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Narco Terror Review

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Narco Terror Review
Developer: Rubicon Organization 
Publisher: Deep Silver
Platforms: Xbox 360 (Reviewed), PlayStation 3, PC
Release Date: 31/7/2013
Price: $9.95/800MSP – XBLA, PSN, Steam

Overview

Get ready to blow stuff up over and over again with Narco Terror. Described as a “love letter to 80s action games”, this title packs a ton of bullets, enemies and explosions onto one screen with drop in, drop out co-op multiplayer. While there are plenty of modern updates to keep the retro feel alive, it’s not enough to save the game from painfully repetitive gameplay. For ten bucks though it’s not a terrible experience, as old school arcade fun never dies!

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Gameplay

Narco Terror plays the exact same way you’d expect it to – if it moves, shoot it. If it doesn’t move, it’ll probably explode so you should shoot it too. For those unaware of how “twin stick shooters” like this work, you run around from a top view perspective, moving with the left analogue stick and shooting with the right. Personally I’ve found many titles of the genre often have general control issues, but Narco Terror’s controls are very responsive and maintain a good weight. As a result the player feels in control, making it a rather enjoyable experience. Enemies are generally weak and stupid, but make up for it with massive numbers. With bullets flying non-stop and countless opponents on screen, Narco Terror has a very old school arcade vibe. Sadly level design is basic and with the same opponents copy & pasted all over the place gameplay gets repetitive really fast. Deep Silver probably were aware of this during development and tried to keep gameplay fresh by throwing in a few mini games. Honestly, these are a hit and miss and don’t add much more to the experience. In fact, most are rather vanilla and will just have the player wanting to get it over and done with as quickly as possible. A basic upgrade system is also in place but again it adds little to the game. Power ups such as flamethrowers are fun, accomplishing what these mini games set out for but they are seldom seen. Furthermore aside from picking between four different unlockable weapons, players can also switch between four types of ammo which also slightly effect the gameplay. It’s an attempt to add depth to this very basic title which is a nice inclusion, even if it doesn’t do much for the game.

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The big selling point of Narco Terror is it’s drop in, drop out co-op multiplayer. The game is truly designed to be played with a friend, with both local and online co-op available. Some slow down is to be expected which does take away from the experience slightly, but it’s not a deal breaker. However Narco Terror is a title that really drags on. The campaign goes for about four hours, but after the first you’ve seen pretty much everything, making it a really repetitive and boring experience. Sure the core gameplay is fun at first but it gets really stale really fast. In multiplayer, the cut scenes are also done in a rather lazy fashion, as they only show player one as opposed to both players. However during the entire game, including when you’re playing solo, the opponents will refer to the protagonist as “them” implying that there are two players playing. It’s a small thing that doesn’t ruin the game, but it seems pretty sloppy. Some glitches and bugs were also present, but again it’s no deal breaker.

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Audio & Visual

The worst terror of Narco Terror is it’s camera. For the most part it’s pushed really far back, distancing it from the player. Sure this could be to provide that retro feel, but most of the time it feels like you’re controlling an insignificant ant. Sometimes the camera gets in a little closer but generally it’s far off. Perhaps if it was closer more often things could turn out a bit more interesting. Furthermore the camera is always set in fixed positions, (you know, like old school Resident Evil) which can be occasionally awkward. Aside from that graphics are generally a mixed bag. While textures for the backgrounds can be detailed, character models are not and are usually a rough around the edges. The protagonist is also rather unlikeable in appearance, and the second player is just the same with a lazy pallet swap. Sound effects are also a mixed bag, with explosions sounding like explosions and guns sounding like bubble wrap paper being popped. Voice acting is painfully average with even worse dialogue. The soundtrack on the other hand is rather decent with plenty of variety. Influences range from dubstep, rock, drum & bass and even reggae. At least that’s one thing that’s consistent.

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Overall

Narco Terror is a hit-and-miss title that gets as much wrong as it does right. Drop in, drop out multiplayer is done well but at the cost of some occasional frame rate issues. It masters that retro arcade vibe and has a decent soundtrack but repetitive gameplay and awkward camera holds it back from reaching it’s full potential. There are some nice bells and whistles thrown in such as ammo selection and power ups but ultimately it all boils down to a very repetitive experience that will eventually bore the player. However the foundations of a really fun title are present, with it’s heart in the right place. A recommend for hardcore retro fans only.

