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April 24th, 2014, 23:49 Posted By: wraggster
Nintendo's digital offerings get a boost of new and old content this week, with Ubisoft's storybook RPG Child of Light and NES Remix 2 both arriving for Wii U.
Child of Light follows Aurora through a dreamy side-scrolling landscape as she fights in turn-based battles with the help of her firefly friend, Igniculus. NES Remix 2 adds a host of classic games like Metroid and Super Mario Bros. 2 to the series' quick-challenge format.
Yoshi's Island: Super Mario Advance 3 joins Wii U eShop as the last ofeight GBA games to hit Wii U Virtual Console in April.
3DS owners can also try a Mario Golf: World Tour demo, and check out our Mario Golf: World Tour review in the meantime.
[h=3]Nintendo eShop on Wii U[/h]NES Remix 2 - Take on rapid-fire challenges from classic NES games remixed with mind-bending twists like playing as Link while running from Boos and nabbing coins as Kirby in Super Mario Bros. Experience epic game-play set pieces from the likes of Kid Icarus, Metroid, Super Mario Bros. 2 and Zelda II: The Adventure of Link in ways you never have before. NES Remix 2 will be available on April 25. Click here to check out the trailer for NES Remix 2.
Child of Light - Child of Light is an RPG inspired by fairy tales. The story takes you on the coming-of-age journey of Aurora, the daughter of a duke, who is transported to the fantastic world of Lemuria. Players can play alone or in seamless Cooperative mode, controlling Aurora's friend Igniculus the firefly through the Wii U GamePad controller. Child of Light will be available on April 29. Click here to check out the trailer for Child of Light.
[h=3]Virtual Console on Wii U[/h]Yoshi's Island: Super Mario Advance 3 - April is a month to rememberwith classic games launching each week. Yoshi is back, baby! In this Game Boy Advance classic, he's ready to romp through a crayon-colored world where enemies are everywhere. Prepare to flutter jump and toss eggs to protect Baby Mario from the evil Magikoopa, Kamek. To save the day, Yoshi will have to morph into vehicles and even eat his enemies to turn them into eggs. Click here to check out the trailer for Yoshi's Island: Super Mario Advance 3.
[h=3]Nintendo eShop on Nintendo 3DS[/h]Mario Golf: World Tour - Demo Version - Go clubbing around the world with Mario! Tee off as your favorite Mushroom Kingdom or Mii character while challenging players online. Shoot into Warp Pipes and dodge Piranha Plants in Mushroom Kingdom areas, or take a shot at nature-themed courses. Power-up your shots with special items to burn past pesky plants, blast over gaping chasms or freeze water hazards. The full version of Mario Golf: World Tour launches in stores and the Nintendo eShop on Nintendo 3DS on May 2. Click here to check out the teaser trailer for Mario Golf: World Tour.
Gardening Mama 2: Forest Friends - Mama is back in her gardening gloves and planting the seeds of friendship. Get growing with 50 fresh plants, new activities and creative gardening fun. Gardening Mama 2: Forest Friends will be available on April 29. Click here to check out the teaser trailer for Gardening Mama 2: Forest Friends.
[h=3]Nintendo eShop Sale[/h]Joindots - For a limited time, select games by Joindots are now on sale in the Nintendo eShop on Nintendo 3DS, including FunFair Party Games, Gardenscapes, Secret Agent Files: Miami and 3D MahJongg. This offer is valid until 9 a.m. PT on May 8.
