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Pokémon Ultra Sun and Ultra Moon Starter Trainer’s Pack Confirmed for North America

There are multiple packs and options for when the time comes to purchase Pokémon Ultra Sun and Ultra Moon on the 3DS, including dual pack and fan editions. Now Nintendo of America has confirmed one more.

They are Starter Trainer Packs, with each including a keyring and a code to redeem 12 Revives. Retailers haven’t been specified yet, but as GameStop already has a Veteran Trainer’s Dual Pack it seems like a reasonable bet.

https://twitter.com/NintendoAmerica/status/912708553944727552

Have you decided on which version to buy?

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Editorial: The SNES Classic Mini, Star Fox, and Downsides to Being a Mega Drive Kid

Late last week I remembered that the SNES Mini was right around the corner, after it had somewhat drifted out of my mind. The past month has been somewhat busy and chaotic on both a personal and professional level, with Nintendo having the audacity to release a system that’s selling rather well. With the silly season of Autumn / Fall and Winter releases there’s been plenty to think about, and the humble 3DS has had the occasional gem here and there; throw in a Direct etc, and it’s been a busy time.

So I’d lost track of the SNES Mini; being based in the UK I’m fortunate enough to have made a pre-order during the Summer, and when I clocked that its release was imminent it certainly cheered me up. I even held off on a game purchase or two I’d been planning; like most I only have a specific amount I can spend on games, and those pre-orders need to be paid. Besides, the SNES Mini has new games as far as I’m concerned, and not just Star Fox 2.

To quote everyone’s favourite Metroid game – confession time… (stares wistfully out of a window). I’ve never played Star Fox.

Some longer term and particularly attentive readers may have learnt already of my shameful lack of history with Nintendo – considering the fact I write about them – but here’s a crash course. My first ‘gaming’ system was a ZX Spectrum (like a Commodore 64, but British), and then we got a SEGA Mega Drive. I’d have been about 6 years old when the decision was made, and so my older brother made the call; I’ve never regretted it to this day. I was a SEGA kid in those 16-bit console wars and loved the Mega Drive / Genesis; the original Sonic games, Streets of Rage II, weird games like Gynoug, that was a huge part of my childhood. At one point we got a good PC too, so I grew up with LucasArts titles and Theme Hospital.

Some of my colleagues had both a SNES and Mega Drive growing up, but that was never on the cards for me. We had the PC I mentioned, too, and my brother and I were all about building our game collection as well as we could. Gaming was actually expensive back then – my receipt for Sonic the Hedgehog 3 shows it was £39.99, and that’s in the early ’90s. I remember we also paid a crazy amount just for the cartridge of Street Fighter 2, it was madness. Throw in PC gaming, and I’m grateful to my parents for getting us all the games they did.

Anyway, my first Nintendo system was when my older brother spent the pay from his first proper job on a Nintendo 64, and it was the Star Fox 64 bundle (or Lylat Wars, as it was in Europe). That game blew my mind, and its brevity didn’t bother me because mine had been a childhood obsessed with arcade machines and their stunning games. The 3D visuals were game-changing – which would only become more the case once I saw Super Mario 64 and The Legend of Zelda: Ocarina of Time – and even simple things like the Rumble Pak were exciting. I remember we unboxed it, plugged it in and took turns playing through Star Fox 64, over and over again.

That was my first delicious taste of ‘owning’ a Nintendo system – naturally it went with my brother to University a little while later, it was his system after all! I’d briefly played a SNES in an era gone by at a relative’s house, but my first extended time with Nintendo hardware was that N64.

It was the Wii Virtual Console that changed everything for me. I spent a lot of money over the system’s life catching up on classics and not-so-classics from the NES and SNES era. In some ways that obsession with the Virtual Console is what turned me from being a Wii and DS fan into being a ‘Nintendo’ fan, to the point that I now write about them every day. I played dozens of 8- and 16-bit games through the Wii, wonky emulation and all, and that’s where my first taste came from. The 3DS and Wii U followed, and on the portable I played catch-up with quite a lot of Game Boy games. I was basically filling in my childhood from an alternate universe, one where we picked up a NES (though their distribution was minimal in my part of the UK) and a SNES instead of a Mega Drive.

