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Tag Archive for 'mario-kart-wii'

18
Jul

San Diego Comic Con Festivities

As E3 winds down, San Diego Comic Con approaches hot on its heels.  We here at Prima Games have some fantastic festivities planned:

First, of course, is our Halo Panel: Halo Wars and the Halo Universe.  This panel includes some of the biggest names from the Halo World: Joseph Staten (Bungie Team), Eric Nylund (author), Tobias Buckell (author), Graeme Devine and  Frank O’Connor (Halo Universe Writers), and Jon Goff and Corrinne Robinson (MacFarlane Toys).  Did we also mention the fantastic prizes that will be there.  Now, I can’t tell you what they will be, but I can tell you there are some from both the Halo Team and MacFarlane Toys and they’re amazing.

Study up for the gaming tournaments!

Study up for the gaming tournaments!

Then, there is our fantastic little booth.   We’ll be holding two gaming tournaments: Mario Kart Wii and Super Smash Brothers Brawl. The prizes include copies of the games and we’re also giving away 2 Wiis.  Yes, count ‘em…2.  Free.  Nintendo Wiis.

Meet some of the Prima Team (myself included.  I know fans…don’t crowd the booth…I’ll be there everyday…for you ~_^).  Living, breathing, gaming!  And what’s our favorite thing to do?  Give away:

SWAG.

Come get some Master Chief!

Come get some Master Chief!

Yes, you read that correctly.  Swag, and do we have a ton of it.  From posters (Halo 3 pictured above, Pokemon, Hellboy, etc) to Limited Edition Lithographs (Metal Gear Solid 4) to hint books, guides and more!  We’ll also be giving away about 1500 free eGuides–first come first serve!  We will be giving a lot away, so remember to visit us often.

So come visit us in the Random House section by the Hall B entrance.  Play some games, get some swag.  See you there!

26
May

Doom and Gloom

Before I went through my time playing Mario Kart Wii at Nintendo, I prattled on about taking risks as a video game developer; where the God of War team spent millions of Sony’s dollars, and still had doubts about the sheer awesomeness of Kratos’ bladed ballet of blood. But the “no risk, no reward” tactics are all part of the rich tapestry woven into the industry. Well, unless you’re making a sequel, or your company’s marketing department is making all of the gameplay decisions. And at a risk of over-utilizing this inapt medieval metaphor to a teeth-clenchingly trite conclusion, you need to thread your own needle if you’re hoping to join those working on, or parasitically feeding off (in the case of video game reviewers) the latest and greatest video games.

 

I tumbled into the video game industry just after finishing a University degree in History, in Sheffield; a town famous as the setting for the movie The Full Monty. As no-one was particularly eager to see my flabby torso or other flappy bits, I used my very first credit card, and imported one of the very first PlayStations available in Japan. It cost me $2,000. And that’s with the wrong video cables, no power adapter, and without Ridge Racer or Battle Arena Toshinden. I imported, and played Ridge Racer – unfortunately in black-and-white – until my hands cramped, my eyes turned a strange shade of pink, and my thesis was two months’ late. I then hooked up my PC to a serial cable, and played Deathmatch Doom with my housemate, who’s now the Editorial Director at GameSpy. At this point, I’d like to give thanks to Ken Kutaragi and John Carmack for planting the embryonic alien in my brain that hatched, and piloted me into my first video game job.

 

 

  • PlayStation + Ridge Racer + Battle Arena Toshinden in 1995:
  •          $2,200 in student loans.
  • PlayStation + Ridge Racer + Battle Arena Toshinden in 2008:
  •         $30 if you’re lucky.

 

After somehow managing to obtain a History degree, I realized that my aimless wandering towards a teaching job could be circumvented into writing about the second wave of video games on the PlayStation and Sega Saturn. I made a Doom map that was published in PC Zone, a feat far less impressive than it sounds as it was bundled with 299 other maps, and stuck to the front of the magazine to be peeled off and stolen from newsstands. Back in my parents’ house, I realized I needed to get my particular brand of waffling prose into the hands of a video game magazine editor. So I wrote a fanzine. On paper. With screenshots scanned from imported copies of GameFan magazine “A what?” you might be thinking. But this was back when the internet was wowing us with Ascii characters and the latest in MUD text adventures; there were no blogs. I created the fanzine entirely in Microsoft Word, called it “PlayStation Frenzy”, a name that still causes douche chills each time I think about it, and sent it to every publisher in the world.

