Showing posts with label charged. Show all posts
Showing posts with label charged. Show all posts

Wednesday, March 9, 2011

Rank Up! Mario Sports on Wii

Mario Sports Mix slam-dunked its way onto the Wii last month, so now's the perfect time for Rank Up! Rank Up! is the every now and then feature where we list a series of games from worst to best. It's a simple concept that's been very popular here on SPC. Today we're taking a look at Mario's sport outings on the Wii. There's been many, but which ones reign supreme? Let's find out, but first let's see which games we'll be putting under the metaphorical microscope.

Mario Sports Mix (Wii)
Mario Kart Wii (Wii)

Mario Super Sluggers (Wii)

Mario Strikers Charged (Wii)

Mario and Sonic at the Olympic Games (Wii)

Mario and Sonic at the Olympic Winter Games (Wii)

New Play Control! Mario Power Tennis (Wii)



Ever since the Game and Watch days, Mario has spread his wings and dabbled in other jobs and sports. On the Nintendo Entertainment System, he teed it up on the green in Golf, while it was on the Super Nintendo where seemingly his most popular sports entry was given birth in the form of Super Mario Kart. That series would go on to be one of most popular Mario sports series in history. From then til now, Mario has participated in nearly every sport under the sun sans North American football.

7) New Play Control! Mario Power Tennis (Wii)


The New Play Control! line of games was to fill the holes in Nintendo's own release schedule. What better way to do this than port Gamecube games to the Wii with special Wii remote controls? Seems flawless. Unfortunately, the controls in NPC Mario Power Tennis were anything but. In fact, they were fundamentally broken. The game did not register whether you were hitting with topspin or backspin, and the game would randomly lob the ball up into the air. After playing this game for less than a hour, I was embittered and quickly sent the game back to Blockbuster. A perfect chance to show off what motion controls can do, and Nintendo absolutely botched it.

6) Mario and Sonic at the Olympic Games (Wii)


When it was announced that Mario and Sonic would be in the same game together, millions spun their rumor mills guessing what type of game it would be. Would it be a 3D platformer in the ilk of Super Mario 64 and Sonic Adventure? When it was revealed that their first game would be a mini-game collection, the hype died down considerably-- but not the sales, mind you. Regardless, most mini-games required you to waggle the Wii remote to speed up your character which by now, waggle was no longer a fun concept. We did it in Wii Sports boxing, we did it to control Link's sword in Twilight Princess, and most of us had had enough. Even with all of the fan-service in the game, nothing could stop this title from being the below-average game it was.

5) Mario Super Sluggers (Wii)


Taking Mario and the Mushroom Kingdom out to the ballgame, Mario Super Sluggers was the sequel to Mario Superstar Baseball on the Gamecube. In this sequel, the single-player mode consisted of an adventure-like mission mode where saving the day awarded you with new items and new teammates for your roster. The fundamentals itself added motion controls to swing at the ball. Holding the Wii remote back charged your swing while for pitchers, it charged their throw. With multiple stadiums to play on including the gimmick-free Mario Stadium, the topsy turvy Daisy Cruiser, and the frozen floors of Peach Castle, America's favorite pastime was well-represented in Mario Super Sluggers.

4) Mario and Sonic at the Olympic Winter Games (Wii)


One could label this as a glorified mini-game collection, and they'd be correct in that assessment. However, each sport unlike this game's predecessor did not rely heavily on waggle to play. Instead you twisted and turned the Wii remote and nunchuk to carve through the snow as you skied downhill, participated in one of many dream events which had you racing through Mario Kart Wii's Mario Circuit track or speed skating in Eggman's Base, and unlocked character costumes for your Wii in the in-game shop. There were many events to partake in from real to dream, and the variety of control made each event feel different from the last no matter if you were interested in speeding through the bobsled course or the slalom course.

