Everything We Know About Nintendo Land

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Since most Wii U buyers seem to have gone for the Wii U Deluxe Set, Nintendo Land is likely to be one of the most-owned Wii U games. Nintendo is banking on Wii U to bridge the casual and core audiences and get people playing together just as Wii Sports did for Wii – and from what we’ve played so far, we think it could possibly succeed in that mission.

If you’ve been curious to check out any of the twelve Nintendo Land attractions in detail, we’ve set up a one-stop shop for you to get caught up on Everything We Know about Wii U’s flagship title.

Table of Contents

1: What is Nintendo Land?

1.1: Development history
1.2: Release information

2: Nintendo Land Plaza

3: Team Attractions

3.1: The Legend of Zelda: Battle Quest
3.2: Metroid Blast
3.3: Pikmin Adventure

4: Competitive Attractions

4.1: Mario Chase
4.2: Luigi’s Ghost Mansion
4.3: Animal Crossing: Sweet Day

5: Solo Attractions

4.1: Donkey Kong’s Crash Course
4.2: Takamaru’s Ninja Castle
4.3: Captain Falcon’s Twister Race
4.4: Balloon Trip Breeze
4.5: Yoshi’s Fruit Cart
4.6: Octopus Dance

1: What is Nintendo Land?

Nintendo Land is Wii U’s flagship title. Whereas Wii owners were introduced to the Wii Remote’s motion-control functionality through Wii Sports, Nintendo hopes that Nintendo Land will serve as an entry level game that demonstrates the various ways of using the Wii U GamePad, both alone and in combination with other controllers for cooperative and competitive multiplayer.

The theme of Nintendo Land is that of a virtual theme park. Because the Wii U GamePad can be used in a variety of different ways: as a touch-only controller, as a second screen embedded inside a traditional controller, or as a motion controller, Nintendo has prepared twelve different games, dubbed the “attractions” of Nintendo Land.

The attractions are designed as though Mii characters are visiting “Nintendo Land” and participating in various games based on Nintendo properties, including Super Mario, The Legend of Zelda, and Metroid. Accordingly, the attractions will have the appearance of theme park setpieces, with Mii characters donning appropriate costumes to play within those “artificial” spaces.

1.1: Development history

Though Nintendo Land was officially announced at E3 2012, several of the attractions have their origins in tech demos that appeared at E3 2011. “Mario Chase” is based on a Wii U demo called “Chase Mii”; “Metroid Blast” is based on “Battle Mii,” and “Takamaru’s Ninja Castle” is based on a video demonstration shown during Wii U’s first trailer.

The game was fully unveiled at E3 2012, with five attractions officially shown on the show floor: “Animal Crossing: Sweet Day,” “Luigi’s Ghost Mansion,” “Takamaru’s Ninja Castle,” “The Legend of Zelda: Battle Quest,” and “Donkey Kong’s Crash Course.” Another attraction, “Captain Falcon’s Twister Race,” was briefly shown to journalists behind closed doors. The decorations at Nintendo’s booth at E3 2012 were all based on Nintendo Land.

Another attraction, two other attractions, “Metroid Blast” and “Balloon Trip Breeze,” were unveiled on September 7, 2012. Nintendo of Europe revealed the remaining attractions – “Mario Chase,” “Pikmin Adventure,” “Yoshi’s Fruit Cart,” and “Octopus Dance” following the Wii U Preview Nintendo Direct presentation on September 13.

Little else is known about its development cycle. It is believed that the title is being developed by Nintendo EAD, but we have no information about which of EAD’s teams is/are working on it.

1.2: Release information

Nintendo Land will be a day one launch title for Wii U, hitting store shelves on November 18, 2012. It will be included as a physical disc with the Wii U 32GB Deluxe Set in North America.

For those who plan to purchase the game apart from the hardware bundle, it also will be available both as a retail title and as a digital download on the Nintendo eShop for $59.99.

Customers who wish to buy the game digitally have three options:

  • As with current digital shop purchases, you can buy games directly from the eShop with a credit or debit card.
  • Nintendo recently introduced download codes as a means of securing transactions online, and you’ll be able to buy download codes for your 3DS and Wii U games as well.
  • They’ll also be offering pre-paid download cards, which can be purchased instead of physical media at retail stores.

2: Nintendo Land Plaza

The Nintendo Land Plaza is the heart of Nintendo Land. It’s from here that players will be able to access the various attractions, interact with other Mii characters and challenge their high scores (via Miiverse), and use in-game coins to play virtual Pachinko games through which they can unlock various digital goods, including Nintendo-themed props and costumes.