6-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Comic Book Heroes Review

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Comic Book Heroes
Studio: Little Star, Wild Fury, Screenwest, Lottery West, Screen QLD, ABC TV
Publisher: ABC TV
Format:
TV (ABC1)
Release Date: August 13th 10:00pm, August 20th 10:00pm

Overview

Comic Book Heroes follows the life and trials of two struggling comic book entrepreneurs; Wolfgang Bylsma and Skye Walker Ogden, and their Australian company; Gestalt Publishing. Trying to crack into the American comic book market, which is almost completely dominated by Marvel and DC is no short feat, and the struggles that the team at Gestalt go through will make you cheer for their successes, and genuinely wish them well for the future.

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Story

The comic book industry is one of the most unique and interesting on the planet. Typically the phrase “comic books” is closely linked to Batman, Superman, Spider-Man, Marvel, X-Men or DC. The superhero genre overwhelms the market, and the “Big Two” dominate because of it. However, the industry, and the artform go so much deeper than that. Ask any self-proclaimed comic-book aficionado out there, and they will tell you that the real heart and soul of comic books and graphic novels lies in the small, independent publishers.

Comic Book Heroes follows the life, trials and successes of one of these small, independent publishers; Gestalt Publishing. Created by two Aussies, Wolfgang Bylsma and Skye Walker Ogden, Gestalt tries its hardest to make ends meet in a market that is dominated by two gargantuan corporations, and an environment that almost necessitates being based in America.

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The two hard-working, yet struggling businessmen, along with their amazing crew of creators (which includes an Academy Award winning animator) want their company to succeed and they know there is only one place to go; San Diego Comic Con. Following this team of passionate individuals along their journey is an emotional experience and you really find yourself wanting them to succeed.

Bylsma’s passion and drive are both immediately apparent at the beginning of the documentary, and throughout you can really empathize with him as a person. Anyone can have a dream, but it takes someone of incredible strength and character to endure the types of hardships that Bylsma has in order to make his dream into a reality. Everything from dealing with late shipping to printers screwing up and even illness while in the middle of San Diego.

That isn’t to say that Ogden doesn’t have an incredible amount of passion too. Normally based in Tokyo, he is forced to live with his Japanese in-laws as he cannot make enough money from Gestalt to financially support himself and his wife. We see Ogden’s wife and in-laws a few times, and they all appear to be 100% supportive despite the dire times.

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The emotional connection is part of what makes this documentary a feeling of realness. There are no phoned-in performances here, just the real life story of the little Australian publishing company that could. Organising the small company’s first trip to Comic Con, which has over 120,000 visitors a year is by no means a small feat, and the pressure looks like it really does get to Bylsma, who for a good portion of the program looks like he is about to snap at a moment’s notice. All of the members of Gestalt Publishing and their drive and determination are all raw and unhindered, giving a true account of how tough a mistress the industry can be. Part of the program that really stuck out for me was that it was uncensored. F and C-bombs were getting dropped throughout and it added to that feeling of raw intensity and passion from the Gestalt team members.

Comic Book Heroes is really the story of the Little Aussie Battler, and I think this will allow it to resonate with all Australians, not just “Comic Book Nerds.” We are let into the lives of these guys for around 18 months, and by the end of it, will genuinely be invested in their future and where the team will go from here. The investment comes not only from the passion and determination, but also in the fact that these guys are trying the impossible; they are trying to grab hold of the tightly-sealed market that is the comic book industry.

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Visuals & Audio

The production values for Comic Book Heroes are a mixed blessing. Much of the program is filmed with simple handheld cameras. Although this causes a dip in some of the visual quality in segments, it makes the whole presentation feel like it is a video blog. it helps us to feel like these guys and girls are actively letting us into their lives as opposed to just watching a TV show.

Splicewd through the program are scenes of Comic-Cons cosplayers, as well as nerddom icons like Kevin Smith and Stan “The Man” Lee (Eagle eyed viewers will also notice the briefest of cameo’s by one of cosplay’s biggest stars; Jessica Nigri). Seeing some examples of the attendees of the biggest pop culture convention in the world really brings to life how enthusiastic fandom can be.

