Those of you who booted up the Wii this morning and checked out the Mario Kart Channel may have noticed that the first competition has finally been opened for entry! The process is simple: complete three laps of Mario Circuit as quickly as possible, upload your time to Nintendo's big list 'o times, wait until the deadline (May 9th or May 10th, depending on your timezone), and get ready to bask in internet glory. Hurray, right?
Wrong.
When we think of Mario Kart time trials, we think of gradually shaving milliseconds off of our best times, of taking every corner as finely as possible, of finding the best way to utilize our three mushrooms, of locating the perfect racing line, and of keeping our noses just ahead of the time trial ghosts. Yet this first Mario Kart Wii competition totally misses the point.
For instance, it's not a time trial at all, but a fully fledged race, complete with eleven opponents and all the usual items. In other words, you can take every corner as flawlessly as possible, only to get blue-shelled on the final straight. Which doesn't strike us as a terribly fair contest. We guess this is meant to level the playing field for newer players, but shouldn't more skillful players be justly rewarded?
Anyway, if you do want to try your hand at being robbed of a deserved victory, this blogger's best time so far is a quite appalling 2:03.325.
Well, someone had to step in and tell Nintendo that they're doing a good job with their online platform (even though, and let's face reality here folks, they aren't right now, but we're hoping WiiWare can help change that). Majesco sees Nintendo as doing okay with the online content in titles such as Super Smash Bros. Brawl and Mario Kart Wii, but sees the system as able to do more elaborate and better things. Majesco is planning to make this leap into a bigger world with the release of Blast Works for the Wii.
So what is so envelope-pushing about Blast Works's online functionality? Well, players will be able to create and trade content online. On top of that, players will also be able to head on over to a special website set up by Majesco, where they can browse other content made by users and, through the power of a mouse click, send that content to their own Wii. The best part? No Friend Codes necessary.
Majesco said that Nintendo has helped them make this leap into a world full of more rich and dynamic online content on a console that hasn't had it yet and sees the future as very exciting regarding Wii and the online space. You can read all about how in the MTV Multiplayer interview here.
For those of you who don't want to settle for justsomescreenshots of the game's online menus, check out the video above. And, as you would imagine, the interface is slick (got to love that globe and player locator) and allows you to get your game on relatively easily. Oh boy, are we ever dying to get our hands on this!
Why do we love the Wii with friends? Because we want all to share the splendor and majesty that comes from playing the best home gaming console around. So that's why we set out to bring you a nice, easy package of great multiplayer games for the Wii.
Both online and local multiplayer is covered, as well as games that have released and those that are still in production. We hope you find this useful in your own life, in some small way, or at least a good place to link a friend who has no idea what they're getting into with the Wii. So read on and see what we have in store, then come back here and tell us what multiplayer experiences you enjoy most on the Wii!
After Super Smash Bros. Brawl and Wii Fit, Mario Kart Wii has become the latest title to appear in the excellent "Iwata Asks:" series of interviews. Featuring producer Hideki Konno, Wii Wheel project leader Kenichiro Ashida, and Shigeru Miyamoto (in fully relaxed, shirt-open mode) getting grilled by Satoru Iwata, it's a treasure trove of information for Mario Kart enthusiasts.
Alongside an enjoyably lengthy dissection of the series' history, there's also discussion about Mario Kart Wii's online play. The online matchmaking in particular sounds a treat, in that it allows players to join a race once it's finished, thus avoiding races becoming one-on-one affairs (as so frequently happened in Mario Kart DS). Players can use the Mario Kart Channel to check which of their friends are currently playing online, and even join them instantly.
Producer Konno and Miyamoto also explained the decision to include bikes in this game, with Konno admitting that his own hobbies influenced the choice, and Miyamoto stating that the bikes are there to "make the world of Mario a little more for boys [by] adding an extreme-like element to the game." (Apparently, the title was originally known as "Mario Kart X," with the "X" taken from "extreme")
Finally, we hear more on the Wii Wheel, and the reasoning behind it. As expected, the peripheral is designed to make Mario Kart more approachable than ever before, and project leader Kenichiro Ashida reportedly created "about thirty" prototypes (many of which you can see in our gallery). Oh, and he even made gold and black versions -- just for the hell of it. Do want!
Josh Thomas from WiiFolder has compiled an excellent two-part video tour of Dr. Mario's Virus Buster for saps like us who are impatiently awaiting WiiWare's arrival in the west.
Sure enough, against all reasonable odds, the footage above and after the break has actually managed to raise our excitement levels for the game -- we now particularly want to try out the Wiimote-specific mode (especially with three other people), and were delighted to hear that online play is totally -- that's totally -- lag-free (despite Josh being based in the U.S. and his opponents being in Japan). Finally, we were less than delighted to learn about Josh's record online -- just four wins from 35 matches. We suspect our own tally will be crushingly similar come May.
Every (other) Tuesday, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
Custom level creation in console games has come a long way. It used to be, if you wanted to share a track that you built in Excitebike, you had to invite friends over to play your creation on your cartridge, until you powered off your NES and the track was lost forever. Nowadays our levels can be saved to internal storage, and shared by removable media, or across the internet to survive for posterity.
It's a feature that's fully supported by all consoles this generation, and big games are highlighting it amongst their bullet points. System sellers like Halo 3, LittleBigPlanet, and Super Smash Bros. Brawl are trojan-horsing the concept of custom level creation into the consciousness of the console-consuming collective. Former Sony exec Phil Harrison popularized the term "Game 3.0," but we'll be taking a look at how it is playing out on Nintendo's platform.
