Mario Galaxy 2 Reviews" (http:/ / www. gamerankings. com/ wii/ 960551-super-mario-galaxy-2/ index. html). GameRankings. . Retrieved 2009-05-21. [36] "Super Mario Galaxy 2" (http:/ / www. metacritic. com/ games/ platforms/ wii/ supermariogalaxy2?q=super mario galaxy 2). Metacritic. . Retrieved 2010-05-21. [37] Haywald, Justin (2010-05-21). "Super Mario Galaxy 2 Review for the Wii" (http:/ / www. 1up. com/ do/ reviewPage?cId=3179424& p=44& sec=REVIEWS). 1UP.com. . Retrieved 2010-05-22. [38] "Super Mario Galaxy 2 scores 10/10 in Edge magazine review" (http:/ / www. gamesradar. com/ f/ super-mario-galaxy-2-scores-1010-in-edge-magazine-review/ a-20100505194619462064). GamesRadar. 2010-05-06. . Retrieved 2010-05-18. [39] Gifford, Kevin (2010-05-19). "Japan Review Check: Super Mario Galaxy 2, Alan Wake" (http:/ / www. 1up. com/ do/ newsStory?cId=3179380). 1UP.com. . Retrieved 2010-05-31. [40] PerLee, Ben (2010-05-21). "Super Mario Galaxy 2" (http:/ / web. archive. org/ web/ 20100524022603/ http:/ / www. gamepro. com/ article/ reviews/ 215237/ super-mario-galaxy-2/ ). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 215237/ super-mario-galaxy-2/ ) on 2010-05-24. . Retrieved 2010-05-22. [41] McShea, Tom (2010-05-22). "Super Mario Galaxy 2 Review" (http:/ / www. gamespot. com/ wii/ action/ supermariogalaxy2/ review. html?tag=topslot;title;1). GameSpot. . Retrieved 2010-05-22. [42] Scott, Ryan (2010-05-26). "Review Super Mario Galaxy 2" (http:/ / uk. wii. gamespy. com/ wii/ super-mario-galaxy-2/ 1093165p1. html). GameSpy. . Retrieved 2010-05-31. [43] Harris, Craig (2010-05-20). "Super Mario Galaxy 2 Review" (http:/ / wii. ign. com/ articles/ 109/ 1091239p1. html). IGN. . Retrieved 2010-05-22. [44] Scullion, Chris (2010-06-09). "Super Mario Galaxy 2 review" (http:/ / www. officialnintendomagazine. co. uk/ 17706/ reviews/ super-mario-galaxy-2-review-review/ ). Official Nintendo Magazine. . Retrieved 2011-07-15. [45] East, Thomas (2010-12-23). "Wii News: Super Mario Galaxy 2 gets another game of the year award" (http:/ / www. computerandvideogames. com/ article. php?id=281561). ComputerAndVideoGames.com. . Retrieved 2011-06-20. [46] "GAMES Game of the Year" (http:/ / www. gamesmagazine-online. com/ gameslinks/ gameofyear. html). GamesTM. 2011. . Retrieved 2011-06-20. [47] "Super Mario Galaxy 2 #4 Top Modern Games IGN" (http:/ / uk. ign. com/ top/ modern-games/ 4). IGN. . Retrieved 2011-09-01. [48] {{cite web|url = http:/ / wii. ign. com/ articles/ 104/ 1048874p5. html [49] Arendt, Susan (2010-05-20). "Review: Super Mario Galaxy 2" (http:/ / www. escapistmagazine. com/ articles/ view/ editorials/ reviews/ 7585-Review-Super-Mario-Galaxy-2). The Escapist. . Retrieved 2010-05-22. [50] Davis, Ryan (2010-05-21). "Super Mario Galaxy 2 Review" (http:/ / www. giantbomb. com/ super-mario-galaxy-2/ 61-26839/ reviews/ ). Giant Bomb. . Retrieved 2010-05-22. [51] Kohler, Chris (2010-05-21). "Review: Brilliant Super Mario Galaxy 2 Is Full of Surprises" (http:/ / www. wired. com/ gamelife/ 2010/ 05/ super-mario-galaxy-2-review/ ). Wired. . Retrieved 2010-05-22. [52] Pfister, Andrew (2010-05-21). "Super Mario Galaxy 2 Review" (http:/ / g4tv. com/ games/ wii/ 61991/ super-mario-galaxy-2/ review/ ). G4tv.com. . Retrieved 2010-05-22. [53] Helgeson, Matt (2010-05-19). "Super Mario Galaxy 2" (http:/ / www. gameinformer. com/ games/ super_mario_galaxy_2/ b/ wii/ archive/ 2010/ 05/ 19/ mario-shines-in-epic-sequel. aspx). Game Informer. . Retrieved 2010-05-22. "Unfortunately, some other sequences that use the motion controller some flight levels that control with paper plane controls and a Super Monkey Ball-style level that uses the Wii remote like a joystick are imprecise and frustrating." [54] Helgeson, Matt (2010-05-19). "Super Mario Galaxy 2: Mario Shines In Epic Sequel" (http:/ / gameinformer. com/ games/ super_mario_galaxy_2/ b/ wii/ archive/ 2010/ 05/ 19/ mario-shines-in-epic-sequel. aspx). Game Informer. . Retrieved 2010-05-22. [55] DeAngelus, Chris (2010-05-21). "Wii Review 'Super Mario Galaxy 2'" (http:/ / worthplaying. com/ article/ 2010/ 5/ 21/ reviews/ 74413/ ). Worthplaying. . Retrieved 2010-05-22. [56] Remo, Chris (2010-06-03). "Super Mario Galaxy 2 Dominates Charts In Japanese Debut" (http:/ / www. gamasutra. com/ view/ news/ 28821/ Super_Mario_Galaxy_2_Dominates_Charts_In_Japanese_Debut. php). Gamasutra. . Retrieved 2010-06-04. [57] Sliwinski, Alexander (2007-11-08). "Super Mario Galaxy sells 250K first week in Japan" (http:/ / www. joystiq. com/ 2007/ 11/ 08/ super-mario-galaxy-sells-250k-first-week-in-japan/ ). Joystiq. . Retrieved 2010-06-04.

113

Super Mario Galaxy 2


[58] Magrino, Tom (2010-06-28). "May sales rebound led by Red Dead Redemption Analyst" (http:/ / www. gamespot. com/ news/ 6267067. html?om_act=convert& om_clk=newstop& tag=newstop;title;14). GameSpot. . Retrieved 2010-06-31. [59] Graft, Kris (2010-06-28). "Lego Harry Potter: Years 14 Ends Red Dead's Five-Week Run In UK" (http:/ / www. gamasutra. com/ view/ news/ 29149/ Lego_Harry_Potter_Years_14_Ends_Red_Deads_FiveWeek_Run_In_UK. php). Gamasutra. . Retrieved 2010-06-31. [60] Thorsen, Tor (2010-07-16). "Wii nears 30 million in US, Super Mario Galaxy 2 tops 1 million" (http:/ / uk. gamespot. com/ news/ 6269359. html). GameSpot. . Retrieved 2010-05-22. [61] "Supplementary Information about Earnings Release" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110426e. pdf#page=5) (PDF). Nintendo. 2011-04-26. p.10. . Retrieved 2011-04-26. [62] Bischoff, Daniel (2011-01-31). "Metacritic Names Super Mario Galaxy 2 "Best Game of the Year"" (http:/ / www. gamerevolution. com/ manifesto/ metacritic-names-super-mario-galaxy-2-best-game-of-the-year-4017). Game Revolution. . Retrieved 2011-06-20. [63] "Best Wii Game of the Year" (http:/ / uk. bestof. ign. com/ 2010/ wii/ best-wii-game-of-the-year. html). IGN. 2011. . Retrieved 2011-06-20. [64] "Game of the Year" (http:/ / www. gametrailers. com/ video/ game-of-game-of-the/ 708673). GameTrailers. 2010-12-31. . Retrieved 2011-06-20. [65] "Best Wii Game" (http:/ / uk. gamespot. com/ best-of-2010/ platform-awards/ index. html?page=4). GameSpot. 2011. . Retrieved 2011-06-20. [66] "1UP's 2010 Game Of The Year Awards" (http:/ / www. 1up. com/ features/ 1up-2010-game-year-awards). 1UP.com. 2011-01-13. . Retrieved 2011-06-20. [67] "The Top 25 Wii Games" (http:/ / uk. wii. ign. com/ articles/ 104/ 1048874p26. html). IGN. 2011-11-08. . Retrieved 2011-06-20.

114

External links
Official website (http://www.supermariogalaxy.com) Official website (http://www.nintendo.co.jp/wii/sb4j/) (Japanese) Super Mario Galaxy 2 (http://www.nintendo.com/games/detail/nR48Ll934oyuhjANoCz-4-ANa2ZLbYPK) at Nintendo.com

Super Mario 3D Land


Super Mario 3D Land
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Nintendo EAD Tokyo Nintendo Koichi Hayashida Yoshiaki Koizumi Asuka Hayazaki Mahito Yokota Shigetoshi Gohara Takeshi Hama Yuya Takezawa Mario Nintendo 3DS
JP

Series Platform(s) Releasedate(s)

November 3, 2011 [1] November 13, 2011 [2] EU November 18, 2011 [3] AU November 24, 2011
NA

KO

April 28, 2012

[4]

Genre(s) Mode(s)

Platforming Single-player

Super Mario 3D Land

115
Rating(s)

ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario 3D Land ( 3D Sp Mario Sur D Rando)[5] is a platform game in the Mario series developed by Nintendo EAD Tokyo for the Nintendo 3DS. The game was released in Japan on November 3, 2011, in North America on November 13, 2011, in Europe on November 18, 2011, and in Australia on November 24, 2011.[6] It was announced at Nintendo's Keynote Conference during the 2011 Game Developers Conference held in San Francisco. The game is unique from other Mario games as it combines elements from both classic 2D side-scrolling Mario games and modern free-roaming 3D Mario games. The game was released to commercial and critical acclaim, and has sold over 6 million copies worldwide as of June 2012, making it the current best-selling game for the 3DS and the fastest-selling Mario handheld game in history.

Gameplay
Super Mario 3D Land is a platform game that has been described by game designer Shigeru Miyamoto as a "3D Mario that plays as a 2D Mario game." As such, Super Mario 3D Land combines the elements of traditional side-scrolling Mario titles, such as linear-based levels, with those of the modern open world Mario titles, such as moving Mario in three dimensions and performing a variety of actions.[7] Similar to the classic side-scrolling Mario games, the objective of each level is to reach and grab the "Goal Pole" located at the end of the course before the time limit expires. Super Mario 3D Land utilizes a similar health system to those games, in which Mario shrinks upon taking damage from enemies or hazards, and damage while as "Small Mario" results in losing a life. The game offers a number of traditional Mario items, such as the Super Mushroom, Fire Flower, and Starman, along with new power-ups that bestow special suits onto Mario that grant him new abilities. Returning from Super Mario Bros. 3 is the Super Leaf power-up, which gives Mario the Tanooki Suit, allowing him to float in the air and attack with his tail, with a later variant also allowing him to transform into a statue upon performing a ground pound.[8] Other items include: the Boomerang Flower, which allows Mario to throw boomerangs that can collect out of reach items as well as attack enemies, which was also used in Super Mario Advance 4: Super Mario Bros. 3 (e-reader expansion) the Propeller Box, which allows Mario to reach high places, similar to New Super Mario Bros. Wii's Propeller Mushroom and Propeller Block; and the rare Prize Box, which gives Mario extra Coins while walking around in it.[9][10][11][12] Each course contains three hidden Star Medals that are required to unlock certain levels.[13] The map screen also contains Toad Houses where players can visit Toad to gain additional items from him, and Mystery Boxes where more Star Medals can be earned. After clearing the game once, a set of "Special" levels are unlocked, some of which contain additional challenges, such as a 30-second time limit (which can be refilled by collecting clocks) or Cosmic Mario clones (the latter similar to Super Mario Galaxy). Clearing a certain level in these worlds unlocks Luigi as a playable character, who has slightly different handling to Mario.[8] Similar to the "Super Guide" feature in recent Mario titles, certain items can be made available if the player struggles on a certain level. The Invincibility Leaf, which appears after the player dies five times in a level, gives Mario invincibility and Tanooki Suit abilities; while the P-Wing, which appears after the player dies ten times in a level, sends the player right to the end of the level, near the Goal Pole.[14] Super Mario 3D Land utilizes the 3DS' autostereoscopic technology, allowing players to perceive depth when viewing the game screen. While the game is designed to not require the 3D effect, some obstacles or points of interest are deliberately more noticeable or easier when the 3D is switched on.[7] Super Mario 3D Land also utilizes optional use of the 3DS gyroscope, which can be used to control cannons and binoculars.[7] The game also features

Super Mario 3D Land StreetPass functionality, allowing players to exchange Mystery Boxes containing bonus items. StreetPass also gives players another Toad house so they can get items.[15]

116

Plot
An ordinary-looking tree that stands on Princess Peach's castle grounds is stripped of all its leaves during a thunderstorm. The leaves, which turn out to be Super Leaves, are blown across the Mushroom Kingdom, bestowing Tanooki Tails on all living things they touch.[16] When Mario and the Toads go to inspect the tree the next day, they discover a letter from Bowser, learning that he has kidnapped Princess Peach. Mario sets off in pursuit to locate and rescue the princess. After rescuing her, the Toads and Mario return to the Mushroom Kingdom with Tanooki suits while Mario carries the princess. Mario's actions lead to the restoration of the Tanooki Tree. However, a photo falls to the ground revealing Luigi behind bars with a Koopa Troopa and a newly-rendered Boo, beginning Mario's quest into the eight Special Worlds. After rescuing Luigi (who is rescued after Mario beats Special 1 Castle,) the two brothers continue on their quest to completing the Special worlds. After they have completed the Special 8-Castle level, a new letter falls to the ground far away in an open plain. The three Toads (in their Tanooki suits) that helped Mario earlier on investigate the letter and discover that Bowser has kidnapped Peach once again, thus starting Mario's quest over again. When Mario rescues Peach again, another photo is found with Peach in a Tanooki suit herself.

Development
In November 2010, Shigeru Miyamoto announced that both 2D and 3D Mario games were in the works for the Nintendo 3DS.[17] He also described this particular game as "completely original" and a cross between Super Mario Galaxy and Super Mario 64,[6] and revealed that the game will utilize the 3DS gyroscope.[18] The game is being developed by Nintendo EAD Tokyo, which had developed Super Mario Galaxy and its sequel.[19] Satoru Iwata pointed out that the game's tentative logo sports a tail, and stated that its purpose would be revealed at the Electronic Entertainment Expo 2011.[20] Miyamoto later stated that "it's what you think it is."[21] While no exact release date was announced, Miyamoto stated that he hoped to release the game during 2011.[22] The game was showcased at Nintendo's press conference at E3 2011, where a 2011 release date was confirmed, along with the appearance of the Tanooki Suit, a power-up originally from Super Mario Bros. 3.[23] The power-up allows Mario to float down gently, but unlike in Super Mario Bros. 3, he can no longer fly.[24]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 90.19% 90/100 [25]

[26]

Review scores
Publication 1UP.com Famitsu Game Informer Score B+ [27] [28] [29]

38/40 9.5/10

Super Mario 3D Land


[30] 8.0/10 9/10 [31]

117
GamePro GameSpot GamesRadar GameTrailers IGN Official Nintendo Magazine X-Play Wired 9/10 [37]

[32] [33] [34]

9.2/10 9.5/10 94%

[35] [36]

Super Mario 3D Land has received critical acclaim, with an average rating of 90 out of 100 on Metacritic based on 80 reviews. The game sold over 343,000 copies in its first week in Japan, helping to move over 145,000 Nintendo 3DS units.[38] Famitsu awarded Super Mario 3D Land a score of 38/40, praising level design, accessibility for beginners and the use of 3D.[28] IGN gave the game a score of 9.5 and an Editor's Choice award, calling it "brilliant and addictive" and stating that "3D gaming has never been fully realized before this".[34] GamesRadar gave the game a score of 9/10, praising its wealth of content, although criticising the inclusion of a run button and some easy difficulty.[32] Game Informer gave 3D Land a 9.5/10, saying "it lives up to the level of quality set by previous entries and is easily the best reason to own a 3DS". They also complimented the use of both a run button and the 3D effects while criticising the "lack of variety in boss battles".[29] ScrewAttack gave the game a 9/10 for the special worlds as offered for a second quest, but was originally going to give it a 7/10 for its easy gameplay. The game won the "Best Handheld Game" award in the 2011 Spike Video Game Awards.[39] Super Mario 3D Land was awarded the "Best Platform Game Award",[40] and Nintendo 3DS Game of the Year 2011 by Game Trailers.[41] Super Mario 3D Land was voted 2011's 3DS Game of the Year by Nintendo Life. Super Mario 3D Land sold over one million units in the U.S. as of January 3, 2012.[42] In Japan, the game has sold over 1.3 million units as of January 25, 2012.[43] As of January 26, 2012, the game has sold more than 5 million units globally, becoming the first 3DS game to reach the milestone and is the best selling game for the 3DS.[44]

References
[1] "TGS: Super Mario 3D Land, Mario Kart 7 Release Dates" (http:/ / ds. ign. com/ articles/ 119/ 1193986p1. html). IGN. September12, 2011. . Retrieved September 13, 2011. [2] "Super Mario 3D Land release date confirmed" (http:/ / www. officialnintendomagazine. co. uk/ 30407/ super-mario-3d-land-release-date-confirmed/ ). Official Nintendo Magazine. . Retrieved September 13, 2011. [3] "Super Mario 3D Land" (http:/ / www. nintendo. com. au/ index. php?action=catalogue& prodcat_id=119& prod_id=21080& pageID=4). Nintendo. . Retrieved October 10, 2011. [4] "'Super Mario 3D Land', Launched with Nintendo 3DS stimultaneously in April 28" (http:/ / ruliweb. daum. net/ news/ 528/ view/ RN20120322095325000-41317. daum). Ruliweb. March 22, 2012. . Retrieved 2012-06-07. [5] "Nintendo 3DS price drops to $169.99, as great value and new 3D games come together" (http:/ / www. nintendo. com/ whatsnew/ detail/ fttgI7OsQIB1tZqRMa5CtT45KLrmNkAY). Nintendo. July28, 2011. . Retrieved August26, 2011. [6] Nathan Brown (April 21, 2011). "Miyamoto Reveals More On Mario 3DS" (http:/ / www. next-gen. biz/ news/ miyamoto-reveals-more-mario-3ds). Edge Magazine. . Retrieved 2011-04-21. [7] George, Richard (September 13, 2011). "TGS: Super Mario 3D Land - Regaining What Was Lost" (http:/ / m. ign. com/ articles/ 1194014). IGN. . [8] Gilbert, Henry (October 27, 2011). "Super Mario 3D Land has playable Luigi and Tanooki statues in Japanese videos" (http:/ / www. gamesradar. com/ super-mario-3d-land-playable-luigi-tanooki-statue-japanese-trailer/ ). GamesRadar. . Retrieved November 16, 2011.

Super Mario 3D Land


[9] "Mario 3DS: Out with the new and in with the old..." (http:/ / www. computerandvideogames. com/ 310729/ previews/ mario-3ds-out-with-the-new-and-in-with-the-old). ComputerAndVideoGames. . [10] Gilbert, Henry. "Super Mario 3D Land has Boomerang Suit (and 75 new screens)" (http:/ / www. gamesradar. com/ super-mario-3d-land-has-boomerang-suit-and-75-new-screens/ ). GamesRadar. . [11] Totilo, Stephen. "Super Mario Honors Zelda in His Next Game by Tossing a Boomerang" (http:/ / kotaku. com/ 5851846/ super-mario-honors-zelda-in-his-next-game-by-tossing-a-boomerang/ ). Kotaku. . [12] " 3DS| Nintendo" (http:/ / www. nintendo. co. jp/ 3ds/ interview/ arej/ vol1/ index. html). . [13] Josh (2011-11-13). "Super Mario 3D Land Star Coins Locations Guide" (http:/ / www. videogamesblogger. com/ 2011/ 11/ 13/ super-mario-3d-land-star-coins-locations-guide-3ds. htm). VideoGamesBlogger. . Retrieved 2011-11-13. [14] "Super Mario 3D Land - new screens, art, footage, Golden Leaf/P-Wing and the reason behind all the tails! | GoNintendo - What are YOU waiting for?" (http:/ / gonintendo. com/ ?mode=viewstory& id=163048& sid=3dabfb35855e24be3ca12b42802552a1). GoNintendo. 2011-10-06. . Retrieved 2011-12-16. [15] "Super Mario 3D Land Video Game, Boomerang Mario Trailer HD | Video Clip | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ boomerang-mario-super-mario/ 722791). GameTrailers.com. 2011-10-20. . Retrieved 2011-12-16. [16] Hansen, Steven. "Boomerang action in Super Mario 3D Land" (http:/ / www. destructoid. com/ boomerang-action-in-super-mario-3d-land-214124. phtml). Destructoid. . [17] "Super Mario 3DS games on the way in 2D and 3D, says Shigeru Miyamoto" (http:/ / www. videogamesblogger. com/ 2010/ 11/ 05/ super-mario-3ds-games-on-the-way-in-2d-and-3d-says-shigeru-miyamoto. htm). Video Games Blogger. November 5, 2010. . [18] Hoggins, Tom (May 5, 2011). "Shigeru Miyamoto interview" (http:/ / www. telegraph. co. uk/ technology/ video-games/ 8493624/ Shigeru-Miyamoto-interview. html). The Daily Telegraph. . Retrieved May 6, 2011. [19] Reilly, Jim (March 2, 2011). "GDC: Super Mario 3DS Revealed" (http:/ / ds. ign. com/ articles/ 115/ 1153006p1. html). IGN. . [20] Gilbert, Henry (March 2, 2011). "Nintendo reveals new Super Mario for 3DS" (http:/ / www. gamesradar. com/ 3ds/ super-mario-3d/ news/ nintendo-reveals-new-super-mario-for-3ds/ a-20110302102629413085/ g-20110302102510972026). GamesRadar. . [21] Pereira, Chris. "Super Mario 3DS Combines Galaxy and Mario 64, Will be at E3" (http:/ / www. 1up. com/ news/ super-mario-3ds-combines-galaxy-mario-64-e3). 1up. . [22] Plunkett, Luke (April 21, 2011). "Super Mario 3DS Might Be Out This Year?" (http:/ / kotaku. com/ #!5794242/ super-mario-3ds-might-be-out-this-year). Kotaku. . [23] Moriarty, Colin (June 7, 2011). "E3 2011: You'll Play Super Mario 3DS This Year" (http:/ / ds. ign. com/ articles/ 117/ 1173514p1. html). IGN. . [24] "Super Mario 3D - Preview" (http:/ / www. eurogamer. net/ articles/ 2011-06-19-super-mario-3d-preview). EuroGamer. June 20, 2011. . [25] "Super Mario 3D Land for 3DS" (http:/ / www. gamerankings. com/ 3ds/ 620831-super-mario-3d-land/ index. html). GameRankings. 2011-11-13. . Retrieved 2011-12-16. [26] "Super Mario 3D Land for 3DS Reviews, Ratings, Credits, and More at Metacritic" (http:/ / www. metacritic. com/ game/ 3ds/ super-mario-3d-land). Metacritic.com. . Retrieved 2011-12-16. [27] Parish, Jeremy (November 9, 2011). "Super Mario 3D Land Review for Nintendo 3DS from 1UP.com" (http:/ / www. 1up. com/ reviews/ super-mario-3d-land-3ds). 1UP. . [28] "Famitsu - review score details, Miyamoto talks Super Mario 3D Land" (http:/ / gonintendo. com/ ?mode=viewstory& id=164781). Famitsu (via GoNintendo). October 26, 2011. . [29] Vore, Bryan (November 9, 2011). "Super Mario 3D Land Review - Super Mario 3D Land - 3DS - www.GameInformer.com" (http:/ / www. gameinformer. com/ games/ super_mario_3d_land/ b/ 3ds/ archive/ 2011/ 11/ 09/ super-mario-3d-land-review-mario-returns-to-rescue-the-princess-and-the-3ds. aspx). GameInformer. . [30] "Nintendo Super Mario 3D Land Game Review | PCWorld" (http:/ / www. pcworld. com/ article/ 243725/ review_super_mario_3d_land_has_a_gimmick_that_works. html#gpr). PC World. November 9, 2011. . Retrieved 2012-01-11. [31] McGee, Maxwell (2011-11-18). "Super Mario 3D Land Review - GameSpot.com" (http:/ / uk. gamespot. com/ super-mario-3d-land/ reviews/ super-mario-3d-land-review-6344529?tag=summary;read-review). Uk.gamespot.com. . Retrieved 2011-12-16. [32] "Super Mario 3D Land review" (http:/ / www. gamesradar. com/ super-mario-3d-land-review/ ). GamesRadar. 2011-11-09. . Retrieved 2011-12-16. [33] "Super Mario 3D Land Video Game, Review | Video Clip | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ review-super-mario/ 723912). GameTrailers.com. 2011-11-13. . Retrieved 2011-12-16. [34] Drake, Audrey (November 9, 2011). "Super Mario 3D Land Review - Nintendo 3DS Review at IGN" (http:/ / uk. ds. ign. com/ articles/ 121/ 1211974p1. html). IGN. . [35] Scullion, Chris (November 17, 2011). "Super Mario 3D Land review - Official Nintendo Magazine" (http:/ / www. officialnintendomagazine. co. uk/ 32581/ super-mario-3d-land-review/ ). Official Nintendo Magazine (UK). . [36] Frushtick, Russ (2011-11-09). "Super Mario 3D Land Review for 3DS" (http:/ / www. g4tv. com/ games/ 3ds/ 65734/ super-mario-3d-land/ review/ ). G4tv. . Retrieved 2011-12-16. [37] Kohler, Chris (2011-11-09). "Review: Super Mario 3D Land Borrows From The Best | Game|Life" (http:/ / www. wired. com/ gamelife/ 2011/ 11/ super-mario-3d-land-review/ ). Wired.com. . Retrieved 2011-12-16.

118

Super Mario 3D Land


[38] "Super Mario 3D Land Sells 343,492, Propels 3DS Sales - News - Anime News Network:UK" (http:/ / www. animenewsnetwork. co. uk/ news/ 2011-11-09/ super-mario-3d-land-sells-343492-propels-3ds-sales). Anime News Network. 2011-12-12. . Retrieved 2011-12-16. [39] "Spike VGA 2011 Winners" (http:/ / www. spike. com/ events/ video-game-awards-2011-nominees/ voting/ best-handheld-mobile-game). Spike. 10 December 2011. . [40] "Best Platform Game" (http:/ / www. gametrailers. com/ video/ best-platform-game-of-the/ 725006). . Retrieved December 31, 2011. [41] "GameTrailers Game Of The Year Awards 2011 Video Game, Best 3DS Game | Video Clip | Game Trailers & Videos | GameTrailers.com" (http:/ / www. gametrailers. com/ video/ best-3ds-game-of-the/ 725209l). . [42] Andrew Goldfarb. "Nintendo 3DS Breaks 4 Million in U.S. - DS News at IGN" (http:/ / ds. ign. com/ articles/ 121/ 1215610p1. html). ds.ign.com. . Retrieved 2012-01-11. [43] http:/ / www. computerandvideogames. com/ 333417/ japan-3ds-continues-to-dominate-sales/ [44] http:/ / www. computerandvideogames. com/ 333683/ super-mario-3d-land-tops-5-million-sales/

119

External links
Official site (http://supermario3dland.nintendo.com) Official 3DS Browser site (http://supermario3dland.nintendo.com/3ds/)

New Super Mario Bros. 2

120

New Super Mario Bros. 2


New Super Mario Bros. 2
North American boxart
Developer(s) Publisher(s) Series Platform(s) Nintendo EAD Nintendo Super Mario Nintendo 3DS
JP

Releasedate(s)

August 2012 August 17, 2012 August 18, 2012 August 19, 2012

EU

AUS NA

Genre(s) Mode(s) Rating(s)

Platforming Single-player, Multiplayer ESRB: E

New Super Mario Bros. 2 (New 2 Ny Sp Mario Burazzu Ts) is an upcoming side-scrolling platformer video game in the Super Mario series in development by Nintendo for the Nintendo 3DS handheld console.[1] The game is a direct sequel to New Super Mario Bros., released in 2006 for the Nintendo DS and the third New Super Mario Bros side-scroller. The game will be released in North America on August 19, 2012. and Europe on August 17 2012. [2] The game is based more on coins than the other installments, and the game's ultimate goal is to collect one million coins. [3]

Gameplay
The game looks to continue the gameplay from New Super Mario Bros., featuring side-scrolling platform action as Mario or Luigi once again. The game will see the return of the Super Leaf from Super Mario Bros. 3, giving Mario raccoon ears and a tail and allowing him to attack enemies or fly up into the air.[4] The game has a strong emphasis on collecting gold coins, with various items dedicated to producing large amounts of coins. These include Gold Flowers that turn blocks into coins, rings that temporarily turn enemies gold and a block mask that produces coins as Mario runs.[5] The game also features a Coin Rush mode, in which players can play through a set of three levels collecting as many coins as possible with only one life and challenge other players over Streetpass. Similar to New Super Mario Bros. Wii, two players can play the game simultaneously as Mario and Luigi. [6]

Development
In November 2010, Shigeru Miyamoto stated that both 2D and 3D Mario games were in development for the Nintendo 3DS.[7] Following the release of Super Mario 3D Land, the (untitled) 2D Super Mario game was announced during a meeting of investors by the president of Nintendo, Satoru Iwata, in late January 2012.[8] He described it as a "totally new side-scrolling action Super Mario in 2D as a key title for the Nintendo 3DS". Nintendo planned to release the game "in the next fiscal year", which starts in April 2012 and ends in March 2013.[9][10] It was subsequently announced to be released on August 17, 2012 in Europe,[11] and August 19, 2012 in North America.[12] The game was announced as New Super Mario Bros. 2, a direct sequel to 2006's New Super Mario Bros., during a Nintendo Direct conference on April 21, 2012, with a tentative release date in Japan, North America, Europe, and

New Super Mario Bros. 2 Australia in August 2012.[2] Nintendo stated New Super Mario Bros. 2 was created "specifically as a pick-up-and-play experience," with players of all skill levels accommodated.[13] It will be the first retail 3DS title to also be released as a digital download on the Nintendo eShop on the day of its release.[14]

121

References
[1] Newton, James (21 April 2012). "Nintendo Reveals New Super Mario Bros. 2 for 3DS" (http:/ / www. nintendolife. com/ news/ 2012/ 04/ nintendo_reveals_new_super_mario_bros_2_for_3ds). NintendoLife. . [2] "New 2" (http:/ / www. 4gamer. net/ games/ 113/ G011334/ 20120421003/ ) (in Japanese). 4gamer. 21 April 2012. . [3] "Nintendo 3DS -New Super Mario Bros. 2 Iwata Asks" (http:/ / www. youtube. com/ watch?v=oXppbQwmb0o). YouTube. 08 June 2012. . [4] Totilo, Stephen. "New Super Mario Bros. 2 Hits 3DSes This August" (http:/ / kotaku. com/ 5903941/ new-super-mario-bros-2-hits-japan-3dses-this-august/ ). Kotaku. . [5] http:/ / kotaku. com/ 5915896/ gold+ crazy-new-super-mario-bros-2-hits-3ds-august-19 [6] http:/ / www. eurogamer. net/ articles/ 2012-06-07-new-super-mario-bros-2-co-op-mode-shown [7] "Super Mario 3DS games on the way in 2D and 3D, says Shigeru Miyamoto" (http:/ / www. videogamesblogger. com/ 2010/ 11/ 05/ super-mario-3ds-games-on-the-way-in-2d-and-3d-says-shigeru-miyamoto. htm). Video Games Blogger. November 5, 2010. . [8] George, Richard. "New 2D Mario Coming to 3DS" (http:/ / uk. ds. ign. com/ articles/ 121/ 1217365p1. html). IGN. . [9] "Nintendo Announces 2D Super Mario Title for 3DS - 3DS News @ Nintendo Life" (http:/ / 3ds. nintendolife. com/ news/ 2012/ 01/ nintendo_announces_2d_super_mario_title_for_3ds). 3ds.nintendolife.com. 2012-01-27. . Retrieved 2012-02-04. [10] "Corporate Management Policy Briefing/Third Quarter Financial Results Briefing for Fiscal Year Ending March 2012" (http:/ / www. nintendo. co. jp/ ir/ en/ library/ events/ 120127/ 03. html). Nintendo.co.jp. 2012-01-27. . Retrieved 2012-02-04. [11] https:/ / twitter. com/ NintendoEurope/ status/ 210049739394256896 [12] http:/ / www. eurogamer. net/ articles/ 2012-06-05-new-super-mario-bros-2-us-release-date [13] http:/ / www. gamespot. com/ news/ new-super-mario-bros-2-hitting-3ds-this-august-6372611 [14] http:/ / kotaku. com/ 5905603/ new-super-mario-bros-2-will-be-nintendos-first-proper-downloadable-game

New Super Mario Bros. U

122

New Super Mario Bros. U


New Super Mario Bros. U
Game logo
Developer(s) Publisher(s) Series Platform(s) Nintendo EAD Nintendo Super Mario Wii U

Releasedate(s) 2012 Genre(s) Mode(s) Platform Single-player, multiplayer

New Super Mario Bros. U (New U Ny Sp Mario Burazzu Y) is a 2012 side-scrolling platform video game in development for the upcoming Wii U video game console. The game is a follow-up to New Super Mario Bros. Wii and will launch alongside the Wii U console.

Gameplay
New Super Mario Bros. U iterates on the gameplay featured in New Super Mario Bros. Wii. The objective of each level is to reach the goal flag at the end while avoiding enemies and hazards. The game features five playable characters: Mario, Luigi, two colored Toads, and Mii characters saved on the console. New Super Mario Bros. U is played either by using the Wii Remote or the Wii U GamePad, which allows the player to view the action occurring on the television screen on the controller's touch screen. In multiplayer, up to four players play simultaneously using Wii Remotes, but an additional (fifth) player can use the Wii U GamePad. The additional player does not control a character, but instead has the ability to assist the other players by manipulating the level: the player can create new item boxes and stun enemies by tapping various areas on the touch screen.[1] New Super Mario Bros. U introduces new power-ups, such as a Flying Squirrel suit that allows players to glide across long distances or slowly descend down vertical paths. Baby Yoshis, which emerge from item boxes, can be carried by the individual players. The Yoshis appear in different colors, which signify the ability they bestow on the player, such as inflating in midair, blowing bubbles to attack enemies, and illuminating dark areas. The game will also utilize the Miiverse functionality of the Wii U console.

Development
The game, initially entitled New Super Mario Bros. Mii, was first revealed at E3 2011 as one of several tech demos demonstrating the capabilities of Wii U. The demo's visual style duplicated New Super Mario Bros. Wii, but featured high-definition graphics, and Mii characters were notably featured as playable characters alongside Mario and Luigi. Shigeru Miyamoto later announced that the Mario demo was going to be released as a full game for the system, and would demonstrate its revised form at E3 2012. The new game, entitled New Super Mario Bros. U, was revealed at the event and was announced to be released alongside the Wii U console.

New Super Mario Bros. U

123

References
[1] Narcisse, Evan (5 June 2012). "Hallelujah! New Super Mario Bros. U Coming to Wii U" (http:/ / kotaku. com/ 5915882/ new-super-mario-bros-u-coming-to-wii-u). Kotaku. .

124

Dr. Mario series


Dr. Mario
Dr. Mario
Developer(s) Publisher(s) Producer(s) Designer(s) Composer(s) Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Puzzle Single-player, multiplayer

Nintendo R&D1 Nintendo Takahiro Harada Gunpei Yokoi


[10]

[11] [12]

Hirokazu Tanaka

NES, Nintendo Vs. System, PlayChoice-10, Game Boy, Satellaview, Nintendo Power, Game Boy Advance, 3DS Virtual Console

CERO: A [14] ESRB: E

[13]

Dr. Mario ( Dokut Mario) is a 1990 Mario action puzzle video game designed by Gunpei Yokoi and produced by Takahiro Harada. Nintendo developed and published the game for the Nintendo Entertainment System and Game Boy consoles. The game's soundtrack was composed by Hirokazu Tanaka. The game focuses on the player character Mario, who assumes the role of a doctor and is tasked with eradicating deadly viruses. In this falling block puzzle game, the player is tasked with destroying the viruses populating the on-screen playing field with the use of colored capsules that are dropped into the field. The player manipulates the capsules as they fall so that they are aligned with viruses of matching colors, which removes them from play. The player progresses through the game by eliminating all the viruses on the screen in each level. Dr. Mario received positive reception, appearing on several "Best Nintendo Games of All Time" lists. The game was either ported, remade, or has had a sequel on every Nintendo home console since the NES as well as most portable consoles, including a re-release in 2004 on the Game Boy Advance as part of the Classic NES Series. Modified versions of Dr. Mario were included as minigames in WarioWare, Inc.: Mega Microgames! and Brain Age 2: More Training in Minutes a Day!.

Gameplay
In Dr. Mario, a falling block tile-matching video game,[15] the fictional character Mario assumes the role of a doctor, dropping two-colored medical capsules into a medicine bottle representing the playing field. This area is populated by viruses of three colors: red, yellow, and blue. In a manner considered similar to Tetris,[16] the player manipulates each capsule as it falls, moving it left or right and rotating it such that it is positioned alongside the viruses and any existing capsules. When four or more capsule halves or viruses of matching color are aligned in vertical or horizontal configurations, they are removed from play. The main objective is to complete levels, which is accomplished by eliminating all viruses from the playing field. A game over occurs if capsules fill up the playing field in a way that

Dr. Mario obstructs the bottle's narrow neck.[17] Players can select the degree of starting difficulty any time a new game is started. The initial level chosen is a value between zero and twenty that determines the number of viruses to clear, and the three game speed options change how fast the capsules fall in the bottle. The player's score is based solely on the elimination of viruses, not on the time taken to complete the level or the number of capsules used. If players complete the highest difficulty level, they can continue playing to accumulate a higher score, but the number of viruses to clear remains the same. Additional points are awarded when multiple viruses are eliminated at once, but no additional points are awarded for initiating chain reactions, in which the elimination of one set of objects triggers the elimination of another set. The game speed is also a factor in how the game calculates scoring; higher speed levels yield more points.[17]

125

Multiplayer
Dr. Mario offers a multiplayer gaming mode in which two players compete against each other in separate playing fields. In this mode, the player's goal is to clear their own playing field of viruses before the other player does. Eliminating multiple viruses or initiating chain reactions can cause additional capsules to fall onto the opponent's playing field. A player wins a single game upon eliminating all the viruses or if the other playing field fills up. The first player to win three games wins overall.[17]

Development and releases


Dr. Mario was designed by Gunpei Yokoi, creator of the Game Boy and Game & Watch handheld systems,[11] and produced by Takahiro Harada, who also acted as producer of the Metroid series.[10] The game's music, later re-used and arranged in games such as Super Smash Bros. Brawl, was composed by Hirokazu Tanaka, who later became president of Creature Inc., a subsidiary of Nintendo that owns one-third of the copyright regarding the Pokmon franchise.[12]

Re-releases
Dr. Mario spawned a number of remakes and ports that were released on various Nintendo consoles. The original version's multiplayer portion was ported to two Nintendo arcade systems in 1990: the Nintendo Vs. System (under the title Vs. Dr. Mario) and the PlayChoice-10.[2][3] The NES version was ported twice to the Game Boy Advance: first in 2004 as one of thirty games in the Classic NES Series (known as the Famicom Mini Series in Japan),[18] then bundled with a version of the Puzzle League series in 2005 under the title Dr. Mario & Puzzle League.[19] On May 20, 2003, Nintendo released the "Nintendo GameCube Preview Disc" for the Nintendo GameCube, which allows players to download the NES version of Dr. Mario to their Game Boy Advance consoles using the Nintendo GameCubeGame Boy Advance cable.[20]

A Vs. Dr. Mario arcade machine

An enhanced remake of Dr. Mario was paired with Tetris in the Super Nintendo Entertainment System compilation game Tetris & Dr. Mario, released on December 30, 1994.[21] This version of Dr. Mario was re-released in Japan on March 30, 1997, as a downloadable title for the Satellaview, an add-on for the Super Famicom, under the name Dr. Mario BS Version ( ).[7] It was re-released again in Japan as a downloadable game for the Super Famicom's and Game Boy's Nintendo Power cartridges.[8][22]

Dr. Mario On July 27, 2011, for the twenty-first anniversary of the initial release, the original Game Boy version was made available on the Nintendo 3DS's Virtual Console service for download in Japan.[6] It was later released in Europe on March 22, 2012.[6]

126

Reception
Reception Classic NES Series: Dr. Mario (GBA) Aggregate scores
Aggregator GameRankings Metacritic Score 69.25% [23] [24]

66 / 100

Review scores
Publication GameSpot IGN Nintendo Power Play Magazine Nintendojo Score 7.4 / 10 7.0 / 10 7.2 / 10 67% [25] [26] [27]

[28] [29]

7.7 / 10

While parents were critical of the premise due to its inclusion of medicine in a children's game,[30] Dr. Mario and its re-releases received generally favorable reviews. One notably negative review, by ACE, scored the Game Boy version 510/1000.[31] It criticizes the game's uninspiring graphics and repetitive play. The review also says the game "reeks of plagiarism", stating it is worse than the original games it is modelled after.[32] Dr. Mario is rated the 134th best game released on a Nintendo system in Nintendo Power's Top 200 Games list,[33] by ScrewAttack as the seventh best Mario game of all time,[34] and by IGN as the 51st best NES game of all time.[35] IGN also rates the game's soundtrack, composed by Hirokazu Tanaka, as seventh in its list of the top ten greatest 8-Bit soundtracks.[36] The Game Boy Advance re-release as part of the Classic NES series holds a rating of 66% on Metacritic based on 10 reviews.[24] Most reviews point out the game's addictiveness and praise the addition of wireless multiplayer, but some question the relevance of the game's re-release as a standalone title. Eurogamer said the game was "still as playable, addictive and maddening as it was back in 1990" but criticized Nintendo for re-releasing classic games as standalone titles in the Classic NES Series instead of as a compilation, like Atari's Atari Anthology or Midway's Midway Arcade Treasures.[37] Craig Harris, in his review for IGN, sarcastically expressed unease over the game's use of medicine. He enjoyed the addictive gameplay, but criticized the black-and-white manual which made it difficult to understand the color-based gameplay mechanics.[26] While 1UP.com notes that the game's "color-matching action is more engrossing than Mario Bros.' turtle-punching platform hopping", the reviewer strongly questions whether this re-release is worth its sale price by itself when a version of Dr. Mario was included in another Game Boy Advance game, WarioWare, Inc.: Mega Microgames!.[38]

Dr. Mario

127

Legacy
Following the commercial success of this game, Nintendo released several follow-up titles in the Dr. Mario series. Dr. Mario 64, released in 2001 for the Nintendo 64, features Wario and several Wario Land 3 characters, and offers numerous game modes, including a story-focused single player mode. The game also supports simultaneous multiplayer for up to four players at once. Dr. Mario 64 was subsequently released in Japan in the compilation game Nintendo Puzzle Collection on the Nintendo GameCube. Dr. Mario Online Rx, released in 2008 on WiiWare, offers online multiplayer via Nintendo Wi-Fi Connection. The most recent title, Dr. Mario Express, released in 2009 for the Nintendo DSi, does not support multiplayer gameplay. The character of Dr. Mario appears as a secret fighter in the 2001 fighting game Super Smash Bros. Melee, where he attacks by throwing capsules.[39] The game's sequel, Super Smash Bros. Brawl, features the original version of Dr. Mario's "Fever" background music theme and a version of the "Chill" theme arranged by Masaaki Iwasaki, who had previously composed for Magical Drop as part of the Data East Sound Team.[40][41] A version of the game called Dr. Wario, which replaces Mario's character with Wario, is included as an unlockable minigame in the Game Boy Advance game WarioWare, Inc.: Mega Microgames!.[42] A simplified version of Dr. Mario also appears in the Nintendo DS game Brain Age 2: More Training in Minutes a Day! as a minigame called "Virus Buster," which is played by using the system's touch screen to drag the capsules around the playing field.[43]

Notes
[1] "Dr. Mario" (http:/ / themushroomkingdom. net/ games/ drm-nes). TMK. . Retrieved 13 November 2011. [2] "Vs. Dr. Mario" (http:/ / www. arcade-museum. com/ game_detail. php?game_id=10354). Arcade-Museum.com. . Retrieved 21 November 2011. [3] "Dr. Mario" (http:/ / www. arcade-museum. com/ game_detail. php?game_id=7632). Arcade-Museum.com. . Retrieved 21 November 2011. [4] "Dr. Mario Game Boy" (http:/ / uk. gameboy. ign. com/ objects/ 017/ 017024. html?about_tab=6). IGN. . Retrieved 10 December 2011. [5] "Dr. Mario Game Boy" (http:/ / gameboy. ign. com/ objects/ 017/ 017024. html). IGN. . Retrieved 10 December 2011. [6] "Dr. Mario (3DS Virtual Console / Game Boy)" (http:/ / 3dsvc. nintendolife. com/ games/ gameboy/ dr_mario). NintendoLife. . Retrieved 6 November 2011. [7] "BS Dr. Mario" (http:/ / themushroomkingdom. net/ games/ drm-bsx). TMK. . Retrieved 13 November 2011. [8] "Dr. Mario" (http:/ / web. archive. org/ web/ 20061023041409/ http:/ / www. nintendo. co. jp/ n03/ sf/ npnew/ index. html#bdmj) (in Japanese). Nintendo. Archived from the original (http:/ / www. nintendo. co. jp/ n03/ sf/ npnew/ index. html#bdmj) on 23 October 2006. . Retrieved 17 December 2011. [9] "Dr. Mario (Classic NES Series)" (http:/ / gameboy. ign. com/ objects/ 676/ 676648. html). IGN. . Retrieved 6 November 2011. [10] "Producer Takahiro Harada on Wario Land: Shake It!" (http:/ / wii. gamespy. com/ wii/ wario-land-shake/ 932035p2. html). GameSpy. 20 November 2008. . [11] "You're Pretty Negative!" (http:/ / iwataasks. nintendo. com/ interviews/ #/ wii/ mario25th/ 0/ 4). Shigesato Itoi Asks in Place of Iwata: Super Mario Bros. 25th Anniversary. Nintendo of America, Inc.. 24 September 2010. . Retrieved 25 September 2010. [12] "Hirokazu Tanaka's Works" (http:/ / www. hirokazutanaka. com/ works/ ) (in Japanese). Sporadic Vacuum. . Retrieved 21 November 2011. [13] "Search results of " "" (http:/ / www. cero. gr. jp/ search/ search. cgi?name=& txtCP=) (in Japanese). CERO. . Retrieved 2012-03-16. [14] "ESRB ratings" (http:/ / www. esrb. org/ ratings/ search. jsp?titleOrPublisher=dr+ mario& rating=& ratingsCriteria=& platforms=& platformsCriteria=Game+ Boy,Nintendo& searchVersion=compact& content=& searchType=title& contentCriteria=& newSearch. x=0& newSearch. y=0). ESRB.org. . Retrieved 13 October 2011. [15] Juul, Jesper (1 December 2007). "Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games" (http:/ / www. jesperjuul. net/ text/ swapadjacent/ ). Artifact 1 (4): 205216. doi:10.1080/17493460601173366. . Retrieved 29 January 2012. [16] "Describing how the game works is best done by taking Tetris, adding Connect 4 and throwing in Dominoes." (Dillon, Tony (November 1990). "Dr Mario". ACE (38): p.91.) [17] Dr. Mario Instruction Booklet. Nintendo. 1990. NES-VU-USA. [18] Harris, Craig (16 April 2004). "Famicom Mini Series 2" (http:/ / gameboy. ign. com/ articles/ 507/ 507113p1. html). IGN. . Retrieved 10 October 2011. [19] Burner, Rice (5 December 2005). "Dr. Mario & Puzzle League" (http:/ / web. archive. org/ web/ 20091110142209/ http:/ / www. gamepro. com/ article/ reviews/ 50335/ dr-mario-puzzle-league/ ). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 50335/ dr-mario-puzzle-league/ ) on 10 November 2009. . [20] "Nintendo GameCube Preview Disc (Cube)" (http:/ / cube. gamespy. com/ gamecube/ nintendo-gamecube-preview-disc/ ). GameSpy. . Retrieved 14 December 2011.

Dr. Mario
[21] "Tetris & Dr. Mario" (http:/ / cheats. ign. com/ objects/ 012/ 012479. html). IGN. . Retrieved 13 November 2011. [22] "Dr. Mario" (http:/ / web. archive. org/ web/ 20060916183904/ http:/ / www. nintendo. co. jp/ n03/ gb/ nppuzzul/ index. html#vua) (in Japanese). Nintendo. Archived from the original (http:/ / www. nintendo. co. jp/ n03/ gb/ nppuzzul/ index. html#vua) on 16 September 2006. . Retrieved 17 December 2011. [23] "Classic NES Series: Dr. Mario" (http:/ / www. gamerankings. com/ gba/ 920380-classic-nes-series-dr-mario/ index. html). GameRankings. . Retrieved 2 December 2011. [24] "Classic NES Series: Dr. Mario" (http:/ / www. metacritic. com/ game/ game-boy-advance/ classic-nes-series-dr-mario). MetaCritic. . Retrieved 2 December 2011. [25] Bob Colayco (3 November 2004). "Classic NES Series: Dr. Mario Review" (http:/ / www. gamespot. com/ famicomminidrmario/ reviews/ 6112134/ classic-nes-series-dr-mario-review/ platform/ gba). . [26] Craig Harris (26 October 2004). "Dr. Mario (Classic NES Series)" (http:/ / gameboy. ign. com/ articles/ 560/ 560625p1. html). . [27] "Simple, but infinitely fun.". Nintendo Power (186): 148. December 2004. [28] Play Magazine: 100. December 2004. [29] Austin Starr. "Dr. Mario" (http:/ / www. nintendojo. com/ archives/ reviews/ GBA/ view_item. php?1099725879). . Retrieved 2 December 2011. [30] Slaven, Andy (August 2002). Video Game Bible: 19852002. Trafford Publishing. p.102. ISBN978-1-55369-731-2. "Parental groups were upset with Nintendo at their choice of content, since many parents disagreed with the use of medicine in the game." [31] ACE reviewers scored games out of 1000 instead of the usual percentage or mark out of ten. [32] Dillon, Tony (November 1990). "Dr Mario". ACE (38): p.91. [33] "NP Top 200". Nintendo Power 200: pp.5866. February 2006. [34] Posted: 24 Jul 2007 (24 July 2007). " ScrewAttack Top Ten Mario Games" (http:/ / www. gametrailers. com/ player/ 22754. html). Gametrailers.com. . Retrieved 17 December 2011. [35] "51. Dr. Mario" (http:/ / www. ign. com/ top-100-nes-games/ 51. html). Top 100 Best NES Games of All Time. IGN. . Retrieved 10 October 2011. [36] "Top Ten Tuesday: Best 8-Bit Soundtracks" (http:/ / games. ign. com/ articles/ 811/ 811667p1. html). IGN. 8 August 2007. p.1. . Retrieved 11 October 2011. [37] Kristan Reed (12 January 2005). "Classic NES Series: Dr. Mario Review" (http:/ / www. eurogamer. net/ articles/ r_nesclassics_drmario_gba). Eurogamer. . [38] "Dr. Mario Review for GBA from 1UP.com" (http:/ / www. 1up. com/ reviews/ mario-famicom-mini-15). 1UP.com. 2 June 2004. . [39] "Super Smash Bros. Melee Guide & Walkthrough GameCube IGN" (http:/ / guides. ign. com/ guides/ 16387/ page_4. html). IGN. p.4. . Retrieved 10 October 2011. [40] "Full Song List with Secret Songs" (http:/ / www. smashbros. com/ en_us/ music/ music24_list. html). Smash Bros Series website. Nintendo. 3 April 2008. . [41] "Masaaki Iwasaki" (http:/ / ocremix. org/ artist/ 398/ masaaki-iwasaki). OC Remix. . Retrieved 10 December 2011. [42] Jeff Gerstmann (27 May 2003). "WarioWare, Inc.: Mega Microgame$! Review" (http:/ / www. gamespot. com/ warioware/ reviews/ 6029025/ warioware-inc-mega-microgame-review/ platform/ gba). GameSpot. . [43] Jonathan Metts (3 June 2008). "Brain Age 2 Impressions" (http:/ / www. nintendoworldreport. com/ review/ 16082). Nintendo World Report. .

128

References External links


Dr. Mario (http://www.mobygames.com/game/dr-mario) at MobyGames Dr. Mario (http://www.nindb.net/game/dr-mario.html) at NinDB (http://www.nindb.net) U.S. Patent 5265888 (http://www.google.com/patents?vid=5265888), which covers the game

Dr. Mario 64

129

Dr. Mario 64
Dr. Mario 64
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Nintendo Nintendo Hitoshi Yamagami Yoshiyuki Kato Genyo Takeda Junichi Yakahi Hitoshi Yamagami Kazushi Maeda Yohei Fujigawa Seiichi Tokunaga Nintendo 64, iQue Player

Composer(s) Platform(s)

Releasedate(s) Nintendo 64

NA

April 8, 2001

[1]

iQue Player

CHN

November, 2003

Genre(s) Mode(s) Rating(s)

Puzzle Single-player, multiplayer

ESRB: E

Dr. Mario 64 is a Mario action puzzle video game developed and published by Nintendo for the Nintendo 64. The game was released in North America on April 8, 2001. The game is an enhanced remake of Dr. Mario, which was originally released for the Nintendo Entertainment System and Game Boy consoles in 1990. The game's soundtrack was composed by Seiichi Tokunaga. It was re-released along with Panel de Pon and Yoshi's Cookie in a GameCube video game called Nintendo Puzzle Collection in 2003, which was only released in Japan.[2]

Gameplay
Dr. Mario 64 plays the same as its predecessors for the most part. Dr. Mario throws Megavitamins into a jar full of Viruses, and after lining up a combination of Viruses and Megavitamins (four at minimum), they disappear. There are three types of Viruses - the Red Virus (Fever), the Blue Virus (Chill) and the Yellow Virus (Weird), with a Megavitamin color designed to kill them. It includes the main songs from the original Dr. Mario, Fever and Chill, but it also includes two new songs called Cube and Que Que. There are several single-player modes present in the game: Classic - This mode features a similar set-up and design to the original Dr. Mario game. Story - In this mode the player may take control of either Dr. Mario or Wario to track down the stolen Megavitamins, battling computer players on the way. Vs. Computer - In this mode the player may battle against the computer as any character the player has played as or fought against. Flash - In this mode the player must eliminate three particular flashing viruses faster than the computer can.

Dr. Mario 64 Marathon - This mode consists of a never-ending rising field of viruses which does not end until the player quits or loses. Score Attack - In this mode the player is given three minutes to clear all of the viruses as well as get a high score. Some modes are available for two players to play simultaneously: 2-Player Versus - Two players can battle against one another. Flash - Two players race to eliminate three particular flashing viruses before the other player can. Score Attack - Two players try to get the most points in a three-minute time period. A "Multiplayer" mode exists as well which allows four people to play at once.

130

Plot
The flu season has come about, and it's Dr. Mario's duty to use his Megavitamins to heal the people of the land. However, Wario, wanting to sell the pills to get rich, attempts to steal the Megavitamins, but to no avail. Afterwards, Mad Scienstein and Rudy the Clown (from Wario Land 3) steal the Megavitamins, and both Dr. Mario and Wario give chase. Throughout their adventure, both of them meet up with many creatures from Wario Land 3. Most of the time the fights that emerge are really misunderstandings; for example, the player may accidentally bump into a creature, who gets angry and retaliates. Dr. Mario and Wario follow Mad Scienstein to Rudy's castle, where they fight Rudy to take back the vitamins. If the game is completed on Normal or Hard mode without using a continue, one last battle occurs after defeating Rudy; the opponent is Metal Mario for Wario and Vampire Wario for Dr. Mario.

Reception
Reception Aggregate scores
Aggregator Score GameRankings 70.03%[3] Metacritic 71 / 100 [4]

Review scores
Publication GameSpot Score 7.0 / 10 [5]

Dr. Mario 64 in all of its various permutations was voted #76 in the Top 100 Games of All Time poll published by Game Informer Magazine in August 2001.

Dr. Mario 64

131

References
[1] [2] [3] [4] [5] Technical Information (http:/ / www. gamespot. com/ n64/ puzzle/ drmario64/ tech_info. html?tag=tabs;summary), GameSpot. Nintendo Puzzle Collection - GameCube Preview (http:/ / cube. ign. com/ articles/ 387/ 387274p1. html), IGN. "Dr. Mario 64" (http:/ / www. gamerankings. com/ n64/ 459840-dr-mario-64/ index. html). GameRankings. . Retrieved 4 April 2012. "Dr. Mario 64" (http:/ / www. metacritic. com/ game/ nintendo-64/ dr-mario-64). MetaCritic. . Retrieved 4 April 2012. Villoria, Gerald (12 April 2001). "Dr. Mario 64 Review" (http:/ / www. gamespot. com/ dr-mario-64/ reviews/ dr-mario-64-review-2707568/ ). GameSpot. .

External links
Dr. Mario 64 (http://www.mobygames.com/game/dr-mario-64) at MobyGames Dr. Mario 64 (http://www.gamefaqs.com/459840) at GameFAQs

Dr. Mario Online Rx

132

Dr. Mario Online Rx


Dr. Mario Online Rx
Boxart
Developer(s) Publisher(s) Engine Platform(s) Releasedate(s) Arika Nintendo Tetris: The Grand Master (modified) WiiWare
JP

March 25, 2008 [2] May 20, 2008 [3] EU May 20, 2008 [4] NA May 26, 2008
AU

[1]

Genre(s) Mode(s) Rating(s)

Puzzle game Single-player, Multiplayer PEGI: 3+ CERO: A OFLC: G [5] ESRB: E

Dr. Mario Online Rx, released as Dr. Mario & Saikin Bokumetsu (Dr. MARIO & Dokut Mario ando Saikin Bokumetsu, lit. "Dr. Mario & Bacteria Extermination") in Japan and as Dr. Mario & Germ Buster in Europe[6] and Australia,[2] is a puzzle video game starring Dr. Mario. It was one of the WiiWare launch games in Japan, Europe, and Australia, and was released on March 25, 2008[1] (Japan) and May 20, 2008 (Europe/Australia). It was released in North America on May 26, 2008.[4] It costs 1000 Wii Points and takes up 103 Blocks.[7] Although registered with the ESRB as Dr. Mario Wii,[5] a short clip of the game from the Nintendo Channel revealed its North American title before release.[8] The letters "Rx" in the title refers to , the common symbol for prescription.

Gameplay
As with other Dr. Mario games, players must manipulate pills to destroy colored viruses in the game area. Dr. Mario Online Rx also features a version of the Nintendo DS title Brain Age 2's "Virus Buster/Germ Buster" mini-game, which uses the pointer function of the Wii Remote to move pills, and now allows up to four players to participate cooperatively.[9] The title supports the Nintendo Wi-Fi Connection service, allowing players to compete with one another over the Internet. Players can also use Mii characters or Dr. Mario during gameplay.

Dr. Mario Online Rx

133

Features
A majority of features from previous installments, such as the virus and speed levels, are present in this installment. Players may play online against a friend with only one copy, as an online-play demo can be sent akin to DS Download Play. Vs. Mode can also be played off-line, if desired. Unlike Dr. Mario 64, this iteration of Dr. Mario lacks the ability to play with four players, instead only allowing up to 2 players in Vs. Mode. Several features in this game previously appeared in Dr. Mario 64, including the four musical tracks: Fever, Chill, Cube, and Que Que (the latter two tracks now named Cough and Sneeze). The music can also be randomly selected or turned off. Flash Mode, which challenges the player(s) to clear just three flashing viruses among many, also returns from Dr. Mario 64. Virus Buster, previously seen as a mini-game in Brain Age 2 has more customization than the original. Whereas the original only had Easy, Normal, and Hard as options, this version allows to adjust virus level and music as well (Remixed versions of Fever and Chill are present in this mode). Virus Buster can be played alone or with others, with up to four players. Instead of being controlled directly with the D-pad, they are guided with the Wii Remote pointer.[10] In single player mode, a player can select to start the game at level 20. After winning level 20, levels 21, 22, and 23 increment by four viruses. Level 24 and beyond contain 99 viruses. After 99 levels, gameplay can continue but the game does not progress past level 99 and the player is presented with only the "Try Again" and "Quit" menu options.

Reception
IGN gave Dr. Mario Online Rx an 8.5/10, calling the main game "timeless" and the new Virus Buster mode "chaotically awesome". However they were let down by the fact that the main Dr. Mario mode only supported up to 2 players (where some earlier games had supported up to 4) and that Virus Buster was not playable online.[11] Additionally, N-Europe awarded Dr. Mario an 8/10, calling it "the same Dr. Mario that we know and love" with "solid and functional graphics" and addictive gameplay.[12] In contrast, GamesRadar, which gave it 6/10, didn't feel the same way about the core gameplay, calling it a "slightly awkward puzzler" that "just isn't addictive enough to make you care" and likened it to "Puyo Puyo's in-bred cousin". However, they praised the online multiplayer and enjoyed its clean presentation, with the exception of the music.[13] NGamer also criticised the gameplay, and gave it 2/5.

References
[1] [2] [3] [4] "Dr. Mario & Virus Buster" (http:/ / www. nintendo. co. jp/ wii/ wiiware/ wdmj/ index. html). Nintendo. . nintendo.com.au - News from Nintendo (http:/ / www. nintendo. com. au/ nintendo/ news/ index. php) http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2008/ preview_wiiwares_first_batch_of_games_8400. html Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel (http:/ / www. nintendo. com/ whatsnew/ detail/ UQ-qWYX77RdpwPbIZzsizZDK76LqSd_v) [5] "Dr. Mario Wii" (http:/ / www. esrb. org/ ratings/ search. jsp). ESRB. . Retrieved 2008-05-05. [6] WiiWare arrives in Europe (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2008/ wiiware_arrives_in_europe_8332. html) [7] WiiWare World - Dr. Mario (http:/ / www. wiiware-world. com/ games/ wiiware/ dr_mario_online_rx:) [8] Nintendo prescribes price, new name for Dr. Mario (http:/ / www. nintendowiifanboy. com/ 2008/ 05/ 07/ nintendo-prescribes-price-new-name-for-dr-mario/ ) [9] "Dr. Mario & Virus Buster" (http:/ / wii. ign. com/ objects/ 142/ 14209904. html). IGN. . Retrieved 2007-10-16. [10] IGN: Dr. Mario & Virus Buster Preview (http:/ / wii. ign. com/ articles/ 861/ 861755p1. html) [11] IGN: Dr. Mario Online Rx Review (http:/ / wii. ign. com/ articles/ 876/ 876971p1. html) [12] Gittins, Sam (2008-05-28). "WiiWare Review: Dr. Mario & Germ Buster" (http:/ / n-europe. com/ review. php?rid=378). N-Europe. . Retrieved 2008-05-28. [13] GamesRadar - Dr. Mario Review (http:/ / www. gamesradar. com/ wii/ dr-mario-wiiware/ review/ dr-mario-germ-buster/ a-20080521141452617027/ g-200711191611850011)

Dr. Mario Online Rx

134

External links
Official Japanese site (http://www.nintendo.co.jp/wii/wiiware/wdmj/index.html)

Dr. Mario Express


Dr. Mario Express
Developer(s) Publisher(s) Platform(s) Releasedate(s) Arika
[1]

Nintendo Nintendo DSi (DSiWare)



JP

December 24, 2008 [3] April 20, 2009 [4] PAL May 1, 2009
NA

[2]

Genre(s) Mode(s) Rating(s)

Puzzle Single-player

CERO: Everyone ESRB: E PEGI: 3+

Media/distribution Download

Dr. Mario Express, known in Japan and PAL regions as A Little Bit of... Dr. Mario ( Dr. MARIO Chotto Dr. Mario),[5] is a Mario action puzzle video game published by Nintendo. The game was released exclusively as a DSiWare title for the Nintendo DSi platform. Dr. Mario Express was first released as a launch title for the DSiWare service in Japan on December 24, 2008, and was released in both North America and PAL regions in 2009. The game was developed by Arika, which had also created Dr. Mario Online Rx for WiiWare. Dr. Mario Express is the most recent iteration of the Dr. Mario puzzle games, which focus on eliminating colored viruses from the playing field by matching them with colored capsules. Dr. Mario Express received generally positive reviews, but was criticized for offering fewer playable game modes than earlier Dr. Mario titles.

Gameplay
Dr. Mario Express is a falling block tile-matching video game. The player is given a playing field, seen in the Nintendo DSi's bottom screen,[6] populated with viruses of three colors: red, blue, and yellow. Mario, who has assumed the role of a doctor, drops two-colored medicinal capsules into the playing field. The player manipulates these capsules as they fall, moving them left or right and rotating them such that they become aligned alongside viruses of matching colors. When four capsule halves and viruses of matching color are joined together in a straight line, they are removed from play. The main objective of the game therefore is to remove all the viruses from the playing field without letting the capsules themselves pile up and obstruct the opening into the field.[7] Successive levels increase the initial number of viruses to clear. The player is scored based on the viruses cleared in conjunction with the current game speed. Dr. Mario Express also keeps track of the player's current high score.[8] While the game lacks multiplayer support, Dr. Mario Express offers a "VS CPU" mode in which the player plays against a computer-controlled player, which has its own playing field visible in the DSi top screen. The player's goal is to clear his playing field of all the viruses before the computer player does. The player will win the game upon eliminating all the viruses or if the other playing field fills up with capsules.[8]

Dr. Mario Express

135

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 78.33% 76 [9]

[10]

Review scores
Publication IGN NintendoLife Score 7.5 / 10 8 / 10 [7]

[8]

Official Nintendo Magazine 79 / 100[9] Pocket Gamer 7 / 10 [6]

Dr. Mario Express received generally favorable reviews, gaining aggregate scores of 78.33% and 76 on GameRankings and Metacritic. Critics generally praised the gameplay but lamented the lack of the multiplayer mode offered in earlier Dr. Mario games. NintendoLife awarded the game a score of 8 out of 10, applauding the "addictive" gameplay and calling it a "welcome addition to [the] DSiWare library." It noted, however, that "the omission of a multiplayer mode is likely to rub some longtime fans of the game the wrong way."[8] Daemon Hatfield of IGN scored the game 7.5 out of 10, stating the single-player experience is "solid" but "the lack of multiplayer hinders its lifespan."[7] Pocket Gamer awarded Dr. Mario Express 7 out of 10 along with a Bronze Award. Reviewer Jon Jordan called Dr. Mario Express "a great puzzle game," but criticized the presentation, particularly the small size of the playing field and the graphics, which he felt were "terribly old fashioned and badly animated." Jordan ultimately concluded that because of the lack of additional features, "it could have been a superb addition to the DSi software library [but instead] feels more like a scraping from the barrel."[6]

References
[1] "Dr. Mario Express (DSiWare)" (http:/ / dsiware. nintendolife. com/ games/ dsiware/ dr_mario_express). NintendoLife. . Retrieved 27 October 2011. [2] " Dr.MARIO" (http:/ / www. nintendo. co. jp/ ds/ dsiware/ kd9j/ index. html). Nintendo. . Retrieved 27 October 2011. [3] "Dr. Mario Express" (http:/ / www. nintendo. com/ games/ detail/ w1oJPvJS40XSvl3c9ICaeZXLm71bRQ24). Nintendo. . Retrieved 27 October 2011. [4] "A Little Bit of Dr. Mario" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ games/ dsiware/ a_little_bit_of_dr_mario_12517. html). Nintendo. . Retrieved 27 October 2011. [5] "Dr. Mario Express" (http:/ / www. mobygames. com/ game/ dr-mario-express). MobyGames. . Retrieved 27 October 2011. [6] Jordan, Jon (11 May 2009). "Dr. Mario Express Review" (http:/ / www. pocketgamer. co. uk/ r/ DSi/ A+ Little+ Bit+ of+ + Dr+ Mario+ (aka+ Dr+ Mario+ Express)/ review. asp?c=13177). Pocket Gamer. . Retrieved 1 May 2012. [7] Hatfield, Daemon (April 20, 2009). "Dr. Mario Express Review" (http:/ / ds. ign. com/ articles/ 974/ 974655p1. html). IGN. . Retrieved 27 September 2011. [8] Dillard, Corbie (22 April 2009). "Dr. Mario Express Game Review" (http:/ / www. nintendolife. com/ reviews/ 2009/ 04/ dr_mario_express_dsiware). NintendoLife. . Retrieved 1 May 2012. [9] "Dr. Mario Express for DS" (http:/ / www. gamerankings. com/ ds/ 955584-dr-mario-express/ index. html). GameRankings. . Retrieved 27 September 2011. [10] "Dr. Mario Express Critic Reviews for DS" (http:/ / www. metacritic. com/ game/ ds/ dr-mario-express/ critic-reviews). Metacritic. . Retrieved 27 September 2011.

Dr. Mario Express

136

External links
Official Website (http://www.nintendo.com/games/detail/w1oJPvJS40XSvl3c9ICaeZXLm71bRQ24)

137

Mario Kart series


Super Mario Kart
Super Mario Kart
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Artist(s) Nintendo EAD Nintendo Tadashi Sugiyama Hideki Konno Shigeru Miyamoto Yoichi Kotabe Mie Yoshimura Yoshiaki Koizumi Soyo Oka Mario Kart Super Nintendo Entertainment System, Virtual Console

Composer(s) Series Platform(s)

Releasedate(s) SNES

JP

August 27, 1992 [1] September 1, 1992 [1] EU January 21, 1993
NA JP

[1]

Virtual Console

June 9, 2009 [3] NA November 23, 2009 [4] EU April 2, 2010

[2]

Genre(s) Mode(s) Rating(s)

Racing Single-player, multiplayer


ACB: G ESRB: KA (Now E) PEGI: 3+

Super Mario Kart ( Sp Mario Kto) is a go-kart racing video game developed by Nintendo EAD for the Super Nintendo Entertainment System (SNES). The first game of the Mario Kart series, it was launched in Japan on August 27, 1992, in North America on September 1, 1992, and in Europe on January 21, 1993.[1] Selling eight million copies worldwide, the game went on to become the third best selling SNES game of all time.[5] Super Mario Kart was re-released on the Wii's Virtual Console in Japan on June 9, 2009, North America on November 23, 2009, and in Europe on April 2, 2010.[2][3][4] In Super Mario Kart the player takes control of one of eight Mario series characters, each with differing capabilities.[6] In single player mode players can race against computer controlled characters in multi-race cups over three difficulty levels. During the races, offensive and speed boosting power-ups can be used to gain an advantage. Alternatively players can race against the clock in a Time Trial mode.[7] In multi-player mode two players can simultaneously take part in the cups or can race against each other one-on-one in Match Race mode.[8] In a third

Super Mario Kart multiplayer mode Battle Mode the aim is to defeat the other players by attacking them with power-ups, destroying balloons which surround each kart.[7][9] Super Mario Kart received positive reviews and has been praised for its presentation, innovation and use of Mode 7 graphics.[10][11] It has been ranked among the best games of all time by several organizations including Edge, IGN, The Age and GameSpot, while Guinness World Records has named it as the top console game ever.[5][12][13][14][15] It is often credited with creating the kart-racing sub genre of video games, leading other developers to try to duplicate its success. The game is also seen as having been key to expanding the Mario series into non-platforming games, where the main goal in platform games is when the hero has to rescue the damsel in distress; this diversity has led to it become the best-selling game franchise of all time.[14][16] Several sequels to Super Mario Kart have been released, for consoles, handhelds and in arcades, each enjoying critical and commercial success. While some elements have developed throughout the series, the core experience from Super Mario Kart has remained intact.[17]

138

Gameplay
Super Mario Kart is a kart-racing game featuring several single and multiplayer modes. During the game, players take control of one of a selection of Mario series characters and drive karts around tracks with Mario series theme. In order to start a race in Super Mario Kart, Lakitu will come in with the traffic light hanging on the fishing pole, which starts the countdown to the race. When the signal light turns green, the race can begin. During a race, the player's viewpoint is from behind his or her kart.[18][19] The goal of the game is to either finish a race ahead of other racers, who are controlled by the computer and other players, or complete a circuit in the fastest time.[7] There is also a battle mode in which the aim is to attack the karts of the other human players.[9] Tiles marked with question marks are arrayed on the race tracks; they give special abilities (power-ups) to a player's kart if the vehicle passes over them. Power-ups, such as the ability to throw shells and bananas, allow racers to hit others with the objects, causing them to spin and lose control. A kart that obtains the star power-up is temporary invulnerable to attack.[6] Computer players have specific special powers associated with each character, that they are able to use throughout the race. Lines of coins are found on the tracks in competitive race modes. By running over these coins, a kart collects them and increases its top speed. Having coins also helps players when their kart is hit by another: instead of spinning and losing control, they lose a coin.[19] Coins are also lost when karts are struck by power-ups or fall off the tracks.[20] The game features advanced maneuvers such as power sliding and hopping. Power sliding allows a kart to maintain its speed while turning, although executing the maneuver for too long causes the kart to spin. Hopping helps a kart execute tighter turns: the kart makes a short hop and turns in the air, speeding off in the new direction when it lands.[20] Reviewers praised Super Mario Kart's gameplay, describing the battle mode as "addictive" and the single player gameplay as "incredible".[10][21] IGN stated that the gameplay mechanics defined the genre.[5]

Modes
Super Mario Kart has two single player modes, Mario Kart GP and Time Trial. In Mario Kart GP one player races against seven computer-controlled characters in a series of five races called cups. Initially there are three cups available the Mushroom Cup, Flower Cup and Star Cup at two difficulty levels, 50cc and 100cc. By winning all three of the cups at the 100cc level, a fourth cup the Special cup is unlocked.[10] Winning all four cups at 100cc unlocks a new difficulty level, 150cc.[22][23] Each cup consists of five five-lap races, each taking place on a distinct track.[19] In order to continue through a cup a position of fourth or higher must be achieved in each race. If a player finishes in fifth to eighth position they are "ranked out" and the race must be replayed at the cost of one of a limited number of lives until a placing of fourth or above is achieved.[19] Points are accrued by finishing in the top four positions in a race; first to fourth place receive nine, six, three and one points.[7] The racer with the highest number of points after all five races have been completed wins the cup. In time trial mode, players race against the clock through the same tracks that are present in Mario Kart GP mode, attempting to set the fastest possible.[7]

Super Mario Kart Super Mario Kart also has three multiplayer modes; Mario Kart GP, Match Race and Battle Mode. The multiplayer modes support two players and the second player uses the bottom half of the screen which is used as a map in the single player modes. Mario Kart GP is the same as in single player, the only difference being that there are now two human controlled drivers and six computer controlled drivers.[8] Match Race involves the two players going head to head without any computer characters on a track of their choosing.[8] In Battle Mode the two players again go head to head but this time in one of four dedicated Battle Mode courses.[8] Each player starts with three balloons around their kart which can be destroyed by power ups fired by the other player. The first player to have all three of their balloons destroyed loses the battle.[9]

139

Characters
Super Mario Kart features eight playable characters from the Mario series Mario, Luigi, Princess Peach, Yoshi, Bowser, Donkey Kong Jr., Koopa Troopa and Toad.[10] Each character's kart has different capabilities with differing levels of top speed, acceleration and handling.[6][9] During races, computer-controlled characters have special items, or superpowers, which they are able to use.[19] These powers are specific to each character; for example, Yoshi drops eggs which cause players who hit them to lose coins and spin, while Donkey Kong Jr. throws bananas.[10] The characters are rendered as sprites portrayed from sixteen different angles.[7] The sprites were described as "detailed" by Nintendo Magazine System when the game was first reviewed and were thought to contribute to the "spectacular" graphics of the game as a whole.[10] More recently, Nintendojo called the sprites "not-so-pretty" when they are rendered at a distance, and IGN has commented on the dated look of the game.[7][20] Super Mario Kart was the first game to feature playable characters from the Mario series other than Mario in a non-platforming game and the selection and different attributes of the characters is regarded as one of the game's strengths, IGN describing a well-balanced "all-star cast".[14][24] All of the characters present in Super Mario Kart have gone on to appear in all of the later games in the series, except for Koopa Troopa, who has only appeared intermittently after being replaced by Wario in Mario Kart 64.[25] The Donkey Kong character in later Mario Kart games is considered to be the grown-up version of Super Mario Kart's Donkey Kong Jr.[25]

Tracks
The tracks in Super Mario Kart, except for Rainbow Road in the Special Cup, are based on locations in the Super Mario World series such as Donut Plains.[14] Each of the four cups contains five different tracks for a total of twenty unique tracks, additionally there are four unique Battle Mode courses.[6][9][26] The course outlines are marked out by impassable barriers and feature a variety of bends ranging from sharp hairpins to wide curves which players can power slide around.[20] Numerous obstacles themed from the Mario series appear, such as Thwomps in the Bowser's Castle levels, the Cheep-Cheeps from Super Mario World in Koopa Beach and pipe barriers which are found in the Mario Circuit levels.[6] Other features include off-road sections which slow down the karts such as the mud bogs in the Choco Island tracks.[6] Each single player track is littered with coins and power up tiles, as well as turbo tiles which give the karts a boost of speed and jumps which launch the karts into the air.[6] The tracks have received positive commentary with GameSpy describing them as wonderfully designed and IGN calling them perfect.[21][24] When naming its top five Mario Kart tracks of all time in 2008, 1UP.com named Battle Mode Course 4 at number three and Rainbow Road along with its subsequent versions in the series at number one.[27] The track themes in Super Mario Kart influenced later games in the series; recurring themes that first appeared in Super Mario Kart include haunted tracks, Bowser's castle and Rainbow Road.[25] Some of the tracks from Super Mario Kart have been duplicated in later games. All twenty of the original tracks are unlockable as an extra feature in the Game Boy Advance sequel Mario Kart: Super Circuit.[28] Remakes of Mario Circuit 1, Donut Plains 1, Koopa Beach 2 and Choco Island 2 appear as part of the Retro Grand Prix series in Mario Kart DS, remakes of Ghost Valley 2, Mario Circuit 3, and Battle Course 4 appear as part of the Retro Grand Prix and battles in Mario Kart Wii and remakes of Mario Circuit 2 and Rainbow Road appear as part of the Retro Grand Prix in Mario

Super Mario Kart Kart 7.[29][30][31]

140

Development
Super Mario Kart was produced by Shigeru Miyamoto and directed by Tadashi Sugiyama and Hideki Konno.[32] In an interview Miyamoto has said that the development team originally set out to produce a game capable of displaying two players on the same game screen simultaneously.[33] In the same interview Konno stated that development started with a desire to create a two player racing game in contrast to the single player gameplay of SNES launch title F-Zero.[33] Computer and Video Games suggest that this initial emphasis on creating a two player experience is the reason for the game's horizontal split-screen during single player modes.[19] The intention to create the racing modes of the game had been present from the start of the project and Battle Mode was developed from the desire to create a one-on-one mode where victory was not determined simply by competing for rank.[33] The game did not start out as a Mario series game and the first Shigeru Miyamoto, the producer for Super Mario Kart, has been involved in the development of every Mario prototype featured a generic man in overalls in the kart; the team Kart console game. decided that characters three heads tall would best suit the design of the karts.[33] They did not decide on incorporating Mario series characters into the game until two or three months after the start of development.[33] The choice was made after the development team, when observing how one kart looked to another driving past it, decided to see what it would look like with Mario in the kart.[33] Thinking that having Mario in the kart looked better than previous designs, the idea of a Mario themed racing game was born.[33] Notable in the development of Super Mario Kart was its use of Mode 7 graphics.[34] First seen in F-Zero, Mode 7 is a form of texture mapping available on the SNES which allows a plane to be rotated and scaled freely, achieving a pseudo three-dimensional appearance.[11][34] 1UP.com have credited the use of Mode 7 with giving the game graphics which at the time of release were considered to be "breathtaking".[11] Retrospective reflection on the Mode 7 visuals has been mixed with IGN stating that the once revolutionary technology now looks "crude and flickery" while the Video Game Bible describes them as "beautiful" and adding to the game.[9][20] Super Mario Kart featured a DSP (Digital Signal Processor) chip; DSPs were used in SNES games as they provided a better handling of floating-point calculations to assist with three-dimensional maths.[34] The DSP-1 chip that was used in Super Mario Kart went on to be the most popular DSP chip to be used in SNES games.[34] The music for the title was created by composer Soyo Oka.[35]

Reception

Super Mario Kart

141

Reception Aggregate scores


Aggregator GameRankings Score 95% [36]

Review scores
Publication Allgame Electronic Gaming Monthly GamePro Nintendo Magazine System Nintendojo HonestGamers Thunderbolt Cubed 92/100 8.5/10 Score [18] [36] [36] [10] [7]

9.5/10 10/10 10/10 9/10

[8]

[37]

[38]

Super Mario Kart proved to be a critical and commercial success; it received a Player's Choice release after selling one million copies and eventually went on to sell eight million copies to become the third best selling game ever for the SNES.[1][5] Aggregate scoring sites GameRankings and MobyGames both give an average of more than 90percent while GameStats and TopTenReviews give averages of over 80percent.[36][39][40][41] Critics praised the game's Mode 7 graphics; in 1992 Nintendo Magazine System described them as superb and the graphics have since been described as among the best ever seen on the SNES.[5][10] Another aspect of the game to have been praised is its gameplay, which Thunderbolt has described as the "deepest [and] most addictive... to be found on the SNES console".[37] Nintendo Magazine System showed a preference for the multiplayer modes of the game and stated that while the "single player mode becomes dull quickly" the "two-player mode won't lose appeal". Retrospective reviews of the game have been positive with perfect scores given by review sites including Thunderbolt and HonestGamers. The use of the style and characters from the Mario franchise was also praised as well as the individual characteristics of each racer.[8][37][42] Mean Machines describes the game as having "struck gold" in a way that no other not even its sequels has matched and GameSpot named the game as one of the greatest games of all time for its innovation, gameplay and visual style.[14][43] Since being released Super Mario Kart has been listed among the best games ever made several times. IGN ranked it as the 15th best game ever in 2005, describing it as "the original karting masterpiece" and as the 23rd best game ever in 2007, discussing its originality at time of release.[5][44] The Age placed it at number 19 on their list of the 50 best games in 2005 and in 2007 Edge ranked Super Mario Kart at number 14 on a list of their 100 best games, noting its continued influence on video game design.[12][13] The game is also included in Yahoo Games UK's list of the hundred greatest games of all time which praises the appealing characters and power ups and 1UP.com's "Essential 50", a list of the fifty most important games ever made.[11][45] The game placed 13th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[46] Guinness World Records ranked it at number 1 on a list of the top 50 console games of all time based on initial impact and lasting legacy.[15]

Super Mario Kart

142

Legacy
Further information: List of Mario games by genre and Sports games in the Mario series Super Mario Kart has been credited with inventing the "kart racing" sub-genre of video gaming and soon after its release several other developers attempted to duplicate its success.[14][21][47][48] In 1994, less than two years after the release of Super Mario Kart, Sega released Sonic Drift; a kart racing game featuring characters from the Sonic the Hedgehog series.[11] Also in 1994 Ubisoft released Street Racer, a kart racing game for the SNES and Mega Drive which included a four player mode not present in Super Mario Kart.[11] Future games that followed in the mould of Super Mario Kart include South Park Rally, Konami Krazy Racers, Diddy Kong Racing, Sonic & Sega All-Stars Racing and several racing games in the Crash Bandicoot series.[11][49] Response to the karting games released since Super Mario Kart has been mixed, with GameSpot describing them as tending to be bad while 1UP.com notes that countless developers have tried to improve upon the Mario Kart formula without success.[11][50] Super Mario Kart is also credited as being the first non-platforming game to feature multiple playable characters from the Mario franchise.[14] As well as several sequels Nintendo has released numerous other sporting and non-sporting Mario spin-offs since Super Mario Kart; a trend in part accredited to the commercial and critical success of the game.[50] The Mario characters have appeared in many sports games including those relating to basketball, baseball, golf, tennis and soccer.[50] Non-sporting franchises using the Mario characters have also been created, including the Super Smash Bros. series of fighting games and the Mario Party series of board game based, party games. Mario series characters have also made cameos in games from other series such as SSX on Tour and NBA Street V3, both published by EA Sports.[50] The genre spanning nature of the Mario series that was sparked off by the success of Super Mario Kart has been described as key to the success and longevity of the franchise; keeping fans interested despite the infrequency of traditional Mario platforming games.[11] Following this model the Mario series has gone on to become the best selling video game franchise of all time with 193 million units sold as of January 2007, almost 40 million units ahead of second ranked franchise (Pokmon, also by Nintendo).[16] Super Mario Kart was re-released on the Japanese Virtual Console on June 9, 2009, and later in North America on November 23, 2009.[2] Previously, when naming it as one of the most wanted games for the platform in November 2008, Eurogamer stated that problems emulating the Mode 7 graphics were responsible for its absence.[51]

Sequels
Several sequels to Super Mario Kart have been brought out for successive generations of Nintendo consoles, each receiving commercial success and critical acclaim.[52] The first of these, Mario Kart 64 was released in 1997 for the Nintendo 64 and was the first Mario Kart game to feature fully 3D graphics.[53] Although reviewers including IGN and GameSpot felt that the single player gameplay was lacking compared to its predecessor, the simultaneous four-person multiplexer modes a first for the Nintendo 64 were praised.[20][53] The second sequel Mario Kart: Super Circuit was released for the Game Boy Advance in 2001. It was described by GameSpot as more of a remake of Super Mario Kart than a sequel to Mario Kart 64 and featured a return to the graphical style of the original.[28][49] As well as featuring all new tracks players are able to unlock the original SNES tracks if certain achievements are completed.[28] Mario Kart: Double Dash was released for the Nintendo GameCube in 2003, unlike any other Mario Kart game before or since it features two riders in each kart allowing for a new form of cooperative multilayer where one player controls the kart's movement and the other fires weapons.[54] Mario Kart DS, released for the Nintendo DS in 2005, was the first Mario Kart game to include on-line play via the Nintendo Wi-Fi Connection.[20] It went on to become the best selling hand-held racing game of all time, selling 7.83 million units.[55] Mario Kart Wii was released for the Wii in 2008 and incorporates motion controls. Like Mario Kart DS it includes on-line play; it also allows racers to play as user created Miis (after unlocking the Mii character)[56] as well as Mario series characters and comes packaged with the Wii wheel peripheral which can act as the game's primary control mechanism when coupled with a Wii remote.[47][57] Mario Kart Wii went on to be the worldwide best selling game of 2008 ahead of another Nintendo game Wii Fit and the critically acclaimed Grand Theft Auto IV.[58][59] Two

Super Mario Kart Mario Kart arcade games have also been released, Mario Kart Arcade GP in 2005 and Mario Kart Arcade GP 2 in 2007. Both were developed jointly by Nintendo and Namco and feature classic Namco characters including Pac-Man and Blinky.[60] The most recent entry in the series is Mario Kart 7 for the Nintendo 3DS, which was released in December 2011, and introduced aerial and aquatic racing to the series, as well as customisable karts. As the series has progressed many aspects included in Super Mario Kart have been developed and altered. The power up boxes which are flat against the track in Super Mario Kart due to the technical limitations of the SNES became floating boxes in later games.[19] The roster of racers has expanded in recent games to include a greater selection of Nintendo characters including some which had not been created at the time of Super Mario Kart's release such as Rosalina from Super Mario Galaxy who appeared in Mario Kart Wii. Multiplayer has remained a key feature of the series and has expanded from the two-player modes available in Super Mario Kart; first to allow up to four simultaneous players in Mario Kart 64 and eventually up to twelve simultaneous on-line players in Mario Kart Wii.[53][57] Many of the track themes have been retained throughout the series, including Rainbow Road the final track of the Special Cup which has appeared in every Mario Kart console game.[25][27] Other features present in Super Mario Kart have disappeared from the series. These include the "super-powers" of the computer characters, the feather power up which allows players to jump high into the air and having a restricted number of lives.[19] The only other Mario Kart games to feature the coin collecting of the original are Mario Kart: Super Circuit and Mario Kart 7.[19] The aspects of style and gameplay from Super Mario Kart that have been retained throughout the series have led Nintendo to face criticism for a lack of originality but the franchise is still considered to be a beloved household name by many, known for its familiar core gameplay.[5][17][47][54] Despite the technical innovations that have taken place since the start of the series many still consider Super Mario Kart to be one of, if not, the best game of the franchise line.[44][47][51]

143

References
[1] "Super Mario Kart Release Summary" (http:/ / www. gamespot. com/ snes/ driving/ supermariokart/ similar. html?mode=versions). GameSpot. . Retrieved 2008-12-28. [2] "Virtual Console " (http:/ / www. nintendo. co. jp/ wii/ vc/ vc_mk/ index. html) (in Japanese). Nintendo. . Retrieved 2008-07-14. [3] "Download New BIT.TRIP Kicks, Speeding Karts, Magic Castles and More" (http:/ / www. nintendo. com/ whatsnew/ detail/ O-6Hu5sS3KndAbl1v6fJElEIDoveAwhn). Nintendo of America. 23 November 2009. . Retrieved 23 November 2009. [4] East, Thomas (29 March 2010). "Super Mario Kart coming to Virtual Console this Friday" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=16217). Official Nintendo Magazine. . Retrieved 29 March 2010. [5] "IGN's 100 top games Of All Time 2007" (http:/ / top100. ign. com/ 2007/ ign_top_game_23. html). IGN. 2007. . Retrieved 2008-12-28. [6] "Super Mario Kart". Nintendo Power (Nintendo) 41: 8391. October 1992. [7] Heckel, Nathan. "Reviews - Super Mario Kart" (http:/ / www. nintendojo. com/ reviews/ SNES/ view_item. php?1052508795). Nintendojo. . Retrieved 2008-12-28. [8] Venter, Jason. "Super Mario Kart : Staff Review" (http:/ / www. honestgamers. com/ reviews/ 200/ Super-Mario-Kart. html). Honest Gamers. . Retrieved 2008-12-28. [9] Slaven, Andy (2002-07). [[Video Game Bible|Video Game Bible, 1985 - 2002 (http:/ / books. google. com/ ?id=PnPRd6QwvbQC& pg=PA169& dq="super+ mario+ kart"#PPA169,M1)]]. Trafford Publishing. p.169. ISBN1-55369-731-6. . [10] "Super NES Review - Super Mario Kart" (http:/ / www. meanmachinesmag. co. uk/ pdf/ supermariokartsnes. pdf?PHPSESSID=8de0bbed3648828556a66b0145ad1041). Nintendo Magazine System (EMAP) 1: 2024. . Retrieved 2008-12-28. [11] Hirandand, Ravi. "The Essential 50 #29" (http:/ / www. 1up. com/ do/ feature?cId=3134033). 1UP.com. . Retrieved 2008-12-28. [12] "Edges's Top 100 Games of All Time" (http:/ / web. archive. org/ web/ 20080822053639/ http:/ / www. edge-online. com/ magazine/ edges-top-100-games-of-all-time?page=0,8). Edge. 2007-07-02. Archived from the original (http:/ / www. next-gen. biz/ features/ edges-top-100-games-all-time) on 2008-08-22. . Retrieved 2008-12-28. [13] Hill, Jason (2005-06-10). "The 50 best games" (http:/ / www. theage. com. au/ news/ livewire/ the-50-best-games/ 2005/ 10/ 04/ 1128191720699. html). The Age. . Retrieved 2008-12-28. [14] Navarro, Alex. "The Greatest Games of All Time: Super Mario Kart" (http:/ / www. gamespot. com/ features/ 6136230/ index. html?tag=result;title;4). GameSpot. . Retrieved 2008-12-28. [15] Ivan, Tom (2009-02-28). "Guinness ranks top 50 games of all time" (http:/ / www. computerandvideogames. com/ article. php?id=209385). Computer and Video Games. . Retrieved 2009-03-14. [16] Jenkins, David (2007-01-10). "Mario Tops Best Selling Game Franchise List" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=12349). Gamasutra. . Retrieved 2009-01-01.

Super Mario Kart


[17] Parish, Jeremy; Bob Mackey (2008-04-10). "Retronauts Crashes Into Mario Kart" (http:/ / www. 1up. com/ news/ retronauts-crashes-mario-kart). 1UP.com. . Retrieved 2008-12-28. [18] Weiss, Brett Alan. "Super Mario Kart" (http:/ / www. allgame. com/ cg/ agg. dll?p=agg& sql=1:2628). Allgame. . Retrieved 2008-01-07. [19] Hicks, Chris (2008-04-10). "10 forgotten features of Super Mario Kart" (http:/ / www. computerandvideogames. com/ article. php?id=186509). Computer and Video Games. . Retrieved 2008-12-28. [20] Thomsen, Michael (2008-04-25). "Generation Gap: Mario Kart" (http:/ / web. archive. org/ web/ 20080502045454/ http:/ / insider. ign. com/ articles/ 869/ 869652p1. html) (Subscription needed). IGN. Archived from the original (http:/ / insider. ign. com/ articles/ 869/ 869652p1. html) on 2008-05-02. . Retrieved 2008-12-28. [21] "Super Mario Kart (SNES)" (http:/ / cheats. gamespy. com/ super-nes/ super-mario-kart/ ). GameSpy. . Retrieved 2008-12-28. [22] Bramwell, Tom (2001-09-27). "Mario Kart Super Circuit" (http:/ / www. eurogamer. net/ articles/ r_mksc_gba). Eurogamer. . Retrieved 2008-12-29. [23] Schneider, Peer (1997-02-20). "Mario Kart 64" (http:/ / ign64. ign. com/ articles/ 150/ 150502p1. html). IGN. . Retrieved 2008-12-28. [24] Bozon, Mark (2006-04-25). "Retro Remix: Round 8" (http:/ / wii. ign. com/ articles/ 703/ 703279p1. html). IGN. . Retrieved 2008-12-28. [25] Anderson, Lark (2008-04-28). "Then & Now: Mario Kart Wii" (http:/ / www. gamespot. com/ features/ 6189887/ index. html). GameSpot. . Retrieved 2008-12-28. [26] Nintendo EAD. Super Mario Kart. (Nintendo). Super Nintendo Entertainment System. (1992-08-27) [27] "Top 5 Mario Kart Tracks" (http:/ / www. 1up. com/ do/ feature?cId=3167467). 1UP.com. . Retrieved 2008-12-28. [28] Ajami, Amer (2008-04-17). "Mario Kart Super Circuit Review" (http:/ / www. gamespot. com/ gba/ driving/ mariokartsupercircuit/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. . Retrieved 2008-12-29. [29] Nintendo Entertainment Analysis and Development. Mario Kart DS. (Nintendo). Nintendo DS. (2005-11-14) [30] Nintendo Entertainment Analysis and Development. Mario Kart Wii. (Nintendo). Wii. (2008-04-10) [31] Nintendo Entertainment Analysis and Development, Retro Studios. Mario Kart 7. (Nintendo). Nintendo 3DS. (2011-12-04) [32] Nintendo Entertainment Analysis and Development. Super Mario Kart. (Nintendo of America, Inc.). Scene: staff credits. (1 September 1992) [33] "It Started With A Guy In Overalls" (http:/ / us. wii. com/ iwata_asks/ mariokart/ vol1_page1. jsp). Wii.com. . Retrieved 2008-12-28. [34] Barnholt, Ray (9 April 2006). "Purple Reign: 15 Years of the Super NES" (http:/ / www. 1up. com/ do/ feature?pager. offset=4& cId=3152604). 1UP.com. . Retrieved 2008-12-28. [35] Soyo Oka (June 2001). " " (http:/ / web. archive. org/ web/ 20101211192902/ http:/ / www. jcaa1970. com/ arrangers/ konsakka4. htm). Japan Composers & Arrangers Association. Archived from the original (http:/ / www. jcaa1970. com/ arrangers/ konsakka4. htm) on 11 December 2010. . [36] "Super Mario Kart reviews" (http:/ / www. gamerankings. com/ snes/ 588738-super-mario-kart/ index. html). GameRankings. . Retrieved 2008-12-28. [37] Kramer, Josh (2004-07-29). "Super Mario Kart - SNES Review at Thunderbolt Games" (http:/ / www. thunderboltgames. com/ reviews/ article/ super-mario-kart-review-for-snes. html). Thunderbolt. . Retrieved 2008-12-28. [38] Bianco, Karn Spyder Lee (2003-09-07). "Super Mario Kart" (http:/ / www. cubed3. com/ review/ 194/ ). Cubed. . Retrieved 2008-12-28. [39] "Super Mario Kart" (http:/ / www. gamestats. com/ objects/ 006/ 006884/ ). GameStats. . Retrieved 2008-12-28. [40] "Super Mario Kart" (http:/ / www. mobygames. com/ game/ snes/ super-mario-kart/ mobyrank). MobyGames. . Retrieved 2008-12-28. [41] "Super Mario Kart" (http:/ / games. toptenreviews. com/ reviews/ g27165. htm). TopTenReviews. . Retrieved 2008-12-28. [42] Scullion, Chris. "What Do You Mean, You've Never Played... Super Mario Kart". Official Nintendo Magazine (Future Publishing) 15: 15. [43] "Super Mario Kart review - Super Nintendo" (http:/ / www. meanmachinesmag. co. uk/ review/ 404/ super-mario-kart. php). Mean Machines. . Retrieved 2008-12-28. [44] "IGN's Top 100 Games" (http:/ / top100. ign. com/ 2005/ 011-020. html). IGN. 2005. . Retrieved 2008-12-28. [45] "The 100 greatest computer games of all time" (http:/ / uk. videogames. games. yahoo. com/ specials/ 100games/ 1. html). Yahoo! Games UK. . Retrieved 2008-12-28. [46] "20-11 Official Nintendo Magazine" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). Official Nintendo Magazine. . Retrieved 2009-02-25. [47] Robinson, Andy (9 April 2008). "Mario Kart: From SNES to Wii" (http:/ / www. computerandvideogames. com/ article. php?id=186448). Computer and Video Games. . Retrieved 2008-12-28. [48] Alfonso, Andrew. "Mario Kart Double Dash!! Guide" (http:/ / guides. ign. com/ guides/ 16574/ ). IGN. . Retrieved 2008-12-28. [49] Bub, Andrew S.. "Reviews: Mario Kart: Super Circuit (GBA)" (http:/ / web. archive. org/ web/ 20080803125225/ http:/ / archive. gamespy. com/ reviews/ september01/ mariokart/ ). GameSpy. Archived from the original (http:/ / archive. gamespy. com/ reviews/ september01/ mariokart/ ) on 2008-08-03. . Retrieved 2008-12-29. [50] Ekberg, Brian; Randall Montanari. "History of Mario Sports" (http:/ / www. gamespot. com/ features/ 6132408/ index. html?om_act=convert& om_clk=gsupdates& tag=updates;title;6). GameSpot. . Retrieved 2008-12-28. [51] Whitehead, Dan (11 May 2008). "Virtual Console: The Most Wanted" (http:/ / www. eurogamer. net/ articles/ virtual-console-the-most-wanted-article). Eurogamer. . Retrieved 2008-12-28. [52] Cowan, Danny (2008-05-07). "Critical Reception: Nintendo's Mario Kart Wii" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=18524). Gamasutra. . Retrieved 2008-12-28.

144

Super Mario Kart


[53] Ward, Trent C. (1997-02-06). "Mario Kart 64 Review" (http:/ / www. gamespot. com/ n64/ driving/ mariokart64/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. . Retrieved 2008-12-28. [54] Davis, Ryan (2003-11-13). "Mario Kart: Double Dash!! (GameCube)" (http:/ / reviews. cnet. com/ gamecube-games/ mario-kart-double-dash/ 4505-9583_7-30607866. html?part=nytimes2). CNET Networks. . Retrieved 2008-12-28. [55] "NINTENDO RECORDS" (http:/ / gamers. guinnessworldrecords. com/ records/ nintendo. aspx). Guinness World Records Limited. . Retrieved 2008-12-31. [56] "Mario Kart Wii: Unlockables" (http:/ / www. gamewinners. com/ Cheats/ index. php/ More:Mario_Kart_Wii:_Unlockables). Gamewinners.com. . Retrieved 2009-03-01. [57] Bozon (2008-04-20). "Mario Kart Wii Review" (http:/ / wii. ign. com/ articles/ 868/ 868012p1. html). IGN. . Retrieved 2009-01-01. [58] Magrino, Tom (2009-02-02). "Mario Kart Wii sells 8.94M in 2008" (http:/ / www. gamespot. com/ wii/ driving/ mariokart/ news. html?sid=6203988& mode=all). GameSpot. . Retrieved 2009-08-28. [59] Lang, Derrik J. (2008-05-01). "MADD attacks 'Grand Theft Auto IV'" (http:/ / www. msnbc. msn. com/ id/ 24405072/ ). MSNBC. . Retrieved 2008-12-31. [60] Casamassina, Matt (2005-09-26). "Mario Kart GP Comes Stateside" (http:/ / cube. ign. com/ articles/ 653/ 653827p1. html). IGN. . Retrieved 2009-01-01.

145

External links
Official Nintendo Japan Super Mario Kart site (http://www.nintendo.co.jp/n02/shvc/mk/index.html) Super Mario Kart Online Tournaments (http://www.snesot.com/) - with World-rankings CNN Money (http://money.cnn.com/magazines/moneymag/moneymag_archive/1992/12/01/87687/index. htm) - Super Mario Kart first impressions Super Mario Kart Time Trial World Rankings (http://www.mariokartplayers.com/smk/) - Time Trial World Records Site for Super Mario Kart Twin Galaxies (http://www.twingalaxies.com/index.aspx?c=22&g=super+mario+kart) - Extra Super Mario Kart records

Mario Kart 64
Mario Kart 64
North American boxart, featuring Mario, Wario, DK, and Bowser.
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Nintendo EAD Nintendo Hideki Konno Shigeru Miyamoto Kenta Nagata Mario Kart Nintendo 64, Nintendo iQue, Virtual Console Nintendo 64

JP

[1]

December 14, 1996 February 10, 1997 EU June 24, 1997


NA

Virtual Console

JP NA

[2]

January 30, 2007 January 29, 2007 PAL January 25, 2007

Genre(s)

Racing

Mario Kart 64

146
Mode(s) Rating(s) Single-player, multiplayer

ACB: G ELSPA: 3+ ESRB: K-A, E

Mario Kart 64 ( 64 Mario Kto Rokujyon) is a racing game developed and published by Nintendo for the Nintendo 64. It is the second installment in the Mario Kart series. It was released in 1996 in Japan and in 1997 in North America and Europe. In January 2007, Mario Kart 64 was released on Nintendo's Virtual Console service for the Wii.[2] Mario Kart 64 is the sequel to Super Mario Kart for the Super Nintendo Entertainment System. Changes from the original include the move to 3D computer graphics and the inclusion of four-player support. Players take control of characters from the Mario universe, who race around a variety of tracks with items that can either harm opponents or aid the user. The move to three-dimensional graphics allowed for track features not possible with the original game's Mode 7 graphics, such as changes in elevation, bridges, walls, and pits. However, the characters and items remained 2D pre-rendered sprites. The game was critically well received and was a best seller. Mario Kart 64 was one of the first games in the series to feature Charles Martinet as the voice of both Luigi and Wario.

Gameplay
There are eight playable characters: Mario, Luigi, Bowser, Princess Peach, Wario, Yoshi, Toad, and Donkey Kong. There are sixteen tracks that are based on different locations seen in Mario video games: Luigi Raceway, Moo Moo Farm, Koopa Troopa Beach, Kalimari Desert, Toad's Turnpike, Frappe Snowland, Choco Mountain, Mario Raceway, Wario Stadium, Sherbet Land, Royal Raceway, Bowser's Castle, D.K.'s Jungle Parkway, Yoshi Valley, Banshee Boardwalk, Rainbow Road. Each track has a unique shape, and may contain various obstacles, hazards, and short-cuts. Items are picked up by players when they drive through item boxes. Each item can be used to an effect such as launching shells at opponents, consuming a mushroom to gain a temporary boost in speed, or placing bananas on the ground for opponents to later slip on. AI-controlled racers are able to use all the items except for red and green shells. By hopping and then going around a corner while tilting the control stick in the direction of the turn, a player earns a small speed boost by drifting. There is also an advanced drift technique (as just mentioned) that allows players to turn against the direction of their drift for a speed boost.[3] Also, there is an extra boost that is used at the start of a race known as a rocket start. This allows the characters to get a head start when the traffic light turns green. The game is compatible with the N64 Controller Pak, but only to save track ghosts in the Time Trial mode, which requires 121 pages, almost the entire standard controller pak. All other data is stored in-cartridge.

Game modes
There are four different forms of play in the game: Grand Prix, Time Trial, Versus, and Battle. In Grand Prix mode one or two human players compete against computer players in a tournament that takes place over four courses.[4] At the end of each race, points are awarded based on what order the player finished in. Getting fifth or under will restart the race at the cost of one kart. These points are added up as the tournament continues, and at the end of the tournament, the player with the most points wins. Difficulty level is measured by engine size: 50(3.05CID[5]), 100, or 150 cc. There is an unlockable difficulty called 'Extra', allowing players to race on mirrored tracks.

Mario Kart 64 In Time Trial mode players race around the track by themselves in an attempt to improve their time and set a new record for the course. Players start time trial mode with three mushrooms (speed bursts) and cannot obtain any additional items. During time trial players may select to race alongside a 'ghost' who will mimic the movements of the player from his/her previous run. Versus mode entails two to four players racing head-to-head on a single track without any AI characters on the track, with mobile bombs located around the track. Battle mode is different from the other modes in that the aim is, rather than to complete a race as quickly as possible, to attack other human-players with items. There are four courses that can be selected and two to four people can engage Battle mode. The Block Fort arena is known for its high replay value. At the start of the battle each player begins with three balloons attached to their kart. Each time a player is damaged, by, say, running into a banana, or being hit by a shell from another player, the player loses one of his or her balloons. When a player loses all of his or her balloons, he or she is eliminated from the match. In a one-on-one match the game ends and the cart with at least one balloon left is declared the victor. In three or four player matches the eliminated character becomes a bomb and may now run into other players, exploding and taking away from them one of their balloons. Battle mode differs from Grand Prix or Versus in that those towards last place receive the best items in Grand Prix and Versus, but in Battle mode these items are generated randomly.

147

Playable characters
Players can choose from eight characters to operate their kart. Koopa Troopa and Donkey Kong Junior, both of whom appeared in Super Mario Kart, did not return for Mario Kart 64, replaced by Donkey Kong and Wario. In pre-release screenshots, a Magikoopa was playable,[6] but before the game's final release the Magikoopa was replaced by Donkey Kong. Characters are divided into three categories: lightweights, middleweights, and heavyweight. Mario and Luigi are balanced middleweight characters; Peach, Yoshi, and Toad are lightweights with quick acceleration; Wario, Bowser, and Donkey Kong are heavyweights with responsive steering. Lightweights are faster in acceleration and in maximum speed, but heavyweight characters have better turning and can bash into lighter characters, spinning them out of control.

Development
Production of the game began in 1995 under its original title Super Mario Kart R,[6] but the title was later changed to Prevent Copyright issues with the Sega Saturn Game Sonic R. The first major public viewing and demo of the game was during the Shoshinkai Software Exhibition on November 24, 1995.[7] Beta screenshots of Super Mario Kart R (such as the one on the right) confirm that a "Magikoopa" - probably Kamek - was a playable character instead of Donkey Kong. Prior to the final release of the game, a feather item was playable in Super Mario Kart R as it was in Super Mario Kart.[6]

Mario Kart 64

148

Music
The soundtrack to Mario Kart 64 was composed by Kenta Nagata, the first major game for which he composed.[1] The three soundtracks that he composed are Mario Kart 64 Race Tracks, Mario Kart 64 Original Soundtrack, and Mario Kart 64 on Club Circuit. Both the introduction music for Mario Kart 64 and the music from the course Bowser's Castle were remixed and used in the music video game Dance Dance Revolution Mario Mix for the Nintendo GameCube.

Re-release
Almost ten years after the original release, Mario Kart 64 was re-released on the Wii's Virtual Console in January 2007 for 1000 Wii Points. However, due to the lack of a Controller Pak, it is impossible to save ghost data, as was possible in the Nintendo 64 version.[2]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 87% [8] [9]

83 of 100

Review scores
Publication Edge Electronic Gaming Monthly GamePro GameSpot IGN Nintendo Power Score 8 of 10 A [10]

[11] [12] [13] [14] [8]

5 of 5

6.4 of 10 8.1 of 10

4.33 of 5

Mario Kart 64 received generally positive reviews. The game has an average review ratio of 87% on Game Rankings, including reviews from IGN and GamePro, and magazines such as Electronic Gaming Monthly.[8] IGN stated, "Though the single-player mode is a bit of a step back from the SNES original, Mario Kart 64 still offers one of the best multiplayer experiences to be had on Nintendo 64."[14] GameSpot insisted that though the graphics and sound of the game are impressive, the gameplay is too easy and lacks depth.[13] In GameSpot's re-review of the Virtual Console release the reviewer criticized its sound, lack of ghost-saving, and graphics, saying the latter had "aged rather poorly."[15] The game placed 17th in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[16] Mario Kart 64 sold approximately 5.5 million copies in the United States and 2.24 million in Japan.[17][18] Joystiq reported in February 2009 that the game had sold over nine million copies worldwide.[19]

Mario Kart 64

149

Merchandise
Mario Kart 64 included a line of action figures that were released worldwide in 1999 as part as the Video Game Super Stars line created by Toy Biz. Series one included Mario, Bowser, and Yoshi, while series two included Ghost Mario, Luigi, Donkey Kong, and Wario.

References
[1] "Kenta Nagata" (http:/ / www. squareenixmusic. com/ composers/ nintendo/ nagata. shtml). Square Enix Music Online. . Retrieved 2011-09-25. [2] "Mario Kart 64 on VC" (http:/ / vc. nintendolife. com/ games/ n64/ mario_kart_64). Nintendolife.com. . Retrieved 2011-09-25. [3] "Mario Kart 64 Translated" (http:/ / ign64. ign. com/ articles/ 060/ 060464p1. html). IGN. . [4] http:/ / www. funtrivia. com/ en/ VideoGames/ Mario-Kart-Games-13041. html [5] http:/ / www. asknumbers. com/ CubicCentimeterToCubicInch. aspx [6] "Super Mario Kart R [N64 - Beta]" (http:/ / www. unseen64. net/ 2008/ 04/ 04/ super-mario-kart-r-64-beta). Unseen64. 2008-04-04. . Retrieved 2010-08-13. [7] Liedholm, Marcus (1998-01-01). "The N64's Long Way to completion" (http:/ / replay. waybackmachine. org/ 20080503135511/ http:/ / www. nintendoland. com/ home2. htm?n64/ n64. htm). Nintendo Land. Archived from the original (http:/ / www. nintendoland. com/ home2. htm?n64/ n64. htm) on 2008-08-28. . Retrieved 2008-03-27. [8] "Mario Kart 64 Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 197860. asp). Game Rankings. . Retrieved 2008-05-02. [9] "Mario Kart 64 (n64: 1997): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ n64/ mariokart64?q=mario kart 64). Metacritic. . Retrieved 2008-05-02. [10] "Edge Online: Search Results" (http:/ / www. edge-online. co. uk/ edgedb/ search. php). Edge. . Retrieved 2008-05-02. [11] "Mario Kart 64 N64 Review Index, Mario Kart 64 Reviews:" (http:/ / www. 1up. com/ do/ reviewPage?cId=3111925& p=23& sec=REVIEWS). 1UP.com. . Retrieved 2008-05-02. [12] Doctor Zombie (2000-11-24). "Review: Mario Kart 64 for N64 on Gamepro.com." (http:/ / web. archive. org/ web/ 20100410034549/ http:/ / www. gamepro. com/ nintendo/ n64/ games/ reviews/ 509. shtml). GamePro. Archived from the original (http:/ / www. gamepro. com/ nintendo/ n64/ games/ reviews/ 509. shtml) on 2010-04-10. . Retrieved 2008-05-02. [13] Ward, Trent (1997-02-06). "Mario Kart 64 for Nintendo 64 Review - Nintendo 64 Mario Kart 64 Review" (http:/ / www. gamespot. com/ n64/ driving/ mariokart64/ review. html). GameSpot. . Retrieved 2008-05-02. [14] Schneider, Peer (1997-02-20). "IGN: Mario Kart 64 Review" (http:/ / ign64. ign. com/ articles/ 150/ 150502p1. html). IGN. . Retrieved 2008-05-02. [15] Mario Kart 64 for Wii Review - Wii Mario Kart 64 Review (http:/ / au. gamespot. com/ wii/ driving/ mariokart64n64/ review. html) [16] "20-11 Official Nintendo Magazine" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). Official Nintendo Magazine. . Retrieved 2009-02-25. [17] "The Magic Box - US Platinum Chart Games." (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. 2007-12-27. . Retrieved 2008-04-29. [18] "The Magic Box - Japan Platinum Chart Games." (http:/ / www. the-magicbox. com/ Chart-JPPlatinum. shtml). The Magic Box. 2007-12-27. . Retrieved 2008-04-29. [19] Ransom-Wiley, James (February 26, 2009). "Guinness pours out its Top 50 Games of All Time" (http:/ / www. joystiq. com/ 2009/ 02/ 26/ guinness-pours-out-its-top-50-games-of-all-time/ ). Joystiq. . Retrieved February 22, 2010.

External links
Official Nintendo Japan Mario Kart 64 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nmkj/ index.html) Mario Kart 64 (http://www.dmoz.org/Games/Video_Games/Platform/Mario_Games/Mario_Kart_Series/ Mario_Kart_64/) at the Open Directory Project Mario Kart 64 Time Trial Players page (http://mariokart64.com) Mario Kart 64 guide at StrategyWiki Mario Kart 64 at the Super Mario Wiki (http://www.mariowiki.com/Mario_Kart_64)

Mario Kart: Super Circuit

150

Mario Kart: Super Circuit


Mario Kart: Super Circuit
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Intelligent Systems Nintendo Takeshi Ando Yukio Morimoto Shigeru Miyamoto Kenji Miki Kenichi Nishimaki Masanobu Matsunaga Minako Hamano Mario Kart Game Boy Advance, 3DS Virtual Console

Series Platform(s)

Releasedate(s) Game Boy Advance



JP

July 21, 2001 August 11, 2001 EU September 14, 2001 AUS September 13, 2001
NA NA JP

Virtual Console

December 16, 2011

EU

December 16, 2011 December 16, 2011

and for general public some time in 2012 Genre(s) Mode(s) Rating(s) Racing Single-player, multiplayer

ACB: G CERO: A ESRB: E

Mario Kart: Super Circuit, known in Japan as Mario Kart Advance ( Mario Kto Adobansu), is a racing game developed and published by Nintendo for the Game Boy Advance in 2001. It was the first Mario Kart released on a handheld game system; in 2005, a second handheld Mario Kart game titled Mario Kart DS was released, followed by a third, titled Mario Kart 7, which was released in 2011. It is the first Mario Kart game not to be developed by Nintendo EAD; instead, it was developed by Nintendo's Intelligent Systems division.[1] Super Circuit combines features from earlier Mario Kart games (Super Mario Kart and Mario Kart 64). In particular, it features the gameplay mechanics of the later title and tracks from the former game. In the game, eight racers take to the tracks and race for first place. This game was well received by reviewers after release.

Mario Kart: Super Circuit

151

Gameplay
As was the case with its predecessors, Super Circuit is a circuit racing game. In it, the player races against seven opponents, each of which is a character from Nintendo's Mario series, in small go-karts, on tracks set in the Mario universe. Power-ups, strewn across each track, aid the bearer or hinder their opponents, as well as coins; the coins increase the player's top speed.

Tracks
Mario Kart: Super Circuit features 20 original race tracks, as well as 20 from Super Mario Kart. Each set of tracks is organized into 5 cups of 4 tracks: the Mushroom Cup, the Flower Cup, the Lightning Cup (which debuted in this game), the Star Cup and the Special Cup. Many of the tracks included in Super Circuit are Mario Kart staples including Mario Circuit and Rainbow Road, the final race of the Special Cup in every Mario Kart.

Single-player
Mario GP The main mode in the game. The player races in a series of "Grand Prix" competitions against seven computer-controlled competitors. Each Cup consists of four three-lap races. Each Cup may be approached at a 50 cc, 100 cc or 150 cc speed, which determines the speed of the race. At the start of each race, Lakitu shows a stoplight and when the light turns green, the race can begin. Like previous Mario Kart games, players use items to disable other players. Shells can knock out a player; bananas will cause players to skid. Mushrooms temporarily boost speed (and if the player uses a mushroom just before a jump on any track, except Bowser's Castle, they will fly further and faster). Each racer's finishing position in each race determines the number of points he or she receives ranging from one to nine, and at the end, the player with the most points wins. If the player finishes in fifth place or lower on any given race, he or she loses a life and must restart. The player may also choose to restart a race at any time, at the cost of a life. Upon losing their allocation of three lives in each Cup, however, the player loses and is ejected from the competition. Extra The cups and tracks from Super Mario Kart for the SNES are available in Super Circuit. They have been retitled the Extra Cups. These cups are unlockable by winning a Gold Trophy for the corresponding regular cup and then collecting 100 coins in the same cup. Each race in an Extra cup consists of five laps. The track arrangement has changed due to the number of cups. In Super Mario Kart, there were four cups with five tracks each; in the Extra cups, there are five cups with four tracks each. Unlocked tracks (Special and Extra Cups) are only available at the speed they were unlocked with. For example, obtaining a Gold trophy in each of the first four Cups at 50 cc unlocks the Special Cup at 50 cc, but not 100 cc or 150 cc. Time Trial mode for the Extra cups is unlocked when the player unlocks 150 cc. These tracks are not exact replicas of the original courses. Many hazards have been removed, such as flashing Thwomps from Rainbow Road. The Super Circuit backgrounds are superimposed on the Extra Cup tracks. Some areas and shortcuts on the SNES tracks are now inaccessible or more difficult to reach due to the removal of the feather item from Super Mario Kart.

Mario Kart: Super Circuit Time Trial In Time Trial, the player choose any of the tracks they unlocked on Mario GP 150cc. and race for the best record. The player will start with three mushrooms, which can use during the race. Quick Run The player may choose any unlocked track, from any cup and any speed, and race against seven opponents as in Mario GP mode. The number of laps may be changed between three or five, and the coins and items can be toggled on or off. This feature can also be used to practice for the Mario GP. It is essentially a VS Mode where settings can be modified, though it is not an official VS Mode.

152

Multiplayer
Link It Up! mode Mario Kart: Super Circuit was one of the few Game Boy Advance titles to use the Link It Up! mode of the Game Boy Advance. Using a Game Boy Advance link cable, up to four Game Boy Advance units can be linked together and the game can be played with multiple players using only one copy of the game. Due to the memory limitations of the handheld console, only the first four tracks from Super Mario Kart are selectable and all four players' characters are different-colored Yoshis. Mario GP Up to two players may progress in this mode. It works identically to the single-player version, except that there are two human players and six computer-controlled ones. VS. Similar to single-player Quick Run mode, with two to four human players, and no computer-controlled ones. Battle Two to four players are placed in specially designed battle arenas, strewn with power-ups. Each player has three balloons attached to their kart, and each time he or she takes a successful hit (from an offensive item or aggressive ramming), he or she loses one. Upon losing the last, he or she is taken out of the game and in three-four players game, turned into walking bombs that explode when they come in contact with other players. The last player standing wins. Just as in the previous installment, Mario Kart 64, defeated players turn into Bob-ombs. As long as there are two players still standing, those who had already lost have the opportunity of driving around to help destroy the remaining players' balloons by simply running into them. Ghost trade Up to two of the player's "ghost car" saves may be copied to another player, and up to two received in return. These may then be raced against in Time Trial mode or viewed as replays as though they were the player's own. This may be useful in attempting to better a friend's best time at a given track or to show off a player's skill.

Characters
There are eight characters in this game. The cast is made up of the same characters from Mario Kart 64 (Mario, Luigi, Peach, Yoshi, Bowser, Donkey Kong, Wario and Toad). Each has a specific weight and acceleration rate. In multiplayer mode, players who do not own Super Circuit become Yoshi, and are colored to differentiate between several players. According to this game, Peach was classified as lighter than Yoshi and Bowser was classified

Mario Kart: Super Circuit heavier than Donkey Kong, although most Mario games classify Peach being heavier than Yoshi while Bowser is lighter than Donkey Kong.

153

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 92% [2] [3]

93 of 100

Review scores
Publication Score Electronic Gaming Monthly 8.5 of 10[2] Eurogamer Famitsu Game Informer GamePro GameSpot GameSpy IGN Nintendo Power 9 of 10 [4] [5] [2]

34 of 40

9.5 of 10 5 of 5

[2] [6] [7]

8.2 of 10

96 of 100 9.5 of 10 4.5 of 5

[8]

[2]

Awards
IGN Editors' Choice Award [9]

Mario Kart: Super Circuit was well received by the press and public alike once it was released. People who were frustrated with Nintendo's policy of remaking older games for the GBA were pleasantly surprised that not only had Nintendo released a brand new Mario Kart game, but that all of the courses from Super Mario Kart had been included instead of being released as a separate port. In 2007, IGN named Super Circuit as the 19th best game on the Game Boy Advance.[10] Mario Kart: Super Circuit has sold over 2.53 million in the United States alone, thus placing it onto Nintendo's Player's Choice list.[11][12]

Limited re-release
On July 28, 2011, Nintendo announced that Mario Kart: Super Circuit, as well as nine other Game Boy Advance games, will be available to limited Nintendo 3DS owners, via Virtual Console, to whom will participate in the Ambassador Program after Nintendo officially issued a price-cut to the Nintendo 3DS starting August 12, 2011. This offer is available in all territories, and only to those who became eligible in the Ambassador program (by accessing the Nintendo eShop before the date of the price-cut). Althrough it was released on December 16, 2011 for the

Mario Kart: Super Circuit Ambassador users alongside other GBA titles such as The Legend of Zelda: The Minish Cap and Fire Emblem: The Sacred Stones, Nintendo currently has no plans to release this game, or any other Game Boy Advance game, to the general public in paid form.[13]

154

References
[1] Intelligent Systems Co., Ltd.. Mario Kart: Super Circuit. (Nintendo of America, Inc.). Scene: staff credits. (11 August 2001) [2] "Mario Kart Super Circuit Reviews" (http:/ / www. gamerankings. com/ gba/ 371318-mario-kart-super-circuit/ index. html). Game Rankings. . Retrieved 2008-04-28. [3] "Mario Kart Super Circuit (gba: 2001): Reviews" (http:/ / www. metacritic. com/ game/ game-boy-advance/ mario-kart-super-circuit). Metacritic. . Retrieved 2008-04-28. [4] Bramwell, Tom (2001-09-27). "Mario Kart: Super Circuit Review // GBA /// Eurogamer" (http:/ / www. eurogamer. net/ articles/ r_mksc_gba). Eurogamer. . Retrieved 2008-04-28. [5] - . Weekly Famitsu. No.915 Pt.2. Pg.114. 30 June 2006. [6] Ajami, Amer (2001-08-27). "Mario Kart Super Circuit for Game Boy Advance Review - Game Boy Advance Mario Kart Super Circuit Review" (http:/ / www. gamespot. com/ gba/ driving/ mariokartsupercircuit/ review. html). Gamespot. . Retrieved 2008-04-28. [7] Bub, Andrew. "GameSpy.com Reviews: Mario Kart: Super Circuit (GBA)" (http:/ / archive. gamespy. com/ reviews/ september01/ mariokart/ ). Gamespy. pp.12. . Retrieved 2008-04-28. [8] Harris, Craig (2001-08-29). "IGN: Mario Kart Super Circuit Review" (http:/ / gameboy. ign. com/ articles/ 165/ 165249p1. html). IGN.com. . Retrieved 2008-04-28. [9] "IGN Editors' Choice Games" (http:/ / gameboy. ign. com/ index/ choice. html). IGN.com. . Retrieved 2008-04-23. [10] Harris, Craig. "Top 25 Game Boy Advance Games of All Time" (http:/ / gameboy. ign. com/ articles/ 772/ 772284p2. html). IGN. March 25, 2007. Accessed April 11, 2008. [11] "The Magic Box US Platinum Chart Games." (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. 2007-12-27. . Retrieved 2008-04-28. [12] Harris, Craig (2006-07-27). "IGN: Player's Choice, Round Two" (http:/ / gameboy. ign. com/ articles/ 721/ 721379p1. html). IGN.com. . Retrieved 2008-04-28. [13] http:/ / www. nintendolife. com/ news/ 2011/ 07/ faq_nintendo_ambassador_program_and_free_eshop_games

External links
MKSC Time Trial Players Page (http://www.mariokart64.com/mksc/.) Mario Kart Super Circuit (http://www.gamefaqs.com/371318) at GameFAQs

Mario Kart: Double Dash!!

155

Mario Kart: Double Dash!!


Mario Kart: Double Dash
European box art
Developer(s) Publisher(s) Director(s) Nintendo EAD Nintendo Kiyoshi Mizuki Yasuyuki Oyagi Futoshi Shirai Daiji Imai Shigeru Miyamoto Tadashi Sugiyama Shinya Takahashi Takashi Tezuka Shinobu Tanaka Kenta Nagata Mario Kart Nintendo GameCube
JP EU

Producer(s)

Composer(s) Series Platform(s)

Releasedate(s)

November 7, 2003 November 14, 2003 November 17, 2003 November 19, 2003

NA

AUS

Genre(s) Mode(s) Rating(s)

Racing Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Mario Kart: Double Dash!! ( !! Mario Kto: Daburu Dasshu!!) is a racing game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Nintendo GameCube in 2003. The game is the fourth installment in the Mario Kart series, following Mario Kart: Super Circuit from 2001. It was succeeded by the handheld game Mario Kart DS, which was released for the Nintendo DS in 2005. Similar to previous titles, Double Dash!! incorporates characters from the Mario series and pits them against each other as they race on different, Mario-themed tracks. The game introduced a number of new gameplay features, most notably the inclusion of two riders per kart. Double Dash!! supports LAN play using the Nintendo GameCube Broadband Adapter, allowing 16 players to compete simultaneously. There are 20 characters to select from in total, with eleven of them being new to the series. A special item for each character has also been implemented. Double Dash!! was generally well received by critics; it attained an aggregated score of 87 out of 100 on Metacritic. Reviewers praised the graphics and the new gameplay features, but criticized the voice acting. It was also commercially successful, selling over 3.8 million copies in the United States, and over 802,000 copies in Japan.

Mario Kart: Double Dash!!

156

Gameplay
Double Dash!! is a racing game in which the player races in a kart against other teams in different courses. The game screen indicates the current standings in a race, the current speed of the player's kart and incoming weapons. Like in the previous Mario Kart games, players can pick up item boxes to receive a randomly selected item and use it to impede the opposition and gain the advantage. Some items, such as shells and bananas, allow the player to hit others to slow them down, while other items, such as the star power-up, render them temporarily invincible to attack. The game is the first in the series in which instead of one character per kart, there are two: one to drive, and one to use items. It is also the first game in the series where players drop their items when hit by a weapon, and the only game to have the "Double Dash!!" technique, which is named after the subtitle of the game, and can only be performed with both team members when the signal light turns green at the start of the race. The powerslide technique, an action that allows the player to drift around turns, has been improved; players can tilt the control stick while drifting to make sparks appear around their kart. If tilted enough, the sparks turn blue, and the player gets a speed boost known as a "mini-turbo".[1][2]

Game modes
The Grand Prix mode has the player race against seven teams, which are controlled by the computer, in a series of predetermined courses. The player can choose to race using three different engine size classes: 50 cc, 100 cc and 150 cc. A fourth unlockable class, Mirror Mode, allows the player to race through a mirrored version of the tracks using the 150 cc engine size.[3] Since all karts go faster when using higher engine sizes, the four classes serve as difficulty levels. There are 16 courses, divided into four cups: Mushroom, Flower, Star, and Special. A fifth event, the All-Cup Tour, has the player race all of the tracks. The tour always starts with Luigi Circuit and ends with Rainbow Road, but the remaining 14 tracks show up in random order. After all of the teams cross the finish line, they are given points based on their finishing positions ranging from zero to ten. After the final race of the cup, the three teams with the highest scores will advance to the award ceremony where they will receive trophies; bronze for 3rd place, silver for 2nd, and gold for the winner. In the previous three GP tournaments, finishing in 5th or lower restarts the race but for this game, everyone moves on to the next race, no matter which position the player received. The Time Trial mode has the player finish the courses in the fastest time, with the best result being saved as a ghost, a carbon copy of the player's performance that the player can race against later. The Versus mode allows the player to choose a course from any of the four cups and race against human opponents with customized rules. In battle mode, the player fights against human-controlled opponents using items scattered throughout a battle arena. There is the traditional balloon-popping battle game, in which the player must use items to pop an opponent's three balloons while defending their own. In addition, two new games have been implemented: the first involves capturing a Shine Sprite and maintaining possession of it for a time period, and the other involves throwing Bob-ombs at each other to collect points. As in previous installments, the battle arenas are enclosed, with a varying layout and a replenishing arsenal of items. There are six battle arenas in all for this game. Double Dash!! also features LAN play using the Nintendo GameCube Broadband Adapter. Up to eight GameCube consoles can be connected, allowing for 16-player multiplayer races, with two players controlling each kart.[4]

Characters
Players can choose from a cast of 20 playable drivers; 9 of them are veterans from the three previous Mario Kart games, while the other 11 are new to the series. All of the characters have their own special items which are unique to them, like Mario and Luigi with Fireballs; Donkey Kong and Diddy Kong with Giant Bananas; Yoshi and Birdo with eggs; and Wario and Waluigi with Bob-ombs.[5] There are twenty-one karts in all and the character's weight class (light, middle, or heavy) determines the kart in which they can ride as well as their speed, acceleration, and weight attributes.

Mario Kart: Double Dash!! In addition to the playable characters, other characters of the Mario franchise have supporting roles in the game. Lakitu reprises his role for the fourth time in this series as the track marshal, helping the racers in various situations such as announcing the next lap, when the race or battle can begin with his traffic lights and taking teams back on track with his fishing pole in case they fall off course during the race. Other supporting characters appearing in this game include Shy Guys, Goombas, Nokis, Toadsworth, and many more.

157

Development
Double Dash!! was first shown at the E3 in 2001 as a seven second long video clip. The clip featured Mario and Luigi driving their karts on a bump mapped 3D surface with no background. At the time, it was early in development, and the working title of the game was simply Mario Kart.[6] In April 2003, Nintendo released the first pictures and details of the game, as well as revealing the title to be Mario Kart: Double Dash!!.[7] At the E3 in 2003, a playable demo of the game was available. New features, such as having two characters drive one kart, had been implemented.[8] An updated demo with some new additions was shown at the Games Convention in August 2003.[9] In September, Nintendo held a Gamers' Summit for the press, in which a nearly complete and more sped up version of Double Dash!! was displayed. The Gamers' Summit also announced the North American release date to be November 17, 2003.[10]
Shigeru Miyamoto provided a number of The development team struggled in coming up with gameplay features opinions to the development team. that would be enjoyed by the fans of the series. One of the hardest tasks chief director Kiyoshi Mizuki was assigned to do was to attract people who had no prior experience with the series; he decided to make the gameplay as simple as possible. Producer Shigeru Miyamoto presented the staff with a variety of opinions which they in turn would have to accommodate into the game the best way possible. Miyamoto let the team decide which graphics they wanted to use without restrictions.[11]

Connectivity to the Game Boy Advance was discussed as an opportunity among the developers, but they eventually agreed that Double Dash was not suited to these connectivity ideas and decided to exclude it. It was desirable to narrow down the gap between the ability of veteran and novice players. Therefore, gameplay features like the ability to escape the banana were removed; the staff wanted both veteran and novice players to enjoy themselves.[11] A special edition of the game was also released, which included a bonus disc containing demos and gameplay videos of other games released around the time, including Mario Party 5, Pokmon Colosseum, and Kirby Air Ride, among others.[12] The special edition disc also includes exclusive digital content that could be transferred to the Game Boy Advance title Fire Emblem via the Game Link Cable.[12] The game's soundtrack was composed by Shinobu Tanaka and Kenta Nagata.[13] Many of the original voice actors from the Mario series worked on this title, with Charles Martinet as Mario, Luigi, Wario, Waluigi, Baby Mario, and Baby Luigi; Jen Taylor as Princess Peach, Toad, Toadette, and Birdo; Deanna Mustard as Princess Daisy; Kazumi Totaka as Yoshi; Scott Burns as Bowser; and Dolores Rogers as Bowser Jr.[14]

Mario Kart: Double Dash!!

158

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 87% [15] [16]

87 out of 100

Review scores
Publication Score Electronic Gaming Monthly 9.83 out of 10[17] Game Informer GameSpot GameSpy GamesRadar IGN Nintendo Power 8 out of 10 9.25 out of 10 7.9 out of 10 [18]

[19] [20]

[5] [21]

7.9 out of 10 5 out of 5

[22]

Mario Kart: Double Dash!! has received generally favorable reviews. The game received the "Multiplayer Game" award from ITV's Game Stars in 2004.[23] The game sold 3.8 million units in the United States,[24] and over 802,000 units in Japan.[25] According to the NPD Group, Double Dash!! was the best-selling game of November 2003.[26] It is also the third best-selling GameCube game in Australia.[27] Joystiq reported in February 2009 that the game had sold over seven million copies worldwide.[28] The game placed 63rd in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[29] Nintendo Power gave the game a perfect score, and said the graphics were of "3-D perfection" and the controls and game mechanics "rival those of any GCN racing game".[22] Double Dash!! also received a perfect score from GamePro, who commented that the gameplay remains "fast and furious".[30] The feature of having two riders per kart was praised by Justin Leeper and Andy McNamara of Game Informer; McNamara stated: "Giving the player control of two different characters is pretty cool in single-player, but add a friend on the back of your kart in multiplayer and it opens the game up like never before."[18] GameSpy called Double Dash!! a "great-looking, great-playing game that most gamers will instantly warm to."[20] Eurogamer thought the game was one of the "finest pieces of electronic entertainment ever developed."[31] GameZone's Louis Bedigian felt that none of the racing games he had played for the GameCube were as "spectacular" as Double Dash!!.[32] GMR's Andrew Pfister said, "Mario Kart: Double Dash is the most fun you'll have with a game this year. And probably next year. And maybe even the year after that".[33] Brett Elston of GamesRadar praised the game's "dual-riders idea and untouchable multiplayer".[5] Electronic Gaming Monthly said that the game's "pure, exhilarating glee will envelop your soul".[17] Double Dash!! has also received criticism from the media. Considering the seven-year gap since Nintendo 64's Mario Kart 64, GameSpot's Ryan Davis stated that he was "a little disappointed with the limited scope of the game." He also said that the repetition of the voice acting was "unrelenting".[19] IGN was also critical towards Double Dash for not progressing beyond its predecessor, calling the game a "mediocre effort".[21] The UK-based publication Edge accused the game of "not being a racing game anymore."[34] Game Revolution criticized the game's single-player mode for lacking substance and the track design for being "bland".[35]

Mario Kart: Double Dash!!

159

References
[1] Alfonso, Andrew. "Mario Kart: Double Dash!! Guide Basics" (http:/ / guides. ign. com/ guides/ 16574/ page_2. html). IGN. . Retrieved 2009-01-09. [2] 1UP Staff (2004-05-09). "Mario Kart: Double Dash!! (GC)" (http:/ / www. 1up. com/ reviews/ mario-kart-double-dash). 1UP.com. . Retrieved 2012-04-18. [3] Alfonso, Andrew. "Mario Kart: Double Dash!! Guide Secrets" (http:/ / guides. ign. com/ guides/ 16574/ page_5. html). IGN. . Retrieved 2009-01-09. [4] "Parents' Info" (http:/ / www. mariokart. com/ doubledash/ launch/ parentsinfo. html). Mario Kart: Double Dash's official website. . Retrieved 2009-01-09. [5] Elston, Brett (2006-04-13). "Mario Kart: Double Dash!!" (http:/ / www. gamesradar. com/ mario-kart-double-dash/ ). GamesRadar. . Retrieved 2012-04-15. [6] "Mario Kart for GameCube" (http:/ / cube. ign. com/ articles/ 136/ 136574p1. html). IGN. 2001-06-06. . Retrieved 2008-03-01. [7] "Mario Kart Double Dash Revealed" (http:/ / cube. ign. com/ articles/ 394/ 394681p1. html). IGN. 2003-04-23. . Retrieved 2008-03-02. [8] Lewis, Cory D. (2003-05-14). "E3 2003: Hands-on Mario Kart: Double Dash!!" (http:/ / cube. ign. com/ articles/ 402/ 402170p1. html). IGN. . Retrieved 2008-03-02. [9] Schneider, Peer (2003-08-21). "GC 2003: Playing Mario Kart" (http:/ / cube. ign. com/ articles/ 434/ 434879p1. html). IGN. . Retrieved 2008-03-02. [10] Mirabella III, Fran (2003-09-17). "NGS 2003: Mario Kart: Double Dash!!" (http:/ / cube. ign. com/ articles/ 450/ 450395p1. html). IGN. . Retrieved 2008-03-02. [11] "Mario Kart: Double Dash!! - the Interview!" (http:/ / www. computerandvideogames. com/ article. php?id=98090). Computer and Video Games. 2003-11-03. . Retrieved 2009-01-08. [12] "Mario Kart: Double Dash!! (Bonus Disc)" (http:/ / cube. ign. com/ objects/ 616/ 616358. html). IGN. . Retrieved 2010-08-23. [13] "Mario Kart: Double Dash Info" (http:/ / www. gamefaqs. com/ console/ gamecube/ data/ 516710. html). GameFAQs. . Retrieved 2008-03-02. [14] "Full cast and crew for Mario Kart: Double Dash" (http:/ / imdb. com/ title/ tt0371816/ fullcredits#cast). Internet Movie Database. . Retrieved 2008-03-02. [15] "Mario Kart: Double Dash!! reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 516710. asp). GameRankings. . Retrieved 2008-02-14. [16] "Mario Kart: Double Dash!! reviews" (http:/ / www. metacritic. com/ games/ platforms/ cube/ mariokartdoubledash). Metacritic. . Retrieved 2008-02-14. [17] Electronic Gaming Monthly (Ziff Davis): 230. December 2003. [18] Leeper, Justin; McNamara, Andy. "Mario Kart: Double Dash!! review". Game Informer. [19] Davis, Ryan (2003-11-13). "Mario Kart: Double Dash!! review" (http:/ / www. gamespot. com/ gamecube/ driving/ mariokartdoubledash/ review. html). GameSpot. . Retrieved 2008-02-11. [20] Williams, Bryn (2003-11-01). "Mario Kart: Double Dash!! review" (http:/ / cube. gamespy. com/ gamecube/ mario-kart-double-dash/ 6372p1. html). GameSpy. . Retrieved 2008-02-11. [21] Mirabella III, Fran (2003-11-11). "Mario Kart: Double Dash!! review" (http:/ / cube. ign. com/ articles/ 458/ 458922p1. html). IGN. . Retrieved 2008-02-11. [22] Nintendo Power (Nintendo): 154. January 2004. [23] Radd, David (2004-04-19). "United Kingdom: Game Stars Awards (GCN)" (http:/ / web. archive. org/ web/ 20090301034506/ http:/ / www. gamedaily. com/ games/ mario-kart-double-dash/ gamecube/ game-news/ united-kingdom-game-stars-awards/ 362/ 6150/ ). GameDaily. Archived from the original (http:/ / www. gamedaily. com/ games/ mario-kart-double-dash/ gamecube/ game-news/ united-kingdom-game-stars-awards/ 362/ 6150/ ) on 1 March 2009. . Retrieved 2008-02-28. [24] "US Platinum Videogame Chart" (http:/ / web. archive. org/ web/ 20070106203333/ www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. 2007-12-27. Archived from the original (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml) on 2007-01-06. . Retrieved 2008-02-05. [25] "GameCube Best Selling Ranking" (http:/ / web. archive. org/ web/ 20050225220704/ www5e. biglobe. ne. jp/ ~hokora/ gcrank. html). Shrine of Data Sales Database. 1997-11-05. Archived from the original (http:/ / www5e. biglobe. ne. jp/ ~hokora/ gcrank. html) on 2005-02-25. . Retrieved 2007-01-11. [26] Thorsen, Tor (2003-12-17). "Monthly NPD console game sales chart: November 2003" (http:/ / www. gamespot. com/ gamecube/ driving/ mariokartdoubledash/ news. html?sid=6085813). GameSpot. . Retrieved 2008-02-28. [27] Vuckovic, Daniel (2006-10-16). "The Best Selling GameCube Games - Australia's Choice" (http:/ / www. vooks. net/ the-best-selling-gamecube-games-australias-choice/ ). Vooks. . Retrieved 2012-05-02. [28] Ransom-Wiley, James (February 26, 2009). "Guinness pours out its Top 50 Games of All Time" (http:/ / www. joystiq. com/ 2009/ 02/ 26/ guinness-pours-out-its-top-50-games-of-all-time/ ). Joystiq. . Retrieved January 24, 2010. [29] "80-61 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7206). ONM. . Retrieved 2009-02-19. [30] Buzz, Bro (2003-11-17). "Mario Kart: Double Dash review" (http:/ / web. archive. org/ web/ 20090114012436/ http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 31746. shtml). GamePro. Archived from the original (http:/ / www. gamepro. com/ nintendo/

Mario Kart: Double Dash!!


gamecube/ games/ reviews/ 31746. shtml) on 2009-01-14. . Retrieved 2008-02-11. [31] Bramwell, Tom (2003-11-03). "Mario Kart: Double Dash review" (http:/ / www. eurogamer. net/ article. php?article_id=53660). Eurogamer. . Retrieved 2008-02-29. [32] Bedigian, Louis (2003-11-17). "Mario Kart: Double Dash Review" (http:/ / web. archive. org/ web/ 20110719135331/ http:/ / gamecube. gamezone. com/ reviews/ item/ mario_kart_double_dash_gc_review). GameZone. Archived from the original (http:/ / gamecube. gamezone. com/ gzreviews/ r19314. htm) on 19 July 2011. . Retrieved 2009-01-09. [33] Pfister, Andrew (December 2, 2003). "Ain't it funny how time slips away?" (http:/ / web. archive. org/ web/ 20040301235803/ www. gmrmagazine. com/ article2/ 0,4364,1487147,00. asp). GMR. Archived from the original (http:/ / www. gmrmagazine. com/ article2/ 0,4364,1487147,00. asp) on March 1, 2004. . Retrieved April 11, 2010. [34] Edge (Future US): 98. Christmas 2003. [35] G-Wok. "Mario Kart: Double Dash review" (http:/ / www. gamerevolution. com/ oldsite/ games/ gamecube/ racing/ mario_kart_double_dash. htm). Game Revolution. . Retrieved 2008-02-29.

160

External links
Official website (http://www.mariokart.com/doubledash) Mario Kart: Double Dash!! (http://register.nintendo.com/gamemini?gameid=m-Game-0000-652) at Nintendo.com ( archives (http://web.archive.org/web/*/http://www.nintendo.com/ gamemini?gameid=m-Game-0000-652) of the original (http://www.nintendo.com/ gamemini?gameid=m-Game-0000-652) at the Internet Archive) Mario Kart: Double Dash!! (http://www.imdb.com/title/tt0371816/) at the Internet Movie Database

Mario Kart Arcade GP

161

Mario Kart Arcade GP


Mario Kart Arcade GP
Promotional flyer
Developer(s) Namco Nintendo Sega Amusement Vision Namco Mario Kart Arcade

Publisher(s) Series Platform(s)

Releasedate(s) October 2005 Genre(s) Mode(s) Cabinet Racing Single-player, multiplayer Sit-down

Arcade system Triforce Display Raster, horizontal orientation

Mario Kart Arcade GP ( ) is an arcade-only iteration of Nintendo's Mario Kart series, developed by Namco. Designed for the Triforce arcade board (also used for F-Zero AX), players can race as one of eleven characters in twenty-four tracks. On certain machines, for an additional fee, a player's data can be saved on a magnetic card which can be inserted into the machine again later to retain unlocked items and records. Nintendo's limited role of development was mainly isolated to ensuring that it was a worthy title for the established franchised. This game's arcade cabinet houses a camera that will take a photograph of the player's face. The photo can be customized and then will be displayed above the player's character during multiplayer races. The game is noted for being the first Mario Kart to feature playable crossover characters: Namco's Pac-Man, Ms. Pac-Man and Blinky. The game received a sequel in 2007 in the form of Mario Kart Arcade GP 2.

Playable characters
Arcade GP is the first and only game in the Mario Kart series to have Pac-Man, Namco's official mascot, as a playable character. Available characters are Mario, Luigi, Peach, Yoshi, Toad, Wario, Donkey Kong, and Bowser from the Mario series and Pac-Man, Ms. Pac-Man, and Blinky from the Pac-Man series.

Gameplay
There are a total of six stages, with four tracks in each. After a track is completed, the player must insert additional credits to continue the game, even if first place is achieved. After finishing all 4 races from each stage, a "challenge game" comes up, in which the player is required to complete a certain task; each of them requires the player to drive to a goal under a certain amount of time while under a certain condition, such as driving backwards through a field of banana peels. When a player hits one of the item boxes scattered throughout the tracks, the player is given one of the three selected items chosen at the start of a race. Mario Kart Arcade GP features items new and old. Unique to this game is a

Mario Kart Arcade GP lock-on feature for the items. Also unique to this game is a temporary shield that is produced while powersliding which protects players from items thrown at them by the other racers. Most of the game's sound effects came from Mario Kart: Double Dash

162

Mario Kart Arcade GP 2


Mario Kart Arcade GP 2 is the second game in the Mario Kart Arcade GP arcade game series. The game features the "Nam Cam" camera features of its predecessor, and 50cc, 100cc, and 150cc difficulty modes, as well as new items. The Japanese version of the game features color commentary by the prominent Japanese voice actor and on-screen personality, Kichi Yamadera.[1] The playable characters are Mario, Luigi, Toad , Yoshi, Waluigi, Wario, Donkey Kong, Bowser, and Peach from the Mario series, Pac-Man, Ms. Pac-Man, and Blinky from the Pac-Man series, and Mametchi from the Tamagotchi series.

References
[1] Gantayat, Anoop (2007-02-16). "IGN: Mario Kart Back in Arcades" (http:/ / wii. ign. com/ articles/ 765/ 765399p1. html). Wii.ign.com. . Retrieved 2009-09-23.

Mario Kart DS
Mario Kart DS
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Nintendo EAD Nintendo Makoto Wada Yasuyuki Oyagi Hideki Konno Shinobu Tanaka Mario Kart Nintendo DS
NA AUS EU JP

Releasedate(s)

November 14, 2005 November 17, 2005

November 25, 2005

December 8, 2005

Genre(s) Mode(s) Rating(s)

Racing Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Mario Kart DS ( DS Mario Kto D Esu) is a racing game developed and published by Nintendo. It was released for the Nintendo DS handheld game console in North America, Australia, and Europe in

Mario Kart DS November 2005, and in Japan on December 8, 2005. The game is the fifth installment in the Mario Kart series of video games, and the first to be playable via the Nintendo Wi-Fi Connection online service. Like other games in the series, Mario Kart DS features characters from the Mario series, and pits them against each other as they race in karts on tracks based on locations in the Mario series. The game was very well received, receiving an aggregated score of 91% from Metacritic. Praise focused on the game's graphics and gameplay, while criticism targeted its repetitive single-player mode. Mario Kart DS received several awards, including Editors' Choice Awards from GameSpot and IGN, G-Phoria's Best Handheld Game award, and IGN's Best Racing/Driving Game and Game of the Year awards for 2005. In the United States, Mario Kart DS was the best-selling game in its first month of release, and also held that position the following month. Overall, Mario Kart DS is the third best-selling game for the Nintendo DS as of December 2010, with 20.70 million units sold worldwide.

163

Gameplay
Mario Kart DS is a racing game, in which the player races in a kart against other racers as one of twelve characters, each with three karts to choose from. Lakitu always initiate the race or battle with the stoplight in every installment but, there is a slight change for this game. At the start of each race or battle, a countdown timer will appear on the top screen instead and when "START" appears, the race or battle can begin right away. While racing, the Nintendo DS's top screen offers a third-person perspective of the player's kart, while the bottom touchscreen shows the race's current standings, items carried by each racer, and a map of the course. The bottom screen can be toggled to show either an overview of the entire course, or a bird's-eye view of the player's kart and the immediate vicinity, including nearby racers, course hazards, item boxes, and incoming attacks. Each course features item boxes that the player can drive through to receive a randomly selected item, which the player can use to gain an advantage over other racers. Some items allow the player to attack other racers to slow them down, while other items can be used to speed up the player's own kart to pass other racers more easily.[1]

Game modes
The game features five single-player game modes: Grand Prix, Time Trial, Vs, Battle, and Mission. The Grand Prix and Vs modes require that the player choose an engine class from among 50 cc, 100 cc, 150 cc and 150 cc Mirror. The classes serve as difficulty levelsthe higher the engine class, the faster all karts go. In addition, a 150 cc Mirror mode can be unlocked, in which karts use 150 cc engines and tracks are flipped horizontally. In Grand Prix mode, the player competes against seven computer-controlled racers in a series of predetermined courses. There are eight cups in the game: Mushroom, Star, Shell, Banana, Special, Lightning, Leaf, and Flower. Each cup has four tracks for a grand total of thirty-two. Just like in Double Dash!!, players received points for each finishing position ranging from zero points for eighth place to ten points for the winner of the race. In the Time Trial mode, the player must finish a course as quickly as possible. The fastest time is then saved as a ghost, a carbon copy of the player's performance, which the player can race against later. In Vs mode, the player races on a track of their choosing against computer-controlled opponents. The mode can be played either individually or in teams, which separates racers into a blue team and a red team. Battle mode features two scenarios, Balloon Battle and Shine Runners, both which also allow the player to play either individually or in teams. In Balloon Battle, the player must pop the balloons of the opposing players by attacking them, or they can steal balloons by colliding into other karts. Each participant starts the battle with one balloon. In multiplayer, if a human player loses all of his/her balloons, he/she is out of the game and turns into a ghost. As a ghost, a player can only place item boxes. If the battle is played in single player, then the match ends and the results are announced when all of the human player's balloons are popped. In the second scenario, Shine Runners, the player must collect Shine Sprites. The player can attack other racers to take away a Shine Sprite from them, and racers with the fewest Shine Sprites are eliminated from the game over time. In single player, if the human player is eliminated from the round, the game ends and the results are randomized.[1]

Mario Kart DS In Mission Mode, the player must complete missions, each with objectives that range from collecting coins to attacking enemies. In each mission, the player controls a prespecified character. There are seven levels with eight missions in each. After completing each mission, the player's performance is given a grade of stars (three, two, or one) or letters (A, B, C, D, or E). After all eight missions in a level are complete, the player must complete a boss mission to advance to the next level. Once the first six levels are complete, and the rank of at least one star has been obtained on every mission, the seventh level is unlocked. The game also features a multiplayer mode, in which eight players race each other using the DS Download Play feature or a multi-card wireless LAN connection. Mario Kart DS also supports online play via the Nintendo Wi-Fi Connection, in which up to four players can play together. When playing online, participants can only race against each other; Battle mode is not available when playing via an online connection.[1]

164

Development
Nintendo first announced on May 11, 2004 that they planned to release a Mario Kart game for the Nintendo DS, releasing some gameplay video footage at the same time.[2] The company offered the game for the public to play for the first time at the 2005 Game Developers Conference, where the game's wireless feature was also showcased.[3] Mario Kart DS was produced by Hideki Konno, who also worked on 2005's Nintendogs.[3] The game runs at a consistent 60 frames per second and uses full 3D characters and environments.[3] Mario Kart DS is the first Mario Kart iteration to support online play. Konno remarked that although both Mario Kart DS and the Halo series of games feature online play, he noted that most of the people who use the feature in Halo games were "hardcore gamers". With Mario Kart DS, Konno wants "everyone to go online, and the technology and time is right for that to happen". Continuing with the tradition of introducing a new gameplay mechanic in each Mario Kart game, Mario Kart DS is the first in the series to support up to eight players at the same time with only one game cartridge. New to the series, the game also includes a single-player Battle Mode, which does not require that there be at least two human participants. As the first Mario Kart game for the Nintendo DS, the developers tested several features that took advantage of the device's bottom touchscreen. They considered letting players place items anywhere on the track instead of just behind their kart. However, the developers found it too confusing because the game already had too many distractions, making it difficult to control where to place items while racing.[3] In Mario Kart DS, a kart is able to draft behind another kart to gain a speed boost momentarily, a feature that was also previously used in the 1996 video game Mario Kart 64. Mario Kart DS places a stronger focus on the feature and once again provides a visual cue when a kart is drafting. In an interview, Konno notes that they included tracks from previous Mario Kart games into Mario Kart DS so that players who played the original Super Mario Kart on the Super Nintendo Entertainment System would feel more familiar with the DS iteration of the series.[4]

Reception

Mario Kart DS

165

Reception Aggregate scores


Aggregator Metacritic Score 91% [5]

Review scores
Publication 1UP.com Computer and Video Games Eurogamer GamePro Game Revolution GameSpot GameSpy GamesTM GameTrailers GameZone IGN Nintendo World Report X-Play Nintendophiles Score A [6] [7]

9.0 of 10 9 of 10

[8] [9]

4.5 of 5

[10] A 9.2 of 10 5 of 5 [11]

[12] [13]

7 of 10 9.3/10

[14] [15] [3]

9.5 of 10

9.5 of 10 10 of 10 5 of 5 B

[16]

[17]

[18]

Mario Kart DS was released by Nintendo for the Nintendo DS in North America on November 14, 2005, in Australia on November 17, 2005, in Europe on November 25, 2005, in Japan on December 8, 2005, and in Korea on April 5, 2007.[19] Nintendo later revealed that Mario Kart DS would also be sold bundled with a new red-colored Nintendo DS starting on November 28, 2005, along with "a checkered-flag wrist strap, and racing-inspired decals to customize new red handheld".[20] The game was considered to receive "universal acclaim" by Metacritic, where it received an aggregated score of 91%.[5] Praise focused on the game's graphics and gameplay, while criticism targeted its repetitive single-player mode. Mario Kart DS received Editors' Choice awards from GameSpot and IGN.[11][3] The game was nominated by GameSpot for several Best of 2005 awards, including Best Multiplayer Game,[21] Best Driving Game,[22] and Best DS Game, winning the last one.[23] The game received G-Phoria's Best Handheld Game award.[24] IGN gave the game the awards for Best Racing/Driving Game[25] and Game of the Year for 2005.[26] Several reviews praised the game for living up to the standards set by its predecessors. Finding the game's online shortcomings annoying, GameSpy still believed that the single-player mode and local wireless gameplay more than made up for them.[12] Nintendo World Report noticed that "the best features of past Mario Kart games are back" and work well with the new features in Mario Kart DS, calling the end result "the most impressive game to ever hit the Nintendo DS and also the best game in the Mario Kart series".[16] X-Play shared this sentiment, and remarked that the game shattered all of its expectations, making it the "best kart racing game ever releasedhandheld or otherwise".[17] GameZone also believed that Mario Kart DS "lives up to its legacy" with its inventive courses, "stellar" multiplayer, and "more replay value than any other racer in its class".[15] Alejandro K. Brown of CBS News

Mario Kart DS appreciated the game's unique use of Nintendo DS features, such as its microphone and wireless connectivity.[27] Finding it hard to imagine how Nintendo could make a Mario Kart game better than Mario Kart DS, IGN lauded Mario Kart DS's gameplay and depth in its design.[3] GameSpot called the game a "significant step forward" for the Mario Kart series, partly because it is the first in the series to feature online play.[11] Game Revolution remarked that the game "goes the distance" with its single-player and multiplayer modes.[10] 1UP.com complimented the "surprisingly compelling package", describing it as a "portable racing game on par with anything ever to appear on a console".[6] Video game magazine GamePro was pleased with the variety of racers, courses, modes, and multiplayer options offered, toting the game as a "must play" for any Nintendo fan and a requisite for any Nintendo DS owner to purchase.[9] Computer and Video Games described Mario Kart DS as the "most complete" Mario Kart game, despite a few graphical shortcomings.[7] Eurogamer enjoyed the game's multiplayer mode, calling it "genuinely practical to play with other people".[8] British publication GamesTM criticized the game for being simply a "polishing of the Mario Kart concept and little else",[13] and video game website Nintendophiles was disappointed with the "fairly repetitive" single-player mode and the "cheap computer players".[18] The game was the first for the Nintendo DS to take advantage of the console's Nintendo Wi-Fi Connection feature. By the end of its debut week in the United States, 112,000 people purchased the game, of which 52,000 of them had logged onto Nintendo Wi-Fi Connection to play against other people over the Internet.[28] Mario Kart DS was the best-selling handheld game in its debut month of November 2005 in the United States.[29] It reached first place again in December 2005 among handhelds, and sixth across all platforms.[30] It dropped to third place in February 2007 among handhelds.[31] Across all platforms, the game went down to 17th place in April 2008[32] and then back up to 14th in May 2008.[33] It descended to 16th in November 2008.[34] It rose to 10th place in December 2008 in the region, selling more than 540,000 copies that month. It was the 10th best-selling game of 2008, and the best-selling Nintendo DS game of that year.[35] In Japan, the game sold 224,411 copies in its first week.[36] In the week of February 1824, 2008, it dropped to 27th place.[37] The game went back up on the charts and became the 16th best-selling game of April 713, 2008, 14th place from April 1420, 2008,[38] and 15th place from May 1218, 2008.[39] Mario Kart DS sold 3,112,363 units as of July 2008,[40] and 3,224,996 copies as of January 2009, making it the sixth best-selling game for the Nintendo DS since the console's release.[41] The game was Japan's 16th best-selling game in 2008.[42] As of December 2010, Mario Kart DS has sold 20.70 million units worldwide.[43]

166

References
[1] Mario Kart DS instruction manual. Nintendo. 2005-11-14. [2] Harris, Craig (2004-05-11). "E3 2004: Mario Kart on DS" (http:/ / ds. ign. com/ articles/ 513/ 513232p1. html). IGN. . Retrieved 2009-01-08. [3] Harris, Craig (2005-03-10). "GDC 2005: Mario Kart Impressions" (http:/ / ds. ign. com/ articles/ 595/ 595106p1. html). IGN. . Retrieved 2009-01-08. [4] Riley, Adam (20 August 2012). "Nintendo Interview" (http:/ / www. cubed3. com/ news/ 4200). Cubed3. . Retrieved 18 February 2012. [5] "Mario Kart DS" (http:/ / www. metacritic. com/ games/ platforms/ ds/ mariokartds). Metacritic. . Retrieved 2009-01-08. [6] Parish, Jeremy (2005-11-10). "Mario Kart DS (Nintendo DS)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3145630& did=1). 1UP. . Retrieved 2009-01-08. [7] "Mario Kart DS" (http:/ / www. computerandvideogames. com/ article. php?id=130044). Computer and Video Games. 2005-11-24. . Retrieved 2009-01-08. [8] Bramwell, Tom (2005-11-22). "Mario Kart DS Review" (http:/ / www. eurogamer. net/ articles/ r_mariokart_ds). Eurogamer. . Retrieved 2009-01-08. [9] Burner, Rice (2005-11-14). "Mario Kart DS" (http:/ / web. archive. org/ web/ 20080914153322/ http:/ / www. gamepro. com/ article/ reviews/ 49814/ mario-kart-ds/ ). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 49814/ mario-kart-ds/ ) on 2008-09-14. . Retrieved 2009-01-08. [10] Silverman, Ben (2005-11-15). "Mario Kart DS - DS Review" (http:/ / www. gamerevolution. com/ review/ ds/ mario_kart_ds). Game Revolution. . Retrieved 2009-01-08. [11] Calvert, Justin (2005-11-14). "Mario Kart DS Review" (http:/ / www. gamespot. com/ ds/ driving/ mariokartds/ review. html). GameSpot. . Retrieved 2009-01-08. [12] Williams, Bryn (2005-11-16). "Mario Kart DS (DS)" (http:/ / ds. gamespy. com/ nintendo-ds/ mario-kart-ds/ 667164p1. html). GameSpy. . Retrieved 2009-01-08. [13] "Mario Kart DS review". GamesTM: 99. May 2006.

Mario Kart DS
[14] http:/ / www. gametrailers. com/ video/ gt-review-mario-kart/ 11670 [15] Bedigian, Louis (2005-12-12). "Mario Kart DS Review" (http:/ / nds. gamezone. com/ gzreviews/ r24080. htm). GameZone. . Retrieved 2009-01-09. [16] Sklens, Mike (2005-11-19). "Mario Kart DS" (http:/ / www. nintendoworldreport. com/ reviewArt. cfm?CFID=92669d9c-07c5-49b6-9881-f1dba26b49f3& CFTOKEN=0& artid=4450). Nintendo World Report. . Retrieved 2009-01-08. [17] "Mario Kart DS" (http:/ / www. g4tv. com/ xplay/ reviews/ 211/ Mario_Kart_DS. html). X-Play. . Retrieved 2009-01-08. [18] Biersdorf, Dan (2005-11-28). "Mario Kart DS (DSN)" (http:/ / www. n-philes. com/ reviews/ 165/ mario-kart-ds/ ). Nintendophiles. . Retrieved 2009-01-08. [19] "Release Summary" (http:/ / www. gamespot. com/ ds/ driving/ mariokartds/ similar. html?mode=versions). GameSpot. . Retrieved 2009-01-08. [20] Adams, David (2005-10-12). "Nintendo Reveals Red-Hot DS Bundle" (http:/ / ds. ign. com/ articles/ 658/ 658077p1. html). IGN. . Retrieved 2009-01-08. [21] "Best Multiplayer Game" (http:/ / www. gamespot. com/ pages/ features/ bestof2005/ index. php?day=2& page=17). GameSpot. . Retrieved 2009-01-08. [22] "Best Driving Game" (http:/ / www. gamespot. com/ pages/ features/ bestof2005/ index. php?day=4& page=6). GameSpot. . Retrieved 2009-01-08. [23] "Best DS Game" (http:/ / www. gamespot. com/ pages/ features/ bestof2005/ index. php?day=5& page=2). GameSpot. . Retrieved 2009-01-08. [24] Thorsen, Tor (2006-08-10). "G4 announces G-phoria winners, books Jack Thompson" (http:/ / www. gamespot. com/ ds/ driving/ mariokartds/ news. html?sid=6155587). GameSpot. . Retrieved 2009-01-08. [25] "Best Racing/Driving Game" (http:/ / bestof. ign. com/ 2005/ ds/ 5. html). IGN. . Retrieved 2009-01-08. [26] "Game of the Year" (http:/ / bestof. ign. com/ 2005/ ds/ 21. html). IGN. . Retrieved 2009-01-08. [27] Vitka, William (2005-11-18). "Mario Kart DS Dominates" (http:/ / www. cbsnews. com/ stories/ 2005/ 11/ 18/ tech/ gamecore/ main1058578. shtml). CBS News. . Retrieved 2009-02-03. [28] "Nearly Half of Mario Kart DS Owners Play Via Wi-Fi in First Week" (http:/ / www. gamezone. com/ news/ 11_22_05_07_04AM. htm). GameZone. 2005-11-22. . Retrieved 2009-01-08. [29] "Best Selling Games". NPD. December 2005. [30] "Best Selling Games". NPD. January 2006. [31] "Best Selling Games". NPD. March 2007. [32] "Best Selling Games". NPD. May 2008. [33] "Best Selling Games". NPD. June 2008. [34] "Best Selling Games". NPD. December 2008. [35] "NPD: Nintendo Drives '08 Industry Sales Past $21 Billion" (http:/ / www. gamedaily. com/ articles/ news/ npd-nintendo-drives-08-industry-sales-past-21-billion-/ ?biz=1). GameDaily. 2009-01-15. . Retrieved 2009-01-15. [36] "Best Selling Games". Famitsu. January 2006. [37] "Best Selling Games". Media Create. March 2008. [38] "Best Selling Games". Media Create. May 2008. [39] "Best Selling Games". Media Create. June 2008. [40] "Best Selling Games". Famitsu. July 2008. [41] "Best Selling Games". Famitsu. January 2009. [42] "Japanese 2008 Market Report" (http:/ / www. mcvuk. com/ interviews/ 403/ JAPANESE-2008-MARKET-REPORT). MCVUK. 2009-01-09. . Retrieved 2009-01-09. [43] "Nintendo Co. Financial Results Briefing for the Nine-Month Period ended December 2010" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110128e. pdf#page=6) (PDF). Nintendo. 2011-01-28. p.6. . Retrieved 2011-07-11.

167

External links
Kart DS Cheat and Reviews Blog (http://mariokartds.us/''Mario) Official Mario Kart DS website (North America) (http://www.mariokart.com/mkds/launch/index.html) Mario Kart DS (http://www.dmoz.org/Games/Video_Games/Platform/Mario_Games/Mario_Kart_Series/ Mario_Kart_DS/) at the Open Directory Project

Mario Kart Wii

168

Mario Kart Wii


Mario Kart Wii
North American box art depicting Mario and Luigi with the Wii Wheel accessory
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Nintendo EAD Nintendo Yasuyuki Oyagi Shigeru Miyamoto Hideki Konno Asuka Ota Ryo Nagamatsu Mario Kart Wii

JP

April 10, 2008

[1]

EU

April 11, 2008 April 24, 2008 April 27, 2008 April 30, 2009

AUS NA SK

Genre(s) Mode(s) Rating(s)

Racing Single-player, Multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Mario Kart Wii ( Wii Mario Kto U) is a racing video game developed by Nintendo Entertainment Analysis and Development and published by Nintendo for the Wii video game console. It is the sixth installment in the Mario Kart series and the second Mario Kart title to use the Nintendo Wi-Fi Connection. The game was released worldwide throughout April 2008, but one year later in South Korea. Every copy of the game is packaged with the Wii Wheel accessory, which is designed to house the Wii Remote to allow more intuitive and conventional steering. Changes from its predecessor, Mario Kart DS, include bikes and support for up to twelve racers online. Like other games in the Mario Kart series, it involves various characters from several Mario games racing each other on tracks themed from locations in the Mario series. Support for the Nintendo Wi-Fi Connection allows racing against other players from around the world, and online competitions and results are available by installing the Mario Kart Channel to the Wii Menu. Mario Kart Wii was first shown at E3 2007. It has been positively received by critics; while not revolutionary, the online capability and the large number of tracks, characters and karts have been praised. The game had a commercially successful launch in every region, and sold over a million copies in both Japan and the United States in less than a month. Overall, it is the second best-selling game for Wii at 31.91 million copies sold, after Wii Sports. As of May 15, 2011 the game is bundled with newer Wii consoles.[2] Mario Kart Wii is also the best-selling racing game of all time.[3]

Mario Kart Wii

169

Gameplay
Mario Kart Wii is a racing video game where the player races in each of the 32 different tracks, including 16 new tracks, and 16 "retro" tracks from previous Mario Kart games; 4 each from Mario Kart 64, Mario Kart: Double Dash and Mario Kart DS, and two each from Super Mario Kart and Mario Kart: Super Circuit, and up to twelve characters can participate in a race instead of the traditional eight.[4] Game modes include "Grand Prix", in which the player races against 11 computer-controlled players on 4 pre-determined tracks, "Time Trials", in which the player races alone or against a "ghost" (which can be either Nintendo's pre-recorded staff ghosts, ghosts from other players on the same Wii console, the player's own ghost data, or ghosts downloaded from other players on the Mario Kart Channel) in order to finish in the fastest possible time, "VS", which is similar to Grand Prix in that the player races against eleven CPU players, but they are allowed to choose any course they have unlocked and can customize extra options for the race, and "Battle", which consists of 2 different modes, Balloon Battle or Coin Runners. In Battles, the objective is to obtain items that are scattered across the stage and hit the opposing team with them within the time alloted. Battle mode contains ten stages (5 new stages, and 5 stages from previous Mario Kart games) which are separate from the 32 standard racing tracks, and are more open-ended than the race tracks. In addition to the single-player modes, the game allows 2-4 players to play offline in VS or Battle mode, either with or without the CPU players. Players obtain items by driving through item boxes placed at certain intervals throughout the courses, which can be used for either defense, offense, or for benefiting themselves, such as getting a speed boost from using a Mushroom. The game utilizes new items from Mario platform games not found in past Mario Kart games, including the "Mega Mushroom" from New Super Mario Bros., which allows the character to grow enormous in size and flatten opposing characters, and the "POW Block" from Mario Bros., which allows the character to send a shockwave to all the characters in front of them, spinning them out of control and causing them to drop any items they may be carrying (there is no effect, however, on those who are airborne).[5] One additional item new to the series is the "Lightning Cloud", which raises the user's top speed briefly, but shrinks the user if it is not passed on to an opponent by colliding with their vehicle. Mario Kart Wii features twenty-four selectable Nintendo characters, more than any of its predecessors. In addition, there are twelve variants (3 weight classes, 2 genders, 2 outfits) of a Mii, a digital avatar created by the player. There are other characters that may hurt or help the racer in-game. Some of them included in the game are Lakitu, Piantas, Shy Guys, Monty Moles, and many others.

Control schemes
The game is packaged with a Wii Wheel, a peripheral that acts as the primary control scheme. Because the Wii Wheel only provides a simulation of a steering wheel and offers no additional functionality, players can forgo the accessory while using only the Remote in a similar manner. There are also methods that can be used without the Wii Wheel, such as the Wii Remote with Nunchuk, the Classic Every bundled copy of the game is packaged with Controller, or the Nintendo GameCube controller. The ability to the Wii Wheel accessory. "snake" in previous Mario Kart games, which creates speed boosts by repeatedly drifting, has been greatly reduced in favor of a new speed boost system based on how long the player actually drifts and the angle at which they drift.[6] While bikes can perform wheelies for a speed boost, they have a limited turning ability for the duration of a wheelie. Karts cannot do wheelies, but can get longer boosts on drifting.[7] Also featured is the ability to "slipstream."[8] Additionally, a new feature called "Tricks" or "Stunts" are now a part of gameplay. Flicking the Wii Wheel or Wii Remote or pressing up on the D-pad (when using the Classic Controller or GameCube Controller) while on take-off will cause the character to perform stunts in mid-air, allowing the player to obtain a small speed boost upon landing.

Mario Kart Wii

170

Nintendo Wi-Fi Connection


Mario Kart Wii allows players to race against each other through the Nintendo Wi-Fi Connection, which features online racing and battle modes, supporting up to twelve simultaneous competitors. One or two players per Wii console can connect to Nintendo Wi-Fi Connection. There are 3 options that allow players to choose who they would like to play with: "Worldwide", "Regional" (called "Continental" in European versions), and "Friends". It features a rating system in which players will gain or lose VR (VS rating) or BR (Battle rating) based on how well they perform in matches. The game also includes the "Mario Kart Channel" (its features can be installed to the Wii Menu and requires, depending on region and content, between 74 and 86 blocks), which presents the current regional and worldwide rankings for Time Trials, and the option of sending or downloading Time Trial ghost data using WiiConnect24.[9] Mario Kart Channel also offers worldwide tournaments from Nintendo, which are modified courses that will sometimes have special objectives, such as destroying all the Goombas on a course as fast as possible. There are 2 tournaments hosted every month.[10] The channel enables users to check if any members of their Friend roster are currently online, and to participate in a race or battle with them.[11] The Nintendo Wi-Fi Connection has been criticized by players for a number of reasons. In order for someone to add players to their friend roster, they must exchange a 12-digit "friend code" with the person they would like to add. This feature is present in all Nintendo Wi-Fi games for Wii. It is not possible to add players seen in a Worldwide or Regional match, as there is no text or voice chat in these modes.[12] There are also players who have hacked the Wii console using the Homebrew Channel, and play the game online using cheat codes. These players are typically able to get an infinite amount of any item they wish, and they usually aim to unfairly win every race and/or constantly bombard all the other players with many powerful items.[13] These kinds of hackers are typically frowned upon by most players, although there are other hackers who may give players various boosts and allow everyone to gain large amounts of VR. Nintendo has taken measures to ban hackers from Nintendo Wi-Fi Connection, by blacklisting them and causing them to receive error code 20102 upon trying to connect.[14] However, hackers quickly found ways to circumvent the error code and continue playing online. A number of glitches have also arisen on many of the courses, most notably the Grumble Volcano glitch, in which a player can jump onto a rock on the course Grumble Volcano and circle it to finish the race very quickly.[15] Most players choose to only use the glitch in Time Trials, although some players will attempt it in online play. There are also many shortcuts in the game that involve the use of glitches, such as one in Bowser's Castle that allows the player to save roughly seven seconds, by using a boost panel to go through a wall in different courses.

Development
Mario Kart Wii was officially announced at the 2007 Electronic Entertainment Expo (E3); the online features and the first footage of the game were shown at the Expo.[16] During Nintendo of America CEO Reggie Fils-Aime's presentation, he unveiled the game via a trailer that showed some of the new characters and tracks. The trailer also displayed that the game would include up to twelve simultaneous racers, and that the dual-character component featured in Mario Kart: Double Dash!! was removed. Additional details of the game were later released in conjunction with the Nintendo Fall 2007 Conference held in October 2007, where it was revealed that it would include bikes and the Wii Wheel. New gameplay footage from the game was also shown, and the release date was revealed to be set for spring 2008.[17] Producer Hideki Konno wanted to include online features for Mario Kart DS, but they were left out due to time constraints. These features would, however, be implemented in Mario Kart Wii. The developers wanted to avoid races becoming more deserted as they progressed, thus altering the online matchmaking to allow players to join a race once it is finished for participation in the next one.[18] Konno had been proposing ideas involving BMX since Double Dash!!, but they were rejected. In Mario Kart Wii, the developers were able to incorporate bikes.[18] The game was called "Mario Kart X" internally for a while, before deciding on "Mario Kart Wii."[18] General producer and Mario creator Shigeru Miyamoto's inputs were limited to new aspects of play such as the Wii Wheel and battles

Mario Kart Wii over Nintendo Wi-Fi Connection.[18] The designers tested roughly 30 different prototypes with different shapes, colors and weights (based on real-life go-karts), before deciding on the final Wii Wheel design.[18]

171

Music

Mario Kart Wii Platinum Soundtrack


Soundtrack album by Asuka Ohta and Ryo Nagamatsu Released Genre Length Label December 2011 (Japan) Video game soundtrack 1:05:31 Club Nintendo

The music in this game was composed by Asuka Ota and Ryo Nagamatsu, who used new interpretations of the familiar melodies from earlier games and also new material. The official soundtrack was released in December 2011, as part of the Platinum Rewards for Club Nintendo members in Japan with forty-three total songs from the game itself.[19] The speaker on the Wii Remote is frequently used during gameplay, as sound effects like crashes and warning signals are emitting from it. It was during the extensive testings of the different Wii Wheel prototypes, the developers decided that it would be good to have the voice actors playing the game during recording sessions.[18] Track listing
Disc 1 No. Title 1. "Opening Movie" 2. "Title" 3. "Options/Licence Management" 4. "Main Menu" 5. "Course Overview Fanfare" 6. "Luigi Circuit/Mario Circuit" 7. "Moo Moo Meadows" 8. "Mushroom Gorge" 9. "Toad's Factory" 10. "Coconut Mall" 11. "DK Summit" 12. "Wario's Gold Mine" 13. "Daisy Circuit" 14. "Koopa Cape" 15. "Maple Treeway" 16. "Grumble Volcano" 17. "Dry Dry Ruins" 18. "Moonview Highway" 19. "Bowser's Castle" Length 1:11 1:08 0:35 2:28 0:15 2:11 1:57 0:41 2:34 2:17 2:13 2:18 2:13 2:06 2:22 2:37 2:19 2:04 2:45

Mario Kart Wii

172
20. "Rainbow Road" 21. "1st Place Fanfare (Grand Prix and VS)" 22. "2nd-5th Place Fanfare (Grand Prix and VS)" 23. "High Placement Results (Grand Prix and VS)" 24. "6th-12th Place Fanfare (Grand Prix and VS)" 25. "Low Placement Results" 26. "Block Plaza" 27. "Delfino Pier" 28. "Funky Stadium" 29. "Chain Chomp Wheel" 30. "Thwomp Desert" 31. "1st Place in Team (Battle)/New Record (Time Trial) Fanfare" 32. "Team Victory (Battle)/Ranking (Time Trial) Fanfare" 33. "Draw Fanfare" 34. "Team Victory (Battle)/Ranking (Time Trial) Results" 35. "Team Defeat (Battle)/No Record (Time Trial) Fanfare" 36. "Team Defeat (Battle)/No Record (Time Trial) Results" 37. "Mario Kart Channel Menu" 38. "Ranking" 39. "Wi-Fi Menu" 40. "Wi-Fi Match/Ghost Replay" 41. "Trophy Presentation" 42. "Staff Credits A" 43. "Staff Credits B" Total length: 2:48 0:07 0:08 0:54 0:09 0:43 2:00 2:21 1:48 2:20 2:12 0:06 0:06 0:06 0:27 0:07 0:49 0:47 1:00 2:37 0:55 1:28 1:48 2:20 65:31

Voice Cast
The main voice cast of the game consists of Charles Martinet, performing as Mario, Luigi, Wario, Waluigi, Baby Mario and Baby Luigi; Sam Kelly performing as Peach, Toad, Baby Peach, and Toadette; Deanna Mustard performing as Daisy and Baby Daisy; Kenny James as Bowser; Caety Sagoian as Bowser Jr.; Mercedes Rose as Rosalina; Takashi Nagasako as Donkey Kong; Katsumi Suzuki as Diddy Kong; Toshihide Tsuchiya as Funky Kong, and Kazumi Totaka as Yoshi, with additional voices being provided by Ayumi Nagao, Fumihiro Okabayashi, Hitomi Hirose, Kki Harasawa (credited as "Katsuhiro Harasawa"), Takuya Sato, Tomo Adachi, Tomoyuki Higuchi and Yko Kaida.[20]

Mario Kart Wii

173

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 82% [21] [22]

82 of 100

Review scores
Publication Edge Eurogamer Famitsu GameSpot GameSpy GameTrailers IGN Nintendo Power Score 6 of 10 8 of 10 [23] [24] [25] [8]

37 of 40

8.5 of 10 4.5 of 5

[26] [27] [28]

8.4 of 10 8.5 of 10 9 of 10

[29]

Mario Kart Wii had a successful launch and sold 300,000 copies on the launch day in Japan alone, compared to Mario Kart DS which sold 160,000 copies on its first day and Mario Kart: Double Dash!! which sold 180,000 on its first day.[30] In the week ending May 4, 2008, Mario Kart Wii had sold over a million copies in Japan alone, less than a month since its release in the region.[31] In the UK, Mario Kart Wii was the best-selling video game in the week ending April 12, 2008, having "the eighth biggest opening sales week in UK software history," according to Chart-Track/ELSPA.[32][33] The game dwarfed all other five Mario Wii games released up until then for the Wii combined when comparing first week sales.[32] In the United States, Mario Kart Wii was the second best-selling video game in April 2008, selling 1.12 million copies, according to the NPD Group; putting it behind the Xbox 360 version of Grand Theft Auto IV and ahead of the PlayStation 3 version, both released in the same week.[34] It ranked the fourth best-selling game of December 2008 in the United States, selling in excess of 979,000 copies.[35] According to the NPD Group, GfK Chart-Track, and Enterbrain, the game has sold 2.409 million copies in the United States, 687,000 in the United Kingdom, and 1.601 million in Japan, respectively, for a total of 4.697 million copies sold by August 1, 2008.[36] As of March 2009, Nintendo has sold 15.4 million copies of Mario Kart Wii worldwide.[37] As of January 4, 2009, it has sold 2,133,000 copies in Japan.[38] It is also the fourth best-selling game of Japan in 2008.[39] According to the NPD Group, GfK Chart-Track, and Enterbrain, the game has sold 856,000 copies in the United States, 394,000 in the United Kingdom, and 218,000 in Japan, respectively, for a total of 1.468 million copies sold in the third quarter of 2008 (JulySeptember).[40] It is the second best-selling game of 2008 in the United States, selling in excess of 5 million copies.[35] With 31.91 million copies sold as of December 2011,[41] it is the best-selling Mario game for the Wii console as well as ranking second on the best-selling Wii games list. It is also among the best-selling stand-alone games of all time.

Mario Kart Wii

174

Critical response
Mario Kart Wii has been received by critics positively, especially praising the online capability and the large number of tracks, characters and karts. Joe Sinicki of Blast Magazine comments: "While it still does suffer from some of the problems of the older games, Mario Kart Wii takes the simple and accessible formula set by its predecessors and tweaks it enough to make it feel fresh and fun, creating one of the most entertaining and rewarding gaming experiences in quite some time."[42] Official Nintendo Magazine UK commented that the Wii Wheel worked very effectively and loved the different multiplayer modes.[43] GameSpot producer Lark Anderson complimented that the game is easy to jump into for players of any skill level and that motorcycles provide a great alternative to go-karts,[8] and IGN commented that "Nintendo has delivered one of the best console Karts in years."[28] Plugged In stated that the racing is easy to do and that "the Grand Prix Cup events and several team battle modes keep things interesting" while Classic Game Room praised the game for its high production value and great replay value. They also liked that the online play was a major strength of the game. NGamer, however, claimed that the tracks are too big for local multiplayer matches. Also, IGN criticized the rubber band AI in the 150cc races of the Grand Prix[28] and NGamer UK was disappointed that Battle mode can now only be played in teams; no free-for-all option is offered which removes the 'last man standing' element of previous Mario Kart Battle modes. Reviewers such as GameTrailers and IGN also commented that it is easy to fall from first place to last by being continuously attacked by several weapons, many of which are unavoidable, leading to a certain amount of luck in racing. This makes it more accessible for beginners, but can be extremely discouraging for skilled players.[27][28] GameSpot also noted that "nostalgia doesn't save most of the classic courses from being boring."[8]

Awards
The game won multiple Wii-specific awards from IGN in its 2008 video game awards, including Best Racing Game[44] and Best Online Multiplayer Game.[45] IGN also nominated it for Best Family Game for the Wii.[46] The game was ranked ninth in Nintendo Power's "Best of the Decade."[47] It also won the award for "Favorite Video Game" at the 2010 Kids' Choice Awards.[48] Guinness World Records has awarded Mario Kart Wii with a record for being the best-selling racing video game of all time.[3]

References
[1] "Mario Kart Wii" (http:/ / www. gamespot. com/ wii/ driving/ mariokart/ similar. html?mode=versions). GameSpy. . [2] Houston, Thomas (2011-05-04). "Nintendo Wii Price Cut Announced" (http:/ / www. huffingtonpost. com/ 2011/ 05/ 04/ nintendo-wii-150-price-cut_n_857355. html). Huffington Post. . [3] "Best selling racing video game" (http:/ / www. guinnessworldrecords. com/ records-6000/ best-selling-racing-video-game/ ). Guinness World Records Gamers Edition 2011. Guinness World Records. 1 Oct 2010. . Retrieved 17 April 2012. [4] "Mario Kart Wii Weapons Website" (http:/ / www. nintendo. co. jp/ wii/ rmcj/ item/ index. html). Nintendo. . Retrieved 2008-03-24. [5] Nintendo. "Mario Kart Wii Courses Website" (http:/ / www. nintendo. co. jp/ wii/ rmcj/ course/ index. html). . Retrieved 2008-05-04. [6] "Snaking Removed From Mario Kart Wii" (http:/ / gonintendo. com/ ?p=37964). GoNintendo.com. . Retrieved 2008-05-06. [7] "Guides: Mario Kart Wii Guide p.10" (http:/ / uk. guides. ign. com/ guides/ 949580/ page_10. html). IGN. . Retrieved 2008-04-24. [8] "GameSpot Mario Kart Wii Review" (http:/ / www. gamespot. com/ wii/ driving/ mariokart/ review. html). GameSpot. . Retrieved 2008-04-26. [9] "Mario Kart Wii Detailed news from 1UP.com" (http:/ / www. 1up. com/ do/ newsStory?cId=3165960). 1UP.com. . Retrieved 2011-08-08. [10] "Nintendo Announces Worldwide Mario Kart Tournaments" (http:/ / www. 1up. com/ do/ newsStory?cId=3167654). 1UP.com. . [11] "Wii.com" (http:/ / uk. wii. com/ software/ interviews/ mario_kart/ vol1/ page5. html). uk.wii.com. . [12] "No voice or text chat in Mario Kart Wii" (http:/ / www. eurogamer. net/ articles/ no-voice-or-text-chat-in-mario-kart-wii). Eurogamer. . [13] "Mario Kart cheat allows unlimited blue shells" (http:/ / www. joystiq. com/ 2008/ 09/ 01/ mario-kart-cheat-allows-unlimited-blue-shells). Joystiq. . [14] "Error code 20102" (http:/ / www. nintendo. com/ consumer/ wfc/ en_na/ ds/ results. jsp?error_code=20102& system=Wii& locale=en_US). Nintendo. . [15] "YouTube: Grumble Volcano glitch" (http:/ / www. youtube. com/ watch?v=joMbFFk6WZ8). . [16] "E3 2007: Not Your Father's Mario Kart" (http:/ / wii. ign. com/ articles/ 803/ 803351p1. html). IGN. 2007-07-18. . Retrieved 2007-08-03.

Mario Kart Wii


[17] "Nintendo Conference 2007 Fall" (http:/ / uk. wii. ign. com/ articles/ 826/ 826130p1. html). IGN. 2007-10-11. . Retrieved 2008-04-17. [18] "Iwata asks: Mario Kart Wii" (http:/ / us. wii. com/ iwata_asks/ mariokart/ vol1_page4. jsp). Wii.com. 2008. . Retrieved 2009-02-01. [19] "Mario Kart Wii Soundtrack" (http:/ / vgmdb. net/ album/ 29638). club.nintendo.jp/. 2011. . Retrieved 2011-11-23. [20] Nintendo EAD. Mario Kart Wii. (Nintendo). Wii. Level/area: Credits. (2008-04-10) [21] "Mario Kart Wii Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 942008. asp). Game Rankings. . Retrieved 2008-09-21. [22] "Mario Kart Wii (wii: 2008): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ wii/ mariokartwii?q=mario kart wii). Metacritic. . Retrieved 2008-12-06. [23] "Review: Mario Kart Wii - EDGE magazine" (http:/ / www. next-gen. biz/ reviews/ mario-kart-wii-review). Future Publishing. . Retrieved 2008-04-11. [24] "Mario Kart Wii Review" (http:/ / www. eurogamer. net/ article. php?article_id=95123). Eurogamer. . Retrieved 2008-03-20. [25] "Famitsu Mario Kart Wii Review" (http:/ / gonintendo. com/ ?p=39351). Famitsu. . Retrieved 2008-04-02. [26] "Mario Kart Wii review at GameSpy" (http:/ / uk. wii. gamespy. com/ wii/ mario-kart-wii/ 870096p1. html). GameSpy. . Retrieved 2008-04-29. [27] "GameTrailers Mario Kart Wii Review" (http:/ / www. gametrailers. com/ player/ 33246. html). GameTrailers. . Retrieved 2008-04-25. [28] "Mario Kart Wii Review - wii.ign.com" (http:/ / wii. ign. com/ articles/ 868/ 868012p1. html). IGN. . Retrieved 2008-04-20. [29] Nintendo Power (Future US). April 14, 2008 [30] "Mario Kart Wii Sold 300,000 Copies?" (http:/ / kotaku. com/ 379769/ mario-kart-wii-sold-300000-copies). Kotaku. . Retrieved 2008-04-15. [31] Michael McWhertor (2008-05-08). "Ain't No Stopping Mario Kart Wii In Japan" (http:/ / kotaku. com/ 388562/ aint-no-stopping-mario-kart-wii-in-japan). Kotaku. . Retrieved 2008-05-08. [32] UK CHARTS: Mario Kart Wii smashes records as it hits No.1 (http:/ / www. mcvuk. com/ news/ 30188/ UK-CHARTS-Mario-Kart-smashes-records-at-it-hits-No1) [33] "British Sales Charts" (http:/ / kotaku. com/ 379767/ british-sales-charts). Kotaku. . Retrieved 2008-04-15. [34] Brendan Sinclair (2008-05-15). "NPD: US game revs spike on 2.85M GTAIVs" (http:/ / www. gamespot. com/ news/ 6191066. html). GameSpot. . Retrieved 2008-05-24. [35] "NPD: Nintendo Drives '08 Industry Sales Past $21 Billion" (http:/ / www. gamedaily. com/ articles/ news/ npd-nintendo-drives-08-industry-sales-past-21-billion-/ ?biz=1). Game Daily. 2009-01-15. . Retrieved 2009-01-15. [36] "Leading Market Research Firms Join Forces to Provide First Multi-Continent View Of Video Game Software Sales" (http:/ / www. npd. com/ press/ releases/ press_080821. html) (Press release). NPD Group, GfK Chart-Track, Enterbrain. 2008-08-21. . Retrieved 2008-08-23. [37] "Financial Results Briefing for Fiscal Year Ended March 2009" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2009/ 090508e. pdf#page=6) (PDF). Nintendo. 2009-05-08. p.6. . Retrieved 2009-05-08. [38] "Dissidia Wins Final Week of the Year in Japan; Nintendo Takes Six of Top Ten" (http:/ / chartget. com/ 2009/ 01/ media-create-sales-1229-0104-software. html). Chart Get. 2009-01-07. . Retrieved 2009-01-09. [39] "JAPANESE 2008 MARKET REPORT" (http:/ / www. mcvuk. com/ interviews/ 403/ JAPANESE-2008-MARKET-REPORT). MCVUK. . Retrieved 2009-01-09. [40] "Third Quarter 2008 Sales Results From Top Global Video Games Software Markets Released" (http:/ / www. npd. com/ press/ releases/ press_081110a. html) (Press release). NPD Group, GfK Chart-Track, Enterbrain. 2008-11-10. . Retrieved 2008-11-14. [41] "Financial Results Brieging for the Nine-Month Period Ended December 2011" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2012/ 120127e. pdf#page=7) (pdf). Nintendo. 2012-01-27. p.6. . Retrieved 2012-02-08. [42] "Mario Kart Wii - Blast, The Online Magazine" (http:/ / web. archive. org/ web/ 20080503005517/ http:/ / blastmagazine. com/ 2008/ 05/ mario-kart-wii/ ). B Media Ventures. Archived from the original (http:/ / blastmagazine. com/ 2008/ 05/ mario-kart-wii/ ) on May 3, 2008. . Retrieved 2008-05-01. [43] "Mario Kart Wii - Nintendo UK product information page" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ games/ wii/ mario_kart_wii_7387. html). Nintendo. . [44] "IGN Wii: Best Racing Game 2008" (http:/ / bestof. ign. com/ 2008/ wii/ 6. html). IGN.com. 2008-12-18. . Retrieved 2008-12-19. [45] "IGN Wii: Best Online Multiplayer Game 2008" (http:/ / bestof. ign. com/ 2008/ wii/ 19. html). IGN.com. 2008-12-18. . Retrieved 2008-12-19. [46] "IGN Wii: Best Family Game 2008" (http:/ / bestof. ign. com/ 2008/ wii/ 17. html). IGN.com. 2008-12-18. . Retrieved 2008-12-19. [47] "The Best of the Decade". Nintendo Power (252). March 2010. [48] "2010 Kids' Choice Awards Episode Recap" (http:/ / www. tv. com/ kids-choice-awards/ 2010-kids-choice-awards/ episode/ 1326303/ recap. html?tag=content_wrap;episode_recap). TV.com. . Retrieved 2011-09-20.

175

Mario Kart Wii

176

External links
Official website (http://www.mariokart.com/wii/launch) Largest Community Forum (http://www.mariokartwii.com/)

Mario Kart 7
Mario Kart 7
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Nintendo EAD Retro Studios Nintendo Kosuke Yabuki Hideki Konno Kenta Nagata Satomi Terui Mario Kart Nintendo 3DS
JP EU

Releasedate(s)

December 1, 2011 December 2, 2011 December 3, 2011 December 4, 2011

AUS NA

Genre(s) Mode(s) Rating(s)

Racing Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3

[1]

Mario Kart 7 ( 7 Mario Kto Sebun)[2] is a 2011 racing video game in the Mario Kart series, developed by Nintendo EAD and Retro Studios and published by Nintendo for the Nintendo 3DS handheld game console.[2] The game was released worldwide in early December 2011.[3] Mario Kart 7 is the seventh and most recent iteration in the Mario Kart series, following Mario Kart Wii from 2008. Similar to previous games in the series, players participate in go-kart racing on various Mario-themed tracks, playing as one of seventeen different Mario characters. While racing, the players make use of power-up items that hinder opposing characters. New additions to the game include hang-gliding attachments for karts, the ability to drive underwater, and the ability to fully customize the vehicles' builds.[4] Mario Kart 7 supports both local and online multiplayer for up to eight players.[5] Mario Kart 7 received positive reception, gaining aggregate critical scores of 85 and 84.96% on MetaCritic and GameRankings respectively. It is the second 3DS game to sell over 5 million units.

