Archive for the ‘nintendo’ Category

Mean and Green: Shrek Returns to Nintendo Wii and DS

Thursday, June 24th, 2010
Image: Activision

Image: Activision

Shrek is the perfect example of the little license that could. From its early life as a humble children’s book by American author/illustrator William Steig to its present incarnation as a lucrative DreamWorks film series, it is a success story two decades in the making. With Shrek’s fortunate transition to the big screen came the obligatory bevy of official products including Happy Meal crossover promotions and video games. And while the value of the former (nutritional or otherwise) may be suspect, Shrek’s latest sojourn into the realm of electronic games is hard to resist.

Taking a cue from the film itself, Shrek Forever After for the Nintendo Wii finds our favorite ogre ill-content with domestic life. After a near-Faustian deal with the diabolical Rumpelstiltskin, players discover themselves trapped in an alternate version of Far Far Away where Shrek is no longer a beloved celebrity, but a feared and hated monster. Thankfully, even in this twisted realm, he can still depend on his old friends Fiona, Donkey and Puss in Boots to lend a hand.

The principle gameplay mechanic is rather reminiscent of classic puzzle-platformer The Lost Vikings, where each playable character possesses a unique skill that aids in your adventure. This supplements what would otherwise be a fairly repetitive third-person brawler and adds some genuine flash to the title.

Shrek’s the crew tank, a heavy lifter who can both throw down on some hand-to-hand and heft objects like over-sized oil barrels and strategically place them in front of on-screen obstacles. This pairs well with Fiona’s knack for igniting the inevitable trail of spilled fuel which, in turn, causes the barrels to explode and eliminate said obstacles. Donkey’s ability involves using his strong back legs to kick open doors and activate triggers, and Puss in Boots, despite his newly acquired girth, employs feline agility to scale walls and battlements.

Multiplayer family fun was obviously the game’s original aim, but even in a single-player environment, where one is forced to switch characters on the fly to solve environmental puzzles, there’s still ample enjoyment to be had. Couple this with solid voice-overs and licensed music (which kicks in during the game’s marathon beat-em-up miniboss battles), and you’ve got a really engaging affair. There are also a handful of added elements that should easily please both younger gamers, like the fact that the Three Blind Mice are always on hand to aid in the solving of particularly tricky puzzles, and GeekParents, who’ll dig the ability to shift the environments between Rumpelstiltskin’s warped world and Far Far Away Prime to navigate tricky terrain.

Still, it’s not a flawless title, and things like blocky visuals and limited power-ups seem to hold the game back. The same can be said for the overall playtime of around six hours, but playing with younger children will inflate that significantly.

More importantly, you’ll all likely relish the experience had with Shrek Forever After.

WIRED: interesting puzzles, solid voice acting and music, a fun experience both on the single- and multi-player ends

TIRED: short playtime, rather dated graphics

Image: Activision

Image: Activision

While the Wii version may be a tad on the easy side, Shrek Forever After on the Nintendo DS features some of the most grueling platforming I’ve experienced this side of the N64. Though it endeavors to mimic the gameplay of its big brother, the DS iteration ramps up the brawling aspect and ties the in-game puzzles more to an old school style of quick-thinking platform jumping.

On the surface, it seems rather uninspired with its two-button combat mechanic and its needlessly pesky fixed-camera angle. And yet, in spite of this, I found myself having a lot of fun with the title. So much fun that it held my attention despite its overall difficulty, intermittent stretches of tedium and even a lone game-killing bug that found Shrek hopelessly caught in a background sprite late in my play-through.

Early on I was confused by Shrek Forever After’s design. Why couldn’t I determine whether to jump or double-jump from platform to platform? Why were the in-level save points so few and far between? Why wouldn’t the game allow me to resume from such a mid-level save point between play sessions?

But as I got further into the title I began to see these as intentional decisions. Believe it or not, my friends, this game is pretty hardcore. With collapsible terrain, timed fire spouts, box puzzles and a nearly ridiculous array of collectibles, Shrek Forever After is decidedly retro in its approach. I can’t imagine this blend of classic gameplay and a modern movie license is going to move copies of the title, but those brave (or foolhardy) enough to pick it up are in for quite a ride.

Some things, like in-game unlockables that act as little more than next gen Colorforms for static scene dressing, seem hollow and extraneous, but the game’s mementos, collectible treasures which can be arranged on a grid for buffs like increased damage and health (à la the crystal system in Children of Mana), provide a genuine sense of reward for all that hard-fought hopping.

