Posts Tagged ‘R4 3DS’

Full Review Dress To Play: Cute Witches

Monday, November 12th, 2012

Half witch, half craft

Older gamers might look at Dress to Play: Cute Witches! and see echoes of the Cotton series, or Magical Chase. Cute witches (lowercase) are certainly no strangers to shoot-’em-ups, and this game aims to combine a simplified (and bullet-free) version of that side-scrolling action with a dress-up element for character customization. In concept, dressing up a character and then seeing them star in a simple action game could be perfect for younger players. Unfortunately, while the action side of the equation is flawed but still enjoyable, the dress-up fun promised beforehand falls almost completely flat.

The customization in Dress to Play: Cute Witches! is, to put it mildly, lacking. The options on offer would seem paltry in almost any context, but for a game with “Dress to Play” in the title, they’re almost criminally limited. There are a total of 14 tops and 18 bottoms, and a handful of accessories; that includes colour swaps, so that a blue skirt and a pink skirt in the same style have to be unlocked separately. And yes, those totals are after unlocking everything in the game; as a novice broom-flyer, your pickings are even slimmer.

Worse is the fact that there’s very little variety in the items available, and sadly nothing about any of the outfits in this game is particularly “witchlike”. Sure, these pint-sized pythonesses have enough command of witchcraft to fly around on a broom, but they’re not certainly dressing to prove it. The most magical accessories available are cat ears in various colours, and most items of clothing stick steadfastly to the anime schoolgirl style.

Further stymying the fun of customization is the interface, which is slow to respond and presented poorly. You’ll have to scroll through items in each category one-by-one, re-tapping the left or right button each time; a list would’ve made the process much easier, and seems like a no-brainer with such a small number of outfits.

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R4 3ds€ 20,90

Once you’ve accessorized your sorceress, you can head out into the Adventure mode, and happily things pick up from there. The game plays like a junior version of a side-scrolling shooter, minus any shooting, and while it’s extremely simple, it’s actually pretty fun. You’ll fly endlessly to the right, avoiding enemies and trying to stay alive as long as possible. Your witch has a gas gauge (don’t ask) which depletes over time or when you hit an enemy, and is refilled by picking up stars. There’s a nice variety of enemy types, and each group has their own signature movement pattern, which is helpful for young players. Octopi float from the bottom up, goldfish swim slowly from the right, large Boo-like clouds just sit patiently in your way, and so on.

Hands make the rounds of a giant analogue clock on the bottom screen in fast forward, and the background’s progression from day to night and back to day again keeps pace with this timepiece. Each time the clock strikes midnight, you’ll see a different “Magic Hour” – a constellation announced with a charming gong – and receive a heart power-up to restore your gas gauge. These moments are great visual rewards for lasting through another day, and add a lot to the “just a little further” feel that keeps you going.

While it’s fun in spite of its faults, the execution does leave something to be desired. The controls are manageable if a bit floaty, and the collision detection is consistent but odd – your witch is a bit smaller than she seems for enemy-avoidance purposes. A larger problem is the framerate, which takes a dive with the 3D effect turned on, or when there’s much of anything flying by on the screen. It’s a shame, as quieter sections of sky give brief glimpses of a much faster-moving game, and the cloud-on-cloud layered backgrounds were definitely designed to be seen in 3D. Finally, while the randomly generated layout keeps things from feeling too familiar with each replay, it’s not a perfect system; stars are sometimes placed directly behind unmoving enemies, and that can be a real bummer when you’re minutes from midnight and need a quick pick-me-up.

Graphically, the game takes its cues from simple, Flash-based games, with puppet-esque animation of colourful 2D figures. The art style is cheery, and while much of it will come down to personal preference, the character design does lead to a hilariously poor implementation of “shoes”. There’s only one musical track to accompany the action, and it’s an appropriately airy affair with some non-verbal vocal work that fits the flying well, while the menu music is filled with nicely soothing music-box melodies.