So far we have only seen scant details related to the Nintendo Land Plaza. At E3 2012, Nintendo demonstrated a fireworks show set in the plaza, suggesting that there may be instanced events that will trigger in the plaza. Whether these events are scheduled or achievement-based is unknown.

3: Team Attractions

Nintendo Land introduces three attraction categories. The first of these, “Team Attractions,” offer cooperative gameplay modes that allow multiple players to team up against computer-controlled opponents. While they may also include single-player and competitive multiplayer modes, cooperative play options set them apart from the other attractions.

3.1: The Legend of Zelda: Battle Quest

The Legend of Zelda: Battle Quest is based on The Legend of Zelda series. It is an arcade-style on-rails action game where players work together to move through a series of dungeons, battling enemies and solving mini-puzzles as they go. Players and ememies will wear patchwork costumes based on Link’s tunic and on classic Zelda foes, respectively.

In this attraction, there are two styles of play.

One player will use the Wii U GamePad’s gyroscope to aim a bow-and-arrow, pull back on the Control Stick to draw an arrow, and release the stick to fire. While an arrow is drawn, it will slowly charge up to increase its velocity, range, and power. Lowering the Wii U GamePad will reload ammunition. The bow-and-arrow is essential for hitting ranged foes and triggering switches that are out of reach of other players.

When aiming, the Wii U GamePad displays a first-person view, while the TV screen continues to display an over-the-shoulder third-person perspective, adding an asymmetrical view for spectators. The GamePad player can also perform a quick dodge to avoid enemy attacks.

Other players will use Wii Remote Plus controllers (or Wii Remotes with the Wii MotionPlus attachment) to wield magical swords. Swinging the Wii Remote in any direction will result in a sword attack that mimics player movements. Pointing the Wii Remote upward will charge up energy, and swinging the Wii Remote when fully charged unleashes a more powerful spin attack. Holding the B button will bring up a shield that can block enemy attacks and projectiles. Moving the Wii Remote while the shield is engaged will shift the direction in which the shield is pointed.

All players share a single life bar, so they’ll have to be careful and protect each other as they proceed. This life bar can be replenished by collecting the Recovery Hearts that sometimes appear when an enemy is defeated or in jars littered throughout the dungeons. Enemies will also drop Rupees, which will serve to track each player’s individual score. Successful quests will earn players the Triforce.

There are over nine dungeons to conquer. Apart from standard cooperative team play, players can choose to play Battle Quest solo using either the GamePad or Wii Remote or try their hand at Time Attack, which pits them against three stages, delivered at a much quicker pace.

If a player falls in battle during solo play, a skull will appear at the spot where they died the next time they play. Shooting this skull will produce a Recovery Heart, giving the player a health boost for their next attempt.

Enemies seen so far include:

ChuChu: These slime-like enemies hop around in an effort to ram into you. Their life energy is very weak and they don’t deploy any defensive tactics.

Nokkun: These creatures are similar to ChuChus, but they wear an armored shell that deflects most attacks. Strike their armor along its seam to damage them. They will frequently move around, shifting their weak spots to avoid damage.

Bokoblin: These are the foot soldiers of the Demon Tribe. They fight with clubs, and some of them carry shields to block your attacks.

Bokoblin Archer: These ranged imps rain down a flurry of fire-tipped arrows, often from far beyond the reach of sword attacks. Have your team’s archer pick them off from a distance.

Kargarok: These wicked birds will swoop down in an attempt to attack you and your teammates. If it gets close, hit it with your sword; otherwise, leave it to the archer!

Moblin: This massive beast fights with an equally giant spiked club. It also carries a large shield. Its melee attack range makes it very dangerous, so fight it with caution – don’t be shy with your evasive dodges or your shield!

Read our hands-on The Legend of Zelda: Battle Quest preview by clicking here, and click below to watch an extended clip from the Japanese official site.

The Legend of Zelda: Battle Quest Footage

3.2: Metroid Blast

Metroid Blast is based on the Metroid franchise. It is a third-person shooter that includes a cooperative enemy horde mission mode (also playable solo), a team battle air-versus-ground multiplayer mode, and a ground-only free-for-all mode. Players will wear Samus costumes and have access to a number of the bounty hunters most beloved classic abilities.

As in The Legend of Zelda: Battle Quest, there are two styles of play in Metroid Blast.