Still, you take the good with the bad, and repetitive exercises like the title’s various mini-games, which put you in the shoes of Fiona, Donkey or Puss in Boots, rely on punishing quick time button-press events (think Guitar Hero on the higher modes) or mindlessly navigating terrain ignoring hourglasses, the game’s inherent point system, in the hopes of stumbling across cooler loot.

All things considered, I find myself a little unsure as to the game’s target audience. Shrek Forever After for the DS is likely the kind of title you’ll find yourself forced to help your geeklings through on a number of occasions due to its high level of difficulty. While at the same time, you’re not going to garner any true gamer cred by being spotted playing this one on your daily commute.

In spite of all that, I can’t help but recommend the title. It’s good fun. In a masochistic sort of way.

WIRED: great power-up system, good use of voice-overs, tons of collectibles, a genuine challenge for gamers of all stripes

TIRED: occasional collision bugs, unforgiving platforming coupled with a less-than-helpful fixed-camera perspective, difficult quick time events

Review materials provided by Activision.

Nintendo Steps up to Support Super Chip Tune Samba Band

Thursday, June 24th, 2010

Last week I posted about Pixelh8’s newest music education project, the Super Chip Tune Samba Band. Upon recognizing that children were far more interested in experimenting with electronic music on Nintendo DS handheld gaming devices as opposed to more conventional instruments like keyboards, Pixelh8 constructed a system by which multiple burgeoning chip musicians can perform simple group percussion using the DS stylus and touch screen.

Sadly, his efforts were hampered by a lack of resources, or, more specifically, a lack of systems. Without an adequate number of DSes to share with participants, the Super Chip Tune Samba Band simply can’t perform. Thankfully, none other than Nintendo itself has stepped up to support the project.

Following the example of Marshall, a company that donated 25 MS4 Mini Micro Amplifiers to the cause, Nintendo has agreed to provide Pixelh8 with the necessary DS units.

Heartfelt thanks to Nintendo for its generosity and foresight, and congratulations to Pixelh8 on this recent technological windfall!

On a related note, fans of Pixelh8’s unique take on electronic music are encouraged to attend his performance this Sunday, June 27 at the Aldeburgh Festival as mentioned this week by the BBC.

Super Chip Tune Samba Band Research from Pixelh8 on Vimeo.

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From E3: Is Nintendo’s 3DS Right for Families??

Wednesday, June 16th, 2010

3DS (image:nintendo.com)

As you will have read the 3DS is an impressive piece of kit. Not only does it deliver a lot more than we were expecting, but it does so with finesse – and more importantly an impressive array of first and third party games.

But with my GeekDad hat on, how does this stack up for family gamers? My first impression is that there is going to be a cost here. Those of us that have tracked with Nintendo from the original DS, the DSlite and DSi have already quite a few of these devices in the hands of our family. With the 3DS we have another piece of hardware to purchase.

Thankfully though, this looks like a genuine new platform, rather than the existing DS technology with a 3D mode. As I said soon after the Nintendo press conference, the 3DS over-delivers in a number of areas. “We already knew that the new DS was called 3DS and would offer a convincing 3D game experience without glasses. But we didn’t expect the 3D features to extend to 3D movies, or to be able to take 3D pictures with dual front facing cameras.”

I was also happy to hear that it was compatible with existing DS and DSi games. Although in my family this raises the question of how (and if) we transfer DSi-Ware games from our existing hardware to the new device. When it is released we will likely want to sell our DSi’s to help ease the cost of a new system – I hope this doesn’t mean we have to wave goodbye to those precious purchases.

One surprise for me was that the new analogue nub has been given preference over the d-pad. It’s position forces the d-pad lower down the left side of the handheld. I know that this will make some of the existing DS games – particularly those that are played in my favorite book style. I was also surprised that the system didn’t have one of these on each side – particularly after the complaints about the PSP on this front. This too will make it harder for developers to cater for left-handed players and may reduce it to more of a camera toy than integral part of the experience.

But it’s the games that my household seems to be most excited about. Titles like Zelda Ocarina of Time, Animal Crossing, Mariokart and Pilot Wings had us pawing over the screen shots for every last details. As well as these first party-games, I was really pleased to see an impressive line-up of third-party titles as well.

In our family, the games we most often share and play together are those on the portable systems. Seeing the likes of Resident Evil, Metal Gear Solid, Kingdom Hearts, DJ Hero 3Dand Super Street Fighter IV in the roster means that our older offspring are also catered for. Whereas previously they have been excluded from much of the DS fun, leaving it to their younger siblings, I think these titles have a shot at getting us all playing together again – especially Street Fighter IV.

