Wednesday Jul 29, 2015
When Dengeki Bunko: Fighting Climax releases this fall on PlayStation 3 and PlayStation Vita, each launch copy will include a special Bonus Edition Soundtrack CD. The songs on the CD are inspired by classic SEGA titles, with contributions by notable SEGA composers such as Teruhiko Nakagawa (Shinobi), Naofumi Hataya (NiGHTS into Dreams…), Kenichi Tokoi (Sonic and the Secret Rings), Jun Senoue (Sonic Adventure series, Sonic Heroes, Sonic Generations), and others. The soundtrack will be only available for pre-orders and a limited quantity of launch edition retail games.
Dengeki Bunko: Fighting Climax is a 2D crossover fighting game featuring popular characters from Japanese novels published under the Dengeki Bunko label, and will be available this October in retail stores and digitally on PlayStation Network. The game will be $39.99 for the PS3 version and $29.99 for the PS Vita version.
The Dengeki Bunko collection boasts a vast array of beloved characters who lend themselves flawlessly to this highly balanced, easy-to-learn, high-action 2D fighting game. In Dengeki Bunko: Fighting Climax players attack, guard, and take damage in order to build their Climax Gauge, allowing them to execute moves which recreate highlight scenes from the original novels, even adding specially arranged animations for characters who do not fight in the original works. The game includes characters from numerous Dengeki Bunko works alongside several fan-favorite SEGA characters brought together in SEGA-themed environments.
Dengeki Bunko: Fighting Climax is slated for release on PlayStation 3, PlayStation Vita, and via digital download on PlayStation Network in October 2015.
Thursday Jul 23, 2015
The Syndicate, led by the nefarious Mr. X has returned, and can only be stopped by the likes of Max Hunter, Axel Stone, Blaze Fielding, and Eddie “Skate” Hunter in 3D Streets of Rage 2 for the Nintendo 3DS. 3D Streets of Rage 2, a remastering of the renowned side-scrolling beat ‘em up, is the latest title to join the growing library of SEGA 3D Classics and is now available to download for the Nintendo eShop for 3DS for $5.99. 3D Streets of Rage 2 has been completely rebuilt to take advantage of the 3DS’ stereoscopic 3D, but remains lovingly faithful to the original game — initially released on the Sega Mega Drive / Genesis in 1992. From the stunning graphics to the musical score by renowned video game composer Yuzo Koshiro, everything has been accurately remade for the 3DS.
While painstaking detail was used to recreate the game keeping in line with the previous entries in the SEGA 3D Classics series, 3D Streets of Rage 2 received a few new creature comforts to take advantage of the 3DS. In addition to the new stereoscopic 3D environments, there’s a new Casual Mode, which kills enemies as soon as they hit the ground. Beat the game to unlock “Fists of Death Mode,” which is a one-hit-one-kill mode to keep players in the grips of white-knuckle tension. And since no beat ‘em up is complete without co-op multiplayer, the 3DS version supports local co-op. There are also different emulation settings available, including the Japanese version, various display modes, and more.
Thursday Jul 23, 2015
This is a translation of an edited version of the article located here.
Here’s Part 2 of our 3D Streets of Rage 2 article! Remember to check out the Part 1 here.
Cracking The Code: New Modes Mean New Hardships
– Can you tell me if there are any new modes for 3D Streets of Rage 2?
YO: Compared to the first batch, we put a lot more extra content into the second one, with things like After Burner’s Arrange Mode. The five Mega Drive games from the first batch didn’t really have that much additional content, so there was a lot of talk about adding new content that was up to par with the second batch.
The first thing that came up with the Fists of Death Mode we made for Streets of Rage. I told them that we should just leave that one in as is, but Matsuoka-san, the director, pointed out to me that it wouldn’t really fit this game.
