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Mega Man X photo
Mega Man X

If I had a million dollars, I'd do Mega Man X and X2 at the same time


Double the pleasure!
May 13
// Tony Ponce
Some people know how to multitask. I mean, really multitask. I am not one of them. I get flustered if I have to cook pasta during my washer's rinse cycle because who knows if the damn thing won't just explode and flood the e...

Review: Jump'N'Shoot Attack

Mar 26 // Tony Ponce
Jump'N'Shoot Attack (Android, iOS [reviewed], Windows Phone)Developer: FreakZone GamesPublisher: ScrewAttack GamesReleased: March 26, 2015 (Android, iOS) / TBA (Windows Phone)MSRP: $2.59 You are Louise Lightfoot. The President has been captured by mutants. In order to save him, you must follow these specific instructions: Jump. Shoot. Every so often, jump and shoot at the same time. So... Mega Man? Yeah, kinda! Only the commands are more explicit here, since the only two actions at your disposal are jumping and shooting. Jump'N'Shoot Attack is an auto-runner, only less Canabalt and more Rayman Jungle Run and Fiesta Run. There are four worlds split into four stages apiece, and Louise will hoof through each without a care. To jump, tap anywhere on the left half of the screen; to shoot, tap anywhere on the right half. Simple and responsive! [embed]289538:57919:0[/embed] Your gun can be upgraded twice by collecting power-ups -- the first upgrade grants a double shot, while the second bestows the mighty spread shot. Raising the stakes even further is a jetpack item found in certain stages which transforms the action into a deadlier version of Jetpack Joyride. The 16 stages are rather short, so to compensate, they've been packed with enough enemies and obstacles to give your thumbs a proper workout. Between adjusting the height of your jumps to cross narrow platforms and hammering the trigger because your gun is not rapid-fire, you'll be feeling the burn before long! One small mercy is that Louise stops running if she hits a wall, so use the break to regain composure before hopping over and storming onward. For completionists, three gems can be found in each level. As expected, collecting these gems often requires you to skirt closer to death than you'd prefer. Case in point, you may reach a fork in the path, with one branch leading to a gem and the other to a power-up that would make the rest of the level less stressful. As concentrated as the challenge is, however, the overall length is still on the tragically low end -- on my first run, collecting the gems in all but two levels, I finished in just over an hour. There's even an achievement for clearing the game in under 10 minutes! Unless you are a serious achievement or high-score hunter, it's unlikely that you'll return to Jump'N'Shoot Attack once the credits roll. There's a solid foundation that I hope FreakZone will expand upon. Rayman Jungle Run got a free update that added more levels, so perhaps that's a possibility here as well. Could we maybe get some boss battles too? It's a shame to have a game that so clearly draws inspiration from Mega Man and Contra but skimps out on the meaty encounters that highlight those series. So will Jump'N'Shoot Attack spark a mobile renaissance and win over the hardcore masses? Probably not. Is it a solid runner that delivers a tough but responsive platforming experience as promised? Absolutely. Gold star for effort.
Jump'N'Shoot Attack photo
Something, something, Egoraptor reference
Four Christmases ago, I joined the smartphone brigade when I found an iPhone 4S nestled under the tree. Oh boy! I thought. Now I can grab all those iOS games that people can't shut up about! And for a couple of years, I was a...

Mega Man Unlimited photo
Mega Man Unlimited

Mega Man Unlimited gets super tough Omega bosses and more


I just checked, and yes, this game is still money
Mar 12
// Tony Ponce
Your eyes do not deceive! Tony Ponce is writing about Mega Man on the front page! I want to talk today about Mega Man Unlimited, the fan game I reviewed nearly two years ago that made me cry manly tears. You remember that tas...

