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__NOEDITSECTION__ __NOTOC__ <div class="shroomholiday2011"><center>http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif
__NOEDITSECTION__ __NOTOC__ <div class="shroomholiday2011"><center>http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif http://www.mariowiki.com/images/6/6b/XLights2.gif</center><includeonly><div class="right"><h2 style="font-family:Kunstler Script;font-size:350%;color:black">Critic Corner</h2></div></includeonly>
http://www.thexephyrboard.net/XLights2.gif http://www.thexephyrboard.net/XLights2.gif</center><includeonly><div class="right"><h2 style="font-family:Kunstler Script;font-size:350%;color:black">Critic Corner</h2></div></includeonly>
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And so here I am with ''Sticker Star'' in hand hoping to once again relive that moment of puppy love delight I first felt when I played the first entry into the series. Of course that'd be already be impossible as is without the bloody 3D carving boot-shaped dents into my eye balls, as the game is a bit of a dull experience. Not a bad one, mind, certainly more enthralling than most of ''Mario'''s outings lately, but not quite capturing the beauty and charming essence of the series quite like the last three have. I think the problem is how safe it is, there's a very distinct lack of ambition in the design with only five largely generic worlds to explore, all of which contain almost nothing but enemies airlifted from previous platforming releases including that goddamned vomiting venus fly trap that could only be considered amusing to people who enjoy John Waters films.
And so here I am with ''Sticker Star'' in hand hoping to once again relive that moment of puppy love delight I first felt when I played the first entry into the series. Of course that'd be already be impossible as is without the bloody 3D carving boot-shaped dents into my eye balls, as the game is a bit of a dull experience. Not a bad one, mind, certainly more enthralling than most of ''Mario'''s outings lately, but not quite capturing the beauty and charming essence of the series quite like the last three have. I think the problem is how safe it is, there's a very distinct lack of ambition in the design with only five largely generic worlds to explore, all of which contain almost nothing but enemies airlifted from previous platforming releases including that goddamned vomiting venus fly trap that could only be considered amusing to people who enjoy John Waters films.
[[Image:Marioversereviews_1.jpg|thumb|left|388x192px|I just don't get the point. Wouldn't you want to expand on ''Super Paper Mario'''s combat, rather than going back to taking turns?]]
[[File:Marioversereviews_1.jpg|thumb|left|388x192px|I just don't get the point. Wouldn't you want to expand on ''Super Paper Mario'''s combat, rather than going back to taking turns?]]
The reasoning for that was probably because the game has eschewed a lot of its RPG roots for a stronger platforming focus, which I remember putting me off ''Super Paper Mario'' as well since it less resembled a nicely brewed RPG platformer fusion and more a platformer with RPG elements. Although the only RPG elements left in ''Sticker Star'' are the turn-based battles, which absolutely baffles me; of all the things you could keep in-tact from previous titles, you keep the most boring part of them? Action commands are still there, of course, but having to take turns slapping each other in the fibres is only mildly more invigorating than watching ice melt on Orcadas. The battles do roll by quickly, but given the pacing of the platforming segments it just constantly breaks the flow, like jogging through a park only to stop every five seconds to fend off rabid Chihuahuas.
The reasoning for that was probably because the game has eschewed a lot of its RPG roots for a stronger platforming focus, which I remember putting me off ''Super Paper Mario'' as well since it less resembled a nicely brewed RPG platformer fusion and more a platformer with RPG elements. Although the only RPG elements left in ''Sticker Star'' are the turn-based battles, which absolutely baffles me; of all the things you could keep in-tact from previous titles, you keep the most boring part of them? Action commands are still there, of course, but having to take turns slapping each other in the fibres is only mildly more invigorating than watching ice melt on Orcadas. The battles do roll by quickly, but given the pacing of the platforming segments it just constantly breaks the flow, like jogging through a park only to stop every five seconds to fend off rabid Chihuahuas.


