Tag Archives: nintendo

I Got A Perfect In Rhythm Rally 2, Here’s How I Did It

Rhythm Rally

Okay so maybe I actually do have a tip. In between writing the Moai Doo-Wop article and getting a Perfect in Rhythm Rally 2, I’ve been trying to formulate some kind of plan as how to perfect Rhythm Rally 2, one of the hardest, if not the hardest, songs in Rhythm Heaven. It was my last song to Perfect too. Look all over the internet and it’s stumped many players eager for a perfect medal in this game for years. Some may have perfected it finally. Some are probably getting this game now after play the Wii sequel, Rhythm Heaven Fever. This fast-paced, wrist flicking, beat-anal game has claimed many a victim, but I may have a solution. It’s not perfect by any means, but with some practice you’ll get closer to the end than you’ll normally would, and eventually finish with a Perfect Medal. So hit the jump to see the tips.

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Perfecting Moai Doo-Wop Got You Down? I Think I Have A Solution!

Moai Doo-Wop

This past Christmas I got Rhythm Heaven Fever as a gift, and once again I was thrust into the rhythmic world of monkeys, ninjas, and surprisingly hot chicks. I had to take a much needed break from Rhythm Heaven on the DS after I nearly went insane getting a perfect on every rhythm mini game. But my craving for more Rhythm Heaven was kicking, and I needed my fix. So off I went playing Rhythm Heaven Fever, playing through all the minigames once, then getting Superb ratings on the ones that didn’t so that a Perfect Chance would pop up all the time. In my path to perfection, I had to take short break here too after almost losing it again with some of these songs (screw you Love Rap 2). And so while watching Chicago Fire on TV, I decided to pop in Rhythm Heaven on the DS, for old time’s sake.

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As One Nintendo Mag Dies, Another One Is Born

Nintendo Force

This year’s been somewhat of a sad year for traditional videogame outlets. G4 was on its way out (or was already long gone), and Nintendo Power, one of the longest running gaming magazines, were going to close its doors this December. But as Nintendo Power was closing its doors, a team of journalists were prepping something behind the scenes, to continue where Nintendo Power left off and introduce a new era for Nintendo magazines. The new mag will be called Nintendo Force. IGN’s Lucas M. Thomas, the man leading the charge, sent an email to well known Nintendo games journalists, proposing that they start a new magazine. Thomas stresses that Nintendo Force is not Nintendo Power reborn, but “a spiritual successor to the great publication we just lost.”

The team he assembled reads like a who’s who of journalists across many different online publications. Among this new team is resident Nintendo man Johnathan Holmes of Destructoid, Kevin Cassidy of GoNintendo, Evan Campbell from Nintendojo, Nintendaan, John Thomas of The Bit Block (previous called Wii Folder), and more. Looks like David was right when he said that Nintendo Power was simply too big to just let die and that someone would probably step in to take its place. It’s nice to see that Nintendo mags will continue to live. Hopefully they be alive for many year and not do the same mistakes Nintendo Power did during its time with Future. And I have a feeling the bias might be curbed a bit since these guys ain’t afraid to called Nintendo on their crap (at least in Holmes’ case). Godspeed guys, godspeed!

Announcing Nintendo Force Magazine [Nintendo Force website]

Retro Weekends – Super Mario RPG: Legend of the Seven Stars

Super Mario RPG

During my Livejournal days, I remember talking about this game when this segment was still called Retro Gaming Weekends. However, the way it was brought up was very out of place, out of nowhere, and very last minute. While I mentioned Mario’s 25th anniversary in the initial article, it still feels like I didn’t give it proper thought. So I’m bringing it back here to give it the proper attention it deserves. But why am I giving it this much attention? Well, it holds a very special place in my gaming heart, and for nearly a decade has held the #1 spot in my Favorite Games of All Time list. While many games have come and gone — some being better admittedly than Super Mario RPG— they never had the level of impact this game had on my gaming habits and preferences. So sit back and get ready to take turns as on this Holiday Edition of Retro Weekends, we’ll look back at my #1 game of all time, Super Mario RPG: Legend of the Seven Stars.

