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CHIBI-ROBO, NINTENDO'S DOMESTIC HERO, FEARLESSLY LEADS A REVOLUTION IN RADICAL GAME DESIGN фан
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is SONIC RIDERS ЗОО Bees] Gotta line ‘em all up! xm DRIVERS WANTED 537
ANIMAL CROSSING
TAPPED OUT?
We understand.
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NINTENDO z—
POWER
CONTENTS MARCH 2006
24 Real Golf vs. True Swing Golf Keep your arm straight and your head down, and pretend you're swinging a bucket. Or, if you're like us, just use the stylus.
27 BREAKING THE MOLD
We examine some of the brilliant new titles coming to Nintendo systems in 2006.
28 Chibi-Robo
34 Odama
36 Drill Dozer
38 The Rub Rabbits!
40 Super Princess Peach
42 Space Invaders Check out details of Metroid Prime Hunters’ dazzling multiplayer modes.
46 Inside Zelda
Yoshiyuki Oyama wants to make sure Link is never alone in the world.
Hey, Sonic—Ronald 50 Anima ае ЕЩ 8: McDonald саПед. Не Ж wants his shoes back. Got the village-buildin’ blues? Our enor- mous ACWW design guide will make your neighbors green with envy.
60 Monkey ‘Round Yov'Il laugh; you'll Super Monkey Ball Touch & Roll shows how cry; you'll: wearpink, much fun poking a primate with a stick can be.
62 High оп the ‘Hog
Just when you thought the blue fella
couldn't go any faster, Sonic Riders comes Votevall you at you like a shot. want—we'll print more-ballots. 68 NP Power Award Nominations
Let your voice be heard! Vote for 200575 best games in our annual poll.
Cpr
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та, elite дя! [nae 12 Скон the | дәсе! of Qul Асаба.
EVERYONE
Visit www.esrb.org for updated rating information
o ESRB CONTENT RATING ҮҮТ
NINTENDO z—
е SE. CONTENTS
SPLINTER CELL TEACHES US RIGHT FROM WRONG; FIFA HITS THE STREETS AGAIN; HARVEST MOON PLAYS A TUNE; POKEMON MAKES UP A NEW WORD; WORMS DECLARE WAR; NARUTO PLAYS A ‘TOON
will.do for a.s'more. 8 Pulse Readers moan over the Top 200 list, ponder 81 / Baby Bowser’s genealogy, and see the world through Link-colored glass.
12 News 18 Previews
For those who can’t wait for a farming/ soccer/spy/puzzle game, we've got your bases covered.
Archangel is sort: of the Prince of the X-Men world:
26 Point/Counterpoint 76 Playback
Take a look back at Earthworm Jim in our
new column on old-school gaming. 93 даа Р Our arms аге getting 78 Classified Information sore from patting our- ^... We dish up a veritable cornucopia of codes selves on the back: Я for you to enjoy. 86 82 Contacts This thing will ook «| sweet on my Vespa.
83 Reviews
92 Community If your idea of opera is big ladies in viking helmets, the Protomen will blow your mind.
96 Game Over The Power Quiz is taking a much- needed vacation. But after facing Zeromus in FFIV, you'll need one, too.
97 Next Month
A retrospective on the character who
made cow-launching an art form. Pg. 76
ЭТОТ OF 10! “ONE HECK OF ROLLER COASTER RIDE”
* NINTENDO POWER ТДИ»
Sonic Rush pushes the DS to its limits as Sonic rushes, races and dashes between BOTH screens with dizzying dives, near vertical curves, extreme jumps and brain-twisting loops! Prepare for a whole new dual screen experience, Sonic-style!
9.5 ото 710!
“That Sonic epiphany we've been
waiting for all these years.” * Play Magazine
Race with Power-blast Speed up Hang on in Move in Sonic and Blaze! through the curves! on major loops! high places! 3D too!
INTE
"Sonic is about speed, and that's what Rush delivers in spades."
* Electronic Gaming Monthly
EVERYONE
Mild Cartoon Violence
ESRB CONTENT RATING мие n NTENDO E>. >
SEGA is registered in the U.S. Patent and Trademark Office. SEGA, the SEGA logo, SONIC TEAM logo and Sonic Rush are either registered trodemorks or trademarks of SEGA Corporation. © SEGA Corporation 2005. All rights reserved.
NOW FOR SOMETHING COMPLETELY DIFFERENT
= A happy robotic homemaker, a giant pin- ball flattening foes in feudal Japan, a subterranean Robin Hood, a princess with vibes, and a collection of curious minigames touching on relationships and love—the five subjects of this month's feature Break- ing the Mold explore topics and game styles few gamers or game makers have ever contemplated. Looking for insights as to what inspired the develop- ers, NP's writers dig below the surface and discover Chibi-Robo, Odama, Drill Dozer, Super Princess Peach, and The Rub Rabbits! aren’t just technical or visual experiments; they’re innovative games that lead to truly great and often-surprising experiences. And next month’s Brain Age feature will prove that Nintendo will stop at nothing to blow (or sharpen) your mind; you can count on it.
Great gaming is also on the horizon from Metroid Prime Hunters, and we reveal amazing details about the long-awaited multiplayer shooter. You might be even more amazed that you can turn your Animal Crossing village into a tropical paradise using simple strategies; we'll show you how! Additionally, in this issue we're debuting two new features: PlayBack-a look at classic games—and Game Over, a special one- page strategy guide for clobbering a final boss such as this month's victim, FFIV’sZeromus. Add Inside Zelda, reviews, previews, news, an expansive look at Sonic Riders, a reality check for golfers, and voting for the 2005 NP Awards, and you've got one packed
March mag. p 2 2L
Scott Pelland Managing Editor
8 eoo power
LETTERS
TOP 200
When | picked up Volume
199, | almost threw my fists in the air with rage when I saw how you ranked what is quite pos- sibly the best game of all time: Metal Gear Solid. Now | don't mean to sound like a fanboy, but number 68? How could a game like Conker's Bad Fur Day beat MGS? (It had] a grade-A plot full of twists and turns around every corner, some of the best gameplay I've ever experienced and unforgettable boss fights (like the Psycho Mantis duel), and the characters! Solid Snake is not only cool, he has a complex backstory and personality. So hear my cries and please give credit where credit is due!
Dr. Jones
via the Internet
Though we agree that Metal Gear Solid is one of the greatest games of all time, the fact that The Twin Snakes was merely a remake prevented it from placing higher on the list.
| think that you messed up big-time on the Top 200 countdown. When | opened issue 200 and saw that Super Smash Bros. Melee [ranked] number 16, | was outraged. It is the best game ever. Ocarina of Time is great, but Melee is way better. It should have at least placed in the top three. Jonathan P. via the Internet
1 agree with almost every game that you put on the Top 200, but | have issues with the games that were placed in the top 10. First, | don't know many Metroid fans who like Metroid Prime more than Super Metroid. Next, The Wind Waker is an awesome game, but | don't think it really deserved a spot in the top 10. If | was choosing the titles, Final Fantasy 3 for the SNES would have been number 4. My final and biggest complaint is the position of Resident Evil 4 at number 2. It's a great game and everything, but there are so many other titles that have done so much more for gaming. At the cutoff date [for the list], RE4 had only been out for six months. | seem to recall a similar [situa- tion] in issue 100 when GoldenEye 007 was in the top 10. | would have pushed Resident Evil 4 down and put A Link to the Past at number 2. Then I would have bumped up Chrono Trigger to number 3. As for Ocarina of Time at number 1, | couldn't agree more. Yumil1988 via the Internet
Overall, not a bad list, but some games are absent, and some games are defi- nitely in the wrong order! Where in the world is WWF No Mercy? That is by far the greatest wrestling game to this day. Where is NBA Jam: Tournament Edition? Street Fighter Il... yeah, OK, but Street Fighter Il: Turbo was the best of the Street Fighters that appeared on the SNES. Super Bomberman was literally the bomb, yet it's not highly ranked. That was like the ultimate multiplayer console game. C'mon, GoldenEye 007 at number 20? That's a top-10 game. Speaking of golden, Golden Sun at number 31? Yes it's a great RPG, but number 31? And Super Mario Sunshine at number 13? Again, a fun, great game, but unworthy of such a high spot. Finally, once again Final Fantasy III gets the edge over Final Fantasy II [as it did in Volume 100]. Am I the only one that believes FF II has the better storyline? One of your writers bet- ter be on my side!
Nick L. via the Internet
At least one member of the NP crew con- curs with you on each of those points, Nick, but the list was determined demo- cratically. Unfortunately for a couple of the writers, the NP form of democracy tends to involve barbed wire and a cattle prod.
Гат pretty confident when | say that nobody on Earth was excited to see what you all thought was the best Nintendo game of all time. We all knew you were going to choose The Legend of Zelda: Ocarina of Time. It is a pretty good game, but it is absolutely not the best game of all time. Metroid Prime is at least twice as good. lan H. via the Internet
No matter what anyone else says, I for one was overjoyed when I found that you guys picked Ocarina of Time for the top Nintendo video game of all time. It was Ocarina of Time that sucked me into gaming. | was six when my 14-year- old cousin was using his newly discov- ered Kokiri sword and I decided, "Wow, | want to play that!" | managed to con- vince my parents to buy me a Nintendo 64 that Christmas, along with a copy of Ocarina of Time. | turned on the power and watched in awe as the hero rode by on his horse. It is still the best game 1 ever played. Hats off to NP. Emkay
via the Internet PS-Resident Evil 4 got second? Over games like Super Mario 64 and Super Smash Bros. Melee? Wha? Did you guys get hit on the head a little too hard or what?
| just wanted to let you know that if Resident Evil 4 is not number 1 on your Top 200 list, then you guys can expect a couple of chainsaw guys at your door (unless it gets beat by Ocarina of Time). GanonSlayer13 via the Internet
Whew.
WINDOW MAKER
Just thought I'd share this with the Nintendo community. I'm sure it would look really cool in Pulse. I had to greatly reduce the number of pieces from the original Wind Waker promo poster, although it's still 200+ pieces. It took about 40 hours to complete, and | only cut myself twice!
Jarod S. via the Internet
That, sir, is awesome.
MORDOR, WASHINGTON Can you show us some pics of your workplace? | have been wondering what it looks like forever! Chris B. via the Internet
NP headquarters:
KOOPA PROCREATION | must say, out of everyone in the Mario universe, Baby Bowser is ultimately my favorite. But the storyline in Super Mario Sunshine makes me wonder. Who is Baby Bowser's mom? I happen to know for a fact that male Koopas can not lay eggs.
Chris the Hedgehog
via the Internet
How exactly do you know that “for a fact”?
WALLET OF SORROW After re-reading the Pulse section in Volume 196, | saw the message [recom- mending] Castlevania: Aria of Sorrow as a good starting point for someone new to the series. So | checked various gaming retailers and found that they either didn’t have it, or it was about $100! What's the deal!?! Derek W. via the Internet
Aria of Sorrow has become pretty rare, hence the exorbitant prices. Fortunately, Konami is releasing a new Aria of Sorrow/Harmony of Dissonance double pack for an MSRP of only $29.99. It should be available by the time you read this.
HEARTTHROB After seeing Andy Myers’ picture in the Community section in Volume 199, | must say | am rather attracted to him (looking past the severed ear). Can you tell me more about him? Like his age, sign and phone number? DG via the Internet
Andy is a 28-year old Aries. We'd give you his phone number, but he’s still trying to elude his last stalker.
FOR FUN AND PROFIT
Hey NP, I need serious help. I turn 17 in a few months and I'm really getting into Nintendo stuff. I've covered the wall with video game posters, and I'm checking out game-design schools. But my mom thinks I'm wasting my life and my video game time has been limited to
30 minutes a week. She thinks I should be a construction worker or something. Joshua via the Internet
Most of our moms felt the same way, but look at us now. All of that “wasted” time led to careers doing something we love. And we don't know the exact statistics, but. мете betting your average game designer is less likely than a construction worker to have a steel girder fall on his head. You might want to point that out to your mom.
APOLOGIES TO RIDLEY SCOTT Is Chris S. an alien?
Alborz О. via the Internet
No, but you wouldn't believe what hap- pened to him the other day... .
CORRECTOR’S CORNER | just wanted to inform you about a small mistake in Volume 199. While this might not seem like a big deal to you guys, it is a big deal to a Sega fan like me. When you guys showed off your video game swag [in the community section], you said that Steve's [NiGHTS Into Dreams] was for the Sega CD when it's really for the Sega Saturn. Leapsouth viathe Internet
Steve Т. responds: “Oh, I consider it a big deal all right. | want my fellow Segaphiles to know that the error was not mine. Let's just say the offending party is a rather dashing Aries."
PLEASE WRITE US:
pulse@nintendopower.com Or via carrier pigeon at:
Nintendo Power PO Box 97033 Redmond, WA 98073-9733
THE NAZGÜL
PUBLISHER T. KIMISHIMA EDITOR IN CHIEF YOSHIO TSUBOIKE MANAGING EDITOR SCOTT PELLAND
ART DIRECTOR Kim LOGAN SUPERVISING EDITOR JESSICA JOFFE STEIN SENIOR WRITERS/EDITORS STEVEN GRIMM GEORGE SINFIELD SENIOR WRITER STEVE THOMASON STAFF WRITERS CHRIS HOFFMAN ANDY Myers CHRISTOPHER SHEPPERD EDITORIAL CONSULTANTS REGGIE FILS-AIME GEORGE HARRISON DAN OWSEN JACQUALEE STORY JUANA TINGDALE COPY EDITOR CANDACE ENGLISH ASSISTANT PRODUCTION MANAGER MACHIKO OEHLER SENIOR PRODUCTION SPECIALIST CORINNE AGBUNAG PRODUCTION COORDINATORS Mayumi COLSON PAUL GERLT DESIGN LEAD Jim CATECHI SENIOR DESIGNER Tim GARRET DESIGNERS Cory CONNER REBEKAH LANE DAVID WATERWORTH PRODUCTION ASSISTANT Pete MICHAUD
DESIGN, GAME STRATEGY & ILLUSTRATION
V-DESIGN INc. V-DESIGN INC. ART DIRECTOR Yost! ORIMO V-DESIGN INC. ADAM CROWELL Emity CROWELL OLIVER CROWELL MATT FISHER BRIAN JONES SONJA Morris JOHN RICE и STORY BUSINESS DIRECTOR CASEY PELKEY MARKETING MANAGER Jerr Barus
SALES AND MARKETING ASSISTANT MANAGER MALINDA MILLER
FOR ADVERTISING INQUIRIES, CONTACT NP.ADVERTISING@NOA.NINTENDO.COM
VOLUME 201-March 2006 Nintendo Power is printed in the U.S.A. and pub.
ritten permission from Nintendo of
ica Inc. copyright owner. Nintendo is a regis Ко! Nintendo of America
s and characters are owne
that market or license those
MSRP: Manufacturer's Suggested Actual retail prices may va
Official
Seal
marcn 2006 9
Pulse
MOST"
4 я >NINTENDO GAMECUBE ks The only thing missing from Mario Party 7's maritime festivities:
WANTED
Go to nintendo.com to vote for your most-wanted games and let your voice be heard!
We heard from some readers that last month's egg nog recipe was a little bland. For more flavor, try penguin eggs.
THE LEGEND OF ZELDA: TWILIGHT PRINCESS
Снв!-Ёово ^
X SONIC RIDERS ч
L ODAMA
15 Harvest Moon: х) Macicat MELODY
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ча
Somalian pirates. And egg nog.
9
10
Mario PARTY 7
DANCE DANCE REVOLUTION: MARIO Mix
Pokémon XD: GALE OF DARKNESS LEGO SrAR Wars
SHADOW THE HEDGEHOG
HARRY POTTER AND THE GOBLET OF FIRE
MARIO SUPERSTAR BASEBALL SUPER MARIO SUNSHINE Тому HAWKS AMERICAN WASTELAND
MADDEN NEL 06
>GAME BOY ADVANCE Emerald's long reign at the top comes to an end as Pikachu and pals fall to the might of Disney Princess.
DISNEY PRINCESS
POKÉMON EMERALD
Ms. Pac-Man MAZE MADNESS
THE SIMPSONS: ROAD RAGE
SHREK 2
Disney's FINDING NEMO
SPONGEBOB SQUAREPANTS, З NICKTOONS DOUBLE Pack / 9 Bratz: Rock ANGELZ 1 () Harry POTTER AND
CRASH BANDICOOT: N-TRANCED THE GOBLET OF FIRE
КЕ After (literally) years of wait- і 5 ing, Tales fans are eager to get
their hands on Phantasia.
1 TALES OF PHANTASIA
Z Naruto: NINJA COUNCIL ^ < PiRATE BATTLE
У
l METAL SLUG 1
l3 Tue Tower SP 9 Mario Kart DS NINTENDOGs:
DACHSHUND
NINTENDOGS: LABRADOR RETRIEVER
NINTENDOGS:
SUPER MARIO 64 CHIHUAHUA 05
Е a | кг $ [ША Ая Mario Bros., Metroid, Resident S - E v Evil, and Mana all on one plat- : form? Sounds like handheld
heaven to us.
»NINTENDO DS Keep on buyin’ Mario Kart.
а E! £3 = © £ I] = 5 a 14 Ed = © Ф Ф = o =
1 New Super Mario Bros. мъ 2. 9 CASTLEVANIA: DAWN ОЕ SORROW
^ A, METROID PRIME HUNTERS
4 RESIDENT EVIL: DEADLY SILENCE Zoo Tycoon DS THE SIMS 2 Harry POTTER AND Sonic RusH
THE GOBLET OF FIRE
[А CHILDREN OF MANA
5 SUPER PRINCESS PEACH Sales data courtesy of the NPDFunworld TRSTS Video Game Source.
WHO NEEDS WHEELS ы Л 20024 GOT AIR?
> и _ сиса massive Ar Shred the Wake! и ттт ваше! COMING FEBRUARY 2006 | Е] | PlayStation.2 EI @ SON Ic SEG A d
SEGA is registered in the U.S. Patent and Trademark Office. SEC logo, the SONIC TEAM logo and Sonic Ri red trademarks or trademarks of SEGA Corporation. © SEGA Sie rale soa Wd ‘and the "PS" Family logo are Tegetored undemaris i Sony compute: E teolnment Inc Метово Xbox and the Xbox logo a are either колена ders c demi More Corporation in the Она Stes or other countries. TM, & "and the Nintendo Gamecube logo are trademarks of Nintendo. © 2001 Nintendo. The ratings (con i$ à trademark of the Entertainment Softwa
ЕТТ
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X3 Xcitement
Coinciding with this spring’s probable blockbuster, Wolverine, Nightcrawler, and Iceman are jumping out of the movies and comics and onto all Nintendo systems. We hope you like the smell of brimstone.
