NEVER-RELEASED NES GAME ‘MYSTERY WORLD DIZZY’ RELEASED FOR FREE

Mystery World Dizzy

There’s a new Dizzy game that’s actually quite old: it was originally supposed to be released in 1993, for NES.

Never heard of Dizzy? That’s OK. It just means you probably didn’t grow up gaming in Europe during the ’80s and ’90s. It was a big series at the time, starting in 1987 with Dizzy — The Ultimate Cartoon Adventure.

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That first game was released for the ZX Spectrum, Amstrad PC, and Commodore 64 — remember any of those? It was created by Philip and Andrew Oliver — known as the Oliver Twins — and published by their early collaborator, the U.K.-based Codemasters.

The Dizzy series follows a smiling, egg-shaped creature who leaps around — avoiding hazards and solving puzzles — as he tries to keep his people, the Yolkfolk, safe from an evil wizard called Zaks. Like many popular games from the era, it takes cues from Nintendo platformers like Mario.

The Oliver Twins (and later, Big Red Software) created a string of Dizzy games, spin-offs, and compilations between 1987 and 1994. Some of that stuff never got released at the time, but has trickled out since.

Such is the case with Mystery World Dizzy, a browser-based port of a game that was originally intended for an NES release in 1993. In its original form, Mystery World is technically just a spiffed up remake of Fantasy World Dizzy, the third game in the series and perhaps the best-known of the bunch.

The 2017 port comes from the Oliver Twins, who announced the release on Twitter.

This actually isn’t the first old-made-new-again port from the Oliver Twins. Back in 2015, the sibling game makers delivered a similarly never-before-released port of Wonderland Dizzy, an NES version of the series’ sixth game, Magicland Dizzy.

Several years earlier, the Olivers attempted to revive the series with a proper sequel, called Dizzy Returns. They brought the effort to Kickstarter in 2012, but ultimately fell far short of the £350,000 funding target, with only £25,620 pledged.

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‘DESTINY 2’ WON’T LET YOU TRANSFER YOUR CHARACTER PROGRESS FROM ‘DESTINY’

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Say goodbye to all the gear and currency you’ve spent hours and hours (and hours) farming for in Destiny, because the sequel won’t let you transfer any of it over.

In a blog post today, Bungie announced that in order to make the second Destiny game feel like a true sequel, Destiny 1 players will not be able to bring any of their earned items or abilities over to the new game.

Sequels represent the start of a new adventure for every player, with new worlds to explore, new stories to tell, new powers to acquire, new loot to earn, and much more. This led us to a decision that would enable us to serve both the game and the player’s best interests: Destiny 1 power, possessions, and Eververse-related items and currency will not carry forward. They will, however, remain accessible to you in Destiny 1.

This was previously rumored by Kotaku, whose sources also noted that Destiny’s sequel will be coming to PC as well as Xbox One and PS4.

The team won’t completely forget about players who’ve spent hundreds or even thousands of hours with their Guardians, though. If you’ve reached level 20 on a Guardian and finished the Black Garden story mission, you’ll be able to carry over that Guardian’s class, race, gender, face, hair and marking selections. Additionally, you will receive “honors that reflect your Destiny 1 accomplishments.”

We believe this is the best path forward. It allows us to introduce the major advancements and improvements that all of us expect from a sequel, ensuring it will be the best game we can create, unencumbered by the past. We’re looking forward to sharing more details with you later this year for how we will honor your legacy in the future.

The Destiny sequel has yet to be officially announced but is expected to release in late 2017.

In the meantime, Destiny will be receiving one final event called Age of Triumph, which will be revealed March 8.

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NINTENDO BRINGS A WILD IRL TWIST TO THE ‘SPLATOON 2’ STORY

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Whatever happens in Splatoon 2’s story, it’ll be a product of the game’s community.

Nintendo recently added a new section to the upcoming sequel’s website, called “Squid Sisters Stories.” That’s a reference to Marie and Callie, the pop idol duo at the center of Splatoon’s in-game “Splatfest” events.

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Before we get to the site update and how the original game will influence the sequel, it’s important to understand what Splatfests are.

Splatoon is a competitive multiplayer game, and Splatfests were limited time events in which players chose between two sides. It was always something simple: Cats vs. Dogs, Art vs. Science, Messy vs. Tidy.

The labels ultimately didn’t matter inside the game, beyond giving the community competing banners to unite under. At the end of each Splatfest, each team earned a score based on a combination of overall popularity (i.e. how many players flocked to each banner) and win percentage, with the higher score nabbing a win.