You see, Streets of Rage and Streets of Rage 2 are fun in completely different ways. Concept-wise, Streets of Rage has the blood of Double Dragon running through it. It may look like a Final Fight style game, but the makers liked Double Dragon more, so the game style is similar to Double Dragon. Enjoying distancing the enemy, the small characters, the large stages… It all really feels like a successor to Double Dragon.
On the other hand, Streets of Rage 2 became a post-Final Fight game, where combos were really center stage. Plus there were competitive fighting game elements to it as well. If we used the Fist of Death mode like Streets of Rage, you wouldn’t have any chance to enjoy those moves anymore. It’d become a very vanilla game.
NH: You have all these moves at your disposal, but it’s all over with just a single hit. No fun.
– No chance to see a Kikou Shou or Grand Upper.
YO: Streets of Rage 2 has so many moves you can do, you know? If we’re going to be using combos, one-hit kills is just too boring. That’s where the new Casual Mode comes in. If you knock an enemy to the ground, that’s it. You can combo all you want, and then knock them down for the kill.
NH: In other words, you can show the baddies a whole move string before laying them to rest.
– Most combos end with a knockdown, after all.
NH: That’s right. So we figured that’d do. I felt like we were shooting ourselves in the foot, but hey we do what we can! (laughs)
YO: It’s more of a pain to make the enemy die when hitting the floor than when taking a single blow.
NH: But it’s just something we had to do. Without it, the Streets of Rage 2 feeling will change into something completely different… Matsuoka really worked hard. As far as the 3D is concerned, it was just “problem solved, make it happen,” but adding in new content that requires deep analyzing adds a lot of uncertainty into the project. He really did a good job.
You have to follow the code and analyze it carefully to figure out how Streets of Rage 2 handles knockdowns. It’s really tough.
– If you don’t do that you won’t be able to keep the game speedy.
NH: That’s right. Heck, if you don’t you’re not getting that feature in the first place.
– Who made the call to base it on knockdowns in the first place?
NH: It was Matsuoka who suggested we go about it that way, and then the programmer played around with the game, checking the code to see if it was even possible.
– It’s as much trouble as making a new game.
NH: If you’re only talking about the code itself, you can make a completely new game with the time taken. First of all, it’s time-consuming to pinpoint the location of what we’re looking for, and even when you find it, it’s hard to use the code as the original programmer intended.
– I see. You might change the way it feels.
NH: The way it’s interpreted, perhaps? You analyze functions and make guesses about how to use them and what they return, and while you often arrive at where you need to be, sometimes they have special requirements and things get complicated.
– So conversely, you can see the habits and quirks of the original programmers?
NH: While not just limited to the SEGA 3D Remaster Project, but every programmers’ code shows his or her personality; you can tell if they were an amazing coder, or if they were a lazy one that wrote lazy code. It’s pretty obvious. And every company had their own style for things similar to what they now call preemptive multitasking. It’s really interesting to observe.
YO: Getting back to the topic at hand, Streets of Rage 2 had almost nothing but praise at the time, but one thing negative was that it was a really long game. Back then, the general trend was the longer the game, the better, but this mode should help balance that out. Casual Mode keeps the invigorating battle while allowing people to play through the game pretty quickly, similar to what Fists of Death did for the last game.
– It seems like you guys keep that consistent throughout the series. You want the player to play all the way through.
NH: I feel that it is important to get the people who didn’t finish the game back then to pick it up and do it now.
YO: Just like the prequel, we left the stage select hidden command intact. So you can play from the final stage, but each stage has its own gimmicks and charm, and I’d like people to play from the beginning. But everything we’ve discuss up to now is par for the course compared to the first batch, so we wanted to put something extra in this time, something that feels new. So we came up with Rage Relay.
NH: This mode lets you play each character evenly across the board.
– Even with the people who played back then, I don’t think there were that many who played all characters evenly.
YO: Of course you can select your character when you continue, but typically people just mash the button and end up playing the same character. If I started with Axel, I’d keep playing as Axel. Players also get attached to their character. Max is the strongest of the bunch, but those who stuck with Axel don’t really know that. So Rage Relay is what we came up with to have people actively play all characters.