Snikt. Bamf. If those words mean anything to you, you've got a lot to look forward to in 2006. May marks the release of Fox's third X-Men fea- ture film, and to go along with it, Activision is bringing an X3 game to Nintendo GameCube, DS, and Game Boy Advance. Set prior to the events of the movie, the GCN version—devel- oped by Z-Axis of Dave Mirra Free- style BMX fame-stars Nightcrawler, Iceman, and Wolverine in a 3-D action-adventure extravaganza. Character-specific levels will allow the three mutant mainstays to show off their trademark powers with style. Nightcrawler's stages are designed for a stealthy approach and are filled with rafters and climbable walls so he can make the most of his acrobatic Skills; he can also use his teleporta- tion power to sneak up on foes and knock them out before they know what hit ‘em. By contrast, Wolverine's stages will be all about in-your-face slash-'em-up combat (complete with
Iceman: As always, the epitome of cool.
destructible environments) as he puts his trademark healing factor and berserker rage to use against some of his famous rivals. Meanwhile, Iceman's wide-open areas will let him take to the air with his patented ice- slide maneuver and unleash hail- storms and ice blasts. All three char- acters will have upgradeable skills, and other CPU-controlled X-Men will join the heroes in battle; Colossus, for example, will lend Nightcrawler his strength in certain stages.
Deep ties to the movies and comic books further enhance the game's potential. Activision received access tothe film's preproduction assets to ensure authentic costumes and art direction, plus Chris Claremont (the legendary X-Men comic scribe) and Zak Penn (the screenwriter for X2 and X3), are coscripting the game. The plot connects the second and third X- Men films by detailing Iceman's evolu- tion into a full-fledged member of the team and explaining Nightcrawler's
Concept art reveals Nightcrawler’s new look.
Giant fire serpents are usually bad news.
12 „екоо power
Hopefully Silver
unfortunate absence from the third film. Movie locales such as the Alkali Lake base from X2 and the Statue of Liberty will join comic-based environ- ments like the Silver Samurai’s Japanese headquarters, exemplifying the print/film symbiosis. In addition, heroes and villains from the comics will get a movie-style makeover.
Activision hasn't released any specifics about the DS and GBA ver- sions of X3, other than to say they're developed by Amaze and Way Forward respectively, but with any luck, all three versions will x-ceed x-pectations. —Снв Н.
Everybody loves Wolverine. Except for guards and flunkies.
Samurai’s elevators work.
PORTABLE PUNISHMENT
No Mean Feat
EA's first Street title for the DS takes one-upmanship and fancy footwork
to new levels as gamers worldwide hit the pavement for FIFA Street 2.
At the same time that it hits con- soles, in late February, FIFA Street 2 will be kicking it freestyle on the Nintendo DS, giving gamers the same type of four-on-four underground Soccer experience that they've enjoyed since February 2005's FIFA Street debut. The new title takes trick execution to the extreme with but- ton-combo-enabled moves. The Trick Stick (which is the C Stick in the GCN version) is a virtual Control Stick on
the DS touch screen that you can manipulate with your thumb or the stylus. The culmination of your trick- ery is а showstopping Gamebreaker that can bring the match to an early end.
The open-field Nutmeg is a thing of beauty.
© |
1
| | SQUASH IN| The console versions feature 10 рц хан ч
new FIFA Street locations. The DS version includes those arenas plus an exclusive pitch in Sydney, Australia. —Georce 5.
The touch-screen Trick Stick looks and performs like the GCN Control Stick.
накн 2006 13
Ф
Reggie Lays Out Future
Gaming arts to meet marketing smarts at the “06 DICE Summit.
Keep an eye on nintendo.com on February 9 and 10: Nintendo's exec veep Reggie Fils-Aime will be sharing his thoughts at DICE (an annual indus- try event) on expanding the market for interac- tiveentertainment. When Reggie speaks, the world listens—so stay tuned for his heavy-hitting ideas.
DS Shatters Speed Record
The Nintendo DS leaves previous record-holder GBA choking on its dust.
As ‘05 came to a close, Nintendo president Satoru Iwata announced that the DS hit five million units sold in Japan faster than any system before it. In addition, four DS titles have surpassed the mil- lion-sold mark in Japan: Animal Crossing, Nintendogs, and the two games in the brain-train- ing series (Brain Age and Brain Flex).
MLB 2K6 Gets the AOK
The upcoming baseball season will swing into action on the GCN.
2K Sports has slated Major League Baseball 2K6 for the Nintendo GameCube in early spring. Yankees All-Star shortstop Derek Jeter will step up as the cover athlete for the game, which developer Visual Concepts is enhancing with anew movement system and a ground- breaking morale feature.
Ice Age 2's Scrat nails a tasty part in the upcoming game.
BRAIN FREEZE!
Global Swarming
Computer-generated movies are flooding theaters in 2006 and triggering a wave of game tie-ins for Nintendo systems.
its hands with Cars, which follows a championship car as it takes an unexpected detour off the fast track and down old-timey Route 66. THQ
The CG trend will be bigger than ever in 2006, in both movies and their game tie-ins. Starting in March, Ice Age 2: The Meltdown will bring its endangered pack of animals back to will rev up the GCN, DS, and GBA rac- theaters, and the VU Games version ing-adventure games, all set in an will turn the survival-comedy sequel open-world environment, in time for into an action-adventure for the GCN, the June release. —Steven б.
DS, and GBA, all likely due around the movie's spring release. Over the Hedge from DreamWorks Animation, a flick about forest critters surviving in the suburbs, will leap to the silver
Even Finding Nemo is getting in on the action: a game sequel due in March features more than 20 minigames.
THQ has the next Pixar flick, Cars, on track for all
: three
pole мү It - те bet that Nintendo СӨП will send its game tie-ins | systems this
Nintendo’s way, though the publisher immer,
hasn't revealed specifics yet. Pixar may again have a CG blockbuster on
2
NEWS FROM JAPAN!
Software Untwists Tongues
N intendo's ever-expanding library of DS software has made the dual-screened device an essential part of nongamers' lives by training their brains and revamping their vocabularies. At the end of January, the latest DS software, Eigo-Zuke, will take on tongues in Japan. Borrowing its title from a phrase about being so totally into a subject that you're “pickled in it," Eigo-Zuke will help users speak and listen to English by immersing them in fun, quirky interactions. After hearing words and phrases, users will repeat them back to the DS via writing with the stylus and speaking into the micro- phone. Eigo-Zuke will also pickle users in English with fun minigames like crossword puzzles, writing competitions, and (eeeeek!) even a rat-catching game. —Steven G.
(Броне) (SEFER (сове тя)
14 „екоо rower
IF YOU BUILD IT, THEY WILL COME.
Reach for the Sky
Sega's The Tower SP awakens your inner Donald Trump with a skyscraper-
building-and-management simulation for the GBA.
Published by Maxis in the mid ‘90s, SimTower gave SimCity fans a new outlook on urban development. Rather than building out, gamers were asked to build up, giving their tenants a place to work, live, and dine. The game was developed by Yoot Saito's company, Vivarium, the creators of Seaman and Nintendo’s upcoming Odama, and released as The Tower in Japan. This March, it returns as The Tower SP, published by Sega for the GBA.
As the designer and manager of a behemoth on the rise, you oversee every aspect of the building’s cre- ation. You can turn it into a low- income housing development, an office complex to end all, or a bou- tique building with high-priced shops,
luxury condos, and fancy restaurants. The goal is to keep building, bring in money, and earn five-star status for your establishment.
Success comes to those who can attract tenants and keep them happy-it's a balancing act between construction costs and rental income. Amenities such as elevators, escala- tors, saunas, and places to eat, will bring in renters, but debt collectors will pounce if you go over budget. You can also hire security to maintain safety, and a cleaning service to ward away pests.
The first of its kind for the GBA, The Tower SP is sure to satisfy fans of system simulation and empire build- ing. —Georce S.
[08:07 Iraani Г
335%, 100 6847. PRESETS щъ
New types of installations, such as a cathedral, become available as your building grows.
Occupied offices and apartments bring in a constant stream of rev- enue for your building project.
The CEO of your construction com- pany dispenses details on how to get your building off the ground.
БЕГЕН?
CASS Elevator Is functi
Elevator action—if you fail to main- tain your people mover, you may set yourself up for a fall.
04:46 dirik? Г%%81& 700 БЁР, (Tower н
т оп) пя. my he Infornatlon screen.
Calendar
Since when has February been this incredible? Resident Evil rears its head. Sonic hits Mach speed ina new way. And four games vie for the title of Most Insanely Cool Concept of 2006. Bring it on!
2-6
2-7 Giant drills and
tiny robots!
It's a great day for high-tech hilarity. On the GBA, Drill Dozer gives a rad chick a crazy ride that could dismantle a Hummer. And on the GCN, Chibi- Robo faces a fate worse than death: tripping over his power cord!
ЗА
Resident Evil gets touchy-feely on the DS. If Deadly Silence’s stylus- driven knife fights don’t grab ya, giving mouth-to- mouth via the mic will! We'd suggest asking your
„ zombie friends
| ка to brush
2-14 Rub yourself raw with Rabbits. Does the Feel the Magic follow-up dare to go there? Check out our review on page 87 and find out why The Rub Rabbits! is mak- ing our thumbs go up.
S "9
[27 b. lA
ae >
2-21 Sonic shreds the
cosmic slopes. The hyper hedgehog has always outrun his competition. But will Sonic Riders outspeed F-Zero and out- style SSX? One thing's for sure: the blue dude's racer brought old friends out of hiding. Cream the Rabbit? Awesome.
She's had it with playing helpless. Joy, rage, gloom, and calm—Peach taps into forces that'd make a Jedi cry when she steps up in Super Princess Peach.
marcn 2006 15
ANNOUNCED IN DEVELOPMENT r- READY FOR RELEASE е
Game TITLE PUBLISHER GAME TITLE PUBLISHER — NEW GAMES ADDED TO THE LIST STARCRAFT: GHOST VU GAMES ee X-BLADEZ: INLINE SKATER CRAVE LEGEND OF THE ТЕЕМ TITANS MAJESCO oe. xx ACTIVISION eec River KING NATSUME өс Tom CLANCY'S GHOST XYANIDE PLAYLOGIC e THE LEGEND OF ZELDA: RECON: ADVANCED Yu-G-Ou! 6X Duet Four SWORDS NINTENDO o WARFIGHTER UBISOFT o ACADEMY KONAMI — eee Lizzie MCGUIRE & Tom CLANCY'S THAT'S So RAVEN Disney eec SPLINTER CELL 4 UBISOFT — e Mast KNIGHT: DesTINY'S WORLD CHAMPIONSHIP. NINTENDO DS SOLDIER Namco m POKER CRAVE . A Boy AND His BLOB Majesco МАн-)омб” Кок! . x ACTIVISION eec AGE ОЕ Empires: METROID PRIME HUNTERS NINTENDO ee. THE AGE оғ KINGS MAJESCO — eee Mint RC Ratty SUMMITSOFT ве: It’s a law of nature: The first GAME BOY ADVANCE BARNYARD THQ . Moeite Suit GUNDAM games revealed early each BARNYARD THQ ss Black & WHITE " Stro BANDA! o f А Е THQ CREATURES н Monster RANCHER Tecmo +оо year are often movie tie-ins. Е б » ^ BLADES OF THUNDER? SUMMITSOFT eee MOONLIGHT FABLES Majesco e Why? They're ridin' the coat- Diti: FORGE ee E Botai” KONAMI eo New SUPER tails of movie previews. And if ERASER INTENDO: "aes BRAIN AGE: TRAIN Your MARIO Bros." NINTENDO oe Re А HAMTARO: RAINBOW BRAIN IN MINUTES A DAY NINTENDO oe One Piece BANDAI ег trailers like X3’s didn’t get you RESCUE NINTENDO e. BRAIN TWISTING GAME ORGANIZER PLUS SUMMITSOFT е: riled up, seeing the games sur- HARDCORE Poot TELEGAMES eo VoL. 1° ARUZE = х Ниво: Вокклгоом Namco RIEATES GETHE face sure should! я xy сни THQ * CARIBBEAN: ICE AGE 2: THE MELTDOWN VU GAMES eo: CHILOREN OF MANA SQUARE ENIX e». DEAD MAN'S CHEST DISNEY o THE LAND BEFORE TIME: AMERICAN Снокод 05 Artus . QuapDrsERTFURY2 Мајеѕсо • NINTENDO GAMECUBE hea еы К DRAGON Quest RESIDENT EVIL: AMERICAN CHOPPER: 2 Monsters SQUARE ENIX e. DEADLY SILENCE CAPCOM oo Fut THROTTLE ACTIVISION eee REGEN OF ша KING INATSUME- ee Dynasty Warriors” Кон m Tut Rus RABBITS! SEGA BARNYARD TH өө: " : 9 Majesco’s SPORTS PACK MAJESCO eee EGG MONSTER HEROES SQUARE ENIX e. SCURGE: HIVE . ORBITAL Cars THQ е MEGA MAN ANNIVERSARY EUROPA UNIVERSALIS II POCKETPC «е SHIN MEGAMI Tensei DS” ATLUS . сненково NINTENDO ooo COLLECTION CAPCOM ве FIFA STREET 2 ЕА © ЗИМЕ MoRIMORI CuRIOUS GEORGE NAMCO ee METAL 5106 SNK гә, FINAL FANTASY IIL SQUARE ENIX ee. DRAGON QUEST SQUARE ENIX e. FIFA 5ТВЕЕТ 2 EA “ Naruto 2° Tomy/D3PA = FINAL FANTASY: ш Монк Batt 5 GREG HASTINGS Naruto: NINJA COUNCIL Тому/ОЗРА «e CRYSTAL CHRONICLES SQUARE ENIX ә. инв кой. GA ese TOURNAMENT PAINTBALL ACTIVISION e 3 Ё SUPER PRINCESS PEACH NINTENDO ee PIRATE BATTLE ORBITAL FINDING Nemo: ESCAPE Harvest MOON: TO THE BiG BLUE THQ ee TAMAGOTCHI CONNECTION: MAGICAL MELODY NATSUME oe THE PROUD FAMILY бү ее бинм NO DUNGEON INE CHUN GET г CORNER SHOP BANDA! Ice AGE 2: THE MELTOOWN VU GAMES e БАНКА CEN ced The Game oF Ш 05$ — Artus . TOP GUN MASTIFF Kirey NINTENDO ee "i Top SPIN 2 2K Sports SCURGE: HIVE ORBITAL m болон Nucser THE LEGEND OF ZELDA: SRS: S н R Casino DS MAJESCO — eee True SWING GOLF NINTENDO — eee TWILIGHT PRINCESS NINTENDO ee ENT ин DESTINATION eee Guitty Gear Dust ULTIMATE BRAIN GAMES — TELEGAMES o MAJOR LEAGUE SUDOKU Мате STRIKERS MAJESCO oo ULTIMATE CARD GAMES — TELEGAMES eo BASEBALL KS BU SPORIS же R GREG HASTINGS ULTIMATE POCKET GAMES TELEGAMES e MiNI-GoLF MAYHEM CRAVE В Super Ёовот MONKEY TOURNAMENT M " i Yes ENS ES TEAM HYPERFORCEGO! DISNEY е PAINTBALL Maxo Activision /ANDAL HEARTS ОМАМ жо NARUTO: CLASH OF NINJA. Tony/D3PA ee Tor SPIN2 aK spors Harvest Moon DS NATSUME Waar у л ч TOTALLY Spies! ATARI Hi Hi Pury AMIYUMI D3PA Е Wort Soccer Naruto: CLASH OF THe ТС бр 5 a WINNING ELEVEN’ KONAMI p NINJA 2 тому/ОЗРА. НЕ TOWER ЕВА HISTORICAL SIMULATION Worms DS THQ ODAMA NINTENDO ULTIMATE POCKET GAMES TELEGAMES Game Кок! E à PACMAN WORLD БАНУ ЛУНА ee ULTIMATE PUZZLE GAMES — TELEGAMES. ICE AGE 2: THE MELTDOWN VU GAMES ecc з enisi) #9 RAMPAGE: TOTAL ULTIMATE TABLE GAMES — TELEGAMES өө INTERN TENDO DOKUTA SPIKE DESTRUCTION Mioway oo WORLD POKER Tour 2K6 2K SPORTS ж JAM WITH THE BAND’ NINTENDO вес Sonic RIDERS SEGA ЕЕ Worto REBORN DESTINATION ве: JOHNNY ROCKETFINGERS CONSPIRACY o TENTATIVE TILE
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Battle wirelessly with up to 3 friends.
New party games like Monkey Hockey & Monkey Wars.
Over 100 stages of puzzling frenzy.
Mild Cartoon Violence
FIFA Street 2 Pokémon Trozei
Harvest Moon: Magical Tom Clancy’s Splinter Melody Cell Double Agent
Naruto: Ninja Council
Worms: Open Warfare
Double Trouble
PLATFORM: GCN * PUBLISHER: UBISOFT DEVELOPER: UBISOFT * RELEASE: SUMMER 2006
Could the new Splinter Cell be too much for just one man? Not if that man is Sam Fisher. In his newest adventure, Tom Clancy’s Splinter Cell Double Agent, the renowned spy goes deep undercover to infiltrate a terrorist organization in an attempt to take it down from the inside out. He’ll have to balance his position with the terrorist leaders against the urgency of stopping their heinous plot.
Ubisoft expects Double Agent to be one of the most immersive spy action games ever. For one, Fisher’s character will be much more in the fore- front than in previous Splinter Cell games; his slippery position between good and evil will force him to make split-second life-or death deci- sions. You will often be asked to complete simul- taneous, opposing objectives—it's up to you to choose the right path. As a result, the storyline will change accordingly, and there are multiple endings depending on which direction you take.
Fisher’s missions will send him to exotic locales all over the world, throwing him into extreme sit- uations such as skydiving and underwater mis- sions. And it wouldn’t be Splinter Cell without a host of new guns and gadgetry. The dual-agent nature of the story should provide an even greater selection of weapons than ever before, including the NSA’s latest supplies, as well an arsenal of deadly black-market weaponry.
But for all of Splinter Cell’s new ele- ments, don’t expect the renowned gameplay quality of the franchise to diminish at all. Double Agent promis- es to maintain the excellent graphics and superior artificial intelligence that has long been associated with the series. To make sure Double Agent ful- fills its technological expectations, Ubisoft is using its Montreal, Shanghai, and Annecy, France, devel- opment studios to create a game that will maximize the power of the GCN.
Double Agent will also feature the return of multiplayer modes. Few details have been released thus far, but if Double Agent borrows from its predecessor, Chaos Theory, you can expect at least a well-rounded co-op mode. —Curis S.
