Just a short little post here. I've been looking for a walkthrough of the Last King of Africa on the DS and apparently, it's based on Paradise the PC game by Benoit Sokal. In any case, YouTube seemed to be a very good resource in the form of the only Let's Play series. However, the commentary got tiresome so, I found a nice video without commentary. Click here to see someone play the PC version. A decent PC guide can be found here. You'll discover that the DS version has some variance in solutions as well as some puzzles entirely omitted. In addition, the DS version has some touch screen puzzles inserted here and there. Some of them do involve more pixel hunting unfortunately. An actual DS guides in foreign languages can be seen here and here. Also, pressing select shows the integrated help guide system for the hotspots in this pixel hunting mania. After the jump is a brief run down on the differences from PC to DS. (Spoilers beware!)
Showing posts with label DS. Show all posts
Showing posts with label DS. Show all posts
Friday, November 3, 2017
Monday, December 19, 2011
The Nintendo Wii - DS Connection
I had a previous blog post about how the Gamecube and GBA connectivity was severely underused but had tremendous potential. It's something that I had hoped the Wii and DS could pick up and really take to the next level but with the system nearing its death for the Wii U, it looks like this is about it. I figured I'd put the spotlight on the one game that I think took this particular feature and implemented it really well, Driver: San Francisco.
Driver: San Francisco seemed to be an incredibly multiplayer-oriented game and surprisingly, it's not really touted all that much. A second player can pop in and out to provide some support via an extra aiming reticule but what seals this multiplayer package is the intricate gamplay provided by the DS connectivity.
With the DS, you can provide support by stunning AI cars as well as put up blockades. You also get a map to help figure out routes and look for objectives in the current map. Here's a basic rundown of the feature as well as how to get it working.
Start the story mode, turn on the DS and go to download play. Driver: San Francisco should show up and tapping it will download the software.
The DS player gets a few gameplay options:
- City Map where you can view cops location as well as points of interest.
- Roadblock deployment. This allows the player to drop police roadblocks, but you cannot deploy it too close to Tanner.
- Mission Support. Depending on the mission, you are able to stun enemy cars.
- Felony hacking to drop the felony levels of the Wii player.
You can check out more by heading to this excellent article from Wired.
I figured I'd also give a definitive run down on games that do support this feature.
Castlevania Judgment with Castlevania Order of Ecclesia (Here)
My Pokemon Ranch with DS Connectivity (Here)
Animal Crossing City Folk with Animal Crossing: Wild World (Here)
DS Download Service (Here)
My Word Coach (Here)
Naruto Shippuden Ryujinki and Naruto: Shinobi Rumble - This is ONLY for the Japanese version! (Here and Here)
Final Fantasy Crystal Chronicles: Echoes of Time for both the Wii and DS games (Here)
Big Beach Sports (Here)
Batman: Brave and the Bold for the Wii and DS (Here)
Ultimate Band (Here)
Jam with the Band (Here)
At the end of the road, we only have a few games that use this feature. I hope this article can help those who want to find games that utilize this unique and incredible feature. The original forum thread discussion I had can be found here.
Labels:
Band Hero,
Batman,
Castlevania,
connect,
connectivity,
DS,
Game,
Guitar Hero,
Naruto,
Nintendo,
Wii
Saturday, August 27, 2011
Splinter Cell: Chaos Theory DS Glitches
I've been blasting through the game a second time around and just wanted to post a few quick thoughts. The first one is really annoying because on my second playthrough, I've been trying to unlock the bonus outfits and everytime I get one, I lose it when I shut the DS off. It's very annoying but I guess nothing I can do about that.
The second glitch is the damn Manhattan Streets bug that causes a mission failure when you climb up the crates to get to the main streets to Zherkezhi's apartment. It's only now that I realize that there's an internal time limit as someone actually dies around the six or seven minute mark and counts as a civilian kill. Strangely enough the check for mission failure happens exactly at the moment Sam climbs the crates. That's how some people trigger the glitch and result in mission failure. I only happened to figure this out while playing on the DSi XL. You'll hear the sound effect of someone getting hit with a sticky shocker as background noise. If you get that sound before you climb the crates, you will stumble into the glitch. If you get the noise while the cutscene between Lambert and Sam is playing, you will get through the mission just fine. So, in short, to pass this glitch, you just need to play the level as fast as you can.
