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Messages - Traveller

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51
Podcast Discussion / Re: Episode 184: Food for the Soul
« on: August 11, 2015, 04:12:27 AM »
Thanks everyone, glad you enjoyed it. We will do some more of these segments for sure.

Connectivity going forward will be refining the more structured show format, whilst also leaving the door open for these different kinds of singularly focused ones. :)



52
Podcast Discussion / Re: Episode 439: Grapple Dem Tears
« on: August 10, 2015, 07:44:03 PM »
I played some Jet Force last year, I found it fun for awhile but was annoyed when I found out you must save every single tribal in the game, just to finish it. That is awful.

Mario Kart:

- Git Gud Gui ;)
- DD can be pretty great fun in multiplayer etc. Battle mode sucked in DD though (Super slow).
- Modifying the lap number and item frequency in DD can make it really insane and intense. 9 lap Yoshi Island!
- While there's only 16 tracks, playing the All-Star cup takes long enough! It makes you play every track in a row.
- Shortcuts while not as obvious do exist in DD, small but effective.
- GBA started the Retro Track thing, it really is too bad DD didn't do something similar.

Thanks again Jonny for your work on RFN.

53
Podcast Discussion / Episode 184: Food for the Soul
« on: August 06, 2015, 01:42:00 PM »

It's all about the music this week.

http://www.nintendoworldreport.com/connectivity/40882/episode-184-food-for-the-soul

This week on Connectivity we feature an experimental segment all about music, called Themesters.

Nicholas Bray and special guest host Perry Burkum play the music from Mother/Earthbound Beginning's. The segment features both the original OST tracks from the game, along with some great covers from Perry. Interspersed throughout, the duo discuss both the music and various elements from the game, along with some other tidbits. We hope you all find this segment enjoyable, let us know what you think!

We would also like to mention that the Connectivity live show will be happening at the end of the month, we will talk about it more on the next episode, along with more detailed plans on the site, stay tuned.

If you liked the musical covers on this episode, you can check them out over on Soundcloud .

Be sure to send us your listener mail by clicking here.

We'll be back with our new standard format in a couple of weeks.

Thanks for listening


54
Podcast Discussion / Re: Episode 180: #9 Metroid
« on: June 29, 2015, 09:05:13 PM »
Well, I think Nintendo need to start out strong with their next system.

Having both a 3D Mario and a new Metroid at launch would be smart to gain early adopters. If not at launch they could space them out a little bit, make sure they hit in the first year though. They could then follow up with Mario Kart, Animal Crossing and or a Splatoon sequel in year two.

Their teams are likely already working on the next system, the time frames could line up fairly well for a strong opening year.

Also, putting at least Metroid out at launch would probably give it the best chance to sell the most units, as we discussed.

55

Details on Amiibo skins and how the Yarn Yoshi Amiibo came to be.

http://www.nintendoworldreport.com/news/40463/yoshis-woolly-world-details-and-release-date-for-north-america

Yoshi's Woolly World is now slated for release on October 16 in North America.

The game's corresponding Yarn Yoshi Amiibo actually got its origin when a staff member created one on a whim. The Amiibo was so beloved by game staff that they then began to make plans to actually produce the Yarn Yoshi Amiibo for release.

Nintendo also has re-confirmed that various Amiibo will be able to give Yoshi various looks, for example, Mario or Samus.


56
TalkBack / New Details Emerge for Super Mario Maker
« on: June 16, 2015, 01:14:00 PM »

Blowing out the 30th anniversary with evil levels and a new Amiibo. UPDATE: Online sharing and some on-disc levels!

http://www.nintendoworldreport.com/news/40456/new-details-emerge-for-super-mario-maker

A developer spotlight during the Nintendo Digital Event confirmed some new features for Super Mario Maker.

The game will support "compatible Amiibos" with the Mystery Mushroom item that turns Mario into the Amiibo character. During the video, Luigi, Marth, Link, Yoshi and the Wii Fit Trainer were shown.

A special booklet will be available with sample levels generated by passcodes. The rumored 30th anniversary Mario, a larger than normal Amiibo, will generate a super-sized Mario in the game.

Super Mario Maker will release on September 11, 2015.

UPDATE: On Treehouse Live, it was announced that players will be able to edit downloaded levels but will not be able to upload their edits. Also, the four levels used in the grand finals of the 2015 Nintendo World Championships will be included on disc, so you can try and pull a John Numbers.


57

Bowser and Donkey Kong will be making appearances in new physical figures that feature BOTH Skylanders and Amiibo functionality.

http://www.nintendoworldreport.com/news/40465/skylanders-superchargers-getting-nintendo-character-support

Nintendo and Vicarious Visions have announced two exclusive Skylander Amiibo figures for the upcoming game, Skylanders SuperChargers.