Dude, I think I can see my house from here!
is the fashion police, and you're under arrest! Orange is so 2004!
PLATFORM: GCN * PUBLISHER: ELECTRONIC ARTS DEVELOPER: EA CANADA * RELEASE: FEBRUARY 2006
The concrete-and-hard-contact com- panion to EA's FIFA Soccer franchise has some- thing to prove in its second outing. Though FIFA Street’s inaugural edition was well-received, the game's Street experience was stripped down com- pared to that of its NBA and NFL predecessors. The new title pumps up the street game with more tricks designed to embarrass your competition, and the ultimate soccer show-off move: ball jug- gling. A dedicated juggling competition (the Skills Challenge mode) allows eight players to take turns dazzling each other with combos that have the ball bouncing off heads, shoulders, ankles, and knees. Juggling moves also figure into the game's four- on-four street matches, providing a new way to build trick points.
FIFA Street 2’s most immediately noticeable change from the original is its shift from the default sideline view of the NBA Street games to the overhead-endzone view of the NFL Street games. You can switch to the traditional FIFA Street side view midmatch by accessing video options. The overall look of the game is similar to that of the first title, but grittier to go along with the mean-streets moves-Trick Stick-enabled jukes, kicks, and spins that stop opponents cold.
In addition to the Kick and Run competitions that challenge you to score more goals than your opponent, there are Beat Battles that award the team that reaches a trick-point quota first, plus three other rule variations. There are multiple modes, too. As in the original FIFA Street, you enter Kick Abouts to build your character's attrib- utes. The new game adds Team Captain mode, which is dedicated to accumulating a killer squad; Underground mode, which has built-up squads facing off; and International mode, a country- based competition for national pride. The teams represent 20 countries and are composed of 320 real-life pros.
The ultimate moment of every Street game is EA's signature Gamebreaker. FIFA Street 2’s take on the staple combines the original вате? ultra- powerful blast with a trick-related opportunity to score a one-shot knockout. Unlike the original game's breaker, which you could hold onto while you waited for the perfect chance to score, the sequel’s big move gives you just a few seconds of supreme power and trick-executing ability. You’ve got to weave around defenders using tricks, then send the ball into the goal for a shot that ends the match instantly.
Rounding out the title are three in-game radio stations featuring music that grooves to FIFA's international style. —Georce 5.
At the heart of FIFA Street 2 is the one-on-one game, where fancy footwork always prevails.
to execute a slide tackle, you can take advantage of the temporary power play.
PLATFORM: GCN + PUBLISHER: NATSUME DEVELOPER: MARVELOUS * RELEASE: SPRING 2006
You expect certain things froma Harvest Moon experience: crops, fish, Harvest Sprites, live- stock, days, seasons, friends, and marriage. Then there are things that you do not expect, like specif- ic objectives, rivalries, multiple property acquisi- tions, a multiplayer mode, or even а plot. Magical Melody, however, delivers all these and more, tak- ing the beloved franchise in a new direction while retaining the atmosphere and addictive activities that have defined it.
Right off the bat, Harvest Moon fans will notice that Magical Melody looks and plays quite differ- ently from its GCN predecessors (A Wonderful Life and Another Wonderful Life). The environment and play control have, in fact, been completely revamped for the better. Gone are the realistic graphics and camera controls, both of which seemed unnecessary in the context of Harvest Moon. Instead, you'll find a world reminiscent of the GCN Animal Crossing. The freed-up C Stick now lets you switch between items on the fly, and the Z
20 coo ovis
Rival Jamie is a welcome addition to the Harvest Moon series.
РН return her to her former self, you'll see.
With the R Button you can easily select the exact spot on the ground you wish to till.
Button toggles a color-coded environmental over- lay so you can view the property lines of Flower Bud Village’s farms and stores. (This new feature allows for a more open, natural environment, eliminating the need for an abundance of fences and barriers.)
You can begin your life in Flower Bud Village as either a boy or a girl, living on one of three proper- ties—both firsts for the series. Each piece of prop- erty has its pros and cons—one is infertile but great for livestock, another is best for planting crops, and the third is out of the way but great for fishing. None of the three lots start you out with much-just a house, a small field, and a handful of tools. As you progress through the game and earn money, you can buy multiple lots, expand your property lines, and construct buildings such as barns and chicken coops.
Shortly after you select your gender and home, you'll be thrown into the game's plot as you learn that the Harvest Goddess has turned to stone. The Harvest Sprites need your help collecting musical notes so the goddess can be restored to normalcy. You'll earn the notes simply by experiencing life in Flower Bud Village. When you ship your first item, you'll earn the first Shipping Note; when you cook your first meal, you'll earn the Cooking Note; if you stand still long enough, you'll earn you the Stationary Note. You can earn 100 notes in any order, and for every five notes you acquire, the Harvest Sprites will reward you with a musical instrument.
Restoring the Harvest Goddess is not an easy undertaking. Jamie, your enemy and rival, wishes to beat you to the punch. All of your accomplish- ments-farming, ranching, fishing, etc.—are This has to be the first four-player stacked up against Jamie’s in the вате” stat game based on tilling soil, ever. menus, creating a sense of com- petition as you go about your daily routine. You'll also go up against Jamie during Flower Bud Village’s various festivals.
You can forge relationships with CMEC ly even Jamie, who doesn’t like you at first) by visiting them fre- quently and showering them with gifts. Much like in previous Harvest Moon titles, building a relationship with a potential spouse can result in marriage.
(There are 10 possible spouses in Magical Melody, whether you play as a boy
or as a girl.) New to the series is the option to befriend the village’s wild animals—ducks, squir- rels, monkeys, sparrows, and even dolphins—
in the same way as you can with your human neighbors.
Perhaps the most shocking additions to the Harvest Moon series are the multiplayer minigames (accessible from the game's main menu), which involve activities such as counting animals and attempting to out-dig your oppo- nents. Thankfully, despite Magical Melody’s abun- dance of new features, it remains a Harvest Moon title through and through. —Anoy M.
№0501 \Ф 0З SEE НЕК ЖГ
макен 2006.2 1
Fine Lines
PLATFORM: NINTENDO DS * PUBLISHER: NINTENDO DEVELOPER: GENIUS SONORITY * RELEASE: MARCH 2006
1 al
Don't let those adorable Pokémon foo! you. On the surface, Pokémon Trozei might look like just another variation on the Tetris theme— make lines of similar items to clear them off the board and see how long you can last—and indeed, there is that element to the game. But there’s a lot more to Trozei. Genius Sonority has pulled all the DS tricks out of their developmental hat to rede- fine the puzzler genre from top to bottom.
The first time you get your hands on Trozei, you might find it kind of easy; lining up Pokémon and triggering combos isn’t all that difficult. But the goal isn’t simply to clear the board of dancing Pokémon heads; you're also trying to earn as many points as possible by keeping the combo going. It's a lot harder than it looks—the chains occur almost by themselves, and the Pokémon are dumped onto the playfield faster and faster as you progress through the levels. Getting a huge combo score is like trying to create a snowman in the mid- dle of an avalanche—the Pokémon keep piling up faster than you can deal with them. The secret Pokémon are brutally difficult to catch, as well— not only are they incredibly rare, but you must coordinate intricate combos to catch them before they disappear. With so much to keep an eye on, your head will spin.
Pokémon Trozei uses the DS’s wireless capabili- ties in ways we haven't seen before. First, when you are in the middle of a single-player game, another player can invite you to play head-to-head in one of two multiplayer modes. If you choose to join him, Trozei will suspend your current game, and when you and your opponent are through, you'll resume your single-player game precisely where you left off. The concept is so simple and elegant; it’s just another example of how the DS seems to bring out the most innovative ideas from its developers.
When someone is playing Trozei nearby, you can use the wireless mode to sniff out his Agent Card, which includes a player’s handle and gender, anda brief message. You can also use his
Agent Card to catch a potentially rare Jie
Pokémon. The Agent Cards are stored in your game; the more you collect, the more rare Pokémon you'll be able to catch.
Multiplayer battles have advantages other than the pure enjoyment of burying your opponent in Pokémon. The more you engage in competitions with your friends, the better your chances of finding rare Pokémon when you return to single-player action. And with over 380 Pokémon to catch, уси’! need all the help you сап get. —Curis 5.
22 sintenoo power
Р o e ә ж в же из» v $ x в v
|
фовже жени
Enemy bosses will sometimes
turn out the lights, forcing you to make matches based оп Pokémon silhouettes.
Annelid
Anarchy — pee
WORMS: OPEN WARFARE
PLATFORM: DS * PUBLISHER: THQ DEVELOPER: TEAM 17 * RELEASE: FEBRUARY 2006
The Worms series nas long been a cult favorite among strategy buffs who enjoy a bit of comedy with their warfare. Team 17's tactical hijinks have each player command a battalion of worms armed with heavy ordnance—everything from uzis to exploding sheep—and take turns trying to reduce the opposing army to, well, worm food (in real life, some types of worms are indeed cannibals). The tried-and- true formula hasn't changed much on the DS; the game looks and plays almost identically to its fore- runners. Perhaps the biggest addition is that you can now select your weapons via the touch screen. That may not sound like much, but as any Worms veteran will tell you, scrolling through weapons and trying to find the right one while the clock is ticking has been areal pain in previous games. The touch screen also displays a map that you can use to quickly survey the battlefield.
Of course, Worms has always been the most fun when you're blowing away your friends, and Open Warfare is no different—four-player wireless match- es are a blast. The default maps are smaller than usual to accommodate quick on-the-go sessions, but you can always customize them for war ona larger scale. —Steve T.
it’ il + a piece of cake! Believe 11!
Naruto is just as in-your-face in his GBA debut as on Toonami.
АРИ ЕШ
беху ие
Whack and
aj Slash
NARUTO: NINJA COUNCIL
PLATFORM: GBA • PUBLISHER: TOMY/D3PA DEVELOPER: ARC SYSTEM WORKS * RELEASE: MARCH 2006
After splashing down in toonami on Cartoon Network last fall, Shonen Jump's series is about to infiltrate the world of gaming. The first GBA title is a speedy, smart-alecky action plat- former in which young Naruto runs, crawls, and dashes up walls as he faces seven levels filled with foes. Shurikens and other classic ninja projectiles are part of his arsenal. But the series’ claim to fame-over-the-top attacks—are the real stars of the games. Naruto’s crazy Sexy Jutsu is a real hoot to watch: scantily clad girls pounce on the field to help. And his foes all have equally mad moves, such as Ino, whose psychic projections put Naruto in a headlock while spirits pummel him, and Choji, who channels his rage at being called tubby to turn into a rolling boulder. You'll also be able to play through the game as Naruto's sensei master Kakashi and as rival Sasuke, a good extra for the franchise's passionate fan base. —Steven G.
манен 2006 23
G the actual time on the links is spent waiting, cursing, and retrieving thrown objects. But the swing—that breathless, extended moment when your muscles bunch and the club head pulls back in a smooth arc, reaches its apex, then descends like swift vengeance to strike the dimpled surface of the ball—that's where all the action is. It's also the primary source of frustration and insanity, because it's wickedly hard to do well. Along comes True Swing Golf for Nintendo DS, with its sweet swing interface that instantly turns the most anemic duffer into a course terror. We have to ask: How does the real game stack up to TSG?
We pit True Swing real golf to see which experience offers the better value, more fun,
olf is part sport and part obsession. Few of us are truly good at it, and most of
EVERYONE
against
and less homicidal rage. By Scott Pelland
the Phoenix Country Club (PHOENIX SEAGAIA RESORT). Photo by Jim Catechi
bart Ше 260335058)
© 2006 Nintendo. In c
24 sinrenvo rower
NINTENDO POWER’S SCOREBOARD
1. Strokes
Real Golf: You'd think the most basic aspect of golf-hitting the ball-would be intuitive and easy. Not so much. The ball is puny, and it just sits there at the end of your club, smug in the knowl- edge that you're much more likely to hit every square inch of turf surround- ing it than to strike the ball itself. In a rational world, all golf clubs would have a face the size of a tennis racket, but the real world is cruel. If you hope to break 100, plan on sinking the price of a car into golf lessons.
(ULE True Swing Golf: see, the name is all wrong for this game, because if it really were True Swing Golf, you'd be just as bad at it as you are at real golf. The name should be something like Dream Swing Golf. You "swing" by sliding the stylus toward the
2. Links
Real Golf: Yeah, like you're really going to get to play Augusta National or Pebble Beach. Most of us suffer the indignities of hacking away in some rock quarry or toxic waste dump that a developer flattened, mowed, and decided to call Deer Run or Tall Pines. Even if you do manage to get onto a championship course, an intimidating list of rules and steely-eyed course marshals will keep you teetering on the edge of anerv- ous breakdown.
ENS True Swing Golf: you'll find a fabulous selection of links in settings that range from pastoral perfection to desert delectability. You won't have to travel anywhere to play these fine courses, and you can revisit them as
3. Convenience
Real Golf: rorget about choosing when and where you want to play. What with reserving tee times on overpacked golf courses, the obvious difficulties in playing at night, and upredictable weather conditions, you're lucky to get in a round at all.
{WEN True swing Golf: TSG puts you on the links anytime, anywhere. What better way to spend your com- mute to school or work than honing your putting skills? You can golf at any
ball on the touch screen, which feels a lot more like real golf than the tradi- tional video game method of watching ameter and timing a button press. But chances are you'll not only hit the ball when you play TSG; you'll clobber it. You'll feel good about yourself, your golf game, and the new car you can now afford to buy since you won't be wasting money on lessons.
often as you please. You can even play around in your Donald Duck briefs if that's your thing. Try that at Mauna Lani, and they'll throw you in the shark pond.
hour of the day or night and laugh in the face of Old Man Winter. You can even play TSG on the real golf course while waiting for your tee time.
REAL GOLF vs TRUE SWING GOLF
(WE True Swing Golf: Admittedly, a good workout with the stylus won't burn а lot of calories, but consider this: You'll be able to com- plete a round in less than an hour, giv- ing you plenty of extra time to hit the gym for a real workout. And all the money you'll save on greens fees and cart rentals could buy you a fitness- club membership. You'll probably live forever thanks to TSG.
4. Hazards
Real Golf: if you walk for 18 holes you'll get a good cardio workout. No argument there. But most golf cours- es require the use of a cart. Carts speed up the game so more golfers can play each day and shell out more greens fees, not to mention extra dough for renting the carts. That's not so healthy for you or your wallet. In fact, the extra stress created by financial concerns and trying =s to negotiate narrow cart
paths is seriously dangerous to your health. There's a rea- son that the waterways and bunkers are called hazards. Imagine getting conked in the head by a ball and driving your cart into the drink. That can't be good.
ES
i е9. There's по Swimming in golf.
someone taking a potty break, but at least you'll be in a comfortable set- ting where you can grab a snack or torment the cat. No comparison.
TSG wins.
5. Comaraderie
Real Golf: one of the worst things about real golf is real golfers—which is to say everyone who's not part of your foursome. They're all jerks. They want to play through. They hit your ball by mistake. They don't replace divots. They take so long to putt that you grow old and die. They try to run you down with their carts. But who can afford a private 18-hole course?
ESEA True Swing Golf: vou choose who you play with. If you go with the CPU golfers, you'll never hear a curse or have to wait for one of them to run off to the can. If you play LAN mode, you may have to wait for
real links, but while you're out there searching for your ball in the knee-high rough or desperately trying to resusci- tate the squirrel you knocked senseless on the back nine, you can remember how once-in a world called True Swing Golf—you ruled!
6. Transcendence ШШ Real Golf: if you hit a
monster drive straight and true on a real golf course, or sink a putt from 65 feet uphill with a break to the left, you're going to feel incredible, like win- ning the lottery, throttling a tiger with your bare hands, or discovering a new continent. There's nothing like it, in fact, which is why people put up with all the expense and frustration of the real game.
True Swing Golf: Chances are you'll hit so many monster drives and magi- cal putts that you'll begin to think TA you're actually a good golfer. Not so, X
of course. You'll still stink up the á
Isthata Titleist or a bear turd?
чы ААО Туз
POINT
COUNTER
POINT
What's the ultimate game idea for the Revolution controlle
STEVE T: Here's one: the controller is perfect for moving and positioning your troops in a real-time strategy game. It may not be the sexiest idea, but it would make games like StarCraft a lot less frustrating on consoles.
STEVEN G: Agreed! Console RTS games haven't been able to surpass PC-mouse control, and the Revolution controller would totally solve that. Better yet, if Peter Molyneux could bring his Black & White series to the Revolution, I'd be in heaven. RTS control. Petting your divine pet (or smacking around your evil pet). Spellcasting with flicks of the wrist.
The Steves butt heads about the game-design
possibilities of the Big N's latest and greatest device.
STEVE T: The game I most want to play with the Revolution controller is an atmospheric survival-horror title. Using the controller as a flashlight to illuminate a dark alley or abandoned mental hospital could be com- pletely engrossing. Of course, if you're easi- ly startled, like Steven, it might be difficult to keep the controller pointed at the screen as you're flailing your arms in terror.
STEVEN G: Uh, we're talking ULTIMATE ideas here, not merely good ideas. So man up and replace that flashlight with a joust- ing lance! Staring down fear is x100 scary when rushing toward a knight on horse- back. Imagine sticking that lance in at just the right point, and skewering him through the rib cage!
STEVE T: Such barbarism. Some of us are а bit more cultured; |, for one, would prefer a game where I'm using the controller to con- duct an orchestra. Or getting my groove on with Samba de Amigo, using two controllers as a pair of maracas. But that would require the ability to enjoy something that doesn't involve stabbing people.
STEVEN G: Maybe what you seek is a tea- drinking sim. Maybe the controller would lift your pinky finger to just the right eleva- tion. . . . OK, if jousting is too caveman for you, maybe fencing is actually better. More movement strategy, but still superbrutal.
STEVE T: Hey, I've got an idea! How about a game where you pick up various blunt objects strewn about the environment and use them to bludgeon Steven Grimm by swinging the controller?
STEVEN G: Petty jab aside, | think you might be onto something. Remember the excellent Second Sight? How about a psy- chic game where you latch onto an object by jabbing your controller at it, throwing it like casting out a fishing line then guiding its flight?
26 sunrenoo rower
STEVE T: Anything from Peter Molyneux would be cool, for that matter. | really want to see what some of the more-creative developers like him can
“using the do with the controller. Maybe Suda 51 of controller as Killer 7 fame can make a crazy adven- a flashlight to ture game that constantly throws differ- illuminate a ent uses for the controller at you. gark aleyor STEVEN G: ca as No си what we armchair developers think up, mental hospi- it’s mad geniuses like Suda 51 who may tal cou е truly shock us with the controller. But completely " would people play a Jack the Ripper engrossing. game? Hmm. Dress that slash-and-dash
idea up in Solid Snake camouflage, and I think I've arrived at a winner! Calling Kojima . . . Mr. Hideo Kojima?
