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Topics - Svevan

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1
General Chat / I am in Las Vegas
« on: September 06, 2008, 03:25:21 AM »
Any NWR-ers here?

2
NWR Forums Discord / What a historic day for our country.
« on: June 04, 2008, 02:14:17 AM »
Call of Duty 4 sold 10 million units.



Unless you count Florida and Michigan.

3
NWR Forums Discord / I'm already bored
« on: May 14, 2008, 12:03:39 AM »
this is war Crimm

4
NWR Forums Discord / Official Evan moves **** thread
« on: May 13, 2008, 03:46:30 PM »
Did not want to clutter the NCFOM thread with complaints about my opinions. Did not want to delete offensive post for fear of claims of "abuse." Tone down the rhetoric please! Funnel all hatred into the funhouse.

5
General Chat / What I said to Hillary (pertinent to videogames)
« on: May 09, 2008, 05:26:29 AM »
Hillary came to town and I went.

She arrived late, spoke, then said that if we had questions we could ask her as she was signing ****.

After waiting for 10 minutes as she signed the ****, she hobbled down the line towards me. I said to her, "Do you still support videogame legislation?" She said "For M-Rated titles, yes. No one under 18 should be playing an M-Rated Title."

I replied: "I agree, but didn't you try to pass legislation that would fine on-site managers $5000 if they sold a game to a minor?"

"I know it's not a great system, but it's the retailers who are selling the games to minors. The evidence shows that violent games are very damaging to children."

"I believe the ESRB should be responsible for self-enforcing within the industry," I replied.

"But who sets those standards and keeps them in check? How can we trust the industry?" she responded.

"There are no rules like this in place for movies or music being sold to minors."

"I know, and that's why we may have to come up with something better in the future. Years of studies have shown that violent videogames have a drastic effect on children, and we need to protect them."

With that I thanked her for her time. I cannot, of course, remember exactly word for word what she or I said, but this is a good approximation that makes both of us sound more eloquent. She was VERY nice to me and seemed (unbelievably) frustrated with the concept of fining store managers for selling games to minors. She had many opportunities to walk past me during this one to two minute conversation (constant interruptions from people shoving posters in her face made this very short exchange much longer than it appears), but she seemed to want to address the issue with me (a potential voter) and stayed until I was satisfied. I was getting tongue-tied and blanking out, otherwise I would have kept her there for a few more minutes.

pics or it didn't happen:




6
TalkBack / IMPRESSIONS: Myst
« on: April 23, 2008, 01:13:34 AM »
We got our hands on a preview build of the upcoming DS release of the classic game.
 http://nintendoworldreport.com/impressionsArt.cfm?artid=15833

 Myst for the DS is a port of the groundbreaking PC game with touchscreen controls replacing the mouse control from the original. The game is famous for having a story that develops as you play, giving you little context or clues as you progress. The demo we got to play showcases how accurate the developer has been to the original game, and how this fidelity retains the game's shortcomings as well.    


Firstly, it must be said that the handheld game properly reproduces the setting of the original Myst. Those nostalgic for the old game will find this version 100% faithful. Unfortunately, on the DS's small screen these environments can be hard to see, as the details of this world were intended to be seen on a much larger screen. Even worse, the map is almost impossible to read because of its small size.    


In the original Myst, you were able to float your mouse cursor over the environment to find out whether you could move in the direction you pointed. In Myst DS, there is no cursor so you must merely tap with your stylus; this makes movement very confusing, as you'll go flying around the environment without knowing exactly where you moved.    


The puzzles are just as obtuse as the original Myst, which is a plus for those who want a second (or third or fourth) go through of this classic game. If the demo is an indicator of the final product, those unfamiliar with the game may want to find a better version on the PC. We'll have a full review when the game is released in May.


7
NWR Forums Discord / Who do you want to be the next President?
« on: April 18, 2008, 03:45:24 AM »
VOTE OR DIE

8
NWR Forums Discord / Barack and Evan - TWINSIES
« on: April 18, 2008, 03:37:17 AM »
We have so many things in common, but the most important one here is that we are both called elitists (more than once) by our female arch-nemeses.

9
NWR Forums Discord / Posts from the PAAAAAAAST!
« on: April 02, 2008, 04:28:20 AM »
Where is the option to download the level of the day?
It just shows up in Custom Stages. Go play it monkey trucker!

