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    <title>Get Info: #nintendods</title>
    <description>Posts tagged “nintendods” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/nintendods/</link>
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    <pubDate>Mon, 29 Jun 2026 11:48:49 +0000</pubDate>
    <lastBuildDate>Mon, 29 Jun 2026 11:48:49 +0000</lastBuildDate>
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          <title>Per-game skins in the Delta classic video game emulator for iOS</title>
          <description>&lt;p&gt;Apple recently changed the App Store rules to allow emulators, which means we’re now seeing emulators for classic video game consoles available for download! This is great news for a retro gamer like myself. &lt;a href=&quot;https://apps.apple.com/gb/app/delta-game-emulator/id1048524688&quot;&gt;Delta&lt;/a&gt; is one such emulator that currently focuses on Nintendo platforms: NES, Game Boy, Game Boy Color, SNES, N64 and DS.&lt;/p&gt;

&lt;p&gt;I thought it would be fun to play my favourite Nintendo DS game: &lt;a href=&quot;/2013/06/29/maboshi/&quot;&gt;MaBoShi&lt;/a&gt;. This is an odd choice of game for a few reasons, but it really tests what Delta and the melonDS emulation core can do.&lt;/p&gt;

&lt;p&gt;Immediately I noticed that the Nintendo DS emulation quality is high: MaBoShi’s mosaic transitions are shown, whereas in other emulators such as DraStic or DeSmuME they are not. That’s a good start!&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/delta-maboshi-default.png&quot; alt=&quot;PNG&quot; title=&quot;Delta&apos;s default Nintendo DS skin—pretty nice! BUT&quot; /&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;when-good-isnt-good-enough&quot;&gt;When good isn’t good enough&lt;/h2&gt;

&lt;p&gt;But, we can see some odd things about MaBoShi:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;it is played with the DS rotated on its side&lt;/li&gt;
  &lt;li&gt;the second screen goes mostly unused&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;And there are some other things we can’t see:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;it doesn’t use the touch screen&lt;/li&gt;
  &lt;li&gt;only the D-pad is used during play (and Start button to pause)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Usually, when I play this game in an emulator I activate single screen mode and forgo seeing the high score, which is no big deal as the game ends at 1 million and that’s always my goal.&lt;/p&gt;

&lt;p&gt;So I looked into the &lt;a href=&quot;https://faq.deltaemulator.com/using-delta/controller-skins&quot;&gt;Delta docs&lt;/a&gt; and &lt;a href=&quot;https://noah978.gitbook.io/delta-docs/skins&quot;&gt;skin docs&lt;/a&gt; and find that the options to show a single screen, or rotate it, are controlled by the skin (visual theme) you are using.&lt;/p&gt;

&lt;p&gt;Reading further into skins the capabilities seemed quite comprehensive, so I began to hatch a plan… &lt;em&gt;maybe I can create a custom skin just for MaBoShi&lt;/em&gt;?&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;i-love-it-when-a-plan-comes-together&quot;&gt;I love it when a plan comes together&lt;/h2&gt;

&lt;p&gt;Here’s the feature list I came up with:&lt;/p&gt;
&lt;ol&gt;
  &lt;li&gt;show the main game screen&lt;/li&gt;
  &lt;li&gt;show only the score from the secondary screen&lt;/li&gt;
  &lt;li&gt;remove all controls other than the d-pad, start and delta button&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;I achieved this goal as follows:&lt;/p&gt;
&lt;ol&gt;
  &lt;li&gt;define two seperate screens to split the DS image&lt;/li&gt;
  &lt;li&gt;rotate each of the screens&lt;/li&gt;
  &lt;li&gt;overlap the screens so that only the score from the secondary screen is visible&lt;/li&gt;
  &lt;li&gt;rotate the d-pad direction controls&lt;/li&gt;
  &lt;li&gt;made the touch/game screen a big button&lt;/li&gt;
  &lt;li&gt;make empty space equivalent to nearest button&lt;/li&gt;
  &lt;li&gt;create a nice PDF to show the buttons visually&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;If you’re interested in the JSON associated with this skin, &lt;a href=&quot;https://gist.github.com/gingerbeardman/00a75a0675da8a98faa0812383eb822e&quot;&gt;here it is on GitHub&lt;/a&gt;.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;maximum-joy&quot;&gt;Maximum joy&lt;/h2&gt;