Axel’s game style differs greatly from Max’s, so we felt this would help people recognize that. Also, at the end of the game, you see all four are standing together, even though it felt like Axel fought through the whole thing by himself. With Rage Relay, you really feel like all four characters are confronting Mr. X together. (laughs)
NH: It’s like, “We did it everyone! Together!” Maybe it won’t feel like that to someone who beats the game without dying once. (laughs) I can’t do that, though.
– Back in the day, Final Fight for the SNES was single player, but this game had coop which was really awesome for Mega Drive owners, but most us probably fought alone in one player mode anyway. I remember thinking, “Oh yeah, I can play simultaneously with a friend!” but then playing all alone by myself…
NH: Yeah, me too.
YO: The 3DS has this personal feel to it, so I’m hoping everyone gets that “fighting alongside everyone” feel from it.
– Were there any technical difficulties with getting this mode in?
NH: Code analysis again. We looked up what it was doing when calling a character, but it definitely was easier than the Casual Mode.
YO: It was full of bugs at first. It made me anxious. (laughs)
NH: No matter what the situation is, working with someone else’s programming is a tough job.
The Top Three Mega Drive Games – Looking Forward to Number 2 and 3! –
– Now then, Streets of Rage 2 is finished, but you are developing three titles simultaneously, right?
YO: That’s right. 3D Gunstar Heroes and 3D Sonic The Hedgehog 2 are still in the works. Streets of Rage 2 was completed first because we already knew we could overcome some of the initial hurdles.
But Gunstar Heroes and Sonic the Hedgehog 2 also started with the age old question of “How are we going to make these happen!?” I hope everyone is excited about how they will turn out.
NH: Are we going to make it on time? What were we even thinking?
– Well let’s get into them at a later time, shall we? So closing up, do you have a final message for the fans?
NH: Oh, I forgot to mention this, but Manabu Namiki is doing to sound work this time around. Since we are doing Streets of Rage, we brought in the big guns. Of all the 3DS ports so far, Streets of Rage 2 is the best of the best. With the stereoscopic 3D combined with the amazing music, your satisfaction is assured.
Oh, and we didn’t even get around to it, but the credits. Yes, please look forward to the credits.
YO: The credits we put into the SEGA 3D Remaster Project games as a bonus are always really well received, but we didn’t do that back in the first batch. So we have them this time around.
– I was a little worried about that, but I’m looking forward to them. Alright Okunari-san, close us out.
YO: Well, we are back. And with three of the top five games from the Mega Drive era. Now, new and improved, with 3D for the year 2015!
– Really looking forward to the next two titles. Thank you for your time today!
Tuesday Jul 21, 2015
This is a translation of an edited version of the article located here.
About Streets of Rage 2
We are kicking off the bonus titles to Batch 2 SEGA’s 3D Classics with world renowned Streets of Rage 2, and back once again is the dangerous duo of Yosuke Okunari, producer at SEGA Games, and Naoki Horii, president at M2.
3D Streets of Rage 2 releases July 23 across North American and Europe!
As you may know, Streets of Rage 2 was a side-scrolling beat’em up action game originally released in 1993 on the SEGA Mega Drive and Genesis. Axel, Blaze, Max, and Eddie (aka Skate) take on the evil syndicate led by Mr. X once again. It evolved the original Streets of Rage formula with bigger sprites, new special moves, newly-designed stages, and better gameplay. All the elements of the original game, such as musical score by Yuzo Koshiro and two player VS mode have all been faithfully reproduced in this new 3D remake!
This game was a monumental achievement in the beat’em up genre, considered by some to be “the best fighting-action game”. For those who have previously mastered the game, or newcomers who want a lighter experience can enjoy “Casual Mode”, explained later.
Let’s check in with Okunari-san and Horii-san and find out what they’ve been up to!
Three World Renowned Titles, Picked By Hand!
