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Messages - JusDBerube

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26
TalkBack / Spiritfarer Receiving Physical Release Via iam8bit
« on: May 27, 2021, 04:00:00 AM »

And yes, you still get the updates.

http://www.nintendoworldreport.com/news/57272/spiritfarer-receiving-physical-release-via-iam8bit

One of the most serene games of 2020 is finally getting immortalized in cartridge.

Spiritfarer, the afterlife management simulation from Thunder Lotus Games, will receive a physical edition on July 27. After a listing appeared on Amazon Germany overnight, iam8bit confirmed they would be distributing the release.

The standard edition will retail for US$49.99 and include a digital artbook / soundtrack, plus postcard and sticker sets depicting locations in the game. There will also be a double-LP vinyl release of the soundtrack and a Collector's Edition, in a matter similar to their releases of the Ori titles on Switch.


27
TalkBack / Mario Kart’s Newest Track is Hiding in Plain View
« on: April 18, 2021, 03:21:58 PM »

You don’t have to wait for Mario Kart 9 to play this Ninja themed course!

http://www.nintendoworldreport.com/feature/56959/mario-karts-newest-track-is-hiding-in-plain-view

Yes, there is a brand new course in the Mario Kart universe and it’s known as Ninja Hideaway. It comes in three different versions, you can play it right now, it’s free, and it’s currently only in Mario Kart Tour. In case you don’t know, that’s the amazing Mario Kart mobile game.

Since Mario Kart Tour launched a year and a half ago several new tracks have been added to the game’s lineup. Some of the new tracks include courses themed over real world cities such as New York Minute, Tokyo Blur, Berlin Byways 2, and Los Angeles Laps. Even a new track based on an N64 favorite has been added, Kalimari Desert 2, helping to give Mario Kart Tour the most robust stage list in the history of the series.

Ninja Hideaway is different though because it’s the most ambitious new track to hit Mario Kart Tour yet. The course has players driving through a Japanese Castle Ninja Dojo for the newly added Ninja Shy Guy character as part of the Ninja Tour. Ninja Hideaway has several branching paths, both horizontal and vertical, and it’s possible to swap between paths at several different times on the route. There is even a shortcut you can take if you use the right items.

The theme is amazing on this track as well. There are so many details thrown throughout the course to make it feel very in line with the Ninja Tour it’s meant to represent. Ninja Shy Guy will sometimes run through parts of the course, others will poof away and turn into bananas or appear in their place. Some Ninja Shy Guys can even get in your way while gliding by floating on paper kites. Paper walls of Mario villains such as Chain Chomp and Wiggler can also be seen.

There is tons of Japanese representation on the course as well. From cuisine, art, bamboo shoots, cherry blossoms, paper lanterns, shuriken spikes on dropping platforms, statues, candles, taiko drums, architecture, and more. Some of the artwork even appears to be of a certain card from a Nintendo hanafuda card deck. The amount of effort put into designing the set pieces for this course didn’t go unnoticed.

One more detail that’s important to note is that there are a ton of Wario references on this course. From his unmistakable mustache appearing on statues and above doors, to symbols and monuments of his beloved garlic, and the obvious Wario trademark W on various items. For some reason or another Wario is training a Ninja Shy Guy army here… or they just worship Wario. It’s kinda weird but that’s what Wario is about.

As previously mentioned the course comes in three varieties which is standard for tracks in Mario Kart Tour. The first is the classic Ninja Hideaway. Second is Ninja Hideaway T (Trick), which adds a bunch of ramps, boosts, and alters the course in other exciting ways. The final version is Ninja Hideaway R (Reverse) which lets you play the track backwards. While many tracks in Mario Kart Tour also have an RT (Reverse Trick) variant, this has yet to be seen for Ninja Hideaway. However a future release is possible.

In short, you should get over your fear of trying Nintendo’s best mobile game and download Mario Kart Tour. The Ninja Hideaway track is well worth checking out due to the fun course layout, great variety, excellent theming, and Mario references. Ninja Hideaway is a course that deserves to be in Mario Kart 9 no matter what platform it lands on in the future. Until then though, take a look at it while you still can as the bar has just been raised for what is possible in Mario Kart Tour!

Additional words from Xander Morningstar -

Justin has covered the new course here, in great detail. Before we decided to write about Ninja Hideaway, I had mentioned to the NWR crew, that it was worth checking out. I realize most of the staff, and likely many of our readers have moved on to other games. I can understand that, because I too had moved on till about two months ago when I decided to return and see how things had shaped up. Two months later, I can say there are some really high highs and low lows with this Mario Kart title. But by and large, Ninja Hideaway has been one of, if not my biggest highlight. I will go as far as to say that it may be one of the best tracks in the series, and is certainly one of the most creative. Tragically, Ninja Hideaway is not going to be available forever. In fact, as of this writing, it has mere days left. April 20th, 2021 will be the final day of the Ninja Tour, and with it, Ninja Hideaway will disappear as well. Fear not, because the tracks do rotate, so it is likely that it will return. But it may be several months. There’s no guarantee; it may be six months or even a year till this course returns.

Thankfully though, the barrier of entry to experience it is free. If you download the game right now, it is the very first track available, as it is the featured part of the Ninja Tour. You can experience all three versions of the course, the wonderful drums that are prominent in the soundtrack, and delve into all of the small secret routes right now, for free. Interestingly, I did not see any Ninji’s in the course, nor is Ninji a playable character. One would think that would be the spotlight character, but instead, Nintendo has opted for a Ninja-themed Shy Guy…complete with a small katana. But whilst this character is missing, the course itself is the best mobile game original track I have played. I have not been a big fan of how difficult it is to obtain the unique costumes and characters, but that is the nature of what this mobile game has to offer. But thankfully, there have been no premium racetracks (yet… but I wouldn’t put it past them for a moment).


28
TalkBack / Five Zelda Games We'd Like Nintendo to Revisit
« on: February 14, 2021, 12:02:20 PM »

The Zelda games most deserving of an HD update.

http://www.nintendoworldreport.com/feature/56256/five-zelda-games-wed-like-nintendo-to-revisit

This month marks the 35th anniversary of The Legend of Zelda series. Over the past decade or so, we’ve seen Zelda’s history celebrated with a pretty regular trickle of remakes and remasters. While Nintendo will almost certainly do something for Zelda’s big three-five, Justin Berube and I decided to come up with our own personal list of five Zelda titles we’d like to see Nintendo revisit. These could be straight remasters such as Twilight Princess HD, or more wholesale updates such as Link’s Awakening on Switch.

Zelda 2: The Adventure of Link

Over the years we’ve heard plenty of people demand a remake of the very first Zelda, and Nintendo themselves have even explored the possibility of a remake with Capcom in the past. But the Zelda game that perhaps deserves some much delayed attention more than any other, is Zelda 2. This ambitious follow up to the genre-defining classic, released in Japan in 1987. It introduced full-on RPG systems such as experience points and level ups that altered Link’s stats. Like the original it was entirely open world and largely non-linear. In fact, it would be the last Zelda game to be this open until Breath of the Wild returned the series to the classic design. Zelda 2 also placed an increased focus on story. The map was littered with towns full of villagers who could be spoken with for hints and lore.

When it comes to bringing this game back, Zelda 2 would require a full overhaul, much like Metroid 2 received on 3DS. The original NES version was hampered by the limitations of the platform. Hints and objectives were often vague, and moments of the game were annoyingly obtuse. A full remake that brings Zelda 2 up to modern standards while maintaining its combo of top down, and side scrolling gameplay, could finally get this game the attention it deserves.

The Legend of Zelda: Skyward Sword

Skyward Sword was a somewhat divisive Zelda game, as is seemingly any Nintendo game where complex motion controls are introduced for the first time (no, Twilight Princess on Wii doesn’t count). For our money, however, Skyward Sword was incredible. Motion controls made for new and interesting gameplay mechanics and puzzles. The story is one of if not the best ever told in the entire series. Not to mention Skyward Sword originally released as a celebration of Zelda’s 25th anniversary. An HD version ten years later feels very fitting.

Visually, Skyward Sword honestly wouldn’t need much. This could be a Twilight Princess style remaster with updated textures here and there but mostly just a boost to a full 1080x1920 resolution. As for those motion controls, you bet we’d want them preserved on Switch. In addition, we’d love a left-handed mode to finally give the option to put Link’s sword back in its rightful place. As for handheld mode, an alternative control option could be made available which would map sword and other motions to the right stick, as Skyward Sword never offered full camera control anyway, so that stick would be otherwise unused.

The Legend of Zelda: Oracle of Ages and Seasons

Alright, this one is kind of cheating because yes, they’re two seperate games, but in our imaginary remake they both share a single cartridge. Oracle of Ages and Oracle of Seasons were the first two of three Zelda games developed by Capcom. Like Link’s Awakening DX, they helped to continue the 2D line of Zelda as Ocarina of Time and Majora’s Mask forged a new path into the 3D future.

