Showing newest posts with label Nintendo DS. Show older posts
Showing newest posts with label Nintendo DS. Show older posts

Friday, May 23, 2008

Ketsui Death Label website and screens

Arika has launched the official Ketsui Death Label/DS website earlier today and has provided a ton of content for the game. Included on the website is a new promotional video, character information, story information, a general 'play' guide, an outline of the basic system, and some of the random 'fun' stuff you can expect to find in the DS game. For a game that seems to be the labor of love by one individual (Mihara), Ketsui Death Label does look like its shaping up to as an abbreviated, but enjoyable, shooter on the go.

In addition to the new website information, Game Watch has posted an article about Ketsui Death Label featuring several new screenshots and other information compiled from the official website. Ketsui Death Label is scheduled for a release on October 23rd. Pricing has yet to be determined, but Arika will be including a special Superplay DVD of the Ketsui arcade game to go along with the package.

Wednesday, May 14, 2008

Ketsui DS release date

duckroll over on NeoGaf was kind enough to provide a breakdown of this week's Famitsu news. Arika is forging ahead with Ketsui DS despite the recent announcement of an Xbox 360 port of the game in the works. While Mihara's project may end up being considered the 'little brother' of 5pb's, a portable Ketsui even if it is a glorified boss rush, is still enough to at least warrant my interest. According to the post, Arika is currently planning on releasing the game on October 23rd.

Without a set release date for Ketsui X from 5pb (the game's website is still teasing 2008), it'll be interesting to see which one ends up hitting the market first.

Scans of the article can be found over at the Postback forums, courtesy of Recap and Gamenyarth.

(Image from a post on Sazanami.net)

Tuesday, May 13, 2008

SNK Playmore USA rumored to be closing [UPDATED]

While I was busy with life in April, I missed an announcement by Ignition USA revealing that the company has recently signed a co-publishing agreement with SNK Playmore Japan.

Ignition has been handling most of the European releases of SNK Playmore's titles, so their relationship has already been well established in other markets. Because of this the choice of a company doesn't come as much of a surprise on the part of SNK Playmore Japan, but what is surprising is the implications this may have for SNK Playmore's US branch. In fact, this announcement has recently sent the rumor mill into overdrive that SNK Playmore USA may soon find itself without the support of their parent company.

According to an article over on Destructoid, a source for the author has stated that SNK Playmore USA may be closing its doors this summer in favor of the new relationship with Ignition. I have heard very similar rumors via e-mail, but I haven't had anything shown to verify the story outside of 'someone who knows someone'. The fact that it's being report via another source seems to lend a bit of credence to the rumor.

Before everyone goes all chicken little on SNK Playmore USA however, I do feel its important to mention that this wouldn't be the first time that SNK Playmore USA has shared publishing with a third party company. Crave Entertainment for example handled the primary publishing duties for Art of Fighting Anthology on the Playstation 2. However, considering the vagueness of the press release by Ignition as well as the strong wording used by SNK Playmore Japan and Ignition USA, I can't help but feel there may be more here than meets the eye.

Currently, the only title announced as part of the publishing agreement is the upcoming Metal Slug 7 on the Nintendo DS, but I look forward to seeing what else may be coming out of this agreement and whether Ignition USA may fare a bit better in the US market.

[UPDATE] - Kotaku has went to a source in SNK Playmore Japan to shed some light on this rumor. For those worried that SNK Playmore USA may be closing operations, it seems that the rumor is circulating rapidly due to the confusion surrounding the exact circumstances of the e-mails that were being generated. As I mentioned before, I did receive a very odd e-mail stating that SNK Playmore USA staff may be searching for a new job this summer. When I further questioned the e-mail, I was not able to receive any definitive source on where it originally came from so I chose not to post it.

Well, Kotaku seems to have clarified exactly what the e-mail was pertaining to. SNK Playmore Japan was able to reveal that SNK Playmore USA's offices will be moving to the west coast. The New Jersey offices will remain open through December before all operations are transferred to the new facility. It was also revealed that Ben Herman would be retiring from his position in SNK Playmore USA. We'll see what that ends up meaning for the direction the US branch of the company ends up taking...

I should mention here that Destructiod has came back and updated their original post as well with some additional information on where their e-mail source came from. Jim Sterling, the author of the news rumor over on Destructoid, has included a small passage from a leaked e-mail purportedly from Ben Herman. Although the passage is short, it is very clear that there is little room for misinterpretation.
SNKP closing again:

Here we go again. SNK will exit direct sales by year end and plans to distribute new stuff thru Ignition USA. I will help them close down again but my full time duties end June 30th.
Does this sound like a company simply set to make a move and hand over some basic publishing rights to another company? Is it possible that plans have changed or that Ben Herman may have misspoke? Perhaps...