Hold on tight to your wallets, purses, and Mario Coin Block Banks, everybody. With the Japanese launch of WiiWare less than a fortnight away, more news of microtransactions has begun to trickle in, with Genki confirming that LONPOS will feature extra DLC. The contents of this add-on pack are still a mystery, though we do know it will cost 500 Wii points. You probably don't need us to remind you that 500 Wii points will buy you River City Ransom. Or Phantasy Star II. Or Super Mario Bros. 3.
News of pay DLC on the Wii is nothing new -- Bandai Namco confirmed that extra content would be available for Kotoba no Puzzle Mojipittan Wiimonths ago, in the form of extra stages. And, while neither title is likely to receive a western release, the likes of Final Fantasy Crystal Chronicles: My Life as a King suddenly seem like prime candidates to receive DLC of their own.
We'd like to point out that the only Bomberman we know about is the Wii Ware Bomberman game announced via the Japanese Wii Ware page. This scan is interesting, though, because it reveals some details about this upcoming Bomberman game we're assuming is the Wii Ware version.
This latest scan shows the game will retain that Bomberman look and we're crossing our fingers that it will retain that classic feel, as well. And, thanks to this same magazine scan, we can confirm the game has 8-player support for online fun. It will also include 39 different stages and is scheduled for release on Wii Ware in Japan this June. Oh, and it will also feature Mii integration.
Like we said, this could be a new retail Bomberman game being developed for the Wii, or it could be the Wii Ware title. We're leaning toward the Wii Ware game, but it's not like Hudson hasn't hooked us up with retail discs containing Bomberman in the past.
Following this morning's revealed pricing plans and launch date for Wii Ware in Japan, Hudson Soft unveiled a familiar puzzler for the video game download service -- Tetris. This marks the publisher's fourth announced Wii Ware title, the other three being Star Soldier R, Bomberman, and Joysound (karaoke). Thumbs up to Hudson for an excellent Wii Ware lineup!
As with Dr. Mario & Bacillus Extermination, this edition of Tetris will include Mii support and a cooperative mode. While that sounds great, what's up with the blasé Mii expressions in these screenshots? Has years of playing Tetris on their handhelds/phones/graphing calculators dulled them to the game? Perhaps the six-player online matches will win them over? Hudson hasn't announced a specific price or date for Tetris yet, but you can expect to see the game hit the Wii Shopping Channel this summer.
Do you notice something missing from the Japanese boxart of We Love Golf? Perhaps, say, a little blue circle indicating online play?
Yes, it's true, the Japanese version of We Love Golf doesn't support Wi-Fi. But, fortunately for us, Camelot made some changes to the game.
Nintendo Power recently confirmed with the developer that online play was added to the American and European versions, making us even more excited for this title. If anything could top playing Wiimote golf as one of our favorite Capcom attorneys, it'd be adding an online experience on top of that.
When I ripped open the FedEx package today in a whirling dervish of nails and teeth, I found what I had been expecting: a copy of Smash Bros. Brawl. Nintendo, the wonderful and kind souls they are, decided this crummy little blog was good enough to get a copy of the game along with the press. A single tear poured down my cheek, kind of like that recycling commercial. It was a magical moment.
I then realized I had to work today and couldn't get my game on. As the day progressed and I tapped away at my keyboard, putting up news items and other stories that all 12 of you readers care about, the game sat there in front of my monitor, mocking me. It was almost like some kind of evil temptation, as I thought about just ducking away from my responsibilities to play. I then realized that it is my responsibility to play! I've got to review the damn thing, don't I?
And when I heard that Joystiq's own Kyle Orland got a copy of the game too, I decided a few mutliplayer matches were in order. And in the interest of those who don't want anything spoiled for them, stop reading here. The rest of you can head past the break where the real action is.
With 12-player races, weekly challenges, uploadable/downloadable ghosts, tournaments, and even a dedicated Mario Kart channel, online play in Mario Kart Wii sounds impressively complete. Yet here's something you won't find when you first jump online: voice chat support. Rather, we'll all be communicating via text chat, with Nintendo's European arm confirming on its site: "You can create rooms for friends to join and even text chat while you're waiting for other racers."
This is hardly surprising. Time and again, Nintendo has refused to include voice chat in its games, often citing the personal security and wellbeing of players. But surely the ability to chat to registered friends isn't asking too much? Any of you happen to think Nintendo is being overly cautious?
Nintendo project leader Takashi Aoyama recently announced that Wii games would soon feature downloadable content. If you're unfamiliar with this service (which is currently prevalent in the other current-gen systems, the PS3 and Xbox 360), this means that you'll be able to download additional content for your games via Wi-Fi.
There's no word on what games will offer DLC (though we can make guesses on a few that will and won't), nor have we heard about potential memory limitations with the inclusion of this service. Add-ons will be available for both Wii Ware titles and disc-based games, though.
As per usual, Wii owners will be able to purchase such content with Wii Points or a credit card.
IGN got their lucky, lucky hands on the latest build of Mario Kart Wii recently, taking the time to carefully analyze the differences between this game and the installments of old. Following this, they wrote a five-page preview on the game. We've read the whole thing (omg no wai?!). We're excited.
First of all, each racer now has a plethora of rides to choose from: three karts and three bikes each. These are available from the start of the game. Also, the CC classes return, but with a small twist. The 50CC bracket is for karts only, the 100CC bracket is for bikes only and the 150CC is a mixture of both. IGN notes the difference between the two as the bikes having a tougher time with turns, but being easier to boost with (tip the wheel back to do a wheelie, hold it then zoom off). As for karts, they'll get boosts from powerslides, providing more boost depending on how long the player holds it, eliminating the need to slam on the d-pad to generate these anymore (we're not sure if this means no more snaking or not). Stunts will also provide boosts, allowing a player to perform a mid-air stunt off of a jump and shoot off once they land on the track.