<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom"><title>Z Space Blog - Nintendo DS</title><link href="https://zlg.space/blog/" rel="alternate"/><link href="https://zlg.space/blog/feeds/t/nintendo-ds.atom.xml" rel="self"/><id>https://zlg.space/blog/</id><updated>2022-07-28T19:36:00-07:00</updated><entry><title>Izuna: Legend of the Unemployed Ninja » Advanced Gameplay Guide</title><link href="https://zlg.space/blog/izuna-legend-of-the-unemployed-ninja-advanced-gameplay-guide.html" rel="alternate"/><published>2012-09-23T18:15:45-07:00</published><updated>2022-07-28T19:36:00-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-09-23:/blog/izuna-legend-of-the-unemployed-ninja-advanced-gameplay-guide.html</id><content type="html">&lt;p&gt;&lt;em&gt;Izuna: Legend of the Unemployed Ninja&lt;/em&gt; is a fun roguelike produced by Success 
and published by Atlus. Like most roguelikes, &lt;em&gt;Izuna&lt;/em&gt; is tough and comes with 
its own system of advancement. At first glance, it's not clear how to improve 
one's equipment. A friend and I sat down and tried to locate some more specific 
information on the game, and came up empty-handed. In typical fashion, I 
proposed that we figure it out and make our findings available to others. The 
result is this guide!&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/qoecAi8GQtpFFFG"&gt;Izuna: Legend of the Unemployed Ninja » Advanced Gameplay Guide&lt;/a&gt;, 
version 1.2 — updated 2011-10-15.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2022-07-28 UPDATE:&lt;/strong&gt; I'm quite proud of this guide, and fondly remember the 
time I spent with said friend.&lt;/p&gt;</content><category term="Projects"/><category term="Nintendo DS"/><category term="Guides"/><category term="Video Games"/></entry><entry><title>Mario Kart DS » Game Mechanics Guide</title><link href="https://zlg.space/blog/mario-kart-ds-game-mechanics-guide.html" rel="alternate"/><published>2012-09-23T18:11:25-07:00</published><updated>2012-09-23T18:11:25-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-09-23:/blog/mario-kart-ds-game-mechanics-guide.html</id><content type="html">&lt;p&gt;When &lt;em&gt;Mario Kart DS&lt;/em&gt; was released in 2005, I was impressed by the amount of 
detail in each kart's stats. As I began playing more seriously and taking part 
in Nintendo's first global online game, it was clear to me that there was more 
than meets the eye and somebody needed to cover it. Thus, the Game Mechanics 
Guide was born. It enjoyed some mild popularity on GameFAQs and Neoseeker while 
I was a part of those communities.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/Jz8B422rammCyaJ"&gt;Mario Kart DS » Game Mechanics Guide&lt;/a&gt;, version 1.7 — updated 
2011-10-15.&lt;/p&gt;</content><category term="Projects"/><category term="Nintendo DS"/><category term="Guides"/><category term="Mario Kart"/><category term="Video Games"/></entry><entry><title>Radiant Historia Review</title><link href="https://zlg.space/blog/radiant-historia-review.html" rel="alternate"/><published>2012-08-27T23:13:45-07:00</published><updated>2012-08-27T23:13:45-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-08-27:/blog/radiant-historia-review.html</id><summary type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Every now and then, a game comes out that looks unassuming, but has a hidden, 
interesting side that takes you by surprise. This aspect is true of Radiant 
Historia, a turn-based JRPG for the Nintendo DS developed by Atlus and Headlock 
Studio. One of the aspects of Radiant Historia that comes out of left field is 
the time traveling mechanic, which allows you to explore two different paths of 
history. If you enjoyed Chrono Trigger and enjoy revisiting the same place in 
different points in recent history, you'll warm up to Radiant Historia. Gamers 
who don't care for backtracking or subtle time puzzles will want to skip this 
one.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Radiant Historia sports a neat art style. Environments are rendered in 3-D while 
characters and obstacles are 2-D sprites. This makes different elements clear to 
the player without any obnoxious "helper" graphics like black outlines or 
incessant glowing, etc.&lt;/p&gt;
&lt;p&gt;The graphic style is sort of low-key for the environments; they seem to mostly 
get out of the way. It's a refreshing turn from what's usually present in JRPGs, 
and is more inviting than the usual &lt;em&gt;"Check &lt;/em&gt;&lt;em&gt;ALL&lt;/em&gt;&lt;em&gt; the bushes"&lt;/em&gt; mentality 
that's encouraged in some JRPGs. Sprites are animated very well. Aht's swaying 
in battle, "brandishing" animations when it's the character's turn to receive a 
command, and the design of the characters themselves are all great. The graphics 
may become a bit dull over time out of battle, but they remain interesting 
in-battle. Atlus has some pixel know-how. :)&lt;/p&gt;
&lt;p&gt;The concept art is top notch. It shows a strong understanding of character 
design and use of color. Stocke's red outfit is both stylish and reminiscent of 
European armor designs. Aht looks like an elegant dancer, and Marco's get-up 
looks like he really is carrying a bunch of potions and healing items. There are 
other characters that sport equally solid designs, but I don't spoil games that 
aren't classics already.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;I'm listening to the OST right now. Does that tell you anything? If not, maybe a 
name drop will: Yoko Shimomura. She's partly responsible for Kingdom Hearts' 
music, and composed all the music for Radiant Historia. My favorite tracks are 
Alistel's main theme and the ending credits theme, -HISTORIA-.&lt;/p&gt;
&lt;p&gt;The soundtrack as a whole takes on a somber, pretty feel when you're out
and about. Seeing as how world is slowly eroding to dust, this theme is
