Tagged: DSiWare

Q-Games and Nintendo made a DSi tower defense game!?

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Darting to Club Nintendo this morning after the reveal of that super sweet Luigi sculpture (which still isn’t on the site) I noticed Nintendo was offering a humble little game called Starship Defense at a discount. I somehow missed this on DSiWare back in 2010 but it’s a quaint, stark looking tower defense game published by Nintendo and developed by Pixeljunk proprietor, Q-Games.

How did I miss this!? Oh, it was on DSiWare, that’s probably how. Anyone out there played it by chance? I’m intrigued but still pretty cool on tower defense games.

Re-Review: Art Style PiCTOBiTS (DSiWare)

Back in the days when I was writing for that other site I would post snippets of reviews here and link to them. As they’ve disavowed any knowledge of me I figured it’s fair game and since I just transferred PiCTOBiTS to the 3DS and reminded myself of this review, here ya go:

For a simple downloadable title there’s a lot of history behind Art Style: PiCTOBiTS. Developer skip started things on the Game Boy Advance with the ‘bit Generations’ series and have evolved the hallmark of simple gameplay coupled with arresting visuals into the Art Style series for the WiiWare and DSiWare stores. To date PiCTOBiTS is the most original and worthwhile investment on the fledgling DSi downloadable service, but it’s not quite enough to warrant upgrading from a DS Lite on its own.

That’s not to say it isn’t mind bending, puzzle game fun because this is some of the most frantic, perplexing and rewarding action I’ve yet encountered at the end of a stylus. In traditional fashion big colorful pieces come marching down the screen and it’s your job to turn their pokey angles into squares, rectangles and lines to clear them before they reach the bottom. You do this by touching a colored block at the bottom of the screen and then placing it along the downward path of the larger megabit pieces. Each stage starts you out with a few rows of blocks to work with but once they’re gone you’ll have to decide which megabits you clear and which ones you let fall down the screen to provide more color coded ammunition.

Clearing the megabits as fast as possible is challenging enough but to play the game well takes incredibly quick hands, and an even quicker intuition. Once you take out part of a megabit the game freezes while the pieces fly up to the top screen, giving you only seconds to line up more blocks underneath before the remainder of the megabit plummets to the ground. The quicker you clear megabits the higher your multiplier climbs, doling out more golden Super Mario coins in the process. Using the megabits strategically combined with the ability to place blocks anywhere on the screen (instead of simply stacking them up as in most other puzzle games) is half of what makesPiCTOBiTS so unique.

Holding true to the Art Style formula, the retro presentation is the other half of the package. With a cartoon cast or uninspired visuals the game would be little more than a forgettable knock off of 1989’s Quarth, but PiCTOBiTS packs as much Nintendo fan service as Super Smash Bros., both in its visuals and soundtrack. Each of the fifteen stages is based on an NES game, ranging from the ubiquitous Super Mario Bros. and Zelda to the more obscure Devil World, Baseball, and Wrecking Crew. The colored blocks that fill the screen represent little chunks of a pixel image from the game and also serve as your goal. Unlike the never ending flow of Tetris, once you’ve cleared enough megabits to fill in the image on the top screen you’re done. Colored blocks and a gray backdrop are all the graphics you get but combined with the music each stage inexplicably becomes the game it represents.

Remixing a song is a delicate balancing act; maintaining the sound that made the tune memorable in the first place while adding elements to make it a standalone piece. Japan’s chiptune group, YMCK, has done it perfectly here inPiCTOBiTS, adding nothing but equal parts 8-bit “blips” that fall right in line with the source material. It’s also interactive and as you progress through each stage new layers of melody build over the basic beat until the tune is in full swing, ratcheting up the excitement and drawing you beyond the puzzle game. On one of the final stages I found myself thinking of the massive green, white, and yellow megabits as Koopa himself, not just parts of the image I was creating. I was right there with Mario, jumping over fireballs and hammers even as my hand was moving colored blocks around the touch screen. It’s a sense of immersion that you very rarely ever get from a puzzle game and totally justified the $5 price tag for me, even if it’s not the most content-rich experience on the DS.