– First off, I would like to ask about the reason you selected these particular games. I’m sure you had plenty to choose from; why Streets of Rage 2, Gunstar Heroes and Sonic The Hedgehog 2?
Yosuke Okunari (below YO): These three titles are not a “Batch 3”, but should be considered the 6th, 7th, and 8th games of the second batch. The reason is that, if you recall, there were eight games released in Batch 1. But the second batch started with the intention of only releasing domestically in Japan. Because the first batch was released overseas a year after the Japanese release, we were unable to see the worldwide response to the series and unsure if we would be able to release more titles worldwide in the future.
By the time the first batch was announced in the US and Europe, the first season was already out and finished here in Japan. The Japanese audience really liked the series, and we wanted to release more titles as soon as we could. So we came to the conclusion to do another round of games, even if it only ended up being released only in Japan. And thus, we set out developing five additional titles. Around the time we finished development of this second batch, we finally started getting an idea of the reaction to the first batch from the overseas users, which in turned enabled us to release the second batch of games internationally. And so it came to be the five titles in Batch 2 were released in the US and Europe a year after Japan. 3DS Thunder Blade marked the end of the second wave, but we thought that it was a bit of a missed opportunity if we were releasing games into North America and Europe that were chosen specifically for the Japanese audience.
So after discussing things with our North American team, we came up with the idea to add games for those regions. And thanks to that, by some miracle we were able to keep developing. (laughs) We added three more games to bring the count to eight, matching the first batch. But coming back to the original question, we wanted to choose games that had strong international appeal. As I mentioned back when we were talking about Fantasy Zone, this second batch really was just for the Japanese fans. Fantasy Zone isn’t a very big title overseas.
– Tell me, how well did the Master System version sell in Europe?
YO: It was released there, but the numbers aren’t much to talk about. And the Master System was a pretty minor gaming system in the US as well, you know.
– Some are misled into thinking that the Master System only existed in Europe, but it seems like that was true, in a way.
YO: Well, there is talk that it actually sold better than ‘the other guy’. But we did Fantasy Zone because it was a Japan-exclusive lineup. So we thought, “Let’s pick games from the Genesis and Mega Drive this time.” I mean, you guys here at Game Watch helped spread the name of the “Giga Drive”, the Mega Drive-based virtual hardware that supports 3D, after all.
Naoki Horii (below NH): We made up the term on our own and had you spread the word because we wanted to continue with it a little longer. It’d be a bit of a waste if we only used it for the games in the first batch. (laughs)
YO: Lots of people who read the articles remembered that word: Giga Drive. (laughs) They must have been asking themselves, “What Giga Drive game is going to be released in the next batch?” But we never ended up doing any. (laughs)
NH: I’m sure some were probably thrown off by that. (laughs)
Streets of Rage 2 Port: Not Gonna Happen
YO: So this time we wanted to take the Giga Drive out for another spin. The games are all tried-and-true. I’m positive fans of the time will approve.
But why weren’t these three games in the first batch to start with, you may ask. Well, that’s because it was impossible. You see, when we first started the SEGA 3D Remaster Project, these games were—of course—on the list of candidates. The method we used to decide the five games was lining up the Mega Drive games that were released on the Wii’s Virtual Console in order of popularity and selecting the ones that we could remake in 3D from the top down. After narrowing the candidates, I went and had a chat with M2.
NH: About which ones we could and couldn’t do.
YO: For Streets of Rage, we thought that since we are limited to only five games, we should skip the first one and go straight to the sequel. I proposed the idea of starting with the sequel to M2. I was immediately turned down. (laughs)
NH: I told him, “It’s impossible!”
YO: He said it wouldn’t work because the Mega Drive requires too much processing power.
NH: That’s right. It takes a lot of resources to emulate the Mega Drive, and adding stereoscopic 3D requires even more on top of that.
YO: There are just games that we can and cannot get to run, and games that we can and cannot put into 3D. Regardless of how popular the title may be. And I might catch some flak for this, but just because it’s popular, is putting Puyo Puyo on the roster really a good use of one of the limited slots we have for this 3D Remaster Project?
