Nintendojo nintendo news, analysis & musings since 1996 Mon, 06 Jul 2015 14:16:58 +0000 en hourly 1 Copyright Nintendojo 2011 (Nintendojo) (Nintendojo) Podcast 1440 Nintendojo 144 144 Nintendojo's Weekly Podcasts, including Dojo-Show-Go! and Airship Travelogues Nintendojo's weekly podcasts! We talk about the latest games, news and other zany items in the World of Nintendo... and beyond. Nintendo, Wii, GameCube, DS, nintendo, 64, NES, SNES Nintendojo Nintendojo no no Returning to The Legend of Zelda: Ocarina of Time Mon, 06 Jul 2015 14:00:44 +0000 Robert Marrujo


That’s the word that comes to my mind most often when I think about The Legend of Zelda: Ocarina of Time. It effortlessly transcends the years that have passed since it launched on Nintendo 64 back in 1998, feeling as fresh and fun today as it was back then. I was 12-years-old when I played Ocarina of Time. I’d waited months to experience it, greedily soaking up every screenshot and tidbit about the game that I could get my hands on in Nintendo Power. When it finally released, it blew my mind. No hyperbole, no exaggeration, Ocarina of Time wasn’t just a watershed moment for the video game industry, it was a turning point for me as a person. I had played my share of classics up to that point, but to say that Ocarina of Time was unlike anything else is almost an understatement. Stepping onto Hyrule field watching the sun travel over the landscape and eventually setting against a vivid pink sky was like staring out of the windows of my grandma’s house. The game felt like it was living and breathing alongside me, and though I’ve played plenty of titles since that have astounded me, nothing had quite left the same impact as Ocarina of Time.

Seeing that Nintendo finally brought the game to Wii U’s Virtual Console last week was a real treat. While I enjoyed The Legend of Zelda: Ocarina of Time 3D, there are things about the original version that remain superior. Getting this chance to go back and replay the title as it was (well, close to as it was) on Nintendo 64 is invaluable. One of my biggest gripes with Ocarina 3D was the fact that it was on a handheld and not a home console. Ocarina of Time is as much about spectacle as it is deep gameplay and engrossing narrative. This is the sort of game that needs to fill your field of vision and be shown off. Even with diminished graphics, seeing Link and the various dungeons and environments on a television screen is better than the diminutive top screen of a 3DS any day. There’s also a quality to the visuals of the N64 Ocarina of Time that Ocarina 3D failed to replicate. Ocarina of Time strove for realism. Go back to any interview with Shigeru Miyamoto at the time of the game’s release and the talk was constantly about how realistic Ocarina of Time was trying to look. There’s no denying that the original is blurry and blocky in some ways by today’s standards, but the lighting, textures, and environment design remain a compelling approximation of the real world. Nintendo can claim now that Ocarina 3D is what the developers wanted the first game to look like, but the original tells a very different story with its graphics.

Admittedly, today’s HD screens aren’t the best fit for N64-era titles. It’s not to say Ocarina of Time or Mario 64 don’t look good on a flat screen, but the visuals simply aren’t optimized for today’s higher quality technology; these games were made to be played on a tube TV. Though the resolution is bumped up, something is lost in the translation that I can’t put my finger on. Regardless, I’ll be fair and say it’s a difference that few will probably notice. This is especially true when playing the game off-screen on the GamePad, with the non-HD device proving a more natural fit for the old school graphics. I know I just got through praising having Ocarina of Time on a larger screen, but the GamePad screen remains larger than anything in Nintendo’s handheld line, and the convenience of this particular Wii U feature is undeniable. Someone wants to watch John Wick but you’re in the middle of the Water Temple? Presto! GamePad. I’m still of the opinion that Nintendo doesn’t compensate enough for the sensitivity of today’s analog sticks, however, as at times I found aiming in first-person could be finicky compared to a Nintendo 64 controller. I’ve learned to adjust to this ever since the days of Wii’s Virtual Console, but I’d hoped the improvement on Wii U would have been better.