The Oracle games made use of the assets from Link’s Awakening and likewise, the Switch remake could use assets from Grezzo’s Switch remake of Link’s Awakening. Packaging these together would also allow for easy access to the Ganon fight previously only available by linking completed versions of both games. Perhaps they could even reintroduce some elements from the cancelled third Oracle game that never saw release. Like the adorable Link Amiibo for Link’s Awakening, Oracle of Ages and Seasons animal friends would make great additions to anyone’s Amiibo library.

The Legend of Zelda: Four Swords Adventures

If ever there were a Zelda game that plenty of fans didn’t realize existed, let alone played, Four Swords Adventures would be it. As a sequel to a side mode in the Gameboy Advance port of Link to the Past, Four Swords Adventures was always a bit of an odd sell. With optional multiplayer for up to four people, Four Swords Adventures is probably the best multiplayer Zelda game ever made. It is also the most recent original, non-remake, 2D Zelda to ever be made for a home console. That’s right, there hasn’t been a brand new 2D Zelda developed for a home console in seventeen years.

As for a re-release, Four Swords Adventures should maintain its 2D sprite work because, to be blunt, it's absolutely gorgeous. All Four Swords Adventures needs is to have those sprites redrawn at a higher resolution. The biggest change for this version would be the addition of optional online multiplayer. Better yet, an option to let players download a free version so they can play with their friend who owns the game. And hey, maybe if we want to get real crazy, allow people to use the GameCube adapter to plug in their GBAs and play just like the old days.

The Legend of Zelda: The Minish Cap

The final Zelda game made by Capcom, Minish Cap is, in my (John's) opinion, the best 2D Zelda ever made. It takes everything that worked about A Link to the Past and just does it better. Then on top of that it adds tons of new items and a shrinking mechanic that makes the overworld a fascinating puzzle to explore. While all the Zelda games are great, Minish Cap is a masterpiece.

So how do you improve it? Well, you don’t. Much like Four Swords Adventures, Minish Cap should remain entirely 2D. Clean up the art with crisp new HD sprite work and backgrounds, and perhaps introduce the more dynamic camera used by Four Swords Adventures and Link’s Awakening on Switch. Of course, the audio could use some cleanup, too, given that the GBA didn’t exactly output the highest fidelity sound. The main reason to remaster, remake, or otherwise re-release Minish Cap, though, is not because it needs a makeover, but simply so that more people can play one of Link’s greatest adventures of all time.


29
TalkBack / Cold Stone Creamery Super Mario Promotion Review
« on: October 19, 2020, 08:39:24 AM »

Celebrate Super Mario’s 35th anniversary by tasting these promotional creations.

http://www.nintendoworldreport.com/feature/55248/cold-stone-creamery-super-mario-promotion-review

Nintendo and Cold Stone Creamery have teamed up to celebrate the 35th anniversary of Super Mario Bros. by offering three treat options for a limited time under the promotional title, “Super Mario Birthday Cake Batter Bash.” This isn’t the first time the two companies have teamed up, having done a similar promotion in 2019. Last year I sampled the two available options and was quite impressed, so I didn’t hesitate to review this year's offerings. The new products include Mario’s Superstar Shake, Mario’s Super Birthday Blast, and Rainbow Road Rally.

First up, I drank Mario’s Superstar Shake. I probably overdid it a bit by getting the largest size, which seemed like a good idea when comparing the prices, but may have destroyed me later on. The shake includes Cake Batter Ice Cream, Bright Blue Frosting, Whipped Topping, and Star Sprinkles. Well, mine didn’t have Star Sprinkles, maybe the store hadn’t received them yet, but I’m sure the regular sprinkles I did have mixed in offer the same taste.

My initial thoughts upon sipping Mario’s Superstar Shake are that it tastes like a delicious piece of birthday cake. This thick drink manages to get through the straw easily enough along with what seems like very tiny bits of cake. The flavor is great and really reminds of eating a liquid version of last year’s Rainbow Sprinkle Road cake.

Mario’s Superstar Shake was very good, and I, scarily, almost drank the entire thing. Consuming this much delicious sugar probably isn’t good and I kind of crashed hard afterwards. As good as it is, please remember to limit yourself. That said, I consume these products to help inform the loyal readers of Nintendo World Report, so I have no regrets.

Mario’s Super Birthday Blast was the next item I tried, which is an ice cream mix consisting of Cake Batter Ice Cream, Yellow Cake, Bright Blue Frosting, and Star Sprinkles. Again, the Star Sprinkles in mine were replaced with sprinkles of the Rainbow variety. This creation tastes really good. I was initially blasted with a birthday cake flavor and the Blue Frosting plus sprinkles really helped mix the texture up in certain spots. The highlight here is easily the actual pieces of delicious yellow cake mixed in. This product also tastes similar to last year’s Rainbow Sprinkle Road cake, even more so than the shake thanks to the amazing yellow cake. This one is a winner and don’t worry, I paced myself eating it over the course of two days. Lesson learned.

My biggest complaint with both Mario’s Superstar Shake and Mario’s Super Birthday Blast is only with the presentation. Both items look absolutely nothing like what is shown in the promotional shots. However, if you get the Gotta Have It size for Mario’s Super Birthday Blast you will get one of four different Mario promotional cardboard cups. As a collector I made sure to snag one of each, all clean and never used.

The last desert that’s part of the Super Mario Birthday Cake Batter Bash promotion is the Rainbow Rally Road cake. However, I didn’t purchase this cake because it’s very similar to last year’s Rainbow Sprinkle Road cake with two differences. Last year’s cake used Rainbow Sprinkles and Sweet Cream Ice Cream, the new Rainbow Rally Road cake uses the new Star Sprinkles and Cake Batter Ice Cream. Since my location didn’t receive the Star Sprinkles, and knowing the cake is expensive as is, I decided to skip the cake this year. It’s a very visual piece and without the correct components I’d feel a bit let down after dropping a nice chunk of change. I may try again for the cake in the future, but for now I must point you towards my cake review last year. I wasn’t let down by the similar cake, so I’d be shocked if this year’s creation is a complete flop.

The final piece of the Super Mario Birthday Cake Batter Bash is that if you’re enrolled in Cold Stone’s rewards program you can get e-mailed a redemption code for 100 My Nintendo Platinum Coins. Redeeming the Cold Stone Platinum Coins also counts as a Mission on the official Mario 35th Anniversary site. However, I experienced great difficulty obtaining the code for the My Nintendo Platinum Coins.

Cold Stone’s promotional program isn’t the best. I think I had to log into three different places to even gain access to my account, which is very confusing. Then, even after making the purchase with my account for the Mario related items, I never received the My Nintendo Coins code. I had to call Cold Stone twice and wait days to get a few e-mail replies before I finally obtained my reward. I’ve heard some people were sent the e-mail with their codes right away, but most people I’ve asked have struggled and had to eventually contact Cold Stone’s poor customer support to obtain their sweet Platinum. In contrast, last year’s promotion gave out scratch cards with My Nintendo Platinum Coins codes on the back. Doing the same this year would have been much better.

Overall, I’d still highly recommend tasting the Mario treats as they are all very tasty. It’s a fun way to celebrate the anniversary of the Super Mario Bros. franchise. Be sure to get all four of those cups if you’re a collector! And if you’re trying to get the Platinum Coins in order to complete the official mission, which may eventually have its own rewards, good luck. You may be in for a small battle.


30

The biggest and best collection of custom Animal Crossing designs from around the web.

http://www.nintendoworldreport.com/feature/53441/the-best-animal-crossing-new-horizons-custom-designs-collection

Animal Crossing: New Horizons features a plethora of customization options and users are going crazy making all sorts of custom content for the game. That's why we here at Nintendo World Report went digging around the web to create this massive collection of awesome user-generated content. All the best stuff, all in one place!

So if you're looking for some cool designs to start wearing or using in your game, look no further. There are several hundred designs to choose from in a number of fun categories. And if you don't see your favorite, or wish to add your own, leave a comment in the Talkback thread below, or drop it in the User Generated Content channel on our Discord Server.


31

The truth hurts, but someone has to come out and say it.

http://www.nintendoworldreport.com/editorial/53069/why-zelda-breath-of-the-wild-is-a-failure-to-the-zelda-franchise

The Legend of Zelda: Breath of the Wild is one of the most critically acclaimed games of this generation. However, the title exudes flaws and leaves so much to be desired from a game in the Zelda series. If you’ve been a fan of the site for some time, you probably know my feelings on Breath of the Wild, but for its third anniversary I thought it was time to finally sit down and explain my full list of problems.

Before I dig in I do want to share some of the good things I found in Breath of the Wild. For starters, the Great Plateau is an excellent starting area that does a good job at teaching players how the game will ultimately work. Amiibo functionality is also great, giving players access to a ton of exclusive items. Additionally, the Wolf Link Amiibo is awesome, even if it sadly doesn’t scale well much farther than the early areas of the game.

