March 31, 2015
Video Game Manual Megapost

I’ve been scanning a lot of manuals (aka instruction books/booklets) recently. I noticed that my favourite manuals site, Replacementdocs, was missing some that I could contribute. Unfortunately their approvals process is slow and anything that isn’t specifically requested could take months to be published on the site, if ever. I wanted to put the manuals I’d scanned out there because I don’t want others to have the experience of getting a second hand game without a manual and having no recourse. They’re also useful for research on a game series you like or simply digital collecting.

So I’m uploading and linking all the manuals I scanned here (some of them are published on Replacementdocs, but many aren’t yet). It’s a weird selection but this is what I have on my shelf, people. Of course, I have a lot of others but for the most part their manuals are already online. Please note that a few of these included a second language, such as French or Spanish, but I omitted them from the scan; sorry non-English speakers. Here we go then; game, platform, region:

Replacementdocs hosted:

Yoshi Touch & Go (DS, AU)

LEGO Star Wars: The Complete Saga (Wii, AU)

Scribblenauts (DS, AU)

Chrono Trigger (DS, NA)


Mediafire hosted (just click this bit for the folder list):

PC Games:

Avatar: The Legend of Aang (AU)

Tonic Trouble (NA)

Wii games:

A Boy and His Blob (UK)

Academy of Champions Football (UK)

Avatar: Into the Inferno (AU)

Avatar: The Legend of Aang (AU)

Beat the Beat: Rhythm Paradise (AU)

Castlevania Judgment (UK)

Goldeneye 007 (AU)

Lego Harry Potter Year 1-4 (AU)

Lego Harry Potter Year 5-7 (AU)

Lego Pirates of the Caribbean (AU)

Lord of the Rings: Aragorn’s Quest (AU)

Pikmin 2 New Play Control! (AU)

Sin & Punishment: Successor of the Skies (UK)

The Last Airbender (AU)

DS Games:

Avatar: Into the Inferno (AU)

Avatar: The Legend of Aang (AU)

Castlevania: Order of Ecclesia (UK)

Chibi-Robo! Park Patrol (NA)

Lunar Knights (EU)

Megaman Zero Collection (NA)

N+ (NA)

Okamiden (NA)

Professor Layton and the Last Specter (AU)

Scribblenauts (AU)

The Last Airbender (UK)

PS3 Games:

Band Hero (AU)

Katamari Forever (NA)

Lego The Lord of the Rings (UK)

Rayman Origins (AU)

Rock Band 1 (AU)

Rock Band 2 (NA)

Rock Band 3 (AU)

The Beatles Rock Band (AU)

The Lord of the Rings: War in the North (AU)


This took ages, so somebody better download and enjoy these things!

Now, I’ll also recommend a few sites that I use whenever I’m looking for a manual. Obviously, Replacementdocs is the first place to look. Nintendo of America quite usefully hosts manuals for some Wii U/3DS/Wii/DS games, and even a few GCN/GBA ones. Freegamemanuals used to be a quite comprehensive if slightly dodgy resource, but has unfortunately shut down; maybe it’ll be back one day? The “Games Database” is, well a database of games, with some manual scans included; just do a search and see if they have it. NintendoAge is similar, and sometimes has pictures of the manual. Vimm’s Lair and the DP Library are slightly more specialised/limited, but worth a try especially for older systems. For even more specificity in systems covered, Handheld Museum is good for self-contained LCD-type games and Planet Virtual Boy is just fantastic, if only for, well, the Virtual Boy. You can also try the Video Game Museum or the Video Game Archeologist or failing all of that, just Google it. Special mention to the Ni no Kuni manual, which I started scanning until I noticed the manual itself told me that there was a high-res colour version online; cheers, Namco!

November 25, 2014
Yoshi Touch & Go manual

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.

Yep, here it is. Click this thing.

November 23, 2014
[Comic] Mario’s Picross (German Club Nintendo)

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!

Web gallery version

Download version

November 2, 2014
[Review] Metriod II: Return of Samus (GB)

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.

October 29, 2014

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.

October 26, 2014
[Review] Zelda II: The Adventure of Link (NES)

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.