What is clear is that while the death of SNK Playmore USA may have been a bit pre-mature, the structural changes that are currently going on with the company, the new publishing agreement with Ignition USA, and the retiring of Ben Herman, all seem to come together as a 'perfect storm'. I'm willing to wager a bet that the company that comes out of this year is going to look nothing like the company that started it... And I think that may be a good thing.

Tuesday, February 26, 2008

Space Invaders Extreme - Nintendo DS Review

As a preface to this review, I did have a series of images and movies that I wanted to post alongside it that I personally captured, but I was overall dissatisfied with the quality via my digital camera and camcorder. If anyone has any suggestions at the best way to capture screenshots and videos of DS games in action, I would love to hear it for future reviews.

Space Invaders Extreme - Nintendo DS, 2008

The synthesizing of music and in game effects is no longer a wholly novel concept. While the most famous example that is always cited in regards to this design has been Tetsuya Mizuguchi's Rez, it is by no means the first. Over the last few decades several games have used these tools to create subtleties that are not always fully appreciated with a casual viewing (or listening). What makes Space Invaders Extreme different, is not necessarily the use of Rez-like qualities of bullets and invaders creating different sounds that 'beat' alongside the music, but rather the history the franchise has had previously in using its soundtrack to elicit feelings in a player.

The first Space Invaders is one of the earliest examples that I know of where sound didn't play a solely ambient role. The 'bleeps' of the invaders as they began their downward descent that increased in rate and voracity as they moved closer to the bottom of the screen was done for several reasons. Not only did it create a basic anxiety within the player, but it also inspired the player to move and play more frantically as the impression of the board seemed to narrow through the affects the sound had on the game and on the player's psychological state. It was a fairly simple use at the time, but one that has since been copied over from everything from Super Mario Brothers to Tetris. The effectiveness of the original Space Invaders can still remind gamers today (who played the original) of the feelings it inspired in arcades.

Space Invaders Extreme touches base with its origins and once again looks to the use of sound and music to elicit reactions from the player. While nothing within Space Invaders Extreme is as memorable as the original invaders 'theme', there are quite a few moments in the game where the shift from the cathartic pace of an old school shooter is altered with a hurried frenzy that forces players to react quickly so as not to be seemingly overwhelmed by the music. It's an odd reaction that I have with the game, but despite my best efforts to the contrary, I can't help but have my playing style changed by the beats created by destroying the invaders and the ship's shots.

Unfortunately, for fans of Zuntata, due to the nature of Space Invaders Extreme, the actual soundtrack itself may end up being a bit disappointing. While strengthening the ties of game and music in a lot of ways improves the overall aesthetics of the sound, the traditional background music is lost a bit as gamers are given more apparent control over what they are hearing. This may be part of the genius of Zuntata though, as they have created a series of tracks and sound effects that can flow so well together that none seem out of place through out the course of the game. Like other games that use similar concepts, the original work is only one part of a greater picture. There are some individual pieces that are fairly strong (which can be sampled from Zuntata's official website), but overall there isn't any specifics that stand out in the way the Darius theme does for example.

The DS's sound quality is obviously a step below the PSP's. With the focus of Space Invaders Extreme so dependent on the use of sound to enhance the experience, I wish I could give a full statement on which of the two games is better due to this issue. However, since my only play time with the PSP version has been with a demo that was released, the best I can state is that between the demo of the PSP and of the full game of the DS, while the sound is noticeably cleaner in the PSP version, the DS version is competent enough so long as you are playing the game through a set of headphones. The music in the two games however are not the same tracks, which leads me to believe that both versions had their music built from the ground up and designed for the platform rather than trying to force the PSP's sound into the DS.

The basic system behind Space Invaders Extreme is instantly familiar. Left and right on the d-pad moves the ship left and right on a single plane (no backwards or forwards movement) and the A and the B button fires. It is also possible to cancel enemy bullets with shots if the ship is lined up correctly. If 4 invaders of the same color other than white are shot in a row, the player is rewarded with a special item that is put on a timer for use. These include multiple shot upgrades, laser upgrades, shield upgrades, and explosive upgrades that will clear a small section of invaders with a single shot. When the item upgrade's timer reaches zero, it causes the current upgrade to drop off and reset to the normal one shot laser. It is possible however that by holding down the left or right shoulder buttons the current weapon strength can be held. While holding the shoulder buttons down, the player's weapon resets to the normal shot until the button is released. When the button is released whatever weapon the player was using once again becomes active and the timer resumes.

The beauty of the game comes in with its unique scoring system that offers several avenues of approach for optimal scoring. While the root of the game for most people will simply boil down to shoot the invaders before you get shot, the elimination of cities to hide behind and the introduction of this scoring system creates a tribute to the first game that reminds me of Pac-Man Championship Edition and its revitalization of the Pac-Man formula for a new generation. Yes, it's still Space Invaders at its core, but Taito has done everything it can to provide the best game for the series' 30th anniversary.