The general combat is also well done, and the Shrine system is a great way to compliment dungeons in the Zelda world. The DLC is also very good with those Shrines being some of the best in the game. Gliding through the world is also fun, and the way you can get creative with the limited Sheikah Slate toolset is fantastic. Guardians are great villains that can really strike fear into players, so that was pulled off exceptionally well. That said, these few great elements don’t make up for the shortcomings of the rest of the game.

To start off, the story in Breath of the Wild is not very good at all. Not only is its current placement on the timeline left intentionally vague, but many things aren’t explained. Like what is a Calamity Ganon and how does it tie back to the regular Ganondorf? Maybe these shortcomings will be explained in the future, but for now everything seems like some sort of Zelda fanfiction because it’s so far removed from direct connections to the other games which is downright unheard of for a console 3D Zelda title. The self-contained story is also not very interesting because it’s extremely basic and the in game flashbacks don’t add any real exciting revelations.

The characters also leave much to be desired. There aren’t that many of them, and the ones you do encounter aren’t very likeable. Everyone may have a favorite of the four Champions, but once they start talking, the terrible voice acting really ruins them. The other characters are quite bland and seem to lack the typical Zelda charm with few exceptions.

The sidequests and minigames almost always lack any meaningful reward, making them virtually pointless. Zelda games over the years have conditioned players to do well in minigames and to complete quests in order to obtain great items, but in Breath of the Wild that’s rarely the case. Most of the time you’re just handed a bit more pocket change which, in this large game, isn’t nearly as big a deal as you may think since there are many ways to earn moolah.

Mounts seem to be given a lot of attention in Breath of the Wild, at first glance. However there are several animals you can’t ride even though it seems like one should be able to. Also, since so much emphasis in the game is put on climbing over mountains and other terrain, mounts ultimately become almost worthless and can’t go with you most of the time. It feels very strange.

Breath of the Wild is one of those games with an inverse difficulty curve. You start off with nothing and are very vulnerable. However, the way I played it, I eventually wound up becoming a god before too long in the sense that I couldn’t die. I’d have so much food saved up that I’d have to be stupid or just make a gravely critical error in order to perish. Games like this aren’t necessarily bad, but once you hit this point every encounter feels like a waste of time since you know you’re not going to lose.

The music in Breath of the Wild is bad. Well maybe it’s not considering there’s a five-disc soundtrack set, but you rarely hear much of the music while actually playing. That’s because for 95% of someone’s actual time with the title you will be treated to the same ambient track. The track is memorable, but probably just because you have to listen to it for hundreds of hours if you aim for full completion of the game.

Earlier I may have said the combat is good in general, but unfortunately it’s bogged down by the breakable weapon system. There are so many flaws for the breakable weapons, but it ultimately compounds the fact that Breath of the Wild forces players to use a poor item management system far too often. You can take out a camp of foes but then, if playing optimally, you have to compare leftover weapons to what you’ve already got, but also need to keep in mind you may have used some so they are weak but you can’t really tell until they are about to break, so good luck. It’s a damn mess and people playing Breath of the Wild will find they are goofing off in the menus for far too long instead of playing the actual game. Not to mention, the developers didn’t even put enough armor slots into the game for a player to collect each armor type. It’s only short by a handful of slots, but this is really a bad design decision.

One other gripe with the combat is that for almost the entirety of the adventure, one of the best strategies is to first use the Sheikah Slate to freeze an enemy with the Stasis ability. Then you just wail on it until it’s dead or almost dead.

Additionally, how awful does it feel when you finally obtain a Champion’s epic weapon only to find out it will break just like all the others? It’s really stupid and, like the Master Sword, these weapons should have been given some sort of recharge rate, even if it meant completing some sidequest in order to do so. But as we know by now, sidequests in Breath of the Wild can’t give anything that helpful unless they open up a Shrine.

Breath of the Wild is also big on letting the player climb over almost everything. Sadly, this is frequently ruined by the rain. I get that maybe they were going for some realistic thing here, but rain ruins a major element of the game by making climbing much harder. Often times I’d just hang off the side of a cliff, physically walk away from the system, and wait for the rain to pass to not lose progress on my climb. It’s really annoying. Add to that the fact that there are no items that counteract the rain and it’s maddening. Oh yeah, there is a set of gear to help climbing though, which does help on any climb, but you will then have to open your menu and select each piece of gear for it one by one because there is also no way to create easily selectable armor sets. It’s impossible to avoid menu hell in this Zelda title.

In a game like Breath of the Wild a huge emphasis is placed on the exploration aspect of the entire world. However, in reality you see just about everything far sooner than you may think. I remember the first time I encountered a mighty Hinox and thought about how cool it will be when I can come back and beat this guy. Surely this enemy is one of a kind and guarding a bridge for a reason. WRONG! The same three, four if you count the big desert foe, major enemies are copy pasted throughout the entire continent. In fact the enemy variety is completely lacking in Breath of the Wild.

The copy-and-pasted elements don’t end there though. From ever-so-slightly altered puzzles, to standard enemies, enemy camps, friendly camps, and much more are seemingly the same everywhere. There are a few exceptions, but 90% of the game is the same and this completely damages the sense of discovery the developers attempted to incorporate because of it. Compare this to any of the Xenoblade games where there are unique monsters, enemies, stories, places, and all sorts of stuff scattered throughout the world and you can see how bland Hyrule appears to be. Yeah, the enemies get harder over time in Breath of the Wild, and some versions of them fit the environment, but it just winds up being boring especially since the environment in general is just so empty that most of the time you’re walking in a giant void of familiar elements you wind up seeing hundreds if not thousands of times.

You may remember earlier I praised the Shrine system, and I don’t take that back. But all Shrines have the same aesthetic, which is kind of lame. The Shrines are where most of the traditional Zelda puzzles appear in Breath of the Wild. Sadly, of the 120 base game Shrines, 20 are Tests of Strength requiring players to do a dumb fight that repeats across several Shirnes, and 29 are Blessing Shrines. Blessing Shrines don’t have any puzzles in them, and some may argue that just unlocking them was the puzzle. I’d argue that going into an empty Shrine is a letdown. That means this seemingly large and epic game, that I’ve already established if full of copy pasted elements, only has 71 mini puzzles that are in actuality the core of the Zelda franchise.

When actually completing the puzzles within Shrines, and sometimes elsewhere, there are also clearly designed puzzles that developers had to put effort into making. These puzzles often have a standard solution that you can figure out, but may be challenging to do. Breath of the Wild will then often gives the player ways to cheat it using their abilities. At times this feels good because you, as a player, can outsmart the game. But there are other times where I actually feel bad for the people put in charge of having to make these detailed puzzles because there are clear and obvious ways to forgo what they did rendering their work meaningless. Frankly, bypassing the intelligent design by outsmarting the game is sometimes cool and empowering, but it should have had more checks and balances because it often gets out of control. Actually completing the puzzles as intended at times may feel more rewarding than cheating using the in game systems.

Oh yes, I’m sure some of you are now going to remind me about the four Dungeons, or Divine Beasts. Sadly, these Dungeons also keep the same feel and aesthetic throughout and are actually some of the worst designed dungeons in Zelda history. So there is another core Zelda staple butchered. Why was such little care taken on such a major part of the game? I have no idea.

Now I think it’s time to talk about one of the worst elements of Zelda: Breath of the Wild. The game includes the worst sidequest in Zelda, and quite possibly gaming, history. That is the quest for the Korok Seeds. Not only does this quest send players on a wild goose chase all over a gigantic map, but it forces players to complete a handful of puzzles that are only ever so slightly altered. Again, it feels lazy and copy pasted. While this quest is rewarding for nearly the first half of the 900 available seeds, the second half of the quest gets you absolutely nothing. Get them all and one of the biggest jerks in Zelda, Hestu, rewards Link with a steaming pile of golden poop, which is probably some analogy to the game you just spent playing.

Some people will tell me to stop collecting the Korok seeds after getting half while playing, but I pin bad quests like this on the developer since they had to consciously make the choice to design it so poorly. They decided to make locating all the Korok Seeds insanely difficult with no in-game items to help except a weak DLC mask that barely helps. They chose to make it so it stops being rewarding, and for the final reward to be useless. And they had to choose to make completion of the quest mandatory in order to fully complete the game. So if you make an element of your game unfun, it’s on you.

The endgame in Breath of the Wild is also boring requiring players to farm pieces of the three Dragons in order to upgrade their gear. Unfortunately this requires a lot of waiting for those guys to fly past, which isn’t fun at all.

Breath of the Wild may have a handful of fun moments like Eventide Island, and the mazes to name a few. However the game ultimately falls short on so many levels. I played at least 400 hours of the title and searched nearly every nook and cranny of the world trying to fully understand what the game is. Unfortunately what I found is a disaster of a Zelda game that really feels like a rushed project that some college student pulled an all nighter on and handed in at the last minute. It’s like the team spent all of their time working on how the physics and elements would interact as well as building this giant world that they forgot to populate it with good dungeons, fun characters, an interesting story, real Zelda puzzles and elements, diverse enemies, rewarding quests, enough fun places, and more.