fitting. The standard battle theme is unobtrusive and seems to encourage focus
and intensity instead of raw power. The boss themes on the other hand, are
in-your-face epic and carry a sense of urgency. "The Edge of Green" (mid-chapter
bosses) in particular does a very good job of sparking the player's spirit.&lt;/p&gt;
&lt;p&gt;Long story short, this game's soundtrack is easily its best aspect.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Once you get the hang of the battle system, I'd say the difficulty in Radiant 
Historia is decidedly average. A few battles will push you to really think about 
how to bunch the enemy up to capitalize on combo bonuses, some will use turn 
order to mess with your tactics, and others will test your knowledge of your 
abilities and how many turns they last. Veteran gamers will meet this difficulty 
with only minor issue, while average and casual gamers will have a little bit of 
trouble. The difficulty's not too harsh, however, and you can always grind to 
lessen it.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;There are two primary phases of gameplay: in-battle and out-of-battle. The 
former is where you'll be spending a lot of your time, believe it or not. The 
fights are not overwhelmingly common like they are in traditional JRPGs. You 
seem enemies on the overworld as you travel, and can choose to avoid the vast 
majority of them. This makes Radiant Historia a good candidate for low-level 
runs. However, this also means that if you avoid fighting too much, you'll end 
up too weak to progress at an acceptable pace.&lt;/p&gt;
&lt;p&gt;In-battle, it's closer to a tactical SRPG than a standard turn-based JRPG. Your 
enemies are laid out in a 3×3 grid and are allowed to move around during the 
course of the battle. Your characters aren't afforded this mobility, but some of 
them have skills that will move the enemy around. Put together the right skills 
and the right turn order (through the "Change" command), and you can wipe out 
regular enemies pretty handily. It's important to practice this, because it 
becomes more important as you progress and the enemies get tougher. When it's 
all said and done, though, the gameplay is still standard JRPG fare with a 
little spin on things.&lt;/p&gt;
&lt;p&gt;It's a welcome spin, but it comes with some nitpicks:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Skills that move the enemy around are rather pricey (5-15 MP)&lt;/li&gt;
&lt;li&gt;MP cannot easily be regenerated (the skill costs 12 MP and the item is rare)&lt;/li&gt;
&lt;li&gt;Some bosses have far too much HP and needlessly drag out the battle (this may 
  be intentional...)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Overall, battles are fairly enjoyable, but will start to annoy you a bit toward 
the end, when they introduce more enemies that can't be moved on the grid.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;Radiant Historia begins with a man named Stocke, who's been assigned to the 
Special Intelligence unit of Alistel's army. It seems that Granorg, the country 
to the west, is the cause of a "sand sickness" which is eroding the world and 
turning people into sand. What starts out as a clear goal to our friend Stocke 
turns into a much broader adventure through the continent of Vainqueur and time 
itself. As it progresses, the story plays around with the player's expectations, 
questions the rationale of characters, and exposes what most would consider 
"evil" as merely a different perspective on the same circumstances. It's not 
necessarily something that I'd sit down with for nights on end, like a book, but 
the story does a better job than many other JRPGs out there, and stayed 
interesting enough for me to want to know what happens next. So I'd say it's 
pretty good.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Radiant Historia is what most would call a "sleeper hit", which came out of 
nowhere, introduced a new take on the time-traveling formula, and brought some 
memorable characters and gorgeous music. It has some tedious points, which 
delayed me finishing the game for a while&lt;sup id="fnref:rl"&gt;&lt;a class="footnote-ref" href="#fn:rl"&gt;1&lt;/a&gt;&lt;/sup&gt;, but they weren't bad or long 
enough to kill the enjoyment for me.&lt;/p&gt;
&lt;p&gt;If you enjoy JRPGs -- especially ones that question existing formulae -- I think 
you'll like Radiant Historia. If you want a fast-paced, action-style game that's 
light on the dialogue, Radiant Historia is &lt;em&gt;not&lt;/em&gt; what you're looking for.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;US Release Date:&lt;/strong&gt; 2011-02-22&lt;br&gt;
&lt;strong&gt;Genres:&lt;/strong&gt; JRPG, Turn-based&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://atlus.com"&gt;Atlus&lt;/a&gt;, &lt;a href="http://headlock.jp"&gt;Headlock, Inc&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E10+&lt;/p&gt;
&lt;div class="footnote"&gt;
&lt;hr&gt;
&lt;ol&gt;
&lt;li id="fn:rl"&gt;
&lt;p&gt;Real life also got in the way...&amp;#160;&lt;a class="footnote-backref" href="#fnref:rl" title="Jump back to footnote 1 in the text"&gt;&amp;#8617;&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;/div&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>Shantae: Risky's Revenge Review</title><link href="https://zlg.space/blog/shantae-riskys-revenge-review.html" rel="alternate"/><published>2012-07-15T23:14:02-07:00</published><updated>2012-07-15T23:14:02-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2012-07-15:/blog/shantae-riskys-revenge-review.html</id><summary type="html">&lt;p&gt;Shantae is a half-genie who lives on the outskirts of a place called Scuttle
Town. Her first appearance was in the GameBoy Color cult hit &lt;em&gt;Shantae&lt;/em&gt;. I'll be
honest: I don't know why Shantae got the attention that it has, even on the DSi.
