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Topics - mamacitalew

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1
General Gaming / How many games...?
« on: October 08, 2012, 05:04:58 PM »
A real quick question: how many games do y'all have for each system?
I'm looking for a quick ballpark number, no need to count your games out here.  But I AM looking for a breakdown of NES, SNES, N64, SNES, and DVD-case games you have, plus any special ones you have like Famicom or Virtual Boy.  Also, this isn't Nintendo only!
Thanks so much everyone who helps :)

2
The next installment in the Harvest Moon series makes it way to DS, featuring a new town and a new cast of characters.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=23030

 Natsume announced a new DS entry in the Harvest Moon series called Harvest Moon: Grand Bazaar.    


The game will feature new characters and there is no confirmation about any old characters making a return.  This game takes place in Zephyr Town, which used to have a bustling bazaar but is now a ghost town.  Players will work toward reviving the bazaar back to its worldly grandeur and prosperity.      


Harvest Moon: Grand Bazaar will be released in July and retail at $29.99    


NATSUME'S HARVEST MOON: GRAND BAZAAR TO OPEN THIS SUMMER FOR NINTENDO  DS    


Pre-order Now To Get A Limited Edition Harvest Moon Plush Horse!    


Burlingame, Calif., May 6, 2010 - Natsume, a worldwide developer and publisher of family-oriented video games, announced today that Harvest Moon: Grand Bazaar will be released for the Nintendo DS™ this July.  The game will retail at an MSRP of $29.99 and is rated E for Everyone by the ESRB.    


"Harvest Moon: Grand Bazaar is another great entry in the Harvest Moon series. It has a fun story and a great new cast of colorful characters," said Hiro Maekawa, President and CEO of Natsume. "It's loaded with exciting new features like the ability to run your own shop and a multiplayer mode in which you can invite other friends to your farm!"    


Zephyr Town's bazaar was once the grandest in the world, drawing customers and peddlers from all four corners of the Earth. These days, though, the bazaar has more tumbleweeds than customers. It's up to the player to turn its fortunes around! They'll raise animals, harvest crops, craft rare delicacies, and then sell their wares at their very own shop. If players can bring prosperity back to Zephyr town, its bazaar will thrive once again, packed with exotic wares that they can purchase to expand their farm!    


As a bonus, players who pre-order the game at GameStop will receive a limited edition plush horse. Quantities are limited, so hurry and place your order before they're gone!    


Harvest Moon: Grand Bazaar will make its first public appearance at next month's E3 trade show.    


For more information on Harvest Moon: Grand Bazaar, please visit www.natsume.com. You can also follow all of the latest Natsume news at www.natsume.com/facebook and www.twitter.com/natsume_inc.


3
TalkBack / IMPRESSIONS: Sin and Punishment: Star Successor
« on: May 04, 2010, 12:32:37 PM »
Impressions of Treasure's starry sequel from a shooter neophyte.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23021

 My history with more complex shooters begins and ends with Goldeneye, mainly because I missed the dual-stick first-person shooter revolution.  However, I have an intense fascination with shooting games that likely spawned in the same place it did for almost everyone: Duck Hunt.  The simple shooting and the fact that the controller wasn't suffocating with buttons were extreme benefits that were magnified by the fact that the controller was shaped like a gun.    


Nintendo definitely beckons memories of the NES Zapper with arcade-style shooters that require the Wii Remote to be pointed straight at the TV.  True, it doesn't look like the Zapper, even when placed in the Wii Zapper, and its mechanics are different, but there's a certain nostalgia that Nintendo uses to remind players that it's all good and nostalgic.  Sin and Punishment: Star Successor uses the Wii Remote attached to the Nunchuk in a similar fashion; The Wii Remote is used for aiming and shooting at enemies, while the joystick on the Nunchuk is used for moving your character around on screen.  The progression through the level is on-rails, so there's no need for another control mechanism to distract a player from the point of the game: shooting as many enemies as possible and racking up a large multiplier.  This style of game is most compared to, for me, House of the Dead: Overkill, where the game moves for you.  However, Sin and Punishment: Star Successor also allows the player to dictate where the character moves to on screen.    


While I didn't play as player one, I was able to watch the game being demonstrated and I have to say that it seemed to flow very organically and allowed the player time to take in what was happening on screen.  Then, (Contributing Editor Neal Ronaghan) and I played the game, he as player one and I as player two.  In this role, I was given just a Wii Remote – just the way I like it.  I simply supplied another line of fire into the game and was able to help Neal in keeping up his multiplier even when he was under heavy attack.  It's similar to the concept of co-op in Super Mario Galaxy, where the second player uses the Wii Remote to gather star bits, except instead of collecting bright colored stars, the player shoots enemies.    


Sin & Punishment: Star Successor is due out on June 27.


4
TalkBack / Picross 3D
« on: May 03, 2010, 02:30:40 PM »
Launch day thoughts on Picross 3D.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23008

 It looks rather unassuming, as the cover features a square cube broken down into smaller segments, being broken away to reveal a giant pixel dog.  However, the game is packed to the punch with hundreds of addictive puzzles, as well as an element that I think will be discovered as a visual strain of crack in the coming months.    


Possible the most addicting aspect of Picross 3D is that you never know what you're making.  The levels aren't broken down into themes – the only hint you get is a themed, muted background which I honestly didn't notice for the first few hours because I was so focused on the game itself.  When you do clear the pieces and uncover the shape underneath, you usually don't know what it is until they color it in, label it, and give it a cute little animation.  But when they get to that point, it's so worth it and you often want to facepalm yourself in hindsight.      


Nintendo's Q1 Media Summit 2010:
   


Another part of the game that works for it is the stars.  Stars are awarded like this: one star for finishing within the yellow time, two stars for finishing within the green time, and an additional star if you finish with no mistakes.  The most you can get is three stars. This becomes important because at the end of each level are two unlockable levels that you need to earn stars to unlock.  The silver level is generally easy to unlock, but I found myself redoing levels to unlock the gold.  This habit has turned me into restarting puzzles completely with the first error I make.    


Finally, the most addictive part of this puzzle game is the fact that it makes you feel rather smart.  I am as of now embarking on my final week of classes in undergrad, and all I did this weekend was play Picross 3D because, well, it was kind of educational.  I wasn't running across the screen jumping from platform to platform, or shooting enemies while they're flying at me.  I was using logic, reason, math, and spatial understanding to create things that weren't there in the first place.    


Nintendo's Q1 Media Summit 2010:
   


I highly recommend Picross 3D to everyone.  It's a highly accessible "learning" game that doesn't know it's a learning game.  I also recommend that if you live with someone who also plays DS, just buy two copies because you'll spend your time fighting over playing or jealous that the other one got to it before you did (This really happened - Neal).    


Picross 3D is now in stores everywhere for $19.99, and it is totally awesome.


5
TalkBack / IMPRESSIONS: Rooms: The Main Building
« on: January 21, 2010, 11:33:39 AM »
Enter a world where an anthropomorphic book guides you through sliding puzzles.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=20810

 Last week, I had an opportunity to play some levels of Rooms: The Main Building for Wii, where you guide a character through interactive sliding puzzles. The game, which started life as a flash game, is also coming to DS in almost the exact same form.    


