Get decked out with Mr. Saturn accessories and stationary from Hobonichi

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Shigesato Itoi is no stranger to making use of the colourful cast of the Mother series on a wide variety of products, ranging from fabric covers for the Hobonichi Techo planner to Haramaki ‘belly warmers’.

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The next items to join the 1101 store’s lineup of character goods are a stylish selection of cases and pouches featuring Mr. Saturn, the pink, large-nosed creatures featured in both Mother 2 and 3 that have become something of a symbol of the series following their inclusion as an item in Super Smash Bros. A variety of cases are on offer in the range that are perfect for use as a pencil case, for carrying the various planners and books available from Hobonichi, or even for storing your 3DS!

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The cute Mr. Saturn design is available on green or yellow “necktie” material and perfectly compliment the wallet-sized Techo planners featuring a similar design that were released earlier in the year (pictured below). All of these items are available to purchase on the Hobonichi store, but unsurprisingly they’re very popular, so you may have to wait for them to be restocked later this year!

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Source: 1101

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You’ve Probably Never Played… Famicom Bunko: Hajimari no Mori

FAMICOM BUNKO

Famicom Bunko: Hajimari no Mori
Developer: Pax Softnica

Publisher: Nintendo
Platform(s): Super Famicom (via Nintendo Power service)
Release Date: July 1st 1999 (Japan exclusive)


It’s no surprise that many have never heard of the Japan exclusive ‘Nintendo Power‘ service that Nintendo offered on the Super Famicom and Game Boy that ran from 1997 to 2007. It was a service comparable to that of the Famicom Disk Writer Kiosks of the 1980s, allowing fans to purchase special flash memory cartridges at supermarkets, capable of’downloading’ games from kiosk units distributed by Nintendo. Like the Famicom Disk Writer service, this allowed players to access the latest games for a reduced price, as well as many exclusive titles and, in the Super Famicom version’s case, even some re-released Famicom titles. Blank flash cartridges were available to be re-written using special devices known as ‘NP Copiers’ that were distributed to Lawson supermarkets across Japan by Nintendo, and pre-written cartridges were also available to purchase, some even packaged with exclusive merchandise.

The Nintendo Power was home to a number of interesting exclusive titles; some later saw re-release as standard retail cartridges, but many remained as games only available through this service, making the selection of titles incredibly rare. One such title is Famicom Bunko: Hajimari no Mori (Famicom Pocket Books: The Forest of Beginnings) which, despite seeing releases on both the Wii and Wii U Virtual Console services in Japan, has never and likely never will be released to a western audience.

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Hajimari no Mori is similar in formula to Famicom Disk System text-adventure Shin Onigashima, also developed by Pax Softnica; both text-heavy titles, the game is unfortunately for the most part inaccessible to non-Japanese speakers. However, even from just looking at the title screen, it’s easy to appreciate the game’s old-fashioned yet gorgeous art style. The game’s impressive and characterful pixel art shows many scenes of the Japanese countryside, with a vibe highly reminiscent of Animal Crossing.

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SITE ANNOUNCEMENT – Introducing our first regular feature!

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It’s been around five months now since I started posting content to Minus World, and the site has come a long way! We’re fast approaching the milestone of 3,000 viewers and thanks to all of the great support you’ve given us since the very beginning, I’m able to start expanding the site to bring you even more niche gaming coverage!

Over the next few months I’m hoping to make a few changes here and there to give you an even better experience when using the site, as well as introducing more content for your enjoyment!

The first of these changes will be the introduction of several regular features, the first of which is called “You’ve probably never played…”. The name pretty much tells you everything you need to know; every Wednesday you can expect some coverage of a strange or relatively unknown title selected from a plethora of platforms, some stranger than you might imagine! The first entry will be posted tomorrow and I hope to continue this for the foreseeable future, so stay tuned!

Again, a big thank you to everyone who has read, commented on or shared any of my content on the site, it’s a big help and it means a lot. Knowing that so many of you are interested to read about weird gaming things gives me a lot of motivation!

