Posts tagged NES
Gamer’s Advisory: Minecraft and other “do what you want” video games
2I have to admit that I haven’t actually played a minute of Minecraft yet. However, that’s not to say that I haven’t been pretty interested in the game. I watch a lot of Minecraft YouTube videos in my spare time and I’m amazed by the stuff that people are creating in this game.
Games where you start out with nothing and you build something have always interested me. I’ve reviewed one of my favorite “do what you want” games here on 8BitLibrary and I continue to play these types of games at home. One of my recent rediscoveries was the game Wrecking Crew. Wrecking Crew was part of the small Nintendo Programmable Series. Chances are that you’ve played one of these three games. With Wrecking Crew, you are Mario and your job is to break things. You have a giant hammer that makes it so that you can’t jump. On each of the 100 levels, you’re charged with finding an optimal order in which you will have to destroy the various elements of the board without making contact with one of the enemies. That part of the game was good fun and all, but where I spent most of my time was in the level editor.
The level editor let you design up to four of your own Wrecking Crew levels. This is where you could get creative and let your wildest Wrecking Crew dreams come to life. Creating impossible and intricate puzzles was what I liked to do the most. I’d make them into mind bending little adventures that you’d have to study before actually attempting the level. This feature also got me rather interested in game development. It gave me a chance to look into how games are constructed and why developers made the choices they did. The biggest bummer was that the LOAD/SAVE feature that game claimed to have didn’t work (it only worked with the Japanese version of the game). My mini Wrecking Crew masterpieces could only be enjoyed for as long as the NES stayed on.
It feels like Minecraft is inspiring a new generation of video gamers that love to build, explore, and understand video games. With that in mind, here’s a quick list of five games that any Minecraft fan that you run into at the library may enjoy.
Justin’s TOP FIVE games for people that dig Minecraft:
- Wrecking Crew was released originally for the Nintendo Entertainment System, but you can get it on the Virtual Console for the Nintendo Wii (and you can save your levels now!)
- Excitebike was released originally for the Nintendo Entertainment System, but you can get it on the Virtual Console for the Nintendo Wii. It has a really wonderful track editor feature.
- Tail of the Sun was originally released on the Playstation. You can read my review of the game here.
- Endless Ocean and its sequel Endless Ocean: Blue World were released on the Nintendo Wii and you can still buy the games here. In these titles, you do little more than explore a vast ocean full of life and other interesting locales. Quite a unique adventure.
- SimCity and any of the countless sequels (my personal fave was Sim City 3000) are great examples of games where you have to manage resources and build your own city. I started off with the Super Nintendo version of Sim City.
EDIT: Via Alex Hylton over at the Darien Library. Watch the awesome programs they’re running at their library using Minecraft.
Minecraft from Darien Library on Vimeo.
Retro Gaming
4Over the past few weeks, I’ve come to the realization that I’m first and foremost a retro gamer. When it comes to the latest and greatest games out there, I haven’t played about 99% of them. I rely on video gaming blogs and magazines to keep me up to date when it comes to the present. For most of the time, however, I live in the past. And that’s not a bad thing. I grew up with these games. That’s the big reason why they are still a huge part of my life. With my video gaming history firmly in place mixed with the librarian thinking part of my brain comes a barrage of ideas on how libraries can use retro gaming to attract and educate patrons.
Retro gaming programming at your library is a great way to let the public know that video games have a HISTORY. 8BitLibrary and Piscataway Public Library teamed up and had a Retro Gaming Event in 2010 (Click here or here for pics). These programs are designed to turn your library into a makeshift museum of video game history. What does this history do? Like classic books, it will show your community that gaming has a rich background. Games like Minecraft which encourage players to build and create their own world have their roots in games like Sim City. Librarians can find and show these connections to their community. These connections in video game history will create a rich tapestry of games which we can then use to educate our patrons about the rich possibilities gaming has to offer.