As good as it is, Art Style: PiCTOBiTS isn’t going to drive anyone to spend $170 on another Nintendo DS system. Playing straight through the fifteen stages is only going to take a few days of bite-sized play sessions and though there’s a lot of unlockable stuff, it’s not going to appeal to everyone. The music player, with seventeen tracks to unlock (each with alternate renditions) is only for the truly geeky and the Dark versions of each stage are so frantic and challenging that most players are unlikely to struggle through more than one or two. However, it’s pretty much inevitable that we’re all going to upgrade to a DSi at some point and no matter what has hit the service in the meantime, Art Style: PiCTOBiTS will always be one of my top recommendations on the DSiWare store.

AfterZoom infects your world with science

Sucker that I am for augmented reality stuff, here’s a little bit about AfterZoom from Abylight, coming pretty soon to DSiWare. As is the trend these days, the outer camera on the DSi functions as your portal to a world of critters to catch, care for and battle. The difference here is that much of what you’re doing is based on both biology and chemistry; so much so that Abylight has been awarded a part-grant from The Ministry of Culture of the Spanish government, where the developer is located.

Snap a photo of something around you with your inexplicable DSi “microscope” and, at varying levels of zoom, you’ll find elements to harvest and organisms to capture. By visiting the Chemical Lab you can use real chemistry formulas to mix up new elements to both nurture and evolve the organisms you’ve captured and cataloged in the Sample Bank. That’s the Tamagotchi part: checking in after several hours to feed and interact with your bacterial companions. The one-on-one battling comes into play when you find a wild organism that’s too strong to capture straight away. You’ll have to choose the right creature from your Sample Bank to match the stamina and strike force of the wild bacteria.

I like science and I like augmented reality trickery. I don’t know that I’ll be sinking my time into wrangling the bacteria of the world but I like what they’re doing with AfterZoom. See some more over here.

 

Cute Dodos, liquid physics and more from Neko Entertainment

Don’t even ask me how I wound up on the homepage of a DSiWare game, just look at this explosion of cuteness! Happy dodo wearing glasses, giddy stack of eggs, a Red Cross stylus (ahh! It’s not real), a Crash Test Dummy egg, and a whole slew of animals yearning to eat a clueless dodo egg. How do the eggs even get faces? Seems like they’re happy enough just being eggs to even bother hatching. The game itself is a cute but familiar 2D physics puzzler but it led me down a hole to developer, Neko Entertainment‘s site.

Their main page has a little animation of a puddle flying across the frame and that kind of physics puzzler I’m still not burnt out on. Simply titled Puddle, it’s labeled as a Work in Progress for Xbox Live Arcade but is available as a free download for PC which I just grabbed. A handful of levels see you simply rotating left and right to move some impressively generated liquids through puzzles. Of particular note is the stage that looks like mercury moving through the human body, complete with black and white X-ray view and beating organs. Very slick, I hope it gets expanded upon and brought to XBLA as a full-fledged game soon!

Neko’s also got a new Wii game out now in Europe called Western Heroes that tweaks all the right memories of Wild Guns from the SNES and Sunset Riders. A cel shaded-esque steampunk western, it has two things going for it. One, the art style is kinda neat; colorful and bright. Two, it comes with a plastic repeater rifle you shove your Wii Remote and Nunchuk into and manually cock to reload. The downside? It’s an on-rails lightgun shooter. Not the most promising but I like how they’ve run with it!

Sure, they’ve done a lot of Wii and DSiWare games I’ve glanced past but there’s some serious spunk at Neko Entertainment. I like their style and am looking forward to seeing what this mysterious “AAA” 3DS title they’re working on turns out to be.

Plants vs Zombies shambles onto your DSi as a download

As it just came out on Monday the 14th (and I’m writing this the same day) I’m having a hard time determining if this surprise downloadable DSiWare version of Plants vs Zombies is the same as the recently released retail DS cart. The PR copy reads the same with both versions featuring “five game modes and… four all-new mini-games,” but the DSiWare copy will save you a trip to the store and only costs 800 Nintendo Points ($8). In comparison, the physical version still retails for $20.

This puts the game one step closer to total platform domination having now appeared on PC and Mac, iOS, Xbox Live Arcade, PlayStation Network, Nintendo DS and now DSiWare. That only leaves the Wii, Android, PSP and… Linux before you have no excuse to have never owned a version of Plants vs Zombies. That is, unless you’re a human-among-the-undead like me and just don’t like the game. Great soundtrack though.