The second glitch is the damn Manhattan Streets bug that causes a mission failure when you climb up the crates to get to the main streets to Zherkezhi's apartment. It's only now that I realize that there's an internal time limit as someone actually dies around the six or seven minute mark and counts as a civilian kill. Strangely enough the check for mission failure happens exactly at the moment Sam climbs the crates. That's how some people trigger the glitch and result in mission failure. I only happened to figure this out while playing on the DSi XL. You'll hear the sound effect of someone getting hit with a sticky shocker as background noise. If you get that sound before you climb the crates, you will stumble into the glitch. If you get the noise while the cutscene between Lambert and Sam is playing, you will get through the mission just fine. So, in short, to pass this glitch, you just need to play the level as fast as you can.
Tuesday, August 23, 2011
Thoughts on Splinter Cell: Chaos Theory DS
I finally got through this game and it sure is a respectable port though it definitely has some serious issues. It's tough to get around with the frame rate issues and the overly complicated controls, but if you find yourself forgiving enough, you might stumble upon some fun in it.
From a controls point of view, it's bad enough that the game demands you use the entire DS for just about everything. It's really difficult to wrap your mind around controlling Sam Fisher on it and being a lefty makes things even worse. Unfortunately for us lefties, the game is only designed for right-handed players. Controlling the camera while moving Sam was a chore. Eventually, I figured something workable for me. By placing the thumb strap (remember that from the old DS?) on the index finger of my right hand, I could manipulate the camera like using a touchpad of a laptop while having the stylus ready with my left hand for the lock picking parts. Fortunately, because Splinter Cell is a deliberately slow-paced game, having to change gripping positions for camera and the action buttons doesn't penalize me.
Having that out of the way though doesn't put you in the clear. There's so many game glitches and the frame rate is very atrocious. The game even refuses to save on the final checkpoint of the game! All annoyance aside, I had a good time with Splinter Cell: Chaos Theory but I certainly wouldn't recommend this game for purchase. Rent this game first before deciding!
Saturday, May 14, 2011
Don King's Prizefighter: Joe Calzaghe vs Buster Dog
For a couple of times, I've played as Joe Calzaghe on Don King's Prizefighter and fought some boxers like Chris Eubanks and Andre Berto, for the most part without encountering much trouble nor resistance. I then began to think about seeing how I'd do against my overpowered boxers. Naturally, that meant Joe Calzaghe vs Buster Dog at hard difficulty.
I brought everything I learned from the Andrew Golota fight into this bout, defending smart and moving away when I get in trouble. Also, I decided to give my game plan a little tweak here and there. Normally I'd throw plenty of body jabs to hurt and stiffle the opponent's offensive, but that did not work well in stopping Buster's assault. For this fight, I decided to try and throw more body hooks instead as they are more damaging than the jabs and straights.
At the first round, the speed and power that Buster brought to the table was immediately felt. He got some good combinations in but I kept moving and throwing body hooks. As the round went on, I realized that the hooks were good weapons in stopping his punches. It allowed me to stun him on multiple occasions and really wear him out. It was at this moment that I thought that the fight was pretty much it.
When round two started, Buster quickly reminded me this wasn't the end yet, with him losing none of that speed and power that made him dangerous. I could not put together a better offense here and was at one point, in trouble of getting knocked down. Fortunately, I was able to knock him down to get an otherwise closely contested round.
After that scare, I wasn't going to ease up on him. I made sure to stay diligently on offense and defense. Everytime I put him down however, he just got up, showing no signs of ever slowing down.
By round seven, I was contemplating that the fight was going to go all twelve rounds, as Buster just kept at it and I kept chipping at him, hurting him as much as I could. When the knockdown came, I realized that Buster was finished. The ten count came and I had finally knocked him out.
It was still a tough fight but nowhere on edge like the Golota fight was. Buster is always dangerous if you give him a chance to hit you. This time, I was more than prepared to face him.
Labels:
boxing,
Buster Dog,
Don King's Prizefighter,
DS,
Joe Calzaghe,
Nintendo
Saturday, January 15, 2011
Don King's Prizefighter: Andrew Golota vs Buster Dog
A couple of hours ago, I entertained the thought of giving myself an interesting bout on Don King's Prizefighter for the DS. For most of my time playing the game, I've used my created boxer, Buster Dog to mow down the opposition. Being the strongest boxer in the game with decent skills overall, I figured it would be more interesting this time around if the tables were turned against me. Specifically, a boxer of my choosing versus Buster Dog.
In choosing the boxer I would use, I wanted to use one who would have very standard statistics if not underpowered in comparison to this fictional boxer. Once I bumped into Andrew Golota and checked the statistics 2k had given him, I knew the match was set.
