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Found 17 results

  1. There's a new Super Mario game coming out in the future, though it isn't exactly sanctioned by Nintendo. Super Mario Flashback has been designed in the mold of a classic 2D Mario title, but done up in the most elaborately animated and colorful ways possible. The first thing to know about Super Mario Flashback is that, while it certainly plays like its classic counterparts, it takes many mechanics and ideas from more modern incarnations of Mario. Mario can duck and slide, wall jump, and ground pound right from the start. The Flashback team has also opted for the life meter from newer Mario games instead of having Mario switch between small and big forms based on power-ups. Each level also possesses an optional green star for players to collect. The visuals in Super Mario Flashback stand out as some of the best looking sprite work and pixel art design in recent memory. Each of Mario's movements take on a fluid energy as multiple movements play out through every animation. Even common enemies have the same attention to detail, like the lowly goombas whose aggressive waddling shifts their orientation with each step in a visually pleasing way. People who have been dying for a new 2D Mario in a style that brings Super Mario World into 2018 should find Super Mario Flashback exactly what they have been hoping for. Though the full game has yet to be released, Team Flashback released a demo over the weekend to show off their vision of what the final product will be like. The demo consists of three levels, each with their own collectible star. With Mario as the only playable character, players are given infinite lives to make their way to the end of the demo. Players can map controls to any keys they wish, though full Xbox 360 controller support is offered, too. The final game will offer so much more, however. Nine worlds consisting of multiple levels will be available at launch, each based on a classic Mario title. Super Mario Flashback will also have a wholly original soundtrack, a bit of which plays throughout the demo (it's quite good). The devs have promised over 75 power stars, which might correspond to a rough count of how many stages will be in the final game. 36 optional bonus stars will be available to discover, too. The team has also promised "tons of power-ups," which is good as the demo only includes the classic mushroom and flower power-ups. While Mario holds the honor of starring in the demo, players will actually be able to choose their character in Super Mario Flashback. Players will be able to choose between Mario, Luigi, and Toad, each with different costumes that players can unlock in-game. Of course, it wouldn't be true to classic Mario if each player didn't play a little differently. Luigi retains his high jumping and slippery walk, and Toad walks pretty fast, but takes the longest to reach sprinting speeds. Oh, and the whole thing aims to have 1080p resolution at 60FPS. Before anyone goes off on how Nintendo will shut down the project, the leader of Team Flashback, Mons, released a statement via Twitter (condensed and edited for clarity below): My mentions are literally full of people either telling me that the game is going to get taken down by Nintendo (yes, I had no idea) or getting worried about that. I think I need to clear this whole thing up. First of all no, I'm not worried about Nintendo taking down the game. That's mainly because I've noticed some trends in fangames that got taken down by Nintendo. 1) Remakes: Most of the fangames Nintendo took down are remakes or games that are close to being remakes. Super Mario 64 HD, Full Screen Mario, Super Mario ReMaker, Zelda 30 Tribute, AM2R and many others are all remakes. It makes sense for them to shut down these fangames as the original games are still being sold on the Eshop. 2) Fangames that make money: Well, it makes sense that Nintendo doesn't want others to make money with their IP. The biggest example of this I can think of is Nintendo taking down tons of fangames on Game Jolt. This was because you can actually make money there with ads. Though you really really don't earn much. I uploaded an indie game I made for a game jam there with ads and uhh... yeah.... 3) Pokemon fangames: I mean, it's a well known fact that The Pokemon Company is really protective of their IP. IIRC this was the reason why the Pokemon costumes in Mario Maker didn't have custom sounds too. So this is also kind of reasonable. Ok, well, not "reasonable" but it kind of makes sense. Anyways, there's only 1 fangame that didn't fit any of these categories and that's No Mario's Sky but... I think it also kiiiiind of makes sense when you think about it? I mean No Man's Sky was a controversial subject at the time so I'd assume that they didn't want Mario to be attached to that? I think that's really dumb but again, it kind of makes sense. And well, Flashback doesn't really fit any of these categories. It's not a remake, it doesn't make money, it has nothing to do with Pokemon and it doesn't do anything controversial with the IP. Does this mean that Flashback is 100% safe? I wish, it's impossible to know what Nintendo is going to do next. But it gives me enough confidence to share my progress with the game to the public. Oh and no, we won't turn this game into an indie game if Nintendo sends us The Letter. I'd rather make something original than a ripoff of Mario if I'm making an indie game. We might move onto a different indie game with a similar team using a similar art style, but it would most definitely be a different game. Those interested in checking out Super Mario Flashback can download the demo on the Team Flashback website.