So when my SNES Mini arrives Star Fox will be the first game I play, at last. I’m a fan of the series, driven by a love for the N64 game and the excellent 3DS re-release, and I’ll finally get to see where it all started. Due to limits in space / time / money I’ve never retrospectively picked up a SNES or the game, and in gatherings with a clone system or actual SNES it never got booted up. And, of course, it never came to the Virtual Console, which would have been my route in.

I know of it, though, its legend. I’ve watched the videos, I get the comedic references, I’m aware of how fantastic the music is, I’ve read about it. To me it’ll be essentially a new game that I’ve waited on for a couple of decades, that gem that should have been on the Virtual Console but never made it. The same buzz many felt when EarthBound finally arrived will be my Star Fox, actually – admittedly, that’s a sad lament of a Mega Drive kid.

And then I’ll play the sequel, to see whether it was a great game cruelly cut at the last minute or a flawed one that should have been left in the ROM recesses of the internet. Yes, I’m aware that I could have played both Star Fox games through emulators and ROMs long before now, but I never owned them so I never thought of doing that. Whether I’m an idealist or a naïve fool is up to you.

Of course I’ll just be playing ‘official’ ROMs on the SNES, as I was on the Virtual Console, but that’s fine. I’ll probably even have to sit close to the TV because the controllers are wired and limited to a few feet. I may be a 30-something gamer now, positively ancient in the world of the internet, but it’ll be another chance to see what I missed out on in the early ’90s.

I don’t regret being a SEGA kid, but I know that being a Nintendo kid would have been equally awesome.

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Place Your Bets and Check Out the Casino Forest ‘Classic’ Stage in Sonic Forces

For Sonic fans it’s a bumper year – we’ve already had the excellent Sonic Mania, and the latest new 3D Sonic game is due soon with Sonic Forces. Sega continues to release new footage, and has now showed off the Classic Sonic stage for ‘Casino Forest’.

It has various throwback references to the likes of Casino Night Zone, and looks pretty decent in the video below.

Last week also brought a rather dramatic story trailer, below in case you missed it.

It’ll be fascinating to see how the final game turns out, and we certainly hope it’s well optimised for the Switch. Not long now, it’s due out on 7th November.

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L.A. Noire On Switch Will Run At 1080p When Docked, 720p In Handheld Mode

Rockstar Games Japan has confirmed that the Switch port of L.A. Noire will run at 1080p when played in docked mode.

The remastered sleuth ’em up is due for release in Japan on December 7th with a retail price of 5,389 Yen. Rockstar has reconfirmed that it will include all five DLC packs, touch controls in handheld mode and Joy-Con motion controls. It has also stated that in handheld mode, the resolution of the game will be 720p.

The other piece of news is regarding the game’s trailer, which is apparently on the way; we’ve not seen any footage of the Switch version as yet but hopefully we’ll get a proper glimpse soon.

L.A. Noire hits western shores on November 14th.

[via japanesenintendo.com]

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Digital Foundry Explores the Framerate and a Resolution Boost in Super Mario Odyssey

Recently Nintendo hosted demo events for Super Mario Odyssey, and we went along to capture video of three new stages. Digital Foundry was also there to play the same stages, and of course the team has done its thing in breaking down the technicalities of what they saw.

They assess a few things, including the pleasing news that the resolution when docked has gone from 720p to 900p, adding a bit more pop to TV play. In portable mode it’s 720p in gameplay, but interestingly there are some relatively subtle graphical adjustments to ensure solid performance with the handheld. Pleasingly, it’s looking like a solid 60fps throughout, which is great to see; the only exception is the Snapshot mode, which boosts image quality as you create your snap.

Check it out below.

It’s pleasing, as always, to see Nintendo focus on 60fps performance in gameplay. That’s the way Mario platformers should be, right?

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Spelunker Party! is Digging Its Way to the Switch eShop on 19th October

When you mention Spelunker to someone they likely think you mean Spelunkey and got confused, but Square Enix has released its underground puzzle platform game in various guises in the past. In April it released Minna de Wai Wai! Spelunker at retail in Japan; now it’s being localised to the West.

In the West it’ll be called Spelunker Party!, riffing on the puzzle platformer’s emphasis on co-op play – which was both online and offline in Japan. It’s been confirmed for the Switch eShop and Steam with a new trailer, giving a release date of 19th October. [Update: The UK eShop shows that it’ll cost £24.99 in the country]

As it’s a rather short trailer, below is a longer video from the Japanese release.

