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November 16, 2009 10:13 AM PST

Hands on with New Super Mario Bros. Wii

by Scott Stein, Jeff Bakalar and Dan Ackerman
  • 15 comments

Sales of the Nintendo Wii have been flagging lately, and the number of quality titles coming out for this generation's best-selling system seems to be getting thinner every month. What better to fix everything than Mario? New Super Mario Bros. sold over 19 million copies for the DS, and now the Wii sequel has arrived just in time to give a breath of life into the little white box. We've been quite bullish about this new game after multiplayer hands-on and single-player sessions earlier this year. Now, after playing the final boxed version all weekend, did it live up to our lofty expectations? Our takes are below.

Scott:
Nintendo wisely chose to make its headlining release this holiday a marquee game for its most popular mascot. The surprising part was putting the whole game in 2D.

After the success of 3D Mario games, including Super Mario Galaxy, dating back to 1996, the decision to make New Super Mario Bros. Wii a 2D game could be considered baffling. But it's actually a somewhat brilliant move: for all of Galaxy's incredible visuals, it's not instantly accessible to older casual gamers. SNES-era Super Mario is, and New Super Mario Bros. Wii is a better-rendered, 16x9 wide-screen retro-update to the classic series that effectively ended with Super Mario World. The game's all-new levels and clever updates to the game mechanics make this an excellent sequel for the Mario ultrafans.

Much like the DS game New Super Mario Bros., Mario and much of his environment are composed of 3D graphics moving in 2D, lending a much smoother look than sprite-based retro gaming. For single-player fans, the eight-plus worlds and many secrets are actually pretty difficult, and offer plenty of value. Throwing in four-player co-op through the whole game transforms Mario into an experience more like Super Smash Bros. as players compete for power-ups in ways that are often downright mean.

Two other multiplayer modes offer different ways to play the single-player courses, and, sadly, none of the multiplayer is online. Still, the 2D arena offers some of the best multiplayer play that the Wii has ever seen, and that, combined with the mainstream family-friendly feel, could catapult New Super Mario Bros. Wii to the very top of the Wii's best-sellers' list. ... Read More

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October 21, 2009 1:38 PM PDT

Wii 2 to be smaller and cheaper?

by Jeff Bakalar
  • 82 comments

If you're expecting bigger and better things from the Wii's successor, you may be let down. Nintendo might be satisfied with what the current Wii is already able to offer. According to TechRadar and Popular Mechanics, the company's creative mastermind Shigeru Miyamoto says, "With both the Wii remote itself and Wii Motion Plus, what we've been able to do is introduce an interface that is both I think appealing and at the right price for a broad audience."

Does the "right price" mean the next Wii will go for a comparable price to what it is now? Miyamoto continued: "And while we don't have any concrete plans for what we'll be doing with hardware in the future, what I can say is that, my guess is that because we found this interface to be so interesting, I think it would be likely that we would try to make that same functionality perhaps more compact and perhaps even more cost-efficient."

Sure, it's probably too early to forecast what the Wii 2 will offer, but as of now it sounds like Nintendo may not look to offer more of a graphical powerhouse, but instead continue to deliver what has proven to be a winning formula--just in a more compact and inexpensive package.

What do you think? Are you content with more of what has seemed to work for Nintendo or do you want a more powerful Wii with functionality like HD graphics?

October 20, 2009 4:24 PM PDT

Digital City Podcast 54: Taxi cellphone ban; Nintendo's holiday gamble; and the Ballad of Balloon Boy

by Dan Ackerman
  • 5 comments

Episode 54 of the Digital City, where we discuss NYC's plan to stop taxi drivers from using cell phones and Washington's suddenly high-tech subway system.

Scott talks about his meeting with Shigeru Miyamoto, and Nintendo's big holiday gamble on New Super Mario Bros., while special guest Jeff Bakalar expresses his frustration with Jack Black's Brutal Legend.

And, in a nod to the hottest story of last week, we show off the very best Balloon Boy Web games (ok, the only Balloon Boy Web games we could find), and host the world podcast premiere of the parody song "The Ballad of Balloon Boy."