October 10, 2014
[Review] Okamiden (DS)

I didn’t ever review Okami, I played it before starting the blog. But trust me, I loved it. This is back before we were married, my then-girlfriend bought it for herself because it looked so good, and she was in the position of many people of suddenly owning a Wii and not being sure what to do with it. She made me play it though because she found it too hard, which is fair enough. She loved to watch me play, all the way through, and it’s by no means a short game.

When we found out about the sequel on DS, of course we were interested. Especially because it was apparently a little easier. She was so excited to find a game that she was both interested in and was up to her abilities. In fact she did play through it, and despite putting it down for a few stretches (the boss battles in particular), eventually finished it for herself. I was very happy for her but of course looking over her shoulder every now and then wasn’t the ideal way to experience the game.

So finally after a long time, I also played it. Now apparently you can only have one save file, but that’s ok because I started from her New Game Plus and got the weapon that breaks the game. Cool beans. Even without that, you can consider it a cut-down, simpler version of Okami. Which is a great thing.

Clover went under, and came back as Platinum away from their awful Capcom overlords. But to their credit, Capcom actually made a sequel, farming it out to a little company called “Mobile and Game Studio”. Doesn’t exactly stand out, but look here, among all their cheap mobile games, it’s Okamiden: Chisaki Taiyo (aka Little Sun). In my opinion, this unheard-of studio did a fantastic job converting the Okami experience to the DS.

The art is just like how you remember, as is the music (although that gets repetitive). They even recreated many of the areas of Okami, albeit smaller and broken up by loading zones. They change them up though and their new content and environments fit right in. I wish there weren’t so many “points of no return”, which prohibit backtracking. But the price you pay for that is the new system of buddy characters. Throughout the game Chibiterasu (Amaterasu’s son, and the most adorable gaming protagonist bar none) meets five children that he befriends, who serve the Issun role of interpreting for you, dialogue and so forth. But having five distinct kids helps vary the personality of that companion role. Not to mention the help they give you in battle.

There are also new dungeon-type areas, which, to go along with the Zelda comparison that’s often stated of Okami, are presented similarly to the top-down 2D Zeldas. Using your partner is usually a big part of these zones. I appreciated the change-up of the gameplay here, and they are appropriate for the DS’s capabilities.

Another thing the DS is ideal for is the brush techniques, many of which return plus some new ones (plus the brush gods all have little babies now too! So cute!). Whether the recognition is better or whether it’s just much more accurate drawing directly on the touchscreen, I almost always pulled them off when I wanted to. Very gratifying compared to the sometimes spotty Wii drawing, although without the benefit of the coloured smoke before drawing which that version’s control scheme allowed.

In terms of the story, it follows on from Okami with events nine months later, although you also go back in time to set things up or alongside events of that game, as well as going back 100 years to the “backstory” portion, something Okami did as well. It gets a little confusing, but the story feels suitably meaningful and you meet many familiar faces and new ones too. Sometimes it feels like things or people are only there to reference Okami instead of serving the game in any important way, but taking both of them as a whole is probably a good way to look at them so the way it complements its mother(?) game only strengthens them as a unit, I suppose.

I should have said that the core gameplay is pretty similar to Okami too; traversing 3D environments, instanced battles, plot-focused, exploration and collecting. Of course, many mechanics have been removed or streamlined for this DS iteration. It doesn’t feel compromised though, the way it’s designed everything feels just fine. And the humour and charm is perfectly intact.

The additions are also very welcome, as I’ve said. There’s a new village you keep returning to that you can improve and grow by inviting people to live there. There are enemies that appear on the “overworld” so to speak, outside of the scroll battles. There are different materials to collect to upgrade your weapons, and elemental attack items. And the partners are great.

Basically, I had a lot of fun. It’s also fairly long for a DS game I suppose, it took me 24 hours. Although the broken-ass weapon helped some battles to go quicker (the battles are one of the things that gets tedious after a while). So I’d recommend playing it after someone had finished it once? There are some items to collect that remain collected on subsequent playthroughs though. It’s that annoying balance where you get rewards after completion, but it’s long enough and so plot-driven that you don’t want to replay it too much.

