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Review: Pulstar (Switch eShop / Neo Geo)

The lush pre-rendered visuals of Donkey Kong Country certainly impressed in 1994, so it seemed inevitable that other companies would employ the technique in an attempt to draw admiring glances. So it was that Aicom released Pulstar the following year on Neo Geo. The end results was both visually impressive and lots of fun to play, as well as providing a tough challenge to boot.

Pulstar takes place across eight stages, offering you the rather empowering ability to choose which order you tackle the first four – although this does reduce the opportunity to acquire upgrades going into each consecutive level. If playing two-player, you can even start from different stages as you take alternating turns rather than team up to defeat the enemy menace. Co-operative play would be more enjoyable, but it’s difficult to see how that would work with the level design; often you are forced along a set path and thread your way through gaps that are tight for one ship, never mind two.

Gameplay-wise, there’s a real R-Type vibe to some of its enemies. There’s only so many ways something can move in a shmup, so similarities to Irem’s classic – which include some familiar-looking backgrounds – in that regard are not particularly surprising. One stage even features a battle with a huge ship. Actually, it’s more of a large armoured creature, but much like R-Type you’ll find yourself avoiding fire as you blast bits off and try to avoid being crushed against the scenery.

Your ship has plenty of instantly recognisable abilities too, tapping away to fire quickly or charge up a powerful shot to unleash. Power-ups provide the likes of zinging angled lasers and rockets, while a pod can be collected to provide additional fire power – although here it stays fixed to the front of your ship which limits your options. One feature it does have is the ability to damage enemies en mass when surrounded, which would be useful if it didn’t leave your ship vulnerable until you’ve replaced it.

Something else you’ll notice as you play Pulstar is just how tough it is. Swarms of enemies fly in from different directions and bullets come at you from all angles, requiring careful maneuvering to avoid and sometimes criss-crossing into a net of death should you wait too long to begin evasive action. You need to stay alert for dangers as your ship moves quite slowly, which in itself can be challenging until you’ve settled into the rhythm of the game.

Some additional difficulty comes from the visuals. Bullets are brightly coloured and easy to follow, but sometimes enemies and objects can blend into the background, with you either noticing them just before you burst into flames or the exact nature of your destruction being unclear. Generally, the art style works well, with a good range of enemies that feature plenty of detail. It’s not particularly noticeable on smaller craft (or your own ship), but the larger hostiles you encounter are very impressive. The game does suffer slowdown should a lot of activity be occurring on screen (and there’s a noticeable pause before your ship explodes), but it’s not particularly off-putting.

Special mention should be made of the superb music that uses a mix of instruments and sounds to provide a memorable little soundtrack. Often adventurous and upbeat, the tracklisting will detour into chilled or mysterious sounding pieces before heading into more otherworldly and ominous ones. The music enhances the onscreen events and a sound test option would have been a welcome inclusion to experience the tracks without having to concentrate on blasting away at things.

As a ACA Neo Geo release, you have unlimited continues to try and clear the game, but this just serves as a way to replay levels until you’ve cracked them. Memorisation is key as you learn which enemies to shoot and when to take then down, the moment to charge up an attack and which dangers are best avoided. Positioning is also important as lines of ships can streak onto screen suddenly, but learning and exploiting these attack patterns offers an exciting if challenging setup.

The mix of attacks and avoidance tactics used makes for enjoyable gameplay, but for many sections of the game there’s little room for improvisation and you’ll find only one way through that pattern of fire as you line up to slip through a tiny passageway. The difficulty can be adjusted in the options menu, but should you have made a wrong move this often just delays the inevitable as encircled attackers slowly close in on you. In a way the boss battles are simpler than the route to them. Though not easy, the dangers (and their patterns) can be seen onscreen and while deaths occur they’re often avoiding through a little trial and error.

HAMSTER’s usual Hi Score mode is also included, giving you just the one credit to try and clear the game as well as the five minute Caravan mode. As always these provide enjoyable alternative challenges as you focus on pushing up your score to improve your placing on new online leaderboards.

