That the idea to try this out sooner didn’t occur to us is baffling but EEEEE THAT IS SO AWESOME
How interesting. The possibilities… apologies to anyone disappointed that they missed out on getting one, but well, I did.
That the idea to try this out sooner didn’t occur to us is baffling but EEEEE THAT IS SO AWESOME
How interesting. The possibilities… apologies to anyone disappointed that they missed out on getting one, but well, I did.

Some years ago, I decided it was time to try a Castlevania game. After a quick Internet search, I somehow arrived at Aria of Sorrow being a good example, at least of the exploration-based “Metroidvania” style. I emulated it and was very impressed, loving the style and well-crafted gameplay, along with the addictive soul-collecting mechanic. Emulation problems meant I couldn’t actually finish it, but after briefly borrowing the DS sequel last year, I’ve been on the lookout for my own copy. And finally I procured one for myself!
I couldn’t be happier with the game. As I type this I’ve just finished my third playthrough, in the unlockable “Julius Mode” which lets you play as a team of supporting characters with different abilities that supposedly call back to earlier games. I wouldn’t know, but even without a deep knowledge of the series I found it an absolute delight. The sprites and animation are just gorgeous, and it’s a dream to play. Collecting all the items and souls is still a powerful drive, and the unlockables are satisfying.
In fact, I was so impressed that Order of Ecclesia went straight on my wish list, and I may even look into Portrait of Ruin later (the other two DS instalments, which reviewed almost as well as this one). Symphony of the Night has also, I am now aware, often been touted as the high point of the series.
My only question at this point is why has it taken me so long to get into this series of excellent 2D action-platformers, one of my favourite genres? I don’t know, but I’ll try not to play them all so quickly, as I’m afraid of burning out on the seemingly homogenised aesthetics. Despite many taking place in radically different time periods, the castle and enemies always seem to look pretty similar in screenshots.
Oh well, as I said the sprite art is amazing anyway. The plot is also not too deep or groundbreaking, but I did get attached to the characters involved, despite the slightly spotty localisation. Touch screen use is a tad gimmicky but does add, rather than detract, from the experience. So despite a few small quibbles, I loved this one. I have absolutely no complaints about the control or structure of the game itself, it’s wonderful.
I find myself running short on words for this, because it was just so good. So I’ll leave it at that. I hope other games in the series can engage me as much as this has, even if they don’t have the addictive soul-collecting mechanic.

Yoshi Touch & Go is an early DS game. More like a tech demo for the DS’s features, it’s nevertheless authentic to the Yoshi’s Island aesthetic that I love so much, the nostalgic that I am. I’ve just now acquired a copy of the game (which is pretty rare these days… even rarer with its manual).
Since the manual has not been uploaded anywhere online that I could find, I decided I should scan it myself. I’ve submitted it to my favourite resource for game manuals, replacementdocs.com, but due to their file size limits I had to use a 150dpi scan, which is not the best quality. What I offer here is the superior 300dpi scan, which due to its higher fidelity adds up to over 18 MB.

Inspired by the recent release of Picross e5 to the 3DS eShop, I wanted to translate this Mario’s Picross-themed comic from the official German Nintendo Magazine, Club Nintendo. I say Picross-themed, but it just borrows the vague setting of the game without any reference to picrossing.
So Mario’s taking a turn as a pop archeologist: robbing tombs, desecrating important cultural sites, offending the locals. As someone in the comic points out, he fancies himself the Indiana Jones type but he’s really just in it for personal gain. It’s kinda reprehensible but I’m pleased to once again see Mario not as the good guy.
Anyway this comic happens to be the next on Opentrain’s speculative list, if their past releases are any indication. But they’re doing Spanish and French comics now so I felt able to take this. Besides, it’s actually the last regular non-reprint non-special non-N-gang Club Nintendo comic to come to the English language. Woohoo! That actually is quite a milestone, despite my qualifications. For more information, please see my helpful resource, the Club Nintendo comics database.
Of course, there’s still more to be done. A scant few special editions, a few comics to redo with better cleaning and translation, and N-gang if I ever get around to it, but having most of the run available for English readers is something to celebrate.