It would be Andrew Golota vs Buster Dog, 12 rounds in the Trump Taj Mahal. I set the difficulty to 'Hard' knowing that using any boxer other than my customized ones, it would provide an interesting challenge.
When the first round came, I was in for some highly intense combinations and I did not expect anything less. Buster Dog gave me all I could chew and then more. None of my punches would hurt and he would slip in some slick combinations that left Golota stunned for most of the round. I made a critical error in trying to beat him to the punch thinking my jabs would disrupt his attacks opening up some combinations. Suffice to say that I paid the price dearly with one knockdown in his favour.
Much of the opening two rounds were the same as I tried to figure out what I could do to stop this monster from completely annihilating me. Eventually I started to find my own rhythm, fighting much smarter and moving away when I could. I believe it was the third round that I manage to get a knockdown of my own, a clear sign that this was going to be a war.
I tried to fight as smart as I could and learned a few more as I went to deeper waters. Buster was not slowing down in spite of the two knockdowns I have given him. There were rare instances where I hurt him bad enough to see him cover up, but many times I could not capitalize those instances. At the same time however, I had kept my defense as best as I could and manage to scupper much of his assault, save for two critical errors, giving Buster two rounds via knockdowns.
At the last few rounds, I decided that if I tried to keep trying to knock Buster out, I would get a few my way. Struggling in survival mode, I decided that even though I probably have lost the fight on the judge's cards, it was worth a shot to try and outbox Buster and force a decision.
The final bell rung to end round 12 of this thrilling war. In an instant, the judge's rendered their decision and surprised was I from the scoring that I just could not let this pass without some photographs.


You read it right. Buster Dog won the fight though from the judge's cards, I would have figured it would have been a majority draw instead. A part of me feels that had I fought smarter in the first two rounds, I may have squeaked it out. Regardless of the outcome, I had a great time with this bout as well as learned a few things should I go for another match of this kind.
Another screenshot below for the statistics of the bout. You decide who fought the better fight.

Labels:
Andrew Golota,
boxing,
Buster Dog,
Don King's Prizefighter,
DS,
Nintendo
Thursday, August 6, 2009
Some thoughts of the day with Don King's Prizefighter
I went back to playing Don King's Prizefighter on the DS. At this point, I have totally beaten the game and have moved on so to add a little spice, I decided to played an exhibition match on hard mode using Archibald Moore vs Rocky Marciano on the classic 30s ring. I wanted to put everything as authentic as the game could to present the classic Marciano vs Moore battle and put myself on a real stiff challenge. Marciano on Easy and Medium is a cakewalk but on hard, he is deadly lethal. I really had to fight my heart out to a 12-round unanimous decision. I did not realize I had set the game on twelve rounds so I was really wondering while slugging out with Rocky how long the fight was and boy it was a thrill to get the final round and beat him.
At the opening bell, Rocky hurt me with some real lethal combos and I was in real trouble. I had not put my fighting cap on and that was a real wake up call for me to keep my defenses up. To literally walk into his combinations is not the smartest thing to do so I paced myself and worked on more defense and unloading shots and jabs when it was really open. I could tell at round one I was barely hurting him but I kept on the peppering jabs, focusing on the body mostly. I was able to rest a bit and keep most of lethal powershots at bay. That was survival mode and I survived round one without kissing the canvas.
As it turns out, the judges called the round even. I was surprised when my cornerman called it an even round. We had to work on slowing Rocky down and keep on hitting him when he was open. The plan was to wear him down and have the damage accumulate, focusing on the body combinations more than the head. It was foolish to try and go for the head when there was still a lot of power in his shots. For rounds two to six, this was the approach and I did not deviate from the game plan.
By round seven, I got my first knockdown and I noticed his power punches were getting slower. That was the first real sign for me that Rocky was getting hurt (also the first time I realized the game emulated this). I needed to start pouring in and opening up with the combinations because going in on the defense will allow Rocky to recover. Rocky did get a few hooks and uppercuts in but they did not do as much damage as they did before. I started to balance out my assault on both the body and the head while still maintaining a good defense. Rocky is darn dangerous at any point in the fight if you let him have his day, so do not forget about defense!
I started to get more power combinations in and hurt Rocky more and more. Still, I did not forget to apply defense. Rocky was getting a bit discouraged and frequently bobbed, and weaved instead of throwing his attacks. For rounds nine, ten, and eleven, I had Rocky backed on the ropes for a good half round, hurting him and giving him the time of his life. I finished round eleven with two knockdowns knowing full and well that I had control of the fight and I was way ahead on the scorecards. With round twelve I knew I had it and I sealed the deal with another knockdown.