There are two goals that should be kept in mind in Space Invaders Extreme – unlock the hidden scoring mechanics and maximize the level chain. Like a lot of modern shooters that most fans of the genre will recognize (such as Dodonpachi), Space Invaders Extreme has a front end chain system that is solely time based. When an invader or UFO is destroyed, a chain countdown begins. If a second enemy or invader is destroyed before the countdown expires, the chain level will go up and the countdown will reset again until the player lets the countdown finish or hits a new target. At the end of the level, the player is rewarded points based on the max chain (the highest level the chain hit) throughout the course of the stage.

The Rate meter in the game acts as the score multiplier. When the Rate meter hits 5x, a Break bonus is rewarded and the multiplier jumps to 10x for a short period of time. Being able to extend a Break bonus with the 10x multiplier is the best chance for drastically increasing the score in a short amount of time. The level system in the game is the determining factor for the ship's weapon strength. As your score increases in a level, the more powerful the basic weapons and items become. Both rate and level reset when a player's ship is destroyed.

The second goal in Space Invaders Extreme should be focused on unlocking the hidden scoring mechanics. Most of these mechanics are based around the Feature meter. The feature meter is broken into two halves which can be filled by destroying invaders in a certain order. To maximize the meter, a player can do a multitude of things – either focus on destroying invaders of specific colors or destroying invaders of specific types. By destroying 4 invaders of one color in a row and then 4 invaders of another color in a row, the meter fills to the top and unlocks a special Rainbow UFO (more on that in a moment). With the second option (2 groups of 4 invaders of specific types in a row), the reward will switch all of the invaders to one color providing bonuses for then destroying multiple invaders of the same color. There is also an award for destroying 8 invaders all of the same type in a row, which will switch the playfield to all UFOs (and will provide the player with additional item drops).

This sort of methodical shooting through the waves of invaders forces a play style similar to Ikaruga. All shots and waves and invaders need to be analyzed to not only maximize the level chain, but also to build up the Feature meter throughout the game. If an invader is hit that won't continue the Feature meter in any of these manners, the meter resets back with the last shot enemy. As an interesting note, white invaders do not reset the Feature meter nor do they build it up. Only red, black, green, and blue invaders have the ability to build or reset the meter.

From the plays I have went through so far with Space Invaders Extreme, my experience dictates that the primary efforts should be unlocking the Rainbow UFO. Once the Rainbow UFO is unlocked and sent across the screen, if it is then destroyed, the game unlocks a bonus round (dependant on the colors used to build up the meter) that tasks the player with a specific objective. These objectives may vary between destroying a certain number of UFOs, breaking up a series of invader formations, or simply destroying a certain number of invaders. If these are able to be successfully met before the bonus round timer ends, the game unlocks Fever time that offers higher bonus potential through Jackpot and Super Jackpot UFOs. There is also a huge stage end bonus if the player is able to complete the last wave of a level while still in Fever time.

There are a few other scoring objectives in place that will reward gamers with gold UFOs (which opens a special roulette game that will reward bonus points or extra lives) and colored UFOs. Players will be rewarded in the game for shooting invaders in a column or row (so long as they are 4 deep or 4 wide) that can be multiplied be repeating the same task for a higher point value. A perfect shot scoring bonus is rewarded by not having a single missed shot against any given invader wave. An end stage bonus is also rewarded for not losing a ship through the course of an entire level.

Overall, the sheer amount of scoring options in Space Invaders Extreme may be a bit overwhelming to some at first. Considering that nearly every time I've picked up the game I've uncovered a new 'option' means that despite playing the game pretty religiously this past weekend, I'm still learning more and more about the game's system. Furthermore, all of the scoring options stack, meaning that even if its possible to find the best path through the level to maximize the score through Fever time, it may then be possible to further maximize it by adding in some of the other chaining options to increase the scoring potential. The depth to the game from an analytical point of view is pretty amazing and I believe that while a 'perfect' path through every wave and every level is possible, it will take a lot of practice and memorization to find it.

Graphically speaking Space Invaders Extreme on the DS is acceptable but by no means the highlight to the game. The backgrounds are more muted compared to its PSP brethren, but otherwise, the two games are almost identical in detail (based once again on the PSP demo). The biggest difference between the two titles is the use of the dual screen on the DS vs. the single screen on the PSP. While I would normally rate the DS version a little lower due to how unnatural the break feels, Taito has offered a solution for gamers who may be put off trying to track “hidden” bullets. In the option menu, it is possible to adjust the distance between the virtual field between the two screens until an acceptable solution is found that works for the gamer.

