- 22nd February 2012 at 12:52AM
- 0 Comments
The Review Team has posted another great review and this time it is for the Metal Gear Solid 2: Sons of Liberty. A Playstation 2 classic that was remastered for the Metal Gear Solid Collection for release for the PS3 in November 8th, 2011. Read on how well the game was remastered with HD graphics, trophy support and of course the astounding gameplay of this PS2 classic.
Metal Gear Solid 2: Sons of Liberty by: Nagflar
- 22nd February 2012 at 12:26AM
- 0 Comments
The Review Team brings us their take on Metal Gear Solid: Peace Walker. One of three games in the Metal Gear Solid Collection that was released on November 8th, 2011. First released for the Playstation Portable and then ported to the PS3 along with it's Playstation 2 predecessors. Metal Gear Solid: Peace Walker is one of those games you do not want to miss out on, especially those who didn't get the chance to play it on the PSP. Follow the link and read up on the game's various aspects and strong points.
Metal Gear Solid: Peace Walker Review by: Nagflar
- 21st February 2012 at 03:10AM
- 12 Comments
Sony have released a patch for the upcoming Playstation Vita release on the 22nd. System Software Update v1.61 will add some pretty good features, so it's worth making sure you have it.
If it's the first time you turn on your PS Vita, the update will add these features:
- A new application, (Maps), has been added to the home screen.
- In addition to photos, you can now take videos using the Photo application.
- You can now publish stories about the products that you rate in PlayStation Store to Facebook.
In near, players’ information is now displayed on the Discoveries screen. On this screen, a list of the online IDs of up to 100 players that you have encountered, and the number of times that you encountered each player, are displayed. Tap an online ID to display that player’s profile screen.
- The Mac OS version of Content Manager Assistant for PlayStation has been released. The Windows version has also been updated.
If you've already managed to get your hands on a PS Vita and installed v1.60, installing the new v1.61 will improve certain aspects of the system software.
There are a couple of ways to update the firmware on your PS Vita:
- Select “System Update” under the “Settings” menu and download the firmware directly to your PS Vita over Wi-Fi.
- Connect your PS Vita to a PS3 or a PC/Mac and update via Content Manager.
Source: PS Blog
Thanks to Breakpoint for the news.
- 20th February 2012 at 12:32PM
- 15 Comments
EA's Syndicate, which is developed by Starbreeze Studios, is a complete redesign of the 1993 tactical shooter. Set in 2069, Syndicate takes players into a dark, Machiavellian world run without government oversight. The game features Chip Enhanced Gameplay, so you can slow down time, see through walls, and much more. There's also a seperate 4-player co-op story that has 9 missions re-imagined from the original game. Syndicate is due for release on February 21st in North America and the 24th in Europe.
Complete the game on any difficulty (given at the end of Datacore)
Business Is War
Complete all chapters which track difficulty, on hard difficulty
Complete chapters 2, 3, 4 and 5 on normal or hard difficulty
Complete chapters 7 and 8 on normal or hard difficulty
Campaign: La Ballena
Complete chapters 10 and 11 on normal or hard difficulty
Complete chapters 12, 13, 14 and 15 on normal or hard difficulty
Welcome to EuroCorp
Complete Wakeup Call
See No Evil
Defeat Kris without making him visible using EMP or DART Overlay, on normal or hard difficulty
Defeat the final boss without allowing any agent to be revived, on normal or hard difficulty
Breach an entire barrage of five missiles in the Ramon boss fight, on normal or hard difficulty
Achieve a perfect result in all the Tutorial challenges
Achieve CEO ranking on any level
Little Black Box
Find all business cards (unlock all the business card infobank entries)
Wetware Integrity Policy
Don't kill any EuroCorp civilians with the minigun in chapter 8
Gaggle of Guidance
Use the Swarm's multi-target lock-on firing mode to kill 3 UAV drones with one volley
Kill 3 specters in chapter 14 without using EMP effects on them, on normal or hard difficulty
Make it past the conveyor belt without taking any damage from the turret
Make Them Watch
Kill Agent Crane before you kill his two sidekicks, on normal or hard difficulty
Ambassador of Peace
Kill enemy soldiers of two different syndicates fast enough to receive a rampage energy bonus
Unlock the Datacore in the minimum number of breaches
Obtain a health bonus from network connect links from your upgrade choices (single player only)
With Friends Like These
Kill an enemy from the explosion of a reactive armor unit.