3) Mario Sports Mix (Wii)


From multiple mini-games to four sports in one, Mario Sports Mix was an enjoyable romp through all four sports: basketball, volleyball, dodgeball, and hockey. Each sport had its own set of three cups to participate in to earn the mythical star cup trophy in each sport. Doing so enabled you to take on Behemoth from the Final Fantasy series in a two-on-one battle for supremacy. Each sport had just enough depth that repeated playings wouldn't get boring. The arenas were filled with eye candy as well from Waluigi Pinball's giant steel pinballs looming around the stage to Luigi's Mansion's ghosts turning off the lights during play. Mario Sports Mix ranks third on this impressive list of Wii Mario sports titles.

2) Mario Strikers Charged (Wii)


We go from a game with four sports with a game with just soccer as its focus in Mario Strikers Charged. In Europe, this was the first online game for Wii allowing players to take on one another across the nation or across the world. There were multiple captains and secondary teammates to choose from--from the eccentric Boo to the hammer-spamming Hammer Bro. You could even score up to five goals at once using a super shot which randomly shot five balls at your opponent's goalie who had to use the Wii remote to point at the screen and swiftly deflect said shots. One of the better anti-simulation soccer experiences, Mario Strikers Charged is an excellent edition to Mario's sports legacy.

1) Mario Kart Wii (Wii)


At last we've reached the number one spot where Mario Kart Wii zoomed into first place. Filled to the brim with content, Mario Kart Wii features a multitude of unlockable characters, weekly online racing challenges, online play with up to eleven other racers from around the world, sixteen new races, and sixteen retro races from past Mario Kart games. If you can get past the cheap AI who constantly seem to abuse items in later difficulties, you're in for a wild ride. Yes, you'll be cursing out the computer or human opponents when a lightning bolts stops all of your momentum while you're careening over a pit, but for all the cheap moments you'll experience, there's a lot of fun ones to be had as well.

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Rank Up! is out for the time being. Until next time where we rank a series of games, we'll be seeing you! Do you have a franchise you'd like to see get the Rank Up! treatment? Let me know in the comments section.

Tuesday, June 8, 2010

More Stats According to the Nintendo Channel

Welcome to a wonderful Tuesday evening here at SuperPhillip Central. Why is it so wonderful? Well, it was raining heavily, but now the sun is shining and the evening is turning out great. Why not ring in a nice day with some more statistics from the Nintendo Channel. This time around, I'm choosing five select games to put under the playtime microscope. The first two have surpassed several games listed in my various top ten lists. The latter three are actually the 31st, 32nd, and 33rd spots on the Nintendo Channel's most played list. Let's get this party started, shall we?

Monster Hunter Tri - 38 Hrs. 25 Min.

Time in this game has been spent almost half and half I'd say between offline and online skirmishes. The game is full of content from weapons to upgrade, monsters to massacre, and of course, the thrill of the hunt to be had with friends! The game may be difficult to the outside gamer, but for those with a passion for learning a game inside and out and improving with it, you can't do much better than Monster Hunter 3. Online play is still enjoyable despite my lack of a keyboard to type messages with. Instead, I use the premade messages such as "Let's do this" and "Sorry..." If you're a fan of games that reward you for fighting smart and hard, Monster Hunter 3 may just be the game for you.


Super Mario Galaxy 2 - 36 Hrs. 2 Min.

Scoring an unprecedented perfect ten out of ten on SPC, Super Mario Galaxy 2 is definitely spectacular. Both my older brother and I have been playing through the game with each of us collecting the original 120 stars and besting Bowser for the final time. Now we're both scurrying to outdo one another in collecting the 120 green stars hidden throughout each galaxy in often death-defying locations. Aside from that, this game is a 3D platforming fan's dream with all of the creatively-designed levels filled with obstacles to dodge and platforms to leap on. Super Mario Galaxy 2 truly is a game that is out of this world.


Mario Super Sluggers - 15 Hrs. 7 Min.

Batter up! Baseball season is upon us, and so is Mario and the gang as you'll see shortly. Mario Super Sluggers takes the tried and true formula of the original Superstar Baseball game for Gamecube, adds in some motion control batting, and some updated visuals for an intriguing take on our nation's pastime. With multiple, themed courses some with hazards like Chain-Chomps and Piranha Plants to go to bat on as well as superstar moves for each player both offensively and defensively, and you have one heated game of baseball. Playing through the solo mode took plenty of my time as did multiplayer sessions with friends.


