Nintendojo nintendo news, analysis & musings since 1996 Fri, 04 Sep 2015 23:37:10 +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 Monster Hunter Stories Unveiled Fri, 04 Sep 2015 22:00:50 +0000 Craig Harnett

Capcom has recently announced a new title in its hugely successful Monster Hunter RPG series. Although set in the Monster Hunter universe, the new game, Monster Hunter Stories, will take players on a very different adventure, pitting you as a Monster Rider rather than Hunter.

Monster Riders are people who form bonds with the varying monsters of the world and fight alongside them rather than slaying them to survive. This intriguing new take will turn the Monster Hunter universe on its head, giving players a different perspective by experiencing the game from the other side.

The combat system is also set to change, opting for a turn-based battle system over the previous hack-and-slash action based combat. There will also be the option of hatching monster eggs and raising new born monsters to later aid you in battle

Capcom’s official website for the new title offers extensive detail on the games story, characters, battle system, and more, a selection of which we have mirrored below.

Our story begins in Rider Village, where our hero has competed a trial to become a Rider and is awarded the Kizuna Stone from the village leader. Together with his partner Nabiru, with whom he overcame the trial, they decide to set out for the world beyond the village.

But beyond, a looming shadow is approaching. The people are beginning to notice a serious change in their daily lives and environment. Those entrusted with their roles as Riders and Hunters will be put to the test. The key lies within the hidden power of the Kizuna Stone. A truth concerning an ancient legend.


Monster Hunter Stories for 3DS is scheduled for release in Japan in 2016. Any details regarding a western release have yet to be announced.

What do you think of the new direction for the Monster Hunter series? Is this a welcome change or a disastrous move away from a tried and tested formula? Let us know in your comments.

Source: Kotaku

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Hands-On Preview: SkyLanders SuperChargers Fri, 04 Sep 2015 16:00:41 +0000 Robert Marrujo

If there was one thing I learned about Skylanders SuperChargers over the past few days, it’s that the 200+ member team at Vicarious Visions handling the game’s development is immensely passionate about their jobs. Walking into the company’s headquarters in Menands, New York, the first thing that caught my eye as I stepped into the lobby was the array of glass shelves filled with old games. From Guitar Hero to Spider-Man, Vicarious Visions proudly displays all of its past efforts for guests and employees alike to see. While not every title was a winner, either in terms of sales or critical acclaim, it was very representative of what seems to be the developers’ goals as game makers. Forget nothing, learn from the past, and put everything into making the next game their best. After snagging a doughnut from a nearby suite, I made my way into the conference room with my fellow writers and journalists, ready to learn about all things SuperChargers.

Though Skylanders was conceptualized and created by developer Toys For Bob, it wouldn’t be surprising to think that Vicarious Visions was the mastermind behind the franchise. The company has certainly seen its fair share of action with the series from the beginning, handling ports and so forth for Nintendo and mobile platforms, but it was with Swap Force that the developer really was able to cut loose and place its indelible fingerprints on Skylanders. Now, Vicarious Visions is nearly done with its latest Skylanders installment, a two year journey that the company is finally able to truly peel the curtain back on. Sitting around an enormous conference table, company co-founder Karthic Bala was very enthusiastic as he launched into the details of the game.

Meet Splat!

We were first treated to the reveal of two new additions to the roster. One is an all-new character named Splat, who wields an enormous paintbrush that can spread color across the environment as she fights, and pilots the Splatter Splasher. The other new character revealed is actually a revamped favorite: Big Bubble Pop Fizz. The duo represent the team’s dedication to expanding the SkyLanders universe while also pleasing longtime fans who have grown attached to many of the different characters over the years. As the presentation continued, prototypes of the figures and vehicles were passed around the room, and I was very impressed with what I saw.

