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	&lt;h1&gt;The Vita's Challenge: A History of Portable Competition&lt;/h1&gt;
	&lt;h2&gt;To succeed, Sony's new handheld must escape the long shadow cast by two decades of Nintendo's domination.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="/do/my1Up?publicUserId=5557327" target="_blank"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;February 21, 2012&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;

Today marks the official U.S. launch of PlayStation Vita. It's a great system, but it has its work cut out for it. Nintendo's 3DS is making serious inroads after a soft launch, and Sony runs the very real risk of seeing history repeat itself. To date, Nintendo has triumphed against every handheld competitor to challenge it since the Game Boy launched 23 years ago. We can't predict how the Vita/3DS battle will turn out just yet, but we can certainly look to history to see how Nintendo has consistently triumphed over its impressive competitors.

&lt;/p&gt;&lt;p&gt;



&lt;h2&gt;The Game Boy Era&lt;/h2&gt;

&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;
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&lt;/div&gt;</description><pubDate>Tue, 21 Feb 2012 17:33:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3936667" /></item><item><title><![CDATA[VOTE! Pick the Greatest Music Ever in 1UP's Game Music Thunderdome!]]> </title><link>http://www.1up.com/features/vote-greatest-music-time</link><author>1UP Staff</author><description>&lt;p&gt;

















			
















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	&lt;h1&gt;1UP's Game Music Thunderdome: Vote for the Greatest Music of All Time&lt;/h1&gt;
	&lt;h2&gt;64 tracks enter, one track leaves. Vote for your favorites every day!&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="mailto:feedback@1up.com" target="_blank"&gt;1UP Staff&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;December 14, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;Be sure to &lt;A HREF="/do/blogEntry?bId=9095464"&gt;read about and listen to the current contenders&lt;/A&gt; before voting!

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&lt;/div&gt;</description><pubDate>Wed, 14 Dec 2011 12:36:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3929957" /></item><item><title><![CDATA[Why Wario Land 4 Remains the Best Portable Mario]]> </title><link>http://www.1up.com/features/wario-land-4-remains-best-portable-mario</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			
















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	&lt;h1&gt;Why Wario Land 4 Remains the Best Portable Mario Game&lt;/h1&gt;
	&lt;h2&gt;We're marking this overlooked spin-off's 10th anniversary by finally giving it its due.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;November 19, 2011&lt;/span&gt;&lt;/p&gt;
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With &lt;A HREF="/games/nintendo3ds/super-mario-3ds" title="Super Mario 3D Land"&gt;Super Mario 3D Land&lt;/A&gt; freshly delivered to the eager hands of gamers the world over, Nintendo's portable platformer legacy is at the front of many people's minds. Sure, 3D Land &lt;A HREF="/features/super-mario-land-versus-3d"&gt;isn't as closely related to the old Super Mario Land games&lt;/A&gt; as its name would suggest, but that doesn't make it any less fun... even if it &lt;em&gt;does&lt;/em&gt; &lt;A HREF="/reviews/super-mario-3d-land-3ds"&gt;err on the side of being a little too easy&lt;/A&gt;. Much as we've enjoyed 3D Land, though, it still isn't our favorite portable Mario game.
&lt;/p&gt;&lt;p&gt;
Admittedly, I'm using the royal "we" here, but I will cheerfully defend my claim that the best portable Mario game is the sublime &lt;A HREF="/games/gba/wario-land-4" title="Wario Land 4"&gt;Wario Land 4&lt;/A&gt; for Game Boy Advance... which, by a handy coincidence, is celebrating its tenth anniversary this week. No, it doesn't star Mario, but it can trace its lineage directly to &lt;A HREF="/games/gb/super-mario-land" title="Super Mario Land"&gt;Super Mario Land&lt;/a&gt;, and that's good enough. Sadly, Wario Land 4 has never really commanded the loyal following and vocal praise it deserves. Launched in the early days of the GBA, it was generally overshadowed by &lt;A HREF="/games/gba/super-mario-advance" title="Super Mario Advance"&gt;Super Mario Advance&lt;/A&gt; and its &lt;A HREF="/games/gba/super-mario-world-super-mario" title="Super Mario Advance 2: Super Mario World"&gt;sequel&lt;/A&gt;, despite the fact that (unlike those higher-profile titles) Wario's game was wholly original, built from the ground-up for the system. What better time than its decennial to right the wrongs of fickle gamers and properly canonize Wario Land 4? Chances are you overlooked this portable masterpiece when it was released. Well, here are 10 reasons you need to correct that mistake.