What I’m trying to say is Breath of the Wild lacks polish because it was clearly sent to the market before it was done to meet the launch of the Nintendo Switch. When compared to the previous 3D Zelda title, Skyward Sword, it’s like the polar opposite. Skyward Sword has a great story, amazing characters, the best dungeons in 3D Zelda, and makes the best use of the motion controls found on Wii to create a truly innovative, unique, and polished Zelda gameplay experience that actually blows Breath of the Wild out of the water in every way.

Now I know many of you are going to still tell me how wonderful Breath of the Wild is, but I actually think most people who played the game have blinders on. The fact is they focus on the short time they played doing the main quest, and maybe a few side things, and don’t look at the game in terms of the big picture. To me, this is just ignorance and more people need to “Open your eyes” and “Wake up” to the truth that Breath of the Wild is in need of some Tic Tacs.


32
TalkBack / ARMS Graphic Novel Status Update
« on: February 27, 2020, 03:03:29 PM »

Still just out of arms reach.

http://www.nintendoworldreport.com/news/53020/arms-graphic-novel-status-update

The graphic novel series based on Nintendo's ARMS franchise is still in development with no current projected release date. This information comes directly from a representative of Dark Horse at Toy Fair NY this past weekend.

Dark Horse is set to publish the ARMS graphic novel series which was announced back in late 2017 and originally slated to have a fall 2018 release date. The project was then delayed to January 2019. A short preview of ARMS was given out as a promotional item during Free Comic Book Day in 2018, but little has been heard about the project since.


33
TalkBack / Jakks Pacific Mario Toy Release Schedule Revealed
« on: February 27, 2020, 03:03:18 PM »

For all you World of Nintendo fans out there.

http://www.nintendoworldreport.com/news/53021/jakks-pacific-mario-toy-release-schedule-revealed

Jakks Pacific has announced a release lineup for their 2020 Mario series of toys. Some of these are already hitting store shelves, and others we were able to see last weekend at Toy Fair NY.

So for all you collectors out there, here is the upcoming lineup:

Spring 2020

2.5-Inch Figures

Mario (New)

Luigi (New)

Cheep Cheep (New)(Not listed as Yellow but I'm assuming so.)

Odyssey Mario

Piranha Plant

4-Inch Figures

Blue Shy Guy (New)

Magikoopa (New)

Yellow Yoshi (New)

Mario

Odyssey Mario

Mario Kart Racers

Mario

Luigi

Shy Guy

Yoshi

Playsets for 2.5-Inch Figures

Underwater Diorama Set - Includes Mario, Cheep Cheep, and Blooper figures.

Underwater Playset - Includes Mario figure.

Deluxe Underwater Playset - Includes Mario figure.


Fall 2020

2.5-Inch Figures

Yellow Yoshi (New)

Fire Mario (New)

Raccoon Mario

Bob-Omb

Red Koopa Troopa

4-Inch Figures

Ice Luigi (New)

Odyssey Mario (New)

Red Koopa Paratroopa

Iggy Koopa

Raccoon Mario

It's-A Me, Mario!

12-Inch tall Toy with fabric overalls, 13 points of articulations, 20 phrases, sound effects, and five songs from the games.

Playsets for 2.5-Inch Figures

Super Mario Underground Diorama - Includes Ice Mario, Green Koopa Troopa, and Spike Top figures.

Super Mario Underground Playset - Includes Ice Mario Figure.

Deluxe Boo Mansion Playset (TARGET EXCLUSIVE) - Includes Fire Mario figure.


34
TalkBack / Toy Fair New York 2020 Roundup
« on: February 22, 2020, 03:32:00 PM »

Justin and Jared hit up the big toy show to see the latest in Nintendo merchandise!

http://www.nintendoworldreport.com/feature/52931/toy-fair-new-york-2020-roundup

Yep, it's that time of year again. Toy Fair New York 2020, basically the E3 for toys. Luckily for Nintendo fans there are a ton of toy manufactures with licenses that pertain to the company. Be it Nintendo directly, Pokémon, Kirby, and more. We've even included some pics from third parties products with friendly ties with Nintendo!

Products can be found under the company which was showing them off, just check the sidebar. It was a lot of work getting all these images, so we hope you enjoy!

This page will be updated as we process our pictures and video. Please keep checking back. I'll post here when there won't be further updates.


35
TalkBack / The State of Mario Kart Tour
« on: January 14, 2020, 01:19:44 PM »

Thoughts on the game from a serious player.

http://www.nintendoworldreport.com/feature/52612/the-state-of-mario-kart-tour

Mario Kart Tour really surprised me when it was released on mobile devices last September. I hadn't paid much attention to the mobile version of the Kart Racer much before its release. That said, upon giving the game a shot it really blew me away.

You see, for years Mario Kart has been stuck in a rut. Each iteration would release with the same basic game skeleton, maybe advanced forward slightly, and then add in some minor gimmick to the entire premise. Mario Kart 8, while graphically impressive and fun, still has the same issues.

Now, Mario Kart Tour has managed to really flip the series formula around. Sure, you can still play for first place, but now there is an Excite Truck / Excitebots scoring element added to the mix. This is all tied to player skill, grinding out higher points for each kart part and character, and yes, some gacha elements that seem more fair than most people would realize at a glance.

Additionally, the annoying classic Mario Kart Mirror Mode tracks have been eliminated and replaced with something far better. There are four versions of each track in Mario Kart Tour. The Standard version you’re probably familiar with. Reverse, or R, version of the track will let players race the course in reverse. The T, or Trick version, which adds all sorts of crazy elements like ramps, boost markers, and more. And finally a mix of Reverse and Trick known as R/T.

I’ve been playing the game like crazy and enjoying the biweekly updates, known as Tours, that add new tracks, wacky fun characters, and other features. I’ve put enough time into the game to hit the max Player Level of 99 and have really pulled ahead of the competition in some aspects. At max level, I get a significant boost to my points for placing in first compared to much lower level players, and the penalty of losing some player experience for quitting a race or performing poorly is virtually removed.

This allows me to really focus on the core of the game. The daily tasks, like getting the max part experience, working on completing the biweekly tours, and of course the ever important weekly Ranked Cups. You see, each week in Mario Kart Tour you face off against 19 other players who are all competing for the best combined top score in one Cup, which consists of three playable courses. What place you get amongst the 19 other racers determines important rewards, which will allow players to pull for more items in the gacha style environment. These important rewards include Coins, that are used to buy items from the daily shop, Point Boost Tickets, which allow players to make their already obtained items worth more when picked, and Rubys, the important premium currency used to mainly pull for more characters and karts.

One of the biggest factors in determining score is having the skill to keep your combos up during a race, but also some luck for getting what’s known as Frenzies. Frenzies give you invincibility during a race for a brief time as well as infinite use of a random item. The good news for someone at max level like me is I can just quit a race at any time if I don’t think it’s going well during these Ranked Cups and not suffer the usual penalty of losing experience. This makes the luck portion of the Ranked Cups more bearable. Getting to the max Player Level is a long and tedious grind, but not impossible. Luckily, there are rewards along the way.

Mario Kart Tour isn’t infallible, though. There are a few gameplay issues that need some work. Ranked Cups may rely a bit too much on the luck element of Frenzies, both in frequency and the item type that comes up. The players everyone goes against seem to vary widely in skill and ability even though the game is supposed to place every player in tiers based on previous results in Ranked Cups. The premium currency and other real world cash offers outside of the Gold Pass (which is something all people putting any time into the game should get) are outrageously overpriced and shouldn’t be purchased.

Finally, the online Multiplayer Mode, which was briefly previewed in a Beta Test form, was super lacking. Not only were there no rewards for competing against other players, almost everyone used the best characters and kart parts in each race. This not only made the character variety boring, but it meant that everyone was earning three items per Item Box and had a good chance to earn Frenzies that would litter the track with even more items. In short, it was a total disaster.

To fix some of these issues I hope the team behind the game makes some changes. I propose that the weekly Ranked Cups only let players in your tier compete against you as this doesn’t seem to be the case at the present time. Then I suggest instead of making it a competition with 20 random players, make it so players in different score percentiles get rewarded and moved up a tier if necessary at the end of the week. This would create a much more balanced game and make whales face off against one another after the new ranking system starts to settle.

The online multiplayer needs to be revamped in ways that might have to change vastly from the core gameplay. Maybe remove Frenzies and make it so that good characters only get two items on their preferred track instead of three. Mediocre characters can then get one item per item block and low tier characters get none. Additionally, it might be good to reward character diversity in this mode in some way: add a new set of Challenges associated with this mode, and actually reward players for choosing to compete here.

As stated earlier, the Gold Pass is a great value for people actually playing the game. For only $5 a month, players can get access to more rewards and they are usually very meaningful and helpful. That said, I think it would be wise for the developers to implement a Platinum Pass for $10 a month that adds even more to this package. I know many people will scoff at this, but the current Gold Pass deal is really necessary if you intend to play the game and at the current rate would run someone $60 a year. That’s really not that much money to spend if you’re dedicated to playing the game on a daily basis. For People who are really into it $120 a year also isn’t a deal breaker especially if you get even more useful rewards.

