Features Archive

The Suit Makes The Mario

Mario’s been chomping mushrooms and picking fire flowers for more the 20 years now, but after his third Super outing, his wardrobe became a little dull. Sure, the cape and winged cap were neat, but neither had the allure of the Tanooki Suit or the Frog Suit. However, both New Super Mario Bros. Wii and the Super Mario Galaxy games gave our favorite plumber a long-desired makeover. Keeping in that spirit, we present our dream designs for his next interstellar (or terrestrial) adventure. Saving the princess is hard work, but there’s no reason why you can’t look good in the process.

Kappa Suit
(Tailor: Nicolo)

Mario once again takes inspiration from a Japanese folklore creature with the Kappa Suit! Unlike the Tanooki Suit, this water-sprite-inspired garb grants our hero water-based powers to help him excel in those pesky swimming stages. In addition to granting Mario 360 degree turning abilities while storming through the soup, the lily-pad-like bowl that sits atop the suit is capable of shooting streams of water at enemies and is particularly effective at putting out charging bob-ombs. As the Kappa is an extremely polite creature, to access the Kappa suit, Mario must bow (duck) in front of kappa statues, which will release the power-up to Mario to aid him on his quest. Failing to do so, however, might result in kappa-enemies attacking Mario from the depths (they love to feed on children), so mind your manners!

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Microschoolin’

WarioWare D.I.Y. is a tricky little game. While past entries were praised for their approachability, the hours of tutorials and dozens of switches in this latest edition can make anyone’s head spin. That’s Tony and Justin are here to help. The guys may not be experts – RumbleTek Inc. has only released 11 hits so far – but they’ll help you get your first few ideas off the ground.

1. Don’t be afraid of the music editor – Unless you’re already a composer, I think everyone’s first instinct will be to click on the little maestro in the corner and let him handle all of the tunes. It’s a cool a feature that is still plenty customizable, so I’m glad it’s there. Even so, give yourself a little credit! You’re not tone deaf, and you only need to come up with four to eight seconds worth of music. Experiment a little – move notes around, learn how to stack notes to make chords and try all of the different instruments. As someone who has used both methods, I can tell you that manual composition is much more satisfying than automatic. Also, the maestro is never going to be able to reproduce Super Mario Land music or the Don’t Wake Daddy jingle.

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The Rumble Pack PAX East Experience in Pictures

In the next installment of the podcast (going up today), you’ll hear all about the games we played and the panels we attended. But even though the convention was only three days long, we had far too many adventures and fond memories to cram into a single show. Below, you’ll find a little bit more of the randomness left on the cutting room floor.

It’s unfortunately a rare treat to have the five of us together in one room. If only we could have a couple more days.

If there was a running theme for our PAX East experience, it would probably have been Pokéwalker addiction. Many Elekids were captured this weekend – and none were shared with Justin.

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Mega Man 10: Worst Case Scenario

When Mega Man 10 was announced a couple weeks back, the Rumble Pack crew rejoiced. MM9 was such a huge success, both creatively and financially, that it made total sense to go back the retro style once more. But Capcom didn’t stop with just a new game announcement. Alongside the titular Blue Bomber and Proto Man stood Sheep Man, a wool-covered baddie who would look more at home in Harvest Moon if he didn’t have two lightning rods sticking out of his back.

Not that Magma Man and Concrete Man were particularly inspired, but at least they were threatening. This robotic farm animal seems like a throwback to oddballs like Search Man and Dust Man, and we’re curious to see if the other Robot Masters follow suit. While we wait though, we’ve decided to beat Capcom to the punch. After the jump, we’ve included five of our best barrel-scrapers, ready to charge into baaaaah-ttle with their sheepish brother.

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One Year Later…

Welcome all to our biggest feature yet. While not all of us here at the Rumble Pack are huge platforming nuts, all of us can appreciate the talent and joy that goes into an excellent user-made LittleBigPlanet level. So to celebrate one year of Popits, Paintinators and pulling our friends into bottomless pits, we’ve compiled an LBP blowout. Follow the links below for…

Building Upon a Solid Foundation: An opinion piece from Justin on why the game still matters and how to build sales momentum in year two.

Our Own Favorite Levels: We promise you won’t see any of the usual genre cliches here.

An Interview with Joe O’Rourke (LiBiPl.net): Joe talks about the loyal LBP community and why the game’s groundbreaking level design tools have captured its imagination.