  2. There's a new Super Mario game coming out in the future, though it isn't exactly sanctioned by Nintendo. Super Mario Flashback has been designed in the mold of a classic 2D Mario title, but done up in the most elaborately animated and colorful ways possible. The first thing to know about Super Mario Flashback is that, while it certainly plays like its classic counterparts, it takes many mechanics and ideas from more modern incarnations of Mario. Mario can duck and slide, wall jump, and ground pound right from the start. The Flashback team has also opted for the life meter from newer Mario games instead of having Mario switch between small and big forms based on power-ups. Each level also possesses an optional green star for players to collect. The visuals in Super Mario Flashback stand out as some of the best looking sprite work and pixel art design in recent memory. Each of Mario's movements take on a fluid energy as multiple movements play out through every animation. Even common enemies have the same attention to detail, like the lowly goombas whose aggressive waddling shifts their orientation with each step in a visually pleasing way. People who have been dying for a new 2D Mario in a style that brings Super Mario World into 2018 should find Super Mario Flashback exactly what they have been hoping for. Though the full game has yet to be released, Team Flashback released a demo over the weekend to show off their vision of what the final product will be like. The demo consists of three levels, each with their own collectible star. With Mario as the only playable character, players are given infinite lives to make their way to the end of the demo. Players can map controls to any keys they wish, though full Xbox 360 controller support is offered, too. The final game will offer so much more, however. Nine worlds consisting of multiple levels will be available at launch, each based on a classic Mario title. Super Mario Flashback will also have a wholly original soundtrack, a bit of which plays throughout the demo (it's quite good). The devs have promised over 75 power stars, which might correspond to a rough count of how many stages will be in the final game. 36 optional bonus stars will be available to discover, too. The team has also promised "tons of power-ups," which is good as the demo only includes the classic mushroom and flower power-ups. While Mario holds the honor of starring in the demo, players will actually be able to choose their character in Super Mario Flashback. Players will be able to choose between Mario, Luigi, and Toad, each with different costumes that players can unlock in-game. Of course, it wouldn't be true to classic Mario if each player didn't play a little differently. Luigi retains his high jumping and slippery walk, and Toad walks pretty fast, but takes the longest to reach sprinting speeds. Oh, and the whole thing aims to have 1080p resolution at 60FPS. Before anyone goes off on how Nintendo will shut down the project, the leader of Team Flashback, Mons, released a statement via Twitter (condensed and edited for clarity below): My mentions are literally full of people either telling me that the game is going to get taken down by Nintendo (yes, I had no idea) or getting worried about that. I think I need to clear this whole thing up. First of all no, I'm not worried about Nintendo taking down the game. That's mainly because I've noticed some trends in fangames that got taken down by Nintendo. 1) Remakes: Most of the fangames Nintendo took down are remakes or games that are close to being remakes. Super Mario 64 HD, Full Screen Mario, Super Mario ReMaker, Zelda 30 Tribute, AM2R and many others are all remakes. It makes sense for them to shut down these fangames as the original games are still being sold on the Eshop. 2) Fangames that make money: Well, it makes sense that Nintendo doesn't want others to make money with their IP. The biggest example of this I can think of is Nintendo taking down tons of fangames on Game Jolt. This was because you can actually make money there with ads. Though you really really don't earn much. I uploaded an indie game I made for a game jam there with ads and uhh... yeah.... 3) Pokemon fangames: I mean, it's a well known fact that The Pokemon Company is really protective of their IP. IIRC this was the reason why the Pokemon costumes in Mario Maker didn't have custom sounds too. So this is also kind of reasonable. Ok, well, not "reasonable" but it kind of makes sense. Anyways, there's only 1 fangame that didn't fit any of these categories and that's No Mario's Sky but... I think it also kiiiiind of makes sense when you think about it? I mean No Man's Sky was a controversial subject at the time so I'd assume that they didn't want Mario to be attached to that? I think that's really dumb but again, it kind of makes sense. And well, Flashback doesn't really fit any of