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Samba de Amigo - Party Central (Nintendo Switch)

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Broadwell, Josh (June 15, 2023). "A new Pitbull song is coming to Samba de Amigo for Switch and VR". For The Win. USA Today. Archived from the original on September 1, 2023 . Retrieved June 16, 2023. a b c Winkie, Luke (May 23, 2023). "Samba de Amigo: Party Central – The First Hands-On Preview". IGN. IGN Entertainment Inc. Archived from the original on August 31, 2023 . Retrieved May 23, 2023. Samba de Amigo: Party Central, as Sega is calling this new Switch version, takes the infectious rhythm-action of the Dreamcast original - which sees players following on-screen prompts to furiously shake their maracas in time with the music and in the desired position - but spices things up with a bunch of new mini-game-like interludes as songs progress. With the exception of the Ver. 2000 sequel, the maracas were never officially used for any other games, though they can be used with Namco's Mr. Driller for approximate control of the player's character. A single maraca could also be used to control the SNK produced game Cool Cool Toon. Peters, Jay (1 June 2023). "The biggest announcements from Meta's Quest Gaming Showcase". The Verge. Vox Media. Archived from the original on 2 June 2023 . Retrieved 2 June 2023.

Shun Nakamura, the game's director [12] and producer, was the director of Samba de Amigo, the first work he directed, and wanted to create it again. He was also interested in virtual reality hardware and noticed a trend of reusing old intellectual properties in the video game industry. As a result, he proposed a revival of Samba de Amigo, feeling it was a suitable title for virtual reality. [5] [7] He and the development team aimed to adapt the game to present times while preserving its fundamentals and have it instill happiness in its players. [5] The game was based on the concept of "silly fun", which was explained by Nakamura to TechRadar as prioritizing fun and enjoyment of music over skill, contrasted to typical rhythm games. [12] The younger developers on the team had to be adjusted to the concept due to the difference and not being familiar with the fundamentals of Samba de Amigo. [7] The game was greatly influenced by TikTok, [5] reflecting on how users would entertain others with videos of themselves performing and enjoying music so that the game could correctly execute the "silly fun" concept for the present generation, with happenings being an example. [13] The main gameplay had already been established, so not much inspiration was derived from other rhythm games. [5] Samba de Amigo: Party Central was announced during the Nintendo Direct on February 8, 2023. [3] Samba de Amigo: Virtual Party was announced during the 2023 Meta Quest Gaming Showcase on June 1, 2023. [15] Samba de Amigo: Party-To-Go was announced on August 1, 2023. [6] A demo for Party Central was released on August 15, 2023, prior to the game's launch. [16] Game Machine's Best Hit Games 25 - 完成品夕イプのTVゲーム機 (Dedicated Videos)". Game Machine (in Japanese). No.603. Amusement Press, Inc. 1 February 2000. p.17. This section needs expansionwith: more information from Nintendo Life 's August 2023 interview with and TouchArcade 's September 2023 interview with Shun Nakamura. You can help by adding to it. ( September 2023)Isle of Man, Isle of Wight, Northern Ireland and the Scottish Highlands) may take longer to reach you. Get up and shake it center stage in this vibrant and colorful rhythm action game with smooth Joy-Con controls that make the game fun for everyone. Romano, Sal (1 June 2023). "Samba de Amigo announced for Quest 2". Gematsu. Archived from the original on 1 June 2023 . Retrieved 2 June 2023. Hagues, Alana (March 27, 2023). "Samba De Amigo: Party Central Welcomes Sonic To The Maraca Mayhem". Nintendo Life. Hookshot Media. Archived from the original on April 26, 2023 . Retrieved April 26, 2023. a b Shanklin, Will (August 1, 2023). "A new Samba de Amigo game is coming to Apple Arcade this month". Engadget. Yahoo! Inc. Archived from the original on August 31, 2023 . Retrieved August 3, 2023.

Allison Berryman, Matt Casamassina (2008-11-08). "Samba de Amigo Developer Diary 1". IGN. Archived from the original on August 15, 2008 . Retrieved 2008-08-22. In mid-2007, veteran developers Gearbox Software came up with the idea to port the game to the Wii console, and upon Sega's approval, began working on the new version with Sonic Team as consultants. [9] The default setting of the game uses the Wii Remote and Nunchuk to simulate the maraca-shaking from the original game, with the option to use two remotes for completely wireless play. Optional maraca-shaped attachments are also available to provide the full experience. [10] Unlike the maraca controls of the Dreamcast version which could detect the height at which they were shaken, the Wii sensor bar is not capable of this. Instead, the angle at which the Wii Remote is being shaken determines if high, mid or low notes are hit. The rotation of the controller also has an effect on note detection, especially when doing cross-over moves.