[h=3]Also new this week:[/h]Ava and Avior Save the Earth - (Nintendo eShop on Wii U)
Legends of Oz: Dorothy's Return (Nintendo eShop on Nintendo 3DS)
Mystery Case Files: Return to Ravenhearst (Nintendo eShop on Nintendo 3DS)
Me & My Furry Patients 3D (Nintendo eShop on Nintendo 3DS)
Sea Battle (Nintendo eShop on Nintendo 3DS / DSiWare on Nintendo DSi)
http://www.computerandvideogames.com...t-nes-remix-2/
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April 24th, 2014, 23:38 Posted By: wraggster
UPDATE 24/4/14 12.08pm: Nintendo has now confirmed the Mario Kart 8 Wii U bundle, which will launch the same day as the game in the UK - 30th May.The bundle will contain a 32GB Wii U Premium and a physical copy of the game, as well as a Wii Sensor Bar. It's listed on Nintendo UK's official site for £249.99 or on Amazon UK for a flat £220.Two new designs of Wii Remote will also be available to buy separately on the same date - themed around Yoshi and Princess Peach.
ORIGINAL STORY 17/4/14 09.30am: Box artwork for an as-yet unannounced Mario 8 and Wii U Premium console bundle has popped up online.
The console pack is set to debut on 30th May alongside the game itself, French siteGameblog reports.Inside the box you'll get a black Wii U Premium console, a copy of Mario Kart 8 and a week's free trial of Nintendo's Wii U Karaoke app.Nintendo has yet to formally announce the bundle - the company told Eurogamer this morning that it currently had nothing to announce - but a pack would come as no surprise. Nintendo has launched similar bundles in the past for Wind Waker HD and New Super Mario Bros. U.We recently went hands-on with Mario Kart 8 and compared its gorgeous retro tracks with their retro originals.
http://www.amazon.co.uk/Nintendo-Pre...o+Kart+8+Wii+U
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April 23rd, 2014, 23:30 Posted By: wraggster
Raw processing power has been named as the reason why Nintendo decided against releasing NES Remix or NES Remix 2.
“One of the easiest ways to answer that is to say, 'I was working on 3D World, which was developed on Wii U,” series director Koichi Hayashida told IGN when asked why the games only appeared on Wii U.
“So I was already familiar with the system's architecture and developing for that platform lent itself to the early stages of the project
“But, if you step into the shadows a bit more, in order to accomplish what we wanted with NES Remix, and get the effect we wanted out of it and the value that we wanted it to have, we needed some more machine power.
“I think the Wii U offered that up for us pretty easily, and it just would have been more difficult to do it for the 3DS. I think that's really the answer. It's just that the Wii U had the machine power we were looking for in order for us to build the software we envisioned from the get go.”
NES Remix 2 arrives on Wii U’s Virtual Console this week.
http://www.mcvuk.com/news/read/lack-...-remix/0131451
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April 23rd, 2014, 22:55 Posted By: wraggster
Nintendo revealed it's taking a swing at season passes with Mario Golf: World Tour, after it announced the 3DS game's DLC schedule today. The arcadey sim gets three packs across May and June, each offering two 18-hole courses and a new playable character. Admission to each one is priced $6/£5.39, but the season pass bundles the lot at $15/£10.79. Brits do get the greater handicap but it's a limited-time offer; after May 31 it reverts to £13.49.
The triforce of DLC tees off alongside the game on May 2, starting with the Mushroom Pack which features the pink-as-can-be Toadette. Nabbit steals into the Flower Pack later in the month, while Super Mario Galaxy princess Rosalina features in the June-bound Star Pack. If you're wondering what Gold Mario's doing there, he's just chilling. Oh, and he's a bonus for anyone who buys all three packs, whether that's separately or via the season pass.
For a standard membership, the World Tour clubhouse grants you access to 10 different courses comprising 126 holes. Also, going by Nintendo's site, players can expect a roster of 16 characters that includes traditional favorites like Mario, Luigi, Peach and Toad, as well as the likes of Daisy, Waluigi, Birdo and Boo. That's the ghost thing, not the girl from Monsters Inc (sadly). In addition to single-player shenanigans, players can take to busier fairways in both local and online multiplayer, or compete in regional and worldwide tournaments.
http://www.joystiq.com/2014/04/22/ma...s-season-pass/
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April 23rd, 2014, 22:47 Posted By: wraggster
"If you build it, they will come" doesn't always apply to game development, asNES Remix director Koichi Hayashida recently illustrated. When asked about the possible inclusion of Super Nintendo, Game Boy or Game Boy Advance games in a future Remix game, Hayashida told IGN that "if there's a big enough outpouring of support for these titles, it's something I'd like to take a look at."
