3rd Party Showcase (3PS) Archive: Articles 11 to 20

Third Party Showcase #11
Super Castlevania IV (Virtual Console)

Super Castlevania IV
System Wii Virtual Console (Super NES)
Developer Konami
Publisher Konami

Dracula is one stubborn guy. No matter how many times he's defeated, he keeps coming back. Some vampires just can't take a hint. He haunted the NES three times before moving on to 16-bit territory, but when he did, he made it a night to remember with Super Castlevania IV on the SNES.

Despite the Roman numeral in the title, Super Castlevania IV is really more of a retelling of the original story than a sequel. However, there's much more to this adventure than a fresh coat of paint. Most of the game is brand new. Now you'll have to play through five levels before you even enter the castle. Some of the boss characters are especially original, not falling into the typical Castlevania rehashes we've seen over and over. These features keep the game feeling fresh, even today.

In typical SNES fashion, this game took the NES series to the next level. The graphics are big and detailed with sporadic use of Mode 7 scaling and rotation. Our hero, Simon Belmont, has several new tricks up his leather sleeve with smoother controls and the ability to whip in eight directions. But even with these improvements, Dracula hasn't let his guard down. The game maintains a good challenge, and some of the later levels get brutal. And once you finish the game, it starts again, this time with even higher difficulty. It's everything a vampire hunter could ask for.

Like Dracula himself, Castlevania keeps coming back again and again. While most of the games are excellent and highly regarded, Super Castlevania IV is considered one of the series' very best. It has stood the test of time, and it's worth checking out by any fan of action-platform games. With games this good, Drac can come back as many times as he likes!

Posted by Nester on 28 January 2007

Third Party Showcase #12
Trauma Center: Second Opinion (Wii)

Trauma Center: Second Opinion
System Wii
Developer Atlus
Publisher Atlus

Scalpel... forceps... remote... nunchuck. Let's begin the operation!

Just as Trauma Center: Under the Knife demonstrated the unique abilities of the DS, as well as the system's potential for new and unique gaming experiences, so does Trauma Center: Second Opinion for the Wii. Fans were in the waiting room ever since the release of the original game in 2005, but Atlus finally delivered. Second Opinion is actually a remake of Under the Knife, but it includes enough new features to be considered a separate game. For the general idea, you may want to check out my write-up of the previous game.

There are a couple of new tools at your disposal that were specifically designed for the remote and nunchuck, one of which is a defibrilator that gives the gameplay a good jolt. The graphics have also received a face-lift, and there are more voice samples. While the story is basically the same, each chapter in Second Opinion includes an extra operation that creates a parallel storyline. These tie up near the end with an almost completely redone chapter six. The operations, themselves, are dramatic, intense, and even heart stopping. Get that defibrillator back out!

While the DS let you actually touch the screen to operate, you'll have to wave your hand through the air with the Wii remote. Despite this, the control is very precise, and using the nunchuck to select your tools is very convenient and intuitive. Under the Knife made clever use of the DS's second screen, but even though you're limited to a single screen with Second Opinion, there's a lot more room to fit everything in.

Whether you're a rookie or a master surgeon, Trauma Center: Second Opinion provides its own unique gaming experience. The new tools, art style, and story elements make it more than just a simple remake. The control is precise and intuitive, but if you're having trouble deciding between the Wii and DS interfaces, then let me give you a little advice: Take two of these and call me in the morning.

Posted by Nester on 4 February 2007

Third Party Showcase #13
Sonic Rush (Nintendo DS)

Sonic Rush
System Nintendo DS
Developer Dimps
Publisher Sega

I gotta make this quick. Sonic is so fast that if I don't finish this write-up in time, I just might miss him! Luckily, Sonic's fastest games in the past few years have appeared on handheld systems, so you never have to slow down to get your hedgehog fix. Sonic Rush brought the series to the DS, and it kicked it into high gear once again.