&lt;p&gt;Installation and download instructions are at the bottom of the page, but here’s the final skin:&lt;/p&gt;

&lt;p class=&quot;deltaskin&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/delta-maboshi-deltaskin.png&quot; alt=&quot;PNG&quot; /&gt;&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/delta-maboshi-deltaskin-instructions.png&quot; alt=&quot;PNG&quot; title=&quot;Game instructions are presented when the phone is in landscape&quot; /&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;installation&quot;&gt;Installation&lt;/h2&gt;

&lt;p&gt;To install the skin you need to do a little bit of busy work, but boy is it worth it:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;Install &lt;a href=&quot;&quot;&gt;Delta&lt;/a&gt; and get it running DS games (&lt;a href=&quot;https://www.youtube.com/watch?v=lV_QfVvXA-o&quot;&gt;check this video&lt;/a&gt;)&lt;/li&gt;
  &lt;li&gt;Create a folder called Delta in your iCloud Drive so you can easily store/retrieve some downloads&lt;/li&gt;
  &lt;li&gt;Download the following files:
    &lt;ul&gt;
      &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.nds.zip&quot;&gt;MaBoShi.nds.zip&lt;/a&gt; game file&lt;/li&gt;
      &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.jpg&quot;&gt;MaBoShi.jpg&lt;/a&gt; artwork&lt;/li&gt;
      &lt;li&gt;&lt;a href=&quot;https://cdn.gingerbeardman.com/files/NDS_MaBoShi.deltaskin&quot;&gt;MaBoShi.deltaskin&lt;/a&gt; custom skin&lt;/li&gt;
    &lt;/ul&gt;
  &lt;/li&gt;
  &lt;li&gt;Open the .nds.zip game file in Delta&lt;/li&gt;
  &lt;li&gt;Tap and hold the game icon to show a menu&lt;/li&gt;
  &lt;li&gt;Choose “Change Artwork”&lt;/li&gt;
  &lt;li&gt;Select the .jpg you downloaded earlier&lt;/li&gt;
  &lt;li&gt;Choose “Change Controller Skin”&lt;/li&gt;
  &lt;li&gt;Select the skin using the + button and set it as both Portrait and Landscape skin for the game&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Check out &lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs&quot;&gt;my MaBoShi Guide at GameFAQs&lt;/a&gt; to learn more about the game and how to play it. It’s essentially a one button game so isn’t affected by the lack of physical buttons.&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Thu, 18 Apr 2024 19:55:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2024/04/18/per-game-skins-in-the-delta-classic-video-game-emulator-for-ios/</link>
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          <title>Level viewer for Pang (Nintendo DS)</title>
          <description>&lt;p&gt;I’m a huge fan of the Pang series of video games. In my experienced and humble opinion the best game in the series is the one on Nintendo DS. It takes the core Pang concept—refined from the original game in 1990 through to Mighty! Pang in 2000—and turns everything it up to 11. It makes full use of the dual screens to add in some novel level layouts, with a near perfect difficulty curve across the 60 levels that make up Tour mode.&lt;/p&gt;

&lt;p&gt;Back in 2017 I tried to reverse engineer it, with the goal of creating custom levels. I got so far as to extract all 256 levels from the ROM and wrote some software to process those into more human-readable formats:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;Extract stages tile maps from ROM (using PHP)&lt;/li&gt;
  &lt;li&gt;Convert stage data to JSON (using PHP)&lt;/li&gt;
  &lt;li&gt;Level viewer (using JavaScript and HTML canvas)&lt;/li&gt;
&lt;/ol&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://github.com/gingerbeardman/pang-ds&quot;&gt;Source code at GitHub&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 id=&quot;level-viewer&quot;&gt;Level Viewer&lt;/h2&gt;

&lt;p&gt;Below is an &lt;code class=&quot;language-plaintext highlighter-rouge&quot;&gt;iframe&lt;/code&gt; containing a web page hosted on my server:&lt;/p&gt;

&lt;iframe class=&quot;pang&quot; src=&quot;https://www.gingerbeardman.com/pangds/&quot;&gt;&lt;/iframe&gt;

&lt;h2 id=&quot;notes&quot;&gt;Notes&lt;/h2&gt;

