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‘Super Famicom Wars’ And ‘Princess Minerva’ Translated to English

Once again the Super Nintendo community made sure that this was yet another Christmas to remember if you are still playing around with Nintendo’s 16-bit wonder. Three major projects were completed and released in time for the Holidays, including a complete English translation for one major Nintendo franchise.


It is true we are currently utterly spoiled with the recent release of TINY METAL, but the fourth game of Nintendo’s War franchise (Super Famicom Wars) remains something fans will surely not want to miss. With several individual maps released on the Satellaview broadcast service, the complete game was eventually released on May 1, 1998 via a Nintendo Power rewritable cartridge. 

Containing everything one would expect from such a late generation release, this game made the series’ 10th anniversary proud by injecting 16-bit graphics, sound and even more humorous animations to the already solid Famicom and Game Boy entries. It is on the cusp of the series’ 30th anniversary that Optiroc released the complete English translation patch that at long last brings down the language barrier that held this entry hostage to Western players for almost two decades. If you’re a fan of the series be prepared to watch those hours vanish as you do your very best strategical thinking to move your infantry into enemy controlled territory.


A curious little JRPG gem that began life on the PC-88 and PC Engine CD (a version with exceedingly more fan service), Princess Minerva sees you in control of the titular royal lead along with her eight very distinct female bodyguards. Enter antagonist Dynastar and her own squad of eight all female (notice a pattern?) generals with the nefarious desire to turn every female in the kingdom into monster girls; with that you have the zany plot all setup and ready to go. 

The core gameplay mechanics are interesting and the script is filled with humorous dialogue between Minerva and her crew. The series was popular enough to warrant both a OVA and manga series, and in the middle of the golden age of the 1990s it is easy to understand why: it could appeal to a broad group with the added bonus of actually being a good RPG underneath all the fan service. Veteran translation group Dinamyc-Designs released the complete English translation patch on Christmas Eve.

This project is dedicated to the memory of Bo Bankson AKA Postman77, an active member of the community who sadly passed away due to life-long illness. So make sure you raise your Joy-Pad in his memory when you’re playing this one.


Last but certainly not least PepilloPEV returns with the second SNES shmup MSU-1 audio enhancement patch, giving Capcom’s phenomenal and timeless classic U.N. Squadron (Area 88 in Japan) a well deserved digital audio option. Kurrono and Relikk have already provided a couple of complete PCM sets, with arrangements of the soundtrack and the original CPS1 arcade game soundtrack respectively already up for grabs at the Zeldix forum. But like all MSU1 audio projects, the real fun begins when you realise the possibility of replacing the whole thing with the Top Gun soundtrack by way of just a few technical steps. Kick the tires and light the fires indeed.


Solid evidence that even decades later the Super Nintendo keeps passionate fans working hard, in a particularly epic year for Nintendo’s world conquering 16-bit home console. Did Santa perhaps leave you a SNES Classic Mini under your Christmas tree? Do you have such traditions as hooking up your old SNES and giving Konami’s Batman Returns a spin like this NL retro contributor? The comments section below is open for business so light it up with your finest SNES Christmas memories.

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Editorial: Merry Christmas and Happy Holidays From Nintendo Life

It’s hard to believe the time is already here, but we’re now into the Holiday season once again. Whether it’s the Holidays, Christmas or neither to you, it’s a chance to unwind, think about the year that has passed and get excited about what’s still to come.

From a Nintendo perspective this year has been rather wonderful. The Switch defied some fears and concerns to take off, with demand remaining high as the year draws to a close. It’s been a major success for the company, giving Nintendo breathing room as the 3DS continues to slowly wind down and the ‘Nintendo Mobile’ strategy evolves.

Both Switch and 3DS have been defined, of course, by their games. The Legend of Zelda: Breath of the Wild (also a fitting Wii U farewell) and Super Mario Odyssey have been the obvious big-hitters on Switch, while titles like Metroid: Samus Returns have stood out on 3DS; there are many more besides. The Switch, in particular, has had an incredible line-up in its first year, not just in retail but also in the ever-growing and improving eShop catalogue. The little hybrid console / portable has flourished, while those of us with a soft spot for the 3DS have had occasions to boot them up.

