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Nintendo Downloads - October 2009 (VC / WiiWare / DSiWare)

lyre said:
SFA2 SNES wasn't just watered down, it was almost unplayable since it chugged so damn much; not to mention the load times before and after a fight and the missing frames of animation.

I've already bought SNES SFA2 and would get it again on VC. Why?

It's a marvel of porting. I can't believe they managed to get it running as well as they did on the SNES. Sure, it's not very well at all, but still. It's a kudos award.

It also was pretty much the last game most SNES emulators got working back in the day. I wonder if the Wii can handle it...

I'm sure Nintendo could if they wanted to.
 
lyre said:
With VCA releases, any arcade fighter that doesn't completely melt the Wii should have priority first over 16bit ports even if they charge something insane like 1500 points for them; this should include any CPS2 games.


SFA2 SNES wasn't just watered down, it was almost unplayable since it chugged so damn much; not to mention the load times before and after a fight and the missing frames of animation.

well, to be fair, all 3 SNES Street Fighters for VC were released before VCA was even mentioned the first time. Of course, it's very very greedy from capcom to put out the PCE version now
and the arcade versions probably 2 months later

SFA2 was not unplayable. It was only unplayable for those who played either the saturn or arcade versions of the game. yea, the "loading"-freeze before the fight starts is annoying but the gameplay overall was intact.



It also was pretty much the last game most SNES emulators got working back in the day. I wonder if the Wii can handle it...

Wii's SNES emulator is already the best in terms of accuracy( i.e. It's the only emulator which manages the emulate the SNES audiochip almost 1:1 while pretty much all PC snes emus sound like a mess). So I think they could easily make it emulate SFA2 too.
btw: Why shouldn't the Wii be able to handle it? It emulates the frigging N64 without probs.
 
iamaustrian said:
well, to be fair, all 3 SNES Street Fighters for VC were released before VCA was even mentioned the first time. Of course, it's very very greedy from capcom to put out the PCE version now
and the arcade versions probably 2 months later

SFA2 was not unplayable. It was only unplayable for those who played either the saturn or arcade versions of the game. yea, the "loading"-freeze before the fight starts is annoying but the gameplay overall was intact.

The only bad thing about it was that it came out after the N64 did, yet Capcom pretty much boycotted the N64 for years and we never got one single Capcom fighting game on the system, sadly... it'd have been awesome to have something.

It is a pretty cool technical achievement and is playable in my opinion, but a Street Fighter game on N64 would have meant a lot more than a late-gen, mostly-ignored SNES game, I think. Or just do both, I don't care, I just wish Capcom and SNK had made fighting games for N64. :)
 
A Black Falcon said:
The only bad thing about it was that it came out after the N64 did, yet Capcom pretty much boycotted the N64 for years and we never got one single Capcom fighting game on the system, sadly... it'd have been awesome to have something.

It is a pretty cool technical achievement and is playable in my opinion, but a Street Fighter game on N64 would have meant a lot more than a late-gen, mostly-ignored SNES game, I think. Or just do both, I don't care, I just wish Capcom and SNK had made fighting games for N64. :)

yea, the cadriges would have been heaven for fighters as there were no loading times at all.
 
iamaustrian said:
yea, the cadriges would have been heaven for fighters as there were no loading times at all.

Absolutely. The 6-button layout and great d-pad would have made playing them awesome, too... it's really a travesty that the only 2d fighting games on the N64 were Mortal Kombat Trilogy, Killer Instinct Gold, and Rakuga Kids. The last of those didn't come out in the US so I haven't played it, and I'm not an MK or KI fan. Add SSB if you count 2.5d games, but that's it. Now SSB is awesome, but I love Capcom and SNK fighting games too, and they were sorely missed. I really wish Capcom had supported the N64 from early on, even if it had just been ports like they were once they finally " supported" it later... (all three of their N64 games were PSX ports) particularly if those ports were 2d fighting games.

Early on the small carts might have been an issue, but even those launch 8MB carts are a lot bigger than anything you saw on the SNES!

Other than Saturn games that support the 4MB cart loading times really are the biggest problem with 5th generation 2d fighting games. It's quite sad that the system that didn't have that problem had none. (Well okay, the Jaguar was mostly cart-based too... but it didn't exactly have a great 2d fighting game library either, to say the least, and not to mention any of that system's many other problems.)
 
