Archive for October, 2009

It doesn’t matter what holiday it is, because the podcast crew will always get together for our next show! Do we do anything special for Halloween? I honestly don’t think so, but the show is always scary in general! This week’s Flipnote creation comes from ibbsters. Remember, feel free to send in your Flipnote creations to be featured each weekend in our podcast post! Direct link here Click here to download GoNintendo Podcast Webisode 220

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GoNintendo Podcast Webisode 220

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Time for me to sneak off to bed, but not without sharing our latest GoNintendo/GameDaily feature. Hopefully you’re willing to get in on the Halloween spirit with us. If not, you can always check out the delightful Rinry. She’s not scary at all, I promise! See you all in a few, short hours. It’s time to take a break from the console-specific top 10 lists that we’ve been putting together with GameDaily. In honor of Halloween being right around the corner, we decided to put together a list of the scariest games that ever hit Nintendo consoles. When looking back over the generations of platforms, be they portable or console, you sure do have a lot to choose from! Needless to say, this was one of the hardest lists to put together. I just want to make this clear before we jump into the list. This feature focuses on titles that both GoNintendo and GameDaily picked as titles that scared the crap out of us. They may have made us jump out of our seats, sit uneasily as we played through, or just made us uncomfortable from start to finish. There may be some games that you’ll be surprised to see on the list, so by all means, feel free to tell us why we’re totally wrong! GoNintendo and GameDaily worked on the list together, but here we’ll be showing off spots 10 through 6. Please click over to GameDaily to see our collaborative choices for spots 5 through 1. Number 10 -Out of This World To this very day, Out of This World creeps me out. While the game’s first intentions may not be to scare you, it definitely creates an atmosphere that makes you feel vulnerable and unsafe at all times. You can literally die within the first 5 seconds of the game if you aren’t paying attention. It’s this game world that is constantly out to get you that makes you sweat. To this very day, I can remember freaking myself out while playing this game at night. The graphics were top-notch for the time, and they really helped to pull you into the title. Working even more for the fright factor is the minimal amount of sounds. There’s barely a hint of ambient noise in some portions, which makes for a quiet intensity unlike any other game. Damn, just thinking about rolling through the air vents is giving me goosebumps! Number 9 - Shadow Man Back in the days of the N64, I was truly looking forward to Shadow Man. It seemed like it was going to be one hell of an adventure. Luckily, the game did indeed turn out to be fantastic. Little did I know that the world of Michael LeRoi would be so scarily evil. Here’s an element of scary games that we haven’t even touched on yet…voodoo. It’s hard to think of many games that use voodoo in a scary way, instead of a comedic nature. Shadow Man played on the voodoo theme heavily, by showing you the very dark side of this dark art of the bayou. Mix this in with tortured memories of your brother, and a setting that seemed like it was right out of a nightmare, and you’ll find yourself hiding under the covers at bedtime. Quick note - Shadow Man was the very first game Mom Brain saw me play back in the day. It scared the hell out of her! Why in the world did she stick with me?! Number 8 - Dead Rising Being trapped in a mall with thousands of zombies. Sure, that seems like a great idea for a game, but it wouldn’t be too great if you were in that situation in real life! Thankfully Frank West has his wits about him for this situation…as well as a plethora of tools and weapons from the local mall. Dead Rising played heavily on the zombie fascination that gamers have, and puts you right in the middle of an absolutely enormous outbreak. It’s literally kill or be killed, as you can be swarmed by the living dead at any turn. Throw in some psychotic zombie bosses such as Adam the Clown, and you can nearly get me to wet my pants. Go ahead, try to tell me that a zombie clown juggling chainsaws isn’t scary! Number 7 - Dementium: The Ward Who knew that you could make a portable game that was scary as hell?! I surely didn’t expect to see anything of the sort, but that’s long before I knew that Renegade Kid was going to push portable gaming to its limits with this all-out freak fest. Not only does Dementium truly pump some awesome horsepower out of the DS, it also makes you want to shrivel up in a corner and die! When you’re talking about a portable horror title, you have to make sure you pop on the headphones. Once you do that, you’re surrounded by all sorts of scares and atmosphere that only makes the gameplay that much more intense. Shuffling about through a hospital with enemies waiting to pounce you at every corner…try to tell me that’s not scary?! This is one of those situations that’s only considered fun when you know it’s only a game! Number 6 - House of the Dead: Overkill I’ve never really considered the House of the Dead series to be scary. I’d say that campy/cheesy comes to mind for most. That all changed with House of the Dead: Overkill. While the game definitely played up the B-movie style of the previous titles, it was the characters and on-rails nature that took you for a thrill ride. Mind you, House of the Dead: Overkill isn’t going to make you jump out of your skin, or make the hairs on the back of your neck stand up…but it’s still a freakish adventure. You’re pushed through corridor after corridor, peeking in on some of the grossest settings you’ll ever see. If you don’t think this title is scary, then I don’t think you’ve made it to the final level. Trust me, when you see the thing you’re fighting, and then witness the end cutscene…you’re going to get that sick feeling in the pit of your stomach. Too scary to even think about in real life! Once again, click here to check out the rest of GoNintendo/GameDaily’s list, which features spots 5 through 1

