<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP GC  RSS feed</title><copyright>Copyright (c) 2002-2008 Ziff Davis Media Inc.</copyright><link>http://localhost</link><description>1UP's latest news feed - the #1 source for gaming news.</description><language>en-us</language><image><title> GC RSS feed from 1UP</title><url>http://localhost/images/Elements/50x50_1up_rss.jpg</url><width>50</width><height>50</height><link>null</link></image><item><title><![CDATA[Charticle: Let's Compare Nintendo's Console Launch History]]> </title><link>http://localhost/news/charticle-compare-nintendo-console-launch</link><author>1UP Staff</author><description><![CDATA[<p>

















			

















		
















<!--Begin feature-->


<!-- for syndication -->


	
		<span class="articleText"><p>
Nintendo's next console launches in just two days -- <A HREF="/news/wii-u-roundup-everything-need-read">perhaps you've heard about it</A>? We've seen plenty of hand-wringing about the future of the system, a perceived lack of hype for it, the changing nature of video games, and more doomsaying. Who knows what the future holds? Not us! But we certainly can look at Wii U in the context of the past -- and as it turns out, the console holds up pretty well against previous Nintendo system launches both in terms of actual price and day-one launch lineup. Please check out our massive Nintendo launch charticle and draw your own conclusions.

</p><p>

<IMG SRC="http://www.1up.com/media/03/9/5/8/lg/565.jpg" width=624 height=7700>

</p>]]></description><pubDate>Fri, 16 Nov 2012 12:23:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3958551"/></item><item><title><![CDATA[Why Zelda Still Rules the Action RPG]]> </title><link>http://localhost/features/zelda-rules-action-rpg</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















<!-- Begin Template_OpenHtml -->
<p class="page_topper floatleft">Feature</p>

















<!-- Begin socialTools -->


	
	



	
	





<div id="socialBar-3187088" class="socialBar">
<ul>
<li class="sharing"><a href="#" onclick="showSocial(3187088,'');return(false);">Share it:</a></li>
<li class="googleplusone"><g:plusone href="" size="medium"></g:plusone></li>
<li class="twitter">
<a href="http://twitter.com/share" class="twitter-share-button" data-count="horizontal" data-url="">Tweet</a>
<script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script>
</li>
<li class="facebook">
<div id="fb-root"></div>
<script>
  window.fbAsyncInit = function() {
    FB.init({appId: '112522758785466', status: true, cookie: true,
             xfbml: true});
  };
  (function() {
    var e = document.createElement('script'); e.async = true;
    e.src = document.location.protocol +
      '//connect.facebook.net/en_US/all.js';
    document.getElementById('fb-root').appendChild(e);
  }());
</script>
<fb:like href="" layout="button_count" show_faces="true" width="65" action="like" colorscheme="light" />
</li>
</ul>
</div>
<div id="socialBarPopup-3187088" class="hidden" style="position: absolute;z-index: 999;"></div>

<!-- End socialTools -->	
<link rel="stylesheet" href="/flat/Features/css/features/1up_Prod_Feature.css" type="text/css">

<div id="ProdFeature"><!-- Begin #ProdFeature -->
	
	<div id="HeaderDek">
	<img src="http://www.1up.com/media/03/9/4/3/lg/537.jpg" alt="Header" />
	<h1>Why Zelda Still Rules the Action RPG</h1>
	<h2>The Legend of Zelda games may not be perfect, but they still define the genre.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="/do/my1Up?publicUserId=5379721" target="_blank">Jeremy Parish</A></span>
	<span class="floatright">May 8, 2012</span></p>
	</div>
		