Nintendo just launched NES Remix 2, which fared much better than the first game in our review. The first NES Remix arrived in December, though its selection of games was lackluster. Both games approach a collection of classic NES titles in a novel way: by issuing brief mini-game-style challenges. While other Virtual Console platforms like SNES and GBA sound like natural fits for future Remix installments, Hayashida said it still boils down to the question, "Does the marketplace want it or need it?"
"If we get a big enough cry for that, with a lot of people saying, 'Hey, we'd love to see more of these perhaps for the SNES, Game Boy or Game Boy Advance,' then it would be something we can take a look at," he added.
http://www.joystiq.com/2014/04/23/fa...nes-gba-remix/
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April 23rd, 2014, 00:45 Posted By: wraggster
Theatrhythm: Final Fantasy Curtain Call is marching towards North America[Update: and Europe!] later this year priced at $40, Square Enix confirmed today. The follow-up to the 2012 3DS rhythm game builds on the original by providing a total of 221 songs and more than 60 characters from the Final Fantasy series, and it introduces new modes including the option to prove your skills in two-player duels.
Curtain Call is already out in Japan, and as we saw at last year's Tokyo Game Show, fans can expect more of the same from the second 3DS game, with the key word being more. In terms of what you'll be tapping to in the expanded playlist, Curtain Call chucks in songs from newer FF entries like A Realm Rebornand Lightning Returns, but also plunders other areas the original did not, like the funky Advent Children version of "One Winged Angel."
In addition to the Versus Battle mode, Curtain Call introduces the Quest Medley mode from the iOS version of the original, allowing players to mix songs together along quests that are described as either short, medium, or long. As for the new roster, players can re-acquaint themselves with chibi versions of Yuna as she was in X-2, Barret from VII, and even obscure heroes like Benjamin from Mystic Quest.
http://www.joystiq.com/2014/04/22/th...ain-call-west/
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April 23rd, 2014, 00:44 Posted By: wraggster
Trial gauntlets like the NES Remix series have a tough balance to strike. They need to nail their core concept – in NES Remix's case, slicing classic games into brief, enjoyable challenges – but they also need to be compelling enough to keep players from saying "I wish I was playing the original." That's exactly what I was saying through all of the first NES Remix, which haphazardly chopped a few of my childhood favorites into anguishing mini-game collections and paired its hack job with a mediocre game selection.
NES Remix 2 is different, though. Instead of making me fumble with dated controls and wonder if anyone truly finds the NES version of Pinball enjoyable in the modern age, NES Remix 2 mostly recalls the highlights of the NES. Exchanging the likes of Clu Clu Land and Wrecking Crew for games like Punch-Out!! and Kirby's Adventure feels like a massive upgrade, and even the inclusion of NES Open Tournament Golf doesn't diminish that.
http://www.joystiq.com/2014/04/22/ne...-with-feeling/
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April 23rd, 2014, 00:43 Posted By: wraggster
Nintendo revealed it's taking a swing at season passes with Mario Golf: World Tour, after it announced the 3DS game's DLC schedule today. The arcadey sim gets three packs across May and June, each offering two 18-hole courses and a new playable character. Admission to each one is priced $6/£5.39, but the season pass bundles the lot at $15/£10.79. Brits do get the greater handicap but it's a limited-time offer; after May 31 it reverts to £13.49.
The triforce of DLC tees off alongside the game on May 2, starting with the Mushroom Pack which features the pink-as-can-be Toadette. Nabbit steals into the Flower Pack later in the month, while Super Mario Galaxy princess Rosalina features in the June-bound Star Pack. If you're wondering what Gold Mario's doing there, he's just chilling. Oh, and he's a bonus for anyone who buys all three packs, whether that's separately or via the season pass.
