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Osu! Tatakae! Ouendan
Developer(s)iNiS
Publisher(s)Nintendo
Director(s)Keiichi Yano
Designer(s)Keiichi Yano
Platform(s)Nintendo DS
Release
Genre(s)Music video game
Mode(s)Single player, multiplayer

Osu! Tatakae! Ouendan,[a] or simply Ouendan, is a rhythmvideo game developed by iNiS and published by Nintendo for the Nintendo DShandheld game console in 2005, for release only in Japan. Ouendan stars a cheer squad rhythmically cheering for various troubled people, presented in game in the style of a manga comic. In each stage, players use the DS touchscreen to tap specifically marked spots that appear in rhythm to various Japanese pop songs, scoring points for accurate timing and avoiding a poor performance which can cause the stage to end prematurely. Though never released in Western markets, it was a popular import to these regions,[citation needed] leading to the development of the Westernized spiritual sequel Elite Beat Agents, as well as a direct Japanese sequel Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2.

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Gameplay[edit]

Each level of Ouendan features a plot line accompanied by a specific song. A character (or characters) facing a problem will cry Ouendan![b] when their conflict reaches a climax. This call summons the cheer squad, and the song starts. During the game, the story is told on the Nintendo DS's top screen, and gameplay takes place on the touch screen. The player uses the Nintendo DS's stylus to perform varying actions according to the markers that appear on screen:

MarkerDescription
Hit MarkersNumbered circles that must be tapped in sequence in time with the music.
Phrase MarkersMarkers with tracks extending from them. The player must trace the stylus in time with a ball rolling on the track and may be required to move back and forth across the track several times.
Spin MarkersA spinner that the player must rotate quickly until bars along the sides of the screen are filled. The speed at which they must be spun depends on the tempo of the music and difficulty of the song. If the player has time to continue spinning the marker after filling the gauge, bonus points are awarded for each continued rotation. The positions of Spin Markers are constant across all difficulty levels.

Depending on how precise the player's actions are, he or she will either be awarded 50, 100, or 300 points. There is a life bar that represents the character or characters' fighting spirit that constantly drains over the course of the song, but can be refilled with hitting the indicated beats; the more precise the player is, the more energy is restored. However, if the player should miss a beat completely, the meter will deplete even further. If the life bar should empty, the level will end, resulting in failure for the character. To advance in the game, each stage must be completed successfully. The game saves progress automatically once a stage has been completed.

Within each stage are two to four break points where the player can take a rest while a scene from the story plays out on the top screen. If the life meter is at least fifty percent filled and in the yellow, the scene will depict a positive result such as, in the case of the pottery maker, gaining great inspiration for a new work. If the life meter is less than fifty percent full and in the red, the resulting scene will depict the character encountering a setback, such as the pottery master coming up with yet another drab creation.

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The score for each level is based on the timing of the beats, and the current number of beats made in a row, which increases the combo multiplier by 1x each time. Thus, for example, after completing 50 beats in a row successfully, the multiplier will be at 50x. After completing any song, the player can go back and attempt to improve the score for that song. Additionally, as a combo grows, flames will appear behind the cheer squad, and the longer the combo is maintained, the taller the flames will rise until reaching the top of the touch screen. The flames will disappear completely if the combo is broken. The use of flames is constant throughout the game to represent the protagonist's determination.

There are four difficulty levels in the game. Initially, only Easy mode[c] and Normal mode[d] are available, but completing Normal mode will unlock Hard mode,[e] and completing Hard mode will unlock Very Hard/Insane mode.[f] Each mode uses a different cheer team leader, with the exception of Very Hard/Insane Mode, which changes the whole team into a team of 3 cheerleader girls.

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Increasing the difficulty level generally increases the number of markers to hit, the rate at which markers appear, and the rate at which the life bar depletes. Very Hard mode is basically Hard mode rotated 180 degrees, with markers being smaller and appearing faster, thus allowing less response time. However, there are subtle differences, such as extra markers for short double beats and different, more complex, beats for some songs.