Other features I know the kids will enjoy are its ability to share and receive data while they are out and about – like the original Nintendogs, but even when the game isn’t running. I’m sure they will be taking endless 3D photos to begin with as well – the problem then is how to display them. We’ll need a 3D picture frame.

Overall, there is plenty to praise in the next DS from Nintendo.

Sesame Street is Coming to Your Nintendo Wii

Wednesday, June 9th, 2010
Image: Warner Bros. Interactive Entertainment

Image: Warner Bros. Interactive Entertainment

Despite the fact that Nintendo’s entry into this round of the console wars has proven itself a rousing success with regard to sales numbers, the Wii has been saddled with an unfortunate and lingering nickname: the kiddie console. While the comparably low price-point and eschewing of high-def graphics was intended to appeal to a broader, more casual adult gaming demographic, these elements, coupled with a safety first approach to online multiplayer gaming and an abundance of E-rated titles, have given the system a distinctly younger lean than its competition from Microsoft and Sony.

While games like House of the Dead: Overkill, No More Heroes and MadWorld have appeared in an attempt to cater to the more hardcore of Wii owners, such M-rated titles always seem to flounder even despite generally favorable review scores. But on a system where non-threatening first party characters like Mario and Pikachu dominate the NPDs, Nintendo seems content despite any negativity attached to their squeaky clean image. In fact, a recent announcement from Warner Bros. Interactive Entertainment seems to point to the fact that the Big N is taking this to the next logical level.

This fall, a pair of titles are scheduled to hit both the Wii and Nintendo’s wildly popular handheld the DS from none other than storied purveyor of quality early childhood edutainment Sesame Workshop. Banner characters Elmo and Cookie Monster are all set to make their way once again into your living room, but this time in the form of fully interactive video games aimed squarely at the preschool set.

In Sesame Street: Cookie’s Counting Carnival, America’s favorite binge eater will guide children through a fun-filled carnival resplendent with exercises introducing early mathematics skills like number identification, pattern recognition and counting. Meanwhile, the notoriously ticklish Elmo takes center stage in Sesame Street: Elmo’s A-to-Zoo Adventure, where he, Zoe and a cadre of lovable animal friends explore mini-games aimed at fostering literacy skills like letter identification and phonics.

Image: Warner Bros. Interactive Entertainment

Image: Warner Bros. Interactive Entertainment

Since these titles are being made available on a system not specifically geared towards pre-k gamers, developer Black Lantern Studios has taken an interesting step to ensure that the controls are properly scaled to smaller, less coordinated hands. Both the Wii and DS iterations will come bundled with “gameplay helpers.” For the console versions, this comes in the form of Muppet character covers that slip over Wii-motes and minimize unnecessary buttons. For the DS, this includes a “jumbo click stylus” that simplifies interaction with the touch screen and eliminates the need for the system’s face buttons outright.

Since the games are designed for play by preschoolers, they also feature “Parent’s Pages” where we oldsters can review our kids’ progress and customize difficulty levels. The Wii titles also boast the ability for parents to drop in with a second Wii remote to help out as little ones waggle their way through the various learning activities.

My own family’s experience with dedicated children’s gaming systems have been underwhelming at best. From cartridge slots that no kid could possibly manipulate and clunky, line-of-sight, infrared wireless controllers to the almost requisite blocky, static graphics, each entry has paled in comparison to the functionality of systems we already own and enjoy. Perhaps Nintendo’s openness in bringing early childhood titles into the Wii and DS libraries represents a paradigm shift that will at last afford toddler-friendly gameplay on legitimate consoles and handhelds.

Though some will lament this as yet another example of Nintendo shifting further away from the traditional gaming audience, I prefer to see it as a true experiment in total family gaming. If a developer like Black Lantern can create quality early childhood games at a reasonable price while retaining the inherent charm of a beloved license like Sesame Street, then everything’s A-OK.

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DSi Ware’s Game and What?

Friday, April 23rd, 2010
DSiWare (image: nintendo.com)

DSiWare (image: nintendo.com)

Game and Watch games are what formed the heart of Nintendo. Zelda, Mario, Donkey Kong, they all started as little Liquid Crystal Burned outlines on these diminutive handheld devices. It’s no bad thing then that these are getting a fresh airing via DSi Ware - these are the games you can download straight to your DSi.