For a standard membership, the World Tour clubhouse grants you access to 10 different courses comprising 126 holes. Also, going by Nintendo's site, players can expect a roster of 16 characters that includes traditional favorites like Mario, Luigi, Peach and Toad, as well as the likes of Daisy, Waluigi, Birdo and Boo. That's the ghost thing, not the girl from Monsters Inc (sadly). In addition to single-player shenanigans, players can take to busier fairways in both local and online multiplayer, or compete in regional and worldwide tournaments.
http://www.joystiq.com/2014/04/22/ma...s-season-pass/
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April 23rd, 2014, 00:35 Posted By: wraggster
A scan, reportedly lifted from the latest issue of Famitsu, reveals that the next entry in the fan-favorite Ace Attorney series will leave our modern era in favor of Japan's Meiji period.
Not much is known of the new game, though according to a tweet from Ace Attorney fan site Court-Records.net, it will bear the title "Dai Gyakuten Saiban - Naruhodou Ryuunosuke no Bouken," which translates to "Grand Turnabout Trial - The Adventures of Naruhodou Ryuunosuke." From this, we can deduce that the game stars an ancestor of Ace Attorney protagonist Phoenix Wright (who is known as Ryuichi Naruhodo in his native Japan). The character portrayed in the scan does indeed resemble Mr. Wright, though the latter never wore a katana into the courtroom.
Finally, Court-Records reveals that long-time Ace Attorney developer Shu Takumi is once again leading this project and that it is currently in development for the 3DS handheld. It's currently unknown if the game will make its way to Western shores, or if it will remain exclusive to Japan.
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April 21st, 2014, 21:28 Posted By: wraggster
via http://www.aep-emu.de/
Mednafen a multi-system emulator has been updated.
Quote:
0.9.33.3:
- Reworked the FPS calculation algorithm to produce more accurate FPS values.
- Added a manifest file that´s embedded into the Windows executable, to ensure that noxious DPI virtualization and scaling available on Windows Vista and newer will not be used with Mednafen.
- Added code to disable DWM composition when running on pre-Windows 8 systems, to ensure better performance and lessvideo juddering. (Sadly, it´s not possible to disable desktop composition in this manner on Windows 8 and later)
- PCE, PCE_FAST: Added a missing ADPCM playback variable to save states; fixes the problem of severe ADPCM sound distortion when loading save states that are saved during ADPCM playback(especially noticeable with the state rewinding feature).
- Modified MDFN_RemoveControlChars() to not kill non-7-bit-ASCII text.
- Misc minor code cleanups and fixes for some compiler warnings.
- NES: Fixed broken emulation of board "UNL-Sachen-8259B"(used in the game "Silver Eagle").
- Fixed the with-drop-shadow internal text drawing routine to not draw horizontally one pixel beyond the specified maximum width in some circumstances.
- SNES: Altered a code construct to hopefully resolve a reported compiler error with clang.
- Error out of save state loading when the version specified in the save state is invalid.
- Call SDL_WM_SetIcon() before SDL_SetVideoMode(), to fix the problem of the missing Mednafen icon on some platforms/window managers.
- Fixed a minor integer overflow issue in the core PSF loading code.
- NES: Fixed some problems in the ROM image file loading code, including a potential heap overflow vulnerability.