The prices for additional Rubies can stay the same to milk the whales (I know this is a damn business that needs to generate results), but there should also be some more decent deals for the more thrifty players. They did this once with a cheap deal on the 2020 Glider Package during the New Year’s event. However, I feel in many ways the gacha elements feel like a trading card game. I probably would consider dropping a few extra bucks now and then per Tour if I could get one or two Fire 10 pulls from the pipe for a cheap price. Then if I want more, sure make me pay up. This will also help advance serious players at a more fair pace since at max level, it becomes much harder to earn Rubies at a regular rate.

As a side note for those who are scoffing at the gacha element in Mario Kart Tour. I’ve only paid for the cheap Gold Pass and the affordable 2020 Glider package. In total I’ve spent about $23 on the game and have a very healthy roster of characters and kart parts to choose from. It’s really not that bad if you stick with the game, but it will obviously be a bit overwhelming if you’re just starting out. However, that’s why you’d be placed in low competitive tiers. It works out!

Finally, the game needs to start allowing players to trade in Point Boost Tickets for Level Boost Tickets. People who have been playing from the start are getting to the point where Point Boost Tickets are becoming less and less valuable since we have almost all our items at max point values. Let me do something productive with them like trade a stack in for a Level Boost ticket to keep the Point Boost Tickets relevant.

Even though Mario Kart Tour has a few rough edges, it still excites me as a player. It’s doing some things better than any Mario Kart game has done before. The item management and collection system is entertaining, the biweekly updates exciting, and the new track varieties exhilarating.

I don’t see myself turning my back on Mario Kart Tour anytime soon. At its core, it’s still a Mario Kart game that controls and feels true to the franchise. It’s easily the best Nintendo mobile game in my book and one where more people should just swallow their anti-moble/gatcha game pride to check out. It’s a Mario Kart game that is evolving the series in many positive ways and I hope many of these changes make it to Mario Kart 9, whenever that inevitably happens.


36
TalkBack / Nintendo World Report's 2019 Game Awards
« on: January 05, 2020, 02:57:00 AM »

The NWR staff came up with some surprising choices for our annual awards Feature.

http://www.nintendoworldreport.com/feature/52515/nintendo-world-reports-2019-game-awards

It's everyone's favorite time of the year here on Nintendo World Report. A time when a bunch of staff members who usually get along wind up fighting each other to the death in order to determine which games of the previous year should be honored by our coveted yearly Nintendo World Report Game Awards!

Over the course of the year the staff here have been adding their picks to multiple award categories and recently got together on a group call to hash out the final winners. The discussion was at times brutal, funny, insane, disturbing, and many of the choices will leave you scratching your heads.  Of course, those who want to hear how it all went down can listen to the entire discussion by supporting the site over on Patreon! Please consider it as even a little bit can go a long way in supporting this completely volunteer site.

Additionally, so there is no confusion, unless specifically numbered Runners Up in each category aren't ranked in any specific order. They are just titles we thought were also worth giving a secondary mention to.

So buckle up, get ready, and prepare to be amazed and baffled at Nintendo World Report's 2019 Game Awards!


37
TalkBack / Nintendo Cold Stone Promotion Review
« on: October 16, 2019, 02:14:23 PM »

Justin samples some Nintendo inspired treats.

http://www.nintendoworldreport.com/feature/51982/nintendo-cold-stone-promotion-review

Cold Stone Creamery had a Nintendo promotion throughout locations in the United States. The promotion included a Mario & Luigi inspired Masterpiece ice cream dish and a Mario Kart Rainbow Sprinkle Road cake. I was able to digest both items for an unofficial review.

Before I begin I want to say this was my first time actually getting anything from Cold Stone. I walked in one once, and was in shock at the somewhat high price for what I’d be getting, and left. It took a Nintendo promotion to actually get me to purchase something, and I actually wasn’t disappointed.

First, I tried the Mario & Luigi’s Masterpiece ice cream dish, which appeared to be available in three different sizes. This recipe included sweet cream ice cream, rainbow sprinkles, blue frosting, and fudge. Each treat was served in one of three collectible cardboard ice cream dishes. The different options available were based on Super Mario Maker 2, Mario Kart 8 Deluxe, and Yoshi’s Crafted World. When purchasing, you should also receive a matching scratch card for your cup that includes a redeemable code for My Nintendo Platinum coins. These coins are actually not that impressive if you’ve checked out Nintendo’s reward program, but it’s better than nothing.

The first thing I noticed with the Mario & Luigi’s Masterpiece is how the ice cream in my cup didn’t look even close to the advertisement. The colors weren’t the same as it seemed even more mixed together than the promotional image. That said, it was delicious and I highly recommend it. The blue frosting seemed to have a cake like taste and the chocolate fudge was definitely a highlight.

The second item I ordered, and took home, was the Mario Kart inspired caked called Rainbow Sprinkle Road. The cake, available in two sizes, is filled with yellow cake, sweet cream ice cream, rainbow sprinkles, and is wrapped in a “fluffy” blue frosting. I opted to order the larger version. On top of the cake are three cake toppers, Mario in a kart, Luigi in a kart, and a very thin plastic set of flags. These karts seem somewhat cheaply made, but can be used as toys later on. I did, however, find it annoying to clean off the frosting and remove the sprinkles. Additionally, you may think the flags are generic but they aren’t. There is some Nintendo copyright information written on the part that sticks into the cake. The Cold Stone logo seen in pictures isn’t actually a cake topper and is an edible sugar piece. At least after eating it, I hope it was! The cake toppers are placed on a Rainbow Road of sprinkles which is a nice touch and helps complete the official theme.

Much like the first item I tasted, I found the cake to be really tasty. The actual yellow cake is a wonderful compliment to the sweet cream ice cream, and the sprinkles are good too. The frosting is pretty sweet as well. The highlight here is easily the combination of actual cake and ice cream which seems to be missing in most ice cream cakes. That said, it may have benefited from the addition of chocolate fudge that was found in the Mario & Luigi’s Masterpiece. In any case, I still think it was very delicious and enjoyed slowly eating the cake with my family over the course of a week.

Overall, the Nintendo Cold Stone Creamery promotion is a fun one and really gave Nintendo fans a reason to stop into the shop. The only warning I can issue is that Cold Stone isn’t the place to go on a budget. But the quality seemed great and Nintendo fans were given added incentives to make a purchase. Collectors will be happy with the promotional items like the cake toppers and My Nintendo Platinum Points scratch cards. For the more insane collectors like myself, the disposable ice cream dishes also made a trip to the store worth it.


38
TalkBack / Re: Justin's Nintendo NY Shopping Spree Aftermath
« on: August 29, 2019, 10:18:30 PM »
Are the sweaters comfortable?

The sweatshirts from Nintendo NY are amazing and soft. Everyone who tries them is usually satisfied with the quality. I'm sad that some that I wanted to buy were at the store, just not in my size. :(

39
TalkBack / Re: Justin's Nintendo NY Shopping Spree Aftermath
« on: August 29, 2019, 10:17:21 PM »
Justin, do you plan on doing more of the YouTube videos you used to do where you go through your collection? Those were awesome!

Not at this time, but maybe someday.

40
TalkBack / Justin's Nintendo NY Shopping Spree Aftermath
« on: August 19, 2019, 05:21:18 AM »

Justin went to the famous store in New York and spent way too much.

http://www.nintendoworldreport.com/feature/51395/justins-nintendo-ny-shopping-spree-aftermath

Last weekend I stopped by Nintendo NY to meet a friend and wound up going a little overboard with some of the merchandise I picked up. This Feature is just to show off my haul from the store, most of which is exclusive to the New York location.

Hope you all enjoy!

Exclusive Merchandise

Seemingly Unexclusive Merchandise


41
TalkBack / Super Mario Maker 2 Game Breaking Glitch Discovered
« on: July 08, 2019, 07:33:23 AM »

The Super Mario 3D World theme has a problem.

http://www.nintendoworldreport.com/news/51069/super-mario-maker-2-game-breaking-glitch-discovered

Last night while playing Super Mario Maker 2 I discovered a software bug that I was able to replicate myself with the Maker. The bug will get Mario, or whomever you play as, stuck in a Warp Pipe and not able to do anything at the software level. System level features such as the Home and Capture button will still work. If time runs out during this glitch the game will still be stuck as Mario seems to have vanished and is unable to die.

Replicating this glitch requires a few elements. First, it only works in the Super Mario 3D World theme. The other components necessary for this error are for Mario to be in a Cat Suit, and to use a Warp Box, Warp Pipe, and one Block in a very specific way. Once Mario is in a Cat Suit have him enter a Warp Block. Then make sure he comes out of the Warp Block directly on top of a working Warp Pipe with a Block directly next to the Warp Block but away from the Warp Pipe. As Mario enters the Warp Block hold the down button to instantly go down the Warp Pipe as he re-spawns and you’ll make Mario vanish confusing the game. The only way to get out of this situation is to hit the Home Button and to close the game.