Mario Strikers Charged - 14 Hrs. 17 Min.

Mario just won't leave us alone on our list, will he? Never the mind as we're enjoying his company. Mario Strikers Charged by Next Level Games (who would later craft the fine Punch-Out!, also for Wii) was an excellent take on the world's favorite sport, football. See there? I called it football not soccer for my international readers! SP's got your back! Regardless, the game featured 3-on-3 linesmen each with their own deke moves and offensive abilities like the Hammer Bros' hammer spike. Oftentimes considered a cheap move to spam coincidentally. With plenty of characters and captains to choose, multiple arenas, and an impressive presentation, Mario Strikers Charged comes charging out onto the field as a winner.


Final Fantasy Crystal Chronicles: The Crystal Bearers - 14 Hrs. 2 Min.

My only regret with Final Fantasy Crystal Chronicles: The Crystal Bearers is that I only had time to play through it once. I didn't get to experience all the game offered, and it definitely offered an abundant amount of content. From fun mini-games to rewarding experimenting in combat, The Crystal Bearers was quite the enjoyable romp even if some of my fellow colleagues disagreed. Then there were medals, achievement-like rewards that lengthened playtime considerably. There's over 300 to collect, and with the new game plus option there was really no excuse not to give the game a second go-round. Curse this backlog of mine!


Have any Nintendo Channel data of mine that you would like to see? Hit me up with a comment in the section derived for comments-- the comments section!

Wednesday, June 3, 2009

Mario Strikers: Charged (Wii) Review

Next Level Games recently released Punch-Out! for the Wii, the first installment of the classic franchise in over ten years. Let's take a look at their first Wii offering, Mario Strikers: Charged, a fierce and frenzied game of footie.

This game gets the Golden Foot award.

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Mario and crew return to the football field with Mario Strikers Charged. Developed by Next Level Games, as soon as the game is turned on the player is introduced in a very cool opening cinematic featuring Mario and Bowser aboard some sort of high-in-the-sky dropship overlooking a field. Bowser pushes Mario aside and leaps off the ship plummeting towards the field. Mario soon follows. What occurs next are the various Strikers competing on the various new stadiums in the game with some cheesy butt-rock. Butt-rock must be the new black in the video game world or something.

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Apparently someone is in need of rescuing,
and Mario is the only superhero that can do it.

The world of Strikers is a fierce, competitive one. Games are set up within electrified playing fields. But is it to keep the audience out or the players in? With the amount of physical damage teams face it might be the latter. Players begin by selecting one of twelve team captains-- each with their own special move, attitude, and playing style. Three of the captains need to be unlocked for offline play in the aforementioned Road to the Strikers Cup mode. After selecting a captain, it's time to select some sidekicks. Different from the original Strikers for the Gamecube is that a player can choose three different sidekicks instead of just all Koopa Troopas or all Birdos for example. There's actually four new sidekicks to choose from as well-- Monty Mole, Boo, Dry Bones, and Shy Guy. Each sidekick has their own strengths, weaknesses, and special skillshots which will be discussed later. So in a sense the sidekicks are as varied as their captains offering some excellent strategy when choosing the team right for any given player.

Unlike Super Mario Strikers, the ball starts mid-court, so it's anyone's ball to start off with. Charged is played with the Wii remote and Nunchuk, so passing is as simple as tapping the A button. By continually passing the metal sphere used as the soccer ball.. well... charges as the game title would suggest. When it is glowing white that signifies that it might be a good idea to shoot it at the net. The ball won't always go in when the ball is white, but there's a better chance it will than, say, when the ball is glowing purple. There's a whole slew of moves that captains and sidekicks and unleash upon each other. Players can lob the ball over their opponents and some very stylish goals. Holding the B button charges the ball, and when it's released it rockets toward the goal much more effectively than a simple tap of the button.

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One of the many sidekicks available to select from.