Exciting times for Nintendo have boosted all of us at Nintendo Life. It’s been a hoot this year, with the new luxury of struggling to keep up with reviews and all of the buzz around the big N. Taking part and sharing in that is always a privilege.

As this is my final Christmas post on these pages I want to give a special thanks to the writing team that have gone above and beyond this year and in the past with news, reviews, interviews and editorials. Also a special thanks to the Triforce of directors for their support and humour, and Alex for his endeavours on YouTube. Our team grew a lot this year to cater to the Switch craze and everyone has worked their socks off. Over the past month I’ve also seen incoming editor Dom Reseigh-Lincoln in action, and I’m excited to say that the site is going to be in great hands in 2018 and beyond.

The biggest thanks, of course, goes to all of you in the Nintendo Life community. Whether you read quietly and then depart, or if you’re active in the comments and live blog chats, your contribution is very much appreciated. We love sharing passion for Nintendo, and challenging it on occasions, and our purpose is always to serve you and provide an online Ninty home. Whether it’s engaging in debates or sharing goofy jokes during a Nintendo Direct, it’s all only possible because you take time out of your day to come and visit us – thank you.

I hope you all have a wonderful break over the next couple of weeks. Sometimes the demands and societal expectations during this time of year take the joy out of it – we spend too much money, or it can be difficult for those spending the time alone or without a particular loved one. We don’t all have the Hallmark Christmas, but I truly hope you all have a wonderful break no matter how it’s spent. Whether it’s a traditional week with family, fun time with friends or quiet time alone at home, find something you love to do and treat yourself. Read a favourite book, watch a great film or two, play a treasured game, go on day trips, whatever works for you. It’s an opportunity for a deep breath and a smile, to look on the bright side of life and plan for a better 2018.

Hopefully we can all do that. 2017 has been a turbulent and extremely difficult year for some, as is the case every year. What matters the most, going into 2018, is that we all focus on how each day can be better than the last. To repeat what I’ve said on past occasions, empathy, positivity and kindness – whether in forums talking about games, social media or out there in the bigger world – remain the most important qualities that we can all share.

With that in mind I’ll sign off. On behalf of Nintendo Life I’d like to wish you all a Merry Christmas and Happy Holidays.

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Review: VS. Super Mario Bros. (Switch eShop)

Nintendo released Super Mario Bros. in 1985, making a lot of people very happy due to the superb platforming action it provided and selling a lot of NES systems in the process. Numerous sequels have followed, but that first game has remained available on various machines over the years, sometimes adding things like updated visuals (SNES) and extra modes (Game Boy Color). The original NES version has seen release on Game Boy Advance, GameCube (Action Replay permitting) and all three Virtual Console services. Now you can buy it on Switch, but VS. Super Mario Bros. is a bit different to what has come before.

Arriving in arcades the year after the home console release, VS. Super Mario Bros. at first appears to be the same as regular Super Mario Bros. with the same tight controls, visual appearance and Koji Kondo’s awesome music playing in the background. As an arcade release some changes were made to provide a tougher challenge and to gobble up more money from players – although for this eShop release credits are simply added at the press of a button. Unlimited continues does not make the game a pushover, however, as using one sends you back to the first level of the current world.

Continues functioned the same way in the original version of the game (albeit hidden behind some button holding), but with its added difficulty VS. Super Mario Bros. features more moments of frustration. Sure, starting from 6-1 may be preferable to starting from 1-1, but if you’d struggled through to 6-4 and then got stomped on by Bowser, it’s disheartening to be thrown back a few levels that must be replayed before you can get your revenge.

There are some small changes that create some of the added challenge with a few extra enemies, less powerups and in some cases smaller platforms for you to land on. Towards the end of 3-1, the Koopa Troopas on the staircase have been replaced with Goombas and consequently the famous 1-up trick is impossible. Another change is that some bricks have been removed above the exit pipe in 1-2, making the minus World inaccessible and the warp zone slightly trickier to reach; misjudge your landing and your momentum will carry you off the ceiling and towards the regular way out. Find your way to the later warp zone that previously granted access to Worlds 6 to 8 and your inner speedrunner will be disappointed to discover that only the sixth World is accessible.

