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Here’s another reason you won’t be able to put your phone down.
Nintendo’s hotly anticipated foray into mobile gaming is coming this month, with the release of Super Mario Run for iOS devices on December 15.
The game will cost $10, about one-third the cost of a traditional Nintendo game, and that’s not including the console.
While many games generate revenue through in-app purchases, Nintendo is sticking with a flat fee to unlock the entire game.
“Offering a free game with an option to unlock all the available content for just $9.99 will appeal as a pricing point to many,” said Neil Campling, head of global technology, media and telecoms research at Northern Trust Capital Markets, according to CNBC. “Many successful mobile games, such as ‘Clash of Clans’ by way of example, have seen an annual spend of over $100/year/gamer.”
“So to set a low incentive (zero to try) and then a low total cost when engaged could set Nintendo on a differentiated path which, ultimately, could be a game changer to address a wider audience,” he said.
Mobile gaming is big business, generating an estimated $37 billion this year globally, according to market research firm Newzoo.
If early excitement is an indicator, the game should be a hit.
The buzz began on tech’s biggest stage — Apple’s September iPhone event — where Super Mario creator Shigeru Miyamoto shared the news and gave the world its first look at Super Mario Run.
The iconic characters and world of green pipes and gold coins make the game look familiar. However, there’s one major tweak for mobile. Mario will run automatically, instead of the gamer controlling his pace.
That means you can play the game with one hand, tapping and holding to jump and collect those valuable coins — meaning you can expect to play Super Mario Run and get in some good multitasking while you’re at it
Let’s get the bad stuff out the way – there’s a fair amount of it, after all. The 3DS port of last year’s Super Mario Maker has been shorn of some key features. You can create levels but there’s no way to upload them properly, bar the cute but ultimately fairly pointless ability to send and receive levels via StreetPass. You can play other people’s levels, but the search tools are absent, the ability to follow makers has been cut and – at least as far as I can tell in the version that’s being released this week – there’s no way to input codes and seek out a level that might have taken your interest on the Wii U. Instead all you get is a dumb list of recommended levels with filters for difficulty, and the 100 Mario Challenge that pulls in random levels for you to tackle.
In so many ways this is a disappointing port of last year’s outstanding Wii U game. If you want to make levels, the 3DS’ touchscreen does as good a job as the Wii U’s GamePad ever did, even if it’s a little cramped, yet without the ability to properly share creations it’s hard to see the point in putting the hours in. If you want to play everything that’s out there, this version of Super Mario Maker also comes up seriously short.
And yet I’ve found myself pouring just as many hours into this cut-down version of Super Mario Maker as its full-featured cousin. How so? It helps that I’m not a creator by any means. My two published Super Mario Maker levels involved stringing together a series of long jumps and spelling my daughter’s name out in coins, a level that I was appalled to find out when booting up the Wii U version recently some 65 people have played. To each and every one of you, I am truly sorry.
For those who like to tinker and toy with new creations and then watch them being enjoyed by others, this version of Super Mario Maker is to be avoided. For those who want to simply play, however, I think this borders on essential. Having given the keys over to the players last year in an surprising submission of control, this version of Super Mario Maker sees Nintendo butting in and showing you how it’s really done. In Super Mario Challenge, an all-new and exclusive mode for the 3DS, some 100 levels authored by Nintendo are available in a linear single-player mode. Compiled into short worlds, they’re quickfire entries that are over in a flash, and once completed they’re added to your collection so you can look under the hood in the Course Creator at all their extravagant workings. And extravagant they truly are. Auto-run levels be damned – this is how you make Mario levels.
And good god Nintendo is great at making Mario levels. This is a brilliantly creative trip to the Mushroom Kingdom that’s only enhanced by its limitations. If, like me, you’ve always found the New Super Mario Bros. games lacking a little in heart and purpose, there’s something exhilarating about seeing what happens when Nintendo starts making new levels using the Super Mario World and Super Mario Bros. 3 toolsets. Those softer edges and that slightly bland aftertaste of more recent 2D Mario games is gone, and in its place is something a little sharper, with so much more soul.
