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Say, What? — Nintendo Just Dropped A Bombshell About Mario And Princess Peach's Relationship After All These Years
Say, What? — Nintendo Just Dropped A Bombshell About Mario And Princess Peach's Relationship After All These Years

Yahoo

time3 days ago

  • Entertainment
  • Yahoo

Say, What? — Nintendo Just Dropped A Bombshell About Mario And Princess Peach's Relationship After All These Years

Since the '80s, our favorite mustachioed plumber, Mario, rescued our blonde-haired princess, Peach, from that problematic turtle monster, Bowser. But if you thought they were madly in love and destined to be together forever, think again. Newsflash: Mario and Princess Peach are apparently just friends! Related: No, you didn't read that wrong. After decades of romantic rumors, Nintendo basically revealed the actual status of Mario and Peach's relationship. "Princess Peach and Mario are good friends," the Japanese video game company wrote in a statement this past week, "and help each other out whenever they can." The news was brought to everyone's attention by X user @KirPinkFury, who discovered this bombshell announcement via the Nintendo Today app and shared it to X on July 23. For decades, across multiple platforms and forms of media, Mario has rescued the kidnapped Princess Peach from Bowser, and sometimes he was even rewarded with a kiss. But this viral revelation changes everything we once knew about the Mushroom Kingdom's greatest hero. If this news rocked your world, here's how people online reacted: Related: If you've played Super Mario Odyssey, then you'll remember when Peach rejected him after he traveled across the galaxy to rescue her. People couldn't get over the idea that he was seemingly "friendzoned" after all these years: Related: Some folks were downright shocked and saddened by the news: Related: And finally, somebody joked that maybe his archnemesis Bowser was in charge of the company: Funny enough, technically Doug Bowser is the current president and CEO of Nintendo of America, the American branch of the Japanese company. So, yes. Bowser is the CEO. It'll be okay, everyone. We need an update on Princess Daisy and Luigi's relationship status. We contacted Nintendo for comment and'll let you know if we hear back. Also in Celebrity: Also in Celebrity: Also in Celebrity:

Like Link and Zelda, Nintendo insists Mario and Peach are just 'good friends' and anything else is just Mushroom Kingdom gossip, so I guess 30 years of kissing means nothing to you
Like Link and Zelda, Nintendo insists Mario and Peach are just 'good friends' and anything else is just Mushroom Kingdom gossip, so I guess 30 years of kissing means nothing to you

Yahoo

time4 days ago

  • Entertainment
  • Yahoo

Like Link and Zelda, Nintendo insists Mario and Peach are just 'good friends' and anything else is just Mushroom Kingdom gossip, so I guess 30 years of kissing means nothing to you

When you buy through links on our articles, Future and its syndication partners may earn a commission. Nintendo has confirmed that Super Mario and Princess Peach are "good friends" and that any word to the contrary is simple Mushroom Kingdom gossip. For years, scholars have pondered the eternal question: what is the deal with Mario and Princess Peach? While there have been hints of romance over the years with the likes of a copious amount of smooching over the years, Nintendo dubbing them "cutest couple" in Mario Party, all of the Cakes, and celebrating Valentine's Day with the duo on Twitter. However, other sources, such as the ending to Super Mario Odyssey, seem to imply that there's no romantic connection there. Fans flocking to the Nintendo Today app to see if a new Nintendo Direct, or a whole new Splatoon, has been announced didn't get those, but they did get an answer to the age-old question. In the post (which is now gone from the app due to daily updates, but was originally posted by Twitter user @KirPinkFury), it states, "Princess Peach and Mario are good friends and help each other out whenever they can." So while the romance between the duo has been a hot topic on the Mushroom Kingdom tabloids, Mario and Peach are simply friends, according to Nintendo's latest report. Perhaps Mario has actually been involved with New Donk City's Mayor Pauline this whole time; who knows? At the very least, Nintendo hasn't deconfirmed Luigi and Daisy's partnership, so fans of that pairing can sleep soundly. Donkey Kong Bananza credits reignite a popular Mario Kart World fan theory that the beloved gorilla is getting his own expansion in the Switch 2 racer. Solve the daily Crossword

Nintendo confirms Mario and Princess Peach are just friends
Nintendo confirms Mario and Princess Peach are just friends