It isn't perfect, but its well appreciated, especially since a lot of DS games do not offers such an option even if they are using both screens in an action setting. I will be picking up the PSP version if it comes stateside (as has been rumored from Gamestop), so I'll have to wait to make those full comparisons graphically then.

All of the iconic invaders are back in Space Invaders Extreme with their simple designs maintained with a few new twists. Some invaders will suicide with an attack that will destroy the player's ship no matter where the ship is at on the screen, some invaders will shoot large lasers (or even a trifecta of lasers), some will have shields, while others still will warp and twist and move in ways that are tied to the music of the game. With the popularity of the invaders for marketing purposes, this is probably a wise idea keeping everything simple. The number of times I've seen Space Invaders related merchandise on clothes, towels, and accessories are far too many to name...

There are quite a few extra modes in Space Invaders Extreme for the Nintendo DS. There is an off-line ranking mode that puts a gamer up against his or her personal high scores on a single credit (2 lives). There is a online ranking mode via WiFi and a head to head vs. mode (both ad hoc wireless and WiFi). The VS mode also allows for a practice round without an actual opponent (something more multiplayer games should have on the DS). While this is a poor substitute for a human player, it does at least provide an option to test out the multiplayer without having to go online. The normal arcade mode offers a series of branching levels so even the game's basic 5 stages (yes sorry Space Invaders fans, this game technically ends) can be extended a little further based on a gamer's skill set. Not to spoil anything, but there are a few unlockables that are found through the single player game encouraging more than one playthrough of the arcade mode for those who aren't as score obsessed as myself.

The paddle controller that was packed in with Arkanoid DS is usable with Space Invaders Extreme. I wouldn't necessarily recommend this set up though, as I found that personally the paddle seemed rather awkward compared to the “tighter” feel that it had with Arkanoid DS. I feel that the d-pad offers the idea set up for the game, but this may be a results may vary sort of thing. Based on the floaty nature the paddle provides with Space Invaders Extreme, I found myself having to over compensate when using it in the game. I would not suggest picking it up only for for Space Invaders Extreme, but if it's purchased alongside Arkanoid DS (the only other game that currently supports it), gamers may find more value in it than I did.


30 years later, Taito has washed away a lot of bad memories of Space Invaders games over the last few decades with Space Invaders Extreme. There were a few gems here and there in the franchise, but overall, most of the titles all suffered from an uninspired sequel-itis that Space Invaders Extreme strives to separate itself from. There are a few quirks to the game and the rather methodical scoring system may turn off some gamers who wish to have more traditional scoring requirements that are not as strict nor based on pattern or wave recognition, but for anyone looking for a capable and enjoyable re-invisioning of the Space Invaders franchise, they should be satisfied with either the PSP or DS version of the game.

Space Invaders Extreme may not be filled with entirely novel concepts with Everyday Shooter, Audiosurf, and Rez fresh on everyone's minds, but fortunately for Taito, this is not something they have attempted to gloss over. Instead, Taito has created a game with a solid backing that provides enough of a punch in a little package to surprise even me, a rather jaded shooting fan. It may not seem original in the grand scheme of things, but it's the little things that Space Invaders Extreme does right and does so well. This is one of the best games I have played on the DS in recent years, and while I would've loved to see a 30th anniversary Space Invaders arcade release, Space Invaders Extreme really is nearly perfect as an alternative.

Score: - 4/5


[Discuss on Forums]

Monday, February 25, 2008

Ketsui DS - more information revealed

This past weekend, Cave and Arika held a Ketsui meet-up at the Tokyo Food Theatre 5+1, Gamer's Lounge. Ketsui DS had its latest build shown off at the event. Since the last exhibition, Ketsui DS has gone threw a number of changes, including the expansion of the game past the basic boss rush mode which it began as earlier last year. Over at the Cave-STG forums, EOJ has done a good job at archiving and updating all of the new information from Mihara from his blog in regards to the project.

I've missed out on a number of past posts since December or so, so there is one update that was important to note before I move onto the event information. According to Mihara, Ketsui DS will be shipping with an all new Ketsui arcade superplay DVD. This was based on a survey that was posted asking gamers if they would have preferred a soundtrack or superplay DVD with the release of the DS game (still no firm release window).

Also linked to from the Cave-STG forums was a post over on Sazanami.net, which features a few images and more details about what gamers can expect from Ketsui DS. Sazanami.net mentions a few new modes of play that were being described at the event by Mihara and Ikeda.

The first mode of play was a "Novice" mode which will "Ketsui-lite" in a way - a bit tamer without as many bullets - so that the game can be appreciated by anyone. The second mode is a head to head (via ad hoc wireless) VS. mode that puts two players against each other in an attempt to collect boxes through out stage 5 (which, as was pointed out by EOJ, confirms the presence of at least one full stage in the DS game - even if it is altered from the arcade original to "fit" the DS).