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GoNintendo ‘End of Day’ thought - GoNintendo & GameDaily’s top 10 scariest games to grace Nintendo platforms

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I think I’m safe to go to bed now, seeing as how Nintendo’s financial info and DSi LL info came out. I’m sure they’ll be something I missed when I wake up! You enjoy all that good news, as well as Cort’s article below. I’ll see you guys a in a few, short hours! Back in early September, EA invited me (pic) to tour their campus for a nifty informational day aimed at bloggers where we could take a look at some of the upcoming titles from their “Play” label. For those who are unfamiliar with EA’s Play label, it’s a division that generates “accessible” software, which typically skews toward younger gamers. Where The Sims is a franchise and MySims is a branch from it, that relationship is fundamentally mirrored between EA and its Play label, though the entire Sims tree grows in the Play orchard. Anyway, of all the games that I saw that day, the one that both surprised and excited me the most was MySims Agents . To be honest, because of the target demographic, it was my first real exposure to MySims, aside from the fan banner Serothii sent in a couple years ago and a brief, disappointing outing with the series’ Racing entry. But as a fan of traditional adventure games, I was immediately intrigued, and excited once my review copy showed up. The Blip Obtained: Provided courtesy of EA Time Played: ~11 hours Completion: Finished main story mode, about 20% of the (post-game) side quests. Difficulty: for kids, medium. for adults, easy. The Bloop The game follows Cortjezter —or whatever you name the lead character, though “Cort” is an obvious suggestion—an inquisitive and intuitive fellow (or gal if you so choose) from his beginnings as a hobbyist sleuth to a slick agent who manages teams of less capable operatives whom you meet while solving various cases. It plays mainly like a point and click adventure title, though some basic platforming controls and elements give a better sense of freedom than is common from a strictly adventure-based game. If that wasn’t enough, puzzle mini-games are embedded throughout the story as obstacles between you and clues necessary for solving cases. As for those agents you eventually recruit and manage, they are part of some RPG/strategy type elements that are more side-quests than anything, but certainly add some replayability for completionists. And of course, what Sims game would be complete without a layer of character customisation? Aside from your character’s ambitions to be a successful detective, the driving force for most of the game becomes a story which unravels across several major cases and involves a somewhat complex web of characters and happenings. Without spoiling much, a case early in the game introduces the villain Morcubus , an international mega-conglomerate mastermind with some questionable hijinks who reminded me of a certain Saturday Night Live character. The story and series of events will take you to a variety of locations, each one replete with unique people, events, scenery and of course problems to solve. Morcubus and Walken: two peas from the same, smarmy pod. For example, you begin the game with your pal, aptly named Buddy ; both members of a humdrum club of local mystery enthusiasts who aspire to special agent status. As you quickly rise through the ranks, you’ll tackle bigger cases requiring excursions to places such as a junk yard, ski chalet, jungle ruins, haunted bayou, and beach boardwalk. I definitely appreciated the deviation from typical game locales (lava, ice, sky, underground, etc.). Controls are simple, using the Wiimote/nunchuk to move about, jump, point and solve the mini-game puzzles. You’re also equipped with D-pad tools to help manipulate and investigate, starting with modest DIY faves like a crowbar and magnifying glass which over the course of the game become upgraded to some pretty whiz-bang gadgets that can pick locks, analyse molecular data, and even levitate objects. Some of these upgraded features come with a catch though and require your brain-power to complete the task at hand, while others have you perform simple waggle motions. Want to pick a lock? Solve a sliding block puzzle. Want to repair a machine? Grab your sprockets, pulleys and assorted lengths of wire for some old-fashioned engineering. Want to bust open a crate? Activate your crowbar and jiggle. Each mini-game is simple point and click, but it’s where the real difficulty of the game lies. I never have problems with brain teasers and puzzles like these so it was a breeze for me (plus I’m old), but younger minds may require extra time, patience or assistance to get by. An agent journal keeps track of clues you’ve found, unanswered questions, suspects, etc. and is accessible at any time, so little Cort never loses his way, yet the guide isn’t intrusive or hand-holding. To your eyes, Agents looks pretty sharp with consistently stylised models, textures, effects, and animation. Even though its style is simplistic by nature, characters and environments still have plenty of detail to remain visually interesting. I was running in 480p widescreen, and everything looked crisp and vivid, even upscaled to 