Comments 506

Re: Feature: Nintendo Life's Favourite Eurogamer Expo 2012 Moments

JamieO

My face was beaming from ear-to-ear playing Rayman Legends co-op with @Dazza (I had the GamePad) and it was such a laugh to play through The Wonderful 101 and Castlevania: Lords of Shadow - Mirror of Fate demos with @ThomasBW84 beside me, giving me helpful tips.

@paul6891 It was superb talking to you about retro gaming, from the C64, through to Konami's 1990 Aliens coin-op. Cheers to you for the retro chat.
(edit: I hope I have the right person, I talked to a retro gamer called Paul for ages while I was waiting for a play of Wonderful 101, it was one of many examples of how chatting to other gamers gave the expo such a fantastic atmosphere).

The five-player Nintendo Land session that @Mason refers to in this feature was so much fun, the Nintendo Life crew were chuckling their heads off and the banter was brilliant.

Eurogamer Expo 2012 was simply magical, it is completely charming to read Mike's reflection on it here.

Wonderful Nintendo Life Legends of Fate 101! Thank you muchly, Eurogamer!

Re: Play: Mario Kart 7 with Nintendo Life - Today!

JamieO

Unfortunately, my Internet connection was not up to the task.

I persisted for over an hour, but only got to race on two retro courses (SNES Rainbow Road and GCN Daisy Cruiser). Even then I only managed one lap on each course before getting the message "A communication error has occurred."

The rest of the time was spent hoping for a decent connection, followed by repeated errors.

It looks like I will have to wait until I meet up with the Nlife staff again for a decent sized group race, through a bit of local multiplayer.

Enjoy your racing time and "good luck" to all of you who are taking part in Nintendo Life's mass Mario Kart 7 race-athon.

Re: Play: Mario Kart 7 with Nintendo Life - Today!

JamieO

I will be there at 9pm, I have played local multiplayer Mario Kart 7, but this will be the first time that I have raced online.

If you see me online my name is JamieO (surprisingly enough). If you pass me on the race track, my Mii has brown spiky hair and a light green shirt. I will be driving a 'Soda Jet' kart, normal wheels and flying with a 'Swoop' glider.

Have fun everyone!

Re: Ninterview: Super Famicom Guy

JamieO

The idea behind this Ninterview is excellent; I think it is great to draw attention to Nintendo gamers who are passionate and active in the community. I am particularly pleased to see the very first Ninterview be dedicated to a retro gamer and picking SuperFamicomGuy to start this off was a spot-on choice, great work @antdickens.

I have followed @SuperFamicomGuy on Twitter for a while now, I enjoy reading his tweets, because he discusses subjects that I have an affinity for, including the more niche areas of retro. This is also demonstrated from the photos of his Super Famicom collection, from titles like SETA’s Nosferatu to Human’s The Firemen.

I also agree 100% with Stu when he says that he would take Super Mario Kart as his one game to a desert island.

The only thing that makes me feel sad when reading this and looking at the pictures, is that I try to collect as many Super Famicom games as I can, so I watch that specific topic on eBay, but it seems like prices have skyrocketed recently and even common games are listed as ‘rare’ or ‘very rare’.

It is also becoming harder to buy a mint Super Famicom game, compared to collecting sturdy plastic box Japanese Mega Drive titles, because the Super Famicom cardboard boxes get battered and torn so easily.

Anyway enough of the negativity, congratulations to Stu, what a cracking interview and collection, I recommend that anyone interested in retro gaming should follow him on Twitter.

Roll on the next Nintendo Life Ninterview.

Re: Feature: In Defence of Super Mario Sunshine

JamieO

@siconlolz No worries at all, this was my mistake, I apologise to you for the misunderstanding.

I deliberately wrote each heading beneath the images in the words of the naysayers, to potentially draw the reader in. It is the first time I have written in the first person for a feature, with the intention of putting the complaints in the voice of a gamer that is unimpressed by the game. However, I had slight concerns that a reader may misconstrue my headings as my own personal grumbling. Hopefully it is clear that I consider Super Mario Sunshine well worth celebrating on its 10th anniversary.

I am overjoyed with the response to this feature, I think that a diverse and thoughtful set of opinions have been discussed. I am really pleased with the knowledge and passion evident in these comments. The analysis by readers in regard to the implementation of collecting blue coins to ‘buy’ Shine Sprites, which superficially extends lastabilty, is excellent. I wish I had covered that angle in the feature.

I love the comments from gamers like @TheSolarKnight that mention how the main areas in the game are visually connected, because you can see them in the distance in the background. This was a charming detail, I actually made that observation in my research notes, alongside the game’s other lovely little quirks, like how there is a musician playing a separate jaunty tune when you stand beside the spring ready for Chain Chomp’s Bath.

I feel that the comments and response to this article are another great example of how brilliant Nintendo Life’s community are at examining the intricacies of a Nintendo game. I am very proud of this feature, because of the debate and discussion that followed it.

Thank you to all of you Nlifers.

Re: Feature: 20 Years of Mario Kart

JamieO

Tom's introduction reminds me, I got the chance to play Namco's Mario Kart Arcade GP 2 (2007) for the first time earlier this year. I was chuffed, it was fun to race around a few courses in that game.

