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It is the Gold Bomber’s birthday and his father has given him and his friends the chance to visit the Bomber Island attractions. In Land Mode, players control the White Bomber, guiding him around Bomber Island by using the stylus. Bomber Island is a pirate-themed park divided into five sections, four based on playing card suits, and a final castle.
Often, characters will have tasks for the White Bomber to perform, or they will challenge him to compete in one of the mini-games. These tasks must be completed to make progress in the game. Additionally, there are various other challenges throughout the game, such as collecting stamps from each area and from bosses and rivals.
Successful completion of mini-games yields cards of the same suit as the section where the game is found. Often, gates prevent access to areas until players have gained enough cards of a particular suit to gain entry. Players can play the games again with increased difficulty levels, and medals are awarded for beating the mini-game a second time. Across the park, treasure may be found or bought with medals at info kiosks. These treasures include items and costumes that White Bomber must use in order to pass certain areas; for example, a light source is needed in cave areas. Kiosks also serve other uses, such as warping between the different zones.
I was surprised by the large amount of text in the game and glad to hear that Atlus is taking up localization for North America. White Bomber receives many e-mail messages from other characters in the game, reminding or directing him to a goal to be met. The primary detraction of Land Mode is the large amount of backtracking and replaying of the same mini-games in order to make progress; this annoyance is amplified if you cannot read what your next goal is.
The mini-games are widely varied, but all feature one theme: bombs. There are sports-based games, some of which reminded me of the mini-games in Mario Tennis Power Tour, but with touch control. There are mini-games that require quick reaction to match, sort, or otherwise recognize objects. A few of the games even require the microphone to be used, for example, to blow out fuses. The mini-games make fun diversions, but they get repetitive faster than the ones found in Super Mario 64 DS.
Once a mini-game is reached on Land Mode, it is unlocked for play in Attraction Mode. Attraction Mode records best scores, and it can also be played on local wireless with up to four players. Different characters can also be unlocked in Land Mode for use in Attraction Mode.
Unlike the previous game in the series, Bomberman DS, Bomberman Battle Pack uses standard controls only. Players are even prompted to put down or pick up their stylus when switching between modes. The basic layout of the game is similar to Bomberman DS, with a grid on each screen connected by a set of tunnels. There can be up to eight human players in multiplayer mode, and the CPU controls any remaining characters up to a maximum total of eight. The game includes single and multi-card play, as well as online competition through Nintendo Wi-Fi Connection. There are twenty different variations of board, from the standard grid-and-boxes, to races for a crown, and a version where the object is to color as much of the ground using bomb blasts. Similar to other recent Bomberman games, defeated players may lob bombs into the playing field. A successful attack will allow that player to rejoin the game, adding to the frenzy.
Online multiplayer is limited to a maximum of four human players, and CPUs control the remaining players. Unfortunately, there seems to be some problems with the network code as games can be extremely laggy. The more players there are, the more chance there is of this lag occurring. Even when the game runs at full speed, an occasional lag can cause players to mistime their actions, with potentially fatal results. This makes online multiplayer often unplayable, but when it does work, it’s quite fun. Players dropping before a set of matches is over also negates any stats that would have otherwise been recorded.
The combination of online classic Bomberman play and unique mini-games make Touch! Bomberman Land a highly recommended purchase. However, due to the text-heavy nature of the game and current problems with online play, I advise holding off on buying the game until it is released stateside. The November release of the slightly renamed Bomberman Land Touch! isn’t that far off. Still, the savvy importer can find it at Lik-Sang.
Pros:
Lastability: 9.0
As long as you have the urge to play Bomberman, the game will last. Additionally, the mini-games provide a nice distraction and Land Mode gives the game depth (at the expense of some tedium).
Final: 8.5
Touch! Bomberman Land is a welcome addition to the Bomberman franchise with a little something for everyone. The upcoming US version has a chance to improve the flaws for an even better experience.
The basic premise of the game is to guide a Kirby-esque happy pink ball to a drain hole by shifting tiles around so that the ball travels along paths formed by adjoining tiles. In addition, smaller balls also roll around the stage and must be picked up in various orders in order to complete a given task. The smaller balls come in four colors, with combinations ranging from a simple pair to a massive train of fourteen balls. While the rules are basic, achieving the goals can be challenging. In addition, there are almost a dozen different gameplay modes, adding variety to the game.