The classic Sonic games on the Sega Genesis/Mega Drive were about blazing through crazy roller coaster levels at high speed, stopping only long enough to bop some Badniks. Special stages offered the chance to win the legendary Chaos Emeralds, and if you were able to collect all of them, you would get a better ending. Recent console entries in the series have deviated from the original formula, but the 2D roots of the series have lived on in handheld form starting with Sonic the Hedgehog: Pocket Adventure for the Neo-Geo Pocket Color, and continuing with the Sonic Advance series on the GBA. Sonic Rush keeps this traditional side-scrolling, adrenaline pumping gameplay style.

The game does take advantage of the DS's two screens by basically giving you a tall view of the play area, similar to Yoshi's Island DS. This changes a bit in the boss stages in which you're limited to just the top screen, but these sections add more of a 3D twist to the action. It breaks up the pace of the game and adds variety to the velocity. You'll also meet a brand new character, Blaze the Cat. Her gameplay is similar to Sonic's, so you don't need to worry about the action slowing down. None of it revolutionizes the gameplay, but it keeps things interesting.

Phew! I'm running out of breath! Sonic Rush will satisfy your need for speed by staying faithful to the series' roots while still refining the original concept. If you love the classic Sonic games, or just good 2D platform games, you might want to look into this game andwoah! Look at the time! I need to wrap this up because I don't even have enough time to fin...

Posted by Nester on 11 February 2007

Third Party Showcase #14
Elebits (Wii)

Elebits
System Wii
Developer Konami
Publisher Konami

Once upon a time, there was a video game company called Konami. One day, Konami decided to create a new game for the Wii. This new game would take advantage of the Wii remote in interesting and elaborate ways. Konami named this game Elebits.

In the game, Elebits were strange little creatures that bore a slight resemblance to Nintendo's Pikmin. They carried an electrical charge used to power all electrical devices in the world. When a young boy named Kai was left alone in his house, he decided to use his father's capture gun to capture as many Elebits as he could. But many of the Elebits hid behind various things in his house, so he also needed to use the telekinetic powers of the capture gun to move those objects around.

The game played similarly to a first-person shooter. The remote was not only used for aiming and zapping, but it took advantage of full 3D movement. Objects held by the capture gun could be moved up, down, left, and right; as well as towards and away. Doors needed to be opened by actually turning the knob and either pulling or pushing. It was an excellent demonstration of the remote's abilities.

Elebits was also the first game to use Nintendo's WiiConnect24 feature. The game allowed its players to create their own levels. These levels could be traded online with other players. This added a large amount of variety and longevity to the game.

Players enjoyed the unique experience that Elebits offered. The excellent exploitation of the remote, as well as the implementation of WiiConnect24, made Elebits stand out amongst other Wii games. And so Konami was satisfied that they had created a good game, and they lived happily ever after.

The End

Posted by Nester on 18 February 2007

Third Party Showcase #15
R-Type III: The Third Lightning (Virtual Console)

R-Type III: The Third Lightning
System Wii Virtual Console (Super NES)
Developer Irem
Publisher Irem (Japan), Jaleco (U.S.)

Cold sweat crawls down your face. You try in vain to calm your trembling hands. The darkness pierces you like an invisible knife. The only sounds you hear are the hum of your ship's engine and the pounding of your own heart. The intensity almost consumes you, but you take a deep breath and focus all your senses as you blast off to strike the evil Bydo Empire!

Such is the experience you may have playing Irem's R-Type III: The Third Lightning. This game is not for the faint of heart, and those of you who get frustrated easily my want to start running home to mommy. This is a classic, hard-core shmup that is not only one of the best in its series, but one of the best in its genre.

Irem's legendary sci-fi series began in the arcades in 1987. In fact, the original R-Type was distributed in the US by Nintendo and was an instant success. The sequel, R-Type II, repeated this success in 1989. Irem followed-up with a couple of side-steps: a heavily modified version of the second game for the SNES called Super R-Type, and the arcade anomaly R-Type Leo. Then, in 1993, Irem's American office went out of business just before it could release R-Type III. Fortunately for us westerners, the SNES exclusive was picked up by Jaleco and finally unleashed on the masses. Now you can easily access and enjoy this classic shmup on the Wii Virtual Console.