Rlan said:
Yeah, it has been mentioned:


http://www.gamerbytes.com/2009/08/mouse_house_wiiware_bound.php

I do wish WiiWare devs started aiming higher than iPhone ports and Block puzzlers.
My main concern for this one is Lolo on the VC is directly competing with it. At least with some of the other puzzlers you can say "oh this isn't something we can already already play".

iamaustrian said:
So I think they could easily make it emulate SFA2 too.
btw: Why shouldn't the Wii be able to handle it? It emulates the frigging N64 without probs.
Street Fighter Alpha 2 is one of the two SNES games to use the S-DD1 chip (a special data compression chip; mainly used for graphics) on the cartridge (the other is Star Ocean).

I'll put it like this with regards to cartridge based chips. Super FX will be next if anything (we've got SA-1 & DSP-1 so Nintendo isn't totally neglecting the chip side but I get the impression they're doing it for themselves and not third parties*). Now for a brief history of S-DD1 with emulation.

The graphics compression was the hurdle for Emulator authors (the games were playable; just with no graphics). Someone figured out how to decompress the graphics but I believe computers were not really powerful enough to handle it in real-time so instead the decompressed graphics were all stored in an external file. Emulators were then updated to be able to read-off this file and thus people were able to fully play the games. Later on I believe BSNES lead the way in decompressing the graphics in real-time (BSNES being the most accurate; and thus slowest of the PC based emulators; especially when special chips come into play) and other authors followed.

*-Also it seems near the bottom of Nintendo's list. Similar to certain cartridge mapper configurations for the FC/NES side of things. For instance the reason why Famicom Wars and the two Fire Emblem games recently came out is they all use the MMC4 mapper. Come to think of it mappers might be the reason why there is no Contra 1 on the VC (the Japanese version used the VRC2 mapper which is a third party mapper; outside of Japan developers were supposed to use first party one only).
 
Cool! Fighting Street will be mine! I have a soft spot for that game, I guess I'm just a Street Fighter series fanboy so much they all have a special place in my heart.

SFA2 on SNES was a wonder-port to me, playing it I never thought man this is terrible I was just so surprised they even got what they did in. It wasn't that bad really. Of course it wasn't perfect, but I mean if you were playing SFA2 on the SNES you can't have expected perfect to begin with. Would have preferred it on the N64 though Capcom. >_> Jerks.

Reminds me of the GBA SFA3, if SFA2 on the Super Nintendo was a surprise port then that was an INSANE one.
 
A Black Falcon said:
Early on the small carts might have been an issue, but even those launch 8MB carts are a lot bigger than anything you saw on the SNES!
Yeah, back in the day when I was in full N64 defense mode I used the SNES fighting games as a base case for how much more they could do on N64. Like, using 2.5 MB SFII Turbo to start with. Double the pixels used per character. Double the frames of animation. Go from 16 colors used (I think?) to 64. Double the number of characters. No extra compression applied or taking into account extra savings from parts of the game that wouldn't need such space expansion, and all that would still be under 32 MB.
 
JoshuaJSlone said:
Yeah, back in the day when I was in full N64 defense mode I used the SNES fighting games as a base case for how much more they could do on N64. Like, using 2.5 MB SFII Turbo to start with. Double the pixels used per character. Double the frames of animation. Go from 16 colors used (I think?) to 64. Double the number of characters. No extra compression applied or taking into account extra savings from parts of the game that wouldn't need such space expansion, and all that would still be under 32 MB.

haha, this reminds of an online article about how ace it would have been when capcom and snk ported all their fighters to the N64. The article was greatly written(afair) and went really deep into that matter. I wish I could find it again, it was so awesome :(
 
lyre said:
With VCA releases, any arcade fighter that doesn't completely melt the Wii should have priority first over 16bit ports even if they charge something insane like 1500 points for them; this should include any CPS2 games.

This is silly because it assumes that there is game priority over emulation availability. So Capcom shouldn't release a version that has completed emulation while they decide whether or not they want to add support for their arcade machines to VCA?

Only Sega, Tecmo, Taito, and Namco-Bandai support VCA at the moment.
 
Somnid said:
This is silly because it assumes that there is game priority over emulation availability. So Capcom shouldn't release a version that has completed emulation while they decide whether or not they want to add support for their arcade machines to VCA?