This bug can also be replicated on the title screen if it happens to randomly pick a saved stage with the proper components to use there.

Hopefully this problem gets ironed out in a patch, but until then be aware since it’s possible to lose progress on a Stage you’ve been working on if you accidentally trigger the glitch and haven’t saved before then.

Super Mario Maker 2 is a complex game with a lot of things that need testing and other bugs have been discovered. However, this is the first bug I’ve seen that locks the game. Let us know if you find more.


43
TalkBack / Pokemon Sword and Shield Won't Have Every Pocket Monster
« on: June 11, 2019, 10:34:00 AM »

There will be some limits this time around.

http://www.nintendoworldreport.com/news/50841/pokemon-sword-and-shield-wont-have-every-pocket-monster

Unlike past main series Pokémon titles, Pokémon Sword and Pokémon Shield will have some limitations on which creatures can be transferred to the upcoming games. As revealed during E3 2019's Treehouse Live, only Pokémon that appear in the Galar Region Pokédex can be transferred to the game from the upcoming Pokémon Home service. Of course, some Pokémon from previous generations will be part of this Pokédex, but not all of them.

This is due to the fact that that making the character models in Sword and Shield are more complex, and to help maintain battle balance, so some limitations had to be implemented in order to have the games release in a timely manner.


44
TalkBack / More Smash Bros. Amiibo Revealed and Dated
« on: June 11, 2019, 08:23:52 AM »

Are you still trying to complete your Smash set?

http://www.nintendoworldreport.com/news/50821/more-smash-bros-amiibo-revealed-and-dated

Snake, Squirtle, and Ivysaur Super Smash Bros. series Amiibo are scheduled to hit retailers on September 20th. Following shortly after, Chrom, Incineroar, and Simon will land in November. And finally, Dark Samus and Richter will arrive in 2020.


45
TalkBack / Arcade Archives VS. Ice Climber (Switch) Review
« on: April 22, 2019, 05:22:33 AM »

Nana & Popo are back in the arcade port of their famous NES game.

http://www.nintendoworldreport.com/review/50341/arcade-archives-vs-ice-climber-switch-review

The Ice Climbers, Nana and Popo, are probably most famous for their several appearances throughout the Super Smash Bros. series. However, they originally got their start on the NES in a title aptly named, Ice Climber, a game that is playable on the Nintendo Entertainment System Nintendo Switch Online application. Shortly after the original NES version released, Nintendo followed up with an updated version for their VS. System. Now after many years this obscure version of Ice Climber is playable at home as part of the Hamster's Arcade Archives series.

Ice Climber is a bit of an oddball in that it's a score based vertical platformer, but also has stages. Your goal while playing may be different depending on what you want to do. You can go for a high score, as breaking bricks, killing enemies, and collecting vegetables in the bonus stage can rack up points at the end of a level. Or maybe you just want to try and complete the stages by making it to the top of each Mountain. Ice Climber has a two player mode as well and like Mario Bros. you could work co-cooperatively or competitively which is neat. But I can assure you working together in this game will not be easy.

The controls in VS. Ice Climber are just as wonky as in the original. The player can walk, jump, and attack by swinging a mallet. Jumping also initiates an upward attack, and if you manage to run a few steps before jumping you will get more horizontal distance. None of this feels very good overall and I'd love to hear more about the design choices behind the notoriously bad controls in Ice Climber. Was it done on purpose because the game would be too easy otherwise? Maybe, but they still don't feel great and will cause a great deal of frustration among those unfamiliar with them.

Each stage in Ice Climber is broken up into two parts. The lower half and the Bonus Stage at the top. The lower half has enemies which can be killed for points, alongside breakable bricks that also earn points. The Bonus Stage is full of random point adding Veggies, as well as a Condor at the top when grabbed will count towards your total. If a player fails in the Bonus Stage part of the level though no lives are lost the stage is over. Points for the entire level are tallied at the end of Bonus Stage successful or not.

Up until this point I've talked about Ice Climber in its base form and the information would be accurate to both the NES and VS. Arcade versions. That said, the VS. Arcade version of Ice Climber does a lot to stand out on its own and truly feels like Ice Climber 2.0 in a sense. For starters, the NES version of Ice Climber features 32 Mountains and the player can choose to start with any. The VS. version has 48 different Mountains and the stage selection works a bit differently. At the start, the player will be choice of any Mountain between 1 and 24. After finishing eight, the player will then have access to Mountains 25 to 48. After an additional eight are completed the player will be sent back to the list of the first 24 mountains. Every eight stages this continues until all are completed and then the loop starts over. Some of the stages in VS. Ice Climber are the same as the NES version but plenty of new stages have been added as well.

VS. Ice Climber also lets you know what Bonus Stages you've successfully completed by placing an Ice Climber image where the stage's number was previously placed. A failed Bonus Stage will have the image of a Topi, which in every version of this game is the little yeti monster and not the seal as seen in the Japanese NES version. I haven't been able to completely figure out what triggers this, but it appears as though successful completion of eight Bonus Stages in a section will then unlock one of two Super Bonus Stages. These are straight up platforming challenges with a time limit to make it to the top. They are pretty fun and something that is lacking in the NES version as far as I can tell.

There is also a random chance that a wind or snow storm will take place during a stage. This causes wind to move from the left to the right and can make levels harder. The effect of both weather types seems to be exactly the same other than some slight graphical changes so I don't know why the developers thought to add both. It's kind of strange but helps the VS. version stand out.

New enemies have also been added to the game. First is a Bee which launches horizontally from either side of the screen and homes in on the player. To survive this rare enemy type the player will have to whack the Bee with their hammer or manage to dodge it as it will just fly to the other side the screen after a miss. Just note, killing a Bee counts as a killing a Nitpicker (bird) enemy for scoring purposes. The other new enemy is the Moth which replaces the Condor at the end of the later stages. These new characters are great and really add to the Ice Climber lore which I love.

VS. Ice Climber also introduces a few new gameplay elements. One is an item which can be found in bricks in the lower half of each stage. These items can increase the point value for Veggies found in the Bonus Stage. They do, however, seem to be very rare. Another new element are platforms that not only move left and right, but at the same time bounce up and down. These new platforms are interesting though and can be very challenging to deal with. Lastly, there is a high score leaderboard where you can enter your initials for arcade glory.

Ice Climber can be fun in short bursts, but there is almost always a feeling of frustration while playing. As a player you're not only fighting with the weird controls, but with nearly every gameplay element at once. Sometimes you are trying to slip in a hole while fighting a platform that forces you to move left and right. Other times you're trying to make it up to the next plateau while trying to make it through a small gap you've created by jumping off a fast moving platform before a Topi fills it back in with ice. Also you can't take too long or else the Polar Bear will appear and force the screen upward a notch probably killing you. Those platforms that bounce up and down as they travel horizontally only add to the difficulty. Yeah, Ice Climber is a hard game, and I only made it through all 48 of the stages for this review by using save states. At times it's brutal.

The Arcade Archives wrapper that VS. Ice Climber is placed in offers no surprises, but that's not a bad thing. Three modes are available when booting up the title: Original Mode, Hi Score Mode, and Caravan Mode. Original Mode lets players enjoy the game as if they had the arcade cabinet in their home. It features a bunch of display, sound, difficulty settings, and control options, as well as an Online Leaderboard. The Online Leaderboard in this mode is fairly pointless though as it's possible to abuse save states. The confusing option called "The Original Game's Character Designs" which can be toggled on or off never seems to make any difference in any of the Arcade Archives games I've played. Is it just some remnant from one previous game they developed? I don't know. Regardless, the plethora of options is very nice and helps give players the experience they want.

Hi Score Mode is the main mode for serious score hunters. This loads the game up with competition settings and let's someone go through the game on one credit to see if they have what it takes to be the best. Caravan Mode is similar, but only gives the player five minutes to set a record score. At the end of a round in these modes it's possible to upload a score to Online Leaderboards in each category. It's a nice feature, even if I don't find Ice Climber to be a very good scoring competition game. Still, the Arcade Archives wrapper still has the annoying flaw in that it's too easy to accidentally end a high score run by just pressing the Plus Button in these competition modes. There should really be a button combination as it can be super easy to just mistakenly end a run out of a pausing habit.

For historical reference I want to discuss that there is a second game known as VS. Ice Climber that was released for the Famicom Disk System after the arcade version. I have not been able to play it but I've tried to do some research just for comparison purposes. The Famicom Disk System version of VS. Ice Climber seems to be very similar to the Arcade version except that the Moth enemy at the end of the later stages has been replaced with a Blue Condor. While this further expands the Ice Climber lore by adding a new Condor color it just doesn't seem as cool. Also, while I haven't been able to confirm this on my own, some sources claim the Bee enemy doesn't exist anymore in the Famicom Disk System version. Instead, it's behavior pattern still exists, but the sprite just uses a Nitpicker (bird) instead. Again, I haven't been able to confirm the Bee claim but even without it the Moth may help make the arcade version of VS. Ice Climber the definitive version of the game.