I don't know the specifics of licensing issues, but I would love it if Nintendo and Namco Bandai could somehow find a way of releasing its two Triforce arcade board Mario Kart games. They could bring them out as downloadable games on Wii U, in a similar vein to Virtual Console Arcade games. I would buy them if they were a retail release too, as a two game collection. I know that this is unlikely, but there is no harm in dreaming.

Here is a picture of my arcade visit, which also includes a photo of Mario Kart Arcade GP 2.

Re: Feature: 20 Years of Mario Kart

JamieO

@ThomasBW84 I would seriously love that to happen. I agree with @antdickens, not only do the seven Mario Kart games combine to make my favourite series of video games, but SNES Super Mario Kart may very well be my number one video game of all time.

A grand and dramatic statement on my part indeed, but everyone has a series of games that they simply adore. That is Mario Kart to me.

I would feather jump for joy at the possibility of a Mario Kart marathon, at a future Nintendo Life staff meet.

Re: Feature: 20 Years of Mario Kart

JamieO

@ThomasBW84 Brilliant stuff! I love each and every game in the Mario Kart series, I could play every title and read about them all day.

Reading this feature makes me want to have a Mario Kart marathon. Just imagine getting a group of gamers together and racing multiplayer tournaments through all seven games in succession. That would be a dream gaming day to me!

Nice one, Tom!

"Happy 20 Year Japanese Anniversary, to Super Famicom Super Mario Kart!"

Re: Feature: In Defence of Super Mario Sunshine

JamieO

@siconlolz The headings beneath each picture are other gamer’s niggles regarding the game, they are not the main focus of this feature. The core body of the article defends Super Mario Sunshine. I have summarised specific points below that are detailed in this feature, which I believe celebrate Super Mario Sunshine as a brilliant video game:

  • FLUDD’s innovation is achieved by vertically opening up the environments, particularly with the hover and rocket nozzle, so that stages have a refreshing sense of height, for perpendicular platforming.
  • The difficulty is fair if you master the intricacies of the controls (side-somersaults, wall-kicks, analogue R Trigger running squirt etc). As you become more proficient controlling Mario to conquer episodes, you get a great sense of accomplishment from tackling the challenge, whether for the “…Secret” old-school 3D platforming sections, or the main FLUDD controlled adventure.
  • Isle Delfino is a unique setting for a Mario game. It is attractive and inviting as a video game playground and succeeds at merging much-loved personalities from the Mario universe, while introducing new characters to present a distinctive tropical holiday atmosphere.
  • Super Mario Sunshine is a fantastic Mario game in its own right, it has its own style and sense of identity, regardless of how it compares to other titles in the Super Mario series.
  • It was very well received by video game critics on its American release in August 2002, as exemplified by excellent retro magazine scores and a brilliant 92 Metascore.

Have another read of the feature, it is a celebration of the 10 year anniversary of Super Mario Sunshine.

Re: Feature: In Defence of Super Mario Sunshine

JamieO

Just as a side note, although I have listed other gamer’s complaints below each image to structure this feature, they are not my personal opinion of Super Mario Sunshine. In a sense I have been playing devil's advocate to spark a discussion as part of this game’s 10 year anniversary.

Personally, I have played a hefty amount of Super Mario Sunshine, so I am used to quickly manipulating its camera with the C-Stick and using the Y button to scan upward for far-up platforms and elasticated high wires. I finished it in 2002 with 83 Shine Sprites and then recently I used a spare save slot to complete the main story again, replaying it from scratch this week.

I relish and enjoy the stages that present a challenge, particularly the old-school classic levels, based around the player’s skillful use of the controls. I still get frustrated if I take time to reach a high-up area, but miss a narrow ledge, so plunge all the way down and have to start again, but it is not a huge deal. I can happily and repeatedly work my way through most levels in the game, the general difficulty is not insurmountable to me, it is a fun title.

I think Isle Delfino’s bright visuals, sun-draped setting and quirky islander characters are wonderful. I have heaps of nostalgia for Super Mario Sunshine, it is very worthy in my eyes and I honestly love the holiday vibe of this game.

The idea was to address other gamer’s complaints about the game and their negative perceptions of it. If the feature was written completely from my personal perspective it would be overly nostalgic, with a list of my favourite levels, but it would not acknowledge that gamer opinion is divided on this title.

@Chrono_Cross You are spot on, I made three separate sets of notes for this feature. First of all I compiled a list of all of my favourite stages and memorable set-pieces, based upon my memories of when I completed it in 2002. I then gathered a large amount of research notes to understand other gamer’s opinions and their complaints about the game; these were taken from Internet reviews and forums, but also from my collection of retro magazines, which reviewed Super Mario Sunshine in 2002. Finally, I finished the game for the second time this week and made notes of interest from this replay, based upon all of the episodes that I completed. I then based this feature on key points from these three sets of notes.

Re: Introducing: Damien McFerran

JamieO

Good luck @Damo, I hope you have lots of fun in your new full-time role as editor of Nintendo Life.