Yesterday’s release of Nintendo’s new handheld 3D gaming system the Nintendo 3DS gives libraries who have the system a chance to offer up the device for testing within the library. It’s a simple idea…set up some systems for your patrons to play and teach them about the technology. So where does retro gaming come into the picture? Nintendo’s tried 3D gaming before with the Virtual Boy. It didn’t really work out that well and the Virtual Boy died off rather quickly less than 1 year after it was released. Most people haven’t ever heard of the system and look at you in disbelief when you tell them about it (“why in the hell would they have released that?” is my favorite question I get when I tell them about the specifics of the Virtual Boy.) Giving patrons a chance to play the Virtual Boy at the library will create a unique experience which they’ll most likely not get anywhere else. It will also open up a lot of discussion on 3D gaming and how this new technology will impact our culture.
Which brings me to my final point…can anyone give me a good reason why we shouldn’t lend out retro games and systems to our patrons? I’ve talked about this topic once before and the more and more I think about it this option seems like a no brainer. As libraries are squished out from viable eBook lending options and all that other stuff, what does the mission of the library become? I’m an advocate of giving our patrons experiences over just giving them stuff. Lending out retro games and systems like the Sega Saturn above gives our community a chance to experience something that they may not have a chance to experience elsewhere. My recent ongoing affair with X-Men: Children of the Atom for the Sega Saturn was only made possible by the fact that my mother and myself are pack rats who saved every single piece of video gaming history I collected. While I do enjoy the time I spend playing this game at home by myself (my wife won’t play with me) it would be a lot cooler if I could share this experience with others.
Project Brand Yourself a Librarian: THE AFTERMATH (PART 1)
16We came, we ALA’ed, and we got branded as librarians…

Since I had already branded myself a librarian back in January of this year, I decided to go another route for the ALA 2010 Project Brand Yourself A Librarian. As an 8Bit Librarian, it goes without saying that video games have a special place in my heart. I can remember getting my Nintendo Entertainment System in 1986 along with the games Super Mario Brothers, Duckhunt, Trojan, and Mighty Bomb Jack. I was in love instantly, not with just the experience itself, but the characters as well. Old Nintendo games have a reputation for not having the most well developed story lines but I found out that worked to my advantage. Instead of books, it was video games that unlocked my curiosity and imagination. They challenged me to create stories, think, and create.
When it came time to get another tattoo, picking my homage to video games was easy. The Legend of Zelda was the first video game that captured me completely. I was so into the world of Hyrule and the main character Link that it was all I thought about. I would spend hours playing in the woods, envisioning my own Hyrule. I would draw maps based on what I discovered while playing the game. Point being, The Legend of Zelda unlocked something in me that had been locked up before. I became curious. Instead of just sitting back and having the world fed to me, I decided to seek it out on my own. I don’t know exactly why I became a librarian, but I’m thinking that had something to do with it. That eternal curious feeling.
One of the reasons why 8BitLibrary was started by JP and I was not only to advocate for video gaming in libraries but also to reach out to the people that are just like the six year old version of myself I described above. In my youth, video games in libraries were not something that went together at all. Because of that, I sort of backed away from my library as I got older. I felt like they didn’t get me. I now look back on those years as a time where I lost a valuable resource that could’ve changed my life. Who know what I would be like if I had the library to guide me during those teenage year. My point is simple…if I can reach out to those teens with games and show them just what else we have to offer, I might be able to make a positive impact on their life.
So, here’s where I explain my tattoo.
Here’s the history behind the game and the Triforce, the relic which Link holds in my tattoo. I got it simply because I love 8Bit art and I love what the triforce stands for: WISDOM. POWER. COURAGE
I feel like that should be the new logo and slogan for libraries.
(much love to Peter Bromberg for the photo)
Super Mario Brothers in the Classroom (Part 4 of 7)
3Released in 1990 as the flagship title for the Super Nintendo, Super Mario World didn’t change how we play video games but it gave the Super Mario Brothers universe some wonderful features that are still featured in the games that we play today.
In particular, two things about Super Mario World stood out to me as I recently replayed the game:
1. The Spin jump: Basically, you jump gets some more firepower. In addition to being able to KO enemy by stomping on their head, the spin jump allowed you to bust bricks and defeat some enemies that couldn’t be killed with the standard jump.
Doesn’t sound too fancy, right? BUT IT IS! Think about modern Mario games and his ever popular butt thump. This is where it came from. The butt thump is a central feature in 3D Mario games.
