smb.jpgFollowing up last weeks Virtual Console release of the heralded "Super Mario Bros. 3," and on the cusp of the release of the next greatest thing in Mario's world, "Super Mario Galaxy," it's time for the ultimate breakdown of the top 10 greatest Mario games of all time.

Right off the bat, I sense that many of you may have some issues with the order of my choices [Editor's note: please send all hate mail to Jason], but you need to understand that I am an 8-bit, side-scroller traditionalist. "Super Mario Bros." changed my life, and because of that, I believe that Mario should never have left his 2-D world.

Also, I just want to be clear on the ground rules of my list:

1. These are "Mario Bros." games in the most traditional sense of the word. No spin-offs, no sports games; platformers and arcade games only.
2. Miyamoto-san is not a required component, and you will see where some of his greatest games fall.

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Imagine you get a gig wearing a Super Mario suit. Role of a life-time? Job of your dreams?

To promote "Super Mario Galaxy" you could be asked to take a Zero G flight with former astronaut Buzz Aldrin...



Or, to promote "Mario Kart DS"in 2005 you might be asked to hang out with Ronald McDonald...(second video after the jump)
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Americans... stop saying "Ninja Gaiden" wrong. Stop saying "Helena" from "Dead or Alive 4" wrong. And stop saying Tomonobu Itagaki's name wrong. Or else.



You've been warned.

What if I was wrong about Nintendo? What If a lot of us were?

As a reporter my job is to ask questions, observe and share my findings. In the process I develop an understanding of facts, a sense of the patterns I see. Sometimes, though, I realize what I think I've figured out is incorrect.

That's how I'm feeling about Nintendo these days. I'm ready to chuck one of my main ideas about the Wii. I see a different pattern than I used to, a new understanding, one that suggests a much more radical aspect of the Wii than I had previously considered.

My old Wii idea: Nintendo's console is a party console, destined to by full of party games -- mini-games. Hence this blog's running tally, in the right hand margin of total mini-games on the Wii.

My new Wii idea: Nintendo's console is a party console, destined to mark the end of Nintendo-crafted single-player game designs. I fully expect the next "Zelda," the next "Donkey Kong," even the next "Mario" role-playing game to be designed in such a way that at least two players will be able to enjoy the main game mode simultaneously.

I've got sales figures, analysis of old games, advertising hints and more to back this up. Let's see if you agree.

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Here ends the latest Vs. Mode with a new confession from N'Gai and an all-new complaint from me. The pattern stays the same. The content changes.

Why did N'Gai, champion of "The Legend of Zelda: Phantom Hourglass" in Round 1 turn his back on the game in today's Round 4?

Why did I, champion of classic ("Zelda") games in Round 2 and Round 3 take a swipe not just at N'Gai but at four of the world's best game designers in this final round?

The world's flipped like a great "Majora's Mask" dungeon in this final round. Read on for N'Gai's closing thoughts on the triumph of the game's sailing system:

Were I Satoru Iwata, I'd hand out the "Phantom Hourglass" code to DS licensees for this very purpose.

And my call for a whole new level of game-sharing.

But enough about what you missed. And enough about why you missed it. Let's talk about a solution. I remain frustrated that it is so hard to share games. I don't mean that I have trouble lending you a copy of something. I just want to share, the way someone might want to share part of this Vs. Mode. I want to be able to clip and send ...

… I look forward to the day of a gaming DVR-YouTube function that is innate to a console, one that lets me capture anything I just saw or did in any game and send it to my buddies. I don't want to have to wonder if they own a copy of the game as well or if I don't have their 16-digit code. I just want to send them cool stuff.

Read on for the full exchange, and thanks to everyone who added their own thoughts to this dialogue. It's been a fascinating experience, as ever.

(Vs. Mode also appears on N'Gai's blog)

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Phoenix Wright If you're played the "Phoenix Wright" Nintendo DS games you may have noticed that they're a little different.

Part throw-back to text-adventure games, part shining beacon of how funny games can still intentionally be.

Part rare video game coutroom drama, part case study in just how non-interactive a game can be.