Hammer Slam Bowser and Turbo Charged Donkey Kong will be made available, both of which will feature unique moves and vehicles for them to utilise.

The two figures can change modes via a twist of the base. This allows the figures to act as either a regular Amiibo, or as a Skylander.

The developer was unsure and a bit hesitant at first with suggesting ideas to Nintendo, but found that Nintendo was easy to work with and both threw in ideas to make the two characters feel new while also harkening back through the years to incorporate elements from their various incarnations and pasts.

Skylanders SuperChargers will launch later this year.


58
Podcast Discussion / Re: Episode 179: Banana Men
« on: June 12, 2015, 07:40:14 PM »
Yeah, I know about the early Dream stuff, but I didn't really think about it at the time. The main development of BK would have been started later anyway Im guessing.


Apparently Fungi Forest was a BK level that was left over, so they made some changes and put it in DK64. I thought it was an ok level, but I didn't really like the day/night thing.


We probably should have gone a little deeper with the arcade stuff. Yeah, its kinda annoying you have to complete it twice. The second time through is the hard difficulty. I actually didn't have a super hard time doing it. I probably made it in under an hour all up, or just a little over. The animations were really annoying though, but I did touch on that in a more general sense.


As an aside, I finished the game the day after recording this. I found the end boss to be kinda cool, but it was annoying. Lanky's section was hardest for me, I failed on that a bunch.

59
Podcast Discussion / Re: Episode 430: Dad Humor Overload
« on: May 19, 2015, 07:30:54 PM »
I found the controls were alright, using a combination of motion and the right stick seemed to work well. Right stick mainly for horizontal movement.

60
Podcast Discussion / Re: Episode 428: Ham-Fisted Villain O'Clock
« on: May 05, 2015, 04:48:04 AM »
Agree, the Wii controls were really good. I think I did tinker with the adjustments a bit though.

61
Podcast Discussion / Re: Episode 176: A Bunch of Muppets
« on: May 04, 2015, 05:14:20 PM »
Just something silly, like the other fluff pieces this week. Next show will be more standard.

62
TalkBack / Playtonic Games Talk About Project Ukulele and More
« on: April 22, 2015, 02:50:00 PM »

We talk Project Ukulele with Playtonic Games.

http://www.nintendoworldreport.com/interview/40124/playtonic-games-talk-about-project-ukulele-and-more

We recently had the opportunity to ask Playtonic Games some questions about their in-development spiritual successor to Banjo Kazooie, Project Ukulele.  The team is made up of a number of ex-Rareware developers, many of whom helped to shape and create the Banjo games.

Creative Lead Gavin Price from Playtonic was kind enough to answer our questions. Read on and get excited because some of that N64 Rare magic seems to be on its way back.

Nintendo World Report: Is there a story or meaning behind the naming of you company, Playtonic? Obviously the logo incorporates a tonic bottle with "play" logo looking bubbles....

Gavin Price: We love gaming and chose to modify the word platonic (meaning love) in to playtonic – a mix of ‘love’ and ‘play’.  We then saw the extra scope it gave us in having a second meaning around ‘play’ and ‘tonics’ so we went with the tonic theme for the logo and ‘play’ bubbles.  This has had a tertiary bonus effect and created more scope within our titles themselves as now we plan to inject all sorts of ‘play-tonics’ with many different effects and powers in to our future games to be discovered and used!

NWR: When and how did the original plans for a spiritual successor come about?

GP: A couple of years ago, it’s just taken a while to create the right team and circumstances to set us up ‘the right way’ – we always said when we do this, we do it ‘right!’

NWR: Was a new take on Banjo-Kazooie the only type of game that was considered?

GP: For our first project, yes…dun-dun-dah!!!

NWR: Are all the people working on the game currently full-time employees?

GP: Yep, there’re 7 of us so far and soon to be more!

NWR: Since the core group is made up of a lot of Ex-Rare people, are you actively trying to reach out to even more Rare employees? How much bigger do you expect the team to get?

GP: The team will grow soon and it’s probably not best to aim for a number but the right mix of multiple skills (as depending on who the person is, you may cover more skills and so we think of the team in that regard rather than as a numeric value).  For a project of this nature it will certainly help our cause if we take on folks who have proven ability and passion for this type of project!

 

NWR: Can you tell us anything about the overall game design or the main characters? Will the game be using some sort of musical instruments for the names? Are there definitely two main characters like in Banjo-Kazooie?

GP: There are definitely two main characters we look forward to introducing to fans soon!