 

Nowadays, a career in the video game industry is a lot more straightforward; you can send links to your hilarious and satirical video blog, and start making millions the Zero Punctuation way. Or you can go to college and (as I recommend in my Video Game Careers book, which I’m hawking incessantly over the forthcoming months) choose a pertinent degree, parlaying that into a career in video games. Me? I got rejected dozens of times, until one man; an Editor in Chief called Richard Leadbetter, summoned me to his London Doom Base one dark and overcast September day, and offered me a chance to work on my first magazine. My hapless exploits at this magazine, showcasing more difficulties of breaking into this industry, will be revealed next time.

 

 

Just finished: A couple of chapters on creating some of the most fearsome Spore creatures the galaxy has ever seen.

Currently: Leafing through my copy of the Mario Kart Wii Guide. On sale now!

About to: Check on all the various Phases of the Spore game, and model a critter on Great Cthulhu, if my tentacle allocation allows.

 

19
May

Mario Kart Wii: Guide Creation Blog 3 of 3

As I was nearing the end of my stay at Nintendo, I made sure I mined Nintendo’s test department for all the information I needed to ensure a complete and accurate guide. Some of the most important tactical advice in the guide comes directly from the pro-gamers at Nintendo of America, Europe, and Japan! I was fortunate enough to witness amazing and often crazy Ghost Data battles between Nintendo’s continental companies, and use the insane Time Trial laps directly in the guide. For example, the very best racers posted their Ghost Times over the course of months, and I utilized these racing lines exclusively, so that you can try to meet or beat these amazing records! Not only that, but the recommended vehicle and rider is also shown, along with the time itself!

 

Have you found all the drivers and riders in this game? Check the guide out for all the info!

 

 

The information doesn’t just end there though; I made sure to explain just how to obtain every hidden character, vehicle, course, cup, and ending that the game has to offer. If you thought just racing through the Grand Prix mode eventually yields everything this game has hidden away, think again! Naturally, I also mention how every ground texture affects your speed, I give a complete list of every course enemy wandering around, from the waddling Goomba to the fearsome Chain Chomp. And let’s not forget the method of ensuring you get a Turbo Start each time, every time! As I unlocked all of the characters and vehicles, I made sure to give tactical advice for driving any combination of vehicle you could ever use.

 

But the fun doesn’t end with the racing portion of the game (and guide). The Battle Mode; pitting teams in arenas to pop opponents’ balloons or collect coins, is shown in detail, along with item locations and tactics for each map. Did you know you can actually steal balloons from your foes? You’ll know how if you pick up the guide! In the end, I came away from my stay at Nintendo dizzy, and not just because of the 12-hour playtesting I’d been doing for the previous two weeks; this is the most involved, most addictive, and craziest Mario Kart ever made. From the brand-new power-ups to all the modes both offline and on, I made sure to squeeze in every last tactic and place it into a guide that’s as beautiful as it is informative. 

 

Purchase the only Official Mario Kart Strategy Guide HERE!

 

05
May

Mario Kart Wii: Guide Creation Blog 2 of 3

As my time tearing through Mario Kart Wii continued, I began to experiment with the five different control types in the game. All of them offer excellent maneuvering for your kart and characters, and first in my hands was the all-new wheel, in which you slot the Wiimote. Although this gets tiring (perhaps due to my daily 12-hour marathon karting sessions), it’s also arguably the most fun, as you steer using the wheel as expected, and use the Wiimote’s d-pad to throw items back or forward. This is important, as accurate banana trajectories can win or lose a race! As I continued to test out the different gameplay modes, I also noticed that my Ghost times (which are saved after you complete a Time Trial race) were accompanied by a wheel icon; showing all your rivals just how hardcore you are!

 

Also hardcore? This INSANE shortcut through the craziest Rainbow Road course ever seen!

 

Although the Wii Wheel was one of the most novel ways to steer around the twisting turns of the 32 different courses, there were other options that were just as entertaining. My personal favorite was the good old Nunchuk and Wiimote combo, with the Nunchuk responsible for steering, and a quick flick of the Wiimote when you wanted to perform a Trick. Tricks are another all-new feature to this game, and you’re able to attempt one as soon as you hit the air from a ramp or other jump. Execute a Trick, and your character tries a stylish flip, or does the splits, before you land with a quick turbo boost of speed. This is another great way to gain the edge on your opponents! I also enjoyed the classic GameCube controller, which really allows you to enjoy a control scheme you’ll be familiar with if you played Double Dash.