   


From what I noticed while playing, it is a great game for all ages of people because it's modeled after sliding puzzles.  Since children are most exposed to these puzzles, they are more familiar with them and therefore will find the game recognizable and tough.  On the other hand, adults will be drawn to the game, remembering sliding puzzles of their youth and challenging themselves to be better at them now, despite decades of not playing this type of game.    


The game does expand on the sliding puzzle theme by including a story that revolves around Mr. Book, who is literally a book and the butler of the mansion.  He guides the player along, giving advice and providing in-game tutorials, but he is also the antagonist, since he is trying to trick someone into becoming the next Mr. Book, which would transform him back into his previous human-form.    


   


Three mansions create the board for the game and house the 100 puzzling rooms. The pieces of the sliding puzzle can only be moved if the man is standing in them, and he must move around the pieces until he winds up at the level's exit.  The point-and-click controls use only the Wii Remote and are simple to use, allowing the player to focus on the game rather than complicated controls.      


   


There are some obstacles and aides along the way, including keys, ladders, telephones, and wardrobes.  Keys unlock doors that block rooms from each other, and ladders enable the man to travel vertically through the puzzle.  The telephones act as a transporter, moving the hero between two rooms that house phones.  The wardrobes switch rooms, so the man stays in the same place on the puzzle but has the other room with the wardrobe behind him.  There are more items as the game progresses as well, but I wasn't able to try those out.  These items were effectively used in the game because they were necessary to complete the level, but didn't automatically clarify the puzzle right after using them.    


The Wii and DS versions of the game are pretty much the same besides some presentation differences. The DS version makes use of the system's two screens, and also uses a stylus-based interface. Both versions have a level editor that allows players to make their own rooms. However, you can only share levels on the DS version. The Wii version also has a competitive two-player mode.    


Rooms: The Main Building is available on Wii and DS and will be released on March 23.    


See below for a trailer for the DS version:    



6
TalkBack / REVIEWS: Cooking Mama 3: Shop & Chop
« on: November 30, 2009, 10:55:14 AM »
Mama is back and better than ever in her third portable cooking outing.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=20441

 Cooking Mama 3: Shop and Chop is the latest DS entry in the great-selling Cooking Mama series. Originating on the DS in 2006, Mama has had four DS games, including this new entry, two Wii games, and an iPhone port. As of May 2009, the series has sold more than four million units in the U.S. The latest game in the series is quite possibly the best yet.    


It sports four different cooking modes, one shopping mode, and three decorating modes.  The first of the cooking modes is Cook with Mama, in which Mama gives you instructions before you perform each step.  These are generally along the lines of "Circle the apple's stem to remove it, then touch the chopsticks at the right time to push them in."  Once you complete a recipe, you unlock a new one; be aware that skipping one recipe (in my case, the dreaded pickles) prevents you from unlocking all of the ones that are locked.      


The second mode is Let's Cook!, where Mama introduces you to eight friends and family members who request that you make a dish of your choice, then grade you on how well you did.  Let's Match! is the third mode, in which you select two ingredients from a choice of six to create your own recipe.  However, lack of in-game instructions on this mode made it really perplexing for awhile, and I preferred Cook with Mama and Let's Cook!    


Cooking Contest is a mode that is great for working on certain steps you might have trouble with, such as cracking eggs or catching toast.  This is also available in Wi-Fi multiplayer.    


The controls for each step are generally good.  I found the hardest times to be when I had to move the stylus at the same speed as a whisk, and I'd get to a great momentum and then mess up so I would have to start slow again, limiting my chances for getting a Bonus Item.  It could have been that I was legitimately messing up, but I felt like I was doing really good and it happened every time I did a step like that.    


I faced similar problems in steps where I would have to add an ingredient to a bowl by dragging it and letting go above the bowl. Sometimes it would not register that I was, in fact, over the bowl, and would send my ingredient back to its starting place, once again restricting my chances of getting a Bonus Item.  I also found the step where I had to hang six skewers of fish from a string to be unfair. They needed to practically be on top of each other to fit on the screen. But every time one came close to another, it would send the one that was already hanging down to the ground.      


However, there were some steps that I absolutely loved the controls for. Generally, they were all of the ones that involved chopping vegetables, which requires you to drag the stylus along a line to slice vegetables, and tap repeatedly on the knife in order to chop them.  I also liked filling up pans and forms with batter to a certain line, although that was sometimes frustrating.  Also, the controls for kneading bread were, in my opinion, very unique, involving moving the stylus up and down on the lump of dough, tossing it in the air, and then tapping the screen at the right second to catch it.    


Another mode is Let's Shop, in which Mama sends you to the grocery store to pick up ingredients.  There are four levels and in each level, you buy a predetermined number of ingredients, which raises the difficulty.  You have to navigate around absurd and annoying people, ranging from crying babies to pushy samplers.  Some shoppers and all employees require a mini-game like sorting out bags of chips or catching falling fish.  These are funny diversions at first, but end up being really challenging towards the end.    


The aforementioned design modes are Let's Get Fancy! and Let's Decorate!  In Let's Get Fancy, you change up Mama's clothes and accessories with Bonus Items.  Each Bonus Item is awarded for completing the steps in Cook with Mama under certain stipulations, such as completing a step in under half the allotted time or without messing up.  The second decorating mode, simply titled Let's Decorate!, is where you choose which colors you want each of your appliances to be, and also the background styles for the kitchen.  Both of these modes have direct impact on how the game is viewed because they all carry over into every mode of the game.    


Write in Diary is where you can edit pictures you've taken of your completed dishes.  Some Bonus Items are placed here, such as the mustaches, the dog, and the Christmas tree.  Some of the items are stationary but most are animated; for instance, the car drives across screen.    


Cooking Mama 3 really extends the Cooking Mama series in a fantastic way, and this game is perfect for any fans of the series or for anyone who thinks they might be interested in what Mama has to serve up.

Pros:
       

  • A wide variety of modes
  •  
  • Fun diversions such as the decorating and shopping modes
  •  
  • New gameplay wrinkles are added up until the end


  •        Cons:
           
  • Some controls are tricky
  •  
  • Mama's voice is annoying


  •                Graphics:  8.0
           While Cooking Mama 3 does not harness all that the DS has to offer, everything is clear and crisp.

                   Sound:  6.0
           Mama says amusing phrases, which sound different than what she means, such as "It's prerfect! Frather's impressed!"  (in this instance, she really says Mother but I swear it sounds like Father) and "It's Ro-kay, Mama rill hrerp you!"  However, by the time you get to the third recipe you might be turning down the sound in order to tune out "Wow! Even better than Mama!"  Otherwise, all of the other sounds blend into the game well.

                   Control:  6.0
           On the whole, the controls are hit or miss. Some parts of the game control very well, while others are frustrating and annoying.

                          Gameplay:  9.0
           The game is quite fun, with a lot more variation than I had expected.  I felt like new tasks were constantly being introduced, even in the later recipes.

     


           Lastability:  7.0
           While you might not want to replay the game all the time, there are a lot of different modes to explore that all bring something unique to the table.  Cooking Mama 3 really keeps players interested in the game before they finish it, but once it's done there's not much to go back to.