Mario Kart 7

177

Gameplay
Mario Kart 7 carries on traditional Mario Kart gameplay in which players race against each other in go-karts across a variety of themed tracks. Most tracks are based off various locations in the Mario series, but a few tracks are set on Wuhu Island, which was featured in non-Mario video games Wii Fit and Wii Sports Resort.[6] While driving, the players use power-up items, obtained from running into item boxes located at specific points on the track, that are used to hinder the progression of opponents or to help the player in the race. Some of these power-ups include the series staple items Koopa Shells, Banana Peels, and Super Mushrooms. Mario Kart 7 also features three items new to the Mario Kart series: the Fire Flower, the Super Leaf, and the Lucky Seven, which bestows seven items at once.[7] Coins, originally introduced in Super Mario Kart, are scattered about the tracks; collecting them increases the player's top speed. Up to ten coins can be collected in each race but some will be lost if the player comes into contact with hazards or goes out of bounds. Jump actions, which were introduced in Mario Kart Wii as tricks, lets players obtain a brief burst of speed when driving off ramps.[8][5] In addition to traditional controls, Mario Kart 7 can be played using the Nintendo 3DS gyroscope, in which the action is viewed in first person and the player steers the kart simply by turning the entire game system. Mario Kart 7 is particularly notable for sporting features unseen in previous Mario Kart installments. Players are able to customize their vehicles, choosing from various frames which range in weight, a selection of tires which affect a kart's handling on certain surfaces, and a choice of retractable hanggliders, which allow players to glide through the air. Hang gliding may allow players to skip over parts of the track or locate new routes and shortcuts that are otherwise unaccessible.[5] There are 17 frames, 10 tires, and 7 gliders, which makes a grand total of 1,190 possible kart combinations for the players to use during the races and battles. In past games, driving the kart into a body of water was considered going out of bounds and was penalized by delaying the player for several seconds. In Mario Kart 7, the karts are fully submersible and the tracks feature segments that are completely underwater. The game features 16 playable Mario characters, including Wiggler, Honey Queen, Lakitu, and Metal Mario, who are new to the series, as well as Mii characters saved in the Nintendo 3DS Mii Maker. The characters are divided into different weight classes, which impact their driving styles. Mario Kart 7 offers 32 different tracks, which consist of sixteen tracks unique to the game and sixteen "classic" tracks, remakes of tracks featured in the past six Mario Kart games.[5]

Game modes
Mario Kart 7 features four single-player game modes: Grand Prix, Time Trials, Balloon Battle, and Coin Runners. Some modes feature multiplayer options. In Grand Prix, the player races against seven computer-controlled opponents in one of eight different cups, each featuring four tracks. The player receives points based on his or her finishing position in each race, ranging from ten points for first place and one point for last place, and receives a trophy based on his or her overall standing after all of the races and along with that, they will also receive a star rank ranging from one to three. In Time Trials, the player races alone to finish the track in the fastest time possible. The best time for each track is saved as a ghost, which the player can compete against in later trials. If the player has SpotPass enabled on his Nintendo 3DS, he or she will be able to download ghosts from other players and can race against up to seven other ghosts simultaneously.[9][6] In the Balloon Battle and Coin Runners battle modes, the players drive around a closed arena to collect items and attack their opponents within the time allotted. The player can play online via Nintendo Network, participating in races or battles with up to seven other players. Game data can also be exchanged with other Nintendo 3DS consoles via StreetPass.

Mario Kart 7

178

Development
Nintendo EAD began development on Mario Kart 7 in early 2010.[10] The idea to have hang gliding and submersible karts came during the development of the previous Mario Kart game, Mario Kart Wii, and was one of the first gameplay mechanics implemented.[11] The ability to customize the player's kart was added in order to make gameplay more strategic and to boost the multiplayer experience.[12] The game was first publicly announced at E3 2010 under the tentative title Mario Kart and then shown again at E3 2011, where it was announced for a late 2011 release. Because Nintendogs + Cats was scheduled to be released first, Mario Kart 7 was given lower priority and only eight staff members were assigned to begin work on it. When it was time to focus on the game, producer Hideki Konno realized that there was not enough staff available due to many other titles being developed at the same time, including The Legend of Zelda: Skyward Sword which had its production extended into 2011. In order to finish the game in time for the 2011 Christmas season,[5] Nintendo consulted with Retro Studios, which had just finished making Donkey Kong Country Returns, to co-develop the game.[10] Retro started work on Mario Kart 7 in December 2010. The team focused on producing the classic racing courses, remakes of courses from earlier Mario Kart titles, in order to learn both "lessons about the development process [for Mario Kart games]" and "about what makes a good course from a design perspective."[13]

Music and voice


The game's soundtrack was composed by both Kenta Nagata, who worked on previous Mario Kart titles Mario Kart 64 and Mario Kart: Double Dash!!, and Star Fox 64 3D composer Satomi Terui. The main voice cast consists of Charles Martinet, performing as Mario, Luigi, Wario, and Metal Mario; Sam Kelly as Princess Peach; Kenny James as Bowser; Kazumi Totaka as Yoshi; Freddie Winston as Koopa Troopa, Lakitu and Shy Guy; Deanna Mustard as Daisy; and Kerri Kane as Rosalina.

Technical issues
Shortly after the release of Mario Kart 7, it was discovered that three of its available race tracks, Wuhu Loop, Maka Wuhu, and GBA Bowser Castle 1, had each contained a glitch that allowed players to skip over a significant portion of the track, often exploited as a cheat during online play. Although Nintendo initially reported in January 2012 that there were no plans to release a fix,[14] a downloadable patch that removes the glitches during online play was released in the Nintendo eShop on May 15. Players who do not download and install the patch will be unable to connect and play Mario Kart 7 online.[15]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 84.96% 85 [16]

[17]

Review scores
Publication Computer and Video Games Eurogamer Score 9.4/10 8/10 [18]

[19]

Mario Kart 7
[20] [21]

179
IGN Nintendo World Report Destructoid Giant Bomb

9/10

8.5/10 5/10 3/5

[22]

[23]

Mario Kart 7 has received generally positive reviews. It holds an 85/100 rating on Metacritic based on 60 critic reviews and an 84.96% rating on GameRankings based on 45 reviews.[16][17] IGN scored it a 9/10, praising "a handful of incredible innovations" and the game's multiplayer, particularly community features and customizable racing rules, but criticizing the small roster of only 17 characters, compared to that of Mario Kart Wii's 25 characters.[20] Computer and Video Games gave the game a 9.4/10[18] and Eurogamer gave it an 8/10.[19] Nintendo World Report gave the game a 8.5, stating that it is more of the same and the gliding mechanics feel underutilized.[21] On the more critical side, Destructoid gave the game a 5/10, stating that "sticking to tradition has not worked in Nintendo's favor" and saying the new glider and underwater sections "exist to provide the illusion of variety rather than actually altering the core experience".[22] Giant Bomb scored the game a 3/5, noting "your enjoyment of Mario Kart 7 will likely hinge on your continued appreciation of [the series'] formula".[23] IGN awarded Mario Kart 7 the IGN's Editors' Choice.[20] Mario Kart 7 was nominated for "Best 3DS Game" and "Best Driving Game" at GameTrailers' 2011 Game of the Year Awards, but lost both respectively to Super Mario 3D Land and Forza Motorsport 4.[24][25] Digital Spy awarded Mario Kart 7 the "Best Game of 2011" for the Digital Spy readers' awards of 2011.[26] Mario Kart 7 sold over one million units in the U.S. as of 3 January 2012.[27] In Japan, the game has sold over 1.5 million units as of 25 January 2012.[28] As of 26 January 2012, the game has sold 4.5 million units globally, becoming the second best-selling 3DS game.[29]. The game has been nominated for "Favorite Video Game" in the 2012 Kids' Choice Awards.

References
[1] "MARIO KART 7" (http:/ / www. classification. gov. au/ www/ cob/ find. nsf/ d853f429dd038ae1ca25759b0003557c/ cb9620825b1c0fa7ca257917005d96ce?OpenDocument). Australian Government. 26 September 2011. . [2] "Nintendo 3DS Price Drops to $169.99, as Great Value and New 3D Games Come Together" (http:/ / www. nintendo. com/ whatsnew/ detail/ ufJwtz6UjAK6na5ik_zpgGhHkXL3qDso). Nintendo. . Retrieved 13 August 2011. [3] "Mario Kart 7 Related Games" (http:/ / www. gamespot. com/ mario-kart-7/ related/ release/ platform/ 3ds/ ). GameSpot. . Retrieved 2012-03-01. [4] "Mario Kart 7 at Nintendo :: Games" (http:/ / www. nintendo. com/ games/ detail/ 59JiheYMlzjHqlmUHkP5ESn3QOUHqyOq). Nintendo. . Retrieved 22 August 2011. [5] Hill, Jason (6 December 2011). "Mario Kart 7 = fun" (http:/ / www. smh. com. au/ digital-life/ mario-kart-7--fun-20111205-1of5q. html). The Sydney Morning Herald's Digital Life. . Retrieved 12 May 2012. [6] "Mario Kart 7 Will Allow You To Register StreetPass Contacts As Friends" (http:/ / www. siliconera. com/ 2011/ 09/ 13/ mario-kart-7-will-allow-you-to-register-streetpass-contacts-as-friends/ ). Siliconera. 13 September 2011. . Retrieved 10 May 2012. [7] "Mario Kart 7 Video Game, Japanese Overview Trailer" (http:/ / www. gametrailers. com/ video/ japanese-overview-mario-kart-7/ 724149). GameTrailers.com. 2011-11-17. . Retrieved 2011-12-09. [8] "Mario Kart 7 Video Game, TGS 11: Hang Time Trailer" (http:/ / www. gametrailers. com/ video/ tgs-11-mario-kart-7/ 720565). GameTrailers.com. 2011-09-13. . Retrieved 2011-10-26. [9] "Mario Kart 7 Video Game, TGS 11: Iwata Asks Gameplay" (http:/ / www. gametrailers. com/ video/ tgs-11-mario-kart-7/ 720584). GameTrailers.com. 2011-09-13. . Retrieved 2011-10-26. [10] "It All Began with a Yakiniku Party" (http:/ / iwataasks. nintendo. com/ interviews/ #/ 3ds/ mario-kart-7/ 0/ 0). Iwata Asks: Mario Kart 7. Nintendo of America. . Retrieved 2 January 2012. [11] "Instantly Enjoyable, But Deep" (http:/ / iwataasks. nintendo. com/ interviews/ #/ 3ds/ mario-kart-7/ 1/ 1). Iwata Asks: Mario Kart 7. Nintendo of America. . Retrieved 2 January 2012.

Mario Kart 7
[12] Drake, Audrey. "Why Blue Shells are Mandatory in Mario Kart 7" (http:/ / au. ds. ign. com/ articles/ 122/ 1220014p1. html). IGN. . Retrieved May 2012. [13] "Starting with Classic Courses" (http:/ / iwataasks. nintendo. com/ interviews/ #/ 3ds/ mario-kart-7/ 0/ 1). Iwata Asks: Mario Kart 7. Nintendo of America. . Retrieved 2 January 2012. [14] Ivan, Tom (17 January 2012). "Nintendo has 'no plans' to fix Mario Kart 7 track glitch" (http:/ / www. computerandvideogames. com/ 332468/ nintendo-has-no-plans-to-fix-mario-kart-7-track-glitch/ ). Computer and Video Games. . Retrieved 11 May 2012. [15] Bray, Nicholas (15 May 2012). "Nintendo Releases Mario Kart 7 Game Data Update" (http:/ / www. nintendoworldreport. com/ news/ 30148). Nintendo World Report. . Retrieved 15 May 2012. [16] "Mario Kart 7" (http:/ / www. gamerankings. com/ 3ds/ 997822-mario-kart-7/ index. html). GameRankings. . Retrieved 2012-02-27. [17] "Mario Kart 7 for 3DS Reviews, Ratings, Credits, and More at Metacritic" (http:/ / www. metacritic. com/ game/ 3ds/ mario-kart-7). Metacritic.com. . Retrieved 2011-12-09. [18] "3DS Review: Mario Kart 7 Review" (http:/ / www. computerandvideogames. com/ 327462/ reviews/ mario-kart-7-review/ ). ComputerAndVideoGames.com. 2011-11-25. . Retrieved 2011-12-09. [19] Parkin, Simon (2011-11-25). "Mario Kart 7 Review Reviews " (http:/ / www. eurogamer. net/ articles/ 2011-11-25-mario-kart-7-review). Eurogamer.net. . Retrieved 2011-12-09. [20] Drake, Audrey (2011-11-29). "Mario Kart 7 Review" (http:/ / ds. ign. com/ articles/ 121/ 1213485p1. html). . Retrieved 2012-02-27. [21] Ronaghan, Neal (2011-11-29). "Mario Kart 7" (http:/ / www. nintendoworldreport. com/ review/ 28552). Nintendo World Report. . Retrieved 2012-02-27. [22] "Review: Mario Kart 7" (http:/ / www. destructoid. com/ review-mario-kart-7-216484. phtml). Destructoid. . Retrieved 2012-01-11. [23] "Mario Kart 7 Review" (http:/ / www. giantbomb. com/ mario-kart-7/ 61-31747/ reviews/ ). Giant Bomb. 2011-11-29. . Retrieved 2012-01-11. [24] "Best 3DS Game" (http:/ / www. gametrailers. com/ video/ best-3ds-game-of-the/ 725209l). Game of the Year Awards. Gametrailers. 2011. . Retrieved 2011-12-26. [25] "Game of the Year Awards 2011 Best Driving Game" (http:/ / www. gametrailers. com/ video/ best-driving-game-of-the/ 725045). 2011-12-20. . Retrieved 2012-02-27. [26] Reynolds, Matthew (2011-12-22). "'Mario Kart 7' voted Digital Spy readers' favorite game for 2011" (http:/ / www. digitalspy. com/ gaming/ news/ a357100/ mario-kart-7-voted-digital-spy-readers-favorite-game-for-2011. html). . Retrieved 2012-02-27. [27] var authorId="247378584" by Andrew Goldfarb. "Nintendo 3DS Breaks 4 Million in U.S. DS News at IGN" (http:/ / ds. ign. com/ articles/ 121/ 1215610p1. html). Ds.ign.com. . Retrieved 2012-01-11. [28] "Japan: 3DS continues to dominate sales" (http:/ / www. computerandvideogames. com/ 333417/ japan-3ds-continues-to-dominate-sales/ ). Computer and Video Games. 2012-01-25. . Retrieved 2012-02-27. [29] "Super Mario 3D Land tops 5 million sales" (http:/ / www. computerandvideogames. com/ 333683/ super-mario-3d-land-tops-5-million-sales/ ). Computer and Video Games. 2012-01-27. . Retrieved 2012-02-27.

180

External links
Official website (http://mariokart7.nintendo.com) Official 3DS-only minisite (http://mariokart7.nintendo.com/3ds/) Mario Kart 7 (http://www.imdb.com/title/tt2080342/) at the Internet Movie Database

181

Mario's Picross series


Mario's Picross
Mario's Picross
Australian Game cover
Developer(s) Publisher(s) Platform(s) Releasedate(s) Jupiter Nintendo Game Boy, Virtual Console (3DS) Game Boy

JP

March 14, 1995 [1] NA March 1995 [1] EU July 27, 1995 AUS July 25, 1995
JP

[1]

3DS Virtual Console


September 21, 2011 August 4, 2011 PAL July 14, 2011


NA

Genre(s) Mode(s) Rating(s)

Puzzle Single player


ACB: G ESRB: K-A (Kids to Adults); E (3DS VC) PEGI: 3

Media/distribution Cartridge

Mario's Picross ( Mario no Pikurosu) is the first in a series of Mario themed Picross titles released in the 1990s. It is a collection of nonogram logic puzzles involving a grid with numbers for every row and column, which refer to the amount of marked squares within the grid. The game features Mario as an archaeologist who chisels away to form images on the grid. It was followed by two originally Japan-only sequels, Picross 2 on the Game Boy and Mario's Super Picross on the Super Famicom.

Gameplay
As picross is traditionally played, to solve a puzzle the player must mark a box in a window of varying sizes to create the resulting picture. The numbers on the top and left side of the window guide the correct boxes to mark (for example, if the window is 1010, and one of the numbers at the top is a "10", that means all ten boxes in the column below it are part of the solution to the puzzle. If the numbers "5" and "4" are at the left of the window, that means that all but one of the boxes in the row next to them are correct, with five consecutive boxes, followed by four more consecutive boxes, separated by one space). The gameplay is timed, and mistakes cost time. If the player is sure the box is an incorrect box, they can mark it with an X so that they will know not to chisel it (useful for rows or columns marked with a "0"). Finally, there's a "With Hint" option available at the beginning of the puzzle. Choosing this will start a roulette with the numbers labeling the columns and rows. Pressing the A button would stop the top cursor, and pressing it again would stop the left cursor. The game would then show the answers for the resulting combination of

Mario's Picross a specific row and column. The pictures include a few Mario-related characters, food, animals, and objects. Mario Picross features 64 different puzzles in each of the four different courses Easy Picross, Kinoko, Star and Time Trial (which has randomized puzzles), for a total of 256 puzzles. All of these follow the gameplay pattern mentioned above, except for Time Trial (which is opened after finishing all the other 192 puzzles), which is untimed and doesn't show players where they have made mistakes. If the player scores high enough they will be able to insert their score by using their initials, much like an arcade game.

182

Reception
Despite a large advertising campaign by Nintendo the game failed to sell well in America and Europe, leading the game's sequels to be confined to Japan. As a result, the game is seen as something of a cult classic in Western markets.[2] The next Picross game to reach the West was 2007's non-Mario-themed Picross DS, developed by Mario's Picross developer Jupiter. This title featured downloadable puzzles from the original game and other Nintendo-developed Picross titles. One of the main criticisms aimed at the game was the size of the grids.[2] Due to the small size of the Game Boy screen, the game's grids are restricted to being just 15x15, when puzzles four times that size were common in other media. There was also criticism of the way the game penalises time for filling a square that isn't part of the solution.[2] Recently, Game Informer named Mario's Picross #76 on their list of the 200 greatest games of all-time.

Sequels
Picross 2 ( 2) for the Game Boy is a Japan-exclusive collection of nonogram logic puzzles involving a grid with numbers for every row and column, which refer to the amount of marked squares within the grid, and the sequel to this game. Unlike this game, Picross 2 contains a world map. Also, the pictures are larger, consisting of four 15x15 picross boards. Also exclusive to Japan, Nintendo released eight volumes of Nintendo Power branded Picross games known as Picross NP that were only available via the Nintendo Power service.

References
[1] "'Mario's Picross'" (http:/ / www. nindb. net/ game/ marios-picross. html). NinDB (http:/ / www. nindb. net). . [2] "Beyond Tetris -= Mario Picross" (http:/ / www. gamesetwatch. com/ 2006/ 12/ column_beyond_tetrismarios_pic. php). GameSetWatch. 2006. .

External links
Official Nintendo Japan Mario's Picross site (http://www.nintendo.co.jp/n02/dmg/apcj/index.html) Mario's Picross (http://www.mobygames.com/game/marios-picross) at MobyGames Picross 2 (http://www.mobygames.com/game/picross-2) at MobyGames Mario's Picross (http://www.nindb.net/game/marios-picross.html) / Picross 2 (http://www.nindb.net/ game/picross-2.html) at NinDB (http://www.nindb.net)

Mario's Super Picross

183

Mario's Super Picross


Mario's Super Picross
Developer(s) Publisher(s) Platform(s) Releasedate(s) Ape, Jupiter Nintendo Super Famicom Virtual Console Super Famicom JP September 14, 1995 Virtual Console JP December 19, 2006 PAL September 14, 2007 Puzzle Single player

Genre(s) Mode(s) Rating(s)

PEGI: 3+

Media/distribution Cartridge

Mario's Super Picross ( Mario no Sp Pikurosu) is a Super Famicom sequel to Mario's Picross. It is erroneously named as Mario's Picross 2, which is actually the name of the Game Boy sequel to Mario's Picross. The game is compatible with the Super Famicom Mouse. After the failure of Mario's Picross in North America, Nintendo decided not to release this game in that region and instead only in Japan. It was later re-released for download on the Wii's Virtual Console service on December 19, 2006 in Japan. In PAL territories it was released on September 14, 2007, the 12th anniversary of the game's original Japanese release, marking the first Western release of the game. It carries a price of 900 Wii Points, 100 more than a normal Super Famicom/SNES game. The Western Virtual Console release has been left nontranslated, with original Japanese text intact.[1] The game has yet to make an appearance on the North American Virtual Console after being released nearly four years ago in Europe despite the fact the Game Boy version is available in all regions from the Nintendo 3DS' eShop.

Gameplay
Gameplay remains the same as in Mario's Picross, where the player must decipher the picture in each level, progressing to harder and harder puzzles. However, the player may also play "as" Wario, who presents a different challenge due to changes in the gameplay. Each game is played against the clock. Opposing the picross tradition of black and white squares, the puzzles are set in stone and are picked out by Mario with a pick-axe type tool. The initial levels are smaller and a lot easier and are mainly Japanese symbols and Greek letters. When the player solves a puzzle correctly, the black-and-white representation becomes colored and animated, and the game shows the player the title of the puzzle. When the player finishes a section, Mario will congratulate him on his progress and either bow (in the first and last levels) or give a thumbs up (in all other levels). The player must work through levels in order to get access to harder levels, with more rows and columns. In Mario's puzzles, if the player marks the wrong cell, time will be lost. The amount of time lost doubles for every mistake (one minute, two minutes, four, and finally eight). In Wario's puzzles, the time counts up from zero, and you are not penalized for marking the incorrect cell. However, you are also not told you made a mistake, and thus the mark will stay until you remove it. Because of this, Wario's puzzles are a little harder than Mario's puzzles, as it takes more

Mario's Super Picross guesswork to solve them. This mode is similar to the Free Mode in Picross DS.

184

Legacy
Nintendo re-used the game engine in their Picross NP series. In the Picross NP series, players could decipher pictures of Pokmon, Star Fox and other game characters, as well as famous locations in Japan. Some of the puzzles in Mario's Super Picross may be made available to download via Nintendo Wi-Fi Connection to the game Picross DS. As of January 3, 2008, there are nine packs.

References
[1] Too Good To Be True: Nintendo Begins "Hanabi Festival" For PAL Virtual Consoles (http:/ / kotaku. com/ gaming/ too-good-to-be-true/ nintendo-begins-hanabi-festival-for-pal-virtual-consoles-299786. php)

External links
Official Nintendo Japan Mario's Super Picross site (http://www.nintendo.co.jp/n02/shvc/p_acxj/index.html) Mario's Super Picross (http://www.mobygames.com/game/marios-super-picross) at MobyGames

185

Mario Party series


Mario Party
Mario Party
North American boxart
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Yasunori Mitsuda Mario Party Nintendo 64

JP

December 14, 1998 February 8, 1999 [1] EU March 9, 1999


NA

Genre(s) Mode(s) Rating(s)

Party Single player, multiplayer ACB: G ESRB: E (Everyone)

Media/distribution 256-Megabit Cartridge

Mario Party ( Mario Pti) (also known as Mario Party 1) is a party video game for the Nintendo 64 game console, developed by Hudson Soft and published by Nintendo. It was released in Japan on December 14, 1998, in North America on February 8, 1999, and in Europe on March 9, 1999. The game was going to be released on the Virtual Console on the Wii Shop Channel, but was not due to its mini-games which involved spinning the N64 controller's central joystick in furious circles, resulting in many broken joysticks and blistered hands. In May 1998, Nintendo and Hudson began a partnership to design and develop games together for the Nintendo 64. Mario Party was the first of the games that the partnership released. Mario Party was followed by Mario Party 2.

Gameplay
Consisting of 56 mini games (plus 3 hidden single player mini games), Mario Party takes the form of a traditional board game, with players taking turns to roll the dice block and move ahead the number of spaces shown. There are many different types of spaces players can land on, each producing a different effect. The primary objective of the game is to collect more stars than any other player. The winner of the game is the player with the most stars after all the turns have been completed. On some levels there are only one star at a time, while on others there could be many stars at once, appearing randomly on a space on the board where it remains until bought by a player for the specific amount of coins stated (20). After a star is collected, a new one appears on a different space on the game board or stays in the same place depending on the stage chosen. Stars can also be stolen from other players by passing a certain location on the board where a Boo residesthe player must then pay Boo 50 coins for the service of him stealing stars; coin stealing is

Mario Party free. A secondary objective is to gather coins as well, for they are necessary for buying essential items such as stars and determine the game winner in the event of a tie. Coins are earned by landing on blue spaces or winning mini-games. Coins are lost by landing on red spaces, landing on a Bowser space, or losing certain mini-games. At the end of each round of play (i.e. after each of the four players have taken their turn) a random mini-game commences. The mini-games are generally short (about a minute in length), and fairly simple. There are 56 of them in total, divided into 4 different categories. Four-player mini-games may be divided into three types: the cooperative games, in which all four players collectively win or lose the competitive free-for-alls, in which players must compete against each other in order to win a limited number of coins the non-competitive free-for-alls, in which players accrue coins independently of one another and one player's loss is not automatically another's gain. 2-on-2 mini-games place players on teams, so they have to cooperate with others in the mini game to win (even though they're still competing against each other in the main game) 1-on-3 mini-games have a team of three against a lone player. Often, the game's objective is for either the lone player or the team of three to survive for a certain amount of time while the opposing player/team tries to take them out. The team of three must cooperate in order to win. One-player mini-games only occur during a round when a player lands on a One-player mini-game space. They give a single player an opportunity to earn (or lose) coins depending on his or her performance in the mini-game. At the end of the game there are three bonus stars given out. The coin star award is given to the player who collected the most coins at any one point during the game, the mini-game star award is awarded to the player who collected the most coins in mini-games, and the player who landed on the most "?" spaces earns the Happening Star. It is common for more than one character to be awarded the same bonus star; this happens if there is a tie for the category in question. The person with the most stars after the bonus awarding has concluded is declared the winner. In the event of a tie, the player with the most coins wins, and if two players have the same number of both stars and coins, a dice block will be rolled to determine the winner. Mini-games happen at the end of each round or occasionally during a round when a player lands on a Bowser space or One-player mini-game spaces. In most situations, the winner(s) of a mini-game receive ten coins for their victory. In some mini-games, the losing player(s) have to pay the winner(s) a sum of coins.

186

Modes
Adventure Mode The standard mode of play, as described in Gameplay above. Up to four players play a board game interspersed with mini games, trying to collect as many stars as possible by the end of a set number of turns. The coins and stars earned in Adventure Mode are tallied up and transferred to a fund which the player can use to unlock things in the game. The type of mini-game (4-player, 1-vs.-3, and 2-vs.-2) is determined by what color the players' panels are. If all four players have the same color panels, a 4-player game is selected. If there's 1 blue panel, and 3 red panels or vice versa, a 1-vs.-3 game is selected. If there are 2 panels of both colors, a 2-vs.-2 game is selected. If there's a green panel, the color will switch to either red or blue (usually blue) randomly.

Mario Party Mini-Game Island A one-player mode in which the player navigates a world map and must win mini games in order to progress across the map. Winning mini games gives the player coins, and collecting 100 coins grants the player a life. Losing a mini game causes the player to lose a life. If the player loses all of his or her lives, the game ends, and the player must resume from where he or she last saved. After beating 50 mini games and reaching the goal, a waiting Toad can be found. The player will then be challenged to a game of slot car derby. Once the player wins, Bumper Ball Maze 1 and Bumper Ball Maze 2 (If the player completed all mini games preceding the goal) are unlocked; upon winning 1 and 2 in the mini-game shop, Bumper Ball Maze 3 is unlocked. The Bumper Ball Maze mini games are only playable in the mini game shop.

187

Playable characters
Players can choose to play as either Mario, Luigi, Princess Peach, Wario, Donkey Kong, or Yoshi.

Game Boards
There are eight game boards in total, six of which are available from the beginning of the game, as listed below, and two of which could be unlocked with 980 Coins and 100 Stars respectively (Bowser's Magma Mountain, and Eternal Star). DK's Jungle Adventure Mario's Rainbow Castle Luigi's Engine Room Wario's Battle Canyon Yoshi's Tropical Island Peach's Birthday Cake Bowser's Magma Mountain Eternal Star

Reception
Reception Aggregate scores
Aggregator GameRankings Score [2] 80.29% (based on 11 reviews) [3] 79 / 100 (based on 16 reviews)

Metacritic

Review scores
Publication Electronic Gaming Monthly Famitsu GameSpot IGN Score 8.5, 8.5, 8.5, 9 8, 8, 7, 8 7.2 / 10 7.9 / 10 [4]

[3]

[5] [6]

Mario Party Mario Party received mostly positive reviews upon release, with praise to the party aspect of the game. However, its most common criticism is its apparent lack of enjoyment without multiplayer. GameSpot explains, "The games that are enjoyable to play in multi-player are nowhere near as good in the single player mode. Really, it's that multi-player competitive spark of screaming at and/or cheering for your friends that injects life into these often-simple little games, and without it, they're just simple little games."[5] IGN took a similar line, saying that it was the interaction between players rather than the interaction with the game that made Mario Party fun. Another common criticism was the game's dependence on luck rather than skill, though this was seen by many to add to the game's board game atmosphere, as players who were comfortably in the lead one turn could be losing the next. Mario Party has been well received by an audience of all ages. Aside from varying age, Mario Party players vary in skill. The game's simplistic and intuitive nature combined with its carefree competitive aspect make it fun for everyone to play, regardless of age or skill. The game's appeal to such a widespread demographic has greatly contributed to its success and the success of the series as a whole.

188

Sequels
The popularity of Mario Party has led to eight sequels: Mario Party 2, 3, 4, 5, 6, 7, 8, and 9, as well as Game Boy Advance, Nintendo DS, and E-Reader versions. A Mario Party for arcades called Super Mario Fushigi no Korokoro Party was released only in Japan, making a total of twelve games in ten years, including at least one every year except the years 2006, 2008, 2009 and 2010. The frequency of the sequels has led to some criticism regarding the games being unoriginal, as many ideas from previous installments of Mario Party have been recycled throughout the series.[7][8] This is evident in the mini games in the later installments of the Mario Party series which do not differ much from earlier Mario Party mini games. However, new Mario Party games have continued to sell well, and Mario Party is still a very popular franchise.[9]

Lawsuit
In Mario Party, certain minigames required players to rotate the controller's analog stick. Some players got blisters and other hand injuries from rotating the analog stick using the palms of their hands instead of using their thumb.[10] Some wore away the stick because it was not very durable. Some parents filed a lawsuit against Nintendo of America because of this. Nintendo agreed to settle, allocating up to $80 million[11] to give gloves to anybody who hurts their hand(s) while playing these mini-games,[10] in addition to paying the state's legal fees, totaling about $75,000.[11] The analog stick rotation has been used sparingly since Mario Party 2. Mario Party was not re-released for the Virtual Console. Nintendo skipped it and instead re-released Mario Party 2. Although planned for a Virtual Console release, it was dropped because of the controversy caused by the analog stick rotation gameplay mechanic.[12] It is unknown if the original Mario Party will ever be released, either in its original form or in a variation that eliminates the stick rotating element.

Mario Party

189

References
[1] "Release Summary: Mario Party" (http:/ / www. gamespot. com/ n64/ puzzle/ marioparty/ similar. html?mode=versions). GameSpot. . Retrieved 2010-05-10. [2] "Mario Party Reviews" (http:/ / www. gamerankings. com/ n64/ 197861-mario-party/ index. html). GameRankings. . Retrieved 2010-05-10. [3] "Mario Party Reviews" (http:/ / www. metacritic. com/ games/ platforms/ n64/ marioparty). Metacritic. . Retrieved 2009-01-20. [4] Crispin Boyer, Dan Hsu, John Ricciardi, Shawn Smith (April 1999). "Mario Party Review". Electronic Gaming Monthly (117): 122. [5] Joe Fielder (1999-02-08). "Mario Party Review" (http:/ / www. gamespot. com/ n64/ puzzle/ marioparty/ review. html). GameSpot. . Retrieved 2009-01-20. [6] Peer Schneider (1999-02-11). "Mario Party Review" (http:/ / ign64. ign. com/ articles/ 160/ 160397p1. html). IGN. . Retrieved 2009-01-20. [7] Mario Party 7 for GameCube Review - GameCube Mario Party 7 Review (http:/ / www. gamespot. com/ gamecube/ puzzle/ marioparty7/ review. html?om_act=convert& om_clk=gssummary& tag=summary;review) [8] Mario Party 6 for GameCube - Mario Party 6 Game Cube - Mario Party 6 GameCube Game (http:/ / www. gamespot. com/ gamecube/ puzzle/ marioparty6/ index. html?tag=result;title;0) [9] Nintendo Gal (http:/ / www. nintendogal. com/ index. php?/ archives/ 1674-Strong-Sales-For-Mario-Party-8. html) [10] "Nintendo to hand out gaming gloves" (http:/ / news. bbc. co. uk/ 1/ hi/ sci/ tech/ 671601. stm). BBC News. 2000-03-09. . Retrieved 2011-03-22. [11] http:/ / www. gamespot. com/ news/ nintendo-issues-game-gloves-2541755 [12] "Mario Party 2 Review" (http:/ / wii. ign. com/ articles/ 114/ 1140998p1. html). IGN. 2010-12-20. . Retrieved 2011-03-22.

External links
Official Nintendo Japan Mario Party site (http://www.nintendo.co.jp/n01/n64/software/nus_p_clbj/index. html) Mario Party (http://www.mobygames.com/game/n64/mario-party) at MobyGames Mario Party (http://www.imdb.com/title/tt0279945/) at the Internet Movie Database

Mario Party 2

190

Mario Party 2
Mario Party 2
The Australian box art of the game.
Developer(s) Publisher(s) Composer(s) Hudson Soft Nintendo Yasunori Mitsuda Hironao Yamamoto Syohei Bando Kazuhiko Sawaguchi Mario Party Modified Mario Party engine Nintendo 64, Virtual Console Nintendo 64

JP NA

[1]

Series Engine Platform(s) Releasedate(s)

[2]

December 17, 1999 January 24, 2000 EU November 6, 2000 AUS October 12, 2000
[3]
JP

Virtual Console

NA

November 2, 2010 December 20, 2010 EU December 24, 2010

Genre(s) Mode(s) Rating(s)

Party, Adventure Single player, Multiplayer ACB: G ESRB: E

Media/distribution 256Mb (32 MB) Nintendo 64 Cartridge, Download

Mario Party 2 ( 2 Mario Pti Ts) is the second in a series of board game style video games for Nintendo platforms, featuring popular Nintendo characters. It was released on the Nintendo 64 in Japan on December 17, 1999, followed by a North American release on January 24, 2000 and a European release on October 12, 2000. It was also released on the Virtual Console in late 2010. This is the second Mario Party game for the Nintendo 64. Mario Party 2 is followed by Mario Party 3.[4]

Playable characters
Mario Party 2 brings back the original six characters from the first game in the series (Mario, Luigi, Princess Peach, Yoshi, Wario, and Donkey Kong). The only difference is that the characters now wear costumes appropriate for the board you select.

Game boards
Horror Land - The characters dress as wizards while exploring a spooky and magical land that alternates between day and night, full of ghosts, tombstones, magic eyeballs, and disembodied laughter. Mystery Land - The characters dress up as archaeologists to explore ancient ruins.

Mario Party 2 Pirate Land - The characters dress up as pirates as they search for treasure, facing sharks and the sword blades of their opponents. Western Land - The characters journey to the stereotypical "Old West" of the USA, where they face cactus, quicksand, and gun-slinging duels at high noon. Space Land - The characters blast off to outer space. Bowser Land - This board is only unlocked after the player has played each of the other boards at least once. The characters face off against Bowser on his own turf.

191

Mini-games
There are 65 mini-games in Mario Party 2. They are divided into four-player, one vs. three, two vs. two, and battle games. The type of mini game is determined by the color of the spaces players land on. If all 4 players have the same color panel, whether it's red or blue, a four player mini game begins. If 2 players have a blue panel, and the other 2 have a red panel, then it's a two versus two mini game. If one player has a blue panel, and the others have a red panel, or vice versa, then a one versus 3 mini game begins. If a player lands on a battle space, a battle mini game begins. The mini games have varied objectives. For example, the objective of "Mecha Marathon" is to get your wind up toy the furthest distance by repeatedly tapping A+B at the same time. Some mini games (such as "Face Lift" using the main characters instead of Bowser) have been edited and transferred and/or also retitled from the first Mario Party. Although many are identical, some have different objectives and/or change appearance in some way. An example is slot car derby, which has a new background. Mini-games that involve rotating the control stick, which were in the original Mario Party, are not present in this installment due to potential injuries, such as blisters, from rotating the stick too quickly; this was the subject of a lawsuit in the case of the first game.

Items
A character comes across several opportunities to either buy, win, or steal items. Such items include mushrooms, skeleton keys, treasure chests, and others. The red mushroom allows a player to hit the dice block twice and move the sum of the numbers in spaces. If a player rolls the same number twice, he or she gets a bonus of 10 coins. Accordingly, rolling 3 of the same number with the golden mushroom results in a 30 coin increase. However, rolling "7" three times results in a 50 coin increase.

New features
All of the playable characters from the original game are still available, but this time, they are all dressed in costumes unique to the board players are playing on (except for Bowser Land, on which they wear their usual attire). Board characters include Toad, Baby Bowser, and Boo, with the notable absence of Bowser and Koopa Troopa (although both have roles in the game). Another new feature of the game is the introduction of buildings on the boards: the Item Shop and the Koopa Bank, as well as power ups such as the "Red" and "Gold" mushrooms which allows players to roll up to 2 or 3 dice at once. All the board titles end with "land", (ex. "Bowser Land", "Space Land", etc.) and unlike in the original, the winner is announced during a cut scene in which the winner thwarts Bowser who harasses Koopa during certain scenarios appropriate to the board's theme. Baby Bowser also appears and accompanies the space where the location of the previous star was and takes 5 coins from the player who passes by, although every once in awhile, he'll sometimes reward the player 5 coins instead. Boo can still take coins and stars from other players like he did in the first game but unlike in the first game where stealing coins was free, it now costs 5 coins but unlike in the first game he can steal twice as many coins where in the original he could only steal anywhere from 1-20 coins, stealing stars still costs 50 coins like it did in the first game. In the first game, all eight game boards featured Koopa giving the players 10 coins every time they overlapped the board (20 coins within the

Mario Party 2 last five turns) however this feature was omitted in this game, with the exception where it still occurs on the Mini-Game Stadium board. Mario Party 2 also features several new spaces, with the "1-Player Mini Game" and "Mushroom" spaces from the first game absent; the Battle, Item, and Bank spaces are introduced. The Item space activates mini-games specific to the board that allows someone a chance to collect an item, which is now used to further players' board strategy (as opposed to items being used to toggle universal settings in the first game where certain items appeared randomly during the board gameplay mode). The Battle space triggers the newly introduced Battle mini-games, which puts players against each other for a giant pot of coins with a 70/30 percent ratio share for the 1st and 2nd place winners. The Bank space gives players who land on it all deposits made in the Koopa Bank by others, who must deposit a minimum of 5 coins (1-4 coins if they have less than 5 coins) if they pass the space. One exception however occurs on Bowser's board, where the rules are reversed: players passing the bank get 5 coins while the player landing on the "Bank" space must pay back the total balance. If no coins are present, a star is taken from that player(nothing happens if the player has nothing, however and the balance is reset). The game also features six brand new boards and modes (including Mini-Game Coaster, akin to the original Mario Party's Mini-Game Island where the player must beat several mini-games across 3, 6, or even 9 worlds depending on which difficulty is chosen) The return of Mini-Game Stadium. Forty-three new mini-games were introduced in Mario Party 2, while old Mario Party mini-games were updated and some were retitled. Three new types of mini-games are also introduced: Battle mini-games, Item mini-games, and Duel mini-games. Also unlike in the first game, players no longer lose coins if they lose in a mini-game. Once all of the chosen amount of rounds on the selected board are used up (Which always consists of 20, 35, or 50 turns like in the original) the total number of coins and stars both the human and computer players collected during the board and mini-games are rewarded and added to the coin bank. Unlike in the original where only the human player(s)' coins and stars were added. Also unlike in the original, each star collected both by the human and computer players is worth an additional 50 coins, where in the original the player had to collect 100 stars to unlock the final board "Eternal Star". This is because the final board in this game, Bowser Land only requires the player to play all other boards to unlock.

192

Reception
Mario Party 2 received mostly positive reviews. It was praised for its additions to the original game's foundation and generally considered a moderate improvement. This praise, however, was somewhat offset by the fact that the formula had not drastically changed from the first game - in particular, the continued emphasis on blind luck over skill and lack of enjoyment playing alone. It is the last Mario Party game to feature the original six playable characters, and the last Mario Party game to have Luigi's voice, Peach's voice, and Wario's voice from the previous Mario Party game, and the Japanese version of Mario Kart 64. It's also the last Mario Party game (until Mario Party 9) where a Mushroom Kingdom Toad is the host of the board games. GameSpot gave the game a 7.8/10, stating that it has much more replay value than the previous game, and that the mini-games are much less annoying.[5] IGN rated the game 7.9/10 (the same score they gave the first game), saying that while the game had more content, and it "sticks with the same winning formula...there really isn't enough new here to warrant another purchase".[6]

Mario Party 2

193

Wii Virtual Console version


Mario Party 2 was re-released for the Wii Virtual Console on December 20, 2010. The game was also available as a redeemable reward at Club Nintendo for the month of February 2012, at the cost of 150 Club Nintendo coins. To play the game, at least one Classic Controller (compatible with all Wii consoles and the upcoming Wii U) or GameCube controller (on older Wii consoles that support it, excluding the Wii U) is required per player. An error message will show if no such controllers are plugged into the system.

References
[1] [2] [3] [4] [5] "Hudson Soft (Developed Games)" (http:/ / games. ign. com/ objects/ 025/ 025033. html#Developer). IGN. . Retrieved October 25, 2011. "Mario Party 2" (http:/ / www. giantbomb. com/ mario-party-2/ 61-12162/ releases/ #platform-2). GiantBomb. . Retrieved October 25, 2011. "Mario Party 2" (http:/ / vc. nintendolife. com/ games/ n64/ mario_party_2). NintendoLife. . Retrieved October 25, 2011. Nintendo Life Mario Party 2 profile (http:/ / vc. nintendolife. com/ games/ n64/ mario_party_2) Joe Fielder (Jan 26, 2000). "Mario Party 2 Review for Nintendo 64 - GameSpot" (http:/ / www. gamespot. com/ n64/ puzzle/ marioparty2/ review. html?tag=tabs;reviews). GameSpot. . [6] Matt Casamassina (January 24, 2000). "IGN: Mario Party 2 Review" (http:/ / ign64. ign. com/ articles/ 162/ 162860p1. html). IGN. .

External links
Official Nintendo Japan Mario Party 2 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nmwj/ index.html) Mario Party 2 (http://www.mobygames.com/game/mario-party-2) at MobyGames Mario Party 2 on GameSpot (http://www.gamespot.com/n64/puzzle/marioparty2/index.html) Mario Party 2 (http://www.imdb.com/title/tt279946/) at the Internet Movie Database

Mario Party 3

194

Mario Party 3
Mario Party 3
North American boxart
Developer(s) Publisher(s) Composer(s) Series Platform(s) Hudson Soft Nintendo Ichiro Shimakura Mario Party Nintendo 64
JP

Releasedate(s)

December 7, 2000 May 7, 2001 EU November 16, 2001 AUS September 3, 2001
NA

Genre(s) Mode(s) Rating(s)

Party Single player, Multiplayer


ACB: G ESRB: E

Mario Party 3 ( 3 Mario Pti Sur) is the third in a series of board game style video games for Nintendo platforms, featuring popular Nintendo characters. It was released for the Nintendo 64 in Japan on December 7, 2000, following a North American release on May 7, 2001. It was released in Australia on September 3, 2001 and in Europe as the final PAL-region Nintendo 64 game on November 16, 2001. It is the eighth Mario game for the Nintendo 64. Mario Party 3 is the third and final Mario Party title for the Nintendo 64. The player can choose between eight playable characters: Mario, Luigi, Princess Peach, Yoshi, Wario, Donkey Kong, and newcomers Waluigi and Princess Daisy. Mario Party 3 features duel maps, in which two players try to lower each other's stamina to zero using non-playable characters such as Chain Chomps. It is also the first Mario Party game to have multiple save slots. Mario Party 3 is followed by Mario Party 4.

Gameplay
Mario Party 3 is a party game where the player can now play a duel board with up to two people, and there are 8 characters in the game. This is also the first game to feature twelve game boards. The objective in Mario Party 3, as in the other games, is to move the player's character around the board and collect coins and stars. The player with the most stars (and most coins if stars are tied [if both stars and coins are tied, a dice block decides the game]) at the end of the game wins. Coins are found on many spaces on the board and also earned in mini-games. Stars are found on the board for purchase and can also be acquired through certain items or special events. Players take turns moving around the board by hitting a dice block, the game's equivalent of rolling a die. The character moves the given number of spaces and may trigger special actions or events by passing or landing on certain spaces. After all four characters have moved, a mini-game begins. Mini-games can also be triggered by certain special event spaces. This game introduces Story Mode to the series, in which one player starts a campaign through every board, challenging computer controlled opponents at a shortened version of party mode. The player's objective is to defeat the other characters and earn stamps from the Millennium Star. After all 7 stamps are acquired the player is

Mario Party 3 challenged to a final duel with the Millennium Star. This mini-game is called the Star Dust Battle in which the player must hit the Millennium Star 3 times (6 times on Normal difficulty, and 9 times on Hard difficulty) with stars in order to defeat story mode. When this has been accomplished, a title representing the player's overall progress in the game is awarded. If at least 8 "S" ranks are acquired, that character becomes a 'Miracle Star" and the Game Guy Room in the Mini Game House is opened for use. Simply beating the Story Mode and not earning a high title will cause the character's face to be sculpted into the mountain. The game, as usual, contains a standard party mode in which four players play through a board. Princess Daisy was the only Nintendo main character to not have a board named after her (i.e. "Peach's Birthday Cake"). Battle mini-games are featured here as in Mario Party 2. These games are like the 4-player games, but generally more elaborate. Battle games are usually tense because every player has to put a certain number of coins (10, 20, 30, 50, or sometimes 0, in which case the battle is cancelled) into a pot. First place gets 70% of the pot, second place gets 30%, and a random player gets any coins lost in rounding. Duel games pit two players against each other. These are engaged through a Dueling Glove and in the last 5 turns in the game where if a player lands on the same space as another a duel is initiated. In Party Mode, one player initiates the duel, and bet coins against another player. The winner of the duel wins all of the coins in the bet. Every game in the Mario Party series contains 50 to 80 mini-games of a few different types. Four-player games are a free-for-all in which all players compete against each other. 2-on-2 and 1-on-3 mini-games put players in groups, so they have to cooperate in the mini-game to win, even though they are against each other in the main game. In most situations, winners of these games make 10 coins each. New (and exclusive) to this edition are Game Guy mini-games. When a character landed on a Game Guy space, he/she is forced to surrender all of his/her coins and play a chance-based mini-game. If the game is won, the coins of the character are multiplied, usually twofold, but in one of the games, it is possible to win up to 64-fold. However, if the game is lost, then the character will not receive his/her coins back. These games proved to be unpopular and were not continued in subsequent Mario Party games.

195

Development
Like most games in the Mario Party franchise, Mario Party 3 was developed by Hudson Soft and published by Nintendo. It is the first Mario Party game to feature Luigi's main voice, Peach's main voice, and Wario's main voice replacing the voice clips from the first two Mario Party games, and also is the last Mario game where Princess Daisy appears in a yellow and white dress, and with long brown hair, tan skin, and her classic red crown, and Princess Peach's classic main dress, as well as the last Mario game (until New Super Mario Bros. Wii) in which Yoshi's classic "record-scratching" voice is used. It is also the first Mario Party game to have multiple save slots and the first to have Princess Daisy and Waluigi as playable characters. It's also the final Mario game for the Nintendo 64. On August 9, 2000 while Nintendo is about to release Mario Tennis in the United States, Nintendo Power Source updated its website with details on Mario Party 3 to be featured at the firm's Space World show, which happened on August 24 at a pre-event press briefing. Nintendo Power Source posted only one screenshot of the game on there site at the time.[1] Nintendo later released 12 more screenshots of the game's adventure boards in January 2001. The game was about 70% completed during the time being.[2]

Mario Party 3

196

Playable characters
Mario Party 3 still includes Mario, Luigi, Princess Peach, Wario, Yoshi, and Donkey Kong, with the addition of Waluigi and Princess Daisy.

Reception
Mario Party 3 had mixed reviews. It has a 74% rating from Metacritic, based on 12 reviews,[3] and a 73% from Game Rankings based on 17 reviews.[4] IGN gave it a 6.4[5] and GameSpot gave it a 7.5.[6] In Japan, Famitsu magazine scored the game a 31 out of 40.[7]

Awards
The game won the Console Family Award from Academy of Interactive Arts & Sciences for 2002.[8] The game sold over 1 million units world wide, making it the game of the month.

References
[1] IGN Staff. "Nintendo divulges specifics and a first screen of the next installment in the Mario Party franchise." (http:/ / ign64. ign. com/ articles/ 083/ 083321p1. html). IGN. . Retrieved 2011-08-10. [2] IGN Staff. "The Big 'N' has also released 12 new shots of these crazy MP3 game boards. Gotta see 'em all." (http:/ / ign64. ign. com/ articles/ 135/ 135245p1. html). IGN. . Retrieved 2011-08-10. [3] http:/ / www. metacritic. com/ games/ platforms/ n64/ marioparty3 [4] http:/ / www. gamerankings. com/ n64/ 374848-mario-party-3/ index. html [5] http:/ / ign64. ign. com/ objects/ 015/ 015245. html [6] http:/ / www. gamespot. com/ n64/ puzzle/ marioparty3/ review. html [7] 64 - 3. Weekly Famitsu. No.915 Pt.2. Pg.33. 30 June 2006. [8] http:/ / www. interactive. org/ awards/ award_category_details. asp?idAward=2002& idGameAwardType=43

External links
Official Nintendo Japan Mario Party 3 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nmvj/ index.html) Mario Party 3 (http://www.mobygames.com/game/mario-party-3) at MobyGames Mario Party 3 (http://www.imdb.com/title/tt0279947/) at the Internet Movie Database

Mario Party 4

197

Mario Party 4
Mario Party 4
North American cover art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Ichiro Shimakura Mario Party Nintendo GameCube

NA JP

October 21, 2002

November 8, 2002 EU November 29, 2002

Genre(s) Mode(s) Rating(s)

Party Single-player, Multiplayer


ACB: G8+ ELSPA: 3+ ESRB: E (Everyone) PEGI: 3+

Media/distribution 1 GameCube disc

Mario Party 4 ( 4 Mario Pt F) is the fourth installment in a series of board game style and is the first game in the series to be released for Nintendo GameCube, featuring popular Nintendo characters. Mario Party 4 was released in North America on October 21, 2002, in Japan on November 8, 2002, and in Europe and Australia on November 29, 2002. It is the fourth game in the Mario Party series. Mario Party 4 is followed by Mario Party 5. Mario Party 4 features eight characters from the Mario series, who can be directed as characters on six themed game boards in the game. The objective of the game is to earn as many stars as possible, which are obtained by purchase from a single predefined space on the game board. Each character's movement is determined by a roll of a die, with a roll from each player forming a single turn. Each turn in Mario Party 4 is followed by a minigame, which is competed to earn money for the character, used to buy items and stars. Mario Party 4 received a generally positive reaction from the media, although there were several complaints regarding a lack of originality and slow pacing during games.[1] The game won the "Family Game of The Year" award at the Interactive Achievement Awards of 2003.[2]

Gameplay
Mario Party 4 is based on an interactive board game played by four characters from the Mario series, which are controlled either by the player or the game's Artificial Intelligence (AI). The game features eight playable characters, although they do not have any different gameplay attributes from each other. Players can arrange their characters into opposing pairs, or play independently in a battle royale.[3] As with most board games, each participant takes turns in rolling a dice block (1 to 10) to determine the number of spaces moved on the board. A minigame follows each round of four turns,[4] which yields a coin prize for the winner. A set number of these are required to purchase a star, with the victor being the character with the most stars at the end of the game.[5] The length of a game can vary as the predetermined number of minigames is adjustable in multiples of five. Stars are usually attained by purchase at the

Mario Party 4 specific space on the board where it is set, with the star location changing to another space after every acquisition. Three extra stars can be obtained if "Bonus mode" is switched on, with a star each awarded to the player with the most minigames won, most coins collected, and most "happenings" visited.[6] This mode also contains hidden blocks, which will grant either coins or a star when located and hit. Mario Party 4 features six boards, five of which take their name from a secondary Mario character, such as Goomba.[7] The boards are themed to correspond with their titular character, and contain specialised features to reflect this such as the roulette wheel in the casino-based "Goomba's Greedy Gala". The on-board characters follow a set route, although this becomes optional when arriving at a junction.[8] The boards also contain multiple "Events", which are generic stations placed on every board. These include "Lottery Shops", where money is gambled on item prizes, and "Boo Houses", where Boo is paid to steal either coins or a star from an opponent. The majority of spaces on the boards are denoted by either blue or red circles, with blue granting coins and red deducting them.[3] Alternative spaces are also available, such as "happening spaces", which trigger an event exclusive to the current board. "Mushroom Spaces" grant the user either a "Mega" or "Mini" Mushroom"Mega Mushrooms" extend the movement range while "Mini Mushrooms" curtail it. Additionally, giant characters will bypass "Events" and stars while reduced characters can access special areas on the board via pipes.[1] Multiple other items can be bought from on-board shops, such as "Swap Cards", which exchanges items between two players. The minigames in Mario Party 4 are short, unrelated events with a specified objective that the players must attempt to meet to earn coins as a reward. Minigames are unlocked during the main "Party Mode", although they can be played outside of the game board context in "mini-game mode".[9] This allows the player to select which minigames they want, and control conditions for victory in a match, such as the "3-win-match". Minigames are split into seven categories: "four-player", "1 vs 3", "2 vs 2",[3] "Battle", etc. The first three occur randomly after each set of turns during a party, while "Battle" can only be triggered by landing on the corresponding space on the board. Unlike regular minigames, the players must contribute their money and then compete to reclaim it or earn more by winning the minigame. There are also rarer groups of minigames, such as the Bowser minigames requiring the loser to forfeit items or coins and the minimini games,[1] which can only be accessed by characters reduced by the "Mini Mushroom". A set of minigames that cannot be played during normal conditions are located in the "Extra room", featuring Thwomp and Whomp. The game features a loose plot in that the player must progress through "Story mode" to earn presents from the eponymous characters of the pertaining boards. These are presents that had been brought to the player's birthday party in the game,[10] which must be completed by earning the most stars in a board game and subsequently defeating the present giver in a special one-on-one Story minigame. This is all contained within the "Party cube", which grants the wishes of its users; the story's climax comes in the form of Bowser, who wishes to disrupt the party with his own board, hosted by Koopa Kid.

198

Development
Mario Party 4, like all games in the Mario Party series (except for Mario Party 9), was developed by Hudson Soft and published by Nintendo. It is the last Mario Party game to have Donkey Kong as a playable character, and it is also the last Mario Party game to have Wario wearing his classic long-sleeve shirt. It's also the first Mario Party game to have Yoshi's main voice replacing his classic "record-scratching" voice from the first three Mario Party games, and the first to have default teams. It's also the first Mario game to feature Princess Peach and Princess Daisy's current main dresses, including Daisy's short orange hair, with her current gold crown, and normal skin color. It's also the first and only Mario Party game to have Bowser as a playable character. The game was first announced in a 2002 Nintendo press conference in Tokyo, with the announcements made by Shigeru Miyamoto and Satoru Iwata.[11] It was targeted as part of the 2002 roster of Nintendo games, which they rated as their "biggest year" for software at the time. Nintendo presented a playable demonstration of the game at the E3 conference of 2002, featuring a limited set of minigames.[12] The game featured voice acting from Charles

Mario Party 4 Martinet (Mario, Luigi, Wario and Waluigi), Jen Taylor (Peach, Daisy and Toad), and Kazumi Totaka (Yoshi), all three of whom worked on previous games in the Mario franchise.[13]

199

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 74% 70% [14] [15]

Review scores
Publication Score Electronic Gaming Monthly 8.33 out of 10[14] Eurogamer Famitsu Game Informer GameSpot IGN 5 out of 10 30 out of 40 3 out of 10 [3] [16]

[14] [17] [5]

7.2 out of 10

6.9 out of 10

Mario Party 4 received a generally mixed response from critics, with reviewers criticising the lack of originality, but praising the game's minigames.[5][17] GameSpot's Ryan Davis praised the game's minigame format, although he noted that "players who have already exhausted themselves on previous Mario Party titles may not find enough here to draw them back again".[17] Eurogamer's Tom Bramwell acknowledged the variety and thematic features of the boards, but thought they were too large, resulting in a "glacial pace" when coupled with the on-board animations.[3] Despite this, IGN praised the boards for the thematic features on each one, which helped to "ease the tediousness".[5] The game's controls where lauded for their compatibility with the minigames and simplicity, with most minigames requiring simple actions and button presses.[3] New gameplay features, such as the "Mushroom" system, received a negative response from multiple critics, with frustration being expressed at not being able to enter shops or purchase stars with big characters.[18] The game's multiplayer was praised by reviewers, especially in comparison to the single-player "Story Mode".[5] The multiplayer element was noted for appealing to a diverse demographic for its party game qualities and being an "'everybody' title".[5] Conversely, "Story mode" was criticised for exacerbating issues relating to pace, which was already remarked as having "snail's pace".[3] Additionally, the Artificial Intelligence involved was bemoaned for contributing an imbalance in the game, with the random availability of quality items giving players an unfair advantage.[1] The "reversal of fortune" space, which initiates a minigame by which the victor would receive another player's stars or coins, was criticised for similar reasons, as it potentially penalises players who do well in the game.[3] The minigames were mainly met with a positive reaction, with critics praising their simplicity.[5][17] The grouping feature in the minigames were also welcomed for contributing a new dynamic of gameplay, although Eurogamer's Tom Bramwell commented that "It might seem a little odd to gang up with your competitors in some cases".[3] Most reviewers noted the game's graphical improvement from its predecessors,[17] with the minigames' visual style in particular receiving praise.[5] Although IGN remarked that the game was graphically a "huge improvement since

Mario Party 4 we last saw the franchise", they proceeded to comment that "It's a mixed bag of good and bad".[5] GameSpot complained that the character animations appear "a bit lifeless" and that the boards were not aesthetically pleasing.[17] The game's audio was met with an ambivalent reaction, with critics enjoying the music but complaining about the "annoying" character catchphrases.[17] While not memorable, the music was lauded for fitting the game's whimsical nature.[5] Mario Party 4 won the "Family Game of The Year" award at the 2003 Interactive Achievement Awards.[2] The game sold 1.1 million units from its release to December 27, 2007 in North America.[19]

200

References
[1] Craig Majaski (2003-07-01). "Mario Party 4 Gaming Age" (http:/ / www. gaming-age. com/ cgi-bin/ reviews/ review. pl?sys=gamecube& game=marioparty4). Gaming Age. . Retrieved 2008-07-13. [2] "AIAS Awards announced" (http:/ / uk. cube. ign. com/ articles/ 387/ 387671p1. html). IGN. 2003-02-28. . Retrieved 2008-07-13. [3] Tom Bramwell (2002-11-28). "Mario Party 4 Eurogamer" (http:/ / www. eurogamer. net/ article. php?article_id=4100). Eurogamer. . Retrieved 2008-07-13. [4] Mario Party 4 Instruction Booklet, pg.14 [5] Fran Mirabella III (2002-11-14). "Mario Party 4 IGN" (http:/ / uk. cube. ign. com/ articles/ 374/ 374329p1. html). IGN. . Retrieved 2008-07-13. [6] Mario Party 4 Instruction Booklet, pg.32 [7] Mario Party 4 Instruction Booklet, pg.33 [8] Mario Party 4 Instruction Booklet, pg.19 [9] Mario Party 4 Instruction Booklet, pg.42 [10] Mario Party 4 Instruction Booklet, pg.5 [11] "Nintendo Promises Big in 2002" (http:/ / uk. cube. ign. com/ articles/ 356/ 356313p1. html). IGN. 2002-03-28. . Retrieved 2008-07-12. [12] "Mario Party 4 preview" (http:/ / uk. cube. ign. com/ articles/ 360/ 360395p1. html). IGN. 2002-05-22. . Retrieved 2008-07-12. [13] "Charles Martinet" (http:/ / www. imdb. com/ name/ nm0553409/ ). Internet Movie Database. . Retrieved 2008-07-15. [14] "Game Rankings Mario Party 4" (http:/ / www. gamerankings. com/ htmlpages4/ 560621. asp). Game Rankings. . Retrieved 2008-07-13. [15] "Mario Party 4 Metacritic" (http:/ / www. metacritic. com/ games/ platforms/ cube/ marioparty4). Metacritic. . Retrieved 2008-07-18. [16] - 4. Weekly Famitsu. No.915 Pt.2. Pg.102. 30 June 2006. [17] Ryan Davis (2002-11-19). "Mario Party 4 for Game Cube Review" (http:/ / uk. gamespot. com/ gamecube/ puzzle/ marioparty4/ review. html). GameSpot. . Retrieved 2008-07-13. [18] Bryn Williams (2004-11-20). "Mario Party 4 GameSpy" (http:/ / archive. gamespy. com/ reviews/ october02/ marioparty4gcn). GameSpy. . Retrieved 2008-07-13. [19] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. . Retrieved 2008-07-13.

Mario Party 5

201

Mario Party 5
Mario Party 5
North American cover art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Aya Tanaka Mario Party Nintendo GameCube, Arcade

NA JP

November 10, 2003

[1]

EU

November 28, 2003 December 5, 2003

Genre(s) Mode(s) Rating(s)

Party Single-player, Multiplayer


ACB: G8+ CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube disc

Mario Party 5 ( 5 Mario Pti Faibu) is a party video game published by Nintendo and developed by Hudson Soft. It is the second game in the Mario Party series for Nintendo GameCube. It was released in North America on November 10, 2003,[1] in Japan on November 23, 2003, and in Europe on December 5, 2003. Mario Party 5 is the fifth installment in the Mario Party series. The game is set in the fictional world of the Dream Depot, consisting of seven game boards. The single-player "Story" mode involves the player winning multiple games against the Koopa Kids to prevent Bowser from conquering the Dream Depot. The main multiplayer game mode consists of four characters from Mario series playing a board game, with each board having a set theme. The game also features several minigames, which are played after every set of turns. Mario Party 5 introduces the "Super Duel" mode to the franchise, which requires players to assemble and control custom made battle vehicles which can be used in combat against other machines.[2] The game features ten playable characters, with playable debuts to the series from Toad, Boo, and Koopa Kid.[3] Mario Party 5 was positively received by the media; reviewers enjoyed the new minigames of the series, although a perceived lack of originality was criticized.[4][5] The game became part of the Nintendo Player's Choice label in 2004,[6] and won the Console Children's Award at the 2004 Interactive Achievement Awards.[7] Mario Party 5 received an aggregate rating of 71% from Game Rankings and 69% from Metacritic. Mario Party 5 is followed by Mario Party 6.

Gameplay
Mario Party 5 retains the fundamental gameplay featured in previous installments, which is based upon a themed board game played by characters of the Mario series. The player's objective is to obtain the most stars by the end of the board game, which are usually purchased when landing on the designated star space on the game board.[2] Coins are earned mainly by winning minigames, which occur after all players have rolled the die. "Party Mode" is the main multiplayer mode,[8] and involves four characters competing in a standard board game either independently or in

Mario Party 5 opposing pairs. As with its predecessors, players can adjust the number of turns in a game by multiples of five, and determine the difficulty of artificial intelligence opponents. Mario Party 5 features ten playable characters, including three additional characters to the series: Toad, Boo, and Koopa Kid. Hudson omitted Donkey Kong as a playable character from the series in this installment, instead featuring him in the "DK space", which initiates an event granting the possibility of a star or coins whenever landed on.[3] While the series' predecessors used item shops as a means to obtain items, Mario Party 5 introduces the capsule system. Capsules are containers that hold a single item which are acquired when passing the "Capsule Machine" on the board. The items contained within them serve a variety of purposes, from increasing the range of the die and thus movement, to deducting ten coins from an opponent.[9] The capsules can only be thrown up to ten spaces ahead of the current position. During a game, the gameplay is altered for the last five turns with the options selected randomly via a roulette wheel; such changes include tripling the coin benefit or deficit from coloured spaces.[10] The game's boards incorporate the theme of the Dream Depot, with each having "Dream" at the end of the board's title, except for the "Bowser's Nightmare" board. Each board consists of multiple types of spaces, some of which granting special types of minigames that cannot be accessed regularly. Some spaces, specifically "happening" spaces, will incorporate the relevant theme; for example, a giant robot resembling Mecha Bowser will shoot any character back to the start when landing on its "happening" space in the Toy Dream board. Players can choose to play minigames separate from the board game context via "Minigame Mode". The minigames are categorized by their character structure, with "4-player", "1 vs. 3", and "2 vs. 2" available.[11] Besides these standard versions, there are also the "DK" and "Bowser" minigames, which are themed to reflect their titular character; "Battle" minigames are retained from Mario Party 4. The set of minigames are available without a structure ("Free play") in this mode, but can be formatted into tournaments and separate objectives like in "Mini-game circuit", involving the characters winning minigames to reach the finish line first. In "Bonus mode", a set of three larger games that do not appear in usual play can be accessed; this involves a card-based board game ("Card party"), as well as Beach volleyball and Ice hockey.[12] Mario Party 5 introduced the "Super-Duel Mode", a game involving the player assembling and controlling a combat vehicle. Each component of the vehicle can be bought separately; these do not necessarily have to fit with other parts stylistically, and contribute to the vehicle's general statistics regarding fields such as health and speed.[13] Once the vehicle is assembled and named, it can engage AI or human opponents in a single match or in tournaments. Variants of this are available, including a capture the flag mode and another requiring the player to shoot mechanical rabbits.[14]

202

Plot and setting


The story mode in Mario Party 5 is completely different than the story modes of Mario Party 3 and Mario Party 4. Players face 3 Koopa Kids (red, green, and blue). The only way to defeat them and clear the board is to take all their coins away. Players must take all coins from a Koopa Kid to defeat it. If players lose all of the coins or don't defeat the Koopa Kids within fifteen turns, the game is over. After players win 5 boards, they face Bowser in a final stage mini-game called "Frightmare," in which it is a one-on-one mini-game with Bowser. There are 4 parts to the battle. First, players go against Mechakoopas (Robotic versions of Koopa Troopas). Then players face Bowser. Make him jump into a tile 3 times to clear part 3. Part 4 is the final battle, where Bowser grows. After throwing fireballs and hitting Bowser with them 5 times, the game is cleared and the final board unlocked.

Mario Party 5

203

Development
Like its predecessors, Mario Party 5 was published by Nintendo and developed by Hudson Soft. It is the first Mario Party game to have Donkey Kong as a non-playable character. It is also the first Mario Party game to have Wario wearing his current short-sleeve shirt. It's also the last Mario Party game to have Mario, Luigi, Peach, Yoshi, Wario, Daisy, Waluigi, Toad, Boo, Koopa Kid, Donkey Kong, and Bowser to have voice clips from the previous Mario Party game. It is the last Mario Party game where Daisy is voiced by Jen Taylor, and the last one to have Jen Taylor to voice Princess Daisy, for later Mario games and its successors, Jen Taylor is replaced by Deanna Mustard. Nintendo first unveiled the game at the E3 conference of 2003, where eight mini-games were available in a playable demonstration.[15] Following release, Nintendo announced Mario Party 5 as a "Player's Choice" title, which is a label for Nintendo titles that had sold more than one million copies to be sold at a bargain price.[6] Super Mario Fushigi no Korokoro Party Super Mario: The Mysterious Rolling Party is an arcade version of Mario Party 5 released exclusively in Japan in 2004. It was developed by Capcom instead of Hudson Soft.[16]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 70.92% 69/100 [17]

[18]

Review scores
Publication Electronic Gaming Monthly Eurogamer GameSpot IGN Score 8 out of 10 5 out of 10 [17] [4] [5] [19]

6.9 out of 10 7.9 out of 10

Mario Party 5 received mixed reviews, although there were frequent criticisms of the game's perceived dependency on luck rather than skill.[5][20] Game Informer's Andrew Reiner cited the example of coin redistribution in the game, which meant that "You could win every minigame and collect the most coins but still end up in last place", when giving a second opinion of the game.[20] While acknowledging issues relating to the waiting times during board games, IGN's Peer Scheider praised this installment for relieving the problem slightly, specifically referring to the Mini Bowsers, who all take their turns at the same time in "Story" mode.[19] The quantity and accessibility of the minigames was lauded by GameSpot, although the reviewer Ryan Davis proceeded to note "If you bought Mario Party 4 last year, Mario Party 5 is hard to recommend.", noting a lack of change to the series formula.[5] Generally, critics cited having a fun experience in Mario Party 5, although the minigames received a more enthusiastic reaction than the actual board game,[5][21] with GameSpy commenting that "the sheer volume can keep you compelled. If only you didn't have to deal with all that BS in-between"[21] when referring to gameplay of the actual board game. Features introduced in the game received a mixed response. The three games in "Bonus" mode were praised, although reviewers were least enthusiastic about "Card Party", with GameSpot commenting that "This mode is proof that the minigames are really what make Mario Party fun, as it's pretty dull."[4] The capsule system was generally criticised as the pertaining animations seemed to exacerbate the game's slow place.[19] Despite other reviewers' claims that the capsule system contributed to the game's dependence on chance, IGN commended the system for

Mario Party 5 contributing to a more dynamic game board experience.[19] The "Super Duel" mode was praised as a reasonably fun feature, although the gameplay was rated as "sluggish".[19] GameSpy noted the seemingly increasing board sizes from previous installments, which apparently made obtaining stars and using ranged items more difficult.[21] The game's graphics received a mediocre response, with GameSpot commenting that the presentation is "starting to seem a bit antiquated" when noting that the character models did not seem to have been updated from Mario Party 4.[5] Despite this, IGN commented that Mario Party 5 "isn't a bad looking game", noting the level of detail and variety given to the game's board game's and maps.[19] GameSpot noted that the game's audio did fit the game, although they commented that it "is largely recycled from Mario Party 4". IGN criticized the "cheesy" and unadventurous soundtrack, as well as a lack of voice acting.[19] It won the Console Children's Award at the 2004 Interactive Achievement Awards.[7]

204

References
[1] "Mario Party 5 (GameCube) at GameSpot" (http:/ / www. gamespot. com/ gamecube/ puzzle/ marioparty5/ index. html). GameSpot. . Retrieved 2008-02-04. [2] Vanessa Barfield. "Mario Party 5 Guide" (http:/ / uk. guides. ign. com/ guides/ 566725/ page_2. html). IGN. . Retrieved 2008-07-26. [3] Vanessa Barfield. "Mario Party 5 Guide: Guest List" (http:/ / uk. guides. ign. com/ guides/ 566725/ page_3. html). IGN. . Retrieved 2008-07-26. [4] Tom Bramwell (2004-01-09). "Mario Party 5 Eurogamer" (http:/ / www. eurogamer. net/ article. php?article_id=54201). Eurogamer. . Retrieved 2008-07-26. [5] Ryan Davis (2003-11-11). "Mario Party 5 for GameCube Review" (http:/ / uk. gamespot. com/ gamecube/ puzzle/ marioparty5/ review. html). GameSpot. . Retrieved 2008-07-26. [6] "Fun gets Cheaper in Europe" (http:/ / uk. cube. ign. com/ articles/ 557/ 557208p1. html). IGN. 2004-10-14. . Retrieved 2008-07-25. [7] Curt Feldman (2004-03-05). "Call of Duty nabs Game of the Year at DICE" (http:/ / uk. gamespot. com/ news/ 6090754. html). GameSpot. . Retrieved 2008-07-26. [8] Mario Party 5 Instruction Booklet, pg.11 [9] Mario Party 5 Instruction Booklet, pg.16-17 [10] Mario Party 5 Instruction Booklet, pg.21 [11] Vanessa Barfield. "Mario Party 5 Guide: Mini-game mode" (http:/ / uk. guides. ign. com/ guides/ 566725/ page_10. html). IGN. . Retrieved 2008-07-26. [12] Vanessa Barfield. "Mario Party 5 Guide: Bonus mode" (http:/ / uk. guides. ign. com/ guides/ 566725/ page_9. html). IGN. . Retrieved 2008-07-26. [13] Vanessa Barfield. "Mario Party 5 Guide: Super Duel mode" (http:/ / uk. guides. ign. com/ guides/ 566725/ page_8. html). IGN. . Retrieved 2008-07-26. [14] Mario Party 5 Instruction Booklet, pg.40 [15] "Mario Party 5 preview" (http:/ / uk. cube. ign. com/ articles/ 403/ 403168p1. html). IGN. 2003-05-15. . Retrieved 2008-07-25. [16] "Super Mario Fushigi no Korokoro Party" (http:/ / 66. 102. 9. 104/ translate_c?hl=en& sl=ja& u=http:/ / www. capcom. co. jp/ arcade/ m_mario_j/ & prev=/ search?q=http:/ / www. capcom. co. jp/ arcade/ m_mario_k/ & hl=en& sa=G& usg=ALkJrhjB2SdhPJFsH4w8bVXyxm2XbR04CA). Capcom. . Retrieved 2008-07-30. [17] "Game Rankings Mario Party 5" (http:/ / www. gamerankings. com/ htmlpages4/ 914970. asp). Game Rankings. . Retrieved 2008-07-26. [18] "Mario Party 5 Metacritic" (http:/ / www. metacritic. com/ game/ gamecube/ mario-party-5/ critic-reviews). Metacritic. . Retrieved 2012-04-07. [19] Peer Schneider (2003-11-07). "Mario Party 5 IGN" (http:/ / uk. cube. ign. com/ articles/ 458/ 458633p1. html). IGN. . Retrieved 2008-07-26. [20] Justin Leeper. "Mario Party 5 Game Informer" (http:/ / web. archive. org/ web/ 20080513080137/ http:/ / www. gameinformer. com/ NR/ exeres/ 812E7AA9-CC71-4580-A7A6-D760C349F47D. htm). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ NR/ exeres/ 812E7AA9-CC71-4580-A7A6-D760C349F47D. htm) on May 13, 2008. . Retrieved 2008-07-26. [21] Jon Gibson (2003-11-20). "Mario Party 5 GameSpy" (http:/ / uk. cube. gamespy. com/ gamecube/ mario-party-5/ 6403p1. html). GameSpy. . Retrieved 2008-07-26.

Mario Party 5

205

External links
Mario Party 5 (http://www.imdb.com/title/tt0426527/) at the Internet Movie Database

Mario Party 6
Mario Party 6
North American box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Hironobu Yahata Shinya Outouge Mario Party Nintendo GameCube

JP

November 18, 2004 December 6, 2004 EU March 18, 2005 AUS September 15, 2005
NA

Genre(s) Mode(s) Rating(s)

Party Single-player, multiplayer


ACB: PG CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube optical disc

Mario Party 6 ( 6 Mario Pti Shikkusu) is the sixth game in the Mario Party series of board game-style video games by Nintendo and is the third title in the series made for Nintendo GameCube and was released in Japan on November 18, 2004; North America on December 6, 2004; in Europe on March 18, 2005; and in Australia on September 15, 2005. It is the first GameCube game to make use of a microphone add-on. Mario Party 6 is followed by Mario Party 7.

Gameplay
In Mario Party 6, up to four players take turns moving on board game-style stages, often playing multiplayer minigames to earn coins and stars. The object of the game is to amass the most coins and stars before completing a set number of turns. This is the first game to take out the coin bonus star, replacing it with the orb star, which is awarded to the player that used the most orbs. On multiplayer boards the sun will periodically set or rise (every three turns), producing different effects. Changes include spaces moving, different characters appearing, and changes to minigames. This is reflected in two new characters, Brighton and Twila. All ten playable characters from Mario Party 5 return in this game (Mario, Luigi, Princess Peach, Princess Daisy, Wario, Waluigi, Toad, Yoshi, Koopa Kid, Boo); Toadette is also playable. Brighton and Twila, the sun and moon who watch over the Mario Party world, argue over who is more popular. Mario suggests they collect as many Stars as they can to end this.

Mario Party 6

206

Orbs
Orbs are special items players can either collect on the board or buy with coins at the Orb Hut. They can be used in many ways to give a player an advantage, such as stealing coins from rivals, hampering a rival's progress, or quickly obtaining stars. In Mario Party 5, these were called capsules. Unlike in Mario Party 5, the player does not have to pay orbs on his or her self and may find coins in Orbs. How Orbs are used is determined by the Orb's type. These are: Self, Space, Roadblock and Special. Roadblock type Orbs are one-use only on a space and trigger when passed while a Space type Orb transforms a space into a character space and only works if a rival lands on the space. Self type orbs add random buffs to the player that used them, where boo gets triple 10 if he used a golden mushroom. If a player stops on their own character space, they gain five Coins.

Solo mode
Solo mode is where a single player embarks on a special single-row board with a set number of spaces to collect minigames. The player may also choose a teammate (for 2 vs 2 minigames). Also the player plays minigames with Red, Green, and Blue Koopa Kid. The dice block for Solo Mode only has the numbers 1-6 on it. At the end of the board, there is an exclusive rare minigame space, where the player gets a rare minigame without needing to play it. If the player goes past the rare minigame space, they fall off the board and lose all of the mini games they have acquired. To win, the player must land on the rare minigame space, or quit (without getting a rare minigame).

Minigames
There are over eighty minigames in Mario Party 6. Once again, no minigames from previous versions return. The minigame controls range from pressing A repeatedly to using the control stick and A. New to this edition are mic and rare minigames. In mic games, players must say words into the mic to perform different actions. Rare games are usually obtained by stopping on the space at the end of Solo Mode, although one is purchased in the Star Bank. The minigames are divided into 4-player, 1-vs.-3, 2-vs.-2, Battle, Duel/1-vs.-1, DK, Bowser, Mic and Rare.

Reception
The game received mixed to positive reviews. GameSpot gave Mario Party 6 a 6.9/10, citing great family and multiplayer fun, but the same idea of older Mario Parties.[1] IGN gave it a 7/10. They also criticized originality and the microphone.[2] 1UP gave Mario Party 6 a C+ due to unoriginality and other factors.[3]

References
[1] http:/ / www. gamespot. com/ gamecube/ puzzle/ marioparty6/ review. html [2] http:/ / cube. ign. com/ articles/ 571/ 571944p1. html [3] http:/ / www. 1up. com/ do/ reviewPage?cId=3138088& p=5& sec=REVIEWS

External links
Mario Party 6 (http://www.mobygames.com/game/mario-party-6) at MobyGames Mario Party 6 official website (http://www.marioparty6.com/launch/)

Mario Party Advance

207

Mario Party Advance


Mario Party Advance
Developer(s) Publisher(s) Composer(s) Series Platform(s) Hudson Soft Nintendo Ichiro Shimakura Yoshimasa Ikeda Mario Party Game Boy Advance
JP

Releasedate(s)

January 13, 2005 March 28, 2005 EU June 10, 2005


NA

Genre(s) Mode(s) Rating(s)

Party Single player Multiplayer


ACB: G ESRB: E PEGI: 3+

Mario Party Advance ( Mario Pti Adobansu) is a game in the Mario Party series and the first, and only, Mario Party title for the Game Boy Advance, released by Nintendo. As it is not released on a home console, and instead a handheld console (the second is Mario Party DS), gameplay is different from that of the previous Mario Party games. This is the tenth Mario game for the Game Boy Advance. Mario Party Advance is followed by Mario Party 7.

Gameplay
Players drive a car around a party board similar to the other Mario Party games. Players start with a certain amount of Mushrooms, and the game is over when there are no Mushrooms left. The multiplayer Party Mode that was present in all of the other Mario Party games is no longer available, and it has been replaced by a new mode called "Shroom City". The aim of the game is to collect all the minigames and "Gaddgets" that were scattered around Shroom City by Bowser by completing quests assigned to the player by the various inhabitants of Shroom City.

Reception

Mario Party Advance

208

Reception Aggregate scores


Aggregator Metacritic Score 54% [1]

Review scores
Publication 1UP.com Eurogamer GameSpot IGN Score C 1 out of 10 [2] [3]

6.5 out of 10 6 out of 10

[4]

Mario Party Advance had generally mixed reviews. While the game contains a large number of minigames and unlockables, reviewers decried the game's tendency to punish players based on random chance, rebuked the game for lack of innovation in the minigames, and expressed concerns about the game's limited multiplayer modes.[2][3]

References
[1] "Metacritic Mario Party Advance page" (http:/ / www. metacritic. com/ games/ platforms/ gba/ mariopartyadvance?q=Mario Party Advance). . [2] "Eurogamer Mario Party Advance Review" (http:/ / www. eurogamer. net/ articles/ r_mariopartyadvance_gba). . [3] "Gamespot Mario Party Advance Review" (http:/ / www. gamespot. com/ gba/ puzzle/ mariopartyadvance/ review. html). . [4] "IGN Mario Party Advance Review" (http:/ / gameboy. ign. com/ articles/ 599/ 599175p1. html). .

External links
Mario Party Advance Official Japanese website (http://www.nintendo.co.jp/n08/b8mj/index.html)

Mario Party 7

209

Mario Party 7
Mario Party 7
North American box art
Developer(s) Publisher(s) Producer(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo SPD Group No.4 Nintendo Hiroshi Sato Hironobu Yahata Shinya Outouge Mario Party Nintendo GameCube

NA JP

November 7, 2005

November 10, 2005 February 10, 2006 AUS June 8, 2006


EU

Genre(s) Mode(s) Rating(s)

Party Single player, multiplayer


ACB: PG CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube Optical Disc

Mario Party 7 ( 7 Mario Pti Sebun) is the seventh in a series of board game style video games for Nintendo platforms and is the fourth and final title in the Mario Party series for Nintendo GameCube. Mario Party 7 features popular Nintendo characters. It was released on the Nintendo GameCube in North America on November 7, 2005, in Japan on November 10, 2005, in Europe on February 10, 2006, and in Australia on June 8, 2006. It features 58 new minigames. This game's host is Toadsworth, Princess Peach's longtime steward. It also makes use of the microphone peripheral introduced with Mario Party 6, which can be used in 10 minigames. This game also includes six entirely new worlds (one world being unlocked). Mario Party 7 is followed by Mario Party 8.

Story
Toadsworth has invited Mario and all his friends to go on a luxury cruise around the world. However, Toadsworth invited everyone except for one character, Bowser. Furious at being omitted, the great and terrible King vows revenge. When the cruise ship arrives at its first destination, the passengers discover that Bowser has turned their vacation paradise into a stress-filled madhouse. Mario tries to gain as many stars as possible to end this.

Gameplay
The goal of Mario Party 7 is to gather stars, but each board requires one to do that in a different way. For the first time ever since the series' initial release in 1999, eight players may participate in either Party Cruise or Deluxe Cruise (the 8 player equivalent of the Mini-Game Cruise). Players are split into teams of two and are required to share a controller, with the first player using the left shoulder button and the control stick in mini-games, while the

Mario Party 7 second player uses the right shoulder button and the C-stick. While a mode for a solo player in itself isn't new to the Mario Party series, this game's take is very much different from any of the past six games. One player competes against another (either computer controlled or human played), trying to complete the set objective on the board map before the other can. Tasks range from collecting a set number of stars to having a set number of coins on a space. Up to ten slots of different characters with different phrases may be saved. Once a player has completed all six boards, they are added to the rankings section, where it shows the players who took the least turns to complete them. There are 88 minigames in Mario Party 7. Once again, no minigames from previous editions appear. There are nine types of minigames in the game: 4-player, 1-vs.-3, 2-vs.-2, Battle, Duel, 8-player, DK, Bowser, and Rare. For 4-player and 1-vs.-3, there are an additional five minigames that can be played with the microphone. In 8 player minigames, one player uses the Control Stick and L, and the other player uses the C stick and R. The mini game controls range from pressing a button repeatedly to using the control stick and several buttons. There are extra mini-games which you must purchase in-game to unlock. Another new addition to the game is "Bowser Time!". This only happens every five turns during a Party Cruise match. After each minigame, the meter on the screen will increase and when the meter is full, then Bowser will appear and he will hinder the players depending on which board that the characters are currently playing.

210

Reception
The game received generally mixed reviews. GameSpot gave Mario Party 7 a 6.5/10, saying that the game was a huge improvement.[1] 1UP put an A+ rating for Originality.[2] IGN gave it a 7/10. GameSpot praised the controls, challenging Bowser Mini-Games and the more usage of the Mic. They said that Mario Party 7 was an actual party because the use of 8-player modes and said this game really gets the whole family to join in the fun.

Citations
[1] http:/ / www. gamespot. com/ gamecube/ puzzle/ marioparty7/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review [2] http:/ / www. 1up. com/ do/ gameOverview?cId=3140697

External links
(Japanese) Japanese official site (http://www.nintendo.co.jp/ngc/gp7j/index.html)

Mario Party 8

211

Mario Party 8
Mario Party 8
European box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Yoshihiro Tsukahara Mario Party Wii Mario Party 8

NA EU UK

May 29, 2007 June 22, 2007 July 13, 2007 July 19, 2007
[1]

AUS JP

July 26, 2007 August 3, 2007


[2]

Edited re-release

UK

Genre(s) Mode(s) Rating(s)

Party Single player, Multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+ USK: 6

Media/distribution Wii Optical Disc

Mario Party 8 ( 8 Mario Pti Eito) is a party video game, the eighth installment in the Mario Party series, and is the first title in the series to be released for the Wii. It is also the first Mario Party title to have the ability to use Mii characters. It was released in North America on May 29, 2007, in Europe on June 22, 2007, in Australia on July 19, 2007, and in Japan on July 26, 2007. It was originally released in the United Kingdom on July 26, 2007. However, some retailers were reporting that it was supposedly withdrawn from shelves because some copies included the word "spastic"; it was eventually re-released in the United Kingdom on August 3, 2007. Mario Party 8 is followed by Mario Party DS in late 2007, and Mario Party 9 in March/April 2012. Like previous Mario Party Titles, Mario Party 8 features Mario series characters in which four human- or computer-controlled characters compete in a board game interspersed with minigames, and was developed by Hudson Soft and published by Nintendo. Mario Party 8 received mixed reviews, receiving a Gamerankings Score of 63%. Despite some of the mixed reviews, after its release, the game sold 314,000 units in the United States in three days, making it the best-selling home console game in the country that month.[3] As of May 2010, the game has sold 7.6 million copies worldwide and ranks #10 on the best-selling Wii games list.

Mario Party 8

212

Gameplay
During the standard game, four different characters compete on one of six themed boards. When playing with fewer than four people, players select which characters the computer will control, as well as their difficulty level and handicap. Players can also select from five different areas to play on from the Play Choices screen by selecting the Select File screen in the beginning. Here, the player is given the choices of five different areas to play on: Party Tent, Star Battle Arena, Minigame Tent, Extras Zone, and the Fun Bazaar. The Party Tent allows for characters to compete on boards in three kinds of battles: Battle Royale (four-player competition; one to four players), Tag Battle (two-vs. two; one to four players), or Duel Battle (one-on-one; one to two players). In the Star Battle Arena mode, one player faces off against one opponent on each board in which when you get to the last board, Bowser will take the star from the player and he/she will face against Hammer Bro or Blooper (which once defeated are included as playable characters) in Bowser's Warped Orbit, then once he/she defeat the character, Bowser will give you back the Star Rod and you will face in a final mini-game called Superstar Showdown. When you win the battle the player wins the game. In the Minigame Tent, players can play several non-board challenges from the minigames. The extras zone has the eight extra minigames that do not appear in board-play with your Miis. Finally, the Fun Bazaar has the player use their carnival cards to unlock minigames and other surprises. In the Fun Bazaar, there is a place where if you buy it with your carnival cards, the player may listen to music and character voices. Minigame records can also be viewed here. For general board-play modes, players take turns (10 to 50 turns) rolling a dice block and moving across the game board, with the goal being to getting as many stars as possible within the alloted turn limit. Toward the end of the game, during the last five turns, gameplay is altered slightly. This can include events such as candy or coins being awarded to the player in last place, as well as additional coins being placed on each space. After the game has ended, three Bonus Stars (which can be enabled or disabled as a game option) may be awarded to players for various feats during play. Finally, the player with the most stars is declared the winner, with the number of coins possessed used as a tiebreaker. Additional game modes allow players to directly compete in minigames without making use of the game board. Several of these modes tie a number of minigames together, with each minigame won moving the winning player closer to victory.

Boards
While some of the game boards are classic Mario Party in nature, with players attempting to reach locations where they can buy a star for 20 coins (10 coins in King Boo's board and in Capt. Goomba's board stars are free because of all the spaces you need to travel to get a star), others are more varied. For example, "Koopa's Tycoon Town" involves players investing coins into hotels (as in Monopoly) in order to earn stars, with each hotel only providing stars to the player with the highest current investment. As always, all boards include a number of elements which can greatly influence the course of the game. Notable for this is "Shy Guy's Perplex Express", where the train cars which make up the game board can be re-ordered as the result of landing on a certain space, potentially changing the relative positions of all players.

Mario Party 8

213

Minigames
At the heart of Mario Party 8 are the minigames, with one taking place at least once per turn. A number of the minigames rely on the unique capabilities of the Wii Remote, while others instead require players to hold the controller sideways and use only the buttons. There are over 80 minigames in Mario Party 8. There are eight different types of minigames: 4-player free-for-all, 1-vs.-3, 2-vs.-2, Battle, Duel, Challenge, Extra, and Last.

Playable characters
Mario Party 8 includes fourteen playable characters, including Mario, Luigi, Toad, Princess Daisy, Yoshi, Birdo, Princess Peach, Toadette, Wario, Waluigi, Boo, Dry Bones, Blooper, and Hammer Bro, with the latter two being unlockable. Players also have the ability to use Mii characters as well.

Development
Like previous Mario Party Titles, Mario Party 8 was developed by Hudson Soft. It was first shown at E3 2006, which the Nintendo World demo of Mario Party 8 had six samples, including Barrel Lasso were players roll the controller like a lasso to grab barrels that are rotating around on a platform which different barrels give different point values, Can Shake which the goal is to shake a can of soda and make it shoot out the tallest stream by shaking the Wii remote, A split-screen game called the Colored Ball Game were players are seated in a ship and marbles either green or purple in color fall from above and players hold the Wiimote horizontally in their hands and tilt it to tilt an on-screen platform that filters the marbles into like-colored tubes, Flag Raise, Jet Ski were players ride jet skis by steering by rotating the controller up and down like a steering wheel, and a 4-way split screen Shooting Gallery which players use the Wii Remote to aim at a target which the bullseye is different for each target.[4]

Controversy
The game had a launch plagued by difficulties in the United Kingdom. Originally scheduled for release on June 22, 2007, Nintendo announced on June 19, 2007 that the British version had been delayed to July 13, 2007, due to a "production issue".[5] Furthermore, upon release on July 13, 2007, it was then immediately recalled. In a press release, Nintendo gave the reason for the withdrawal as an assembly error, but some retailers were reporting that it was supposedly withdrawn from shelves because some copies included the word "spastic", which is considered a highly offensive word in the UK for referring to disability. Just one month before, Ubisoft had the PSP game Mind Quiz pulled from the shelves because of the same word. The game was eventually re-released in the United Kingdom on August 3, 2007 with the word now used "erratic" instead. A spokesperson from Nintendo said "The offending word has been replaced at code level and the software reproduced. We are confident we have taken the correct appropriate levels and action necessary and in all new versions of the game there are no issues however we cannot 100 percent guarantee that every copy of the initial batch was returned to us and as such there may still be a small number of copies of the game in circulation.. Nintendo also confirmed that there would be no change on pricing and stock levels will remain unaffected for the re-launch..[2]

Reception

Mario Party 8

214

Reception Aggregate scores


Aggregator Score GameRankings 63.04%[6] Metacritic 62 [7]

Review scores
Publication 1UP.com Score C [8]

Game Informer 7.25/10[9] GamePro GameSpot GameSpy GameTrailers IGN 4.5/5 6.5/10 3/5 [10]

[11] [12] [13]

8.3/10 5.2/10

Nintendo Power 7.5/10[14] X-Play 3/5 [15]

Critical response
Mario Party 8 received mostly mixed reviews from critics. It received a Gamerankings score of 63.04% based on 70 reviews.[6] It also received a score of 62 out of 100 based on 41 reviews, including 9 positive reviews, 25 mixed, and 7 negative.[7] Common Sense Media reviewer Erin Bell awarded the game 4 stars, stating that it's "Still a good kids' party game, now Wii fun!".[16] GamePro's The Grim Wiiper gave the game 4 1/2 stars, stating "We all knew when the Wii launched that it would be a strong first-party system. The third-party stuff, while interesting, hasn't exactly set the world on fire and Wii owners have been waiting patiently--or not so patiently--for Nintendo to throw open their front doors, Willy Wonka-style, and introduce us to the next magical first-party game."[17] In contrast, Matt Casamassina of IGN gave the game a 5.2/10, referring to the single-player mode as "torture" and commenting on the visuals as "graphics don't even impress as a GCN title".[13] 1UP.com critic Dan Hsu did not enjoy the game either, which he gave the game a C rating and criticized the game's needless dialogue, repetitive cut-scenes and minigames, stating "Mario Party 8 could've used a lot more of that creativity, however, throughout the whole game. Instead, we get a really disappointing (but, as mentioned at the start of this review, inevitably still entertaining) Wii debut for the series. Perhaps the next game will truly take advantage of the Wii controls through and through."[8]

Mario Party 8

215

Sales
After its North American release on May 29, 2007, the game sold 314,000 units in the United States in three days, making it the best-selling home console game in the country that month.[3] As of May 2010, the game has sold 7.6 million copies worldwide and ranks #10 on the best-selling Wii games list.

References
[1] "Mario Party 8" (http:/ / www. nintendo. com. au/ title. php?id=1346). Nintendo Australia. . Retrieved 2007-06-20. [2] Mario Party 8 back on August 3rd (http:/ / www. mcvuk. com/ news/ 27849/ Mario-Party-8-back-on-August-8th) [3] "May Video-Game-Sales Nintendo PWNS Everyone Again" (http:/ / news. teamxbox. com/ xbox/ 13713/ May-Video-Game-sales-Nintendo-PWNS-Everyone-Again/ ). TeamXbox.com. . Retrieved 2007-06-23. [4] Gantayat, Anoop Nintendo's yearly tradition continues on the Wii. (http:/ / wii. ign. com/ articles/ 743/ 743882p1. html) IGN. Retrieved November 3, 2006. [5] Article Detail - [[Nintendo Wii (http:/ / wii. qj. net/ Mario-Party-8-UK-release-delayed-to-July-13/ pg/ 49/ aid/ 95507)] News - QJ.NET] [6] "Mario Party 8 - WII" (http:/ / www. gamerankings. com/ htmlpages4/ 935598. asp). . [7] "Mario Party 8 - WII" (http:/ / www. metacritic. com/ game/ wii/ mario-party-8). . [8] "Reviews: Mario Party 8" (http:/ / www. 1up. com/ do/ reviewPage?cId=3159905). . [9] "Mario Party 8" (http:/ / www. gameinformer. com/ NR/ exeres/ EE7E4C34-C59F-4396-8260-0EE3B8BB8A79. htm). . [10] "Mario Party 8" (http:/ / www. gamespot. com/ wii/ puzzle/ marioparty8/ review. html?mode=gsreview). . [11] "Mario Party 8 (Wii)" (http:/ / wii. gamespy. com/ wii/ mario-party-8-/ 794089p1. html). . [12] "Mario Party 8" (http:/ / gametrailers. com/ gamereview. php?id=3394). . [13] "Mario Party 8 Review" (http:/ / wii. ign. com/ articles/ 792/ 792495p1. html). . [14] Nintendo Power 217. July 2007. [15] "Mario Party 8" (http:/ / www. g4tv. com/ xplay/ reviews/ 1557/ Mario_Party_8. html). . [16] Bell, Erin Mario Party 8 - Video Game Review (http:/ / www. commonsensemedia. org/ game-reviews/ mario-party-8) Common Sense Media [17] The Grim Wiiper Mario Party 8 (http:/ / web. archive. org/ web/ 20080916115056/ http:/ / www. gamepro. com/ article/ reviews/ 112548/ mario-party-8/ ), Review from GamePro. Retrieved May 18, 2007.

External links
Mario Party 8 at Nintendo Europe (http://marioparty8.nintendo-europe.com/enGB/) Super Mario Wiki (http://www.mariowiki.com/) - Mario Party 8 (http://www.mariowiki.com/ Mario_Party_8) Mario Party 8 (http://www.imdb.com/title/tt1287342/) at the Internet Movie Database Twin Galaxies High-Score Rankings on Mario Party 8 (http://www.twingalaxies.com/index.aspx?c=22& pi=70&gi=7175&vi=35529)

Mario Party DS

216

Mario Party DS
Mario Party DS
European Mario Party DS box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Hudson Soft Nintendo Hironobu Yahata Shinya Outouge Mario Party Nintendo DS
JP

Releasedate(s)

November 8, 2007

[1] [2]

NA EU

November 19, 2007 November 23, 2007 December 6, 2007 May 22, 2008

[3]

AUS KOR

[4]

Genre(s) Mode(s) Rating(s)

Party Minigame Single player, multiplayer


ACB: PG CERO: A (All ages) ESRB: E GRB: A PEGI: 3+

Mario Party DS ( DS Mario Paati D Esu) is a party video game for the Nintendo DS. It is a title in the Mario Party series, and was released in Japan on November 8, 2007; 11 days later, it was released in North America on November 19, 2007; in Europe on November 23, 2007, in Australia on December 6, 2007, and in South Korea on May 22, 2008. Mario Party DS is followed by Mario Party 9.

Plot
The story begins with five Sky Crystals falling onto Earth. Mario finds one of them and then shows it to all of his friends/allies. Soon after, Bowser sends party invitations to the whole crew. They're suspicious, but everyone goes to Bowser's Castle. Much to their dismay, it is a trap and Bowser steals a Sky Crystal. Using his new "Minimizer", he shrinks everyone. Mario and his friends find themselves tiny in a very big world. Bowser wants to find the four other Sky Crystals without Mario and his crew in the way, and so he flings them to the far side of the kingdom. The crew travels to Bowser's Castle, far away while helping Wiggler taking care of a piranha plant, stopping a Hammer Bro. from ruining Toadette's instruments, helping Diddy Kong free DK after being turned to stone by a Dry Bones, and freeing a Koopa's grandpa who's been trapped in a book by Kamek. Each of them gives a Sky Crystal to thank Mario and his crew. Once the friends make it to the castle, Bowser traps everyone inside his pinball machine and prepares once again to use his Minimizer. Luckily, DK and Diddy received the invitation too, and have made it to the castle in time. While looking for the food, DK bumps into Bowser and breaks the Minimizer, returning Mario and friends to their rightful size. However, Bowser reveals his new "Megamorph Belt" and challenges the superstar. After Bowser is defeated the crew takes back the stolen Sky Crystal and puts it with the others. The crystals combine

Mario Party DS into a new game and Bowser is meaner now because the crystals were part of a castle legend. But in a surprising move, the Mario and crew invite Bowser and Bowser Jr. to play with them. They accept, and now everyone is happy, including DK and Diddy, who have eaten the entire buffet.

217

Playable characters
8 characters are playable on Mario Party DS Mario Luigi Wario Yoshi Princess Peach Princess Daisy Waluigi Toad

Gameplay
As with most Mario Party games, an emphasis is placed on the game's multiplayer aspect. A new element to the series is the use of the Download Play functionality of the Nintendo DS to allow four people to play wirelessly using only one game card. Mario, Luigi, Princess Peach, Yoshi, Princess Daisy, Toad, Wario, and Waluigi are the playable characters.[5] The party mode game is played by using a "dice block" numbered 1-10 and moving the player accordingly. There are many things such as "mole shops", "? (green)", "blue", "red" and "bowser time" spaces that can help or hinder game progress.The boards are Wiggler's Garden, Toadette's Music Room, DK's Stone Statue, Kamek's Library and Bowser's Pinball Machine.

Mole shops
At the party mode, there are mole shops that players that passes through can choose to get in. The shops, with Monty mole as the shopkeeper, is offering special dice blocks, as halfway dice blocks (1-5 die), double or triple dice blocks. It also offers snag bags (steal an item from an enemy), star pipes (jumps you right to the star) and more.

Mini-games
Mario Party DS features a total of 74 mini-games, most of which utilize the unique features of the DS. While several mini-games use the buttons and control pad, others use the stylus and four mini-games use the microphone. For example, "Soccer Survival" involves trying to dodge soccer balls being kicked by a Goomba. "Camera Shy" involves characters taking photos of other characters and "Short Fuse" involves blowing on a fuse of a bomb in hopes to be the last player to survive. "Star Catchers" is a game where you need to tap stars that appear in the sky, and the goal is to get the most stars. "Shuffleboard Showdown" is a game in which one player shoots poker chips while three other players dodge the projectiles. Others include "Globe Gunners", a game in which the players run around on a globe, shooting projectiles at each other, and boss minigames, in which the player battles villains from the Mario series, such as Bowser and Dry Bones. In Multiplayer mode, there is an Extras Mode, where you can team up with a friend to trap the other players (Pen Pals),or you could play against another player in Desert Duel. You can't play the Boss minigames when you are connecting with your friends in Multiplayer mode. In "Puzzle Mode", the player plays puzzle games from the Mario Party series: "Mario's Puzzle Party" from Mario Party 3, "Bob-omb Breakers" from Mario Party 4, "Piece Out" from Mario Party 5, "Block Star" from Mario Party 6, and "Stick and Spin" from Mario Party 7. There is also "Triangle Twisters", a new game in which the player twist triangles to create a given shape. this game is unlocked after completing story mode.

Mario Party DS All minigames are divided into any of these 5 types: 4-player: 4 players fight each other. 2-vs.-2: 2 Players versus 2 Players. 1-vs.-3: 1 player versus 3 others. Battle: Similar to normal 4-player games, with the exception of a determined amount of coins subtracted from each player to make a jackpot. The first place winner gets most of the coins, while the runner-up gets the rest of it. Play then resumes normally. Boss Minigames: Battle by yourself against one of the bosses: Piranha Plant, Hammer Bro, Dry Bones, Kamek or Bowser.

218

Reception
Reception Aggregate scores
Aggregator Score GameRankings 71% (based on 21 reviews)

Review scores
Publication 1UP.com Game Informer GameSpot IGN Nintendo Power Score [6] C+ 7 out of 10 [7]

8 out of 10 7.0 out of 10 [8]

8 out of 10

Mario Party DS received mostly positive reviews upon its release, although there had been some criticisms about its lack of online play and its basic storyline. The game had strong sales the first week of its release in Japan, selling 234,708 copies in its first week.[9] As of July 9, 2008, the game has sold 1,730,191 copies in Japan, according to Famitsu.[10][11] It is the 18th best-selling game of Japan in 2008.[12] As of March 31, 2009, Nintendo has sold 5.85 million copies of the game worldwide.[13]

References
[1] "Mario Party DS scans" (http:/ / gonintendo. com/ ?p=24837). GoNintendo. 2007-09-12. . Retrieved 2007-09-13. [2] "Mario Party DS at Nintendo" (http:/ / www. nintendo. com/ games/ detail/ bYOnzZFYh7E70cgflA2LY_o7i5sU382f). Nintendo. . Retrieved 2008-05-22. [3] "Q4 Release Update" (http:/ / www. nintendo-europe. com/ NOE/ en/ GB/ news/ article. do?elementId=89jrftS1pVrPRFHXwoueNuR9T4bKCNx_). . Retrieved 2007-08-23. [4] nintendo.com.au - News from Nintendo (http:/ / www. nintendo. com. au/ nintendo/ news/ index. php) [5] "Nintendo - E3 2007 - Mario Party DS" (http:/ / ms. nintendo-europe. com/ e32007/ enGB/ nds_mariopartyds. html). . Retrieved 2007-07-13. [6] Fitch, Andrew (November 20, 2007). "Mario Party DS Review from 1UP.com" (http:/ / www. 1up. com/ do/ reviewPage?cId=3164515& sec=REVIEWS). 1UP.com. . Retrieved April 24, 2009. [7] Bryan Vore. "Game Informer Online" (http:/ / gameinformer. com/ NR/ exeres/ CFA79462-7A10-4D81-B49B-500613419851. htm). Game Informer. . Retrieved March 17, 2009. [8] Harris, Craig (November 21, 2007). "IGN: Mario Party DS Review" (http:/ / ds. ign. com/ articles/ 837/ 837102p1. html). . Retrieved April 24, 2009. [9] http:/ / www. gamesindustry. biz/ articles/ mario-party-ds-hits-japan-top-spot Mario Party Sales [10] Weekly Famitsu, issue 1020 [11] "Nintendo DS Japanese Ranking" (http:/ / www. japan-gamecharts. com/ ds. php). Japan Game Charts. 2008-07-30. . Retrieved 2008-08-03.

Mario Party DS
[12] "JAPANESE 2008 MARKET REPORT" (http:/ / www. mcvuk. com/ interviews/ 403/ JAPANESE-2008-MARKET-REPORT). MCVUK. . Retrieved 2009-01-09. [13] "Financial Results Briefing for Fiscal Year Ended March 2009: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2009/ 090508e. pdf#page=6) (PDF). Nintendo. 2009-05-08. pp.6. . Retrieved 2009-06-21.

219

External links
Official website (http://marioparty-ds.com)

Mario Party 9
Mario Party 9
European box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Nd Cube Co., Ltd. Nintendo Toshiki Aida Ryosuke Asami Mario Party Wii

EU

[1]

March 2, 2012

[2] [3] [2]

AUS NA JP

March 8, 2012

March 11, 2012

April 26, 2012

[2]

Genre(s) Mode(s) Rating(s)

Party Single player, Multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution Wii Optical Disc

Mario Party 9 ( 9 Mario Pti Nain) is a party video game for the Wii.[4] It is the second Mario Party game for the Wii, the ninth in the home consoles, and the twelfth overall. It was officially announced at E3 2011 and was released on March 2, 2012 in Europe, on March 8, 2012 in Australia, on March 11, 2012 in North America, and on April 26, 2012 in Japan. It is the first Mario Party game in the series to be developed by Nd Cube Co., Ltd., as they take over development of the series from Hudson Soft. Hudson Soft was namely absorbed by Konami Corporation in March 2012.

Gameplay
Like previous Mario Party titles, two to four players take part in each game, composed of a virtual board, and move around a variety of themed lands to collect Mini Stars, while avoiding certain spaces. A gameplay element in all of the boards is that all four players move around in one vehicle.[5][6] The number of spaces the player moves is determined by a roll of the dice block found within the game. Minigames reappear, and have a larger focus on the gameplay than they did in the previous game.[7][8] Mario Party 9 features 12 playable characters, with 2 unlockable.

Mario Party 9 Instead of trying to collect coins to buy stars, players receive Mini Stars (bananas in DK's Jungle Ruins) if they pass by them. Players must also try to avoid Mini Ztars (Z-bananas in DK's Jungle Ruins), which deduct their current amount of Mini Stars. In this game, the minigames don't appear after everyone moves, but only when a player ends up on any of the spaces or events that triggers a minigame. A person can play on solo mode to unlock the final stage, as well as two playable characters. Each board culminates in a boss battle that is played with all players in the vehicle.[9][10] There is also a boss battle at the halfway point of a board. There are 78 minigames in Mario Party 9, and game length has been set to 45 minutes. At the end of each stage, the number of Mini Stars (bananas in DK's Jungle Ruins) the player collects is converted into Party Points, which can be used to buy new stages, constellations, vehicles, difficulties, and sounds in the museum.

220

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 74.69% 73/100

Review scores
Publication IGN Nintendo Power NintendoLife Gamespot Destructoid Nintendo World Report Joystiq Computer and Video Games 8/10 [17] 6/10 7.5/10 [15] Score 7.0/10 [11][12] [13] [14]

8/10

8.5/10 [16]

Mario Party 9 has received mostly positive reviews. It has an aggregate score of 73 on Metacritic based on 44 reviews and an aggregate score of 74.69% on Gamerankings, based on 27 reviews.[18][19] German magazine N-Zone gave Mario Party 9 a 75% score for single player mode, and 85% for multiplayer mode.[20] Nintendo Power gave it an 8/10, saying that "the majority of the game's 78 activities are fun", while commenting that "some may be discouraged by the game's radical changes".[21]Nintendo World Report gave the game a score of 8.5/10.[22] IGN gave the game a 7.0 "Good" rank, praising its graphical improvement and its control style. Like previous Mario Party games, IGN strongly criticized the luck-based factor of the game. UGO Entertainment gave the game an A-, criticizing the game's single player mode, but praising its multiplayer and improvement from previous titles. [23][24] MyNintendoNews gave the game an 8.5/10, criticizing the game for not having an online mode, but stated that the game is "immensely entertaining" and an improvement from past Mario Party games.[14][25]GamesRadar gave the game a score of 8/10, praising Mario Party 9 for being balanced, but criticized the predictability of the boards. [26] NintendoLife gave the game a score of 8/10.

Mario Party 9 On the less positive side, Gamespot awarded the game a 6/10, stating that the game is too "predictable".[27]

221

References
Magrino, Tom. "Kirby Mass Attack leads Nintendo release updates" [28]. GameSpot.
[1] "Mario Party 9" (http:/ / www. nintendo. com/ games/ detail/ NmcKbzZnRefioDCbEp2_v6rwsLPpbEEw). Nintendo. . Retrieved 13 December 2011. [2] "Mario Party 9 (Wii)" (http:/ / wii. nintendolife. com/ games/ wii/ mario_party_9). NintendoLife. . Retrieved 19 January 2012. [3] "Mario Party 9" (http:/ / www. nintendo. com. au/ index. php?action=catalogue& prodcat_id=43& prod_id=21256& pageID=4). Nintendo. . Retrieved March 3, 2012. [4] Fletcher, JC. "Yep, there's a Mario Party 9" (http:/ / www. joystiq. com/ 2011/ 06/ 12/ yep-theres-a-mario-party-9/ ). Joystiq. . Retrieved 2011-08-11. [5] "Minigame Madness coming to the Wii this Christmas." (http:/ / www. everybodyplays. co. uk/ news/ Wii/ Nintendo-announce-Mario-Party-9/ 692). Everybody Plays. . Retrieved 2011-08-11. [6] kksl1der. "Mario Party 9 announced" (http:/ / www. thenintendobasement. com/ 2011/ 06/ wii-news/ mario-party-9-announced/ ). The Nintendo Basement. . [7] Lucario. "E3 2011: Mario Party 9 trailer" (http:/ / www. aussie-nintendo. com/ media/ e3-2011-mario-party-9-trailer). Aussie Nintendo. . Retrieved 2011-08-11. [8] Cole, Joey. "E3 2011: MARIO PARTY 9 Announcement Trailer" (http:/ / www. dailyblam. com/ news/ 2011/ 06/ 09/ e3-2011-mario-party-9-announcement-trailer). The Daily BLAM!. . Retrieved 2011-08-11. [9] Mario Party 9, Nintendo.com [10] "Mario Party 9" (http:/ / www. bestbuy. com/ site/ Mario+ Party+ 9+ -+ Nintendo+ Wii/ 4684927. p?id=1218508070023& skuId=4684927). bestbuy.com. . Retrieved 2012-02-16. [11] http:/ / wii. ign. com/ articles/ 122/ 1220456p1. html [12] http:/ / www. ugo. com/ games/ mario-party-9-review [13] Nintendo Power Issue 276: March 2012 [14] James Newton (March 1, 2012). "Life and soul" (http:/ / www. nintendolife. com/ reviews/ wii/ mario_party_9). NintendoLife. . [15] http:/ / www. destructoid. com/ review-mario-party-9-224500. phtml [16] http:/ / www. joystiq. com/ 2012/ 03/ 14/ mario-party-9-review/ [17] http:/ / www. computerandvideogames. com/ 340114/ reviews/ mario-party-9-review-a-big-improvement-but-it-cant-live-with-nintendos-best-review/ [18] http:/ / www. metacritic. com/ game/ wii/ mario-party-9 [19] http:/ / www. gamerankings. com/ wii/ 632974-mario-party-9/ index. html [20] Schirado, Tyler. "New 'Mario Party 9' Gameplay Details and Mini-Game Descriptions" (http:/ / gamerant. com/ mario-party-9-details-mini-games-ts-133066/ ). Game Rant.com. . Retrieved 2012-02-16. [21] Nintendo Power Issue 276: March 2012 [22] http:/ / www. nintendoworldreport. com/ review/ 29440 [23] http:/ / wii. ign. com/ articles/ 122/ 1220456p1. html [24] http:/ / www. ugo. com/ games/ mario-party-9-review [25] http:/ / mynintendonews. com/ 2012/ 03/ 09/ mario-party-9-review/ [26] http:/ / www. gamesradar. com/ mario-party-9-review/ [27] http:/ / www. gamespot. com/ search. html?qs=mario+ party+ 9 [28] http:/ / uk. gamespot. com/ wii/ puzzle/ mario-party-9/ news/ 6319248/ kirby-mass-attack-leads-nintendo-release-updates?tag=newsfeatures%3Btitle%3B1

External links
Mario Party 9 North America Official Website (http://marioparty9.nintendo.com/)

222

Paper Mario series


Paper Mario
Paper Mario
North American box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Intelligent Systems Nintendo Yuka Tsujiyoko Paper Mario Nintendo 64 iQue Player Virtual Console

JP

Releasedate(s)

August 11, 2000 February 5, 2001 PAL October 5, 2001


NA JP

Virtual Console

PAL NA

July 10, 2007 July 13, 2007 July 16, 2007

Genre(s) Mode(s) Rating(s)

Role-playing video game Single-player


ACB: G ELSPA: 3+ ESRB: E PEGI: 3+ (Wii)

Media/distribution 320 Mbit (40 MB) N64 cartridge

Paper Mario, known in Japan as Mario Story ( Mario Sutr), (originally known as Super Mario RPG 2) is a role-playing video game developed by Intelligent Systems and published by Nintendo for the Nintendo 64 game console. It was first released in Japan on August 11, 2000, in North America on February 5, 2001, and in Europe and Australia on October 5, 2001. Paper Mario was re-released for Nintendo's Virtual Console in August of 2007. Paper Mario is set in the Mushroom Kingdom as the protagonist Mario tries to rescue Princess Peach from Bowser. To do so, he must locate seven "Star Spirits" to negate the effects of the captured Star Rod, which grants invincibility to Bowser. The player controls Mario and a number of partners to solve puzzles in the game's overworld and defeat enemies in a turn-based battle system. The battles are unique in that the player can influence the effectiveness of attacks by performing required controller inputs known as "action commands". Paper Mario is the first installment for the Paper Mario series and is the predecessor to the GameCube game Paper Mario: The Thousand-Year Door, the Wii game Super Paper Mario, and the upcoming 3DS game Paper Mario Sticker Star. The game received a positive reaction from the media, attaining an aggregate score of 88% from Game

Paper Mario Rankings and 93% from Metacritic.[1][2] It was rated the 63rd best game made on a Nintendo system in Nintendo Power's "Top 200 Games" list in 2006.[3]

223

Gameplay
Paper Mario combines traditional role-playing game (RPG) elements with concepts and features from the Mario series.[4][5] For the majority of the game, the player controls Mario, who can jump and use his hammer to overcome physical obstacles placed in the game's overworld. Many of the game's puzzles and boundaries are based upon the abilities of Mario's partners, who each have a specialised skill required for progression in the game.[6] The player accumulates partners as they advance into different locations; only one partner can accompany Mario in the overworld, although the player can interchange between them at any time. These characters also assist Mario in the game's turn-based battles, where damage inflicted against them results in temporary paralysis as the characters do not have individual HP statistics.[7] Attacks in the game are similar to those in traditional RPGs, although the player can influence the power of a move when attacking or defending by timing a button-press accurately or performing some other action command as required.[8] Mario and his partners have a finite capacity to perform special moves, with each of these consuming a particular number of flower points (FP) when performed. Such statistics can be increased by earning Star Points (experience points) in combat to level up.[5] There is also an on-screen gauge to display Star Energy, which is required to perform another type of move that accumulate in number as the player advances through the game. The player can locate hidden battle upgrades in the game's overworld, which promotes one partner character to a new rank at a time.[7] Progression through Paper Mario depends upon interaction with the game's non-player characters (NPCs), who will often offer clues or detail the next event in the storyline. As in other RPGs, the player can find or purchase items from NPCs to help in and outside of combat.[5] Badges can also be obtained that yield bonuses ranging from added moves to gradual health restoration during combat; each consumes a set number of Badge Points (BP), meaning Mario can only equip a limited number of badges at a time.[8] Princess Peach is playable at particular points in the game as a recurring sidequest.[5] The objectives and actions of each transition to Peach vary, although most are stealth-based.

Plot and setting


The game is set in Mushroom Kingdom, beginning as Mario and Luigi are relaxing in their house when the mail Parakoopa, Parakarry, arrives with a letter. Mario sends Luigi to fetch the mail, which turns out to be an invitation from Peach to a party. Mario and Luigi then head to the castle, and as Mario is about to have some quiet time with Peach, Bowser appears. After Bowser's invasion and victory over Mario, the castle becomes attached to Bowser's fortress, which serves as the location for playable side quests of the kidnapped Peach. In the main quest, Mario tries to retrieve all of the Star Spirits on land,[8] where most of the locations are linked to the central Toad Town, which acts as the game's hub area. The story's main conflict arises when Bowser invades Star Haven, the residence for the seven Star Spirits, and steals the Star Rod.

Story and characters


The game's story centers on Mario as he tries to reclaim the seven Star Spirits, who have been incarcerated in playing cards by Bowser and Kammy Koopa.[7] Their combined power is required to negate the effects of the Star Rod, which makes Bowser invincible. Once Mario rescues all of them, he uses their assistance to defeat Bowser and rescue Peach. The story is presented in the context of a novel, with each adventure involving the rescue of a Star Spirit denoted as a single chapter. Peach is playable between chapters, where she allies with a star named Twink in the castle to relay vital information to Mario regarding his quest, this is ironic, as the player already knows the plot details revealed, where as Mario does not.[5] During the final boss scene, Peach gives Twink a wish to defeat Bowser's assistant, Kammy Koopa.

Paper Mario Mario allies with eight partners in total, each of whom represents a different type of enemy from the Mario series. These allies are: Goombario (Kurio ( )) the Goomba, who has the ability to tell the player about any character, any environment, and any enemy. Kooper (Kameki ( )) the Koopa, with the ability to throw his shell at otherwise unreachable objects. Bombette (Pinky ( Pink)) the Bob-omb, with the ability to blow up weak parts of walls. Parakarry (Paretta ( )) the Paratroopa, with the ability to help Mario cross gaps too large to jump across. Lady Bow (Resaresa ( )) the Boo, with the ability to make Mario become invisible and transparent. Watt (Akarin ( )) the Li'l Sparky, with the ability to light up rooms (also, the only ally in the game with the ability to penetrate an enemy's defenses). Also has the ability to see hidden objects. Sushie (Opuku ( )) the Cheep-Cheep, with the ability to allow Mario to swim. Lakilester (Pokop ( Pokop)) the Lakitu, with the ability to allow Mario to traverse dangerous environments, such as spikes and lava. Near the end of the game, Mario recounts his tale to Luigi, who had remained at home while Mario went on the adventure. Princess Peach throws a huge party followed by a parade that Luigi takes in charge of. In the end, Mario and Peach gaze up the sky, seeing fireworks. This part will not end until the player turns off the console. When restarted, the file will restart from the last save.

224

Development
Paper Mario was developed by Intelligent Systems. The directors were Toshitaka Muramatsu, Takahiro Ohgi, and Hironobu Suzuki. Kumiko Takeda and Kaori Aoki wrote the game's script and Naohiko Aoyama was the art director responsible for the game's distinctive graphical style.[9] The game was initially called Super Mario RPG 2, and was first revealed at Nintendo Space World '97, a video game trade show hosted by Nintendo. Critics compared the game's 2D character style to PaRappa the Rapper. Shigeru Miyamoto, who consulted on the project, stated that the game was being developed with beginning and amateur gamers in mind.[10] He had earlier revealed at E3 that around twenty developers were actively involved with the project.[11] Paper Mario was re-released on the Virtual Console in 2007;[12] the game was also released for the iQue Player.[13] Yuka Tsujiyoko composed the game's musical score.[14]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 88% [1] [2]

93% (15 reviews)

Review scores
Publication Electronic Gaming Monthly Eurogamer Famitsu GameSpot Score 9.33 out of 10 9 out of 10 33 out of 40 [1]

[4] [15] [5]

9.5 out of 10

Paper Mario
[8]

225
IGN

9.0 out of 10

Paper Mario received a positive reaction from the media. IGN's Matt Casamassina praised the game's accessibility, commenting that "it serves as the perfect introductory game to any person hoping to explore the genre".[8] Despite this, other reviewers complained about the "brain-dead easy" puzzles and bosses requiring "basic strategy at best".[6] The game's nostalgic value was lauded, with reviewers noting the sense of familiarity with the Mario series present in the game's settings and characters.[5][8] The game has often been compared to the previous Mario RPG title, Super Mario RPG: Legend of the Seven Stars. Eurogamer's Tom Bramwell judged that "Paper Mario is a vastly superior game to SMRPG",[4] while IGN compared the game's simple plot unfavourably with the SNES game and RPGFan claimed that some of Paper Mario's story was copied from it.[8] RPGFan also questioned the name of Paper Mario, as there were, in their opinion, insufficient gameplay features or aspects which used the paper theme to justify the name.[7] Critics lauded the game's blend of RPG and platforming aspects.[4][5] GameSpot noted the "exciting and somewhat strategic" battle system, which requires the player exploit the enemies' weak points.[5] The "refreshing" action command features was praised in particular for adding originality to a battle formula that was present in many games of the same genre.[8] Despite this, enemy design itself was bemoaned for being "corny and generic", with notable exceptions to some of the Paper Mario's original boss characters.[7] Eurogamer noted how "Of the various characters you meet, none is of less importance than any other", welcoming the partner characters and their relating puzzles.[4] GameSpot praised the game's use of humour and side quests, with references to the control of Peach in particular.[5] The reaction to the game's visuals was generally positive. IGN noted some paper-based visual effects such as when Mario folds in a bed to sleep, but complained about character zoom-ins, which revealed "a pixelated mass of colors".[8] Although reviewers claimed that the novel graphical style was initially confusing, most welcomed the style eventually,[4] with GameSpot claiming that it was "extremely well done".[5] The audio was also mainly praised, although reviewers criticised the lack of voice acting and character-specific sound effects.[5][8] RPGFan were particularly critical of the game's "generic filler music", despite enjoying use of multiple songs simultaneously.[7] The game was also well received in general upon release for the Virtual Console, with IGN's Lucas M. Thomas stating "it's held up very well even placed into context against its GameCube and Wii era sequels, and it's an RPG for goodness sakes".[14] Paper Mario proved popular on the Virtual Console, reaching a high of 'Second most downloaded game' in the US in August 2007.[16] Paper Mario was the top selling game in Japan on the week of its release, selling more than 276,000 copies.[17] It was also the eighth best selling game from January to June 2001 in the US.[18] It was voted one of the top 100 games of all time by Electronic Gaming Monthly. Paper Mario was rated the 63rd best game made on a Nintendo system in Nintendo Power's "Top 200 Games" list,[3] and the 13th greatest Nintendo 64 game of all time by the same magazine.[19]

Soundtrack

Paper Mario

226

Paper Mario
Soundtrack album by Yuka Tsujiyoko, Taishi Senda, Koji Kondo Released
JP

[20]

NA

September 21, 2000 2001

[21] Genre Label Soundtrack, video game music Enterbrain, Nintendo Power

Aggregate scores Review scores


Source Video Game Music Database Rating (out of 14 reviews) [21]

The soundtrack to Paper Mario was first released in Japan on September 21, 2000, under the name Mario Story: Original Soundtrack[20], it was followed by a United States a few months later as a Nintendo Power exclusive. The games music mostly received positive reviews, IGN.com discribed it as; "Paper Mario is vividly appointed with catchy, expressive tunes and comical audio cues."[14]

Paper Mario: Soundtrack


Disk 1 1. Story of the Stolen Spirits 2. Main Title 3. A Party at Peach's Castle 4. Mario's Theme 5. March Ahead 6. Goomba Village Theme 7. Battle Fanfare 8. Hey You! 9. Gates of Goomba Castle 10. Goomba King's Decree 11. Toad Town Theme 12. Shy Guy Riot 13. Nice To Meet You 14. A Kingdom in Chaos 15. Fuzzys Stole My Shell 16. Koopa Village Theme 17. Koopa Bros. Fortress 18. Bill Blaster! Go Faster! 19. Koopa Bros. Keep Cool 20. Trojan Bowser Disk 2 1. Princess in Distress 2. Hang in There, Peach! 3. Twink's Theme 4. Jade Jungle Theme 5. Welcome to Yoshi's Village 6. Search for the Fearsome 5 7. Raphael the Raven 8. Hot Times in Mt. Lavalava 9. Escape From Mt. Lavalava 10. Lava Piranha Attack 11. Go! Mario! Go! 12. Clouds Over Flower Fields 13. Flower Field Rondo 14. Lakilester the Great! 15. Huff N. Puff's Theme 16. Huffin' and Puffin' 17. Cold Reception in Shiver City 18. Detective Mario 19. Snow Road 20. Starborn Valley Trail

Paper Mario

227
21. Attack of the Koopa Bros. 22. Toad Town Variations 23. Mt. Rugged Theme 24. Dry Dry Desert Trek 21. Over Shiver Mountain 22. Crystal Palace Crawl 23. Freeze! 24. A City in the Stars

25. Mysterious Dry Dry Outpost 25. Shooting Star Summit 26. Dry Dry Ruins Quest 27. Chomp Attack 28. Forever Forest Theme 29. Approach to the Mansion 30. Boo's Mansion Theme 31. Gusty Gulch Adventure 32. Tubba Blubba's Castle 33. The Castle Crumbles 34. Tubba's Heart 35. Ghost Gulping 36. Shy Guys Toy Box 37. All Board! 38. General Guy's March 39. Keeping Pace 26. Star Way 27. Sanctuary! 28. Siege on Bowser's Castle 29. Angry Bowser 30. Bowser's Rage 31. Wish of the Princess 32. King of the Koopas 33. Beware! Bowser's Castle! 34. Star Spirits' Request 35. Goodbye, Twink! 36. Princess Peach Saved 37. Victory Parade 38. The Celebration Continues 39. Mario and Peach's Theme

References
[1] "Game Rankings: Paper Mario" (http:/ / www. gamerankings. com/ htmlpages4/ 198849. asp). Game Rankings. . Retrieved 2008-08-17. [2] "MetacriticPaper Mario" (http:/ / www. metacritic. com/ games/ platforms/ n64/ papermario?q=Paper Mario). Metacritic. . Retrieved 2008-08-17. [3] Michaud, Pete (January 2006). "NP Top 200". Nintendo Power 199: pp.4243. [4] Bramwell, Tom (2001-02-05). "Eurogamer: Paper Mario review" (http:/ / www. eurogamer. net/ article. php?article_id=2104). Eurogamer. . Retrieved 2008-10-18. [5] Ben Stahl (2001-02-05). "GameSpot: Paper Mario review" (http:/ / uk. gamespot. com/ n64/ rpg/ papermario/ review. html). GameSpot. . Retrieved 2008-08-17. [6] Mikel Tidwell. "RPGamerPaper Mario" (http:/ / www. rpgamer. com/ games/ mario/ pmario/ reviews/ pmariostrev1. html). RPGamer. . Retrieved 2008-08-17. [7] "RPGFanPaper Mario" (http:/ / www. rpgfan. com/ reviews/ papermario/ Paper_Mario. html). RPGFan. . Retrieved 2008-08-17. [8] Matt Casamassina (2001-02-05). "Paper Mario review" (http:/ / uk. ign64. ign. com/ articles/ 150/ 150453p1. html). IGN. . Retrieved 2008-08-17. [9] "Game Credits for Paper Mario" (http:/ / www. mobygames. com/ game/ n64/ paper-mario/ credits). MobyGames. . Retrieved 2006-03-18. [10] "Mario RPG is for the Kids" (http:/ / ign64. ign. com/ articles/ 061/ 061492p1. html). IGN. 1997-11-21. . Retrieved 2006-03-18. [11] Takao Imamura, Shigeru Miyamoto (1997). Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters". Nintendo. pp.104105. [12] "VC Monday: 07/16/07" (http:/ / uk. wii. ign. com/ articles/ 805/ 805656p1. html). IGN. 2007-07-17. . Retrieved 2008-08-17. [13] "Paper Mario" (http:/ / uk. cube. ign. com/ objects/ 709/ 709922. html). IGN. . Retrieved 2008-08-17. [14] Lucas M. Thomas (2007-07-20). "Paper Mario (Virtual Console) review" (http:/ / uk. wii. ign. com/ articles/ 807/ 807178p1. html). IGN. . Retrieved 2008-08-17. [15] 64 - . Weekly Famitsu. No.915 Pt.2. Pg.30. 30 June 2006. [16] "Popular Virtual Console games" (http:/ / www. nintendowiifanboy. com/ 2007/ 08/ 08/ popular-virtual-console-games-according-to-the-wii-shop-channel/ ). Wii Fanboy. 2007-08-08. . Retrieved 2008-08-17. [17] "Nintendo Dominates Japanese Charts" (http:/ / ign64. ign. com/ articles/ 083/ 083746p1. html). IGN. 2000-08-18. . Retrieved 2006-03-14. [18] "NPD reports U.S. video game industry continues to show substantial growth in first half 2001" (http:/ / www. npd. com/ dynamic/ releases/ press_010726. htm) (Press release). NPD Group. 2001-07-26. .

Paper Mario
[19] "Best of the Best". Nintendo Power 231: 7078. August 2008. [20] "Paper Mario, album info" (http:/ / www. squareenixmusic. com/ albums/ p/ papermario. shtml). Square Enix Music Online. . Retrieved 2012-06-04.. [21] "Paper Mario, Album Stats" (http:/ / vgmdb. net/ album/ 409). Video Game Music Database. . Retrieved 2012-06-04.

228

External links
Paper Mario Profile (http://web.archive.org/web/20001019054744/www.nintendo.com/n64/papermario/ index.html) - Nintendo (Archive) Official Nintendo Japan Mario Story site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nmqj/index. html) (Japanese) Paper Mario guide at StrategyWiki Mario at RPGClassics (http://www.rpgclassics.com/shrines/n64/papermario/Paper) (http://www.shareapic.net/content.php?gid=939206&owner=Ricky49) All Paper Mario Enemies And Characters.

Paper Mario: The Thousand-Year Door


Paper Mario: The Thousand-Year Door
North American box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Intelligent Systems Nintendo Yoshito Hirano Yuka Tsujiyoko Paper Mario Nintendo GameCube

JP

July 22, 2004 October 11, 2004 EU November 12, 2004 [1] AUS November 18, 2004
NA

Genre(s) Mode(s) Rating(s)

Role-playing video game Single-player


ACB: G8+ CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube Optical Disc

Paper Mario: The Thousand-Year Door, or Paper Mario 2, released in Japan as Paper Mario RPG ( RPG), is a role-playing video game developed by Intelligent Systems and published by Nintendo for the Nintendo GameCube. The Thousand-Year Door is the second game in the Paper Mario series. The Thousand-Year Door borrows many gameplay elements from its predecessor, the Nintendo 64 game Paper Mario. These elements include a turn-based battle system with an emphasis on action as well as a paper-themed universe.[2] For the majority of the game the player controls Mario, although Bowser and Princess Peach are playable at certain points.[3] The plot follows Mario's quest as he tries to retrieve the seven Crystal Stars and rescue

Paper Mario: The Thousand-Year Door Peach from the X-Nauts. The game was well received by critics, with an average score of 88 percent from Game Rankings.[4] In general, critics praised the game's engaging plot and gameplay, but criticised it for not being a big progression from its predecessor. The Thousand-Year Door won the "Role Playing Game of the Year" award at the 2005 Interactive Achievement Awards.[5]

229

Gameplay
The Thousand-Year Door has a unique visual style. The graphics consist of a mixture of three-dimensional environments and two-dimensional characters who look as if they are made of paper.[3] At different points in the game, Mario is "cursed" with abilities that enable special moves in the overworld, all of which are based on the paper theme. Mario can fold into a boat or a paper airplane by standing on a special activation panel, and roll up into a scroll of paper or become paper-thin.[2] The game's environments also follow this theme; for example, illusory objects that conceal secret items or switches can be blown away by a gust of wind due to the environment's paper-like qualities. In certain parts of the game, the player controls Bowser in multiple side-scrolling levels based on Super Mario Bros.. Additionally, the player controls Peach in the X-Naut Fortress at the completion of most game chapters.[3] Battles in The Thousand-Year Door borrow elements from the original Paper Mario and Super Mario RPG: Legend of the Seven Stars.[6] The turn-based system, in which players select an attack, defense, or item from a menu, is augmented by timed button presses that can result in substantial attack or defence bonuses when performed correctly.[7] A similar "action command" was also used in all released Mario role-playing games.[8] In The Thousand-Year Door, each of Mario's party members now have their own heart points (HP) and may receive any attack that Mario can receive. When a partner's heart points are reduced to zero, the partner becomes inactive for the rest of that battle and later battles until recovery. If Mario's Heart Points are reduced to zero, however, the game ends.[7] Flower Pointswhich are required for special movesare shared among Mario and his party members. Defeating enemies awards various numbers of Star Points to Mario; for every 100 Star Points, Mario is able to level up.[2] Mario can choose to upgrade his heart points (HP), flower points (FP), or his badge points (BP). The battles take place on a stage in front of an audience; if the player performs well in a battle, the audience can assist Mario by replenishing star power, throwing helpful items on-stage, or inflicting damage on the opponent.[3] Conversely, the audience may throw damage-causing items at the player or leave if the player performs poorly in a battle. For every ten levels, the stage will increase by fifty audience members for a total of 200 after level 30. Outside of battle, the game contains some strong role-playing video game traditions. For example, Mario's strength is determined by multiple statistical fields and status-boosting items that can be used in and outside of combat. The effects of these items range from healing Mario or his partner to damaging the opponent.[9] Mario can also purchase badges from non-player characters or occasionally obtain them from defeated enemies; when equipped, these badges can permanently enhance a particular skill or aspect, or, in some cases, give Mario new moves, including Sleepy Stomp and Quake Hammer.[10] Throughout the game, Mario is permanently assisted by a party member. Each party member has a specialised skill, some of which are required to solve puzzles to advance progression in the game. More party members are gained as the player advances through the game.

Plot and setting


The Thousand-Year Door is not set in a paper-based version of the Mushroom Kingdom,[11] but in a cursed island. The majority of locations are not featured in previous Mario games. Most locations consist of a set theme; Glitzville, for example, is a floating city centred around a wrestling arena known as the Glitz Pit.[12] The enemies and town inhabitants in the game range from recurring Mario characters, like Boo, to characters exclusive to the game, such as the X-Nauts. For many stages in the game, the story is presented in the context of a novel, and is divided into eight chapters (nine counting the prologue).[13]

Paper Mario: The Thousand-Year Door

230

Characters
The Thousand-Year Door contains several characters, the majority of whom are not playable. Progression in the game is sometimes dependent on interaction with non-player characters, although many are used in the game's various subquests.[12] In particular, the Goomba Professor Frankly, who knows the most about the mysteries relating to Rogueport, must be visited every time Mario retrieves a Crystal Star. The game continues the tradition of Paper Mario, in which Mario can be accompanied by one assistant character at a set time.[9] There are seven party members in total: Goombella the Goomba, Koops the Koopa, Madame Flurrie the spirit, a Yoshi (named by the player), Vivian the Shadow Siren, Admiral Bobbery the Bob-omb, and Ms. Mowz, who is available as an optional character.[14] All of these can assist Mario in combatting the game's primary antagonist, Sir Grodus, the cybernetic leader of the Secret Society of X-Nauts. Mario is the main character of The Thousand-Year Door, although the game will frequently cut to Princess Peach in the X-Naut Fortress. Much time is spent on her interaction with the computer TEC, which has suffered from a glitch and has fallen in love with Peach to her surprise.[15] The main antagonist of the Mario series, Bowser, tries to collect the Crystal Stars before Mario does instead of directly opposing Mario.[2] Luigi's role in the game consists of recounting his adventure, which also involves the use of secondary characters in the form of party members.

Story
The game opens with an introduction about a seaside town which was damaged by a cataclysm and consequently sunk into the depths of the earth. A town named Rogueport was later built at this site, with the fortunes of the lost kingdom fabled to exist behind the eponymous Thousand-Year Door,[16] located in the ruins of the old town. Mario becomes involved when Princess Peach contacts him about a treasure map that she bought in Rogueport, but becomes part of a larger adventure after learning that Peach has gone missing.[11] With the help of Goombella and Professor Frankly, Mario learns that the map can potentially reveal the location of the seven legendary Crystal Stars, which are required to unlock the Thousand-Year Door.[13] Under the assumption that Peach herself is trying to find the Crystal Stars, he uses the map in an attempt to locate her. In actuality, Peach has been kidnapped by the Secret Society of X-Nauts ("X-Nauts" for short), a group led by Sir Grodus that are also searching for the Crystal Stars. While held captive, Peach uses e-mail via the main base's computer, TEC, to inform Mario about the quest and consequently help him to attain all seven Crystal Stars and locate the treasure.[15] However, the "treasure" is actually the Shadow Queen, a demon responsible for the ancient cataclysm that destroyed the original town 1,000 years ago. The X-Nauts had kept Peach so that her body could be possessed by the Shadow Queen in a bid to recover her full power. This happens, but the arcane power of the Crystal Stars is then used to separate Peach from her possessor. The game ends when Mario defeats the Shadow Queen and subsequently returns to his house. Then a scene pops up in which Mario is telling his brother Luigi what had happened.[17] Additionally, Luigi, at various points in the game, talks about his own adventure that took place in the Waffle Kingdom. This was a kingdom which owned a compass that could tell the future. While this compass brought the kingdom much prosperity, it was soon abused. As a result, the kingdom was cursed and was struck by a great cataclysm 1,000 years ago. Luigi's account of his own adventures is meant to be a humorous parallel to the adventures of Mario. Luigi is accompanied by a different partner, and has a new story roughly each time the player finishes a chapter in the main story line of the game. Luigi's tales often drag on, usually putting Mario and his partner to sleep. Luigi's partners offer a more disastrous account of events, which usually entail a near-fatal blunder by Luigi, and his subsequent rescue by the companion at hand.

Paper Mario: The Thousand-Year Door

231

Development
Nintendo first revealed The Thousand-Year Door at the Game Developers Conference of 2003;[18] before release, the game was known tentatively as Mario Story 2 in Japan and Paper Mario 2 in North America, and was revealed to be a direct sequel to the N64 game Paper Mario.[19] A preview of the game was available at the E3 of 2004 with the playable stages including Hooktail Castle and a Bowser bonus stage.[20] The game was released on October 11, 2004 in North America.[18] The Thousand-Year Door was met with controversy in 2008 after Morgan Creek Productions filed a lawsuit against Nintendo alleging that they illegally used the song "You're So Cool" from the film True Romance in an advertisement for the game. Morgan Creek dropped the case six days later, after Nintendo revealed that the advertising agency, Leo Burnett USA, Inc., had licensing for the song.[21] A sequel to the game, Super Paper Mario, was developed by Intelligent Systems and released for the Wii in 2007. The game has a stronger emphasis on platforming than its predecessor. Super Paper Mario's plot is unrelated to the story of The Thousand-Year Door, but contains many easter eggs referencing past characters from the previous two games.

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 88% [4] [22]

87 out of 100 (55 reviews)

Review scores
Publication Electronic Gaming Monthly Eurogamer Game Informer GameSpot IGN Nintendo Power Score 9 out of 10 9 out of 10 [4]

[23]

6.75 out of 10 9.2 out of 10 9.1 out of 10 4.6 out of 5 [2] [3]

[24]

Paper Mario: The Thousand-Year Door was generally well received by critics.[4] Critics praised the game's plot in particular, and GameSpot's Greg Kasavin stated that "each one provides a thrill of discovery" when referring to the game's individual chapters.[2] Similarly, Eurogamer welcomed the whimsical storyline in comparison to traditional role-playing games, commenting that "[it is] something closer to Finding Nemo than Final Fantasy, which is very much a compliment."[23] The game's characters were also well received, with reviewers complimenting the use of NPCs and text.[3] Despite this, some reviewers did complain that the story developed slowly in the beginning stages of the game.[3][25] Eurogamer also rated the high level of text as "the only major stumbling block" of the game.[23] One of The Thousand-Year Door's main features, the use of a paper-based universe, was welcomed by reviewers.[2][23] When referring to the paper theme, 1UP commented that "It's a cohesive, clever approach that turns the game's visual style into more than just a look".[26] Critics also commented extensively on the game's battle system, which deviated from traditional RPGs.[2][23] GameSpy praised the use of timing in the battle system, stating that "these twitch elements were designed to be fun and engaging, and they succeed wonderfully at this".[27]

Paper Mario: The Thousand-Year Door Reviewers also praised the concept of having an audience to reward or berate Mario during battle.[2][23] The game's visuals received a mixed response from critics. GameSpot enjoyed the game's presentation, writing that "it exhibits a level of visual artistry and technical prowess matched or exceeded by few other GameCube games".[2] Conversely, other reviewers complained that the graphics were not much of a visual upgrade from its predecessor, Paper Mario.[3] For the game's use of audio, IGN declared it "game music at its purest", but proceeded to question the absence of voice acting in the text based game.[3] RPGamer commented that the music "for the most part is done very well", but that the perceived repetitive battle music was "one of the biggest flaws" of the game.[25] The game won "Role Playing Game of the Year" at the 2005 Interactive Achievement Awards.[5] The game was ranked 56th in Official Nintendo Magazine's "100 Greatest Nintendo Games" feature.[28] In its first week of release in Japan, The Thousand-Year Door was the best-selling game, with approximately 159,000 units sold.[29] It proceeded to sell 409,000 units in the country,[30] and 1.23 million copies in North America.[31] The game has since been included in the Player's Choice line.[32]

232

References
[1] "Updated Australian Release List - 31/10/04" (http:/ / palgn. com. au/ 1709/ updated-australian-release-list-31-10-04/ ). PALGN. 2004-10-31. . Retrieved 2009-08-09. [2] Kasavin, Greg (2004-11-12). "Paper Mario: The Thousand-Year Door for GameCube Review" (http:/ / www. gamespot. com/ gamecube/ rpg/ papermario2/ review. html). GameSpot. . Retrieved 2008-02-17. [3] Schneider, Peer (2004-10-11). "Paper Mario: The Thousand-Year Door Review" (http:/ / cube. ign. com/ articles/ 556/ 556422p3. html). IGN. . Retrieved 2008-02-17. [4] "Paper Mario: The Thousand-Year Door" (http:/ / www. gamerankings. com/ htmlpages4/ 920182. asp). Game Rankings. . Retrieved 2008-02-17. [5] "8th Annual Interactive Achievement Awards" (http:/ / www. interactive. org/ awards/ 2005_8th_awards. asp). Academy of Interactive Arts & Sciences. . Retrieved 2008-09-16. [6] Cole, Michael (2004-10-24). "GC review: Paper Mario: the Thousand-Year Door" (http:/ / www. nintendoworldreport. com/ reviewArt. cfm?artid=4281). Nintendo World Report. . Retrieved 2008-02-18. [7] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 2" (http:/ / guides. ign. com/ guides/ 573664/ page_2. html). . [8] "Action Command" (http:/ / www. mariowiki. com/ Action_Command). . [9] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 5" (http:/ / guides. ign. com/ guides/ 573664/ page_5. html). . [10] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 7" (http:/ / guides. ign. com/ guides/ 573664/ page_7. html). . [11] Paper Mario: The Thousand-Year Door instruction booklet. p.4. [12] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 12" (http:/ / guides. ign. com/ guides/ 573664/ page_12. html). . [13] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 6" (http:/ / guides. ign. com/ guides/ 573664/ page_6. html). . [14] "Cheats for Paper Mario: The Thousand-Year Door (GameCube)" (http:/ / www. elook. org/ games/ cheats/ gamecube/ 3137. html). eLOOK.org. . Retrieved 2008-02-18. [15] Iwasaki, Koji (2005-05-01). "RPGFan Reviews Paper Mario: The Thousand-Year Door" (http:/ / www. rpgfan. com/ reviews/ papermario2). RPGFan. . Retrieved 2008-02-18. [16] Paper Mario: The Thousand-Year Door instruction booklet. p.5. [17] Clayman. "Game guide for Paper Mario: The Thousand-Year Door p. 17" (http:/ / guides. ign. com/ guides/ 573664/ page_17. html). . [18] "GC 2003: Paper Mario on paper" (http:/ / cube. ign. com/ articles/ 434/ 434869p1. html). IGN. 2003-08-21. . Retrieved 2008-02-17. [19] "Paper Mario 2 Official" (http:/ / cube. ign. com/ articles/ 503/ 503234p1. html). IGN. 2004-03-31. . Retrieved 2008-02-17. [20] "Paper Mario: The Thousand-Year Door Preview" (http:/ / cube. ign. com/ articles/ 515/ 515920p1. html). IGN. 2004-05-14. . Retrieved 2008-02-17. [21] Sinclair, Brendan (2008-06-26). "Paper Mario suit turns out Paper Thin" (http:/ / uk. gamespot. com/ news/ 6193015. html?om_act=convert& om_clk=newsfeatured). GameSpot. . Retrieved 2008-06-28. [22] "Paper Mario: The Thousand-Year Door Review" (http:/ / www. metacritic. com/ games/ platforms/ cube/ papermario2). Metacritic. . Retrieved 2008-11-21. [23] Bramwell, Tom (2004-11-12). "Paper Mario: The Thousand-Year Door review'" (http:/ / www. eurogamer. net/ article. php?article_id=57169). Eurogamer. . Retrieved 2008-02-17. [24] "Now Playing". Nintendo Power 186: 140. December 2004. [25] Whitehead, Anne Marie. "RPGamer: Paper Mario: The Thousand-Year Door Review" (http:/ / www. rpgamer. com/ games/ mario/ pmario2/ reviews/ pmario2strev1. html). RPGamer. . Retrieved 2008-02-18. [26] Parish, Jeremy (2004-10-11). "Paper Mario: The Thousand-Year Door Review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3135358). 1UP.com. . Retrieved 2008-02-18.

Paper Mario: The Thousand-Year Door


[27] Lopez, Miguel (2004-10-07). "GameSpy: Paper Mario: The Thousand-Year Door Review" (http:/ / cube. gamespy. com/ gamecube/ paper-mario-gcn/ 555181p2. html). GameSpy. . Retrieved 2008-02-18. [28] "60-41 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). ONM. 2009-02-23. . Retrieved 2009-02-24. [29] "'Paper Mario 2 Dominates charts'" (http:/ / cube. ign. com/ articles/ 535/ 535165p1. html). IGN. 2004-08-02. . Retrieved 2008-02-18. [30] "Japan GameCube charts" (http:/ / www. japan-gamecharts. com/ gc. php). Japan Game Charts. . Retrieved 2008-02-18. [31] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. . Retrieved 2008-02-18. [32] "Four Nintendo GameCube Best Sellers Sport a New Price!" (http:/ / web. archive. org/ web/ 20070117075314/ www. nintendo. com/ newsarticle?articleid=RbZejRc53lJUXqT72ZFIzrj2_C82Pyfp). Nintendo. 2006-04-24. Archived from the original (http:/ / www. nintendo. com/ newsarticle?articleid=RbZejRc531JUXqT72ZFIzrj2_C82Pyfp) on January 17, 2007. . Retrieved 2008-02-18.

233

External links
Official Paper Mario: The Thousand-Year Door website (http://www.papermario.com/) Paper Mario: The Thousand-Year Door at RPGClassics (http://www.rpgclassics.com/shrines/gc/pm2/)

Super Paper Mario


Super Paper Mario
North American box art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Intelligent Systems Nintendo Naoko Mitome Chika Sekigawa Paper Mario Wii

NA JP

April 9, 2007

April 19, 2007 EU September 14, 2007 AUS September 20, 2007

Genre(s) Mode(s) Rating(s)

Platform, role-playing Single-player


ACB: G CERO: A (All ages) ESRB: E (Everyone) PEGI: 3+

Media/distribution Wii Optical Disc

Super Paper Mario ( Sp Pp Mario) is a 2007 platform role-playing video game developed by Intelligent Systems and published by Nintendo for the Wii video game console. Super Paper Mario is the third game in the Paper Mario series of Mario role-playing games. Super Paper Mario departs from the gameplay introduced in earlier Paper Mario titles, with a heavier focus on platforming. In 2011, the game has been re-issued as a Nintendo Selects title.

Super Paper Mario

234

Gameplay
Premise and setting
Super Paper Mario is a platformer with role-playing video game elements. The player moves through a series of levels, where he explores various landscapes, fights enemies, and solves puzzles. The game is divided into 32 levels within eight chapters, each of which takes place in a unique location, or "dimension". The main objective is to collect the eight Pure Hearts, one in each chapter, which is used to gain access to the next. Each area is joined to a central hub, a town called Flipside. The majority of gameplay is in 2D. Early in the game, Mario is given the ability to "flip" into 3D. By doing so, the perspective shifts and the 2D level rotates to reveal a hidden z-axis, placing Mario in a 3D environment. Flipping therefore allows the player to maneuver around obstacles impassable in the 2D perspective, or find items, enemies or varying landscapes only visible along the z-axis. However, staying in the 3D perspective too long depletes Mario's health. The game uses a scoring system where points are accumulated through defeating enemies and using items. It also acts like the player's experience points system, however; points allow the player to level up and gain stronger attacks and higher resistance to damage from enemies or hazards. If the player's heart points (HP) reaches 0 from too much damage, they receive a game over and must resume play at the previous save point. Some recovery items, like mushrooms, restore HP. As well as Mario, the player gains control of Princess Peach, Bowser, and Luigi as the game progresses and can switch between them at almost any point in the game. Princess Peach can float over long distances, Bowser can breathe fire, and Luigi can perform a super jump. Only Mario can flip between dimensions.

Controls
The game is controlled by holding the Wii Remote sideways, akin to the Nintendo Entertainment System control scheme, though very little of the controller's motion sensing is implemented.[1] During gameplay, the Pixl Tippi allows the player to use the Wii Remote pointer like a spotlight to highlight and read the descriptions of items and enemies, or spot any hidden objects. The 1 and 2 buttons on the Wii Remote allow the player to use the ability of a Pixl (a digital fairy-like character) and jump, respectively. Pixls grant the player abilities such as throwing or destroying obstacles, becoming tiny, or defending against enemies. Wii Remote motion controls are used primarily for activating items through tilting the remote or shaking it. Also, shaking the remote after attacking an enemy causes the player to pull a "Stylish move" and earn extra points, and consecutive Stylish moves accumulate even more.

Plot
Super Paper Mario opens with Mario and Luigi being alerted that Princess Peach was recently kidnapped. Suspecting that King Bowser is the culprit, they travel to his castle to retrieve her. After Mario and Luigi discover that Bowser was not responsible, Count Bleck, the true kidnapper, appears. Count Bleck, who possesses a prophetic tome called the "Dark Prognosticus," kidnaps Luigi and Bowser, and brainwashes Bowser's entire army. Count Bleck arranges a wedding between Peach and Bowser and, utilizing the hypnotic powers of his ally Nastasia, forces the two to marry. As foretold in the Dark Prognosticus, their marriage summons the Chaos Heart, a destructive power. Count Bleck uses the Chaos Heart to open a black hole known as "The Void" which will eventually grow large enough to engulf the entire universe. Mario is found and greeted by Tippi, a butterfly-like Pixl, who transports him to the inter-dimensional town of Flipside. There, Mario meets the wizard Merlon, who tells Mario that he matches the description of the Hero described in the "Light Prognosticus," another prophetical tome. According to the Light Prognosticus, the Hero will

Super Paper Mario travel to various dimensions to collect the eight Pure Hearts, which together can be used to banish the Chaos Heart and reverse the destruction. The tome also mentions that the Hero will ally with three other Heroes. Shortly after Mario and Tippi set off to collect the Pure Hearts and stop Count Bleck's plan, Mario is bestowed with the power to "flip" between dimensions as a means of easier travel. Count Bleck periodically sends out his minions, O'Chunks, a warrior; Mimi, a shapeshifter; and Dimentio, a magician, who oppose Mario as he progresses. Meanwhile, Peach awakens in Castle Bleck and, during her escape, is cornered by Nastasia. Peach is suddenly spirited away from the castle by an unknown force before Nastasia could brainwash her. Mario and Peach reunite in Flipside, and Peach agrees to help Mario find the Pure Hearts. They also reunite with Bowser, who reluctantly joins their quest. Luigi, however, is not able to escape Castle Bleck and is brainwashed into a gentleman thief alter ego named Mr. L, who also antagonizes Mario and company as they progress. The Void grows dangerously in size and becomes more prominent in the sky as the adventure moves forward. Before Mario, Peach, and Bowser can obtain the seventh Pure Heart, the world it resides in is consumed by The Void, leaving behind a bleak, colorless space. There, Mr. L attempts to steal the petrified Pure Heart but is defeated by Mario, regaining the Pure Heart. Dimentio appears to Mr. L and seemingly obliterates him from existence. Dimentio then ambushes the group, and obliterates them as well. Mario reawakens in a heaven and hell-inspired afterlife, where he reunites with Luigi, who has had his memory restored. The Pure Heart is revitalized by one of the rulers of the afterlife; Mario and Luigi are soon able to reunite with Tippi, Peach, and Bowser. After eventually collecting the eighth Pure Heart, the group returns to Flipside. A series of flashbacks dispersed throughout the game tell the story of a romantic relationship between two people, Blumiere and Timpani, that was ended by the hand of Blumiere's disdainful father, who banished Timpani to wander between dimensions and left her to die. The identity of these characters and their relationship to the story are initially unknown, but it is gradually revealed that Tippi is Timpani and "Count Bleck" is the pseudonym of the devastated Blumiere, whounknowing of Timpani's rescue and transformation into a Pixl by Merlonwas driven insane by the loss of his love. After he took on the persona of Count Bleck, Blumiere sought to bring existence to ruin and turned to the Dark Prognosticus. Over the course of the game, Blumiere and Timpani begin to realize the other's true identities, and Blumiere begins to regret his actions; nevertheless, Blumiere continues with his plans, knowing that he has gone too far to stop. Mario, Timpani, and company open a portal to the final dimension where Castle Bleck resides. They fight and defeat O'Chunks and Mimi, losing contact with Bowser and Peach in the process. Mario, Luigi, and Timpani confront Dimentio, who reveals his true intentions to betray Blumiere. Dimentio reveals he had anonymously helped the group along, first rescuing Peach and Bowser from Castle Bleck and then sending the group into the afterlife, knowing it was the only place the seventh Pure Heart could be revitalized. Dimentio offers alliance with Mario, who refuses. Luigi fights and defeats Dimentio, who commits suicide, bringing Luigi with him. Mario and Timpani continue their journey through Castle Bleck. Mario and Timpani confront Blumiere but are unable to attack due to the power of the Chaos Heart. Peach, Bowser, and Luigi reappear and use the Pure Hearts to destroy Blumiere's defenses. They then proceed to defeat Blumiere, but fail to halt The Void's destruction. Dimentio appears and takes the Chaos Heart from Blumiere's possession. Dimentio reveals that he has studied the Dark Prognosticus extensively and that he wishes to use the Chaos Heart and the Void in conjunction to create an entirely new universe in his image. Dimentio takes control of Luigi once more, saying that the Dark Prognosticus revealed him as the ideal host for the Chaos Heart. Dimentio fuses the Chaos Heart, Luigi, and himself into one entity called Super Dimentio, who has complete control over The Void; Super Dimentio uses this power to shatter the Pure Hearts, and begins making his new universe. However, Blumiere and Timpani's renewed love for one another, as well as the feelings of loyalty felt towards Blumiere by his remaining minions, restore the Pure Hearts. Mario uses their power to battle Super Dimentio, who upon defeat splits back into Luigi, the Chaos Heart, and Dimentio. Dimentio is destroyed, but his lasting influence on the Chaos Heart causes The Void to expand uncontrollably.

235

Super Paper Mario Blumiere and Timpani enter the wedding chapel used to wed Bowser and Peach, where they exchange their vows. The Pure Hearts then unify and banish the Chaos Heart, sealing The Void and restoring order in the universe, effectively nullifying the prediction in the Dark Prognosticus. Mario, Peach, Bowser, Luigi, and Blumiere's minions awaken in Flipside. However, Timpani and Blumiere have disappeared and it is assumed that they did not survive. Merlon states that they are likely in a better place, and everyone leaves to celebrate their victory with a meal. Blumiere and a human Timpani are then shown together in a place resembling a paradise.

236

Development
Super Paper Mario was created out of a desire to combine the familiar look of the Paper Mario series with a new style of gameplay.[2] Chief director Ryota Kawade was on a train thinking about ways to adapt a mini-game from Paper Mario: The Thousand-Year Door in which the player controls a large Bowser in a short side-scrolling stage; he noticed that the other end of the train looked like a stage in a Mario game and envisioned switching between two and three dimensions.[3] When producer Kensuke Tanabe was told about the idea, he decided to make the sequel an action-adventure game,[2] but retained some role-playing elements to establish the game in the Paper Mario franchise.[4] Kawade and Tanabe also felt that these elements, as well as the ability to switch between two and three dimensions, would make the game more accessible to players unaccustomed to action games.[5] The team played side-scrolling Mario titles for inspiration, envisioning how the levels would look in 3D.[4] Super Paper Mario was announced by Nintendo on May 11, 2006 at E3 for the Nintendo GameCube.[6] On May 30, 2006, Nintendo set a release date of October 9, 2006.[7] That summer, the game was "silently moved" to the Wii.[8] PAL copies of the game contain a bug if the language is set to English, German, or Spanish. In Chapter 2-2, the game will freeze if Mario speaks to the character Mimi without first picking up the key. Nintendo of Europe is replacing the game disc for no charge with a version that does not contain the bug.[9] Nintendo of Europe announced details of the replacement on their website in November 2007.[10]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 85.2% [11] [12]

85% (56 reviews)

Review scores
Publication Edge Famitsu Game Informer GameSpot GameSpy IGN Nintendo Power X-Play Score 7 out of 10 [13] [14] [15] [16]

35 out of 40

9.5 out of 10 8.8 out of 10 4 out of 5

[17] [18] [19]

8.9 out of 10 9.5 out of 10 4 out of 5

[20]

Super Paper Mario

237

Reviews for Super Paper Mario were generally positive. One comment by IGN was that Mario's flip ability was somewhat overused. NGamer magazine also stated that the 3D flipped worlds were rather barren compared to the 2D worlds. As of March 31, 2008, the game has sold 2.28 million copies worldwide, with 500,000 copies sold in Japan.[21] Super Paper Mario's plot has been praised by most critics. GameSpot said that its plot's history has a "great sense of humor",[22] while GameSpy called it "funny". However, X-Play criticized the plot as a "con" of the game, stating that it is "cutesy". The graphics were also well received.[20] GameSpy praised its "clean visuals" and IGN, giving the graphics a score of 7.5 out of 10, said "A beautiful 2D platformer and an uninspired 3D one. The worlds Mario explores look fantastic when they're flat, but the moment they gain depth they become barren landscapes".[23] X-Play said that "everyone should rejoice that the long suffering 2D platform genre has gotten a much needed makeover courtesy of the mustachioed man that helped create it in the first place."[24] In 2010, IGN named the game the 9th best game on the Wii, on their "The Top 25 Wii Games".[25] There were also some complaints about the game. Game Informer criticized the after-end of the game and the side-quests (such as recipes), as said "There also isnt much impetus to collect enemy cards, bake things, or do anything extra since the game never gets hard enough to warrant it. And after beating the game (it takes a little over 20 hours), there isn't any significant additional content to keep players coming back."[26] GameSpot criticized the audio, saying "The weakest element is the game's audio, which is a little too retro. Although the soundtrack is solid, there are no standout tracks. The sound effects are effective, albeit a bit too familiar. Voice is used too sparingly, though what's there fits the archetype set by the previous games."[22] Though IGN praised the plot, they said "The writing is well-crafted and humorous, but there is so much to read that it actually interrupts the flow of the game."[23]

References
[1] "Super Paper Mario :: Wii Game Review" (http:/ / www. kidzworld. com/ article/ 7881-super-paper-mario-nintendo-wii-game-review). KidzWorld. . Retrieved 2009-03-09. [2] Williams, p. 76. [3] Williams, p. 78. [4] Williams, p. 77. [5] Williams, pp. 7677. [6] JKR (2006-05-11). "E3 2006: Super Paper Mario" (http:/ / cube. ign. com/ articles/ 708/ 708018p1. html). IGN. . Retrieved 2007-03-07. [7] Harris, Craig (2006-05-30). "Nintendo's Latest Line-up" (http:/ / cube. ign. com/ articles/ 710/ 710515p1. html). IGN. . Retrieved 2007-03-07. [8] Hatfield, Daemon (2007-01-22). "Paper Mario Unfolding in April?" (http:/ / wii. ign. com/ articles/ 757/ 757502p1. html). IGN. . Retrieved 2007-03-07. [9] "Super Paper Mario announcement" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2007/ super_paper_mario_announcement. html). Nintendo. 2007-09-19. . Retrieved 2008-04-25. [10] "News - Super Paper Mario announcement" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2007/ super_paper_mario_announcement_6497. html). Nintendo. 2007-11-19. . Retrieved 2011-05-23. [11] "Super Paper Mario Reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 933012. asp). GameRankings. . Retrieved 2008-03-14. [12] "Super Paper Mario (wii: 2007)" (http:/ / www. metacritic. com/ games/ platforms/ wii/ superpapermario). Metacritic. . Retrieved 2008-03-14. [13] "Super Paper Mario review". Edge 176: 8485. June 2007. [14] " " (http:/ / geimin. net/ da/ cross_review. php) (in Japanese). GEIMIN.NET. . [15] Vore, Bryan. "Super Paper Mario review" (http:/ / web. archive. org/ web/ 20070414134915/ http:/ / www. gameinformer. com/ Games/ Review/ 200706/ R07. 0411. 1202. 25242. htm). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ Games/ Review/ 200706/ R07. 0411. 1202. 25242. htm) on April 14, 2007. . Retrieved 2007-05-23. [16] Torres, Ricardo (2007-04-09). "Super Paper Mario for Wii Review" (http:/ / www. gamespot. com/ wii/ rpg/ superpapermario/ review. html). GameSpot. . Retrieved 2007-09-14. [17] Williams, Bryan (2007-04-09). "Super Paper Mario for Wii Review" (http:/ / wii. gamespy. com/ wii/ super-paper-mario-/ 779073p1. html). GameSpy. . Retrieved 2008-04-11. [18] Casamassina, Matt (2007-04-05). "Super Paper Mario Review" (http:/ / wii. ign. com/ articles/ 778/ 778606p1. html). IGN. . Retrieved 2007-09-14. [19] "Reviews: What's Playing Now". Nintendo Power 216: 100.

Super Paper Mario


[20] Mollenkopf, Emily. "G4 - Reviews Super Paper Mario" (http:/ / www. g4tv. com/ xplay/ reviews/ 1502/ Super_Paper_Mario. html). X-Play. . Retrieved 2007-12-27. [21] "Financial Results Briefing for the Fiscal Year Ended March 2008: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2008/ 080425e. pdf#page=6) (PDF). Nintendo. 2008-04-25. p.6. . Retrieved 2008-08-03. [22] Torres, Ricardo (2007-04-09). "Super Paper Mario Review for Wii - Page 2" (http:/ / www. gamespot. com/ wii/ rpg/ superpapermario/ review. html?page=2). GameSpot. . Retrieved 2011-05-23. [23] Matt Casamassina. "Super Paper Mario Review - Wii Review at IGN" (http:/ / wii. ign. com/ articles/ 778/ 778606p2. html). Wii.ign.com. . Retrieved 2011-05-23. [24] Mollenkopf, Emily (2007-05-17). "Super Paper Mario Review for Wii" (http:/ / www. g4tv. com/ xplay/ reviews/ 1502/ Super_Paper_Mario. html). G4tv. . Retrieved 2011-05-23. [25] "The Top 25 Wii Games - Wii Feature at IGN" (http:/ / wii. ign. com/ articles/ 104/ 1048874p18. html). Wii.ign.com. 2007-04-09. . Retrieved 2011-05-23. [26] "Game Informer Online" (http:/ / replay. waybackmachine. org/ 20081226063712/ http:/ / www. gameinformer. com/ Games/ Review/ 200706/ R07. 0411. 1202. 25242. htm). . Archived from the original (http:/ / www. gameinformer. com/ Games/ Review/ 200706/ R07. 0411. 1202. 25242. htm) on 2008-12-26.

238

Thomason, Steve (April 2007). "A Matter of Perspective". Nintendo Power 214: 4448. ISSN1041-9551. Williams, Drew (May 2007). "Super Paper Mario: The Interview". Nintendo Power 215: 7678. ISSN1041-9551.

External links
Official website (Europe) (http://ms.nintendo-europe.com/superpapermario/?l=enGB) Official website (North America) (http://www.nintendo.com/sites/spm/) Official website (Japan) (http://www.nintendo.co.jp/wii/r8pj/index.html)

Paper Mario: Sticker Star

239

Paper Mario: Sticker Star


Paper Mario: Sticker Star
Logo of the game
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Intelligent Systems Nintendo Paper Mario Nintendo 3DS Holiday 2012 Role-playing Single player
[4] [1][2][3]

ACB: G BBFC: U CERO: A

Media/distribution Nintendo 3DS cartridge [5] eShop Download

Paper Mario: Sticker Star ( ) is an upcoming role-playing video game in development for the Nintendo 3DS. It is the fourth installment of the Paper Mario series and is the first game in the series to be on a handheld console.[6] The game was announced during the Electronic Entertainment Expo 2010 at the Los Angeles Convention Center.[7]

Gameplay
The game follows Mario as he retrieves the six royal stickers scattered by Bowser[8] at the annual Sticker Fest[3], along with Kersti, the sticker fairy[9], who grants Mario the power of stickers.[5] Gameplay is similar to that of the original Paper Mario and its first sequel, where combat consists of turn-based battles,[10] though its papercraft visual style has been updated to take advantage of the 3D capabilities of the Nintendo 3DS in order to create a sense of depth.[11] There are various landscapes in the game, ranging from snowy areas, forests, and volcanoes.[12] The game also aims to incorporate more action segments as well as platforming elements as opposed to previous games.[13] The game will feature a new interface to take advantage of the 3DS's touch screen, which is where most of the in-game information will be displayed.[14] The game re-introduces the concept of sidekicks (one of which is a Toad) and a battle system based upon paper and stickers.[15] They can be bought in various shops within the game or collected, and can be used in battles or to reveal new areas to progress through the game.[8] Stickers can also be found hidden in the scenery and pulled off by Mario.[16] They allow players use stickers to perform various attacks, such as jumps, hammer strikes and Koopa Troopa shells.[17] Obtaining the sticker is necessary to perform its associated attack[6]; for example, a shoe sticker is needed to perform the jump move.[18][19] The moves also take advantage of the paper visual style of the game, for example giant scissors, which can "cut" enemies from the background.[20] The attacks, however, only last for a limited time or for a turn, so it is necessary to obtain new ones.[21] Elsewhere, certain areas allow players to enter a state called 'Paperization' in which stickers can be placed in certain areas to activate certain events, for example peeling away the environment.[2] During the game, the player may find real world objects which can also be turned into stickers[22][23] if given to a vendor[17] and used to solve puzzles[22] -

Paper Mario: Sticker Star for example, putting a fan sticker in a strategic position in order for it to blow.[24] Stickers can also be obtained by helping non-player characters, for example, a Toad which will in return give Mario six flower stickers.[24] Collecting stickers will also increase HP and stats, as opposed to gaining experience like in previous games.[25][22][6] Players may also make their own stickers if they wish.[26] There are also more powerful versions of regular stickers, called Shiny Stickers.[3] Mario can also power-up his regular attack, which enables 3 stickers in one turn by activating a slot machine if things get tough. If all three slots are matched, an award is also given corresponding to the icons matched.[27] It also allows the players to use multiple stickers at a time, which may come in useful as battles are bigger in Sticker Star and may involve up to five Goombas at a time.[28] There are also huge enemies and bosses.[17] Battles are presented in a turn-based format.[29][6] The game also has an inventory which Mario can keep his stickers for later use[4], however, larger stickers take up more room.[30] However, it is possible to buy more.[30]

240

History
The game, under a tentative title of Paper Mario 3DS, was announced on June 15, 2010 at Nintendo's E3 event, demonstrated only as a trailer.[10] Wired speculated that it was "quite far along in development" due to the "variety of scenes, battles and exploration" seen.[31] A second trailer featuring newer environments was released at Nintendo World 2011 in Tokyo, Japan.[32] A third trailer was shown at E3 2011 and was distributed in its 3D form to 3DS consoles via the Nintendo eShop on June 7 in North America, Europe, and Japan.[33] The games' name was revealed to be Paper Mario Sticker Star[5] at E3 2012's[34] 3DS software showcase[35][36] and a gameplay demo was given, alongside New Super Mario Bros. 2 and Luigi's Mansion: Dark Moon.[37] Nintendo has also announced that their first-party 3DS titles will be available both "physically and digitally", which includes Sticker Star.[38]

References
[1] Turi, Tim. "Nintendo Reveals Paper Mario: Sticker Star" (http:/ / www. gameinformer. com/ b/ news/ archive/ 2012/ 06/ 05/ nintendo-reveals-paper-mario-sticker-star. aspx). Game Informer. . Retrieved June 2012. [2] Conditt, Jessica. "Paper Mario: Sticker Star sticking to 3DS this holiday season" (http:/ / www. joystiq. com/ 2012/ 06/ 05/ paper-mario-sticker-star-sticking-to-3ds/ ). joystiq. . Retrieved May 2012. [3] "Paper Mario: Sticker Star - First Look Preview" (http:/ / www. everybodyplays. co. uk/ news/ 3DS/ Paper-Mario-Sticker-Star---First-Look-Preview/ 969). Everybody Plays. . Retrieved June 2012. [4] "Paper Mario: Sticker Star: Nintendo All-Access @ E3 2012" (http:/ / e3. nintendo. com/ games/ #/ 3ds/ paper-mario). Nintendo.com. . Retrieved June 2012. [5] Mitchell, James. "E3 2012: Paper Mario 3DS resticks as Paper Mario: Sticker Star" (http:/ / www. vooks. net/ e3-2012-paper-mario-3ds-resticks-as-paper-mario-sticker-star/ ). Vooks. . Retrieved June 2012. [6] Heller, Stephen. "Paper Mario: Sticker Star battles explained" (http:/ / ds. mmgn. com/ News/ Paper-Mario-Sticker-Star-battles-explain). MMGN. . Retrieved June 2012. [7] Thomas, Lucas M. (June 15, 2010). "E3 2010: Paper Mario 3DS Announced" (http:/ / ds. ign. com/ articles/ 109/ 1097963p1. html). IGN. . Retrieved February 1, 2011. [8] Muddle, Tynan. "E3 2012: Paper Mario: Sticker Star Trailer (Nintendo 3DS)" (http:/ / aussie-gamer. com/ e3-2012-2/ e3-2012-paper-mario-sticker-star-trailer-nintendo-3ds/ ). Aussie-Gamer.com. . Retrieved May 2012. [9] "Paper Mario: Sticker Star - Nintendo 3DS - EB Games Australia" (https:/ / www. ebgames. com. au/ 3ds-152863-Paper-Mario-Sticker-Star-Nintendo-3DS). GameStop Inc.. . Retrieved June 2012. [10] McShea, Tom (June 16, 2010). "Paper Mario Impressions" (http:/ / www. gamespot. com/ 3ds/ rpg/ paper-mario/ news. html?sid=6266247& mode=previews). GameSpot. . Retrieved February 1, 2011. [11] Klepek, Patrick (June 17, 2010). "E3 2010: Paper Mario 3DS Preview" (http:/ / e3. g4tv. com/ articles/ 71145/ E3-2010-Paper-Mario-3DS-Preview/ #ixzz0rAXOux6x). G4. . Retrieved December 25, 2010. [12] "News: Paper Mario: Sticker Star New E3 2012 Screens" (http:/ / www. gamershell. com/ news_139064. html). GamersHell.com. . Retrieved May 2012. [13] George, Richard. "The Strength of the 3DS" (http:/ / ds. ign. com/ articles/ 119/ 1196042p3. html). IGN. . Retrieved June 2012. [14] "IGN: Paper Mario 3DS Screenshots, Wallpapers and Pics" (http:/ / ds. ign. com/ dor/ objects/ 77808/ paper-mario-3ds/ images/ paper-mario-3ds-20110912104703584. html). . [15] Bertoli, Ben. "E3 2011 Trailer Breakdown: Paper Mario" (http:/ / www. 3dsbuzz. com/ e3-2011-trailer-breakdown-paper-mario/ ). 3DS Buzz. . Retrieved May 2012.

Paper Mario: Sticker Star


[16] Robinson, Martin. "Paper Mario Sticker Star detailed" (http:/ / www. eurogamer. net/ articles/ 2012-06-05-paper-mario-sticker-star-detailed). Eurogamer. . Retrieved May 2012. [17] Hillier, Brenna. "Nintendo 3DS Software Showcase: full report" (http:/ / www. vg247. com/ 2012/ 06/ 07/ nintendo-3ds-software-showcase-airing-now/ ). VG24/7. . Retrieved June 2012. [18] Hilliard, Kyle. "Nintendo Shows Mario's Sticky Gameplay - Paper Mario Sticker Star - 3DS" (http:/ / www. gameinformer. com/ games/ paper_mario_sticker_star/ b/ 3ds/ archive/ 2012/ 06/ 06/ nintendo-shows-mario-39-s-sticky-gameplay. aspx). Game Informer. . Retrieved May 2012. [19] Manuel, Rob. "Paper Mario: Sticker Star Announced - Official E3 2012 News" (http:/ / www. g4tv. com/ thefeed/ blog/ post/ 724583/ paper-mario-sticker-star-announced-official-e3-2012-news/ ). G4. . Retrieved June 2012. [20] Schreier, Jason. "E3 2012 Proves That JRPGs Are Still Kicking" (http:/ / www. kotaku. com. au/ 2012/ 06/ e3-2012-proves-that-jrpgs-are-still-kicking/ ). Kotaku. . Retrieved May 2012. [21] Yeung, Karlie. "Paper Mario Sticker Star Coming to 3DS This Holiday - News - Nintendo World Report" (http:/ / www. nintendoworldreport. com/ news/ 30476). Nintendo World Report. . Retrieved May 2012. [22] Jones, Ashley. "Paper Mario Sticker Star Use Of Stickers Explained" (http:/ / www. n-europe. com/ e3/ paper-mario-sticker-stars-use-of-stickers-explained-2). n-europe. . Retrieved May 2012. [23] Demeritt, Clint. "Paper Mario Sticker Star: E3 gameplay trailer" (http:/ / www. gamesradar. com/ paper-mario-sticker-star/ ). GamesRadar. . Retrieved June 2012. [24] Ferret75. "Paper Mario: Sticker Star plans to be a star highlight" (http:/ / www. screwattack. com/ news/ paper-mario-sticker-star-plans-be-star-highlight). Screw Attack. . Retrieved June 2012. [25] Lamoreux, Ben. "More Paper Mario: Sticker Star Details Revealed, Stickerization, No Experience Points, And More" (http:/ / www. zeldainformer. com/ news/ comments/ more-paper-mario-sticker-star-details-revealed-stickerization-no-experience). ZeldaInformer.com. . Retrieved May 2012. [26] Schille, Jeff. "3DS Trailers: 'New Super Mario Bros. 2,' 'Luigi's Mansion' & 'Paper Mario'" (http:/ / gamerant. com/ new-super-mario-bros-2-luigis-mansion-paper-mario-trailers-jeff-153913/ ). Game Rant. . Retrieved June 2012. [27] Concelmo, Chad. "E3: New details on Paper Mario: Sticker Star" (http:/ / www. destructoid. com/ e3-new-details-on-paper-mario-sticker-star-229073. phtml). Destructoid. . Retrieved June 2012. [28] Byrne, Katharine. "E3 2012: Paper Mario: Sticker Stars Coming to 3DS this Holiday Season" (http:/ / www. nintendojo. com/ news/ e3-2012-paper-mario-sticker-stars-coming-to-3ds-this-holiday-season). Nintendojo. . Retrieved June 2012. [29] Conway, Ryan. "Get sticky with it in Paper Mario: Sticker Star" (http:/ / www. screwattack. com/ news/ get-sticky-it-paper-mario-sticker-star). ScrewAttack. . Retrieved June 2012. [30] Goldfarb, Andrew. "E3 2012: First Paper Mario 3DS Details Revealed" (http:/ / au. ign. com/ articles/ 2012/ 06/ 07/ e3-2012-first-paper-mario-3ds-details-revealed). IGN. . Retrieved June 2012. [31] Kohler, Chris (June 21, 2010). "Hands On: Nintendo 3DS Demos, From Star Fox to Zelda" (http:/ / www. wired. com/ gamelife/ 2010/ 06/ nintendo-3ds-hands-on/ ?utm_source=feedburner& utm_medium=feed& utm_campaign=Feed:+ wired/ index+ (Wired:+ Index+ 3+ (Top+ Stories+ 2))& utm_content=Google+ Feedfetcher). Wired. . Retrieved December 25, 2010. [32] Devore, Jordan (January 9, 2011). "Paper Mario 3DS still exists, looks great in motion" (http:/ / www. destructoid. com/ paper-mario-3ds-still-exists-looks-great-in-motion-191241. phtml). Destructoid. . Retrieved February 1, 2011. [33] "European 3DS eShop Gets 3D Trailers Tomorrow - 3DS News @ Nintendo Life" (http:/ / 3ds. nintendolife. com/ news/ 2011/ 06/ european_3ds_eshop_gets_3d_trailers_tomorrow). 3ds.nintendolife.com. 2011-06-30. . Retrieved 2012-05-28. [34] Conditt, Jessica. "Paper Mario: Sticker Star sticking to 3DS this holiday season" (http:/ / www. joystiq. com/ 2012/ 06/ 05/ paper-mario-sticker-star-sticking-to-3ds/ ). joystiq.com. . Retrieved June 2012. [35] Amini, Tina. "Collect Battle Stickers In the New Paper Mario On the 3DS" (http:/ / kotaku. com/ 5915898/ collect-battle-stickers-in-the-new-paper-mario-on-the-3ds). Kotaku. . Retrieved June 2012. [36] "Nintendo Reveals New Nintendo 3DS Game Details At E3 Expo" (http:/ / press. nintendo. com/ articles. jsp?id=33891). Nintendo. . Retrieved June 2012. [37] danny-n. "Nintendo's E3 2012 Presentation First Thoughts" (http:/ / www. screwattack. com/ news/ nintendos-e3-2012-presentation-first-thoughts-0). ScrewAttack. . Retrieved May 2012. [38] Sliwinski, Alexander. "Luigi's Mansion: Dark Moon will also launch digitally" (http:/ / www. joystiq. com/ 2012/ 06/ 06/ luigis-mansion-dark-moon-will-also-launch-digitally/ ). joystiq. . Retrieved May 2012.

241

242

Mario & Luigi series


Mario & Luigi: Superstar Saga
Mario & Luigi: Superstar Saga
North American box art
Developer(s) Publisher(s) Director(s) Composer(s) Series Platform(s) Releasedate(s) AlphaDream Vanpool (Mini-games) Nintendo Yoshihiko Maekawa Yoko Shimomura Mario & Luigi Game Boy Advance

NA

November 17, 2003 November 21, 2003

JP/EU/AUS

Genre(s) Mode(s) Rating(s)

Role-playing video game Single-player, multiplayer


ACB: G CERO: A (All ages) ESRB: E (Everyone) PEGI: 3+

Media/distribution 128-megabit cartridge

Mario & Luigi: Superstar Saga, known in Japan as Mario & Luigi RPG ( RPG Mario ando Ruji Aru P J), is a role-playing video game developed by AlphaDream and published by Nintendo for the Game Boy Advance in 2003. Superstar Saga is the first game in the Mario and Luigi RPG series and was followed by two sequels, Mario & Luigi: Partners in Time, which was released for the Nintendo DS in 2005 and Mario & Luigi: Bowser's Inside Story, which was released in 2009, also for the DS. The game begins in Mushroom Kingdom, but progresses to Beanbean Kingdom for the majority of the game as Mario and Luigi combat Cackletta, the game's primary antagonist. The quest begins when Cackletta, with the aid of her assistant Fawful, steals Princess Peach's voice after adopting the guise of an ambassador from Beanbean Kingdom.[1] A role-playing game, it centers on a battle system different from that of traditional games of the genre, with emphasis on timing and more elaborate attacks.[2] The game is whimsical in tone, with various in-game jokes and comical references to the heritage of the Mario series. Superstar Saga was generally well received by critics, and IGN named it the twelfth best Game Boy Advance game of all time in their feature reflecting on the Game Boy Advance's lifespan.[3]

Mario & Luigi: Superstar Saga

243

Gameplay
Mario & Luigi: Superstar Saga features a battle system similar to those of Super Mario RPG and Paper Mario, in which timed button presses are crucial to both increasing damage of party attacks and reducing the damage of enemy attacks.[4] This system, however, is even more important in Superstar Saga, as well-timed button presses can not only increase damage inflicted by attacks, but also completely avoid or even counter enemy attacks as well. Unique to Mario & Luigi: Superstar Saga is the Bros. Moves, which becomes available after new abilities are gained.[2] Bros. Moves allow Mario and Luigi to attack as a combined effort with the use of Bros. Points (BP).[5] How many points used determines the maximum amount of damage that can be dealt and the degree of difficulty required to execute the selected ability. The brother-based abilities do not affect the battle system exclusively; they can also be used outside of combat to solve puzzles to progress further into the Beanbean Kingdom.[6] In terms of gameplay, Mario & Luigi: Superstar Saga differs itself from most other role-playing games mainly due to the amount of interaction that is required between Mario and Luigi. Unlike Paper Mario, Superstar Saga requires active and continual co-operation between the two main characters in order to solve environmental puzzles as well as during battle.[7] Where this game differs is to how much correlation there is between the two. For example, gaining an ability in the overworld will also unlock a new skill in battle.[6] Despite the battle system, the game follows many role-playing game traditions in that the players increase power by "leveling up", in which multiple statistical values, for example speed and defense, are increased by each level gain. Superstar Saga's gameplay also incorporates collectible items that can be sold or bought at shops, such as badges and clothing that effectively boosts the player's statistics when worn.[5] The game focuses heavily on puzzle-solving and interaction between non-playable characters to progress the storyline. Like other Mario games released for the Game Boy Advance, Superstar Saga features the classic Mario Bros. arcade game which is compatible with all games in the Super Mario Advance series.[8] The game also incorporates the rumble feature when played using the Game Boy Player.[7]

Plot and setting


Unlike most games in the Mario series, this game is not set in the Mushroom Kingdom.[9] Instead, Superstar Saga introduces the Beanbean Kingdom, a neighboring monarchy to the Mushroom Kingdom. Despite this, traditional enemies such as the Goomba are present, as well as new enemies exclusive to the game. The predominant race are the "Beanish", although there are other species such as the "Hoohooligans" and the Yoshis. No locations featured in the Beanbean Kingdom, with the exception of Bowser's Castle, existed in any earlier Mario series games.

Characters
The playable protagonists in the game are Mario and Luigi. Superstar Saga deviates from the series' tradition in that Bowser is not the central antagonist, but the Beanish witch Cackletta is.[10] Despite aiding the protagonists during a period of the game, Bowser's body becomes possessed by the consciousness of Cackletta to form the creature Bowletta. The original Cackletta is aided by the assailant Fawful, who is often characterized by his comical use of language, as evidenced by his famous quote "I HAVE FURY!" and who is also the antagonist of Mario & Luigi: Bowser's Inside Story for the Nintendo DS and the owner of the bean shop in Mario & Luigi: Partners In Time. Additionally, Mario and Luigi have recurring incidents with a thief named Popple, who will engage both protagonists in conflict various times throughout the game, with his sidekick Rookie (amnesiac Bowser).[11] But in one case, Popple will fight alone. In another, he will use an amnesiac Birdo instead of Rookie. Throughout the game, Mario and Luigi must work with the Beanbean monarchy headed by Queen Bean. Both she and her son, Prince Peasley, offer Mario and Luigi assistance to retrieve the Beanstar. The youthful Prince Peasley is a celebrity figure in his native Beanbean Kingdom. The quest is in aid to rescue Princess Peach's voice, which was stolen by Cackletta and Fawful.[12]

Mario & Luigi: Superstar Saga

244

Story
In the Mushroom Kingdom, Princess Peach awaits an ambassador from the Beanbean Kingdom. The "ambassador" is revealed to be the evil witch Cackletta accompanied by her henchman Fawful, who has come to steal Princess Peach's voice and replace it with explosives. After being summoned to the palace by Toad, Mario and Luigi confront Bowser, who coincidentally was just attempting to kidnap Peach. Mario easily subdues him, and learns that Peach's voice was stolen by Cackletta, and replaced it with explosive speech. Bowser decides not to kidnap her now, and teams up with Mario to retrieve her true voice back from the Beanbean Kingdom, with the intention of kidnapping her later when she will not destroy his castle with explosives. Mario, Luigi, and Bowser fly to the Beanbean Kingdom via Bowser's new airship, the Koopa Cruiser. Mid-flight, Fawful attacks the cruiser and blows it out of the sky. In the aftermath, Bowser is separated from the brothers, who continue their mission alone. Whilst on the journey, the brothers rescue Prince Peasley, who had been captured by Cackletta and Fawful and turned into a monster. The brothers reach Beanbean Castle Town in ruins from an attack by Cackletta, and step into a trap laid by Cackletta in disguise, who drops them into the sewers. Within the sewers, the brothers free some of the castle's residents, who warn that Cackletta's goal is to steal the Beanstar[13] from the castle, which once awoken with Peach's voice, will grant all of Cackletta's wishes. When the brothers try to stop Cackletta, she attacks them with a mutated form of Queen Bean of the Beanbean Kingdom and escapes. After defeating the Queen, Mario and Luigi travel to Chucklehuck Woods to retrieve the Chuckola Reserve, a soda which will restore Queen Bean. On their journey, the brothers encounter Popple, a thief also after the Chuckola Reserve, accomplices by an amnesiac Bowser (referred to as "Rookie"). After defeating them, the brothers obtain the Reserve and return to Beanbean Castle Town. With Queen Bean cured, Mario and Luigi travel to Woohoo Hooniversity, where Cackletta plans to awaken the Beanstar. Upon being exposed to Peach's voice, the Beanstar goes berserk. Mario and Luigi then reach and severely injure Cackletta, so that Fawful must suck up her soul in his "vacuum helmet" to save her life. Cackletta commands Fawful to attack, but he is stopped by Prince Peasley, who knocks him with his sword out of Woohoo Hooniversity. When going to retrieve the Beanstar, they run into Popple and "Rookie" again. After defeating them, the Beanstar is accidentally exposed to Peach's voice and goes berserk again, shoots into the sky, and explodes into four pieces, which scatter across Beanbean Kingdom. The brothers return to Beanbean Castle, where they discover that Peach's voice had never been stolen. Prince Peasley learned of Cackletta's plot and warned the Princess beforehand, so they disguised Birdo as Peach, who had her voice stolen instead of the real Peach, explaining the Beanstar's reaction to "Peach's" voice. Peach had been unable to tell the brothers the truth, due to Bowser's presence. Meanwhile, Fawful imbues a weak Bowser with Cackletta's soul, resulting in the twisted Bowletta. On a trip to Little Fungitown, a community of Toad immigrants, Peach is kidnapped by Bowletta, who demands all pieces of the Beanstar in exchange for Peach. After retrieving the Beanstar, Mario and Luigi travel to Joke's End, an arctic palace off the coast of the Beanbean Kingdom, to make the exchange. Bowletta, as expected, refuses to hand over Peach, but Mario pulls off a double-bluff that results in Luigi, disguised in Peach's spare dress, being taken in Peach's stead. He is taken aboard the repaired Koopa Cruiser, but manages to escape, retrieving the Beanstar in the process. Upon returning to Beanbean Castle Town, the brothers discover it to be under attack by Bowser's flying castle, which has been taken over by Bowletta. The brothers and Prince Peasley fly up to it to stop Cackletta once and for all. In Bowser's Castle, Mario and Luigi battle past the Koopalings and Fawful before making it to Bowletta. Feinting defeat, she knocks them out from behind with a Bob-omb, and swallows them both. After waking up in her belly, the brothers conquer Cackletta's soul for good, returning Bowser to normal. Afterwards, the brothers escape the castle before it explodes from a bomb set by Peasley. After the explosion, the castle falls into the ocean, with the Mario brothers having saved both the Beanbean Kingdom and the Mushroom Kingdom.

Mario & Luigi: Superstar Saga

245

Development
The game, in development by AlphaDream, was first revealed at E3 2003, where a playable demo of the game was available.[14] A playable demonstration was also available at the Nintendo Gamers' Summit of 2003.[15] Superstar Saga was said to take its inspiration from the Nintendo 64 game Paper Mario, with obvious similarities in gameplay and themes between the two. To link in with the game's comic themes, Nintendo organized an official competition between October and November 2003 in which gamers would try to submit the best knock-knock joke to win a Game Boy Advance SP and a copy of the game. Nintendo employed comedienne Kathy Griffin to choose the winner.[16]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 91% [17] [18]

90 of 100

Review scores
Publication Score Electronic Gaming Monthly 8.83 of 10[17] Eurogamer Game Informer GameSpot IGN Nintendo Power 9 of 10 [9] [17] [7]

9.5 of 10

9.2 of 10 9 of 10

[19] [17]

4.7 of 5

Most reviewers had a positive reaction towards Superstar Saga.[17] The game's comical dialog and themes in particular were lauded by critics. Eurogamer's Tom Bramwell commented that "each line of dialogue and identifiable cameo is handled with a loving sense of humour."[9] Despite this, RPGamer's Andrew Long labelled the plot as repetitive, and the game's characters as "a tad shallow".[20] While also appreciating references to the heritage of the Mario series,[21] critics praised the game for avoiding clichs common in previous games of the Mario series.[9] The gameplay attained a mixed reception in general. Critics seemed to enjoy a battle system which deviated from role-playing game tradition.[7] IGN's Craig Harris commented that "unlike most Japanese RPGs Mario & Luigi's turn-based battle involves the player at all times".[19] Despite this novel approach to combat situations, some reviewers thought that the overall gameplay lacked innovation.[10][22] GameSpy in particular criticized the game for an apparent lack of originality, commenting that "in terms of gameplay, there isn't much there that we haven't seen in the NES and SNES Mario and Zelda titles."[10] Furthermore, some reviewers were disappointed by a perceived lack of difficulty in the gameplay as a result of targeting a younger audience.[22] Cubed3 welcomed this approach, citing that "any gamer, be them veterans to the genre or complete amateurs, will find the title to be perfectly accessible."[1] Gaming publications like Edge have criticized the controls for being occasionally confusing when considering the usage of jumping, hammers, and other combinations between the two characters.[23] It was rated the 37th best game made on a Nintendo System in Nintendo Power's Top 200 Games list.[24]

Mario & Luigi: Superstar Saga A common concern among reviewers is the overhead perspective, which critics have bemoaned for preventing them from judging pathway routes and an object's location in relation to its background.[1][19] Besides this, the actual visuals were generally well received,[7][9] as well as the setting and animations. The audio was commended for combining both originality and nostalgia, even though it looped frequently.[7] In 2007, Mario & Luigi: Superstar Saga was named the twelfth best Game Boy Advance game of all time in IGN's feature reflecting on the Game Boy Advance's long lifespan.[3] Superstar Saga sold 441,000 units in Japan and 1.46 million in the US.[25][26] In 2006, the game became part of the Player's Choice label.[27]

246

Sequels
Nintendo released Mario & Luigi: Partners in Time, the sequel to Superstar Saga, on November 28, 2005 for the Nintendo DS system. The plot and setting is relatively disconnected to that of Superstar Saga, as Cackletta has been replaced by the Shroobs as the primary antagonists.[28] Although the game is set outside the Beanbean Kingdom, there are references to Superstar Saga in Partners in Time, such as the inclusion of Fawful in the sewers of Princess Peach's Castle in the game.[29] The Bros. Moves have been retained in Partners in Time, although they involve an item system as opposed to the Bros. Points system that Superstar Saga has.[30] A second sequel, Mario & Luigi: Bowser's Inside Story, was released in 2009 for the Nintendo DS, with Fawful reprising his role as a key villain.