Between the unclear game progression, a shop that's hardly labeled, and controls
that aren't as responsive as they should be, &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; leaves
much to be desired.&lt;/p&gt;
&lt;p&gt;Before I begin, keep in mind that this game comes with a 1200 DSi Point price. 
That's $12 USD. I don't consider this game worth the $12 I paid for it. Its 
graphics are nice, and the music's decent, but everything else is lacking. It's 
a shame, because if this game had focused more on replayability or something to 
make the gameplay more varied and interesting, you'd have a winner.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Shantae is a half-genie who lives on the outskirts of a place called Scuttle
Town. Her first appearance was in the GameBoy Color cult hit &lt;em&gt;Shantae&lt;/em&gt;. I'll be
honest: I don't know why Shantae got the attention that it has, even on the DSi.
Between the unclear game progression, a shop that's hardly labeled, and controls
that aren't as responsive as they should be, &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; leaves
much to be desired.&lt;/p&gt;
&lt;p&gt;Before I begin, keep in mind that this game comes with a 1200 DSi Point price. 
That's $12 USD. I don't consider this game worth the $12 I paid for it. Its 
graphics are nice, and the music's decent, but everything else is lacking. It's 
a shame, because if this game had focused more on replayability or something to 
make the gameplay more varied and interesting, you'd have a winner.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;I cover graphics first because it's the first thing you see. The graphics in 
&lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; are very well drawn; some of which by people I've 
spoken to on a forum named &lt;a href="http://wayofthepixel.net/pixelation/"&gt;Pixelation&lt;/a&gt;. 
There's no doubt in my mind that the graphics were produced professionally by 
people that know what they're doing. Each of the game's locales have detailed, 
expressive backgrounds that show a strong understanding of light and shape. 
Scuttle Town looks like an old-styled Middle Eastern town, the plains look open 
and vast, caves look dank and cramped, and so on.&lt;/p&gt;
&lt;p&gt;Animation is equally good, though the design of enemies is a bit lacking. The 
only enemies that really stick out to me are the archers and mermaids, the 
latter of which were the only overworld enemy that took a strategy beyond "duck 
and keep hitting."&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Each track in &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; reflects the locale pretty well.
Dungeon music is somewhat repetitive, but everything else fits together. My
favorite track is the desert theme, which keeps a peppy tone while you're
navigating the various pits and moving platforms. I'm a sucker for those 
instruments, too.&lt;/p&gt;
&lt;p&gt;Sound effects don't stand out (which is a good thing); no complaints there 
either. You'll hear the "fwip" of Shantae's hair quite a bit, though, so get 
used to it.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;This depends on whether or not you find the shop, where you can purchase spells 
and upgrades for gems. I didn't discover it until the game was almost over, so 
the only spell I had available to me for most of the game was the starting 
Fireball. Even with the unintentional handicap, the game's difficulty was 
manageable. With the upgrades, it's cake. You'll only have difficulty with 
bosses.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;I'll be frank; this game does not stand up to $12 of value. If it were $5, I 
wouldn't be so harsh on it. But considering it's the most expensive DSiWare 
game, it should live up to its price. &lt;em&gt;Cave Story&lt;/em&gt;, which is cheaper, is the 
better game. And that was made by one person in his spare time! It's also an 
adventure-oriented platformer, just like Shantae.&lt;/p&gt;
&lt;p&gt;The gist of &lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt;'s gameplay is "hit hit hit, jump, dodge, 
hit hit hit". Enemies have little in the way of AI and are easily predicted. Any 
difficulty in regular enemies comes in the number of hits needed to kill them. 
The max being somewhere around 10 (without upgrades). In similar fashion, that's 
how bosses are difficult, too. The patterns are extremely predictable, yet they 
have &lt;strong&gt;tons&lt;/strong&gt; of HP. So it's a gauntlet to see how long you can maintain the 
pattern, not a matter of how well you can predict and punish the pattern. 
