Category Archives: nintendo DS

I poor, you poor, we all poor when picking up rupoor

All my life, I’ve been led to believe that rupees hid in bushes, and that slashing at shrubbery was beneficial to both my bank account and ego. We can blame The Legend of Zelda for this, as rupees are the consistent currency throughout the franchise. You want a new shield? Better have some rupees. Interested in a bigger bag for your bomb collection? Pay up. Want someone to warm your bed at night while Zelda is all off getting kidnapped? Um…well, uh…

So there I was, playing The Legend of Zelda: Four Swords Adventures for free on my Nintendo 3DS, clearing out some bushes and tall grass in hopes of earning some kaching-kaching when a black-tinted rupee popped out and I picked it up on total basic instinct. Suddenly, four to five of my very own rupees jumped off Link’s body, screaming in pain, and these were red rupees, the ones worth a decent amount. Maybe 20 each, I think, and so we’re looking at losing 100 rupees upon contact. Now, as enemies began swarming, I was scrambling to recollect money I had already picked up before it disappeared. Everyone, meet the rupoor.

Evidently, rupoor showed up in The Legend of Zelda: Phantom Hourglass, a game which I played all the way up to the final dungeon and even took the time to unlock the fishing minigame, but I do not ever recall picking any of those black beasts up. If I did, I surely would’ve cried out in dismay. But in The Legend of Zelda: Four Swords Adventures, your rupee count is pretty important. Well, mostly if you’re playing co-op/against other players. Me? I’m doing the adventure solo, with a second controllable Link, but whether the first Link earns 578 rupees or the second Link earns 47 rupees, it ultimately doesn’t matter. We are one in the same, making the count-off at the end of each level rather silly. If was playing competitively against other Linkers, picking up a rupoor would be devastating.

What I find so fascinating is that, despite now knowing what rupoor does to my moneybag, four out of five times, I still end up picking it up. It’s just a reflex. Slash a bush, grab the item. Usually it’s something good: a health fairy, a green or blue rupee, a power-up. Sometimes I like to charge up the sword and spin in front of a bunch of bushes, collecting items like woah. It’s only now and then something pure evil pops out, but everything is already in motion.

At this point, I’ve completed the first three main levels (and a bit of the lengthy tutorial hub), and now I’m off to Death Mountaintop (?) to fight Vaati. I bet he just loves rupoor. After that, if rumor holds water, there’ll be some other levels to play based on fantastic themes such as 1993’s Link’s Awakening, 1992’s A Link to the Past and the 1987 original Legend of Zelda from the NES. That’s pretty exciting. Hopefully by then I’ll have learned to avoid rupoor, but somehow I doubt that. Feel free to ride my coattails in hopes of picking up some free cash.

Pushing a button until your fingers fall off is Ayla’s idea of a fun time

Initially, I liked Chrono Trigger‘s Ayla. She’s got one helluva introduction, dropping in all Tarzan-like and beating up a bunch of wicked dinosaurian creatures. And she likes to party. Party hard, that is. Especially when soup is at hand. I mean, I love brontosaurus cock-a-leekie just as much as the next guy, but she really takes the meal to heart. More on that in a moment.

Upon arriving in 65,000,000 BC, you’ll be attacked by the aforementioned beasts. They aren’t too tough, not surprisingly weak to lightning, which is the greatest tip one could heed during their time in the prehistoric days. After Crono and gang get their collective butts saved, Ayla will take them back to Ioka village to speak to the chief and…well, party. Evidently, Ayla knows where this Dreamstone thingy is, but to get that information out of her, Crono must first beat her in a soup-guzzling contest. And that all boils down to doing one action perfectly and repeatedly: pushing a button.

I hate pushing a button repeatedly in rapid succession.

Usually, the first attempt is a failure, as it’s not clear just how fast the button needs to be pressed. To beat Ayla, seems like…pretty fast. That girl can guzzle. I failed my first three attempts to out-guzzle her, and by then, my hands were cramping. One has to remember that I’m playing Chrono Trigger on a Nintendo 3DS, so I’m not just mashing a controller, but an entire system. Had to be careful not to break it. For my fourth try, I rested the 3DS in my lap, turned it sideways, and used my pointer finger to hit the button again and again and again. That did it, but still required a lot of effect, and my hand was already tired at that point. All for soup and a Dreamstone and to wake up the next morning with a soupy hangover to find that all of Crono’s stuff was stolen. Greaaaaat.