"y -Steve Т,
“No matter what we arm chair devel- opers think up, it's mad geniuses like Suda 51 who may truly
shock us...” % —Steven G.
б
“Whoa. I just shattered Steven Grimm's sternum with a petrified wombat. Awesome!”
O © Q
SELECT HOME START
The Revolution controller: great for playing fencing games or fencing in real life. We're sure it's durable enough.
ШЕКЕ
For discerning game enthusiasts—
those who shy away from cookie-cutter sequels and status quo action bonanzas—the pickings can be brutally slim at times. But a coming crop of inspired, unusual, and surprising titles will make anyone looking for an original playing experience take notice. Let NP be your suide for
a tour of the unexpected.
An adventure of enormous proportions awaits in Chibi-Robo! There’s more to this toy story than meets the eye.
By Chris Hoffman
n intergalactic superhero dressed like a rooster. A
militant company of eggs. A wise- cracking dinosaur. From the col- orful characters alone, it’s easy to tell that Chibi-Robo isn’t exactly a typical GCN adventure game. At only three inches tall, Chibi-Robo isn’t a normal game hero either: Instead of fighting evil, he focuses on making people happy. But before his mission is over, he'll reunite a family, travel through time, and even
consort with aliens.
28 eoo power
Thrilling You with Kindness
It's often said that heroes are made, not born. In the case of Chibi-Robo, it’s especially true—the three-inch-tall robot was built, sold, then given to eight-year-old Jenny Sanderson as a birthday gift by her unemployed, toy-loving father. Aided by his manager, Telly, Chibi has two simple goals: to make his new family happy through whatever means he can, and, by doing 50, to achieve the number-one rank of Super Chibi-Robo. Spreading joy and happiness is the name of the game; it’s a far cry from the usual video game plot of stopping the bad guys and saving the world.
“It is impossible to create perfectly original content,” states Kenichi Nishi, the direc- tor of Chibi-Robo. "But I always try to create some- thing different from others with my creation. Га be very disappointed if | played a
Chibi-Robo is a small hero in a big world. Not many video game stars can travel by toy train.
game and could not feel any- thing fresh. For example, if there is a scene where using character A would make it seem totally ordinary, then | purposefully use unexpected character B instead. | always think about the standard, orthodox method first. Then, | try to crash it, twist it, or create a totally different direction.”
Such a sentiment is no sur- prise coming from the design- er of Incredible Crisis, a PlayStation game that focused onan ordinary family being pulled into all manner of crazy situations. Skip, the develop- ment company behind Chibi- Robo, also has the role-play- ing game Giftpia on its resume; the title was deemed so trippy that it never came out in North America. Chibi- Robo, however, is much more accessible than the aforemen- tioned titles. After Nintendo took over publishing duties on the game, legendary game creator Shigeru Miyamoto helped enhance its unique outlook by suggesting refine- ments to the play mechanics and other details.
“Iwas told that Mr. Miyamoto liked the Chibi- Robo character,” Nishi notes, “and [producer] Mr. [Kensuke] Tanabe recommended this project to him. After the actual collaboration started, he gave
6 6 Ialways think about the standard, orthodox method first. Then, I try
to...createa totally different direction.”
—Kenichi Nishi, Director, Skip
©2005-2006 Nintendo.
me a bit of direction and advice. | am very impressed that Mr. Miyamoto always takes everything seriously." The combination of Miyamoto's sensibilities and Skip's penchant for innova- tion results in a game of liter- ally humongous proportions. The tiny Chibi finds himself in a world of giants where dressers and tables tower overhead, and rats are unstoppable beasts; soda cans are bigger than Chibi is. Just ascending the kitchen counter is an effort: Chibi must climb from drawer
handle to drawer handle to reach the top—then quickly find an outlet to plug into so his battery doesn't run out. But overcoming such obsta- cles is necessary for Chibi to earn Happy Points and accomplish his objectives. Initially he must rely on sim- ple tasks like throwing away food wrappers and cleaning stains to generate warm, fuzzy feelings, but as the adventure progresses, he'll discover much more to do— like helping the members of the household deal with their personal problems.
Dang robots, | 1 get off my lawn! |
Meet Mr. Prongs. He’s plump, he’s blue, and he’s wearing a pink bikini. And he dances.
Between Mr. Sanderson’s unwillingness
to find a new job, Mrs. Sanderson's per-
petual stress, and their daughter Jenny's belief that she’s a frog, it’s amazing this family isn’t even more dysfunctional.
GEAR UP!
To succeed in his mission to make the Sandersons happy, Chibi-Robo will need to power up with helpful gadgets called Chibi-Gear. In addition to the gizmos shown below, Chibi will also acquire a spoon (for digging, naturally) and a mug that he can wear asa shield.
Chibi-Blaster: This low-powered sonic weapon can be purchased from the online store in the Chibi-House. Used for combat and opening secret routes.
А к ~ - Chibi-Copter: The copter pops out of Chibi-Robo's head, as if he were a miniature Inspector Gadget. It comes standard in all Chibi-Robos.
Toothbrush: The toothbrush is used for cleaning spills and stains. Mr. Sanderson won't want to put this back in his mouth once Chibi's done with it.
Squirter: Chibi-Robo can use the squirter to suck liquid up, then squirt it back out. Try squirting characters with various liquids to get their reactions.
Chibi-Radar: The radar helps locate hidden objects, such as invisible Chibi- Doors. It's also the key to one of the game's biggest secrets.
marci 2006 29
БЕРЕ
= = m z о = i=) [m] = = 25 о ©
ы, ` m. - ”
The One with the ost Toys Wins Of course, if Chibi-Robo had known what a dysfunctional family he'd be thrust into, he might never have left his Chibi-House. Jenny is com- pletely withdrawn and spends her life wearing a frog cos- tume, communicating only with a "ribbit" or two. Mr. Sanderson just lies around the house all day, more con- cerned with collecting toys and memorabilia from his favorite TV show, Space Hunter Drake Redcrest, than finding a job. As a result, Mrs. Sanderson is completely stressed out about her life and her finances and often seems to be on the verge of a nervous breakdown. She even gets flustered because the
BREAKING THE SOUND BARRIER
It isn't just Chibi-Robo's game- play and characters that make it unique. The game also fea- tures exceptional sound design that blurs the line between music and sound effects. We spoke to sound designer Hirofumi Taniguchi of Skip to find out what went into Chibi- Robo's innovative audio.
NIIT,
family dog, Tao, habitually tracks mud all over the house.
In addition to the family, the Sanderson house is populated by a collection of eccentric toys that magically spring to life when the Sandersons aren't watching. "Because Chibi is only 10 cm tall, humans are too big to interact with and create all the drama," Nishi comments. "And it is important to have some fantasy element in it— moving toys are very unusual. It is also true that | simply wanted to create toys."
The quirky cast of sentient, problem-plagued playthings includes an action figure based on the heroic Space
Nintendo Power: What was your philosophy for Chibi-Robo's sound design? Hirofumi Taniguchi: My starting point for music in this game was that even sound effects should be musical. | also tried to drive peo- ple's emotions subconsciously through the environmental sounds rather than being straight- forward. It is important for me how much additional fun І can add through those concepts. I tried to create unique sound patterns as much as could for each charac- ter's sound effects and even for general sound effects. | tried to put in interesting elements that can make people laugh or grin. All system sounds [such as menu-selection sounds] were cre- ated by voices. It is an effective way of differentiating the game
Hunter Drake Redcrest; a group of egg soldiers called the Free Rangers; Funky Phil, a dancing flower; Sunshine, a teddy bear with severe mood swings; Plankbeard, a pirate carved out of wood; Dinah, a tyrannosaurus rex built from construction blocks who thinks she's a stand-up comic; Princess Pitts, who resides high atop her toy castle; and Mort, a mummy whose grotesque appearance belies akind heart.
"Mort is my favorite," admits Nishi. “I was trying to create a Beauty and the Beast kind of image between Mort
Space Hunter Drake Redcrest & Sophie
Drake Redcrest is a galactic hero and self-appointed defender of the living room. Sophie, a plush worm, has gone gaga over Drake.
from other games. I am very good at creating effect-like sounds with my mouth.
NP: Why did you assign musical sounds to Chibi's actions instead of using traditional music throughout the game?
HT: All of Chibi-Robo's action sounds were sound effects that were created by "phrasing" (divid- ing the synthetic musical sounds into phrases). | also decided to use sounds of woodwind instruments and brass instruments instead of electronic sounds. People natural- ly think of a robot generating elec- tronic sounds, but Chibi's actions are not ordinary robotlike actions, and | don't think it is interesting to use only electronic sounds. But if | excluded all electronic sounds, it would eliminate the robotic
and Princess Pitts. | believe that idea worked well." Thanks to Chibi-Robo's day- night cycle, the toys often seem more real and alive than NPCs in other games. The unusual characters can be found in different locations and doing different things (or reverting to inanimate toy form if the Sandersons are around) depending on whether it’s day or night, and
aspect of Chibi. Therefore, | kept electronic sounds for some of his actions, such as landing and climbing. | only chose mechanical sounds for specific situations. You'll notice different back- ground music for day and night. I arranged the phrasing to match the different music. The reason the background music does not have a melody is because Chibi's footsteps create a melody at ran- dom. Therefore, the tempo of his. footsteps matches the tempo of the music. When Chibi carries his plug (and moves faster), the tempo of the music becomes faster. All those sound-design Choices are intended to be unob- trusive to the player. My goal is to create sounds and music that bring experiences and impres- Sions that are somehow comfort-
each new day can trigger new events that add further depth to each character's tale.
Tied in to all the playroom pathos is a group of pint-sized extraterrestrials. Exactly how do these visitors fit into the bizarre puzzle? That's up to Chibi-Robo to figure out.
ing to players.
For the Chibi-Gear—the tooth- brush, spoon, Chibi-Radar, and squirter—I used a different approach than what I stated pre- viously. These sounds stand out more independently. In order to grab players' attention, the music Stops when those items' sounds occur.
NP: What made you include such a diverse array of music?
HT: | wanted to create music to enhance each character, and | tried to use a variety of musical genres as much as I could. Of course, | didn't want the sounds to be too widely scattered. How much I could utilize the motif of each character or event was key for choosing the music.
30 мтемоо power
BI VERE
Sunshine may look cuddly and sweet, but he harbors a disturb- ing nectar addiction thatcansendhiminto 4
a violent rage. У:
0804-1@1НЭ стон!
Ап odd couple if there ever was one. Dinah the construc- tion-block dinosaur may be an old-timer, but she still enjoys seeing Funky Phil shake his groove thing.
This hard-boiled group of militant eggs is in constant training to defeat the Sandersons’ dog, Tao, but some of the Rangers would father go AWOL to follow their dreams.
I was trying to create a Beauty and the Beast kind of image between Mort and Princess Pitts.”
—Kenichi Nishi
Mort the mummy has been leaving flowers for Princess Pitts in the hope of winning her affections. Unfortunately, the princess can't cope with frightening things.
Salty seadog Plankbeard isn't half as evil as he'd like to be. He wants to go sailing off in his long-lost pirate ship, the Scurvy Splinter.
marci 2006 3 1
It’s a Big World After АЙ
With each task Chibi com- pletes—whether solving a personal crisis, giving some- one a gift, or merely wiping up a spill-he'll be rewarded with moolah (the game's money) and Happy Points, which cause his rank to increase. Moolah lets Chibi buy goods at the Chibi-Store, while significant rank increas- es grant him more-powerful batteries to let him venture farther and perform more actions without running out of juice. In effect, the more Chibi makes people happy, the more the house opens up and the more there is to explore.
Every new room presents a wealth of possibilities. Skyscraperlike shelves invite exploration in the living room; the stairs in the foyer challenge you to climb them; tiny doors near the ceiling of the master bedroom seem impossibly out of reach; and what's the deal with that big inert robot in the basement? When you look around each room (preferably in first-per- son Chibi-Vision) and see all the seemingly unattainable items and unreachable loca- tions, the mind reels with questions. What secrets are hiding on top of the book- case? How do you get that ring in the cupboard? What's the trick to getting onto the roof? Often creative thinking is all you need to turn an innocuous piece of furniture into a platforming adventure: Hop up some boxes, climb a dangling purse strap, and maneuver from shelf to shelf to reach your destination.
When piecing together a platforming puzzle isn't enough, however, you'll need to obtain some new equip- ment-such as Chibi-Gear and Utilibots. During his exploits, Chibi-Robo will acquire seven types of Chibi-Gear, including a brush for cleaning up mess- es, the Chibi-Copter for hov- ering down from high places or over small gaps, and the Chibi-Blaster, which is essen- tial for opening secret pas- sages and destroying the robotic Spydorz that materi-
| | |
_ Oh, the ho
rror! He's cooking Chibi-Robo alive!
The Sandersons can hardly even make lunch without Chibi-Robo’s help. What we want to know is how he’s standing on the stove without getting fried.
There aren't many bad guys in Chibi-Robo, but when the Spydorz show up, Chibi has no choice but to fight. The ones seen here are the extra-burly variety.
alize periodically. Hey, even a nice guy like Chibi-Robo can fight when the situation war- rants it. Besides, the scrap of defeated Spydorz can be recycled into Utilibots
robots that function as lad- ders, bridges, or teleporta- tion devices, thereby opening up even more of the world for exploration.
Chibi can also obtain vari- ous costumes to help with his endeavors. Among them are a Drake Redcrest suit that lets him embody the forces of justice, pajamas that allow him to fall asleep and quickly change the time from day to night and vice versa, and a
ghost outfit that lets him spook unsuspecting house- mates.
Along with all the explo- ration, trouble-solving, and gadget use, Chibi will get the chance to participate in a number of minigames. Between playing a game of “chicken” with toy cars, help- ing Mr. Sanderson cook burg- ers, charging through an obstacle course with the Free Rangers, dancing with frogs, shooting targets from a spaceship, and more, Chibi has plenty of opportunities to earn extra Happy Points-and most minigames help him complete other goals, as well.
There's nothing surprising for people if the game looks cheerful and the experience is cheerful."
—Kenichi Nishi
Chibi-Metroid? Other popular GCN games evidently had an impact on some aspects of Chibi-Robo.
32 „тено power
Making It Personal
Just when you think you've got Chibi-Robo figured out and you're coming to grips with the crazy characters, unique environments, and distinctly happy attitude, the game at times reveals a seri- ous side beneath the zany cuteness. Topics like divorce, loneliness, pollution, loss, and more get cast as the game's antagonists, and they're made all the more powerful by the wacky antics that pre- cede them.
"If we only concentrate on cheerful fun, we'll lose depth. There's nothing surprising for people if the game looks cheerful and the experience is cheerful," explains Nishi. "There are no surprises or unexpected things. Also, there are many games or movies about the end of the world or a crisis of human- kind. | think people already have a tolerance to those kinds of things and are desen- sitized in a sense. Divorce is a very personal thing, and something that has less impact when we compare it to the end of the world. However, it is an extremely serious thing for people themselves. Instead of bring- ing in more-cataclysmic things to give more stimuli to players, I thought it was more
In return, | will turn you into an eggplant.
Hardcore Nintendo fans will notice Kid Eggplant’s uncanny resemblance to Eggplant Man, who was
Chibi-Robo will have several chances during his adventure to play minigames, including a toy spaceship game where he flies around the foyer and tries to blast targets.
effective to bring in more- ordinary things to enhance the adventure in daily life.”
Like any good hero, howev-
er, Chibi-Robo has the poten- tial to overcome his enemies, even when they're as intangi- ble as marital strife and grief. By using his smarts, his gear, and his innate abilities-and by figuring out how to travel into the past to unlock the secrets of the present (hint: extraterrestrial beings are involved)-Chibi can achieve his dreams of making the Sandersons happy and becoming Super Chibi-Robo. Better yet, Chibi may even grant gamers' wishes for a thoughtful adventure that carves a niche all its own.
immortalized as a trophy in Super Smash Bros. Melee.
The Top 5
Things You Can't Do In Chibi-Robo
5. Put thumbtacks on the couch just before dad sits down
ОЩЕ И БЕКЕ
0909-189ІНЭ
4. Go ona drinking binge and devolve from Chibi-Robo to Chibi-Hobo
3. Use all of the Sandersons' toilet paper for kindling
2. Strangle Sunshine the bear with Chibi's power cord
1. Lead a robot upris- ing and enslave the human oppressors
Listen up! You can get Chibi-Robo’s atten- tion by speaking to him via the GCN micro- phone. You'll startle the little fella if you talk too loud, however.
The massive Giga-Robo sits dormant in the Sandersons’ basement, thanks to his massive power requirements. Can he be saved from the scrap heap?
march 2006 33
The collision between warfare and pinball posi- tions Yoot Saito’s Odama far away from the gaming norm.
By Andy Myers
ver wanted to roll a giant
metal ball around a battle- field, crushing all who stand in your path? In Odama, a bizarre new GCN title from mastermind Yoot Saito (the man responsible for the equally bizarre Seaman for Sega Dreamcast), you can. Odama rolls familiar elements such as pin- ball, real-time strategy warfare, and voice-responsive gameplay into one crazy-inventive game that will test your wits like no other.
ЗА меко power
© 2006 Nintendo / VIVARIUM
Monster Ball There's not a peaceful moment in Odama's war-torn world. As military strategist Kagetora, you've secretly inherited the mystical Odama ball from your father, Lord Yamanouchi, who took his own life after being betrayed by his most trusted ally. Now, in the year 1539, you must unleash the Odama ball on the battlefield to crush your ene- mies and avenge your father's death. The ultimate goal in Odamais to transport a treas- ured family heirloom known as the Ninten Bell (you'll notice lots of quirky Nintendo references strewn throughout the game) to Karasuma Keep, an act that will return peace to the ravaged land. Somehow, this feudal- Japanese war story lives under the umbrella of pinball gameplay as you bash your sacred Odama ball about the game's 11 unique battlefields. Each area presents new obstacles for you and your army to overcome, such as closing floodgates, rolling boulders, moving statues, and knocking over barriers to cre- ate passageways. But before anything is achieved in Odama, the environment and the soldiers in it will suffer much damage-the Odama ball does not play favorites, and you must control it as best you can to minimize casualties to your own army. Unfortunately, avoiding your own troops is not always possible while flinging the Odama ball around the battle- field. Sometimes you'll have
HOT MIC!
INSPIRING THE MASSES
Odama's hectic atmosphere gets even crazier when it comes time to command your troops. To make sure you have all you need to play out of the box, Nintendo will include a GCN microphone with every Odama game disc, as well as a handy microphone clip that allows you to attach the peripheral directly toa standard GCN controller. (Don’t worry-WaveBirds work too.)