There’s an anarchic feel to it all, whether it’s seeing a favourite level torn to shreds, old ideas subverted or simply witnessing a Koopa Clown Car spliced with a Fire Flower for an outstanding glimpse at what happens when Mario goes R-Type. This is a 2D Mario game with the same giddy edge and capable of the same surprises as Galaxy, one that’s never short of throwaway gags or subversive one-liners and one that revels in the kinetic slapstick that’s at the heart of so much of Mario’s appeal.
Super Mario Challenge is a fleeting mode, admittedly – those 100 levels can be seen through in around four to five hours – but it’s still worth returning to them thanks to the challenges within. Each level has two challenges, whether it’s collecting all the coins or, more often, something a little more creative, and many of them are secret meaning this could be a Mario game you’re digging away at for some time.
It’s a thing of wonder, really, and having got over the initial disappointment about those severe edits made for this version of Super Mario Maker – they are many, and well worth considering if creating and sharing courses is your thing – this took me totally by surprise. With little warning or fanfare, Nintendo has just quietly put out perhaps the most enjoyable 2D Mario game since its 16-bit heyday. For all Super Mario Maker for 3DS’ many faults, that’s no small feat.
Donkey Kong Jr., also spelled Donkey Kong Junior in early arcade releases and home ports, is an arcade game starring Donkey Kong Jr., that was later re-released as a standalone Nintendo Entertainment System title under the Arcade Classics Series of games, along with other early games in Donkey Kong Classics, Donkey Kong Jr. + Jr. Math Lesson and Donkey Kong/Donkey Kong Jr./Mario Bros., remade into a Game & Watch game, which received a remake on the Nintendo DSi, and a Mini Classic game, and was also later released on the Virtual Console for the Wii, Nintendo 3DS and Wii U. It was also available as a free download via the Nintendo 3DS Ambassador program. Donkey Kong Jr. is also a minigame in Game & Watch Galleries 3 and 4. The game was also released on the e-Reader with the only difference being a player had to scan in 5 cards to play it, afterward the player didn’t have to scan the cards again unless they scanned in a different game requiring 5 cards. The game is also one of the 30 titles included in the NES Classic Edition. It was the direct sequel to Donkey Kong, and it and the similar Donkey Kong II are the only games in the Mario franchise where Mario (previously known as Jumpman) is the antagonist.
Donkey Kong Jr. never enjoyed the sales or the following that the original Donkey Kong did, but it did well enough to warrant a second sequel, Donkey Kong 3.
After the events of Donkey Kong, Donkey Kong has been captured by Mario as revenge for kidnapping his lady friend and Donkey Kong Jr. has to save him. Donkey Kong Jr. will travel through four stages from the jungle to the big city to get his father back, climbing vines, avoiding enemies and jumping on platforms along the way. However, every time Donkey Kong Jr. gets close to freeing his father, Mario just pushes him further away.
Finally in his hideout, Mario appears to be atop a skyscraper similar to 100m from the last game. Donkey Kong Jr. has to put six keys into their keyholes to free his dad and make the platform they’re standing on disappear. Donkey Kong and Mario both fall down and Donkey Kong Jr. catches Donkey Kong but Mario just hits the ground. Donkey Kong Jr. carries his dad off-screen as Mario gets up and runs after them, only to be kicked right back out by Donkey Kong, forcing him to flee. In the NES port, this is altered to Mario falling to his apparent death for unknown reasons.
Donkey Kong is an arcade game that was Nintendo’s first big hit in North America. It marked the beginning of the Mario franchise games, and introduced several of the earliest characters, including Mario himself (originally known as “Jumpman”, a carpenter rather than a plumber), the original Donkey Kong (who, in later games, would become Cranky Kong, the current Donkey Kong’s grandfather), and Pauline (originally known as the Lady), who now frequently appears in the Mario vs. Donkey Kong series. A version of the game was also created later for the Nintendo Entertainment System, Nintendo’s first home console, under Arcade Classics Series. The game sold very well in the United States, becoming one of four games to be inducted into the Nintendo Hall of Fame. The original arcade version had four screen levels, but the Nintendo Entertainment System version only has three, with the stage 50m cut from this version. This game was also the first title to be released on Virtual Console.
Donkey Kong has kidnapped the beautiful Lady (Pauline in the NES conversion) to a dangerous construction site. Jumpman (Mario in home ports and promotional materials) must climb to the top of this construction site and rescue the Lady from the giant ape.