Last week I e-mailed Capcom a bunch of questions about the series:

How do these games get made? How do they get so funny? Would they designers ever make a law game in which you only defend guilty people? What have lawyers said to you about these games? And so on...

I wrote up some of the answers in my MTV News GameFile column yesterday, but I found the interview so interesting that I'm posting the whole thing here. Some of the answers were quite brainy, much to my delight.

Two things jumped out at me in the interview. The first is series producer Minae Matsukawa's description of the relationship between the player and Phoenix Wright, the character they control.

We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself.

The other ties into a comment made by gamer Calvin Smith on a "Zelda" post I published yesterday. He lamented that "a lot of developers and gamers claim open-endedness as a virtue." When I asked Matsukawa about the common critique that the gameplay in "Phoenix Wright" is too linear, she said:

If we were to give players any more leeway ... the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game.

Food for thought. The full interview is below.

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My Zelda My N64Here we go, folks... this is the post I've been reluctant to publish.

It is Round 3 of this week's "Legend of Zelda: Phantom Hourglass" Vs. Mode, a series that has filled my inbox with letters from people who say I'm rejecting a beauty of a game.

In Round 1 Newsweek's N'Gai Croal praised the game's controls and described his experience as a "Zelda" neophytye. I then explained why "Phantom Hourglass," my 12th "Zelda," wasn't doing it for me.

In Round 2 N'Gai took me up on an offer to get a crash course in the two wonderful Nintendo 64 "Zelda" games, "The Ocarina of Time" and "Majora's Mask." I explained why "Phantom Hourglass," my 12th "Zelda," wasn't doing it for me.

Today, Round 3 continues the previous round's experimental approach (a transcript of a chat N'Gai and I had after the N64) crash course. I explain why "Phantom Hourglass," my 12th "Zelda," wasn't doing it for me.

I'm being hard on myself. I'm not that much of a broken record, but I really felt stuck in this Vs. Mode. As I say in this round:

It’s kind of weird for me to proselytizing about "Zelda" for so long and then when we finally have a "Zelda" conversation to be the big "Zelda" doubter. Maybe it’s because I’m always going to be contrary about everything, but I think it really is that I got surprised by this crossroads that I found myself walking into.

The more I read what we talked about, the more conscious I am of just how anguished I sound in all of this. I've been a big "Zelda" fan for years, and the prospect that the series is either going south or that I have played too many "Zelda"s to appreciate them has unsettled me. I don't want to be over "Zelda."

Well, read on and see what you think. N'Gai talks about his issues with the "Zelda" gameplay formula, and how they relate to his feelings on "The Sims," "GTA," "Little Big Planet," "Metal Gear" and "Halo 3"'s Forge.

I play my same sad tune. Here's one comment from me -- slightly rambling -- that I wanted to highlight, because it speaks to my developing thoughts about the value of video game remakes as well as my long-time concerns about how hard it is for great game experiences I had in the past to be appreciated by gamers that come after me:

Totilo: ... with "Madden" what I view EA as having done and the other football game developers, is they’ve essentially been able to work off of an ideal, which is real football and year after year after year try to come close to that. And really once they’ve reached that ideal and they’ve got football as realistically rendered or as successfully rendered as it needs to be for a video game that at that point there’s no need to make, to remake the engine, remake the graphics or remake anything other than to keep the rosters up to date, keep the uniforms up to date and so on. And you can see a lot of people saying that that’s all they’re seeing from some of the football company game developers anyway.

"Zelda" — it peaked. It’s been great already. It’s like the ideal "Zelda"s exist. They’re already out there. And in other forms of entertainment, once the ideal exists and companies have found a way to make money off of just re-releasing that ideal, finding a way to make that ideal relevant even if it means transferring it from VHS to DVD to downloadable or whatnot. And so, you know, clearly where I’m at is at a spot where I’m just saying, "Look, I’ve played the ideal 'Zelda.'" I was able to play it in 1998 when, at the time, it was running on technology that blew my mind so my memory of that "Zelda" will always be a bit as an ultimate experience. Your memory of "Ocarina" will probably always be that, "hey this was a really good game." That was an interesting artifact of history that you played in the year 2007 right after seeing "Ratchet and Clank [Future]," you know, HD quality graphics on my standard definition set. And so you probably actually haven’t experienced the ideal "Zelda" experience.

