Kotaku

Andrew Gardikis once beat Super Mario Bros. in five minutes. Shigeru Miyamoto created Super Mario Bros. a quarter century ago. The two men were at the Nintendo World Store today, where Andrew tried to repeat his feat. Miyamoto watched. Pressure!


The event was part of a celebration at the Manhattan store for the 25th anniversary of Super Mario Bros. The store was packed full of Nintendo fans there to celebrate and/or dress as Mario. You'll hear some people shouting questions for Nintendo of America president Reggie Fils-Aime, who was standing behind me. He did not respond to pleas for a revelation of the Nintendo 3DS price point.


This wasn't a day for Nintendo pricing news. It was a day for Mario history.


As you'll see in the video, Gardikis was not able to beat his record nor even finish the game. He put up a good effort though, and Miyamoto even told him, in English, to "break a leg."


Better luck next time, Andrew. You couldn't see it while you were playing, but Miyamoto was impressed with some of those jumps!


Readers who are curious about Andrew's Mario runs can watch the 20-year-old, Massachusetts native's five-minute Mario tear-through at the Speed Demos Archive.


Kotaku

Kotaku's Top 5 List of Top 10 ListsEach week throws off several new video game lists ranging from the humorous to the trivial. What's better? A list of those. Here's a roundup of the rundowns out there.





Top 5 Religions That Would Make Great Video Games [Ranker] This is, essentially, how to make the Top 5 religions (by number of adherents) into video games, as Roman Paganism, which beats all of them in terms of representation in actual video games, doesn't make the list.


Kotaku's Top 5 List of Top 10 Lists


Top 10 Online Multiplayer Console Games [ScrewAttack] No. 1 is Halo - specifically, Halo 2 - but you probably could guess that. Yes, Killzone and, yes, Gears of War are on here, but so too are some franchises, and consoles, not commonly associated with multiplayer.


Kotaku's Top 5 List of Top 10 ListsThe 25 Best Video Game Mustaches [Complex] Oh ho ho, you think Mario and/or Luigi is No. 1, right? Nope. They've got a surprise No. 1. Soda Popinski, Andrew Ryan, Waluigi, Mayor Haggard and Drs. Robotnik and Wily all make the list.


The Worst Sega Genesis Games Ever [SplitScreen] Shaq Fu's on here, scoop of chocolate, scoop of vanilla, don't waste my time. But Dark Castle? Wow. Isn't that, like, the only port from Mac to console in gaming history? (Because I didn't wake up and read the entire Internet on this subject today, I expect to be corrected immediately). Don't get me wrong, not a great game on the Genesis, but great game on the old Mac. OK, it wasn't a great game on the old Mac either, just one I remember.


Top 5 Motion Gaming Devices Before The Kinect [The Kartel] This list is presented in terms of memorability, if not quality.


Kotaku

Judge for yourself. Someone claims to have written a driver for the Kinect's motor, and he's extracted a Kinect's-eye view of what players look like to the device (above).


A while back we had a series of monochromatic shots animated together, showing you how the Kinect recognizes players. This gives you a better view of it. Below, you can see NUI Group user AlexP controlling the Kinect's motor.


Is Kinect Already Hacked?

Forum commenters at Adafruit
, offering the $2,000 bounty for hacking the device, speculate that controlling the camera's motor is perhaps the easiest feat in hacking the Kinect. The skeletal imaging is pretty cool, but reading the terms of Adafruit's bounty, it sounds like just seeing what the device sees doesn't win the challenge. But it's probably a step along the way.



Did This Person Just Win The Open Kinect Prize?
[Adafruit via Gizmodo]


Kotaku

There May Be Better Ways To Spend A Day, But They're Not As Awesome(Zombie) Jölan, a Kotaku 'Shop Contest all-star, is brilliant in other media, too: Namely, Minecraft. "How I spent my day," he says of the above construction.


Kotaku

The Future Of Kinect: How Microsoft Plans To Put A Video Game Controller In EverythingMicrosoft is spending half a billion dollars to make sure that when you hear the word Kinect you think "the future of video games."