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Cosplay, Fandom, Nerddom and Pop Culture Lovers come in all shapes and sizes, and you can see that just from these few splices segments. Ranging from people who will spend hundreds of hours (and dollars) meticulously creating a costume of an obscure character from an obscure anime, to those who “just wanted to dress up,” it is all encompasing, and it shows clearly.

I personally would have liked to see a little bit more from the celebrity cameos. People like Kevin Smith have such a depth of insight into the industry and how it operates, and it would have been interesting to hear more than a few passing sentences from him.

If there is one complaint I have with Comic Book Heroes it is the sound. Audio-wise Comic Book Heroes can struggle a bit. Some of the recording sessions suffer from a bit of echo and this can make some sections difficult to understand. Across the two episodes these instances are few and far between, and from the nature of how the program was filmed they were almost unavoidable. Regardless, It would have been nice if a little bit more of the budget was spent on audio recording.

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Overall

Gestalt Publishing, Wolfgang Bylsma, Skye Walker Ogden. These aren’t likely to become household names in the near future, but Comic Book Heroes shows that they damn well should be. The documentary offers a real insight into the difficult world of comic book development. From the ecstatic highs of having a book made into an animated series, to the crushing lows of not having any books to sell at Comic Con, Comic Book Heroes feels real, raw and makes you wish for nothing but good things from these little Aussie battlers.

 9-5-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Madman Cosplay Competition – SMASH! 2013

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Dreamin’, don’t give it up everyone

With SMASH! 2013 coming to a close it was time for one last performance. Only this time, it wasn’t guests or panelists taking to the stage, it was the cosplayers. The fans who go the extra mile and create costumes that make you wonder how they did it. For the Madman Cosplay Competition, costumed attendees gathered from across the convention hall in order to win the grand prize: a return flight to Tokyo!

The stage was set, the music playing. Showtime!

The competition was extremely varied. From warriors to schoolgirls, angels to Italian plumbers. There was even an appearance by Finnpool, the unholy fusion of, you guessed it, Finn and Deadpool. Strange. At one point the stage was packed with a swarm of One Piece cosplayers, Monkey D. Luffy, Zoro, Crocodile…Monkey D. Luffy again. Even Buggy made an appearance. Whilst some cosplayers simply showed off their costumes, others prepared skits to go along with their assumed identities. These included a Love Live dance performance and and a very…suggestive musical performance by Naruto and Sasuke.

SMASH! guest Haruko Momoi joined the panel of judges, ready to choose the winner from the numerous entrants. After deliberating for some time, a winner was revealed. Sporting a very detailed suit of armour and now one return flight ticket heavier, I present the mysterious winner:

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I don’t think that’ll get through customs

Congratulations to all those who entered and showed off their cosplay costumes, an awesome effort by all. See for below.

Also you can Check out all the Cosplay photos and more over on our Smash Facebook Gallery

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Ittle Dew Review

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Ittle Dew
Developer: Ludosity
Publisher: Ludosity
Platforms: PC (Reviewed), Mac, Linux
Release Date: 23rd July, 2013
Price: $13.99 – Available Here

Overview

Ludosity have created an indie-adventure-puzzler game, Ittle Dew, with the likes of a Zelda and Pokémon-themed island and alluring fantastical atmosphere. Ittle Dew is the protagonist with a careless and humorous attitude, partnered up with his own foxy sidekick, Tippsie. When the duo become stranded on an unknown island, they must conquer every puzzle for a chance at survival. However, it’s important to distinguish whether the game build’s new ground for players to remember or has become another unchanged carbon-copy?

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Story

Peacefully drifting on a raft to crash landing on a seemingly remote island, Ittle Dew and Tippsie begin their adventure through the dark caves, fiery mountains and open forests, towards the huge castle. During their travels, they discover a wide range of strange creatures- who are neither friendly nor normal. In order to get through the island alive, Ittle Dew and Tippsie are on a mission to collect a rare artifact within the castle, in return for a hand-made raft from the craftsman, Itan. The vague storyline lacks creativity, with no real back-story or reasoning for these events. However, the main focus of the game is on the player’s progression, which is outlined through their movement in the sketched maps of each level. From this point of view, players can monitor completed rooms, reach treasure locations and take the most logical path to the next floor area. As can be expected, players will find that there is no simple path or easy-access professional shortcuts to completing the game; without dedication, cleverness, relentless practice and the right ‘magical’ equipment.