Tiles are moved using the stylus. Lines of tiles can be shifted by one tile per move in horizontal or vertical directions. Tiles shifted off the edge of the field will reappear on the other side of the field, as in Yoshi’s Cookie. A square of four tiles can also be rotated clockwise or counterclockwise using the appropriate stylus gestures. The pink ball’s current path is highlighted in pink, and touching the ball will make it quickly travel to the end of its path, picking up any other balls it encounters along the way.
In the main mode of the game, the player is given five lives. There are certain combo goals displayed on the top screen. Each time the pink ball reaches the drain hole, a life is lost. However, if a combo is brought down the drain hole, a life is restored. Thus, the overall goal is to meet each combo goal to avoid running out of lives. In the standard mode, gameplay starts off slowly, and players may find themselves waiting for balls to reach their destination, but the challenge ramps up quickly, and players may be hard-pressed to manage all of the tiles, balls, and goals on screen. The problem is that there are so many things going, it becomes difficult to effectively set up combos, particularly the long chains, without something going wrong. Hence the “Panic" in Touch Panic.
There are many variations on standard mode, including time trials to reach specific scores or numbers of combos, a two-minute score attack, and even a time trial where every ball combo in the list must be completed. With 46 total chains, and some chains reaching fourteen balls in length, this is not an easy task. Several modes feature an optional evil purple ball. In these modes, touching the purple ball results in a loss of life. The purple ball also destroys the smaller balls upon contact.
For a change of pace, puzzle mode loses the other balls, leaving only the primary pink ball. In this mode, a limited number of tile moves are given. After these moves are made, the pink ball will automatically begin traveling. If the tiles are lined up correctly, the ball will reach the goal sink and the level is cleared; otherwise it must be restarted. The game features dozens of puzzles to clear.
Interestingly, the game has both single card local wireless multiplayer as well as Wi-Fi Connection capability. In multiplayer mode, players play on separate fields. Scoring combos sends an evil purple ball to the opposing player, which can transform the smaller balls into even more purple balls that must be avoided. Unfortunately, online multiplayer only works when there are others to play against, and it doesn’t seem that this game has enough popularity to support that.
From the happy atmosphere and music, to an exclamation of “Yatta!" upon level completion, a defining characteristic of Touch Panic is its very Japanese feel. As a puzzle game, the game is fairly import friendly, however, the menus and goals of the level are completely in Japanese, which could make the game a little difficult to play for those who do not know the language.
Touch Panic is a unique game that some action puzzle fans might enjoy, though it’s not for everyone. Interested players will have to import the game since there is no scheduled release outside of Japan. You can order a copy from our import partners at Lik-Sang.
Pros:
Lastability: 8.0
Touch Panic boasts many game modes which overcome its generally limited gameplay. Featuring high score tables, there are many areas where gamers can attempt to improve their scores and times.
Final: 7.0
Touch Panic is certainly a quirky little puzzle game. Some of the modes are more fun than others but nothing screams "great game".
Unlike previous games, before each microgame, the game directs players to hold the remote in a position suited for each microgame. In total, there are at least 17 different ways to hold the controller, each given a descriptive name such as The Chauffer, The Handlebar, The Umbrella, The Waiter, The Sketch Artist, The Samurai, The Big Cheese, The Mohawk, The Remote Control, The Boxer, The Finger Food, and The Dumbbell. Many of the microgames require full-body motions in order to perform properly and many are designed to not only entertain the player, but to entertain spectators.
Wario, Mona, Ashley, and other familiar characters will make a return and new characters will also appear. There is currently no release date, though it should be released within 3 months of the Wii launch.
Mario vs. Donkey Kong 2 plays quite a bit differently from its predecessor. Instead of directly controlling Mario via the control pad, players interact with Mini-Marios and level elements using the stylus and touch screen to direct the Mini-Marios to the exit while avoiding spikes, enemies, and other hazards.
Gameplay takes place on the lower screen, while the upper screen serves to display information. Mini-Marios are directed by touching them and dragging in the desired direction; left, right, or up to jump. Pink blocks that form walls and floors can be sucked up from one part of the level and deposited elsewhere. Switches can also be pressed with the stylus.
Enemies such as Shy Guys and Piranha Plants will make appearances, as well as Mini helper characters like Circus Kong and Cool Kong. The Mini-Marios can also wield a pair of hammers, destroying enemies in their path much like Mario's hammer in the original Donkey Kong.