Express Tribune

time5 days ago

  • Entertainment
  • Express Tribune

Nintendo confirms Mario and Princess Peach are just friends

Nintendo has officially clarified that Mario and Princess Peach are 'just good friends,' putting to rest long-standing fan speculation about a romantic relationship between the two iconic characters. According to the Nintendo Today app, the duo are described as 'good friends who help each other out whenever they can,' sparking lively reactions across the internet. The update was brought to light by X user @KirPinkFury, who shared a screenshot of the description. For decades, fans have interpreted Mario's repeated rescues of Princess Peach as expressions of love. However, this official clarification now reframes their bond as one of mutual support rather than romance. Social media responses have ranged from amused to sympathetic. One viral comment joked, 'Bro been jumping through lava for 30 years just to get hit with 'thanks buddy',' while another quipped, 'Did bro really get friend zoned after trying to rescue her for literal years?' Amid these reactions, even X's AI assistant Grok offered a humorous take, calling the revelation 'Mushroom Kingdom gossip.' Grok noted that Nintendo's stance helps preserve storytelling flexibility and downplays romantic interpretations from titles like Mario Party, suggesting they're more fan invention than canon. Nintendo has yet to comment on other character pairings such as Link and Zelda, whose relationship has long been hinted at as romantic. With the Nintendo Today app now a source of lore updates, fans are likely to keep a close eye on future posts. However, the app remains unavailable in certain regions, including South Africa, leaving some fans temporarily out of the loop.

Mario Kart World is a fun Switch 2 launch title but not the open-world racer I thought it would be
Mario Kart World is a fun Switch 2 launch title but not the open-world racer I thought it would be

Stuff.tv

time11-06-2025

  • Entertainment
  • Stuff.tv

Mario Kart World is a fun Switch 2 launch title but not the open-world racer I thought it would be