And as always, let us know about your favorite levels, multiplayer moments, costumes or whatever else is on your mind on our message boards! The game’s all about sharing, after all.

Collaborative Blog #1: Chrono Trigger

 

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“It all began ages ago, when man’s ancestor picked up a shard of a strange
red rock… Its power, which was beyond human comprehension, cultivated
dreams… In turn, love and hate were born… Only time will see how it all
ends.”

                -Belthasar

For all of the endless praise and message board worship lavished upon Chrono Trigger, the initial setup is fairly simple, at least initially. You have an intrepid young group (including a mute hero and a tomboy princess), a brooding villain, and a mysterious force that could destroy the world. However, for a game that employs so many role-playing archetypes, it still has its own unique charm over a decade after its 1995 release. In the following series of essays, the five of us discuss why Chrono Trigger has remained such a highly sought-after classic. Is it the Toriyama artwork? The lively battle system? The time travel gimmick? Perhaps the charm lies beyond these details.

You may be asking yourself why we chose to base our first Rumble Pack feature on this particular game instead of the many other classics in Square’s SNES oeuvre. Where was this essay collection two months ago when the DS update was released? Well, for one of us, this is his first time playing through Chrono Trigger, and we felt it was important to remind readers what it was like to play the game with fresh eyes. Besides, this is one of those few games that has been universally embraced by the hardcore gaming community, so think of this as getting to know us better through a common gaming touchstone.

Click on illustrations to be taken to corresponding essay:

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Never in a Pickle

There’s a lot to love about JRPGs. Diverse worlds to explore, the essential feeling of empowerment over time, and debatably, a stronger focus on characterizations and narrative. However, when Japanese bigwigs like Square Enix President Yoichi Wada bemoan stagnant Eastern development, this particular genre receives much of the blame. After all, the core mechanics of the JRPG haven’t changed much in the 23 years since the original Dragon Quest put it on the map.

As I simultaneously play through DQ IV and last year’s Lost Odyssey, I find it striking how similar the game play and pacing are between the two titles. Ditto for most of the other turn-based throwbacks, like Blue Dragon and Sonic Chronicles. To be fair, the Persona series and others have shown that there’s still some life in the subgenre. Going back through my catalog of PS2 RPGs however, I find that they’re usually just chores to play. Too often, I still find myself grinding away at oversized farm animals and “playing for the story,” which in the end usually limps along to some anticlimactic conclusion anyway. Even recent successes occasionally fall into the same obvious traps – all of them, except Chrono Trigger.

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Not Yet a Chronic Abuser…

Crono AccordinoChrono Trigger. Chances are that if you’re reading this blog, you’re quite familiar with it. In fact, even if you haven’t played it, you’d know that to even describe it means to delve into the most glowing pool of praise that video game criticism, be it either professional or pure internet trolling, has ever seen.

To put it briefly, Chrono Trigger was one of the late, great SNES RPGs. It represents one of the strongest collaborations of Japanese game-design talent ever seen, and was released at the height of the install base of one of the most popular game consoles to ever grace either side of the pacific. Is it any wonder why, with all of that talent, (Hori, Toriyama, Mitsuda, Uematsu and Sakaguchi) we have what is regarded as one of the best, nostalgia-soaked RPGs ever made?

I don’t think so.

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Triggered Memories: A History of Pointless Minutia

- Team up for devastating double and even triple attacks!

- Artwork by fan favorite Akira Toriyama!

- Unleash the power of the Epoch to travel to the end of time… and back!

- Over 60 hours of mind-blowing gameplay!

- Multiple endings mean the story never ends!

Since the rise of the RPG in the western world, marketing divisions of software companies have forever been parading out similar claims formatted as bulleted lists on the back of game boxes.  One game will supposedly keep you enchanted for hundreds of hours while another will blow your mind with a new exciting spin on the classic turn-based battle system.  It wouldn’t take any seasoned gamer long to figure out what game the “back of the box” blurbs above are describing.  However, there’s something different about Chrono Trigger: a game that holds a special place in the heart of almost everyone who has played it. What sets it above its contemporaries?  What makes it so memorable that it barely takes more than two notes of the introductory music (or a literal swing of a clock’s pendulum) to send you back to a place where a 15″ color TV and grubby gray Super Nintendo controller were the truest definition of happiness?

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Interview with Joe O’Rourke (LiBiPl.net)


It’s seems particularly fitting that LittleBigPlanet has inspired such a loyal blog following. Even before the game’s release, new fans were speculating about what to expect from Sony’s hot platformer, and even now, they have plenty to keep them checking back in. We talked with Joe O’Rourke, the founder of the long-running LiBiPl.net, to talk about the game’s community and level editing tools.