Produced in-house via a 3D printer stuffed into the back of the office, the toys were beautiful and detailed as fans have come to expect. For SuperChargers, Vicarious Visions played around a lot with the materials and textures of each toy, as well as color, striving to make this lineup one of the most gorgeous yet seen from the franchise. I was especially impressed with the vehicles, which are roughly the same size as the average SkyLander figure. A sticking point for the design team was that the vehicles all offer articulation, so the cars have wheels that roll, choppers have spinning blades, and so forth. Interestingly, a lot of the little details like vehicle articulation and even their size are the result of the fans. In particular, the smallest fans: the kids.

Vicarious Visions is active within its community, pulling in local children and their families to try out the latest toys and builds of a given title during development and using their feedback to tweak and refine gameplay. Vehicle articulation is the direct result of the kids wanting to be able to play with the cars and planes exactly as they would with any other toy. The control scheme for the vehicles was another thing impacted by the kids’ playtime. Initially, the vehicles were being controlled with the left analogue stick exclusively. The scheme worked well, but to the children it didn’t feel like they were moving a vehicle. So the design team mapped the gas and other functions to the face buttons… and it still didn’t work. Despite their youth, the kids were accustomed to using the shoulder buttons for gas and break, and ultimately that’s what Vicarious Visions ended up utilizing in order to make driving natural. And don’t fret-players can also invert the axis on the control yolk for those who like to tilt down in order to go up!

This obsessive attention to detail didn’t end with the controls and toys, as this time out Vicarious Visions wanted to invest more effort than ever into SuperChargers‘ narrative. Story and characterization are huge in this game: I can’t even count the number of times that the team members mentioned its importance during their various presentations. Everything in the game is tied together to fit within the narrative and support it. The visuals are detailed and crisp, so much so that they’re being used for all of the game’s cinematics. Any movies that play in SuperChargers are rendered with the in-game assets (and a dash of post polish, but nothing extreme). According to the designers, the reason for this was to keep presentation consistent across the entirety of the game, something they felt wasn’t achieved as well in previous SkyLanders. The central hub world this time is again The Academy, but it has been chained to an enormous engine that allows it to become mobile and keep Kaos off of their trail. The hub is something of a rebel base, and all of the different activities and characters that players can take part in and meet serve to (you guessed it) further the narrative.

It’s quite the sight to behold, really. I almost felt like I was taking in a Dream Works film as I watched the different trailers we were treated to, and the sense of immersion that Vicarious Visions is shooting for is well on its way to being realized. The hope is that SuperChargers will engage players through an endless amount of gameplay. “Endless” being relative, of course, but the team isn’t far off the mark with everything that’s being implemented. There are areas of the hub world that provide randomized challenges, for instance, like a train robbery that always has a different layout. Legendary Treasures have been retooled, and can now be placed around the hub to act as decorations, much like furniture and items in Animal Crossing. That would be interesting on its own, but the treasures are also interactive-including with each other! Take the beach ball, for instance. On its own, the ball can be batted around and kicked, but when used in tandem with a couple of goal nets, players can engage in local co-op and start up an impromptu soccer match! With multiple treasures to unlock, that are a lot of items to experiment with, and a lot of time to spend fooling around in what’s tantamount to an enormous sandbox filled with toys.

The biggest change being introduced in SuperChargers is of course the vehicles, which play a huge role in this game. Players are able to tackle land, air, and sea with tanks, hovercraft, planes, and more. There are twenty SkyLanders in this game, and each comes with its own vehicle in tow, as well as an individual story to discover. The vehicles all have different styles of handling, with stats that can be altered using one of the twenty new characters on the roster. What’s more, every vehicle can be piloted by any SkyLander from a previous game! Players can only enjoy advanced vehicle features and techniques using the SkyLanders specifically made for this game, but anyone rocking an enormous collection of the toys at home can rest assured that they’ll all be usable as pilots in this new game. Though there is racing to enjoy (both in the campaign and competitively online with other players), vehicles can also be used to traverse the game world. It’s reminiscent of Diddy Kong Racing, but on a much grander scale.