Other changes include World 2, where levels 2 through 4 are the harder versions that originally appeared in Worlds 6 and 7. A few other levels have also shifted around including the castles to Worlds 4 and 5, which have now switched places. A more significant change comes with the first castle that has been replaced with a new tougher level, featuring extra lava pits to jump and firebars to avoid. In fact there are six new levels in the game that feature tough platforming challenges; one particularly tricky moment requires you to bounce off a Koopa Paratroopa at just the right moment to reach the platform. Oh, and you can’t see the Paratroopa when you begin your run-up.

It should be pointed out that these new levels would go on to feature in The Lost Levels, a game that despite initially only seeing release in Japan has since had numerous western releases, and so they are not the fresh challenges they originally were. These new levels and other changes also make things a bit disorientating when an expected level turns out to be something else, or a jump has to be approached differently to what you’d do in other versions of the game.

If you’d like to make things a easier for yourself, the only thing you can do is adjust the lives you get when continuing; increase from three to four. The other options in the settings menu all make the game tougher: decrease your starting lives to two, require up to 250 coins for an extra life and speed up the timer. Elsewhere there are HAMSTER’s usual options for remapping buttons and adding scanlines to the image should you wish.

Two player mode operates exactly as you’d expect (players changing upon loss of life, player 2 is Luigi), but the Hi Score and Caravan modes are fun alternative ways to play. A standard feature of HAMSTER’s retro releases, these give you one credit to try and get as high a score as possible, with the Caravan mode also limiting you to five minutes of playtime. There’s online leaderboards for you to try and move up and trying to improve your score makes for a different gaming experience.

Play through intending to just clear the game and fireworks are a fun celebratory moment you sometimes trigger, but go chasing after a highscore and there’s disappointment when you hit the flagpole a second too late and miss out on the points bonus. During the rest of the level do you try and collect everything and stomp every enemy? Do you rush through, collecting what you can but aiming for a bigger time bonus? Then there’s the bonus rooms. You can drop down the pipe to collect plenty of coins, but does it compensate for the part of the level you’re skipping? There’s a lot to consider as you contemplate how best to go about pushing that score up.

Conclusion

Super Mario Bros. being playable on a Nintendo system is not particularly surprising, but that it should first appear on Switch in its VS. incarnation is a welcome bonus. The excellent gameplay, catchy music and a large chunk of the levels are still present, but the new stages make for a different feel that muscle-memory won’t get you through. Those levels may have since appeared in The Lost Levels, but their inclusion here alongside changes to existing levels (including a different solution to a multi-path puzzle) make for a still enjoyable but tougher alternative way of playing, with highscore chasing also adding to the fun thanks to the online leaderboards. Even if you can play through the regular version of the game in your sleep, VS. Super Mario Bros. is an excellent – and challenging – choice for platforming fans.

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Review: Arcade Archives VS. Super Mario Bros. (Switch eShop)

Nintendo released Super Mario Bros. in 1985, making a lot of people very happy due to the superb platforming action it provided and selling a lot of NES systems in the process. Numerous sequels have followed, but that first game has remained available on various machines over the years, sometimes adding things like updated visuals (SNES) and extra modes (Game Boy Color). The original NES version has seen release on Game Boy Advance, GameCube (Action Replay permitting) and all three Virtual Console services. Now you can buy it on Switch, but Arcade Archives VS. Super Mario Bros. is a bit different to what has come before.

Arriving in arcades the year after the home console release, VS. Super Mario Bros. at first appears to be the same as regular Super Mario Bros. with the same tight controls, visual appearance and Koji Kondo’s awesome music playing in the background. As an arcade release some changes were made to provide a tougher challenge and to gobble up more money from players – although for this eShop release credits are simply added at the press of a button. Unlimited continues does not make the game a pushover, however, as using one sends you back to the first level of the current world.

Continues functioned the same way in the original version of the game (albeit hidden behind some button holding), but with its added difficulty VS. Super Mario Bros. features more moments of frustration. Sure, starting from 6-1 may be preferable to starting from 1-1, but if you’d struggled through to 6-4 and then got stomped on by Bowser, it’s disheartening to be thrown back a few levels that must be replayed before you can get your revenge.

