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Nintendo Downloads - November 2011

Has anyone else had the web browser crash whenever they close the system with the browser on and then open it and hit reload? It happens to me all the time.
 

Glix

Member
I love the 3D classics and understand they need to be fully reprogrammed....

Kirby is pretty cool BUT...

a. They couldn't make it widescreen? Considering they are re coding the while thing, I don't understand how making it 16:9 could be that hard. On this point I could not have enough info so feel free to flay me.

b. Parralax. If you are going to remake this game, and reprogram it, there seems to be NO reason why you can't make the different background layers move at different speeds. Considering you can pick up on the 3D effect, and see the depth between the front layers and the back layers, it is extremely jarring and weird that they move across the screen at the same speed.

I feel that this needed more time in the oven, or perhaps was not a perfect candidate for the 3D classic treatment.
 
Glix said:
I love the 3D classics and understand they need to be fully reprogrammed....

Kirby is pretty cool BUT...

a. They couldn't make it widescreen? Considering they are re coding the while thing, I don't understand how making it 16:9 could be that hard. On this point I could not have enough info so feel free to flay me.

b. Parralax. If you are going to remake this game, and reprogram it, there seems to be NO reason why you can't make the different background layers move at different speeds. Considering you can pick up on the 3D effect, and see the depth between the front layers and the back layers, it is extremely jarring and weird that they move across the screen at the same speed.

I feel that this needed more time in the oven, or perhaps was not a perfect candidate for the 3D classic treatment.

To be fair, making it widescreen would require the game to be extensively redesigned. Enemy patterns, level designs and boss patterns would need to be completely overhauled if it was to be made widescreen. It wouldn't be the same game anymore.

As for the parallax, it could've been done fairly easily I guess. Not sure why they decided not to (maybe they wanted to keep it looking somewhat close to the original. Not even the GBA remake uses parallax backgrounds after all!)
 
For once I'm actually disappointed in having a Japanese system. This is the first game that I've wanted from another region that's not on the Japan store yet.
 
Up to level three, doesn't control like any Kirby game I've played but I've go the hang of it now. Out of curiosity, did the original game have a save feature and when did the game normally save? (here it saves after every level).

Also, the game lets you configure the buttons however you like and adjust the 3D intensity. I do find it odd that the game instructs you to put the 3D slider all the way up and then adjust the in-game slider (isn't this the point of the physical slider?).

I like the 3D effect and strangely enough I'm pretty happy it isn't widescreen (AKA having big gameplay changes), though independently scrolling layers would have been a nice touch.
 
Actually I tell a lie. The S3D does change the gameplay in one way, the hidden doors are much easier to find now since you can see them residing physically behind other objects in 3D space.

MvmntInGrn said:
Up to level three, doesn't control like any Kirby game I've played but I've go the hang of it now. Out of curiosity, did the original game have a save feature and when did the game normally save? (here it saves after every level).

Kirby's Adventure's controls were always a bit stiff compared to later Kirby games. It's normal. And yes it did always used to save after every level (though the saving is instantaneous in the NES original and the GBA remake)

MvmntInGrn said:
Also, the game lets you configure the buttons however you like and adjust the 3D intensity. I do find it odd that the game instructs you to put the 3D slider all the way up and then adjust the in-game slider (isn't this the point of the physical slider?).

Standard 3D Classics features. The 3D intensity option is a bit odd, but it basically raises the upper limit of the 3D depth (for when you move the depth slider). It's for those who want even more oompth!

The other 3D Classics have much stronger 3D though. It's much more subtle in this game than the others.
 
Anybody else got Strider on the JP VC?

I heard it was just about arcade perfect so I decided to check it out. It isn't quite arcade perfect, but the game play is intact, and that's whats important. Some of the sounds are off (some voices were cut :'( ) but the arcade Strider experience is still there and great. It is actually harder than the arcade because the arcade allowed you to continue if you ran out of lives (and unlike Strider 2, it was good at putting you at the beginning of a section instead of resurrecting you on the spot, because of that the arcade version actually has aged rather well), but if you run out of lives on the Megadrive version, it brings you back to the title screen. There are difficulty and lives setting (putting it on easy will actually get rid of obstacles in the world for you) which makes it more tolerable, and Strider is so good that I don't mind playing through it over and over again.