As for the downloadable trial that was available for gamers who brought their DS to the event, once again, the Doom boss battle was the primary feature. However, this time around, when a gamer would clear Doom, the game would offer a second and third loop which increased the difficulty level. This is an interesting take and all, but aside from the novelty of a handheld Cave shooter, I'm not sure if this is going to satisfy many of the fans wanting a capable Ketsui port.

The event was put up on UStream, but it has since been limited to friends of the uploader. At the tail end of the live stream, there was a new video of Ketsui DS shown off that featured all of the bosses and mid-bosses from the arcade game in DS form. Still, despite this highlight, there is a lot of speculation about what Ketsui DS is really going to be like in its final build though the common consensus is still a basic boss rush mode with a handful of "extras" (including the aforementioned head to head vs. mode).

For those interested in keeping up with all the latest Ketsui DS updates, I recommend bookmarking this thread on Cave-STG. EOJ and the rest of the forum members have done a great job at keeping everyone informed about the progress the game is making.

The video shown off is from 2007, not the most recent Ketsui meet-up



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Monday, December 3, 2007

Space Invaders Extreme Trailer

It's still a couple of months away, but with each new video I see of Space Invaders Extreme, the more excited I get over the prospects of this Space Invaders "re-visioning". Yes it borrows bits from Rez, Every Day Shooter, and the recent trend of music/shooter hybrids, but hearing remixed sound bites from the '79 Space Invaders release coupled with the new look is enough to awaken the giddy fanboy in me.

I'm just hoping the game keeps the "never-ending" aspect of the original...

Thursday, November 29, 2007

Legend of Kage 2 Streaming Video

I haven't really talked at all about Legend of Kage 2 for the Nintendo DS and I really don't know why. The high flying ninja action series is going to be returning from the grave after a 20+ year hiatus, and though it won't be returning to its arcade roots, the developers promise a game for both a new generation of fans and fans of the original. Unfortunately, there hasn't been all that many details released about the title from Taito since it was announced a couple of months ago. However, for the first glimpse of the game in action, Dengeki Online has posted a short (30 second) streaming video introducing the characters of the series, the basic story, and a few quick gameplay clips. You can view the streaming video here. The game doesn't quite look like much to write home about yet, but I've been surprised before...

Legend of Kage 2 is going to be released in Japan in February 2008. No word yet on an American release.

Tuesday, November 20, 2007

Space Invaders Extreme on the way for the PSP

The official Space Invaders Extreme website has a small post in its news section that has revealed that a version of the DS 30th anniversary release of the game will be coming to the PSP. No word yet on whether or not the PSP will be getting any nifty peripherals to go with the game (chances are probably not considering it lacks an expansion slot like the DS has), but I'll keep my eyes open for any additional information that is posted for the game. I currently have the paddle controller and game on pre-order from my import outlet, so once its released in February (for the DS) I'll be sure to post a few more impressions about the surrealistic Rez-like experience. I'm glad to see the game evolving, even if it means that the "classic" Space Invaders is only a skeleton of its former self.

Wednesday, November 7, 2007

Thursday, October 4, 2007

Contra 4 Makes Girly Men Cry

I'm becoming a bit of a jaded gamer, I admit it.

I once told myself I would never get to the point where I would be one of those bitter gamers who look at today's games as being "inferior" to the pre-32-bit gaming era, but after being only mildly amused with the direction that the "new" next generation has taken, the more I find myself talking about the "good old days".

But let's look at things logically for a moment. I grew up on some of the classics of both console and arcade gaming, and despite being "outclassed" by games that have recently hit store shelves, I still willingly go back to the originals to get in my gaming fix.

So where does this little rant ultimate lead?

To Contra of course.

Wayforward caught my attention with Contra 4 back at E3. The game is shaping itself up to quickly becoming an instant classic and an unfortunate eulogy of sorts to an era of gaming that has been pushed aside in recent years. Despite my inherent leanings towards feeling that most modern gaming has issues, Contra 4 is restoring my faith that somewhere developers out there still get some sort of sick pleasure in knowing that their game is made to kick your ass. It gives me chills just thinking about it.

If this sounds like a fluff piece for Contra 4, I'm sorry. When it comes to the Contra series I'm probably the most biased gamer around. I've said it before, but I'll say it again... Contra was where I learned my gaming ropes. From the arcade game which was purchased by a local movie rental store in the small town I grew up in to the NES version which I spent many a-day running through the game trying to defeat the Red Falcon, Contra defined in my mind an entire generation of gaming.

Contra 4 has finally received a release date from Konami. I'm not quite sure what sort of reception the game is going to receive from gamers who are used to having their hand held, but I do know that based on the limited amount of time that I've spent with the game, come November 13th, Contra 4 may be once again re-establishing itself as a pinnacle in action gaming.