Flaws aside, Dress to Play: Cute Witches! does have some nice touches, especially in its achievements system. There are 50 different achievements, and completing each one will unlock a new item to customize your character with. As previously stated, the items themselves aren’t much to get excited about, but at least there’s a fun way to earn them. The challenge set also strikes a good balance between accidental (play the adventure mode 5 times, accumulate 15 minutes of play, etc.) and skill-based (see 3 Magical Hours in one go, pass 300,000 points, etc.) goals, so less experienced players won’t be left out of the action and more accomplished witches still have something to strive for. There’s also a high scores table, and, as a welcome addition for southpaw sorceresses, the face buttons can be used for movement.


Dress to Play: Cute Witches! is a game that attempts to combine two different styles into one experience, but ends up feeling half baked. The combination of character customization and side-scrolling shooter ‘lite’ is a solid concept for younger players, and could make a great game with better execution. As it stands, there’s definitely still enjoyment to be found here, though it’s only in the latter half of that combination: the simple fun of the flying sequences could be enough to carry the game for some players, but the severely limited dress-up side of the experience will leave fashion-conscious enchantresses disappointed.

Nintendo Wii U eShop First Look

Friday, November 9th, 2012

First look at Wii U eShop

We have the first photo of the Wii U eShop, thanks to an update on the console’s Japanese website.

Take a look below:

The page mentions most of the features that are included on the 3DS eShop. You’ll be able to download games and demos, view videos such as commercials, and rate content you’ve played.

Watch New Super Mario Bros. U Boost Rush Mode Trailer

Thursday, September 20th, 2012

Game Informer‘s continuing their month of Wii U with another new trailer for New Super Mario Bros. U. While the last video focused on the single-player mode, this one focuses on the brand-new Boost Rush Mode, which pits players against a series of auto-scrolling levels. Picking up coins makes the level scroll faster, but while this makes it harder to avoid mistakes, it also enables quicker completion times. It’s even more hectic when you get friends to join in on the fun!

When New Super Mario Bros. U launches alongside the Wii U in November, platforming fans will be able to try out a unique new challenge. Boost Rush mode rewards players for collecting coins, but the level auto-scrolls faster as your pockets get fatter. We played several levels of Boost Rush mode while we were at Nintendo, and it can turn into absolute chaos (especially with four players).

Nintendo Wii U pricing, launch titles announced

Saturday, September 15th, 2012

Nintendo has announced a launch date for Wii U, as well as a line-up of games, including New Super Mario Bros U.

Arriving in Australia on 30 November, Nintendo’s first HD console will come at two price points: AU$349.95 for the basic pack, which contains a white 8GB Wii U console with a white GamePad controller; and AU$429.95 for a black 32GB Wii U console and black GamePad controller, as well as a charging cradle for the controller, a sensor bar and the Nintendo Land game.

Nintendo also announced the line-up of games that will be available at launch:

  • New Super Mario Bros U: a side-scrolling platformer in the style of classic Mario that looks amazing
  • Nintendo Land: a theme park-style game, featuring mini-games from Nintendo’s favourite franchises, including Metroid and Zelda
  • FIFA 13 the next title in the world’s most popular soccer game franchise
  • ZombiU: first-person zombie-based horror shooter
  • Rayman Legends: the fifth game in Ubisoft’s side-scrolling Rayman series and the sequel to Rayman Origins
  • Call of Duty: Black Ops II
  • Mass Effect 3: Special Edition: according to Nintendo, this title, exclusive to Wii U, will use the GamePad to give you a unique control of the battlefield.

Also coming to the console, within the launch window, will be Skylanders Giants, Ninja Gaiden 3, Darksiders II, Assassin’s Creed III and Batman: Arkham City.

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You can read more about the Wii U’s specs and get the full list of titles here, and watch Nintendo Europe’s Satoru Iwata give a run-down of the console in the video below.

