September 6, 2021
New pixel art: Donkey Kong and Friends!
My biggest pixel art ever, 100 Kongs and 213 of their best friends and enemies! This was a lot of fun to draw (and many long hours of work), and I’m very proud of...

New pixel art: Donkey Kong and Friends!

My biggest pixel art ever, 100 Kongs and 213 of their best friends and enemies! This was a lot of fun to draw (and many long hours of work), and I’m very proud of it!

https://www.deviantart.com/miloscat/art/Donkey-Kong-and-Friends-891031806

April 12, 2021
[Review] Link’s Awakening (GBC/NS)

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I finally got around to one of the few Zeldas I’d never played through properly. And it’s good!

Keep reading

April 17, 2016
[Review] The Legend of Zelda: Phantom Hourglass (DS)

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A while ago I chose between this game and Spirit Tracks, its sequel. I reasoned that they would have refined any niggles in their experimental control system for the sequel. Having now finally played both, the main difference is they changed how the roll works; it is annoying to pull off in this game, but barely ever used so it’s not a big deal. On the whole I enjoyed this first game a lot more.

Phantom Hourglass is an early first-party DS game, so it goes all-out with mandatory touch screen controls, using the microphone, etc. It works fairly smoothly, and apart from some overlap between moving, interacting, and attacking (not to mention forgetting that blowing the microphone was a valid input from time to time) I had no problem controlling Link; this time I knew from the beginning that the shoulder buttons were used for items, which I discovered halfway through Spirit Tracks. Oh, I just remembered the final battle which dumps a symbol-drawing thing out of nowhere. Had to watch a video for how to do that. Apart from the gimmicks, the double screens are used excellently, with gameplay and maps, the ability to make notes on your maps, and both being used during certain boss battles for an epic feel.

The story is a direct continuation of Wind Waker, but the cast is all new apart from Link and Tetra. It’s this generation’s Link’s Awakening really, with an existing Link entering a sort of alternate world governed by a whale deity (although you only find this out at the end). Having it carry on the story from another game is nice, and the new characters are ace, especially Linebeck. His bickering with fairy companion Ciela are a great source of humour and personality, and travelling with them in the ship has a great adventurous feel. This is helped by the ability to upgrade and customise the ship, although it gets tedious to be “rewarded” with duplicate ship parts as the game progresses.

Speaking of rewards, the Spirit Gems are a good idea; your fairy companions can be upgraded, affecting your abilities, by finding these collectibles. Unlike Spirit Tracks, I was motivated enough to obtain them all, and all the Heart Containers. But why, what’s the difference? It might be as simple as the ship being more fun to control than the train. It’s freeing to be able to sail anywhere at any time: open seas adventure to uncharted islands. ST has Zelda as a main companion character, which is a huge plus; but the party of Link, the earnest Ciela, and the loveable scoundrel Linebeck made for a better dynamic.

PH has a fishing minigame, which earns it points from me. This was strangely missing from Wind Waker. Treasure salvaging returns, but there’s a minigame attached to that as well. Overall the game feels like a mini Wind Waker, with a smaller world and streamlined mechanics for the control scheme and format, but with additions and expansions in some areas. I think the ending undermines it slightly but the game is well executed, there’s lots to do, and it’s very endearing. If you’re going to pick only one of the DS entries as I did long ago, choose this one.

April 29, 2015

Donkey Kong Card Game archive

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Here’s the results of my scanning and collecting of Donkey Kong Card Game assets from various sources. Please enjoy it. All you have to do is click this link and download it:

mediafire.com/download/sregoory03em1g5 Updated link: mediafire.com/file/tii6l0933djwnh0 Current link: https://mega.nz/file/QVxSwYQY#CCsikdorCVkXPZ1nXd5nkXxB3Sypv2g0QOF0by6WmJE

Contents of this archive:

-Pictures of as many cards as I could find, with varying quality, separated by card type. If you want to read the text on the smaller ones more clearly, use the official website as a resource. These are gleaned from Man-Frog’s scans, my scans, pictures of the official guidebook from an eBay auction, pictures intended for demonstration in the starter set manual, and a few Internet sources.