Plot[edit]

The Ouendan are a cheer squad, wearing distinctive black gaku-ran Japanese school uniforms with red armbands.
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Ouendan details the plight of several characters in hopeless situations who cry out for help. In response, the Ouendan, an all-male cheer squad appear to help each character work through their problems by cheering them through music. The origin of the Ouendan is unexplained in the game, though they are always nearby when help is needed. The Ouendan appear wearing highly stylized black uniforms (based on gaku-ran Japanese school uniforms) with red armbands, a common sight at Japanese school sporting events.[1]

Most of the scenarios are inspired by modern Japanese culture, or are heavily influenced by the Japanese form of print comics, or manga. For instance, the first stage features a high school student distracted from studying for his college entrance exams by his family, while a later stage focuses on a pottery master who has lost the inspiration to create unique works.[1] Most of the stories are presented in a light-hearted or comical fashion, emphasized by absurd storyline twists and the sounds of whistles and cheer shouts as the player progresses through each stage. The one notable exception to this is a love story set to the song 'Over the Distance,' which is told in a more heartfelt, subdued tone further marked by the gameplay's whistle sound effect being replaced with subtle chimes and the initial loud countdown not being used.[2]

While the individual stories otherwise have no connecting theme to them, characters from some stories reappear in others as background figures or supporting characters. However, all of the characters reappear in the final story, in which the Ouendan must lead the entire world in a cheer to save Earth from being destroyed by an asteroid.

Development[edit]

At the 2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in Osu! Tatakae! Ouendan. His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo. At the conference, he also displayed early concept art for lead Ouendan character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic.

Yano also displayed an unused Ouendan stage from a prototype build that featured a puppy in danger. The stage concept was ultimately dropped from the final version of the game because the puppy died if the player failed the stage.[3]

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The music used in Ouendan consists of hit songs by well-known J-pop artists. The majority are taken from the mid-to-late 1990s and early 2000s, though The Blue Hearts' 'Linda Linda' and Linda Yamamoto's 'Neraiuchi' date from 1987 and 1973, respectively. All of the recordings featured in the game, besides 175R's 'Melody' (which also plays over the game's end credits) are covers, rather than recordings by the original artists.

Reception[edit]

Some news sources, such as GameCentral on Channel 4's Teletext service in the UK, gave it positive coverage, leading to the game becoming something of a cult hit among gamers who were prepared to import it.[citation needed]

In December 2006, Press Start Online placed Ouendan at number one in their HeartScore list, a top 25 of underappreciated games and personal favorites.[4]

Sequels[edit]

Following high import sales for Ouendan, Nintendo and iNiS developed Elite Beat Agents, released in North America in November 2006 and in Europe on May 2007. The game features the same gameplay as Ouendan, but with scenarios, characters and songlists geared towards western audiences, replacing the male cheerleaders with special agents. Several general gameplay improvements were made as well.

On February 21, 2007, Nintendo announced another sequel, Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2. The game features the original characters from Osu! Tatakae! Ouendan, as well as a new rival cheer group that the player both encounters and plays as. The game was released on May 17, 2007.[5] It has 4-player wireless play, as well as several other new features, most of which were first implemented in Elite Beat Agents.[6]

Track listing[edit]

The music used in Ouendan consists of hit songs by well-known J-pop artists. The majority are taken from the mid-to-late 1990s and early 2000s, though The Blue Hearts' 'Linda Linda' and Linda Yamamoto's 'Neraiuchi' date from 1987 and 1973, respectively. All of the recordings featured in the game, besides 175R's 'Melody' (which also plays over the game's end credits) are covers, rather than recordings by the original artists. The following track list is organized by the original artist, name of the song, and cover artist.