You've probably noticed I haven't mentioned anything about the story yet, and that's because there is none. Bowser steals a wish-fulfilling crown, Peach gets kidnapped yet again, and Mario now has to save her, it's the standard shit with less of the ''Paper Mario'' personality. Just like ''Super Paper Mario'', the game eschews partners boasting rich personalities and unique takes on pre-established social conventions of the different species in the series for a single Navi-esque companion that does little more than belittle Mario and grants him the ability to “paperise”, who the hell comes up with these names? Paperisation allows Mario to manipulate the very fabric of paper time and space by placing loose stripes of paper he's found onto designated areas of the map, essentially making it like the Celestial Brush from ''Okami'' but with the only puzzle being “find oddly specifically shaped key to insert into oddly specifically shaped keyhole”, so it's all sort of a waste.
You've probably noticed I haven't mentioned anything about the story yet, and that's because there is none. Bowser steals a wish-fulfilling crown, Peach gets kidnapped yet again, and Mario now has to save her, it's the standard shit with less of the ''Paper Mario'' personality. Just like ''Super Paper Mario'', the game eschews partners boasting rich personalities and unique takes on pre-established social conventions of the different species in the series for a single Navi-esque companion that does little more than belittle Mario and grants him the ability to “paperise”, who the hell comes up with these names? Paperisation allows Mario to manipulate the very fabric of paper time and space by placing loose stripes of paper he's found onto designated areas of the map, essentially making it like the Celestial Brush from ''Okami'' but with the only puzzle being “find oddly specifically shaped key to insert into oddly specifically shaped keyhole”, so it's all sort of a waste.
[[Image:Marioversereviews_2.jpg|thumb|left|388x192px|Nothing more to say on this “paperisation”, it really is pointless.]]
[[File:Marioversereviews_2.jpg|thumb|left|388x192px|Nothing more to say on this “paperisation”, it really is pointless.]]
The most significant addition of any real merit is the sticker feature which forms the very core of the game, as if you couldn't tell from the bloody subtitle. It's almost ludicrous how much focus is put on these little things; absolutely everything revolves around them, from the combat to the puzzles to the side-quests to the diplomatic treaties. In opposed to most role-playing games having a metre measuring your special skills that would need to be restored using items or by sleeping with warlocks at the local inn, ''Sticker Star'' cuts out the middle man by only allowing you to attack by using the collectible stickers which seems a bit gamebreaking to me. Not that I'm necessarily against a streamlined approach, but you're never likely to run out of stickers due to them being more common in the Mushroom Kingdom than crownies are in Melbourne cricket stadiums, and the fact that HP upgrades are stupidly easy to find basically makes Mario the overall-wearing Odin.
The most significant addition of any real merit is the sticker feature which forms the very core of the game, as if you couldn't tell from the bloody subtitle. It's almost ludicrous how much focus is put on these little things; absolutely everything revolves around them, from the combat to the puzzles to the side-quests to the diplomatic treaties. In opposed to most role-playing games having a metre measuring your special skills that would need to be restored using items or by sleeping with warlocks at the local inn, ''Sticker Star'' cuts out the middle man by only allowing you to attack by using the collectible stickers which seems a bit gamebreaking to me. Not that I'm necessarily against a streamlined approach, but you're never likely to run out of stickers due to them being more common in the Mushroom Kingdom than crownies are in Melbourne cricket stadiums, and the fact that HP upgrades are stupidly easy to find basically makes Mario the overall-wearing Odin.