Let’s look at some other games that have featured this tormenting gameplay element and their lasting impression on me. Yes, let’s:

Metal Gear Solid

The button-mashing sequence in Metal Gear Solid is one you can fail and continue on with the story. However, there’s a great consequence for failing. Snake gets captured by Liquid Snake and is strapped into a machine that can shock the living skin off him. Ocelet wants some answers, and if Snake doesn’t give them, Meryl will die. But if he speaks and gives in, then all will be fine–so to speak. When being tortured, your options are to press the circle button repeatedly to recover strength or press select to submit to Ocelet’s demands. You will be tortured for a limited period of time, and you must press circle nonstop to survive the torture sequence. You have to live through four intervals, and then you have to take a break to ice your fingers.

Scott Pilgrim VS. The World: The Game

Actually, I didn’t mind the button-mashing in SPVTWTG because it actually felt rightly implemented. Sometimes a group of enemies will suddenly dogpile Scott or Kim (like you’d play as anyone other than them), and to break free you have to mash the attack button with a fury that one sparks when one needs air and just can’t reach it. Same goes for when you want to kick off a super hit combo, mashing X again and again until you are flashing and somewhere in the the high 60s. Still, after a few of these encounters, your thumb does get sore.

God of War

Hydras can only be defeated by button-mashing. It’s true. Look it up. Actually, not even your thumbs are strong enough to pierce their heads on ship-made pikes; I remember having to wedge my PS2 controller against my leg and use a combo of other fingers to get the speed I needed for Kratos to do some killing. There’s also some button-mashing for larger enemies, not just bosses, plus when the going gets rough you’re always rolling around and swinging those chains like a madman. It’s enough to break one’s hand.

There used to be turbo controllers for the PlayStation 1/PlayStation 2 that could help players get around button-mashing sequences–basically cheat–but those days are gone. Or maybe they aren’t. I don’t know. I’m not big on buying more controllers than I ultimately need, and the stock that comes with the version is generally sufficient. I am just waiting for the day when this mechanic goes away or stays where it belongs, in social games like Mario Party 17, where it’s a race to fill up a balloon with air or something, and to do that you gotta be the fastest at pushing a button.

Nintendo is stealing my ideas

Now, normally, I like to begin each blog post with some kind of image, whether it’s from the game I’m going to be talking about today or somehow related to the topic at hand, and then I write on top of it. Just a couple of words. I usually try to be witty and not repeat whatever hook I use in the blog post’s title. I can’t recall exactly why I decided this was going to be the format of Grinding Down, but it’s worked out, helped make it a little different than other bloggy blogs out there (I hope!), and gives me a chance to play around in Photoshop every day. Also, I love LOLcats. The font I use is called Showcard Gothic, and it’s a nice, thick font which works well for standing out strong on top of videogame screenshots.

I don’t own this process. It is not trademarked by me, and it’s not against the law if anything wants to start doing exactly the same thing I do, using the same style of pictures and fonts and words. I get that. Go, America and Freedom Fries and all that jazz. Still, the scenario that follows has me a bit befuddled…

So, this weekend, I logged onto the Nintendo eShop to add some more funds to my account and see if there was anything worth getting. I downloaded Inchworm Animation, but haven’t gotten much time to fool around with it; seems promising though, with plenty of options for drawing and animating silly doodles. I suspect if I get amazing at the app I’ll have to invest in an SD card reader so I can get all my wonderful creations onto the Interwebz. Super Mario Land 2: 6 Golden Coins looks like fun, but I can’t remember if I played it back as a wee lad or not–still, I’m kind of tired of getting just the newest (and I use that term loosely) Mario or Zelda title ready for download. There’s so much more available. Gonna keep looking, and as I was perusing the eShop’s storefront, I came across a menu that grouped a bunch of games together under the title of “For Your Bus Ride Home,” with Earthworm Jim getting the limelight. See here:

Sorry about the shoddy photo work, but notice anything odd about that image up there? It certainly looks like something I’d have created for Grinding Down‘s purposes, that’s for sure. Checking my archive, I can confirm I haven’t made an image like this. But if I had, I’d have done just as so. Nice, clean image of Earthworm Jim shooting up some crows, and then a perfectly placed block of text, telling you what this is all gonna be about.