     


           Final:  8.0
           There were a lot of pleasant surprises in Cooking Mama 3, and it's no wonder that the Cooking Mama series is so popular.  There are enough modes to keep you interested in the game, and there are so many steps in the recipes that new ones continually pop up.      


    7
    TalkBack / IMPRESSIONS: Tony Hawk: Ride
    « on: November 17, 2009, 10:10:17 AM »
    The skateboard controller is fun, but the morning after is a little rough.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=20338

     Tony Hawk: Ride really brings something new to the video game table.  The skateboard controller looks simple enough for a kid to get on and mess around, but it also packs a major technological punch.      


    Personally, I found the skateboard controller to be terrifying at first, but it soon became very natural.  Making the mistake of wearing big-ass boots to this event, my feet were larger and heavier than normal, as well as slightly elevated on a chunk of a wooden heel, and I almost fell off a number of times, and actually did once or twice. Regardless, I started to get into the swing of things, and wound up actually learning how to do tricks, a level that I never reached in my button-mashing days of Tony Hawk's Pro Skater 2 on Nintendo 64.      


    Aesthetically, the board has a gray top with a really nice wing design on it in a darker gray (get it, Tony Hawk?).  The bottom half of the board is white, something that separates it from the older prototype, which was black.  The control buttons run along the side of the board that your heels rest on, so if you ride Goofy you will need to flip the board around.  One of the hardest steps for me was tapping the side button with my toe (my gigantic, booted toe) and then ollieing to select Regular.  I wound up playing Goofy one round and actually did amazing, but a repeat at that attempt proved it was really just a false alarm.      


    On the middle of the sides there are sensors, which you wave your hand in front of to activate grabs.  For instance, doing an ollie and waving your hand in front will pull off a nose grab.  However, sometimes people around you can inadvertently interrupt the sensor, so be aware of where you're standing when your buddy is playing the game.    


    Finally, I want to talk about how the board actually feels on the ground: really comfortable.  After the initial fear that I was going to fall off or break the board or some other embarrassing and potentially dangerous stunt, I found that it was really smooth.  Anyone could easily rock heel to toe, Ollies and nollies were simple enough, and from watching people pull off 180s and other twists, it seems like something that would be relatively simple to get into after a few hours with a game.  Just ask Neal, he was pulling them off frequently.      


    To conclude, I'm going to leave you off with some words of obvious wisdom: stretch before you play.  I woke up this morning after two hours or so of gaming last night, and I could definitely feel it in my legs.  Tony Hawk: Ride is secretly a fitness game in disguise, but the type of fitness game that even when you find out, you don't care you were tricked because it's incredibly too much fun.  Plus, there's also no insults after you don't play the game for awhile *cough, Wii Fit, cough*.


    8
    TalkBack / REVIEWS: Harvest Moon: Frantic Farming
    « on: September 27, 2009, 07:11:34 AM »
    Overgrown vegetable gardens harvest immense fun.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=20047

     Will the Harvest Moon islands ever get it right?  Each game begins with some debilitating disaster out to ruin the island and be the death of its loving inhabitants.  This time, the tower is radiating a foreboding light, signaling the Harvest Goddess's unhappiness with the island.  In the blink of an eye, the characters find themselves surrounded by an overwhelming abundance of crops that need to be harvested and brought to the tower.      


    One of the best things about this Harvest Moon-themed puzzle game is that the elf moves by himself, so you can focus on setting up combos and getting higher scores.  Just use the stylus to tap the elf waiting at the edge of the vegetable garden, and he'll seek out the closest harvestable plant to dig up then move on to the next one that's closest to him.  If he only has buds growing around him, he'll send out a distressing "Help!!"  Your appropriate response would be to use the stylus to slide a harvestable crop to him, and then he starts again.  Plants grow by being next or adjacent to the harvested crop.    


    Once the Harvest Goddess has her fill of crops, which takes less than an hour, the game is over.  At the end of Story Mode, another character is unlocked, giving you a choice of two more stories to follow. This continues until all twelve characters are unlocked. While the premise of the game is the same for each character, every story brings you deeper into the mystery of the glowing tower. Additionally, each character has a different special ability. For example, one character enlists a bunch of chickens to run across the screen and make certain crops grow faster.    


    There are also various play modes.  Aside from Story Mode, there is Score Attack, Mission, and Free Match.  In Score Attack, the objective is to get the highest possible score.  Each character has three objectives in Mission Mode, such as harvesting all of the eggplants in only two moves.  Free Match is a versus mode against the CPU, useful for honing in on your multiplayer skills to beat your friends in single-card multiplayer.    


    For a puzzle game departure from a slow-paced simulation series, Harvest Moon: Frantic Farming really does deliver.  It brings a unique puzzle game and pairs it with the charm and mystery of a Harvest Moon dilemma, creating a game that is part puzzle, part adventure.

    Pros:
           

  • Single-card multiplayer
  •  
  • Story mode told from 12 different perspectives
  •  
  • Plays itself for a while


  •        Cons:
           
  • Playing the same puzzle over and over


  •                Graphics:  7.0
           The top screen graphics are beautiful, but the bottom screen ones have room for improvement, especially when trying to tell if a cabbage is ready to harvest or not.

                   Sound:  9.0
           The music is what one would expect from a Harvest Moon game: calm, happy, and very Japanese.

                   Control:  8.0
           Either the buttons or the stylus can be used, but I found the button controls to lack precision.

                          Gameplay:  9.0
           The story is engaging, and though it may sound as if it will get repetitive in the 12 characters' story modes, it really manages to remain engaging.

     


           Lastability:  9.0
           The initial time in Story Mode appalled me, but when I found out that there were 11 other characters to go through, progressing through their own adventures within the story, I was hooked.

     


           Final:  9.0
           This is an excellent addition to Natsume's Harvest Moon line.  Its puzzle twist makes it unique, and it retains the characters, charm, and general storyline of a mainline Harvest Moon game.      


    9
    TalkBack / PREVIEWS: Where the Wild Things Are
    « on: August 19, 2009, 03:10:15 PM »
    Go beyond the movie (that goes beyond the book) this fall.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=19832

     WB Games is expanding the upcoming Where the Wild Things Are beyond the feature film on the Wii this fall with a video game developed by Griptonite Games.  Play as Max, the King of All Wild Things, as he tries to escape the doomed island with his titular newfound friends.  Solve puzzles, overcome obstacles, and play mini-games in an adventure that that fits into a narrative storyline and follows Max and the Wild Things' escape.      


       


    Each Wild Thing that Max meets on his quest gives him a power-up that can be used later in the adventure.  There are also more than 400 collectibles to find that unlock various rewards.    


    Where the Wild Things Are is set to be released this fall with an E10+ rating. Griptonite is also developing the Xbox 360 and PlayStation 3 versions and the DS version is being handled by WayForward.    



    10
    TalkBack / REVIEWS: Roogoo Attack
    « on: August 19, 2009, 03:52:36 AM »
    A budget-priced game with cute characters, falling blocks, and cheeseburgers.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=19829

     Roogoo Attack is a puzzle adventure game that follows the storyline of cute little animals named Roogoos.  The planet gets taken over, and all the Roogoo are transformed by their captors into evil Meemoos, who are driven by greed and greed alone.    