Conclusion

Slower paced than many shmups, Pulstar is still fun to play through as you avoid enemy attacks, take shots at your attackers and look for an opportunity to unleash a charged attack. Despite some elements blending into the background on occasion and moments of slowdown, the visuals in the game are well done. The music is great and enhances the experience greatly. A detachable pod would be a good option to add some choice to how you tackle the challenge and too often you must rely on memorisation to get through the dangers, but nevertheless Pulstar remains an tough yet enjoyable retro offering.

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Splatoon 2 Pits Action Against Comedy in Global Splatfest Next Week

The first Splatfest of 2018 is about to arrive in Splatoon 2, putting fans of action movies against those who love a good laugh with a comedy or two.

Announced on the official Nintendo Versus Twitter account, this Splatfest will be a worldwide affair; rather than having different themes across Europe, America, and Japan, every single player of the game will be able to have their say in one, huge fight to the death.

As you can see above, this Splatfest will begin at 8pm Pacific Time on 12th January in the US (meaning 11pm Eastern); Europe will be kicking things off at around midday the following day.

Will you be taking part in this one? And, more importantly, which side will you be fighting for? Let us know in the comments.

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Soapbox: Switch’s Rampant Success Is Proof Positive That You Should Never Write Off Nintendo

Soapbox features enable our individual writers to voice their own opinions on hot topics, opinions that may not necessarily be the voice of the site. In today’s edition, editor Dom recalls Nintendo’s darker days, how it was written off during Wii U’s era and how Switch typifies its independent spirit to a tee.


Picture the scene. Wii U has been out for a few years and the prognosis isn’t great. First there are murmurs, which turn to whispers, which blossom into full-blown think-pieces and editorials galore. “It may be time for Nintendo to make games, not consoles” muses Forbes in 2013. “Dear Nintendo, please top making home gaming consoles” pleads The Daily Dot in 2016. The headlines keep flowing, and clicks keep clicking. Nintendo’s for the scrap heap, if all these column inches are to be believed. And all the while, Wii Us round the world gather increasingly thicker layers of dust beside their Wii forebears.

As dramatic as some of those responses in the tech, games and mainstream media were back then, the thinking itself wasn’t entirely without merit. Wii was undeniable hit, a pop culture phenomenon that conquered the mainstream like only Nintendo can, but, like all crazes, it had a shelf life that wasn’t destined to last forever. When Wii U dropped in 2012, it simply didn’t stand a chance. Arriving exactly a year before the beginning of a new generational leap, Wii U’s lack of power or any kind of head-turning innovation was an imperfect storm that left casual players and Nintendo diehards alike with an unmemorable piece of hardware.

Writing off Nintendo was an easy go-to response. Sony and Microsoft were stood where Nintendo and Sega had once been in the late ’80s and ’90s, trading blows with titanic rival machines. The Big N, much like The House That Sonic Built before it, had found its traditional values and first-party franchises locked in stasis while the rest of the industry went bonkers for framerates, resolutions and VR. Maybe it really should just make games.

But Nintendo wasn’t dying. It wasn’t licking its wounds while its competitors pushed for higher clock speeds and processing grunt. It was focused almost entirely on the Wii U’s legacy, learning from the missteps that led to its downfall, using its failure as a test-bed for what was to come. Motion controls? Playing on both a TV and a separate screen? Isolated, these features weren’t enough to sustain a console. But together, blended through the prism of Nintendo’s simply inimitable R&D process, something truly special was brewing.

Of course Nintendo had every faith in Wii U. It had some unique quirks and some genuine classics in the software department, but that doesn’t mean its myriad problems derailed Nintendo in the process. In short, Wii U’s prolonged demise helped make the console that became Switch even stronger. With one eye on the indie embracing, screenshot-happy antics of its competitors, Nintendo took its unrivaled knowledge in handhelds and worked some serious black magic.

And it’s a turnaround we’ve seen before. Nintendo’s success with Switch parallels Sony’s own journey to PS4 and its storied success. Sure, PS3 was no failure in the long run, but an astronomical price tag, a late launch date and components that were woefully unaccommodating to developers made its battle with Xbox 360 a lopsided affair. By the time PS4 rolled around, Sony knew where it went wrong and innovated in all the right places. Nintendo may walk to the beat of its own drum, but we all know it must have taken note of PS Vita’s fate and realised building a platform that was attractive to all developers was the key to thriving in the industry of today. First-party titles sell you on a console, but its often the more numerous third-party ones that keep it there in the meantime.