Either way, if you love Okami this game will certainly please you. Unless you can’t get past the low resolution or the gameplay simplifications. In my case, I swallowed those easily and found the perfect follow-up to one of the best games on the Wii (and PS2 and the HD one and whatever). Don’t write it off, it’s really quite wonderful. Once again I express my surprise that this unknown studio that makes so many “casual” games has lived up to Clover’s work. Play it! Even if only to see Chibi’s reaction to the silly nicknames his partners give him. It’s worth it.

October 9, 2014
[Review] Link’s Crossbow Training (Wii)

While Skyward Sword left a bad taste in my mouth, Hyrule Warriors made everything yummy and nice. A review for that will be coming later, but in the meantime I had a nice little palate cleanser with the budget arcade shooting spin-off Link’s Crossbow Training.

You know Nintendo. They make a peripheral, have one good idea for it, use it in exactly one game and then it collects dust in your cupboard while a few third parties make lackluster attempts to use it as well. Meet the Wii Zapper, an attachment that slots your Wii Remote and Nunchuck into a frame that makes it like holding a machine gun. Or indeed, a crossbow. Of course, being long past the age of peripherals at this point, I couldn’t just pick one up; nor would I need to. This game was in a hundred bargain bins, and I can tell you works perfectly fine without the Zapper.

The remote itself is all you need; the Zapper I feel would merely make it easier to stabilise. But adjusting the sensitivity down is sufficient to make the game playable. I even got a platinum medal in one stage! smug Seriously though, it feels like the kind of game the Wii Remote was made for. Of course, I wouldn’t have bothered with it if it hadn’t been part of the Zelda series.

Playing Skyward Sword made me appreciate Twilight Princess more. This game reuses assets exclusively to Twilight Princess to be a sort of gaiden, or sidestory, to that game (even though it doesn’t really have a story as such). It’s like a tour of different locations and setpieces, fighting a variety of enemies from that world. Therefore I really appreciated seeing all those elements, it’s like a short reminder of all the fun things that happened in TP. There’s no Twilight Palace unfortunately, but hey-ho. That’s what we have Hyrule Warriors for.

So I said budget before. I cleared the whole game in an hour. Mostly bronze medals, but I’ve never been much of a score-chaser; it’s unlikely I’ll try very hard to top myself. But for the $2.50 I paid for it, I think to myself: I’ve spent more than that playing some shooters in arcades, but this one was more resonant with me, and now it’s on my shelf next to Twilight Princess. So if, like me, you have fond memories of that game, you might get a kick out of it.

Oh by the way, if you do play it, some advice: combos are very important. You can shoot jars and stuff without breaking your combo, but if you’re going for good scores, be accurate. On the other hand, you get bonus points for hitting all targets for the objective in some levels. So try it both ways. I got a great score in the final stage, but I had to do it again because I didn’t actually manage to beat Stallord. Had to get that closure.

October 5, 2014
[Review] Picross e4 (3DS)

The time has come for another Picross review. The fourth Picross game on the eShop (fifth if you count that stupidly restricted-availability Club Nintendo one), what makes this one stand out? Oh and by the way, I found out the other day Japan is getting another, better Nintendo-themed Picross game that’s even more exclusive as you need Platinum status… whatever that means. Why won’t you let me give you money, you awful company?

Erm, anyway. What’s this one about? Well, it’s like the past ones, but seems like a culmination of them. A sort of best-of. Although now we have e5 coming too, but whatever. The point is, this one includes Micross puzzles from e2, Mega Picross from e3, and has extra reward puzzles if you have save data from the previous games on your 3DS. It could perhaps be a good introduction to the different things on offer in the series, and would then reward you for getting the past ones.

Of course, the trade-off is it only has two Micross, which are the best ones. The reward puzzles are Mega Picross, which will be bad news if you hated those. I found them refreshing, but I was glad there were lots of normal ones too. They’re also all lumped together instead of in Normal Mode and Free Mode categories, letting you choose at will whether to use Normal or Free rules for all puzzles. This instalment also features a page of bigger puzzles, 20x15.