– That’s an easy to understand example.
YO: Conversely, M2 proposed even told me “How about Puyo Puyo!?”
NH: Well you know, we’re always falling behind schedule. Having an easy job really would have really helped…
YO: 3D Galaxy Force II was the hardest of the Batch 1 games, and 3D Altered Beast went the smoothest. If you’ve played them, you probably can see that. We put off the harder work until later and tried to get used to the process gradually.
And then there’s Streets of Rage, which was Batch 1’s final title, meaning that it was an incredibly hard game to develop. Sonic the Hedgehog, Altered Beast, Ecco the Dolphin, and Shinobi III were all pure horizontal side-scrollers. So we wanted to have a beat’em up, and Streets of Rage is visually perfect for a stereoscopic 3D treatment. The end product really makes you go “Now THIS is 3D!”, but at the time, M2 wouldn’t go for it.
NH: We just didn’t know if we could pull it off.
YO: It’s a linear game, so I tricked him by saying, “All you need to do is add depth to the beginning of Stage 1, and then it’s just copy and pasting from there!”
NH: “As if it’s going to be that easy,” I thought. But we got it done, thanks to our experience with the previous seven games.
– But in Streets of Rage 2, it scrolls downward almost immediately after starting the game.
NH: That was the problem.
When considering the original Streets of Rage, we knew doing a 3D conversion was going to be hard, but since the game used small sprites and ran at 30 frames per second (fps), we figured it was at least possible. We were having a hard time maintaining the Mega Drive running at full speed on the 3DS at the time. This game seemed like it would be easy on processor, so we gave it a try, despite my doubts of it being a copy-and-paste job. (all laugh)
YO: There were spots where we had to manually convert parts to 3D where we couldn’t copy-and-paste, like the elevator on Stage 7, but in the end, the floors in these beat’em ups just look great in 3D. Also, we wanted to be sure to have Local Play, so we put in multiplayer the same way we did with the Game Gear Virtual Console games. But there was a problem with implementing Local Play for Streets of Rage 2: it runs at 60 fps.
– It’s taxing on the processor, I presume?
NH: It sure is. The characters are huge, and the wireless play runs at 60 fps? Streets of Rage ran at 30 fps, so we figured it wouldn’t be too hard to keep up with at 30. But Streets of Rage 2 was tightly made. I mean they squeezed every bit of juice out of the Mega Drive on that one. It just oozes with the spirit of “Let’s put everything we can in,” so we knew that bringing it to the 3DS would be a real challenge.
– So, in short, it’s impossible.
YO: But then something happened that took the impossible and spun it right around. It happened at the end of develop of Streets of Rage. I didn’t talk about it during the Streets of Rage interview because I wasn’t sure if the project would continue, but…. Well, Horii-san, how about you explain.
End of Summer Vacation – M2’s Dev Team Is Boss
NH: Converting Streets of Rage into 3D as a huge undertaking, and the programmer in charge of the stereoscopic 3D work was at it nonstop for a month or two. When the project was over, he said, “I’ve worked 48 hours every day. I deserve a vacation. Basically, I’m going to drop off the radar for two weeks.”
– He was that stressed out?
NH: He first working on the 3D conversion of Sonic The Hedgehog, all while giving Streets of Rage a lot of thought as to how he was going to do it. With Sonic The Hedgehog setting the bar, it really put the pressure on everyone to deliver. He was very influential on the quality level we strive for in the Giga Drive 3D conversions. After those two weeks of rest, he came back, and as if turning in his homework over summer vacation, he handed over this program he’d been working on over his break. It was the entire first stage of Streets of Rage 2 in 3D. Putting aside the fact he didn’t actually take a break (all laugh), he had gone and made this. It was running on the PC, and while we weren’t sure we could squeeze down the processing to fit, not only did the diagonally scrolling bits work, it looked really cool.