We’re quite impressed by both the lineup and the pricing — it’s head and shoulders above what was available for the R4 3ds. What do you think?

Let’s Talk About a Year of Nintendo 3DS

Tuesday, April 3rd, 2012
Console NINTENDO DS i XL Rosso Vinaccia
Console NINTENDO DS i XL Rosso Vinaccia

This week we’ve been celebrating the one-year anniversary of 3DS, a landmark that finds the handheld in relatively good health. It’s been a dramatic, at times traumatic beginning for the console, so some of the Nintendo Life team got together to talk about their experiences and opinions of the system’s first year.

Joining features editor Thomas Whitehead are editor James Newton, assistant editor Mike Mason, downloads editor Corbie Dillard, community administrator and chat room overlord Desiree Turner, and contributors Dave Frear and Mark Reece. We discuss the system’s launch, early problems, the infamous price drop and its current day status, without necessarily agreeing all of the time. We hope you’ll find a comfortable seat and join us.

Thomas Whitehead: First things first, please introduce yourselves to our lovely readers.

James Newton: Hello everybody! My name is James Newton and I’m the editor of Nintendo Life. I like fine wine, fine food and games with talking animals.

Corbie Dillard: I’m Corbie Dillard, Downloads Editor for Nintendo Life and lover of all things Vita, err I mean Nintendo.

Dave Frear: I’m Dave Frear, aka that guy who reviewed the Virtual Boy games.

Mark Reece: I’m Mark Reece. I’ve written some features and reviews for Nintendo Life, both of which have been repeatedly described as “contentious”.

Mike Mason: I’m Mike Mason, assistant editor of Nintendo Life, proud reviewer of such classics as 101-in-1 Explosive Megamix.

Desiree Turner: I’m Des, but most of you probably know me already as theblackdragon. I like rainbows, long walks on the beach, and enforcing our Community Rules with an iron fist.

Thomas Whitehead: And I’m Thomas, reviewer of more than 10 Successfully Learning DSiWare games. First question, when you first got hold of a 3DS, what grabbed your attention?

Mike Mason: Its 3D! To be completely unoriginal, the screen.

James Newton: Are we talking about when we first bought or when we first played one? Remember I touched one months before you guys.

Thomas Whitehead: First time is fine James, you show off.

Dave knows this system well

Dave knows this system well

Dave Frear: Yeah it was the 3D. I had been curious to see what the effect was like and spent quite a bit of time just looking at the games rather than playing them. I liked snapping away with the 3D camera too.

James Newton: I remember seeing the Resident Evil demo in 3D and knowing I was in the presence of the future. Seeing proper depth in Pilotwings Resort was just amazing.

Corbie Dillard: Well as some of you may remember, I was one of the first people on the planet outside of Nintendo to play the 3DS at E3, and I thought it was incredible, absolutely…well you get the idea.

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The first thing that grabbed my attention was the sheer depth of the display. I had built up a picture in my mind about how it might be, but it just blew me away at just how much depth there truly was. And seeing Ocarina of Time that night at the Developer’s Roundtable was jaw dropping. Seeing a game I’d enjoyed for years, now with that incredible depth, made me so excited for what it could offer as far as a portable gaming experience.

Mark Reece: For me, aside from the 3D, it was the wealth of built-in software. I spent ages fiddling around with all the bits and pieces on there. Oh, and the Circle Pad, too: no more repeatedly and tentatively poking at a d-pad to negotiate a narrow ledge in Rayman!

Dave Frear: I thought Pilotwings was a good one for showing off the system to newcomers.

Mike Mason: Yeah, Pilotwings was one of the first things I played pre-release, too. It totally sold me on the system.

Thomas Whitehead: I went to a public preview event in Glasgow, and the demo I got to first was Ridge Racer. The 3D was so extraordinary I just drove into a wall.