  1. Asian Kung-Fu Generation – 'Loop & Loop'[g] (by Kyōya Asada)
  2. Morning Musume – 'Koi no Dance Site'[h] (by Kaoru Kubota, Fumio Kobayashi, Yūko Yajima, Mari Nabatame, and Akina Okabayashi)
  3. Ulfuls – 'Guts da ze!!'[i] (by Hiroaki Takeuchi)
  4. 175R – 'Melody'[j]
  5. The Blue Hearts – 'Linda Linda'[k] (by Daisaku Shimada of Bevenuts)
  6. nobodyknows+ – 'Kokoro Odoru'[l] (by Bugashman, Cantaman, Moss, Mouse-P, and Sausen)
  7. B'z – 'Atsuki Kodō no Hate'[m] (by Tetsushi Kimura)
  8. Tomoyasu Hotei – 'Thrill'[n] (by Hiroaki Takeuchi)
  9. Road of Major – 'Taisetsu na Mono'[o] (by NoB)
  10. Linda Yamamoto – 'Neraiuchi'[p] (by Kaoru Kubota)
  11. Kishidan – 'One Night Carnival' (by Kei Imai of South 2 Camp)
  12. Hitomi Yaida – 'Over the Distance' (by Ayako Kawajima)
  13. The Yellow Monkey – 'Taiyō ga Moeteiru'[q] (by Mitsuru Yanagisako)
  14. Orange Range – 'Shanghai Honey'[r] (by Bugashman, Cantaman, Moss, Mouse-P, Sausen, mimi, and Akasanajar)
  15. L'Arc-en-Ciel – 'Ready Steady Go' (by Tetsushi Kimura)

Notes[edit]

  1. ^Japanese: 押忍!闘え!応援団Hepburn: Osu! Tatakae! Ōendan? lit. 'Go! Fight! Cheer Squad'
  2. ^Japanese: 応援団?
  3. ^Japanese: 気軽Hepburn: kigaru? lit. 'light-heartedly cheer'
  4. ^Japanese: 果敢Hepburn: kakan? lit. 'boldly cheer'
  5. ^Japanese: 激烈Hepburn: gekiretsu? lit. 'fervently cheer'
  6. ^Japanese: 華麗Hepburn: karei? lit. 'gracefully cheer'
  7. ^Japanese: ループ&ループHepburn: Rūpu & Rūpu?
  8. ^Japanese: 恋のダンスサイトHepburn: Koi no Dansu Saito? lit. 'Love's Dance site'
  9. ^Japanese: ガッツだぜ!!Hepburn: Gattsu da ze!!? lit. 'It's guts!!'
  10. ^Japanese: メロディーHepburn: Merodī?
  11. ^Japanese: リンダ リンダHepburn: Rinda Rinda?
  12. ^Japanese: ココロオドル?, lit. 'The heart dances'
  13. ^Japanese: 熱き鼓動の果て?, lit. 'A hot heartbeat's limit'
  14. ^Japanese: スリルHepburn: Suriru?
  15. ^Japanese: 大切なもの?, lit. 'Something important'
  16. ^Japanese: 狙いうち?, lit. 'Shooting'
  17. ^Japanese: 太陽が燃えている?, lit. 'The sun is burning'
  18. ^Japanese: 上海ハニーHepburn: Shanhai Hanī?

References[edit]

  1. ^ abKohler, Chris (2006-09-18). 'Cheer Squad: Why iNiS Wants to Make You Happier'. 1UP.com. Archived from the original on 2009-03-06. Retrieved 2010-06-07.
  2. ^'The Most Emotional Moments in Nintendo Gaming - Day One: Ouendan!'. Nintendo World Report. 2010-05-24. Retrieved 2010-06-06.
  3. ^GDC Blog 2007's 1Up Blog: Elite Beat Agents Session Live BlogArchived 2007-09-27 at the Wayback Machine
  4. ^Robinson, Dan (2006-12-13). 'Press Start's 50 Games To Play Before You Die'. Press Start. pressstartonline.co.uk. Archived from the original on 2007-08-27. Retrieved 2014-01-22.
  5. ^'Osu! Tatakae! Ouendan 2 Release Set, Nintendo Release Schedule Updates'. Dengeki Online. MediaWorks. 2007-02-21. Retrieved 2007-02-21.
  6. ^Joystiq – Elite Beat Agents sequel is on (oh yes)

External links[edit]

  • Official site(in Japanese)
  • Osu! Tatakae! Ouendan at MobyGames
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Osu!_Tatakae!_Ouendan&oldid=890862664'

Once more into the trenches, fellow Retromaniacs! This week, the studlier, more ruggedly handsome, infinitely cooler Michael (aka MichaelBtheGameGenie) raised a new topic which requires our input. Today's video, which you should absolutely go and watch before you get any further into this column, requests his legions to choose and explain their Top 3 Import Games.