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Samba de Amigo is played with a pair of maracas. As a song plays, the player, guided by on-screen graphics, must shake the maracas at high, middle, or low heights with the beat of the music, or occasionally must strike poses with the maracas held in various positions. The player is represented on-screen by Amigo, a Brazilian [ citation needed] monkey. If the player does well, the scene around Amigo (usually a concert or a dance) will attract more people and become more vividly animated; if the player does poorly, characters leave and eventually all that's left is Amigo alone, looking sad. In the Dreamcast version, each maraca has a cord which is plugged into a bar that lies in front of the player's feet. The bar is slightly more than two feet in length and has a sensor at each end, and each maraca has an ultrasonic transmitter mounted on its cord; this allows the system to triangulate the position of each maraca. The rattle part can be unscrewed from the top of each maraca for quieter play. [4] Included in the box is a plastic mat with two brown footprints, which helps players properly position themselves in relation to the sensor bar.

There are still some highlights here; every once in a while, you'll be presented with a boss fight of sorts. Any given song in the game is divided up into five sections. If you dance better than the boss does in a single section, you win that section and get a point. Each win is calculated by points, but the game counts 'viewers' instead since each dance is supposed to take place on a live stream. It's an interesting idea, but again, the follower numbers feel wholly arbitrary. In Japan, Game Machine listed Samba de Amigo on their February 1, 2000, issue as being the most-successful dedicated arcade game of the month. [15] It went on to be the highest-grossing dedicated arcade game of 2000 in Japan. [16] Samba de Amigo has never really found the hardware to do its unique rhythm-action set-up justice beyond the original arcade and Dreamcast release, so it'll be interesting to see how Switch's Joy-Cons fare in the role of imaginary maracas. Samba de Amigo: Party Central, the Switch instalment of Sega's classic maraca-shaking rhythm game, now has an eShop demo in Europe ahead of its full launch next Tuesday, 29th August. Samba de Amigo was first developed as an experimental arcade game during the time of attractive music arcade games and swiftly by a team with little experience in game development. [6] Shun Nakamura, the game's director, was more focused on creating a music game where players could have fun and enjoy the performance of music, instead of just playing music. The choice of maracas was inspired by how Japanese people would use maracas to add interest to karaoke performances. [7] As the game was originally developed for the local Japanese market, Western songs that were familiar to Japanese audiences were chosen, as well as songs with rhythms that were easy for one to immerse into. [8] The main character, Amigo, was determined based on how his cheerful personality matched the typical portrayal of monkeys, and finalized by Yuji Uekawa, the character designer for the Sonic the Hedgehog series. The game received positive reception every time it was presented by the team, which would lead it to being ported to the Dreamcast. [7] Other releases [ edit ] Ver. 2000 [ edit ]Sega says it'll have more to share on Samba de Amigo: Party Central's song roster ahead of release, but here's everything confirmed so far: Samba de Amigo Review". GameGoldies. Archived from the original on 2012-08-04 . Retrieved 2009-07-16. a b "Wii Review - 'Samba De Amigo' ". WorthPlaying. Archived from the original on 2012-09-22 . Retrieved 2020-10-28. a b Reed, Kristan (2008-09-17). "Samba De Amigo". Eurogamer. Archived from the original on 2020-10-31 . Retrieved 2020-10-28.

The "StreamiGo!" mode has Amigo trying to become a famous online streamer. The player must complete missions and defeat opponents to earn more followers. A simulated chat room for each character is displayed on-screen. [3] [9] [10] Samba de Amigo - Sega's rhythm-action classic - is making a return, arriving on Switch in a flurry of musical maraca-shaking this summer.a b Colantonio, Giovanni (May 23, 2023). "Samba de Amigo: Party Central is the hit of Wii era nostalgia I've been craving". Digital Trends. Digital Trends Media Group. Archived from the original on June 11, 2023 . Retrieved June 11, 2023.

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