So that’s all a lot of big talk and promises, but how does the game actually play? Very, very well. My hands-on time was not disappointing. The traditional gameplay of the series, platforming and bopping baddies, is much the same as ever, meaning it’s responsive, smooth, and fun. Those who want to mash through the game hammering the same attack button can, but players who take advantage of the SuperChargers‘ numerous different attacks as well as upgrade their SkyLanders will get a greater amount of enjoyment out of the combat system. The vehicles were the biggest question mark, and I’m pleased to report that they’re equally compelling to pilot. Racing is engaging, falling somewhere between Mario Kart and Sonic & Sega All-Stars Racing, but if I had one complaint it was that driving speed felt a tad bit on the slow side. The driving and racing components are a huge part of SuperChargers, but being a SkyLanders game it’s clear that the development team wanted to keep vehicle speed neutral so as to maximize accessibility. It disappointed me slightly, but I still had a lot of fun taking on the people around me, as well as smashing through Kaos’ hordes of brutes.

Finally, the biggest question our readers undoubtedly have is, “what about Bowser and Donkey Kong?!” They’re awesome, folks. The PS4 and Xbox One versions of the game might be a notch stronger visually, but the Wii U SuperChargers is no slouch, and the inclusion of DK and Bowser tips it over the edge as far as I’m concerned. Though there was some debate over who to include on the roster, these two characters are a superb fit in the SkyLanders universe, and the way that the team at Vicarious Visions incorporated them is shaping up to be pitch-perfect. Sadly, I didn’t get to tackle the 3DS version of the game, which I was told will be identical to the Wii iteration. The games are said to focus solely on vehicle racing, but it appears likely we’ll have to wait until launch to really find out what’s under their hoods.

There’s plenty more to look forward to when the game launches, including a revamped SkyStones card game to enjoy (over online play, too!), SuperCharging vehicles based on each SkyLander’s element type, and the new use of traps from TrapForce (no individual bad guys to play as, sadly, but they will add some zip to a player’s vehicle!). SuperChargers has the potential to be the biggest and most ambitious title yet in the series, and Vicarious Visions just might succeed in making it the best one, too. I was impressed with the team’s passion and the build of the game I got to play. If the final version can bring everything together, I’m confident that players won’t want to pass up SuperChargers come this fall!

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Kirby, Fox McCloud, and Peach Were All Considered for Skylanders SuperChargers Fri, 04 Sep 2015 00:00:04 +0000 Craig Harnett

It’s no secret that both Donkey Kong and Bowser are appearing in Vicarious Visions’ upcoming Skylander SuperChargers. However, it’s been revealed that the developers had their sights on a number of other Nintendo characters that unfortunately never came to fruition.

One idea was for Princess Peach to become a Warrior Princess, complete with sword. Unsurprisingly, Nintendo didn’t approve of such an idea, stating that this would be out of character for Mario’s dainty little lady. This led to Nintendo stating that, going forward, all Super Mario Bros. hero characters were off limits. A real shame, especially when a developer is trying to attract more female gamers by having strong female protagonists.

Undeterred, the developer proposed Kirby as a potential character, explaining that his ability to suck up enemies and bounce around the screen would be perfect for the Skylanders game. The only problem here was that Kirby is still partly owned by HAL Laboratory, therefore creating a whole world of licensing issues.

Fox McCloud was also a possibility that was toyed with. Once again, however, our favorite furry Arwing pilot didn’t make it in, possibly due to the fact that a certain Star Fox game is about to hit the Wii U and Nintendo want as much focus on its own title rather than a third party.

Skylanders SuperChargers will release on September 20. We will be sure to keep you updated should there be any developments regarding further Nintendo characters appearing in the game after its release.

What are your thoughts on this? Are Nintendo’s reasons for withholding certain characters from the game valid? Sound off in the comments below.

