Monday, November 14, 2011

Top Ten Mario Power-ups/Suits

Super Mario 3D Land launched in North America on Sunday (yesterday), so why not celebrate with a list of my favorite Mario suits? This plumber has more costume changes than a Kardashian. At least one of Mario's games will last you longer than one of their marriages. How's that for topical humor? I think I should stick to writing reviews, editorials, and lists perhaps...

10) Bee Suit


Originally appearing in Super Mario Galaxy, the Bee Suit allows its wearer to temporarily hover up into the air. A circular air gauge pops up on the screen which slowly loses wedges. When all of the wedges disappear, Mario must land. Just don't be crossing a chasm while this happening happens! Bees apparently don't like water as coming in contact with the substance takes away the suit's powers.

9) Cape Mario


The power-up representing Super Mario World, my personal favorite 2D Mario, the Cape power-up was symbolized by a brown and white feather. When collected, Mario would sprout a cape on his back. With enough of a run, he could soar into the sky and use the cape as a parachute, zipping through the air. Advanced players could abuse this feature, utilizing the parachute's power to bypass entire levels. But you wouldn't do something like that, would you?

8) Cloud Suit


Super Mario Galaxy 2 is one of my favorite games of this generation, and it won SuperPhillip Central's Best of 2010 Game of the Year award. Accolades aside, the Cloud Suit bestows its wearer with the option to conjure up cloud platforms to walk safely upon. Only three clouds can be summoned at a time. Each time a new platform is made after three have already been manufactured, the oldest cloud disappears. Cloud platforms can be blown by fierce winds and carried to far away locations. How does one make clouds? Just shake the Wii remote and bam! There it is.

7) Fire Mario


The quintessential power-up originally appeared in Mario's first full-fledged adventure. Mario's shirt would turn white, his overalls would transform into a burning red, and his hands could launch a heated array of fireballs. These aforementioned balls could bounce off walls, and they'd put a thorn in Bowser's side as five fireballs would be enough to do the koopa king in. In Super Mario World when Mario performed a spin jump, two fireballs would propel themselves from his hands, one going left, one going right. The latest Mario platformer, Super Mario 3D Land, utilizes the fire flower, and it works just as well in 3D as it did in 2D. Now that's progress!

6) Frog Suit


The ultimate in underwater acrobatics, the Frog Suit allows its wearer to effortlessly swim through oceans, flooded passageways, and channels like some amazing amphibian. Pipes that shoot out a heavy current of water are no problem for Frog Mario! The suit has enough strength to fight the current, swimming into these pipes like they were nothing. The pinpoint precision offered by this suit underwater is immeasurable in its usefulness. Levels where accuracy is required (Bloopers all over the place, Cheep-Cheeps swimming in perilous patterns, Big Bubba ready to smash into Mario, etc.) the Frog Suit is paramount. It's a waterlogged plumber's best friend.

5) Boomerang Suit


The newest suit in Mario's many adventures, Super Mario 3D Land's Boomerang Suit gives Boomerang Bros. a dose of their own medicine. Players can only launch one boomerang out at a time, but one is plenty. Mario can jump over the boomerang as it wafts back and forth, killing enemies. Defeat five enemies with a single boomerang, and you earn a 1up. Every consecutive enemy defeated afterward adds more 1ups to Mario's tally of lives.

4) Penguin Suit


One of two suits that debuted in New Super Mario Bros. Wii, the Penguin Suit lets the wearer shoot balls of ice from their hand. These balls freeze foes upon contact. The frozen enemies can then be used as a makeshift platform or picked up and tossed. As a penguin, players can slide on their bellies under low ceilings to otherwise inaccessible areas. Whether freezing or sliding the Penguin Suit is a force to be reckoned with.

3) Propeller Suit


The other of two suits introduced and featured prominently in New Super Mario Bros. Wii, the Propeller Suit gives those who don its goofy helmet and costume the ability to shoot up into the air and slowly descend to the ground. This action is performed by the player with a flick of the Wii remote. There is nothing like gaining big air, leaping on the heads of unknowable prey, and racking up some serious points.

2) Hammer Suit


Those darned Hammer Bros. are going to be the death of me! Well, not if Mario can get to them first! Use their own weapons against them. Why not? Fair is fair after all. The Hammer Suit allows Mario to chuck an endless supply of hammers and mallets at foes. This suit isn't just for offense either. By crouching Mario can curl up under the suit's shell, blocking most attacks by enemies such as fireballs. Now that is some ingenuity! Not only is the suit wonderfully useful and rare, but it is just supremely cool to gawk at.