	<p class="dots"></p>
	
	<div id="StandardFeature">






<p>
1UP, we confess, has not been the kindest friend to the <A HREF="/do/search?term=zelda">Legend of Zelda</A> series of late. In fact, one might even assume that we have some sort of dark agenda against the games. That we're out to perform a cruel hit job. To poison the shape of public discourse about Nintendo's work and undermine the very foundations of the franchise by eroding the world's affection for and confidence in Zelda!
</p><p>
But let's not be silly. We've had some critical words for Zelda over the past few months, it's true, but those criticisms come from precisely the opposite place of whatever grim land of hatred Zelda's more ardent defenders may have concocted in their minds. We tend to put Zelda under harsh scrutiny not because we want to trash it but rather because we <em>love</em> it. Bob Mackey won't shut up about how <A HREF="/games/n64/zelda-majora-mask">Majora's Mask</A> is probably the greatest game ever to spring from human minds, and I can bore you with hours of nonstop reminiscence about my experiences with the <A HREF="/games/nes/legend-zelda">original NES game</A>. We love Zelda, and we want it to be wonderful. Sometimes it falls short of our expectations; and sometimes in the process of starting up a conversation about these things, you have to play the role of devil's advocate, and then people misinterpret your opinion as being a lot more negative than it really is.
</p></div></div>]]></description><pubDate>Tue, 08 May 2012 16:01:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3943536"/></item><item><title><![CDATA[Notch Wants to Help Tim Schafer Make Psychonauts 2]]> </title><link>http://localhost/news/notch-tim-schaefer-psychonauts-2</link><author>Ryan Winterhalter</author><description><![CDATA[<p>

















			

















		
















<!--Begin feature-->


<!-- for syndication -->


	
		<span class="articleText">"<A HREF="https://twitter.com/#!/notch/status/166838426207924224" target="_blank">Let's make Psychonauts 2 happen</A>," tweeted <A HREF="http://www.1up.com/games/pc/minecraft/">Minecraft</A> creator Markus Persson (AKA Notch) yesterday to Double Fine CEO, and designer of the original game, Tim Schafer.
<p>
Notch's Tweet alone would pique the interest of Double Fine fans. <A HREF="http://www.1up.com/games/pc/psychonauts">Pychonauts</A>' retail performance was so poor that mentioning it at this point, after Double Fine has produced so many other excellent titles,  seems kind of cliché, meaning that all hope for a Psychonauts sequel died years ago. However, Notch didn't just tweet, Tim Schafer responded, "<A HREF="https://twitter.com/#!/TimOfLegend/status/166941929861427200">Oh wait. Hm. This is interesting.</A>"
<p>
<center><img src="http://www.1up.com/media?id=3920430&type=lg" alt="Psychonauts"></center>
]]></description><pubDate>Tue, 07 Feb 2012 17:25:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3920431"/></item><item><title><![CDATA[Nintendo's GameCube is Now 10 Years Old]]> </title><link>http://localhost/news/nintendo-gamecube-ten-years-old</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















<!--Begin feature-->


<!-- for syndication -->


	
		<span class="articleText"><center><img src="http://www.1up.com/media?id=3927009&type=lg" alt="GameCube"></center>
<p>
Just over five years after releasing the <a href="http://www.1up.com/news/nintendo-64-celebrates-15-year-anniversary">Nintendo 64</a>, and three days after Microsoft <a href="http://www.1up.com/news/microsoft-xbox-turns-ten-years-old-today">entered</a> the home game console business, Nintendo released the GameCube in North America on November 18, 2001. Although it was more powerful than the PlayStation 2, released a year earlier, and priced at just $199.99, for the second generation in a row Nintendo didn't enjoy anywhere near the level of success Sony did.
<p>
Nintendo wasn't able to tout the GameCube as the most powerful system of the generation due to the Xbox's presence. It did have an edge over the PS2 horsepower-wise, and Nintendo finally left cartridges behind for its home consoles. But rather than opt to use DVDs like Microsoft and Sony, it opted for a proprietary optical disc format smaller than DVDs both in physical size and storage space. The system itself was incapable of playing DVDs -- a feature that did wonders for the success of the PS2 -- although Japan did get the <a href="http://ww.1up.com/news/panasonic-discontinued">Panasonic Q</a> system that remedied that particular problem for its small number of owners.
]]></description><pubDate>Fri, 18 Nov 2011 14:16:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3927007"/></item><item><title><![CDATA[Rampage on its Way to the Big Screen]]> </title><link>http://localhost/news/rampage-movie-big-screen</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