Oliver Jameson
Editor of Minus World

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Now’s your chance to dress like a copy of ‘Gamest’

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UK-based GAMETEE, producers of many luxury game-inspired clothing items, have released a t-shirt design that gives you the ability to look like a 90s Japanese gaming magazine any time you want.

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The ‘TOKYO RETRO – Sublimation’ tee features a nostalgic full-print collage pattern that does a great job of capturing the retro arcade spirit of classic Japanese gaming magazines such as Gamest. The print includes black and white images of Super Famicom controllers, the Japan-exclusive Game Boy Light, various magazine clippings and logos and even a 16-bit Goku! It’s the full package, ladies and gentlemen.

If you’re fond of this tee’s retro stylings, you can get yourself one here!

Source: miki800

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The HAL Laboratory games you’ve probably never played

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It is without argue that developer HAL Laboratory are responsible for some of the most beloved franchises in video game history; from the brilliant platforming adventures of Kirby to the cult RPG classic Mother series, not to mention a certain all-star fighter featuring many of gaming’s most famous faces, it’s no surprise that many would consider HAL as developers to be one of Nintendo’s most valuable partners.

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HAL have not only been responsible for putting out some unforgettable titles, but have also played massive roles in the careers of many legendary figures in gaming, such as Kirby creator and Smash Bros. director Masahiro Sakurai and the late Satoru Iwata, former president of Nintendo who worked on fan favourites such as EarthBound.

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HAL’s most recent title, minimalistic eShop puzzle-platformer Box Boy!, features some fiendishly good puzzles, charming aesthetics and proves the point that HAL are still perfectly capable of creating unique and high quality titles, even when dealing with a brand new IP. However, it is often forgotten that HAL’s origins were not routed in purely making games.

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Following their establishment in 1980, a group of former department store employees worked late into the night from their rented Akihabara apartment creating software and unique peripherals for the MSX computer, notably a trackball controller such as the one used today by Sakurai. In its early years, HAL successfully self-published many of its own titles, even establishing a US branch based in Oregon, and maintained relations with various other companies such as collaboration projects with Commodore, Sony and eventually Nintendo, who set HAL to work on their first project of finishing the US NES launch title Pinball (1984), which had fallen behind schedule. This would be the dawn of the beloved HAL Laboratory responsible for titles in the Smash Bros. and Kirby franchises, but amongst such a large and high profile library, there are several lesser-known titles that provide an interesting insight into the development of the company worth the attention of anyone who enjoys their titles today.

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Saying goodbye to Club Nintendo

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It was June 2006 when I registered my first ever item, a silver Nintendo DS bundled with Mario Kart DS, on a loyalty program that was then known as ‘Nintendo VIP 24:7’. It may seem surprising to some, but back then I had only probably been gaming for a year or two at most, so the idea of suddenly being a member of Nintendo’s exclusive club and, what likely felt to a young me as suddenly being a part of Nintendo itself, was quite significant.

All of a sudden my loyalty to the brand was being rewarded; all of those carefully picked GBA and DS titles I’d rushed down to buy at Woolworths (for those that are uninformed, is a now defunct British retail chain where I’m sure many fellow Brits bought their games up until its closure) were suddenly reimbursing me with much more than just unforgettable gameplay experiences; imagine, a kid having not even lived for a decade, yet suddenly wielding the power of his very own virtual currency, and one that could be exchanged for Super Smash Bros. Melee wallpapers at that.

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I remember the old Nintendo of Europe website being a lot more exciting. Whilst the current one quite accurately represents the sleek, white ‘house style’ taken on by the Wii and its successors, the old one was a true representation of the pre-silver logo days of the big N. It was jam-packed with the thing that really mattered, games, and was a real visual treat for a young, Nintendo-obsessed mind. I remember spending many happy hours trawling through the huge database of what seemed to be almost every game released on a Nintendo platform in Europe up to that point, including a library of first party classics that I swore to myself that I would one day play (I distinctly remember looking at imageless descriptions of the likes of Ice Climber and Balloon Fight and getting pretty excited). It was the go-to for creating wish-lists for Birthdays and Christmas and most importantly, a place where I could go to to dream about what it must be like to own a GameCube (which in the mind of someone who was only allowed a GBA, was probably something equivalent to being royalty).