Let us know if you plan to dig into this one on the Switch next month.

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Video: Check Out the First Footage of The Mummy: Demastered

Universal’s new Dark Universe kicked off this summer with a new reboot of The Mummy, and, well, it didn’t go over all that great. Even so, the company remains committed to expanding the new universe with new movies and other related media in the future, and one notable piece of that is the upcoming video game, The Mummy Demastered. Designed by WayForward—of Shantae fame—the new game is a 2D Metroidvania and it’s looking pretty good.

WayForward just posted a short teaser trailer of the game, showing off various creepy environments and the monsters that inhabit them. The animation work looks especially smooth, and given WayForward’s pedigree, this will certainly be one to keep an eye on. Check it out:

What do you think? What did you think of The Mummy movie? Will you be picking up this game? Share your thoughts in the comments below.

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Super Mario Kart Nearly Became F-Zero 2

Mario Kart is easily one of Nintendo’s biggest franchises, absolutely nailing the local multiplayer gameplay and providing an easily accessible experience for all to enjoy. It stands as a cornerstone of Nintendo’s portfolio and plays no small part in selling new hardware for the company; there’s a reason Mario Kart 8 Deluxe launched as early as possible on the Switch. As part of its ongoing series, Nintendo recently published an interview with the developers of the original Super Mario Kart, and interestingly enough, the game could’ve easily taken a much different form.

The initial idea for the game was to make a two player F-Zero. However, due to hardware limitations, they couldn’t design F-Zero tracks that would work with two players and still fit within the hardware restrictions, so winding, meandering courses were made to fit the console’s memory. This led to a slower pace for the game overall—which is where the karts came in—and the development team soon added in Mario because he was easily recognizable from the back. It’s an interesting interview to be sure, you can find the full thing here.

What do you think? What’s your favorite Mario Kart? Share your thoughts in the comments below.

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New Developer Interview: Learn how Super Metroid was created!

New Developer Interview: Learn how Super Metroid was created!

The Super NES™ system was home to many beloved titles like Super Mario Kart™ and Star Fox™. Now you can discover the origin of another classic game, Super Metroid, with this in-depth interview with members of the original development team. Read all about the challenges this group faced in bringing Samus into the 16-bit era here.

To play the Super Metroid game and many more classic titles, check out the Super NES Classic Edition system, available on Sept. 29, 2017 for a suggested retail price of just $79.99. This miniaturized version of the original system lets you plug-and-play 21 classic Super NES games.

Learn more on the official site at http://www.nintendo.com/super-nes-classic.

ESRB for Super NES Classic Edition:

Suggestive Themes
Violence

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Review: Art of Fighting (Switch eShop / Neo Geo)

Street Fighter II took the arcades by storm in 1991, leading to a slew of one-on-one brawlers in the months and years that followed. SNK would develop a number of fighting series in the hope of tempting players away from Capcom’s game, samples of which have already arrived on Switch via HAMSTER’s ACA Neo Geo series. Now Art of Fighting arrives on the eShop and – despite some interesting features – this early effort is the weakest of the SNK fighting options.
 
It should be said that visually the game looks great. Generally Neo Geo titles did, but here the sprites are noticeably larger than those featured in other fighting games of the time. Moves connect with a good sense of weight behind them and there’s a neat battle damage feature for faces that sees glasses knocked off and cuts and bruises develop as the combatants take a battering. Stages also look impressive (despite static spectators), with some good features like glowing signs, steam and furniture reflected in a polished floor.
 
Another good touch is the way the camera zooms in or out based on how close the fighters are to each other. Later used in Samurai Shodown, it isn’t always smooth, but it adds to the experience as does the moody music and the various yells, grunts and other noises from impacting fists or background police sirens. There’s also a story that plays out between fights (and in pre-fight chatter): Yuri Sakazaki has been kidnapped and her brother Ryo and his friend Robert are out to get her back. It’s basic stuff, but it gives the game the feel of an action movie that actually works well.

Whilst the game is a good showcase of what SNK’s hardware was capable of visually, it falls down on the gameplay side of things. A wider choice is available when fighting against a friend, but it is only possible to play through the game as either Ryo or Robert. Despite some dialogue differences the story plays out the same way, so there isn’t a big reason to try and clear the game with both other than the fact that as you’ve only got those two characters, you might as well give it a go.

