Coins in Mario Kart 8

After 1 month, I’m finally done with summer camp! And while it was an awesome month, I’m glad to be back home, sitting at my computer and typing this blog post up. I was originally going to just do a little update, but I’ve been wanting to write about this since I left for camp: coins in Mario Kart 8.

I’ve enjoyed almost every game in the Mario Kart series since its inception, and Mario Kart 8 is the first one that I don’t really enjoy playing. I’ve only really played it once. There are a number of reasons why I don’t like this game (all gameplay related – the visuals and music are phenomenal, I think the biggest reason is the re-inclusion of coins from Super Mario Kart.

For those of you who don’t know, in Mario Kart 8 you can have up to 10 coins. These coins increase your maximum top speed as well as your boost speed. If you are hit or you fall off the map, you lose 3 coins. This opens up a couple problems right off the bat:

Speedier Karts/Bikes/Characters are better:

I love Toad. He’s one of my favorite Mario characters. However, he’s a light character, so he’s pretty slow. Normally, this is offset by having better acceleration and off road speed. With coins in play, having less coins than a speedier character/kart almost always results in me trailing farther and farther behind. Without coins at least I can try and get some items or do some skillful drifting to catch up, but that’s more difficult when you have 4 coins and they have 7 and are cruising on ahead considerably faster than you.

Rubber Banding (or same place syndrome):

Because of how significant the speed boost is from coins, the rubber banding from items is diminished in its effectiveness. Given two characters of same character and vehicle, one with 10 coins can go about the same speed as one with 0 coins and a Star/Mushroom. That’s absolutely ridiculous, and can sometimes lead to what I call Same Place Syndrome. Let’s say you’re in 2nd place, and you get hit with a red shell and a green shell at 10 coins. You now have 4, and people speed on by you with more coins. If this happens, you may find yourself in 6th/7th/8th place for the rest of the race. This has happened to me and a bunch of people I’ve observed playing a lot, and it’s incredibly frustrating when you feel like the items can’t help propel you forward just because you’ve got less coins.

Conversely, if you’re in first with 10 coins, sometimes you can rocket so far ahead of the pack (assuming they’re not collecting coins like you are) that being hit with two blue shells won’t even come close to putting you in 2nd, especially since one of the items you get commonly in first place are a coin item that gives you two coins.

The first lap becomes a coin collecting contest:

The first lap, I think, is pretty crucial. The players that collect more coins will stay at the top (unless combo’d hard by items), and those that don’t will find themselves struggling until they collect more for the whole race.

It’s disappointing that a game I was really looking forward to has, in my opinion, an awful mechanic for what the series stands for. It looks great, plays great (controls are amazing), and has a memorable soundtrack, but coins really take a lot of fun out of the game for me. I will say that I think coins are an amazing addition to Time Trials, as I think strategic collection of coins leads to increased depth in that area, but otherwise, coins need to go.

Just Sayin’.

My Super Smash Bros Wii U/3DS demo consensus

E3 has come and gone, the Super Smash Bros. Invitational has passed, and I got to play both the 3DS and Wii U versions of  the new Super Smash Bros. game (which I will be labeling as “Smash 4“). Here’s my take:

NOTE: This game is not in its final stage. It is still in development! Mechanics can (and probably will) change.

What is it like?

It’s like Super Smash Bros. Brawl (Brawl). It felt less floaty and faster, but it definitely retained the Brawl feel. The music and the overall look is great. The move streaks are an awesome touch, and I’m loving some of the new characters. I only got to play as Kirby (my old Brawl main) and Villager, but I had fun playing both!

Also Smash Run is going to be the best mode of all time.

Game Mechanics:

The Good:

– A lot of people were complaining about aerial landing lag, but I didn’t see a lot of it. With both Villager and Kirby, landing on the ground with an aerial felt exactly like it did in Brawl. I was still able to link Kirby’s Back Air -> Forward Tilt, which requires little landing lag on the Back Air. Some characters have a lot of landing lag (See: Marth), but overall the game didn’t look like a total lag fest when landing with aerials. I have no idea why everyone’s complaining when it seems to be only a few characters.

– The hit lag, while more than Brawl, feels really satisfying when you hit. Grabbing someone also feels satisfying.

– Air dodging into the ground produces significant lag. This is great because it used to be an incredibly safe option in Brawl, and now it can be punished. Also they appear to be much shorter, which is great.

– The jab finishers are really cool. I hated all the rapid-jabs, so I’m glad they’re gone.

– Hit Stun can’t be canceled with an air dodge. Combos do exist!

– The new ledge mechanics to prevent sharking are cool. I’m actually on board with the whole “kick-off” mechanic, too.

The Bad: 

– No dash dancing. I think this is something Smash 4 needs so that the primary movement isn’t air-based.

– Throws are really odd. It’s very hard to follow up with them and it doesn’t really put the thrown opponent in a bad spot so it feels like they’re always the less superior choice. A few characters, however (MegaMan and Villager are the two that come to mind) have some follow ups out of throws.

– KO’ing takes a very long time. I saw people live up to 150% from Smash attacks.

– Auto sweet spot ledges with Up B.