-Some key art taken from the official website

-A summary flowchart to aid in playing the game, taken from the official website (in Japanese)

-A flyer advertising the card game

-A scan of the box for the 60-card starter set

-A scan of the manual included in the starter set which teaches you to play the game (in Japanese)

-Pictures of some other Donkey Kong-related cards that have been made

Links:

Web archive of the official Japanese website, with card lists for all sets (including expanded rules text), tutorial and reference document for playing the game, release information, and some card images.

https://web.archive.org/web/20070913041013/http://www.nintendo.co.jp/n09/don_card/index.html

My posts about the DKCG.

http://miloscat.tumblr.com/tagged/donkey-kong-card-game

DKVine thread - info, scanning/translation project.

http://www.dkvine.com/interactive/forums/index.php?showtopic=8445

Character card translations with errata from official website.

https://docs.google.com/document/d/1zAE5-E6nY2CGT9h4SqB2EI-W_9ueABdEchdMIXMyVi4/edit

Raw scans of many cards with some commentary by Man-Frog.

http://manspeed.imgur.com/

DKC Atlas thread discussing this and other Donkey Kong card games, with links to other DKCG errata such as the IGN announcement article and a Japanese Donkey Kong Land III commercial that included bonus cards.

http://www.dkc-atlas.com/forum/viewtopic.php?f=7&t=1819

Super Mario Wiki’s incomplete card gallery, based on Man-Frog’s scans. Go help them out by adding to this page if you feel inclined.

https://www.mariowiki.com/Gallery:Donkey_Kong_Country_(television_series)_trading_cards

Tangentially related: scans of the two volumes of Corocoro’s manga series based on the animated series, which this card game is also based on. Some special cards have been included in certain issues of Corocoro magazine (PP001, SP001, SP002).

https://mega.nz/folder/FE4G0KZD#EyH_021MWQVz_uueqSz6ZA

https://mega.nz/folder/MUpQWIpT#agS1j5R3kGduqJQhqvziTQ

EDIT: I finally did what I had been intending, and converted my personal spreadsheet for tracking card image status to Google Docs. Here you can see all the cards that exist and whether or not an image of them has been archived.

https://docs.google.com/spreadsheets/d/17kJcX4H7_JUXxoOqmwOiTfFvgy75fhjEgwix4cQCKko/edit?usp=sharing

EDIT2: Thanks to a tipoff from the anonymous N.A., I’ve found a few more sources and managed to fill out the image archive a lot more; now ALL but one are accounted for and present in the collection, and many low-quality images have been replaced with better ones. The scans and images may not be perfect in all cases but it’s now much more complete. The spreadsheet has also been updated to reflect this. In addition, I added more supplementary images to the “Misc” folder, such as images of packaging and promo material.

The new sources:

Tennis promo card scan @blacktangent https://twitter.com/blacktangent/status/801429928226869248

Shogiyugi’s blog with card pictures and explanations (in Japanese) http://shogiyugi.blog.fc2.com/blog-category-4.html

A video with many images of the base set by エリンキーコング / ザメル https://www.youtube.com/watch?v=i2nO1NWfT9g

EDIT3: Mediafire is taking down the archive, so please refer to the new Mega link instead.

EDIT4: Calcium has notified me that I neglected to include a scan of the alternate yellow card back in the archive! All character cards have a yellow outline on the back. Until I do a proper update, I’ve just put it here for now.

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!

October 21, 2014
[Comic] Super Mario in: The Night of Horror (German Club Nintendo)

After a bit of an absence from comics, I’ve translated this one because it’s nearly Halloween and it was the magazine’s Halloween special. It ran in two parts, in the nominal Halloween issue (September/October) in 1996 and 1997. Both parts are here for your convenience.

This comic seems like the turning point for the magazine, where things start getting really crazy. It introduces a few running jokes that are used in subsequent comics, including the made-up greeting “Holerö” which gained enough prominence to be a central plot point in a later issue. Now I post these out of order so it may not be obvious, but I invite you to check out my handy spreadsheet to see where each comic fits in.

The idea of this comic is that a bunch of Nintendo characters live together in a Brooklyn apartment building (although we only see 7 of them in the comic). Their night is ruined when Wario conspires with a demon to infest the place with monsters straight out of horror movies (see if you can spot all the references). Mario, Link, and Kirby team up with the aid of Van Helsing’s vampire hunting gear, and later the Necronomicon itself to fight them off. It’s spoooooky! Well, it’s whacky and weird, which is exactly what we love about Club Nintendo’s comics.