References
[1] Riley, Adam (2003-11-26). "'Mario & Luigi: Superstar Saga Cubed3'" (http:/ / www. cubed3. com/ review/ 131/ 2/ ). Cubed3. . Retrieved 2008-01-26. [2] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Basics" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_2. html). IGN. . Retrieved 2008-01-26. [3] Harris, Craig (2007-03-16). "Top 25 Game Boy Advance Games of All Time" (http:/ / gameboy. ign. com/ articles/ 772/ 772284p3. html). IGN. . Retrieved 2007-03-18. [4] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide" (http:/ / uk. guides. ign. com/ guides/ 550433/ index. html). IGN. . Retrieved 2008-01-26. [5] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Items" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_3. html). IGN. . Retrieved 2008-01-26. [6] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Walkthrough" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_4. html). IGN. . Retrieved 2008-01-26. [7] Torres, Ricardo (2003-11-19). "'Mario & Luigi: Superstar Saga for Game Boy Advance Review'" (http:/ / uk. gamespot. com/ gba/ rpg/ marioandluigi/ review. html?om_act=convert& om_clk=gssummary& tag=summary;review& page=2). GameSpot. . Retrieved 2008-01-26. [8] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Mario Bros. Classic" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_6. html). IGN. . Retrieved 2008-01-26. [9] Bramwell, Tom (2003-12-08). "'Mario & Luigi: Superstar Saga Eurogamer'" (http:/ / www. eurogamer. net/ article. php?article_id=54044). Eurogamer. . Retrieved 2008-01-26. [10] Stratton, Bryan (2003-11-20). "'Mario & Luigi: Superstar Saga GameSpy'" (http:/ / archive. gamespy. com/ reviews/ november03/ marioluigigba/ index2. shtml). GameSpy. . Retrieved 2008-01-26. [11] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Walkthrough Part Four" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_9. html). IGN. . Retrieved 2008-01-26. [12] "Princess Peach: Feminist?" (http:/ / spacepope4u. blogspot. com/ 2007/ 05/ princess-peach-feminist. html). Coin Heaven. 2007-05-14. . Retrieved 2008-01-26. [13] Sulpher, Brian P.. "Mario & Lugi: Superstar Saga Guide: Walkthrough Part Three" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_8. html). IGN. . Retrieved 2008-01-26. [14] Harris, Craig (2003-05-13). "E3 2003: Mario & Lugi" (http:/ / uk. gameboy. ign. com/ articles/ 401/ 401886p1. html). IGN. . Retrieved 2008-01-26. [15] Harris, Craig (2003-09-17). "Mario & Luigi" (http:/ / uk. gameboy. ign. com/ articles/ 450/ 450287p1. html). IGN. . Retrieved 2008-01-26. [16] Harris, Craig (2003-10-16). "Nintendo's Funny Business" (http:/ / uk. gameboy. ign. com/ articles/ 455/ 455318p1. html). IGN. . Retrieved 2008-01-26. [17] "'Gamerankings Mario & Luigi: Superstar Saga'" (http:/ / www. gamerankings. com/ htmlpages4/ 914980. asp). Game Rankings. . Retrieved 2008-01-26. [18] http:/ / www. metacritic. com/ game/ game-boy-advance/ mario-luigi-superstar-saga

Mario & Luigi: Superstar Saga


[19] Harris, Craig (2003-11-17). "'Mario & Luigi: Superstar Saga Review IGN'" (http:/ / uk. gameboy. ign. com/ articles/ 440/ 440870p1. html). IGN. . Retrieved 2008-01-26. [20] Long, Andrew. "'Mario & Luigi: Superstar Saga RPGamer'" (http:/ / www. rpgamer. com/ games/ mario/ mario3/ reviews/ mario3strev2. html). RPGamer. . Retrieved 2008-01-26. [21] Babin, Lee (2004-08-25). "'Mario & Luigi: Superstar Saga RPGFan'" (http:/ / www. rpgfan. com/ reviews/ marioandluigi/ index. html). RPGFan. . Retrieved 2008-01-26. [22] "'Mario & Luigi: Superstar Saga 1UP'" (http:/ / www. 1up. com/ do/ reviewPage?cId=3112613& did=1). 1UP.com. 2004-05-09. . Retrieved 2008-01-26. [23] Mario & Luigi: Superstar Saga review, Edge issue 132, January 2003 [24] "NP Top 200". Nintendo Power 200: pp.5866. February 2006 [25] "Nintendo GBA Japanese Ranking" (http:/ / www. japan-gamecharts. com/ gba. php). Japan Game Charts. . Retrieved 2007-11-09. [26] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. 2008-02-05. . Retrieved 2008-01-31. [27] Harris, Craig (2006-03-09). "GBA Gets Player's Choice" (http:/ / uk. gameboy. ign. com/ articles/ 694/ 694807p1. html). IGN. . Retrieved 2008-01-26. [28] Torres, Ricardo (2005-11-30). "'Mario & Luigi: Partners in Time'" (http:/ / uk. gamespot. com/ ds/ rpg/ marioluigisuperstarsaga2/ review. html?om_act=convert& om_clk=gssummary& tag=summary;review). GameSpot. . Retrieved 2008-01-26. [29] "'Mario & Luigi: Partners in Time Guide'" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_5. html). IGN. . Retrieved 2008-01-26. [30] "'Mario & Luigi: Partners in Time Guide: Items'" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_3. html). IGN. . Retrieved 2008-01-26.

247

External links
Mario & Luigi: Superstar Saga (http://www.gamespot.com/mario-and-luigi-superstar-saga) at GameSpot

Mario & Luigi: Partners in Time


Mario & Luigi: Partners in Time
North American box art
Developer(s) Publisher(s) Designer(s) Composer(s) Series Platform(s) Releasedate(s) AlphaDream Nintendo Hiroyuki Kubota Chihiro Fujioka Yoko Shimomura Mario & Luigi Nintendo DS

NA JP

November 28, 2005

EU

December 29, 2005 January 27, 2006 February 10, 2006 February 23, 2006

UK

AUS

Genre(s) Mode(s) Rating(s)

Role-playing video game Single-player


ACB: G CERO: A (All ages) ESRB: E (Everyone) PEGI: 3+

Media/distribution 512-Megabit card

Mario & Luigi: Partners in Time Mario & Luigi: Partners in Time, known in Japan as Mario & Luigi RPG 2x2 ( & RPG22 Mario ando Ruji Aru P J Ts bai Ts), is a role-playing game developed by AlphaDream and published by Nintendo for the Nintendo DS handheld game console in 2005. It is the second game in the Mario and Luigi RPG series, and is the sequel to Mario & Luigi: Superstar Saga for the Game Boy Advance. A successor to the game, Mario & Luigi: Bowser's Inside Story, was released in Japan on February 11, 2009, and in the US on September 14, 2009. Although the sequel to Superstar Saga, the game's plot is unrelated to that of its predecessor, with an emphasis on the time-traveling theme, which involves the protagonists traveling between the past and present of the Mushroom Kingdom.[1] The adventure follows Mario, Luigi, Baby Mario, and Baby Luigi as they search for Princess Peach, who has been abducted by an alien species known as the Shroobs.[2] The gameplay centers on the co-operation between the quartet, who must use their specific qualities and skills to solve puzzles and thus progress through the game. Partners in Time features multiple role-playing game elements, but with a turn-based battle system focused on timing accuracy.[3] The game is similar to that of its predecessor, but is considered darker in tone. Partners in Time was positively received by the media, gaining an aggregate score of 86.80% from Game Rankings[4] and a 87 from Metacritic.[5] Like its predecessor, the game was praised by critics for its characterization and comical style, as well as its use of the DS's dual screen.[6][7]

248

Gameplay
The gameplay of Partners in Time, with an emphasis on role-playing games elements and co-operative puzzle solving,[7] [8] is similar to that of its predecessor, although gameplay differences exist between the games. For the majority of Partners in Time, the overworld of the game is presented on the DS's touchscreen, while a map is present on the top screen, showing relevant information such as the location of each character and save albums. Additionally, the perspective changes when battling or accessing the inventory, and when the quartet is separated into two pairs, in which a pair is visible on each screen.[7]

Overworld
The player is able to control the four main protagonists Mario, Luigi, Baby Mario, and Baby Luigieither as a quartet or alternatively in separate pairs. The player can choose to separate the adults from the babies, which is usually required when entrances or holes in the overworld are too small to be accessed by the adult protagonists.[9][10] Such instances form multiple puzzles in the game, in which items or switches can be only be accessed by use of the babies' specific qualities. The pairs can also perform special moves while they are separated, which are gained as the player progresses through the game. Each action attained is assigned to a specific button on the DS for a character, which is present on the screen; pressing the corresponding button results in the action.[11] These actions, such as the "Spin Jump" that allows the older brothers to twirl through the air, are required to advance through the game and solve the various puzzles. The game retains many of the RPG aspects present in its predecessor, including the interaction with non-player characters, which is required to advance the plot and gameplay. Each character's progress is measured by experience points, which are needed to "level up", a process by which battle-related statistical fields such as speed and power are boosted. As in Superstar Saga, there is also a currency used to purchase items and status-enhancing equipment known as badges and clothes.[10][12]

Mario & Luigi: Partners in Time

249

Battle
The battle system is similar to its predecessor's, with the effectiveness of an attack dependent on the timing accuracy of separate actions.[3] The battles still consist of turn-based attacks executed by Mario and Luigi, although these are compounded by the babies' actions during an attack.[10] The Bros. movesmoves performed by Mario and Luigi collectivelyhave been replaced by Bros. Items, which are finite attacks that are gained in the overworld. Similar to the Bros. moves, these are more damaging attacks that can be performed by all four characters collectively.[1] Only the adults receive damage, even though the babies will become vulnerable once their respective partners have been eliminated from battle.[13] The elimination of babies will also affect battle as some Bros. Items will become disabled, and the party will not be able to defend itself with hammers, which are wielded exclusively by the babies.

Plot and setting


Unlike Superstar Saga, Partners in Time is not set in the Beanbean Kingdom, but the traditional Mushroom Kingdom featured in most games of the Mario series.[1] The setting features a mixture of locations, from those that appeared in previous Mario games, such as Bowser's Castle, to original locations such as Koopaseum.[13] Mario and Luigi can travel into the past via "time holes", which is how the concept of baby characters is introduced.

Story
The game begins as Professor E. Gadd completes his newest invention of a time machine powered by a gem called the Cobalt Star, which is presented at Peach's castle. Peach enters the time machine into the past, but fails to return, only leaving a member of an alien species known only as the Shroobs within the damaged time machine.[2] The Mushroom Kingdom of the past had actually been invaded by the Shroobs, with Peach being kidnapped and held hostage at her castle. After defeating the Shroobs, a time hole opens, leaving a passageway into the past. While searching for Peach, Mario and Luigi locate their younger selves, and agree to locate the crystal shards, which are remnants of the Cobalt Star which had been shattered during Peach's journey. Unwittingly, the brothers collect all of the shards, while being pestered by Baby Bowser (Bowser in the past) who wants the Cobalt Star. At the end, they restore the Cobalt Star only to unleash the Elder Princess Shroob, who serves as the game's final boss character.[14] The story ends when she is defeated, Peach is rescued, and the past returns to normal.

Characters
Partners in Time features both original characters and those that were introduced before the game. Professor E. Gadd provides the player with advice throughout the game,[15] while Toadsworth teaches the player new moves and skills to progress through the adventure. Although the older Peach is kidnapped, Baby Peach is retrieved from the past into the present by Toadsworth, where she is nurtured by both the old and young renditions of him. Baby Bowser appeared near the beginning of the game in the past to kidnap Baby Peach, although his plans were halted by an encounter with the Mario bros. and a subsequent attack from the Shroobs. Baby Bowser harasses the quartet frequently during their journey by stealing their crystal shards, and later attacking the group with his older self.[16] Kamek the Magikoopa, Petey Piranha and Fawful, an antagonist from Mario & Luigi: Superstar Saga, appear in the game as well. The Shroobs, introduced in Partners in Time, are fungal like creatures who are the main antagonists of the game. The Shroobs derive from the "Shroob planet" and are ruled by Princess Shroob, who is the primary antagonist. After invading the Mushroom Kingdom, both she and her twin sister, Elder Princess Shroob, are defeated. Different species of Shroobs are present throughout the game as both minor enemies and boss characters. AlphaDream also introduced Stuffwell, a talking briefcase who gives the player advice regarding items and accessories, which he stores.[17]

Mario & Luigi: Partners in Time

250

Development and sequel


Nintendo revealed Partners in Time at the E3 conference of 2005, where a playable demonstration of the game was available. The demos consisted of three levels, each accompanied with a tutorial to guide the player.[18] Each level had a different objective and represented the characters' abilities in the game, such as the use of the hammer. Between the game's unveiling at E3 and its release, Nintendo of America revealed details of the game relating to Partners in Time's plot and gameplay,[19] as well as the fact that it would be compatible with the "Rumble Pak" feature.[20] AlphaDream, developers of Superstar Saga, developed this game, with experienced contributors to the Mario series such as Koji Kondo and Charles Martinet working on sound support and voice acting, respectively. The music was composed by Yoko Shimomura, who also scored Superstar Saga. Partners in Time was first released in North America on November 28, 2005.[21] A sequel to Partners in Time was announced at the Nintendo Conference on October 2, 2008, under the name Mario & Luigi: Bowser's Inside Story. It was released in Japan on February 11, 2009, and in North America on September 14, 2009.[22]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 86.80% 87 [4]

[5]

Review scores
Publication Eurogamer GameSpot IGN Nintendo World Report Score 9/10 [7] [10]

8.9/10 9/10 8/10

[6] [1]

Partners in Time received a generally positive reception, with reviewers lauding the game's use of characters and plot.[6][7] IGN's Craig Harris commended the game's comic style, stating "much of the charm from Mario & Luigi comes from the focus on humor that's bizarre and out there". Despite this, GameSpot's Ricardo Torres stated that "The self-referential humor that gave the original game its bite isn't as prevalent".[10] Nintendo World Report's Jonathan Metts praised the game for returning to the traditional Mushroom Kingdom setting, claiming it led to more distinctive character and plot elements.[1] While appreciating Partners in Time's use of humour, RPGamer's Derek Cavin criticised the game's plot, describing it as "a basic story that doesn't develop as much as it could have".[23] The game's characterisation in particular was well received, with Eurogamer commending Stuffwell, who was compared to Fawful, a character in Superstar Saga.[7] Critics welcomed Partners in Time's use of the dual screen, as well as the rumble pak feature.[6][7] GameSpot criticised the momentary use of the touchscreen, labeling it as "tacked on";[10] Eurogamer's John Walker, also critical of this, felt that game was better without utilising the DS's touchscreen.[7] Reviewers complained about the game's controls, expressing difficulty with coordinating the four characters,[6] with problems arising specifically in enemy encounters with characters that were not being controlled.[23] The alterations to the battle system received a mixed responseGameSpot praised the more complicated and "richer" boss fights, while Nintendo World Report criticised the added complexity, stating "the growth in enemy resilience outpaces your growth in strength, so battles get longer

Mario & Luigi: Partners in Time and longer".[1] IGN noted that "Partners in Time's quest starts out a little too easy", although they acknowledged that the game became increasingly difficult as it progressed.[6] Partners in Time's visuals and presentation were well received, with Eurogamer describing it as "utterly lovely". GameSpot appreciated the "added flair" in animation gained by the DS, although the perspective made such things as hitting blocks and countering attack "trickier than it should be".[10] Torres proceeded to criticise the game's soundtrack, labeling it as the "weakest link", although other critics lauded the game's audio.[6][7] On its first week of release in Japan, Mario & Luigi: Partners in Time sold 132,726 units.[24] As of July 25, 2007, Mario & Luigi: Partners in Time has sold 1.39 million copies worldwide.[25] In addition, the game has received the Editors' Choice Award at IGN.[26] The game was ranked 50th in Official Nintendo Magazine's "100 Greatest Nintendo Games" feature.[27]

251

References
[1] Jonathan Metts (2005-12-03). "Mario & Luigi: Partners in Time Review NWR" (http:/ / www. nintendoworldreport. com/ reviewArt. cfm?CFID=bb63532d-9f80-431e-8cd4-59885b64ca20& CFTOKEN=0& artid=4456). Nintendo World Report. . Retrieved 2008-06-26. [2] Mario & Luigi: Partners in Time instruction booklet, p. 4. [3] Mario & Luigi: Partners in Time instruction booklet, p. 24. [4] "Game Rankings Mario & Luigi: Partners in Time" (http:/ / www. gamerankings. com/ htmlpages4/ 928290. asp). Game Rankings. . [5] "Metacritic score of Mario & Luigi: Partners in Time" (http:/ / www. metacritic. com/ games/ platforms/ ds/ marioandluigipartnersintime). Metacritic. . [6] Craig Harris (2005-11-28). "Mario & Luigi: Partners in Time Review IGN" (http:/ / uk. ds. ign. com/ articles/ 671/ 671781p1. html). IGN. . Retrieved 2008-06-26. [7] John Walker (2005-12-21). "Mario & Luigi: Partners in Time Eurogamer" (http:/ / www. eurogamer. net/ article. php?article_id=62232). Eurogamer. . Retrieved 2008-06-26. [8] Erik Brudvig. "Mario & Luigi: Partners in Time Guide Secrets and Beans" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_5. html). IGN. . Retrieved 2008-06-27. [9] Erik Brudvig. "Mario & Luigi: Partners in Time Guide Bowser's Castle" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_9. html). IGN. . Retrieved 2008-06-27. [10] Ricardo Torres (2005-11-30). "Mario & Luigi: Partners in Time for Game Boy Advance Review" (http:/ / uk. gamespot. com/ ds/ rpg/ marioluigisuperstarsaga2/ review. html). GameSpot. . Retrieved 2008-06-26. [11] Mario & Luigi: Partners in Time instruction booklet, p. 17. [12] Erik Brudvig. "Mario & Luigi: Partners in Time Guide Items" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_3. html). IGN. . Retrieved 2008-06-27. [13] Mario & Luigi: Partners in Time instruction booklet, p. 19. [14] Erik Brudvig. "Mario & Luigi: Partners in Time Guide Boss battle" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_25. html). IGN. . Retrieved 2008-06-27. [15] Mario & Luigi: Partners in Time instruction booklet, p. 5. [16] Erik Brudvig. "Mario & Luigi: Partners in Time Guide Thwomp Caverns" (http:/ / uk. guides. ign. com/ guides/ 748543/ page_18. html). IGN. . Retrieved 2008-06-27. [17] Mario & Luigi: Partners in Time instruction booklet, p. 27. [18] Eric Topf (2005-05-19). "Mario & Luigi 2" (http:/ / ds. kombo. com/ article. php?artid=2059). DS Kombo.com. . Retrieved 2008-06-25. [19] Chris Playo (2005-10-25). "Partners in Time: New fact sheet" (http:/ / ds. kombo. com/ article. php?artid=2804). DS Kombo.com. . Retrieved 2008-06-25. [20] Chris Playo (2005-10-19). "Partners in Time: Rumble Compatible" (http:/ / ds. kombo. com/ article. php?artid=2767). DS Kombo.com. . Retrieved 2008-06-25. [21] "Mario & Luigi: partners in Time info" (http:/ / www. gamefaqs. com/ portable/ ds/ data/ 928290. html). GameFAQs. . Retrieved 2008-06-25. [22] Chris Kohler (2008-10-01). "Punch Out, Mario and Luigi, and More New Games from Nintendo" (http:/ / blog. wired. com/ games/ 2008/ 10/ punch-out-mario. html). Wired News. . Retrieved 2008-10-03. [23] Derek Cavin (2005-12-03). "Mario & Luigi: Partners in Time Review RPGamer" (http:/ / www. rpgamer. com/ games/ mario/ mario4/ reviews/ mario4strev1. html). RPGamer. . Retrieved 2008-06-26. [24] "Japanese sales charts, week ending January 1" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=7704). Gamasutra. 2006-01-06. . Retrieved 2008-06-27. [25] Matt Casamassina (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25. [26] "Editors' Choice: DS games" (http:/ / uk. ds. ign. com/ index/ choice. html). IGN. . Retrieved 2008-06-27.

Mario & Luigi: Partners in Time


[27] "60-41 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7258). ONM. 2009-02-23. . Retrieved 2009-02-24.

252

External links
Official website (http://www.nintendo.com/games/detail/c6e9969e-692f-47e1-b82a-8b765cc42fe5)

Mario & Luigi: Bowser's Inside Story


Mario & Luigi: Bowser's Inside Story
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) AlphaDream Nintendo Hiroyuki Kubota Toshiharu Izuno Akira Otani Yoshihiko Maekawa Hiroyuki Kubota Yoko Shimomura Nintendo DS

JP

Writer(s) Composer(s) Platform(s) Releasedate(s)

February 11, 2009 September 14, 2009 EU October 9, 2009 AUS October 22, 2009
NA

Genre(s) Mode(s) Rating(s)

Role-playing video game Single-player


ACB: G CERO: A ESRB: E PEGI: 3+

Mario & Luigi: Bowser's Inside Story, known as Mario & Luigi RPG 3!!! ( & RPG3!!! Mario ando Ruji ru P J Sur) in Japan, is a role-playing video game developed by AlphaDream and published by Nintendo for the Nintendo DS handheld game console in 2009. It is the third game in the Mario and Luigi RPG series, following Mario & Luigi: Superstar Saga and Mario & Luigi: Partners in Time. The game's plot is unrelated to that of its predecessors, and involves Mario and Luigi being shrunken and inhaled into the body of their nemesis, Bowser. The Mario brothers learn to assist Bowser, who is unaware of their presence, as he combats Fawful, who has taken control of the Mushroom Kingdom. The gameplay focuses on the co-operation of the trio, who use their specific abilities to solve puzzles and fight enemies and thus progress through the game. Similar to its predecessors, its role-playing style emphasizes a turn-based battle system focused on timing accuracy, and is comedic in nature. Bowser's Inside Story was first revealed at Nintendo's Tokyo Press Event on October 2, 2008,[1] and its English title and Western release dates were announced at E3 2009.[2] The game was both critically and commercially successful, gaining an aggregate score of 91% from GameRankings[3] and 90 from MetaCritic,[4] and selling 4.13 million copies worldwide as of April 2011.[5]

Mario & Luigi: Bowser's Inside Story

253

Gameplay
The game switches between three characters. Mario and Luigi are found together inside Bowser for the majority of the game, exploring 2-D platform-style environments inside various locations of his body. However, battles are still turn based, and are initiated by coming into contact with enemies. Bowser explores the Mushroom Kingdom in a 3/4 overhead-view world, much like previous Mario & Luigi games. After a certain point in the game, Mario & Luigi can go outside of Bowser's body to explore the overworld as well. They can then use pipes found throughout the land to return to the inside of Bowser's body as necessary. The battle system from the previous two Mario & Luigi games has returned for this installment. In addition to Mario and Luigi, Bowser is now a playable character as well. Bowser's battle system is similar to Mario and Luigi's, but Bowser fights alone and has more advanced stats than the Mario Bros., and Bowser gains the ability to consciously inhale certain of his enemies, enabling Mario and Luigi to fight the enemy inside Bowser. Bros. Points (BP) have been brought back from the first game in the series, only this time, they are called Special Points (SP) because of Bowser's playability. In this installment of the series, the bros.' special attacks are acquired by collecting 10 "Attack Pieces" from a specific area in the game. Upon collecting all 10 pieces of an attack, the player may use the attack repeatedly, but using it will require a certain amount of Special Points. Bowser can also gain special attacks by freeing his minions or, in one case, by collecting 15 kitten-like block beings called Blitties from enemies in the overworld. Bowser's special attacks all use the stylus, while Mario and Luigi's use buttons, as usual. There is also a new ranking system feature, where players increase their rank as they level up to certain levels. Earning ranks will allow Mario, Luigi, or Bowser to equip more items, buy more equipment, and possibly earn a new item. There are six ranks for Mario and Luigi, starting from the "Mushroom Rank" and going up to the "Rainbow Rank", and four ranks for Bowser, going from the "Bronze Boss Rank" to the "Silver Boss Rank" to the "Gold Boss Rank" to the "Final Boss Rank". The badge system has also changed. Instead of badges that grant certain skills, badges are now used to get bonuses whenever the player gets a "good", "great", or "excellent" during an attack on an enemy with Mario or Luigi. The effect changes depending on the type of badge each Mario Brother has equipped. Such incentives include Health or Skill-point recovery, increase in coins earned after battles, or attack power increase. Various minigames featuring Bowser's body have been added to the main story, unlike the previous game (which featured only three). The minigames' locations include the "Arm Center", where Mario and Luigi hit spark-like items into a muscle to strengthen Bowser's arms; the "Leg Outpost", where Mario and Luigi stomp on leg muscles to strengthen Bowser's legs; and the "Gut Check", where Mario and Luigi help digest food that Bowser eats. One location, the "Rump Command", has the player accumulate adrenaline in order to supersize Bowser if he gets crushed, which then allows the player to enter a new battle system where the DS is held vertically like a book, and attacks utilize the stylus and microphone instead of the A, X, B, or Y buttons (blowing through the microphone makes Bowser breathe fire, for example).[6]

Plot
An unknown disease called "The Blorbs" is spreading across the Mushroom Kingdom. Toads that become infected with the disease inflate to many times their normal size and roll around uncontrollably. A council is immediately called at Princess Peach's castle to discuss what can be done about the epidemic. Starlow, a representative of the Star Sprites that watch over the Mushroom Kingdom, also attends. At the meeting, it is discovered that all those affected had previously eaten a "Blorb Mushroom" given to them by a salesman, who is later revealed to be Fawful. Bowser invades the castle attempting to kidnap Peach, but is defeated by Mario and expelled from the castle. Bowser later finds himself in Dimble Wood where he is tricked by Fawful into eating a "Vacuum Shroom." The mushroom causes Bowser to mindlessly inhale everything in sight. He inhales Mario, Luigi, Princess Peach, and Starlow before finally passing out. With Peach gone and the majority of the population incapacitated from the

Mario & Luigi: Bowser's Inside Story disease, Fawful then proceeds to take over Peach's castle while his assistant, Midbus, takes over Bowser's castle. Mario and Luigi, who have shrunken to microscopic size, navigate Bowser's body and manage to revive him. Bowser has no memory of the event and as a result is unaware that the Mario brothers are inside his body. Bowser only communicates with Starlow, who nicknames herself "Chippy" to avoid suspicion. Bowser then proceeds to chase Fawful in an attempt to reclaim his castle with the assistance of the Mario brothers. Fawful eventually extracts Peach from inside Bowser's body and takes possession of the Dark Star, an evil and powerful entity with a seal that could only be broken by Peach. After a barricade prevents the trio from entering Peach's castle, Mario, Luigi, and Bowser are told by the town doctor that they are required to gather the three Star Cures in order to create the Miracle Cure, a magical medicinal object. The Star Cures are eventually collected and the Miracle Cure destroys the barricade and also heals the Blorbs disease in the process. Bowser confronts Fawful in Peach's castle and defeats his assistant, Midbus. The Dark Star's seal finally breaks and enters Bowser's body, where it begins to leech on Bowser's cells and absorb his DNA. The Dark Star escapes and is briefly taken back in possession by Fawful, who is then defeated by Bowser. The Dark Star absorbs Fawful's remains and, using Bowser's DNA, becomes a shadowy, powerful doppelgnger of Bowser. Bowser then battles Dark Bowser and, with the help of Mario and Luigi, destroys the Dark Star. Fawful, having been inhaled by Bowser during the battle, initially feigns remorse but suddenly self-destructs in a last-ditch effort to destroy the Mario brothers. The explosion causes Bowser to regurgitate everyone he had inhaled. Enraged by the discovery, Bowser proceeds to fight the Mario brothers, but is defeated and retreats back to his castle. The two castles are rebuilt and Peach sends Bowser a cake as gratitude for his unintentionally heroic efforts.

254

Development
Nintendo revealed Mario & Luigi RPG 3 at a press conference in Japan.[1] Nintendo of Japan revealed details of the game relating to the plot and game play, as well as the fact that it would involve extensive use of the touch screen.[7] AlphaDream, developers of Superstar Saga and Partners In Time, developed this game along with experienced contributors to the Mario series such as Yoko Shimomura and Charles Martinet working on music and voice acting respectively. At E3 2009, it was revealed that the official English name of the game would be Mario and Luigi: Bowser's Inside Story and that it would be released in fall 2009 for North America and Europe.[2]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 91% [3] [4]

90 out of 100

Review scores
Publication 1UP.com Edge Famitsu Game Informer GamePro Score A[8]

9/10 35 out of 40 8.75/10 [9]

[10]

4.5 out of 5

Mario & Luigi: Bowser's Inside Story


[11] [12]

255
Game Revolution GameSpot GameTrailers IGN Nintendo Power

B+

9 out of 10

8.9 out of 10 9.5 out of 10 9.5 out of 10 [13] [14]

Mario & Luigi: Bowser's Inside Story received critical acclaim. The first North American critic to review it was the magazine Nintendo Power, who scored the game a 9.5/10 saying it is "the best RPG-style Mario adventure ever made," and that "Anyone who loves the Mario characters, role-playing games, or even action games should absolutely give Bowser's Inside Story a look."[14] IGN awarded it a 9.5 as well as an Editors Choice Award. GameInformer awarded this game with a 8.75 out of 10 and gave it an award for "Handheld Game of the Month". GameDaily gave the game 10/10. Official Nintendo Magazine gave the game 92%, saying "Bowser's Inside Story is the freshest, most vital RPG on the DS for ages". GameSpot gave the game a 9.0, and awarded it with an Editors' Choice award, praising the overall plot and story.[15] X-Play's Blair Herter gave the game a 5 out of 5, highly praising the plot.[16] Giant Bomb's Brad Shoemaker gave the game a 5 out of 5, and the website later named it the Best DS Game of 2009.[17][18] Bowser's Inside Story was the top-selling game in its first week of release in Japan at 193,000 copies.[19] It sold 650,000 copies during the first half of 2009 and finished out the year as the 11th best-selling game at 717,940 copies sold in the country.[20][21] According to NPD Group, Bowser's Inside Story was the fourth best-selling game for its release month at 258,100 copies sold.[22] It continued to sell well in the following months and had sold 656,700 copies in the region by the end of December 2009.[23][24][25]

References
[1] "Nintendo Reveals Punch-Out!! Wii, Sin and Punishment 2, and More" (http:/ / www. 1up. com/ do/ newsStory?cId=3170306). 1UP.com. . [2] "Nintendo Introduces New Social Entertainment Experiences at E3 Expo" (http:/ / www. nintendo. com/ whatsnew/ detail/ 7-fLfhscB6OCe9JeJaD0JlvaUkmMHXiB). Nintendo of America. 2009-06-02. . Retrieved 2009-06-30. [3] http:/ / www. gamerankings. com/ ds/ 954368-mario-and-luigi-bowsers-inside-story/ index. html [4] http:/ / www. metacritic. com/ games/ platforms/ ds/ marioandluigibowsersinsidestory [5] "Supplementary Information about Earnings Release" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110426e. pdf#page=5) (pdf). Nintendo. 2011-04-26. pp.10. . Retrieved 2011-04-26. [6] " RPG3!!!" (http:/ / www. nintendo. co. jp/ ds/ cljj/ index. html). Nintendo. . [7] "Mario & Luigi RPG 3!!! site opens with new video" (http:/ / nintendo. joystiq. com/ 2009/ 01/ 28/ mario-and-luigi-rpg-3-site-opens-with-new-video/ ). Joystiq. . [8] http:/ / www. 1up. com/ do/ reviewPage?cId=3176049& p=39 [9] "Mario and Luigi 3 Famitsu review - more details" (http:/ / gonintendo. com/ viewstory. php?id=71551). GoNintendo. . [10] http:/ / www. gameinformer. com/ games/ mario_amp_luigi_bowsers_inside_story/ b/ nintendo_ds/ archive/ 2009/ 09/ 28/ review. aspx [11] http:/ / www. gamerevolution. com/ review/ ds/ mario-luigi-bowsers-inside-story [12] http:/ / www. gamespot. com/ ds/ rpg/ marioluigirpg3/ review. html [13] http:/ / ds. ign. com/ articles/ 102/ 1023475p1. html [14] "Reviews: Mario & Luigi: Bowser's Inside Story". Nintendo Power (Future plc) (246): p. 86. October 2009. [15] "Mario & Luigi Bowser's Inside Story Review for DS -GameSpot" (http:/ / www. gamespot. com/ ds/ rpg/ marioluigirpg3/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. . [16] "Mario & Luigi: Bowser's Inside Story - Reviews - G4tv.com" (http:/ / g4tv. com/ games/ ds/ 62008/ mario--luigi-bowsers-inside-story/ review/ ). G4tv. . [17] http:/ / www. giantbomb. com/ mario-luigi-bowsers-inside-story/ 61-23983/ reviews/ [18] http:/ / www. giantbomb. com/ news/ giant-bombs-nintendo-ds-game-of-the-year-2009/ 1813/ [19] Jenkins, David (2009-02-19). "Japanese Charts: Mario & Luigi Dragon Punch Street Fighter IV" (http:/ / gamasutra. com/ php-bin/ news_index. php?story=22379). Gamasutra. . Retrieved 2009-03-24. [20] "Game Market falls 25% in First Half of 2009" (http:/ / www. andriasang. com/ e/ blog/ 2009/ 07/ 04/ game_market_falls/ ). Andriasang. .

Mario & Luigi: Bowser's Inside Story


[21] "2009 " (http:/ / geimin. net/ da/ db/ 2009_ne_fa/ index. php) (in Japanese). Geimin.net. . Retrieved 2010-08-02. [22] Matthews, Matt (October 20, 2009). "NPD Top 20 Shows Strong Scribblenauts, Xbox 360 Performance" (http:/ / gamasutra. com/ view/ news/ 25714/ NPD_Top_20_Shows_Strong_Scribblenauts_Xbox_360_Performance. php). Gamasutra. . Retrieved 2010-08-02. [23] Matthews, Matt (November 13, 2009). "http:/ / gamasutra. com/ view/ news/ 26079/ NPD_October_Top_20_Sees_Impressive_Demons_Souls_Showing. php". Gamasutra. [24] Matthews, Matt (December 11, 2009). "NPD Top 20 Reveals Nintendo Titles, God Of War Remakes" (http:/ / gamasutra. com/ view/ news/ 26492/ NPD_Top_20_Reveals_Nintendo_Titles_God_Of_War_Remakes. php). Gamasutra. . Retrieved 2010-08-02. [25] Remo, Chris (January 14, 2010). "NPD: December U.S. Revenue Up 4% In Best Month" (http:/ / gamasutra. com/ view/ news/ 26822/ NPD_December_US_Revenue_Up_4_In_Best_Month_Ever. php). Gamasutra. . Retrieved 2010-08-02.

256

External links
Walkthrough (http://www.gamefaqs.com/ds/954368-mario-and-luigi-bowsers-inside-story/faqs/57748) at GameFAQs Official US site (http://bowsersinsidestory.com/) Mario Luigi RPG 3 site (http://www.nintendo.co.jp/ds/cljj/index.html) Announcement video (http://www.nintendo.co.jp/n10/conference2008fall/mov/ds.html?n10) Mario & Luigi RPG 3 (http://www.gamespot.com/ds/rpg/marioluigirpg3/index.html) at GameSpot Mario & Luigi RPG 3 (http://ds.ign.com/objects/142/14286429.html) at IGN

257

Luigi's Mansion series


Luigi's Mansion
Luigi's Mansion
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo EAD Nintendo Hideki Konno Shigeru Miyamoto Takashi Tezuka Kazumi Totaka Shinobu Tanaka Nintendo GameCube
JP

Releasedate(s)

September 14, 2001 November 18, 2001 EU May 3, 2002 AUS May 17, 2002
NA

Genre(s) Mode(s) Rating(s)

Action-adventure Single-player

ACB: G8+ ELSPA: 3+ ESRB: E PEGI: 3+

Luigi's Mansion, known as Luigi Mansion ( Ruji Manshon) in Japan, is an action-adventure game published by Nintendo for the Nintendo GameCube. It was released in Japan on September 14, 2001, in North America on November 18, 2001, and in Europe on May 3, 2002. The game was a launch title for the GameCube, the only launch title in the Mario series where Luigi is the main protagonist, instead of Mario. The game takes place in a haunted mansion when Luigi wins a contest that he never entered. He told his brother to meet him there to celebrate his victory. Luigi is searching for his brother Mario, who came to the mansion earlier, but went missing. To help Luigi on his quest, an old professor named Elvin Gadd has equipped him with the "Poltergust 3000", a vacuum cleaner used for capturing ghosts, and a "Game Boy Horror", a device used for communicating with Gadd. He also uses it as a map and to examine ghosts. Luigi's Mansion was relatively well received by reviewers, despite being criticized for its short length. The game has sold over 2.5 million copies, and is the fifth best-selling Nintendo GameCube game in the United States. It was one of the first games to be re-released as a Player's Choice title on the system. A sequel, Luigi's Mansion: Dark Moon, was announced for the Nintendo 3DS handheld system on June 7, 2011 at E3. Additionally, a mini-game based on the series was revealed to be in the Wii U launch title, NintendoLand, as Luigi's Ghost Mansion.

Luigi's Mansion

258

Gameplay
In Luigi's Mansion, Professor E. Gadd (derived from the interjection "Egad!" which may be exclaimed when a person has just been frightened) arms Luigi with two of his inventions: the Poltergust 3000 (a parody of the Proton pack) and the Game Boy Horror. The Poltergust 3000 is a high-powered vacuum cleaner designed for capturing ghosts ( la Ghostbusters) and to gather treasure. To capture ghosts, the player must first shine Luigi's flashlight at them and stun them. This makes them show their heart, and gives Luigi a chance to suck them up into the Poltergust 3000, steadily reducing the ghosts' hit points to zero, at which point they can be captured.[1] The ghosts remain in the Poltergust 3000, although certain more advanced ghosts, named "Portrait Ghosts", are extracted and put back into their portraits after a process at the end of the game's four areas. When these paintings are made, they are stored in the gallery in Professor E. Gadd's laboratory.[2] Later in the game, Luigi locates three medallions which allow him to expel fire, water, or ice from the Poltergust 3000. These elements are needed to capture certain ghosts.[3] The Game Boy Horror is a portable device that allows Luigi to investigate items in the mansion to find out what they are, and a functionality that indicates if a Boo is in the room and how near Luigi is to it. It also contains a map of the mansion and lets Luigi contact Professor E. Gadd and vice versa. Spread throughout the mansion are dark rooms containing ghosts, and when Luigi clears a room of all its ghosts, the lights come on and a chest usually appears. These chests can either contain keys, money, or element medallions. Whenever Luigi finds a key, his Game Boy Horror automatically indicates which room it will unlock. Its design resembles that of a Game Boy Color.[4] Once King Boo, the final boss of Luigi's Mansion, is defeated, the player is given a rating based on the amount of treasure Luigi has found. A second version of the mansion also becomes playable, called the "Hidden Mansion". Depending on the version of the game, the entire mansion may be reversed from left to right, bosses may be different, they may move faster, ghosts (including boss ghosts) may be captured faster, and there may be more ghosts.[5]

Plot
The game starts when Luigi arrives at a large, dark mansion which is set in the outskirts of a forest. The mansion is haunted by various ghosts, including Boos, and it is being investigated by Professor E. Gadd, who lives in a small workshop next to the mansion.[6] It consists of five floors, including a basement and a roof. The player starts out in a foyer, where he can enter rooms in the various floors. Luigi's Mansion begins with Luigi having won a mansion in a contest. Despite not having entered any contest, he promptly told Mario about the mansion and the two agreed to meet up outside it that evening. Upon finally arriving at his new mansion, which looks much more sinister than the supplied photo, Mario is nowhere to be found. Luigi proceeds inside the mansion and is soon assaulted by a ghost, only to be saved by a little old man wielding a vacuum cleaner. The old man is however unable to reel the ghost in, and is soon overpowered. After being helped to his feet by Luigi, the old man introduces himself as Professor Elvin Gadd. The two retreat from the mansion as more ghosts appear.[6] In E. Gadd's nearby workshop, he mentions how Luigi's newly won mansion is obviously the work of something not of this world, since it only appeared a few nights ago.[7] The mansion itself was built by King Boo, who freed the caught ghosts and built it to shelter them. They sent Luigi the supplied photo to use it as a trap. Gadd also tells Luigi that he saw someone wearing a red cap go into the mansion some time ago, and has not been seen since.[8] Upon learning that the red capped man (Mario) was Luigi's brother, E. Gadd allows Luigi to take over his duties of ghost-catching and entrusts him with his vacuum cleaner; the "Poltergust 3000".[9] After numerous confrontations, Luigi faces off against King Boo in his painting's realm that resembles the roof of the mansion.[10] King Boo revives and Posseses Bowser - who is eventually beaten down and sucked into the Poltergust 3000.[11] Luigi returns to Gadd with Mario, who has been sealed within a portrait by King Boo, and successfully breaks the seal to save his brother.[12] The end also sees the haunted mansion disappear. Luigi builds a normal house on the site using the

Luigi's Mansion money he earned. The size of the house depends on how much money the player was able to obtain before the end of the game.

259

Development
The game was first revealed at Nintendo Space World 2000 as a technical demo designed to show off the graphical capabilities of the GameCube.[13] The full motion video footage had scenes seen in later trailers and commercials for the game, but never used. This includes Luigi running from an unknown ghost in the foyer, ghosts playing cards in the parlor, and ghosts circling around Luigi, all never to appear in the final release. Soon after its creation, Nintendo decided to make it into a full game. Luigi's Mansion was later shown at the E3 in 2001 with the Nintendo GameCube console.[14] A newer version of the game, more closely related to the final version, was later revealed at Nintendo Space World 2001.[15] The original plan for Mario's Mansion involved a game where the levels revolved around a large mansion or complex. Tests were later done with Mario characters in dollhouses and such. Once it was put as a GameCube project, Luigi was selected as the main character to keep the game original and new. The other gameplay ideas, such as ghosts and the ghost-sucking vacuum cleaner, were added later. Older concepts, such as a role-playing game-like system which made real-time changes to rooms and an underground cave area located under the mansion, were also scrapped with the inclusion of the new ideas.[16] Luigi's Mansion's music was composed by Shinobu Tanaka and Kazumi Totaka,[17] and as such contains "Totaka's Song", a song featured in almost every game that Totaka has composed.[18] It is found by waiting on the controller configuration screen at the Training Room for about three and a half minutes.[19] The main theme of Luigi's Mansion is orchestrated and arranged by Shogo Sakai for Super Smash Bros. Brawl.[20] The game featured voice actors Charles Martinet as the voice of Mario and Luigi, and Jen Taylor as the voice of Toad.[21] Luigi's Mansion received an award for its audio by BAFTA Interactive Entertainment Awards in 2002.[22] All Nintendo GameCube systems support the display of stereoscopic 3D, and Luigi's Mansion was developed to utilise this.[23] 3D televisions were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer. As a result, the feature was never enabled outside of development.[24]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 79.43% [25] [26]

78 out of 100

Review scores
Publication Allgame Edge Famitsu Game Informer GameSpot 8 out of 10 Score [27] [28] [29]

34 out of 40 9 out of 10

[30] [31]

7.9 out of 10

Luigi's Mansion
[32]

260
IGN Nintendo Power

7 out of 10 4 out of 5

[33]

Luigi's Mansion is the most successful GameCube launch title, being the best-selling game of November 2001.[34] The game has sold over 348,000 copies in Japan,[35] and 2.19 million copies in the United States,[36] making it the fifth best-selling Nintendo GameCube game in the United States.[36] It was also one of the first Player's Choice titles of the console, along with Super Smash Bros. Melee and Pikmin.[37] Luigi's Mansion received generally positive reviews, and reviewers praised the game's graphics, design, and gameplay. GameSpot stated that Luigi's Mansion "features some refreshing ideas" and "flashes of brilliance."[31] The gaming magazine Nintendo Power praised the game for being "very enjoyable while it lasts, with its clever puzzles and innovative game play."[33] GameSpy said that the game features "great visuals, imaginative game design and some classic Nintendo magic."[38] The game was referred to as "a masterful example of game design" by GamePro.[39] Game Revolution stated that "the graphics are quite beautiful and the interesting game mechanics are enjoyable."[40] The American-based publication Game Informer praised the gameplay, and referred to it as "brilliant and up to par with Miyamoto's best."[30] The audio was praised by IGN, who considered Luigi's voice acting as "cute, humorous and satisfying",[32] and GameSpy, who declared that the soundtrack remains "subtle, amusing and totally suitable throughout the game".[38] The Japanese video game publication Famitsu awarded the game with a gold rating, and noted that the control system, while tricky at first, works well.[29] The game has also received criticism, mainly because of the game's length. GameSpot said that Luigi's Mansion "fails to match the classic status of Mario's adventures" and that the "short amount of time it takes to complete it makes it a hard recommendation." The review, however, also considered that the short length prevents the gameplay and audio from getting tiresome.[31] GameSpy criticized the game's lack in longevity, and they said that the game could be beaten in about six hours.[38] Allgame declared that Luigi's Mansion "ultimately fails to deliver a cohesive gameplay experience over the long-term."[27] Fran Mirabella III of IGN felt that the game was subpar, due to its "predictable, formulaic gameplay".[32] G4's TV show X-Play criticized Luigi's Mansion in their special on Mario games and media, calling the game a letdown for players waiting for the first Mario game on the GameCube.[41] The game placed 99th in Official Nintendo Magazine's 100 greatest Nintendo games of all time[42] UGO listed Luigi's Mansion on their list of the "Top 50 Games That Belong On the 3DS", stating "Recreating this experience on the 3DS in 3D would breathe new life into the ghosts haunting Luigi's prize mansion."[43] It was later announced at Nintendo's E3 2011 conference that a sequel entitled "Luigi's Mansion 2" will be produced exclusively for the 3DS.

Legacy
Luigi's Mansion introduced two new characters, Professor E. Gadd and King Boo. E. Gadd has reappeared in other Mario games, such as Mario Party 6 and Mario & Luigi: Partners in Time. King Boo appears in other games either as a boss (Super Mario Sunshine and Super Princess Peach) or a playable character (Mario Kart: Double Dash!! and Mario Super Sluggers). Luigi's Mansion has reappeared in other Mario games, usually acting as Luigi's home stage. It appeared in Mario Kart: Double Dash!!, Mario Kart 7, Mario Power Tennis, Mario Kart DS, Mario Hoops 3-on-3, Mario Super Sluggers, and Mario Sports Mix. In Super Smash Bros. Brawl, a Luigi's Mansion stage is unlockable. It can be destroyed when characters hit a set of pillars, but it can rebuild itself later on. There are also some stickers and trophies based on the game. The game has achieved a level of cult status, with fans creating homage/parodies of it; such as the YouTube "Luigi's Mansion" series. A sequel was revealed at E3 2011 for the Nintendo 3DS, and demonstrated as Luigi's Mansion Dark Moon at E3 2012. It is slated for release in the holiday season of 2012.[44]

Luigi's Mansion At E3 2012, Nintendo introduced the Wii U launch title NintendoLand, which hosts Luigi's Ghost Mansion, a multiplayer mini-game based on the original Luigi's Mansion.[45]

261

References
[1] [2] [3] [4] [5] [6] [7] Luigi's Mansion instruction booklet. Nintendo. 2001. pp.1011. Luigi's Mansion instruction booklet. Nintendo. 2001. p.16. Luigi's Mansion instruction booklet. Nintendo. 2001. p.13. Luigi's Mansion instruction booklet. Nintendo. 2001. p.28. Goldstein, Hilary. "Luigi's Mansion guide Secrets" (http:/ / guides. ign. com/ guides/ 15453/ page_9. html). IGN. . Retrieved 2008-02-16. Luigi's Mansion instruction booklet. Nintendo. 2001. pp.45. Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "E. Gadd: So, you believe the mansion really exists, then.... Strange. I've been living here since I was a lad of twenty or so, and I'll tell you: that mansion appeared just a few days ago! The sprirts have fooled you!" [8] Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "E. Gadd: Now that I get a look at you, I just recalled... A guy with a red hat kind of like yours went up to the mansion without even stopping to chat....and he never returned." [9] Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "E. Gadd: What? That guy was your brother? Oh no! That's horrible! He wouldn't stand a chance against those ghosts without my help! You have to go after him! Here's the plan: I'll teach you to deal with ghosts so you can rescue your brother, Luigi!" [10] Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "King Boo: Don't imagine that I'll flee... I'll fight you like a true Boo!" [11] Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "E. Gadd: Luigi, you did it! Truly remarkable, my boy! I supplied the Poltergust 3000, but you ran with it all the way to the top, sonny!... What's that? You found King Boo? He jumped into a painting of Bowser, you say? He even blew fire at you?" [12] Nintendo EAD. Luigi's Mansion. (Nintendo). Nintendo GameCube. (2001-11-18) "E. Gadd: ...Right, well, anyhoo, Luigi! Grab your brother's painting and bring him to the lab!... I'll get the machine ready to return your brother to his former state, all righty?" [13] "Luigi's Mansion preview" (http:/ / cube. ign. com/ articles/ 135/ 135453p1. html). IGN. 2001-10-09. . Retrieved 2008-02-16. [14] "Pre-E3: Luigi's Mansion Disc and Controller Revealed" (http:/ / cube. ign. com/ articles/ 094/ 094692p1. html). IGN. 2001-05-15. . Retrieved 2007-11-17. [15] "Spaceworld 2001: Ghostbusting with Luigi" (http:/ / cube. ign. com/ articles/ 097/ 097771p1. html). IGN. 2001-08-25. . Retrieved 2008-02-16. [16] Anthony JC (September 2001). "The Making of Luigi's Mansion" (http:/ / www. n-sider. com/ articleview. php?articleid=414). N-Sider. . Retrieved 2007-11-24. [17] "Game Credits for Luigi's Mansion" (http:/ / www. mobygames. com/ game/ gamecube/ luigis-mansion/ credits). MobyGames. . Retrieved 2008-02-06. [18] Orland, Kyle (2006-12-14). "Totaka's song: The search is On" (http:/ / www. joystiq. com/ 2006/ 12/ 14/ totakas-song-the-search-is-on/ ). Joystiq. . Retrieved 2008-02-07. [19] "'Kazumi Totaka's Song'" (http:/ / www. nindb. net/ feature/ totakas-song. html). NinDB (http:/ / www. nindb. net). . Retrieved 2008-02-07. [20] "Full Song List with Secret Songs" (http:/ / www. smashbros. com/ en_us/ music/ music24_list. html). Smash Bros. Dojo. . Retrieved 2008-09-23. [21] "Full cast and crew for Rugi manshon" (http:/ / imdb. com/ title/ tt0285312/ fullcredits#cast). Internet Movie Database. . Retrieved 2008-02-06. [22] Parker, Sam (2002-10-11). "BAFTA 2002 awards announced" (http:/ / www. gamespot. com/ gamecube/ action/ luigismansion/ news. html?sid=2885427& mode=all). GameSpot. . Retrieved 2008-02-06. [23] "Hideki Konno Discusses The 3DS - Edge Magazine" (http:/ / www. next-gen. biz/ features/ hideki-konno-discusses-3ds). Next-gen.biz. 2010-07-07. . Retrieved 2011-07-08. [24] "Iwata Asks: Nintendo 3DS" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ iwata/ iwata_asks_-_nintendo_3ds_30756_30757. html#top). . Retrieved 2011-01-11. "Iwata: To go back a little further, the Nintendo GameCube12 system actually had 3D-compatible circuitry built in [...] Itoi: Nintendo GameCube did? And all the Nintendo GameCube systems around the world? Iwata: Yeah. If you fit it with a certain accessory, it could display 3D images. [...] Iwata: We already had a game for it, though - Luigis Mansion, simultaneously released with Nintendo GameCube. Itoi: The one in which Luigi shoulders a vacuum cleaner? Iwata: Yeah, that one. We had a functional version of that in 3D." [25] "Luigi's Mansion reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 516494. asp). GameRankings. . Retrieved 2006-01-20. [26] "Luigi's Mansion (cube: 2001): Reviews" (http:/ / www. metacritic. com/ game/ gamecube/ luigis-mansion). Metacritic. . Retrieved 2006-01-20. [27] Thompson, Jon. "Luigi's Mansion review" (http:/ / www. allgame. com/ cg/ agg. dll?p=agg& sql=1:34975~T1). Allgame. . Retrieved 2008-02-06. [28] Edge (Future US) (103). 2001. [29] "Famitsu Gives GameCube Gold" (http:/ / cube. ign. com/ articles/ 098/ 098227p1. html). IGN. 2001-09-12. . Retrieved 2008-02-16.

Luigi's Mansion
[30] Reiner, Andrew. "Luigi's Mansion review" (http:/ / web. archive. org/ web/ 20071004212916/ http:/ / www. gameinformer. com/ Games/ Review/ 200111/ R03. 0806. 1027. 02128. htm?CS_pid=220001). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ Games/ Review/ 200111/ R03. 0806. 1027. 02128. htm?CS_pid=220001) on October 4, 2007. . Retrieved 2007-06-29. [31] Satterfield, Shane (2001-11-07). "Luigi's Mansion review" (http:/ / www. gamespot. com/ gamecube/ action/ luigismansion/ review. html). GameSpot. . Retrieved 2007-06-29. [32] Casamassina, Matt (2001-11-16). "Luigi's Mansion review" (http:/ / cube. ign. com/ articles/ 165/ 165453p1. html). IGN. . Retrieved 2007-06-29. [33] Nintendo Power (Future US): 142. November 2001. [34] Gerstmann, Jeff (2001-12-19). "November software sales charts" (http:/ / www. gamespot. com/ gamecube/ action/ luigismansion/ news. html?sid=2833937). GameSpot. . Retrieved 2007-11-17. [35] "Japan GameCube charts" (http:/ / www. japan-gamecharts. com/ gc. php). Japan Game Charts. . Retrieved 2007-11-09. [36] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. . Retrieved 2008-12-05. [37] "Nintendo Expands Player's Choice Line-up" (http:/ / cube. ign. com/ articles/ 383/ 383504p1. html). IGN. 2003-01-23. . Retrieved 2007-11-17. [38] Williams, Bryn. "Luigi's Mansion review" (http:/ / archive. gamespy. com/ reviews/ november01/ luigismansion/ ). GameSpy. . Retrieved 2007-06-29. [39] Tokyodrifter (2001-11-19). "Luigi's Mansion review" (http:/ / web. archive. org/ web/ 20110607133310/ http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 18323. shtml). GamePro. Archived from the original (http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 18323. shtml) on 2011-06-07. . Retrieved 2008-02-06. [40] Liu, Johnny. "Luigi's Mansion review" (http:/ / www. gamerevolution. com/ oldsite/ games/ gamecube/ adventure/ luigis_mansion. htm). Game Revolution. . Retrieved 2008-02-06. [41] "X-Play: Bad Mario Games" (http:/ / www. g4tv. com/ xplay/ videos/ 18977/ XPlay_Bad_Mario_Games. html). G4. . Retrieved 2008-06-08. [42] "100-81 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7188). ONM. . Retrieved 2009-02-19. [43] Sal Basile (July 6, 2010). "The Top 50 Games That Belong On the 3DS - UGO.com" (http:/ / www. ugo. com/ games/ the-top-50-games-that-belong-on-the-3ds?page=3). UGO. . Retrieved 2011-04-25. [44] http:/ / www. ign. com/ articles/ 2012/ 06/ 06/ e3-2012-ghost-bustin-in-luigis-mansion [45] http:/ / geek. pikimal. com/ 2012/ 06/ 05/ nintendo-land-unveiled-with-zelda-animal-crossing-and-luigis-mansion-mini-games/

262

Luigi's Mansion: Dark Moon

263

Luigi's Mansion: Dark Moon


Luigi's Mansion: Dark Moon
Developer(s) Publisher(s) Platform(s) Releasedate(s) Next Level Games Nintendo Nintendo 3DS

JP

[1]

TBA 2012 [3] NA Holiday 2012 [4] EU TBA 2012

[2]

Genre(s) Mode(s)

Action-adventure Single-player
[5]

Media/distribution Nintendo 3DS Game Card/Digital Download

Luigi's Mansion: Dark Moon, also known as Luigi Mansion 2 ( 2 Ruji Manshon 2) in Japan, is an upcoming video game currently being developed by Next Level Games for the Nintendo 3DS, and is the sequel to the 2001 game Luigi's Mansion. It was announced at Electronic Entertainment Expo 2011 during the Nintendo press conference on June 7, 2011.[6]

Development
Development of the game started in late 2010, with Shigeru Miyamoto overseeing the production.[7] Miyamoto stated that he chose to work on the sequel simply because he "wanted to" after using the original game to test the hardware of the Nintendo 3DS.[8] The original game for the Gamecube was tested for 3D effects, but this was later scrapped. The game was renamed from Luigi's Mansion 2 to Luigi's Mansion: Dark Moon at Nintendo All-Access @E3 2012.

Gameplay
The gameplay of Luigi's Mansion: Dark Moon is similar to its predecessor. The game focuses on the adventures of Luigi, who is sent by Professor E. Gadd, through teleportation,[7] to explore various[6] haunted mansions (at least three)[9] and capture ghosts using the Poltergust 5000, a specialized vacuum cleaner, which can also be used to gather treasure hidden in various rooms.[7] Clearing the rooms of ghosts award the player keys, which open access into deeper areas of the mansion.[10] Shigeru Miyamoto stated that Luigi's Mansion: Dark Moon (at that time was called Luigi's Mansion 2) will be more puzzled-oriented than the original, and Toad will assist Luigi in accomplishing various goals.[8] King Boo, who was the main antagonist in Luigi's Mansion, will also appear in the game, though no details of his role are currently known.[11] To capture a ghost, Luigi must first stun it using his flashlight. While the original game only required the player to simply shine the light upon the ghost, in Luigi's Mansion: Dark Moon the player instead charges the flashlight to release an intense burst of light, called a "strobe", that acts similar to a flashbang.[10][12] When stunned, the ghost's hit points are exposed, allowing the player to vacuum and "wrestle" with the ghost to decrease its hit points until it is weak enough to be captured. Luigi can fight up to three ghosts simultaneously, but there is currently work being made in development to allow even more.[10] While the original game utilized the second analog stick on the Nintendo GameCube controller, several of Luigi's movements can be controlled using either button presses or motion control via the Nintendo 3DS gyroscope and accelerometer.[12]

Luigi's Mansion: Dark Moon

264

References
[1] Ronaghan, Neal (June 7, 2011). "Next Level Games Developing Luigi's Mansion 2" (http:/ / www. nintendoworldreport. com/ news/ 26644). Nintendo World Report. . [2] "3DS Software Release Windows Revealed" (http:/ / www. nintendoworldreport. com/ news/ 24372?). NintendoWorldReport. 2010-10-29. . Retrieved 2010-01-01. [3] Tinker, J. (9 June 2011). "Luigis Mansion 2 Update" (http:/ / nintendocharged. com/ 2011/ 06/ 09/ luigis-mansion-2-update/ ). nintendocharged.com. . Retrieved 27 January 2012. [4] McWhertor, Michael. "The Nintendo 3DS Launch Lineup For Europe" (http:/ / kotaku. com/ 5755319/ the-nintendo-3ds-launch-lineup-for-europe). Kotaku. . [5] Newton, James (30 November 2011). "Luigi's Mansion 2 is Not Multiplayer After All" (http:/ / 3ds. nintendolife. com/ news/ 2011/ 11/ luigis_mansion_2_is_not_multiplayer_after_all). nintendolife.com. . Retrieved 27 January 2012. [6] DeVries, Jack (June 7, 2011). "E3 2011: Luigi's Mansion 2 Announced" (http:/ / ds. ign. com/ articles/ 117/ 1173528p1. html). IGN. . [7] "Luigi's Mansion 2 Update" (http:/ / nintendocharged. com/ 2011/ 06/ 09/ luigis-mansion-2-update/ ). NintendoCharged. June 9, 2011. . [8] Behrens, Matt (June 8, 2011). "E3 2011 event: Shigeru Miyamoto reveals insights at Nintendo Developer Roundtable" (http:/ / news. yahoo. com/ s/ digitaltrends/ 20110608/ tc_digitaltrends/ e32011eventshigerumiyamotorevealsinsightsatnintendodeveloperroundtable). Yahoo! News. . [9] East, Thomas (6 January 2012). "Your most wanted games of 2012: 3. Luigi's Mansion 2" (http:/ / www. officialnintendomagazine. co. uk/ 34084/ best-games-of-2012-3-luigis-mansion-2/ ). Official Nintendo Magazine. . Retrieved 27 January 2012. [10] Thomas, Lucas M. (June 7, 2011). "E3 2011: The Incredible Depth of Luigi's Mansion 2" (http:/ / ds. ign. com/ articles/ 117/ 1173785p1. html). IGN. . [11] Brown, Andrew (June 7, 2011). "Luigi's Mansion 2 to Haunt Nintendo 3DS" (http:/ / www. nintendoworldreport. com/ news/ 26596). Nintendo World Report. . [12] Cole, Michael (June 7, 2011). "Luigi's Mansion 2 impressions" (http:/ / www. nintendoworldreport. com/ impressions/ 26607). Nintendo World Report. .

265

Mario vs. Donkey Kong series


Mario vs. Donkey Kong
Mario vs. Donkey Kong
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Composer(s) Platform(s) Nintendo Software Technology Nintendo Yukimi Shimura Shigeki Yamashiro Shigeru Miyamoto Wing S. Cho Lawrence Schwedler Game Boy Advance, 3DS Virtual Console

Releasedate(s) Game Boy Advance



NA JP

May 24, 2004

June 1, 2004 EU November 19, 2004


NA JP

Virtual Console

December 16, 2011

EU

December 16, 2011 December 16, 2011

Genre(s) Mode(s) Rating(s)

Platforming, puzzle Single-player


ACB: G ESRB: E PEGI: 3+

Mario vs. Donkey Kong is a 2004 puzzle-platform game developed by Nintendo Software Technology and released for the Game Boy Advance. The game is the spiritual successor to Donkey Kong, which was released in 1994 for the Game Boy. The game's first sequel, Mario vs. Donkey Kong 2: March of the Minis, was released on the Nintendo DS in 2006. The game concept revolves around a combination of platform and puzzle elements, challenging Mario to find keys, reach a locked door, and rescue mini-Marios. The game is an evolution of Donkey Kong Plus, a title on display at E3 2002. During the show, Plus had a feature that allowed players to design and save their own levels on the GameCube, then copy them across to the Game Boy Advance using a link cable. It was essentially an updated version of Donkey Kong '94, but the game had disappeared by the following year. It was replaced with the pre-rendered graphics and gameplay additions of Mario vs. Donkey Kong. The Create-a-Level feature was removed from this version (but appears in its sequel.) It is a little known fact that this game has a hidden e-Reader support.[1] Nintendo of Japan had a competition where 1,000 people won cards. However, there is space for twelve levels, and there were only five cards released. They are

Mario vs. Donkey Kong considered to be among the rarest of e-Cards.

266

Gameplay
In Mario vs. Donkey Kong, the player assumes the role of Mario, who is pursuing Donkey Kong through a toy factory, who has stolen several dozen Mini-Mario toys. The game plays similarly to the Game Boy Donkey Kong game, giving Mario the ability to perform handstands and backflips. There are several different environments, ranging from a lava environment to the classic construction site, and there are five different types; in the first, and most common, Mario has to pick up a key and take it to the locked door. At the second part of the level, Mario had to pick up a Toy Mario at the end of the level. The second type is where Mario must guide the Mini Mario toys to the Toy Box, and protecting them from dangerous environments. The third type is the boss level, where Mario must fight Donkey Kong in order to proceed to the next world. The fourth type is the Master Boss, where Mario must throw barrels at Donkey Kong. The Plus game, which is a repeat of the Main game, is unlocked. In this mode, the story continues from the main game, where Donkey Kong obtains a new batch of Mini-Marios, but with their containers broken because Donkey Kong fell from the roof, into the truck. In each plus level, Mario must activate a Mini-Mario in the level, which is holding a key, and take it to the door. The fifth type of level is the Expert levels. In this mode, Mario must get the key and lead it to the door in a very hard level. Getting through the door beats the level in Plus and Expert modes, rather than sending Mario to a 2nd part.

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 79.90% (45 reviews) [2] [3]

81 of 100 (43 reviews)

Review scores
Publication 1UP.com GameSpot IGN Score A[4] [5] [6]

8.0 of 10 8.5 of 10

The game was generally well-received by critics. GameSpot said it does a good job "both on its own and as a tribute to Mario's legacy".[5] IGN praised the gameplay, calling it an evolution of the classic original style of Donkey Kong with "new levels and challenges that fit the handheld platform wonderfully."[6] Complaints center around a lack of content, the untraditional art style and Mario's voice being heard too much throughout the game.

Limited re-release
On July 28, 2011, Nintendo announced that Mario vs. Donkey Kong, as well as nine other Game Boy Advance games, would be available to Nintendo 3DS owners who purchased their systems before the August 11, 2011 price cut via Virtual Console as part of the ambassador program. This offer is available in all territories, and only to those who became eligible in the Ambassador program (by accessing the Nintendo eShop before the date of the price-cut). Although the game was released on December 16, 2011 as an Ambassador users, Nintendo currently has no plans to release this game, or any other Game Boy Advance game, to the general public in paid form.[7]

Mario vs. Donkey Kong

267

References
[1] http:/ / homepage. ntlworld. com/ importaku/ importakus%20collection/ card-e/ mariovsdk/ index. html [2] "Mario vs. Donkey Kong Avg. Ratio" (http:/ / www. gamerankings. com/ htmlpages4/ 914981. asp). Gamerankings.com (http:/ / www. gamerakings. com/ ). . Retrieved 2012-4-4. [3] vs Donkey Kong "Mario vs. Donkey Kong (gba) reviews at Metacritic.com" (http:/ / www. metacritic. com/ games/ platforms/ gba/ mariovsdonkeykong?q=Mario). vs Donkey Kong. Retrieved 2010-07-23. [4] "Mario vs. Donkey Kong Review from 1UP.com" (http:/ / www. 1up. com/ do/ reviewPage?cId=3127731& p=19& sec=REVIEWS). 1UP.com. 2004-05-27. . Retrieved 2010-07-22. [5] Jeff Gerstmann (2004-05-24). "Mario vs. Donkey Kong review" (http:/ / www. gamespot. com/ gba/ action/ marioanddonkeykong/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). Gamespot.com (http:/ / www. gamespot. com/ ). . Retrieved 2008-12-31. [6] "Mario vs. Donkey Kong - Gameboy Advance Review at IGN" (http:/ / uk. gameboy. ign. com/ articles/ 518/ 518351p1. html). IGN. May 24, 2004. . Retrieved 2010-07-23. [7] http:/ / www. nintendolife. com/ news/ 2011/ 07/ faq_nintendo_ambassador_program_and_free_eshop_games

External links
Mario vs. Donkey Kong (http://www.mobygames.com/game/mario-vs-donkey-kong) at MobyGames Mini Mario Toy Papercraft at IRP Papercraft (http://www.imprime-recorta-pega.com/descargas/dload. php?action=file&file_id=1782)

Mario vs. Donkey Kong 2: March of the Minis


Mario vs. Donkey Kong 2: March of the Minis
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo Software Technology Nintendo Yukimi Shimura Shigeki Yamashiro Kensuke Tanabe Lawrence Schwedler Nintendo DS
NA AUS EU JP

Releasedate(s)

September 25, 2006 January 18, 2007

March 9, 2007

April 12, 2007

Genre(s) Mode(s) Rating(s)

Puzzle Single-player

ACB: G ESRB: E

Mario vs. Donkey Kong 2: March of the Minis is the sequel to the Game Boy Advance game Mario vs. Donkey Kong, a follow up to the Game Boy Donkey Kong game, though it is more puzzle-oriented, now that the player controls several Mini Marios with the touch screen instead of Mario himself. The game also features the return of Pauline, whose last appearance was in the 1994 Donkey Kong game, a Game Boy remake of the original Donkey

Mario vs. Donkey Kong 2: March of the Minis Kong. It features Nintendo Wi-Fi Connection. The DS Download Station Series 3 set of games features a short demo of the game. This is the sixth Mario game for the Nintendo DS. A sequel, called Mario vs. Donkey Kong: Minis March Again! was released in June 2009; it is available for download via the DSiWare service for 800 Nintendo Points. The name of the game is an allusion to the George Martin song "March of the Meanies" from The Beatles' album Yellow Submarine.

268

Gameplay
Instead of controlling with the D-pad, Mario vs. Donkey Kong 2: March of the Minis uses the touch screen to control the Mini-Marios in the same vein as Lemmings. To move, the player must use the stylus to turn a Mini-Mario's direction to move them in that direction. Swiping up enters pipes, climbs ladders, or makes them jump. Swiping across the Mini-Marios left or right causes them to move in that direction, and swiping down causes them to enter a pipe that is below their feet. Tapping once causes them to stop. The D-Pad and the face buttons move the camera (i.e. X and Up move the camera up), and in DK stages pressing L and R causes a line to appear temporarily showing the path the launched Mini-Mario will take. The timer does not start until the player either moves blocks or taps a Mini-Mario. However, the player may move elevators, change the direction of pipes or conveyor belts, and scout the level out without starting the timer. The game consists of 8 worlds, or floors, each with 9 levels, or rooms, a minigame, and a DK stage. In addition to these levels are the Roof, which consists entirely of the final DK stage, and the Basement, which consists of two extra boss stages that are only accessible by earning 40 Silver stars and 40 Gold stars. When a chain of Mini-Marios enters the door at the end, a combo occurs, meaning 1000 for the first, 2000 for the second, 4000 for the third, etc. If the stage contains a Gold Mini-Mario and it is the end of the chain, the point bonus doubles. For instance, if there are two normal Mini-Marios and a Gold Mini-Mario in a stage, and they enter in that order, the points will go like this: 1000, 2000, 8000. At the end of every room, the player's score is tallied up with 100 points for each second remaining. The player may also earn any combination of three bonuses: All Minis, which means every Mini-Mario made it into the door; Perfect Chain, which means that there was no break between Mini-Marios entering the door; and Nonstop, which means that at least 1 Mini-Mario was not stopped by being tapped with the stylus (stopping on elevators or waiting for platforms don't ruin this bonus). There are three medals, or stars, that can be earned upon meeting their requirements; Bronze, Silver, and Gold. However, it is possible to not earn a star at all. In each room there are cards and coins. Collecting all nine cards in a floor will spell out MINIMARIO and unlock that floor's minigame. The minigame involves tapping ShyGuys as they come out of pipes and avoiding the Bob-Ombs that occasionally come out as well. There are two types of coins: small and large. Small coins are worth 50 points and large ones are worth 500. Collecting coins will definitely help in meeting the score required for a Gold Star. The DK stages play a bit differently than the main game. In these stages the bottom screen shows a cannon loaded with a Mini-Mario, a belt upon which the cannon moves on, and a button labeled Shoot that the player must tap to fire the Mini-Mario. The top screen shows your remaining hits, which depends on how many Mini-Marios the player led to the door throughout the entire floor, DK's remaining hits, which always starts out at 6, DK's location, and objects the player needs to hit with a Mini-Mario in order to damage him. If a Mini-Mario collides with DK's side, that will damage him as well. The only way to get lose your own health is if your Mini-Mario is hit with an object or if DK breaks it. DK's movement varies with the stage. In some, it is like the shell game in that there are three locations he can appear and you can somewhat guess where based on a pattern. In the others, he is on a swinging platform that will kill a Mini-Mario if the Mini-Mario collides with it. Floor 8's DK Stage involves him moving between vines. Once the player hits DK 6 times, the stage ends and the score is tallied up with 100 points for each second remaining and 1000 points for each surviving Mini-Mario. The extra 3 DK stages are modeled after stages in the original Donkey Kong arcade game.

Mario vs. Donkey Kong 2: March of the Minis

269

Construction Zone
Mario vs. Donkey Kong 2: March of the Minis incorporates a feature that was meant to be included in the cancelled Donkey Kong Plus. The player can create levels and upload them wirelessly or over the Nintendo Wi-Fi Connection for friends to play. For each floor completed in the main game, its corresponding kit is unlocked for use in the construction zone. In addition, when the player completes the minigames for the first 3 floors, 6 floors, and all 8 floors, Special Kits 1, 2, 3, and 4 are unlocked, respectively. The player can save up to 8 of their own levels, and download up to 24 levels made by their friends. The special kits resemble the Pipe Works Kit, Toadstool Castle Kit, and Jungle Hijinks Kit, with similar music except for the first kit, which plays a different version of the Mushroom Mayhem kit. Another difference is that the player moves Mini-Toad, Mini-Peach, Mini-DK, and Mini-Luigi respectively, instead of a mini mario.

Plot
March of the Minis opens with the grand opening for the "Super Mini-Mario World" amusement park based on the highly successful mechanical toys developed by the Mini-Mario Toy Company. Immediately following the ribbon-cutting ceremony, Mario presents his VIP guest Pauline with a Mini-Mario toy, while at the same time Donkey Kong offers her a Mini-Donkey Kong toy. When Pauline chooses the Mini-Mario toy, Donkey Kong becomes infuriated and storms off with her. Mario, unable to follow, sends the Mini-Mario toys in pursuit to save Pauline.

Reception
Mario vs. Donkey Kong 2: March of the Minis was generally well-received by critics. As of July 25, 2007, Mario vs. Donkey Kong 2: March of the Minis has sold 1.24 million copies worldwide. There has been a sequel made called Mario vs. Donkey Kong: Mini-Land Mayhem! that has been released on November 14, 2010.[1]

Reception Aggregate scores


Aggregator GameRankings Score 76.79% [2]

Review scores
Publication 1UP.com Eurogamer G4 Game Informer GamePro GameSpot GameSpy IGN 7 out of 10 8.2 out of 10 6 out of 10 Score C+ [3] [4] [5] [6] [7] [8] [9] [10]

7 out of 10

Mario vs. Donkey Kong 2: March of the Minis

270

References
[1] Matt Casamassina (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25. [2] "Mario vs. Donkey Kong 2: March of the Minis" (http:/ / www. gamerankings. com/ ds/ 932770-mario-vs-donkey-kong-2-march-of-the-minis/ index. html). Game Rankings. . Retrieved 2009-07-06. [3] MacDonald, Mark (2006-11-02). "Mario vs. Donkey Kong 2: March of the Minis (Nintendo DS)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3154877). 1UP.com. . Retrieved 2009-07-06. [4] Reed, Kristan (2007-03-07). "Mario Vs Donkey Kong 2: March of the Minis" (http:/ / www. eurogamer. net/ articles/ mario-vs-donkey-kong-2-march-of-the-minis-review). Eurogamer. . Retrieved 2009-07-06. [5] Leeper, Justin (2006-10-24). "Mario vs. Donkey Kong 2 Review" (http:/ / g4tv. com/ games/ ds/ 37608/ Mario-vs-Donkey-Kong-2-March-of-the-Minis/ review/ ). G4. . Retrieved 2009-07-06. [6] Jeremy Zoss (November 2006). "Just Gliding". Game Informer (163): 142. ISBN1-58060-663-6. [7] "Mario vs Donkey Kong 2: March of the Minis" (http:/ / web. archive. org/ web/ 20081216023620/ http:/ / www. gamepro. com/ article/ reviews/ 82368/ mario-vs-donkey-kong-2-march-of-the-minis/ ). GamePro. 2006-09-25. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 82368/ mario-vs-donkey-kong-2-march-of-the-minis/ ) on 2008-12-16. . Retrieved 2009-07-06. [8] Navarro, Alex (2006-09-22). "Mario vs. Donkey Kong 2: March of the Minis Review" (http:/ / www. gamespot. com/ ds/ action/ mariovsdonkeykong2/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. . Retrieved 2009-07-06. [9] McGarvey, Sterling (2006-09-27). "Mario vs. Donkey Kong 2: March of the Minis" (http:/ / ds. gamespy. com/ nintendo-ds/ mario-vs-donky-kong-ds/ 735908p1. html). GameSpy. . Retrieved 2009-07-06. [10] Harris, Craig (2006-09-25). "Mario vs. Donkey Kong 2: March of the Minis Review" (http:/ / ds. ign. com/ articles/ 735/ 735297p1. html). IGN. . Retrieved 2009-07-06.

External links
The official Mario vs. Donkey Kong 2: March of the Minis website (http://www.mariovsdk.com/)

Mario vs. Donkey Kong: Minis March Again!

271

Mario vs. Donkey Kong: Minis March Again!


Mario vs. Donkey Kong: Minis March Again!
Developer(s) Director(s) Producer(s) Designer(s) Nintendo Software Technology Yukimi Shimura Shigeki Yamashiro Kensuke Tanabe Wing S. Cho Stephen Mortimer Masamichi Abe Wing S. Cho Lawrence Schwedler Nintendo DSiWare
NA PAL JP

Writer(s) Composer(s) Platform(s)

Releasedate(s)

June 8, 2009 August 21, 2009

October 7, 2009

Genre(s) Mode(s) Rating(s)

Puzzle Single-player

ACB: G ESRB: E PEGI: 3+

Mario vs. Donkey Kong: Minis March Again! is a puzzle video game for the Nintendo DSi. Announced at the Electronic Entertainment Expo 2009, it is the third game in the Mario vs. Donkey Kong series. It was released via the Nintendo DSiWare download service in North America on June 8, 2009,[1] in Europe on August 21, 2009[2] and in Japan on October 7, 2009. It is the first DSiWare game to feature a level editor in which players can create custom-made levels and send them to players on other devices via a wireless Internet connection.[3]

Gameplay
Mario vs. Donkey Kong: Minis March Again! features puzzle-solving gameplay, which was made popular in the previous two games in the series.[4] Just as in the game Lemmings, Mario must lead his Mini-Mario toys to the end of the level.[5] Like with Mario vs. Donkey Kong 2: March of the Minis, players do not control Mario but instead miniature wind-up versions of Mario, Princess Peach, Toad, and Donkey Kongreferred to as "Minis"in order to rescue Pauline from the game's antagonist, Donkey Kong. In each level, players must get all their Minis to the end of the level at a designated exit while avoiding obstacles and enemies (mostly consisting of enemies from the other games in the Mario series).[6] One difference of the predecessor Mario vs. Donkey Kong 2: March of the Minis is that all of the end of level bonuses are now required. In the previous game, extra points were earned by getting all Minis to the exit, getting them to the exit with no long time intervals between any two Minis, and getting them to the exit without stopping any of them. In Minis March Again, the door is boarded up and the player fails the level if any Minis don't make it to the exit within a few seconds of another Mini getting to the exit, and none of the minis may be stopped or turned directly by the player. Only items and obstacles can be used to control their direction.

Mario vs. Donkey Kong: Minis March Again! The game features a level editor called the Construction Zone in which players can select the types and locations of power-ups, enemies, and traps in custom-made levels. More items will be added, and more Characters will be unlocked as you progress through the main game. Players can then either play them locally or share them with friends on other Nintendo DSi devices via a wireless Internet connection. Changes to the level editor have been made such as increasing the number of levels one could create from only 8 stages in March of the Minis to 140 stages in Minis March Again.[3] Also, unlike Mario vs. Donkey Kong 2: March of the Minis, created and downloaded levels use the same counter; there can only be 140 levels between the two types.

272

Story
Mario and Pauline are selling Mini Mario toys. There is a long line. At the end of the line is Donkey Kong. As the line moves along, Donkey Kong finally ends up in the front. Just then, the Mini Mario toys run out. In rage, Donkey Kong snatches Pauline from Mario. As Mario trips and tears Pauline's dress in pursuit of them, he sees the Mini Mario toys standing before him. Thus, Mario gets the idea of using them to catch Donkey Kong. After the credits, a secret ending appears. When Mario defeats Donkey Kong, Donkey Kong turns out the lights, grabs Pauline again, and runs. Once again, Mario must get Pauline back.

Development
Mario vs. Donkey Kong: Minis March Again! was announced on June 2, 2009 by Nintendo during E3.[6]

Reception
IGN ranked it as the 14th best DSiWare game, praising it for helping them become less disillusioned with the service after many of its titles proved to be rehashes of retail Nintendo DS games. They also praised it for being significantly more customizable than its predecessor.[7] Nintendo World Report editor Neal Ronaghan praised it for its content, level creator, and gameplay, though found fault in its boss battles.[8] Game Focus editor Marko Djordjevic similarly praised it for these qualities, though thought it may have been too easy and felt like an expansion.[9]

References
[1] "March, Fight and Fish Your Way to World Domination" (http:/ / www. nintendo. com/ whatsnew/ detail/ Mjq1S0vsc2jY2rOYrXc32nYEMcggLJ2j). Nintendo of America. 2008-06-08. . Retrieved 2008-06-09. [2] "Mini Marios march onto Nintendo DSiWare, and Pilotwings takes flight on Virtual Console!" (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ 2009/ mini_marios_march_onto_nintendo_dsiware_and_pilotwings_takes_flight_on_virtual_console_14383. html). Nintendo of Europe. 2009-08-18. . [3] Chiappini, Dan (2009-06-02). "Mario vs. Donkey Kong return exclusively to DSiWare" (http:/ / e3. gamespot. com/ story/ 6210846/ mario-vs-donkey-kong-return-exclusively-to-dsiware). Gamespot. . Retrieved 2009-06-03. [4] McWhertor, Michael (2009-06-02). "Mario Vs. Donkey Kong, Flipnote Studios Coming To DSiWare" (http:/ / kotaku. com/ 5275889/ mario-vs-donkey-kong-flipnote-studios-coming-to-dsiware). Kotaku. . Retrieved 2009-06-03. [5] "Minis exklusiv auf dem DSi" (http:/ / www. 4players. de/ 4players. php/ spielinfonews/ Allgemein/ 17328/ 1957058/ Mario_vs_Donkey_Kong_Minis_March_Again. html) (in German). 4players.de. 2009-06-02. . Retrieved 2009-06-03. [6] Van Duyn, Marcel (2009-06-04). "Mario and Donkey Kong's Rivalry Returns Next Monday" (http:/ / dsiware. nintendolife. com/ news/ 2009/ 06/ mario_and_donkey_kongs_rivalry_returns_next_monday). Nintendolife.com. . Retrieved 2009-06-04. [7] http:/ / ds. ign. com/ articles/ 108/ 1082189p1. html [8] http:/ / www. nintendoworldreport. com/ reviewArt. cfm?artid=18844 [9] http:/ / www. gamefocus. ca/ ?nav=reviewCard& fid=9014

Mario vs. Donkey Kong: Mini-Land Mayhem!

273

Mario vs. Donkey Kong: Mini-Land Mayhem!


Mario vs. Donkey Kong: Mini-Land Mayhem!
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo Software Technology Nintendo Yukimi Shimura Kensuke Tanabe Lawrence Schwedler Nintendo DS

Releasedate(s) Nintendo DS [1]



JP

December 2, 2010 November 14, 2010 EU February 4, 2011


NA

Genre(s) Mode(s) Rating(s)

Puzzle Single-player

ACB: G ESRB: E PEGI: 3+

Mario vs. Donkey Kong: Mini-Land Mayhem! is a puzzle video game developed by Nintendo Software Technology and published by Nintendo for the Nintendo DS. It was announced at the Electronic Entertainment Expo 2010 and released in North America on November 14, 2010. It is the fourth game in the Mario vs. Donkey Kong series.

Gameplay
The puzzle-based gameplay in Mini-Land Mayhem is built upon that of earlier Mario vs. Donkey Kong titles, in which the objective of each level is to lead a number of mechanical Mini-Mario toys to the exit.

Construction Zone
The Construction Zone is a level editor that allows the players to design their own levels. It is similar to the editor available in Mario vs. Donkey Kong: Minis March Again! but allows the use of all the elements present in the game. Players can upload and share their levels online via Nintendo WiFi Connection.

Plot
In the game's opening sequence, Mario and Pauline are sponsoring the grand opening of an amusement park named "Mini-Land". Donkey Kong is the 101st visitor to arrive to the amusement park, and is denied the gift given to the first hundred visitors: a "Mini-Pauline" toy. Infuriated, Donkey Kong kidnaps the real Pauline, prompting Mario, accompanied by toys called Mini-Marios, to give chase aboard a train. Mario and the toys then battle with Donkey Kong at various locations throughout the amusement park. After Donkey Kong has been defeated and Pauline rescued, Mario presents him with a Mini-Pauline toy, which appeases the ape.

Mario vs. Donkey Kong: Mini-Land Mayhem!

274

Development
Mini-Land Mayhem! was developed by Nintendo Software Technology.[2]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 80.08% [3] [4]

79 / 100

Review scores
Publication Edge Eurogamer GameSpot GamesRadar GameTrailers GameZone IGN Nintendo World Report Official Nintendo Magazine The Guardian The Telegraph The New York Post 8 / 10 A Score 7 / 10 8 / 10 [5] [6] [7]

8.0 / 10 8 / 10

[6] [8] [9]

7.9 / 10 7.5 / 10 9.0 / 10 8 / 10 90%

[10]

[11]

[12] [13] [14]

[15]

Mario vs. Donkey Kong: Mini-Land Mayhem! has received generally positive reviews and holds a rating of 79 on Metacritic, based on 51 reviews. The New York Post gave it an A grade saying: This the most awesome, challenging, and addictive game that has ever graced my DSiXL's screen".[15] New York Daily News says that you can't go wrong with Mini-Land Mayhem.[16] The Guardian says the game is a "creamy, comforting slice of puzzle-platforming bliss," and gives high praise to the level design.[13]

Mario vs. Donkey Kong: Mini-Land Mayhem!

275

References
[1] "Mario vs. Donkey Kong: Mini-Land Mayhem! (DS)" (http:/ / ds. nintendolife. com/ games/ ds/ mario_vs_donkey_kong_mini_land_mayhem). NintendoLife. . Retrieved 20 December 2011. [2] "Mario vs. Donkey Kong: Mini-Land Mayhem!" (http:/ / www. nintendo. com/ games/ detail/ 6wqIbzCmluiHj6kL5PNU2hDcX4i4fh11). Nintendo. . Retrieved 20 December 2011. [3] "Mario vs. Donkey Kong: Mini-Land Mayhem" (http:/ / www. gamerankings. com/ ds/ 997857-mario-vs-donkey-kong-mini-land-mayhem/ index. html). Gamerankings. . Retrieved 20 December 2011. [4] "Mario vs. Donkey Kong: Mini-Land Mayhem DS" (http:/ / www. metacritic. com/ game/ ds/ mario-vs-donkey-kong-mini-land-mayhem/ critic-reviews). Metacritic. . Retrieved 20 December 2011. [5] "Mario vs Donkey Kong: MiniLand Mayhem". Edge (223): 103. January 2011. [6] Jeffrey Matulef (16 November 2010). "Mario vs. Donkey Kong: Mini-Land Mayhem! Review" (http:/ / www. eurogamer. net/ articles/ 2010-11-16-mario-vs-donkey-kong-mini-land-mayhem-review). Eurogamer. . [7] Nathan Meunier (12 November 2010). "Another great round of Mario-themed mini-puzzler fun awaits." (http:/ / www. gamespot. com/ mario-vs-donkey-kong-mini-land-mayhem/ reviews/ mario-vs-donkey-kong-mini-land-mayhem-review-6284006). Gamespot. . [8] "Mario vs. Donkey Kong: Miniland Mayhem" (http:/ / www. gametrailers. com/ gamereview. php?id=13439). Gametrailers. 13 November 2010. . [9] "Mario vs. Donkey Kong: Mini-land Mayhem! - NDS" (http:/ / nds. gamezone. com/ reviews/ mario_vs_donkey_kong_mini-land_mayhem). GameZone. 11 December 2010. . [10] Daemon Hatfield (12 November 2010). "You can't have too much of a good thing." (http:/ / ds. ign. com/ articles/ 113/ 1134070p1. html). IGN. . [11] Karlie Yeung (14 January 2011). "Toys and trains, girders and conveyors, this must be clockwork Mario." (http:/ / www. nintendoworldreport. com/ review/ 24728). Nintendo World Report. . [12] Chris Scullion (3 February 2011). "The best Mario Vs DK game yet..." (http:/ / www. officialnintendomagazine. co. uk/ 23446/ reviewsmario-vs-donkey-kong-mini-land-mayhem-review-review/ ). Official Nintendo Magazine. . [13] Keith Stuart (8 February 2011). "Mario vs Donkey Kong: Mini-Land Mayhem! - review" (http:/ / www. guardian. co. uk/ technology/ gamesblog/ 2011/ feb/ 08/ mario-vs-donkey-kong-mini-land-mayhem). The Guardian. . [14] Nick Cowen (2 February 2011). "Mario Vs Donkey Kong: Mini-Land Mayhem is a charming platform puzzler containing a surprising amount of depth." (http:/ / www. telegraph. co. uk/ technology/ video-games/ 8298414/ Mario-Vs-Donkey-Kong-Mini-Land-Mayhem-review. html). The Daily Telegraph. . [15] Zoey Sachs (16 November 2010). "Mario Vs Donkey Kong: Mini-Land Mayhem: this headline is too long" (http:/ / www. nypost. com/ p/ blogs/ gamereport/ mario_vs_donkey_kong_mini_land_mayhem_UivtgsKHOpkUmpOShWX1PL). New York Post. . [16] Ebenezer Samuel (21 November 2010). "Nintendo 'Mario vs. Donkey Kong: Mini-Land Mayhem' offers charming, simple-but-challenging game" (http:/ / articles. nydailynews. com/ 2010-11-21/ entertainment/ 27081959_1_level-design-donkey-kong-minis). New York Daily News. .

External links
Mario vs. Donkey Kong Mini-Land Mayhem Official website (United States) (http://mariovsdk.nintendo.com/ #/home/)

276

Yoshi games
Yoshi
Yoshi
North American box art
Developer(s) Publisher(s) Producer(s) Designer(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Puzzle game Single-player, multiplayer ESRB: E (VC) Game Freak Nintendo Shigeru Miyamoto Satoshi Tajiri
[1]

Junichi Masuda Yoshi / Mario NES, Game Boy, Virtual Console

Media/distribution 2-megabit cartridge

Yoshi, known as Yoshi's Egg ( Yossh no Tamago) in Japan and Mario & Yoshi in Europe and Australia, is a puzzle video game developed by Game Freak and published by Nintendo. The game was released for the Nintendo Entertainment System and Game Boy consoles. Both versions were first released simultaneously in Japan on December 14, 1991, and then released in all other regions the following year. In Yoshi, the player is tasked with clearing monsters from the on-screen playing field. The monsters fall in from the top of the screen to build vertical stacks; the player must prevent a stack from growing too high such that it exits the play field. In order to so, the player swaps and moves the stacks about such that falling monsters collide with identical monsters stationed atop the stacks, causing them to be removed from play. Yoshi offers both a scoring-focused single-player mode and a competitive two-player mode. The NES version of Yoshi was made available for purchase on the Wii Virtual Console in 2007. The game was then re-released on September 1, 2011 as a downloadable title on the Nintendo 3DS, available only to members of the Nintendo Ambassador program. Yoshi is currently planned to be made available for purchase in the Nintendo eShop at a later date.[2]

Gameplay
Yoshi is a falling block game in which the player is given a playing field that is divided into four columns. Monsters, which consist of various Mario enemies, appear at the top of the screen and fall into each the columns, turning into blocks as they land and creating stacks that incrementally grow in height. The main objective is to prevent the four stacks from growing too high by eliminating blocks from the field; a game over occurs when any of the stacks crosses the black line drawn across the top of the play field.[3]

Yoshi To eliminate a block from the top of a stack, it must come in contact with a falling monster that matches it. For example, if a Goomba falls directly onto a Goomba block, both will be removed. The player controls Mario, who resides below the playing field and has the ability to swap the positions of any two adjacent stacks at a time. Thus, the player is required to switch around the stacks to ensure that the monsters fall into the correct places. Points are awarded for each set of monsters that are eliminated.[3] In addition to the four different types of monsters, two halves of a Yoshi eggshell will also fall. The bottom eggshell half behaves like a monster: it disappears when it comes into contact with another bottom half. However, if a falling top half comes into contact with a bottom half, the two will join and hatch a Yoshi, earning the player bonus points. Furthermore, if a stack of monsters grows atop a bottom half and a top half is then added, all monsters between the halves will be encased and eliminated. Larger Yoshi characters will hatch depending on the number of monsters encased, which also increases the number of bonus points awarded.[3] If a falling top half does not have any bottom half to join to in the stack it touches, it is automatically removed and no points are awarded.

277

Game modes
The single-player mode has two variations: A-Type and B-Type. In A-Type, the game is played indefinitely until the player receives a game over. In B-Type, the player plays a series of levels in which the player is required to completely clear the playing field of all the blocks. The initial number of blocks inside the playing field grows as the player progresses. In multiplayer mode, a second player controls Luigi. The two players play simultaneously in separate playing fields using the traditional rules. A player wins the match by clearing all the blocks in the field or when the other receives a game over; the first player to win three matches wins overall.[3]

Reception
Reception Review scores
Publication Allgame GameSpot IGN N-Force 5/10 (VC) 5/10 (VC) 4/5 [7] Score [4] [5] [6]

Yoshi received generally negative reviews, with common criticism directed towards its perceived repetitive gameplay and dependence on luck, which led to short replay value. Brett Alan Weiss of Allgame called Yoshi a "surprisingly dull game," noting that while the game's controls are unique, "the novelty wears off after a while."[4] Reviews of Yoshi's Virtual Console release in 2007 were also critical. Both Frank Provo of GameSpot and Lucas M. Thomas of IGN rated Yoshi 5 out of 10. Thomas regarded the gameplay as "slow" and the controls "cumbersome," and concluded that the game is a "beginner's puzzler, holding little appeal for experienced players".[6] While Provo complimented both the game's graphics and music, he stated that the gameplay didn't involve much strategy, inciting little reason to play more than a few minutes.[5] Nintendo Life felt that Yoshi was "uninspired", rating the game 4 out of 10.[8] Several websites that covered recent Virtual Console releases recommended that players refrain from purchasing Yoshi. Nintendo World Report stated that "there's too much luck and chance in the game to make playing it satisfying,"[9] and Joystiq also stated that "while [the gameplay is] admittedly a pretty interesting way to spend an afternoon, it still feels like kind of a ripoff."[10] Jeremy Parish of 1UP.com stated that the gameplay in Yoshi was "not

Yoshi enough to justify the asking price [of 500 points],"[11] though he later stated that, compared to the "uninspired" Yoshi's Cookie, Yoshi was "decent and actually had some relationship to the Mario series."[12] Not all reception of Yoshi was negative. The Europress gaming magazine N-Force stated in a preview for the game in its September 1992 issue that "basically [the game] is great. The fun of Tetris, but with colour and sound effects. Just as hard, maybe harder definitely just as addictive."[13] It later rated the game 4 out of 5 in the Buyers' Guide for its January 1993 issue, summarizing that "Yoshi is great fun. Gameplay's nothing new Tetris all over again! Graphics are a treat. Lots of fun in short bursts."[7]

278

References
[1] Peterson, Helen (November 15, 1999). "King of Craze Too Shy For Spotlight Pifather Is an Introvert" (http:/ / www. nydailynews. com/ archives/ news/ 1999/ 11/ 15/ 1999-11-15_king_of_craze_too_shy_for_sp. html). Daily News (Mortimer Zuckerman). . Retrieved January 28, 2010. [2] Thomas, Lucas M. (August 3, 2011). "Nintendo 3DS Ambassadors, Behold Your Final Five NES Rewards DS Feature at IGN" (http:/ / ds. ign. com/ articles/ 119/ 1191508p1. html). . [3] Yoshi Instruction Booklet. Nintendo. 1992. NES-YM-USA. [4] Weiss, Brett Alan. "Yoshi Review" (http:/ / www. allgame. com/ game. php?id=13886& tab=review). Allgame. . Retrieved September 9, 2011. [5] Provo, Frank (July 26, 2007). "Yoshi" (http:/ / www. gamespot. com/ wii/ puzzle/ yoshi/ review. html?sid=6175705). GameSpot. . [6] Thomas, Lucas (July 17, 2007). "Yoshi Review" (http:/ / wii. ign. com/ articles/ 805/ 805744p1. html). IGN. . [7] "Christmas Crackers!". N-Force (Europress) (7): 64. January 1993. [8] Calvert, Darren (May 17, 2007). "Yoshi (Wii Virtual Console/NES) Review" (http:/ / vc. nintendolife. com/ reviews/ 2007/ 05/ yoshi_virtual_console). Nintendo Life. . [9] Rodriguez, Steven (July 10, 2007). "Virtual Console Mondays: July 9, 2007" (http:/ / www. nintendoworldreport. com/ recommendations/ 13828). Nintendo World Report. . Retrieved September 9, 2011. [10] McElroy, Justin (July 9, 2007). "Mach Rider, Yoshi and Air "Zonk" appear on Virtual Console" (http:/ / www. joystiq. com/ 2007/ 07/ 09/ mach-rider-yoshi-and-air-zonk-appear-on-virtual-console/ ). Joystiq. . Retrieved September 12, 2011. [11] Parish, Jeremy (July 23, 2007). "Retro Roundup 7/23: Paper Mario, Kirby, Zonk, Shining Force" (http:/ / www. 1up. com/ news/ retro-roundup-723). 1UP.com. . [12] Parish, Jeremy (April 8, 2008). "Retro Roundup 4/8: Yoshi's Cookie and Bases Loaded" (http:/ / www. 1up. com/ news/ retro-roundup-48). 1UP.com. . [13] "Pre-Play! NES Yoshi". N-Force (Europress) (3): 2829. September 1992.

External links
Yoshi (http://www.nindb.net/game/yoshi.html) at NinDB (http://www.nindb.net)

Yoshi's Cookie

279

Yoshi's Cookie
Yoshi's Cookie
SNES version
Developer(s) Nintendo R&D1 (NES, Game Boy) [1] Bullet-Proof Software (SNES) Nintendo Shigeru Miyamoto Akira Nobuya Noriko Tsutomu Yoshi/Mario NES, SNES, Game Boy, Virtual Console

Publisher(s) Designer(s) Composer(s) Series Platform(s)

Releasedate(s) NES, Game Boy[2][3]



JP

November 21, 1992 April 1993 EU April 28, 1993


NA

SNES

JP NA

[4]

July 9, 1993 June 1993 EU 1993


[5]
JP

Virtual Console

NA

June 10, 2008 April 7, 2008 EU April 4, 2008

Genre(s) Mode(s)

Puzzle Single player Multiplayer

Yoshi's Cookie ( Yossh no Kukk) is a tile-matching puzzle video game developed and published by Nintendo for the Nintendo Entertainment System, Game Boy, and SNES. The NES version was re-released for the Virtual Console in 2008.

Overview
The object of the game is for Mario to mix and match the cookies. The player controls a cursor which can be used to slide rows of a single "square" of individual cookies in a method similar to a Rubik's Cube. The objective is to create lines of matching cookies, which are then cleared off the screen (then eaten by a hungry Yoshi waiting in the bottom left corner). In adventure mode the objective is just to last as long as possible, while in puzzle mode the screen must be cleared in a minimum number of moves. The Super NES version of Yoshi's Cookie slightly changed Yoshi's appearance compared to his sprites in Super Mario World. The appearance in Cookie features a bigger head and shorter neck. This look was next seen in Super Mario World 2: Yoshi's Island and Yoshi's Story. The SNES version also reused some of the sprites (namely Mario's) and backgrounds from Super Mario World, as well as from Yoshi's Island, which was released after the SNES version of the game. The game has an "adventure mode" where the player controls Yoshi on a map.

Yoshi's Cookie

280

Development
Bullet-Proof Software began development of the game as a Super NES title called "Hermetica". At some point during development, Nintendo bought the copyrights for 8-bit development and BPS retained the 16-bit rights. [6] Nintendo licensed the Mario characters and Super Mario World graphics to BPS, and BPS published the Super NES version in 1993.

Release
There were multiple versions of the game released. Nintendo R&D1 developed the Famicom (NES), and Game Boy versions, and released them in 1992. Both versions, along with BPS' SNES version, were released in North America in 1993. The game was released the following year in Europe.

Legacy
Yoshi's Cookie is also a backdrop for Puzzle Mode in Tetris DS[7] and a battle stage in Mario Kart: Double Dash!! (named Cookie Land). As of October 2010 a copy of a special, limited edition of the game costs 157,500 yen, approximately $1,924 USD.[8]

Re-releases
Yoshi's Cookie was also available on the Nintendo GameCube game Nintendo Puzzle Collection, featured along with Dr. Mario and Panel de Pon (aka Tetris Attack, Pokmon Puzzle League or Puzzle League overseas).[9] National, a brand of Panasonic, released 500 copies of a special version of Yoshi's Cookie, titled Yoshi's Cookie Kuruppon Oven de Cookie ( ), which celebrated the release of the Kuruppon Oven. The Game & Watch Gallery 3 released for the Game Boy Color in 2003, Yoshi's Cookie gets referenced. For the modern version of Egg, the game was redesigned to a Yoshi's Cookie look. The NES version of Yoshi's Cookie was rereleased for the Wii's Virtual Console service on April 4, 2008 in Europe and Australia, and on April 7, 2008 in North America.[10]

References
[1] http:/ / vc. nintendolife. com/ games/ nes/ yoshis_cookie [2] "Yoshi's Cookie for NES" (http:/ / www. gamespot. com/ nes/ puzzle/ yoshinocookie/ similar. html?mode=versions). GameSpot. . Retrieved 2011-02-17. [3] "Yoshi's Cookie for Game Boy" (http:/ / www. gamespot. com/ gameboy/ puzzle/ yoshinocookie/ similar. html?mode=versions). GameSpot. . Retrieved 2011-02-17. [4] "Yoshi's Cookie for SNES - Technical Information, Game Information, Technical Support" (http:/ / www. gamespot. com/ snes/ puzzle/ yoshinocookie/ tech_info. html?tag=tabs;summary). GameSpot. . Retrieved 2011-02-17. [5] "Yoshi's Cookie for Wii" (http:/ / www. gamespot. com/ wii/ puzzle/ yoshinocookie/ similar. html?mode=versions). GameSpot. . Retrieved 2011-02-17. [6] Nintendo Power - Pak Watch, Volume 47 (April 1993), page 109 [7] Press The Buttons: Tetris DS Has Retro Flair (http:/ / www. pressthebuttons. com/ 2006/ 02/ tetris_ds_has_r. html) [8] Kohler, Chris. " Yoshi's Cookie Kuruppon Oven de Cookie (http:/ / www. wired. com/ gamelife/ 2010/ 10/ expensive-games-tokyo/ ?pid=441)." Wired. October 14, 2010. Retrieved on October 14, 2010. [9] "Nintendo Puzzle Collection for GameCube" (http:/ / www. gamespot. com/ gamecube/ puzzle/ puzzlecollection/ index. html?tag=result;title;2). GameSpot. . Retrieved 2011-02-17. [10] "Yoshi's Cookie and Bases Loaded Now Available on Wii Shop Channel!" (http:/ / www. nintendo. com/ whatsnew/ detail/ ErigqKJHFZLWwQBQI0NhtpG8OE5rD9zM). Nintendo of America. 2008-04-07. . Retrieved 2008-04-08.

Yoshi's Cookie

281

External links
Official Nintendo Japan Yoshi's Cookie Game Boy site (http://www.nintendo.co.jp/n02/dmg/cij/index.html)
(Japanese)

Yoshi's Cookie (http://www.nindb.net/game/yoshis-cookie.html) at NinDB (http://www.nindb.net/) Yoshi's Cookie (SNES) (http://www.gamefaqs.com/588876) at GameFAQs

Yoshi's Safari

282

Yoshi's Safari
Yoshi's Safari Yoshi's Road Hunting
Cover art of Yoshi's Safari (European/PAL version)
Developer(s) Publisher(s) Distributor(s) Director(s) Producer(s) Series Platform(s) Releasedate(s) Nintendo R&D1 Nintendo Nintendo Satoru Iwata Shigeru Miyamoto Yoshi/Mario Super NES/Super Famicom

JP

July 14, 1993 September 1993 PAL 1993


NA

Genre(s) Mode(s) Media/distribution

First-person rail shooter Single player Multiplayer Cartridge

Yoshi's Safari, known in Japan as Yoshi's Road Hunting ( Yossh no Rdo Hantingu) is a video game made for the Super NES in 1993.[1] Yoshi's Safari takes advantage of the Super Nintendo's mode 7 capability, which allows backgrounds to be transformed by rotating or stretching it.

Gameplay
In this game, Mario and Yoshi have to save King Fret and his son Prince Pine of Jewellery Land from Bowser and his Koopalings. Unlike most Mario games, it is a rail shooter, with support for the Super Scope light gun. The game is played from the perspective of Mario, riding on Yoshi's back. Yoshi's head is always visible, and accidentally shooting at him causes a loss of health and he turns to give the player a dirty look. The Super Scope can be fired automatically, which quickly drains power. The RPM of the Super Scope would decrease when its Power Meter was close to empty. When completely empty, it will continue firing but only one shot at a time if the Fire Button was still held down, signifying that the player needs to release the fire button and let it recharge. There are two fire flowers in the game, and collecting them increased the amount of time that the scope could shoot before needing to recharge. Yoshi's Safari puts emphasis on platforming, and at times, it is imperative to jump (via the cursor button) in order to avoid some obstacles. Also, there are branching paths that lead to different enemies, mini-bosses, or prizes, though they always end in the same main road, which leads to a boss. The bosses can be the Koopalings, with some of them piloting mechs; bigger versions of normal enemies (such as a big Magikoopa or the Big Boo); or Bowser himself, wearing a suit of armor equipped with two gun-hands and a devastating energy cannon located in the stomach. At the end of the game, a code for a harder game is given to use at the title screen. This not only changes the colors of the levels, but it also makes the bosses harder and changes the text of the story scenes to say that the events of the story are repeating themselves.

Yoshi's Safari

283

Legacy
Although not a regular Mario game, Yoshi's Safari contained a few milestones seen to be notable. For one thing, this is the first game where Princess Peach is referred to by that name in the North American release, predating Super Mario 64 which popularized it. Secondly, this game contains an individual Magikoopa boss, which may have been the inspiration behind the Kamek character. This game also marked the last appearance of the Koopalings in an official Nintendo game until Mario & Luigi: Superstar Saga, released in 2003. Yoshi's Safari is also the first and only dedicated shooting game that Mario has starred in.

References
[1] Nintendo's Complete SNES Games List (PDF) (http:/ / www. nintendo. com/ consumer/ gameslist/ manuals/ snes_games. pdf)

External links
Official Nintendo Japan Yoshi's Road Hunting site (http://www.nintendo.co.jp/n02/shvc/rh/index.html) Yoshi's Safari (http://www.mobygames.com/game/yoshis-safari) at MobyGames Yoshi Safari (http://www.gamefaqs.com/snes/588877-yoshis-safari/data) at GameFAQs

Tetris Attack

284

Tetris Attack
Tetris Attack
Developer(s) Publisher(s) Platform(s) Intelligent Systems Nintendo R&D1 Nintendo Super Nintendo Entertainment System Game Boy SNES

JP

Releasedate(s)

November 3, 1996 August 1996 EU November 28, 1996


NA JP

Game Boy

October 26, 1996 August 1996 EU November 28, 1996


NA JP

Satellaview

June 30, 2000

Genre(s) Mode(s) Rating(s)

Puzzle Single player Multiplayer ESRB: Kids to Adults (K-A)

Media/distribution 8-megabit cartridge

Tetris Attack is a puzzle video game developed by Intelligent Systems and published by Nintendo for the Super Nintendo Entertainment System home video game console and Game Boy handheld game console. It is part of the Puzzle League series and is a direct port of the Japanese game Panel de Pon, rebranded to use characters and settings from Super Mario World 2: Yoshi's Island. A Japanese version of this rebranded title, Yoshi no Panepon ( lit. "Yoshi's Panepon"), was released in Japan for the Satellaview satellite modem service. Despite using the Tetris name, this game bears almost no resemblance to its Russian namesake. This has led Henk Rogers of The Tetris Company to remark that he regrets granting permission to Nintendo to use the name.[1]

Story
The game's single-player story mode takes place in the world of Yoshi's Island, where Bowser and his minions have cursed all of Yoshi's friends. Playing as Yoshi, the player must defeat each of his friends in order to remove the curse. Once all friends have been freed, the game proceeds to a series of Bowser's minions, and then to Bowser himself. During these final matches, the player can select Yoshi or any of his friends to play out the stage.

Gameplay
In Tetris Attack, the player is presented with a playfield consisting of a virtual grid of squares, each of which can be occupied by a colored block. Blocks are stacked on top of one another and rise steadily toward the top of the playfield, with new blocks being added at the bottom. The player must arrange blocks in horizontal or vertical lines of three or more matching colors by swapping blocks horizontally two at a time. As matching lines are formed, the

Tetris Attack blocks are cleared from the screen and any blocks above them fall into the gaps. The game is over when the blocks touch the top of the playfield, or another game-ending condition is met (such as reaching a time limit or clearing blocks below a set line). Clearing more than three tiles in a single move scores a Combo, while Chains are scored when falling blocks from one clear cause another clear to occur. Both of these events score extra bonus points, and in multiplayer Versus games, these also send "garbage blocks" to the other player's playfield. Tetris Attack provides several single-player modes. Story Mode takes the player through the game's main plot, pitting the player against a series of foes in a head-to-head match. The objective is to cause the computer-controlled player to lose. In Endless Mode, the player is challenged to play as long as possible with a continuously rising stack of blocks, which increases in speed over time. Timed Mode challenges the player to score as many points as possible within a two-minute time limit, and Stage Clear mode takes the player through a series of stages in which the objective is to clear blocks below a set line. A Puzzle Mode is also provided, which presents the player with a number of puzzles where he or she must clear all of the blocks in a set number of moves (Blocks do not rise in this mode). In addition to the game's single-player modes, Tetris Attack also provides several multiplayer modes that are essentially two-player variants of the single-player modes. One or both human players may be substituted with a computer-controlled player with a selectable difficulty level.

285

Differences from Panel de Pon


Aside from several new tracks based on Super Mario World 2: Yoshi's Island, all of the in-game music in Tetris Attack remains unchanged from Panel de Pon. The Tetris Attack title theme is an arrangement of the title theme for Yoshi's Island, and Yoshi's theme and the Game Over screen are both arrangements of the Story Music Box theme from the same game. The original Panel de Pon tracks that were replaced are still present in the ROM code, and are accessible within the game's music test mode in the options screen, but were unused in the game itself. The original Panel de Pon soundtrack was scored by Masaya Kuzume. The music tracks from Yoshi's Island were arranged by Fire Emblem composer Yuka Tsujiyoko. The demo theme is "Lip's Theme", which would later be remixed for Super Smash Bros. Brawl. Tetris Attack uses punctuation marks in passwords, but Panel de Pon does not. Unlike Tetris Attack, Panel de Pon does not offer the opportunity to enter passwords in single-player versus mode. Additionally, Tetris Attack introduces a cheat code to the single-player versus menu that allows the player to unlock the game's bosses as playable characters. Also, the AI characters in Tetris Attack are more advanced at the higher difficulties than in Panel de Pon.

Reception
Tetris Attack was met with very positive reviews, earning a 90% average rating on Gamerankings.[2] GamesRadar listed it 87th on their list of "The 100 best games of all time", stating "you havent lived until youve played TA two-player and dropped an immensely satisfying five line garbage block on your opponent."[3]

References
[1] Ben PerLee. E3 09: Tetris CEO regrets Tetris Attack! (http:/ / www. destructoid. com/ e3-09-tetris-ceo-regrets-tetris-attack--134733. phtml) Destructoid.com. June 3, 2009. Accessed on June 20, 2009. [2] http:/ / www. gamerankings. com/ snes/ 588787-tetris-attack/ index. html [3] "The 100 best games of all time" (http:/ / www. gamesradar. com/ f/ the-100-best-games-of-all-time/ a-20110330182119708031/ p-2). GamesRadar. Mar 31, 2011. . Retrieved 2011-04-14.

Tetris Attack

286

External links
Tetris Attack (http://www.mobygames.com/game/tetris-attack) at MobyGames Tetris Attack (http://www.gamefaqs.com/588787) at GameFAQs Panel de Pon series (http://www.nindb.net/series/panel-de-pon.html) at NinDB (http://www.nindb.net) American Dr. Mario & Puzzle League website (http://www.puzzleleague.com/)

Super Mario World 2: Yoshi's Island


Super Mario World 2: Yoshi's Island
North American box art
Developer(s) Publisher(s) Director(s) Nintendo EAD Nintendo Takashi Tezuka Toshihiko Nakago Shigefumi Hino Hideki Konno Shigeru Miyamoto Koji Kondo Super Mario, Yoshi Original version: Super Nintendo Entertainment System Super Mario Advance 3: Game Boy Advance, Virtual Console

Producer(s) Composer(s) Series Platform(s)

Releasedate(s) SNES

JP

August 5, 1995 October 4, 1995 EU October 6, 1995


NA JP

Game Boy Advance


September 20, 2002 September 24, 2002 [1] October 4, 2002

NA

AUS EU

October 11, 2002

Virtual Console (GBA Version)



JP NA EU

December 16, 2011 December 16, 2011 December 16, 2011

Genre(s) Mode(s) Rating(s)

Platforming Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Super Mario World 2: Yoshi's Island, originally released as Super Mario: Yoshi Island ( Sp Mario: Yossh Airando) in Japan,[2] is a platform video game developed and published by Nintendo for the SNES console. Despite its title, this game serves as a prequel to all other games within

Super Mario World 2: Yoshi's Island the established Mario Bros timeline. While featuring Nintendo's trademark Mario character, the game's graphics and gameplay differed from all previous Mario games in that players control various Yoshi dinosaurs rather than Mario himself, who appears as a helpless infant. Yoshi's Island was released on August 5, 1995 in Japan, October 4, 1995 in North America and October 6, 1995 in Europe. A port was made for the Game Boy Advance as Yoshi's Island: Super Mario Advance 3. The original version has yet to be announced to be ported for the Virtual Console. A sequel for the Nintendo DS, Yoshi's Island DS, was released in 2006. Yoshi's Island was released to overwhemingly positive reviews, selling about 4,000,000 copies after release.

287

Gameplay
The main goal for each level of Yoshi's Island is to reach that level's end with Baby Mario safely on Yoshi's back. Baby Mario is then transferred to the back of a differently-colored Yoshi, who will carry him through the next level. Between levels, players are presented with the map screen, which allows them to select the next level, or replay previous ones for a better score. There are enemies and obstacles that endanger Yoshi and Baby Mario on each stage. If Yoshi is struck by an enemy, Baby Mario will be sprung from Yoshi's back and float around in a bubble crying while a timer counts down; if Yoshi does not reunite with Baby Mario before the timer reaches 0, Baby Bowser's minions will fly on screen and kidnap him, ending the level and reducing the player's chances to retry by one. The gameplay of Yoshi's Island bears some superficial similarities to other games in the Mario series, such as the ability to defeat (some) enemies by jumping on them, keys required to open doors in castle levels, and a generally linear level structure. However, aside from these and a few other minor similarities, its gameplay is considerably different. Yoshi's main mode of attack is using his tongue to pull his foes into his mouth, either to spit them out or swallow them to create eggs, which can be used as projectile weapons. The game also has more of a focus on puzzle solving; for example, one level might require a player to enter a cave from a different opening in order to find the right path. The game's levels do not have a countdown timer, as previous Mario games had, allowing players to take as much time as is needed to solve a puzzle without penalty. Power-ups are not commonplace in Yoshi's Island, and are only occasionally found in specific places in certain levels. One power-up, similar to the Starman from previous Mario games, turns Baby Mario into "Super Baby Mario", making him invincible and fast enough on his own two feet to run directly up walls, all while protecting Yoshi inside of a large egg. Like the Starman power, the effects are temporary and wear off relatively quickly. Yoshi also has the ability, at various points in the game, to transform into different vehicles, such as a car or helicopter. The vehicle transformations are temporary as well. At the end of each level, the player is scored on a scale of 1-100, with 100 being a perfect score. Unlike other games in the Mario series that allow a player to "warp" ahead to higher levels, Yoshi's Island is the first game in the series that requires the player to complete all 48 regular stages linearly to finish the game. In addition to these, there are six bonus levelsone for each world, which are unlocked by achieving perfect scores on all eight of that world's levels.

Plot
While a stork carries two babies across the sea, the evil Magikoopa Kamek emerges, and attempts to steal both of the babies. Kamek manages to grab Baby Luigi, but Baby Mario falls onto an island in the middle of the sea, called Yoshi's Island, home to all Yoshis. He lands on a green Yoshi, who was apparently taking a walk. The Yoshi clan, accompanying Baby Mario, must journey through the game's six worlds to rescue Baby Luigi and free the stork from Baby Bowser and Kamek. Throughout the game, Kamek tries to stop Yoshi by dispatching his minions all across the island and by using magic spells to transform normal enemies into more powerful creatures that further impede Yoshi's progess.

Super Mario World 2: Yoshi's Island When Yoshi finally reaches Bowser's Castle, Kamek demands that Yoshi gives back Baby Mario. Suddenly, Baby Bowser wakes up and attempts to ride Yoshi, but Yoshi fights Baby Bowser until the latter becomes unconscious. Kamek then uses his magic to enlarge Baby Bowser to a gigantic size, destroying most of the castle in the process. After being defeated by Yoshi, Baby Bowser is reverted to his normal size and faints. Kamek is horrified and vows to return before flying off with Baby Bowser towards the moon. Yoshi then frees the captured stork and Baby Luigi. The stork flies the reunited twins far away to the Mushroom Kingdom where their parents live. At dawn, the couple emerges from their mushroom-shaped home to see the pair of infants on their porch.

288

Development
The game uses the Super FX 2 microchip to create sprite scaling, polygon effects, and pre-32-bit computer effects called "Morphmation" (in American commercials) that are relatively advanced for an SNES game (a preliminary version of the boxart featured the Super FX 2 logo). The game's unique graphical style is said to have resulted from a conflict with Nintendo's internal evaluation committee; impressed by the recently released Donkey Kong Country, which sported pre-rendered graphics, they ordered the game's producer, Shigeru Miyamoto, to move the visuals in this direction.[3] Miyamoto altered the graphics to look as if they had been drawn with crayons and felt-pens, making them more cartoonish, and resubmitted it to the evaluation committee, who passed the game.[4] At one point the game even draws inspiration from Vincent van Gogh's painting The Starry Night. Some of the cut scenes do, however, show pre-rendered graphics, done in a rather different form that looks more like the gameplay graphics. Eventually the sequel, Yoshi's Story made full use of digitized 2D graphics of high resolution 3D models like Donkey Kong Country did.

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic 95% (SNES) Score [5] 89.52% (GBA) [7] [6]

91/100 (GBA)

Review scores
Publication Allgame Eurogamer Famitsu GamePro GameSpot GameSpy IGN Score (SNES) [8] [10] [11] [6] (GBA) [9]

9/10 (GBA)

31/40 (GBA) 4.5/5 (SNES) [5]

5/5 (GBA) [12]

9.2/10 (GBA)

(GBA) 9.4/10 (GBA)

[13]

[14]

The game received overwhelming praise from critics. Electronic Gaming Monthly gave Yoshi's Island its award for Best Action Game of 1995.[15] GamePro gave the game a 4.5/5 rating.[5] GameRankings.com gives Yoshi's Island a composite review score of 95%, based on five reviews.[5] Yoshi's Island sold about four million copies.[16] The game

Super Mario World 2: Yoshi's Island placed 22nd in Official Nintendo Magazine's 100 greatest Nintendo games of all time.[17] Next Generation Magazine called it the "high-water mark in 2D gaming." The game has garnered a huge cult following since its release. Yoshi's Island has often appeared on lists of "greatest games of all time." Yoshi's Island also proved to be a critical and commercial hit in its Game Boy Advance version, Yoshi's Island: Super Mario Advance 3, which was released in 2002.[18]

289

Impact
Yoshi's Island, the location of Super Mario World 2's action, is used as the backdrop for the SNES and Game Boy puzzle game Tetris Attack. Several of Yoshi's moves that debuted in Super Mario World 2 appeared again in later games. These include the Egg Throw, which has been used by Yoshi in the Super Smash Bros. series, the Flutter Kick, which has been used by him in later Mario games, and the Ground Pound. In Super Smash Bros. Brawl, a stage heavily based on the version of Yoshi's Island portrayed in Super Mario World 2 was featured.

Sequels and spin-offs


The semi-sequel Yoshi's Story was released for the Nintendo 64 and featured similar gameplay, but is generally considered to be of a lower quality.[19] The series has seen two spin-offs: Yoshi Touch & Go for the Nintendo DS and Yoshi's Topsy-Turvy for the Game Boy Advance. While unrelated in basic gameplay, the characters and graphical style are heavily based on those of Yoshi's Island. Yoshi's Island DS, released on November 13, 2006 for the Nintendo DS, is the most direct sequel and incorporates many of the same gameplay aspects. Unlike Yoshi's Island, it now also features Princess Peach, Donkey Kong, Bowser, and Wario joining Mario as babies.

Remakes and rereleases


The original version of the game has not been released on the Wii Virtual Console, but Nintendo has engaged with remakes of the title.

Game Boy Advance version


Super Mario World 2: Yoshi's Island was ported by Nintendo Entertainment Analysis and Development to the Game Boy Advance as Yoshi's Island: Super Mario Advance 3 with added features.[20] The game featured no changes to its basic formula besides that voice samples from Yoshi's Story were used. There were two major additions, however: six new levels called "Secret levels" could be unlocked after beating the game,[21] and the Mario Bros. mini-game that appeared on all the Super Mario Advance series. If a player completes the game and gets 100 points on all 60 levels in the game, a secret ending will occur.[22] Like its two predecessors, Super Mario Advance 3 had generally positive reviews. It sold 1.6 million copies in the US and was re-released in 2006 as a Player's Choice title. The Game Boy Advance version was included in the list of other Game Boy Advance games (and NES games) for the 3DS Ambassador Program, an initiative from Nintendo thanking the early adopters of the Nintendo 3DS after its worldwide price drop in August 2011, in response to lower than anticipated sales figures.[23]

Super Mario World 2: Yoshi's Island

290

Nintendo 3DS version


At E3 2010, a tech demo titled "Classic Games" was unveiled, showing multiple Nintendo games being played on the Nintendo 3DS with enhanced 3D features. It was revealed by Reggie Fils Aime that these titles, specifically mentioning Yoshi's Island, Mario Bros., Super Mario Bros., Mega Man 2 and The Legend of Zelda will appear on the 3DS. "Nintendo of America president Reggie Fils-Aime said not to think of them as remakes." Shigeru Miyamoto said that these classics might be "using new features in the games that would take advantage of the 3DS' capabilities."[24]

References
[1] "Yoshi's Island: Super Mario Advance 3" (http:/ / web. archive. org/ web/ 20021205230354/ http:/ / nintendo. com. au/ gba/ games/ yoshisisland. php). Nintendo Australia. Archived from the original (http:/ / nintendo. com. au/ gba/ games/ yoshisisland. php) on 2002-12-05. . Retrieved 2010-03-03. [2] "SNES Cover Art" (http:/ / www. mobygames. com/ game/ snes/ super-mario-world-2-yoshis-island/ cover-art/ gameCoverId,20539/ ). MobyGames. . Retrieved 2008-05-18. [3] Kent, Steven. "The "Next" Generation (part 2)". The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. p.518. ISBN0-7615-3643-4. "When Shigeru Miyamoto first demonstrated the game to Nintendo's marketing department, it was rejected because it had Mario-related graphics rather than the waxy, pre-rendered graphics of Donkey Kong Country" [4] Kent, Steven. "The "Next" Generation (part 2)". The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. p.518. ISBN0-7615-3643-4. "Rather than change to an artistic style he did not like, Miyamoto made the game even more cartoon like, giving it a hand-drawn look. This second version was accepted." [5] "Super Mario World 2: Yoshi's Island" (http:/ / www. gamerankings. com/ htmlpages2/ 588740. asp). GameRankings.com. . Retrieved 2008-12-24. [6] "Yoshi's Island: Super Mario Advance 3" (http:/ / www. gamerankings. com/ gba/ 561566-yoshis-island-super-mario-advance-3/ index. html). GameRankings.com. . Retrieved 2011-07-16. [7] "Yoshi's Island: Super Mario Advance 3" (http:/ / apps. metacritic. com/ games/ platforms/ gba/ yoshisisland). Metacritic.com. . Retrieved 2011-07-16. [8] Miller, Skyler. "Super Mario World 2: Yoshi's Island" (http:/ / www. allgame. com/ game. php?id=2631& tab=review). allgame.com. . Retrieved 2011-07-16. [9] Marriott, Scott. "Yoshi's Island: Super Mario Advance 3" (http:/ / www. allgame. com/ game. php?id=39594& tab=review). allgame.com. . Retrieved 2011-07-16. [10] Bramwell, Tom (2002-10-07). "Yoshi's Island: Super Mario Advance 3 - Review" (http:/ / www. eurogamer. net/ articles/ r_yoshisisland_gba). Eurogamer.com. . Retrieved 2011-07-16. [11] - 3. Weekly Famitsu. No.915 Pt.2. Pg.123. 30 June 2006. [12] Kasavin, Greg (2002-10-01). "Yoshi's Island: Super Mario Advance 3" (http:/ / uk. gamespot. com/ gba/ action/ yoshisislandsuperma3/ review. html). GameSpot.com. . Retrieved 2011-07-16. [13] Williams, Bryn (2002-09-27). "Yoshi's Island: Super Mario Advance 3" (http:/ / uk. gba. gamespy. com/ gameboy-advance/ yoshis-island-super-mario-advance-3/ 538286p1. html). GameSpy.com. . Retrieved 2011-07-16. [14] Harris, Craig (2002-09-24). "Yoshi's Island: Super Mario Advance 3" (http:/ / uk. gameboy. ign. com/ articles/ 371/ 371999p1. html). IGN.com. . Retrieved 2011-07-16. [15] Electronic Gaming Monthly's Buyer's Guide. 1996. [16] "The Nintendo Years - Edge Online" (http:/ / www. next-gen. biz/ features/ nintendo-years). Edge: The Global Game Industry Network. . Retrieved 2008-12-24. [17] "40-21 ONM" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7276). ONM. . Retrieved 2009-02-24. [18] "Super Mario Advance 3: Yoshi's Island" (http:/ / gameboy. ign. com/ objects/ 482/ 482090. html). . Retrieved 2009-01-03. [19] "Yoshi's Story Review" (http:/ / ign64. ign. com/ articles/ 150/ 150563p1. html). IGN. . Retrieved 2008-06-20. [20] "Joining Nintendo After Super Mario" (http:/ / us. wii. com/ iwata_asks/ mario25th/ vol3_page1. jsp). Iwata Asks: Super Mario Bros. 25th Anniversary. Nintendo of America, Inc.. 2010-09-13. . Retrieved 2011-01-19. [21] (http:/ / www. nintendo. com/ gamemini?gameid=m-Game-0000-1282) Official Website - information is in the fifth paragraph [22] (http:/ / www. gamespot. com/ gba/ action/ yoshisislandsuperma3/ player_review. html?id=351870) Information in 16th (or second to last) paragraph [23] Anoop Gantayat (14 December 2011). "Game Boy Advance 3DS Ambassador Program Begins on Friday" (http:/ / andriasang. com/ comzcn/ gba_3ds_ambassador/ ). Andriasang. . [24] http:/ / www. kotaku. com. au/ 2010/ 06/ mega-man-2-yoshis-island-among-teased-3ds-sorta-remakes/

Super Mario World 2: Yoshi's Island

291

External links
Official Nintendo Japan Super Mario World 2: Yoshi's Island site (http://www.nintendo.co.jp/n02/shvc/yi/ index.html)

Yoshi's Story
Yoshi's Story
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Platformer Single-player

Nintendo EAD Nintendo Hideki Konno Takashi Tezuka Kazumi Totaka Nintendo 64, iQue Player, Virtual Console

ACB: G CERO: A ELSPA: 3+ ESRB: E

Yoshi's Story ( Yossh Sutr) is a side-scrolling platform game, published and developed by Nintendo for the Nintendo64. It was first released on December 21, 1997 in Japan; March 10, 1998 in North America; and May 10, 1998 in PAL regions.[1] It was later re-released on the Wii's Virtual Console service on September 17, 2007 in North America; October 26, 2007 in PAL regions; and October 30, 2007 in Japan.[2] Known as the sequel to the SNES title Super Mario World 2: Yoshi's Island, the game continues within the platform genre, presenting gameplay similar to its predecessor. However, Yoshi's Story turns in a more puzzle-oriented direction, with the aspect of challenge being foremost tied to the achievement of a high score by strategic means. Taking place within a pop-up storybook, the game features vivid pre-rendered 3D graphics, illustrating worlds that are crafted from different materials, such as cardboard, fabrics, plastic, and wood.

Synopsis
Living together in harmony at Yoshi's Island, the Yoshis are able to maintain a perpetual state of joy through the fruit-bearing Super Happy Tree. However, Baby Bowser becomes envious of this happiness, and casts a spell to transform the entire island into a pop-up storybook. In addition, he also steals the Super Happy Tree, further weakening the Yoshis and making them fall to gloom. While successful with his wicked deed, six eggs were yet able to survive the trial and hatch. Confused about the dismal state of their world, the baby Yoshis knew that something was amiss. And so, deciding to fight the gloom with cheer, they set out to retrieve the Super Happy Tree and restore happiness to the island.[3] On their way to Baby Bowser's castle, the Yoshis must progress through the six pages of the storybook, encountering six different areas of the island. While each page consists of four courses each, the path to Baby Bowser's castle will

Yoshi's Story only consist of one course per page. After progressing to the castle and completing one of the final courses, the Yoshi in play will face Baby Bowser in a final showdown. After beating the antagonist, a final narration will convey the story from each of the six pages and courses the Yoshis went through, finishing with the Yoshis standing together in joy, encircling the Super Happy Tree.

292

Gameplay
The player may choose between two different game modes from the game's main menu: Story Mode and Trial Mode. Upon entering either mode, the player will be able to select a course, find out which fruit will be the Lucky Fruit, and choose a Yoshi of desired colour to play as. However, Trial Mode will be void of courses to play at the start of the game, as these will have to be unlocked by completing them in Story Mode. On each course, the goal is to fill the Fruit Frame by eating 30 pieces of fruit.[3] These may be found in abundance throughout every course, lying around, floating in bubbles, and even carried by some enemies. The player may, as such, choose to eat everything they come across on their path. But this may also result in significant portions of the game being missed out, as the true depth of the gameplay lies in exploring every part of the courses. This is further supported by the puzzle element of the game, which suggests that the player applies strategy to achieve a high score. For instance, the player will gain more points from eating one kind of a fruit in a row, and even more so if the fruit is a Favourite Fruit or a Lucky Fruit (see Scoring points). In addition, valuable secrets are hidden throughout every course, that will contribute to summit the total score. In order to manage their way about the courses, the Yoshis can walk, run, jump, swim, crouch, push boxes, stomp enemies, eat fruit, collect items with their tongue, lay eggs by swallowing edible enemies, throw eggs, pound the ground, sniff, and perform flutter jumps.[3] If Yoshi runs into an enemy or a spiky obstacle along his path, petals are lost from the Smile Meter. The flower shaped meter has a total of eight petals, and indicates Yoshi's health, or mood. If petals are lost, they can easily be restored by swallowing enemies or eating fruit, keeping the player in a comfortable state of platforming. If Yoshi eats six pieces of the same fruit in a row, a Heart Fruit will come parachuting across the screen. By eating this special item, Yoshi will become Super Happy for a limited time, giving him special powers, including invincibility, infinite eggs, longer tongue, and improved flutter jumps. In addition, if Yoshi performs a ground pound when Super Happy, he can smash all bubbles visible on the screen, while Shy Guys will turn into Lucky Fruit, and peppers will turn into coins.[4] In contrast, should the Smile Meter be reduced to a frown, it will only take one hit before Yoshi collapses. If this happens, the Yoshi is captured by Toadies and brought to Baby Bowser's castle. However, if a Yoshi has been kidnapped, they can still be retrieved if the player succeeds at finding a white Shy Guy and completing the course with him. Notably, though, this character is only available in Story Mode, and can only be found if a Yoshi has been lost. The game will end if all the remaining Yoshis have been captured.[4] In addition to the six Yoshis that are available at the start of the game, the island is also the home of two additional Yoshis: black and white. In order to unlock them, the player must succeed at finding their eggs and carry them through the course. If the black or white egg is successfully rescued, the respective Yoshi will become available on the Yoshi select screen. However, the black and white Yoshis are exclusive to Story Mode, and can't be found or used in Trial Mode. Unlike the other Yoshis, the black and white Yoshis have certain superior abilities. For starters, they consider all fruit their Favourite Fruit, which in turn will be in favour to the player's score. In addition, the black and white Yoshis like peppers, and may swallow enemies that the other Yoshis would consider bitter, including black Shy Guys.[4] The black and white Yoshis also have more powerful eggs, that will set off a huge blast if the Yoshi is happy. If either black or white Yoshi is lost, they can only be retained by rescuing their egg again.

Yoshi's Story

293

Story Mode
For the full single-player experience, Story Mode contains the substance of the game. The courses are spread across six pages, containing four courses each. Being numbered from 1 to 4, the courses are sorted by difficulty, and the choice of which course to play is made individually for each page. However, while the first page will always display four courses, the following pages will initially be limited to only one course. In order to unlock the remaining courses on the following pages, the player must seek out and collect Special Hearts (not to be confused with Heart Fruit). Each course thereby has three collectible hearts, and the number of hearts collected will determine the number of additional courses that will be unlocked on the following page. For example, if the player collects two hearts during a course, they will be allowed to choose from course 1, 2 and 3 on the next page.[3] After finishing a course, a short narration sequence will follow before the page turns. The game will automatically be saved after a course has been completed, allowing the player to resume from the most recent page, while preserving their current score.[3] If all Yoshis are lost during play, the progress will reset as the game ends. Although, courses that were previously completed will still remain accessible in Trial Mode.

Trial Mode
Once a course has been cleared in Story Mode, it will become available for play in Trial Mode. This will also be signified in Story Mode by the colour of the numbered boxes on each page. That is, the courses which have been unlocked will be marked by a red box on its respective page, while the courses that still remain locked will be blue. With a rank chart for each course, Trial Mode is the place for players to hone their skills in collecting points and get a high score. There are multiple ways to increase one's score, the most casual being a melon quest. With this goal in mind, the player seeks to find and eat the 30 melons that are scattered across every course.[3] However, most of the melons are hidden and tied to various secrets. In addition, most of the courses also feature a mini game that will put seven melons at stake, further increasing the risk of failure, as the player must successfully win every piece.

Scoring points
In Yoshi's Story, Yoshi's Mood (not to be confused with the Smile Meter) corresponds to the player's score; this can be viewed on the pause screen.[3] When the player starts a new game, whether in Story Mode or Trial Mode, Yoshi's Mood will always be a minimum of 600 points, corresponding to 100 points for each of the six Yoshis in the group. If a Yoshi is lost, Yoshi's Mood will also be decreased by 100 points. As the player goes about the courses, points are yielded from eating fruit and defeating enemies. However, the amount of points a certain action will yield, will also depend on the Yoshi in play. For starters, each Yoshi has their own preferred Favourite Fruit, which will yield 3 points per piece. Remaining fruit will then yield 1 point per piece, with exception of the Lucky Fruit, which will always yield 8 points per piece. Melons, on the other hand, are favoured by all the Yoshis, and will yield 3 points per piece. Moreover, each melon collected will yield an additional 100 points, making it the most valuable fruit in the game.[3] The Yoshis also have different preferences when it comes to enemies. For instance, the light blue Yoshi will be in favour of swallowing blue Shy Guys, which in turn will yield 3 points, while any other colour variation of the enemy will only yield 1 point.[4] The player can also score bigger points by achieving multiplier bonuses. For instance, Yoshi will rather prefer to defeat his enemies by stomping or throwing eggs at them, which in turn will multiply the yielded score. In addition, the multiplier bonus can be further increased by defeating several enemies at once. For instance, if pink or red Yoshi hits two red Shy Guys in a row, either with an egg or by stomping them, the first Shy Guy will yield 3 points 2, while the second Shy Guy will yield 3 points 4. If the chain is longer, the third hit will multiply by 8, while additional hits will summit at 16.[3] Multiplier bonuses can also be applied to fruit. By eating two or more fruit of one kind in a row, the point(s) yielded per piece will be multiplied by the number of times the piece has been eaten in a row. For instance, when Yoshi eats 10 Lucky Fruit in a row, the 10th fruit will yield a score of 8 points 10, making a total score of 80 points for the

Yoshi's Story piece. Aside from bonuses, Poochy the dog will frequently be of assistance to the player, giving hints about secrets and hot spots along the courses. By sniffing out the right spots and performing a ground pound, Yoshi may uncover hidden melons and coins that will aid in boosting the player's score.[4] Poochy may also signify patterns that the player ought to look for across the course, or within a specific area.

294

Development
Originally titled Yoshi's Island 64, the game was developed by the Yoshi's Island team, directed by Hideki Konno and produced by Takashi Tezuka. With the first promotional video clip from the game being revealed at Shoshinkai in November 1996, Yoshi's Island 64 presented lush, colourful worlds of pre-rendered 3D graphics and polygonal animations, also demonstrating the Nintendo 64's ability to run 2D games.[5] The game's title was eventually changed to Yoshi's Story, being announced in August, 1997, with a release of promotional screenshots from upcoming games.[6] Shortly after, the game was also noted to be getting a memory expansion, extending from 96 to 128 megabits.[7] With the game's initial release hitting Japan on December 21, 1997, the international release was slightly delayed. With mixed reviews from the press, the game was noted to be too easy and little rewarding. Nintendo of America would thus demand the difficulty bar of the game to be raised. With extra time to polish the title, several changes were made to the international release, including graphical cleanup; the addition of white fences on cardboard courses; Egg Blocks with colours matching the Yoshi in play; new locations for some items; a slightly different ending when the player finishes a course with only melons; and additional secrets, including hidden coin formations that spell out letters. Furthermore, the updated version also added a save feature to Story Mode, allowing the player to continue the game from the last page reached.[8]

Purple and brown Yoshis


Since the game's release, the topic of additional unlockable Yoshis has been amongst the most controversial. While the black and white Yoshis are the only additional playable Yoshis presented in the game, a teaser trailer from an earlier stage of the game would reveal the presence of a brown and a purple Yoshi.[9] However, with the characters being absent from the final game, hoaxes began to spread about how to unlock them, while the brown Yoshi appeared to be misinterpret as golden.[10] Notably, the black Yoshi can also be spotted in the video clip, but there are no signs of the pink or white Yoshis, indicating that these characters did not exist at the time. Furthermore, the number of Yoshis presented in the video equals eight, which is also the total number of playable Yoshis in the final game, including the black and white Yoshis. This observation would thus suggest that the brown and purple Yoshis were eventually replaced by the pink and white Yoshis, while the black and white Yoshis were given special abilities and made unlockable.

Yoshi's voice
While the game's overall sound effects were designed by Hajime Wakai,[11] the palette of vocal expressions for Yoshi were recorded by Kazumi Totaka, making Yoshi's Story the first game to feature a voice for the dinosaur.[12] The recorded samples have since been constituting the official voice for Yoshi, making a second appearance in the 1999 title SuperSmashBros., to further be recycled in succeeding games that Yoshi appeared in. This trend was eventually interrupted in 2009 with the release of NewSuper Mario Bros. Wii, which used the original Yoshi cry as part of a homage to Super Mario World.[13] Also, for the 2010 Wii title Super Mario Galaxy 2, Yoshi's voice was re-recorded for the first time, ten years after the original samples were made.[14]

Yoshi's Story

295

Music
Aside from providing the voice for Yoshi, Kazumi Totaka is also the composer of the music in Yoshi's Story.[12] The game features an interactive soundtrack, where the music will change according to the high and low ends of Yoshi's mood. That is, if Yoshi is harmed to the point where the Smile Meter has no remaining petals, the music will sweep down to a lower pitch and tempo, reflecting his dreary mood. But if Yoshi eats a Heart Fruit and becomes Super Happy, the music will instantly switch to a rock version of the currently playing theme. Totaka has also hidden his 19-note signature melody in the game, which may be heard on the Trial Mode course select screen, after the background music has looped eight times.[15] Prior to the game's release, a promotional soundtrack was released in North America, titled Music to Pound the Ground To: Yoshi's Story Game Soundtrack. Published by The Original Shape CD, Inc., the 15 track CD had the characteristic trait of being shaped to outline the print on the disc, illustrating Yoshi's head. However, as an asymmetrically shaped CD, it raises compatibility issues with most non-portable CD players.[16][17] The soundtrack was later released in Japan on February 4, 1998, published by Pony Canyon. Titled Yoshi's Story Original Soundtrack ( Yossh Sutr Orijinaru Saundotorakku), the album was released as Vol. 5 in the national Nintendo Sound Series. With every score and fanfare from the game included on the disc, the release contained a total of 49 tracks, plus a final bonus track.[18] The third and last issue of the soundtrack, Love, Peace & Happiness: The Original Yoshi's Story Soundtrack, contained 28 tracks, and was released in Germany on April 9, 1998, published by Nintendo of Europe GmbH.[19] Notably, track titles vary between the different versions, whereas the North American release basically translates the Japanese titles, while the German release reinterprets most of them.

Track listings
Music to Pound the Ground To: Yoshi's Story Game Soundtrack [16]

Title

Length 1:16 2:54 3:26 2:35 2:15 2:06 2:24 2:16 2:08 2:06 1:23 0:32 2:03 1:24 3:36

1. Yoshi's Story 2. Yoshis on the Beach 3. Yoshi Curry 4. Yo-Yo-Yoshi 5. Yoshis and the Wind 6. Steal into the Tall Tower 7. Alpen Yoshi Music 8. Jungle Yoshi Fever 9. Yoshis in the Seabed 10. Yoshi Games 11. Yoshi's Disco 12. Page Medley 13. Baby Bowser Battle 14. Happiness 15. Yoshi's Tale

Yoshi's Story
[18]

296

Yoshi's Story Original Soundtrack

# 1. 2. 3. 4. 5. 6. Yo-Yo-Yoshi! 7. 8.

Japanese title

English translation Nintendo! Yoshi Story Yoshi's Song Yoshi on the Beach Yoshi Curry Yo-Yo-Yoshi! Yoshi Standing in the Wind Sneak into the Tall Tower Alpine Yoshi Music Come Again Yoshi Jungle Yoshi Fever Yoshi on the Seabed Pelican Yoshi Athletic Little Tough Guys Dub Master Minobon The Story's Beginning Page 1: Beginning Page 2: Trapped Page 3: Clouds Page 4: Jungle Page 5: Sea Page 6: The End 30 Fruit!! Yoshi's Mood Growing a Little Happier Again Into the Boss Room Boss Appears! Duel With the Boss Yoshi Victory! Yoshi Disco Baby Koopa's Castle The Riddle of Baby Koopa's Castle Baby Koopa Appears Duel with Baby Koopa Baby Koopa Strikes Back Yoshi's Victory! ~ Baby Koopa's Bluff

Length 0:04 1:15 2:51 2:54 3:26 2:34 2:15 2:07 2:25 3:25 2:16 2:07 2:05 0:54 0:42 0:07 0:28 0:31 0:33 0:39 0:47 0:33 0:12 1:05 0:36 0:12 0:28 1:45 0:18 1:23 2:37 1:22 0:47 2:02 1:15 0:53

9. 10. 11. 12. 13. 14. 15. 16. 17. 1 18. 2 19. 3 20. 4 21. 5 22. 6 23. 30 24. 25. 26. 27. 28. 29. ! 30. 31. 32. 33. 34. 35. 36.

Yoshi's Story

297
Baby Koopa Escapes Yoshi's Happiness Let's Try! Aim for the 7 Melons Goal!! Obtaining 7 Melons Falling Down Everyone is Gone Thank You White Hey-Ho Yoshi Room What is "Option"? Story of Yoshi Yoshi Staff Voice of the Yoshi Staff (Bonus Track) 0:15 1:24 0:44 0:42 0:07 0:42 0:16 0:19 0:13 1:04 0:37 3:37 1:29 7:29

37. 38. 39. 40. 7 41. 42. 7 43. 44. 45. 46. 47. 48. 49. 50.

Love, Peace & Happiness: The Original Yoshi's Story Soundtrack

[20]

Title

Length 0:05 1:15 2:51 2:54 3:26 2:35 2:15 2:07 2:25 3:25 2:15 2:08 2:05 0:53 0:42 0:07 0:28 0:31 0:33 0:39 0:47 0:33

1. We Love... 2. Yoshi's Story 3. Yoshi's Song 4. On the Beach 5. Curry in a Hurry 6. Yo-Yo-Yoshi 7. Love is in the Air 8. Tall Tower 9. Alpina Blue 10. Come Back to Me 11. Jungle Fever 12. Yoshis in the Wind 13. Games of Happiness 14. Tough Guys Don't Cry 15. Spider Swing 16. Yoshi's Story Interlude 17. The Story Begins 18. Heartbeat Caverns 19. The Summit 20. Alone in the Jungle 21. Mermaid's Tears 22. Grand Finale

Yoshi's Story

298
23. Baby Bowser's Lullaby 24. The Riddle 25. Let's Try It 26. Hard Times 27. Happy Together 28. Options of Love 2:37 1:22 1:44 0:41 1:04 0:37

Marketing and sales


According to the Japanese magazine Famitsu, Yoshi's Story sold 53,428 copies on the day of its release in Japan. As a result, it gained the number seven rank in Famitsu's top ten best-selling video games chart.[21] The game sold an additional 118,502 copies in the region by January 4, 1998, dropping to the number eight spot.[22] By the end of that year, Yoshi's Story sold a total of 618,789 copies in Japan, making it the 27th best-selling video game in the country in 1998.[23] Nintendo intended to release Yoshi's Story in North America by the 1997 holiday season, but the release was delayed until March 1998. A Nintendo official said that the delay was "based on us demanding A-plus quality."[24] Once the game was completed, Nintendo initially shipped 800,000 units from Japan to American retailers.[25] Retailers were concerned that there would be shortages (like there had been for GoldenEye 007), but a Nintendo official promised that the shipment would satisfy demand.[26] In an effort to promote the game in the U.S., Nintendo direct-mailed advertisements to recent console buyers; put advertisements in gaming and children's magazines; and aired a 30-second television advertisement on NBC, Fox Kids, Kids' WB and Nickelodeon during children's programming.[25][26] On March 7, 1998, Nintendo pre-launched the game in Lizard Lick, North Carolina; a town of 1,300 residents. The event featured tongue-themed contests for children, and video terminals that let people try out the game.[27] While Yoshi's Story was originally scheduled for a release by March 9, 1998, it was postponed due to El-Nio storms.[28] It was officially released the following day, on March 10, 1998, with a MSRP of US$59.95.[29] An article in Financial Times said that the late release, an inadequate supply, and distribution errors had led to poor sales for Yoshi's Story in the U.S. Within a month, the game was being discounted by more than 50%.[30] Even so, Yoshi's Story became a Player's Choice title on August 23, 1998, and its MSRP was reduced to US$39.95.[31] According to The NPD Group, Yoshi's Story was the 16th best selling video game in the U.S. in 1998.[32]

Critical reception
Reception Aggregate scores
Aggregator Score GameRankings 62.40% (based on 8 reviews)[33] Metacritic 65% (based on 8 reviews) [34]

Review scores
Publication Allgame GameSpot 5.3/10 Score [35] [36]

Yoshi's Story
[8]

299
IGN

7.0/10

Upon its initial release, critics were generally displeased with Yoshi's Story. As a spiritual and literal successor to Super Mario World 2: Yoshi's Island, the game was seen as being comparatively smaller in size and scope. Critics noted many disadvantages with the level design: there were only 24 courses in the game (in contrast to the 50+ courses of Yoshi's Island); each of them could be completed within minutes; and only six of them needed to be completed to clear Story Mode. The critics also disliked many other things about the game, such as the graphical details, the music, and the absence of vehicle morphing. Joe Fielder of GameSpot noted that Yoshi's Story "was obviously designed so that younger players could play through quickly and feel some sense of accomplishment", and called it "good for a rental at best."[36] GameSpot thereby rated the game a 5.3 for "Mediocre", while Allgame and Games Domain both awarded Yoshi's Story a 5 out of 10.[35] Amongst the few more positive reviews, IGN gave a score of 7.0 for "Good",[8] while Game Informer gave the game a "Very Good" score of 8.5 out of 10.[37] As of February 2012, Yoshi's Story maintains a metascore of 65 (out of 100) on the Metacritic website, and 62.40% on GameRankings, based on a total of 8 reviews each.[33][34] On September 17, 2007, Nintendo made the initial release of Yoshi's Story on the Wii's Virtual Console service. The game made second place in Virtual Console downloads on the week of its release, behind Super Mario Bros. However, the critics' reviews for the VC release of the game were lower than those of the N64 release. GameSpot gave the VC download a "Poor" score of 4.0; 1.3 points lower than the previous Nintendo 64 review. The updated review gave Yoshi's Story five demerits: "Derivative", "Shallow", "Short", "Stripped" and "Too Easy".[38] In IGN editor Lucas M. Thomas' review for the VC release, he gave it a 6.0 for "Okay", saying that the gameplay was "nonsensical" and "unengaging." Thomas commented that the game's "system of grocery-hunting was far and away removed from the style of play presented in the SNES Yoshi's Island, and far and away removed from that game's sense of fun." He also felt that the absence of Baby Mario and 50+ levels made the "premise [feel] disconnected. Boring." and that Yoshi's Story was "not the sequel to Yoshi's Island that it could have been."[39]

Game Boy Advance tech demo


When Nintendo first unveiled the Game Boy Advance to U.S. game developers in April 2000, one of the available demonstrations was a tech demo based on Yoshi's Story. It was specifically developed to show off the Game Boy Advance's graphical capacity, featuring an opening demo and one course. Taking advantage of the system's Mode 7 feature, the opening demo would render a scene with similarity to the title screen of Super Mario World 2: Yoshi's Island, displaying a seascape in perspective, rotating about an island resembling the shape of a Yoshi.[40] The succeeding playable course was based on the colourful cardboard theme of Yoshi's Story. However, the demo was significantly different in the aspect of gameplay. For instance, Yoshi was unable to use his tongue; nor could he throw eggs, in spite of being able to obtain them. Screenshots from the demo also show the presence of giant Shy Guys roaming the pathway; although, these were primarily designed to demonstrate system's advancement from the Game Boy Colour's 10-pixel sprite limit.[41][42] Although Nintendo published a promotional image showing the Game Boy Advance with the tech demo playing, it was never released as a complete game.[41]

Yoshi's Story

300

References
[1] "Yoshi's Story Pictures, Screenshots, Wallpapers - N64 -IGN" (http:/ / www. ign. com/ images/ games/ yoshis-story-n64-563/ 82468). IGN. Retrieved February 13, 2012. [2] "Virtual Console updated - Nintendo Wii Video Game News - PAL Gaming Network" (http:/ / palgn. com. au/ nintendo-wii/ 9285/ virtual-console-updated/ ). PAL Gaming Network. October 26, 2007. Retrieved February 14, 2012. [3] Yoshi's Story Instruction Booklet. NUS-P-NYS-NUK4. Nintendo, 1998. For introduction, see p. 5. For clearing courses, see p. 13. For Yoshi's abilities, see pp. 8-11. For Special Hearts, see p. 14. For saving the game, see p. 18. For 30 melons per course, see p. 13. For pause screen, see p. 15. For basic points from fruit, see p. 18. For enemy multiplier bonuses, see p. 18. [4] Yoshi's Story Official Player's Guide. Nintendo of America Inc. 1998. For Heart Fruit, see p. 9. For white Shy Guys, see p. 9 and 17. For black and white Yoshis, see pp. 16-17. For Favourite Foes, see p. 10. For Poochy, see p. 9. [5] "First Look at Yoshi 64 - N64 News at IGN" (http:/ / ign64. ign. com/ articles/ 060/ 060410p1. html). IGN. December 2, 1996. Retrieved April 5, 2012. [6] "Nintendo Unloads More Screen-Shots - N64 News at IGN" (http:/ / ign64. ign. com/ articles/ 061/ 061176p1. html). IGN. August 11, 1997. Retrieved April 5, 2012. [7] "Zelda 64 and Yoshi's Story Get Bigger" (http:/ / web. archive. org/ web/ 19971011204010/ http:/ / www. nintendo. com/ newsroom/ index. html). Nintendo of America Inc. 1997. Retrieved April 5, 2012. [8] Schneider, Peer (March 11, 1998). "Yoshi's Story - Nintendo 64 Review at IGN" (http:/ / ign64. ign. com/ articles/ 150/ 150563p1. html). IGN. Retrieved February 16, 2012. [9] "64DD.net | Games - N64 - Released - Yoshi's Story - Multimedia |" (http:/ / 64dd. net/ modules/ games/ index. php?system=n64& type=released& section=multimedia& id=382). 64DD.net. Retrieved April 5, 2012. [10] "Yoshi's Story cheats, codes, hints, FAQs: Nintendo 64" (http:/ / www. gamewinners. com/ n64/ YoshisStory. htm). GameWinners.com. Retrieved April 5, 2012. [11] "Game Music :: Hajime Wakai" (http:/ / www. squareenixmusic. com/ composers/ nintendo/ wakai. shtml). Square Enix Music Online. Retrieved May 17, 2012. [12] "Game Music :: Kazumi Totaka" (http:/ / www. squareenixmusic. com/ composers/ totaka/ index. shtml). Square Enix Music Online. Retrieved April 5, 2012. [13] Woodham, Cary (November 25, 2009). "Carys Koopa Kid Day Care" (http:/ / www. webcitation. org/ 66peRQ8Sa). GamerDad. Archived from original (http:/ / www. gamesanityblog. com/ 2009/ 11/ 25/ carys-koopa-kid-day-care/ ) on April 11, 2012. Retrieved April 11, 2012. [14] "Iwata Asks : Super Mario Galaxy 2 : That's Not My Yoshi!" (http:/ / www. webcitation. org/ 66plLjxgh). Nintendo of America Inc. Archived from original (http:/ / iwataasks. nintendo. com/ interviews/ #/ wii/ supermariogalaxy2/ 1/ 1) on April 11, 2012. Retrieved April 11, 2012. [15] "Kazumi Totaka's Song Guide | Nin DB" (http:/ / www. nindb. net/ feature/ totakas-song. html). Nin DB. Retrieved April 2, 2012. [16] "GameTrax.net - Album Image" (http:/ / gametrax. net/ albums/ 675310/ 675310aib. html). GameTrax.net. Retrieved April 2, 2012. [17] "Yoshi's Story Game Soundtrack Special Cut CD (05/18/2011)" (http:/ / www. webcitation. org/ 66cBR9ujt). WorthPoint. Archived from the original (http:/ / www. worthpoint. com/ worthopedia/ yoshis-story-game-soundtrack-special-153200562) on April 2, 2012. Retrieved April 2, 2012. [18] "PCCG-00438 | Yoshi's Story Original Soundtrack - VGMdb" (http:/ / vgmdb. net/ album/ 282). VGMdb. Retrieved April 2, 2012. [19] "GameTrax.net - Yoshi's Story Game Soundtrack" (http:/ / gametrax. net/ albums/ 675310/ index. html). GameTrax.net. Retrieved April 2, 2012. [20] "94033 | Love, Peace & Happiness The Original Yoshi... - VGMdb" (http:/ / vgmdb. net/ album/ 1886). VGMdb. Retrieved April 5, 2012. [21] "Yoshi Sells - N64 News at IGN" (http:/ / ign64. ign. com/ articles/ 061/ 061674p1. html). IGN. January 13, 1998. Retrieved April 5, 2012. [22] "Yoshi Stays Put - N64 News at IGN" (http:/ / ign64. ign. com/ articles/ 061/ 061691p1. html). IGN. January 16, 1998. Retrieved February 16, 2012. [23] "GEIMIN.NET / 1998 TOP100" (http:/ / geimin. net/ da/ db/ 1998_ne_fa/ index. php) (in Japanese). Geimin.net. Retrieved February 16, 2012. [24] Snider, Mike (August 29, 1997). "Nintendo games will miss holidays." USA Today. [25] "Nintendo Thinks 800,000 Yoshis Will Last Two Months." Multimedia Wire. March 18, 1998. [26] Sporich, Brett (March 2, 1998). "Unlike with 'GoldenEye,' Nintendo sees no shortage for 'Yoshi's Story.'" Video Business. [27] Barnett, Cynthia (March 8, 1998). "Town basks in publicity." The News & Observer. [28] "Yoshi a Little Late - N64 News at IGN" (http:/ / ign64. ign. com/ articles/ 061/ 061893p1. html). IGN. March 10, 1998. Retrieved February 16, 2012. [29] "Nintendo 64 unloads price breaks on seven games." The Kansas City Star. January 23, 1998. [30] Abrahams, Paul (October 17, 1998). "Nintendo's errors could well end up costing it the game." Financial Times. [31] "Nintendo 64 Smashes the $100 Price Barrier; Video Game Fans Treated To Early Holiday Gift With N64 Price Drop." Business Wire. August 16, 1999. [32] "NPD Reports the U.S. Video Game Industry Hit an All-Time High in Annual Sales for 1998". Business Wire. January 25, 1999. [33] "Yoshi's Story for Nintendo 64 - GameRankings" (http:/ / www. gamerankings. com/ n64/ 199386-yoshis-story/ index. html). GameRankings. Retrieved February 16, 2012.

Yoshi's Story
[34] "Yoshi's Story Critic Reviews for Nintendo 64 at Metacritic.com" (http:/ / www. metacritic. com/ game/ nintendo-64/ yoshis-story/ critic-reviews). Metacritic. Retrieved February 16, 2012. [35] "Yoshi's Story - Overview - allgame." (http:/ / www. allgame. com/ game. php?id=8133) allgame. Retrieved February 16, 2012. [36] Fielder, Joe (March 10, 1998). "Yoshi's Story Review - GameSpot.com" (http:/ / www. gamespot. com/ yoshis-story/ reviews/ yoshis-story-review-2545546). GameSpot. Retrieved April 5, 2012. [37] "Ultimate Review Archive". Game Informer. Issue 100. August, 2001. Page 56. Original review published February, 1998. [38] Provo, Frank (September 24, 2007). "Yoshi's Story Virtual Console Review - GameSpot.com" (http:/ / web. archive. org/ web/ 20081209111600/ http:/ / www. gamespot. com/ wii/ action/ yoshisstory/ review. html) (Archive). GameSpot. Retrieved February 16, 2012. [39] Thomas, Lucas M. (September 18, 2007). "Yoshi's Story Review - Wii Review at IGN" (http:/ / wii. ign. com/ articles/ 820/ 820754p1. html). IGN. Retrieved February 16, 2012. [40] "Game Boy Advance: Hands On - GBA News at IGN" (http:/ / gameboy. ign. com/ articles/ 078/ 078966p1. html). IGN. May 5, 2000. Retrieved February 15, 2012. [41] "TMK | The Games | Tech Demos" (http:/ / themushroomkingdom. net/ techdemos. shtml). The Mushroom Kingdom. Retrieved February 14, 2012. [42] "Game Boy Advance Development Kit Revealed - GBA News at IGN" (http:/ / gameboy. ign. com/ articles/ 083/ 083761p1. html). IGN. August 21, 2000. Retrieved February 15, 2012.

301

External links
Official Yoshi's Story profile for Virtual Console (http://www.nintendo.com/games/detail/ yhT-qheyIGv54kkcrdMc3vYLWL_UNr9e) Official Yoshi's Story profile for Nintendo 64 (http://web.archive.org/web/19980205054513/http://www. nintendo.com/n64/yoshisstory/index.html) (Archive, 1998 - Nintendo of America Inc.) Official Nintendo of America Yoshi's Story minisite (http://web.archive.org/web/19981212034254/http:// www.yoshisstory.com/) (Archive, 1998 - Nintendo of America Inc.) Official Nintendo Japan Yoshi's Story minisite (http://www.nintendo.co.jp/n01/n64/software/nus_p_nysj/ index.html) Yoshi's Story profile at IGN (http://wii.ign.com/objects/964/964191.html) Yoshi Demo profile at IGN (http://gameboy.ign.com/objects/015/015913.html)

Yoshi's Universal Gravitation

302

Yoshi's Universal Gravitation


Yoshi's Universal Gravitation Yoshi Topsy-Turvy
European box art
Developer(s) Publisher(s) Director(s) Producer(s) Artist(s) Composer(s) Nintendo, Artoon Nintendo Hidetoshi Takeshita Hiroto Saiki Masaki Tawara Naoto Ohshima Yasuhisa Nakagawa Tatsuyuki Maeda Masaru Setsumaru Mariko Nanba Game Boy Advance
JP EU

Platform(s)

Releasedate(s)

December 9, 2004 April 22, 2005 June 13, 2005

NA

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

Yoshi's Universal Gravitation ( Yossh no Ban'y Inryoku), also known as Yoshi Topsy-Turvy in North America, is a platform game for the Game Boy Advance that was developed by Artoon and published by Nintendo. It features a built-in tilt sensor, which is used to manipulate the game's environment. By tilting the Game Boy Advance left or right, the player can tilt the game area, causing enemies and other objects to slide as the direction of gravity changes. This gameplay mechanic is used to solve puzzles or aid Yoshi in completing levels. Due to the tilt-sensing device that is required for gameplay, this game is one of the few Game Boy Advance titles that is not compatible with the Game Boy Player for the Nintendo GameCube.

Plot
The plot and graphics are similar to those of Yoshi's Story for the N64. When Bowser starts wreaking havoc on Yoshi's Island, a book spirit named Hongo traps the entire island within the pages of a storybook. Only by locking Bowser away Yoshi can convince Hongo to release the rest of the island, so he sets out to progress through the chapters of the book. Each course is controlled by a spirit, each with an obsession one loves money, one loves fast things, one loves friendliness, one loves strength, etc. They will set out guidelines for the course, such as collecting fruit to free a certain number of Egglings, finishing a course before time runs out, finding a certain number of coins or defeating or not defeating a certain number of enemies. By satisfying that spirit's requirements, players pass the course.

Yoshi's Universal Gravitation Yoshi can jump and stick out his tongue to eat fruit or enemies, but the main feature of the game is the tilt mechanism. By moving the Game Boy Advance side to side, players tilt the world around Yoshi, causing enemies to roll around, swinging ships and pendulums, and bouncing items all over the place. An impassable wall will become a climbable slope, or a rolled-up carpet will become a long platform. Each environment requires players to master not only button presses but also tilt movements to progress.

303

Gameplay
By tilting the Game Boy Advance, the environment around Yoshi is rotated to knock over enemies, swing pendulums, and to help Yoshi run up walls and leap huge pits. All of Yoshis Island is trapped in a storybook, and only by meeting certain chapter-specific challenges can a chapter be completed.

Reception
At the time of its release, most critics thought of Yoshi's Universal Gravitation as a mediocre title. Craig Harris of IGN said the game was too short, and most critics thought the other Game Boy Advance game to use a tilt sensor (WarioWare: Twisted!) was a better example of tilt-sensing technology in video games. Another point that is often criticized is that due to the tilt-sensor and its orientation the game can only be comfortably played on the original Game Boy Advance, while it is confusing mirrored on the Game Boy Advance SP and not playable at all on the Game Boy Player. However, the game includes a menu screen at startup in which the player can select the handeld system they are using: either the original Game Boy Advance in which the cartridge gets inserted in the top of the system, or the Game Boy Advance SP, Game Boy micro or Nintendo DS which features a bottom loading slot to insert the cartridge. This eliminates mirrored tilt sensing so the game can be played on any of those handheld devices.[1] The player can also re-calibrate the tilt sensor to fit whichever game system they use.

References
[1] http:/ / www. purpleyoshispage. com/ yttmanual. shtml

External links
Official site (http://yoshi.nintendo.com/launch/index.html) Official Japanese website (http://www.nintendo.co.jp/n08/kygj/index.html)

Yoshi Touch & Go

304

Yoshi Touch & Go


Yoshi Touch & Go
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo EAD Nintendo Hiroyuki Kimura Takashi Tezuka Asuka Ota Toru Minegishi Nintendo DS
JP

Releasedate(s)

January 27, 2005 March 14, 2005 EU May 6, 2005


NA

Genre(s) Mode(s) Rating(s)

Platforming, puzzle Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Yoshi Touch & Go, known in Japan as Catch! Touch! Yoshi! ( ! ! ! Kyatchi! Tatchi! Yossh!), is a video game that was developed and published by Nintendo for the Nintendo DS. It debuted in Japan on January 27, 2005, in North America on March 14, 2005,[1] and in Europe on May 6, 2005. As of August 2007, the game sold 197,337 copies in Japan.[2] Yoshi Touch & Go was produced by Takashi Tezuka and directed by Hiroyuki Kimura. It was one of the launch titles for the DS in Japan. The game revolves around Yoshi and Baby Mario/Baby Luigi. Its graphical style and cast of characters originate from Super Mario World 2: Yoshi's Island. The game heavily utilizes the DS's touch screen capabilities, and makes use of the microphone as well. The challenge in the game comes from replaying the same modes over and over to get the best possible score, similar to the classic arcade games of the 1980s. Therefore, the difficulty of the game is based primarily on improving one's own skill.

Gameplay
The game begins with three different gameplay modes: "Score Attack", "Marathon", and the "multiplayer vs. mode". Additionally, the player can unlock "Time Attack" and "Challenge modes" by getting the high score in the "Score Attack" and "Marathon" modes. When the high score on the two new modes is achieved, the mini-game "Balloon Trip" is unlocked. There are two basic level types: a vertical level, where the player must lead Baby Mario through the sky safely to the ground; and a side-scrolling level, where the player takes control over different colored Yoshis, carrying Baby Mario on their back. As opposed to the earlier Yoshi games, in Yoshi Touch & Go the player cannot take direct control over the characters. Instead, the Yoshis move from the left to the right automatically at a certain speed. However, the player can draw lines on the lower screen with the stylus, which creates clouds that will support a character. This attribute allows to create alternate routes to avoid enemies and obstacles. If the drawn clouds are impeding the progress, they

Yoshi Touch & Go disappear by blowing into the microphone (sometimes blowing into the microphone won't work for the DS Lite). Enemies can be dispatched by drawing circles on them, which puts most of them into a bubble. In the side-scrolling level, a Yoshi can make an egg out of fruits by leading them to its mouth. By tapping on the screen, the Yoshi will launch an egg in that direction, which is useful for killing enemies or collecting coins and fruits. By tapping on a Yoshi himself, the player can make him jump, and tapping him again while he's in midair will cause him to do a flutter-kick jump. The Nintendo DS's two screens act as one tall screen, whereas the player can only create clouds on the lower one. However, by throwing eggs in the upper screen it is possible to collect coins or fruits from there. An exception provides the wireless "multiplayer vs. mode", where only the lower screen shows the player's view, while the upper screen shows that of the enemy. In the multiplayer, the goal is to be faster than the enemy. By clearing out enemies on the own screen, the player can cause spiky obstacles on the opponent's screen. In some modes, there is a star point counter. Once this reaches 100, a Super Star will appear. If Yoshi touches it or the player drags it to Yoshi, Baby Mario will temporarily become Super Baby Mario, who is considerably faster than Yoshi and has unlimited stars (instead of eggs) to throw. The star points will then return to zero. Also, by feeding fruits to Yoshi a certain amount of eggs will be replenished. The number of replenished eggs consists of the fruit (for instance, an apple only refills one egg, while melons refill twenty). The color of Yoshi that Baby Mario rides depends on his score in the vertical falling part of the game. If he gets 60 points, he will ride a light blue Yoshi, and then the color will go up a level for every other 20 points he gets (for instance, pink Yoshi at 80 points, blue Yoshi at 100 points, etc.). The only two exceptions are white and orange Yoshi: In Marathon mode, when Baby Mario changes Yoshis, depending on his performance he might start riding a white Yoshi, who will switch to black Yoshi, unless it's at the 10,000meters mark, in which case he will switch over to orange Yoshi. It will then switch to purple yoshi at 20,000meters in Marathon. In challenge mode, after the high score is beaten, getting 0 points in the Baby Mario segment of future games will unlock a fast purple Yoshi. The same thing applies to time attack where a white Yoshi, which has unlimited eggs, can be unlocked.

305

Development
According to director Hiroyuki Kimura and designer Keizo Ohta, Yoshi Touch & Go was originally planned to be designed for the Nintendo GameCube as "Balloon Trip".[3] A demo of the game was first exhibited during the E of 2004 and gained positive response. Thereupon, the executives of Nintendo green lighted the project. Shigeru Miyamoto considered that the game would create a bigger impact as a DS title.[3] Yoshi Touch & Go was produced by Takashi Tezuka and director by Hiroyuki Kimura. The game's musical score was created by Kazumi Totaka, Asuka Ota and Toru Minegishi. Baby Mario and Baby Luigi were voiced by Charles Martinet while the voice-over of the Yoshis was done by Totaka,[4] including the 19-note song he did.

Reception
The game was generally well received, though not as positive as earlier games of the Yoshi series, such as Yoshi's Island. It holds an average rating of 8.1/10 and 7.7/10 respectively at IGN,[1] as well as an average rating of 7.8/10 and 7.5/10 respectively at GameSpot.[5] Craig Harris of IGN said it "is one of the most original and unique games created for the system so far, and it's truly a design that's unlike anything you've played before."[6] He especially commended the multiplayer mode and gave the game an 8.8/10. Additionally, it won the IGN Editors' Choice Award on March 11, 2005.[7] Some reviewers, however, criticised Yoshi Touch & Go for its lack of storyline and the simple gameplay.[8][9] Also, the game gathered negative criticism for its price, which was found too high by some critics.[10] Nevertheless, Touch & Go was a middle success, selling 197,337 copies in Japan.[2]

Yoshi Touch & Go

306

References
[1] "Yoshi Touch & Go" (http:/ / ds. ign. com/ objects/ 682/ 682834. html). IGN. . Retrieved 2006-02-02. [2] "100 Biggest Sellers On DS In Japan" (http:/ / www. kotaku. com/ gaming/ famitsu/ kotaku-magu-famitsu-lists-100-biggest-sellers-on-ds-in-japan-221734. php). kotakumagu.com (http:/ / www. kotakumagu. com). 2006-12-14. . Retrieved 2006-01-30. [3] "The Making of Yoshi Touch & Go" (http:/ / www. n-sider. com/ articleview. php?articleid=425). N-Sider. 2005-12. . Retrieved 2006-01-30. [4] "Yoshi Touch & Go Credits" (http:/ / www. n-sider. com/ gameview. php?gameid=881& view=credits). N-Sider. . Retrieved 2006-01-30. [5] "Yoshi Touch & Go" (http:/ / www. gamespot. com/ ds/ action/ yoshi/ index. html). GameSpot. . Retrieved 2006-02-02. [6] Harris, Craig (2005-03-11). "Yoshi Touch & Go Review" (http:/ / ds. ign. com/ articles/ 595/ 595523p1. html). IGN. . Retrieved 2006-02-02. [7] "IGN Editors' Choice Games" (http:/ / ds. ign. com/ index/ choice. html). IGN. . Retrieved 2006-02-02. [8] Gudmundsen, Jinny (2005-03-29). "Yoshi Touch & Go Review" (http:/ / www. usatoday. com/ tech/ columnist/ jinnygudmundsen/ 2005-03-29-jinny_x. htm). USA Today. . Retrieved 2006-02-02. [9] Jacobs, Ben. "Yoshi Touch & Go Review" (http:/ / www. etoychest. org/ index. php?option=com_content& task=view& id=833& Itemid=42). eToychest (http:/ / www. etoychest. org). . Retrieved 2006-02-02. [10] "Yoshi Touch & Go Reader Reviews" (http:/ / rr. ds. ign. com/ rrobj/ ds/ object/ 682834/ ). IGN. . Retrieved 2006-02-02.

External links
(http://yoshi.nintendods.com) Yoshi Touch & Go official site Yoshi Touch & Go (http://www.gamefaqs.com/924890) at GameFAQs Yoshi Touch & Go (http://www.gamespot.com/ds/action/yoshi/index.html) at GameSpot

Yoshi's Island DS

307

Yoshi's Island DS
Yoshi's Island DS
North American cover art
Developer(s) Publisher(s) Director(s) Producer(s) Writer(s) Composer(s) Platform(s) Nintendo, Artoon Nintendo Hidetoshi Takeshita Toyokazu Nonaka Soushi Kawasaki Yutaka Minobe Chamy Ishi Nintendo DS
NA AUS EU JP

Releasedate(s)

November 13, 2006 November 23, 2006

December 1, 2006

March 8, 2007

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

Yoshi's Island DS ( DS Yossh Airando D Esu), also known as Super Mario World 3, is a platforming video game developed by Artoon for the Nintendo DS. Published by Nintendo, it was released in North America and Australasia in November 2006, in Europe in December 2006, and in Japan in March 2007.[1] It is the sequel to the 1995 SNES game, Super Mario World 2: Yoshi's Island. Announced at Nintendo's E3 press conference in May 2006,[2] the game was well received by critics, scoring an average of 83% on Metacritic's aggregate.[3] The game was originally going to be titled Yoshi's Island 2; its name was changed two weeks before its North American release. The game's story focuses on the Yoshi clan as they attempt to rescue newborn children that have been kidnapped by Kamek.[4] Yoshi's Island DS uses the updated graphical style from Yoshi Touch & Go but retains the same core gameplay as its Super Nintendo Entertainment System predecessor,[2] but whereas the SNES game featured only Baby Mario, DS introduces Baby Peach, Baby DK and Baby Wario and lets the player control Baby Bowser (who was a boss in SMW2), who each give Yoshi a different ability.[4] The aim of the game is to use these abilities to progress through various themed worlds.

Gameplay
Yoshi's Island DS's gameplay is the same as the previous game, with some additions. The player guides various colored Yoshis through side scrolling stages.[5] Yoshi can jump and hover (flutter jump) for a short time, eat enemies and turn them into eggs (which can be used for things like hitting switches and defeating distant enemies) and pound the ground (to smash crates, for example).[4] Some stages offer Yoshi the ability to morph into vehicles for a short time.[5] DS, like the original Yoshi's Island, differs from many platforming games in that Yoshi does not have a life

Yoshi's Island DS bar; when Yoshi is hit, the baby he is carrying falls off his back and Yoshi must retrieve him/her before a timer runs out. (Unless yoshi falls on something that kills him instantly, such as a lava pit or spike field)[4] DS differs from the previous game in that five babies are available for Yoshi to carry, each bestowing a different ability. Baby Mario allows Yoshi to dash and makes special 'M' blocks appear. He can also grab Super Stars to become Super Baby Mario. Baby Peach allows Yoshi to float and fly on wind currents; Baby DK can grab and swing on vines and ropes; Baby Wario uses his magnet to attract metal objects; and Baby Bowser spits fireballs, but the Yoshi carrying him cannot make eggs.[4][6] The need to switch babies at key points adds a puzzle element to the game.[6] The Nintendo DS's two screens act as one tall screen.[5] However, in practice, this essentially just gives the player a better view of the surroundings and, save for one boss battle (Hector the Reflector, where the bottom screen acts as a mirror through which to see Hector during the battle), only provides the benefit of being able to see more (above) and, when the player is on the top screen, below.[4] The game does not make use of the bottom screen's touch sensitivity for basic gameplay, though it is an option for selecting levels and in some mini-games.[4] Each of DS's five worlds has two bosses, each with a weakness that must be identified and exploited. Most of the time, these are simply giant-sized versions of normal enemies, though some are more inventive.[6] Flowers and coins, as well as stars, are scattered about the game's stages. These are totalled at the end of each stage and a score is given depending how many of each were collected[4] (a maximum of 30 stars, 20 red coins and 5 flowers). Sufficiently high scores are required to unlock one of the two sets of secret levels[4] (the other set being unlocked upon completing the game). Special character coins are also introduced. Missing from the game are the power-ups of sorts, like the ability to spit seeds by eating watermelons, which were present in the original.[6] Keys found in the stages unlock minigames and doors that would be closed otherwise.[4][5]

308

Plot
As in Super Mario World 2: Yoshi's Island, Baby Mario and the Yoshi clan must rescue Baby Luigi, who was snatched by Bowser's minion, Kamek. However, this time the Yoshi's have the combined assistance of both Baby Peach and Baby DK, who escaped the botched capture by the Magikoopa. They later join with Baby Wario and Baby Bowser, who offer their specialized abilities so that the group may proceed.[4] Baby Wario's lust for treasure leads him to abandon his duties while Baby Bowser betrays the group upon arrival at Bowser's castle. Despite this, the babies and Yoshis prevail, in both defeating Bowserwho had traveled to the past to capture the "Star Babies"and retrieving Baby Luigi.

Development
Yoshi's Island DS was announced at E3 2006 under the name Yoshi's Island 2,[2] originally featuring only baby versions of Mario, Peach, and DK.[2] The developer, Artoon, has made one other Yoshi game: Yoshi's Universal Gravitation for the GBA. Universal Gravitation veered away from the "Nintendo" design, but for DS Artoon stuck close to the original concept.[6] The game retains the "classic" pastel/crayon visuals from its predecessor.[5] Small changes are noticeablewater animation is better, the black outlines around objects are not as thick and the backgrounds are less cluttered[4]but the visuals are still "tightly centered" on those of the Super NES game.[6]

Yoshi's Island DS

309

Reception
Yoshi's Island DS's reception was positive, being given high scores by some of the most prominent video game critics. These include gaming websites IGN and GameSpot, who gave it 8/10 and 9.1/10 respectively.[4][6] GameSpot's review commented that the developers have "produced a sequel that seems fresh and new while remaining every bit as awesome as the original".[4] Multimedia website IGN called it "a solid recreation of the Yoshi's Island elements in a two-screen-high format,"[6] and GamePro in their review said that "it's fun and light-hearted play".[5] Reviewers were particularly pleased with how the core gameplay elements are the same as in the previous game. GamePro hails it as having "the classical 2D side-scrolling action and colorful pastel artwork that brought Nintendo to prominence",[5] while IGN, although impressed with the game in general, wonders whether the developers "stuck too close to the established design in this new game", because having played the previous game "ruins a lot of the surprises".[6] Other critics regard this as the best portable Yoshi's Island game (with the exception of the Super Mario Advance remake of the original Yoshi's Island) because in their context, "(Yoshi) Topsy-Turvy was not there and (Yoshi) Touch & Go was incomplete." One problem critics identified is the blind spot created by the gap between the Nintendo DS's two screens. IGN accepts that this blind spot is necessary for aiming eggs properly but still describe it as "bothersome".[6] GameSpy's reviewer calls it "a pain" and expresses frustration at being hit by an enemy hiding in this gap.[7] On the whole, reviewers were pleased with the way the extra babies have been implemented,[4] but IGN felt that Baby Wario was "a last minute addition that wasn't tested properly".[6] They call his magnet "wonky", and says it "misses items that are right next to him".[6] Yoshi's Island DS was given GameSpot's "Editor's Choice" rating,[4] and reached the final round for "Best Nintendo DS game".[8] The game sold more than 300,000 copies in its first week of release in Japan.[9] As of March 31, 2008, Yoshi's Island DS has sold 2.91 million copies worldwide.[10]

References
[1] "Yoshi's Island DS" (http:/ / www. gamespot. com/ ds/ action/ yoshisisland2/ similar. html?mode=versions). GameSpot. . Retrieved 2007-08-14. [2] Harris, Craig (2006-05-09). "Return to Yoshi's Island" (http:/ / ds. ign. com/ articles/ 706/ 706342p1. html). IGN. . Retrieved 2006-11-25. [3] "Yoshi's Island DS Reviews" (http:/ / www. metacritic. com/ games/ platforms/ ds/ yoshisisland2). Metacritic. . Retrieved 2006-11-25. [4] Provo, Frank (2006-11-14). "Yoshi's Island DS Review" (http:/ / www. gamespot. com/ ds/ action/ yoshisisland2/ review. html). GameSpot. . Retrieved 2006-11-25. [5] "Review: Yoshi's Island DS" (http:/ / web. archive. org/ web/ 20070224111642/ http:/ / www. gamepro. com/ nintendo/ ds/ games/ reviews/ 86048. shtml). GamePro. 2006-11-14. Archived from the original (http:/ / www. gamepro. com/ nintendo/ ds/ games/ reviews/ 86048. shtml) on 2007-02-24. . Retrieved 2006-11-25. [6] Harris, Craig (2006-11-13). "Yoshi's Island DS Review" (http:/ / ds. ign. com/ articles/ 745/ 745698p1. html). IGN. . Retrieved 2006-11-25. [7] TheoBald, Phil (2006-11-14). "Yoshi's Island DS Review" (http:/ / ds. gamespy. com/ nintendo-ds/ yoshis-island-ds/ 746011p1. html). GameSpy. . Retrieved 2006-11-26. [8] "Best Nintendo DS game" (http:/ / www. gamespot. com/ special_features/ bestof2006/ platform/ index. html?page=3& tag=topslot;title;1& om_act=convert& click=topslot). GameSpot. 2006. . Retrieved 2007-01-10. [9] "Charts: Latest Japanese Software & Hardware Sales" (http:/ / www. n-europe. com/ news. php?nid=10262). N-Europe (http:/ / www. n-europe. com/ ). 2007-03-19. . Retrieved 2007-03-19. [10] "Financial Results Briefing for the Fiscal Year Ended March 2008: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2008/ 080425e. pdf#page=6) (PDF). Nintendo. 2008-04-25. pp.6. . Retrieved 2008-08-03.

Yoshi's Island DS

310

External links
Official Yoshi's Island DS site (http://yoshisisland.nintendods.com/) Yoshi's Island DS Review (http://www.digitalsomething.com/news/2234.html) at DigitalSomething Yoshi's Island DS (http://www.gamespot.com/933006) at GameSpot Yoshi's Island DS (http://ds.ign.com/objects/826/826997.html) at IGN Yoshi's Island DS (http://www.gamefaqs.com/933006) at GameFAQs

311

Wario games
Mario & Wario
Mario & Wario
Box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Artist(s) Composer(s) Platform(s) Game Freak Nintendo Satoshi Tajiri Makoto Kano Tsunekaz Ishihara Satoshi Tajiri
[1]

Ken Sugimori Motofumi Fujiwara Junichi Masuda Super Famicom


JP

Releasedate(s) Genre(s) Mode(s)

August 27, 1993

Puzzle Single-player

Mario & Wario ( Mario to Wario) is a 1993 Mario side-scrolling puzzle video game designed by Satoshi Tajiri and developed by Game Freak for the Super Famicom console. The game was released only in Japan on August 27, 1993 and requires the SNES Mouse accessory to play. The gameplay of Mario & Wario focuses on guiding Mario, who has various objects placed atop his head by his nemesis Wario, through a series of levels consisting of various obstacles and traps. Because Mario has been rendered sightless and is constantly in danger of walking into hazards, the player controls the fairy Wanda, who can protect Mario by changing the environment around him as he moves towards the levels' end. The game offers a total of 100 different levels and offers three playable characters.

Gameplay
Mario & Wario focuses on Mario, who has various objects, including buckets and vases, placed atop his head by the antagonist Wario. Because the objects render Mario sightless, it is the main goal of the player to guide Mario through each level, which consist of various obstacles and traps, to his brother Luigi, who can remove the offending object. The player must also complete each level within a specified time limit. Because Mario will constantly walk left or right regardless of any oncoming hazards, the player controls the fairy Wanda, who possesses the ability to manipulate the environment in order to protect Mario. Wanda is controlled via a point-and-click interface with the SNES Mouse accessory, influencing objects on the screen when clicked. For example, Wanda can solidify block outlines for use as barriers or bridges for Mario to walk across, and can destroy certain obstacles and enemies. The player can also click Mario to turn him around and

Mario & Wario reverse his direction. The player is awarded points for defeating enemies, collecting items, and for any remaining time when the level is completed. Extra lives may also be awarded. Mario & Wario contains a total of 100 levels allotted amongst ten unique locales, which include forest, desert, and underwater settings, each with a different offering of enemies or hazards. In addition to Mario, the player can select Princess Peach or Yoshi to be the character that is guided through each level. Princess Peach walks slower than Mario and Yoshi walks faster, which may offer advantages or disadvantages depending on how difficult a particular level is or how fast the player seeks to complete it.

312

Development
Mario & Wario was designed by Pokmon creator Satoshi Tajiri[1] and developed by Game Freak. The game's music was composed by Junichi Masuda.

Reception and Legacy


Jon Thompson of Allgame scored Mario & Wario 4 out of 5 stars, praising the colorful graphics and calling the gameplay "entertaining, being fast-paced enough to keep you constantly busy, without resorting to being fast and nearly impossible more than a couple of times."[2] While the game is Japan-exclusive, Mario & Wario was referenced in other Nintendo games released outside the region. The Game Boy role-playing game Pokmon Red and Blue, also developed by Game Freak, alludes to the game: checking the Super NES belonging to a non-playable character displays the message "A game with MARIO wearing a bucket on his head!"[3][4] The bucket used to obscure Mario's vision is collectible both as an item in Kirby Super Star[5] and as a trophy in Super Smash Bros. Melee.[6]

References
[1] Peterson, Helen (15 November 1999). "King of Craze Too Shy For Spotlight Pifather Is an Introvert" (http:/ / www. nydailynews. com/ archives/ news/ 1999/ 11/ 15/ 1999-11-15_king_of_craze_too_shy_for_sp. html). Daily News (Mortimer Zuckerman). . Retrieved 28 January 2010. [2] Thompson, Jon. "Mario & Wario - Review - Allgame" (http:/ / www. allgame. com/ game. php?id=30094& tab=review). Allgame. . Retrieved September 27, 1993. [3] Game Freak. Pokmon Red and Blue. (Nintendo). Game Boy. Scene: Saffron City. (28 September 1998) [4] "Pokmon: Red and Blue Version" (http:/ / www. nindb. net/ game/ pokemon-rgb. html). NinDB. . Retrieved 4 October 2011. [5] "Kirby Super Star" (http:/ / www. nindb. net/ game/ kirby-super-star. html). NinDB. . Retrieved 4 October 2011. [6] "Super Smash Bros. Melee Guide & Walkthrough - GameCube - IGN" (http:/ / guides. ign. com/ guides/ 16387/ page_54. html). IGN. p.54. . Retrieved 27 September 2011.

External links
Mario and Wario (http://www.nintendo.co.jp/n02/shvc/we/) (Nintendo official site; Japanese) Game information on GameFAQs (http://www.gamefaqs.com/console/snes/data/575605.html)

Wario's Woods

313

Wario's Woods
Wario's Woods
European box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Composer(s) Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Puzzle Single-player, multiplayer

Nintendo R&D1 Nintendo Kenji Miki Kenji Miki

NES, Super NES, Satellaview, Virtual Console

ESRB: K-A, E (VC)

Wario's Woods ( Wario no Mori) is a puzzle game, developed and published by Nintendo, for both the Nintendo Entertainment System and Super Nintendo Entertainment System. The NES version was released in Japan on February 19, 1994, and both versions were released simultaneously in North America on December 10, 1994. Because of the increasing popularity of the Super NES, Wario's Woods was the last game released for the NES,[1] and is also the only game in its library to have an official rating by the ESRB.[2] Wario's Woods is a falling block game where the objective is to clear the playing field of monsters by using bombs, arranging them into rows of matching colors. Unlike other puzzle games such as Tetris, where the player directly manipulates the game pieces, the player controls Toad, who moves around the playing field and arranges them after they have fallen. The game was re-released in various forms, first available as a broadcast on the Satellaview from April 1995 to June 2000; as a collectable, playable item in the 2001 Nintendo GameCube game Animal Crossing; and for purchase as a Virtual Console title for the Wii in 2006.

Story
According to the NES instruction manual, the events of Wario's Woods were first witnessed in a once peaceful area in the Mushroom Kingdom known appropriately as the "Peaceful Woods" where Wario had cast a spell over the forest's inhabitants and manipulated them in order to make them his minions. In an attempt to take over the Mushroom Kingdom, Wario uses his band of monsters to destroy the peace of the forest and as a result, peaceful creatures were no longer welcome in the woods. Toad, who is introduced as the Mushroom Kingdom hero, makes his way to Wario's Woods in order to quiet the sinister lout and win the woods back for the sprites (fairy like beings who kept the peace in Wario's Woods until Wario gained control). With the help of a fairy known as Wanda (who could create bombs) and Birdo (who provided encouragement for Toad), Toad had to rescue the Mushroom Kingdom from Wario's greed and power. Toad's job was to take the bombs and line them up with the enemies of the woods so that Wario's monsters would go down in defeat. If Toad clears enough monster-packed sections of the forest (including various mini-bosses), he'll go up against the mighty Wario himself. After defeating Wario the first time, it is then revealed to Toad that the villain that he had just defeated was

Wario's Woods a "False Wario", and that the real Wario in the meantime had prepared for the final battle by inflating himself to a massive size. Upon defeating the real Wario, the antagonist soon shrinks back to his regular size and is soon chased out of the woods by the victorious Toad; thus, allowing peace to finally be restored to the woods.[3] The ending to the SNES version of Wario's Woods is slightly different as it instead involves Toad destroying Wario's Castle through the use of a large bomb which as a result causes the castle to go crumbling down and puts an end to Wario's rule and spell over the Mushroom Kingdom and its inhabitants.