There are some small changes that create some of the added challenge with a few extra enemies, less powerups and in some cases smaller platforms for you to land on. Towards the end of 3-1, the Koopa Troopas on the staircase have been replaced with Goombas and consequently the famous 1-up trick is impossible. Another change is that some bricks have been removed above the exit pipe in 1-2, making the minus World inaccessible and the warp zone slightly trickier to reach; misjudge your landing and your momentum will carry you off the ceiling and towards the regular way out. Find your way to the later warp zone that previously granted access to Worlds 6 to 8 and your inner speedrunner will be disappointed to discover that only the sixth World is accessible.

Other changes include World 2, where levels 2 through 4 are the harder versions that originally appeared in Worlds 6 and 7. A few other levels have also shifted around including the castles to Worlds 4 and 5, which have now switched places. A more significant change comes with the first castle that has been replaced with a new tougher level, featuring extra lava pits to jump and firebars to avoid. In fact there are six new levels in the game that feature tough platforming challenges; one particularly tricky moment requires you to bounce off a Koopa Paratroopa at just the right moment to reach the platform. Oh, and you can’t see the Paratroopa when you begin your run-up.

It should be pointed out that these new levels would go on to feature in The Lost Levels, a game that despite initially only seeing release in Japan has since had numerous western releases, and so they are not the fresh challenges they originally were. These new levels and other changes also make things a bit disorientating when an expected level turns out to be something else, or a jump has to be approached differently to what you’d do in other versions of the game.

If you’d like to make things a easier for yourself, the only thing you can do is adjust the lives you get when continuing; increase from three to four. The other options in the settings menu all make the game tougher: decrease your starting lives to two, require up to 250 coins for an extra life and speed up the timer. Elsewhere there are HAMSTER’s usual options for remapping buttons and adding scanlines to the image should you wish.

Two player mode operates exactly as you’d expect (players changing upon loss of life, player 2 is Luigi), but the Hi Score and Caravan modes are fun alternative ways to play. A standard feature of HAMSTER’s retro releases, these give you one credit to try and get as high a score as possible, with the Caravan mode also limiting you to five minutes of playtime. There’s online leaderboards for you to try and move up and trying to improve your score makes for a different gaming experience.

Play through intending to just clear the game and fireworks are a fun celebratory moment you sometimes trigger, but go chasing after a highscore and there’s disappointment when you hit the flagpole a second too late and miss out on the points bonus. During the rest of the level do you try and collect everything and stomp every enemy? Do you rush through, collecting what you can but aiming for a bigger time bonus? Then there’s the bonus rooms. You can drop down the pipe to collect plenty of coins, but does it compensate for the part of the level you’re skipping? There’s a lot to consider as you contemplate how best to go about pushing that score up.

Conclusion

Super Mario Bros. being playable on a Nintendo system is not particularly surprising, but that it should first appear on Switch in its VS. incarnation is a welcome bonus. The excellent gameplay, catchy music and a large chunk of the levels are still present, but the new stages make for a different feel that muscle-memory won’t get you through. Those levels may have since appeared in The Lost Levels, but their inclusion here alongside changes to existing levels (including a different solution to a multi-path puzzle) make for a still enjoyable but tougher alternative way of playing, with highscore chasing also adding to the fun thanks to the online leaderboards. Even if you can play through the regular version of the game in your sleep, VS. Super Mario Bros. is an excellent – and challenging – choice for platforming fans.

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Editorial: Trying to Play Monster Hunter XX in Japanese on the Nintendo Switch

It’s fair to say that a group of Switch gamers are rather annoyed at Capcom, even as the company has recently reversed course from minimal support to offering more backing for the popular system. Many are likely Monster Hunter fans that have been used to the series gracing Nintendo hardware and now face a harsh truth – it’s jumped ship.

Just as the ‘main series’ of the IP hopped from Sony hardware to the Wii and then 3DS years ago (with one Wii U entry, too), it’s now jumping back to the so-called ‘current-gen’ hardware of PS4, Xbox One, PC in early 2018. Monster Hunter: World is a notable departure for the series – yes, it has many of the same moves and ideas, but in adopting a more open world, drop in-out online co-op and a revamped visual style the strategy is obvious – hit the mainstream, especially in the West. It might work, too, as it ticks a lot of the boxes that make viral successes out of other games.