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Gameplay

If you are looking for a mind-blowing challenge, with quick-thinking and tactical strategising, than this is the ideal game for you. Ittle Dew throws players into an endless spiral of puzzles, with a wide range of rooms leading to more than one door and several different outcomes. With the smart-aleck advice from Tippsie’s notes (don’t let the name confuse you) and frequent signage within each new area, Ittle Dew is given hints to solve particular riddles. The reason for this extra help, is because there is no other options in modes of difficulty; all players must face the same degree of complexity in problem solving. I think this was quite cunning, in terms of creating a relatable gaming experience for players.

To consecutively progress within the game, players are encouraged to find hidden treasure chests inside and outside the castle, to collect gold coins and spend their money at Itan’s shop for elemental and magical weapons; a fire sword, magic crystal and portal wand. These specific items are essential in completing certain puzzles, and destroying enemies and bosses. However, players don’t instantly receive their purchased handy-craft from Itan’s shop, until they complete the first level of another puzzle. Additionally, there are other collectibles in hidden tombs throughout the game, including health upgrades in the form of paper scraps and unique trading cards of creatures.

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The mysterious and enthralling environments provide the perfect location for exploration and assuming the role of a lovable character, Ittle Dew. The young boy’s innocent appearance contrasts with his obscene and malevolent behaviour; eating enemy’s hearts for health gain and utilising his powerful weapons to destroy enemies. I particularly took pleasure in obliterating costumed-monsters (especially axe-swindling chameleons) via teleporting them with my portal wand to spiky surfaces.

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Ittle Dew delivers a mouthful of humour, reminiscent of child-like behaviour (such as the five-second rule) which improves the level of engagement and enjoyable nature of gameplay. Players receive hilarious awards, including a Masterfully Executed Failure (teleport a flying axe so that it hits you anyway) and Stratospheric Picnic (Launch a Pancake enemy into the air). The game compliments itself by identifying with the Legend of Zelda, with a bizarre vibe of parody. Ludosity did not create a carbon-copy of pre-made games, but rather excelled in the combination of genres, that give the player a spark of reminiscence from the time of Pokémon and, of course, Zelda.

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Visuals & Audio

The amazingly hand-drawn, HD wobble and animation graphics are not only visually stunning, but create a sense of vibrancy and vivid alertness. Accordingly, Ittle Dew’s soundtrack brings to life the adventure, with an electronic, virtual orchestra of xylophones, piano, and jovial drumbeats. The audio is distinctive and adds to the game’s atmosphere, especially during combat and warping back and forth between the castle floors.

Overall

Ittle Dew is a wonderful (and addictive) game, that would suit all players who love adventures, puzzles and strategy. Although the story narrative is limited in depth, the complexity is seen through the consistency in challenging levels of the game; mentally testing the player’s perseverance and patience. The indie title, Ittle Dew, is definitely a stand-out game, that adds an extra level of enjoyment through humour, witty dialogue and an overall interesting adventure.

9-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

Cosplay Battle Royale – SMASH! 2013

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This year at the SMASH! Sydney Manga and Anime Show held in Sydney, there was an entertaining event for cosplayers called the Cosplay Battle Royale. This particular event was held outside of the event-hall on the patio and saw costumed combatants duke-it-out in a sort of turn-based pokemon-esque battle.

This might sound a bit strange, but you had an arena drawn on the ground and on each side of the battlefield was one cosplayer. The cosplayers took turns enacting moves announced by SMASH! personnel in a knockout style tournament. It was a bit confusing to watch, but it would have been a lot of fun to participate in.

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Hopefully this event evolves into something grander in coming years. It’d be great to see this kind of event up on the Main Stage at the show.

Armour Making Panel – SMASH! 2013

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At the SMASH! Sydney Manga and Anime Show this year there was a panel on armour making held upstairs in the Siren Visual panel room. The panel was presented by a Matthew Klimenko, who is an expert in the armour making process.

The panel was a discussion on the armour making process and also included a live demonstration of a cold casting session. Cold Casting is the process of making plastic feel and look like metal. There was a discussion on plastic over fibreglass which ended with fibreglasses being not durable as much as plastics can be. Therefore it better to use plastics.

The discussion of adding nickel to plastic was pretty interesting. But I was immediately lost once the mathematics got introduced. However, Matthew made a point to say that his ratio was something that you can vary from.