Holy hindsight! Five series that should have been on Wii

Mar 10 // Tony Ponce
In a 2009 interview with Kotaku's Stephen Totilo, Nintendo of America President Reggie Fils-Aime expressed frustration regarding why the biggest third-party titles were skipping Wii: "I've had this conversation with every publisher who makes content that is not available on my platform. The conversation goes like this: 'We have a 22-million unit installed base. We have a very diverse audience... We have active gamers that hunger for this type of content. And why isn't it available?'" The unfortunate reason was that, prior to Wii's launch, most publishers didn't have faith in Nintendo's unconventional strategy, especially coming off of GameCube's lukewarm performance. By the time they realized that Wii mania was real, they were too entrenched in HD development to easily shift gears. When support did come, it was in the form of minigame collections and low-priority efforts farmed out to C-team studios, most of which seemed to target the stereotypical "casual" gamer while ignoring the rest of the audience. The Wii wasn't conceived as a "casual machine," but rather a low-risk development option that could ideally satisfy everyone -- with a focus on videogame newbies, true, but not an exclusive focus. From the beginning, there was enormous interest among the enthusiast crowd for more substantial software, but as the years slipped away and their needs weren't met, they simply turned their attention elsewhere. There were sporadic attempts to appeal to enthusiasts, though most typically fell into the mid-tier category -- the types of games that, on a well-served platform, would help round out the library. But without headliners to attract an audience in the first place, the MadWorlds and Little King's Storys of the world were stuck playing an empty venue. It's clear that the Wii was no powerhouse and wouldn't have been able to realize many of the eventual HD hits in a satisfactory fashion. However, you can't tell me that publishers weren't sitting on golden preexisting properties that could have easily been adapted to the hardware -- properties that had a near guaranteed chance of finding success, which would in turn have led to a greater influx of auxiliary Wii software and a healthier third-party ecosystem overall. Just to name a few examples... Kingdom Hearts Remember the rumors years ago that Kingdom Hearts III on Wii might be happening? A series whose chief draw is allowing you to visit famous Disney worlds and battle alongside famous Disney heroes seemed like the obvious choice for a Nintendo platform, where family-friendly entertainment is the order of the day. Square Enix thought so too, just not in the manner we had hoped. Following Kingdom Hearts II in 2005, numerous word-building side stories and interquels were released on portables, with the bulk appearing on Nintendo machines. One in particular, Dream Drop Distance for 3DS, was even billed as a lead-in to the eventual Kingdom Hearts III. Meanwhile, the series was completely absent on home consoles. This would have been a perfect opportunity for Square Enix to port KHI and II onto Wii in their "Final Mix" forms. That way, those who followed the series on PS2 would be able to transition smoothly, while others with little exposure to the games would have the perfect entry point. And with all these returning and newly minted fans on Wii, maybe the PSP-exclusive Birth By Sleep would have had another platform on which to score sales, which were otherwise soft in Western territories. Metal Gear When Super Smash Bros. Melee was brought out West, it introduced players to Marth and Roy, two unknown characters from a Japan-exclusive franchise called Fire Emblem. The warm reception these fresh faces received gave Nintendo the incentive to start localizing future installments in the tactical RPG saga. I had hoped that Solid Snake's appearance in Super Smash Bros. Brawl would have led to a similar decision regarding Metal Gear, but no dice. Why was Snake in Brawl to begin with? Definitely not because of his rich history on Nintendo platforms -- Metal Gear did more for PlayStation than it ever did for NES. No, it's because Hideo Kojima practically begged Masahiro Sakurai to put him in. Regardless of how the arrangement came about, Snake was a welcome addition to the Smash roster, quickly rising to the top of many players' lists of favorite fighters. A smart publisher would have tried to capitalize on that kind of exposure. Konami could have tested the waters with a Wii reprint of The Twin Snakes, which had become quite rare in its original GameCube format. Follow that up with with MGS2 and 3 ports, possibly an up-port of Peace Walker as well. MGS4 was never going to come over for obvious reasons, but hey, 360 didn't get it either, and Xbox and Metal Gear are good buddies these days. Instead, the only Metal Gear to appear on a Nintendo platform post-Brawl was Snake Eater 3D, which was made redundant a few months later with the release of HD Collection on Vita. One of the most popular characters in Nintendo's all-star roundup wound up being nothing more than advertisement for competing platforms, even though he didn't have to be. Street Fighter Did you know, if we disregard the combined-SKU Resident Evil 5, that the original Street Fighter II for Super Nintendo is the single best-selling game in Capcom's history at 6.3 million copies? It also happens to be the best-selling third-party game in the SNES library -- and that's before we even factor in the various updates! Among Wii owners were a fair number of lapsed gamers -- people who may have gamed in the arcades or on an NES or SNES back in the day but have since lost interest. I guarantee a significant cross section of that group were former SFII players itching for a proper follow-up. And since the goal of the Street Fighter IV project was to make the series accessible again to the widest possible audience, it would have behooved Capcom to include in its multi-platform plans the console built entirely around the concept of accessibility. You can't tell me that SFIV was dependent on high-end hardware -- it was designed to be a traditional 2D fighter with 3D window dressing. The fact that a spot-on port was later developed for 3DS, with static backgrounds as the sole concession, should be all the proof that a Wii version could have looked and played just fine. If you want to argue that SFIV was ill-suited to Wii because the Wii Remote was an inappropriate fighting game controller, I think you're overestimating the general game-playing public's need for the "perfect gaming controller." Besides, anyone who desired a more traditional pad would have made the effort to buy one -- such as with Tatsunoko vs. Capcom. Speaking of TvC, there's a game that strikes a fine balance between technical skill and accessibility. Although I appreciate the effort it took to localize such a licensing nightmare, that seahorse in the logo was the kiss of death -- only hardcore anime aficionados had the slightest inkling who these strange new characters were. It's odd that Capcom would invest in TvC yet couldn't be bothered to hammer out an adequate SFIV port, which would have had a significantly larger shot at finding a receptive audience on Wii. Persona Atlus has enjoyed a wonderful working relationship with Nintendo since the former's founding in 1986, and that relationship thrives to this day. In fact, over the past generation, the bulk of Atlus' in-house productions have found an exclusive home on Nintendo platforms, including new