They'll never take . . . our freedom!
to make sacrifices so the Odama can hit its mark, which will not always be enemy units. Houses and trees, when destroyed by the Odama, will sometimes uncover power-ups that aid
Flank and Destroy! —
мма —
4.
Company, Halt! —
The Ninten Bell is опе of Odama's many oddities.
your cause. One such power- up turns the Odama ball a glowing green, enabling it to steal the souls of its victims while your troops have tem- porary immunity to the giant sphere's wrath.
War Games
Odama's destructive pinball action only cracks the surface of the game's multilayered play mechanics—commanding units successfully is the real challenge. Your troops’ pri- mary objective is always to see the Ninten Bell safely to the other side of the battle- field. If enemy units manage to push the bell back into your territory, you lose; but if you can force the bell into enemy territory before time runs out, you win.
Odama’s microphone will help you achieve victory as you bark out commands that you've learned along your journey. “March left!,” for instance, will order your troops to change the trajecto- ry of the bell’s movement, while “Flank and destroy!” will command your units to organize and attack an enemy group from both sides, and
War is hell, Especially with
“Press forward!” will encour- age your units to give their all and push the Ninten Bell through enemy forces toward the goal. You can learn 11 commands, and your troops’ morale (denoted by an in- game meter) will change based on how honorably you use the commands. For instance: if you're constantly ordering your troops to press forward when they do not have the manpower to do so, their morale will lower and they'll begin to question your authority rather than acting out your orders immediately. "Rally!" is a command that you will use often to move your troops to a certain point on the battlefield to achieve a specific task such as picking up a key, capturing a set of flippers that's under enemy control, or swarming a giant boss. The levels in Odama
Odama Ball The Odama ball destroys all in its path.
à two-ton metal ball rolling
ar x и Ound the battlefielg 78 Кеу зА г 3 Collecting keys 4 with the Odama
can sometimes unlock secrets.
Ladder
In Kuruwa Plains 11, you must rally your troops to a ladder in order to reach the gate.
Your Troops Red troops are yours-try not to crush too many.
Commander Kagetora As commander, you manage your army from this point.
vary wildly, and you'll need equally varied tactics to mas- ter them all.
Voice commands are inte- gral, but you'll also use plenty of non-microphone tactics. Flinging the Odama ball at the Ninten Bell, for instance, will often create a deafening tone that immobilizes nearby ene- mies, and launching a Rice Ball from your base can dis- tract hungry enemy soldiers just long enough for your troops to move the Ninten Bell a bit farther. Everything you do in Odama, whether it’s with the pinball flippers or with your voice, will affect your army's progress. It's this marriage between the chaotic action of pinball and the pre- cision of commanding units that makes Odama what it is: challenging, humorous, mys- terious, and unlike anything you've played before.
Gate Passing through the gate with the Ninten Bell means victory.
Flippers Three of your strongest soldiers will man each flipper.
Enemy Archers The archers will fire away until knocked down by the Odama.
Secret Cave Finding secret. areas will uncov- er extra power- ups and new voice commands.
Enemy Troops
Enemy units will attempt to stop
the Ninten Bell's progress.
Ninten Bell The Ninten Bell must be protect- edat all costs.
Cannon
The cannon can be used to fire Rice Balls into the battlefield.
march 2006 35
Lock your doors and hide the jewelry—the criminal brains in Drill Dozer are coming to a Game Boy Advance near you.
By Chris Shepperd
The Criminal Element
Metal City is a dangerous place-the list of trustworthy people seems to get shorter every day. You are Jill, the leader of a gang of thieves called the Red Dozers. Using the Drill Dozer device, you travel around the city, busting into art galleries, stadiums, and other urban edifices, cir- cumventing the front door of every place you visit and opt- ing instead to drill your way through the walls to get where you want. Don't get the wrong idea about the Red Dozers-they don't mean any harm to innocent people; they're out to steal exclusively from the Skullkers, an evil band of mischief makers headed by a nasty ringleader named Croog. That's not to say that the Red Dozers are going to cough up their collec- tion of treasures without any resistance, however. They feel more than a little entitled to a reward for the risky efforts. In
elcome to Metal City,
where things aren't always what they seem. The cat burglars are a good-natured crew, the police department seems a little sketchy, and the Skullkers . . . well, they're downright bad. That's how itgoes in Drill Dozer, a colorful twist on the platforming genre with a brilliant narrative and excellent gameplay mechanics. Drill Dozer
sparkles with creativity. EVERYONE
36 нниноо power
Once the Drill Dozer gets a head of steam, it’s a force to be reckoned with. Keep boring through block after block to break your way through
virtually any obstacle.
Look for attachments such as the helicopter rotor to track down the vile Skullkers wherever they might try to hide.
Red Dozers are stupid enough to come here?
Croog and Detective Carrie might play you for the dummy, but your Drill Dozer skills will definitely change their minds.
fact, the Skullkers are only one of Red Dozers’ worries— Detective Carrie is hot on their trail, and often one step ahead of them. She's the hardest-working officer on the police force, and (for now) considers you public enemy number one. She's been act- ing а little funny recently-you don't want her to catch you, but you want to keep one eye on her in case she, too, is up to no good.
The wickedly fun story and lively cast of characters (your teammates include Grutch, a seasoned hoodlum who has his ear to the ground for all the criminal happenings in the world, and Gearmo, a mechanic who keeps your Drill Dozer in top shape) come to the Game Boy Advance courtesy of Game Freak, the company behind the Pokémon series. Game Freak’s history of original titles extends further back than Pokémon, however: the company also created an early Game Boy puzzle game called Yoshi, as well as the platform action game Pulseman for Sega Genesis. And they've once again developed a brand-new world that shows off their creative talents.
©2006 Nintendo / Game Freak Inc.
Into High Gear There's much more to Drill Dozer than just the crazy denizens of Metal City. The innovative gameplay mechanics advance the plat- forming genre possibly more than any game in years. Donning the Drill Dozer, you interact with the levels in new and captivating ways.
The Drill Dozer itself is a thing of beauty—from gliding smoothly underwater to
launching across wide chasms to knocking enemies to their doom, this baby does it all. But if there’s one thing the Drill Dozer is really good at, it’s breakin’ stuff. It's not the subtlest of tactics, but the criminal mind works in mys- terious ways. The drill can't bore through everything, though; you gotta keep your eyes peeled for cracked walls and loose foundations where you can dig. Drill anywhere you can—you'll come across treasures and other delights in every nook and cranny. For tough jobs, the Drill Dozer can run at higher speeds, but to kick the motor up a notch you'll have to find new gears. Gear upgrades are critical to getting through the
levels—you'll find reinforced doors, sturdy blocks, and other confines that require more than the standard power to break through. There's a catch—at the end of every level, Gearmo has to go in and fix the damage you've done to the Drill Dozer, meaning you start with only the smallest gear every time you begin a new level.
There is a myriad of other ways to use the Drill Dozer in your pursuit of the Skullkers. As a weapon, the steely tip of the drill can knock through minions that try to stop your progress, but be warned: many of the enemies know your tactics and have steeled themselves against your attacks. Using the Drill Dozer,
The safe's door might be too difficult to burrow through, but using the Drill Dozer you can pop the vault's lock with just a couple of spins.
you'll have to find their weak spots to take them down. You can also use the machine's sharp point to plant yourself into a block, and then spin the rotor in reverse to launch yourself away and over large gaps. Many of the stages will require you to hop from block to block using a series of skill- ful leaps. You'll also come across mechanisms that you can interface with using the drill, such as those to open doors or to input a combina- tion into a giant safe. And although you and the Drill
Dozer are largely confined to the ground, when the situa- tion calls for it you can equip the machine's rotor with a propeller to pass through water-filled passages or bolt on helicopter blades to hover high above the city.
The best thing about Drill Dozer is that the deeper you go, the more creative it gets. Once again, the Game Boy Advance shows that innova- tion comes in all sizes.
marc 2006 37
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ove
The brains behind Sega’s talks
musicals, Phoenix Wright,
and where babies
come from.
By Steve Thomason
eel the Magic: XY/XX was
one of our favorite DS launch titles. It took advantage of the handheld’s unique capabilities like few other games at the time, but more importantly, it was charming, creative, and certifiably insane. Now series creator Takumi Yoshinaga and his group at Sonic Team have created a follow-up even more lovably unconventional than its predecessor. To better understand the method behind his madness, we sat down for a
chat with Yoshinaga.
38 мнтеноо power © Sega Corporation, 2005.
First, can you tell our readers a bit about yourself and your development background? Takumi Yoshinaga: I've been in the industry for 12 or 13 years. | started with the Mega Drive [Sega Genesis in North America] days, working on various development teams within Sega, through the Saturn. | really took more of a lead role when it came to the Space Channel 5 series. Now, of course, I'm looking after the Feel the Magic/The Rub Rabbits! series.
How did the idea for the original Feel the Magic originate? TY: А while back, when Nintendo was presenting the DS to developers, they talked about the unique use of the touch screen. When I was looking at it and trying to come up with a game, I want- edto do something with rub- bing. From there, it occurred to me that "rub" sounds very similar to “love.” That's how | came up with the motif for Feel the Magic. | wanted to build it around "rub" and “love.”
What was the primary motivation for creating this follow-up?
TY: First, it was about not only using the touch screen and rubbing, but looking at the other functions of the DS and seeing which ones I could use to build a story or a game around the DS itself. Secondly, it's more about the idea of combining the body and spirit ofa person where you actual- ly play a game with other peo- ple using the same DS or share it with a group of peo- ple around you, sort of creat- ing a social network. So that's what we wanted to do with multiplayer. Those were the two big motivations behind the creation of this game.
The series’ trademark sil- houette art style is very unique. What was the inspira- tion behind it?
TY: I've always wanted to do a game that featured silhouette art. When I was looking at building [Feel the Magic], | saw that... you know, it's a love comedy story. To show peo- ple's expressions in that type of story, if you try to do it too realistically, you don't leave
much room for interpretation. That's where the silhouettes came into play. When you use that style, you allow the play- ers to imagine how the char- acters are thinking and how they're expressing them- selves. What do they look like when they're mad, sad, etc.? We leave it to your imagina- tion how that shows on their faces. It really felt appropriate to this type of game.
The Rub Rabbits! is very funny at times. What's the team's approach to humor, and were there any specific comedy influences when you were developing the game? TY: | really wanted to create a
game that makes people laugh. | didn't want the story to be too stiff; | wanted it to have a lot of humorous com- ponents. In terms of influence, we kind of thought of it as a musical. There are a lot of musicals that have humorous. components, and that's sort of the approach we took.
NP: The game is also sugges- tive at times, but it’s never overtly sexual. How do you strike that balance, and is it something you have to be careful with?
TY: I've never had any desire to create a game with any sort of sexual content. Our intention was to build a game that never crosses that line and doesn't offend girls by being too sexual in nature. In fact, over half of our team is female. We rely a lot on them to make sure we're delivering a story that really rings true and doesn't cross that boundary.
NP: What are your thoughts on the current state of gam- ing? Do we need more experi- mental titles like The Rub Rabbits!?
TY: When you look at, for instance, what Nintendo has planned for the Revolution, it
will inherently allow the player to get a different experience. From that perspective, experi- mental titles, as you call them, will be critical. But really what it's all about for me is that a game should make you want to reach out and try it because it gives you such a new experi- ence. You want to see what it's going to be like. That's how | approach development. | want the player to say, “I wanna see what that experience is like."
NP: Are there any titles from other developers that you find inspiring or influential in that regard?
TY: | thought Phoenix Wright from Capcom was a really intriguing game. While it still uses familiar mechanics from the adventure genre, the experience you get from it 15 quite different. Especially when you look at the fact that when [the developers] built it, they weren't really looking at making a game with huge pro- duction values. It seems that they were very efficient, yet it was very intriguing.
NP: Aside from what you've done with Feel the Magic and The Rub Rabbits!, can you share with us some general ideas regarding what types of games you'd like to make in the future, whether they be in existing genres or something new entirely?
TY: I'm not really a fan of look- ing at existing products and trying to rebuild them. I'm very much into looking at how 1 can bring all-new experi- ences into gaming. If The Rub Rabbits! does very well, of course, we'll look at doing dif- ferent things from a similar direction. But my real chal- lenge is always to look at the gaming landscape and try to deliver an experience that’s different from anything else out there.
NP: Do you find the DS hard- ware to be especially liberat- ing or inspiring for trying new ideas like that?
TY: My interest in the DS is really about how you can get a different experience just from using the stylus. Secondly, it's
6 & My real challenge is always to look at the gaming landscape and try to deliver an experi-
ence that’s different from
anything else out there.”
—Takumi Yoshinaga, Sonic Team
more about the fact that you can just play with the DS, whether you're holding it upside down, sideways, what- ever. It really expands the kind of experience you can have with the DS, and of course the microphone expands that as well. So, the fact that you have the stylus, which means that you don't have to be skilled with both hands, and that you can play with the hardware in so many different ways is something that I find very intriguing.
NP: Can you tell us a little bit about how the Baby Making mode in The Rub Rabbits! originated?
TY: One of the things that | really wanted to do with the DS is show that you could use it to build a bond between two people. Not just from playing, but from speaking and com- municating while doing so. Because you're answering questions like “How old are
you?" and "What's your sign?" it helps to create communica- tion between two people. You can learn more about the per- son you're playing with. It cre- ates conversation. And [with the part where two players cut the cake], you have to talk out loud, work together, and get your timing down. So the Baby Making mode really spawned from a desire to create a bond between people through the game.
NP: Finally, as the boot-up screen warns, The Rub Rabbits! can be a bit embar- rassing to play in public. Do you have any advice for our readers on how to deal with that?
TY: [Laughs] My advice is to please play the game outside and use it to make friends. Show them that this is a great game! It may be embarrassing at first, but it really allows you to create a connection with other people.
marcn 2006 39
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control
After years of being rescued by plumbers, Peach takes the assertive role in
for DS.
By Andy Myers
he tables are turned as
Princess Peach embarks on an adventure to Vibe Island to res- cue the helpless Mario and Luigi, both of whom have suffered emo- tional breakdowns. If you think the plot sounds strange, wait until you take control of the leading lady's vibes—joy, rage, gloom, and calm— which you'll employ to outsmart your enemies and get what you want. Oh, and did we mention
the talking parasol?
40 NINTENDO POWER.
€ 2005-2006 Nintendo
You Go, Girl!
Yoshi, Luigi, even Wario—each has enjoyed a starring role in a video game. It's high time Princess Peach got hers. Super Princess Peach marks the first platformer since Super Mario Bros. 2 in which you can take control of the heroine, and this time she doesn’t have to share the limelight. Peach's tale involves а stolen Vibe Scepter in the hands of Bowser. It has caused nearly everyone in the game (heroes and villains alike) to lose control of their emotions. Because the princess was con- veniently absent when the scepter's power was un- leashed, she can harness the power of her vibes and restore sanity to the kingdom.
As the main character, Peach possesses a number of unique abilities, including con- trol over her vibes. The princess's four vibes show dif- ferent sides of her personality and serve a number of pur- poses, ranging from engulfing your enemies in flames (rage) to running recklessly fast while crying (gloom). You can access the four vibes at will via the DS touch screen, so long as your vibe meter isn’t empty.
The vibes system isn’t the only trick up Peach’s sleeve, however. Her companion-a
parasol named Perry—plays а vital role in both the story and the gameplay. In addition to serving as a powerful melee weapon against Vibe Island's distraught enemies, Perry enables Peach to scoop up foes and suck their vibe ener- gy dry, filling up her vibe meter a bit. When you've col- lected enough coins (which are scattered throughout each level), you can visit Toad's shop to upgrade Perry with the Floatbrella, Poundbrella, and Chargebrella abilities. And if you've ever wondered what parasols dream about, you'll enjoy Perry's cut- scenes, which reveal portions of Perry's past through a series of bizarre dreams.
Don't expect a watered- down Mario-esque platformer in Super Princess Peach. Though the game does resem- ble its Mushroom Kingdom predecessors in many ways, it's also brimming with its own personality, much of which comes through in the bonus levels and minigames that put the DS touch screen and microphone to clever use. Peach may not be one of the mustachioed plumbers we all love, but her first solo effort holds its own against the Mario Bros.’ best.
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From the creators of PaRappa the Rapper!
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TM & © 2004-2006 Bandai, WiZ. © 2006 Bandai. TAMAGOTCHI, TAMAGOTCHI CONNECTION, CORNER SHOP and all related logos, characters, names and distinctive likenesses thereof are the exclusive property of Bandai. BANDAI logo is a registered trademark of Bandai. All rights reserved. TM, & and Nintendo DS are trademarks of Nintendo. © 2004 Nintendo. The ratings icon is a registered trademark of the Entertainment Software Association.
> Е
t © 2005 Nintendo. Developed by Nintendo О
or close to 20 years, Samus Aran has been
the lone bounty hunter in the universe. Now, mysterious hunters from all over the galaxy prepare to join her for an interstellar melee. In Metroid Prime Hunters, play as Samus or one of the new warriors in incredible all-out multiplayer combat.
Hunter-on-Hunter Action
Gamers first got a taste of the high-action first-person combat at the launch of the Nintendo Ds with Metroid Prime Hunters: First Hunt, an imagination-inspir-
ing, if limited, pack-in demo. First Hunt hosted a handful of arenas, minimal char-
acter selection, and only deathmatch mode, but still managed to pique the curiosity of the DS's early adopters. When the full Metroid Prime Hunters blasts off this March, DS owners everywhere will be able to have that experience and much more.
Up to four competitors equipped with game cards will be able to engage simul- taneously in frenzied conflict in any of seven highly customizable modes that span more than 20 arenas. And clever and lethal bots can be added to fill the ranks and keep the battles raging. With single-card action, players can download the game from one DS then engage in a Battle mode clash with all of the com- petitors playing as Samus herself. Metroid Prime Hunters will also match up gamers across the world via Nintendo Wi-Fi Connection.
The standout element of the multiplayer experience is the collection of six new and deadly bounty hunters who join Samus for the first time. Each hunter has unique powers, including alternate forms comparable to Samus’s Morph Ball ability. And every bounty hunter brings a new weapon to the battlefield, such as agun that fires beams of pure energy, and small-scale nuclear devices. During multiplayer melees, players will have a default Power Beam and missiles akin to Samus's, then must find the special weapons before they can use them against their foes.
Deadly weapons, awesome warriors, and amazing worlds—Metroid Prime Hunters is set to reinvent handheld multiplayer gaming.
deserted world.
While the action takes place on the top screen, you control your hunter's aim, select your weapon, scan for nearby enemies, and keep tabs on your current rank on the bottom screen.