WayForward could learn a thing or two from the Mega Man series. Their bosses 
have more HP, but not insanely so. They also have multiple behaviors that they 
can bust out at any time.&lt;/p&gt;
&lt;p&gt;There are the spells and belly-dancing forms, but neither of them do enough to 
break up the gameplay style. If Shantae's alternate forms could be used in 
combat more often and came with their own set of spells, I could see the game 
being a lot more fun. Ultimately, the game just needs more of what made it 
nominally interesting in the first place: more forms, more spells, better AI, 
and a reason to play again. That last one's the most important. There's a reason 
I play through &lt;em&gt;Super Mario Bros.&lt;/em&gt; (the long way) every month: it has replay 
value!&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;It's really not worth mentioning. It's a platformer, not a deep adventure or 
RPG. The gist of it is "Risky, the evil pirate, has come back for the lamp! You 
need to stop her, Shantae!" Cue random artifact fetch quest.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;At the end of the day, this game's been done before. It's just another pretty,
empty platformer. If you're looking for something casual, pretty, and expensive,
&lt;em&gt;Shantae: Risky's Revenge&lt;/em&gt; will suit you well. If you're a die hard platformer
or a gaming veteran like me, steer clear and get &lt;em&gt;Cave Story&lt;/em&gt; instead. It has a
much more interesting plot, deeper gameplay, and is also available on the DSi
Shop.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; DSiWare&lt;br&gt;
&lt;strong&gt;US Release Date:&lt;/strong&gt; 2010-10-04&lt;br&gt;
&lt;strong&gt;Genres:&lt;/strong&gt; Action, Adventure, Platformer, Sidescrolling&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; &lt;a href="http://wayforward.com"&gt;WayForward Technologies&lt;/a&gt;&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E-10+ (Comic Mischief, Mild Cartoon Violence, Suggestive 
Themes)&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Video Games"/><category term="Reviews"/><category term="Metroidvania"/></entry><entry><title>Etrian Odyssey » Class Skill Trees</title><link href="https://zlg.space/blog/etrian-odyssey-class-skill-trees.html" rel="alternate"/><published>2011-10-15T08:09:53-07:00</published><updated>2011-10-15T08:09:53-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2011-10-15:/blog/etrian-odyssey-class-skill-trees.html</id><content type="html">&lt;p&gt;I've been playing &lt;em&gt;Etrian Odyssey&lt;/em&gt; and was looking around for
skill trees so I could plan a proper party. Nowhere I looked offered what I was
looking for, so I gathered the data and made my own diagrams! After a little
sprucing up, it turned into a FAQ.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://files.zlg.space/s/stPRgitCS6z722q"&gt;Etrian Odyssey » Class Skill Trees&lt;/a&gt;, ver. 1.1 — updated 2012-08-06&lt;/p&gt;
&lt;p&gt;It features fairly easy-to-read diagrams and skill cost highlights so you can
plan your skill spreads accordingly. Enjoy.&lt;/p&gt;</content><category term="Projects"/><category term="Nintendo DS"/><category term="Etrian Odyssey"/><category term="Guides"/><category term="Video Games"/></entry><entry><title>Pokémon SoulSilver Review</title><link href="https://zlg.space/blog/pokemon-soulsilver-review.html" rel="alternate"/><published>2010-05-19T20:24:04-07:00</published><updated>2010-05-19T20:24:04-07:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-05-19:/blog/pokemon-soulsilver-review.html</id><summary type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;The 2nd generation of &lt;em&gt;Pokémon&lt;/em&gt; games (Gold, Silver, and Crystal) is widely
regarded as the best; it brought gamers two new types, a brand new set of varied
moves, breeding, and is the only Pokémon generation to date to sport two
regions, totalling 16 badges to earn. In many ways, the 2nd generation brought
innovations well before its time, and Game Freak hadn't trumped or matched that
success... until HeartGold and SoulSilver.&lt;/p&gt;
&lt;p&gt;Make no mistake; &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are the pinnacle of Pokémon
games. Even with the 5th generation &lt;em&gt;Black&lt;/em&gt; and &lt;em&gt;White&lt;/em&gt; versions on the horizon,
I am convinced that Game Freak will not surpass what they have achieved with
HeartGold and SoulSilver. If you played the original &lt;em&gt;Gold&lt;/em&gt;, &lt;em&gt;Silver&lt;/em&gt;, or
&lt;em&gt;Crystal&lt;/em&gt;, then you owe it to yourself to get &lt;em&gt;HeartGold&lt;/em&gt; or &lt;em&gt;SoulSilver&lt;/em&gt;. If
you preferred the 3rd or 4th generation... you may not enjoy the heavy Japanese
influence and classic-but-new feel. Above all, this game will devour your gaming
time like a Snorlax goes through food.&lt;/p&gt;


&lt;p&gt;&lt;strong&gt;Warning: Mild spoilers ahead, for those who haven't played the originals.&lt;/strong&gt;&lt;/p&gt;
&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The first thing veterans of the 2nd generation will notice is that the graphics
are greatly enhanced. No longer is the game system limited to 2 layers of 8-bit
graphics. Instead, we're treated to a half-3D, half-2D game that brings out the
charm that &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; were known for. As someone who prefers 2-D over
3-D, I still enjoy the graphics of &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt;.&lt;/p&gt;
&lt;p&gt;The biggest graphical improvement compared to the originals is in-battle.
