Random Time! - Story of the Pokemon GO warning signs

So here is a fun story from my own country! The inspiration to write this came from NintendoLife, who reported on it not long ago.  A week ago, the International Four Days Marches Nijmegen wrapped up. It is a yearly walking event where people from The Netherlands and the wider world come together.

Dutch fans of Pokemon GO wanted to comes together and catch monsters at the Marches Parties. Within moments, 4000 people were already planning to go to the fan created initiative. The organisation wanted to keep things safe and found a quirky way to do it. They made fourty signs at critial points to warn walkers and car drivers.

The fourty signs were stolen within minutes, but the organisation didn't mind. They said how it shows how much of a hype it actually is. They placed thirty new signs before the Marches started and the event continued like normal.

Now we fastforward to this week. Two students found the signs so endearing that they made their own. Naturally, the Four Marches signature was removed for a cleaner look. Within the first 48 hours, they sold 50 signs and they will continue to sell them as long as they can.

''They did it with a wink,'' the 22 year old Geraldo says to national broadcaster NOS. ''They didn't patent it, so we didn't expect them to mind. Marches Parties director Teddy Vrijmoet smiled and wished them much success in response.

Geraldo and his friends Jard and Tom (owner of a publicity agency) are selling two variants. A small one for 15 euros and a big version for 25. Geraldo isn't sure if any other versions will be added. ''We got a mail today that someone wanted 'Forbidden to catch Pokemon' sign. We find that too negative. We did this with positive thoughts in mind, so we are not going to do that for now. If it goes well for us, then we decide if we do more variants.''

He added that the online store will only be temporary. ''I think the game is here to stay, but these signs are a hype at the moment. But we are having fun with it so will see where it ends.''

Wii U/3DS - maintenance schedule for next week (July 29)

Services impacted
Nintendo 3DS: online play, leaderboards (some online services)

Europe: August 2nd (2AM to 4AM)
UK: August 2nd (1AM to 3AM)
North America (EST): August 1st (8PM to 10PM)
North America (PST): August 1st (5PM to 7PM)
Japan: August 2nd (9AM to 11AM)


Services impacted
Nintendo 3DS: Flipnote Studios (all online services) [Japan-only]

Europe: August 2nd (3AM to 5AM)
UK: August 2nd (2AM to 4AM)
North America (EST): August 1st (9PM to 11PM)
North America (PST): August 1st (6PM to 8PM)
Japan: August 2nd (10AM to 12PM)


Services impacted
Wii U: Splatoon (all online services)

Europe: August 3rd (2.50AM to 4.30AM)
UK: August 3rd (1.50AM to 3.30AM)
North America (EST): August 2nd (8.50PM to 10.30PM)
North America (PST): August 2nd (5.50PM to 7.30PM)
Japan: August 3rd (9.50AM to 11.30AM)


Services impacted
Nintendo 3DS: Culdcept Revolt (all online services) [Japan-only]

Europe: August 5th (2AM to 3AM)
UK: August 5th (1AM to 2AM)
North America (EST): August 4th (8PM to 9PM)
North America (PST): August 4th (5PM to 6PM)
Japan: August 5th (9AM to 10AM)

Gurumin 3D blog - Gurumin and the Ebb of The Rhythm Bar

Gurumin connoisseurs frequently ask about the Rhythm Bar (or lack of one) and role that music plays in the game. It’s a great question that deserves a serious and more in-depth answer, so here goes.

As Mr. Yoshihiro Kondo, now President of Nihon Falcom and originally the scenario writer for Gurumin, mentioned in an interview some time ago with Honest Gamers, when the team at Nihon Falcom started playing with ideas for the game that became Gurumin: A Monstrous Adventure  they considered making it a dungeon digging and management simulator. That’s the reason Parin has a drill, by the way. At the time they had also thought about making it a music game. The dungeon management idea was completely dropped (though some maps drawn for it may have found their way into the final game), but the team really liked the music idea, and really didn’t like wasting work. But they definitely wanted an Action-RPG, not a Music-Action game.

What evolved from this was a compromise. The rhythm detection code was tied to the attack button, Critical Hits (useful for defeating enemies quickly, upgrading your drill, and forcing enemy Phantoms to drop Junk, which you can use to upgrade your headgear) credited for attacks on the beat. Attacks not on the beat are considered regular, still plenty potent.