these categories. It's not a remake, it doesn't make money, it has nothing to do with Pokemon and it doesn't do anything controversial with the IP. Does this mean that Flashback is 100% safe? I wish, it's impossible to know what Nintendo is going to do next. But it gives me enough confidence to share my progress with the game to the public. Oh and no, we won't turn this game into an indie game if Nintendo sends us The Letter. I'd rather make something original than a ripoff of Mario if I'm making an indie game. We might move onto a different indie game with a similar team using a similar art style, but it would most definitely be a different game. Those interested in checking out Super Mario Flashback can download the demo on the Team Flashback website. View full article
  3. Every year since 2011, Sega-Addicts.com has done a Dreamcast Dreamless 24-Hour Marathon. From 2015 forward I have taken the reigns and hosted it from my home with staff members and friends joining. Most recently we learned about Extra Life and thought the Marathon was a great chance to raise some money! Collectively over the last two years we have raised over $1,500 for a local children's hospital! And now we are inviting all of you to join us on the internet to raise money for kids while enjoying Sega's last great console on 09/01/2018. This year, we are hosting from the Mega Visions Magazine Twitch page and more ready than ever to tackle some Dreamcast insanity to help the kids! You can check out last year's marathon on YouTube here. Stay tuned for the final schedule in the coming months! We also have a Reddit topic for game recommendations here! Now the die-hard Dreamcast fans will immediately notice we are not celebrating on the actual anniversary (09/09/99) of the console. We are celebrating on Labor Day weekend to allow easier travel for the out-of-towners. We hope you understand and decided to join the insanity on Twitch! Thanks for taking a look, folks. If you feel like helping out, you can print the flyer from the group page and share to all!
  4. The potential for the Hololens was recently showcased by a fan creation. Abhishek Singh recreated the infamous World 1-1 from Super Mario Bros. using the Unity 3 engine and then tried it out in a very public location: Central Park in New York City. Singh donned the very famous plumber's iconic outfit and a headset to walk the level in real life. Goombas and green pipes sprawled out on the trail. Although Singh walked around some of the articles, he still jumped for mushrooms, stomped Goombas and leaped over trippy looking gaps. When consuming the mushrooms, the world shrank in reaction. People in the area didn't seem too concerned about a real-life Mario hopping around. This could be viewed as a small experiment in augmented reality's impact in real life perhaps? What retro games should be made in augmented reality? Would you play the Hololens in public?
  5. The potential for the Hololens was recently showcased by a fan creation. Abhishek Singh recreated the infamous World 1-1 from Super Mario Bros. using the Unity 3 engine and then tried it out in a very public location: Central Park in New York City. Singh donned the very famous plumber's iconic outfit and a headset to walk the level in real life. Goombas and green pipes sprawled out on the trail. Although Singh walked around some of the articles, he still jumped for mushrooms, stomped Goombas and leaped over trippy looking gaps. When consuming the mushrooms, the world shrank in reaction. People in the area didn't seem too concerned about a real-life Mario hopping around. This could be viewed as a small experiment in augmented reality's impact in real life perhaps? What retro games should be made in augmented reality? Would you play the Hololens in public? View full article
  6. Upon entering the arid and scenic Sand Kingdom (after turning down a romp through New Donk City), I decide to visit the local shop. I pursue its wares and notice a snazzy black suit and matching fedora up for sale. How can I resist? I drop my hard-earned coins and within moments, Mario’s stomping on goombas dressed as the world’s most adorable mob boss. That’s just an example of Super Mario Odyssey’s delightful strangeness. After getting my hands on the hotly anticipated title during E3 2017, I’m itching for another chance to return to the plumber's wackiest outing in years. Mario’s new adventure takes place far away from the Mushroom Kingdom. Joining him is Cappy, a sentient top hat somewhat resembling a Boo, who resides within Mario’s cap. I played Odyssey using the twin Joycon configuration. Swinging both Joycons up in the air, down to the floor, or in a horizontal circle sends Cappy flying like a Frisbee in the chosen direction. Players can even manipulate Cappy’s trajectory by tilting the controllers mid-flight, allowing for quick adjustments. Motion controls felt very