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Operation Rainfall keeps falling on our heads, but we still got you this episode of NWR Newscast.
http://www.nintendoworldreport.com/newscast/27060
Did you hear the one about the giant corporation who refused to give their customer the product they desired? We did! On this episode of Newscast, Andy, Neal, Zach and special guest Mike Sklens talk about Operation Rainfall, what it means for Nintendo, and what it means for us.
Also, what's the deal with Resident Evil: Mercenaries? Is it awesome? Neal has the scoop, and what he has to say might surprise you... unless you already read his review.
Don't forget to email us at newscast@nintendoworldreport.com!
Graphically inferior, yet ultimately better than, the arcade game.
http://www.nintendoworldreport.com/extralife/27012
Hindsight being 20/20, it’s difficult to understand how the original NES TMNT game received a sequel at all - wait, no it’s not - the game was a massive commercial success. Well, thank Cthulhu that Ultra Games completely changed up the formula for the follow-up, taking inspiration from the concurrent four-player arcade cabinet that was massively popular at the time. It was simply called Teenage Mutant Ninja Turtles, a sidescrolling beat ‘em up in the spirit of X-Men and Streets of Rage. The critical difference is that it starred everybody’s favorite terrapin heroes, who were at the height of their popularity at the time.
The NES version necessarily toned down the graphical fidelity and special effects. Everything looks completely different but is still clearly inspired by the arcade game. The Turtles especially look significantly different, as do most of the bosses. Happily, the music is largely on-par with the arcade version. Another disappointing, but unavoidable, downgrade was the disappearance of four-player co-op, replaced instead by two-player co-op, which was still incredibly fun and, I would assert, the only way to play the game. Despite its technical downgrades, TMNT 2 is still one of the best co-op experiences on the NES.
This fight isn't going well. The robot samurai is winning! Nooooooooo!While the NES version may not look as pretty as its arcade counterpart, it does feature some awesome exclusive content that enhances and lengthens the game considerably. The NES game has two original levels that are absent from the arcade version that end with two new bosses. In the first original level, the turtles trek through a snow-covered Central Park that has been under assault by Shredder’s weather machine (seen in the 1980’s cartoon) and at the end of the stage, they battle a silly-looking wolf boss, Tora, who wears a leather jacket. The second level takes place in a Japanese-inspired building where the Turtles end up fighting a robotic (and very difficult) Shogun.
Sadly, this is actually true. Krang just kind of floats away and you're all like "Seriously? I can step on him. HE'S A BRAIN!"Many other stages were changed or extended as well. Notably, in the arcade version at the end of the third level, you battle Bebop and Rocksteady. In the NES game, the third level is lengthened considerably and the Turtles face Baxter Stockman instead.
The NES game also features one of the cooler Shredder fights in the series: he duplicates himself, and the only way to tell which one is the real Shredder is to knock one of their helmets off - that one is the fake Shredder, so go after the helmeted one! After a while, his helmet will be knocked off, too, and he’ll be unable to clone himself anymore. It’s a great fight that’s pretty tense (he has a one-hit-kill ray) and you feel great when you beat him. Of course, the best way to beat him - and every other enemy in the game - is to spam the jump-kick attack. My brother and I eventually got the timing exactly right so we were almost never hit by enemies: jump forward, kick, jump away, kick back toward, repeat ad nauseum. It was very effective.
Like many Konami-developed games, the bosses started flashing different colors when close to death. Handy!It’s probably not too difficult to track down a copy of the NES cart, but the arcade original is on XBLA for pretty cheap and it does have four-player co-op. Me? I’d try and get both... and a working NES. The game is available on a wealth of systems: PC DOS, the Amiga, the freaking Commodore 64, and the Amstrad. So you've got options!
Link has awakened, the ocarina has been found, and we are Newscasting.
http://www.nintendoworldreport.com/newscast/26950
Have you heard about all of the Zelda? It's everywhere! This week marks the release of Ocarina of Time 3D, and all four of us (minus Nathan, plus J.P.) have gotten our mitts all over it. On top of that, last week saw the Virtual Console release of Link's Awakening on the 3DS. It's a Triforce party, and everyone's invited.