Here and now in 2018 and Switch continues to go from strength to strength, pulling in sales records thick and fast, but that doesn’t mean Nintendo has seemingly had its relevance reaffirmed. The firm has never played by the same rules as its competitors; that’s the very reason Nintendo has endured and dominated multiple generations in over three decades. It’s why its stepped away from traditional keynotes and E3 and other big press events, instead opting to host Nintendo Directs and other reveals on its own terms. Nintendo doesn’t follow trends, it ignores them, often setting its own in the process. It’s true not every risk or decision works, but Nintendo’s presence and relevance have rarely faltered.

It’s an ethos of independence in an industry where the two other major platform holders now trade blows over mid-generational upgrades and multiplatform DLC exclusivity. While Sony and Microsoft tussle over the same experience, Nintendo went against the grain. It could have delivered a straight up competitor, a vanilla home console geared towards 4K output, VR support and every other passing buzzword. So what did it do? It produced a console with less processing power. While Sony abandons handheld gaming, Nintendo doubled down on it.

Of course, there’s no denying Switch’s timing formed a perfect storm, offering a fresh experience with a USP that actually justifies its ports. Who else could launch a platform and eight months later support a port of Skyrim – a six-year-old game – and still managed to make it seem appealing purely by being in handheld form. Much like its plucky new hardware, Nintendo has been written off but it’s clear neither is going anywhere for a long time to come.

What do you agree with Dom’s opinion on Nintendo and its naysayer defiance? Will Switch continue to be a success in 2018 and beyond? Let us know below…

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Review: Woodle Tree Adventures (Switch eShop)

Woodle Tree Adventures from Fabio Ferrara and Chubby Pixel is a 3D platformer that takes place in a natural and soft yet rather angular world. You are the offspring of a giant mustache-toting square tree who tasks you with collecting fairy tears to quench the thirst of the increasingly demanding world you inhabit. With a rucksack on your back for storage and a magic leaf to defend yourself, our cute little tree stump hero ventures across eight levels (increased from the original six), swatting enemies, jumping around and collecting berries as you go.

The mandatory objective in each themed world is to collect three magical fairy tears to progress, which then unlock new worlds to explore. There’s also a secondary task, which is to collect berries to gain access to three projectile-based power upgrades for your leaf attacks. Thing is, even with the extra worlds and the upgrades, your completion time probably won’t go over two hours. While it’s easy on the eye with its cute and charming animation, the overall experience lacks impact and detail.

Aside from the opening monologue, there are no names for the worlds and no indication within the level as to how many berries you’ve collected. Aside from the fact there are no bosses or extra tasks that deviate from the platforming, there is very little kinetic energy or effects to give the worlds life. As well as being relatively linear and not overly vast or complex, these levels are generic in terms of themes, offer little variety in the structure of the landscape and boasts few landmarks or points of interest.

There are some water jets that propel Woodle upward and platforms that present more complex shapes in the later stages, but for the most part, the range of textures, depth in colour palette and lighting are quite limited. In terms of audio, woodland animal sounds, occasional sound effects for collecting berries, hitting enemies and Woodle jumping are accompanied by a sometimes ambient but other times oddly jarring piano-based soundtrack.

While the game is enjoyable to a degree, there are a few design and mechanical issues that, while not game breaking, certainly restrict the freedom of exploration and detract from your enjoyment. First of all, there’s issues with the camera. You’re only able to zoom the it in and out, which severely interrupts traversing the static platforms. There are even some instances where the camera won’t budge and you find yourself hidden, so blind trial and error are constantly necessary. When the camera is autonomous, it’s sporadic to the point that it zooms in to the extreme, making your platforming duties even more frustrating.

Despite boasting improvements on previous versions, Woodle’s general movement and traversal of the levels just don’t feel anywhere near as tight or as varied as its competitors. Although by default, Woodle walks at an awkward and leisurely pace, there is a sprint button rather than analogue control to increase his speed. While there isn’t much in the way of obstacles, only Woodle himself has a shadow which makes gauging distance to gather berries or jumping across high platforms barely tolerable.