    The player helps Roogoo as he attacks the Meemoos by lining up falling shapes into corresponding holes on floating, round platforms.  For instance, a falling star must go into the star-shaped hole; if the star falls onto the triangle hole, it will bounce off, resulting in lost time and space filled up on the side meter.  If the meter fills up, the level has to be restarted.  The player lines up the shapes with the holes by shifting the platform in a circular manner using the L and R buttons.  The shapes range in number from three to five and include circles, stars, triangles, squares, and hearts.  A shape will usually rest on the hole until a few more are stacked on top of it or there are stacks of other shapes alongside it.  Usually, a few stacks of shapes will fall at the same time.    


    Sometimes the level will consist of objects other than shapes, such as roosters, treasure chests, snowmen, and even cheeseburgers.  This really works in the game, since after a few levels of falling boxes, they might be the last thing you want to see again. All of these sets come in groupings of two, three, and four.    The rooster falls in the order of: nest, egg, rooster.  However, the rooster is color-coordinated by a ring around the nest and the color of its head; so a green rooster needs to fall on a green nest, which must lie on a green hole.  If the player puts a green nest on a blue hole, the consequences are the same as dropping a star onto a triangle hole.  These levels appear once or twice per world and really break up the monotony of the falling shapes.    


    Another way that the monotony breaks is in the optional skydiving levels.  Each world has one, and they are all optional and fun.  Roogoo freefalls in a circular motion, collecting as many shapes as he can while avoiding Meemoos, who are seen flying up at him, floating in the air or gliding in a biplane.  You can shoot at the Meemoos, which frees up space. Early on, the Meemoos are incredibly easy to avoid, but as you go further in the game, it becomes quite challenging.   You lose the level once Roogoo hits five Meemoos, and then you can either try again or skip it.      


    The player guides Roogoo through a map that brings him through a variety of scenery such as lowland plains, an ocean, snow-capped peaks, and a fiery wasteland.  The difference among these worlds is mostly the background scenery, buttheyalso serve as introductions for the aforementioned cheeseburgers, treasure chests, snowmen, and roosters.      


    There are also obstacles that make the levels considerably more involved, if not more difficult.  Some platforms will have Meemoos sitting on holes, and they must be bumped off by speeding up the shapes by pressing A, which can be done at any point to move faster and get a better score.  In addition, the platoforms sometimes flip, and holes are occasionally covered with lids that open and close.  The trick is to time it, otherwise shapes will go flying and the meter will fill up.  There are also platforms that have flowers growing on them, attracting butterflies that enjoy picking up the stacks and bringing them up a few levels higher to impede your progress.      


    In addition to the single-player mode, there are both single and multi-card multiplayer modes to play against up to three friends.  All of the levels and worlds are playable in both modes, with different rule sets being the only advantage to the multi-card play.  There are also a handful of levels that you can unlock by connecting to Roogoo Twisted Towers for Wii.    


    While Roogoo Attack doesn't seem to be much more than a children's game, there is a lot to like.  The storyline is adorable and fun, and the game does a great job of breaking up the monotony with different ideas. It might be a bit simplistic, but it's still a solid game with a lot to do.

    Pros:
           

  • Single-card multiplayer
  •  
  • Addictive Fun


  •        Cons:
           
  • Slightly repetitive


  •                Graphics:  7.0
           The graphics exhibit little depth of field, which leaves one wondering why they aren't smoother.  Storyline graphics are, however, smooth and clean.

                   Sound:  8.0
           Playful songs fit the mood of the game.

                   Control:  9.0
           The controls are simple to learn but challenging to master.  The optional skydiving levels are sometimes tricky to control, but they're optional, so it doesn't hurt the game much.

                          Gameplay:  9.0
           At its base, Roogoo is a fun game to play despite its simple nature. You might just be dropping shapes into holes, but there's enough variety that it never gets stale.

     


           Lastability:  8.0
           While the beginning levels are a little trite, I do enjoy replaying later, tougher levels, especially the ones with the cheeseburgers.  If you have DS-owning friends, the multiplayer can also lengthen the game's life.

     


           Final:  9.0
           Roogoo Attack has a lot going for it, and not much going against it. It's a budget-priced title with fun gameplay and a lot to do. It's a very complete package.      


    11
    The upcoming puzzle game features multiple characters and numerous modes.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=19143

     Set to release on the Nintendo DS later this month, Harvest Moon: Frantic Farming is the newest puzzle game in the Harvest Moon series. It will follow the storyline and residents from last year's DS title, Harvest Moon: Island of Happiness.      


    The good work of the Sunny Island residents has led to an influx of raw crops, which are threatening to take over the island if they aren't put under control.  The player works with a Harvest Sprite to gather vegetables, relieving the island farm by farm of the monstrous crops.      


    "We know that players will enjoy the wide variety of gameplay modes, playable characters, and fun unlockables that we have planted in this all-new adventure," boasts Natsume's President and CEO Hiro Maekawa.    


    Harvest Moon: Frantic Farming features twelve playable characters that have their own back story and special abilities.  The storyline progresses through their different points of view and also introduces the player to new characters.  Along the way, character art, music, and surprises will be unlocked in the Collection Room.    


    Different modes include Story Mode, Mission Mode, Score Attack, Free Play, and Multiplayer.  Players can even have their friends who don't own the game join in on the fun in the multiplayer thanks to single-card play.    


       


    HARVEST MOON: FRANTIC FARMING SPROUTS ON NINTENDO DS NEXT MONTH    


    Burlingame, Calif., July 30, 2009 - Natsume Inc., a worldwide developer and publisher of family-oriented video games, announced today that Harvest Moon: Frantic Farming has entered into manufacturing and will launch in August for the Nintendo DS. Set in the world of last year's  DS hit Harvest Moon: Island of Happiness, Harvest Moon: Frantic Farming continues the tale of the island and its residents.    


    Something strange is happening on Sunny Island! Crops are popping up everywhere and growing out of control! If something isn't done soon, the once-tranquil island will be buried in an avalanche of vegetables! It's up to the players to solve the mystery of this produce predicament as they try to tame the crops and gather as many vegetables as they can!    


    "We are eagerly anticipating the launch of Harvest Moon: Frantic Farming," said Hiro Maekawa, President and CEO at Natsume. "We know that players will enjoy the wide variety of gameplay modes, playable characters, and fun unlockables that we have planted in this all-new  adventure!"    


    Players can choose from 12 playable characters, each with their own unique story and abilities. See how the mystery unfolds from each character's perspective, and which Harvest Moon characters they meet  along the way! The game features a variety of modes including Story Mode, the brain-teasing Mission Mode, and the action-puzzle excitement of Score Attack and Free Play Modes. Players can test their farming skills against their friends and family in Multiplayer Mode, and even play against people who don't have the Game Card via DS Download Play! Players can also unlock character art, music, and some special surprises in the Collection Room.    


    Harvest Moon: Frantic Farming will ship to retail in August. Harvest Moon: Frantic Farming is rated E for everyone by the entertainment software rating board (ESRB).    