Over at NeoGaf, a retail "sell sheet" has been posted that included several selling points and features for the game as well as the game's official box art. Though it may be a bold claim, when the statement is made that Contra 4 is the best game in the franchise, it may very well be possible based on early reports.

Important attention needs to be paid to the top right corner of the image below... With Contra 4 shaping itself as a "love song" to the series, it's only fitting to bring back an old "friend".

Wednesday, September 26, 2007

New Ketsui DS Death Label Videos

At this year's Fall Cave Festival, attendees were able to download a time locked version of the Ketsui DS Death Label demo.

YouTube user otomokanemitsu has posted a series of videos from the demo to showcase the latest build in action (I've embedded them below). I can already feel my DS Lite screaming at me for abusing its d-pad as much as I'm going to abuse it with this game. Though it isn't necessarily a "horrible" d-pad in the grand scheme of things, games that need exact diagonals and feathery light movements tend to be a case in fighting off frustration more than anything.

Overall though, the game does look like its coming along nicely... I'm hoping that we see some more information in regards to a retail release sometime soon. We've been taunted with it by suggestive posts from Mihara for a while now, so it seems like it should be time that some more set details are revealed.




There were also a few other neat things showcased at the Cave Festival. Since I didn't have anyone there to really provide any first hand impressions, I would definitely suggest heading over to Gamengai to read up on their thoughts of the event.

Friday, September 21, 2007

SNK Playmoure USA Announces 2007 - 2008 Tokyo Game Show Line-up

SNK Playmore USA issued a press release announcing their 2007 - 2008 Tokyo Game Show line-up. A lot of surprises are in store for NEO GEO fans, as the King of Fighters and Samurai Spirits collections are finally making their way stateside by the publisher. Of particular interest in my mind is the SNK Arcade Classics Volume 1 for the Playstation 2/Playstation Portable. It should be interesting to see what sort of games are scheduled for that compilation since the fighting games have all been given their own sets. I'm crossing my fingers that Baseball Stars is somewhere on that disc...

SNK PLAYMORE USA Announces 2007 Tokyo Game Show Line-up

Wall, NJ – Sept. 21, 2007 – SNK PLAYMORE USA CORPORATION, the U.S. publishing arm of the SNK PLAYMORE CORPORATION, today announced its 2007/2008 line-up at the Tokyo Game Show 2007, being held Sept. 20-23 at Makuhari Messe in Tokyo.

“We’re pleased to once again be bringing fans more of the quality fighting and great arcade games they’ve come to expect from us,” said Ben Herman, president of SNK PLAYMORE USA CORPORATION, “and with the addition of a number of downloadable console titles, SNK aficionados will have even more options available to them.”

The SNK PLAYMORE USA CORPORATION Tokyo Game Show 2007 line-up is as follows:

THE KING OF FIGHTERS COLLECTION: THE OROCHI SAGA (Wii™, PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system)

METAL SLUG 7 (Nintendo DS™)

SNK ARCADE CLASSICS Volume 1 (PlayStation 2 system, PSP® system)

SAMURAI SHODOWN ANTHOLOGY (Wii™, PlayStation 2 system)

METAL SLUG 3 (Xbox LIVE® Arcade)

SAMURAI SHODOWN 2 (Xbox LIVE Arcade)

FATAL FURY (Wii™ Virtual Console™)

WORLD HEROES (Wii Virtual Console)

MAGICIAN LORD (Wii Virtual Console)

In addition to console titles, SNK PLAYMORE will also be announcing three new arcade titles at the Tokyo Game show:

THE KING OF FIGHTERS XII

KING OF FIGHTERS: MAXIMUM IMPACT REGULATION “A” 2

SAMURAI SHOWDOWN SEN (JAPANESE TITLE)

About SNK PLAYMORE USA CORPORATION
Headquartered in Osaka, Japan, SNK PLAYMORE CORPORATION (SNK) develops, publishes and distributes interactive entertainment software in Japan, North America, Europe and Asia. Founded in 1978, SNK is one of the largest privately held interactive entertainment content providers in the world. Known for such franchises as THE KING OF FIGHTERS, METAL SLUG, and SAMURAI SHODOWN SNK continues to be an industry leader by focusing on their rich arcade history. More information on SNK PLAYMORE CORPORATION can be found at www.snkplaymore.co.jp SNK PLAYMORE USA is a wholly owned subsidiary of SNK PLAYMORE CORPORATION with offices in Wall, NJ. It handles operations in North America including publishing, marketing, development and localization. More information on SNK PLAYMORE USA can be found at www.snkplaymoreusa.com

Arkanoid DS and Space Invaders Extreme Previews by Wired

Wired's Game Life Blog by Chris Kohler has posted some hands-on previews of Arkanoid DS and Space Invaders Extreme. The two classic reinvsioned titles from Taito will be the first two games released that support the new paddle peripheral for the Nintendo DS. An exerpt from the two previews are below. Follow the links to read the full write-up.