Hey, Nintendo. STOP STEALING MY IDEAS.

Or, at the very least, hire me. I could write words on top of images all day long, and just think of how special your storefront would be under my beck and call. Any Nintendo reps reading this and nodding their heads in agreement can contact me by email via pdabbamondi[at]gmail[dot]com. My rates are cheap, my work is strong, and clearly, we are of the same mindframe. It’s go time!

For the love of spritework

I’ve been thinking about sprites lately–no, not those kind–and why I absolutely love them, mainly to the point where a new game in 2011 with classic spritework is much more appealing to me than, say, just another modern title with all the latest tech, such as fancy lighting, particle effects, draw distance, and so on. Yup, even more than Elder Scrolls V: Skyrim. It’s hard to say if it’s all based on nostalgia or if it’s the artist in me appreciating that these moving images and interactive items on-screen were hand-crafted to be as is, to be simple yet recognizable, to still be able to stir emotions.

For nostalgia’s sake, I definitely grew up on sprite-based games. Earthbound, Super Metroid, The Legend of Zelda: A Link to the Past, Secret of Evermore, Mega Man X3, NHL ’94, Breath of Fire II, Secret of Mana–really, the list could go on. Blame this on the fact that the SNES was my first console ever, and that I ate up a lot of games on it. It’s where I became a gamer, grew my skills; I knew only sprites, and I had a hard time letting go. I think a lot of us did.

One of the first games I ever played on my PlayStation 1 was Beyond the Beyond, a strangely named RPG that I had rented for a few days. It tells the story of Finn, a young, unexperienced knight caught up in an ancient war between the Beings of Light and the Warlocks of the Underworld. Fairly traditional, and not just in story–the game, despite being released on an advanced console, looked like something one would play on their SNES. I was excited about this. I wasn’t ready for the future, for 3D gaming, for stuff like Battle Arena Toshinden and movable cameras. It wasn’t a great game, but it looked like what I had already learned to love, and that was enough for me to give it a try. I also fell hard for Suikoden and Suikoden II on the PlayStation, both of which feature gorgeous spritework paired with fantastic tunes.

When I moved on to the PlayStation 2, there were significantly less sprite-based games for that system. Maybe because that console had finally gotten a strong grasp on 3D gaming. A few still got my attention. Odin Sphere was repetitive as hecktown, but dang is it a beauty to behold. Marvel VS. Capcom 2 got a lot of play at friends’ houses. Can’t really think of others, unfortunately.

I’ve recently picked Chrono Trigger back up on the Nintendo DS and am enjoying traveling through time again, even if I’m rubbish at it. This is a game that’s eternal. It looks fabulous, just as it had when it released in August 1995, just as it will in twenty more years, and another thirty after that. These sprites are colorful and charismatic, eye-catching, easy to get. Only can sprites make a giant tick-boss look freaking amazing.

And now, in the current era of gaming systems–Xbox 360, PlayStation 3, Nintendo DS/Nintendo 3DS–I’m still always on the lookout for good ol’ sprite-based games. And they are still coming out, especially on the handhelds sideline. Really looking forward to Professor Layton’s London Life, which is a bonus add-on for Professor Layton and the Last Specter, coming out this October. It’ll be unlocked from the start, promises over 100 hours of gameplay, and basically screams, “Hey, you like Earthbound? Here’s a new Earthbound!” Mmm mmm, looks delicious.

I dunno. Maybe it is just the artist in me appreciating art over connect polygons. Maybe it’s seeing something that can last a lifetime and beyond. Maybe I just miss being a kid, holed up in my room, a SNES my closest and most constant friend. Do you love sprites or new games still rocking sprites? If so, why? Speak up, Grinding Down readers. Maybe we can get to the bottom of this.