In every Splatfest, Marie and Callie split up to represent each team. But for the final Splatfest, the Squid Sisters were the banners players flocked to: it was Marie vs. Callie. The event ended on July 22, 2016 and Marie was crowned the winner.

That was the end. Or so it seemed.

Now, the newly updated Splatoon 2 website features an all-text “Prologue” that directly references the result of that final Marie vs. Callie Splatfest. Here’s the relevant bit:

The showdown of Callie versus Marie ended in victory for Marie, but there was no ill will between the two. The girls left the studio arm in arm, smiling and laughing as they always had. The bond between them would continue, unbroken, for years to come.

There’s one more line after that: “Or so it seemed at the time….”

This prologue is obviously setting up the story in Splatoon 2. What’s surprising is the way the final Splatfest, a real-life event, is woven into the fictional story. I can’t think of any other case where a game featuring live elements used the results of an in-game event to influence the continuing story.

To see this coming from Nintendo, a company that has traditionally been slower to embrace industry trends — in this case, live games — is even more surprising. There’s plenty more to be revealed about Splatoon 2, but this very cool twist should go a long way toward keeping fans of the first game invested in the sequel.

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RISK OF RAIN 2 REVEALED, MAKES JUMP TO 3D

Much-loved indie game Risk of Rain is getting a sequel, developer Hopoo announced today, and the follow-up will make the leap from 2D to 3D.

“Risk of Rain 2 is our first fully 3D project,” the company revealed in a blog post. “We think that 3D allows for much deeper design spaces and more possibilities for cool gameplay. Feelings of scale and atmosphere are also much stronger. We are really happy with the core of Risk of Rain–and we’re finding it plays even better in 3D. It just won’t crash anymore.”

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You can take a look at a short clip of the game in action above, though Hopoo did warn that the build shown off is “very, very early in development,” and that “none of the systems, art styles, assets, or game design choices will necessarily translate to the final game.” The company says it’s been working on the sequel “for about 6 months,” and it did not announce pricing, a release window, or what platforms the game might come to.

The original Risk of Rain launched on PC in 2013 following a successful Kickstarter campaign, before later coming to both PlayStation 4 and PS Vita.

“Risk of Rain is highly enjoyable,” said critic Cameron Woolsey in our review. “And with constant rewards of new items and character classes, it’s hard to put down once you start. Even as I watched the last of the end credits roll by, I wiped the sweat from my brow and jumped back into the fray: I have an item log that still needs to be filled.
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FOUR PRO GAMING TEAMS DROP OVERWATCH IN ONE WEEK

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It’s been a gnarly handful of days for the professional Overwatch scene. Since last Tuesday, four organizations have dropped their Overwatch teams, citing a lack of certainty about Blizzard’s upcoming Overwatch League and potentially prohibitive costs they’ll have to pay in order to join it.

Today, esports organization compLexity bid farewell to their Overwatch team with a statement (via PVP Live):

“Anticipation of Blizzard’s upcoming Overwatch League and an uptick in mainstream esports attention means that now more than ever, we have to be confident we’re making the best investments in each game,” they wrote. “The decision to part ways with long-term members of our organization is never one that we take lightly, but ongoing roster instability has resulted in inconsistent performances in an already narrow field of events.”

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They added that their former team will be able to continue using team house facilities for two months, so as to “provide what sense of stability that we can.”

They’re not the first to release an Overwatch team in the past seven days. Team SoloMid, another esports heavy hitter, backed out on May 5. Former player Taylor “b1am” Forrest said they just put the finishing touches on their player roster, but claimed that the cost of entry into Overwatch League is too steep for TSM to go all-in right now.

Red Reserve also bid a resigned farewell to their team on May 5, saying that not all is well on the European front. “Due to Overwatch remaining a relatively small esports title in Europe compared to the North American and Asian esports scene, the decision came to put our focus in different titles such as CS: GO, Call of Duty, and Fifa,” they wrote. “Whether or not we will continue in the Overwatch scene is yet to be decided as the esports scene is ever growing, but for now, this ends our run for Overwatch.”

Denial Esports kicked off the trend last Tuesday, dropping their team with little in the way of an explanation.

This all comes in close proximity to a report alleging that New England Patriots owner Robert Kraft and Miami Dolphins owner Stephen Ross have both purchased Overwatch League spots for, potentially, millions of dollars. If true, that would put a lot of esports organizations in a tight spot, if not an outright untenable one.

For the moment, Blizzard isn’t making any concrete announcements, but they did tell PVP Live that they “are in active discussions with teams and owners from endemic esports as well as traditional sports.” We’ll see where that all goes… eventually. Overwatch League is set to launch sometime later this year, but there’s no exact date yet.