The fighting is limited to a button to punch and a button to kick. A third button will perform a strong attack, but what this is depends on whether you previously threw a punch or a kick. This is awkward (especially as the button can also be used for throws) as you may find yourself in a situation where a strong kick would be useful but your previous attack was a regular punch. Do you then go for a regular kick or unleash a strong punch and hope for the best?

Ryo and Robert have similar movesets, but they do have differences (more so than Ryu and Ken did at the time) and players may find one more suited to a fight than the other. Our heroes also have a few special moves they can perform including a flying double kick and a fireball, although these are limited due to the presence of the spirit gauge.

Located under the traditional energy bar, the spirit gauge decreases each time you perform a special move. It’ll slowly recharge over time or you can charge it up by holding an attack button down, but should it be empty your special moves will be useless with fireballs quickly fizzling out in to nothingness. This would be the inspiration for Capcom to create Dan for the Street Fighter games; a lovable parody character with similar moves and a look based on a combination of Ryo and Robert.

The game also has a taunt button and this actually has a practical use; it decreases your opponent’s spirit gauge. This along with managing your own spirit gauge leads to a different kind of fighting game. Being different can work well for a game and indeed in the years that followed SNK would treat gamers to the weapon-based fights of Samurai Shodown and the team battles of the King of Fighters, but the result here is less successful.

Despite the size of the sprites it’s surprisingly easy to miss with a special move, which can frustrate especially when the CPU fighters have much greater success. You need to judge the distance correctly, but even then there are problems due to the slow startup time on your specials. Get too close and your opponent has a chance to give Ryo or Robert a kicking just as they are beginning to make their fighting noises. Get too far away and they can use the distance to perform a spirit-depleting taunt.

As you get to know when best to use your various attacks, the game should entertain, but despite the possibilities of what you can do in a round it feels very limited. After a few fights your opponents increase the tempo of their assaults, meaning you don’t really have time to recharge your spirit gauge. You’ll also find they favour certain attacks and that outside of your special moves there’s only a few effective ways of dealing with them. Figure out what works (be it a jumping punch or a kick to the shins) and it’ll help you make it through, but it’s not a particularly fun way to fight.

More successful are the game’s bonus stages encountered after the second, fourth and sixth fights. Typically in games these would just award points bonuses but here you can gain useful rewards. One requires timing as you attempt to karate chop the tops off a row of bottles, rewarding you with a larger spirit gauge; useful if you’re not getting a chance to recharge it. Another is the traditional “hammer the button as fast as you can” as you attempt to break blocks of ice to gain a larger life bar. The final one asks you to perform a new move a set number of times within the time limit; manage it and the devastating move is added to your repertoire.

This release features the standard ACA features such as those for remapping buttons and adding scanlines to the image. Specific to this game the number of rounds (and the time of those rounds) can be changed and there are eight difficulty settings. The one credit Hi Score and five minute Caravan modes provide the usual alternate challenges as well as giving you a online leaderboard to try and move up. Although at the time of writing those leaderboards contain less than ten people, and that includes the Hamster account.

More appealing is two-player competition, as this allows you to play as the other fighter in the game. A second player can join in at any point and in addition to Ryo and Robert, this makes the initial six fighters you encounter available to select. If you want to play as Mr Big or the mysterious Mr Karate, however, you’ll have to reach them in the single player game first.

Some characters have more special moves than others (and Mr Big can’t jump), but the variety of brawlers makes for some interesting fights. Moves are still limited and at times it becomes a battle of who can pull off a special move first, but there is some enjoyment to be had. Battles can get tactical as you decide whether to execute a special move or recharge your spirit gauge after your attack has left them stunned. Of course your friend might also be stunned that you’ve got them playing this and not The King of Fighters ’98 or Garou: Mark of the Wolves instead.

Conclusion

Art of Fighting was certainly visually impressive when it arrived in 1992 with large sprites, a good camera system and a (simple) story that works well. Unfortunately the game is quite limited, with only two of the ten characters available in the single player mode. The strong attacks are awkwardly implemented and whilst the spirit gauge could provide an interesting way of playing, it is quickly forgotten about as you move to fight against the CPU’s repetitive attacks. There are some good ideas here and a two-player fight can provide a little entertainment, but SNK would produce more successful fighting games after this. Some of them are available on the Switch (for the same price) and would be a better choice than Art of Fighting.