I’ve just been trying out three of my old favorites: Judge, Cement Factory and Chef. I liked each of these for very different reasons originally, and the same is true of their DSi Ware incarnations. Each is lovingly reproduced to look and sound exactly the same as they did back in the day - so much so that my other half instantly remarked “hey, that sounds like the game my brother had when I was ten” and indeed it was the same game.

Game and Watch: Judge

Game and Watch: Judge

Judge is a reaction game. Each round begins with a count down, before a number is revealed for each player. You then have a split second to decide whether you attack or dodge. You can only successfully attack if you have the highest number.

It’s like snap, but the scoring incentivizes you to go on the offensive. Dodging an attack awards you one point, but landing an attack awards you the difference between the two numbers. Get it wrong though and your opponent gets two points. First to 99 wins, knife edge stuff.

Mario’s Cement Factory was a classic Game and Watch game that tasked the player (as Mario) to open up cement shoots so they don’t overflow and traverse the two central lifts to get to the different containers.

Just three buttons control the action, left/right and pull. The player needs to learn how to time their movement to avoid falling off the lifts. They also need a strategy to manage the four different cement shoots to keep things moving. This starts off pretty easy but soon gets more difficult as the game speeds up.

Chef is a simple premise that often crops up in Game and Watch titles - keep things from falling on the floor. Like Ball  and Helmet  a series of objects rains down on the player as they rush from one to the other trying to keep them in the air.

In itself this is a little frantic at first. This isn’t helped by the fact that each (cooking) item flies to a different height and speed. Add to this a mischievous cat who (un)helpfully prods items to send them back down quicker and you have to have your wits about you to do well.

As well as enjoying revisiting my childhood entertainment, it was also pretty special to be able to share this with my kids. They soon took to the games, and their simplicity meant that even my youngest could join in. The favorite so far is the two player challenge in Judge. I’m sure we’ll be downloading the rest of these Game and Watch games via DSi Ware before too long.

Family Time with the DSi XL

Thursday, March 11th, 2010

DSi XL - Bigger is Better?

DSi XL - Bigger is Better?

The new DSi XL ticked my early adopter button and I decided to get one at launch. Having had one in hand now for a few days I’m surprised at the aspects I like and those features that don’t make a big difference.

Firstly I really miss the GBA slot. Having traded in my DS Lite for the DSi XL I’m painfully aware of those old Gameboy Advance games I can no longer play. Many of them have DS versions with better graphics or improved game play, but still there are those classics (Warioware Twisted, Super Mario World and Yoshi’s Island to name a few) that just aren’t the same on two screens.

The buttons have been changed a little here. I may still be getting used to them (and possibly wearing them in) but the DSi XL buttons have considerably less travel than the DS Lite’s. I would have preferred them to up the button size along with the rest of the form factor. The trigger buttons benefit from the shorter travel and offer a more positive action, but I miss the flexibility I used to have in the D-pad and X-Y-A-B buttons.

The screens themselves are shockingly big next to the DS lite – and offer around twice the real estate. Although I thought games may look stretched and blocky on the displays, in practice the slight movement blur seems to cover any pixilation. And it is so nice to be able to see things from more of a distance.

As well as being bigger the screens also offer a better viewing angle. My kids often like to watch me play games like Advance Wars, but have struggled to both see what’s going on. Now they can easily sit either side of me and join in the action – offering plenty of helpful hints.

The camera has so far been a nice novelty, and now my DS starts up with a random picture – often something snapped by the kids. The free Brain Training and Dictionary games have also been well used. Favourite so far though has been the sound recorder. This little game lets you record you voice and play it back with different effects applied – a little like Electroplankton without the fish. On the title screen of the game there is a little parrot which we discovered will listen and repeat any words it hears. It’s now a regular feature at breakfast, which although a little distracting get’s the kids talking and listening better.

Overall, the DSi XL has been a happy edition to the family. So far it’s been the novelties rather than the new features that have provided the most fun.

The Wii Laptop Brings Portable Wireless Gaming

Tuesday, February 16th, 2010

This is definitely the most impressive and good fun modification/hack I have seen in quite some time. Not being at all up to speed with a soldering iron, I respect those of you who engage in this type of activity.

I await a video that shows some actual game play. But, think of the possibilities - you could have random Wii tournaments on public transport - run with the help of some government arts funding!

Open Letter to the Hotel Industry: Time to Get Your Game On

Thursday, December 31st, 2009
By Flickr user massdistraction. May be a Game Cube controller, which is only 8 year-old game tech.