The whole experience doesn’t feel very tactile, and enemies dotted around the worlds don’t have much in the way of attack patterns or are even distinguishable as enemies in the first world, and the game even directly addresses this early on in dialogue. Thankfully, foes pose more of a threat later, but the sparse nature of interaction combined with inconsistent collision detection is progressively disappointing. 

Conclusion

Even with extra content and performance enhancements, a frustratingly limited camera and lack of variety reduce Woodle to a cheap and cheerful but flawed and basic 3D jump and collect-athon. While its cute and whimsical charm and uncomplicated nature make it suitable and accessible to younger audiences, there are still plenty of contemporaries on the eShop that are more accomplished and polished. While adequate considering its price, it’s nonetheless an idyllic yet simple little game.

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The Race To Get Mario Naked Heats Up In New Super Mario Odyssey Speedrun Record

Super Mario Odyssey has become the toast of the speedrun community, but not every time-minded player has the game’s final credits in mind. Some are all about a bit of skin – Mario’s skin, that is. Turns out being the fastest player to unlock his rather fetching red shorts (which require you to reach the game’s third world, the Sand Kingdom) has become all the rage, and one player just smashed the current ‘record’ in just 10 minutes.

Streamer and SMO speedrunner extraordinaire Stravos96 is the man with the impressive new record, which smashed the previous time of 24 minutes (held by DaddyWalrus since mid-November – we’ve embedded the video below for speedrun posterity). Stravos96 has been streaming his attempts since December and all that hard work has finally paid off. Looks like the race for the ‘Nipple%’ record (yup, that’s really its name) is just starting to heat up.

Have you ever attempted a speedrun before? Think you could get Mario down to his unmentionables in less time? We want to hear from you… 

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Nintendo’s Norwegian Site Triggers Speculation That Bayonetta 3 And Metroid Prime 4 Could Launch This Year

Bayonetta 3 and Metroid Prime 4 are easily two of the most eagerly-anticipated upcoming Switch games, but we’ve previously assumed that both wouldn’t be arriving for quite some time.

However, according to a website post from Nintendo’s Norway branch – managed by local distributor Bergsala – these games are scheduled for release this year:

The year 2017 has definitely been Nintendo’s year and we are looking forward to 2018, which will include new games like Bayonetta 3, Metroid Prime 4 and Kirby: Star Allies as well as many other games that we will reveal during the year.

We should point out that this message has been translated via Google, and that process could well have changed some of the meaning behind the original Norwegian. Indeed, someone has pointed out that a Swedish translation of the same passage of text comes out a little differently:

However, taken as it is, the message would appear to suggest that both games will be released in 2018.

What do you think? Is this a hint that both games will come this year, or do you think it’s simply a case of a poor English translation? Maybe the person who wrote the original post at Bergsala has made a mistake? Either way, we expect we’ll see solid release details for both games during the next Nintendo Direct.

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Feature: Neo Geo’s First Flash Cart Is Here, So What Now For Switch-Owning SNK Fans?

As the gaming public’s appetite for retro gaming has grown over the past few years, so too has the market for associated items which make the process of playing vintage games that bit easier. Modern systems are packed with downloadable retro titles that have been lovingly emulated for a new generation to enjoy, and we’ve seen the likes of the SNES Classic and Mega Drive Ultimate Portable arrive on the market, pre-loaded with some of the best games of their respective eras. However, for those purists out there who crave the authentic experience of original hardware, a flood of flash carts have appeared which allow you to play ROM images on your dusty old NES, SNES, Mega Drive and pretty much every other major console in existence.

Flash carts remain a grey area, despite the fact that many of the machines they’re produced for have ceased to be commercial concerns for platform holders or developers. We’ve discussed the positives and negatives of such carts in the past, so we’ll avoid needlessly repeating ourselves as much as possible; suffice to say, with every flash cart there comes the issue of piracy. While they allow you to enjoy a great many titles which are no longer available commercially for whatever reason, they also permit you access to titles which are still in circulation, either in re-issued form or as digital downloads.