His actual question is more along the lines of, 'What are the top three games you like but were never made available in your home country for some reason, forcing you to acquire them through different channels?', but that's the sort of title YouTube likes to truncate, so I get why he went with his version. Me being born, raised, and trained for text-based combat through the repeated application of Infocom adventures in the middle of the continental United States, my choices are limited to pretty much 'everything Japan never bothered to bring over here', which means combing my library for the cream of the non-North-American crop. I present the end results to you here in an amazing low-bandwidth version out of respect for all of those men and women who have smartphones without unlimited data plans.

(This column was edited for re-publication on Steemit; you can read my original on Retro Gaming Magazine here.) Download film cinta mati vino g bastian.

1) Mizzurna Falls (PS1)

Its full title might be 'Mizzurna Falls: Country of the Woods and Repose', but all it takes is a few minutes spent in its world and you'll swear you're playing David Lynch's Twin Peaks: The Television Show: The Video Game on your PlayStation. If you couldn't get enough of Deadly Premonition, then there's no doubt this diamond-in-the-rough will be your personal nicotine patch until the new TV series concludes on Showtime later this year. Built by the same maniacs responsible for Clock Tower, Human Entertainment's love letter to small-town USA is a surprisingly beautiful, if brutally difficult, open-world sandbox mystery adventure made all the more impossible by the fact it never received a US localization. El club bilderberg los amos del mundo cristina martin pdf.

The incredibles when danger calls pc game free. download full. Despite taking place in Colorado, everybody's fluent in Japanese except for the voice-over narrator in the opening cinematic, who struggles to gargle out a rough approximation of the plot in an American patois that probably sounds exotic to foreign ears. The long and short of it is that one of Matthew's classmates has died, another one has gone missing, and with the local police at an impasse (and the prodding of a good friend), he sets out to solve the mystery which has paralyzed the quiet little mountain community. But here's the rub: unlike most other adventure games, Mizzurna Falls behaves exactly like real life. Every character in the game is a fully-realized NPC with lives and interests of their own. They don't just stand around in one place waiting for Matthew to come talk to them so they can advance the plot -- the clock starts ticking when Matthew wakes up on the first day, and the only way to successfully complete the game and earn the best ending is to follow the clues and be where the game needs you to be precisely when you're supposed to be there. If somebody you want to spy on is meeting someone else at 6pm, then you'd better be there by 6 o'clock to eavesdrop, or it happens without you and you lose the chance to acquire information that might help you figure out where else to check, who to talk to, or what item might be the key to unlocking one of your current puzzles. You don't need to follow every trail of breadcrumbs perfectly, but the more mistakes you make and the more you miss important information, the harder it will be for Matthew (and thus the player) to put the pieces together for a decent ending. It features a full day/night cycle, Matthew has to sleep like a normal person, the weather changes dynamically, you get a car to drive but have to keep an eye on your gas gauge, and every character in the game has a 'script' defining what he or she does for every minute over the course of the one week period the game takes place. Keep in mind Mizzurna Falls did all of this in 1998, years before the likes of Shenmue, Grand Theft Auto III, or Elder Scrolls IV: Oblivion were touted for 'pioneering' similar aspects of their open-world gameplay elements. I cannot tell you how mind-blowing it is to see something this complex unfolding on hardware from the 1990s when even today's titles struggle with implementing these concepts fully and correctly.