Hands-On: Why Taito's DS Paddle Controller Rocks So Hard
Taito, one of Japan's first game makers, is set to release a truly fantastic accessory for the Nintendo DS. Later this year, the DS version of the classic block-breaking game Arkanoid will include a Paddle Controller. It plugs into the DS' bottom media slot and lets you spin the dial to control the paddle at the bottom of the screen with the same pinpoint precision you remember from your arcade days.

That much, we already knew. But here's what I only found out when I got my hands on it: it's fantastic. It's not just a little plastic dial. It's sitting on ball bearings or something, and it's got momentum and a little bit of kickback to it. That means that it spins incredibly smoothly -- if you spin it and let go, it'll keep whizzing for a good five seconds or so. The response time is perfect.

It's literally just like standing in front of a miniature arcade machine. Remember how much fun it was as a kid to just stand there and spin the dial, even if you weren't playing the game? That's what this is like.

All this turns Arkanoid DS, which is itself merely a competent adaptation of the classic game for the dual-screen system, from an okay game into an awesome one. You can rest the DS on a table, or you can pick it up and spin the dial with your free hand -- it feels great either way.


Hands-On: Space Invaders Extreme The Sleeper Hit of TGS 2007
"Space Invaders Extreme," said my friend over drinks last night. He couldn't make any sounds afterwards. He just froze his face into an expression of joy.

With that kind of reception, I had to go check it out. What was this remake of the original arcade shooter, and what could possibly make it any better than the umpteen other unimpresve remakes that Taito had come up with over the ensuing 30 years?

As it turns out, Space Invaders Extreme crosses the classic look of Space Invaders with Rez. It's a light-and-sound-orgy, frenetic, what-is-going-on, super fun shooter that spans both screens of the DS.

Rather than face off against a rectangular block of Invaders, you're constantly being hit with smaller, varied waves of enemies that blast on and off the screen and zoom around. You can collect power-ups, like a beam that lets you wipe out entire columns and waves of aliens at once.

Your regular beam shots all make musical noises that are timed to and enhance the techno soundtrack. Of course.

Every now and then, for some reason (the game just runs too quickly for me to think about anything other than "shoot"), the game pauses and you enter a bonus stage where you have to quickly wipe out a small group of invaders in a few seconds, then jump back to the level you were playing. And eventually you get to a boss character: the boss of Stage 1 was a giant invader made up of tiny blocks, and you had to chip away at the blocks to hit his weak point for massive damage.

Thursday, September 20, 2007

SNK Playmore at the Tokyo Game Show

Famitsu's article on SNK Playmore's booth at the Tokyo Game Show revealed a few details about the company's plans for home consoles over the next year. Unsurprisingly, outside of a handful of downloadable titles, SNK's primary focus in the home gaming industry relies being entirely dependent on the Nintendo DS and the Playstation 2.

Anyone wishing to find out more details about King of Fighters XII or the new Samurai Spirits will be a bit disappointed. Though the company featured the two games' logos, no additional information about either game or their scheduled sale date were available at the event. I have some reports claiming that the two games were listed as possible Playstation 2 titles, but I haven't been able to confirm this as of yet. If the two are already in the planning stages of development for the Playstation 2 it puts an interesting footnote in the SNK Playmore/Taito relationship in regards to the future arcade releases for the two games.

Also featured for the Playstation 2 were King of Fighters '98 Ultimate Match, King of Fighters Maximum Impact Regulation A2 (logo only - no word on an arcade version), their latest NEO GEO Online Collection of the World Heroes games, and an announcement of a Sunsoft NEO GEO Online Collection being planned for future release.

From the Nintendo side, a port of Samurai Spirits VI is being planned for the Nintendo Wii. The Playstation 2 port of the game was available for attendees to receive some hands-on time with the title. The Nintendo DS area featured Metal Slug 7 as well as Kimino Yusha and their sequel to Doki Doki Majo. Fatal Fury, Magician Lord, and World Heroes for the Wii Virtual Console were also available on the show floor.

SNK Playmore still hasn't announced anything in regards to the Maximum Impact 2.5 game that was in the works for the Xbox 360 (which can probably be written off as cancelled at this point). However, the company did show off Metal Slug 3 and Fatal Fury Special for the Xbox Live Arcade.

More information is sure to come out in regards to the projects in the next couple of days. I will be working on trying to get a confirmation of the King of Fighters XII and Samurai Spirits PS2 announcements. As soon as that is verified, I'll update everyone with the information.