<!--Begin feature-->


<!-- for syndication -->


	
		<span class="articleText"><center><iframe width="624" height="453" src="http://www.youtube.com/embed/Au7UYaqpJw8?rel=0" frameborder="0" allowfullscreen></iframe></center>
<p>
Just because a game isn't a super-hot property right now doesn't mean it can't be optioned for a movie. Both <a href="http://www.1up.com/news/atari-priming-missile-command-film">Missile Command</a> and <a href="http://www.1up.com/news/details-asteroids-movie-plot">Asteroids</a> prove that, even if we don't know what degree of success (if any) they'll be met with upon being released in theaters. New Line Cinema is now looking to another classic game in <a href="http://www.1up.com/games/nes/rampage/">Rampage</a> as the source material for a new movie.
<p>
The <a href="http://www.hollywoodreporter.com/heat-vision/rampage-new-line-262475" target=_blank>Hollywood Reporter</a> is reporting Midway's arcade game will be adapted for a new monster movie. It'll be produced by John Rickard, a co-producer on several other New Line projects like <i>A Nightmare on Elm Street</i>, <i>Final Destination 5</i>, <i>Horrible Bosses</i>, and the upcoming <i>Jack the Giant Killer</i>. A story has yet to be written, as Rickard still needs to begin meeting with potential writers.
]]></description><pubDate>Fri, 18 Nov 2011 13:04:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3926994"/></item><item><title><![CDATA[10 Years Later: How GameCube and Xbox Defined The Current Gen]]> </title><link>http://localhost/features/gamecube-xbox-defined-current-gen</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















<!-- Begin Template_OpenHtml -->
<p class="page_topper floatleft">Feature</p>

















<!-- Begin socialTools -->


	
	



	
	





<div id="socialBar-3186197" class="socialBar">
<ul>
<li class="sharing"><a href="#" onclick="showSocial(3186197,'');return(false);">Share it:</a></li>
<li class="googleplusone"><g:plusone href="" size="medium"></g:plusone></li>
<li class="twitter">
<a href="http://twitter.com/share" class="twitter-share-button" data-count="horizontal" data-url="">Tweet</a>
<script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script>
</li>
<li class="facebook">
<div id="fb-root"></div>
<script>
  window.fbAsyncInit = function() {
    FB.init({appId: '112522758785466', status: true, cookie: true,
             xfbml: true});
  };
  (function() {
    var e = document.createElement('script'); e.async = true;
    e.src = document.location.protocol +
      '//connect.facebook.net/en_US/all.js';
    document.getElementById('fb-root').appendChild(e);
  }());
</script>
<fb:like href="" layout="button_count" show_faces="true" width="65" action="like" colorscheme="light" />
</li>
</ul>
</div>
<div id="socialBarPopup-3186197" class="hidden" style="position: absolute;z-index: 999;"></div>

<!-- End socialTools -->	
<link rel="stylesheet" href="/flat/Features/css/features/1up_Prod_Feature.css" type="text/css">

<div id="ProdFeature"><!-- Begin #ProdFeature -->
	
	<div id="HeaderDek">
	<img src="http://www.1up.com/media/03/9/2/6/lg/734.jpg" alt="Header" />
	<h1>10 Years Later: How GameCube and Xbox Defined The Current Gen</h1>
	<h2>PlayStation 2 may have dominated last generation, but its competitors set the stage for this one.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank">Jeremy Parish</a></span>
	<span class="floatright">November 16, 2011</span></p>
	</div>
		
	<p class="dots"></p>
	
	<div id="StandardFeature">

<p>
No one would challenge the claim that Sony's PlayStation 2 was the decisive victor of the sixth generation of consoles, that nebulous post-32/64-bit era that never lent itself to an easily applied label. Not only was the PS2 the best-selling contender last generation, it remains the best-selling console ever, having moved more than 150 million systems worldwide and an unbelievable 1.5 billion pieces of software. Combined, its competitors -- Microsoft's Xbox and Nintendo's GameCube, both of which debuted within days of one another back in November 2001 -- didn't even manage half of that. 
</p><p>
The PS2 achieved a near-NES-level rout, dominating the market and forcing the competition to scramble to find other strategies. Yet where the NES had a clear successor in the Super NES, in many ways the PlayStation 3 feels like a follow-up in name only. Few of the series that defined last generation's most popular console have much traction these days, or else they've gone multiplatform. PS2 overwhelmed its rivals through a combination of perfect timing, a diverse but focused feature set, and a competitive price; PS3 blew what should have been a strong launch with a soft lineup and an excessively high price made necessary by Sony's desire to make it an all-in-one media center -- and in its quest to "only do everything," the PS3 has never really defined what it does <em>best</em>. Five years later, the system is hardly a failure; rather, it's essentially splitting the market with Microsoft's Xbox 360, which is a far cry from the total domination both of its predecessors enjoyed. Meanwhile, neither can hope to match the lifetime sales of Nintendo's Wii, the little white box that became a dark horse juggernaut.
</p></div></div>]]></description><pubDate>Wed, 16 Nov 2011 10:54:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3926737"/></item><item><title><![CDATA[Nintendo Spent 11 Years on Three Kirby Games it Canceled]]> </title><link>http://localhost/news/nintendo-spent-11-years-three-kirby-games-canceled</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