Not that there's any real reason to get into common enemy fights, since as said before they just break the flow of the platforming, and even then you don't earn any experience for the fights so it's all just a waste of stickers. You do get coins for it, but all they can be spent on is a shallow roulette that doesn't really cost all that much to use, or ''more pillocking stickers''! Bloody buggery, Intelligent Systems, what is with you and these things? Did you all collect stickers when you were kids, or does the adhesive just remind you a little bit of cum? There's also random knick-knacks hidden across the world that can be turned into special stickers that can be used to speed along the combat process considerably, but many of them are also necessary for solving puzzles meaning that if you used it up you have to backtrack all the way through an earlier level in order to find the item again, like a forgetful businessman constantly forgetting to bring his pants to work.
Not that there's any real reason to get into common enemy fights, since as said before they just break the flow of the platforming, and even then you don't earn any experience for the fights so it's all just a waste of stickers. You do get coins for it, but all they can be spent on is a shallow roulette that doesn't really cost all that much to use, or ''more pillocking stickers''! Bloody buggery, Intelligent Systems, what is with you and these things? Did you all collect stickers when you were kids, or does the adhesive just remind you a little bit of cum? There's also random knick-knacks hidden across the world that can be turned into special stickers that can be used to speed along the combat process considerably, but many of them are also necessary for solving puzzles meaning that if you used it up you have to backtrack all the way through an earlier level in order to find the item again, like a forgetful businessman constantly forgetting to bring his pants to work.
[[Image:Marioversereviews_3.jpg|thumb|right|388x192px|This is still pretty funny, though.]]
[[File:Marioversereviews_3.jpg|thumb|right|388x192px|This is still pretty funny, though.]]
And those special stickers are also pivotal to winning boss fights that are all stupidly powerful, with specific stickers being able to make bosses more vulnerable to basic attacks and thus easier to defeat, which isn't a bad way to make turn-based combat more engaging. That is if the solutions make sense half the time, which they most certainly do not. Some are fairly straight-forward like using a hook to pull a giant fish out of the water, but the quirky nature of the game places many of the strategies firmly in adventure game logic wherein using a giant sponge to deflect poison back at a giant poison squid is considered a more beneficial strategy than, say, throwing some fucking scissors at it because it's just paper. At one point you're expected to figure out on your own that the giant cactus monster boss is weak to a baseball bat; who the fuck spawned this logic, Syd Barret?
And those special stickers are also pivotal to winning boss fights that are all stupidly powerful, with specific stickers being able to make bosses more vulnerable to basic attacks and thus easier to defeat, which isn't a bad way to make turn-based combat more engaging. That is if the solutions make sense half the time, which they most certainly do not. Some are fairly straight-forward like using a hook to pull a giant fish out of the water, but the quirky nature of the game places many of the strategies firmly in adventure game logic wherein using a giant sponge to deflect poison back at a giant poison squid is considered a more beneficial strategy than, say, throwing some fucking scissors at it because it's just paper. At one point you're expected to figure out on your own that the giant cactus monster boss is weak to a baseball bat; who the fuck spawned this logic, Syd Barret?


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{{User|Crocodile Dippy}}
{{User|Crocodile Dippy}}


[[Image:CrocodileStyleReviews.png|center]]
[[File:CrocodileStyleReviews.png|center]]
{{ShroomStrongContent|harsh language, vulgar content, spoilers}}
{{ShroomStrongContent|harsh language, vulgar content, spoilers}}
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The first problem was an inevitability with ''Assassin's Creed III'' continuing the same bloody storyline as the last four games, a story whose welcome has been so overstayed it needs a fucking escort to the nearest retirement home. Desmond and his cronies are now attempting to enter a magical door containing whatever it is that's supposed to sort out all of their problems, except they need a key to get past it – for fuck's sake, Ones Who Came Before, how many bloody artefacts do you want him to collect before you'll let him save the world? – forcing Desmond to ''yet again'' relive the memories of an ancestor.
The first problem was an inevitability with ''Assassin's Creed III'' continuing the same bloody storyline as the last four games, a story whose welcome has been so overstayed it needs a fucking escort to the nearest retirement home. Desmond and his cronies are now attempting to enter a magical door containing whatever it is that's supposed to sort out all of their problems, except they need a key to get past it – for fuck's sake, Ones Who Came Before, how many bloody artefacts do you want him to collect before you'll let him save the world? – forcing Desmond to ''yet again'' relive the memories of an ancestor.
[[Image:ICannotTellACompellingNarative.jpg|thumb|left|388x192px|I don't come to ''Assassin's Creed'' to hear old people talk about delivering news and letters to people. I'm an assassin, not a carrier pigeon.]]
[[File:ICannotTellACompellingNarative.jpg|thumb|left|388x192px|I don't come to ''Assassin's Creed'' to hear old people talk about delivering news and letters to people. I'm an assassin, not a carrier pigeon.]]
This time he takes on the role of Haytham Kenway, a British Templar who comes out to the new world to fuck up some native shit except no you actually play as his illegitimate native son Connor after two hours of faffing about, who decides to take vengeance against the Templars for burning down his village, a plot point I might've cared about more if Connor wasn't such a bland tosser. His circuits seem to malfunction all the time in the heat of the moment, so he responds to every scenario with emotionless pleasantries or blistering fury at the slightest inconvenience, especially concerning his cunt daddy and surrogate black daddy. Jesus Christ, mate, at least Ezio played a buggering lute after his family carked it.
This time he takes on the role of Haytham Kenway, a British Templar who comes out to the new world to fuck up some native shit except no you actually play as his illegitimate native son Connor after two hours of faffing about, who decides to take vengeance against the Templars for burning down his village, a plot point I might've cared about more if Connor wasn't such a bland tosser. His circuits seem to malfunction all the time in the heat of the moment, so he responds to every scenario with emotionless pleasantries or blistering fury at the slightest inconvenience, especially concerning his cu<!---->nt daddy and surrogate black daddy. Jesus Christ, mate, at least Ezio played a buggering lute after his family carked it.