But Microsoft believes that the real potential for the voice recognition, motion-based technology is how they plan to use it with cell phones, computers and perhaps in the military and health industries.


"Think about a world where machines understand what people want from them," said Kinect Creative Director Kudo Tsunoda. "You can see that extrapolate out to a host of other devices."


Microsoft promised when they launched the $150 Xbox 360 Kinect add-on this week that it would make you the controller. That means it allows gamers to play soccer, race on a hoverboard and raft down rapids all by simply going through the motions in front of your television. The Kinect also allows you to video chat with friends, flip through the console's menus with a swipe of your hand and zip through movies by plucking at the air in front of your face.


Despite the sometimes magical moments it creates, Kinect is really just a collection of off-the-shelf cameras, sensors and microphones packed into an array that sits atop or under your television. It looks surprisingly like the head of the lovable, titular robot star of Pixar movie Wall-E.


What Microsoft is betting on isn't that plastic peripheral, it's the software and algorithms that Kinect uses to do its job. A job that includes not just watching a gamer's movements and translating it into on-screen video game action, but also using the spoken word to take direction, recognizing who is playing a game and, perhaps ultimately, what that person wants from their gaming experience.


"From a broad Microsoft perspective," Microsoft's director of the Kinect technology, Alex Kipman added, "we believe in a more natural way for people to interact with technology. People don't like to hold gadgets in their hands, that includes keyboards and mice.


"The Kinect is the start of that journey."


Kinect Isn't Just Watching, It's Listening

The Future Of Kinect: How Microsoft Plans To Put A Video Game Controller In EverythingThe first thing you're likely to notice when you play a Kinect game is how, like with Wii and the Playstation Move, the game recognizes your movements. Unlike its competitors, with the Kinect you don't need to hold anything in your hand to play games, but on some level the experience feels very similar across all of the platforms.


I pointed this out to Kipman, the brains behind Kinect. He's quick to explain that the neatest bit of technology to come out of Kinect has nothing to do with motion tracking. It's the audio work, he said.


"It is totally different than some of the things people have experienced before," he said.


While there already are clocks, phones and other electronics that actively listen for voice commands, most current voice recognition systems are "push to talk." That means you have to push a button to get them to listen to you. And typically, the device is being used in a place where the user is a foot or two in front of the microphone and not moving around.


That's the case if you're in a car, or using a PC's software or on a phone. But not the case with Kinect.


"In our world, first of all, people are sitting all over the room," he said. "There are many different people sitting 10 to 12 feet away from the system. People are having fun in the living room, so it's not a quiet environment. There is lots of ambient noises."


And lots of noises pumping out of the speakers thanks to the Xbox 360 as well. But you don't have to quiet down the room and then push a button to get the Kinect's attention. It's always listening for you.


To get that to work Microsoft combined several different types of technology.


"The first one is how advanced our multichannel echo cancellation is," he said. "We are able to cancel out all of the noise coming out of the speakers because the Kinect is synced with the Xbox and can cancel it out the instant it comes out.


"The second issue is the ambient noise of people talking. We use sophisticated algorithms to figure out who is talking and where they are so we can hone in on them."


Kipman says Kinect uses its software to essentially form a virtual cone around the speakers mouth and listen to that one spot for commands. And it can do that even if the person is moving.


"Once you combine and fuse all of these things together you get a system that transforms how you interact with it," Kipman said.


Tested in my home, the voice recognition technology struck me as the most impressive. I can sit on my couch, more than nine feet from the television and that Wall-E sensor, lean back into the cushions and say in a normal voice "Xbox." Occasionally I have to repeat myself, but typically it hears me. It can even hear me through the roar of Last.FM's music or the sounds of movies or ESPN sports. There are some stumbling points. It does, for instance, seem to have issues recognizing my 9-year-old son. But when it works it's impressive, a little transformational and, yes, a tiny bit creepy.


The best example of how Kinect will impact things not related to video games can be found on the Xbox 360 today. It's called Video Kinect.