314

Gameplay
The objective of Wario's Woods is to clear the playing field of monsters of varying colors by using bombs of matching color, which are dropped into the field from the top of the screen. In order to do so, the monsters and bombs must be rearranged by the player such that three or more objects of the same color are placed adjacent to one another in horizontal, vertical, or diagonal rows, with at least one object being a bomb (such rows are called a match). For example, a match may consist of two red monsters and one red bomb, but may also consist of two red bombs and one red monster. When the play field is cleared of all the monsters, the player progresses to the next round, where the initial number of monsters increases.[4] The monsters themselves also begin to vary, ranging from requiring two matches to completely destroy them or can only be cleared in diagonal rows.[5] Unlike other action puzzle games such as Tetris or Puzzle League where the player directly manipulates the game pieces, either as they fall or via a cursor, the player directly controls the character Toad, who moves around inside the playing field atop the fallen objects.[6] Toad primarily can pick up individual objects or lift entire stacks and place them elsewhere in the playing field, but is unable to manipulate objects he cannot immediately reach. However, Toad can perform a variety of additional tricks, such as scurrying up stacks to retrieve specific objects or kicking them across the play field.[7][8] If the player cannot clear the playing field of its objects quickly enough, the play field will eventually fill to the brim and trap Toad, resulting in a Game Over.[] The player is also given a pseudo time limit called the "Time Gauge," which switches between Bomb Time and Enemy Time each time it expires, causing the game rules to change. During Bomb Time, Birdo drops bombs into the playing field. During Enemy Time, Wario drops monsters into the playing field and lowers the ceiling, shrinking the available space and making it both harder to arrange objects and easier for the playing field to quickly fill up.[9]

Techniques and Bonuses


The player is awarded special advantages for performing various techniques. A chain reaction, which occurs when one match triggers another match, extends Bomb Time and shortens Enemy Time.[10] If the player clears a row that contains five or more objects, a Diamond appears, which when used in a match, automatically removes all monsters that match its color from the playing field.[11] Upon completion of a level, the player is awarded a certain number of coins that decreases each time the Time Gauge expires, for which a continue is awarded each time the player accumulates a certain total.[8]

Additional Modes
In addition to the main single-player mode, Wario's Woods offers two play modes: a time attack mode, where single-players complete a number of levels as fast as possible; and a competitive two-player versus mode, where each player races to clear all the monsters from his playing field before the other one does.[12] The players can spawn monsters in their opponent's screen via the techniques mentioned above.[13] The Super NES version gives players the option to play this multiplayer mode against computer-controlled players of increasing difficulty, while the NES version supplies unique boss battles, which are fought in a special variation of its main single-player mode.[6][14]

Wario's Woods

315

Re-Releases
Two modified versions of the Super NES version of Wario's Woods were released for the Satellaview, a satellite modem add-on for the Super Famicom. The first version was copyrighted in 1994 and released under the name Wario no Mori Bakush Bjon ( , lit. "Wario's Woods: Burst of Laughter Version"). The Bakush Version featured personalities from the Japanese radio comedy show, Bakush Mondai (JA).[15][16] The second version of Wario's Woods broadcast for Satellaview was released under the name Wario no Mori: Futatabi ( , lit. "Wario's Woods: Again"). It was broadcast from 1995 until June 30, 2000,[17] throughout the lifespan of the Satellaview. The game was quite popular[15] and it was rebroadcast at least seven times throughout the tenure of St.GIGA's Satellaview-broadcasting period.[18] The game was also broadcast at least once as one of the Satellaview's special event versions.[15] The NES version of Wario's Woods is available as collectable item in the 2001 game Animal Crossing for the Nintendo GameCube, obtained through special means.[6] This version was also one of the first titles available for the Wii Virtual Console, released alongside its launch in North America, Australia and Europe, and on December 12, 2006 in Japan. It is currently available for purchase at the Wii Shop Channel for 500 Nintendo Points.[19]

Reception
Reception Review scores
Publication Allgame NES: SNES: VC: 7.0/10 [14] [6] [20] Score [8] [5]

GameSpot IGN Nintendo Power

VC: 8.0/10

SNES: 3.375/5

Wario's Woods has received lukewarm to favorable reviews. Allgame rated Wario's Woods 4 stars out of 5 for the NES version, and 3.5 stars out of 5 for the SNES version. Christian Huey, who reviewed the NES version, stated that the controls were "both surprisingly complex and completely intuitive" while the gameplay has a "surprising level of depth," and labeled the two-player versus mode as "an extremely welcome addition to the core game."[8] Scott Alan Marriott, who reviewed the SNES version, felt that the game "doesn't quite measure up to the addictiveness of either Tetris or Dr. Mario," citing the game's "extremely awkward" controls and complicated gameplay. While Marriott appreciated "that the developers were trying something new," he concluded that "Sometimes when you add things to an already proven formula [for action puzzle games], you dilute the ingredients that made it a success."[5] Because Nintendo Power ceased coverage of NES games starting with its March 1994 issue (the NES version was released in December that year), it only reviewed the SNES version of Wario's Woods, awarding it a score of 3.375 out of 5.[20] The reviews for the Virtual Console release ranged from mixed to positive, applauding the gameplay and depth, but criticizing the choice to release the primitive NES version over the more comprehensive SNES version.[6][14][19] Lucas Thomas of IGN awarded the game an 8.0 out of 10, praising the game's unique approach to the puzzle genre and graphics that "took full advantage of the 8-bit hardware [and were] full of character," but recommended "saving [one's] points for the SNES version, if it becomes available."[6] Aaron Thomas of GameSpot gave Wario's Woods a score of 7.0 out of 10, admiring the "fun, addictive game play" and "surprising amount of depth," but criticizing the game's repetitive music and poor sound effects, adding that he also prefers the "ideal" SNES version.[14] Nintendo

Wario's Woods Life scored the game 6 out of 10, stating that while the game is fun, "enjoyment for most will no doubt be short-lived."[19]

316

Notes
[1] [2] [3] [4] [5] Nintendo City - NES Games: Wario's Woods (http:/ / www. nintendocity. com/ games/ nes/ warios_woods. shtml) NES Player - Special Features (http:/ / www. nesplayer. com/ features/ didyouknow/ index. htm) Wario's Woods instruction manual. Nintendo. 1994-02-19. From the Operations Guide (5. Basic Play)Nintendo. Wario's Woods. (Nintendo). Virtual Console. (2006-11-19) Marriott, Scott Alan. "Wario's Woods (SNES) Review" (http:/ / www. allgame. com/ game. php?id=12148& tab=review). Allgame. . Retrieved January 21, 2011. [6] Thomas, Lucas M. (December 6, 2006). "Wario's Woods Virtual Console Review" (http:/ / wii. ign. com/ articles/ 749/ 749639p1. html). IGN. . Retrieved January 10, 2011. [7] From the Operations Guide (2. Controls) [8] Huey, Christian. "Wario's Woods (NES) Review" (http:/ / www. allgame. com/ game. php?id=7275& tab=review). Allgame. . Retrieved January 21, 2011. [9] From the Operations Guide (7. Time Gauge) [10] From Lessons Mode: "If Toad triggers a series of two or more matches by dropping a bomb, Bomb Time will be extended."Nintendo. Wario's Woods. (Nintendo). Super NES. (1994-12-10) [11] From Lessons Mode: "A Diamond will appear if you clear a row of five or more monsters and bombs. Make a match with the diamond and all of the same colored monsters will disappear." [12] "Wario's Woods". Nintendo Power (67): 7881. November 1995. [13] From the Operations Guide (10. Vs. Mode) [14] Thomas, Aaron (January 10, 2007). "Wario's Woods Review for Wii" (http:/ / www. gamespot. com/ wii/ puzzle/ warioswoodsnes/ review. html). GameSpot. . Retrieved January 10, 2011. [15] (http:/ / www5. airnet. ne. jp/ hiro-n/ game/ satella/ memorial/ final/ warioevent1. html) Satellaview Memorial. Retrieved July 23, 2010. [16] (http:/ / blog. goo. ne. jp/ randnetdd/ e/ 22bde2a1dbb69bd73c15d3a0e15d2e69). SFC Mania. July 27, 2008. [17] (http:/ / web. archive. org/ web/ 20000620023442/ http:/ / www. stgiga. co. jp/ DATA/ data. htm). St.GIGA. Archived 20 June 2000. [18] Kameb. (http:/ / www. f3. dion. ne. jp/ ~kameb/ satella/ st_prg/ st_prg. htm). The Satellaview History Museum. 12 February 2008. [19] Calvert, Darren (November20, 2006). "Wario's Woods (Virtual Console) review" (http:/ / vc. nintendolife. com/ reviews/ 2006/ 11/ warios_woods_virtual_console). Nintendo Life. . Retrieved January21, 2011. [20] GameRankings.com Wario's Woods (http:/ / www. gamerankings. com/ snes/ 588833-warios-woods/ index. html)

References External links


Wario's Woods (http://www.mobygames.com/game/warios-woods) at MobyGames Wario's Woods (http://www.nindb.net/game/warios-woods.html) at NinDB (http://www.nindb.net) Wario's Woods (NES) (http://www.gamefaqs.com/587758) at GameFAQs Wario's Woods (SNES) (http://www.gamefaqs.com/588833) at GameFAQs Wario's Woods guide at StrategyWiki N-sider full game credits (SNES) (http://www.n-sider.com/gameview.php?gameid=127&view=credits) Burst of Laughter Wario's Woods pictures (http://www5.airnet.ne.jp/hiro-n/game/satella/memorial/final/ warioevent1.html)

Wario Blast: Featuring Bomberman!

317

Wario Blast: Featuring Bomberman!


Wario Blast: Featuring Bomberman!
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Composer(s) Series Platform(s) Releasedate(s) Hudson Soft Nintendo Nintendo Hudson Soft (JP) Norio Ohkubo Noriyuki Nakagami Norihito Miyamoto Norio Ohkubo Yasuhiko Fukuda Wario, Bomberman Game Boy

JP

August 10, 1994 November 1994 PAL June 29, 1995


NA

Genre(s) Mode(s) Rating(s)

Action Single-player

ESRB: KA

Wario Blast: Featuring Bomberman!, known in Japan as Bomberman GB ( GB Bonbman J B), is a Game Boy game published in 1994 by Nintendo and developed by Hudson Soft. It is a crossover between Nintendo's Wario franchise and Hudson's signature Bomberman franchise. It is much more of a Bomberman game than a Wario game despite Wario getting top billing. The game was released in Japan as Bomberman GB and did not feature Wario. The Bomberman GB released in North America was the Japanese Bomberman GB 2.

Story
Wario one day stumbles upon Bomberman's world, and, being the greedy sort he is, decides to loot it for his own gain. Bomberman is the only one that stands between Wario and the complete decimation of his world.

Gameplay
The object of the game is simple: blow up enemies to move on to the next stage. Throughout the game, this never changes. Every stage is viewed from an overhead perspective, as walls are blown up to find power-ups (which increase the power of explosions, or the number of bombs that can be set) and locate enemies. Victory comes once they are defeated. After three rounds, the side with more victories wins and moves on to the next stage. When playing the game, the player can play as either Wario or Bomberman, but this only changes the enemies from Bombermen to Wario clones, and back.

Wario Blast: Featuring Bomberman!

318

Connectivity
The game was part of a limited series of Game Boy games that were enhanced for play on the Super Nintendo through the Super Game Boy device. The enhanced game offered a special Wario & Bomberman frame around the TV screen, color graphics and custom explosion sounds, and a multiplayer mode which allowed for simultaneous gameplay between opponents. The game uses a password system to save progress instead of a battery back-up.

External links
Wario Blast: Featuring Bomberman! [1] at GameFAQs Wario Blast: Featuring Bomberman! [2] at MobyGames Wario Blast [3] at NinDB [4]

References
[1] [2] [3] [4] http:/ / www. gamefaqs. com/ 563302 http:/ / www. mobygames. com/ game/ wario-blast http:/ / www. nindb. net/ game/ wario-blast. html http:/ / www. nindb. net

Wario World
Wario World
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Treasure Nintendo Kouichi Kimura Hitoshi Yamagami Takehiro Izushi Masato Maegawa Norio Hanzawa Minako Hamano Nintendo GameCube
EU NA

Releasedate(s)

June 20, 2003 June 23, 2003 [1] July 10, 2003

AUS JP

May 27, 2004

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: All ages ESRB: E PEGI: 3+

Wario World ( Wario Wrudo) is a platform game developed by Treasure and published by Nintendo for the Nintendo GameCube. It was released in Europe on June 20, 2003, in North America on June 23,

Wario World 2003, in Australia on July 10, 2003, and in Japan on May 27, 2004. It marks Wario's first starring appearance on a home games console. The game's plot centers around Wario and his quest to regain his treasure and his castle from Black Jewel, an evil gem. The game was fairly well received by reviewers. They praised the gameplay but criticized the game for being too short. Wario World has sold over 142,000 copies in Japan and over 256,000 copies in the United States. In 2004, the game was re-released as a Player's Choice title.

319

Gameplay
Wario World's gameplay centers mainly on combating enemies, although it requires some platform navigation similar to Super Mario 64 and Super Mario Sunshine. The controls are simple, and are only used to jump, run, dash, perform fighting moves, and use the "Hyper Suction" ability to collect nearby coins.[2] The level designs are platform-based with combat elements, and have an overall linear design. The levels contain trapdoors, which lead to special platforming or puzzle-oriented challenges.[3] Throughout the game, small forest sprites known as "Spiritelings" give Wario advice if they are rescued from imprisonment.[4] During combat, Wario can grab enemies and either spin them around, throw them, or piledrive them into the ground.[5] Enemies drop coins when defeated, and tend to regenerate if the area is left and returned to later. The coins are used to purchase items, such as life-restoring garlic, and to return to life.[6] If Wario does not have enough money to return to life, the game is over.[7] A new feature in Wario World are the spherical "glue globes", in which Wario is stuck to if he touches it, allowing the player to reach otherwise inaccessible areas.[8] Along the way, Wario can re-collect his lost treasures, which are hidden in treasure chests, and collect pieces of golden Wario statues, which increases Wario's life meter by one half.[9] In order to advance in the game, the player must collect a certain amount of red diamonds in each level.[10] If the player collects all the treasure in the various levels, minigames from the Game Boy Advance title WarioWare, Inc.: Mega Microgame$! are unlocked, and they can be played by using the Nintendo GameCube Game Boy Advance Cable.[11]

Plot
The game begins with Wario enjoying his newly built castle, which is filled with treasures that he has collected from earlier adventures.[12] An evil gem called Black Jewel, hidden amongst Wario's treasure collection, suddenly awakens and takes over Wario's castle. Black Jewel turns Wario's treasure into monsters,[13] and transforms the castle into four worlds called Excitement Central, Spooktastic World, Thrillsville and Sparkle Land, each consisting of two levels and a boss fight. A central area allows access to the different worlds, as well as to the Treasure Square, where the Huge Treasure Box inside of which Black Jewel is hiding can be found.[14] Wario proceeds through the areas controlled by Black Jewel, recovering his treasure and rescuing Spritelings (the creatures had sealed Black Jewel away in the past), then obtains the key to the Huge Treasure Box and engages Black Jewel in a battle. Wario's subsequent victory allows him to regain control of his castle. During the game's ending, Wario's new castle quality depends on the number of Spiritelings rescued. The worst case sees Wario with nothing but a campsite with his throne in a dark jungle, but if all 40 Spritelings were rescued, Wario is given a palace even grander than his previous one.

Wario World

320

Development
Wario World was first shown at E3 2002 as a technical demo.[15] At the next E3 in 2003, it was shown with new levels of gameplay polish and tweaking, which the previous E3 demo was lacking.[16] On August 22, 2002, at Nintendo's Gamer's Summit, Wario World's North American release date was set to November 11, 2002.[17] The game was later going to be released on May 26, 2003, but was further delayed by one month till June 23.[18] It was uncertain who was developing Wario World, until April 22, 2003, when Nintendo of America officially revealed that Treasure, the company behind the successful titles Gunstar Heroes and Ikaruga, was developing the game.[19] After the successful development collaboration Treasure and Nintendo shared with the Nintendo 64 title, Sin and Punishment: Successor of the Earth, the two companies wanted to work together again. The R&D1 team wanted to continue their co-development juncture with a 3D installment of the Wario franchise.[20] Wario World's music was composed by Norio Hanzawa and Minako Hamano.[21] Wario was voiced by Charles Martinet, who also voices Mario and Luigi in the Mario series.[21]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 72.8% [22] [23]

71 out of 100

Review scores
Publication 1UP.com GameSpot GameSpy IGN 7.1 out of 10 Score B+ [24] [25] [26] [27]

6.4 out of 10

Wario World was a commercial success, selling over 142,000 copies in Japan.[28] In 2004, the game was re-released alongside Mario Golf: Toadstool Tour and F-Zero GX as part of the Player's Choice line, a selection of games with high sales sold for a reduced price.[29] The critical reception of Wario World was fair to middling. The US version of Play magazine gave the game a perfect score, and the reviewer commented that Wario World "pays off every second [he is] holding the controller, and that, to [him], is greatness".[30] Nintendo Power said that the game was "tons of fun".[31] GamePro stated that Wario World "stays addictive by weight of sheer design innovation".[32] The American-based publication Game Informer praised the game for including "droves of awesome boss battles". Matt Casamassina of IGN declared that Wario World had "some great control mechanics and inventive level work".[27] Electronic Gaming Monthly's Greg Ford said, "Wario [World] delivers a great time while it lasts and is well worth checking out. Just don't expect a Mario-quality adventure".[33] Wario World received criticism for its length, with some reviewers stating that the game was shorter than the average console title. Tom Bramwell of Eurogamer compared Wario World to Luigi's Mansion, a game also criticized for its length, and said that the game was like Luigi's Mansion "all over again".[34] GameSpy stated that Wario World "offers little above and beyond the standard 3D platform romp, and what is offered turns out to be very short and repetitive".[26] GameSpot commented that "the final product is too short and simplistic to hold your attention for

Wario World more than a day".[25]

321

References
[1] "Nintendo's Wario Gets Greedy in 3D!" (http:/ / web. archive. org/ web/ 20030628171629/ http:/ / nintendo. com. au/ nintendo/ news/ index. php). Nintendo Australia. 2003-06-26. Archived from the original (http:/ / nintendo. com. au/ nintendo/ news/ index. php) on 2003-06-28. . Retrieved 2009-08-09. [2] (in Swedish) Wario World instruction booklet. Nintendo. 2003. pp.67. [3] (in Swedish) Wario World instruction booklet. Nintendo. 2003. pp.1819. [4] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.12. [5] (in Swedish) Wario World instruction booklet. Nintendo. 2003. pp.89. [6] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.17. [7] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.16. [8] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.20. [9] (in Swedish) Wario World instruction booklet. Nintendo. 2003. pp.1718. [10] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.13. [11] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.24. [12] (in Swedish) Wario World instruction booklet. Nintendo. 2003. p.4. [13] Treasure. Wario World. (Nintendo). Nintendo GameCube. (2003-06-23) "Black Jewel: Ooh, free at last! I'm chock-full of power! I think I'll turn all of this greedy sap's jewels into evil spirits! Bwah ha ha ha ha!!!" [14] (in Swedish) Wario World instruction booklet. Nintendo. 2003. pp.45. [15] "E3 2002: Hands on Wario World" (http:/ / cube. ign. com/ articles/ 360/ 360686p1. html). IGN. 2002-05-23. . Retrieved 2008-02-08. [16] Lewis, Cory D. (2003-05-14). "E3 2003: Hands-on Wario World" (http:/ / cube. ign. com/ articles/ 402/ 402176p1. html). IGN. . Retrieved 2008-02-09. [17] "Wario Gets a Date" (http:/ / cube. ign. com/ articles/ 368/ 368611p1. html). IGN. 2002-08-22. . Retrieved 2008-02-09. [18] "F-Zero and Wario Delayed" (http:/ / cube. ign. com/ articles/ 388/ 388645p1. html). IGN. 2003-03-10. . Retrieved 2008-02-09. [19] "Treasure and Wario World" (http:/ / cube. ign. com/ articles/ 394/ 394648p1. html). IGN. 2003-04-22. . Retrieved 2008-02-09. [20] "Wario World Development Summary" (http:/ / www. n-sider. com/ gameview. php?gameid=160& view=dev). N-Sider. . Retrieved 2008-02-09. [21] Treasure Co., Ltd.. Wario World. (Nintendo of America, Inc.). Scene: staff credits. (23 June 2003) [22] "Wario World reviews" (http:/ / www. gamerankings. com/ htmlpages2/ 561231. asp). Game Rankings. . Retrieved 2008-01-19. [23] "Wario World reviews" (http:/ / www. metacritic. com/ games/ platforms/ cube/ warioworld). Metacritic. . Retrieved 2008-01-19. [24] "Wario World review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3059461& sec=REVIEWS). 1UP.com. 2004-05-29. . Retrieved 2008-01-19. [25] Gerstmann, Jeff (2003-07-20). "Wario World review" (http:/ / www. gamespot. com/ gamecube/ action/ warioworld/ review. html). GameSpot. . Retrieved 2008-01-19. [26] Williams, Bryn (2003-07-25). "Wario World review" (http:/ / cube. gamespy. com/ gamecube/ wario-world/ 5950p1. html). GameSpy. . Retrieved 2008-01-19. [27] Casamassina, Matt (2003-06-19). "Wario World review" (http:/ / cube. ign. com/ articles/ 425/ 425079p1. html). IGN. . Retrieved 2008-01-19. [28] "Nintendo Gamecube Japanese Ranking" (http:/ / web. archive. org/ web/ 20090131121916/ http:/ / www. japan-gamecharts. com/ gc. php). Japan Game Charts. 2007-05-06. Archived from the original (http:/ / www. japan-gamecharts. com/ gc. php) on 2009-01-31. . Retrieved 2008-05-29. [29] "Mario Golf, F-Zero Go Bargain-Priced" (http:/ / cube. ign. com/ articles/ 499/ 499354p1. html). IGN. 2004-03-16. . Retrieved 2008-02-09. [30] Play (Fusion Publishing): 60. June 2003. [31] Nintendo Power (Future US): 80. July 2003. [32] Fennecfox (2003-06-23). "Wario World review" (http:/ / web. archive. org/ web/ 20110607103638/ http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 29907. shtml). GamePro. Archived from the original (http:/ / www. gamepro. com/ nintendo/ gamecube/ games/ reviews/ 29907. shtml) on 2011-06-07. . Retrieved 2008-02-09. [33] Ford, Greg; Johnston, Chris; Tsau, Jennifer (July 1/September 8, 2003). "Another Nintendo mega-franchise? Not quite" (http:/ / web. archive. org/ web/ 20040401002354/ www. egmmag. com/ article2/ 0,2053,1489477,00. asp). Electronic Gaming Monthly. Archived from the original (http:/ / www. egmmag. com/ article2/ 0,2053,1489477,00. asp) on April 1, 2004. . Retrieved April 10, 2010. [34] Bramwell, Tom (2003-06-19). "Wario World review" (http:/ / www. eurogamer. net/ article. php?article_id=52365). Eurogamer. . Retrieved 2008-02-09.

Wario World

322

External links
Official European website (http://ms.nintendo-europe.com/warioworld/enGB/)

Wario: Master of Disguise


Wario: Master of Disguise
European box art
Developer(s) Publisher(s) Director(s) Suzak Nintendo Yutaka Hirata Azusa Tajima Akira Kinashi Masahiro Yonezawa Hitoshi Yamagami Saiko Takahori Daisuke Ike Kenji Hikita Nintendo DS
JP

Producer(s) Writer(s) Composer(s) Platform(s)

Releasedate(s)

January 18, 2007 March 5, 2007 [1] AUS May 17, 2007
NA EU

June 1, 2007

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ESRB: E10+ PEGI: 7+

Wario: Master of Disguise, known in Japan as Kait Wario the Seven ( Kait Wario za Sebun, lit. "Phantom Thief Wario the Seven"), is a platforming video game developed by Suzak, and published by Nintendo for the Nintendo DS handheld video game console. The game was released on January 18, 2007 in Japan, and was released on March 5 in North America.[2] The game's Japanese title refers to the fact that he has seven "forms" (other than his normal "Thief" form). It is the first Wario platform game since Wario World, released in 2003.

Wario: Master of Disguise

323

Gameplay
The player maneuvers Wario with either the directional-pad or the A, B, X and Y buttons. All other actions are controlled by the touch-screen. To advance through levels, the player is required to take advantage of various different forms of Wario. Like Wario Land 4, Wario: Master of Disguise features health as opposed to the invulnerability found in Wario Land II and Wario Land 3.

Storyline
This game starts out with Wario sitting back in house, watching his television. As he flips through the channels, he comes upon a show about a thief, Silver Zephyr, who can wield various disguises. Jealous and infuriated of this character, Wario quickly creates the Telmet, a helmet that allows him to enter the TV show. He steals the thief's disguise changing wand, Goodstyle, and starts looting the ocean liner that the Silver Zephyr had been about to clear out. The Silver Zephyr himself, now known only as the powerless Count Cannoli, gives chase, and eventually catches up with Wario, only to be defeated. He attempts to make a deal with Wario, in an attempt to retrieve Goodstyle, but then breaks the pact when he discovers that a piece of the Wishstone, an ancient tablet that grants wishes, is being carried by the ship. Wario gets to it first, and decides to track down the rest of the five pieces. Later he meets a third thief named Carpaccio who is also seeking the Wishstone. Before entering a volcano, Wario meets a girl named Tiaramisu who really is a demon named Terrormisu sealed inside the Wishstone, but she acts like an ally at first, even helping Wario defeat a boss. In the final episode, Wario finds out about her real nature and defeats her. Finally, Wario finds out that Goodstyle is actually the first of all the count Cannolis. Goodstyle grants Wario's wish for all the treasures the Cannoli clan have. But when he leaves the show, Wario doesn't find the money and treasures because the Telmet only teleported him out. Wario then resolves to re-enter the television to get them back. What happens afterward is never revealed.

Reception
Wario: Master of Disguise has received mixed responses among critics. GameSpot states that while it's a passable puzzler, it lacks polish, and the touch screens were not very necessary, and thus gave it a 6.1.[3] Craig Harris of IGN states that it has an "uncomfortably strange" story and that it plays more like a third-party game rather than a first-party.[4]

References
[1] [2] [3] [4] (http:/ / games. nintendo. com. au/ title. php?id=1254) http:/ / ds-x2. com/ index. php?id=5910 Gamespot: Wario: Master of Disguise for DS Review (http:/ / www. gamespot. com/ ds/ action/ kaitouwario/ review. html) IGN: Wario: Master of Disguise Review (http:/ / ds. ign. com/ articles/ 769/ 769918p1. html)

External links
Kaitou Wario (http://www.nintendo.co.jp/ds/awaj/index.html?link=jpg) at Nintendo of Japan Hands On: Kaitou Wario (http://ds.ign.com/articles/744/744108p1.html) at IGN North American Wario: Master of Disguise Site (http://wario.nintendods.com/) Wario's E-Mail Greetings advertising the game (http://wario.varitalk.com/)

324

Wario Land series


Wario Land: Super Mario Land 3
Wario Land: Super Mario Land 3
Box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Nintendo R&D1 Nintendo Hiroji Kiyotake Takehiko Hosokawa Gunpei Yokoi Ryoji Yoshitomi Kozue Ishikawa Super Mario Wario Land Game Boy, 3DS Virtual Console

Releasedate(s) Game Boy



JP

January 21, 1994 March 13, 1994 EU May 13, 1994


NA

3DS Virtual Console



JP EU

[1]

December 14, 2011 February 16, 2012

Genre(s) Mode(s) Rating(s)

Platforming Single-player K-A: Original release E: Virtual Console re-release

Wario Land: Super Mario Land 3, known in Japan as Super Mario Land 3: Wario Land ( 3 Sp Mario Rando Sur Wario Rando), is a platforming video game developed by Nintendo on the Game Boy in 1994. It is the first video game to feature Wario as both a playable character and the main character, as well as the first appearance of Captain Syrup and her Brown Sugar Pirates, recurring villains in the Wario Land series.

Game overview
Wario Land: Super Mario Land 3 starts at the end of Super Mario Land 2: 6 Golden Coins. Wario Land features a theme of greed remarkably different from almost all of Nintendo's other franchises: It is the first game Nintendo has made where the main character's cause is decidedly selfish. There are no princesses to save, no world in peril. There is only one goal: for Wario to earn as much money as possible, in an effort to buy his own massive castle and make Mario jealous. The larger the cash total Wario has collected at the end of the game, the better house (and ending) that Wario will receive.

Wario Land: Super Mario Land 3 The Super Mario Land 3 subtitle links the game with the popular Super Mario Land 2. The game also increases its replay value by including a large hidden treasure chest in some levels. The chests (which can only be accessed by finding a special key placed elsewhere in the level) contain special one-of-a-kind treasures, which would each add a considerable amount to Wario's coin total at the end of the game.

325

Gameplay
Despite being billed as Super Mario Land 3, Wario Land controls completely differently to that of the Mario titles. The game takes place on a linear route through several themed areas, which are split into several courses culminating in a boss fight. Wario is able to jump on or bump into enemies to knock them over, during which he can pick them up and throw them at other enemies. When in his grown form, Wario is also able to perform a shoulder charge, which is used to attack enemies, break through blocks and open hidden treasure chests. There are additionally three unique helmets that Wario can obtain, with their own abilities, advantages and disadvantages to provide. The Bull Helmet increases Wario's strength and doubles the length of his shoulder charge attack, allowing him to smash through blocks more easily ,gives Wario the ability to stick onto ceilings and in mid-air, perform a "butt stomp" into the ground which stuns nearby enemies and breaks through blocks underneath him. The Jet Helmet increases Wario's running speed and lets him fly long distances in the air, as well as to shoulder charge underwater. Finally, the Dragon Helmet lets Wario shoot long-ranged bursts of flames both on land and underwater, making it very useful for defeating enemies and destroying blocks quickly, but in return, replaces his shoulder charge until he takes damage or changes helmets. Players can also collect a Starman to gain temporary invincibility. If Wario takes damage from an opponent or obstacle, he will shrink, losing his shoulder charge move, and will remain small until he collects a clove of Garlic, another helmet or reaches the end of the level. If Wario is hit whilst small, or is hit by an instant kill obstacle, such as pits or lava, he will lose a life and all the coins he had collected in that level. Unlike the Mario series, in which coins are typically used to earn extra lives, coins in this game are instead used as currency, the goal being to try and collect as much treasure as possible by the end of the game. These can be earned by collecting them, finding them in blocks, or shoulder charging enemies. During gameplay, Wario can pull out a large coin, worth 10 coins, which he can throw, and pick up again if necessary. This can be used to attack opponents, open the exit at the end of each stage, or activate checkpoints where players can restart should they lose a life. Conversely, extra lives are earned by collecting heart points, which are earned by defeating enemies or collecting Hearts, with an extra life earned for every 100 points earned. At the end of each level, the player can choose to either gamble the amount of coins he has collected in the level in a game of chance, or spend them to try and earn heart points and extra lives. Also hidden in certain levels are keys which open secret treasure rooms containing treasure. The type of ending the player gets at the end of the game depends on how many coins the player has collected, as well as how many pieces of treasure the player has found.

Legacy
Wario Land was an attempt to expand the appearance of Wario in Super Mario Land 2 to a starring role and also to expand the Mario universe, which was successful. Wario Land spawned seven popular sequels: VB Wario Land, Wario Land II, Wario Land 3, Wario Land 4, Wario World, Wario: Master of Disguise, and Wario Land: The Shake Dimension. The game was later released on the Nintendo 3DS's eShop Virtual Console download service in Japan on December 14, 2011[1] and in Europe on February 16, 2012 and can be downloaded along with its predecessors, Super Mario Land and Super Mario Land 2: 6 Golden Coins, both of which are already available to download.

Wario Land: Super Mario Land 3

326

Reception
Reception Aggregate scores
Aggregator Score GameRankings 81.00%[2]

Review scores
Publication Score

Wario Land was a huge success in both the United States and Japan regions, as well as the Europe region, with high sales and a considered "new standard" of platforming games for Nintendo.

References
[1] "Wario Land: Super Mario Land 3" (http:/ / 3dsvc. nintendolife. com/ news/ 2011/ 09/ wario_land_super_mario_land_3_steals_an_oflc_rating). NintendoLife. . Retrieved December 12, 2011. [2] "Wario Land: Super Mario Land 3" (http:/ / www. gamerankings. com/ gameboy/ 563296-super-mario-land-3-wario-land/ index. html). GameRankings. . Retrieved November 24, 2010.

External links
Official Nintendo Japan Wario Land: Super Mario Land 3 site (http://www.nintendo.co.jp/n02/dmg/wja/ index.html) Wario Land: Super Mario Land 3 (http://www.mobygames.com/game/wario-land-super-mario-land-3) at MobyGames Wario Land: Super Mario Land 3 (http://www.nindb.net/game/wario-land.html) at NinDB (http://www. nindb.net)

Virtual Boy Wario Land

327

Virtual Boy Wario Land


Virtual Boy Wario Land
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Nintendo R&D1 Nintendo Hiroji Kiyotake Hirofumi Matsuoka Gunpei Yokoi Kazumi Totaka Virtual Boy
NA JP

Releasedate(s)

November 27, 1995

December 1, 1995

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ESRB: KA

Virtual Boy Wario Land, known in Japan as Virtual Boy Wario Land: Awazon no Hih ( Bcharu Bi Wario Rando Awazon no Hih, lit. "Virtual Boy Wario Land: Secret Treasure of the Awazon"), was released by Nintendo for its ill-fated Virtual Boy system in 1995. It stars Wario in a platforming adventure quite similar to most of his other starring roles. The story begins when he wakes up from a nap in the jungle and sees a group of masked monsters. He tracks them to a cave behind a waterfall and discovers a huge treasure. When Wario attempts to take the treasure, a trap is sprung, and he plummets into a huge underground labyrinth. It's up to the player to help Wario escape, while grabbing as much treasure as he can get his hands on. VB Wario Land is generally considered as one of the better games for the Virtual Boy, if not the best. The game was originally meant to have the name "Wario Cruise", and the name appeared on the Virtual Boy system's box and in Nintendo Power magazine.[1] The name was changed very shortly before its release.

Gameplay
Virtual Boy Wario Land for the Virtual Boy is very similar to Wario's other platforming roles. As in the original Wario Land: Super Mario Land 3, Wario can collect different hats to give himself new abilities. The Dragon Hat allows Wario to use a flamethrower against his enemies, but must recharge (he also cannot barge). The Bull Helmet makes his barge attack faster and a lot more powerful along with the ability to do a ground pound, which can be used to crush his enemies and break blocks below. The Eagle Hat allows Wario to fly as well as barge while in mid-air. By combining the Eagle Hat with the Dragon Hat, Wario earns the King Dragon Hat with the powers of all three caps (except barging). In each stage, Wario must collect treasure and find a key to unlock the elevator to the next stage. Also, as in other Wario games, the player has an opportunity to find different treasures hidden around the stages to increase his or her overall score. There are also a few mini-games located between stages, in which Wario can gamble with the loot he has collected so far. The game tried to incorporate the technology of the Virtual Boy. For example, many stages actually have more areas located in their backgrounds. With the help of special blocks located in certain places, players can actually send Wario to these places, which looks unusual given the Virtual Boy's ability to display objects and areas in three dimensions. These visual tricks lend great depth and detail to the game and are repeated more than a few times in

Virtual Boy Wario Land situations such as boss fights, where an attack may reach towards the front of the screen, appearing to stop just inches before the player's eyes.

328

Reception
Nintendo Power listed Virtual Boy Wario Land as the best Virtual Boy video game ever. The editorial staff praised it for having the same great gameplay that the Wario Land series is known for as well as its entertaining 3D effects.[2] ScrewAttack and Gametrailers consider Virtual Boy Wario Land as the only good game on the Virtual Boy.[3] The News Tribune named it the best game released for the system.[4] The Daily Gazette's Seth Nevins felt that the 3D effects were not enjoyable, calling the graphics "pitiful."[5] ABC Good Game called it the best of the platform's, commenting that while it lacked good use of the system's features, it had lasting fun.[6] Rocky Mountain News's Joel Easley praised it for its 3D visuals and the quality of the gameplay, adding that the visuals demonstrate the Virtual Boy's possibilities.[7] The Los Angeles Times' Aaron Curtiss called it a "hoot to play", praising its graphics as "dazzling".[8] The Associated Press commented that Wario did something that Mario couldn't do - "create a reason to buy the Virtual Boy." They praised its characters as hilarious and its setting for retaining the charm of the Mario series.[9] Wired's Chris Kohler noted that the Virtual Boy didn't have a killer app to demonstrate the 3D. He said that while Wario Land was the best Virtual Boy game, calling it addictive and lengthy, it made little use of the 3D.[10] Home News Tribune Victor Janas called it "simple and lots of fun".[11] CraveOnline's Will Greenwald criticized the video game selection of the Virtual Boy as poor, noting Wario Land as an example of the poor selection.[11] Official Nintendo Magazine's Chris Scullion stated that he loved it. He also called it a great platformer.[12][13] Nintendo Life's Dave Frear praised its visual design and audio quality, calling it a "top-notch platformer" and a game that players will want to replay.[14] Retronauts' Jeremy Parish praised it as the only genuinely great game for the platform, using it to show the quality of the Wario Land series.[15] GamesRadar's Mikel Reparaz named it the best title for the Virtual Boy.[16] IGN's Craig Harris cited this game for bringing the Wario Land series to fruition, picking it as a game that should be remade for the Nintendo 3DS.[17] He and fellow IGN writer Levi Buchanan commented that it received some buzz back in the day.[18] Buchanan noted that it was the closest thing to a Mario title on the Virtual Boy, though a "fine 2D adventure."[19] IGN AU's Patrick Kolan called it the closest thing to a killer app on the Virtual Boy, as well as the pinnacle of gameplay on it.[20] 1UP.com called it a great game.[21] 1UP.com's Neal Ronaghan called it the gem of the console; he adds that while not the best of the series and didn't take much advantage of the 3D effects, it was still excellent.[22] GamePro praised it for its sound effects and character sprite quality, calling it the best of the platform.[23] N64 Magazine commented that it was an example of Nintendo's excellence unlike other titles on the Virtual Boy, and that it should have sold the Virtual Boy "by the million."[24] Nintendo Magazine System praised the use of 3D in the boss battles.[25] They also noted it as the only big title released on the platform since the Virtual Boy's launch.[26] Play Magazine's Dave Halverson commented that he returned to play Virtual Boy Wario Land "at least" every month for the last few years as of May 2005, calling it "huge fun". He praised its background music as "funky", and said that the game never gets old.[27] Retrogamer's Damien McFarren included it in his "Perfect Five" section of his Virtual Boy article. He states that while it played like a traditional platformer, the 3D effects were used to make the gameplay unique.[28] Tips & Tricks gave it a three and a six in terms of rarity, both out of 10.[29] Total! compared its gameplay to Super Mario Bros. 2, adding that it was a strong game for the system. Their only complaint was low difficulty level.[30]

Virtual Boy Wario Land

329

References
[1] Staff (September 1995). "Release Forecast". Nintendo Power (76): 113. [2] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 72. [3] Posted: Jun 26, 2007 (2007-06-26). "ScrewAttack Video Game, Top Ten Worst 2D To 3D Games | Video Clip | Game Trailers & Videos" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 20987). GameTrailers.com. . Retrieved 2010-10-23. [4] "NewsLibrary.com - newspaper archive, clipping service - newspapers and other news sources" (http:/ / nl. newsbank. com/ nl-search/ we/ Archives?p_product=NewsLibrary& p_multi=TNTB& d_place=TNTB& p_theme=newslibrary2& p_action=search& p_maxdocs=200& p_topdoc=1& p_text_direct-0=0EFE504B62525578& p_field_direct-0=document_id& p_perpage=10& p_sort=YMD_date:D& s_trackval=GooglePM). Nl.newsbank.com. 1996-01-06. . Retrieved 2010-10-23. [5] http:/ / news. google. com/ newspapers?id=eD5GAAAAIBAJ& sjid=QukMAAAAIBAJ& pg=5178,3972126& dq=virtual-boy+ wario-land& hl=en [6] "Good Game Stories - The Virtual Boy" (http:/ / www. abc. net. au/ tv/ goodgame/ stories/ s2585841. htm). Abc.net.au. 2009-06-17. . Retrieved 2010-10-23. [7] "Archives : The Rocky Mountain News" (http:/ / nl. newsbank. com/ nl-search/ we/ Archives?p_product=RM& p_theme=rm& p_action=search& p_maxdocs=200& p_topdoc=1& p_text_direct-0=0EB4E4A74F3844EF& p_field_direct-0=document_id& p_perpage=10& p_sort=YMD_date:D& s_trackval=GooglePM). Nl.newsbank.com. 1996-03-01. . Retrieved 2010-10-23. [8] "VALLEY WEEKEND; Wario Good for a Hoot and a Headache; The Virtual Boy adventure has some fun features, but the 3-D, red and black display can be a pain" (http:/ / pqasb. pqarchiver. com/ latimes/ access/ 16705470. html?dids=16705470:16705470& FMT=ABS& FMTS=ABS:FT& type=current& date=Feb+ 08,+ 1996& author=AARON+ CURTISS& pub=Los+ Angeles+ Times+ (pre-1997+ Fulltext)& desc=VALLEY+ WEEKEND;+ Wario+ Good+ for+ a+ Hoot+ and+ a+ Headache;+ The+ Virtual+ Boy+ adventure+ has+ some+ fun+ features,+ but+ the+ 3-D,+ red+ and+ black+ display+ can+ be+ a+ pain. & pqatl=google). Pqasb.pqarchiver.com. 1996-02-08. . Retrieved 2010-10-23. [9] http:/ / news. google. com/ newspapers?id=0Y8yAAAAIBAJ& sjid=QB8EAAAAIBAJ& pg=3878,2717866& dq=virtual-boy+ wario-land& hl=en [10] Previous post Next post. "Virtual Boy, Nintendos Big 3-D Flop, Turns 15 | GameLife" (http:/ / www. wired. com/ gamelife/ 2010/ 08/ virtual-boy/ 2/ ). Wired.com. . Retrieved 2010-10-23. [11] "Latest 'Wario' is simple and lots of fun" (http:/ / pqasb. pqarchiver. com/ mycentraljersey/ access/ 1695770571. html?FMT=ABS& FMTS=ABS:FT& type=current& date=Oct+ 24,+ 2008& author=VICTOR+ JANAS& pub=Home+ News+ Tribune& desc=Latest+ 'Wario'+ is+ simple+ and+ lots+ of+ fun& pqatl=google). Pqasb.pqarchiver.com. 2008-10-24. . Retrieved 2010-10-23. [12] "ONM Blog: Nintendo 3DS: What we'd like to see" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=16110). Official Nintendo Magazine. 2010-03-23. . Retrieved 2010-10-23. [13] "Feature: Virtual Boy: Nintendo's most infamous folly" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=15283). Official Nintendo Magazine. 2010-02-16. . Retrieved 2010-10-23. [14] "Virtual Boy Wario Land (Retro) review" (http:/ / retro. nintendolife. com/ reviews/ 2009/ 05/ virtual_boy_wario_land_retro). Retro.nintendolife.com. 2009-05-05. . Retrieved 2010-10-23. [15] "1UP's Retro Gaming Blog : 8-Bit Cafe: Born on Game Boy" (http:/ / www. 1up. com/ do/ blogEntry?bId=8989900). 1up.com. 2009-05-19. . Retrieved 2010-10-23. [16] "The 10 worst consoles ever" (http:/ / www. gamesradar. com/ f/ the-10-worst-consoles-ever/ a-2008022216444331063). GamesRadar. . Retrieved 2010-10-23. [17] Craig Harris (2010-07-15). "Legacy Games for Nintendo 3DS - DS Feature at IGN" (http:/ / ds. ign. com/ articles/ 110/ 1106174p1. html). Ds.ign.com. . Retrieved 2010-10-23. [18] Levi Buchanan and Craig Harris (2010-08-13). "From Virtual Boy to 3DS - DS Feature at IGN" (http:/ / ds. ign. com/ articles/ 111/ 1112321p1. html). Ds.ign.com. . Retrieved 2010-10-23. [19] Levi Buchanan (2008-07-31). "The Other Mario Games, Vol. 1 - Virtual Boy Feature at IGN" (http:/ / retro. ign. com/ articles/ 895/ 895518p1. html). Retro.ign.com. . Retrieved 2010-10-23. [20] Kolan, Patrick (2008-01-14). "IGN Retro: Virtual Boy's Best Games - Retro Feature at IGN" (http:/ / retro. ign. com/ articles/ 845/ 845487p1. html). Retro.ign.com. . Retrieved 2010-10-23. [21] "Virtual Boy Wario Land for Virtual Boy from" (http:/ / www. 1up. com/ do/ gameOverview?cId=3174665). 1UP. 1995-11-27. . Retrieved 2010-10-23. [22] "A Virtual Boy Retrospective from" (http:/ / www. 1up. com/ do/ feature?cId=3181471). 1UP.com. . Retrieved 2010-10-23. [23] "Planet Virtual Boy | Articles - Magazine Scans - GamePro (USA) - 03/96 |" (http:/ / www. planetvb. com/ modules/ articles/ ?s006059001). Planetvb.com. . Retrieved 2010-10-23. [24] "Planet Virtual Boy | Articles - Magazine Scans - N64 Magazine (UKV) - ??/?? |" (http:/ / www. planetvb. com/ modules/ articles/ ?s009069001). Planetvb.com. . Retrieved 2010-10-23. [25] "Planet Virtual Boy | Articles - Magazine Scans - Nintendo Magazine System (UKV) - 34 (07/95) |" (http:/ / www. planetvb. com/ modules/ articles/ ?s052227002). Planetvb.com. . Retrieved 2010-10-23. [26] "Planet Virtual Boy | Articles - Magazine Scans - Nintendo Magazine System (UKV) - 48 (09/96) |" (http:/ / www. planetvb. com/ modules/ articles/ ?s052234001). Planetvb.com. . Retrieved 2010-10-23.

Virtual Boy Wario Land


[27] "Planet Virtual Boy | Articles - Magazine Scans - Play (USA) - 05/05 |" (http:/ / www. planetvb. com/ modules/ articles/ ?s037144001). Planetvb.com. . Retrieved 2010-10-23. [28] "Planet Virtual Boy | Articles - Magazine Scans - Retrogamer (USA) - Issue 64 |" (http:/ / www. planetvb. com/ modules/ articles/ ?s043163003). Planetvb.com. . Retrieved 2010-10-23. [29] "Planet Virtual Boy | Articles - Magazine Scans - Tips & Tricks (USA) - 02/03 |" (http:/ / www. planetvb. com/ modules/ articles/ ?s021116001). Planetvb.com. . Retrieved 2010-10-23. [30] "Planet Virtual Boy | Articles - Magazine Scans - TOTAL! (UKV) - 05/96 |" (http:/ / www. planetvb. com/ modules/ articles/ ?s003022001). Planetvb.com. . Retrieved 2010-10-23.

330

External links
Official site (http://www.nintendo.co.jp/n09/vue/p_vwlj/index.html) (Japanese) Virtual Boy Wario Land (http://www.mobygames.com/game/virtual-boy-wario-land) at MobyGames Virtual Boy Wario Land (http://www.gamefaqs.com/563927) at GameFAQs

Wario Land II

331

Wario Land II
Wario Land II
Developer(s) Publisher(s) Director(s) Producer(s) Artist(s) Composer(s) Platform(s) Nintendo R&D1 Nintendo Takehiko Hosokawa Takehiro Izushi Hiroji Kiyotake Kozue Ishikawa Game Boy, Game Boy Color, Virtual Console

Releasedate(s) Game Boy



NA EU

March 2, 1998 1998

Game Boy Color



JP

October 21, 1998 March 31, 1999 EU April 25, 1999


NA JP

3DS Virtual Console

April 4, 2012

[1]

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ESRB: E

Wario Land II, known as Wario Land 2: Nusumareta Zaih ( 2 Wario Rando Ts Nusumareta Zaih, lit. "Wario Land 2: The Stolen Treasure") in Japan, is a video game released for the Game Boy in 1998.[2] It was the last first-party title made for the Game Boy and was later remade to take advantage of the Game Boy Color hardware while too. In this game, Wario has to recover his treasure from Captain Syrup and her Black Sugar Gang (formerly the Brown Sugar Pirates).

Plot
The game features the return of Wario's nemesis, Captain Syrup. Early one morning, she and a few of her soldiers, the Pirate Gooms (Spearmen, which are holdovers from Wario Land; several different levels deal with defeating a giant Spearman), sneak into Wario's Castle and cause havoc. They steal his precious treasure, set off his giant alarm clock, and leave the tap running, flooding much of his castle. After Wario wakes up and figures out what's going on, he gives chase across the surrounding lands. The game is noteworthy for several unique features. Unlike most video games of the time, Wario is fully invincible throughout the course of the game, and will not lose lives. The game's challenge comes mostly through impeding player progress by implementing physical obstacles, puzzle-solving, paths blocked by coin or treasure locks, or forcing Wario back to previously-visited areas. By finding hidden exits in some stages, the player can change the direction of the game's plot (loose as it is) and uncover different endings, as well as find more treasure. In addition to the Really Final Chapter, five other endings can be unlocked by collecting all the treasures. An enemy-themed Simon Says minigame based on the Game & Watch game Flagman can be unlocked by collecting all the picture tiles.

Wario Land II

332

Reception
Upon release Wario Land II was widely praised for its inventive gameplay elements and for being a 'fresh spin' on the platforming genre, as well as having well-designed levels and being a fun experience.

References
[1] " 2 " (http:/ / www. nintendo. co. jp/ 3ds/ eshop/ vc/ qajj/ index. html) (in Japanese). Nintendo. . Retrieved 29 March 2012. [2] Wario Land II for GBC - Wario Land II Game Boy Color - Wario Land (http:/ / www. gamespot. com/ gbc/ action/ warioland2dx/ )

External links
Official Nintendo Japan Wario Land 2 site (http://www.nintendo.co.jp/n02/dmg/aw2j/index.html) Wario Land 2 (http://www.mobygames.com/game/wario-land-ii) at MobyGames Wario Land 2 (http://www.nindb.net/game/wario-land-2.html) at NinDB (http://www.nindb.net)

Wario Land 3
Wario Land 3
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Designer(s) Nintendo R&D1 Nintendo Takehiko Hosokawa Takehiro Izushi Hiroji Kiyotake Masahiko Mashimo Masani Ueda Isao Hirano Shinya Sano Kozue Ishikawa Game Boy Color
JP

Composer(s) Platform(s)

Releasedate(s)

March 21, 2000 [1] May 1, 2000 EU April 14, 2000


NA

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G ESRB: E

Wario Land 3, known in Japan as Wario Land 3: Fushigi na Orgel ( 3 Wario Rando Sur: Fushigi na Orugru, lit. "Wario Land 3: The Mysterious Music Box"), is a video game released for the Game Boy Color in 2000. In this game, Mario's archrival Wario must free a mysterious figure who is trapped inside a music box.

Wario Land 3

333

Gameplay
The gameplay in Wario Land 3 is very similar to that of its predecessor, Wario Land II. Wario is indestructible, and must take advantage of his enemies' attacks to physically change and access new areas. For example, if Wario eats a piece of food from a certain enemy, he bulks up to twice his size, giving him the ability to break strong blocks and extra protection against attacks. While Wario will always be affected by his enemies, he must also find new powers and abilities in order to progress through the game. The world of the music box is divided into four different areas, East, West, North, and South, each containing a number of individual stages. Each stage contains four treasures, each of which is locked in a colored treasure chest that can only be opened with the corresponding key. The colors of the chests are, in the approximate order that they are intended to be opened, Gray, Red, Green, and Blue. This order is not fixed, although the game provides hints as to the next stage to travel to and the next treasure to obtain. Often, when a treasure chest in one stage cannot be reached, Wario must backtrack to retrieve a new item to make it accessible. Finding new treasures usually grants Wario a new ability or opens the path to a new stage. Whenever Wario obtains a new treasure, he is transported back to the music box overworld. Time has passed while he was in the stage, and it is now either day or night relative to the time of day when Wario entered the stage. Some stages change depending on the time of day; certain enemies may be replaced or different paths may open up. Wario cannot control time initially, but gains this ability when he finds a certain treasure. Coins can be found in each stage, and are used primarily to play the golfing minigame described below. Wario can carry a maximum of 999 coins. In addition, eight Music Coins are hidden in each level for Wario to find. If all eight are found in each of the twenty-five stages, an extra fourth golf hole will be available for play. In some stages, Wario will have to play a golfing minigame to progress. He must knock the enemy into the cup without going over par for that hole, while avoiding hazards such as water, bunkers, lava and rough grass. Upon collecting certain items in the game, this golf minigame is available to be played at any time from the overworld map. The only way to die is to get captured by the game's final boss, Rudy the Clown.

Plot
One day, Wario's plane stalls and crashes while he is flying over the woods. Uninjured, he spends the rest of his afternoon wandering amongst the trees and underbrush until he stumbles upon a mysterious cave. Inside the cave, he discovers a magical music box and is suddenly sucked into it. There, a mysterious figure informs Wario that he had once ruled the world inside the music box, until an evil being sealed away his magical powers in five music boxes. In exchange for freeing it, the being promises to send Wario back to his own world and let him keep any treasure he finds. Enticed by the thought of returning to his own world with a cache of treasure, Wario departs on his quest, in search of the music boxes and the many treasures of this mysterious land. After collecting all the music boxes Wario returns to the temple inhabited by the mysterious being. Once he is there, the music boxes play a medley together. The medley frees the being, who, as it turns out, is Rudy the Clown. It transpires that Rudy is in fact the villain and had been imprisoned, although not before turning the music box's inhabitants into monsters. After Wario defeats Rudy, he is met by the inhabitants of the music box, now restored to their former selves. They thank Wario and transport him back to his own world, along with the treasure that he has collected, as promised.

Wario Land 3

334

Reception
Reception Review scores
Publication Famitsu GameSpot Score 33/40 [2] [3]

9.8/10

Wario Land 3 garnered tremendous critical acclaim upon release. GameSpot granted the game a score of 9.8/10 and stated, "As far as platformers go, Wario Land 3 is a game that fires on all cylinders."[3] IGN gave it an outstanding rating of 9.0/10.[4] Nintendo Power listed it as the ninth best Game Boy/Game Boy Color video game, describing it as the pinnacle of titular character Wario's early action-platform adventure games.[5]

References
[1] "Nintendo - Customer Service / Game List" (http:/ / www. nintendo. com/ consumer/ gameslist/ gamelist. jsp?revealed=false& dsie=& dc=false& sh=wario& gf=& pf=& wifi=false& ww=& dw=& mic=& pap=& vc=& man=& rf=& nf=& pp=& sf=& ef=). Nintendo.com. . Retrieved 2009-08-05. [2] - 3 . Weekly Famitsu. No.915 Pt.2. Pg.109. 30 June 2006. [3] Provo, Frank (2000-06-08). "Wario Land 3 Review" (http:/ / gamespot. com/ gbc/ action/ warioland3/ review. html). GameSpot. . Retrieved 2010-09-21. [4] IGN: Wario Land 3 (http:/ / gameboy. ign. com/ objects/ 013/ 013730. html) [5] (Magazine) Nintendo Power - The 20th Anniversary Issue!. Nintendo Power. 231. San Francisco, California: Future US. August 2008. p. 72.

External links
Official Nintendo Japan Wario Land 3 site (http://www.nintendo.co.jp/n02/dmg/aw8a/index.html) Wario Land 3 (http://www.mobygames.com/game/wario-land-3) at MobyGames Wario Land 3 at GameSpot (http://www.gamespot.com/gbc/action/warioland3/)

Wario Land 4

335

Wario Land 4
Wario Land 4
European box art
Developer(s) Publisher(s) Director(s) Producer(s) Artist(s) Composer(s) Platform(s) Nintendo R&D1 Nintendo Hirofumi Matsuoka Takehiro Izushi Yasuo Inoue Sachiko Nakamichi Ryoji Yoshitomi Game Boy Advance, Virtual Console

Releasedate(s) Game Boy Advance[1]



JP PAL NA

August 21, 2001 November 17, 2001 November 19, 2001 December 16, 2011

Virtual Console

INT

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G8+ ESRB: E

Wario Land 4, known as Wario Land Advance: Yki no Otakara ( Wario Rando Adobansu: Yki no Otakara, lit. "Wario Land Advance: Treasure of Yki") in Japan, is a video game released for the Game Boy Advance system in 2001. In this game, Wario has to gather four treasures to unlock a pyramid and save Princess Shokora from The Golden Diva. It features 2-D graphics with linear transformations (similar to Yoshi's Island).

Plot
Wario is reading the newspaper when he notices an article about a mysterious pyramid found deep in the jungle. The legend related to the pyramid is that of Princess Shokora, ruler of the pyramid, who was cursed by the money-crazed Golden Diva. Without wasting time, Wario jumps into his Wario Car and speeds toward the pyramid. As he enters it, he finds a black cat and chases it. Doing so, he falls down a precipice and is stuck inside the pyramid. After fighting his way through the entry passage and an early boss battle against Spoiled Rotten, Wario discovers four new passages. After completing these passages, Wario gains access to the innermost part of the pyramid, which ends up being the stronghold of Golden Diva. Wario meets the cat again, who turns out to be Princess Shokora. Wario defeats Golden Diva and exits the pyramid with all his treasure. Shokora gives Wario a kiss on the cheek and disappears.

Wario Land 4

336

Gameplay
The gameplay of Wario Land 4 (which is generally similar to that of Wario Lands 2 and 3) allows for some open-endedness as well as some order of difficulty. There are four main passages in addition to the Entry Passage and "Final" Golden Pyramid: the Emerald, Topaz, Ruby, and Sapphire Passages, in order of difficulty. The Emerald Passage is themed around nature. The Ruby Passage is themed around mechanics and technology. The Topaz Passage is themed around toys, games, and other "playtime" ideas. The Sapphire Passage is themed around horror and danger, prominently involving ghosts and the like. There are four levels in a passage. To progress to the next level in a passage, a player has to find the Keyzer in the previous level (a Keyzer is a floating key-nosed creature that promptly disappears after the player uses it). After the four levels comes a Mini-game Shop and the Boss Room. To enter the Boss Room, the player must find the four pieces of the passage's namesake gem in each level (a total of four gems and 16 pieces). Also, a player can find a CD in each level, which unlocks music in the CD Room. Upon entering a level, one has unlimited time to find treasure, beat up enemies, and such. Enemies, when defeated, give coins and health orbs. After collecting a full bar of health orbs, the player receives one extra heart (out of 8). However, the player can't return to the pyramid (and thus have all of their treasure saved) until they open the portal again via a Frog Switch. Upon hitting the switch, a time limit (which varies depending on the game's difficulty setting and level itself) is placed, and many blocks in the level appear or disappear. For some levels, this results in a rush back to the portal the same way the player came. In others, totally new areas are exposed. If Wario fails to reach the portal within the time limit, he begins to lose coins. Once all of his coins are gone, he is kicked out of the level (as if he had lost all of his health) and is left with no treasure. At the end of each passage, Wario encounters a boss room. He must destroy a boss within a set time limit to win the treasure within the boss rooms (if Wario takes too long but manages to win before the limit is up, some treasure may be withheld). Before each battle, Wario will enter a hall way consisting of two doors. One is a shop which uses mini-game coins as currency; in it, Wario can buy various power-ups and weapons that deal damage to the boss right before the battle.

Re-release
The game is included in the list of Game Boy Advance games that are available for download by Nintendo 3DS Ambassadors since December 16, 2011.[2]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 85.19% 88/100

Review scores
Publication Electronic Gaming Monthly Eurogamer Famitsu Game Informer GamePro Score 7.5/10 8/10 33/40 [3]

8.5/10

Wario Land 4

337
GameSpot IGN Nintendo Power Nintendo World Report Nintendo Life 8.7/10 9/10 [4]

4/5 9/10 [5]

The game received generally positive reviews. IGN gave Wario Land a 9 out of 10, or "Outstanding", citing its well thought out level design and replayability, though the game does not significantly push the performance power of the Game Boy Advance.[4] GamePro stated "Boasting fantastic graphics and awesome transparency effects for water and fog, Wario Land 4 pushes the GBA to its visual limits". GameSpot commented "The gameplay is tight and varied, the graphics are detailed and bright, and the sound is second to none".[6] GameSpy called the game: "An incredibly entertaining, diverse, and humorous addition to the Mario/Wario legacy. It's challenging and creative, but not as outright frustrating as 'Wario Land 3.'"[7] Game Informer noted "It's nothing new to the Wario Land enthusiast, but it's enjoyable nonetheless". Nintendo Power stated "It's polished variety paired with a mishmash of moves, which makes Wario Land 4 fun through and through".

References
[1] "Wario Land 4 (3DS Virtual Console / Game Boy Advance)" (http:/ / 3dsvc. nintendolife. com/ games/ gba/ wario_land_4). NintendoLife. . Retrieved 28 December 2011. [2] Anoop Gantayat (14 December 2011). "Game Boy Advance 3DS Ambassador Program Begins on Friday" (http:/ / andriasang. com/ comzcn/ gba_3ds_ambassador/ ). Andriasang. . [3] - ~ ~. Weekly Famitsu. No.915 Pt.2. Pg.115. 30 June 2006. [4] Harris, Craig (November 20, 2004). "Wario Land 4 Review" (http:/ / gameboy. ign. com/ articles/ 165/ 165422p1. html). ign.com. . Retrieved 2006-06-05. [5] Laurie Blake (December 28, 2011). "A treasure" (http:/ / 3dsvc. nintendolife. com/ reviews/ 2011/ 12/ wario_land_4_3dsvc). NintendoLife. . [6] http:/ / gamespot. com/ gamespot/ stories/ reviews/ 0,10867,2831796,00. html [7] http:/ / www. gamespy. com/ reviews/ december01/ warioland4gba/

External links
Wario Land 4 Official North American Site (http://www.gameboy.com/wario/) Wario Land 4 Official European Site (http://ms.nintendo-europe.com/warioland/enGB/) Warioland 4 at GameSpot (http://www.gamespot.com/gba/action/warioland4/) Warioland 4 at Gamestats (http://www.gamestats.com/objects/015/015422/) Warioland 4 at IGN (http://gameboy.ign.com/objects/015/015422.html) Information on Wario Land 4 novel by Craig Wessel at Damiens Gamebook Web Page (http://www. gamebooks.org/show_item.php?id=1178)

Wario Land: The Shake Dimension

338

Wario Land: The Shake Dimension


Wario Land: The Shake Dimension! Wario Land: Shake It!
European box art
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Releasedate(s) Good-Feel Nintendo Madoka Yamauchi Takahiro Harada Etsunobu Ebisu Tomoya Tomita Wii

JP

July 24, 2008 September 22, 2008 AUS September 25, 2008
NA EU

September 26, 2008

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: PG CERO: A ESRB: E PEGI: 7+

Wario Land: The Shake Dimension, known as Wario Land: Shake It! in North America and Wario Land Shake ( ) in Japan, is a video game for the Wii video game console. It is the sixth game to be released in the Wario Land series. It is also the first home console Wario Land game and the first new Wario Land game in nearly 7 years, the last one being Wario Land 4, which was released in 2001. By the same token, it was the first appearance of Wario antagonist Captain Syrup since Wario Land II. The game was developed by the Japanese company Good-Feel,[1] headed by Shigeharu Umezaki, the former CEO of Konami's now-defunct Kobe branch.[2] It includes an animated opening and ending, created by anime studio Production I.G.[3] This is the first game in the series to feature hand-drawn graphics rather than pixelated sprites. Wario Land: The Shake Dimension follows the graphical style of earlier Wario Land games on the Game Boy, Game Boy Color, Virtual Boy, and Game Boy Advance.[4] The player holds the Wii Remote sideways and shakes it to attack enemies and perform special moves. These include grabbing items and enemies and shaking them to produce coins, and spinning on bars to flip upwards.

Gameplay
Wario Land: The Shake Dimension is a platform game and uses a similar gameplay style to that of Wario Land 4. The Shake Dimension (called Yuretopia in the Japanese version) is split into five continents. Each continent holds six stages (4 standard, 2-3 hidden) and a boss. It is Wario's duty to complete the stages and defeat the bosses at the end of the continent: Rollanratl, Hot Roderick, Chortlebot, Bloomsday (called Scumflower in the European version), Large Fry, and the Shake King. Most stages have secret passages and each contains three treasure chests and several sub-missions; i.e. gathering a certain amount of coins, finishing the stage in a certain amount of time, not taking any damage, etc. Wario's main goal is to free the Merfles, a small character who is trapped in every stage. Once Wario

Wario Land: The Shake Dimension has collected him, he must back track through the stage in a limited time (this is not applicable in Subwarine levels). The Merfles hold signs that point the player towards to the starting gate. The main way to progress through the game is to collect as much treasure as possible, generally done by finding sacks of money and shaking the coins out of them. The player can also shake stunned enemies to get health recovery items. When enough money is collected, Wario can purchase maps to unlock new levels, recovery potions to recover his health, and life vessels to extend his maximum health. Wario has a variety of moves ranging from his trademark shoulder charge to a butt stomp. By shaking the Wii Remote he can perform a punch that stuns on-screen enemies and raises certain obstacles. When running into a stunned enemy, he can either shake it to receive items or throw it by aiming with the Wii Remote. Some areas leading to hidden treasure are only accessible by using methods presented on the race back to the start, like using Max Fastostity Dasherators to break through metal barriers and cross long gaps.

339

Plot
Within an ancient globe exhibited at a museum, there is another world called The Shake Dimension. The Shake Dimension's peace is shattered by the marauding pirate Shake King. Queen Merelda and her Merfle subjects are imprisoned and Shake King claims the legendary Bottomless Coin Sack, which spits out coins when shaken. Female pirate Captain Syrup observes The Shake Dimension's crisis from the outside world. Desiring the legendary treasure, she steals the Ancient Globe and sends it to Wario to avoid the actual work of stealing it. Wario prepares to raid the kingdom when one of the Merfles escapes to the outside world in hopes of finding help. Beseeched by the Queen to become a hero to the kingdom, Wario sets off to Yuretopia, likely not interested by the rescuing as much as by obtaining the Bottomless Coin Sack. He works his way through the worlds collecting various, yet odd, treasures. Eventually he fights the Shake King and defeats him. When Queen Merelda thanks Wario for saving her kingdom, Wario holds her in his arms, giving the impression that he is going to kiss her. However, he throws her aside instead and takes the Bottomless Coin Sack which he takes home and shakes endlessly to his pleasure. Just then Captain Syrup arrives at his place and takes the bag from his hands. Merfle then nervously reveals that he had promised Captain Syrup the bag as long as she could ask for Wario's help in the first place. The story ends with Wario chasing Merfle around his house.

Reception
Wario Land: The Shake Dimension received a score of 8.4 out of 10 from IGN[5] and a score of 31 out of 40 from Famitsu.[6] Nintendo Power gave a score of 8.0.[7] X-Play gave the game a four out of five, praising the gameplay, but calling the constant shaking of the Wii-remote tedious and repetitive. Gamespot gave it 7.5/10, praising the beautiful art style and fun gameplay, but criticizing the gimmicky motion controls also stating how the game was a tad too short spanning only fifteen levels but only replay value for the three objects to collect.[8] Hardcore Gamer gave it 4.25/5, saying the highs completely overshadow the lows.[9] It was nominated for multiple Wii-specific awards by IGN in its 2008 video game awards, including Best Platform Game[10] and Best Artistic Design.[11] The game received an aggregate score of 78 on Metacritic.[12] Wario Land: The Shake Dimension entered Japanese sales charts as the eighth best-selling game of the release week at 25,000 copies.[13] The game eventually slipped several places on the charts, but climbed back to tenth place for the week ending August 21, 2008.[14] Japanese sales of the game reached approximately 114,263 units by the end of 2008, according to Media Create.[15] As of December 2008, Wario Land: The Shake Dimension sold about 150,000 copies in the United States.[16]

Wario Land: The Shake Dimension

340

References
[1] Wario Land: Shake It! Could Be Here A Lot Sooner Than We Thought (http:/ / www. mywii. com. au/ NewsDetail. aspx?id=1961) [2] http:/ / ga-forum. com/ showthread. php?t=307927 [3] "Famitsu News - Wario Land: The Shake Dimension: more pics" (http:/ / gonintendo. com/ ?p=45854). GoNintendo. 2008-06-11. . Retrieved 2008-06-11. [4] "Wario Land Shake - First Scan" (http:/ / www. ds-x2. com/ news/ Wario+ Land+ Shake+ -+ First+ Scan,11344,11344). DS-x2. 2008-05-29. . Retrieved 2007-05-29. [5] Casamassina, Matt (September 19, 2008). "Wario Land: Shake It! Review" (http:/ / wii. ign. com/ articles/ 911/ 911870p1. html). IGN. . Retrieved 2008-09-24. [6] http:/ / www. n4g. com/ ps3/ News-171443. aspx [7] Slate, Chris (November 2008). "Shaking Things Up". Nintendo Power 234: p.94. [8] http:/ / www. gamespot. com/ wii/ action/ wariolandshake/ review. html [9] http:/ / www. hardcoregamer. com/ index. php?option=com_magazine& id_rubrique=1& type=article& id_article=209 [10] "IGN Wii: Best Platform Game 2008" (http:/ / bestof. ign. com/ 2008/ wii/ 4. html). IGN.com. 2008-12-18. . Retrieved 2008-12-19. [11] "IGN Wii: Best Artistic Design 2008" (http:/ / bestof. ign. com/ 2008/ wii/ 12. html). IGN.com. 2008-12-18. . Retrieved 2008-12-19. [12] "Wario Land: Shake It! reviews" (http:/ / www. metacritic. com/ game/ wii/ wario-land-shake-it!). Metacritic. . Retrieved March 5, 2012. [13] Jenkins, David (July 31, 2008). "Dragon Quest Still Atop Busy Japanese Charts" (http:/ / gamasutra. com/ view/ news/ 19645/ Dragon_Quest_Still_Atop_Busy_Japanese_Charts. php). Gamasutra. . Retrieved 2011-04-24. [14] Jenkins, David (August 21, 2008). "Japanese Charts: Rhythm Heaven Enjoys Festive Number One" (http:/ / gamasutra. com/ view/ news/ 19943/ Japanese_Charts_Rhythm_Heaven_Enjoys_Festive_Number_One. php). Gamasutra. . Retrieved 2011-04-24. [15] "2008 TOP500 " (http:/ / geimin. net/ da/ db/ 2008_ne_fa/ index. php) (in Japanese). Geimin.net. . Retrieved 2011-04-24. [16] "THQ: Expect more de Blob" (http:/ / wii. ign. com/ articles/ 947/ 947929p1. html). IGN. 2009-01-23. . Retrieved 2009-01-23.

External links
Official Website (http://www.nintendo.co.uk/NOE/en_GB/games/wii/ wario_land_the_shake_dimension_8904.html) Official US Website (http://wariolandshakeit.com/launch/) Official Minisite (http://wariolandshakeit.com/prelaunch/index.html) Official Website (http://www.nintendo.co.jp/wii/rwlj/index.html) (Japanese) YouTube promotional web site (http://www.youtube.com/experiencewii)

341

WarioWare series
WarioWare, Inc.: Mega Microgame$!
WarioWare, Inc.: Mega Microgames! WarioWare, Inc.: Minigame Mania
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Artist(s) Composer(s) Series Platform(s) Nintendo R&D1 Nintendo Hirofumi Matsuoka Takehiro Izushi Ko Takeuchi Ryoji Yoshitomi Kyoko Miyamoto Wario Game Boy Advance, Nintendo GameCube, Virtual Console

Releasedate(s) Game Boy Advance



JP EU

March 21, 2003 May 23, 2003 May 26, 2003 [2] June 6, 2003
[1]

NA

AUS

Virtual Console

JP

December 16, 2011 December 16, 2011 EU December 16, 2011


NA

Genre(s) Mode(s) Rating(s)

Action Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

WarioWare, Inc.: Mega Microgames! (stylised as WarioWare, Inc.: Mega Microgame$!), known in PAL regions as WarioWare, Inc.: Minigame Mania and in Japan as Made in Wario ( ), is a video game for the Game Boy Advance. It was released in Japan on March 21, 2003 and in North America on May 26, 2003. The game consists of many minigames known as "microgames" that, on average, reach a 5-second length. It is the first game in the WarioWare series.

WarioWare, Inc.: Mega Microgame$!

342

Plot
While at home one evening, Wario turns on his TV to see a special report on video game sales going up, all due to popular games like Pyoro (shown by the reporter). After thinking for a few seconds, Wario realizes that video games may be a potential gold mine for him. The next morning, he rushes out and buys a laptop computer and immediately gets to work. He starts making games, but realizes that it's hard work, so he calls his friends to come and make games. Thus, WarioWare, Inc. is formed, with Wario as President of the company. Eventually, the company produces a game: Warioware Inc. It makes a large amount of money, and Wario takes it all for himself. He escapes the company building in a rocket, only for Dr. Crygor to crash into it, causing it to crash into the sea, along with all the company profits. Wario is later shown making his way back to dry land, with Crygor in tow, saying "Either way, I'm still a cad! I hate everybody!".

Gameplay
The player clears stages of "microgames" of a certain category, programmed by one of Wario's friends. Gameplay consists entirely of "microgames": short activities that last for only a few seconds, during which time the player is to figure out what he is supposed to do and complete that before time is up, aided by a word or phrase that appears as the micro game begins. Control is very simple - the only buttons used are the directional pad and A button. Failing to complete the microgame means the loss of a life, and losing four lives requires the player to start the level over. After clearing a set number of microgames (10, 15, 20 or 25 depending on the category) the player must win a "boss" game, which is generally more challenging, in order to clear the category. On the first play of the levels, beating the boss immediately clears the category and shows the epilogue (which then becomes viewable in the options menu). The category can then be played again for a high score (i.e. how many games the player can get through before running out of lives). Upon defeating a boss stage on repeat plays, the player gains an extra life if he/she has less than four. For a few seconds, a screen that the player can interact with using the A button is displayed (this is not part of the gameplay itself). Play of the microgames then continues, at an increased level of difficulty. After the third difficulty level is reached, only the speed progressively increases. On the first play, upon losing a boss game, the player must replay the boss game until he/she defeats it or runs out of lives. On repeat plays, gameplay continues, but the player misses the opportunity to earn an extra life. After attaining certain scores in certain categories, bonus games such as rope-jumping or Dr. Wario (a remake of Dr. Mario) become available to the player. Some of these games are two-player and require the use of the "L" and "R" buttons. Individual microgames can also be accessed for the player to practice, provided that they have been played at least once in the normal mode. After all the microgame categories are cleared, different modes of play are available, like Thrilling, in which the player only has one life, or Easy, where the game speed increases very slowly. Many of the sound effects in the game originated from Wario Land 4.

Characters
Wario, Jimmy (T), Dribble & Spitz, Mona, 9-Volt, Orbulon, Dr. Crygor, Kat & Ana and Pyoro are featured in this game. Wario: The CEO of the company. He has two stages. The first is the introduction, which has simple microgames to allow players to quickly get to grips with the game. The second is "Anything Goes", the last stage in the game. These games are all Wario-themed. Jimmy T: A nightclub and disco enthusiast. His microgame theme is Sports. He also has two remix stages, in which the player must beat microgames coming from multiple themes.

WarioWare, Inc.: Mega Microgame$! Mona: A young woman with a part time job at the Gelato bar, and also has a secret crush on Wario. Her microgame theme is Strange. Dribble & Spitz: A Dog and Cat duo who work as cabbies. Their microgame theme is Sci-Fi, although there are a few ninja-oriented games included. 9-Volt: A young Nintendo enthusiast. His microgames are based on classic Nintendo software and hardware. Orbulon: An alien whose spaceship gets hit by an asteroid while on the outer edges of Earth's atmosphere. His microgame theme is IQ, which features slightly longer games that focus more on wits than pure reactions. Dr. Crygor: A cyborg scientist. His microgame theme is Reality. Kat & Ana: Two female kid ninjas. Their microgame theme is Nature.

343

Reception
Reception Aggregate scores
Aggregator GameRankings Score 89% [3]

Review scores
Publication GameSpot IGN Score 9.1/10 9.0/10 [4] [5]

Wario Ware, Inc.: Mega Microgames has won numerous awards. It was voted the winner of the Edge Award at the Edinburgh International Games Festival in 2004 by a panel of videogames industry members, academics, and journalists.[6] At GameSpot, it was awarded the Editor's Choice Award[7] and was nominated for its "Best and Worst" of 2003 in the "Most Innovative Game" category.[8] Mega Microgames currently has an aggregate score of 89% at GameRankings.[3] Reviewers wrote enthusiastically about the game. Jeff Gerstmann from GameSpot gave it a 9.1 and praised the game for its portability, being able to play it in "short bursts" and being able to return to it again and again.[4] Craig Harris from IGN said that the sheer number of minigames, its simplicity, and replay value made the game original and great, and gave it a 9.0.[5] In 2008, Game Informer named the game one of the top ten weirdest of all time.[9]

Remakes and re-releases


WarioWare, Inc.: Mega Party Games!
WarioWare, Inc. was remade for the Nintendo GameCube as WarioWare, Inc.: Mega Party Games!, known in Japan as Atsumare!! Made in Wario ( !! , lit. "Gather!! Made in Wario"). It was released in Japan on October 17, 2003 in North America on April 5, 2004 and on September 3 that year in Europe. This title features all the microgames found in Mega Microgames!, but also features multiple multiplayer games. It came out half a year after the original Game Boy Advance game. Satoru Iwata commented that it was overdoing it to come out with this title this quickly, but was also the one who requested its release. He said to the developers of the Game Boy Advance title to remake it for the GameCube and fast, and when asked how fast, he said

WarioWare, Inc.: Mega Microgame$! "as fast as possible."[10] WarioWare, Inc.: Mega Party Games! was directed by Goro Abe, a developer of the first game, and it was his first experience being at the head of the team.[11] It is also the first game in the series co-developed by Intelligent Systems. Goro Abe told Iwata about a talented programmer at Intelligent Systems, Taku Sugioka, who joined the project. Sugioka stated that this video game turned out to be a good experience, and helped make his next development project.[10]

344

DSiWare
Two unlockable mini-games from this title, Paper Plane and Pyoro, have been released for the Nintendo DSi's DSiWare digital distribution service.[12] Neither title uses the touch screen.[12] Paper Plane ( Kami Hikki), known in North America as Paper Airplane Chase, plays the same as the original title. There are three modes - the first is Endless, which places the player in a randomly-generated course, requiring he or she to guide a paper airplane through it as it descends, attempting to get as far down as possible; Time Attack, which places the player in pre-created tracks, requiring them to get down to a certain point as fast as possible; and Race Mode, a two-player competition that is played on one DSi, with one player using the d-pad and the other using the face buttons. There are a total of eight courses in the game.[12] Bird & Beans ( Tori to Mame), known in PAL regions as Pyoro, features both Pyoro and Pyoro 2 from the original GBA version. Both play mostly the same as the original versions, although the play area is now wider. The first requires the player to eat falling beans by shooting Pyoro's tongue in an upward diagonal direction. If a bean lands on the ground, it destroys part of the floor, limiting how much the player can move Pyoro. If the player eats a differently-colored bean, it will restore one of the blocks, and eating a flashing bean restores many, if not all, lost blocks and destroys all on-screen beans. The further Pyoro's tongue is extended, the more points are awarded. If a seed lands on Pyoro, the game ends. In the second game, the player must shoot seeds at the falling beans. More points are awarded when two or more are taken out at the same time. Bird & Beans does not have any additional modes.[12] Anoop Gantayat, writer for IGN.com, commented that both titles, especially Bird & Beans, felt like Game & Watch titles, both lacking in frills. He also commented that they were great to play for a few minutes, and that he liked how quickly the game would load up, not having to wait for the game to go through various company logos. He commented that he would have preferred if the games weren't one-hit-kill games, saying that it hampers their replay values.[12]

Limited re-release
In December 2011, WarioWare, Inc.: Mega Microgames! and nine other Game Boy Advance games were released to Nintendo 3DS Ambassadors, which were users who purchased and registered their 3DS systems prior to a specific date in their home markets. Nintendo has stated that there are no plans to release the game to other 3DS users through the Virtual Console service.[13]

References
[1] Craig Harris (2003-05-07). "Wario Ware" (http:/ / uk. gameboy. ign. com/ articles/ 401/ 401266p1. html). IGN. . Retrieved 2009-08-09. [2] "Wario Challenges Your Reflexes - Are You Quick Enough?" (http:/ / web. archive. org/ web/ 20030602212228/ http:/ / www. nintendo. com. au/ nintendo/ news/ index. php). Nintendo Australia. 2003-05-27. Archived from the original (http:/ / www. nintendo. com. au/ nintendo/ news/ index. php) on 2003-06-02. . Retrieved 2009-08-09. [3] WarioWare Inc.: Mega MicroGames Reviews (http:/ / www. gamerankings. com/ htmlpages2/ 589714. asp?q=warioware). Game Rankings. Retrieved August 12, 2006. [4] Gerstmann, Jeff. WarioWare, Inc.: Mega Microgames for Game Boy Advance review (http:/ / www. gamespot. com/ gba/ puzzle/ warioware/ review. html). May 27, 2003. [5] Harris, Craig. IGN: WarioWare, Inc.: Mega Microgames Review (http:/ / gameboy. ign. com/ articles/ 410/ 410028p1. html). May 22, 2003. IGN. August 12, 2006. [6] "GameBoy mini-games take top prize" (http:/ / news. bbc. co. uk/ 2/ hi/ technology/ 3559964. stm). BBC News. August 14, 2004. .

WarioWare, Inc.: Mega Microgame$!


[7] Editor's Choice - GameSpot (http:/ / www. gamespot. com/ misc/ editorschoice/ index. html). GameSpot. Retrieved August 12, 2006. [8] Most Innovative Game (http:/ / www. gamespot. com/ gamespot/ features/ all/ bestof2003/ day2_31. html). GameSpot. Retrieved August 12, 2006. [9] the top 10 weirdest games of all time, Game Informer 180 (April 2008): 28. [10] "Iwata Asks - Nintendo DSi" (http:/ / nintendodsi. com/ iwataasks/ vol5_page1. html). Nintendo. . Retrieved 2009-08-16. [11] "Iwata Asks - Wii" (http:/ / wiiportal. nintendo-europe. com/ 19488. html). Nintendo. . Retrieved 2009-08-20. [12] "DSi Ware Launch: Bird & Beans and Paper Airplane Hands On" (http:/ / www. andriasang. com/ e/ blogs/ anoop/ 2008/ 12/ 24/ dsi_ware_launch_200_yen_games/ ). Anoop Gantayat. 2008-12-24. . Retrieved 2009-01-10. [13] http:/ / www. nintendolife. com/ news/ 2011/ 07/ faq_nintendo_ambassador_program_and_free_eshop_games

345

External links
Official European website (http://ms.nintendo-europe.com/warioware/enGB/) WarioWare, Inc: Mega Microgames! (http://www.mobygames.com/game/warioware-inc-mega-microgame) at MobyGames Mushroom Kingdom WarioWare, Inc.: Mega Microgames section (http://www.themushroomkingdom.net/ games/wwimm) Japanese web site for Bird & Beans (http://www.nintendo.co.jp/ds/dsiware/kp6j/index.html) Japanese web site for Paper Plane (http://www.nintendo.co.jp/ds/dsiware/kamj/index.html) WarioWare Twisted wiki page WarioWare Smooth Moves wiki page

WarioWare: Twisted!
WarioWare: Twisted!
North American box art
Developer(s) Nintendo SPD Group No. 1 Intelligent Systems Nintendo Goro Abe Yoshio Sakamoto Ryoichi Kitanishi Ko Takeuchi Kenichi Nishimaki Masanobu Matsunaga Yasuhisa Baba Wario Game Boy Advance
JP AUS NA

Publisher(s) Director(s) Producer(s) Artist(s) Composer(s)

Series Platform(s)

Releasedate(s)

October 14, 2004 May 19, 2005 May 23, 2005

Genre(s) Mode(s)

Action Single-player

WarioWare: Twisted!

346
Rating(s)

ACB: G CERO: A ESRB: E

WarioWare: Twisted!, known in Japan as Mawaru Made in Wario ( , lit. "Turning Made in Wario") is a video game for Game Boy Advance by Nintendo. The game is of a variety and puzzle genre. It was released on October 14, 2004 in Japan, May 23, 2005 in North America, and May 19, 2005 in Australia. It was not released in Europe, despite having been announced for release there. In the game, Wario and his friend Dr. Crygor invent a Game Boy Advance that only reacts when tilted around. The game follows the WarioWare formula with a variety of games that lasts for only a few seconds. The cartridge utilizes a gyro sensor and players must spin and twist in order to play the games. Twisted! was critically acclaimed and has won numerous awards. Reviewers found the gyro sensor to be innovative and adding to the gameplay aspect.

Gyro sensor
The WarioWare: Twisted! cartridge has a built-in gyro sensor and rumble feature (for feedback during rotation). Most of the microgames are played by rotating the entire handheld device. The gyro sensor uses a piezoelectric gyroscope developed by NEC[1] to detect angular movement. The gyroscopic sensor does not contain mercury, notwithstanding a persistent rumour that mercury in the sensor resulted in the game's being banned under European environmental regulations. Because the game automatically calibrates the gyro sensor when the game is turned on (and after every microgame), it works with both top-loading (like the Game Boy Advance) and bottom-loading slots (like all other models after the GBA: Game Boy Advance SP, Nintendo DS, Game Boy Micro, and Nintendo DS Lite). The manual states that Twisted! is not compatible with the Game Boy Player; although the game loads as normal, players would have to carry and tilt the connected GameCube console and use its controller for button presses, thus it is simply not practical.

Plot
One day, Wario is asleep, then his bubble pops and he awakes. He picks up his Game Boy Advance. While playing with his Game Boy Advance, Wario becomes frustrated with a particularly hard game on it and throws the system at a wall, causing it to hit him on the head. After his temporary rage, he notices his GBA is broken. He requests Dr. Crygor's help in mending it. Crygor, however, places it in his new invention, the Gravitator, which spits out dozens of buttonless objects similar in form factor to a Game Boy Advance. It transpires that in order to play, the device must be physically moved. Mona and 9-Volt arrive and toy with these new units, enjoying themselves. Wario, taking note of their reaction, decides to take advantage of these motion-sensing abilities as a selling point, and recruits his friends to design Microgames based on this concept.

WarioWare: Twisted!

347

Gameplay
This game changes the scoring from the other WarioWare titles. Previously, the score was the number of games that were played, but Twisted! only counts the number of games that the player won. The game features items called "souvenirs", which are unlocked after boss stages in story mode. Records, musical instruments, figurines, games, and many quirky items are possible to unlock. Like other previous titles, each character has their own style of gameplay.

Development
Nintendo programmer Kazuyoshi Osawa took lead of developing the game engine with several members of the original Wario Ware staff.[2][3] Intelligent Systems provided half of the work force including several programmers.

European release
This game was originally set to be released in Europe on June 24, 2005;[4] however, it was later pushed back to February 24, 2006,[5] before Nintendo of Europe changed its release date to "TBD" on the company's website. In the January 2008 issue of the Official Nintendo Magazines "Ask Nintendo" section a Nintendo-Europe representative shed some light on the situation and claimed the WarioWare: Twisted! delay was because Twisted! was still undergoing the compulsory LGA testing and approval for Europe. There has been no further official information since this statement. European copies of the 2008 game Super Smash Bros. Brawl for the Wii list the title in the included database of Nintendo games as "Not Released", while that year also saw the game's page on the Nintendo of Europe website removed.[6]

Reception
Reception Aggregate scores
Aggregator Score GameRankings 88%[7]

Review scores
Publication IGN Score 9.5/10

WarioWare: Twisted! currently has an aggregate 88% rating on Game Rankings.[7] In Japan, it won Grand Prize for Entertainment at the 2004 Japan Media Arts Festival.[8] Craig Harris from IGN channel named Twisted! the No. 1 GBA game of all time, and gave it a rating of 9.5/10.[9]

WarioWare: Twisted!

348

References
[1] [2] [3] [4] [5] [6] [7] [8] [9] Ceramic Gyro (http:/ / www. nec-tokin. com/ english/ product/ piezodevice2/ ceramicgyro. html), NEC-Tokin "Iwata Asks Rhythm Heaven" (http:/ / www. rhythmheaven. com/ iwata1. html). Nintendo. . Retrieved July 30, 2009. "Kazuyoshi Osawa" (http:/ / www. mobygames. com/ developer/ sheet/ view/ developerId,158061/ ). MobyGames. . Retrieved July 30, 2009. Wario Becomes Even More Twisted Than Ever Before! (http:/ / www. gamesindustry. biz/ content_page. php?aid=8435), Gamesindustry.biz, April 5, 2005. Early 2006 release dates announced (http:/ / www. nintendo-europe. com/ NOE/ en/ GB/ news/ article. do?elementId=9TA2NvSq759EAVZS_bLf2SWsZQTLWXpw), Nintendo-Europe.com, November 3, 2005 (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ service/ searchResults. do?searchword=Wario+ Ware+ Twisted!& searchsubmit. x=0& searchsubmit. y=0), Nintendo UK Website, April 17, 2009 WarioWare: Twisted! reviews (http:/ / www. gamerankings. com/ htmlpages2/ 922156. asp). Game Rankings. Retrieved August 7, 2006. 2004 (8th) Grand Prize Wario Ware: Twisted! (http:/ / plaza. bunka. go. jp/ english/ festival/ backnumber/ 16/ sakuhin/ sakuhin/ ent01. html). Japan Media Arts Plaza. 2004. Retrieved February 23, 2007. Harris, Craig. "Top 25 Game Boy Advance Games of All Time" (http:/ / gameboy. ign. com/ articles/ 772/ 772284p1. html). IGN. March 25, 2007. Accessed April 11, 2007.

WarioWare: Touched!
WarioWare: Touched!
North American box art
Developer(s) Nintendo SPD Group No. 1 Intelligent Systems Nintendo Ryuichi Nakada Yoshio Sakamoto Ryoichi Kitanishi Ko Takeuchi Masanobu Matsunaga Yasuhisa Baba Masaru Tajima WarioWare Nintendo DS
JP

Publisher(s) Director(s) Producer(s) Artist(s) Composer(s)

Series Platform(s)

Releasedate(s)

December 2, 2004 February 14, 2005 AUS February 24, 2005


NA EU

March 11, 2005

Genre(s) Mode(s) Rating(s)

Action Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

WarioWare: Touched!, known in Japan as Sawaru Made in Wario ( , lit. "Touching Made in Wario"), is a video game for the Nintendo DS. It has been regarded by game journalists as one of the games which best utilizes the features of the Nintendo DS, alongside others such as Kirby: Canvas Curse,

WarioWare: Touched! Nintendogs, and Metroid Prime Hunters.

349

Gameplay
The gameplay is similar to that of WarioWare, Inc.: Mega Microgame$!, but microgames are only played using the stylus, touch screen and microphone. Examples of microgames include scratching Wario's back, cutting a rope so a cage falls on a duck, and catching fish in a net. After successfully completing a number of microgames, smaller, mostly non-competitive "toys" are unlocked. These use the touch-screen to achieve tasks, such as playing with a yo-yo (in which one must hold the DS upside down), or building a snowman. The mini-games are separated by certain characters, including 9-Volt, Mona, Mike, Dr.Crygor, Jimmy T., Ashley, Kat and Ana, and Wario himself. Each character has their own theme, for example; Mike's mini-games are completed using the microphone on the DS, Jimmy T.'s mini-games include rubbing the screen, Kat and Ana are solved by drawing, and so forth. As you grow to higher levels, the speed of the game increases.

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 81.57% 81/100

Review scores
Publication 1UP.com Electronic Gaming Monthly Eurogamer GamePro Game Revolution GameSpot GameSpy IGN Nintendo Power Nintendo World Report 8.5/10 4.6/5 8.5/10 B7.2/10 Score A8.83/10 7/10

The game received generally positive reviews from critics.

WarioWare: Touched!

350

Sales information
As of July 25, 2007, WarioWare: Touched! has sold 2.15 million copies worldwide.[1]

Awards
IGN: Editors' Choice Award[2]

Sequel
A new WarioWare title, WarioWare D.I.Y. for the Nintendo DS was announced at Nintendo's Fall Conference on October 2, 2008. The game allows users to use the touchscreen capabilities to create their own microgames.[3] Another WarioWare title is available on the Nintendo DSi system, WarioWare: Snapped! The game requires the player to place the DSi on a table and move their arms and head in a series of minigames. Once all the minigames are completed, the game creates a slideshow or video of the player doing the tasks, usually speeding them up, or freezing them into a picture. There are three sets of minigames for one player, and one for two players. The game is currently available for the Nintendo e-shop and on the Nintendo DSi Store.

References
[1] Matt Casamassina (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25. [2] "IGN Editors' Choice Games" (http:/ / ds. ign. com/ index/ choice. html). . [3] "Gametrailers - Japanese Fall Conference 2008 Reel" (http:/ / www. gametrailers. com/ player/ 40712. html). GameTrailers. 2008-10-02. .

External links
WarioWare: Touched! official Nintendo of Europe site (http://ms.nintendo-europe.com/wariowaretouched/ enGB/) WarioWare: Touched! official Nintendo of Korea site (http://www.nintendo.co.kr/DS/soft/wario/ wario_main.php)

WarioWare: Smooth Moves

351

WarioWare: Smooth Moves


WarioWare: Smooth Moves
Developer(s) Nintendo SPD Group No. 1 Intelligent Systems Nintendo Goro Abe Yoshio Sakamoto Ryoichi Kitanishi Ko Takeuchi Naoko Mitome Masanobu Matsunaga Yasuhisa Baba Wario Wii
JP EU

Publisher(s) Director(s) Producer(s) Artist(s) Composer(s)

Series Platform(s)

Releasedate(s)

December 2, 2006 January 12, 2007 January 15, 2007 January 25, 2007

NA

AUS

Genre(s) Mode(s) Rating(s)

Party Single-player, multiplayer


ACB: G CERO: A ESRB: E10+ PEGI: 7+

WarioWare: Smooth Moves, known in Japan as Odoru Made in Wario ( , lit. "Dancing Made in Wario"), is a party video game developed by Nintendo SPD and Intelligent Systems. The game was published by Nintendo for its Wii video game system in Japan in December 2006, and in Europe, North America, and Australia in January 2007. It was re-released in 2011 in Europe as part of the Nintendo Selects program. It is the fifth game in the WarioWare series of games, and the only game in the series to be released for the Wii. Like its predecessors, WarioWare: Smooth Moves is built around a collection of microgames that last about five seconds each, and which require that the player hold the Wii Remote in specific positions. The game offers the microgames to the player in rapid succession, by first instructing the player to hold the Wii Remote in a specific manner, and then showing them the microgame. The microgames are divided into several stages, which each loosely connect the microgames with the help of a story. Smooth Moves was given generally favorable reviews, receiving aggregated scores of 83% from Metacritic and 82% from Game Rankings. Praise focused on the game's entertainment value, especially at parties, while criticism targeted its length. WarioWare: Smooth Moves received a ToyAward in the Trend and Lifestyle category from the 2007 Nuremberg International Toy Fair. It was also given the award for Best Action Game at IGN's Wii Best of E3 2006 Awards; the website later named it their Game of the Month for January 2007. WarioWare: Smooth Moves was the United States' 4th best-selling game in its debut month of January 2007. In Japan, it sold 63,954 copies in its debut week of November 27 December 3, 2006, making it the 4th best-selling launch game for the Wii after Wii Sports, Wii Play, and The Legend of Zelda: Twilight Princess.

WarioWare: Smooth Moves

352

Gameplay
Similar to previous games in the WarioWare series, WarioWare: Smooth Moves is a puzzle game focusing on microgames, which are short games that last for about five seconds. Each microgame requires that the player position the Wii Remote in a specific way, such as holding it vertically, or placing the bottom end of the device against the nose. The player is required to use the Nunchuk attachment for the Wii Remote in certain microgames. Before each microgame begins, the required position for the Wii Remote is shown to the player, to allow them time to position the device. The game is broken up into stages, each represented by a WarioWare character and loosely connected by a story, with the microgames divided among the stages. After the player completes a stage's microgames, they advance to the boss stage, which is a microgame that is longer and more complex than the others. After the player completes all of the single-player stages, the game unlocks a multiplayer mode, in which only one Wii Remote is used and shared by up to 12 players. While a player plays a microgame in this mode, other players watch, and after the microgame is completed, the player passes the Wii Remote to the next person.[1]

Development
Nintendo first revealed WarioWare: Smooth Moves for the Wii at the 2006 E3 convention.[2] The game was co-developed by Intelligent Systems and the Software Planning Development department of Nintendo. Development on the game began in late 2005 with a team of 20 people,[3] directed by Goro Abe[4] and produced by Yoshio Sakamoto.[5] Abe first came up with the idea for the game when the Wii Remote was revealed to him. Since the developers believed that holding the controller in only one way limited the game's entertainment value, they decided to introduce new positions and motions to the game for the Remote to be held. The software used to register the Remote's movements was written from scratch because of the unique movements required for the game.[4] Similar to previous games in the WarioWare series, the game's subtitle, "Smooth Moves", was used to represent the basic movement that players perform in the game. The developers wanted players to move as if they were dancing when playing the game, so they decided that Smooth Moves was the best phrase to use to describe the game's actions. Because of its party genre, the developers made the game's multiplayer mode its "best point".[6] There are about 200 minigames included in WarioWare: Smooth Moves, an amount similar in previous WarioWare titles.[3] Abe determined which minigames were included after each team member wrote down an idea on a piece of paper and sent it to him. The minigames were inspired by "very original, everyday life issues". To offer a different visual style for each minigame, developers were asked to make their own design for the minigame that they were working on. During development, one of the game's basic concepts was to "make a different taste for every single game". The only rule that Abe imposed on the minigame designs was for the developers to make it instantly obvious as to what is happening in the minigames.[4] The Wii Remote's speaker is used in the game to "add a greater sense of feel". For example, in one microgame, the player must bounce a tennis ball on a racquet. When the ball touches the racquet, the Wii Remote's speaker emits a bouncing sound and a rumble to "add a very strong reality to the game".[3] The game mostly forgoes the Wii nunchuk attachment and functions strictly with the Wii Remote. Its visual presentation is similar to WarioWare, Inc.: Mega Party Games! for the Nintendo GameCube, and it does not run in widescreen mode.[2]

Reception

WarioWare: Smooth Moves

353

Reception Aggregate scores


Aggregator GameRankings Metacritic Score 82% 83% [7] [8]

Review scores
Publication 1UP.com Computer and Video Games Eurogamer Game Informer GamePro GameSpot GameSpy GamesRadar GameTrailers GameZone IGN Nintendo World Report Official Nintendo Magazine The Age The Courier Mail Sunday Age The Toronto Sun Score B+ [9] [10]

8.4 of 10 7 of 10

[11] [12]

7.75 of 10 4 of 5

[13] [14]

9.1 of 10 4.5 of 5 8 of 10

[15]

[16] [17] [18] [3] [4]

8.3 of 10 8.1 of 10

8.2 of 10 8.5 of 10 92%

[19] [20] [21]

4 of 5

9 of 10 5 of 5 4 of 5

[22] [23]

WarioWare: Smooth Moves was released by Nintendo for the Wii in Japan on December 2, 2006, in Europe on January 12, 2007, in North America on January 15, 2007, and in Australia on January 25, 2007.[24] The game was given generally favorable reviews, receiving aggregated scores of 83% from Metacritic and 82% from Game Rankings.[8] Praise focused on the game's entertainment value, especially at parties, while criticism targeted its length. WarioWare: Smooth Moves received a ToyAward in the Trend and Lifestyle category from the 2007 Nuremberg International Toy Fair.[25] It was also given the award for Best Action Game at IGN's Wii Best of E3 2006 Awards;[26] the website later named the game their Game of the Month for January 2007.[27] WarioWare: Smooth Moves was the United States' 4th best-selling game in its debut month of January 2007.[28] It dropped to 8th the following month, selling 109,000 units.[29] In Japan, WarioWare: Smooth Moves sold 63,954 copies in its debut week of November 27 December 3, 2006, making it the 4th best-selling launch game for the Wii after Wii Sports, Wii Play, and The Legend of Zelda: Twilight Princess. It dropped to 20th for the week of December 1824, 2006.[30]

WarioWare: Smooth Moves Several reviews praised the game as one of the Wii's best. The Official Nintendo Magazine said that Wario should "now take his place alongside Mario and Link as a true Nintendo great".[19] Appreciating the game's "terrific use of the Wii's unique control features", GameSpot remarked that the game also had "amazing" graphics, concluding that it belongs in the game libraries of Wii owners.[14] This sentiment was shared by GameTrailers, which said that WarioWare: Smooth Moves was "without a doubt" the best collection of minigames for the Wii.[17] GameSpy found that the game had "a lot of value", especially for people who host parties or have groups of friends or family who already enjoy games such as Wii Sports or Rayman: Raving Rabbids.[15] Naming WarioWare: Smooth Moves the Game of the Week from January 28 February 4, 2007, The Observer gave particular praise to the game's graphics, stating, "There are nicely colourful cartoon intros to each level, and the microgames utilise a plethora of visual styles. You'll notice snippets of favourites from yesteryear, whether it be pulling the Master Sword out of the stone in the N64's Zelda: Ocarina of Time or jumping to collect coins as NES-era Mario."[31] Australia's The Age found the game "as entertaining to watch as it is to play", rating it four stars out of five.[20] The Sunday Age newspaper predicted that WarioWare: Smooth Moves, which is "totally unlike anything else out there", could convert non-gamers into fans of video games.[22] Computer and Video Games predicted that the game "will be the one you come back to when you've got a full house", and appreciated its "crazy genius" gameplay.[10] Nintendo World Report was pleased with the game's variety, but found the small number of unlockable items and lack of high scores disappointing.[4] Although video game review website IGN noted that the game was not the best in the Wario series of video games, they still considered it an "essential piece of the Wii collection". The website was also entertained by the single-player mode as well as the multiplayer, especially when "shov[ing] the controller off on unsuspecting houseguests or non-gamers months and years down the road". They considered the game's use of the Wii Remote to be "slick and intuitive", the graphics to be "nearly inexplicable", and the sound to be "totally off the wall".[3] GameZone called the game "original and addictive", but noted that it would not appeal to everyone.[18] The Courier Mail praised the game's use of the Wii's motion-sensitive controllers as one of its best features, which helps push it "over-the-top" as "one of the most inventive games designed for the Wii's interactive controls".[21] Canada's The Toronto Sun also appreciated its "novel use" of the Wiimote.[23] A lack of "eye-popping unpredictability [like] its predecessors" and difficult controller positions disappointed 1UP.com, but the website still called WarioWare: Smooth Moves a "welcome addition to any Wii library".[9] Described as a "certifiably insane party game that is a must buy for any Wii owner", GamePro felt that the game further proves that the Wii is the "must-have" console when playing with friends.[13] GamesRadar shared this sentiment, noting that although the game's single-player mode is only several hours long, its multiplayer mode is the "definite Wii party experience" for up to 12 people.[16] Game Informer felt excited, surprised, and a "little stupid" when waving the Wii remote with the game, concluding that the game will make "friends laugh pretty much non-stop for an hour or two, and that may very well be worth the price of admission".[12] Despite writing positively about how the game utilizes the Wii remote, Eurogamer was disappointed with its weak long-term appeal because "it never really dares to test players".[11]

354

WarioWare: Smooth Moves

355

References
[1] WarioWare: Smooth Moves instruction manual. Nintendo. 2007-01-15. [2] Casamassina, Matt (2006-05-09). "E3 2006: 10 Minutes with WarioWare" (http:/ / wii. ign. com/ articles/ 706/ 706082p1. html). IGN. . Retrieved 2009-01-09. [3] Casamassina, Matt (2006-05-30). "Interview: WarioWare: Smooth Moves" (http:/ / wii. ign. com/ articles/ 710/ 710610p1. html). IGN. . Retrieved 2009-01-09. [4] "WarioWare: Smooth Moves E3 Interview" (http:/ / www. nintendoworldreport. com/ specialArt. cfm?artid=11588). Nintendo World Report. 2006-05-19. . Retrieved 2009-01-09. [5] "WarioWare: Smooth Moves interview" (http:/ / wiiportal. nintendo-europe. com/ 4506. html). Nintendo. . Retrieved 2009-01-09. [6] Dobson, Jason (2006-05-17). "E3 Q&A: Nintendo's Goro Abe On WarioWare: Smooth Moves" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=9354). Gamasutra. . Retrieved 2009-02-08. [7] "WarioWare: Smooth Moves - WII" (http:/ / www. gamerankings. com/ htmlpages2/ 932946. asp). Game Rankings. . Retrieved 2009-02-07. [8] "WarioWare: Smooth Moves" (http:/ / www. metacritic. com/ games/ platforms/ wii/ wariowaresmoothmoves). Metacritic. . Retrieved 2009-01-09. [9] Parish, Jeremy (2007-01-15). "WarioWare: Smooth Moves (Wii)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3156394). 1UP. . Retrieved 2009-01-09. [10] Jackson, Mike (2007-01-02). "Wario Ware: Smooth Moves" (http:/ / www. computerandvideogames. com/ article. php?id=153161). Computer and Video Games. . Retrieved 2009-01-09. [11] Reed, Kristan (2007-01-09). "Wario Ware: Smooth Moves Review" (http:/ / www. eurogamer. net/ articles/ wario-ware-smooth-moves-review). Eurogamer. . Retrieved 2009-01-09. [12] Miller, Matt. "WarioWare: Smooth Moves" (http:/ / web. archive. org/ web/ 20080220171558/ http:/ / www. gameinformer. com/ NR/ exeres/ 46127B61-E3E4-421D-A2B9-54D79FA7065E. htm). Game Informer. Archived from the original (http:/ / www. gameinformer. com/ NR/ exeres/ 46127B61-E3E4-421D-A2B9-54D79FA7065E. htm) on February 20, 2008. . Retrieved 2009-01-09. [13] "WarioWare: Smooth Moves" (http:/ / web. archive. org/ web/ 20081216023835/ http:/ / www. gamepro. com/ article/ reviews/ 93740/ warioware-smooth-moves/ ). GamePro. 2007-01-16. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 93740/ warioware-smooth-moves/ ) on 2008-12-16. . Retrieved 2009-01-09. [14] Gerstmann, Jeff (2007-01-12). "WarioWare: Smooth Moves Review" (http:/ / www. gamespot. com/ wii/ puzzle/ wariowaresmoothmoves/ review. html). GameSpot. . Retrieved 2009-01-09. [15] Villoria, Gerald (2007-01-23). "Wario Ware: Smooth Moves (Wii)" (http:/ / wii. gamespy. com/ wii/ warioware-smooth-moves/ 758022p1. html). GameSpy. . Retrieved 2009-01-09. [16] Elston, Brett (2007-01-16). "WarioWare: Smooth Moves" (http:/ / www. gamesradar. com/ wii/ review/ warioware-smooth-moves/ a-20070116141854823073). GamesRadar. . Retrieved 2009-01-09. [17] "Wario Ware: Smooth Moves" (http:/ / www. gametrailers. com/ gamereview. php?id=2633). GameTrailers. . Retrieved 2009-01-09. [18] Bedigian, Louis (2007-01-30). "WarioWare: Smooth Moves Review" (http:/ / wii. gamezone. com/ gzreviews/ r29669. htm). GameZone. . Retrieved 2009-01-09. [19] East, Tom (2008-01-09). "WarioWare: Smooth Moves" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=2403). Official Nintendo Magazine. . Retrieved 2009-01-09. [20] Hill, Jason (2007-02-01). "WarioWare Smooth Moves". The Age: p.12. [21] Dudley, Jennifer (2007-01-31). "WarioWare: Smooth Moves". The Courier Mail: p.T07. [22] Holland, Angus (2007-02-11). "WarioWare: Smooth Moves". Sunday Age: p.45. [23] Tilley, Steve (2007-01-21). "Smooth Moves with the Wiimote, dude". The Toronto Sun: p.S19. [24] "Release Summary" (http:/ / www. gamespot. com/ wii/ puzzle/ wariowaresmoothmoves/ similar. html?mode=versions). GameSpot. . Retrieved 2009-01-09. [25] Sinclair, Brendan (2007-01-30). "Wii, Wario win ToyAward" (http:/ / www. gamespot. com/ news/ 6164996. html). GameSpot. . Retrieved 2009-01-09. [26] "Wii Best of E3 2006 Awards" (http:/ / wii. ign. com/ articles/ 709/ 709244p1. html). IGN. 2006-05-19. . Retrieved 2009-01-09. [27] Bozon, Mark (2007-02-01). "Game of the Month: January 2007" (http:/ / wii. ign. com/ articles/ 760/ 760549p1. html). IGN. . Retrieved 2009-01-09. [28] "Best Selling Games". NPD. February 2007. [29] "Best Selling Games". NPD. March 2007. [30] "Best Selling Games". Media Create. January 2007. [31] Moses, Toby (2007-01-28). "Multiplayer Magic by Wii-mote Control". The Observer: p.28.

WarioWare: Smooth Moves

356

External links
Official website (http://www.nintendo.com/sites/software_warioware.jsp) WarioWare: Smooth Moves (http://www.imdb.com/title/tt1223884/) at the Internet Movie Database

WarioWare: Snapped!
WarioWare: Snapped!
Developer(s) Nintendo SPD Group No. 1 Intelligent Systems Nintendo Wario Nintendo DSiWare
JP AUS EU NA

Publisher(s) Series Platform(s)

Releasedate(s)

December 24, 2008 April 2, 2009 April 3, 2009 April 5, 2009

Genre(s) Mode(s)

Action Single-player, multiplayer

WarioWare: Snapped!, known in Japan as Utsusu Made in Wario ( , lit. "photographing Made in Wario") is a mini-game compilation developed by Nintendo SPD Group No.1 and Intelligent Systems and published by Nintendo for the Nintendo DSi's DSiWare digital distribution service, and is part of the WarioWare series of video games. It is the sixth game in the series, and is currently available in Japan, Europe, Australia and North America. It was released for Nintendo's DSiWare service, which started at the launch of the DSi on April 5, 2009 in North America.[1] It is one of the first video games released for the DSiWare service in Japan, North America, and PAL regions. This is the first time that Wario has been featured for a console launch instead of Mario and one of two consecutive Wario Ware games for a handheld launch; the second being Wario Ware DIY being released during the DSi XL release in late March 2010. It contains only a fraction of the mini-games featured in previous entries in the WarioWare series, and does not feature any boss stages. It stars several of the characters from the WarioWare series, including Wario, Mona, Jimmy T., and Kat & Ana, each featuring their own microgames. This game makes use of the Nintendo DSi's front camera to control the microgames, using the head and sometimes one or both hands, similarly to Sony's EyeToy accessory. There have been reported problems with trying to play the game, that the camera could not recognize the player unless in desirable lighting conditions. This has fewer positive reviews than other WarioWare games.

Gameplay
WarioWare: Snapped! is set in a theme park.[2] There are four sets of microgames - one featuring Wario, one featuring Mona, one featuring Jimmy T., and one featuring Kat & Ana.[3] It only has 20 microgames, a fraction of the microgames found in the average WarioWare title.[4] This title also allows for more time to play the microgames.[5] It uses the Nintendo DSi's built-in digital camera to make a silhouette of the player to use as a character in the microgames with the Nintendo DSi placed on a flat surface.[6]

WarioWare: Snapped! The player must put his or her head and hand to match head and hand outlines on the screen to make sure that the player is at an ideal distance from the DSi. Once the player keeps their pose for three seconds, the game begins.[7] Before each microgame, the player must match his or her head and sometimes hand or hands with the silhouettes shown on the screen. Once the player gets into the pose, it proceeds to the microgame, and the player must move per what the microgame requires - for example, one microgame requires the player to dry a dog's fur by shaking his or her head back and forth.[7] Kat & Ana's stages require two players. At the end of the minigames, pictures of the player's movement are displayed in a slideshow unique to the character. For example, Mona's adds stylish props to the player, Jimmy T's throws them into a comic strip, Kat & Ana have fighting practice, and Wario's animates their actions. Footage of their gameplay antics also show up on the title screen afterwards.

357

Development
WarioWare: Snapped! was originally announced as Utsusu Made in Wario for the Japanese version of the DSiWare service on October 2, 2008 upon the announcement of the Nintendo DSi.[8] It was eventually released on December 24, 2008. It was later announced for North America on February 18, 2009 upon the announcement of the DSi's release in that region.[9] It was developed by Intelligent Systems under Nintendo SPD and published by Nintendo.[7] Its designers included Naoko Mori, Goro Abe, and Taku Sugioka.[10] The developers intended on making Snapped! a game that could be played and enjoyed by people who don't play games.[11] Due to his focus on the development of WarioWare D.I.Y., director Sugioka left the development of WarioWare: Snapped in Mori's hands. It was conceived when the idea of creating a WarioWare title that makes use of a camera, similar to DS Face Training for Adults, which Intelligent Systems was invited to the development of. The camera included with DS Face Training for Adults was used to make the Nintendo DSi Camera application before the Nintendo DSi hardware existed, and the developers used the camera to create a test model. Abe found the first test model to be strange. It involved players having to hold the Nintendo DSi in either hand and holding the opposite hand in front of the camera. To increase the game's processing speed, the developers made the hand appear on screen as a silhouette. A mini-game was provided as an example of something that could be played with this model. In it, players had to cross a ravine, and to do so, they had to put their hands over the ravine to create a bridge for them to cross.[10] When they began testing this model, they found that it was having trouble detecting the hand due to problems with the illumination. At times, shadows would form which the camera would detect by accident. To fix this, the developers laid a black mat underneath so shadows couldn't form. However, someone with a dark suntan would not be detected by the camera, as they would blend in with the mat. They considered a finger sleeve for the player's index finger, which would allow the camera to detect the person regardless of skin tone. They also used a glove at one point. Bundling the game with the finger sleeve and black mat was considered at one point, though Abe stated that it was bound to fail.[10] They moved onto other models, including one that captured the player's feet on camera so that the player could hold the Nintendo DSi with two hands. However, they weren't sure it would make for good gameplay, thinking it would look weird. Another idea involved secretly taking a picture of someone's face who is standing in front of the Nintendo DSi and using the person's face in game, such as sticking it up a nostril, but this also did not feel right. At this point, the developers focused on the inside camera of the DSi rather than the outside one, using it to capture the player's own face. The test model for this involved players setting the Nintendo DSi on a flat surface, which the developers found alright, but lacked the sense of speed the WarioWare series has. The catchphrase for this version was "WarioWare: Don't Touch?!".[10] The project was bogged down and teetering on the edge of abyss when they were going to submit their final proposal. However, Mori ran into a programmer on her way home, who told her that the camera was actually running the whole time someone was playing the game, displaying a silhouette but also capturing the player in full detail. She thought that people would be happy to see that at the end, and they added it to the final proposal on the last day. The scenes replaying the players' actions were created as a way to make players say "You got me!" and as a

WarioWare: Snapped! neat way to play the game without touching the DSi. The developers thought that the idea was neat, and though games like it have been done before, they've been a little embarrassing. Due to this, the players' responses are "Oh, I see" as opposed to "Oh, this is interesting..." The proposal also mentioned that players could make funny faces while playing to add to this feature, which the developers sounded like a lot of fun. The developers went on a trip to Okinawa, Japan and took pictures using an underwater camera. While no one wanted to have their picture taken at first, people came to see what was going on. The developers found the psychology of this to be interesting, and it connected to WarioWare: Snapped!. The finale scenes were not implemented into the game yet, one developer commenting that if no one had implemented it, the project would have been cancelled. It couldn't implement it simply from a proposal, and had to make a working model first. When they tested it, they found it very fun, and decided to show it to Iwata as soon as possible. The response from other Intelligent Systems employees to this feature was positive, with people bursting out laughing. Sugioka commented that even the serious employees, practically "busted a gut laughing".[12] While the developers designed the microgames, they also thought of what kinds of gestures would be good for resulting in funny videos. An example of a microgame is one which players shake their heads from side to side. This was something people do not want others to see them do, and rarely are able to see themselves doing it, so they wanted to implement a game that involves this. They had people test the microgames, watching them as they played.[11] Because some people do not enjoy having their pictures taken, they made it so that the game does not save images from game to game or when the system is closed. The guidelines for the Nintendo DSi were that if a picture is taken, the camera has to make a sound. However, if the game kept making a sound while players played it, it would interfere with the gameplay. The problem was addressed by erasing the videos and photos. If the player does not successfully complete a game, no photos will be taken. Abe stated that if it were a retail game, it may never have been released. Because a game must have a certain amount of content to justify being sold at retail, it was distributed through the DSiWare service for 500 points.[11]

358

Reception
In IGN's Japanese DSiWare impressions, they commented that they found the camera not up to the task of making this game entertaining. They disliked that the player's head and hands are shown as silhouettes, and how difficult it was to get the right lighting. They also commented that even when the game works, that it's not fun. They criticized the microgames for giving the player a lot of time, saying that it loses the intensity of its predecessor as a result, which were praised for allowing the player to play them in short bursts.[5] In Anoop Gantayat's impressions, he commented that because it shows himself in silhouette form, it's hard for him to tell the difference between his head and hand sometimes, and that the game often couldn't tell either. He said that he was not able to complete a full game of it because of this problem, and that the microgames weren't very fun anyway, suggesting that gamers save their yen.[7] Tiny Cartridge found the "goofy microgames" to be enjoyable, as well as the slideshow at the end showing the player acting silly at the end of a set of microgames, but criticized it for having difficulty in getting the camera to work due to the lighting.[4] On the western market, it received very mixed reviews. Game Rankings calculate an average of 51%, based on 14 reviews.[13] GameSpot gave a "poor" 4.0 out of 10, criticizing the number of minigames and the sensitivity of the camera, ending the review by saying that "You can get much better value from your 500 Nintendo points than spending them on Snapped".[14] IGN on other hand gave a more positive review, 7.8 out of 10, praising the fun of the minigames, but saying that the lack of saving feature to the pictures taken on the game is a weak point of the it, while also criticizing the camera.[15]

WarioWare: Snapped!

359

References
[1] "New Nintendo DSi Ushers in Era of Personalization and Sharing" (http:/ / www. nintendo. com/ whatsnew/ detail/ CtpEEKlkZE8AdQxtX_I3MEyNDtvwlTSI). Nintendo of America. 2009-04-02. . Retrieved 2009-04-06. [2] "DSi Ware Launch Guide - A guide to all the downloadable games that drop on Christmas Eve" (http:/ / www. andriasang. com/ e/ blogs/ anoop/ 2008/ 12/ 23/ dsi_ware_launch_guide). Anoop Gantayat. 2008-12-23. . Retrieved 2009-01-10. [3] "DSi Ware kicks off on Chrismtas Eve" (http:/ / www. andriasang. com/ e/ articles/ 2008/ 12/ 16/ dsi_ware_launch_detailed/ ). Andria Sang. 2008-12-16. . Retrieved 2009-01-10. [4] "Tiny Review: Utsusu! Made in Wario" (http:/ / tinycartridge. com/ post/ 66585376/ tiny-review-utsusu-made-in-wario). Tiny Review. 2008-12. . Retrieved 2009-01-10. [5] "DSi Ware Impressions" (http:/ / ds. ign. com/ articles/ 941/ 941075p1. html). IGN.com. 2008-12-25. . Retrieved 2009-01-12. [6] Kohler, Chris (2008-10-31). "Camera-Based Wario Ware Leads Downloadable DS Launch" (http:/ / blog. wired. com/ games/ 2008/ 10/ camera-based-wa. html). Wired. . Retrieved 2009-01-10. [7] "DSi Ware Launch: Utsusu! Made in Wario Hands On" (http:/ / www. andriasang. com/ e/ blogs/ anoop/ 2008/ 12/ 24/ dsi_ware_launch_made_in_wario). Anoop Gantayat. 2008-12-24. . Retrieved 2009-01-10. [8] "Keynote Address by Satoru Iwata, President" (http:/ / www. nintendo. co. jp/ n10/ conference2008fall/ presen/ e/ 04. html). Nintendo. 2008-10-02. . Retrieved 2009-02-20. [9] Kohler, Chris (2009-02-18). "Nintendo DSi Hits America on April 5 for $170" (http:/ / blog. wired. com/ games/ 2009/ 02/ nintendo-dsi-in. html). Wired.com. . Retrieved 2009-02-20. [10] "Iwata Asks - Nintendo DSi. Volume 5: WarioWare: Snapped! Part 1: WarioWare: Don't Touch?!" (http:/ / www. nintendodsi. com/ iwata-asks-chapter. jsp?interviewId=1& volumeId=5& chapterId=1). Nintendo. . Retrieved 2010-08-26. [11] "Iwata Asks - Nintendo DSi. Volume 5: WarioWare: Snapped! Part 3: Big One-off Performance" (http:/ / www. nintendodsi. com/ iwata-asks-chapter. jsp?interviewId=1& volumeId=5& chapterId=3). Nintendo. . Retrieved 2010-08-26. [12] "Iwata Asks - Nintendo DSi. Volume 5: WarioWare: Snapped! Part 2: "You Got Me!"" (http:/ / www. nintendodsi. com/ iwata-asks-chapter. jsp?interviewId=1& volumeId=5& chapterId=2). Nintendo. . Retrieved 2010-08-26. [13] (http:/ / www. gamerankings. com/ ds/ 959022-warioware-snapped/ index. html) [14] (http:/ / www. gamespot. com/ ds/ puzzle/ wariowaresnapped/ review. html) [15] (http:/ / ds. ign. com/ articles/ 969/ 969605p1. html)

External links
Official web site (http://www.nintendo.com/games/detail/U5mPG9IsG7RCIJ8uAGags8PD-OfydM9M)

WarioWare D.I.Y.

360

WarioWare D.I.Y.
WarioWare: DIY
North American box art
Developer(s) Nintendo SPD Group No.1 Intelligent Systems Nintendo Goro Abe Yoshio Sakamoto Wario Nintendo DS
JP

Publisher(s) Director(s) Producer(s) Series Platform(s)

Releasedate(s)

April 29, 2009 [2] March 28, 2010 [3] EU April 30, 2010 [4] AUS May 20, 2010
NA

[1]

Genre(s) Mode(s) Rating(s)

Action Single-player

ACB: G CERO: A ESRB: E PEGI: 7+

WarioWare D.I.Y., unofficially called WarioWare: Do It Yourself in PAL regions and known in Japan as Made in Ore ( , lit. "Made by Me"), is a mini-game compilation and design video game released for the Nintendo DS in 2009. It is the seventh title in the WarioWare series, after WarioWare: Snapped! It was first revealed at Nintendo's conference on October 2, 2008[5] and it was released in Japan on April 29, 2009. It was released in March, April, and May 2010 in North America, Europe and Australia respectively. The game revolves around the Super MakerMatic 21, a machine that allows WarioWare D.I.Y. players to make microgames, music records and 4-page black-and-white comics.

Story
Dr. Crygor dreams that he is playing on a game console (which resembles a Wii with a wired Wii Virtual Console gamepad) when suddenly all the characters in the game come out of the screen and cause a stampede. Waking up from the nightmare, Dr. Crygor comes up with a brainstorm and invents the Super MakerMatic 21. While the machines are being assembled in Dr. Crygor's lab, Wario enters with a broken television set for repairment and notices the Super MakerMatic 21 is being assembled. He wants to trade his broken television for one of SuperMakerMatics (thinking that it is a television set as well), at which point Dr. Crygor explains what it actually is and its ability of making microgames easily. Wario is amazed and realises that Dr. Crygor's invention is the key to making huge fortunes and starts WarioWare, Inc, once again. Unfortunately, many of his employees have quit, so he hires the player to make microgames for him.

WarioWare D.I.Y.

361

Gameplay
WarioWare D.I.Y. allows players to design their own microgames, creating their own graphics, music and designing a 'cartridge' for them. The game features five sections in its main menu: D.I.Y. Studio, where the player designs microgames, WarioWare Inc., the tutorial, D.I.Y Shop, where the player makes microgame cartridges, Options Garage, where players edit preferences and names, and Distribution Center, in which players send games to the Wii or vice versa. Players can also receive games from the NinSoft store while at the Distribution Center.[6] Due to its cross-compatibility with the Wii, the gameplay is restricted to tapping mechanics. When creating the music, the player can hum into the DS's microphone, which the DS then converts into notes, or create their own music. These notes can then be performed by various instruments such as pig noises, similar to music creation in Mario Paint.[7] Players can send their creations to other D.I.Y. owners or receive other people's works. They can also be uploaded to Nintendo Wi-Fi connection for contest purposes. Microgames made available by Nintendo can be downloaded, too. Additionally, the WiiWare game WarioWare D.I.Y. Showcase allows users to play the microgames on the Wii with the Wii remote's pointer. Aside from the user-generated microgames, WarioWare D.I.Y. includes over 90 pre-made microgames featuring the characters Mona, Jimmy T., Ashley, Orbulon, and 9-Volt. WarioWare D.I.Y. Showcase includes 72 different pre-made microgames featuring Wario-Man, Dribble & Spitz, Kat & Ana, and 18-Volt.[8] Each character has microgames set to certain themes, similar to WarioWare, Inc.: Mega Microgames!.

Development
Development of WarioWare: D.I.Y. began in September 2003 when its developer, Goro Abe, decided that due to how entertaining it was for the team to create microgames, they would make a game that allowed gamers to do the same thing. In an interview, Abe referenced other video games that allow players to create their own role-playing or shooting games, but despite finding it fun, he would quit making them before finishing them. Because of this, he decided that the short nature of the WarioWare series' microgames were perfect for this kind of game, allowing for those with a short attention span to make use of the game. Development took long as a result of the successor to the Game Boy Advance, the "Iris", being replaced by the touch controlled Nintendo DS, which Abe felt was an ideal way to create microgames. However, due to a combination of the difficulty in creating microgames and other projects Abe had to develop, it was put on hold. The project gained new life during the development of the Wii video game WarioWare: Smooth Moves when the developers learned of the WiiConnect24 feature that allows players to exchange or send data. He decided that with D.I.Y., players would be able to make microgames on the Nintendo DS and then send them to the Wii to play. Development restarted after the completion of Smooth Moves. Another designer, Masahito Hatakeyama, got involved after discussing the project with Abe. Hatakeyama was also interested in video games that allow players to make their own content, but he suffered from the same problem and would quit creating his content 1/3 through. He also cited Mario Paint as another game that he played that allowed him to make his own content. He eventually asked Abe if he could participate in the game's development, which Abe said yes to. Taku Sugioka, an employee of Intelligent Systems who had also worked on the DSiWare video game WarioWare: Snapped!, had heard that after Smooth Moves was completed, Abe was going to try something new. Soon after, Abe asked him if he would be interested in participating in its development. He found it to be an interesting project, but was not sure if Abe's ideas could translate well into a video game.[9] The drawing and music-making portions were made to be based on the drawing and music-making portions of Mario Paint. However, they found difficulty in designing the portion of the game where players designate the objectives of the microgames. Originally, they intended to make characters and items, which they designated as "objects", able to move depending on the players wishes, but they needed to make the game interactive and approachable for players. After Smooth Moves, development of D.I.Y. took two years to complete; one of those years was spent attempting to figure out how to make such interaction and approachability doable. Eventually, they decided on splitting the microgame design process into three phases - the object phase, the background phase, and the sound phase. They

WarioWare D.I.Y. created a test model which they viewed as successful after a designer created a microgame in a few hours. At this point, the development had picked up, Sugioka commenting that the team was amazed by this since he was just a designer and not a programmer, meaning he did not have access to special techniques to do this. As the development continued, the game design mechanics grew from the simple test model, as if like they were adding to a puzzle, in Sugioka's words. The developers intended on keeping it simple, however, only implementing six buttons. For example, for a microgame that features a jumping character, players may dictate where the character may jump by selecting the "Boing!" button. While Hatakeyama wanted to add more functionality, Abe retorted by commenting either that the player could combine two functions to do what Hatakeyama wanted or that the microgames only lasted a few seconds and did not need to get too complex. The development team attempted to recreate microgames from WarioWare: Touched! to test how easy it would be for players to do so. For some they could recreate, while others they could not. In response, they adjusted the game to make the ones they could not recreate workable. The debugging process was a difficult part of the development due to how many possibilities there were in creating microgames.[9] While the game originally was going to use a normal Nintendo DS game card, it uses a NAND flash memory card in order to save and load microgames faster and allow players to store more microgames. While this was initially rejected due to a tight schedule, it was eventually implemented. However, during the mass production phase of the development, the game would stop when they tried to utilize the memory. Sugioka was placed in charge of debugging the NAND card, and eventually found the cause. While Abe considered that there would be people who would not want to make microgames, he implemented a feature that would allow players to edit the microgames the developers included to make their own. Initially, they considered having players download microgames from people who have given their friend codes to them, Abe commenting that microgames made by friends and family are more entertaining than those downloaded from anonymous people.[9] However, both methods of exchanging games were eventually included in the game.

362

WarioWare D.I.Y. Showcase


WarioWare D.I.Y. also uses connectivity with a WiiWare title called WarioWare D.I.Y. Showcase, known in Japan as Asobu Made in Ore ( , lit. "Play Made by Me") and unofficially called WarioWare: Do It Yourself Showcase in PAL countries, allowing users to upload their creations to play on a big screen, and even upload them for contests. The game allows players to play up to 72 pre-made games, listen to pre-made music, or read pre-made comics. Players can also play, listen, or read the things they have already made. Along with that, users can fill out surveys for games that their friends have made. They can also download new content when it comes out and upload their games for other players to download.[10] WarioWare D.I.Y. Showcase also includes an unlockable versus mode, but options are limited to shuffling every game, user-created and pre-made, alike.

Reception

WarioWare D.I.Y.

363

Reception Aggregate scores


Aggregator Metacritic Score 82/100 [11]

Review scores
Publication IGN Official Nintendo Magazine Score 9/10 [12]

92%

WarioWare D.I.Y. holds a score of 82/100 on Metacritic, indicating generally favorable reviews.[11] IGN gave the game an 'Outstanding' score of 9.0/10.[12] Wiiloveit.com awarded the WiiWare download a similar grade, with a 27/30 (or 90%), claiming it's a "great compliment [sic] to the DS release".[13] Additionally, British publication Official Nintendo Magazine gave the game a 92%.

Sales
Famitsu reported that by May 31, 2009, WarioWare D.I.Y. sold 156,692 units in Japan.[14]

References
[1] "WarioWare Myself Japanese Overview Trailer" (http:/ / www. gametrailers. com/ player/ 48040. html). GameTrailers.com. 2009-04-15. . Retrieved 2009-04-15. [2] "Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2010/ 100129e. pdf#page=8). Financial Results Briefing for the Six-Month Period Ended September 2009. Nintendo. 30 October 2009. p.8. . Retrieved 30 October 2009. [3] "News: WarioWare: Do It Yourself - April 30th" (http:/ / ds. nintendolife. com/ news/ 2010/ 02/ warioware_do_it_yourself_april_30th). 25 February 2010. . Retrieved 25 February 2010. [4] "Nintendo Australia confirms WarioWare D.I.Y for Thursday" (http:/ / www. aussie-nintendo. com/ news/ 22411/ ). Aussie-Nintendo.com. 2010-05-17. . Retrieved 2010-05-18. [5] "Made in Ore (new WarioWare title) - more screens" (http:/ / gonintendo. com/ ?p=58010). GoNintendo. 2008-10-02. . Retrieved 2008-10-04. [6] "Make Your Own WarioWare Games: News from 1up.com" (http:/ / www. 1up. com/ do/ newsStory?cId=3173648). 1UP.com. 2009-04-08. . Retrieved 2009-04-10. [7] WarioWare D.I.Y. Intermediate Lesson 1 (http:/ / www. gametrailers. com/ player/ 48108. html) [8] WarioWare: D.I.Y. Game Overview (http:/ / www. nintendo. com/ games/ detail/ IuuBjN_K0sbf8ckx_2qo9IOUTFXWTisl) [9] "Iwata Asks WarioWare D.I.Y." (http:/ / www. nintendo. co. uk/ NOE/ en_GB/ news/ iwata/ iwata_asks_-_warioware_diy_16112_16113. html). nintendo.com. . Retrieved March 26, 2010. [10] "Nintendo Reveals New DSi WarioWare, Art Style Games" (http:/ / kotaku. com/ 5072643/ nintendo-reveals-new-dsi-warioware-art-style-games). Kotaku. 2008-10-31. . Retrieved 2008-10-31. [11] "WarioWare D.I.Y." (http:/ / www. metacritic. com/ games/ platforms/ ds/ wariowarediy). Metacritic. . Retrieved March 29, 2010. [12] Harris, Craig (March 25, 2010). "WarioWare D.I.Y. Review" (http:/ / ds. ign. com/ articles/ 107/ 1079712p1. html). IGN.com. . Retrieved March 25, 2010. [13] Wiiloveit.com: WarioWare D.I.Y. Showcase Review (http:/ / www. wiiloveit. com/ games/ warioware-d-i-y-showcase---wiiware-review) [14] Graft, Kris (June 8, 2009). "Japanese Game Charts: Kingdom Hearts For DS Leads May" (http:/ / www. gamasutra. com/ php-bin/ news_index. php?story=23961). Gamasutra.com. . Retrieved 2009-07-29.

WarioWare D.I.Y.

364

External links
Official American website (http://www.wariowarediy.com) Official European website (http://www.wariowaredoityourself.co.uk) Official Japanese website (http://www.nintendo.co.jp/ds/uorj/index.html) Screenshots at IGN (http://media.ds.ign.com/media/142/14286495/imgs_1.html) Super Mario Wiki Page of WarioWare: D.I.Y. (http://www.mariowiki.com/WarioWare:_D.I.Y.) A wiki about DIY creates (http://diy-wikihouse.wikispaces.com/)

365

Sports - Golf games


Golf
Not to be confused with the Virtual Boy game Golf.

Golf
REV-A boxart
Developer(s) Publisher(s) Platform(s) Releasedate(s) Nintendo Nintendo NES, PC-88, Game Boy, FDS, e-Reader, Nintendo GameCube (Animal Crossing game) NES version

JP

May 1, 1984 October 18, 1985 November 15, 1986

NA EU

FDS version

JP

February 21, 1986

Game Boy

JP

November 28, 1989 March 1990 EU 1990


NA JP

3DS Virtual Console


June 29, 2011 September 8, 2011 PAL October 13, 2011


NA

Genre(s) Mode(s) Rating(s)

Sports game Single-player, multiplayer

ESRB: E

Media/distribution 192-kilobit cartridge

Golf is a sports-simulation video game released in 1985 for the Nintendo Entertainment System. It was originally released in Japan in 1984 for the Nintendo Family Computer. The golfer is a mustached man who resembles Mario. The player one character wears a white shirt and shoes with blue pants and uses a white ball, while the player two character wears a red shirt and shoes with black pants and uses a red ball. Unnamed in the original game, in the Japanese Nintendo Wii release Captain Rainbow the golfer is referred to as ossan, a flippant term meaning a grown man.

Golf

366

Gameplay
The user must first decide whether to play single stroke play or the two player selections of doubles stroke play or match play. The user is then placed at the tee of the first hole of eighteen. It was the first golf game to feature a power/accuracy bar for swinging the club. The power bar method has been used in most golf games since.

Ports
Ported to the Family Computer Disk System in 1986 (Japan only). Available for the Classic NES e-Reader series on Game Boy Advance. Available as a fully playable collectible in Animal Crossing. Hudson Soft released a port of the game for the Japan-only NEC PC-8801 in 1985. In the Game Boy version, unlike the NES version, there is some background music and two countries to choose from: Japan and U.S.A.. Also, the style of the player characters are chibi. All courses are different compared to the ones in the NES version. This version has also been remade for the Virtual Console on the Nintendo 3DS system.

The nine holes of the golf game in Wii Sports are 3-dimensional versions of the holes in Golf. This is also true of the "Classic" courses for the golf and Frisbee golf games in Wii Sports Resort.

References External links


Golf (http://www.mobygames.com/game/golf) at MobyGames Golf (http://www.nindb.net/game/golf.html) at NinDB (http://www.nindb.net)

NES Open Tournament Golf

367

NES Open Tournament Golf


NES Open Tournament Golf
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Nintendo R&D2 Nintendo Mario Golf Nintendo Entertainment System, Virtual Console NES

JP

[1]

September 20, 1991 September 29, 1991 EU June 18, 1992


NA EU NA JP

Virtual Console

May 11, 2007 June 18, 2007

July 24, 2007

Genre(s) Mode(s)

Sports game Multiplayer

Media/distribution Cartridge

NES Open Tournament Golf is a sports game developed and published by Nintendo for the Nintendo Entertainment System in 1991. NES Open Tournament Golf is the second Nintendo published golf-based video game released for the NES, the first game being Golf. In addition to the Famicom version of Golf, there were two other Nintendo published golf-based video games released in Japan. These games were released in disk format on the Family Computer Disk System in 1987. These two games were Family Computer Golf: Japan Course and Family Computer Golf: U. S. Course. Like most Mario games released around the time, the first player played as Mario, and the second player played as Luigi. At certain points during gameplay, the Mario Bros. are offered advice by their caddies, Princess Peach and Princess Daisy. NES Open Tournament Golf is often thought to be nearly identical to the Famicom version Mario's Open Golf based on the fact that they both feature identical graphics and gameplay. However there are many differences between the two games. For starters, Mario's Open Golf featured five playable courses whereas NES Open Tournament Golf only featured three. The background music between both games also differed, with the exception of few tracks that were used in both games. The Famicom version, Mario's Open Golf is significantly more difficult than the NES version. Most of the holes seen in Mario's Open Golf are not in NES Open Tournament Golf, though there are a few holes that exist in both versions without any modifications. If someone plays Mario's Open Golf they will notice a handful of holes that look nearly identical the holes in NES Open Tournament Golf, but with more obstacles. It is likely that some of these obstacles were removed from the western release of the game to make it less difficult. This is one of the few instances where a NES and Famicom versions of a game have varied so dramatically. Though these games both run on the same engine, mostly everything else is different. NES Open Tournament Golf feels more like a sequel as its release added many new features, such as the ability to earn prize money, which gave the game a lot of replay value.

NES Open Tournament Golf NES Open Tournament Golf is slated for release on the Nintendo 3DS Virtual Console on September 1 for ambassadors,[2] and may feature camera support, 3D support, or analog support. A demo was featured amongst other games from the Nintendo Entertainment System and SNES to be released for the 3DS on a tech demo called Classic Games at E3 2010.[3][4]

368

NES Open Tournament Golf


NES Open Tournament Golf featured three different courses. Those courses were the US Course, Japan Course, and the UK Course. Although the Japan Course and UK Course are also playable courses in Mario's Open Golf they do not contain the same holes. There are some holes in each course that are identical or nearly identical to holes found in NES Open Tournament Golf. For example, hole number one in the Australia Course is hole number nine in the US Course.

Stroke Play
The player must play Stroke Play (not in a tournament) to be eligible to be promoted to the next rank. If they have played well enough, they will be offered the chance to move to the next level. This usually requires playing two 18 hole rounds. They start off as a beginner, after which they can progress to amateur, semi-professional, and professional. Their rank is displayed on the title screen.

Match Play
In this mode the winner is determined by whoever wins the most holes. To win a hole the player must get a lower score than their opponent. If they and their opponent get the same amount of stokes on a hole, it results in a tie. At the end of all 18 holes whoever has won the most holes wins the match. If by the 18th hole there is still a tie, players will start back at the first hole until a winner is declared. The first challenger is Luigi, once the player has won a match against Luigi they will face off with four newly created characters: Steve - Beginner Mark - Amateur Tony - Semi-Professional Billy - Professional

Tournament
In this mode players have the option of either playing Stroke Play or Match Play. Depending on the players rank and score for the round they will earn prize money. At the end of the round they will be shown a scoreboard. The ranks range from 1st to 37th place. The higher they rank for that round the more money they will win. Prize money can be viewed by selecting the Prize Money option in the Clubhouse. A record of the players total earnings is saved, even after the system is turned off. "Bet On 1 Hole" is an option you can select if the player chooses Match Play. In this mode a computer controlled opponent will challenge the player to one hole. Whoever gets the lower score on that hole wins the match. If the player succeeds they will earn prize money, as well as the option to continue playing the next hole for an increased amount of prize money. In the event of a draw the player can continue to play for the same amount of prize money that was up for grabs on the previous hole. If they lose the hole they will lose whatever amount of prize money was set for that hole and the match will end.

NES Open Tournament Golf

369

Clubhouse
In this mode you are able to toggle between several different options as well as view various game data. Register Name Choose Clubs Options Player Stats Prize Money Tournament Roster Training Hall of Fame Holes Clear Saved Data

Mario's Open Golf


Mario's Open Golf featured five different courses. Those courses were the Japan Course, the Australia Course, the France Course, the Hawaii Course, and the UK Course. In addition to those five courses an Extra Course is also available. The Extra Course contains a mix of holes from the other five courses.

Stroke Play
In this mode players have the opportunity to unlock new courses which will also increase their rank. Initially there is only one course available to play, the Japan Course. After clearing this course you will be allowed to play the Australia Course. There are certain score requirements to accomplish before you are able to unlock the next course. Initially you will simply have to clear the Japan Course without going over +18. Below are a list of the score requirements for each course. The sixth course in the game is the Extra Course. It contains a mix of holes from all of the other courses. The Extra Course is available to play once you have cleared the Japan Course. under +18 | Japan Course under +12 | Australia Course under +08 | France Course under +04 | Hawaii Course under +02 | UK Course

Match Play
In this mode you may play against computer controlled opponents. There are three different opponents in this mode: Luigi, Tony, and Billy. You'll notice that the characters Steve and Mark do not appear in this version of the game, as they were created exclusively for NES Open Tournament Golf. Regardless of rank you may choose any of the three characters you wish to play against.

Clubhouse
In this mode you are able to toggle between several different options as well as view various game data. Choose Clubs Options Player Data Training Memorial Holes

Clear Saved Data

NES Open Tournament Golf

370

Family Computer Golf: Japan Course


This game was released for the Disk System on February 21, 1987. Family Computer Golf: Japan Course is very similar to the original Golf which was released for the Famicom in 1984. In this version of the game you can consistently see the bird's eye view of the course on the right-side of the screen, while the left side of the screen consistently showed a third-person view. Two modes of play are available in the game, stroke play and match play. Though the course designs are similar to those found in NES Open Tournament Golf, the controls are slightly different. You can choose between three different speeds at which you hit the ball, and you can also cycle between golf clubs. In this version however, the default club will always be a 1W, whereas in later games an appropriate club would be pre-selected for you. The scorecard in this game is nearly identical to the one found in NES Open Tournament Golf. This game came on a blue disk card, when most disk at the time were yellow. The blue disk indicated that it could be used in machines called a Disk Fax as part of a contest in Japan. Players high scores were saved on the disk, and by using the name entry feature in the game to enter their personal data, players could send the data to Nintendo using the Disk Fax. The winners of the contest received a golden disk containing a harder version of the game.[5]

Family Computer Golf: U. S. Course


This game was released for the Disk System on June 14, 1987. Family Computer Golf: U. S. Course is similar to the original Golf and Mario Open Golf. In this version of the game a bird's eye view of the course is shown on the center of the screen, while the right side of the screen shows a third-person view. Once you were ready to hit the ball the bird's eye view transitioned to a screen with just the third-person view. This concept was slightly modified and used in Mario Open Golf which was released in September 1991.

PlayChoice-10
Mario's Open Golf was one of the titles released on Nintendo's arcade machine, the PlayChoice-10. Each machine had a mix of ten different NES games to choose from. For each token, players would be given a fixed amount of time to play any of the ten games on the PlayChoice-10. The dual-screen cabinet gave instructions on the top-screen, while the lower screen was used to show the actual game. The typical amount of time per token was 300 seconds, of which the player could switch in and out of different games if they so desired. The arcade machine's main circuit board had the ability to plug-in 10 different games, similar to the circuit board of an NES cartridge. PlayChoice games varied slightly from their original NES counterparts, as additional circuitry was needed to allow the game to run on the arcade machine.[6] Mario's Open Golf for the PlayChoice-10 was most similar to that of NES Open Tournament Golf, more so than Mario's Open Golf for the Famicom. There were some differences from NES Open, however, such as no tournament mode in Mario's Open Golf. The PlayChoice-10 also featured the original Golf video game for the NES as one of the games in its library.

NES Open Tournament Golf

371

References
[1] Calderon, Anthony. The Nintendo Development Structure (http:/ / www. n-sider. com/ articleview. php?articleid=482) N-Sider Retrieved on 2008-03-13 [2] http:/ / ds. ign. com/ articles/ 119/ 1191508p1. html [3] http:/ / kotaku. com/ 5566935/ mega-man-2-yoshis-island-among-teased-3ds-sorta+ remakes [4] http:/ / ds. ign. com/ articles/ 109/ 1098405p1. html [5] "tsr's NES archive" (http:/ / www. atarihq. com/ tsr/ fds/ disk. html). . [6] "The Killer List of Video Games" (http:/ / www. klov. com/ game_detail. php?game_id=9043). .

External links
NES Open Tournament Golf (http://www.nindb.net/game/nes-open-tournament-golf.html) at NinDB (http:// www.nindb.net)

Mario Golf
Mario Golf
US cover Art, with Mario taking his turn golfing, Luigi just standing, Peach giving Mario a round of applause.
Developer(s) Publisher(s) Series Engine Platform(s) Camelot Software Planning Nintendo Mario Golf Modified Everybody's Golf engine Nintendo 64 Game Boy Color Virtual Console Nintendo 64

JP

Releasedate(s)

June 11, 1999 June 30, 1999 PAL September 14, 1999
NA JP

Game Boy Color


August 10, 1999 October 20, 1999 October 26, 1999

NA

PAL

Virtual Console

JP

September 30, 2008 October 6, 2008 PAL January 23, 2009


NA

Genre(s) Mode(s) Rating(s)

Sports (golf) Single-player Multiplayer ELSPA: 3+


ACB: G ESRB: E PEGI: 3+

Mario Golf Mario Golf ( 64 Mario Gorufu Rokujyon, Mario Golf 64) is a sports game developed by Camelot Software Planning and published by Nintendo for the Nintendo 64 in 1999. In the game, Mario, his friends, and his enemies play golf on a variety of Mario-themed courses. It is the second game in the Mario Golf series (though the first to carry that name). Its tagline was "Tee up with Mario and his friends!" Mario Golf was re-released on the Virtual Console in Japan on September 30, 2008, in North America on October 6, 2008[1] and in Europe and Australia on January 23, 2009.

372

Gameplay
Players can play as a variety of characters including Mario, Luigi, Princess Peach, Yoshi, and Wario. The game also introduces Plum, Sonny, Harry, Maple, and Charlie, new characters created by Camelot specifically for the game, and have not appeared since (save for Plum's appearance as a trophy in Super Smash Bros. Melee and as a sticker in Super Smash Bros. Brawl). Players can then select from a number of courses which have features adapted to the Nintendo world. Mario Golf is also very easy to play (also known as a "pick up and play" game) as it makes golf very simple, because it does away with many of the complicated real-life aspects of the sport that are found in games like Tiger Woods PGA Tour 2006. Although the game is easy to play and simple in appearance, the game's engine is very deep and there are a multitude of variables that can affect a shot, such as wind strength and direction (indicated by a Boo), rain, characters' individual attributes, spin on the ball, and relief of the land. There is a variety of gameplay modes, including speed golf, ring shot, mini golf and skins match. Every character in the game has recorded voice samples which can be used to comment on opponent's shots.

Transfer Pak
This game features Transfer Pak compatibility with the Game Boy Color version of Mario Golf. Players can upload characters and data found on the Game Boy version to the Nintendo 64 version. That way, you can play as these characters in full 3D. Additionally, data from the Nintendo 64 version is saved onto the Game Boy Color version of the game.[2] However, the characters imported onto the Nintendo 64 version are not saved onto the cartridge; you must upload the characters again to play as them on the Nintendo 64. After playing a round with a GBC Character, that character will earn experience points. Transfer Pak functionality is not included in the Virtual Console version.[3]

Playable Characters
There are 14 playable characters in the game and each of them differs in swing style size and strength. Note that four of these characters have to be unlocked. Plum Charlie Baby Mario Princess Peach Luigi Yoshi Sonny Wario Harry Mario Bowser

Maple Metal Mario Donkey Kong

Mario Golf

373

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 88% [4] [5]

91 of 100

Review scores
Publication Electronic Gaming Monthly Famitsu Game Informer GamePro GameSpot IGN Nintendo Power Score 8.12 of 10 32 of 40 [6]

9 of 10 5 of 5 8.7 of 10 [7]

8.3 of 10 8.5 of 10

GameSpot describes the game as easy to play, by having simple features and by "removing the guesswork for gamers who are not familiar with the subtle nuances of golf" that may put off many players.[8]

Handheld version
Mario Golf (known as Mario Golf GB ( GB) in Japan) is the handheld version of this game for the Game Boy Color, also developed by Camelot Software Planning. Unlike the console version, it includes role-playing video game elements. This version of Mario Golf received highly positive reviews,[9] and was considered a slightly better game overall than the console version, averaging 89.6% compared to 87.6%.[9] IGN gave Mario Golf a perfect score of 10 out of 10, calling it one of the few must-buy games for the Game Boy Color. They also praised it for exceeding the standards for audio quality in a Game Boy Color game.[10] GameSpot did not enjoy it as much, giving it only a 7.2 of 10. They criticized it, saying that some of the mechanics could have used some work, such as putting. However, they feel it to be an excellent adaptation of the console version.[11] In Japan, Famitsu magazine scored the Game Boy version a 30 out of 40.[12]

Mario Golf

374

Sequel
A sequel to this game, Mario Golf: Toadstool Tour, was released for the Nintendo GameCube in 2003.

References
[1] "Two WiiWare Games and Two Virtual Console Games Added to Wii Shop Channel" (http:/ / www. nintendo. com/ whatsnew/ detail/ ngiGcGC-0d7mSVwou1SKkAECxOXNY4Yf). 2008-10-06. . Retrieved 2008-10-06. [2] IGN Staff (2000-03-03). "Mario Golf Transfer Pak" (http:/ / gameboy. ign. com/ articles/ 076/ 076065p1. html). IGN. . Retrieved 2008-02-15. [3] http:/ / www. vc-reviews. com/ news/ 2008/ 10/ usa_vc_releases_mario_golf_and_shining_force_ii [4] "Mario Golf Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 197859. asp). Game Rankings. . Retrieved 2008-04-01. [5] "Mario Golf (n64: 1999): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ n64/ mariogolf?q=mario golf). Metacritic. . Retrieved 2008-04-01. [6] 64 - 64. Weekly Famitsu. No.915 Pt.2. Pg.27. 30 June 2006. [7] "Mario Golf for Nintendo 64 Review - Nintendo 64 Mario Golf Review" (http:/ / www. gamespot. com/ n64/ sports/ mariogolf/ review. html). Gamespot.com. 2000-08-30. . Retrieved 2008-04-01. [8] "Mario Golf Review - Gamespot" (http:/ / www. gamespot. com/ n64/ sports/ mariogolf/ review. html). GameSpot. . Retrieved 2010-11-26. [9] http:/ / www. gamerankings. com/ htmlpages2/ 197858. asp [10] http:/ / gameboy. ign. com/ articles/ 162/ 162206p1. html [11] http:/ / www. gamespot. com/ gbc/ sports/ mariogolf/ review. html [12] - GB. Weekly Famitsu. No.915 Pt.2. Pg.110. 30 June 2006.

External links
Official Nintendo Japan Mario Golf 64 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nmfj/ index.html) Official Nintendo Japan Mario Golf Game Boy Color site (http://www.nintendo.co.jp/n02/dmg/awxj/index. html) Mario Golf (http://register.nintendo.com/gamemini?gameid=) at Nintendo.com ( archives (http://web. archive.org/web/*/http://www.nintendo.com/gamemini?gameid=) of the original (http://www.nintendo. com/gamemini?gameid=) at the Internet Archive) Mario Golf (http://www.mobygames.com/game/mario-golf) at MobyGames Mario Golf (http://www.gamefaqs.com/197859) at GameFAQs

Mobile Golf

375

Mobile Golf
Mobile Golf
Japanese box art
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Camelot Software Planning Nintendo Mario Golf Game Boy Color

JP

May 11, 2001

Sports game, role-playing video game Single-player, multiplayer

Media/distribution 16-megabit cartridge

Mobile Golf ( ) is a sports game developed by Camelot Software Planning and published by Nintendo for the Game Boy Color in 2001 in Japan only. It is the 4th Mario Golf game in the series and is RPG like style leveling like other handheld Mario Golf and sports games. Although the title doesn't have Mario in it like many in the series, this was due to the product being a test for the Mobile GB Adaptor. Although, Mario can still be playable along with some other Mario Characters.

Gameplay
Players can play as a variety of characters including Mario, Princess Peach, Yoshi, and Foreman Spike. The game also includes new characters such as Ken, Napple, Thread, Lisa, Bean, Rozary, Powert, and Bird. Players can then select from a number of courses which have features adapted to the Nintendo world.

Mobile GB Adapter
A Mobile GB Adapter could be used to play multiplayer games within a mobile phone network.

Reception
On release, Famitsu magazine scored Mobile Golf a 32 out of 40.[1]

References
[1] - . Weekly Famitsu. No.915 Pt.2. Pg.110. 30 June 2006.

External links
Official Mobile Golf website (http://www.nintendo.co.jp/n02/dmg/bgoj/index.html) (Japanese) Mobile Golf at GameSpot (http://gamespot.com/gbc/sports/golfland/index.html)

Mario Golf: Toadstool Tour

376

Mario Golf: Toadstool Tour


Mario Golf: Toadstool Tour
North American cover art
Developer(s) Publisher(s) Composer(s) Series Platform(s) Releasedate(s) Camelot Software Planning Nintendo Motoi Sakuraba Mario Golf Nintendo GameCube

NA JP

July 29, 2003

September 5, 2003 AUS February, 2004


EU

June 18, 2004

Genre(s) Mode(s) Rating(s)

Sports Single-player, Multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube Disc

Mario Golf: Toadstool Tour, known in Japan as Mario Golf: Family Tour ( ), is a sports game developed by Camelot Software Planning and published by Nintendo for the Nintendo GameCube. It is the sequel to the 1999 Nintendo 64 title Mario Golf, and is the fifth game in the Mario Golf series. It was released in North America on July 29, 2003, in Japan on September 5, 2003, and in the PAL region on June 18, 2004. Toadstool Tour is a golf game featuring characters and elements from the Mario series. There are 16 playable characters in total, each with a set of golfing statistics defining their style of play. The game's main mode involves the player competing in tournaments to obtain new features, although there are alternative modes consisting of training session and variations to the golf format. This includes "Ring Attack", requiring the player to hit the ball through rings of varying sizes while remaining on or under par.[1] Players can transfer characters between Mario Golf: Toadstool Tour and Mario Golf: Advance Tour using the Nintendo GameCube Game Boy Advance Cable.[2] Toadstool Tour received a positive reception from the media, gaining an aggregate score of 82% from Game Rankings.[3] In general, reviewers praised the game's visuals, sound, and variety of courses, although a perceived lack of advancement from its predecessor was criticised. The game became part of the Player's Choice label in 2004.[4]

Gameplay
Toadstool Tour is a golf game incorporating characters, enemies, and themes from the Mario series. As a typical golf game, the player's objective is to hit the ball into the hole using as few strokes as possible. Prior to the swing, the player chooses a club, general direction and range for the ball to travel. During the swing, the player determines power by timing a button press for a marker to stop at the desired point on a power meter.[5] At this point, the player can choose to influence the direction of the ball by applying spin.[6] Players can alternate between auto and manual

Mario Golf: Toadstool Tour shots, with the latter providing the player with more control, albeit at a higher risk of a poor shot. Many of these gameplay aspects, such as spin, are affected by the 16 characters' individual statistics. These relate to features such as control of the ball and the general height of the character's shot, which determines how much the character's play is affected by the wind. At varying stages in the "Character match" mode, characters have a chance to be upgraded into "Star characters", which grants statistical enhancements. To achieve this, the player must defeat a computer-designated artificial intelligence (AI) opponent with a character of their choice, awarding the AI character with the upgrade for use later by the player.[1] The opportunities are only available once an envelope appears beside a character portrait in the selection screen.[7] There are seven courses in the game, with the later versions featuring more complex terrain and exotic features. The more advanced courses offer a higher frequency of difficult terrain and elevation,[5] as in bunkers, which limit the accuracy and range of shots. There are also hazards such as lava pits and thwomps, which will incur a one-shot penalty if landed on. Each course takes its name from a particular Mario feature, such as "Peach's Castle Grounds", which is themed in particular on the Mushroom Kingdom. This course includes themed hazards such as chain chomps in bunkers, as well as warp pipes to change the location of the ball.[1] Toadstool Tour contains several gameplay modes and variants of golf, as well as the traditional stroke and match play. The player can choose to play the "Doubles" option in several modes, which allows two players to play alternate strokes as a team. "Coin attack" entails collecting several coins scattered on the course, while "Ring attack" requires the player to direct the ball through rings of varying locations, angles, and diameter while keeping on or under par.[1] Some side games incorporate personal training for the player, such as the side games, which develops approaching, putting, shots, and birdie skills (see types of shot). The main mode is "Tournament mode", which involves the player competing against artificial intelligence opponents on each course to win trophies. The game features interactivity with the Game Boy Advance. Players can transfer characters between Mario Golf: Toadstool Tour and Mario Golf: Advance Tour.[2]

377

Development
Toadstool Tour was developed by Camelot Software Planning, the same team responsible for the game's predecessor, Mario Golf. During an interview with two Camelot developers, Hiroyuki and Shugo Takahashi, it was revealed that the game was developed simultaneously with the GameCube Mario Tennis title, Mario Power Tennis. According to the brothers, ideas and technology used for the development of Toadstool Tour was also used for Power Tennis.[8] The game was displayed as a playable demonstration in the E3 convention of 2003.[9] Toadstool Tour became part of the Player's Choice label in 2004, which offers a reduced price to games that have sold more than one million copies.[4] The music in Toadstool Tour was composed by Motoi Sakuraba, who has scored several other Mario Golf titles.[10]

Reception

Mario Golf: Toadstool Tour

378

Reception Aggregate scores


Aggregator GameRankings Metacritic Score 82% [3] [11]

81 out of 100

Review scores
Publication Edge Electronic Gaming Monthly GameSpot GameSpy IGN 8.0 out of 10 Score 6 out of 10 8/8/7.5 [3]

[12] [6] [2] [5]

8.3 out of 10

Toadstool Tour received a positive reaction from critics, although it was criticised for being too similar to its predecessor.[1][6] Eurogamer's Tom Bramwell commented that "Mario Golf hasn't really grown much since its time on the N64", despite enjoying the game's course design and "sense of fun".[1] Both GameSpot and IGN praised the game's courses, although the later stages were preferred to the more basic initial courses.[5][6] 1UP.com lauded the game's physics evidenced by the use of wind, weather, and surface conditions.[13] The game was often likened to the Tiger Woods PGA Tour games, which served as a criticism when Eurogamer noted the absence of events and player progression in the game's single-player mode.[1] This point was shared by the 1UP staff, who wanted "a more compelling single-player mode" that would offer a "golf pro who coaches me based on my swings".[13] The game's controls were generally well received, despite specific issues such as difficulties executing very short putts due to the game's power meter.[2] The accessibility of the controls in particular were lauded, although Camelot's choice not to use the analogue swing present in many golf games was a common complaint.[1][5] This specifically was compared to the analogue system present in Tiger Woods games, prompting Matt Casamassina to comment "going from Tiger Woods back to the mechanics of Mario Golf feels like going from car to horse".[5] The variety of modes available in Toadstool Tour was rated as "amazing" by GameSpot, who proceeded to commend the clarification provided by the game's manual booklet and in-game tutorial.[6] Eurogamer also noted this by offering praise to "Ring attack", but conversely rated "Coin attack" as "a bit shallow".[1] The game's multiplayer offerings were highly regarded by most reviewers.[2][14] Many reviewers criticised Toadstool Tour's use of camera, especially when the ball's presented route would ignore obstacles.[2][5] Despite noting problems with the frame rate, GameSpot welcomed the game's visuals, arguing that the recurring Mario characters "never looked better".[6] IGN also lauded the graphics present in the full motion video and the rest of the game, as well as Toadstool Tour's audio. Matt Casamassina acknowledged the characters' voiced taunts, saying "the muttering, complaining Waluigi, never fails to bring a smile to our faces".[5] Toadstool Tour sold 1.03 million units in North America as of December 27, 2007.[15]

Mario Golf: Toadstool Tour

379

References
[1] Tom Bramwell (2004-06-22). "Eurogamer: Toadstool Tour review" (http:/ / www. eurogamer. net/ article. php?article_id=55857). Eurogamer. . Retrieved 2008-08-08. [2] Raymond Padilla (2003-08-06). "GameSpy: Toadstool Tour review" (http:/ / cube. gamespy. com/ gamecube/ mario-golf-toadstool-tour/ 6072p1. html). GameSpy. . Retrieved 2008-12-25. [3] "Game Rankings Mario Golf: Toadstool Tour" (http:/ / www. gamerankings. com/ htmlpages4/ 557720. asp). Game Rankings. . Retrieved 2008-08-07. [4] "Mario Golf, F-Zero go bargain-priced" (http:/ / uk. cube. ign. com/ articles/ 570/ 570491p1. html). IGN. 2003-03-16. . Retrieved 2008-08-07. [5] Raymond Padilla (2003-07-29). "IGN: Toadstool Tour review" (http:/ / uk. cube. ign. com/ articles/ 431/ 431090p1. html). IGN. . Retrieved 2008-08-07. [6] Ryan Davis (2003-07-23). "GameSpot: Toadstool Tour review" (http:/ / www. gamespot. com/ gamecube/ sports/ mariogolf/ review. html). GameSpot. . Retrieved 2008-12-25. [7] Neil J. Sloan. "GamersHell Mario Golf: Toadstool Tour" (http:/ / www. gamershell. com/ gamecube/ mario_golf/ review. html). GamersHell. . Retrieved 2008-08-01. [8] "Camelot talks Mario Power Tennis" (http:/ / uk. cube. ign. com/ articles/ 570/ 570491p1. html). IGN. 2004-12-02. . Retrieved 2008-08-07. [9] Cory D. Lewis (2003-05-14). "Toadstool Tour preview" (http:/ / uk. cube. ign. com/ articles/ 402/ 402174p1. html). IGN. . Retrieved 2008-08-07. [10] "Mario Golf: Toadstool Tour Credits" (http:/ / www. gamespot. com/ gamecube/ sports/ mariogolf/ tech_info. html). GameSpot. . Retrieved 2008-08-11. [11] "Metacritic Mario Golf: Toadstool Tour" (http:/ / www. metacritic. com/ games/ platforms/ cube/ mariogolftoadstooltour). Game Rankings. . Retrieved 2008-08-07. [12] Tsao, Jennifer; Johnston, Chris; Boyer, Crispin (October 1, 2003). "Hole lotta fun" (http:/ / web. archive. org/ web/ 20040301191804/ www. egmmag. com/ article2/ 0,4364,1492046,00. asp). Electronic Gaming Monthly. Archived from the original (http:/ / www. egmmag. com/ article2/ 0,4364,1492046,00. asp) on March 1, 2004. . Retrieved April 14, 2010. [13] "1UP.com Mario Golf: Toadstool Tour" (http:/ / www. 1up. com/ do/ reviewPage?cId=3108419& p=5& sec=REVIEWS). 1UP.com. 2004-05-09. . Retrieved 2008-08-07. [14] Rick Powers (2003-07-28). "NWP Mario Golf: Toadstool Tour impressions" (http:/ / www. nintendoworldreport. com/ impressionsArt. cfm?artid=3111). Nintendo World Report. . Retrieved 2008-08-08. [15] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. . Retrieved 2008-08-08.

External links
Mario Golf: Toadstool Tour (http://register.nintendo.com/gamemini?gameid=m-Game-0000-1039) at Nintendo.com ( archives (http://web.archive.org/web/*/http://www.nintendo.com/ gamemini?gameid=m-Game-0000-1039) of the original (http://www.nintendo.com/ gamemini?gameid=m-Game-0000-1039) at the Internet Archive)

Mario Golf: Advance Tour

380

Mario Golf: Advance Tour


Mario Golf: Advance Tour
North American box art
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Camelot Software Planning Nintendo Mario Golf Game Boy Advance

JP

April 22, 2004 [1] June 22, 2004 [1] EU September 17, 2004
NA

[1]

Genre(s) Mode(s) Rating(s)

Sports game, role-playing video game Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution 128-megabit cartridge

Mario Golf: Advance Tour, known in Japan as Mario Golf: GBA Tour ( ), is a role-playing video game-styled sports game developed by Camelot Software Planning and published by Nintendo for the Game Boy Advance in 2004. The game is the sequel to the Game Boy Color version of Mario Golf.[2] The music was composed by Motoi Sakuraba.[3]

Story mode
Overworld
Mario Golf: Advance Tour features an overworld map, where the player can walk around and interact with different courses and objects. On the overworld are the four golfing "clubs" (Marion, Palms, Dunes, Links) which hold tournaments. The player must place in these tournaments prove themselves to be an "ultimate golfer", and earn the right to golf with Mario. There are also side courses, as well as the Custom Club Shop, where a metalsmith will make the player special clubs if they give him a Custom Ticket.

Courses
In each of the four clubs available in Mario Golf: Advance Tour, there are three places of interest: the golf course, the practice area, and the student lodging. The golf course is accessed by entering the tourneys or by playing a practice round. The practice area allows the players to hone their skills by doing various mini-games, as well as play a match against the course leader. Each practice area also features a secret challenge that allows the player to obtain useful items. The student lodging area is only accessible in the Marion course, where Neil and Ella live. One can talk to their doubles partner here, as well as save their game.

Mario Golf: Advance Tour

381

Characters
At the beginning of the game, the player must choose between one of two characters, Neil or Ella, and play as that character for the rest of the game, with the other character as their doubles partner. Neil and Ella have different strengths: Neil has stronger hitting and a slight draw, while Ella has more precise hitting and a slight fade. By progressing through the game and completing its various elements, the player can gain experience to distribute among the two characters to enhance both their drive as well as their hitting capabilities. As a character levels up, they gain stat points to improve their abilities.

Multiplayer
Mario Golf: Advance Tour features four multiplayer modes. In the "Without Game Link" mode, two to four players take turns playing on one Game Boy Advance. They can choose a player from the unlocked list of players, pick clubs, and then pick a game-play mode. Other than the previous mentioned features, this is the same as standard free-play mode. In the "With Game Link" mode, each player can select from their own list of characters and clubs, but courses must be mutually unlocked. Otherwise, this is the same as the Without Game Link mode. The Wireless Adapter mode only shows up when the Wireless Adapter is attached to the Game Boy Advance. Otherwise, this is the same as With Game Link mode. In the Club Exchange mode, two players can trade the clubs which they have earned throughout the game via a Game Link Cable or a Wireless Adapter. In the Get Clubs mode, one can receive exclusive Special clubsets (up to 16) from a Wonder Spot using a Wireless Adapter. However, this mode was never used.

Development and release


Mario Golf: Advance Tour was revealed in late 2003, and created largely by the same team who made Mario Golf: Toadstool Tour for the Nintendo GameCube.[4][5][6] Initially shipped on April 22, 2004 in Japan, the game was also released on June 22, 2004, and September 17, 2004 for North America and Europe respectively.[1] The game also was bundled in Japan with a Wireless Adapter, to go along with the Pokmon releases at the time.[7] The game was designed by Shugo Takahashi and Hiroyuki Takahashi, and directed by Yasuhiro Taguchi, all of whom have contributed to the Golden Sun series.[5][8]

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 85% [9] [10]

84 of 100

Review scores
Publication 1UP.com Edge Electronic Gaming Monthly Game Informer Score A [11] [12] [9]

6 of 10

8.67 of 10 8 of 10

[13]

Mario Golf: Advance Tour


[9]

382
GamePro GameSpot GameSpy IGN Nintendo Power 9.5 of 10

4.5 of 5 8.2 of 10

[14] [15] [16] [9]

4.4 of 5

Awards
GameSpy Editors' Choice [17] [18]

IGN Editors' Choice Award

Mario Golf: Advance Tour has enjoyed critical acclaim since its release. IGN hailed Advance Tour as "one of the best golfing games ever", bestowing the game with an Editors' Choice Award, GameSpy said "aside from the quirks in graphics and music, there's almost nothing wrong with Mario Golf: Advance Tour", and Game Informer concluded that in Advance Tour "handheld golf has never been as much fun."[13][16][15] The RPG elements has also been praised, with 1UP saying "[the] simple act of leveling up is addictive in itself" and according to EGM "all the extraneous questing, character building, and item collecting just works."[11][10]

References
[1] "Mario Golf: Advance Tour for Game Boy Advance - Mario Golf: Advance Tour Game Boy Advance Game - Mario Golf: Advance Tour Game Boy Advance Video Game" (http:/ / www. gamespot. com/ gba/ sports/ mariogolf/ similar. html?mode=versions). GameSpot. . Retrieved 2008-06-17. [2] "Nintendo.com Games : Mario Golf: Advance Tour" (http:/ / register. nintendo. com/ gamemini?gameid=bb1809cc-93a9-4de5-984d-f2b278c593a9). Nintendo. . Retrieved 2008-06-17. [3] "Mario Golf: Advance Tour Info - Mario Golf: Advance Tour Information - Mario Golf: Advance Tour Release Date" (http:/ / www. gamefaqs. com/ portable/ gbadvance/ data/ 589376. html). GameFAQs. . Retrieved 2008-06-17. [4] "Game Credits for Mario Golf: Toadstool Tour" (http:/ / www. mobygames. com/ game/ gamecube/ mario-golf-toadstool-tour/ credits). MobyGames. . Retrieved 2008-07-08. [5] "Game Credits for Mario Golf: Advance Tour" (http:/ / www. mobygames. com/ game/ gameboy-advance/ mario-golf-advance-tour/ credits). MobyGames. . Retrieved 2008-07-08. [6] "IGN: Metroid & Mario Golf Early 2004" (http:/ / gameboy. ign. com/ articles/ 451/ 451366p1. html). IGN.com. . Retrieved 2008-07-08. [7] "IGN: Mario Golf Goes Wireless" (http:/ / gameboy. ign. com/ articles/ 494/ 494585p1. html). IGN.com. . Retrieved 2008-07-08. [8] "Game Credits for Golden Sun" (http:/ / www. mobygames. com/ game/ gameboy-advance/ golden-sun/ credits). MobyGames. . Retrieved 2008-07-08. [9] "Mario Golf: Advance Tour Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 589376. asp). Game Rankings. . Retrieved 2008-06-17. [10] "Mario Golf: Advance Tour (gba: 2004): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ gba/ mariogolfadvancetour). Metacritic. . Retrieved 2008-06-17. [11] Gifford, Kevin (2004-06-21). "Mario Golf: Advance Tour Game Boy Advance Review Index, Mario Golf: Advance Tour Reviews" (http:/ / www. 1up. com/ do/ reviewPage?cId=3128429& did=1). 1UP.com. . Retrieved 2008-06-17. [12] "Edge Online: Search Results" (http:/ / www. edge-online. co. uk/ edgedb/ search. php). Edge. . Retrieved 2008-06-17. [13] Kato, Matthew. "Game Informer Online" (http:/ / www. gameinformer. com/ NR/ exeres/ 2F1AC17E-43F7-45D9-A59D-0C84292C4D17. htm). Game Informer. . Retrieved 2008-06-17. [14] Davis, Ryan (2004-06-21). "Mario Golf: Advance Tour for Game Boy Advance Review - Game Boy Advance Mario Golf: Advance Tour Review" (http:/ / www. gamespot. com/ gba/ sports/ mariogolf/ review. html). Gamespot. pp.12. . Retrieved 2008-06-17. [15] Padilla, Raymond (2004-06-25). "GameSpy: Mario Golf: Advance Tour Review" (http:/ / gba. gamespy. com/ gameboy-advance/ mario-golf-advance-tour/ 526437p1. html). GameSpy. pp.12. . Retrieved 2008-06-17. [16] Harris, Craig (2004-06-11). "IGN: Mario Golf: Advance Tour Review" (http:/ / gameboy. ign. com/ articles/ 522/ 522816p1. html). IGN.com. pp.12. . Retrieved 2008-06-17.

Mario Golf: Advance Tour


[17] "Game Boy Advance: Reviews Index" (http:/ / gba. gamespy. com/ index/ reviews. html?constraint. bool. article. is_editors_choice=is_true& constraint. return_all=is_true). GameSpy. . Retrieved 2008-06-17. [18] "IGN Game Boy: Games, Cheats, News, Reviews, and Previews" (http:/ / gameboy. ign. com/ index/ choice. html). IGN.com. . Retrieved 2008-06-17.

383

External links
Official North American Mario Golf: Advance Tour website (http://web.archive.org/web/20070826224508/ http://www.mario-golf.com/) at the Internet Archive Official Japanese Mario Golf: Advance Tour website (http://www.nintendo.co.jp/n08/bmgj/index.html)
(Japanese)

Mario Golf: Advance Tour (http://www.camelot.co.jp/mggba/index.html) at Camelot.com (Japanese) Mario Golf: Advance Tour (http://register.nintendo.com/ gamemini?gameid=bb1809cc-93a9-4de5-984d-f2b278c593a9) at Nintendo.com ( archives (http://web.archive. org/web/*/http://www.nintendo.com/gamemini?gameid=bb1809cc-93a9-4de5-984d-f2b278c593a9) of the original (http://www.nintendo.com/gamemini?gameid=bb1809cc-93a9-4de5-984d-f2b278c593a9) at the Internet Archive) Mario Golf: Advance Tour (http://www.mobygames.com/game/mario-golf-advance-tour) at MobyGames

384

Sports - Tennis games


Mario's Tennis
Mario's Tennis
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Platform(s) Releasedate(s) Nintendo R&D1 Nintendo Masao Yamamoto Hitoshi Yamagami Gumpei Yokoi Hitoshi Fukushima Morihito Iwamoto Virtual Boy

JP NA

July 21, 1995 [1] August 14, 1995

Genre(s) Mode(s) Rating(s)

Sports Single player

ESRB: K-A

Media/distribution 4-Megabit cartridge

Mario's Tennis ( Mariozu Tenisu) is a 1995 sports game developed by Nintendo for the Virtual Boy handheld game console. It was one of the four launch games that were released alongside the console.[2] Also known by its working title Mario's Dream Tennis, it was the console's pack-in game in North America.[3]

Gameplay
Mario's Tennis is a sports game in which the player controls one of seven different Mario characters and engages in tennis matches. The action on the court is viewed from directly behind the player character. The Virtual Boy stereoscopy allows the player to perceive depth, which allows him to effectively track the ball as it is struck back and forth across the court. Mario's Tennis supports singles (Player V.S. CPU) or doubles (Player & CPU v.s. CPU & CPU. Regular (1 Match) and Tournament (3 Matches) play are available, with easy, normal, or hard difficulties. Although a two-player function was announced, it was not implemented since the cable required to link two Virtual Boy units was never released.[4]

Mario's Tennis

385

References
[1] Release data (http:/ / www. gamefaqs. com/ portable/ vboy/ data/ 563919. html), GameFAQs.com [2] Plante, Chris (13 August 2010). "10 Lessons the Virtual Boy Can Teach the Nintendo 3DS" (http:/ / www. ugo. com/ games/ ten-lessons-from-virtual-boy-to-nintendo-3ds). UGO Entertainment. . [3] http:/ / www. flickr. com/ photos/ dionisio/ 2833237521/ sizes/ o/ in/ photostream/ [4] Stevens, Tim (21 March 2011). "Nintendo Virtual Boy review" (http:/ / www. engadget. com/ 2011/ 03/ 21/ nintendo-virtual-boy-review/ ). Engadget. .

External links
Official Nintendo Japan Mario's Tennis site (http://www.nintendo.co.jp/n09/vue/p_vmtj/index.html) Mario's Tennis (http://www.gamefaqs.com/563919) at GameFAQs Mario's Tennis (http://www.mobygames.com/game/marios-tennis) at MobyGames

Mario Tennis
Mario Tennis
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Camelot Nintendo Nintendo Haruki Kodera Shugo Takahashi Shinji Hatano Hiroyuki Takahashi Shugo Takahashi Yusuke Nakano Motoi Sakuraba Nintendo 64, Game Boy Color, Virtual Console

Artist(s) Composer(s) Platform(s)

Releasedate(s) Nintendo 64

JP

July 21, 2000 August 28, 2000 PAL November 3, 2000


NA JP

Game Boy Color


November 1, 2000 January 16, 2001 PAL February 2, 2001


NA JP

Virtual Console

August 31, 2010 June 28, 2010 PAL June 18, 2010
NA

Genre(s) Mode(s)

Sports Single-player, multiplayer

Mario Tennis

386
Rating(s)

ACB: G ELSPA: 3+ ESRB: E PEGI: 3+

Mario Tennis, known in Japan as Mario Tennis 64 ( 64 Mario Tenisu Rokujyon), is a sports video game developed by Camelot and Nintendo for the Nintendo 64 video game console. The game was released in North America and Japan in the summer of 2000, and released in Europe later in November. It is the first tennis-based game starring Mario since Mario's Tennis, and the second game developed by Camelot on a Nintendo system. The game is known for being the introduction of Waluigi, and the re-introduction of Princess Daisy, and Birdo. The success of Mario Tennis led to a sequel: Mario Power Tennis, in 2004. Mario Tennis was later re-released on the Virtual Console in the PAL region on June 18, 2010, in North America on June 28, 2010 and in Japan on August 31, 2010. The Mario Tennis series continues with Mario Tennis Open on the Nintendo 3DS.

Characters and Transfer Pak features


Marking the sixth Mario game for the Nintendo 64, Mario Tennis brings eleven new characters to the Mario Tennis franchise, including Waluigi, Princess Daisy, Wario, Shy Guy, Donkey Kong and Birdo. Through the use of an N64 Transfer Pak, players are able to import his or her characters from the Game Boy Color version of Mario Tennis to the N64 game, as well as the characters' stats. After connecting Mario Tennis for the Game Boy Color with Mario Tennis for the Nintendo 64, various options become available; Yoshi, Wario, Waluigi and Bowser can all be sent to the Game Boy Color Version, and GBC characters Alex, Harry, Nina and Kate can be transferred to the Nintendo 64 version. Using the latter four characters, experience points may be earned to transfer back to the GBC version. As the characters go up in levels, one may send his or her improved characters to the N64 version to level up again. A variety of tennis courts can become available to unlock in the Nintendo 64 version after linking with the Game Boy Color Version. On the Virtual Console version, the Ring Tournament mode in Special Games and the ability to unlock extra characters and courts through the Transfer Pak have been removed.

Gameplay
The game uses a control system that differs from most other video tennis games on the market. Shots are performed by pressing one, or both, of the two main buttons (A or B), which make the ball spin in different ways. Pressing a button twice strikes the tennis shot with more power and spin. Additionally, pressing the two buttons in a different order can result in a different type of shot altogether, such as a lob or drop shot. all 4 buttons can be pressed at the same time to hit a very powerful smash shot. The longer a button is pressed before contact is made with the ball, the stronger the shot will be. The control system allows players of all levels to become familiar with the mechanics of the game within a very short time, whilst also encouraging advanced players to take advantage of the variety of shots on offer to come up with different strategies for winning points. A total of seven types of shot are possible using only the one main button of the controller. These gameplay mechanics were later brought to the other games of the Mario Tennis series in Mario Tennis GBC, Mario Tennis: Power Tour, Mario Power Tennis, and Mario Tennis Open.

Mario Tennis

387

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 88% [1] [2]

91 of 100

Review scores
Publication Electronic Gaming Monthly Famitsu Score 9 of 10 [3] 32 of 40 (N64) [4] 30 of 40 (GBC) 7.75 of 10 8.2 of 10 9 of 10 [5]

Game Informer GameSpot IGN Nintendo Power

[6]

9.1 of 10

Awards
4th Annual Interactive Achievement Awards Console Family Award [7]

Mario Tennis has received very favourable reviews overall, with critics citing the accessibility and depth of the controls as being very impressive. The game physics and amount of content have also been praised.[5][6] Dutch magazine Power Unlimited gave the game a score of 9.1 out of 10, calling it very addictive, especially with four players.[8] Mario Tennis sold over 200,000 copies within two weeks of its release.[9]

Handheld version
A Game Boy Color version also developed by Camelot and Nintendo was published under the same title in Western regions and as Mario Tennis GB in Japan. The game was released on November 1, 2000 in Japan; January 16, 2001 in North America; and February 2, 2001 in Europe.[10][11] It features a wide variety of human and Mario characters for the player to use. The game also features mini-games such as a tennis version of a shooting gallery where, as Donkey Kong, the player must hit the banana targets on the wall to earn points in a set amount of time. An RPG mode appears on the Game Boy Color version, which is not in the Nintendo 64 version. In this mode, players begin as a rookie tennis player at the Royal Tennis Academy, who must build up his/her skill (by leveling-up) through training and practice matches before entering various tournaments. The aim of this mode is to be crowned champion at the academy, although a surprise awaits those who attain this goal. The RPG is playable in singles and doubles (separately), effectively doubling the game's longevity. There are training facilities that can help the player progress.

Mario Tennis

388

References
[1] "Mario Tennis Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 258820. asp). Game Rankings. . Retrieved 2008-03-31. [2] "Mario Tennis 64 (n64: 2000): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ n64/ mariotennis64?q=Mario Tennis). Metacritic. . Retrieved 2008-03-31. [3] 64 - 64. Weekly Famitsu. No.915 Pt.2. Pg.30. 30 June 2006. [4] - GB. Weekly Famitsu. No.915 Pt.2. Pg.111. 30 June 2006. [5] "Mario Tennis for Nintendo 64 Review - Nintendo 64 Mario Tennis Review" (http:/ / www. gamespot. com/ n64/ sports/ mariotennis/ review. html). Gamespot.com. 2000-08-30. . Retrieved 2008-03-31. [6] "IGN: Mario Tennis Review" (http:/ / ign64. ign. com/ articles/ 164/ 164400p1. html). IGN.com. 2000-08-18. . Retrieved 2008-03-31. [7] "The Academy of Interactive Arts & Sciences:: Awards" (http:/ / www. interactive. org/ awards. php?winners& year=2001& cat=200121#200121). Interactive Achievement Awards. . Retrieved 2008-03-31. [8] Ven, Boris van de (November 2000), "Mario Tennis", Power Unlimited 8 (11): 6869 [9] "IGN: Mario Tennis Takes Japan" (http:/ / ign64. ign. com/ articles/ 083/ 083071p1. html). IGN. 2000-08-03. . Retrieved 2008-03-31. [10] "IGN: Mario Tennis" (http:/ / gameboy. ign. com/ objects/ 014/ 014380. html). IGN. . Retrieved 2008-04-10. [11] "Mario Tennis for Game Boy Color - Mario Tennis Game Boy Color Game - Mario Tennis Game Boy Color Video Game" (http:/ / www. gamespot. com/ gbc/ sports/ mariotennis/ similar. html?mode=versions). Gamespot. . Retrieved 2008-04-10.

External links
Official Nintendo Japan Mario Tennis 64 site (http://www.nintendo.co.jp/n01/n64/software/nus_p_nm8j/ index.html) Official Nintendo Japan Mario Tennis Game Boy Color site (http://www.nintendo.co.jp/n02/dmg/bm8j/ index.html) Mario Tennis (http://www.imdb.com/title/tt0276320/) at the Internet Movie Database Mario Tennis (http://register.nintendo.com/gamemini?gameid=) at Nintendo.com ( archives (http://web. archive.org/web/*/http://www.nintendo.com/gamemini?gameid=) of the original (http://www.nintendo. com/gamemini?gameid=) at the Internet Archive) Mario Tennis strategy guide (http://guidesarchive.ign.com/guides/14400/index.html) at IGN.com Mario Tennis on the Super Mario Wiki (http://www.mariowiki.com/Mario_Tennis_(Nintendo_64))

Mario Power Tennis

389

Mario Power Tennis


Mario Power Tennis
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Camelot Nintendo Haruki Kodera Shinji Hatano Hiroyuki Takahashi Shugo Takahashi Hiroyuki Takahashi Shugo Takahashi Motoi Sakuraba Nintendo GameCube, Wii

Designer(s) Composer(s) Platform(s)

Releasedate(s) Nintendo GameCube



JP

October 28, 2004 November 8, 2004 PAL February 25, 2005


NA JP

Wii

January 15, 2009 March 9, 2009 EU March 6, 2009 AUS March 26, 2009
NA NA

[1]

Wii (Nintendo Selects re-release)

June 10, 2012

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Mario Power Tennis, known in Japan as Mario Tennis GC ( GC), is a sports game developed by Camelot Software Planning and published by Nintendo for the Nintendo GameCube in 2004. The game is the sequel to the Nintendo 64 title Mario Tennis, and is the third game in the Mario Tennis series. Power Tennis was released in Japan on October 28, 2004, in North America on November 8, 2004, and in Australia on February 25, 2005. The game was re-released for the Wii in 2009 as part of the New Play Control! collection of titles, featuring GameCube games with added Wii controls.[2][3] As of 2012, the title is available as part of the Nintendo Selects collection. Power Tennis incorporates multiple characters, themes, and locations from the Mario series. The game includes standard tennis matches, but contains variants that feature different scoring formats and objectives.[4] Other variants include "Gimmick" courts, thematic areas with components and properties that directly affect gameplay. The game consists of 18 playable characters, each categorised by their style of play and each with a pair of unique moves known as "Power Shots".[5] Power Tennis was developed simultaneously with Mario Golf: Toadstool Tour, and the pair shared similar technology and concepts with each other during production.[6] Such similarities include an

Mario Power Tennis emphasis on the Mario theme in characters and settings as well as alternative game modes such as "Ring Shot". The game was positively received in general, attaining an aggregate score of 81 percent from Game Rankings and 80 percent from Metacritic.[7][8] Critics praised the game's depth and variety, but criticised the Power Shot animations, which could not be skipped.[5] In 2010, the game was included as one of the titles in the book 1001 Video Games You Must Play Before You Die.[9]

390

Gameplay
Mario Power Tennis features variations of tennis matches consisting of characters, courts, and scenarios based on the Mario series. The range of courts includes the standard three types of tennis court, but consists predominantly of those themed upon games in the Mario series, known as "Gimmick" courts. As well as adopting the style aesthetically, these feature thematic elements that influence how the match will be played on that surface, such as the ghosts in the Luigi's Mansion court, which hinder movement when the character comes into physical contact with them.[5] Although standard tennis is available, variants of the sport can be played which adopt different rules and methods of victory. "Ring Shot" involves the player earning points by hitting the ball through rings of varying sizes, with the number of points dependent on the difficulty of the shot.[10] The player acquires the points whenever a winning shot is made adhering to standard rules; the match is won once the predetermined number of points is equaled or surpassed. A similar mode, "Item Battle", involves the characters using items based on the Mario universe to interfere with each other's game and gain an advantage.[4] The central mode of the game is "Tournament Mode", which comprises a set of events with accumulating difficulty. These set of events must be finished successfully to unlock playable characters. This mode can be completed either in "doubles" or "singles", and is divided into Gimmick courts and standard courts.[11] An alternative to these are "Special Games", which involve the player trying to meet a tennis-related objective on a Gimmick court. These Special Games come in multiple forms, incorporating themes from past Nintendo games, such as "Tic-Tac-Glow", which requires the player to hit balls of water to liberate Shine Sprites trapped in dirt,[12] a reference to Super Mario Sunshine. Power Tennis supports the option for four-player multiplayer, which can be accessed during "Exhibition Mode",[11] the standard mode of play where the player can choose his or her opponents and the conditions of the match. Such options include the difficulty of the opponent, the court used, and the number of games and sets required to win the match. Power Tennis features 18 playable characters, all of whom derive from the Mario franchise. Many characters, such as Wario, had already appeared in the game's predecessor and several other Mario spin-offs, while this was the first appearance for Wiggler as a playable character. All of the characters are categorised into six groups that reflect their playing style: all-around, technical, power, speed, defensive, and tricky.[13] Inherent in each character is a set of two unique moves known as "Power Shots".[5] These powerful moves, which are accompanied with an animation each time they are triggered, incorporate the character's specific qualities. They can only be triggered occasionally in the match, but will usually result in defending or scoring a point, depending on the type of shot chosen. Generic tennis moves, such as slices, dropshots, and lobs, can be applied at any time in the match.[5]

Development
Power Tennis was developed by Camelot Software Planning, with a team consisting of approximately 30 people, headed by brothers Hiroyuki and Shugo Takahashi.[6] The game was first unveiled in a 2002 issue of the Japanese magazine Famitsu,[14] and was later presented at the E3 conference of 2004. Before release, the brothers discussed multiple developmental processes in an interview with Famitsu. Camelot had been working on a previous GameCube version of Mario Tennis, but discontinued the project and began again using ideas and technology from Mario Golf: Toadstool Tour, which was being developed simultaneously with the game.[6] Shugo noted that the original would have been more serious and contained deeper gameplay, but with fewer "Mario-esque" gimmicks. There was also a willingness not to update the graphics only without exploring advancements to concepts and

Mario Power Tennis gameplay, which Hiroyuki stated would be "unacceptable for a Mario game". Due to the success of its predecessor, the brothers felt pressure to make a game that was original and would not appear too similar to its predecessor on first sight.[15] Following release, IGN interviewed Hiroyuki regarding the development of the game. He revealed that Camelot had received co-operation from Nintendo in relation to voice acting and animation, which Takahashi stated as "contributing quite a bit to the improvement of the game's graphics". Takahashi proceeded to explain why the role-playing game elements that were present in Mario Tennis were excluded from Power Tennis, stating that he felt they were more suitable for the "deep single-player experience" present in portable consoles. Regarding the themed courts in the game, he explained that the concepts were conceived during long brainstorming sessions, with courts selected that would both remind gamers of older Mario games and introduce new gamers to Mario games they may not have played. When questioned regarding difficulties in developing the game, Takahashi noted the effort used in making the opening sequences, developing the Special Games, and animations, which caused problems with meeting the schedule. Although there was speculation about online capabilities before release,[16] Takahashi refrained from making the game online-compatible due to fear of lagging problems, stating "I don't think you can play a tennis game online under the current Internet environment and feel satisfied".[6] Nintendo collaborated with the Lawn Tennis Association in 2005 to promote Power Tennis in the United Kingdom. The promotion featured on-site sampling and official Nintendo branding at various tennis events such as Wimbledon. The LTA's ACE Magazine advertised Power Tennis and featured competitions offering the game as a prize.[17] Nintendo also released an online questionnaire regarding players' habits and preferences in relation to tennis as a part of their Who Are You? campaign.[18] Nintendo announced in 2008 that they would be re-releasing the title as part of their New Play Control! selection, which feature added Wii controls.[2] The game can be controlled using the Wii Remote and optional Nunchuk attachment, allowing the player to trigger actions such as forehands and backhands by swinging the Remote like a tennis racket. It was released on January 15, 2009 in Japan[1] and on March 2009 in other countries. It was later re-released in North America on June 10, 2012 along with the long awaiting Pikmin 2, both as the Nintendo Selects titles.