The player using the Wii U GamePad will control Samus’s gunship. It can move easily around the various stages since it soars high above them, making it easy to pick off enemies (or other players in the competitive mode). The Wii U GamePad’s gyroscope will control the camera and aiming direction, while the ZL and ZR triggers control the ship’s pitch (ascent and descent).

Other players will use Wii Remote Plus controllers (or Wii Remotes with the Wii MotionPlus attachment) in combination with the Nunchuk attachment to control ground characters. Pointing the Wii Remote at the screen will aim the primary Power Beam, which can be charged to fire a more powerful Charge Beam. They can also shoot missiles. Typically the camera will be fixed, but holding the A button allows the player to pan the camera along with the pointer.

Ground players have access to a host of enhanced mobility-related abilities as well. Tapping the Z button will engage the Morph Ball, which is compact and can help with a quick escape. A Grapple Beam can hook onto some objects, including the Gunship in cooperative play. In a tight spot, shaking the Wii Remote will trigger a quick dodge move.

Items and power-ups will litter the stage. Hearts will refill the life meter or bestow an extra life, while power-ups bestow temporary special abilities.

Stages will be based largely on classic Metroid environments, including such locales as Norfair, and the mission assault mode will feature modified versions of Metroid enemies. The enemies spotted so far include:

Zoomer: The most basic of Metroid enemies. Shoot the Power button on its face to disable it.

Cyclon: This enemy will repel any missile attack. Wait for it to open up and unleash its cyclone attack, then pepper it with normal Beam shots.

Zebesian: These Space Pirates will shoot back at you. They can also dodge missile attacks, but this means that if you launch an explosive into a large group, they’ll scatter, making them easier to take on one-by-one.

Kraid: The Norfair stage is reported to feature a massive mechanical version of Kraid. We don’t know anything about how to defeat Kraid yet.

Ridley: Samus’s archnemesis will also appear, flying around the stage and generally causing havoc for you and your teammates. Like Kraid, we don’t know much about Ridley yet, aside from that he has multiple weak points in his mouth and on his hands.

Click below to watch an extended clip of Metroid Blast from the Japanese official site.

Metroid Blast Footage

3.3: Pikmin Adventure

Pikmin Adventure is based on the Pikmin franchise. The attraction’s stages feature giant-sized setpieces made to look like things you’d find in a backyard in order to make the Mii characters look super tiny. A team of characters will venture forth together against mechanical monsters in a mini action-RPG dungeon crawler.

As with all other multiplayer attractions, there are two main styles of play.

Up to four Wii Remote-wielding players will control Miis dressed as Pikmin. They can wander around freely and bash anything in their way with their heads with repeated button taps, breaking down certain objects and enemy weak points. All players share a single screen, with an overhead view that lets them easily coordinate their progression through the stage and against waves of enemies.

The Wii U GamePad player will take on the role of Captain Olimar using the touch screen while moving around with the Control Stick. Tapping anywhere on the touch screen will allow the captain to throw one of a small group of Pikmin at enemies or objects. These Pikmin, once they strike their target, will deal some damage and return to the captain once their current action is complete. The GamePad player can also blow a whistle to summon all Pikmin, including other players. This can pull fellow Pikmin or teammates out of danger in a tight spot, and uniting your team is required to progress past certain checkpoints.

As with Battle Quest, all characters will share a single health meter. Collecting the hearts dropped by enemies and certain breakable objects will replenish the health meter. Both the captain and Pikmin players can also pick up special Nectar, which accumulates through a kind of Experience system to level up characters’ power.

Pikmin Adventure’s primary quest mode can also be played solo. A secondary Battle Mode pits the captain against a team up up to four Pikmin players. The captain will send his own Pikmin at the others using the touch screen while avoiding his foes, and the other players have to work together to rush the captain and overwhelm him.

The quest mode stages feature a host of classic Pikmin enemies, many of them with unique twists for Pikmin Adventure. Here are a few of the ones we’ve seen so far:

Bulborb: These guys are the bread and butter of the Pikmin series. They come in various sizes and forms in Pikmin Adventure. The smallest ones are easy to dispatch, but you’ll need to eliminate a series of weak spots on the larger varieties.

Bulbear: These are larger and more powerful than your typical Bulborb. A larger yellow variety will gobble you up and turn you into its droppings, temporarily disabling you.

Sheargrub: These tiny bugs are very weak but often appear in numbers to block your path.

Arachnorb: This spider-like creature looks like the various members of the Arachnorb family, but doesn’t exhibit any of the unique features of any of the previously-seen varieties. They’ll try to step on you and your Pikmin allies with their long legs and giant feet, so keep your distance unless you have an opening to attack. Arachnorbs will sometimes use their round bodies to roll around the stage in an attempt to crush everything in their path.