Interestingly, plastics natural colour is of a yellow variety. The hardening agent used in the demonstration was of a clear colour and the metal compound was a brown colour. It was also stated to never mix all of the ingredients together, only do two parts first. There was also a point made about not stopping the stirring process as it would stop the molecules and they would sink down into the batch. Which would make it spread oddly and ruin the process.

Someone during the panel brought up the issue of using latex over silicon to use as a mold. Matt responded with something along the lines of: if you’re using Latex over silicon you will need a releasing agent of some kind. Avoid using Wax molds. The construct will heat as it is being made, and so using wax will cause the mold to melt and disfigure.

Below are a couple of resources that Matt advised checking out for various products to assist in the process.

Suppliers: Allied Supplier Co.

Smooth-On (smooth-on.com)

For additional info, we advise checking out Find Your Collectibles, which is the website that was run by the show-runner of this panel.

Haruko Momoi Concert – SMASH! 2013

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At the SMASH! Sydney Manga and Anime Show this year, fans were treated to an excellent performance by the talented Haruko Momoi pop singer from Japan. What was interesting about this particular performance was that fans were given some great concert programmes before the start of the concert.

Over the course of the concert Haruko Momoi performed some great songs, including Wonder Momo-i, Ai no medicine, Romantic Summer and more. Her concert was great to watch and had fans getting up and dancing along. The tunes were really memorable and catchy, which is also great. One song that was clearly memorable was God Knows, as seen in The Melancholy of Haruhi Suzumiya. This was a personal favourite.

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There were many songs played from various series that the singer had performed in, and while I could recognise the tunes, I couldn’t tell you where I recognised them from. If anyone could let us know in the comments, that would be great!

Fans were not left disappointed, except for having to see the concert end. It was a great time for all, I would like to see her perform again.

You can also check out the performance highlights from the show below.

Paul Caggegi’s 3D Illustration Panel at SMASH! 2013

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The subject of the demonstration…the Sand Speeder, or “Jetbike”

The 2013 SMASH! Sydney Manga and Anime Show featured multiple panels and workshops, with topics such as Cosplay Life Drawing and Improving Your Drawing, to How to Produce Manga and 3D Illustration – the latter of which will be detailed in this article.

Paul Caggegi was the special guest and host of this particular panel. Paul  has been a freelance motion graphics designer for over a decade. He has also worked as a media demonstrator, video editor, and in-house designer for a number of boutique studios. He begun his own podcast, The Process Diary, in 2007, where he interviews local filmmakers, artists and writers about their work and process. In 2010, he released the first issue of his sci-fi action/adventure web comic Pandeia, four issues of which are currently available in print, as eBooks or through Comixology.

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Paul’s workspace in Blender

Paul takes advantage of the free software Blender for its rendering capabilities in order transform 3D objects into 2D-looking illustrations. Modelling, UV Mapping, Texturing, Rigging and more can be done using this piece of software, as an alternative to Maya, which is a paid software. It is fully featured and easy to get into, especially if you follow Paul’s advice and take a look at the resource site Blender Cookie. He stated that he prefers creating an object in 3D as opposed to drawing it, because he can reuse that asset for different shots instead of having to redraw it for every new scene. The same can be said for camera angles, as another camera can simply be dropped into your scene.

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The finished page, in black & white and then final render

Paul went on to compare the layers of Photoshop to the nodes of Blender, stating the major con of the former being that everything underneath the top layer is affected by it, while in a nodal system, it’s much easier to bring every element in as a separate effect and choose how to apply them for the final render without hassle. And in terms of lighting, Paul finds it simpler too; necessary in most cases to only have one spotlight alongside your fill light, which can of course be rearranged on the fly.

Moving on to the rendering, Paul explained how he gets his 3D work to adopt a Manga/Comic book visual by having diffuse and specular values set to Toon, which is a high-contrast shader that takes your light information and efficiently splits it to acquire the desired effect. Stuff that can be difficult to draw by hand, such as glass, can be “cheated”, as Paul put it, by messing with the material’s properties and transparency settings. Another pro is that highlights and shadows can be easily adjusted to your liking with the click of a button.

Paul gave us a great look at his process in the panel. It’s unfortunate, being more of a visual demonstration, that we can’t do justice to it by trying to describe it all as the above is just a basic look at what’s possible with Blender. But, for more of Paul’s work and our SMASH! 2013 coverage, click through the links at the top of this article (contact him with any queries, we’re sure he’d be happy to answer them). If you’d like to try out the software for yourself, please visit the official Blender website.