Actually most of the story-based stuff bored me to tears. OK yeah, it's properly researched, it avoids being jingoistic to appeal to the American dipshit demographic, the mistreatment of the natives is displayed fairly balanced on both factions of the conflict, blah blah blah, but none of that really matters to me if you're not doing something interesting with that research, namely carving my initials into unsuspecting bludger's spinal cords. The choice of setting probably didn't help matters much, since while heated anti-imperialist political conflict over who had the stupider hairstyles is intriguing enough in its own right, it doesn't really translate to sneaky rooftop-dwelling assassin very well, never mind the architecture just isn't as interesting as beautiful Venice or majestic Constantinople.
Actually most of the story-based stuff bored me to tears. OK yeah, it's properly researched, it avoids being jingoistic to appeal to the American dipshit demographic, the mistreatment of the natives is displayed fairly balanced on both factions of the conflict, blah blah blah, but none of that really matters to me if you're not doing something interesting with that research, namely carving my initials into unsuspecting bludger's spinal cords. The choice of setting probably didn't help matters much, since while heated anti-imperialist political conflict over who had the stupider hairstyles is intriguing enough in its own right, it doesn't really translate to sneaky rooftop-dwelling assassin very well, never mind the architecture just isn't as interesting as beautiful Venice or majestic Constantinople.
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Not that there isn't room in my heart for ''Economics Creed'', just not when the game is still called '''''Assassin's''' Creed'' because then you're just talking crap, like calling ''Sim City'' “''Godzilla Rampage City''” instead. Or labelling Coca Cola “Pepsi”.  And that's not to say the parkour and assassinations aren't still there, but they're kind of token; the vast majority of story missions are strictly linear with no room for improvisation in case you slip on a gutter and face-plant on a box of small children, forcing you to restart the mission from scratch because Ubisoft will not allow such butchering of their oh-so perfect story! Usually not even that, more often the missions are once-off mini-games that have absolutely no business being in an ''Assassin's Creed'' game, such as firing cannonballs or patriots at oncoming redcoats. It's nice to see you trying to mix things up, Ubisoft, but you should probably get their priorities straight, otherwise you're just spreading yourselves thin with crap no one cares about.
Not that there isn't room in my heart for ''Economics Creed'', just not when the game is still called '''''Assassin's''' Creed'' because then you're just talking crap, like calling ''Sim City'' “''Godzilla Rampage City''” instead. Or labelling Coca Cola “Pepsi”.  And that's not to say the parkour and assassinations aren't still there, but they're kind of token; the vast majority of story missions are strictly linear with no room for improvisation in case you slip on a gutter and face-plant on a box of small children, forcing you to restart the mission from scratch because Ubisoft will not allow such butchering of their oh-so perfect story! Usually not even that, more often the missions are once-off mini-games that have absolutely no business being in an ''Assassin's Creed'' game, such as firing cannonballs or patriots at oncoming redcoats. It's nice to see you trying to mix things up, Ubisoft, but you should probably get their priorities straight, otherwise you're just spreading yourselves thin with crap no one cares about.
[[Image:RedMatchesYourCoat.jpg|thumb|right|388x192px|Combat has always been the worst part of the core ''Assassin's Creed'' gameplay, so why does it seem like that's all you do?]]
[[File:RedMatchesYourCoat.jpg|thumb|right|388x192px|Combat has always been the worst part of the core ''Assassin's Creed'' gameplay, so why does it seem like that's all you do?]]
Speaking of which, the game has significantly improved combat from the gooey mess designed for nervous turtle people that it was in previous games, although that is because it's a lot like ''Batman: Arkham Asylum'' now, just with a tomahawk instead of a bat-tomahawk. But 'Screed III isn't getting off the hook for this either since the sheer volume with which you're forced into combat could shame a Glasgow pub, probably on the count of there being more guards than a Vietnamese rice field. It kind of defeats the purpose of free-spiritedly running along the rooftops when you could end up with an entire conga line of guards after you on the count of one roof-dwelling hobo happening to spot a single thread on your laundry basket of a costume.
Speaking of which, the game has significantly improved combat from the gooey mess designed for nervous turtle people that it was in previous games, although that is because it's a lot like ''Batman: Arkham Asylum'' now, just with a tomahawk instead of a bat-tomahawk. But 'Screed III isn't getting off the hook for this either since the sheer volume with which you're forced into combat could shame a Glasgow pub, probably on the count of there being more guards than a Vietnamese rice field. It kind of defeats the purpose of free-spiritedly running along the rooftops when you could end up with an entire conga line of guards after you on the count of one roof-dwelling hobo happening to spot a single thread on your laundry basket of a costume.


