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Messages - mamacitalew

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26
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.


27
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.


28
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.      


    29
    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.


    30
    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).


    31
    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.


    32
    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.


    33
    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.


    34
    TalkBack / Re: IMPRESSIONS: Wii Sports Resort
    « on: June 03, 2009, 03:55:59 PM »
    but with Miis!

    35
    TalkBack / Re: IMPRESSIONS: Pro-Putt Domo
    « on: June 03, 2009, 03:53:33 PM »
    Any indication of when these games are being released and/or price point?

    The DSiWare guy at the Nintendo booth told me that there is no set release date (that he knows of) and that the price point should fall somewhere evenly in between the $2-8 range.... loads of help, I know.

    36
    TalkBack / Re: IMPRESSIONS: White-Water Domo
    « on: June 03, 2009, 03:01:01 PM »
    It's extremely similar to Crash-Course Domo, just in a river with rocks.

    37
    TalkBack / Re: IMPRESSIONS: Rock-N-Roll Domo
    « on: June 03, 2009, 03:00:21 PM »
    Nope, just a very basic selecting with the D-Pad.  Touch screen would have been better because it would have allowed the notes to go between the characters without being in massive clumps.  It's like, 20 notes for Domo, 20 notes for Mr. Usagi, etc.  At least in Normal Tour; as said, Hard Tour is not playable here.

    38
    TalkBack / Re: IMPRESSIONS: Pro-Putt Domo
    « on: June 03, 2009, 02:58:26 PM »
    It was fun to play because the courses were different, and the placement of the coins made you want to try to get as many as you could without going over par.  (Sorry for not having that in there -- I am new at this!)  Definitely no complaints, although it seems to fall into the water pretty easily, but I guess that is true to golf.

    And no, no kittens being eaten on the greens.

    39
    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).


    40
    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.


    41
    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.


    42
    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.


    44
    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.


    45
    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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    TalkBack / Re: IMPRESSIONS: Wii Sports Resort
    « on: June 02, 2009, 02:47:02 PM »
    Newsbot went to E3?  Awesome!

    You bet I did! Expect a few more Impressions (maybe a Preview or two), and some pictures (my main reason for being allowed along) -- as soon as there's enough time to get them up on the site!  Floor opens in 13 minutes.

    47
    TalkBack / IMPRESSIONS: Wii Sports Resort
    « on: June 02, 2009, 03:38:03 PM »
    We were able to play the Dueling event in Wii Sports Resort.  Check out our thoughts!
     http://www.nintendoworldreport.com/impressionsArt.cfm?artid=18652

     I got a chance to try out the Dueling game in Wii Sports Resort, which places two characters atop a platform in the middle of a pool.  The aim is to knock your opponent off of the platform and into the water below before they do it to you.  Fear not for your Mii though as each one is equipped with protective headgear!  The winner of two of the three duels is the Final winner, and in the event of a tie, the platform becomes smaller for the tie-breaking round.    


    The weapon is a light sabre-esque red or blue sword that you can use to attack by swinging the Wii Remote or block by pressing B.  Blocking is very useful because it stuns and knocks back the attacker who hits a block.    


    While the Wii Sports Resort series aims to replicate the sport – which is successfully did in Archery (the other sport that I tried) – Dueling really isn't much of a sport to replicate.  I anticipated it to be similar to my high school sport fencing, an anticipation that was let down.  The best plan of attack in this game is to basically swing the Wii Remote and be wary of blocks to avoid being stunned.  However, the finer aspects of dueling – parry, reposts, etc. – are not involved with this Dueling feature, making it a highly enjoyable attack-as-fast-as-you-possibly-can game.  In addition, Wii MotionPlus did really make a difference in how this game was played, as the direction of the weapon followed the direction of the Wii Remote.


    48
    TalkBack / Natsume Announces Two New Harvest Moon Games
    « on: May 21, 2009, 06:10:34 AM »
    Harvest Moon: Animal Parade for Wii and Harvest Moon: Sunshine Islands for DS add new features to the Harvest Moon series and will both be playable at E3.
     http://www.nintendoworldreport.com/newsArt.cfm?artid=18487

     Today, Natsume officially announced two new Harvest Moon games that will be released before the end of the year.  Harvest Moon: Animal Parade for Wii will be released in the fall, while Harvest Moon: Sunshine Islands for DS will be released this summer.  Both games will be playable at E3 in June.    


    Both games will continue the general Harvest Moon storylines, but with new characters and features added in.  Animal Parade will utilize WiiConnect24 and enable players to share photos.  It will also domesticate previously wild animals, such as penguins, pandas, and monkeys.  The Harvest Moon staples, such as farming and courting, will still be present.    


    In Sunshine Island for the DS the player must raise the previously sunken Sunshine Islands by collecting Sun Stones.  By doing so, new characters and places will be unlocked, furthering the story and expanding gameplay.  Sunshine Island will retain characters from last fall's Island of Happiness, and introduce new characters as well.  Once again, all of the standard Harvest Moon gameplay features will be there.


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    TalkBack / Re: REVIEWS: Boing! Docomodake
    « on: May 21, 2009, 12:54:08 PM »
    I feel incredibly stupid  :-[
    I was just finishing the first world. Now I'm on to Daughter's Town, haha.

    50
    TalkBack / Re: REVIEWS: Boing! Docomodake
    « on: May 19, 2009, 01:14:00 PM »
    I was actually pretty surprised at how easy the first bunch of levels were (just impossible for me to score higher than a C, though I usually ring in the Ds).  Now I'm stuck in the last half of the last level!!!  But I do love it, I do!!

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