Strider is great. I recommend it heartily.
 

dallow_bg

nods at old men
Nuclear Muffin said:
That's not surprising at all. This is a complete remake which...



uses flat polygons with high res textures (ALA Paper Mario) rather than sprites. What, you think they took the NES ROM and flicked a switch to magically make it 3D?



It is not a "lazy port" in the slightest. The engine would have to be completely rewritten and the game rebuilt from the ground up with the graphics completely replaced by flat polygons. It was no doubt the hardest of all of the 3D Classics to make by a country mile.
I asked because someone went on and on in another thread that Kirby wasn't using polygons and was just 2D sprites in various layers unlike a couple of the other 3D remakes.

No one corrected him either.
I thought they were all polygons up till then.
 
dallow_bg said:
I asked because someone went on and on in another thread that Kirby wasn't using polygons and was just 2D sprites in various layers unlike a couple of the other 3D remakes.

No one corrected him either.
I thought they were all polygons up till then.

I can see where he's coming from. Excitebike has a 3D polygon environment while Urban Champion is fully modelled in 3D, with sweeping camera movements (it just looks 2D when viewed from the side during gameplay)

Kirby's Adventure however looks like a series of cardboard cutouts so I can see why he'd say that they're just sprites, but if we are to speak technically, Kirby's Adventure actually uses flat polygons with sprite textures (hence the large filesize)
 

BooJoh

Member
I see no reason why 3D Classics Kirby would have to use polygons. It's entirely possible that the game is using sprites and simply assigns each tile layer an offset based on depth. The main thing that they would have to add to the game is little bits of background where offsetting would have resulted in seeing past the edge of where the backgrounds previously resided. It may or may not use polygons, I really don't know, and if it's easier to reprogram everything in polygons with the 3DS then they may have taken that route, but it's certainly possible to achieve stereo 3D with sprites and tile layers.

MvmntInGrn said:
Also, the game lets you configure the buttons however you like and adjust the 3D intensity. I do find it odd that the game instructs you to put the 3D slider all the way up and then adjust the in-game slider (isn't this the point of the physical slider?).
If you have any GBVC games (running in small mode) or 3D Classics you may notice if you play with the 3D slider, that pixel graphics are only perfectly crisp at the off and max positions; the pixels blur slightly anywhere in between. It's my belief that the 3D Classics include ingame depth options to counter the slight blur you get from having your 3D depth slider somewhere in the middle.

It's subtle, but if you try it you should be able to tell that the blur is there if your slider is anywhere but max or off.
 
kirby is great. the 3d is just really pleasing to my eyes and otherwise it's an excellent game. can't get angry about laziness when the game is this fun
 
sfried said:
They should just make a general Kirby thread.
Actually, a thread on Kirby's history would be pretty awesome. Games, mechanics, art choices between Jap vs US. Visual styles. Hmm...I don't know enough to make a proper thread, but it would be nice :^)

I can see it spawning a shitload of other threads similar to the "appreciation" threads we had a run of not too long ago.
 

jgkspsx

Member
beje said:
By the way, how much are Gameboy VC games in the US? In Europe there are two tier pricing: 3€ for simple titles (Alleyway, Tennis...) and 4€ for more meaty stuff. If I remember well, all of them are $4 for you...
$3 for "simple" titles (including some great ones!), $4 for "premium" games, and $6 for Link's Awakening. I'm guessing mid-tier GBC games will be $5, if any of those exist.
 

nicoga3000

Saint Nic
So Escape Trick is actually a REALLY neat little title. I'm stuck at the moment at a certain part, but I'm enjoying it thoroughly. I wish there were more titles like this - quirky, but fun in their own way.

Edit: Not so stuck. My only gripe with the game is the "gimmick" controls not always registering (hence why I was stuck). Otherwise, super fun and refreshing experience.
 

DDayton

(more a nerd than a geek)
nicoga3000 said:
So Escape Trick is actually a REALLY neat little title. I'm stuck at the moment at a certain part, but I'm enjoying it thoroughly. I wish there were more titles like this - quirky, but fun in their own way.

Edit: Not so stuck. My only gripe with the game is the "gimmick" controls not always registering (hence why I was stuck). Otherwise, super fun and refreshing experience.

I got it as well -- it's a "standard" locked room puzzle game, but with more "polish" than you'd expect.