Maybe that's why the frontiers exist in this game, with endless rows of trees and rock formations forming suspiciously convenient freerunning paths, but while I won't say there isn't a certain amount of charm in pretending to be the American Tarzan, gracing the treetops overlooking the thick-headed redcoats as they enjoy the taste of dirt below, Connor is anything but graceful in the trees. In a swift freerunning segment it would help if there was a clear indication which trees and hills could be climbed and which couldn't, as the forests are so dense and the lighting so awful that half my “sweet tricks” just result in Connor becoming “one” with the land.
Maybe that's why the frontiers exist in this game, with endless rows of trees and rock formations forming suspiciously convenient freerunning paths, but while I won't say there isn't a certain amount of charm in pretending to be the American Tarzan, gracing the treetops overlooking the thick-headed redcoats as they enjoy the taste of dirt below, Connor is anything but graceful in the trees. In a swift freerunning segment it would help if there was a clear indication which trees and hills could be climbed and which couldn't, as the forests are so dense and the lighting so awful that half my “sweet tricks” just result in Connor becoming “one” with the land.
[[Image:FireInYourHull.jpg|thumb|left|388x192px|Nothing says espionage quite like blowing up someone elses ship in a raging storm.]]
[[File:FireInYourHull.jpg|thumb|left|388x192px|Nothing says espionage quite like blowing up someone elses ship in a raging storm.]]
OK so yeah, the game still has its moments, just not in the story. It seems a bit stupid to me that I have to go out of my way to find the fun because the game is too busy showing off its fancy new clothes to entertain me. Connor's story is utterly tedious and drawn out but it also doesn't seem to have much relevance to the overarching plot, Connor only learning of the key at the very end of the game, so kind of a sore finish all things considered. I hate to say it, but I actually found Desmond's missions more enthralling than Connor's, linear as they may be, as they seemed to be the only parts of the game that understood exactly why people play ''Assassin's Creed'' in the first place. Then the ending completely shits on you in the most slimy and illness-inducing way possible, offering absolutely no closure and leaving an opening for yet another fucking sequel. 2012 has not been a good year for series endings, that's for damn sure.
OK so yeah, the game still has its moments, just not in the story. It seems a bit stupid to me that I have to go out of my way to find the fun because the game is too busy showing off its fancy new clothes to entertain me. Connor's story is utterly tedious and drawn out but it also doesn't seem to have much relevance to the overarching plot, Connor only learning of the key at the very end of the game, so kind of a sore finish all things considered. I hate to say it, but I actually found Desmond's missions more enthralling than Connor's, linear as they may be, as they seemed to be the only parts of the game that understood exactly why people play ''Assassin's Creed'' in the first place. Then the ending completely shits on you in the most slimy and illness-inducing way possible, offering absolutely no closure and leaving an opening for yet another fucking sequel. 2012 has not been a good year for series endings, that's for damn sure.