I never said this. Someone hacked my account and said this for me. I would never use the phrase "monkey trucker."

In other news, I haven't been around NWR (forum or site, har har, see ya later VC Mondays, and doncha come back no more ya ugly bastard) cause school started and I got BUSY (with life, not da sex type of busy).

Anyways. Hi.

10
General Chat / Me at the Obama Rally (not a political discussion)
« on: March 22, 2008, 07:51:35 PM »

Guess which one is me.

Yeah, here's a tip gang: when someone asks you to get fired up at a political rally, don't do it, especially when there's a camera around. It was easy to get fired up for Obama once inside, but outside in the freezing cold I was screaming (not cheering) and out of sheer pain.

I was surprised that Obama came to So. Oregon, but he did, and pretty close to where I live to (not that any part of Medford is "far away"). His talk was nice, he took questions from the audience, and afterwards I heckled some Ron Paul supporters.



If you squint you can see that I'm holding a camera and taking a photo of Mr. Obama. I will get my photos developed in two weeks, and maybe once I scan them in I'll show you the reverse angle of this shot.

Both of these pictures appeared on Medford's newspaper's website, so maybe I'll be front page tomorrow morning, looking like an ass.

11
I got a box set of films in the mail today. The box is called "Five Films about Christo & Jeanne-Claude," the famous environmental installation artists (wiki link here) who use giant leaves of fabric to alter the world. A lot of you may have heard about them or seen them on the news. They are most remembered for wrapping famous architecture like the Reichstag  in Berlin or the Pont Neuf bridge in France (screencap from film "Christo in Paris")...



...while in America they are well known from coast to coast for tracing 11 islands in Biscayne Bay in Miami (screencap from film "Islands").



The films in the box set show "the Christos," as they are known, conceptualizing their projects, drawing and sculpting them in miniature, trying to convince government leaders and bodies to allow them to create their work (at no cost to anyone but the Christos themselves), and putting their artwork together with the help of hundreds of paid workers. Christo is "the artist" who creates the idea and draws the art, while Jeanne-Claude is the manager, publicist, producer, and more; together they form an artistic team.

I am particularly fond of the film "Running Fence" because it was Christo's west coast project. My Art History teacher got to see the 24 mile fence firsthand herself.

Anyways, I took a bunch of screencaps because I might write a blog about these artists and the films, which are by the Maysles brothers. The only living brother, Albert Maysles, is coming to the Ashland Independent Film Festival which I attend every year. I want to share these works cause they are so damn beautiful, and I think you guys should see the movies (they're available on Netflix! two films per disc). The movies capture the movement of these artworks in a way the screencaps can't. The curtain, fence, and wrapped fabric all blow in the wind, while the surrounded islands ripple and float (there's even an underwater part of the film that gives a fish-eye view of the artwork after its completed). All of the artwork, surprisingly, makes a fair amount of noise too, as the environment swishes it around.

Running Fence:




Valley Curtain:




Pont Neuf:




Surrounded Islands:




The Maysles also famously filmed the Rolling Stones tragic Altamont concert in the movie "Gimme Shelter," and two cult films called "Salesman" and "Grey Gardens," among many other projects.

12
NWR Forums Discord / I'm a-brawling for the next hour
« on: March 20, 2008, 12:53:48 AM »
till daily show starts. If I haven't added you, tell me here, I'll check in 15 minutes. BRAWL TIME.

13
General Chat / What can you tell me about Americorps?
« on: March 18, 2008, 11:29:38 PM »
Has anyone here had any experience either as a volunteer with Americorps or an organization that used Americorps volunteers? I have been interested in participating for several months, but I really need more information that the website just doesn't offer.

Thanks.

14
TalkBack / Virtual Console Mondays: March 3 and 10
« on: March 16, 2008, 09:24:40 PM »
Two games entirely in Japanese and one made by Germans. Wha?
 http://www.nintendoworldreport.com/vcArt.cfm?artid=15566

 Yeah gang, it's been a rough week or two. Super Turrican and DoReMi are both positive experiences, but once again we are left waiting to find out whether this month's N64 game will be anything worthwhile (it could be Majora's Mask or Super Smash Bros., but anything from a third party would be preferable to those games at this point).    