The score card read Moore - Marciano, 360-302. I racked up a total of six knockdowns. The first few rounds were a bit of a knife's edge as Marciano had some powerful shots. As the fight wore on, it got a bit easier. I have no doubt that on another day, Marciano would probably knock me out. Today though, was my day.
At the opening bell, Rocky hurt me with some real lethal combos and I was in real trouble. I had not put my fighting cap on and that was a real wake up call for me to keep my defenses up. To literally walk into his combinations is not the smartest thing to do so I paced myself and worked on more defense and unloading shots and jabs when it was really open. I could tell at round one I was barely hurting him but I kept on the peppering jabs, focusing on the body mostly. I was able to rest a bit and keep most of lethal powershots at bay. That was survival mode and I survived round one without kissing the canvas.
As it turns out, the judges called the round even. I was surprised when my cornerman called it an even round. We had to work on slowing Rocky down and keep on hitting him when he was open. The plan was to wear him down and have the damage accumulate, focusing on the body combinations more than the head. It was foolish to try and go for the head when there was still a lot of power in his shots. For rounds two to six, this was the approach and I did not deviate from the game plan.
By round seven, I got my first knockdown and I noticed his power punches were getting slower. That was the first real sign for me that Rocky was getting hurt (also the first time I realized the game emulated this). I needed to start pouring in and opening up with the combinations because going in on the defense will allow Rocky to recover. Rocky did get a few hooks and uppercuts in but they did not do as much damage as they did before. I started to balance out my assault on both the body and the head while still maintaining a good defense. Rocky is darn dangerous at any point in the fight if you let him have his day, so do not forget about defense!
I started to get more power combinations in and hurt Rocky more and more. Still, I did not forget to apply defense. Rocky was getting a bit discouraged and frequently bobbed, and weaved instead of throwing his attacks. For rounds nine, ten, and eleven, I had Rocky backed on the ropes for a good half round, hurting him and giving him the time of his life. I finished round eleven with two knockdowns knowing full and well that I had control of the fight and I was way ahead on the scorecards. With round twelve I knew I had it and I sealed the deal with another knockdown.
The score card read Moore - Marciano, 360-302. I racked up a total of six knockdowns. The first few rounds were a bit of a knife's edge as Marciano had some powerful shots. As the fight wore on, it got a bit easier. I have no doubt that on another day, Marciano would probably knock me out. Today though, was my day.
Labels:
boxing,
Don King's Prizefighter,
DS,
Nintendo
Monday, February 18, 2008
Professor Layton and the Curious Village
"Every puzzle has an answer."
That puzzle for me had been this quirky Japanese game series, Professor Layton. Years ago, I've seen this title and it never seemed to arouse my curiosity, at least, not enough to actually go out and find it. Here was yet another DS title, albeit with a charming simplistic animation direction, that attempts to cram mini games down DS owners throats. With this conclusion, however, the game was somehow lodged at the back of my mind, whispering softly every now and then.
When the game finally came out in America, that seemingly small voice had grown more vocal. The charming characters had somehow found their way to my good side. But deep down, I knew Layton was nothing more than a dressed up puzzle game. It was the only thing I knew it was really about.
Even with that mindset however, somehow, it was a title I had never totally forgotten, and it seemed like something I would be willing to try now. This, I think, is the first real credit to Level 5's game. No matter what you see in the Layton games meat, the art design is always welcome no matter who you are. And at times, it may be so good that it beckons you to play it.
Professor Layton and the Curious Village unfolds as a sort of crime mystery filled with puzzles from the puzzle-addicted folks of St. Mystere. You accompany Professor Layton and his young apprentice, Luke in their quest to solve the mystery of the Golden Apple. Sounds like Sherlock Holmes? Indeed it is. Layton was indeed designed after the fabled inspector from London according to Level 5.
The puzzles you encounter range from the obvious, to the deft, to the devious. No matter who you are, there will be something that will make you scratch your head. This smoothly combines mind bending puzzles with a story that, by its own right, is a cleverly presented one. Layton also side-steps from the common pit fall of most adventure games. The puzzles aren't ones that you'd end up trying to turn lipstick to bullets (This is a reference to one game I absolutely abhor). Instead, the puzzles stand on their own and have little to no connection to the running plot. They are simply devilishly mind twisters meant to stir your thoughts.
This is the real meat of Professor Layton and the Curious Village. It's as I thought it would be. But there is a certain charm to it that keeps you going. Professor Layton's real power comes from the puzzles and a total charm of story.