LIVETHE ADVENTURE
In the single-player adventure, Samus has been encouraged by the Galactic Federation to explore a region called the once-inhabited region beyond the edges of civilization. The famous hunter must investigate strange signals emanating from the abandoned lands that speak of an ultimate power—a power that, in the wrong hands, could mean certain doom for the Galactic Federation's citizens. Samus won't be alone inthe search for the Alimbic Cluster's secrets-the call has reached bounty hunters all over the universe, and she must race against them as they descend on the
Alimbic Cluster, a
Check out next month's Metroid Prime Hunters coverage—we’ll delve further into Samus’s upcoming epic adventure.
+,
Don't get caught staring at the striking 3-0 environments—your enemies surely won't. Keep an eye on your health with the meter on the left side of the screen, and monitor your remaining special-weapon ammo with the meter on the right.
meen 2006 43
Universal Soldiers
The new bounty hunters are truly the defining feature of Metroid Prime Hunters. The bounty hunters share the same unparalleled skill and passion for battle, but like their often-nefarious histories, each hunter's
approach to combat is unique.
Every bounty hunter has a native weapon-for example, the draconian Мохи hails from a planet constantly buried under layers of ice. As a result, Noxus's weapon is a supercooled energy beam. The weapons come in all forms-some fire long-distance lasers, and others lob high-temperature projectiles. In multiplayer combat, the bounty hunters can find and use any of the special weapons, but the hunters are especially deadly with
their native munitions in hand.
The bounty hunters also have alternate forms that effectively double their lethality. Like Samus, the hunters can roll into compact forms to fit into tight spaces. The attacks vary from hunter to hunter, however.
The Vhozon race's fanatical view of morality exceeds that of virtually all other civilized societies, and to enforce their sense of justice they have sent Noxus.
To help survive the Vhozon's frozen home planet, Noxus can change into a rapidly spinning top to stay warm, as well as bowl over foes.
The subject of a lab experiment gone wrong. Kanden gained incredible strength and keen instinct. But the experiment destroyed Kanden's conscience. leaving only a cold-blooded killer. Kanden can transform into an insect whose tail can home in on an enemy and explode on contact.
The legendary Samus Aran was raised by Chozo on the planet Zebes after Space Pirates destroyed her home. Raised to be a strong warrior, she continued her military training with the Galactic Federation, and still works for the organization on a freelance basis. With her Morph Ball ability, Samus can drop bombs to elude pursuing enemies.
Spire is the last of a race of people made from solid rock. The bounty hunter chose the profession so it could search for information regarding the fate of the rock people. Spire can roll up into a high-speed boul- der and bash through enemies who stand in the
The Kriken youth Trace is carrying out a rite of pas- sage to search for worlds the greedy and evil race can invade. Using sophisticated Kriken technology, Trace can morph into athree-legged mechanism that can lunge at its enemies and become almost completely invisible.
Every hunter has a dedicated heads-up display to match the look of the hunter. However, the func- tionality for each is identical.
Sylux's background is unknown, but the hunter's motives are clear-- to crush the Galactic Federation. Using technology suspiciously similar to a stolen Federation proto- type, Sylux can deploy blades that travel along beams of energy while the hunter is in its ball form.
A former Space Pirate severely wounded by Samus ina scuffle on Brinstar, Weavel will remain associat- ed with the Pirates as long as it's convenient. As a result of the injury Weavel sustained, the hunter can sepa- rate its torso from its lower body, which becomes a station- ary turret.
ДД тео power
Planetary Intergalactic
Each arena has its own characteristics, including low gravity and boost pads to launch long distances. Watch where you step—patches of ice will make it difficult to slow down and turn, while hot lava will sap your life in an instant. Some of the stages take place in space stations high above terra firma—one false step will spell your doom. Stay alert for health replenishments, weapon and ammo pick-ups, and temporary enhancements such as cloaking and double-damage modifiers, the most valuable of which are often found in the most remote corners of the stages.
How you battle is as important as where you battle. Seven multiplayer modes, all with different rules, await you. In some of the modes, you can divide the opponents into teams. Your skill with a particular bounty hunter may suit one gameplay mode more than another, but you'd better be prepared for anything your ene-
mies throw at you.
Take on hunters in a free-for-all battle royale. Set goals based on the total number of kills, a time limit, or both. The rules of Battle mode are uncomplicat- ed, but both your offensive prowess and your defen- sive tactics will be tested.
All of the bounty hunters vie for the same prize—a precious object called an Octolith. Be the one to find it and return it to home base to earn a point. Collect as many as possible within the time limit.
Be the first to defeat an opponent to become the Prime Hunter. Then stay alive as long as possible. The enemy who kills you will become the next Prime Hunter. The bounty hunter who stays the Prime Hunter the longest wins.
Small beacons are placed around the stage-when you take control of one, you claim it until another hunter can claim it back. Protect as many beacons as you can for as long as you can to claim victory.
AWorld of Options
Along with the countless combinations of stages, modes, and hunters, a group of standard options can expand the way you play. Before you begin a match, you can set radar visibility and weapon selection, as well as friendly fire for team battles. And if you are unable to find four opponents for your next LAN match, you can include bots in any mode. Watch out-the bots know how to handle a firearm, and they're privy to all the good places to set an ambush. You can set each bot's difficulty individually to keep a level playing field.
GLOBAL CONFLICT
Starting with a limited number of lives, you must eliminate the other bounty hunters before they eliminate you. You'll have to be both aggressive and stealthy to defeat your foes without revealing yourself.
Seek out the special circle and protect it with your life; as long as you are the only one within the circle, you will earn points. The hunter who manages to protect the circle the longest wins.
Split into teams and raid your enemies' base, then return with their Octolith. In order to earn a point, your Octolith must also be at your home base. Collect as many enemy Octoliths as you can while protecting your own.
With Nintendo Wi-Fi Connection, you'll never be without enemies. Experience virtually all of the multiplayer modes of Wi-Fi versus competitors around the globe. Search for a random game of your liking, or exchange Friend Codes with other Hunters players to compete with people you know. When you're done playing, head to www.nintendowifi.com to track your stats.
You gotta know the territory to succeed in Nodes mode. Memorize all the shortcuts between the nodes, and be sure to watch your back—enemies less familiar with the terrain will follow you to the nodes, then take you out when you arrive.
In Capture mode, it's essential that you mix up your route from the Octolith to the home base; otherwise you'll run the risk of getting ambushed. Atthe same time, pay attention to the paths your opponents take.
marcn 2006 45
It’s got to be nice to bring Link to life, thinking up all of those heroic deeds, imagining valiant actions. But what does it take to sum- mon monsters that stick in your dreams
YOSHIYUKI and won't go away? OYAMA | Nintendo designer NINTENDO | Yoshiyuki Oyama had KYOTO
that weighty responsi- bility for Twilight Princess. Although the majority of the game's creatures still lurk in the shadows, Oyama shares his thoughts about monster design this issue, and you never know what you'll see if you look closely enough. Monsters are all around you, according to the designer, who's such a mad genius that it's no surprise that Nintendo used his name for Professor Oyamah (the Japanese version of E. Gadd in the Mario series). He also shares his perspective on what Zelda means to its fans, how Zelda games are inherently different from all other fantasy titles, and why making Zelda games must be unlike anything the development world usually dares to do.
46 NINTENDO POWER.
THINKING ORGANICALLY
I've always loved drawing and playing video games, so it seems like a no-brainer that I'd want to work in the gaming industry, but there's a lot more to it than that. | knew that | wanted to have some kind of creative job, whether working as an independent artist or for a company, but I headed into gaming so that my work could be seen by people all over the world. Correction: not just seen, but also "touched" through gam- ing controllers! The more that someone can be drawn into an artistic creation-through direct experience and touch- ing-the better they can judge for themselves whether it turned out good or bad. In the art world and in other cre- ative trades, specialists are the ones who usually tell us whether something has high quality. But | want to help people get directly connected to the creative world, and that's possible in video games. I'm very particular about the sensation and feel- ing of touch in my own cre- ations, and that's one of the major reasons that I love that Nintendo is pursuing a far deeper connection with play- ers on the DS and the upcom- ing Revolution.
But how did I end up conjur- ing the monsters for Twilight Princess? My first position with Nintendo was working on Majora's Mask, where I designed Mikau, the Zora band's guitarist, and the supermuscular Mountain Smithy that hones Link's sword. After | did some 3-D modeling for the minigame mode in Pokémon Stadium, | had a great opportunity to do
FEY m
creature design for Luigi's Mansion, the first time I designed enemies and mon- sters. Since the enemies and the battle system were so unique in Luigi's Mansion, I created the ghosts with a much stronger sense of indi- vidual personality than seen in most games. In addition, I created a new character for the Mario world, the highly eccentric inventor who's known as Professor Elvin Gadd in North America. Personally, | was hoping that he would show up in Mario Kart DS, but at least he had a big part in Mario & Luigi: Partners in Time!
Soon after my time with Luigi's Mansion, I joined the Wind Waker team. Zelda fans have a wealth of interesting opinions about The Wind Waker. From a creator's
Oyama did some creature design for Luigi's Mansion and also created the look for Professor
E. Gadd.
standpoint, it was an unbe- lievably exciting project that brimmed with character design. Of my contributions to The Wind Waker, I'd have to say that the minigame-ped- dler Salvatore was my favorite. Originally, the game plan had the concept of a sub- marine minigame. The minigame itself wasn't going to be too difficult, so we want- ed to add more liveliness to the event somehow. | got some input that we should see if we could bring more story to the minigame through the use of character dialog and picture cards. So I let my imagination run with those notions, plus some ven- triloquism ideas. | thought that maybe the minigame guy should be sort of a swindler, somewhat middle-aged and skinny. The development staff
Oyama’s first project with Nintendo was Majora’s Mask, where he put the rock star into Mikau.
So many individual mysteries are scattered throughout Ocarina and other Zelda titles. Which reflects how we develop for the series.
Velcome to zee fléet! 1 ám zee great
Admiral Dolvalski! Look sharp, for vee
are zee sole protectors of zis island!
One of The Wind Waker's strangest characters, Salvatore, was designed by Oyama, who brought the minigame peddler's
bizarre communication to life.
really liked my proposal, and after other people added in his unique voice and acces- sories, the mysterious Salvatore was born!
To me, the Zelda series itself reflects what Zelda development is like. Unlike other adventures, Zelda games don't follow fantasy's traditionally linear, majestic story path that ultimately leads to a royal climax. Zelda is not such a simple fantasy. Many people lump Ocarina of Time in with traditional fan- tasies, but | just don't see it that way. So many individual mysteries are scattered throughout Ocarina and other
Zelda titles. Which reflects how we develop for the series. At the beginning of a project, we don’t have One Big Idea totally set in stone. Everyone thinks about a vari- ety of ideas, and the project moves forward more organi- cally as people absorb all of the fresh thinking. We find that we get inspirations from sharing this and that, and whether we think something new might be a “Zelda idea" or not. Of course, we don't have unlimited development time, so as much as we enjoy open-minded thinking, we eventually need to balance that with reaching closure.
But I strongly believe this process is integral to what creates the unique feeling of a Zelda game.
IN CHARGE OF TWILIGHT'S EVILS
| wasn't in charge of monster design at the start of Twilight Princess development. | was working with player-con- trolled characters, such as Link. But when we suddenly needed more people for monster design, | was put on the monster team. I've designed many of the ene- mies that you've already seen, such as the horseback riders and their lance-wield-
З 2
ing boss. What's interesting about development of mon- sters for Twilight Princess is that | want to be careful to summon creatures that entertain both Zelda fans and new players who've never played Zelda games before. They should appeal on some level to those who are fond of the series; however, I'd like them to have entirely fresh surprises, too! Yet I'd also like them to have thrills that echo the past, so they have feel- ings like “I know this! | can do it!” and “Holy cow! This is how you brought it back for Twilight Princess? Awesome!" 1also focus on creating
ыл | want tto ща summon jon creatures that entertain Tod Zelda fans ща Да гд
ЕС рай >and new players who’ ve never played Zelda games before.
enemies that perfect- ly fit the environ- ments. And here's where the idea of what Twilight Princess’s style really is comes in. Some have misunderstood it as “photorealistic Zelda,” but it's actually “realistic Zelda.” And by realism, we mean that it is really important that players get a very realistic sense that they're deep in the game, which involves more effects than mere photoreal- ism. This is more complicated than you might think when it comes to monster design. I try to be very careful to cre- ate monsters that enhance the sense and pacing of adventure in each phase of the game. For example, let's Say you've just beaten a small enemy. Later on, you should possibly meet with the same kind of foe but larger. If you continue to beat those, you should eventually meet up with a massive version of the creatures. This kind of pro- gression helps create a story- like feeling, even when simply battling through levels. Here's another example that draws on the horseback
marcn 2006 47
riders that you've seen. I'd like to show what kind of lan- guage or communication they use, and what life back at their base is like. But if these details get pushed too often on players, they might wind up bored. So it's key to be brief about such things so it stays interesting and fun, and becomes part of gameplay. Something we consider in Zelda boss design is that the item that you find in a partic- ular stage is often the key for defeating its boss. To a cer- tain degree, Twilight Princess is following that classic idea. After all, we'd like to create situations in which players try to use items, especially if the item was hard to find. Ultimately, fantasy adven- tures usually don't require much more than a sword, shield, bow, and occasionally bombs. But Zelda offers much more item diversity,
Inspirations for monster designs can come from really diverse places, and | enjoy taking cues from nature and living creatures!
players. So we really try to incorporate item-minded ideas into the final boss designs.
Finally, no discussion of Twilight Princess's enemies can end without mentioning Ganon. I know that every- one's wondering what going on with Link's old nemesis. All | can say now is, we're preparing more than you could possibly ever, ever, ever expect . . . and to stay tuned for more details.
WHERE THE WILD THINGS ARE Inspirations for monster designs can come from really diverse places, and | enjoy taking cues from nature and living creatures! I like reading books about the habits of ani- mals and chewing on all that in discussions. Though I might also take some inspira-
Between interests for his new French bull- dog and fishing, Oyama has plenty of natural source material for mak- ing his monsters.
with, it often comes back to nature. It’s all endlessly amazing.
When I'm not at work, | usu- ally don't stick close to home, but instead head out for the great outdoors. In addition to snowboarding, | also like to go
and that’s what’s made the series uniquely alluring for
tion from movies, perhaps even the people that | work
fishing. Kazuaki Morita, the programmer who talked
Zelda games are characterized by their unique items, such as Twilight Princess’s Gale Boomerang. Oyama says that such items are a major part of developing engaging foes.
48 vinteno power
Twilight Princess with you last issue, is a good friend, and we often go fishing together. When I am at home, | enjoy spending time with my French bulldog. Given my interests in learning about nature and liv- ing creatures, it's no surprise that I've now become a major dog-lover.
Like | mentioned earlier, Zelda development is all about absorbing many peo- ple's inspirations, opinions, ideas, and even personalities as we go forward. Since Twilight Princess's develop- ment team is so enormous, there's an ever greater chal- lenge of reaching creative consensus! But even though that's the case now, the importance of teamwork has never been more vital. Each individual's contributions are very important; but each per-
son always needs to think about what the whole team is doing.
As we continue to be very hard at work on Twilight Princess, my mind goes back to my visit to E3 in 2004. Just seeing how hyped fans were when they first saw what we were up to really inspires me every day. Since this game's development definitely exceeds that of Ocarina of Time and The Wind Waker, thinking about how invested the series' fans are keeps me focused on how important Twilight Princess is. And how will my monsters ensure that Twilight Princess is the great- est Zelda game ever? Wait and see. You won't be disap- pointed.
Make friends and enemies everywhere.
Walmart.com
WATER WOR
Tropical walks, beaches, а а UM room to die for! How do you turn Animal Crossing: Id into a lush island resort? Simply dopo our neie strategies.
By Steven Grimm
A nimal Crossing style goes much farther on the DS than it did on the GCN. Due to the simplicity of stylus
design and the ability to place patterns on the landscape,
EVERYONE ©
ACWW is transforming into a fantabulous place. Towns
we've visited via DS-to-DS travel and Nintendo Wi-Fi
Connection reveal surprises around every
corner. And when you add up all the possibilities, from full-scale land- scaping to personal makeovers,
you can radically reinvent
your town. Knowing how to make awesome effects with
patterns and furnishings is key.
We show you the tips and tricks
behind AC's superstyle.
Resetti Says:
What's all that racket up there? Messing up the landscape? You'd better know what you're doing!
50 ooo power
© 2005 Nintendo
NINTENDO =
( = Mild Violence p WER | 3 | Nie
SEGA, the SEGA logo, and The Rub Rabbits! logo are either registered trademarks or trademarks of SEGA Corporation. © SEGA Corporation, 2005.-All rights reserved.
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It's Totally Beachin’
The excitement never stops in our resort, where every building's on an island and walkways keep you from being shark bait. Of course,
you can walk on the patterns—but you don't need to tell tourists that.
It takes only one pattern to make a statement on the town flag. We designed a sun that would welcome guests with its tropical flair.
Extreme Real Estate
Q Theme rooms are a big draw at resorts, so we went whole hog with original patterns and furniture-set fusions to
make magic moments. Our Deep Dive Atrium welcomes guests. The Tiki Room draws lounge lizards. Our BBQ Воот” great for tailgating. And the Upstairs Aviary is a quiet retreat, but beware the Temple of Doom!
Our Deep Dive Atrium is 40,000 leagues under the sea! Or at least it looks like it is, with bubbling-water wallpaper and sharks in tanks leering at visitors.
marcn 2006 5 1
Great Patterns at a Glance
Just screwing around with the design program in Animal Crossing: Wild
World is a lot of fun. If you want to create specific effects, however, you
need to know which colors to pick, how to make stunning patterns with the design tools, and how patterns stick (and stretch) to various objects. With our tips, you'll blow visitors away with your patterns.
A Color Palette for Every Occasion
The 16 color palettes in ACWW offer a dizzying kaleidoscope of choices. But spe- cific palettes are better for certain effects. So think about what you're going to design, then grab the right palette and go to it!
The Whole World in One Palette?
Most palettes are good for focused effects. But palettes 11 and 16, witha range of colors far wider than a rainbow’s, are good for just about any image. It'll be crude, like our sky wallpaper and hot dog floor, but it'll do the trick.
Smaller But Smoother World
Palette 1 offers a spectrum of colors much like a rainbow. See how the designs aren't harsh like the BBQ Room's? Using neighboring hues smooths a design. Use palette 2 for sunnier effects and palette 3 to darken the mood subtly.
From Freezing to Fiery Effects
Palette 4 is the best for cool tones, which can literally mean icebergs and water, but also any chill mood. Palette 5 is the opposite—flames and lava, or any fiery attitude. Palettes 6 and 7 blend the two sensibilities.