And that’s really all I have to say about it. Overall, I’m really hopefully for Smash 4. I was worried I wasn’t going to like it, but after watching the Invitational and playing both versions myself, I can confidently say that I’m very excited for this game!

Just Sayin’

My thoughts on the Super Smash Bros. Invitational

A few days ago, Nintendo posted a video about the Super Smash Bros. International, a tournament hosted by Nintendo at E3 this year to showcase the next installment of the Super Smash Bros. series. It will feature 16 players that receive an invite from Nintendo, and feature casting by well-known competitive Smash Bros. casters Prog, Scar, and D1. I think this tournament is awesome, and to see them including Prog and D1, my two favorite casters, is really cool. Really, the whole idea that Nintendo is trying to embrace competitive Smash Bros. is a good feeling. Other competitive games are usually supported by their creators; it’s nice to see Smash Bros. is finally getting some of that support.

I’m not going to dive into the players invited, but there are a lot of big names and I’m mostly happy with Nintendo’s choices. A lot of the players not only help with the community but are long-time players of competitive Smash Bros., with a few new names thrown in there that I don’t know at all.

Now, let’s get down to the nitty-gritty of the Invitational: the rules.

Draft:

Basically, there are 20 characters and 16 players. Each player picks a number and then picks a character in the order of the number (starting with 1). The player’s aren’t allowed to switch characters – they must use the same character throughout the duration of the tournament.

Here’s a quick list of the characters (in alphabetical order):

– Bowser
– Donkey Kong
– Fox
– Greninja
– Kirby
– Link
– Little Mac
– Mario
– Marth
– Mega Man
– Pikachu
– Pikmin & Olimar
– Pit
– Rosalina & Luma
– Samus
– Sonic
– Villager
– Wii Fit Trainer
– Zelda
– Zero Suit Samus

So that means that 4 characters will be left out. That’s nice because then the last person still has characters to choose from rather than just being stuck with whichever character isn’t picked. I’m predicting that some characters like Mario, Pikachu, Link, Donkey Kong, Fox, and other old names will be less favored than the new characters. At least, I hope they choose the new characters over the old ones.

Gameplay:

– Single-Elimination
– 4 player Free-For-All (FFA), 4 stocks, 5 minute timer (top 2 advance)
– Winner is determined by score?
– A tie-breaker for second involves most KO’s, and if that’s a tie, then by a fan vote.
– Quaterfinals have Items on Medium
– Semifinals and Finals have Items on Low
– Grand Finals have no items.

And taken directly from Nintendo’s E3 website with the rules:

Grand Finals is a 4-stock, 8-minute, 1-on-1 match on Battlefield as an homage to the competitive Smash Bros. community.”

How cool is that? That’s a really big deal for me as a competitive Smash Bros. player.

So, the rules aren’t exactly crystal clear on how the winner is determined. Is it the last player standing, or the player with the most KO’s? I don’t know, but I’m going ahead and assuming it’s whomever is last standing. Also I have no idea whether or not the matches before Quarterfinals have items on or off. I’m pretty sure it’s on, all things considered, but we’ll see. The stages used will be shown off at the event, which I’m okay with.

There’s also this “Fan Favorite Bracket”, which is basically fans wanting their favorite players to play again in a separate bracket where the second place winner is determined by a vote. The Fan Favorite Bracket matches are timed FFA’s instead of stock, so the winner is the person with the highest score. Items are always on Medium.

All in all, the rules are looking good. I didn’t expect any kind of hyper-competitive rules, so the FFA matches are fine with me. I’m just happy they’re paying an homage to the competitive Smash Bros. community.

I’m very excited for this tournament. If you want to check it out, it’ll be streamed on Nintendo’s Twitch channel next Tuesday, June 10th, at 4 PM PT. I’ll be tuning in and probably updating my Twitter as I do, and I’ll (hopefully) be going to the Best Buy Smashfest in my area to write a post about my thoughts on it in the next couple of weeks.

Just Sayin’.

Link to Nintendo’s E3 website: http://e3.nintendo.com/

Link to the Super Smash Bros. Invitational Rules: http://e3.nintendo.com/invitational/info.html

Salt (and why it can be good for you)

Salty (Adjective) – To be (usually to a somewhat high degree) angry when losing. Generally used in competitive gaming.

I get angry when I lose in competitions.

Like, really angry.

I just want to punch whomever beat me in the face for outplaying me and taking advantage of things I did wrong. Why couldn’t I have done that instead? I should be the one advancing to the next round, I know I’m better than this. I want to rematch them right then and there to prove it. I want to beat whomever just beat me so badly.

And yet, here I am, writing about how it feels like my opponent chained me to a 300lb weight when I lose, and I’m unable to lift it. It’s incredibly frustrating.

How do people take losses so cleanly? I really don’t understand it. I can’t smile after I lose.

I’ve literally spent hours of my time looking up how to take losses better. I thought it was a problem that I couldn’t take my losses cleanly – that I wasn’t learning from them like the best players do.