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April 21st, 2014, 00:14 Posted By: wraggster
Format: SNES Publisher: Nintendo Developer: In-house Release:1993
There’s something about viewing a Zelda game from above. Shigeru Miyamoto has famously said that the N64’s Ocarina Of Time – which appeared seven long years after this, its home console predecessor, was released in 1991 – was how Zelda had always looked in his head. The implication was that Ocarina was the world of Hyrule made flesh, finally realised as it was always intended to be, and that 2D instalments of the great series were literally a pale shadow of their later selves.And yet top-down Zelda has refused to die, still outnumbering the 3D games. A Link To The Past was followed by the Game Boy classic Link’s Awakening, possibly the most beautifully designed game of the entire series, an epic adventure distilled to just 160×144 pixels. Capcom subsidiary Flagship was drafted in to help create the Oracles companion games and the cute Minish Cap for GBC and GBA respectively. The GameCube invited 2D Zelda back to the TV for the riotous multiplayer reinterpretation in Four Swords Adventures, while the DS Zeldas, Phantom Hourglass and Spirit Tracks, forced a 3D world into the old overhead view. Most recently, A Link Between Worlds acted as a homage to this SNES classic.Of course, its suitability for handhelds is the main reason for the survival of this format, but it’s not the only one. Something it’s easy to forget about 2D Zeldas if you haven’t played one since Ocarina is just how fast they are. For all A Link To The Past’s grand scale – it was the first SNES game to stretch itself out across a whole, luxurious megabyte – it’s a rapid, taut little action game to boot, bustling with enemies and pacy, button-mashing combat. Link can race from one side of the map to the other in a couple of minutes. These days, the rule is that the more complex, detailed and large an adventure game world is, the more languid and involved the style of play. In that context, A Link To The Past’s blend of arcade immediacy and fathomless depth is an utter delight, a miracle of a bygone age.This is, of course, a mission to rescue a princess – but the game’s dual realms ensure that it’s really not that simple.
It’s the flipside of Miyamoto’s comment: A Link To The Past is the romantic epic condensed, codified, rendered with maximum efficiency in a bewitching tangle of sprites and icons that teem with life. It’s Zelda concentrate, a powerful and heady dose of something videogames once excelled at, but have almost forgotten how to do: magically shrink whole worlds with the sheer power of imagination.And what a world was shrunk. Play A Link To The Past immediately after Ocarina and you’ll be stunned to discover how incredibly close in conception the two games are. Every single side of Hyrule is there in the earlier game: the pastoral bliss, the rugged wilderness, the pathos and comedy and humanity, the spellbinding mystery. A Link To The Past, it turns out, didn’t just pin down the formula for 2D Zeldas that would keep them going for another 15 years. It defined the entire series, 3D games too. It painstakingly mapped out the rules and legends of videogaming’s most intricate and enduring creation, for all of us to look down upon, and marvel at.The single most important practical innovation it brought over the first Legend Of Zelda was probably the multi-level dungeon. It doesn’t sound impressive, but the addition of several floors was effectively the series’ move into 3D before the fact. Miyamoto, Takashi Tezuka and their designers instantly began to explore extremely complex spatial relationships and exploit the potential to turn dungeons into huge layered puzzles, the equivalent of tongue-twisters for the mind’s eye.But they had an even more grandiose meta-puzzle in mind, one that would become a thematic and design cornerstone of the series. Link’s unexpected transportation to the Dark World halfway through A Link To The Past introduced to Zelda the concept of two parallel realms, and the series would never look back. Ocarina and Twilight Princess copied it almost verbatim with their desolate future and shadow realms. Minish Cap put a new dimensional twist on it with the ability to shrink Link to microscopic size. Oracle Of Ages and Seasons actually went as far as splitting the two worlds into two separate game cartridges, connected by the slender thread of data exchange. And those games that didn’t actually use two worlds in their design still relied heavily on the concept in their stories. The Wind Waker and Majora’s Mask both seemed to take place exclusively in an alternate universe, with the ‘true’ Hyrule of Ocarina lying over everything (or, more accurately in Wind Waker’s case, underneath its seas) like a shadow.
http://www.edge-online.com/features/...k-to-the-past/
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April 21st, 2014, 00:09 Posted By: wraggster
European 3DS owners are still waiting for 2D action adventurer Cave Story to reach their 3DS eShop? Oh no, oh no, ! Nah, just kidding, it'll be okay - Nicalis tweeted a May 1 release date for the European eShop this week, along with the above homage to a conceptually-terrifying drink mascot. A price was not provided, though Nicalis told a fan that exact details should be available sometime next week.