Wednesday, September 19, 2007

Metal Slug 7 Coming to the Nintendo DS... And only the Nintendo DS

Hot on the heels of my little rant about SNK Playmore's apparent lack of interest in displaying any titles at the AM Show (for unknown reasons), an announcement is made that begins to give more creedence to my belief that SNK Playmore may be withdrawing some of its support for the arcade side of their company's business. According to the most recent Famitsu (and subsequently posted all over the internet), Metal Slug 7 is currently being developed for the Nintendo DS, and only the Nintendo DS.

The action arcade game has always been part of SNK Playmore's bread and butter in the industry. This release on the DS is marking the first numbered game in the series that will not be developed for arcades first (and primarily). More information about the title is sure to come this weekend at the Tokyo Game Show, so I'll be sure to watch out for any more tidbits of details that come out of the event.

Tuesday, September 18, 2007

Space Invaders goes Extreme

Famitsu has started posting their Tokyo Game Show updates that have started to roll into the magazine/website. Though most haven't really caught my eye as anything spectacular yet, one game stood out quite a bit among all the others. Space Invaders.

In honor of the 30 year anniversary (has it really been 30 years?) of one of the handful of games that started the video game revolution, Taito is releasing a new version of Space Invaders for the Nintendo DS. Not content to leave the game in its original form, the company is promising a new levels, new patterns, new background music, and an entirely new Space Invaders experience. So new in fact that they have had to add the suffix "Extreme" to the project.

Not much is known about Space Invaders Extreme at this point. According to the Famitsu article, the paddle controller that is being released with Arkanoid DS will also work with Space Invaders. Though it won't be arcade perfect, that control scheme should be able to adequately substitute for an arcade set up.

More information and some hands on time from different press sources should be available at the Tokyo Game Show. I'll try to keep everyone posted on the details as I get them.

Tuesday, September 11, 2007

Famitsu Weekly Spoils Treasure's Surprise

Over on NeoGaf, the latest Famitsu Weekly news has spoiled Treasure's countdown game that is going to be revealed in less than 18 hours. According to NeoGaf poster Johnnyram, Treasure and ESP will be bringing the Bangaioh series to the Nintendo DS this winter. I'm waiting for the countdown to expire to see the updated website, but until then, I need to contain my giddiness.

There were a few games that I speculated this could be based on Treasure and ESP's history, and though Bangaioh was the secret wish of mine, I didn't bother putting much hope into that idea. This quickly jumped up to be my second most anticipated DS game of this fall/winter (with Contra 4 barely edging it out). Action and arcade shooting fans have a lot to look forward to from Nintendo's handheld this year.

Here's the basic information revealed in Famitsu:

DS | Bangaioh Tamashii
ESP
This winter
- 4 players via wireless play
- stage editor included

Friday, September 7, 2007

New Treasure DS Project

Treasure and ESP have a teaser countdown for a new DS project that's set to be revealed in 5 short days. The teaser website can be found here.

The two companies have a rather long history with one another that has included releases such as the home ports of Radiant Silvergun and Ikaruga (Dreamcast), Silhouette Mirage, Bangai-O, and Hajime No Ippo (GBA). Whether or not the game is based on an existing franchisse or an original creation is yet to be seen, but I'll be eagerly awaiting the teasers reveal in a few days. If I was a betting man, I would guess that the game is probably going to be some form of action/platformer hybrid and more than likely an original title.

In other Treasure news, Sin and Punishment was recently rated by the Australian ratings board (the OFLC). This could be a sign that Sin and Punishment may be getting prepared for a worldwide release on the Virtual Console, which would mark another rare occurance where a game is released on the VC for a territory it wasn't originally released on. The game was developed for the Nintendo 64 by Treasure and is considered to be one of the best games on Nintendo's last cartridge based console that didn't receive a release outside of Japan.

New Ketsui DS Video Posted

Mihara has posted the latest video of Ketsui DS earlier today. There isn't a streaming link available yet, but those interested can check out the video by downloading it from Arika online. I'll have my thoughts a bit later when I have a little more time to go over the movie and its details. The Cave festival at the end of September is mentioned at the end of the video, so I'm thinking that more than likely we'll see a playable version of the game again on those dates.

Tuesday, September 4, 2007

Ketsui DS still in Development

Ever since Mihara (head of Arika) released the preliminary footage of the Ketsui DS build, I've had his blog permanently bookmarked so that I could eagerly soak up any details available about the miniature "Black Label" project. Though most posts relating to the game have been somewhat vague on its status, the most recent post found here, is quite clear that Ketsui DS is a reality and will see its release so long as everything goes well.

With development still underway on the title, and despite there being no firm release date, the knowledge that the game will see its spot on store shelves at sometime is enough to satisfy me. It isn't the home console port fans have been clamoring for, but perhaps its just a sampling of what we can expect from Arika and Cave.

According to Mihara's blog we should receive some more footage of Ketsui DS soon (probably sometime this week). I'll be sure to link to it or post it once it is available.