Source: Nintendo Everything

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Nintendo Download: 09.03.2015 Thu, 03 Sep 2015 22:00:22 +0000 Craig Harnett

Another week and another selection of downloads are released for your gaming pleasure. This week sees one of 3DS’s best 2D platforming shooters now making its way over to Wii U, as well as our old friend Mario popping over, golf clubs in hand, ready to take you on again in an N64 sporting classic.


Wii U eShop

  • Gunman Clive HD Collection - $3.99 – This should be a no-brainer for any Gunman Clive fan out there– both games presented in HD for Wii U and for less than four bucks! This wonderful 2D platform shooter with its unique art style and intense gameplay has already seen considerable success on 3DS and iOS. We’ll see how the remastered Wii U version stacks up in our upcoming review.

Wii U Virtual Console

  • VS. Excitebike $4.99 – Previously only released in Japan, this was the Famicom Disk version of the original but with extra features such as new tracks, music, and most notably a track editor feature. Who needs Super Mario Maker? (Er…me!)
  • Mario Golf – $9.99 – This excellent golf sim featuring Mario and co. was actually one of Mario’s earliest ventures into the world of sports. His first, Mario Tennis on Virtual Boy, wasn’t a great success to say the least, so this time Nintendo wanted to get it right. Enter N64 and Mario Golf and you get a fun and surprisingly realistic golf game with tons of extra features, modes, and characters to choose from.


Wii U eShop Temporary Discounts

  • Never Alone – Reduced from $14.99 to $9.99 until September 17
  • Jet Tailfin – Reduced from $12.99 to $9.99 until September 8
  • Land it Rocket – Reduced from $2.99 to $1.99 until September 17

3DS eShop Temporary Discounts

  • Etrian Mystery Dungeon $29.99 until September 7, normally $39.99
  • Persona Q: Shadow of the Labyrinth $29.99 until September 7, normally $49.99
  • AeternoBlade – $7.99 until September 24, normally $14.99
  • Art of Balance TOUCH! – $5.20 until September 24, normally $6.99
  • Witch and Hero – on discount until September 24
  • World Conqueror 3D – on discount until September 24
  • WAKEDA S – on discount until September 24

3DS eShop Permanent Discounts

  • Proun+ $4.99, was $6.99
  • Attack on Titan: Humanity in Chains $29.99 from September 7, was $39.99
  • GravBlocks+ $3.49, was $4.99

Source: Nintendo

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An Evening at the Symphony with The Legend of Zelda: Symphony of the Goddesses Master Quest Thu, 03 Sep 2015 16:00:09 +0000 Angela Marrujo

Saturday, August 29, marked my fourth time attending The Legend of Zelda: Symphony of the Goddesses, but things were a bit different this time, with new music created just for the new show (with a new title!), The Legend of Zelda: Symphony of the Goddesses: Master Quest. This year’s show was developed by an entirely new creative team, as the original team is currently working on Pokémon: Symphonic Evolutions. One of the most noticeable differences from the beginning of the symphony was the missing presence of Jeron Moore, creative director of the original Symphony of the Goddesses show (and current creative director of Pokémon: Symphonic Evolutions), whose genuine love for the Zelda franchise and appreciation of the fans who come out for the shows was missed. Jason Michael Paul, producer of the symphony, made an appearance onstage and introduced the show this time around, but also missing was Eimear Noone, who conducted the orchestra during the original tour, proudly brandishing her Wind Waker baton to the crowd, whose friendly personality was also missed at this show. Eimear always seemed very excited to be conducting the orchestra, and as a fan of the Zelda series her enthusiasm and passion were evident throughout the show. I was disappointed she wasn’t present, as she was very much a part of the symphony.