&lt;/p&gt;&lt;p align=center&gt;&lt;IMG SRC="http://www.1up.com/media/03/9/2/7/lg/067.gif" width=480 height=320&gt;
&lt;/p&gt;&lt;p&gt;
&lt;h3&gt;1. It defies platform gaming conventions&lt;/h3&gt;
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&lt;/div&gt;</description><pubDate>Sat, 19 Nov 2011 10:21:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3927077" /></item><item><title><![CDATA[Watch the Phoenix Wright Movie Trailer]]> </title><link>http://www.1up.com/news/watch-phoenix-wright-movie-trailer</link><author>1UP Staff</author><description>&lt;p&gt;

















			

















		
















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&lt;p&gt;
Set for release in Japan in February next year, the &lt;A HREF="http://www.1up.com/do/search?term=ace+attorney"&gt;Ace Attorney&lt;/A&gt; movie is gearing up for a three month marketing blitz. Directed by Takashi Miike (Dead or Alive; Ichi the Killer) &lt;em&gt;Gyakuten Saiban&lt;/em&gt; as it's called in Japan is, according to the trailer, set in a dystopian near-future Japan where a stressed criminal justice system has limited trials to three days with a presumption of guilt unless proven otherwise.
&lt;p&gt;
The trailer is filled with scenery and words that fans of the series will instantly recognize. It features multiple screams of &lt;em&gt;igi ari&lt;/em&gt; (objection) and &lt;em&gt;kurae&lt;/em&gt; (Take that!) as well as what looks like most of the cast and clients from the first Ace Attorney game. It's clear that in &lt;A HREF="http://www.youtube.com/watch?v=UnKS1vpTOSk"&gt;typical Miike fashion&lt;/A&gt;, the movie is leaving reality behind with clairvoyance, ghosts, and all the other trappings of the series.
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&lt;/div&gt;</description><pubDate>Mon, 07 Nov 2011 17:46:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://www.1up.com/media?id=3924397" /></item><item><title><![CDATA[The Greatest Mario Power-Ups of All Time]]> </title><link>http://www.1up.com/features/greatest-mario-power-ups-all-time</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			
















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	&lt;img src="http://www.1up.com/media/03/9/2/4/lg/432.jpg" alt="The Greatest Mario Power-Ups of All Time" /&gt;
	&lt;h1&gt;The Greatest Mario Power-Ups of All Time&lt;/h1&gt;
	&lt;h2&gt;An illustrated guide to our favorite powers for our favorite plumber.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;October 29, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;

When &lt;A HREF="/games/nintendo3ds/super-mario-3ds/" title="Super Mario 3D Land"&gt;Super Mario 3D Land&lt;/A&gt; hits in a couple of weeks, it will be bringing with it a bunch of familiar old power-ups for Mario along with some newfangled ones as well. The world's greatest plumber has seen his share of power-up innovations over the years. Sometimes they're great, but occasionally they turn out to be pretty lame. Do you remember Metal Mario, who existed entirely to show off the Nintendo 64's reflection-mapping? Of course you don't. It sucked. We do have high hopes for Mario 3D's Boomerang Suit, but it has a lot to prove before it can triumph over the great powers and abilities that have come before it. 
&lt;/p&gt;&lt;p&gt;
We took a quick survey of the 1UP's staff's favorite Mario skills over the years and came up with the following list. Do you agree? Disagree? Our website is designed as a two-way conversation, so share your thoughts and proclaim your love for your own favorites in the comments section below. And now, as Casey Kasem used to say, on with the countdown. (You should sing each number for full effect!)

&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;
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&lt;/div&gt;</description><pubDate>Sat, 29 Oct 2011 08:33:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3901765" /></item><item><title><![CDATA[When Mega Man Ruled the World: An Anniversary Tribute]]> </title><link>http://www.1up.com/features/mega-man-ruled-world-memorial-tribute</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			
