I also like Ant's description of how Nlife have "taken him out of his protective packaging", alongside the discussion about Damien's early gaming memories and how he first started writing about games.

A chuckle-worthy bunch of photos are included with this feature, too. Great stuff.

Re: Site News: James Finds a Warp Zone

JamieO

I am glad that I had the chance to wish both James and Damien congratulations and good luck in person, but it is definitely worth reiterating my best wishes here too:

@James Tons of luck for your new job in Frankfurt, working for Nintendo Europe is a superb opportunity and the passion for gaming that you have demonstrated at Nlife/ Push Square/ KINECTaku will sparkle like a Shine Sprite in Germany. I will obviously miss your writing and coverage on Nintendo Life, but I know that you will make an awesome contribution to the work at Nintendo Europe. Very well done and huge congratulations!

@Damo Big-time congratulations to Damien too, for his new full-time position as editor of Nintendo Life. All of your stellar work in the past means that you are perfectly placed to embark upon this new job role. You know that I have enjoyed your writing, since I first realised you were responsible for so many incredibly detailed features in Retro Gamer magazine, and I wish you the very best of luck for the Nlife editor's gig.

Re: Talking Point: What Games Are You Playing This Weekend? - Issue One

JamieO

@FluffyNinja I was talking with @JonWahlgren the other day about Jet Force Gemini and he raised similar points to you. Hopefully I will have a review of it ready for Nlife next week, I want to make sure that I play through the entire game again first, so that I can be thorough when I re-analyse its content. Perhaps we can chat about it further when the review is live, I just need to find the time to complete the full game.

Meanwhile, I managed to earn the 'All Red Star Rings Found!' trophy in Sonic the Hedgehog 4: Episode II. I really enjoyed the replay value of exploring each level and the way in which searching for the Red Star Rings adds to the longevity of the game. I especially like the areas like Through the Sandstorm, where you can see the Red Star Ring, but there is a risk in using Tails to hover and fly to reach it. Admittedly, I had to check the Internet to work out the placement of the Red Star Ring on Sonic Coaster Rails. Tut tut!

I think that Sonic the Hedgehog 4: Episode II is such a fun game, I hope that it is released on a Nintendo system one day.

Re: E3 2012: Our View of Nintendo's E3

JamieO

@Slapshot No worries at all Chris, I know that we are on the same page, I have read enough of your reviews and chatted with you enough times to realise that.

Perhaps I am less burnt out by the God of War franchise, because I have not bought God of War Collection, yet. I will purchase it one day, though.

On a side note, Ubisoft's Wii U Rayman Legends was the best game showcased at E3 2012, for a Nintendo platform.

Re: E3 2012: Our View of Nintendo's E3

JamieO

@Slapshot Fair play Chris and apologies for the misunderstanding, I see the care and attention that is invested into violent games like God of War III, or the animation of slicing a Helghast enemies neck in Killzone 3, plus I know that they play brilliantly. I completed those games and thoroughly enjoyed them, squishy blood visuals were irrelevant, but not unnecessary.

I just feel that gamers should not judge games based upon visuals, they could be as cutesy as the Care Bears, or as gory as The Texas Chain Saw Massacre, but it is always the gameplay that counts.

I definitely didn't mean to come across as a critic of violence in video games, I would be a hypocrite, because I hotly anticipate The Last of Us and God of War: Ascension. I also consider Ubisoft's ZombiU as one of the most potentially impressive Wii U games and I truly hope that its tone is as dark and adult as a TV show/ comic book like The Walking Dead, as I am a huge fan of what has been achieved in both The Walking Dead comic and the TV series that it is based upon.

I am with you completely, gameplay rules the roost, fella.

Re: E3 2012: Our View of Nintendo's E3

JamieO

@Alucard I like your comment, because your description of a category of "games as games" does not require gore, bloodshed or any crassness to be considered a core gamer's game.

It just need needs to be imaginative, exuberant, inventive and fun. They can be colourful and by today's expectations, they can be childish.

However, the 8-bit or 16-bit era's games were not just for children. In the modern gaming landscape the colourful expression of a game can be construed as being infantile, regardless of the complexities, or intricacies of its gameplay,

By your definition I would consider that Kirby's Epic Yarn and Klonoa are both a "game as a game" and the more titles that are released like that, quite frankly, the better. These are games that are ideal for core gamers, unfortunately there is some confusion regarding their art style and presentation, which can unsettle a more gruff type of gamer.

Re: E3 2012: Our View of Nintendo's E3

JamieO

@NintyFan Yep, I had loft expectations and I was easily disappointed. I knew from the very first Wii U announcement that I would buy it on day one. I even have a Wii U savings kitty, which I throw any spare money into, so that I am ready for a possible holiday release.

I feel that in time history will regard 2012 as not being a memorable Nintendo E3 conference. It did not have enough impact, considering the launch software possibilities and the expectations that surround the impending release of a brand new console.

Gamers should be able to share an honest opinion, without being considered moaners and groaners. I felt exactly as you described, I own both Sony and Nintendo platforms and consider myself a fan of Nintendo, since arcade Donkey Kong and especially from my console/ handheld purchases at the very start of the Nineties.