Read our hands-on Pikmin Adventure preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Pikmin Adventure Footage

4: Competitive Attractions

Competitive attractions revolve exclusively around head-to-head multiplayer between players. Each of these attractions revolve around variations on “tag,” and support up to four players in a contest against a single GamePad player, who despite being outnumbered is offered game-specific advantages to balance the gameplay. When playing with smaller teams, stages will be scaled down and team handicaps will be added accordingly.

4.1: Mario Chase

Mario Chase is based on the Super Mario franchise, however, its gameplay bears little resemblance to that of any previous Mario game. Instead, players dressed as Mario characters will compete in a game of hide-and-seek, with four Toads chasing after one Mario, who has to avoid them until time runs out.

There are two styles of play corresponding to the solo player and the team players.

The GamePad player will control Mario. When the game begins, this player gets a several second head start to hide somewhere in the maze-like map before the other players can give chase. The GamePad screen will also display a mini-map showing the locations of all players, including both the Mario player and the Toads.

Up to four other players, using Wii Remotes, control the Toads. Once the initial timer runs out, these Toads will spread out to search the maze for the Mario player. Since they don’t get a mini-map, they’ll have to rely on communication with one another to track down their opponent. Each quarter of the map is color-coded, so players can shout out the name of the zone where Mario is hiding once they’ve tracked him down. An indicator at the bottom of each player’s screen will denote how far away the Mario player is, helping them find out whether they’re catching up to their prey or adding to the distance.

The game’s primary action is simply to run with either the + Control Pad or the GamePad’s Control Stick, but the Toads can also perform a tackle by pressing the 2 button. They’ll need to tackle Mario to win the game. The Mario player’s only recourse is to collect a single invincibility star from the center of the stage, which will grant the temporary ability to plow through other players and immunity to being caught.

Each map offers a unique hook. One map includes slides that allow players to move quickly back to or away from the center of the stage. Another has mud pits running across the level that can impede the progress of anyone who gets caught in them. Players will need to navigate these obstacles and features wisely to succeed.

When playing one-on-one, the Toad player will receive assistance from Yoshi carts, which will scan the map for the Mario player and give a verbal alert when Mario is discovered. This is designed to alleviate the Mario player’s advantage due to the GamePad-only mini-map.

Read our hands-on Mario Chase preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Mario Chase Footage

4.2: Luigi’s Ghost Mansion

Luigi’s Ghost Mansion is based on the Luigi’s Mansion franchise. Each of the game’s maps will take on a haunted mansion aesthetic, complete with an eerie ambiance and ominous thunder and lightning in the background.

There are two styles of play corresponding to the solo player and the team players.

The GamePad player will play the role of the ghost. As long as the ghost remains in the shadows, it will be invisible to other players. The ghost’s only objective is to suck the life force out of the other players while avoiding their flashlight beams. The process of draining life force will cause the ghost to become temporarily visible, alerting other players to its whereabouts. The ghost is also partially visible when it moves more quickly, but can also use this ability to get out of a tight spot.

Up to four Wii Remote-wielding players will control paranormal investigators. They carry flashlights with which they can reveal spirits and drain their spirit energy. Their objective is to make sure they don’t each get eliminated as they try to defeat the ghost. Sidestepping around corners with their flashlights out helps protect them against ghost attacks as they move between hallways. Those flashlights have a very limited battery life, however, so they’ll need to conserve energy as they move about the mansion. Occasionally replacement batteries will appear in a random location if plaers need a recharge.

If the ghost passes in front of one of the flashlights, its energy will slowly deplete. The longer the team players can keep the light on the ghost, the more damage they’ll do. Meanwhile, if the ghost eliminates a player, focusing the flashlight beam on that player’s fallen spirit will revive it. The team players will have to keep moving and use their flashlights wisely in an effort to catch it before it can catch them.

Some mansions have unique quirks, like conveyor belts and other obstacles, while others have a more standard layout. The lights will sometimes turn on at random in a particular room, or a lightning flash will illuminate a corridor, and as long as the ghost is caught in the light, it will be visible to other players.

Read our hands-on Luigi’s Ghost Mansion preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Luigi’s Ghost Mansion Footage

4.3: Animal Crossing: Sweet Day

Animal Crossing: Sweet Day is based on the Animal Crossing simulation franchise. Like the other competitive attractions, it is based loosely on tag, but offers a unique twist.