1) Tanooki Suit



In its original game, Super Mario Bros. 3, the Tanooki Suit could let Mario fly for a limited amount of time. It could also turn Mario into a statue, letting baddies pass by him unharmed. In Super Mario 3D Land, the option to soar is gone, but its use is immeasurable when it comes to precision platforming. It gives the player leeway to be less than perfect in their jumping as holding the jump button flutters the Tanooki Suit's tail, allowing Mario to slowly descend to the ground. The portly plumber can also twirl his tail to attack susceptible bad guys. Perhaps the ability to transform into a statue is also available in 3D Land...

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Through Mario's many adventures he has gathered plenty of power-ups and worn many suits. There are a vast amount that did not even make the list. How could I not mention Metal Mario with his infectious theme? Was bouncing high into the sky as Spring Mario not good enough for this list? Apparently not. Regardless of your opinion toward the matter, as long as there are koopas to thwart and Bowser's plans to mettle with, there will be power-ups to collect and suits to don.

What about you? What are your favorite power-ups/suits? Have you picked up a copy of Super Mario 3D Land? If so, what are your initial impressions regarding the game?

Sunday, November 13, 2011

Mario & Sonic at the London 2012 Olympic Games (Wii, 3DS) - North American Advertisements

A duo of ads have been uploaded to YouTube by SEGA of America. They have been up for about a week, and they have made the rounds on television over here in the States. Not only are they humorous, but they show off some of the interesting events such as horse riding and soccer (or football depending on your location). Don't forget ring-collecting in Windy Valley!






Friday, November 11, 2011

Mario Kart 7 (3DS) Leaf Cup, Star Cup, Battle Mode Trailers

Mario Kart 7 is my most anticipated 3DS game, even beating out the upcoming Super Mario 3D Land. This installment looks to be incredibly good with a smart selection of retro tracks, creatively designed new tracks, and online communities and clans. Who could possibly say no to online Battle Mode? Check out this trio of trailers showing off the Leaf Cup, Star Cup, and Battle Mode respectively.



October 2011 NPD Results









It's time once again for the results of North American sales. This time around we're focusing on the four week period of October 2011. What games sold the most during this time period? Let's find out! All info comes from NeoGAF. NPD Coverage: October 2-29 (4 weeks) Overall: Retail sales were up 1% year over year. Software: 1. Battlefield 3 (360, PS3, PC)** Electronic Arts - almost 2 million 2. Batman: Arkham City (360, PS3)** Warner Bros. Interactive - 1.5 million 3. NBA 2K12 (360, PS3, PSP, Wii, PS2, PC) Take Two Interactive 4. Rage (360, PS3, PC) Bethesda Softworks - 550k 5. Just Dance 3 (Wii, 360) Ubisoft 6. Dark Souls (PS3, 360)** Namco Bandai Games 7. Madden NFL 12 (360, PS3, Wii, PS2, PSP)** Electronic Arts 8. Forza Motorsport 4 (360)** Microsoft 9. Gears of War 3 (360)** Microsoft 10. FIFA Soccer 12 (360, PS3, Wii, PSP, PS2, 3DS) Electronic Arts 11. Skylanders: Spyro's Adventure (not in order 3DS, Wii, 360, PS3, PC) Activision **(includes CE, GOTY editions, bundles, etc. but not those bundled with hardware) Hardware 360 - 393k (+14.9%) 3DS - >250k WII - <250k (< +7.75%) PS3 - 240k~250k (estimated from Microsoft, Nintendo and NPD PR) (-4.0% - 0.0%) NDS - <180k (>-47.4%) The modern military blockbuster Battlefield 3 took top billing this month with over two million units sold across three platforms. Batman: Arkham City impressed with 1.5 million units sold-- far greater than Arkham Asylum's August 2009 debut. NBA 2K12 dominated the sports scene despite an NBA lockout, Rage took fourth place in sales, Just Dance 3 boogied on Wii and Kinect, and Dark Souls managed to defy all odds and chart at sixth place nonetheless. On the console side of the spectrum, the price drop lit a fire under the 3DS, giving it approximately 250,000 in sales, close to the Wii's amount. Despite a fifty dollar price cut, the PlayStation 3 failed to beat the 360 or sell impressively. Meanwhile, speaking of the 360, Microsoft's console once again is on top this month, selling close to 400k.