If someone has a strong objective opinion and shares their disappointment, it is not necessarily a "moan", it is a genuine reaction to their experience of E3.

On a side note, I agree that E3 2010 was stunning for Nintendo and a very hard act to follow.

Re: Reaction: James, Tom and Mike React to E3 2012

JamieO

Hearing your reactions through this video podcast is brilliant, fellas. I won't discuss specifics of your discussion, because I don't want to spoil it for all of Nlife's viewers.

You guys must be famous now, you are on our telly, plus Jo knows what you look and sound like, before you have even met her. Cool!

Have an excellent time hanging out together and enjoying all of the E3 celebrations, lots of great points raised in each of your reactions, excellent work @James, @ThomasBW84 and @Mason.

I really enjoyed this!

Re: Nintendo Buys Supermario4.com Web Domain

JamieO

@wiiwii Second apologies, unfortunately my link to the Super Mario World Super Famicom box was incorrect in comment 12, it is not the official box, it is a custom design created by a fan on VGBoxArt.com (VGBA).

The correct box art work can be found on this retro gamer's YouTube unboxing video (check out the awesome world map instructions poster). I did not even know that VGBA existed as a resource for custom made video game box covers.

My mistake is embarrassing considering I collect Super Famicom games and SMW's yellow cover is iconic. In my defence, I actually only own the PAL version of SMW, although I have the gorgeous Super Famicom version of 'Yossy Island'. My error came from a quick Google search for the SMW Super Famicom box and the VGBA front cover looked similar, so I did not double-check it before posting the link.

As you have noted, I should have realised when I saw all the English text on the back of the box, that was a 'schoolboy error'. I know that Super Famicom Return of Double Dragon has a paragraph in English on the front of its box, but most Super Famicom games, and the back of SMW, only have Japanese text.

Sorry again that I created this confusion.

Re: Nintendo Buys Supermario4.com Web Domain

JamieO

Personally, I would love a new 2D Mario title to be directly inspired by Super Mario World, in both its visual style (pixels and sprites, please) and the specifics of its gameplay.

I would happily purchase a game that returns to ideas such as a more meticulously designed world map with 96 hidden multiple route exits, the return of SMW's feather power-up and the gameplay dynamics of its cape. I would also like another game with visuals set in Dinosaur Land, including multi-coloured Yoshis galore and secrets like the star road.

The use of SMW tunes in Super Mario Galaxy 2 is a good example of how nostalgia for the SNES game can be celebrated in a new release today. SMW had a marvellous musical score.

Obviously we already have SMW, so a new game would also need to add an abundance of its own fresh ideas, but I think that Nintendo have already demonstrated skill at embracing the past while still incorporating new ideas in games like New Super Mario Bros. and Super Mario 3D Land.

Even the thought of it, whether on Wii, 3DS or Wii U, is lovely!

Re: Nintendo Buys Supermario4.com Web Domain

JamieO

@marc_max Whoops, apologies! I grabbed a quick link from 'Google Images', at a glance it looked correct for the Japanese Super Mario World box, but you are right your GameSpot image is the correct one (with the logo at the bottom of the box's front cover). D'oh!

However, the point that the Super Famicom box's logo states that SMW is already Super Mario Bros. 4 in Japan still stands.

@3Dangerous3Dash I agree, as @ThomasBW84 says, Nintendo already has a history of changing the name of games between regions (sometimes for legal reasons, as Star Fox became Starwing in PAL territories). Subsequently, there is no reason why the title of Super Mario Bros. 4 should not be used for a new game, separate to SMW, in the West. I wonder if this will have any impact on a Japanese release of a new 2D Mario game, though.

Re: Nintendo Buys Supermario4.com Web Domain

JamieO

@FonistofCruxis You are spot on: as part of the title logo on the Japanese box art for Super Famicom Super Mario World, Nintendo have already set their own precedent, which establishes that game officially as Super Mario Bros. 4.

**** Edit: Sorry everyone, the above link that I posted in this comment for the Japanese box art of Super Mario World is incorrect, it is not the official Super Famicom box, it is a VGBoxArt custom redesign. Please see comments 13, 16 and 58 on this comments board for further information****

Re: New Retro Magazine "Pixel Nation" Launches

JamieO

I am really excited about this publication, I have been looking forward to it for a while and it was interesting to chat with @James and @Mason about their articles at the last Nlife meet. I can't wait to read James' piece on NiGHTS into Dreams and Mike's feature on 2D platformers.

I have just ordered the first issue of Pixel Nation tonight, it's cool that it includes a free PDF version, but I love print so much that I will be waiting for the book to arrive before getting stuck into these features, so I can savour flicking through its pages and relish that fresh book smell. After reading through a synopsis of its content, as listed above, I know that I will enjoy the subject matter of its retro articles.

I'm proud to have been involved involved with this publication.

Good luck to Pixel Nation, I look forward to future editions of this book.

Re: Review: Rayman Origins (Wii)

JamieO

I have been reading @Mr_Reece's Tweets about Rayman Origins, he has clearly been loving playing this game and his enthusiasm for what Ubisoft have achieved here spills over into very word of the review. Reading this, the excitement for Ubi's game is contagious.