The original four movements– Ocarina of Time, Wind Waker, Twilight Princess, and A Link to the Past– were still the central focus of the show, as were other familiar pieces like Gerudo Valley, Great Fairy’s Fountain, and the retelling of the story of the three goddesses, but new movements dedicated to Majora’s Mask, Skyward Sword, and A Link Between Worlds were produced for the new show, along with a battle theme medley and Dragon Roost Island. The battle theme medley was great, as it incorporated mid-boss battle music and King Dodongo’s theme from Ocarina of Time, the Molgera battle music from Wind Waker, the battle with Goht from Majora’s Mask, and the theme of Fraaz, Master of Icy Fire, from Spirit Tracks. The inclusion of battle music was smart, as combat is such an integral part of Zelda games, in tandem with puzzle solving and story, and the medley flowed very nicely together. Though I’m personally not a big fan of Spirit Tracks, I think it was time it was given some attention in Symphony of the Goddesses and Fraaz’s theme sounded great performed by the orchestra. The music from the battle with Goht was my favorite in this movement, and I loved the footage that played on the screen above the orchestra of the gameplay from that boss battle.

Dragon Roost Island’s piece was a very nice, slightly slower, calmer version of the song that plays while you explore the island in Wind Waker, which eventually builds into a more exciting, powerful end. The music combined with the gameplay footage of Link’s journey from the base of the island to his battle with Molgera and earning Din’s Pearl was fantastic. Skyward Sword’s piece was both epic and emotional, a great testament to the game’s story overall. I was happy that songs like Fi’s theme weren’t ignored, which was performed beautifully on the piano. Previously, the only Skyward Sword music present in the symphony had been the Ballad of the Goddess, so hearing more from this game’s great soundtrack was a nice surprise.

The short Majora’s Mask piece that was played was first featured in the Second Quest tour of Symphony of the Goddesses as an encore piece, and while I was happy to see some respect given to the musical genius of Majora’s Mask, hearing it again made me remember why it disappointed me the first time I heard it: there’s too much of a focus on the Clock Town theme, and little to no focus on any other music in the game. One of the surprises at the end of the evening was a longer movement dedicated to Majora’s Mask, but again, the focus was on the Clock Town theme. Ironically, this mirrors the fact that Link is constantly returning to Clock Town after three days, and that it is the central hub of Termina, but it didn’t seem like that was a conscious decision made during production so much as a connection I drew myself. A beautiful rendition of the Deku Palace music was included in this movement, as well as the Termina Field theme, an impressive performance of the Song of Healing and a very short sample of the Song of Time, a small bit of music from Ikana Canyon that wasn’t particularly memorable (where is the love for Stone Temple Tower or Ikana Castle?!), but no other music from the game. So many opportunities were missed in the Majora’s Mask movement, especially because it wasn’t as long as the symphony’s four main movements but certainly deserved to be. Given that the Master Quest tour poster features art from Majora’s Mask 3D, I would’ve expected a heavier emphasis on the game’s music library than what we experienced.

Repetition was an odd issue with the new music produced for this year’s show; the Legend of Zelda theme was featured too often, and it felt like it was a crutch the creative team leaned on too much. While it’s certainly iconic, fans of the series don’t want to be beat over the head with it, especially when we know how much incredible music the series has to offer that the creative team could have pulled from. As was previously mentioned, the Clock Town theme was definitely a crutch for the Majora’s Mask pieces, and despite the fact that there are songs that appear across multiple games, like Zelda’s Lullaby, the Dark World theme, or the Hyrule Castle theme, this doesn’t mean that they should appear in the movements for both games. The movement for A Link Between Worlds featured so much music from A Link to the Past that the two movements were almost audibly indistinguishable, which was a shame because the original music that was featured from A Link Between Worlds sounded so beautiful. Why dedicate a portion of the show to the newest Zelda title (not counting Majora’s Mask 3D) if you’re not going to focus on its original score? Neither game is at all limited in the number of songs they feature that can be represented symphonically.