Overall I’d say it’s the best one yet, especially if you’ve played the previous ones as it seems to have the most improvements, and synthesises modes from them. If you’re as hooked as me though, just get all of them! And wait anxiously for e5! Mmm, Picross.

October 4, 2014
[Review] Giana Sisters DS (iOS)

Before you ask about the title, the iOS game titled “Giana Sisters” is a port of the DS game called “Giana Sisters DS”. I think it’s less ambiguous to refer to it as such. I tried to emulate the Commodore 64 original, but had a heck of a time and gave up. They recreate the levels of the original anyway in this one, which was a nice touch. Pity they did such a poor job on this port.

Compared to the DS version, the graphics for the iOS port have been prettied up a lot. Everything’s super smooth and has lots of expressiveness. However, the animation is jittery and there’s frequent tearing between background tiles, making it on balance somewhat unpleasant to look at.

The levels would be fun to play through, and for the first part of the game often are, but the second major issue with this port is the controls. It’s not a good touchscreen conversion at all. Too many times to count I died because of the fiddliness of it all.

Menus are rough, abrupt, and buggy. Navigating the world map requires multiple tries. The pre-level splash screen displays how many lives you had before your most recent death. Do you see what I’m trying to say? The whole thing feels like a botched mess. I considered switching entirely to an emulated version of the DS copy, except I would lose the portability, my progress, and the nicer sprites and backgrounds. Still, having said that, the slightly chunkier DS sprites have a charm of their own. I decided to continue the iOS one, but had frequent hiatuses due to the general frustration.

I wanted to play this one in preparation of the Mac port of Twisted Dreams, but to be honest it didn’t exactly make me excited about the series. Did I mention they repeat essentially the same boss fight throughout the game—and that’s a design flaw, not a fault of the port. Overall though, I wouldn’t recommend the iOS port at all really. Just emulate the DS version if you want to look at the series’ history, perhaps before Giana Sisters 2 comes out eventually (although in doing so you’d realise how inappropriate that name is for the fourth in the series). If you want to play the C64 one, well I can’t help ya, buddy.

October 3, 2014
[Review] The Legendary Starfy (DS)

Hi everyone! You may remember my Super Princess Peach review (check the #tose tag on my blog); I found out it was a Mario-branded spin-off in a way from the Starfy series. Well, if not spin-off, then very similar. It’s the same type of exploratory 2D platforming, finding collectibles, fairly gentle difficulty, and just general look and feel.

It’s no secret that a character’s presence in Smash Bros will also increase my interest in them slightly. Anyway as the only translated Starfy title, official or otherwise, I thought I’d give this a shot. Immediately I was reminded of Ikachan, the brief indie game from the creator of Cave Story. Although Starfy is more level-based, it has a similar feel. Ok maybe it’s just because it starts underwater.

Starfy has an interesting level design dynamic, as there’s essentially two control schemes that are used equally in the game: on land and swimming underwater. Even in places like forests there’s giant droplets falling down, or later the whimsical ability to swim in rainbows that keep the balance between the two. It helps to change up the way you’re playing, and keep it fresh.

The characters in the game are all very likeable and amusing. In this game (the fifth in the overall series), there’s lots of returning ones but an unfamiliarity with the franchise didn’t hurt my appreciation. The art style includes a puppet or stuffed toy aesthetic that is very charming, as well as manga-style cutscenes. The game itself does the interesting blend of precise spritework for the environments, while decking out the backgrounds (and the occasional boss) in 3D polygons. It all adds up to an appealing mix of styles that still gel together in a colourful way.

As I alluded to, it’s pretty simple to play, and not too punishing. You get lots of health, and it’s cleverly tied to the primary minor collectible. I found it relaxing more than anything to play through, and with a configurable bottom screen, you can also be alerted to the presence of treasure if you’re looking to get everything. You will also have to replay past levels to find the secrets after unlocking more abilities, which got a little tedious at times.