Find all propaganda tags (unlock all propaganda tag infobank entries)
Every Bullet Counts
Defeat Tatsuo without restocking your ammunition from the UAVs, on normal or hard difficulty
Kill 3 or more enemies from the electricity discharge of a dying electro armor unit
Greed is Good
Achieve CEO ranking on all combat levels on hard difficulty
Successfully sprint tackle 25 riot shield units
Complete all Co-Op maps on any difficulty
High Value Asset
Complete all Co-Op maps on expert difficulty
Initial Public Offering
Be a member of a Syndicate consisting of at least 4 people
Defeat an enemy agent squad
Save a team member that is stunned by an electron mace
Complete a mission without going down
Kill 4 enemies in 4 different ways within 1 minute
Heal 3 team members for at least 50% of their health within 1 minute
Oh no you don't!
Complete 10 Contracts against members of your syndicate
Score a 2,000 points combo
Employee of the Month
Complete a mission after earning a team savior score
In The Name of Science
Finish your first research
Do 10,000 points of damage to enemies and heal or block 10,000 points of damage on team members using applications
50% completion (level, research and challenges)
100% completion (level, research and challenges)
Kill 50 enemies with all the weapons in the game
Breach 873 grenades
Get the rampage bonus up to 5 sequential kills
Make It Snappy
Kill 50 enemies with melee executions
Nowhere To Hide
Use a penetration weapon to kill 500 enemies through cover, while in DART Overlay
Collect 500,000 energy
Use breach abilities 300 times
Do 250 rampage kills/kill streaks
- 19th February 2012 at 06:32PM
- 4 Comments
Dave Fracchia head of Radical Entertainment's sat down with GameCentral for an interview to answer a few questions about the protagonist in Prototype 2 and how feedback regarding the first game's flaws is being put to use to iron out all the past issues from the sequel. Prototype 2 is scheduled to release on April 24th, 2012 in North America and April 27th in Europe.
DF: So, when we came to the story, what was interesting is that we did start by thinking about where we would take Alex as a protagonist in the next story. We certainly knew the criticisms and we knew we'd have to deal with those, even if we had to reinvent Alex in some way. And we realised that the important things that are core to our IP were 1) that we had reality plus one fantastical element, that was the Blacklight virus. And in fact, really, the star of Prototype is the Blacklight virus.
Alex, Heller - they're the vessels we tell the story through. And so we started thinking about Mercer and where we'd take it if he had god-like powers and we thought, 'Okay, we can take those powers to another level.' Which means another level of enemies, and it started to get into the world of fantasy, and we realised we were breaking that rule. So the next step was, 'Take his powers away'. We've seen that in many other games as well, and we though it wasn't a great thing to do. Even a disservice to Alex…
GC: It's a cliché too now, isn't it? That's always what happens in the first sequel of every superhero film.
DF: Yeah. And we were lucky because if the virus is the star it doesn't matter who it's in. But we did want to continue the story, because we'd left it unfinished. Alex reconstituted on the shores of Manhattan, the virus is still around - so we did still want to finish that story in some way. And so we started thinking about other characters and we wanted to see one that you could relate to maybe a little better. You could understand him doing something at all costs because of great loss.
This is a digression but I had my own father die in my arms when I was in my twenties, and it really, really affected me in kind of a traumatic way - but also in a positive way years later. I found a way to be positive about that and use that strength. And so I can understand how Heller can feel with extreme loss.
And as we took the story along we realised, well he has to be the prototype and someone suggested, 'Why doesn't Mercer create a prototype out of him?' Now why would he do it? Well, let's explore that story 14 months later, how's the virus taken hold of him? What does he want to do? And we realised we had these two great kind of stories that we could collide together. And as the stories collide motivations clearly change and we build to a climax. So for us that seemed like such a great, powerful thing to do.
I mean it has the added advantage that the d*** from the first game is now the antagonist (laughs). But it does give us the chance though to maybe better explain Alex as well in this game. You know, have a chance to do a bit more character development with him. But primarily it was for Heller, because we have no morality in this game.
You can go ahead and kick civilians into the water one, by one. You're not punished for it, unless you're seen by the military. Because we didn't want to ruin that power fantasy, because quite frankly someone did this during one of these tours and was giggling as they're doing this, because that was their fantasy at that particular time. We didn't want to rob them of it and we didn't want to punish them.
But all we could do was influence them. I think in the first game no-one was influenced to do good, because of Alex. Heller, it might be there. And people may want to do good, or take that approach, right?