&lt;p&gt;The levels are stored in the standard format for Nintendo DS tile-based levels, so these scripts could well work for levels from other games.&lt;/p&gt;

&lt;p&gt;It was interesting to find one of the levels shown on the back of the box, seen in the top right of the image below, which is not featured in the main game. My theory is that this level was created to make the game seem more appealing to anybody looking at these supposedly in-game screenshots.&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/pang-ds-box.jpg&quot; alt=&quot;JPG&quot; /&gt;&lt;/p&gt;

&lt;h3 id=&quot;performance&quot;&gt;Performance&lt;/h3&gt;

&lt;p&gt;The performance of the level viewer at the time was much better in Chrome than in Safari, so &lt;a href=&quot;https://bugs.webkit.org/show_bug.cgi?id=181244&quot;&gt;I raised a bug at WebKit&lt;/a&gt;. Several years on bug lays dormant, but things don’t seem quite so bad today. Though there have been three major browser upgrades, one major macOS update and a computer upgrade since!&lt;/p&gt;

&lt;h3 id=&quot;to-do&quot;&gt;To do&lt;/h3&gt;

&lt;p&gt;I never did figure out where the definitions for the various balls and other objects on each level were stored. Maybe one day.&lt;/p&gt;

&lt;h2 id=&quot;you-need-to-play-this-game&quot;&gt;You need to play this game!&lt;/h2&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/pang-ds.jpg&quot; alt=&quot;JPG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 21 Apr 2021 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/04/21/level-viewer-for-pang-nintendo-ds/</link>
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          <title>Review: A Little Bit of... Nintendo Touch Golf</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/546aa32a2609ee8acd21f7af1c614fc0/e67b3d718f0a17b4-6f/s2048x3072/20144b929630388d0f929e09819d0db65a3c614a.jpg&quot; data-orig-height=&quot;408&quot; data-orig-width=&quot;272&quot; data-media-key=&quot;546aa32a2609ee8acd21f7af1c614fc0:e67b3d718f0a17b4-6f&quot; alt=&quot;A Little Bit of... Nintendo Touch Golf&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Less is more.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;A Little Bit of…&lt;/em&gt; was series of previously released retail DS games adapted to suit Nintendo’s &lt;em&gt;DSiWare&lt;/em&gt; download service. The idea for these “Chotto” games came from &lt;em&gt;Satoru Iwata&lt;/em&gt;, who said “I thought it would be good if there were a Chotto game series that you could play with little by little and interact with little by little in your life.”&lt;/p&gt;

&lt;p&gt;The games were adapted by refining one or more elements of the core gameplay to suit the concept of playing a little bit at a time over a long period. These changes were either overlooked by the press, or described as a bad thing, but closer inspection shows that the changes were well considered and well executed. And in the case of this particular game by a largely different team than the original game.&lt;/p&gt;

&lt;p&gt;I played through the &lt;em&gt;DSiWare&lt;/em&gt; version of this golf game some 10 years after it was released as I was intrigued how different it might be to the original cartridge release.&lt;/p&gt;

&lt;p&gt;The answer was a lot. And it turns out this &lt;em&gt;DSiWare&lt;/em&gt; version is a much better game as a result. It features a proper interactive tutorial rather than the still screens of the original, as well as a refined user interface with simpler power and putting display, an updated and improved version of the game engine with a higher frame-rate due do the increased CPU speed of the &lt;em&gt;Nintendo DSi&lt;/em&gt;, and an all new Challenge mode.&lt;/p&gt;

&lt;p&gt;Challenge mode, which replaces Championship Tour mode, introduces a method of levelling up that is focused on improving your golf technique. This adds a lot to the game and provides a method of increasing your player stats and unlocking additional courses. It includes 100 challenges at each of several different difficulty levels, totalling over 300 different challenges. They include such variations as: nearest to the pin, chip-in, limited strokes, single putt, total distance, limited time, competition (vs CPU), and limited clubs.&lt;/p&gt;

&lt;p&gt;This little version is also missing a bunch of courses and their associated music, replays, special shot, Wi-Fi features, and a few other small things. But they’re not essential to the experience so it’s not a big deal.&lt;/p&gt;