Only Sega, Tecmo, Taito, and Namco-Bandai support VCA at the moment.

Capcom should make VCA a priority over a lot of the console titles they release, yes.
 
Somnid said:
Since nobody's done it in a while I decided to wade through the Nintendo Channel and dig up the latest VC sales figures. It's the same process of dividing the total play time by the play time per player (where available)

Thanks!

Those are for only the US, right? I mean, not NA, since it doesn't include Canada I think?
 
A Link to the Snitch said:
Well, I bought Pinball Pulse and Sudoku. Both are pretty good, Sudoku's an excellent value.

I still haven't played all the Sudoku I already bought :lol But Pinball Pulse is great. I have got a ton of value out of that one.
 
andymcc said:
Capcom should make VCA a priority over a lot of the console titles they release, yes.

No, that's not how it works. Capcom is not responsable for console emulation, that is done by Nintendo, Sega, Hudson, D4 Enterprise, and Kaasa respectively. All Capcom does is license games to Nintendo so it can be put up as working emulation for them becomes availible. Getting arcade boards running on VCA requires that they do their own emulation work (because they own the rights to it) rather than use that of others. One requires effort on their part, one is out of their control.
 
jred250 said:
Did you play alone or co-op? Because that completely changes the experience.

+1

Single player is still good, though. Surprised at ZAMN popping up on VC after it looked like it wasn't going to come out at all.
 
Anybody have any idea why Nintendo hasn't come out with a VC for DSi yet?

Just seems like it would be printing easy money for them. I'd rebuy most of my NES classics so I could play them on a portable.
 
Plinko said:
Anybody have any idea why Nintendo hasn't come out with a VC for DSi yet?

Just seems like it would be printing easy money for them. I'd rebuy most of my NES classics so I could play them on a portable.

I doubt it's too far off. Someone mentioned screen resolution, but I'm not sure why that would play any factor in their decision to bring a VC to DSi. Even if they only put up GBA games, they'd still make money, I would think. My guess is, they simply haven't completed the infrastructure for it.
 
leroy hacker said:
The DS has a lower resolution than the NES. That may be one reason.

Didn't the GBA as well? Didn't stop NES and SNES adaptations from showing up there as retail carts. Can't see it being a true barrier for emulation, especially since homebrew emulators already exist.
 
The NES Classics on GBA seemed to squash the graphics somehow to fit the resolution, anyone have any furthur info on that? You could tell they were squashed but it wasn't too bad a compromise for portable NES play.

Frankly though, for now I'm hoping for Game Boy titles showing up on DSiWare. Let it happen!
 
As far as I see it for VC on DSi. I have a feeling WiiWare made less impact due to Virtual Console proving to be heavy competition and they don't want to make the same mistake on DSiWare. Also Nintendo have found a different way of doing things on DSiWare.

So far on DSiWare from Nintendo we've seen a few GBA and DS games cut-up and occasionally elaborated on. Examples of the GBA games are Domo-kun titles and Paper Plane.

Still, I think certain Game boy games would be great to see on the DSi service (Game Boy screens pose no problem) but I do feel people who bought a DSi on launch day for a such a thing were seen coming by a mile.
 
Mejilan said:
Didn't the GBA as well? Didn't stop NES and SNES adaptations from showing up there as retail carts. Can't see it being a true barrier for emulation, especially since homebrew emulators already exist.

I'm pretty sure most, if not all, of the SNES games on GBA were ported, not emulated, and manually cropped or resized in the process. That's fine in practice, but that kind of labor for each title is not how the VC works.
I think it is true though that many NES games were emulated, with squashing built into the emulator.


Anyway, I do think a GB/GBA download service is likely to happen at some point in the DS's long future. I can't imagine a company that's willing to sell Urban Champion for $5 thinking Super Mario Land is too primitive to sell.
 
evilromero said:
Instead of VC on DSi, I'd rather see some awesome remakes of Metroid II or Wario Land II. Do it.

I won't buy a DSi until there is a Virtual Console on the DSi Shop.
GB, GBC and GBA games would work easily.
NES, GG and SMS games too.

SNES games can't, because most of them have an higher resolution than the actual DS screen resolution.
 
Aru said:
I won't buy a DSi until there is a Virtual Console on the DSi Shop.
GB, GBC and GBA games would work easily.
NES, GG and SMS games too.