Nicalis also confirmed that Cave Story will eventually make it to the Australian 3DS eShop, though a release window was not shared for that version. Still, eventual Cave Story is better than no Cave Story.
http://www.joystiq.com/2014/04/19/ca...ustralia-even/
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April 20th, 2014, 00:45 Posted By: wraggster
Japanese indie adventure Cave Story has seen a lot of iterations over the years with relatively straight ports on WiiWare and DSiWare, a full 3D remake on 3DS, and a spruced up Steam release with extra content called Cave Story+. This final - and arguably definitive - rendition of Cave Story was released on 3DS in North America way back in October 2012, but its European version has been MIA for a year and a half. Now, publisher Nicalis has revealed on Twitter that the long delayed product will reach European shores on 1st May.The publisher later noted that it will release pricing details next week.When asked about an Australian release, Nicalis said that it had received a rating by the OFLC, Australia's rating board, and that it will eventually go to that territory at an unannounced time.Cave Story on 3DS includes a new Wind Fortress stage as well as a host of graphical improvements over its DSiWare counterpart like support for widescreen, higher resolutions, and of course, it will actually use the handheld's 3D effect.
http://www.eurogamer.net/articles/20...s-eshop-in-may
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April 20th, 2014, 00:43 Posted By: wraggster
Disney Infinity 2.0 will release in August 2014, according to a since-pulled segment of a D23.com news brief.
D23, "the official Disney fan club", is owned and operated by The Walt Disney Company. Its April 15 news update momentarily revealed a release date and other details for the next Disney Infinity game.
Though the relevant section has since been removed from the page, fan site Infinity Inquirer found that Google's caches have preserved the original brief:
"Disney Infinity 2.0 is coming in August 2014, and a teaser trailer can be viewed at Marvel.com. The teaser promises such Marvel-ous additions to the game as familiar Marvel characters, objects, and vehicles - the possibilities are infinite."
The aforementioned teaser trailer shows Captain America's shield bouncing across Disney Infinity's cartoon landscape, aiding various characters from the previous game.
Reports circulating in February claimed that Star Wars characters would also appear in the miniature-enabled game franchise. Disney owns both Marvel and Star Wars creator Lucasfilm
Disney Infinity sold more than 3 million units worldwide as of January, making it the 10th best-selling US retail game in 2013.
http://www.computerandvideogames.com...4-leak-states/
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April 20th, 2014, 00:18 Posted By: wraggster
Publisher: Capcom Developer: In-house Our review: E1
Bursting on to the world arcade scene in 1991 with the force of a Hadouken to redefine the fighting genre and inspire a generation of bragging rights, Street Fighter II has since written its own chapter in the annals of videogame folklore. Almost every gamer, be they casual or hardcore, will have encountered this seminal beat ’em up in one of its countless iterations, and being able to perform Zangief’s 360° piledriver, finish the game with Dhalsim on eight-star difficulty or perform a passable impersonation of Ryu performing his Shoryuken at parties has become a gaming badge of honour. Everything, from the combatants to the special moves to the stages to the soundtrack, has become iconic.An instant sensation, Street Fighter II became a bona fide entrant in ’90s popular culture, spawning manga and anime series, plush toys, and even a hentai subculture dubiously celebrating Chun-Li’s nubile charms. Surprisingly, creators Akira ‘Final Fight’ Nishitani and Akira ‘Forgotten Worlds’ Yasuda claim that they didn’t foresee the game’s success. Admittedly, it was preceded by an underwhelming original more famous nowadays for its pressure-sensitive rubber buttons than any groundbreaking gameplay mechanics, yet with Street Fighter II’s vivid character designs, purity of gameplay and exploitation of a yawning niche in the arcade market it’s hard in retrospect to see how World Warrior could have failed.Ever the expert at milking a franchise, Capcom released four further iterations of Street Fighter II over the next three years: Champion Edition, Turbo, Super and Super Turbo. Among hundreds of minor gameplay tweaks, more notable revisions included much-requested control of previously
non-playable ‘boss’ characters, a striking visual update, the creation of four new challengers, and the birth of super combos – adding a welcome tactical element to the fast-paced brawling. Such was the popularity of series that unofficial hacked boards – including SFII: Red Wave, Black Belt, Rainbow and Accelerator – soon leaked into arcades. These black-market versions intrigued fans by allowing combatants to perform mid-air fireballs, switch characters mid-round and pull off other twisted feats.We reviewed Street Fighter 2 Turbo on the Mega Drive in E1. You can read the review through the link.