Oh and by the way, I realised my Dropbox links may not have been working in the past. This one’s actually in my public folder so should be downloadable, and I’ll update any older links for other comics. Thanks for reading, and I’ll see you soon with more comics!
Happy 20th Anniversary to Donkey Kong Country!
This occasion seemed as good as any to start rolling out content for yet another (long overdue) DK Vine venture into uncharted social media: our very own Tumblar!
Yes, Tumblar; so named in reverence of Banjo-Kazooie NPC Tumblar: an upside down cocktail glass who the titular duo slid around on over an ice/stainedglass/Ouija board floor to obtain the Jiggy he’d plopped himself over.
Yeah, it’s that kind of website.
Be sure to check out the main site if you’d like to find out more, or visit our Facebook and Twitter pages, which are updated constantly. It appears we’ve got some catching up to do…
-The DKVine Staff (specifically Cam, also to blame for that image up there.)
Keeping an eye on this one.
Great news for fans of video game comics: the Metroid Database has finished their translation of the manga adaptation of Metroid Prime 2: Echoes. The last part was very hard to track down, as I understand it. Their scanlations are much more professional than mine, that’s for sure!
So if you’ve ever wondered what would happen if Samus collaborated with GF troopers on a mission (OtherMdidn'thappenOtherMdidn'thappen), check out this comic! While you’re there, they have a ton of other cool official comics, including the spin-off Samus & Joey, about Samus’s adventures with a young boy and weird cat head alien, translation of which is still ongoing.
Anonymous asked: I'd like to ask you about the Pikmin short videos that were recently released. Have you seen them? I just watched and they were utterly adorable. I'm not sure how I feel about the $5 price tage though. Thoughts?
Thanks for the question, Anon. My initial thoughts about the whole recent Pikmin thing in the Nintendo Direct was just feeling tired of Miyamoto’s “eccentricity”. At this point I’m glad he’s been increasingly less prominent at Nintendo. Anyway, enough about that weirdo.
Pikmin 3 was a fantastic game, and the Pikmin themselves are as you say adorable. I’ll support making video content or animations about any Nintendo property, and they’re a good choice. Although I haven’t seen the videos myself, the trailers impressed me and the video package is on my wishlist, to perhaps get with Christmas credit. $5 (or $6.50 I think it was here in Australia) might seem a bit much for a short piece of non-interactive entertainment, but I think it’s still an experimental area for Nintendo. As a unique offering, it seems a not unreasonable price. But if they start churning these out every month, possibly for other series as well, $5 (or $6.50) a pop for an increasing library of videos will start to get untenable.
On that front, it seems that for now this isn’t a new business market for them, and in fact may be limited to just this for the foreseeable future. I think the only reason it got made was because of a Miyamoto whim, and his man-child tendencies cannot be denied at Nintendo. So I wouldn’t worry about them gouging money out of us in this way consistently. But as a sweet little expansion to the Pikmin universe, it’s great. Definitely going for the HD version over the 3D version though; what’s the point of watching videos by yourself on that tiny screen? No offence meant.
Quickie time: Metroid Prime Hunters: First Hunt. This demo for Hunters was distributed a couple of years before the game was ready, at the DS’s launch. By comparing it to the final product, not only are there lots of differences but the content it offers is largely unique. The multiplayer maps are apparently similar to ones in the final game, but I couldn’t test that anyway.
The uniqueness is in the three single player modes. Regulator is a combat challenge map where you clear each room of enemies, including (unlike Hunters proper) Metroids, which behave as in the larger Prime series. Survival is a larger free-roaming map where you have to hunt down enemies to get a high score before you die. Morph Ball is a cool race/obstacle course where you roll along collecting tokens. They’re like fun minigames that I think could have fleshed out the Hunters game in addition to the story and multiplayer, if they’d been included and expanded on. Imagine that Hunters the game is a combination of this and the final release, and you have a more full proposition.
Apart from the HUD and such being shifted around, there’s things that I’m glad were removed from the final game, like the basic beam using ammo, and a shared ammo/missile pool. I may be missing other gameplay subtleties, but I had to play this in the far from ideal conditions of an emulator, which necessitated button-only controls: an awkward situation, to be sure.