IPs like Etrian Odyssey, Trauma Center, and Radiant Historia. Of important note is how Atlus has gradually been shifting the entire Megami Tensei franchise back into the Nintendo camp, beginning with Devil Survivor on DS and culminating with Shin Megami Tensei IV on 3DS. One particular MegaTen sub-series, however, has remained with Sony: Persona. It's apparent that Atlus was reluctant to jump into HD development right away. Releasing Persona 3 as a late-gen PlayStation 2 title was one thing, but sticking to PS2 for Persona 4 as well? That earned the company quite a few stares. But if Atlus was insistent on squeezing out every last ounce from legacy hardware, why not prep those Personas for simultaneous release on the low-spec Wii as well? Atlus already had a Wii development pipeline in place, so the financial risk would have been extremely minimal. Wii versions could have only added to those games' success. The series has finally come to Nintendo in the form of Persona Q on 3DS, although the game's main selling point -- the crossover of P3 and P4 characters -- would feel more appropriate had those two titles actually appeared on a Nintendo platform prior. Grand Theft Auto "Nintendo has done all it can to persuade Take-Two Interactive Software to bring the Grand Theft Auto franchise to Nintendo consoles, and it is now up to the third-party publisher to decide whether Rockstar Games' immensely popular series will appear on Wii." Reggie Fils-Aime shared this nugget in December 2006, shortly after the Wii's launch, to let the world know that Nintendo desired the violent crime series on its hardware (those Game Boy Color and Advance titles don't count). Sadly, Take-Two didn't seem to want to play ball and even laughed at the notion just one year later, when then-executive chairman Strauss Zelnick asserted, "[T]here are other titles better suited to the Wii than Grand Theft Auto." Nonetheless, talks continued, and Take-Two and Rockstar Games eventually decided to give Nintendo a shot... with a DS game. That's not what fans were asking for, but baby steps, we figured. Take-Two CEO Ben Feder did state that Grand Theft Auto: Chinatown Wars was an important step in the company's relations with Nintendo and suggested that this new title could pave the way for future developments. The rest is sick, sad history. Chinatown Wars earned rave reviews, becoming the highest-ranked DS title on Metacritic, yet sold just under 90,000 copies in the US in its launch month. Not willing to take any chances, Rockstar quickly announced PSP and mobile ports. Mature games were reaffirmed as poison on DS, and all hopes of another GTA on a Nintendo platform vanished. Let's try to understand why Chinatown Wars failed. First, GTA is not a handheld series. Some brands are simply better suited to home consoles than handhelds or vice versa -- Monster Hunter, for instance. Yeah, both Liberty City Stories and Vice City Stories on PSP were million sellers, but those sales were a drop in the bucket compared to what the console installments regularly pull in. Those were ported to PS2 months later too, so it's not like Rockstar had full confidence in them either. Still, both LCS and VCS sold much better than Chinatown Wars, which brings me to my second point: GTA only became a phenomenon with GTAIII and the leap into the third dimension. Taking the series back to its top-down roots was never going to appeal to all the same people who fell in love with the real-world atmosphere and fully voiced and acted cutscenes, no matter what kind of review scores it earned. Need further proof? Although you can find copious news bites around the web lamenting the poor sales of Chinatown Wars on DS, you'd be hard-pressed to find any mention of sales of the PSP port. It's safe to surmise that it tanked even worse than on DS, because Take-Two would have said something otherwise. The mobile ports likely outsold those two combined, though it's difficult to draw a solid conclusion there when sales were aided by rock-bottom mobile pricing. Grand Theft Auto: Chinatown Wars was the wrong game for the wrong platform. From day one, Rockstar should have been working on a Wii game in the desired 3D style as Nintendo had originally intended. It would have been more expensive to produce, though I doubt anywhere in the range of GTAIV's $100 million price tag. If Rockstar didn't want to take that gamble, it could have assembled a PS2 trilogy collection, or ported the PSP games, or anything! We're talking about the biggest home console of all time, after all! If you still doubt the viability of GTA on Wii, consider Call of Duty: World at War, which sold over a million copies on Wii. Big deal, you figure, since sales of the PS3 and 360 versions vastly outstripped it. But also consider that Activision has repeatedly withheld information regarding the Wii versions of Call of Duty installments up to and sometimes even after release, limiting awareness to those who had prior knowledge or had seen one of the rare TV commercials. Somehow, the game still broke a million -- can you imagine how much better it could have performed had Activision given it exposure comparable to the HD builds? How could Take-Two wholeheartedly say, during a period when Wii was selling faster than any other home console before or since, that the audience wasn't there? Grand Theft Auto is one of the biggest gaming brands of all time! Its most recent entry has shipped 45 million units across all platforms! Its consumer base includes every type of gamer, from kids to adults, from the hardest of the hardcore to those whose only other gaming purchase in a year is the latest Madden! If Take-Two honestly believed that there was little to no chance of success in adapting Grand Theft Auto to Wii, it means that either its marketing department is completely clueless as to what makes GTA so appealing, thereby attributing each record-breaking achievement to blind luck, or everyone in management simply didn't give a shit. As you can see, I'm not suggesting that publishers should have thrown millions at unproven concepts. All it would have taken to get the ball rolling was some low-risk ports based on established, popular brands. Even if some of these franchises wound up not resonating with the Wii audience, most are powerful enough that they would have been accepted without question. Had key third-party tentpoles been established and found success on Wii early on, smaller studios would have felt comfortable in producing Wii content. Instead of the sudden decline as casual players lost interest, Wii could have maintained a steady momentum by serving the enthusiast crowd low-tech yet feature-rich software, in turn extending its life. By the time Nintendo introduced a follow-up console, publishers would have been far more willing to offer support than they wound up being with Wii U. Though we can only speculate precisely how such a movement would have affected Wii and the industry overall, it could only have been a net positive -- for Nintendo as well as third parties that struggled to stay in the black or simply wanted to grow their consumer base. You can blame Nintendo for certain Wii shortcomings, but third parties are at fault for letting painfully obvious opportunities slip through the canyon-sized cracks.
Wii got shafted photo
Third parties missed some major opportunities
By the end of 2014, Xbox 360 had slid past Wii to become the best-selling seventh generation console in the US. While a fantastic achievement for Microsoft, this event also punctuates the drastic shift in Nintendo's market do...