I hope it gets you in the mood for Halloween or whatever, and please spread it around. Like a vampire!

Web gallery version

Download version (.cbz format)

August 28, 2014

Once I found out that Japan has an exclusive Picross game, I was unreasonably angry. I love Picross so much, especially instalments in the DS lineage. I also love Nintendo and Nintendo-related crossover games. Such an intersection of my interests will never be available to me, just because I’m not part of the superior Japanese race with their superior Club Nintendo program. That’s how I felt.

Fortunately for me, my sister-in-law who lives in Japan decided to buy a 3DS, got the game, and finished it before she visited us. So at least I could see all the puzzles they included. I’m quite impressed, although it’s mostly the standard EAD stuff, lots of Mario and Zelda. Some nice surprises though and some weird Nintendo history hardware stuff, like the love tester, and even their head office.

It’s a little shorter than the e-series of Picross games, but the Nintendo-y-ness makes up for it. My salty fanboy tears have dried up now that I’ve at least seen it. And since coverage is sparse, I hope you too can appreciate seeing all this game has to offer… people that aren’t us.

Oh, by the way, it’s called Club Nintendo Picross and it’s been available from the Japanese Club Nintendo rewards program since 2012 for 80 coins.

August 23, 2014
[Review] Game & Watch Gallery (GB)

I’ve showed a few screenshots here from my playthrough of this game. I found playing through it kind of a chore, because my motivations were mainly to see the content for an article/feature I’m working on. That’s not to say I didn’t enjoy it, but I didn’t pick it up to have fun.

The point of this series is high-score chasing, which I’ve never been engaged by very much. I got through as quick as I could, with copious use of savestates and looking up strategies in case there were particular scoring quirks (for example, in some Classic modes you can get double points for a time by getting to 300 points with no misses).

I did find value to myself in the content though, whether it was unlocking little summaries of titles in the Game & Watch library, or seeing the Mario elements they chose to use in the Modern versions of games. I love seeing my favourite characters represented in different styles, and get excited when I see a sprite I haven’t seen before. For example, Toads can be very cute in this game, because their head is so small.

In the end, I found what I was looking for (the DK Jrs in the different games), and got a few surprises too, such as the different animations in Oil Panic. Classic mode is a bit of a slog, but I’ll admit it felt good to get into the rhythm of the beeps and static frames… on some of the games, anyway. Definitely play it in a Super Game Boy, though. It’s got good palettes that really enhance the game, and a cool Yoshi’s Island-inspired border.

June 30, 2014

Apparently nobody’s uploaded good colourised versions of the Nintendo cameos in F-1 Race for the Game Boy when played in a Game Boy Color, or pics of each frame in the sprites’ animations. So I slogged through it to screencap all that nonsense! All your favourites, from top to bottom: Toad, Luigi, Peach, Link, Mario, Samus, Pit, Cranky Kong, and Bowser. Feel free to put these on your wikis and what have you.

May 22, 2014
[Review] BS The Legend of Zelda (SNES)

I knew I was going to play A Link Between Worlds, despite my initial hesitation. So I wanted to go back to a game I never bothered to complete: the very first Zelda game. We have it on the Wii’s Virtual Console, but I’m buggered if I’m going to put up with the limitations of the NES if there’s a better version available. And it turns out there is. At the BS Zelda Homepage, you can get reproductions and patches that let you play one of the most rare Zelda games: the satellite broadcast remake of Zelda 1 for the SNES. Only sent out at certain times in the 90s, the game was split into parts with timers. Hackers have stitched them together and made a few teaks, to make it the best version of the original game.

The version I played, Third Quest, uses the dungeons from the broadcast version, which are different to the original game. So it’s not 100% authentic, but close enough and the overworld is the same. They also made a few choices that probably meddle too much, like putting in the Hylian shield, but they also add other things to make it a bit more dynamic (I think, not totally sure). Also you can play as Zelda, which of course I did.

Essentially it’s a graphical and sound upgrade for Zelda 1, all the mechanics are the same. It’s not like a LttP romhack, all the sprites are brand new and look great, and are actually parseable unlike the NES version’s muddy, ugly graphics.