That all might sound whiny, but the small details can make all the difference to playability. Thankfully, despite these slight challenges, Ocarina of Time is still very playable, as well as enjoyable. Like Hyrule itself, Ocarina of Time seems to exist in a world apart from our own, locked in a pocket of time that age has no sway over. From the controls to the story, the game swept me right back in as easily as it did the first time I booted it up. One common gripe about Zelda games for years now has been the lack of voice acting, but as cinematic as Ocarina of Time is, there’s an elegance to this game’s text-only presentation of its narrative that I’ve always appreciated. Between the hints of character voices conveyed through laughs and yells, to the sophisticated serif font that scrolls across every text box, Ocarina of Time is like the ultimate synthesis of movie and novel. Also, I don’t think I’m grasping at straws when I say that there are so many layers to pluck through and things to take away from the game’s story. Themes of loss, friendship, love, duty, corruption, and more pervade the entire game. Watching Link literally grow into his role as Hyrule’s protector is still one of gaming’s ultimate experiences. There’s a personal investment that’s fostered by saving so many different people, sometimes repeatedly, and the actual time spent restoring each temple. By the time I get to Ganon at the end, the fight is always personal.

Graphics snob or not, Ocarina of Time as it was released 17 years ago is very much worth a play for the first, second, or even hundredth time. Ocarina 3D is a wonderful remastering, but this original version has a magic all its own. Though many Zelda titles have come out since Ocarina of Time, some of which arguably even matching it in terms of quality, at the moment of its creation it represented the culmination of Shigeru Miyamoto’s vision for the series. The blood and sweat that went into making this game are present at every turn, and I can’t recommend strongly enough that anyone who has yet to play Ocarina of Time go and give it a download from the eShop. I’m actually shocked Nintendo condescended to putting up the N64 version of this game for sale again, as the norm of late from the company has been to only acknowledge the 3DS remake. This is unequivocally a genuine piece of video game history. No one should call themselves a serious gamer if Ocarina of Time isn’t in their collection.

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Splatoon War Journal, Entry 2: Battle Tips Sat, 04 Jul 2015 01:00:28 +0000 Robert Marrujo

Entry 1: Gearing Up

Fall in, troops, we’re back with more of Private I.N.Kling’s Splatoon tips from behind enemy lines! This time around we’ll be focusing on battle tactics for Turf War, Splatoon‘s introductory multiplayer mode. The main objective in Turf War is to cover territory with ink, but there’s more than one way to see you and your team to victory beyond acting like a glorified paint brush. So strap your helmets on and get to note scribbling!


Regardless of the map you find yourself on, to truly excel at Turf War it’s necessary to think strategically. One of the drawbacks of Splatoon‘s multiplayer from a logistical perspective is a distinct lack of voice chat. As a result, coordinating with teammates is virtually impossible, making it all the more important to use what tools you do have at your disposal as efficiently as possible. That means reading your map during battles, tracking the locations of your teammates, and deciding what type of role you want to play, be it support, pure offense, or a mixture of the two.

The Map

The most boring and useful tool in your entire arsenal is the map displayed on the GamePad. It may not seem all that valuable, but the map is providing you with far more intel on the flow of a given battle than you might realize. For one, the map displays the current state of how soaked in ink the battlefield is. Locate trouble spots where enemy forces have laid down excessive amounts of their color and move in to begin wiping it out. Leaving chunks of terrain unattended to is one of the fastest ways for a match to start going downhill quick.

Secondly, it’s also wise to keep track of where the Inklings in your squad are. If you see teammates disappearing off the map in a certain location, it likely means they’re being overwhelmed by your foes. If that’s the case, carefully gauge how to respond. Super Jumping (we’ll cover that below) to their coordinates can be useful for providing some extra muscle to ward off enemy combatants, but you could also potentially be landing in the middle of crossfire and get splatted right away, instead. There’s no definite way of knowing what to expect beforehand, but if you see one or two squad members on the map in close proximity to each other, the odds of safely entering the fray are higher. Alternatively, you can trek over to your team members on foot and try to flank enemies, too.

Super Jumps

This leads us to the aforementioned Super Jumps, a technique that’s incredibly important for traversing the map and acting to squelch coordinated assaults from enemy Inklings. Super Jumps are easy to perform– spot a squad mate on the map, touch their location on the screen, and your Inkling goes soaring right to them. As mentioned above, using the map to read potential situations is paramount to success. Seeing your squad bunched together on the map and continuously being splatted, respawning, and then returning to the same spot with Super Jumps is a strong indicator that a major fight is going on. These splatfests can become hectic and nauseatingly back and forth, with no real progress being made for either side to claim territory.

There are ways to use Super Jumps more usefully, however. To start, don’t always tap on a squad mate who is right in the middle of a skirmish. Sometimes it’s more tactical to tap on a team member who is close to the fray, but nearer to the outskirts. This allows you to move in without being launched right into a firefight, able to survey and carefully determine the best course of action. A frontal assault can often do the trick to turn a battle, but be smart about it. I recommend having a special attack charged up, ready to engage at the last possible moment before striking the enemy. It catches them off guard, as most foes will immediately pounce on an Inkling out in the open and aren’t necessarily expecting for someone to roar into action as a Kraken or suddenly begin firing freely while ensconced in a Bubbler shield.