Crono and the gang help Lavos with his “destroy the world” Kickstarter

My head absolutely hated me yesterday. I blame it on a combination of sitting in morning traffic as the sunrise burned out my eyes, a severe lack of substantial foodstuffs, a lot of staring and straining, and then another drive, this time into the blazing sunset. Either way, once home for the night, I was drained, and I’m not afraid to admit I was curled up in bed by like 8:30 PM, my 3DS in hand. I figured I had some time before Mr. Sandman came, and a recent reminder in Grinding Down‘s comments section nudged me to pop out the cartridge for Shin Megami Tensei: Devil Summoner Overclocked and drop in Chrono Trigger.

Now, I’ve not touched this game in almost a year. Shocking, sure, but unfortunately, sometimes I forget about games. Or, y’know, get distracted by…getting married around said time. Anyways, having no memory as to what I was supposed to do next, I took Greg Noe’s ancient advice and went under the ocean through a cave, popping up…kinda back where I started, with the Millennial Fair still happening and all the weird monster-people no longer running the shops and living in the houses. Hmm…all right.

I traveled around a bit more, fought some monsters back in dinosaur-time land, got Crono up a level, purchased a new sword for him and a new set of armor for Lucca, and then found myself unsure of where to go. Not feeling up to getting out of bed and abandoning my blankety cocoon of warmth and good feelings, I headed back to the hub known as the End of Time to see if anyone there could steer me in the right direction. Nope, but there was this one interactive section that asked if I’d like to go fight Lavos. Um, as in Lavos, the main villain of Chrono Trigger? Yeah, sure…why not. He’s the bad guy, we’re the good guys–I don’t see any reason to put this off for another dozen hours or so.

Crono, Robo, and Marle travel through time to…a desolate and wasteland-like scrap of ground. Looming before them is a giant, uh, tick monster, presumably Lavos. For some reason, Lavos made me think of a lava-based beast. Oh well. We do battle, and all seems fine for a while, with Lavos changing battle plans every now and then. But then our trio’s attacks begin to do less and less damage, and I missed an opportunity to have Marle combo-heal everyone back to full health. She quickly falls, then Crono, and then Robo. Curses. I figured that was it then, game over. Nope, instead it fades to a cutscene of some scientists monitoring the world map, now freaking out over the coming destruction. One man doesn’t escape the building in time, and a list of razed places are rattled off. Then the world faded with color, telling me this:

Dang. I guess that’s just one of the many endings in Chrono Trigger. Probably considered a bad one. Maybe I’m not meant to fight Lavos just yet (though a part of me feels like I still could’ve put up a decent fight if I hadn’t brainfarted out on keeping Marle ready for healing the team).

Well, that was that. Tara came upstairs and it was now time for more episodes of Cheers and then some good ol’ sleepy sleep. I promise to look up an online walkthrough later on and get our gang going in the right direction; I do like this game, especially its music and combat system and the way battles just happen on the same screen, and I don’t want it all to end with the destruction of Earth. I promise, I don’t.

World will end in seven days so let’s listen to Atsurou and Yuzu talk about it

So far, after two hours and some change, I’ve listened way more than I’ve played in Shin Megami Tensei: Devil Summoner Overclocked. Normally, that wouldn’t be a problem, as I enjoy talky games and there’s some good writing here and occasionally good voicework, but the first real battle you get to openly involve yourself in is so hideously unbalanced that it nearly ruins everything building up to it. First, some backstory.

Without warning, demons start showing up in and around modern day Tokyo. The three main teenage characters, Atsurou Kihara, Yuzu Tanikawa, and our nameless hero who I dubbed P-San, all come to obtain mysterious Communication Player devices, called COMPs, which also look strikingly similar to Nintendo DS Lites. These little portable bits of wonder allow them to interact with the demons–fighting, contracting, or buying them from an auction–as well as visually see how long people have left to live. This is represented as a number over there heads, indicating their days remaining. Creepy. And a bit like the severely under-appreciated Jackson flick The Frighteners.

Right. So, this trio learns about an incoming demon invasion and the fact that they have zeroes above their heads–which, if you’ve been paying attention, means they are gonna bite it real soon–and…well, they talk a lot. Mull things over. It is a JRPG after all; am I right? The original DS version did not have full voice-acting, but here on the 3DS, it does, and it is used fully. Granted, it does help with immersion, as well as remind me why I can’t stand a lot of anime these days (whiny voices). Peppered around these lengthy cutscenes are a couple of tutorial battles; here, we learn how to move around the grid, battle, earn Mecca (?), and strengthen our teams. All well and good. Easy to understand. Strong pacing.