Meet the winner of Nintendo Power's The Mask II contest

Feb 04 // Tony Ponce
The contest page with the Nathan's entry form cut out. Meet Nathan Ryan Runk from Arbutus, MD. He entered and won that The Mask II contest, and despite never getting the chance to share the screen with Mr. Ace Ventura, he's pleased with how the whole matter was resolved. It was pure luck that brought Nathan, then 12 years old, into the winner's circle. "I actually rarely entered any contests in Nintendo Power," he explains. "I entered maybe about a dozen in the seven or so years of having a subscription. I only entered ones that really appealed to me, and, being a preteen in the mid-'90s, anything Jim Carrey OBVIOUSLY was appealing." Nathan was notified of his victory within a month or two, and afterwards, Nintendo would call him up every few months to keep him informed of new developments. Fun fact: The lady who kept in contact with him was Leslie Swan, former managing editor for Nintendo Power and current localization director for Nintendo of America, though she is better known to most of you as the voice of Princess Peach in Super Mario 64. Nathan's notification letter from THQ. When it was clear that the movie wasn't happening, Nathan was properly taken care of. Above is a letter sent to him on November 4, 1996, from product marketing manager John Ardell of THQ, which published The Mask SNES videogame under the Black Pearl Software label and partnered with Nintendo for this contest. The letter reads: I am sorry that the filming of The Mask II has been postponed and that we were not able to send you to the set. Enclosed please find an official crew jacket from The Mask II that was supplied by New Line Cinema. Additionally, I have included a few of our new Super Nintendo games for your collection. Thank you for your patience with this promotion. On top of the jacket, which Nathan sadly can't find anymore, and the box of games, which of course included the original The Mask, Nathan also emerged from the deal with a cool $5,000 (the estimated value of the prize package, according to the official contest rules). As he remembers, "They gave me the option to wait indefinitely or take the cash... I took the cash. Absolutely the right call! Also, when I was on the phone with the people from Nintendo, they asked me if there was anything else that I really wanted. I said that I had just recently gotten an N64 and really wanted Pilotwings 64 (loved the original). In less than a week, I received that with the check." As we are well aware, a pseudo-sequel called Son of the Mask eventually released in 2005. There's no telling if all involved parties would have honored the contest had Nathan not taken the check that day, but it's all for the best. "I would have likely been okay with doing a walk-on in Son of the Mask because, at the time, I didn't know how bad it was going to be. Knowing what I do now and even if that were an option, I'm glad I went with the money." The printed apology on page 39 of Vol. 285. So if everything turned out rosy, why did Nintendo keep quiet about the fate of the contest this whole time? No one knows for certain, but as Nathan theorizes, "[T]hey don't want to be viewed as having ever let their fan base down, which I completely understand. Printing that shows that they failed one of their subscribers (even though they didn't) and it might erode the validity of their contest, even though that would be undeserved. Nintendo has earned the reputation of being a 'good' company, something that I feel is nearly impossible to do." These days, Nathan lives with his wife a short drive away from his childhood home. He's not as huge a gamer as he once was -- he used to be extremely into the XBAND modem and used the handle "King Gorth" -- but he still makes a time for rounds of Mario Kart 8 and the like. And with that, we finally have closure on one of the weirder events in Nintendo Power history. Nathan didn't get his big Hollywood break, but he did make out like a bandit, and that ought to put a smile on everyone's faces. Nathan's smile is probably a bit bigger than most, what with his being treated like a king for the better part of a year. The Player's Poll Contest on pages 82 and 83 of Vol. 77. I'll leave you with Nathan's thoughts regarding Nintendo Power's closure: "It's a bit sad whenever something from your childhood goes away. It was like that store that you really used to like but hadn't been to in years that 'suddenly' closes down. It's a bit of nostalgia that kids nowadays will know nothing about, and that, I think, is the worst part. "My subscription ended in 1999 (still have all my back issues), so when it all ended, I wasn't surprised. I had stopped caring as much, as had most people around me. I was the last of my friends to have a subscription. I really don't think my situation was an isolated incident. But for those of us who had a subscription, it was a magical experience. Every month, you had the inside edge on all the newest games. You could get your friends through any level, find all the secrets and know all the codes. There was no YouTube, no Wiki, no walkthrough. You had to have the Power. "And then, one day, the Power went out."
The Mask II Mystery photo
Consider this mystery... SSSMOKED!
In my heart of hearts, Nintendo Power will never die. If you were an American Nintendo gamer in the late '80s to early '90s, this monthly rag granted you unfettered access to a world of insider news and gossip that made you t...

