11.22.11, 11am – Windows players, Cave Story+ is NOW AVAILABLE on Steam is for Windows and Mac with a suggested retail price of $10! Cave Story+ gets additional improvements for Steam including Steamworks support with tons of achievements, the brand new Nemesis Challenge and a few Steam-only surprises coming in December.
Marking this special release 11.22.11.11am, Cave Story+ will be on sale for 15-percent off, $8.50, for the first week only.
Cave Story+ Features:
- Windows and Mac support
- Steamworks support featuring tons of achievements
- Windowed/full-screen and filtered/unfiltered modes
- Upgraded “HD” graphics and Original (320×240) graphics and
- Remastered music as well as the original soundtrack
- Mix-and-match new/old artwork and music!
- Seven new play modes (including Nemesis Challenge, Wind Fortress and more!)
- Over 20 epic boss battles through Mimiga Island
- 15 levels to explore in the vast world
- 10 unique weapons to find and upgrade
- USB controller compatibility
- Four unique endings
- Future content updates
Follow The Official Cave Story group on Facebook: http://www.facebook.com/group.php?gid=30447119245
About Nicalis, Inc.
Based in Southern California, Nicalis, Inc. is an independent developer and digital publisher with a proven track record for developing well-polished games with library of highly-acclaimed products for mobile. Founded in 2007, Nicalis continually seeks to enhance, and improve the quality of video games throughout the game industry. Nicalis, Inc. is committed to developing wildly creative and endlessly entertaining games that just happen to be affordable. Nicalis, Inc. is also developing NightSky (portable downloads), has completed development on Cave Story 3D (for the Nintendo 3DS) and is publishing La-Mulana (WiiWare). More information on Nicalis can be found via the Internet at http://www.nicalis.com and http://www.twitter.com/nicalis.
Additional info:
Nicalis on Twitter: http://www.twitter.com/nicalis
Cave Story on Twitter: http://www.twitter.com/cavestory
“It’s been a while since I gave an update on the 3DS version of VVVVVV, but we have some news – Nicalis submitted it to Nintendo a few days ago. Which means it’ll probably be out within a couple of weeks, fingers crossed!
I’m currently in Las Vegas, at Minecon with my game At a Distance. As it happened, there was an empty kiosk right next to me, so I cheekily asked if I could use it for VVVVVV 3DS. They were pretty awesome about it, even going so far as to print a banner
Having a lot of fun out here! Will post something about it when I get back next week.”
Yeah, so if you’re at Minecon or live in Las Vegas, stop by, say hello to Terry and bring him some In-N-Out burgers–he LOVES that stuff.
I’ve come up with two new enemy characters for the DSi version of Ikachan.
See the pixel characters and illustrations for details.
Note that I haven’t mentioned about the timing of each motion or how fast they move in those, but please balance them on your own [and I'll adjust them].
By the way, once you’re done with [the new attribute code] I will make new pxm/pxe for the new characters and send them out, so please let me know.
This awesome little bit of nostalgia is what you’re going to see when you download and unwrap VVVVVV from the eShop, a cassette. With cheesy ’80s-esque cover art and a cool Dtoid reference.
Why’d we go with a cassette? Well, that’s what Terry wanted, but also, it makes sense since VVVVVV was inspired by his love of the C64. The 3DS game banner will have a nifty little animation of the cassette case opening and closing, revealing the equally ’80s-esque white label. We initially threw around a few ideas like a voxelized Viridian, but it didn’t match up with the look of the game. Yes, it’s in 3D, but the art is still the 2D sprite stuff.
Occasionally programmers will leave in-jokes or cool little gems inside game code. When I’ve seen a source code “easter egg”, it’s something of note within the team or a random thing and sometimes it’s get-you-in-trouble-fast kind of stuff like Dead Island’s “Feminist Whore” ability.
Terry threw in something pretty harmless, but easy to find and we ran across it when we started preparing our 3DS project.
The code below probably doesn’t mean much the way it’s arranged, but click on it and see what it looks like in the source code.
I think I was asked that at least three times last week at Indiecade. So where is Pixel’s Ikachan? We announced it earlier this year for DSiWare, but it hasn’t materialized since. Well, we’ve been working only it on-and-off, but mostly off. Simon, who’s handled the amazing DSi version of Cave Story is working on Ikachan with Daisuke and myself. However, it’s been a slow-moving process because it’s not just a straight port.
Contrary to the wishes of two or three guys on the Internets, we’re not just going to rip through games we love just to put out sub-par versions no one is happy playing (that’ll give said trolls more reason to bitch). I’m much happier hearing a few guys complain about our games “coming out in 2015-2020″ than have something out there that one of our developer friends or I’m happy to release.