It's another short one for us this week as we work through scheduling difficulties. Thanks for being patient.
Speed through this DSiWare title to earn an awesome prize!
http://www.nintendoworldreport.com/contest/26942
CONTEST NOW CLOSED. Please stay tuned for the winning entry and final prize!
It's well known that we here at NWR really, really love WayForward Technologies. I love the Shantae games, both the GBC original and the DSiWare sequel, and you should too. With gracious help from WayForward, NWR is proud to announce the Shantae: Risky's Revenge Speed Run contest! As you are probably aware, Risky's Revenge is best treated as a speed run game -- the faster you beat it, and the higher your item completion rate, the better the picture at the end of the credits -- just like the 2D Metroid games.
The rules are simple: Speed through Risky's Revenge with a 100% item completion rate (that's 34 items, kids, including the map) and take a photograph of the post-credits results screen. The deadline is July 10, 2011.
The winner -- he or she who has the fastest time with 100% -- will receive a prize that even I'm jealous of from WayForward Technologies. So get out there and practice, practice, practice! Can you beat MY best time of 1 hour, 46 minutes?
http://www.nintendoworldreport.com/newscast/26868
In the hectic post E3 race, Neal and Nathan are unavailable, and so J.P. is called upon to join us in giving our thoughts on he latest developments of all things Nintendo.
Afterwards, Zach gives his thoughts on Dead or Alive: Dimensions, and we begin to trail off in a million directions. Sound familiar? Tune in!
Believe it or not, this is Metroidvania's version of Lucy!
http://www.nintendoworldreport.com/extralife/26848
The year is 1993, a full year before Nintendo would release Super Metroid on the SNES and four years before Konami would release Castlevania: Symphony of the Night on the PSOne. In those games, players take control of a single character in a large world and gain abilities necessary to access different parts of that world. While there are distinct sections within each world, there are no individual levels, and both games feature shortcuts between various parts of the world.
In Radical Rescue, a Game Boy game, you explore one giant, interconnected world and find (or rescue) the other turtles. Each turtle has a specific ability necessary to access other parts of the world. You start out with Michaelangelo, who can hover with his nunchuks (of course). Eventually you find Raphael, who can tuck into his shell and scoot around small spaces. Leonardo can drill through certain blocks, and Donatello can stick to vertical surfaces. They otherwise play exactly the same, and aside from their individual weapons, look exactly the same. But that’s okay, because the game is packed with content. You can even find Heart Containers, although if your HP isn’t full when you find them, they just refill your HP instead of giving your more HP, which is kind of a drag (though it adds some strategy).
Turtles in trees? That's unpossible!The in-game map is grid-based, confusing, and pretty worthless. It marks important locations but doesn’t tell you how to get there, so I learned (as a lad) through trial and error. Some of the enemies were pretty cool, but the boss characters were all D-list TMNT villains—Scratch, Dirtbag, Scale Tail, a random Triceraton, and of course Shredder at the end. The game isn’t terribly long once you figure out how to get through it, and there are some areas toward the end that seem to repeat (making navigation confusing) but otherwise this is a great game that every Metroidvania fan should seek out immediately.
Do you recognize Scratch, here? He was in one issue of the comics specifically so they could sell his toy. He sucked.The game’s design was obviously inspired by the first two Metroid games, but its design is more compact and it’s easier to navigate. If Super Metroid and Symphony of the Night are end-points on the evolution of this genre (say, Homo sapiens and Homo neanderthalensis), then the original Metroid is something like Australopithecus afarensis, the sequel is Homo habilus, and Radical Rescue might be seen as something like Homo erectus. Want another paleontology-related analogy? I can do this all day. Let’s see, if Super Metroid is Tyrannosaurus, and Metroid is Dilong paradoxus…