    For more information, please visit www.natsume.com.


    12
    TalkBack / PREVIEWS: Rabbids Go Home
    « on: July 21, 2009, 04:59:06 PM »
    The Rabbids go the puzzle adventure route on DS this holiday season.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=19059

     Not only are the Rabbids trying to get home to the moon by building a giant trash tower in the upcoming Wii game Rabbids Go Home, they're attempting the same task on the DS this holiday season.  Rabbids Go Home for DS transforms the Katamari-reminiscent gameplay of the Wii game into a fifteen level puzzle adventure similar to Boing! Docomodake.    


    However, the fun doesn't stop at the end of those fifteen levels, as four challenge modes containing twenty puzzles each unlock after the game is completed.  Additionally, there is a level editor, which allows players to share their creations online.    


    Finally, the Rabbids will invade your pictures with a DSi-exclusive feature that allows players to put the Rabbids in their photographs.


    13
    TalkBack / REVIEWS: Guitar Hero On Tour: Modern Hits
    « on: June 30, 2009, 04:02:15 PM »
    Warning: this game will literally rock your wrist off.
     http://www.nintendoworldreport.com/reviewArt.cfm?artid=18965

     It’s no secret how addictive and fun Guitar Hero is.  The passion to beat venues, gain fans, make money, and achieve five stars or 100% is oftentimes uncontrollable, even for casual gamers.  Despite trying very hard to satisfy these desires with its improved graphics and an enjoyable set list, Guitar Hero On Tour: Modern Hits, misses the mark thanks to an uncomfortable wrist strap and the necessity to replay songs to progress.    


    The set list, limited to songs from the past five years, is pretty enjoyable.  And while taste in music is subjective, I was looking forward to playing the game, sans Fall Out Boy and Angels & Airwaves.  Perhaps Vicarious Visions anticipated this, because it is actually possible to beat the game without playing every single song in Career mode, thanks to the brand new Fan Requests system.  Other than this new feature, Career mode offers the same format and controls as the other two DS titles, On Tour and Decades.  Instead of going through each song in a linear fashion like the other two games, you now go through each song in a linear fashion with added fan requests.  While this adds a lot of longevity , the majority of the game involves repeating songs you've already played.    


    The Fan Requests system works like this: after you beat any of the 3-5 songs per venue, you unlock Fan Requests and then have to replay the same songs you just did, with certain goals that need to be reached in order to gain the fanbase required for the next venue. The problem is that you just played these songs.  Also, requests often repeat what you might have done the first time around, such as "Get a score of at least 70,000" or "Get a multiplier of 6x."  If you already did that the first time it isn’t counted for the Fan Request.  Also, venues cannot be beaten without a few Fan Requests being completed.  You're forced to play songs and then replay at least one of them multiple times.      


    This artificial longevity goes hand-in-hand with the other means of making the game longer to beat: the Guitar Grip. You can't possibly beat the game in just a few sittings, because you constantly have to put it down to regain sensation in your fingers and uncramp your wrist or arm. It really does serve its purpose as it enables the player to bring Guitar Hero on the road, but it's extremely uncomfortable.  Prepare to not be able to play as long as you desire, since your wrist will cramp up if you hold it incorrectly. If you do follow their guidelines for proper holding of the DS, your upper arm will start to hurt just as much as your wrist would the other way.  I also lost sensation in my ring and pinky fingers more than a few times.  All in all, don't have any expectations of prolonged sessions of rocking out, and remember to pace yourself.      


    In addition to the Career mode, there are three Quickplay options: Lead Guitar (the same as Career mode), Bass/Rhythm Guitar (good for practicing/replaying Fan Requests), and Guitar Duel (good for beating up other characters/practicing Fan Requests).  The biggest perk about Quickplay in Modern Hits is everything is unlocked right out of the box.  This does seem a bit self-defeating, since for many people, the reason to drudge through Angels & Airwaves is to get to something you actually like.  On the other hand, it's nice to just play the songs that you really bought the game to play, then go back to Career mode and earn some bucks.      


    There is also a two-player wireless multiplayer mode.  Be sure to make friends with someone who has any of the DS Guitar Hero titles, since set lists are combined from both games.  This means you and a friend will have a giant set list of over 75 songs spread across the three games in the series to duel each other on, a very cool feature indeed.    


    While the noticeably improved graphics are a definite plus, there are still some issues with the game's display.  Every achievement flashes on the left screen (or right if you employ the lefty flip), distracting you from gameplay.  The majority of the time I messed up on my 52nd note, only because I was distracted and intimidated by the "4x Multiplier" and "50 Note Streak" messages that appeared on screen.      


    Like the previous game in the series, there's no reason to go back and beat the difficulty levels below the one you played thanks to stacked unlocks. If you beat songs on Medium, you get the credit and money for beating them on Easy as well.  Also returning is the ability to use the money you earn to buy new clothes and guitars.    


    One of the best parts of Guitar Hero games is Star Power.  It’s great fun to build Star Power all the way up and then use it at the most opportune time.  However, the logistics of Star Power in On Tour is just awkward.  You can't hit the Star Power meter in order to trigger it while you are playing without missing notes or hitting it in a lull where you'll probably just play 20 meters of one chord.  There's always the screaming into the mic method, but not everyone is into yelling "Rock On!" while playing a single-player game, and one that is portable to boot. Who wants to be an obnoxious person who yells into toys on buses?  Let's face it: I don't even like to yell into the mic when I play it in my bedroom alone.    


    You are also occasionally faced with the opposite problem, which is triggering Star Power when you don’t want to.  Due to your focus on the fret board, you sometimes find your hand strumming closer and closer to the left side of the touch screen.  You’re soon missing notes and triggering Star Power all at the same time.    


    In the end, Guitar Hero On Tour: Modern Hits is a great way to bring Guitar Hero on the road, but its Guitar Grip peripheral does cause numbness of the fingers and a cramped wrist after just a few songs.    The improved graphics do make the game more pleasing to look at when you actually get a chance to drift your gaze away from the fret board.  However, constant repetition of songs makes the set list obnoxious after awhile – even the songs that you do like.

    Pros:
           

  • All songs are unlocked in Quickplay from the start
  •  
  • Guitar Pick Stylus makes strumming easier
  •  
  • May introduce you to some new music that is enjoyable to listen to as well as play
  •  
  • Can skip songs you don't like in Career mode


  •        Cons:
           
  • Have to replay songs to beat venues
  •  
  • Highly uncomfortable controls force you to stop gameplay even when you don't want to
  •  
  • Star Power is tricky to activate


  •                Graphics:  8.0
           The changes made on the graphics front when compared to the other two Guitar Hero: On Tour games is noticeable and a true improvement.  However, the flashing achievements are distracting and take away from the gameplay and your true score potential.

                   Sound:  8.0
           Don't expect iPod quality and you won't be let down.  There is a notice when you turn on the game showing a squirrel wearing headphones and instantly transforming into punk rock; the same thing almost happens when you put the headphones on.

                   Control:  4.0
           Between the awkward wrist strap and the warped Star Power trigger, the controls make the game frustrating and uncomfortable.  You’ll also have a hard time keeping your strums on the guitar, which will cause you to miss notes.  Other than that, strumming with both the Guitar Pick Stylus and the regular Stylus is simple.