&lt;p&gt;With this tweaked version &lt;em&gt;T&amp;amp;E SOFT&lt;/em&gt; took a look at the existing game with fresh eyes, removed the stuff that made it needlessly complicated, and added a new mode that reinforces the core gameplay. It’s a more focused and better game as a result.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=Ch5Ui4RLFbk&quot;&gt;Watch &lt;em&gt;Nintendo Touch Golf&lt;/em&gt; on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.mobygames.com/game/true-swing-golf&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://t.umblr.com/redirect?z=https%3A%2F%2Fwww.nintendo.co.uk%2FIwata-Asks%2FIwata-Asks-Nintendo-DSi%2FVolume-6-A-little-bit-of-brain-training%2F1-Chotto-%2F1-Chotto--1049361.html&amp;amp;t=ZTM3ZTJjM2IzZmI4MWRjMTBkMmQwZGM0ZGU4YzZiMWUyM2E5MzZiZSwzYzY0NDgzMzgzMTMyZDY0M2ZmM2I2MWM5NGZjZjU4YmQ3MjA0YmFj&amp;amp;ts=1613041554&quot;&gt;Read the Iwata Asks about the Chotto series&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/no-intro-nintendo-nintendo-dsi-digital&quot;&gt;Download the DSiWare game at archive.org&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 08 Feb 2021 23:16:18 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2021/02/08/a-little-bit-of-nintendo-touch-golf/</link>
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          <title>Review: MaBoShi</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/6ed65b81ec6d6def8f3ce0224b5bc1ae/tumblr_inline_perux2EuJE1qbfpni_540.jpg&quot; alt=&quot;MaBoShi&quot; data-orig-height=&quot;345&quot; data-orig-width=&quot;500&quot; data-orig-src=&quot;https://64.media.tumblr.com/tumblr_lacmhxVTeN1qbfpni.jpg&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Three games for the price of one in this innovative WiiWare title. Six if you count the fact that you can download a version of the game over Wi-Fi to your Nintendo DS to play on the move.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;WiiWare is the downloadable game service on Nintendo’s Wii home console. It lets you download smaller sized and lower priced games direct to your console, and offers a distinctly different range of games than you can pick up through more traditional retail outlets. The channel showcases game concepts that may not have been profitable to release elsewhere. It’s astonishing that without WiiWare, &lt;em&gt;MaBoShi&lt;/em&gt; may never have seen the light of day. Each of its three game concepts are so unconventional and slight that I think most gamers might not give them a second glance, even at this very affordable price.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;MaBoShi&lt;/em&gt; takes advantage of few of the Wii’s features but still delivers a solid and innovative experience. It allows players to use their Miis as avatars in the game, send replays to other players via WiiConnect24, and also has the previously mentioned Wi-Fi &lt;a href=&quot;#links&quot;&gt;download to Nintendo DS&lt;/a&gt;. But there is no sign of motion control. In fact, whilst the wii remote is used as a pointer for the game menu, &lt;em&gt;MaBoShi&lt;/em&gt; is firmly a one button game. Or perhaps that be three one button games, as there are actually three main game modes: Circle, Bar and Square. Each mode is played differently, but with the same objective - to score one million points. In the Wii version there are three game panels on screen, allowing simultaneous multi-player.&lt;/p&gt;

&lt;p&gt;With multiple players the game adds an extra feature into the mix, known simply as the Effect System. Destroying an enemy will cause a bubble to appear. This bubble moves across the screen and over other game panels where it can affect other games in progress. This means that players managing their own separate games may be influenced by these effects eminating from other game panels, and players may therefore choose whether they wish to help or hinder their fellow players. It’s not often you get to choose whether to play cooperatively or competitively, and I really like this aspect of the gameplay.&lt;/p&gt;

&lt;p&gt;Circle mode - my personal favourite - finds you in control of a constantly rotating circle, able to switch the direction in which it is spinning by pressing the A button. By controlling the speed and momentum of the circle, you must guide it around the screen. You can use the variety of dynamic obstacles that appear on screen as a means to achieving the precise movement required to collide with the enemies and collect bonus multipliers. The aim of each round is to collide with all enemies as they appear onscreen, before they move off the game area. It is game over as soon as one enemy leaves the play field. The depth of control in this game mode is simply astonishing, and infrequent taps of the A button allow almost analog control of speed and momentum. Special mention must also go to the level design in this game, as it is balanced to perfection. In fact, if you’re good enough to score a million you will most likely do so near the end of all available 40 levels.&lt;/p&gt;