Related links:
>>Nintendo does Hard-core/casual with new Mario game
>>Will Brutal Legend rock your world?
>>Balloon Boy Takes Flight (For Real) in Two New Games

Show notes:
>>Watch the Digital City live every Monday at 3pm EST on CNET Live!
>>Subscribe to Digital City on iTunes
>>Join the Digital City Facebook fan page
>>Need more? Follow Dan on Twitter; and Scott

Listen now: Download today's podcast
Subscribe now: iTunes (audio) | iTunes (video) | RSS (audio) | RSS (video)


Originally posted at Digital City Podcast
October 16, 2009 2:55 PM PDT

New Super Mario Bros. Wii: Hard-core/casual fusion Nintendo's been looking for?

by Scott Stein
  • 38 comments

It's retro right down to the box art.

(Credit: Nintendo)

This holiday season, amid an economy that's still in the tank, game companies are stingier with their first-party release schedule. In fact, each of the Big Three (Sony, Microsoft, Nintendo) are only targeting one or two games for their systems before Christmas. Nintendo has one single title that's prominent for the Nintendo Wii, and that's New Super Mario Bros. Wii.

We got a chance to play one or two of the side-scrolling title's multiplayer modes a while back, but we didn't know whether Mario's home console return to 2D platforming would also feature a single-player mode that had as much going for it as old-school favorites like Super Mario World.

After last night's playthrough and a discussion with Mario creator Shigeru Miyamoto (translated via Nintendo of America's Bill Trinen), the answer to that question is undoubtedly yes.

Mr. Miyamoto answered questions regarding his new game, in particular why it's a 2D game when Super Mario Galaxy achieved such great success both critically and financially as a 3D Wii title.

According to Miyamoto, who participated in a reporter's roundtable Thursday night in New York City, what makes a Mario game is being "simple to control and easy to understand." The multiplayer modes of New Super Mario Bros. Wii include both four-player competitive Smash Bros.-inspired modes such as Coin Battle, as well as hop-in four-player co-op throughout the entire single-player story mode of the game.

"We wanted the game to appeal to and be accessible to as wide an audience as possible, and because we wanted to make it multiplayer, we felt that the original concept for Mario Bros. was the one best suited to multiplayer gameplay," Miyamoto added. "Multiplayer platforming is much better suited to a 2-D environment versus a 3-D one." He was referring specifically to same-room gaming as opposed to online gaming, raising a point that we've often thought about with the Wii--namely, other than Wii Sports, that there just aren't a great number of multiplayer games for the console.

... Read More
June 3, 2009 9:30 AM PDT

E3 2009: Miyamoto speaks behind closed doors

by Dan Ackerman
  • 2 comments

While Shigeru Miyamoto, the legendary game designer behind Nintendo hits such as Mario and Zelda, did not make an appearance during Nintendo's big E3 press conference, we did get a chance to see him host a small, intimate behind-closed-doors session (no photos or video allowed) later in the day with a select group of journalists and developers.

Speaking through a translator, Miyamoto personally grabbed a controller to demonstrate the New Super Mario Bros. for the Wii, talked the crowd through a Wii Sports Resort demo, and showed video of Super Mario Galaxy 2 and the new Zelda game for the Nintendo DS. But the real attraction was in hearing one of gaming's great minds hold court on a variety of topics, usually while his corporate minders cringed in horror (Miyamoto is as notoriously loose-lipped as Nintendo is secretive).

One new project Miyamoto said he was interested in pursuing was a software package for the Nintendo DS, aiming to make it useful as a carry-around digital device for everyday life. The examples he gave included being out shopping and being able to use the DSi's Wi-Fi connection to call up a map of the shopping mall you're in, or a classroom where teachers and students use DSi systems like a tiny tablet PC. "A program like that is something I've been interested in for a while," Miyamoto said.