2. Yoshi: Mario’s always been the star of his games, but Yoshi gives him a major run for his money. It was in Super Mario World that Yoshi made his first appearance. Since then, Yoshi’s had so many spin offs (read my review of one of those here) that he’s almost become his own franchise.
This is what Nintendo does so very well. They’ll add one small element to a game that won’t seem like a big deal, yet over time it becomes almost as important as the original game itself. Yoshi is a perfect example of how a simple idea can be taken to the next level.
So how can we incorporate Super Mario World into the classroom?
- Examine how Yoshi has changed the landscape of Super Mario Brothers. Look at the Yoshi character over a large period of time (1990 to present) and trace the path of his humble beginnings to his current status as a gaming icon almost as big as Mario.
- The little details: The spin jump changed how we play Mario games forever. Has this element been translated into any other games that you can think of? Have students look at the history of games over a time period and focus on the little details. What elements have changed the way we play games?
Sorry for the long overdue part 4 of this installment. I promise to not make you wait for part 5 as long! -Justin
The King of Famicom
1For the gamers out there….who wouldn’t want to play this?
And just imagine how awesome a library tournament using this game would be!
Review: Punch Out!!
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WHAT? Little Mac and Doc Louis are back on the Nintendo Wii. Their quest for the Heavyweight Championship continues in this excellent update of the classic Nintendo series.
WHY? Let’s face it…the series was due for an update. Both the Nintendo 64 and Gamecube didn’t get an updated Punch Out!! In fact, the last title in the series was the excellent Super Punch Out which came out in 1994 (which you can download it on the Wii Virtual Console). The Wiimote/Nunchuck control combination is perfect for the game. It gives the game a classic Wii feel while still remaining an easy to pick up arcade style boxer.
WHO? Think of Punch Out!! as not only a beautiful re-visioning of the classic NES title, but also as an extension of Wii Sports Boxing. Fans of that title (and there are a lot, both young and old), will enjoy Punch Out!! as well as hardcore fans. Each opponent makes the player think about weaknesses and will find them developing strategies for each match. Highly recommended for library collections.
Super Mario Brothers in the Classroom (Part 3 of 7)
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Super Mario Bros. 3 was released in 1990 and since then the Mario franchise has never been the same. While Mario games have really always been big and full of adventure, I believe that this installment really took gaming to the next level and gave the series a solid place in pop culture history.
Each world that Mario or Luigi found themselves in was an epic, themed world that featured multiple levels, different castles, and a boss. These themed levels really created the template for the future worlds that Mario would explore. It gave us characters, locales, and items that all gamers and most non gamers will recognize.
Even more interesting was the promotional campaign Nintendo rolled out for the game. In 1989, the feature film The Wizard starring Fred Savage and Jenny Lewis (later of Rilo Kiley fame!). Basically, the film was an hour and a half long commercial for Nintendo. Did it work. Heck yes. I remember being a rather impressionable nine year old kid that wanted EVERYTHING THAT THIS MOVIE OFFERED ME.
So, wait, where were we? Oh yeah. The movie ended with a video game tournament featuring Super Mario Bros. 3 as the final challenge. It was the first time the game had been shown to a wide audience in North America. The effect? Mass pandemonium and huge sales. Super Mario Bros. 3 quickly became one of the biggest selling and most influential games of all time. Did it have something to do with The Wizard? Thinking back to my nine year self, I’d say yes. I was in hysterics about the game after I saw the film. I had to have it. Advertising really does work.
So how can we incorporate Super Mario Bros. 3 into the classroom?
- Super Mario Bros. 3 really drew a line in the sand for Mario games. It combined elements of the first game and took a major step forward. Since then, every Mario game has incorporated some element originally found in Super Mario Bros. 3. Have students play Super Mario Bros. 3 and then some of the later games in the series (Super Mario World, Super Mario 64, Super Mario Galaxy come to mind first) and have them compare and contrast the games. Obviously, all the games are different, yet there are features running through each game that link them all together. What are these features? Why do you think these features remain a mainstay in Mario games?
- How has promotion and advertising for video games changed over the years? Have your students look at a brief history of video game ads. How have they changed? What was the focus of some of the older ads? What is the focus now? I highly recommend having your students create YouTube playlists that take the viewer on a journey through video game advertising history. You can find my example here on the 8BitLibrary YouTube Video Game Ads Playlist.