Of course, the graphics and sounds aren’t the only limitation of this NES era game. Movement and combat is stiff, and there’s little interaction with characters or the environment. Like a lot of SNES games, A Link to the Past is doing the same thing as the NES game it’s following, but doing it better and fleshing it out. That’s what I found with this, and I’d much rather play LttP than Zelda 1. But I did find myself having fun with this, enjoying the simplicity and the ramp up of my power, without plot distractions. I feel bad saying so, but I now feel I can give Zelda 1 a niche of its own.

I would recommend BS Zelda over the NES original any day of the week. In my mind, while it exists there’s no reason to look to the NES (apart from blind nostalgia). If you’re an impatient modern gamer like me though, have a guide handy for when you get stuck, because we’re not kids anymore and wandering the overworld endlessly can get tedious. I’m very glad for the BS version, because although I’m a completionist I just didn’t feel I could face the NES one. Similarly, I’m not sure if I’ll ever do Zelda 2. So in the end Zelda 1 was ok. Pretty forgettable in this day and age but I had some fun.

April 23, 2014
[Review] Super Metroid (SNES)

I finally got around to playing this. I got it back in the Famicom anniversary sale. Having played almost every Metroid game before this one (only Metroid 2 left now), I was kind of looking forward to it as the commonly-held “best” in the series.

I actually played them in a weird order. My first two were Fusion and Zero Mission, chronologically the last and first. I also played ZM’s included NES version of Metroid 1, with my own hand-drawn maps and everything! So while I’ve seen how low the series could go, it felt like I still had a glorious high to go through. To make a long story short: I prefer Zero Mission in a lot of ways.

I played the GBA ones a lot, and they have a distinct feel. I don’t have Fusion to go back and check, but I played ZM to confirm after finishing Super and it felt so right. In comparison Super feels slow and floaty, and the controls are much clunkier. ZM streamlines everything: no run button, no toggling between 5(!) different abilities, no need to deactivate or switch your powerups, no cumbersome X-ray scope. It’s also quicker and smoother, and with trickier puzzles and more impressive set pieces.

So my general impression is that I don’t quite see how Super is the be-all end-all that it’s made out to be. I’m just a dabbler in game design theory, so maybe a lot of the clever things went over my head. I think nostalgia must play a part too—in terms of growing up with it, ZM was my Super. However, Super has a lot of good stuff.

You can go anywhere to see why people think SM is great. It’s the subtle environmental storytelling. It’s the open-ended structure, where you choose what you do next, and many powerups are missable for a long time. The exploration, and the exciting combat.

There’s a dark side to open-ended exploration in a game with obvious goals, though. In Maridia especially I wandered around for ages, falling down holes and having to go the long way around. I don’t like that area. It brought to mind another comparison: the map, while immensely useful after my scribbled pencil scrawl for the first game, is simply not as helpful as its counterparts on the GBA. I relied on a separate map from the good folks at Metroid Recon, especially during the item collection phase.

Enough comparisons though. The endless secrets in this game were very rewarding: the animals who teach you new techniques (never could get the hang of the bloody walljump though), the beam combos, and of course all the missile tanks and so on. And sometimes it felt like you stumbled upon a boss, although most were well set-up. You get to know these areas you’re exploring, and then suddenly you find a hole in the wall that opens it up, that you never knew was there.

If you’ve played Metroid games before you know all the items you’ll get, although I had a few surprises such as the X-ray scope. Switching beams is also not something I’m used to outside of Prime, and I’m not sure I liked it. Sub Tanks are also unique to SM, taken straight out of Mega Man X, although given its open nature I wasn’t sure of the point. I also found so many things that I now recognise were being called back to in later games, especially Prime, ZM, and Other M. This really was an influential game for the series.

I dunno, I feel weird about this game. To me it’s not so special, just another Metroid game. It’s a good one though, probably better than Fusion if I really think about it. Fairly glitchy but full of ideas and atmosphere. Treating it as a game I didn’t like how it played compared to ZM, but it’s a well-crafted experience. My recommendation (if you somehow haven’t played any Metroid games) is to take this one fairly early. The bosses can be hard, but the puzzles are easier. Search thoroughly for items, it really helps. And find the Metroid larva!