Now I'm almost wishing all those (Color Name) Room games got a DSiWare/3DS release.
 

nicoga3000

Saint Nic
DavidDayton said:
I got it as well -- it's a "standard" locked room puzzle game, but with more "polish" than you'd expect.

Now I'm almost wishing all those (Color Name) Room games got a DSiWare/3DS release.

Are there other games like it available? And what are these (Color Name) Room games you speak of? I think the setting has been really unique, and thus enjoyable for me.
 

DDayton

(more a nerd than a geek)
nicoga3000 said:
Are there other games like it available? And what are these (Color Name) Room games you speak of? I think the setting has been really unique, and thus enjoyable for me.

Well, I was thinking of the Crimson Room and Viridian Room

http://www.fasco-csc.com/index_e.php

There is a "locked room" WiiWare game too ("Aha! I Got It! Escape Game") -- I got it hoping it would be similar to other locked room puzzles, but it's not nearly as good. Interesting for 500 points, but rather clunky.

I wasn't aware of the locked room genre until Crimson Room, but I feel as though it's been used elsewhere -- it's sort of a "mini" adventure game, a spin-off of the adventure genre.
 
replayed and re-finished "Heavy Fire:Special operations" lightgun shooter for Wiiware yesterday. this time with volume turned up all the way.
holy shit, that game has some pretty racist voice acting. The bad-guys are actualy screaming/brabbeling some makes-no-sense "arabic" words while attacking you.
It sounds almost like the "bad-guy"-conversation during the dogfight in "Hot Shots".
I had to laugh quite a lot
 
nicoga3000 said:
So Escape Trick is actually a REALLY neat little title. I'm stuck at the moment at a certain part, but I'm enjoying it thoroughly. I wish there were more titles like this - quirky, but fun in their own way.

Edit: Not so stuck. My only gripe with the game is the "gimmick" controls not always registering (hence why I was stuck). Otherwise, super fun and refreshing experience.
Have you played the other two Escape Trick games? They both got bad reviews at Nintendolife, but the reveiwers sounded like they hated the games just because they hated the P&C Adventure genre, rather than having any specific faults with the games themselves.
 

Javier

Member
Is Escape Trick essentially like the search and puzzle parts of Hotel Dusk? (Just without the badass protagonist?)
 

Celine

Member
nicoga3000 said:
Are there other games like it available? And what are these (Color Name) Room games you speak of? I think the setting has been really unique, and thus enjoyable for me.
Well there are the other Escape Trick by the same company but NintendoLife gave them very low scores so I'm surprised this one seems to be quite good.
 
Nuclear Muffin said:
As for the parallax, it could've been done fairly easily I guess. Not sure why they decided not to (maybe they wanted to keep it looking somewhat close to the original. Not even the GBA remake uses parallax backgrounds after all!)
Parallax means the background would be scrolling slower than the foreground, which means you'd inevitably never be able to see parts of the original background because it wouldn't scroll that far.

Notice in this picture how the background isn't just random or repeated, but carefully laid out to show rising clouds. Depending on how slow the backgrounds scrolled, you wouldn't get to see the grayed out parts of the clouds:

3Jari.jpg


Or in this background, the big blue sections with waterfalls wouldn't line up correctly:

FTv7D.jpg


There are a lot of areas where the backgrounds were placed very deliberately to achieve a certain look, which parallax would break.

And really, this is essentially a virtual console release, meant to be fairly close to the original game. Probably the same reason they didn't make it widescreen, it really would change the dynamic in a lot of areas.
 

Javier

Member
I really hope they eventually release Super Mario Bros. Deluxe. Even with the original SMB for free, I would get that one in a heartbeat.
 
the hell is kirby's adventure on the japan store? i am not amused

didn't know cave story was coming though, i guess i'll get that. that 3D version is probably too much to hope for :/
 

nicoga3000

Saint Nic
nincompoop said:
Have you played the other two Escape Trick games? They both got bad reviews at Nintendolife, but the reveiwers sounded like they hated the games just because they hated the P&C Adventure genre, rather than having any specific faults with the games themselves.

I have not, no. I like the adventure genre, so I definitely might have to look into them. It's unfair to review a game poorly because it's not a genre you enjoy, so I'll more look at them from the thematic side.

I will say, the final (I think) chapter of Convenience Store is REALLY tough. At least for me...I appreciate the somewhat ramping difficulty curve.