Super Mario Brothers in the Classroom (Part 1 of 7)
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Since bursting onto the scene in 1981 in Donkey Kong, the Mario character has been a mainstay in our popular culture. Over the years, Mario has gone on so many quests, adopted so many different personas, and in turn, become interwoven in our lives.
Having been around for such a long time can have its benefits. Coming up on 30 years, Mario has seen the fall of the Berlin Wall, the end of the Cold War, the launch of the internet, 9-11, and the first African American President of the United States to name a few. In our never ending quest here at 8BitLibrary to help the public see video games as a true source of media which inspires users to create content and information, I’ve come up with some ideas for teachers and educators on how to use the Super Mario Bros. series in the classroom to help show just how much we’ve changed as a culture over the last three decades.
In 1985, the original Super Mario Bros. was released for the Famicom System in Japan. Featuring Mario on a quest to save the Princess, you controlled Mario through eight levels of pipes, goombas, coins, and the ultimate evil enemy, Bowser. Suffice to say, Super Mario Bros. changed the way we play video gaming.
One of the biggest game changers Super Mario Bros. featured was the element of a quest. Before this game, a lot of video gaming had been about getting the high score. Super Mario Bros. was one of the first games that focused on the user experience rather than the high score. While a score system still did exist, the main goal of the game was to save the Princess at the end of level eight.
Super Mario Bros. also established the idea of a mascot for a video gaming system. Nintendo was the company that developed Mario, so he quickly became the star of their system and the focus of their marketing campaign. Before Mario, Pac-Man was the most regarded video game star but had no specific platform which the character was attached to. In the end, the world of video gaming was never the same. Future systems such as the Sega Genesis had Sonic The Hedgehog which was their answer to the idea of a mascot.
Finally, one key feature of the game has to be the music and sound effects. The game’s theme as well as the numerous sounds effects created just for this title established Super Mario Bros. as a unique playing experience. It can be argued that the game helped create the genre of Nintendocore, a style of music that focuses on video game inspired melodies and themes.
In a discussion of Super Mario Bros., one could focus on the following:
- How has Mario changed (physically, graphically, and philosophically) since his debut in 1985? (Compared to his most recent adventure, Super Mario Galaxy),
- How did the arrival of Super Mario Bros. change the face of video gaming? (Possible topics could include how this game shifted gaming from a points based system to a more quest based adventure or something which compares the rise in popularity of video gaming to the advent of the “brand” character.
- The strong game play and controls featured in the game were a huge reason why the title was successful. Have your students play the game with these elements in mind. Are these two areas still a key element of the game? Does the game play stand the test of time? Provide reasons you think it does/doesn’t.
- Think about the music in Super Mario Bros. What types of themes and styles do you see in the composition? Why do you think the music and sound effects were so effective in creating a unique gaming experience?
I’ll be back soon with my take on Super Mario Brothers 2. Until then, here’s some helpful links for those interested in more Mario history.
Some additional resources to help you in your studies:
IGN Presents The History of Super Mario Bros from November 2007
Super Mario Brothers in the Classroom
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Starting this upcoming Monday, 8 Bit Library will begin a new series on Super Mario Bros. in the classroom.
The inspiration for these posts came about in one of my (Justin) many recent professional conversations with Buffy Hamilton. Since Buffy is a school librarian, she looks at using technology in education in a different way than I do. I’ve always seen technology in education as something stagnant (for example: using research databases to obtain information). What I got from Buffy and her Media 21 project is that technology in education isn’t just about using the internet or an online database to find information. It’s about instilling a passion and excitement into the learner through collaborative tools and exploration. This represented a totally new shift in thinking and viewing video games for me.
Exploring something like the history of Super Mario Bros. is a great way to instill the passion of learning and discovery in student by encouraging them to research something that is important in their lives. I noticed that the teens that participated in the Game Night program at my library were more likely to visit and use the library after they had attended a few gaming events at the library. Why could this not work with education? Hook them with Mario at first and then in no time they’ll finally learn to dig Catcher In The Rye after that. Right?
With this series, we here at 8 Bit Library hope to inspire you and give you some pointers on how to incorporate the rich history of video games into your classroom.