I haven’t played it yet, but I’ve been reading some online reactions. Some have loved the early beta on PS4, stating it’s made them day one buyers. Some other people I know, that have enjoyed the series for a number of years, have some concerns – namely that the pursuit of accessibility has stripped the game of the zaniness and charm that’s helped define the IP up to now. I expect it to sell rather well, especially on PS4, as it’s had an impressive marketing campaign; the beta was a brilliant decision, as people love playing something for free and can be sold on what is – outside of Japan – a relatively niche brand.

I think Western sales will be solid then, especially as it’ll be on widely adopted home console hardware, though I have no idea whether it’ll hit Capcom’s internal sales targets. Japan will be interesting though – the Japanese market goes crazy for the series, and all of the 3DS releases in particular sold impressive numbers. In Japan, though, it’s often been most warmly received as a handheld franchise, perhaps partly driven by different gaming habits and culture in comparison to the UK, for example. That said, I feel Capcom saturated its own market too much in the 3DS era, releasing a new entry or glorified expansion almost every year.

This week I tried to play the most recent of these – Monster Hunter XX on Switch. It’s part of the current gripe some have with Capcom – it’s only been released in Japan, so not only is Switch missing out on the shiny new re-imagining of the series, but fans in the West have been passed over for what is a glorified HD port of an expansion to a 3DS game. To clarify, the original ‘Double Cross’ on 3DS was an expanded iteration on what’s known in the West as Monster Hunter Generations; that was the trend on 3DS, the ‘main’ entries got localised – Monster Hunter 3 Ultimate (which was treated as ‘new’ because it was a fresh generation of hardware), Monster Hunter 4 Ultimate and Monster Hunter Generations. Hence my remark about over-saturation – in the West we’ve had three ‘main’ MH games on 3DS, and that wasn’t even all of them.

Though it’s recorded solid numbers on Switch and Capcom has at times talked them up, at launch XX struggled by the IP’s standards in Japan because it was a) a port of a barely needed expansion and b) it arrived after the announcement of World. Some may argue that sales in Japan justify the lack of a Western release but, frankly, Capcom’s own desperate attempts to monetise the series led to those results.

Why did I try to play XX on Switch instead of the current ‘World’ beta? That’s easy, portability. I have returned to the family home for the festive week, packing my Switch but leaving the PS4 behind. We grabbed a copy of XX on Switch a little while ago, and with the World beta passing me by I thought it’d be fun – as an alternative – to see how far I can get playing XX in Japanese. One of my 2018 resolutions will be to start learning Japanese, as a matter of fact, but right now I know nothing; I figured that as I’d played every 3DS entry in the ‘main series’ I’d manage just fine.

Sure enough, the opening village and quest structure is indeed the same as Generations (port of an expansion, remember?), and I dutifully equipped the default Insect Glaive (my favourite weapon) and jumped into a quest. The problems were instant, of course – all of the introductory text and tips were in Japanese, and I was reliant on prior knowledge to get to the quest desk and start one. If I hadn’t played Generations I’d have been completely lost.

Even in a simple early quest I was missing vital details – I could tell the main quest targets thanks to the little icon for the monster type, but I had no idea what was required for the sub-quests. Likewise I could easily identify my core quest items like potions thanks to familiarity with the logos, but when looting the environment I wasn’t clear on what I was picking up.

The language barrier became impenetrable rather quickly, and from experience with the series I knew where I’d get stuck. Forging and buying equipment, eating meals with specific buffs and benefits, reading logs to identify an upcoming monster’s element types – all off the table without diving into research online. Then there’s my weapon of choice, the Insect Glaive. It has a multi-layered and relatively complex upgrade structure, something I couldn’t recreate without booting up Generations on my 3DS and checking comparable menus; at that point I may as well just play Generations.

Looking online I found a small and hardy group of non-Japanese speakers playing XX on Switch, using a mix of online guides and apps to help. One tip was to take pictures of text boxes and run them through Google Translate; it probably works, but it’s a stretch to find time to tackle a deliciously complicated game like MH, never mind having to also take pictures and fiddle around with Google.