DavidDayton said:
Well, I was thinking of the Crimson Room and Viridian Room

http://www.fasco-csc.com/index_e.php

There is a "locked room" WiiWare game too ("Aha! I Got It! Escape Game") -- I got it hoping it would be similar to other locked room puzzles, but it's not nearly as good. Interesting for 500 points, but rather clunky.

I wasn't aware of the locked room genre until Crimson Room, but I feel as though it's been used elsewhere -- it's sort of a "mini" adventure game, a spin-off of the adventure genre.

Now that you mention it, I have heard of Crimson and Viridian Room, I just haven't played either of them.
 
beje said:
$6.99 in the US? So, that means they finally stopped that $=€ bullshit. Looks like the same happened with Freakyforms.
What will the Yen price be/What was Freakforms Yen price? 600 I expect in which case it isn't $=Euro being dropped but rater 1$=100Yen being dropped (due to exchange rate woes) but 100Yen=1Euro=1.1GBP being the subsitute.

Javier said:
I really hope they eventually release Super Mario Bros. Deluxe. Even with the original SMB for free, I would get that one in a heartbeat.
I like the extras in SMB DX (boo races, time attack) but in terms of screen visibity I'd prefer paying premium for a 3D classics version which adds the DX features. Knowing Nintendo they'll put out both SMB DX and a 3D classics SMB lacking the DX features.
 
I have not, no. I like the adventure genre, so I definitely might have to look into them. It's unfair to review a game poorly because it's not a genre you enjoy, so I'll more look at them from the thematic side.

I will say, the final (I think) chapter of Convenience Store is REALLY tough. At least for me...I appreciate the somewhat ramping difficulty curve.



Now that you mention it, I have heard of Crimson and Viridian Room, I just haven't played either of them.


Currently at the last chapter. I'm stuck
on the zodiac pins part. I don't know what order to put them in!

I really enjoyed this game though. I already went for 1 or the 2 endings. It made me look into the other two escape trick games though the trailers for those don't look too stellar at all, unfortunately.


There seems to be seven games in the Escape Trick series thus far:

1. Escape Trick
2. Escape Trick: School
3. Escape Trick: The Secret of Rock City Prison (released in US)
4: Escape Trick: Ninja Castle (released in US)
5. Escape Trick: Convenience Store (released in US)
6. Escape Trick: Sky Tower
7. Escape Trick: Mysterious Bear-donald Burger Restaurant (on 3DS)

http://www.intense.jp/intense_games.html
 

Fewr

Member
Has anyone else had the web browser crash whenever they close the system with the browser on and then open it and hit reload? It happens to me all the time.

Haven't had that ever. It automatically reloads when opening the browser, no need to press the button (I think).
 

jgkspsx

Member
You guys have sold me on Convenience Store. The trailers for the others turned me off, but this one looks funnier and better. Hope I don't regret it.
 
I got Kirby, and it's definitely a nostalgic blast from the past. I don't distinctly remember playing it on the NES when I was a kid, but going through the levels, I know that I've played this game before. As soon as you get to the egg-eating mini-game, I knew.
 

GeekyDad

Member
I'm confused about people's complaints with the 3D effect in Kirby. It's exactly what I want from a 3D Classic: a little visual flair. Excitebike was good, but other than having the option to change the perspective slightly, it didn't actually do much more than Kirby is doing in terms of its 3D effect. Anytime the 3D doesn't make my eyes bleed, I'm pretty much satisfied. It's a 2D platformer, so it's not like it was going to enhance the gameplay in any way. Looks good to me. I much prefer the subtle effect over some of these other games that leave me cross-eyed.
 

Stumpokapow

listen to the mad man
3D Classics: Kirby's Adventure
2:33 including some idle time, ~85% completion.

- It's been about 5 years since I've played through KA.
- The 3D effect is very subtle. Sometimes it almost felt 2D and I had to check that the slider was even on. They seem to opt for tinting the backgrounds sort of subtly. I actually like this a lot, I was surprised at how much I liked the game visually.
- The visuals are significantly better than I remember here. Maybe it's because of the 3D stuff or maybe they updated the assets, but the colour palette is much much more vibrant than I remember. Some of the different level designs really really pop, and the game as a whole looks more at home as an early SNES title than a NES title.
- The controls were more awkward than I remember. Kirby moves too slowly both vertically and horizontally. Dashing helps. Jumping doesn't feel fun. I remember feeling this prior times I've played the game, but it seems exascerbated as a result of the 3DS; I'm not a fan of the d-pad or the circle pad for the game.