NWR: What design elements are you considering? People became frustrated at the amount of collectables in some of Rare's later games. Are you keeping that in mind? Will you modernize the game design to tone some of that down or make easier?

GP: I had to play DK64 a lot as a QA back then, and I think we spread out collectibles too much (I had to 101% the game, twice a day for a couple of weeks at a time by the end!). Our take is that collectibles should be vital to the gameplay and feel rewarding, we won’t be using them to stretch the game out for collecting’s sake.

NWR: In your recent presentation at EGX Rezzed you spoke about how big and non-linear the game could potentially be. This being related to my previous question, is the team being mindful of the players that ended up finding Banjo-Tooie too large and sometimes too non-linear in regards to finding secrets and collectables?

GP: To elaborate further on this, we’re not currently planning to make the game “open world” but we will give players more choice such as on unlocking moves.  We want all levels to have more challenges related to each move for example.  In previous works, the moves unlocked later on in the game were only leveraged late on, but now all moves will have a fairer spread adding diversity to the gameplay on every level.

NWR: Why do you think the 3D platformer, especially of the style you're making, became less popular amongst developers after the N64 era?

GP: I think 2D platforming games were the predominant genre in the previous generation and so seeing them translate to 3D so well created an instantly familiar-but new genre and it became very popular by extension.  As people experimented more with 3D worlds it naturally spread to more genres and evened out until 1st person games became incredibly popular and others took a back seat….but not anymore, especially in the indie scene!

NWR: Nintendo is one of the few companies that has continued to make 3D platformers over the years. However, those games have become increasingly linear. What does the Playtonic team think about where EAD Tokyo has taken the genre, and what lessons have you gleaned from this shift in game design?

GP: We think their approach works magnificently for the Mario formula of challenging the player in many different ways from getting Mario from start to flagpole and we enjoy their games very much.  The more free-roaming, challenge driven platforming we’re known for is the other side of the coin, we let the players set more of their own goals and targets in each play session and must approach the design to allow players of different paces feel rewarded for their efforts.  However, from DKC and onwards, we’ve always shared a similar approach with regards to mechanics and that is how to introduce players to them, test them further and then twist the mechanic somehow to keep players on their toes and Nintendo are masters at this.

NWR: In regards to helping players that are finding progression frustrating, would the team consider implementing something like the super guides from Nintendo games? Be it in the form of some videos, or a ghost character helper showing the path?

GP: If progression becomes frustrating, I’d see that as a failure of the design!  This traditionally occurs within rigid game designs that follow the designer’s pre-set path, but we’ll be allowing the players to progress their own way and doing so will help prevent moments where progression seems to stall as whatever the player finds themselves doing will be helping them progress.

NWR: You mentioned that you did some QA in the past for DK64. Many aspiring game developers have taken QA jobs to get a foothold in the industry. Do you think that is an effective means of starting a game dev career? Do you have any advice for QA-ers?

GP: It can be an effective way of getting experience but depending on the company – at Rare during the N64 era, the QA’s were very much focused on gameplay bugs and having eyes on the game early allowed us to see levels and designs evolve teaching you what works and how things that may seem ok at first, get polished to an even higher standard.  Sadly, not many companies still operate their QA departments like this anymore, which I feel is a great shame as many of Rare’s well known developers and ex-developers begun their careers in QA.  My advice for QA-ers is find a company that has a reputation for hiring from within QA and failing that (or alongside that), write a variety of designs be it for entire games, smaller games, individual puzzles or objectives within a game or game systems.  Ask for feedback, listen to it and respond to it and show you’re learning.  It’s very tough as junior roles come up infrequently and there’s lots of QA’s and design graduates all going for those roles…

NWR: You seem confident in your ability to crank out a game on a predictable schedule. Obviously working on a familiar genre helps, but what project management skills have you found key to remaining on schedule without sacrificing quality?

GP: Embrace the team’s strengths and don’t put round pegs in square holes.  For much of our work, when something needs figuring out we don’t have a person pre-set for answering questions in a set area, the solution is allowed to come from anyone on the team.  Because we have worked with each other for so long, it sounds a bit cheesy, but it really is a dream team to be a part of when you collectively have so much experience in all areas and trust existing between the whole group.  Trust and experience takes years to build and maintain - You can’t buy either of those things!

NWR: What has been the method in creating levels? How has the design process changed since the days of Banjo?

GP: The level creation formula is pretty consistent with all our work; it’s the variables that change from game to game.  We always build the levels around abilities first and foremost and trust the artists to make them visually interesting too.  Early design is a mixture of 2D planning and 3D building (either in Unity or Sketchup) to get them mechanically correct – distances, way-pointing, variety are focused on and then our environment artist enhances it thematically and visually resulting in a cohesive level that plays and looks great.