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Rhythm Hunter HarmoKnight Confirmed For U.S. Release As Fire Emblem Awakening Release Date Narrows

Harmoknight and FE Awakening

While we’re on the subject of releases, two bits of news came out of Nintendo following their Nintendo Direct a couple of nights back. First up, Rhythm Hunter HarmoKnight was confirmed for release in the U.S. Made by Game Freak, the creators of the Pokemon franchise, the gamplay is one part Rhythm Heaven, one part Bit.Trip Runner, and one part Space Channel 5. The game also has music and stages inspired by the Pokemon series. Nintendo states that the game will be coming the Nintendo eShop for the 3DS soon.

The Pokémon Creator’s First Non-Pokémon Game In Ages Is Coming To America [Kotaku]

The next bit of good news is that the release date for Fire Emblem Awakening has narrowed even further to a specific date. It now has an expected release date of February 4th, 2013.

[via Nintendo Direct 12.05.2012, at the 24:45 mark]

The Last Story Sells Well For XSEED, Sells Second Prints For $30

Despite the somewhat shaky launch of The Last Story, XSEED sent out a press release celebrating the game as their most successful title ever. This prompted XSEED to go ahead to the production of a second printing of the game without the artbook in it and sell it for $30. Even better, the launch copies of the game (the ones with the artbook) that might still out there will now sell for $40. So if you haven’t bought the game yet, now’s a good time to get it, and you might even be lucky if you find those launch copies. Also, to all you Wii U owners out there. The game might like better if you have an HDMI cable. While the Wii U doesn’t upscale Wii games, its passing via HDMI might be somewhat beneficial and make things look less like an .mpeg on an HDTV.

Hopefully Nintendo’s seeing this. While a success for XSEED might not have the same definition for Nintendo, they don’t have to put their expectations so damn high to the point that it’ll be unattainable. And you don’t have to spend a crapton on marketing. So Nintendo, especially NoA, don’t be so damn stingy with the games in Japan.

The Last Story is XSEED’s Most Successful Title [Operation Rainfall]

Retro Weekends – Star Fox 64

Looking at the repertoire of games in Nintendo’s portfolio, they had a multitude of genres already under their belt. So their next venture would be sci-fi, and they started with F-ZERO, a futuristic racer. It was launched early in the SNES’ lifecycle. But they wouldn’t stop there. Some years later, Nintendo would tap into sci-fi once again to test drive their latest Super FX Chip. Their creation: Star Fox. They wouldn’t stop there though. A new console was approaching, and they wanted to bring that series there. So strap yourself in as this weekend we barrel roll into Star Fox 64.

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Original Donkey Kong Country Trilogy Games To Be Removed From Virtual Console After Thanksgiving

In the midst of all the hoopla surrounding the launch of the Wii U comes a silent announcement that starting on November 25th, 2012, Donkey Kong Country 1, 2, and 3 will be removed from the Wii’s Virtual Console. News of this came first from Nintendo Life from Twitter user NintenDaan who received a notice on the Wii Shop Channel. It states, “Hello, We would like to let you know you that the following titles will become unavailable for purchase on 25/11/12: Donkey Kong Country, Donkey Kong Country 2, Donkey Kong Country 3.” There was no prior warning as to why these titles were being pulled. Initially it seemed to only affect Europe. But it’s been confirmed that NA’s Virtual Console will also be lacking the Kongs.

There are already questions swirling if it has something to do with Rare being the original developers of these games. For those people who believe this, go here. It’s kinda sad to see these apes go. Without ’em on the VC, I wouldn’t have been able to play DKC 1 again after it bit the dust in my childhood. Or play DKC 2, the one game that’s eluded me for an extremely long time. Yeah yeah there’s emulators, but it’s nothing compared to actually playing these on a TV screen. If you haven’t played these games yet and have no plans to get the original carts, buy these three now before November 25th. If you have them still, hold on tight to them. And be sure your little Pikmin friends transfer those games safely to your shiny new Wii U if you get one!