1080p on a 50-inch plasma. The game is supposed to have a comic book motif, though aside from some of the menus, buttons and dialogue with Buddy, that theme is virtually absent. To your ears, the score is adequate…not memorable, but also not intrusive or annoying. All characters speak the fictional “ Simlish ” (link to video of a recording session I attended) language which I found charming; great for younger players, though older gamers might be turned off reading one language and hearing another. Making it fun to break and enter. The haunted bayou manor is alive tonight! As you go about solving each of the cases, in addition to peeling back layers of story detail, you can find/unlock items for use in the customisation parts of the game, including your character’s appearance and the various floors of your special agent headquarters where your recruited team members reside. Also hidden throughout the levels are trophies and other Easter eggs for those like me who obsessively and methodically comb every pixel of a room, inspecting everything in the hopes of uncovering something , be it an item or just a goofy reaction animation, which Agents is packed with, by the way, such as mauling a trash can to spill its guts all over the ground. The team really put a lot of effort into some of these subtleties that most players won’t even find or think to find, and I applaud this attention to detail. A few slightly less pleasing details came largely from the customisation elements of the game. Secret identities, changing appearances and assuming new personalities is a fantastic use of the Sims’ concept, however many of these unlockable costumes are mere novelty (a yeti suit, anyone?). More disappointing is that your perfectly modded character has absolutely no affect on anything. I had hoped that finding and equipping a thick winter jacket would be somehow rewarded as I jetted off to the ski resort in the mountains. Nope, although Buddy complains about being cold and wishing he’d thought to dress warmer. And an identity I dubbed “Emo Jesus” was completely acceptable to the guests at a formal dinner party. Good thing it wasn’t a last supper kind of occasion. Another gripe comes from the inefficient design of the character editor. It’s not very intuitive for one, but that aside, once you can get the hang of things and figure out where all the bits and pieces are found, it’s a chore to use them thanks to excessive loading screens. Want to change your clothing? Click its menu button and then watch this loading screen for 10 seconds. Chose the wrong clothing category? Pick another one and wait 10 seconds. Want to zoom into the face and tweak it? You guessed it. All of the unnecessary pausing zaps some of the spontaneity from what could otherwise be a lot more silly, creative fun. I’d rather dispatch with the team missions. “Liberating” gumballs from their mechanical prison. Finally, and probably most disappointing was the team mission component, which just isn’t properly integrated with everything else. Once you graduate to “agent” status, you’re awarded a multi-level HQ that will be a base of operations for you and a crew. Up to four teams of three can be assembled; each member has their own attributes that can affect the outcome of missions—each tasks charts the necessary skills needed to succeed. To help boost each team’s chances, the items collected elsewhere in the game all come with attributes and can be assigned to a team’s space in the HQ. Unfortunately, that’s about where the connection between the main game and this component ends. While on missions, teams will stay connected using text messages to your cell phone, sometimes asking for advice when in a jam, but with no clues to guide your decision, it’s just as useful to ignore them and let them figure it out. Depending on how many teams you have sent off at once, the constant barrage of interruptions can become quite unnerving. The game could do without this whole system, and in fact there’s an option to turn it off, which is how the dev team preferred. Maybe that should have been a hint. Without spoiling anything, the ending is left open-ended but suggests that completing some of these team missions may uncover additional information. Whether it means there will be a sequel or the game has a second ending I’ll never know because milling about in the HQ while the away teams do their thing is just…boring. I was originally told that you can revisit cleared areas to scour for overlooked treasures, but I can’t seem to find a way. Since there are at least a couple dozen team missions ranging from about ten minutes to…much longer, the prospect of waiting out some of the more advanced challenges is unbearably tedious. A simple solution would have been the option to join a team for side-quests; as a workaround you can always leave the game running while you browse GoNintendo if you absolutely must do them all. The Bleep The bottom line for MySims Agents is that the game is definitely fun, charming, and attractive, even for some older players. It may not be terribly difficult or deep, but those afflicted with any level of OCD like myself will love seeking out all the hidden features. A few things fall short, but overall this is a fantastic mystery adventure worth spending a few rainy afternoons to solve.