GC: Do you reward being good? Does the game recognise you're only attacking non-civilians, for example?
GC: When playing the game I was purposefully looking for a soldier to absorb, not a civilian. Does the game know I'm doing that?
DF: No. Well, it can know. We could certainly tell code-wise, but no. There is a difference in the consumes, the consumes of humans are less violent. So in some respects if you like the visceral side of it you're not getting that gratification. But it's very interesting, because it means we've done a good job of influencing you to maybe play the game like Heller, without that punishment being there. Without that reward… really the reward is the gratification the player has of playing that way. And being like that character.
GC: This is something we talked about with the guys behind Uncharted - and really Alex is the poster child for this issue: why are so many game characters so unpleasant and unlikeable? Is it just because games are still fixated with an angry teenage boy audience?
DF: That would actually be my guess, in some respects. Although certainly if I look at Heller, I just look at cut scenes of Heller, I would think that that was someone that had a certain amount of integrity. Clearly he's killing Blackwatch, he's killing infected. He is from the Army, he realises that you either kill the person that's got their sights aimed on you or you die. So some family's going to suffer in either case.
As a player, you can go ahead and do things the character wouldn't do thus creating the dichotomy in the telling of the story and the playing of the game. But in this respect I would like to think that if Heller was a movie character he would be kind of seen as a nice guy, a complex guy.
I think what you find is the best kinds of movies are the ones where both the protagonist and the antagonist are doing what they feel is right. A good villain is not one who's trying to be a villain, he's one that believes everything he's doing is for the right reason. And it's the complexity and that depth that's really critical to me. So I think the problem is that many people take a stereotypical view in doing games, and therefore it's either black or white. And I know it's still hard telling a good story in a game…
GC: Well, it's almost impossible given what a character does. When even a 'nice' one like Nathan Drake is killing hundreds of people over the course of a game, often for no particularly selfless reason.
DF: I guess the question is: would the game be fun if you restricted the gameplay to the type of person you're supposed to be? And maybe… we could certainly maybe have no civilians anywhere. Hey, that would be a good potential solution. Would it be fun? Would it be real enough? Probably not. And that's the balance, that's the tough part in making games.
GC: What's the motivation for the villains? There was a lot of comic book bad-guy-ness going on in the cut scenes, but why were they were killing all those civilians for so little reason? Although I suppose you can't really tell me for fear of spoilers…
DF: Yeah… and you're right I really can't say too much about Alex's side of things, 'cause that would be a big spoiler. There's certainly a certain amount of comic book-ish-ness to some of what he's doing…
GC: That wasn't a word when I just said it, but I'm glad you've vindicated me.
DF: (laughs) I know! But I like it! But it's difficult answering this question because I have to avoid so many spoilers, but…
GC: It's a very familiar trope isn't it? The bad guy is always building bio-weapons, but what for? Who are they fighting with the bio-weapons?
DF: (laughs) I'd like to think the reason makes sense for Alex, whether the reason is of great complexity or of anything that may not be obvious when it happens I can't say. But hopefully it at least makes sense, that's all I can really hope for.
GC: I really enjoyed the free-for-all in the red zone, with all the abilities unlocked, that was very cathartic. There was a good rhythm to the combat but it did seem a little formless, was there never any thought to add combos or scoring - to help gauge your performance?
DF: What we tried to avoid is, when you get into places where you're being rewarded for combos and it's +5 +whatever, it becomes very arcadey. And we've kind of avoided, at least for the story, most of those more arcadey moments. Because we didn't want to take away from the tone, about what's actually happening. You're certainly getting XP points, and are rewarded for evolution.
Now granted at that point in time you were fully evolved, so therefore you're not seeing that kind of upgrade going on. You're not getting a reward. But if you were playing the game you would, you would see yourself evolving. But you wouldn't necessarily see it announced in a way that you might in a more arcade-like game. And that was purposefully done to stay within the tone of the game itself.
GC: Okay, so I'm right in saying there's no multiplayer of any kind?
DF: That's right, there's no multiplayer.
GC: That makes your game an increasing rarity nowadays, and I don't mean that as a criticism at all. But it must have been a consideration, to add it in for this sequel I imagine?
DF: So here's our thinking in a nutshell. We were thinking multiplayer in the first game and what we've come to realise is that if you're going to make a multiplayer or a co-op game it has to be designed as a multiplayer or co-op game. Tagging it on will just not work. You've got to have a multiplayer design. And for us, after making the first Protoype and, in my opinion, still having a ways to go to make a better one, we stuck with that single-player model.