A signature of the R-Type series is the Force orb, which acts as a shield and weapons system for your ship. R-Type III allows you to choose between three different Force units, and each one has different weapons and physical abilities. The Shadow Force, for instance, has two extra gun orbs and quick movement, while the Cyclone Force has no independent firing ability but causes tremendous damage by direct contact. The Round Force is simply the classic Force unit from previous games. All three are unique and creative, and they bring strategy and variety to an otherwise straightforward game.

There are only six levels in the game, but once you reach the latter half, you may be thanking your lucky stars. In the classic R-Type tradition, this game is tough! You'll travel from the remains of a battered space colony, to an acid drenched cavern, through a Bydo factory, and even into another dimension. Typical for the series, the level design is exquisite.

In 2004, R-Type III received an infamous port to the GBA by Raylight Studios. The developer was on its own, receiving absolutely no help or materials from Irem, and using only the original SNES game as a reference. The result was a sloppy and pale shadow of the source material. It's safer to stick with the Wii Virtual Console version, or the original SNES cartridge, if you can find it.

The R-Type series began to wind down with 1998's R-Type Delta for the original PlayStation. In 2004, R-Type Final on the PS2 brought the saga to a distinct finish - a rarity for the game industry. But as with any classic series, the R-Type games are still just as enjoyable today... if you're strong enough. For those of you with guts, determination, and the ability to let defeat roll off your shoulders, R-Type III: The Third Lightning is worth checking out on the Wii Virtual Console. Find out what you're really made of!

Posted by Nester on 25 February 2007

Third Party Showcase #16
Age of Empires: The Age of Kings (Nintendo DS)

Age of Empires: The Age of Kings
System Nintendo DS
Developer Backbone
Publisher Majesco (U.S.), THQ (Europe)

Those who do not learn from history are doomed to repeat it. But you can repeat it anyway, just for the heck of it, with Age of Empires: The Age of Kings on the DS.

The Age of Empires series started on the PC in 1997, and it set itself apart from other real-time strategy games by recreating actual historical time periods. Age of Empires II: The Age of Kings, released in 1999, was set in the Middle Ages. As you can guess, it's also the basis of the DS game, but it's not actually a straight port from the PC. Rather than real-time, the developers converted the game into a turn-based format, and very successfully at that.

The game is divided into various campaigns in which you play the part of an historical leader of each time period. Step into the shoes of Joan of Arc or Richard the Lionhearted, and history is yours for the making. Each campaign serves as a different difficulty level and is made up of half a dozen missions, each with its own goal.

Fans of Nintendo's Advance Wars series should find Age of Empires' style of gameplay appealing. There are a large variety of units to do battle with, and each leader has his/her own special powers to aid them. However, there is more of an emphasis on resource management, town building and technology funding. Despite this, the game still moves along at a good pace.

The DS game, unfortunately, has been noted as being somewhat buggy. Majesco recommends that your profile name be at least four characters long to avoid certain glitches, and the Save and Quit function may cause the game to freeze.

Nevertheless, if you loved Advance Wars: Dual Strike, Age of Empires: The Age of Kings should satisfy your thirst for conquest. You may even learn some history in the process. After all, those who do not learn from history are doomed to repeat it. But you can repeat it anyway, just for the heck of it, with Age of Empires: The Age of Kings on the DS.

Posted by Nester on 4 March 2007

Third Party Showcase #17
SSX Blur (Wii)

SSX Blur
System Wii
Developer EA Montreal
Publisher Electronic Arts

Strap on your boots, wax your board, and dress warmly. It's time to return to the mountain for more extreme snowboarding in EA's SSX Blur. The tournament is under new management this year, and event organizers have decided to bring back a number of courses from previous competitions while still throwing in some new tricks to keep competitors on their toes.

Before diving into the action, let's stop and take a look back at some previous highlights. The very first SSX came out in the year 2000 for the PS2 and was considered by many to be one of the console's finest launch titles. The tournament went multi-console for the following three installments: fan favorite SSX Tricky, the epic SSX 3, and the somewhat misguided SSX: On Tour. Each competition added its own unique twists along the way, such as SSX 3's cohesive mountain and On Tour's addition of skiing. Youll find that Blur draws most of its inspiration from these previous two tournaments.