April 2, 2014
[Review] Mario & Luigi: Partners in Time (DS)

As part of readying myself for Dream Team, I had to finish the first three games, and this was the last one I needed. It may just be the latest-played-game effect that I’ve experienced before, but I felt like this was the best of the three. This contradicts opinions I’ve read that place it below the other two. Just taste, I guess. Since the gameplay is very similar to the other two, I’ll mostly just try to compare them.

The first thing that grabbed me coming straight off Superstar Saga is the increased graphical and sound fidelity on the DS system. The effects look better, the resolution is higher, it sounds better. The second screen is also used very helpfully, with maps of the area you’re in most of the time. It’s got that functionality from having the screen, whereas Bowser’s Inside Story only sometimes had a map, and sometimes Bowser or the Bros, depending on what was happening. It was inconsistent.

That principle follows through into other game aspects. BIS uses both screens, and the microphone, and touch controls. It’s cool to use the hardware but got gimmicky at times. PIT is more pure, like SS, but more advanced technically. I appreciate that. The “minigame” segments were also more organic, and less forced (and less often, I think).

The item systems are cool in this game. We still have eqipment badges rather than the activated badges of BIS that I didn’t use much. Special attacks are also activated by items rather than a character’s points stat, which is cool because you can stock up then feel better about using them more often, and you also get more different rewards on the map more often, which feels good.

The big feature of this game is the 2x2 gameplay, with the Bros. teaming up with their baby counterparts. I thought this was a very fun dynamic, and totally cute too! Instead of cycling through many abilities, they’re activated by different interaction between babies and adults, together or separate. Unlike the alternative of Bowser in the third, these characters are together and working together most of the time. The teaming-up mechanic weaves through both overworld and battles, and even to item management, not to mention the cutscenes. It’s a strong system, and getting more level-ups is always cool.

The presence of babies is due to the time-travelling plot. I liked being in the Mushroom Kingdom this time, and interacting with its residents under attack by a conquering alien race. Rather than the open world of the first or third games, this one is based around a hub in the present with portals leading to isolated locations in the past. It allows for a bit more variety to locales than in SS, and the stage-based structure has its pros and cons, but they do feel cut off. I did approve of having a Yoshi’s Island location, though.

The time travel was used a few times in cool ways, most often in interactions between younger and older versions of characters. Unfortunately there was no sense of consequences to locations, since you were stuck in the castle in the present, and the implications of an attack in the past to the present was not really explored.

The plot had a few little twists to it, which kept it interesting, as well as good use of recurring characters (I especially loved Stuffwell, Baby Bowser and Kamek, and the Toadsworths). However, the Shroobs made for less interesting antagonists. Despite their eeriness and apparent power, they didn’t really communicate with you so you didn’t have an equivalent to Fawful with his amusing writing. There was a stronger through-line than SS and even BIS, though, the plot being more focused.

So this game was a good sequel to SS, expanding on it and polishing its mechanics. The complexity of the 2x2 team was a good kind of complexity, and the babies were just great characters with a lot of potential and fun interactions with their older selves. It also is more focused than the other two I feel, especially the gameplay systems which got a bit out of hand in BIS. I was surprised that I seem to hold this one in the highest esteem of the three, judging from other reactions I’d read. But now it just leaves me to find out how Dream Team will stack up. Now that I’ve written this, I think I may be ready to play it now. Back to adventure!

March 27, 2014
[Review] Super Mario Bros. Deluxe (GBC)

I’ll keep this short. This is a great remake, but the game is fundamentally broken and unfun.

To elaborate, I was excited to get this game in the recent free promotion on 3DS, because I like free things. I was very appreciative of all its wacky features, like Game Boy Printer integration and the calendar, not to mention including (most of) the Lost Levels, the Boo race mode, the extra collectibles, the additional frames of animation, the added world map (even if it’s purely cosmetic). All good stuff, which makes it a great example of how to do a remake or rerelease right.

The two big drawbacks are using the same graphics, unlike the Mario Advance games and All-Stars, and the smaller screen size but same size sprites, which makes the whole thing much harder. Upcoming pits and enemies basically take you by surprise, putting the game at an even harder state than its wonky physics and slipshod controls already condemn it to. I don’t think SMB is a good game, because I grew up with World, not to mention Donkey Kong Country 2 and Yoshi’s Island.