Mizzurna Falls is the epitome of the 'hidden gem', but nearly twenty years after its original release, all that's changing thanks largely to the efforts of the one-woman army of expat British badassery that is Resident Evie. Not only has she released a complete playthrough of the game on her YouTube channel, where she translates everything the game throws up on the screen in real time, but she's also written up the most comprehensive FAQ imaginable so even the most gaijin of gaijin can play from start to finish without deciphering a single kanji. Then, because apparently she hadn't given enough of her free time away, she released a complete line-by-line translation of the entire game's script.which clocks in at over forty-thousand words and is being used by at least one ROM hacker to create a full English patch, the results of which you can follow here. Mizzurna Falls is so absurdly awesome I'm tempted to just write 'See #1' for the next two entries, but that would be taking the lazy way out. Also, I need to stall for time before I empty the dishwasher and throw the laundry in the dryer, so you'll just have to suffer through the next two entries along with me.

2) Michigan: Report From Hell (PS2)

Goichi Suda, aka Suda51, has a reputation for creating some of the most outlandish and off-the-wall games never to see release outside of his home country. This is a guy for whom design is art, and his personal vision will not be denied. He cut his teeth at Human Entertainment where he served as a scenario writer for some of the Fire Pro Wrestling titles before taking the helm for his own series of visual novel-style PlayStation games that were light on action but dense as uranium with story elements. After Human closed up shop, he created his own studio, Grasshopper Manufacture, because the world would not be denied his insanity for long. Look, the guy made the transition from undertaker to game designer, so it's not surprising most of his work involves characters with a few screws loose and ideas other people wouldn't have until they were on their tenth or eleventh glass of sake. One of those games is a survival horror title known as Michigan in Japan, or Michigan: Report From Hell in the UK, and if you're a fan of some of his more well-known works like Lollipop Chainsaw, Killer7, or No More Heroes, you're going to want this one in your collection for sure.

Michigan: Report From Hell takes place in Chicago (naturally). It casts the player as a cameraman for the action news team at ZaKa TV, a group unafraid to broadcast the seedy, bizarre, and disturbing news too extreme for other other mainstream outlets. You've been sent, along with sound engineer Brisco and reporter chick Pamela, to cover the outbreak of a mysterious fog rolling in off Lake Michigan. What makes this game unique to the survival horror genre is that your character has no weapons and must rely on the reporter to do all of the fighting. Your job is to film everything, direct the reporter's attention to anything interesting, strange, or that requires interaction, and get the scoop before your camera battery dies. Above all else, the cardinal rule is the camera never stops rolling, especially when things get sleazy, suspenseful, or immoral. The game actually keeps track of what you as the cameraman choose to focus on, and the ending you get is determined by which of these three tracks wins out.

ZaKa TV cares less about their on-air talent than they do ratings, so if your unfortunate reporter suffers hideous death at the hands of some mutated fog beast, it's not a problem (so long as you caught the whole thing on tape, of course) -- they'll give you a new partner for the next story they expect you to cover. Clearly this one is best experienced with your tongue drilled so far into your cheek as to pop out the other side. The good news is, if you can't understand Japanese, you can import the UK version and experience the game's story in hilariously over-acted English. Unfortunately this version has a couple of bugs and some cut content, so if you want the full experience you'll need to brush up on your kanji and pay for cross-Pacific shipping. It's a horror game utterly unlike any other franchise, and it belongs in every fear-monger's library if only to show your friends you own a game which makes Resident Evil's voice acting sound downright Shakespearean by contrast.

3) Moero! Nekketsu Rhythm Damashii: Osu! Tatakae! Ouendan 2 (DS)

Did you play Elite Beat Agents? Did you ever wish there were more games like it? Well, wish granted, bro. Welcome to the world of Osu! Tatakae! Ouendan!, ('Go! Fight! Cheer Squad!'). I picked the sequel Moero! Nekketsu Rhythm Damashii: Osu! Tatakae! Ouendan 2 ('Let's Go! Hot-Blooded Rhythm Spirit: Go! Fight! Cheer Squad 2') just as an excuse to type out that absurdly long title several times, but really you can consider both of these games to be excellent import choices. If you can play Elite Beat Agents, then you can play both of these without knowing a smidgen of Japanese and still laugh your ass off, something impossible to claim for the previous two entries.