                          Gameplay:  7.5
           The songs were fun to play – even the ones I didn't like – which is true for any Guitar Hero game.  Unfortunately, the requirement to repeatedly play the same songs to beat levels is atrocious.

     


           Lastability:  7.0
           Lastability would be vastly improved by adding more songs rather than forcing you replay the existing 28 tracks.  However, Duel Mode offers a nice respite from traditional gameplay.

     


           Final:  7.0
           Don't expect new features besides Repeat Requests – oops, I mean Fan Requests – and you'll find it to be a good game to enjoy in small portions.  Do expect wanting to take breaks from both sore wrists and slight boredom.      


    14
    TalkBack / IMPRESSIONS: Harvest Moon: Frantic Farming
    « on: June 04, 2009, 07:31:40 AM »
    A new Harvest Moon puzzle game appears quite promising.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18773

     Natsume brings Harvest Moon back to the handheld puzzle game market with a new release, Frantic Farming.  I personally did not play Puzzle de Harvest Moon only because I read the reviews and decided I would be better off.  Therefore, I’m unfortunately unable to let you all know if this is a vast improvement of its predecessor or not.  Frantic Farming takes Island of Happyness as a source of inspiration, but this time there are far too many crops for the poor island to handle.  As the story progresses, twelve characters get unlocked who not only further the story, but are also playable characters.      


    The point of the game is very easy once you get started.  There is a series of video tutorials which are literally step by step, and, in my opinion, as helpful as they are annoying.  They are led by Taro, who tells you how to start the game, how to move the Harvest Sprite, the difference between the four seedlings, and how to win the game.  First of all, there are five different levels of ground which all progress by being watered by the sprite after he picks up a harvested plant.  The first is plain dirt, which grows into a seedling, then a sprout, then a plan, and finally a harvestable product.  The Harvest Sprite can only move by picking up a harvestable product, like lettuce, corn, a radish, an eggplant, or a tomato.  If there is nothing next to the Sprite, he cries until you drag one over to him.  There are also obstacles in the form of rocks which fall from the sky and land on your plants.  They are not too bad though, as they can be moved around the screen with the Stylus as well be broken by being watered.  There are also power-ups, and the one that I experienced involved a girl screaming “CHICKENS!” and a load of chickens running across the screen.  While this was really confusing, it was really helpful because they broke the majority of the rocks on my screen at the time, which was a lot.  Generally, the level is complete when you reach the desired score.    


    There are four ways to play the game: Story, Score, Mission, and Free Match.  In Story, you “take your favorite character on a puzzle adventure.”  In Score, you try to achieve the highest score.  In Mission, you “complete specific goals such as harvesting a particular crop or clearing a field.”  Free Match is where you can play against three CPUs or battle friends over local Wi-Fi.  The really nice thing about that is your friends don’t need to own the game to be able to play with you, just like in Mario Kart.      


    I really enjoyed playing Harvest Moon: Frantic Farming because it combines two things that I love: Harvest Moon and puzzle games.  An added bonus is that I had never played a game like this before.  An aspect which could be either good or bad is that if you set it up right, the game actually could play itself because the Harvest Sprite moves automatically as long as there is a harvestable crop next to him.  The music is also rather enjoyable, but the noise effects in the video tutorials were not.  I also look forward to knowing more about the storyline, which talked about a glowing tower when I was playing it.  Expect to see this game on the shelves this July.


    15
    TalkBack / IMPRESSIONS: Harvest Moon: My Little Shop
    « on: June 04, 2009, 07:30:07 AM »
    Harvest Moon expands to WiiWare with a simple yet engaging game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18772

     Natsume is taking advantage of WiiWare this year with a number of different games, one of which is Harvest Moon: My Little Shop.  This is a nice addition for any Harvest Moon fan, or someone who just enjoys silly little mini games that employ a nice design scheme and storyline.  The game takes place in Clover Town, which is made up of paper-style art and filled with old friends, as well as the new Mayor Jarvis.  Players can choose to be either a boy or a girl character that owns a new shop in Clover Town that makes fruit juices, ice cream cones, and decorated eggs.      


    When you enter your store, you have the option of selecting to open either Moo Moo Bar, Juice Bar, or Cluck Cluck Atelier.  In Moo Moo Bar, customers enter the store and order a small or large ice cream cone and the mini-game begins.  First, the cow gives you a song to play using combinations of pressing A and B, as well as shaking the Wii Remote.  I felt a little silly doing this, but it ended up being pretty fun since the combinations were simple but not mundane.  After doing this a few times, there is enough milk to begin filling the ice cream cone.  This is done by moving the Wii Remote around in a circular fashion in order to get the ice cream to the desired height.  But be careful, because if the ice cream gets lopsided it will tilt from side to side, and if you don’t straighten it out, it will fall over and you will have to start again.  My first time doing this I must have dropped the ice cream at least two or three times.  I found that the large cone was easier to fill, because the larger base allowed for better balancing, and there is only a height limit, not a width.    


    The Juice Bar is an easier mini game which is just as much fun.  A customer orders a type of juice, and you have to make it by playing a shooter game.  Two conveyer belts carry different fruits and vegetables, and the goal is to shoot a certain number of them.  This is very easy, despite the fact that many of the plants have metal tops, making them bad.  If you shoot one of these, all of the ones you have already collected disappear.  Once you have the necessary ingredients, they are put in a juicer which you run by holding the remote sideways and moving it up and down.  You do this until the meter goes up to the requested consistency: chunky, blend, or puree.  This one is much easier than Moo Moo Bar, but still fun.    


    The Cluck Cluck Atelier caters to customers who want beautifully decorated eggs.  The first part is the old trick with the ball under the cup.  One of three chickens thinks of an egg, and they get all jumbled up and you have to guess which chicken it was.  It started off slow and I didn’t expect it to speed up so fast; in the end, it was pretty hard and took me two tries.  After you have the egg, you have to decorate it based on the customer’s request.  I was asked to decorate a plain yellow egg, which meant that I did not get to use any of the really cool stickers, which included a mustache.    


    At the end of each customer, a final score is tallied which is comprised of factors like time and skill.  The final score dictates how much money you will make.  With your money, you can buy products like a brush to pet your cow with, or else it will run away.      


    Harvest Moon: My Little Shop is expected to hit WiiWare this fall, at a price point of around 1200 Nintendo Points ($12).


    16
    TalkBack / IMPRESSIONS: Harvest Moon: Animal Parade
    « on: June 04, 2009, 07:27:10 AM »
    Animal Parade is a suiting successor to the first Wii title, Tree of Tranquility.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18771

     For fans of Harvest Moon: Tree of Tranquility, the new Wii title Animal Parade is a nice transition.   It contains lots of elements of Tree of Tranquility, such as the option to play as male or female, but also introduces new features and even a few improvements.  The idea is that a circus comes into town and all of the animals get loose and the ringmaster (previously known as the mayor in Magical Melody) persuades you to round them all up for him.  Finn serves as your constant companion to dole out advice and remind you of your tasks.  Simultaneously, the divine tree is weakening and you must ring five bells in order to awaken the Harvest King to save its life.    