responsive, and tossing Cappy around is strongly reminiscent to lobbing the wrench in the Ratchet & Clank games, functioning as both an effective long-range attack and a useful method of snagging distant collectibles. Speaking of collecting, Mario hunts new Kingdom Coins in addition to the traditional gold coins. These purple-colored currency are kingdom specific, meaning they can only be spent within the world they occupy. The Nintendo representative manning my demo informed me that there were a hundred of these coins in the Sand Kingdom, which I imagine will be the case for every world. Kingdom coins are spent in stores to buy items such as health and clothing, such as the Sand Kingdom’s sombrero. Additionally, green moons have replaced the signature gold stars as Odyssey’s primary collectible. If you've seen any of the bizarre gameplay videos, you know that throwing Cappy at other characters lets Mario possess them and gain their unique talents. I hijacked a Bullet Bill which allowed me to soar past platforming segments and even reach a moon stranded on a distant pillar. However, Mario can only stay in Bullet Bill form for about 15 seconds before it explodes, reverting him back to normal. My Nintendo rep proposed a trip to a secret area, an offer I promptly accepted. She led me to a hidden sand vortex that transported to a platforming gauntlet that reminded me of Super Mario Sunshine’s secret areas. This world consisted of a series of slippery, narrow ice bridges. Waiting at the end of each pathway were bounce pads that led to higher, more difficult frozen platforms. My mastery of the controls was pushed to its limit here. I had a tough time adjusting the camera using the right stick while simultaneously spinning the remotes to attack without veering off the edge. It’s far too early to tell if Odyssey’s control scheme is flawed, but it did take getting used to. After I escaped my frozen hell I met Jaxi the Taxi, a sphinx that can give Mario a lift to almost anywhere in the level. Jaxi accelerates on his own while players steer. Controlling Jaxi was easier said than done as he sprinted like a wild horse while I fought to aim his trajectory. I eventually got him to drop me back on the main path as I continued my trek towards my goal: an inverted pyramid. One of the neatest mechanics showcased in the demo were the 2D NES segments. Echoing the wall painting ability from The Legend of Zelda: A Link Between Worlds, entering special pipes protruding from walls transforms Mario into his 8-bit sprite. That surface then forms the canvas for a classic-style platforming segment as players hop on pixelated blocks and confront vintage versions of enemies. The effect is like playing a scrolling animated wallpaper–even my gangster suit made the 8-bit transition in a nice attention to detail. I used this ability to make my way up a towering pillar, evading Bullet Bill sprites along the way. Upon reaching the top I was tasked with locating five shards in order to open up the overturned pyramid. Unfortunately, my 10-minute time limit expired before I could enter its mysterious walls. Overall, the entire level felt straight out of Super Mario 64. The Sand Kingdom's design resembled the open hub-style worlds of that game, filled with side diversions that I could explore at my leisure. The traditional three-hit health bar returns, ditching Mario 3D Land/World’s incorporation of mushroom health into the 3D format. If you loved Mario 64 or Sunshine, you’ll likely get a kick out of Super Mario Odyssey. I walked away from my session wanting nothing more than to barricade myself in a room and play the full game. The possession feature opens a wealth of gameplay possibilities as players are no longer constrained by Mario’s specific skillset. Using the Bullet Bill to skip platforming segments almost felt like I was breaking the game but Odyssey accommodated for it. I'm curious to see how the rest of the design caters to what could be a plethora of different abilities. Once I'd gotten a handle on the controls, platforming felt as polished as you would expect from a mainline Mario title. Perhaps most of all, I simply can't get enough of the game's surreal premise and tone. As the catchy theme song suggests, Super Mario Odyssey should be a wild and wacky time when it launches for Nintendo Switch October 27. View full article