NWR: Because Banjo-Kazooie was a Nintendo exclusive and many fans still play on Nintendo hardware, are you going to aim to make a Wii U version?

GP: Of course we’d love to, but let’s wait and see…

NWR: If there is a Wii U version, do you have any ideas for incorporating the GamePad at all? Banjo-Tooie for example had the characters split up, I could see a similar mechanic working well with two screens at your disposal.

GP: Again let’s wait and see! But if any of your readers have ideas for Gamepad functionality we’d love for them to share over on our new forums! (Playtonic Forums)

NWR: Some of the team showed enthusiasm for Amiibo's, has the team already thrown around some fun and interesting ways in which an Amiibo could be incorporated? Even if not as a serious consideration for this game yet.

GP: Yes :) All will become clear soon, we hope.

NWR: While it's still obviously early days, do you have a rough time frame or goal for having the game completed?

GP: We have a window in mind and fans controlling the Kickstarter will have a say on the final game scope so we have to remain flexible.  We really value polish in games and this harks back to our Rare days – we’d rather release a polished experience than an early but unpolished title.

NWR: It was mentioned that the team hopes to use various characters that appear in this game in their own games in the future. Can you clarify how this is to be approached? It was explained as being a universe of characters, will the characters always be the same personality wise or will the characters be treated more like actors in which they can take on wildly different roles and names from game to game?

GP: A bit of both!  We’re really looking forward to pouring our hearts in to every character and creating IP’s with potential to take on different genres and roles!  Characters are a key focus of our games and they’re such an important part of our future.

NWR: Playtonic is going to be launching a Kickstarter for the game soon. One of the stated reasons was to get the fans more involved and to possibly have more funds at the teams disposal to make the game bigger and better. What sort of input from fans will be considered? Both in general and for various Kickstarter rewards. Are you worried trying to please the voices of too many fans will end up making the creation process more difficult?

GP: Creatively, I don’t think the fans are after influencing the design – that’s something they thankfully trust us with and I know from my own backer experience that I’m buying in to “the creator’s vision” for their game, not a committee decision between fans and creators.  Our Kickstarter will help us focus on extending the breadth and depth of our existing design as well as ensuring we hit the right platforms and could include possible platform specific features.

NWR: Can you reveal how much longer we will have to wait until the main characters are unveiled? It was said that showing the designs will give away too many gameplay uses. That being said, the designs will have to be shown well before the game comes out. Is the team waiting until they can show off the gameplay in video form?

GP: Soon…It’s true if you met them now, you’d guess at a lot of gameplay and right now they already feel fun to control and they complement each other very well.  Just by looking at them you can read their personalities so much and we’re already having fun writing for them too.  I’m hoping we can do a really unique character introduction!

Thanks again to Playtonic Games and Gavin.


63
Podcast Discussion / Re: Episode 426: Connoisseur of Chaos
« on: April 21, 2015, 06:01:59 PM »
I don't buy a lot of guides, but I do buy some still. The last one I bought was the Zelda MM 3D one, sometimes I like having them just to look through and as a bit of a collector's piece. I may pull them out for some help every so often, I did use my Skyward Sword one towards the end.


I've actually recently bought some classic N64 guides, Banjo Tooie and DK64, I think having a visual guide for DK may be good to have. Yes, GameFaqs has all the information, but sometimes it's easier to understand when there are pictures and you can flip through the pages quickly and easily.


I also do what Gui mentioned, simply google a specific question and it has usually been answered.

64
Podcast Discussion / Re: Episode 167: Eat Your 3DS
« on: February 10, 2015, 05:43:05 PM »
The song is from this fan album, it came out towards the end of 2012.

http://www.terriblefate.com/

The 10 tracks on there were meant to be the first disk, but it doesn't seem he ever released more sadly. It's very atmospheric, and one of the best fan mixes I've ever heard.

Put on some headphones in the dark and enjoy!

65
TalkBack / Making Mario Maker a Masterpiece
« on: January 20, 2015, 04:18:44 AM »

Aside from the stock level editor, what else could be added to expand the possibilities?

http://www.nintendoworldreport.com/feature/39466/making-mario-maker-a-masterpiece

When Nintendo revealed that they would be making a Mario level editing application, I was instantly excited by the possibilities. Having an easy way to create and share Mario levels with the world is just a tantalizing prospect.

After the initial information trickled in, one of my main thoughts was, "what else would they include?" At first, I was hoping for various graphic styles and physics, which has now been confirmed. But what else could there be? Will there be extra modes and features to play around with, or will the app basically only feature the stock editor with online sharing?