I am getting this on PS3 for Christmas, I am sure that it will be equally impressive on PS3 and not only am I buzzing to be able to play it as a lushly crafted 2D platformer, but I can't wait for the side-scrolling shooter sections, too.

The opening line of the conclusion hits the nail on the head: "Rayman Origins perfectly embodies what made many of us fall in love with gaming in the first place."

Spot on Mark, you have provided brilliant detail here and it is a cracking read.

Re: Review: Mario Kart 7 (3DS)

JamieO

@Corbs' introduction reminded me just how consistent the Mario Kart series has been, over two decades worth of racing and I have loved all six of the Mario Kart titles released so far.

I have already ordered Mario Kart 7, but when it arrives I am saving it until Christmas Day. It has become a tradition, since the original SNES Super Mario Kart in 1992, for me to enjoy a Mario Kart game at Christmas time.

Reading this review, it sounds as though Retro Studios have provided a wonderfully comprehensive package, everything from the graphics and sound to the controls and the multiplayer is clearly spot-on.

@THENAMESNORM I agree about the SNES version of Rainbow Road, it was a finely tuned track for perfectly timed drifting around corners, particularly as it had no safety barriers. I have also heard that the latest version of Rainbow Road is a highlight of Mario Kart 7, which is a pleasant surprise, because it is one of my least favourite tracks in Mario Kart 64 and Mario Kart: Double Dash!!

I enjoyed reading this review as much as I enjoy floating a feather jump across a shortcut in Ghost Valley. Sterling stuff.

Re: Review: Sonic Generations (3DS)

JamieO

@Dark_TeeJay Take into account I have only played the PS3 version of Sonic Generations, I do not own the 3DS version yet, I will answer your question from my perspective.

I am a fan of Sonic titles, from the original 1991 Mega Drive game through to Wii Sonic Colours in 2010, I have played shed loads of Sonic games. Part of the attraction of Generations for me is nostalgia, the joy of returning to classic stages, revisiting each environment and revelling in the way this game indulges my memories through its nods to set-pieces and theme tunes.

If you have not played many Sonic games, then you will miss out on this sense of nostalgia.

However, if you are a fan of side-scrolling platform games, then you will find lots to enjoy about 3DS Sonic Generations. The pace and character that is in abundance in a Sonic title will still be a treat for you, plus many of the locations will still impress you both graphically and sonically. After all stages like Green Hill Zone and Casino Night Zone are genuine classics, they will be great to experience for the first time.

Plus, @James has mentioned above that this game journeys through a numbers of stages, including Sonic & Knuckles, Sonic Adventure, Sonic Rush and Sonic Colours. Therefore, as a celebration the game has lots of visual variety, because the Dreamcast games had a very different setting to the Mega Drive titles and the Wii provided its own Wisp-based spin.

If you like side-scrolling platform games and own a 3DS, then it does not matter if you have not played many Sonic games in the past, the core Sonic gameplay is very accessible and you will enjoy this release.

Re: Review: Sonic Generations (3DS)

JamieO

@TheDarkness The trouble is that at the very core of Sonic Generations, its unique selling point, is that it celebrates two types of gameplay: the retro classic Mega Drive version of Sonic and the homing attack enabled modern Sonic.

That the 3DS version of Generations presents its version of modern Sonic through the visual and rail-grinding gameplay styling of Sonic Rush is understandable, but to give classic Sonic the homing attack capability defeats the purpose of the game.

Classic Mega Drive Sonic already had two gameplay mechanics: firstly you could rush through levels like Green Hill Zone for a speedy experience and secondly, as early as a stage like Marble Hill Zone, the player had to carefully navigate platforms to avoid falling into hazards, like lava.

I was most looking forward to playing classic Sonic in this game, this was the title that would resurrect the Mega Drive gameplay, including slower paced sections where you would have to carefully float your spin jump upwards across vertical platforms. If your platforming skills were not up to scratch you would be punished and have to start your ascent all over again. Timing platform jumps was a core ingredient that SEGA implemented to make retro Sonic games more challenging on later levels.

The homing attack fractures this experience, not even Sonic the Hedgehog 4: Episode 1 captured the Mega Drive titles in that way. The homing attack provides its own fun additions to 2D Sonic games, but classic Sonic titles already had their own style of gameplay without it.

As a retro Sonic fan, if SEGA are celebrating two versions of Sonic, I wish that Dimps had kept his classic Mega Drive feel and capabilities intact.

Re: Review: Sonic Generations (3DS)

JamieO

A charming sense of perspective in your introduction, one that is a great complement to a game with a retrospective heart, @James. I had an inkling that you would be in charge of the Sonic Generations 3DS review, I always look forward to your deliberation on a new Sonic game, you're one of the most passionate Sonic fans that I have met.

On many occasions I have argued that a 7/10 is a decent score, one which is worthy of a purchase and I will practice what I preach by requesting this as my third Christmas Day game (alongside Mario Kart 7 and Rayman Origins on PS3).

