Tag: 3DS

  • There Are Over 300 Shovel Knight Cheat Codes, We Know Two

    There Are Over 300 Shovel Knight Cheat Codes, We Know Two

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    Remember Cheat Codes? Remember when developers put them in the game as a fun little side thing to discover and be really excited to stumble across some brand new experience in a game you love? Remember when they didn’t cost $2 a piece? Many games of late have either decided to charge the player real cash to see bits of extra content or to just forget them entirely, and the idea of an actual cheat code has become a thing of the past.

    Shovel Knight, which brought NES style gameplay to modern consoles, is now bringing us back to those days of typing strings of nonsense into a a menu.

    During Shovel Knight’s Kickstarter, the Yacht Club Games team promised anyone who donated $100 or more (about 350 people) a secret that only they would be told. In an interview with idigitaltimes.com, the team revealed that those secrets would come in the form of cheat codes implemented in the game. They said that over 300 codes are hidden, and each activates a unique feature when entered as your name when creating a save file. Big Head mode, Giant Character mode, and “Butt mode”,  have been confirmed, but none of those codes have been discovered by the public yet.

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    Last month, ScrewAttack.com showed off a code that was made for their SGC tournament, which unlocks a special challenge mode for one of the game’s stages. Today, the Mighty No. 9 Kickstarter page had an announcement that the code for High Jump mode would be revealed on their forums.

    The codes so far are:

    IM&SGC14 – Unlocks Iron Man of Gaming mode

    J&2JMP! – Unlocks High Jump mode

    With about 300 codes still floating around, I’m really excited to see how they’re all discovered. I’ll keep coming back to the game to try them all out, and I’m even happier that I’m not being asked to pay a premium for each one. Shovel Knight really does feel like a relic from a different era, and it’s shaping up to be a modern classic with each new discovery. A modern classic…with Butt mode! (I just really want to know what Butt mode is all about guys.)

  • Shovel Knight Review: Buried Treasure

    Shovel Knight Review: Buried Treasure

    shovel knight3After a year of Kickstarting, developer livestreaming and delays, Shovel Knight is finally here. Its crowdfunding stage was a massive success, blowing through the team’s $75,000 goal and heading just past $300,000. If you’re a fan of classic NES games, you’ve probably been pretty pumped about Shovel Knight since last March. So, does the final game deliver on the promise of a new Mega Man game? Not only does it achieve that, it recaptures that intangible feeling of several other NES classics as well.

    Not satisfied with merely crafting an excellent Mega Man game, Yacht Club Games decided to pay homage to Castlevania, Ducktales, Zelda 2, and Super Mario Bros. 3. Bits and pieces have been collected from NES’ greatest, and combined in stellar fashion in Shovel Knight. The downward slash from Zelda 2 and the pogo jump from Ducktales play a key role in combat and traversal. There’s a certain Castlevania feel, especially when you’re slashing through false walls to discover hidden passageways and cooked chickens. The world map from Super Mario Bros. 3 makes an appearance, complete with roaming enemies, secret bosses(!!!) and challenges after finishing certain levels.

    Even with all of these inspirations, Shovel Knight still feels like its own game by introducing new ideas on top of the old. The checkpoint system is unique; walking past a checkpoint will confirm your respawn point rather than making you guess where you’ll come back upon death. Instead of using a lives system to slow your progress, you’re allowed to restart at your last checkpoint as many times as you’d like, BUT, each death will cost you some of your hard earned treasure. Just like Dark Souls, though, if you can reach your spot of death without dying a second time, you can grab your lost spoils back and continue your journey without punishment. If you’re feeling adventurous, each checkpoint can be destroyed to gain extra treasure, but you’ll have to start back from the last undestroyed checkpoint should you meet your end. Shovel Knight is built upon several smart systems that make it a little easier for those not looking for a punishing experience, and allows those who want the difficulty to implement it themselves.

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    The level designs are top notch, with each stage featuring many secrets to find, and many more difficult enemies and platforms to navigate through. Watchful eyes will notice when a piece of the environment seems out of a place, and a quick shovel blade to it will usually reveal a hidden area filled with treasure. The stages all hide an optional piece of equipment as well, rather than handing it out as a reward for defeating the boss. All of them have their own unique use, and some of the platforming oriented items have an extra stage where you’re tasked with clearing a level specifically tuned to its power.