Overall, there isn’t a lot that is currently known about Mario Maker. So I have decided to share some possible ideas and directions on how Nintendo could expand the scope and features of the Mario Maker concept.

1. Mario Classroom

Aside from simply using the editor to create your own Mario levels, I feel this title will need some more depth beyond its editing tools.

One possible idea would be to include a Mario Classroom so to speak. In this mode the player could be taken through various interactive lessons in designing Mario levels. Some of these could even take the player through the creation of famous Mario levels to explain the basics on good level making technique.

This would show people why it’s good to avoid certain things, or why Nintendo designers choose to place certain objects where they do. The idea is to give a real insight into how Nintendo goes about designing levels in their various Mario games. This mode could also effect the general quality of the levels that will be shared online, hopefully mitigating awful creations.

2. Make a Campaign

The next mode could be a good way to follow up the classroom mode. Now, some people have pointed out that Nintendo could look into including some levels with Mario Maker for people to play right away. Why not take that a step further and let users fill in the various level markers themselves?

Players could take what they have learnt in the classroom and put it to use in creating a campaign. The length of a campaign could vary, but lets say that the game provides three over-world layouts off the bat. Filling in each of the level dots on a map could be fun, and the ability to give friends your own unique Mario campaign would be great.

Nintendo could also provide a "fill" option for players who would like to have something to start with as well. These pre-made options would also allow people to simply jump in and play a few worlds of new Mario levels. These levels would also be editable, so that players could make their own little tweaks if they wanted.

3. Mix ‘n’ Match

One of the cooler ideas that Nintendo employed back when they made those Super Mario Bros. 3 e-Reader levels was including items that weren’t originally in SMB3. Now that they have confirmed that Mario Maker will use all the different sprites and physics, why not take that further and let players mix and match elements of both the stage design, power-ups, and enemies?

Imagine usiing the cape in SMB1, or the Raccoon tail in Super Mario World styled levels. What if they even included elements from SMB2? Pull up the turnips? Playable Peach and Toad? Even something like the double cherry could be an interesting inclusion.

4. Bosses

Boss levels would also be required in some modes, so why not let players get creative? What if you created a level in which the player had to face all eight Koopalings at once? Or were able to bring back Wart to use in Bowser’s place?

-

These are just some things I think could and should be implemented into Mario Maker. What would you like to see? Let us know in the comments section below!


66
TalkBack / Re: Of Nerds and Men: Miniaturization
« on: January 11, 2015, 10:34:44 PM »
Yeah you hold select to adjust the brightness.


I have two Micro's now. One I bought originally, and I managed to order one of the Japanese Famicom ones last year.

67
Horrifying. Although, somewhat appropriate due to Halloween.

68
Yeah, even if there was an app I doubt I'd use it. Another podcast I listen to has one, which even includes a way to read their website articles and I basically never load it up. I even pay $9 a month for that podcast.


iTunes and a podcast app is good enough for me.

69
TalkBack / Re: Mario Kart 8 Review
« on: May 23, 2014, 07:13:39 PM »
What mechanics are broken in SC?

70
TalkBack / Re: Mario Kart 8 Review
« on: May 23, 2014, 04:37:13 PM »
Well you don't try and play it like other MK's with the power slide, although on some wide turns you can hold it to get a mini boost.

I use a combination of tapping the slide/jump and taking my finger off the accelerator. If I go into a corner with the slide, I usually let go as I begin to drift to the outside of the track, this will let me tighten my turn.

I like the game because it can feel very fast paced and its really satisfying to fly through a course tapping and turning your way through and not messing up. I am a fan of outrunning red and spiny shells too, that can feel pretty tense and its really cool to pull off.

Heres a rough example of me playing two tracks from the game. I haven't played it for quite some time and I was sitting at a strange angle, so its not ideal. I used a Micro to try and show what I do, I can't really notice when Im not using the A button though.

https://www.youtube.com/watch?v=8MR_EwTTlxg&feature=youtu.be

And of course my old Extra Life. http://www.nintendoworldreport.com/extralife/26314/mario-kart-super-circuit

Hmm. Now see that seems so unnatural to me. In a Mario Kart, I usually just hold the A button down from start to finish unless there is some sort of incident where I need to let go like in MK64 where you could press the brakes to avoid a banana wipeout. The idea of letting go and tapping the accelerator is probably what's throwing me off. I think I was starting to get to that point because I was just having trouble with turns and it seemed to be the only way I could navigate but I just felt I must be doing it wrong or missing something.