When on the opposing side of the field, sidekicks can hold the B button and unleash a skillshot. Each skillshot is exclusive to a particular sidekick. Koopa Troopa, for instance, shoots out a stone shell that can knock out the goalie in time for another player to make the assist. Meanwhile, captains when charging the B button can let loose a megastrike. If held down long enough up to six different shots can be made at the goal. When the meter swings the other way, by stopping it as close to the green line as possible, the megastrikes will be shot much more rapidly. POW! POW! POW! POW! Well, that's as close to an example that can be given in text form... Nonetheless, up to six goals can be scored with a megastrike. The only catch is that effective megastrikes take a long time to initiate. If the player is having a megastrike used against them, they'll be transported into a mini-game-like screen. By pointing the Wii remote where the balls are being shot, the goalie can successfully stop the onslaught unharmed.

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For once, Luigi is a bigger star than Mario... literally.

Mario Strikers Charged offers up an impressive seventeen stadiums-- seven of which are from the original. The newest stadiums are the most interesting as they have gimmicks tied to them. The Lava Pit, for example, features fireballs that leap out from the fiery abyss onto the field, burning anyone who touches the area where they erupted. Additionally, the Wasteland is an incredibly icy football field where players will slip and slide their way as they try to score goals. While not all of the stadiums have a gimmick associated with them, each stadium does have its own unique flavor and locale which is greatly appreciated.

Strikers Charged includes a wide variety of game modes to choose from. There's the cleat and potatoes mode Road to the Strikers Cup which is what players will want to experience if they wish to unlock anything for offline play. This mode has three cups which become increasingly difficult especially in the later matches. The Road mode is essentially your traditional round-robin style play. Each team faces each other twice, and what follows then are elimination rounds. This gets very stupid in later cups because a player is forced to participate in ten matches, and they could win all of them. Then they play their first elimination round and lose to the incredibly cheap AI. Not fun, not smart. Completely idiotic and a very crappy way to make players keep coming back for more.

Challenge Mode is another place where players can test their Strikers skills in various scenarios of rising difficulty. Most of the challenges include beating an opponent while being down a set number of goals, to being short-handed, to finding out that Jessie is taking pills to stay awake to study or she won't get into Princeton. ...Oh, wait. That last one was an episode of Saved by the Bell. Anyway, by completing a challenge the player will receive a cheat for use in Domination Mode-- the essential versus mode of Strikers Charged.

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A lot of action can happen on the field, so be ready for anything!

The presentation of Strikers is quite good. The arenas are varied, good to look at, and feature a profusion of details that might go unnoticed by most players. Games begin by the away captain taunting the sidekicks of the home team. Suddenly, the home captain drops in from the sky in an impressive display. Is it a bird? Is it a plane? No, it's Daisy! ...Damn... I would have preferred a bird. Also, each captain has their own taunts for when they score a goal, win a game, lose a game, and when they have a goal scored against them. Some are incredibly entertaining like Waluigi who puts his arms in an "X" formation and proceeds to chop his crotch thrice. I think I went to high school with someone like that...

Most likely the most important question that folks have on their mind is "How is the online play?" Rest assured, the online is fast, fun, and lag-free-- even on the first week of North American release. A reason for this is that American and European players are on different servers. They cannot play one another even with friend codes. This is most likely to prevent lag and for other latency issues. Furthermore, there's an online leaderboard where one can play ranked matches against people from all over their region to compete to see who can be number one. Points are earned not only by winning, but also by staying in the game. Disconnects will take away points and give a player a big fat "L". Friend codes have returned for better or worse. The reason why they didn't just choose to use the Wii's code is unknown. It's most probable that they did so for protection reasons that are just complete crap. Who are the protecting exactly? There's also no voice chat which is yet another online opportunity missed for Nintendo. Overall, however, the online is quite fun which is the most important part obviously.

Ultimately, Mario Strikers Charged is a step above its Gamecube counterpart and leagues above the first Wii online title in America, Pokemon Battle Revolution. A person does not need to be a football/soccer/or whatever the hell else people call it fan in order to enjoy this title. With a vast array of techniques, characters to play as from the Marioverse, and numerous modes, options, and stadiums, Mario Strikers Charged will not be receiving any red cards from me except in the Road to the Strikers Cup mode. There's just so much other stuff in this $50 package to delve into. Next Level Games certainly made a goal with this one.

[SuperPhillip Says: 8.25/10]