    Perhaps most important in Harvest Moon are the eligible bachelors and bachelorettes.  I know that the first thing I did when I got Tree of Tranquility was open up the booklet and select my new lucky lover.  Likewise, in Animal Parade I went to the menu and made sure that Owen was listed under the people that I knew; he was.   Animal Parade includes all of the same characters with four new eligible bachelor/ettes: the witch, the wizard, the Harvest God, and the Harvest Goddess.  I was told that these take longer to court and marry, but perhaps they are well worth the wait.      


    Another similarity is the island itself.  The town is in the southwest quadrant, a mountain up on the northeast, and the location of your house is in the middle east.  This is nice because it doesn't completely throw off those who were so used to Waffle Island.  The town is very different and much more complex, as it is situated on a hillside, so there are actually rows of buildings on top of one another, which is fun because there are lots of homes and businesses that have easy rooftop access.  Unfortunately, I was playing on Sunday, and many of these were closed.  New buildings that I noticed were the photo store, the school, and the lighthouse that you can enter (although I am unsure if you can go up to the top or not).    


    A camera shop?  Yes, one amazing aspect of Animal Parade is the camera feature, which allows you to take pictures of anything and everything, including yourself using the timer option, and post them using Wii Connect 24.  This is a great option, since I found myself taking pictures of my TV screen a lot when something I like came up on the screen.  (Yes, I am that bad.)      


    And you will need the camera once you start playing, because the pet options in Animal Parade are even better than in Tree of Tranquility.  Dogs, cats, a snake, a turtle, a weasel, a badger, a baby boar, a panda, and a baby panda are all available to not only domesticate but also to train.  By blowing a whistle around a pet, he automatically does his signature trick.  You can also pick up and cuddle your pets to have a better relationship with them, which improves on their trick abilities.    


    The options of farm animals are also expanded in Animal Parade, as any beast of burden with four legs is now available to ride.  The demos had the cow as the animal to ride, a slower but arguably cuter option to the horse.  What is especially cute is that the character rides the cow as if she is in a rodeo, with one hand up in the air.  I can only imagine how amazing this looks once you purchase the cowboy hat.    


    And speaking of clothes, the entire wardrobe possibilities have expanded.  In Tree of Tranquility, there were set outfits which were available for purchase in different colors.  In Animal Parade, there are many more options of clothing which to wear, which according to my attendant was most frequently asked for by fans.    


    And don't forget that when you play Harvest Moon, there is also a ranch that needs to be tended to.  The ranch buildings in the demo that I played were more run-down, but appeared to have been there from the start.  This means that you may start with a house, a coop, and a barn, and then work towards making the necessary aesthetic and size improvements.  Seeds are also planted in a 3x3 format, not a 6x1, a logical choice.  In Tree of Tranquility I never did understand why I planted seeds in a 6x1 formation, and my watering can was formatted to a 3x3.  However, this is changed in Animal Parade.  Another added feature is the ability to have an aerial view of your crops with the touch of a button.    


    The controls are all very similar, if not the same.  One difference is that you automatically walk through doorways instead of selecting A to do so; this seems like it has potential to muddle things up.  I was unable to try to pick up chicken eggs around chickens and see if the problem with recognition still remained.  I am also highly disappointed to say that from the demo available on the E3 floor, the load times were not improved upon.  While this is annoying with Tree of Tranquility, it was worth it then.  With all of the added features and new gameplay, I do not see slow loading times as a problem for me Animal Parade.  I am even more excited to buy this game when it comes out in September than I was before.


    17
    TalkBack / PREVIEWS: Reel Fishing: Angler's Dream
    « on: June 04, 2009, 07:13:51 AM »
    Prepared to be reeled away with the Wii this summer.
     http://www.nintendoworldreport.com/previewArt.cfm?artid=18767

     Natsume brings its players to the lake in Reel Fishing: Angler’s Dream; and to the ocean, and the stream, and the pool, and the river, and to at least eleven different water locales.  Each location presents a stunning backdrop of mountains, waterfalls, and fields.  The fish are also graphically pleasing, but the middle ground is graphically lacking, causing soaring birds to look like moving white marks on your screen.  In fact, the game is so graphic intensive that there are few visual cues to indicate when you have caught a fish.  Instead, audio cues of fishing reels are emitted from the Wii Remote and the TV.  Also, the Wii Remote has two different vibration patterns, one for a fish pulling on the line, and another for the fish fighting against you.  The game can be played with the Wii Remote with the Nunchuk or alone.  There is also multiplayer so you can compete with your friends and family to see who really can catch the biggest fish.    


    When you catch a fish, you view its specs and decide if you want to keep or release it.  If you keep it, it will stay with you until you return back to the Lodge, where you once again check to see if there is anything you would want to release.  The ones you keep are put in one of three tanks in the Lodge, which you can check at any point while at the Lodge to see what you have in your inventory.  Upstairs in the Lodge is the Fishing Master, an old man who doles out advice and replaces your broken lures.  There are also different fishing options, such as fly fishing or ocean fishing.    


    Reel Fishing: Angler’s Dream seems to be a promising sports title for those interested in serene fishing games.  Expect to see it in stores this summer for $39.99.


    18
    TalkBack / IMPRESSIONS: Cooking Mama 3
    « on: June 03, 2009, 09:43:05 AM »
    Cooking Mama makes a come back to the DS.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18743

     Majesco is set to release Cooking Mama 3 to the Nintendo DS this year in an addition that is sure to please.  And with local multiplayer Wi-Fi, the fun is sweet enough to be shared.    


    The new release adds shopping for ingredients as part of the game play, which still focuses on learning new recipes and cooking them with Mama.  Cooking Mama 3 boasts 80 new recipes to be learned, as well as plenty of new mini-games, and I was able to try out the recipe for roasted marshmallows.  All of the tasks utilized the touch screen and involved whipping, mixing, cutting, pouring, and roasting, as well as other steps.  The games were simple but I admittedly had to re-do a couple of them, as a novice Cooking Mama as well as, to be honest, they just weren’t all that easy.    


    Cooking Mama 3 will be available for $29.99 this holiday season.


    19
    TalkBack / IMPRESSIONS: Rock-N-Roll Domo
    « on: June 03, 2009, 03:48:01 PM »
    Domo joins up with his friends in a garage band in this DSiWare rhythm game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18726

     Rock-N-Roll Domo is part of the five game series of DSiWare games centering on the popular Domo character.  This game puts Domo in a rock band with two of his friends, Tashanna and Mr. Usagi.  Music notes come down from the top of the screen in rhythmic batches to each of the three rockers, and the player taps A when the music note  reaches the music note outline (in a DDR manner).  When the batch of music notes switches from one player to the other, the player selects the new player by pressing the D Pad.  Tashanna is playing keys on the  left side of the screen, so when the music notes come to her, press left on the D-Pad.  Domo is singing in the middle of the screen, so when the music notes come to him, press up on the D Pad.  Mr. Usagi is playing drums on the right side of the screen, so when the music notes come to him, press right on the D Pad.  I personally felt that it was easier to hit the notes for the keyboard and the drums rather than the vocals, since those came down from the top corners of the screen on a diagonal, which made the outline much easier to see.    