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You aren’t cool unless you’re wearing Xevious jeans.

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Cospa, a Japanese fashion company who primarily produce cosplay goods, have decided to fill the gaping hole in every person’s wardrobe by creating Xevious jeans.

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I have to be honest, I never thought I’d end up writing about Xevious and jeans in the same article, but I’m happy that I’ve had the opportunity. Below are a few more shots of the jeans themselves, which are emblazoned with a striking Xevious print on the back.

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They don’t go on sale until November, but you can pre-order them on Amazon Japan.

Source: miki800

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PREVIEW – Mighty Switch Force! Academy (PC)

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WayForward’s Mighty series has seen a variety of different incarnations over the years; ranging from the dual-screen, dimension-flipping antics of Mighty Flip Champs!, the challenging, planet-hopping action of Mighty Milky Way, and more recently, the crime-stopping puzzle shooter Mighty Switch Force! and its sequel, both on Wii U and 3DS. Regardless, through every iteration, the series has been an excellent display of puzzle-platforming at its best.

It’s no surprise to hear that another entry in the MSF! line of titles is in development, but this time, WayForward are doing things a little differently; by using Steam’s Early Access service, the California-based developers are eager to use fan input and feedback to shape the newest entry, Mighty Switch Force! Academy, offering players the chance to have a direct hand in the next evolution of the Mighty series.

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Whilst at present the game is still in an early, alpha form, it’s clear to see that there’s a lot of potential for yet another great entry in the series. The basic gameplay concepts are relatively unchanged from previous MSF! titles; you control Officer Patricia Wagon, a cyborg police officer tasked with rounding up the Hooligan sisters, a group of escaped convicts. However, in order to catch them in the quickest time possible, you must make use of your ‘Switch’ ability, phasing blocks in and out of existence and using them to navigate the stage. Later levels feature varying types of blocks to create more complicated puzzles, such as ones that send you flying in a fixed direction or require being stood on to prevent them from disappearing. Timing is crucial to avoid getting crushed by these obstacles, and you need as sharp a mind to overcome each stage’s fiendish puzzles as you do platforming skills to navigate their maze-like structure and keep your time under each courses’ ‘par’, offering a nice incentive for speed-runners or those looking for more of a challenge, as well as providing some nice replayability.

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Whilst the current changes to the traditional formula are hardly groundbreaking, they’re nice additions that help to give the game a fresh perspective; literally. In contrast to previous MSF! titles, Academy makes use of full-screen stages ideal for TV play that not only give the game a grander sense of scale, but introduces the arcade-like mechanic of being able to walk off one side of the screen and emerge on the other; again, hardly groundbreaking, but this surprisingly impactful change can introduce whole new options for clearing each stage as quickly as possible, and is a vital mechanic if you plan on speed-running each course. It’ll be interesting to keep an eye on how this new idea comes into play as more stages are added to the game over time.

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The variety of stages is a little lacking for the time being; the game currently has a nice mixture of 8 new levels and 5 taken straight out of Mighty Switch Force! 1 & (albeit updated to utilise this latest entry’s new mechanics and perspective style), but it’s difficult not to crave a bit more to challenge yourself with; this will likely come with time, considering WayForward’s aspirations for the game to be shaped over time, and it’s more than likely we’ll be seeing more added to the title eventually. As such, the visuals differ slightly between the two sets of stages, with the classic levels re-using the bright and vivid details of the original game’s futuristic setting and the new levels, intended to be training simulations (hence the Academy subtitle), take on a quite stylish neon look that certainly provides a good backdrop for the game’s hectic multiplayer mode.