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{{User|MrConcreteDonkey}}
{{User|MrConcreteDonkey}}


[[File:MSWG UScover.jpg|thumb|right|In '''CANADA'''!]][[File:Walleegee copy.png|thumb|left|Our hero.]]''<u>LAST TIME ON SHOULD HAVE BEEN:</u>''
[[File:MSWG UScover.jpg|thumb|right|In '''CANADA'''!]][[File:Waluigi MaSatOWG artwork.png|thumb|left|Our hero.]]''<u>LAST TIME ON SHOULD HAVE BEEN:</u>''


"I don't want to buy this game..."
"I don't want to buy this game..."
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==What should have been in this game?==
==What should have been in this game?==
[[File:Sonic Downhill.jpg|thumb|left|Downhill. I wonder how they named this one.]]<center>''≈It was a cold winter's night. Waluigi was among the 20 athletes chosen to participate in the Winter Games. As he walked through the snow, he noticed the place was devoid of life; there weren't any people for miles - that's Canada!≈''</center>
[[File:Alpine Skiing MSOWG Wii.png|thumb|left|Downhill. I wonder how they named this one.]]<center>''≈It was a cold winter's night. Waluigi was among the 20 athletes chosen to participate in the Winter Games. As he walked through the snow, he noticed the place was devoid of life; there weren't any people for miles - that's Canada!≈''</center>


If that bacon-wrapped story wasn't enough, I'm going to be doing what I'm supposed to be doing to! So, up until recently, I thought this game with the annoyingly long title was fairly fun, yet, when I went back and played it again a few days ago, I found it quite boring. But enough of that for now, let's get going:
If that bacon-wrapped story wasn't enough, I'm going to be doing what I'm supposed to be doing to! So, up until recently, I thought this game with the annoyingly long title was fairly fun, yet, when I went back and played it again a few days ago, I found it quite boring. But enough of that for now, let's get going:


[[File:Moguls.PNG|thumb|right|Mario never quite recovered from this trick.]]<center>''≈After the opening ceremony, Waluigi donned his pair of skis and looked at the many hills and slopes and random speedbumps in the middle of this winter blunderland.≈''</center>
[[File:M&SATOWG Moguls Mario screenshot.png|thumb|right|Mario never quite recovered from this trick.]]<center>''≈After the opening ceremony, Waluigi donned his pair of skis and looked at the many hills and slopes and random speedbumps in the middle of this winter blunderland.≈''</center>


I know skiing's, like, one of the main Winter Olympic sports, but I really felt there were too many skiing events in this game. There was the Downhill, the Giant Slalom, the Individual and Team Ski Jumping, the Moguls and the Ski Cross. Starting off with the Downhill, it was okay. The skiing controls weren't hard to get the hang of. The Giant Slalom was effectively a harder version, and I didn't enjoy it much. I don't think it needed to be in the game, honestly. Then, there were the Individual and Team Ski Jumping - this is a fairly minor complaint, but, in Olympic events, the Individual and Team are classed as separate events, yet, for Dream Events, they're grouped under one event. I think it's pretty inconsistent, and just one way should have been used (in my opinion, the Dream Event way). Either way, I think the Ski Jump should have been harder, or at least you'd have the choice between easy and hard times to play against.
I know skiing's, like, one of the main Winter Olympic sports, but I really felt there were too many skiing events in this game. There was the Downhill, the Giant Slalom, the Individual and Team Ski Jumping, the Moguls and the Ski Cross. Starting off with the Downhill, it was okay. The skiing controls weren't hard to get the hang of. The Giant Slalom was effectively a harder version, and I didn't enjoy it much. I don't think it needed to be in the game, honestly. Then, there were the Individual and Team Ski Jumping - this is a fairly minor complaint, but, in Olympic events, the Individual and Team are classed as separate events, yet, for Dream Events, they're grouped under one event. I think it's pretty inconsistent, and just one way should have been used (in my opinion, the Dream Event way). Either way, I think the Ski Jump should have been harder, or at least you'd have the choice between easy and hard times to play against.
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The Moguls...I really didn't enjoy this one. It felt really boring and pointless to me. The Ski Cross was okay, I guess. By the time I got to it I was really sick of skiing events. So anyway, back to my original point, I felt there were too many skiing events in this game. Personally, I'd remove Giant Slalom and Moguls, and combine Individual and Team Ski Jump, which would leave us with the Downhill, Ski Jump and the Ski Cross. Also, if you jump, you get the chance to wave the Wii Remote around to do some totally RADICAL tricks! Unfortunately this is ruined when the game asks you to draw some weird shapes with the remote, and it doesn't recognize the shapes well. In my opinon, they should have just left out the shape-drawing stuff, and left it as borderline enjoyable Wii Remote-waving.
The Moguls...I really didn't enjoy this one. It felt really boring and pointless to me. The Ski Cross was okay, I guess. By the time I got to it I was really sick of skiing events. So anyway, back to my original point, I felt there were too many skiing events in this game. Personally, I'd remove Giant Slalom and Moguls, and combine Individual and Team Ski Jump, which would leave us with the Downhill, Ski Jump and the Ski Cross. Also, if you jump, you get the chance to wave the Wii Remote around to do some totally RADICAL tricks! Unfortunately this is ruined when the game asks you to draw some weird shapes with the remote, and it doesn't recognize the shapes well. In my opinon, they should have just left out the shape-drawing stuff, and left it as borderline enjoyable Wii Remote-waving.