<!--Begin feature-->


<!-- for syndication -->


	
		<span class="articleText"><center><div style="width:500px; text-align:center"><embed type="application/x-shockwave-flash" width="500" height="319" src="http://gamevideos.1up.com/swf/gamevideos12.swf?embedded=1&fullscreen=1&autoplay=0&src=http://gamevideos.1up.com/do/videoListXML%3Fid%3D9996%26adPlay%3Dtrue" align="middle"></embed><a href="http://gamevideos.1up.com/video/id/9996" target="_blank">Trailer of unreleased Kirby GC game</a></div></center>
<p>
Before <a href="http://www.1up.com/games/wii/kirby-wii/">Kirby's Return to Dreamland</a> hit earlier this week, it had been 11 years since a core Kirby game was released on consoles. <a href="http://www.1up.com/games/n64/kirby-64-crystal-shards">Kirby 64: The Crystal Shards</a> came out in 2000 and since then Kirby has been limited on consoles to <a href="http://www.1up.com/games/gc/kirby-air-ride">Air Ride</a>, <a href="http://www.1up.com/do/gameOverview?cId=3173993">Epic Yarn</a>, and his appearances in the <a href="http://www.1up.com/games/wii/smash-bros-brawl/">Super Smash Bros.</a> games. That gap in between Kirby 64 and Dreamland wasn't created intentionally -- it was a by-product of HAL Laboratory working on several Kirby titles that ended up being canceled.
<p>
In a new <a href="http://iwataasks.nintendo.com/interviews/#/wii/kirby-dream-land/0/0" target=_blank>Iwata Asks</a> covering the Kirby franchise and the development of Dreamland, producer Shigefumi Kawase revealed how three new Kirby games were in development over the past decade, none of which ever came to fruition. As he puts it, "We spent 11 years... making and abandoning these three games." 
]]></description><pubDate>Wed, 26 Oct 2011 11:08:00 PDT</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3924247"/></item><item><title><![CDATA[When Mega Man Ruled the World: An Anniversary Tribute]]> </title><link>http://localhost/features/mega-man-ruled-world-memorial-tribute</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















<!-- Begin Template_OpenHtml -->
<p class="page_topper floatleft">Feature</p>

















<!-- Begin socialTools -->


	
	



	
	





<div id="socialBar-3185897" class="socialBar">
<ul>
<li class="sharing"><a href="#" onclick="showSocial(3185897,'');return(false);">Share it:</a></li>
<li class="googleplusone"><g:plusone href="" size="medium"></g:plusone></li>
<li class="twitter">
<a href="http://twitter.com/share" class="twitter-share-button" data-count="horizontal" data-url="">Tweet</a>
<script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script>
</li>
<li class="facebook">
<div id="fb-root"></div>
<script>
  window.fbAsyncInit = function() {
    FB.init({appId: '112522758785466', status: true, cookie: true,
             xfbml: true});
  };
  (function() {
    var e = document.createElement('script'); e.async = true;
    e.src = document.location.protocol +
      '//connect.facebook.net/en_US/all.js';
    document.getElementById('fb-root').appendChild(e);
  }());
</script>
<fb:like href="" layout="button_count" show_faces="true" width="65" action="like" colorscheme="light" />
</li>
</ul>
</div>
<div id="socialBarPopup-3185897" class="hidden" style="position: absolute;z-index: 999;"></div>