The other thing that threw me off is the speed burst from power sliding or turning. From GC and on, when you started powersliding, you could then get a blue flame and a red flame so that when letting go of the power slide, you'd get a speed burst. With Super Circuit, there were a couple times I got that power slide burst but I couldn't figure out how to get it consistantly. That's what caused me to leave it in frustration. Being able to pull off a consistant power slide burst is how you get a lead and hold onto it in current MK games and get faster times to pull of 3 star ranks and beat Time Trail ghosts. It seems from what you are saying is that it is more a bonus occurance that happens once in awhile as you race.

I was watching the video to see if I could notice your thumb tapping the a button or lifting from it but it didn't seem like it however it's not like that would require a big motion. You seem to be able to get around the tracks pretty smoothly though so congrats on master the game.

------
Alright Phil! Our rankings are pretty much the same aside from your placement of Super Circuit. This man knows what he's doing.
------

I didn't like Double Dash at first (would've preferred 64 at the time), but the more I think about it, the core mechanic was really awesome.  There was just so much more to strategy than just picking your favorite characters.  Your character combo decided what kind of cars you could drive and what the special item you get was.  Plus you could get a sweet item and hold on to it for the entire race.  That level of strategy hasn't reappeared since.

Yes, yes, yes! It took me awhile to figure this out. What I like about that mechanic is that it is almost a blending of Battle Mode with racing. Besides just the usual business of racing around tracks and doing some tight cornering, you then had to be aware of your item management also, swapping out characters to maybe get a character specific item or hold onto items.

Honestly, while I was disappointed with the less than stellar battle mode courses, once I started doing this more careful character selection and item management, it really helped that mode to take off and I did come to love it like previous entries. And one of the most tense and mind-warping things for me was the GameCube course. When first playing it, I hated it because this isn't battle mode. There's nowhere to hide or outwit your opponent and item boxes galore. But much like my opinion of Baby Park changed from it being a lazy oval course to a white knuckle ride from the carnage that could be unleashed on it, my opinion changed on the Gamecube course as well. You had to make every item count in that course and be aware of your surroundings. If you saw on player 2's screen that he just acquired a red shell, you are pressing the item button like mad to stop the roulette wheel and hope you've got an item to quickly counter the shell before he lines you up in his sights. With practice, my brother and I started to have some longer battles on the Gamecube map. It can really get the heart pumping.

I actually don't need to tap A all that much, just sometimes it's helpful to correct or stay on course. Tapping and holding the jump is much more important.

Also, like I said, the power slide isn't really much like other Karts. To get it you have to hold a drift for an extended period, you will only be able to get it on the long wide turns as it needs a bit of time.

71
TalkBack / Re: Mario Kart 8 Review
« on: May 23, 2014, 12:59:46 AM »
Wowzers. I did not expect to see so many different rankings. What's high for some is low for others and vice versa. No wonder this series is starting to get so many mixed reactions. But the one that completely surprises me is this one:

Aw Neal.. Super Circuit is awesome! :(


Alright, gonna list mine now.


1. MK64
2. MK:SC
3. MK:DD
4. MK:DS
5. MKWii
6. SMK
7. MK7


The bottom end of the list is tricky to place. I liked 7 but didn't end up playing it all that much, and MKWii got frustrating with the A.I. on the higher difficulties. I've played more SMK than 7 and Wii probably.

Ok, I got to know, what is the trick to Super Circuit? I got the game as part of the ambassador program and I put some time into it to try and beat it and get 3 star rankings before Mario Kart 7. But I could never seem to get a handle on the controls and drift or turn well at high speeds. What am I missing that you are getting to like the game this much? I finally gave up on the game.

Well you don't try and play it like other MK's with the power slide, although on some wide turns you can hold it to get a mini boost.

I use a combination of tapping the slide/jump and taking my finger off the accelerator. If I go into a corner with the slide, I usually let go as I begin to drift to the outside of the track, this will let me tighten my turn.

I like the game because it can feel very fast paced and its really satisfying to fly through a course tapping and turning your way through and not messing up. I am a fan of outrunning red and spiny shells too, that can feel pretty tense and its really cool to pull off.

Heres a rough example of me playing two tracks from the game. I haven't played it for quite some time and I was sitting at a strange angle, so its not ideal. I used a Micro to try and show what I do, I can't really notice when Im not using the A button though.

https://www.youtube.com/watch?v=8MR_EwTTlxg&feature=youtu.be

And of course my old Extra Life. http://www.nintendoworldreport.com/extralife/26314/mario-kart-super-circuit

72
TalkBack / Re: Mario Kart 8 Review
« on: May 22, 2014, 01:56:42 AM »
Aw Neal.. Super Circuit is awesome! :(


Alright, gonna list mine now.