Nintendo knew that Virtual Console would be a tough sell last Monday since Super Smash Bros. Brawl came out last Sunday. Nintendo's solution? Two import titles! Normally I'd be busting down the door but these games are, well, not what we want imported: give us StarFox 2, Mother, etc. Also consider that Nintendo has not translated a whit of either of these titles, outside of their operations manuals.    


I'd like to take this moment to bemoan and speculate on Earthbound's absence from the Virtual Console, considering that it was rated by the ESRB several months ago and has already been released on the Japanese VC. Here's the most conspicuous detail of the week: Earthbound was removed from Super Smash Bros. Brawl's "Masterpieces" function in North America (Masterpieces is a feature whereby you get to play a few minutes of the old games that Smash characters are based on). Why would Nintendo of America remove the game when it seems reluctant to even release it on Virtual Console, especially since it is fully translated and was released in America in 1993? I guess I don't want to speculate too much, but let's just say that if Nintendo of America does want to release Earthbound on this shore, they're probably not going to do it on the Virtual Console. If they do it at all.    


And with that, here's our Virtual Console Recommendations for the past two weeks.    



 


   


Puyo Puyo 2: Tsuu – Genesis

 Puyo Puyo 2: Tsuu - Genesis  

 Cost: 900 Wii Points ($9)
  Players: 1-2
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 1994
 

   


 Puyo Puyo 2: Tsuu is an inexplicable import title for the Virtual Console, seeing as there are already two identical versions of Puyo Puyo available in the forms of Kirby's Avalanche and Dr. Robotnik's Mean Bean Machine. This version does have some added features, but it is also completely in Japanese, making it a hard sell even to fans. For those not in the know, the game has you combining colored blobs in groups of four in any shape possible. Garbage is formed and sent to your opponent by combining more blobs or chaining combos together.  

   


 The only real feature added here is the ability to block the garbage being sent over to you by quickly creating garbage of your own. It adds a neat dynamic that has you watching your opponent's field as well as your own. There's also a level editor, but like the rest of the game's menus, it is completely in Japanese text with no symbols to guide you. There is an attempt at a translation in the Operation Manual, but that's a bit of a joke.    

   


 Recommended for FansI don't know why this game was brought to our shores. New features aside, Puyo Puyo has never been too popular with the western world, and this updated version, laden with foreign text, doesn't change the experience other than adding the possible surprise and suspense of choosing the wrong menu option.  I very begrudgingly recommend this game for fans of Puyo Puyo, but only if you understand the nitty gritty differences between this title and the previous Puyo Puyo titles already on VC. - Evan Burchfield  

   



   


Super Turrican - SNES

 Super Turrican - Super NES  

 Cost: 800 Wii Points ($8)
  Players: 1
  Controllers: Wii Classic, GameCube
  ESRB Rating: E 10+ (Fantasy Violence)
  Released: 1993
 

   


 A continuation of a franchise born on the Commodore 64, Super Turrican mixes the expansive level design of Super Metroid with the hardcore platforming action of Bionic Commando.  Factor 5's first SNES game appoints you as liberator of the planet Katakis, a remote space outpost caught in the evil clutches of an enemy force known only as The Machine.  Your Turrican Assault Suit aids you in your struggle, equipping you with several different ammo types, a grappling hook, an enemy-freezing beam, and the ability to bounce around as a deadly ball.  In addition to your array of suit weaponry, you can also drop bombs that clear the screen and lay mines in ball form.  While it may seem like the odds are stacked in your favor, you're going to need all the help you can get thanks to Super Turrican's intense level of difficulty.  Even its easiest setting presents a formidable challenge.  

   


 If Super Turrican's plot and gameplay sound similar to the adventures of a certain bounty hunter we all know and love, it only takes a few minutes of play time to render any comparisons with the Metroid franchise invalid.  Super Turrican is as pure a side-scrolling action game as they come.  You don't acquire new weapons, build up character abilities, or solve puzzles.  Each of the game's twelve sprawling levels can be explored at will (and exploration is actually encouraged, since it's the only way you'll find the extra lives hidden in each one), but you can only progress by constantly moving to the right and destroying all in your path.  Your opposition includes pesky hives spawning robotic flies, massive mechanical hands, and monstrous fish.  Katakis is not a friendly place.  