  7. Upon entering the arid and scenic Sand Kingdom (after turning down a romp through New Donk City), I decide to visit the local shop. I pursue its wares and notice a snazzy black suit and matching fedora up for sale. How can I resist? I drop my hard-earned coins and within moments, Mario’s stomping on goombas dressed as the world’s most adorable mob boss. That’s just an example of Super Mario Odyssey’s delightful strangeness. After getting my hands on the hotly anticipated title during E3 2017, I’m itching for another chance to return to the plumber's wackiest outing in years. Mario’s new adventure takes place far away from the Mushroom Kingdom. Joining him is Cappy, a sentient top hat somewhat resembling a Boo, who resides within Mario’s cap. I played Odyssey using the twin Joycon configuration. Swinging both Joycons up in the air, down to the floor, or in a horizontal circle sends Cappy flying like a Frisbee in the chosen direction. Players can even manipulate Cappy’s trajectory by tilting the controllers mid-flight, allowing for quick adjustments. Motion controls felt very responsive, and tossing Cappy around is strongly reminiscent to lobbing the wrench in the Ratchet & Clank games, functioning as both an effective long-range attack and a useful method of snagging distant collectibles. Speaking of collecting, Mario hunts new Kingdom Coins in addition to the traditional gold coins. These purple-colored currency are kingdom specific, meaning they can only be spent within the world they occupy. The Nintendo representative manning my demo informed me that there were a hundred of these coins in the Sand Kingdom, which I imagine will be the case for every world. Kingdom coins are spent in stores to buy items such as health and clothing, such as the Sand Kingdom’s sombrero. Additionally, green moons have replaced the signature gold stars as Odyssey’s primary collectible. If you've seen any of the bizarre gameplay videos, you know that throwing Cappy at other characters lets Mario possess them and gain their unique talents. I hijacked a Bullet Bill which allowed me to soar past platforming segments and even reach a moon stranded on a distant pillar. However, Mario can only stay in Bullet Bill form for about 15 seconds before it explodes, reverting him back to normal. My Nintendo rep proposed a trip to a secret area, an offer I promptly accepted. She led me to a hidden sand vortex that transported to a platforming gauntlet that reminded me of Super Mario Sunshine’s secret areas. This world consisted of a series of slippery, narrow ice bridges. Waiting at the end of each pathway were bounce pads that led to higher, more difficult frozen platforms. My mastery of the controls was pushed to its limit here. I had a tough time adjusting the camera using the right stick while simultaneously spinning the remotes to attack without veering off the edge. It’s far too early to tell if Odyssey’s control scheme is flawed, but it did take getting used to. After I escaped my frozen hell I met Jaxi the Taxi, a sphinx that can give Mario a lift to almost anywhere in the level. Jaxi accelerates on his own while players steer. Controlling Jaxi was easier said than done as he sprinted like a wild horse while I fought to aim his trajectory. I eventually got him to drop me back on the main path as I continued my trek towards my goal: an inverted pyramid. One of the neatest mechanics showcased in the demo were the 2D NES segments. Echoing the wall painting ability from The Legend of Zelda: A Link Between Worlds, entering special pipes protruding from walls transforms Mario into his 8-bit sprite. That surface then forms the canvas for a classic-style platforming segment as players hop on pixelated blocks and confront vintage versions of enemies. The effect is like playing a scrolling animated wallpaper–even my gangster suit made the 8-bit transition in a nice attention to detail. I used this ability to make my way up a towering pillar, evading Bullet Bill sprites along the way. Upon reaching the top I was tasked with locating five shards in order to open up the overturned pyramid. Unfortunately, my 10-minute time limit expired before I could enter its mysterious walls. Overall, the entire level felt straight out of Super Mario 64. The Sand Kingdom's design resembled the open hub-style worlds of that game, filled with side diversions that I could explore at my leisure. The traditional three-hit health bar returns, ditching Mario 3D Land/World’s incorporation of mushroom health into the 3D format. If you loved Mario 64 or Sunshine, you’ll likely get a kick out of Super Mario Odyssey. I walked away from my session wanting nothing more than to barricade myself in a room and play the full game. The possession feature opens a wealth of gameplay possibilities as players are no longer constrained by Mario’s specific skillset. Using the Bullet Bill to skip platforming segments almost felt like I was breaking the game but Odyssey accommodated for it. I'm curious to see how the rest of the design caters to what could be a plethora of different abilities. Once I'd gotten a handle on the controls, platforming felt as polished as you would expect from a mainline Mario title. Perhaps most of all, I simply can't get enough of the game's surreal premise and tone. As the catchy theme song suggests, Super Mario Odyssey should be a wild and wacky time when it launches for Nintendo Switch October 27.