And then we get to a part where we can “free battle” until our hearts content or continue the story, which results in a main story battle unlike any of the tutorials prior. Here, a solid six or seven monsters swarm our reluctant trio, ganging up on a single character until they are merely folded bits of flesh and fluid on the sidewalk. The minute one character and his or her team falls, the others go quickly after. I’ve popped the FATAL KERNEL ERROR screen twice now. Looks like the free battle option is there for players to grind on until we can at least put up a decent fight.

I guess I’m just confused as to why. Why such a tough battle after so few chances to fight other monsters and enhance our teams? Why so many demons at once? Why the gang up mentality too?

I dunno. Maybe I’m just atrocious at strategy-based RPGs. I never did get to grind my skills early on with revered titles like Final Fantasy Tactics or Tactics Ogre. Maybe that’s it. Or maybe Shin Megami Tensei: Devil Summoner Overclocked is broken, unbalanced, and I’ll never get to know what happens to the world when time runs out.

HALF-HOUR REVIEW – Dragon Quest Monsters: Joker

Attention fans of monsters and monster-collecting!

My review of the first thirty minutes of Dragon Quest Monsters: Joker is now up over at The First Hour. Do check it out, as well as click the link on minute #30 to get the full impact of the loss of my goo friend Blues.

It’s not a terribly long experience, the review, but that has to do with the fact that the game’s opening is basically “run up a mountain and grind monsters to a pulp.” I’ve gone a little further since then, getting a platypunk onto my team and equipping everyone with better weapons; however, still haven’t made it through that cave. I’ll be sure to sing it loud and proud the moment Hodor and Team Dream Beam make it to the mountaintop. Until then, heroes!

For a nameless story, Anonymous Notes Chapter 1 – From the Abyss is quite a mouthful

I think I’m losing my mind. Also, not sure if the above screenshot is correct for the game I’m going to be talking about, but whatever–mind lost, deal with it. The house Tara and I just moved into over the weekend is still without power, with a guesstimate of maybe coming back on some time over the next five days; the basement is no longer flooded and it seems like those deadly branches have stopped falling from the sky, but we’ve yet to get back there and truly start living. I’m without all my comforts, my staples, my coffee pot–my console gaming systems. Yeah, no Deus Ex: Human Revolution yet. And trust me, I’m grateful for having a place to stay at Tara’s parents’ house, but time is moving forward, and all I want to do is get back to the house. Snargle-dargle-blargle.

Last night, while waiting to go out for Tara’s birthday dinner, I hopped online to the 3DS eShop to see if there was any new info about the forthcoming Ambassador NES games. There wasn’t. However, I did notice an irksome $3.67 in my account, which is not enough to get a big name game, but definitely enough for an indie thing or a calculator or one of those grouped under the $1.99 category. Remember, these downloads still get taxed after you select to purchase ’em. And something about Anonymous Notes Chapter 1 – From the Abyss caught my eyes, most certainly not its title. I’m guessing its look, which evokes that charming, 16-bit era of dungeon crawlers of yesteryear like Children of Mana and The Legend of Zelda: A Link to the Past. You kill monsters, get better equipment, and protect your hometown–that kind of experience.

So far, I’ve hacked and slashed some a whole lot of monsters, gathered some items into my inventory, got killed, and lost all of my items. Wee! It’s hard to tell if this is its own game, or just like a snippet plucked from the full DS retail release, just called From the Abyss. Disappointingly, I haven’t found a single anonymous note. The plot involves a guy conveniently named Raid meeting up with a girl named…Helen and then fighting down screen after screen of monsters and trying to destroy the monster boss to keep the lands safe and sound. Rinse and repeat. You can absorb abilities from monsters too, maybe just like in the wonderful Brave Fencer Musashi, but I haven’t really gotten the hang of it yet. As this is merely a single chapter in a longer story, I’m not expecting much, but then again, the game cost just about as much as my morning cup of hazelnut coffee (cream and sugar), and satisfied me for long enough. We’ll see if I keep grinding. Probably not considering tomorrow I’m getting 10 free NES games for my Nintendo 3DS. That’s all well and good, but I really just want to go home.