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GoNintendo ‘End of Day’ thoughts - MySims Agents (Wii) according to Cortjezter

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This review was kind of spur-of-the-moment, as a co-worker offered to let me borrow the title, so I’ve been playing it off and on over the past few days. I have Mario and Luigi 3 coming this week, so I may be able to squeeze through the game before next Sunday. For now, though, I figured you guys might like to see a review of this title. Do bear in mind that I didn’t complete the game in its entirety, so take this review with some more grains of salt than you otherwise might. As a side note, I’ve been playing Bowser’s Inside Story — I was glad to see that RMC was able to get his own review up a bit ago. We wanted to have two reviews of the game up, so I actually haven’t read RMC’s yet because I want to write my own first. That said, please leave some comments on how you’d like me to tackle the review: would you rather I write my own opinions independent of RMC’s review, allowing for more objective comparing/contrasting, or should I read his and point out what I agree/disagree with? If you have any feedback for dual reviews in that regard, add that to your comments on this review. Scribblenauts Review -The Sketch- Time Played: About 6-7 hours Completion: About 100 Missions Conditions: Played Challenge Mode levels, fiddled with level creation a little -Writing Anything- Scribblenauts offers, in concept, an experience unlike any other game out there: players can summon objects at will by typing in their name, allowing them to solve puzzles in open-ended freedom. A brilliant and original idea on paper, but when the scribblings are put into pixels, does the idea stand on its own? The short answer is that Scribblenauts achieves something worthwhile in its experience, but the technical aspects could have done with some more time on the drawing board. OK, yea, I’m getting as sick of the puns as you are, so let’s just move on. There’s not really a plot to speak of in Scribblenauts — players assume the role of Maxwell, that quirky-looking kid with the rooster hat and the headphones. Or whatever the heck is going on there. It’s kind of irrelevant, really, because as much as he may be the mascot of the game, he has no personality, and can be swapped out with a number of unlockable skins. But this game isn’t about a character, it’s about a concept, and that concept offers a lot of promise that is certainly worthy of playing around with. The premise here is that players are presented with puzzles of varying complexity, left to their own devices to figure them out. And this is quite literal, as players will need to create objects out of nothing but words. Type in a person, place, or thing, and chances are fairly likely it will appear before you in a puff of illogic, allowing you to manipulate and utilize it to your own will to accomplish your task and collect the shiny doodad to complete the level. What this means is that any two given players could easily tackle the same puzzle in completely different ways. A simple example: an object underwater needs to be collected and is guarded by a shark. You could use a fishing pole to try and pull it up to you. You could equip SCUBA gear and a spear and kill the shark guarding it. If you didn’t want to get your hands dirty you could summon a mythological beast to slaughter the carnivorous fish for you. And this is an extremely simple puzzle — as the game progresses, they get more and more complex and difficult, allowing for much more involved and widely different possibilities. Essentially, Scribblenauts relies on the creativity of the player to make the game. What this means is that if you aren’t particularly creative, then you’ll end up relying on the same things over and over again — something I admit to doing myself when I played for sessions longer than a few missions in a row. The game even forces you from time to time to do something with a special condition, like not hurting anything, or not damaging something. The game benefits from shorter play sessions, allowing your mind to kind of reset and have different ideas to use. More than once I would get so frustrated with some of the later puzzles that I’d literally stop playing, come back to it later, my brain refreshed, and end up solving it in a completely different means than I had originally thought of. The game also rewards you with some extra points for solving puzzles quickly and with the least number of objects, as well as fulfilling certain random objectives, like creating an item you never have before. So Scribblenauts does a good job at enabling one’s creativity to be the core catalyst in solving its puzzles, but what about the technicalities of it? This is a video game, after all. You can call upon thousands of objects, and while there are some really cool and unexpected things (such as LongCat of internet fame and other internet memes), don’t expect to be whipping out Indiana Jones or Godzilla or anything copyrighted. That said, who needs that stuff when you can summon fantasy beings like Cthulu and Zeus? Some of the fun of Scribblenauts is randomly getting an idea and seeing if the game actually allows you to create it and implement it, and I was pleased at how most anything I could think of I seemed able to create within the bounds the the game sets up initially (no drugs/alcohol, no copyrighted stuff, etc.). So as far as the possibilities are concerned, they’re most certainly there. The visual aesthetic is simple and sometimes kind of weird or cheesy looking, but it works just fine and falls in line with the game’s concept and tone. You can even switch to a mode where clicking on objects will tell you what they are, in case you want to summon something specific on your own later. The characters are expressionless but little bubbles appear around them to indicate whether they’re happy, sad, angry, or in the mood to kick the ass of anything that comes across them (especially helpful, since sometimes certain things will attack you and other times they won’t). It gets the job done, but there’s more often than not a weird lifeless feeling to the proceedings — any characters there, including yourself, are just objects in the puzzle to be manipulated. Not that we needed any kind