Then it hit me earlier today while thinking of something to write about for today’s blog post; being angry about a loss is fine. I can be angry that I lost a match, as long as that anger can force me to look at the match and learn from it in a healthy way. Basically, channeling your anger into something useful so you don’t just sit there yelling at yourself on the inside.

Being angry can actually be an incredible motivator for improvement, but there’s a lot of stigma to being angry which prevents it from being used. “Going on Tilt” is to get angry and start playing at a sub par level, but that doesn’t have to be the case. If you’re just getting angry and that’s it, of course you’re going to start playing worse. I think the problem is that people have a really negative impression about anger in competition, when I think it might be a great way to psyche yourself up and continue to play at your best. When I lose a stock in Super Smash Bros., I get angry. Did I really just let myself lose a stock? It’s not happening again. I’ll nod that my opponent made a good play, even tell him it was a good play, but I’m still angry that I’m one step closer to losing. That doesn’t make me play worse – I play better, harder. I don’t want to lose, because I loathe losing.

I think the reason people go “on Tilt” when they’re angry is because they realize they’re angry and don’t want to be, which affects them more than they may realize. I say be furious, but be in control of what you’re doing and feeling (mainly because if I were actually furious all the time I’d probably have a heart attack or something). Don’t just be angry – channel that emotion to have a purpose. You don’t want to just sit there and be angry and then play your next match. While it seems weird, it’s entirely possible to feel angry and motivated at the same time, and that’s the good kind of anger.

You can say good games at the end, admit your opponent played better than you, and be a good sport. But that doesn’t mean you’re not seething inside and are itching to beat them next time so you can pop off and say you’ve gotten better.

Just Sayin’

REVIEW: Super Mario 3D World

Apologies for last week; school has just started and so I was a little preoccupied with transitioning into school mode. But, enough of that, it’s time to review Super Mario 3D World!

I won’t bore you with the plot or characters. It’s standard Mario fare, except Peach is a character you play and the victims are a group of fairies. What’s really important is the gameplay.

Gameplay:

If I were to sum up the gameplay of Super Mario 3D World, it’d be “wow”. With this addition each character (Mario, Luigi, Peach, Toad) has different properties – Mario is the most balanced, Luigi jumps the highest (but is a little slippery), Peach can float (but is the slowest), and Toad is the fastest (but jumps the lowest). This allows for some pretty interesting gameplay choices within each level, as some characters have a vastly easier time with certain platforming elements depending on the level.

Speaking of levels, the level design is fantastic, and you can see the thought put into the 4-player co-op with each level. While the worlds are pretty standard (Grassy, water, desert, lava, etc…), I loved most of the designs, some of them proving to be quite challenging.

Because each level doesn’t brutally murder you for having 4 players (like New Super Mario. Bros), playing with friends is very fun. The twist to playing with multiple players is that, instead of everyone having their own lives, the players are share them. That means that playing with friends, while more fun, is also much more dangerous. Expect game overs, even if you’re experienced with Mario games. My brother and I probably accumulated 3 or 4 game overs throughout the main portion of the game due to us sharing lives.

Thankfully, unlike in New Super Mario Bros., you cannot bubble in the air. This is great because it means you can’t just haphazardly attempt to make a jump and just bubble to safety. I always hated that feature because it decreased the game’s difficulty while playing multiplayer. I like how punishing it is now, because it forces cooperation. The ONLY problem with bubbling is that you can get out yourself, and sometimes, the bubble will hover above an abyss and you’ll pop out yourself and die again (I can’t tell you how many times this happened to me). Even near land, the bubble would literally hover just off the ledge and so you had to wait until you popped out. I would rather get back to the action as fast as possible, not wait 10 seconds for the bubble to be over land so I don’t die again.

Oh, and let’s not forget the new power up, the Cat Bell, which transforms Mario and co. into a cat that can dive and climb walls. This is, without a doubt, the best power up Mario has ever used. Platforming is a breeze once you master how to use the cat suit. It’s an awesome power up, and the little “meow!” that Mario and co. say after beating a level is absolutely priceless.

Atmosphere:

There’s not a lot to say, unfortunately. Pretty standard Mario fare, although I liked a lot of the level designs and the art. Nothing really captured me, but I can’t say I didn’t enjoy it.

———

All in all, Super Mario 3D World is a fantastic game, especially for co-op. If you’re a Mario fan that still loves the series or even someone who’s been a little bored with the series, I recommend it. It’s a breath of fresh air to the Mario franchise co-op wise, and that’s something, I think, a lot of Mario fans have been yearning for since New Super Mario Bros. Wii.

Gameplay: 10/10
Atmosphere: 7/10
Final Score: 9/10

Just Sayin’

A small update

Dearest readers,

I’ve been very busy the past couple weeks. Last weekend I attended the St. Louis Pokemon Video Game Championship Regional, and this past Saturday I attended a Super Smash Bros. Project Melee monthly tournament, and so the time I would normally spend writing I’ve spent completing homework so that I don’t fall behind. So, this coming week I will be spending more time catching up on homework and getting absolutely no writing done, thus – unfortunately –  I will not have a post for this week. Once I get this homework done and my schedule back on track I’ll be pumping out a post every Friday, as usual!

I promise.

Just Sayin’.