Gameplay footage also had its own share of repetition in the show; in the Twilight Princess movement, the same footage of Midna meeting Wolf Link in prison was shown twice, which seemed strange and almost as though it was a mistake, and the same footage of Link fighting Molgera was showing during the Molgera battle theme and the Wind Waker movement. A strange editing decision was made to alter the particular gameplay showing during the Twilight Princess movement; while the movement’s music originally ended in time with footage of the final battle with Ganondorf and Midna’s goodbye to Link, it instead ended with Zelda’s concession to Zant, her soldiers being defeated and the world being consumed by Twilight, and the four light spirits descending on Hyrule Field and Link at the end of the game. It was a strange choice, one that perhaps was meant to emphasize the darkness of the game but didn’t at all match the tone of the movement’s end, which retells the game’s story from beginning to completion and ends on a positive note (no pun intended).

The Legend of Zelda: Twilight Princess Screenshot: Zelda

One addition that was well-received by the crowd were video interludes of Shigeru Miyamoto, Eiji Aonuma, and Koji Kondo (who got particularly strong applause when he appeared onscreen) discussing their memories and ideologies behind the Zelda series and introducing the movements of the symphony. It was really great to finally see some “official” Nintendo presence at the show, as previous shows I’ve attended haven’t featured any words of acknowledgement or praise from anyone at Nintendo (despite the fact that Nintendo made the music from Symphony of the Goddesses available on CD with the Skyward Sword special edition, in honor of the series’ 25th anniversary).

Though I’ve seen the show four times now, the experience never gets old for me, especially because it’s an opportunity for Zelda fans to congregate and celebrate the franchise we all love dearly. However, I can’t help but feel like the vast wealth of musical history available to the creative team keeps getting ignored, and songs that are either more well-known, are obligatory inclusions, or are from the earlier portions of the games, rather than farther into the story and gameplay, are considered for the symphony. The four original, main movements are near perfection, as are the other pieces from the first tour, but the more recent music that’s been produced could reach a bit deeper. Twenty-nine years’ worth of temple, town, dungeon, shop, and character themes galore are sitting untapped, many of which are especially significant to the series and to the longtime fan, not just to the layman that might hear the Legend of Zelda main theme and recognize it.

This isn’t to discourage you from going to The Legend of Zelda: Symphony of the Goddesses: Master Quest if you get a chance– on the contrary, if you can snag some tickets for an upcoming show near you, do attend. The experience is grandiose, the music is beautiful, and at the San Francisco shows I’ve attended, we’ve been lucky enough to hear the Skywalker Symphony Orchestra perform; I just hope that for the Legend of Zelda’s 30th anniversary next year, if Symphony of the Goddesses tours again or Nintendo produces another symphony CD, that more of the series’ musical library is explored.

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Space Hulk Slated for Wii U This Holiday Thu, 03 Sep 2015 02:00:33 +0000 Robert Marrujo

Space Hulk, a strategy game based off of the board game of the same name, was supposed to have rampaged its way to a Wii U this past spring, but sadly the game was delayed, and fans have been wondering ever since when the title would finally arrive on the console. Well, the wait is over, as publisher HR Games has stepped in to confirm that the title will be heading to the Wii U eShop this coming holiday season! Good news for a system that continues to be a magnet for indie titles, but all might not be rosey, as Space Hulk wasn’t particularly well-received by the gaming media when it dropped on PC.

Hovering in the high 50 percentile range on Metacritic, Space Hulk certainly underachieved in the eyes of critics when it launched, but there’s hope that some of the kinks will have been ironed out when the title comes to Wii U. This writer is actually curious to see how well the development team takes advantage of the GamePad, which seems like it would be a perfect fit for Space Hulk‘s gameplay; there’s a lot of potential there! Fingers crossed as we tick off the days on the calendar awaiting the game’s debut.

Are you excited for Space Hulk? Has your experience with the game on other platforms been more satisfying than what the pundits painted theirs as? Speak up in the comments!