Donkey Kong Country Games To Be Removed From Wii Virtual Console [gamrConnect]

Donkey Kong Country Trilogy To Be Pulled From Wii Virtual Console [Nintendo Life]

The Captains Speaketh: Wii U Expectations

The launch of the Wii U is almost upon us. Since its reveal, the latest Nintendo console has garnered the most skepticism since the reveal of the original Xbox. Almost every facet of this console has been monitored by both press and fans alike. “What’s the CPU?” “What’s the tablet gonna be like?” “Are the games gonna suck again?” Now, it’s our turn. What do we hope Nintendo does with the Wii U? What games, features and tablet controls do we want to see? Hit the jump to see what we speaketh.

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The Breakdown: Giana Sisters DS

System: Nintendo DS/Publisher: Destineer/Developer: Spellbound Entertainment/Players: 1/Release Date:11/2/2011

In the 80s, there was a new beginning in the videogame industry. The NES was selling like hotcakes, and Super Mario Bros. went on to become a household name. This was only happening on the NES however. On the more computer oriented side of things, most only went as far as Point-and-Click adventure games and RPGs. There weren’t many, if at all, platform games like Super Mario Bros. (or at least ones that scrolled smoothly). So Time Warp saw this as a chance to grab a market that had yet to be tapped into in the computer game space. They created The Great Giana Sisters. The name of the game, the gameplay, and the look of it smacked of Mario Bros. Even the ad campaign for the game took a shot at the Bros. But the fun was over when Nintendo shot back with a cease and desist. And so the Giana Sisters series was left to wallow in obscurity… until now. Nintendo is a different company now and are more open to other games replicating their style. In comes Spellbound who were willing to make a new Giana Sisters game, and this time not make it a straight up clone. Is the game different enough from the game that inspired it, or is it just another uninspired clone? Today I breakdown Giana Sisters DS.

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[NYCC 2012] Hands-On With Luigi’s Mansion: Dark Moon

Luigi’s back, and this time he’s got more than one mansion to deal with. With Poltergust and dance moves in hand, he’s ready to be a Ghostbuster again.

Prota: To be honest, I don’t feel I had enough time to give a decent opinion of the game. We were kind of rushed out of the area even though our time there was miniscule compared to one of the other attendees playing New Super Mario Bros. 2. Regardless, what I played still felt very much like the original Luigi’s Mansion. The demo had some entertaining moments, such as forcing a fan to spin in order to get the key that was trapped above it to fall over. However, the game felt a little too slow-paced for my liking. Then again that’s probably because I was lost half of the time. As big of a Luigi fan as I am, the few minutes I played of the game didn’t really draw me in. This could be because I never got the chance to run into any ghosts or because I hardly played the original. But if you liked the first title in the series then Luigi’s Mansion: Dark Moon will probably be right up your creepy ghost-filled alley.

[NYCC 2012] Hands-On With ZombiU (Capture-The-Flag Mode)

StevenDPX finally got his hands on ZombiU, one of the bigger entries in the Wii U launch lineup. However, He opted to play the game’s Capture-The-Flag mode, which pitted Humans versus Zombies. The human player would used the Pro Controller and the TV screen while the Zombie player used the Wii U Gamepad and the touch screen to spawn Zombies to hunt down the player and take the flag for himself.