By Flickr user massdistraction. May be a Game Cube controller, which is only 8 year-old game tech.

Hello there, Hotel Industry Person, I am one of your customers. In fact, I’m a pretty good customer. I and my family have stayed in some of your hotels for weeks of total time in the last year on various vacations and business-related trips. I have helped you weather the current economic downturn, and have even purchased some premium services that are the real money-makers for you. It would be reasonable, I think, for you to hear me out on one or two things I’ve noticed; things you could be doing better to make me, the customer, happier and more likely to spend more money in your establishments.

You like to cater to family travelers, don’t you? At least, you give off that impression. If that is indeed the case, let me let you in on a little secret: kids need things to do in your hotel rooms.

Okay, hold on there. I know what you’re going to say. You have televisions in your rooms with on-demand movies to watch, and all sorts of cable channels, and…. wait for it… VIDEO GAMES! Kids these days LOVE the video games!

How old are you, Hotel Industry Person? Do you really consider yourself in touch with “the kids these days?” I can’t tell you how many hotels I’ve stayed in over the last decade where the special video game feature to the TV in the room was to pay some exorbitant hourly rate to play (I shudder to say) Nintendo 64 games. N-64!

So let’s just take a little look at what Wikipedia says about the N64, shall we? Oh look, the N64 was released in 1996. My goodness, do you know that was before my kids were even born? Let me put this as clearly as possible: the N64 was an aging game system before I even started being a family traveler, and you’re still trying to sell it as a feature in your rooms. This is what the kids these days call an “epic fail.”

Okay, I will cop to the fact that the picture above that I found online shows a LodgeNet system running Nintendo Game Cube games. Okay, so it’s only an 8 year-old system. Personally I’ve never seen that in a hotel room, but the picture is at least proof it exists.

Of course, many families have portable game systems and portable media systems that they bring with them, and which can be easily hooked up to TVs. They’d love to hook ‘em up to the TVs in your hotel rooms, except that in many cases those televisions have all their input ports and switches locked down, and only offer the excitement of LodgeNet’s most basic offerings (like the overpriced movies and N64 games).

But I can’t be too mean to the ubiquitous LodgeNet. Having checked their site, they seem to be offering all kinds of packages for hotels to use in offering the most up-to-date media capabilities to their customers - including lovely A/V panels for hooking just about any media device possible to an in-room TV. Then why does it seem most of your hotels only offer a system based on technology over a dozen years old?

And let me be clear - this isn’t a situation where I checked into an old hotel still holding onto equipment installed back in the Clinton administration. No, my most recent stay in one of your establishments was in a hotel tower finished in just the last year. The rooms were fitted with new Sony flat-screen LCD televisions. But they were running the exact same setup I’ve seen dozens of times before, including the N64 gaming system and a complete inability to hook up any peripheral devices.

So, what’s the story? I can guess. I can presume that you, person from the Hotel Industry, have made the decision along with a large number of your cohorts to use the cheapest available system, so that you can have something available for your marketing materials, but you also make sure you make your customers pay through the nose for what it offers. And you won’t let them use their own alternatives, for fear of losing a revenue stream. Pretty shoddy, if you ask me (and if you’ve read this far, you are in some way asking).

I’m sure there’s much more to this. I’m sure there are perfectly lovely establishments out there renting 360s and PS3s to their guests, and leaving all the various input ports open on the TVs so that people can bring their Blu-ray players with them if they want to. But if my sampling is indicative, they are few and far between, and you should really get off your collective duffs and do something about it.

</rant>

Okay, with that out of the way, please feel free to include your experiences with hotel in-room entertainment in the comments below. If you’ve found hotels or hotel chains with better setups, please let us know about them - so we can start supporting the good ones as wel!

Bakugan Battle Brawlers Brings The Battle to a Game Console Near You

Wednesday, November 18th, 2009
Image: Activision

Image: Activision

The Holiday season must be upon us because I’m getting review copies of games based on very popular toys. The only time that happens is in the short months before major gift buying begins. One of the most popular toy lines right now is the Bakugan Battle Brawlers, another in a long line of Japanese imports. Similar to Pokemon, Digimon and any of the numerous other ones you can think of, it’s a card game based on some mystical premise with giant creatures that morph from Bakugan balls to engage in battle.  The toys are a bit deeper than just cards though, with battle arenas and small figures with magnets in them. At least, I think that’s what is going on. My 11 year old was too hyper to explain properly when I gave him the game to try out, so I’m not sure what is going on.