Street Fighter IV Competition Results at SMASH! 2013

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The finals as they began…

The SMASH! Sydney Manga and Anime Show is not all about, well, just that…anime and manga. It’s also about celebrating some of Japan’s most beloved gaming franchises, with Pokemon, Super Smash Bros. and Street Fighter all having a presence at the convention this year, and all of which were played in tournaments on the day.

The Street Fighter IV competition was played over the course of two hours and featured many expert players. The rules were simple: single elimination with a ‘best out of three’ format in place, except for the semi-finals and finals, which would become ‘best out of 5’ match-ups. Characters could be changed between rounds with no real restrictions to speak of. Being one of the most successful and popular fighting franchises of all time, there were dozens of players arriving to sign-up and enter the tournament. Many even brought their own fighting sticks. There were many blow-outs and fewer technical battles, truth be told, but a couple players stood out amongst the pack.

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…before Balrog made the sub for Seth and got the “Victory!”

The champion of the day, Tony, had been consistently demolishing his opponents with boss character Seth. But once he got to the finals, it was neck and neck against Vega, whose acrobatic cross-screen combos were stifling his adversaries and doing major damage. It was 2-2, and Tony decided to make a risky move and exit to the character select screen to swap to Balrog – an understatement to say that he is not the most utilised character amongst the large roster. But, the Mike Tyson-inspired boxer took it out and Tony walked away with a prize pack, courtesy of Mindscape, which included – as the pièce de résistance – a PS3 copy of Atelier Ayesha: The Alchemist of Dusk.

Vega, Sammy and Ryu seemed like favourite choices amongst the entrants, but in that barn-burner of a final, an unlikely challenger ended up winning the crown. On a side note…man, Seth’s combos do low damage!! What a pathetic final boss! Anyway, you can also check out our coverage of the Pokemon Black & White tournament!

Pokemon DS Tournament Results at SMASH! 2013

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From Left to Right: Roland (1st), Darren (2nd) & Luke (3rd)

The SMASH! Sydney Manga and Anime Show is not all about, well, just that…anime and manga. It’s also about celebrating some of Japan’s most beloved gaming franchises, with Pokemon, Super Smash Bros. and Street Fighter all having a presence at the convention this year, and all of which were played in tournaments on the day.

The Pokemon DS tournament lasted for nearly two hours, featuring 16 game competitors vying for a prize pack generously sponsored by Beyond Entertainment. Players could use their copies of either Pokemon Black & White or Pokemon Black & White 2, but there were a fair amount of regulations in place. Infrared Double Battle was the match format, with a maximum of only four Pokemon per team. There were no time limits, and all Pokemon were either auto-levelled up or down to Lvl. 50.

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The Bushiroad TCG Room was packed with Vanguard and Pokemon competitors

Players were allowed to use Pokémon from the National Pokédex – No. 001–649 – that were caught in the game, transferred from a previous Pokémon title, or received at an official event or distribution. However, the following list of Pokemon were not eligible to be on any team: Mewtwo, Mew, Lugia, Ho-Oh, Celebi, Kyogre, Groudon, Rayquaza, Jirachi, Deoxys, Chatot, Dialga, Palkia, Giratina, Phione, Manaphy, Darkrai, Shaymin, Arceus, Victini, Reshiram, Zekrom, Kyurem, Keldeo, Meloetta and Genesect. The complete list of rules can be read here.

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The Grand Prize: 4 DVDs, a Black & White Card Game Team Plasma Box, a TOMY Basic Figure 4-Pack, Black & White Pokedex Training Kit and a Transforming Oshawatt/Pokeball Plush.

Being a double elimination bracket, the winner of the ‘winning’ bracket – in this case, Roland – and the winner of the ‘losing’ bracket – Darren – would face off in the finals. If the winner of the ‘losing’ bracket were to win, then an immediate rematch would take place, giving them the handicap of having to win twice…and this is almost what happened. Darren took out the first round in a tight match, leading to the second round per the stipulations. However, Roland worked hard to ensure a repeat result was not in his future and closed out the tournament for the win!

You can see a photo of the winners at the very top of this article, and also remember to check out our coverage of the Street Fighter IV competition!