Promoted blog photo
Promoted blog

Mega Man 2's OST spiced up with Castlevania III's audio chip


Some tasty music news promoted from our Community Blogs!
Dec 09
// Tony Ponce
[Dtoid alumn megaStryke likes Mega Man more than anyone else in the world. Shh, don't tell Chris Carter! --Mr Andy Dixon] Come back in time with me for a minute! Almost two years ago to the day, I shared a fan arrange album ...
Goodbye photo
Goodbye

Take care, Destructoid, for everlasting peace


Nothing is over... you just don't turn it off
Oct 07
// Tony Ponce
You know that sudden feeling, that you have to make an important decision that will affect your future in significant ways, but you don't quite know what the decision is going to be or when you are going to make it? You simpl...
Sonic in Smash photo
The sky with stars so briiight! The colors feel so riiight!
Sorry, I got a little carried away earlier today. Let's try again, shall we? *AHEM* Sonic is returning to the Smash series and will be trading blows with Mario as well as the other blue boy, Mega Man. Sonic vs. Mega Man... f...

Wii photo
Selling 100 million is a good stopping point, right?
The Wii may have secured a solid lead ahead of the Xbox 360 and PS3 with a tidy 100 million units under its belt, but let's face facts: its time in the sun is over. With the 3DS dominating in Japan and the US and the Wii U ne...

StreetPass photo
StreetPass

StreetPass relay system will now allow six tags at once


That's much better
Oct 01
// Tony Ponce
Remember when Nintendo announced that the 3DS' StreetPass function would be improved so that you would get tagged whenever you passed through a Nintendo Zone location? The way the system works, two 3DS owners don't have to be...
Wii Party U photo
Wii Party U

Wii Party U lets you knit and scoop water


So exciting
Oct 01
// Tony Ponce
Man, the four-player fun in Wii Party U just doesn't let up! You can play "Water Runners," in which you scoop up water from a river... then pour it into a bottle! Then there is a game where you lay the GamePad and all Wii Re...
Bravely Default photo
Bravely Default

Another Bravely Default trailer to slobber over


Slightly default from the last English trailer
Oct 01
// Tony Ponce
Another English trailer for the Square Enix 3DS RPG Bravely Default? Yes, please! Some of the voices are a bit grating, but at least we'll have the option of switching to Japanese when the game comes out next year. By the wa...
A Link Between Worlds photo
A Link Between Worlds

A Link Between Worlds will allow you to sequence break


You'll be able to rent items before entering dungeons
Oct 01
// Tony Ponce
For the longest time now, the common Zelda formula has been (1) enter dungeon, (2) get item from dungeon, (3) use that item to beat that dungeon, and (4) go to new dungeon and get new item. A Link Between Worlds is going to b...
Ace Attorney 5 photo
Ace Attorney 5

Ace Attorney - Dual Destinies demo on eShop today


I have no objections
Oct 01
// Tony Ponce
Getting ready for Phoenix Wright: Ace Attorney - Dual Destinies on October 24? Pump yourself with a demo on the 3DS eShop today. Get your finger pointing on as soon as you can.
Smash Bros. photo
Smash Bros.