Official story quoted from Nintendo of America
“HELP! HELP!” cries the beautiful maiden as she is dragged up a labyrinth of structural beams by the ominous Donkey Kong. “SNORT. SNORT.” Foreboding music warns of the eventual doom that awaits the poor girl, lest she somehow be miraculously rescued. “But wait! Fear not, fair maiden. Little Mario, the carpenter, is in hot pursuit of you this very moment.”
Throwing fate to the wind, risking life and limb, or worse, little Mario tries desperately to climb the mighty fortress of steel, to save the lovely lady from the evil Mr. Kong. Little Mario must dodge all manner of obstacles- fireballs, plummeting beams and a barrage of exploding barrels fired at him by Donkey Kong. Amidst the beautiful girl’s constant pleas for help, your challenge is to maneuver little Mario up the steel structure, while helping him to avoid the rapid-fire succession of hazards that come his way.
As little Mario gallantly battles his way up the barriers, he is taunted and teased by Donkey Kong, who brazenly struts back and forth, beating his chest in joyful exuberance at the prospect of having the beautiful girl all to himself. It is your job to get little Mario to the top. For it is there, and only there, that he can send the mighty Donkey Kong to his mortal doom. Leaving Little Mario and the beautiful girl to live happily ever after. “SIGH. SIGH.”
So, if you want the most exciting, most fun-filled, most talked about family video game on the market, don’t monkey around with anything but the original Donkey Kong.
Donkey Kong was created when Shigeru Miyamoto, under the supervision of the late Gunpei Yokoi, was assigned by Nintendo to convert Radar Scope, a poorly selling arcade game in North America, into a game that would have more appeal to more gamers. Shigeru Miyamoto later admitted that he did not focus on the story of the game, instead creating a basic plot with colourful characters and music that he himself penned. He said that Jumpman (later to be renamed Mario) and the Lady were not intended to have a relationship, and he did not know where the connection idea came from, but he thought that it did not matter much. Regardless, the resulting game was a major breakthrough for Nintendo and for the video game industry, becoming one of the best selling arcade machines of its time. Its platforming gameplay also distinguished it from most other arcade games at the time.
Car parking games are popular with kids, but you can also use them to learn how to park properly. To help you out here are some of the best car parking games that you should consider playing:
Valet Parking pro
In this game you are said to be a casino valet and you must park and turn the cars without damaging them. The game comes in different levels and you have to complete each level at a given timeframe. For every level that you proceed to you have more cars. The parking spaces also become tight.
The navigation keys to use are arrows to direct the car and the space bar to brake. In addition to having fun, the game will also teach you how to safely park in tighter spaces.
In addition to parking, this game also exposes you to other areas of driving including taking turns.
The game is more of training than a game as you have to perfectly master a given move after which you should take a test. To proceed to the next course you must pass the test.
Just like in Valet Parking Pro you should use the arrow keys to control the car and the space bar as the hand brake.
This is a series of arcade style parking games that put emphasis on extreme parking conditions such as parking in a crowded parking lot.
The game is made interesting by the many challenges available in it. For example, there are timed laps where you have to pack the car within a given timeframe. There is also the ramming contest where there are many drivers competing for the last open space.
Tips to consider when playing the parking game
For you to successfully play the games you need to consider a number of tips:
Understand the controls: different games have different controls; therefore, you should take your time to understand them. Some of the games will use the space bar for speed while others will use it as brake.
Read instructions: there is nothing in this world without instructions. Every parking game has its set of instruction and you have to follow them for you to progress to the next stage. You should note that every game is different thus has its own different instructions. To be on the safe side you should take your time to read through the instructions.
Drive just as you would in real life: when playing the game there is no difference as when you are driving a real car. When you are turning left you usually turn the sterling left. When playing you should press on the left button to turn left.
This is what you need to know about parking games. While the games help you to gain parking skills and have fun, they can be addictive; therefore, you should play them in moderation.
You will not only have fun you will also acquire parking skills with parking games. If you are looking for the best car parking games we have plenty of them at http://www.1cargames.com/car-parking-games Visit the links to see what we have to offer.
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