On the topic of multiplayer, it’s safe to say that this is an addition that is certainly welcome in the franchise. Whilst likely difficult to achieve in the 3DS releases and their Wii U ports, the large stages and new puzzle mechanics serve up an enjoyable multiplayer experience, and the 4-player co-op and teased Vs. mode that will likely be right at home on consoles once the game is finished. The multiplayer adds another degree of complexity and challenge to the game’s puzzles requiring keen awareness of your fellow players movements, with communication and teamwork vital to ensure you don’t accidentally end up crushing each other (perhaps that’s all part of the fun?). It’ll be interesting to see how Vs. mode will work, but even the simple addition of leaderboards could be enough to sate the appetites of speed-running fans.

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Many people may have first heard of the Mighty series through its fantastic soundtracks by Jake ‘virt’ Kaufman, (which you can check out for free on his Bandcamp right now, and are definitely worth a listen) and I was certainly happy to find that a selection of tracks from the first two MSF! titles make an appearance in this new title. I hope that by the time of its final release we’ll even have some brand new tracks in there, because so far Kaufman’s work with WayForward has only got better with each instalment. Stephanie Komure once again plays the role of Officer Wagon’s VA. Her voice is a lot of fun and gives a nice personality to the character, making a welcome return in this latest entry.

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It’s still early days for Mighty Switch Force! Academy, and right now, there’s still work to be done; the thing is, that’s the point.

I did encounter a few minor graphical glitches here and there and it has to be said that we’ll likely be waiting for the final product before we get the full layer of WayForward polish, but this is all part of the development process that WayForward have decided to give the fans a hand in. I can see a lot of potential in Academy, both as an evolution of the Mighty Switch Force! formula and as a fun, original multiplayer experience. The Mighty series hasn’t disappointed before, and hopefully we’ll have the pleasure of seeing this entry in the series shaped into another quality title firsthand. This is definitely one to watch.

Mighty Switch Force! Academy is out now on Steam (early access).

A copy of Mighty Switch Force! Academy was kindly provided for this preview by WayForward. Thanks!

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REVIEW – Party Hard (PC)

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Party Hard
Developer: Pinokl Games

Publisher: tinyBuild
Platform(s): PC/Mac/Linux (via Steam)
Release Date: August 25th 2015
Links: Official Website


Party Hard is a curious title in a number of ways; it’s curious in that its developer, Pinokl Games, who had previously only worked on family-friendly mobile titles, have decided to create a game about cold-blooded massacre. It’s even more curious that they have somehow managed to create a game about cold-blooded massacre that is charming, funny, and really damn fun.

Party Hard started off life as a Game Jam title in 2014, putting you in the shoes of the ‘Party Hard killer’. It’s 3am, and the party next door is just too loud. Coming to terms with the fact that they’re probably not going to turn the music down if you ask politely, you don your trusty hockey mask and knife, setting off to quiet down the neighbours. Permanently. However, with the help of indie publisher tinyBuild, Pinokl have evolved the simple yet satisfying concept of this strategy-action-murder game into a full-blown party crashing experience.

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Now, as opposed to solely playing the role of killer, you now follow the enthralling tale of detective John West, a man who has just one thing on his mind; put these senseless killings to a stop. The story is told in a retrospective manner, through discussions and flashbacks, and the introduction of a plot to follow not only gives some direction to the original concept behind the game, but really showcases how much the game has evolved from a Game Jam game into a full title. Dialogue in-between titles is fully voiced, and a combination of some top-notch writing and the developers’ impeccable selection of voice actors help set the raw tone of the game’s humour right off the bat; even as early on as the opening cutscene, it’s difficult not to chuckle despite the supposed seriousness of the subject matter, which does a good job at ensuring the game doesn’t simply fall flat due to the questionable morals of its protagonist.

Taking into account the seemingly simple concept, you might be reading this and thinking ‘well hold on a minute, killing people at a party can’t be that hard, right?’ (and I’m certainly hoping you aren’t saying this from experience!), but you will quickly realise that the experience that Pinokl have crafted here is not merely about instigating carnage with brute force; it’s about the apparently artful, strategic act of killing an entire party’s worth of people. If you want to complete your criminally insane goal, you’ll have to be smart, thinking tactically about who to go for first, and how you’ll go about disposing of them. A number of different gameplay elements factor into this and your limited but effective options for carrying out your killings must be used wisely if you wish to maintain perfect stealth.