[[File:Snowboard Cross.PNG|thumb|left|Snow'''bored''']]<center>''≈Then, a bored Waluigi picked up his board and tried to escape. The jaws of the Olympics trapped him and his pursuit of escape was ultimately futile.≈''</center>
[[File:M&SATOWG Snowboard Cross Mario screenshot.png|thumb|left|Snow'''bored''']]<center>''≈Then, a bored Waluigi picked up his board and tried to escape. The jaws of the Olympics trapped him and his pursuit of escape was ultimately futile.≈''</center>


Next up were the Snowboarding events. I felt the number of them was okay, but I thought the controls for the snowboarding were pretty bad - it was hard to control your snowboard, and too hard to recover if you went in the snow or screwed up otherwise. I think the controls should have been improved. I didn't really care much for the Halfpipe. I think it could have possibly been replaced by an Individual snowboard course, like the Downhill or Giant Slalom.
Next up were the Snowboarding events. I felt the number of them was okay, but I thought the controls for the snowboarding were pretty bad - it was hard to control your snowboard, and too hard to recover if you went in the snow or screwed up otherwise. I think the controls should have been improved. I didn't really care much for the Halfpipe. I think it could have possibly been replaced by an Individual snowboard course, like the Downhill or Giant Slalom.
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[[File:Christmas Village.PNG|thumb|right|I thought the [[Christmas Village|village]] was quite a nice addition.]]Now onto non-event related stuff...the announcer is quite annoying. He seems to shout out most of the words that appear on the screen. Also, when he says "the" and "olympic", it sounds like "th'olympic", which is terrible. [[File:Kingbill.png|thumb|left|Secretly, this guy is Santa Claus.]]I think you should have been able to disable his voice (without physically harming him, I might add). Personally, I felt four new characters was a good amount, but I think there should have been some unlockable characters this time around - for example, characters like [[Shy Guy]] or [[Espio]] would have been nice additions, or maybe even some of the Rivals. I thought the shopping was a great addition - the atmosphere was festive and enjoyable, it was fun to see things slowly being added to the town, and the shops were pretty cool. The music shop had some pretty nice remixes...when it came to the ''Mario'' songs, that is. A lot of the Sonic songs weren't remixed, or remixes from different games (for example, the Angel Island song was actually the version used in ''Super Smash Bros. Brawl''). The songs were great anyway, but I think it was a bit lazy not to remix them.
[[File:Christmas Village.PNG|thumb|right|I thought the [[Christmas Village|village]] was quite a nice addition.]]Now onto non-event related stuff...the announcer is quite annoying. He seems to shout out most of the words that appear on the screen. Also, when he says "the" and "olympic", it sounds like "th'olympic", which is terrible. [[File:NSMBW King Bill Render.png|thumb|left|Secretly, this guy is Santa Claus.]]I think you should have been able to disable his voice (without physically harming him, I might add). Personally, I felt four new characters was a good amount, but I think there should have been some unlockable characters this time around - for example, characters like [[Shy Guy]] or [[Espio]] would have been nice additions, or maybe even some of the Rivals. I thought the shopping was a great addition - the atmosphere was festive and enjoyable, it was fun to see things slowly being added to the town, and the shops were pretty cool. The music shop had some pretty nice remixes...when it came to the ''Mario'' songs, that is. A lot of the Sonic songs weren't remixed, or remixes from different games (for example, the Angel Island song was actually the version used in ''Super Smash Bros. Brawl''). The songs were great anyway, but I think it was a bit lazy not to remix them.


Also, the [[Big Bullet Bill]] should totally have been replaced by a '''[[King Bill|KING BILL]]'''.
Also, the [[Big Bullet Bill]] should totally have been replaced by a '''[[King Bill|KING BILL]]'''.
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