There are two styles of play corresponding to the solo player and the team players.

Up to four players will be candy-hunters. They pretty much just run around gathering whatever candy they can find in giant baskets they keep on their heads… while avoiding two guards, dressed as policemen armed with giant kitchen utensils. Candy trees appear at intervals throughout the map. If all the switches surrounding these trees are pressed by candy-hunters, the candy will tumble to the ground, free for the taking. Higher-yield trees have more switches to press, which means multiple players will have to assemble in one place, leaving them susceptible to discovery and capture by their opponent.

The GamePad player controls not one but two characters – the two guards, charged with catching the candy-grubbers. Each character corresponds to one of the two Control Sticks on the Wii U GamePad, meaning the GamePad will control them simultaneously. When a guard gets close to a candy-hunter, a tap of the corresponding trigger will send an attack that player’s way. The camera will pan out as the two guards get further away from each other, giving a wider view of the action. An effective GamePad player can use the wider view and the two guards to perform a pincer maneuver to trap unsuspecting candy-hunters.

If a candy-hunter is caught, all the candy that player had collected will be taken out of play. It’s the objective of the candy-hunters to meet a certain candy quota, while the guards have to keep them from reaching that quota at all costs. The two guards are a bit slower than the other players… except when those players are weighed down by their candy hauls. Candy-grabbers can dump their goods to lighten the load and escape in a pinch, but this could make it harder to collect the required quantity.

Typically the candy-hunters have to keep their candy stored in their baskets for it to count toward their score, but in one-on-one play, the candy-hunter will have access to a special storage zone where he or she can dump off the collected goods.

Read our hands-on Animal Crossing: Sweet Day preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Animal Crossing: Sweet Day Footage

5: Solo Attractions

Solo attractions offer only single-player modes. Competitive play will be offered via Miiverse leaderboards that track player high scores. Each solo attraction requires the Wii U GamePad.

5.1: Donkey Kong’s Crash Course

Donkey Kong’s Crash Course is based on the arcade classic Donkey Kong. Instead of controlling Mario, however, the player manipulates a trolley, with a strong emphasis on in-game physics. The visual design is based on the arcade game, but takes on the appearance of random odds and ends tossed together to form a chalk-drawn obstacle course.

The trolley is controlled by tilting the Wii U GamePad. The tilt controls are very sensitive, so players are going to have to be extra-precise to make it through. Running into a wall or going off a jump at the wrong speed could cause the trolley to crash or flip over. The tracks will sometimes introduce inclines which require players to get enough momentum to make it up the hill while pulling back enough not to go zooming down the other side into the wall, or a series of steps that they have to ease carefully down to avoid tipping the trolley upside-down.

Littered throughout the courses are certain interactive elements, like a series of elevators, ramps, and gates triggered in sequence using the ZL and ZR triggers or a section of the track that rolls into place as players rotate the Control Stick. Careful coordination between moving parts and tilt movements are critical for not getting squished.

The GamePad screen shows a close-up view of the action, helping players with exact precision. The TV screen shows a wider view, letting them know what’s coming up. Checkpoints appear at intervals, but while they’ll keep players from having to start over each time they crash, they won’t keep that stock of lives from depleting. Run out of lives, and it’s Game Over.

A timer is constantly ticking, suggesting a speed-based high score leaderboard. Players can collect bananas as they go, though whether these add to the score, accumulate as extra lives, or are used to obtain Nintendo Land Coins remains to be seen.

Read our hands-on Donkey Kong’s Crash Course preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Donkey Kong’s Crash Course Footage

5.2: Takamaru’s Ninja Castle

Takamaru’s Ninja Castle is an arcade-style shooting gallery game, based on The Mysterious Murasame Castle, a Japanese-only NES game.

Players will hold the Wii U GamePad “sideways,” pointing it at the screen and flicking the touch screen to send shuriken toward targets on the main TV screen. A pointer reticule will appear on-screen to indicate where the GamePad is currently pointed, aiding players in aiming accurately. Like most shooting gallery games, scoring multiple hits in a row without missing will rack up more points and is essential for achieving a record high score.

At first, the targets will be fairly still to ease players in, but as time goes on they’ll begin moving around the screen and eventually will fight back, throwing ninja stars of their own or rushing in for a sword attack. Players must conserve their three units of life by repelling these attacks with their own and taking out enemies before they can deal any damage. If a melee enemy gets close, players can swing the Wii U GamePad to repel it with a sword attack.