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ONE OF ‘DESTINY’S MOST ICONIC ABILITIES WON’T BE COMING BACK

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Yesterday’s long-awaited Destiny 2 reveal was undeniably awesome, but for the game’s enthusiastic hardcore community it was also bittersweet. Yes, there’s a new Destiny adventure on the horizon, but that also makes the old one history. And moving forward means leaving things behind.

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Bungie keeps saying that Destiny 2 will be a “fresh start” for old and new players alike. All the precious trophies we’ve earned over the last three years — the flamboyant armor, the outrageous guns, the rocket launchers and giant lasers we pined for and sought after endlessly — will be gone. And so will Destiny’s two most unique abilities, the Defender Titan’s bubble shield and the Sunsinger Warlock’s self-resurrection.

But there might be good reasons for that.

At its massive unveiling event in LA, Bungie showed off three new subclasses that will appear in Destiny 2: The Dawnblade Warlock, with a flaming sword; the Arcstrider Hunter, wielding an electric staff; and the Sentinel Titan, flinging a glowing purple Captain America shield. The Defender Titan and Sunsinger Warlock were conspicuously absent from those announcements, aside from the bubble shield popped by one non-playable character in a cutscene. And that’s because they’re not in the game, Destiny 2 World Lead Steve Cotton confirmed in an interview.

“Super” abilities in Destiny 2 are meant to be more offensive than tactical or defensive. The three new classes, as well as the Destiny 1 classes that are confirmed to be returning (Striker, Gunslinger, and Voidwalker), are focused on causing large amounts of damage as quickly as possible. “The super is for when you want to go to town,” Cotton said.

Those types of tactical abilities aren’t gone — they’re just not your super anymore.

Don’t panic, though. Yes, the Defender’s bubble shield is one of Destiny’s most iconic abilities. And the Sunsinger’s self-res has caused more clutch saves than all the others combined. But those types of tactical abilities aren’t gone — they’re just not your super anymore.

Now, Warlocks, Titans, and Hunters have their own distinctive “class abilities” that augment their loadouts with more tactical powers, several of them fulfilling similar roles to the bubble shield in the first Destiny. Titans, for example, can periodically deploy front-facing shields of various sizes, while Warlocks can deploy a “rift” that powers up or heals players within a small area. These abilities have their own cooldowns, much like grenades and melee attacks. By themselves they aren’t as impactful as a Titan bubble is now, but they can be used more frequently, and Destiny 2 players will no doubt find creative ways to combine them. Titan mains will no doubt miss their bubbles, but Cotton said the changes are for the best.
Destiny
It’s to create a fantasy that you really understand about your character — what Warlocks are all about, what Hunters are all about, and what Titans are all about,” he said. “Instead of just being a flat list of ‘here’s all the things that you can choose,’ [the subclass menu now has] paths for you to choose. And the goal there was to make it so you can’t make a bad choice. It’s like, you go this path, you’re going to become this fantasy; you go this path, you’re going to become that fantasy. And you always have those abilities sitting there for you to use.”

So what’s the point of supers in Destiny 2, besides “going to town”? If they’re all about causing damage, what differentiates them? Cotton laid out some of the distinctions among Titans, Warlocks, and Hunters in general, like the fact that Titans are now more focused on defense, while Hunters are all about acrobatics and dodging. But for now there doesn’t seem to be a satisfying answer to the question of what separates a flaming sword from an electric staff or a glowing Captain America shield. They’re all great for bashing aliens in the face, but whether there’s more to these abilities than that remains to be seen.

Titans are now more focused on defense, while Hunters are all about acrobatics and dodging.

There are a lot more big changes in store in Destiny 2. Weapon slots have been re-jiggered so you now get two primaries and one “power” weapon, which includes shotguns, snipers, fusion rifles, rocket launchers, grenade launchers, and swords. (Cotton said heavy ammo will drop more often to compensate.)

There are new social features, including integrated clan support and a form of matchmaking Bungie is calling “guided games,” which matches solo players up with compatible clans. And Destiny 2 has the biggest and most detailed open world areas yet — Cotton said the new European Dead Zone is larger and far more dense than the current game’s Cosmodrome, even including the Plaguelands area added on in the “Rise of Iron” expansion last year. And that’s just one of four confirmed new areas.

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Destiny’s journey from Bungie’s imagination to players’ screens over the last few years has been tumultuous. Change is hard — no one knows that better than those who make and play Destiny. But sometimes it can be for the best, too. We’ll find out if that’s the case this time when Destiny 2 launches on PS4 and Xbox One Sept. 8, and PC some time later.

Mike Rougeau is a freelance journalist who lives in Los Angeles with his girlfriend and two dogs

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