391

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 81% [7] [8]

80 out of 100

Review scores
Publication Score Electronic Gaming Monthly 8.17 out of 10[7] Eurogamer Famitsu Game Informer GameSpot IGN 8 out of 10 [11] [19] [7] [5]

34 out of 40

8.5 out of 10 8.9 out of 10 8.5 out of 10

[20]

Mario Power Tennis Mario Power Tennis enjoyed a generally positive reception, with reviewers complimenting the variety of play and multiple minigames available.[5][21] GameSpy's Raymond Padilla lauded the game's use of characters and the player categories, stating "When you put it all together, you have a broad cast of characters, each of whom offers a different feel."[21] Despite this, the Gimmick courts were labeled by Matt Casamassina as a "distraction" and "annoyance", although he acknowledged that some courts were better than others.[20] Additionally, Nintendo World Report's Michael Cole thought that most players would revert back to standard courts "after being 'unfairly defeated' by ghosts, paint, or some other trap."[22] Eurogamer's Tom Bramwell welcomed Power Tennis's style, which he said emphasised gameplay over simulation and realism.[11] When comparing the game to its predecessor, reviewers praised Power Tennis for its incorporation of the Mario franchise in the different scenarios and courts.[22][23] The gameplay features introduced to the game received a mixed response. IGN noted that the Special Games varied in quality between different games, with Casamassina commenting that "they certainly don't make or break the experience."[20] The game's "Power Shots" was also met with an ambivalent reactionthe shot themselves were praised for adding strategy and character, although GameSpot's Ryan Davis commented that "it would have been nice if you could just skip past the animations and keep the wild moves."[5] In general, the game's multiplayer modes were more popular than single-player, with the "predictable and basic" artificial intelligence contributing to a low difficulty level at times.[11] GameSpy noted how the number of options and variables enhanced the multiplayer experience, and commented that "The game is very good on its own, but it excels when you bring friends into the mix."[21] The mechanics of the tennis gameplay were also popular, with reviewers lauding the game's accessibility as well as its depth relating to the variety of shots available and how the position of the character affects the contact with the ball.[5][20][24] Most critics praised Power Tennis's presentation, with reviewers noting the game's opening sequence especially.[20][22] Nintendo World Report complimented the level of detail given to the themed locations and character animations, stating that it "[puts] even the Mario Kart series to shame."[22] IGN generally shared this view, although they criticised the background animations, commenting that "The crowds in particular are a repeating blob of the same sprites over and over".[20] On the other hand, the audio received a mediocre response, despite the comical voice acting.[5][25] Power Tennis sold 139,000 copies during its first week of release in Japan, and sold 377,000 copies altogether in the country from release to December 31, 2006.[26] Power Tennis had sold 296,893 units in North America by January 31, 2005.[27] The game was at fifth position in the Australian GameCube sales charts from October 16 to October 29, 2005.[28][29] In spite of the mostly positive reception the Nintendo GameCube version held, the reception for the Wii remake was mixed. It holds an average score of 65/100 and 69.36% at Metacritic and Game Rankings respectively.[30][31] While it has been praised for the original game's graphics holding up to current Wii games, many editors have found fault in the controls. IGN editor Mark Bozon criticized its motion controls, describing them as imprecise, for ruining a "great game".[32] X-Play editor Dana Vinson similarly disliked the controls, also describing the act of releasing GameCube titles for the Wii with motion controls as being lazy.[33] GamePro editor Dave Rudden criticized the game for adding multiple moves into Wii Remote motions, commenting that it would have to be "twice as responsive" for it to work.[34] Eurogamer editor Oli Welsh criticized both the inaccurate controls and limited improvements, stating that Wii Sports is a superior alternative.[35] While GameDaily editor Robert Workman criticized the motion controls, he stated that everything else works. He also describes it as being mildly enjoyable with three other friends.[36] In spite of the negative reception, the Wii version has had some positive reception. While Official Nintendo Magazine UK editor Tom East similarly bemoaned the motion controls, he felt that the multiplayer still held up, as it becomes balanced since the other players would have the same problems with the controls.[37] 1UP.com editor Justin Haywald agreed, stating that while it made single player modes difficult, the game was meant to be played with friends.[38] Game Informer editor Matt Helgeson, however, found the motion controls to be good, commenting that other developers should learn from Nintendo. In spite of this, fellow Game Informer editor Matthew Kato described

392

Mario Power Tennis the controls as being only so-so.[39] GameShark editor Danielle Riendeau, however, described the controls as excellent, though adding that it occasionally misreads her shots.[40] In the first four days of the Wii version's release in Japan, Mario Power Tennis sold 56,000 copies.[41] By January 3, 2010, it has sold 205,070 copies in Japan.[42]

393

References
[1] "New Features for Wii Pikmin and Mario Tennis" (http:/ / wii. ign. com/ articles/ 937/ 937178p1. html). IGN. 2008-12-10. . Retrieved 2008-12-10. [2] "First look: Wii de Asobu Pikmin" (http:/ / wii. ign. com/ articles/ 915/ 915529p1. html). IGN. 2008-10-02. . Retrieved 2008-10-02. [3] "Pokmon Platinum Tops Nintendo's Diverse Game Lineup For Early 2009" (http:/ / www. nintendo. com/ whatsnew/ detail/ G6PiPIsjd31GkQ2_yG31S9BeReS-QsdW). Nintendo. 2008-12-17. . Retrieved 2008-12-17. [4] Camelot, ed. (2005). Mario Power Tennis Instruction Manual. Nintendo. p.20. [5] Davis, Ryan (2004-11-10). "Mario Power Tennis Review" (http:/ / uk. gamespot. com/ gamecube/ sports/ mariotennis/ review. html). GameSpot. . Retrieved 2008-07-07. [6] "Camelot talks Mario Power Tennis" (http:/ / uk. cube. ign. com/ articles/ 570/ 570491p1. html). IGN. 2004-12-02. . Retrieved 2008-07-07. [7] "Mario Power Tennis Reviews" (http:/ / www. gamerankings. com/ htmlpages4/ 557719. asp). Game Rankings. . Retrieved 2008-07-07. [8] "Mario Power Tennis Metacritic" (http:/ / www. metacritic. com/ games/ platforms/ cube/ mariotennis?q=Mario Power Tennis). Metacritic. . Retrieved 2008-09-07. [9] Mott, Tony (2010). 1001 Video Games You Must Play Before You Die. London: Quintessence Editions Ltd.. p.567. ISBN978-1-74173-076-0. [10] Camelot, ed. (2005). Mario Power Tennis Instruction Manual. Nintendo. p.21. [11] Bramwell, Tom (2005-02-03). "Mario Power Tennis Review" (http:/ / www. eurogamer. net/ article. php?article_id=57803). Eurogamer. . Retrieved 2008-07-07. [12] Camelot, ed. (2005). Mario Power Tennis Instruction Manual. Nintendo. p.23. [13] Camelot, ed. (2005). Mario Power Tennis Instruction Manual. Nintendo. pp.29 33. [14] "Mario Tennis and golf announced" (http:/ / uk. cube. ign. com/ articles/ 355/ 355026p1. html). IGN. 2002-03-06. . Retrieved 2008-07-07. [15] "Mario Tennis Update" (http:/ / uk. cube. ign. com/ articles/ 533/ 533525p1. html). IGN. 2004-07-26. . Retrieved 2008-07-07. [16] "Mario Tennis Connected" (http:/ / uk. cube. ign. com/ articles/ 526/ 526108p1. html). IGN. 2004-07-24. . Retrieved 2008-07-07. [17] Metts, Jonathan (2005-02-18). "Nintendo Teams Up With Lawn Tennis Association" (http:/ / www. nintendoworldreport. com/ newsArt. cfm?artid=10315). Nintendo World Report. . Retrieved 2008-08-24. [18] "Mario Power Tennis Quiz" (http:/ / uk. cube. ign. com/ articles/ 561/ 561049p1. html). IGN. 2004-10-27. . Retrieved 2008-07-07. [19] "Mario Power Tennis Famitsu" (http:/ / fs. finalfantasytr. com/ search. asp?query=Mario+ tennis). Famitsu scores. . Retrieved 2008-07-07. [20] Casamassina, Matt (2004-11-08). "Mario Power Tennis Review" (http:/ / uk. cube. ign. com/ articles/ 564/ 564517p1. html). IGN. . Retrieved 2008-07-07. [21] Padilla, Raymond (2004-11-11). "Mario Power Tennis Review" (http:/ / uk. cube. gamespy. com/ gamecube/ mario-tennis/ 565600p1. html). GameSpy. . Retrieved 2008-07-07. [22] Cole, Michael (2004-11-05). "GC Review: Mario Power Tennis" (http:/ / www. nintendoworldreport. com/ reviewArt. cfm?CFID=543b53ec-f5c3-46f5-baf9-3d7171dd7355& CFTOKEN=0& artid=4284). Nintendo World Report. . Retrieved 2008-07-07. [23] Kohler, Chris (2004-11-12). "Mario Power Tennis Review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3136536& did=1). 1UP.com. . Retrieved 2008-07-07. [24] Haught, Jeb (2005-01-17). "The advantage is 'in' for Nintendo's Mario Power Tennis". The San Diego Union-Tribune: p.4. [25] Hoeger, Justin (2005-02-11). "Serve and folly players have strange powers, courts have trapdoors in enjoyable Mario Power Tennis; Game Day; Metro Final Edition". The Sacramento Bee: p.38. [26] "Nintendo GameCube japanese ranking" (http:/ / www. japan-gamecharts. com/ gc. php). Japan Game Charts. . Retrieved 2008-07-07. [27] "Nintendo GameCube Software Best Seller Ranking" (http:/ / web. archive. org/ web/ 20050225220704/ http:/ / www5e. biglobe. ne. jp/ ~hokora/ gcrank. html). Shrine of Data (http:/ / www5e. biglobe. ne. jp/ ~hokora/ english/ ). 2005-02-11. Archived from the original (http:/ / www5e. biglobe. ne. jp/ ~hokora/ gcrank. html) on 2005-02-25. . Retrieved 2008-05-29. [28] Ramsay, Randolph (2005-10-27). "Aussie game charts: October 1622" (http:/ / uk. gamespot. com/ news/ 6160622. html). GameSpot. . Retrieved 2008-08-12. [29] Ramsay, Randolph (2005-11-02). "Aussie game charts: October 2329" (http:/ / uk. gamespot. com/ news/ 6160868. html). GameSpot. . Retrieved 2008-08-12. [30] "New Play Control! Mario Power Tennis (wii) reviews at Metacritic" (http:/ / www. metacritic. com/ games/ platforms/ wii/ newplaycontrolmariopowertennis). Metacritic. . Retrieved 2010-05-10. [31] "New Play Control! Mario Power Tennis for Wii - GameRankings" (http:/ / www. gamerankings. com/ wii/ 954383-new-play-control-mario-power-tennis/ index. html). Game Rankings. . Retrieved 2010-05-10. [32] "New Play Control! Mario Power Tennis Review - Wii Review at IGN" (http:/ / wii. ign. com/ articles/ 961/ 961026p1. html). IGN. 2009-03-10. . Retrieved 2010-05-10.

Mario Power Tennis


[33] "Mario Power Tennis for GameCube - Reviews - G4tv.com" (http:/ / g4tv. com/ games/ gc/ 15181/ Mario-Power-Tennis/ review/ ). G4TV. 2009-01-28. . Retrieved 2010-05-10. [34] "New Play Control! Mario Power Tennis Review from GamePro" (http:/ / web. archive. org/ web/ 20110607064909/ http:/ / www. gamepro. com/ article/ reviews/ 209316/ new-play-control-mario-power-tennis/ ). GamePro. 2009-03-18. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 209316/ new-play-control-mario-power-tennis/ ) on 2011-06-07. . Retrieved 2010-05-10. [35] "New Play Control! Mario Power Tennis Review - Page 2" (http:/ / www. eurogamer. net/ articles/ new-play-control-mario-power-tennis-review). Eurogamer. 2009-03-06. . Retrieved 2010-05-10. [36] "Mario Power Tennis on Wii Reviews - GameDaily" (http:/ / www. gamedaily. com/ games/ mario-power-tennis/ wii/ game-reviews/ review/ 8107/ 2265/ ). GameDaily. 2009-03-09. . Retrieved 2010-05-10. [37] "Wii Review: New Play Control! Mario Power Tennis - Official Nintendo Magazine" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7381). Official Nintendo Magazine UK. 2009-03-05. . Retrieved 2010-05-10. [38] "Mario Power Tennis Review for the Wii from 1UP.com" (http:/ / www. 1up. com/ do/ reviewPage?cId=3173182& p=44). 1UP.com. 2009-03-10. . Retrieved 2010-05-10. [39] "Nintendo Masters the Art of Repackaging - New Play Control! Mario Power Tennis - Nintendo Wii - GameInformer.com" (http:/ / gameinformer. com/ games/ new_play_control_mario_power_tennis/ b/ wii/ archive/ 2009/ 09/ 23/ review. aspx). Game Informer. 2009-09-22. . Retrieved 2010-05-10. [40] "New Play Control! Mario Power Tennis" (http:/ / www. gameshark. com/ reviews/ 3239/ New-Play-Control!-Mario-Power-Tennis. htm). GameShark. 2009-04-14. . Retrieved 2010-05-10. [41] "Media Create 01/14-01/21" (http:/ / chartget. com/ 2009/ 01/ media-create-sales-0112-0118-software. html). Chart Get. 2009-01-21. . Retrieved 2009-01-21. [42] "GEIMIN.NET2009 TOP1000 " (http:/ / geimin. net/ da/ db/ 2009_ne_mc/ index. php). Geimin. . Retrieved 2010-05-10.

394

Mario Tennis: Power Tour

395

Mario Tennis: Power Tour


Mario Tennis: Power Tour
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) Camelot Nintendo Yutaka Yamamoto Shinji Hatano Hiroyuki Takahashi Shugo Takahashi Hiroyuki Takahashi Shugo Takahashi Motoi Sakuraba Game Boy Advance
JP

Designer(s) Composer(s) Platform(s)

Releasedate(s)

September 13, 2005 November 18, 2005 [1] AUS December 1, 2005
EU NA

December 5, 2005

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: G ESRB: E PEGI: 3+

Mario Tennis: Power Tour, known as Mario Power Tennis in Europe and as Mario Tennis Advance ( Mario Tenisu Adobansu) in Japan, is a sports game developed by Camelot Software Planning and published by Nintendo for the Game Boy Advance in 2005. It is the sequel to the Game Boy Color version of Mario Tennis. However, unlike Mario Tennis, players cannot hook their game up with the respective Nintendo GameCube version.

Gameplay
The gameplay of Mario Tennis: Power Tour is similar to Mario Power Tenniss gameplay. Players play tennis with other characters, in both doubles and singles, and there are several mechanics such as topspin, slice, and "Power Shots". There are both Offensive Power Shots and Defensive Power Shots which are earned further into the game. Offensive Power Shots are very powerful attacks; they power-up the ball and when they make contact with another player, they put a side effect on him/her such as knocked back a little bit, running around dazed, etc. Defensive Power Shots can negate the secondary effects of Offensive Power Shots and they can reach balls which normally would be out of reach. Theres topspin and slice, and topspin has more power than slice, while slice spin exchanges a tiny bit of power for more curve in the character's shot. As well as this, there are also a variety of shots, such as lobs or smashes. Interestingly, like other Mario Tennis video games, it is impossible for players to hit the ball out of bounds.

Mario Tennis: Power Tour

396

Characters
There are several characters in Mario Tennis: Power Tour. The two main characters to choose from are Clay (Max in the European version), a male power player; and Ace (Tina in the European version), a female technical player. The player can change the name of the character they choose to play as, and also choose the character's dominant hand for playing tennis (right or left); the character the player didn't choose will be their doubles partner and his/her name cannot be changed. There's also the Mario gang with Mario, Luigi, Peach, Donkey Kong, Bowser and Waluigi; they won't appear until much later in the game. Wario, Yoshi and Daisy did not appeared only this Mario Tennis. There's players returning from the previous game such as Alex (normally as coaches), and there's new faces such as Elroy, Tori, Whisker, and Paula. Playable previous human players are not available.

Plot
The game starts as the main character wakes up in unfamiliar surroundings. His/her partner explains that the protagonist has enrolled at the Royal Tennis Academy, and he/she is the characters doubles partner. Having passed out the previous day during the Welcome Workout, they decide to get some breakfast. When they arrive at the restaurant, it is deserted and he/she finds out that masked challengers have challenged the top academy students, including Alex, who is implied to be the top-ranked player at the academy. After hearing that the masked players defeated the school champions, he/she sets out to become the top ranked player, in order to enter the main tournament (The Island Open) and discover the masked players' true identities. After defeating the Junior and Senior classes, the player advances to the Varsity Level. Learning that only the two highest ranked doubles pairs can enter the tournament for sure, the main character defeats the entire Varsity class. The player, their partner, and two other players named Elroy (who is also the varsity captain) and Tori enter the Island Open. After the winning the Island Open, the player has not yet discovered the identities of the masked players. However, the morning following their win, the two main characters are approached by Alex and led to a secret airport near the academy. Here, our hero meets Mario, who is implied to have been one of the masked players, and is taken to Peach's Kingdom to participate in the Peach Tournament against the other characters in the game. Winning the tournament ends the doubles game. Afterwards, the main character becomes the singles champion of the school and wins the Island Open on his/her own, again traveling to the Mushroom Kingdom to play in the Peach Tournament. Winning this Tournament effectively ends the Story Mode's main plot line, and our hero presumably goes home the hero of the academy.

Reception
Mario Tennis: Power Tour received very positive reviews. IGN gave the game a 9.0 out of 10, praising the RPG aspects of it and the leveling system to improve the characters. GameSpot gave it a 8.5 out of 10, spotting the variety in the game.

References
[1] "Updated Australian Release List - 28/11/05" (http:/ / palgn. com. au/ 3514/ updated-australian-release-list-28-11-05/ ). PALGN. 2005-11-28. . Retrieved 2009-08-10.

External links
Official Japanese website (http://www.nintendo.co.jp/n08/btmj/index.html)

Mario Tennis Open

397

Mario Tennis Open


Mario Tennis Open
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Series Platform(s) Camelot
[1]

Nintendo Shugo Takahashi Hiroyuki Takahashi Motoi Sakuraba Mario Tennis Nintendo 3DS
NA JP

Releasedate(s)

May 20, 2012

[2]

AUS EU

May 24, 2012 May 24, 2012 May 25, 2012

[3] [4]

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3

Mario Tennis Open ( Mario Tenisu pun) is a Mario sports game for the Nintendo 3DS. The game was developed by Camelot, which has produced most of the previous Mario Tennis titles, not including the Virtual Boy Mario Tennis release. Like earlier Mario Tennis titles, Mario Tennis Open incorporates characters, settings, and scenarios from the Mario franchise. Players can engage in standard tennis matches but also play special variants with different rules and objectives. Seventeen distinct playable characters are available, each with special qualities that are used to the players' advantage. Mario Tennis Open is also the first Mario Tennis game to feature simultaneous online play. Mario Tennis Open received mixed to positive reviews, gaining aggregate scores of 69.54 percent on GameRankings and 70 on Metacritic.[5][6]

Gameplay
Mario Tennis Open features variants of tennis matches, played either in singles or doubles. Different shots (lobs, slices, and dropshots) can be executed with different button-combinations or by selecting them from the Nintendo 3DS touchscreen. In addition, the player can use the 3DS gyroscope to turn the in-game camera by rotating the entire console during gameplay.[7] Mario Tennis Open does not feature any RPG elements, unlike previous handheld games Mario Tennis and Mario Tennis: Power Tour.[8] Mario Tennis Open features 16 playable Mario characters, some of which are unlocked by accomplishing specific tasks. Each character possesses a pre-determined skill, such as advantages in speed, offense, or defense. Mii characters saved in the Nintendo 3DS Mii Maker are also selectable.[9] Unlike the Mario characters, Mii characters' skills vary and are customizable, determined by the tennis gear the player equips. The gear options are purchased using coins that are awarded after playing each game mode.[10]

Mario Tennis Open Mario Tennis Open supports both online and local wireless multiplayer, allowing up to four players to play simultaneously on separate Nintendo 3DS consoles.[11] When a player's Nintendo 3DS console comes in contact with another via StreetPass, he will be able to play against a computer-controlled opponent whose play style mimics that of the other player, provided that the other console also contains Mario Tennis Open save data.[10]

398

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 69.54% 70 [5]

[6]

Review scores
Publication Electronic Gaming Monthly Eurogamer Game Informer GameSpot GamesRadar GameTrailers IGN NintendoLife Nintendo Power Nintendo World Report Official Nintendo Magazine 7.0/10 7.5/10 80% [20] [21] Score 7.0 [12] [13] [14]

7/10

8.00/10 5.5/10 6/10

[15]

[16] [17] [18] [19]

8.1/10 6.5/10

[22]

Mario Tennis Open has received mixed to positive reviews, with aggregate scores of 69.54 percent on GameRankings and 70 on Metacritic. Nintendo Power scored Mario Tennis Open 7.0 out of 10 in its May 2012 issue.[20] Game Informer gave this game an 8 out of 10. Nintendo World Report gave this game a 7.5 out of 10. Gaming Bus awarded the game a B, listing as pros the fixed perspective working just as well as in other games, inclusion of gyro sensor capabilities being nice for short games, many options on how to play the game, that the mini-games work well for the most part, the wide variety of Mii character customization, plenty of unlockables and different methods of unlocking , great multiplayer, and appealing graphics and music. However, the review also cites as a major downfall of the game the relative frequency of chance shots, stating that they're probably overpowered, which takes the strategy out of the game. Other downsides listed were that the gyro sensor gets weird in longer games, there isn't very good control over the angle of the shots the player can take, there aren't enough ways to earn coins for the clubhouse, and it wouldve been nice to have the item battle mode that previous games have had.[23]

Mario Tennis Open

399

References
[1] Hernandez, Pedro. "Camelot Developing Mario Tennis 3DS" (http:/ / www. nintendoworldreport. com/ news/ 27827). Nintendo World Report. . Retrieved 30 December 2011. [2] "Mario Tennis Open for North America on 20th May" (http:/ / www. nintendolife. com/ news/ 2012/ 02/ mario_tennis_open_for_north_america_on_20th_may). Nintendo Life. February 22, 2012. . Retrieved February 22, 2012. [3] "Mario Tennis Open Launches 24th May in Japan" (http:/ / www. nintendolife. com/ news/ 2012/ 02/ mario_tennis_open_launches_24th_may_in_japan). Nintendo Life. February 22, 2012. . Retrieved February 22, 2012. [4] "Mario Tennis Open Served to Europe on 25th May" (http:/ / www. nintendolife. com/ news/ 2012/ 02/ mario_tennis_open_served_to_europe_on_25th_may). Nintendo Life. February 22, 2012. . Retrieved February 22, 2012. [5] "Mario Tennis Open" (http:/ / www. gamerankings. com/ 3ds/ 643001-mario-tennis-open/ index. html). GameRankings. . Retrieved 22 May 2012. [6] "Mario Tennis Open" (http:/ / www. metacritic. com/ game/ 3ds/ mario-tennis-open). Metacritic. . Retrieved 22 May 2012. [7] Drake, Audrey (7 March 2012). "Mario Tennis Open's GDC Debut" (http:/ / ds. ign. com/ articles/ 122/ 1220294p1. html). IGN.com. . Retrieved 7 May 2012. [8] Dawson, James (14 April 2012). "Mario Tennis Open's Lead Designer Explains the Lack of RPG Elements" (http:/ / www. nintendoworldreport. com/ news/ 29853). Nintendo World Report. . Retrieved 8 May 2012. [9] Ronaghan, Neal (3 May 2012). "Mario Tennis Open Guide: Characters" (http:/ / www. nintendoworldreport. com/ guide/ 30007). Nintendo World Report. . Retrieved 7 May 2012. [10] Red, Carmine M. (5 April 2012). "Mario Tennis Open: Impressions" (http:/ / www. nintendoworldreport. com/ impressions/ 29732). Nintendo World Report. . Retrieved 7 May 2012. [11] Drake, Audrey (5 April 2012). "Getting in the Swing of Mario Tennis Open" (http:/ / ds. ign. com/ articles/ 122/ 1222350p1. html). IGN.com. . [12] Patterson, Eric L. (16 May 2012). "EGM Review: Mario Tennis Open" (http:/ / www. egmnow. com/ articles/ reviews/ egm-review-mario-tennis-open/ ). Electronic Gaming Monthly. . Retrieved 18 May 2012. [13] Minkley, Johnny (17 May 2012). "Mario Tennis Open Review" (http:/ / www. eurogamer. net/ articles/ 2012-05-17-mario-tennis-open-review). Eurogamer. . Retrieved 18 May 2012. [14] Helgeson, Matt (16 May 2012). "Mario Tennis Open" (http:/ / www. gameinformer. com/ games/ mario_tennis_open/ b/ 3ds/ archive/ 2012/ 05/ 16/ mario-tennis-gets-back-to-basics. aspx). Game Informer. . Retrieved 18 May 2012. [15] Raze, Ashton (17 May 2012). "Mario Tennis Open Review" (http:/ / www. gamespot. com/ mario-tennis-open/ reviews/ mario-tennis-open-review-6376745/ ). GameSpot. . Retrieved 18 May 2012. [16] Cooper, Hollander (10 May 2012). "Mario Tennis Open review" (http:/ / www. gamesradar. com/ mario-tennis-open-review/ ). GamesRadar. . Retrieved 18 May 2012. [17] "Mario Tennis Open" (http:/ / www. gametrailers. com/ gamereview. php?id=15482). GameTrailers. . Retrieved 18 May 2012. [18] George, Richard (15 May 2012). "Mario Tennis Open Review" (http:/ / www. ign. com/ articles/ 2012/ 05/ 15/ mario-tennis-open-review). IGN.com. . [19] Wahlgren, Jon (18 May 2012). "Mario Tennis Open Review" (http:/ / www. nintendolife. com/ reviews/ 3ds/ mario_tennis_open). NintendoLife. . Retrieved 20 May 2012. [20] "Mario Tennis Open Review". Nintendo Power: 84. May 2012. [21] Ronaghan, Neal (10 May 2012). "Mario Tennis Open Review" (http:/ / www. nintendoworldreport. com/ review/ 30105). Nintendo World Report. . Retrieved 10 May 2012. [22] Dean, John (17 May 2012). "Mario Tennis Open review" (http:/ / www. officialnintendomagazine. co. uk/ 38105/ mario-tennis-open-review-3ds/ ). Official Nintendo Magazine. . Retrieved 10 May 2012. [23] "Review: Mario Tennis Open" (http:/ / www. gamingbus. com/ 2012/ 06/ 04/ review-mario-tennis-open/ ). Gaming Bus. 2012-06-04. . Retrieved 2012-06-04.

External Links
Mario Tennis Open (http://mariotennisopen.nintendo.com) American Site Mario Tennis Open (http://www.nintendo.co.jp/3ds/agaj/index.html) Japanese Site Mario Tennis Open (http://gamesites.nintendo.com.au/mario-tennis-open/) Australian Site Mario Tennis Open (http://www.nintendo.co.uk/mariotennis) European site

400

Sports - Mario & Sonic at the Olympic Games series


Mario & Sonic at the Olympic Games
Mario & Sonic at the Olympic Games
North American Wii box art
Developer(s) Publisher(s) SEGA Sports R&D

JP

Nintendo Sega

EU / NA

Designer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s)

Shigeru Miyamoto (supervisor) Mario & Sonic Wii, Nintendo DS

Sports party game

[1]

Single-player, multiplayer

ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution Wii Optical Disc, Nintendo DS Game Card

Mario & Sonic at the Olympic Games, known in Japan as Mario & Sonic at the Beijing Olympics ( & AT ), is a sports video game developed by the Sega Sports R&D Department of Sega Japan. It was published by Nintendo for Japan and by Sega for North America, Europe and all other regions. The game is officially licensed by the International Olympic Committee (IOC) through exclusive licensee International Sports Multimedia (ISM). The game is the first official crossover title to feature characters from both Mario and Sonic the Hedgehog's respective series. It was released on the Wii in November 2007 and the Nintendo DS handheld in January 2008, and is the first official video game of the 2008 Summer Olympic Games. Mario & Sonic on the Wii and DS is a collection of twenty-four events based on the Olympic Games. Players can assume the role of a Nintendo or Sega character while competing against the others in these events. Players use the Wii Remote to mimic actions performed in real life sports, such as swinging a paddle. The DS version utilize the stylus and button controls. Both games closely follow rules and regulations of the specific sports. Sega adopted the IOC's mission of promoting a sporting spirit and its desire to interest young people in the Olympics by using its characters. Due to the aforementioned and the atmosphere of competitive sportsmanship the Olympics had to offer, Sega received approval by Nintendo to include Mario in the game with Sonic. Sonic the Hedgehog is the protagonist of the video game series released by Sega in order to provide the company with a mascot to rival Nintendo's flagship character Mario in the early 1990s.[2]

Mario & Sonic at the Olympic Games Overall, critics praised the multiplayer interaction of the Wii game and variety of events of both versions. However, reviewers criticized the Wii version for its lack of simplicity and its DS counterpart for not offering the same interaction between players. The Wii title was awarded the "Best Wii game of 2007" at the Games Convention in Leipzig. Mario & Sonic sold over ten million units and started a series of related sport video games to coincide with upcoming Olympic events.

401

Gameplay
Mario & Sonic at the Olympic Games is a collection of twenty-four events based on the Olympic Games.[3][4] On the Wii, the events consist of using the motion sensor capabilities of the Wii Remote and Nunchuk attachment to control the actions of the on-screen character. The player moves the remote in a manner similar to the method the separate games are played in real life;[5] for example, swinging the Wii Remote to replicate hammer throw or pulling back the remote and tilting the Nunchuk like a bow and arrow. While the Nunchuck is required for archery, it is optional for most of the events. There are also events that are more physically demanding, such as the five running events which require rapid drumming of the controller.[6] Some aspects of the gameplay are computer controlled. For example, in table tennis the player movement is controlled by the Wii, while the swinging of the racket is controlled by the player.[7] The DS game is the same in design, but its events are much less physically demanding than those on the Wii. For example, instead of drumming the controller, players have to quickly stroke the touchscreen.[8] Mario & Sonic brings together the two titular characters and fourteen more from both franchises to participate in environments based on the official venues of the 2008 Summer Olympics in Beijing.[9] These environments are stylized to fit the futuristic and cartoon-like art styles of the Sonic and Mario franchises respectively.[3][10] Each playable character has his or her own statistics which can serve as an advantage or disadvantage depending on the event. The characters are divided into four categories: all-around, speed, power, and skill.[3] The Wii version has additional in-game characters taken from the console's Mii Channel, which allows the user to create a Mii, a customized avatar, that can be imported into games that support the feature.[6] Both games have non-playable characters who serve as referees for particular events. Both versions of Mario & Sonic at the Olympic Games have three similar modes of gameplay: Circuit mode, Single Match, and Mission mode. Circuit mode is where players compete for the highest overall score in a pre-determined series of events or design their own circuit.[3] In the Single Match, players can choose to compete in each event individually. Mission mode is a single-player option where each of the competitors has six character-specific missions to complete, although the characters' statistics are not as balanced as in the main game, making missions more difficult.[6] The Wii version's Circuit and Single Match can have an additional one to three players competing simultaneously while its DS counterpart has an extra option dedicated to multiplayer called Versus Play.[11][12] Versus supports up to four people to use the wireless capabilities of the Nintendo DS to play events. DS Download Play is possible for those without an individual copy of the game, however the number of sports available is limited to six events and circuit mode is not available.[8][13] Both versions feature a gallery mode where brief facts about the Olympics can be found. There are five categories of Olympics-related trivia organized by history and athletes, with corresponding minigames that will unlock the answer to trivia questions once completed. Classic music from both series is available in the gallery once all levels in a category are cleared.[11][12] The two versions also have leaderboards that uses the Nintendo Wi-Fi Connection to display the best times and scores in each event.[6][8]

Mario & Sonic at the Olympic Games

402

Events
Mario & Sonic at the Olympic Games features authentic Olympic events for the single match and circuit modes.[3] The events closely follow rules and regulations of the specific sports.[14] The types of Wii events are classified as athletics, gymnastics, shooting, archery, rowing, aquatics, fencing, and table tennis. Similar events have varying gameplay aspects; for example, getting a starting boost in the 100 m dash is more important than in the longer races, since the initial short burst of greater speed would play less of a role in winning the longer distance runs. In relay events, such as the 4 100 metres relay and 4 100 metres aquatics relay, players can assemble teams comprising any four characters.[6] Besides these regular events, there are alternate versions of Olympic events called "Dream Events". Unlike the regular events, the gameplay in Dream Events is exaggerated. Taking place in locations and using objects from older games of the Mario and Sonic series, Dream Events allow players to use the special abilities of characters and display dramatic moments in slow motion.[6][] Although the Wii and DS versions of the game feature mostly the same events, each version has events that are not found in the other. The relay races and rowing are exclusive to the Wii version. In contrast, the DS version has cycling and five Dream Eventscanoeing, boxing, basketball, long jump, and skeet shootingnot featured on the Wii version.[15]

Development

[The Olympics is] about gathering everyone, from young to old, together. And in that spirit, we thought this the best time for Sonic and Mario to be in a game together.

[16]

The marketing director of Nintendo Europe on why the Olympics were chosen as the first meeting ground for Mario and Sonic,

Mario & Sonic at the Olympic Games was the second video game collaboration between Nintendo and Sega. After Sega transited from hardware to third-party development in 2001, the two companies worked together on F-Zero GX and developed a close relationship.[17][18] The idea for a crossover title between Sega's Sonic the Hedgehog and Nintendo's Mario characters has been casually discussed between the two companies; the mascots' creators Yuji Naka and Shigeru Miyamoto, respectively, had their private discussions revealed in 2005.[19] Despite the discussions, the idea was not acted on as it lacked a setting that would give the game "an exclamation mark".[17] The idea of an Olympic setting for the mascots originated after Sega was awarded the Beijing 2008 Olympic license approximately a year later.[18] The developer adopted the IOC's mission to promote a sporting spirit and wanted to interest young people in the Olympics with its newly acquired license. The corporation decided to base the sports game around its characters that "young people love and are very iconic" instead of creating a more realistic simulation.[16] Sega then requested Nintendo for permission to include Mario in the game, setting up the first matchup between their mascots. Nintendo approved and partnered with Sega in-house to add another layer of quality control to the development.[16][20] Both companies felt that the competitive sportsmanship of the Olympic Games provided an ideal choice as a setting for the once-rival mascots.[17] Mario & Sonic was officially announced with a joint press release by Sega and Nintendo on March 28, 2007[9] and premiered at E3 2007.[21] In another showing of the collaboration between the two companies, the game was predominantly developed by the Sega Sports R&D Department[22][23] of Sega Japan under the supervision of Shigeru Miyamoto.[24] Racjin and according to gaming site IGN, TOSE, a developer known to avoid crediting itself in its works, helped to develop Mario & Sonic.[25][26] The game is officially licensed by the IOC through exclusive licensee ISM and is the first official video game of the 2008 Summer Olympic Games.[9][18] The president of Sega Europe stated that they originally planned a number of events, including judo, to fully epitomize the Olympics.[18] However, the figure for the final product was reduced and judo was omitted. The development of the game was swifter than planned; in October 2007, Sega announced that Mario & Sonic at the Olympic Games' scheduled release

Mario & Sonic at the Olympic Games date for the Wii has been advanced by two weeks and the game had gone gold.[27] It was released in 2007 in North America on November 6, in Australasia and Japan on November 22, in Europe on November 23, and in 2008 in Korea.[28] The DS version followed in 2008 in Japan on January 17, in North America on January 22, in Australasia on February 7, in Europe on February 8, and in Korea on June 26.[29] Both versions were published by Nintendo for Japan (where it is known as Mario & Sonic at the Beijing Olympics ( & AT ))[26] and by Sega for North America, Europe and all other regions.[30]

403

Reception
Sales
Mario & Sonic at the Olympic Games was a commercial success;[31][32] in the first few months after its release, the game was on four separate occasions the top-selling game in the United Kingdom all-formats chart.[33] It accumulated seven weeks as the number-one seller, including the first two weeks after its release.[34][35] The Wii version sold a half-million units in the UK during those seven weeks.[36] By June 2008, both Wii and DS versions reached combined sales of 1.2million copies in the UK, prompting Sega to create plans on re-marketing the game there.[37] The game went on to sell over two million units combined in the country.[38] According to the NPD Group, the Wii game was one of the top-ten best-sellers for the month of December 2007 in the United States, selling 613,000 units.[39] Electronic Entertainment Design and Research analyst Jesse Divnich argued the game is a fitting example of brand awareness' role in determining Wii game sales. The Wii is an exception to the correlation that higher quality games lead to better sales as seen on the Xbox 360 and Sony's PlayStation 3. Divnich added "To the casual and social gamer, it didnt matter that the game received sub-70 Metacritic scores," the recognizable "Mario" and "Sonic" brand names participating in a recognizable action, "The Olympic Games," attributed to the game's US sales.[40] As of December 28, 2008, 594,157 units of the Wii version and as of December 27, 2009, 383,655 copies of the Nintendo DS version has been sold in Japan.[41][42] The Nintendo DS version is the twenty-seventh best-selling game of Japan for 2008.[43] In the same year for Australia, it is the eighth best-selling game while the Wii version is number four.[44] In July 2008, Simon Jeffrey, president of Sega of America, announced that Sega has sold approximately 10 million units worldwide combined of Mario & Sonic and showed interest in again collaborating with Nintendo to produce another game featuring the two companies' mascots.[45] The game is listed in the Guinness World Records Gamer's Edition 2010 book as the "Best-selling gaming character cross-over" with 7.09 million on Wii and 4.22 million copies on DS sold.[46]

Critical response Review scores


Publication DS 1UP.com Edge Electronic Gaming Monthly Eurogamer GamePro GameSpot 5 of 10 [15] [50] [52] C+ [4] C+ Score Wii [14] [47] [48]

6 of 10

6, 7, 6 of 10 [49]

7 of 10

3.25 of 5 6.0 of 10

3.50 of 5 6.0 of 10

[51] [7]

Mario & Sonic at the Olympic Games


[8] [6] [53]

404
IGN X-Play

7.8 of 10

7.9 of 10

Aggregate scores
GameRankings Metacritic 69.12% [54] [56] 67.72% [55] [47]

70 of 100

67 of 100

Although the Wii version of Mario and Sonic was awarded the "Best Wii game of 2007" at the Games Convention in Leipzig,[57] it received mixed reactions from game critics; the DS version had a similar reception. A common complaint was that Sega and Nintendo failed to set the first matchup between their mascots in the genre that made them famousplatform games.[7][58] Instead, the two companies threw Mario and Sonic into an Olympic-themed party video game,[48][59] a move which Tae Kim of GamePro criticized as "a marketing tool" to popularize the XXIX Olympic Games.[51] Although the Wii version of the game was praised for being an entertaining multiplayer experience,[47] it was criticized for shallow gameplay and complex rules and instructions.[48][53] GameTrailers concluded that Mario & Sonic's lack of "polish and simplicity" leaves the improbable grouping of mascots as its main attraction when compared to other party video games released for the platform.[60] GameSpot's Aaron Thomas rated the Wii version's motion control scheme as "uninteresting and occasionally frustrating".[7] X-Play's Morgan Webb agreed, calling the controls "non-intuitive" and commenting that the minigames required players to "wave their Wiimotes frantically while pressing several buttons at the same time".[53] Dan Hsu of Electronic Gaming Monthly mentioned that the controls were complicated for a game that should be a "pure pick-up-and-play party game".[48] Tae Kim said the events were "short and fairly shallow" and mostly required players to move the "Wii Remote and Nunchuks in specific waysrapidly up and down for running events, for example".[51] Mark Bozon of IGN called Mario & Sonic a success due to the entertainment value derived from the slight variety of competitions offered in the game. However, he and several other critics felt that events within the same classification were similar; Bozon noted that diversity was lacking as "five or six [events felt] nearly identical", and Thomas found the gameplay of several events to be overly similar to one another despite the reviewer praising the game for its number of events. Both reviewers favored the more complex objectives found in the fantasy events of the game, which shared attributes with that of the Mario sport games and archery.[6][7] On the Nintendo DS, Mario & Sonic was regarded as virtually the same game in design as its Wii counterpart;[4][15] however, opinions on its control scheme varied greatly. GameSpy's Gerald Villoria thought the tradeoffs between both versions made them equally enjoyable.[61] Andrew Fitch of 1UP.com assured readers in his review that the less physically demanding gameplay of the DS version made the game accessible for extended periods of time. Fitch further stated that in nearly "every case, events [were] far more enjoyable on the DS" due to the requirement of the human body's finer motor skill abilities to control the characters.[4] However, Eurogamer's Ellie Gibson noted that the lack of physical demand reduced the players' engrossment with the game.[15] Craig Harris of IGN had a similar opinion, stating, "Rapidly drumming the controllers is far more challenging than quickly stroking the touchscreen."[8] For both versions, critics preferred the remixed Nintendo and Sega music, and Mark Bozon thought the general Olympic-related music "[could] be a bit generic".[6] GameDaily's Robert Workman called the background music "mostly forgettable",[62] and Emily Balistrieri of GamePro thought that "most of the music [wasn't] too interesting".[50] Most publications agreed that the Wii counterpart of Mario & Sonic had clean textures and well-done animations; N-Europe's Iun Hockley thought that each character was pleasingly rendered,[59] and Thomas added that the graphics were "crisp and colorful".[7] Compared to the Wii version, the DS version's visuals are of the same style and its graphics are nearly on the same level.[8][15] Due to the inability to compete against other players online, Harris regarded Mario & Sonic at the Olympic Games' use of the Nintendo Wi-Fi Connection on the DS as a "missed opportunity".[8] Many reviewers, including Gibson and Pro-G's James Orry, found the uploading of best

Mario & Sonic at the Olympic Games times and scores to be a cumbersome process.[13][15] Although the home console version also has online rankings, it lacks direct competition between players. Disappointed with the aforementioned aspect, Bozon rationalized that the leaderboards "certainly [made] sense for a game like this".[6]

405

Legacy
Sonic at the Olympic Games is a Sonic-themed sports game for mobile phones released in June 2008.[63] Developed by AirPlay and published by Sega, the game features five events based on the Olympic Games starring Sonic, Tails, Knuckles and Amy. Players control one character from a two-dimensional prospective through one-button commands.[64] The commercial success of Mario & Sonic at the Olympic Games started a series of Mario & Sonic sport video games to coincide with upcoming Summer and Winter Olympic Games. Sean Ratcliffe, vice president of marketing at Sega of America said, "I think the key factor that decides the ongoing building of this franchise is basically success. Is the game successful? Are consumers happy with it?"[65] Mario & Sonic at the Olympic Winter Games, based on the 2010 Winter Olympics and released on the Wii and the Nintendo DS in October 2009,[66] sold 6.53 million copies in the US and Europe by March 31, 2010.[67] Mario & Sonic at the London 2012 Olympic Games is based on the 2012 Summer Olympics and was released on the Wii in November 2011 and on the Nintendo 3DS in February 2012.[68] The Wii and 3DS games sold 3.28 million copies in the US and Europe by March 31, 2012.[69]

References
[1] %20&%20Sonic%20at%20the%20Olympic%20Games/Fact%20sheet/ "Mario & Sonic at the Olympic Games" (ftp:/ / segapr. segaamerica. com/ SEGA_ARCHIVES/ SEGA_E32007/ Mario) (DOC). Sega. %20&%20Sonic%20at%20the%20Olympic%20Games/Fact%20sheet/. Retrieved 2008-08-03. [2] Davis, Cameron; Shoemaker, Brad (2000-11-01). "The History of Sonic the Hedgehog" (http:/ / uk. gamespot. com/ gamespot/ features/ video/ hist_sonic/ index. html). GameSpot. p.1. Archived (http:/ / www. webcitation. org/ 603ZPHJkS) from the original on 2011-07-09. . Retrieved 2008-08-25. [3] "Sega Unveils Details for Mario and Sonic at the Olympic Games" (http:/ / www. gamespot. com/ news/ 6179938. html) (Press release). GameSpot. 2007-09-26. Archived (http:/ / www. webcitation. org/ 603ZUmV9w) from the original on 2011-07-09. . Retrieved 2007-11-10. [4] Fitch, Andrew (October 10, 2007). "Mario & Sonic At The Olympic Games (DS)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3165757& p=39). 1UP.com. Archived (http:/ / www. webcitation. org/ 603YnK7iT) from the original on 2011-07-09. . Retrieved 2008-01-08. [5] Gaudiosi, John (2008-08-07). "Athletes play video games as Olympics go virtual" (http:/ / www. reuters. com/ article/ idUSN8729423320080807). London: Reuters. Archived (http:/ / www. webcitation. org/ 66jGrMiQ6) from the original on 2012-04-06. . Retrieved 2010-05-31. [6] Bozon, Mark (2007-11-06). "Mario & Sonic at the Olympic Games (Wii) Review" (http:/ / wii. ign. com/ articles/ 833/ 833014p1. html). IGN. pp.12. Archived (http:/ / replay. waybackmachine. org/ 20080704164537/ http:/ / wii. ign. com/ articles/ 833/ 833014p1. html) from the original on 2008-07-04. . Retrieved 2007-11-07. "As for the actual pairing of the two franchises, Mario & Sonic does a decent job of bringing the mascots together for the first time." [7] Thomas, Aaron (2007-11-07). "Mario & Sonic at the Olympic Games (Wii) Review" (http:/ / www. gamespot. com/ wii/ sports/ mariosonicattheolympicgames/ review. html). GameSpot. Archived (http:/ / www. webcitation. org/ 5q9K5eG7S) from the original on 2010-05-31. . Retrieved 2010-08-27. [8] Harris, Craig (2008-01-22). "Mario & Sonic at the Olympic Games (DS) Review" (http:/ / ds. ign. com/ articles/ 846/ 846803p1. html). IGN. pp.12. Archived (http:/ / replay. waybackmachine. org/ 20080406041047/ http:/ / ds. ign. com/ articles/ 846/ 846803p1. html) from the original on 2008-04-06. . Retrieved 2008-04-28. [9] "Sega and Nintendo join forces for Mario & Sonic at the Olympic Games" (http:/ / www. sega. com/ news/ ?n=1980) (Press release). Sega/Nintendo. 2007-03-28. Archived (http:/ / www. webcitation. org/ 5rahkmGHl) from the original on 2010-07-29. . Retrieved 2008-05-15. [10] Freeman, Will (2007-11-15). "Mario & Sonic at the Olympic Games Review" (http:/ / www. videogamer. com/ wii/ mario_sonic_at_the_olympic_games/ review. html). Pro-G Media. VideoGamer.com. Archived (http:/ / replay. waybackmachine. org/ 20080722215143/ http:/ / www. videogamer. com/ wii/ mario_sonic_at_the_olympic_games/ review. html) from the original on 2008-07-22. . Retrieved 2008-08-06. [11] Mario & Sonic at the Olympic Games (Wii) instruction manual. Nintendo. 2007-11-06. pp.8, 13. [12] Mario & Sonic at the Olympic Games (DS) instruction manual. Nintendo. 2008-01-22. pp.10, 21. [13] Orry, James (2008-02-25). "Mario & Sonic at the Olympic Games Review" (http:/ / www. videogamer. com/ ds/ mario_sonic_at_the_olympic_games/ review. html). Pro-G Media. VideoGamer.com. Archived (http:/ / replay. waybackmachine. org/ 20080509122430/ http:/ / www. videogamer. com/ ds/ mario_sonic_at_the_olympic_games/ review. html) from the original on 2008-05-09. . Retrieved 2008-08-06.

Mario & Sonic at the Olympic Games


[14] Fitch, Andrew (November 6, 2007). "Mario & Sonic At The Olympic Games (Wii)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3164214). 1UP.com. Archived (http:/ / www. webcitation. org/ 603ZHafwm) from the original on 2011-07-09. . Retrieved 2008-01-08. [15] Gibson, Ellie (2008-02-11). "Mario & Sonic at the Olympic Games (DS) Review" (http:/ / www. eurogamer. net/ articles/ r_mariosonic_ds). Eurogamer. Archived (http:/ / web. archive. org/ web/ 20090122091127/ http:/ / eurogamer. net/ articles/ r_mariosonic_ds) from the original on 2009-01-22. . Retrieved 2010-08-27. [16] Jackson, Mike (2007-03-29). "Mario and Sonic interview Pt. 1" (http:/ / www. computerandvideogames. com/ article. php?id=161056). Computer and Video Games. Archived (http:/ / replay. waybackmachine. org/ 20070406191929/ http:/ / www. computerandvideogames. com/ article. php?id=161056) from the original on 2007-04-06. . Retrieved 2007-09-13. [17] Thorsen, Tor (2007-03-29). "Q&A: Sega, Nintendo on the first Sonic-Mario game" (http:/ / www. gamespot. com/ wii/ sports/ mariosonicattheolympicgames/ news. html?sid=6168338). GameSpot. . Retrieved 2007-09-14. "Scott Steinberg: It's the perfect backdrop, since Olympics being synonymous with the spirit of sportsmanship. It's a great context for Mario and Sonic to come together in their first game. So it couldn't have been written in a better script." [18] Burman, Rob (2007-03-29). "Mario & Sonic at the Olympic Games Interview" (http:/ / wii. ign. com/ articles/ 776/ 776878p1. html). IGN. Archived (http:/ / replay. waybackmachine. org/ 20070517065043/ http:/ / wii. ign. com/ articles/ 776/ 776878p1. html) from the original on 2007-05-17. . Retrieved 2007-03-29. [19] Soto, Edwin (2005-03-17). "Sonic to visit Mario on Nintendo GameCube?" (http:/ / www. gearlive. com/ index. php/ news/ article/ sonic_to_visit_mario_on_gamecube_03170740/ ). Official Nintendo Magazine. Gear Live. Archived (http:/ / www. webcitation. org/ 5q9F6hUgR) from the original on 2010-05-31. . Retrieved 2007-09-14. [20] "Corporate Management Policy Briefing / Financial Results Briefing Q & A" (http:/ / www. nintendo. co. jp/ ir/ en/ library/ events/ 071026qa/ index. html). Nintendo. 2007-10-26. p.1. Archived (http:/ / web. archive. org/ web/ 20080224235259/ http:/ / www. nintendo. co. jp/ ir/ en/ library/ events/ 071026qa/ index. html) from the original on 2008-02-24. . Retrieved 2007-11-06. "Shinji Hatano: As characters from our Super Mario titles will show up in the game, we are joining forces with Sega in development. By doing so, we are also collaborating with other companies to maintain the level of quality." [21] Tom, Magrino (2007-07-09). "E3 07: Sega dishes on E3 lineup" (http:/ / www. gamespot. com/ news/ 6173877. html). GameSpot. Archived (http:/ / replay. waybackmachine. org/ 20070808191040/ http:/ / www. gamespot. com/ news/ 6173877. html) from the original on 2007-08-08. . Retrieved 2007-07-14. [22] Goldstein, Hilary (2010-08-05). "Visiting Gaming's Graveyard" (http:/ / pc. ign. com/ articles/ 111/ 1110745p1. html). IGN. Archived (http:/ / web. archive. org/ web/ 20100925062627/ http:/ / pc. ign. com/ articles/ 111/ 1110745p1. html) from the original on 2010-09-25. . Retrieved 2011-04-29. [23] Croal, N'Gai (2007-03-28). "Hype: Mario and Sonic Come Together in the Spirit of Friendship for the 2008 Olympics" (http:/ / www. webcitation. org/ 5qAp0ILCT). Newsweek. Archived from the original (http:/ / blog. newsweek. com/ blogs/ levelup/ archive/ 2007/ 03/ 28/ hype-mario-and-sonic-come-together-in-the-spirit-of-friendship-for-the-2008-olympics. aspx) on 2010-06-01. . Retrieved 2008-08-04. [24] Rob Burman and Matt Casamassina (2007-03-28). "Mario and Sonic Together at Last" (http:/ / wii. ign. com/ articles/ 776/ 776460p1. html). IGN. Archived (http:/ / replay. waybackmachine. org/ 20070406023004/ http:/ / wii. ign. com/ articles/ 776/ 776460p1. html) from the original on 2007-04-06. . Retrieved 2007-03-28. [25] Casamassina, Matt (2007-03-29). "Rumor: Mario and Sonic's Secret Developer" (http:/ / wii. ign. com/ articles/ 777/ 777142p1. html). IGN. Archived (http:/ / replay. waybackmachine. org/ 20080211195551/ http:/ / wii. ign. com/ articles/ 777/ 777142p1. html) from the original on 2008-02-11. . Retrieved 2007-04-01. [26] " AT [ " (http:/ / www. racjin. co. jp/ product/ prod-04. html) (in Japanese). Racjin. Archived (http:/ / www. webcitation. org/ 5q9Eq8y7c) from the original on 2010-05-31. . Retrieved 2010-05-31. [27] Bozon, Mark (2007-10-10). "Mario & Sonic Goes Gold" (http:/ / wii. ign. com/ articles/ 826/ 826203p1. html). IGN. Archived (http:/ / replay. waybackmachine. org/ 20071101070342/ http:/ / wii. ign. com/ articles/ 826/ 826203p1. html) from the original on 2007-11-01. . Retrieved 2007-10-10. [28] "Release Summary: Mario & Sonic at the Olympic Games (Wii)" (http:/ / www. gamespot. com/ wii/ sports/ mariosonicattheolympicgames/ similar. html?mode=versions). GameSpot. Archived (http:/ / web. archive. org/ web/ 20090209224916/ http:/ / www. gamespot. com/ wii/ sports/ mariosonicattheolympicgames/ similar. html?mode=versions) from the original on 2009-02-09. . Retrieved 2011-04-22. [29] "Release Summary: Mario & Sonic at the Olympic Games (DS)" (http:/ / www. gamespot. com/ mario-and-sonic-at-the-olympic-games/ related/ release/ platform/ ds/ ). GameSpot. . Retrieved 2012-01-23. [30] Richards, Jonathan (2007-03-28). "Mario and Sonic to race the 100m" (http:/ / business. timesonline. co. uk/ tol/ business/ industry_sectors/ technology/ article1580789. ece). The Times (United Kingdom: Times Online). Archived (http:/ / www. webcitation. org/ 5q9LS6L9d) from the original on 2010-05-31. . Retrieved 2010-05-31. [31] Sinclair, Brendan (2007-09-21). "TGS '07: Sega predicts Sonic-Mario crossover will sell 4 million" (http:/ / www. gamespot. com/ news/ 6179651. html). GameSpot. Archived (http:/ / replay. waybackmachine. org/ 20071015103419/ http:/ / www. gamespot. com/ news/ 6179651. html) from the original on 2007-10-15. . Retrieved 2008-07-11. [32] Hayashi, Aiko (2008-03-05). "Japan stocks may rise as US recession fears ease" (http:/ / www. reuters. com/ article/ 2008/ 03/ 05/ markets-japan-stocks-idUST23362420080305). London: Reuters. Archived (http:/ / www. webcitation. org/ 603You5IR) from the original on 2011-07-09. . Retrieved 2011-01-30. "Video game publisher Sega has sold 5 million copies of "Mario & Sonic at the Olympic Games", topping its expectations..."

406

Mario & Sonic at the Olympic Games


[33] "Mario and Sonic make it 7 weeks at No1" (http:/ / www. chart-track. co. uk/ ?i=533& s=1111). Chart-Track. 2008-03-17. Archived (http:/ / www. webcitation. org/ 5q9LTM3X3) from the original on 2010-05-31. . Retrieved 2010-05-31. [34] Parfitt, Ben (2007-12-11). "Mario & Sonic Fight Back" (http:/ / www. mcvuk. com/ news/ 29119/ UK-CHARTS-Mario-Sonic-fight-back). Market for Home Computing and Video Games. Archived (http:/ / replay. waybackmachine. org/ 20081019183214/ http:/ / www. mcvuk. com/ news/ 29119/ UK-CHARTS-Mario-Sonic-fight-back) from the original on 2008-10-19. . Retrieved 2008-01-31. [35] Parfitt, Ben (2007-12-18). "Mario & Sonic Edge Tight Battle" (http:/ / www. mcvuk. com/ news/ 29169/ Mario-Sonic-edge-tight-chart-battle). Market for Home Computing and Video Games. Archived (http:/ / replay. waybackmachine. org/ 20080905073616/ http:/ / www. mcvuk. com/ news/ 29169/ Mario-Sonic-edge-tight-chart-battle) from the original on 2008-09-05. . Retrieved 2008-01-31. [36] "New this week: The Devil, Dinosaurs & Darts" (http:/ / www. chart-track. co. uk/ ?i=523& s=1111). Chart-Track. 2008-02-11. Archived (http:/ / www. webcitation. org/ 5rahLvaFa) from the original on 2010-07-29. . Retrieved 2008-02-11. [37] Dinsey, Stuart (2008-06-02). "Mario & Sonic to keep Sega running until Xmas" (http:/ / www. mcvuk. com/ news/ 30738/ Mario-Sonic-to-keep-Sega-running-until-Xmas). Market for Home Computing and Video Games. Archived (http:/ / replay. waybackmachine. org/ 20081014124458/ http:/ / www. mcvuk. com/ news/ 30738/ Mario-Sonic-to-keep-Sega-running-until-Xmas) from the original on 2008-10-14. . Retrieved 2008-07-11. [38] Batchelor, James (2009-10-01). "Mario & Sonic At The Olympic Winter Games" (http:/ / www. mcvuk. com/ retail-biz/ recommended/ read/ mario-sonic-at-the-olympic-winter-games/ 02475). Market for Home Computing and Video Games. . Retrieved 2011-10-09. [39] Hillis, Scott; Bishopric, Carol (2008-01-17). "Update 1-U.S. game sales rise 28 percent in Dec" (http:/ / www. reuters. com/ article/ idUSN1752208820080118). London: Reuters. Archived (http:/ / www. webcitation. org/ 603YQd3V6) from the original on 2011-07-09. . Retrieved 2010-05-23. [40] Jesse Divnich (2008-03-18). "The Divnich Tapes: Why Do 'Bad' Wii Games Sell So Well?" (http:/ / www. gamasutra. com/ view/ news/ 18313/ The_Divnich_Tapes_Why_Do_Bad_Wii_Games_Sell_So_Well. php). Gamasutra. Archived (http:/ / replay. waybackmachine. org/ 20100510111739/ http:/ / www. gamasutra. com/ view/ news/ 18313/ The_Divnich_Tapes_Why_Do_Bad_Wii_Games_Sell_So_Well. php) from the original on 2010-05-10. . Retrieved 2010-05-23. [41] Crossley, Rob (2009-02-17). "Japan's Top 100 Sellers Revealed" (http:/ / www. edge-online. com/ news/ japans-top-100-sellers-revealed). Edge (magazine). Archived (http:/ / replay. waybackmachine. org/ 20090503154646/ http:/ / www. edge-online. com/ news/ japans-top-100-sellers-revealed) from the original on 2009-05-03. . Retrieved 2010-05-06. [42] "2008 TOP500 " (http:/ / geimin. net/ da/ db/ 2008_ne_fa/ index. php) (in Japanese). Geimin.net. Archived (http:/ / web. archive. org/ web/ 20090414010443/ http:/ / geimin. net/ da/ db/ 2008_ne_fa/ index. php) from the original on 2009-04-14. . Retrieved 2011-07-10. [43] "Japanese 2008 Market Report" (http:/ / www. mcvuk. com/ features/ 403/ JAPANESE-2008-MARKET-REPORT). Market for Home Computing and Video Games. 2009-01-09. Archived (http:/ / replay. waybackmachine. org/ 20090402121525/ http:/ / www. mcvuk. com/ features/ 403/ JAPANESE-2008-MARKET-REPORT) from the original on 2009-04-02. . Retrieved 2010-05-23. [44] Hill, Jason (2009-01-21). "Australia's best selling games of 2008" (http:/ / blogs. theage. com. au/ screenplay/ archives/ / 011377. html). The Age. Archived (http:/ / www. webcitation. org/ 5raiOSPgR) from the original on 2010-07-29. . Retrieved 2009-04-02. [45] Crecente, Brian (2008-07-18). "Another Mario Sonic Collaboration in the Works?" (http:/ / kotaku. com/ 5026683/ another-mario-sonic-collaboration-in-the-works). Kotaku. Archived (http:/ / replay. waybackmachine. org/ 20090306172015/ http:/ / kotaku. com/ 5026683/ another-mario-sonic-collaboration-in-the-works) from the original on 2009-03-06. . Retrieved 2008-07-30. [46] "The 'Godfather' of Gaming is Back!" (http:/ / www. webcitation. org/ 5q9EO6YBt). Guinness World Records. May 2010. Archived from the original (http:/ / gamersblog. guinnessworldrecords. com/ _The-Godfather-of-Gaming-is-Back/ BLOG/ 2348305/ 4121. html) on 2010-05-31. . Retrieved 2010-05-31. [47] "Mario & Sonic at the Olympic Games (Wii) critic scores" (http:/ / www. metacritic. com/ game/ wii/ mario-sonic-at-the-olympic-games). Metacritic. Archived (http:/ / replay. waybackmachine. org/ 20090304023757/ http:/ / www. metacritic. com/ games/ platforms/ wii/ marioandsonicattheolympicgames) from the original on 2009-03-04. . Retrieved 2007-11-15. [48] Hsu, Dan; Fitch, Andrew; Huber, Brooks (December 2007). "Mario & Sonic at the Olympic Games". Electronic Gaming Monthly (Ziff Davis) (223): 66. ISSN1058-918X. "A. Fitch: We've waited over 15 years for Sonic and Mario to team up, and we finally get it...in a Wii Sports-inspired competition based on the Beijing Olympics?! But despite its rather disturbing premisethe portly plumber and friends can represent despotic regimes like Iran and Saudi Arabia... Shoe: The controls aren't complicated on their own; they're just complicated for this type of gaming experience. Some events have 11 pages of instructions! That's too much reading and learning in what should be a pure pick-up-and-play party game." [49] Gibson, Ellie (2007-11-22). "Mario & Sonic at the Olympic Games (Wii) Review" (http:/ / www. eurogamer. net/ article. php?article_id=87779). Eurogamer. pp.12. Archived (http:/ / www. webcitation. org/ 5sJ21xuyn) from the original on 2010-08-27. . Retrieved 2008-04-08. [50] Balistrieri, Emily (2008-03-08). "DS Review: Mario and Sonic at the Olympic Games" (http:/ / www. gamepro. com/ nintendo/ ds/ games/ reviews/ 166248. shtml). GamePro. Archived (http:/ / replay. waybackmachine. org/ 20080720033742/ http:/ / www. gamepro. com/ nintendo/ ds/ games/ reviews/ 166248. shtml) from the original on 2008-07-20. . Retrieved 2008-04-18. [51] Kim, Tae (2007-11-06). "Wii Review: Mario and Sonic at the Olympic Games" (http:/ / www. gamepro. com/ nintendo/ wii/ games/ reviews/ 145628. shtml). GamePro. Archived (http:/ / www. webcitation. org/ 5sJ2UoyAb) from the original on 2010-08-27. . Retrieved 2007-11-10.

407

Mario & Sonic at the Olympic Games


[52] Thomas, Aaron (2007-11-07). "Mario & Sonic at the Olympic Games (DS) Review" (http:/ / www. gamespot. com/ ds/ sports/ mariosonicattheolympicgames/ review. html). GameSpot. Archived (http:/ / www. webcitation. org/ 5q9K5eG7S) from the original on 2010-05-31. . Retrieved 2007-11-08. [53] Co-host: Morgan Webb (2007-12-19). "The Aliens and Monsters Episode". X-Play. episode 7124. Los Angeles. G4 (TV channel). [54] "Mario & Sonic at the Olympic Games (DS) critic scores" (http:/ / www. gamerankings. com/ ds/ 938799-mario-and-sonic-at-the-olympic-games/ index. html). GameRankings. Archived (http:/ / web. archive. org/ web/ 20100812090542/ http:/ / www. gamerankings. com/ ds/ 938799-mario-and-sonic-at-the-olympic-games/ index. html) from the original on 2010-08-12. . Retrieved 2011-01-26. [55] "Mario & Sonic at the Olympic Games (Wii) critic scores" (http:/ / www. gamerankings. com/ wii/ 938798-mario-and-sonic-at-the-olympic-games/ index. html). GameRankings. Archived (http:/ / web. archive. org/ web/ 20101024205818/ http:/ / www. gamerankings. com/ wii/ 938798-mario-and-sonic-at-the-olympic-games/ index. html) from the original on 2010-10-24. . Retrieved 2010-07-29. [56] "Mario & Sonic at the Olympic Games (DS) critic scores" (http:/ / www. metacritic. com/ game/ ds/ mario-sonic-at-the-olympic-games). Metacritic. Archived (http:/ / replay. waybackmachine. org/ 20090209053446/ http:/ / www. metacritic. com/ games/ platforms/ ds/ marioandsonicattheolympicgames) from the original on 2009-02-09. . Retrieved 2008-04-27. [57] Elliot, Phil (2007-08-28). "Best of GC titles winners announced" (http:/ / replay. waybackmachine. org/ 20080925162130/ http:/ / www. gamesindustry. biz/ articles/ best-of-gc-titles-winners-announced). GamesIndustry.biz. Archived from the original (http:/ / www. gamesindustry. biz/ articles/ best-of-gc-titles-winners-announced) on 2008-09-25. . Retrieved 2008-04-18. [58] Gibson, Ellie (2007-09-03). "First Impressions: Mario & Sonic at the Olympic Games" (http:/ / www. eurogamer. net/ article. php?article_id=82581). Eurogamer. Archived (http:/ / replay. waybackmachine. org/ 20090601151724/ http:/ / www. eurogamer. net/ articles/ mario-and-sonic-at-the-olympic-games-first-impressions) from the original on 2009-06-01. . Retrieved 2008-04-18. [59] Hockley, Iun (2007-11-24). "Mario & Sonic at the Olympic Games (Wii)" (http:/ / n-europe. com/ review. php?rid=336). Advanced Media Network. N-Europe. Archived (http:/ / www. webcitation. org/ 5qApht8wi) from the original on 2010-06-01. . Retrieved 2008-08-05. [60] Mario & Sonic Olympics Review (http:/ / www. gametrailers. com/ video/ review-mario/ 28185). California: GameTrailers. 2007-11-20. Event occurs at 5:03. . Retrieved 2010-05-31. [61] Villoria, Gerald (2008-01-29). "Reviews: Mario & Sonic at the Olympic Games" (http:/ / ds. gamespy. com/ nintendo-ds/ mario-sonic-at-the-olympic-games/ 848396p1. html). GameSpy. IGN. Archived (http:/ / web. archive. org/ web/ 20090321230308/ http:/ / ds. gamespy. com/ nintendo-ds/ mario-sonic-at-the-olympic-games/ 848396p1. html) from the original on 2009-03-21. . Retrieved 2011-10-09. [62] Workman, Robert (2007-11-12). "Mario & Sonic at the Olympic Games Review (WII)" (http:/ / web. archive. org/ web/ 20080405064439/ http:/ / www. gamedaily. com/ games/ mario-and-sonic-at-the-olympic-games/ wii/ game-reviews/ item/ 5933/ 1857/ ?page=2). AOL. GameDaily. Archived from the original (http:/ / www. gamedaily. com/ games/ mario-and-sonic-at-the-olympic-games/ wii/ game-reviews/ item/ 5933/ 1857/ ?page=2) on 2008-04-05. . Retrieved 2008-08-17. [63] IGN staff. "Sega Announces 2008 Mobile Games Line-Up" (http:/ / wireless. ign. com/ articles/ 865/ 865240p1. html). IGN. Archived (http:/ / replay. waybackmachine. org/ 20081009030428/ http:/ / wireless. ign. com/ articles/ 865/ 865240p1. html) from the original on 2008-10-09. . Retrieved 2010-02-02. [64] "Sonic at the Olympic Games" (http:/ / www. pocketgamer. co. uk/ review. asp?c=7607). Pocket Gamer. Archived (http:/ / www. webcitation. org/ 5qB2FK6qy) from the original on 2010-06-02. . Retrieved 2010-02-02. [65] Gaudiosi, John (2009-04-06). "Sega shows off next big Olympics game, targets Wii and DSi" (http:/ / venturebeat. com/ 2009/ 04/ 06/ sega-shows-off-next-big-olympics-game-and-targets-wiidsi). VentureBeat. Archived (http:/ / replay. web. archive. org/ 20090409032834/ http:/ / venturebeat. com/ 2009/ 04/ 06/ sega-shows-off-next-big-olympics-game-and-targets-wiidsi/ ) from the original on 2009-04-09. . Retrieved 2011-04-22. [66] "Mario and Sonic Head to the Slopes in Mario and Sonic at the Olympic Winter Games" (http:/ / www. sega. com/ news/ ?n=3012) (Press release). Sega/Nintendo. 2009-02-12. Archived (http:/ / replay. waybackmachine. org/ 20090503115251/ http:/ / www. sega. com/ news/ ?n=3012) from the original on 2009-05-03. . Retrieved 2009-02-12. [67] Sinclair, Brendan (2010-05-14). "Sega Sammy posts profits, Bayonetta platinum" (http:/ / www. gamespot. com/ news/ 6262538. html). GameSpot. Archived (http:/ / web. archive. org/ web/ 20100518124046/ http:/ / www. gamespot. com/ news/ 6262538. html) from the original on 2010-05-18. . Retrieved 2011-04-22. [68] Makuch, Eddie (2010-07-27). "Mario & Sonic at the London Olympic Games playing November 15" (http:/ / www. gamespot. com/ news/ mario-and-sonic-at-the-london-olympic-games-playing-november--6325814). GameSpot. . Retrieved 2011-10-04. [69] "Appendix of Consolidated Financial Statements Year Ended March 31, 2012" (http:/ / www. segasammy. co. jp/ english/ pdf/ release/ 20120511_hosoku_e_final. pdf#page=6) (PDF). Sega Sammy Holdings. 2012-05-11. p.6. . Retrieved 2012-05-12.

408

Mario & Sonic at the Olympic Games

409

External links
Mario & Sonic (http://www.sega.com/games/mario-and-sonic-at-the-olympic-games/) at Sega.com Mario & Sonic (http://www.nintendo.co.jp/wii/rwsj/index.html) at Nintendo.co.jp Mario & Sonic at the Olympic Games guide at StrategyWiki

Mario & Sonic at the Olympic Winter Games


Mario & Sonic at the Olympic Winter Games
North American Wii cover
Developer(s) Publisher(s) SEGA Sports R&D

JP

Nintendo [1] Sega [1] EU Sega


NA

[1]

Director(s) Producer(s) Designer(s) Composer(s)

Takashi Iizuka Osamu Ohashi Hiroshi Sato(nintendo producer) Shigeru Miyamoto (supervisor)
[1]

Kenichi Tokoi (sound producer) Jun Senoue Fumie Kumatani Naofumi Hataya Hideaki Kobayashi Tadashi Kinukawa Teruhiko Nakagawa Tomonori Sawada Mario & Sonic Wii, Nintendo DS
[2]
NA

Series Platform(s) Releasedate(s)

October 13, 2009 October 15, 2009 October 16, 2009

AUS EU JP

November 5, 2009

Genre(s) Mode(s) Rating(s)

Sports game Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution Wii Optical Disc, Nintendo DS Game Card

Mario & Sonic at the Olympic Winter Games ( & AT Mario to Sonikku atto Bankb Orinpikku, lit. "Mario & Sonic at the Vancouver Olympics")[3] is a 2009 sports video game developed by Sega. It was published by Nintendo for Japan and by Sega for North America and

Mario & Sonic at the Olympic Winter Games Europe. The game is officially licensed by the International Olympic Committee (IOC) through exclusive license International Sports Multimedia. The game is the third official crossover title to feature characters from both Mario and Sonic's respective universes, the first and second being the game's predecessor Mario & Sonic at the Olympic Games and Super Smash Bros. Brawl respectively. It was released on the Wii and the Nintendo DS handheld in October 2009, and is the first official video game of the 2010 Winter Olympic Games.[1] Mario & Sonic on the Wii and DS is a collection of events based on the Olympic Winter Games. Players can assume the role of a Mario or Sonic character while competing against the others in these events. The game features all of the playable characters that were present in its predecessor, as well as four new characters.[1][4] A third installment, named Mario & Sonic at the London 2012 Olympic Games, was released for the Wii on November 15 in North America, and it was developed for the Nintendo 3DS. The 3DS counterpart was released in February 2012.[5]

410

Gameplay
Mario & Sonic at the Olympic Winter Games retains the gameplay mechanics of its predecessor, controlling an on-screen character through authentic Olympic events with the specific tailored controls for the Wii and DS. Unlike its predecessor, some of the events in the Wii game can use the Balance Board accessory, but it is not a requirement.[4] All of the playable characters from the previous game return in addition to four new characters.[4][6] It has been announced via the Nintendo Channel, that this game will have WiiConnect24 capability and the player can use their Miis in-game. A new feature added to the player's Mii is the ability to customize the Mii's clothes.[7] The sequel introduces a Festival mode in the Wii version that lets players make their way through the entire Olympic Games, from opening ceremony to closure.[4] The multiplayer mode offers "co-op and competitive gameplay" whereas the DS version will use its wireless capabilities.[1] The DS counterpart has "Adventure Tours" where players can accept quests and challenge bosses and to stop Dr. Eggman and Bowser before they can stop the Olympics by kidnapping the Snow Spirits. DS Download Play is possible for those without an individual copy of the game.[4]

Development
In January 2009, a rumor from Spanish Nintendo magazine Nintendo Accin mentioned a sequel to Mario & Sonic at the Olympic Games would be created for the 2010 Winter Olympics.[8] Both IGN and Eurogamer received confirmation on the games' existence, with IGN stating the game will be announced within the following month.[9][10] Dennis Kim, licensing and merchandising director for the event, stated in February that a Mario & Sonic title "[is] being discussed and planned for Vancouver". Kim also stated "Vancouver 2010" and the IOC will share royalties from this game.[11] In the same month, the sequel titled "Mario & Sonic at the Olympic Winter Games" was officially announced via a joint press release by Sega and Nintendo on February 12, 2009. So, The game is being developed by Sega Japan under the supervision of Shigeru Miyamoto.[1] This title is the third video game collaboration between Nintendo and Sega.[12] According to gaming site IGN, development began immediately after the initial Olympic game was released in November 2007.[4] An iPhone OS app version was released in January 2010 by Sega. Due to only containing Sonic characters, the game is simply titled Sonic at the Olympic Winter Games.[13]

Mario & Sonic at the Olympic Winter Games

411

Reception
Reception Aggregate scores
Aggregator Score GameRankings 77.95% (DS) 70.86% (Wii)

Review scores
Publication GameTrailers IGN Score 7.2/10 6.5/10 (Wii) 7.5/10 (DS) 3.5/5

X-Play

The Wii version of Mario & Sonic at the Olympic Winter Games received a generally positive reaction from critics.[14] The DS version had a higher score than the Wii version.[15] GameRankings lists the average scores as 70.86% for the Wii version and 77.95% for the DS.[16][17] IGN said of the Wii version that "Most of the events also use a whole lot of waggle or over-exaggerated remote tilt where controls could have made for a better experience", giving the Wii game a 6.5.[18] X-Play's Adam Sessler noted that the Wii version of the game is too simple and the events are not so great, despite praising the dream events, and saying the controls are too easy. As a result, they gave it a 3 out of 5.[19] GameSpot agreed, criticizing the uninteresting mission objectives in the DS version.[20] Nintendo Power was very disappointed that players can still use Wi-Fi only for worldwide rankings. No online play is available.[21] GameTrailers also gave the Wii game a 5.2, criticizing the hit and miss motion controls.[22] GamePro agreed, stating that "Where the original had a sense of novelty and charm, the sequel feels a little dated and tired."[23] GamesMaster praised the game, saying that it "justifies the hype."[24] EuroGamer also praised the game, stating that "It's true to say that Mario & Sonic at the Olympic Winter Games is no Mario Kart. But it's a fun, polished party game with broad appeal, and a marked improvement over the previous one."[25] Gamervision praised the game also, stating that "Mario & Sonic at the Olympic Winter Games isnt going to surprise anyone with its gameplay, graphics, controls, or concept, but its a perfectly serviceable party game for the Wii."[26] Nintendo Life praised the events of the game, giving it a 9/10.[27] IGN called the DS version "impressive", giving it a 7.5.[28] By December 31, 2009, the game had sold approximately 5.67 million copies, making it Sega's best-selling game in the fiscal year starting that March.[29]

References
[1] "Mario and Sonic Head to the Slopes in Mario and Sonic at the Olympic Winter Games" (http:/ / www. sega. com/ news/ ?n=3012) (Press release). Sega. 2009-02-12. . Retrieved 2009-02-12. [2] "Mario & Sonic At The Olympic Winter Games" (http:/ / wii. gamespy. com/ wii/ mario-sonic-at-the-winter-olympic-games/ ). Gamespy. . Retrieved 10 March 2012. [3] "Gmu sofuto "Mario to Sonikku atto Bankb Orimpikku" hatsubai kettei! "Mario to Sonikku" atto Pekin Orimpikku" wo zensekai de daihitto saseta yume no kombi ga, arata na orimpikku gmu de kaette kuru! ( AT AT (http:/ / sega. jp/ corp/ release/ 2009/ 0213/ home. shtml)])"] (Press release). Sega. 2009-02-13. . Retrieved 2009-02-21. [4] Hatfield, Daemon (2009-04-03). "Mario & Sonic at the Olympic Winter Games Hands-on" (http:/ / wii. ign. com/ articles/ 969/ 969383p1. html). IGN. California: Fox Interactive Media. pp.12. . Retrieved 2009-04-03. [5] Fletcher, JC (21 April 2011). "Mario and Sonic at the London 2012 Olympic Games headed to Wii and 3DS" (http:/ / www. joystiq. com/ 2011/ 04/ 21/ mario-and-sonic-at-the-london-2012-olympic-games-headed-to-wii-a/ ). Joystiq. . Retrieved 23 April 2011. [6] "E3 2009" (http:/ / www. sega. com). Sega (Sega Press). 2009-06-02. . Retrieved 2009-06-02.

Mario & Sonic at the Olympic Winter Games


[7] http:/ / www. officialnintendomagazine. co. uk/ article. php?id=10838 [8] Bailey, Kat (2009-01-22). "Mario & Sonic At The Olympic Games Sequel May Be On The Way" (http:/ / www. 1up. com/ do/ newsStory?cId=3172411). 1UP.com. . Retrieved 2009-02-12. [9] Gibson, Ellie (2009-01-22). "Mario & Sonic Olympics 2 on the way" (http:/ / www. eurogamer. net/ articles/ mario-and-sonic-olympics-2-on-the-way). Eurogamer. . Retrieved 2009-02-12. [10] Casamassina, Matt (2009-01-22). "Rumor: Mario & Sonic at the Winter Olympics" (http:/ / wii. ign. com/ articles/ 947/ 947571p1. html). IGN. California: Fox Interactive Media. . Retrieved 2009-02-12. [11] Inwood, Damian (2009-02-08). "Mario and Sonic will be part of video-game deal for 2010 Games" (http:/ / www2. canada. com/ theprovince/ news/ story. html?id=2c530690-6a11-4c92-bcb3-712d0e449257). The Province. . [12] Burman, Rob (2007-03-29). "Mario & Sonic at the Olympic Games Interview" (http:/ / wii. ign. com/ articles/ 776/ 776878p1. html). IGN. . Retrieved 2007-03-29. [13] http:/ / www. appstorehq. com/ sonicattheolympicwintergames-iphone-132266/ app [14] "Mario & Sonic at the Olympic Winter Games (wii) reviews" (http:/ / www. metacritic. com/ games/ platforms/ wii/ marioandsonicattheolympicwintergames). Metacritic. CBS Interactive. . [15] "Mario & Sonic at the Olympic Winter Games" (http:/ / www. gamespot. com/ ds/ sports/ marioandsonicattheolympicwintergames/ review. html?mode=web& tag=scoresummary;critic-score). GameSpot. CBS Interactive. . [16] http:/ / www. gamerankings. com/ wii/ 958083-mario-and-sonic-at-the-olympic-winter-games/ index. html [17] http:/ / www. gamerankings. com/ ds/ 958082-mario-and-sonic-at-the-olympic-winter-games/ index. html [18] http:/ / wii. ign. com/ articles/ 103/ 1035150p1. html [19] "Mario & Sonic at the Olympic Winter Games Review Videos - G4tv.com" (http:/ / www. g4tv. com/ videos/ 42200/ Mario--Sonic-at-the-Olympic-Winter-Games-Review/ ). G4tv.com. . [20] "Mario & Sonic at the Olympic Winter Games Review for DS - GameSpot" (http:/ / www. gamespot. com/ ds/ sports/ marioandsonicattheolympicwintergames/ review. html?om_act=convert& om_clk=gssummary& tag=summary;read-review). GameSpot. CBS Interactive. . [21] Nintendo Power Vol. 247, November 2009 [22] http:/ / www. gametrailers. com/ video/ review-mario/ 57874 [23] "Mario & Sonic at the Olympic Winter Games Review from GamePro" (http:/ / web. archive. org/ web/ 20100222235828/ http:/ / www. gamepro. com/ article/ reviews/ 212683/ mario-sonic-at-the-olympic-winter-games/ ). GamePro. IDG. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 212683/ mario-sonic-at-the-olympic-winter-games/ ) on 2010-02-22. . [24] GamesMaster Dec. 2009 [25] "Mario & Sonic at the Olympic Winter Games Review" (http:/ / www. eurogamer. net/ articles/ mario-and-sonic-at-the-olympic-winter-games-wii-review). EuroGamer. . [26] "Mario & Sonic at the Olympic Winter Games Review" (http:/ / www. gamervision. com/ gamer/ veggie_jackson/ reviews/ article/ mario_amp_sonic_at_the_olympic_winter_games). Gamervision. . [27] http:/ / wii. nintendolife. com/ reviews/ 2009/ 10/ mario_and_sonic_at_the_olympic_winter_games_wii [28] http:/ / ds. ign. com/ articles/ 103/ 1035772p1. html [29] Ivan, Tom (February 5, 2010). "Sega Posts Decline In Nine Month Game Sales" (http:/ / www. webcitation. org/ 5q9EO6YBt). Edge. Archived from the original (http:/ / edge-online. com/ news/ sega-posts-decline-in-nine-month-game-sales) on 2010-05-31. . Retrieved April 20, 2010.

412

External links
Olympic Video games microsite (http://www.olympicvideogames.com/) Official website (http://www.sega.com/marioandsonicwinter)

Mario & Sonic at the London 2012 Olympic Games

413

Mario & Sonic at the London 2012 Olympic Games


Mario & Sonic at the London 2012 Olympic Games
Australian game cover for Wii.
Developer(s) Publisher(s) Sega Sports Japan

JP NA / PAL

Nintendo Sega

Series Platform(s) Releasedate(s)

Mario & Sonic Wii, Nintendo 3DS Nintendo Wii NA November 15, 2011 AU November 17, 2011 EU November 18, 2011 JP December 8, 2011 Nintendo 3DS AU February 9, 2012 EU February 10, 2012 NA February 14, 2012 JP March 1, 2012 Sports game Single-player, multiplayer

Genre(s) Mode(s) Rating(s)

ACB: G CERO: A ESRB: E PEGI: 3

Media/distribution Wii Optical Disc, Nintendo 3DS Game Card

Mario & Sonic at the London 2012 Olympic Games ( & AT ) is a 2011 sports video game developed by Sega Japan. It was published by Nintendo for Japan and by Sega for North America, Europe, and all other regions. The game is officially licensed by the International Olympic Committee (IOC) through exclusive licensee International Sports Multimedia. It is the third installment in the Mario & Sonic series after the commercial success of its predecessors and is an official video game of the 2012 Summer Olympic Games. The game was released on the Wii on November 15, 2011 in North America, November 17, 2011 in Australia, November 18, 2011 in Europe and December 8, 2011 in Japan. It was also released for the Nintendo 3DS in February 2012.[1] The game is the first to come in a yellow keep case instead of a standard white case,[2] similar to how New Super Mario Bros. Wii, was the only game to have a red keep case. Mario & Sonic on the Wii and 3DS is a collection of numerous events based on the Olympic Games. Players can assume the role of a Mario or Sonic character while competing against the others in these events.

Mario & Sonic at the London 2012 Olympic Games

414

Gameplay
Mario & Sonic at the London 2012 Olympic Games is a collection of numerous events based on the Olympic Games.[3] Mario & Sonic brings together the two titular characters and eighteen more from both franchises to participate in environments based on the official venues of the 2012 Summer Olympics in London. The characters are divided into four categories: all-around, speed, power, and skill[4] A recent interview revealed that the same characters are playable as the previous game, with more focus being put on the events and gameplay.[5] Several Olympic events on the Wii, including soccer (Football), badminton, and equestrian will debut alongside improved versions of previously existing events such as athletics, aquatics, and table tennis.[4][6] The Wii game introduced new "Dream Events", which are alternate versions of Olympic events taking place in locations from older games of the Mario and Sonic series.[7] The Wii version also introduces new cooperative mechanics and a Party mode.[4] The 3DS version has 57 Olympic-based events in single-player and multiplayer.[6]

Plot
While there isn't a main plot in the Wii version, the Nintendo 3DS exclusive story mode involves Mario, Sonic and all their friends being invited to the London 2012 Olympic Games. Meanwile, antagonists Bowser and Dr. Eggman are annoyed being rejected, and attempt to stop the games by using fog machines to cover the whole city in thick fog. Mario, Sonic and all the other heroes attempt to stop the two villains and save the Olympic Games, competing in various Olympic events along the way.

Development
The first game in the series, Mario & Sonic at the Olympic Games, is the first official crossover title to feature characters from both Mario and Sonic the Hedgehog's respective franchises.[8] The Olympic Games were chosen as a setting since Sega and Nintendo felt its competitive sportsmanship was ideal for the once-rival mascots Sonic the Hedgehog and Mario.[9] Sonic the Hedgehog is the protagonist of the video game series released by Sega in order to provide the company with a mascot to rival Nintendo's flagship character Mario in the early 1990s.[10] Sean Ratcliffe, vice president of marketing at Sega of America commented on whether the Mario & Sonic series had a future past its second installment, Mario & Sonic at the Olympic Winter Games. He said, "I think the key factor that decides the ongoing building of this franchise is basically success. Is the game successful? Are consumers happy with it?"[11] A sequel was officially announced with a joint press release by Sega and Nintendo on April 21, 2011, after its predecessors sold over 19 million units combined.[6] It is an official video game of the 2012 Summer Olympic Games and is licensed by the International Olympic Committee (IOC) through exclusive licensee International Sports Multimedia.[6] Early in its software developmental stages, a peripheral was considered to launch alongside the game.[12] Both versions was developed by Sega Japan and is published by Nintendo for Japan and by Sega for North America, and Europe. According to gaming magazine CVG, over 100 people developed the game.[13] It was released on the Wii on November 15, 2011 in North America, November 17, 2011 in Australia and New Zealand, November 18, 2011 in Europe and December 8, 2011 in Japan; and was released on the Nintendo 3DS handheld system in February 2012 in North America and PAL Regions and March 2012 in Japan.[14][15] A demo of the 3DS version was made available for download on the Nintendo eShop on January 26, 2012.

Mario & Sonic at the London 2012 Olympic Games

415

Audio
The game has returning songs from the Mario and Sonic franchises along with some new ones that is exclusive to this game. Most of the music in this game is performed by an orchestral band. The voice actors who worked on this game includes Charles Martinet, who provided the voice of Mario, Luigi, Wario, and Waluigi, Kazumi Totaka as Yoshi, Roger Craig Smith as Sonic, Deanna Mustard as Daisy, Kirk Thornton as Shadow, Kenny James as Bowser, and many others. Runblebee, the lyricist and vocalist for various songs in the Sonic franchise is the announcer for this game. He introduces the competitors, signaling when to start the events, and awarding the characters with medals at the end of the events.

Reception and sales


The Wii version sold 2.4 million copies in North America and Europe in its first two months of release.[16] Nintendo Power gave the 3DS version a 7. IGN gave the Wii version a 7.5[17] and the 3DS version a 6.5.[18]

References
[1] "Mario and Sonic Have a Valentine's Day Date - 3DS News @ Nintendo Life" (http:/ / 3ds. nintendolife. com/ news/ 2011/ 10/ mario_and_sonic_have_a_valentines_day_date). 3ds.nintendolife.com. 2011-10-27. . Retrieved 2012-05-16. [2] Fletcher, JC. "Mario & Sonic at the London Olympics' release dates, yellow box revealed" (http:/ / www. joystiq. com/ 2011/ 07/ 27/ mario-and-sonic-at-the-london-olympics-release-dates-yellow-box/ ). Kotaku. . [3] Zivalich, Nikole (2011-05-20). "Mario & Sonic At The London 2012 Olympic Games Hands-on Preview" (http:/ / www. g4tv. com/ games/ wii/ 65275/ mario-sonic-at-the-london-2012-olympic-games/ articles/ 74555/ mario-sonic-at-the-london-2012-olympic-games-hands-on-preview/ ). G4 (TV channel). . Retrieved 2011-05-20. [4] Davison, Pete (2011-05-16). "Mario and Sonic at the London 2012 Olympic Games Preview" (http:/ / www. webcitation. org/ query?url=http:/ / www. gamepro. com/ article/ previews/ 219437/ mario-and-sonic-at-the-london-2012-olympic-games-preview/ & date=2011-11-30+ 22:19:01). GamePro. Archived from the original (http:/ / www. gamepro. com/ article/ previews/ 219437/ mario-and-sonic-at-the-london-2012-olympic-games-preview/ ) on 2011-12-01. . Retrieved 2011-05-20. [5] "E3 2011 Preview: Mario and Sonic at the London 2012 Olympic Games" (http:/ / www. sonicstadium. org/ 2011/ 06/ e3-mario-and-sonic-london-2012-preview-and-qa/ ). The Sonic Stadium. 2011-06-20. . Retrieved 2012-05-16. [6] "London's Calling Mario & Sonic" (http:/ / www. sega. com/ news/ ?n=5048) (Press release). Sega/Nintendo. 2011-04-21. . Retrieved 2011-04-21. [7] East, Thomas (2011-05-16). "Mario & Sonic At The London 2012 Olympics: Will you live the Dream?" (http:/ / www. officialnintendomagazine. co. uk/ 26281/ mario-sonic-at-the-london-2012-olympics-playtest-wii-3ds/ ). Official Nintendo Magazine. . Retrieved 2011-05-20. [8] Fitch, Andrew (November 6, 2007). "Mario & Sonic At The Olympic Games (Wii)" (http:/ / www. 1up. com/ do/ reviewPage?cId=3164214). 1UP.com. . Retrieved 2008-01-08. [9] Thorsen, Tor (2007-03-29). "Q&A: Sega, Nintendo on the first Sonic-Mario game" (http:/ / www. gamespot. com/ wii/ sports/ mariosonicattheolympicgames/ news. html?sid=6168338). GameSpot. . Retrieved 2007-09-14. "Scott Steinberg: It's the perfect backdrop, since Olympics being synonymous with the spirit of sportsmanship. It's a great context for Mario and Sonic to come together in their first game. So it couldn't have been written in a better script." [10] Kennedy, Sam. "The Essential 50: Sonic the Hedgehog" (http:/ / www. 1up. com/ do/ feature?cId=3134008). 1UP.com. . Retrieved 2006-06-03. [11] Gaudiosi, John (2009-04-06). "Sega shows off next big Olympics game, targets Wii and DSi" (http:/ / replay. web. archive. org/ 20090409032834/ http:/ / venturebeat. com/ 2009/ 04/ 06/ sega-shows-off-next-big-olympics-game-and-targets-wiidsi/ ). VentureBeat. Archived from the original (http:/ / venturebeat. com/ 2009/ 04/ 06/ sega-shows-off-next-big-olympics-game-and-targets-wiidsi) on 2009-04-09. . Retrieved 2011-04-22. [12] Smith, Jamin (2011-05-16). "Peripheral once planned for latest Mario & Sonic game" (http:/ / www. videogamer. com/ news/ peripheral_once_planned_for_latest_mario_and_sonic_game. html). VideoGamer.com. . Retrieved 2011-05-20. [13] Robinson, Andy (2011-05-16). "Mario & Sonic at the London 2012 Olympic Games: Can success strike thrice?" (http:/ / www. computerandvideogames. com/ 301489/ previews/ mario-sonic-at-the-london-2012-olympic-games-can-success-strike-thrice/ ). Computer and Video Games. . Retrieved 2011-05-20. [14] "Release Summary: Mario & Sonic at the London 2012 Olympic Games (Wii)" (http:/ / www. gamespot. com/ wii/ sports/ mario--sonic-at-the-london-2012-olympic-games/ similar. html?mode=versions). GameSpot. . Retrieved 2011-06-10. [15] "Release Summary: Mario & Sonic at the London 2012 Olympic Games (3DS)" (http:/ / www. gamespot. com/ 3ds/ sports/ mario--sonic-at-the-london-2012-olympic-games/ similar. html?mode=versions). GameSpot. . Retrieved 2011-06-10.

Mario & Sonic at the London 2012 Olympic Games


[16] Rose, Mike. "Sega Sammy profits hit by weak game sales" (http:/ / www. gamasutra. com/ view/ news/ 40088/ Sega_Sammy_profits_hit_by_weak_game_sales. php). Gamasutra. . [17] "Mario & Sonic at the London 2012 Olympic Games - Wii" (http:/ / au. wii. ign. com/ objects/ 106/ 106669. html). IGN. . Retrieved April 2012. [18] "Mario & Sonic at the London 2012 Olympic Games - DS" (http:/ / au. ds. ign. com/ objects/ 106/ 106670. html). IGN. . Retrieved April 2012.

416

External links
Mario & Sonic (http://www2.sega.com/gamesite/marioandsonic/flagspage.html) at Sega.com Official website (Japanese) (http://www.nintendo.co.jp/wii/siij/index.html) Official website (North America) (http://www.olympicvideogames.com/mario-and-sonic-london-2012/)

417

Other sports games


Famicom Grand Prix
Famicom Grand Prix ( ) is the title of two racing games released by Nintendo for the Family Computer Disk System in Japan only. The first installment was Famicom Grand Prix: F1 Race ( F1 ), released on October 30, 1987, which was followed by Famicom Grand Prix II: 3D Hot Rally ( II 3D ), released on April 14, 1988. Both games were released in special blue-colored Disk Cards, which supported Nintendo's Disk Fax peripheral, allowing players to send their time trial scores to Nintendo for the chance to win prizes.

Famicom Grand Prix: F-1 Race


F-1 Race is a top-down racing game where the player controls a Formula 1 car. The player can either choose to play alone, or with other cars. The cars have a certain amount of health, tire life and fuel, which can decrease if the player crashes into a wall, crashes into another car, or drives off the road. Health, tires and fuel can be regenerated if the player takes a pit-stop, but doing so takes away racing time. Winning races during the Grand Prix mode will award the player with money, which can be used to buy new cars.[1]

Vehicles
There are a total of 24 cars available in F-1 Race, each with its own price and performance specifications. The most powerful car in the game costs $50,000,000. The tire performances of a car is determined by its color, which goes from blue (worst) to yellow to red (best). Moreover, a green-colored car indicates that it has wet tires. The player can own up to three vehicles and can choose between any of them prior to starting a race. The player has three gauge indicators that shows the vehicle's conditions through the course of the race: the body gauge will decrease whenever the player's vehicles collides with a hazard such as another vehicle or the guardrail next to the track; the tire gauge decreases based on how hard the player steers their vehicle; and the gas gauge gradually decreases over the course of the race and faster when the player uses a turbo boost. The player will lose their car if it becomes too badly damaged and the game will end if all three vehicles are lost.

Steering method
A key feature of F-1 Race involves the method in which the player steers their vehicle. The player steers the vehicle from its perspective, rather than from the player's perspective. Pushing right on the d-pad will steer the vehicle clockwise, while pushing left steers it counterclockwise. Pushing left or right once will steer the vehicle to a 22.5 degree angle, while pushing either twice will steer it to a 45 degrees. The player can hold down the d-pad to steer even quicker as well, however this can result in oversteering if the player is not careful.

Famicom Grand Prix

418

Pit
The player can restore their vehicle to top shape by entering the pit stop before passing the finish line. The player can restore their car faster by tapping the A button while the crewmen are repairing the vehicle.

Famicom Grand Prix II: 3D Hot Rally


3D Hot Rally is a rear-view rally racing game where the objective is to complete each course within the given time limit. The player can choose between three possible courses, as well as three possible cars, each with its own unique characteristic. The game supports the Famicom 3D System, allowing the player to see the screen in three-dimensions by wearing a specialized set of goggles. Like in F-1 Race, 3D Hot Rally supports the Disk Fax peripheral, which allowed players to send their time trial scores to Nintendo for the chance to win prizes. This was the final game to support the blue Disk Card format. The second game's composers are Soyo Oka, Hiroaki Suga, and Hideki Kanazashi. Nintendo designed and programmed Famicom Grand Prix II: 3D Hot Rally with auxiliary program support from HAL Laboratory. The game was one of the dozens that Nintendo and HAL Laboratory developed in conjunction for the Disk System.[1][2]

Hot Dash
Located above the player's speed meter is a "Hot" indicator which is represented by eight exclamation marks, which can be filled up by picking up exclamation mark-shaped symbols with the letter "H" along the road. When the player picks up eight hot marks, the player can accelerate their vehicle to a top speed of 300km/h without slipping off the road for a period of 15 seconds. This can help the player reach the next checkpoint or the goal more quickly.

Endurance
Below the player's speed meter is a damage indicator which will deplete every time the player's vehicle collides with another vehicle or a hazard. When the damage indicator is fully depleted, the game will end. To avoid this, the player can pause the game and select "repair" from the sub-menu to restore the character completely; however, the more damage the vehicle has taken, the longer the repairs will take (the player can speed up the process by pressing either button). The game can also be set so that the player's vehicle will be repaired automatically after passing through certain "repair points".

Vehicles
There are three different kinds of vehicles in the game, each with its own performance specification. Kattobi ( ) - A sports car-type vehicle for experts. It has the fastest acceleration rate of the three vehicles, but it performs poorly on bad roads. Yonque ( ) - A 4WD-type vehicle for novices. Its abilities are stable and balanced. Monster ( ) - A baja bug-type vehicle for intermediate players. It has the slowest speed, which is balanced against its high durability, especially off-road.

Famicom Grand Prix

419

Characters
Mario plays the role of the vehicle's driver, while Luigi serves as his navigator.[2] Although both brothers are shown prominently on the game's cover (making this the first game in Japan to depict Luigi in his taller and slimmer design), they only appear during the game when they get out of their vehicle either to repair it or after they successfully cross the finish line.

Related releases
On July 25, 1988, an official music album of the game was released. It contains every music track from the game with realistic vehicle sound effects, plus arranged versions of three songs from the game. One of the three vehicles that Mario and Luigi drive in this game, Monster (as seen on the front cover), also appears in Super Smash Bros. Melee as one of the Trophies. The title screen music from the game was arranged by Kentaro Ishizaka and was added to the Wii game Super Smash Bros. Brawl as one of the unlockable songs for the Mario Kart stage, Mario Circuit. Monster also appears in the same game as a sticker. In Mario Kart Wii, a Kart based on Monster (named the Tiny Titan or Rally Romper, depending on region) may be unlocked. It is special for its high off-road stat.

References
[1] "N-Sider.com: N-Sider.com: Famicom Grand Prix II: 3D Hot Rally" (http:/ / www. n-sider. com/ gameview. php?gameid=535& view=dev). N-Sider. . Retrieved 2008-04-21. [2] Iwata Asks : Nintendo 3DS : Satoru Iwata Talks About Past Projects (http:/ / iwataasks. nintendo. com/ interview. html#/ how-nintendo-3ds-made/ 0/ 2)

External links
Famicom Grand Prix: F-1 Race guide at StrategyWiki Famicom Grand Prix II: 3D Hot Rally Gamespot Article (http://www.gamespot.com/famicomds/driving/ 3dhotrally/) Famicom Grand Prix II: 3D Hot Rally (http://www.nindb.net/game/famicom-grand-prix-2.html) at NinDB (http://www.nindb.net) Famicom Grand Prix: F-1 Race (http://www.nindb.net/game/famicom-grand-prix.html) at NinDB (http:// www.nindb.net)

Mario Superstar Baseball

420

Mario Superstar Baseball


Mario Superstar Baseball
North American box art
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Namco, NOW Production Nintendo Mario Sports series Nintendo GameCube

JP

[1]

July 21, 2005 August 29, 2005 EU November 11, 2005


NA

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube Optical Disc

Mario Superstar Baseball, known in Japan as Super Mario Stadium Miracle Baseball ( Sp Mario Sutajiamu Mirakuru Bsubru) is a sports game that was developed by Namco and NOW Production and published by Nintendo for the Nintendo GameCube in 2005. The game was created in the vein of other Mario sports games such as Mario Golf: Toadstool Tour and Mario Power Tennis. This game is now a Player's Choice title. The game has a sequel, Mario Super Sluggers for the Wii.[2] Gameplay mainly focuses on the player assuming the role of any Mario series character to challenge any opposing teams compatible in the Challenge Mode, the final being Bowser, having baseball matches to see who will win the Cup of the mode. Other playable modes include Exhibition Mode, in which players choose the leader and the other rosters in the team and challenge another team to a single baseball match, and Minigames where the player must complete a certain mission. A common power-up in the game is a charged swing, a hit by a baseball bat performed by a character that will give the ball a strong hit, causing the length of a normal hit baseball to be twice as powerful. Overall, the game was well received by critics, gaining a 8.0 out of 10 from GameSpot.[3]

Game modes
Exhibition Game
A single game of baseball, players choose the Team Captain and a roster of players, and play one game. Players can choose which team bats first. Players can also choose how many innings the game will last, and pick their choice out of six unique stadiums. Bowser's Castle can be unlocked after beating Challenge Mode.

Challenge
The heart of Mario Superstar Baseball is the Challenge Mode. It is a single-player mode where the player selects a pre-built team and must defeat all the other teams; at first Bowser's team is the last team to beat for the cup, and must be unlocked before the player can use him. There are six teams, each led by one of the Captains (Mario, Peach,

Mario Superstar Baseball Yoshi, Donkey Kong, Wario and Bowser), features a secondary captain (Luigi, Daisy, Birdo, Diddy Kong, Waluigi and Bowser Jr.), and is filled with a mix of sub characters, some of which are duplicated within a team, but do not appear on any other team. For example, aside from the aforementioned captains and sub-captains, Mario's team consists of Monty Mole, 3 Piantas and 3 Nokis, Princess Peach's team consists of Toadette, Toadsworth, and 5 Toads, Wario's team consists of Boo, King Boo, Petey Piranha, and 4 Magikoopas, Yoshi's team consists of Baby Mario, Baby Luigi and 5 Shy Guys, Donkey Kong's team consists of Dixie Kong, Goomba, Paragoomba, 2 Paratroopas, and 2 Koopa Troopas, and Bowser's team consists of 4 Dry Bones, Hammer Bro, Fire Bro, and Boomerang Bro (although Hammer Bro, Fire Bro and Boomerang Bro are separate characters (enemies) in the Mario series, in this game, it is actually just a color variation of the same character.). Players challenge the other teams, beating the other four opens the path to Bowser's castle. The secondary purpose of defeating other teams is to recruit other characters to improve ones team. On opposing teams, each character has a set of scouting flags. During the game players will have mission objectives like "Strike 'em out", or "Score a run", that earn flags; if one gets all the flags of a particular character and wins the game, that character will be recruited. If the player fails to complete a mission, he/she must wait for a while to complete another mission. Flags are cumulative, so if the player doesn't get all the flags in a game, or loses the game after getting all the flags, the flags earned will remain when the team is challenged again; a team can be challenged as long as the captain of the team is not recruited. Players of a different color can't be recruited and can only be played in minigames and playing with the teams they start on. If the team captain is recruited, his or her team will disband; any characters from that team that were not recruited will join a team led by Bowser Jr. Another way to recruit characters is by a mercy win; if either team is leading by at least 10 runs at the end of an inning, the game is called out of mercy to the losing team. If the player wins a game in this fashion, all characters on the opposing team will be so impressed that they will immediately join. After every game or minigame, Bowser Jr. will wander around the map; if the player runs into him, they will be forced to play a game in the bottom of the 9th inning, with the player randomly chosen as visitor or home. If the player's team is the visiting team, then they will have the lead and must stop Bowser Jr. from mounting a comeback; otherwise, it is the player's job to mount a comeback. Beating Bowser Jr. earns the player 100 coins to use in the shop, while losing costs the player half of their coins. It should be noted that in the event of having an odd coin count when losing to Bowser Jr., the coins will be rounded up. Bowser Jr.'s team also has players from disbanded teams that the player can recruit; in which case the only mission objective is "Win the game.". There is a shop located on the map for purchasing power-ups, each worth a certain number of coins that the player earns from the minigames or Bowser Jr. In order for a Captain to use their special abilities, they must be purchased from the shop; these power-ups are permanent, and can be carried over into other Challenge Mode games by continuing from a previously cleared game. Other power-ups offer a temporary boost to a stat for all characters on their team, but they only last for one game, win or lose. Toad runs the shop. Another goal during Challenge Mode is the Superstar quest; each character has a set of requirement that earn stars. If a character meets all of his or her requirements, then the character upgrades to a Superstar, and gets a boost in all their abilities. Also, once a character becomes a Superstar, the Superstar version of the character can be used in other game modes. There's a simple way to figure out the number of superstar missions per player. The captain of the team has 10 missions. The 2nd captain has eight. Minor characters have six. And characters of race (excluding Monty Mole who has six) have four. Note that players like Red Koopa and Black Shy Guy can be unlocked by completing the main changing color player like Blue Pianta & Blue Noki. The game rules that cannot be changed are as follows: Your team bats first, and the Star Skills and a mercy are turned on. There are four difficulty settings for challenge mode that are similar to those of Mario Kart: Double Dash!! - Mushroom (easy), Flower (medium), Star (hard), and Special (very hard). On Mushroom, Flower, and Star difficulty setting, four other teams are challenged for three innings. After each team has been beaten at least once, Bowser is played for five innings. On Special difficulty setting, the innings change so that each team is played with two additional innings from before. Once the player clears Special difficulty, then Bowser is selectable as a team

421

Mario Superstar Baseball captain. When using him as a team captain, the rules slightly change: The other teams invade Bowser's castle, and Bowser must beat them in a game of baseball to win his castle back. Bowser has to beat the initial five teams, then they come together to form a team of captains led by Mario that Bowser must defeat; Bowser can still recruit other characters, except the captains and sub-captains; and because Bowser Jr. is on his team, he does not wander the map to challenge a player, so you must play minigames to earn coins.

422

Toy Field
Using four players and a metallic field decked with large buttons (reminiscent of the old "pitch and bat" machines), players will either gain or lose coins depending on where the ball lands. There are several types of spaces the player can land on. When the ball is put into play, the player that retrieves the ball before it runs out of momentum will bat next. If the batters strikes out, the pitcher bats next. If the batter is struck out, they must give the pitcher 30 coins. If a batter is directly caught out, they must give the catcher 50 coins. If the ball is not caught before it runs out of momentum or 4 ball results are pitched, the batter gets another turn. The player with the most coins at the end of the game is the winner. The player gets to choose how many turns the game will last.

Minigames
All games are for 1-4 players. Bob-omb Derby- Hit homers with Bob-ombs using a charged swing to gain points. Anything other than a homer is worth nothing. Get enough points to win. Wall Ball- Pitch balls to break a set of walls. The walls with musical notes on them are worth the most points if hit last, and hitting one of the Bowser walls last causes the player to lose half of their points, the points are than evenly distributed to the other players. The player with the most points after three pitching rounds wins. Chain Chomp Sprint- Collect as many diamonds as possible by running around the bases. If the Chain Chomp wakes up and you don't stop running, it will steal some of the diamonds from players that were moving when it awakens. The player with the most diamonds wins. Piranha Panic- Throw the colored eggs to its correctly colored Piranha Plant. Any egg can be thrown at the giant purple Piranha plant. The fire the plants spit out should be taken into consideration when a player throws an egg at the different colored Piranha Plant and another player's Bob-ombs. The player with the most points wins. Barrel Batter- Hit as many barrels as possible to gain points. After a certain number of barrels are blown, a special barrel appears for one pitch only. Hitting it destroys all the barrels. Get enough points to win. Star Dash- (must be unlocked) Collect as many coins as possible as they are shot out of a Coin Generator. Mushrooms sometimes come out, too. Red ones produce a speed boost, while purple ones grant the opposite effect. Stars will also sometimes appear. Anybody who touches a star becomes temporarily invincible, and can run into other characters to knock them out and steal their coins and can knock through obstacles around the generator. The player with the most coins wins. Grand Prix- (must be unlocked) All minigames are randomly chosen for player to place first out of four. First place is 10 points, second place is 6 points, third place is 3 points, and last place is zero points. If playing against a computer, it is automatically on special difficulty. The winner is whoever has the most points after all minigames are played.

Mario Superstar Baseball

423

Practice
This is where players can practice the various controls for Mario Superstar Baseball. This includes batting, pitching, baserunning, and fielding.

Reception
Reception Aggregate scores
Aggregator GameRankings Score 77% (46 reviews)

Review scores
Publication Edge Electronic Gaming Monthly Eurogamer Game Informer GameSpot GameSpy GameTrailers IGN Nintendo Power X-Play 8.5 out of 10 7.9 out of 10 9 out of 10 Score 6 out of 10 7 out of 10 6 out of 10 7 out of 10 8.0 out of 10

The game has had generally positive reviews. A GameDaily reviewer praised the game, as telling that he "found it to grow on him."[4] IGN praised the game, although also saying that "these high production values are not consistent throughout the experience."[5]

Awards
G-Phoria's Best Alternative Sports Game for 2006

References
[1] "Game Developer Research Institute" (http:/ / gdri. smspower. org/ wiki/ index. php/ Now_Production). . [2] "Mario Super Sluggers at Nintendo" (http:/ / www. nintendo. com/ games/ detail/ mQUJKyuhSvoByoNYTahPTY6ln-H-_ZtE). Nintendo of America. . Retrieved 3 July 2009. [3] Colayco, Bob (August 29, 2005). "Mario Superstar Baseball Review" (http:/ / www. gamespot. com/ gamecube/ sports/ mariobaseball/ review. html). GameSpot. . Retrieved July 19, 2010. [4] "Mario Superstar Baseball Review (GC)" (http:/ / www. operationsports. com/ newspost. php?id=139387). GameDaily. . Retrieved 2005-08-31. [5] Casamassina, Matt. "Mario Superstar Baseball" (http:/ / cube. ign. com/ articles/ 645/ 645480p1. html). IGN. . Retrieved 2005-08-25.

Mario Superstar Baseball

424

External links
Mario Superstar Baseball (http://register.nintendo.com/ gamemini?gameid=e10916ac-c831-4dc2-8485-c50a02937b60) at Nintendo.com ( archives (http://web.archive. org/web/*/http://www.nintendo.com/gamemini?gameid=e10916ac-c831-4dc2-8485-c50a02937b60) of the original (http://www.nintendo.com/gamemini?gameid=e10916ac-c831-4dc2-8485-c50a02937b60) at the Internet Archive) Mario Superstar Baseball at Mario Wiki.com (http://mariowiki.com/Mario_Superstar_Baseball) Mario Superstar Baseball on GameFaqs (http://www.gamefaqs.com/console/gamecube/data/925314.html) Mario Superstar Baseball on Gamespot (http://www.gamespot.com/gamecube/sports/mariobaseball/index. html) (http://cube.ign.com/articles/645/645480p1.html)

Super Mario Strikers


Mario Smash Football Super Mario Strikers (NTSC)
North American cover art
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Next Level Games Nintendo Mario Strikers Nintendo GameCube

EU NA JP

November 18, 2005 December 5, 2005

AUS

January 19, 2006 April 6, 2006

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: PG CERO: A ESRB: E PEGI: 3+

Media/distribution 1 GameCube disc

Super Mario Strikers, known as Mario Smash Football in Europe and Australia, is a five-a-side football (soccer) game developed by Next Level Games for the Nintendo GameCube. The game was released in Europe and North America in late 2005, and in Japan and Australia in 2006. The game's sequel, Mario Strikers Charged, was also developed by Next Level Games and is available for the Wii. The game's developers had worked on the NHL series before development of Strikers, which served as an influence for the fast-paced and physical nature of the game.[1] Strikers is a sports game incorporating characters and themes from the Mario series. The game features the basic aspects and objectives of a football game, although no referees are present and characters can legitimately shove others out of possession of the ball. As in other games such as Mario Power Tennis, the player can use Mario-themed items such as bananas and red shells to hinder the opposition and gain the advantage.[2] Each team's captain can also use "Super Strikes" that, if timed accurately, will result in two points scored for the striker's team.

Super Mario Strikers Each team comprises a goal keeper, a main Mario character (captain), and three of the same secondary Mario characters known as "side kicks".[3] The game received a positive reaction from the media, attaining an aggregate score of 76 percent from Game Rankings.[4] In general, reviewers lauded Striker's accessibility and multiplayer gameplay, but criticised the lack of gameplay modes and single-player offerings.[5][6]

425

Gameplay
Super Mario Strikers is a five-a-side football console video game comprising characters and themes from the Mario series. Each team consists of a captain character from the Mario series and three secondary Mario characters known as "sidekicks".[3] Kritter is the goalkeeper for all sides except the "Super Team", which consists of four captain robots and a Robo-Kritter. Both sidekicks and captains have varying gameplay attributes with "balanced" and "defensive" play types available.[7] Strikers follows the basic gameplay featured in most football video games, including the ability to dash, tackle players, and lob the ball. Despite this, characters not in possession can legitimately hit opponents with or without the ball ("Big Hit"),[8] resulting in a more arcade-like style of gameplay. The game also features "Perfect" passes and shots, which trigger in sequence if both a pass and shot are applied close to the opponent's goal.[9] The most powerful shot possible is the "Super Strike", which only the captain can make and will account for two points if successful. Once charged, the player must time button presses accurately on a visible gauge to trigger a successful shot at goal, resulting in a character-specific animation.[10] As in other Mario sports titles such as Mario Power Tennis, the player can use itemsbananas, red shells, etc.to impede the opponent.[2] Some "power ups" can aid the user by granting temporary imperviousness while others immobilise and hinder the opponent. The central antagonist of the Mario universe, Bowser, will also appear occasionally as a non-player character to obstruct the players from each side.[5] Strikers include six stadia, each having barriers to prevent the ball going out of play. These stadia only vary aesthetically and do not affect gameplay, featuring different surfaces such as grass and wood.[10] The player can adjust the match settings to limit or expand the match time and select whether features such as the Super Strike will be included. As the player advances through the game, further adjustments can be made called "cheats", that can render goalkeepers weaker and grant an infinite number of items.[11] Strikers includes multiple gameplay modes such as the "Grudge Match", which is the standard single and multiplayer match mode of the game. Trainings sessions come in the form of "Strikers 101", where the player can practice individual aspects such as shooting and dashing. "Cup Battles" allows up to four players to compete in tournaments against artificial intelligence opponents to advance through more difficult cups for rewards, with "Super" denoting the higher-ranked tournaments.[12]

Development
Strikers was developed by Next Level Games, who revealed the game at the E3 conference of 2005 in the form of a playable demonstration.[13] In an interview, game director Mike Inglehart and marketing director Grace Kim revealed that Strikers was originally intended to be a more realistic Mario sports game, but the development team opted for an "over-the-top" style after numerous consultations with Nintendo. Next Level Games cited a connection between Strikers and NHL Hitz Pro in terms of gameplay mechanics, claiming that the latter influenced the "responsive gameplay" in Strikers, as well as the use of goalkeepers and on-field collisions. The developers revealed that the character system would be "balanced and fun", although Nintendo had "the ultimate say" in regards to character design, wanting strong and aggressive styles that did not deviate from past characterisations too much.[1] For this reason, voice recording for Strikers required more lines and sounds than in other Mario sports titles.[14] Assisted by producer Ken Yeeloy, Inglehart stated in an interview a willingness to link any new feature of Strikers with the sport of football. With this, they decided to accentuate "the exciting parts" of the game, with Inglehart using

Super Mario Strikers the electric fences in the stadia as an example in reference to the physicality of the sport. They also explained reasons for not using a penalty or card system, rating the power-up system as compensation for this considering power-ups are awarded to the team of a player that has been pushed or shoved.[15]

426

Reception
Reception Aggregate scores
Aggregator GameRankings Score 76% [4]

Review scores
Publication Electronic Gaming Monthly Eurogamer Game Informer GameSpot IGN Score 7 out of 10 8 out of 10 [4] [3] [4]

6.75 out of 10 7.2 out of 10

[10] [2]

7.6 out of 10

Super Mario Strikers received generally positive reviews from critics, with reviewers lauding the game's characterisation and visual style.[2][6] GameSpot's Brian Ekberg praised the game's accessibility, stating that "Strikers' pick-up-and-play design will have you playing like a cartoon Pele in no time".[10] Similarly, critics welcomed the developers' choice to forego traditional football rules in the favour of a more arcade-like style of gameplay.[3][10] Despite this, IGN complained of a "disappointingly slim" variety of modes, as well as the perceived small roster of characters and inflexibility when choosing teams.[2] On a similar note, Eurogamer criticised the vague presentation of characters attributes, making it difficult to determine what their respective strengths and weaknesses are.[3] Despite enjoying the variety and appearance of Striker's stadia, GameSpot noted only cosmetic differences among them, and criticised a lack of physical features to make them more interesting.[10] Striker's multiplayer gameplay in particular was welcomed by reviewers, who praised the developers for providing aggressive and fast-paced action.[5][6] Conversely, the game's single player offerings gained a less enthusiastic response, with critics noting "boring" and repetitive gameplay.[16] GameSpot thought some features were "overpowered" in parts, including the big-hit tackles and the ability to dash constantly given the absence of a stamina meter.[10] Despite this, Eurogamer remarked that it was deeper than first anticipated, while IGN lauded the game's "tight controls" and use of Super Strikes. The ability to push enemies into the electric barrier and the use of items was also welcomed as a means to make the game entertaining while playing defensively.[2][5] The game's visuals received a mix response, with critics reporting occasional problems with Striker's framerate.[5] While praising the character models and goal animations, GameSpot bemoaned the absence of a "Mario feel" when appraising the menu and settings.[10] IGN noted "blurry textures, uninspired stadium designs, and almost incomprehensibly a sometimes sluggish framerate", despite enjoying the characters art style.[2] The audio received a mediocre response, with critics praising the use of character and audience chants while criticising a lack of variety and repetitiveness.[2][10] GameSpot thought the menu music had "some nice flair to it", despite noting sounds such as Luigi's goal celebration that, while charming when first heard, became tedious.[10]

Super Mario Strikers

427

Awards and sales


In GameSpot's E3 2005 coverage, this game was given the award "Best Sports Game", and was nominated a finalist for "Best Game of Show".[17][18] It received GameSpy's "Game of the Year 2005" awards for "Best GameCube Sports", "Best GameCube Multiplayer", and was ranked second for all GameCube games in 2005.[19] It was a finalist for "Sports Game of the Year" by the Academy of Interactive Arts & Sciences for the 2006 Interactive Achievement Awards.[20] Super Mario Strikers has sold 950,000 in North America as of December 27, 2007.[21]

References
[1] Bedigian, Louis. "Super Mario Strikers gets "Pro"fessional design by Next Level Games" (http:/ / www. gamezone. com/ news/ 09_06_05_12_01AM. htm). GameZone. . Retrieved 2008-09-01. [2] Casamassina, Matt (2005-12-02). "Super Mario Strikers - IGN" (http:/ / uk. cube. ign. com/ articles/ 673/ 673293p1. html). IGN. . Retrieved 2008-09-01. [3] Reed, Kristan (2005-11-23). "Super Mario Strikers - Eurogamer" (http:/ / www. eurogamer. net/ article. php?article_id=61851). Eurogamer. . Retrieved 2008-09-01. [4] "Game Rankings - Super Mario Strikers" (http:/ / www. gamerankings. com/ htmlpages4/ 928286. asp). Game Rankings. . Retrieved 2008-09-01. [5] McGarvey, Sterling (2005-12-06). "Super Mario Strikers - GameSpy" (http:/ / uk. cube. gamespy. com/ gamecube/ super-mario-strikers/ 673802p1. html). GameSpy. . Retrieved 2008-09-01. [6] Sklens, Mike (2005-12-09). "Super Mario Strikers Nintendo World Report" (http:/ / www. nintendoworldreport. com/ reviewArt. cfm?artid=4461). Nintendo World Report. . Retrieved 2008-09-01. [7] Next Level Gaming, ed. (2005). Super Mario Strikers Instruction Manual. Nintendo. pp.2223. [8] Next Level Gaming, ed. (2005). Super Mario Strikers Instruction Manual. Nintendo. p.9. [9] Next Level Gaming, ed. (2005). Super Mario Strikers Instruction Manual. Nintendo. p.10. [10] Ekberg, Brian (2005-12-02). "Super Mario Strikers for Game Cube Review" (http:/ / uk. gamespot. com/ gamecube/ sports/ supermariostrikers/ review. html). GameSpot. . Retrieved 2008-09-01. [11] Next Level Gaming, ed. (2005). Super Mario Strikers Instruction Manual. Nintendo. p.21. [12] Next Level Gaming, ed. (2005). Super Mario Strikers Instruction Manual. Nintendo. pp.1618. [13] Castro, Juan (2005-05-18). "Super Mario Strikers preview" (http:/ / uk. cube. ign. com/ articles/ 616/ 616544p1. html). IGN. . Retrieved 2008-09-01. [14] Podd, Mark (2007-11-16). "Charles "Voice of Mario" Martinet interview" (http:/ / www. gamer. tm/ feature. php?id=1745& filtr=wii). Wii Gamer. . Retrieved 2008-09-01. [15] Smith, L (2005-10-27). "Super Mario Strikers Developer interview" (http:/ / kotaku. com/ gaming/ super-mario-strikers/ super-mario-strikers-developer-interviews-133685. php). Kotaku. . Retrieved 2008-09-01. [16] "Super Mario Strikers - 1UP" (http:/ / www. 1up. com/ do/ reviewPage?cId=3146131& p=5& sec=REVIEWS). 1UP.com. 2005-12-07. . Retrieved 2008-09-01. [17] "GameSpot's E3 2005 Editors' Choice Awards of 2005" (http:/ / uk. gamespot. com/ features/ 6126660/ p-31. html). GameSpot. . Retrieved 2008-09-01. [18] "GameSpot's E3 2005 Editors' Choice Awards of 2005: Genre" (http:/ / uk. gamespot. com/ features/ 6126660/ p-18. html). GameSpot. . Retrieved 2008-09-01. [19] "GameSpy Game of the Year 2005" (http:/ / goty. gamespy. com/ 2005/ cube/ index10. html). GameSpy. . Retrieved 2008-09-01. [20] Tuttle, Will (2006-02-10). "The 9th AIAS Awards" (http:/ / uk. gamespy. com/ articles/ 687/ 687827p4. html). GameSpy. . Retrieved 2008-09-01. [21] "US Platinum Videogame Chart" (http:/ / www. the-magicbox. com/ Chart-USPlatinum. shtml). The Magic Box. . Retrieved 2008-02-18.

External links
Super Mario Strikers (http://register.nintendo.com/ gamemini?gameid=d511ee5e-22d2-41f5-8572-e6143a3f0497) at Nintendo.com ( archives (http://web.archive. org/web/*/http://www.nintendo.com/gamemini?gameid=d511ee5e-22d2-41f5-8572-e6143a3f0497) of the original (http://www.nintendo.com/gamemini?gameid=d511ee5e-22d2-41f5-8572-e6143a3f0497) at the Internet Archive)

Mario Hoops 3-on-3

428

Mario Hoops 3-on-3


Mario Hoops 3-on-3 Mario Slam Basketball
Developer(s) Publisher(s) Composer(s) Platform(s) Square Enix Nintendo Masayoshi Soken Nintendo DS
JP

Releasedate(s)

July 27, 2006 September 11, 2006 AUS October 26, 2006
NA EU

February 16, 2007

Genre(s) Mode(s) Rating(s)

Sports Single-player, multiplayer


ACB: PG CERO: A ESRB: E PEGI: 3+

Mario Hoops 3-on-3, known in Europe and Australia as Mario Slam Basketball and in Japan as Mario Basketball 3on3 ( 3on3 Mario Basuke 3on3), is a sports game developed by Square Enix and published by Nintendo for the Nintendo DS in 2006. This game is the first in which Mario and Final Fantasy characters appear together as playable characters, and the second Mario game developed by Square, the first one being Super Mario RPG: Legend of the Seven Stars. It is the first Mario basketball game ever to be released, although characters from the series have appeared in the Nintendo GameCube version of NBA Street V3.

Gameplay
Touch control is used for all actions besides movement (which is handled by the directional pad). Dribbling is performed automatically, but at a lower rate if the touch screen is not used actively to dribble. Touching the screen in a certain direction causes the character that the player is controlling to change which way the character is dribbling and face in another direction, allowing the player to turn his/her character without having to move with the d-pad and gives the player better defense. In addition, dribbling is faster on coin pads. Dribbling on coin pads also earns the player coins to be used as points while shooting. Navigating menus and playing the game can be done with either the touch screen or the d-pad. You can play left or right-handed, depending on what you choose in the options menu. There is also an option of using the A, B, X, Y buttons instead of the touch screen. There are certain moves that only use the touch screen. The player shoots by drawing a line forward on the touchpad. Depending on where the character is and how he/she is moving, the shot will either be a normal shot or a slam dunk. Normal Shots and Slam Dunks are 20 points plus the number of coins the player currently has. Super Shots (Specials) are 40 points each plus the number of coins. Ranged shots (three-point shots in usual basketball) are worth 30 points each plus the number of coins. The game is structured in tournaments, which the player must win to progress. The tournament ladder is made with graphics based on the original Super Mario Bros.. Each tournament consists of three games with two halves of two and a half minutes, except that the player needs to play an extra game with the Final Fantasy team at the end of the

Mario Hoops 3-on-3 rainbow tournament. The player can win a tournament by winning the three games on its ladder. The player would obtain either a gold cup, a silver cup or a bronze cup. A gold cup is available only if the player has 200 points more than the opponents in all games of the tournament. Silver if all games are won by more than 100 points and bronze for winning all three games. There are two modes: the normal mode and the hard mode. The hard mode is available after beating the Final Fantasy team on "normal mode". In Exhibition Mode, the player can customize the rules including the amount of time, the number of periods played, and turning items on or off. If off, then teams will receive two to four points for each shot.

429

Music
Mario Basketball 3on3 Original Soundtrack
Soundtrack album by Masayoshi Soken, Koji Kondo, and Yukio Kaneoka Released Genre Length Label October 18, 2006 (Japan) Video game soundtrack 41:26 Square Enix

The game's music is composed by Masayoshi Soken. An original soundtrack that is based on the game was released on October 18, 2006 and it was published by Square Enix, the same company for the game. The soundtrack is called Mario Basketball 3on3 Original Soundtrack, which includes thirty-one musical pieces from the game itself.

Reception
Reception Review scores
Publication Score Electronic Gaming Monthly 6.17 out of 10 Game Informer GameSpot GameSpy GameTrailers IGN Nintendo Power 6.5 out of 10 7.1 out of 10 4 out of 5 7.1 out of 10 6.8 out of 10 7.5 out of 10

As of July 25, 2007, Mario Hoops 3-on-3 has sold 1.5 million copies worldwide.[1] Reviews were mixed. While the game was generally praised for its control, graphics, and variety, it was criticized for its simplistic artificial intelligence, unsatisfactory minigames, and overpowered skills for the Final Fantasy characters. The lack of Nintendo Wi-Fi connection support also hurt the game. It currently holds an average critic score of 71% on Game Rankings.[2]

Mario Hoops 3-on-3

430

References
[1] Casamassina, Matt (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25. [2] "Mario Hoops 3 on 3 Reviews" (http:/ / www. gamerankings. com/ ds/ 930286-mario-hoops-3-on-3/ index. html). Game Rankings. .

External links
Official website (http://www.nintendo.co.jp/ds/ab3j/index.html) (Japanese) Mario Hoops 3-on-3 (http://web.archive.org/web/20071014112743/http://www.nintendo.com/ gamemini?gameid=GwNxwcFuRXDr0xw0w8B-iAJUcVe_wJgS) at Nintendo.com

Mario Strikers Charged

431

Mario Strikers Charged


Mario Strikers Charged Mario Strikers Charged Football
North American box art
Developer(s) Publisher(s) Series Platform(s) Next Level Games Nintendo Mario Strikers Wii
EU

Releasedate(s)

May 25, 2007 July 30, 2007

[1] [2]

AUS NA JP

June 7, 2007

[3] [4]

September 20, 2007

Genre(s) Mode(s) Rating(s)

Sports game Single player, multiplayer, online


ACB: PG [5] CERO: A ESRB: E10+ PEGI: 7+ USK: 6

Mario Strikers Charged, known in Europe and Australia as Mario Strikers Charged Football,[6] is a sports video game developed by Canadian developer Next Level Games and published by Nintendo for the Wii. This game was announced at the 2006 Games Convention in Leipzig, Germany as the sequel to Super Mario Strikers for the Nintendo GameCube. It was released on May 25, 2007 in Europe, June 7, 2007 in Australia and July 30, 2007 in North America. The game supports the Nintendo Wi-Fi Connection, through which players can participate in online matches and tournaments. Upon its European release, it became the first Wii online game to be available outside of Japan. It was also the first Mario game released on the Wii and the first Mario game to be given a rating higher than E by the ESRB.

Gameplay
The gameplay of Mario Strikers Charged is similar to that of the original game, with characters fighting for possession of a metallic ball played on several pitches. As well as differing aesthetically, most pitches feature physical elements that affect play; players must use precision and accurate timing to overcome them. The most powerful shot possible is the "Mega Strike", which only the captain can perform and accounts for a varying number of points. In addition, sidekicks are able to perform a special shotknown as a "Skillshot"that occurs if sufficiently charged and results in the character releasing a shot that is either able to paralyse or bypass the goalkeeper. Defensively, characters not in possession can hit others with or without the ball, although doing so to others without it will give the opposing team an item. The power-up system returns from other Mario sports titles. The player can use these itemsred shells, bananas, etc.to impede the opponent and gain an advantage. Some power-ups aid the player by immobilising and hindering the opponent, while others grant temporary invulnerability and allow the user to score a goal more easily. A "Super

Mario Strikers Charged Ability" item has been implemented into the game, which only the captain can use and grants unique abilities; notably, some like Mario and Luigi will grow to immense size, while others such as Donkey Kong will impede other characters in a large radius. Strikers features multiple gameplay modes, such as the "Domination Mode", in which the player faces an opponent of the player's choosing. They can also adjust match settings to limit or expand the match time or number of goals which are necessary for victory. The player can also play through "Striker Challenges", where they select a session with certain obstructions, such as missing characters or a susceptible goalkeeper. If they are successful in passing, they are given further adjustments called "cheats", that can render shooting easier and turn off physical elements of the fields in the game. Training sessions appear in the form of "Strikers 101", where the player can practice individual aspects such as shooting and tackling. "Road to the Striker Cup" allows the player to compete in matches against the computer to gain rewards. The player can also partake in online matches with others around the world.[7][8]

432

Characters
There are a total of 12 captains and 8 sidekicks to choose from to form a five-player team, which consists of a captain, three sidekicks, and a goalie. All characters, except for the goalies, are separated into 5 categories: Balanced (balanced in all areas), Playmaker (speedy with good passing ability), Power (good shooting and defensive ability), Offensive (good shooting and passing ability), and Defensive (speedy with good defensive ability). A team may consist of any combination of different sidekicks (e.g. 2 Koopa Troopas and a Shy Guy).

Reception
Currently, reviews of the game have been generally positive with an average critic score of 80% at Game Rankings[9] and 79% at Metacritic.[10] Official Nintendo Magazine praised the pick-up and play feel of the game, giving the game 91%. Eurogamer also favored the added strategy and feel to game, giving it an 8/10.[11] UK magazine NGamer criticized the game for its low amount of game modes, but overall felt that it was a definite improvement over the Nintendo GameCube original, giving it 78%. Edge magazine was concerned about the overwhelming power of the Mega Strike feature, also citing "The eventful, minute-long matches and frantic to-and-fro make Mario Strikers a suitable curtain-raiser for online gaming on the Wii, but a balanced and deep extreme sports game this is not.", giving it 6/10. IGN UK gave the game an 8.7 out of 10 and an editor's choice award.[12] UK based website Mansized [13] scored Mario Strikers Charged a full 5 out of 5 stars, particularly praising the game's enjoyable multiplayer options. GameSpot gave the game a score of 7.5 out 10.[14] Hyper's Rico Shavez commends the game for its "great net code and immediately fun". However, he criticises it for its "lack of options, being shallow and its lightweight single player".[15] GameTap stated "The reason why its not fun at times isnt because it doesnt replicate the craziness--but rather that the AI becomes so incredibly cheap in the later tournaments and that there really isnt much to the overall game aside from just beating the crap out of everyone to make way for a shot on goal", giving the game 7/10.[16] GamingTarget gave the game 7/10,citing: "To sum things up, Mario Strikers Charged is a fun, yet brutal anti-soccer game for all ages, but unfortunately the graphics leave something to be desired". GameTrailers gave the game 7.4/10 citing the game was the first great Wi-fi game for Wii in America. Nintendo Power gave the US edition 8.5 out of 10, criticizing the limited single player modes while praising its online and offline multiplayer capabilities. GamePro gave Mario Strikers Charged 5 out of 5, praising the great online support, lots of game modes, and its fun battles.[17] As of March 31, 2008, 1.77 million copies of the game have been sold worldwide, with 240,000 being sold in Japan.[18]

Mario Strikers Charged

433

References
[1] "Get ready for kick off!" (http:/ / www. nintendo-europe. com/ NOE/ en/ GB/ news/ article. do?elementId=eFA8gFwMd9RQtGKMyr4DW6LGuRPeF8Ms). Nintendo of Europe. 2007-03-04. . Retrieved 2007-05-22. [2] "Mario Strikers Charged Football" (http:/ / web. archive. org/ web/ 20070623232827/ http:/ / games. nintendo. com. au/ title. php?id=1190). Nintendo of Australia. 2007-05-03. Archived from the original (http:/ / games. nintendo. com. au/ title. php?id=1190) on June 23, 2007. . Retrieved 2007-05-22. [3] "NOA Release Dates Galore" (http:/ / www. nintendoworldreport. com/ newsArt. cfm?artid=13483). Nintendo World Report. 2007-05-21. . Retrieved 2007-05-22. [4] gonintendo.com (http:/ / gonintendo. com/ ?p=20976) [5] "Mario Strikers Charged Japanese boxart" (http:/ / gonintendo. com/ ?p=22744). Go Nintendo (blog archive). 2007-08-10. . Retrieved 2007-08-31. [6] "Get ready for kick off!" (http:/ / www. nintendo-europe. com/ NOE/ en/ GB/ news/ article. do?elementId=eFA8gFwMd9RQtGKMyr4DW6LGuRPeF8Ms). Nintendo of Europe. . Retrieved 2007-05-22. [7] "Mario Strikers Wi-Fi & Gameplay Video" (http:/ / www. cubed3. com/ news/ 7364). Cubed3. 2007-04-23. . [8] "New Mario Strikers Charged Info" (http:/ / www. 4colorrebellion. com/ archives/ 2007/ 04/ 23/ new-mario-strikers-charged-info/ ). 4 Color Rebellion. 2007-04-23. . Retrieved 2007-05-22. [9] Mario Strikers Charged (http:/ / www. gamerankings. com/ htmlpages2/ 935184. asp) at Game Rankings [10] Mario Strikers Charged (http:/ / www. metacritic. com/ games/ platforms/ wii/ mariostrikerscharged) at Metacritic [11] "Mario Strikers: Charged Football review" (http:/ / www. eurogamer. net/ article. php?article_id=76508). Eurogamer. 2007-05-18. . Retrieved 2007-05-22. [12] Matt Wales. "Mario Strikers Charged Football UK Review" (http:/ / uk. wii. ign. com/ articles/ 790/ 790253p3. html). IGN. . Retrieved 2007-05-30. [13] http:/ / www. mansized. co. uk/ reviews/ review. phtml/ 589/ 716/ [14] Alex Navarro. "Mario Strikers Charged Football GameSpot Review" (http:/ / www. gamespot. com/ wii/ sports/ mariostrikerscharged/ review. html?sid=6175854& tag=topslot;title;4& om_act=convert& om_clk=topslot). GameSpot. . Retrieved 2007-08-01. [15] Shavez, Rico (August 2007). "Mario Strikers: Charged Football". Hyper (Next Media) (166): 64. ISSN1320-7458. [16] "GameTap Profile at Metacritic.com" (http:/ / www. metacritic. com/ publication/ gametap?filter=games& page=4). . Retrieved January 27, 2010. The original GameTap review (http:/ / www. gametap. com/ home/ read/ article/ 8a25090114bc79790114bdf4dd781431) is no longer available. [17] LongHairedOffender (2007-07-30). "Mario Strikers Charged review" (http:/ / web. archive. org/ web/ 20070607001836/ http:/ / www. gamepro. com/ nintendo/ wii/ 37236/ info. shtml). GamePro. Archived from the original (http:/ / gamepro. com/ nintendo/ wii/ 37236/ info. shtml) on 2007-06-07. . Retrieved 2008-01-11. [18] "Financial Results Briefing for the Fiscal Year Ended March 2008: Supplementary Information" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2008/ 080425e. pdf#page=6) (PDF). Nintendo. 2008-04-25. p.6. . Retrieved 2008-08-03.

External links
Mario Strikers Charged Football (http://mariostrikers.nintendo-europe.com/) at Official European Site Mario Strikers Charged (http://www.nintendo.com/sites/mariostrikerscharged/) page at www.nintendo.com Mario Strikers Charged (http://www.metacritic.com/games/platforms/wii/mariostrikerscharged) at Metacritic Mario Strikers Charged (http://www.gamespot.com/wii/sports/mariostrikerscharged/index.html) at GameSpot

Mario Super Sluggers

434

Mario Super Sluggers


Mario Super Sluggers
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Namco Bandai Games, NOW Production Nintendo Mario Sports series Wii

JP NA

[1]

June 19, 2008 August 25, 2008

[2]

Genre(s) Mode(s) Rating(s)

Sports game Single-player and multiplayer CERO: A ESRB: E

Media/distribution Wii optical disc

Mario Super Sluggers, known in Japan as Super Mario Stadium Family Baseball ( Sp Mario Sutajiamu Famir Bsubru), is a sports video game for the Wii developed by Namco Bandai Games and NOW Production, and published by Nintendo. It was previously known by the working title Super Mario Stadium Baseball. It is part of the Mario sports series, and the sequel to Mario Superstar Baseball for the Nintendo GameCube. Mario Super Sluggers was released in Japan on June 19, 2008 and in North America on August 25, 2008. It was unreleased in Europe and Australia, due to being in production at the same time as Mario Kart Wii that was released two months earlier, resulting in a limited release of this game. The game was later re-released in North America for $19.99 as part of the Nintendo Selects range.

Game modes
Mario Super Sluggers features game modes that are similar to those of Mario Superstar Baseball.

Exhibition
The player can choose a captain and which players to have on a team. The number of innings can be chosen, and which field position the players are on. The player can choose which stadium to play on, as long as it's unlocked.

Challenge Mode
The player starts as Mario and must recruit all the characters. This is also where to unlock all characters and stadiums. The plot of this mode is that Bowser Jr is taking over the ball parks and he took over the princess in Peach Ice Garden. The player can choose between five different captains, Mario and the unlockable captains Yoshi (Yoshi Park), Donkey Kong (DK Jungle), Wario (Wario City), and Peach (Peach Ice Garden). He can switch captains at any time during gameplay. Then he goes to each stadium and unlocks players until he has a good enough team to challenge Bowser Jr. which lasts for 3 innings. After defeating Bowser Jr., his stadium, Bowser Jr.'s Playroom, is replaced with Bowser's Castle. Then the player must either challenge Bowser which lasts for 5 innings or keep unlocking characters to make an even better team. In order to recruit the players, you must either free them from Bowser's minions, help them with their problems, or complete a scout mission that they assign you. For Nokis, they need to be unlocked in this order: Blue, Green, and Red.

Mario Super Sluggers At each stadium there is a shop where the player can buy various error items, special bats, special gloves, pitching control power-ups, and other items with coins that you find in random places. One of these other items is Luigi's Flashlight, which then unlocks the stadium Luigi's Mansion (which can only be used at night). Another is the Daisy Cruiser pass, which unlocks Daisy's Cruiser. Also, when a player unlocks the secret shop pass, the Daisy Cruiser is its hideout. The player must go to the cruiser at night to access the shop, however. In each ball park, Bowser Jr. and two of Bowser's minions are in control of them. To get rid of these baddies, the player must challenge them to a battle mission. Bowser Jr. will challenge the player to three different battles: A battle mission where the player's team is behind 1 run and must mount a comeback (this is the first showdown against Bowser Jr.), three ball games which all last for 1 inning (In the second and third games, Bowser Jr. will start the game with 1 and 2 points already on his team's side, respectively; this means that the player must mount a comeback to score more than the number of points Bowser Jr. has), and in Yoshi Park, he will challenge the player to a minigame called Piranha Panic (this replaces one of the ball games). For ball games against Bowser Jr., the easiest game has the player bat first, while harder ones have Bowser Jr. bat first, which means that the player must score one or more points to win. Also, the innings and the item rules cannot be changed.

435

Minigames
Some minigames can only be played in day or night time. There are nine minigames in total. However, several of the minigames are unlockable. Some minigames only play with the Wii Remote with Nunchuk and the Wii Remote sideways.

Toy Field
Players try to hit baseballs to point spaces all around the field. The other players try to catch the ball. If a player catches a ball, it is his turn to bat. At the end of the game, king medals are awarded for various achievements. The computer adds up the score and the player with the most points will win. Toy Field can be played with the Wii Remote with Nunchuk, or with the Wii Remote sideways.

Practice
Players learn to bat, pitch, fielding, special moves and base running.so they can be better

Records
Shows MVPs of exhibition games, star players in challenge mode and high scores of the minigames. There are also videos, and when the game is completed, the records will show the ending movie.

Gameplay
The gameplay of Mario Super Sluggers is similar to that of its predecessor; the main difference being the controls, with the Wii Remote adding immersion using a control scheme similar to the Baseball sub-game in Wii Sports.[3] There are three control methods available: Wii Remote by itself, Wii Remote and the Nunchuk, and the Wii Remote held sideways.

Mario Super Sluggers

436

Reception
Reviews Review scores
Publication Electronic Gaming Monthly Game Informer GameSpot GameTrailers IGN Nintendo Power Score B 5.5/10 6.5/10 6.7/10 [4]

7.4/10 7.5/10

In comparison to other Mario sports titles, Mario Super Sluggers received only fair reviews. The lack of online play was a generally major factor in the reviews of Mario Super Sluggers. IGN gave Mario Super Sluggers 7.4/10, explaining that the game is fun but just the same game it played three years earlier. GameSpot gave the game 6.5/10, saying that it was for Mario collectors and "Wii Party hosts" only.[5] Gametrailers gave the game 6.7/10 and explained that a game that was published by Nintendo should have Wii Sports motions, but does not. It also noted some balance issues, the lack of improvement in presentation from the original Mario Superstar Baseball, issues with pitching, and the fact that it is a baseball game with little baseball. Gametrailers also noted that "It doesn't make much use off the system's capabilities with limited motion control and no online play." Overall that prompted them to say in their video review, "The wait for a solid hard ball game on the Wii is heading into extra innings." Mario Super Sluggers was nominated for the Nickelodeon Kids' Choice Awards,[6] in which it lost to Guitar Hero: World Tour.

Promotion
As part of the North American marketing launch, Nintendo created a series of collectible online cards along with mariosupersluggerscards.com [7], a website that served as a virtual collectors album. The site promises that the series will include a card for each of the forty-one characters featured in Mario Super Sluggers. The cards began appearing in banner ads on popular children websites on August 18, 2008, but have since begun to appear as embedded hyperlinks in other, less obvious locations. Mario Super Sluggers Cards have been found on other sites, such as YouTube. When the Seattle Mariners played the New York Yankees on September 5, 2008, the game was promoted there at Safeco Field.[8] The first 20,000 fans received special Mario Super Sluggers foam mitts. There were also two booths with the game demo, and Mario Super Sluggers Cards were also passed out there. Every inning, someone was randomly chosen to win a Wii system along with the game. Whenever a home run or a good play happened, the Safeco Field video screen showed a gameplay clip with Mario, Luigi, or Bowser. A Mario mascot also appeared before the game with the Mariners' mascot, the Moose, but left after the first inning. Nintendo's American branch is based in the Seattle area, and also is the owner of the Mariners (hence the promotion).

Mario Super Sluggers

437

References
[1] "Game Developer Research Institute" (http:/ / gdri. smspower. org/ wiki/ index. php/ Now_Production). . [2] GoNintendo Blog Archive Famitsu - two more Japanese Wii release dates- What are you waiting for? (http:/ / gonintendo. com/ ?p=39903) [3] Nintendo Hits a Home Run with Mario Super Sluggers (http:/ / www. nintendo. com/ whatsnew/ detail/ ZIBZcdUwxgUsho3bxypsWZkrzRhscFPk) [4] Greg Ford (October 2008). "Power Surge". Electronic Gaming Monthly (233): 80. ISSN1058-918X. [5] "Mario Super Sluggers Wii at Gamespot.com" (http:/ / www. gamespot. com/ wii/ sports/ mariosupersluggers/ index. html?tag=result;title;0). gamespot.com. . Retrieved 2008-08-27. [6] "Kids Choice Awards 2009 Mario Super Sluggers" (http:/ / admin. nick. com/ kids-choice-awards/ mario-super-sluggers-game. jhtml). . [7] http:/ / www. mariosupersluggerscards. com/ [8] http:/ / seattle. mariners. mlb. com/ schedule/ promotions_popup. jsp?c_id=sea& puid=2008_09_05_nyamlb_seamlb_1 It's "Mario Super Sluggers Night at the Mariners Game!"

External links
Official Mario Super Sluggers Site (http://mariosupersluggers.com/) Mario Super Sluggers Site Card Collection Game (http://www.mariosupersluggerscards.com/)

Mario Sports Mix


Mario Sports Mix
Developer(s) Publisher(s) Director(s) Composer(s) Square Enix Nintendo SPD Group No.4 Nintendo Shin Azuma
[1]

Masayoshi Soken [1] Kumi Tanioka Mario Wii



JP AUS EU UK NA

Series Platform(s) Releasedate(s)

November 25, 2010 [2] January 27, 2011 January 28, 2011 February 4, 2011 February 7, 2011

Genre(s) Mode(s) Rating(s)

Sports game Single-player, local and online multiplayer


ACB: G CERO: A ESRB: E PEGI: 3

Media/distribution Wii Optical Disc

Mario Sports Mix ( ) is a sports video game developed by Square Enix for Wii. It was released on November 25, 2010 in Japan, and was released in early 2011 in other regions. It features volleyball, both field hockey and ice hockey, dodgeball, and street basketball. The game features mostly characters

Mario Sports Mix and locations from the Mario series with a few guest appearances by characters from Square Enix's Final Fantasy and Dragon Quest series of games. Players can also opt to play as one of their Mii characters. Mario Sports Mix has received average reviews, having an aggregate score of 64/100 on Metacritic and on score of 65.59% on Gamerankings.

438

Gameplay
The game is played much in the vein of past Mario sports games, as well as Konami's Tiny Toon Adventures: ACME All-Stars, with features such as powerful special moves and over-the-top, arcade-like gameplay.[3] Both cooperative and competitive local multiplayer modes are featured: depending on the sport, two players (in two-on-two) or three players (in three-on-three) can play cooperative multiplayer and four players (in two-on-two) can play competitive multiplayer in two teams of two. Online multiplayer is also featured, with two players per Wii console joining up to play two-on-two matches either against friends or against random players.[4] The game features mostly characters and locations from the Mario series with a few guest appearances by characters from Square Enix's Final Fantasy and Dragon Quest series of games. The Ninja, White Mage, Black Mage, Cactuar and Moogle characters all appear from the Final Fantasy series, while the Slime monster from the Dragon Quest series also appears.[5][6] Players can also opt to play as one of their Mii characters.

Plot
The story mode takes place in the Mushroom Kingdom where Toad is gardening flowers, when all of a sudden, an object crashes behind the castle. Toad then runs to the object (along with a few other Toads), and he finds a red crystal with a basketball in it, a green crystal with a volleyball in it, a yellow crystal with a dodgeball in it, and a blue crystal with a coin in it. While observing the mysterious crystals, the Toads suddenly comes up with an idea of introducing new sportsBasketball, Volleyball, Dodgeball, and Hockeyto the Mushroom Kingdom. Toad also organizes tournaments for the four sports. Once the four tournaments are won, a Sports Mix mode is available. It is largely identical to the previous tournaments, except after the players' team defeats the Final Fantasy team, the three Sports Mix trophies that they receive will end up merging into a dark crystal. That crystal also leads them to an alternate dimension, where the Behemoth King is found. Similarly with Behemoth, players have to defeat the Behemoth King.

Development
Mario Sports Mix is the third Mario game developed by Square Enix after Super Mario RPG for the Super Nintendo Entertainment System and Mario Hoops 3-on-3 for the Nintendo DS and was first shown at E3 2010. During the Nintendo E3 Presentation, Reggie Fils-Aime stated that none of the included sports had featured in any previous Mario sports title.[7] However, three of them have been featured in some fashion: basketball was the focus of Mario Hoops 3-on-3 (and there are basketball-based mini-games in Mario Party 4, Mario Party 6, and Mario Party 8); volleyball mini-games were featured in Mario Party 4 and Mario Party 5; and hockey was a featured sport in Mario & Sonic at the Olympic Winter Games. Mario Sports Mix marks the first time dodgeball has been featured in a Mario sports title and the first time the other three have featured in prominent roles in a home console title.

Mario Sports Mix

439

Reception
Reception Aggregate scores
Aggregator GameRankings Metacritic Score 65.45% 63/100 [8]

[9]

Review scores
Publication Eurogamer Famitsu GameSpot IGN Nintendo Power Official Nintendo Magazine Score 7/10 [10] [11]

30 out of 40 4/10 6.5

[12]

[13] [14]

80/100 72%

[15]

Famitsu released the first review for Mario Sports Mix approximately a week before its launch in Japan. The game received an overall score of 30/40, with two reviewers giving it 7/10 and two giving it 8/10. One reviewer praised the title for its "simple and easy" controls, while also commenting that the characters' special moves were "pretty neat" and that the courts included in the game were "fun in their own way". However, concern was raised with the number of playable sports, with one reviewer commenting that "with only four sports included, some people might get bored pretty fast."[11] Mario Sports Mix has received average reviews, having an aggregate score of 64/100 on Metacritic and a Gamerankings of 65.59%.[9] IGN's Jack DeVries rated the game 6.5, stating "it could make a fun party game, but this is a pretty weak offering". They praised the graphics, calling the animations "well done", and said "everything is bright and smooth". They also praised the music, calling it "fun and energetic, though kind of repetitive."[13] Eurogamer's Keza MacDonald rated the game 7/10 and Common Sense Media gave the game 5 stars and an on rating for ages 8 and up, Saying "Top-notch sports compilation is good fun for all ages."[16] Gamespot, however, gave the game a low rating of 4/10 stating that "Every sport is tedious and shallow", "Computer opponents are too easy or too cheap", "Requires very little skill", "Too much chaos in the competitions" and "None of the sports offer anything new or unique".[12] Official Nintendo Magazine also mentioned in its review that "volleyball is the weakest game of the four" because it only involves flicking the Wii remote and pressing A.[15] It also noted issues with the unlockable characters because they are only Square Enix characters, which it stated that they "are a bit underwhelming" and that "Replacing them with other Mario characters would be much better".[15] As of April 2011, Mario Sports Mix has sold 1.54 million copies worldwide.[17]

Mario Sports Mix

440

References
[1] The Ending Credits [2] "Mario Sports Mix" (http:/ / nintendo. com. au/ index. php?action=news& nid=421& pageID=6). Nintendo Australia. 2011-01-04. . Retrieved 2011-01-04. [3] Calvert, Justin (2010-06-15). "Mario Sports Mix First Look" (http:/ / uk. gamespot. com/ wii/ sports/ mariosportsmix/ news. html?sid=6265638& mode=previews). GameSpot. . Retrieved 2010-11-28. [4] Gantayat, Anoop (2010-10-15). "Mario Sports Mix Goes Online" (http:/ / uk. wii. ign. com/ articles/ 112/ 1128307p1. html). IGN. . Retrieved 2010-11-28. [5] Fahey, Mike (2010-11-11). "There's A Little Final Fantasy In Mario Sports Mix" (http:/ / kotaku. com/ 5687485/ theres-a-little-final-fantasy-in-mario-sports-mix). Kotaku. . Retrieved 2010-11-28. [6] Yip, Spencer (2010-11-15). "The Dragon Quest Character In Mario Sports Mix Is..." (http:/ / www. siliconera. com/ 2010/ 11/ 15/ the-dragon-quest-character-in-mario-sports-mix-is/ ). Siliconera. . Retrieved 2010-11-28. [7] "Nintendo E3 Network | E3 Presentation" (http:/ / e3. nintendo. com/ e3-presentation/ index. html). Nintendo of America. 2010-06-15. . Retrieved 2010-11-28. [8] "Mario Sports Mix" (http:/ / www. gamerankings. com/ wii/ 997753-mario-sports-mix/ index. html). GameRankings. . Retrieved 2011 March 23. [9] "Mario Sports Mix Critic Reviews" (http:/ / www. metacritic. com/ game/ wii/ mario-sports-mix/ critic-reviews). Metacritic. . Retrieved 23 March 2011. [10] Keza MacDonald (28 January 2011). "Mario Sports Mix Wii Review - Page 1 | Eurogamer.net" (http:/ / www. eurogamer. net/ articles/ 2011-01-28-mario-sports-mix-review). Eurogamer. . Retrieved 2011-02-07. [11] Gilford, Kevin (2010-11-17). "Japan Review Check: Mario Sports Mix, DoDonPachi" (http:/ / www. 1up. com/ news/ japan-review-check-mario-sports). 1UP.com. . Retrieved 2010-12-06. [12] Mc Shea, Tom (2011-02-08). "Mario Sports Mix Review for Wii - GameSpot" (http:/ / www. gamespot. com/ wii/ sports/ mariosportsmix/ review. html). GameSpot. . Retrieved 2011-02-09. [13] Jack DeVries (February 7, 2011). "Mario Sports Mix Review - Wii Review at IGN" (http:/ / wii. ign. com/ articles/ 114/ 1148337p1. html). IGN. . Retrieved 2011-02-07. [14] Nintendo Power Feb 2011, p.82 [15] Wii Review: Mario Sports Mix review - Official Nintendo Magazine (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=23440) [16] Mario Sports Mix - Review on Common Sense Media http:/ / www. commonsensemedia. org/ game-reviews/ mario-sports-mix [17] "Supplementary Information about Earnings Release" (http:/ / www. nintendo. co. jp/ ir/ pdf/ 2011/ 110426e. pdf#page=5) (pdf). Nintendo. 2011-04-26. pp.10. . Retrieved 2011-04-26.

External links
Mario Sports Mix (http://www.nintendo.co.jp/wii/rmkj/index.html) official Japanese website (Japanese) Mario Sports Mix (http://mariosportsmix.nintendo.com/) official North American website Mario Sports Mix (http://www.nintendo.com/games/detail/tOfTip7rBsaJkH5-tikGtW18HTZtWdmp) game page at Nintendo.com Mario Sports Mix (http://www.nintendo.co.uk/NOE/en_GB/games/wii/mario_sports_mix_18225.html) game page at Nintendo.co.uk Mario Sports Mix (http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=43& prod_id=20769&pageID=4) game page at Nintendo.com.au

441

Other games
Donkey Kong
Donkey Kong

Original Arcade Cabinet


Developer(s) Publisher(s) Designer(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Cabinet Platforming Single-player, multiplayer Upright, mini and cocktail Nintendo Nintendo Shigeru Miyamoto Yukio Kaneoka Donkey Kong Mario Arcade
[2]

Arcade system Main CPU: Zilog Z80 (at 3.072MHz) Sound CPU: I8035 (at 400kHz) Sound chips: DAC (at 400kHz), samples (at 400kHz) Monitor: raster, standard resolution 224256 (vertical), 256 palette colors

Donkey Kong ( Donk Kongu) is an arcade game released by Nintendo in 1981. It is an early example of the platform game genre, as the gameplay focuses on maneuvering the main character across a series of platforms while dodging and jumping over obstacles. In the game, Jumpman must rescue a damsel in distress, Lady, from a giant ape named Donkey Kong. The hero and ape later became two of Nintendo's most popular characters. The game was the latest in a series of efforts by Nintendo to break into the North American market. Hiroshi Yamauchi, Nintendo's president at the time, assigned the project to a first-time game designer named Shigeru Miyamoto. Drawing from a wide range of inspirations, including Popeye and King Kong, Miyamoto developed the scenario and designed the game alongside Nintendo's chief engineer, Gunpei Yokoi. The two men broke new ground by using graphics as a means of characterization, including cut scenes to advance the game's plot, and integrating multiple stages into the gameplay.

Donkey Kong Despite initial misgivings on the part of Nintendo's American staff, Donkey Kong proved a success in North America and Japan. Nintendo licensed the game to Coleco, who developed home console versions for numerous platforms. Other companies cloned Nintendo's hit and avoided royalties altogether. Miyamoto's characters appeared on cereal boxes, television cartoons, and dozens of other places. A lawsuit brought on by Universal City Studios, alleging Donkey Kong violated their trademark of King Kong, ultimately failed. The success of Donkey Kong and Nintendo's win in the courtroom helped position the company to dominate the video game market in the 1980s and early 1990s.

442

Gameplay
Donkey Kong is one of the earliest examples of the platform game genre; it is sometimes said to be the first platform game, although it was preceded by Space Panic.[3] In contrast to Space Panic, however, Donkey Kong was the first platform game to feature jumping,[4] introducing the need to jump between gaps and over obstacles or approaching enemies, setting the template for the platform genre.[5] Competitive video gamers and referees stress the game's high level of difficulty compared to other classic arcade games. Winning the game requires patience and the ability to accurately time Jumpman's ascent.[6] In addition to presenting the goal of saving the Lady, the game also gives the player a score. Points are awarded for finishing screens; leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (apparently belonging to the Lady/Pauline); and completing other tasks. The player typically receives three lives with a bonus awarded for the first 10,000 points,[7] although this can be modified via the game's built in DIP switches. The game is divided into four different one-screen stages. Each represents 25 meters of the structure Donkey Kong has climbed, one stage being 25 meters higher than the previous. The final screen occurs at 100 m. Later ports of the game omit or change the sequence of the screens. The original arcade version includes: Screen 1 (25 m), Jumpman must scale a seven-story construction site made of crooked girders and ladders while jumping over or hammering barrels and oil barrels tossed by Donkey Kong. The hero must also avoid flaming balls, which generate when an oil barrel collides with an oil drum. Players routinely call this screen "Barrels".[8] Screen 2 (50 m), Jumpman must climb a five-story structure of conveyor belts, each of which transports cement pans. The fireballs also make another appearance. This screen is sometimes referred to as the "Factory" or "Pie Factory" due to the resemblance of the cement pans to pies.[8] Screen 3 (75 m), Jumpman rides up and down elevators while avoiding fireballs and bouncing objects, presumably spring weights. The bouncing weights (the hero's greatest danger in this screen) emerge on the top level and drop near the rightmost elevator. The screen's common name is "Elevators".[8] This screen appears as an unlockable stage in Super Smash Bros. Brawl. Screen 4 (100 m), Jumpman must remove the eight rivets which support Donkey Kong. The fireballs remain the primary obstacle. Removing the final rivet causes Donkey Kong to fall and the hero to be reunited with Pauline. This is the final screen of each level. Players refer to this screen as "Rivets".[8] The player loses a life if: Jumpman runs into a barrel, fireball, flaming oil barrel, spring weight, cement pan, or Donkey Kong himself Jumpman falls off the structure or through open rivet holes The bonus timer reaches 0. These screens combine to form levels, which become progressively tougher. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs get speedier. The victory music alternates between levels 1 and 2. The 22nd level is unofficially known as the kill screen, due to an error in the game's programming that kills Jumpman after a few seconds, effectively ending the game.[8] With its four unique levels, Donkey Kong was the most complex arcade game at the time of its release, and only the second game to feature multiple levels (the first was Gorf by Midway Games).[9]

Donkey Kong

443

Story and characters


Donkey Kong is considered to be the earliest video game with a storyline that visually unfolded on screen.[5] The eponymous Donkey Kong character is the game's de facto villain. Donkey Kong is the pet of a carpenter named Jumpman. (The name Jumpman was chosen for its similarity to Walkman and Pac-Man.[10]) The carpenter mistreats the ape, so Donkey Kong escapes and kidnaps Jumpman's girlfriend, originally known as the Lady, but later named Pauline. The player must take the role of Jumpman and rescue the girl. This was the first occurrence of the damsel in distress scenario that would provide the template for countless video games to come.[6] The game uses graphics and animation as vehicles of characterization. Donkey Kong smirks upon Jumpman's demise. The Lady is instantly recognized as female from her pink dress and long hair,[11] and "HELP!" appears frequently beside her. Jumpman, depicted in red overalls and cap, is an everyman character, a type common in Japan. Graphical limitations forced his design: Drawing a mouth was too difficult, so the character was given a mustache;[12] the programmers could not animate hair, so he got a cap; and to make his arm movements visible, he needed colored overalls.[13] The artwork used for the cabinets and promotional materials make these cartoon-like character designs even more explicit. The Lady for example, appears as disheveled (like Fay Wray) in a torn dress and stiletto heels.[11] Donkey Kong is the first example of a complete narrative told in video game form, and it employs cut scenes to advance its plot. The game opens with the gorilla climbing a pair of ladders to the top of a construction site. He sets the Lady down and stomps his feet, causing the steel beams to change shape. He then moves to his final perch and sneers. This brief animation sets the scene and adds background to the gameplay, a first for video games. Upon reaching the end of the stage, another cut scene begins. A heart appears between Jumpman and the Lady, but Donkey Kong grabs the woman and climbs higher, causing the heart to break. The narrative concludes when Jumpman reaches the end of the rivet stage. He and the Lady are reunited, and a short intermission plays.[14] The game then starts over at a higher level of difficulty.

Development and release


As of the end of 1980 and the beginning of 1981, Nintendo's efforts to sell in the North American video game market had failed, culminating with the flop Radar Scope in 1980. To keep the company afloat, company president Hiroshi Yamauchi decided to convert unsold Radar Scope games into something new. He approached a young industrial designer named Shigeru Miyamoto, who had been working for Nintendo since 1977, to see if Miyamoto thought he could design an arcade game. Miyamoto said he could.[15] Yamauchi appointed Nintendo's head engineer, Gunpei Yokoi, to supervise the project.[16] Nintendo's budget for the development of the game was $100,000.[17] Some sources also claim that Ikegami Tsushinki was involved in some of the development.[18][19] They played no role in the game's creation or concept, but were hired by Nintendo to provide "mechanical programming assistance to fix the software created by Nintendo."[17] At the time, Nintendo was pursuing a license to make a game based on the Popeye comic strip. When this fell through, Nintendo decided that it would take the opportunity to create new characters that could then be marketed and used in later games.[13] Miyamoto came up with many characters and plot concepts, but he eventually settled on a gorilla/carpenter/girlfriend love triangle that mirrored the rivalry between Bluto and Popeye for Olive Oyl.[10] Bluto became an ape, which Miyamoto said was "nothing too evil or repulsive". He would be the pet of the main character, "a funny, hang-loose kind of guy."[20] Miyamoto has also named "Beauty and the Beast" and the 1933 film King Kong as influences.[21] Although its origin as a comic strip license played a major part, Donkey Kong marked the first time that the storyline for a video game preceded the game's programming rather than simply being appended as an afterthought.[22] An unrelated Popeye game would eventually be released by Nintendo in 1982. Yamauchi wanted primarily to target the North American market, so he mandated that the game be given an English title. Miyamoto decided to name the game for the ape, whom he felt to be the strongest character.[10] The story of

Donkey Kong how Miyamoto came up with the name "Donkey Kong" varies. A popular urban myth says that the name was originally meant to be "Monkey Kong", but was misspelled or misinterpreted due to a blurred fax or bad telephone connection.[23] Another story claims Miyamoto looked in a Japanese-English dictionary for something that would mean "stubborn gorilla,"[16] or that "Donkey" was meant to convey "silly" or "stubborn"; "Kong" was common Japanese slang for "gorilla".[13] A rival claim is that he worked with Nintendo's export manager to come up with the title, and that "Donkey" was meant to represent "stupid and goofy".[24] Miyamoto himself stated that he thought the name would convey the sense "stupid ape".[25] Miyamoto had high hopes for his new project. He lacked the technical skills to program it himself, so instead came up with concepts and consulted technicians to see if they were possible. He wanted to make the characters different sizes, move in different manners and react in various ways. Yokoi thought Miyamoto's original design was too complex.[26] Another idea Yokoi suggested was to use see-saws to catapult the hero across the screen; this was too difficult to program. Miyamoto then thought of using sloped platforms, barrels and ladders. When he specified that the game would have multiple stages, the four-man programming team complained that he was essentially asking them to make the game repeatedly.[27] Nevertheless, they followed Miyamoto's design, creating about 20,000 lines of code.[28] Yukio Kaneoka composed a simplistic soundtrack to serve as background music for the levels and story events.[2][29] Hiroshi Yamauchi thought the game was going to sell well and called Minoru Arakawa, head of Nintendo's operations in the US, to tell him. Nintendo's American distributors, Ron Judy and Al Stone, brought Arakawa to a lawyer named Howard Lincoln to secure a trademark.[30] The game was sent to Nintendo of America for testing. The sales manager hated it for being too different from the maze and shooter games common at the time,[31] and Judy and Lincoln expressed reservations over the strange title. Still, Arakawa swore that it would be big.[30] American staffers asked Yamauchi to change the name, but he refused. Arakawa and the American staff began translating the storyline for the cabinet art and naming the other characters. They chose "Pauline" for the Lady, after Polly James, wife of Nintendo's Redmond, Washington, warehouse manager, Don James. Jumpman was eventually renamed Mario for Mario Segale, the office landlord.[32] These character names were printed on the American cabinet art and used in promotional materials. Donkey Kong was ready for release.[33] Stone and Judy convinced the managers of two bars in Seattle, Washington, to set up Donkey Kong machines. The managers initially showed reluctance, but when they saw sales of $30 a dayor 120 playsfor a week straight, they requested more units.[34] In their Redmond headquarters, a skeleton crew composed of Arakawa, his wife Yoko, James, Judy, Phillips and Stone set about gutting 2,000 surplus Radar Scope machines and converting them with Donkey Kong motherboards and power supplies from Japan.[35] The game officially went on sale in July 1981.[36] In his 1982 book Video Invaders, Steve Bloom described Donkey Kong as "another bizarre cartoon game, courtesy of Japan".[37] Donkey Kong was, however, extremely popular in the United States and Canada. The game's initial 2,000 units sold, and more orders were made. Arakawa began manufacturing the electronic components in Redmond because waiting for shipments from Japan was taking too long.[38] By October, Donkey Kong was selling 4,000 units a month, and by late June 1982, Nintendo had sold 60,000 Donkey Kong machines overall and earned $180 million.[36] Judy and Stone, who worked on straight commission, became millionaires.[38] Arakawa used Nintendo's profits to buy 27 acres (unknown operator: u'strong'ha) of land in Redmond in July 1982.[39] The game made another $100 million in its second year of release,[40] totaling $280 million[41] (equivalent to around $650 million in 2011).[42] It remained Nintendo's top seller into summer 1983.[43] Donkey Kong also sold steadily in Japan.[44] In January 1983, the 1982 Arcade Awards gave it the Best Solitaire Videogame award and the Certificate of Merit as runner-up for Coin-Op Game of the Year.[45]

444

Donkey Kong

445

Licensing and ports


By late June 1982, Donkey Kong's success had prompted more than 50 parties in the U.S. and Japan to license the game's characters.[46] Mario and his simian nemesis appeared on cereal boxes, board games, pajamas, and manga. In 1983, the animation studio Ruby-Spears produced a Donkey Kong cartoon (as well as Donkey Kong Jr) for the Saturday Supercade program on CBS. In the show, mystery crime-solving plots in the mode of Scooby-Doo are framed around the premise of Mario and Pauline chasing Donkey Kong, who has escaped from the circus. The show lasted two seasons. Makers of video game consoles were also interested. Taito offered a considerable sum to buy all rights to Donkey Kong, but Nintendo turned them down.[35] Rivals Coleco and Atari approached Nintendo in Japan and the United States respectively. In the end, Yamauchi granted Coleco exclusive console and tabletop rights to Donkey Kong because he felt that "It [was] the hungriest company".[47] In addition, Arakawa felt that as a more established company in the US, Coleco could better handle marketing. In return, Nintendo would receive an undisclosed lump sum plus $1.40 per game cartridge sold and $1 per tabletop unit. On December 24, 1981, Howard Lincoln drafted the contract. He included language that Coleco would be held liable for anything on the game cartridge, an unusual clause for a licensing agreement.[48] Arakawa signed the document the next day, and, on February 1, 1982, Yamauchi persuaded the Coleco representative in Japan to sign without running the document by the company's lawyers.[49] Coleco did not offer the game cartridge stand-alone; instead, they bundled it with their ColecoVision. The units went on sale in July 1982. Coleco's version was a more accurate port than earlier games that had been done. Six months later, Coleco offered Atari 2600 and Intellivision versions, too. Notably, they did not port it to the Atari 5200, a system comparable to their own (as opposed to the less powerful 2600 and Intellivision). Coleco's sales doubled to $500 million and their earnings quadrupled to $40 million.[50] Coleco's console versions of Donkey Kong sold six million cartridges in total, grossing over $153 million,[51] and earning Nintendo over $5 million in royalties.[52] Coleco also released stand-alone Mini-Arcade tabeletop versions of Donkey Kong, which, along with Pac-Man, Galaxian, and Frogger, sold three million units combined.[53] Meanwhile, Atari got the license for computer versions of Donkey Kong and released it for the Atari 400/800. When Coleco unveiled the Adam Computer, running a port of Donkey Kong at the 1983 Consumer Electronics Show in Chicago, Illinois, Atari protested that it was in violation of the licensing agreement. Yamauchi demanded that Arnold Greenberg, Coleco's president, shelve his Adam port. This version of the game was cartridge-based, and thus not a violation of Nintendo's license with Atari; still, Greenberg complied. Ray Kassar of Atari was fired the next month, and the home PC version of Donkey Kong fell through.[54] In 1983, Atari released several computer versions under the Atarisoft label. All of the computer ports had the cement factory level, while most of the console versions did not. None of the home versions of Donkey Kong had all of the intermissions or animations from the arcade game. Some have Donkey Kong on the left side of the screen in the barrel level (like he is in the arcade game) and others have him on the right side. Miyamoto created a greatly simplified version for the Game & Watch multiscreen. Other ports include the Amiga 500, Apple II, Atari 7800, Intellivision, Commodore 64, Commodore VIC-20, Famicom Disk System, IBM PC booter, ZX Spectrum, Amstrad CPC, MSX, Atari 8-bit family and Mini-Arcade versions. The game was ported to Nintendo's Family Computer (Famicom) console in 1983 as one of the system's three launch titles; the same version was a launch title for the Famicom's North American version, the Nintendo Entertainment System (NES). However, the cement factory level is not included, nor are most of the cutscenes since Nintendo did not have large enough cartridge ROMs available in the beginning. At the title screen, this port includes a new song composed by Yukio Kaneoka;[2] an arrangement of the tune appears in Donkey Kong Country for the Super Nintendo Entertainment System. Both Donkey Kong and its sequel, Donkey Kong, Jr., are included in the 1988 NES compilation Donkey Kong Classics. The NES version was re-released as an unlockable game in Animal Crossing for the GameCube and as an item for purchase on the Wii's Virtual Console. The original arcade version of the game appears in the

Donkey Kong Nintendo 64 game Donkey Kong 64. Nintendo released the NES version on the e-Reader and for the Game Boy Advance Classic NES series in 2002 and 2004, respectively.[55] The Famicom version of the game sold 840,000 units in Japan.[56] Another port named 'Donkey Kong Original Edition' was also included and pre-installed on 25th Anniversary PAL region red Wii systems in 2010. This version is based on the NES version and reinstates the cement factory level, as well as some intermission animations that were not included in its original port.[57]

446

Clones
Other companies bypassed Nintendo completely. In 1981, O.R. Rissman, president of Tiger Electronics, obtained a license to use the name King Kong from Universal City Studios. Under this title, Tiger created a handheld game with a scenario and gameplay based directly on Nintendo's creation.[58] Crazy Kong is another example, a clone manufactured by Falcon and licensed for some non-American markets. Nevertheless, Crazy Kong machines found their way into some American arcades during the early 1980s, often installed in cabinets marked as Congorilla. Nintendo was quick to take legal action against those distributing the game in the US.[59] Bootleg copies of Donkey Kong also appeared in both North America and France under the Crazy Kong, Konkey Kong or Donkey King names. In 1983, Sega created a Donkey Kong clone called Congo Bongo. Despite being in isometric perspective, the gameplay is very similar. As with other popular arcade games at the time, there were also unofficial clones for home systems. Clones on the TRS-80 Color Computer (CoCo) include Donkey King and Monkey Kong. A Color Computer 3 version was created in a 2007 event by programmer John Kowalski, who translated the original Z80 code to the CoCo's 6809 code. This resulted in the actual Donkey Kong game running on a 512K Color Computer 3.[60] Other clones include Cannonball Blitz by Olaf Lubeck and Killer Gorilla (Micro Power), one of the best selling games on the BBC Micro and Acorn Electron.

Universal City Studios, Inc. v. Nintendo Co., Ltd.


Nintendo's success with Donkey Kong was not without obstacles. In April 1982, Sid Sheinberg, a seasoned lawyer and president of MCA and Universal City Studios, learned of the game's success and suspected it might be a trademark infringement of Universal's own King Kong.[36] On April 27, 1982, he met with Arnold Greenberg of Coleco and threatened to sue over Coleco's home version of Donkey Kong. Coleco agreed on May 3, 1982 to pay royalties to Universal of 3% of their Donkey Kong's net sale price, worth about $4.6 million.[61] Meanwhile, Sheinberg revoked Tiger's license to make its King Kong game, but O. R. Rissman refused to acknowledge Universal's claim to the trademark.[62] When Universal threatened Nintendo, Howard Lincoln and Nintendo refused to cave. In preparation for the court battle ahead, Universal agreed to allow Tiger to continue producing its King Kong game as long as they distinguished it from Donkey Kong.[46] Universal sued Nintendo on June 29, 1982 and announced its license with Coleco. The company sent cease and desist letters to Nintendo's licensees, all of which agreed to pay royalties to Universal except Milton Bradley and Ralston Purina.[63] Universal City Studios, Inc. v. Nintendo, Co., Ltd. was heard in the United States District Court for the Southern District of New York by Judge Robert W. Sweet. Over seven days, Universal's counsel, the New York firm Townley & Updike, argued that the names King Kong and Donkey Kong were easily confused and that the plot of the game was an infringement on that of the films.[64] Nintendo's counsel, John Kirby, countered that Universal had themselves argued in a previous case that King Kong's scenario and characters were in the public domain. Judge Sweet ruled in Nintendo's favor, awarding the company Universal's profits from Tiger's game ($56,689.41), damages and attorney's fees.[65] Universal appealed, trying to prove consumer confusion by presenting the results of a telephone survey and examples from print media where people had allegedly assumed a connection between the two Kongs.[66] On

Donkey Kong October 4, 1984, however, the court upheld the previous verdict.[67] Nintendo and its licensees filed counterclaims against Universal. On May 20, 1985, Judge Sweet awarded Nintendo $1.8 million for legal fees, lost revenues, and other expenses.[68] However, he denied Nintendo's claim of damages from those licensees who had paid royalties to both Nintendo and Universal.[69] Both parties appealed this judgment, but the verdict was upheld on July 15, 1986.[70] Nintendo thanked John Kirby with a $30,000 sailboat named Donkey Kong and "exclusive worldwide rights to use the name for sailboats".[71] The court battle also taught Nintendo they could compete with larger entertainment industry companies.[72]

447

Atari 400 Easter Egg


The Atari 400 port of Donkey Kong contains one of the longest undiscovered Easter eggs in a video game.[73] Landon Dyer, the programmer assigned to create the port added a secret where his initials would appear if the player died under certain conditions then waited for the game to cycle to the title screen. This secret remained undiscovered for 26 years until Dyer revealed on his blog stating "theres an easter egg, but its totally not worth it, and I dont remember how to bring it up anyway."[74] After this announcement, the steps required to trigger the Easter egg were discovered by Don Hodges who used an emulator and a debugger to trace through the 25,000 lines of the game's code.[75]

Legacy
Donkey Kong spawned the sequels Donkey Kong Jr. and Donkey Kong 3, as well as the spin-off Mario Bros. A complete re-make of the original arcade game on the Game Boy, named Donkey Kong or Donkey Kong '94 contained levels from both the original Donkey Kong and Donkey Kong Jr arcades. It starts with the same damsel-in-distress premise and four basic locations as the arcade game and then progresses to 97 additional puzzle-based levels. It was the first game to have built-in enhancement for the Super Game Boy accessory. The arcade version makes an appearance in Donkey Kong 64 in the Frantic Factory level. Nintendo revived the Donkey Kong license in the 1990s for a series of platform games and spin-offs developed by Rare, beginning with Donkey Kong Country in 1994. In 2004, Nintendo released Mario vs. Donkey Kong, a sequel to the Game Boy title. In it, Mario must chase Donkey Kong to get back the stolen Mini-Mario toys. In the follow-up Mario vs. Donkey Kong 2: March of the Minis, Donkey Kong once again falls in love with Pauline and kidnaps her, and Mario uses the Mini-Mario toys to help him rescue her. Donkey Kong Racing for GameCube was in development by Rare, but was canceled when Microsoft purchased the company. In 2004, Nintendo released the first of the Donkey Konga games, a rhythm-based game series that uses a special bongo controller. Donkey Kong Jungle Beat (2005) is a unique platform action game that uses the same bongo controller accessory. In 2007, Donkey Kong Barrel Blast was released for the Nintendo Wii. It was originally developed as a GameCube game and would have used the bongo controller, but it was delayed and released exclusively as a Wii title with no support for the bongo accessory. Super Smash Bros. Brawl features music from the game arranged by Hirokazu "Hip" Tanaka[29] and a stage called "75m", an almost exact replica of its Donkey Kong namesake.[76] While the stage contains her items, Pauline is missing from her perch at the top of the stage.[76] Its success entrenched the game in American popular culture. In 1982, Buckner and Garcia and R. Cade and the Video Victims both recorded songs ("Do the Donkey Kong" and "Donkey Kong") based on the game. Artists like DJ Jazzy Jeff & the Fresh Prince and Trace Adkins referenced the game in songs. Episodes of television series such as The Simpsons, Futurama, Crank Yankers, and Fairly Odd Parents have also contained references to the game. Even today, sound effects from the Atari 2600 version often serve as generic video game sounds in films and television shows. The Killer List of Videogames ranks Donkey Kong the third most popular arcade game of all time and places it at No. 25 on the "Top 100 Videogames" list. in February 2006, Nintendo Power rated it the 148th best game made on a Nintendo System.[77] Today, Donkey Kong is the fifth most popular arcade game among collectors.[78] The

Donkey Kong phrase "It's on like Donkey Kong" has been used in various works of pop culture. In November 2010, Nintendo applied for a trademark on the phrase with the US Patent and Trademark office.[79]

448

Competition
There have been four Twin Galaxies-verified world record holders in Donkey Kong: Billy Mitchell, Tim Sczerby, Steve Wiebe, and Hank Chien (who currently holds the record with a score of 1,090,400). The title has changed hands between the four multiple times, with Sczerby being the only one-time record holder. The 2007 motion picture documentary The King of Kong: A Fistful of Quarters explores the world of competitive classic arcade gaming and tells the story of Wiebe's quest to break Mitchell's record.[80] Among celebrity players, actor Will Forte is currently ranked on the Twin Galaxies Donkey Kong scoreboard,[81] and rapper Eminem has Tweeted his Donkey Kong scores on two different occasions. The latter score, if it were eligible for verification by Twin Galaxies, would place him within the top 25 on the scoreboard.[82]

Notes
[1] "Donkey Kong" (http:/ / www. nindb. net/ game/ donkey-kong. html). NinDB. . Retrieved October 27, 2011. [2] Famicom 20th Anniversary Original Sound Tracks Vol. 1 (http:/ / vgmdb. net/ album/ 404) (Album notes). Scitron Digital Contents Inc.. 2004. . [3] Crawford 94. [4] Space Panic (http:/ / allgame. com/ game. php?id=4724) at Allgame [5] "Gaming's most important evolutions" (http:/ / www. gamesradar. com/ f/ gamings-most-important-evolutions/ a-20101008102331322035/ p-3). GamesRadar. Oct 8, 2010. p.3. . Retrieved April 11, 2011. [6] De Maria 82. [7] Day (Twin Galaxies). [8] The King of Kong. [9] Sellers 66. [10] Kohler 39. [11] Ray 1920. [12] Kohler 37. [13] De Maria 238. [14] Kohler 4042. [15] Kent 157. [16] Kent 158. [17] Copyright law decisions (http:/ / books. google. co. uk/ books?id=WVdsAAAAIAAJ). Commerce Clearing House. 1985. . Retrieved February 26, 2012. "An English translation of the Japanese term Donkey Kong is "crazy gorilla." Nintendo Co., Ltd. expended over $100,000.00 in direct development of the game, and Nintendo Co., Ltd. hired Ikegami Tsushinki Co., Ltd. to provide mechanical programming assistance to fix the software created by Nintendo Co., Ltd. in the storage component of the game. The name "Ikegami Co. Lim." appears in the computer program for the Donkey Kong game. Individuals within the research and development department of Nintendo Co., Ltd., however, created the Donkey Kong concept and game." [18] Company:Ikegami Tsushinki (http:/ / gdri. smspower. org/ wiki/ index. php/ Company:Ikegami_Tsushinki). Game Developer Research Institute. Retrieved on May 17, 2009. [19] It started from Pong ( : TV sore wa pon kara hajimatta: kdo terebi gmu no naritachi), Masumi Akagi ( Akagi Masumi), Amusement Tsshinsha ( Amyzumento Tsshinsha), 2005, ISBN 4-9902512-0-2. [20] Both quotes from Sheff 47. [21] Kohler 36. [22] Kohler 38. [23] Mikkelson and Mikkelson. [24] Sheff 4849. [25] "Miyamoto Shrine: Shigeru Miyamoto's Home on The Web:" (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 051601. shtml). Interview with Miyamoto (May 16th 2001, E3 Expo). . Retrieved May 31, 2007. [26] Sheff 4748. [27] Kohler 3839. [28] Kent 530. [29] Smash Bros. DOJO!!, Donkey Kong (http:/ / www. smashbros. com/ en_us/ music/ music15. html)

Donkey Kong
[30] Kent 159. [31] Sheff 49. [32] Sheff 109. [33] Kohler 212. [34] Sellers 68. [35] Sheff 110. [36] Kent 211. [37] Quoted in Kohler 5. [38] Kent 160. [39] Sheff 113. [40] Sheff 111. [41] Jrg Ziesak (2009), Wii Innovate How Nintendo Created a New Market Through Strategic Innovation (http:/ / books. google. co. uk/ books?id=C8rHXoUCbfAC& pg=PA2029), GRIN Verlag, p.2029, ISBN3-640-49774-0, , retrieved April 9, 2011, "Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year." [42] "CPI Inflation Calculator" (http:/ / www. bls. gov/ data/ inflation_calculator. htm). Bureau of Labor Statistics. . Retrieved March 22, 2011. [43] Kent 284. [44] Kohler 46. [45] "Electronic Games Magazine" (http:/ / www. archive. org/ search. php?query=(collection:electronic-games-magazine OR mediatype:electronic-games-magazine) AND -mediatype:collection). Internet Archive. . Retrieved February 1, 2012. [46] Kent 215. [47] Quoted in Sheff 111. [48] [49] [50] [51] Kent 208209. Sheff 112. Kent 210. Sheff 121:

449

"And we received from Coleco an agreement that they would pay us three percent of the net sales price [of all the "Donkey Kong" cartridges Coleco sold]." It turned out to be an impressive number of cartridges, 6 million, which translated into $4.6 million.
[52] Harmetz, Aljean (January 15, 1983). "New Faces, More Profits For Video Games " (http:/ / news. google. com/ newspapers?id=jnhcAAAAIBAJ& sjid=a1cNAAAAIBAJ& pg=4201,2482231). Times-Union: p.18. . Retrieved February 28, 2012. [53] "More Mini-Arcades A Comin'" (http:/ / www. archive. org/ stream/ electronic-games-magazine-1983-06/ Electronic_Games_Issue_16_Vol_02_04_1983_Jun#page/ n9/ mode/ 2up). Electronic Games 4 (16): 10. June 1983. . Retrieved February 1, 2012. [54] Kent 283285. [55] Parish. [56] "Japan Sales" (http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd). Nintendojo. September 26, 2006. Archived from the original (http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd) on July 30, 2008. . Retrieved October 9, 2008. ( Translation (http:/ / translate. google. co. uk/ translate?sl=fr& tl=en& js=n& prev=_t& hl=en& ie=UTF-8& layout=2& eotf=1& u=http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd)) [57] Heidi Kemps (November 16, 2010). "Europe gets exclusive 'perfect version' of NES Donkey Kong in its Mario 25th Anniversary Wiis" (http:/ / www. gamesradar. com/ europe-gets-exclusive-perfect-version-of-nes-donkey-kong-in-its-mario-25th-anniversary-wiis/ ). GamesRadar. . [58] Kent 210211. [59] Second Court of Appeals, 1984, 119. [60] "Sock Master's Donkey Kong Emulator for CoCo 3" (http:/ / www. axess. com/ twilight/ sock/ dk/ index. html). Axess.com. . Retrieved October 30, 2011. [61] Sheff 121. [62] Kent 214. [63] Second Circuit Court of Appeals, 1986, 7475. [64] Universal City Studios, Inc. v. Nintendo, Co., Ltd., Second Circuit Court of Appeals, 1986, 74. [65] Kent 217. [66] Universal City Studios, Inc. v. Nintendo, Co., Ltd., Second Circuit Court of Appeals, 1984, 118. [67] Universal City Studios, Inc. v. Nintendo, Co., Ltd., Second Circuit Court of Appeals, 1984, 112. [68] Kent 218. [69] Second Circuit Court of Appeals, 1986, 72. [70] Second Circuit Court of Appeals, 1986, 7778.

Donkey Kong
[71] Quoted in Sheff 126. [72] Sheff 127. [73] Donkey Kong Easter Egg Discovered 26 Years Later (http:/ / kotaku. com/ 5307375/ donkey-kong-easter-egg-discovered-26-years-later/ ) [74] http:/ / www. dadhacker. com/ blog/ ?p=987/ Donkey Kong and Me [75] Hodges, Don (July 1, 2009). "Donkey Kong Lays an Easter Egg" (http:/ / www. donhodges. com/ donkey_kong_easter_egg. htm). . [76] "Smash Bros. DOJO!! 75m" (http:/ / www. smashbros. com/ en_us/ stages/ stage30. html). Smash Bros.Dojo. . Retrieved March 8, 2008. [77] Michaud, Pete (February 2006). "NP Top 200". Nintendo Power 197: 58. [78] McLemore. [79] Gross, Doug (November 10, 2010). "Nintendo seeks to trademark 'On like Donkey Kong'" (http:/ / edition. cnn. com/ 2010/ TECH/ gaming. gadgets/ 11/ 10/ on. like. donkey. kong/ index. html?hpt=T2). CNN. . Retrieved November 10, 2010. [80] "The King of Kong: A Fistful of Quarters > Overview" (http:/ / allmovie. com/ work/ the-king-of-kong-a-fistful-of-quarters-384804). Allmovie. . Retrieved May 4, 2009. [81] Life After MacGruber and SNL: Catching up with Will Forte (http:/ / www. movieline. com/ 2011/ 05/ life-after-macgruber-and-snl-catching-up-with-will-forte. php?page=all) Movieline [82] Eminem's Donkey Kong Ambitions (http:/ / donkeykongblog. blogspot. com/ 2011/ 11/ eminem-donkey-kong-scores. html) Donkey Blog

450

References
Consalvo, Mia (2003). "Hot Dates and Fairy-tale Romances". The Video Game Theory Reader. New York: Routledge. Crawford, Chris (2003). Chris Crawford on Game Design. New Riders Publishing. Day, Walter, chief ed. (2007). Donkey Kong: Points [Hammers Allowed] [Default, TGTS] (http://web.archive. org/web/20080822033933/http://www.twingalaxies.com/index.aspx?c=22&pi=2&gi=3852&vi=22)". Twin Galaxies, LLC. De Maria, Rusel, and Wilson, Johnny L. (2004). High Score!: The Illustrated History of Electronic Games. 2nd ed. New York: McGraw-Hill/Osborne. Fox, Matt (2006). The Video Games Guide. Boxtree Ltd. Gordon, Seth, director (2007). The King of Kong: A Fistful of Quarters. Picturehouse. Kent, Steven L. (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. New York City: Three Rivers Press. Kohler, Chris (2005). Power-up: How Japanese Video Games Gave the World an Extra Life. Indianapolis, Indiana: BradyGAMES. McLemore, Greg, et al. (2005). " The Top Coin-operated Videogames of All Time (http://www.arcade-museum. com/TOP100.php)". Retrieved October 11, 2011. Mikkelson, Barbara, and Mikkelson, David (February 25, 2001). " Donkey Wrong (http://www.snopes.com/ business/misxlate/donkeykong.asp)." Snopes.com. Retrieved August 15, 2006. Mingo, Jack. (1994) How the Cadillac Got its Fins New York: HarperBusiness. ISBN 0-88730-677-2 Miyamoto, Shigeru, designer (1981). Donkey Kong. Nintendo. Parish, Jeremy (October 31, 2006). "Wii Virtual Console Lineup Unveiled" (http://www.1up.com/news/ virtual-console-lineup-unveiled). 1UP.com. Retrieved November 1, 2006. Ray, Sheri Graner (2004). Gender Inclusive Game Design: Expanding the Market. Hingham, Massachusetts: Charles Rivers Media, Inc. Schodt, Frederick L. (1996). Dreamland Japan: Writings on Modern Manga. Berkeley, California: Stone Bridge Press. Sellers, John (2001). Arcade Fever: The Fan's Guide to the Golden Age of Video Games. Philadelphia: Running Book Publishers. Sheff, David (1999). Game Over: Press Start to Continue: The Maturing of Mario. Wilton, Connecticut: GamePress. United States Court of Appeals, Second Circuit (October 4, 1984). Universal City Studios, Inc. v. Nintendo Co., Ltd. United States Court of Appeals, Second Circuit (July 15, 1986). Universal City Studios, Inc. v. Nintendo Co., Ltd.

Donkey Kong

451

External links
Donkey Kong (http://www.arcade-museum.com/game_detail.php?game_id=7610) at the Killer List of Videogames Arcade-History.com entry for Donkey Kong (http://www.arcade-history.com/?n=donkey-kong&page=detail& id=666) Donkey Kong world records at Twin Galaxies Scoreboard (http://web.archive.org/web/20080822033933/ http://www.twingalaxies.com/index.aspx?c=22&pi=2&gi=3852&vi=22) Donkey Kong (http://www.mobygames.com/game/donkey-kong) at MobyGames Donkey Kong guide at StrategyWiki

Mario Bros.
Mario Bros.
North American arcade flyer
Developer(s) Publisher(s) Designer(s) Nintendo Nintendo Shigeru Miyamoto [1] Gunpei Yokoi Yukio Kaneoka Mario Arcade, Nintendo Entertainment System, Commodore 64, ZX Spectrum, Amstrad CPC, Apple II, Atari 2600, Atari 5200, Atari 7800, Atari XEGS, Virtual Console, Game Boy Advance
[2] [1]

Composer(s) Series Platform(s)

Releasedate(s) June 1, 1983 Genre(s) Mode(s) Rating(s) Platforming Single-player, multiplayer


ACB: G CERO: A ESRB: E PEGI: 3+

Cabinet CPU Sound Display

Upright Zilog Z80 @ 3.072MHz I8039 @ 0.73MHz DAC, samples Horizontal orientation, raster, 256 224 resolution

Mario Bros. ( Mario Burazzu) is an arcade game published and developed by Nintendo in 1983. It was developed by Shigeru Miyamoto. It has been commonly featured as a minigame in the Super Mario Advance series and other games. Mario Bros. has been re-released for the Wii's Virtual Console service in Japan, North America, Europe and Australia. In this game, Mario is portrayed as an Italian-American plumber who, along with his brother Luigi, has to defeat creatures that have been coming from the sewers below New York. The gameplay focuses on Mario's extermination of pests in the sewers by flipping them on their backs and kicking them away. The original versions of Mario Bros.,

Mario Bros. the arcade version and the Nintendo Famicom/Nintendo Entertainment System (NES) version, were received positively.

452

Gameplay
Information on gameplay referenced from the Nintendo Entertainment System Mario Bros. manual. [3]

Mario Bros. features two plumbers,[4] Mario and Luigi, having to investigate the sewers of New York after strange creatures have been appearing down there.[5] The objective of the game is to defeat all of the enemies in each phase. The mechanics of Mario Bros. involve only running and jumping. Unlike future Mario games, players cannot jump on enemies and squash them, unless they were already turned on their back. Each phase is a series of platforms with four pipes at each corner of the screen (in the old version along with an object called a "POW" block in the center). Both sides of every phase feature a mechanism that allows the player to go off-screen to the left and appear on the right and vice versa. The player gains points by defeating multiple enemies consecutively and can participate in a bonus round to gain more points. Enemies are defeated by kicking them over once they have been flipped on their back. This is accomplished by hitting the platform the enemy is on directly beneath them. If the player allows too much time to pass after doing this, the enemy will flip itself back over, changing in color and increasing speed. Each phase has a certain number of enemies, with the final enemy immediately changing color and increasing its speed to maximum. There are three enemies in all: the Shellcreeper, which simply walks around; the Sidestepper, which requires two hits to flip over; and the Fighter Fly, which moves by jumping and can only be flipped when it is touching a platform. Players may also make use of the above-mentioned "POW" block, which flips any enemy touching a platform or the floor when a player hits it from below. This item can be used three times before it disappears. Coins appear whenever enemies are defeated and may be collected for bonus points. As the game progresses, elements are added to increase the difficulty. Fireballs either bounce around the screen or travel directly from one side to the other, and Slipices can freeze platforms, causing Mario and Luigi to skid. In addition, icicles start to form under the platforms and fall loose. Bonus rounds give the players a chance to score extra points by collecting coins without having to deal with enemies; the "POW" block regenerates itself on each of these screens.