Pokémon look much better than they did back in 2nd generation, sporting sprites
with upwards of 16 colors instead of a paltry four (though to be specific,
one color is always used for transparency). Backgrounds in-battle reflect the
lighting conditions and time of day, and moves are flashier than ever. Every 2-D
graphic is well made and smooth looking, from the item and battle menus to the
overworld sprites and touch screen buttons.&lt;/p&gt;
&lt;p&gt;Needless to say, the graphics are a large leap above what we had back in the
GameBoy Color days.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;The original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; sported many memorable tunes and fun remixes
for Kanto. &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; are no different, bringing us a wide
variety of remixed music. The Japanese influence is evident in Professor Elm's
Lab, Ecruteak City, and the Bell Tower, while most other tracks are the same
peppy, light-hearted music we've come to expect from the Pokémon series. Other
tracks that stand out are the gym leader battle themes, the wild Pokémon battle
themes, and the music that accompanies Lugia and Ho-oh in-battle.&lt;/p&gt;
&lt;p&gt;Moreso than any other Pokémon game, the music is pleasant and doesn't annoy at
any point. As an added bonus, you can unlock the original sounds after you get
all 16 badges. While not being 100% identical to the original music, it's close
enough to &lt;em&gt;feel&lt;/em&gt; classic, and that's the point.&lt;/p&gt;
&lt;p&gt;I put the music up there with the graphics in terms of quality. I've never once
wanted to turn my DS's volume down because of the music.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;I have one word for you: Gyarados. I don't know what they did to him, but he
became MEAN. Hyperbole aside, many monsters have been improved as a result of
being in the 4th generation battle system. Monsters such as Yanma, Beedrill,
and Sneasel who used to be limited by their lack of good moves or bad typing
are now formidable monsters that can hold their own. My Beedrill was able to
take down Sabrina's Alakazam after eating a Psychic attack and downed him with
Twineedle, for instance. There's no way Beedrill could've eaten a Psychic back
in 2nd generation.&lt;/p&gt;
&lt;p&gt;That said, the difficulty is slightly increased. Thanks to being in the 4th
generation battle system, the game has taken on a more offensive approach,
with status inflictions being used before sweeping and a stronger focus on
specializing. Also, the levels for gym leaders, the Elite 4, and Red have risen,
offering veteran trainers more challenge. As if that wasn't enough, the Elite 4
have a round two, where levels max at 75 or so. Now you'll think twice before
challenging the Elite 4 a second time.&lt;/p&gt;
&lt;p&gt;Overall, the difficulty is on par with that of Diamond, Pearl, and Platinum.
Perhaps a little higher. Due to the nature of being an RPG, however, even newbie
gamers can overcome the difficulty just by grinding.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;Wow... where do I begin? Many, many changes have been made compared to the
original games. For starters, the 4th gen battle system means that every type of
move has physical and special moves, which adds much more variety to the battle
system and makes certain Pokémon more effective.&lt;/p&gt;
&lt;p&gt;Gone are the cell phone and item limitations; you can store every trainer's
cell number in your PokéGear and can hold as many items as you need to.
Also gone are the swarm-specific phone calls; you can listen in on Professor
Oak's Pokémon Talk to learn about swarming Pokémon now. The Goldenrod City
Department Store now has a daily lottery for special items, and the Goldenrod
Radio Tower changes its lottery number every day as well.&lt;/p&gt;
&lt;p&gt;Adding to this, there is a complete Battle Frontier just north of Route 40,
where the Battle Tower used to be in &lt;em&gt;Crystal&lt;/em&gt;. Also present is the Safari Zone,
located west of Cianwood City, past two brand new routes. As if that wasn't
enough, there's a brand new Pokéathlon Dome just west of the Johto National
Park, where you can enter your Pokémon in &lt;em&gt;Pokémon Stadium&lt;/em&gt;-like mini-games
and earn points to purchase prizes.&lt;/p&gt;
&lt;p&gt;You may also get the phone numbers of gym leaders and challenge them again under
the right conditions. When you rebattle them, their lineups change and their
levels are higher, so they are truly challenging even after you've earned every
badge. Another great improvement is the Berry Pots item, which allows you to
grow berries on the go without ever needing to revisit a bunch of soil spots.&lt;/p&gt;
&lt;p&gt;The sheer number of improvements in &lt;em&gt;HeartGold&lt;/em&gt; and &lt;em&gt;SoulSilver&lt;/em&gt; is incredible,
and veterans of the originals will no-doubt be pleased by all the new content.&lt;/p&gt;
&lt;p&gt;I have one complaint, however; as a result of some sort of censorship, the
Game Corners no longer sport slot machines. You cannot buy coins anymore,
either. Instead, you must play a game called "Voltorb Flip" — a strange mix
of minesweeper and picross — to earn coins. That, combined with the insanely
priced Flamethrower, Ice Beam, and Thunderbolt TMs (10,000 coins) means that the
Game Corner is no longer a reliable means to get those moves. You're better off
breeding.&lt;/p&gt;