The cuteness may get overbearing to you if you’re particularly macho, especially the costumes you get to dress up your perpetually-beaming star. You also get to dress up Starfy’s sister Starly, although disappointingly she’s only playable in specific sections of levels by co-op download play (a bit of a half-assed feature), and in an epilogue chapter.

There’s lots of levels, and lots of extra content to find and unlock, and it’s not too hard to do it. I think if you like the Kirby games (I haven’t played too many, but they’re definitely the most similar), this should keep you occupied. It’s got lots of fun dialogue too, so it’s got its own niche. I guess I could make a thing out of playing a game for every series represented in Smash… What do you think?

March 2, 2014
The Howard & Nester Ultimate Collection

I’ve been sitting on this for a while, because I’ve been trying to gradually track down the final Nester comic that was missing. But thanks to a generous Retro Mags member, the colleciton is complete! And so I present to you, the Internet, the ultimate Howard & Nester collection!

This is the only place where you can find the entire Howard & Nester run, the Nester’s Adventure run, and the special mini-comics from other sections of the magazine in one place. The otherwise excellent Howard & Nester Archive at hn.iodized.net/main.htm lacks the Nester solo comics, as well as a few particulars and the most recent anniversary comics.

I decided to take this concept and ramp it up to its final conclusion: putting together these main comics with any and all appearances of the characters elsewhere in the pages of Nintendo Power, along with coverage of Nester’s appearances in Pilotwings 64 and Nester’s Funky Bowling, and Howard’s more recent revelations and projects. That makes this collection the best source currently on anything textually relevant to the characters of Howard and Nester. I don’t have quite the personal experience to go into detail on the context, but that’s beyond the scope of this project.

For example, within this collection you’ll find out all about Howard and Nester’s adventures together, their parting, and their solo projects afterwards. You’ll meet Nester’s whole family: his mother, father, twin sister, and even his son eventually. You’ll also see their association with the magazine itself and something of their roles at Nintendo.

I’m sure what’s in here will be far more than most people will care to know about, but that’s me. I love to see things to completion, find every scrap and collect it. If you just want to read the main comics, they’re here. But if you’re bored and want to see a few further shenanigans with the public faces of Nintendo of old, you can go deeper.

Please enjoy this, whether you remember the 80s, or 90s, or just want to know what your weirdo elders were exposed to. Share it around. And keep playing those games!

Download the collection here: http://www.mediafire.com/download/m40oys4fpc8gljc

March 8, 2013
DKU comics

I’ve been working on a rather large article for a while now, and it’s finally ready! I’m not posting it here though, because it’s hosted over at my favourite Donkey Kong fansite, DKVine. It’s a rundown of all the printed comics ever published that are DKU (provided they are available on the Internet, otherwise I don’t know about them). It’s got descriptions and highlights and then, you can even view the whole comics themselves under each paragraph! It’s amazing!

I should take a step back though. First, anyone who’s read this blog for a while will know I like video game comics. They’re a great way to expand on a game world, and while I like comics fine, they’re way better when they involve the established characters and worlds of video games that I’ve played. They also are an easy form of merchandise to collect and appreciate digitally.

Second, I like lists, spreadsheets, categorising and organising things. This article started as a rough list in TextEdit and a series of links to where you could find these comics on the Internet. I decided to expand it inot a hopefully-interesting to read article, in the hopes of helping anyone else who like me was on the hunt for DKU comics.

Third, some background if you are unfamiliar with the DKU. It’s a concept that describes a shared universe of video game characters, starting with the Donkey Kong Country series. Diddy Kong Racing expanded the Universe to include Banjo Bear (and all subsequent Banjo games), Conker the Squirrel (and etc), and Tricky the Triceratops (who makes all following Star Fox games DKU because it’s the same guy in Dinosaur Planet and DKR). That’s the basic gist of it but it makes for some interesting hypothetical interactions as it expands. The DKU is the guiding principle of the site DKVine (which even used to be called DKU itself, and before that Donkey Kong’s Jungle Vine).

The article really became a thing though when Matt (Waddle Dedede on the forums) asked me to follow through on a suggestion I made in a comic thread. It’s thanks to him that it got published and that it looks so damn sexy. Seriously, check it out, it’s got flippy tags and subheadings and expandable images and everything! He made it all happen and I am very grateful to him for what seemed like a lot of work.