You do see carts rarely, but since the full game fleshed out the multiplayer over this preview, the unique solo modes are the only reason to check it out, and there’s not much there. Like I said, a nice extra to Hunters, and I wish they’d explored those ideas further in addition (but not in place of) the story mode. Plus Metroids! On the DS! That’s new (although the solo modes are stated to be a training simulation, so they’re not real).
Animated background from Castle of Big Guy the Stilted in Yoshi’s Island DS.
Yes! This background was actually one of the highlights of Yoshi’s Island DS for me (I’m easily impressed). So much going on, gives the little guys character. Just lovely.
(via suppermariobroth)
Another quick one; I mentioned earlier about rounding up the last few dregs related to the Metroid series after I played 2. Galactic Pinball of course, is a space-themed pinball game on the Virtual Boy developed by Intelligent Systems, who had by this point made Super Metroid. They inserted a minigame where you control Samus’s gunship, blasting Metroids and Skrees and some other critter who come at you.
As a game, it’s not a great pinball simulator. The forced perspective is interesting, especially on a 3D system, but you end up with very small things at the far end that are hard to see. The physics don’t feel as stable and smooth as later games like, say, Metroid Prime Pinball. It’s not even technically pinball because you’re hitting a puck.
As a Metroid game, there’s not much there besides the minigame, but we can induct any other content into the Metroid universe: with the space theme, it fits well enough. We have four boards: UFO, Colony, Cosmic, and Alien. As they stand they’re rather generic sci-fi concepts, but they all have unique layouts and gimmicks. It doesn’t say much about the larger world, though, and as I said I wasn’t blown away by the gameplay so I didn’t persist with it too long. The Virtual Boy really was a failure, wasn’t it? This is supposed to be one of the better games (out of the dozen or so released, anyway).
I’ve just got done playing through most of Game & Watch Gallery 3, finding anything Donkey Kong-related. I specifically want to mention what a good job they did with the modern version of DK Jr., with a pic of the Classic mode too for comparison. Similarly to the modern Donkey Kong in GWG2, there’s multiple stages, new Mario series enemies, and plenty of colour in the updated version. I also like how you progress from day to evening to night.
I’m not going to do a full review of the game, but it’s an improvement on the second/third one (Australia got an extra zeroth edition in the series for some reason). The presentation’s pretty similar to 2, specifically the GBC version, but it’s got more unlockables and a little map to walk around where the extras are.
I was also impressed by the amount of Yoshi content. Egg and Greenhouse in particular have you playing as Yoshi and bring in Cookie and Island elements respectively, and turtle bridge has Toad jumping over Goonies, a rare intersection of Toad with the Yoshi series.
As a whole the game’s mostly iterative, especially when played right after 2. What I’ve seen of the Advance one though looks like it goes well above and beyond. Looking forward to that.

This is it; the last main Metroid game I had yet to play. Aside from First Hunt and Galactic Pinball, I’ve now experienced the complete saga. It’s odd of course, because not only were several of the games made anachronically according to the series’s timeline, I played them in a strange order too. Starting with the Advance games (the last and first in the timeline), I became accustomed to the controls there, which made Super too floaty and needlessly complex for me.
Metroid 2 is a bridge between the first and Super, and introduced many concepts that made their way to the console sequel. The larger Samus sprite, the Varia changing your appearance, ducking, as well as the ship and some of the abilities. From my memory, it also seems to be closer in feel to Super. Being simpler though, I found it easier to deal with. I should also note that I used savestates and a map throughout (MDB’s reconstruction of the Nintendo Power map, to be precise).
There’s not too much variety and it’s quite linear, as well as the numerous repeated level structure elements you’ll notice. But it’s quite short, ramps up nicely, and feels self-contained and the right length. I miss the days when these big franchises weren’t afraid to give us a little sidestory on a handheld. The consistent theme in tracking down those Metroids is a unique experience.
The music is largely unintrusive, apart from the fantastic “Main Caves” theme. The graphics look nice, but this is one of the more complicated games to get colours into. Usually you have to try it on a Super Game Boy and a Game Boy Color, not to mention the different options they’ll give you. I was happy with what I ended up with, nice contrast between enemies and background. The only problem is that the light blue level tilesets never changed, giving it an unfortunate uniform feel despite the different designs of those textures. Most likely my fault, but oh well. It’s too bad they never actually made the proposed DX version of this game for GBC.