Stuff Verdict Mario Kart World is the series at its most sprawling and divisive, but with one (maddeningly) addictive mode and a solid foundation to further open up its world. Pros Knockout Tour is a blast Fantastic tunes Delightfully random roster of racers Cons Too much racing on boring intermission tracks than the tracks themselves Free Roam strangely sidelined Falling out of bounds is more punishing How on earth do you top Mario Kart 8? One of the best-selling console games of all time also had (thanks to a DLC boost) the most tracks the series had ever seen in one place. Going even bigger ought to do it. Mario Kart World breaks away from traditional tracks, dotting everything together across a single expansive map. No, this isn't Nintendo going full Forza Horizon on us – World's tunes are far catchier pop bops than Microsoft's sprawling supercar festivals, for one. It's more interconnected than truly open-world, but that's still a huge departure from what fans have come to expect from the long-running. The first proper new Mario Kart in over a decade could be the most divisive entry since Double Dash – and that's before you pile on the added pressure of being a Switch 2 launch title. Have Mario et al been left spinning at the start line, or is this the new console's first must-have game? Kart all-stars While the colourful, cartoony art direction hasn't evolved all that much since Mario Kart 8, that's not to say World isn't also taking advantage of the Switch 2's beefed up hardware. Each large interconnected circuit loads seamlessly, while maintaining a smooth frame rate – even in split screen, although beyond two players you're capped to 30fps. Characters are also way more expressive now, from the little dance they do on the character select screen to showing off with a pose during a jump trick. I'm really enjoying Rosalina's royally smug look when she's winning. The roster doesn't include crossover appearances (though who's to say whether Link, Animal Crossing's Isabelle or Splatoon's Inklings won't appear as DLC later down the line) yet you're not short on choice. Nintendo has doubled down with a very random roster of minor Mushroom Kingdom characters, from Gombas and Cheep Cheeps – charming in their own ways – to the cow last seen grazing on Mario Kart 8's Moo Moo Meadows circuit. It's already proving a fan favourite for online play. Karts and bikes are pre-set vehicles now, rather than being made up of different customisable parts, but there are plenty to choose from. The major players also have lots of costumes to unlock, by grabbing and eating food items during a race. The minor creature characters go without, which is a shame, and the presentation could be clearer, with each costume represented as its own character icon. Rather than over 80 characters, it's more like half that but with cosmetic variations. Lap it up, or don't Fundamentally, Mario Kart World still has bespoke tracks, with the same number as a typical Mario Kart entry. It's hardly a spoiler to say you can also unlock a Special Cup that includes Rainbow Road, with this version possibly being the best the series has ever seen. The difference is that in many races (including Grand Prix) you now race between them. You can even opt to go off-road in Free Roam mode, taking in the sights and uncovering secret side missions. It sounds tantalising on paper. New tracks like Faraway Oasis – where you're racing alongside herds of chonky zebra -are a delight, as are a few revamped classics. You'll just wish you actually got the time to enjoy them. Instead of the typical three-lap structure, your time is largely spent racing between tracks, before racing just a single lap at your destination. It's only in certain modes like Vs or online rooms between friends that you have the option for standard three-lap races. There's nothing wrong with a well-designed track that's one long route, such as the new DK Spaceport. But the intermission tracks are mostly long, straight and wide roads, to accommodate how World bumps the racer count up to a whopping 24. Some of these intermissions do at least provide you with some real spectacle, such as racing across water as if this was a spiritual successor to Wave Race, or dodging rampaging dinosaurs, though it often feels like style over substance. It's a knockout World's divisive choices make the most sense in the new Knockout Tour mode. Each series of races consists of six connecting tracks, becoming the equivalent of a battle royale as your starting grid of 24 racers is whittled down four at a time at each new checkpoint. Eventually only four racers are left to fight for first place. Suddenly, the long wide roads feel crucial to jostle for position and draft-boost past rivals, while you're using every dirty trick and item you can get your hands on to get ahead. These races are as thrilling as they are infuriating, as all it takes is one unlucky shell to send you from first to the point of elimination. With so many racers to start with, knockout tours are chaotic as you scramble for items, and you have to think whether you should use them quickly for an advantage now or hoard it as a back-up (and also risk losing them should you get zapped by lightning). It's often the last stretch of each section where it matters most and there's nothing worse than being stopped in your tracks close to the checkpoint while a host of mushroom-boosting racers and Bullet Bills whizz past. And yet, wipe away the salt, and it's just as easy to jump back in to have another go and hope you get a better position. Sure, there are the classic battle modes too like Balloon battle and coin runners, but they kind of pale in comparison to the adrenaline burst of Knockout Tour, which also doesn't ask as much of your time as a typical battle royale. If online gets too ruthless, this is also available to play with friends – or by yourself against the computer, though they can be just as ruthless. Free to roam Ironically, Free Roam isn't quite the headline attraction you would have assumed, instead being so easy to miss. You need to press the plus button when on the title screen. It's also available as a nice bit of downtime as you wait for online lobbies to fill up, where you can freely explore out of bounds without being scooped up Lakitu (he's also more of a miser in races as he'll punish you by taking away all your reserve items). Indeed, it's better to treat Free Roam as a chill hangout spot with friends via GameChat. You can take pictures together, or take your time exploring then figuring out how to reach some tricky-to-reach Peach medallions or P-Switch challenges. I can't help but wonder how much more exciting it would be if I could just get out of my kart and explore with all the wonder of Super Mario Odyssey? And while I appreciate not being bombarded with things to do like other open world games, it would still be nice if you could actually access a list of all the collectibles in an area. Ultimately, Free Roam feels undercooked and there's almost a sense that Nintendo is paving the way to add more content over time. Whether that's as free updates or paid DLC is unclear, though as the priciest game on the Switch 2 so far, you'd hope not to be gouged too soon. Mario Kart World verdict While a seemingly safe no-brainer bet for the Switch 2 (and given the savings, you'd be foolish not to buy it with the console bundle), Mario Kart World makes some daring changes that shake up the formula – though at this stage I'm not positive all are for the best. Knockout Tour is far and away the highlight, but the interconnected structure puts a damper on other racing modes. I'm not yet convinced new mechanics like rail grinding and wall-riding are a substitute for drift-boosting, either. Free Roam feels more like the foundations for something greater and more substantive, but if the Switch 2 continues its momentum, it's not unfeasible for this to be a title that becomes even more expansive a year, or two, or even another ten from now. If Nintendo can just quickly patch in three-lap races back for Grand Prix and online races pretty soon, then that alone would make me happy. Stuff Says… Score: 4/5 Mario Kart at its most sprawling and divisive, but with one (maddeningly) addictive mode and a solid foundation to further open up its world. Pros Knockout Tour is a blast Fantastic tunes Delightfully random roster of racers Cons Too much racing on boring intermission tracks than the tracks themselves Free Roam strangely sidelined Falling out of bounds is more punishing

Mario Kart World's designers had to rethink everything to make it open world
Mario Kart World's designers had to rethink everything to make it open world