Throughout the history of flash carts we’ve seen the major systems covered, and many of these – including the NES and SNES – have libraries that are either relatively cheap to purchase on the second hand market (with some notable exceptions) or are still actively being monetised via the likes of the Virtual Console platform on Wii U and 3DS. The rapidly-expanding nature of the retro gaming sector means that even niche systems are getting these carts; recently, a one-man operation in the UK produced the superb Neo Geo Pocket SD cartridge for SNK’s massively underrated handheld rival to the Game Boy Color. Keeping with the SNK theme, Spanish firm Terraonion has created a flash cartridge for the legendary Neo Geo arcade and home video game system – and as you’ve probably gathered from the title of this feature, that’s our main focus here.

The NeoSD – which comes in MVS (arcade) and AES (home) flavours – is noteworthy for several reasons. Firstly, there hasn’t been a proper flash cart for the console so far (although bootleg multi-carts have existed for a while, but these are known to damage hardware in the long term) so this is a welcome development. Secondly, the extortionate cost of Neo Geo ownership means that this is perhaps the ideal console for such a product, especially if you’re collecting the domestic AES variant of the machine. Popular titles such as the iconic Metal Slug cost many, many times more in their AES guise than they do in the arcade MVS form, despite being practically identical in terms of code. Even at the time of release AES games cost between £150-£200 each, and while the passage of time has resulted in low-cost second hand titles, many have become even more valuable due to the small print runs associated with AES software. Even on the MVS side of things, prices are still quite high.

Taking all of this into account, it’s obvious why the NeoSD has caused such a splash amongst the Neo Geo community; while hardcore collectors will accept nothing but the original games – and are prepared to sell their vital organs to procure them – the more “casual” fans will no doubt see the benefit of having every single Neo Geo game on a single cartridge; even for the asking price of around $500, it’s considerably cheaper than buying a complete library and means there are less boxes to store (Neo Geo games come in cases that are the size of an average hardback book). Not only do you avoid having to take out a second mortgage to afford your next game, you still get the benefit of playing on original hardware.

The NeoSD’s appeal is increased by the fact that it’s a breeze to use; you simply convert ROM images to a “.neo” format using the application supplied by the NeoSD team and load them onto a FAT32-formatted MicroSD card before inserting it into the cartridge. Booting up by holding the Start button gives you a complete list of the games, and pressing A transfers the game to the cartridge’s 768 Mbits of flash memory, which is enough to hold the largest officially-released titles with a little bit of space left over for system software. The flashing process depends on the size of the ROM and the speed of the MicroSD card you’re using, with some of the later (and larger) titles taking a few minutes to fully load. Once a game is flashed to memory, it will load instantly the next time you switch on your console, just like a real AES cart. To access the game list again, you hold down Start when booting up or hold Start + A + D for around 3 to 5 seconds when the machine is running.

The NeoSD’s internal hardware – which is comprised of an ARM Cortex M4 and two Lattice XP2 FPGA chips – means that this is a powerful and reliable setup which won’t damage your precious hardware in the same way some other flash carts can. The cart also allows you to switch the game region without tinkering with the BIOS, and it also accepts Neo Geo CD exclusive ROMs, such as Ironclad and Crossed Swords 2.

In short, it’s a remarkable piece of kit and one that hasn’t left our AES console since it arrived in the Nintendo Life office. Yet it leaves us in a rather sticky moral position, especially as we’re all passionate supporters of the Switch. Japanese firm Hamster is slowly but surely working its way through the Neo Geo library with its Arcade Archives range, and since launch has populated the Switch eShop with classics such as King of Fighters ’98, Samurai Shodown, Blazing Star, The Last Blade and Garou: Mark of the Wolves, to name but a few. We’ve gleefully snapped up the majority of these titles, all of which can be purchased for a tiny, almost insignificant fraction of what real AES and MVS cartridges exchange hands for on the secondary market. Surely, purchasing a device like the NeoSD and using it to play ROMs is like a slap in the face to companies like Hamster (and, by association, SNK itself), which are doing their utmost to ensure that these classic games remain playable for years to come, and can be purchased legally so that their creators benefit in monetary terms?