    Each level is smartly themed around its boss, with Treasure Knight’s flooded ship featuring giant fish and heaps of gold, and Specter Knight’s cemetery making smart use of gravestone platforms and a dark atmosphere. The remarkable soundtrack by Jake Kaufman pushes each level even further, and I’ve caught myself humming level themes since I finished the game a week ago. The coherence of the levels and the soundtrack brings back memories of jumping through Bubble Man’s waterfalls in Mega Man 2, which I can’t say many “new retro” games ever accomplish.

    Shovel Knight is extremely charming in how far it goes to be authentic. It never solely relies on jokes about how funny old games were, Shovel Knight is just happy being an old game with modern sensibilities. It’s funny without ever being grossly referential, and feels like it would have belonged perfectly on Nintendo’s first console those few short decades ago. You’ll jaunt through towns and meet some great characters with clever dialogue, jump through castles and bounce off of frogs, and you’ll climb towers to save your best friend, all in the name of Shovel Justice™.

    As wonderful as the majority of Shovel Knight is, a few issues rear their heads after the game’s first few hours. Since the level design is built around discovering secret gems and treasure, the game’s currency, you would expect that there would be a lot of meaningful ways to spend it, right? After you reach the game’s second town less than halfway through the game, you’ll soon learn that it’s the last place you’ll find to spend your money. You’ll gather much more treasure than you can ever spend, undermining some of the game’s base mechanics. Since you’re sure to have bought everything two-thirds of the way through, you’ll wonder why you’re still having treasure heaped upon you.

    Some of the upgrades aren’t even worth buying. The armor upgrades can only be worn one at a time, and the most useful of the pack sadly changes Shovel Knight’s color scheme to a drab grey. After realizing this, I chose to stick with his expressive bright blue default armor, leaving me with even less to buy from the game’s already slim catalogue of purchases. I kept expecting another town or some other way to spend my mounds of cash, but it never came. I continued scouring levels for the treasure because it’s still fun to bust through secret walls, even though I knew the gems I found would never be put to any use.

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    The bosses’ fights themselves also lead to one of the game’s few issues. Even before upgrading your health and magic stats, the game’s bosses are pretty easy to take down. Halfway through the game when you’re health bar is tripled and you can shoot as many fireballs as you want, even the endgame bosses don’t stand a chance. I wanted a bit more of a challenge from these fights, but ended up feeling like I was toying with my food. I would let the bosses get a few hits in to make sure I had seen their whole moveset, then quickly shovel away their last measly bits of health. The bosses aren’t bad, though, as their designs and bits of dialogue are excellent, they’re fun to fight, and each of them have a surprising variety of moves and animation. The game’s optional challenges like New Game+ and low health / no item playthroughs can add a bit of difficulty to the fights, but I still wish I felt more tension during the game’s biggest battles.

    Shovel Knight is such a joy to play that whatever issues I have pale in comparison to just how much fun it is. I’m gladly playing through the game a second time, and plan to complete some of the several built in optional challenges to wring more playtime out of it. Bouncing off enemies and through the environments is still exciting, and the world and characters are too charming for me to stop. I’m still finding secrets in stages I’ve played through a handful of times, and still figuring out new ways to use the weapons and magic items.

    There are also several free updates still planned to be added in the next year, like gender swap mode, challenge modes, playable boss modes, and more, so if you jump in now you’ll have more than enough reason to come back later. The game is out on Wii U, 3DS, and Steam, and the content updates will be free for all versions. I played through the majority of the game on 3DS, which I stand by being the best place to play. Short bursts of levels are great for portable play, and there’s a quick select menu on the bottom screen that makes weapon swaps instantaneous. On top of that, the exclusive 3D effect is astounding in some areas, amping up the game’s already terrific atmosphere.

    Shovel Knight is the real deal. It’s a brand new NES classic that seems like it was lost in time. If Yacht Club Games has more in store for the series, which they really should, the future of Shovel Knight is going to be an amazing thing to watch. Could an eventual Shovel Knight 2 be what Mega Man 2 was to its predecessor? If you’re wanting to see what an NES game made in 2014 looks and feels like, there’s hardly a better place to dig in than the delightful, charming, and nostalgic world of Shovel Knight.