 

As my time at Nintendo continued, I sped through and memorized more and more of the tracks. To ensure there’s more than enough choices for everyone, Nintendo has incorporated 16 “retro” courses; tracks like the classic Ghost Valley 2 from the Super Nintendo, or Peach Beach from the Gamecube, and mixed them into different cups. This allows you to retry pre-existing courses that usually have less in the way of jumps and bumps, or select the newer courses with more undulation. Of course, there are 16 brand new tracks to figure out as well, and all of them offer a ludicrously large amount of fun. Some are truly frightening too; try completing the all-new Rainbow Road without a major twinge of vertigo! As I continued to play the game, I began to unlock some truly spectacular secrets….

 

Next time: I finally get to grips with the real racing lines, and burst some balloons in the frantic Battle Mode!

 

Purchase the only Official Mario Kart Strategy Guide HERE!

 

28
Apr

Mario Kart Wii: Guide Creation Blog 1 of 3

Back in early March, I visited Nintendo for what was perhaps the most intensive two weeks of kart racing ever undertaken. I was there to blow out all the courses, uncover the best racing lines, and unlock the hidden characters of Mario Kart for the Wii, waggling a plastic wheel judiciously in the process. The plan was theoretically straightforward; to offer up expert techniques for each of the game’s 32 tracks, and 10 battle arenas. We wanted you – the reader – to come away with something rather special; so we hooked up with 99 Lives Design; who helped create some of the very best Nintendo Power guides of the last decade, and got them drawing all the course maps, and designing the look of the guide itself.

 

Bullet Bill: An all-new power-up transformation allowing speedy recovery during a race.

 

After situating myself in one of the many conference rooms (mine, I think, was called “Donkey Kong”, as all Nintendo rooms are named after their characters), I began a meticulous playthrough of the game, and it wasn’t long before I realized Mario Kart Wii has a whole load more strategy and unlockables this time around. Having already authored the Mario Kart Double Dash guide, I was prepared for the technique known as “Drifting”, where you flick the control stick as you scream around a corner until blue sparks flicker from your rear wheels, but I was pleasantly surprised at the game-balancing changes have turned this technique into a really useful strategy. Then there was the subtle differences between karts and bikes.

 

This time around, Nintendo has added two-wheeled vehicles to the game, and these – quite simply – are brilliant to control. Although you can’t “turbo” out of a drift at quite the same speed as karts, they do offer an all-new technique that karts don’t have; the wheelie! Sacrificing quick steering in favor of a higher top speed, I was soon popping a wheelie along all the tracks with major straight-aways, and recording amazing lap times in the process. I made sure to mention which of the 32 tracks favors bikes over karts, and began to map racing lines showing exactly where the best places were to Drift, Mini-Turbo, and Wheelie. All of this before lunch; it took considerable will power to drag myself away from the game and up to Café Mario; Nintendo’s in-house restaurant, where I chowed down on a delicious Luigi Burger. After this power-up, I sprinted back to the game to uncover more of the tracks….

 

Next time: I skid at a break-neck pace around some of the all-new tracks, revisit old favorites, and check out Nintendo’s own record times for every course.

 

Purchase the only Official Mario Kart Strategy Guide HERE!

 

14
Apr

Getting Paid to Play

Hello. My name is David Hodgson, and I’m a Prima Author. I’ve been writing guides for ten years now, having cut my teeth on a variety of publications both in the US and the UK. I’ve watched the birth of the internet. I’ve met my wife over a Street Fighter II (Championship Edition) arcade machine. I’ve failed to purchase Google stock before the IPO. I’ve been given Gamers.com stock weeks before that website imploded. I’ve helped launch over 15 video game-related magazines and ventures: Let’s quickly check how all of them are doing right now… yep, they’ve all shut down. So, I’m certainly not the first person you might think of asking for video game career advice. Or the fiftieth, even.

 

Yesterday's news

The ghosts of magazines past: Incite, GameFan, Gamers’ Republic, The Metal Gear Solid Official Mission Handbook, and Maximum Magazine.

 

Unless the question is “how do I get a job I love in the video games industry, and not make the same series of hilarious miss-steps that you did?” In which case, I can help you with that. The first plan of attack is to pick up my new book (now in its second edition), which I’m almost embarrassed about recommending in such a direct manner. But not that embarrassed: It’s called Video Game Careers, just in case you were confused by the old title; Paid to Play. The second plan, for those without $14 burning a hole in their pocket and no access to amazon.com, is to come back here next Monday, when I’ll continue this blog with a series of devastatingly accurate methods of becoming the next Hideo Kojima. Or David Jaffe. Or Will Wright. Or, yes even the next Morgan Webb.

 

Meanwhile, here’s what I’m feverishly working on:

 

Just finished: Crafting amazing racing lines for all 32 tracks for the Mario Kart Wii guide.

Currently: I’m finalizing the second edition of the Video Game Careers book.

About to: Complete my first chapter of the Official Guide to Spore.