Because we knew we could build on it and be more successful. And many players playing open world games, tend to mainly play the single-player portion. And we just didn't see anyone cracking that nut for a multiplayer open world third person action game. Some games have done a good job of creating multiplayer, but how many players actually invested their time in it? Nothing in comparison to first person shooters. So, I really think that it would've been a difficult one to crack and I think it would've been a risk without necessarily any great reward.
GC: There's not really that much evidence that anyone wants it, especially given intrinsic problems such as being able to find other players and ensuring an appropriately designed map or arena.
DF: Yeah, and even keeping things really persistent. That's really key, I know in a world where you're streaming everything persistent means having to have some form of database amplification where you can have a small amount of data that you can use to propagate the world quickly and generate it fast enough. And a lot of that technical stuff may come online, but in the end it has to make sense to make that multiplayer game and I just haven't seen anyone crack it.
GC: So is this something you don't think is going to happen till the next generation? Is it primarily a question of technology?
DF: It's possible, but I think it's the design that's the key. I mean I just haven't seen a multiplayer design in the genre… there's been some good ones - I could name examples, but maybe I shouldn't - but again I haven't seen the adoption rate from the players. So it's like you said, it doesn't seem as if the players necessarily want what's been given to them so far.
GC: Rockstar's stuff works okay, but even then you're ultimately just playing deathmatch or capture the flag. And really if you're going to play that you might as well do so in a game dedicated to it.
DF: Exactly. Might as well head over to a Call Of Duty and play it there instead. That's what I mean about that nut has to be cracked. And every once in a while you get the, 'Well, if there is no multiplayer you're going to lose this many on Metacrtic'. And you know what, that's not the reason to put in multiplayer. It's not a checkbox. It's got to be a proper design.
GC: So one thing you hear a lot with people playing an open world game is that they really enjoy it, but most of the time is spent just messing around and exploring - not doing the story missions. So how do you a) ensure your game world is interesting enough to make exploration feel worthwhile and b) convince them not to ignore the story missions?
DF: One thing is making the story compelling. The more compelling you can make it the more you may drive a player towards it. Many players love the sandbox experience, so the real key to it in Prototype is getting your major powers. If you require the player to progress through the story to get them, and they wanna play with those in the open world, they're gonna have to follow the story. So that I guess is the carrot in that respect.
GC: The other big issue for open world games is how do you avoid the problem that essentially every mission is just: go here and kill this person. Isn't that an intractable problem?
DF: Oh, I know. But let's face it every game you can take what you can do in the game and boil it down into a small number of elements. Whether you're chasing, whether you're infiltrating, whether you're killing, whatever - you can boil it down. So it all comes down to the context of the mission: the location, the kind of enemies available, and the powers you have at that point. That's what creates the variety.
You've got to have some interesting settings and puzzles to solve, your enemies should be geared towards challenging the powers you have at that point, and of course once you've got enough powers you're going to have to amp that up. And that really comes down to how you make it less repetitious.
The mistake we made in the first game was having people create their own fun. We kind of said 'Here's a bunch of powers, a bunch of Lego boxes, we're just going to scatter them on the ground. Buy the ones you want and have fun'. Problem is halfway through the game I bought most of everything and I just used the things I knew that were effective and the missions got boring after that.
So really we have to pace that better, describe the context better. And even then it's never easy, I just hope we've done a better job of it this time.
GC: That's great. Thank you. Oh, and this RADNET business [explained in the video below], can you just clarify that for a moment. What happens if you buy the game after the seven weeks are up?
DF: They unlock over those seven weeks, so if a player decides they're going to take 14 weeks or whatever before they play the game they can, and they'll still get their reward. So we're just parcelling it out at the beginning, so again we're not just throwing everything out in one big go.
GC: So the leaderboards or whatever will be there for the game's whole lifetime?
DF: Yeah, yeah. Exactly.
GC: Okay, that's great. Thank you.
DF: Thank you. Great questions!
It is quite a handful but it is a great read. I personally am pumped for this game and so will be playing the first soon. Also don't forget to check out this thread for the announcement and the content of the Prototype 2 Blackwatch Collector's Edition by: Chamber35
- 17th February 2012 at 08:44PM
- 35 Comments
Following the release of a new trailer for Far Cry 3 a couple of days ago, which you can watch here, Ubisoft have released 10 screenshots, and some brand new gameplay footage has been leaked, which is something the fans have been wanting to see. The game is due to release on September 4th, 2012 in North America and September 7th in Europe.