1. MK64
2. MK:SC
3. MK:DD
4. MK:DS
5. MKWii
6. SMK
7. MK7


The bottom end of the list is tricky to place. I liked 7 but didn't end up playing it all that much, and MKWii got frustrating with the A.I. on the higher difficulties. I've played more SMK than 7 and Wii probably.

73

Nintendo and accessory maker PDP are teaming up to bring people their preferred controller for Smash Bros.

http://www.nintendoworldreport.com/news/37488/officially-licensed-gamecube-styled-classic-controller-coming-to-wii-u

Accessory maker Performance Designed Products has announced that they are partnering with Nintendo to create a new classic controller for the Wii U, inspired by the GameCube controller design.

This controller is designed to plug into a Wii Remote and can be used with both Wii and Wii U consoles. The pad will also feature Nintendo characters such as Mario, Yoshi and Princess Peach.

The controller will be available this holiday season for the estimated price of $24.99


74
TalkBack / Australian Nintendo Collector Interview #1: Jordan
« on: May 21, 2014, 07:23:43 PM »

Come and check out an interview with an Aussie Nintendo fan and collector.

http://www.nintendoworldreport.com/interview/37462/australian-nintendo-collector-interview-1-jordan

Over the coming weeks I will be showcasing some of the collections of Australian Nintendo fans. What trials and tribulations have they been through? What exciting gems lie in their collections? Venture forth with me and find out!

First up we have Jordan, who is the owner of the Australian Video Game Collectors forum and obviously an avid Nintendo fan.

What is your early history with video games & Nintendo?

My first videogame encounter I think was at my cousin’s house when I was really young. Back in the NES era he had an NES deck and a handful of games, our favourite being Mario Bros. I never really got to visit him much, but when I did all we played was NES.

My first console was a Super NES and that’s where my passion lies. We ended up with 15 games or so before we sold it. The scope of games was amazing to play with as a kid, but I think Donkey Kong Country, Super Mario All-Stars, and LoZ: ALttP were the only games I managed to complete. When the Nintendo 64 was released my mum bought us a console plus Goldeneye and Super Mario 64, only after she found out that Goldeneye involved shooting each other, so she took it back to the store for a refund, deprived childhood haha. One of my favourites on 64 was Banjo Kazooie, that game is amazing even to this day. After the 64 life-cycle it was PlayStation from then on (PS2-PS3).

Why did you move away from Nintendo games at that point?

It wasn't really a personal choice. I had three other siblings so my say in what console and games we would buy was limited. My mother was usually the one doing the purchasing for the family console so she relied on advice from her friends and store workers. Having three siblings is the reason I missed out on a fair few gems when it came to buying games back in the day.

When did you start getting into collecting?

I think it was not long after I finished school, I was 17-18 and I’d just started to earn some decent money. I decided to head down to my local Gametraders and buy a SNES and N64 console to relive some childhood memories. It was an absolute blast. I still had all my 64 games from childhood and I played through a few of them start to finish. After I’d finished the ones I liked I thought maybe I’d buy the ones I wanted as a child but wasn’t allowed to have. Before long I was buying games I thought might look fun. I also joined a few online collecting communities. Seeing other people’s collections inspired me to go after the full set of Super NES titles as sort of a personal challenge and journey of discovery. I’ve played every SNES game I own and there are hundreds of terrible games, but still a heap of surprisingly fun titles hidden throughout.

How many games do you have in your collection?

It’s bordering on 600 games right now. Out of those at least 350 are Super NES games.

SNES!!

Do you like to try and collect boxed games, or mainly stick to carts? Do you mix and match?

I mainly stick to collecting carts as far as older systems go. Anything that was originally released in a cardboard box I tell myself I don’t need. There are a few reasons I only buy carts for the most part, first and foremost, it’s out of my budget. Some pieces of cardboard and paper are worth insane amounts of money. Secondly, boxes are easy to damage. Thirdly, they take up a lot more space that I don’t have. The spare bedroom in my house is almost full of gaming related items. When it comes to systems where games were released in plastic clamshell cases I do like to have the boxes, and also all disc based systems I like to have cased. These cases are more readily available and I think they look great. Disc only games annoy me without cases.

It may seem strange but I have different standards for a few systems. To sum it up: NES/SNES/N64/GB/GBC/GBA Cart Only, PS1-2-3-4/GC/NDS/Sega CIB. At the end of the day, for the price of a cardboard box to go with one of my games I would rather buy another game or something cool and unique like a kiosk, an arcade machine, or advertising memorabilia. This might change in the future if my disposable income changes, but for now that’s where I sit.