On its surface Video Kinect is a typical video chat program. The difference is that the users don't need to wear a headphone or sit close to the screen to use it. Nor do they have to sit still. A person can pace in front of the camera and speak in a normal tone and the Kinect will follow the user using digital zoom and hear what he or she says with its audio algorithms.


"In a way what you see with Video Kinect is where we are transforming not just gaming but entertainment," Kipman said. "You don't have to understand technology, but technology understands you."


From Games To Phones, To Computers, To Cars

The Future Of Kinect: How Microsoft Plans To Put A Video Game Controller In EverythingKipman says he receives calls on a daily basis from people involved in the military, healthcare, mobile phones and computer spaces about Kinect and its potential in those fields.


"There is a wide amount of interest from many, many industries," he said. "I love the interest, but if you want to create something transformational you need focus. And our focus has really been, let's nail it in the living room on the Xbox 360."


But Microsoft is already looking past this week's launch of Kinect, to the technologies uses outside of gaming.


"I think that both with the gesture tech and the voice recognition there are so many different types of machines with some sort of input paradigm associated with them that this could be applied to," Tsunoda said. "Is it coming to the PC and mobile spaces? Sure, but anything with an input device, keypads or things you are punching numbers into, can use this.


"This is much bigger than something just for the mobile phone and PC."


I asked Kipman and Tsunoda if we would see this technology in computers, cell phones and cars in the next decade.


"If it takes a decade to get there I should fire myself today," Kipman responded.


While the two declined to be more specific about when we might see the technology behind Kinect on phones and computers, they did make it a point to say that the existing cameras and microphones in cell phones and laptops are "within spitting distance" of the tech needed to get the job done.


Microsoft's commitment to extending this technology can be seen in who worked on the project.


"What you see in Kinect is a movement across all of Microsoft" Kipman said, "where people are galvanized behind this vision about transforming the world from what it was to what it will be.


"From Steve Ballmer on down, everyone at Microsoft is waiting to see if the consumers will love this as much as we love it"


And Kipman says that Microsoft is already working with companies they've partnered with in the past. While he declined to name those companies, past efforts have included bringing television to the Xbox 360 with AT&T's Uverse and push-to-talk voice commands to cars with Ford, Kia and Fiat's take on Windows Embedded Automotive 7. That's better known to drivers as SYNC, UVO and Blue&Me.


Microsoft first talked about the notion of bringing television to the Xbox 360 in 2007. The idea was initially pitched as giving gamers the ability to watch and record television on their console while they played games. It has since evolved into something more akin to Google TV, a smart TV platform that grants users access to a more interactive television viewing experience that includes the Internet.


When I met with Microsoft co-founder Bill Gates in 2007, he also talked to me about the importance of giving the Xbox 360 the ability to see and hear. Even back then Gates called vision and audio for the Xbox 360 the future.


"I don't mean just the video conferencing, I mean the actual software analysis," he told me at the time. "There is a lot of work between the Xbox team and Microsoft research on that."


This notion, of combining television with a gaming console that is always listening and watching seems to form the basis for Kinect's next big leap.


For instance, while Kipman said that using motions and voice to control channel surfing would be a good use of the technology, but added that "there are other massive uses that are not as obvious. You can use those inputs in more subtle ways."


"Imagine a world where we sit in our living room watching a Brazil versus England football game and the Xbox notices you are wearing Brazilian t-shirt and makes it a more Brazilian experience," he said. "We could offer a two-way discourse as you're watching news."


The Xbox 360 already allows you to use Kinect to watch live and recorded sports with ESPN. That experience includes the ability to hang out with fellow sports fans in avatar form and do things like vote in sports polls.


The key to doing all of that, Kipman says, is to make technology disappear and put the person at the center of the experience.


The Future of Kinect and Gaming

The Future Of Kinect: How Microsoft Plans To Put A Video Game Controller In Everything
As Microsoft moves forward to spread the technology first seen with Kinect to other areas, they will continue to extend its use with gaming as well as they strive to change they way people play games.