The trailer shows the protagonist, Jason Brody, staging an attack on a shipbreaker yard, where there happens to be some unfriendly people. You also get to meet another character in the game, Dr. Earnhardt, who sends Jason on little errand to find some mushrooms.
Note that this is footage taken from the Xbox 360, enjoy.
The game looks to have some really exciting combat, as well as a lush and vibrant playground
- 17th February 2012 at 06:47AM
- 13 Comments
Fun Bits Interactive's Escape Plan features two hapless characters, Lil and Laarg, who have been captured and need your influence, skill and brainpower to escape from a dark labyrinth of irreverent puzzles and traps. The game also takes advantage of the PS Vita's multitouch display, rear touch panel and gestural swipe interfaces in various different ways. Escape plan is available to download from the PS Store February 22nd, 2012.
A Clean Escape
In challenge mode, complete the entire game in less than 20 deaths combined for Lil and Laarg
A Cautionary Tale
Collect all the warning signs
Earn 3 stars in every level
Death Comes For Ye
Die in every level in Escape Plan
A Lil Problem
Kill Lil in 5 different ways
A Laarg Problem
Kill Laarg in 5 different ways
Use sheep as test subjects in 6 levels
Trip up Lil in 5 rooms
Kill minions in 12 different rooms
Escape the Prison
Escape the Factory
Out of the Dumps
Escape the Dumps
Escape the Workshop
- 17th February 2012 at 06:28AM
- 4 Comments
In DrinkBox's Tales from Space: Mutant Blobs Attack, players take on the role of a twisted mutant blob with a bit of an attitude problem. Players explore, puzzle and platform their way through a world that takes them from the size of a quarter to that of a giant. Using the PS Vita's technology, players will have a gaming experience like never before. The game will be released on the PS Store February 21st, 2012 in North America for $7.99, and February 22nd in Europe.
Eat the final cork in Level 1
Eat the valedictorian at the end of Chapter 1
Houston, we have a problem
Board the rocket ship at the end of Chapter 2
It Came From Outer Space
Take a ride on the space elevator at the end of Chapter 3
Getting the Boot
Boot yourself over the spikes at the end of Chapter 4
Delicious Magnetic Balls!
Eat the magnetic balls at the end of Chapter 5
Not too shabby
Earn a silver medallion or better in five levels
Look up the top score on any leaderboard
Finally, monsieur, a wafer thin mint
Absorb 1500 objects
Eat all of the escape pods in the final level
Complete all of the Tilt-A-Blob levels
Blob Friends Forever
Collect all Blob Friends in the game
Earn a gold medallion in every level
- 17th February 2012 at 05:57AM
- 7 Comments
Sony Computer Entertainment brings a racing game like no other, MotorStorm: RC, which is developed by Evolution Studios, it brings high-speed radio-controlled racing cars to the MotorStorm world! MotorStorm: RC is not only coming to the PS Vita, but to PS3 as well, and when you purchase the game you can play it on both systems using the same save data. The game hits the EU PS Store on February 22nd, 2012 for £4.79/€5.99, the game will be coming later to North America but no official date has been released.
Unlock all Trophies
Achieve a time of 40:00 or less in the RC festival
Achieve a time of 10:00 or less in Apocalypse
Arctic Edge Champion
Achieve a time of 12:00 or less in Arctic Edge
Pacific Rift Champion
Achieve a time of 10:00 or less in Pacific Rift
Monument Valley Champion
Achieve a time of 10:00 or less in Monument Valley
Re-Scaling New Heights
Earn all 3 medals on each of the Festivals 64 events
Beat a time of 17 seconds on the event 'Wipe Out'
Earn a minimum of 2 medals across all of the 64 Festival Events
Unlock the Supercar
Played with all 8 vehicles within the playground in one visit
Eye of the Storm
Earn 96 medals within the Festival
Let it Slide
Bank a single drift score of 2000 or more
Use the Pitwall to beat 10 of your friends times
As Good as New
Finish 1st, 2nd, or 3rd in a Festival Race event without colliding into a competitor ot barrier.
