Showing posts with label Super. Show all posts
Showing posts with label Super. Show all posts

Friday, February 7, 2014

French Montana Explains Arrest During 2014 Super Bowl Weekend

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The mystery behind French Montana’s arrest during Super Bowl Weekend in New York has finally been solved.

The Coke Boy leader, along with Chinx Drugz and Jadakiss, was placed in handcuffs while leaving Funkmaster Flex’s pre-Super Bowl Tunnel “Revival” party at BB King Blues club in Times Square early Feb. 1.

The ‘Ain’t Worried About Nothin’ rapper told TMZ that police were out to give him a “reality check” and busted him for a 5-year-old warrant for driving on a suspended license. He was later released and performed at Diddy’s Super Bowl bash with Drake at Time Warner Studios.

“I had to let the people know that no matter where you come from [or] how big you make it they (police) still waiting on me,” he told TMZ.

“I do a party every weekend, this one weekend, they grabbed me,” he added. “F— ‘em.”

Despite his arrest, Montana is in good spirits.

“I’m doing good, I’m doing excellent. I got a good lawyer,” he said.

Wednesday, September 26, 2012

Green Bay Mayor to Goodell — You’re Crushing the Packers’ Shot at a Super Bowl

Green Bay Mayor to Commish
You're Crushing Packers' Shot at a Super Bowl


 0925_packers_letter_launch


Green Bay Mayor James Schmitt fired off an angry letter to NFL Commissioner Roger Goodell -- as promised -- claiming the labor dispute with referees is threatening the Packers on-field success ... AND putting the entire Wisconsin town in financial jeopardy.


TMZ obtained a copy of the letter ... in which the Mayor claims the NFL's elite status is being "threatened by less than qualified officials who are not quite at the same level as the rest of the league's representatives."


Mayor Schmitt, who's also a shareholder of the publicly owned Green Bay Packers, continues ... "last night's game creates a negative perception on the NFL brand, which in turn jeopardizes the Packers' chance for success as well as the potential to negatively affect our local economy."


All in all, it's a pretty polite way of saying the fact that replacement refs cost the Packers a victory last night ... totally sucks.

T-Shirt of the Day - Super Typography Bros.

Welcome to IGN's T-Shirt of the day! We may not be experts in the field of fashion, but we know an awesome t-shirt when we see one. We'll be posting one every day, 'til the end of time. Or until we stop. Whichever comes first.

Ever taken an ink-blot test and seen nothing but video game characters? (Don't worry; that's the good kind of crazy.) Give your free-associations the shape they deserve with today's shirt; guaranteed* to have people you don't know staring at your chest.

*not really

Shark Robot - $18 + shipping

Love it? Hate it? Already wearing it? Let us know (and call out the shirt's typos!) in the comments.

And in case you missed it: last Friday's T-Shirt of the Day!

Jon Fox is a Seattle hipster who loves polar bears and climbing trees. You can follow him on Twitter and IGN.

Saturday, August 18, 2012

Nintendo Video Chat: Playing New Super Mario Bros. 2

Welcome back to another mushroom-y edition of Nintendo Video Chat, IGN's very own Nintendo-centric video podcast. This week we've got Audrey "OMG I Hosted The Fix!" Drake (otherwise known as ME!!), Sam "Mustache Power" Claiborn, Brian "I Hosted The Fix Too!" BRAP BRAP" Altano, and Fran "I Hate Wii" Mirabella. That last nickname was a joke, people. Well, they all are, but... anyway. Moving on. Let's talk Nintendo things, shall we?


This week we're playing through some levels of forthcoming 3DS game New Super Mario Bros. 2. Wahoo!! The game hits the States this Sunday, but if you don't mind a few spoilers, allow this podcast to serve as a lengthy early look at Mario's latest.



And as always, you can download the audio version of this episode on iTunes (whenever it decides to show up), or listen to it here.


While you're thinking of us, be sure to join our Nintendo Voice Chat Facebook page. Don't forget to give us a like while you're there! Why? Because every like we get is like an extra coin in your pocket. Except it's not like that at all. Do it anyway, though!


One last thing - don't forget to send your comments, questions and so on to nvc@ign.com. You can also follow us all on our IGN blogs and Twitter. We're especially interested in your feedback on our new format. This is all still very much in the experimental phase, so your insight is much appreciated.


Until next time, Koopalings - Game On!



Monday, August 6, 2012

The Symmetry of New Super Mario Bros. Wii

You'd think there'd be a difference. Mario's been doing this kind of thing for decades – running, jumping, saving the princess. You'd think he'd have some advantage, some noticeably better skillset than a pair of simple upstarts setting out on their first-ever adventure. But, no. Nintendo decided against that. Nintendo decided that, in 2009's New Super Mario Bros. Wii, the world's most famous platforming hero would be able to be matched step for step, jump for jump by a couple of nameless, personality-less Toads.

From Mario's perspective, it doesn't make a lot of sense. He should run faster. Jump higher. Something. But, from the designers' point of view, it must have been better to make all players created equal.

When New Super Mario Bros. Wii was revealed three years ago and then shipped to stores in late 2009, it sparked a new revival for 2D side-scrolling platformers – but it was a focused one, not just a general revisit to the genre. 2006's first New Super Mario Bros. on the DS had already done that, so the Wii follow-up's larger contribution wasn't just pulling platformers back into the spotlight, but pulling platformers back into the spotlight with a new emphasis on simultaneous multiplayer play.