2003 saw the amalgamation of all five SFII editions in an Anniversary edition, released on PS2 and Xbox to commemorate the original game’s 15th birthday. Needless to say, as an official Capcom product Anniversary fails to acknowledge its bastard children, and it wisely elects to ignore the 1995 aberration that was Street Fighter II: The Movie. It’s also important to note that this ‘compilation’ actually isn’t five disparate titles, and the option doesn’t exist to play each edition separately. Rather, gamers are presented with a veritable SFII melting pot where age-old arcade arguments like whether Championship Edition M Bison could hold his own with Hyper Fighting’s Guile or if World Warrior’s Ryu with his overpowered hard punches and kicks against Super Turbo’s weaker yet more refined Ryu with his Shinkuu Hadoken super combo might finally be put to bed.An intriguing proposition, granted, although if there’s one thing that the various incarnations of the series have proved down the ages it’s that Street Fighter II is a quintessentially subjective experience and decisions like the inclusion of Super Turbo’s oafish announcer in lieu of the iconic World Warrior broadcaster will always remain controversial. Purists are also likely to lament the absence of the original game’s notorious glitches, like Guile’s ‘handcuffs’ or ‘magic throw’. Despite these concessions, Anniversary still undoubtedly provides the most compelling Street Fighter experience of them all owing to the endless ‘what if?’ scenarios it proposes; while the Xbox version also offers Live connectivity, finally allowing fans to test their mettle against fellow aficionados the world over (if their internet connection speeds are up to the task).Whisper it, but true purists might even argue that the true gem in this collection is Street Fighter III, though its belated release in 1999 meant that, in most gamers’ eyes, the beat ’em up had inexorably moved on and into the realm of 3D. Third Strike never enjoyed anything like the same commercial or critical success its finely tuned 2D fighting gameplay warranted, although its fanbase remains one of the most committed.As testament to its enduring appeal, Street Fighter – in all of its forms – remains a staple of the US and Japanese tournament scenes, where it consistently attracts challengers in their droves and the moniker ‘World Warrior’ still holds considerable kudos. Street Fighter IV’s masterful evolution of the form has seen the series return to prominence in recent years; Street Fighter’s quest for global ubiquity appears to be continuing unabated.
http://www.edge-online.com/features/...et-fighter-ii/
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April 20th, 2014, 00:17 Posted By: wraggster
Format: SNES Publisher: Nintendo Developer: In-house Release: 1992
It’s almost a matter of course, discussing a Nintendo great in a retrospective, to detail its innovations at length. If it was the first in beloved series on a new platform – and Super Mario World was just that – then so much the better, because Shigeru Miyamoto and his team are bound to have littered it with paradigm shifts, breathtaking new technology, and courageous reversals of accepted thinking in videogame design. Rewriting the rule book is what Nintendo does, and a debut Mario game at the launch of a new console is when it does so. Isn’t it?Not this time. The surprising truth is that Super Mario World is, by the admittedly insane standards of the Mushroom Kingdom, quite conservative. Its ideas are few that aren’t refined or expanded versions of things that appeared in the truly visionary Super Mario Bros 3. The liberal, non-linear structure, the world map, the item granting the power of flight, and eight-way scrolling all made their debut in the preceding NES game. The only major addition in World is Yoshi, Mario’s cute dinosaur steed, and subsequent star of his own SNES classic, Yoshi’s Island (which formed a beautifully apposite bookend for the machine’s library when it was released at the very end of its life, five years later).Neither was Super Mario World a technical showboat for Nintendo’s new platform. It was left to Sega’s freshly conceived rival Sonic The Hedgehog to invent the bravura generational launch title, and Nintendo’s game looked slow and plain by comparison to the huge, vivid sprites and bold settings the Mega Drive was throwing around with wild