   


 Graphically, Super Turrican's roots in the Commodore 64 and Amiga scenes of the late eighties and early nineties (a time when game development on those platforms had migrated primarily to Europe) is readily apparent.  Each level has a distinctly "Euro" feel to it, meaning large and colorful character sprites, Mode 7 effects, and parallax scrolling throughout.  Of particular note is the spectacular soundtrack (created by the legendary Chris Hülsbeck), which features some great eighties-style up-tempo synth-rock tracks that are sometimes amusingly upbeat when compared to the bleak worlds they're set against.  

   


 Recommended for FansSuper Turrican is fast-paced and puts a lot of firepower at your disposal, but the casual gamer may find it repetitive and one-dimensional (you basically run around and hold down the fire button from beginning to end).  For those looking for something to exercise their brain as well as their trigger finger, Super Turrican is not for you.  But if you're a hardcore shooter enthusiast craving a firefight for the ages, Super Turrican will give you all you can handle. - Jonathan Lindemann  

   



   


DoReMi Fantasy: Milon's DokiDoki Adventure – SNES

 DoReMi Fantasy - Super NES  

 Cost: 900 Wii Points ($9)
  Players: 1
  Controllers: Wii Remote, Wii Classic, GameCube
  ESRB Rating: Everyone
  Released: 03/22/96 (Japan)
 

   


 The trickle of import games for Virtual Console continues with this quasi-sequel to Milon's Secret Castle, also available on VC, but in English (of a sort).  The Super NES follow-up shares little in common with its predecessor except the main bubble-shooting main character and an affinity for destructible blocks. This is a side-scrolling platformer that has more in common with Super Mario World than with Metroid.  

   


 Recommended for FansDoReMi Fantasy is a cute game with good graphics and very nice music. Despite being entirely in Japanese, it's actually less confusing or intimidating than the first Milon game.  That's due to a combination of simpler game design and the unusually helpful Operations Guide accessed through the Wii Menu.  The guide even offers tips for areas of the game where you'd normally need to read the text.  The gameplay may seem too easy in the first world, but things heat up pretty quickly after that.  In fact, this is a solid and even clever 2D platformer, the kind SNES was known for hosting, and fans of the genre should download it right away.  Others may be put off by the Japanese text or the higher price, but do take the gamble if you're a fan of the Mario and Kirby series. - Jonathan Metts  

   



   


Thanks to VG Museum for the classic screenshots.


15
TalkBack / "Moon" Announced for DS
« on: March 16, 2008, 08:06:48 PM »
First-person DS "adventure" game will be set on the satellite orbiting our planet. Also promised to be "frequently violent."
 http://www.nintendoworldreport.com/newsArt.cfm?artid=15568

 Mastiff and Renegade Kid Unveil “Project M”    


Moon Announced for Nintendo DS™
   


SAN FRANCISCO, Calif. - March 14, 2008 – Mastiff, a worldwide publisher of videogames and Renegade Kid, developer of innovative interactive software, today announced the title codenamed “Project M” has been officially named Moon after the cold and barren hunk of rock orbiting earth.    


Developed by Renegade Kid, Moon is a sci-fi, action-adventure title for Nintendo DS™. Moon places gamers on the cold lunar surface in the year 2058.  Researchers are shocked to find a sealed, alien hatch during construction of a new lunar base, but it's a shock that soon pales in comparison to what they find beyond the hatch.    


“Moon is dark, twisted, heart pounding, frequently violent and always disturbing. Pretty much what you’d expect when you take madmen like Renegade Kid, jack their technology up to the next level, and turn them loose,” said Bill Swartz, Head Woof of Mastiff.    


“Moon demonstrates the impressive power of NIntendo DS, while appealing to a crowd that’s looking for a first-person action-adventure title that delivers a menacing story and really puts your gaming skills to the test,” said Jools Watsham, Owner and Creative Director at Renegade Kid. “Building upon our achievements with Dementium: The Ward, Renegade Kid is utilizing its sophisticated 3D engine, dubbed the ‘Renegade Engine,’ to continue pushing the limits of Nintendo DS and focus on producing high quality content.””


16
Nintendo Gaming / West Coast repreSENT
« on: March 14, 2008, 05:21:34 AM »
WalkingtheCow, Aaron, and I just had some spirited matches. Aaron, you're really good at staying out of the fray and building up your smashes or special attacks so that when I come wandering over to kill you you're primed to destroy me. Also, your win as Pikachu made me curse your whole state.

How was lag on your guys' ends?