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	&lt;img src="http://www.1up.com/media/03/9/2/1/lg/570.jpg" alt="Header" /&gt;
	&lt;h1&gt;When Mega Man Ruled the World: An Anniversary Tribute&lt;/h1&gt;
	&lt;h2&gt;A look back at the games that saved Mega Man... at least, for a while.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;October 9, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;
When the original &lt;A HREF="/games/nes/mega-man" title="Mega Man"&gt;Mega Man&lt;/A&gt; hit the NES in 1987, it was a revelation: The slickest, most open-ended platform shooter ever made. With only ten stages, it was short compared to standards like &lt;A HREF="/games/nes/super-mario-bros" title="Super Mario Bros."&gt;Super Mario Bros.&lt;/A&gt; and &lt;A HREF="/games/sms/wonder-boy" title="Wonder Boy"&gt;Wonder Boy&lt;/A&gt;, but what it lacked in length it made up for with replayability... not to mention sheer challenge. Its sequel, 1989's &lt;A HREF="/games/nes/mega-man-2" title="Mega Man 2"&gt;Mega Man 2&lt;/A&gt;, was even more spectacular. Together, the two games defined a genre and became high-water marks for 8-bit game design.
&lt;/p&gt;&lt;p&gt;
Sadly, a decade later, Mega Man had practically become a mockery of itself. The old-school sprites of &lt;A HREF="/games/ps1/mega-man-8" title="Mega Man 8"&gt;Mega Man 8&lt;/A&gt; and &lt;A HREF="/games/ps1/mega-man-x4" title="Mega Man X4"&gt;Mega Man X4&lt;/A&gt; were comforting to gamers who weren't completely convinced that the PlayStation's chunky polygons should be an absolute replacement for classic game design; yet at the same time, the 2D Mega Man titles felt like relics, doing nothing to push the limits of technology or play mechanics. Mega Man had become iterative, where once he was innovative. Meanwhile, the &lt;A HREF="/games/ps1/mega-man-legends" title="Mega Man Legends"&gt;Legends&lt;/A&gt; spin-off actually did introduce new ideas, including an early form of &lt;A HREF="/games/n64/zelda-ocarina-time" title="The Legend of Zelda: Ocarina of Time"&gt;Zelda&lt;/A&gt;'s Z-targeting and real-time story cutscenes with lip-synched facial animations, but it was largely dismissed by Mega Man fans and detractors alike: By the former for being too different from the older games, and by the latter for wearing the name "Mega Man." 
&lt;/p&gt;&lt;p align=center&gt;
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&lt;/div&gt;</description><pubDate>Sun, 09 Oct 2011 09:05:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3921573" /></item><item><title><![CDATA[The Mario Brother from Another Planet]]> </title><link>http://www.1up.com/features/mario-brother-from-another-planet</link><author>Francesco Dagostino</author><description>&lt;p&gt;

















			
















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	&lt;h1&gt;The Mario Brother from Another Planet&lt;/h1&gt;
	&lt;h2&gt;Though he started as a mere clone of his sibling, Luigi's role has grown far more complex.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=6189738" target="_blank"&gt;Francesco Dagostino&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;October 5, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;Ah, the neverending struggle for video game heroes to keep abreast of the times. From their humble, pixel-based roots, these digital characters evolved into complex, emotional individuals -- seemingly, in the blink of an eye. After all, strengthening the connection between avatar and player became a necessity as the ever-changing medium of video games increased in complexity over the years.&lt;/p&gt;

&lt;p&gt;And this process went well beyond mere design: appealing color palettes, fancy clothes and spikey hairstyles weren't enough to make a character stand out. And thus, some became tarnished by the pitiless course of time, some faded, while others survived and matured thanks to the skillfull planning of their creators -- and some even grew spontaneously, like ivy creeping its way up a damp stone wall.&lt;/p&gt;

&lt;/div&gt;&lt;/div&gt;
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&lt;/div&gt;</description><pubDate>Wed, 05 Oct 2011 14:32:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3921106" /></item><item><title><![CDATA[Castlevania Chronicles: We've Been Killing Dracula for 25 Years]]> </title><link>http://www.1up.com/features/castlevania-chronicles-killing-dracula-25-years</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			
















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	&lt;img src="http://www.1up.com/media/03/9/1/9/lg/512.gif" alt="Header" /&gt;
	&lt;h1&gt;Castlevania Chronicles: We've Been Killing Dracula for 25 Years&lt;/h1&gt;
	&lt;h2&gt;Looking back at a quarter-century of (mostly) greatness.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=5379721" target="_blank"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;September 25, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;
Twenty-five years ago, on September 26, 1986, Konami launched a brand new game in Japan that would go on to become one of the longest continuously running franchises in the medium's history. &lt;A HREF="/games/nes/castlevania" title="Castlevania"&gt;Akumajou Dracula&lt;/A&gt; -- roughly translating to "Demon Castle Dracula," which became "&lt;A HREF="/do/search?term=castlevania" title="Castlevania"&gt;Castlevania&lt;/A&gt;" in the West in accordance with Konami's weird obsession with pun-laden localization in the '80s -- was actually two different games on two different platforms. The better-known of the two was a straight-up action platformer for Famicom Disk System, the rewritable NES add-on released only in Japan. On the MSX computer, on the other hand, Akumajou Dracula featured the same general play mechanics and aesthetics as its FDS counterpart but wrapped them in a more labyrinthine format, compensating for the MSX's lack of smooth video scrolling by turning its castle stages into self-contained mazes.
&lt;/p&gt;&lt;p&gt;
Castlevania was a different kind of game than players were accustomed to, especially on Famicom. Unlike so many of the other platformers that had followed in the wake of &lt;A HREF="/games/nes/super-mario-bros" title="Super Mario Bros."&gt;Super Mario Bros.&lt;/A&gt;' success (Mario having launched on Famicom almost a year to the day before Akumajou Dracula), Konami's game was slow-paced, methodical, and possessed a fairly realistic ambiance. The hero, Simon Belmondo (Belmont in the West), was proportioned like an actual human adult. Japanese games of the era tended to warp the proportions of characters to give their faces more real estate and allow for cute, visually expressive designs. Simon had a tiny four-pixel face with no details, his characterization instead coming through his determined gait and unique method of attack. The Vampire Killer whip was an uncommon choice for any video game protagonist outside of Indiana Jones, striking a middle-range balance between fists and guns. The game's unconventional look, pacing, and weaponry set it apart from its peers. 
&lt;/p&gt;&lt;p align=center&gt;
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&lt;/div&gt;</description><pubDate>Sun, 25 Sep 2011 01:11:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3919511" /></item><item><title><![CDATA[A Guide to Tokyo's Retro Gaming Bars]]> </title><link>http://www.1up.com/features/guide-tokyo-retro-gaming-bars</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			
