But, I felt like I should play through it so as a Nintendo fan, I could say I did. Afterwards I also got the requisite point score to unlock the Lost Levels, through copious use of the VC restore point function, but I didn’t play that there because 1) It’s just annoyingly hard, and 2) It’s by far the inferior version, without even the NES version’s graphical update, still the smaller screen, and missing I think it’s 6 whole worlds?

Still, the fact that it’s there is cool, and it makes me long for more remakes of this type, with a ton of cool stuff added on. The Advance games are little better than the All-Stars versions or originals, and you still have the screen size tradeoff to contend with. There’s just a lot of character too in those menus, with Peach sitting around with her Toads and stuff happening, a fortune telling minigame with very limited purpose. It reminds me of the Game Boy Camera software with all its crazy little touches that tell you that they had fun making it. Anyway it’s a cool little oddity, but I’m glad I never have to play SMB again (unless I decide to give All-Stars a proper shot at some point).

March 9, 2014
[Comic] Yoshi’s Island/Yoshi’s Story double feature!

Who likes Yoshi? If you’re like me, you’re looking forward to the release of Yoshi’s New Island next weekend. We don’t know whether Arzest’s work this time will be as flawed as Yoshi’s Island DS, but either way I’m getting excited for it. To celebrate the first new Yoshi game in 8 years, here’s a huge comic release from my scanlation division, the first English release of these previously German-only comics.

These two comics were published in 1995 and 1998, for the releases of Yoshi’s Island and Yoshi’s Story, in special edition supplements to the official German Nintendo magazine, Club Nintendo. The first, Yoshi’s Island, is a directly game-inspired primer for how the gameplay works, although obviously with a lot of chatter and humorous moments. If you’ve read my DKC2 translation, you should know what to expect (although there’s even more explanation of game mechanics in this one). The Island comic also includes a little preview page from the magazine before the main thing starts.

By the time of the Yoshi’s Story special, the comic supplement style had changed to include multiple short comics that, in this case, are pretty tangential to the game itself. More silly and surreal, closer to a lot of the comics printed in the magazine itself.

Story is the stronger package, because it’s more amusing and has new, wacky storylines. But Island is still good and focuses on the singular main Yoshi and his reactions to the various challenges that crop up on his journey. They’re an interesting contrast on how the style changed over the years.

This was a lot of work to put together. Both comics are quite long, and were done over a period of time (with a break in the middle). But I knew I wanted this done in time for the new Yoshi game. My old collaborator Caramelman started to help me translate Island, but got busy and I struggled through the rest. Later I got in touch with the coordinator of the awesome Supper Mario Broth, who is familiar with German. They translated Story very well for me, and even provided fresh, high-quality scans! They also provided some tips for improving Island. As always, my helpful wife did a spot of proofreading and drew the credits page art for Island. A part of Story also calls back to a previous Club Nintendo comic, which had been previously translated by Opentrain (now at opentrain.theyear199x.org). I pulled their translation pretty much verbatim for that part, so thanks very much to them.

Said part brings up some inconsistencies, like how the Yoshi in question was an adult but is now a child(?). Bet hey it’s just a comic, you should really just relax. You may also notice if you’ve ever played Island that the Chatterbox that plays the role of secondary character who advises Yoshi spouts some blatant lies about game mechanics. You can’t grab floating coins with your tongue, and coloured eggs won’t just break on a wall and release items! So don’t listen to him all the time.

If you’re playing the Holerö game at home, look out for a couple of examples here. It’s the secret word for these comics, essentially a kinda made-up greeting that is often said by various characters. If you haven’t noticed it before, look out for it.

Well that’s it, this is the biggest translation project I’ve released so far. A gift for Yoshi fans everywhere. If you like it, send me some appreciation here or at my twitter, twitter.com/Miloscat. Also check out www.suppermariobroth.com for some sweet Mario (and spin-offs) content. Thanks to them, and to Caramelman and Opentrain for making this possible. Share it around and enjoy!

UPDATE: I found new scans of the Yoshi’s Island comic. They’re not massively better quality so I’m leaving the originally translated pages, but there were also extra pages not present in the first scan. So now there’s 11 extra pages in the YI special!