Sonic Generations (PS3, 360) Review

We end our platforming/Sonic-themed week right. At SuperPhillip Central we have been leading up to this moment for a long time with multiple videos, trailers, and screenshots of the next game to be reviewed in the jam-packed month of November. The following game is a return to form for a down on his luck hero in Sonic the Hedgehog. It is none other than Sonic Generations for the PlayStation 3 and Xbox 360.

A Super Sonic Blast From the Past


Poor Sonic has had it rough this past decade. Sure, he still has a sizable community of fans that support him, but critics speculate that the best days of the blue blur are behind him. Last year's Sonic Colors on Wii gave the hedgehog a much needed shot in the arm in quality, and the game sold well to boot. Now to celebrate his 20th anniversary as SEGA's mascot, Sonic Team has come out with Sonic Generations, a love letter to fans of the azure hedgehog who have stayed with him since his Genesis days. Should you RSVP to his birthday party?

Sonic Generations begins with a surprise birthday party featuring all of Sonic's friends, from his best bud Tails to Cream the Rabbit to Charmy the Bee. There is even a scrumptious cake that may or may not cover the bitter taste of his 2006 15th anniversary reboot! After Sonic wolfs down part of a chili dog, a disturbance occurs. The skies turn black as night, and a specter of some sort bursts out of a portal, kidnapping Sonic's friends. This cosmic disturber thrusts Sonic into a world of pure white where time seems to stand still. It is here he meets his Genesis era counterpart, Classic Sonic. By completing acts the zones of the game have their color restored to them, and one of Sonic's many friends is brought back to the living. The story utilizes a lot of self-deprecating humor, oftentimes poking fun at the bizarre plots of previous games. The humor is definitely there, but not all players will find something to love about the plot.

Generations is split up between nine zones of two acts each. There is the Genesis era, Dreamcast era, and Modern era. Each era is divided up between three zones each which might put off some players wanting to explore fully three-dimensional worlds of Sonic's superior Genesis days. The zone choices are essentially pretty good, but some make a person scratch their heads in bewilderment. Did there truly need to be four zones that take place in a city environment? Regardless, game progression consists of completing the first three zones of a given era, completing challenges to earn a trio of boss keys, facing off against that era's big boss battle, and then moving onto the next era of zones. Acts can be played in any order, but the player is forced to control Classic Sonic in Act One and Modern Sonic in Act Two.

While Modern Sonic mostly plays in the 3D plain...

There are ninety challenges in total to sift through-- ten per zone-- five for Classic Sonic and five for Modern Sonic. These range from doppelganger races where a translucent version of Sonic controlled by the computer races against the player to see who can reach the finish line first, one ring challenges where the player only is allowed one ring to finish a given level, character-specific challenges where a character lends their help to Sonic to complete a level, levels where all enemies move and shoot at twice their normal speed, and many more variants. Not only does beating challenges eventually award the player with boss keys (three open the door to that era's encounter), but they also give collectibles in the form of concept art, official art, remixed and original music from past Sonic games. Everything from Sonic Adventure to Knuckles Chaotix to Sonic Advance to Sonic 3D Blast is represented either through art or through music.

...Classic Sonic moves in the 2D and 2 1/2D.

There are approximately seven boss battles to take part in. For each era there are two battles, one rival battle and one enemy encounter. Rival battles have Sonic running along Stardust Speedway fending off the attacks of Metal Sonic, jetting through space knocking meteors and asteroids at Shadow the Hedgehog, or performing a homing attack or three on cars Silver the Hedgehog raises with his telekinetic powers. The other style of boss battle has Sonic avoiding being flattened like a pancake by the attacks of the Death Egg bot from Sonic the Hedgehog 2, speeding along the tides of the flooded streets of Station Square against Sonic Adventure's final boss in Perfect Chaos, or taking out Eggman's Egg Dragoon from Sonic Unleashed. Each boss gives the player one of seven Chaos Emeralds. Perhaps something pleasant happens when all seven are collected...