My experiment didn’t last long, then. For my money the best way to enjoy Monster Hunter games (those on 3DS, in any case) is to let them get their claws into you, to get truly immersed in the detail – you need to do that to equip yourself for the tough endgame, in any case. It’s not possible to do that when playing in another language, and so in most cases I’d suggest an import or Japanese eShop download of XX simply isn’t worthwhile.

More’s the pity, in any case. I’ve become accustomed to the series being best enjoyed on a portable, and I hope that World maintains some of the silliness and quirkiness that I enjoy so much. It’s a shame from a Nintendo perspective, in general – as a series MH has felt at home on the big N’s hardware, but priorities have changed. I understand Capcom’s approach in desiring a sizeable Western breakthrough, which it’ll also hope doesn’t alienate Japanese fans. Frankly, I think it’ll sell well regardless, though how well it fares in Japan will be interesting to see.

The Switch will survive the shun, too, though I’ll definitely be a little sad when World arrives and doesn’t feature on Nintendo’s awesome little hybrid.

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Review: Bloody Zombies (Switch eShop)

Playing Bloody Zombies put us in mind of another Switch eShop game that launched recently in Guns, Gore & Cannoli. Just like that game Bloody Zombies mixes old school side-scrolling action, cartoony yet hyper-violent graphics, waves of undead opponents and a smattering of broadly drawn national stereotypes.

Whereas Guns, Gore & Cannoli is an ode to Metal Slug and other classic shooters, however, Bloody Zombies tips its blood-stained hat to Final Fight and Streets of Rage. It’s the kind of brawler that used to pack out arcades in the early ’90s.

As the action edges its way to the right you can move your chosen character in all directions using the left stick. Executing a double flick to either side will set you dashing in that direction; Y and X handle your standard light and heavy melee attacks respectively, with various sequences of the two yielding a range of damaging combos.

You can also combine those attack buttons with the jump command (assigned to B) to initiate jumping kicks and punches, while A enables you to interact with switches and pick up items. As with any self-respecting beat-’em-up, there’s nothing more satisfying than picking up a sword, shovel or iron bar and using it to wail on your opponents.

On the more subtle side of things, tapping ZL will make your character perform an evasive dodge in the direction you’re holding. This is nigh-on essential if you want to survive the game’s punishing boss battles, or even some of its tougher foot soldiers. 

Those are the basics of combat, but there are also various special attacks you can initiate once you’ve collected the appropriate power-up. With that done, a quick movement combination followed by X will initiate a powerful move that eats into your limited energy bar.

There’s an undeniable visceral thrill to Bloody Zombies. The game’s moody post-apocalyptic London setting feels fresh despite its familiar zombie protagonists, and both justify the lashings of cartoon violence and free-flowing red stuff. 

It’s also nice to see a number of secret areas to uncover. Don’t get us wrong, there aren’t lots of secrets to found in every area, but finding a hidden stash of items and bonuses behind a breakable barrier provides a welcome diversion from the intense slog of combat.

Which unfortunately speaks to the general tone of the game. It feels an awful lot like hard work at times, with repeating waves of enemies that take a considerable beating before going down. 

The action in Bloody Zombies feels somewhat sluggish, while unpredictable contact points often leave you flailing away at thin air because your character and the enemy are on slightly different 2D planes.

There’s also no getting away from the fact that Bloody Zombies is a button masher in the classic sense of the term. Its cel-shaded graphics might make it look a lot sharper and more sophisticated than the arcade beat-’em-ups of old, but it’s barely any smarter, and pummelling zombie heads soon becomes repetitive.

That’s not helped by the fact that each of the four playable characters controls and moves identically. The animation and vocal lines might be different between lithe punk Rei, sharply dressed hipster Teller, hulking biker Mick and extreme sports type Eddie, but they essentially have the exact same roster of moves.

It’s a particular shame in relation to local multiplayer. With everyone stomping around doing the same basic things with no scope for specialisation, it can all become a little rote and repetitive.

Still, local multiplayer remains the best way to play Bloody Zombies. We were pleasantly surprised to see that there are options for playing online, but games like this are always at their best when all participants are sat in the same room.