&lt;p&gt;Considering all of the great additions in spite of this gripe, however, I cannot
say in good-faith that this game has nothing short of awesome gameplay. The
variety of things you can do in the game is mind-boggling; if you're bored, it's
your own fault.&lt;/p&gt;
&lt;h1&gt;Story&lt;/h1&gt;
&lt;p&gt;It's Pokémon.  &lt;/p&gt;
&lt;p&gt;...Okay, fine. You play as a young person aiming to explore the world with 
Pokémon and complete a computerized encyclopedia known as a Pokédex. Along the
way, you will face up to bullies, bring down a terrorist syndicate, help a sick
Pokémon, and learn about the legends surrounding Lugia, Ho-oh, Raikou, Entei,
and Suicune. After you prove your worth to the Champion, you are granted access
to Kanto, where you can prove that Johto produces awesome trainers as well. At
the climax of your journey, you will face off against Red -- the kid who brought
down Team Rocket the first time -- in an epic battle set atop a large mountain
in the middle of a snowstorm. Only there can you prove if you have what it takes
to be a Pokémon Master.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Just in case you couldn't tell, I like this game. I think it's worth every cent
I paid for it and worthy of being called a remake. Game Freak outdid themselves
for the second time; so much so that I doubt they will produce another game
quite this good. If you played through the original &lt;em&gt;Gold&lt;/em&gt; and &lt;em&gt;Silver&lt;/em&gt; and hate
what they did to the franchise in 3rd and 4th generation, buy &lt;em&gt;HeartGold&lt;/em&gt; or
&lt;em&gt;SoulSilver&lt;/em&gt;; they are a prime example of what modern Pokémon should be like,
and should be the standard in which all future generations are compared to.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform:&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2010-03-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; RPG&lt;br&gt;
&lt;strong&gt;Developer:&lt;/strong&gt; Game Freak, Inc.&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Pokémon"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry><entry><title>The Legend of Zelda: Spirit Tracks Review</title><link href="https://zlg.space/blog/the-legend-of-zelda-spirit-tracks-review.html" rel="alternate"/><published>2010-01-17T05:42:14-08:00</published><updated>2010-01-17T05:42:14-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2010-01-17:/blog/the-legend-of-zelda-spirit-tracks-review.html</id><summary type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;As the fifteenth entry in the &lt;em&gt;Legend of Zelda&lt;/em&gt; series, &lt;em&gt;Spirit Tracks&lt;/em&gt; has
rather large boots to fill. With each iteration, gamers expect a grander, more
immersive and innovative experience as they plod across Hyrule or another
interesting world. For those of you who played through Phantom Hourglass, you
will find that Spirit Tracks feels a lot like it in play control, but is nothing
like it in overall feel. Even if you didn't like Phantom Hourglass, Spirit
Tracks may have the right combination of elements to please you. Regardless,
it's Zelda. And that means it's worth purchasing.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;The visuals in Spirit Tracks borrow heavily from the style that Phantom
Hourglass established. This shouldn't be surprising, as it's running a
marginally upgraded version of the same engine. As far as 3-D games on the
DS go, Spirit Tracks is quite large. There are some places where the texture
work is blocky due to the limitations in the DS's processing ability. Most
models on the overworld are simplified to improve the DS's draw distance, and
many repetitive objects (such as trees) are sprites that look the same from
any angle. In what I like to call "action areas", the graphics look and feel
much more like Zelda. It's clear that more effort was put into the action
areas, where it belongs. All things considered, it looks pretty good for the
DS. Despite that, any DS fan will tell you that the 3-D on the DS is not
spectacular, so don't go into Spirit Tracks expecting high quality visuals.
They're simplistic and — in some places — crude, but they get the job done
with what little 3-D processing the DS has. My only complaint is that the game
could have looked better if they had stuck to regular two-tone cel-shading.
Instead, they used 3 to 4 layers of shading, and that really cut into the
processing budget for the game. Nitpicking aside, the graphics fit the theme of
the game, and that's what's most important.&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Sound is one of the more important aspects of a video game in my opinion. Spirit
Tracks has a simple and memorable soundtrack, with an emphasis on woodwinds,
slap drums, guitar, and violin. The result is interesting, and is the first of
its kind in the Zelda series. The game has a strong acoustic feel that no other
Zelda has, with its lighthearted but bittersweet title theme, adventurous and
catchy overworld music, and Byrne's mysterious, string-heavy theme. While not
quite as solid a soundtrack as Majora's Mask or The Wind Waker, Spirit Tracks
manages to separate itself from other Zeldas and forge its own identity. I think
it's a great musical direction and look forward to more music like it from
future Zelda games.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;One of the problems plaguing most games today is a lack of difficulty.