Desiree Turner: I’m with Mark — to be honest, the home menu was what impressed me most at first! So many options, so many different things to mess around with. The DSi home menu is kind of bare-bones in comparison to all the things that were there when I first turned on my 3DS. I’m probably one of the few people who didn’t buy it for the 3D!

A 3D horizon, what more do you need?

A 3D horizon, what more do you need?

James Newton: It’s interesting that nobody talks about Pilotwings now. At the time though it was really impressive, wasn’t it? A game with a proper horizon and everything.

Mike Mason: It’s still great, it’s just that it only lasted about two hours…

Mark Reece: Am I the only person who found Pilotwings — 3D aside — underwhelming?

Desiree Turner: Pilotwings is kind of like the AR games — we messed around with them, and now we’re on to other things.

Thomas Whitehead: Pilotwings would have been a good eShop launch title, to be perfectly honest, but was certainly eye-popping. When I had my own 3DS, I was also quite pleased with the operating system. It felt surprisingly modern, initially, by Nintendo standards.

Dave Frear: I skipped the DSi so I guess I was ready for more than just 3D in my upgraded handheld, but it was very impressive.

James Newton: Oh, and the AR games were amazing.

Dave Frear: They were but I don’t think I’ve played them since the first day.

Mike Mason: Ha, I remember showing people the AR games and everybody gasped at their tables caving in.

Mark Reece: My brother loves putting lava on his kitchen worktops. Or something. To be honest, the AR games are the one thing on 3DS I’ve not really bothered with.

Thomas Whitehead: I often played AR games in 2D because of all the moving around. Anyone else do that?

Desiree Turner: I did, because the 3D hurts my eyes. I’ve turned on the 3D maybe a handful of times since I bought mine.

Dave Frear: The 3D in general is a pain if you lean ever so slightly out of the sweet spot.

Mark Reece: Same here, Des. Mostly because I’m partially sighted, and can’t hold the 3DS that far away from me for too long. So I can play in 2D and see what I’m doing, or be impressed by 3D and drive into a wall, Tom-style.

Desiree Turner: Tom isn’t that bad at MK7, I’ve raced him a few times!

Dave Frear: I crank the 3D up to full. I’m hardcore! Or something…

Thomas Whitehead: Our head-to-head is heavily in your favour, Des! So, a bit of variation in early experiences, overall. When the console launched and had issues with a lacking software library, low sales etc, how did you think it would turn out for Nintendo at the time?

Corbie Dillard: I knew it would only be a matter of time before it took off. It’s pretty clear that Nintendo rushed the 3DS out the door, so the lack of games after launch was no real shock to me. And once the inevitable price drop came, along with the top tier first-party titles we knew were coming during the holiday season, it was smooth sailing from there on out.

I thought then that a price drop was a possibility, but I didn’t expect it so soon. I thought it would be closer to the Vita launch.

Desiree Turner: I figured it’d be the same as it was for the DSi — a long wait, though the 3DS was guaranteed a nice full library eventually.

James Newton: I remember getting my 3DS at launch and thinking “this is great!” and putting it aside for about three months… I love it to bits now, but at the time I thought it would struggle. It’s certainly turned around!

Dave Frear: To begin with I didn’t worry. The lack of eShop was annoying but I knew it was on the way, same with big name games. After a while though I did think ‘I thought it would be doing better than this’. I thought then then a price drop was a possibility, but I didn’t expect it so soon. I thought it would be closer to the Vita launch.

Desiree Turner: The DS had quite a few good games out at the time, though, so I was able to finish up Okamiden (yay circle pad!), Radiant Historia and others in the meantime.

Mike Mason: I was pretty optimistic about it. I knew Nintendo would turn it around, you don’t let a few setbacks take you down after you’ve ran a market for two decades. There were a few jitters, but on the whole I figured Nintendo would sort it out.

Dave Frear: I think some people saw the good regular DS games, not much on the R4 3DS and decided the upgrade wasn’t worth the expense.