of story or characterization, I just wish that at least human characters had some kind of facial expressions, which could easily have been copied across the board. With just two beady eyes they end up feeling like lifeless dolls to me. Now granted, this is a pretty minor complaint, it’s just something that ended up bothering me over time. It became more apparent how lifeless the characters are when they seem inept at co-operating with you in many occasions or doing retarded things. For example, if I wanted to try and get someone across a gap, I might create something that enables me to fly and pass them a rope so they can hold on. In certain puzzles like this, for reasons I couldn’t determine, a person would just refuse to take a rope — or any other object. I found it baffling and the game has no indication as to why certain characters will co-operate and others won’t. In some cases this forces you to be more creative and come up with something new, but in others, it’s just frustrating. As for the aforementioned retarded things, why do witches do everything into frogs, and then eat them immediately thereafter? Why do some people drink jars of tranquilizing solution when I place them in their hands just because they’re hungry? All of these issues are more minor and can be generally overlooked in spite of the game’s scope and accomplishments. That said, there is unfortunately a very glaring issue that really holds this game back from being something special, and that would have to be the controls. Everything is operated via the stylus. This makes sense when you’re manipulating objects, but not as much with your character. Your character will move toward wherever you hold down the stylus. Words can only do so much to express how extremely imprecise and frustrating this can be. In puzzles that require you to take care to not fall down a pit, move too close toward an enemy, or anything like that, I repeatedly met this end: creating an object and trying to tap on it, only to result in my accidentally moving my character. This became such an issue I reset my system, recalibrated my touchpad, and tried again, with no change. Some of the objects are simply too small to grab easily, resulting in your character accidentally moving around. An extremely easy fix to this would have been allowing the D-pad for character movement — yes, it moves the camera, but so do the face buttons. Why not just let the face buttons alone control the camera and the D-pad to move the character? The character controls are loose and slippery as it is, but just this simple change would allow for the controls to be much more convenient. Between trying to grab and move small objects and your character’s controls being incredibly awkward, the game can be seriously hindered at times, and there were definitely some puzzles I’d just skip out on because I got so sick of feeling like my ideas couldn’t be put into motion because of crappy controls. When a game has me turning it off in frustration and stopping a play session short because of its inability to let me do what I should be able to do rather than genuine challenge, there’s a serious problem. When I need to reach something hanging over a pit of lava, I shouldn’t be accidentally falling into said pit over and over again because I’m trying to pick something up with the stylus. Situations like these happened often enough that I’d either turn the game off outright or skip to the next mission if I still had some patience in me. Speaking of skipping puzzles, this is something Scribblenauts handles pretty well. Every stage completed earns “Ollars,” money used to buy things. New worlds are purchased with Ollars, as are new player avatars and the like. Each world has ten puzzle oriented stages and ten action oriented stages. Of course, even the action ones are really puzzles, they just involve more platform-navigating or combat and obstacles. What’s great is that after you complete a few, you’ve opened up all of them in a given section, but you don’t need to complete them all to move on. So if you get really stumped or frustrated on certain puzzles, you can always ignore them and move on and come back later. If it weren’t for this function, the game would be much less user-friendly (on top of the other issues going on), but with this safety net in tact it makes it easier to overlook the problems and move on; enough, at least, to continue enjoying the positive traits it has to offer. There’s plenty of puzzles to undertake, as well. I played for about 6-7 hours and definitely had a lot of puzzles leftover I hadn’t completed, not just because of frustration but just lack of time to do so. Some puzzles I could complete in less than 10 seconds while others had me rattling around for upwards of a half hour at a time. Players can also create their own levels and share them online, but this was a function I wasn’t able to access at the time of review. -Solving Everything- Scribblenauts lives up to its potential of giving players power as far as their creativity will reach, utilizing a surprisingly high number of objects that generally function well given their sheer quantity. The game’s controls need some serious work, however, as they detract from the experience and physically make the game more frustrating than it needs to be if only because the D-pad can’t be used to control your character and the stylus ought only do one thing at a time and not two or three in this case. Overall, Scribblenauts offers up a lot of room for creativity and is totally worth looking into for what interesting things it does as a game, but its physical, practical elements took a hit as a consequence of its creativity, thus holding it back from being a must-play DS title. If a sequel can be made that fixes these technical issues and streamlines the interface, it’ll deserve a permanent spot in your DS library to pop in from time to time, but as is, I’d say a rental would be fit for most, and if you’re the sort who is less frustrated by its flaws, then you’ll get a lot of value out of it, certainly enough worthy of a purchase. -High Score- 6/10 (If there’s anything I failed to mention about the game that you’re curious about, do ask — I read all of the comments you guys leave and try to answer them, and I have even edited some of my reviews to fill in gaps I may have missed.)