Development

Mario Bros. was created by Shigeru Miyamoto and Gunpei Yokoi, two of the lead developers for the video game Donkey Kong. In Donkey Kong, Mario dies if he falls too far. Yokoi suggested to Miyamoto that he should be able to fall from any height, which Miyamoto was not sure of, thinking that it would make it "not much of a game." He eventually agreed, thinking it would be okay for him to have some super-human abilities. He designed a prototype that had Mario "jumping and bouncing around", which he was satisfied with. The element of combating enemies from below was introduced after Yokoi suggested it, observing that it would work since there were multiple floors. However, it proved to be too easy to eliminate enemies this way, which the developers fixed by requiring players to touch the enemies after they've been flipped to defeat them. This was also how they introduced the turtle as an enemy, which they conceived as an enemy that could only be hit from below.[1] Because of Mario's appearance in

Mario Bros. Donkey Kong with overalls, a hat, and a thick moustache, Shigeru Miyamoto thought that he should be a plumber as opposed to a carpenter, and designed this game to reflect that.[6] Another contributing factor was the game's setting: it was a large network of giant pipes, so they felt a change in occupation was necessary for him.[5] A popular story of how Mario went from Jumpman to Mario is that an Italian-American landlord, Mario Segale, had barged in on Nintendo of America's staff to demand rent, and they decided to name Jumpman after him.[7] Miyamoto also felt that the best setting for this game was New York because of its "labyrinthine subterranean network of sewage pipes."[5] The pipes were inspired by several manga, which Miyamoto states features waste grounds with pipes lying around it. In this game, they were used in a way to allow the enemies to enter and exit the stage through them to avoid getting enemies piled up on the bottom of the stage. The green coloring of the pipes, which Nintendo president Satoru Iwata calls an uncommon color, came from Miyamoto having a limited color palette and wanting to keep things colorful. He added that green was the best because it worked well when two shades of it were combined.[1] Mario Bros. is one of the first platform games ever created, along with Donkey Kong.[6] It also introduced Mario's brother, Luigi, who was created for the multiplayer mode by doing a palette swap of Mario.[6] The two-player mode and several aspects of gameplay were inspired by an earlier video game called Joust.[8] To date, Mario Bros. has been released for more than a dozen platforms.[9] The first movement from Mozart's Eine kleine Nachtmusik is used at the start of the game.[10] This song has been used in later video games, including Dance Dance Revolution Mario Mix[10] and Super Smash Bros. Brawl.[11]

453

Ports and follow-ups


Mario Bros. has been re-released many times by itself and as a sub-game in other games. The game was subsequently ported to the Apple II, Atari 2600, Atari 5200, Atari 8-bit computers, Atari 7800,[12] Amstrad CPC, and Sinclair Spectrum. The Commodore 64 had two versions: the Atarisoft port released in 1984 and a version by Ocean Software in 1986.[13] It was also rereleased on the Wii's Virtual Console service in North America, Australia, Europe and Japan.[14] It is also remade on copies of games in the Game Boy Advance's Super Mario Advance games[15] as well as Mario & Luigi: Superstar Saga,[16] and it was included as a mini-game in Super Mario Bros. 3.[17] The Gameboy Advance version was included in the 10 free games given out by Nintendo in the 3DS ambassador program due to its inclusion on the cart for the GBA port of Yoshi's Island which was one of the games on the list. Mario Bros. is also potentially slated for a second release, this time a 3D Classics remake, on the Nintendo 3DS, and may feature camera support, 3D support, or analog support. This release was featured amongst other games from the Nintendo Entertainment System and Super NES to be released for the 3DS on a tech demo called Classic Games at E3 2010.[18] The NES version was included as a piece of furniture in Animal Crossing for the Nintendo GameCube, along with many other NES games, though this one required the use of a Nintendo e-Reader, a Game Boy Advance accessory, and an Animal Crossing e-Card.[19] This version was released in the second series of NES e-Cards as well,[20] and was also released in the Famicom Mini series, the Japanese variant of the Classic NES Series of games. It never came outside of Japan.[21] A remake was made called Mario Bros. Classicknown as Kaettekita Mario Bros. ( , Return of Mario Bros. or Mario Bros. Returns) in Japanfeaturing similar gameplay with added features and new revisions to the gameplay. It also featured cut-scenes and advertisements. It is very rare since it was only available as a Disk Writer promotion.[22] Another remake was released for the NES (dubbed Mario Bros. Classic Series) in 1993 exclusively for Europe in which the game had a more refined control and stage intermissions. In 1984, Hudson Soft made two different games based on Mario Bros. The first was Mario Bros. Special, which was a re-imagining of the original Mario Bros. with new phases, mechanics and gameplay. The second was Punch Ball Mario Bros., which featured a new gameplay mechanic involving punching small balls to stun enemies.[23] Both games were released only for the NEC PC-8801, FM-7, and Sharp X1. Both games have been described as average

Mario Bros. for the most part, neither the best or worst games in the series.[23] A sequel to Mario Bros., Mario Clash, was released in 1995. The games were released for the Virtual Boy and produced by Nintendo.[24] It is the first 3D Mario game and is heavily based on Mario Bros.. The objective of the game is to knock all the enemies in a particular phase off ledges. Instead of hitting them from below, like in Mario Bros., the player must hit enemies using Koopa shells.[25]

454

Reception
Reception Review scores
Publication Allgame Score [26] (Arcade) [27] (Atari 5200) 4.9/10 (Virtual Console) 4.5/10 (Virtual Console) [29] 6/10 (e-Reader) [28]

GameSpot IGN

Mario Bros. was only modestly successful in the arcades in Japan.[30] The arcade cabinets have since become mildly rare.[31] To date in Japan, the NES version of Mario Bros. has sold more than 1.63 million copies, and the Famicom Mini re-release of the NES version has sold more than 90,000 copies.[32][33] Despite being released during the North American video game crash of 1983, the arcade game, as well as the industry, were not affected. Video game author Dave Ellis considers it one of the more memorable classic games.[34] Opinions on the Nintendo Entertainment System (NES) version of Mario Bros. have been mostly mixed. In a review of the Virtual Console game, GameSpot criticized the NES version for being a poor port of the arcade version.[35] The Virtual Console version in particular was heavily criticized. GameSpot criticized it, saying that not only is it a port of an inferior version, but it retains all of the technical flaws found in this version. It also criticizes the Mario Bros. ports in general, saying that this is just one of many ports that have been made of it throughout Nintendo's history.IGN complimented the Virtual Console version's gameplay, though even it was critical of Nintendo's decision to release an "inferior" NES port on the Virtual Console.".[28] IGN also agreed on the issue of the number of ports. They said that since most people have Mario Bros. on one of the Super Mario Advance games, this version is not worth 500 Wii Points.[28] The Nintendo e-Reader version of Mario Bros. was slightly more well received by IGN, who praised the gameplay, but criticized it for lack of multiplayer and for not being worth the purchase because of the Super Mario Advance versions.[29] The Super Mario Advance releases and Mario & Luigi: Superstar Saga all featured the same version of Mario Bros.. The mode was first included in Super Mario Advance, and was praised for its simplicity and entertainment value.[36] IGN called this mode fun in its review of Super Mario World: Super Mario Advance 2, but complained that it would have been nice if the developers had come up with a new game to replace it.[37] Their review of Yoshi's Island: Super Mario Advance 3 criticizes it more so than in the review of Super Mario Advance 2, because Nintendo chose to remove several mini-games found in the Super NES version of that game and replace them with an identical version of the Mario Bros. game found in previous versions.[38] GameSpot's review of Super Mario Bros. 3: Super Mario Advance 4 calls it a throwaway feature that could have simply been gutted.[15] Other reviewers were not as negative on the feature's use in later Super Mario Advance games. Despite its use being criticized in most Super Mario Advance games, a GameSpy review called the version found in Super Mario Advance 2 a blast to play in multi-player because it only requires at least two Game Boy Advances, one copy of the game, and a link cable.[39]

Mario Bros.

455

References
[1] Wii.com - Iwata Asks: New Super Mario Bros. Wii (http:/ / us. wii. com/ iwata_asks/ nsmb/ vol1_page1. jsp) [2] Famicom 20th Anniversary Original Sound Tracks Vol. 1 (http:/ / vgmdb. net/ album/ 404) (Album notes). Scitron Digital Contents Inc.. 2004. . [3] Nintendo (1983). Mario Bros. manual. Nintendo Entertainment System. [4] "Mario Bros. at Nintendo - Wii - Virtual Console" (http:/ / web. archive. org/ web/ 20080731211605/ http:/ / www. nintendo. com/ wii/ virtualconsole/ games/ detail/ AN20FWaWbXNL-oWwUHwK0sMxrfq_plpD). Nintendo.com. Archived from the original (http:/ / www. nintendo. com/ wii/ virtualconsole/ games/ detail/ AN20FWaWbXNL-oWwUHwK0sMxrfq_plpD) on 2008-07-31. . Retrieved 2008-10-01. [5] Sheff, David (1999). Game Over Press Start to Continue. Cyberactive Media Group. p.56. ISBN0-9669617-0-6. [6] "IGN Presents The History of Super Mario Bros." (http:/ / games. ign. com/ articles/ 833/ 833615p1. html). IGN. 2007-11-08. . Retrieved 2008-09-26. [7] "TMK - History of Mario" (http:/ / themushroomkingdom. net/ mario_history. shtml#birth). The Mushroom Kingdom. . Retrieved 2008-10-09. [8] Fox, Matt (2006). The Video Games Guide. Boxtree Ltd. pp.261262. ISBN0-7522-2625-8. [9] Eric Marcarelli. "Every Mario Game" (http:/ / toadscastle. net/ list-games. html). Toad's Castle. . Retrieved 2008-10-01. [10] "'Dance Dance Revolution: Mario Mix'" (http:/ / www. nindb. net/ game/ ddr-mario-mix. html). NinDB (http:/ / www. nindb. net/ ). . Retrieved 2008-09-26. [11] "Full Song List with Secret Songs - Smash Bros. DOJO!!" (http:/ / www. smashbros. com/ en_us/ music/ music24_list. html). Nintendo. 2008-04-03. . Retrieved 2008-09-06. [12] Listing at GameSpot.com (http:/ / www. gamespot. com/ atari7800/ action/ mariobros/ index. html) [13] "Mario Bros" (http:/ / www. mobygames. com/ game/ c64/ mario-bros/ credits). Moby Games. . Retrieved 07 October, 2011. [14] "Mario Bros. (Virtual Console)" (http:/ / wii. ign. com/ objects/ 864/ 864232. html). IGN.com. . Retrieved 2008-09-27. [15] "Super Mario Advance 4: Super Mario Bros. 3 Review for Game Boy Advance" (http:/ / www. gamespot. com/ gba/ action/ supermarioadvance4/ review. html?page=2). GameSpot. 2003-10-17. . Retrieved 2008-09-26. [16] "Mario & Luigi: Superstar Saga Guide - Mario Bros. Classic" (http:/ / uk. guides. ign. com/ guides/ 550433/ page_6. html). IGN.com. . Retrieved 2008-10-11. [17] Nintendo (1988). "pg. 27". Super Mario Bros. 3 manual. Nintendo Entertainment System. [18] Mega Man 2, Yoshi's Island Among Teased 3DS Sorta-Remakes (http:/ / kotaku. com/ 5566935/ mega-man-2-yoshis-island-among-teased-3ds-sorta+ remakes) [19] "NES games" (http:/ / web. archive. org/ web/ 20080411095104/ http:/ / animalcrossing. planets. gamespy. com/ ac-nes-mario. shtml). The Animal Forest. Archived from the original (http:/ / animalcrossing. planets. gamespy. com/ ac-nes-mario. shtml) on 2008-04-11. . Retrieved 2008-09-26. [20] "Mario Bros.-e" (http:/ / gameboy. ign. com/ objects/ 489/ 489716. html). IGN.com. . Retrieved 2008-09-26. [21] "Mario Bros. (Famicom Mini Series)" (http:/ / gameboy. ign. com/ objects/ 676/ 676644. html). IGN.com. . Retrieved 2008-09-26. [22] "Return of Mario Bros." (http:/ / www. nindb. net/ game/ return-of-mario-bros. html). NinDB (http:/ / www. nindb. net/ ). . Retrieved 2008-09-30. [23] "Virtually Overlooked: Punch Ball Mario Bros./Mario Bros. Special" (http:/ / www. joystiq. com/ 2008/ 09/ 11/ virtually-overlooked-punch-ball-mario-bros-mario-bros-special). GameDaily. 2008-09-11. . Retrieved 2008-09-26. [24] "Mario Clash" (http:/ / gameboy. ign. com/ objects/ 006/ 006648. html). IGN.com. . Retrieved 2008-09-26. [25] "N-Sider: Mario Clash" (http:/ / www. n-sider. com/ gameview. php?gameid=139). N-Sider. . Retrieved 2008-10-09. [26] "Mario Bros. : Review" (http:/ / www. allgame. com/ game. php?id=4072). Allgame. . Retrieved 2008-12-08. [27] "Mario Bros. > Review" (http:/ / www. allgame. com/ game. php?id=15768). Allgame. . Retrieved 2008-12-08. [28] "Mario Bros. (Virtual Console) Review" (http:/ / wii. ign. com/ articles/ 750/ 750161p1. html). IGN.com. 2006-12-08. . Retrieved 2008-09-26. [29] "Mario Bros.-e Review" (http:/ / gameboy. ign. com/ articles/ 377/ 377503p1. html). IGN.com. 2002-11-15. . Retrieved 2008-09-26. [30] "IGN Presents The History of Super Mario Bros." (http:/ / games. ign. com/ articles/ 833/ 833615p1. html). IGN.com. 2007-11-08. . Retrieved 2008-09-26. [31] Ellis, David (2004). "Arcade Classics". Official Price Guide to Classic Video Games. Random House. p.391. ISBN0-375-72038-3. [32] "The Magic Box - Japan Platinum Chart Games." (http:/ / www. the-magicbox. com/ Chart-JPPlatinum. shtml). The Magic Box. . Retrieved 2008-09-26. [33] "Nintendojofr" (http:/ / web. archive. org/ web/ 20080730022258/ http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd). Nintendojo. 2006-09-26. Archived from the original (http:/ / www. nintendojofr. com/ redaction/ editoriaux/ ?id=aVAd) on July 30, 2008. . Retrieved 2008-10-09. [34] Ellis, David (2004). "A Brief History of Video Games". Official Price Guide to Classic Video Games. Random House. p.9. ISBN0-375-72038-3. [35] "Mario Bros. (NES)" (http:/ / www. gamespot. com/ nes/ action/ mariobros/ index. html?tag=similargames;img;1). GameSpot. . Retrieved 11 October 2011. "The NES version of Mario Bros. can be fun for a little while with two players, but it doesn't measure up to the seminal arcade hit it's based on."

Mario Bros.
[36] "Super Mario Advance Review for Game Boy Color - Gaming Age" (http:/ / www. gaming-age. com/ cgi-bin/ reviews/ review. pl?sys=gameboy& game=marioadvance). Gaming Age. 2001-06-13. . Retrieved 2008-09-26. [37] "Super Mario Advance 2: Super Mario World Review" (http:/ / gameboy. ign. com/ articles/ 324/ 324423p1. html). IGN.com. 2002-02-11. . Retrieved 2008-09-26. [38] "Super Mario Advance 3: Yoshi's Island" (http:/ / gameboy. ign. com/ articles/ 371/ 371999p2. html). IGN.com. 2002-09-24. . Retrieved 2008-09-26. [39] "Reviews: Super Mario World: Super Mario Advance 2 (GBA)" (http:/ / web. archive. org/ web/ 20080409010039/ http:/ / archive. gamespy. com/ reviews/ february02/ smwsma2gba/ ). GameSpy. Archived from the original (http:/ / archive. gamespy. com/ reviews/ february02/ smwsma2gba/ ) on 2008-04-09. . Retrieved 2008-09-26.

456

External links
Mario Bros. (http://www.arcade-museum.com/game_detail.php?game_id=8624) at the Killer List of Videogames Mario Bros. guide at StrategyWiki

Pinball

457

Pinball
Pinball
Box art
Developer(s) Publisher(s) Platform(s) Releasedate(s) Nintendo R&D1 Nintendo Arcade, NES, e-Reader, Nintendo GameCube (Animal Crossing game), Virtual Console Arcade version 1983 NES version

JP

February 2, 1984 October 18, 1985 EU January 9, 1986


NA JP

Famicom Disk System

May 30, 1989

Virtual Console

JP

December 2, 2006 November 19, 2006 EU December 15, 2006 AUS December 15, 2006
NA

Genre(s) Mode(s) Rating(s)

Pinball Single-player, Multiplayer ESRB: E

Media/distribution Cartridge

Pinball is a 1984 arcade game created by Nintendo. The game is designed to simulate a game of pinball. It was ported to the Nintendo Entertainment System later that year. In 1985 it reached North America as one of 18 launch titles. The Nintendo Entertainment System version added an alternating two-player mode. It was later re-released as an e-reader Card game, and is also playable as an unlockable mini-game in Doubutsu no Mori for the Nintendo 64 and Animal Crossing on the Nintendo GameCube. It is available on the Wii's Virtual Console.

Gameplay
Pinball is a game where the player controls the paddles of a virtual pinball machine. The game has two screens to represent the traditional pinball table and one for a bonus mode. Play begins when the player launches a ball with the plunger from the first screenthe bottom of the pinball tablethrough the top of the screen to the second screen. Play will move to the first screen if the ball falls through the bottom of the top screen and will return to the top screen if the ball is hit back through the space at the top of the first screen. The player controls the flippers on either screen to deflect the ball to keep it from falling off the bottom of the lower screen. Pinball also had a secondary Breakout-like mode, which the player reaches by hitting the ball into a bonus hole that takes the player to a bonus stage where they control Mario carrying a platform. The object of this mode is to rescue Pauline (previously seen in Donkey Kong). The player achieves this by bouncing the ball off Mario's platform and hitting various targets, the destruction of which also earns them points. When the blocks under her are all gone, she will drop. Catching her on Mario's platform earns the player bonus points, but allowing her to hit the ground causes the player to lose.

Pinball

458

External links
Pinball guide at StrategyWiki Pinball [1] at NinDB [2] Vs. Pinball [3] at the Killer List of Videogames

References
[1] http:/ / www. nindb. net/ game/ pinball. html [2] http:/ / www. nindb. net/ [3] http:/ / www. arcade-museum. com/ game_detail. php?game_id=10364

Wrecking Crew
Wrecking Crew
REV-A boxart
Developer(s) Publisher(s) Designer(s) Composer(s) Platform(s) Releasedate(s) Genre(s) Mode(s) Rating(s) Action, Puzzle Single-player, multiplayer

Nintendo R&D1 Nintendo

[2]

Yoshio Sakamoto Hirokazu Tanaka

[3]

[4]

Nintendo Entertainment System, Family Computer Disk System, Game Boy Advance, Virtual Console

ACB: G CERO: A ESRB: E PEGI: 3+

Wrecking Crew ( Rekkingu Kur) is a 1985 action game developed and published by Nintendo. It was designed by Yoshio Sakamoto[3] and released as a launch title for the Nintendo Entertainment System.

Gameplay
The player controls Mario (or Luigi in two player mode) and attempts to destroy all of a certain set of objects with a large hammer on each of 100 levels. Mario cannot jump because of the hammer's weight. The beginning screen allow selecting any level to start on. Each level takes place on a playfield divided into an invisible grid, each space of which can contain one object. Objects include destructible walls, pillars, and ladders, indestructible barrels and ladders, bombs that destroy all connected destructible objects, and various enemies that Mario must avoid. Doors may also exist, which can be opened to cause enemies to move harmlessly into the background. The game also introduced a new character, a construction foreman named Spike (Blackey in the Japanese version), who chases Mario and attempts to disrupt him by knocking down objects and causing him to fall to the bottom of the playfield. The player starts the game with five lives and loses a life when Mario comes in contact with an enemy or fireball. The game is over when all lives are lost. The game can also be aborted at any time, and must be aborted if Mario

Wrecking Crew becomes trapped in a barrel. Because Mario lacks the ability to jump, the player must figure out the optimal order in which to destroy objectsfor example, if a player destroys a ladder too soon, a wall may become unreachable and thus the player cannot finish the level. Destroying multiple objects in a row (usually with a chain of bombs) scores extra bonus points, and occasionally bonus items may appear that Mario can collect. Wrecking Crew also features a level editor, which allows the player to design up to four levels. However, the "save" and "load" features were designed for use with the Famicom Data Recorder, a cassette tape device that was only released in Japan, thus rendering the save ability unavailable to North American players. (The game's U.S. manual includes a note stating that the load and save functions "have been programmed in for potential product developments".) When released to the Virtual Console for Wii and later Nintendo 3DS in North America, the "save" and "load" features were re-enabled.

459

Audio
A piece of music was remixed for use in the Nintendo GameCube video game Dance Dance Revolution: Mario Mix . The "Bonus Stage" music from Wrecking Crew was later used in the Wii video game Super Smash Bros. Brawl and plays every time a fighter grabs a Golden Hammer, or on the "Mario Bros." stage.

Re-releases
On December 31, 1985,[5] Nintendo released an arcade version of this game, titled Vs. Wrecking Crew, adding a simultaneous two-player mode.[6] Wrecking Crew was re-released in 1989 on the Family Computer Disk System, and was later included as the 14th title of the Famicom Mini series on Game Boy Advance in 2004 .[7] The game was also made available through the Wii Virtual Console in 2007. The latterversion supports saving level designs, which was previously not possible on the NES version of the game. Wrecking Crew was released on September 1, 2011 as part of Nintendo's "Ambassador Program" for the Nintendo 3DS Virtual Console.[8] This version also supports saving level designs.[9]

Sequel
Wrecking Crew '98
Developer(s) Publisher(s) Distributor(s) Platform(s) Nintendo R&D1, Pax Softnica Nintendo Nintendo Super Famicom

Releasedate(s) Nintendo Power (SFC)[10]

JP

January 1, 1998
[10]

Super Famicom

JP

May 23, 1998

Genre(s) Mode(s)

action puzzle game single player and multiplayer

Wrecking Crew '98 ( '98) is an action puzzle game released exclusively in Japan in 1998 for the Super Famicom's Nintendo Power download game service and later for the Super Famicom itself. The game is a sequel to the original, which is included as a bonus in the game. Unlike the original, in which the player's

Wrecking Crew objective was to find ways to clear each level of all panels, Wrecking Crew '98 takes a more competitive approach, where two opponents are given their own sides to clean up. Each player must try to demolish as many panels as they can on their side, until the opponent's side is completed piled up, to win. The game's story mode features Mario returning to the Mushroom Kingdom from a trip, only to discover that Bowser has started a construction campaign of building new hideouts. The construction is depriving the flora of sunlight and thus, Mario decides to demolish the new construction sites with his hammer. Along the way, he meets his old enemies from the original Wrecking Crew, including former rival Foreman Spike (called Blackey in Japan). Story mode: The main single player mode, where one controls Mario and travels through an overworld, entering each of Koopa's construction sites. Versus mode: A competitive mode where one can compete with a friend or the CPU. The player can choose between Mario or characters that are unlocked from Story Mode. Tournament mode: Available after the player has cleared the main game once. Eight characters compete in a single-elimination tournament until only one remains and is declared the champion.

460

References
[1] "Wrecking Crew" (http:/ / www. nindb. net/ game/ wrecking-crew. html). NinDB. . Retrieved 27 October 2011. [2] " ( )" (in Japanese). Nintendo Dream (Mainichi Communications Inc.) (118): 96103. August 6, 2004. [3] Chris Kohler (7 April 2010). "Q&A: Metroid Creators Early 8-Bit Days at Nintendo" (http:/ / www. wired. com/ gamelife/ 2010/ 04/ sakamoto/ ). Wired: GameLife. Cond Nast Digital. . Retrieved 26 August 2010. [4] Famicom 20th Anniversary Original Sound Tracks Vol. 1 (http:/ / vgmdb. net/ album/ 404) (Album notes). Scitron Digital Contents Inc.. 2004. . [5] "Wrecking Crew (Arcade)" (http:/ / cheats. ign. com/ objects/ 767/ 767442. html?about_tab=6). IGN. . Retrieved 27 October 2011. [6] "Vs. Wrecking Crew" (http:/ / i. gamersfeed. com/ game/ 29966/ Vs. -Wrecking-Crew/ home). iBomb. . Retrieved 27 October 2011. [7] Giffords, Kevin (1 January 2000). "Wrecking Crew (Famicom Mini 14)" (http:/ / www. 1up. com/ reviews/ wrecking-crew-famicom-mini-14). 1up.com. . [8] Thomas, Lucas M.: "Nintendo 3DS Ambassadors, Behold Your Final Five NES Rewards - DS Feature at IGN" (http:/ / ds. ign. com/ articles/ 119/ 1191508p1. html) 30 August 2011 [9] "3DS Ambassador Games Impressions - Super Balloon Wrecking Bros." (http:/ / forkthisllama. blogspot. com/ 2011/ 09/ 3ds-ambassador-games-impressions-super. html). ForkThisLlama. . Retrieved 7 September 2011. [10] "Wrecking Crew '98" (http:/ / www. nindb. net/ game/ wrecking-crew-98. html). NinDB. . Retrieved 27 October 2011.

External links
Wrecking Crew (http://www.nindb.net/game/wrecking-crew.html) at NinDB (http://www.nindb.net/)

Mario Bros. II

461

Mario Bros. II
Mario Bros II
In-game screenshot
Developer(s) Publisher(s) Thundersoft

NA

[1] [2][3]

Thundersoft [2][3] EU Thundersoft

Designer(s) Series Platform(s)

Jim van Der Heyden Mario Bros. Commodore 64


NA

[2][3]

Releasedate(s)

1987 [2] EU 1987

[2]

Genre(s) Mode(s)

2D action platformer

[2] [3][4]

Multiplayer (Two players only

Mario Bros. II is a 1987 Commodore 64 computer game port of Mario Bros. Game & Watch.[1] It is unrelated to the Nintendo Entertainment System video game Super Mario Bros. 2 (known as Doki Doki Panic in Japan) or Super Mario Bros.: The Lost Levels.

Gameplay
Mario Bros. II is a version of the Game & Watch title Mario Bros., ported to the Commodore 64. Like the arcade Mario Bros., the game consists of a single screen for gameplay.[3][5] In this game, the player simultaneously controls both Mario and Luigi as they work in a factory creating cakes for a stereotypically harsh employer.[1] The brothers build cakes by moving vertically to transfer items between the conveyor belts which are oriented to operate in alternating directions. Missing an item causes the player to lose a life, with game over reached when the player has no remaining lives.[1] When the title screen pops up, neither Mario nor Luigi appear in their familiar plumber's overalls as seen in their other 8-bit video games.[1]

References
[1] [2] [3] [4] [5] "Gameplay information" (http:/ / retrogamer. net/ show_image. php?imageID=1248& page=1). Retro Gamer. . Retrieved 2011-03-21. "Release information" (http:/ / www. gamefaqs. com/ c64/ 576110-mario-bros-ii/ data). GameFAQs. . Retrieved 2011-03-20. "Release information (second reference)" (http:/ / www. gb64. com/ game. php?id=4597& d=27& h=0). GB64. . Retrieved 2011-03-20. "# of players information" (http:/ / www. gamebase64. com/ game. php?id=4597& d=39& h=0). Game Base 64. . Retrieved 2011-03-21. "Additional gameplay information" (http:/ / www. lemon64. com/ ?mainurl=http:/ / www. lemon64. com/ games/ details. php?ID=1600). Lemon 64. . Retrieved 2011-03-21.

Alleyway

462

Alleyway
Alleyway
North American box art of Alleyway.
Developer(s) Publisher(s) Distributor(s) Designer(s) Version Nintendo R&D1, Nintendo Nintendo Gunpei Yokoi

JP

[1]

Intelligent Systems

[2]

[1]

DMG-AWA DMG-AW-CAN DMG-AW-USA DMG-AW-FGR

CAN USA EU

DMG-AW-EUR

GER

Platform(s) Releasedate(s)

Game Boy, 3DS Virtual Console Game Boy



JP

April 21, 1989

[3] [4] [5]

NA EU

August 11, 1989

September 28, 1990

3DS Virtual Console



JP

August 3, 2011 June 6, 2011 [6] PAL June 7, 2011


NA

Genre(s) Mode(s)

Breakout clone Single-player

Media/distribution 256-kilobit cartridge

Alleyway ( ) is a video game developed by Nintendo and Intelligent Systems and published by Nintendo as a global launch title for the Game Boy.[1] It is a Breakout clone and one of the first four games developed and released for the system. The game was released first in Japan in 1989,[3] in North America later that year, and in Europe in 1990. It was later re-released via online distribution for the Nintendo 3DS Virtual Console on June 6, 2011. The name Alleyway references the in-game gateway that the player's spaceship (represented as a paddle) must pass through.[7] While Alleyway is a portable clone of Breakout, it adds several new features, including alternating stages, bonus rounds, and hazards for the player at later levels. While the game's original box art featured an unidentifiable protagonist, later international releases of the game replaced the character with Mario. Alleyway was released with limited advertising, receiving moderate to low scores from reviewers who compared it to games like Arkanoid.[8]

Alleyway

463

Gameplay
The player's objective in Alleyway is to destroy all breakable bricks in each stage using a ball and paddle while keeping the ball from falling into the pit below, similar to that of Breakout.[9][10] The paddle's speed can be adjusted by holding either the B or A button on the controller while moving the paddle,[11] which can move only horizontally at a fixed height.[12] At the start of each life, the player can reposition the paddle before releasing the ball and commencing gameplay. When released, the ball will always begin at a 45 angle above the paddle aimed toward its center. The player starts the game with five paddles; each time the ball falls into the pit below the paddle, a paddle is removed and the ball is reset. The game ends when all the player's paddles are depleted. An additional paddle is granted for each 1000 points scored, until the player has over 10,000 points. The player may have up to nine paddles at once.[13] The game lacks a continue feature, though the high score will be retained until the game is reset or turned off. As there is no battery-backed SaveRAM or password feature, Alleyway can only be completed in one sitting on the Game Boy. This was later changed with the re-release of the game for the Nintendo 3DS's Virtual Console system, which allowed for in-game progress to be recorded to a single save state accessible at any time while playing the game.[14]

Ball behavior
The ball will only travel at 15, 30, or 45 angles.[15] If the ball hits a brick, the brick disappears and the ball ricochets in a different direction at the same angle.[16] The ball's speed depends on the type of brick that it hits: gray and black bricks increase its speed, while white and square, indestructible bricks have no effect.[17] A sound effect is also played when the ball collides with an object or wall, with walls producing the lowest pitch and black bricks the highest.[18] The ball's direction and speed can be controlled by the paddle's velocity and point of contact. Changing direction the moment the ball comes into contact with the paddle, called a snap technique,[16] will bounce the ball upward with increased speed. Moving the paddle quickly in the opposite direction than the ball is headed will result in the ball bouncing in the same horizontal direction as the paddle at a 15 angle.[15] If the player contacts the ball with the body of the paddle before it falls into the pit below, it will bounce back into the playing field. However, if instead either corner of the paddle collides with the ball at that moment, it will be knocked directly into the pit. Alleyway's ball cannot be locked in an infinite loop of ricochets. Whenever the ball starts to loop between objects such as the ceiling, indestructible blocks and/or the paddle itself, its velocity will change at a random point after the second cycle on its next collision. As a result, the ball will travel at a slightly raised or lowered angle depending on its current trajectory, and will break out of the loop.[12]

Levels
The game features 24 levels, based on eight block patterns in groups of three. After every three regular stages, the player proceeds to a bonus stage, giving the game a total of 32 levels. Most levels follow a generic design, though one group is modeled after Mario's head as it appears next to the remaining paddles icon.[5] The player progresses to the next level once all bricks are destroyed, where the same pattern of bricks appears but behaves differently. Every second stage is a Scrolling Block Screen,[19] featuring bricks that move from left to right; every third is an Advancing Block Screen,[20] where the bricks move downward the height of one regular brick in short bursts, increasing in speed as the ball bounces off the paddle. Any part of a brick below a height of ten bricks above the paddle is automatically removed; thus they cannot impede the player's movement but cannot contribute towards the player's score either.[20] As the player progresses through patterns, new elements are added to the gameplay. After the fourth stage, the paddle's size is halved until the stage is cleared or a life is lost if the ball comes into contact with the top of the area.[17] From this point on, the third stage variant features hidden bricks above the ceiling that descend

Alleyway progressively, using a similaror samelayout that must also be cleared, meaning the pattern must be cleared twice. In later levels, bricks in the second stage variant may not move at the same speed or in the same direction. After the twelfth stage, indestructible bricks are incorporated into the brick patterns. Bonus stages feature patterns based on various Nintendo Entertainment System Super Mario Bros. sprites, such as a Piranha Plant, Goomba or Bowser.[5] Unlike regular levels, the ball will destroy blocks in these stages without ricocheting off them, and contact with the ceiling will not affect the paddle size. These stages are the only ones to feature background music during play, and cannot be paused.[21] A timer is present for each bonus stage; it starts at 95 for the first and is reduced by five for each subsequent bonus stage completed beforehand. If the timer ends, the ball falls into the pit (no life is lost in this case), or all bricks are destroyed, the bonus stage ends. Destroying all bricks before the timer expires yields additional bonus points, which vary depending on the level. Once cleared, the brick pattern changes and gameplay reverts to the normal cycle.[22] After finishing the final bonus round, the player is given a congratulations screen using the Mario graphic from the original Mario Bros. game.[5] The game then loops back to the first stage, allowing for infinite play.[20]

464

Scoring
Points are awarded for destroying bricks based on their shade, with one point awarded for the lightest and three for the darkest.[17] The player may earn additional points for completing the bonus stages,[20] with the bonus starting at 500 for the first and reaching 1500 for the last five. The player's highest obtained score is recorded until the game is turned off.[23] The game only displays four digits of the player's score, yet it has a maximum value of 65,535. Scores of 10,000 and above are displayed as a combination of icons and the numerical display.[23] For every 10,000 points, a sprite from the NES Super Mario Bros. game is shown below the numerical score. A fire flower is shown for 10,000points, a mushroom for 20,000, and a starman for 30,000points and above. The game stops changing the sprite after awarding the starman icon. As a result the highest score that can be displayed is 39,999; however, the maximum score of 65,535 is shown as 35,535. Once the maximum score has been reached, the score will roll over only if the player completes a bonus stage. A roll over does not affect the recorded high score.

Development
Based on classic ball-and-paddle arcade games such as Breakout and Arkanoid, Alleyway was a launch title for the Game Boy in 1989 for Japan and North America, alongside Super Mario Land, Baseball, and Tetris, though only with the first two in Japan.[3] The game's release predates Tetris' by two months, due to legal battles between Nintendo and Tengen over the Tetris property.[24] On June 6, 2011, the game was re-released as a launch title for the Nintendo 3DS Virtual Console system via online distribution.[6] Alleyway marks one of the first appearances of Mario on the Game Boy system alongside Super Mario Land, although its original box and cartridge art showed an unidentified character in a spacesuit piloting the paddle. The artwork was changed to show Mario at the controls on the game's international release, but neither the manual nor the back of the box refer to the Nintendo mascot's presence in the game.[7][25] Nintendo Power's preview made no mention of Mario in the title other than note of the pattern of bricks in Mario's shape for the first bonus level.[10] Official confirmation of the pilot being Mario only came about in 1990 with Club Nintendo's preview of the game's European release.[26] The game was one of the first titles made by the Nintendo R&D1 development team, alongside Tetris and Radar Mission. Years later, the game's designer Gunpei Yokoi would reuse much of Alleyway's source code (such as paddle behavior and adapted physics engine) for the Game Boy game Kirby's Block Ball while working with Shigeru Miyamoto's team.[1] Alleyway was re-released for download onto the Nintendo Power cartridge, occupying one memory block on the device.[5]

Alleyway Promotion of the title in Nintendo published material consisted of a segment taking up a third of the page the articles were on.[10][26] Advertisements for Alleyway were grouped with those for the Game Boy itself and other titles for the system.[27][28] Years after its initial release, a two-page section in the Super Game Boy Nintendo Strategy Guide bundled with the Super Game Boy accessory appeared, which gave advice and color codes for the game.[29]

465

Reception
Reception Aggregate scores
Aggregator MobyGames Score 56% [30]

Review scores
Publication Allgame Score 3.5/5.0 [31]

Electronic Gaming Monthly 5.75/10.00[32] GamesRadar Mean Machines Power Play Retro Gamer 5.0/10.0 33% 48% 31% [14]

[8]

[33] [34]

Although Alleyway sold well enough during its production run, it has not been re-released as a Nintendo Player's Choice title,[1] and reviews of the game have been mostly negative. Mean Machines gave the game a score of 33%, criticizing its repetitiveness and stating "this variant doesn't have much more to offer than the original [Breakout]". The magazine's staff added "once you've finished a couple of screens, you'll be bored stiff" and compared the game to its predecessor, Arkanoid, regarding the lack of power-ups in Alleyway.[8] Electronic Gaming Monthly staff also reviewed the game, with four separate reviews giving the game scores of 6/10, 6/10, 5/10, and 3/10. All four reviewers compared it to Arkanoid, complaining about the lack of enhancement over the Breakout format.[32] GamesRadar shared the sentiment in their review of the 3DS re-release, with reviewer Nathan Meunier giving it a score of 5/10 and stating "Alleyway wasnt so hot when it first came out, and it still pales when put it side-by-side to other similarly priced offerings". He further added at times the game appeared to "hate" the player with its difficulty, though acknowledged that the addition of save states "takes some of the sting out of losing".[14] Retro Gamer's Darran Jones called it "pretty piss-poor all the way back in 1989", noting the bland levels and lack of power-ups found in Arkanoid, and that many similar clones had outperformed it.[34] Not all comments about the game have been negative. The two Electronic Gaming Monthly reviewers that gave the highest scores did state they felt the design was perfect for the Game Boy, one adding "It's also a very good game that combines some new features...with the original Break-Out theme" and concluding "Alleyway is goodbut a bit long".[32] German magazine Power Play gave the game a rating of 48%, but also praised the game's level variety.[33] The book Rules of Play discusses the game as an example of improved design over a base core mechanic, citing the inclusion of distinct sound effects for ball collision as a means to praise the player for destroying bricks, and the varied level designs as "well done" and giving the player "an element of discovery to the overall experience."[18] Allgame noted that despite the simplicity and variety, "Alleyway is fun to play", further adding that games of its kind "always play well on the Game Boy".[31]

Alleyway

466

References
[1] Deol, Pete (2004-02-10). "Profile: Nintendo EAD Pioneers of the Renaissance" (http:/ / www. n-sider. com/ contentview. php?contentid=225& page=3). N-Sider. . Retrieved 2008-03-12. [2] "INTELLIGENT SYSTEMS CO., LTD. " (http:/ / www. intsys. co. jp/ company/ gamesoft/ index. html#ds). Intelligent Systems. Archived (http:/ / web. archive. org/ web/ 20080825131325/ http:/ / www. intsys. co. jp/ company/ gamesoft/ index. html) from the original on 25 August 2008. . Retrieved 2008-09-09. [3] "Nintendo Japan published Game Boy Japanese listing" (http:/ / www. nintendo. co. jp/ n02/ dmg/ index. html) (in Japanese). Nintendo. Archived (http:/ / web. archive. org/ web/ 20080309195001/ http:/ / www. nintendo. co. jp/ n02/ dmg/ index. html) from the original on 9 March 2008. . Retrieved 2008-03-15. [4] "Complete Game Boy Games List" (http:/ / web. archive. org/ web/ 20110615005225/ http:/ / www. nintendo. com/ consumer/ gameslist/ manuals/ dmg_games. pdf). Nintendo. Archived from the original (http:/ / www. nintendo. com/ consumer/ gameslist/ manuals/ dmg_games. pdf) on 2011-06-15. . Retrieved 2008-03-18. [5] "Alleyway-NinDB" (http:/ / www. webcitation. org/ 5hDZqpoR9). NinDB: The Original Nintendo Archive. Kontek.net. Archived from the original (http:/ / www. nindb. net/ game/ alleyway. html) on 2009-06-01. . Retrieved 2010-01-31. [6] Staff (2011-06-06). "Alleyway - 3DS" (http:/ / uk. ds. ign. com/ objects/ 110/ 110257. html). IGN. IGN Entertainment. . Retrieved 2011-07-06. [7] North America release box art for Alleyway, courtesy of MobyGames (http:/ / www. mobygames. com/ game/ gameboy/ alleyway/ cover-art/ gameCoverId,7748/ ). Nintendo. 1989. . Retrieved 2008-03-12. [8] Rignall, Julian; Matt Regan (November 1990). "Alleyway Review" (http:/ / www. meanmachinesmag. co. uk/ review/ 41/ alleyway. php). Mean Machines (2). . Retrieved 2009-06-04. [9] "Official Nintendo Alleyway Website" (http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ index. html) (in Japanese). Nintendo. Archived (http:/ / web. archive. org/ web/ 20080325065002/ http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ index. html) from the original on 25 March 2008. . Retrieved 2008-03-12. First paragraph makes direct comparison to Breakout. [10] Nintendo (November/December, 1989). "Alleyway". Nintendo Power: p.55. [11] Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. 1989. pp.45. . Retrieved 2009-10-09. [12] "Official Nintendo Alleyway Website, p. 2, 3rd section" (http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_2. html) (in Japanese). Nintendo. Archived (http:/ / web. archive. org/ web/ 20080325065007/ http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_2. html) from the original on 25 March 2008. . Retrieved 2008-03-12. [13] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.8. . Retrieved 2008-03-15. [14] Meunier, Nathan (2011-07-14). "Alleyway 3DS review" (http:/ / www. gamesradar. com/ 3ds/ alleyway/ review/ alleyway-3ds-review/ a-20110714104933374073/ g-20110714104026163050). GamesRadar. Future Publishing. . Retrieved 2011-07-14. [15] "Official Nintendo Alleyway Website" (http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_3. html) (in Japanese). Nintendo. p.3, 3rd section. Archived (http:/ / web. archive. org/ web/ 20080221050258/ http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_3. html) from the original on 21 February 2008. . Retrieved 2008-03-12. [16] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.11. . Retrieved 2008-03-15. [17] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.7. . Retrieved 2008-03-15. [18] Salen, Katie; Eric Zimmerman (2003). Rules of Play: Game Design Fundamentals. MIT Press. ISBN0-262-24045-9. [19] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.9. . Retrieved 2008-03-15. [20] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.10. . Retrieved 2008-03-15. [21] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.3. . Retrieved 2008-03-15. [22] "Official Nintendo Alleyway Website" (http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_4. html) (in Japanese). Nintendo. p.4. Archived (http:/ / web. archive. org/ web/ 20080221050303/ http:/ / www. nintendo. co. jp/ n02/ dmg/ awa/ page_4. html) from the original on 21 February 2008. . Retrieved 2008-03-12. [23] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. p.6. . Retrieved 2008-03-15. [24] Sheff, David; Andy Eddy (1993), Game Over: How Nintendo Conquered the World. Random House, Inc. (New York). ISBN 0-679-40469-4 [25] Staff (2008-08-01). Alleyway instruction manual (http:/ / www. world-of-nintendo. com/ manuals/ game_boy/ alleyway. shtml). Nintendo. . Retrieved 2008-03-15. [26] Nintendo (May 1990). "Game Boy Special". Club Nintendo UK: p.19. [27] Advertisement for the Game Boy Compact Video Game System. Nintendo Pocket Power. p. 18 [28] Advertisement for the Game Boy (in Swedish). Nintendo Magazinet. 5: p. 1

Alleyway
[29] Nintendo Entertainment Systems (1994). Super Game Boy Nintendo Strategy Guide. Nintendo. pp.6465. ASIN B000FTNAV2. [30] "MobyGames page on Alleyway" (http:/ / www. mobygames. com/ game/ gameboy/ alleyway). MobyGames. . Retrieved 2009-09-16. [31] Sutyak, Jonathan. "Alleyway Review" (http:/ / www. allgame. com/ game. php?id=11930& tab=review). Allgame. All Media Guide. . Retrieved 2009-02-24. [32] Staff (September 1989). "Review of Alleyway". Electronic Gaming Monthly (3): 15. [33] Staff (April 1990). "Alleyway" (http:/ / www. mobygames. com/ game/ gameboy/ alleyway/ mobyrank) (in German). Power Play. . Retrieved 2008-06-06. [34] Jones, Darran (August2011). "Retrorated Alleyway". Retro Gamer (Bournemouth: Imagine Publishing) (92): 97. ISSN1742-3155. OCLC489477015.

467

External links
Official Nintendo Japan website (http://www.nintendo.co.jp/n02/dmg/awa/index.html) Alleyway GameFAQs section (http://www.gamefaqs.com/portable/gameboy/game/585606.html) (full pattern diagrams and information)

Mario's Time Machine

468

Mario's Time Machine


Mario's Time Machine
SNES box art.
Developer(s) Publisher(s) Platform(s) The Software Toolworks Radical Entertainment (NES) The Software Toolworks Nintendo (NES) MS-DOS, SNES, NES

Releasedate(s) DOS

NA NA

1993 1996 re-release December 1993 April 23, 1994

Super NES

NA

NES

NA

Genre(s) Mode(s)

Educational game Single player

Mario's Time Machine is an educational video game originally released for MS-DOS and then for the Nintendo Entertainment System and Super Nintendo Entertainment System consoles. The Software Toolworks both developed and published the MS-DOS and Super NES versions in 1993, while the NES version was developed by Radical Entertainment and published by Nintendo in 1994. The MS-DOS version was re-released as Mario's Time Machine Deluxe in 1996. Mario's Time Machine is one of several educational Mario video games that were released during the early 1990s; the game focuses on teaching human history. While the gameplay and engine varies between the three different versions, the story is roughly the same: the player assumes the role of Mario, who uses a time machine to return various artifacts, which had been stolen by Bowser, to their correct points in time. Mario's Time Machine received generally negative reception since its release, holding an aggregate score of 60.25% on GameRankings based on two reviews. Its use as an educational title has been mixed, and the game has been compared to another educational history game, Where in Time is Carmen Sandiego?

Gameplay
Mario's Time Machine is set in the year 1993. Bowser, who has built a time machine called the "Timulator," travels back in time and steals essential artifacts from various points in human history to place on display in a museum inside his castle. Because these actions will eventually change history permanently, the player character Mario takes control of the Timulator to return the artifacts to their proper areas in time. In the NES version, Bowser also kidnaps Yoshi, who is freed upon completing the game. The gameplay focuses on teaching the player the historical significance of each artifact (and of the associated historical person); to progress through the game, the player must correctly answer questions relating to the learned information. Mario's Time Machine uses a side-scrolling perspective, with a game engine that varies across all three versions. The player controls Mario using a point-and-click interface in the MS-DOS version, while the console versions use a platforming-based control scheme adapted from Super Mario World, in which Mario can move left or right and jump. Like Mario is Missing! the console versions use a password system to order to resume play from a particular

Mario's Time Machine game state. The player begins Mario's Time Machine in Bowser's museum. The museum is the main hub, where the player obtains the artifacts and directly assesses all the game's levels (which consist of locations on Earth in different time periods) using the Timulator. In the Super NES and MS-DOS versions, for each artifact, the player is given the year and place it originated from. For example, the player learns that the "Apple" artifact originated from 1687 Cambridge. The player can then time travel using this information; time traveling itself is a minigame in which Mario surfs through a wide ocean, collecting mushrooms. Collecting enough mushrooms will transport Mario to the time period and location programmed into the Timulator. The player is given a short document describing the life and notability of the historical person associated (e.g. Issac Newton), but the document itself has some of its terms missing. The player thus is required to converse with the local denizens of the time period in order to learn various facts and be able to fill in the blanks. The player chooses the words from a list of pre-determined words; if the player incorrectly fills a blank more than twice, he is sent back to 1993 and is required to try again. When the player fills all the blanks correctly, he can then successfully return the artifact to its original owner.[1] There are three possible endings based on the player's overall performance: in the worst ending, in which the player fails to return the artifacts quickly enough, Bowser steals back the Timulator and makes his escape to an area known as Paradise; in the other two endings, the Timulator experiences mechanical overload, sending and trapping Bowser in the Jurassic era. The NES version of Mario's Time Machine has a heavier emphasis on platforming than the other two versions. Despite the presence of enemies, Mario cannot lose lives or even take damage, so obtaining a game over is impossible. To obtain an artifact in Bowser's museum, the player plays a Mario Bros.-inspired minigame in which he fights Koopa Troopas. The player can then use the Timulator and travel to one of the fourteen selectable time periods. Unlike the other versions, the player is not explicitly told which time period the artifact originated from. The player is instead encouraged to explore the time periods and obtain hints, either from local denizens or from message blocks. Once the player figures out the artifact that belongs in that time period, he can then place the artifact in its original spot. After all the artifacts have been returned, the player is tasked to answer three random multiple choice questions pertaining to the historical periods visited. Answering the questions correctly will lead the player to the final boss fight with Bowser. The player wins the game upon Bowser's defeat.

469

Development
The MS-DOS and Super NES versions were developed by The Software Toolworks and published by Mindscape, while the NES version was developed by Radical Entertainment and published by Nintendo. Mario's Time Machine was originally released for computers in 1993, with a deluxe re-release titled Mario's Time Machine Deluxe in 1996. It was later released for the Super NES in December 1993, and for the NES on April 23, 1994.[2][3][4][5]

Reception
Since its release, Mario's Time Machine has received negative reception. It holds an aggregate score of 60.25% on Game Rankings based on two reviews.[6] Nintendo Power gave it a 2.65 out of five, while Electronic Gaming Monthly gave it a 6.75 out of 10.[6] GameSpy's Brian Altano and Brian Miggels named its ending as one of the worst ever, criticizing it for showing Bowser crying.[7] Fellow GameSpy editor Mike Drucker called it "half-assed."[8] GamesRadar commented that those who like this game may like Night at the Museum: Battle of the Smithsonian, which they gave a negative review to.[9] They later suggested that it was an unpopular game, commenting that "five, maybe six people played the NES version of Marios Time Machine".[10] ABC Good Game called it "awful," and was "way too complicated for any school-aged youngster to understand."[11] Nintendo of Canada included a sealed copy of the NES version as part of a charity auction along with several other sealed NES games.[12] In the book Video Games: A Guide for Savvy Parents, author David Sheff found the educational elements good, but criticized the gameplay.[13] Andy Slaven, author of the book Video Game Bible, 1985-2002, accused the game of ripping off

Mario's Time Machine Where in Time is Carmen Sandiego?, also noting that though it is not a bad game, it is not a good educational one.[14] Authors David Wesley and Gloria Barczak associated Mario's Time Machine with the recent "flood of ill-conceived Mario spin-offs", arguing that these games nearly destroyed the Mario license.[15] The Independent's Janet Swift discussed Mario's Time Machine in her article on the latest generation of educational titles in 1994. She compared it to Mario is Missing! in its execution, which she found "special," praising it for its educational value for children.[16] Allgame's Brett Alan Weiss called the action scenes "dreadfully dull" and the presentation "merely average".[17] He added that while he does not dislike educational games, they must be both "entertaining and enlightening."[18] IGN's Levi Buchanan included it in their assessment of the "other Mario games," implying that the premise was boring and criticizing the game for lacking any real platform gameplay. He commented that it had "honorable intentions," but that it was "decidedly shallow." He also criticized the act of putting Mario in realistic time periods, commenting that he "occupies the imagination, a place with Star Festivals and giant piranha plants."[1] In 2007, Screwattack placed Mario's Time Machine as the fourth worst Mario game, criticizing it for ruining the concept of a Mario time-travel game.[19]

470

See Also
Educational games in the Mario series

References
[1] Buchanan, Levi (2008-08-21). "The Other Mario Games, Vol. 4 - Super NES Feature at IGN" (http:/ / retro. ign. com/ articles/ 901/ 901621p1. html). IGN. . Retrieved 2011-01-19. [2] "Mario's Time Machine Deluxe for PC" (http:/ / www. gamespot. com/ pc/ adventure/ mariostimemachinedeluxe/ index. html). GameSpot. . Retrieved 2011-01-19. [3] Search:. "Mario's Time Machine Release Information for NES" (http:/ / www. gamefaqs. com/ nes/ 587439-marios-time-machine/ data). GameFAQs. . Retrieved 2011-01-19. [4] Search:. "Mario's Time Machine Release Information for SNES" (http:/ / www. gamefaqs. com/ snes/ 588469-marios-time-machine/ data). GameFAQs. . Retrieved 2011-01-19. [5] Search:. "Mario's Time Machine Deluxe Release Information for PC" (http:/ / www. gamefaqs. com/ pc/ 929941-marios-time-machine-deluxe/ data). GameFAQs. . Retrieved 2011-01-19. [6] "Mario's Time Machine for SNES" (http:/ / www. gamerankings. com/ snes/ 588469-marios-time-machine/ index. html). GameRankings. . Retrieved 2011-01-19. [7] "The Worst NES Endings, and Why We Deserved Better - Page 1" (http:/ / www. gamespy. com/ articles/ 101/ 1013829p1. html). GameSpy. . Retrieved 2011-01-19. [8] "GameSpy: Mario is Evil - Page 1" (http:/ / wii. gamespy. com/ articles/ 108/ 1080907p1. html). Wii.gamespy.com. . Retrieved 2011-01-19. [9] Words: Jem Roberts, Xbox World 360 UK. "Night at the Museum: Battle of the Smithsonian, Night at the Museum: Battle of the Smithsonian Review, PC Reviews" (http:/ / www. gamesradar. com/ pc/ night-at-the-museum-battle-of-the-smithsonian/ review/ night-at-the-museum-battle-of-the-smithsonian/ a-200906031811544711915/ g-20090407133441600091). Games Radar.com. . Retrieved 2011-01-19. [10] "The ever-changing sizes of Mario and Bowser" (http:/ / www. gamesradar. com/ f/ the-ever-changing-sizes-of-mario-and-bowser/ a-20081008112917635057). GamesRadar. . Retrieved 2011-01-19. [11] http:/ / www. abc. net. au/ tv/ goodgame/ stories/ s2567035. htm [12] Miller, Ross (2008-05-30). "Nintendo of Canada offers sealed NES, SNES, GameBoy titles for charity auction" (http:/ / www. joystiq. com/ 2008/ 05/ 30/ nintendo-of-canada-offers-sealed-nes-snes-gameboy-titles-for-c/ ). Joystiq. . Retrieved 2011-01-19. [13] Video Games: A Guide for Savvy Parents - Google Books (http:/ / books. google. com/ books?id=K8kDYRNreJ8C). Books.google.com. . Retrieved 2011-01-19. [14] Video Game Bible, 1985-2002 - Google Books (http:/ / books. google. com/ books?id=PnPRd6QwvbQC). Books.google.com. 2004-01-16. . Retrieved 2011-01-19. [15] Innovation and Marketing in the ... - Google Books (http:/ / books. google. com/ books?id=O5KjS3Q7QdsC). Books.google.com. . Retrieved 2011-01-19.

[16] "Computers: Teaching children to teach themselves: The latest generation of 'edutainment' programs can keep children as engrossed as their favourite shoot 'em up. Janet Swift looks at indoor attractions for half-term - Gadgets & Tech, IndyBest" (http:/ / www. independent. co. uk/ extras/ indybest/ gadgets-tech/ computers-teaching-children-to-teach-themselves-the-latest-generation-of-edutainment-programs-can-keep-children-as-engrossed-as-their-favourite-shoot-em-up-j

Mario's Time Machine


html). The Independent. 1994-02-11. . Retrieved 2011-01-19. [17] Alan, Brett (2010-10-03). "Mario's Time Machine - Overview" (http:/ / www. allgame. com/ game. php?id=13473). allgame. . Retrieved 2011-01-19. [18] Alan, Brett (2010-10-03). "Mario's Time Machine - Review" (http:/ / www. allgame. com/ game. php?id=12507& tab=review). allgame. . Retrieved 2011-01-19. [19] "Top Ten Worst Mario Games" (http:/ / www. gametrailers. com/ video/ top-ten-screwattack/ 23547). Gametrailers. 2007-08-14. . Retrieved 2011-01-20.

471

External links
Mario's Time Machine (http://www.mobygames.com/game/marios-time-machine) at MobyGames

Hotel Mario

472

Hotel Mario
Hotel Mario
Hotel Mario box art
Developer(s) Publisher(s) Distributor(s) Designer(s) Artist(s) Composer(s) Series Platform(s) Releasedate(s) Genre(s) Mode(s) Fantasy Factory Philips Interactive Media Nintendo Stephen Radosh Mirena Kim Jack Levy Mario CD-i 1994 Puzzle game Single-player, two-player

Media/distribution Compact disc

Hotel Mario is a computer puzzle game developed by Fantasy Factory and published by Philips Interactive Media and Nintendo for the CD-i in 1994. The primary character of the game is Mario, who must find Princess Toadstool by going through seven Koopa hotels in the Mushroom Kingdom. Every hotel is divided into multiple stages, and the objective is to close all doors on each stage. Defeating a Koopaling on the hotel's final stage takes the player to the following building.[1] After Nintendo decided not to have Philips create an add-on for the Super NES, they gave Philips permission to use five of their characters in games for Philips' CD-i.[2] The games were given little time to be developed and little funding, and Nintendo only gave cursory input. The games resulting from the license were widely criticized, with Hotel Mario being regarded as one of the worst Mario-centered games,[3][4][5][6][7] due to the animation of the shutting doors, the unresponsive controls and especially known for the cutscenes that used full motion video.[4][6][8][9] The CD-i was considered a commercial failure and the games became valuable due to their rarity.

Gameplay
Controlling Mario or his brother Luigi in two-player mode,[10] the player has to complete all stages of the seven hotels in the game. The first six hotels contain 10 stages, and the last contains 15 stages.[10] Progressing from one stage to the next requires the player to shut every door without exceeding a time limit.[1] The purpose of closing the doors to progress is not explained.[11] Elevators, which operate differently depending on the hotel, enable the player to go between the five floors of the stage.[12] The faster a stage is cleared, the more points will be given to the player.[13] Every stage has its own title screen via which the game can be saved.[14] The screens are also used to enter previously played hotel stages and the map of the Mushroom Kingdom,[15] which allows the player to access any visited hotel.[10] While trying to close the doors, the player must avoid certain hazards. Mario will lose a life if he touches an enemy, runs out of time, runs off the edge of the floor he is on, or if all the doors are open.[16] Enemies in the game are mostly regular Mario series creatures, such as Goombas, Koopas, Boos, and their variations.[17] The opponent on the

Hotel Mario last stage of each hotel is one of the Koopalings, who use different methods to attack Mario.[1] In his normal state, Mario can tolerate one hit from an enemy and defeat most of the foes with a stomp.[12] By opening doors the player can find power-ups which grant different abilities. A Super Mushroom transforms Mario into Super Mario, with glowing overalls and the strength to withstand two enemy hits.[18] If the player finds another mushroom while Mario is in the Super Mario form, the item turns into a Fire Flower. When grabbing it, Mario becomes Fire Mario and can throw fireballs to eliminate enemies.[18] A 1-up mushroom known as "Extra Mario Mushroom" or "Toad" can only be found by Fire Mario.[18] Another way to earn an extra life is collecting 30 coins.[19] The player can also obtain a Star Man, which makes Mario temporarily able to knock any enemy off the screen by simply touching them.[19]

473

Plot and setting


The game takes place in the Mushroom Kingdom, which Bowser has turned into a hotel resort for the use of himself and his children, renaming the land "Klub Koopa Resort". Each hotel in the area is guarded by one of the Koopalings and their henchmen.[20] The hotels represent different building types with various locations, including a tree, a mine and a cloud.[21] Having been invited for a picnic by Princess Toadstool,[22] Mario and Luigi enter the Mushroom Kingdom. At the entrance, however, they find a message from Bowser. He reveals that he has taken control over the kingdom and established seven hotels there, at one of which Princess Toadstool is being held as a "permanent guest".[23] As they visit the first six hotels, Mario and Luigi find the Princess several times, but on every occasion she disappears out of their sight, ending up in another hotel.[24][25] They eventually enter a palace where Bowser himself resides.[26] With the hotel's owner defeated, the brothers flee the building with Princess Toadstool before it collapses. The Princess, now able to rule her kingdom in peace, thanks the Mario brothers,[27] giving them both a kiss.

Development
In May 1991, following an unsuccessful attempt with Sony to develop a CD-ROM-based add-on for the Super Nintendo Entertainment System, Nintendo signed a deal with Philips to develop the aforementioned add-on.[2] However, witnessing the poor reception of the Sega Mega-CD, Nintendo no longer considered the add-on profitable anymore, and the project was scrapped entirely.[2] As part of dissolving the deal, Nintendo gave Philips the license to use five of their characters, including Mario, Luigi, and Princess Toadstool, to be featured in their games for the CD-i.[28][29] Philips used the characters to create games for the CD-i, with Nintendo taking no part in their development except to give input on the look of the characters.[28][30] Apart from Hotel Mario, the Mario characters were intended to be used in Super Mario's Wacky Worlds, but the game was cancelled with only some prototype versions being programmed.[31][32] While Wacky Worlds was planned as a CD-i adaptation of the side-scrolling platformer Super Mario World,[5][33] Hotel Mario was made into a puzzle game in which stage areas were restricted to a single screen.[8] Unlike the Legend of Zelda-related games, the game was not developed by a third-party company, but by Philips' development team Fantasy Factory.[34] Several full motion video cutscenes were animated for Hotel Mario. The cinematics depict Mario and Luigi as they advance to the next hotel, discussing with each other and giving hints to the player such as: "If you need instructions on how to get through the hotels, check out the enclosed instruction book!". The voices of the Mario Brothers were provided by Marc Graue, with Jocelyn Benford doing the voice-over for Princess Toadstool.[35] On top of the full motion video capabilities of the CD-i, Hotel Mario made use of the systems internal clock by displaying messages that vary by date.[36] The backgrounds of the hotel stages were designed by freelance artist Trici Venola.[35] Having seen Hotel Mario's initial versionwhich Venola called "mechanical" and "visually no fun"she and art director Jeff Zoern decided to use elements from Disney and J. R. R. Tolkien to enhance the game's visual style.[37] Illustrations of the stages were

Hotel Mario composed of several blocks, each of which featured one detail. The first item Venola created for all hotels was the door.[37] Every building took one week to complete and was designed in accordance with a specific theme. For instance, a gothic design was used for Bowser's hotel.[37]

474

Reception
Upon its release, Hotel Mario was widely panned from video game magazines Electronic Gaming Monthly and GamePro. The former commented that Hotel Mario's gameplay was simple yet addicting.[38] GamePro, while calling the game fun, believed that it would soon bore players, and gave it a fun factor of 2.5 out of 5.[39][40] When Electronic Gaming Monthly named Mario the greatest video game character in 2005, they considered Hotel Mario his most embarrassing moment.[41] Similarly, it was deemed the worst Mario game of all time by ScrewAttack, who criticized the game for its audio and controls, as well as for being solely "based on shutting doors."[4] GameDaily included Hotel Mario in its feature of the worst games starring Nintendo mascots, stating its gameplay lacked identifiable Mario elements.[6] The game was also listed as the worst 2D platformer in the Mario series by N-Europe. The site found the Koopaling battles "uniquely bad", calling the game itself a "steaming turd".[5] IGN said that Hotel Mario was better than the respective The Legend of Zelda titles, but noted that closing doors was not "a strong enough hook for an entire game."[9] Chris Kohler of Wired magazine regarded Hotel Mario as "a puzzle game with no puzzles", assuming it was one of the reasons why Nintendo was not impressed by the CD-ROM medium.[31] The game was referred to as "craptastic" by GamesRadar[42] and "little more than a really rubbish version of Elevator Action" by Eurogamer.[3] In its 1994 review, GamePro rated Hotel Mario's graphics at 3.5 and sound at 4 out of 5, citing that "the only intriguing aspects of this game are the well-fashioned animated sequences."[39] Years after the game was released, the cut scenes have become a subject of criticism among video game websites,[3][5][43] and were called "outright terrifying" by 1UP.com.[8] IGN described them as "abysmal" and "a bad flip-book of images printed out of Microsoft Paint. From 1987."[9] The quality of the voice acting was also questioned.[5][8][9][43] Both 1UP.com and IGN thought the voices were unfitting for the characters and did not achieve the same playfulness as those of Mario and Luigi's current voice artist Charles Martinet. Hotel Mario was listed in the Top 20 Worst Mario Games of all time.[8][9]

References
[1] Hotel Mario instruction book. Philips Interactive Media. 1994. p.3. PP0260 GA. [2] "SNES-CD Profile" (http:/ / www. n-sider. com/ articleview. php?articleid=279). N-Sider. . Retrieved 2008-06-28. [3] Whitehead, Dan (2007-03-09). "The History of Mario" (http:/ / www. eurogamer. net/ article. php?article_id=87252& page=3). Eurogamer. . Retrieved 2008-06-21. [4] "ScrewAttack Top Ten Worst Mario Games" (http:/ / www. gametrailers. com/ player/ 23547. html). GameTrailers. 2007-07-21. . Retrieved 2008-06-21. [5] Ducker, Adam (2007-11-20). "Feature: Mario: The Best & The Worst" (http:/ / n-europe. com/ news. php?nid=11255). N-Europe. . Retrieved 2008-10-05. [6] Workman, Robert (2007-12-12). "Mascots Gone Wild: Nintendo Characters' Worst Moments (Hotel Mario)" (http:/ / www. gamedaily. com/ articles/ galleries/ mascots-gone-wild-nintendo-characters-worst-moments/ 132/ ?cp=2& page=2). GameDaily. . Retrieved 2008-06-21. [7] Buchanan, Levi (2008-08-21). "The Other Mario Games, Vol. 4" (http:/ / retro. ign. com/ articles/ 901/ 901621p1. html). IGN. . Retrieved 2008-10-25. [8] Cowan, Danny (2006-04-25). "CD-i Games: Nintendo" (http:/ / www. 1up. com/ do/ feature?pager. offset=5& cId=3149883). 1UP.com. . Retrieved 2008-06-21. [9] Buchanan, Levi (2008-08-14). "The Other Mario Games, Vol. 3" (http:/ / retro. ign. com/ articles/ 898/ 898778p1. html). IGN. . Retrieved 2008-09-16. [10] Hotel Mario instruction book. Philips Interactive Media. 1994. p.4. PP0260 GA. [11] Fletcher, J. C. (2008-08-07). "Virtually Overlooked: Hotel Mario" (http:/ / www. nintendowiifanboy. com/ 2008/ 08/ 07/ virtually-overlooked-hotel-mario/ ). Joystiq. . Retrieved 2008-09-13. [12] Hotel Mario instruction book. Philips Interactive Media. 1994. p.10. PP0260 GA. [13] Hotel Mario instruction book. Philips Interactive Media. 1994. p.7. PP0260 GA. [14] Hotel Mario instruction book. Philips Interactive Media. 1994. p.13. PP0260 GA.

Hotel Mario
[15] Hotel Mario instruction book. Philips Interactive Media. 1994. p.6. PP0260 GA. [16] Hotel Mario instruction book. Philips Interactive Media. 1994. p.12. PP0260 GA. [17] Hotel Mario instruction book. Philips Interactive Media. 1994. pp.1516. PP0260 GA. [18] Hotel Mario instruction book. Philips Interactive Media. 1994. p.11. PP0260 GA. [19] Hotel Mario instruction book. Philips Interactive Media. 1994. p.14. PP0260 GA. [20] Hotel Mario instruction book. Philips Interactive Media. 1994. p.2. PP0260 GA. [21] Hotel Mario instruction book. Philips Interactive Media. 1994. p.5. PP0260 GA. [22] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Opening sequence. (1994) "Mario: Nice of the Princess to invite us over for a picnic, eh, Luigi? / Luigi: I hope she made lots of spaghetti!" [23] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Opening sequence. (1994) "Bowser's message: Dear pesky plumbers, the Koopalings and I have taken over the Mushroom Kingdom! The Princess is now a permanent guest at one of my seven Koopa Hotels! I dare you to find her if you can!" [24] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Lemmy's High-ate Regency Hotel. (1994) "Mario: Get ready to catch her! / Luigi: She's not coming down! / Mario: She's up there!" [25] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Wendy's Blitz Snarlton Hotel. (1994) "Mario: Where's the Princess? / Luigi: Over there! Look! Wendy's hotel!" [26] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Bowser's Seizures Palace Hotel. (1994) "Mario: This is it, Luigi. Remember, where there's smoke... / Luigi: There's fire!" [27] Philips Fantasy Factory. Hotel Mario. (Philips Interactive Media). Philips CD-i. Level/area: Ending sequence. (1994) "Princess Toadstool: Thanks to you two, I can safely rule the Mushroom Kingdom, free from the terrible Koopaling Clan." [28] GameTrailers Staff (2006-10-22). "The Legend of Zelda Retrospective Part 3" (http:/ / www. gametrailers. com/ player/ 14537. html). GameTrailers. . Retrieved 2008-04-07. [29] Wilson, Mark (2007-06-05). "This Day in Gaming, June 5th" (http:/ / kotaku. com/ gaming/ history-is-cool!/ this-day-in-gaming-june-5th-265907. php). Kotaku. . Retrieved 2008-04-07. [30] Zelda Elements Staff (2008-01-01). "Overview: Link: The Faces of Evil" (http:/ / web. archive. org/ web/ 20071011064124/ http:/ / zeldaelements. net/ cdiseries_foe. shtml). Zelda Elements. Archived from the original (http:/ / www. zeldaelements. net/ cdiseries_foe. shtml) on October 11, 2007. . Retrieved 2008-04-07. [31] Kohler, Chris (2008-03-24). "The Video, #7: Nintendo and CD-i" (http:/ / web. archive. org/ web/ 20080501145223/ http:/ / blog. wired. com/ games/ 2008/ 03/ gamelife-the--3. html). Wired. Archived from the original (http:/ / blog. wired. com/ games/ 2008/ 03/ gamelife-the--3. html) on May 1, 2008. . Retrieved 2008-06-28. [32] "Revisit the Lost Super Mario CD-i Game" (http:/ / cdii. blogspot. com/ 2008/ 07/ revisit-lost-super-mario-cd-i-game. html). Interactive Dreams. 2008-07-31. . Retrieved 2008-09-19. [33] "Statement by Silas Warner Programmer on Super Mario's Wacky Worlds" (http:/ / blackmoon. classicgaming. gamespy. com/ statements/ silas_warner. html). GameSpy. 2003-07-26. . Retrieved 2008-06-28. [34] "Original and Exclusive CD-i Games (part 1)" (http:/ / cdii. blogspot. com/ 2006/ 08/ original-and-exclusive-cd-i-games-part. html). Interactive Dreams. 2006-08-01. . Retrieved 2008-06-29. [35] "Hotel Mario for CD-i Technical Information" (http:/ / www. gamespot. com/ cdi/ puzzle/ hotelmario/ tech_info. html?om_act=convert& om_clk=stats& tagstats;techinfo). GameSpot. . Retrieved 2008-06-01. [36] "Hotel Mario and the internal clock of the CD-i" (http:/ / cdii. blogspot. com/ 2007/ 07/ hotel-mario-and-internal-clock-of-cd-i. html). Interactive Dreams. 2007-06-06. . Retrieved 2008-07-11. [37] Devin (2007-09-16). "Interview with Trici Venola" (http:/ / blackmoon. classicgaming. gamespy. com/ interviews/ trici_venola. html). GameSpy. . Retrieved 2008-06-21. [38] "Major Mike's Game Roundup". Electronic Gaming Monthly (Sendai Publishing) 59 (6): 40. June 1994. [39] Lawrence of Arcadia (September 1994). "ProReview: CD-i". GamePro (IDG Communications) 62 (9): 108. [40] "Hotel Mario for CD-i" (http:/ / www. mobygames. com/ game/ cd-i/ hotel-mario/ mobyrank). MobyGames. . Retrieved 2008-06-30. [41] "Top Ten: Videogame Characters" (http:/ / www. 1up. com/ do/ feature?cId=3145545). 1UP.com; originally published in Electronic Gaming Monthly. 2005-11-28. . Retrieved 2008-06-21. [42] Reparaz, Mikel. "The 10 worst game intros of all time" (http:/ / www. gamesradar. com/ ps2/ f/ the-10-worst-game-intros-of-all-time/ a-200705041043115099/ g-20060331143728168090/ p-9). GamesRadar. . Retrieved 2008-10-05. [43] "Video Game Vault: Hotel Mario" (http:/ / www. gametrailers. com/ player/ 18418. html). GameTrailers. 2007-04-09. . Retrieved 2008-06-30.

475

Hotel Mario

476

External links
Hotel Mario (http://www.imdb.com/title/tt1571573/) at the Internet Movie Database Hotel Mario (http://www.mobygames.com/game/hotel-mario) at MobyGames

Mario's Game Gallery


Mario's Game Gallery Mario's FUNdamentals
Box art for Mario's Game Gallery.
Developer(s) Publisher(s) Presage Software, Inc. Brainstorm Entertainment (Mario's Fundamentals) Interplay Entertainment Corp. Mindscape (PC version of Mario's FUNdamentals) Stepping Stone (Mac version of Mario's FUNdamentals) Macintosh, PC: (Windows and DOS) PC

NA NA

Platform(s) Releasedate(s)

1995 January 1997 (re-release) 1996 (re-release)

Mac

NA

Genre(s) Mode(s) Rating(s)

Game compilation Single player

ESRB: K-A

Media/distribution Floppy Disk or CD-ROM

Mario's Game Gallery is a compilation of games published by Interplay Entertainment Corp. and developed by Presage Software, Inc. for the PC. It was released in 1995. It was later re-released as Mario's FUNdamentals, though it was published by Mindscape for the PC version and by Stepping Stone for the Macintosh version. It was also developed by Brainstorm Entertainment. It was released for the Macintosh in 1996, and for the PC in January 1997. It is the first video game to feature Mario with a voice, portrayed by Charles Martinet, though most attribute Super Mario 64 as being the first. The game includes five traditional games: checkers, backgammon, Go Fish, dominoes, and "yacht", a version of Yahtzee. Players play against Mario in these games, which play similarly to their real world counterparts, though with themes based on the Mario universe. Since their releases, both versions have received mixed reception; while publications such as The State and the Los Angeles Times found the game to be a good educational game, authors David Wesley and Gloria Barczak blamed it in part for almost destroying the Mario brand. Official Nintendo Magazine listed it as one of the rarest Mario games as well.

Mario's Game Gallery

477

Gameplay
Mario's Game Gallery consists of five games: checkers, Go Fish, dominoes, backgammon, and "yacht", a version of Yahtzee. In these games, players face off against Mario. The games all play similarly to their real world counterparts, featuring pieces based on the Mario universe.[1] Mario's Game Gallery is the first game in the series to feature Charles Martinet as Mario's voice actor, who has since gone on to act as Mario's voice actor in all games that give Mario a voice since.[2]

Development
Mario's Game Gallery was published by Interplay Entertainment Corp. and developed by Presage Software, Inc. for the PC. It was released in 1995. It was later re-released as Mario's FUNdamentals, though it was published by Mindscape for the PC version and by Stepping Stone for the Macintosh version. It was also developed by Brainstorm Entertainment. It was released for the Macintosh in 1996, and for the PC in January 1997.[3][4][5]

Reception
Since their releases, both Mario's Game Gallery and Mario's FUNdamentals have received mixed reception. The State praised it for "providing fun for whole family," describing the games included as "excellent."[6] The Miami Herald praised its "sharp" graphics and "fun" animations, as well as the music, which they claim to be based on music from the Mario series. Like the The State, they describe it as "fun for the whole family," though they criticize it for being too difficult at times. However, they recommend it for first-time PC users who want an "easy-to-install product for the new CD-ROM."[7] The Advocate called it a fun game, and praised Martinet for his Mario voice, stating that small children will "giggle with delight."[8] The Los Angeles Times included it in an article of educational video games that would appeal to younger gamers.[9] Authors David Wesley and Gloria Barczak cited Mario's Game Gallery as one of the games released in a "flood of ill-conceived Mario spin-offs", stating that it and the others nearly destroyed the series.[10] Official Nintendo Magazine's Tom East featured it as part of his "Rare Mario games" article, commenting that though it featured Martinet as Mario first, most identify Super Mario 64 as his first role as Mario.[11] It was deemed the sixth worst Mario game of all time by ScrewAttack, concluding that there was "nothing fun about FUNdamentals".[1]

References
[1] "ScrewAttack - Top Ten Worst Mario Games" (http:/ / www. gametrailers. com/ player/ 23547. html). GameTrailers. 2007-07-21. . Retrieved 2008-06-29. [2] Guinness World Records Gamer's Edition - Google Books (http:/ / books. google. com/ books?id=OJQFSlyMEfAC). . Retrieved 2011-01-20. [3] Search:. "Mario's Game Gallery Release Information for PC" (http:/ / www. gamefaqs. com/ pc/ 952151-marios-game-gallery/ data). GameFAQs. . Retrieved 2011-01-20. [4] Search:. "Mario's FUNdamentals Release Information for PC" (http:/ / www. gamefaqs. com/ pc/ 927051-marios-fundamentals/ data). GameFAQs. . Retrieved 2011-01-20. [5] Search:. "Mario's FUNdamentals Release Information for Macintosh" (http:/ / www. gamefaqs. com/ mac/ 927068-marios-fundamentals/ data). GameFAQs. . Retrieved 2011-01-20. [6] . http:/ / nl. newsbank. com/ nl-search/ we/ Archives?p_product=CS& s_site=thestate& p_multi=CS& p_theme=realcities& p_action=search& p_maxdocs=200& p_topdoc=1& p_text_direct-0=0EB58483CE28C2B6& p_field_direct-0=document_id& p_perpage=10& p_sort=YMD_date:D& s_trackval=GooglePM. [7] . http:/ / nl. newsbank. com/ nl-search/ we/ Archives?p_product=MH& s_site=miami& p_multi=MH& p_theme=realcities& p_action=search& p_maxdocs=200& p_topdoc=1& p_text_direct-0=0EB4D1E777B05AA1& p_field_direct-0=document_id& p_perpage=10& p_sort=YMD_date:D& s_trackval=GooglePM. [8] . http:/ / nl. newsbank. com/ nl-search/ we/ Archives?p_product=AD& p_theme=ad& p_action=search& p_maxdocs=200& p_topdoc=1& p_text_direct-0=0EB4780C9E25A2EA& p_field_direct-0=document_id& p_perpage=10& p_sort=YMD_date:D& s_trackval=GooglePM. [9] Churnin, Nancy (1997-12-15). "EDUCATION: SMART RESOURCES FOR STUDENTS AND PARENTS; Software to Make Fun of Education; With some thoughtful choices on your part, your kids will find that, yes, they can play games and learn a lot while they do it" (http:/ / pqasb. pqarchiver. com/ latimes/ access/ 23928087. html?dids=23928087:23928087& FMT=ABS& FMTS=ABS:FT& type=current&

Mario's Game Gallery


date=Dec+ 15,+ 1997& author=NANCY+ CHURNIN& pub=Los+ Angeles+ Times& desc=EDUCATION:+ SMART+ RESOURCES+ FOR+ STUDENTS+ AND+ PARENTS;+ Software+ to+ Make+ Fun+ of+ Education;+ With+ some+ thoughtful+ choices+ on+ your+ part,+ your+ kids+ will+ find+ that,+ yes,+ they+ can+ play+ games+ and+ learn+ a+ lot+ while+ they+ do+ it. & pqatl=google). Pqasb.pqarchiver.com. . Retrieved 2011-01-20. [10] Innovation and Marketing in the ... - Google Books (http:/ / books. google. com/ books?id=O5KjS3Q7QdsC). . Retrieved 2011-01-20. [11] "Nintendo Feature: Rare Mario games" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=7898). Official Nintendo Magazine. 2009-04-10. . Retrieved 2011-01-20.

478

Mario Clash

479

Mario Clash
Mario Clash
Developer(s) Publisher(s) Platform(s) Releasedate(s) Nintendo R&D1 Nintendo Virtual Boy

JP

[1]

September 28, 1995 [3] NA October 1, 1995


[4]

[2]

Genre(s) Mode(s) Rating(s)

Platform game, action Single player

ESRB: K-A (Kids to Adults)

Media/distribution 1MB Cartridge

Mario Clash ( Mario Kurasshu) is a game produced by Nintendo in 1995 for the Virtual Boy. It is the first stereoscopic 3D Mario game, and a 3D reimagining of the original Mario Bros. game.[5] Reception for the game was mixed, with reviewers feeling that while the Virtual Boy hardware itself held the game back, it still had its positive traits as well.

Gameplay
The objective of the game is to knock all the enemies in a particular level off ledges. This is accomplished by jumping on a Koopa Troopa, picking up its shell, and then throwing it at other enemies to defeat them.[5] Levels consist of two planes, a "foreground" and a "background", with lower, middle, and upper floor on each plane, and 4 pipes connecting different combinations of planes and floors.[4] Some enemies can be defeated with Mario throwing a shell at an enemy on the same plane as himself, while others can only be defeated if Mario throws a shell at an enemy into the background from the foreground, or vice versa.[5] The game's sole usable item is a mushroom, which, when touched, initializes "Fever Time", where Mario's shell throwing defeats any enemy it touches, regardless of its defenses.[6][7] The game has 99 levels, although the player can only choose to begin from any of the first forty of them.[8] However, the game does not allow for the saving of progress through the games, or high scores, once the game is turned off.[8]

Development
Mario Clash was developed by Nintendo R&D1, with director Gunpei Yokoi, the same team that was responsible for the development of the Virtual Boy itself.[9] His success with the Game Boy line of systems, coupled with the public's general belief that it was too early for the next generation of systems, due to the failure of systems such as the 3DO and the Atari Jaguar, the team brainstormed on different directions that could be taken.[9] The team came up with a system that used 3D images to display conventional 2D graphics, the Virtual Boy being the end result on the hardware end, and Mario Clash and Mario's Tennis the end result on the software end.[9]

Mario Clash

480

Reception
The game has received mixed reception. Screwattack named it the second worst Mario game of all time.,[10] while others were much more positive, like The Video Game Critic, who gave it an A rating, calling it "a satisfying mix of strategy and arcade action" and "a must have for Virtual Boy owners."[11] IGN called it "mildly clever little game that could have succeeded without the strange limitations of the Virtual Boy itself", citing the systems red-only graphics, and an awkward controller as things holding it back.[5] They also named it as one of the five 3D games of Nintendo's past that were most deserving of a rerelease on the Nintendo 3DS,[12] and called it "underrated".[13] Nintendo Life gave the game a 6 out of 10, stating that it " can be pretty boring and with its flat sprites, lack of a save function and other minor niggles, it's hard to recommend as an essential purchase. However, if you stick with it you'll find it does provide something of a challenge... it hardly deserves the title of 'Worse Mario Game Ever.'"[8] Nintendojo was more positive about it, give it an 8 out of 10, stating "While not without its pitfalls, Mario Clash proves to be an innovative departure for a Nintendo interpretation of Mario Bros... The modern iteration found in Super Mario Advance 1 and [Super Mario Advance] 2 may be very faithful to the original and include 4-player support, but Mario Clash is still a worthwhile romp through the 3rd dimension..."[4] GamesRadar praised the game,stating "it actually made brilliant use of 3D...The level designs featured a huge amount of variety, and figuring each one out was enormously fun."[1] Official Nintendo Magazine called it a "fun little game", but criticized the Virtual Boy hardware for causing headaches during gameplay.[14]

Legacy
Game mechanics of Mario Clash were also used as a microgame in WarioWare, Inc.: Mega Microgames! for the Game Boy Advance and its remake WarioWare, Inc.: Mega Party Games! for the Gamecube.[5] Featured as one of 9-Volt's microgames, the object was to knock either a Spike Top, Boo, or Paragoomba off the middle ledge in the foreground with a Koopa shell in the allotted time limit.

References
[1] [2] [3] [4] [5] http:/ / www. gamesradar. com/ the-5-best-virtual-boy-games/ "Mario Clash" (http:/ / www. nintendo. co. jp/ n09/ vue/ p_vmcj/ index. html) (in Japanese). Nintendo. . Retrieved 20 December 2011. "Mario Clash Virtual Boy" (http:/ / gameboy. ign. com/ objects/ 006/ 006648. html). IGN. . Retrieved 20 December 2011. http:/ / www. nintendojo. com/ archives/ reviews/ VB/ view_item. php?1070999643 Levi Buchanan (July 31, 2008). "Getting a headache with Mario Clash on the Virtual Boy." (http:/ / retro. ign. com/ articles/ 895/ 895518p1. html). The Other Mario Games, Vol. 1. IGN. . [6] Nintendo Power Vol.75, August 1995, p. 28 [7] http:/ / themushroomkingdom. net/ manuals/ mc. txt [8] http:/ / retro. nintendolife. com/ reviews/ 2009/ 05/ mario_clash_retro [9] http:/ / www. pocketgamer. co. uk/ r/ DS/ History+ of+ Nintendo/ feature. asp?c=11512 [10] "Top Ten Worst Mario Games" (http:/ / www. screwattack. com/ shows/ originals/ screwattack-top-10s/ top-ten-worst-mario-games). ScrewAttack. . Retrieved 20 December 2011. [11] http:/ / videogamecritic. net/ vboymz. htm#Mario_Clash [12] http:/ / ds. ign. com/ articles/ 110/ 1106174p1. html [13] http:/ / retro. ign. com/ articles/ 954/ 954165p1. html [14] http:/ / www. officialnintendomagazine. co. uk/ 7898/ featuresrare-mario-games/

External links
Official Nintendo Japan Mario Clash site (http://www.nintendo.co.jp/n09/vue/p_vmcj/index.html)

Super Mario RPG: Legend of the Seven Stars

481

Super Mario RPG: Legend of the Seven Stars


Super Mario RPG: Legend of the Seven Stars
North American box art depicts (from left to right) Bowser, Princess Peach, and Mario
Developer(s) Publisher(s) Director(s) Producer(s) Composer(s) Square Nintendo Yoshihiko Maekawa Chihiro Fujioka Shigeru Miyamoto Yoko Shimomura Koji Kondo Nobuo Uematsu Super Nintendo Entertainment System, Virtual Console SNES

JP NA

Platform(s) Releasedate(s)

March 9, 1996 May 13, 1996 June 24, 2008 August 22, 2008 September 1, 2008

Virtual Console

JP PAL NA

Genre(s) Mode(s) Rating(s)

Action role-playing game Single-player


ACB: G ESRB: K-A (SNES), E (VC) PEGI: 3+

Media/distribution

4 MB SA-1 cartridge

Super Mario RPG: Legend of the Seven Stars, often shortened and officially known in Japan as Super Mario RPG ( RPG Sp Mario ru P J), is an action role-playing game developed by Square (now Square Enix) and published by Nintendo for the Super Nintendo Entertainment System (SNES). It was originally released on March9, 1996 in Japan and on May13, 1996 in North America. Nintendo ported the game, with minor differences, to the Wii's Virtual Console service in 2008 to regions around the world. It is the first role-playing video game in the Mario series. The game contains token similarities to other Square role-playing video games, such as Chrono Trigger and the Final Fantasy series, with a story and action-based gameplay derived from the Super Mario Bros. series. The game's story focuses on Mario and the teammates he meets as they seek to eliminate Smithy, the game's main antagonist, who has stolen the seven star pieces of Star Road, a road where all the world's inhabitants' wishes become Wish Stars, allowing them to be granted. The game features five permanent playable characters. Super Mario RPG was directed by Yoshihiko Maekawa and Chihiro Fujioka and produced by Shigeru Miyamoto. Yoko Shimomura composed the game's score, which was released on a soundtrack album in Japan shortly after the game's debut. Super Mario RPG was the final Mario game released for the SNES as well as one of the last games Square produced for Nintendo hardware until Chocobo Land: A Game of Dice in 2002. Square did much of the development of Super

Super Mario RPG: Legend of the Seven Stars Mario RPG under direct guidance from producer Shigeru Miyamoto. The game was well-received upon release, and it was praised particularly for its 3D rendered graphics and humor. The game spawned the Mario RPG series, and two successive RPG-themed spiritual sequels followed: the Paper Mario series and the Mario & Luigi series, both of which use certain conventions established in the original.

482

Gameplay
Super Mario RPG contains token similarities to other Square video games, such as Chrono Trigger and the Final Fantasy series, along with a story and gameplay based on the Super Mario Bros. series of platform games.[1] Like most RPGs, there are two main sections to the game: adventuring and turn-based monster battles. Much of Super Mario RPG's gameplay is outside monster battles and plays like an isometric platformer, in which traditional Mario elements such as punching floating question blocks from below are prominent. Enemies are visible in the field; a battle ensues only if Mario comes in contact with one. This allows the player to evade unnecessary battles.[2] The player controls only Mario at the journey's beginning. Ultimately, the player will gain a party of five characters, though only three characters can be used during a battle at any given time. Mario is always in the player's party, but the other two characters can be selected before battles. Each of the five characters has a unique set of attacks and techniques. For example, Toadstool's abilities are primarily healing techniques, whereas Geno and Bowser have offensive attacks that deal high amounts of damage. The combat is based on a traditional turn based battle system with the addition of action commands that amplify a move's effects. The action command consists of timed button presses during an attack, special move, defense, or item usage. This is one of the more innovative features of gameplay, becoming a mainstay of later Mario RPGs and carrying over to later RPGs such as Final FantasyVIII.[2]

Plot
Characters and setting
The game world is set in a geographically diverse land, including mountains and bodies of water. Each region has distinct characteristics held by its inhabitants; Mushroom Kingdom is inhabited by Toads, Moleville is inhabited by moles, Monstro Town is populated by reformed monsters, Yo'ster Isle is where Yoshi and his eponymous species reside, and Nimbus Land is an area inhabited by cloud people. Bowser's Castle is another prominent location in the game, as it holds the portal to the main antagonist's home world. The main protagonist is Mario, whose ultimate goal is to rescue Princess Toadstool from Bowser. Soon after the start of his journey, the Smithy Gang invades the world. While attempting to stop the group, Mario is joined by Mallow, a cloud boy who thinks he is a tadpole; Geno, a doll possessed by a celestial spirit from the Star Road; Bowser, whose armies have deserted him out of fear of the Smithy Gang; and Princess Toadstool, who was lost in the turmoil that occurred when the Smithy Gang arrived. The Smithy Gang is led by Smithy, a robotic blacksmith from an alternate dimension with aspirations of world domination.[3]

Story
The game begins when Mario enters Bowser's Castle to rescue Princess Toadstool.[2] During the battle, a giant sword breaks through the Star Road and crashes into Bowsers castle,[2] sending Mario, Princess Toadstool, and Bowser flying in different directions, as well as scattering seven star fragments. Mario makes his way to the Mushroom Kingdom, where the mushroom chancellor insists that Mario recover the Princess and discover the purpose of the giant sword.[4] Upon leaving Toadstool's castle, Mario encounters Mallow, a "tadpole" who has lost a frog coin to Croco, a local thief.[5] Mario agrees to help him, but when they return to the castle, he finds that the kingdom is overrun by creatures from the Smithy Gang. He and Mallow enter the castle and are met by the first boss in the game, a giant knife and spring-like creature named Mack.[6] When Mack is defeated, they find a mysterious Star Piece, which Mario takes in hopes of finding out more about it later.

Super Mario RPG: Legend of the Seven Stars During Marios search for the princess, on which Mallow accompanies him, he meets a star spirit who has taken control over a doll named Geno. After another boss battle against a bow-like creature named Bowyer, Geno then joins Mario and tells him that the Star Piece is a part of the shattered Star Road, where he resides. Geno is tasked with finding the seven pieces of Star Road, which are held by members of the Smithy gang, in order to repair it.[7] Mario and Mallow agree to help Geno. Mario eventually finds Bowser, who is trying to reassemble his forces. They join together to save the princess, as she is about to be forcibly married to Booster.[8] After Toadstool has been rescued, Bowser joins Mario's party, and the player is able to switch characters for the first time.[9] Princess Toadstool initially goes back to Mushroom Kingdom but soon joins the party as well.[10] After Mario and his group recovered most of the Star Pieces, they learn that the last one is held in Bowser's castle.[11] Upon battling their way through the assembled enemies and returning to the giant sword, they discover that it is actually a gateway to Smithy's factory, where Smithy mass produces his army.[12] In the end, Smithy is defeated, and the collected Star Pieces are used to repair the Star Road.[13]

483

Development
The game was officially unveiled by both Mario creator and producer Shigeru Miyamoto and co-director Chihiro Fujioka at the 1995 V-Jump Festival event in Japan. Miyamoto led teams at Nintendo and Square, who spent over a year developing the graphics.[14] The story takes place in a newly rendered Mushroom Kingdom based on the Super Mario Bros. series. Square reported that the game was about 70% complete in October1995. The developers created the interior elements such as columns, stairways, and exterior elements with advanced computer modeling techniques. Special lighting effects were used to create shadows and reflections that were meant to improve the 3D elements.[15][16] With guidance from Miyamoto, Square developed the game, combining role-playing aspects of previous Square games like Final Fantasy VI and Chrono Trigger, with the platforming elements of Nintendo's games. Square's Final Fantasy series was the model for the battle sequences, while the tradition of Super Mario Bros. games demanded a lot of action. Mario's ability to jog in eight directions and jump up or down in threequarter perspective gave him a (comparatively) large range of motion. At 70% complete, the mix of adventure and action game play elements placed it in a category closer to The Legend of Zelda: A Link to the Past.[16] When Nintendo of America received a 60% complete version in November, the staff were surprised at the inclusion of an RPG battle system. The battle screens, using pre-rendered sprites as in the rest of the game, included attack animations of equipped weapons.[17] In December, further development and improvements to the gameplay delayed the translation of the game.[18] For example, the Chancellor, who was named the Mushroom Retainer in Japan,[16] was called the "Minister" in North America.[18] Plans continued through February for the North American version,[18] changing the release date forecast from winter to spring.[16][19][20] Super Mario RPG: Legend of the Seven Stars is one of only three SNES games released outside Japan to use the Nintendo SA-1 chip. Compared with standard SNES games, the additional microprocessor allows higher clock speeds; faster access to the random-access memory (RAM); greater memory mapping capabilities, data storage, and compression; new direct memory access (DMA) modes, such as bitmap to bit plane transfer; and built-in CIC lockout for piracy protection and regional marketing control.[21]

Audio

Super Mario RPG: Legend of the Seven Stars

484

Super Mario RPG Original Sound Version


Soundtrack album by Yoko Shimomura Released Genre Length Label Producer March 25, 1996 Video Game Soundtrack 1:44:39 NTT Publishing Yoko Shimomura

Yoko Shimomura, who later composed the music for Parasite Eve, Legend of Mana, and the Kingdom Hearts series, composed the game's music. As part of the score she incorporated arrangements of music by Koji Kondo from Super Mario Bros. and three tracks by Nobuo Uematsu from the Final Fantasy series. Although the soundtrack contains both lighter and darker themes, it has been described as containing "a touch of bounciness" throughout.[22] Shimomura regards the Super Mario RPG soundtrack as one of the turning points in her career as a video game composer.[23] The music from the game was released as a soundtrack album, titled Super Mario RPG Original Sound Version. NTT Publishing released it in Japan on March 25, 1996. The two disc set contains 61 of the game's 73 songs.[22]

Track listing
Disc One No. Title 1. "Happy Adventure, Delightful Adventure" 2. "Let's Try" 3. "In the Flower Garden" 4. "Bowser's Castle (First Time)" 5. "Fight Against Bowser" 6. "The Sword Descends and the Stars Scatter" 7. "Super Pipe House" 8. "Where Am I Going?" 9. "The Road Is Full of Dangers" 10. "Fight Against Monsters" 11. "Victory!!" 12. "Hello, Happy Kingdom" 13. "Explanation!" 14. "A New Partner" 15. "Still, the Road Is Full of Dangers" 16. "Invincible Star" 17. "Fight Against a Somewhat Stronger Monster" 18. "Here's Some Weapons!" 19. "Fight Against an Armed Boss" 20. "Got a Star Piece" Length 3:37 1:09 0:31 0:40 1:06 0:40 1:37 0:40 1:39 1:16 0:28 2:33 0:15 0:05 1:49 0:19 1:22 1:29 2:03 0:34

Super Mario RPG: Legend of the Seven Stars

485
1:16 1:18 0:49 0:06 1:02 1:23 1:29 2:12 1:11 1:10 1:45 1:01 1:41 2:32 1:42 2:11 1:39 0:46 2:03 51:08

21. "The Dungeon Is Full of Monsters" 22. "Let's Go Down the Wine River" 23. "Grandpa and the Delightful Tadpoles" 24. "Shock!" 25. "Sad Song" 26. "Let's Play "Geno"" 27. "Geno Awakens" 28. "Beware the Forest's Mushrooms" 29. "Rose Town" 30. "From Inside the Earthen Pipe" 31. "Welcome! Yo'ster Island!!" 32. "Let's Race" 33. "Hard-Working Moles Are Good Moles" 34. "Docaty Mountain Railroad" 35. "Welcome to Bukki Tower" 36. "And My Name's Bukki" 37. "Long Long Ago..." 38. "Heart Beating a Little Faster" 39. "Slope" Total length:

Disc Two No. Title 1. "The Merry Mary Bell Rings" 2. "Celebrational" 3. "The Starlight's Flower" 4. "Sunken Ship" 5. "Going Shopping in Ripple Town" 6. "My Paradise -Monstro Town-" 7. "Fight Against Culex" 8. "Victory Over Culex" 9. "Conversation with Culex" 10. "You and Toadofski Create Exquisite Music" 11. "Let's do the Fooka-Fooka! (Fluff Fluff)" 12. "Margarie Margarita" 13. "Dodo's Coming!!" 14. "Barret Volcano" 15. "The Axem Rangers Drop In" 16. "Bowser's Keep (Second Time)" 17. "Weapons Factory" Length 2:33 0:12 1:22 3:05 1:34 3:40 2:29 0:52 1:25 0:29 3:06 2:16 0:57 1:57 1:20 3:02 2:59

Super Mario RPG: Legend of the Seven Stars

486
2:10 2:41 4:24 6:10 3:46 52:29

18. "Fight Against Smithy" 19. "Fight Against Smithy, Who Likes Transforming" 20. "Goodbye Geno/Seeking Dreams Through the Window of the Stars" 21. "Happy Parade, Delightful Parade/And the Parade Draws to a Close..." 22. "The End!" Total length:

Reception
Reception Aggregate scores
Aggregator GameRankings Score 87.94% [24]

Review scores
Publication 1UP.com Allgame Electronic Gaming Monthly IGN RPGamer 8.75 of 10 Score A [25] [26] [24] [2]

9.5/10 (VC) 4 of 5

[27]

Super Mario RPG: Legend of the Seven Stars received very positive reviews and has appeared on reader-selected "best game of all-time" lists, such as 26th on GameFAQs[28] and 30th at IGN.[29] Japanese audiences received Super Mario RPG well with 1.47million copies sold, making it the third highest-selling game in Japan in 1996.[30] Though various aspects of Super Mario RPG: Legend of the Seven Stars have received mixed reviews, it garnered praise for the quality of the graphics and for the humor in particular. Nintendo Power's review commented that the "excellent" 3D graphics helped the game appeal to a much wider audience than most traditional RPGs. In March 1997, Nintendo Power nominated the game for several awards, including "Best Graphics", in a player's choice contest,[31] though Super Mario 64 won "Best Graphics".[32] 1UP.com praised the graphics, stating that they are "the best seen on the Super NES".[33] Electronic Gaming Monthly stated that the graphic element is "strong enough to resemble a Mario title but still retains the role-playing theme at the same time",[34] and commented that the graphics is "typical of Nintendo, using clean and colorful graphics along with nice animation".[35] RPGamer editor Derek Cavin called the backgrounds "beautiful" and stated that they "perfectly bring the Mushroom Kingdom and surrounding areas into 3D".[27] Skyler Miller from Allgame stated that the graphics are "absolutely outstanding, with colorful, 3D rendered visuals that once seemed impossible on the Super NES. This is definitely the high watermark for 3D graphics on any 16-bit system". The editor also called the music "quite extraordinary" and that the songs "match the mood of the surrounding environment".[26] In the Virtual Console re-release, IGN's Lucas Thomas' review of Super Mario RPG stated that the game's experience "completes itself with a compelling story, a humorous attitude and a variety of interspersed mini-games that break up the adventuring action". The publication also stated that the soundtrack is "spectacular and a joy to listen to" and the graphics "took full advantage of the system's 16-bit technology and looks great".[2]

Super Mario RPG: Legend of the Seven Stars Despite the praise, Cavin noted that most of the battle system mechanics "aren't very original" and also noting the "lack of a unified storyline" which is "far from great".[27] Miller commented that after engaging in many battles, "the battle music becomes monotonous" and that after the game is beaten, "There aren't any surprises to be discovered the second time around".[26] While 1UP.com stated that "The characters seem too childish for older gamers".[36]

487

Legacy
Officially, Super Mario RPG does not have a direct sequel. Considered to be its thematic and spiritual sequels, two successive RPG-themed Mario series, the Paper Mario series and the Mario & Luigi series, followed conventions established in the original (for example, the use of "Flower Points" instead of Magic Points, timed action commands during battles, and, in the original Paper Mario, the collection of the seven stars). Nintendo originally titled Paper Mario as Super Mario RPG 2.[37] However, Square's involvement in the original game made direct sequels legally impossible without Square's permission or involvement. As a result, Nintendo changed the title to Paper Mario.[38] Mario & Luigi: Superstar Saga features the Geno doll,[39] with a mention of Square Enix as the copyright holder of the character in the end credits.[40] Development team members, including some from Square, went on to work on the Mario & Luigi series. These include the two directors, Yoshihiko Maekawa and Chihiro Fujioka, as well as music composer Yoko Shimomura. However, they provided different styles and mechanics than those of Super Mario RPG. Various locations and characters from the game appear in the children's book Mario and the Incredible Rescue released by Scholastic in 2006.[41] On May 30, 2008, Nintendo announced that Super Mario RPG was to be released on the Virtual Console in Japan the following month.[42] On June 13, 2008, the OFLC rated the game for release in Australia.[43] On June 24, 2008, it was released on the Virtual Console in Japan. On August 22, 2008, the game was released for the first time in Europe and Australia, as part of the 3rd Hanabi Festival alongside a release of Super Mario Bros: The Lost Levels on the European Virtual Console after being available for a limited period during the first Hanabi Festival. Certain animations, namely those for the "Flame Wall" and "Static E!" attacks, were dimmed to avoid possible seizures, and colors were adjusted. On September 1, 2008, it was released on the Virtual Console in North America, under the distinction of being the 250th Virtual Console game released in that region.[44] Super Mario RPG has a gathered a cult following and continues to steadily grow in collectors value due to the low sales during its release.

References
[1] Scott Pelland; Kent Miller, Terry Munson, Paul Shinoda (1996-10). "Epic Center". Nintendo Power (M. Arakawa, Nintendo of America, Inc.) (89): 60. [2] Thomas, Lucas (2008-09-02). "Super Mario RPG: Legend of the Seven Stars Review" (http:/ / wii. ign. com/ articles/ 906/ 906945p1. html). IGN. . Retrieved 2010-01-07. [3] Smithy: "Hurrumph! Better yet... Why don't YOU give me YOUR stars. Why, then I could easily conquer this world! Then we could get rid of all wishes, and create a world filled with...WEAPONS!!" Square. Super Mario RPG. (Square). Super Nintendo Entertainment System. (1996) [4] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Chancellor: It will be up to you to enter the keep and rescue Princess Toadstool! / Mario...her life is in your hands. Please, save our dear Princess! / Mario! Forgive me. But I can't stop worrying about the Princess..." [5] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Mallow: Oh, no! That REPTILE stole my Grandpa's coin! / My Grandpa asked me to buy some things for him here. When I walked into town, that croc stopped me! Oh yeah! He took it from me! He stole my coin! I chased him, but he's way too fast... / I'm Mallow from Tadpole Pond. I'm a frog, but can you believe it? I can't jump. Embarrassing huh?" [6] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Mack: Listen up, gang! These guys are gonna put a stop to OUR party! Are we happy about this?!" [7] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Geno: But Mario and I must leave now to find... the missing Star Pieces... / Gaz: Star Pieces? You mean like shooting stars? What for? / Geno: No one's wishes will

Super Mario RPG: Legend of the Seven Stars


come true until the Star Pieces are found and the Star Road repaired. Which is why I have chosen to join these two in order to find the missing Star Pieces." [8] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Booster: I'm Booster and this is my famous tower of amusement. Normally I welcome visitors to play with me and my Snifits. However, a girl fell out of the sky and into my lap, recently. Since then, I've been busy keeping her happy and entertained. I no longer have the time to play. So please enjoy yourself... at your own risk, that is! / My bride-to-be is chanting, "MARIOHELPMEMARIOHELPME". Is she showing her happiness?" [9] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Bowser: So, now Toadstool and I are allies. I'll never live this down!" [10] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Toadstool: Finally...let's get back. / I'm finally home! / We need to go and find those Star Pieces, NOW! / Chancellor: Princess! You CAN'T be serious! You're NOT thinking of joining them, ARE YOU? This is sheer madness... You're a Princess! What will people say?! / Toadstool: I don't care! Things seem so hopeless right now... / Mario! Please, Mario! Take me along with you, please! / So...let's go find us a star! Hmmm... But I wonder where it could be... I have absolutely no idea! Do you? / Okay then! Let's do it!" [11] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Queen Nimbus: The last star... Wait! The only place left to look is in Bowser's Keep!" [12] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Clerk: Production is on schedule? This, despite the fact that Mack, Bowyer, Yaridovich, and the Axem Rangers were defeated. At this rate, Smithy will have a new army in no time!" [13] Square. Super Mario RPG: Legend of the Seven Stars. (Nintendo). Super Nintendo Entertainment System. (1996) "Smithy: NOOOOOOOOOOOO...!!! / Guooooooo!!!!! My b...body and head are burning! It's not...possible...! I don't believe it...! I'm...finished...done for...! Guooooooooo...noooooo...! / Geno: Come on, Mario! Send the last one way up high!... Thank you, everyone! The Star Road is back to normal!" [14] Scott Pelland; Kent Miller, Terry Munson, Paul Shinoda (1996-04). "Epic Center". Nintendo Power (Nintendo) (83): 56. [15] Scott Pelland; Kent Miller, Terry Munson, Paul Shinoda (1995-10). "Special Features". Nintendo Power (Nintendo) (77): 29. [16] Scott Pelland; Kent Miller, Terry Munson, Paul Shinoda (1995-10). "Mario plays a new role". Nintendo Power (M. Arakawa, Nintendo of America, Inc.) (77): 2629. [17] Scott Pelland (1995-11). "Epic News". Nintendo Power (77): 51. [18] Scott Pelland (1995-12). "Epic News". Nintendo Power (77): 51. [19] Scott Pelland (1995-11). "Release Forecast". Nintendo Power (77): 113. [20] Scott Pelland (1995-12). "Release Forecast". Nintendo Power (77): 113. [21] "IGN Top 100 Games 2008" (http:/ / uk. top100. ign. com/ 2008/ ign_top_game_23. html). IGN. . Retrieved 2011-09-08. [22] Thomas, Damian (2001-03-23). "Super Mario RPG OSV" (http:/ / rpgfan. com/ soundtracks/ smbrpg/ index. html). RPGFan. . Retrieved 2011-08-09. [23] Shimomura, Yoko (2009-10-01). "Interview with Yoko Shimomura (September 2009)" (http:/ / squareenixmusic. com/ features/ interviews/ yokoshimomura. shtml). Square Enix Music Online, GameMusic.pl. . Retrieved 2011-08-09. [24] "Super Mario RPG: Legend of the Seven Stars Reviews" (http:/ / www. gamerankings. com/ snes/ 588739-super-mario-rpg-legend-of-the-seven-stars/ index. html). Game Rankings. . Retrieved 2007-09-10. [25] "Super Mario RPG Review from SNES, Wii from 1UP.com" (http:/ / www. 1up. com/ do/ reviewPage?cId=3111933). 1UP.com. . Retrieved 2011-07-01. [26] Miller, Skyler. "Super Mario RPG: Legend of the Seven Stars - Review - allgame" (http:/ / www. allgame. com/ game. php?id=2629& tab=review). Allgame. . Retrieved 2011-07-01. [27] Derek 'Roku' Cavin (http:/ / www. rpgamer. com/ bios/ dcavin. html) (2004-03-13). "Mario Gets HP" (http:/ / www. rpgamer. com/ games/ mario/ smrpg/ reviews/ smrpgstrev2. html). RPGamer. . Retrieved 2008-02-21 [28] GameFAQs (CNET Networks) (2006-03-23). "GameFAQsFall 2005: 10-Year Anniversary ContestThe 10 Best Games Ever" (http:/ / www. gamefaqs. com/ features/ contest/ top10). Video Game CheatsVideo Game ReviewsVideo Game CodesVideo Game Web SiteGameFAQs. CNET Networks, Inc.. p.1. . Retrieved 2007-02-20. [29] "IGN Readers' Choice 2006 - The Top 100 Games Ever" (http:/ / top100. ign. com/ 2006/ 021-030. html). Video Game CheatsVideo Game ReviewsVideo Game CodesVideo Game Web SiteGameFAQs. IGN. 2006-10-05. p.1. . Retrieved 2007-02-20. [30] The Magic Box (The Webmaster) (2006-10-31). "The Magic Box: Platinum Game Chart, Japanese Console Games Sold Over One Million." (http:/ / www. the-magicbox. com/ topten2. htm). The Magic Box: International Videogame News. The Magic Box. p.1. . Retrieved 2007-02-20. [31] Dan Owsen & Scott Pelland (1997-03). "1996 Nintendo Power Award Nominations". Nintendo Power (94): 76, 77, 7982. [32] Scott Pelland (1997-05). "1996 Nintendo Power Awards Winners". Nintendo Power (96): 88, 89, 92, 93. [33] "Super Mario RPG: Legend of the Seven Stars Reviews" (http:/ / www. 1up. com/ do/ reviewPage?cId=3111932). 1UP.com. 2004-05-09. . Retrieved 2011-08-07. [34] "Super Mario RPG: Legend of the Seven Stars Reviews" (http:/ / www. 1up. com/ do/ reviewPage?cId=3111933). Electronic Gaming Monthly. 2004-05-09. . Retrieved 2011-08-07. [35] "Super Mario RPG: Legend of the Seven Stars Reviews" (http:/ / www. 1up. com/ do/ reviewPage?cId=3111934). Electronic Gaming Monthly. 2004-05-09. . Retrieved 2011-08-07.

488

Super Mario RPG: Legend of the Seven Stars


[36] "Super Mario RPG: Legend of the Seven Stars Reviews" (http:/ / www. 1up. com/ reviews/ super-mario-rpg-legend-stars_2). 1UP.com. 2004-05-09. . Retrieved 2011-08-07. [37] Kennedy, Sam (1999-08-28). "First Impressions: Super Mario RPG 2" (http:/ / www. gamespot. com/ n64/ rpg/ papermario/ preview_2450579. html). GameSpot. . Retrieved 2007-09-04. [38] Ahmed, Shahed (2000-05-19). "Super Mario RPG 2 Japanese Release Date" (http:/ / www. gamespot. com/ n64/ rpg/ papermario/ news. html?sid=2572399& mode=news). GameSpot. . Retrieved 2007-09-04. [39] AlphaDream. Mario & Luigi: Superstar Saga. (Nintendo). Game Boy Advance. Level/area: Little Fungitown. (2003-11-17) [40] AlphaDream. Mario & Luigi: Superstar Saga. (Nintendo). Game Boy Advance. Level/area: Game credits. (2003-11-17) [41] West, Tracey (2006). Mario and the Incredible Rescue (http:/ / www. amazon. com/ dp/ 0439843669?qisbn=1204681978). Scholastic Corporation. ISBN0-439-84366-9. . [42] Nintendo Japan (2008-05-30). "Japanese Virtual Console list - June 2008" (http:/ / www. nintendo. co. jp/ wii/ vc/ vc_smr/ index. html). Virtual Console Reviews - Nintendo Japan. . Retrieved 2008-05-30. [43] "Super Mario RPG: Legend of the Seven Stars Releases" (http:/ / www. giantbomb. com/ super-mario-rpg-legend-of-the-seven-stars/ 61-7358/ releases/ ). Giant Bomb. . Retrieved 2011-07-17. [44] "SMRPG arrives on the Wii Virtual Console for sale at 800 points" (http:/ / wii. ign. com/ articles/ 906/ 906885p1. html). IGN. 2008-09-01. . Retrieved 2008-12-09.

489

External links
Official Nintendo Japan Super Mario RPG site (http://www.nintendo.co.jp/n02/shvc/p_arwj/index.html)
(Japanese)

Nintendo home for SMRPG on the Virtual Console (http://www.nintendo.com/wii/online/virtualconsole/ games/detail/pp_F6yvh6eBcb69y1cWuUehbkF_UefwC) Super Mario RPG: Legend of the Seven Stars (http://register.nintendo.com/ gamemini?gameid=m-Game-0000-570) at Nintendo.com ( archives (http://web.archive.org/web/*/http:// www.nintendo.com/gamemini?gameid=m-Game-0000-570) of the original (http://www.nintendo.com/ gamemini?gameid=m-Game-0000-570) at the Internet Archive) Games by Year 2000-1996 (http://www.square-enix.com/na/game/year/00-96/) at Square Enix Super Mario RPG: Legend of the Seven Stars (http://www.dmoz.org/Games/Video_Games/Platform/ Mario_Games/Super_Mario_RPG_Series/Super_Mario_RPG_-_Legend_of_the_Seven_Stars//) at the Open Directory Project

Mario no Photopi

490

Mario no Photopi
Mario no Photopi
Developer(s) Publisher(s) Platform(s) Tokyo Electron Tokyo Electron Nintendo 64
JP

Releasedate(s) Genre(s) Mode(s)

December 4, 1998

Creativity Single player

Mario no Photopi ( Mario no Fotop) is a creativity video game released for the Nintendo 64 in 1998 exclusively in Japan. The game's cartridge has two SmartMedia card slots in the top to import digital photos and other graphics. Pictures created in the game can be saved to the memory card and would work with any digital printing display located in many malls and large scale stores. The cards could even be sent away like any other film processing. The game is compatible with the N64 mouse, which came with Mario Artist: Paint Studio. Even in Japan, the game is widely unheard of, making it a very popular game amongst collectors, and the fact that it is the only game to use the Smart Media-ready cartridge makes it that much more sought after. The unique cartridge has a Model Number of NUS-023. To date, it is known to have had three Smart Media cards that were specially made for it in connection with video game themes; Sylvanian Families characters from the toy line, Bomberman, and Yoshi.

External links
Official Webpage for Maio no Photopi, with spelling as seen in its address bar, (Japanese). [1]

References
[1] http:/ / www. nintendo. co. jp/ n01/ n64/ software/ photopi/ index. html

Mario Pinball Land

491

Mario Pinball Land


Super Mario Ball Mario Pinball Land
Developer(s) Publisher(s) Platform(s) Fuse Games Nintendo Game Boy Advance
JP

Releasedate(s)

August 26, 2004 October 4, 2004 November 26, 2004

NA

PAL

Genre(s) Mode(s) Rating(s)

Pinball Single player ESRB: E PEGI: 3+ CERO: All ages OFLC: G

Super Mario Ball ( Sp Mario Bru), released as Mario Pinball Land in North America, is a pinball video game that was developed by Fuse Games and published by Nintendo for the Game Boy Advance and released in 2004. It is a spin-off of the Mario series that began on the Nintendo Entertainment System. It is the ninth Mario game for the Game Boy Advance.

Plot summary
When Mario and Princess Peach visit a funfair, Peach steps into a cannon, but the cannon is operated by Goombas. The Goombas shoot Peach from the cannon into Bowser's castle, and Mario must save her. He does this by using a machine that makes him a spherical ball, allowing for the pinball action of the game.

Gameplay
To proceed, Mario must collect enough stars to open specific doors, a gameplay element borrowed from Super Mario 64. There are 35 stars to collect in total. In typical Mario fashion, Mario must explore different areas to reach his aim of saving the princess. There are five different worlds, each guarded by a boss. There's The Fun Fair (the main starting area), Grassy Greens, Frosty Frontier, Shifting Sands, and Bowser's Castle.

Reception
Super Mario Ball received average to poor reviews. The review collation site GameRankings gave a score of 63% with a large number of overall review scores lower than 72%.[1] Most reviews praised the excellent graphics, but criticized the game for being pointlessly difficult and having overall poor gameplay. IGN's review in particular criticized the gameplay for having "bad table layouts with an overwhelmingly annoying 'playfield reset' element". The review concluded that "the gameplay itself is far more flawed and annoying than it is fun to play" and rated it 5/10.[2] Not all reviews were negative; GameDaily.com said that the game "...may irk you on occasion, but it's definitely worth checking out," giving it 6/10.[3] GameSpot gave the game 7.5 out of 10,[4] saying that the game "combines Mario with pinball to create an interesting kind of adventure game". In one of its highest scoring reviews, The Video

Mario Pinball Land Game Critic gave the game an A- and said it's "hard to put down."[5]

492

References
[1] [2] [3] [4] Mario Pinball Land Reviews (http:/ / www. gamerankings. com/ htmlpages4/ 920192. asp) IGN: Mario Pinball Land Review (http:/ / gameboy. ign. com/ articles/ 553/ 553858p1. html) GameDaily Mario Pinball Land review (http:/ / www. neoseeker. com/ resourcelink. html?rid=155752) Mario Pinball Land for Game Boy Advance Review - Game Boy Advance Mario Pinball Land Review (http:/ / www. gamespot. com/ gba/ puzzle/ mariopinball/ review. html) [5] http:/ / videogamecritic. net/ gbamr. htm#Mario_Pinball

External links
Official website (http://www.nintendo.co.uk/NOE/en_GB/games/gba/super_mario_ball.html) Mario Pinball Land (http://www.mobygames.com/game/mario-pinball-land) at MobyGames

Dance Dance Revolution: Mario Mix


Dance Dance Revolution Mario Mix
North American cover art
Developer(s) Publisher(s) Series Platform(s) Releasedate(s) Konami Nintendo Dance Dance Revolution series Nintendo GameCube

JP

July 14, 2005 October 28, 2005 AUS November 24, 2005 NA October 24, 2005
EU

Genre(s) Mode(s) Rating(s)

Music, exergaming Single-player


ACB: G CERO: A ESRB: E PEGI: 3+

Media/distribution Nintendo optical disc

Dance Dance Revolution Mario Mix, known as Dancing Stage Mario Mix in Europe and Dance Dance Revolution with Mario in Japan, is a 2005 music video game by Nintendo and Konami for the Nintendo GameCube, and is the first Dance Dance Revolution game to be released on a Nintendo console outside of Japan. The game features several of Nintendo's popular characters, including Mario, Luigi, Toad, Toadette, Waluigi, Wario, and Bowser. The game is bundled with the dance pad controller.

Dance Dance Revolution: Mario Mix

493

Plot
The game opens with Waluigi stealing the four Music Keys, who can grant wishes, from Truffle Towers. However, when he tries to open the door to the room containing the Music Keys, three of them scatter across the Mushroom Kingdom, and the fourth one is kept by Waluigi. From a distance, Toad watches these events unfold and rushes to tell Mario or Luigi, depending on which character the player chose, who then rushes off to retrieve the missing Music Keys. The keys are recovered by completing tasks for other characters who have found the scattered keys and then defeating them in a dance challenge. These characters are, in order, Waluigi, Pirate Lakitu, Blooper, Hammer Bros., Wario and Freezie. Toad and the player's character then return the Music Keys to Truffle Towers. Soon after, Bowser steals the keys, but is followed by Toad and the player's chosen character. They enter Bowser's Castle to recapture the Music Keys, and are promptly challenged by Bowser. After defeating him in a dance-off, Toad and the player's character return the Music Keys to Truffle Towers for the final time, as the game's ending sequence plays.

Music
The music featured in the game was featured with the level number, song name, and origin so players new to this game, or those unfamiliar with the songs can refer to the music that the song came from. This following table is in the order by which the song is placed in Free Play.
Title (English) Stage Game Original Song Original Composer Koji Kondo Japanese Name

Here We Go!

1-1

Super Mario Bros.

Main Theme

(Hia Wi G)

Underground Mozart* Pipe Pop

1-2

Mario Bros.

Eine Kleine Nachtmusik

Wolfgang Amadeus Mozart (Dokan no Naka no Mtsaruto) Wolfgang Amadeus (Papetto Mozart Dansu) Georges Bizet (Parapara Karumen) (Tsukiyo ni Buchikowase) (Janpu! Janpu! Janpu!) (Minna de Pti Taimu) (Korogaru Koin no Y ni) (Kaze no Kanata ni) (Suteppu Bai Suteppu) (Oyoge Shibun Onpu) (Kue Te Baya Mario)

1-2EX

Turkish March

Garden Boogie

1-3

Carmen

Destruction Dance

1-4

Wrecking Crew

Bonus Stage

Hirokazu Tanaka

Jump! Jump! Jump!

2-1

Super Mario Bros. 3

Athletic Theme

Koji Kondo

Fishing Frenzy*

2-2

Yoshi's Cookie

Csikos Post

Hermann Necke

Pirate Dance

2-2EX Super Mario World

Athletic Theme

Koji Kondo

In the Whirlpool*

2-3

Pomp and Circumstance

Edward Elgar

Step by Step

2-3EX Super Mario World

Bonus/Switch Palace Level Koji Kondo Theme Underwater Koji Kondo

Blooper Bop

2-4

Super Mario Bros.

Hammer Dance

3-1

Super Mario Bros. 3

Hammer Bro. Theme

Koji Kondo

Dance Dance Revolution: Mario Mix

494
Mario/Luigi/Yoshi Circuit Theme Main Theme Shinobu Tanaka (Sp Mashn) (Hoppin Choppin) (Hige to Taru to Gorira) ! (Ore-sama ga Sut Ryu!) (Kibun wa Hai H) (Mario no Knibaru) (Ch Ch Tekuno) (Happ Happ Dansu) (Kri no Ue de Randeb) (Mayonaka no Doraibu) (Kitto Egao ga Ichiban sa) ! (Wagahai wa Bosu de Aru!)

Rollercoasting

3-2

Mario Kart: Double Dash!! Super Mario Bros. 2

Boo Boogie*

3-3

Koji Kondo

Moustache, Barrel, and Gorilla Starring Wario!

3-3EX Donkey Kong

Various

Shigeru Miyamoto

3-4

Wario World

Greenhorn Forest

Minako Hamano

Frozen Pipes

4-1

Old Folks at Home

Stephen Collins Foster Aya Tanaka

Cabin Fever*

4-2

Mario Party 5

Toy Dream Theme

Ms. Mowz's Song

4-2EX Paper Mario: The Thousand-Year Door 4-3 Dr. Mario

Theme of Ms. Mowz; X-Naut Fortress Fever

Yuka Tsujiyoko

Deep Freeze

Hirokazu "Hip" Tanaka Emile Waldteufel

Rendezvous on Ice* 4-4

Antarctic Adventure

Les Ptineurs

Midnight Drive

4-4EX Mario Kart 64

Mario Kart 64 Theme

Kenta Nagata

Always Smiling

5-1

Tritsch-Tratsch-Polka

Johann Strauss II

Bowser's Castle

5-2

Mario Kart: Double Dash!!

Bowser's Castle

Shinobu Tanaka/Kenta Nagata

Up, Down, Left, Right Choir on the Green

Mario Paint

Twinkle Twinkle Little Star

Ah, Lovely Meadow

Anonymous

(Midori no Ue no Daigassh) (Hoppu Suteppu Mario) !? (Deguchi wa Doko da!?) (Pi Ro Ri)

Hop, Mario!

Super Mario World

Opening

Koji Kondo

Where's the Fight?

Super Mario Bros.

Underground

Koji Kondo

Piroli

Famicom Disk System

Bios

*This only appears in the regular Story Mode. In Story Mode EX, it is replaced by the song immediately below.

Reception

Dance Dance Revolution: Mario Mix

495

Reception Aggregate scores


Aggregator Score GameRankings 71.8% (31 reviews)[1] Metacritic 69% (28 reviews) [2]

Review scores
Publication GameSpot GameSpy IGN X-Play 8.0 out of 10 Score 7.0 out of 10 [3] [4] [5] [6]

Mario Mix received generally positive reviews with some criticisms. X-Play's Adam Sessler said that the game's music "delves deep into the public domain library". It was also given a 3 out of 5 stars.[6]

References
"KONAMI and Nintendo Co. jointly develop Dance Dance Revolution with MARIO" [7] (in Japanese). Konami. January 7, 2005. Freund, Josh (January 18, 2005). "DDR with Mario - more screens & first song details" [8]. Games Are Fun. Niizumi, Hirohiko (January 7, 2005). "Mario shimmies onto Dance Dance Revolution" [9]. GameSpot. Dance Dance Revolution: Mario Mix [10] at Nintendo.com (archives [11] of the original [12] at the Internet Archive). Accessed on 2005-05-20.
[1] "Aggregate score" (http:/ / www. gamerankings. com/ htmlpages2/ 925773. asp). Game Rankings. . [2] "Aggregate score" (http:/ / www. metacritic. com/ games/ platforms/ cube/ dancedancerevolutionmariomix). Metacritic. . [3] "Review" (http:/ / www. gamespot. com/ gamecube/ puzzle/ dancedancerevolutionwithmario/ review. html). GameSpot. . [4] "Review" (http:/ / cube. gamespy. com/ gamecube/ dance-dance-wii-with-mario/ 661977p1. html). GameSpy. . [5] "Review" (http:/ / cube. ign. com/ articles/ 661/ 661908p1. html). IGN. . [6] "Review" (http:/ / www. g4tv. com/ xplay/ reviews/ 315/ Dance_Dance_Revolution_Mario_Mix. html). X-Play. . [7] http:/ / www. konami. co. jp/ ja/ news/ topics/ 050107mario/ [8] http:/ / www. gamesarefun. com/ news. php?newsid=4186 [9] http:/ / www. gamespot. com/ gamecube/ puzzle/ dancedancerevolutionwithmario/ news_6116002. html [10] http:/ / register. nintendo. com/ gamemini?gameid=da13646e-ee66-443f-b53d-b759a2cd20ca [11] http:/ / web. archive. org/ web/ */ http:/ / www. nintendo. com/ gamemini?gameid=da13646e-ee66-443f-b53d-b759a2cd20ca [12] http:/ / www. nintendo. com/ gamemini?gameid=da13646e-ee66-443f-b53d-b759a2cd20ca

External links
Dance Dance Revolution Mario Mix (http://www.gamefaqs.com/925773) at GameFAQs

Super Princess Peach

496

Super Princess Peach


Super Princess Peach
North American box art
Developer(s) Publisher(s) Director(s) Producer(s) TOSE Nintendo Akio Imai Azusa Tajima Shigeru Miyamoto Yasuhiro Minamimoto Hitoshi Yamagami Takayuki Ikeda Akira Fujiwara Nintendo DS
JP

Designer(s) Composer(s) Platform(s)

Releasedate(s)

October 20, 2005 February 27, 2006 AUS March 30, 2006
NA EU

May 26, 2006

Genre(s) Mode(s) Rating(s)

Platforming Single-player

ACB: G CERO: A ESRB: E PEGI: 3+

Super Princess Peach ( Sp Purinsesu Pchi) is a platform video game published by Nintendo for the Nintendo DS handheld game console. It was released in Japan in October 2005, the United States in February 2006, Australia in March 2006, and Europe in May 2006. It is the first game to feature Princess Peach as the main playable character. In the game, Bowser has kidnapped Mario, Luigi, and Toad instead of Peach and holds them prisoner at Vibe Island, but Toad escapes from Vibe Island to the Mushroom Kingdom. Peach must go through eight worlds at Vibe to rescue Mario and Luigi. Super Princess Peach was praised for the role reversal in the plot, but criticized for the nature of how Peach attacked, the marketing campaign, and the simple gameplay. It sold over a million copies worldwide.

Plot
Vibe Island, a land adjacent to the Mushroom Kingdom, has been rumored to hold hidden powers. Bowser decides to build a summer villa there in hopes of harnessing the rumored power. His efforts are rewarded when one of his underlings finds the Vibe Scepter. He sends a Goomba and an army of Hammer Bros. to Princess Peach's castle to capture Mario. The Vibe Scepter changes the emotions of those around them & they may become calm, happy, angry or sad. While all of the Toad servants are affected by the scepter's power, the Hammer Bros. seize Mario, Luigi, and Toad. Shortly after the capture, Toad escapes to the Mushroom Kingdom. Princess Peach, and Toadsworth, come back to the castle to find Mario and Luigi gone. Toad runs up to Peach, and Toadsworth attempts to convince Peach to not go after Mario and Luigi, but relents and gives her Perry, a talking parasol that has magical powers.

Super Princess Peach Perry's backstory is revealed through in-game flashback sequences. He remembers his origins as a young boy who had mysterious powers and was adopted by an old man he came to call "Grandpa". He was changed into an umbrella and kidnapped by a wizard and his henchman, but managed to secretly escape by wiggling free from his captors and falling on the road. Sometime later, a traveling merchant found him and sold him to Toadsworth. In the game, Peach and Perry battle through eight worlds, rescuing Toads along the way. They find Luigi at Giddy Sky, where he escapes from the bubble he is trapped in after Giant Kamek is defeated and later Mario at Bowser's Villa. Peach and Perry then confront Bowser, who uses the Vibe Scepter to grow enormously. Peach prevails but she, Perry, Luigi and the Toads watch in amazement as the lock on Mario's cage door breaks and he escapes himself. Princess Peach then kisses Mario and he gives her a bunch of flowers.

497

Gameplay
Super Princess Peach plays similarly to traditional platformers. There are eight worlds: Ladida Plains, Hoo's Wood, Shriek Mansion, Fury Volcano, Wavy Beach, Gleam Glacier, Giddy Sky, and Bowser's Villa. In each world, there are six levels and one boss battle. Each boss battle requires a short minigame to play. For example, in "Shriek Mansion," Peach is descending with the umbrella, and the player taps the screen to scare away Boos. If the Boos touch her, the player must start over. Within the levels themselves, there are a number of boxes that will give specific gameplay hints. Three Toads are hidden throughout each level; the boss levels have one Toad to rescue (except World 7's boss where Luigi is captive, and World 8's boss where Mario is held hostage) contained in a bubble.(Mario was contained in a cage.) Each world has 16 Toads to rescue. In order to play the final boss battle, the player must rescue all of the Toads. After the game is completed, the player can go through the levels again to pick up more unlockable items. Beating a boss will unlock three new levels for the next world; for instance, beating the World 1 boss will unlock three new levels for World 2 and so on. There are a total of 24 extra levels to unlock. The game features numerous classic Mario series enemies, such as Goombas, Koopa Troopas and Hammer Brothers. In a twist, some of the enemies are also emotionally affected, such as the sad blue Goombas or the Bullet Bills burning red with anger. On the upper left hand side of the screen, there are two bars: heart gauge (maximum of five hearts) and emotion meter. Whenever Peach falls down a hole or gets hit by an enemy, she loses half a heart. When all hearts are gone, she must start over at the beginning of the level. Peach has infinite lives, so the player can continue as much as he/she pleases. The emotion meter corresponds to the four vibe powers she has. The emotions at Vibe Island affect everybody, even some enemies, but Peach can change her emotions at will. Joy, gloom, rage, and calm are the emotions used along the way. When the player taps on each mood, it will activate a different ability, which typically helps solve puzzles or defeat enemies. Joy: Peach becomes very happy and becomes enveloped in a powerful cyclone with musical notes, allowing her to fly, gust fogs and clouds, turn windmills, push down fountains, hit blocks above her and blow enemies away. However, she will not be enveloped in a cyclone while flying. With this power, she can fly in the wind in some stages. She can also use it to break open flying bags that contain mostly the coins and sometimes the hearts and the vibe crystals, splash bits of Blooper's ink thrown in the air, spin Kamek's head and slow down her falls as an easy use. However, some areas feature spores that stop her flying abilities, requiring more traditional platform methods to reach, but she can go up platforms that are vertically close. It also quickens the tempo of music with higher notes and a very happy tone. (Yellow Heart) Gloom: Peach will cry, making her run faster, jump farther, and inflict damage to enemies on the ground. The stream of tears that gets scattered while she is crying can also be used to water certain obstacles, such as helping a small sprout grow into a long tall plant which she can use to climb and reach higher places. When the tears hit the ground ceiling or walls, sparkles appear beneath, above or next to them. This power can defeat the Nipper Plants

Super Princess Peach and Cheep-Cheeps, extinguish flames, strike all blocks at once, wash away Blooper's ink on the ground and push heavy chained balls and inflicted enemies. It also slows down the tempo of music with slightly lowered notes and a sad tone. (Blue Heart) Rage: Peach will become enraged and catch fire with a big blaze, making her invincible, burn enemies and other objects, and able to cause earthquakes whenever she lands. However, she cannot run fast and won't be able to jump far. This power can scare away the Boos, fishing Lakitu ghosts and flocks of bats, push down switches and stone monsters, melt snowmen and ice, light up lanterns with illumination in dark places and break open flying bags. It also slows down the tempo of music with severely low notes and the music gets an angry tone. (Red Heart) Calm: Peach will calm down, become delighted and a "bubble" will appear, surrounding her. This restores health. This bubble will break if hit by anything hazardous, thus stopping the healing process. She can still move and attack whenever she's under this power. It also changes the keys of music into higher notes and a happy tone. (Green Heart) Each use will drain the player's emotion mood (the little yellow squiggle at upper left of the top screen). The bar can be restored by capturing blue turquoise jewels or absorbing enemies. With Perry the Parasol, Princess Peach can use many abilities. Jumping on enemies does not defeat them; Peach must use the umbrella to hit them. The player can press "B" to immediately sweep them aside or "X" to put them on top of the umbrella. Once an enemy is on top of the umbrella, the player may press "X" again to put the enemy down, "B" to throw the enemy, or down on the D-pad to absorb the enemy, which refills part of the emotion meter. As the game progresses, Perry gains new abilities. The "Subrella" allows Peach to travel underwater. The player blows into the microphone to blow bubbles to defeat the undersea enemies and break blocks. The "Slidebrella" turns Perry upside down and uses his handle like a hook. It is used in areas with a maze of high-flying wires. The "Bowlbrella" puts Peach in the umbrella and allows her to navigate through the water's surface. In addition, the game features a shop where players can buy items, using coins as currency. The player can buy increment upgrades to expand the heart gauge or the emotion meter, as well as three new abilities. The "Floatbrella" allows Peach to stay afloat for a few seconds. "Poundbrella" shakes the ground and stuns any enemies nearby. "Chargebrella" creates a small charge that will stun the closest enemy. She can also extend her health and vibe meters, as well as earn coins from attacking enemies.

498

Bonuses
The game's bonuses include a glossary, puzzles, mini games, a music room, and replays of Perry's dreams. There are three mini games within the game and the levels are unlocked as the player finds more mini game pieces in the levels. All of the mini games has the player control Toad in a variety of activities (such as a platforming mode).

Reception

Super Princess Peach

499

Reception Aggregate scores


Aggregator GameRankings Metacritic Score 76% (57 reviews) 75% (48 reviews) [1] [2]

Review scores
Publication 1UP.com Allgame Eurogamer Famitsu GamePro Game Revolution GameSpot GameSpy GamesRadar GameZone IGN Official Nintendo Magazine X-Play 7 out of 10 C+ [8] [9] 6 out of 10 Score B+ [3] [4] [5] [6] [7]

34 out of 40

7.2 out of 10

[10] [11] [12] [13]

8.8 out of 10 7.8 out of 10 72%

[14] [15]

Super Princess Peach currently has an average rating of 76% on Game Rankings,[1] and of 75% on Metacritic.[2] The game's lack of difficulty was intensely criticized. Gaming website GameSpy noted that the number of shop items and the "Joy" vibe made it "quite hard to die".[10] Another web site, IGN, was more critical, criticizing Nintendo for "going out of its way" to "spoon-feed" the player full of tips and information.[13] Reviewer Ryan Davis from GameSpot similarly wrote that the game was "way too easy for the average platformer player."[9] X-Play's Morgan Webb gave it a 4/5, commenting that the game was very easy to play and should be played by first timers to platform games.[15] The nature of the vibes and Nintendo's marketing campaign were also noted in many reviews. Davis accused Nintendo of putting "weird sexist undercurrents" into the game,[9] while GameSpy's Bryn Williams wondered if Nintendo was trying to say that all females were "emo".[10] Craig Harris from IGN said that the copy that Nintendo sent to him came in a box scented with perfume.[13] Now here were some girls who had grit as well as grace. I loved Princess Peach even as I recognized that there was no way she could run in those heels, that her peachiness did nothing to upset the apple cart of expectation: she may have been athletic, smart and strong, but she was also adorable. Maybe she's what those once-unisex, postfeminist parents are shooting for: the melding of old and new standards. And perhaps thats a good thing, the ideal solution. -The New York Times[16] As of July 25, 2007, Super Princess Peach has sold 1.15 million copies worldwide.[17]

Super Princess Peach

500

References
[1] Super Princess Peach Reviews (http:/ / www. gamerankings. com/ htmlpages2/ 925562. asp). Game Rankings. Retrieved July 9, 2006. [2] "Super Princess Peach (ds: 2006): Reviews" (http:/ / www. metacritic. com/ games/ platforms/ ds/ superprincesspeach?q=super princess peach). Metacritic. . Retrieved 2009-03-18. [3] Parish, Jeremy (2006-02-27). "Super Princess Peach Review" (http:/ / www. 1up. com/ do/ reviewPage?cId=3148349& did=1). 1UP.com. . Retrieved 2009-03-18. [4] "Super Princess Peach Overview" (http:/ / www. allgame. com/ game. php?id=48601). Allgame. . Retrieved 2009-03-18. [5] Kumar, Mathew (2006-03-07). "Super Princess Peach Review" (http:/ / www. eurogamer. net/ articles/ r_peach_ds). Eurogamer. . Retrieved 2009-03-18. [6] "Super Princess Peach - Famitsu Scores" (http:/ / fs. finalfantasytr. com/ search. asp?query=super+ princess+ peach). Famitsu Scores Archive. . Retrieved 2009-03-18. [7] "Review: Super Princess Peach" (http:/ / web. archive. org/ web/ 20091208103943/ http:/ / www. gamepro. com/ article/ reviews/ 52291/ super-princess-peach/ ). GamePro. February 27, 2006. Archived from the original (http:/ / www. gamepro. com/ article/ reviews/ 52291/ super-princess-peach/ ) on 2009-12-08. . Retrieved 2009-03-18. [8] "Super Princess Peach video game review for the DS" (http:/ / www. gamerevolution. com/ review/ ds/ super_princess_peach). Game Revolution. . Retrieved 2009-03-18. [9] Davis, Ryan. Super Princess Peach for DS Review (http:/ / www. gamespot. com/ ds/ action/ superprincesspeach/ review. html). GameSpot. February 24, 2006. [10] Williams, Bryn. GameSpy: Super Princess Peach Review (http:/ / gba. gamespy. com/ nintendo-ds/ super-princess-peach/ 691797p1. html). GameSpy. February 27, 2006. [11] "Super Princess Peach Review" (http:/ / www. gamesradar. com/ ds/ super-princess-peach/ review/ super-princess-peach/ a-20060306181727604099/ g-2005138888000000020790). GamesRadar. . Retrieved 2009-03-18. [12] David, Mike (2006-04-12). "Super Princess Peach Review" (http:/ / www. gamezone. com/ reviews/ super_princess_peach_nds_review). GameZone. . Retrieved 2009-03-18. [13] Harris, Craig. IGN: Super Princess Peach Review (http:/ / ds. ign. com/ articles/ 691/ 691008p1. html). IGN. February 23, 2006. [14] East, Tom (10 January 2008). "DS Review: Super Princess Peach" (http:/ / www. officialnintendomagazine. co. uk/ article. php?id=2495). Official Nintendo Magazine. . Retrieved 2009-03-18. [15] "Review: Super Princess Peach" (http:/ / g4tv. com/ xplay/ reviews/ 1083/ Super-Princess-Peach. html). X-Play. . Retrieved 2009-03-18. [16] " Whats Wrong With Cinderella? (http:/ / www. nytimes. com/ 2006/ 12/ 24/ magazine/ 24princess. t. html?pagewanted=1& ei=5088& en=8e5a1ac1332a802c& ex=1324616400& partner=rssnyt& emc=rss)" New York Times originally published December 24, 2006 [17] Matt Casamassina (2007-07-25). "Nintendo Sales Update" (http:/ / wii. ign. com/ articles/ 807/ 807852p1. html). IGN. . Retrieved 2007-07-25.

External links
Official North American website (http://www.superprincesspeach.com) Official Japanese website (http://www.nintendo.co.jp/ds/aspj/index.html) Super Princess Peach (http://register.nintendo.com/ gamemini?gameid=0b970a5a-f74c-4501-9b14-d2f08ff7de52) at Nintendo.com ( archives (http://web.archive. org/web/*/http://www.nintendo.com/gamemini?gameid=0b970a5a-f74c-4501-9b14-d2f08ff7de52) of the original (http://www.nintendo.com/gamemini?gameid=0b970a5a-f74c-4501-9b14-d2f08ff7de52) at the Internet Archive) Super Princess Peach (http://www.imdb.com/title/tt0892798/) at the Internet Movie Database

501

Other series
Educational games
The popularity of the Mario series led to the release of several spin-off Mario educational games from 1988 to 1996. Nintendo had little involvement in the development of these games; they were created by various other developers, including The Software Toolworks and Interplay Entertainment. Some of the titles were released exclusively for either the Nintendo Entertainment System (NES), the Super NES, or for personal computers, while others were released on two or more of those platforms. The Mario educational games were generally designed for use by children in preschool or kindergarten and focused on developing skills ranging from language and typing to geography and history. The educational games were not well-received, with many critics and gamers labeling them as some of the worst Mario games ever made.[1]

I Am a Teacher: Super Mario Sweater


I Am a Teacher: Super Mario Sweater is a Famicom Disk System game released in 1988 only in Japan. It was designed by Royal Industries Co., Ltd., a Japanese appliance and sewing machine company. Using the program, players could design the sweater they want and the company would make it for 2900 yen (~$24).

Mario Discovery Series


The "Mario Discovery Series" is a label given to five Mario educational games that were developed by The Software Toolworks.[2]

Mario is Missing!
Mario is Missing! is a geography-based game for the PC, Macintosh, Super NES and NES. It was developed by The Software Toolworks and released in 1992 for PC and SNES. In 1993, the NES version was made and developed by Radical Entertainment. The first two versions were published by Mindscape, and the NES version was published by Nintendo. It features very similar sprites to those of Super Mario World. Mario is Missing! is the first Mario game to feature only Luigi as the starring character, which did not occur again until Luigi's Mansion. Plot Bowser sets up a castle in Antarctica, and plans to use many hair dryers from Hafta Havit, a mail order company, to melt Antarctica's ice and flood Earth. He sends Koopas to cities across Earth to steal artifacts to fund his operation. Mario, Luigi and Yoshi travel to Bowser's castle to stop him. Luigi is hesitant to go in, so Mario goes by himself and is kidnapped by Bowser, prompting Luigi to rescue him. Gameplay Luigi progresses through the game by completing levels in Bowser's castle; each floor is guarded by one Koopaling and contains a number of pipes which transport Luigi to a city containing Koopas. Once a floor is completed, Luigi must defeat the Koopaling guarding that floor to proceed to the next. The main gameplay consists of moving around a city in side-scrolling manner while jumping on Koopas to collect stolen artifacts (pieces of famous landmarks).[3] Luigi then must take these artifacts to their respective locations and

Educational games correctly answer two questions about the landmark. Once an artifact is returned, the landmark is reopened. During the quest to return all three artifacts to their proper landmarks, Luigi must determine his location to receive the assistance of Yoshi by using a device called the Globulator. If Luigi takes Yoshi to the correct location, he can ride him for double the walking and running speed. Once the exit pipe is found, Luigi is returned to the castle as long as he has Yoshi with him to scare the Pokey into the pipe; otherwise he will be unable to return to the castle. He can then proceed to another town to do it again. In each city, Luigi is able to question the locals to gain clues as to his current location, the general direction of remaining Koopas, and information about the affected landmarks. He is given a map showing where information booths, people and Koopas are in the city. The game has a difficulty level ranging from preschool all the way up to "adult" (i.e. college) difficulty.

502

Mario's Early Years! games


The Mario's Early Years! games were released for the Super Nintendo Entertainment System. The three games were Mario's Early Years! Fun with Letters; Mario's Early Years! Fun with Numbers; and Mario's Early Years! Preschool Fun (known in the United Kingdom as Mario's Playschool). The games were released in September, October, and November of 1994, respectively, and all support the SNES Mouse peripheral. The games contain Mario, Princess Peach and Yoshi on a wooden boat traveling from island to island, learning about various subjects. All three games use the same game engine. Fun with Numbers and Fun with Letters were both directed by Andy Iverson and Henrik Markarian, and Preschool Fun was directed by Peter Lipson. While the games feature some remixes of Super Mario World music, original music was composed by Rob Wallace and Sam Powell. Nintendo Power awarded Fun with Letters a score of 2.95 out of 5[4] and Preschool Fun a score of 2.725 out of 5.[5]

Mario Teaches Typing games


Mario Teaches Typing was released on personal computers and was designed to teach typing skills to children. The game was developed by Interplay and published by Nintendo. It was first released for MS-DOS in 1991 and then for Microsoft Windows and Macintosh in 1995. Mario is voiced by Ronald B. Ruben in the floppy disk version and by Charles Martinet in the CD-ROM version. A sequel, Mario Teaches Typing 2, was developed by Brainstorm and published by Interplay in 1996. Mario is voiced only by Martinet in the sequel.

Gameplay
Mario Teaches Typing includes three selectable characters: Mario, Luigi and Princess Toadstool. The game displays two pairs of hands which show which finger to use; for example, if the player has to type "A", the leftmost finger is highlighted. If the player makes an error, the cursor does not advance until they enter the correct key. After time ends, the exercise ends and a chalkboard screen appears, displaying statistics on how well the player performed, including words per minute. Mario Teaches Typing 2 adds additional gameplay features, including a customizable certificate of achievement, color coded on-screen keyboard, and customizable lesson plans. Unlike the first game, Mario Teaches Typing 2 features a story in which Mario and Luigi encounter a magical typewriter. After Mario incorrectly types a phrase that would destroy Bowser's castle, the typewriter explodes into three pieces. The pieces of the typewriter are retrieved as the player progresses through the game lessons; when the typewriter is fully repaired Mario is able to type the phrase correctly, resulting in the destruction of Bowser's castle.

Educational games

503

Super Mario Bros. & Friends: When I Grow Up


Super Mario Bros. & Friends: When I Grow Up is a children's computer coloring game, featuring Mario and Luigi, released in 1991 for the PC Software. Players can paint Mario and other Nintendo characters.

References
[1] Shimp, Emily (1 June 2009). "Super Mario: The Educational Games" (http:/ / voices. yahoo. com/ super-mario-educational-games-3415104. html). Yahoo. . Retrieved 9 April 2012. [2] "Mario is Missing! Prototype" (http:/ / www. nintendoplayer. com/ prototype/ mario-is-missing-nes-prototype/ ). Nintendo Player. . Retrieved 11 April 2012. [3] http:/ / retro. ign. com/ articles/ 897/ 897225p1. html [4] "Mario's Early Years! Fun with Letters Reviews" (http:/ / www. gamerankings. com/ snes/ 588466-marios-early-years-fun-with-letters/ index. html). GameRankings. . Retrieved 9 April 2012. [5] "Mario's Early Years! Preschool Fun Reviews" (http:/ / www. gamerankings. com/ snes/ 588468-marios-early-years-preschool-fun/ index. html). GameRankings. . Retrieved 9 April 2012.

LCD games
Nintendo has released several Mario and Donkey Kong LCD video games for the Game & Watch series.

Game & Watch games


Donkey Kong
Donkey Kong was developed by Nintendo R&D1 as part of the Game & Watch Multi Screen series, featuring two LCD display screens. Released in 1982,[1] it is a port of the arcade game, where Mario is a carpenter attempting to rescue his girlfriend from an evil, or at least angry, ape. Like the arcade Donkey Kong, Mario must climb a building while avoiding barrels; however, beating the game is different from the arcade version. The player must trigger a lever on the upper screen, activating a hook, which Mario must then jump and catch. If the player succeeds, a peg will be removed and Mario will return to the starting point, but if the player does not, Mario will fall to the ground and lose a life. Removing all available pegs in this manner will cause Donkey Kong's platform to collapse, and he will fall to the ground.

Donkey Kong Jr.


In this 1982 game, the player controls Donkey Kong, Jr. as he works to save his father, Donkey Kong while watching out for obstacles like crocodiles, birds, and electric flashes. The game was released as part of the Mini-Classics series in 1998 (a set of four Game & Watch games ported to small keychain-bound handhelds) and was later included in the Game Boy Color Game & Watch Gallery 3 in 2000 and as DSiWare game in 2010.[2] In this game, Mario gives payback to Donkey Kong for stealing his girlfriend, Pauline, By locking him up in a cage.

LCD games

504

Donkey Kong II
Donkey Kong II was developed by Nintendo R&D1 and released as part of the Game & Watch Multi Screen series, featuring two LCD display screens. It was released in 1983.[1] Donkey Kong Jr. has to touch a key, then it moves up to the top screen. Donkey Kong Jr. has to climb to the top screen while avoiding things such as electrical wires. When he gets to the top screen, Donkey Kong Jr. will have to touch the key again, and it will move to the keyhole of one of the chains. Donkey Kong Jr has to climb up the rope below the keyhole, while avoiding birds. When he gets to the top of the rope, one of the chains will unlock. He has to do this 4 times until he saves Donkey Kong. After that, the game will start over, at a somewhat faster pace.

Donkey Kong 3
Donkey Kong 3 was developed by Nintendo R&D1 and released in 1984 as part of the Game & Watch Micro Vs. series.[3] The game features one LCD display screen and two attached control pads. Gameplay centers around indirect combat wherein players use bug spray to push angry wasps toward each other.[4]

Donkey Kong Circus


Donkey Kong Circus is a Game and Watch Panorama series game released in 1984.[1] In this game, the player controls Donkey Kong, who is placed on a barrel while juggling pineapples and avoiding flames. This game is very similar to Mario the Juggler, the last Game & Watch game, as they both involve a character juggling while avoiding objects.

Donkey Kong Hockey


Donkey Kong Hockey was developed by Nintendo R&D1 and released in 1984 as part of the Game & Watch Micro Vs. series. The game features one LCD display screen and two attached control pads. The hockey features Donkey Kong as one of the players and Mario as the other.

Mario Bros.
Mario Bros. is a Game & Watch Multi Screen series game by Nintendo released in 1983.[1] Despite the title, it is unrelated in gameplay to the Mario Bros. arcade game. The game was also ported to the Commodore 64 as Mario Bros. II.[5] In this game, Luigi is on the left screen and Mario is on the right screen. The game's clamshell design is unusual in the series; it opens horizontally like a book (in the Japanese right to left reading order) and not vertically (like the Nintendo DS).[6] The brothers are working in a bottling plant, moving packages between the various levels of the bottling machine. The only controls for the game are up and down buttons for each brother. Mario first gets a pallet out of the machine on the lowest level and puts in on the conveyor belt. Luigi then takes it from the other side and puts it on the belt above it. There are 3 points on each side the brothers must do this. Finally, once the package is filled Luigi tosses it onto the delivery truck. Once the truck is full, the brothers get a short break. If the brothers drop a pallet, they are yelled at by their bosses. If three pallets are dropped, the game will end.

LCD games In the remakes of this game for Game & Watch Gallery 3 and 4,[2] Mario and Luigi are catching what becomes a cake, which is boxed and wrapped up for delivery (with Wario portraying the delivery man). The remakes add a new twist to the game by having Bowser, who waits at the top middle of the screen, cause the conveyor belt to reverse on occasion, forcing Mario and Luigi to correct it with switches placed at their sides. Like nearly all Game & Watch titles, Mario Bros. features the standard Game A and tougher Game B.

505

Mario the Juggler


Mario the Juggler is a Game & Watch New Wide Screen series game featuring Mario as the juggler in the very first Game & Watch game, Ball. Released by Nintendo in October 1991,[1] it was the final game to be released in the Game & Watch series.

Mario's Bombs Away


Mario's Bombs Away is a Game & Watch Panorama series game released in 1983.[1] The game consists of a military-clad Mario delivering bombs from left to right, while keeping them away from flaming oil spills and enemy torches. It features a colour LCD screen without an internal back-light, which faces downward in order to expose the translucent rear to an external light source, e.g. daylight. The player views the action in a mirror that reflects the screen.

Mario's Cement Factory


Mario's Cement Factory was a game developed by Nintendo R&D1 and first released in 1983 for the Game & Watch Tabletop series.[1] The game was soon after released as part of the Game & Watch New Wide Screen series, and also as part of the Mini-Classics series in 1998 (a set of four Game & Watch games ported to small keychain-bound handhelds). It was also released as part of the Game & Watch Gallery series for the Game Boy and has a DSiWare release.[7] In this game, the player assumes the role of Mario, working in a cement factory. The player must empty cement from the hoppers into the cement trucks below. A conveyor belt at the top moves cement into hoppers which can only hold three loads at a time. An alarm sounds when one has been filled to capacity. To move Mario around the screen, the player must use elevators located at the center. If the player moves to the center when an elevator is not present, Mario falls to the bottom and loses a life. Losing a life may also occur if the player stays on the elevator too long, in which case Mario will either fall or be crushed. There are safe zones at the top and bottom of the elevators allowing Mario to hang without danger of being hurt. The game includes two game modes, Game A and Game B. By selecting Game B, the player begins at a higher difficulty level than Game mode A. It was also the 7th Mario game.

LCD games

506

Super Mario Bros.


Super Mario Bros. was released in two different versions: YM-801 (Crystal Screen series, released June 1986) and YM-105 (New Wide Screen series, released March 1988).[1] Later the same game was repackaged into a yellow special edition Disk-Kun character case (YM-901-S), a character used to advertise the Famicom Disk System. This version was limited to 10,000 units, never sold in stores, and given away to winners of the Famicons F-1 Grand Prix tournament. The game plays like a scaled down version of the original NES game and features eight levels, which Mario must pass in order to rescue the princess. The game also features 1 Up Mushrooms, Stars, and the enemies Bullet Bill and Lakitu. The first 8 levels feature Mario navigating a scrolling platformer. Mario must avoid getting trapped behind walls as the screen scrolls and navigate successful jumps which can lead to falling into the water below. The level progresses until Mario has moved all of the allotted "distance" points. Distance points are removed for each successful forward movement and added on for each successful backwards movement. Upon beating the eighth level, Mario receives a kiss from the princess, King Koopa is thrown out of the castle, and then the game loops with longer distances. Within the levels, 1-Up Mushrooms and Starsstaples of the Mario seriescan be found by hitting the floor above Mario. When the mushroom is collected they will add a life (unless Mario has the maximum 3 reserved lives, in which case only points will be added); when the Star is collected Mario will be invincible for 10 seconds.

Game watches
From the early mid-1980s to the late mid-1990s, Nelsonic Industries produced a line of multi-purpose wristwatches called Game Watches. These electronic devices employed an LCD display to either tell the time or to allow players to play a game. In 1989, Nelsonic obtained licensing from Nintendo to produce a series of Game Watches based on popular Nintendo franchises such as Mario/Donkey Kong, The Legend of Zelda, and Star Fox. These games would enjoy limited inherited popularity based on the popularities of the original series, and they would periodically be re-released in a variety of colors. Originally retailing at moderate prices, these games have now become collectors items on the secondary market and fetch large prices at places like eBay. The earliest of the Nintendo-licensed watches was Super Mario Bros., which was released in June 1989.[8][9] The Super Mario Bros. 2 Game Watch was released shortly after.[10] Subsequent to this Nelsonic released Game Watch versions of Super Mario Bros. 3 (1990),[11][12] Super Mario Bros. 4 (1991, based on Super Mario World),[11][12] and Super Mario Race (1992)[13] Additionally, Donkey Kong (1994) was released as a wristwatch, featuring Mario.[14] Critics were generally pleased with the game watches and praised their stylishness as articles of clothing. Gameplay was roundly criticized as overly simplified, however, and the watches were considered to have been largely unsuccessful in evoking their original NES title namesakes. Super Mario Brothers 3 was described as "nothing like the NES game" and its single-screen layout resulted in play dynamics that were described as "boring".[15]

LCD games

507

List of games in the Mario series for the Nelsonic Game Watch line
Title Super Mario Brothers Super Mario Brothers 2 Super Mario Brothers 3 Date of release 1989 1989 Based on Super Mario Bros. Super Mario Bros. 2

Super Mario Bros. 3 1990 [15] 1992 (UK) 1991 1992 1994 Super Mario World Super Mario Kart Donkey Kong

Super Mario Brothers 4 Super Mario Race Donkey Kong

Barcode Battler II game


In 1992, Epoch Co. was licensed to print a series of Nintendo-themed cards for their Barcode Battler II platform. Card sets were printed with both Mario and Zelda themes.[16][17] Functioning similarly to an LCD e-Reader, the Barcode Battler II required players to swipe barcodes printed on cards across a visual input in order to enter characters, enemies, items, and spells into the console. The Super Mario World: Super Mario Bros. 4 set features 30 software-only cards and is based on the SNES's original Super Mario World.[18][19][20]

References
[1] "Obscure Pixels - Nintendo Game&Watch" (http:/ / homepages. ihug. co. nz/ ~pinwhiz/ g& w. htm). . Retrieved 2009-07-11. [2] "The Complete GAME & WATCH Gallery Collection (GB/GBC/GBA/NDS) << Balduin Blog" (http:/ / balduin. wordpress. com/ 2007/ 06/ 10/ game-watch-gallery-collection/ ). 2007-06-10. . Retrieved 2009-07-11. [3] Donkey Kong 3 (Micro Vs. System) (http:/ / gameboy. ign. com/ objects/ 489/ 489601. html). IGN. 2009. [4] Game & Watch Gallery 4 Review (http:/ / www. gamespot. com/ gba/ puzzle/ gamewatchgallery4/ review. html). GameSpot. 2009. [5] "Mario Bros 2" (http:/ / www. classic-pc-games. com/ c64/ games/ mario_bros_2. html). classic-PC-games.com. 2006-11-28. . Retrieved 2009-07-11. [6] Aaron's G&W Archives (section: Nintendo 1980s G&W Flyers from Japan) (http:/ / www9. ocn. ne. jp/ ~aaron/ #flyers); see link to 'Donkey Kong II/Mario Bros. Flyer'. 2006-01-05. Retrieved on 2009-07-11. [7] "GAME&WATCH" (http:/ / www. nintendo. co. jp/ ds/ dsiware/ game_and_watch/ index. html). Nintendo.co.jp. 2009-07-10. . Retrieved 2009-07-11. [8] "Mario Bros. (wristwatch) (GW)" (http:/ / web. archive. org/ web/ 20071217195022/ http:/ / cheats. gamespy. com/ gw/ mario-bros-wristwatch/ ). GameSpy.com. Archived from the original (http:/ / cheats. gamespy. com/ gw/ mario-bros-wristwatch/ ) on 2007-12-17. . Retrieved 12 March 2010. [9] "Mario Bros. (wristwatch)" (http:/ / web. archive. org/ web/ 20071211101926/ http:/ / gameboy. ign. com/ objects/ 490/ 490954. html). IGN.com. Archived from the original (http:/ / gameboy. ign. com/ objects/ 490/ 490954. html) on 2007-12-11. . Retrieved 12 March 2010. [10] "Handheld Museum- Nelsonic Super Mario Bros. 2" (http:/ / www. handheldmuseum. com/ Nelsonic/ SMB2. htm). Handheld Museum. . Retrieved 2009-03-18. [11] "Super Mario Bros. 3 Game & Watch (wristwatch)" (http:/ / web. archive. org/ web/ 20071229214848/ http:/ / gameboy. ign. com/ objects/ 490/ 490981. html). IGN.com. Archived from the original (http:/ / gameboy. ign. com/ objects/ 490/ 490981. html) on 2007-12-29. . Retrieved 12 March 2010. [12] "Super Mario World (wristwatch)" (http:/ / web. archive. org/ web/ 20070302181315/ http:/ / cheats. ign. com/ objects/ 763/ 763468. html). IGN.com. Archived from the original (http:/ / cheats. ign. com/ objects/ 763/ 763468. html) on 2007-03-02. . Retrieved 12 March 2010. [13] "Handheld Museum- Nelsonic Super Mario Race" (http:/ / www. handheldmuseum. com/ Nelsonic/ SuperMarioRace. htm). Handheld Museum. . Retrieved 2009-03-18. [14] "Handheld Museum- Nelsonic Donkey Kong" (http:/ / www. handheldmuseum. com/ Nelsonic/ DonkeyKong. htm). Handheld Museum. . Retrieved 2009-02-27. [15] Bielby, Matt, ed. No. 1 Nintendo Game Watches. Super Play. Issue 2. Pg. 21. December 1992. [16] Conveni Wars - Barcode Battler II (http:/ / barcodebattler. co. uk/ scans/ Japan/ C0/ C0Ads0. jpg). Epoch, Co. 1993. [17] Thayer, Andy. Barcode Battler: Gone but not Forgotten (http:/ / www. 1up. com/ do/ blogEntry?bId=9085444). 1up.com. 29 July 2011. [18] http:/ / barcodebattler. co. uk/ scans/ Japan/ MarioWorld/ CF0. jpg

LCD games
[19] http:/ / barcodebattler. co. uk/ scans/ Japan/ MarioWorld/ CF1. jpg [20] http:/ / barcodebattler. co. uk/ scans/ Japan/ MarioWorld/ CF2. jpg

508

Game & Watch Gallery series


Game & Watch Gallery
Genres Developers Video game compilation, mini-game compilation Nintendo R&D1 Tose Nintendo

Publishers

Original release 1995

The Game & Watch Gallery series, known in Japan and Australia as the Game Boy Gallery ( ) series, is a series of compilations of some of Nintendo's original Game & Watch titles in two styles: original (Classic) and remade (Modern) with characters from the Super Mario Bros. series.. Five installments have been released, each for various incarnations of Nintendo's portable systems, like Game Boy, Game Boy Color, Game Boy Advance. In many cases, the mini-games ported onto these collections exist in their graphically upgraded forms as well as their original ones. Also, the titles often feature actual galleries explaining the history of the Game & Watch system and the various games released for it. The first four titles in the series also feature Super Game Boy borders which mimic the original Game & Watch casing designs. The series was known as Game Boy Gallery in Australia and is one of the very few Australia-only localizations with the series in Australia now known as Game & Watch from GBA onwards. Nintendo has begun releasing individual titles via its DSiWare services for the Nintendo DSi and the 3DS.

Games featured
Game Game Boy Gallery Game & Watch Gallery Game & Watch Gallery 2 Game & Watch Gallery 3 Game & Watch Gallery 4 Game & Watch Collection Game & DSiWare Watch Collection 2 Nintendo Mini Classics Game & Watch-e

Ball Bomb Sweeper Boxing Chef Climber Donkey Kong Donkey Kong II Donkey Kong 3 Donkey Kong Jr. Egg Fire Fire Attack Flagman Green House

Game & Watch Gallery series

509

Helmet Judge Life Boat Lion Manhole Mario Bros. Mario's Bombs Away Mario's Cement Factory Octopus Oil Panic Parachute ParachuteOctopus Rain Shower Safebuster Snoopy Tennis Spitball Sparky Tropical Fish Turtle Bridge Vermin Zelda

Game Boy Gallery


Game Boy Gallery was released in Europe and Australia in 1995 for the Game Boy. Unlike other games in the series, this one has neither Modern nor Classic modes. However, the looks are "Modern" with generic characters, but the gameplay is "Classic"-style. List of games Ball Vermin Flagman Manhole Mario's Cement Factory

Game & Watch Gallery


Game & Watch Gallery, known in Japan as Game Boy Gallery ( Gmu Bi Gyararii), was released in 1997 for the Game Boy. This is the first of the series in Japan and North America and by far the most common and it features four games. It is known in the US and Europe as Game & Watch Gallery, in Australia as Game Boy Gallery 2. It was also rereleased on the Nintendo 3DS Virtual Console in Japan on June 22, 2011, North America on July 14, 2011, and in Europe on July 21, 2011. Players can also choose to play these games in their original form, playing as the character who eventually became known as Mr. Game & Watch. The games play basically the same in their original versions.

Game & Watch Gallery series List of games Manhole Fire Octopus Oil Panic

510

Game & Watch Gallery 2


Game & Watch Gallery 2, known in Japan as Game Boy Gallery 2 ( 2 Gmu Bi Gyararii 2), and in Australia as Game Boy Gallery 3, is the sequel to Game & Watch Gallery. It was first developed by Nintendo and originally released in 1997 in Japan for the Game Boy and later released in the US on November 1, 1998 for the Game Boy Color. It was also rereleased on the Nintendo 3DS Virtual Console in Japan on March 21, 2012 for Game Boy and it was also rereleased on the Nintendo 3DS Virtual Console in Europe on May 3, 2012 and in North America on May 24, 2012 for the Game Boy Color. List of games Parachute Chef Donkey Kong Helmet Vermin Ball (unlockable)

Game & Watch Gallery 3


Game & Watch Gallery 3, known in Japan as Game Boy Gallery 3 ( 3 Gmu Bi Gyararii 3) and as Game Boy Gallery 4 in Australia, is the third installment of the Game & Watch Gallery series. It was released in 1999 for the Game Boy Color but is also compatible on the original Game Boy. It has a total of 11 games. List of games Egg Green House Turtle Bridge Mario Bros. Donkey Kong Jr.

Also included were several unlockable games, however these are only playable in 'classic' mode: Judge Flagman Lion Spitball Sparky Donkey Kong II

Game & Watch Gallery series

511

Game & Watch Gallery 4


This title was released for the Game Boy Advance on October 28, 2002 with an ESRB rating of "E for everyone." It is the second title in the series to feature two-player play, provided players have two Game Boy Advances and a Game Link cable. It also marks one of the last playable appearances to date by Donkey Kong Jr. Several of the games in this title, however, previously appeared in other installments of Game & Watch Gallery. It also includes some unlockable titles, such as the game Zelda based on Nintendo's Legend of Zelda series. To add further interest, this is the first game featuring Mr. Game & Watch talk. This entry in the series was titled Game & Watch Gallery Advance in Europe and Australia. For an unknown reason, The fourth game in the series got cancelled for a Japanese release. The collection has the most games of any in the series. List of games Fire Boxing Rain Shower Mario's Cement Factory Donkey Kong Jr. Donkey Kong 3 Chef Mario Bros. Donkey Kong Octopus Fire Attack

Also included were several unlockable 'museum' games which could only be played in 'classic' mode: Manhole Tropical Fish Mario's Bombs Away Parachute Bomb Sweeper Climber Safebuster Life Boat Zelda

Game & Watch Collection


Game & Watch Collection is a Nintendo DS game for Club Nintendo members released on December 1, 2008.[1] It is a compilation of three Game & Watch multi-screen games: Donkey Kong, Green House, and Oil Panic.[2] The games come with both Mode A and Mode B as well as the alarm feature, which can be accessed on the start screen. Unlike the other compilations, the games contained in this one are exact ports of the original versions. It was also released at Singapore's AMK Hub in 2007. Japanese Club Nintendo members can exchange 500 coins for a copy of the game,[2] while it is available at a cost of 800 coins for North American members. It was released in Europe on 11/12/2009 and costs 5000 stars.[3] in Australia it cost 2500 Stars [4]

Game & Watch Gallery series

512

Game & Watch Collection 2


Game & Watch Collection 2 is a Nintendo DS game for Club Nintendo members released on April 1, 2010.[5] It features two single-screen Game & Watch games, Parachute and Octopus, along with an all-new dual screen game combining Parachute on the top screen with Octopus on the bottom screen. Like the previous release, the games come with both Mode A and Mode B as well as the alarm feature, which can be accessed on the start screen and the games contained in this one are exact ports of the original versions. Released on March 31, North American Club Nintendo members can receive it in exchange for 800 coins.[6] It was released over a year later in Australia on December 15, 2011 at the cost of 2500 Stars.[7]

References
[1] [2] [3] [4] [5] [6] [7] http:/ / ds. ign. com/ objects/ 848/ 848546. html RetroRated: Game & Watch Collection. Retro Gamer. Issue 30. Pg 78. November 2006. http:/ / www. nintendo. co. uk/ NOE/ en_GB/ club_nintendo/ stars_catalogue_5823. html http:/ / club. nintendo. com. au/ NOE/ en_AU/ club_nintendo/ stars_catalogue_320. html http:/ / ds. ign. com/ articles/ 108/ 1082415p1. html https:/ / club. nintendo. com/ rewards-details/ a/ 16002. do http:/ / www. nintendo. com. au/ index. php?action=news& nid=1526& pageID=6

External links
Game & Watch Gallery series (http://www.nindb.net/series/game-and-watch-gallery.html) at NinDB (http:// www.nindb.net) Club Nintendo (http://club.nintendo.jp/member/exec/entranceNaviPrivilege), current Club Nintendo prizes including Game & Watch Collection Stars Catalogue Europe - Nintendo (http://www.nintendo.co.uk/NOE/en_GB/club_nintendo/ stars_catalogue_5823.html) Stars Catalogue Australia - Nintendo (http://club.nintendo.com.au/NOE/en_AU/club_nintendo/ stars_catalogue_320.html)

Mario Artist series

513

Mario Artist series


Mario Artist is a set of programs that was partnered for sale with the Nintendo 64DD for its exclusive release in Japan. It was developed by Nintendo EAD.

Games
Paint Studio
Mario Artist: Paint Studio (released on December 1, 1999) is a Mario-themed paint program that includes a stamp tool with various Nintendo-related stamps. Many people refer to Paint Studio as "Mario Paint". Bundled with the Nintendo 64 Mouse, Paint Studio was one of the two 64DD launch titles. Using the Nintendo 64 Capture Cartridge, one can import images from video tape or a regular video camera. The Japanese's version of the Game Boy Camera could also be used with the transfer cartridge. The studio also had a unique four player drawing mode.

Polygon Studio
Mario Artist: Polygon Studio (released on August 29, 2000)[1] is a 3D computer graphics editor that lets the user design and render 3D polygon images with a simple level of detail. Supported Peripherals: Expansion Pak,mouse. Polygon studio also contains some mini games which appear in later WarioWare games.

Talent Studio
Mario Artist: Talent Studio (released on February 23, 2000) is a simple animation production studio which lets the user insert captured images such as human faces onto 3D models and then animate the models. It came bundled with the Nintendo 64 Capture Cartridge. Players could run a VCR, camcorder, etc. through the Capture Cartridge and record movies on the N64. A still image (i.e. a person's face) from a video or Game Boy Camera picture could be pasted onto the characters in movies created with Talent Studio. The talent studio also contained a few mini games in the style that would later be used in the WarioWare, Inc. franchise of games.

Communication Kit
Mario Artist: Communication Kit (released on June 29, 2000)[2] allowed users to connect to Randnet's "Net Studio", where it was possible to share Paint/Talent/Polygon Studio creations with other Randnet members. Other features included contests and printing services available to be ordered. The Randnet network service started in December, 1999, and was discontinued on February 28, 2001. The disc also had content that could be unlocked and used in the Paint studio.

Mario Artist series

514

Unreleased titles
Mario Artist: Game Maker Mario Artist: Graphical Message Maker Mario Artist: Sound Maker Mario Artist: Video Jockey Maker

References
[1] Polygon Studio release data (http:/ / www. gamefaqs. com/ n64dd/ 916581-mario-artist-polygon-studio/ data), GameFAQs. [2] Communication Kit release data (http:/ / www. gamefaqs. com/ n64dd/ 916661-mario-artist-communication-kit/ data), GameFAQs.

515

Unreleased games
Super Mario 128
Super Mario 128
Super Mario 128 as shown at the SpaceWorld event in August 2000.
Developer(s) Publisher(s) Series Platform(s) Genre(s) Nintendo EAD Nintendo Mario Nintendo GameCube/Wii Adventure, platform

Super Mario 128 refers to a series of development projects that were originally to be used only to create a sequel to Super Mario 64. What was displayed in the Super Mario 128 demo shown at Nintendo's Space World trade show was the rapid generation techniques that were later incorporated into games such as Pikmin, and "sphere walking" technology used in The Legend of Zelda: Twilight Princess and Super Mario Galaxy. Other aspects include physics technology that was later incorporated into Metroid Prime and Super Mario Galaxy 2.

History
Super Mario 64 sequel
The name Super Mario 128 was first used by Shigeru Miyamoto during an interview for Nintendo Power as early as January 1997, as a possible name for a Super Mario 64 sequel:[1] This rumored expansion and sequel to Super Mario 64 called Super Mario 64 2 was said to be developed on the Nintendo 64DD, but ended up being canceled.[2] Shigeru Miyamoto mentioned at E3's 1997 convention that he was "just getting started" on the project.[3] In a Nintendo Power interview with Shigeru Miyamoto in November 1999, Miyamoto said, "Well, for over a year now at my desk, a prototype program of Mario and Luigi has been running on my monitor. We've been thinking about the game, and it may be something that could work on a completely new game system." The game only had a demo of one level made for it, and nothing was done beyond that. Miyamoto claimed that multiplayer was the first aspect of the game that he wanted to include. Rumor has it that elements from Super Mario 64 2 were eventually transferred over to Super Mario Sunshine and Super Mario 64 DS.[4] It is rumored that elements of Super Mario 64 2 were incorporated into New Super Mario Bros., such as multiplayer.[4] From Nintendo Power, December 1998: An interview with Shigeru Miyamoto Nintendo Power: How about the sequel to Super Mario 64? Miyamoto: We've been thinking about the game, and it may be something that could work on a completely new system. Nintendo Power: Are you planning on making a two-player game with simultaneous, cooperative play? Miyamoto: We've actually been considering a four-player game with simultaneous play, but each screen would need to be very small, and we would have to implement new camera work. But it's these sort of problems that I like to tackle.

Super Mario 128 In an interview in the September 2006 issue of Nintendo Dream, Miyamoto answered some questions about Mario 64 2, stating that he had forgotten whether it was being made for the Nintendo 64DD, and that "it's become other games". When asked whether he meant that the game systems are being used in other titles, Miyamoto responded, "From the time that we were originally making Mario 64, Mario and Luigi were moving together. But we couldn't get it working in the form of a game," echoing his statements from 1999.[4]

516

Tech demos
Super Mario 128 was referred to again at the SpaceWorld event in August 2000, when Nintendo showed a technology demo titled Super Mario 128 to display the power behind their then-upcoming Nintendo GameCube game console.[5] In the demo, a large 2D Mario split off into 128 smaller Marios across a kind of circular board. The demo went on to display the technical power of the GameCube by rendering additional Marios at once until the number of characters on the screen reached 128. The terrain in the demo was manipulated, rotated, and spun to show the physics abilities of the system. One year later, at SpaceWorld 2001, Super Mario Sunshine was unveiled as the next Mario game; it was released in July 2002 in Japan and a month later in North America. In an interview after E3 with Computer and Video Games, Miyamoto confirmed that Super Mario 128 and Super Mario Sunshine were separate games. In the case of Mario, obviously we were doing work on the Mario 128 demo that we were showing at SpaceWorld, and separately we were doing work on experiments that we made into Mario Sunshine. Shigeru Miyamoto[6]

Resurfacing
On December 10, 2002, IGN reported that according to an interview in Japan's Weekly Playboy magazine Miyamoto had confirmed the continuing development of Super Mario 128. Rumors later surfaced that Nintendo did not show Super Mario 128 at E3 2003 because the game was very innovative and Nintendo did not want other developers stealing the ideas from the game.[7] However, Miyamoto later confirmed in an interview with Nintendo Official Magazine UK that Super Mario 128 was still in development and that the development team had planned to take the Mario series in a new direction.[8] In 2003, Nintendo's George Harrison stated in an interview with CNN Money that Super Mario 128 may not appear on GameCube at all.[9] It was thought that Nintendo would unveil the title at E3 2004. Miyamoto again confirmed the existence of Super Mario 128 in an interview during February 2004, but the game failed to surface. Some believed this was due to the announcements of The Legend of Zelda: Twilight Princess and the Nintendo DS, both revealed at the 2004 show. GameSpy asked Miyamoto about the game after E3: It's moving along secretly like a submarine under the water. When developing, we often look at the different hardware and run different experiments on it and try out different ideas. There have been a number of different experiment ideas that we have been running on the GameCube. There are some that we have run on DS, and there are other ideas, too. At this point I just don't know if we will see that game on one system or another. It is still hard for me to make that decision. I am the only director on that game right now. I have the programmers making different experiments, and when I see the results, we will make the final decision. Shigeru Miyamoto[10] IGN later in the year got a similar response. Miyamoto again asserted Super Mario 128's experimental nature.[11] In 2005, at the GDC, Nintendo's VP of Marketing, Reggie Fils-Aime, stated that Super Mario 128 would be shown at E3 2005. This was the point where most people thought that the game would finally surface. However, for the third year in a row, the game once again failed to surface during E3. During a GameSpot video interview at E3, Reggie Fils-Aime stated, "I can only show what Mr. Miyamoto gives me to show." When a reporter

Super Mario 128 asked if it exists, he responded, "I've seen bits and pieces." In an interview with Miyamoto that year, a Wired News reporter confirmed that Super Mario 128 would not be produced for the GameCube, but rather that it had been definitively moved to the Wii (then code-named Revolution).[12] In September 2005, Shigeru Miyamoto gave his least ambiguous comments regarding Super Mario 128. Questioned as to the status of the game by a Japanese radio station, he revealed that Mario would have a new character by his side and reiterated that the game would appear on the Wii with a different name. Interestingly, he also mentioned that Super Mario 128 played a large role in the conception of the Wii (then known as Revolution), like Super Mario 64 did for the Nintendo 64. He went as far to say that the Wii was based around "this new type of game".[13] It was later confirmed that Super Mario Galaxy (the first Mario platform game for the Wii) was not Super Mario 128 when Miyamoto stated at E3 2007 that Super Mario Galaxy was "created by the team that made Donkey Kong Jungle Beat, and development began as soon as that title was finished,"[14] (2005)[15] while Super Mario 128 has been in development since at least 2000, when the technology demo was first shown. In 2006, Shigeru Miyamoto finally confirmed that the project was no more, and that bits and pieces of the concept had evolved into the Wii title Super Mario Galaxy.

517

Final word
During the GDC 2007, Miyamoto mentioned that Super Mario 128 was merely a demonstration to illustrate the power of the GameCube. He also stated that most of the elements of Super Mario 128 were incorporated into Pikmin, in that the player controlled a large number of characters on screen. Other elements such as walking on 3D spheres are seen in Super Mario Galaxy.[16][17]

References
[1] Miyamoto Shrine: Shigeru Miyamoto's Home on The Web (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 0197. shtml) [2] IGN: Super Mario 64 II (http:/ / ign64. ign. com/ objects/ 001/ 001960. html) [3] Takao Imamura, Shigeru Miyamoto (1997). Nintendo Power August, 1997 - Pak Watch E3 Report "The Game Masters". Nintendo. pp.104105. [4] Anoop Gantayat (2006-08-21). "Miyamoto Opens the Vault" (http:/ / wii. ign. com/ articles/ 726/ 726761p1. html). IGN. . Retrieved 2007-12-13. [5] YouTube - "Super Mario 128" demo (http:/ / www. youtube. com/ watch?v=fgtFXXzE8bk) [6] Gaming News, Screenshots, Movies - ComputerAndVideoGames.com (http:/ / www. computerandvideogames. com/ article. php?id=91486) [7] IGN: Mario 128's New Idea (http:/ / cube. ign. com/ articles/ 425/ 425210p1. html) [8] Miyamoto Shrine: Shigeru Miyamoto's Home on The Web (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 081403. shtml) [9] "No more Mario?" (http:/ / money. cnn. com/ 2003/ 11/ 04/ commentary/ game_over/ column_gaming/ index. htm). CNN. November 4, 2003. . Retrieved May 24, 2010. [10] Miyamoto Shrine: Shigeru Miyamoto's Home on The Web (http:/ / www. miyamotoshrine. com/ theman/ interviews/ 250504. shtml) [11] IGN: Nintendo Supports Cube (http:/ / cube. ign. com/ articles/ 568/ 568992p1. html) [12] "The Man Who Keeps Nintendo Cool" (http:/ / www. wired. com/ gaming/ gamingreviews/ news/ 2005/ 06/ 67854). Wired. June 15, 2005. . [13] 500 (http:/ / wii. ign. com/ articles/ 726/ 726761p1. html) [14] E3 2007 - E3 '07: Miyamoto shows off Super Mario Galaxy - Wii News at GameSpot (http:/ / www. gamespot. com/ wii/ action/ supermario128/ news. html?sid=6174737) [15] Donkey Kong: Jungle Beat for GameCube - MobyGames (http:/ / www. mobygames. com/ game/ donkey-kong-jungle-beat) [16] Shigeru Miyamoto (2007). Shigeru Miyamoto: "A Creative Vision" - Keynote at GDC 2007 (http:/ / www. visualwebcaster. com/ Nintendo/ 38232/ event. html). Event occurs at 1:09:08. . [17] GameSpy: Miyamoto's Creative Vision (http:/ / wii. gamespy. com/ wii/ mario-wii/ 771581p2. html)

Super Mario's Wacky Worlds

518

Super Mario's Wacky Worlds


Super Mario's Wacky Worlds
Developer(s) Publisher(s) Designer(s) Programmer(s) Artist(s) Platform(s) Releasedate(s) Genre(s) NovaLogic Philips Marty Foulger John Brooks Sila Warner Nina Stanley Philips CD-i Cancelled Adventure Platformer

Media/distribution Compact disc

Super Mario's Wacky Worlds was a Mario platform video game in development by NovaLogic for the Philips CD-i system. The game was designed to be a clone of Super Mario World, a Super Nintendo game released in 1991, that took advantage of the system's hardware. While an early prototype of the game received positive feedback from Nintendo, the game was cancelled due to the declining sales of the Philips CD-i system.

Overview
A planned platformer for the CD-i console in 1993, Super Mario's Wacky World is about Mario in a series of "Wacky Worlds" including ancient lands, haunted worlds, jungles and ice lands as well as more The game attempted to duplicate the gameplay of Super Mario World for the SNES. Though the game sprites are based on Super Mario World, the level design is based on Earth locations rather than the Mushroom Kingdom or Mushroom World.

Limitations
Due to the limitations of the CD-i, several features could not be included in the game, such as large numbers of sprites on the screen, Mode 7, and many visual effects. The nature of the pointing device controller provides difficult controls for Mario, as the game has the default controls of running and jumping.

Cancellation
This game was to be one of the few games in Philips' deal with Nintendo that actually played like a Nintendo game -- other titles such as Zelda: The Wand of Gamelon and Hotel Mario featured Nintendo characters and aspects of Nintendo gameplay, but were made without much more than concept approval from Nintendo in Japan and differed significantly (where comparisons are even apt) from the NES/SNES games. Despite its ambition to look and play just like a real Super Mario game, this title was never completed due to the poor sales of the Philips CD-i.