Customize each of the 8 vehicle classes within your RC Collection
Beat a friends ghost in a Race or Time Attack who currently sites above you in the leaderboards
Unlock all 4 areas of the playground
Earn 48 medeals within the Festival
Round the Clock
Earn 24 medals within the Festival
Complete a Festival event in each of the 4 MotorStorm locations
Win all 3 medals on any Festival event
- 17th February 2012 at 04:31AM
- 5 Comments
D3 Publisher's Ben 10: Galactic Racing, is the first kart racing game set in the BEN 10 universe and lets players race in an over-the-top, galactic grand prix through a variety of tracks on five massive worlds. The game uses Vita's technology in various ways, and it also features 4-player multiplayer. It's due for release with the PS Vita on February 22nd, 2012.
Earn all trophies in the game.
Beginner's Luck Complete
Complete the Beginner's Luck circuit in third place or higher in Single Player mode.
Freezeway Jungle Complete
Complete the Freezeway Jungle circuit in third place or higher in Single Player mode.
Wet Wasteland Complete
Complete the Wet Wasteland circuit in third place or higher in Single Player mode.
Null Prime Complete
Complete the Null Prime circuit in third place or higher in Single Player mode.
Volcano Void Complete
Complete the Volcano Void circuit in third place or higher in Single Player mode.
Ice Water Expanse Complete
Complete the Ice Water Expanse circuit in third place or higher in Single Player mode.
Infinity Circuit Complete
Complete the Infinity Circuit in third place or higher in Single Player mode.
Primus Dominus Complete
Complete the Primus Dominus circuit in third place or higher in Single Player mode.
Beat the Track Best time in a Time Trial on any Kylmyys track.
Beat the Track Best time in a Time Trial on any Vulpin track.
Beat the Track Best time in a Time Trial on any Primus track.
Beat the Track Best time in a Time Trial on any Piscciss track.
Beat the Track Best time in a Time Trial on any Null Void track.
Beat the Track Best time in a Time Trial on any track by 10 seconds or more.
Tag! I'm It!
Win 10 individual Omni-Tag showdowns in Single Player mode.
Tag! We're It!
Win 10 Team Omni-Tag showdowns in Single Player mode.
Win 10 Ultimate Alienation showdowns in Single Player mode.
Beat the Clock
Escape elimination in an Ultimate Elimination showdown with less than 10 seconds on the clock in Single Player mode.
Destroy 10 Shard Mines using the EMP power-up in Single Player mode.
Destroy an incoming attack by firing an attack of your own in Single Player mode.
Nothin' But Skill
Win a race on any Basic track without using an Omni-Node or Offensive Power in Single Player mode.
Nothin' But More Skill
Win a race on any Intermediate track without using an Omni-Node or Offensive Power in Single Player mode.
Nothin' But Maximum Skill
Win a race on any Advanced track without using an Omni-Node or Offensive Power in Single Player mode.
Successfully hit every opponent in a race at least once with any Power-Up in Single Player mode.
Pick up 8 different Omni-Node types in each of 10 different races in Single Player mode.
Finish a race in first, second, or third place without being affected by an enemy attack in Single Player mode.
Not Even a Scratch
Block/avoid 100 attacks using your Defensive Power in Single Player mode.
Successfully bump 25 karts in Single Player mode.
Successfully bump 50 karts in Single Player mode.
Outta My Way!!!!!
Successfully bump 100 karts in Single Player mode.
Get My Drift?
Execute a 500-meter drift in a race in Single Player mode.
Execute a continuous boost of 8 seconds or more in a race in Single Player mode.
Execute a 750-meter drift in a race in Single Player mode.
Complete a jump with an air time of 3 seconds in a race in Single Player mode.
Way Bigger Air
Complete a jump with an air time of 4 seconds or more in a race in Single Player mode.
On the Right Track
Unlock all grand prix tracks.
Unlock all arena tracks.
Complete 10 2X stunt combos while racing in Single Player mode.
Complete 10 3X stunt combos while racing in Single Player mode.
Complete 10 4X stunt combos while racing in Single Player mode.
Take out an opponent with a power-up while the opponent is airborne in Single Player mode.
Pass an opponent by jumping over/past them in Single Player mode.
Successfully bump an opponent by landing on him in Single Player mode.
Win a race by tumbling or spinning over the finish line in Single Player mode.
Win a race by less than a second in Single Player mode.
Give 'Em the Slip
Pass an opponent while drifting in Single Player mode.
Unlock all characters in the game.
Unlock all karts in the game.
Galactic Racing Champion
Win a trophy on every circuit in Single Player mode.
Ultimate Trophy Room
Win a first place trophy on every circuit in Single Player mode.