52 мминоо rower
Г ANIMAL CROSSING: wiLD Wage L E
Nature's Bounty of Colors
Four palettes are great for natural effects and materials. Palettes 7, 8, and 12 have the greens for forests and fields, and with touches of lava, sand, and soil tones, respectively. Palette 13 is good for rocky, barren areas.
"M E Е B E Е NM в ши.
Life under the Sea
Throughout our Water World, we created many H20 effects using the cool palette 4 and barren palette 13. But we've also used quirky palettes 9 and 10 for unusual accents, like pastels in the Deep Dive Atrium's aquarium bed.
Cityscapes and Concrete Designs What's All That Gray Good For?
Two of the previously noted palettes are also handy for creating the steely, ACWW lavishes two palettes on graytone scales: palette 14 goes from white to artificial looks of urban places. Not a lot of loud, primary colors here—just brown to black; palette 15 skips the brown in favor of more shades of gray. muted tones excellent for too-cool-for-school designs. When you really want to make the mood serious, explore their inky darkness.
Is that clear enough for ya? Now take those Г. |, 16 palettes and impress the heck outta me-—on the double!
marci 2006 9З
Can’t Do Freehand? Abuse the Tools!
You don't need a knack for freehand to get cool designs from ACWW's paint program. You'll be stunned at how much you can do with one visualization trick: break down your design into circles and squares. If you can do that, then you can use two tools to make those shapes, then another technique to erase lines you don’t want. After that, a touch-up and autofill are all you need!
Designing with Circles Creating with Squares
We made gallons of H20 patterns to spread across Our cityscape is a clear example of block-based The elusive 1-Up Mushroom! Well, it isn’t hard to find our landscape and on our Deep Dive Atrium walls. design. With a little patience and a quick hand with one if you break the popular icon down into circles Thinking in terms of circles was a major help. the square tool, we built this city in no time. and squares.
We started on the background and horizon by drop- ping in three rec- tangles with the square tool.
Using the circle tool, we plopped down a few rings. Simple enough.
Two ovals got us started: a bulbous one for the head, a squat one for the face. Then we con- nected them with arectangle.
To silhouette the skyline, we used the fill tool to darken our sky- scrapers.
After selecting the background color, we “erased” some parts of circles we didn’t want. Then we drew a few more circles and did the same to those.
| After selecting the background color, we used the pen _ tool to erase the unwanted lines.
We used the fill tool to whiten the 1-Up, then we switched to red and dropped some circles on the 1-Up head, plus did a couple of touches to erase lines and add eyes.
We could have stopped there. But we planned to tile the pattern (see page 56), so we did a smidge of freehand to create a half-bubble on each side.
After selecting a lighter color, we made two closer buildings, then selected an even lighter color for the closest tower, using the fill tool as necessary.
After a few more splashes of red and white fill, we had our 1-Up ready to go!
Finally, to give a little more depth to the water, we used the auto-fill tool to drop a few splashes of a third blue hue into the design.
| To provide the final touch, lit-up and dark windows, we used quick free- hand jabs with the pen tool, though you could easily use the square tool instead.
54 NINTENDO POWER
r
ANIMAL CROSSING: witb Mid) L E
Wrapping Your Mind Around Clothing Design
Most AC players make a pattern, then decide what to slap it on. And that's back- ward. First, think about where the pattern is going. Second, understand how that patterns “behaves” on that object. And then design with all that in mind. Patterns take on five very different forms in clothing design alone.
Boy's Clothing
The part of the pattern that makes the biggest splash on a boy's shirt is in the center, which takes up the lion's share of the front and the back of the shirt. The upper Corners aren't used. Also, the center of the pattern is shrunken for each sleeve's design.
Girl's Clothing
Patterns wrap onto a dress a lot like they do on a boy's shirt, but more of the upper pattern shows up under the neckline on a dress. And the skirt flares out at the bot- tom, stretching the pattern's lower center. The bottom of the pattern, however, goes largely unused.
Boy's Hat
Guys wear a horned cap with a domed top. The high- est part of the pattern starts above the eyes; the bottom tapers off at the neck. Keep that in mind (plus that fact the the design is stretched spherically!) when creating a well-crafted hat.
Know Where the Dead Space Is
Each kind of clothing takes only part of a pattern. Design in the active space (not the dead area, darkened below) to make the biggest impact.
Girl’s Hat
1S "uh n |
A girl's hat is completely dif- ferent, using a cone-shaped part of the pattern on the front and back of a cone- shaped hat. Don’t bother designing in the 50% of the pattern that’s dead space— it'll be left оп the cutting- room floor when the cap goes live.
Parasol
The parasol uses a part of a pattern that’s similar to the active space on the girl’s hat, but it’s repeated around the parasol's entire surface. When planning a stunning parasol, envision how your design will look when spread out in a 360-degree fan arrangement.
Spreading Your Rep Around the World
Why hoard all the patterns in your inventory? You and other players can use the mannequins at Mabel's shop to showcase and save more designs. It's a great way to spread your influence.
Eight Extra Save Spots
Y
The Path to Fashion Fame
Animals love to adopt the latest fashions, and they'll be proud to wear yours on their backs. The best way to get them to wear your designs is to deck out all eight mannequins with your creations. Want someone to wear a specific shirt? Fill all eight mannequins with the same pattern!
If you showcase your work at Mabel's shop, animals will not only wear them; they'll also take them along when they move to other towns. It's flattering to see old animal buds living in other towns—and still sporting pat- terns they discovered while they were your neighbors.
If you need to save more patterns than will fit in your inventory, head to Mabel's shop, where you can trade patterns from your stash for those on the rack. You can also discard a displayed design entirely. That means your town has eight more save spots at everyone's disposal.
Resetti Says:
Quick tip about the paint program: Instead of dinking with the palette to grab a color you've used, choose the eyedropper to leech a hue directly from your design. Hold B to get that sucker!
Passing Out Your Patterns
Your patterns will be brilliant, and other players will want them. There's only one way to give your creation to another player, however: by placing it on a mannequin. Your pal can take it right off the dummy.
marci 2006 DD
Four Characters Equals Massive Style
Each of the four players that can live in your town can save eight patterns. So whether you control all four town- ies or want to invite others to play, plan on exploiting all 32 patterns.
Landscape Makeovers
Once you've mastered how patterns can be applied to clothing, it's time to dress up your whole landscape. Though you can create fun spot treatments and even sprawling effects with a single pattern, you can
also assemble highly elaborate landscapes from many patterns. The landscape is your canvas. So think big-and then think even bigger.
There is a hitch to using all 32 saved patterns. You'll need to stop one character's game and start another one's game to access his patterns.
Quick & Dirty: Covering the Landscape
When covering a part of your town with an effect, whether it's waves, clouds, ora yellow-brick road, you'll want it to look smooth and pleasing. If you want to “spend” only one pattern on a vast effect (the 32 save spots do get used up fast when you're all about superstyle!), we've got two tips for you.
Think “Tile” to Stay in Style
When designing a pattern to stamp down repeatedly, visualize how it will tile together. You'll want the mass effect to have a smooth, evenly spaced look, so turn on the design tool's grid and get pixel-perfect.
What's Your Exit Strategy?
If a line exits a side of the pattern, reenter in another part of the design. Notice how the bamboo poles in our tiki deck pattern run off aside but flow seamlessly into the next square when repeated.
Slow & Steady: The Large- Scale Statement
The less quick ‘п’ dirty you are with mass effects, the bigger the wow factor will be. We covered our landscape in water, so we used several H20 tiles to make a multi-tiled effect that was less repetitive. And for our biggest wow- factor piece, the octopus, we used a total of 9 tiles.
Resetti Says:
«Whoa, whoa, whoa! Before you spend all 32 titles on a mas- terpiece that would eat this octopus for dinner, remember that you still have many home interiors to design!
56 аео power
r q ANIMAL CROSSING: WILD WORLD L E
The Long-Term Strategy for Landscaping
Reimagining your whole landscape will make your friends marvel. You can tell “em this: It takes some thinking ahead, and maybe a sketch pad to map out how it all comes together. But anyone can do it!
Designing Around the No-Go Stuff
To give yourself space to work with, take out trees and flowers. That leaves you with buildings, rocks, ponds, rivers, and the beach. What to do? Create patterns that transition your effect into the permanent elements. We've made some patterns that are part "water" and part sassy blue trim that edges up to dirt surfaces.
Sometimes your town will expand in ways that disrupt your perfect world of tiles. For example, when Tom Nook expands his store from Nookway to Nookington's, it'll swell in size overnight, overrunning nearby tiles. Just dip into your stash of transition patterns and rework the edging.
Resetti Says:
‚ Don’t be a dim bulb and think that you're the only player who can pull up patterns. Visitors can, too, though they can't put any down. Make sure you have good friends—and kick the bums out!
Quirks and Your Workarounds
One consequence of landscape patterns is that you can't drop objects on them. Neither can trees. Fallen fruit will bounce from tile to tile until it finds natural ground. Same goes for rocks that spit out moneybags. If you plan to milk trees and rocks, leave some extra area around ‘em. Another quirk: You can't dig through patterns. You'll need to pull each one up before you can dig.
Designing for the Future
Mindblower! If you change the pattern in a save spot, every occurrence of itin your town will instantly change, too (except for those on Mabel's mannequins and the town flag, which are saved separately). It's a big time saver that can help you make over your entire town very quickly.
For example, to let our Water World go ice age in the winter, we touched up our water patterns and transition patterns with a cool palette. We didn't need to pull up and replace any tiles; we just tweaked the originals.
%,
Meld Collections to Make Sparks
Whenever we see a room perfectly filled with the whole Mushroom series, plus the matching Forest Wall and the Forest Rug, ме... fall... asleep. 77777. Snore. We prefer to express ourselves. So let’s yank the short mushrooms and stick a few mini buildings in the shadow of tall ‘shrooms. Now it looks like an Alice in Wonderland fantasy room to us—but we're a little weird that way.
Furniture at Your Fingertips
To unleash your full design potential, flip through NP’s Player’s Guide, which reveals the catalog of collectible stuff. That’s how we get all of our crazy ideas. (We won't even divulge the room that we dreamed up when we saw the Mannequin Pis statue! )
Visit store.nintendo.com to pick up the guide that will help you stun all your friends with your vision.
Home Improvement
Heard of the Happy Room Academy, the group that rates your interior design? The HRA loves rooms with perfectly matching collections of stuff. Its uptight members won't like these tips, which are about doing it your way, not theirs. Going superstyle with your home involves combining collec- tions for unforgettable effect and creating your own carpet and wallpaper.
marcn 2006 D 7.
Walls and Floors Deserve Your Full Attention
Before you design wallpaper and carpeting, think about how you want to spread it. Using a Paste As Is spread, you'll see your pattern stamped out on the floor or walls repeatedly, as shown with the bamboo floor in our Tiki Room. If you select Paste All Around, you can create much larger interior shapes.
All Around: How It Expands Your Design
2 When you choose Paste All Around, one pattern spreads to four spaces. The initial pattern (#1) gets flipped around the other three squares as shown. Then the four-space megatile repeats itself.
Flippin’ Outrageous: Three Big Plans!
Г и Three kinds of big shapes are possible if you exploit the flip-around strategy. Check ‘em out below.
Double-Wide Shapes Double-Tall Shapes
ao а
Radial Shapes
Join the Imagine Nation
Hopefully we've opened your eyes to the
full design potential in Animal Crossing:
Wild World. With a paint program that's easier to use and more-powerful pattern-applica- tion features than in the original AC, the DS game invites players to bring their craziest dreams to life inside their homes and across the whole town. And as more people migrate to the expanding world of ACWW, we'll all witness town transformations that will make eyes pop and jaws drop. We're looking for- ward to seeing your superstyle!
58 uoo power
Your pockets don't have to be loaded with moolah to do this stuff. But you do need 350 bells a pop!
Visitors will go gaga when they See what you've done.
From the Leader in Game Development Education
ЖЕШ ЕШ
Н ПШ
= jd urinate
EXPERIENCE
5001 150th Ave NE, Redmond, WA 98052 Phone: 425-558-0299 Fax: 425-558-0378
Racing goes wild as Sega’s simians roll their way onto the DS in Super Monkey Ball: Touch & Roll.
By Andy Myers
wo screens, touch control,
and portability steer the Super Monkey Ball franchise in a new direction. Join us for a well- rounded look at the series’ DS debut and an interview with series creator Toshihiro Nagoshi.
EVERYONE
How They Roll AiAi, MeeMee, GonGon, and Baby are back to doing what they do best: collecting bananas while rolling around in giant, see-through spheres. Though the premise hasn't changed a bit, Touch & Roll uses the unique functions of the Nintendo DS to breathe new life into the franchise. In both Super Monkey Ball titles for GCN, the main modes put you in control of the environment (rather than the monkey) as you use the analog stick to tilt the ground this way and that—gravity takes care of moving the monkey ball. In Touch & Roll, the same principle applies, but using the DS touch screen. Slide the stylus in any direction, and watch the world tilt along with it. The action takes place on the top screen, while the bottom screen dis- plays а close-up animation of your monkey, showing how fast it's rolling at any given moment. In Touch & Roll’s Challenge mode, you'll face 120 unique stages, each offering new obstacles that you must master in order to guide your monkey safely to the goal while collecting the maximum number of bananas. Bumpers, moving platforms, steep slopes—any- thing's fair game in Touch & Roll’s stages, which range from incredibly short and easy to ridiculously long and difficult. And as you progress through the six themed worlds, you can choose to go back and
OFFSETTING INCLINE
© SEGA, 2006
Race your monkey against CPUs, or compete wirelessly with friends.
practice each stage one at a time (using Practice mode) and save multiple replays of your best runs (using Replay mode).
It’s a Primate Party As in previous Super Monkey Ball titles, it's the party games that push the whole monkeys- in-balls concept over the edge. Monkey Race, Monkey Fight, Monkey Bowling, and Monkey Mini Golf return in Touch & Roll (but with Ds- influenced makeovers), along with two brand- new party games: Monkey Hockey and Monkey Wars. Monkey Hockey's Classic mode is a basic air hockey game in which you must use the sty- lus to control your paddle. Line Smasher mode, however, is an eccentric reinterpretation of air hockey, requiring you to draw your paddle with the stylus then move it. The paddle can be any shape you want, and its size is governed by an in-game meter. The game gets crazy as your paddle begins to break apart the harder it col- lides with the puck. To further add to the may- hem, Line Smasher can be played in doubles, with two players on each side of the table.
The other new party game, Monkey Wars, is a dungeon-crawling first-person shooter in which you move through one of three mazes and fire projectiles such as pies, bananas, and watermelons at opponents. Left and right movement is controlled via the touch screen, while advancing and strafing are mapped to the Control Pad. (Sorry, lefties: Monkey Wars movement requires you to hold the stylus with your right hand.)
Though wildly different, all six party games have one thing in common: each has a multi- player mode. Multiple game cards enable up to four players to connect their DS units wireless- ly and play any of the six party games in their entirety. Each game has its own set of options, allowing players to customize gameplay exten- sively. In addition, Touch & Roll supports DS download play: If only one player has a game
Air hockey gets the touch-screen treat-
Classic SMB party game Monkey Mini Golf translates well to the DS.
card, up to four DS units can connect to play limited versions of Monkey Race, Monkey Hockey, and Monkey Wars.
Though Touch & Roll resembles previous Super Monkey Ball titles in many ways, it has been carefully customized for the DS hardware. Some may find the control scheme to be uncomfortable (see our duel- ing game reviews on page 88), but only hands-on time with the game will determine whether it’s for you. Expect Touch & Roll to hit store shelves in February.
ment in Touch & Roll.
За
SPHERE OF INFLUENCE
NP gets up close with Super Monkey Ball's creator, Toshihiro Nagoshi, as he shares his thoughts on the franchise's first DS title.
NINTENDO POWER: What were some of the chal- lenges in bringing Super Monkey Ball to the DS? TOSHIHIRO NAGOSHI: We wanted to make the game enjoyable for play- ers to play with the stylus. Because we didn't port the game directly from the console version, we were able to develop this game rela- tively smoothly.
NP: Has touch-screen control and dual-screen viewing opened new doors for the franchise? TN: Yes. Developing with the stylus and touch screen in mind have opened up other opportuni- ties to be creative and fun. The party game Monkey Hockey allows the player to draw their own hockey [paddle] with the stylus, then grab
the [paddle] with the stylus to hit the puck back and forth. In Monkey Wars, players can control the three-dimensional movement of their char- acter while using the stylus to throw pies and such at their monkey rival.
NP: Touch & Roll's party games are well-suited to the DS hardware. What were some of the inspirations for the new minigames?
TN: We generally discuss and come up with ideas as a team, so there weren't specific incidents that | can recall drawing inspiration from. However, the new multiplayer party games in Touch & Roll were carefully selected from a big list of proposed ideas for new party games.
NP: Were you able to get the results you were expecting with the touch screen?
TN: For the story mode, we were able to come up with better-than-expected simplified controls that are more unique and fun.
NP: Were there any touch screen ideas that did- n't make the game's final cut? TN: It’s a secret for the next version. . . [smiles]
NP: Where do you see the Super Monkey Ball franchise going from here? Can we expect more DS games?
TN: That is a secret as well; however, I'm always thinking about the possibilities and potential of the franchise.
marci 2006 @ 1
Hedgehogs, racing, and extreme sports
E collide in Sonic Riders for GCN. Hang on to something. It's gonna get wild.
© Sega Corporation, 2006. Езне
Blazing speed. Crazy stunts. Intense competition. And at the forefront of it all is the world’s most famous hedgehog. Sonic the Hedgehog has been shattering the sound barrier for nearly 15 years, and Sonic Team has harnessed that legacy and channeled it into the Blue Blur’s latest rac- ing game: Sonic Riders for GCN.
Sonic Riders is all about two things: going wickedly fast and looking good doing it. “Full speed ahead” is the default; once you're out of the starting gate, you're off like a rocket. The hoverboards-called Extreme Gear-don't even bother with a gas pedal. The breakneck pace is some- what disorienting until you get accustomed
to the snowboardlike controls, but after a little practice you'll appreciate getting to concentrate on more-important things, like jumping, performing tricks, and man- aging the air gauge. Using "air" is arguably the most important gameplay aspect of Sonic Riders. It's used for boosting, air- sliding (akin to power-sliding in other rac- ing games), and releasing small tornadoes to get rivals off your tail. If the air gauge
empties completely, however, you'll find yourself running instead of boarding— probably eating the other riders’ dust— until you manage to re-energize at a pit stop or by some other method.