    The game has a simple concept which is a fun way to take a cute, portable, and easy Rock Band on the road.  The player can select  either Normal Tour, Hard Tour, or Mixer.  Only Normal Tour and Mixer were playable on the E3 floor, and Mixer appeared to be a sampling of the songs playable (which were very hard to hear on the floor).


    20
    TalkBack / IMPRESSIONS: Hard-Hat Domo
    « on: June 03, 2009, 07:44:05 AM »
    Domo takes on the role of a construction worker in this DSiWare puzzle game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18725

     Hard-Hat Domo is part of the five game series of DSiWare games centering on the popular Domo character.  Play Domo at a construction site in either Apprentice, Foreman, Journeyman, or Legend modes and  help him reach the top of the building.    


    The building has floors of one, two, or three colors: red, blue, and yellow.  Domo is presented with a ladder that is one of those colors on the bottom, and another on the top.  The bottom of the ladder must match the floor in order for Domo to go up a level.  For instance, if Domo is given a ladder which is yellow on the bottom and blue on the top, he can connect the ladder from a yellow part of the floor to any color ceiling.  If Domo connects the ladder to a blue ceiling, 100 points is added to his score and anywhere from one to five seconds is added to his time, which is determined by speed of the move.  However, if Domo connects the blue top of the ladder to a red ceiling, 50 points is added to his score and one second is taken away.  If Domo has a ladder that is red on the bottom but the floor under him is only yellow or blue, there will be a number of paint cans that he can pick up to make a portion of the floor that color; there will always be the one that is needed.  The paint can is picked up and used by pressing A.  Domo moves around the floors by pressing left and right on the D-Pad and goes up and down ladders by using the up and down buttons.  He has a total of 99.9 seconds to get to the top of the building.


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    TalkBack / IMPRESSIONS: White-Water Domo
    « on: June 03, 2009, 07:41:55 AM »
    Domo goes white water rafting in this DSiWare game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18724

     White-Water Domo is part of the five game series of DSi Ware games centering on the popular Domo character.  In this particular game, the player guides Domo through white water rapids, down waterfalls, and around rocks.  The goal of the game is to collect coins and rack up the highest score.  Three play options are available as Novice Cup, Experienced Cup, and Time Trial.  Only Novice Cup was available in the E3 demo.  Control is simple as Domo is in perpetual side-scroll motion, and the player just moves him from bank to bank in the river by using the up and down buttons on the D-Pad to collect coins and avoid rocks.  Forward motion can be sped up by hitting boosts in the river.  When Domo hits a rock, he automatically respawns in the same place.


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    TalkBack / IMPRESSIONS: Crash-Course Domo
    « on: June 03, 2009, 07:39:07 AM »
    Domo hits the streets in this DSiWare bicycle racing game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18722

     Crash-Course Domo is part of the five game series of DSiWare games centering on the popular Domo character.  In this game, Domo rides a bicycle in a race with countless other cyclists who serve as obstacles rather than opponents.  The player must lead Domo to the finish line, avoiding the broken patches of pavement (a la ExciteBike for NES) while collecting coins and avoiding bicycle crashes.  Domo is controlled by using the up and down buttons on the D-Pad to navigate him from side to side on the  road.  Boosts speed up Domo so that he can make it to finish line faster.  The goal is the navigate Domo through the race as fast as you can while simultaneously collecting coins which boost your score.  Crash-Course Domo was available for demo in Normal Tour, but Hard Tour and Time Attack were not available on the E3 floor.


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    TalkBack / IMPRESSIONS: Pro-Putt Domo
    « on: June 03, 2009, 03:28:51 PM »
    Domo hits the greens in this DSiWare game.
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18717

     Pro-Putt Domo is part of the five game series of DSiWare games centering on the popular Domo character.  This game is a miniature golf game which has coins dispersed throughout the greens, which raise  the player’s score in addition to a better golf game.  The direction of the putt is displayed with a line of drive controlled by the D-Pad, and the putt is simple to do.  Tap A to begin, hold A to determine strength of putt, and tap A to hit the ball.  The goal is to not have the best golf score, but to collect coins along the way which make Domo’s score even higher. Domo plays miniature golf on a nine hole course with a Par 3 during the Small Classic mode, but can also play at the Big Open, or simply take a Lesson.


    24
    TalkBack / IMPRESSIONS: Style Savvy
    « on: June 02, 2009, 09:25:32 PM »
    Check out our Style Savvy Impressions!
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18686

     Nintendo's newest game for tween girls is Style Savvy, a virtual world where girls work in a clothing shop and work their way up to owning their own boutique.  The store is part of a town that the girls can explore as well as get new hair and make-up styles.  However, this part of the game was not included in the Simple Demo (as opposed to the larger E3 Demo) at Nintendo's booth.      


    The demo presents the player with two customers complete with their own profiles including occupation, style, and budget.  The first customer knows exactly what she wants, and the second asks for a suggestion which would match her specific style.  The first player asks for jeans, which is easy because the store was currently only carrying one style in stock.   She tries them on, falls in love, and buys them.  The next customer asks for an inner layer to wear to dinner which matches her elegant style.  Select one of the three inner layers (shirts), and if it is the correct one, she loves them and asks for you to put together a whole outfit.  In the end, she buys everything.    


    Gameplay was simple enough mostly because of the small number of items in the shop, but there was definite room for more as the game progressed, meaning that when a customer would ask for a certain item, more care would have to be taken in selecting it.    The controls were Stylus based and the game is played with the DS held sideways to enable full body views of outfits.  The shop was easy to navigate and the graphics were nice.    


    Local Wi-Fi enables the player to enter into   runway contests and even open a second shop.  All in all, Style Savvy is a great game with lots of potential for tween girls looking to open their open shops but experiencing a limited budget.


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    TalkBack / IMPRESSIONS: Mario & Sonic at the Olympic Winter Games
    « on: June 02, 2009, 09:11:13 PM »
    Check out our Impressions of Mario & Sonic at the Olympic Winter Games
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18684

     In Mario and Sonic at the Olympic Winter Games, two games were available to play: Skeleton and Snowboard Cross.  Each was playable by Mario, Luigi, Peach, Yoshi, Sonic, Knuckles, Tails, or Amy.  Confirmed but not playable were Donkey Kong and Metal Sonic.  There are video tutorials which were helpful but not interactive.    


    Skeleton, a race in which four players lay on their stomachs and shoot down steep slopes on bobsleds, used the Stylus for all motion controls.  To begin, the player rubs the Stylus from side to side to gain speed, pushes up on the screen to jump on the bobsled, then taps the left or right sides of the screen to go those ways.  Pushing up at any time adds a burst to forward motion.  I was really impressed at how the Stylus was integrated into the game, and without noticeable flaws.    


    The other playable game was Snowboard Cross, in which you race against three other players on snowboards, navigating sharp curves, jumps, and bumps.  The controls are simple, with the left and right directional pad buttons directing those motions, the R Button causing drift, B for jump, and Y for acceleration.  However, the game seemed difficult to maneuver through the sharp curves, which made the game really frustrating.


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