Going Solo Vs. Staying Together

There’s no “I” in “team,” but sometimes the wisest strategy is to go off on your own to mark territory. It’s not uncommon to be placed on a team with members who are sloppy ink sprayers, barely touching terrain and opting instead to seek out your opposition for a direct assault. That’s not a good move when winning is predicated upon claiming territory, period. Using the map as described above, make decisions on the fly about how your team is performing before deciding to enter a combat zone. If the quarrel doesn’t seem to be going anywhere, with both your teammates and the enemy not budging from their positions on the map, use it as an opportunity to invade other areas on the arena and lay down your color. Inundating a map with your team’s ink can create quite the headache for the opposition if they become tunnel visioned and obsess over one spot or fighting your squad instead of claiming land. Having to play catchup later can be a real disadvantage, so use it to your own.

Of course, being a good teammate can sometimes trump trying to bullrush a battle alone, too. If your allies are competent but in a tricky jam, there are a number of ways to provide backup. To repeat, read your map– if your squad is being cornered, trying to position yourself behind the enemy can be a huge help. If you have a special move ready to go, that too can be a real boon. A Killer Wail, Bomb Rush, or Ink Strike can burst through a wall of enemies and ink blasts in a snap, scattering your foes or, in the best case scenario, splatting them and send them back to their spawn point. Leading by example isn’t foolproof, but sometimes teammates can pick up on techniques you’re using and help by mirroring your actions. Perhaps most importantly, if you’re striking out solo and getting torn apart every time, you’re going to be more of a detriment to your team than anything else. Being reckless can lead to other squad members getting caught in the crossfire, which drags everyone down in the end.

That’s the first part of our Turf War overview! Next time, we’ll be going over more stratagems and how to best optimize each weapon type for this online mode, Dismissed!

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Nintendo Download: 07.02.2015 Fri, 03 Jul 2015 22:00:13 +0000 Anthony Pelone

A number of discounts await fans this week! Furthermore, The Legend of Zelda: Ocarina of Time hits the Wii U Virtual Console, alongside some new online releases. Check out the list below:


Wii U eShop

  • Roving Rogue - $7.99
  • Quadcopter Pilot Challenge - $8.99

Wii U Virtual Console

  • The Legend of Zelda: Ocarina of Time - $9.99

3DS eShop

  • Samurai Warriors Chronicles 3 – $39.99
  • Mercenaries Saga 2 – $4.99


Wii U eShop

  • Ittle Dew - $4.99 until July 30 (normally $9.99)
  • Bombing Bastards - discounted until July 9
  • Spot the Differences: Party! – discounted until July 9
  • Plenty of Fishies - $2.99 until July 31 (normally $4.99)

3DS eShop

  • Phoenix Wright: Ace Attorney – Dual Destinies - $16.79 until July 16 (normally $29.99)
  • Phoenix Wright: Ace Attorney Trilogy - $22.49 until July 16 (normally $29.99)
  • Talking Phrasebook – 7 Languages - $2.99 until July 9 (normally $4.99)
  • European Conqueror 3D - discounted until July 23
  • The Legend of Dark Witch - discounted until July 23
  • Tappingo – discounted until July 23
  • Mystery Case Files: Dire Grove - discounted until January 1
  • 4 Elements - discounted until January 1
  • Toy Stunt Bike - $2.49 until July 30 (normally $4.99)

Source: Nintendo

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Best Gaming Vacation Spots Fri, 03 Jul 2015 14:00:46 +0000 Anthony Pershkin

Summer is the perfect time to find yourself a great and comfortable place to unwind for a couple of weeks. This year has been pretty busy with excitement, so why don’t you relax and enjoy a more steady pace of life? We here at Nintendojo will help you out by providing the best vacation spots for a reasonable price. So, put your sunglasses on and rub your sunblock in, we’re going to find you a perfect vacation spot!

Wuhu Island

Appearances: Wii Fit, Wii Sports Resort, Pilotwings Resort, Mario Kart 7.