The Rumble Pack: You started up LiBiPl.net long before the game’s release. What was it about the early footage that inspired you to start the blog?

Joe O’Rourke:
I’ve always been an avid gamer, but nothing about the current generation of consoles had really grabbed me until I saw the GDC 2007 demo of LittleBigPlanet. I’d played with level editors from Doom to Source, even done a tiny bit of 3D modeling; so to see a game where objects could be created as real-world materials with great visual fidelity and reasonable physics, while the game is running and not in a separate tool, just blew me away. The art style was very appealing as well, which became more and more of an additional draw as time went on.

RP: Early reports of sales numbers were initially disappointing, even though I think they’d qualify in the “pretty good” range at this point. But in terms of your own site numbers, have you seen a pretty steady influx of new readers? Do you think the LBP name is still relevant to the average PS3 owner.

JO: Based on Sony’s statements leading up to the release, I didn’t see any way they wouldn’t be disappointed by the sales (which, given the platform and lack of gore, were still pretty darn good); it’s worth noting that Media Molecule was profitable immediately due to their low overhead. As far as my site goes, it’s been downhill since before the release, but that doesn’t surprise or disappoint me. LittleBigWorkshop launched, LittleBigPlanet Central resurfaced, Media Molecule hired excellent community managers, the podcasts started – all of these things made sites like mine less necessary, which is fine.

RP: Your site also mentions that you’re a game design hobbyist too. Are you satisfied with the tools included with the game? What are some additional tools you’d like to see in LBP‘s second year?

JO: The tools were definitely made more accessible since the early demos, which has a huge upside and a slight downside; infinite depth granularity has its problems, but I have to agree with those that say four layers for four players might’ve been better. For the future, though, I’d love to see some creation incorporated into gameplay, as had been planned at one point. It’s difficult to do well, but if anyone can tackle that particular design challenge it’d be the folks at Media Molecule. The other thing that excites me for the future is the demo of wand/sphere/thingy LBP integration that was shown at TGS, which looks like an awesome cooperative (particularly parent/child or gamer/nongamer) experience.

RP: What would you want the PSP version to bring to the table? Do you think it will inspire the same strong community as its console older brother?

JO: The ability to create levels while waiting in line, riding the train, et cetera should be a huge boon to the more mobile among us. I’m not sure how the community will shake out, though. There’s an opportunity to use the PSP’s online features to great advantage, having an in-game portal to LittleBigWorkshop and such, or queueing up levels via browser to be pushed down to the PSP, but I’m not sure how much of that sort of thing is being worked on. I guess we just have to wait and see.

RP: How do you feel about the DLC that’s been released so far? Were you initially hoping for more than costumes when you started the blog so many years back?

JO: It’s difficult to complain, when LBP’s seen more DLC than just about anything short of Rock Band and SingStar. Back before release, I think a lot of us expected most of the DLC to be level packs, but in retrospect that’s kind of silly given that it’d be competing with their own user base. I like the costumes and stickers, but for those that don’t there’ve also been the paintinator, creator pack and music pack (hopfully more to come). I think the Metal Gear Solid pack was such a game-changer, so soon after release, that players want that sort of thing on a more frequent basis than is reasonably possible.

RP: What do you think makes the LBP community so enduring/enthusiastic?

JO: Creation is marvelously addictive. The LBP fanbase is like an artists’ commune with thousands of residents: every day you can see wonderful things being created, and make your own visions into something to share. And it’s not all within the game, as I’m sure you’ve seen. From Sackboy fanart to music videos to whatever you’d call my DevFace vandalizations, there’s a real creative energy that drives the whole community.

RP: And lastly, do you have a favorite level or two?

JO: It’s so hard to pick favorites! In the story mode, I’d have to go with “The Darkness.” That’s the one that made me stop playing, go to the computer and email Media Molecule just to say “this is awesome.” From the pre-release Beta, I loved “Johnny Cash in Folsom Prison.” BasketSnake always does wonderful character contraptions, but this is still my favorite. As far as (somewhat) more current stuff, I loved “Inside the Mind of an ‘H4H’er” by wexfordian. So meta, but also great design and visuals. And some of my favorite levels in the current Beta…oh wait, I can’t talk about that, can I? :)

Be sure to check out Joe’s LiBiPl.net for the latest LittleBigPlanet news.