Source: Nintendo Life

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Freedom Planet Might Hit the eShop Soon Thu, 03 Sep 2015 00:00:06 +0000 Robert Marrujo

I hope I wasn’t alone in feeling my heart break when the news arrived that developer GalaxyTrail’s upcoming Wii U title Freedom Planet was being delayed. The platformer bears a striking resemblance to that wonderful time in history when Sonic games could do no wrong. The visuals, too, are reminiscent of the Blue Blur’s halcyon days, but GalaxyTrail certainly doesn’t seem content to merely replicate Sega’s mascot’s signature play style. Along with running, anticipate doing lots of riding, whacking, and anything else that could make a TV screen explode with color and excitement. Sounds great, right? Well, we’ve been waiting to see when we’d be able to find out one way or the other how Freedom Planet stacks up, and now there appears to be a timetable.

Website Shigeru Reviews posted a capture of a brief Twitter exchange in which GalaxyTrail offhandedly declares that the game will be coming to Wii U… this month! Good to hear, and hopefully when the title hits the eShop it’ll be good to play, too. If you’re wondering where all this anticipation is coming from, treat your eyes to the trailer below, and prepare to begin counting the minutes until Freedom Planet drops!

Source: Shigeru Reviews

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Another Potential Virtual Console Leak Wed, 02 Sep 2015 22:00:29 +0000 Robert Marrujo

Last week, eagle-eyed fans noticed that the ESRB had put out new ratings for both Sin & Punishment and Sin & Punishment: Star Successor, only to see the two titles released in tandem on the eShop that very week. If the recent past is any kind of indicator, we might see the same thing happen again this week when the eShop updates tomorrow, as Mario Golf has also received an updated rating from the ESRB. The Nintendo 64 original installment is pretty beloved by Nintendophiles, so it would be a nice followup to last week’s duo of similarly fan-favorite titles!

Mario Golf, for the uninitiated, is an arcade-like take on the game of golf starring Mario and his band of buddies. Gameplay is tight and precise, but throw in exotic locales and flaming golf balls, and it becomes the funnest version of the sport out there. Even someone who’s grown up on Tiger Woods EA golfing games can appreciate the amusement that Mario Golf offers. This inaugural outing holds its own pretty well, too, so be sure to give the game a look when/if it releases this week!

Are you excited by Mario Golf coming to Virtual Console? What other games are you waiting to see hit the service? Sound off below!

Source: Nintendo Everything

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From the Archive: Underrated Games: Mario Paint Wed, 02 Sep 2015 16:00:36 +0000 Mel Turnquist Underrated Game: Mario Paint (Mel Turnquist)

This article was originally published on September 27, 2011.

I hate to use the word underrated to describe things. For one thing, underrated is such a subjective word; what may be underrated to one person is average for another. Plus, sometimes things are called underrated so easily that they start to become overrated, just as overrated games can become underrated. However, if there’s one game that I will fight people on when it comes to the most underrated game for SNES, it’s Mario Paint. Yes, while I love Earthbound and think it’s one of the best games on SNES, I think that Mario Paint may just be a tad more underrated.

Now for a brief history lesson: Mario Paint came out in the summer of 1992. The game got good reception on its debut, but it seems as if not many people talk about it as much. I remember being about eight or nine (about a year after it came out) and heading up to a neighbor’s house who had this game. It was a game I coveted, but we never really had enough money to buy it– and you could forget about renting it. So I’d have to go over to my neighbor’s house to play it. And, man, did I love it. As someone who loved to doodle and draw, this was just perfect.

There were several different things that you could do on Mario Paint. For one thing, you could do your average drawings and make pretty pictures. Usually, with the SNES mouse, they’d turn out kind of crappy. However, it was still fun to do. Another thing that you could do was animations. You could animate your drawings and come up with what I think are the prototypical AMVs (animated music videos) with enough practice and creativity. Actually, one certain web series/cornucopia of goofiness got its start thanks to this little game. (I’ll get to that later.) There were some minigames included in there, which were brief and more time wasters than anything else. (The title screen was a minigame in itself.) And of course, how could I forget everybody’s favorite item to use: the music maker.