Overall, VS. Ice Climber is an improvement over the NES release but it still has all of the rough edges the original incorporated. Frustrating controls and the sometimes evil stage design will likely drive many new players away. The new additions to the game are nice and really help the quasi sequel stand out. The new gameplay elements and expanded lore are to be applauded. However, VS. Ice Climber still seems to straddle the line between a score attack game and a level based platformer and fails to really succeed at either. The Arcade Archives wrapper is mostly a positive addition giving players tons of options to really customize the experience even if it still carries the same usual flaws.

Arcade Archives VS. Ice Climber isn't a game for everyone, but I'm confident in saying it's the definitive version of Ice Climber. While it may not be a top tier title, I'm really happy Hamster and Nintendo are working together to bring these hard-to-find games to home consoles for the first time so it's easier for people interested in Nintendo history to experience. I've honestly never seen VS. Ice Climber in any arcade and probably for good reason. Still, it's nice to see how Nintendo went about improving the original game in different ways. Even with all its flaws, I'd still recommend the Arcade Archives VS. Ice Climber to collectors, gaming historians, those who wish to support the Hamster Nintendo partnership, and maybe to those excited to see a slightly expanded Ice Climber lore. Honestly, with all the attention brought to the series protagonists Nana and Popo in the Super Smash Bros. series it's time for Nintendo to do these characters justice with a new game that's really great. It's a shame this now iconic duo is stuck being the stars of various iterations of a subpar game.


46
TalkBack / New York Toy Fair 2019 Photo Roundup
« on: February 18, 2019, 02:41:21 AM »

Our own Nintendo collector Justin Berube hit up the big toy show to see what Nintendo goods he could find.

http://www.nintendoworldreport.com/feature/49780/new-york-toy-fair-2019-photo-roundup

Once again I was able to attend New York Toy Fair. For those that don't know, Toy Fair is basically the E3 for toys. With Nintendo continuing the strategy of expanding their IP awareness it shouldn't be a shock to anyone to see several companies on the show floor that hold the Nintendo license.

As one of Nintendo World Report's biggest Nintendo merchandise collectors it only seems fitting that I was the one who ran around like a maniac for a day trying to take pictures of as much stuff on display as possible. So check out each company listed alphabetically and see what's coming or in some cases is already available. Enjoy!


47
TalkBack / NWR's 2018 Game Awards
« on: February 11, 2019, 04:00:00 AM »

The NWR staff battled it out to determine what games were the best of 2018!

http://www.nintendoworldreport.com/feature/49337/nwrs-2018-game-awards

It's that time of year again. The Nintendo World Report staff had to get together and fight over what games they felt were the most deserving in 2018.

The process behind it all was fairly simple. The staff came up with a list of what deserved to win in a number of categories. Then after about two weeks we all got together over a voice call in order to argue it all out and fight for the games we are passionate about. For those interested the entire recorded debate is available for our Patreon supporters.

The list is also a little late, by some standards, releasing publicly in 2019 because we felt every game in 2018 deserved a fair shake at things. We felt this was especially important because cool new games kept releasing for the Switch up until the last minute.

Also, just so there is no confusion, Runners Up in each category aren't ranked in any specific order. They are just titles we thought were also worth mentioning.

So without further explanation here are NWR's 2018 Game Awards!


48
TalkBack / Smash Bros. Ultimate Piranha Plant Review
« on: February 01, 2019, 03:37:00 PM »

The Smash Ultimate roster grows.

http://www.nintendoworldreport.com/feature/49558/smash-bros-ultimate-piranha-plant-review

As a big fan of Super Smash Bros. Ultimate, I was happy to see that newcomer Piranha Plant sprouted a few days ahead of its previously stated February release date alongside the 2.0.0 update. Piranha Plant was briefly available as a promotional character and is now available to purchase. But is Piranha Plant worth all the hype?

I must admit, when Piranha Plant was first revealed as a playable character I was a bit taken aback. I’m a huge Mario fan, but this didn’t seem like the character I or anyone had been asking to have playable in Super Smash Bros. games. Piranha Plant seems way less deserving of a roster spot than a highbrow character like Waluigi. That said, after getting my hands on her, she really grew on me.

Piranha Plant is a very unique Smash Bros. character in many ways. All of her special moves seem to have utility. The Piranhacopter (Up Special) is a pretty good recovery and can be directed in unique ways. It also damages opponents if the spinning leaves hit them. Ptooie (Neutral Special) causes a spiked ball to hover above the mouth of Piranha Plant. This spiked ball can be thrown left or right at a few different angles and speeds. Poison Breath (Side Special) can be charged and causes a poison cloud to briefly stay on part of the stage. At a full charge this move is powerful and large. It’s also possible to hide behind it so opponents don’t know what your next move will be. And finally there is the Long-Stem Strike (Down Special). This move can be charged and causes Piranha Plant to hide in her pot before launching out at long distances with a powerful bite. It’s possible to tilt the character’s pot over to change the angle, and players can even use it in the air.

As I said earlier, a lot of these moves allow for some creative uses and provide fun and unique gameplay. Piranha Plant also has a decent Up Smash, good Neutral Air attack, and a solid Back Air that can be used as a kill move. The Ptoooie and Long-Stem Strike attacks also make it seem like this character can prevent opponents from getting the drop on her. Piranha Plant seems to have very poor grab though.

For those that play Smash Bros. with Final Smashes, you’ll be in for a treat. Piranha Plant summons Petey Piranha, who will try to trap other combatants in a cage, spit fire at them, and then smash them against the ground for a possible kill. I don’t think this is a top-tier Final Smash, but it sure is fun!

I’ve managed to make it to Elite Smash using Piranha Plant and feel the character has potential, but she seems to get shut down by projectile heavy characters. Maybe I still have a lot to learn, but I think characters like the three Links, Samus, Dark Samus, and more may be able to really counter Piranha Plant on a competitive level. Again, the character is still relatively new and it may take some time to adjust and to figure out all the strategies, especially when Piranha Plant seems to reward creative use of her special moves.

Piranha Plant also has some cool victory poses at the end of matches, especially the one featuring Mario, as well as an enjoyable Palutena’s Guidance for all you Kid Icarus Uprising fans.

Overall, I may not be happy that Piranha Plant stole Waluigi’s spot on the roster, but I can’t argue that the character is extremely unique and fun to play. Those that picked up the character through the promotional giveaway can try her out now for free, but the rest of you Smash Bros. fans should definitely pick her up now that she is available to buy, especially if you like playing characters that are just a little bit different.


49
TalkBack / Arcade Archives Donkey Kong Jr. (Switch) Review
« on: January 07, 2019, 04:18:14 AM »

Mario’s the bad guy!?

http://www.nintendoworldreport.com/review/49295/arcade-archives-donkey-kong-jr-switch-review

The original Donkey Kong was a major success for Nintendo in 1981, so it’s not shocking that a sequel, Donkey Kong Jr., was released in 1982. What is shocking to many is the fact that both of these games were able to get true arcade grade home re-releases for the first time since they hit game rooms nearly 35 years ago. So does Donkey Kong Jr. manage to live up to the legendary original? I found out.

Donkey Kong Jr. really does feel like a direct sequel to the original game. Part of this can probably be chalked up to the fact that Nintendo had the code to the original Donkey Kong reverse engineered in order to make Junior. This led to a lawsuit and is an interesting story for another day, but the historical significance is worth mentioning.

Like its predecessor, Junior has a narrative tone. This time Mario, the protagonist from the original, is the jerk who has captured Donkey Kong. Sure the ape probably deserved it for kidnapping Pauline, but what we didn’t know is that Donkey Kong has a son, Donkey Kong Jr., waiting back at home. So in this title the player takes control of Junior and is trying to rescue his dad. While this may have seemed normal for the time, it is weird to see Nintendo’s main protagonist play the role of heel. Though it really does make you think about the perspective of everything in life.

Donkey Kong Junior controls similar to Mario in the original game retaining the ability to walk and jump, but the little ape has a few new tricks as well. A major gameplay element is climbing up and down vines. Junior can grab on to a single vine to climb up and drop down. It’s also possible to straddle two vines which allows Junior to climb up faster, but it will take longer to climb down in this state. The benefit of holding one vine is that Junior can drop quickly this way. Solo vine positioning is also important as you can hang from the left or right and doing so will impact your ability to dodge enemies.

Donkey Kong Jr. is comprised of four stages, just like the first game, and the goal is to get the key, or keys, in order to free Donkey Kong from his cage. The Arcade Archives version contains both the Japanese and English releases of the game. The differences I saw were similar to the differences in the original Donkey Kong as well. The Japanese version lets players tackle all four stages in order and on repeat, while the English release takes an odd route where you have to sort of earn two of the stages after looping through what has been given to you before “unlocking” them. Because of this, I may prefer the Japanese release but usually stick to playing the English version because that’s the version people from this part of the world seem to compete competitively.