Unlike its predecessor, Spirit Tracks manages to keep a steady difficulty,
occasionally upping the ante when it comes time to push the veterans, such as
the Defeat-Them-All Challenge in Hyrule Castle Town, which is like a boss rush
mode. I still haven't managed to beat it without using potions. The puzzles in
this game were crafted by the programmers instead of the level designers, so
they often force players to think in ways that they normally wouldn't, which I
think is the point of solving puzzles. I won't give anything away, but when I
solved some of the harder puzzles, I felt quite dumb. It's puzzles like those
that are the most rewarding and help your creative thinking. Nintendo should let
the programmers design puzzles from now on, to keep challenging gamers to think
in unconventional ways. Overall, the difficulty is pretty good for the veteran,
and somewhat difficult for the newcomer. The game places plenty of hints about
for puzzles, but also leaves certain puzzles completely unlabeled, so both
levels of gamer should be able to get something out of the game.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;What can I say? The game plays in a very straightforward way. While on the
overworld, you get speed and direction controls, and the camera is manipulated
by touching the screen and moving the stylus in your desired direction, just
like in Phantom Hourglass. Tapping an object will fire a bomb at it (provided
you have the cannon). Most of the controls in Spirit Tracks are just like
Phantom Hourglass. A few things were changed for the better: firstly, rolling
is performed simply by double-tapping in the desired direction. I think that
was a good fix, since moving the stylus in a small circle to roll in Phantom
Hourglass was somewhat tiresome and didn't always work. Double-tapping makes
more sense and is easier to execute. Another fix I noticed is performing a spin
attack. It's rather responsive this time around, so if you find yourself in a
pinch don't hesitate to draw a large or even a small circle around Link. Aside
from these fixes, it's standard Zelda fare; you explore towns and areas in the
wilderness, open up a temple, defeat the boss, and restore some of the Spirit
Tracks so you can access more of the world. Due to the changes in difficulty and
setting, Spirit Tracks offers more interesting gameplay than Phantom Hourglass.&lt;/p&gt;
&lt;p&gt;There's plenty to do while you're out exploring caves and dungeons, too. When
you're riding across Hyrule in your train, you'll come across rabbits hanging
out on top of boulders. Once you get to a certain point in the game, you'll
be able to capture these little guys and bring them to a sort of bunny ranch,
where the owner will reward your efforts at catching them. Also present are
stamp stations hidden throughout Hyrule, challenging cavalier explorers to get
them all. As if this wasn't enough, you can also carry passengers and cargo on
your train once you get the passenger and freight cars. When you're on these
quests, you have to be careful and pay attention to what's going on. If you
don't drive your train properly by following the signs, your passenger will get
angry, and if you let enemies hit your train you'll lose some of your cargo.
It's a refreshing challenge compared to the so-so sailing that was present in
Phantom Hourglass. The train is a bit slower in the long run, but much more
interesting.&lt;/p&gt;
&lt;p&gt;Items are another part of Zelda that form the backbone. Without interesting and
innovative items, Zelda tends to fall flat. Thankfully, Spirit Tracks brings a
few new items to the table. The first is the Whirlwind, which acts similarly to
the Gust Jar from Minish Cap. It creates a gust of wind that can move enemies
and items a short distance. Another is the Snake Whip, which can snatch certain
items and allows Link to swing across chasms. There's one other interesting
item, but I don't want to spoil the surprise.&lt;/p&gt;
&lt;p&gt;The final piece of innovation in Spirit Tracks is the introduction of Zelda
as Link's helper character. It's amazing how it took 24 years for Nintendo to
bring us the duo working together to save the world instead of Link always
saving her. Giving Zelda a more proactive role better establishes her character
and attitude, being Tetra's descendant. Games could do with more sass in their
female characters instead of the typical damsel in distress or barely-dressed
harlot. Bravo, Nintendo, for better representing the fairer sex. I look forward
to seeing more of Zelda and Link working together.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;Spirit Tracks is probably one of the last good games that will hit the DS
before a successor comes along. The DS has had somewhat of a drought of good
games in the past 6 months; the only other noteworthy games in recent memory
being &lt;em&gt;Bowser's Inside Story&lt;/em&gt;, &lt;em&gt;Phantasy Star Zero&lt;/em&gt;, and &lt;em&gt;Kingdom Hearts: 358/2
Days&lt;/em&gt;. This is one of the games that any adventure game lover should have. If
you enjoyed Phantom Hourglass, you'll love this game. If you thought Phantom
Hourglass was so-so and a bit tedious, borrow it from a friend and see if you
like the changes. I'm confident you'll find something to like about the game,
even if you're not a big fan.&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-12-07&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Adventure&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Zelda"/><category term="Video Games"/><category term="Reviews"/></entry><entry><title>Mario &amp; Luigi: Bowser's Inside Story Review</title><link href="https://zlg.space/blog/mario-luigi-bowsers-inside-story-review.html" rel="alternate"/><published>2009-11-16T02:26:49-08:00</published><updated>2009-11-16T02:26:49-08:00</updated><author><name>zlg</name></author><id>tag:zlg.space,2009-11-16:/blog/mario-luigi-bowsers-inside-story-review.html</id><summary type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;
</summary><content type="html">&lt;p&gt;Mario and Luigi are iconic Nintendo mascots who have been through many
adventures, both together and separately. Thankfully, the adventures they go on
together end up being a lot funnier. Mario &amp;amp; Luigi: Bowser's Inside Story is the
third game in the &lt;em&gt;Mario &amp;amp; Luigi&lt;/em&gt; series, which started on the GameBoy Advance
with &lt;em&gt;Mario &amp;amp; Luigi: Superstar Saga&lt;/em&gt;. Like the two games before it, Bowser's
Inside Story has a self-contained plot, a ridiculous and hilarious story, and an
engaging battle system that tests your observation skills.&lt;/p&gt;


&lt;h1&gt;Graphics&lt;/h1&gt;
&lt;p&gt;Bowser's Inside Story features some of the smoothest animation I've seen in
sprites. Everything in the game is colorful and light-hearted, even when you're
in the depths of caves, the ocean, even Bowser's Castle itself. Those who "stop
to smell the flowers", so to speak, are in for a lot of fun little details. The
graphics are largely simplistic, but you can't help but smile when watching
Luigi's silly animations or recoil at the gross things that go on in Bowser's
belly. Overall, the game practically oozes polish and attitude, just how we like
our Mario games!&lt;/p&gt;
&lt;h1&gt;Music&lt;/h1&gt;
&lt;p&gt;Most of the music in the game is quite nice, and suits each area well. The
music in Bowser's Castle can get a little annoying if you've been stuck for a
while (like I was), but aside from that the music is great. The battle music in
particular is good, and that's a plus because you're going to be fighting a lot;
a given in RPGs. My favorite track would probably be Blubble Lake or Cavi Cape.