The Verge

time03-06-2025

  • Entertainment
  • The Verge

Mario Kart World's designers had to rethink everything to make it open world

From the very beginning, the goal for Mario Kart World was ambitious. A follow-up to the Switch's (and Wii U's) best-selling game, one that steadily grew over the years, World 's original concept focused on two key changes: doubling the amount of racers, and creating a connected, open world for players to explore. It was so big that, early on in development for the original Switch, the team was having a hard time making it work on the hardware, and eventually it shifted to become the main launch title for the more powerful Switch 2. But even outside of technical issues, those changes meant a fundamental rethink of many of Mario Kart 's core elements. 'We knew when we came up with this idea that it really would be a big change for the series,' says producer Kosuke Yabuki, 'but we had no idea at the time how many people, how much time, and how much effort that would require to actually achieve it.' The most obvious change is right there in the title: it's the world. Instead of a series of individual racetracks, all of Mario Kart World 's courses take place on the same landmass, connected by a series of routes. The game isn't set in an existing version of the Mushroom Kingdom, but instead a brand-new location that has been designed from the ground-up around the idea of racing. 'As you travel through this world, you will see things that remind you of the Mushroom Kingdom,' Yabuki explains. 'Elements like the question mark blocks or warp pipes. In terms of world design, I would say this world was designed for Mario Kart World. If you look at the height of a mountain, or the length of a desert, those were all things that we decided specifically for this title.' According to Yabuki – who previously worked on both Mario Kart 7 and 8, and served as producer on the Switch fighter Arms – unlike many open worlds, the game wasn't designed to be a recreation of a realistic or believable place. He says that 'we have to think about not simply recreating real-world patterns in terms of a town or an island. Rather, this world exists purely to make Mario Kart more fun.' Building the world wasn't difficult purely because it was larger than past games, but also because of that connected nature. As Yabuki explains it, when one element of the world was changed, it had a cascading effect that could impact other parts of the world as well. 'If you change the height of a mountain you have to think about whether you've diminished its usefulness in the surrounding areas as a landmark, for example,' Yabuki says. 'This means that in the end terrain design is actually quite a difficult task, because if you change one thing, you have to adjust many more.' This influenced the way the race tracks themselves were designed. In previous Mario Kart games, the developers had more control over how players were able to view the courses, because they were racing along pre-defined roads and paths. But that's no longer the case. 'You used to be designing courses with the notion that people are going to drive and look in a very few fixed directions that we know ahead of time,' Yabuki says, 'compared to Mario Kart World, where people might enter a course from anywhere, or leave that course from anywhere, and continue driving. So we have to think about those entry and exit points, and how they affect the player's vantage. In that sense, Mario Kart World course design is quite a bit more work compared to previous games.' What is on Toad's head? In 2018, Super Mario Odyssey producer Yoshiaki Koizumi confirmed a long-debated fact: the mushroom on Toad's head is actually his head, and not a hat. But Toad's appearance in Mario Kart World, in which he's wearing a racing helmet, raises a new question as to what the helmet actually is. Unfortunately, like in some of my past Mario-related investigations, I was unable to get a definitive answer on this. 'When it comes to Toad, there really are a lot of secrets about this character, and I have to say not all of them are mine to share,' Yabuki told me. 'But I would like for you, when you play the game, to consider when Toad is wearing a helmet, sometimes he'll have that transform and you'll see suddenly it's a hamburger. So I want you to think about that moment and what your personal theory about Toad's head might be.' The expansiveness similarly had an impact on the game's structure. For one thing, it inspired an all-new mode called Knockout Tour, where players are racing across the entire continent, while their numbers steadily dwindle, sort of like a Mario Kart take on battle royale. It also introduced a notable change for the classic Grand Prix mode, as now players have to drive to their next race, instead of being automatically transported. Yabuki says that one of the inspirations behind this change was the concept of kishōtenketsu, a four-part story structure used for everything from poetry to comic strips. 'First you introduce an idea, you let it develop, then you have a turn, and then you have a conclusion,' Yabuki says of the structure. 'We tried to follow that kind of thinking. The start of the Grand Prix is that first frame of a four-panel comic, for example, and you're going to have moments along the way as you develop, and then you have a turn, and a conclusion. In order to allow those moments to breathe, you have to think about the difficulty of each step. So when you're driving from one course to the next, you have more freedom, there's a little bit more latitude, and it's purposefully not as difficult, to give some variation in that pace so that the feeling can develop.' It's not just the world that has gotten bigger, but the number of participating racers as well. World has doubled the number per race from 12 to 24. It wasn't as simple as adding more players, as the additional racers created balance issues with multiple elements of the game, which Yabuki says forced the development team to 'reconsider all elements from their fundamentals' in order to accommodate everyone. 'We had to consider as varied elements as the road width, the kart size, or even things like when a player is hit by a shell, how much speed do they lose? How much speed do they lose with other types of collisions? All of these things had to be considered from scratch to balance,' he explains. One thing that hasn't changed is just how weird the game can be. Recent Mario adventures have taken a turn for the surreal, but strangeness has always been a part of the franchise's DNA. This is, after all, a game where eating mushrooms and flowers gives you superpowers, and the new Mario Kart lets you race as everything from a cow to a Goomba. So when Yabuki was trying to convince the team on one of World 's more out-there ideas — that eating food at a diner gives your character a whole new look — he was able to point back to some of the older Mario titles. 'We've always had some really interesting and weird precedents that we could draw from,' he says. 'When I was trying to explain the concept of eating something and having a costume change, sometimes in order to persuade them I would say 'look, it's the sort of thing we used to do.''

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