I feel quite good about this game, allowing for the fact I used a map. There was a good amount of challenge, exploration, and not too much backtracking. I certainly had a better time than with Zelda 2, as this actually keeps and evolves the core gameplay of the series. And using that Spider Ball to just nip around any surface was so fun! The beam-switching mechanic was interesting too, with several instances of each littered around, and none being compulsory until the end.
I even got the best ending for finishing under 3 hours and with 100% items, although as I said I had my map and savestates. Metroid 2 is a fine instalment for the series, and I’ll be keeping an eye out for the final release of the fan remake AM2R. The baby! I actually like the baby now.
My other latest project, a single chapter of Volume 12 of Super Mario-kun. I’ve posted before a series of 4koma strips from another volume, and now I’ve graduated to a proper story. This is a brief one-shot based on Donkey Kong Country, but not really retelling the game. Rather, it’s the story of…
None of the zip files from FileFactory still work.
Can you post a new zip with all 16 original?
Works for me dude. Try a different browser maybe? What kind of problem are you having?
(via breakyoursoulapart)
If you like awesome video game music, you cannot miss this. DKVine forum member Stilt Village has compiled a pretty much comprehensive package of every song, transitions and variations included, from one of the best video game soundtracks of all time, Donkey Kong Country Tropical Freeze. It’s a direct rip from the game, so high quality, with lossless versions included too. There’s even things you don’t normally hear in the game, like the extended sax version of Stickerbush Symphony from the credits. Anyway it’s a torrent, it’s linked here, also there’s the complete sound effects pack if you’re into that.

Hyrule Warriors will be tricky to review. For now, I’ll say I love it. Smash 3DS… I think I’ll wait for the Wii U and do them together. In the meantime then, and before Pokemon comes along, here’s a review for this old and better off forgotten game.
How the Zelda series ever got off the ground I’ll never know. Even at the time, I think Zelda 2 was seen as a misstep. I feel that Zelda 1 was not much fun, but its highly anticipated sequel not only is less fun, but has completely different core gameplay. A jump button, a mix of overhead adventure map with very little interactivity and sidescrolling action stages, a collection of magic spells, an experience bar, random encounters. It sounds like some generic other Famicom game, not Zelda.
I don’t find it surprising that this blend of Final Fantasy and early Castlevania was not followed up on in the rest of the series. The sidescrolling gameplay was used sparingly again in main titles, but was the core of the game only in the most obscure and disregarded titles: the Zelda Game & Watch, and the first two CD-i games: Link, the Faces of Evil and Zelda: The Wand of Gamelon. It just feels out of place.
This holds true for many other aspects too; the music is largely forgettable, except for the Temple theme and even that has only just been reused in the main series, having found prominence in Smash Bros. Smash is also the only place to use the upward and downward thrusts from this game, fitting well enough there. The game looks ugly and many of its characters and settings have fallen into the landfill of history. About half the enemies will never be seen again or are quite different reinterpretations of existing ones.
It’s not just that the elements of the game feel wrong for Zelda; they are badly executed in the game itself. Enemy behaviour is either punishingly unforgiving or laughably exploitable. There is little vertical interaction. Objectives are extremely unclear, and the temples are so mazelike as to require an external map (Nintendo Power’s Player’s Guide is recommended, along with Zelda Dungeon’s walkthrough for things to do outside temples). The game script (and the manual!) are typical NES gibberish. The seams between overworld and sidescrolling section break the feel. The control and momentum… just don’t feel good. Oh and there are lives, and they don’t respawn, ever.
Enough rambling, though. Should you play this game? Nah. I mean, you could try it out, but in this era this style has been done so much better, and like I mentioned, this is a bit of a black sheep of the Zelda series. Beyond one boss, Dark Link, and the town names showing up as the Sages’ names in Ocarina, it doesn’t have much lasting impact on the series. I’ve seen it has its defenders, but I found it pretty lacking in fun. Big thumbs down from me.
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