We’re not here to lay own any moral or ethical guilt-trips, but in speaking from a purely personal perspective, the arrival of the NeoSD hasn’t dampened our enthusiasm for Hamster’s ACA Neo Geo range on Switch; far from it. In fact, having played some games on the NeoSD that we’d never experienced before, we’ve duly go on to buy the Switch version also. And besides, having purchased titles like Metal Slug and King of Fighters several times over on several different systems over the past few decades, we’re not going to ignore the wealth of options now that the NeoSD is here; Neo Geo games on Switch offer a massive benefit as they’re portable and can be played anywhere; they also come with new features such as high score tables and challenge modes. Perhaps most importantly of all, the Switch allows these games to become multiplayer attractions when you’re out of the house; it’s like having your own personal arcade you can take with you anywhere. 

The NeoSD may stop us from needlessly filling up our cupboards with AES cartridges – the purchase of which only benefits the current owner, as SNK sees no monetary reward on second-hand sales – but it won’t stop us from seeking out Neo Geo games on other systems, especially – as in the case of the Switch – when they offer a more convenient, connected way to play. 

Thanks to Stone Age Gamer for supplying the NeoSD cartridge used in this feature.

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Give Your Smartphone A Link To The Past With This Awesome Zelda-Themed Case

It’s hardly going to rock your world to learn we’re quite the fans of all things Hyrulian here at Nintendo Life, so when we got word of a super-rad smartphone case with a serious case of the Zeldas you can imagine our barely contained excitement.

Okay, so technically it’s only available in Japan at the moment (come on, all the best things usually are), but that doesn’t stop this officially-licensed accessory from looking pretty amazing. With its embossed Zelda ‘Z’ and Divine Beast logos, we’re loving the distinctive Breath Of The Wild motifs.

It’s due out in April, and can be pre-ordered from the Japanese end of the Official Nintendo Store for 2,980 Yen (that’s about £19.50/$26). No news on a western release just yet, but we imagine dedicated Zelda aficionados will find a way to add it to their personal shrine. Does this officially-licensed bit of gear float your boat? Worth an import? Comment, we dare you… 

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Pokémon GO Swaps Locations of Region Exclusives, Faithfully Following Mainline Games

Despite Pokémon GO being focussed around collecting as many Pokémon as you can, effectively encouraging its players to locate and ‘catch ’em all’, the game frustratingly makes this almost impossible for most – not unlike the core series titles. Some of the lovely critters, such as Kangaskhan and Farfetch’d to name a couple, can only be found in particular areas of the world meaning that you’d have to travel to a different continent just to catch your virtual, leek-holding duck.

Pleasingly, though, players have found that two Pokémon previously restricted to certain regions have just swapped locations. Seviper (previously available in Europe, Asia and Australia), and Zangoose (America and Africa) have now switched places, allowing players to finally get their hands on the second of the two.

Interestingly, this seems to be a nod to the Pokédex entries for these two Pokémon from the mainline games. Every single game in the series, from their debut titles Ruby and Sapphire, right through to the newest entries, talk about how Seviper and Zangoose are in a constant war with each other. It would appear that this shift in position relates to how these two Pokémon would find themselves squabbling over territory which is a very nice touch, indeed.

Have you been keeping up with Pokémon GO and catching all of the newly released third generation monsters? Let us know in the comments below.

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Reddit Wonders If Zelda: A Link Between Worlds Is Coming To Switch

It feels like an age since the wonderful The Legend of Zelda: A Link Between Worlds landed on the 3DS. Back in 2013 the 3DS was really on a roll and we were spoilt for choice, but this sequel to the classic SNES The Legend of Zelda: A Link to the Past really hit the mark and we promptly awarded it 10/10 in our review at the time.

Reddit users recently allowed their imaginations to get the better of them when it was revealed that Nintendo PR reps have been contacting journalists and requesting permission to re-quote reviews of A Link Between Worlds:

We did think it was a bit strange when we got this request from PR ourselves, as for some time A Link Between Worlds has been available as a budget Selects release in Europe. Of course, the first thing which comes to mind is “could a Switch port of this wonderful game be in the works?”

Alas however, in North America the game hasn’t had a Selects release. It looks likely that a Selects release will be announced soon by Nintendo of America, which will be welcome news for 3DS owners who haven’t yet picked up this amazing game yet – and perhaps answers why Nintendo PR is asking for fresh review quotes.

Let us know your thoughts on this storm in a teacup with a comment below.