Super Mario's Wacky Worlds

519

References External links


Super Mario's Wacky Worlds Game Development Overview (http://www.videogameobsession.com/ videogame/cdi/mario.html) (http://www.ign.com/games/super-marios-wacky-worlds/cd-i-14217666)

Article Sources and Contributors

520

Article Sources and Contributors


Mario franchise Source: http://en.wikipedia.org/w/index.php?oldid=497220149 Contributors: 22dragon22burn, Anthony Appleyard, ArtistScientist, BD2412, Bearcat, Blake, C3F2k, CaseyPenk, Cyan Gardevoir, Cyberlink420, Doracake, Ilikesonicman12, Jagged 85, MarioS, Ost316, R'n'B, Salvidrim, Sergecross73, Unreal7, 16 anonymous edits Super Mario series Source: http://en.wikipedia.org/w/index.php?oldid=497497495 Contributors: 000peter, 041744, 22dragon22burn, 2Wikid, 4twenty42o, 7, 803290, 9-volt18-volt, Abacos, Ace of Jokers, Addit, AerobicFox, Airconswitch, Alansohn, Alex 8194, AnmaFinotera, Anna Lincoln, Antoshi, Apolo13, Apparition11, Arnavchaudhary, ArtistScientist, Artman40, Aussie Evil, Avalanche54, Axem Titanium, BAPACop, BackDoorFluff29, Bando26, Beland, Bender235, Berenlazarus, Betacommand, Bkellihan, Blake, BobJohn20, Bowserjr55, Brighterorange, BrokenSphere, Byll the Wyll, C3F2k, CTZMSC3, Cableleader, Cameron Scott, CardinalDan, Cargoking, Carrie2002, CaseyPenk, Catgut, Ccacsmss, Chardish, Charles cheese, CharlieHuang, Claudes1967, Coby2, Cokeandpoprocks, CommonsDelinker, ConCompS, Cpeterson12, Craftychris90, Crazyjr2, CsDyCsDyCsDy131313, Cyan Gardevoir, Cyberstrike3000X, DCico, DRock1016, Damian Yerrick, Dancingcyberman, Danielgonz, DannySaunders2208, Darkgirl193, Darkhunger, Darkness2005, Darknessthecurse, Darrman1, Dbn300100, Ddjay1, DerHexer, Diego Moya, Disavian, Dispenser, DjinnFighter, DougsTech, Drilly Dilly, Druff, Dumbledore000, EEMIV, EPX2, ESkog, Eeekster, Efbgiudeuj, Egon Eagle, Emerald92, Emiglex, Enviroboy, EoGuy, EveryDayJoe45, FMasic, Faradayplank, Fastilysock, Fattyman17, FightingStreet, Firsfron, Floopykins, Francis coward, Frankie0607, FullMetal Falcon, Funnyboy2963, Funnyhat, Furrykef, GEM036, GVnayR, Gareth Griffith-Jones, Gary King, Geoff B, Giraffedata, Glitchy02, Grandy02, Gratel, Guinea pig warrior, Guyinblack25, Haipa Doragon, Hi4, Hidden4lyfe, Hope(N Forever), Hotcrocodile, Hydrokinetics12, IAmAmazing93, IAmTheCoinMan, IWantToCreateAYouTubePoopArticle, IamYoshi, Igordebraga, Irdepesca572, Iridescent, IronGargoyle, ItTookMeSoLongToRegister, J.delanoy, JForget, Jackass91418, Jagged 85, JamesBWatson, Jay32183, Jeff Silvers, Jelloshooter, Jerome Charles Potts, Jhsounds, Jonny-mt, Joshk871, Judgesurreal777, Juliejag29, Jvjordi1, Kelapstick, Kiteinthewind, KnowledgeOfSelf, Koavf, Kobe441, Kyle1278, Kylegouveia94, L'Aquatique, Leader Vladimir, LeaveSleaves, Les Games, Lharbauer, Liamland, Lightman2, Likesorange, Logan, Lord Crayak, Lord Mrakainus, Lord Psyko Jo, Lucas.tej, MER-C, Madhatter9max, Magiciandude, Malo, Mandarax, Marechal Ney, Marek69, Mariacer Cervantes, Mario777Zelda, MarioCool, MarioLOA, Martarius, Martin IIIa, Master Bigode, Master Deusoma, MathMaven, Matt Deres, Matthew Yeager, Mczack26, Me cool Awsome, Megata Sanshiro, Menzagachi, Metagraph, Metroid100, Mikamika123, Mike Rosoft, Mike Selinker, Mikeamania, Moonriddengirl, Mordinaz, Mr Lman22, Mr. Oooh Laa laah, MuZemike, Mushroom, NES Boy, Nathan2055, New Age Retro Hippie, Nikitko, Nintendo 6, NintendoFan6, Nintendofan1995, Nintendofan5000, Nintendoman01, Number1214, Occono, Ohconfucius, Omar 180, Osrevad, Ost316, Ottawa4ever, Ouseraquenao, PV250X, Packersfan1, Panpanman, Partylist, Paulcmnt, Paxsimius, Peripitus, PeruAlonso, PhilKnight, Philip Trueman, Promethean, Pseudomonas, Puffin, Pythasis, QueenCake, R'n'B, Radams52, Rastijko, Rattis1, Reach Out to the Truth, Reaper Eternal, RepliCarter, Rhonin the wizard, Rich Farmbrough, Richiekim, Riley Huntley, Rinkle gorge, Rjwilmsi, Robert Guiscard, Rockfang, Ronhjones, Rsrikanth05, Ryulong, Saebjorn, Safety Cap, Salvidrim, Saprissy, Schmeater, SchuminWeb, Seaphoto, SecretCards, Sergecross73, SethAllen623, Sfan00 IMG, Shawn in Montreal, Sheeeeeeep, Shooke, SideMaster, Skull50, Slips, Smashman202, Smokeyfire, SoCalSuperEagle, SoSaysChappy, Sodfactor, SonicGamer, SparksBoy (Huggle), SpongePore, Sssbbb2, StormContent, Stragesman, Stwrt s btr, Super-tony980, Superjustinbros., Supermario96, TJ Spyke, TMorg13, Tabletop, Taelus, Teancum, Tedius Zanarukando, TenPoundHammer, Th1rt3en, The Prince of Darkness, The Stick Man, TheFarix, Themanwhoyoukilledin89, Theworldwillblowup, Thibbs, ThomasO1989, Tide rolls, Timberlax, Tktktk, Torchwoodwho, Trogga, Tryggvia, Tsange, Tyar, Undertheocean, Unused000702, Useight, Usucdik2, Vegaswikian, Victory93, Vin Kaleu, Vrenator, Waitingforlife, Wayne Slam, Welsh, West.andrew.g, What is the massachusetts?, Wikia9001, Wikieditor1988, Wikikiwiwiki, WikipedianMarlith, Willking1979, Wisinia, Wonchop, Woohookitty, Wookiee123, Wptoler, Wsvlqc, X201, Xe7al, XxxFilipks, YUL89YYZ, Yachtsman1, Ynhockey, Zinc2111111, Ztnorman, Zzzaaaamm87, 791 anonymous edits Super Mario Bros. Source: http://en.wikipedia.org/w/index.php?oldid=497827841 Contributors: $yD!, 000peter, 041744, 2Wikid, 4chanAIDS, 65.235.897, 803290, A Man In Black, A gx7, ABCD, Aa2-2004, Aaron Walden, Aaronbrick, Abcfox, Abodos, Ace of Jokers, AceTracer, Acidburn24m, AdamLoon@knology.net, Adamrmoss, Addit, Addshore, Admiral Roo, Admiral jolyon, AerobicFox, Aibara, Ajfweb, Ajo888, Aka042, Alansohn, Ale jrb, Alex43223, AlexForche, AlexiusHoratius, Alexpen, Alphachimp, Alphatek, Amcaja, Anaxial, Andrevan, Andrewg, Andrwsc, Andrzejbanas, Andygreeny11, Anetode, Angela, Anger22, Angry Sun, Anjingbuduk, AnonGuy, Anonymous from the 21st century, Antodav2007, Antti29, Anrion, Apostrophe, Arakunem, Arbayer2, Arbitrarily0, Arj, Arswann, Artichoker, Articuno, ArtistScientist, Arturo Urquizo, Asher196, Aspensti, Atif.t2, Atom22, Atomic Cosmos, Attitude2000, Auburnpie, Auric, Austriacus, Autobogg, Awesomemiles42, Axon98, Azukimonaka, BACbKA, BD2412, Backpackadam, Baf, Bananaman06, Barliner, Barneyzhen, BarretB, BattleMario, Bde1982, Bear475, Beau+Lobo, Beaumont, Beefball, Beetstra, Belrien12, Bento00, Bentogoa, Berenlazarus, Betacommand, Big Bird, Biggman15, Billkendrick, Bisqwit, Blackbox77, BlueBlitz445, Bluegoomba2, Bly1993, Bmecoli, Boarder8925, Bobnorwal, Bobo192, Bonadea, Bongwarrior, Booo95, Boothy443, BostonMA, Bowser Jr. Koopa, Bravado01, Brillemeister, BrokenSegue, Browned, Bryan Derksen, Bsadowski1, BubbleBabis, Burntsauce, Butros, Buzda, CHJL, Cadsuane Melaidhrin, Cak22, Calabe1992, Caltas, Can't sleep, clown will eat me, Canadian Paul, Candidhq, CanisRufus, Capricorn42, Captain Skank, Captain Yesterday, Carlj7, Carrie2002, CaseyPenk, Casper10, Cassandraleo, Cat's Tuxedo, Catgut, Cbanks, Centrx, Cfive, Chckenfinger, Cheeseball701, Cheesemeister, Chevymontecarlo, Chickencha, Chikentoe, Chivista, Christopher Mahan, Chubbles, Chuunen Baka, Citydoctor, Cjarani, Claytonian, Clemmy, Cntras, Cocoapropo, Coconutsss, Colonies Chris, Colonthree, Coltonblue, Combination, CommonsDelinker, Corax, Corbo, Corey.spring, Coreycubed, Courcelles, CowboySpartan, CrazyC83, Crazycomputers, Cst17, Curps, Curtis23, CyberSkull, Cynical, CyrilTheA***Clown, DOSGuy, Da Joe, Daigo Kazama III, Damian Yerrick, Dancter, Daniel Benfield, Daniel200, Danteorange2012, DarkEvil, DarknessX, Darrman1, Darthminimal, Daveman 84, Davewho2, David Wahler, DavidA, Davidjk, Dayewalker, Dedrestupiddotcom, Degenerit, Delldot, Delusion23, Denisarona, DennyColt, DerHexer, Dermot-94, Descent, Despatche, Devinwoff, Diannaa, DietCaffeineFreeCherryCoke, Dinosaurdarrell, Dinsy10, Disavian, Discospinster, Djinn112, Donaldrobertsoniii, Doom127, Doshindude, DoubleBlue, Dphower, Dposse, DrZarkov, Drat, Dream Focus, DreamGuy, Drilnoth, DrippingInk, Dusty777, Dysepsion, Dysmorodrepanis, Dzubint, E-Manlleus, ERW1980, ESkog, EVula, Ecksemmess, Eclecticology, Edderso, EditorE, Edward Roussac, Eivind F yangen, El Deej, El Mullet, Elassint, Elcolombiano1990, Elcriz000, Elkman, Elockid, Eloquence, Eluchil404, Emc2, EnglishEfternamn, Enviroboy, Epbr123, Epicbenaweomeness, Eric B, Eric-Wester, Esanchez7587, Etincelles, Evan1109, Everyking, Exe, Eyas, Famico666, FaryKnight65, Fatsal, Favonian, FightingStreet, Final-fantasy22, Finalius, Finn-Zoltan, Firebug, Flabby72, Fleinn, Flewis, Flintusberg, Flyerhell, FlyingPenguins, Forenti, Forest guy, Forteblast, Fragglet, FrankTobia, Frankenpuppy, Frankie, Frankyboy5, Freakawill2000, FreddySmith, Fredrik, Freshfighter9, FreudianSlippers, Fridgegames, Froggymike8, Fryguy64, Frdrick Lacasse, FullMetal Falcon, Fumoses, Funnyhat, FuriousFreddy, Furrykef, Fuzheado, G8or8de, Gabrielkat, Gail, Gaius Cornelius, GaussTek, Gbr3, GeeItSureIsBoringAroundHere, Geoalecs, Georgia guy, Gerbrant, Ghost109, Giants2008, Gilberto Guerrero, Gildos, Gilliam, Ginjinkun, Glass Sword, Gogo Dodo, Golbez, Google mega man, Gordon Ecker, Goroliath, Grandy02, Grawden, Grayham99, GregAsche, Grumbel, Grunt, Gunmetal Angel, Gwalla, Hackajar, Haipa Doragon, HairMetalLives, HalfShadow, Hansyou, Hbdragon88, Hdt83, He00, Headbomb, Headcase88, HealdGuy, Heatherkemp77, Hede2000, Hedpeguyuk, Heegoop, Hell P, Henryodell, Hibana, Hibohibo, Hitmaker, Holothurion, Homerjay, Hope(N Forever), Human4321, Husond, Hut 8.5, Hydrogen Iodide, IAMREADY ! ! ! ! !, IRP, IRock71, ISquishy, IW.HG, Iamawesome321, Ian Moody, Ian Pitchford, Ian Pugh, Ianjones50, Igordebraga, Ilikepie2221, Ilmari Karonen, Iloveads47, Iluvbella, Imax80, Improv, Indrian, Inetanton, Inhumandecency, Io Katai, Irish Souffle, Irishguy, Itazuki, Itchigo 222, IvanLanin, Ixfd64, J-stan, J.delanoy, J44xm, JBK405, JForget, JPG-GR, Jacoplane, Jacquismo, Jagged 85, Jake Larsen, Jake29853, Janejellyroll, Jappalang, Jaranda, Jarvisganon, Jasonzhuocn, Jauerback, Jay Firestorm, Jayt55, Jcw69, Jennavecia, Jeronimo, Jerry teps, Jh51681, Jhenderson777, Jhgfdskjdsakl, Jhsounds, Jimbow25, Jimmy oh, Jinnentonik, Jnelson09, Joey joe joe shabbadoo, Johenssen, JohnnyWarear, Johnwest1999, Jonas Viper, Jonghyunchung, Jonny2x4, JoshLMeyer, Joshpennrules93, JoshuaZ, Joyous!, Jrdioko, Jsorensen, Jtrost, Juggaleaux, Julianmurphy88, Justin The Claw, Justinwiki324, JzG, Jsk Couriano, Jna runn, K1Bond007, KMFDM Fan, KWoolley, Kaal, Kamoranakrre T. Eyaelitenan, Karenjc, Katieh5584, Katiej88, Kazrak, Kbdank71, Kbh3rd, Kbrink21, Kevin B12, Khoikhoi, KieferSkunk, Killerbread, King Zeke, King of Aardvark, Kirils, Kitty53, Kms, Kubigula, Kulshrax, Kusunose, Kyace, Kyle C Haight, Kylu, Kyorosuke, L Kensington, LDarksoftl, LGagnon, La Pianista, Landon1980, Lar, LedRush, Lee Bailey, Lego3400, Lenin and McCarthy, Leszek Jaczuk, Lethargy, Letter Ezh, Leuqarte, LiDaobing, Libertyernie2, Liftarn, Lighteningmonkey, Ligulem, Linkdude20002001, Liontamer, Lissoy, Livitup, LocalH, LooneyTunerIan, Lord Psyko Jo, LouisianaFan, Loves Nintendo!, LucasLogan, Lucky number 49, Luigi-1up, Luigi128, LuigiManiac, Luigifan07, Luminifer, Luna Santin, M7, MHarrington, MPMackzamBros, MY MOM WONT LET ME EAT AT THE TABLE WITH A SWORD., Maartenvdbent, Macca7174, Macintoshrocks9, MadLuigi, Magus732, Malcolm, ManSkirtDude101, Manuelh95, Marcus2, Mariacer Cervantes, Mario 5757, Mario Luigi, Mario777Zelda, MarioLOA, MarioRapper, Mariobro eh, Mariofan1000, Mariomedici707, Mariorocks10, Martarius, Martin451, MaskedSheik, Masken, Masterchief72, Masterhatch, Masterofzen, MattTM, Mattbash, Matthew Yeager, Matthewali55, MaverickHunterGBD, Maximus Rex, Mazedude, Mbecker, Mboverload, McAngeOK, McDonaldsGuy, McDoobAU93, McGeddon, Mcg521, Mdurante, Meelar, Mega Man 5, Mega008, MegaByte, Megata Sanshiro, Meger1, Melissaharding, Mercenario97, Mercer5089, Merlion444, Michael Devore, Michael Hardy, Michael Harrington, Miguelg, Mika1h, Mike1, Mike1982, Milos the man, Mintchocolatebear, Mister Tiblets, MisterHand, Mjf314, Mjquinn id, Mmxx, Mole, Mondotta, MonkeeJuice, Mordiggian1324, MosheA, Mouse is back, Mouse20080706, Mr Fist, Mr. Frecklefly, Mr. Lefty, MrC539, Mrghost123, Mrules4ever, Msikma, MuZemike, Mugglebear, Mugunth Kumar, Mushroom, Muzer, My76Strat, Mycroft9x, Mygerardromance, N. Harmonik, NES Boy, NHRHS2010, Nakon, Namiuchiha, Nark2, Narssarssuaq, Nathan192001, NawlinWiki, Nbarth, New Age Retro Hippie, Newskooltrooper, Nick R, NicoNet, Night Tracks, Nightstallion, Nintendo nintendo nintendo, Nintendude, Nivix, Northamerica1000, NostrilPassage, Not G. Ivingname, Notorious4life, Nsaa, Ntg, Occono, Ocelot626, Odjob16, Ogarneros, Ojigiri, Oklonia, Oknazevad, Olathe, Omar 180, Omar93m, Omicronpersei8, Onesimos, Onorem, Orderud, Osarius, Oscara, Oscarthecat, Ottawa4ever, Overand, Oxymoron83, PS., Pagrashtak, Pampers, Paper Met, Parthian Scribe, Pcpcpc, PeaceNT, Pedro thy master, Pejman47, Pelago, Pembers, PencilUser41, Percy Snoodle, Peridon, Persian Poet Gal, Peterinns, Phediuk, Phil Sandifer, PhilKnight, Philip Trueman, Physicistjedi, PhysicsNick, Piano non troppo, Pigpig2, Pika62220, Pilotguy, Plasma Twa 2, PlatformerMastah, Platypus222, Plugwash, Pluke, Pmz3, Poiuyt Man, Poor Poor Pitiful Me, Popoon the niple, Powpowmoose, Ppk01, Princess Guy, Proabivouac, Pschemp, Pscott22, PsychicKid1, Psychonaut, Pt, Puppies dressed as cats, QmunkE, Quarma, QuasarTE, Quasipalm, Quegottttt, Quixoto, Qutezuce, Qwerjkl;, Qxz, RJN, RL0919, Radiant chains, RafaelPPascual, Ral315, Randomlogik, Rapsar, RattleMan, Rattlesnake, Raude, Ravimakkar, Raymondluxuryacht, RazorICE, Reach Out to the Truth, Rebelx24, Redcat23, Redquark, Redrose64, Remey, Remurmur, Renegadeviking, Reswobslc, Rettetast, RexNL, ReyBrujo, ReyVGM, Rglong, Rholton, Rhonin the wizard, Rich Farmbrough, Richardcavell, Richiekim, Rjd0060, Rjwilmsi, RobJ1981, Rocastelo, Romanista, Ronhjones, RoyBoy, Rtyq2, Ryan North, RyanGerbil10, Ryannt, Ryulong, S h i v a (Visnu), SCB '92, SNIyer12, SSJChuckNorris, STUFF2o, Sacredfire059, Safe-Keeper, Salavat, Sallyqwer, Salty!, Salvidrim, SamuraiClinton, Samwaltz, SarekOfVulcan, Scepia, Sceptre, Schavira, SchfiftyThree, Schmiddy, Schneelocke, SchumiChamp, Scottandrewhutchins, Seba5618, Secombe, Secret Saturdays, Selmo, Sesu Prime, Sfan00 IMG, Shadow Android, Shadow Hog, ShaleZero, Shantyman88, SharkD, Shawnc, ShinRa.Electic.Power.Company, Shuroku, Sillygostly, Silver Edge, Silvereel13, Sis and bro, Sjones23, Skarebo, Skl1983, Skullcandey king, Skybon, Slightsmile, Slon02, Smackboy69, Smalljim, Smalln, Smeapancol, Smokeyfire, Sodadrinker10, Soetermans, Soliloquial, Some jerk on the Internet, SoniKirby, Sonic3KMaster, SonicFanSupreme, Soupnyc807, SouthernNights, Spaceboy492, SparksBoy (Huggle), SpecialWindler, Spencer, SpikeToronto, Spinrad, SpyroSpeedruns, Squilibob, Squirminator2k, StAkAr Karnak, Stardust6000, Stewacide, Stick Fig, Stockdiver, Stormie, Stratadrake, Streetbackguy, Studerby, SuperDude115, SuperHamster, SuperNESPlayer, SuperWiki5, Superbeecat, Superjustinbros., Szczur Zosia, T Willy, T-Prime85, TDLuce, TJ Spyke, TK421, TKD, TPIRFanSteve, Takuthehedgehog, TangentCube, TanookiMario257, Taphilo, Taric25,

Article Sources and Contributors


Tarkannen, Tastemyhouse, Tea Tzu, Tedius Zanarukando, TehLandmaster, TenPoundHammer, Tetzcatlipoca, Textangel, Tfullwood, Tgeairn, Th1rt3en, The Glory Boy, The JumpStation, The Master of Suspicion, The Prince of Darkness, The Thing That Should Not Be, The Thought-Fox, TheChard, TheDotGamer, TheToad143, TheUltraGameBos, Theichibun, Thingg, ThisIsMyUsername, Thomas grech, ThomasHarte, ThomasO1989, Tide rolls, Tigalch, Tigermave, Tim Starling, Timby007, Tinesracing, Tiptoety, Titoxd, Tjdw, Tman7776, Toasty!, Toffile, Tony1, Total '''rocker''', Tothebarricades.tk, Toxic Ninja, Toxicroak, TravelingCat, Tregoweth, Trioculus1, Tristam, Trogga, Tsuakasa, Ttc817, TuneyLoon, Tvp119, Twilight, TyA, Tzaquiel, Ulric1313, Umweltschtzen, UnDeRTaKeR, Unknown Dragon, Unused000702, Unyoyega, Useight, Utcursch, Uucp, Uusitunnus, Uzzo2, Vegasjon, Velveteen Saint, Vendettax, Victory93, VivaPB, Vranak, Vzbs34, WOSlinker, WRK, Wack'd, Waffle6271, Wafulz, Wahjah, Walkeraj, Wangi, WatermelonPotion, Wayne Slam, Wereon, West.andrew.g, Wgungfu, Whetstone, WhisperToMe, Whkoh, WikHead, Wikada, WikiLaurent, WikiSlime, Wikipedian06, WikipedianMarlith, WillAndrews, Williamnilly, Willy105, Wimt, Wishka42, Wmahan, Wood900X, WookieInHeat, Worrdo, Wwwwolf, XMog, Xcrissxcrossx, Xenon54, Xionbox, Y0u, Y2kcrazyjoker4, Yelsent, Ynlau, YuYu, Yukichigai, Yungw, Ywncyber, Zaharous, Zealotgi, Zelda, Zeldamaster3, ZeroAlucard, Zig973, Zippo, Zmega, Zocky, Zondor, , 1751 anonymous edits Super Mario Bros.: The Lost Levels Source: http://en.wikipedia.org/w/index.php?oldid=497513934 Contributors: 041744, 75th Trombone, ABCD, Ace of Jokers, Amake, Amirrezasepehr, Amitie 10g, Andrevan, Andrwsc, Animedude360, Apostrophe, Avicennasis, BKmetic, Bacefook, Bearcat, Berenlazarus, Big Bad Baby, Bngrybt, Bratsche, Brenont, Bryansit83, Bsssalm, BuickCenturyDriver, Bumm13, Buzda, C3F2k, COMPFUNK2, CaseyPenk, Casper's Glowball, Cassandraleo, Colliric, Combination, Cool vs. Wild, Cornince, Cprompt, Cricketmania, CryptoDerk, Cynical, DKqwerty, DYShock, DarkHorizon, David31584, Dcoetzee, Dem Bones Guy, Despatche, Doshindude, Dragon DASH, DrippingInk, Duckduck96, EVula, Ecksemmess, Ejfetters, Elmer Clark, Emurphy42, EnigmaMcmxc, EoGuy, Eric B, Erpert, Evice, Falcon9x5, FlyingPenguins, Forest guy, FriedMilk, FrogTape, Fru1tbat, Fryguy64, Furrykef, GDonato, GG Crono, Gaelen S., Gazimoff, Georgia guy, Ghostly coke, Giraffedata, Glass Sword, Gromreaper, Hateless, Hbdragon88, Headcase88, Heaviestcat, Hirokazu, I'd prefer to be anonymous, Ian Moody, Iceberg3k, Irish Souffle, J'onn J'onzz, Jack O'Neill, JackSparrow Ninja, Jappalang, Jason One, Jeff Silvers, Jh51681, Jhsounds, Jhuhn, Joey Q. McCartney, Johnnyfog, Joltman, Jonny2x4, Justin The Claw, JzG, K00bine, K1Bond007, Kaleb.G, Katharineamy, Kicking222, Kizor, Kyle C Haight, Kyng, LGagnon, Ligulem, LilHelpa, Liontamer, Looris, Lownin, Luigi-1up, Luigi2, LuigiFan11, Luspari, Mad Mike 001, Madoka, Magus732, Marcus2, Mario4EVER14, Mario777Zelda, Master Bigode, Matthew0028, Megata Sanshiro, Michael93555, Mika1h, Mintleaf, MisterTin, Mordien, Mps, Mr Fist, Mr. Rainbow, MrDrake, Mrwojo, N5iln, NES Boy, Nerd 101, New Age Retro Hippie, Nintendo Maximus, Nono64, Oklonia, Oknazevad, Olathe, Ometluvver, OneWeirdDude, Onesimos, Oni Lukos, Onorem, Oscara, Ost316, Oxymoron83, PJ Pete, Pagrashtak, Pedro thy master, Pellucidity, Persian Poet Gal, Phthoggos, PiaCarrot, PickPackPock, Pig de Wig, Pikawil, Pingveno, Plainnym, Plotor, Poor Poor Pitiful Me, Ppk01, Princess Guy, Quetzalcoatl45, Quietust, RattleMan, Remurmur, Rhindle The Red, Rich Farmbrough, Richiekim, RobJ1981, Roddie Digital, Ryulong, SNIyer12, SNS, Salvidrim, Sawblade5, Scepia, Schneelocke, SchumiChamp, SchuminWeb, Sd clubizarre, Seancdaug, Sesu Prime, Sferrier, Shibboleth, Silver Edge, SimonD, Smash, Soap, Sparky the Seventh Chaos, Spell4yr, Sponge1987, SpongeJustin4, Stefcard, Stevo1000, Stickee, Suddhadeep, SunCreator, SuperHamster, Superjustinbros., Sylphie, TJ Spyke, TKD, TPIRFanSteve, TTN, Tacvek, Takuthehedgehog, TanookiMario257, Teancum, Tedius Zanarukando, TenPoundHammer, Tezero, The Prince of Darkness, The-, TheDotGamer, TheLizardKingMike, TheLoverofLove, ThomasO1989, Tregoweth, Trioculus1, Trueblue9999, Unused000702, Veggies21, Victory93, Vnisanian2001, Vzbs34, Walshicus, Wangoed, Weeliljimmy, WhisperToMe, Wiggster, Wonchop, Xenon54, XnMeX, Xtremeblur, Yabuturtle, Yowuza, Zachkudrna18@yahoo.com, Zaita, , 421 anonymous edits Super Mario Bros. 2 Source: http://en.wikipedia.org/w/index.php?oldid=497752221 Contributors: (:3=, 041744, 1 Cent In Mind, 803290, A gx7, Ace of Jokers, Addict 2006, Admiral jolyon, Ahoerstemeier, Alex 8194, Alexander5959, Amake, Amitie 10g, Andrevan, Angela, Angry Sun, Antodav2007, Antoshi, ApolloBoy, Apostrophe, AtticusX, AuburnPilot, Aude, Avicennasis, Avoided, Baristarim, Berenlazarus, Bgranz, Bgruber, BigFatBuddha, BlueBlitz445, Bmusician, Bobo192, Boffob, Bovineboy2008, Brian809, Bumm13, Buvvujvjv, Buzda, CBAprox, COMPFUNK2, Can't sleep, clown will eat me, Canadian Paul, Carlj7, CaseyPenk, Caspian, Cat's Tuxedo, Celique, ChrisP2K5, Chupperson Weird, ClanCC, Claritas, Cmdrjameson, Colliric, Colonies Chris, Combination, Combo Pwner, Computer boy2, Corvun, CowboySpartan, CrazyC83, Crazyjames1080, CredoFromStart, Curtis23, CyberSkull, Cybertooth85, Cynical, Cyrius, DJ the Raptor, DaProx, Dancingcyberman, Dancter, Danny, DarkMasterBob, DarkfireTaimatsu, Davidwil, DevinCook, Dew09, Dream Focus, DrippingInk, Dtm142, Duddyroar, DurinsBane87, DynamoDegsy, EVula, Ecksemmess, Eclipsed Moon, Eik Corell, Ejk81, Elassint, Emurphy42, Enkrates, Erianna, Erikp, Evercat, Faethon Ghost, Faradayplank, Fastilysock, Fatpeople12345, FightingStreet, Firebug, FirecrackerDemon, Fleinn, Floopykins, FlyingPenguins, FrancineFan3883, Frankyboy5, Frantik, Frecklefoot, Fredrik, Freecheesyeli, Frenchgeek, FriedMilk, Fryguy64, Fuhghettaboutit, Funnyhat, Fyyer, Geeoharee, Georgia guy, Ghostly coke, Giga Bowser X, Gildos, Gilgamesh, GoingBatty, Golfcart, Govvy, Grandy02, Granpire Viking Man, Grillo, Guru Larry, Gyrobo, Gzkn, HJ Mitchell, Haipa Doragon, Harry Sachz, Hbdragon88, Hellisp, HonkeyKong, Host156, Hvn0413, Hyperhippy92, I'd prefer to be anonymous, Iamstillhiro1112, Ian Moody, Ihavenolife, Ike12, Intractable, J.delanoy, J44xm, JDspeeder1, JackSparrow Ninja, Jacoplane, Jappalang, Jason One, Jasonglchu, JayDuck, Jayt55, Jeberly898, Jeff Silvers, Jezmm, Jonny2x4, Josie Cotton, Jtalledo, Judgesurreal777, K1Bond007, Karjam, Kessy628, Kidicarus222, Killdroid93, KillerChihuahua, KingTT, Kiwi8, Kkristian, Kperfekt722, Kung Fu Man, LGagnon, Larrythefunkyferret, LaszloWalrus, Latitude0116, Lego234, Liambo2, Lightwing1988, Liontamer, LittleSmall, Lockshaw13, Lord Crayak, LordBleen, Loves Nintendo!, Lrdwhyt, Luigi III, Luigi128, LuigiManiac, Lumaga, M.thoriyan, Maetch, Mahanga, Makeyoself, Marasama, Marcus2, Mariacer Cervantes, Mario777Zelda, MarkSutton, Martin IIIa, Marysunshine, Master Deusoma, Matteh, Matthew0028, Matty j, Mboverload, Megata Sanshiro, Meger1, Merphant, Metanight78, Michael Harrington, Microtony, Mika1h, Misterkillboy, Monkeymanman, Mother or an Emuu?, Mr. Lefty, MrDrake, Mumble754, Murdock408, Mushroom, MvComedy, N. Harmonik, NESFreak92, Nekospecial, Nensondubois, New Age Retro Hippie, Newspaper98, Nifboy, Nintendo Maximus, Nintendude, Nomchan, Omicronpersei8, OneWeirdDude, Onesimos, Onorem, Oscara, PBCNX, PJ Pete, PabSungenis, Pagrashtak, Panu, PaulTaylor, Pax:Vobiscum, Pedro thy master, Pembers, PembrokeWKorgi, Pennyforth, Percy Snoodle, Phantocam, Phatmatt12188, Phred, PiaCarrot, Pig de Wig, Pika62221, Plotor, Polo83, Poor Poor Pitiful Me, QuasarTE, Quietust, Qutezuce, RNJBOND, Random1337, RandomGuy42, Ranma9617, RattleMan, Ravimakkar, Raymondluxuryacht, Rebelx24, ReyBrujo, Rg998, Rich Farmbrough, Richiekim, Rikoshi, Rjwilmsi, Rmzy717 AT SCHOOL, RobJ1981, Rohirok, Ronald20, Rory096, Ryulong, S Roper, SCB '92, SKS2K6, SNIyer12, SNS, STLocutus, Sabbut, Salavat, Salvidrim, Sawblade5, SchumiChamp, SchuminWeb, Scirocco6, Sdfisher, Sdornan, Search4Lancer, Ser Amantio di Nicolao, Sesu Prime, Shadow Android, Shadow2, Shangri, Shawnc, Shnout, Siberianhusky89, Silver Edge, Sjones23, Slowking Man, Snkcube, SnoopingAsUsual, SoM, Somebody500, Spellmaster, Spiderman67, Spitfire19, Sponge1987, Staecker, Stardust6000, Stco23, Stewartadcock, Stifle, Stockdiver, Stormc1nd3r, Stratadrake, Styx630, SuperHamster, Superstooge, TJ Spyke, TKD, TPIRFanSteve, Tabanger, Tabletop, Takuthehedgehog, Tashan, Teabonesix, Tedius Zanarukando, TehBrandon, Tekkin58, Templarion, TenPoundHammer, Terrell.bailey, Tghe-retford, The Lovable Wolf, The Prince of Darkness, The Ultimate Koopa, The-, TheKid965, TheListUpdater, TheLoverofLove, Thibbs, ThomasO1989, Thunderbird8, Thunderbrand, TiCPU, Tidegear, Tonicthebrown, Tonsofpcs, TonyW, Tregoweth, Trioculus1, Uagehry456, UberScienceNerd, Umweltschtzen, Unused000702, Unyoyega, Useight, VederJuda, Vendettax, Victory93, Violetriga, Vusys, Vzbs34, WOSlinker, WaluigiTime!, Wgungfu, WhisperToMe, Wickethewok, WikHead, WikiLaurent, WingedOutlaw, Woodsstock, Wyveelix, Y2kcrazyjoker4, Zachary, Zachkudrna18@yahoo.com, Zondor, ~Viper~, 791 anonymous edits Super Mario Bros. 3 Source: http://en.wikipedia.org/w/index.php?oldid=496710755 Contributors: 041744, 1wolfblake, 2008th, 28421u2232nfenfcenc, 75th Trombone, 803290, A Man In Black, ABCD, Adioking, Admiral jolyon, AerobicFox, Aim Here, Alai, Alderre, Almost Anonymous, Amcaja, AnOddName, Anabus, Andrevan, Andrzejbanas, Angel Cupid, Angela2109, Angry Sun, AnmaFinotera, Antodav2007, Apostrophe, Arcandam, BOARshevik, Bananaman06, Barfunkle, Bateau, Bdve, Beatsneedrhymes, Belasted, Bencossette, Benzband, Berenlazarus, Binadot, Blake, Blaziken3:16, BlueBlitz445, BlueMario1016, Bly1993, Bmusician, Bobdoe, Bongwarrior, Booo95, BradBeattie, Bradv, Brian809, Brianpcoleman, Bryan Derksen, Bucs, Bumm13, Butros, Buzda, Caleson, Camw, CanadianLinuxUser, Candidhq, Canthusus, Cantus, Captain Rotundo, Carlj7, Carlsotr, CarpetCrawler, CaseyPenk, CastAStone, Celique, Chamal N, Cheesemeister, Chinju, Chocowulf, Chridd, Chriswiki, Ciaran H, Cigarette, Clarenceville Trojan, Cmdrjameson, Codeman38, Colliric, Combination, Cometstyles, CommonsDelinker, Connell66, Conti, Corvun, CowboySpartan, Crazyjames1080, Crboyer, Cribcage, Cricketmania, CyberSkull, Cynical, DWMD w, DaProx, Daggoth, Damian Yerrick, Dancingcyberman, Dancter, Daniel Benfield, DarkFalls, DarkPhoenix, DerHexer, DewN, Die Profis - Die nchste Generation, Dingy the kitten, Dispenser, DocSigma, DrLove0378, Dragon DASH, Drat, Dream Focus, Drilnoth, DrippingInk, Drivec, Dromioofephesus, Drumpler, Duckmanuk, Duddyroar, Duke33, Dwedit, ERW1980, ERcheck, Easyas12c, Ecksemmess, Eclipsed Moon, Edyteer, El Deej, Emshicks321, EnglishEfternamn, Eplack, Eric Mushroom Wilson, EricMCross, Ericorbit, Evan Robidoux, Fabian144, Falcon9x5, FamicomJL, Faradayplank, Felipeslp87, Feydey, Firebug, Floopykins, FluffyWhiteCat, FlyingPenguins, Fourohfour, Fourthords, Fragglet, Frankg, Frankyboy5, Frazzydee, Fredrik, Freyr, FriedMilk, Froman1, Fryguy64, FullMetal Falcon, Funnyhat, Furrykef, GD 6041, GEORGEalso, GLmathgrant, GM Pink Elephant, Gaius Cornelius, Georgia guy, Gerald G-Money, Gildos, Gilliam, Glass Sword, Grafen, Grap, Grease Monkey, Greenskarmory, Grm wnr, Grondemar, Grunt, Gtrmp, Gunis del, Guyinblack25, Gzkn, Gkhan, Haipa Doragon, Hammer Raccoon, Hannu, Hansamurai, Harizotoh9, Hbdragon88, Headbomb, Hephaestos, Hmich176, HouAstros1989, HugeCockinVajj, Huxley75, Hz12kmblt, I'd prefer to be anonymous, Iamstillhiro1112, Ian Moody, Ian Pugh, Ianjones50, Icetea1245, Ignis33, Igordebraga, Iicatsii, Ikanreed, Ilikemusic, ImGz, Indrian, Interrobang, Invader TAK, Irish Souffle, Irishguy, Ixfd64, J. Nguyen, JackBlack, JackSparrow Ninja, Jackrpwl, Jacoplane, Jagged 85, James086, James26, Jappalang, Jason One, Javit, Jeff Silvers, Jelly Soup, Jerryseinfeld, Jesse Viviano, Jesuswaffle, Jesuzfreak777, Jgale061, Jh51681, Jhsounds, Jimmaaaa, JonasL, Jondel, Jonelliott, Jonny2x4, Jonomacdrones, JuJube, Juan Ponderas, JudgeSpear, Judgesurreal777, Julian Grybowski, Junjk, JzG, K1Bond007, Kamek77, Kats, Kbdank71, Keithius, Ketsuekigata, Kiwi8, Kizor, Klondike, KnowledgeOfSelf, Komdori, KooperParakarry, Kotengu, KramarDanIkabu, Kwpolska, LOL, Lajm, Lankiveil, Lanelot, Latitude0116, LeeWilson, Leuqarte, Liftarn, Liontamer, Lockshaw13, Lord Crayak, Lord Nightmare, Lord Psyko Jo, Loves Nintendo!, Ltrustno1l, LuigiManiac, Lumaga, Luna Santin, MER-C, Madhatter9max, Magister Mathematicae, Mahanga, ManyStars50, Marcus2, Mariacer Cervantes, Mario777Zelda, MarioLOA, MariofanDS, Marioman555, Mariorocks10, Maser Fletcher, Masken, Master of Puppets, Matteh, Mattisse, MaxEXE, Maxwell2199, Mboverload, Meelar, Megata Sanshiro, Meger1, Melodia, Mentifisto, Merotoker1, Mewtwo101, MichaelFrey, Mihoshi, Mika1h, Miles Blues, Milos Warrior, MisterZed, Misterkillboy, Mjf314, Mkweise, Mlindstr, Mnh, Modster, Mr Fist, MrDrake, MrLeo, Mrsdaislyluigi, Mrwojo, Msikma, MuZemike, Music + Pageants, N. Harmonik, NCase, NES Boy, Nakon, Narlee, Nathan2055, Natural Cut, Nburden, Neoyamaneko, NessSnorlax, Neuropuff, New Age Retro Hippie, Nihiltres, Nin10dude, Nintendo Maximus, Nintendude, Noj r, Noozgroop, Ntg, Oknazevad, OmegaZeroJR, OneWeirdDude, Onebadtown, Onesimos, Oscara, Oscarthecat, Ost316, Ottawa4ever, Oxymoron83, PJ Pete, Pablo Alcayaga, Pagrashtak, Parrothead1983, Pax:Vobiscum, Peachtotheinfinity, Pedro thy master, Phaedriel, Piano non troppo, Plainnym, Plotor, Pointlessness, Pokemaster Justin, Pooglet, Poor Poor Pitiful Me, Postdlf, PrettyKitty3000, Proffessor J.Livingstone, Puppies dressed as cats, QuasarTE, Quietust, RIPLIUKANG, RNJBOND, Radioactivecowman, Radon210, Rajpaj, Rami R, RandallR, RattleMan, Ravimakkar, Rawmustard, Rayfire, Remurmur, ReyBrujo, Rhindle The Red, Rich Farmbrough, Richiekim, Rigurat, Ritchy, Rjd0060, Rlk89, RobJ1981, Rockfang, Ronald20, Ronhjones, Rossami, Rydia, Ryulong, SNIyer12, SNS, Salvidrim, Sam Hocevar, SamuraiClinton, SarekOfVulcan, SaturnYoshi, Sceptre, SchumiChamp, SchuminWeb, Secret Saturdays, Sega31098, SevereTireDamage, Shadow Hog, Shinedown89, Silver Edge, Sixteen Left, Slowking Man, Smash, Smbgt, SmbxMrMario, SnickySnacks, Snuffleupagus, So God created Manchester, Someone another, Someoneinmyheadbutit'snotme, SoniKirby, SouperAwesome, Spliffy, Sponge1987, SpongeJustin4, SpongeMcFly2015, Spring Rubber, Stan Shebs, Stardust6000, Steve Smith, Stevejobsnaked1, Stevo1000, Stimlag, Stockdiver, SudoGhost, Supakewlaaron, SuperHamster, Supermario128, Superstooge, Swollen Thumb, Sylphie, Synchrite, THEN WHO WAS PHONE?, TJ Spyke, TKD, TTN, Tacchi, Takuthehedgehog, Tea Tzu, Technopat, Tedius Zanarukando, Tempest115, TenPoundHammer, TerokNor, Terra Xin, Terrorcide, Tezero, Tghe-retford, Thaddius, The Equilibrium, The Prince of Darkness, The Rogue Penguin, The T, The Ultimate Koopa, The-, TheAxeGrinder, TheDotGamer, Thebogusman, Thecrackmaster, Thingg, ThomasO1989, Thosdy, Thunderbrand, Tickenest, Tigerghost, Tjoeb123, Toiletduck, Total '''rocker''', Trainra, Travis Wells, Tregoweth, Trendall, Trevor MacInnis, Triforce of Power, Trioculus1, Trotskylite, Truncated, TwilligToves, Twp, Tyman 101, Uncle Milty, Undead Herle King,

521

Article Sources and Contributors


Unknownwarrior33, Unused000702, Useight, Vandymorgan, VederJuda, Versus22, Victory93, Videogamer128, VrrayBadBoy2020, VrrayMan, Vrraybadboy4000, Vrrayman7000, Vslashg, Vzbs34, WCityMike, WIKIDTW 2010, WeegeeMan, Wgungfu, WhisperToMe, White 720, White x Tee, Who, Whywhywhy, Wickethewok, WiiNet, Wik, WikiSlasher, Wikipedian06, Wimt, Wonchop, Woonar, Wooster, Wyatt915, Xdamr, Xeno, Xenon54, Xtra3847, XxTimberlakexx, Y0u, Y2kcrazyjoker4, Yahnatan, Ylem, Yoshiyami, Yourockmywalrus, ZFGokuSSJ1, Zero Gravity, Zzymyn, ~shuri, , 1031 anonymous edits Super Mario Land Source: http://en.wikipedia.org/w/index.php?oldid=492308800 Contributors: 041744, ADeveria, Abdull, Accered, Admiral jolyon, Akakios, Amcaja, Anakinjmt, Andrevan, Andrzejbanas, Anger2headshot, Angry Sun, Antodav2007, Arima, ArtistScientist, AtaruMoroboshi, Avicennasis, BagronkeN, Barryob, Beaglelover1, Berenlazarus, Bill37212, Billy Liakopoulos, BillyH, BlackTerror, Branddobbe, Calcwatch, Can't sleep, clown will eat me, Carlwev, Cheesegoduk, Chridd, ClockworkLunch, Combination, CommonsDelinker, CowboySpartan, Cynical, DKqwerty, DaProx, Dancingcyberman, Danhash, Daskool, David Fuchs, David Gerard, Decept404, Despatche, Dominicrusho, DopefishJustin, Ecksemmess, Eclipsed Moon, Eky-w-, Eloquence, Emgee1129, Flyguy649, Forteblast, Freezespell7, Fryguy64, Furrykef, GUTTERTAHAH, GangstaEB, Gary King, General Guy, Giggy, Gran2, Grandy02, Green451, GregE, Ground, Gtrmp, Hajenso, Headbomb, Hibana, Horkana, IAmTheCoinMan, Irishguy, Ixfd64, J JMesserly, JackSparrow Ninja, Jacquismo, Jade173, Jason One, Jbilsborrow, Jeff Silvers, Jim1138, Joeythehobo, John, John of Reading, Jonny2x4, Jtalledo, Judgesurreal777, Karlo918, KarnageLord, Kauczuk, Kether83, Kev19, Kung Fu Man, LGagnon, Latitude0116, LittleSmall, Lorson, Luigi128, MER-C, Madseason9, Malcolm, Maplestrae, Mariacer Cervantes, Mario777Zelda, MarkS, MarkSutton, Materialscientist, Matt Gies, Matteh, Megata Sanshiro, Mika1h, Mintleaf, Modster, N. Harmonik, New Age Retro Hippie, Nezzdude, Nickelodeonfan2007, Nintendo Maximus, Oklonia, Oknazevad, Onesimos, Orange Goblin, Orannis, Ou tis, PJ Pete, Pagrashtak, Parrothead1983, Pdiddyjr, Pearle, Pedro thy master, Phoenix741, Postdlf, Prolog, RandomOrca2, Ravimakkar, Reach Out to the Truth, Remurmur, Rettetast, Rhindle The Red, Rich Farmbrough, Rob.bastholm, Rory096, Ryulong, SNS, Salty!, Salvidrim, Sardur, Sarujo, Scarlet, Searls, Secret Saturdays, Sergecross73, Shinyplasticbag, Silver Edge, Smash, Snakeman5001, Sonicrazy, Sonikkua, Stardust6000, SteinbDJ, Stezton, Stumpers, SuperHamster, Swotboy2000, THollan, TJ Spyke, TKD, TPIRFanSteve, Tangopolis, TenPoundHammer, The Prince of Darkness, The Ultimate Koopa, The Vidiot, Theda, Thedoctor1402, ThomasO1989, Timwi, Tony1, Tregoweth, Trioculus1, Trogga, Tubby, Unscented, Unused000702, Vendettax, Victory93, Vzbs34, WhisperToMe, WikHead, Wonchop, Wrightbus, Ywncyber, Zachkudrna18@yahoo.com, 302 anonymous edits Super Mario World Source: http://en.wikipedia.org/w/index.php?oldid=497240884 Contributors: -Majestic-, 041744, 12thwxman, 22dragon22burn, 3000zebs, 803290, A Man In Black, A Train, A gx7, ABCD, ACW, ACupOfCoffee, AOB, Aaronstj, Ace of Jokers, Addict 2006, Addit, Admiral jolyon, Adrgs, AeronPeryton, Aeusoes1, Ajaxfan, Ajbrown141, Ajsh, Alai, AlexJ, Alvis, Alxeedo, Alyoshka, Amcaja, Andrevan, Andrewdupont, Andrzejbanas, Angela, Angry Sun, Ani vedam, Anomie, Anonymous from the 21st century, Antandrus, Anticipation of a New Lover's Arrival, The, Apostrophe, Ardiedan1995, Ari Rockefeller, Arruda, Asclepius, Asdfff, Atlan, Atomic Cosmos, Avicennasis, Azumanga1, Balloonguy, Bantosh, Batman19, Bentendo24, Berenlazarus, Besu, Bishop2, Blackhole89, BlueAzure, BlueBlitz445, Bluerasberry, Bobnorwal, Bobo192, Bobrayner, Borgx, Borincano75, Brazilian Man, Bryan Derksen, Bumm13, Buso, Busterzz, Bplle, Caleson, Cameronwink, Canadian Paul, Capricorn42, Carrie2002, CaseyPenk, Casliber, Celshader97, Check two you, Chinju, Chipmunk01, ChiuahuaWiki, Chridd, ChrisP2K5, Chykka207, Clockwork JB, Clove0106, Cobi, Cocoapropo, Combination, Connell66, Conquistador2k6, Cool3, CowboySpartan, Crazyjames1080, Crazyjr2, CrushedSodaCans, Cst17, Ctbolt, CyberSkull, Cynical, Cyrian, DJ Clayworth, DJKingpin, DKqwerty, DRTllbrg, DYShock, DaArbitur, Daecrist, Daftpunkboy93, Damian Yerrick, Damiens.rf, DanJ, Dancingcyberman, Dancter, Daniel Benfield, Danielwellsfloyd, Dar book, Darktower 12345, Darkwind, Davidbix, Dblanchar, DeadEyeArrow, Delf, Democratic&Republican360, DenP.C.Policekontrolren, Denelson83, Dennbergstrae, Dennis Brown, DerHexer, Despatche, Deusfaux, Dhscommtech, Digifiend, Discospinster, Djungelurban, Donrichy, DrNegative, Drake Clawfang, Draknfyre, Dream Focus, DrippingInk, Druff, Duddyroar, Dust Filter, DutchShadow, ERK, EVula, Ecksemmess, Eclipsed Moon, Ed Cormany, EddieVanZant, EineNeueSchuhe, Eisai Dekisugi, Ejfetters, ElectricalTill, EmperadorElijah, Emurphy42, EnglishEfternamn, EnglishEfternamnn, EoGuy, Epbr123, Epicbenaweomeness, ErikNY, EssentialParadox, EttGlassVin, Evice, FA Jon, FSharpMajor, Falcon8765, Fang Aili, FangzofBlood, Fantasydragon, Fatsal, Fireaxe888, FironDraak, Firsfron, FisherQueen, Flyguy649, Frankyboy5, FredOrAlive, Fredrik, Freedomlinux, FriedMilk, Frogger49, Fryguy64, Frdrick Lacasse, Fulcaire, FullMetal Falcon, Furrykef, GHe, GLmathgrant, GMU22LamarButler, GVnayR, Gamera2, Gamerforever, Garrett Albright, Gavinmcmillen1, Geeness, Gemini1980, Geoff B, Gildos, Golbez, Goldrushcavi, Google mega man, Gourra, Grand Dizzy, Grandy02, Graveshp, Grm wnr, Gromreaper, Gtrmp, Gurch, Guyinblack25, Gwernol, HAL9090, HMC, Haipa Doragon, Handsome elite, Hansamurai, Hbdragon88, Hdt83, HeroicJay, HoOhMajor, Hypnometal, Ian Moody, IanPCP, Ianjones50, Ibkittyt, IchbinIch, Ichtragekeineschuhe, Ichtragekeineschuhe2, Ichtragekeineschuhe3, Ichtragekeineschuhemorgen, Ikescs, Iliketobeugly, Interested2, IntfictExpert, Iridescent, Iriomote, Irish Souffle, Isbister1500, Ixfd64, J 1982, JForget, JGYoshi, JLaTondre, Jacek Kendysz, JackalsIII, Jacoplane, Jacquismo, James, first name richard, Jappalang, Jason One, Jay42, Jaypopsicle, Jeff Silvers, Jepetto, Jerry teps, Jh51681, Jhsounds, Jim1138, Jimmyatic, Jnelson09, JohnnyMrNinja, Jomasecu, JonasL, Jonathan Williams, Jonny-mt, Jonny2x4, Journalistmx, Jtalledo, JuJube, Judge David, Judgesurreal777, Juliancolton, Jusdafax, JzG, K1Bond007, KMcD, KWoolley, Katieh5584, Keilana, Kelvingreen, KensingtonBlonde, Kertrats, Kevollio, Khazar2, Kidonfire94, Kinu, Kirbytime, Klow, Kornfan71, Ksmalls8610, Kuru, Kww, L Kensington, LAX, LFC Lad, LGagnon, LOL, Lashiec, Laurinavicius, Lee Bailey, Lenin and McCarthy, Lesoria, Leszek Jaczuk, LexingtonWells, Lightwing1988, Linkdude20002001, Liontamer, LiquidFusion, Litefantastic, LittleSmall, Liu Bei, Lmblackjack21, Lord Psyko Jo, Lorenzo80, Lradrama, Luigi-San, Luigi128, Lumaga, Lupinoid, MBisanz, MWB1138, Mahanga, Makipedia, Makron1n, Maplestrae, Marcus2, Mariacer Cervantes, Mario4EVER14, Mario777Zelda, MarioLOA, MariosWorld, MarkSutton, Masken, Master Bigode, Matt Gies, Matteh, Matto97, Maxhamer, MazelTav, Meat Golem, Meelar, MegaByte, Megata Sanshiro, Meger1, Metooduke, MichaelXX2, Mika1h, MikeLondon, Mikeamania, Miles Blues, Miles.hayler, Misterkillboy, MizuAmina, Mole, Mothdust79, MrBubbles, MrLeo, Mushroom, N. Harmonik, NES Boy, NJJ.Rocher, Nahallac Silverwinds, Najoj, Nal101, Narlee, Nastajus, Nensondubois, Neo Hyper Sonic, Netoholic, Neurovelho, New Age Retro Hippie, Nick, Nickmett, Nintendo Maximus, Not an S, Notorious4life, Nybiker1, Ohnoitsjamie, Oklonia, Ometluvver, Omnomz, Onesimos, Onikage725, Oscara, Oscarthecat, Ost316, Ottawa4ever, PDH, PJ Pete, PMDrive1061, Pagrashtak, Panu, Pcweb, Pdiddyjr, Pedro thy master, PedroKid, Pennyforth, Perspixx, PeruAlonso, Petiatil, Pgk, Phillip 19, Pichu826, Pie4all88, Pilotguy, Plainnym, Pointlessness, Poiuyt Man, Poochy, Poor Poor Pitiful Me, Ppk01, Project FMF, Prosrocketboy, PsychicKid1, Quietust, R0a73, Radiant chains, Radiant!, RadioFan, Raekwon, Random Kingdom, Randommelon, Rasmus Hertzum, Rats-Pasngeld Rennab, RattleMan, Ravimakkar, Recompenser, Red Director, Red dwarf, Remdabest, RememberMe?, RexNL, Rexperry Sydney, ReyBrujo, Rich Farmbrough, Richiekim, Richskim, Rjwilmsi, RobJ1981, Rockclaw1030, Rody.wiki, Romanista, Ronz, Rtkat3, Runnermonkey, RyanGerbil10, Ryulong, S, SCB '92, Salavat, Salvidrim, SamE, Sandstein, Sawblade5, ScaldingHotSoup, Seancdaug, SeraphX3, SergeantLuke, Sergecross73, Sesu Prime, ShadowHntr, Shadowjams, ShelfSkewed, Shingen, Silver Edge, Silversink, SimpsonsMan1234, SinnPlayer, Sir VG, Sjones23, Skwidd, Slykiller7, Smallhacker, Smash, Smb2098, Snesclassics, Snesreviews, Solidsnake204, Sonicrazy, Spencer195, StarFire66, Stardust6000, StatfordUponLexington, StaticGull, Stealth20k, Stentie, Storabled, Stuff111, SuperHamster, SuperNESPlayer, SuperSonicTH, SuperVigilant, Superbowlbound, Superjustinbros., SupermanReturns, Svntnth, THEN WHO WAS PHONE?, TJ Spyke, TOO, TPIRFanSteve, TRegnier2795, TailsPunch200, Takuthehedgehog, Tarret, Tavas, Techy23, Tedius Zanarukando, TenPoundHammer, TerokNor, Tezero, Th1rt3en, The Prince of Darkness, The Ultimate Koopa, The amazing Magic idiot, The last sheikah, The-, TheNeez, Theenglishman, Theswillman, Thibbs, Thingg, ThomasO1989, Thumperward, Thunderbrand, Tigerdaniel, Tim kelly92, Tim923550, Timby007, Tkgd2007, Tohd8BohaithuGh1, Toxicroak, Tramway, TravelingCat, Tregoweth, Trelic, Trialsanderrors, Triforce of Power, Trioculus1, Troyoda1990, Tsunamishadow, Tutsuro, Ultimahero, Unknownperson1234, Unused000702, Upgrader1, Urutapu, Useight, Users100, Usucdik2, Ute in DC, Vanished user 99034jfoiasjq2oirhsf3, VederJuda, Vega84, Versus22, Victory93, Videogamer, Vincent4000, Vincent5000, Violncello, Vlcice, VmKid, Vzbs34, WOSlinker, Waggers, Wahjah, Wanna Know My Name? Later, WhisperToMe, Who What Where Nguyen Why, Wiimonk, Wiki13, WikiLaurent, Wikicali00, Wikipedian06, Wikipelli, Winston365, Wizardman, Wolfman2000, Writergirlrocks, Wtmitchell, X201, Xavid, Xtra3847, XtremeGamer99, Y0u, Yoshi104, Yoshi9000, Yoshidude56, Yossarian, Yottamol, YourEyesOnly, Zachary, Zachkudrna18@yahoo.com, Zahid Abdassabur, Zhanghia, Zhou Yu, Zidane2k1, Zzuuzz, 1001 anonymous edits Super Mario Land 2: 6 Golden Coins Source: http://en.wikipedia.org/w/index.php?oldid=497768452 Contributors: 041744, ABCD, ADeveria, Ace of Jokers, AndperseAndy, Andrevan, Angry Sun, Apostrophe, Ascagnel, Ashyen, Berenlazarus, Bishop2, Blake, BlargDragon, BumFodder, Buzda, C0ree, Carlwev, Casper10, Choban, ChrisCork, Christy747, Classicrockfan42, Colonies Chris, Combination, Cosmetor, Cricketmania, Cynical, DaProx, DanielEng, David Gerard, Deespence2929, Diberri, Dickensian924, DigiPen92, Disaster Kirby, Doktor Waterhouse, Doom127, Doserres, DreamingLady, Ecksemmess, Eclipsed Moon, Econrad, Ejfetters, Epbr123, Esuriat Corinths, Fanman904, Fiction Alchemist, Foolishfools, Forteblast, Fryguy64, Furrykef, GVnayR, Gaastra, Gaius Cornelius, Gary King, Geopgeop, Gildos, Green451, Haipa Doragon, HalberdStopCrashing, Hbdragon88, Headbomb, Iamstillhiro1112, J 1982, JackSparrow Ninja, Jacquismo, Jason One, Jeff Silvers, JensEriksson, Jhuhn, Jiffy Clay, Jmlk17, Jogloran, Jonah5678, Jonny2x4, JuJube, Judge9, JudgeSpear, KConWiki, Kashcubed, Kev19, Kirbycc, Kung Fu Man, LGagnon, Lesser Shadow, Linker, Liquidmetalrob, Lorson, Luigi-1up, MER-C, Makron1n, Marcus2, Mariacer Cervantes, Marioadvance2, Markadet fr, Master Bigode, Matteh, MedeaMelana, Megata Sanshiro, Metal S, Mika1h, Mlvtrglvn, Mstuomel, N. Harmonik, New Age Retro Hippie, Nezzdude, Nicklegends, Nintenboy01, Nintendo Maximus, OS2Warp, Oklonia, Oknazevad, Onesimos, Pagrashtak, PaperShadow2001, PaperTruths, Plainnym, Polo83, Pookiyama, Powelldinho, Power Slave, R'n'B, Ralphael, Ravimakkar, Rbakker99, Rich Farmbrough, RobJ1981, Robbie IV, RoseTech, Salavat, Salvidrim, Sammmttt, Sawblade5, Sega3dmm, Sfan00 IMG, Shadow Hog, Sillygostly, Silver Edge, Sjakkalle, Slammer111, Smash, Smellymoo, Someperson777, Sontuk96, SuperHamster, Superjustinbros., Sysvjbjr, TPIRFanSteve, TenPoundHammer, Tezero, Th1rt3en, Thaddius, Thatsgoodeatin, ThomasO1989, Tigerghost, TrbleClef, Trioculus1, Trlkly, Trogga, Twinxor, Tyan23, Unused000702, Vendettax, Victory93, Vzbs34, WayneAlexanderM, WhisperToMe, WikipedianMarlith, WojPob, Yoshi fan, Ywncyber, 298 anonymous edits Super Mario 64 Source: http://en.wikipedia.org/w/index.php?oldid=494313215 Contributors: -The Bold Guy-, 041744, 1djfh11, 22dragon22burn, A gx7, ABCD, AR, AarnKrry, Aaron north, Ace of Jokers, Ace of Spades, AdamLoon@knology.net, Admiral jolyon, Adolf512, Aericanwizard, Aerion, Affidavit4835, Aitias, Alai, Alana Smithy, Alasdair, Albinomonkey, Alex Bakharev, Alexpenev, All N Ever, Amalthea, Amcaja, Analoguedragon, Andre Engels, Andrevan, Andrew 808, Andrewrost3241981, Andrzejbanas, Andypandy.UK, Anetode, Angel caboodle, Angry Sun, Apostrophe, Aranak, Aranherunar, Areaseven, Argentino, ArminHammer, ArtistScientist, Ashandarei, Ashley Pomeroy, Ashnard, Asterion, Atlan, Autonova, Avant Guard, Axon64, BAPACop, Barkeep49, Batmanand, Bdubyuh, Ben Tibbetts, Berenlazarus, BigFrank102, Bigboithecoolest, Bingomzan, Bishop2, Bkbyler, Black Kite, Blake, Blakespot, BlueMario1016, Bm199, Bobblewik, Bobbygzx, Bobdoe, Bobnorwal, Bobo192, Boghat, Bornhj, Boylike654321, BradBeattie, Brian Kendig, Brody spon, C.Fred, CWii, Caltas, Cambrant, CambridgeBayWeather, Can't sleep, clown will eat me, CanadianCaesar, Canderson7, CaptPicard, CardinalDan, Carlj7, Catgut, Charleskim7, Chaser, Che y Marijuana, Check two you, Cheeseturtle, Chese885, Chiisaitsu, Chinatown1212, Chipmunk01, Christani14, Cikmin, Cipher, ClonedPickle, Cmprince, Combination, Conan-san, Connell66, Connor2349, Conskidude, Cooljoshua5678, Cooter227, Cosmona, CowboySpartan, Crazyjr2, Credema, Crusoe8181, CyberSkull, Cynical, DARTH SIDIOUS 2, DG, DJ Clayworth, DKqwerty, DaDrought3, Dabomb87, Daedalus969, Damian Yerrick, Dancingcyberman, Dancter, DannyWilde, DarkFireYoshi, Darklinkskywalker, Darktower 12345, Darth Knight, David Fuchs, David Gerard, Depressio, DerHexer, Devon1010, Dina, Discospinster, Dispenser, DivineShadow218, Djchallis, Dlohcierekim, Doberman Pharaoh, Doduo, Doh5678, Dominicp, Doniago, Doopokko, Douglasr007, Dpotter, Dr. Nobody, Dr90s, DrResearch, Dragon DASH, Dragon-Girl, Drilnoth, DrippingInk, Duhman0009, Dunkster, Dusta619, Dycedarg, E-Bolt, EVIL-MCDUCK, Ebin1212, EchoBoy, Ecksemmess, Eddie Nixon, Eisai Dekisugi, Erhudy, Escape Orbit, Euchrid, Euniana, Everyking, Evil saltine, EwkRocks, Excirial, FF2010, FMasic, Falcon9x5, Favonian, Feezo, Fieldday-sunday, FightingStreet, Fishtacoman, Flax5, Fleinn, Floppydog66, Flowerparty, Flyaway1111, Forteblast, Frankyboy5, Fredrik, Frogacuda, FullMetal Falcon, Funandtrvl, FuriousFreddy, FutureNJGov, Fvh3, Fyt3fewuygfdweayihfve, F, G-Zay, GCFreak2,

522

Article Sources and Contributors


GRider, GVOLTT, Gadgeteers, Gaius Cornelius, Gamerforever, Garion96, Gdo01, GearXL, General Banzai, Geopgeop, Gfoley4, Ghaberek, Golbez, Gracenotes, Grandy02, Grayshi, Gresham, Grm wnr, Grunt, Gtg204y, Guermantes, Gunmetal Angel, Gurch, Guyinblack25, Gyrofrog, HMman, Hackingalore, Hadal, Haipa Doragon, Handsome elite, HaruharaChroni, Hb2, Hbdragon88, Headbomb, Heia09, Hellisp, Hi dragon, Hiphopfanatic13, Hmr, Hollow Wilerding, HonkeyKong, Hope(N Forever), Huberness21, Hucz, I Feel Tired, IRWeta, Ianjones50, Icey, Igordebraga, Ihatephil, InShaneee, Incognit000, Indrian, Infrogmation, InvaderCito, Ipod333, Iridescent, Irishguy, Ishikawa Minoru, J.delanoy, JDoorjam, JONJONAUG, JRaspass, Ja-BEN-Min, JaGa, Jackfork, Jacoplane, JaffaCakeLover, Jagged 85, Jake Lancaster, Jappalang, Jason One, Jason4672, Jaxl, Jay32183, JayHenry, Jayt55, Jburner, Jeff G., Jeff Silvers, Jeffrey Mall, Jerryseinfeld, Jh51681, Jhsounds, Jiffy Clay, Jisatsusha, Jiy, Jjman1414, Joe the bird, Joelr31, Johann Wolfgang, John Mash, John254, Johnathan4, Johnnyauau2000, Jon Harald Sby, Jonghyunchung, Judgesurreal777, Juliancolton, Jusdafax, Justinpatrick1011, JzG, K1Bond007, KWoolley, Kaiwhakahaere, Kaneda 010, Katalaveno, Kbdank71, KdogDS, Keegan, Keiolav95, Kevin82485, Khhgf, Khkljhjkbhghkj, Kidonfire94, Kieff, Killdroid93, Kingston Jr., Kirvett, Kizor, Klapper, Kozuch, Kryters, Kye3333, Kyng, L Kensington, LGagnon, LachlanA, LarsJanZeeuwRules, Latitude0116, Laurenceandrews, Laurinavicius, Leader Vladimir, Lego3400, Lemonflash, Lenin and McCarthy, Leoj83, Lethe, Lightlowemon, Lightwing1988, Ligulem, Limideen, Link 486, Liontamer, Lipspits, Litefantastic, Logan, Lollerskates, Lookintomyeyes, Lord Psyko Jo, Lots42, Lubaf, LuffySensho, Luigi128, Luigi2, LuigiGamer64, LuigiManiac, Lzer, M2K 2, MIT Trekkie, MSTCrow, Macdude55, Mackeriv, Mad Pierrot, Madhatter9max, Makron1n, Man It's So Loud In Here, Maniacmark95, Mariacer Cervantes, Mario12, MarioLOA, MarioPool, Marioluigi98, Martarius, Marwikiman, Masken, Masky, Master Deusoma, Master Thief Garrett, Master0vid, Matt Deres, Mattbr, Matthewrbowker, Mav, Maxamegalon2000, Mboverload, Mcshiff, Me-pawel, Megata Sanshiro, Mellery, MetalHeadBanger, Metalfire202, Michael Ray, Michaelcain, Mika1h, Mike R, MikeLondon, MikeRS, Milkyface, Milos Warrior, Mipadi, MisfitToys, MisteryX, Miyako, Mjf314, Mo-Al, Moeron, MonoAV, Mooseabu, Moreschi, Motley Crue Rocks, MovieMan123, Mr Fist, Mr. Lefty, Mr.Mario 192, MrKonaHi, MrLeo, Mrmario899, Mrwojo, Mschel, Mto1231, Mushroom, N. Harmonik, NES Boy, Nakavex, Nakon, Naohiro19, Nash4mvp, NateDan, Nekospecial, NellieBly, NeoGenPT, Neslink, Netoholic, Neurovelho, Neutrality, New Age Retro Hippie, Nick Number, NickBush24, Nin10dude, Ninmariomani17, Nintenboy01, Nintendonien, Nintendorulez, Niwi3, No bagel, NoPetrol, NulNul, Nyenyec, OTAKU, Odie5533, Odokee, Ohconfucius, Oliver202, Omar 180, One, Onesimos, Oscara, Oscarthecat, Ost316, OwenX, PMDrive1061, Pagrashtak, Panchitaville, Paper Luigi, Paxse, Pdiddyjr, Peanut4, Personperson6, Pharaoh of the Wizards, Pichu8boy, Pichukid78, Pie4all88, Pig de Wig, PigCityMisery, PikaNaruchu, Pikawil, Pillow2011, Piotrus, Plainnym, Platypus222, Plotor, Poiuyt Man, Poohead900, Poorboy, Power level (Dragon Ball), Ppk01, Pred, PresN, ProjectPlatinum, PsychoJosh, Qst, Quantum Raven, Quinsareth, R'n'B, R-RockMan.EXE, RP9, RTG, RadioFan, Radix37, RainbowOfLight, Randall Brackett, RattleMan, Raul654, Ravimakkar, Recent idiot, RememberMe?, Remurmur, Renegadeviking, RexNL, Rexbannon, ReyBrujo, Rich Farmbrough, Riku15, Rjanag, Rjd0060, Rjwilmsi, Rmccue, Rmhermen, RoMo37, RobJ1981, RobertG, Robertvan1, RockMFR, Romanista, RomeW, RyanCross, RyanGerbil10, Ryanhiggins, Ryoske, Ryulong, SCB '92, SIVLEOL, SJP, SNS, SQGibbon, SUPER DREW 64, Sabbizzle, Salchimel, Salty!, Salvidrim, Sam Weber, Samfoy, Samir, Sanbeg, SandyGeorgia, Sappy161, Sar1192, Sbrools, Scepia, SchfiftyThree, Schmiddy, Schmoofy, Scotty mctotty, Sdonato2@twcny.rr.com, Sdornan, Seaphoto, Secret Saturdays, SecretCards, SeraphimXI, Serpentnight, Sesu Prime, Sfahey, Shadowthedarkness, Shark64, Shawnc, Sheenfanficker, SheffieldSteel, Shemswen, Shenme, Shii, Shotgunmerc, Sillygostly, Sillysailor, Silver Edge, Silverfish, Sip309, Sj, Sjones23, Skraz, Slowking Man, Slyth1, Smack, Smalljim, Smoulding, Somebody500, Sonance, Sonic5417, Sonikkua, Sophus Bie, SpinyMcSpleen, SpookyMulder, Squirminator2k, Sraan, Stardust6000, Startstop123, StaticGull, Stentie, Steven Zhang, Suffusion of Yellow, Sugar Bear, SuperDude115, SuperHamster, SuperNESPlayer, SuperWiki5, Surachit, Sven Manguard, Swac, TBIRallySport, TJ Spyke, TONOZERO, TPIRFanSteve, TS Death Angel, TSDA, Ta bu shi da yu, Taelus, TailsPunch200, TakeTwo, Takuthehedgehog, Tassedethe, Tavris, Tawker, Tbhotch, Tedder, Tefalstar, Teggles, TenPoundHammer, Tesscass, Tezero, Tgok, Th1rt3en, Thaddeus Luthermann, That Guy, From That Show!, The Captain Returns, The Disco King, The Legend of Miyamoto, The Placebo Effect, The Prince of Darkness, The Rogue Penguin, The Thing That Should Not Be, The Ultimate Koopa, The-, TheBlackAvenger, TheDingbat, TheDotGamer, TheListUpdater, TheLoverofLove, TheWizardOfAhz, Theda, ThomasO1989, Thorpe, Tigerghost, Timbatron, Tins128, Titch007, Toadrunner42, Toiletduck, Tolo, Tom-, Tommy2010, Tommyow, Tony1, Totakeke423, Touth, Tree Biting Conspiracy, Tregoweth, Trioculus1, Trueblue9999, Truebluewilly, Truefactguy, Ttarakamii, Twas Now, Tyan23, Tyman 101, Ubertzao, Uncle Dick, Underwater, Unnatural20, Unused000702, Unyoyega, Uranium grenade, Urzadek, Useight, UserDoe, Usucdik2, Vague Rant, Valientlink, Valkyrie Red, Vegasjon, Versus22, VeryVerily, Victory93, Vox Rationis, Vzbs34, WarCraftPlayer, Wareware, Wastelander XXl, WccPro94, Wehpudicabok, Where, WhisperToMe, Whomp, Whpq, WikHead, WikiBone, WikiLaurent, WikiManiac64, WikiMaster64, WikiSlasher, Wikimaster100, Wikipedian06, Willy105, WindFish, Wolfmankurd, Wonchop, Wuhwuzdat, Wutschwlllm, X-Fi6, X201, Xiphias88, Y2j420, Yamamoto Ichiro, Yamla, Yoenit, Yoshidude56, Yoshifan051, Yoshi, Zachkudrna18@yahoo.com, Zazaban, Zenohockey, Zepthire, Zeroxysm, Zeta26, Zman42, Zomic13, Zubes007, Zxcvbnm, Z da Silva, ^demon, var Arnfjr Bjarmason, 1556 anonymous edits Super Mario Sunshine Source: http://en.wikipedia.org/w/index.php?oldid=497432270 Contributors: 0211a, 041744, 1337Intellect, 1wolfblake, 5 albert square, 5aret, A Man In Black, ABCD, Aaron Schulz, Acalamari, Ace of Jokers, Addshore, Aerisence, Alai, Alexpenev, Ali, Alinkinthefuture, Aliquidparadigm, Allstarecho, Alumni, Alvis, Amcaja, Andrevan, Andrew 808, Andrzejbanas, Andy Smith, Angela, Angeldeb82, Angelofdeath275, Angry Sun, Apostrophe, Appraiser, Aristotle159357, Ashnard, AshyRaccoon, Asterism, Astr0ace, Atama, Avant Guard, Avenged Eightfold, Avicennasis, Az1568, BLM Platinum, Baby Luigi, Batmanand, Belasted, Benbartel, Billy Liakopoulos, Bishop2, BlargDragon, Bongwarrior, Bornhj, Bovineboy2008, Bowser81889, Brian Kendig, Brighterorange, Brittany Ka, Bryan Derksen, Bucketsofg, Bumblebee Bay, Cactus Guru, Calicore, Camo Yoshi, Can't sleep, clown will eat me, CardinalDan, Cat's Tuxedo, Chao9999, Charles Matthews, CherrydonutsV2, Choohi, Chris the speller, Chris3145, ChrisHamburg, Christani14, Claymcc, Cohesion, Combination, Concordia, Cookiecaper, Coolman1250, Copyandpaste, Courcelles, Cpl Syx, Crash Underride, Ctbolt, CyberSkull, Cyborg Ninja, Cynical, DKqwerty, Dancingcyberman, DarkAdonis255, DarkFalls, Darkness2005, Darkwind, Darrenhusted, Dave2, Dave6, David Gerard, Ddespie@san.rr.com, DeltaQuad, Deon, Detruncate, Dffgd, DigitalKaede, DilHobo, Dina, Djlollyb, Dk64rules, Dlohcierekim, Dogman15, Dominic, Domthedude001, Downystram, Dr. F.C. Turner, Dr. Mott, Dr. Sunglasses, Dr.K., Dr90s, DrippingInk, DroEsperanto, Dynamite XI, E17prince, EALacey, ERW1980, ESkog, EchoBoy, Ecksemmess, Ejfetters, El Cid, EliotAndrews, Ender214, Endlessdan, EnglishEfternamn, Enker Dot EXE, EoGuy, Eorvan, Evan1109, Everyking, Evice, Evilgrug, EwkRocks, FMasic, Face, Fiddle and herman, FightingStreet, Firsfron, Flameviper, Fleinn, FlyingPenguins, Fortenium, Frankyboy5, Fredrik, FullMetal Falcon, GSR, GVOLTT, Gamerforever, Gamerxl, GearXL, Geoff B, Geopgeop, Georgia guy, GilbertoSilvaFan, Glass Sword, Glassbreaker5791, Golbez, Goldom, Gonzo the Greatest, Grandy02, Green Yoshi, Guinea pig warrior, Guyinblack25, H-Drive, Handsome elite, HannuMakinen, Hashar, Hbdragon88, Heffy, Hellisp, Henchman 2000, HeroicJay, Hexslinger, Hi789012, Hibana, Hope(N Forever), Ht1848, HubHikari, HunterM33, II MusLiM HyBRiD II, Iainelder, Ianjones50, Ignis33, Igordebraga, Immblueversion, Interrobang, Isaacquah, Isarl, J.delanoy, J44xm, JDoorjam, JForget, JaGa, Jacoplane, James, first name richard, Janiousman, Jappalang, Jaxl, Jay32183, Jeff3000, Jeffthejiff, Jenf, Jitterro, Jj137, John, Judgesurreal777, JuliusMax, Jusdafax, JustPhil, JzG, K1Bond007, Kappa, Kariteh, KathrynLybarger, KeithTyler, Kelvin 101, Kentem, Kev19, Kevin, Kimchi.sg, Kinkijui KNK, Kirvett, Kitty53, Kjetil r, Klaus Kratchet, Krevans, KyuzoGator, LAX, LGagnon, Laisinteresting, Laurinavicius, Lazulilasher, LeaveSleaves, Lemonflash, Lengis, Leopold Bloom, LightCMM, LightningPower, Lightwing1988, LilHelpa, Liontamer, Lord Crayak, Lord Psyko Jo, Lorenzo2x, Loves Nintendo!, Lowellian, Lucky 6.9, Lucky333123, Luigi III, Luigi00001, Luigi128, Luigi2, LuigiManiac, Luigiman, Luna Santin, M M, MacGyverMagic, Makron1n, Malcolm, Mario Sonicboom, Mario Whiz, Mario777Zelda, MarioDX, MarioLOA, Mark Arsten, MarkSutton, Masky, Megata Sanshiro, Mentifisto, Mifter, Mika1h, Mintleaf, Miremare, Mister1nothing, Moonknightus, Mr. Strong Bad, Mr.Hairspray, Mrm64, Mrmoocow, Mygerardromance, N. Harmonik, NES Boy, NP Chilla, NawlinWiki, Neo Zeus, New Age Retro Hippie, Nezzadar, Nifboy, Nonetoknow, Nope87, Norbury man, Ohconfucius, Omeglion, Onesimos, Oscarthecat, Ost316, OutRider2003, Pagrashtak, Parrothead1983, Pedro thy master, Pendo 4, PeregrineAY, Peter S., Pezzar, Pgerrity, Philip Trueman, Pie4all88, Pillow2011, PixelPerson, Plainnym, Poiuyt Man, Ponydepression, Ppk01, Pseudomonas, Purplefeltangel, PyroGamer, Pyronite, Quatreryukami, R.123, RA0808, Raidramon0, Randall Brackett, RaphaelCrus, RattleMan, Ravimakkar, Razer64, Reach Out to the Truth, Redx567, Rehevkor, RememberMe?, RevRocks92, RexNL, ReyBrujo, Rich Farmbrough, Rivemont, Rjwilmsi, Rmctagg09, RobJ1981, RockMFR, Ross1, RoyalFool, Royboycrashfan, Rozza213, Rtkat3, RyanCahn, RyanGerbil10, Ryulong, S, SCB '92, SNS, STUFF360, Salvidrim, SammiePeirce, Sammmttt, Sandmaster, Saprissy, Sasquatch, Scen, Sceptilebest31, Sdornan, Seaphoto, Sergecross73, Sesu Prime, Shadoman, ShadowLaguna, ShadowRanger, ShadowUltra, Shadowjams, Sillygostly, Silver Edge, SimpsonsMan1234, SixteenBitJorge, Sjones23, Skullfiend, Smash, Smijes08, Snappy4884, Sockatume, Some P. Erson, Son of a Peach, SonicAmygirl, Sonicrules, Sonicyouth86, Spray Icicles, Staffan15, Stardust6000, StatfordUponLexington, Stifle, Stupid Corn, Sugar Bear, SunCreator, Super David, SuperHamster, Superjustinbros., TJ Spyke, TKD, TPIRFanSteve, TTE, TTN, Tacvek, Tashan, TenPoundHammer, Tezero, Thaddius, The Hams, The Legend of Miyamoto, The Lizard Wizard, The Orange Storm, The Prince of Darkness, The Psion, The Ultimate Koopa, The burnanator, The-, TheDotGamer, Thibbs, Thomas888b, ThomasO1989, Toadguy, Tomboytastic, Tommy2010, Tony1, Topbanana, Trioculus1, Tsunami643, Twas Now, Twicemost, Ullas2cool, Unknown Dragon, Unused000702, Unyoyega, VederJuda, Vendettax, Vercalos, Victory93, Videogamer, Violinsavvy99, Virusskill, Visiting Guest, Voyaging, Vulian, Vzbs34, WIKI-GUY-16, Wafulz, Waggers, Wakachamo, WeCity, WhisperToMe, WikiBone, WikiLaurent, Wikipedian06, Willict, Willy105, Winxclub93, Wizkid357, X3ni, YesManJr, Yggdrasil, Yngvarr, Ynhockey, Yo Masakura, Yoshi549, ZanderZ, Zeldamaster3, Zooba, Zythe, Zyxwvuabcdef, ~Viper~, le flottante, 1117 anonymous edits New Super Mario Bros. Source: http://en.wikipedia.org/w/index.php?oldid=496751488 Contributors: - tSR - Nth Man, 041744, 0dd1, 12grange, 3-5 file, 626mazda626mazda626, 803290, A Man In Black, ABCD, ACE Spark, Aaron McDaid, Ace of Jokers, Agbwiki, AgentAJD, Ajsh, AlExRuLe, Alexempire, Ali, AnOddName, Anakin101, Andrevan, Andrzejbanas, Angeldeb82, Angry Sun, Animationsun, Apostrophe, Aralvarez, Aresmo, Art LaPella, Artichoker, Ashura96, Atomic Cosmos, Aude, Avant Guard, Avithidk, Ayrton Prost, BIONICLE233, Big Brother 1984, BlkStarr, Bobadot, Bobjoe79, Bongwarrior, Bop It Guy20, Btermini, Bullzeye, BurningZeppelin, CALR, CBM, CPGirlAJ, Calamity-Ace, Camgrimes, Camw, Captain Cornflake, CardinalDan, Careless hx, Carioca, Cat's Tuxedo, Catspeedreader, Cbrett, Cdiv87, Chavando, Check mii out channel, Chivesontheweb, Chowbok, Chris the speller, ChrisGriswold, Cjhar, ClaudeLv250, Closedmouth, Cocoapropo, ColMcJoepants, Combination, CommonsDelinker, Complex (de), Computerman92, Conan-san, Consricuti, CoolChris99, Courcelles, Crazysunshine, Cst17, CyberSkull, Cyrus XIII, DF38, DOSGuy, Dabomb87, Daedalus969, Dancingcyberman, Dancter, Danielrules159, Darkness2005, DarknessLord, David Gerard, Davidjk, DawzDaBozz, Deathawk, Deespence2929, Deuxhero, Diggy227, Dinner4theking, Doc711, Dogman15, Don Dueck, Dont logoff, Doom127, Dossi, DoubleCross, Dr.porky, DrKiernan, Dshan, Dtm142, Duckyass, DukeFett, ERW1980, EchoBoy, Ecksemmess, Ejfetters, Elassint, Eliteagents, Emarye, Emiya Mulzomdao, EnglishEfternamn, Eric55673, Espresso Addict, Eurocave, Everyking, Evncollin, Ex-Nintendo Employee, FabAndroid, Falcon8765, Falcon9x5, Famico666, Familyguy001, Fastily, Feydey, FigmentJedi, Fleinn, Flyerdog11, Forteblast, Fr, Fragglet, Frankyboy5, Fritzpoll, FrogTape, Frogger3140, FullMetal Falcon, Furrykef, FusionDragon28, Fvw, GamerBR, Garora26, Gary King, Gemini1980, General JellyJiggler, GeneralDuke, Geoff B, Giga Bowser X, Gilliam, Gobbit, Grea41, Gurch, GuyQuest, Habomabo, Hahnchen, Haipa Doragon, Hario, Hbdragon88, He00, Headbomb, Heffy, Hello, I'm a Wikipedian!, Helperboy, HexaChord, Hibana, Homer Landskirty, Hshook, IAmTheCoinMan, IHaveTheRightToArmBears, ISmellDonuts, Ignition6, Imhungry, Impossible, Improv, In Donaldismo Veritas, Invader Chason 123456, Ixfd64, J.delanoy, JBsupreme, JDspeeder1, JForget, JHT25, JackSparrow Ninja, Jacoplane, Jake34567, JamesBWatson, Jdabney, Jedi knight 128, Jedi6, Jeff Silvers, Jeff3000, Jessuswikier, Jgr 94, JoDB, Joebishpie, Joey., Johenssen, Jonah5678, Joshuapfohl, Jpark3909, Jryder, Judgesurreal777, Juliancolton, Jump Guru, Justin The Claw, JustinRossi, JzG, K1Bond007, Karthikndr, Kennansoft, KensingtonBlonde, Khfan93, KieferSkunk, Kipton, Knight of Ashitaka, Kntrabssi, Knuckles sonic8, Kuju Yoshiamo, Kung Fu Man, Kyle2day, Kyogre45, L Kensington, LBDNytetrayn, Landon1980, LarsJanZeeuwRules, LeaveSleaves, Lego234, Lightwing1988, Linkeatspie, Lord Apolon, Lord Crayak, Lord Psyko Jo, LordRM, Lordofpigs, Lowercase, Luc Nixon, Luigi128, LuigiLead, Luvz2Spoonz, Lzer, M Jennings06, MStraw, Mabersold, Madhatter9max, Mahanga, Mahewa, Makron1n, Malcolm, Mariana, Mario Sonicboom, Mario54671, Mario777Zelda, MarioLOA, MarioSonic, MariofanDS, MartinS95, Matt-Likes-Pie, Matthew0028, Max b, MegaTailzChao, Megata Sanshiro, Mendaliv, Mhking, MikeRS, Mikibacsi1124, Miles Tormani, Mileycyrussoulja, Minimac, Miremare, Mit kebes, Mm40, Modular, Moeron, Mr. Lefty, MrKIA11, MuZemike, Mushroom, Muzer, Mxn, MysteriousMystery, N. Harmonik, NES Boy, NateDan,

523

Article Sources and Contributors


Nathan2055, NathanBeach, NathanDavid, NawlinWiki, Neurocide, New Age Retro Hippie, NickWor, Nikita Kozyrev, Nintendo Maximus, Nintendude, Not a slave, Nyletak, Oagersnap, Omicronpersei8, Ondenc, Onesimos, Open2universe, Opplerdop, OriginalJunglist, Oscarthecat, Ost316, Overbiter, P.Shack, PJ Pete, Pagrashtak, Pearle, Pennyforth, Percy Snoodle, Pezzar, Philosophistry, Phred, Pill, Plainnym, Poiuyt Man, Poopingstoneer, Potatoswatter, Prod, QuasarTE, Qutezuce, Qwerasdfzxcvvcxz, R9tgokunks, RLabs, RWR8189, Raekwon, Railer-man, RainbowOfLight, RaviC, Ray and jub, Red dwarf, Regular mario, Renchi, RexNL, ReyBrujo, Reywas92, Rgoodermote, Rhonin the wizard, Rich Farmbrough, Rickterp, Rjwilmsi, RoBo0100, RobJ1981, RockMFR, Rockysmile11, Ronark, Ryulong, SNESinator, Saifullahrahool, Salavat, Salvidrim, Sam Hocevar, Sam Van Kooten, Saranghae honey, SaturnYoshi, Sbwii, Sceptilebest31, Scottcampb, Sean WI, SerraBrio, Sesu Prime, Sgh342, Shadow Hog, SharkD, Silver Edge, SimpsonsMan1234, Sin-man, SirDrago, Sky Attacker, Slavedriver, Slipperyweasel, Slusk, Smash, Smomo, Snowolf, Sonicrazy, Spiderpig31, Sraan, Starfox Pilot, StatfordUponLexington, Stiffler52, Storm Rider, SuperHamster, Superjustinbros., Swalot, Syxx, T-Prime85, TITROTU, TJ Spyke, TPIRFanSteve, TTE, Tacochan, Takuthehedgehog, Tapir Terrific, Tashan, Tav2244, Technopat, Tehw1k1, Tezero, Th1rt3en, Thaddius, The Prince of Darkness, The Rogue Penguin, The T, The Thing That Should Not Be, The Virus, TheCoffee, TheLoverofLove, ThomasO1989, Thorpe, Thosdy, Thrashmeister, Thunderbrand, Thursday Postal, Tide rolls, Timjpriebe, Titoxd, Tomrobinsonz, Toxic Ninja, Treed, Tregoweth, Triforce of Power, Trioculus1, Tristinchan, Trogga, UKER, Unconstructiveusername, Unused000702, Useight, VederJuda, Veemonkamiya, Veg20xx, Vereux0, ViRGE, Victory93, Visokor, Voxxdude, Wakachamo, Warreed, WikiSlasher, WikidSmaht, Wikieditor1988, Wikipedian06, WikipedianMarlith, Wonchop, Wounder, Woycgpbbr, X!, Xbox6, Xeno-Lord, Yann98, Yarnalgo, Yinyanglightningthrash, Yiwen017, Yutss, Zapper093, Zeldamaster3, Zero1328, Zomic13, Zooba, Zxcvbnm, ~Viper~, , 1066 anonymous edits Super Mario Galaxy Source: http://en.wikipedia.org/w/index.php?oldid=497146142 Contributors: 0211a, 041744, 0x6D667061, 1337x0r, 1wolfblake, 22dragon22burn, 25or6to4, A Powerful Weakness, A gx7, ACDCGAMER, AMK1211, APACOlypse27, AVand, Access Denied, Ace of Jokers, Ace of Sevens, Acoolhead, Addit, Adg1034, After Midnight, AgentPeppermint, Airhead91, Airster130, Ajbrown141, Ajharbison90, Ajraddatz, Ajsh, Ajuk, Alewhey, Alex Middleton, AlexConquest, Alexander Vince, Alexvincent2, Ali, Alison, Allan64, Allens, Allstarecho, Alpha 4615, Alreadytaken4536, Altzinn, Amanedachi, Amberlover678, Ameliorate!, AmericanLeMans, AmericanSights2008, Amog, Andonic, Andr913, Andrevan, Andrew 808, AndrewWilkinson, Andrzejbanas, Andy M. Wang, Anetode, AngelOfSadness, Angeldeb82, Animasage, Animum, Annonymousmaniaciii, Ansem221, Antero8, Anthony22842001, Antilochus, Anuxanux, ApPlleKamera, Apostrophe, Arcette, Archie0517, Ares834, Aristotle159357, Arrowned, Ashish926, Astr0ace, Astroview120mm, Atomic Cosmos, AutoMe, Avnjay, Avono, Awang0718, Axem Titanium, Azimuth1, BAPACop, Bachrach44, Baldghoti, Bambamfan91, Banana26, Bart133, Basket of Puppies, Bassir, Batman85015, Beagle626, Behonkiss, Benjamnjoel2, Bentendo24, Bentogoa, BigHairRef, Bill seyzman, Binary TSO, Bios Element, Birdydude9, Bishop2, Blee314, Bleeding Blue, Bluecolor2, Bob da bob, Bobba joe, BobbyBritish, Bobmcmurphy, Bobo192, Bobo92, Boffo, Bonko24, Boo Mario, Bookworm747, BountyhunterSRC, Bovineboy2008, Bowser Jr. Koopa, Bowser048, BowserJr543, BowserJr66, Bowserjr55, Bowserjr557, Brainiac9000, Brambleberger, Brarang, Brat32, Brendan Moody, Bretch, Brian809, BrianG50, BrianGizz, BrianJG57, BrianJG777, Brianga, Brittany Ka, Bse3, Bsherr, Bucs, Bug95, Bugtrio, Bushcarrot, C3F2k, CQJ, CWii, Cactus Guru, Calamity-Ace, Calaschysm, Can't sleep, clown will eat me, Can-o-Mark, Candy-Panda, CapitalR, Captain Koloth, Carinemily, Cartman0052007, CaseyPenk, Casper10, Cat's Tuxedo, Catgut, Cervantes de Leon, Charmed36, Chavando, Chef Ketone, Cherithe, Cherry blue, Chicbicyclist, Chickenvoices, Childzy, Chip123456, Chivafighter93, Chris16447, ChrisHamburg, Chromaticity, Chykka207, Cinosoiram, Ckatz, Ckeonm, Clamticore, Claycrow, Claytonian, Clicketyclick, Clientpro, Closedmouth, Clyde Miller, Cocoapropo, Coconutfred73, Combination, Conan-san, Conchobarmanthei, Conradpaul, Consumed Crustacean, Conti, Cooganbluff, CoolChris99, Coolchewbaca, Cooler3100, Coolfreeze, Cooljeanius, Cordell, Corfe83, Cornbreadspatula, Corpx, Crevox, Crimsonseiko, Crossmr, Crunkel, Cyan Gardevoir, Cyanophycean314, CyberSkull, Cyraan, D0762, DARTH SIDIOUS 2, DKqwerty, DaProx, Damirgraffiti, DanJ, Dancingcyberman, Dancter, Dark Samus, Darkneonflame, Darkness2005, DarknessLord, Darrek Attilla, Darrman1, Darth Panda, Darth Viller, DarthTedd64, DaveJB, Davidmishere, De rattenkoning, DeadEyeArrow, Deanthedream17, Deasterday1, Deathawk, DebbieDiamonds, Decltype, Deeppurplerules, Deku Scrubby, Delldot, Dennis Lammers, DerHexer, Dibbity Dan, Dipdoodle, Disaster Kirby, Disavian, Discospinster, Dlr192, Dnjeijdo, Docboat, Doczilla, Dogman15, Douglasr007, Dpmarshall, Dr. Ralph Wiggum, DragonRider12, Drat, Dreadstar, Drexx, Drummerjrw, Drumpler, Ds13, Dsteelers915, DurinsBane87, Dusty777, EAD Ninja, EJF, Eamoreno, Edgar181, Editingisfunforediting, Edward Z. Yang, Eichikiyama, Eisai Dekisugi, Ejfetters, El crispo, Elassint, ElinorD, Elladion, Elonka, Enbob89, Entei-Anubis, Eoghan1234, Epass, Epbr123, Eratangos, Eric B, Eric55673, Erik9, Eriol Ancalagon, Escape Orbit, Eurogamer, Eusourei, Evan Robidoux, Evanthegorilla, Evice, EvilRedEye, Evilguy16, Excalivar, Excirial, Exert, Exploding amoeba, FALKONG4SUCKS, FF2010, FS740, FUGAZI100, FabAndroid, Falcon9x5, Fang 23, Farm Zombie, FastLizard4, Fatpeople12345, Fearless Son, Feezo, Festivefrog, Fhvcj2383hdjsfhsjf, Fiddle and herman, Fieldday-sunday, FightingStreet, FinnTime!, Fleinn, Foofightersfan, Foolishfools, FordStang, Forteblast, Fortenium, Franklint, Frankyboy5, Fredrik, Freepsbane, FullMetal Falcon, Fungus4ever, Futurekid000, Faluinix, GCFreak2, GEM036, Gail, Gamer444, Gamerforever, Gaming otaku, Gamingexpert, GanLnkZld, Gangbanger5, Gary King, Gaunt, Gcube87, GenericMan121, Geoff B, Georgevletsas, Georgia guy, Gh5046, Girlactor, Gluben, Gobbleswoggler, Godgundam10, Gogo Dodo, Gogogadgetearl, Graham87, Grandy02, GroudonMan, Gsmgm, Gtr. Errol, GuardianEarth, Guinea pig warrior, Guoguo12, Gurch, Gus Polly, Gzmdynztdvgngkyz, Hahnchen, Haipa Doragon, HalfShadow, Halloweenluver, Halosbud, HamburgerRadio, Haruth, Hasel001, Headbomb, Hello Control, Henrik, Herb-Sewell, Hero of Fire, Hero of legend, HexaChord, Hibana, HighwayCello, Him hippo, Hjkgk, Hobartimus, Homer saves presidents, Hongshi, Honmatrix1, Hope(N Forever), Hunt 4 Orange November, Husky, Hwoarang8, Hydrogen Iodide, Hyuuga112, I dream of horses, IAMDUDE70, IAmInterwebs, IFixxUGood, II MusLiM HyBRiD II, ILIKECEREALX, IRbaboon, ITocapa, Ideal gas equation, Ificouldyouknowiwould, Igor13833, Immblueversion, In Defense of the Artist, IndigoSeptimus, Instinct, Interiot, InvaderSora, Ioeth, Iridescent, IslandHopper973, Islander, J.delanoy, J991, JD554, JForget, JQF, JRRobinson, JTHM989, JVC, JackSparrow Ninja, Jackster3000, Jackwilliamsteiner, Jacoplane, Jafetdexter, Jagged 85, JakMan500, Jake Wartenberg, JakeThomson, Jamesontai, Janizdreg, Jappalang, Jauerback, Jaxl, JayKeaton, Jaylon, Jdrowlands, Jedravent, Jeff G., Jeff Silvers, Jeffrequade, Jennica, JesseMeza, Jezmm, Jguilfoil, Jhsounds, Jikipedia787, Jj137, Jjam189, JoDB, Joecuellar96, Jogloran, Johandomonji, John Mash, John254, Joizashmo, Jokilo58, Jonducrou, Jonny-mt, Jopasopa, JoshCarl1, Joshi, Judge Trudy, Judgesurreal777, Jsk Couriano, K1Bond007, Kaiba, Kalidascorp, Kalisti, Kanogul, Karatenerd, Kariteh, Keihar, Kenada53, Kenb215, Kerotan, Kev19, Kichiverde, Killdroid93, King Lopez, King Master, King food, Kingdavid13, Kingpin13, Kingston8, Kinnyia, Klondike, Knapper1176, Knilsilooc, KnowitallWiki, KnowledgeOfSelf, Knownot, Knuckles sonic8, Koavf, Koeho, KrakatoaKatie, Krellion, Kstraka, Kukule, Kulshrax, Kurdell, Kurowoofwoof111, Kuru, Kyle C Haight, Kyuubinarutoboy, L Kensington, LOL, Laguano, Lakitu4192, Lanky, LarsJanZeeuwRules, Lawsbeen, Lazydave, Legedevin, Legolas1987, Lemonpiesnake, Lenin and McCarthy, Libatius, Licker, Lilhotdude1313, Lilki55ez, Link 486, Link floyd, Linkhalo, Liontamer, Little Mountain 5, LittleOldMe, Locazreal, Locke Cole, LoganTheGeshrat, Longhair, Lord Crayak, Lord Hawk, Lord Psyko Jo, Lotje, Lpangelrob, Lrrr IV, Lucid, Luigi III, Luigi00001, Luigi128, LuigiGamer64, Luigifan, MER-C, MLA, Macdude55, Madhatter9max, Magiciandude, Magnum2037, Mahanga, Majora, Majorly, Malcolm, Malford808, Malomeat, MamaWaluigi, Mario777Zelda, MarioLOA, MarioPool, Mariofan64galaxy64, Marioman11, Marioman12, MarnetteD, Martarius, Masem, Masternimbus, Mastershake329, Mat wang, Matthewmiller1234, Mattyatty, MauchoEagle, Maxim, McDonaldsGuy, Mega richard, MegaTroopX, Megata Sanshiro, Merope, Metal Sonic v2.0, MetroidGuy, Mhking, MiTfan3, Michael Greiner, Midgrid, MightyJordan, Mika1h, Mikco, MikeVitale, MikesPlant, Miles Blues, Mingyishi, Miquonranger03, Miremare, MisterHand, Moccamonster, Monith, Mononomic, Mooses rule, MosheA, Mr Psi, Mr. Strong Bad, Mr.Mario 192, MrBubbles, MrNintendo8794, Mrnintendo444, Mspraveen, Mullet, Mylungsarempty, Mynameisnotpj, Mysterious Spy, N. Harmonik, NES Boy, Nader won!, Nailmon, Nakile, Nall, Nancy, Narjuko, Naruto134, Nathan Johnson, NawlinWiki, Neander7hal, NeoChaosX, Net 91, Neverquick, New Age Retro Hippie, Nialenet, NickBush24, Nickm717, Nin10do, Nintendo1202, NintendoDSKing, NintendoFan6, Nlevine427, Nolamatic, Not a slave, Notaprofessor, Notorious4life, Null625, Nuttycoconut, Nw15062, O.Koslowski, Occlumencymaster, Ohconfucius, OliAtlason, Olimarynf, Olly150, Oneiros, Onesimos, Oobug, Optakeover, Ormi, Oscar22, Oscara, Oscarthecat, Oxymoron83, PJ Pete, PaalishMario, Pagrashtak, Papermario333, Park-j, Patrickjolliffe, Paulness, Pele Merengue, Pelusa, Penubag, Percy Snoodle, Persian Poet Gal, Personperson6, Pet0r86, Peter S., Petmouse101, Petruchi41, Pezzar, Phanaj, Phil Sandifer, Philip Trueman, Phonexus, Phred, Pie4all88, Piffman2, Pika62220, Pikawil, Pink D3stroyer, Pixelface, Pizzamanzoo, Pjalne, Plainnym, Player017, Plebeian, Pokemonaruto123, Pookiyama, Poopmouf, Pootisman, Portugeezdude623, Power Slave, PowerGamer6, Pred, PrestonH, Prototime, Pseudomonas, Puchiko, PureLegend, Purgatory Fubar, Quetzalcoatl45, Quicksilver8193, Qwikjus69, R'n'B, R-RockMan.EXE, RA0808, RC-0722, RFerreira, RP459, Radon210, Raezr, Raiespio, Railer-man, Rainbowjinjo, Ramrod?, RandomHumanoid, RandySavageFTW, RattleMan, RaymondisRambo, RdCrestdBreegull, Reach Out to the Truth, Rebelkass, Redzero62, Rehevkor, RexNL, ReyBrujo, Rich Farmbrough, Richard1990, Richiekim, Riley M. manga maker, Ripdime04, Rjwilmsi, Rlk89, Rmosler2100, RobJ1981, Robwingfield, Rocknrollanoah, Roger6106, Romney yw, Ronhjones, RossPatterson, Roy loves Wildlife, Rrburke, Rtkat3, Ruyn, Ryan rocks29, Ryanjunk, Ryu Ematsu, Ryulong, Rz.luis, SCB '92, SENIOR KILLAH, SJC4783, SNS, SSBMboss, ST47, SUPER MARIO 247, Salavat, Salvidrim, Sappy161, Sarujo, SaturnYoshi, Savant13, Savingedmund, Scabloo, Scarian, SchnitzelMannGreek, Scotty12, ScottyWZ, Sd31415, Sdhonda, Sdoo493, Sdornan, Sean K, Sean2e, Seaphoto, Secret Saturdays, Sector X, Seivad, SenorKristobbal, Sepmix, Seresin, Sergeyy, Sesu Prime, Seth56, Shadow Blaze, ShadowYams, Shadowin, ShakingSpirit, Shanes, Shanezey, Sheeeeeeep, SheffieldSteel, ShoeHornOhPlenty, Shuipzv3, Sidepocket, Sillygostly, Silver Edge, Simon171717, SimpsonsMan1234, SirPainsalot, SixteenBitJorge, Sjones23, Skeejay, Skitch, Skye Lazuli, Slappingoysters, Slatterboy, Sleepaholic, Slicedoranges, Slithymatt, Slof, Slusho815, Slysplace, Slyth1, Smash, Smashman202, Smilesfozwood, Smurrayinchester, Snakes12, Sneakymouse, Sniperkill26, Snowolf, Soapseven7, Soldat95, Solipse, Something in the Water, Sonic Hog, Sonic The Hedgehog, Sonicxtreme, Sora45, SouperAwesome, Spiffy101, Spinach Dip, SpinyMcSpleen, Spittlespat, Sprinter76, Ssfreitas, Stabby Joe, Staecker, Stardust6000, Starionwolf, Staviper108, Ste-mitchell, Stealth500, Stefanovruiz, Stentie, Stephanblakeslee, Stephen, Stepshep, Stevo1000, Stifle, Stumpers, Suffusion of Yellow, Sukecchi, Supasaru, Super World Champions, SuperBuuBuu, SuperNESPlayer, SuperSam85, SuperSonic, Superghost987, Supergirl484, Supergrapesoda, Superjustinbros., Supersonicblaze, Superstar288, Sure2, Swifter555, Swotboy2000, Synergy, THEN WHO WAS PHONE?, TJ Spyke, TJJFV, TK421, TONOZERO, TPIRFanSteve, Tabletop, Takfloyd, Tangeros, Tanthalas39, TehBobby, Tehw1k1, Tenks, TennysonXII, Terry1944, Tezero, Tffiske, Th1rt3en, ThaddeusB, Thatcrazycommie, The Dan, The Kids Aren't Alright, The KoG, The Moose, The Placebo Effect, The Prince of Darkness, The Thing That Should Not Be, The Utahraptor, TheAxeGrinder, TheCoffee, TheCreator4, TheKoG, TheListUpdater, TheLoverofLove, Thecheesykid, Thehelpfulone, Theman55, Themat21III, Theoldkinderhook, TheomanZero, Thesmartwaytogo, Thibbs, Thief78659, Thingg, ThomasO1989, Thorpe, Thrilla93, Thunderbrand, Thursday Postal, Titanium Dragon, Tktktk, Toa Mario, ToaDjango, Tomkorp, Tomw91, Toomai Glittershine, Trioculus1, Tristam, Trogga, Troop912, Troopapunk, Tuesday42, Tuncrypt, TuneyLoon, Twinpinesmall, Txomin, Tyar, Tychicus, Tyson83782, USFishW, Uchiha23, Ukauka3, Uknomeya, Ulric1313, Ultimahero, Unknown Dragon, Unknownlight, Unschool, Unused000702, Uptheirons14, Useight, Utcursch, VG Cats Tipe 2, VGAfanatic, Valoo, Vc1165, VederJuda, VeeB, Versus22, Vhoscythe, Vincent.hardy, Vishnava, Voretus, Vrenator, WIKI-GUY-16, Wacko McGoose, Walter Day, Waluigi292929, WanderingHero, Wazzava, Weweewii, WhereIsTheCite?, WhisperToMe, Wii773, Wiimonkey9, Wiki alf, WikiBone, WikiLoco, Wikigenius95, Wikipedian06, Wikipedian64, WikipedianMarlith, Wikiqueenwiki, Williamsa15, Willking1979, Willy105, Wmtiger86, Wonchop, Wuffyz, Wyomingliberty, X201, X3ni, XMichael, Xevious, Xubelox, YOSHIANDLINK1, Yair rand, YanksterJ, YemeniteCamel, Yeschocolate, Yoenit, YoshiJumbahBirdo, Yoshiller, Yoshirulesbrides, Yuefairchild, Yutss, Z.E.R.O., Zacharycreaky66, Zachwii, Zalgt, Zeldamaster3, Zeldaparty8, Zeldasmash, Zenohockey, Zeta26, Zfreak2, Zidonuke, Zooba, Zythe, Zyxwvuabcdef, 94, 2775 anonymous edits New Super Mario Bros. Wii Source: http://en.wikipedia.org/w/index.php?oldid=497390208 Contributors: 135wawa, 1wolfblake, 22dragon22burn, 4twenty42o, Ababab270, AdvancedGamer, Agbwiki, Airplaneman, Alansohn, Alex 8194, Aliquidparadigm, Alphathon, Alphius, AnOddName, Anber, Andrewrp, AnelZukic, Atif.t2, Avicennasis, B5hcurrall, Bahamut0013, Benabik, Blake, Blubbermarble, BlueMario1016, Bluefist, BlurTento, Bobo192, Bongwarrior, Bovineboy2008, Bpenguin17, Brittany Ka, Buntykhanz, C3F2k, CardinalDan, Ceciliarozzie, Chanakal, Chiefmartinez, Chzz, ClassicalPiano66, Clyde1998, Commandr Cody, Condontdoit296, Coolgeek93, Crazysane, Cucumber012, Cyan Gardevoir, Cyanophycean314, Cyrus XIII, DKqwerty,

524

Article Sources and Contributors


Daedalus969, Daftpunkboy93, Dancingcyberman, Dancter, Darkness2005, Davidcharleswilliams, DawgDeputy, Deagle AP, Discospinster, Dogman15, Dont logoff, Doshindude, Download, Drilnoth, E-Quizative, EAD Ninja, ERK, EVula, Edd07, EdoDodo, Eik Corell, Enviroboy, Eric B, FabAndroid, Falcon8765, Falcon9x5, Favre1fan93, Fetchcomms, Fireworksoops, Fleinn, Flightx52, Frankyboy5, FullMetal Falcon, FunFun Fun109, Fuzzypenguin98, GS Sentret, Gaunt, Geoff B, Georgebruv772, Gogo Dodo, Goosu2006, GorillaWarfare, Grimbear13, Gu1dry, Hackwater, Happyfly, Hibana, Hiro 42, Home2000, Hornymanatee, IAmTheCoinMan, ISquishy, IceMarioman, Intervalhehehe, Invisiblespike, Iupolisci, J.delanoy, JBsupreme, JDC808, JDspeeder1, JForget, JQF, Jagged 85, JasonS2101, Jc iindyysgvxc, Jeff02, Jhuhn, JohnnyMrNinja, Jonny boi123, Jonny2x4, Kevinmon, Kman6299, Koavf, Ksrahul zelda, L Kensington, LarsJanZeeuwRules, Leader Vladimir, Leszek Jaczuk, Lgantner, LilHelpa, LittleOldMe, Ljscott83, LoganTheGeshrat, Lord Psyko Jo, LostOverThere, LrdDimwit, Luigi00001, Lurkingshadowdragon, MATEOELBACAN, Mandarax, Maneaterwork, MangaYoshi, Marc-Olivier Pag, MarcRS, Mario4EVER14, Mario777Zelda, MarioLOA, Martarius, Martin451, Matthew Pinnock, Matthewmiller1234, Matty stripes93, Me11023, Megata Sanshiro, Mendaliv, Mika1h, MikeWazowski, MisterLambda, Mlpearc, Mr. Oooh Laa laah, Mr. Super Mario, Mr. Wheely Guy, MrKIA11, MuZemike, Mushroom, N. Harmonik, NawlinWiki, Neilnumberman, New Age Retro Hippie, NintendoFan6, Nyxaus, Oldy110196, Omar 180, Onesimos, OptimisticCynic, Ost316, OwlCityEditor, PartyHard, Pedro thy master, Plainnym, Player017, Plusboy, Quiggers1P, RMThompson, Raffy209, Raider2000, Regular mario, Rich Farmbrough, Richiekim, Rjanag, Rjwilmsi, Rmzy717, RockRichard, Rockysmile11, Runeon12, Ryulong, SCB '92, SNS, SQGibbon, SSFF6B, Salvidrim, Sarankarunan, SchfiftyThree, Scotty mctotty, Sdoo493, Seb az86556, Sesu Prime, Shadowjams, Shadowmario64, SimpsonsMan1234, Smalljim, Soap, Sonic100jam, SonicKDT, Sophus Bie, SouthH, SpaceFlight89, Spidey104, Sss333, SteveFoerster, StevenMario, Stifle, Sugarraydodge, Sunnan, SuperHamster, Superjustinbros., Suzumebachisecret, THeGaJmAn, TJ Spyke, TPIRFanSteve, Taelus, Tcncv, Teancum, Tengager, Tezero, The Lovable Wolf, The Prince of Darkness, The Thing That Should Not Be, The Ultimate Koopa, Thegreyanomaly, Theleftorium, ThomasO1989, Tide rolls, Tktktk, Tocooltonou, Tphi, Trioculus1, UKER, Unused000702, Vblocklair, WhisperToMe, Wikieditor1988, WikipedianMarlith, Windchaser, Woad85, Wonchop, Woohookitty, X201, Yann98, Yiwen017, Zelderu Maryoto, Zipcedric, Zomic13, rico Jnior Wouters, , 822 anonymous edits Super Mario Galaxy 2 Source: http://en.wikipedia.org/w/index.php?oldid=497559098 Contributors: 0030520dv, 041744, 1wolfblake, 22dragon22burn, A3RO, AMV72, AOC25, Addict 2006, Adrgs, Agbwiki, Agnewx4, Ajharbison90, Alansohn, Aleksa Lukic, Alxei200, Amdrag568, AmericanLeMans, Angryapathy, Antoshi, Aralem, Argonstorm32, Arthur Rubin, Auntof6, AutoMe, Autonova, Awang0718, Aymatth2, Bigmooseextreme, Blake, BlueMario1016, Bobrocks95, Bonelayer12864, Bovineboy2008, Brian Kendig, Brian the Editor, Brittany Ka, C3F2k, Canand1, CardinalDan, Carmichael, CaseyPenk, Cats2, Chanakal, Chaosandwalls, Chewandswallow, ChrisHamburg, ChromeWire, Ckatz, CommonsDelinker, Cooler3100, Crazyjames1080, Cyan Gardevoir, DKqwerty, Daedalus969, Dalbster, Dancingcyberman, Dancter, Daren420c, DarkSteps, Darkaura1996, Darkcharizard, Darkness2005, DebbieDiamonds, Deon, Derek Uhiha, Devanwolf, Dfsghjkgfhdg, Diupwijk, Dngnta, Dolphinbub19, DragonZero, Dschwen, Dunydune, E2eamon, Enauspeaker, Entropy, Epass, Eugene-elgato, EvilEmperor, Evolution590, Excirial, Falcon9x5, Fantasydragon, Feinoha, Fiddle and herman, FinnTime!, Fleinn, Forteblast, Froo, FullMetal Falcon, Funandtrvl, Fuzzypenguin98, F, Gaunt, Geoff B, Gilliam, Golden Sugarplum, Googamp32, Grafen, Grandy02, Groovenstein, Gsa9, Guinea pig warrior, Gunmetal Angel, Guythatshoots, HannuMakinen, Haymaker, Headbomb, Henryodell, Hibana, HifiGamer, Hoofit67, Hooper Cummington, I Feel Tired, Ian24089, Iciac, Impala2009, Interpolarity, Ixfd64, J.delanoy, JOJACKCHA, Jack327, Jagged 85, Jal11497, Jared Preston, JayC, Jedidad1958, Jeff G., Jhsounds, Jim1138, Jj984jj, Johenssen, Jrp, Juhko, Jusdafax, Kcansur721, Keeseslayer, KieferSkunk, King kong 9000, Kingplatypus, Koavf, Ksrahul zelda, Kubigula, Kurvjuh, L Kensington, Ladiesandgents, LarsJanZeeuwRules, LcawteHuggle, Leader Vladimir, Legend-tony980, Leviathan9213, Likesorange, Link floyd, Logan, LoganTheGeshrat, Loginer, Lord Psyko Jo, LordHuffNPuff, LostOverThere, Lucia Black, Luigi00001, MATEOELBACAN, Magiciandude, Make, ManSkirtDude101, Mandarax, Mario54671, Mario777Zelda, MarioLOA, Martarius, Matthewmiller1234, MechaWave, Megata Sanshiro, Micro101, Mika1h, Mordecairule, Mr.Mario 192, MrKIA11, MrTaco, Mrmario899, MuZemike, Mushroom, Muzer, Naruto134, Necrojesta, New Age Retro Hippie, Newsflash, Nightwheel, Northumbrian, Odie5533, Olifromsolly, Omar 180, OneManDynasty81, Onesimos, Ost316, Ottawa4ever, PCHS-NJROTC, Peaceboi, Peachys9, Pedro thy master, Peter.C, PeterFisk, Pie4all88, Pigg888, Pika963, Player017, Pocket PC 2000, Poobread, Progamer100, Puddleglum411, Pufferfish4, RA0808, Raddaluigi, Raumaan, Rcsprinter123, Red mist 85, Redekopmark, Regancy42, Regular mario, Rehevkor, Rich Farmbrough, Richiekim, Rider28031, Rockhead355, Roddie Digital, Roller Co-star, Ronhjones, Run4YourLife, Ryshark, Ryulong, SCB '92, SNS, Saimcheeda, Salvidrim, Salvio giuliano, Sarujo, Sayargh, Scarletspeedster7, Scorebord, Sergecross73, Sesu Prime, ShadowRanger, ShadowUltra, Shadowmario64, Sjones23, Sjw10, Skunk108, Smalln, SnappingTurtle, Solarra, Something12356789101, Soulseeker86, Spitfire19, Sss333, Stabby Joe, Starshipmario2010, Sticknuke007, StormPooper, Super mario fan, SuperHamster, SurfingTiger, TPIRFanSteve, Tav2244, Technopat, Tehphire, The Editor 155, The Lovable Wolf, The Ultimate Koopa, TheBestWikier, TheLoverofLove, TheSuperluigicaelan, TheTrueGamerX, ThomasO1989, Tide rolls, Tktktk, Tommy2010, Tommy920998768, Tothemax78, Traxs7, Trevi99, Trioculus1, Udufruduhu, Uncle Dick, Unused000702, Upgrader1, Vickerman625, Victory93, Wayne Slam, WebTV3, Wesleygitta, WhisperToMe, Wikibrotherz, Wikipedian06, WikipedianMarlith, Will Lowry, Wonchop, X201, Yowuza, Yugiohdan6, Zach Vega, Zachlipton, Zcomuto, , , 889 anonymous edits Super Mario 3D Land Source: http://en.wikipedia.org/w/index.php?oldid=497635340 Contributors: 0030520dv, 1wolfblake, AarnKrry, AlienX2009, Alphathon, AmericanLeMans, Anthony Appleyard, Argonstorm32, Atterion, Avicennasis, Beetstra, Black Yoshi, Blake, BlueMario1016, Bsnook, Bussta33, C3F2k, Canihuan300, Catalyst09, Chris the Paleontologist, Chris the speller, Chrisgonal, Clasp250, Commandosquid361, Computerkid1416, CoolingGibbon, Crazyjames1080, Crocigator, Csloomis, Cyan Gardevoir, DaPowerIsOn98, Dabomb87, Damienivan, DanWiki2011, Darkness2005, Darrman1, DawzDaBozz, Demomonster7, Derekleungtszhei, Dogman15, Dorsal Axe, Doug, DragonZero, Draquee, E. A. Bates, Easy4me, Emiya Mulzomdao, Felix the Second, Frankyboy5, FullMetal Falcon, GS Sentret, GVnayR, Ged UK, Green Yoshi, Gunner-fire, HJ Mitchell, Houso1, In Donaldismo Veritas, Izzy259, January2007, Jelloshooter, Joseph S 97, JuliusMax, Kenny 2 da max, Kobepedia, Kurt626, Legend6, Likesorange, Lord Psyko Jo, Lucia Black, M england a808, METRO96, Madhatter9max, Mariacer Cervantes, MarioLOA, Martarius, Materialscientist, Metroid100, Mika1h, Mjharmstone, Mothman64, MuZemike, Multi Trixes, MushroomHeroes, NOAWiki, Nathan2055, Netcvb, Ost316, Partylist, Player017, Pointillist, RExC21, Rasdock, Reach Out to the Truth, Redarrow777, Rehevkor, Replaystay, Richiekim, Richskim, SNS, SWFlash, Salvidrim, Sergecross73, ShadowRanger, SideMaster, SimpsonsMan1234, Sjones23, Smithers109, Smokeyfire, Sss333, Steven Zhang, Super-tony980, SuperChange, TPIRFanSteve, Tamloo, Tbhotch, Th1rt3en, The Lovable Wolf, TheGreatness5, TheTimesAreAChanging, Thejfh1999, ThomasO1989, Unused000702, VIRUZ671, VinLAURiA, Waitingforlife, Wonchop, X201, Zeldasmash, Zeromaru, 217 anonymous edits New Super Mario Bros. 2 Source: http://en.wikipedia.org/w/index.php?oldid=497588310 Contributors: 1wolfblake, AlienX2009, Allens, Andrewpbeast, Argonstorm32, ArtistScientist, Ashtang775, Axem Titanium, BlueMario1016, C3F2k, Calabe1992, CaseyPenk, Casper10, CityOfSilver, Cyan Gardevoir, Efbgiudeuj, F, Imajin999, J.Severe, JCwiki21, Jvjordi1, Keith D, Kobebburt11, Likesorange, LuK3, M england a808, MarioLOA, Mark91, Martarius, Meelow100, Mr. Stradivarius, NES Boy, Nathan2055, Nintendo99, Nintendoo12345, Nivlak7, SCB '92, SNS, Salvidrim, Sergecross73, SideMaster, Tgeairn, The Ultimate Koopa, Thejfh1999, ThomasO1989, Tho du 14, Umweltschtzen, WikHead, WikiPediaAid, Wonchop, Wrightbro, Ztnorman, 66 anonymous edits New Super Mario Bros. U Source: http://en.wikipedia.org/w/index.php?oldid=497255056 Contributors: Anthony Appleyard, ArtistScientist, Ashtang775, Bangelo510, Blake, Calabe1992, CaseyPenk, Chzz, Cyan Gardevoir, Dar, The Beastmaster, Dillopedia, Dorsal Axe, Hybridking, John Smith (test), Jvjordi1, Kperfekt722, Lerdthenerd, Logan The Master, Martarius, Nathan2055, Nivlacc7, Rich Farmbrough, Ryulong, SNS, ScienceApe, Sergecross73, ShadowRanger, Soetermans, Super-tony980, The Determinator, ThomasO1989, Wonchop, Xenan, 23 anonymous edits Dr. Mario Source: http://en.wikipedia.org/w/index.php?oldid=495024635 Contributors: 16bitz, Admiral jolyon, Aidyman7, Altava, Amcaja, Andrevan, Andrewa, Apostrophe, Arutgers03, Atirage, Atomic Cosmos, Avicennasis, Awk, BabuBhatt, Bento00, Berenlazarus, Big Bad Baby, Big Smooth, Blake, Blu Aardvark, Bowser Jr. Koopa, Brittany Ka, Bryan Derksen, Btornado, Bumblebee Bay, Bumm13, Buzda, Captain Yesterday, Cheesemeister, Chester Markel, Chmod007, ChrisCork, Coffee4binky, Combination, Commandante Veneno, CyberSkull, Cynical, Damian Yerrick, Devalo, Dispenser, Dogman15, Eclipsed Moon, Everyking, Fkumbila, Foolishfools, Freakofnurture, Fryguy64, FuriousFreddy, Gemini1980, GeneralDuke, Gizmo II, Grandy02, GreatOrangePumpkin, Gtrmp, Gurko, Hajatvrc, Hasek is the best, Hbdragon88, IStoleMySistersPants, Ian Moody, Igno2, InShaneee, Jacoplane, Jacquismo, Janampap, January2007, Jappalang, Jason One, Jh51681, Jonny2x4, Judgesurreal777, KarnageLord, Khatru2, Kidicarus222, Kingplatypus, Koavf, Kyle1278, LC, Larsinio, Laurencegast, Liftarn, Liontamer, Luigilos, MER-C, Majorclanger, Manectric, Marasmusine, Mariacer Cervantes, Mariecameron, MarkM, MarkSweep, Masken, MattWatt, Matteh, MaxDawsonC, Megata Sanshiro, MetaFox, Mika1h, MikeyMouse10, Mitsukai, Mr. Frecklefly, MrStuart, MuZemike, Mustang6172, Mysid, N. Harmonik, NessSnorlax, New Age Retro Hippie, Nifboy, Notjim, Odokee, Oldhamlet, Onpon4, Oscara, Parrothead1983, Paul "The Wall", Pikawil, Playstationman, Poiuyt Man, Poochy, Prazap, Purplebackpack89, Rad Racer, Ralphmerridew, RememberMe?, RexNL, Rich Farmbrough, Rjwilmsi, RockMFR, Rylasasin, Ryulong, SColombo, Salamandra132004, Salvidrim, SamuraiClinton, Sandstein, Seancdaug, Shadowyoshi54, Signor Giuseppe, Sigurros100, Smash, SoWhy, Squirepants101, Stephenb, Sudharsansn, TJ Spyke, TK421, TOkKa, Tbhotch, Thibbs, Thingy1, ThomasO1989, Tide rolls, Timmypees, Toomai Glittershine, TravisW, Tregoweth, Trioculus1, Trogga, Unused000702, Usucdik2, Vandymorgan, Vzbs34, Wangxuan8331800, Wgungfu, WhisperToMe, Wiki alf, Wikimaster2s, Wild 'n' Flicky, Willsnoogbaroots, Wiml, Wmahan, Wwwwolf, Xeno-Lord, Xymmax, Ycolonna@cox.net, Ywncyber, 207 anonymous edits Dr. Mario 64 Source: http://en.wikipedia.org/w/index.php?oldid=487536227 Contributors: 041744, 20I.170.20, Afeitarse, Alansohn, Apostrophe, Berenlazarus, Brian809, Bumblebee Bay, Caleb237, Cipher, Conti, Covenant Elite, Dalbster, Dalek Cab, David Gerard, Dawynn, DutchDevil, EricH01932, FrancineFan3883, Furrykef, Grandy02, Hbdragon88, Headbomb, Kameiru7, Kariteh, Kusma, Lorson, Ludologist12, Marasmusine, MarjorieCook, Materialscientist, Megata Sanshiro, Mojo24540, Mushroom, N. Harmonik, New Age Retro Hippie, Nin10dude, Nintendo Maximus, Nintendonien, One, Paul "The Wall", Pikawil, Pinballness, Radix Z, Ravimakkar, Rich Farmbrough, Romanista, Ryoske, Salavat, Salvidrim, Seancdaug, Sjones23, Skyezx, Smash, Smashman202, TJ Spyke, TPIRFanSteve, Tezero, ThomasO1989, Thunderbrand, Tregoweth, Triforce of Power, Trioculus1, Unused000702, Victory93, Wikimaster2s, Wild 'n' Flicky, 76 anonymous edits Dr. Mario Online Rx Source: http://en.wikipedia.org/w/index.php?oldid=486108362 Contributors: Ace of Jokers, Avicennasis, Berenlazarus, Captainthrust, Commdor, DanJ, Dancter, DrMarioGeek, Duhman0009, Forteblast, FullMetal Falcon, Futurekid000, Grandy02, HarkenSlash, JCT85x, Jhuhn, Kev19, KevinOrtega, KieferSkunk, Koavf, Kusunose, Lifebaka, Machinehead09, Masem, Mastersworddude, Mezelf14, Milek80, Misterkillboy, ModestMr.Green, MuZemike, N. Harmonik, NES Boy, New Age Retro Hippie, PMDrive1061, Pagrashtak, Pete Wall, Phred, ProfessorLayton 388, Rjwilmsi, Ryulong, SDJ, SNS, Salvidrim, TJ Spyke, ThomasO1989, Toastypk, Trioculus1, Trogga, Ukexpat, Yellow Mage, Zomic13, 84 anonymous edits Dr. Mario Express Source: http://en.wikipedia.org/w/index.php?oldid=491178356 Contributors: Aechman, AvicAWB, Avicennasis, Dancter, EricH01932, Jeff Silvers, Jhuhn, JohnnyMrNinja, Mika1h, MrKIA11, MuZemike, N. Harmonik, PamD, Pikamander2, Salavat, Salvidrim, Sergecross73, ThomasO1989, Trioculus1, Ttc817, WikipedianMarlith, 13 anonymous edits

525

Article Sources and Contributors


Super Mario Kart Source: http://en.wikipedia.org/w/index.php?oldid=497644954 Contributors: 041744, 165.247.222.xxx, 195.92.168.xxx, 20096896a, 22dragon22burn, AMHR285, Ace of Jokers, Adbmice, Alai, Alakazam, Alvis, Amcaja, AnOddName, Andrevan, Andrzejbanas, Angry Sun, Annorax, Apostrophe, Asofdjhkljashdl, Avicennasis, BAPACop, Bedford, Belltower, Bovineboy2008, Brianga, CGP, COLD MAN, Camo Yoshi, Cancellorian, Canihuan300, Casper10, Cat's Tuxedo, CheeseDeluxe, Chozo01, Classicrockfan42, Combination, CommonsDelinker, Comrade Pajitnov, Consumed Crustacean, Conversion script, Cookiemobsta, Crumbworks, CrumpledSheatMedal, Cynical, Damian Yerrick, Dancingcyberman, Dancter, Daniel Lawrence, Dannycali, Danucciguzman, DarthSidious, Deskana, Dinosaurdarrell, Dispenser, Dogman15, Doom127, Dorsal Axe, Dosman434, Dr bab, Drat, Duddyroar, DutchShadow, Eclecticology, Eclipsed Moon, EdGl, Edward, Eekerz, Ellmist, EnglishEfternamn, Evice, Excaliburhorn, Felix the Hurricane, Felonyboy, Fiddle and herman, Finetooth, FlyingPenguins, Fonzy, FrancineFan3883, Fredrik, FriedMilk, Fuhghettaboutit, FullMetal Falcon, Funky on Flames, GLmathgrant, GVnayR, Gabbe, Gamera2, Gamerforever, Geckoes09, Geoff B, Gildos, Golfman, Graham87, Grand Dizzy, Grantsawatzky, Greenjecko, Grillo, Groovysmoothie22, Gtrmp, Guest9999, Hbdragon88, Hibana, Hogvillian, Iamstillhiro1112, Ianezz, Ismo Kalkku, J. Straub, Jacobgreenbaum, Jagman42, Janx Spirit, Jappalang, Jason One, Jeff Silvers, Jhsounds, Jhuhn, Jkatzen, Jorko, Joseph Dwayne, Josh the newcastle fan, Joshk, JzG, K1Bond007, Karafias, Keranu, Kimchi.sg, Kocur, Kperfekt722, Kusco, Kyriosity, Latka, Lightdarkness, LilHelpa, LostLikeTearsInRain, Lowellian, Lpangelrob, Magiwand, Malchick, Malcolm, Mandarax, Marc-Olivier Pag, Masciare, Masken, Matt Gies, Matteh, Mattsephton, Mayosolo, Mbecker, Megata Sanshiro, Metatinara, Mgiampa, Michael Devore, Mika1h, MrLeo, Ms2ger, Muad, Mushroom, N. Harmonik, NFreak007, Namescases, Nanoalpha, NawlinWiki, New Age Retro Hippie, Nicholas Weiner, NickBush24, Nintendo Maximus, Notheruser, Notorious4life, Oklonia, Omicronpersei8, OmnipotentEntity, Onesimos, Oscarthecat, Ost316, P0per, PCHS-NJROTC, PJ Pete, PMDrive1061, Pagrashtak, Pearle, Pekka-R, Pepperman1, Peterpoke, Phearson, Piano non troppo, Pie4all88, Piecraft, Pikawil, Pmcm, Poiuyt Man, Radix Z, Raevel, RattleMan, Ravimakkar, RayvnEQ, Reedy, Remurmur, Renegadeviking, RexNL, ReyBrujo, Rhrad, Rodzilla, RossSmith, Rouhiheki, RuldophCloud, RyanJ106, Ryulong, S, SLJCOAAATR 1, Salvidrim, SamiTitan, Sandman888, Sandos, Sardur, SaveTheWhales, Scuzzi, Secret Saturdays, SeraphX3, Shadowlynk, Shawnc, Sillygostly, Silver Edge, Sivak, SixteenBitJorge, Slakr, Snesclassics, Snesmaster, Snesreviews, SocratesJedi, Sperril, Squirminator2k, Stratadrake, Supergirl484, Superjustinbros., Surachit, Swotboy2000, TJ Spyke, TTN, Tavas, Teancum, TexasAndroid, TexasDex, Tezero, Th1rt3en, The Prince of Darkness, The Ultimate Koopa, The-, TheKoG, ThomasO1989, Thorpe, Thunderbrand, Tigerghost, Tiranak, Treasuretron, Tregoweth, Trioculus1, Unused000702, Veinor, Vendettax, Victory93, Vile Requiem, Warreed, WhisperToMe, Wonchop, Wuzzy, X201, Xenon54, Zachkudrna18@yahoo.com, Zepheus, 552 anonymous edits Mario Kart 64 Source: http://en.wikipedia.org/w/index.php?oldid=495860035 Contributors: 041744, 22dragon22burn, 31Gabe, ARC Gritt, Abcdefg641, Ace of Jokers, Addit, Aero Leviathan, After Midnight, Alai, Alansohn, Alex G, AlexFili, AlexTerry, Alexpenev, Amcaja, Andrevan, Andrew Kurish, Angr, Angry Sun, AnotherJoe, Apostrophe, Arafoz, Athomas7990, Auger Martel, Auhsor, Aweath, BAPACop, Baseracer, Bgoal32`, Bobblewik, Bobo192, Boffo, Boomer Bear, Bovineboy2008, Bovineone, Brian49, Brian809, Bromley thatcher, Bucs, C3F2k, CALR, CIreland, COLD MAN, CTU Kyoto, Caleson, Can't sleep, clown will eat me, Canihuan300, Canley, CaptainMario16, CaptnDan, Casey.liss, Casper10, Cat's Tuxedo, Cbfronaldo77, Cflm001, Chiefmartinez, ChrisP2K5, Chykka207, Cipher, ClonedPickle, Cloveious, Clyde1998, Combination, Commander Keane, Connormah, CrazyC83, Creol, CyberSkull, Cynical, D.brodale, DKqwerty, DMG413, DVdm, DaProx, Dadaesque, Dalbster, Dancingcyberman, Dancter, Dark Zero, DarkAdonis255, Darrek Attilla, Darrenhusted, Dave Runger, Daven200520, DawzDaBozz, Dfyb, Discospinster, Dogman15, Dooiney, Doom127, Doshindude, Dosman434, Dr.Sorcerer, Dragon DASH, Dragonite023383, Drat, Drin, DurinsBane87, Dusty777, ERcheck, EVula, EWS23, EarthSprinter, Eclecticology, Epbr123, Erigu, Espoo, EuanEchidhog, EveryDayJoe45, Evice, Evilgrug, FCSundae, Favre4VikingsFan, Fish and karate, FlyingPenguins, FriedMilk, FrogTape, FullMetal Falcon, Funky on Flames, Geoff B, Gerph, Gilliam, Giraffedata, Gmac 2006, Goldrushcavi, Grayshi, GreatWhiteNortherner, Greenstache, Gunmetal Angel, Hairyhead123, Hbdragon88, Hckyfrk2k7, Hell P, Hellisp, Henryodell, Hip-hop, How dare you?, Iamstillhiro1112, Ian Pitchford, Iggy402, Igordebraga, Imaginaryoctopus, Imnotminkus, Iridescent, Irishguy, J 1982, J.delanoy, JForget, JRStutler, JRaspass, JW95, Jason One, Jauerback, Jazama, Jeff Silvers, Jerrythewharier?, Jeshii, Jhsounds, Jhuhn, Jnelson09, Johnny's pizza, Johnnyauau2000, JonasRH, Josh the newcastle fan, Jrp, Jtwall12, Judgesurreal777, Julianhall, Justice League 05, Jye david, JzG, K1Bond007, KUsam, Kaneda 010, Karafias, Kassaj, Kelestar, KevinOKeeffe, Kukule, Kuyabribri, Kyle C Haight, Kyle2day, LeadHeadCentral, Life of Riley, LightSpeed3, Liontamer, LiquidFusion, Litefantastic, Locke Cole, LostOverThere, Lowellian, Luigi24, LuigiManiac, Luna Santin, Lupin, Mad ibanez, Magiwand, Makeswell, Malcolm, MalikCarr, Marblespire, Marc-Olivier Pag, Marek69, Mariannete, Masken, Master Thief Garrett, Mathfan, Megata Sanshiro, Mernen, Merphant, Michael93555, Michelle3801, Mika1h, MikeRS, Misterkillboy, Mjf314, Monkeymad2, Mr. Lefty, Mr.Mario 192, MrDrake, MrLeo, MuZemike, Mushroom, N. Harmonik, NES Boy, NHRHS2010, Nakon, Nash4mvp, Nate Berkopec, Neitherday, Nels11784, Neutrality, Neverquick, New Age Retro Hippie, Nicholas Weiner, NickBush24, Nineko, Nintenboy01, Nintendo Maximus, Nintendo Power, Nishkid64, Nn123645, Noogz, Noxious Ninja, OfficerSlater, Omicronpersei8, Optakeover, OrangeDog, Oscara, Oscarthecat, Ost316, OtakuYoshi, Oxymoron83, PJ Pete, Pagrashtak, PakiboyCDN, Paper Luigi, Pasi, Pgk, Phoenix1867, Phred, Piecraft, Plainnym, Platypus222, Ppntori, Press Start, Project FMF, Quetzalcoatl45, RB972, RainbowOfLight, Rarichter, RattleMan, Ravimakkar, Red Director, Redekopmark, ReyBrujo, Rkind, RobJ1981, RockMFR, Rockclaw1030, Rodzilla, Roguemaster83, Romanista, Romans1423, RyanJ106, Ryoske, Ryuzx, SCB '92, Salty!, Salvidrim, Sango123, Scarlet Lioness, Schlatter23, Sciflyer25, Sergecross73, ShadowInferno, Silver Edge, SimpsonsMan1234, Smokizzy, SnoopJeDi, SnoopingAsUsual, SocratesJedi, Soetermans, SouperAwesome, Southpark20, Sss333, Steel, Stratadrake, Super Mario, Sus scrofa, TERRENCE14, TJ Spyke, TTN, Tacvek, Takuthehedgehog, Tarc, Taroaldo, TexasDex, Tezero, Thatcher Bromley, The "O Sole Mio" Guy, The Lovable Wolf, The Prince of Darkness, The Ultimate Koopa, The big chief, The luigi kart assasions, The mario kart assasions, The-, TheDotGamer, TheKoG, TheLoverofLove, Thebearguy1, Thibbs, ThomasO1989, Thunderbrand, Timby007, Tomsteele, Travcook, Tregoweth, Triforce of Power, Trioculus1, Troyoda1990, Tsuba, TwoSamoyeds, Tyan23, USN1977, UnfriendlyFire, Unused000702, Urutapu, Useight, Vanished user 99034jfoiasjq2oirhsf3, Vendettax, VenomousNinja, Victory93, Vidgmchtr, ViperVisor, Volker89, Weatherman87, Wesman83, WhisperToMe, Wuzzy, Wxy, Y2kcrazyjoker4, Yair rand, YesManJr, YolanCh, Yowuza, Yumyumpuppies, Yzzerdd, Zachkudrna18@yahoo.com, Zagalejo, Zephyrus67, Zircean, Zsinj, Zzuuzz, , 884 anonymous edits Mario Kart: Super Circuit Source: http://en.wikipedia.org/w/index.php?oldid=496031901 Contributors: 041744, 212.161.113.xxx, 22dragon22burn, ABCD, Ace of Jokers, Aloy1016, AmericanLeMans, Anthony Appleyard, Apostrophe, Avicennasis, Bobblewik, Bovineboy2008, C+C, Cancellorian, CherryMay, Chiefmartinez, Chris the speller, Commander Keane, Compynerd255, Comrade Pajitnov, Corpx, CyberSkull, Cynical, DKqwerty, Dabean, Damian Yerrick, Dancter, Dogman15, Doshindude, Durean, DurinsBane87, EWS23, EchetusXe, Emperorbma, Everyking, Evice, Evilgrug, FF2010, FlyingPenguins, Forbsey, FullMetal Falcon, Gildos, Hbdragon88, Hillthekhore, Hope(N Forever), Ht1848, Ian Moody, JYolkowski, Jason One, Jayjg, Jezmm, Jimbob298, Jrp, Justice League 05, JzG, K1Bond007, KWoolley, Kev19, Kingpin13, Kukule, Larry laptop, Locke Cole, Luigi128, Luigi2, LuigiManiac, Magister Mathematicae, Magiwand, Malcolm, MarCo, Matteh, Maximus Rex, Michelle3801, Minimac's Clone, Moviemaniacx, Ms2ger, Msh210, Mushroom, N. Harmonik, NawlinWiki, Neo Geo, New Age Retro Hippie, Nintendude, OS2Warp, Oscara, Ost316, PJ Pete, Pagrashtak, Paul A, Peruvianllama, Pkeets, Planktonbolical, Poiuyt Man, Press Start, Project FMF, Ravimakkar, Reub2000, ReyBrujo, Rich Farmbrough, Rjwilmsi, RockMFR, Rory O'Kane, SLJCOAAATR 1, Salvidrim, Sfan00 IMG, ShadowInferno, ShadowRanger, Silver Edge, SixteenBitJorge, Sockatume, Staticz, Stratadrake, Supergirl484, TJ Spyke, TPIRFanSteve, Takuthehedgehog, The Legend of Zelda: Endless Darkness, The Prince of Darkness, The Ultimate Koopa, The-, TheDotGamer, TheUncleBob, Thibbs, ThomasO1989, Thunderbrand, TimMorris, Timkovski, Tregoweth, Triforce of Power, Trioculus1, Tyan23, Unused000702, Usagi77, Vzbs34, WaWeegee, Waggers, Webinator14, Windward1, Wizardman, Wxy, Xytovl, YUL89YYZ, YolanCh, Ytgy111, Zachkudrna18@yahoo.com, Zero no Kamen, Zeromaru, 272 anonymous edits Mario Kart: Double Dash!! Source: http://en.wikipedia.org/w/index.php?oldid=497861523 Contributors: 041744, 22dragon22burn, @lex, Acairns, Ace of Jokers, Acesyksyk09, Ajw2255, Alai, Alexandria, AlistairMcMillan, Altava, Altenmann, Amcaja, Andrevan, Angelofdeath275, Apostrophe, Asfarer, Asher196, Atama, Atomic Cosmos, Avant Guard, Avicennasis, Azure Haights, BAPACop, Baerscult, Barek, Ben Ben, Bentendo24, Biggman15, Bistromathics, Blackroid, BlueBlitz445, Boffo, Bovineboy2008, Bowsy, Brod87, Bubbleboys, C777, CALR, Calabe1992, Can't sleep, clown will eat me, CaptainJae, Carlj7, Cat's Tuxedo, ChackerBacker69, Chromespartan15, Claimgoal, Combination, Combo Pwner, CommonsDelinker, Compynerd255, CoolioMcAwesome, Courcelles, Covenant Elite, CrayZsaaron, Cucumber012, Cyan Gardevoir, CyberSkull, Cyberdude93, DKqwerty, Dallinboborsnake, Dancingcyberman, Dancter, Danielboyee, Danielgordon, Darklilac, Darthhoush, Degenerate-Y, Delirium, Deusfaux, Diannaa, Dif04, Dispenser, Dogman15, Dogpatrol, Dooiney, DurinsBane87, ENeville, EWS23, Eik Corell, Eric Ka Ming Zhang, Erigu, Esposch, Everyking, Evice, Evildoctorcow, Evilgrug, FF2010, Fiddle and herman, FightingStreet, Firsfron, Free Bear, FullMetal Falcon, GVOLTT, Gabbe, Galaxiaad, Galvy, Gamerforever, Geoff B, Gildos, Gilliam, Glass of water, Goodnightmush, Grandy02, Grillo, Gtrmp, Gumper, Gyre, Haipa Doragon, Harryboyles, Hibana, Hiroe, Ht1848, Ian Moody, Ian Pitchford, IntfictExpert, Its.kyway, JaGa, Jackfitz91, Jao, Jason One, Jaxl, Jay32183, Jc iindyysgvxc, Jejorda2, Jezmm, Jhskulk, Josh the newcastle fan, Joshua368, Jukilum, JuliusMax, Justice League 05, Justin The Claw, Justinhful, JzG, K1Bond007, KFan II, Kaptincapo, Karasuhebi, Kelly Martin, Kidicarus222, Kimchi.sg, KnightRider, Ksg-88, Kwekubo, La Pianista, Lamontacranston, Latitude0116, Latka, Lbrun12415, Legedevin, Lego3400, Locke Cole, Logan GBA, LoganTheGeshrat, LuigiGamer64, Lzer, MC10, MFischer531, MTC, Magiwand, Malcolm, Marc-Olivier Pag, Marcus2, Marilyn Manson Fan, MarkGallagher, MarkSutton, Martarius, Martyring, Masem, Masky, Master Thief Garrett, Mathfan, Matthew Yeager, Maxistheman, Meeps123456, Megata Sanshiro, Mentifisto, Mgoblue3296, Mika1h, Miremare, Misterkillboy, Moggie mn, Monkeys rule 99, Mr. Lefty, Mr.Do!, Mushroom, Mynameisnotpj, N. Harmonik, NSR, Neo Geo, Netoholic, New Age Retro Hippie, NiGHTS into Dreams..., Nikkimaria, No Guru, Non-dropframe, Ofalode, Oneiros, Oscarthecat, PV250X, Pagrashtak, Paper Snifit, PhillipAlanStorey, Phred, Piecraft, Pikawil, Platypus222, Poiuyt Man, Poohman0, PretzelCommander, Pseudolus42, RadicalBender, RandySavageFTW, Ratna0, RaviC, Ravimakkar, Red Director, RedWolf, RememberMe?, Remurmur, Rhsunderground, Richardcavell, RickO5, Rirse, Rjwilmsi, RobJ1981, Robertorulez, RockMFR, Rodhullandemu, Royboycrashfan, Rsmith3813, Rtkat3, Ryulong, SCB '92, SLJCOAAATR 1, Salvidrim, Samadam, Sd31415, Sean Whitton, Sfan00 IMG, ShadowInferno, Shanmugamp7, Shriram, Sigma 7, Silver Edge, SixteenBitJorge, SmegEd, Snappy4884, Snowolf, SpaceChimp1992, Sparky the Seventh Chaos, Splash, Staticz, Steel, Steviestar3, Stevo1000, Stezton, SunCreator, SuperSonic, Superjustinbros., Surachit, SystemPatch, TJ Spyke, TPIRFanSteve, TTN, Tacvek, Tbhotch, Teancum, Tezero, Thanos6, The Dark Side, The Prince of Darkness, The T, The luigi kart assasions, The-, TheKoG, Thebeginning, Theonewhodoesyourlaundry, ThomasO1989, Thomasandmario7, Thorpe, Thunderbrand, Toadsworth, Toddles29, Tpbsp, Triforce of Power, Trioculus1, Twilightsojourn, UberMan5000, Ufsark, Ukdan999, Unknown Dragon, Unknownwarrior33, Unused000702, Unyoyega, VG Cats Tipe 2, Vanished user 99034jfoiasjq2oirhsf3, Vegaswikian, Vendettax, Vercalos, Video game fan11, Videogamewierdo, Viewport, Weatherman87, Wetman, Wii321, Wiki13, WikiWikiPhil, WikidSmaht, Wknight94, Wwjdd, Wxy, X96lee15, Xezbeth, Yellow Mage, Yelyos, YesManJr, Ytgy111, Zomic13, Zondry, ~Viper~, 766 anonymous edits Mario Kart Arcade GP Source: http://en.wikipedia.org/w/index.php?oldid=496136930 Contributors: 041744, 1wolfblake, ABCD, Ace of Jokers, Anetode, Apostrophe, BNSF1995, Bearingbreaker92, Beetle120, Black Yoshi, Brittany Ka, Btball, Cas510, Cerebralpayne, Chanpokwan, Charoog10, Combination, Cyphercat, DaManWitDaPlan, Dancter, DarkAdonis255, Davidsss, Davidwil, Dorftrottel, Drumpler, EWS23, Epbr123, Exodecai101, FlyingPenguins, FullMetal Falcon, Furrykef, Gildos, Grunners, Gwguffey, Hbdragon88, Headbomb, Henryodell, Hibana, Hollow-Bastion-AKA-Radiant-Garden-OS-DTD, ISAMU, Ian Moody, Ice Cold Beer, JackSparrow Ninja, Jaxl, Jezmm, John mert, Joshnickerson, Jtalledo, Justice League 05, Justin The Claw, JzG, K4zem, Kufat, Locke Cole, Luigi2, LuigiManiac, Lzer, Magiwand, Malcolm, Marcus Brute, Matt-Likes-Pie, Michelle3801, Mr.bonus, MrLeo, Mushroom, N. Harmonik, Neo Geo, New Age Retro Hippie, Nintendo Maximus, Oknazevad, Omicronpersei8, Oscara, Ost316, Out90, Pagrashtak, Parrothead1983, Piecraft, Pikawil, Press Start, PsychoJosh, RainbowOfLight, Red Alien, ReyBrujo, Rjwilmsi, Rmsuperstar99, Rob9099, Rorshacma, SLJCOAAATR 1, SSB Fan, Salvidrim, Sfan00 IMG, Sharp962, Shnupbups, Silver Edge, Starlin the Great, Storm Rider,

526

Article Sources and Contributors


Sulaco516, Swotboy2000, Synergy, TPIRFanSteve, The Moose, The Prince of Darkness, The-, TheKoG, TheListener, Think Fast, Thunderbrand, Triforce of Power, Trioculus1, Unused000702, Wesker85, WiiKiBoyz, Wiimusic1721, X96lee15, YolanCh, Zachkudrna18@yahoo.com, 201 anonymous edits Mario Kart DS Source: http://en.wikipedia.org/w/index.php?oldid=497392807 Contributors: 041744, 12grange, 150sectest, 22dragon22burn, 3-5 file, 32jared48, 3dsfan, 4u1e, A Clown in the Dark, A-T, Abcdefg641, Ace of Jokers, Adashiel, Admiral jolyon, Agahnim, Ajplmr, Akira zero, Akiratheoni, AlexKing777, Alexius08, Alexjohnc3, Almost Anonymous, Altava, Alumni, An Onimous, An User, Anable, Andonic, Andrewdmartin, Andrzejbanas, Astr0ace, Atomic Cosmos, Avatarfan6666, Avicennasis, Ayrton Prost, BD2412, BIONICLE233, BPM, Babajobu, Baker1000, Bebopblue, Beboppin, Beland, Bethielizard, Biolizard, Black Yoshi, Blake, Blanchardb, Bobo192, Bovineboy2008, Brian577, BryanG, Btravis72, Bubblegum Kid, BurningZeppelin, C3F2k, CCM30, CaitVaati, Calaschysm, Can't sleep, clown will eat me, Canadian-Bacon, Cat's Tuxedo, Causa sui, Cfive, Charles Nguyen, Charoog10, Chavando, Cheapy, Chessmaster3, Chilledtbk, Chinezekid1, Cholmes75, Chowbok, Chowells, CineGame, Cipher, Cjwright79, Clown nose, Cmdrjameson, Colonies Chris, Combination, Commdor, Compynerd255, Consoleds, CoopWiki, Coreycubed, Corn Popper, Courcelles, Covenant Elite, Croperz, CurtDogg, CyberSkull, D1v1d3byz3r0, DBZROCKS, DJ the Raptor, Daisuke2005, Dalel487, Dancter, DarkAdonis255, Darkain, Darkwolf737, David Legrand, Davidwil, DeadEyeArrow, Deathawk, Decltype, Dejitaru Davis, Denelson83, DillonJoel, Discospinster, Doc glasgow, Doggyboy, Dogman15, Dominic Edward Aragon, Dooiney, Dr Debug, Dragon326, Dtm142, Dude255, DutchShadow, Dycedarg, E-Magination, ESkog, EWS23, Echelon, Eliteagents, EmperorPenguin, EoGuy, Epic118, Epochkun, Eurocave, Evice, Evilgrug, F, FF2010, Faradayplank, Fatlittlenick, Favonian, Favre4VikingsFan, FeCl3, Fiddle and herman, Fluxbyte, Flying Toothpick, FoekeNoppert, Fr4zer, Fragglet, Francs2000, Frankyboy5, Fryguy64, FunPika, GDonato, Gaius Cornelius, Gakon5, Galwhaa, GangstaEB, Gary King, Gemini1980, Gildos, Golgofrinchian, Goombastic, Grafen, Grayshi, Greenguy132, Groudon199, Groyolo, Hammer Bros., Hario, Haywire4, Hbdragon88, Hbent, Heaviestcat, Heelylover117, Hitman Spike, HunterM33, IHaveTheRightToArmBears, IW.HG, IceDrake523, Igoldste, Igordebraga, Irdepesca572, Irish Souffle, Irishguy, JHT25, JackSparrow Ninja, Jacobmp92, Jacoplane, Japo, Jason One, JasonS2101, Jauerback, Jedi6, Jfg284, Jhskulk, Joe the EchidnaFox, Johann Wolfgang, JozeSlb, Judacris, Juicebox360, Justice League 05, JzG, K1Bond007, KUsam, Kauczuk, KdogDS, Kelestar, Kev19, Khfan93, KidRapper, Kidicarus222, Killaruna810, KirbyPopStar, Kitch, Klo, Klowamkds83, KnowledgeOfSelf, Knuckles sonic8, Koolman2, KramarDanIkabu, Kusunose, Ky72x, KyuuA4, LGagnon, Lbrun12415, Lerdthenerd, Lexoman, LifeStar, Lightwing1988, LilHelpa, Link 486, Locke Cole, Locke64, Logan, Logan GBA, Lordofallkobuns, Losingwiki, Luigi128, Luigi2, LuigiManiac, Luigifan, Lzer, M4192, MIT Trekkie, MK8, MONGO, MVillani1985, Macaw45, Magiwand, Malcolm, Man Demon, Mango Lassi, Manicsleeper, MarCo, Marcus Qwertyus, Mario4EVER14, Mark Arsten, Master Thief Garrett, MasterOfTheXP, Matt Heard, Me543, Megata Sanshiro, Mica3721, Michelle3801, Mike9k, MikeRS, Miknayl, Miles Blues, Miremare, MizuAmina, Mjf314, Mo0, Moria123, Morningwood76, Mr. Bobbleweed, Mr. Jonsson, Mr. Lefty, Mr. Pointy, MrBubbles, Mrmckeifus, Mushroom, N. Harmonik, NES Boy, NOAJerry, Nakon, Neo Geo, Neverquick, New Age Retro Hippie, NintendoGod, Nintendoman77, Nintenfreak, Noctibus, NuVanDibe, Ocarinaplayer, Ocatecir, Oeoeo976, Ohnoitsjamie, Omnibender, Oni Lukos, Oscara, Oscarthecat, Ost316, OwenX, PSP 321, Pablo Alcayaga, Pacman5, Pagrashtak, Paper Snifit, Paroxysm, Parrothead1983, Party, Pearle, Pezzar, Philip Trueman, Phred, Pimlottc, Pker45, Platinumfawkes, Platypus222, Poiuyt Man, PokeTIJeremy, Poochy, Press Start, Prince of Dharma, Project FMF, Quetzalcoatl45, Ravimakkar, RayquazaDialgaWeird2210, RememberMe?, RevBooyah, RexNL, ReyBrujo, Reywas92, Rhonin the wizard, Riana, Rich257, Rikkus, Rjwilmsi, RobJ1981, RobertG, Robertvan1, Robertyoung, Robinbin71, RockMFR, RoyBoy, Royboycrashfan, Rtkat3, Russizm, Ryulong, SLJCOAAATR 1, SMC89, Sagojr, Salvidrim, Sean WI, Sergecross73, Shanel, Sidasta, Silver Edge, Sionus, SixteenBitJorge, SmartAn01, Smoke, Son Goku22, Sora3087, Sp3000, Sp3001, Sparrowgoose, Spleegskeegs02, Sprinkle, Squirminator2k, Star kirby12, Staticz, Steel, Stratadrake, Suarez rocks, Suff7, Supercubedude, Supergirl484, Supremesonic, Swatsource, TBustah, TDLuce, TJ Spyke, TTN, Teabagged, Team lemon, Technical Wiz, Tehw1k1, Tezero, Thaddius, The Mekon, The Placebo Effect, The Prince of Darkness, The Thing That Should Not Be, The Ultimate Koopa, The luigi kart assasions, The-, TheKoG, Theditor, Theleet, Thiura22, ThomasO1989, Thorno, Thorpe, ThrashedParanoid, Thrashmeister, Thunderbrand, Tide rolls, Tifego, Tigy01021994, Titoxd, Tom Platts, Tomsteele, Tony Sidaway, Toxicroak, Trackjunkie, Tregoweth, Trioculus1, Troy 07, Tspydr10, Tsuba, Uberkiki, Ultpoke2, Uncle G, Unused000702, Vanished user 99034jfoiasjq2oirhsf3, VederJuda, VenomousNinja, VidGameFreak, Vrenator, Vuk77, Vusys, WaltTFB, Warreed, Waterfall111, Web kai2000, Wereon, Wetman, Who, Wickethewok, Wiki alf, WikiSlasher, Wikiscool, Willy105, Wisden17, Wlvdfsbg, Wolftengu, Wxy, X201, Xaosflux, Xizer, Yamishadowx, YolanCh, Yoshirulesbrides, Zachkudrna18@yahoo.com, Zeldamaster3, Zenbars palace, Zendonut, ZimZalaBim, Zxcvbnm, ~Viper~, , 1867 anonymous edits Mario Kart Wii Source: http://en.wikipedia.org/w/index.php?oldid=497078547 Contributors: (jarbarf), 041744, 12 Noon, 20quid, 21655, 22298jamster, 22dragon22burn, 28421u2232nfenfcenc, 7NightSlayer, A little insignificant, A p3rson, Ace of Jokers, Addit, Adzma, Airplaneman, Aitias, Aja9999, Ajreev, Akata, Akradecki, Aktsu, Alansohn, Alex.muller, Alexander Vince, Alphathon, Amulet Heart, Andrevan, Anildash, Anonymous Dissident, Antoshi, Arenacamel, Arogi Ho, Arthur Cutz, Ashnard, Ashomilo, Asphatasawhale, Atama, Atomic Cosmos, AtomicAge, Avelanch, Awstring, Azimuth1, B6le, BAPACop, Baa, Baby Luigi, Bando26, Bart133, Bartman007, Bassir, Beagle626, Beanpole5, Bella Swan, Benifb, Blackslime, Blake, Blcksuperman, Blobroberts 28, Bmusician, Bobo192, Boffo, Bongwarrior, Borincano75, Bovineboy2008, Bowserjr55, Brian809, BrianGizz, Brichcja, Brittany Ka, BryanG, Bushcarrot, C3F2k, CTU Kyoto, Caiaffa, Caknuck, Cal08, Calabreseboy, Calculator2, Callboii, Caltas, Cameleonhess, CanadianLinuxUser, CardinalDan, Cat's Tuxedo, Cenarium, Centrx, Cericme, Charoog10, Chasecarter, Checkplus, Chicago god, Chiefmartinez, Chykka207, Cipher, Coconutfred73, Colinjamesgray, Cometstyles, Commdor, Conchobarmanthei, CoolChris99, Coolmastar, Corvus cornix, Cpeterson12, Crossmr, Cubs Fan, Cuckooman4, CyberSkull, CyberTiger531, DARKFLIGHTER100, DBZROCKS, DBigXray, DKqwerty, DReifGalaxyM31, Dan456j, DanJ, Dancingcyberman, Dancter, DanyaRomulus, Darkwind, Daroach, Daron51, Darth Kwan, Datkip, Dbkent, Dbo789, Dee4leeds, Deku Scrubby, Dengarde, Derolic, Devonick, Diego Grez, Dif04, Dinosaur puppy, Discopriest, Discospinster, Dogman15, Dogsrule11788, Dom2427, Dooiney, Doornail911, DoubleBlue, DougsTech, Download, Draggingalake, Drmies, Dude902, Dudesleeper, Dvorsky, Dybeck, Dysepsion, E946, EaglesFanRyan13, East718, EdGl, Eggmanrule, Elipongo, EliteAce42, Elyks, Ember of Light, Epass, Epbr123, Epicwims, Eric-Wester, Esanchez7587, Euku, Euro08, EveryDayJoe45, Evildevil, Exert, Exitmoose, Extransit, Ezeu, Falcon8765, Falcon9x5, FaryKnight65, Fgheff, Fiddle and herman, Fintan29, Flaviohmg, Foxj, Fragglet, Friday, Frozenevolution, FullMetal Falcon, Funky on Flames, Funkybunch85, Furankumashi, Fusionmix, GEM036, GamingLegend7, Gamingexpert, GeekGamer7, Gelatart, General Guy, Geoff B, Giggy, Gildos, Gilliam, Gino26, Gjergji1998, GlassCobra, Gnavox, God of Pie, Golbez, Googleguy1234, GorillaWarfare, Govols71, Grandy02, Grayshi, Greenguy1090, Gromreaper, Gumgum99, Gunmetal Angel, Gurko, HAMSTER6, Haha169, HamburgerRadio, Harrybear, Harryboyles, Harshi pune, Havoklegend, Hbdragon88, HeaveTheClay, Henke37, Hersfold tool account, Heweydeway, Hodgejj, Homer rox, Hughcharlesparker, Hut 8.5, Hydao, IVIr.G, Icedawg6, Ike-bana, Immblueversion, Impala2009, IncKursion, Infedamaster, Instinct, IntfictExpert, Ipatrol, Iridescent, Irish Souffle, J.delanoy, JBsupreme, JForget, JNW, JQF, Ja 62, JaGa, Jaamonster, Jachim, Jackelfive, Jacobmp92, Jagged 85, Jak86, Jamesony, Jason Gervais, JasonS2101, Jasonwade, Jchok00, Jclemens, Jebus11, Jeff Silvers, Jennica, Jerry teps, Jesse Viviano, JesseMeza, Jesspezz, Jhsounds, Jj137, Jmjanssen, Jmlk17, Jncro, Joaquin008, JoeBoxer522, JohnnyMrNinja, Johnnyszs, Jonathan105, Jons63, Josh the newcastle fan, Joshy 99, Jtalledo, Judgesurreal777, Jusdafax, Justin567, JzG, K50 Dude, Kakofonous, Kamkek, Kannie, Karaku, Kasaioni, Kathyco, Keilana, Kerotan, Kev19, Key134, Khhgf, King Master, KingLouis51, Kingplatypus, Kingston8, Knuckles sonic8, Koavf, Kornfan71, Kotepho, Krusty111, Kubigula, Kukule, Kurtyboi, KyuuA4, Kln, Lagunathemoron, Lamneth, Lbrun12415, Leecraft, LidiaGrace, LilHelpa, Lindsayoris15, Link 486, Llamapalooza87, Locke Cole, Locohockeyplayer, Logan GBA, Loren.wilton, Lradrama, Lrrr IV, Luckas Blade, Luph25, Luster512, M4192, MGD11, MLA, MacintoshMan2, Madhatter369, Mahanga, Make91, Malcolm, Malford808, Mango Lassi, Mangojuice, Manofedit, Marauder40, Marc-Olivier Pag, Marek69, Mario Gamer, Mario2bro!, Mario777Zelda, MarioKart2, MarioLOA, MarioV, MarioWixo, Marioman44, Martarius, Masem, Master Thief Garrett, Materialscientist, Matster9090, Mayor Coffee Bean, McGeddon, McSly, Mdn817, Megata Sanshiro, Menthaxpiperita, MercedesBenzSLR, Michael Greiner, Michelle3801, Microsofkid, MidnightScott, Mifter, Mika1h, MikeLynch, Miles Blues, Mini-Geek, Miquonranger03, Misterian, Misterkillboy, Mmxx, Moccamonster, MostlyUnrelated, Moviemaniacx, Mr. Lefty, Mr.Mario 192, MrBubbles, MrNintendo8794, MrSub, Muslimer12, Mystalic, N. Harmonik, NDJacobs, NES Boy, NFAN3, NOAWiki, Nagy, Nakon, Nathan2055, NativeForeigner, Nehwyn, New Age Retro Hippie, Nifboy, Niko101, Nishkid64, Nixn, Nlu, Nneonneo, Ocranjaria, Ogigacz, Onesimos, OptimumTaurus, Otolemur crassicaudatus, Ownsanipod, Oxymoron83, PJ Pete, PSP 321, PV250X, Padingtonbear.93, PeaceNT, Pele Merengue, Pepsiman, Peter mc gra, Petpenguin, Pezzar, Pharaoh of the Wizards, Philip Trueman, Pie4all88, Pillow2011, Pker45, Platypus222, Plaxic, Polar2B, Poshjosh07, Possum, Power Slave, Project FMF, Pseudomonas, Puchiko, QU4N71FY, Quadratus, Quique217, Qwikjus69, ROMaster2, Randomtyping, RapidR, Rat235478683, Raven4r3df, RaymondisRambo, Rcsprinter123, RememberMe?, Renku, Renrenren, Renzoman, RetroMashing, Rettetast, Rhonin the wizard, Riami, Ricci200, Rich Farmbrough, Richard.wang1, Richiekim, Ristol, Rjwilmsi, Rlk89, RobJ1981, Robert Moyse, Rror, Rugby471, Ryan032, Ryulong, SLJCOAAATR 1, SNS, SSBMboss, SYSS Mouse, Sallystang, Salvidrim, Sandgem Addict, Scarian, Sceptre, SchfiftyThree, ScorchOurBodies, Seahorse777, Seasniffer, Secret Saturdays, Secretplat, Serendron, Sesu Prime, Sgsports, ShadowRanger, ShadowUltra, Shadowjams, Shmoe94, Sid 3050, Sidearm, Signalhead, Silver Edge, Silverweed, Simon171717, SimpsonsMan1234, SixteenBitJorge, Sjasty, Sleepaholic, Sliker Hawk, Smalljim, Smokehousebrown, Smokizzy, Snookieboy, Sonicfan93, SouthH, SpaceFlight89, Spick And Span, SpindashStudios, SquarePeg, Stabby Joe, Staffwaterboy, Stealth500, Steel, Stevo1000, Stifle, Stratadrake, Stusutcliffe, Stwalkerster, Suarez rocks, Super Shy Guy Bros., Super Spike, SuperAndyMan24, SuperSmasherLuigi24, SuperWiki5, Superjustinbros., Susan118, Svetovid, Swan-94, Swift-Epic (Refectory), TDLuce, TJ Spyke, TPIRFanSteve, Tangent747, TargeterAzzameen, Tavix, Teabags007, Tennis Dynamite, TerraHikaru, Tescomarc, Tezero, The Interior, The Lovable Wolf, The Prince of Darkness, The Rogue Penguin, The Thing That Should Not Be, The Ultimate Koopa, The luigi kart assasions, TheCoffee, TheLoverofLove, TheSuave, Thecutestcutie123, Theditor, Thegreyanomaly, Theprophet08, Thingg, ThomasO1989, Thornstrom, Thosdy, Tiddly Tom, Tide rolls, TimE742, Timc, Timeraner, Tn1995, Tnbrat1996, Toiletofcheese, Tomtheblob, ToxDuris, Tresiden, Trevor2001, Trioculus1, Trogga, Trusilver, Tsunamishadow, Tucker001, U-Mos, Ultraexactzz, Umandsf, Unknown Dragon, Unused000702, Useight, Uther Dhoul, Van helsing, Venom45000VR, VernoWhitney, Versus22, VideoGameExplorers, Vishnava, Vivi12000, Volker89, W'sy, WIKI-GUY-16, WadeSimMiser, Wario1193, WarioLoaf, Watters, Welsh, Whollabilla, Wiivolution, Wikada, Wikialexdx, Wikipedian06, Wikipedian64, Willthelegend17, Willy105, Winchelsea, Winckle, WingX3X3X3, Wireless Spatula, Wolf Mario, Womminus, Wondercow, WorldChamp101, Wraithdart, X201, Xenon54, Xosder43, XxxFilipks, Yamakiri, Yanksrule703, Yellow Mage, Yellowbob, Yettie0711, Ym32, Yoshi 10, Yoshi36, Yoshirulesbrides, You7, YouthOnPaper, Yowuza, Ytroxduh, Zero3, Zeroxysm, Zhou Yu, Ziyphr, Zomic13, Zro, Ztnorman, , 1953 anonymous edits Mario Kart 7 Source: http://en.wikipedia.org/w/index.php?oldid=497392914 Contributors: 1wolfblake, 22dragon22burn, 3dsfan, Airmario3, Alan Liefting, Alphathon, Altava, Americanokloudboy, AntiAntiGuy, AquaGeneral, ArchieWimborne, Argonstorm32, Ashiq28, Bencey, Big Oto, Bjdabomb777, Black Yoshi, Blake, Bmusician, Bongwarrior, BuickCenturyDriver, C3F2k, Calvin345, Cameron1999, Camlees, Canihuan300, CaptainMario16, Casper10, Clasp250, Cmblade21, Cntras, Computerkid1416, CoolingGibbon, Cyan Gardevoir, Cybus69, Cyrus380, DKqwerty, DVdm, Danno uk, Datkip, Dispenser, Djchallis, Dogman15, Dooofenpoop, Dorsal Axe, Dothebartman91, Drilly Dilly, Easy4me, Elberth 00001939, Endofskull, Evice, Excirial, Fenyx5, Fiddle and herman, Flyingnarb, Frankyboy5, Friendly ant, FullMetal Falcon, Gary King, Green Yoshi, Hanbig123, Headbomb, Hyju, IPythagorean, J.p.omalley1996, JamieDainton, Jflare, Jim1138, Joecuellar96, Kainster149, Kenyonhero, Kidsrage, Ksajan16, L Kensington, Legend6, Likesorange, Linxys1001, MATEOELBACAN, METRO96, Mariacer Cervantes, Martarius, Matthew583, Mejoribus, Melicans, Meters, Mika1h, MikeLynch, Mitch Ames, Mjharmstone, NOAWiki, NeilHarbin0, Oddbodz, Ohconfucius, Oneseventhree, P10922572, Pappy LaRoux, Pikachu4170, Rails, Rainbowroad6w, Reach Out to the Truth, Red Rover112, Redekopmark, Richiekim, SCB '92, SNS, Salvidrim, Santtu37, Sergecross73, ShadowRanger, SideMaster, SimpsonsMan1234, Snappy4884, Snappy4885, Some guy, SpecialWindler, Sss333, Steveprutz, Superjustinbros., Sweet xx, Sylverstone, T3xaskid17, TPIRFanSteve, Tabartmi, The Ultimate Koopa, TheFixer8020, TheLoverofLove, Thejfh1999, ThomasO1989, Tide rolls, TrollBlargh, Trusilver, Uglybugly, Unused000702, Victory93, Vyselink, Wegulo5, WikiKong, WikiPuppies, Wikijack847, Wikimario2468, Wonchop, Worrdo, Wrightbro, X201, Yuguyeuit, Zmleslie, 420 anonymous edits

527

Article Sources and Contributors


Mario's Picross Source: http://en.wikipedia.org/w/index.php?oldid=487937396 Contributors: Admiral jolyon, Ajd, AlphaPyro, AnOrdinaryBoy, Analoguedragon, Avicennasis, Berenlazarus, Casper10, Cat's Tuxedo, CheeToS, Combination, CyberSkull, DLWormwood, Darklilac, DreamGuy, FangzofBlood, FightingStreet, Foozwah, Fryguy64, Grandy02, Hibana, JHN01, Jason One, Jeff3000, Jhuhn, Kail hamakai, KrakatoaKatie, Lightmouse, Lorson, MER-C, Megata Sanshiro, MuZemike, Mynameisnotpj, N. Harmonik, NES Boy, New Age Retro Hippie, NighTrekr, Nintenboy01, Noriaki kakyouin, Ost316, Pidgeot, Ravimakkar, Ravingdevil, ReyBrujo, Rjwilmsi, Rlk89, Salvidrim, Schmiteye, SeANMcBAY, Sfan00 IMG, Sigma 7, Smjg, Snorlax Monster, Sonic Mew, TJ Spyke, TPIRFanSteve, Takuthehedgehog, Tomtheeditor, Trioculus1, Victory93, WhisperToMe, Xevious, Ywncyber, Zeimusu, 46 anonymous edits Mario's Super Picross Source: http://en.wikipedia.org/w/index.php?oldid=487937270 Contributors: Ace of Jokers, Apostrophe, Avicennasis, Backwalker, Berenlazarus, Bowser Jr. Koopa, Bse3, CyberSkull, Djlarz, Dragonz6189, FightingStreet, Foozwah, Forteblast, Grandy02, Jason One, Jeff3000, Jhuhn, JohnnyMrNinja, Kamaki, Megata Sanshiro, Mister1nothing, Misterkillboy, MrDrake, MuZemike, N. Harmonik, NES Boy, Noriaki kakyouin, Pdiddyjr, Ravingdevil, Rlk89, RobJ1981, RoyalFool, Salvidrim, Sfan00 IMG, Stevo1000, TJ Spyke, Trioculus1, Victory93, WOSlinker, WikiLoco, Xenon54, Zeimusu, Zomic13, Zooba, 24 anonymous edits Mario Party Source: http://en.wikipedia.org/w/index.php?oldid=497644029 Contributors: .:Alex:., 041744, 101mhoshizaki, 1bestcooldude, A3RO, ABCD, AR Argon, Ace of Jokers, Adam Y., Addit, Addshore, Alumni, Apostrophe, ArglebargleIV, Asasa64, Ashitaka96, Avant Guard, Avicennasis, BigCow, BillyH, Bitblaster, Black Yoshi, BlueMario1016, Bowserjr55, Bowsy, Brian809, Brighterorange, Brimmo, Bulbasaur99, BulletBillTime, Bumblebee Bay, COLD MAN, Caleson, Can't sleep, clown will eat me, Cat's Tuxedo, Cenarium, Chamal N, Cheesemeister, ChrisHamburg, Christopher Parham, Chwoka, ClonedPickle, Cmdrjameson, Courcelles, Cyberlink420, Cynical, DJ15Nario, DJ1AM, Damian Yerrick, Dancter, Darklilac, Dave2, DemonHub, Dgw, Dhp1080, Disavian, Dk7991, Dogman15, Doshindude, Drat, ERW1980, Eleventh1, Eloquence, Enviroboy, Epbr123, ErockOverboard, Evan Robidoux, Ewald, Excirial, Fastily, FisherQueen, Frietjes, FullMetal Falcon, Furrykef, GamePlayer623, GamerPro64, Gary King, Gene S. Poole, Georgia guy, Gholam, Ghostly coke, Glass Sword, GlassCobra, Goa103, Gonzy, Grafen, Grendelkhan, Gridlock Joe, Gunmetal Angel, Haha169, Hahnchen, Hall Monitor, HannahMiley, Hateless, Hbdragon88, Henchman 2000, Hennessey, Patrick, Hope(N Forever), Ht1848, Husond, Hyju, IAFYM, Ieathomework, Ilikealbums, Imroy, Insacron, Interrobang, IntfictExpert, Isotope23, Italianboy10, Ithizar, JCI, Jackfork, Janejellyroll, Jason One, Jc iindyysgvxc, Jediflcl123456789, Jennica, Jeydo, Jgamekeeper, Jhsounds, Jjam189, Joel7687, John, John254, Jryfle, JzG, Karimsan, Kev19, KnowledgeOfSelf, Kostmo, KrakatoaKatie, Kung Fu Man, Kuru, Latitude0116, Leged56, Leirith, Les Games, LexTheOutcast, Liftarn, Lights, Lightwing1988, Ligulem, LilHelpa, Lita5dozen, Luigi2, LuigiManiac, Luigifan, Luna Santin, MARromance, Majin Frodo, Malcolm, Marcika, MarioLOA, Masken, Mathfan, MattTM, Matthew Yeager, Maximus Rex, Mboverload, MegaMacX, Megata Sanshiro, Mehrunes Dagon, Mercury, Merphant, Mika1h, Mimblewimble, Misterkillboy, Mooper11, Moronicles, Mr2001, Mushroom, Myk44, N. Harmonik, NES Boy, Narlee, Nauticashades, Nebula2357, Nehrams2020, New Age Retro Hippie, Nikachus01, Nintendojjw, Nyxaus, Ocelotgirl25, Ohano, Oklonia, Oneiros, Onesimos, Optichan, Oroso, Oscar22, PJ Pete, Pagrashtak, PeaceNT, Pearle, Pelago, Phred, Pigman, Pillow2011, Plainnym, Platypus222, Playwrite, Pockle, Qeee1, Radon210, RaseaC, Ratengo, Ravimakkar, ReCover, Red Alien, Reveilled, ReyBrujo, RichiH, Rlk89, RobJ1981, RockMFR, Royboycrashfan, Russian F, Ryan Roos, SBS9067A, SNS, ST47, Saksi88, Salvidrim, Scouser1961, Seanehawk, Seanlink, Secret Saturdays, SevenFourThree, Signalhead, Sillygostly, Silver Edge, SilverPaladin82, Skullfiend, Smash, Snuffleupagus, Solanum, Some guy, Sopoforic, Spitfire19, Starblind, Steviethree, SuperSonicTH, Suruena, TJ Spyke, TUF-KAT, Tacvek, Takuthehedgehog, Terebigemuwan, The Legend of Miyamoto, The Prince of Darkness, The T, The undertow, Thegreyanomaly, Thesoftbulletin82, Thomas Larsen, Thunderbrand, Tiddly Tom, Tigerghost, Tjsynkral, Tregoweth, Trickster 1!, Triforce of Power, Trioculus1, True Tech Talk Time, Tsuba, UninvitedCompany, Useight, Velvetsmog, Victory93, Vishnava, VivaPB, WDavis1911, Weatherman87, Welsh, WhisperToMe, Willy105, WilyD, Wolfcubdude10, X96lee15, YoshiNTU, Zachkudrna18@yahoo.com, Zeus Master, Zgall1, Zoganes, , 525 anonymous edits Mario Party 2 Source: http://en.wikipedia.org/w/index.php?oldid=496555544 Contributors: 101mhoshizaki, 1bestcooldude, 1dragon, 3000zebs, ABCD, Ace of Jokers, Acet0ne, Addit, AgentPeppermint, Airplaneman, Angelic Wraith, Apostrophe, Asher196, Audion, Avicennasis, B-smoove, Bitblaster, Black Yoshi, Blake, Bowserjr557, Bowsy, Brian809, Brichcja, Btphelps, Bulbasaur99, Canihuan300, Capricorn42, Casper10, Cat's Tuxedo, ChrisGualtieri, Cmdrjameson, Combination, Comrade Pajitnov, Cyanophycean314, Cyberlink420, Cynical, Dalbster, Damicatz, Dancter, DemonHub, Dfgdfgdfgdfg, Disavian, Dogman15, Drake Clawfang, ERW1980, East718, Eloquence, Evilgrug, Favonian, Feitclub, FrogTape, FullMetal Falcon, Gail, GanicoGSx, Ghostly coke, Goa103, HMC, Hamilltime, HannahMiley, Harej, Henchman 2000, Hikar, Icanhearthegrassgrow, IntfictExpert, Isotope23, J.delanoy, JCI, Jayson6561, Jc iindyysgvxc, Jhuhn, Jkatzen, Karen Johnson, Karimsan, Knucmo2, Liftarn, Lorson, Luigi2, Luigifan, Malcolm, Maroioparty2 GOD, Martarius, Martpol, Mattgirling, Mboverload, Mechamind90, Megata Sanshiro, Michelle3801, Mika1h, MuZemike, Mushroom, Mvballen, Neilc, NeoGenPT, New Age Retro Hippie, Nikachus01, Nintendojjw, Ocelotgirl25, Omdfg, PJ Pete, PV250X, Pagrashtak, Phred, PigFlu Oink, Pillow2011, PlanetStar, Press Start, RC-0722, Ratengo, Ravimakkar, ReyBrujo, RichardMills65, Rlk89, RobJ1981, Royboycrashfan, SNS, SQGibbon, SaintHammett, Salavat, Salvidrim, Scepia, Secret Saturdays, Sergecross73, Shimawa zen, Shimeru, Shindo9Hikaru, Sillygostly, Silver Edge, Sjakkalle, Sjones23, Smash, Sonsiblemok, SportsMaster, Superangelo128, Supernova888, Suruena, TJ Spyke, TVfanatic2K, The Prince of Darkness, The luigi kart assasions, TheLoverofLove, Thegreyanomaly, Thunderbrand, Tony Myers, Triforce of Power, Trioculus1, True Tech Talk Time, Tsuyoshi-kun, Tubby, Tyman 101, Udud, Useight, Victory93, Weatherman87, YUL89YYZ, Zidonuke, 389 anonymous edits Mario Party 3 Source: http://en.wikipedia.org/w/index.php?oldid=497390743 Contributors: 1bestcooldude, A.M.962, ABCD, Ace of Jokers, Addit, After Midnight, Apostrophe, ArglebargleIV, Axem Titanium, Bitblaster, Black Yoshi, Bobo192, Bowsy, Brian809, Broipeadia, Bulbasaur99, Can't sleep, clown will eat me, Cat's Tuxedo, Cipher, Cjhar, Ck lostsword, Coolocat, Cyanophycean314, Cynical, DeluxNate, DemonHub, DepressedPer, Derpderpo, Disavian, Dogman15, ERW1980, Eik Corell, Eloquence, Epbr123, Eustress, Everyking, Favonian, Feitclub, FrogTape, FullMetal Falcon, GTBacchus, Glass Sword, Goa103, Gtrmp, Gunmetal Angel, Hackwrench, HannahMiley, Harej, Harry, Headbomb, Henchman 2000, Hetar, Hostileeeee, IntfictExpert, Isotope23, J.delanoy, JForget, JYi, Jac16888, Jc iindyysgvxc, Jcobbs, Joshuarembrandt, Jtalledo, JzG, Karimsan, KookyKoopa12, LUGIALV100, Leged56, Lightwing1988, LilHelpa, LilMagix, Lorson, Luigi2, Mainadungo, Malcolm, Marcika, Mario777Zelda, McDoobAU93, Megata Sanshiro, Merotoker1, Mika1h, Mikeo, Mom1967, MuZemike, Mushroom, NJCX, Nebula2357, New Age Retro Hippie, Nikachus01, Ocelotgirl25, Onesimos, PJ Pete, Pearle, Pipedreamergrey, Press Start, RC-0722, RandomAct, Ratengo, Ravimakkar, ReyBrujo, Rich Farmbrough, Rlk89, RobJ1981, RockMFR, Rory O'Kane, Rowdy the Ant, SBS9067A, SNS, SQGibbon, Sakkura, Salvidrim, Santtu37, Scepia, ScorpO, Sergecross73, Sillygostly, Silver Edge, SimpsonsMan1234, Sjones23, Smash, Some guy, Steel, Superchief422, Suruena, TJ Spyke, Tbhotch, Techman224, The Master of Mayhem, The Prince of Darkness, The Thing That Should Not Be, TheLoverofLove, Thibbs, Thiseye, Thunderbrand, Tommy2010, Trainra, Triforce of Power, Trioculus1, Tsuba, Umrguy42, Unused000702, Useight, Victory93, Weeuhboh, Welsh, West.andrew.g, X201, X96lee15, Zil, 377 anonymous edits Mario Party 4 Source: http://en.wikipedia.org/w/index.php?oldid=497391070 Contributors: 1bestcooldude, 22dragon22burn, 24fan24, ABCD, Ace of Jokers, Addit, Andycjp, Antiuser, Apostrophe, ArglebargleIV, Ashnard, Avant Guard, Avicennasis, Axem Titanium, Black Yoshi, Bovineboy2008, Bowsy, Bulbasaur99, Cabutt, Can't sleep, clown will eat me, Cat's Tuxedo, Cdjblue, Chester Markel, Chick Bowen, ChrisCork, Clerks, Colonies Chris, Combination, Covenant Elite, CyberSkull, Cynical, DKqwerty, Da blue whale, DaProx, Dancter, Daverocks, Dbalic, DepressedPer, Disavian, Dogman15, Dtedizkiller, Durean, ERW1980, Eloquence, Feitclub, Firsfron, FrogTape, Frostyhat123, FullMetal Falcon, Gemini1980, Gene S. Poole, Giggy, Glass Sword, Goa103, Gogo Dodo, GraemeL, HannahMiley, Harej, Harry, HeSaGa, Henchman 2000, HeroicJay, Hundred-Man, Imroy, IntfictExpert, JaGa, Jaxl, JayC, Jc iindyysgvxc, Jezmm, JzG, Karimsan, Kimchi.sg, Koavf, Lacipaciga, Leszek Jaczuk, LilHelpa, Litnin200, LittleSmall, Luigi2, Malcolm, Mario Speedwagons, Mario777Zelda, MarkGallagher, Masem, Mav, Megata Sanshiro, Michael scoular, Michelle3801, Mika1h, MikeWazowski, Miremare, MuZemike, Mushroom, N. Harmonik, NES Boy, NeoGenPT, New Age Retro Hippie, Nikachus01, Ocelotgirl25, Oda Mari, Onesimos, Orzetto, Ost316, Pillow2011, Pilotguy, R, RadioActive, Ravimakkar, Remurmur, RexNL, Rjwilmsi, Rlk89, RobJ1981, RockMFR, Royboycrashfan, Ryulong, SNS, Salvidrim, Scepia, Sillygostly, Sjones23, Skudrafan1, Slordak, Smash, SuperSonic64, Suruena, TJ Spyke, TPIRFanSteve, Tezero, The Prince of Darkness, The-, Thibbs, Thunderbrand, Thursiya, Toadette Fan, Triforce of Power, Trioculus1, Tud123, Unknown Dragon, Unknown Shadow, Wiki alf, Winston365, X96lee15, Yashtulsyan, Zchenyu, ~Viper~, 272 anonymous edits Mario Party 5 Source: http://en.wikipedia.org/w/index.php?oldid=492254069 Contributors: 123wiki123, 1bestcooldude, 22dragon22burn, Ace of Jokers, Addit, Animum, Apostrophe, Arbitrarily0, Arjun01, Arthur Rubin, Ashnard, Avant Guard, Avicennasis, Axem Titanium, Bart133, Bobo192, Bongwarrior, Bovineboy2008, Bowsy, ButOnMethItIs, COLD MAN, Cabutt, Calmer Waters, Can't sleep, clown will eat me, CardinalDan, Cat's Tuxedo, Chris the speller, Combination, Countgrackula, Cyan Gardevoir, CyberSkull, DK, DKqwerty, Damian Yerrick, Dancter, Dcooper, DepressedPer, Disavian, Dogman15, Duja, ERW1980, Editsalot, ErockOverboard, Eyrian, Falcon8765, Feitclub, Firsfron, FrogTape, Frostyhat123, FullMetal Falcon, Gene S. Poole, Gfoley4, Giggy, Goa103, Harej, Henchman 2000, I love entei, Imroy, IntfictExpert, Isotope23, JaGa, January, Jaxl, Justinhful, JzG, Kimchi.sg, King Gamer28, King Piranha Plant, Koavf, LOL, Lacipaciga, LittleSmall, Malcolm, Mariana, Mario777Zelda, Mariofan2237, Masem, Mdebets, Megata Sanshiro, Mika1h, Mild Bill Hiccup, Miremare, Mr.bonus, Mushroom, N. Harmonik, NeoChaosX, New Age Retro Hippie, NickW557, Nint, Pagrashtak, Pearle, Pillow2011, Popedcap, Qwertymasterfull101, R'n'B, Ravimakkar, Reaper Eternal, RetiredWikipedian789, Rjwilmsi, Rlk89, RobJ1981, RockMFR, Rocknroll2415, Royboycrashfan, Ryulong, SNS, Salvidrim, Scepia, Scientizzle, Selxxa, Shawnhath, Sillygostly, Silver Edge, Sjones23, Smash, Snowolf, Spitfire, StirloFTW, SuperHamster, SuperKamiGuru, TJ Spyke, Tbhotch, The Prince of Darkness, The Rogue Penguin, The T, The luigi kart assasions, Tony1, Triforce of Power, Trioculus1, Tyciol, Unknown Dragon, Unluckyhat, Useight, Vendettax, Versus22, Welsh, Wookoohitty, YUL89YYZ, Yashtulsyan, Yplays, Zeus Guy, Zzuuzz, 218 anonymous edits Mario Party 6 Source: http://en.wikipedia.org/w/index.php?oldid=496536486 Contributors: Ace of Jokers, Addit, AeroJelly, Alansohn, Anlome, Aqwis, Asgaver, Avicennasis, BAPACop, BCampbell, Bento00, Black Yoshi, Bobby122, Bongwarrior, Bovineboy2008, Bowsy, BrandonsLe, Brofessor, Cabutt, Caim, Can't sleep, clown will eat me, CardinalDan, Cat's Tuxedo, Cmano13, Combination, Cova1408, Croixcross, Cyanophycean314, CyberSkull, Dancter, Dbalic, Diannaa, Disavian, Dogman15, Dragonps2, Dreadstar, Dynamitekyle, E2eamon, ERW1980, EgerBeaver, Elandogold, FMAN, Favonian, Feitclub, Fireice56, FrogTape, FullMetal Falcon, Gabeisthebest, Goa103, Gogo Dodo, Haipa Doragon, HannahMiley, Harej, Henchman 2000, IntfictExpert, Isotope23, Jackfork, Jaxl, Jc iindyysgvxc, Jeff G., Jsk14jeca, Jusdafax, K1Bond007, Kimchi.sg, Kreatureuk, Lastvortigaunt, Legiteditordontban, Lorson, Luigi2, Luigifan, MTC, Macdogg, Mafumafuchrischris, MagicBez, Malcolm, Mario777Zelda, Mariofan2237, Martarius, Masem, Materialscientist, Mega Man 5, Mika1h, Miremare, Mono, Mononomic, MuZemike, Muchness, Mushroom, N. Harmonik, NeoGenPT, New Age Retro Hippie, Nintendodsfreak, Olpus, Orthoepy, Oscar1210, PTSE, PeterMitlk, Peatoskvya, PlanetStar, Polkmn124, Popedcap, Project FMF, RC-0722, RJFJR, Ravimakkar, Rlk89, RobJ1981, RockMFR, Ronhjones, SNS, SQGibbon, Salavat, Salvatore6969, Salvidrim, SarekOfVulcan, Scepia, Sergecross73, Shadowjams, Sillygostly, Sinistro, SixteenBitJorge, Sjones23, Slayerlx, Smash, Sonsiblemok, Szyslak, TJ Spyke, TPIRFanSteve, Tbhotch, Tezero, The Bushranger, Tommy2010, Triforce of Power, Trioculus1, Unknown Dragon, Victory93, ViperSnake151, Vuxcdeded, W4chris, Weriik, WhatNow122, Wheretheresawhip, WriterFromAfar755, Zelugfdf, Zircean, Zzuuzz, 598 anonymous edits Mario Party Advance Source: http://en.wikipedia.org/w/index.php?oldid=495194161 Contributors: 041744, 22dragon22burn, Ace of Jokers, Addit, Apostrophe, ArglebargleIV, Avicennasis, Bobo192, Bowsy, Cabutt, CardinalFangZERO, Cat's Tuxedo, Cbanks, ClonedPickle, Conker the Squirrel, Cyan Gardevoir, Danny8484, Diligent Terrier, Disavian, Dogman15, Drat, ERW1980, Eliz81, FullMetal Falcon, Goa103, Henchman 2000, Hobartimus, Hydao, Hyju, Ian Moody, Igno2, IntfictExpert, Jasonglchu, JohnnyMrNinja, JzG, Lights, LittleSmall, Luigi128, Luigi2,

528

Article Sources and Contributors


Malcolm, Mariana, Martial75, Megata Sanshiro, Michelle7802, MizuAmina, MuZemike, Mushroom, Mysdaao, N. Harmonik, New Age Retro Hippie, Nutter86, Ohnoitsjamie, Oscara, Oscarthecat, Ost316, PJ Pete, Poncho8484, Popedcap, Possum, RJFJR, Radagast83, Ragey, RockMFR, RockfangSemi, Ron Stoppable, SNS, SQGibbon, Sfan00 IMG, Signalhead, Sillygostly, Some guy, SuperHamster, Tbhotch, The Prince of Darkness, The Thing That Should Not Be, Thunderbrand, Tmopkisn, Tony Myers, Triforce of Power, Trioculus1, Tsuba, Tsuyoshi-kun, Versus22, Victory93, Waggers, Zircean, 111 anonymous edits Mario Party 7 Source: http://en.wikipedia.org/w/index.php?oldid=497538952 Contributors: 22dragon22burn, Ace of Jokers, Addit, Alexle92, Allens, Amplat, Anaxial, Answerthis, Aphasia83, Apostrophe, Asher196, Atirage, Bachrach44, Bender235, Black Yoshi, BlueCanary9999, BlueMario1016, Bmicomp, Bongwarrior, Bovineboy2008, Bowsy, Bradleyjx, BroderickAU, Bumm13, Cameron1999, Can't sleep, clown will eat me, Caramel lunatic, CardinalDan, Cat's Tuxedo, Charoog10, Chase me ladies, I'm the Cavalry, Chickyfuzz123, Chiphead, Cmdrjameson, Combination, Combo Pwner, Covenant Elite, CrossEyed7, Cyan Gardevoir, Cyanophycean314, CyberSkull, DJ the Raptor, Dancter, Danski14, Dctcool, Denis C., Dogman15, Dragonps2, Drat, Drewdy, Dspradau, Eab969, Emokidinlove, EvanJ35, FMAN, Fakirbakir, Feitclub, Flymanfly, FoekeNoppert, Foxj, FrogTape, Frostyhat123, FullMetal Falcon, Gaius Cornelius, Gamerforever, GaryColemanFan, Gene S. Poole, Gibbsyibsy, Glane23, Goa103, Gtrmp, HannahMiley, Harej, Headbomb, Henchman 2000, Hyakkiyakou, IChrisI, Imroy, IntfictExpert, Isarra, Isotope23, Jake Larsen, Jaxl, Jeff3000, JzG, KPH2293, Keegan, Kimchi.sg, Klevar, Klondike, Knuckles sonic8, KyraVixen, Lightwing1988, LilHelpa, Lorson, MagicBez, Malcolm, Mariana, Mario Retardy, Mario777Zelda, Mariofan2237, Mariofan777, MarkGallagher, Masem, Matthew Yeager, Mdbgc, Mel Etitis, MikeWazowski, Mikemill, Miremare, Mushroom, N. Harmonik, NOAWiki, Nareek, New Age Retro Hippie, Nicodh, Nihiltres, Olpus, Onesimos, Only, PJ Pete, Peruvianllama, Pikawil, Pikazilla, Pilotguy, Poochy, PresN, Prodego, RJFJR, Rash Raccoon, Ravimakkar, Reaper Eternal, Requestion, RexNL, Rlk89, RobJ1981, RockMFR, RoyBoy, Royboycrashfan, RyanGerbil10, SNS, SQGibbon, Salavat, Salvidrim, SaturnYoshi, ScottSteiner, Scottman108, Second crimson, Sepucheck, Sergecross73, Shadowmark2, Shirtwaist, Shortie43504, Sillygostly, SineWave, Sjones23, Smalljim, Smash, Snagret King, Snowolf, Some11no, SpuriousQ, SuperHamster, Superjustinbros., Surprise of the Century, TJ Spyke, Tbhotch, TdanTce, Tezero, TheDotGamer, TheWindshield, Thehelpfulone, Tizio, Toadette Fan, Tosus, Trainra, Triforce of Power, Trioculus1, Truncated, Tsuba, Ugur Basak, Uhai, Unknown Dragon, Useight, Victory93, ViperSnake151, Wiki Raja, WriterFromAfar755, X96lee15, 669 anonymous edits Mario Party 8 Source: http://en.wikipedia.org/w/index.php?oldid=497696721 Contributors: 041744, 2doe, A Man In Black, Ace of Jokers, Adam Scott 89, Adamjhepton, Addit, Alansohn, Alison, AmericaIsNumberOne, AmericanSights2008, Andrewsullivan2, Android Mouse, Andycjp, AnmaFinotera, Anna Lincoln, Annonymousmaniaciii, Anyquestions, Ardiedan1995, Arjayay, Arouhan, ArtemissimetrA, Aruseus, Asaraullo05, Audioboxer217, Austrian, Axem Titanium, Bambamfan91, Bando26, Barius, Batter3, Bentendo24, Bhadani, BigYoshiFan, Black Yoshi, Blake, Blanchardb, BlueMario1016, Bobba joe, Bobrungoer, Bongwarrior, Bookmarkrobin, BorgHunter, Borincano75, Bovineboy2008, Bowser Jr. Koopa, Bowser13, Bowserjr557, Bowsy, Brandon, Brian49, Brian809, BrianG50, Brittany Ka, BrotherFlounder, Bulbasaur99, Burntsauce, CIreland, Caltas, Can't sleep, clown will eat me, Carmine Leo, Cgs4151, Chairman S., Cheditor, Chill doubt, Cipher, Citicat, Clamticore, CliffC, Closedmouth, Coby2, Cocoapropo, Coconutfred73, Connell66, CoolChris99, Coreycubed, Corvus cornix, CrashedFarAway, CrnaGora, Culktishsips, Curtis Autery, Cyan Gardevoir, D, D.brodale, DaisyDefender, DanJ, Dancter, Dane master mewtwo 415, Daniel1230, DarkfireTaimatsu, Darkman007e, DarrenBaker, DarthJango42, Dawynn, Deathawk, Desktopthread, Diddyzelda, Dingmadongna, Disavian, DivineAlpha, Dixongrove, Dogman15, Dogod, Dominic, Dpmarshall, Drewdy, Elandogold, Elemental Hero Stratos, Em0909153, EmeZxX, Epbr123, ErockOverboard, Escobillo, Evilgrug, Exert, Exodecai101, Fableheroesguild, Falcon9x5, Favonian, Festivefrog, Fireaxe888, Flubeca, Foofightersfan, Forteblast, Foxj, Frecklefoot, Freestylefrappe, FrogTape, FullMetal Falcon, GCFreak2, GCL721, GVOLTT, GameboyMN, Gary King, Gator1, Geoff B, Ghacks, Gilliam, GlassCobra, Goa103, Gogo Dodo, Golfcourseairhorn, Gotchipet, Greg135, Gtrmp, HN45, Hahnchen, Happy Thoughts, Harej, Hbdragon88, Headbomb, Hellknowz, Henchman 2000, HenryFreeman, Hibana, Higglebiggle, Hugo787, Hundred-Man, Iamtall47, Ice66Breaker, Ilikemusic, Incrobe, InvaderSora, Ira-welkin, Irishguy, J.p.omalley1996, JDub90, JackSparrow Ninja, Jagger88788, JamesAM, Jc iindyysgvxc, Jcworsley, Jeff02, Jeffreymcmanus, Jennica, Jeremy Plaza, Jhsounds, Jmsxp, Johnmccrae, Jon Ace, Jonpro, Jordb, Joshy 99, Judgesurreal777, Justinhful, KPH2293, Kelestar, Kev19, KickCheat, King Gamer28, King food, Klaus Kratchet, Knuckles sonic8, Koavf, Kochoegenigan, Kwiki, KyraVixen, L'Aquatique, LAX, La FMB, Lightwing1988, Ligulem, Lilsonic132, Lord Hawk, Lucky 6.9, Luigi128, LuigiManiac, M england a808, MARromance, MER-C, MIT Trekkie, Malcolm, Mario Characters, Mario777Zelda, Mariofan90, Marioman12, Martarius, MasterRen, Masterblooregard, Materialscientist, Mckaysalisbury, MegX, Megata Sanshiro, Meno25, Metor, Metroryry, MetsFan153, MiLo28, Michael A. White, Mike Selinker, Miked54321, Mikeloco14, Mikemill, Mileycyrussoulja, Miremare, MisterHand, Mitchdisaster, Mithent, Monty845, Mr puffy, MrBubbles, MrDrake, Mysidia, N. Harmonik, NES Boy, NFreak007, Naruto134, NateDan, Neelchauhan, Neo Samus, New Age Retro Hippie, NewInn, NewYorkStyledCheesecakes, Nickm717, Nifboy, Nishkid64, Nutter86, Oboe Shoes, Onesimos, Only, Oscar1210, P.B. Pilhet, PJ Pete, PaulTaylor, Pbroks13, PeterCanthropus, Pickseesticks, PlanetStar, Platypus222, Player 2.0, Poindexter Propellerhead, Pointillist, PrestonH, Professor Alvin Van Hutzen Jr., Prolog, PsychoJosh, Qst, Qwikjus69, RC-0722, Rafaelluik, Ral315, RandomAct, ReCover, ReXorcist, Reaper Eternal, RememberMe?, Rettetast, Reywas92, Rjwilmsi, Rlk89, RobJ1981, Robert Coombs, RockMFR, RossPatterson, Runewiki777, RyanCahn, SNS, Salvidrim, Scepia, ScottSteiner, Scotty12, Sd31415, Sergecross73, Sertrel, ShadowRanger, ShadowUltra, Shadowmark2, Shadows604, Shikotsumyaku, Shploom, Silver Edge, Sir Intellegence, Sjones23, Slordak, Smash, Smashman202, Snigbrook, Someone65857, Sorani172, SpikeToronto, Spongechris, Ss112, Ssj4android, Sss333, StanMarsh17, Stevo1000, SuperLarreh, SuperMarioGamer, SuperNESPlayer, SuperZambezi, Superjustinbros., Swotboy2000, Szyslak, TJ Spyke, TPIRFanSteve, Taelur, Tbhotch, The Interior, The Prince of Darkness, The T, The luigi kart assasions, TheLoverofLove, TheMile, Thecorch, ThomasO1989, Tomballguy, Tregoweth, Trioculus1, Trusilver, Tsemii, Tyar, Tyler225905, Uncle Dick, Unknownalias2121, Usagi77, Useight, Userboxes Only!, Utcursch, VederJuda, Veinor, Velkr0, Versus22, Victory93, Vzomg, WHeimbigner, Walter Day, Wariofart, WereWolf, WiiVolve, WikiBone, WikiLoco, WikiManiac64, Willfizzmancoal, Witchgirl77, Wknight94, Woohookitty, Wpeaceout, Xelphiax, Yamamoto Ichiro, YellowYoshi398, Ymer1234, Yonatan, Yoshi 10, Yoshi 7, Zomic13, Zscout370, 1268 anonymous edits Mario Party DS Source: http://en.wikipedia.org/w/index.php?oldid=495555397 Contributors: 1wolfblake, 22dragon22burn, Ace of Jokers, Addit, Aileza, Alex 8194, Alexbrewer, Alonheller, Analretentivewikimodssuckass, Andkim99, Andycjp, Angr, Aresmo, Atomic Cosmos, Auntof6, Avicennasis, BD2412, BIONICLE233, Bby11us, Betacommand, Black Kite, Black Yoshi, Blake, BlueMario1016, Bradcro, Brianomac, Buu Huu, Centrx, Clamticore, Coconutfred73, ConstantineChernabog, Coolaaron88, Crzrussian, Cyan Gardevoir, Dancter, Deathawk, Dekisugi, Deoxys911, Dfrg.msc, Doshindude, Douglasr007, Dreedo, Elipongo, Erik9, Eth4n, Exert, Exodecai101, Foxj, FrogTape, FullMetal Falcon, FuzzedUpWaluigi, Gaming4JC, Geqo, Grandy02, Headcase88, Heghy, Hibana, Hitmaker, Hyju, Impala2009, IntfictExpert, Izehar, J.delanoy, Jamesooders, Javert, Jc iindyysgvxc, JesseMeza, Jhsounds, Jni, JohnnyMrNinja, Jojhutton, Jon186, JustAGal, Kev19, Kimera Kat, KnowledgeOfSelf, Koik, KoopaKid17, Krallja, Kurowoofwoof111, Law-Keeper, Lemonflash, Lidohashee, Lilipuck, Llamabr, Lord Crayak, LuGiADude, Lucky 6.9, M4192, Mario Gamer, Mario777Zelda, Mario9, Mariofanatic, MasterOfHisOwnDomain, Matthew Yeager, Mercury, Merovingian, Mifter, MisterHand, Mozzerati, Mr10123, MrNintendo8794, Mymyth, Myth59, N. Harmonik, NapHit, New Age Retro Hippie, NintendoDSKing, Nshady16, Nv8200p, Obli, Onesimos, Otrfan, Oxymoron83, Pagrashtak, Peachtotheinfinity, PigFlu Oink, PlanetStar, Pokelova, PolkaTheCat, PrestonH, RNCRACER, Radon210, Redfarmer, Rjwilmsi, Rockysmile11, Rosemon4, SNS, Salavat, Salvidrim, SamuraiClinton, Schubatis1, ScottSteiner, ShadowRanger, Sillygostly, Sillymonkey677, Silver Edge, SimonD, SixteenBitJorge, Smartitude, Smashman202, SonicBOOM XS, Staticz, TJ Spyke, Tagonzalez, Tbhotch, Tezero, The KZA, The Prince of Darkness, The luigi kart assasions, TheKoG, TheProject, ThelastCOG, Thetay24, Tim!, Tony Myers, Toxicroak, Trainfan01, Trioculus1, Troop912, Tyar, UU, Uncle G, Useight, VenomousNinja, Versus22, Victory93, Vipinhari, Wikialexdx, Wysprgr2005, Xparasite9, Yoshirulesbrides, Yoshi, Zooba, 394 anonymous edits Mario Party 9 Source: http://en.wikipedia.org/w/index.php?oldid=497393535 Contributors: 0030520dv, 1wolfblake, 22dragon22burn, Ace of Jokers, Aitias, Anthony Appleyard, Arjayay, Asaraullo05, Avicennasis, Barius, Bentendo24, Black Yoshi, BlueMario1016, Blueguitar09, Bowser 321, C3F2k, CT Cooper, Caboose2233, Canihuan300, Closedmouth, Conortheeditor, CoolingGibbon, Credema, Cyan Gardevoir, Dancter, Dragonic2020, Edinburgh Wanderer, Friendly ant, Fru1tbat, Fusionmix, Fuzzy510, Gwen-chan, Haipa Doragon, In Donaldismo Veritas, IntfictExpert, Jayson6561, Jeeiscool, Jhsounds, Jim1138, Jordao095, Juju541995, Jvjordi1, Kimchi.sg, Kinu, Knownalias, Kukini, Levi Rinno, LuigiGamer64, M england a808, MarB4, Martarius, Mathew10, MattyFresh, Melsaran, MrOllie, New Living Wiki Editor, Ntapia13, Oneseventhree, PlanetStar, Plasma Twa 2, RememberMe?, RishabC297, Robert J. Potocki, Rowdy the Ant, RyanCahn, SBS9067A, Salvidrim, Scratlikesacorns, Sergecross73, ShadowRanger, StevenBjerke, SuperHamster, TJLahori, The Lovable Wolf, TheLoverofLove, TheMile, Thingg, ThomasO1989, Thunderbird8, Tom.Derby, Trainfan01, TrentonBitzelRacing, Tsuba, Tyar, VANSR6703, Vhoscythe, Victor Lopes, Wisdom89, XxTimberlakexx, Yupagoda, Zyneth, 232 anonymous edits Paper Mario Source: http://en.wikipedia.org/w/index.php?oldid=497434317 Contributors: -ginkgobiloba-, 0Z0N3, 2help, ABCD, Ace of Jokers, Adolf1994, Agent CH, Ale jrb, Alex Lindell, AlexChurchill, Andrevan, Angry Sun, ApolloJ, Apostrophe, Arima, Asemoasyourmom, Asher196, Ashnard, Autumn5749, Avant Guard, Avillia, Axem Titanium, BAPACop, Bart133, Bduddy, Beem2, Belasted, Benjo-Kazooie, Bentendo24, Big T, Billy Liakopoulos, Bingomzan, Bobnorwal, Bokan, Bookofjude, Bowserjr55, Bpcmario, Bumm13, Butterflys, CALR, CGP, CIreland, CarpetCrawler, CaseyPenk, Catgut, Chaos3000, Cheesemeister, Chris Ducat, Chris Roy, ChunkyKong12345, Chzz, Cipher, Classicrockfan42, Clyde Miller, Cmdrjameson, Cocoapropo, Combination, ConnMux, Conti, Coolgamer, Courcelles, Covenant Elite, Crb41479, Crystallina, Ctjf83, Curps, CyberSkull, Cynical, Czarbender, Danaman5, Dancter, Danny Mortimer, Darkgrenchler, David Gerard, Dekimasu, Derktar, Dillard421, DoubleCross, DrNegative, Drat, Dreyfus2006, DrippingInk, Drmies, EconomicsGuy, Elf, Enviroboy, EoGuy, Epbr123, Erebus555, Erpert, Ers35, Eternal Equinox, Everyking, Evice, Evil Monkey, Excirial, Eyeball226, Falcon8765, Fatmuffinman15, Favonian, FiercedeitylinkX, Filpaul, Fish Out of Water, Flatluigi, Floppydog66, FunPika, FusionDragon28, Fuzheado, Gaius Cornelius, GamerPro64, Gamerforever, Gamingexpert, Gary King, Ged UK, Gemini1980, Geof4, Giants27, Glassbreaker5791, Golbez, Grayshi, Gulp Dratsum, Gunmetal Angel, Hadal, Haipa Doragon, Hanacy, Heliac, Hu12, I.M.S., IceDrake523, Ihatekids, Itchandscratch, Itchn, J Ripley, J.delanoy, JForget, JaGa, JamesBWatson, Jared Hunt, Jason One, Jeff3000, Jezmm, Jhsounds, Jhuhn, Jimbob1630, Jj137, JohnnyMrNinja, Johnnyauau2000, Joizashmo, Jonghyunchung, Jorddrans, Joshafina, Juan igarzabal, Judgesurreal777, JzG, K1Bond007, K50 Dude, Kaoskastle, Karenjc, Khisanth, Kidsnextdoor, Kiwimo, Kmfspam, Koavf, Koriaku, Krotius, Kurowoofwoof111, Kuru, L Kensington, LBDNytetrayn, Lamename3000, Lastditchplan, Lauredhel, Laurinavicius, Leafeon, Legoktm, LerLerson, Liasos, Liftarn, Lightwing1988, Ligulem, LittleSmall, Lkk, Lord Crayak, Lord Psyko Jo, Loves Nintendo!, Luigi2, LuigiManiac, MacsBug, Magicalmatey, Malcolm, Mandarax, Marasmusine, Marcika, Marcus2, Mario66, Mario777Zelda, Mariofan, Marioforever, Martarius, Marudubshinki, Masken, Master Thief Garrett, Mathfan, Matteh, Mattsell, Mausy5043, Mav, Megata Sanshiro, Mernen, Michael Devore, MicroCitron, Mika1h, Miles Blues, Mindspillage, Minna Sora no Shita, Misterian, Mm40, Mo0, Mole, Mouse Nightshirt, MrBlanket, MrDrake, My76Strat, Mybamboo79, N. Harmonik, NES Boy, Nakon, Nandesuka, Natural Cut, Navstar, NawlinWiki, NeoGenPT, New Age Retro Hippie, NintendoDSKing, Nintendonien, Norgor, Nottheking, Nthep, Odokee, Ojay123, One, Oneseventhree, Oscar1210, Oscarthecat, Ost316, Ouseraquenao, OutRider2003, Oxfordmale, PAH Page, Pagrashtak, Papa Mama, Paper Luigi, Pelago, Percy Snoodle, Pichu826, Pie Crossing, Pie4all88, Plokijuhyhaz, PoprocksCk, PrawnRR, ProjectPlatinum, Purplefeltangel, R. fiend, Ravedave, Ravimakkar, Rdsmith4, Rfgrgwetgey, Rhonin the wizard, Rich Farmbrough, RichieJones7, Riku15, Rjwilmsi, Rlk89, RobJ1981, Robert K S, Ron Stoppable, Ruby Queen, RyanGerbil10, Ryanvickers, Ryulong, SNS, Sabbizzle, Salvidrim, Sam Hocevar, Sango123, Scabloo, SchfiftyThree, Scorpion0422, Scotty12, Scratchyanditchy, Secret Saturdays, Selket, Sergecross73, Shanes, Shippo, Sietse Snel, Sillygostly, Sjakkalle, Smash, SmegEd, Soetermans, Somebody500, SpamYouUp, Squishyblob, Sss333, Status, Supadawg, Superjustinbros., Superway25, T$, TJ Spyke, TPIRFanSteve, TTN, Tanetris, Tbhotch, Templarion, Tezero, Tfullwood, That Guy, From That Show!, The Prince of Darkness, The Swagga, The Ultimate Koopa,