Thomas Whitehead: I was concerned that the problems would lose Iwata his job. A strange priority I know, but I admire his vision and conviction, and wanted him to stay at the helm.

Mike Mason: Ah yes, I felt the same way, Tom. I didn’t want to see Iwata go!

James Newton: I should imagine Iwata had some very tense conversations over the summer of 2011…

Early hope made way for troubling times

Early hope made way for troubling times

Desiree Turner: Something as amazing and innovative as the 3DS, though, I don’t see Nintendo allowing Iwata to take the company down like that. They already had the new-handheld blunder with the Virtual Boy (it was technically a portable…), they wouldn’t allow it to happen again!

Mark Reece: I bought my 3DS with Pilotwings and Rayman, neither of which blew me away. I then didn’t buy anything until Ocarina of Time 3D… then Star Fox 64 3D… then Mario 3D Land and Mario Kart 7. Couple that with the late arrival of the eShop, and from March until November, I was thinking, “Nintendo might actually mess this up”.

Obviously now, things are running a lot smoother. But there was a time when I was genuinely worried that I’d spent £200 on something that would be obsolete in a year.

Mike Mason: Despite my optimism, I have to say I didn’t really play the thing for a few months after launch.

Thomas Whitehead: You made a good point earlier about the brand and the sense of ‘upgrading’, Dave. Do you guys think sticking a ‘3’ in the name confused people in the early days, particularly with the slow start in software?

Mike Mason: The name remains a mistake. It sounds good, but it’s confusing. I think Nintendo liked its word play a little too much and couldn’t let it go.

Mark Reece: The “3” was no doubt confusing. Peoples’ attention would naturally be drawn to the “DS”, as opposed to the “3D”. I imagine many people wondered why they should bother with it.

Dave Frear: I do think some people thought it was just a DS but with a 3D effect applied, and that maybe 3DS games would still work on their existing system, albeit in 2D.

A lot of people also didn’t seem to care about the 3D. At one point the adverts started to mention it less and I think Nintendo wished it had been called the DS3 instead.

Corbie Dillard: I think anytime you put the name of the previous game system in the new title, you’re leaving yourself open to the possibility of consumers automatically assuming it’s just a minor upgrade. But by the same token, I know once people got a chance to see the system and what it could do in person, the assumption of it being just a small step up from the DS would quickly dissipate.

I think anytime you put the name of the previous game system in the new title, you’re leaving yourself open to the possibility of consumers automatically assuming it’s just a minor upgrade.

Desiree Turner: To be absolutely honest, what else would they have called it?


Desiree Turner: I’m having a hard time coming up with something that doesn’t sound like what James just said!

Mike Mason: 3Dii?

Mark Reece: DS3D?

Thomas Whitehead: Mark mentioned a concern about a £200 handheld failing and becoming obsolete. How much did the price drop and big game releases turn it around later in the year? Or to put it another way, would the device have enjoyed a turnaround with the big games and its original price?

James Newton: I think Mario Kart and Super Mario 3D Land would have sold a £200 3DS no problem. People love those games.

Mark Reece: Personally, if Nintendo delivers the goods, then I’ll buy the games. More Mario, Zelda, etc was why I bought the 3DS, and why many consumers would have splashed the cash. I’m not sure if even some of the big-hitters would have enjoyed nearly as much success had the 3DS not had its price slashed though. Weren’t software and hardware sales pretty dismal up until that point?

Mike Mason: Mario Kart 7 and Super Mario 3D Land were critical going into that holiday period, but I think the system could have used them far closer to launch and they would have done just fine. The slowing down post-launch might not have happened if they’d come a little sooner.

James Newton: It’s telling that Zelda is yet to top 1m sales in the US but SM3DL and MK7 are both well past that point. I imagine the price has something to do with that…

Thomas Whitehead: Good point that, so both were perhaps needed, price drop AND games.