The sentence that has the most resonance with me from the review is "the game deviates from its campaign promise of recreating early 90s Sonic gameplay: having Classic Sonic use a homing attack changes the level design." It seems a shame that Dimps did not decide to keep the two gameplay styles completely separate, particularly as James mentions that the differences are not as strong as in the PS3/Xbox 360 versions of classic and modern Sonic.

I already know which classic Sonic zones are recreated in this game, I am looking forward to revisiting them with new design paths, just as I am intrigued to see how the 3D effect will add visual depth to side-scrolling Sonic.

A spin dashingly sound review, James. It is a wonderful read for anyone with an interest in SEGA's Blue Blur.

Re: Review: The Sims 3 Pets (3DS)

JamieO

I think it is brilliant that EA and the developers of The Sims 3 Pets have responded to the reaction towards the previous 3DS Sims game, by providing all round improvements to the design of the controls, as well as administering gameplay additions and increasing the variety of locations.

From reading this review, the tag line "A new leash on life" sums up just how much EA Salt Lake have achieved with this game. Hats off to the devs and to EA for that, @Zach says it best with "What a difference half a year can make."

I enjoy reading about a turnaround like this.

Re: Feature: The Most Bizarre Nintendo Life Search Results

JamieO

Goodness me, I was so slow on the uptake the first time I read this. I wrote a comment about "analise sonic adventure 2 dreamcast" taking it on face value as a simple mis-spelling of the word 'analyse'.

It was only after reading @Gamesake's "I think we need to probe deeper" quip, that I recognised the double meaning of that particular search. D'oh!

Either that means I have a clean, simple mind, or alternatively my brain may be in need of a double entendre enema.

Re: Pix'n Love Preparing History of Sonic Book for Early 2012

JamieO

The tag of 'Awesome' is completely apt for this article; this is a superb bit of news. I was lucky enough to meet one of the French representatives of Pix 'n Love at Replay 2011, alongside a sound English fella who was involved in translating, marketing and publishing The History of Nintendo: Volume 1 and future works by Pix 'n Love in the UK.

They were both incredibly friendly and had a wacky sense of humour that fit perfectly with their passion for releasing the awesome Pix 'n Love gaming literature in both France and then the UK. They were also kind enough to show myself and my friend Jake from MegaDrive.me further volumes of The History of Nintendo and a preview of The History of Sonic, all in French of course. The classy design and enthusiasm towards the subject matter was abundantly clear, even though I could not understand the specific content of the text.

It goes without saying that both Jake and I invested in a copy each of The History of Nintendo: Volume 1 on that day. Stellar stuff, I wish these guys all the best for their publishing endeavours in the future.

I also fully agree with the comments above regarding a History of SEGA series of books, that would be splendid.

****Edit: I just received a Tweet from Jake reminding me that the preview of The History of Sonic was actually already translated into English, which made it even more special that the Pix 'n Love guys were showing it to us, before many English gamers have been given the opportunity to read it. My poor addled brain has a shocking memory due to my old age (nothing to do with the consumption of Guinness on that day!).****

Re: Mega Drive Strider Confirmed For European Virtual Console

JamieO

@Jazzem Good point, slowing down the music can undeniably alter the experience and the vibe of a game like this. That is taking into account that Strider's music is incredible, it is instrumental in accompanying the great graphics and varied level design, all of which combine to make Strider so brilliant.

With 17.5% slower gameplay and tunes, the game will feel very different, and not for the better

...and yep, the final stage is an absolute killer! The balance is great and then the last level batters me, it was one of the earliest games to use a boss rush of previous end baddies to suck a player dry of their credits.

Re: Mega Drive Strider Confirmed For European Virtual Console

JamieO

Great work by @James and Nintendo Life at confirming this news, I am a huge fan of Strider, because I appreciate Capcom's CPS-1 craftsmanship massively as a highlight of gaming in 1989/90.

@Ristar42 I hear what you are saying, playing a PAL 50HZ version will detract from the experience, particularly because Strider is such a fluid and acrobatic arcade experience. I think that the core run-somersault-and-slash gameplay dynamics will still hold up well at 50HZ though, especially for any Nintendo gamers who have not yet experienced this classic.

@tendoboy1984 To my knowledge, these early Mega Drive Capcom conversions were always published by SEGA. For example, on my Japanese box for MD Strider it has a SEGA logo, but there is only a small mention of 'Capcom1989/Reprogrammed Game', it does not even have the Capcom logo on the box. The same goes for the MD conversion of Forgotten Worlds.

Re: Review: The Legend of Zelda: Skyward Sword (Wii)

JamieO

Absolutely magical, what a send off for the Wii and a Christmas treat for Nintendo gamers.

It was also cool to read @James' recent Tweets as he was progressing through Skyward Sword, I think he must have chained himself to his desk and played this game for 34 hours straight, with little bits of kip in-between.

Hats off, Mr Newton! I am overloaded with games at the moment and as I don't have 40-odd hours to spare I probably won't buy this on day one, but it was a joy to read this review.

I am going to savour this game during a quiet period in 2012, so I will definitely be returning to this review for a second read, when I am ready to dedicate serious time to this wonderful new Zelda.