Sonic vs. Mega Man in Smash Bros. 4!!!


MY DREEEEEEAAAAAAM!
Oct 01
// Tony Ponce
IN THIS WOOOOOOOORLD, WHERE LIFE IS STROOOOOOOONG!IN THIS WOOOOOOOORLD, LIFE'S AN OPEN BOOK!IN THIS WOOOOOOOORLD, WHERE COMPROMISE DOES NOT EXIST!IN THIS WORLD OF WORLDS, EVERY STEP MEETS THE REST! Sonic in Smash 4, everyone! My dream of Sonic vs. Mega Man will happen!
Super Mario 3D World photo
Super Mario 3D World

Super Mario 3D World lets you clone yourself


And Bowser has a pimp ride
Oct 01
// Tony Ponce
In this morning's Nintendo Direct, CEO Satoru Iwata revealed a whole bunch of new abilities for Mario and crew in the upcoming Wii U platformer. By picking up a cherry, you can clone your character several times. Kuribo's Sh...
Mighty No. 9 photo
Mighty No. 9

Mighty No. 9 will rock the PS4 and Xbox One


Make it RAIN!
Oct 01
// Tony Ponce
THREE. POINT. THREE. MILLION. DOLLARS. GOD. DAMN. I was honestly worried for a while there, but the PS4 / Xbox One stretch goals were met with just a day left to go! The Unreal Engine-powered Mighty No. 9 is making people hap...

Wii U 4.0.0 update allows Wii Mode off-TV play

Sep 30 // Tony Ponce
Version 4.0.0 U, available via an Internet connection, includes the following improvements: New Features: A feature to output video and sound to the Wii U GamePad when using Wii Mode Users can choose to output to the TV and GamePad, or just the TV A feature to automatically receive recommended software and demo titles from Nintendo using SpotPass Support for USB keyboards An option to disable use of a Nintendo Network ID on non-Nintendo hardware, such as PCs and smartphones Support for Dolby® Pro Logic® II Surround Sound when playing Wii software Changes to Wii U Menu: Added a friend list icon to the Wii U Menu for easier access to the Friend List Changes to System Settings: An option to automatically receive recommended software is now available under "Internet" A setting to select which cable outputs sound is available through "TV" Users can choose to output sound through an HDMI cable, non-HDMI cable, or both cables at the same time. Click here for instructions A setting to adjust the hourly interval in which standby functions are performed is available under "Power Settings" when Standby Functions are enabled Changes to Wii U Chat: Added the option to view a friend's profile on Miiverse when sending or receiving a chat request Users can now chat using a headset connected to the Wii U GamePad Changes to Internet Browser: Pressing the R or L Buttons on the Wii U GamePad will skip video playback forward/back a small amount of time Holding the R Button will speed up video playback Ability to save username and passwords for websites that require login Ability to launch the Internet Browser during gameplay and upload screenshots Added support for viewing PDF files Added features intended for website developers that allow the user to enable developer tools and set user agent Improvements to system stability and usability: Further improvements to overall system stability and other minor adjustments have been made to enhance the user experience
Wii U 4.0.0 photo
But still no unified account system
Alright! The long-awaited summer fall Wii U firmware has arrived! We've been patient, and now we finally have our unified account system! Thank you for answering our cries, Nintendo! ... Wait... where's our unified account sy...

Pokemon photo
Pokemon

Pokemon grave stone fills me with all the feels


Catching shinies in the afterlife
Sep 30
// Tony Ponce
Among the readers here, I'm sure there are a few who are so engaged in videogames that they've effectively become your identity. Will your game-playing habits be what you are remembered for long after you've passed on? A man ...
Mighty No. 9 photo
Mighty No. 9

Here's a test video of Mighty No. 9 on Unreal Engine


Inafune's latest is getting the Guilty Gear Xrd treatment
Sep 30
// Tony Ponce
No time to rest! The Mighty No. 9 train keeps right on rolling through the final day! Choo choo! The Monday update brings word that Mighty will take a page out of the Guilty Gear Xrd playbook and run on the Unreal Engine. A ...
Shantae: Half-Genie Hero photo
Shantae: Half-Genie Hero

Playable Risky Boots is a go for Shantae: Half-Genie Hero


And $1.3 million for animated cutscenes!? Not gonna happen...
Sep 30
// Tony Ponce
It's been slow goings ever since the Shantae: Half-Genie Hero Kickstarter met its base goal last week, but no need to lose hope just yet! The $500K Risky Mode has been funded! As the sexy pirate villainess Risky Boots, you'll...
The Adventures of DnB photo
The Adventures of DnB