It was four-player Mario! A design dream that Shigeru Miyamoto had hoped to realize for decades, finally materialized in Nintendo's fifth console generation. At long last you could set out to rescue the kidnapped princess with friends alongside you, having Mario accompanied by his brother Luigi and the two new characters, Blue Toad and Yellow Toad.

Well, calling them new characters is being a bit generous. These two Toads were about as generic as could be, as Nintendo refused to give them any kind of storyline introduction or even their own names. They were simply there to serve as alternate-colored clones of the red- and green-clothed plumbers. Some fans cried foul at the time – why not use established characters like Wario and Waluigi, or the "normal" Toad, or even the Princess herself to fill those spots?

The answer was simple enough – because the designers wanted everyone to play the same.

New Super Mario Bros. Wii was designed to offer a wholly symmetric multiplayer experience. You've heard the opposite term thrown around a lot recently. "Asymmetric" gameplay refers to games in which different players experience different things while playing at the same time, and it's a big focus for the upcoming Wii U and its new GamePad controller. "Symmetric" gameplay, then, would refer to games in which every player essentially experiences the same thing. Like New Super Mario Bros. Wii.

Whether you're controlling Mario, or Luigi, or Blue or Yellow Toad, your abilities are no different than anyone else's. Everyone runs at the same speed, jumps to the same heights – it's a level playing field for all. And it works well, no doubt about it – New Super Mario Bros. Wii is a brilliantly fun multiplayer experience. It's a good time. Hopping and bopping around, picking up your buddies and tossing them into pits, "bubbling up" when you're about to die and begging your pals to come pop you out so you can keep going. Nintendo's designers picked a good direction for the game.

But it's not the only direction they could have chosen. In the wake of New Super Mario Bros. Wii's success, we got several more examples of ways that four-player simultaneous 2D side-scrolling could be handled with a bit of asymmetry tossed in. Ubisoft's Rayman Origins cloned the approach of pairing two established characters with two generic tag-alongs, but Rayman, Globox and the Teensies all had wildly different animations that made them feel more individual. Kirby's Return to Dream Land took things to the next level by giving each character a different skillset – Kirby could suck up and copy enemy powers as normal, but Meta Knight, Waddle Dee and King Dedede had wholly their own identities wielding a sword, a spear and a giant mallet, respectively.

And Donkey Kong Country Returns, while only two-player, nevertheless made Donkey and Diddy distinct from one another – which enhanced the teamwork element of playing that game with a friend, as you both had your own unique roles to play.

So the question becomes, is there room for a little more asymmetry in the New Super Mario Bros. series, going forward? The upcoming New Super Mario Bros. U will explore one extreme with its "Boost Mode," which will give one player the power to insert blocks into the environment through the GamePad's touch screen while the others run and jump along as normal. Rayman Origins' sequel, Rayman Legends, will similarly invite an extra, fifth player to pick up the GamePad to control the environment-altering new character, Murphy.

But those may be examples of asymmetry taken a bit too far, at least for the crowd who cried foul about the two generic Toad Bros. in 2009 – because the initial expectation for many for a multiplayer Mario design wasn't a game where someone sat off to the side dropping extra bricks into the scene, or even for four players running and jumping around with the exact same skill set. The expectation was more in line with what Kirby's Return to Dream Land delivered – a game in which established individual Mario characters used their established individual skills to each contribute something different to the action.

So you'd have Wario as an option, bulkier and more powerful than the others and unleashing his trademark shoulder-forward bull rushes from his Wario Land series. You'd have Princess Peach, floating through the air with her hovering long jumps, maybe even wielding Parry the Parasol from her standalone platformer Super Princess Peach. Maybe you'd even have Bowser stomping along and breathing fire in playable form, as he has been a time or two in the Mario role-playing games.

The opportunity is there – and, in fact, the template for how it would work was laid down around 25 years ago, way back in Super Mario Bros. 2. Even without letting the villains get into the mix, you've got an established framework for how to make the heroes feel different right there – Mario is the average everyman. Luigi jumps higher than anyone else, kicking his legs wildly in the air. Princess Peach has those floaty long jumps and Toad ("the" Toad) is stronger than the rest. So perhaps it's time for a new Super Mario Bros. 2? (Not to be confused with New Super Mario Bros. 2.)

The possibilities are there. The template is there. It's just up in the air whether or not Nintendo would ever choose to take New Super Mario Bros. in an asymmetric direction, after setting the definitive symmetric standard three years ago. New Super Mario Bros. Wii was great, and no doubt this year's two new sequels in the series will prove themselves to be solid entries in the franchise as well. But there's an opportunity for Nintendo's designers to refresh this franchise further some time in the future – if they follow the example of games like Kirby's Return to Dream Land and even the old Super Mario Bros. 2, and if they can actually embrace the established diversity of the Mushroom Kingdom's many diverse characters, instead of just tossing us more generic, nameless Toads.

Lucas M. Thomas led the charge to give Blue Toad and Yellow Toad a bit more personality back at E3 '09, and to this day he still personally refers to them as Yvan and Wolley. You can tell him your own nicknames for the Toad Bros by following him on Twitter.