"I think this is as big as going from black and white to color," Kipman said. "It changes the discourse for how people treat interactive entertainment, and even making the more linear static kind more interactive."


"Kinect is not an 'or' technology, it's an 'and' technology," he said. "It's an and of identity, of voice, of gestures and the controller. You can have a controller experience augmented with voice, augmented with who I know you are. I can have any number of hybrid experiences."


Imagine a game you play with an Xbox controller that also listens for your voice commands or watches for you to lean or make gestures to do things like fling a grenade or peek around a corner.


"From a creative perspective the stuff I'm most excited about isn't how can we take existing games and update them with Kinect, it's how can we create new experiences that are Kinect enabled," Tsunoda said. "You have games that are very story based, that have you build a relationship with your characters. With Kinect you could do stuff like combine not just motion-based stuff, but voice, like being able to talk to people in the game. Human recognition stuff. You can start building completely unique experiences in game like you do in real life."


Tsunoda says Kinect reminds him of his childhood dreams of having a holodeck to play with.


"I remember dreaming of going into a fully immersive world where you are able to interact with everything as you would in real life," he said. "This is far from a fully immersive world, but I do think that Kinect is one of the very first stepping stones toward making that dream a reality."


War games, Zombie massage, Farmville's Creator on the future of gaming, read the rest of this month's edition of K Monthly here.

Illustration by Kotaku illustrator Sam Spratt. Check out Sam's portfolio and become a fan of his Facebook Artist's Page.


Kotaku

K Monthly - October 2010Welcome to the October 2010 edition of K Monthly, a look back at some of the best original video game coverage, including reviews, previews, features, and weekly columns, from Kotaku—plus an all-new look at the future of Kinect for the Xbox 360.


We spoke to two of the men behind the Xbox 360's new hands-free gaming controller for a peek into Microsoft's plans to bring voice recognition and motion control to everything, from cars to PCs to phones to the military. Read our K Monthly exclusive feature here.


Don't miss our coverage of BlizzCon 2010 for the latest on World of Warcraft and Diablo III. And fall in love with computer games all over again with our PC Gaming Week special.




TABLE OF CONTENTS

October 2010


Features




The Future of Kinect: How Microsoft Plans To Put A Video Game Controller In Everything

by Brian Crecente


K Monthly - October 2010Microsoft is spending half a billion dollars to make sure that when you hear the word Kinect you think "the future of video games."


But Microsoft believes that the real potential for the voice recognition, motion-based technology is how they plan to use it with cell phones, computers and perhaps in the military and health industries. Read more about The Future of Kinect




INDEX

Reviews

Previews & Impressions

Columns

Well Played by Brian Crecente


Stick Jockey by Owen Good


Cover design by Sam Spratt


Mass Effect (2007)

Interactive Comic Will Set Up Mass Effect 2 For PS3 [Update]Mass Effect 2 is coming to the PS3; Mass Effect 1 is not. As the sequel can account for consequences of choices you made in the original, some were wondering how this will be addressed on the PS3.


The answer, according to a BioWare producer in the print edition of the German magazine Play3, is an interactive comic by Dark Horse that will establish the continuity of the first game and allow readers to make some choices to affect its outcome.


That's not all; in announcing Mass Effect 2 for the PS3 at GamesCom, Electronic Arts said it would feature "hours of bonus content." So in addition to the interactive comic, PS3 players will get all three previously released DLC extensions, plus the one-use code that gives access to the Cerberus Network.


This info comes over a German-language Mass Effect 2 forum, but it's from a community moderator and it's attributed to BioWare's Casey Hudson. Nonetheless, we've sent off an email to an EA publicist just in case things are different for users in other regions.


Update: An Electronic Arts representative contacted Kotaku to say that the interactive comic news is accurate, but there is no PS3-specific new mission. "Something got lost in the translation." We've been referred to this BioWare forum post clarifying the report. It also says that the interactive comic's "initial release will be exclusive to PS3 owners who would be otherwise unable to realize the full effect of choice in the Mass Effect universe, and will be included on the Cerberus Network."