What are some of your favourite rarities?

Definitely the Playchoice-10 machine I own. I picked up one recently and I love it. I’m in the process of a full restore replacing all the buttons, Perspex, decals, lights, monitor, etc.

Unrestored

Whats the Playchoice-10, and how did you come across it?

The Playchoice-10 was an upright arcade cabinet built using similar hardware to the NES console. It has a board with 10 slots in it to house 10 different daughter boards containing NES games such as Super Mario Bros, Contra, Mega Man, and Ninja Gaiden. It was designed to bring Nintendo's best into the arcade and also as a way of advertising the home console to potential buyers. What made it unique was that money didn't buy you lives or credits, but rather gave you a set amount of time to play as many of the 10 games as you wanted. You could quit a game and start playing a different one at any point during play.

I Stumbled across the cabinet by accident on eBay. Sometimes for a good laugh I order all video games buy price in descending order. About 20-30 pages in I stumbled across a listing titled "Nintendo Game Machine". It was listed in the wrong section under a very generic title which was probably why I managed to pick it up so cheap. One of my good friends James from retrospekt helped me pick it up and bring it home. We're pretty happy we rescued it as the man we bought it off was telling us his plan to chop it up and put a chipped x-box console in it or one of those 100-in-1 boards. It's currently being refurbished by myself with a new monitor and buttons, decals, etc., so it's not very pretty, but It will look amazing when it's done. It even came with 17 games for the board which I was stoked with.

Being an Australian collector, how do you go about collecting?

Collecting in Australia poses its unique challenges compared to collecting in other parts of the world. For us it’s generally more expensive per game and postage is a big killer here in Aus. It still baffles me how you can send a game from the UK for $4.90 and Australia post charges you $8 to send the same parcel next door. I spend a lot of time browsing gumtree; there are always some reasonable deals to be had. eBay have some good deals (very) occasionally but games always tend to fetch a premium there. Collecting groups and forums are a great way to Network and find games. There are a number of Facebook groups dedicated to game buy/swap/sell. I am a member of several large collectors forums, but I lurk on most of them as they trade in mainly NTSC games.

It struck me as a good idea because of this to make a forum solely for Australian collectors so I started the website Australian Video Game Collectors. It’s a small forum at present but we do have dedicated and active members. I’ve met many people who are now close personal friends because of it, and new members are always welcome. Garage sales are really hit and miss but occasionally there are really good deals. I find networking another great way to find games, from friends, family, and other collectors. If you’re known as a collector and someone who doesn’t resell for profit over helping out other fellow collectors then deals sometimes come to you too.

What is your favourite Nintendo system to collect?

Hands down it’s the Super Nintendo. It was the system I spent most of my childhood on and it’s the one that sparked my collecting passion. It’s the only console I’m currently aiming for a complete library on.

Any stories about obtaining a particular game or system?

Just last week I found a Mario Party 3 (N64) for $40 not working and managed to fix it in just a couple of minutes.

One time while picking up a Nintendo 64 from someone’s house I asked him if he had anything else to get rid of. He told me he had a junk Nintendo 64 game holder tower. Apparently the father of one of his friends at school worked at a plastics manufacturer in Lonsdale. The tower was a manufacturing by-product from when the injection moulds were being flushed through with black plastic from the prototype grey plastic. It’s strange looking grey with black swirls through it. He sold it to me for $10 and it’s become one of my favourite pieces because it’s so unique. I was also surprised to find they manufactured these towers in Adelaide.

The marble looking N64 Tower

Do you collect any related media? For instance, old Nintendo magazines?

I do have some posters from the old Nintendo Power magazines which look great, but I’m not displaying them until I have a dedicated game room. I also have some game guides but I don’t really collect the magazines. I would love to start collecting them, but I already constantly have to re-focus my collecting goals and habits as it’s so easy to get side-tracked and start chasing a new set of games/consoles. I just don’t have to time or resources to collect everything I think is awesome.

-

Thanks to Jordan for taking the time to answer these questions. Look forward to another Australian Collectors interview in the coming weeks.


75

Is this game Pokémon X Tekken?

http://www.nintendoworldreport.com/news/37347/pokken-fighters-and-pokken-tournament-trademarked-in-europe

Nintendo has registered the trademarks Pokkén Fighters and Pokkén Tournament in Europe.

Last year the trademarks were registered in North America, alongside a video from the Tokyo Game Show giving us a glimpse of what appeared to be a Wii U Pokémon fighting game at the end. The one shot of this game showed a Mega Blaziken and a Mega Lucario facing off in a city.

Now that the trademarks have appeared again, it's likely we may find out what this is come E3.


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