17
NWR Forums Discord / It's Evan Avatar Month
« on: March 14, 2008, 04:05:51 AM »
read the subject stupid

18
Nintendo Gaming / Pokemon Trainer: the future of Pokemon?
« on: March 13, 2008, 03:38:25 AM »
First off, I have to say that Brawl's greatest innovation is Solid Snake: each A and B button move with Snake activates a different weapon or item. It is really awesome to have such a massive amount of control over many different Snake weapons; no other character really has this level of variety and flexibility. If I want to play an entirely melee attack game, I can. Or I can do it entirely with explosives, or with two types of mines and artful dodging.

Second to Snake is the Pokemon Trainer (and Olimar to an extent). Each of the Pokemon have "moves" which are not just attacks that can be combined willy-nilly, but specific moves that come in handy in specific situations. I think this is what Smash was always meant to be, a strategic combination of moves, not just a beat-em-up that looked fancy and played easy. Those characters that melee only are really boring compared to the ones that have lots of awesome and varied abilities.

I honestly believe, with an honest and totally truthful heart, that they could make an awesome game based on the Pokemon Trainer. During the Subspace Emissary, the Pokemon trainer only has control over a single Pokemon, but as he meets up with other Pokemon he can add them to his roster by beating them in a fight. Unlike Pokemon proper, you have direct control over your Pokemon via Smash controls, and for some reason I still felt like I was playing Pokemon. It was rather awesome to be fighting Charizard with both Squirtle and Venusaur, and know that I was going to gain access to Charizard if I beat him.

My proposal: why not make a Pokemon game where you control your Pokemon in a fairly direct way, like in Smash? Use basic Smash controls, where each Pokemon controls the exact same way, but with different attacks. Slow the game down a tad bit, add some strategic elements to the already strategic Smash system, and I think you have a winner.

19
NWR Forums Discord / Brawl Sucks (poll inside)
« on: March 13, 2008, 03:26:05 AM »
discuss

20
Nintendo Gaming / thatguy needs to find himself
« on: March 12, 2008, 03:40:24 PM »
Percentage of matches today where thatguy played the Ice Climbers: 90% (Caliban played as Samus the whole time too; both of you should be ashamed of yourselves)

Percentage of matches today where thatguy's obscenely long taunt gave his opponents the upper hand: 90%

Number of matches today where thatguy played as a different character, was totally schooled by Snake, yet won the match thanks to a ridiculous last minute final smash: 1

21
NWR Forums Discord / The Real MATLOCK Lag Thread
« on: March 11, 2008, 03:42:32 PM »
Tips to not having Lag in Super Smash Bros Brawl online battles with friends:

1. Don't play the fucking Japanese version.

2. See number 1.

22
You know what I really wanted from the Subspace Emissary? I wanted it to be compacted down into a smaller, much more confusing, maze-like version of itself, then I wanted it to be tacked onto the end of the regular SSE, adding two extra and much needed hours of repetitive, mind-numbing, thoughtless gameplay. Too bad, maybe next Smash.

Early candidate for Worst Thing Ever: "The Great Maze."

In sunnier news, I got Sonic and Toon Link, now all I need are Jigglypuff and Wolf.

23
Nintendo Gaming / WarioWare Stage with Jonny and Myxtika AZN
« on: March 10, 2008, 08:29:01 PM »
There's nothing quite like three brawlers taking a break from beating the snot out of each other so they can hide under an umbrella, jump in the air, or taunt en masse. It was really breathtaking, since all three of us are in different states.

24
Nintendo Gaming / Lookin' to Brawl
« on: March 10, 2008, 04:58:56 PM »
Message me within the next coupla hours.

25
NWR Forums Discord / Smash Bros. Tournament
« on: March 07, 2008, 02:07:58 PM »
Hello Brain Trust. NWR wants to do a Smash Brawl Tournament. We need a good system for accomplishing this, and have turned some ideas back and forth. However any suggestions you have here would be great (Funhouse core group ftw).

Our current plan is to create a new friend code thread that will house tournament friend codes. We'll limit the list to a certain amount of people (whatever the max friend codes you can have in the game) and have everyone add 'em. Then we on the staff will randomly organize matches, and the winners will be assigned to other winners during the tournament until there is an ultimate victor.

When you guys get Smash and start using the friend code and online play system, note the limitations that we need to look out for. Any suggestions for how to make Nintendo's stupid online rules work for us are welcomed. We need some groupthink in this hizzy.

Thanks.

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