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	&lt;h1&gt;A Guide to Tokyo's Retro Gaming Bars&lt;/h1&gt;
	&lt;h2&gt;Essential knowledge for people who like playing classic games and paying too much for drinks.&lt;/h2&gt;
	&lt;p class="blurb"&gt;&lt;span class="floatleft"&gt;By: &lt;a href="http://www.1up.com/do/my1Up?publicUserId=5379721"&gt;Jeremy Parish&lt;/a&gt;&lt;/span&gt;
	&lt;span class="floatright"&gt;September 21, 2011&lt;/span&gt;&lt;/p&gt;
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&lt;p&gt;One of the more interesting trends in recent years is the rash of retro game-themed bars that have cropped up around Tokyo. These hangouts have about as much in common with a Dave &amp; Buster's as a motorcycle does to a German tank: Rather than being the brightly lit barcades that have tried and failed to make inroads in America, Japan's game bars are simply modest watering holes that have begun decorating themselves with kitchsy Famicom-era knick-knacks and memorabilia and offering customers the opportunity to while their time away by dabbling in old (and occasionally new) games.&lt;/p&gt;

&lt;p&gt;It's a pretty fun idea, and one that's intrinsically Japanese in nature. More specifically, these bars are very much a natural evolution of Tokyo's social politics. The idea of a bar where patrons can play video games makes perfect sense in a country where Nintendo's 8-bit Famicom is a potent focus of nostalgia for a time when Japan's economy was a booming powerhouse; rather than entertaining guests with karaoke or sports television, retro game bars instead let them kill time with fondly remembered classics both good and bad, from &lt;a href="/games/nes/super-mario-bros/" target="_blank"&gt;Super Mario Bros.&lt;/a&gt; to &lt;a href="/games/nes/spelunker/" target="_blank"&gt;Spelunker&lt;/a&gt;. And in a city where social drinking is practically mandatory and last call is at 5 a.m. (because the trains shut down at midnight and don't open again until dawn), people often find themselves killing an evening in a bar after missing the last train. What better way to kill time than by slugging it out with &lt;a href="/games/nes/ghosts-n-goblins/" target="_blank"&gt;Ghosts 'N Goblins&lt;/a&gt;' diabolical red arremer or &lt;a href="/games/nes/ninja-gaiden/" target="_blank"&gt;NInja Gaiden&lt;/a&gt;'s hateful birds until the sun comes up?&lt;/p&gt;

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&lt;/div&gt;</description><pubDate>Wed, 21 Sep 2011 13:48:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://www.1up.com/media?id=3919084" /></item><item><title><![CDATA[TGS: So, What's the Most Worthless Game in Japan?]]> </title><link>http://www.1up.com/news/tgs-worthless-game-japan</link><author>Jeremy Parish</author><description>&lt;p&gt;

















			

















		
















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		&lt;span class="articleText"&gt;&lt;p&gt;
After spending an afternoon wandering the retro game shops and bars of Tokyo, one sad sight in particular stood out to us: The most unloved, unwanted game in Japan, as discovered at off-the-beaten-path Akihabara standard Friends.
&lt;/p&gt;&lt;p&gt;
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&lt;/div&gt;</description><pubDate>Sun, 18 Sep 2011 17:14:00 PDT</pubDate><category>NEWS</category><media:thumbnail url="http://www.1up.com/media?id=3676442" /></item></channel></rss>