Like the original, levels are grouped into worlds, with a fight against Donkey Kong ensuing at the end of each world. In these boss battles, Mini-Marios are shot out of a cannon and must deal damage to Donkey Kong. In all, there will be more than 80 levels to clear as well as mini games such as Whack a Shy Guy. Completing special challenges, such as saving gold Mini-Marios, yield bonuses and unlockables.
Mario vs. Donkey Kong 2 will include a level editor, and levels can be shared over Nintendo Wi-Fi Connection. Additionally, the online service will host a player ranking system and other bonuses.
Obstacle course puzzle fans will be able to enjoy the game when it’s released on September 25.
Babies are switched at "stork stops," where a stork will fly in to exchange the baby currently riding on Yoshi's back with another character. Each baby possesses unique abilities, which must be used to pass certain areas. Mario allows Yoshi to run and stomp enemies as in the original, Peach can float while riding Yoshi using the umbrella she carries, and Donkey Kong allows Yoshi to perform a dash attack and can grab vines, allowing players to climb along the underside of platforms. Wario can collect coins with a giant magnet, while Bowser can spit fireballs. Yoshi still retains the characteristic ability to target and shoot eggs.
Graphics retain the distinctive “hand-drawn" style and are even more colorful and refined than those found in the original. The game uses both screens to display levels and provides players with the option to focus in on either screen.
Each level has the familiar goal ring as well as 30 stars, 20 red coins, and 5 flowers that must be collected in order to achieve 100% completion. Yoshi's Island 2 will incorporate platforming levels similar to the original, including outdoors levels, castles, and caves filled with enemies old and new. The game will also feature Wi-Fi capabilities and is currently scheduled for a November 13 release in the United States and a December 1 release in Europe.
**This list has not been confirmed**
Here's what they have set up right now...
Indigo Bundle - $399.99
Jet Black Bundle - $449.99
Supplies will be gone once you blink. You can also order first party controllers (in all colors), and pre-order games, and other accessories. Thanks to Tsunekazu for the tip.
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Originally posted by: KDR_11k
Is that translation correct? The "Happy" seems to have gone AWOL.
Kimishima Promoted to Chairman and CEO; Fils-Aime Promoted to President and COO
REDMOND, Wash., May 25, 2006 - On the heels of the successful unveiling of the new Wii(tm) console, Nintendo of America Inc. today announced three key promotions at the executive level. Current President Tatsumi Kimishima is taking on the new role of chairman of the board and chief executive officer, while Reggie Fils-Aime is being promoted to president and chief operating officer from his current role as executive vice president of Sales & Marketing. Additionally, Mike Fukuda is being promoted from senior vice president of Business Development to executive vice president of Business Development. All promotions are effective immediately.
"Around the world, Nintendo DS has been steadily drawing more people into the video game category," said Satoru Iwata, president of Nintendo Co., Ltd. "With the upcoming introduction of Wii, along with the strength of this new leadership team and strong executives already in place, Nintendo will continue to dramatically change the way consumers of all ages interact with their video game console on a daily basis."
Kimishima was appointed president of Nintendo of America in January 2002. He joined Nintendo at the company's headquarters in Kyoto, Japan, in 2000. He served as chief financial officer of The Pokémon Company in 2000 and president of Pokémon USA Inc. in 2001. Prior to joining Nintendo, he spent 27 years with Sanwa Bank of Japan, serving in various management positions. As chairman of the board and CEO of Nintendo of America, he will oversee the overall management of Nintendo of America and continue to serve on the boards of Nintendo of America and Nintendo Co., Ltd.
In his new role as president and chief operating officer, Fils-Aime will lead the day-to-day operations of Nintendo of America while continuing to oversee the Sales & Marketing Division as the company prepares for the launch of Wii. He joined Nintendo of America in December 2003 to lead all Sales & Marketing efforts in the United States, Latin America and Canada. Prior to joining Nintendo, he served as senior vice president of marketing at VH1. He also has held key marketing positions with Guinness Import Co., Derby Cycle Corp., Pizza Hut, Panda Management Co. and Procter & Gamble.
In his new position as executive vice president of Business Development, Fukuda will oversee corporate strategic planning and third-party publisher and licensing programs. He also will continue to oversee product development more dedicated to the North American market. He has been with the company for 12 years, joining in 1994 as director of planning. Prior to Nintendo, he worked for an international trading company and learned the video game business in the United States, working with third-party publishers during the early days of the Nintendo Entertainment System® (NES).