&lt;p&gt;Bar mode sees you manoeuvring a rotating bar through a vertically scrolling level. The bar rotates around a core, which only moves using the momentum created by the bar and only when the A button is held. The bar can be used to defeat enemies and smash blocks, but if the core touches an enemy or a block the game ends. There are also pinballs, powerups and much more to contend with. I find this game the most difficult of the three.&lt;/p&gt;

&lt;p&gt;Square mode sees the player controlling a single block that leaves a trail of fire behind. This trail of fire can burn obstacles, and can even set other parts of the trail alight. You must navigate around the screen, at your own pace, setting fire to all the obstacles with the help of the occasional bomb, whilst keeping an eye out for bonus multipliers. The screen scrolls when the player moves, and if an obstacle or part of the trail of fire hits the bottom of the screen, the game ends.&lt;/p&gt;

&lt;p&gt;Created by Japanese pinball experts &lt;a href=&quot;http://www.pinball.co.jp&quot;&gt;Mindware Corp&lt;/a&gt;, and based on pre-existing prototypes created by team member &lt;em&gt;Kuniaki Watanabe&lt;/em&gt;, &lt;em&gt;MaBoShi&lt;/em&gt; is a triumph of game design and deserves your attention. If you fancy a challenge I can heartily recommend trying to reach one million points in one or all of the game modes (I’ve only &lt;a href=&quot;http://www.flickr.com/photos/emsef/3010745864/&quot;&gt;managed to do it myself&lt;/a&gt; in circle mode on the DS download version) - the game has a lot to offer if you’re willing to give it a try. Nintendo seem to be of the same mind, as they recently released an updated and expanded version of the Square game for their DSiWare download service under the name of &lt;a href=&quot;http://dsiware.nintendolife.com/games/dsiware/flametail&quot;&gt;Flametail (USA)&lt;/a&gt; also known as Trailblaze: Puzzle Incinerator (EU) and Moyasu Puzzle: Flametail (JPN).&lt;/p&gt;

&lt;h2 id=&quot;how-to-play&quot;&gt;How to play&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs&quot;&gt;MaBoShi WiiWare Manual&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs&quot;&gt;MaBoShi Guide at GameFAQs&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/maboshi-instructions.png&quot; alt=&quot;PNG&quot; title=&quot;Brief instructions for each of MaBoShi&apos;s three game modes&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=2BvygeP0O4g&quot;&gt;Watch the Wii game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=HVdZ-Nm9J_Q&quot;&gt;Watch the DS game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/wiiware-roms/Maboshi%27s%20Arcade.wad&quot;&gt;Download MaBoShi as a WAD file to play on a modded Wii&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.nds.zip&quot;&gt;Download MaBoShi as an NDS file to play in an emulator or modded DS&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.cia&quot;&gt;Download MaBoShi as a CIA file to play on a modded Nintendo 3DS&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/maboshis-arcade&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://dsiware.nintendolife.com/games/dsiware/flametail&quot;&gt;Find out more about Flametail for DSiWare&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;/2024/04/18/per-game-skins-in-the-delta-classic-video-game-emulator-for-ios/&quot;&gt;Play MaBoShi on your iPhone&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 29 Jun 2013 00:25:58 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2013/06/29/maboshi/</link>
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          <title>Review: DS Spirits Hanafuda</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_lb0pxhXMCu1qbfpni.png&quot; alt=&quot;DS Spirits Hanafuda&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Nintendo started out in the entertainment business by manufacturing Hanafuda, or flower cards. There are a number of games that are commonly played with these cards the most popular of which is Koi-Koi, a game of surprising depth and one of my vices.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A Hanafuda deck consists of 48 cards split into twelve suits - one for each month. Each is designated a flower, and each suit has four cards. Typically, there are two “normal” cards, one poetry ribbon card, and a final special card. Familiarising yourself with the Hanafuda deck is the first obstacle to playing a game with them.&lt;/p&gt;