Oh yeah, I should put the link. Here: http://www.dkvine.com/features/milo_investigates_dku_comics.html Also, if anything else comes to light, I will post about it in the linked forum thread (which I think you have to get to through the news announcement post; or just check out the DKU subforum). Actually, here: http://www.dkvine.com/interactive/forums/index.php?showtopic=8159

Why are you still reading this? Have you read the article? I’m really happy with it, I’d like for you to read it. It’s got a wide range of crazy and weird comics, most of them in English. Yep so that’s that.

January 24, 2013
Zelda Ocarina of Time comic (German Club Nintendo) scanlation

It’s a new comic scanlation! This one is not from a special edition, but from the regular print run of the magazine. It’s actually two separate comics, printed in issue 5 and 6 in 1998. They form a somewhat cohesive whole though, together with the two part comic in Special Edition #9, which has already been translated and can be found here.

They are called The Gate of Time (6 pages) and The Sleep of the Righteous (4 pages). The first is a weird story that involves Adult Link, Navi, and Sheik telling Child Link about all the stuff he’ll have to do, before he even speaks to the Deku Tree! It’s not really 100% consistent with many actual gameplay mechanisms, and feels like it’s breaking the 4th wall somehow. The second is more straightforward, and retells the beginning of the game pretty much, up to meeting Zelda. They can be seen as following each other, and the Special Edition comics are a prologue so it all works if you read it like that.

Unlike the previous Club Nintendo offering, I don’t know who wrote this one. But it was also drawn by Work House Co, from Tokyo. Again, big thanks to Caramelman who did the German translation, which was so good I didn’t have to do much to it. The original was a bit wordy in some parts, but I tried to preserve as much of the content as I could, since this comic was more about the dialogue and plot, especially part 2. Some of the speech bubbles are a bit squished as a consequence.

This one also had a lot less jokes and stuff, so the main draw here is just Zelda fandom. I was surprised to find this hadn’t been done already actually, as the translation community is fairly busy over there. Check out the History of Hyrule site for a ton of manga and other comics (although it’s a bit hard to navigate).

I also realise I’m stepping a little on Opentrain’s toes with this, as they have pledged to translate all the regular issue comics eventually. They’re being slow right now though, and this is the very last one before the lower-quality N-Gang shorts start up. I thought this was more important too, since it is quite close to the game, and a bit of an outlier really in the whole Club Nintendo canon, being fairly serious and true to the game (early Special Editions are like this too).

Anyway, for this comic I used a new technique which made my previous method look like the wild scramblings of a gibbering idiot. Basically, my new image editing program, Pixelmator, has a “magic eraser” tool that made blanking speech bubbles an absolute breeze. More accurate and so much quicker. It also has a good text manipulation mode, so I only needed the one program for the whole process. And I’m happy with how it turned out, I’ve learned a lot about fixing little things to make the text look better.

So that’s it. I’ve decided to just do one version of this, it’s jpegs, but the highest quality. It’s a little janky up close but I’m just a perfectionist, I’m sure it’s fine for most people. Enjoy, and share and whatever!

Download .cbz (to read .cbz, I recommend Simple Comic for Mac and CDisplay for Windows)

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January 15, 2013
NES games (Animal Crossing)

Heh. Well, I have a little something to say generally about the generation before mine. My gaming world was the tail end of the SNES and most of the 64’s life. Oh then I got an Xbox but whatever. My point is, I never played a NES game. Ever. I never held a NES controller, I never saw those pixelly screens. The closest would be playing DK Arcade in DK64, and it was horrible. I think the first NES game I ever played and completed was the unlockable original Metroid in Zero Mission for the GBA. Much later I played the Mega Man 2 port to iOS. And while I can appreciate those games now, to some extent, well…

The NES sucked. The hardware sucked, the games sucked. The design of them was awful and not fun. The graphics were offensive, the music mostly unbearable. Even now, that I am actually interested and a fan in many different franchises, I cannot play NES games and I don’t want to. I’ll play Mario All-Stars just fine, planning on starting BS Zelda 1 at some point, liked the Donkey Kong Land games.