SNES games can't, because most of them have an higher resolution than the actual DS screen resolution.
Same here. A few good DSiWare games aren't enough to justify it for me.
 
I'm on the fence about DSiWare still. The only things I own from it are Art Style BOXLife and Dragon Quest Wars. While I still would like some new content to come to the service, I deep down still want Nintendo to make a GB/GBC/GBA VC type service for it. I would be willing to re-download a lot of the titles I already own on cart form just to have the convenience of having them on DSi to play when I want.
 
VC on DSi seems to mean 2 different things:

1) Gameboy, Gameboy Color, Gameboy Advance and possibly other portable libraries available for download on DSi.

2) Current VC games playable on DSi, possibly in addition to number 1.

If Nintendo was just doing 1, I think it would have happened. There's no real barriers outside of creating the emulators and getting game licenses. Certainly we know that many VC games sell quite well so it would be in Nintendo's interest to do this.

If it's number 2, then there are a ton of issues to sort out. In addition to DSi emulators (which are possible and very playable despite some resolution issues) and re-licensing games for use with DSi, they would need a cross-platform account system because people will not be happy if they have to rebuy a game to play it on DSi. DSi may have hooks for such a thing but Wii doesn't which will make that an interesting problem not unlike the SD card issue. Luckily, with new colors and the DSi XL there will be more pressure on Nintendo to set something like this up. In addition, there would be issues like managing saves that may need to be worked out.

The idea of VC games cutting into DSiWare is probably a consideration, especially since these would be full games for the price of many small mini-gameish DSiWare titles. I don't think that is the only problem or especially important though (afterall, WiiWare and VC do co-exist and it hasn't seemed to be a major problem for Nintendo) and I really hope they are able to put this together.
 
i've said it before, but the first time i accessed the dsiware shop, my first thought was this gut feeling that there's no way there wouldn't be downloadable gb/gbc/gba games on there one day. it's just too obvious not to happen.
 
Hopefully more Neo Geo classics come out...
Last Blade
Twinkle Star Sprites
Metal Slug 3
Sam Sho 3
Waku Waku 7
World Heroes 2
Bust A Move 1 and 2...
Magical Drop 2 & 3

Neo Geo offerings have been so slow...

Too Much to ask though..
 
Emotions said:
Hopefully more Neo Geo classics come out...
Last Blade
Twinkle Star Sprites
Metal Slug 3
Sam Sho 3
Waku Waku 7
World Heroes 2
Bust A Move 1 and 2...
Magical Drop 2 & 3

Neo Geo offerings have been so slow...

Too Much to ask though..

Neo Geo support on Wii is weird. On one hand the amount of Neo Geo games on Virtual Console is fairly low, however there are so many SNK compilation discs available for Wii. I am hoping we get a Neo Geo Arcade Hits volume 2 on Wii soon.

Teknoman said:
Any official date for Castlevania Rebirth NA version?

Since the Japanese version launched 20 years exactly from Castlevania: The Adventure, I bet that it will come out sometime in December in North America since CV: The Adventure came out in December 1989.
 
Jazzem said:
The NES Classics on GBA seemed to squash the graphics somehow to fit the resolution, anyone have any furthur info on that? You could tell they were squashed but it wasn't too bad a compromise for portable NES play.

Here's a good explanation of the resolution/aspect ratio issues from PocketNES: NES Resolution

The Classic NES/Famicom Mini ports did the same thing PocketNES did.

The DSi's screen is actually 4:3, so although it would have to filter things once again as the GBA did, its aspect ratio would end up closer to a real NES.
 
leroy hacker said:
I'm pretty sure most, if not all, of the SNES games on GBA were ported, not emulated, and manually cropped or resized in the process. That's fine in practice, but that kind of labor for each title is not how the VC works.
I think it is true though that many NES games were emulated, with squashing built into the emulator.


Anyway, I do think a GB/GBA download service is likely to happen at some point in the DS's long future. I can't imagine a company that's willing to sell Urban Champion for $5 thinking Super Mario Land is too primitive to sell.

Doesn't matter if they were ports or emulated, or that views were cropped.
Homebrew emulators (NES and SNES) prove that it can be done.

And there's absolutely no doubt that should they leverage resources towards it, Nintendo can easily outperform the homebrew efforts, much like how Sony's PSOne emulator for the PSP demolished the homebrew attempts of the time.