StevenDPX: I wanted to see what else this tablet controller was capable of, so I tried playing as the Zombies. Admittedly, I was very horrible at it, but it did some cool things that reminded me of playing an RTS. On the Gamepad’s screen, you have an overhead view of the map. There are three flags to get, and the player is visible via and indicator. So your job is to stop his progress by throwing Zombies in his path. Some to distract him, some to kill him, and only one to capture the flag. When you level up, you’ll have access to more zombie types. Of course, you are limited to how many zombies you can place on the map. Certain zombies require certain points to be spawned, and no points mean no zombies. You also have to spread them out since you can’t spawn two or more zombies next to each other. So you have to pick your undead wisely. While I was bad at this, I can see quite a few people enjoying this mode.

[NYCC 2012] Hands-On With Crashmo

“Oh, this looks like Catherine” is what some of us said when we saw the gameplay of Pushmo. And, much like Catherine, it was quite addictive, especially for our resident Pushmo fan Suikoinfinity. So we thought it proper to let him have a go at the sequel, Crashmo.

Suikoinfinity: I haven’t had much of a chance to express how much I love it, but while the rest of the team was playing Catherine, I was learning to solve Pushmo puzzles like a pro. I like to save my on the go time for puzzle games and on 3DSware, Pushmo is among the best. The similarities to Catherine is in the idea that you’re climbing a structure by pushing in and pulling out parts of that structure; in Catherine it’s boxes and in Pushmo it’s entire walls/floors that can come in any shape. Usually the goal is at the highest (or most difficult to reach) point on the structure. The major difference is that a Pushmo puzzle is embedded into the rear wall, so, while you can push segments in or out, it’s impossible to slide them left or right. Crashmo might feel more like Catherine, because puzzles are in the middle of the floor instead of attached to a wall, so you can slide in any direction. Gravity also becomes a factor, and entire segments of the puzzle can come crashing down with a slide, hence the title. As you can see in the demo, I wasn’t exactly prepared for the change in pace, but from what I played, Crashmo seems like it’s going to be just as addicting as its predecessor. Fans of the first game should love it, and to those new to the series, I recommend giving it a shot, especially if you love puzzle games!  Also, my performance is embarrassing in this video — enjoy!

[NYCC 2012] Hands-On With The Wonderful 101

Hideki Kamiya: a name that commands respect within the gaming community. The man behind Bayonetta and Devil May Cry is back, and this time he wants us to lead a group of superhero citizens in The Wonderful 101. Prota shows the crowd how it’s done with his playthrough of the demo.

Prota: The Wonderful 101 is a hard game to put into words. It has a visual style akin to Viewtiful Joe, you gather citizens to assist you in various ways like in Pikmin, and it has combat that is reminiscent of Kamiya’s previous action titles, such as Bayonetta. It takes all these things, and the innovation that Platinum Games is known for, and rolls them up into one extremely fun package. The touchpad worked fine for the most part, but I did have issues trying to form a ladder with it, which is when I tried the right analog stick instead and discovered how incredibly slow it was in terms of drawing the symbols. I hope you can adjust the right analog’s sensitivity when the game comes out. I also really enjoyed the section where I had to look at the gamepad’s screen to solve a puzzle in order to continue the level. I can’t wait to see what other ideas the people at Platinum come up with.

I’m not yet sold on getting the Wii U at launch, but when I do get one, it’ll be for games like this.

[NYCC 2012] Hands-On With Ninja Gaiden 3: Razor’s Edge

This time around, our Cameraman Gesfrid took a shot at playing a game for us. The game: Ninja Gaiden 3: Razor’s Edge. Earlier this year, Ninja Gaiden 3 was lambasted by critcs and gamers for dumbing down the gameplay too much from its predecessor, creating a rather soulless and easy game. So with Ninja Gaiden 3 Razor’s Edge, Team Ninja is seeking to rectify this issue by bringing back what made the previous Ninja Gaiden’s fun and challenging: brutal difficulty and more weapons to wield. While we can speak for the weapons in this video, we can say something about the difficulty. Gesfrid was only the second person to beat the demo (after recording unfortunately), and it was in the afternoon. Everyone else just quit. Poor souls.

Gesfrid’s reaction after the break.

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