We’re making new assets and changing things around in the game. First, the artwork is being redone from scratch by Daisuke. Remember he designed Ikachan just over 10 years ago and his skill in just about everything has improved. So, thanks to his efforts, you’re going to see a whole new Ikachan world. But it’s not just art, we’re also making the world you swim around in much larger than it originally was.
And with a new, larger play area we get new enemies, too! The last area is localization. While there was a solid fan translation, we’re working to make sure that it’s not the same regurgitated content and more fun for new players who’ve never played Ikachan, Again, Daisuke is literally handling and overseeing all of these elements and making sure that he’s happy with the changes. It’s like Ikachan+
No, it won’t be out in 2011, but it will be out in 2012 and it’ll be awesome. I’ll have more updates soon so you can have a look at some of the enemy concepts Daisuke’s been working on as well as the new tileset for the game.
You can play Ikachan on your DSi or 3DS next year OR you can play it now, if you want.
Nicalis To Publish Terry Cavanagh’s VVVVVV on 3DS eShop
October 6th, 2011 – Nicalis, Inc., developer and publisher of independently awesome video games is VVVVVVery excited to announce a publishing agreement with Terry Cavanagh for VVVVVV on the Nintendo 3DS eShop. VVVVVV features the same amazingly retro gameplay, aesthetic and chiptune music (by Swedish musician, Magnus Pålsson), but now in 3D and on the go with your 3DS. Attendees of Indiecade in Culver City, California can play a near-complete preview VVVVVVersion for the first time on 3DS! Just find Terry Cavanagh or Tyrone Rodriguez and ask them to play!
Released in late 2010 for PC, VVVVVV is a 2D action-platformer deeply rooted in the days of 8-bit gaming with incredibly challenging gameplay and secrets. In VVVVVV, you play as Captain Viridian, who must not only save a dimension on the brink of collapse, but also find your ship’s crew–all of whose names begin with the letter V.
Now 3DS owners can experience the critically acclaimed game in 3D, anywhere. When asked for an obligatory quote, Terry Cavanagh said, “I’m VVVVVVery excited about it! This is the first time anything I’ve made has been on a console.”
VVVVVV 3DS Features:
Open-world environment with six unique levels
20 Trinkets to locate and collect
Full 3D awesomeness integrated into the retro-looking art style
- Dual screen functionality with a real-time map!
- Music by Magnus Pålsson
- New Featured Levels
- Future content updates
VVVVVV continues Nicalis’ partnerships with highly talented and super-awesome independent developers. Previously Nicalis has teamed up with Studio Pixel (Cave Story, Ikachan), Nicklas Nygren (NightSky) and NIGORO (La-Mulana). Now Terry Cavanagh’s incredible VVVVVV, too, will make the jump–er, flip–to console.
About Nicalis, Inc.
Based in Southern California, Nicalis, Inc. is an independent developer and digital publisher with a proven track record for developing well-polished games with library of highly-acclaimed products for mobile. Founded in 2007, Nicalis continually seeks to enhance, and improve the quality of video games throughout the game industry. Nicalis, Inc. is committed to developing wildly creative and endlessly entertaining games that just happen to be affordable. Nicalis, Inc. is also developing NightSky (portable downloads), has completed development on Cave Story 3D (for the Nintendo 3DS) and is publishing La-Mulana (WiiWare). More information on Nicalis can be found via the Internet at http://www.nicalis.com and http://www.twitter.com/nicalis.
About Terry Cavanagh
Terry Cavanagh–not to be confused with the World’s Most Dangerous Accordion Player or a Canadian politician–is an award-winning independent game designer, and nice guy. Born in an undisclosed year in an undisclosed village deep inside of Ireland, Terry began laboriously toiling away at game development during a very early age with the Commodore 64 and BASIC.
VVVVVV Website: http://thelettervsixtim.es
Since then Terry has moved on to develop a number of lauded and heavily anticipated games including Don’t Look Back, Self Destruct and the forth-coming At a Distance and Nexus City.
In 2010, Cavanagh teamed up with Swedish musician, Magnus “Souleye” Palsson to create the critically acclaimed and highly successful game, VVVVVV, which has a VVVVVVersion for release in late 2011 on the Nintendo 3DS
Terry’s main focus has been creating minimal, concept-driven games.
Herro! It’s been a while, but we have a fresh new blog to go with the new HTML5-friendly site. Shown above, two random dudes ogling at the Nintendo 3DS. Not sure what they’re playing, but it must be awesome.