If you’re looking for something traditional, you cannot go wrong with a place like Wuhu Island. This little paradise provides a great variety in landscape, from sandy beaches to chilly mountains. You can spend your days just laying down under the sun, but if you’re the active type, that’s where Wuhu Island really shines. Skydiving, archery, basketball, bowling, canoeing, cycling, golf, power cruising, Mario Karting, table tennis and even Frisbee activities for your dog– you name it, Wuhu has got it. Want to fly a plane, but have no experience or license? That’s fine, we don’t mind. Wuhu Island is not here to judge you, but to provide the best vacation experience possible.

Isle Delfino

Appearances: Super Mario Sunshine, Mario Kart: Double Dash!!, Mario Kart DS, Mario Kart Wii, Mario Kart 7, Mario Kart 8, Mario Power Tennis, Fortune Street, Super Smash Bros. Brawl.

Perhaps Wuhu Island doesn’t sound very exciting. You want something safe, affordable, yet a little bit on the odd side of things. Isle Delfino might scratch that particular itch. This dolphin-shaped island resort provides just as much local variety as Wuhu Island, but also gives you a chance to experience one of Mario’s most underrated adventures. Oh, you can just smell the excitement! I recommend staying at the hotel on Sirena Beach; it has the best ocean view out of all of them. You might also want to try Peach Beach. If you’re lucky, you might even see Princess Peach herself!

Blossom City

Appearances: The Wonderful 101

Now I know what you’re thinking. “Why would I go on a vacation to the city?” Well, my friend, something tells me you’ve never been to Blossom City. The home of Wonderful 101 leader Wonder-Red has infinite skyscrapers and all the colors of the rainbow. You think you know scale? Well, you know nothing until you’ve visited the top floor of one of the many skyscrapers Blossom City has. It takes your breath away! And I mean literally, so don’t forget your oxygen mask. Imagine if somebody took a kid’s Lego playset, smooshed a bunch of multi-flavored ice cream on top of it, and then dropped it in a bowl full of M&Ms. That’s Blossom City for you.

Donkey Kong Island

Appearances: Donkey Kong Country, Donkey Kong Country 2: Diddy’s Kong Quest, Donkey Kong 64, Donkey Kong Country Returns, Donkey Kong Country: Tropical Freeze, DK: King of Swing, Mario Tennis series, Super Smash Bros. series

You know why I love Donkey Kong Island? You can never mistake that giant gorilla head for some other island. Donkey Kong’s home just oozes with adventure. Are you up for some thrills? DK Island will provide all four elements full of danger! Just don’t forget that this place is pretty exotic and full of many dangerous wild animals. You should also honor the way things work on DK Island. No matter what you do, you do not steal bananas, you do not eat bananas. In fact, I highly advise to not even look at bananas for more than five seconds. Donkey Kong is a very hot-tempered fella, if you know what I’m saying.

Santa Destroy

Appearances: No More Heroes, No More Heroes 2: Desperate Struggle

In case you’re a hot-tempered kind of guy yourself, you might want to experience a very underrated Californian town, Santa Destroy. I hear it’s especially pleasant if you like to participate in assassination jobs. If you want some peace and quiet, the town still does a pretty decent job of offering a safe, yet entertaining environment. Surprisingly enough, the crime rate is almost non-existent, thanks to all the organized killings UAA and K-Entertainment are providing. You’re almost completely safe to walk into your local Burger Suplex, take a bite out of a juicy burger, and not die in the process. I don’t know about you, but I’m sold.

So, what do you think about these vacation spots? Are you interested in visiting any of them this summer? Let us know the comments below. And hey, stay fresh!

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Yo-kai Watch Used to Market Terminator: Genisys in Japan Fri, 03 Jul 2015 03:00:16 +0000 Anthony Pelone

Yo-kai Watch mania in Japan is about to get even crazier. For the Japanese premiere of the movie Terminator: Genisys, Arnold Schwarzenegger will come face-to-face with his feline counterpart: Robonyan, a robotic version of Yo-kai Watch cat mascot Jibanyan. This new kitty’s forged as a direct tribute to Schwarzenegger’s role as the Terminator T-800, complete with the familiar line “I’ll be back,” as seen in the following statement from the new character:

“It’s an honor to be invited to the sunny stage. If it turns into a fight, I won’t lose, but instead I think I’ll try to negotiate a part in a Hollywood movie or something. See you at the red carpet! I’LL BE BACK!”

Does this familiar tribute excite you for Yo-kai Watch’s American arrival this fall? Let us know in the comments!