I'm merely stating that it's not outside the realm of possibility from a technical standpoint.

Though I definitely agree with you that we're more likely to see a Virtual Handheld over a DS version of a Virtual Console, and by that I mean legacy GB/GBC/GBA support, perhaps with some Game Gear and Lynx thrown in for good measure.

Hell, it's actually been heavily rumored again and again. Where there's smoke, there's fire, and all that jazz. It's probably something Nintendo considered back when they were developing the DSi, but a decision ultimately put off until DSi adoption levels could be determined. With the level of success the DSi seems to be achieving, I think a Virtual Handheld service is more likely than ever.
 
I think someone had a ban-bet about it hitting in October.
Curiously, I haven't heard back...
 
Whoa. Was just reading about NSMB Wii, and got a hankering for some Yoshi's Island.

I could have sworn it had released. What the fuck! Seems odd that it is still missing. I hope they don't time it for the release of SMG2... That would be too long...
 
Cheez-It said:
Whoa. Was just reading about NSMB Wii, and got a hankering for some Yoshi's Island.

I could have sworn it had released. What the fuck! Seems odd that it is still missing. I hope they don't time it for the release of SMG2... That would be too long...

Not really; it used the SuperFX2 chip, and I don't believe any SuperFX titles have been released yet.
 
NINTENDO DOWNLOAD: THIS WEEK'S DOWNLOADABLE LINEUP TRULY SPARKLES


Nov. 2, 2009

Why just take photos with your Nintendo DSi™ system when you can have access to a virtual photo booth? Sparkle Snapshots™, a new Nintendo DSiWare™ application, lets you customize pictures with fun extras like fancy frames and stamps. On the other hand, if you're more of a fan of Nordic pillaging and/or dragons, you're going to want to check out this week's Nintendo DSiWare offerings of both Viking Invasion and Battle of Giants: Dragons – Bronze Edition.

Three fun WiiWare™ games are added to the ever-growing library, including Carnival King, which turns your TV into a carnival midway. And the Virtual Console™ delivers its usual quality classics, including Fighting Street®, a port of the original arcade version of STREET FIGHTER.

Nintendo DSiWare

Sparkle Snapshots
Publisher: Nintendo
Players: 1
Price: 500 Nintendo DSi Points™
Description: Take photos and embellish them to your heart's desire with Sparkle Snapshots. Choose from a large variety of fancy frames, backgrounds, stamps and funny outfits to decorate your photos, or use the powerful paint program functions to manipulate them in detail. Want to take a new photo and add it to your collection? Adjust the lighting conditions and lens type to match your subject and even use a shutter timer to allow yourself some extra time to get everything perfectly in place. Save your favorite snapshots in your Nintendo DSi Camera album and use Nintendo DS wireless communications to send your masterpieces to your friends. It's all the fun of a photo booth – and more – in the palms of your hands.

Viking Invasion
Publisher: BiP Media
Players: 1
ESRB Rating: E (Everyone) – Mild Fantasy Violence
Price: 800 Nintendo DSi Points
Description: They come from the North, and they're about to invade your Nintendo DSi system. Beware of Olaf the Viking and his motley crew. Even now, their drakkars are sailing up the rivers to attack your castles. It's up to you to construct fortifications to prevent them from pillaging everything you own. The more you defend yourself, the more ferocious they'll become. Before you know it, they'll be invoking legions of fantastic creatures straight out of the mythical land of Asgard. Fortunately, the experience you gain will help you to build even more powerful defenses. Thwart all your assailants' ruses and unlock new kinds of buildings: tornado-blowing windmills to repel the ships, monoliths that strengthen your fortifications or canons that shoot studded shells. Discover more than 10 levels, tons of units, a Campaign mode, a Survival mode and three difficulty levels. There's even a little surprise at the end. Can you rise to the challenge and stop Olaf from taking your treasure home to his sweetheart Olga?

Battle of Giants: Dragons – Bronze Edition
Publisher: Ubisoft
Players: 1-4
ESRB Rating: E10+ (Everyone 10 and Older) – Mild Fantasy Violence
Price: 800 Nintendo DSi Points
Description: As last of the noble and rare Bronze Dragons, you must defeat the evil SALMU dragons and reclaim the 25 exclusive bronze gems they stole. Explore 10 maps and travel through the great jungles of Earth, the scorched grounds of Fire, the frozen wastelands of Ice and the floating islands of Wind. Customize your dragon's appearance by changing its body, wings, tail shape and colors – even add stripes. Test your dragon's fighting skills against your friends in head-to-head combat or four-player tournaments.