The first stage is in a jungle-like setting and has vines and enemies that climb or drop down them. The second stage is similar to the first aesthetically but has a cool springboard to jump off of, which skilled players will figure out can help you skip a portion of the level too. The latter half of this stage tries to teach players to watch out for birds that come across some vines horizontally, which is different than the vine-descending foes from the first stage. The third stage, Mario’s Hideout, is like a power plant where players have to dodge sparks. The final stage sees Junior working to finally free his father by unlocking off of DK’s bindings. This last stage can have a ton of enemies at once and is a real challenge.

There is also bonus fruit in different places throughout the stages that is important. Touching a piece of fruit will cause it to drop. Falling fruit will kill any enemy in its path and rack up bonus points for each one it defeats. I do have one mechanical complaint about the fruit though. In some places, Junior needs to reach out off a vine to touch the fruit to get it to drop. However, the fruit hit box is very precise and needs to be touching his tiny hand almost perfectly.

Upon first playing the title, I came away thinking Junior felt very sluggish from what I remember. Also I really do feel that Donkey Kong Jr. is far more challenging than the original game, maybe too much so, as at times it requires players to track a ton of on-screen elements and enemies at once. In the first game, it felt like there were usually more safe spots, or you didn’t have to worry about as many barrels the farther you got up since the ones below you pose no threat. But in Donkey Kong Jr. you are more likely to encounter the same enemies again, depending on the stage, since some can travel up and down vines, or maybe the player will have to go back down in some spots. It’s tricky but can be learned.

I do, however, applaud the game in trying to be more interactive in many ways. It tries to do something different and the vine mechanics give a new way to traverse the stages and add some strategy. The springboard in the second stage is really fun too, and each stage feels very unique. While it may not come together as nicely as the first game, Donkey Kong Jr. tries to stand out on its own and that’s worth applauding.

Just for fun I decided to boot up the NES port of Donkey Kong Jr. just to compare it. The NES game features a Junior that can move much faster, and the pace feels a bit better as a result. Junior also has a larger range of hit detection when reaching for fruit! However, the graphics on the NES game aren’t as nice, and it may be too easy at the start. The NES conversion also doesn’t seem to be as refined as far as taking risks in order to earn a better score goes since enemies seem to be slower and take longer to come out. This is a problem in a high score game like Donkey Kong Jr. as you really need to wait for enemies to be in the right place in order to drop fruit on them. As well, after finishing the last stage in the arcade version, Mario just gets kicked by Donkey Kong. In the NES version, Mario falls and has a halo over his head, presumably dying.

My dream version of Donkey Kong Jr. would probably be a hybrid between the arcade and NES versions, but of course that doesn’t exist. This comparison has no bearing on the review, I just thought our readers may want to be educated on how the two versions differ.

Of course, this release of Donkey Kong Jr. falls into the Arcade Archives line and has all the bells and whistles we’ve come to expect from games in the series. The main title screen for the Arcade Archives port lets the player choose between playing the Japanese Version Original Mode, English Version Original Mode, Hi Score Mode, and Caravan Mode. The Original Modes both let players mess with the settings, use save states, and change various audio visual settings, and they run like an actual cabinet. You can even set the multiplayer up to flip the screen as if it’s the cocktail cabinet version of the game! There are online leaderboards in the Original Modes, but since save states can be abused here, they’re really meaningless.

Hi Score Mode and Caravan Modes are where the competitive action takes place. Both modes let players choose between the Japanese and English release when competing. High Score Mode uses a standard three lives run while Caravan Mode gives players five minutes to rack up the highest score. When it’s over, and you’ve set a personal best, you can then upload your score to an online leaderboard. These modes are both fun, but are still plagued by the fact that if you press the plus button (or pause) it instantly kills a run. This is a problem in every Arcade Archives game I’ve played and I wish they would make it an obscure button combination instead of something so easily pressed out of gaming habit.

Donkey Kong Jr. is a historically important game for Nintendo and one I fully recommend to big Nintendo fans, arcade gamers, high score chasers, and gaming historians. Those considering a purchase might want to go ahead and buy the game as Donkey Kong Jr. is one of the titles where we really don’t know who owns the rights to the original code. So it’s possible a deal was worked out to have this released for a set period of time. And again, the arcade version of Donkey Kong Jr. does differ from the more famous and more frequently re-released NES port.

Overall, I’m mostly impressed with the Arcade Archives wrapper as it lets players customize the experience or compete online. Donkey Kong Jr. itself is fun but much more challenging than the original Donkey Kong. I don’t think the sequel is as good, but it manages to differentiate itself which is nice and keeps the experience and strategies fresh while managing to maintain an air of familiarity.


50
TalkBack / Toki (Switch) Review
« on: November 30, 2018, 04:27:33 AM »

An arcade remake I never expected to see.

http://www.nintendoworldreport.com/review/49031/toki-switch-review

I never thought I’d be talking about a remake of the seemingly forgotten arcade game Toki in 2018, but here we are! Yes, Toki on Nintendo Switch is a remaster of the 1989 arcade title of the same name. Toki has enhanced visuals, updated music, and a new difficulty system. The original Toki is a game I wrote about having some fond memories of in a recent editorial, but does this remake hold up?

The story starts as Toki, a muscular caveman-like human, watches as a sorcerer kidnaps his love interest. Then this sorcerer turns Toki into a small ape before running off. It’s then up to Toki to make it through six levels in order to save his girl and to hopefully get his body back to normal.

Toki is definitely an arcade game and reminds me of a strange mix of Ghosts ‘n Goblins, Super Mario Bros., and Contra. That’s because Toki is a 2D platformer where the main character can spit projectiles, jump on enemies to damage them, and get different power-ups. All the power-ups only last a limited time, but they do more damage than the normal spit projectile. Toki can get close-range flamethrower breath, long-range fire spit that can charge up, a Wave Beam like spit, larger single spit, and a Contra like spreader spit. There are other helpful items as well like a football helmet that blocks attacks and sneakers that help Toki jump higher. The main reason I’m explaining all of this is because it adds to the utter ridiculousness that is Toki.

Toki can only survive one hit before having to go back to a checkpoint, but there do seem to be a fair number of them. That said, there are some cheap deaths that were likely set up to try and kill players intentionally so they would be forced to drop more quarters into the old arcade cabinet. This can be frustrating, but like many old games there is an element of gaining experience through failure and needing to learn to succeed. There is also a time limit for each stage.

The enemies in Toki are fun. There are a variety of apes, zombies, ghosts, spiders, eyeball monsters, bats, fish in the underwater sections, and more. The bosses are crazy but it feels like trying to brute force them is the best way to go. My favorite boss in the game is a walking pile of intestines that burps and kicks at Toki. It’s really bizarre in a good way.

The updated graphics do make the game widescreen and have a hand-drawn style to them. They aren’t bad, but sometimes it can be difficult to tell what’s actually on the screen. There were a few spots where I wasn’t sure what was in the foreground or background and that caused some confusion and deaths.

The rearranged music is catchy and I instantly remembered the old boss music when the new version of it started to play. The music isn’t jaw-dropping by any means, but old school Toki fans will likely be pleased with what’s been done in this department as it remains faithful to the original tracks.

Since Toki is an arcade game you may be wondering how they handled the difficulty this time around. It’s always a challenge to bring arcade games to consoles as one of the draws was trying to get far or beat the game without having to spend money. In the past, many home versions of arcade games lost some of that when they offered unlimited credits. Toki, however, does this in an interesting way. It gives the option of four difficulty levels from the start. There is Easy, Medium, Hard, and Hardest. These each give the player a limited number of continues, or credits, and a set number of lives per credit. Easy gives the most by offering nine continues and nine lives per continue. If you’re just looking to see everything Toki has to offer, I recommend this setting. Once you get better it may be worth trying a more difficult mode, but be warned, if you run out of credits you will start from the first stage.

For research purposes I went and watched a playthrough of the original Toki for the sake of comparison. While the graphics may not be modern, they definitely do make it a bit easier to tell what’s going on compared to this remake. Honestly, I prefer the retro graphics, but that is likely a personal preference. I also think it’s a bit of a shame there is no way, that I know of, to unlock the original Toki in this 2018 version. Hopefully we will get Arcade Archives Toki or something on Switch down the road.

Toki isn’t a very long title, as you would probably imagine. I beat it on the Easy setting in around an hour. The game does track your personal top score, but the leaderboard that I saw in the arcade version is removed. I wouldn’t recommend this as a high-score game, but you could play it that way.

Toki is fun and wacky, but a flawed game in many regards. While I enjoy the world and basic gameplay elements there are cheap deaths and the new graphics can make it hard to tell what’s on the same plane as the character at times. The different difficulty settings allow players to tailor the experience, which is good, but I don’t see myself often trying something other than Easy since this is an updated arcade title. Some of the general flaws can be attributed to the original game, so the developers actually did nail it when they made this updated version. That said, Toki fans will get a kick out of this remaster and if you like weird, old arcade games you probably will, too.


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