Fortunately, Sonic Riders offers plenty of ways to stay in the race. When you hit a sick jump, you can show off your tricking skills by using the analog stick in conjunction with the R Button. As impressive as they look, the stunts aren't just for show; you'll be graded on the trick when you land, and the better your grade, the more bonus air you'll receive. Just as important is the game's Turbulence effect. When characters boost, they leave a powerful air tunnel in their wake, which their rivals can hitch a ride on for a sub- ча stantial speed bonus-it's a great way to keep races competitive. Additionally, since this is a Sonic the Hedgehog game, the courses are littered with rings and power-up containers. Collecting rings will raise your char- acter's level, giving him a larger air gauge and increased offensive capabilities, whereas power-up containers can hold speed boosts, invincibility barriers, magnetic bar- riers (for attracting rings), or simply a resupply of air.
As it turns out, the high-speed thrills of Extreme Gear racing provide the perfect backdrop for Dr. Eggman's latest emerald- based scheme. The wily doctor is hosting the EX World Grand Prix, but he's requiring а Chaos Emerald as an entry fee from all participants, with the winner to take them all. Sound a bit fishy? And just to make sure Sonic and pals join in the fun, Eggman's enlisted the help of the best racers he could find: Jet the Hawk, Wave the Swallow, and Storm the Albatross, collec- tively known as the Babylon
Rogues. When the trio punks out Sonic, Tails, and Knuckles and disses them like they're in an ‘80s skateboarding flick, it's on.
Several other characters are ready to ride, as well. Sonic’s would-be girlfriend, Amy Rose, is set to get extreme; Cream the Rabbit has a need for speed; and the dark- er side of the Sonic universe is represent- ed by faux hedgehog Shadow, Rouge the Bat, and Dr. Eggman himself. Other Sega characters make guest appearances, too; we can't say who, but let's just say that some dreams will come true. Characters fall into one of three categories-Speed, Fly, or Power-each with innate special Skills. Speed charac- ters can grind on rails, Power charac- ters can destroy certain obstacles without penalty, Fly characters have limited hover- ing capabilities. Riders' ratings in dash, power, cornering, and air-gauge limit are determined by their Extreme Gear, and you can exchange rings for more-powerful Gear atthe shop. Some Gear even add special abilities (like letting any character grind).
Sixteen courses await the challengers, from the frenetic freeways of Metal City to the raging rivers of Splash Canyon to the dusty desert of Sand Ruin. Some levels, like the Babylon Garden, hover high in the sky, where a missed turn will send you plum- meting over the edge and into last place. Every course is designed for maxi- mum thrills, with winding pathways, insane jumps, ability- based shortcuts, and other unique ele-
ments, such as the Egg Factory's lava traps and the Green Cave's giant roots that you can ride at any angle. Each course also con- tains a special segment that offers a brief respite from the normal racing action. In these sections, your rider is transported automatically—be it by river rapids, a huge crossbow, or an enormous centipede—and
you must spin the analog stick to pick up speed and refill your air gauge.
Though the story mode is the meat of Sonic Riders, numerous other modes are included. Free Race (a competition for up to four players on the track of your choice), Time Attack, and World Grand Prix (five courses in sequence for one or two players) are just what you'd expect, plus the game features Tag and Survival modes, designed specifically for multiplayer fun. No matter how you decide to ride, Sonic Riders prom- ises to let you go hog wild.
LORD OF THE BOARD
INTERVIEW WITH: 7okashi Yuda, producer of Sonic Riders
Nintendo Power: What made Sega want to give Sonic another go at the racing genre?
Takashi Yuda: We've received many requests from Sonic fans for another racing game starring Sonic and his friends. We thought the racing genre always made sense for Sonic since he is known for his speed in the video gaming world. It was always a matter of finding a cool race type to put Sonic and his friends in that would be both fun and
exciting for the
fans to play. And
with extreme
action racing, we
think we've found
that vehicle, so
we decided to go
for it and created
Sonic Riders.
NP: What made you decide to create a racing game that's so unique compared to the norm—such as having no gas pedal and incorporating stunts into the gameplay?
TY: Sonic games have always allowed a wide variety of features and elements. By eliminating the gas pedal we allow the play: er to concentrate on performing the multi- tude of tricks, including grinding the rails, riding the Turbulence, and pulling off all the aerial tricks possible.
NP: I’ve heard that Sonic Riders was inspired by the boards in Back to the Future Part И. Can you explain how the idea evolved from that inspiration into the game?
TY: We know Sonic is famous for his speed. When we were thinking about a sport Sonic himself would like to participate in, the only thing that came to mind was boarding. Boarding allows Sonic and friends to not only experience great speed, but also do tricks, like grinding on pipes and rails, and aerial maneuvers. We also implemented a Turbulence system that brings a new
dimension to the gameplay. When you are passed by one of the other characters, he or
she leaves a Turbulence trail that you can hop on and ride, [allowing you to] pull off tricks and increase your speed as well. Boarding also opened up wild environment-design possibilities. You'll find yourself racing in a forest, in a factory, in the desert, amongst a wide variety of other landscapes.
NP: Is it safe to say that Sonic Riders was also influenced a lot by snowboard- ing?
TY: As Sonic and his friends have snow- boarded/skateboarded in the previous Sonic titles, we took examples from the past for Sonic Riders, too. We felt that the "boarding" sports allowed more gameplay elements than, say, car racing. Racing on hoverboards gives the feel of snowboard- ing/skateboarding and surfing all rolled into one. We can also design the levels to bring out the feel of one of these sports at different times. For example, adding pipes on the track for grinding brings out the skateboarding rail-grinding feel. Shredding the Turbulence is like riding in the half-pipe in either snowboarding or surfing. Then
there are times we put water or sand in a part of a track and it feels like you are truly surfing, as well.
NP: Does anyone on the development team participate in real-life snowboard- ing, and did that influence the game's development?
TY: The director and | go snowboarding. We
love the sport and in an unconscious sort of way perhaps our love of the sport had some influence on this project.
NP: Did you do any special research on racing or extreme sports for the cre- ation of the game? TY: We researched many different types of sports, especially the extreme-type sports. We didn’t try to per form any crazy tricks on skateboards or our snowboards, but the research gave us a great idea of how the game should feel.
NP: What do you think makes the courses in Sonic Riders especially exciting?
TY: In the world of Sonic, there are no limi- tations. We designed the levels so the play- er can experience what it would be like to be Sonic and have his skills. Take a look at the screenshots of the levels, and you'll get agreat idea of what's in store for you when
you pick up that controller and start racing.
NP: What would you say are the most important elements of great course design?
TY: The most important point we took into consideration was Sonic's skills. We designed the courses that would allow Sonic to show off his abilities; if we stuck to conventional racecourse design and didn't consider Sonic's special skills, then the courses could have ended up being less fun.
NP: Which course is your favorite to compete on? And which character is
march 2006 65
“In the world of Sonic, there are NO limitatio We designed the levels so the player can
experience what it would be like to
be Sonic and have his skill:
your favorite to use?
TY: | like Green Cave, which is а jungle stage. It's great to go rac- ing through a dense jungle at high speeds, then grind on vines, and end up riding on the back of a giant centipede. Out of all the characters, | like play- ing Jet. | like his bad-boy image.
NP: How would you describe the new characters, Jet, Wave, and Storm? Why did you feature them as the adversaries instead of old characters like Shadow or Rouge?
TY: There is no racing without rivals, right!? We had them appear as characters that are somewhat close to the Sonic family, but not the same. This way we could get a diverse group of racers together for really good competition.
NP: How do the three charac- ter types (Speed, Fly, and Power) affect gameplay? What are their advantages and disadvantages?
TY: The tracks are designed so that there are certain advan- tages for certain character types. But it is up to the player to find these advantages and use them wisely. The winning factor in any race is the player's ability to take advantage of their character's skills.
NP: What is the purpose of theareas on each course where you're required to spin theanalog stick, and what made you want to include that aspect in the game?
TY: We wanted to make Sonic Riders not only fun for older gamers, but younger gamers as well. We added the spin-the-joystick elements to give younger players new perspective on playing a racing game.
NP: How did your previous development experience with Sonic games help with the creation of Riders?
TY: Working on previous Sonic titles really
66 NINTENDO POWER
ээ
teaches you what Sonic is all about. Speed and agility are Sonic’s strong suits, and it helped us in the design of Sonic Riders to focus on those skills.
NP: How would you compare Sonic Riders to Sonic R in terms of its design and philosophy?
TY: Нее that Sonic R gave each character а
unique characteris- tic and let the user decide how to race on the course. In contrast, in Sonic Riders we wanted to emphasize the personality of the characters as well, and cre- ate a tighter but more flexible racing system.
NP: Was there anything you liked about Sonic R that you wanted to incorporate into Sonic Riders?
TY: We really wanted to provide more unique abilities for all the characters, similar to what Sonic R had. However, we didn’t incorporate this because we wanted to ensure that the play- er felt the game was balanced, regardless of the character they chose.
NP: Are there any special fea- tures or secrets that will
; appeal especially to longtime Sega fans or Sonic fans?
TY: Yes, there are lots of big sur- prises for Sonic fans and Sega fans! But unfortunately, | cannot say anything about it in detail since if | tell you this now it won't be a secret. | hope you will understand.
NP: Even though Sonic Riders is just coming out, have you given any thought to how you might make a sequel on Revolution?
TY: To be honest, my knowledge about the technology of Revolution is not adequate to provide my deep thoughts, but I feel it could potentially take Sonic Riders to the next dimension based upon the information I cur- rently have.
on БУ | pell A | wd и = ч SIS VRE H MG $ ге & Hoe xe ү anges сәсә q Quos H (bru à сак = г Oz = z 5 © 2 2 5 Е M $ = 4 { i | Н i Game y Advaice is a trademark of Nintendo. GoGURT is a trademark of YOPLAIT Marques Internationales SAS (France) used under license. No ри 256 necessary. > 1 See official rulesion packaging or write to Go-Gurt Nintendo Sweepstakes, Р.О. Box 72776, Rockford, MN 55572-7076. Void where prohibited by law. ©2006 Nintendo. ©2606 Yoplait USA, Inc. | u
Nintendo Power Awards Nominations
It’s time to choose the best of the best from 2005. Peruse the nominees, then vote for your favorites on the Player's Poll card. We'll have the results in Volume 203.
(А) Game of the | E mM у чи
U YEAR
GCN
With six nominations, Capcom's Resident Evil 4 is this year's 800-pound gorilla. Ironically, it's up against two real 800- pound gorillas for GCN Game of the Year. OK, King Kong probably weighs more than 800 Ibs., and neither he nor Donkey Kong is technically real, but you get the point.
1 Donkey Kong Jungle Beat
2 Fire Emblem: Path of Radiance
3 Peter Jackson's King Kong
4 Princeof Persia: The Two Thones 5 Resident Evil 4
6 Tony Hawk's American Wasteland
68 veio power
AWARDS NOMINATIONS
у 0:200 NINTENDO POWER
В) Game of the е
05
If you had told us a few months ago that В ise № ,
Advance Wars: Dual Strike wouldn’t make 1 Animal Crossing: |: E
the list for DS Game of the Year, we'd have Wild World |: 2
called you crazy. And probably slapped you А Е s >
(you had it coming). But that's indicative of 2 Castlevania: p"
how many great games came Dawn of Sorrow out for the dual- 2 screened portable this 3 Mario Kart DS & Etes year. га 4 Mario & Luigi: Partners in Time e à , 5 Nintendogs 6 Sonic Rush а съ Game of the D) Best
GBA Talk about a clash of the titans. As beloved The quality of a game's graphics shouldn't be judged solely by its technical merits. Elements like game franchises go, they don't get much bigger art direction and character design can contribute to the visual appeal every bit as much as poly- than FINAL FANTASY, The Legend of Zelda, and gon counts. It's the work as a whole that makes a painting a masterpiece, not just the brushwork Pokémon. Though not as prolific, Fire Emblem, or the quality of the canvas. Gunstar Heroes, and WarioWare are no light- Е = weights either. 1 Donkey Kong 4 Prince of Persia:
Jungle Beat The Two Thones x 1 FINALFANTASY IV Advance 2 Killer7 5 Resident Evil 4 2 Fire Emblem: З PeterJackson'sKingKong 6 Spartan: Total Warrior The Sacred Stones
3 GunstarSuper Heroes
4 TheLegend of Zelda: The Minish Cap
5 Pokémon Emerald
6 WarioWare: Twisted!
Best Best
GRAPHICS MUSIC
Handheld (GBA / DS) All systems Who says 2-D is dead? Titles like Dawn of Sorrow and Gunstar Super The importance of music in games is often overlooked. Whether it Heroes pushed the art form to new heights with unprecedented anima- be a sweeping orchestral score or distortion-filled punk rhythms, a tion quality and some of the most beautiful hand-drawn sprites ever stellar soundtrack elevates the experience. The titles nominated in crafted. Meanwhile, Mario Kart DS and American Sk8land proved that this category would not have been nearly as compelling without the DS is more than capable of smooth, attractive 3-D graphics. great music.
1 Castlevania: Dawn of Sorrow 1 Call of Duty 2: Big Red One
2 Gunstar Super Heroes 2 Castlevania: Dawn of Sorrow
3 The Legend of Zelda: The Minish Cap З FINAL FANTASY IV Advance
4 MarioKart DS 4 Meteos
5 Mario & Luigi: Partners in Time 5 Prince of Persia: The Two Thones
6 Tony Hawk’s American Sk8land (DS) 6 Tony Hawk’s American Wasteland
SOUND / | VOICE ACTING `-
All systems
A chainsaw revving in the distance. Bullets whizzing past your head. The soothing voice of Sean Connery. Top-notch sound and voice acting immerse you in the game's reality, creating a world that you can lose yourself in. Or in the case of those chainsaws, lose control of your bowels.
1 FromRussia 4 Medalof Honor: With Love European Assault
2 Gun 5 Peter Jackson's King Kong 3 Killer7 6 Resident Evil 4
N P ОО.
д ге ч
Best
RPG / STRATEGY GAME
All systems
During the cold winter months, there’s nothing better than grabbing a blanket and some hot cocoa, curling up on the couch and spending some quality time with a good RPG or strategy game. Unfortunately, that quality time usually extends into the wee hours of the morning and results in turn-based dreams.
1 Advance Wars: Dual Strike 4 Fire Emblem: The Sacred Stones 2 FINALFANTASY IV Advance 5 Mario & Luigi: Partners in Time
3 FireEmblem: Pathof Radiance 6 Pokémon Emerald
Best ADVENTURE GAME
All systems
The past 12 months gave us a little bit of everything in the adventure genre: a finely honed Castlevania masterpiece, a surreal journey into the mind of an assassin, old-school Zelda per- fection on the GBA, possibly the best movie-to-game translation of all time, the brilliant con- clusion to the Prince of Persia trilogy, and a shocking reinvention of survival horror.
1 Castlevania: Dawn of Sorrow
2 Killer7
3 TheLegend of Zelda: The Minish Cap 4 Peter Jackson's King Kong
5 Princeof Persia: The Two Thrones
6 Resident Evil 4
макен 2006 2 1
Best
PLATFORMER
All systems
Donkey Kong and Sega’s hedgehogs nearly monopolized this year’s nominees for best platformer. DK's games focused on inventive new gameplay mechanics, while Sonic delivered more-traditional, high-speed thrills. Rounding out the list are the puzzle- Е f
n б : Е { © 005155 A - ў heavy antics of Namco's floppy-eared . . . whatever it is Klonoa’s supposed to be. 50556552 500029006 56555565
1 DK: King of Swing 4 Shadow the Hedgehog 2 Donkey KongJungleBeat 5 SonicGems Collection
3 Klonoa2: Dream 6 SonicRush Champ Tournament
Best
SHOOTER / ACTION GAME
All systems
Sometimes you just want to smash and/or blow stuff up. Whether it be Roman troops marching on ancient Sparta or an enemy armada orbiting planet Fortuna, the following games let you do just that. The Incredible Hulk even lets you hurl innocent bovines, though such behavior is frowned upon in some circles.
1 Battalion Wars 4 MegaManZero4 2 GunstarSuperHeroes 5 Spartan: Total Warrior
3 The Incredible Hulk: 6 Star Fox Assault Ultimate Destruction
Best
SPORTS / RACING GAME
All systems
Sadly, most of us will never get to play in the NFL or go 10 rounds with Bernard Hopkins. But that’s what the nominees for best sports/racing game are for. They allow us to enjoy the wide world of sports with- out risk of concussion (unless an ill-tempered friend throws a controller at you).
1 FightNightRound2 4 MVP Baseball 2005 2 MaddenNFL 06 5 Super Mario Strikers
3 Mario Kart DS 6 Mario Superstar Baseball
72 sinteno power
H+ N Р Wore) ZOOS Aisne AONAN
M Best New
CONCEPT
= All systems
With the DS coming into its own and the Revolution looming on the horizon, the promise of innovation has never been stronger. In 2005, we saw some of that promise realized. Developers found new ways to tell stories (Killer 7), new ways to approach traditional genres (Donkey Kong Jungle Beat), and entirely new ways to play (Nintendogs).
1 Donkey Kong Jungle Beat Killer 7
Kirby Canvas Curse Meteos
Nintendogs
au AWN
Trauma Center: Under the Knife
N Best
HESS MULTIPLAYER
= All systems
It was a banner year for multiplayer gaming as Nintendo finally went online with Mario Kart DS and Animal Crossing: Wild World. But let's not forget the immense offline satisfaction derived from destroying your opponent's home planet in Meteos or making a complete fool of yourself in Karaoke Revolution Party.
1 Animal Crossing: Wild World 4 Mario Kart DS
2 Karaoke Revolution Party 5 Meteos З Madden NFL 06 6 Super Mario Strikers
о Best New
CHARACTER
= АП systems
Composed of a talking hat, a sentient suitcase and a comatose assassin with split personalities, this year’s nominees for Best New Character are quite the motley crew. Honorable mention goes to Resident Evil 4's merchant. He may not have made the list, but his gruff “What are ya buyin'?" has been permanently ingrained in the gaming lexicon.
1 Ezlo(The Legend of Zelda: The MinishCap) 4 Phoenix Wright (Phoenix Wright: Ace Attorney) 2 Harman Smith (Killer 7) 5 Soren (Fire Emblem: Path of Radiance)
3 Lyle (Animal Crossing: Wild World) 6 Stuffwell (Mario & Luigi: Partners in Time)
MARCH 2006 73
(Р, Best Yi); 77 STORY / WRITING
= Ali systems
Every once їп a while you play a game that doesn't just entertain you; it moves you, shocks you or makes you laugh so hard you lose control of your bladder. With inspired storytelling or memorable writing, a game can impact us in much the same way as a great film or novel does. The following titles achieved that lofty goal.
1 FINALFANTASY IV Advance 4 Mario & Luigi: Partners in Time | 2 FireEmblem:PathofRadiance 5 Phoenix Wright: Ace Attorney 3 КШег7 6 Resident Evil 4
Q Game of the
YEAR
mm All Systems шавиа c en