WiiWare

Carnival King
Publisher: Incredible Technologies
Players: 1-2
ESRB Rating: E (Everyone) – Mild Cartoon Violence
Price: 700 Wii Points™
Description: Carnival King is a fun-for-all-ages video game that brings the spirit and energy of competitive carnival games to the screen. Players compete for top scores and prizes while visiting three different amusement parks: Arcadia, Dreamland and Lagoon Park. Each park has four sets of games and a Bonus Round to test players' speed and accuracy. For novices or sharpshooters, the games are continually challenging, and the difficulty level can be adjusted to match each player's growing confidence.

"Aha! I Got It!" Escape Game
Publisher: Ateam Inc.
Players: 1
ESRB Rating: E (Everyone)
Price: 500 Wii Points
Description: Play alone or with family and friends to solve this puzzling adventure game. Today is Milo's birthday, and he just got an amazing present from his dad: a room full of puzzles. Milo needs to solve all the puzzles to escape from the room. Shake, push and twist the Wii Remote™ controller to collect and use in-game items. There's plenty to solve – see if you have what it takes to figure it all out.

Family Card Games
Publisher: Aksys Games
Players: 1-2
ESRB Rating: E (Everyone) – Mild Suggestive Themes
Price: 500 Wii Points
Description: Daddy, Mommy, Sarah and Billy are back for some good ol' card game action. Try your hand at one of three card games: Daifugo, Speed or Memory. Family Card Games offers appealing cel-shaded graphics, endearing music and friendly, competitive match-ups. You can play one-player Daifugo or play against up to three other random players in an online match. You can also view your ranking and see how you match up with players around the world. Test your reflexes against another player in Speed and see who truly has the fastest hands. Memory will test your mental capacity as you try to remember where cards and their respective matches are.

Virtual Console

Fighting Street
Original platform: TurboGrafx16 CD-ROM
Publisher: Capcom
Players: 1-2
ESRB Rating: E10+ (Everyone 10 and Older) – Mild Blood, Violence
Price: 800 Wii Points
Description: A port of the arcade version of STREET FIGHTER, the legendary fighting game that started it all. Players control RYU or KEN and battle against unique fighters from all over the world. The first fighter to knock out an opponent and win two rounds is the winner. Power up your attack to three different levels – the longer you hold a button, the stronger your attack. Input commands to perform special attacks and deal serious damage to your opponent. Combine your normal and special attacks effectively to fight your way to victory.

R-TYPE™
Original platform: SEGA Master System
Publisher: SEGA
Players: 1
ESRB Rating: E (Everyone) – Mild Fantasy Violence
Price: 500 Wii Points
Description: R-TYPE is a classic, side-scrolling arcade shoot-'em-up that was developed by Irem in 1987. It's the 22nd century, and you are humanity's last hope against the evil Bydo Empire. Your ship is called the R-9a "Arrowhead" and comes with a standard gun, but power-ups and upgrades are available in each mission. Navigate through eight challenging levels that will test even the best gamer's reflexes. The SEGA Master System version features an exclusive secret level not found in any other release.
 
before the first one starts to complain about this weeks DSiware games:
Viking Invasion and Battle of Giants are great games. both recommended by me.
 
Ooh, 2 VC games again! Have NOA finally stopped their stupid policy of limiting VC releases to only 1 game a week?!
Too bad both releases suck today, actually, all of the releases on both Wii services suck today, but hey, at least they're out of the way now!
 
Vomit
Eight games and they are either vomit or sound like vomit.

Nice that we're back to 2 VC releases a week at least. Shame nobody wants to release anything worthwhile.

EDIT: Okay that guy sez two of them are great.
 
Wow, what a total effin' letdown. Was hoping for ReBirth. Instead we get something with "Carnival" in the title. Bleh.

Next week's Excitebike, ain't it? Wonder if ReBirth will hit with it...? Doubt it.
 
I don't understand why we didn't just get Rebirth for Halloween. But, whatever. I'm disappointed that I couldn't use my points today. :(

It is interesting how Nintendo came out and surprised us with ExciteBike, which comes out in a week, where we've known about Cave Story for a long time now and...nothing.
 
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