I own a lot of video games. My Steam library is embarrassing, my backlog on the PS3 is pretty large, and I am sure if I looked around, I probably have stuff on the Gamecube I needed to finish. Well, in the spirit of confession, let’s get into some games that I should have finished over the years, but have not. Also, let’s try and chart the likelihood I will get around to playing and actually finishing these games. Why not. Continue Reading
Way back in March, I wrote an article about some weapons that I always remembered in video games. These weapons always stuck with me for varying reasons, but all were worth remembering, at least for me. I have long wanted to throw out a second batch of weapons to talk about, so why not today? Right here, right now. Let’s fucking do it.
Fire Flower (Super Mario Brothers series): Only Mario could turn a pretty flower (with a face) into an evil mushroom immolation machine. This power-up has been around since the start, appearing in I think every core 2-D Mario game, with the only exception being the US version of Mario 2. If I am wrong, tell me, but I think I am correct in saying that. This power-up is really the only true projectile launcher in the series, and is typically used with game-easing results. Changing Mario to white overalls (bright freakin red and orange in Mario 3), this weapon allows Mario to basically make any boss mechanic trivial. Where the other power-ups still require you to pay attention and make sure to avoid the bosses, the Fire Flower allows Mario to stand there, while the player spams B and watch the enemy die. This has especially been the case in the New Super Mario Bros. series, where the focus has left more insane jumps and environment traversal; and has since become more of a enemy placement based game. Think of how good the Fire Flower is in any water stage in an older Mario, and apply that philosophy of enemy placement to every type of level. Continue Reading