You’ll need all the help you can get, in truth, because this game poses quite a challenge. Enemies aren’t particularly smart, but they do pose a large threat in combination. They tend to attack in repeated waves of fours and fives, each chipping a little more from your health bar. With an old school lives limit it’s tough to make progress, though you can restart from the beginning of the last level you reached.

How many times you’ll actually wish to do that depends on your enthusiasm for old school brawlers and your appetite for attritional button-pounding combat. Even then, Bloody Zombies doesn’t quite manage to live up to the same heights as its influences.

Conclusion

Bloody Zombies brings a fresh visual style and a couple of interesting touches to the classic scrolling beat-’em-up. Unfortunately it doesn’t flourish where it matters most – the quality and scope of its combat.

There’s still a fair amount of mindless fun to be had in local multiplayer, even if Bloody Zombies lacks the fluidity and variety to become a true regular on your co-op Switch game roster.

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Super Meat Boy Launching in January on Switch With Brand New Race Mode

Team Meat has announced that Super Meat Boy will be releasing on Nintendo Switch on 11th January, adding a brand new ‘Race Mode’ into the mix.

For anyone not in the know, Super Meat Boy is a tough-as-nails platformer that has been around for several years across various platforms. After receiving a large amount of requests from Switch fans to bring the game to the console, the developer confirmed that a port was in the works in August. Now, thanks to the tweets below, we have confirmation of a release date and even a small glimpse at this new mode coming to the Switch version of the game.

With the amount of body tensing that happens as a result of Super Meat Boy’s challenging levels, perhaps it will be the perfect game to burn off a couple of pounds after the holidays (because that’s much better than doing real exercise, right?). Will you be picking up the game when it releases next month? Let us know with a comment below.

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Review: Top Hunter: Roddy & Cathy (Switch eShop / Neo Geo)

Travelling to different planets, the stretchy-armed Roddy and Cathy move left to right employing a variety of skills as they bash the bad guys. Available to tackle alone or co-operatively with a friend, Top Hunter: Roddy & Cathy includes some neat features that add to the fun of the action across nine stages.

One such feature is that the action takes place on two planes, with you able to hop between background and foreground at the push of a button. This allows you to jump out of the way of a rolling bolder, sneak up on someone from behind or just take an alternate route should you feel like it. Enemies can also hop between planes, so you need to keep an eye on them to make sure you don’t get clobbered with a surprise attack.

There’s a cartoon-like look but with lots of detail in the visuals, and variety is provided by the planets visited. Much like a galaxy far, far away each planet has a single climate, with the four here being jungle, ice, fire and wind worlds. As well as visual differences the locales can have an effect on gameplay, for example with slippery ice and winds blowing you back. One good effect is the way the background plane is at some parts obscured by the path in the foreground. Potentially annoying, this nevertheless succeeds as it doesn’t throw out enemies you can’t see, although you may find a partially glimpsed bonus or two.

Cathy and Roddy have a number of skills to get them through their adventure, the most obvious of which are their stretchy arms. Useful for punching enemies at a distance, they can also flick switches and pull cords to open doors or release bonuses. Sometimes switches and cords release bombs to dodge, and other times they will drop a heavy object, crushing anyone underneath.

Other offensive options are available too, including a throw, and you can pick up a dropped gun to just start shooting at people. Walking battle suits can be hopped into on occasion and these are satisfying to stomp around in – once it’s destroyed you can even pick up parts of the wreckage to throw at the bad guys. In addition to those options you can also perform special moves (using typical one-on-one brawler inputs) to dispatch attackers with the likes of rushing attacks, projectiles and jumping uppercuts.

There are moments of slowdown should a lot of activity be occurring onscreen, but it’s not too distracting and the varied action allowed by your different moves keeps events entertaining. There’s some good design too, as you make use of the two planes to move around obstacles. One memorable moment has you walk behind a large agitated monkey in a cage that watches as you pass.

Each world has two stages – with a boss at the end of each – and an occasional foe who is tougher to dispatch than the regular thugs. The first stage of each world ends with a fight against a cape-wearing pirate, whilst the second stage bosses pilot large metallic constructions. These fights entertain with plenty of hoping between planes as you avoid attacks and try to get in some shots of your own. After clearing the four worlds (which can be tackled in any order) there’s a final stage that ends with a tricky multi-phase boss battle.