529

Article Sources and Contributors


The mr hobo, The-, Theman55, Thewtfboy69, TheyCallMeGeorge, Thibbs, Thiseye, Tide rolls, Tiptoety, Toastypk, Tony1, TranscendentWarrior, Tregoweth, Triforce of Power, Trioculus1, Trud the Borg, Twooars, U Jelly?, Uchiha23, Unknown Dragon, Useight, VederJuda, Vendettax, Versus22, Victory93, Video Game Mario Fan, Vincentvivi, Vstgermaine, WarChild, WhisperToMe, Whosyourjudas, Wikibofh, Wikieditor1988, Wikipedian314, Winston365, Wizardjjm, Wonchop, Wuffyz, X06, X3ni, Yaris678, Zeality, Ziggur, Zooba, 842 anonymous edits Paper Mario: The Thousand-Year Door Source: http://en.wikipedia.org/w/index.php?oldid=497434321 Contributors: 1harlbre, 22dragon22burn, ABCD, ACE Spark, AOEU, Ace of Jokers, Addit, Aericanwizard, AeronPeryton, After Midnight, Ajsh, Allan109, Amazeedayzee, Anax4aero, Andonio, Andrevan, Andyroid, Angels4lyfe, Angry Sun, Anonymous Dissident, Apostrophe, Arasaka, Arfew, Arima, Ashdurbat, Ashnard, AshyRaccoon, Atlant, Avant Guard, Axem Titanium, BAPACop, Baltanray, Bduddy, Beem2, Belasted, Benjo-Kazooie, Billy Liakopoulos, Bingomzan, Blademaster Orca, BlizzardandBlaze, Blubbernnuter, Blue Mirage, Bobzchemist, Bokan, Bovineboy2008, Bowser048, Brain seltzer, Brainman, Brenont, Burningbulldog13, Butterflys, Buzzbomber, CALR, Calaschysm, Can't sleep, clown will eat me, Captain Rotundo, CaptainSpam, Casper10, Cervantes de Leon, Chaoshi, Chris the speller, ChunkyKong12345, Cjhar, Closedmouth, Cobi, Colonies Chris, Combination, Comosabi, Conan-san, Courcelles, Crazysunshine, Cremepuff222, Cyan Gardevoir, CyberSkull, Cypher z, Czarbender, DT29, Damiwh2, Dancingcyberman, Dany123, Darc, DarkEvil, Death motor, Desraccoon, Destro, Devanjedi, Dexvin, Discospinster, Dispenser, DreamingLady, DrippingInk, Drmagic, EAB, EchoBoy, Eclipsed Moon, ElTyrant, Ericjraack, Error411, EternalWashuFanboy, Evan1109, Evolution7931, Falcon8765, Firebird377, FlareNUKE, Flieshateme, Freedomlinux, FullMetal Falcon, Func, GVOLTT, Geoff B, Geopgeop, Ghostman123, Gmort1, Grandy02, Gromreaper, Haipa Doragon, Hammer Bros., Happysailor, Hibana, IceDrake523, Igordebraga, Ihatekids, Imaginationac, InShaneee, Ishikawa Minoru, Itchandscratch, Ivirivi00, J.delanoy, JaGa, Jacoplane, Jagged 85, Jason One, Jaxl, Jc iindyysgvxc, Jeff G., Jeremysoto, John of Reading, Johnny Stein XXVI, JohnnyMrNinja, Judgesurreal777, Julyo, K1Bond007, KKK h8er, KakkoiiTGN, Kimchi.sg, Koavf, Koolman 180, Kronjhy, Kusma, KyleCon, L33tminion, LFaraone, Landon1980, Laurinavicius, Liberlogos, Liftarn, Lightwing1988, Liontamer, Ljofa, Logan, Lol-x-3, Lololo man, Loona, Lord Crayak, Lord Psyko Jo, Luigi2, LuigiManiac, LukeSurl, Lupin, Malcolm, Manmonk, Mario66, Mark Arsten, Master Thief Garrett, Math321, Mathfan, Matteh, Mattsell, MaxSem, Megata Sanshiro, Michael Devore, Mika1h, Mikee148, Milkman1042, Minna Sora no Shita, Miremare, Miyako, Mo-Al, Moneyman777, MoraSique, MystikX, N. Harmonik, Nameneko, Nashleyj, NawlinWiki, NeoGenPT, NeonMerlin, New Age Retro Hippie, NinjaRatchet, Nintenboy01, NulNul, Oblivioos, Ojay123, Onesimos, Orannis, Oscar1210, Oscarthecat, Ost316, Pagrashtak, Pal101, Percy Snoodle, Phediuk, Picnico, Pie4all88, Pikazilla, Plainnym, Project FMF, Purplefeltangel, RA0808, RJFJR, RainbowOfLight, Ravimakkar, Red Alien, Remurmur, ReyBrujo, Rich Farmbrough, Rjwilmsi, RobJ1981, RobbieG, Ron Stoppable, Rossami, Rrburke, RyanGerbil10, S, SJP, SNS, STAREYe, Sabbizzle, Sade, Sage of Cosmos, Salvidrim, Scrap213, Sdoo493, Selket, Shawnjohn94, Sigma 7, Sillygostly, Silverfish, SimonP, SixteenBitJorge, Slipperyweasel, Slowking Man, Smash, Smijes08, SnorlaxDude, Sonic Mew, Starbox, Steveo2, Suda51fan, Super pokemon bros, TBear55, TJ Spyke, TTN, Tarbos, Tedius Zanarukando, Tehw1k1, Tezero, Thaddius, The Prince of Darkness, Theman55, Thiseye, ThomasO1989, Thunderbrand, Tokek, Tommy2010, Tony Sidaway, Trainra, Triforce of Power, Trioculus1, Tubedogg, Unknown Dragon, Unknown Shadow, Urutapu, VederJuda, Vendettax, Vhoscythe, Vidgmchtr, WarpstarRider, Whitemage33, Wikiloginwhoopwhoop!, X3ni, Xtra3847, Y0u, Yamamoto Ichiro, Yaris678, Yoshiller, Yumyumpuppies, Z.E.R.O., Zachkudrna18@yahoo.com, Zaethro, ZeldaQueen, ZenSaohu, Zeus Guy, Zxcvbnm, Zzyzx11, 604 anonymous edits Super Paper Mario Source: http://en.wikipedia.org/w/index.php?oldid=494435333 Contributors: 03crichardson, 33r1, 803290, A Raider Like Indiana, A gx7, ADeveria, AXB-H, Ace of Jokers, Adamjhepton, After Midnight, AgentCDE, Alansohn, Alex Dorman, Allan109, Alpha Quadrant, AmericanLeMans, Andrevan, Ansalo, Antipepsiinc, Aperson1234567, Apostrophe, Arnavion, Ashenai, Astr0ace, Atomic Cosmos, Avant Guard, Axem Titanium, BATHawkins, Bando26, Barrakketh, Bastique, Beem2, Ben kenobi 00, BenjiNinja, Bentendo24, Bhadani, Billy Liakopoulos, Blademaster Orca, Bovineboy2008, BowserJr543, Bowserjr557, Boygenius97, Bradofarrell, Breno, Brian809, Brittany Ka, Caffolote, Calaschysm, CambridgeBayWeather, Can't sleep, clown will eat me, Captain Disdain, CardinalDan, Casper10, Cat's Tuxedo, Centrx, Chris Frail, Chris Heiner, ChrisGriswold, Christophenstein, ChunkyKong12345, Cipher, Cobleycobley, CobraBK, Combination, Conan-san, Connor N., CoolChris99, Corbin Benton Davenport, Corpx, CyberSkull, CyborgZeta, Czarbender, DJ Mike TJG, Da D00d Uploader, Dahroo11, Damiwh2, DanJ, Dancter, DanielCD, DarkfireTaimatsu, Darksniper404, David Gerard, DeadEyeArrow, Debris420, Dekisugi, Dengarde, Denny Seiwell, Denny genie, DerHexer, Dgcopter, Disaster Kirby, Disavian, Discospinster, DjinnFighter, Dorftrottel, Douglasrmcdonald, DreamingLady, Drunkentune, Dysepsion, Dugosz, EliteNerr, Elwood00, Enbob89, Epbr123, Erendwyn, Eridani, EssentialParadox, Ethan2226, Eurogamer, Eusis, Evan1109, Evice, Faded, Farm Zombie, Ferox117, Forteblast, Frankyboy5, Freedomlinux, FullMetal Falcon, Gaius Cornelius, Gakon5, Gakusha, Gary King, Gaunt, General Banzai, Geoff B, Gil Gamesh, Gilliam, Glassbreaker5791, Gogo Dodo, Grandy02, Graphite Elbow, Ground Zero, Guess Who, Gunslinger47, Hahnchen, Haipa Doragon, Havok, Hectigo, HeroicJay, Heywd, HiDrNick, Hibana, Hollowpens, Homeschool Winner, Hoodednood, Hope(N Forever), HumanZoom, Humbacha, Ice60, Idioteque Dance, Ihatekids, Imlostnthought, Immblueversion, Impossible, InShaneee, Indon, Interiot, Intothebleu, Ira-welkin, J.delanoy, JDub90, JaGa, JackSparrow Ninja, Jacoplane, Jake Lancaster, Jeff Silvers, Jelly Soup, Jennica, Jhsounds, Jj137, JohnnyMrNinja, Joshi, Joshk, Judge Trudy, Judgesurreal777, Juicecentral, JzG, Kadeas, Kain highwind009, Kariteh, Kelestar, Kimchi.sg, Kimimaru21, KingPenguin, Kmg90, KnowledgeOfSelf, Knuckles sonic8, Koavf, Koeho, KookyKoopa12, Kukini, L00yt, La Parka Your Car, Lalerimo, Laurinavicius, Lazydave, Leafeon, Leedeth, Legedevin, Lego3400, Legoboy2000, LemonadeCharade, Lewisskinner, Liasos, LibLord, Link 486, Livefastdieold, Lkk, LoganTheGeshrat, Looney Guy, Lord Crayak, Lowerletters, Lradrama, LtCmdrData, Lucid, Luigi III, Luigi12345, Luigi128, LuigiManiac, LuigiMario17, LuminousSpecter, Luna Santin, Macaddct1984, Mack151, MagicBez, Magnusmaster, Malcolm, Maltesefalcon42, Mario9, MarioLOA, MarioMan64, Marstead, Masem, Masky, Master Thief Garrett, Matekking, Mattgirling, Mattsell, Mechafox, Megata Sanshiro, Mernen, Metroryry, MetsFan76, Mewpwn, Michfreak, Mick 96, Mika1h, Mike on Bikes, Mikemoral, Miremare, Mo-Al, Monsterman8, MoogleEXE, Mr. Lefty, Mrjaja, MsDevin92, N. Harmonik, NES Boy, Nakile, Nashleyj, NawlinWiki, Neobinary, New Age Retro Hippie, Nintenboy01, NintendoWiiOwner, Nintendoman01, Nivix, Nlevine427, No substitute for you, Nonprofanename, Nyletak, Onesimos, Orannis, Oscarthecat, Ouseraquenao, P3net, PIrish, Pagrashtak, Parcand, Percy Snoodle, Phitensae, Piano non troppo, Pikawil, Pilloware, Plainnym, Poochy, PrestonH, Pro Game Master87, Proto Dude, Psyche825, Pmgut, QuagmireBlahBlahBlah, Quetzalcoatl45, Raistuumum, Random user 39849958, RaseaC, RaymondisRambo, RazMasters, Realtalk206, Rebellion1122, RememberMe?, RevRagnarok, ReyBrujo, Rhonin the wizard, Rightman2, Rjwilmsi, RobJ1981, Rockman229, Rsrikanth05, Ryan Postlethwaite, Ryan meagher88, SNS, Salvidrim, SaturnYoshi, Scabloo, Scotty12, Scrap213, Sdcmm1, Sdornan, Shalom Yechiel, Shanes, Shiggy, Sillygostly, Silver Edge, Sintaku, Siphida, Sirdobbo89, Sirek Inta, Sixteen Left, SixteenBitJorge, Sjb90, Skullfiend, Skylerb, Slipperyweasel, Slydevil, Smash, Smijes08, Sonicfan93, SouperAwesome, Spielberg2002, Spoiled Silk, Steel, Stratadrake, Stwalkerster, Supamariobro, Super World Champions, SuperHamster, SuperStingray, Superjustinbros., TITROTU, TJ Spyke, TPIRFanSteve, TTN, Takuthehedgehog, Tehw1k1, Thaddius, Thanos6, The KZA, The Last Melon, The Prince of Darkness, The Rogue Penguin, The Winged Yoshi, The master of puppets, TheSabin, Theman55, Thesims18690, TheyCallMeGeorge, Thibbs, ThomasO1989, Thunderbird8, Thunderbrand, Thunderstryke, TimBentley, Toomai Glittershine, Tophu, Torchic 55, TranscendentWarrior, Trioculus1, Trogga, Trusilver, Tsuba, Tsunamishadow, Tymeflame, UberMan5000, Uchiha23, UltraNintendoEntertainmentSystem, Underyx, Unknown Dragon, Unknownlight, UnqstnableTruth, Urutapu, VederJuda, Vendettax, Vgranucci, Vhoscythe, Vinsfan368, Volker89, Vulian, WIKI-GUY-16, Walkiped, Waluigi Twin, WatermelonPotion, WhisperToMe, WhiteMinority, Widkid85, WikiBone, WikiLoco, WikidSmaht, Wikieditor1988, Wikipedian64, Willy105, Wilybadger, Woopert, X3ni, XIIIStruggle, Xevious, YOSHIANDLINK1, YamahaFreak, Yamamoto Ichiro, Yaris678, Yossarian, Z.E.R.O., Zeek The Yoshi, Zeldamaster3, Zero1328, Zomic13, Zooba, 1370 anonymous edits Paper Mario: Sticker Star Source: http://en.wikipedia.org/w/index.php?oldid=497562192 Contributors: 1wolfblake, 22dragon22burn, 3dsfan, Acdrybones, Beem2, Blake, Bobnorwal, Branden798, CaseyPenk, Chaoshi, Chrsschm, CoolingGibbon, Corvus cornix, Creet, Cunard, Cyan Gardevoir, DKqwerty, Davehi1, Dillopedia, Dogman15, DragonZero, Gfoley4, ISquishy, In Donaldismo Veritas, Jagged 85, Joecuellar96, JohnRatz, JulesN, Jvjordi1, Keveeseeram11, Koavf, Kyledun22, Lbdrox123, Lord Psyko Jo, LuGiADude, Madcoverboy, Mariacer Cervantes, Mario64911, MarioLOA, Martarius, Mato, MolSno, Natclayful, Oneseventhree, Ost316, PSE teh 1nf0, RadioFan, Reach Out to the Truth, Rich Farmbrough, SLJCOAAATR 1, SNS, SWFlash, Salvidrim, Sergecross73, ShadowRanger, Skibicks123, Spartaz, SuperHamster, Supersonic1018, Sylverstone, Teles, The Mark of the Beast, The Ultimate Koopa, Thinking of England, ThomasO1989, TowheadJeff, TrollGlaDOS, TyA, Tyar, Verdatum, Volker89, WikHead, Wonchop, X201, 153 anonymous edits Mario & Luigi: Superstar Saga Source: http://en.wikipedia.org/w/index.php?oldid=495774441 Contributors: 041744, 0dd1, ABCD, Aa2-2004, Abb615, Ace of Jokers, Acesyksyk09, Achtzehn, AdvancedGamer, Agent Aquamarine, Alai, Alansohn, Alex 8194, Allan109, Almighty Rajah, AlmightyDoctor, Alex17, Anclation, Andrevan, Angry Sun, Anime Fan333, Anticipation of a New Lover's Arrival, The, Apostrophe, Aribaa, Ashnard, Atif.t2, Axem Titanium, BAPACop, Belasted, BigCow, Billy Liakopoulos, BlizzardandBlaze, Bookandcoffee, Brujoblanco, Bse3, CardinalDan, Carlj7, Casper10, Charoog10, Christian Dunn, Chykka207, Cloud13, Combination, Crikeys, Cuchullain, Cutesuper, Cyberpsi88, DARTH SIDIOUS 2, DJ the Raptor, Dalkaen, David Gerard, Deuxhero, Dogss, Dragon 280, DreamingLady, Dutchtica, EoGuy, Epbr123, Error411, Evan1109, Everyking, Exitmoose, FangzofBlood, Fawfulfury65, FightingStreet, Fliptroopa, FriedMilk, FullMetal Falcon, Funkychicken, Gabrielkat, Giggy, Gilgamesh, GoingBatty, Gp nintendo, Grandy02, Hammer Bros., Hammer Raccoon, HoOhMajor, Hope(N Forever), Ht1848, Hullubulloo, Ian Moody, Igordebraga, Ihatekids, Iner22, Iridescent, IslandHopper973, J taylor16, J.delanoy, J.smith, JForget, Jason One, Jni, JohnnyMrNinja, Judgesurreal777, JzG, K1Bond007, Kalango, Kauczuk, Kbdank71, King Mario, Kirby2, Koavf, Kurowoofwoof111, Kusma, Liquidcross, LittleSmall, Lord Crayak, Loserbutt?, Lrss1, Luigi-1up, Luigi2, Luigifan, MER-C, Malcolm, Marasmusine, Mario Sonicboom, Martarius, Materialscientist, Matthew Proctor, Matthima, Maxhaas, Meegs, Megata Sanshiro, MelForbes, Mernen, Michael Devore, Mika1h, MikeRS, Morgan Wick, MrFunkster, Msikma, Mumba123456, N. Harmonik, NP Chilla, Navstar, NealP, Needlenose, New Age Retro Hippie, Nintendo Maximus, Nintendoman01, Nintendonly, Onesimos, Oscara, Ost316, Otemple700, Pagrashtak, Parrothead1983, Percy Snoodle, Pie4all88, Pikawil, Pilotguy, Poiuyt Man, PrinceoftheDawn, Pyrospirit, RaCha'ar, RattleMan, Ravimakkar, RedNifre, Renata3, Reywas92, Rjwilmsi, RobJ1981, Rory O'Kane, Salvidrim, Secret Saturdays, Selket, Silence, Sillygostly, SimonMayer, Sionus, SixteenBitJorge, Smashman202, Sneakybrentsystem, Snowolf, SouperAwesome, Stevie78, Sukecchi, THEN WHO WAS PHONE?, TJ Spyke, TPIRFanSteve, TTN, Tacvek, Tae Koopa Pokemon, Tedius Zanarukando, Tghe-retford, Thaddius, Thayora, The Prince of Darkness, The Red, The-, TheAllstarMan, TheLoverofLove, ThomasO1989, Thumperer, Traxs7, Tregoweth, Triforce of Power, Trioculus1, Tubedogg, Tud123, Unused000702, Urutapu, Useight, Vadahata2, VederJuda, Vendettax, Vhoscythe, Wanderingtaoist, WikiLoco, Without A Brain, Y0u, Yaris678, Ycolonna@cox.net, Yossarian, Ywncyber, Zachkudrna18@yahoo.com, Zeldamaster3, ZipZipskins, ZippZapp, ZooFari, 363 , anonymous edits Mario & Luigi: Partners in Time Source: http://en.wikipedia.org/w/index.php?oldid=495622372 Contributors: 11987, 22dragon22burn, ABCD, Ace of Jokers, Acesyksyk09, Agent CH, Ajsh, Alex 8194, Alvin Lee, Andrevan, Angry Sun, Angrychipmonk, Apollosrose, Apostrophe, Arima, Arrowned, Artichoker, Ashnard, Benwood, Billy Liakopoulos, Bobet, Bodobodot1, Brianga, Buttered Bread, Calaschysm, Cat's Tuxedo, Catgut, CeeWhy, Christian Dunn, Cipher, Cocoapropo, CyberSkull, DabMachine, Dakaggo, Damirgraffiti, Dancingcyberman, Dark-Wynd, Darklilac, Das654, David Gerard, DavidiusX20, Deathawk, DerHexer, Despatche, Diannaa, Dingo Kong, Discospinster, Dragon 280, DreamingLady, ESkog, EchoBoy, Epbr123, Everyguy, Evice, Farside6, Flewis, GamerPro64, Groggy Dice, Grubber, Husond, Ihatekids, Impossible, JForget, Jacoplane, Jason One, Jerry teps, Jjjsixsix, John of Reading, JohnnyMrNinja, Jtalledo, Judgesurreal777, Justice League 05, JzG, Kbdank71, Kev19, Kingplatypus, Koavf, Koopajohn, Laniya8, LightningPower, LittleSmall, Lord Crayak, Luigeach, Luigi2, Luigifan, Mafiaboy23, Malcolm, Marcus2, Mario & Luigi RPG 3, Masterman2, Maxhaas, Megata Sanshiro, Mindspillage, Minecraftman, Miremare, Murphyle, Mushroom, Music + Pageants, Mysdaao, N. Harmonik, NES Boy, NP Chilla, New Age Retro Hippie, Nintendo Maximus, NintendoGod, Onesimos, Onikage725, Optichan, Pagrashtak, Parrothead1983, Percy Snoodle, Pikachelsea, Pikawil, Poiuyt Man, RJFJR, Ravimakkar, ReyBrujo, RobJ1981, S, Salvidrim, Sebleblanc, SeraphX3, Shadowlynk, Sillygostly, Silver Edge, Sionus, Sir 0rion, SixteenBitJorge, Sneakums, Snowolf, Someone another, Spellmaster, Starfox

530

Article Sources and Contributors


Pilot, Stevie78, Stifle, Stovetopcookies, THEN WHO WAS PHONE?, TJ Spyke, TPIRFanSteve, Technical Wiz, Technocratic, Tendo, Terence, Tghe-retford, The Prince of Darkness, The-, Themakalams, ThomasO1989, Tomtheeditor, Tony1, Toxicroak, Triforce of Power, Trioculus1, Trogga, Unused000702, Urutapu, Valadius, VederJuda, Veemonkamiya, Vendettax, Vienna200, Violinsavvy99, Voodoo Jobu, WJBscribe, WarChild, William Avery, Xtanstic, Yaris678, Ynhockey, Yossarian, Zachkudrna18@yahoo.com, Zaiise, Zephyr103, 436 anonymous edits Mario & Luigi: Bowser's Inside Story Source: http://en.wikipedia.org/w/index.php?oldid=494435563 Contributors: 041744, 12dog, 1SuperSonic0, 22dragon22burn, 666demon, APAULo17, AarnKrry, Acesyksyk09, Addict 2006, AlanEdgeHead, Alex 8194, Andrevan, Arrowned, Avicennasis, BAPACop, Bad Man, Belasted, Billinghurst, Billy Liakopoulos, BlazeMelee, Blobfan239, Bokan, Bovineboy2008, Brad2k, Brittany Ka, Bsadowski1, CIreland, Casper10, Chaoisland, Chaoshi, ChrisHamburg, Combo Pwner, Contributor777, Countdanos, DaL33T, Daedalus969, Daftpunkboy93, Daisyrules, Dancingcyberman, DanielDeibler, Dark-Wynd, Daven200520, Debresser, Delux, Devanwolf, Digitalsabre, Doddy Wuid, Dylan jack walsh, EoGuy, Epson291, Ericdn, Evan1109, Evildevil, Frdoctolero, Frehley, GB fan, Gary King, Gary2863, Geek1234, Gilliam, Graphite325, Grash07, Groovenstein, Gsmgm, Haipa Doragon, HalfShadow, Headbomb, Hibana, Hotcrocodile, Hotrods4ben, Ihatekids, ImperatorExercitus, J.delanoy, JForget, JRC3, Jared Preston, Jfgslo, Jj984jj, Joecool280, JohnnyMrNinja, Judgesurreal777, Kernitou, Khisanth, Kingplatypus, Koji123456789, Kurtle, Ladiesandgents, LarsJanZeeuwRules, LedgendGamer, LilHelpa, Lmp883, Lord Crayak, Lord Psyko Jo, MATEOELBACAN, MC10, MLWWY, Madhero88, Marek69, Mario & Luigi RPG 3, MarioLOA, MarioandluigiRPG, MasterAshZero, Megata Sanshiro, Meninblue376, Mentifisto, Mooseman33, MrKIA11, MuZemike, N. Harmonik, N5iln, NFreak007, New Age Retro Hippie, Nin10doWii, Nintendofan101, Nintendofan605, Noneofyour, Nsekhon, Ohnoitsjamie, One Artiste, Other Metroid, Ouseraquenao, Pecker3378, Pianoman13, Quietisgood, Qwyrxian, Raffy209, Raizen1984, Reaper Eternal, RobJ1981, SLJCOAAATR 1, SNS, Salvidrim, Sarujo, Sdoo493, Shadowdawg25, Smijes08, SoWhy, SonicFanSupreme, Super Shy Guy Bros., TJ Spyke, TPIRFanSteve, Tabletop, Tcncv, Teamrocketspy621, TerabiteX, Th1rt3en, The Prince of Darkness, The Thing That Should Not Be, TheAllstarMan, TheZedlen, Thingg, ThomasO1989, Thunderbird8, Timonijssen, Tommy2010, Tony Sidaway, TravisAF, Trioculus1, Trogga, Tsuba, Tutorboi124, Ultamatecharizard, Unused000702, Versus22, Vienna200, Vstgermaine, Wikieditorlawl, Wilhelmus van nasaue, Woohookitty, Wuhwuzdat, Yaris678, Yoshiegg25, Zain01234, Zntrip, , 787 anonymous edits Luigi's Mansion Source: http://en.wikipedia.org/w/index.php?oldid=497724292 Contributors: 2772Rev, A Softer Answer, ACupOfCoffee, Aaron Schulz, Adrian, Ajstar97, Alai, Alansohn, Alexey Nikitin, AlexiusHoratius, Andrevan, Andrzejbanas, Angelofdeath275, Apostrophe, Armando12, Ashnard, AutomaticZak, BAPACop, Bando26, Barek, BebyB, Beem2, Bender235, Big Smooth, Blake, Blanchardb, Bovineboy2008, CARRRRRRRRRR!, Calfrog123, Can't sleep, clown will eat me, Cargoking, Carlj7, Caswin, Cat's Tuxedo, Cdjblue, Cherrydonutsomegaexsp2, Chris9086, Cocacolacans101, Commissar38, Conan-san, Courcelles, Cupofpea, CyberSkull, Cynical, DVD Smith, Dancingcyberman, DarkAdonis255, DarkfireTaimatsu, Dave2, David Legrand, Defunct Lies, Deli nk, Dhp1080, Diannaa, Domonkun, Donkeybasketball, Dorsal Axe, Doshindude, Dragon's Light, Drunkentune, Dsmithsmithy, ERW1980, Eclecticology, Electricmoose, Enigmaman, Ericeee10, Evice, Evils Dark, Eyrian, Faeros, Falcon8765, FatGrover, FightingStreet, FlareNUKE, FlyHigh, Fryguy64, Fuckyou546, Fufukidone, GRuban, Gaius Cornelius, Geekay11, General Guy, Geoff B, Ghewgill, Gjb-sensei, Glass Sword, Graton, Greenpickle, Grillo, Gurko, Guyinblack25, Haipa Doragon, Hbdragon88, Headbomb, Hello bunnies, Herb-Sewell, Hihihi, Hjkgk, Ht1848, IKato, Igordebraga, Ikiroid, Immblueversion, Inka 888, Inspector 34, JJBunks, JaGa, Jason One, Jaxl, Jay32183, Jeffjhicks, Jhsounds, JiFish, Jmr1792, Joyous!, Judgesurreal777, Justinhful, K1Bond007, Kaishin521, Kariteh, Kimchi.sg, Kingplatypus, Klaus Kratchet, Klow, Koavf, Korodzik, Kyle C Haight, Larrythefunkyferret, Legodino, Lightwing1988, Lkk, Lord Crayak, Lord Gorbachev, Lowellian, Lucky 6.9, Luigi III, LuigiGamer64, LuigiManiac, MF14, MagicBez, MakeRocketGoNow, Malcolm, Malinaccier, Marcin Otorowski, Mario4EVER14, Mariofan64galaxy64, Martarius, Martin IIIa, Martin925, Mathfan, Mav, Maxim, Mbecker, Megata Sanshiro, Mika1h, Millionsandbillions, Minderbinder, Miremare, Molly-in-md, Monkeynoze, Moreschi, Mr. Lefty, MrBubbles, Mrstickman, Ms2ger, Muk1000, Mushroom, Musicwarrior, Mutinus, N. Harmonik, Nachopie7, Nahcihc, Navstar, New Age Retro Hippie, Nintendo Maximus, NintendoFan10, Ninteneo1379, Notmyhandle, Oh Kay, Ophois, Orange Suede Sofa, OriginalJunglist, Oscara, Oscarthecat, Ost316, Overlord11001001, PTJoshua, PTWC, Pagrashtak, Pal101, Paper Luigi, Pavel Vozenilek, Pedro thy master, Petgraveyard, Phaedriel, Phil Bond, PhilKnight, Picnico, Pikachu150, Pixelanteninja, Pixelyoshi, Plainnym, Poiuyt Man, Poohman0, ProgMM, Project FMF, Psduckie, PsyMar, Quoth, Qxz, RattleMan, Ravimakkar, Rd88738, Red Alien, RedHillian, Remurmur, Retodon8, ReyBrujo, Rhindle The Red, Rjwilmsi, RobJ1981, RockMFR, Rwiggum, Ryajinor, Ryanpaul93, Ryulong, S, SVera1NY, Salvidrim, Seancdaug, Shadoman, ShadowLaguna, Shanes, Sherool, Silver Edge, Silverdragon710, Sintaku, Sjones23, Smalljim, Smash, Snakecharmer9195, Snesiscool, Someone another, SpamMan5R, Spiritual Nexus, Spitfire19, Spookytown97, Stickelyman109, Strongsauce, SunCreator, Supakewlaaron, Super wario bros., SuperHamster, Superjonah1, T-rex, TJ Spyke, TPIRFanSteve, TTN, Tacvek, TenPoundHammer, Tennis Dynamite, Tgeairn, Th1rt3en, The Lizard Wizard, The Norse, The Prince of Darkness, The legend of Zelda rocks, The-, TheMaskedImprover, Theman55, ThomasO1989, Thunderbrand, Toagac, Tpbradbury, Trainra, Triforce of Power, Trioculus1, TripleJStar, Trogga, Tsuba, Tsunamishadow, Udufruduhu, Ultraprettyandpink, Unknown Dragon, Unused000702, Urutapu, Userboxes Only!, VederJuda, Vendettax, Vlassix, Vzbs34, Wadie2, Wayne Slam, Wifione, WikiDjinn, Wikialexdx, Wikiphilia, Winston365, Wizkids, Wraben9, X201, Xevon, Yas, Yoshirulesbrides, Zachary, Zachkudrna18@yahoo.com, ZakuSage, Zeek The Yoshi, 708 anonymous edits Luigi's Mansion: Dark Moon Source: http://en.wikipedia.org/w/index.php?oldid=497576690 Contributors: 0030520dv, 22dragon22burn, AerobicFox, Alpha92613, Arcaneluis, Black Yoshi, Blake, Bowserjr38, Bridmgan94, Brittany Ka, Chip123456, CoolingGibbon, Cyan Gardevoir, Dillopedia, Duheddo, Efbgiudeuj, IShadowed, In Donaldismo Veritas, Jazama, Jvjordi1, Logan The Master, Macaddct1984, Martarius, Mika1h, MuzzaHukka, Nasnema, Nick Number, Platinum Lucario, Player017, Realnow, Rkovipersnake, Rorshacma, SNS, Salvidrim, SchuminWeb, Sergecross73, ShadowRanger, Slipknot Darkrai, Spore52, Superjonah1, TXF11, TexasAndroid, The Ultimate Koopa, TheCoffee, ThomasO1989, Thryduulf, Trusilver, TurboxFire, UberPyro64, Uncle Milty, Victory93, Wellington2k, Wilfreawesome, X201, 83 anonymous edits Mario vs. Donkey Kong Source: http://en.wikipedia.org/w/index.php?oldid=485507892 Contributors: 041744, 48states, ABCD, Addict 2006, Altzinn, AmericanLeMans, Audiosmurf, Avicennasis, Berenlazarus, Bly1993, Brian809, Brichcja, Cat's Tuxedo, Chirp Cricket, Combination, Crisco 1492, Crumbsucker, DaProx, Daveswagon, Dina, Dogman15, Drat, Drumpler, Eratticus, FMasic, Falcon9x5, FightingStreet, GreyCat, Haykboy, Hbdragon88, Hope(N Forever), Ian Moody, IceDrake523, J.delanoy, JaGa, Jason One, Jeff Silvers, Jonny2x4, Keegscee, Krtki, LFaraone, Larsinio, Lord Crayak, Lorson, Mailer diablo, Marcus2, Masem, Master Bigode, Materialscientist, Megata Sanshiro, Mercenario97, Mirkon, N. Harmonik, NES Boy, New Age Retro Hippie, NinjaSkitch, NinjaboiG, Nlu, Oscara, Pagrashtak, Paper Luigi, Ravimakkar, Rettetast, Revned, ReyBrujo, Ryan the Game Master, Ryulong, SNS, Salavat, Salvidrim, Sam Korn, Samster765, Sean WI, Secret C, Shostie, Sir Slush, Sukecchi, TPIRFanSteve, Takuthehedgehog, Tghe-retford, The Legend of Zelda: Endless Darkness, ThomasO1989, Thorpe, Thumperer, Triforce of Power, Trioculus1, Unused000702, VG Cats Tipe 2, Wafulz, Wardy666, WhisperToMe, X96lee15, Z346X999, Zeldamaster3, Zooba, 99 anonymous edits Mario vs. Donkey Kong 2: March of the Minis Source: http://en.wikipedia.org/w/index.php?oldid=494816735 Contributors: 041744, 3-5 file, A930913, AOL Alex, Alex 8194, Altzinn, Antonio Lopez, Atomic Cosmos, Avicennasis, Bly1993, Brian809, Bsadowski1, Calamity-Ace, Calaschysm, CaptainIron555, Cat's Tuxedo, Check mii out channel, Combination, Comrade Pajitnov, Crikeys, CyberSkull, D.brodale, DaProx, Dakirbymaster, Dancter, Deathawk, Dogman15, Doshindude, Drat, EoGuy, FMasic, Falcon9x5, FrogTape, G026r, Goa103, Haipa Doragon, Hario, Hbdragon88, Hellisp, HickmanFan12, Hope(N Forever), J.delanoy, Joe Wreschnig, John of Reading, Jonny2x4, Justin The Claw, Leinad, Lightwing1988, Lincoln174, LittleOldMe old, Lodoss, Lord Crayak, Luigi128, Mailer diablo, Malcolm, MarioLOA, Masem, Megata Sanshiro, Mika1h, Mild Bill Hiccup, Minimarsh, Miremare, N. Harmonik, NES Boy, NFAN3, New Age Retro Hippie, NinjaSkitch, Nlu, Noidner, Onesimos, PV250X, PeruAlonso, Poco a poco, Remurmur, RobJ1981, RockMFR, Ryulong, SNS, Salvidrim, Silver Edge, Sraan, Sukecchi, Tghe-retford, Thaddius, The Hams, ThomasO1989, Tony Myers, Tree Biting Conspiracy, Trioculus1, TyrannicalFascist, Unused000702, Voxxdude, WERESOEPIC, WereSpielChequers, WikidSmaht, Yossarian, Z346X999, Zeldamaster3, Zomic13, 150 anonymous edits Mario vs. Donkey Kong: Minis March Again! Source: http://en.wikipedia.org/w/index.php?oldid=494051258 Contributors: 3-5 file, Avicennasis, BD2412, Blake, Boygirl22, Cipher, Clyde1998, DKqwerty, Dancter, Dr Zimbu, Fantasy zone, Forteblast, Jay-r101, Jeff Silvers, Jhuhn, Keyboard mouse, Kingpin13, Lewishnl, Mario777Zelda, MartinZwirlein, Megata Sanshiro, Mika1h, Misterkillboy, MrKIA11, MuZemike, New Age Retro Hippie, Nikwood96, Reach Out to the Truth, Ryulong, SNS, Salavat, Sion8, Sonic120, TPIRFanSteve, Tbhotch, ThomasO1989, Tide rolls, Toonmore, Trioculus1, Unused000702, WikHead, Wonchop, Yplayer, 45 anonymous edits Mario vs. Donkey Kong: Mini-Land Mayhem! Source: http://en.wikipedia.org/w/index.php?oldid=493282137 Contributors: 0030520dv, 3DSystem, 67again, Avicennasis, Bad Man, Bovineboy2008, Brittany Ka, Calamity-Ace, Carl60, ClamDip, Darkmario777, Dogman15, Firsfron, FullMetal Falcon, Giftiger wunsch, Hope(N Forever), LilHelpa, Lunaibis, MarioBros071983, Megata Sanshiro, MuZemike, N. Harmonik, Pichu8boy, Pol430, SNS, Salvidrim, The Mach Turtle, ThomasO1989, Tide rolls, Unused000702, X201, 75 anonymous edits Yoshi Source: http://en.wikipedia.org/w/index.php?oldid=495541205 Contributors: 041744, ADeveria, Andrevan, Apostrophe, Ashitaka96, Bentendo24, Bigpboy, Brian789, Busterzz, Caerwine, Combination, Crossmr, DanJ, Dogman15, DurinsBane87, FightingStreet, Flipkin, Forteblast, Fryguy64, GVnayR, Gildos, Globe-trotter, Grandy02, GrayApple, Haipa Doragon, Hbdragon88, Headbomb, Ian Moody, January2007, Jason One, Jeff Silvers, Jfpierce, JohnnyMrNinja, KingTT, Kri, Luigi128, MER-C, Marasmusine, Mario777Zelda, Matthew Yeager, Megata Sanshiro, Mika1h, Mimir, Mitaphane, MuZemike, N. Harmonik, NESHero, NessSnorlax, New Age Retro Hippie, OekelWm, Ohconfucius, Oklonia, Oscara, PV250X, Pagrashtak, Polocatfan, ReyBrujo, Robbie IV, Roc314, SNS, Salvidrim, Sjones23, Smash, Spellmaster, Steel, SystemPatch, TJ Spyke, Tacvek, Tedius Zanarukando, TenPoundHammer, The Prince of Darkness, TheDotGamer, ThomasO1989, Tirgo, Trioculus1, Ufossuck, Unused000702, Vendettax, Victory93, Video Game Programmer, WhisperToMe, WikiLoco, Woohookitty, X201, Ywncyber, Zooba, 48 anonymous edits Yoshi's Cookie Source: http://en.wikipedia.org/w/index.php?oldid=493098709 Contributors: 041744, ADeveria, Abeg92, Apofisu, Apostrophe, Arima, Avicennasis, Blake, Brian809, Bumm13, Caerwine, Combination, ConantheLibrarian, Ctjf83, Cynical, DJ the Raptor, Damian Yerrick, Dancter, Dogman15, Eclipsed Moon, EricJD, Evildevil, Foudre bleue, Friginator, Fryguy64, GLmathgrant, GVOLTT, GVnayR, Gtrmp, Gurch, Hbdragon88, Hephaestos, Ian Moody, J.delanoy, Jason One, Jeff Silvers, Juggaleaux, JzG, Kail hamakai, Kariteh, Kung Fu Man, Kyle C Haight, Linkfreak16, Lorson, MER-C, Marcus2, Mariacer Cervantes, Mario777Zelda, MarioPool, Matteh, Megata Sanshiro, MidnightScott, Mika1h, Mintleaf, Mitaphane, Museo8bits, N. Harmonik, NessSnorlax, New Age Retro Hippie, Oklonia, Oscara, Ost316, PJ Pete, Paper Luigi, Parrothead1983, Pax:Vobiscum, Peter-baba, Platypus222, Press Start, RMikes, Ravimakkar, ReyBrujo, Rich Farmbrough, Rlk89, RockMFR, Sadied0g13, Salty!, Salvidrim, Sam Blacketer, Sandstein, Seth Ilys, Smartie2thaMaxXx, Smash, Sonic Mew, Steel, TJ Spyke, TheDotGamer, Thibbs, Thingg, ThomasO1989, Thrashmeister, Thunderbrand, Tide rolls, TonicBH, Tony Myers, Trioculus1, UberMan5000, Unknown Dragon, Unused000702, Useight, Victory93, WhisperToMe, Wik, YUL89YYZ, Yakuman, Yamamoto Ichiro, Ywncyber, 93 anonymous edits

531

Article Sources and Contributors


Yoshi's Safari Source: http://en.wikipedia.org/w/index.php?oldid=489868426 Contributors: 041744, ADeveria, AMHR285, AceofVoices, Anthonydyer84, Arima, Aufidius, BlueMario1016, Brian809, Closedmouth, Cmdrjameson, Combination, CyberSkull, Damian Yerrick, Eclipsed Moon, EnglishEfternamn, Felipewozniak, FriedMilk, Fryguy64, GVnayR, GeoMcDude, Hbdragon88, Headbomb, Ilyanep, Judgesurreal777, Kariteh, Krevans, Larsinio, Leger, Lorson, MardukZero, Mariacer Cervantes, Martiniturbide, Matteh, Mika1h, MrLeo, Mushroom, Mykas0, N. Harmonik, NES Boy, NeoGenPT, New Age Retro Hippie, Nintendo Maximus, PJ Pete, PV250X, RattleMan, Ravimakkar, RayvnEQ, ReyBrujo, Rich Farmbrough, RobJ1981, Roc314, Salavat, Salvidrim, Scatmanfan85, Secretlondon, Smash, StatfordUponLexington, Super koopa, TJ Spyke, TPIRFanSteve, TheDotGamer, ThomasO1989, Thunderbrand, Trioculus1, UnneededAplomb, Unused000702, Urutapu, Usucdik2, VederJuda, Victory93, Video Game Programmer, WhisperToMe, Yowanoreo, Zachkudrna18@yahoo.com, 57 anonymous edits Tetris Attack Source: http://en.wikipedia.org/w/index.php?oldid=496257056 Contributors: Abcfox, Addict 2006, Aljosa, Amcaja, Apostrophe, Arima, Bando26, Benpc91, Birdetta, Blake, BlueArcher, Brian809, Bumblebee Bay, CHz, Chipmuncking, Chrislk02, Cmdrjameson, Combination, CornettoDisk, Covarr, Crazyjames1080, CyberSkull, Cynical, DKqwerty, Damian Yerrick, Dancter, DarkFalls, David Gerard, Desaigamon, Dogaroon, DutchDevil, Econrad, Ed Cormany, Eliashc, Everdred, FCYTravis, Felix the Hurricane, Frecklefoot, Fryguy64, Furrykef, Gamed00d, Gogo Dodo, Grandy02, Gtrmp, Gus Polly, Hibana, J JMesserly, JLaTondre, Jagresta@bigpond.net.au, Jason One, Jc iindyysgvxc, Jhuhn, Judgesurreal777, JzG, Kaleb.G, Kariteh, Kidicarus222, KieferSkunk, Kung Fu Man, L3prador, Lhb1239, LightningPower, Lorson, Marasmusine, Matthew0028, Mboverload, Melaen, Melodia, Mika1h, Misterkillboy, NES Boy, NOAWiki, Naradak, NawlinWiki, New Age Retro Hippie, Nintendude, Nyletak, Optichan, Pagrashtak, Parrothead1983, Pikawil, Poobslag, Press Start, PsychoJosh, RAMChYLD, RainR, Ravimakkar, Remurmur, ReyBrujo, RyanGerbil10, Salvidrim, Secret Saturdays, Sfan00 IMG, Shaolin Samurai, Smash, Spacedog7, Sparky the Seventh Chaos, Spiritsnare, StanVman, TJ Spyke, Talio17, Talk It Over, Tedius Zanarukando, Telemachus Claudius Rhade, The Prince of Darkness, The-, Theswillman, ThomasO1989, Toiletduck, Trioculus1, Tyman 101, UberMan5000, Unknown Shadow, UserGoogol, Vague Rant, WhisperToMe, Wmahan, Yas, Zarvok, 320 anonymous edits Super Mario World 2: Yoshi's Island Source: http://en.wikipedia.org/w/index.php?oldid=492114327 Contributors: 041744, 1wolfblake, A Man In Black, AAA!, Adam152, Addict 2006, Adnfc, Agersant, Ajsh, Alex 8194, AmericanLeMans, Americanfreedom, Andrevan, Angry Sun, Apostrophe, ArtistScientist, Ashnard, Avengah, Azimuth1, BLUESHELL, Bentendo24, Binary, Bingomzan, Blackcat12, Bluebrody7, Blueguy1993, Bob Castle, BobbyBritish, Brendan Moody, Brian809, Btornado, CWii, Canyq, CapitalLetterBeginning, Casper10, Celyse, Colliric, Combination, Commandr Cody, CowboySpartan, Crazyjames1080, Crystallina, Cubeboxstation, CyberSkull, Cynical, D-Notice, DaProx, Daffybox, DanJ, Dancingcyberman, Danucciguzman, Dark Shikari, DarkfireTaimatsu, Darkhunger, Darrek Attilla, David Gerard, Dflocks80, Dickclarkfan1, DigiPen92, Dmleach, Dorvaq, Doshindude, Drake Clawfang, Drumpler, DutchShadow, EKindig, Ecksemmess, EddieVanZant, EliotAndrews, EnglishEfternamn, Erik9, Falcon8765, Falcon9x5, Firsfron, Flip42, FlyingPenguins, Frankyboy5, Fredrik, FullMetal Falcon, Funnyhat, Furrykef, FvdP, F, GD 6041, GPHemsley, Gabrielkat, Gamerforever, Gazpacho, Geniac, Geoff B, Georgia guy, GlassCobra, Goatasaur, GoingBatty, Grandy02, Greatestrowerever, H2g2bob, HMC, Hahnchen, Haipa Doragon, HalfShadow, Hardback247, Haukurth, Hbdragon88, Headbomb, HeroicJay, Hn, Hope(N Forever), ILOVEBRAWLHAHAHAHA, Idioteque Dance, Indigestion, Inter, J.delanoy, J44xm, JDspeeder1, JRM, Jackalt, Jacoplane, Jappalang, Jason One, Jayt55, Jeff Silvers, Jhsounds, JiangWei23, Johnleemk, Jpark3909, Jrp, Judgesurreal777, Juggaleaux, Julie56, JzG, Kamkek, Kariteh, Katieh5584, Kidicarus222, KnightRider, Landon1980, Latitude0116, Leyo, Libertyernie2, Likely Ally, LilHelpa, Linkdude20002001, Liontamer, Little Mountain 5, Liverpool Scouse, Luigi128, Luigi2, Luna Santin, MER-C, Maddogfilms, Maetch, Malcolm, Mandarax, Marcus Brute, Marcus2, Mario777Zelda, Martiian000, Maryann66, MaskedSheik, Mav, Maxmax6581, Meelar, Megaman en m, Megata Sanshiro, MementoVivere, Mernen, Meyow, Miguelg, Mika1h, Mild Bill Hiccup, MisterHand, Misterkillboy, Mps, MrLeo, N. Harmonik, Naddy, Nanten, Naruto134, NawlinWiki, New Age Retro Hippie, Nichie, Nintendo Maximus, NoPetrol, Nuparu, Omicronpersei8, Osrevad, Pagrashtak, PerfectStorm, PeruAlonso, Plastic editor, Poochy, PurpleKoopa, Qrs22, RA0808, RadioKirk, Rai-Thunder, RattleMan, Ravimakkar, Raymondluxuryacht, Redquark, ReyBrujo, Roc314, RoyBoy, Rufous, SCB '92, Sailorsaurus, Salvidrim, Sandmaster, SchuminWeb, ScienceApe, Ser Amantio di Nicolao, SergeantLuke, Sergecross73, Shadow Hog, ShadowHntr, ShadowRanger, Shamansanchez, Shaolin Samurai, Shroom Mage, Signor, Sjones23, Smash, Smithm1, Smokeyfire, Spardus, Sparky the Seventh Chaos, Spencer195, Stealth20k, Steel, Stmartin13, SuperHamster, SuperNESPlayer, SyL64, Syferus, Sysvjbjr, TBI6, TBustah, TJ Spyke, Tchac, Tezero, The Prince of Darkness, The Ultimate Koopa, TheFireCheese, Thesis4Eva, Thibbs, Thingg, ThomasO1989, Thorpe, ThunderCatsFan, Thunderbrand, Tide rolls, Timeineurope, Trioculus1, Tsriel, Unused000702, Victory93, Vzbs34, WhisperToMe, Wik, Wiki alf, WikiKong, WikiManiac64, Wikiloginwhoopwhoop!, Wikipeedio, Wknight94, X201, X96lee15, Xparasite9, Yair rand, Yas, YellowYoshi398, Ylem, Yoshi453, YoshiFan97, Yoshidude56, Yoshikid, ^demon, 518 anonymous edits Yoshi's Story Source: http://en.wikipedia.org/w/index.php?oldid=497494519 Contributors: 041744, Ace of Jokers, AdultSwim, Alex 8194, Alumni, Andrevan, Avicennasis, Billy'sShears, Brian809, CardinalDan, Cernen, Christopher Kraus, Cipher, Cjhar, Colonies Chris, Crimsonseiko, Cynical, Dalbster, Dancter, Danno uk, Danucciguzman, DavidJ710, Discospinster, Dogman15, Doshindude, EKindig, ESkog, Ed!, Eisai Dekisugi, EliotAndrews, EoGuy, Erpert, Evan1109, Evils Dark, FlareNUKE, FlyingPenguins, Fooziex, Fredrik, FriedMilk, Fryguy64, Furrykef, Gaius Cornelius, Geethree, Ghewgill, Giddie, Go slowly, GreaterWikiholic, Gunmetal Angel, Hall Monitor, Hbdragon88, HereCombsSanta, HereCombzSanta, Hero of legend, HeroicJay, Hewwowee, Hibana, Hugh Jassman, I has unique username, Iamstillhiro1112, IanC, InShaneee, J Milburn, JDspeeder1, JPD, Jagman42, Jeff3000, JesseMeza, Jhsounds, John of Reading, Johnnyauau2000, Jsk Couriano, Kariteh, Kidicarus222, Kjammer, Krash Kourse, Kusma, LerLerson, Lights, Lockeownzj00, LonesomeMoon, Lord Crayak, Lorson, Luigi128, Luigi2, Majorclanger, ManuRincon, Martpol, MaskedSheik, Masken, Matthew Yeager, Matthew0028, Mav, Megata Sanshiro, Mika1h, MisterHand, Misterkillboy, Monty845, Ms2ger, N-Man, N. Harmonik, NAveryW, NYKevin, Naruto134, Neo Zeus, NeoGenPT, NerdyScienceDude, New Age Retro Hippie, NickScott, Nijon76, Nivix, Niwi3, Ohconfucius, Oklonia, Olpus, OrangeDog, Pagrashtak, Pansapiens, Phred, Poochy, Power Box, Pro bug catcher, Project FMF, Punctured Bicycle, Quadell, Ravimakkar, RayvnEQ, Reach Out to the Truth, Redhot44586, Regancy42, Reinoe, ReyBrujo, Rich Farmbrough, Ricky81682, Rlk89, RobJ1981, Robbie IV, Rockfang, Salvidrim, Sam Hocevar, ShadowLaguna, ShadowMark-182, ShujinkoP3, Sillygostly, Sin Harvest, Sjones23, Smash, Someone another, Steel, Stevo1000, Stifle, Storm Rider, Sttngftw, T-rex, TITROTU, TJ Spyke, TPIRFanSteve, Tbhotch, Tezero, Th1rt3en, The Prince of Darkness, The Ultimate Koopa, TheFrontYear, ThomasO1989, Thunderbrand, Tinton5, Tirkfl, Trainra, Triforce of Power, Trioculus1, UKER, Undead Herle King, Unused000702, Urutapu, Vague Rant, Victor Lopes, Victory93, WildMIKE123, Willdask8ter, Woodenarrow, Woohookitty, Wow, this website is the bee's knees!, Y0u, Yoshidude56, ~Viper~, 295 anonymous edits Yoshi's Universal Gravitation Source: http://en.wikipedia.org/w/index.php?oldid=479205428 Contributors: 041744, 1 Cent In Mind, A Man In Black, ABCD, Ace of Jokers, Albval, Anonymous101, Apostrophe, Avicennasis, Axem Titanium, BlueMario1016, Bobnorwal, BrownHairedGirl, Covenant Elite, DTPrimus2112, David Gerard, DerHexer, DoubleCross, Duja, Fleinn, Gakon5, Grandy02, Gurch, Hahnchen, Hartseeker, Hbdragon88, Heran Bago, Ian Moody, Jason One, Jeff G., Jeff3000, Jomama444555, Jopasopa, Juliancolton, JzG, Kariteh, Krystyn Dominik, LilHelpa, Link 486, Lorson, Luigi128, N. Harmonik, NES Boy, NP Chilla, NealP, New Age Retro Hippie, Nick41388, Oscara, Pagrashtak, Pampas Cat, PiaCarrot, Plainnym, Ppk01, Ravimakkar, ReyBrujo, RobJ1981, Salvidrim, Sergecross73, Sietse Snel, Sillygostly, Smash, TJ Spyke, TPIRFanSteve, Thaddius, The Prince of Darkness, The Thing That Should Not Be, Thorpe, Thunderbrand, Tide rolls, Triforce of Power, Trioculus1, Unused000702, Victory93, WOSlinker, Woohookitty, Zooba, 107 anonymous edits Yoshi Touch & Go Source: http://en.wikipedia.org/w/index.php?oldid=478979616 Contributors: $yD!, 041744, Accered, AlistairMcMillan, Altenmann, Atomic Cosmos, Avicennasis, Awk, Calaschysm, Corn Popper, Ctu2485, Dalahst, Deathawk, DocDragon, DoubleCross, Doug teh H-Nut, Drumpler, Ettrig, FullMetal Falcon, Furrykef, Gaius Cornelius, Gakon5, Goldom, Haipa Doragon, Hbdragon88, Hibana, Iamstillhiro1112, Idioteque Dance, Jason One, Jolivio, K1Bond007, Kariteh, Lawrence Hall, Lg16spears, Luigi128, Luigi2, Malcolm, Martarius, Megata Sanshiro, Mika1h, Mikibacsi1124, Miremare, N. Harmonik, New Age Retro Hippie, OekelWm, Optichan, Oxymoron83, Pagrashtak, PurpleKoopa, ReyBrujo, RockMFR, Romanista, Salvidrim, Sean WI, Sillygostly, Sir aaron sama girl, SixteenBitJorge, SkyWalker, Smash, Steel, Stumpers, TJ Spyke, TPIRFanSteve, TenPoundHammer, Th1rt3en, Thaddius, Thadius856, The Prince of Darkness, The-, Thorpe, Thunderbrand, Tigers boy, Tony1, Trick man01, Triforce of Power, Trioculus1, Unused000702, Urutapu, WhisperToMe, Zeldamaster3, 77 anonymous edits Yoshi's Island DS Source: http://en.wikipedia.org/w/index.php?oldid=495059587 Contributors: 041744, 0dd1, 75th Trombone, 777sms, A Man In Black, Accered, Adrgs, Apostrophe, Arjun01, Artichoker, Ashnard, Belasted, Bentendo24, Blaigh, BlargDragon, Bllasae, Bowser Jr. Koopa, Brian5799, Brian809, Brittany Ka, Cannedpasta, Carpet9, Chandler186, Chirp Cricket, Chris the speller, Cipher, Colonies Chris, Crikeys, CyberSkull, D.brodale, DJ the Raptor, Dancter, Darth Mike, David Fuchs, Deathawk, Despatche, Dogman15, Dreyfus2006, Eichikiyama, EliotAndrews, Errorfinder, FangzofBlood, FlyingPenguins, Frankyboy5, FullMetal Falcon, GVnayR, Gary King, GerbilSoft, Gp nintendo, Grandy02, HarlingtoxAD, HeroicJay, HighwayCello, JaGa, Jai Soun, Jeff Silvers, Jj984jj, JohnnyMrNinja, Jonny2x4, Juliancolton, JzG, Kariteh, Kevbowie, Kiminatheguardian, Kingdom56, Klaus Kratchet, Koavf, Koogunmo, KoshVorlon, Lando Calrissian, Lego3400, Lerdthenerd, Lightwing1988, LikuX, Magicpink, Manmonk, MarioLOA, Masem, Megata Sanshiro, Micmoo, Mika1h, Miremare, MonoCrome, MrDrak, Mrjaja, N. Harmonik, Naruto134, Neilka, New Age Retro Hippie, Nrycar, Paidgenius, Pata Hikari, PhnomPencil, RaseaC, Remurmur, ReyBrujo, Rizers, RockMFR, Rufous, Ryulong, SAGE35, Salvidrim, SaturnYoshi, ShaleZero, SiameseSoul, Sillygostly, Silver Edge, Smash, Smijes08, Soetermans, Spardus, Steel, Stifle, Superjustinbros., Sylverstone, TJ Spyke, TPIRFanSteve, Thaddius, The Legend of Miyamoto, The Prince of Darkness, The artist lukas, TheCoffee, ThomasO1989, Thorpe, ThunderCatsFan, TonicBH, Tony1, Toomai Glittershine, Toxicroak, Trioculus1, Unused000702, Upgrader1, Uzisuicide, Vendettax, Versus22, Warreed, West.andrew.g, WhisperToMe, Wknight94, Wonchop, Zantolak, Zeldamaster3, Zinamaspana, Zomic13, , 292 anonymous edits Mario & Wario Source: http://en.wikipedia.org/w/index.php?oldid=485700403 Contributors: 0dd1, A Man In Black, ADeveria, Addit, Combination, Coredesat, Crumbsucker, Ddespie@san.rr.com, Deltabeignet, Deuxhero, Dodoste, Dragonz6189, DreamingLady, Drumpler, DutchDevil, Eclipsed Moon, Evice, Face, Furrykef, GVnayR, Glass Sword, Hero of legend, Hibana, January2007, Jonny2x4, K2JMan, Khisanth, Kung Fu Man, Lights, Matteh, Matty-chan, Megata Sanshiro, MrDrake, MrLeo, MuZemike, Mushroom, N. Harmonik, NES Boy, New Age Retro Hippie, Nintendo Maximus, Omdfg, Onesimos, Ost316, Pagrashtak, Pearle, RA0808, RattleMan, Remember the dot, RobJ1981, Robbie IV, Salvidrim, Scapler, TJ Spyke, TPIRFanSteve, TanookiMario257, Thiseye, ThomasO1989, Triforce of Power, Trioculus1, Unused000702, Wafulz, WhisperToMe, Wikipedian64, Zachkudrna18@yahoo.com, Zincomog, 43 anonymous edits Wario's Woods Source: http://en.wikipedia.org/w/index.php?oldid=493093531 Contributors: Ace of Jokers, Addps4cat, Andrevan, Angry Sun, Avicennasis, Azimuth1, BeingHelp4343, Bryan Derksen, Burntsauce, COMPFUNK2, Canihuan300, Casper10, Charles Matthews, Chris Roy, ChrisGriswold, Classicrockfan42, Cmdrjameson, Combination, Crumbsucker, DajoKatti, Damian Yerrick, Davidwil, Dazuro, DreamingLady, FightingStreet, Fryguy64, Furrykef, GS Sentret, GUTTERTAHAH, GVnayR, Georgia guy, Gtrmp, Hailinel, Hibana, Hn, Jappalang, Jeff Silvers, Jhsounds, Jmeriot, Jmmurphy, Juggaleaux, Khfan93, Kukini, LeonWhite, Liontamer, Lord Crayak, Lorson, Macadamia Nut Guy, Marasmusine, Marcus2, Mariacer Cervantes, Martin IIIa, Masky, Master Thief Garrett, Megata Sanshiro, MuZemike, Mysidia, N. Harmonik, NTDOY Fanboy, Nakon, Navstar, NessSnorlax, New Age Retro Hippie, Oklonia, Ost316, Pacman66, Pagrashtak, Pelago, PeterSymonds, Press Start, ProjectPlatinum, Ravimakkar, ReyBrujo, RobJ1981, Salvidrim, Sam Hocevar, SchfiftyThree, Seancdaug, Senarodrigo, Shearonink, Signalhead, Smash, Soetermans, TJ Spyke, TOO, TanookiMario257, Thaddius, The-, TheDotGamer, Theichibun, Thibbs, ThomasO1989, Trey56, Trioculus1, Ultimo Camdawg, Unused000702,

532

Article Sources and Contributors


WhisperToMe, Wikispork, Z346X999, 97 anonymous edits Wario Blast: Featuring Bomberman! Source: http://en.wikipedia.org/w/index.php?oldid=489873824 Contributors: Alvis, Andrevan, BulletBillTime, ConantheLibrarian, Creet, Cyan Gardevoir, Cyclone1993, Darkangelsv1, Deamon sess, Doom127, DreamingLady, DutchDevil, Eric322, Fryguy64, GVnayR, Gaius Cornelius, Gtg204y, Hbdragon88, Jeff Silvers, Khisanth, KieferSkunk, L33tfella H, Megata Sanshiro, Mika1h, Mitaphane, N. Harmonik, Nensondubois, NeoChaosX, New Age Retro Hippie, Nineko, Onesimos, Pagrashtak, Pikawil, Rich Farmbrough, Robbie IV, Ryulong, Sharp962, Smashman202, Sunbun, Superjustinbros., TJ Spyke, Tree Biting Conspiracy, Triforce of Power, Trioculus1, Tyrell82, Unused000702, WOSlinker, 23 anonymous edits Wario World Source: http://en.wikipedia.org/w/index.php?oldid=496968724 Contributors: Ace of Jokers, Aeon1006, Aerion, Ahoerstemeier, Altar of Kez, Alumni, Andrzejbanas, Antster1983, Ashnard, Avicennasis, Blackcat12, Bovineboy2008, Can't sleep, clown will eat me, Chiefmartinez, ChrisGualtieri, Christani14, Combination, Cousin Yugi, CyberSach, CyberSkull, Dannybu2001, Dawynn, DeviantOne, DreamingLady, Drumski89, FightingStreet, FlyingPenguins, Gaius Cornelius, Gemini1980, Gharty, Grandy02, Guyinblack25, Hahnchen, Hibana, Ht1848, Ian Pitchford, Igordebraga, Ira-welkin, Irishguy, JaGa, Jaxl, Jayjg, Jimmy butt, Joanne ong, Judgesurreal777, K1Bond007, KKK h8er, Kbdank71, Kev19, Khfan93, Kimchi.sg, Koavf, Lendu, Lllumpy, Lucia Black, Makron1n, Malcolm, Matthew Brandon Yeager, Megata Sanshiro, MicroCitron, Mika1h, Mintleaf, Miremare, N. Harmonik, New Age Retro Hippie, NrDg, Nuttycoconut, Pagrashtak, Percy Snoodle, Pipedreamergrey, Pkeets, Poiuyt Man, Politepunk, Project FMF, Radix Z, RememberMe?, Remurmur, Rextomasic2, RobJ1981, Ronhjones, Rumping, Ryulong, Sade, Salvidrim, Sillygostly, SimonMayer, Smash, Snotplinkoid, Snowolf, SunCreator, TJ Spyke, TKD, TPIRFanSteve, Tehw1k1, The Prince of Darkness, The Rogue Penguin, Tony1, Trioculus1, UKER, Unknown Dragon, Unknown Shadow, Unused000702, ZanderZ, , 191 anonymous edits Wario: Master of Disguise Source: http://en.wikipedia.org/w/index.php?oldid=477524461 Contributors: -Majestic-, Ace of Jokers, Am00nz0r5, Amalas, Apostrophe, Atomic Cosmos, BBilge, Bakilas, Brittany Ka, Calamity-Ace, Calaschysm, Chykka207, Cyclone1993, Daler, Dawynn, Dbm11085, Deathawk, DocSigma, Dracker, DreamingLady, Dudeman12, Erushford, Evice, Eyeyamthuhwallruss, Fragglet, GargoyleMT, Gogo Dodo, Gracenotes, Hammer Bros., Headbomb, Jerry teps, Kflester, Kusma, LolUSuk, LordRM, Luigi128, Majorclanger, MarioMaster51, Marioman12, Mato, Me676, Megata Sanshiro, Miranda, Miremare, MrDrake, Mschel, MuZemike, N. Harmonik, NES Boy, New Age Retro Hippie, PV250X, RaviC, ReyBrujo, RobJ1981, Salvidrim, ShakespeareFan00, Smash, StephenYap3, SuperCooper, TITROTU, TPIRFanSteve, Tehw1k1, Thunderbird8, Trioculus1, Tsuba, Unused000702, Vendettax, Zalgo, Zixor, Zooba, 116 anonymous edits Wario Land: Super Mario Land 3 Source: http://en.wikipedia.org/w/index.php?oldid=496365009 Contributors: 041744, 1 r3gr37 n0n, ABCD, ADeveria, Amirrezasepehr, Andrevan, Angry Sun, Anjin-san, Apostrophe, ArtistScientist, Avicennasis, BecauseWhy?, Biruitorul, Bishop2, Blake, Bob Castle, Branddobbe, Buzda, Carlwev, Casper10, Chaparral2J, Clockwork Hydra, ColinJF, Cometstyles, Cosmetor, Cunny, CyberSkull, Darkness2005, DaveJB, David Gerard, DennyColt, Dogaroon, Doom127, Doshindude, Drake Clawfang, Drat, DreamingLady, EnglishEfternamn, Eyeball226, Feezo, Forenti, FriedMilk, Fryguy64, Furrykef, GVnayR, Gaius Cornelius, Gilderien, Grandy02, Hammer Raccoon, Harrison click1, Iamstillhiro1112, InfernoWario, Infinitymmx3, J 1982, Jacquismo, Jason One, JensEriksson, Jezthepie, Jmlk17, Jonny2x4, Judgesurreal777, Julyo, JzG, Kariteh, Kbdank71, Kung Fu Man, Libertyernie2, Lorson, Luigi128, Majorclanger, Makron1n, Malcolmo, Marcus2, Marysunshine, MedeaMelana, Megata Sanshiro, Miquonranger03, Miremare, MrDrake, N. Harmonik, New Age Retro Hippie, Nezzdude, Nytemyre, Ohconfucius, PV250X, Pagrashtak, Papa Mama, Plainnym, Platypus222, PureRED, RattleMan, RaviC, Ravimakkar, RedNifre, Rettetast, Rhakith, Richskim, RobJ1981, Robbie IV, Ryulong, Sahilm, Salvidrim, Shadoman, Shimotsuke, Smartass mf, Smash, Smashman202, Steveprutz, TPIRFanSteve, Thaddius, The KZA, The Prince of Darkness, TheDotGamer, Thyzzie, ToKnow, Triforce of Power, Trioculus1, Trogga, Uncle Dick, Unused000702, Vendettax, Victory93, WOSlinker, WhisperToMe, Wii User12, Wonchop, Wraithofnine, Yas, Yossiwikier, Zachkudrna18@yahoo.com, Ziron, 193 anonymous edits Virtual Boy Wario Land Source: http://en.wikipedia.org/w/index.php?oldid=486474915 Contributors: 041744, Ace of Jokers, Apostrophe, Blu Aardvark, Carlroller, Cdc, Charles Matthews, Combination, Corn Popper, DESiegel, Deathawk, DreamingLady, Dycedarg, Firsfron, Floppydog66, Grandy02, Headbomb, Hn, Iamstillhiro1112, Jpnky, Kariteh, Kbdank71, Kflester, Kung Fu Man, Leszek Jaczuk, Lorson, Lucia Black, Luigi128, Megata Sanshiro, MuZemike, New Age Retro Hippie, PV250X, Pagrashtak, Parrothead1983, Plainnym, Remurmur, Rjwilmsi, RobJ1981, Robbie IV, SNS, ST47, Salavat, Salvidrim, Secret Saturdays, Sfan00 IMG, Smash, TPIRFanSteve, Th1rt3en, TheLoverofLove, Trevj, Triforce of Power, Trioculus1, Tsuba, Ultim87, Unused000702, Wakuran, WikiLaurent, WikidSmaht, Woohookitty, Yanksox, 46 anonymous edits Wario Land II Source: http://en.wikipedia.org/w/index.php?oldid=485639511 Contributors: 2Wikid, 32X, ADeveria, Andrevan, Avicennasis, Bornhj, BritishWatcher, CalusReyma, Cocoapropo, ColinJF, Conwakolives, Deltwalrus, DewN, Doom127, Dragon's Light, DreamingLady, Dtm142, Econrad, FightingStreet, Fryguy64, Furrykef, FutureDomain, Haipa Doragon, Hyju, Ilikemusic, Ixfd64, Jackalt, James W. Enderson, Jason One, Judgesurreal777, Kariteh, Kbdank71, Libertyernie2, Lightmouse, Lorson, Luigi128, Makron1n, Mariacer Cervantes, Megata Sanshiro, Mika1h, Mitaphane, Nensondubois, New Age Retro Hippie, Nukleon, Pagingmrherman, Pagrashtak, Pipedreamergrey, Ravimakkar, Rnb, Robbie IV, Ryulong, Salvidrim, SimonMayer, Smash, Smjg, Spacedog7, Spazure, Standard Deviation, TJ Spyke, TPIRFanSteve, Thanos6, The Ultimate Koopa, TheDotGamer, TheProject, Tmrobertson, Triforce of Power, Trioculus1, Unused000702, Victory93, WikidSmaht, Yas, Yuckfoo, Zomic13, 74 anonymous edits Wario Land 3 Source: http://en.wikipedia.org/w/index.php?oldid=495655751 Contributors: ADeveria, AlexJ, Andrevan, Ashandarei, Celique, Cocoapropo, Colonies Chris, Combination, CommonsDelinker, Connell66, David Gerard, Deltwalrus, Delusion23, DreamingLady, Dtm142, Econrad, Ewlyahoocom, Gilliam, GreatWhiteNortherner, Haipa Doragon, Headbomb, Hmains, Hyju, Ian Pitchford, Jason One, Jeepday, Joanne ong, Judgesurreal777, Kariteh, Kauczuk, Kbdank71, Khisanth, King Toadsworth, Lalaland2, LilHelpa, Lord Ichmael, Lorson, Luigi128, Makron1n, Marcus2, MedeaMelana, Megata Sanshiro, Metrackle, Mezigue, New Age Retro Hippie, Pagrashtak, ProjectPlatinum, Ravimakkar, Rjwilmsi, Robbie IV, Ryulong, Salvidrim, SimonMayer, Smash, TPIRFanSteve, The Prince of Darkness, The Ultimate Koopa, TheDotGamer, Thermaland, Thibbs, Trioculus1, Unused000702, Vendettax, Victory93, WOSlinker, Yas, 62 anonymous edits Wario Land 4 Source: http://en.wikipedia.org/w/index.php?oldid=491988889 Contributors: ABCD, ADeveria, Ace of Jokers, Alumni, AmericanLeMans, Andrevan, Andycjp, Arnoox, Avicennasis, Bentendo24, Carlosguitar, Chiefmartinez, Chubbybig, Cmdrjameson, Coreycubed, Cyclone1993, Dar-Ape, David Gerard, Dr. Worm, Drat, DreamingLady, Econrad, Equendil, Eyeyamthuhwallruss, Forteblast, Fusionmix, Gorffy, Grandy02, Ht1848, Ian Moody, Infinitymmx3, Jackalt, Joanne ong, John of Reading, Jopasopa, Juanra, Judgesurreal777, Kariteh, Kbdank71, Kflester, Kidicarus222, Looney Guy, Luigi128, MBisanz, Makron1n, Marcus2, Mario54671, Maximus Rex, MedeaMelana, Megata Sanshiro, Mitaphane, N. Harmonik, Nahallac Silverwinds, New Age Retro Hippie, NrDg, OTB, Oscara, PV250X, Pagrashtak, Parrothead1983, Plainnym, PsychoJosh, RadicalBender, Ravimakkar, RedWordSmith, Remember the dot, Rich Farmbrough, Rjwilmsi, RobJ1981, Ryulong, SCB '92, Salavat, Salvidrim, Shimotsuke, SimonMayer, Smash, Smjg, Steveo2, TPIRFanSteve, TechPurism, The Ultimate Koopa, TheDotGamer, Thibbs, Triforce of Power, Trioculus1, Turcottem, Tutsuro, Unused000702, Victory93, WOSlinker, Woohookitty, Yas, 166 anonymous edits Wario Land: The Shake Dimension Source: http://en.wikipedia.org/w/index.php?oldid=494696261 Contributors: 041744, A Man In Black, A0me, Adzma, Agiorgio, Agp93, Aktsu, AlexanderLD, Almighty Rajah, AnmaFinotera, Ash Pokemaster, Avicennasis, Awesone, Bowserjr55, Bryan.Wade, Calabreseboy, Chaoshi, Cipher, Computerkid1416, Daftpunkboy93, DanJ, Discospinster, DovesDeaths, Dposse, Drew R. Smith, Eekerz, Elephant Talk, Enviroboy, Epbr123, Evice, Falcon9x5, Flewis, Forteblast, GEM036, Go insane, Graeme Bartlett, Grandy02, Guam00, Hibana, Hk747, Hybrid360, Jake Wartenberg, Jean-Frdric, Kekrot, Kev19, Koavf, Lord Crayak, LordRM, Maetch, Mario4EVER14, Martarius, Megata Sanshiro, Metroid100, Mewlypitch, Mika1h, Milek80, Mr pand, MrKIA11, MuZemike, N. Harmonik, NeO Latvianracer, New Age Retro Hippie, Nsekhon, Onesimos, Pagrashtak, Pkeets, Polo83, Railer-man, Rainbowdevil, Richiekim, Rjcripe, Ryulong, Salvidrim, ScorpSt, Seibei4211, Silver Edge, SkyWalker, Slakr, SoWhy, Sufi34745, SuperHamster, SuperVigilant, TJ Spyke, Tabletop, Tenupos, The Prince of Darkness, Theprophet08, ThomasO1989, Thornstrom, Trioculus1, Trogga, Uncle Dick, Unknownsage13, Unused000702, Urutapu, VederJuda, Viet3031, Wii User12, X201, 209 anonymous edits WarioWare, Inc.: Mega Microgame$! Source: http://en.wikipedia.org/w/index.php?oldid=490716171 Contributors: 041744, A Nobody, ABCD, AmericanLeMans, Andrevan, Avicennasis, Bentendo24, CanisRufus, Chavando, Colonies Chris, Conti, Coreycubed, Cyberdude93, DarknessLord, Davidjustinlee, Dbenbenn, Deathawk, Destroyer of evil, Doshindude, Dreaded Walrus, DreamingLady, Econrad, El Cid, FightingStreet, Fleinn, GVnayR, Grandy02, Gtrmp, Gunmetal Angel, Hbdragon88, Headcase88, Hibana, Hmmfomtgal, HonkeyKong, Hope(N Forever), Ht1848, Ian Moody, IanC, Joanne ong, Kariteh, Kbdank71, Kjammer, Lorson, Luigi128, MIT Trekkie, Marioman03, Masken, McDoobAU93, McGeddon, MegaByte, Megata Sanshiro, Metrackle, Mika1h, Morgan695, NES Wii, Nega20, Neo Geo, New Age Retro Hippie, Nintendude, OGoncho, OrangeDog, Oscara, Pagrashtak, Papa Mama, Percy Snoodle, PiaCarrot, Pixel, Poiuyt Man, Ppk01, PurpleKoopa, Purpleturple, R9tgokunks, Ravimakkar, Rayato, Renophaston, ReyBrujo, Rjwilmsi, RobDe68, Romanista, Rushoffailure, Ryulong, SCB '92, Salvidrim, SamuraiClinton, SeanKing64, Sfan00 IMG, Sillygostly, Sinistro, SixteenBitJorge, Smash, Smjg, Snowolf, Sockatume, Spacedog7, StrangerAtaru, TJF588, TPIRFanSteve, Thaddius, The Prince of Darkness, The Rogue Penguin, The Stick Man, Triforce of Power, Trioculus1, Tyan23, Unused000702, Urutapu, Vague Rant, Vendettax, Wiibeatsps3, Wonchop, Woohookitty, Xtremeblur, Y0u, 102 anonymous edits WarioWare: Twisted! Source: http://en.wikipedia.org/w/index.php?oldid=479311411 Contributors: 041744, 789 the joke, ABCD, ADeveria, Ajsh, Alvis, Andrewpmk, Anthall1991, Atomic Cosmos, Avicennasis, Beppo, Blindman shady, CaptainConq, ChunkyKong12345, Classicrockfan42, Cocopopz2005, Cokeandpoprocks, Coreycubed, CyberSkull, Daisuke-Matsuzaka, Demi, Discospinster, Dogman15, DreamingLady, EAD Ninja, Evice, Firsfron, Floodclaw, Floria L, Fragglet, FredOrAlive, Grandy02, HAL Capone, Hahnchen, Hbdragon88, Headcase88, Ian Moody, JHeinonen, Jason One, Jay-r101, Jeff Silvers, Jeffrey Mall, Jitterro, K1Bond007, KKK h8er, Kariteh, Kbdank71, Kev19, Kflester, Legoboy2000, Liiamxo-xo, Luigi128, MIT Trekkie, Max22, McBacon, Megata Sanshiro, MementoVivere, Mika1h, Mitaphane, Mostly Rainy, MrDrake, N. Harmonik, NOAWiki, Neelix, NelsonJ, New Age Retro Hippie, NintendoDSKing, NintendoGod, Ohconfucius, OptimumTaurus, Oscara, PSE teh 1nf0, PV250X, Pagrashtak, Percy Snoodle, PiaCarrot, Platypus222, Ppk01, Quasirandom, R'n'B, Ravimakkar, RobJ1981, Ron Stoppable, Ryulong, SCB '92, Shenme, Sietse Snel, Sillygostly, Simon171717, SixteenBitJorge, Smash, Sockatume, Stevo1000, Super Goku 2, Super Shy Guy Bros., TJF588, Thaddius, The-, TheDotGamer, Thorpe, Thunderbrand, Toiletduck, Tony Myers, Toxicroak, Tphi, Triforce of Power, Trioculus1, Tsuba, U-Mos, Unused000702, Urutapu, VaderRacer, WikiLaurent, Wikipedian64, Wipe, Y0u, Zixor, Zooba, 245 anonymous edits

533

Article Sources and Contributors


WarioWare: Touched! Source: http://en.wikipedia.org/w/index.php?oldid=488926214 Contributors: ABCD, AMTF, Ace of Jokers, Aileza, Alberico5, Arrowned, Atomic Cosmos, Avicennasis, Biot, Calaschysm, CalusReyma, Cannedpasta, ChapperIce, Chavando, Chodorkovskiy, Coreycubed, Corn Popper, CryptoDerk, CyberSkull, Deathawk, Defragged, Dekimasu, Dingy the kitten, Dogman15, DreamingLady, Eichikiyama, Evan1109, Evice, Fancyjake, Fleinn, Frogger3140, Grandy02, Hbdragon88, Hooverbag, Jason One, Jesus prince of yaoi, Journ, K1Bond007, Kariteh, Katieh5584, Kbdank71, KingKane, LGagnon, LilHelpa, LittleSmall, Looney kid, Luigi128, Luigi2, Lyoko is Cool, MIT Trekkie, MagicBez, Masken, Master Thief Garrett, Matt Deres, Matticus78, Megata Sanshiro, Mica3721, Miremare, N. Harmonik, NES Wii, NOAWiki, NelsonJ, New Age Retro Hippie, Newsance, NintendoGod, Nishi-Kyo, Nyletak, Optichan, Pagrashtak, Percy Snoodle, Phred, PiaCarrot, Ppk01, R9tgokunks, Red Alien, RobJ1981, Ron Stoppable, Ryulong, SCB '92, SamuraiClinton, Sean WI, Sillygostly, Silver Edge, SimpsonsMan1234, SixteenBitJorge, Smash, Snowolf, Sombody, Ssj27gohan, StarScream1007, SuperDude115, TJ Spyke, TJF588, The Prince of Darkness, The Rambling Man, The Ultimate Koopa, TheDotGamer, Themasterofwiki, Thorpe, Tohru Honda13, Toiletduck, Tregoweth, Triforce of Power, Trioculus1, Trogga, Tsuba, Unused000702, Urutapu, Whatsthismornings, Whiplashxe, Wiibeatsps3, Wikipedian64, Wonchop, Y0u, Yamamoto Ichiro, Yumyumpuppies, Zeldamaster3, 120 anonymous edits WarioWare: Smooth Moves Source: http://en.wikipedia.org/w/index.php?oldid=477517398 Contributors: 1007D, 8-Bit, Abscissa, Ace of Jokers, Ace ofspade, Addit, Amularya, Arend de kat, ArrEmmDee, Ashnard, AtionSong, Axem Titanium, Babij, Bando26, BattleMario, Bendragonbrown47, Biendeo, Billdorr, Bly1993, BobbyBritish, Boonose, Borincano75, Bowser13, Brian789, Brian809, BuickCenturyDriver, C.Olimar788, Calamity-Ace, Charmy97, Chavando, Cobe44, Cocopopz2005, Codemonkey, Colinbartlett, Colostomyexplosion, Conan-san, Coreycubed, Csaag, CyberSkull, Cyberlink420, DOSGuy, Dan457j, DanCrowter, DanJ, Dancter, Dandanger, Deathawk, DerHexer, Deuxhero, Dingy the kitten, Disaster Kirby, DivineShadow218, DocSigma, Dogman15, Drat, Dreaded Walrus, DreamingLady, Eaefremov, EchoBoy, Eloipfeiffer, EmeZxX, Enviroboy, Exodecai101, Falcon9x5, FangzofBlood, Femmesharp, FisherQueen, Fleinn, Foxj, Frankyboy5, Fredrik, FullMetal Falcon, GCFreak2, GOMEC005, GVOLTT, Gamer007, Gamingexpert, Gary King, General Bison, Grandy02, Gurch, Hailinel, Happy Thoughts, Hario, Harryboyles, Hbdragon88, HumanZoom, I Went to Japan and Got a Hat, Ice ball player at timezone, Idlemichael, Ike12, Ilikemusic, IslandHopper973, JJLANE, JaGa, JackSparrow Ninja, Jay-r101, JdFalcon04, Jeff Silvers, Jeff3000, Jhsounds, Jimbob1630, Jitterro, Jmanrulz1006, Joanne ong, Judgesurreal777, Kaburicho, Kakofonous, Kariteh, Kev19, KieferSkunk, Kirbykook, Kitch, Klaus Kratchet, Knuckles sonic8, Koavf, Koffie, Krellion, Krevans, Kyle C Haight, Kyle2day, LamontRaymond, Lemonflash, Lincoln174, Llamalord54321, LoganTheGeshrat, Lord Hawk, Luigi128, Malcolm, MarioMaster51, Masem, Mega richard, Megata Sanshiro, Metroryry, Miremare, Misterkillboy, Mistermanguy, Moberho, MrDrake, Mshisal103, Mushroom, N. Harmonik, NOAWiki, NTDOY Fanboy, NelsonJ, Neo Geo, Neo Samus, New Age Retro Hippie, NikePlus, Nintendokinz, Nixeagle, Optichan, Pace212, ParticleMan, Paulgregory, Penubag, Phil.e., Phred, Pink D3stroyer, Platypus222, Pred, Press Start, PsychoJosh, Rat235478683, Rebrane, RememberMe?, ReyBrujo, Rhonin the wizard, RobJ1981, Robtotheb, RockMFR, Rodre1, Roxdal, Ryulong, S, SBGamesCone, Salavat, Salvidrim, Scepia, Sd31415, Shadow Hog, Shalom Yechiel, Sharkicon, Signalhead, Sillygostly, Silver Edge, Sir de wario, Sirex98, SixteenBitJorge, Skies, Smash, Sniggles, Sp3000, SuperNESPlayer, SuperSonic, Superjustinbros., Svetovid, TJ Spyke, TJF588, Tehw1k1, Th1rt3en, The KoG, TheBilly, TheGrue, TheShadowZero, ThomasO1989, Thorpe, TonyGF, Tphi, Trioculus1, Trogga, Twoblackeyes, UberMan5000, Udufruduhu, Unknown Dragon, Unused000702, Urutapu, Userboxes Only!, VG Cats Tipe 2, Van helsing, Visokor, Warorelse, Warrens467, Wcbzero, WhisperToMe, Wiibeatsps3, Wikipedian64, Winchelsea, Wizkid357, Wknight94, Wonchop, XBBx, Yawn07, Zomic13, Zooba, Zuchan, 512 anonymous edits WarioWare: Snapped! Source: http://en.wikipedia.org/w/index.php?oldid=477540078 Contributors: .:Alex:., Avicennasis, Caltas, Canyq, Contactar, Daftpunkboy93, Dancter, Fleinn, Forteblast, Grandy02, Jay-r101, Jhuhn, JohnnyB256, Kelestar, Lamarcus654, Mario4EVER14, MrKIA11, N. Harmonik, NOAWiki, New Age Retro Hippie, Nishi-Kyo, Ouseraquenao, PV250X, Rjwilmsi, Ryulong, SNS, Salavat, Salvidrim, Silver Edge, Super Shy Guy Bros., Tabletop, Tehw1k1, Th1rt3en, Tony Myers, Trioculus1, Turtle Man, Unused000702, Wonchop, Zsxd, 50 anonymous edits WarioWare D.I.Y. Source: http://en.wikipedia.org/w/index.php?oldid=496684464 Contributors: Alagaria, Anguslemonlime, Avicennasis, Calamity-Ace, CommonsDelinker, Damian Yerrick, Dancingcyberman, Dancter, DigiPen92, Falcon9x5, FunFun Fun109, Grandy02, Henryodell, Hibana, Hmr, ISquishy, Jay-r101, Jessmaster, Jhuhn, JoaquinF, Knuckles sonic8, Koavf, Kurisuellegarden, Kusunose, LeonardoGolden, LilHelpa, Luvcraft, Masem, Mika1h, Mistermanguy, MrKIA11, MuZemike, Murphyshane, N. Harmonik, NFreak007, NOAWiki, New Age Retro Hippie, Pagrashtak, Pdiddyjr, Popplenrookie, Qwertqwertqwertqwertqwert, Rehevkor, RobJ1981, Ryulong, SCB '92, SLJCOAAATR 1, SNS, Secret Saturdays, Socob, SuperHamster, TJ Spyke, Tav2244, The Ultimate Koopa, Thebestofall007, ThomasO1989, Thunderbird8, Triceratopsred, Trioculus1, UltraMasters200, Unused000702, Versus22, VmKid, Wiki Roxor, Wonchop, Y2Kbug77, YamiMario, Yowuza, 140 anonymous edits Golf Source: http://en.wikipedia.org/w/index.php?oldid=495459074 Contributors: 041744, Acidburn24m, Adruki, Austriacus, Avicennasis, Bemo56, Black Squirrel 2, Brittany Ka, Buzda, Caaaake, Combination, Dancter, Dawynn, Discospinster, Dogman15, Ecksemmess, FightingStreet, Fryguy64, GVnayR, Golbez, Grandy02, Greba, Guthrie, HannesP, Haymaker, Hbdragon88, Hibana, Ian Moody, JasonAQuest, Jeff Silvers, Jhuhn, JohnnyMrNinja, Jonny2x4, Kamek87, Lorson, Loves Nintendo!, Mariacer Cervantes, Matthew Yeager, Mboverload, Misterkillboy, Moeron, MuZemike, N. Harmonik, NES Boy, Neji56565onyoutube, New Age Retro Hippie, Oscara, Oxymoron83, Parrothead1983, Phediuk, ReyBrujo, Richiekim, RobJ1981, SMcCandlish, Salavat, Salvidrim, Slo-mo, Smash, SpecialWindler, SuperDude115, TJ Spyke, TVfanatic2K, The Glow Pt. 2, The T, TnS, Trick-the-Peak Guy, Trioculus1, X201, Xtremeblur, 50 anonymous edits NES Open Tournament Golf Source: http://en.wikipedia.org/w/index.php?oldid=493567778 Contributors: 041744, ADeveria, Ace of Jokers, Avant Guard, Bandaid18, Bfarb, Bigpboy, Charger1973, Cyantre, Darklink56, Evice, Firsfron, Fryguy64, GVnayR, Gtrmp, Hbdragon88, Headbomb, Irishguy, Jeff Silvers, Jeodesic, Jodamiller, Jonny2x4, Kung Fu Man, Lord Crayak, Lumaga, Mariacer Cervantes, Mario777Zelda, Megata Sanshiro, Mika1h, MrDrake, N. Harmonik, New Age Retro Hippie, Nick Dillinger, Ohconfucius, PJ Pete, PV250X, Parrothead1983, RattleMan, Rich Farmbrough, Rjwilmsi, RobJ1981, S, Salvidrim, Smash, Socby19, SuperDude115, SuperNESPlayer, Swiffkick, TJ Spyke, TenPoundHammer, Th1rt3en, The Prince of Darkness, Trioculus1, Wizardman, Zachkudrna18@yahoo.com, 47 anonymous edits Mario Golf Source: http://en.wikipedia.org/w/index.php?oldid=493568463 Contributors: ABCD, Ace of Jokers, Anticipation of a New Lover's Arrival, The, Apostrophe, Avant Guard, Bourbons3, Brian809, Brianconner2012, Brittany Ka, Chiefmartinez, Choalbaton, Cjhar, Combination, CommonsDelinker, Comrade Pajitnov, CrazyC83, D423, Dalbster, Dancter, Dark Samus, Davecrosby uk, Delusion23, Douglasr007, EuroJosh, FlareNUKE, FrancineFan3883, GVnayR, Hbdragon88, IronGargoyle, Jagged 85, JamesBWatson, JamieS93, Jc iindyysgvxc, Jeff Silvers, Jhuhn, JohnnyMrNinja, Judgesurreal777, JzG, Knattypheet, Kukule, Lorson, MER-C, Megata Sanshiro, Michelle3801, Mika1h, Misterkillboy, Moviemaniacx, N. Harmonik, NeoGenPT, New Age Retro Hippie, NightColossus, Ninja Auditor, P0wn, Pagrashtak, Phred, Press Start, Project FMF, Pmgut, Ravimakkar, RobJ1981, RockMFR, Salavat, Salvidrim, Shawnc, Sillygostly, Smash, Superjustinbros., Sus scrofa, Tahren B, The Prince of Darkness, Thibbs, TigerShark, Timkovski, Triforce of Power, Trioculus1, Victory93, Vidgmchtr, WOSlinker, X3ni, X96lee15, Yellow Mage, Ywncyber, 115 anonymous edits Mobile Golf Source: http://en.wikipedia.org/w/index.php?oldid=493568687 Contributors: Avicennasis, Grandy02, JohnnyMrNinja, Jonkerz, MrKIA11, MuZemike, Thibbs, ThomasO1989, Victory93, 6 anonymous edits Mario Golf: Toadstool Tour Source: http://en.wikipedia.org/w/index.php?oldid=493569770 Contributors: 123wiki123, ABCD, Ace of Jokers, Apostrophe, Appraiser, Ashnard, Avant Guard, Avicennasis, BigrTex, Blue520, Bovineboy2008, Can't sleep, clown will eat me, Cat's Tuxedo, Celerityfm, Choalbaton, CyberSkull, EWS23, Evice, Evil saltine, FightingStreet, Gaius Cornelius, GooTuM, Gtrmp, Gyre, Hbdragon88, Iceferno, JaGa, Jaxl, Jeff Silvers, Judgesurreal777, JzG, K1Bond007, Kimchi.sg, Koavf, Liface, Lily Kitsune, Malcolm, Mariofan, Masem, Megata Sanshiro, Michael Devore, Mika1h, Mileycyrussoulja, Miremare, Mrwojo, Mushroom, N. Harmonik, New Age Retro Hippie, Nick Dillinger, Nifboy, Nyarpy, Old sole, Onesimos, Pagrashtak, Pcpcpc, Phred, Pipedreamergrey, Pitepower, Pointlessness, Poiuyt Man, Project FMF, Ravimakkar, ReyBrujo, Rjwilmsi, RockMFR, Royboycrashfan, Salvidrim, Sardur, Secretlondon, Sillygostly, SimonMayer, Smash, Snowolf, Someone another, Stan Shebs, Sugar Bear, TJ Spyke, Teancum, Tezero, The Prince of Darkness, The-, Tony1, Triforce of Power, Trioculus1, Unknown Dragon, Victory93, X3ni, X96lee15, Y0u, Yellow Mage, Zachkudrna18@yahoo.com, Zil, Zooba, 121 anonymous edits Mario Golf: Advance Tour Source: http://en.wikipedia.org/w/index.php?oldid=493830915 Contributors: ABCD, Ace of Jokers, Apostrophe, Aurakitsune, Avant Guard, Chiefmartinez, Choalbaton, Cocoapropo, Combination, Consumed Crustacean, Crystallina, CyberSach, DigitalKaede, Dominic Marinucci123, DoubleCross, EchetusXe, ElbridgeGerry, Gameduck, Hbdragon88, Ian Moody, Ian Pitchford, Igordebraga, Imroy, Javier78, Jeff3000, JohnnyMrNinja, Kukule, La Parka Your Car, LittleSmall, Lorson, Megata Sanshiro, MeteorSummoner, N. Harmonik, New Age Retro Hippie, Nomader, Obeast, Oscara, Ost316, ReyBrujo, RobJ1981, SMcCandlish, Salvidrim, ShelfSkewed, Sillygostly, Smash, Smatts, Socialservice, Supergirl484, Tehw1k1, The Prince of Darkness, The wub, Thunderbrand, TnS, Tregoweth, Triforce of Power, Trioculus1, Victory93, X96lee15, Y0u, Zachkudrna18@yahoo.com, 26 anonymous edits Mario's Tennis Source: http://en.wikipedia.org/w/index.php?oldid=494457990 Contributors: AC1, ADeveria, AVand, Amcaja, Avicennasis, Bistoccs, Bovineboy2008, Bowsy, Btornado, CaseyPenk, Cat's Tuxedo, Corn Popper, Dawynn, Epbr123, FulpKiller, Grandy02, Gunmetal Angel, Hbdragon88, K1Bond007, Kicking222, Lorson, Luboogers25, Luk, Mad031683, Mariacer Cervantes, Martin IIIa, Matthew Yeager, Megata Sanshiro, Mika1h, Misterkillboy, Mschel, MuZemike, N. Harmonik, New Age Retro Hippie, Ninjapenguin1, PV250X, Pagrashtak, Pb30, Polo83, Remurmur, RobJ1981, Robin F., SNS, ST47, Salvidrim, Secret Saturdays, Sergecross73, Sfan00 IMG, Sillygostly, Smash, Sponge8485, Sunbun, TheDotGamer, TheLoverofLove, ThomasO1989, Tregoweth, Trioculus1, Ttc817, Victory93, Warut, WikidSmaht, X3ni, Zachkudrna18@yahoo.com, 42 anonymous edits Mario Tennis Source: http://en.wikipedia.org/w/index.php?oldid=495283883 Contributors: 041744, 22dragon22burn, Abdull, Ace of Jokers, Ace of Sevens, Adamnewy, Alai, Andrevan, Andromedabluesphere440, Anthony Appleyard, Apostrophe, Aresmo, Atlan, Avant Guard, Avicennasis, Azert0p, Bly1993, BroderickAU, Burning phoneix, ChromeWulf ZX, Coconut bro, Coreycubed, Damian Yerrick, Dogman15, Drat, EWS23, Epbr123, FMasic, Firebat08, Flymanfly, FrancineFan3883, GVOLTT, Gaius Cornelius, Gamerforever, Gdr, Gmaxwell, Gtrmp, Gunmetal Angel, Hbdragon88, Heffy, J 1982, Jake Lancaster, Jason One, Jc iindyysgvxc, Jedi Striker, Jelly Soup, Jhuhn, Johnnyauau2000, JzG, K1Bond007, Krystyn Dominik, Mariacer Cervantes, MarphyBlack, Masken, Mav, Miles Blues, Mintleaf, N. Harmonik, New Age Retro Hippie, Omicronpersei8, Owen, Pagrashtak, Project FMF, Rhonin the wizard, Rich Farmbrough, Robina Fox, RockMFR, SNS, Salvidrim, Shirulashem, Spade21xx, Sus scrofa, TPIRFanSteve, Tacvek, Tennis Dynamite, The-Man-In-The-Hornrimmed-Glasses, Thibbs, ThomasHodgkissLilly, Tregoweth, Triforce of Power, Twistedvivid111, UltraMario3000, Unused000702, VederJuda, Weezy4567, WikidSmaht, X96lee15, Zachkudrna18@yahoo.com, 150 anonymous edits

534

Article Sources and Contributors


Mario Power Tennis Source: http://en.wikipedia.org/w/index.php?oldid=495855049 Contributors: ABCD, Ace of Jokers, Ace of Sevens, Ajsh, Alan Liefting, Andrevan, Apostrophe, Artichoker, Ashnard, Avant Guard, Avicennasis, Bearingbreaker92, Bovineboy2008, Bowsy, Cabutt, Can't sleep, clown will eat me, Casper10, Charoog10, Chiefmartinez, Coconutfred73, Combination, Consumed Crustacean, CyberSkull, Dancingcyberman, Dancter, Dermot-94, DoubleCross, EWS23, Evice, Gemini1980, Geoff B, Giggy, Golbez, Gtrmp, Hbdragon88, HelperOnline, Igordebraga, Izzy259, JaGa, Jappalang, Jaxl, Jeff Silvers, Jhsounds, John, Jonathan71, JuJube, JzG, K1Bond007, Kernell, Kimchi.sg, Laser brain, LinaMishima, Ling.Nut, Luigi128, M england a808, Mametchi99, Masem, Meeptroid, Megata Sanshiro, Michael36419, Mika1h, Miremare, Mr T (Based), Mr. Lefty, Mugsywwiii, N. Harmonik, Nall, NapHit, Napoleon4444, Natg 19, Neural777, New Age Retro Hippie, Nintendo Maximus, Ninteneo1379, Oddharmonic, Oddtruth, Optigan13, Ost316, Pagrashtak, Pearle, Phred, Porsche997SBS, Project FMF, PsychoJosh, RG104, Ravimakkar, Rjwilmsi, RobJ1981, Rsm99833, Rtkat3, RyanPF, SCB '92, Sdoo493, Sebquantic, Sillygostly, SineWave, Slordak, Smallwikiuser, Smash, SpecialWindler, TJ Spyke, Tacosforbritish, Tezero, The Prince of Darkness, TheKoG, Thegreyanomaly, Thehelpfulone, ThomasO1989, Tony1, Triforce of Power, Trioculus1, Tsuba, Unknown Dragon, Unused000702, Vhfaj, Victory93, Voyaging, Warut, Wayne Slam, WikidSmaht, WikipedianMarlith, X96lee15, Y0u, Zachkudrna18@yahoo.com, 211 anonymous edits Mario Tennis: Power Tour Source: http://en.wikipedia.org/w/index.php?oldid=493579729 Contributors: ABCD, Aobaru, Apostrophe, Avant Guard, Bowsy, BrettH, Charoog10, Crystallina, Cyan Gardevoir, DK, David Gerard, Dawynn, DoubleCross, DragonMan98, Entegy, F1nd th3 r34l, FullMetal Falcon, Gp nintendo, Grandy02, Hanbig123, Hbdragon88, Headbomb, Herzog, Hibana, Hyju, Ian Moody, JJBunks, Jedi Striker, Jedi6, Jtalledo, JzG, K1Bond007, Kusma, LilHelpa, Matteh, Megata Sanshiro, Mika1h, MisterHand, MuZemike, Mynameisnotpj, N. Harmonik, New Age Retro Hippie, Od Mishehu, Onesimos, Oscara, Pagrashtak, PikminExpert, Poochy, Poorleno, RadioActive, Rat235478683, ReyBrujo, RobJ1981, S, Sagaci, Salavat, Salvidrim, Sillygostly, Slapmeorelse, Smash, Steviestar3, TJ Spyke, TPIRFanSteve, The Prince of Darkness, Tregoweth, Triforce of Power, Trioculus1, Tsuba, Unused000702, VederJuda, Victory93, WikidSmaht, Wizkid357, Woohookitty, WriterFromAfar755, X96lee15, Zachkudrna18@yahoo.com, 153 anonymous edits Mario Tennis Open Source: http://en.wikipedia.org/w/index.php?oldid=497865103 Contributors: 1010John, 22dragon22burn, ArtistScientist, Calabe1992, Canihuan300, CoolingGibbon, Cyan Gardevoir, Easy4me, Hope(N Forever), In Donaldismo Veritas, Jc iindyysgvxc, Jvjordi1, Metroid100, MuZemike, Reach Out to the Truth, Ring2011, SNS, Salvidrim, Sergecross73, ShadowRanger, Spade21xx, Starrystar291, ThomasO1989, Triceratopsred, Unislash, Weon Monriv, X201, 44 anonymous edits Mario & Sonic at the Olympic Games Source: http://en.wikipedia.org/w/index.php?oldid=495422432 Contributors: - ), 3-5 file, 4 Stars, Ace of Jokers, Addict 2006, Addshore, Afacerop, Aileza, Alansohn, Anguirus111, Anthonydyer84, ApkinesisII, Apostrophe, Artichoker, Ashnard, Atari2600tim, AtheWeatherman, Axem Titanium, BMul, Baseball Watcher, Beano ni, Bentendo24, Bernstein2291, Bishop2, Bobo192, Borincano75, Bovineboy2008, BrianGizz, Brittany Ka, C.Fred, CBFan, Calamity-Ace, Calmer Waters, Can't sleep, clown will eat me, CaseyPenk, Centurion Ry, Chanjyj, Chaoshi, Charoog10, Chriscf, Christianmoore94, Chu.chris, Clamticore, Coconutfred73, Cometstyles, CoolChris99, CrazyChemGuy, Cremepuff222, Crimsonfox, Crossmr, Cyberlink420, Da Mainman, DaBomb619, Dakingofdogz4, DanJ, DarkGallade07, DeadEyeArrow, Deasterday1, Debris420, Dee15gon, Deimel, Demonworks, Dengarde, Denjo, Deoxys911, Deskana, Disaster Kirby, Dogman15, Doktor Wilhelm, DragonNJMB, Drewdy, EXP282, East718, ElinorD, Emem555, Enbob89, Erifneerg, Everyguy, Excirial, Falcon9x5, FangzofBlood, FinalRapture, Flare13, Foxj, Fredrick day, FuegoFish, FullMetal Falcon, GCFreak2, GVnayR, Gab 95, Gagbumon, GamerPro64, Geekprideyo, Geoff B, Giggy, Glane23, Goldie12, Grandmastergalvatron, GreaterWikiholic, Grim23, Grimey109, Gromreaper, Gurch, Gurko, Guyinblack25, Gwernol, Hahnchen, HangingCurve, Hb2, IAmTheCoinMan, Ilikemusic, InLoveWithShadow, Inaturough, Indigo Rush, InvaderSora, J 1982, J.delanoy, JQF, JaGa, JackSparrow Ninja, Jappalang, Jason Garrick, Jayunderscorezero, JeffreyAtW, Jguy1, Jhsounds, JodyB, Joey368, Johnny Arrombador 01, Jonandmatt, Jonny-mt, Jonny2x4, Joshk, Jrblackbelt, Jrstar13, Jw6aa, K2JMan, Kfc1864, King food, Kirbyfan555555, KitAlexHarrison, Knuckles sonic8, Koavf, Kulshrax, LAX, Launchballer, Lawrence Cohen, Lester, Lordinuyasha88, Lrrr IV, Luigi128, LuigiManiac, Luigifan, Lyght, Magiciandude, Mahanga, ManecoWifi, ManicH6, Marioandsonic, Mariofan, Martarius, Masamunemaniac, Masem, MastCell, Mattyatty, Me676, Megata Sanshiro, Mentifisto, Mephiles602, Michael Devore, Mika1h, Mike Brook, Misterkillboy, Mr Wesker, Mr.Mario 192, MrDrake, Mrbutters68, Mrnintendo444, N. Harmonik, Nat495, New Age Retro Hippie, Next-Genn-Gamer, Nifboy, Nitialj, Nosferatuslayer, Nova9758, Nutter86, Ocatecir, Ohconfucius, Onesimos, Oxymoron83, PGWG, PSP 321, Pdiddyjr, Pedro, Pencoin, Pharaoh of the Wizards, Phoenixrod, Pikawil, Pikazilla, Pillow2011, Pixelface, Plastikspork, Precious Roy, Quesuertequesuerte, Radon210, Ragib, Raude, Reach Out to the Truth, Reconsider the static, RememberMe?, Remurmur, ReyBrujo, Rhonin the wizard, Rich Farmbrough, RichardOwen97, RingtailedFox, Rjwilmsi, RobJ1981, RockMFR, Rockfang, RossPatterson, Rror, Rtkat3, Rufus786, Ryan the Game Master, Rynasen, S200048, SJP, SLJCOAAATR 1, Sabrewing, Salvidrim, Schuitild, Scrutinize, Sega31098, Selket, SenorKristobbal, Serran10, Sesar, Shadoman, Shadow43231, Shalom Yechiel, Sharp962, Shokuwarrior, Siabef, Sillygostly, Silver Edge, Silver Sonic Shadow, Silver the Hedgehog, Silverfan93, Silvlasdfj, Simexchange, Sir de wario, SixteenBitJorge, SkyWalker, Smartguy4226, SoWhy, Someguynamedroy, Sonic legend, Sonicfan01, Sonicfan2010, SpecialWindler, Speed Stacks, SpikedGunner, Staka, Staticz, Steve2011, Stevo1000, Stroppolo, Stupid Birk, Stupidhead22, Suigi, Sukecchi, SuperNESPlayer, SuperSonicUnleashed, Supersonic721, Svick, Swotboy2000, TJ Spyke, Taipei4Ever, Tayfanky, Teh4kidskilla, Tehw1k1, Teletubbieboy93, Tezero, TfhqwhgadsT, Th1rt3en, The BCT, The Great Morgil, The Prince of Darkness, The Wii Guy, TheJediCouncil, TheLoverofLove, Thebigpinchy, Thedjatclubrock, Themasterofwiki, Thinggar, Tide rolls, Timby007, Tiswaser, ToffeeandPebbles, Tony1, Travis Ryden, Tregoweth, Trioculus1, Triona, Trogga, Troop912, True DD believer, Tsemii, Twas Now, Twisted0519, Ultima the Hedgehog, Ultraexactzz, Unknown Dragon, Unstoppable247, Urutapu, Usama92, VGAfanatic, Vereux0, Victory93, Violet94, WJBscribe, Wangxuan8331800, Watulio, Wenli, Weso12, Wiirules 07, WikiLaurent, WikiManiac64, Wikialexdx, Willy105, Wonchop, Woohookitty, X96lee15, Xenochria, Xevious, Yamamoto Ichiro, Yinyanglightningthrash, Yuefairchild, Zero1328, Zeta26, Zidane tribal, Zthomp, Zzuuzz, , 1077 anonymous edits Mario & Sonic at the Olympic Winter Games Source: http://en.wikipedia.org/w/index.php?oldid=495422485 Contributors: 3-5 file, 4 Stars, Agbwiki, Alansohn, Anthonydyer84, Apbiologyrocks, Avicennasis, Beeblebrox, Bihco, Blubbermarble, Bovineboy2008, CBFan, CaseyPenk, Cereal14, Ched Davis, Cheetahmen91, Chowbok, Clyde1998, Commandr Cody, CyberTiger531, DVD Smith, Dabomb87, Dancingcyberman, DarkGhostMikel, DawgDeputy, Diannaa, Dubbaman, Egal1999, Falxix, FullMetal Falcon, GVnayR, Gab 95, Gabrielguil, GameboyHippo, Geoff B, Gilagod101, GorillaWarfare, Heymid, J 1982, JPG-GR, Jackie Stuntmaster, Jagged 85, James&DuckFan10, Jeff G., Jhuhn, Jikitor, King Shadeed, Koavf, Looney Guy, Luckysidgem, MATEOELBACAN, Magiciandude, Mark Marino, Martarius, Materialscientist, Mathew10, Mika1h, MikeWazowski, Minimac, Mokoniki, Monkey Bounce, MrKIA11, MuZemike, N. Harmonik, N5iln, Natural Cut, Nintendonly, Noneofyour, Opraco, Palmerinla, Pdiddyjr, PeruAlonso, Project FMF, Raizen1984, Rhonin the wizard, Rockysmile11, Ronhjones, Run4YourLife, Salvidrim, Schwarzes Nacht, Scorpion0422, Seaphoto, Secret Saturdays, Seddon, Sergecross73, Sg1901, Shadowjams, Sharp962, Shedengren123, StevenMario, TJ Spyke, TMC1982, TONOZERO, Tassedethe, Tezero, TheFieryCyndaquil, TheRealFennShysa, Thekeyboardman, ThomasO1989, Trioculus1, User2010II, Victory93, WikHead, Wikigirlediter, Wonchop, XxTimberlakexx, Yoenit, Zackleslie, 470 anonymous edits Mario & Sonic at the London 2012 Olympic Games Source: http://en.wikipedia.org/w/index.php?oldid=497388625 Contributors: -40 degrees Celsius in Australia, 22dragon22burn, 4 Stars, Alexf, Asaraullo05, Avicennasis, Aymatth2, Benzy19, CaseyPenk, Coreycubed, Cyan Gardevoir, Dancarblog, Darkness2005, Easy4me, EoGuy, Expertjohn, FullMetal Falcon, Jvjordi1, Karlo918, LTC. K-O Capt, Magiciandude, Martarius, Mika1h, Nxtid, Ost316, Pdiddyjr, Project FMF, Rehevkor, Richskim, SWFlash, Salvidrim, Sergecross73, Smokeyfire, Thegreyanomaly, Tsuba, Visokor, Vladhed, Widro, Zapper445, 91 anonymous edits Famicom Grand Prix Source: http://en.wikipedia.org/w/index.php?oldid=497157635 Contributors: 22dragon22burn, Doctorfluffy, Dogman15, Fryguy64, Grandy02, Headbomb, IceMarioman, January2007, Jonny2x4, Mika1h, Parrothead1983, Plotor, Salvidrim, SpecialWindler, TBustah, TPIRFanSteve, Tktktk, Unused000702, 13 anonymous edits Mario Superstar Baseball Source: http://en.wikipedia.org/w/index.php?oldid=497540473 Contributors: 22dragon22burn, ABCD, Ace of Jokers, Anna Lincoln, Apostrophe, Avicennasis, BAPACop, Baby Luigi, Bachrach44, Beland, Birdetta, Blehfu, Bobo192, Bongwarrior, BooSluggers, Bovineboy2008, Bowserjr55, Bowsy, Caiaffa, Can't sleep, clown will eat me, Cat's Tuxedo, Charoog10, Chris the speller, Christani14, Clerks, Cmdrjameson, Covenant Elite, Cyan Gardevoir, CyberSkull, DOSGuy, Dancter, Dangerousnerd, DarkAdonis255, Darkharvest09, Defender Of Justice, Destro, Discospinster, DoubleCross, DragonRidr, Dragonite023383, Drumpler, Dubbya9, Dusty777, Dvandersluis, Endlessdan, Evildevil, FE411, Golbez, HalifaxRage, Heffy, Henchman 2000, HeroicJay, Hydao, Imroy, IntfictExpert, Into The Fray, Itschris, J.delanoy, Jacoplane, Jaxl, Jay32183, Joemommajoe, John of Reading, Judgesurreal777, Junglecat, JustAGal, Justinhful, JzG, K1Bond007, Kanafisch34, KeithD, Kimchi.sg, King food, Klilidiplomus, LAAFan, Lamaar, Lee S. Svoboda, Liasos, Linkeatspie, LittleSmall, Llamapalooza87, Lol man rofl, Lord Crayak, Luigi2, MamaWaluigi, Meweight, Michelle3801, Miranda, Miremare, MisfitToys, Moccamonster, Mom1967, Mr. Random, Mr.Xp, Mr.Yahoo!, MrJazzbo, N. Harmonik, NES Boy, Nevermorestr, New Age Retro Hippie, NintendoGod, Nuujinn, PJ Pete, Pagrashtak, Pearle, Pepperman1, PhoenixFlare, Project FMF, Ravimakkar, ReyBrujo, RobJ1981, Robert J. Potocki, Royboycrashfan, Rsmith3813, Rtkat3, S, Sangheili Elite, Shawnjohn94, Sillygostly, SixteenBitJorge, Sjones23, Sleeper chevelle, Spellcast, Stoneman980, Sugar Bear, TJ Spyke, TMC1982, TMFSG, Tdawg121, Tehw1k1, The Utahraptor, The-, ThrashedParanoid, Ticonderoga, Tigers boy, Tj84, Toxicroak, Triforce of Power, Trioculus1, Tsuba, Unknown Dragon, VederJuda, VenomousNinja, Wierse, Wikieditor06, WikipedianMarlith, X96lee15, Xp54321, Xtra3847, Zachkudrna18@yahoo.com, 705 anonymous edits Super Mario Strikers Source: http://en.wikipedia.org/w/index.php?oldid=493574052 Contributors: 1RodStewartFan, 1guitarhero2, 22dragon22burn, Ace of Jokers, Aericanwizard, AmiDaniel, Appleboy, Ashnard, Avicennasis, Basawala, Beland, Blanchardb, Bly1993, Bovineboy2008, Brenden, Bungalowbill, CAT MARK 1, Cairparavel, Cat's Tuxedo, CherryMay, Coelacan, Coredesat, CyberSkull, Cyberdude93, DanJ, Dancter, Discospinster, EternalWashuFanboy, Fisherington, Frankenpuppy, GoingBatty, Gtrmp, Gurch, Hbdragon88, Hede2000, Heliac, Hibana, I'mMe!!, Ilovelax 36, JQF, Jacoplane, Jagged 85, Jerky Chid, Jhsounds, Joshuarembrandt, Judgesurreal777, Jweinstein, JzG, K1Bond007, Kimchi.sg, Kingdom Escape I2, Koavf, Koopaling, Koopaul, Kross, LittleSmall, Lorilei Mackenzie, Lucid, Malcolm, Malo, Mango Knight, Mario Sonicboom, Mariofan, MattCHarris, Megata Sanshiro, Meweight, Mika1h, Miremare, Mr. Pointy, Myanw, N. Harmonik, NES Boy, Nahallac Silverwinds, NapHit, New Age Retro Hippie, Not a slave, Ocarinaplayer, Optichan, Order 66, Pagrashtak, Parrot uk, Pdiddyjr, Pearle, Pikawil, Prankman Hifly, Qelery, RG2, Ravimakkar, RedHillian, Renaissancee, ReyBrujo, RobJ1981, Robbie IV, Robert J. Potocki, RockMFR, Rsmith3813, Rtkat3, Ryan Vesey, SCZenz, STAREYe, Savant1984, Sdoo493, ShadowHntr, Sillygostly, SixteenBitJorge, Someone another, SuperHamster, TJ Spyke, Tehw1k1, Tezero, The Prince of Darkness, The Rogue Penguin, The-, TheKoG, Thunderbrand, Toiletduck, Tony1, Triforce of Power, Trioculus1, Tsuba, Udufruduhu, Unknown Dragon, VederJuda, WikiPediaAid, Wizard4k, X96lee15, Xevious, Zachkudrna18@yahoo.com, 403 anonymous edits Mario Hoops 3-on-3 Source: http://en.wikipedia.org/w/index.php?oldid=497081319 Contributors: 041744, 22dragon22burn, Ace of Jokers, Ace of Sevens, Ajplmr, Andres the Tiger, Apostrophe, Aresmo, Atirage, Atomic Cosmos, AubreyEllenShomo, Avicennasis, Axem Titanium, Baby Luigi, Baconbitz, Bandaid18, Beaglelover1, BlackCountryBob, Bovineboy2008, Cat's Tuxedo, Charoog10, ChrisCork, CommonsDelinker, CyberSkull, DS gamer, Daisy17, Dancter, Daniel J. Leivick, Dark Koopa, Deathawk, Dekimasu, DepressedPer, DigitalKaede, Drek, Duffer,

535

Article Sources and Contributors


Dullestrobert, Echo49, Equinox17, Eternal Trance, FE411, FangzofBlood, Fliptroopa, Frankyboy5, FullMetal Falcon, Furrykef, Gaming King, Geg, Grandy02, Gtrmp, Guess who i am, Hardback247, Heffy, HeroicJay, Hibana, HighwayCello, Igno2, Ikabu, Impossible, Imroy, Izzy259, JHunterJ, Jacoplane, Jc4p, Jeff Silvers, JesseMeza, Jj984jj, Joe the EchidnaFox, JzG, Karafias, Kariteh, KaterBegemot, Keilana, Khfan93, Kungfuadam, Liasos, LilHelpa, Link floyd, Lkk, Looney Guy, Lord Reginald, Malcolm, Malcolmo, Martarius, Master Bigode, Mat rix 007, Mckaysalisbury, Melsaran, Michaelas10, Michelle3801, Mika1h, Miremare, Monkeyman52, Mooglekirby, MrDrak, Mtte, Mushroom, N. Harmonik, NES Boy, NapHit, New Age Retro Hippie, Nihonjoe, Nutter86, Octeron, Oliver96, Onesimos, OriginalJunglist, Ost316, PJ Pete, PV250X, Pagrashtak, Parakoopatroopa, Pdiddyjr, Petunialover, Pezzar, Phred, Pigtard, Pikawil, Polar2B, ReyBrujo, Rituro, RobJ1981, RockMFR, Roelzzz, Rogerborg, Roman619, Romanista, Roxdal, Royboycrashfan, Ryulong, Sagaciousuk, Salavat, Salvidrim, Sd31415, Seancdaug, Sergecross73, Shadow the Human, Shadow2, Sharp962, Sillygostly, Silver Edge, SixteenBitJorge, Snowolf, Staticz, Super Genus, TJ Spyke, Tehw1k1, Tghe-retford, Thaddius, The Prince of Darkness, The-, TheKoG, Theresa knott, Thorpe, Trainra, Tree Biting Conspiracy, Trick man01, Trioculus1, Urutapu, Usagi77, Useight, VederJuda, Vendettax, Victory93, Von Chong, WarChild, WhiteyMcTool, Wii Freak, WikiLoco, Wizkid357, X96lee15, Yashouzoid, Zenfuku, , 633 anonymous edits Mario Strikers Charged Source: http://en.wikipedia.org/w/index.php?oldid=493574342 Contributors: *NormalGamer*, A Man In Black, Ace of Jokers, Adude9000, Aizawa Yuuichi, Akriloth2160, Alexander Vince, Amaretto, AndyZ, Animepower, Anthony Appleyard, Apostrophe, Aquila15, Arachna1228, Arthana, Ashnard, Assassingod, Avicennasis, BS Tunstall, Bambamfan91, Bamboompvk, Bandaid18, Bencey, Bentendo24, Bishop2, BlackFrostFan, Bladestorm, Bluezy816, Bly1993, Bmusician, BooManBluff, Bovineboy2008, Bowser Jr. Koopa, BowserJr543, BowserJr66, Bowserjr55, Bowserjr557, Brittany Ka, Brucedlx, Bse3, C.Fred, Cassius.robinson, CharlotteWebb, Cipher, Coconutfred73, Coelacan, Colbusman, Combo Pwner, Computerman92, Comrade Pajitnov, CoolChris99, Cricketmania, Crossmr, Cyan Gardevoir, Cyclonickitten, Cyfal, D.brodale, DanJ, Dancter, Deasterday1, Debris420, Delldot, Deoxys911, Derek Andrews, Deskana, Dfrg.msc, Disaster Kirby, Discospinster, DivineShadow218, Doinka bird, Don Punzi, Drat, EWS23, Edd Porter, Elvis's Friend, Endlessdan, Extremepro, Fahraneh, Fieldmarshal Miyagi, FullMetal Falcon, GSwarthout, Gaming King, Gamingexpert, General AUS, Geoff B, Gimmetrow, Grandy02, Greecepwns, Guam00, Hahnchen, Hbdragon88, Hede2000, Hellknowz, Henchman 2000, Hero of legend, HighwayCello, Hjkgk, Hniinc, Huzzahmaster018, I LIKE BOLPO, IanC, Ignatzmice, ImplodingNow, Iridescent, JQF, Jacob Koopa, Jennica, Jex99, Jh51681, Jhsounds, Jmlk17, Jonathan105, Jonny-mt, Judge Trudy, Juliancolton, JzG, KKXRS, Kariteh, Katieh5584, Keilana, Kev19, King food, Kingdom56, Knowitall33334, Knuckles sonic8, Koavf, Koopaul, LamontRaymond, Leemorrison, Leirith, Linkhalo, Lkk, Lord Hawk, Lozeldafan, Lrrr IV, Luigi III, Luigi12345, Luigi128, LuigiManiac, Lxix77, Make91, Malcolmo, Marioman11, Martarius, Masatog, Matticus78, Megata Sanshiro, Michelle4903, Mika1h, Miles Blues, Miremare, Misterkillboy, Moccamonster, Mononomic, MontyMole30, MrDrake, MunchableSandwich, N i grunze, N. Harmonik, NES Boy, NapHit, NeuronExMachina, New Age Retro Hippie, Nikitko, NintendoDSKing, Nintenfreak, Onesimos, Oscarthecat, Ospalh, Ourshalf, Oxymoron83, PJ Pete, PV250X, Passageman, Poopyface22, PresN, Project FMF, Pseudoanonymous, Qmpert, Rat235478683, Rbb l181, RebirthThom, Richiekim, RossPatterson, Ryanscissorhands, S, SNS, Salavat, Salvidrim, Sam Korn, Samurai Cerberus, SenorKristobbal, SharkD, Shawnjohn94, Sillygostly, Silver Edge, Singularity, Sir de wario, SixteenBitJorge, Slurms MacKenzie, Slydevil, Smoke, Smomo, SpindashStudios, Sss333, Stabby Joe, Stealthrabbi, Stifle, Stubbleboy, SuperSonic, Superjustinbros., TJ Spyke, Teancum, Tehw1k1, Tennis Dynamite, Teradome, The Haunted Angel, The Inedible Bulk, The Prince of Darkness, The Thrillinator, Toomai Glittershine, Trioculus1, Truhan, Tubestime, TwilightMoons, UltimateNagash, UltraNintendoEntertainmentSystem, Unknown Dragon, Unstoppable247, VederJuda, Wadie2, Waycool27, WereSpielChequers, Whisky drinker, Wiki443556, Winchelsea, Wolf ODonnell, X201, Xevious, YOSHIANDLINK1, YanksterJ, YourEyesOnly, Youtuber3424, Z.E.R.O., Zomic13, 1179 anonymous edits Mario Super Sluggers Source: http://en.wikipedia.org/w/index.php?oldid=497540139 Contributors: 22dragon22burn, ABF, Abrech, Ace of Jokers, AceJace1, Acebloo, Adam murgittroyd, Alansohn, AlexanderLD, Anthony Appleyard, Antonio Lopez, Armaced, Asher196, Atlan, Avicennasis, BAPACop, Bcrleartkt, Bobo192, BooSluggers, BountyHunter2008, Bovineboy2008, Bowserjr55, Brawlmantis80, Brittany Ka, BurgerSlayer, CBFan, CHRISINKLEBURY, CR85747, Calamity-Ace, Chaoshi, Coconutfred73, Combo Pwner, Cst17, Ctjf83, D.brodale, DCB316, DanJ, Dannyheep, Darkharvest09, Darth Mike, Davehi1, Defender Of Justice, Discospinster, Duhman0009, Dullestrobert, Edgar181, Explicit, Fidio, Forteblast, FrancineFan3883, GPJCollins, Gail, Grandy02, Gustavo 2102, HamburgerRadio, HauntingYourKids, Hero of legend, HeroicJay, HiDrNick, Hydao, Ilikeburgers, InvaderJDGir, Iridescent, J.delanoy, JForget, Jaybo1234, Jhsounds, Jhuhn, Jncro, Jordzzy, Josh3580, Jr72191, Keeperofall, Kev19, King of Hearts, Kingbubba24, Kingturtle, Kirrages, Koavf, Kokoro20, Kurowoofwoof111, Laxcat, Lbrun12415, LilHelpa, Lord Crayak, Lradrama, Luigifan12, Lukethepirate98, Malcolmo, MarioKart2, MarioLOA, Marioparty1000, Masatog, Maxis ftw, Megata Sanshiro, Mika1h, Mild Bill Hiccup, Misterkillboy, Mom1967, Mr.Mario 192, MrKIA11, Mspraveen, N. Harmonik, NES Boy, Nakon, New Age Retro Hippie, Nintendonly, Nocolon, NuclearWarfare, Obatarikopo1, Onesimos, Open2universe, Oroso, Oxymoron83, PJ Pete, Pdiddyjr, PeruAlonso, Phillipedison1891, Pikachutwo2, Pimpslayer313, Project FMF, Pmgut, Randomper, Reorion, Rex57, Richiekim, RobJ1981, Rockfang, RussNintendo, RyanCross, RyanPF, SD5, SJP, SLJCOAAATR 1, SNS, Salvidrim, Sammycrow, Secret Saturdays, Sergecross73, Sfan00 IMG, Sharkicon, Sillygostly, Silver Edge, Skyezx, Smashman202, Snappy4884, Snip3rNife, SoWhy, Soliloquial, Someguy1221, SpecialWindler, Spell4yr, Spitfire, Springnuts, Sukecchi, Superjustinbros., TJ Spyke, TMC1982, Tdawg121, Templarion, TheDemiseOfTheFallen, Themat21III, Theprophet08, Thornstrom, Tnxman307, Trainfan01, Tressif, Trioculus1, Tsuba, Unschool, VederJuda, Vishnava, WarioLoaf, Washburnmav, Welsh, Wii User12, WikiAddict2932, Wikialexdx, Wikijayden, Wikipedian06, Xp54321, Yellow Mage, ZooFari, 854 anonymous edits Mario Sports Mix Source: http://en.wikipedia.org/w/index.php?oldid=489548376 Contributors: 0030520dv, 1wolfblake, 22dragon22burn, Airmario3, Alex 8194, Alshaheen15, Aralem, Avicennasis, Black Yoshi, Blake, Blightsoot, Bovineboy2008, Brittany Ka, ChromeWire, Cipher, Claudes1967, Creet, D2843, DKqwerty, Erock23432, ErockOverboard, Fawfulfury65, GVnayR, Grandy02, Green Yoshi, Hope(N Forever), Jack2230, Jc iindyysgvxc, Jeff G., Jhuhn, Looney Guy, Magiciandude, Megata Sanshiro, Mewtwo465, Mika1h, NOAWiki, Pokemas493, Project FMF, Reach Out to the Truth, SNS, Salvidrim, Santtu37, Sdcmm1, Sergecross73, Sjones23, Sss333, The Editor 155, The Mach Turtle, The Midna, The Ultimate Koopa, TheLoverofLove, ThomasO1989, Toddst1, Tony1, Trainfan01, Wierse, Wonchop, X201, 125 anonymous edits Donkey Kong Source: http://en.wikipedia.org/w/index.php?oldid=497128585 Contributors: 041744, 28421u2232nfenfcenc, 87th, A Man In Black, A8UDI, ACupOfCoffee, AKismet, Abdull, Abram151, Acather96, Ace of Sevens, Addit, AdultSwim, Aitias, Ajraddatz, Alakazam, Alansohn, Amcaja, Amsexy, AnOddName, Andrevan, AndrewRT, Andrzejbanas, AndyZ, Angry Sun, Anna Lincoln, AnnaKucsma, AnonGuy, Apostrophe, Apparition11, Arkracer, Arnim, Arteitle, Artie p, ArtistScientist, Asbestos, AshSert, Asher196, Ashnard, Aslanio, AtmanDave, AuburnPilot, Austin98981, Avicennasis, AxelBoldt, Axem Titanium, Baristarim, Basilisk4u, Bbatsell, Belasted, Benbenben987654321, Bentendo24, Berenlazarus, Blanchardb, Bleakgadfly, Bloodbandit, Bly1993, Boffob, Bogey97, Bongwarrior, Borgx, Born2killx, Brad101, Brandt Luke Zorn, Brian Kendig, Brianga, Brighterorange, Briguy52748, Brownsam, Brutannica, Bumm13, Bytebear, C.Fred, C3F2k, Calmer Waters, Caltas, Canuker, Careax, Careless hx, CaseyPenk, Caspertheghost, CatherineMunro, Cbullen, Ceoil, Charlieclegg1995, Chaser, Cheesefajita, Chemicalblink1445, Cheststory, ChicXulub, Chill doubt, Chinju, Chunkymonkey22, Coconut bro, Colliric, Combination, Cometstyles, CommonsDelinker, Conan-san, Connormah, Courcelles, Cpro, Crazy333, Crazzy yetti, Cremepuff222, Crumbsucker, Cst17, Ctbolt, CyberSkull, Cyfal, D.brodale, DBaba, DCEdwards1966, DCico, DNewhall, Dallin800, Damian Yerrick, Daniel Case, Dannybean614, DarkAudit, DarkFalls, Darknessthecurse, Darkwind, Dave fsm, DaveGorman, Davezap, DawzDaBozz, Dbarnes99, Deerwood2009, Dehumanizer, Deltopia, Demonofthefall, DennyJay, DerHexer, DevinCook, DiScOrD tHe LuNaTiC, Diego bf109, DigDug231, Dinner4theking, Dispenser, Dk7991, Dkpwnerer, Dmnmnk1234, Doctorx0079, Dogbreath123456, Dolnk-jp, Doradus, Drat, DreamingLady, DrippingInk, Druff, Dudefly, Duke33, Dulcem, Ecksemmess, Eclipsed Moon, Eekerz, EmiOfBrie, Enviroboy, Epbr123, Eric B, Erushford, Es138, Escape Orbit, Evan-Amos, Expertbombermanloged, Falcon9x5, FangzofBlood, FarichFenand, Favonian, FightingStreet, Fireswordfight, Fixedgerald, Flewis, Flipkin, Fran McCrory, Francism2000, Frankyboy5, Freakofnurture, Frecklefoot, FriedMilk, Frodet, Fryguy64, FullMetal Falcon, Furrykef, Gamenac, Gamgee, Geologyguy, Gigglelaugh225, Green Ambush, Gscshoyru, Gufferdexter, Guoguo12, Gurch, Guyinblack25, H2g2bob, Hahnchen, Haipa Doragon, HalJor, HamatoKameko, Harland1, Hbdragon88, Hede2000, HiDrNick, Hibana, Hogtied, Homie joe, HtotheJtotheOPA, Hydrargyrum, ITzMe73, Ian Moody, IanManka, IanOsgood, Ianjones50, Igordebraga, Imnotminkus, InShaneee, Indrian, Ironholds, IsaacAA, Ischa1, Iyiyiyiy, J.delanoy, JONJONAUG, JSpung, Jagged 85, Jamesofur, Jamezbond275, Jamilah10, Jason One, Javert, JayKeaton, Jcam, Jedidrunkenllama, Jewido, Jhsounds, Jobie, JohnnyMrNinja, Jongo211, Jonny2x4, Jovianeye, Jpallanza, Jpeg 15, Jthorsen3315, Judgesurreal777, JulianB14, JulianDelphiki, Jusdafax, Justin The Claw, Kaibabsquirrel, Karawane 71, Kateshortforbob, Kenan&Kel 97, KevinOKeeffe, Kg4wrm, Kidcorydude, KieferSkunk, Kingc95, Kingpin13, KnowledgeOfSelf, Kouban, Kozuch, Kuru, Kwanzi, LOL, La Pianista, Larsinio, Legend1000, Legiteditordontban, Legoktm, Leszek Jaczuk, Liftarn, Lightmouse, Ligulem, LilHelpa, Lildude55, Lildude56, Locke Cole, Lolollololollolo, Longhair, Lorson, Loves Nintendo!, MER-C, Maebmij, Make, Malcolmo, Marek69, Mariacer Cervantes, Marioman12, Martarius, Martial75, Martpol, Maryamirana, Master Deusoma, Master Thief Garrett, Matteh, Megata Sanshiro, Meleemaster2001, Melsaran, Michael10100, Mika1h, Mike Selinker, Mirror Vax, MisfitToys, Miterdale, Mmark089, Monkeybutts11, Monkeyman, Moomoomoo, Mr Fist, Mr. Corncob, Mr.Do!, MrFish, MrItty, MuZemike, MuzikJunky, Mvent2, Mykas0, Mysdaao, NES Boy, NG 4 90, Natalya, NawlinWiki, Nburden, Neier, NeoGenPT, NeonMerlin, New Age Retro Hippie, NewEnglandYankee, Nifboy, Nigholith, Nikedude18, Nintendo Maximus, Nintendude, Ninteneo1379, Niwi3, Noidner, Notaknowitall, Nullo247, Nutiketaiel, Oanabay04, Occono, Ohconfucius, Ohya47, Okiefromokla, Oliver202, OneWeirdDude, Oscara, Oscarthecat, Ost316, OverlordQ, P10922572, PTJoshua, Pagrashtak, Pak21, Parhamr, Parrothead1983, Pascal666, Pasq243, Patdarat78, Paul Erik, Pelladon, Pennywisdom2099, Peter Fleet, Pharaoh of the Wizards, Philip Trueman, Phyte, Pickles27, Pikazilla, Pillow2011, Platypus222, Plotor, Poccil, Popedcap, Porterhse, Postdlf, Power Slave, Ppk01, PrestonH, Ptrf, Quetzalcoatl45, Qutezuce, Qwerty&scrabble, RJaguar3, Rad Racer, Radon210, Rafff18, RanmaSuper, RaseaC, RattleMan, Recharge330, Rehevkor, Remurmur, Retired username, Retro junkie, RevRocks92, Rhindle The Red, Ricardoread, Richard Harvey, Richiekim, Ringbang, Rjwilmsi, Rlk89, Rmky87, RobJ1981, Robert K S, RobertG, Robfergusonjr, Robindarjeeling, Roelzzz, Rror, Rsegrest, Rsm99833, Rtkat3, Rubicon, Rvn5gt6rafejd, RyanCross, Ryanjunk, Ryulong, SNIyer12, SQGibbon, Salavat, Salvidrim, Samtheboy, Satori Son, Saudijp, Sceptre, Schmeater, Scientus, Sciurin, Scottandrewhutchins, Sdornan, Seansinc, Sesshomaru, Sesu Prime, Shadow Hog, Shadow959, Shadowjams, Shakeandbake15, Shigoroku, Shooke, SidP, Silent Tom, Silver Edge, Silverhedgehog0, SinisterTonic, Sir Slush, Sirex98, Skamecrazy123, Slady, Slark, Slash2x, Sljaxon, SlyStallone123, Slyguy1025, SmartGuy Old, Smartie2thaMaxXx, Smash, Smiloid, Smoke, Snake7man, SnoopingAsUsual, Solkoll, Solsticedhiver, Some jerk on the Internet, StAkAr Karnak, Staecker, Stephen, Strongsauce, Stvoyager, Suiseiseki23, SuperDude115, SuperHamster, Surfthetsu, Swid, TJ Spyke, TK421, TKD, TPIRFanSteve, Talk of the Toast, Taviso, Tbhotch, Telemachus Claudius Rhade, Tempshill, Tennekis, Terrabull, Tezero, Tgeairn, Th1rt3en, Thaddius, Thales of Miletus, Thatguyflint, The Anome, The Dork Knight, The Glory Boy, The Prince of Darkness, The Thing That Should Not Be, TheLoverofLove, TheRustyBanana, Theda, Thejfh1999, Theteddyt, Thewebdruid, Tide rolls, Timbatron, Tjansen, Tomer T, Tomvec, Tony1, Toonmore, Tree Biting Conspiracy, Trey, Treygdor, Trick-the-Peak Guy, Trickster 1!, Trieste, Trioculus1, Triwbe, Trmooney, Trogga, Trud the Borg, Tsepelcory, Tsuba, Twas Now, Tyan23, Uglymew, Umweltschtzen, Uncle Dick, Unused000702, Utcursch, Vary, Versus22, Victory93, Vivaldi, Vivio Testarossa, W4chris, WJBscribe, WOSlinker, Walter Day, Wattson-jr, Wayne Slam, Wgungfu, Whcernan, White x Tee, WikidSmaht, WikipedianMarlith, Wikipelli, Willking1979, Winkidude7001, Wizardman, Wjejskenewr, Wolfrock, Wonchop, Worrdo, Wtmitchell, Wwefan981, Xblaznone, Xe7al, Xevious, Xompanthy, Xot, Xp54321, Xxxdogsrcoolxx, Y, Y0u, Y2kcrazyjoker4, Yuut, Zachkudrna18@yahoo.com, Zelshafeoo, Zombie007, Zythe, Zzuuzz, Zzyxzaa26, 854 anonymous edits Mario Bros. Source: http://en.wikipedia.org/w/index.php?oldid=496929825 Contributors: 041744, 0dd1, 31Gabe, 77blahs77bloos, AMHR285, Ace of Jokers, Ace of Sevens, Ajgs73, Alansohn, Alex 8194, All in, Alpha92613, AmericanLeMans, Amog, AnAlbinoRhino, AnOddName, Andrevan, Andrew777, Andrzejbanas, Andux, AngelOfSadness, Angry Sun, Anonymous Dissident,

536

Article Sources and Contributors


ApolloBoy, Apostrophe, Ariayen, Arj, ArtistScientist, Ashitaka96, Atlan, Audiosmurf, Austriacus, Avicennasis, Awzer11, Aziraphale Jasra, Aztecman11, Bacardimayne, Banjohalo, Beland, Billkendrick, Black Squirrel 2, Blotwell, Bluefoxicy, Bobblewik, Bolt, Bonadea, Braaropolis, Bravo24, Brighat, Brittany Ka, Bubby the Tour G, BulletBillTime, Bumm13, Can't sleep, clown will eat me, Canthusus, Carlsotr, CaseyPenk, Celedor15, Cfortunato, Chinju, Chris the speller, Chrislk02, CleanWizzard, Cmdrjameson, Cockless, Coconutfred73, Colliric, Combination, CommonsDelinker, Corpx, Courcelles, Cousin Yugi, Cricketmania, CryptoDerk, Ctbolt, CyberSkull, Cyclonenim, D.brodale, DCico, DKqwerty, DVdm, Damieng, DanJ, DaveGorman, Davidwil, DawgDeputy, DerHexer, DewN, Diotti, Discospinster, Dispenser, Dogman15, Dphower, Dr. Stantz, DragonHawk, Drat, Dream Focus, Ducknish, Dycedarg, ESkog, Ecksemmess, Eclipsed Moon, Edgar181, Elfantasmathebest, Emalio, Ember of Light, Emosupremo, Epbr123, Erik9, Eternal Elder, Excirial, Falcon9x5, Farine, Fastilysock, Fgdfgdssfghrr6rg7g756r5b57g7gr6, Fieldday-sunday, Flipkin, Frecklefoot, FriedMilk, Friends007, Frodet, Fryguy64, Fui in terra aliena, FullMetal Falcon, Furrykef, Furtim, Gamerxl, Gbr3, Geekmaster34, Gemini1980, Gingerfield rocks, Ginsengbomb, Glasssonic, Gtrmp, Guru Larry, Guyinblack25, Gwguffey, Haipa Doragon, Hallows AG, Hbdragon88, Hbent, Hello32020, Hephaestos, Hyad, II MusLiM HyBRiD II, IamPERSONALARMY, Ian Moody, Ianjones50, Ilikemusic, Ilikenukingwhales, Impala2009, Internationalnerd, Interrobang, Iridescent, Island Monkey, J.delanoy, JHMM13, Jamewyst213, Jason One, Jason Quinn, Jeff Silvers, Jeffrey Mall, Jellf, Jeph paul, Jhsounds, Jnelson09, Jojhutton, Jonny2x4, Joshua Scott, Jourdy288, Jtalledo, JuJube, Juliancolton, Jump Guru, K00bine, Kamek87, Kevin B12, KibibyteBrain, KingTT, Kingpin13, Kiwi8, Kjetil r, Koavf, Koopaboopa, Kouban, Krtki, Kung Fu Man, LGagnon, Ladylions14, Larsinio, Law, Lcarscad, Liftarn, Lkk, Logan The Master, Lt. penguin, Luigi128, Luigi2, Luna Santin, Lupinoid, Lurlock, MadLuigi, Majorclanger, ManyStars50, Marcus2, Mardetanha, Mario110, Mario777Zelda, Marioman12, Master Thief Garrett, Matteh, Megata Sanshiro, Melchoir, Metalsonic89, Mifter, Mika1h, Mike Selinker, MikeRS, Minker, Mirror Vax, Mistressinfo, Molly-in-md, Morgankevinj, Mrwojo, MuZemike, Musicpvm, Muzher, N. Harmonik, N5iln, NES Boy, NaBoKill, Nachopie7, NawlinWiki, Ndenison, Nerdmaster12, New Age Retro Hippie, Nifboy, Nikkimaria, Nintendo Maximus, Nintendude, NoExcuses, Noformation, Northamerica1000, Nunzio08, Nyenyec, Occono, Od Mishehu, Oklonia, OneWeirdDude, Onorem, Optemisprime, Orfieldj, Oscara, Oscarthecat, Ost316, PJ Pete, Pagrashtak, Parrothead1983, Patstuart, Paul Richter, Pdk, Persian Poet Gal, Pie4all88, Planetary, Plotor, Pointillist, Purplebackpack89, Q7boy, Qaddosh, Queen75, Quetzalcoatl45, R9tgokunks, RJASE1, RapidR, Rastaben, Ravimakkar, Reach Out to the Truth, ReyBrujo, ReyVGM, Rholton, Richiekim, Ringbang, Rjwilmsi, RobJ1981, Robartin, Rockfang, Ruy Pugliesi, Ryulong, S@bre, STLocutus, Salavat, Salvidrim, Samuel Blanning, Sawblade5, Schmeater, SchuminWeb, Seancdaug, Shnout, SlimeTurtle, Smartgamer, Smash, SnoopingAsUsual, Snowolf, Soetermans, Someone another, Sonicrazy, Sopoforic, Square87, Sugarkid, SunCreator, Sungl, SuperHamster, SuperLarreh, Supermansukdogs, Surferr, Sysvjbjr, TJ Spyke, Takuthehedgehog, Tampoon Ah Reanie, TanookiMario257, Tbone2001, TehBrandon, TenPoundHammer, Tezero, Tghe-retford, Tglenn14, The Glory Boy, The Prince of Darkness, TheFarix, ThomasO1989, Trick-the-Peak Guy, Trickster 1!, Trioculus1, Tristam, Tristanb, TutterMouse, Twoborg, Tyan23, Ugur Basak, Unused000702, Versus22, Vrrayman7000, Vsmith, WOSlinker, Wangi, Warrior4truth, Welsh, Wgungfu, WhisperToMe, Wilef81, Wimt, Woodshed, Xenon54, Xiong Chiamiov, Yaris678, Ywncyber, Zidane2k1, Zixor, 532 anonymous edits Pinball Source: http://en.wikipedia.org/w/index.php?oldid=482590753 Contributors: Ace of Jokers, AdamWeeden, Adruki, Ashitaka96, Avicennasis, Bumm13, Buzda, CalusReyma, Combination, CyberSkull, DanJ, Dancter, Dawynn, Ecksemmess, Elocina, Fryguy64, GVnayR, Geopgeop, Jared Hunt, Jeff Silvers, Jhsounds, Loves Nintendo!, Lrrr IV, MF14, Mariacer Cervantes, Master Thief Garrett, Matthew Yeager, Melaen, Mitsukai, Mmark089, MuZemike, N. Harmonik, Nach0king, NeonMerlin, New Age Retro Hippie, Nodulation, Oscara, Ost316, Parrothead1983, Plotor, Polocatfan, Quasipalm, Quetzalcoatl45, RA0808, Rad Racer, Ringbang, RobJ1981, Ryan Roos, Salvidrim, TJ Spyke, ThiagoSimoes, Trick-the-Peak Guy, Unislash, WOSlinker, WikiLoco, Woohookitty, Y0u, 26 anonymous edits Wrecking Crew Source: http://en.wikipedia.org/w/index.php?oldid=490919181 Contributors: 041744, 23skidoo, Admiral jolyon, Adruki, Alberto077, Apostrophe, AshSert, Avicennasis, Badger Drink, Berenlazarus, Bigpboy, Bkell, Brian789, CanisRufus, Captain Courageous, Cat's Tuxedo, ChrisRJ, Chykka207, Cipher, Cmdrjameson, Combination, CyberSkull, Digamma, Doctorfluffy, Dogman15, Drat, Drumpler, Ecksemmess, Eclipsed Moon, Enbob89, Escape Orbit, Evice, Ff2paladin, Forteblast, Fryguy64, Furrykef, Fyxe, Grandy02, Hydao, Ian Moody, Indrian, Jason One, Jonny2x4, Jossi, Judgesurreal777, JzG, KeYYeK, KieferSkunk, Lamename3000, LittleSmall, Lkermel, Lots42, Lumos3, Luvcraft, Marasmusine, Mariacer Cervantes, Martin IIIa, Master Thief Garrett, Matteh, Matthew Yeager, McDoobAU93, Megata Sanshiro, Mika1h, Mitaphane, MrDrake, MuZemike, N. Harmonik, Natl1, Neonapple, New Age Retro Hippie, Nintendude, Niteowl666, Oscara, Ost316, Ouseraquenao, Parrothead1983, Peachybrainiac98, Phediuk, PiaCarrot, Platypus222, Plotor, Rhindle The Red, Rich Farmbrough, RobJ1981, Rorschach 42, RoyBoy, Rushoffailure, Ryulong, Salvidrim, Schavira, Secret Saturdays, Smash, Smashman202, SuperDude115, TJ Spyke, TPIRFanSteve, The Thing That Should Not Be, Thelhp, Trachtemacht, Tree Biting Conspiracy, Trioculus1, Truce Guy, Tyan23, Unused000702, Vzbs34, Wariofart, WhisperToMe, X201, Yamamoto Ichiro, 103 anonymous edits Mario Bros. II Source: http://en.wikipedia.org/w/index.php?oldid=493521960 Contributors: Avicennasis, Despatche, GVnayR, Koavf, Ost316, Salvidrim, SnoopingAsUsual, 1 anonymous edits Alleyway Source: http://en.wikipedia.org/w/index.php?oldid=496308774 Contributors: After Midnight, Amchow78, AnOddName, Andrzejbanas, Anticipation of a New Lover's Arrival, The, ArgGeo, Art LaPella, Ashnard, Avicennasis, Bender235, Bkell, Bumm13, Canyq, Casper10, Chris the speller, Christopherjfoster, Circeus, Colonies Chris, CommonsDelinker, Crotalus horridus, CyberSkull, Dabomb87, David Fuchs, Davidbu, DocDragon, Ecksemmess, Epbr123, Evan123465, Firebug, Forteblast, Fryguy64, Furrykef, GVnayR, GamerPro64, Gazimoff, Giggy, Green Yoshi, Guyinblack25, Hahnchen, ImperatorExercitus, Jacoplane, Jappalang, Jason One, Jbmurray, Jhuhn, Jtalledo, Juliancolton, JuliusMax, KGasso, Kukule, Kung Fu Man, Lightmouse, Locos epraix, Luigi, Luigi7, M.nelson, MER-C, Maidenz08, Marcuscalabresus, Mariacer Cervantes, Master Bigode, Maxis ftw, Megata Sanshiro, Mentifisto, Mika1h, Misterkillboy, Moha khud, MuZemike, N. Harmonik, New Age Retro Hippie, NighTrekr, NuclearWarfare, Ocee, PV250X, Pagrashtak, Parrothead1983, PopularOutcast, RainbowOfLight, Ravimakkar, ReyBrujo, Rjwilmsi, Rlk89, Said henry, SandyGeorgia, SharkD, Silver Edge, Soetermans, Someone another, Spongebolton, Sports7787, Staecker, SuperDude115, TKD, Tabletop, TenPoundHammer, Tezero, Th1rt3en, TheExtruder, Thibbs, Trioculus1, Tyrell82, Ugetab, Unused000702, Usnerd, Vincspenc, Visor, WOSlinker, Wackymacs, Yarnalgo, Ywncyber, 34 anonymous edits Mario's Time Machine Source: http://en.wikipedia.org/w/index.php?oldid=492131255 Contributors: *Chosen One*, 041744, Apostrophe, Arcandam, Ash link, Blake, Bluefist, Brian809, Cat's Tuxedo, Combination, David Gerard, Deathawk, Dragonz6189, Eclipsed Moon, Elvarg, EnglishEfternamn, Everyking, Falcon8765, Firsfron, Flipkin, GamerPro64, Glenn Magus Harvey, Goldom, Gurko, Heywd, Jason One, Jeff Silvers, Jon Ace, Jrp, JzG, K1Bond007, KensingtonBlonde, LiquidFusion, Marcus2, Mariacer Cervantes, Markadet fr, Materialscientist, Matteh, Megata Sanshiro, MuZemike, N. Harmonik, Najoj, NessSnorlax, New Age Retro Hippie, Not a slave, OverlordQ, Quittaboi, RedWolf, Reneeholle, Rjwilmsi, Rlove, SNS, Salty!, Salvidrim, Seancdaug, SheeEttin, SimonMayer, Skull33, SpaceCow4, Spellmaster, TBH, The Chinchou, The-, TheDotGamer, TheLoverofLove, ThomasO1989, Thunderforge, Tim!, WRK, Werty8472, WhisperToMe, Woohookitty, 48 anonymous edits Hotel Mario Source: http://en.wikipedia.org/w/index.php?oldid=491737138 Contributors: 2, Acroterion, Addit, AdjustShift, Airplaneman, Alcachofa, Anonymous Dissident, Anonymous from the 21st century, Antandrus, Arima, Atlan, Avenged Eightfold, Azuris, Baa, Bangelo510, Barrylocke, Ben-Bopper, Berenlazarus, Blaze StrongBlood, Bobo192, BrYaN55, Buh6173, Capricorn42, Cat's Tuxedo, Catcherben, Catgut, Cheesemaster7000, ChrisP2K5, Clamticore, Covenant Elite, CrnaGora, Crockster, Crowstar, Cuckooman4, CumbiaDude, CyberSkull, Damian Yerrick, Danhash, DeadEyeArrow, Deespence2929, Der Falke, DoggySporty, Dogman15, Doyley, Dr. R.K.Z, DreamHaze, Dschroder, Dylan620, Editor510, Elkman, Enigmaman, Eric-Wester, FatMackemBuddha, Fixedgerald, Floating Disembodied Head of Mario, FlyingPenguins, FoxInShoes, From-cary, Funky on Flames, Furrykef, GabuEx, Gaius Cornelius, Gogo Dodo, Grayshi, Gromlakh, Happysailor, Headbomb, Hetar, HexaChord, Hexo67, Hibana, Holothurion, Hotel Mario, Hotel Mario 2, ILIKECEREALX, Indon, Ioeth, Iridescent, Irish Souffle, J'onn J'onzz, J.delanoy, JDDJS, JFM, JacobLBA, JeffreyAtW, Jncraton, JuJube, Juliancolton, Just an opinion, Kimera Kat, Kingplatypus, Kirakoru, Klaus Kratchet, KlayMan2007, Kraftlos, LINK MAH BOI, LadyofShalott, Leifanator, Lightwing1988, Lita5dozen, Lordflash97, Loren.wilton, Lots42, Luckystar27, MC10, Madhero88, Magiciandude, Makron1n, Mamaluigibob, Marek69, Mariomarioecw, Martin IIIa, Megata Sanshiro, MelbourneStar, Mika1h, Mike135, Mike6271, MikeWazowski, Mizrboy, Moreschi, Mrschimpf, N. Harmonik, NES Boy, NHRHS2010, Neverquick, New Age Retro Hippie, Newsaholic, NickWor, Nintendoman01, Nneonneo, Nutter86, Onesimos, Oroso, PV250X, Pedroshin, Peskeyplumber, Phantomsteve, PhatKitten121315, PhilKnight, Philip Trueman, Piemanmoo, Pikawil, Pointlessness, Poopie123456789, Ptoponline, Qebafhzn, Queenmomcat, RadioChuck, Random Kingdom, Randy Johnston, Rgeggrg, Rhindle The Red, Ritter Christian, RobJ1981, Robofish, Ron2, Roux, RyanMcCloud, SIKEONYOU, SNS, SOMERANDOMTRAINER, Salvidrim, Schumi555, Sd31415, Secret Saturdays, Sestren NK, SharkD, Shawn in Montreal, SlackerMom, Someone another, SonicTailsKnuckles, Sonicrazy, SpamPimp, StevenMario, Sticknuke007, SuperHamster, SuperSaiyanGodzilla, Superjustinbros., TJ Spyke, TPIRFanSteve, Takeaway, Tangled nest spider, Taras, Team Leader, TeeHeeHee, Tehking2, Temeku, TenPoundHammer, Tghe-retford, Thatguyflint, The Thing That Should Not Be, TheRealFennShysa, Thekingsdinner, Thewritingwriter17, Thibbs, Thumperward, Thunderbrand, Timminspress, Toastthetoasters, Togepi 987, TonicBH, Tony1, Tree Biting Conspiracy, Tresiden, Trioculus1, Trogdorguy, Trogga, TubularWorld, TurtleShroom, Uagehry456, Useight, Versus22, Victory93, Vinsfan368, ViperSnake151, WEEGEE1231216543, WhisperToMe, WikiChicken81112, Wizardman, Wkpa678, Xboxman107, Xinoph, Youtube Poop: Where there's smoke, they pinch back, 463 anonymous edits Mario's Game Gallery Source: http://en.wikipedia.org/w/index.php?oldid=491710007 Contributors: 041744, Athletes Foot, Cat's Tuxedo, Gtrmp, Headbomb, Jc iindyysgvxc, Jelly Soup, Kariteh, Matthew Yeager, Maxim, Megata Sanshiro, N i grunze, N. Harmonik, New Age Retro Hippie, Pikawil, Ppk01, R'n'B, Radagast83, RobJ1981, Salvidrim, Sean2050, TBustah, Tcncv, TheListUpdater, ThomasO1989, 15 anonymous edits Mario Clash Source: http://en.wikipedia.org/w/index.php?oldid=493093108 Contributors: 041744, 0dd1, Andrevan, Aquillion, Cat's Tuxedo, Coreycubed, Corn Popper, DFRITZ2, DKqwerty, Dr. Stantz, Fryguy64, Grandy02, Hit bull, win steak, In Donaldismo Veritas, J44xm, JohnnyMrNinja, Justin The Claw, Khazar2, Logan The Master, Lorson, Mang kiko, Martarius, Martin IIIa, Matthew Yeager, Megata Sanshiro, Mika1h, Mild Bill Hiccup, MuZemike, N. Harmonik, NES Boy, Nemodomi, New Age Retro Hippie, Oscara, Ost316, Pagrashtak, PhilKnight, Plasticup, Pookiyama, Pumpy heart, RaviC, Reiem, Remurmur, Rettetast, RobJ1981, Ryulong, SNS, Salvidrim, Secret Saturdays, Sergecross73, Sfan00 IMG, Sidney Gould, SimonKSK, Suruena, TPIRFanSteve, Tghe-retford, Thaddius, The Rogue Penguin, TheDotGamer, Tree Biting Conspiracy, Trioculus1, Vandemark, Victory93, WhisperToMe, Worrdo, YolanCh, Zantastik, 48 anonymous edits Super Mario RPG: Legend of the Seven Stars Source: http://en.wikipedia.org/w/index.php?oldid=492465851 Contributors: 041744, 5 albert square, A Man In Black, AMHR285, AOB, Ace of Jokers, Admiral jolyon, Ae.davies1992, Aericanwizard, Agathoclea, Alai, AlanEdgeHead, Alex Lindell, Almighty Rajah, Altar of Kez, Altes, Altzinn, Alumni, Amcaja, Andrevan, Angelic Wraith, Angry Sun, AnimeUnrivaled, Anomie, Apostrophe, Arima, Arjun01, ArmyOfFluoride, Arrowned, Artichoker, Axem Titanium, Aximill, Azer Red, AzureKevin, Bananapowerman, Belasted, Bentendo24, Betterthanbatmanspidermanandthexmen, Billy Liakopoulos, Billybobfred, Bishop2, BlankVerse, Bmaupin, Bobblewik, Bobdoe, BorgHunter, Borrada, Brian809, Bryan121, BtVSFan, Burntsauce, Buzda, CIreland, CKHideki, Caissa's DeathAngel, Calton, Can't sleep, clown will eat me, Capricorn42, Carlj7, Carlwev, Carrie2002, Casper10, Chamal N, Chrattac, Closedmouth, Cmdrjameson, Cody 2.0, Colonies Chris, Combination, CommonsDelinker, Comrade42, Conan-san, Conti, ContrillionAU, Corpx, Crazyswordsman, Crazytales,

537

Article Sources and Contributors


Crimsonseiko, Croc-koopa, CrossEyed7, Crystallina, Cyan Gardevoir, Cyber Infinity, CyberSach, Cyberlink420, Cyberpsi88, Cynical, D'INC2006, DG, DKqwerty, Dalton Imperial, Dancter, DanielLC, Dar book, Dark Samus, DarkEvil, Darkness2005, Darth Mike, David Gerard, David Wahler, Dbm11085, DearPrudence, DerHexer, Derek Ross, Dermot-94, Digwuren, Disaster Kirby, Dispenser, DivineAlpha, Doctorhawkes, Dorvaq, Doshindude, Dragon DASH, Drake Clawfang, Drat, DreamingLady, Dto, Duce303, Dutchtica, E946, EALacey, Ecksemmess, EliotAndrews, Eluchil, Enok Walker, Enviroboy, Erigu, Everyking, Evice, Evildevil, Farine, Fatpeople12345, FightingStreet, Fireballmario, Firsfron, Fleinn, Flewis, FreakyMutantMan, FriedMilk, Fru1tbat, FullMetal Falcon, FunPika, Furrykef, GDallimore, GGMark, GSGold, GTBacchus, GUTTERTAHAH, GVOLTT, Gaius Cornelius, GamerPro64, Gary2863, Gawaxay, Gemini1980, Gentlemen, Geopgeop, Geroldas, Gogo Dodo, Golbez, Goldom, Goldrushcavi, Granla, Greyhead, Grubber, Guyinblack25, Hananoshi, Headbomb, HeroicJay, HexaChord, Hibana, Ibroketheinternet, Igordebraga, Ihatekids, Iheartcorruption, InfamousAmos, Irish Souffle, Irishguy, Jake Larsen, Jason One, Jclaytonljones, JeLuF, Jeff Silvers, Jennavecia, Jersey Devil, Jhsounds, Jhuhn, Jinkapo, Jj137, JohnnyMrNinja, Joshua368, Jtalledo, Judgesurreal777, Juggaleaux, JzG, K1Bond007, KAMiKAZOW, Kaishin521, Kariteh, KensingtonBlonde, Kezaaargh, Khisanth, King Toadsworth, Kingkingly, Koavf, Kungfuadam, Kyle2day, Larrythefunkyferret, Lashiec, Legoktm, LegolasGreenleaf, Liftarn, Lightmouse, Ling.Nut, Linkdude20002001, Liontamer, Liquidtenmillion, Litefantastic, LittleSmall, Logan, Loganruckmanman, Lord Crayak, Lord Opeth, Lord Psyko Jo, Lordestros, LostLeviathan, Lotje, LtNOWIS, Lucashoal, Luke4545, M2K 2, MStraw, Maestro25, Malcolm, Mamyles, Marek69, Mario777Zelda, MarioFan320, Martarius, MartinDK, Masem, Masky, Matteh, Matticus78, MayumiTsuji, Meelar, Megata Sanshiro, Melodia, Michael Devore, Michael Hardy, Mika1h, Minna Sora no Shita, Mintleaf, Miremare, Mmark089, Mo0, Mole, Moocow je, MoogleDan, MosheA, Mountainmage, Mr. Tacopants, Mr.Unknown, MrLeo, Msikma, MuZemike, Multimoog, Mushroom, Mystalic, Mythdon, N. Harmonik, Nall, NaturallyHeroic, NeoGenPT, New Age Retro Hippie, Newagelink, Nifboy, Nightengale989, Nintendonly, Nixeagle, Norgor, Nova Prime, Ntg, Odokee, Ohnoitsjamie, Omata SSK Korosu, Omeglion, Onorem, OrangeDog, Oscarthecat, Ost316, Ouseraquenao, OutRider2003, Overand, PJ Pete, Pagrashtak, Parrothead1983, Pdiddyjr, Percy Snoodle, Percy896, Peter, Phred, Pie4all88, Pigsonthewing, Pikawil, Pikiwyn, Plasticup, Platypus222, Poiuyt Man, PoprocksCk, PresN, Primalmoon, Prophet15, Ps1234556789, PsychicKid1, Putnamehere3145, Quietust, R3ZA, RPGillespie, Radaar, Radak, Random contributor, Ravimakkar, Razorflame, Red Director, Remdabest, ReyBrujo, Rich Farmbrough, Richiekim, Rirse, Rjwilmsi, RobJ1981, RockMFR, Rosimichael, Rouge2, RxS, Ryanmacken, Ryulong, SCB '92, SCEhardt, SUPERFOX5, Salty!, Salvidrim, SarekOfVulcan, Sawdichtel, Scrithe, Seancdaug, Secret Squirrel (VGMdb), SentringAgent, Sesu Prime, ShadeRPG, Shadow Hog, Shadow1, Shaolin Samurai, ShaunMacPherson, Shell Kinney, Sherool, Shvelven, Silvdraggoj, Silverfish, SimpsonsMan1234, Sir John Sack-and-Sugar, SirMaur, Siroxo, SixteenBitJorge, Sjones23, Smash, Snowboarderx9492, Soetermans, Some guy, SouperAwesome, Splash, Staecker, Stapler 9 42, Stephenb, Stevo1000, Stobbe, Stryik, SupaStarGirl, Super Spike, SuperNESPlayer, Supermario128, TJ Spyke, TPIRFanSteve, TTN, Taric25, Tbhotch, Tedius Zanarukando, Tehw1k1, Tetrisphere, TexasDex, Th1rt3en, The Prince of Darkness, The Rogue Penguin, The Thing That Should Not Be, The jazz musician, The wub, TheBilly, TheZaius, Themakalams, Theprophet08, Thiseye, ThomasO1989, ThrashedParanoid, Tinkleheimer, Tommy11111, Tommy2010, Tony Myers, Tony1, Topaz kitsune, Trick man01, Trioculus1, Trogga, Tud123, Tweakfire, Tyciol, Uchiha23, Unknown Dragon, Unused000702, Unyoyega, Urutapu, Usernameandpasswordasausername, Usucdik2, Vague Rant, Valorn, Vancouverguy, Veemonkamiya, Victory93, Virdrag, Voyaging, Vzbs34, Waggers, Wahjah, WarioLoaf, Warpedcore, WaveDasher, Weirdy, Wellontop, Wenli, WhisperToMe, Wiips3andme, Wiki Raja, WikiLoco, WikiManiac64, Wikieditor1988, Wikistar3, Wild Bill, Wilfredo Martinez, Willy on Wakeboard, Wolf ODonnell, Woudloper, Wyveelix, X-statik, XChopperDave, Xeno-Lord, Xihix, Yaris678, Yumyumpuppies, ZJP, Zachkudrna18@yahoo.com, Zeus Guy, Zomic13, 890 anonymous edits Mario no Photopi Source: http://en.wikipedia.org/w/index.php?oldid=344630459 Contributors: Ajaxfan, Apostrophe, Caleson, Deathawk, Djlarz, Firsfron, Floppydog66, Grandy02, Masem, MuZemike, N. Harmonik, NeoGenPT, New Age Retro Hippie, RJFJR, RobJ1981, SNS, Timkovski, Trioculus1, X201, Ynhockey, 11 anonymous edits Mario Pinball Land Source: http://en.wikipedia.org/w/index.php?oldid=488989383 Contributors: ABCD, Anthony Appleyard, Apostrophe, Avicennasis, Combination, CyberSach, CyberSkull, Cyberlink420, Deathawk, Despatche, DoubleCross, Eippol, Elm-39, Frankyboy5, Gaius Cornelius, Grandy02, Ian Moody, J 1982, Jhsounds, JohnnyMrNinja, JzG, Kafuffle, Logan The Master, Lorson, LtPowers, Malcolm, Matthew Yeager, Megata Sanshiro, Mika1h, Mirror Vax, Mister1nothing, MuZemike, Mvp, N. Harmonik, NES Wii, Neo Zeus, New Age Retro Hippie, OS2Warp, Onesimos, Oscara, Pacman100, Pdiddyjr, Peachybrainiac98, Pesapluvo, Ravimakkar, Ray Chason, Reach Out to the Truth, Riccosimba6, Robina Fox, RockMFR, Ryulong, Salvidrim, SuperDude115, TAnthony, TPIRFanSteve, Tezero, Thaddius, The Swagga, Traxs7, Triforce of Power, Trioculus1, Vegaswikian, X201, Xabe, Y0u, 44 anonymous edits Dance Dance Revolution: Mario Mix Source: http://en.wikipedia.org/w/index.php?oldid=495656553 Contributors: 150sectest, 22dragon22burn, 23skidoo, Ace of Jokers, AdibMasumian, AeronPeryton, After Midnight, Another Believer, Apostrophe, AvicAWB, Bando26, Blackguyw, BlueMario1016, Bovineboy2008, Carioca, Casper10, Cat's Tuxedo, Chanlord, Chavando, Colorvision, Combination, Coolgamer, Courcelles, Cyan Gardevoir, CyberSkull, Dancter, Danger, DarkAdonis255, Darth Panda, Daveydweeb, David Gerard, Deathawk, Dogman15, Doug Bell, Epolk, Eric Duff, Eternal Equinox, Flamingspinach, Flare13, FlyingPenguins, Fratrep, Furrykef, GLmathgrant, GS Sentret, GVOLTT, Game-Guru999, Gamekirby, Gerk, Golbez, Goldpump56, Gracz54, Grandy02, Herald Alberich, Heywd, Hu12, Icestorm815, Ilikemusic, JYi, JaffaCakeLover, James-2, Jaron99, JayKeaton, Jeff Silvers, Joanne ong, John, JzG, K. Annoyomous, K1Bond007, KSweeley, KeithTyler, Kidicarus222, Kimchi.sg, Knuckles sonic8, Kusunose, LittleSmall, Lorilei Mackenzie, LuigiMania, MER-C, MIT Trekkie, Magicbologna, Magioladitis, Mario777Zelda, Martarius, Mckaysalisbury, Megata Sanshiro, Miremare, MrDrake, N. Harmonik, Nahallac Silverwinds, Naohiro19, NeoGenPT, New Age Retro Hippie, Newagelink, NintendoGod, Niteowlneils, Nlyons162, NrDg, NuncAutNunquam, Onesimos, Oscara, Oxymoron83, Phuzion, Piroteknix, Poiuyt Man, Press Start, PsYcHoDaN, Ravimakkar, RememberMe?, ReyBrujo, Richard W.M. Jones, Rjwilmsi, RobJ1981, Ron Stoppable, Royboycrashfan, Sailor Lead Crow, Salvidrim, Santtu37, Sergecross73, Shadoman, ShadowHntr, Sherool, Slakr, Smash, Smobey, Snip3rNife, Sodaplayer, Soetermans, Spartan-James, Spiritsnare, Stanchfi, StopItTidyUp, Stumpers, TJ Spyke, Talmage, Tb1991, Tghe-retford, The Prince of Darkness, The Rogue Penguin, TheDotGamer, TheListUpdater, Thibbs, ThirdMarioBro, Thorpe, Tony Myers, Trainra, Triforce of Power, Trioculus1, Unknown Dragon, Unused000702, ViperSnake151, Volker89, Wiibeatsps3, Yashtulsyan, Zoombus, 283 anonymous edits Super Princess Peach Source: http://en.wikipedia.org/w/index.php?oldid=497177645 Contributors: 1wolfblake, A Man In Black, ABCD, Alexandrus2010, Alpha92613, Amcbride, Andrevan, Angeldeb82, Apostrophe, Arima, Atomic Cosmos, Avicennasis, Awcline, Belasted, Blazingsticks, Bleubeatle, Brendan Moody, Brittany Ka, Captainktainer, Carlj7, Cassycat, Cheeser1, Chridd, Combination, CowboySpartan, Cyclone1993, Cypher z, DKqwerty, Dancter, Danlev, Darry2385, Deathawk, DoubleCross, DrZarkov, Duke33, Dukemeiser, DurinsBane87, Erigu, Evildevil, Evilgrug, Exitmoose, Exoriven, F, FlareNUKE, Fleinn, FlyingPenguins, Fork me, Frankyboy5, GS Sentret, Geg, Geometry guy, Georgia guy, Ginnielizz, Hailinel, Haipa Doragon, HannahMiley, Hbdragon88, Heywd, Hibana, Hurricane Devon, J44xm, Jedi6, Jerry teps, Jj137, Joshfist, Juliancolton, JzG, Kairos, Kulshrax, Leszek Jaczuk, Leteobsiana, Liasos, Liquidcross, Lunarwhisper, Macha Oscillations, Madchester, Madhatter9max, Malkinann, Marek69, MarioLOA, Megata Sanshiro, Michael2468, Mijzelffan, Mika1h, Mike Rosoft, Miremare, Morgan695, N. Harmonik, NES Boy, NOAWiki, Nebula2357, NeoDoubleGames, New Age Retro Hippie, Nintendo Maximus, No substitute for you, Nyletak, OS2Warp, Onesimos, Onopearls, Orannis, Oscarthecat, Otemple700, Pcpp, Pdiddyjr, Peachrules14, Peachybrainiac98, PigFlu Oink, Pikawil, Prankman Hifly, Quentin18, R.G., Raizen1984, Redvers, ReyBrujo, Robbie IV, Ronhjones, Ruyn, Ryulong, ST47, Salty!, Salvidrim, Sean WI, SerraBrio, Sfan00 IMG, Sgtcook, Shoeofdeath, Silver Edge, SixteenBitJorge, Sloman, Smash, Snake712, Sonic Mew, Sraan, Steel, Stillnotelf, Superslacker87, Sweetness46, TJ Spyke, TPIRFanSteve, TTN, Tehw1k1, The KoG, The Lion, The undertow, Tobias Lind, Tomballguy, Toxicroak, Triforce of Power, Trioculus1, UberScienceNerd, Ultraexactzz, Unknown Dragon, Unused000702, Unused007, Usucdik2, VederJuda, Vendettax, Volt4ire, Wakuran, WarChild, Werty8472, WhisperToMe, Wiki alf, WikidSmaht, Wikiwere, Willy105, Witchgirl77, Wolfer68, Wonchop, Woohookitty, X201, Xenoveritas, XoxGossipGirlxox, Xyz333, Yamamoto Ichiro, Yanthonx, Zachkudrna18@yahoo.com, Zeldamaster3, 378 anonymous edits Educational games Source: http://en.wikipedia.org/w/index.php?oldid=497643440 Contributors: 041744, 3oWh pF0wHz, APHST, AmericanLeMans, Anakin4me, Anonymous from the 21st century, Arman Cagle, Avicennasis, BD2412, BastaPasta28, Black Yoshi, Blake, C3po345 Mast3r, COMPFUNK2, Cat's Tuxedo, ChrisP2K5, Cyan Gardevoir, DARTH SIDIOUS 2, DC, Dachshundfan, DarkfireTaimatsu, Dawynn, Deltasim, Difu Wu, Dogman15, Eliskuya2, EmperorFishFinger, Furrykef, GVOLTT, GarHTField234, Gilliam, HJ Mitchell, Haipa Doragon, HangingCurve, HexaChord, Hotcrocodile, IW.HG, J.delanoy, Jamesontai, Jonny2x4, Jwkpiano1, Kabj06, Krtki, Kubi718, Kyle1278, Lots42, Lusanders, Lyricmac, Magioladitis, Marcus2, Margaret McGrory, Mariacer Cervantes, Martin IIIa, Megastar8272, Megata Sanshiro, Micru, Misselaineous, Mr. Anon515, MuZemike, Multi Trixes, Ndboy, New Age Retro Hippie, Newistnoob, Nifboy, Nikkimaria, Oknazevad, Osarius, Ouseraquenao, Pedro thy master, Pikabombed, PoofyHax, Qwyrxian, Reach Out to the Truth, RetroSam, RockPuppetz, Ronhjones, Rossmacpedia, Sagjig, Salvidrim, Salvio giuliano, SamEtches, Saney87, Secret Saturdays, Sintaku, Slakr, Soap, SonicFanSupreme, SpaceCow4, Squady7, Supermathew, TBone777, TJ Spyke, TailsBuddy400, Tassedethe, TenPoundHammer, The Thing That Should Not Be, TheHYPO, TheLoverofLove, ThomasO1989, Tide rolls, Tigerbreath13, Trioculus1, Typen, Unreal7, Victory93, VsevolodKrolikov, Weegeelindsey, WhisperToMe, Whotookthatguy, Wikieditor06, Wilsonbiggs, Wo78, Wonchop, WqIxLzLqYxzOqNxzWqHxEzEqLxS, Zagalejo, 170 anonymous edits LCD games Source: http://en.wikipedia.org/w/index.php?oldid=497461130 Contributors: 041744, Artipol, BobisOnlyBob, Clarince63, Classicrockfan42, CommonsDelinker, Evan-Amos, FiP, Firestar08, Furrykef, GG360, Gioto, Gogo Dodo, Groyolo, Haipa Doragon, Jimp, Kariteh, Khisanth, Luckas Blade, Magioladitis, Malcolmo, Mickea, MuZemike, N. Harmonik, New Age Retro Hippie, Orlando105, Ost316, OtakuYoshi, Pacguy19, Paul A, Pdiddyjr, Polocatfan, Princess Michiru, Rich Farmbrough, Salvidrim, Sis and bro, TPIRFanSteve, Tetrismaster, Thibbs, ThomasO1989, Trioculus1, Will Beback Auto, YUL89YYZ, Yu-Gi-Oh iris, Yuckhil, Zabuku, 51 anonymous edits Game & Watch Gallery series Source: http://en.wikipedia.org/w/index.php?oldid=496366962 Contributors: Amedeus, Apostrophe, ArtistScientist, Arundel, Badger Drink, Barren167, Broomy83, Chris the speller, ClonedPickle, CommonsDelinker, CyberSkull, Daftpunkboy93, Damian Yerrick, Daviedoodle, Delusion23, Drsunken, Elranzer, Evice, Explodingsheep, Eyeball226, Fryguy64, Furrykef, Hbdragon88, Heywd, Interface23, J Milburn, Jake Lancaster, Jeff Silvers, Jhuhn, JzG, Kbdank71, Kidicarus222, Maxim, Mboverload, Megata Sanshiro, MrDrake, N. Harmonik, NOAWiki, Nensondubois, New Age Retro Hippie, Nintendude, OboeCrack, Oo7565, Ost316, PV250X, Pacman100, Parrothead1983, Press Start, Qxz, Red dwarf, Resound, ReyVGM, Rholton, Rob Enduro, SNS, Salvidrim, Saria, Scarcer, Sherool, Silver Sonic Shadow, Snorlax Monster, SpongeMcFly2015, Stephentkennedy, SuperTank17, TJ Spyke, The Ultimate Koopa, TheUncleBob, Thejfh1999, Thibbs, Timeraner, Tree Biting Conspiracy, Ttc817, Tunel, Tyrell82, Tyw7, Ultimate77, White Shadows, WhizzBang, Woohookitty, X96lee15, 114 anonymous edits Mario Artist series Source: http://en.wikipedia.org/w/index.php?oldid=470841039 Contributors: A Man In Black, Bulwark, CALR, Coreycubed, Darwinek, DragonflySixtyseven, Gadz, Grandy02, Jacoplane, JohnnyMrNinja, Judgesurreal777, LadyMaxwellShort, Megata Sanshiro, Melesse, Melonade, Mika1h, Mr. Frecklefly, MuZemike, N. Harmonik, Nahallac Silverwinds, New Age Retro Hippie, NukeofEarl, Quaque, RJFJR, Randnet, Rich Farmbrough, RobJ1981, SNS, ST47, Seth0708, Shinpah1, Tregoweth, Trioculus1, WereSpielChequers, 38 anonymous edits

538

Article Sources and Contributors


Super Mario 128 Source: http://en.wikipedia.org/w/index.php?oldid=494596886 Contributors: -Majestic-, 041744, Ahkond, Ajsh, Anomie, Arrowned, ArtistScientist, BakugekiNZ, Bdjd, Benjiross2, Berserkerz Crit, BlazeHedgehog, BlkStarr, Bobby D. DS., Brian0918, Bubba hotep, Burnzboy2, Caleson, Cambrant, CaseyPenk, Chardish, Cheese222, Christian75, Classicrockfan42, CyberSkull, DD2K, Dancter, Dannyrig, Deathawk, Degrassirulez, Deltwalrus, Dfigu003, Drae, Drilly Dilly, Dux is me, Enbob89, Ephidel, FMasic, Fatsal, Fredrik, FullMetal Falcon, Furrykef, Gaius Cornelius, GamerJoshua, Gamerforever, Geg, Gogogadgetearl, Gparker, Guanaco, Hahnchen, Haipa Doragon, Heywd, Hibana, Hyad, Ino5hiro, J44xm, JaGa, JackSparrow Ninja, Jacoplane, Jake Wartenberg, JimVC3, Jon Cates, K1Bond007, Kflester, Kicking222, King Master, Klondike, Kungfuadam, Kurowoofwoof111, Lan56, Luigi2, Malamockq, Mario Sonicboom, Masky, Master Thief Garrett, Maxamegalon2000, Mboverload, Mdwh, Meatloaf64, Mega Man 5, MeltBanana, MyMii, N. Harmonik, NTDOY Fanboy, Nathan2055, New Age Retro Hippie, Oo64eva, Optichan, Oscara, Pelusa, Penguin511, Peter S., Pie4all88, PureLegend, Qutezuce, Radagast83, Raezr, Reach Out to the Truth, Rgoodermote, Rich Farmbrough, RichiH, Ritz, Rlk89, RobJ1981, Roux-HG, SNS, Salvidrim, Sam Hocevar, Scepia, Sdornan, Seinman, Sergecross73, Seth0708, Sgeureka, Sheeeeeeep, ShortCutMan, Silver Edge, Sixteen Left, Skeejay, Smurrayinchester, Snkcube, Som1Udontknow, Sora45, Stevo1000, Super wario bros., SuperHamster, Supergamecube999, SwordKirby537, T ConX, TBadger, TW2k5, Takuthehedgehog, Thorpe, Thunderbrand, Tide rolls, Trioculus1, Trypa, UUto, Unused000702, VanderWa, Vrray9000@yahoo, Weeliljimmy, WikiLaurent, Windowsmacintosh2009, X06, Zomic13, Zone46, Zooba, 236 anonymous edits Super Mario's Wacky Worlds Source: http://en.wikipedia.org/w/index.php?oldid=496020196 Contributors: Angry Sun, Bongwarrior, Crockster, Crossmr, Edgewise, Elranzer, Evan1975, Fireaxe888, Heywd, Hibana, Holothurion, Ihavenolife, Ixfd64, JohnnyMrNinja, Malcolm, Manmonk, Mariofan, Megata Sanshiro, MuZemike, N. Harmonik, New Age Retro Hippie, Paul August, Ptoponline, R'n'B, SNS, Salvidrim, Seth0708, TPIRFanSteve, Talk of the Toast, Tangled nest spider, TenPoundHammer, ThaddeusB, ThomasO1989, Victory93, Western John, 25 anonymous edits

539

Image Sources, Licenses and Contributors

540

Image Sources, Licenses and Contributors


File:Donkey Kong arcade.png Source: http://en.wikipedia.org/w/index.php?title=File:Donkey_Kong_arcade.png License: unknown Contributors: File:Nintendo DS Mario Edition.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Nintendo_DS_Mario_Edition.jpg License: Creative Commons Attribution 3.0 Contributors: Vicsoldier File:Shigeru Miyamoto GDC 2007.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Shigeru_Miyamoto_GDC_2007.jpg License: Creative Commons Attribution-Sharealike 2.0 Contributors: Vincent Diamante File:Shigeru Miyamoto at GDC 2007 (cropped).png Source: http://en.wikipedia.org/w/index.php?title=File:Shigeru_Miyamoto_at_GDC_2007_(cropped).png License: Creative Commons Attribution-Sharealike 2.0 Contributors: Vincent Diamante from Los Angeles, CA, USA File:Star full.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_full.svg License: Public Domain Contributors: User:Conti from the original images by User:RedHotHeat File:Star empty.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_empty.svg License: Creative Commons Attribution-Sharealike 2.5 Contributors: User:Conti from the original images by User:RedHotHeat File:Shigeru Miyamoto cropped.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Shigeru_Miyamoto_cropped.jpg License: Creative Commons Attribution-Sharealike 2.0 Contributors: Sklathill File:Super Mario 64 jumping.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Super_Mario_64_jumping.jpg License: unknown Contributors: Blake, Fredrik, Jeff Silvers, Jonghyunchung, Lipspits, Megaman en m, N. Harmonik, Pagrashtak, Reach Out to the Truth, 6 anonymous edits File:Star half.svg Source: http://en.wikipedia.org/w/index.php?title=File:Star_half.svg License: Creative Commons Attribution-Sharealike 2.5 Contributors: User:Conti File:Vsdrmario.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Vsdrmario.jpg License: Creative Commons Attribution-Sharealike 3.0 Contributors: 17daysolderthannes File:Wii-wheel.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Wii-wheel.jpg License: Creative Commons Attribution-Sharealike 3.0 Contributors: Jason Gervais & Rugby471 Original uploader was Jason Gervais at en.wikipedia File:Donkey Kong arcade.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Donkey_Kong_arcade.jpg License: Creative Commons Attribution-Sharealike 2.0 Contributors: Joshua Driggs (ZapWizard) (take photo), bayo (remove the background) Image:Shigeru Miyamoto GDC 2007.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Shigeru_Miyamoto_GDC_2007.jpg License: Creative Commons Attribution-Sharealike 2.0 Contributors: Vincent Diamante File:Game and watch donkey kong.JPG Source: http://en.wikipedia.org/w/index.php?title=File:Game_and_watch_donkey_kong.JPG License: Creative Commons Attribution-Sharealike 3.0 Contributors: User:Orlando105 File:Game&watch-donkey-kong-2.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Game&watch-donkey-kong-2.jpg License: Public Domain Contributors: Evan-Amos Image:Game&watch-donkey-kong-3.jpg Source: http://en.wikipedia.org/w/index.php?title=File:Game&watch-donkey-kong-3.jpg License: Public Domain Contributors: Evan-Amos Image:Marios cement factory.gif Source: http://en.wikipedia.org/w/index.php?title=File:Marios_cement_factory.gif License: GNU Free Documentation License Contributors: Gakon5, N. Harmonik File:Green check.svg Source: http://en.wikipedia.org/w/index.php?title=File:Green_check.svg License: Public Domain Contributors: gmaxwell File:Red x.svg Source: http://en.wikipedia.org/w/index.php?title=File:Red_x.svg License: Public Domain Contributors: Anomie

License

541

License
Creative Commons Attribution-Share Alike 3.0 Unported //creativecommons.org/licenses/by-sa/3.0/

You might also like