YO: Everyone was shocked. I mean, the games for the second batch had already been chosen and locked in. He must’ve have believed we were going to do more.
NH: Who knows? I’m thinking that he did it because people said it couldn’t be done. He’s that kind of guy.
YO: So then back in the fall of that year, Horii-san stops by and hands me some 3D glasses and says, “Hey, check this out.” And there it is. Streets of Rage 2 working in a development environment. (all laugh) He’s like, “Hey, check out this diagonal action!” (laughs) “Horii-san, you said it couldn’t be done, but here it is!”
NH: I wanted him to see it because we’d done it, but I didn’t think he’d give me such a hard time about it. (all laugh)
– So, you felt like you’d been a bit lied to. In a good way.
YO: But like I said, the lineup for Batch 2 had been decided already. We thought that if the games like After Burner saw success, maybe we would be able to get around this, so it was basically a step away from being filed away in the warehouse. Right around the time we finished up Thunder Blade, when the discussion about adding three new titles came up, this PC version of Streets of Rage 2 in 3D sounded like it would finally have hopes of seeing the light of day.
– So you start making Stage 2 and on. Were there any problems getting it to run when porting it from the PC to the actual 3DS?
NH: There were problems, but we were able to manage knowing that it wasn’t technically impossible.
– So converting the first stage was the biggest hurdle?
NH: It was definitely a considerable obstacle.
YO: This Streets of Rage 2 was only running on the PC at the time, but we were further improving our optimization skills on the 3DS by dealing with 60 fps games like After Burner and Out Run. And at the same time, our ability to covert things into 3D improved as well, as demonstrated by the award we won last year. Since our skill at how to make 3D look really good was improving, we were able to add in more improvements on top of that original PC version in the final product. Like the bar counter before the boss. By taking the skills we learned from converting the first Streets of Rage, and combining that with the optimizations and 3D know-how from working on Fantasy Zone II and the second version of Space Harrier*, we were able to coalesce that into what is 3D Streets of Rage 2. And it even has 60 fps Local Play, just like the real thing.
* 3D Space Harrier was further improved over the original release in the Japan-only retail release of SEGA 3D Fukkoku Archives, released late 2014 in Japan.
NH: I’m amazed myself!
YO: Well, it’s expected by the players, right? (laughs)
NH: Of course it is. (laughs)
– From the sound of things, it can be a challenge to just getting the basic things you’d expect to work.
YO: And in that sense, this was totally not possible two years ago. Two years ago, even Space Harrier was experiencing slowdown up until the final touches.
NH: Things wouldn’t run fast enough, 60 frames dropped to 30, and so on.
– Do you tune the Giga Drive emulator itself for the improvements? Or do you fine tune it on a per-game basis?
NH: There’s times when we tune the whole thing, and times when we do for each title. We now know almost too much about the 3DS. When have good hunches about what makes the 3DS tick, and have a good picture of the internal structure of the hardware that isn’t in the documentation.
– That sounds like how it was at the end of the original Xbox development period.
NH: Yes, you may be right. Don’t get me wrong, I’m not discrediting the hardware. I’m just saying that we’ve built up a lot of know-how about the ins-and-outs of the hardware, and how to get the best out of it.
– I don’t have any award I can give him, but the programmer who went and did all this research on his own is incredible.
Stayed tuned for the second part of the interview, releasing on Thursday along with the game!
Friday Jul 17, 2015
We have a couple of sales for you on the PlayStation Network today! Check it out:
Wednesday Jul 15, 2015
Have Amazon Prime? Catch some of our titles in the Prime Day Sale!
Tuesday Jul 14, 2015
Catch 5 of our games in the Humble Bundle Destination: Japan Sale! They’re 75% off!
Thursday Jul 02, 2015
Meet Heroki, the colorful and kind propellor-headed hero! Join him on his aeronautical adventure to save the land of Levantia. You play as the lovable Heroki who you move by controlling the wind, making him fly, fall and fight his way through the sky.