&lt;p&gt;The object of Koi-Koi is to form special card combinations (“yaku”) from cards accumulated in a point pile. Players can gain cards in their point piles by matching cards in their hands, or cards drawn from the draw pile, with cards on the table. Once a yaku has been made, a player can stop to cash in points, or keep going (“koi-koi”) to form additional yaku for more points. Different yaku are worth different numbers of points, roughly matching how difficult it is to collect that particular combination of cards. Memorising the dozen or so valid yaku is the second obstacle to the game.&lt;/p&gt;

&lt;p&gt;I first played Koi-Koi as part of the &lt;a href=&quot;http://www.mobygames.com/game/clubhouse-games&quot;&gt;42 All-Time Classics&lt;/a&gt; compilation of parlour games that Nintendo released for the DS. The game really intrigued me and I played it a lot to try to memorise the yaku. By then, though, the game had well and truly sunk it’s teeth into me. I search high and low for alternative versions of the game, amassing quite a collection in the process. I have Hanafuda/Koi-Koi games on pretty much every platform from older systems such as the WonderSwan, PlayStation and Dreamcast to more recent systems such as the iPhone, Wii and Nintendo DS. The main benefit of playing the game electronically is that you don’t have to keep score, but I find it fascinating that there can be such a range of quality and implementation when the rules of the game are so fixed. Some versions lay the cards on the table in a very confusing way, others over-complicate the controls so that it’s tricky to manipulate the cards or even see whose turn it is next or what your possible choices are. Then there are the games that dress up the game with licenced characters or graphics, such as &lt;a href=&quot;http://psxdata.snesorama.us/games/J/Y/SLPM-86857.html&quot;&gt;Youkai Hana Asobi&lt;/a&gt;, in an attempt to add a story around the game.&lt;/p&gt;

&lt;p&gt;So, after much searching I was overjoyed to find &lt;em&gt;DS Spirits Hanafuda&lt;/em&gt;, which for me is pretty much the perfect Hanafuda game. It looks good, controls well, lays out the cards logically and has a multitude of game modes including a Mission mode in which you have to play in a variety of ways such as winning without conceding a point, by collecting certain yaku or within a certain number of rounds. This mode in particular shows the great depth to the game and I’m still to finish the final challenge. The only bad thing about this version of the game is that it features only Japanese text. Dealing with Japanese is the third obstacle with the game, as the traditional Japanese nature of the game means that there’s very little Western interest and very few versions released that are English-friendly.&lt;/p&gt;

&lt;p&gt;But obstacles are there to be overcome. If you’ve not got a Nintendo DS, then the next best Koi-Koi game is on the iPhone. This version by Hidetoshi Hayakawa plays a great game of cards, supports wireless multi-player and also features a progressive mode versus the computer. Whilst not as polished or complete as &lt;em&gt;DS Spirits Hanafuda&lt;/em&gt; it features full English interface and instructions so it’s as probably the best starting point. Perhaps Koi-Koi will capture your heart as much as it has mine? Give the game a go and find out.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=xxx&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.flickr.com/photos/emsef/sets/72157614337766883/&quot;&gt;Read the objectives of DS Spirits Hanafuda’s Koi-Koi Mission&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://fudawiki.org&quot;&gt;Find out more about Hanafuda at fudawiki.org&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 29 Oct 2010 06:12:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/29/ds-spirits-hanafuda/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/29/ds-spirits-hanafuda/</guid>
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          <title>Review: Meteos</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_l9y1mehfkr1qbfpni.jpg&quot; alt=&quot;Meteos&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;It’s easy to forget that when dual screen feature of the DS was announced some corners of the gaming world thought Nintendo had lost the plot. Whilst a reasonable number of launch games used the lower, touch-sensitive screen in novel ways, it was important that games continued to do so as the console matured.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Meteos was the DS’s second big-name puzzle game, after the excellent &lt;a href=&quot;http://www.mobygames.com/game/polarium&quot;&gt;Polarium&lt;/a&gt; from Mitchell Corp. The scenario is fairly simple: meteors of various colours rain down towards the bottom of the screen and pile up into columns as they land on top of one another, whilst the player moves any block up and down within it’s own column. When three or more meteors of the same colour are arranged either vertically or horizontally they ignite and rocket up towards the top screen, carrying with them any other meteors that get in the way. Skilful play chaining together multiple ignitions means you can lift lots more blocks at once and make things easier for yourself. Push as many meteors as you can of the bottom screen, and watch out for the bottom screen filling up or it will be game over.&lt;/p&gt;