Duane & BrandO's remastered LP is ready for yo' bawls


NES all up in this beast with LP of Devastation [Remastered]
Sep 30
// Tony Ponce
It's been almost a year since the comedy rock-rap duo of "8-Bit Duane " Zuwala and "The Amazing BrandO" Lackey made peace with each other following a very intense falling out. Back in the studio as The Adventures of Duane &a...
The Weekend Hotness photo
The Weekend Hotness

The Weekend Hotness: I'm reading the sh*t outta One Piece


Check out everything Destructoid did today
Sep 29
// Tony Ponce
Despite its being the best-selling manga in Japan, I never jumped aboard One Piece. The weird, noodly art style had always turned me off, so I never bothered giving it a chance. Then one day I said to myself, "Stop being a li...
Mighty No. 9 photo
Mighty No. 9

Mega Man 2 composer joins the Mighty No. 9 team


Manami Matsumae and Takashi Tateishi unite!
Sep 29
// Tony Ponce
With just two days left before donations close, the Mighty No. 9 Kickstarter is exploding with all kinds of tasty treats. I hope you remembered to vote on your favorite Call design! Here's another bit of wonderful news: We we...
Mighty No. 9 photo
Mighty No. 9

Vote on Mighty No. 9 support character Call's design


What do you want Beck's online co-op partner to look like?
Sep 28
// Tony Ponce
Good news, everyone! The Mighty No. 9 Kickstarter received a sudden boost in its donation rate. We've cleared $2.75 million, which means we are getting online co-op! Yay! Now that we'll be able to play as Beck's partner Call,...
Mega Man X photo
Mega Man X

Mega Man X series to get a 12-disc music collection


It's like we're paying for life support coverage
Sep 28
// Tony Ponce
*sigh* Let's skip the piss party this time and jump right to the nitty gritty. A listing on Japanese online shop Rakuten has appeared for Rockman X Sound Box, set to arrive on December 18, 2013. The 12-disc set is likely a so...
The Daily Hotness photo
The Daily Hotness

The Daily Hotness: Steam Controller 5 is alive!


Check out everything Destructoid did today
Sep 27
// Tony Ponce
How about that new Steam controller, eh? Boy, it sure is something! Can you play Volgarr properly with it? If not, it can f*ck off. Today, Conrad and Jordan become mighty viking deities, Joshua Derocher gets wet thinking abou...