<!-- End socialTools -->	
<link rel="stylesheet" href="/flat/Features/css/features/1up_Prod_Feature.css" type="text/css">

<div id="ProdFeature"><!-- Begin #ProdFeature -->
	
	<div id="HeaderDek">
	<img src="http://www.1up.com/media/03/9/2/1/lg/570.jpg" alt="Header" />
	<h1>When Mega Man Ruled the World: An Anniversary Tribute</h1>
	<h2>A look back at the games that saved Mega Man... at least, for a while.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank">Jeremy Parish</a></span>
	<span class="floatright">October 9, 2011</span></p>
	</div>
		
	<p class="dots"></p>
	
	<div id="StandardFeature">
	
	



<p>
When the original <A HREF="/games/nes/mega-man" title="Mega Man">Mega Man</A> 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 <A HREF="/games/nes/super-mario-bros" title="Super Mario Bros.">Super Mario Bros.</A> and <A HREF="/games/sms/wonder-boy" title="Wonder Boy">Wonder Boy</A>, but what it lacked in length it made up for with replayability... not to mention sheer challenge. Its sequel, 1989's <A HREF="/games/nes/mega-man-2" title="Mega Man 2">Mega Man 2</A>, was even more spectacular. Together, the two games defined a genre and became high-water marks for 8-bit game design.
</p><p>
Sadly, a decade later, Mega Man had practically become a mockery of itself. The old-school sprites of <A HREF="/games/ps1/mega-man-8" title="Mega Man 8">Mega Man 8</A> and <A HREF="/games/ps1/mega-man-x4" title="Mega Man X4">Mega Man X4</A> 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 <A HREF="/games/ps1/mega-man-legends" title="Mega Man Legends">Legends</A> spin-off actually did introduce new ideas, including an early form of <A HREF="/games/n64/zelda-ocarina-time" title="The Legend of Zelda: Ocarina of Time">Zelda</A>'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." 
</p><p align=center>
<IMG SRC="http://www.1up.com/media/02/8/1/8/lg/106.jpg" width=480 height=320>
</p></div></div>]]></description><pubDate>Sun, 09 Oct 2011 09:05:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3921573"/></item><item><title><![CDATA[The Mario Brother from Another Planet]]> </title><link>http://localhost/features/mario-brother-from-another-planet</link><author>Francesco Dagostino</author><description><![CDATA[<p>

















			
















<!-- Begin Template_OpenHtml -->
<p class="page_topper floatleft">Feature</p>

















<!-- Begin socialTools -->


	
	



	
	





<div id="socialBar-3185870" class="socialBar">
<ul>
<li class="sharing"><a href="#" onclick="showSocial(3185870,'');return(false);">Share it:</a></li>
<li class="googleplusone"><g:plusone href="" size="medium"></g:plusone></li>
<li class="twitter">
<a href="http://twitter.com/share" class="twitter-share-button" data-count="horizontal" data-url="">Tweet</a>
<script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script>
</li>
<li class="facebook">
<div id="fb-root"></div>
<script>
  window.fbAsyncInit = function() {
    FB.init({appId: '112522758785466', status: true, cookie: true,
             xfbml: true});
  };
  (function() {
    var e = document.createElement('script'); e.async = true;
    e.src = document.location.protocol +
      '//connect.facebook.net/en_US/all.js';
    document.getElementById('fb-root').appendChild(e);
  }());
</script>
<fb:like href="" layout="button_count" show_faces="true" width="65" action="like" colorscheme="light" />
</li>
</ul>
</div>
<div id="socialBarPopup-3185870" class="hidden" style="position: absolute;z-index: 999;"></div>

<!-- End socialTools -->	
<link rel="stylesheet" href="/flat/Features/css/features/1up_Prod_Feature.css" type="text/css">

<div id="ProdFeature"><!-- Begin #ProdFeature -->
	
	<div id="HeaderDek">
	<img src="http://www.1up.com/media/03/9/2/1/lg/103.jpg" alt="Header" />
	<h1>The Mario Brother from Another Planet</h1>
	<h2>Though he started as a mere clone of his sibling, Luigi's role has grown far more complex.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=6189738" target="_blank">Francesco Dagostino</a></span>
	<span class="floatright">October 5, 2011</span></p>
	</div>
	