Read on. And check in later this week for Round 4, which will return to the original format and in which I will finally say some nice things about "Phantom Hourglass." Hopefully I'll have beaten the game by then. I'm at the final dungeon.

(These exchanges are mirrored on N’Gai’s “Level Up” bog.)

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Phantom HourglassIn yesterday's Round 1 of this week's "Zelda: Phantom Hourglass" Vs. Mode, Newsweek's N'Gai Croal admitted that he's a "Zelda" newcomer and I grumpily huffed and puffed about how the series was showing its age.

In today's Round 2, we do what Nintendo has been largely unwilling to do with "Zelda." We alter our tried-and-true formula. Instead of the standard exchange of e-mails, this round and the next are a full transcript of a conversation between the two of us about the "Zelda." See, what happened is that I ended the last round inviting N'Gai to get a crash course on the two N64 "Zelda" games, "Ocarina of Time" and "Majora's Mask."

On Saturday, October 20, he agreed and stopped by my Brooklyn apartment for several hours of N64 gaming goodness. I walked him through some of "Majora's" and then had him play "Ocarina." How did the Ivan Drago of video games journalism manage the experience?

In the exchange I ask him the following about "Ocarina":

You spent one hour going from the opening of the game to the beginning of the first dungeon--which basically required you to get the sword and the shield. And then you spent I think two hours in the first dungeon, Deku Tree Dungeon, which I said at the end of the first round of our exchange was what I felt epitomized all that's great about Zelda and Dungeons and in fact I think is the best Zelda Dungeon.

So I gave it a lot of build up, did I oversell it? What did you think?

The full exchange, which, admittedly has some crazy-long sentences -- such is the nature of a transcribed, informal dialogue -- now follows. It will wrap up in tomorrow's Round 3 and then this session was close with a more customary Round 4.

(These exchanges are mirrored on N'Gai's "Level Up" bog.)

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ZeldaShock and hysteria! Newsweek's N'Gai Croal just played his first "Zelda" and I just played my twelfth. We're talking about "The Legend of Zelda: Phantom Hourglass" on the Nintendo DS.

He wasn't sure he'd be into it. I was sure I would be.

And then we played the game. Everything got flipped around. So we wrote about it. Prepare yourself. It's Vs Mode time.

In Round 1 of this week's Newsweek-MTV Vs. Mode N'Gai and I talk about why he's only now playing his first "Zelda," and why I think it might be last one. As always, the exchange is mirrored on N'Gai's blog.

Croal:

Would it be terrible of me to say that I admire "Phantom Hourglass" a lot more than I like playing it?

Me:

Maybe I'm part of an aging player base that has changing tastes of their own. So maybe, as one gets old, playing "Zelda" loses its meaning. Maybe.

Me again:

Can't they just keep re-releasing the really good ones, polishing them up for new platforms, and make some newer non-"Zelda" stuff? I've heard all the arguments about limited development resources, but I'm unconvinced that remaking "Ocarina" wouldn't net Nintendo more money and do a better job of solidifying what is great about the series than routinely iterating sequels. The era of "Zelda"-as-rough-draft is past.

Oh boy. Bring on the hate mail. But first read on for the rest of the exchange. And check back in for a very unusual Round 2 tomorrow.

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nintendosealagain140×105.jpgNintendo spokesperson extraordinaire Perrin Kaplan can handle any questions I throw at her.

So why hold back?

In today's second part of my recent interview with Kaplan, I ask her about criticisms of Nintendo's Seal of Quality insofar as it affects the quality of third party games, the lack of a consumer program in the U.S. that's as good as Japan and Europe's Club Nintendo and about her craziest days at work (surely the day that "Revolution" was re-named "Wii").

I even got her to speak Japanese -- just a little. And we discussed the Stephen Totilo Game Company. But of course!

For those interested in the full experience, start with Part One. Everyone else can read on...

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