I just got a call in from SSX Superstar Moby Jones who wanted to make sure I told you guys about the all-new control scheme, which is one of Blurs main attractions. Tilting the nunchuck to carve is a stroke of pure genius, and it feels oh-so-smooth. Use it to launch off a ramp for some serious air, and you can flick the remote to initiate dizzying spins and death-defying flips. Uber tricks are accomplished by using the remote to trace various shapes through the air. Anyone can mash buttons, but this new method will give you a chance to show-off true skills. Better practice up.

You'll have free run over this years mountain range as you slide from event to event. Race, slope style, big air, and half-pipe competitions all make return appearances along with the new and challenging slalom. Or you can just free ride, taking on unique challenges and collecting icons to unlock new uber tricks. You may even run into a few of the other competitors whom I know are eager to find out how good you are. Are you up to it?

Looks like the weather is getting rough up on peak three, so it's time to wrap things up. If you're into arcade sports and like to throw it up big, SSX Blur belongs in your Wii collection. As with any sport, practice is essential, so expect to take a little time getting used to the controls. But once you do, you'll find a rewarding experience that can only be described as "uber-duper!" This is going to be one intense competition. See you on the slopes!

Posted by Nester on 11 March 2007

Third Party Showcase #18
Toejam & Earl (Virtual Console)

Toejam & Earl
System Wii Virtual Console (Genesis)
Developer Toejam & Earl Productions
Publisher Sega

You are a wiener.

No worries, bro. You gotta start somewhere, and there's nowhere to go but up. Just look at the alien duo of ToeJam and "Big" Earl. They were cruisin' the galaxy when they smashed up their spaceship into ten pieces. Total bummer! But their quest to rebuild it led to their 1992 game ToeJam & Earl for the Genesis/Mega Drive.

One of the reasons the game is considered a classic is its originality. The bizarre premise and humor has kept the game groovin' after all these years. The levels can be randomly generated, so theres substantial replay value. While the style may be offbeat, the soundtrack pumps out some phat beats thanks to digitized drum samples. You can even go into the Jam Out mode and play your own drum section. Right on, man, right on!

Of course, the best way to enjoy the game is with one of your beat-droppin' buddies. The two-player mode starts on a single screen where TJ&E can hang out with each other and even share energy. If they start to grow apart, though, the screen will split, and each player can explore the game separately. Totally rad, dude!

In 1993, the duo returned to their home planet for ToeJam & Earl in Panic on Funkotron, also for the Genesis/Mega Drive. Nearly 10 years later, they landed on the X-Box with ToeJam & Earl III: Mission to Earth. Yet, it's the original game that has stood the test of time. Download it for the Wii Virtual Console, and it's virtually yours! Yeah, buddy!

ToeJam & Earl will have you jammin' with style and substance! The replay value will keep the game funky fresh, and the far out two-player mode is where it's at! Can you dig it? Feel the beat, homey! You're movin' up in the world!

You are a FunkLord!!!

Posted by Nester on 18 March 2007

Third Party Showcase #19
Phoenix Wright: Ace Attorney – Justice For All (Nintendo DS)

Phoenix Wright: Ace Attorney – Justice For All
System Nintendo DS
Developer Capcom
Publisher Capcom

The sound of the gavel echoes throughout the chamber. This case has been reopened. Phoenix Wright returns to the DS for more courtroom drama in Phoenix Wright: Ace Attorney - Justice For All from Capcom.

As with the original game, the gameplay alternates between investigations and trials. Investigations consist of discovering clues and talking to various characters. The trials require you to use gathered evidence and information to build a case and cause the opposition to incriminate itself. It's not drastically different from the first game, but that's not necessarily a bad thing.

Phoenix has a new ability this time with the "psych-lock" feature. During the investigative phase, Phoenix will be aware that various characters may be concealing secrets. In a similar fashion to interrogations during trials, Phoenix must use his wits and evidence to reveal these secrets. The information he gains from them will, in turn, help during the actual trials.

Of course, it's the presentation that provides the energy and momentum of the game. Over-the-top antics, dramatic audio cues, and anime action poses propel the game forward. Various pop culture references also help to keep this text-heavy game exciting.