But here, in its strength, lies the game's weakness. The puzzles you solve, don't have a life span that goes beyond it. For the hundreds of puzzles packed in the little cartridge, once it's done, there's no more going back to it. And frankly, the puzzles are often so absorbing, you might end up talking to people hoping they'd toss you another one. Often they do, but this gradually leads you away from the plot and into a puzzle hunt. At times, the dialogs will be totally unimportant and simply serve as a tack on to provide you with puzzles. I don't mind, but it doesn't make it all the more natural.
With this problem though, the game does gracefully guide you back to the plot. The expertly created animated cut scenes deliver the kind of feel that gets you right back into the game. It's also so well done, you'd want to go back and see it again. The voice acting is also equally superb. This is one area, that I believe the English version surpasses the Japanese version. The voice actor for Layton delivers the kind of intelligence you'd expect from a man of his stature. Luke shows the typical curious apprentice. In fact, a lot of Layton's characters are really typical but again, these are things that you tend to not mind a lot.
To say Professor Layton is a triumph of innovative game design would be a lie. But to think that Professor Layton series does not deserve merit would be a disservice as well. The truth is, Professor Layton and the Curious Village is as good as they say and is far more accessible than most of the conventional fair games out there. It's the one game I don't mind tagging along, even if the game concepts seem quite too simple for a single package. I wonder the longevity of the series, but till I hold the sequel in my hands, cheers to Layton and Luke!
When the game finally came out in America, that seemingly small voice had grown more vocal. The charming characters had somehow found their way to my good side. But deep down, I knew Layton was nothing more than a dressed up puzzle game. It was the only thing I knew it was really about.
Even with that mindset however, somehow, it was a title I had never totally forgotten, and it seemed like something I would be willing to try now. This, I think, is the first real credit to Level 5's game. No matter what you see in the Layton games meat, the art design is always welcome no matter who you are. And at times, it may be so good that it beckons you to play it.
Professor Layton and the Curious Village unfolds as a sort of crime mystery filled with puzzles from the puzzle-addicted folks of St. Mystere. You accompany Professor Layton and his young apprentice, Luke in their quest to solve the mystery of the Golden Apple. Sounds like Sherlock Holmes? Indeed it is. Layton was indeed designed after the fabled inspector from London according to Level 5.
The puzzles you encounter range from the obvious, to the deft, to the devious. No matter who you are, there will be something that will make you scratch your head. This smoothly combines mind bending puzzles with a story that, by its own right, is a cleverly presented one. Layton also side-steps from the common pit fall of most adventure games. The puzzles aren't ones that you'd end up trying to turn lipstick to bullets (This is a reference to one game I absolutely abhor). Instead, the puzzles stand on their own and have little to no connection to the running plot. They are simply devilishly mind twisters meant to stir your thoughts.
This is the real meat of Professor Layton and the Curious Village. It's as I thought it would be. But there is a certain charm to it that keeps you going. Professor Layton's real power comes from the puzzles and a total charm of story.
But here, in its strength, lies the game's weakness. The puzzles you solve, don't have a life span that goes beyond it. For the hundreds of puzzles packed in the little cartridge, once it's done, there's no more going back to it. And frankly, the puzzles are often so absorbing, you might end up talking to people hoping they'd toss you another one. Often they do, but this gradually leads you away from the plot and into a puzzle hunt. At times, the dialogs will be totally unimportant and simply serve as a tack on to provide you with puzzles. I don't mind, but it doesn't make it all the more natural.
With this problem though, the game does gracefully guide you back to the plot. The expertly created animated cut scenes deliver the kind of feel that gets you right back into the game. It's also so well done, you'd want to go back and see it again. The voice acting is also equally superb. This is one area, that I believe the English version surpasses the Japanese version. The voice actor for Layton delivers the kind of intelligence you'd expect from a man of his stature. Luke shows the typical curious apprentice. In fact, a lot of Layton's characters are really typical but again, these are things that you tend to not mind a lot.
To say Professor Layton is a triumph of innovative game design would be a lie. But to think that Professor Layton series does not deserve merit would be a disservice as well. The truth is, Professor Layton and the Curious Village is as good as they say and is far more accessible than most of the conventional fair games out there. It's the one game I don't mind tagging along, even if the game concepts seem quite too simple for a single package. I wonder the longevity of the series, but till I hold the sequel in my hands, cheers to Layton and Luke!
Labels:
Curious Village,
DS,
Nintendo,
Professor Layton
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