The music maker is what seems to be the most prevalent of Mario Paint’s games that is still around today. With this, you could compose your own songs and play them back, making yourself feel like a musical genius. Of course, because I have a lack of patience when it comes to anything under the sun, I would get three or four measures in before I started getting impatient and give up. On YouTube these days, there are Mario Paint music compositions of so many different songs from rock, rap, and of course video game music. Despite the variety of these things, it really shows the ingenuity of the game and human beings in general.

So why do I think this is considered underrated in particular? Actually it boils down to one thing: its influence. This game has been actually pretty influential to some of the games we see today– WarioWare is probably the most obvious example. The developers seemed to take the minigames from Mario Paint, while adding more of their own. In some respects, it can be considered a bit of a spiritual successor, especially with the D.I.Y. version for Nintendo DS. The game was also one of the earliest ones that utilized user creativity, which Scribblenauts does as well (though that game is more puzzle-related). While it was featured in D.I.Y., the music maker didn’t seem to have a lot of impact on Nintendo games per se, but there are a lot of computer programs out there that seem to do more or less the same thing (though with more advanced instruments). Of course, other games may have done this before Mario Paint , but said game seems to be the most prevalent.

As for one last thing to talk of, remember when I said that one certain web site/cornucopia of silliness was started thanks to this game? Well, that web site is none other than Homestar Runner. The first Homestar cartoon was created using Mario Paint’s animation tools. While others were created with Flash, that was the cartoon that launched the whole wonderland of silly characters. It’s hard to explain to those who haven’t checked it out, and the website seems to have stopped updating lately, so just trust me when I say it was amusing and funny as hell.

So when is Nintendo releasing this for Wii? Or are those devs saving it for Wii U? Don’t give me that drawing tablet crap because that was awful and I had a hard time using that. This is a game I hope to see on the menu for Wii U, because if there’s any system that could utilize that game to its full capabilities, it’s that one. However, it remains to be seen what will happen.

In closing, while the game influenced many others in a variety of ways, Mario Paint remains one of the most underrated games to come from the SNES age. It brought something new to the table instead of the usual genres– in fact, it didn’t really have a genre, just a quirky collection of things to do. Mario Paint gave those of us who like a good artistic outlet a new medium. I’m sure there are probably animators and artists who got their start using this or MS Paint. So if you happen to have an SNES still intact, try the game out– just steel yourself for finding the Super NES Mouse.

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New 3DS Coming to North America Along with Special Edition Consoles Wed, 02 Sep 2015 01:00:35 +0000 Andy Hoover

While many gamers to were more than happy to wrap their hands around a New 3DS XL when it launched in North America earlier this year, some were confused as to why Nintendo didn’t bring its smaller sibling, the New 3DS, along with it. Those who prefer their portables to be petite will be glad to hear they’ll finally be able to get the smaller handheld without having to ship it from Europe or Japan.

The New 3DS will be available in a special bundle including Animal Crossing: Happy Home Designer, an Isabelle Amiibo card, an NFC Reader for the system, and two New 3DS face plates featuring Animal Crossing-inspired designs. This bundle will retail for $219.99 and will be available for purchase on September 25.

For those who prefer bigger systems and/or have an immeasurable love for the adventures of Link, a gold, Zelda-themed New 3DS XL was also announced. Strangely enough, the system isn’t being released alongside The Legend of Zelda: Tri Force Heroes, but is instead coming out a week after, on October 30, and doesn’t include a copy of the game. This limited edition handheld will cost $199.99.

So if you are a hardcore Zelda or Animal Crossing fan, or have large or small hands, you pretty much no longer have an excuse for not upgrading to New 3DS.

Source: IGN

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