Source: Anime News Network

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Users Can Report Content in Super Mario Maker Fri, 03 Jul 2015 00:00:39 +0000 Anthony Pelone

Will Super Mario Maker have a level filter? No, says Nintendo, but there is a option for fans to report…well, inappropriately shaped levels submitted online. While any level can be submitted online (after they’ve been played through once by the creator, anyway), user-made stages based on certain bodily functions are certain to slip through the cracks, so Nintendo can’t check through every level submitted. If a level is reported as obscene material, Nintendo will carefully review the stage to determine if it’s inappropriate or not.

Will you be a good Super Mario Maker citizen and report such naughtiness, or are you content to let its online servers be contaminated with dirty toilet humor? Let us know in the comments!

Source: Nintendo Enthusiast

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Reggie Asks for Trust On the Quality of Federation Force Thu, 02 Jul 2015 22:00:52 +0000 Kyle England

Nintendo of America president and COO Reggie Fils-Aime has heard the outcry against Metroid Prime: Federation Force, and he wants to help assuage fan concerns. In an interview with Mashable, Reggie discussed the fan reaction to the new game, and how Nintendo likes to keep old IP fresh.

“What the fan at home saw was something in the Metroid Prime universe that they weren’t expecting. The reaction has been negative. There’s no sugar coating it,” said Reggie. “This is an example where fans who aren’t able to get their hands on the game may be at a bit of a competitive disadvantage. Everyone who has played what we are showing regarding Metroid Prime [Federation Force], they’ve come across really pleased. My ask is that fans trust us.”

Reggie went to compare what Next Level Games is doing with Metroid to how longtime Zelda producer Eiji Aonuma is changing the Zelda formula in the next big Legend of Zelda Wii U game. “Mr. Aonuma has said that he is challenging many of the conventional wisdoms of Zelda gaming in this new Zelda, and that’s what we do. We believe we have to do that to keep the franchises fresh. We believe that in order to propel the franchises forward, we have to be the ones to constantly challenge the paradigms, challenge the conventional wisdom, challenge what we thought was the essence of the particular franchise, and a particular form of gameplay.”

Do you agree with Reggie? Does his explanation of Nintendo’s approach to keeping franchises interesting resonate? And will you trust in Nintendo and Next Level Games when Metroid Prime: Federation Force comes in 2016? One thing is for certain, and that is Nintendo is definitely opening up and responding to the fan reaction to this game in a big way. This is a good sign and shows that someone cares what Metroid fans have to say, at least.

Source: Mashable

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Retro Scope: Metroid Fusion Thu, 02 Jul 2015 14:00:07 +0000 Robert Marrujo

As starved as fans currently are for a new Metroid title, it’s hard to believe that once upon a time Nintendo gave players two of them on the same day. Metroid Prime and Metroid Fusion both launched together in November of 2002, marking the end of what was then an eight year hiatus for the series. While Prime tends to get the bulk of the fanfare these days, Fusion was itself an equally compelling entry in Samus Aran’s journeys. The game opens with a killer cinematic of Samus being infected with something called X Parasites. The creatures interact with her body and her Power Suit, resulting in parts of the two becoming fused together. A radical operation is performed, where chunks of the suit (and thus, her body) are removed, and an experimental vaccine derived from Metroid cells (the only predator of the X Parasite, naturally) is administered to save Samus’s life. After she’s given a Fusion Suit to wear, Samus sets out to eradicate the threat of the X Parasites.

In terms of story, Fusion has one of the most elaborate in the whole series. The game tells the bulk of its narrative through Samus’s internal dialogue and her interactions with her new ship’s computer, as well as a smattering of gripping cut scenes (presented as animation stills similar to motion comics). For some players, Fusion felt a little too linear because of the omnipresence of the story. The narrative is constantly popping in and out, and as a result mission parameters are regularly communicated, which negates some of the sense of isolation and free-exploration that the Metroid series is known for. That said, it’s unfair to accuse Fusion of relentlessly holding the player’s hand. Poking around the enormous space station where the game takes place is as autonomous as any other Metroid, with plenty of secrets and upgrades to discover– the narrative is there to guide, but it’s not overly restricting. I personally found Fusion to be a fun departure for the series, as the story added a sinister undercurrent to the gameplay that I’d never experienced before.

The main source of Fusion’s tense atmosphere is the presence of a creature called the SA-X. This advanced X Parasite is comprised of the surgically removed chunks of Samus’s Power Suit, which become sentient and pursues Samus throughout the adventure. The doppelganger is ridiculously overpowered compared to Samus; it isn’t until very late in the campaign that she can even defend herself from the SA-X. It’s because of this imbalance between the two that each of the handful of encounters with the creature are nerve-wracking cat and mouse altercations. These moments of sheer panic, where Samus is hiding from this soulless mirror image of herself, are some of the best in Fusion. Frankly, they’re some of the best in the entire series. Generally Samus is “the Hunter,” so to turn the tables on the player was both refreshing and an ingenious change of pace. Meeting the SA-X isn’t random, but it’s always a surprise when it happens, and one that will leave most players’ hands just a bit sweaty when it’s over.