  8. After much speculation and numerous leaks, Mario + Rabbid Kingdom Battle had its official unveiling at Ubisoft's E3 presentation. Nintendo's Shigeru Miyamoto took the stage with Ubisoft CEO Yves Guillemot to pitch this strange partnership to Rabbid and Mushroom Kingdom enthusiasts around the globe. The title has been in the works for three years and is being developed by Ubisoft’s European studios. A tactical turn-based adventure, Mario, Luigi, and Peach team up with the Rabbids (wearing the outfits of their Nintendo allies) to battle not-so-nice Rabbids. Miyamoto promised "great layers of strategy and tactics" in the experience. The party explores several colorful locales with designated battle zones triggering combat. Encounters take an XCOM-esque approach, with players taking turns to position characters across various maps, placing them in strategic locations such as destructible cover points and launching attacks via their arm cannons. Party members can use tandem abilities, such as a Rabbid climbing atop Mario’s feet and Mario launching it to a higher area. Another clip showed Mario and Luigi chaining together blaster attacks to juggle other characters. Mario + Rabbids Kingdom Battle arrives exclusively for Nintendo Switch on August 29. View full article
  9. After much speculation and numerous leaks, Mario + Rabbid Kingdom Battle had its official unveiling at Ubisoft's E3 presentation. Nintendo's Shigeru Miyamoto took the stage with Ubisoft CEO Yves Guillemot to pitch this strange partnership to Rabbid and Mushroom Kingdom enthusiasts around the globe. The title has been in the works for three years and is being developed by Ubisoft’s European studios. A tactical turn-based adventure, Mario, Luigi, and Peach team up with the Rabbids (wearing the outfits of their Nintendo allies) to battle not-so-nice Rabbids. Miyamoto promised "great layers of strategy and tactics" in the experience. The party explores several colorful locales with designated battle zones triggering combat. Encounters take an XCOM-esque approach, with players taking turns to position characters across various maps, placing them in strategic locations such as destructible cover points and launching attacks via their arm cannons. Party members can use tandem abilities, such as a Rabbid climbing atop Mario’s feet and Mario launching it to a higher area. Another clip showed Mario and Luigi chaining together blaster attacks to juggle other characters. Mario + Rabbids Kingdom Battle arrives exclusively for Nintendo Switch on August 29.
  10. Serneum

    PC Gaming

    From the album: Game Day 2016

  11. Remember the keys from Super Mario World that you could take to special keyholes and access new parts of the game level? Well, those are being added to Super Mario Maker in a free update today. Players will be able to place keys by shaking P-switches and keyholes by shaking doors. The additional options this opens up for world builders everywhere are pretty exciting. For example, players can attach keys to enemies to create boss battles required to progress to the end of the level. This update will also affect coins and Thwomps. Players can shake coins in create mode to generate pink coins. When someone traversing a level collects all the pink coins, a key appears to allow for additional progress. Thwomps can now be shaken to turn them into the giant falling columns that first appeared in Super Mario World. The free update brings additional difficulties and rewards to the 100-Mario Challenge. Super Expert will pit players against the hardest of the hard player-created levels. Intrepid gamers who manage to conquer Super Expert will be rewarded with five new Mystery Mushroom costumes. Those who complete Normal and Expert difficulties following the update will be rewarded with three and four new Mystery Mushroom costumes, respectively. As of January 27, there were over 6.2 million Super Mario Maker courses in the world with a total of over 400 million plays of those levels. That's a lot of Mario. View full article
  12. Remember the keys from Super Mario World that you could take to special keyholes and access new parts of the game level? Well, those are being added to Super Mario Maker in a free update today. Players will be able to place keys by shaking P-switches and keyholes by shaking doors. The additional options this opens up for world builders everywhere are pretty exciting. For example, players can attach keys to enemies to create boss battles required to progress to the end of the level. This update will also affect coins and Thwomps. Players can shake coins in create mode to generate pink coins. When someone traversing a level collects all the pink coins, a key appears to allow for additional progress. Thwomps can now be shaken to turn them into the giant falling columns that first appeared in Super Mario World. The free update brings additional difficulties and rewards to the 100-Mario Challenge. Super Expert will pit players against the hardest of the hard player-created levels. Intrepid gamers who manage to conquer Super Expert will be rewarded with five new Mystery Mushroom costumes. Those who complete Normal and Expert difficulties following the update will be rewarded with three and four new Mystery Mushroom costumes, respectively. As of January 27, there were over 6.2 million Super Mario Maker courses in the world with a total of over 400 million plays of those levels. That's a lot of Mario.
  13. Zyaldar

    Just Dance with the Mario Bros!