Mark Reece: I agree with Mike. A quick barrage of Zelda, Star Fox, Mario 3D, MK7 in the summer drought period would have been a great help in the 3DS’ early struggle for sales.

Dave Frear: I think the big games would have still sold well but the price drop enticed a bunch of people who would have waited a few years before maybe picking a 3DS up.

Corbie Dillard: I think the price drop, in conjunction with the big name Nintendo titles, were a great combination. While I have no doubt Super Mario 3D Land and Mario Kart 7 would have boosted sales of the system quite a bit, I don’t think it would have exploded quite the way it did without the rather radical price drop.

Let’s face it, dropping the price of the 3DS less than 6 months after its launch, not to mention by one third, was a mammoth drop and a far cry from the way Nintendo normally carries out pricing on its hardware. But I think Nintendo knew it needed to do something to kick start the system’s sales, and it worked like a charm.

Desiree Turner: Nintendo also had bigger fish to fry at that time — with Vita around the corner, they were looking to get that install base up. Those games (and others afterward, and still to come yet) would’ve sold a full-price 3DS easy, but with the price drop too, I’d imagine they sold much more that way than they would’ve without the drop.

Mike Mason: I don’t think the price was even the biggest problem. Sure, dropping the price helped to turn the fortunes around, but the biggest issue was really the lack of big, system selling titles. The system sold well at its initial price point, people just stopped buying because the games didn’t keep coming in the first few months.

Thomas Whitehead: I don’t recall huge sales after the initial drop, just an increase. It was really the two Mario titles that truly set it off. I don’t think the drop had a huge instant impact, but statistics may prove me wrong.

Let’s talk about Nintendo’s updates, which tied in with game releases and the price drop, in a sense. How important have the new features and apps been to existing and new 3DS owners, in terms of the device’s value?

Just one of the system update freebies

Just one of the system update freebies

Corbie Dillard: While I should be ashamed of myself, I pay little attention to the system updates and what new features they bring. The updates are pretty much only a means to an end for me as they are typically necessary in order for me to play games on the system, which is about the only thing I do with it. I don’t use the apps on it and I seldom even peruse the system menu other than to quickly select the game I want to play or download.

Having said that, just from seeing posts from fellow 3DS users on the internet, it’s clear that many consumers do put quite a bit of stock in the apps and updates, so I think it’s important for Nintendo to keep adding new twists to the system, especially as they continue to bring in new 3DS owners.

Desiree Turner: They pull us back in for a few days, and then we set the 3DS aside again, still waiting for the games we want (unless there’s a game we’re currently playing, of course).

Mark Reece: They’ve certainly added value for money, considering whenever Nintendo releases a new app or feature for 3DS, it invariably comes free of charge. Imagine how impressed you were at how much pre-loaded stuff there was on 3DS at launch: now imagine being a new 3DS owner now and being presented with all this cool free stuff.

Dave Frear: Like Des I don’t bother with them much. I’ve liked some of the shorts on the video channel but I wish they were doing more with it.

James Newton: I like having the icons on my 3DS menu more than I like using them.

Desiree Turner: Ditto!

Mark Reece: I like arranging them into categories. I’m obsessive like that.

Mike Mason: I’m very obsessive with my icons, they’re in groups!

Desiree Turner: I put the ones I don’t use on the second page, and I rearrange my games according to which ones I’m currently playing.

Dave Frear: I’m always reorganising but for some reason I keep the ones I don’t use on the first page.

Mark Reece: I arrange them by DSiWare, 3DSWare, app, etc.

Thomas Whitehead: Let’s not talk too much about the excitement of icon organisation

Nintendo DS Lite Console
Console Nintendo DS Lite

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Thomas Whitehead: How about the growing eShop library, has that boosted the console in a major way, or is it a sideshow?