Having worked on Mario games for about 20 years, Miyamoto says there's one thing he's been trying to do all that time--recreate the classic single-play Mario Bros. experience within a multiplayer environment. ... Read More

October 27, 2008 4:00 AM PDT

Video game legend Miyamoto talks 'Wii Music'

by Daniel Terdiman
  • 6 comments

Shigeru Miyamoto, the creator of monster hits like 'Donkey Kong,' 'Super Mario Bros.,' and 'The Legend of Zelda,' discusses his newest game, 'Wii Music.'

(Credit: James Martin/CNET News.com)

Last Monday, Nintendo released its latest would-be blockbuster game, Wii Music.

The new game, for the company's monster hit console, the Wii, is from Nintendo senior managing director Shigeru Miyamoto, one of the video game industry's true legends. This is the man who developed titles like Donkey Kong, Super Mario Bros., and The Legend of Zelda, and who is viewed among gamers with a level of reverence that may be unsurpassed.

Wii Music is a participatory game that, at its simplest form, lets players have fun making music. Unlike hit franchises like Rock Band and Guitar Hero, which at their core task players with playing music on fake guitars and drums to the accurate beat of existing songs, Wii Music is more about putting musical tools in the hands of a broad spectrum of players, from kids to grandparents, and letting them find their own creativity.

For Nintendo, the game comes at an important time: the holidays are approaching and the company needs a new standard-bearer game to help sell Wiis during the coming months. To be sure, the Wii has never had any problems moving units--usually selling out within hours of retailers getting shipments. Still, with the economy rapidly deteriorating around us, even Nintendo could use some help.

And where better to look for that help than to Miyamoto, a man who is seen as the king of gaming creativity and whose nose for simple and silly fun may well be unmatched in the industry.

On a recent publicity tour for the game, Miyamoto took some time to sit down with CNET News to talk about the game. Nintendo mandated that the discussion be related solely to Wii Music, meaning that his former work was largely off-limits, except in the context of the new game.

Q: Where did the idea for Wii Music come from?
Shigeru Miyamoto: When we first came up with the concept for the Wii itself, we wanted the Wii to be a device that everyone in the house would relate to, so we needed to have several key software topics available for people to play: sports, health and fitness, and music. So that was the genesis for creating Wii Music. Our initial experiments were finding ways to use the Wii remote and nunchuk to perform different instruments, and then we experimented with using the Wii remote to conduct an orchestra. We found that both of those produced an experience that was fun. I've been a musician for the last 30 years, and I've thought back often on what is the most enjoyable part of playing and performing music. So we worked very hard to take the experience and joy of creating music and really implement that into the Wii Music experience.

... Read More
Originally posted at Geek Gestalt
April 18, 2008 2:51 PM PDT

Up close with Shigeru Miyamoto and 'Wii Fit'

by Jeff Bakalar
  • 2 comments

(Credit: Jeff Bakalar/CNET Networks)

CNET was more than happy to attend an exclusive roundtable Q&A regarding Wii Fit with Nintendo mastermind Shigeru Miyamoto on Thursday afternoon at the Le Parker Meridien in New York. Miyamoto led the presentation with an in-depth look at the origin of Wii Fit and the challenges that came along in developing such an ambitious platform.

Interestingly enough, Wii Fit was conceived by Miyamoto in the process of his own personal awareness of his body weight. By graphing his weight over a period of time, he was able to see a visual representation of how it fluctuated. With his family encouraging him to keep in shape, Miyamoto did so by creating a personal game out of the whole thing--as a result, Wii Fit was born.

What separates Wii Fit from other "working-out-can-be-fun" concepts is that it creates a game around each person who plays it. Nintendo hopes that this personalized experience will attract people who would otherwise not be playing video games--and we think they're on to something. By making Wii Fit an easy-to-use, practical, and accessible device, it can appeal to just about anyone who can stand on a scale. Wii Fit may not have you dropping pounds as fast as intense exercise and dieting would, but it can definitely make keeping track of your progress a whole lot easier and definitely more entertaining. Miyamoto explained that Wii Fit makes you more aware of your body, which is the first step toward improving your health. Wii Fit is already starting to pop up in gyms across Japan and we'd imagine a similar response here in the states. ... Read More

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