- The game itself is pretty good but not great, I wouldn't put it in the top echelon of NES platformers (SMB 1-3, DuckTales, Little Mermaid, the earlier Mega Men, Bionic Commando, some others). The real strengths of the game are its excellent world map and alternate switch level unlocks which are a precursor to Super Mario World, and the way that some of the powerups lead towards levels where very specific experimentation is rewarded (like the level where you get the wheelie powerup and race downwards to get an alternate exit, or the various levels where you can light a fuse and run towards a cannon. It's a pity the game doesn't really dedicate itself to this, so it's too easy to sort of float through the game without really getting the most out of it. Sometimes levels feel like they're designed for a specific powerup, but maybe you didn't bother taking it or maybe you lost it and then you awkwardly kind of hop/float through the level. Too bad.

- The powerups are a mixed bag. To this day I can't successfully use the ball or tornado powerups. Personally I tend to try to keep spark or freeze around because they just decimate the minibosses. Often if you spam the powerups you can kill a miniboss before it even moves. I killed Wispy Woods before he dropped a single apple or bramble just by sitting next to him and spamming freeze.

- I love all the side games. Quick draw, crane game, the little end of level timing bouncy game.

Overall I'd probably recommend the game. $7 is a bit of a stretch given that it's available for $5 elsewhere and that was already a bit of a stretch, but it was fun to replay and I'm really impressed by the game visually.

Previous 3DS VC Replay Impressions: Super Mario Land 2, Legend of Zelda: Link's Awakening DX, Donkey Kong 94, Super Mario Land, Kirby's Dream Land
 

jgkspsx

Member
Went to download Convenience Store on my DSi. "No," it says, "you need to clean the fridge." Fine. For the first time since it came out, XScape is on the SD card. Only until I'm done, though.
 

Roto13

Member
The DSi should really have game launching from the SD card like the Wii. It's much more of a problem than it was on the Wii, because DSiWare game saves are part of the game file, which means more steps to copy and delete them to and from your SD card.
 

Jazzem

Member
The DSi should really have game launching from the SD card like the Wii. It's much more of a problem than it was on the Wii, because DSiWare game saves are part of the game file, which means more steps to copy and delete them to and from your SD card.

Gah, it's so annoying you can't do this :( I've ended up with quite a haul of DSiWare games too...

Ha, I forgot how agonizing the wait for SD card loading on Wii was. They definitely didn't think that one ahead...

On a brighter note, I think I'll treat myself to Kirby's Adventure 3D tomorrow after handing two essays in :D Although I'm actually really fond of the GBA remake since it's the first Kirby I got into (even played it through on no-save Meta Knight mode!), but still sounds pretty great.
 

jgkspsx

Member
Got stuck in Convenience Store. For the safe puzzle,
I can't for the life of me figure out what they want me to do with the couch.
Can anyone give me a non-explicit hint?

EDIT: Oh ah. Makes sense. I swear I tried that before, though. Now I'm stuck with ketchup, gum, a toy car, and fried chicken. What now...

The game is not bad. It is very roughly localized, but that's appropriate to being set in an ABC store in Hawaii. The touch implementation is very frustrating, since you can't tell if an object is interactive unless you swipe it the right way. I'd be more comfortable recommending it if it were $2. But for adventure gamers, it is worth trying.
 
Apparently Nicalis has submitted VVVVVV 3DS to Nintendo some odd days ago. Don't know what that means in times of when it will release on the shop, but it's nice to have the news.

http://distractionware.com/blog/2011/11/vvvvvv-3ds-at-minecon/

Nicalis submitted Cave Story Wii Ware many times before it got released years later...

The DSi should really have game launching from the SD card like the Wii. It's much more of a problem than it was on the Wii, because DSiWare game saves are part of the game file, which means more steps to copy and delete them to and from your SD card.

Most likely a technical limitation since the games are designed with a set memory read speed (since they're guaranteed to be run from the internal NAND)
 

zigg

Member
Most likely a technical limitation since the games are designed with a set memory read speed (since they're guaranteed to be run from the internal NAND)
This occurred to me too. To that end, I'd hoped they would have simply upped the block count.

...which led to me thinking that block count is probably represented in the API as a parameter packed to the exact bit width needed to represent the number of blocks available on the DSi...
 
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