From what I hear though, that’s perfectly normal. While I consider myself a geek, I never got into any of the Japanese imports. Frankly, they are too damn confusing for an old guy like me. I still struggle to remember the rules for Magic: The Gathering, much less the laundry list of what-if’s for a card game based on a cartoon, or is it the other way around? Either way, card game, cartoon - now video game. Released for every current platform Bakugan Battle Brawlers made my 11 year old squeee with supposed glee, but how did it play?

It played like the card game. What did you expect? Something different? In the card game, as in the video game, the point is to battle using your Bakugan monsters to capture the gate cards from your opponent. In your artillery you have three Bakugan to start with, and in the story mode you can purchase more Bakugan monsters to use as your warrior slaves. The 11 year old only had so much patience with the tutorial, there are a lot of precision controls to master when tossing the Bakugan ball into the fighting arena. I suppose it might be a bit simpler on the Wii, which is the platform I’d suggest you buy this game for if you are to buy it. If not that, the DS for sure. This would make a great DS game.

The story mode cut scenes are well done - cartoony - but well done. In fact, I found the animation to be a bit better than the cartoon that it’s based on. It’s sharp and fits right into the anime scheme. Once you’ve chosen your monster and tossed it into the ring, then you get to choose it’s additional power based on the cards you have in your deck. Then you battle. Sadly, it doesn’t turn into a 3-D fighter at this point. Instead, it turns into Guitar Hero. Using the buttons, a side scrolling tab with circles scrolls across the screen and you have to time your button taps just like in the guitar game it seems to be copied from. The more spot on you are, the better chance you have of winning.

There is a versus mode, which can be played by up to four people in the household. I played with the 8 year old, who tired quickly of the game and wanted to school me in Madden 10. The fundamentals are the same in versus, but there are all kinds of power ups littered across the arena area for you to capture with your Bakugan ball before battle. I really didn’t follow what the heck the power ups did, I think they added health points, but the arena battle in versus mode is a nice little setup. Once you throw your Bakugan ball, you can use the directional sticks to float it around the arena as it loses momentum. Again, this is probably a better experience on the Wii, with the motion control.

Wired: For this type of game, it’s got pretty nice graphics and animation. It’s currently the hot toy franchise among children right now so it’s got that going for it. If your kid is into these types of card games, they will most likely enjoy Bakugan Battle Brawlers. A lot can go wrong with these types of games, from poor graphics to terrible game play, but this one seemed to have gotten a competent mix together.

Tired: However, if your kid isn’t into these kinds of card games don’t even bother with picking up a used copy of the game. For some reason I found it more confusing at the adult level than the boys did. There were too many slow moments in the game to hold the interest of anyone with a slight level of ADHD.

Bakugan Battle Brawlers (Activision) for Xbox 360 (reviewed), Playstation 3, Playstation 2, Nintendo Wii and Nintendo DS

Free DS Chiptune Software Available from Pixelh8

Wednesday, September 30th, 2009
screen capture images by Pixelh8

screen capture images by Pixelh8

Though chip music made via handheld gaming devices is nigh synonymous with Nintendo’s Gameboy line, renowned artist/composer/programmer/honorary GeekDad Matthew Applegate – more widely known as Pixelh8 – has just released a brand new module that looks to change this. The Music Tech Master Stroke software is instead designed for Nintendo’s popular follow-up, the DS. Yet, unlike other homebrew and officially released DS music applications, which are typically sequencers, it is instead a live performance tool.

Using the system’s unique touch screen interface, Master Stroke allows musicians to tweak things like pan and volume options on the fly, while still using the d-pad, face and shoulder buttons to make sweet, chippy music. Other new features, like the whammy function, similarly employ the touch interface to supplement Pixelh8’s traditional Music Tech program design in a number of exciting ways. Thankfully, this module also comes in at the same price point at its forebears: free.

Master Stroke even includes a xylophone mode, the inclusion of which Matthew attributes to his daughter:

Originally it wasn’t going to have Xylophone Mode (just the old directional button play mode) but my daughter who is brilliant as Glockenspiel wanted something to practice on while in the car so I added that in for her, she’s one of my BETA testers and I am a very Geeky Dad so I had to do it .

The beta version of Master Stroke, recently released in conjunction with Sound Network’s Interface Amnesty, is currently freely available from Pixelh8’s site. Though only “95% complete,” Matthew plans to resume work on it following the release of his forthcoming album And the Revolution. Until that time, the next generation of electronic musicians is actively encouraged to create, experiment and share using this next generation instrument.

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