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  • Game of the Year 2013: #01 – The Legend of Zelda: A Link Between Worlds

    Game of the Year 2013: #01 – The Legend of Zelda: A Link Between Worlds

    zelda1Since 2003’s The Wind Waker, no Zelda game has given me the sense of freedom I want from the series. Twilight Princess is bogged down with boring fetch quests (literally, because you’re a dog), Skyward Sword has the worst travel system and the most boring filler of any of them, and the DS games just aren’t up to par with even the other handheld games. They’ve all had great parts, I enjoyed a lot of Twilight Princess and Skyward Sword, despite having to force my way through the terribleness. But, what if, Nintendo made a new Zelda game without any of the garbage that comes with them? (more…)

  • Game of the Year 2013: #07 – Pokemon X and Y

    Game of the Year 2013: #07 – Pokemon X and Y

    PokemonCombatSay what you will about nostalgia for the first few iterations, but Pokemon X and Y are among the best games Game Freak has ever produced.

    With over 700(!!!!) Pokemon now, there’s never a shortage of things to do in Pokemon X and Y. Although, disappointingly, there are several that can’t be found here, the number that are available keeps the game fresh for dozens of hours. I’m still finding Pokemon than I’ve never seen before and changing up my team, and I’m over 65 hours into the game.

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    The Pokemon have never felt more alive than they do here. In one of the most astounding graphical upgrades to a series I’ve ever seen, every Pokemon is fully rendered beautifully in 3D. They don’t feel like pictures anymore, they feel alive. It’s the most visually impressive Pokemon game ever produced, as long as you leave the special 3D effect switched off to save framerate.

    It’s easier than ever to play with friends and strangers, as the online functionality has been rebuilt. A constant list of online players is kept on the bottom screen, and trading or battling is only a tap away. This one may play the same as ever, but it’s never looked or felt so good to do it.

  • Game of the Year 2013: #08 – Animal Crossing: New Leaf

    Game of the Year 2013: #08 – Animal Crossing: New Leaf

    Animal Crossing1Apparently, 2013 was the right time and place for a new Animal Crossing.

    If you were on Twitter during the initial release of Animal Crossing: New Leaf, you’d think it was the only game to ever exist. There was a zeitgeist around the game, and luckily, it only served to make it better for everyone.

    Animal Crossing has always wanted to be a social game, but never quite had the means to reach its full potential. The newest entry, designed for the 3DS, is the best game the series has seen. With relatively easy access to a robust online component, it’s easy to jump into friend’s towns, meet new villagers, find new fruit, find new items to collect, and more. The StreetPass features go even further, placing a model of anyone’s house you pass in real life into your game, and even adds all of their furniture and decorations to buy.

    I played Animal Crossing: New Leaf more than any other game this year. My current playtime is at over 70 hours, far above (almost) any other game released this year. I, as a grown-ass man, even set alarms to wake myself up in the morning to visit the shops, and to see what new items my friendly neighborhood raccoons had for sale. It became a lifestyle for a couple months, and one that rarely develops in any kind of game. Everyone I knew was playing, everyone on Twitter was playing, and it all felt like a really fun social experiment to be a part of.

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    Sadly, as we all do, I left Animal Crossing as other games came out, and I felt like my work in my town was finished. Clunky inventory systems and other archaic design choices limit how much fun one could have with the game, and kept me from enjoying myself as much as I feel I could have. For every hour I spent meeting new villagers or discovering new items or games, I had to manage my inventory, or make another run to the shop to sell some of the junk I had stored in my locker.

    It isn’t a perfect game, but it’s a charming one, and one of the most rewarding experiences I had all year long. I’d probably ready to do it again if they released another one tomorrow.

  • Pokemon X and Y: The Very, Very Best

    Pokemon X and Y: The Very, Very Best

    poke1Pokemon games were a huge part of my younger days, but sometime around the release of Diamond and Pearl I was onto other things. For whatever reason, I missed out on that generation, along with Pokemon Black and White. I played through both of those generations earlier this year, and was amazed at how much I still enjoyed Pokemon, even with the core staying very familiar for these nearly two dozen years. (more…)