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GoNintendo review: Scribblenauts by D3stiny_Sm4sher

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I did an ‘End of Day’ thought about this a long time ago, and I was pretty interested to see what people had to say. Nowadays there is certainly more game-related clothing than there was back then, and I see all sorts of game clothes everywhere I go. I know that almost my entire clothing selection is video game related. I just don’t feel right wearing anything else! There’s just something about proudly displaying that you’re a gamer that makes me feel good! Article here

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Would you proudly wear gaming clothing?

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Warren Spector is getting bombarded with emails, now that we’ve seen the reveal of Epic Mickey. To answer some of those questions, Mr. Spector has taken to his blog once again. In his most recent post, you can check out some of Spector’s favorite Disney rides, characters and more. Article here

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Spector discusses his Disney favorites

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Mega Man EXE: Operate Shooting Star - another magazine pic

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All I will say about this show is that we have a special guest. If you’ve been listening to the podcast for awhile now, you will most likely enjoy hearing who has popped in. I’m excited for it, and it’s already happened! This week’s Flipnote creation is from artist MdM, which was sent in by Official Nintendo Magazine’s Roberto. MdM has a series of Flipnotes, and they’re all as amazing as the one below! Direct link here Download GoNintendo Podcast Webisode 219 here

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GoNintendo Podcast Webisode 219

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The guys over at Team Meat have let me know that they’re giving away a Super Meat Boy comic, and they want you guys to have a chance at winning! Just click here to get all the details Don’t forget to check out Rinry’s latest video!

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A chance to win a Super Meat Boy comic!

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I was going to post up my Cabela’s review tonight, but Rinry surprised me with her latest video! Of course I’d rather share than than my review, as the Cabela’s game wasn’t very good! Please, enjoy this video, as it should jump-start your Friday quite nicely. See you all in a few, short hours! Ah…do you remember the days when GoNintendo didn’t have Rinry on-board? I sure do…those were lamer days! I couldn’t be happier to have Rinry and her excellent videos as a part of the site. It’s a feature that I’m not only extremely happy to bring you guys…it’s one that I look forward to myself! Lucky for me, Rinry dropped off her latest video just a few hours ago. What a great surprise for a Friday! This is how the end of the work week needs to kick off! This time around, Rinry tackles the dark, seedy land of NES pirated carts. The main culprit in this video is the NES/Famicom 31-in-1 cart, which features game rip-offs, as well as titles that never saw localization. Don’t worry, all your favorites like Merry 1, Pack Man, Battle City and Road Fight are here! Please, check out Rinry’s latest work, as both her and Jot put a lot of work into it. Of course, leave a comment and let them know what you think!

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GoNintendo ‘End of Day’ thoughts - Rinry feature — tackling the land of pirated NES carts: 31-in-1

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