There are four worlds for you to explore and discover with all of your senses.
Ok, maybe not smell or taste (please don’t lick your phone), but do keep the sound on. While many game soundtracks become repetitive after the first minute, Heroki is a wonderful exception. As you make your way past ships you will hear the men onboard whistling the soundtrack and flying over a farm will be accompanied by the expert strum of a banjo.
But what might be more impressive than Heroki, is the story of how it was made. Heroki was born from the imagination of Picomy, an indie development team made up of four developers in the Netherlands. For the past five years, all of them have been working full jobs and building Heroki during their free time.
They not only created a lovable character, but created an entire environment from scratch where he lives — built a game engine from scratch, hand crafted each level so no two levels would be the same, and composed the soundtrack and sound effects. This game is a work of love and a work of art.
Heroki is available today on iPhone, iPad and iPod touch for $7.99.
Tuesday Jun 30, 2015
Hey everyone! We’re super excited to bring you all some information about Hatsune Miku: Project Mirai DX for the Nintendo 3DS. More than simply a Miku-based rhythm game, Project Mirai DX blends traditional rhythm game elements with companion-based events, simple creativity tools, and sharable customization, making it the ultimate Hatsune Miku experience!
Covering a wide spectrum of music genres, like pop rock song Terekakushi Shishunki by Honeyworks, chiptune *Hello, Planet by sasakure.UK, lounge duet on the rocks by OSTER project and dance anthem AgeAge Again by Mitchie M, Project Mirai DX has tunes anyone can get down with.
In the earlier Japanese only versions, some of the songs utilized the official music video as the background animation. For Project Mirai DX, every song is now recreated in the Project Mirai style, all in gorgeous 3D featuring everyone’s cute Nendoroid look. New to the Miku rhythm game scene, GUMI also joins the cast as a guest star on a handful of tracks, such as Matroshyka by Hachi and Invisible by kemu.
She will occasionally drop by the lobby with a gift or a little gossip, so please make her feel welcome.
With Project Mirai DX, there are more ways to play! Each song has two play modes, Tap and Button, each with 3 modes of difficulty.
Tap Mode involves tapping on-screen color panels in time with the on-screen prompts. Starting from Easy’s 1 color panel, increasing your difficulty will add additional color panels and ratchet up the note pattern complexity. In addition to matching the correct colors, swipe icons will appear requiring you to swipe in the direction indicated. Button mode involves pressing A/B/X/Y buttons and the +Control Pad in time with the on-screen prompts. Easy patterns utilize less buttons and show fewer prompts, whereas Hard uses all buttons, dual A/B/X/Y and +Control Pad usage, and increased complexity in button patterns and rhythms.
Spend your Play Coins to use various helper items that can make your game easier or harder. Change up the look and feel by adjusting timing indicators, icons sizes, rhythm sounds, or even HUD clutter. You can even swap the order of your panels in Tap mode, or change your prompt icons image and color for Button Mode. Whether you’re a button tapping novice or rhythm game veteran, Project Mirai DX has you covered.
Do you prefer halyosy’s Snowman as sung by KAITO or Kagamine Len?
Which leading lady would you like to hear sing Tricolore Airline by atsuzoukun? When adding up all the different vocal versions, Project Mirai DX features a staggering 79 songs!
You can skip forward and back to your favorite parts, make playlists, add your own scrolling comments on the screen that can be exchanged via StreetPass/SpotPass and manage your comments received by other players.
Also, in Jam Along Mode, simply interact with any of the buttons or screens that are highlighted yellow to activate various sound banks. It’s that easy to add your own musical flair to your favorite song in real time!
Thursday Jun 25, 2015
Go retro for half the price! Play SEGA arcade hits like Space Harrier or Genesis classics like Sonic the Hedgehog now re-mastered in stereoscopic 3D!
Get the following games for only $2.99 in the Nintendo eShop!
1. 3D Altered Beast
Please keep in mind these sales are for the Americas only!
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