Re: Rumour: Strider Bound for Wii Virtual Console

JamieO

This may sound a bit dramatic, but Strider has a definite place in my Top Five games of all time, and I mean that sincerely. I understand that gamers are comparing the arcade with the Mega Drive conversion here, but we can't really lose, both games are equally brilliant.

There is a general consensus that the Mega Drive version managed to have an even better rendition of what is an epic and hugely atmospheric retro game soundtrack. However, the arcade game had slightly stronger graphics, the Mega Drive conversion glitches more, for example the huge metallic ape sprite glitches when you battle it early in level two. The arcade game has bigger, chunkier sprites, because it does not have the black border at the top of the screen, that the Mega Drive game used for the status bar.

I have a Japanese boxed Mega Drive version of Strider, with wonderful box and instruction art. I also have many versions of it on the Capcom collections for PS2 and PSP, as well a bonus disc of the arcade version, which came with the PSone conversion Strider 2.

However, this potential Virtual Console release will deservedly bring Strider to the masses. If I was a modern Nintendo Wii gamer, I think that I would buzz off having the chance to experience such a wonderful retro game. Great news, @James!

If you are a modern gamer who gets the chance to experience this game for the first time, please play it with consideration of the fact that it is 22 years old. Strider was a jaw-dropping and completely stunning arcade gaming experience in 1989.

Re: Review: Shinobi (3DS)

JamieO

@shinobi88 You are clearly passionate about the Shinobi franchise and retro games in general, the thing is I can assure you that the Nlife team shares your passion. I have met some of the team in person and they have quality knowledge and an unending enthusiasm for classic games. For example, I have noted above that Daz has a broad appreciation of the Shinobi franchise. You also mention WayForward's Contra 4, and I absolutely adored that game, it was very well received by Nlife in @Damo's 9/10 review of it.

You said that you like the depth of a Nlife review, but you do not always agree with the score. I think that this is a good position to be in, because I find that it is the specific word analysis of a review that is the most important thing in convincing me if a game will be suitable to my gaming preferences. I actually read @Dazza's Shinobi 3DS review and I wanted to buy it more, I didn't realise how respectful it was to the classic Shinobi games. Also take into account that 7/10 is a good score, I see this review as recommending the game to Shinobi fans.

In regard to the difficulty balance of the Mega Drive Shinobi games, I was persistent enough to complete Super Shinobi, although there are measures that you can take to make that game easier (the infinite shurikens cheat and using the Mijin magic to explode when your energy is low, to continue from the same spot). As Daz says, the Mega Drive games were hard, but managed to be fair and well balanced. There were difficulty spikes like the maze at the end of Super Shinobi, but the final levels were memorable and just as strong as the early levels.

I just wonder if Griptonite would have benefited from a longer development period. If they have created fun and well designed early levels for Shinobi 3DS, perhaps they just needed more time to tighten up the level design for the later stages. It is just a thought.

Re: Review: Shinobi (3DS)

JamieO

@Dazza In that case, I look forward to dying. I will then try again. And die again. All in the interest of classic gaming nostalgia. Hooray!

Re: Review: Shinobi (3DS)

JamieO

I have been looking forward to reading this one, I think that the Shinobi series is fantastic, even if it was tainted a bit by the GBA game, and I know that @Dazza is a big fan of classic Shinobi games. Just to get an idea of Daz's Shinobi appreciation, read his reviews of the original arcade Shinobi, plus Shinobi III: Return of the Ninja Master and Shadow Dancer: The Secret of Shinobi. Basically he understands the specific gameplay intricacies of SEGA's vintage ninja-'em-ups.

Therefore, there is a credence that comes across when reading his comparison to previous titles, whether that is in regard to Shinobi III's setting or the implementation of Revenge of Shinobi's slightly awkward double-jump shuriken spray. I like the idea of a nostalgic nod to the cargo plane, as well as the brains in the glass cases sections from the Mega Drive games.

It sounds as though this new 3DS Shinobi fares very well, although it is a bit disappointing that it does not maintain a consistent quality throughout the gameplay, because as the review points out the retro games had memorable stages from start to finish. However, it looks like Griptonite have updated the core gameplay authentically, even if I will miss the Mijin magic from the 16-bit games, largely because I would self-explode my way out of trouble as a tactic for progression. Ha, ha.

3DS Shinobi has definitely sliced its way onto my radar after reading this review, the fact that it has captured the spirit of the retro games is the most important thing for me.

Good job Griptonite and cracking review Mr Calvert. It sounds as though a few Joe Musashi fans will happily take control of daddy Jiro for a double jumpin' spin ...hopefully not across precarious logs plummeting down a waterfall though!

Re: Review: Super Mario 3D Land (3DS)

JamieO

@LordJumpMad There have been a few main Mario games that have also scored less than 10/10 on Nlife. Here are some examples:

All of these games still vary from decent to top-notch, and are worthy of a gamers' time. I am particularly fond of GameCube Super Mario Sunshine.

Re: Review: Super Mario 3D Land (3DS)

JamieO

@Tasuki I knew that Corbie's Nlife review was on the way, but I honestly could not predict his choice of score. For example, I read reviews of Super Mario 3D Land in EDGE issue 234 and gamesTM no.115, and it scored an 8/10 in both magazines.