&lt;p&gt;The constant barrage of blocks raining down the screen and the continuous chain of reactions blasting blocks back up the screen can result in absolute pandemonium. Coupled with a riot of sound effects, some players find the whole thing sensory overload. Indeed, the multi-tasking required by the player means that playing the game is both a mental and physical exercise that is never short of tension. It’s the initial confusion that comes with playing such a manic game that I think prevented the game reaching &lt;a href=&quot;http://www.mobygames.com/game/tetris&quot;&gt;Tetris&lt;/a&gt;-style fever.&lt;/p&gt;

&lt;p&gt;Nevertheless Meteos is accommodating to new players, featuring a multitude of “planets” each with subtle variations. For example reduced gravity will affecting the pace of the gameplay. Throw into the mix a finely balanced difficulty curve, a bunch of single and multi-player game modes and you’ve got a pretty much perfectly realised game.&lt;/p&gt;

&lt;p&gt;The game is commonly credited to Tetsuya Mizuguchi, given that it hails from the Q Entertainment stable, but it was in fact designed by Masahiro Sakurai who had previously been the creative force behind both the &lt;a href=&quot;http://www.mobygames.com/game/kirby&quot;&gt;Kirby&lt;/a&gt; and the &lt;a href=&quot;http://www.mobygames.com/game/super-smash-brothers-series&quot;&gt;Super Smash Bros.&lt;/a&gt; series of games for Nintendo whilst at HAL Laboratory. Nintendo fans are hoping he brings the midas touch to his next project - &lt;em&gt;Kid Icarus: Uprising&lt;/em&gt; for the 3DS.&lt;/p&gt;

&lt;p&gt;A pseudo-sequel to the game was released under the name &lt;a href=&quot;http://www.mobygames.com/game/meteos-disney-magic&quot;&gt;Meteos: Disney Magic&lt;/a&gt; which introduced branded graphics, the ability to move blocks sideways and the a change in screen orientation allowing for a taller play area. All changes are considered to have been for the worse, so if you’re looking to buy the game go for the original version.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=-NRJzhZL_i8&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/meteos&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 08 Oct 2010 08:02:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/08/meteos/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/08/meteos/</guid>
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          <title>Review: Pang</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_l9rzapUgmJ1qbfpni.png&quot; alt=&quot;Pang&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;I like to think that this game taught me as much about world geography as school did, but that’s probably a slight exaggeration. Still, it remains to this day one of my all time favourite games.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;You’re a little dude in a white safari suit on an around-the-world quest to destroy bouncing balloons at various well known locations. A second player can join in wearing a pink safari suit. Starting at the magnificent Mt Fuji in Japan and ending at Easter Island in the Pacific Ocean, you must fire your grappling gun up into the air to make contact with a balloon, which will then split into two smaller balloons. Hitting the smallest sized balloons will make them disappear. Hitting the same size balloons one after the other will multiple how many points they’re worth.&lt;/p&gt;

&lt;p&gt;There are a number of power-ups to help and hinder: different weapons, freeze time, slow time, invincibility and dynamite. There are also hidden bonus points in the form of fruit and animals. The levels are expertly designed using different types of platforms, ladders and so on. You might think that not much can be done with some bouncing balls, some platforms and the odd ladder but you’d be wrong. It’s the sign of a great game where a simple gameplay mechanic can be used in so many different ways.&lt;/p&gt;

&lt;p&gt;Some people say that the game is far too hard, but I think it has a perfect balance of risk/reward gameplay and I’m always left with the desire to have just one more go. The sign of a great arcade game.&lt;/p&gt;

&lt;p&gt;As a final note, &lt;a href=&quot;http://www.risingstargames.com/games/pang-magical-michael-nds.html&quot;&gt;Pang: Magical Michael&lt;/a&gt; was recently released for Nintendo DS – hoorah! I think it’s the best version of the game to date and definitely worth the wait.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=OeYIeaHjewU&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/pang&quot;&gt;Find out more about &lt;em&gt;Pang&lt;/em&gt; at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.mobygames.com/game/pang-magical-michael&quot;&gt;Find out more about &lt;em&gt;Pang DS&lt;/em&gt; at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 04 Oct 2010 12:28:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/04/pang/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2010/10/04/pang/</guid>
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