However, and this is a big however, beat detection is very loose. In fact, the input can be off by roughly 1/3 of a beat to either direction (early or late) and it will still count as a hit. In actual practice, a player with solid, natural rhythm will perform better as they will consistently attack on the beat. Even someone playing with the sound turned off (though they’d be missing all that awesome Nihon Falcom Sound Team music and some great voice acting) would by pure chance get enough Criticals to progress in the game on Normal or Beginner mode. But without game audio they might struggle a bit on the unlockable Hard, Crazy and Happy modes later – thus illustrating just how integral Gurumin’s game audio actually is.

A timing bar was included when the game shipped on PC in Japan but was removed when the game released on PSP in Japan. Nihon Falcom removed the bar from the PSP partially because of concerns about making the bar look good in the available resolution, but mostly because they felt it was distracting, and caused players to focus too much on the beat and not enough on the “action” part of Action-RPG.

When Mastiff shipped the PC version of the game on Steam, we left in the Rhythm Bar, mainly out of deference for the Japanese PC version.

For the 3DS version Mastiff and Nihon Falcom discussed a Rhythm Bar, and even did a little experimentation. The 3DS, with its dual screen display, could certainly have supported the Rhythm Bar. However, the experience with the Japanese PC version held true on the 3DS. Leaving out the bar not only let us have a cleaner, less cluttered interface (who wants to look at the bottom screen constantly while fighting on the top, or constantly look up and down?) while, more importantly, keeping the players’ primary focus on the action, allowing the rhythm elements to be a fun and useful addition but not a distraction from core gameplay.

Interested in learning more about Gurumin? Have a burning question you’d like to drill us with? Join us on Twitter (@Gurumin3D) Thursday, July 21 from 3:00 – 5:00pm PST where we’ll be hosting our first-ever live Twitter chat! Use the hashtag #GURUMIN3D.

Dragon Ball Fusions - battle system video, latest round of details

- you will encounter enemies when exporing the world
- that’s when the battle starts, and immediately, you see the timeline at the bottom of the screen
- timeline shows when your characters and the enemies will get to attack/use a skill/etc
- characters on the far right are the ones who will attack first
- if there’s no enemy turns in-between your characters’, you get to use Support Attacks
- the battle system of Dragon Ball Fusions is command-based
- select various actions to perform
- there are three types of characters, and they each have their own strengths and weaknesses: Power (strong against Technique), Technique (strong against Speed) and Speed (strong against Power)
- during battle, there’s a mechanic called Ring Out
- when enemies are hit by your attacks, they will be sent flying
- if they exit the ring, then they will not be able to attack anymore
- you can send enemies flying into other enemies, to try and have as many as possible exit the ring with just one attack
- special moves: they’re basically signature moves that fans of the series will easily recognise
many of the special moves are attacks, but there’s also support moves that will heal allies
- Maxi Fusion gauge can be used for either Finish moves (if you successfully pull those off, your can recruit characters and Maxi Fusion (an extremely powerful fusions with all 5 characters in your team)
- the protagonist (that you can fully customise) will be able to perform an EX Fusion with pretty much any character in the Dragon Ball series
- when you fuse two characters via EX Fusion, the resulting character will be Human, Saiyan, or Alien
- Dragon Ball Fusions will also feature a special EX Fusion: Great Satan-man (Mister Satan + Great Saiyaman), which was created Tsuruchi Haya (the winner of a contest)

Full list of regular EX Fusions:
Majin Satan (Majin Buu + Mister Satan)
Kuhan (Gohan + Goku)
Gorillin (Goku + Krillin)
Ex Pirillin (Chiaotzu + Tien)
Tutz (Krillin + Piccolo)
Great Saiyaman #12 (Great Saiyaman + Great Saiyaman #2)
Ginyuman (Ginyu + Great Saiyaman)
Ex Gogeta (Goku + Vegeta)
Ex Gotenks (Goten + Tunks)
Brapan (Pan + Bra)
Vegenks (Vegeta + Trunks)
Yamata (Yamcha + Vegeta)
Ex Yamhan (Yamacha + Tien)
Kurigohan (Krillin + Gohan)
Towale (Arale + Towa)
Barce (Burther + Jeice)
Reguldo (Guldo + Recoome)
Cellza (Frieza + Cell)
Pandel (Pan + Videl)

- buy the guidebook releasing alongside the game on August 4th and you will receive a code for Super Saiyan God Super Saiyan Vegeta
- he will then become your ally
- the character is unlocked after beating the game, and the code simply allows you to unlock it right away
- guidebook includes details on all 334 possible fused warriors to be found in the game
- a complete wlakthrough and plenty more as well
-  new feature that allows you and a friend to fuse your faces using the camera of the Nintendo 3DS, in order to create a special character
- special 60 second-long commercial will air on Sunday, alongside the latest episode of Dragon Ball Super