At any rate, the music won't let you down.&lt;/p&gt;
&lt;p&gt;The sound is simply awesome! Mario and Luigi still have their Italian-sounding
gibberish, and Peach retains her typical high-pitched, damsel-in-distress voice.
New to the scene is Bowser, who sounds a little more "fearsome" than you'd
expect. It's still awesome, though. The sound effect for dizziness is very
amusing; probably my favorite.&lt;/p&gt;
&lt;h1&gt;Difficulty&lt;/h1&gt;
&lt;p&gt;Veterans to Mario &amp;amp; Luigi will find that the timing for actions is a little
tighter than in Superstar Saga and Partners in Time. That's good news for us.
Those who lack good hand-eye coordination will find it a little difficult to
get used to at first, but hopefully will be pulling off Excellent hits like
second nature before the end. One of the features I enjoyed, even as a veteran,
is the "Demo" arena where you can practice using Special Moves at no expense.
Completionists take heed: You will need to master every special move!&lt;/p&gt;
&lt;p&gt;Newcomers to gaming in general will be met with a rather large challenge.
Enemies start out rather easy to kill, but later on you're going to need the
precise timing and complex coordination if you hope to make it against the
game's toughest enemies and bosses. Everyone's got to start somewhere though,
and this game is a great one to start with. My sister (a newbie to gaming) was
able to get through most of the game without help. If she can make it, I'm sure
many others can as well.&lt;/p&gt;
&lt;p&gt;A handy feature in the game is an item called the Retry Clock, which allows
you to restart a battle if you get defeated. This saves players the trouble of
having to reload from their last save. Thankfully these items are expensive and
rare, so you will still have to earn your keep. :) Ultimately, the difficulty
is just right for veterans and, though challenging to newcomers, the developers
threw in plenty of helpful features to make the game less frustrating.&lt;/p&gt;
&lt;h1&gt;Gameplay&lt;/h1&gt;
&lt;p&gt;The main event! If I had to put it in one word, it would be "satisfying". As
a veteran gamer who was pining for something really solid and fun, I greatly
enjoyed this game for the 20 hours or so it took me to beat it. Playing as
Bowser for the first time since 1995 or so is very fun, and makes you think
differently about how you would fight a foe. It was a refreshing take on the
same system. The game's also full of little minigames that you use to help
Bowser out from the inside, or solve puzzles and complete quests. At the very
least, they offer a change of pace. In addition to the established overhead
view, Mario and Luigi can travel through the side-scrolling areas inside Bowser,
and Bowser has a handful of giant boss battles that are handled exclusively
with the stylus and microphone. Those fights were truly awesome and are a great
example of what the DS was designed for. The game is truly innovative, and a
blast to play. I would play through it again in a heartbeat.&lt;/p&gt;
&lt;h1&gt;Final Verdict&lt;/h1&gt;
&lt;p&gt;In an industry that continues to be pumped full of shallow, cheaply made games,
Mario &amp;amp; Luigi: Bowser's Inside Story stands out as an example of what other
developers should aspire to create: enjoyable and challenging games that leave a
lasting impression. If you own a DS or DSi, what are you waiting for? Buy this!&lt;/p&gt;
&lt;h1&gt;Metadata&lt;/h1&gt;
&lt;p&gt;&lt;strong&gt;Platform(s):&lt;/strong&gt; Nintendo DS&lt;br&gt;
&lt;strong&gt;Release date (US):&lt;/strong&gt; 2009-09-14&lt;br&gt;
&lt;strong&gt;Genre:&lt;/strong&gt; Action, Platformer, Turn-based RPG&lt;br&gt;
&lt;strong&gt;Developer(s):&lt;/strong&gt; AlphaDream&lt;br&gt;
&lt;strong&gt;Publisher:&lt;/strong&gt; Nintendo&lt;br&gt;
&lt;strong&gt;ESRB Rating:&lt;/strong&gt; E for Everyone&lt;/p&gt;</content><category term="Reviews"/><category term="Nintendo DS"/><category term="Mario &amp; Luigi"/><category term="Video Games"/><category term="Reviews"/><category term="RPG"/></entry></feed>