The premise mirrors EBA: in Japan, when people get into trouble and need a little morale boost, the Cheer Squad is there offering encouraging words of wisdom, terrible puns, and killer dance moves to save the day. The second game in the series introduces a rival Cheer Squad into the mixture, four-player competitive play, Rumble Pak support, and (of course) a bunch of new problems to solve via the power of music and positive thinking. Both it and the original are well worth importing if you enjoy rhythm-style games and are relatively inexpensive to add to your library. They're simple carts with tons of replay value, something every gamer should agree is worth at least taking a chance upon.

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Well, that's my list. Now it's time to do your part: subscribe to MichaelB's channel, post your responses and comments about which three import titles you think belong in everybody's library, and keep on gaming. I'll be back next week with another Top 3 Tuesday--until then, remember to keep those cameras rolling and always fight for great justice so that a winner is you!!

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It is part of the Summon Night series of games. Newest Utilities. See the full list of available GameBoy Advance emulators for this game. In the sequel, Summon Night: Swordcraft Story 2, Lynn continuously attempts to kiss the player-character, regardless of their gender. It has a sequel, Summon Night: Swordcraft Story 2. Improvement | GBA. Click the 'Install Game' button to initiate the file download and get compact download launcher. Summon Night: Twin Age - Nintendo DS Atlus. Leaderboard Guides Resources Streams Forum Statistics Sub-games. Download Summon Night - Swordcraft Story 2 ROM for Gameboy Advance(GBA) and Play Summon Night - Swordcraft Story 2 Video Game on your PC, Mac, Android or iOS device! He died trying to trap Goura after a summoner tried to free Goura and take control of him. Atlus handled the English translation of the game. Unlike the game, Edgar and Aera both appear and have guardian beasts of their own (Ex-e-LD for Edgar, Dinah for Aera). Newest Translations. Summon Night: Swordcraft Story 2 last edited by Bowl-of-Lentils on 09/18/18 05:44AM View full history No description Font-size Similar to Summon Night: Swordcraft Story , your father died 3 years ago. 4.2 out of 5 stars 27. Summon Night: Swordcraft Story 2 Summon Night series. Any% Summon Night - Craftsword Monogatari Guide Written by x_comp Version 1.11 June 2003 1. Alternative name: Summon Night - Craft Sword Monogatari 2. Spanish | Fully Playable | FDS. Important!! It uses the game script with some changes and additional dialogues. The game's story earns a decent 83%, pretty good for a handheld. Migue4K, May 16, 2016, in forum: GBA - Console and Game Discussions, Help and Tips. CRC-32: 1eac1f48 Screenshots: Like the game before it, Summon Night: Swordcraft Story 2 runs on random encounters that go action-RPG like a 'Tales' game. PlayStation Portable Core (PSP 1000) PlayStation. Weapon 2 32001024 00FF ATK 3200102E 00FF DEF 32001038 00FF AGL Weapon 3 32001026 00FF ATK 32001030 00FF DEF 3200103A 00FF AGL---If you need more help, we've got more Summon Night: Swordcraft Story 2 cheats and also check out all of the answers for this game Percakapan antar tokoh juga lebih interaktif dengan beberapa gestur/gerakan kecil dari tokoh. In order to be able to play this game you need an emulator installed. Game Boy Advance Summon Night: Swordcraft Story 2. Enable Code 0000CF73 000A 1008B474 0007 Battle Codes Infinite HP A3002910 0000 4300060C 869F 00000002 0004 A3002910 0000 4300060E 0001 00000002 0004 Infinite DP A3002910 0000 43000624 639C 00000003 0018 A3002910 0000 43000628 639C 00000003 0018 Install Game. The little clip after the title screen isn't actually there. Improvement | GBA. 'S easy enough that anyone can get into it, although it lack. Kita tiap harinya Sword Monogatari 2: Twin age - Nintendo DS Atlus enough that can. 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