An earlier version of this story referenced a PS3-specific mission for Mass Effect 2. The story above the update has been edited to remove that inaccuracy.



Update Zur Mass Effect 2 PlayStation 3 Version
[BioWare Social Network via VG247]


Nov 7, 2010
Kotaku

Review: GoldenEye 007The fat-chewing topic for hardcore gamers today who were the adolescents of the 1990s has been GoldenEye, the seminal Nintendo 64 shooter. Why can't they bring it to a modern console? Finally, "they" have. But it's neither reboot nor remake.


GoldenEye 007 is instead the "reimagining" of the 1997 classic, reconfiguring the story of the 1995 James Bond film to suit both modern times and the Bond persona of Daniel Craig, starring in place of Pierce Brosnan. At its heart, it's strong on the fundamentals of previous-generation shooters. That's not necessarily a bad thing.


Ideal Player

The Wii's underserved shooter population gets a breath of fresh air here, and James Bond diehards will want to see the new story play out. But anyone who came of age as first-person shooters came of age is in GoldenEye's wheelhouse.


Why You Should Care

Few games of GoldenEye's vintage maintain its level of relevance today. This is a chance for newer gamers to connect with that and for older gamers to revisit it in a new way. The original's strong multiplayer appeal now goes online, where there's no screen-looking.




How does it play next to the original? Loaded question, you're talking about two generations of game design, both behind the present state of the art. The levels are distinct but still larded with callbacks to the original game - but don't get any ideas about dual wielding. You may also expect QuickTime events that are a challenge only if you've checked out for the cutscene. GoldenEye 007 is a strong meat-and-potatoes shooter, but within the previous-gen confines of the Wii, that sometimes means it's a new game that, paradoxically, shows its age.


How so? Mostly in enemy AI and linear mission design. CPU opponents have straightforwardly aggressive flanking tactics. They also have a preternatural awareness of your position and ability to shoot through cover to pin you down. To help out, there's a half-measure cover mechanic - with auto lock-on enabled you can pop up and fire on-target when crouched behind a low wall or obstruction. These are markers of older shooters, but the good news is anyone with a survival instinct honed in them will do well here.


So it's boring? No, I didn't say that. It just means GoldenEye 007 is accessible to speedrunners and completionists alike. As a Bond game, you still have the option of patience, stealth, and silent sniping or takedowns through the majority of the game. While you can prevail in nearly all head-to-head firefights against superior numbers, the fun and challenge is in figuring out how to avoid or efficiently eliminate them. And if there was an indispensable holdover from the original GoldenEye, it was in the variable objectives that established your difficulty level (save hostages, find supply drops, gather evidence, etc.) rather than simply ramping up the firepower of the opposition. They're here as well to take you progressively deeper into the maps on successive replays. And for those who don't like the regenerating health of the new game and want to kick it old school, there's an exceptionally difficult "classic" mode that gives you a health-and-armor hud, but you won't recover from damage and you must find the body armor pickups, like the original.


Speaking of a challenge, what about the motion controls? There's a reason the game comes bundled with a Wii Classic Controller. First-person shooters on a console should be played with twin analog controls, the way God intended. GoldenEye is not a rails shooter (nor should it be) like Dead Space: Extraction, Eurocom's last project. The Remote/Nunchuk and Zapper configurations are tune-able but just not recommended, and I gave up on them rather quickly. They're not at all ergonomic for fast-twitch tasks like reloading, melee or grenades. On later levels, and in multiplayer, they're certainly not advantageous and I can't fathom how they're even useful.


Well whatever the control, this better have done multiplayer right. Right? This wouldn't be GoldenEye without split-screen multiplayer, and it has it, but this is 2010, so you're more likely to take this online. Even for the Wii's tragically underserved online multiplayer there were plenty of matches to be found in the first week of release, likely owing to GoldenEye's strong multiplayer cred. The maps are not exact matches from their 1997 counterparts, but that's probably because everyone figured out how to exploit them in the interceding 12 years. Especially if someone can't look at your half of the screen. Talents and gadgets become unlockable with the experience you require, as do weapons in custom loadouts. But each match begins with four standard loadout options, (packages include close quarters, sniper and assault) replacing the old pick-up system and providing some structure. Lacking Wii Speak support, you can't make them up as you go along like the old dorm room days, but team modes like Team Conflict, Black Box and GoldenEye are more of a challenge without voice.