Professor Layton and the Last Specter to open up a new trilogy

Oh my, looks like we have another new release coming out this year for the Nintendo DS, not the Nintendo 3DS. That’s right. The 3D-less system is still kicking, and it’s gonna be kicking even higher with the fact that we’re getting another Layton title, a prequel that, um, kicks off a new trilogy. Professor Layton and the Last Specter–known as Professor Layton and the Specter’s Flute in Japan and Professor Layton and the Specter’s Call in Europe/Australia–hits North American shores on October 17, 2011.

Professor Layton, newly appointed, receives a letter from an old fried requesting his assistance at the village of Mist Haley. According to the letter, a giant specter is appearing at night and wreaking havoc. It looks like everything we’ve come to expect from the series, such as top-notch animation, intriguing puzzles, and a story that is gripping and mysterious and probably not without a twist or two:

Mmm. Oh, and something else to take note of. The North American version is coming bundled with London Life, a previously unlockable RPG that looks and plays a lot like Mother 3, but is set in Luke and Layton’s universe. Yeah…jump for joy on that ticket. Supposedly, it’s of the 100+ hours ilk, and that absolutely rocks especially because it is no longer only available to those that beat the game, coming unlocked from the get-go. Not sure which I’d want to try first.

Really, at some point, I should finish up the original trilogy. I absolutely loved everything about Professor Layton and the Curious Village, and actually used that game as full-blown proof that a girl I was kinda seeing at the time should pick up a DS of her own. And she did. Those mathy puzzles, while not my thing, were definitely hers. Haven’t gotten to try the other two in the series, Diabolical Box and Unwound Flute, but maybe they’ll be a bit cheaper now that time has come to pass and a new entry is about to debut. Will have to keep my eyes peeled…

Hurricane Irene, the weekend, and gaming

Well, we all knew she was coming ahead of time, and thankfully many of us paid heed to the warnings, but things were still pretty rough this weekend. In terms of things hitting close to home, the house we literally just moved into on Friday…well, it’s currently without power and hot water and the basement had about two to three inches of water in it. Plus, branches of deadly size were breaking off and dropping on the back deck:

Ugh. Yeah…don’t even know what’s going on in our other place–the Leaky Cauldron–but most likely not much, just power loss. Or extensive leakage. Trying not to think that way. Won’t be able to check on that for a little bit though. Pray that the remainder of our stuff remains dry and safe and…dry. Dry is the important factor here.

Tara and I spent the entire weekend at her parents’ place in Sparta, NJ, which still got hit with a lot of rain, heavy winds, and power loss. Honestly, prior, I thought that there was too much media hype about Hurricane Irene–my mother would’ve called me days ago and told me to pay attention and be prepared and that there was no hype, that this was a major storm rolling up the East Coast–and I probably would’ve just carried on as business as usual. Thankfully, everyone else freaking out began freaking me out and we smarted up, moved as much as we could into the new home, and then hunkered down elsewhere.

Before the storm rolled in, I made a quick swing by GameStop, interested in picking up a “get me through the hurricane” game, as well as rewarding myself for all that heavy lifting and stress that comes with physically moving from one place to another. I figured that if the power went out, I’d at least have my fully charged 3DS for a few hours of distraction/entertainment. I had a slight interest in Shin Megami Tensei: Devil Survivor Overclocked, the first true Japanese RPG for the Nintendo 3DS since its launch, and that’s interesting, considering the DS was always playing host to this JRPG and that JRPG. So I grabbed it, looking forlornly at the numerous copies of Deus Ex: Human Revolution on the shelves behind the counter. My friend Greg had ordered me a copy, and I was hoping to get it in time for some weekend gaming, but Amazon was late shipping it, and then factor in the slim chance of being at the house to actually play it…wah.

But then DE:HR arrived on Saturday! I have read the game’s manual twice. That’s kind of like playing it, right?

Other than that, I played some Braid, VVVVVV, and more The Sims Social to help pass time as we *ahem* weathered the storm. Will probably have some posts up this week about these games, as well as some other goodies. Stay tuned. And please, please…stay away from falling branches.