As stated previously Act One of Generations' zones are controlled by Classic Sonic exclusively. While his acts are a combination of 2D and 2 1/2D gameplay, Modern Sonic's Act Two levels are a mixture of pure 3D with a sprinkle of 2D action. Whereas Classic Sonic can spin dash at any given moment, Modern Sonic does not have this ability. However, he does have a unique stable of moves such as the homing attack, boost (as long as there is some fuel in the boost gauge), light dash, stomp, and wall jump maneuver. Players can purchase skills to equip to either brand of hedgehog to enhance their performance. Some skills automatically restore boost power over time while others give Sonic more time to collect lost rings, give the heroic hedgehog an elemental shield a la Sonic 3 at the beginning of an act, or bestows Sonic with ten rings to work with at the start of a level. There are plenty of skills to buy, and players can mix and match them to their liking. The only rule is that skills take points to equip. Sonic only receives 100 points to experiment with, so he must equip a set of skills that is less or equal to that amount.

Acts in Sonic Generations are brilliantly designed. They are some of Sonic's best whether he's riding a skateboard downhill on city streets in City Escape, performing a homing attack to safely cross over a dangerous bottomless pit using the heads of enemies in Crisis City, or skimming atop the ocean waves of Seaside Hill. Levels have multiple paths-- some go into the background, some the foreground, some high, some low, etc-- and it takes some serious skill to reach the higher ones. Usually it is the higher paths that shave off the most seconds when attempting a speed run. Later levels are filled to the brim with bottomless pits, however, these are clearly marked with a red sign depicting a falling hedgehog. Past Sonic games (apart from Sonic Colors) neglected utilizing such signs which made every fall a hold-your-breath experience and hope you do not die.

I'm having flashbacks from 2001.

At the end of every act, players are rated based on their score. S is the best rank while D is the worst. Time, points, and rings collected all factor in to how high a rank the player will achieve. In order to reach an S rank, players must not perish at all during a given act. In later zones full of instant death traps, inconveniently placed foes, and ten minute tries this is easier said than done. Alongside going for high ranks, players can search high and low for red rings which return from Sonic Colors. There are five in each act, and they are hidden and placed in some truly precarious and devious locations. These are not just a goal for achievement/trophy hunters either. Collecting these gives the player even more art and music to gather. Unlocked music can be set to play in any act the player chooses, so if one loves that Super Sonic Racing remix or particularly likes Live and Learn, they can set it to, say, Chemical Plant Act Two.

The representative zone from Sonic Heroes is Seaside Hill.

For those who have never played a Sonic game, it works like this. Classic Sonic's goal is to make it to the ending signpost while Modern Sonic is to hightail it to the goal ring to finish the level. Rings are the duo of hedgehog's lifeblood. If any Sonic is hit without any rings in their possession, they lose a life and must start back at the beginning of the act or at the last reached checkpoint. Unlike past Sonic games, if the player has an exorbitant amount of rings when damaged, they will not lose all of them. They might keep twenty or so. This makes going through the game less of a challenge.

Get hit, lose a chunk of your collected rings.

Presentation-wise, Sonic Team spared no expense. The visuals are bright, colorful, and the zones are full of action whether it be in the background or foreground. There is a lot going on in the game at a given time. The PlayStation 3 version stalls out when the action gets too heated, but this does not happen all the time. Meanwhile, the Xbox 360 version runs at a steady 30 FPS though the colors in Green Hill tend to streak together at some parts. If you do not wish to stick with a console, the PC version is cheaper at thirty dollars, and as a bonus it runs at 60 FPS. The vast collection of music Sonic Generations contains is jaw-dropping to say the least. There is a wealth of remixed, remastered, and original tunes to listen to from nearly every previous Sonic game. The voice acting is pretty entertaining with Eggman stealing the show once again. Overall, almost everything is particularly impressive.

Modern Sonic shows off his grinding
prowess in Rooftop Run Act Two.

Sonic Generations is top shelf material. It might not mirror the feeling of playing the Genesis Sonic games to a "T", but it controls far better than Sonic the Hedgehog 4 which is saying something. The zone selection might be worse than desired, but the acts themselves are so wonderfully designed with numerous paths to explore that this problem is minute. The collection of red rings and the completion of challenges adds nearly twenty hours of content to be satisfied with. While not better than Sonic Colors, Sonic Generations shows that Modern Sonic has some fight left in him and exhibits that 3D gameplay with the speedy chili dog-chomping hedgehog can work. This greatest hits compendium of Sonic's greatest adventures is one to marvel at. Happy 20th birthday, blue blur!

[SuperPhillip Says: 8.75/10]