So it sounds like a sturdy FPS, but why go to all this trouble if the original, downloadable on a current console will do? The tripartite entanglements of Nintendo, the original developer, Rare, now a subsidiary of Microsoft, make that a pipe dream. But even against the ideal, there's a strong enough case for GoldenEye 007 on the Wii. Clearly it's a much more cinematic game, not just in the visuals. The story is more discernable if you saw the original movie, but it's deftly reorganized and has some genuinely admirable flourishes. Bond's one-liner for Xenia Onatopp's revised demise was pitch-perfect, and Trevelyan's heist motive is updated to the uncertainty of the modern economic times. Judi Dench is in your earpiece as M, and Pussycat Doll Nicole Scherzinger supplies a cover of the 15-year-old title theme in an opening montage worthy of any theatrical release. Craig's utilitarian, antiheroic Bond remains controversial to some, but this is a story attenuated to his reign over the continuity, well written and well acted.


GoldenEye 007 In Action

Review: GoldenEye 007



The Bottom Line

Context counts. If this didn't have the Bond name - if it didn't have the GoldenEye name - one might find it bland among modern shooters, though it's best-in-class on the Wii (admittedly a small population). But the structure of current-gen shooters, especially those with a narrative, is very judgmental: Do this right, and do it right the first time. For all of its modern polish, GoldenEye 007 still harkens back to the wild west days of FPSes, before they demanded or even established fundamental skills, instead inviting you to do it over and over again and discover what's right through repetition. GoldenEye 007 invokes a strong sense of nostalgia just as much in the game as it does in the name.


GoldenEye 007 was developed by Eurocom and published by Activision for the Wii, released on Nov. 2. Retails for $49.99 ($69.99 with the bundled Classic Controller). A copy of the game was given to us by the publisher for reviewing purposes. Completed singleplayer campaign mode and played several multiplayer matches, all online.


Nov 7, 2010
Kotaku

Sunday Comics


Awkward Zombie

by Katie Tiedrich
Sunday Comics
published Nov. 1 - Read more of Awkward Zombie


Nerf NOW!!

by Josué Pereira
Sunday Comics
published Nov. 4 - Read more of Nerf NOW!!


Penny Arcade

by Jerry Holkins and Mike Krahulik
Sunday Comics
published Nov. 5 - Read more of Penny Arcade


Manly Guys Doing Manly Things

by Kelly Turnbull
Sunday Comics
published Nov. 1 - Read more of Manly Guys Doing Manly Things


Rooster Teeth

by Griffon Ramsey and Luke McKay
Sunday Comics
published Nov. 6 - Read more of Rooster Teeth


Brawl In The Family

by Matthew Taranto
Sunday Comics
published Nov. 5 - Read more of Brawl In The Family


Virtual Shackles

by Jeremy Vinar and Mike Fahmie
Sunday Comics
published Nov. 5 - Read more of Virtual Shackles


Dueling Analogs

by Steve Napierski
Sunday Comics
published Nov. 4 - Read more of Dueling Analogs


Another Videogame Webcomic

by Phil Chan and Joe Dunn
Sunday Comics
published Nov. 5 - Read more of Another Videogame Webcomic


ActionTrip

Sunday Comics
published Nov. 1 - Read more of ActionTrip


Kotaku

Weekend Talk Amongst YourselvesNot sure that we should be making Infected jokes where the Columbian Exchange is involved. Blankets anyone? Too soon? It was 500 years ago.


p4w4rr10r is the weekend winner of the #taypics derby. There are six chances each week to get your handiwork featured. Just shop up this image and submit it to the #taypics hashtag.


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