Though there was nothing riskier than shifting the series from 2D to 3D (and a first-person shooter, at that) in Metroid Prime, Fusion made its own alterations that are worth noting. The redesign of Samus with her new Fusion Suit is the most obvious. It’s organic and smooth in a way that the Power Suit is not, yet the presence of Samus’s helmet and arm beam make the entire ensemble simultaneously familiar and alien– and cool. Samus’s Gunship is lost at the beginning of the game, so she’s given a new ship that, like the Fusion Suit, pulls some distinct visual cues from the original that make it feel both new and old at the same time. Adding a guiding hand in the form of Samus’s ship computer was also pretty bold of Nintendo, as it could have completely backfired and smothered everything about the first Metroid games that made them unique amongst other platformers. As it stands, Fusion can be somewhat polarizing to fans, but generally the quality of the title’s gameplay more than compensates for any deficiencies in the pacing.

Luckily Nintendo has seen fit to bring Metroid Fusion to Wii U’s Virtual Console, so for less than the average entree at a restaurant, fans can experience one of Game Boy Advance’s finest offerings. Fusion is a real triumph of level design and gameplay, one that truly pushed GBA to its limits and reaffirmed just how invaluable the Metroid franchise is in any form. Nintendo remains reluctant to move forward with Samus after the disaster that was Other M, but hopefully if the series ever does make a return, it’ll pull from Fusion for inspiration. Canonically, this game remains the final word on the Metroid series, so anyone who’s curious to see the (for now) final adventure of Samus, give Fusion a look!

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Shovel Knight Physical Release Unearthed for Wii U and 3DS Wed, 01 Jul 2015 16:00:37 +0000 Kyle England

Yacht Club’s 8-bit masterpiece Shovel Knight is coming to retail stores with a physical release! The game arrives on disc and cartridge for Wii U and Nintendo 3DS October 13 for NA and October 16 for Europe. This version is priced similarly to its eShop counterpart with a MSRP of $19.99. But wait, there’s more!

The retail version of Shovel Knight will come pre-loaded with the new content pack Plague of Shadows. This update is being rolled out for free to all versions of the game later this year and introduces a new quest where Plague Knight is the hero. A challenge mode that includes over 50 challenge stages is also being included in the update that will be on the retail game. But we aren’t done yet!

Yacht Club Games is planning several more free content updates for both the digital and retail versions of Shovel Knight. These include new quests for Specter Knight and King Knight, a multiplayer battle mode, and a gender swap mode. Retail versions of Shovel Knight will also include a full physical game manual, similar to the Kickstarter reward from the game’s original crowdfunding campaign.

Shovel Knight is an excellent game that we quite enjoyed at Nintendojo. It will make an excellent addition to the Wii U and 3DS physical library. Will you be picking up a retail copy this Fall? I plan to definitely snag one for Wii U.

Source: Yacht Club Games

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Miiverse Getting Substantial Redesign this Summer Wed, 01 Jul 2015 15:00:23 +0000 Kyle England

Nintendo has announced that Miiverse will be updated later this summer with a slew of new features and a complete redesign. The update will include some additional functions and some modifications to existing communities and the activity feed.

A new screenshot album tool will allow each Miiverse user to save up to 100 game screenshots in his or her own private space. The new Play Journal feature will make capturing and discussing certain moments in a game much easier. These will include large screenshots alongside user commentary on the game. Finally, in what is perhaps the biggest change, the community pages in Miiverse are getting a new paint job.

Communities will now feature categorized posts, allowing users to browse just Play Journals, Drawings, or Discussions. This is a change over the continuous feed of all types of content currently featured on Miiverse. However, this update will get rid of the activity feed feature, which is being replaced by the Play Journals. Miiverse is also lifting restrictions on posting many times in succession. This comes with a caveat as users will now be limited to making 30 posts per day.

There is no date set for this Miiverse update yet, only a vague “summer” time frame. So, we should probably expect the changes to come by the end of August. Are you interested in the new Miiverse redesign? Were you ever even interested in Miiverse? Let us with a drawing on your Gamepad below!

Source: Miiverse

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