    until
    Facebook Event Page: https://www.facebook.com/events/1642473909362551/ Please share this with your friends and families! Extra Life Team: The Wingèd Blades is hosting a fundraising event with Five Below to help raise money for the Children's Healthcare of Atlanta! Flyer: http://www.slideshare.net/Zyaldar/extra-life-fundraiser-flyer-five-below-mario-luigi-just-dance-2015Anytime on September 18th - September 20th you can bring this flyer to the Five Below store in Canton and when you check out 10% of the sales will go towards our Extra Life Team!Also, Children's Healthcare of Atlanta needs more in-kind gifts for the kids at the hospital! These kids need coloring books, puzzle books, clothing, games (video/board), etc... Five Below is the perfect place because everything is under $5! We will be setting up a table to collect these donations and not only will the gifts be delivered to the hospital but 10% of the sale from these gifts will also be donated!! Ever wanted to meet and dance with the Mario Bros? Now's your chance for you to show them what you got! Mario & Luigi have brought their favorite dancing games, Just Dance, and they want to dance with you! You can stop by anytime on Saturday to dance with the Mario Bros!Our donation page: extra-life.org/team/thewingedblades
  14. AndrewRDU

    Mario Maker Bundle

    I still haven't made the jump and bought a Wii-U. I was waiting for the new Zelda, but since that got delayed, I just might have to pick up the Mario Maker Bundle that was announced today. Assuming they release it in the states that is! http://www.nintendolife.com/news/2015/07/nintendo_announces_super_mario_maker_wii_u_hardware_bundle Looks so good!!
  15. Today in a streamed Nintendo Direct, Nintendo’s Satoru Iwata was pleased to unveil a business partnership with former rival Sega. Cementing this new connection was the revelation of a new Sonic title called Sonic Lost World for WiiU and 3DS, a new WiiU Mario & Sonic at the Olympics title for this year’s Winter Games in Sochi, Russia, and the announcement that the Nintendo E-Shop would soon be selling Sega GameGear titles. From that starting point, the Direct broadcast went on to divulge more information on various upcoming titles. The Legend of Zelda: Oracle of Seasons and Oracle of Ages will be sold via the E-Shop beginning May 30 for $5.99 each, but will be on sale for first month for 4.99 apiece. A couple minutes were devoted to discussing Mario and Donkey Kong Minis on the Move’s level creator and level sharing systems. Nintendo also announced a video series on Animal Crossing: New Leaf. The new Animal Crossing releases on June 9. More info was shared on Game and Wario (something involving creatures called… Fronks). The latest WiiU Wario title will retail at a $39.99 price point on June 23. In a surprise move, Nintendo also announced that New Super Luigi U, previously DLC only for New Super Mario Bros. U, would also be receiving a standalone retail version. The DLC content will be priced at $19.99, while the version available in stores will be $29.99. Also showcased was the addition of a new character called Nabbit, who will help ease the difficulty of the title for less experienced players. Iwata also hinted at upcoming info for the mysterious Platinum Games title The Wonderful 101, which will be released September 15. Reggie Fils-Aime, president and COO of Nintendo of America, concluded the Nintendo Direct by revealing that during the week of E3, people will be able to play select unreleased WiiU titles at Best Buy stores. You can view the full Nintendo Direct broadcast below. View full article
  16. Today in a streamed Nintendo Direct, Nintendo’s Satoru Iwata was pleased to unveil a business partnership with former rival Sega. Cementing this new connection was the revelation of a new Sonic title called Sonic Lost World for WiiU and 3DS, a new WiiU Mario & Sonic at the Olympics title for this year’s Winter Games in Sochi, Russia, and the announcement that the Nintendo E-Shop would soon be selling Sega GameGear titles. From that starting point, the Direct broadcast went on to divulge more information on various upcoming titles. The Legend of Zelda: Oracle of Seasons and Oracle of Ages will be sold via the E-Shop beginning May 30 for $5.99 each, but will be on sale for first month for 4.99 apiece. A couple minutes were devoted to discussing Mario and Donkey Kong Minis on the Move’s level creator and level sharing systems. Nintendo also announced a video series on Animal Crossing: New Leaf. The new Animal Crossing releases on June 9. More info was shared on Game and Wario (something involving creatures called… Fronks). The latest WiiU Wario title will retail at a $39.99 price point on June 23. In a surprise move, Nintendo also announced that New Super Luigi U, previously DLC only for New Super Mario Bros. U, would also be receiving a standalone retail version. The DLC content will be priced at $19.99, while the version available in stores will be $29.99. Also showcased was the addition of a new character called Nabbit, who will help ease the difficulty of the title for less experienced players. Iwata also hinted at upcoming info for the mysterious Platinum Games title The Wonderful 101, which will be released September 15. Reggie Fils-Aime, president and COO of Nintendo of America, concluded the Nintendo Direct by revealing that during the week of E3, people will be able to play select unreleased WiiU titles at Best Buy stores. You can view the full Nintendo Direct broadcast below.
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