Review: Angry Video Game Nerd Adventures

Sep 26 // Tony Ponce
Angry Video Game Nerd Adventures (3DS, PC [reviewed], Wii U)Developer: FreakZone GamesPublisher: ScrewAttack GamesReleased: September 20, 2013 (PC) / 2014 (3DS, Wii U)MSRP: $14.99Rig: Intel Core i3-380M, 6GB of RAM, GeForce GT 425M, Windows 7 64-bit The games that the Nerd typically plays fall under one of three categories: otherwise decent games that feature relentless difficulty, average games with a number of very curious or backwards design choices, and outright festering ass. The last group is his main claim to fame, but for an official Nerd game to work, it would have to draw inspiration from all three categories while at the same time being enjoyable enough to play over prolonged periods. In other words, FreakZone had to take shit and simultaneously make it not shit. Quite the paradox, but one that FreakZone achieved quite handily. On the surface, Adventures is both an homage to and parody of the AVGN web series. The Nerd and his friends are sucked into the television and transported to Game Land, divided into eight levels inspired by the show's many themes. There is "Assholevania," a send-up of James Rolfe's own love for the Castlevania franchsie; "Beat It & Eat It," a puerile domain filled with the sights and sounds of Atari porn software like Custer's Revenge; "Blizzard of Balls," a wintry hell born out of the AVGN Christmas specials; and others. [embed]262392:50644:0[/embed] Long-time Nerd fans will note many nods and Easter eggs to the show's history in everything from the enemies and items to the obstacles and backgrounds. You consume Rolling Rock to refill health and acquire tokens to summon the Glitch Gremlin or Super Mecha Death Christ. You fly atop the board from Silver Surfer, go toe-to-toe with Dr. Jekyll and Mr. Hyde, and find Shit Pickle hiding in various locations. Then there's the final stage, a foul monument to one of the Nerd's most despised game companies. Several classic Nintendo games are also paid tribute. In the introductory level, you get instructed by Naggi, the green-hued cousin of Ocarina of Time's Navi, much to the Nerd's displeasure. The disappearing blocks from Mega Man and the giant goblin heads from Air Man's stage in Mega Man 2 feature prominently, as does Doom's Cacodemon, remade out of feces and appropriately dubbed "Cacademon." Even FreakZone's own MANOS is acknowledged with a boss battle pulled straight from that title. But what really gives Adventures the AVGN touch is the running commentary. Every so often, the Nerd will make some kind of rant or observation, although the fact that it's text-based makes it difficult to read during particularly harrowing platforming segments. Whenever you die, the Nerd will spout one of his famous curse-laden analogies (e.g. "This game is rotten fungus coming out of a badger's sphincter!") with keywords randomly generated from a pool of submissions from the game's Facebook page. The current pool isn't all that big, thus many phrases are repeated; perhaps ScrewAttack will continue to update the game with expanded word banks. All the references and potty humor in the world wouldn't be enough if the core game wasn't compelling. Thankfully, there is a solid quest beneath the surface dressing that even those completely unfamiliar with the Nerd's exploits would be able to enjoy. If you happened to have played MANOS, you'll notice that Adventures feels like an extension of that, with many shared elements and environmental hazards -- I wouldn't consider that a knock against this game, though. There's a classic "Nintendo hard" degree of challenge, but it's tempered by very solid controls and enough checkpoints and beer bottles to carry you towards the boss. Oh, and it's got a pretty bangin' soundtrack to keep your fighting spirit high! You begin the game as the Nerd with a multi-directional NES Zapper for a weapon, and careful searching will lead you to three additional party members -- Guitar Guy, who can run fast and shoot wave beams through walls; Mike, with a super high jump and the ability to spot destructible walls and invisible platforms; and Bullshit Man, who can double jump and lob extra powerful lumps of poo. Only by swapping characters on the fly and using their abilities can you reach formerly inaccessible areas filled with 1-ups, health, and weapon upgrades. You may even spot a few NPC cameos, like brentalfloss, Egoraptor, and our very own Jim Sterling and Mr. Destructoid! Every obstacle in the game operates on very simple patterns that can be observed from a distance before being approached. Spikes that emerge from the floor? Fire pillars or laser turrets that trigger at regular intervals? Maces that circle the bricks they are chained to? Just count the seconds and time your progress. Your mistakes are entirely your own. Naturally, the last level throws everything plus the kitchen sink at you at once, but that's what last levels are supposed to do. However, there is one persistent obstacle -- a skull-faced block that causes instant death upon touching -- that caused me great grief. Such blocks appear in clusters and typically blink in and out with the same rhythm as the disappearing blocks. They are everywhere, in every single level without fail, yet they always feel completely out of place. I mean, death blocks that kill you with a mere graze? What's up with that? In a way, death blocks are a quick and easy way to bump up a stage's difficulty without the need to create unique environmental hazards. Sounds rather creatively bereft, no? But if you were the Nerd, wouldn't such an obstacle become the focus of your rage and frustration, the breaking point after which righteous obscenities start flowing like wine? If the designers' goal was to put you in the Nerd's shoes, such an evil element would be necessary to trigger that transformation. Adventures is no insurmountable wall, but neither is it a welcome wagon. On Normal mode, you are given 30 lives and unlimited continues, which should allow anyone with enough drive to at least make it to the final boss within a couple of hours -- whether you can actually beat the final boss is another matter, the god-modding bastard. Beyond that are even tougher difficulty modes that prevent saving between levels and reduce your amount or health and retries. As a pseudo NES-era throwback, it nails the careful balance between cruel and inviting. As a tribute to the Nerd, it does a decent job covering his entire career, although repetitive dialog lessens the humorous impact on repeated playthroughs. As an authentic Nerd "experience"... well... your mileage may vary, but I'd like to think it is. Angry Video Game Nerd Adventures is not a cowa-fucking-piece-of-dog-shit, that's for certain!
AVGN Adventures review photo
He's gonna take you back to the past...
For years, James "Angry Video Game Nerd" Rolfe has suffered the worst that retro gaming could toss at him for the sake of your amusement. Why does he do it? Is he a masochist? Does the rage that burns inside with every sudden...

JonTron photo
JonTron

JonTron died and on the third day rose again


He also plays some Hercules games
Sep 25
// Tony Ponce
In the climactic war between Grump and Not So Grump, the mighty Jafari fell to the cunning Raptor. Tears were shed for the fallen, seemingly lost to the ether for eternity. Lo, Jafari was merely bidding his time, that he may...
Chrono Trigger Symphony photo
Chrono Trigger Symphony

Chrono Trigger Symphony Vol. 2 is hot and ready


Blake Robinson's second Chrono album takes the fight to Magus
Sep 24
// Tony Ponce
Blake Robinson is in the process of reproducing the entire Chrono Trigger soundtrack into synthesized orchestral form, and the project started bearing fruit last month. For such a massive game with an equally massive score, ...

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