Dave Frear: Sideshow. The Virtual Console selection could use some bulking out. There’s actually more than I thought on there but it took a long time for Game Gear games to appear.

James Newton: To guys like us it’s useful but I wonder if it makes any difference to your average 3DS user.

Desiree Turner: It’s still more in the ‘sideshow’ category to me, though I feel it’s a disservice to games like Pushmo, which are great fun.

Mike Mason: The new additions have been very necessary in my opinion. The system launched without eShop, and in this increasingly digital age that hurt the system. I reckon the eShop is a big boost — it doesn’t have a massive catalogue of original 3DS games yet, but in the future I’m sure that’ll change.

Desiree Turner: It’s like it was with the DSi — a waiting game, really.

Mike Mason: The integration with SpotPass and notifications will help to make it relevant to people in time. As long as they’ve got their system net-connected.

Mark Reece: I tend to use the eShop games as stop-gaps. If I’ve got a few days to wait until an anticipated release and I’m beginning to get antsy, I’ll splash a few quid on something to keep me going. Other than that, I don’t spend a lot of time looking at eShop games.

Corbie Dillard: Judging from eShop sales, I’m not sure how much influence they have on actually boosting the system, rather being more like icing on the cake. It shocks me still how many 3DS owners I know personally rarely, if ever, take their system online. When I begin talking about games like Mutant Mudds and Mighty Switch Force, most of my buddies look at me like I’m crazy. I can’t count the number of them I’ve had to show how to go online and purchase games from the eShop.

Console Nintendo 3D
Nintendo 3d

Mark Reece: Apart from games that use 3D to its full potential, I demand a fourth entry in the Mario & Luigi RPG series.

Dave Frear: Something else that interests me is Colors! 3D. I liked mucking about on the old homebrew release so I’m looking forward to trying it out when it turns up on the eShop.

James Newton: There is some cool stuff on the way to the eShop, and we now have Game Gear games!

Mike Mason: I agree with Dave’s earlier comment about 3D films, too. There’s a big advantage there — use it! The video apps are a good start, but more please!

Mark Reece: Triple Trouble is the only GG game I’ve got my eye on. Love that game. I’m wary of everything else. I fear they won’t have aged as well as I’d like. Like Sonic Drift. After MK7, playing Sonic Drift on 3DS might tarnish my memories of that game forever.

Dave Frear: Give it a few laps and you’ll be fine.

James Newton: 3DS is cool but it needs more SEGA games.

Thomas Whitehead: Here we go again: SEGA SEGA SEGA.

James Newton: That should be the title of this feature.

Mark Reece: I wonder how soon we’ll see the inevitable hardware revision? There’s only so long the 3DS can survive with the circle pad pro add-on, in my opinion.

Mike Mason: We’re forgetting cool things here — SEGA X Capcom X Namco Bandai. What will that be?

James Newton: Keeping that off my radar until I know more.

Dave Frear: I think if retail downloads were available from the eShop that would also make a lot of people happy. Maybe one day Nintendo will release a ‘3DS Go’ that’s download only – as well as having that second stick.

Desiree Turner: Lord I hope they don’t! It’s too early for that.

Thomas Whitehead: 3DS GO = NO

Desiree Turner: The digital-only day is coming, but John Q. Public isn’t ready to take that step yet.

Mike Mason: Which is why PSP Go didn’t do very well, to say the least.

Desiree Turner: Perhaps with the next generation we’ll see it, but then with Nintendo, you never know.