I think the Game Boy is better because games for it were designed better with its limitations in mind. It was a post-NES product, with the lessons learned from making games for the NES. But the NES itself was ugly, mired in arcadey sensibilities and only taking the first baby steps towards what is, to me, compelling game experiences.

I fully recognise that it was huge. Enormous. Everyone who was self-aware when it came out was impressed. I was not and am not. I also acknowledge that the SNES was firmly standing directly on its shoulders in a number of ways. It’s even in the name! But I started with the SNES, and when I look back I only see a mess. Even now.

Even so, the reason I started playing Animal Crossing (I received it as a gift some time ago) was to unlock all the NES games that are emulated within it. This is a really cool feature I think, a good way to celebrate history (as with the aforementioned Metroid, or Game & Watch minigames in later titles). So I wanted to give them a shot, give them a chance. Part of it was also sticking it to the Virtual Console.

The Virtual Console is cool, but the games are very overpriced. Especially NES games. I’ve made my point clear here, so for their perceived quality to me, they are nowhere near worth that price. I got Mega Man 2, often called the best ever NES game, for $1 on my iPhone. This comparative pricing structure, as well as the perceived value per cost, will mean I would never consider getting a NES game there. My wife bought Zelda 1 and gave up on it because it was too hard. I would not have done it because I knew it was not going to be fun.

Anyway I’m drifting off point a little but I wanted to try some NES games and this was a cool way to do it. Obviously it’s never been repeated because of the VC. So I started out, got my new house in VC City (as I called my town) and started working with the goal of getting a house large enough to accomodate my future NES collection.

But then a strange thing happened. The game hooked me, and I started playing it just for it. So much that I forgot about the original goal of collecting playable NES games. But I’ll talk about AC itself in another post.

I received my first game from Jingle on Christmas, Balloon Fight. I decided to use Universal codes to cheat my way into the rest of them, because they’re rare, and some were otherwise unobtainable to me. I could only get 10 of the possible 15 (it’s compllicated). Even playing them was complicated. There were compatibility issues.

Back when I played DKC, it initially didn’t work because of a scan line issue or something. Similarly, the NES->GCN->Wii caused some issues. I use a component cable from Wii->TV, which enables 480p support. But GCNs don’t support that, and switch back to 576i 50Hz or 480i 60Hz (sometimes configurable). On top of that, the older NES format which is emulated in Animal Crossing didn’t work at all through component out. I don’t know what resolution it is, but I had to switch back to the default composite cable.

Everything became blurry, it was like stepping into the past. This is how we used to play. I was so used to the sharpness of the 480p Wii, it was a strange feeling. But I went and booted up some games. I tried Balloon Fight, Donkey Kong, Baseball, Pinball, and Donkey Kong Jr. Math. I have yet to try Clu Clu Land, Excitebike, Wario’s Woods, Tennis, and Golf.

It was… disappointing. The games are just limited. They’re stuck in this tiny little world. I realise their value as the first little window into a larger world of gaming possibilities, but like I said before, I’ve looked back and given them a proper go now and there is no reason to play these old games. Gosh I sound so stuck up. My point is though, it made the whole Nintendo retro nostalgia trend seem really hollow and misguided.

I don’t have the nostalgia, and I experienced an old game and found it bad. Therefore making new games that explicitly take after gameplay styles of old games is a bad idea. Also, I never ever bought into the 8-bit aesthetic and I feel it has been done absolutely to death.

Urgh, that’s enough I think. I’ve probably made some enemies with this post. Sorry if it’s overly complainy. I didn’t go into any of the games either, but then I didn’t actually play them for that long. Long enough to finish Donkey Kong though, took me about 5 minutes! Now how is that value? Ahem, anyways. I suppose people could say similar things about the 16-bit era, but I truly believe gaming took great leaps forward in gameplay, storytelling, and audiovisual at that time- pretty much everything. Well, that’s just my opinion after all. And that’s enough from this whiny dude today. Cheerio.

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