Of course an 8/10 is a great score anyway, this game is clearly brilliant, but I felt a certain amount of joy to see it receive the 9/10 here.

Re: Review: Super Mario 3D Land (3DS)

JamieO

I know that the end-score is not the most important thing to consider when checking out a review, but I couldn't help but smile contentedly that this new 3DS Mario title managed to whips its Tanooki tail towards scoring a prestigious Nlife 9/10.

I love the idea of a 3D Mario that has managed through its unique controls, graphic settings and nostalgic audio nods to "take a trip back to earlier releases."

I really enjoyed reading this review, @Corbs. You have just cemented this as an unmissable day one purchase for me.

Tick, tick, tick until Friday 18th November in the UK.

Re: GunLord Offers Conclusive Proof That You Can't Keep a Good Console Down

JamieO

@Ren All hope is not completely lost, just this year NG:DEV.TEAM released their vertical scrolling shmup, Fast Striker on the iPhone, so this could be a precursor to their games arriving on consoles further down the line.

If iOS Fast Striker sold well enough for them, they may find a home for their love of arcade gameplay on other handhelds, possibly the 3DS through 3DSWare. There is still hope, perhaps even a Last Hope, at least if they are testing the water for other markets like iOS it could set a precedent for NG:DEV to consider the potential of a Nintendo release.

Re: GunLord Offers Conclusive Proof That You Can't Keep a Good Console Down

JamieO

Seriously, fair play to NG:DEV.TEAM, they have brilliantly captured "Eurostyle Platformers", plus 16-bit run-and-gun games, with the look and wonderful audio showcased in this video.

As Damien notes, I was reminded of the Turrican approach to run-and-gun gameplay (see Mega Drive Mega Turrican and SNES Super Turrican) most of all. However, the power of the Dreamcast or Neo Geo means that the devs have created fantastic hand drawn sprites and backgrounds for this game, with a busy screen maintaining a constant 60 fps.

I just wish that NG:DEV.TEAM would bring more of their titles to WiiWare or PSN, because I don't own an AES/ MVS or Dreamcast. That would take away from the exclusivity of these titles though and there is something magical about lovingly developed games like this appearing on supposedly deceased consoles.

One day I will treat myself to a Neo Geo AES, so I checked out how much the AES cart costs - you can snap GunLord up for €419.00 (approx £364.85). It would be an investment though and an instant collectible. Obviously the Dreamcast version is much cheaper (€32/ £27.86 approx) and if you get in early enough you can buy a limited edition Dreamcast version, with the original soundtrack on CD (€42/ £36.57 approx).

A cracking bit of retro news here, @Damo.

Re: Disney Registers Castle of Illusion Trademark

JamieO

@James The idea of Epic Mickey 2 paying homage to Mickey's rich gaming history is genius. I would snap up a game that looked back at Castle of Illusion, or Mickey Mania.

Castle of Illusion is pretty legendary as far as retro platforming games are concerned, it was lovingly designed and it really set a visual benchmark for both its background graphics and character animation on the Mega Drive. The Mean Machines review of the game is well known to UK retro mag fans, it scored 95% in Issue 5 (Feb. 1991).

I have very fond memories of reading the review and then importing this fun SEGA platformer from Japan.

Re: Review: Aliens: Infestation (DS)

JamieO

@Corbs and @Kafei2006 Thank you kindly, as you can imagine, I had a few quotes from the films buzzing around my head when I was reviewing this game. I can't reiterate enough how well this game captures the feel of the movies, I was pumped to watch Aliens again after covering it.

@El_Marko I hear you, it is relevant to point out a few quibbles in this game, for example later on in the adventure there is a mission to shut down four cooling regulators and it slows down the game's pace. However, I personally found the style, accessibility of the gameplay and WayForward's passion for the licence to combine towards a quality package overall.

@WhiteTrashGuy I think that this game will complement Aliens: Colonial Marines superbly. Just think of Hudson's reaction to the wait for a rescue team, which has to arrive at some point ..."17 days? Hey man, I don't wanna rain on your parade, but we're not gonna last seventeen hours!"

@DrWadsy Good point, although the placement of spare Marines on the final level is well considered and very fair to gamers who lose Marines during the previous boss battle.

@KyleDusk Spot on about having your favourite Marines, I used the grunts that I did not like as Xenomorph fodder during boss encounters. Plus, the gung-ho hotheaded character, Samantha "Homewrecker" Johnston, reminded me of Aliens' Private Vasquez. Oorah!

Re: Review: Thor: God of Thunder (3DS)

JamieO

@BulbasaurusRex and @brandonbwii Fair play, you guys clearly know your stuff regarding Wii Force Unleashed II. In some respects it is the type of game I would have liked to have reviewed, I am a massive fan of Star Wars, I am a sucker for the premise of any game set between Revenge of the Sith and A New Hope. It would be good to talk about it in more detail with you, if we had a review as a starting point for discussion.

I can't compare it to the first game on Wii, because I completed the first one on PS3. The thing is, Force Unleashed II is a year old now, so it is not a priority for review. Never say never, though.