abandon. Its modest parallax backgrounds were an almost token concession to the onward march of technology. With World’s release coming hot on the heels of Mario Bros 3, Miyamoto and Takashi Tezuka simply hadn’t had time to make it the brash system-seller Nintendo needed, especially in the west.It wasn’t a mistake they’d make again. There was a six-year gap before the release of the next proper Mario title, on much-delayed but powerful hardware, and there weren’t many things about videogames that Super Mario 64 didn’t address. And yet many fans would be hard pressed to choose between the two games. So what went right?The overworld map makes Super Mario World look like a simplistically structured place. The reality is different…
In a word: everything. Super Mario World is, uniquely for a headline launch game, about perfection over progress. It is a rare example of Nintendo’s designers forgoing reinvention and just letting their creation sing – and with Super Mario Bros 3, they’d already laid the best possible groundwork. Their imaginations focused solely on constructing the most bizarre, complex, hilarious, precarious, contrary and surprising levels the world had ever seen, they created nothing less than the side-scrolling 2D platformer in excelsis.It may lack grand gestures, but Super Mario World is a simply astonishing, never-ending torrent of ideas, from start to finish. Each is so clearly defined, so precisely picked out in those simple graphics, that it can be appreciated in a fraction of a second as you barrel head-first through the game, drunk on the joy of Mario’s unstoppable momentum. Miyamoto’s team revelled in detail. They set up gratuitous gags – the earliest and most irresisitable being that red shell and the line of koopas in Yoshi’s Island 2 – with the immaculate slapstick timing of a Buster Keaton. They constructed ever more devilish puzzles, and went to new lengths to conceal and misdirect around them. They went higher, deeper and further than before, and built levels within levels within levels, never missing a chance to elaborate the physical structure of Mario’s world, or to seed it with secrets. They enriched the cause-and-effect complexity of the chain reactions of blocks and items and enemies.They dared construct terrifying, vertiginous sequences of unstable and moving platforms, making solid ground a luxurious rarity, urging you to never stop, never think too hard, just keep that dash button held down and lurch from one heart-stopping, instinctive leap to the next. They placed enemies with pixel-perfect precision. They bent space and time in the impossible Ghost Houses, still perhaps the most mind-bending conceptual traps ever committed to code. They created clockwork death machines in the castles that you need almost supernatural foresight and timing to get through. And they intensified the joyous surrealism of the Mushroom Kingdom in locations like the Vanilla Dome and Cheese Bridge Area.
http://www.edge-online.com/features/...r-mario-world/
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April 18th, 2014, 00:32 Posted By: wraggster
Nintendo of Europe is reportedly planning to release a Wii UMario Kart 8 hardware bundle.
According to French site Gameblog, the package will include a black 32GB console, GamePad, the game and a seven day Wii U Karaoketrial. Supposedly pictured below, it's expected to retail for €299 in line with other Premium bundles.
Nintendo's UK arm opted not to comment on potential plans to launch a Mario Kart 8 hardware bundle in Europe when approached by CVG on Thursday morning.
While the Mario Kart series is infamous for items like the blue shell, an equaliser which last-place racers can use to disrupt the race entirely, Mario Kart 8 producer Hideki Konno recently stated that the latest entry has been painstakingly tweaked to reward player skill over luck.
Earlier this month CVG published a Mario Kart 8 preview in which Chris provides his impressions of 16 of the game's tracks, as well as new items and characters.
"Providing there's no surprise broken online multiplayer mode," he says, "or some yet-to-be-revealed tracks turning out to be uncharacteristically dull, from what we've played it seems certain that Mario Kart 8 will be another exceptional entry in one of gaming's most popular series."
http://www.computerandvideogames.com...tedly-planned/
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