Despite the many skills you have at your disposal, you can quickly find your energy depleted should you be attacked from multiple directions or be struggling to find opportunity to attack a boss when they’re vulnerable. Dive into the options and you can make things easier for yourself by increasing your number of lives or adjusting the difficulty. Or you could remember that as an ACA Neo Geo release, you can just add another credit with the tap of a button and continue from where you fell. This is a good way to get to the end of the game, but if you’d like a challenge the usual one credit Hi Score mode is present. The five-minute Caravan mode is also available and with a choice of four starting levels there’s some experimenting to be done as you seek to improve your placing on the online leaderboard.

Conclusion

Working through levels bashing bad guys and boss characters is an idea that often works well, and in Top Hunter it works very well thanks to the various ways you can dispatch your foes. The two plane setup also adds to the entertainment, being used to avoid dangers and providing some quick back-and-forth jumping as you and the thugs try to smack each other in the face. There’s not a  lot of immediate replay value from the arcade mode when cleared, but the usual Hi Score mode is a fun way to try and improve; whenever you do return to Top Hunter: Roddy & Cathy, it should provide an enjoyable adventure.

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Here’s Why Traditional Dungeons Got Axed in The Legend of Zelda: Breath of the Wild

The Legend of Zelda: Breath of the Wild was notable for reinventing the Zelda formula in a significant way, shaking up the basic template and trying something entirely new. One such thing was the removal of the usual dungeon system, replacing it with 120 smaller shrines scattered about the landscape. Considering the heavy emphasis on exploration, it makes sense that this decision was made, but some fans still missed having that familiar dungeon system in place.

In the recent Nintendo Power Podcast, the developers of Breath of the Wild explained the reasoning for the shrines, and why traditional dungeons largely disappeared. Though the Divine Beasts were sort of an exception, the staff didn’t want the players to spend too much time searching around dungeons, so they went with the shrine system to keep players moving around the overworld. Here’s what was said by the game’s director, Hidemaro Fujibayashi:

So in the past Zelda games, one dungeon was very, very long and because this game had a very wide field to explore and one of the themes we had was finding things, we were thinking about what the ratio is for finding Shrines while players are wandering around the field. And when we calculated that, we kind of ended up with 100 or more Shrines. And as for size, we thought about perhaps making long, big dungeons, but that would take long, and players would dedicate their time too long in the dungeons, so we thought perhaps one Shrine is maybe 10 minutes. We’re thinking play would be a good amount.

When we considered that each Shrine would take around 10 minutes, we thought maybe for a Zelda title, it wasn’t enough, it wasn’t meeting that dungeon feel for the game, so we thought maybe for this game, we could incorporate a big dungeon and perhaps one that moves or one that incorporates a gravity movement system and so we considered a big dungeon and that’s how we thought about the Divine Beasts. And so initially when we were thinking about the Divine Beasts, we thought about something that could be seen from afar, and maybe like a humanoid form, but then because these Champions were controlling Divine Beasts, we thought well maybe it would be interesting if the Divine Beasts themselves were a dungeon. And so then that met the requirement of a moving dungeon and also something that could be seen from afar. That’s how we kind of came up with the idea of the Divine Beasts.

What do you think? Did you appreciate the shrine system? Would you like to see the return of traditional dungeons? Share your thoughts in the comments below.

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Slain: Back From Hell Now Runs at 60FPS

A few weeks ago, Slain: Back From Hell launched on the Switch eShop, and it admittedly didn’t impress all that much. The game had a troubled release cycle, with the main issue being that the difficulty was initially far too high, and the final release didn’t quite shape up to provide what it promised. Even so, desperate fans of the Castlevania games don’t have many more options on the Switch, and Stage Clear Studios is still working on polishing up this release.

A new update just went out for Slain that improves the performance and bumps up the FPS from 30 to 60. Considering that one of the high points of the game is the impressive visuals, this should no doubt come as a pleasant surprise to the fans. Hopefully the developer will continue to provide more updates over time to tweak the game; there certainly is a decent foundation to be worked with.

What do you think? Did you like Slain? How do you think it stacks up to Castlevania? Share your thoughts in the comments below.