Yoshi’s Island

Web gallery version

Download version

Yoshi’s Story

Web gallery version

Download version

March 5, 2014
Pikmin 3 (Wii U)

Pikmin 3! Another good reason for the Wii U to exist. As any long-time readers will know, I started with the second one on Wii and went back for the first one. After finishing this one and enjoying the mission mode immensely, I went back for the missions of Pikmin 2 to see if they were as good. The comparison was a little painful, with slightly wonkier controls and greatly blurrier visuals. So although it wasn’t too evident as I played it from memory, a direct comparison in that way just shows what an improvement Pikmin 3 is.

First of all, it looks beautiful. I never used the first-person screenshot thing because it was dumb, but I’ve heard it makes textures and whatever look crummy. That’s ok, the game is meant to be played zoomed out. Everything looks so great, it looks real. You don’t have the Gamecube’s plasticky feel, and there’s sparklyness and it’s just nice to look at. The music gets annoying though, what with all the repetition. I needed auditory feedback on gameplay though, so I was stuck with that.

The plot is interesting, if a little short. It’s about the same length as the previous ones though so I guess it’s ok. The missions really lengthen your enjoyment though. I was worried when hearing about it that there wouldn’t be any amusing writing as there is for 2’s item descriptions. But there’s the new data files, and tons of incidental dialogue that wasn’t there previously, as well as interplay between characters. Previously, Olimar has either been alone or with an arguably autism spectrum/self-absorbed crew members (Louie and the President, repsectively). This time, we have three characters who have different opinions on each other and quirks, plus Olimar’s logs. Certain incidental dialogues did repeat unpleasantly often in either content or gist, though. Overall it’s a plus.

It’s always disappointing when a sequel cuts things from a previous installment instead of expanding on them. It’s the Nintendo way, but the systems here are streamlined and well executed, which is their intention behind those practices. The basic mechanics are tuned from previous games, so the basic play experience is better. It’s good to have control options, but the Gamepad option is garbage (I assume it’s similar to the original GCN controls?) so like a lot of people I opted for Wii remote with Gamepad on lap for a map and whatever else it does. It works well, and the Gamepad is used very well on this occasion. No more treasure, but fruit was satisfying to find and had different classes so you knew what to expect for carrying it.

This leads to the juice mechanic, where your time limit is based on the fruit you find. I found the game was tuned way too easy, I quickly built up a good stock and stayed consistently very high (until it’s abruptly taken away at one point for some real tension). Otherwise though, a great idea, better than a hard 30 days or the vaguer Pikmin 2. It brings up the end-of-day schtick though. Juicing the fruits introduced a surprising amount of lag for what’s a simple white screen with some fluid effects. It’s what I’ve come to expect on the Wii U unfortunately. Anyway that bothered me, and it happens every day so you see it a lot.

As I’ve alluded to though, the missions are great fun and while they didn’t grab me in 2 (and were non-existent in 1), here I was hooked. Using the skills you’ve gained to clear out a small area quickly is a very different experience to the exploration and longer-term planning of the story mode, so both coexist peacefully. Boss rush mode can just go away though, the bosses weren’t much fun for me and doing them again was not something I was into. Plus, there was a cool co-op mode for missions (why doesn’t story have co-op?!). My wife surprisingly got really into it and we’ve been having tons of fun getting platinums, more often on the collect treasure as opposed to fight enemies. Micromanaging multiple captains is hard work for me, but having a human to communicate with we can get much more done. But seriously, give us a co-op story why not?!

I liked cutting white and purple Pikmin in favour of rock and flying, and the different abilities that were swapped or introduced, with new mechanics to learn for us veterans. But then, having white and purple come back in the missions was nice, like an old friend returning and it added more complexity which can be fun.

I don’t know what else to say. I was constantly impressed by the mix of cuteness and strategy gaming. It’s a true Nintendo game. Just a bit more content would have been nice. Buy the DLC missions, it’s worthwhile if you enjoy the mission structure (especially the second pack). I dunno, people say the Wii U has no games but here’s one. Although I have finished it now, but ooh Donkey Kong’s here. (Actually I’ve 100%ed that by now but you’ll see that review later). Anyways this is the best Pikmin game yet, very fun.

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