Some stages offer tons of obstacles that enemies will hide behind; others have fast-moving and aggressive targets designed to keep players on their toes.

Read our Takamaru’s Ninja Castle preview by clicking here, and click below to watch an extended clip from the Japanese official site.

Takamaru’s Ninja Castle Footage

5.3: Captain Falcon’s Twister Race

Captain Falcon’s Twister Race is based on F-Zero, Nintendo’s futuristic racing game franchise. As a solo attraction, it revolves around time trial records, taking on the structure of an arcade driving game.

Players will control a constantly-accelerating wind-up car designed after Captain Falcon’s “Blue Falcon” by tilting the Wii U GamePad (held sideways) and will have to avoid both other vehicles and various obstacles such as spike traps and pitfalls.

In order to complete the game, players will have to make it through a series of checkpoints within prescribed time limits. Passing each checkpoint extends the clock.

Sometimes winding sections of tracks will require quick “drift”-like weaving on the part of the player, so the GamePad screen will display an overhead map so players can survey the twists and turns that lie in wait on the track ahead.

Ramps and boost pads will appear in some courses. Some tracks will feature an invincibility star that players can use to temporarily plow through other cars and pass over obstacles.

Click below to watch an extended clip of Captain Falcon’s Twister Race from the Japanese official site.

Captain Falcon’s Twister Race Footage

5.4: Balloon Trip Breeze

Balloon Trip Breeze is based on the Balloon Trip mode from the NES arcade classic Balloon Fight.

Instead of traditional button controls, Balloon Trip Breeze uses touch input. Flicking the stylus on the touch screen will cause a gust of wind to pick up the Balloon Fighter, which sends it across the screen in the appropriate direction and with the appropriate intensity. Sweeping movements will move the character further and faster; smaller bumps will result in minor adjustments.

As in classic Balloon Trip, the objective is to navigate a stretch of obstacle-filled skies, popping balloons and defeating enemies along the way to rack up points. Obstacles include spike traps, angry birds, and a giant fish that leaps up out of the water at the bottom of the screen.

Objective points will pop up at the end of each stage, marking the transition between courses, which each correspond to a certain time of day – daytime, evening, and night. Players can get extra points by touching down in the designated landing zone at each objective point. In some stages, players will receive a package to convey that will hang below the Balloon Fighter. They’ll have to keep this package safe as they proceed.

Click below to watch an extended clip of Balloon Trip Breeze from the Japanese official site.

Balloon Trip Breeze Footage

5.5: Yoshi’s Fruit Cart

Yoshi’s Fruit Cart is based off the Yoshi’s Island sub-series of games, which began with Super Mario World 2: Yoshi’s Island on SNES.

Like Mario Chase, however, it’s not a platformer – instead, it’s a coordination game. The objective of the is to guide Yoshi’s fruit cart across an overhead map to gather all the on-screen fruit and deliver it to an goalpoint gateway. The challenge comes in the fact that the two screens – the GamePad and the main TV screen – each display different map information.

The GamePad will display only the path the player sketches out with the stylus and the exit point, as well as a handful of environmental cues such as the shadows of clouds passing overhead… everything else, from the fruit that needs to be collected to various obstacles such as pitfalls, is displayed only on the TV screen – which doesn’t fill in the planned route as it’s drawn in. Players will need to have terrific hand-eye coordination to sketch out a path that will both capture all of the fruit and make it to the exit point without hitting any obstacles.

Later on the course design gets even more intense, with moving fruit and complex, almost maze-like obstacle configurations.

Click below to watch an extended clip of Yoshi’s Fruit Cart from the Japanese official site.

Yoshi’s Fruit Cart Footage

5.6: Octopus Dance

Octopus Dance is based on the Octopus Game & Watch game, an LCD toy released by Nintendo in 1981.

It is a rhythm game that has players watch the movements of a “diver” character, then mimic those movements using input from the GamePad Control Sticks and motion controls. The left and right Control Stick command the movements of the player character’s left and right arms, respectively, tilting the GamePad will cause the player character to tilt in that direction, and flicking the GamePad causes the player character to perform a small jump.

The game will occasionally “trick” players by flipping the characters around so that they are facing the screen, meaning that the characters’ right hands are now on the left-hand side of the screen and vice-versa. While the GamePad screen will usually display everything needed to follow the gameplay, sometimes the octopus will squirt ink at the screen, obscuring it and forcing players to use the TV screen instead.

Click below to watch an extended clip of Octopus Dance from the Japanese official site.

Octopus Dance Footage

All videos thanks to NintenDaanNC on YouTube.

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