See also

12 most popular Nintendo 3DS Games so far

26 best role playing games ever

Nintendo 3DS News: Dragon Quest Monsters and Kingdom Hearts 3D

Friday, March 16th, 2012

Mostly magazine scans showing new screenshots and artwork, from a few lesser games. We have some screenshots of Dragon Quest Monsters first. Looks okay, although not exactly using the 3DS and its technology to the fullest degree possible.

wonderland 3d 2 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 3 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

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wonderland 3d 5 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 7 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 8 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 9 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 10 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 11 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 12 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

wonderland 3d 13 300x180 Miscellaneous Nintendo 3DS News; Dragon Quest Monsters and Kingdom Hearts 3D

There are also some Kingdom Hearts Espansioni Memoria Nintendo R4i 3ds related magazine scans too. Not the most indepth ones in any way, they spend a lot of the space on official art rather than game screenshots, and only one or two a page to boot. Still, you can see them below:

See Also

R4i 3ds PER NINTENDO 3ds Function Details

Friday, February 24th, 2012

Ottimi prezzi e prodotti all’avanguardia: Elektronic House dispone del meglio

della tecnologia per la vendita elttronica, R4 R4i 3DS, R4 3ds, Card Ds Two, R4 3ds Dual Core online,

garantendo prezzi bassi e ottima qualità. Per la vendita prodotti di elettronica online Elektronic House

dispone di ottime off  –

Elektronichouse Espansioni Memoria Nintendo R4 R4i 3ds Functions:

  • The well known R4i 3DS flash card is able to memorize and restore to the previously selected game or application after restarting machine and soft reset.
  • Sleep mode function, for power saving and longer standby time.
  • Multi-languages are optional, they are Simplified Chinese, complicated Chinese, English, Japanese, French, German, Italian, Spainish and Dutch.
  • R4i 3DS flash card has a great interface, and is very easy to operate.
  • Realtime smart help windows.
  • Integrated the latest Moonshell 2.0 Beta version.
  • Game compatibility: 100%.
  • No need to flash. Built-in launch Slot-2 (gba) function.
  • R4i 3DS flash card Supports SDHC micro sd cards (4GB、8GB、16GB、32GB).
  • The R4i 3DS Supports DMA read and no lag while using any microSD card.
  • R4i 3DS flash card Supports FAT16 and FAT32. Files can be transferred with PC, PDA, Cellphone and Camera.
  • With this R4i 3DS flash card you can enjoy the ability of clean rom and drag-drop to play. Fast loading.
  • R4i 3DS flash cards Support NDS and DSi games. DS games can run on any DS versions.
  • Files are to be saved directly to TF card, copy or restoration is not required.
  • Automatically recognise saved new game types, no need to update the database.
  • The R4i 3DS flash card Supports moonshell and home brew.
  • Power saving design. Enter optimized mode automatically.
  • Double screen UI, abbreviated picture and game title display, button and touch operations.
  • R4i 3DS flash card for DS DSlite DSi XL & 3DS is Easy to use, settings or adjustment is not required.
  • Support Wi-Fi, rumble pack and browser expansion.
  • UI background can be changed.
  • 4-level brightness adjustment.
  • R4i 3DS flash card does Support soft reset.
  • The R4i 3DS Supports AR cheat code.
  • R4i 3DS flash cards Support soft-reset of moonshell 2.0 (back to main menu of R4 NDSI by pressing START button).
  • DLDI auto-patching.
  • R4i 3DS even Support Download play.
R4i 3ds PER NINTENDO 3dsonly € 20,90
R4i 3ds DUAL CORE per nintendo 3ds + 4gb only € 29,00

THE ” R4i 3DS ” IS KNOWN AS ONE OF THE BEST FLASH CARDS AVAILABLE ! stock these great cards, Specialize in R4, R4i and all of the Best flash cards for 3DS DSi XL DSlite & DS.

” R4 and MORE is where you can get all the best flash card in the one place at the best price italy wide… Guaranteed ! “

Contatti telefonici
Il nostro tecnico è a disposizione dei nostri clienti dal lunedì al venerdì: dalle 17.00 alle 19.00.
Contatti telefonici dal lunedì al venerdì: dalle 11.00 alle 13.00 e dalle 16.00 alle 19.00.

Tel: +39 080 5216641
Cell. Nicola: +39 348 1616035
Fax: +39 080 5244458