For fans of the original game, as well as new fans, Phoenix Wright: Ace Attorney - Justice For All rules in favor of fun. While it may not raise the bar, it does pass the exam. The presentation carries as much style and personality as it always has. The verdict is in: this is one cool game. Judge for yourself!

Posted by Nester on 25 March 2007

Third Party Showcase – April Fools 2007
Virtua Fighter 5 (PlayStation 3)

Virtua Fighter 5
System Playstation 3
Developer Sega-AM2
Publisher Sega

Highlighting this 20th 3PS is a new installment in the legendary game series that invented 3D fighting games: Virtua Fighter 5 from Sega. It contains all the kicks, punches, guards, throws, and technical merit that gave the series lasting power for all these years. This is a real fighting game for real gamers, which is why it has never appeared on any Nintendo console.

Legendary game creator Yu Suzuki designed the original Virtua Fighter, and it was released into arcades in 1993. The series flourished, not only in the arcade, but also on various Sega consoles. Arcade cabinets of the first three games are even preserved in the Smithsonian museum. In 2002, Virtua Fighter 4 made its first home appearance on the PS2, followed by Virtua Fighter 4: Evolution in 2003.

The control is as crisp and precise as it's always been, appropriately using a regular game controller, and not some awkward, gimmicky input interface. (Now that I’m a major Sony fanboy, I don’t have to bend over backwards to defend Nintendo.) Unfortunately, the motion sensing abilities of the Sixaxis have been completely ignored, so it’s disappointing that the game doesn’t take advantage of such a unique and revolutionary feature.

Long time fans of the series may note that not a lot has changed in the gameplay department since the last instalment. The graphics, however, have received a good makeover. They’re beautiful and shiny with some nice light and water effects. And let’s face it: on PS3, graphics are all that matter.

Virtua Fighter 5 is definitely worth a look, especially for fighting game fans. The controls are responsive and down to Earth. The graphics are pretty and detailed, even if the gameplay is a bit familiar. The good news is that Virtua Fighter 5 will also be coming to the X-Box 360 sometime this summer. And not only will it look just as good, but it will be based on Version C of the arcade game. (The PS3 only has Version B.) So, really, there’s no reason to buy this version… or even to own a PS3 at all. Any worthwhile 3rd party games will inevitably also be available on the 360 anyway.

Posted by Nester on 1 April 2007

Fryguy64: I had planned to build a mock front page for April Fools Day, changing NinDB into SonyDB. Unfortunately, I wasn't able to get the gag finished in time. Nester put together this article for it, which I don't think was ever posted on the website.

Third Party Showcase #20
Bomberman '93 (Virtual Console)

Bomberman '93
System Wii Virtual Console (TurboGrafx-16)
Developer Hudson Soft
Publisher Turbo Technologies (U.S.), Hudson Soft (Europe)

Welcome to the party! Glad you could make it! Come in and make yourself comfortable. We're just about to light the fuse on an explosive game of Bomberman '93 from Hudson.

You remember Bomberman. Hes the guy that got his start on the NES way back in the 80's. He keeps popping up every now and then on various platforms. His brand of puzzle action involves running around a grid and dropping bombs. The explosions spread across the cross-sections, destroying any barriers, enemies, or other Bombermen unfortunate enough to be in the way. There are several power-ups you can collect that'll enhance (or inhibit) your abilities. It's actually pretty simple, but deceptively addictive.

The single player mode spans 56 levels and several boss fights. A password system allows you to save your progress along the way. You may not find the solitary experience all that compelling, but it'll allow you to sharpen up your skills for when friends drop by.

The multi-player mode is where the real party is! These classic bomb-fests have remained the heart and soul of the series for years on end, and they'll still light your fire today. The Wii even supports the full-on five-player mode from the original TurboGrafx version. Get ready for some heated competition!

Call the bomb squad! The simple but classic gameplay remains intact. The single-player mode may not blow you away, but the multi-player mode is simply a blast, especially with five players. Bomberman '93 will guarantee that youll be partying all night long!

Posted by Nester on 2 April 2007

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