	<p class="dots"></p>
	
	<div id="StandardFeature">
	
	<p class="arrow"></p>

<p>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.</p>

<p>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.</p>

</div></div>]]></description><pubDate>Wed, 05 Oct 2011 14:32:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3921106"/></item><item><title><![CDATA[The Metroid Legacy: Game Designers Speak on a Classic's Impact]]> </title><link>http://localhost/features/the-metroid-legacy</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















<!-- Begin Template_OpenHtml -->
<p class="page_topper floatleft">Feature</p>

















<!-- Begin socialTools -->


	
	



	
	





<div id="socialBar-3185384" class="socialBar">
<ul>
<li class="sharing"><a href="#" onclick="showSocial(3185384,'');return(false);">Share it:</a></li>
<li class="googleplusone"><g:plusone href="" size="medium"></g:plusone></li>
<li class="twitter">
<a href="http://twitter.com/share" class="twitter-share-button" data-count="horizontal" data-url="">Tweet</a>
<script type="text/javascript" src="http://platform.twitter.com/widgets.js"></script>
</li>
<li class="facebook">
<div id="fb-root"></div>
<script>
  window.fbAsyncInit = function() {
    FB.init({appId: '112522758785466', status: true, cookie: true,
             xfbml: true});
  };
  (function() {
    var e = document.createElement('script'); e.async = true;
    e.src = document.location.protocol +
      '//connect.facebook.net/en_US/all.js';
    document.getElementById('fb-root').appendChild(e);
  }());
</script>
<fb:like href="" layout="button_count" show_faces="true" width="65" action="like" colorscheme="light" />
</li>
</ul>
</div>
<div id="socialBarPopup-3185384" class="hidden" style="position: absolute;z-index: 999;"></div>

<!-- End socialTools -->	
<link rel="stylesheet" href="/flat/Features/css/features/cover_story_2011.css" type="text/css" />

<div id="CoverStory"><!-- Begin #CoverStory -->
	
	<div id="FirstPageHeader">
	<img src="/media?id=3914997&type=lg" alt="Header" />
	<h2>Game Designers on Metroid's Legacy.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5379721">Jeremy Parish</a></span>
	<span class="floatright">August 22, 2011</span></p>
	</div>
	
	<p class="dots"></p>
	
	<div id="CoverStoryContent">
	

<p>
I did not invent the word "metroidvania." I have, however, played some small role in its popularization due to my willful abuse and misuse of the term in high-traffic venues such as 1UP, and for that I apologize. It's not a particularly good word, and in some ways it actually does a disservice to the games it describes. On the other hand, it does have the advantage of being concise, catchy, and somewhat on-the-nose: Important survival traits in the harsh evolutionary testing ground of modern linguistics.
</p>


<p>
In its proper, original sense, the term "metroidvania" referred specifically to <A HREF="/do/search?term=castlevania" title="Castlevania">Castlevania</A> games that aped the map and layout structure codified by <A HREF="/games/snes/super-metroid" title="Super Metroid">Super Metroid</A> -- <A HREF="/games/ps1/castlevania-sotn" title="Castlevania: Symphony of the Night">Symphony of the Night</A>, <A HREF="/games/gba/castlevania-harmony-dissonance" title="Castlevania: Harmony of Dissonance">Harmony of Dissonance</A>, <A HREF="/games/gba/aria-of-sorrow" title="Castlevania: Aria of Sorrow">Aria of Sorrow</A>, etc. -- hence the mash-up of "metroid" and "(castle)-vania". In the decade since I first read the term online, though, it's become synonymous for any two-dimensional platform-style action game that emphasizes exploration and progression through the acquisition of skills and tools. The format seems to wax and wane in popularity as time goes by; it was huge in the 8-bit era, faded away to a handful of notable releases in the following decade, and has seen a resurgence through portables and independently published PC games in more recent years. 
</p>


	<!-- Begin Image Module -->
	<div class="spot_caption_center">
	<a href="/media?id=3915229&type=lg" target="_blank" /><img src="/media?id=3915083&type=lg" alt="The Metroid Legacy Family Tree" /></a>
    </div></div></div>]]></description><pubDate>Mon, 22 Aug 2011 20:45:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3915087"/></item></channel></rss>