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Your primary moveset is simple and easy to grasp; you’ll find yourself relying on the trio of stabbing, picking up (usually dead) bodies and dancing. The first two are important for the perfect kill; if you’re going for straight up murders with the knife as opposed to using the environment around you, you’re going to have to make sure that you don’t get seen; if you’re seen doing the dirty deed, or even suspiciously hanging around the scene of a crime, the partygoers will call the cops faster than you’ll get told to “F**k off!” by fellow guests if you try and bust out your Saturday Night Fever-style moves on the dance floor. Of course, if you don’t want to be treated with suspicion, you have to blend in; sometimes this can be simple as carefully planning your escape route, taking into account environmental factors such as windows you can slip out of to make sure you don’t get caught red handed, whilst on other occasions the best course of action is to use the all-important dance button; it’s not just there to look funky, but to help you seem like an ordinary party-goer as opposed to a homicidal maniac.

Escape routes aren’t the only way you will need to use the environment around you; it must be taken into consideration if you plan on committing the perfect crime, and luckily the game has plenty to offer in this aspect. As you progress through the game, each stage sees you in a different party at a different location. Each has its own unique theme and visual style ranging from your regular old suburban house party filled with intoxicated college students to a western-styled ranch filled with bikers, complete with shotguns on the walls and cattle in the fields. This constant change of scenery helps keep every murder spree a fresh, individual experience. Along with bringing new places to kill, each stage offers you different ways of going about said killing; environmental hazards can range from simple, recurring ideas such as food suitable for poisoning, or carelessly placed petrol cans ideal for starting a fire, (something that can also serve as a distraction as opposed to just a weapon), to area-based tools that at times can serve as one of the game’s comedy elements; why use a knife when you can anger a bull and send it charging through crowds of dancers? The game gives you a lot of freedom in how you plan to go about your crime, and in combination with semi-procedurally generated environments that change every time you play a level, you can be sure that no two massacres will be the same.

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The case for Zelda on NX.

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It’s quite arguable that the upcoming Zelda title for the Wii U, aptly titled ‘The Legend of Zelda for Wii U’, is one of the most highly anticipated Nintendo titles in a long time. Despite this lofty title, so far we’ve only seen it twice, and only one of these occasions have we got a glimpse at any gameplay (albeit offscreen). However, what we do know is that the Aonuma and his team are aiming to bring forth Zelda on a grander scale than it has ever been seen before, both in terms of scale and experience.

With that in mind, it’s interesting to note that whilst Nintendo have already confirmed that we are fast approaching our first look at their brand new home system, codenamed ‘NX’, so far Nintendo are still staunchly committed to bringing their latest Zelda experience to the Wii U.

There’s a clear case for them doing this; if you’re a Wii U owner like myself, it’s very possible that you might be concerned or disappointed at the so-called ‘software drought’, a lack of games brought about by a combination of weak third-party support and supposed struggles internally within Nintendo to make the jump to developing games in HD, factoring in development scale, time, costs and complexity. Whilst so far 2015 has seen a number of brilliant (and in some cases, successful) first-party titles, such as Splatoon and Yoshi’s Woolly World, along with games that are shaping up to look like must-plays for the system such as Super Mario Maker or Xenoblade Chronicles X just around the corner, it’s impossible not to notice the distinct absence of a home console Zelda this late into the console’s lifespan.

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It’s by no means uncommon to hear the perspective that the newest Zelda title will go on to either release on both the Wii U and the brand new ‘NX’, much alike how The Legend of Zelda: Twilight Princess saw a release as a late GameCube title and a launch day Wii title. Some propose that the new title may skip the Wii U entirely, with Nintendo favouring a release for their big home console title on their newest home console. There’s a lot of debate over what the best option would be for a new Zelda, and I’ve decided I’d like to express my views on the situation and how I think Nintendo could best go about its release.

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