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Messages - thepoga

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1
NWR Feedback / RE: Creation of RFN podcasts question
« on: November 06, 2007, 10:33:22 PM »
thanks a lot! I'm part of the apple family too!

2
NWR Feedback / Creation of RFN podcasts question
« on: November 05, 2007, 10:42:25 PM »
How do you guys make it with multiple people? Over the internet somehow or by phone? I was just curious and I was wondering how to make one with a friend of mine.

3
Nintendo Gaming / RE: Difficulty levels on Nintendo games
« on: September 07, 2007, 01:57:04 AM »
"Tell me, when was the last time you really played a difficult Mario platformer? Nintendo game's difficulty level has always been easier than most. "

Just to clarify, I was talking about boss difficulty, and lack of a feeling of danger from damage in regular locales. There's a certain sense of drama and thrill from struggle. Mario Sunshine for example had pretty difficult stages and levels (especially when you had fludd taken away) which were amazing, but quite a few of the bosses fights would have benefitted greatly if they didn't have the 3-hit rule.

Another thing, there are different types of boss fights that make them difficult. One requires precision and timing. Another requires strategy/logic/etc. (and of course, most bosses require both)

The 3 hit rule works for bosses that take a while to figure out what you have to do and therein lies the difficulty, but when you're talking about bosses that require timing and precision, it'd add a lot more to the fight if you had to inflict damage multiple times.

The early Megaman games are a good indication of this. Even knowing the bosses' attack pattern and what is required of yourself to win, it was difficult to execute it and execute it multiple times. (Personally, I think that the Megaman games were a bit TOO hard in this respect btw.) If it took just 3 hits, 4, or 5, a lot of the struggle and essentially a lot of the fun factor would be taken out. It just ends too quickly and easily. Making the amount of hits more is not at all a shallow way of increasing difficulty.

me: "Nintendo should, for the kids and newcomers, make things easier. I'm all for that. For the industry to survive, kids need to be able to break in."
Ian: "I don't get this. We were kids once with no previous game experience and yet we were tossed in to the deep end and didn't drown. When I was a kid games were probably the hardest they've even been. I sucked at games then and I suck now and I actually benefit from lower difficulties but lowering the standards for the next generation doesn't make any sense to me. What disadvantage do they have that we didn't?"

I meant compared to adults and hardcore gamers. You were comparing Kid Ian vs. kids of today. Maybe you were better, we can't really go back in time and empirically discover that. However, I think its safe to say you are a better gamer now, then when you were younger. In other words, Adult Ian>Kid Ian. Your reflexes are more refined, you're smarter, you have more experience, etc. (well maybe you used to play a lot more when you were younger and in that case, maybe younger you was better).

For all players of any age, for a traditional game (not Nintendogs) to have maximum enjoyment, it needs to be a step or two ahead of the player. There's needs to be a challenge that seems within reach, but takes some work to get there. If it seems out of the player's grasp, they will give up. What you ideally want is for there to be a progression, so that the skill level of the player goes up. Let's not lose sight that games are meant to be fun. Difficulty itself doesn't make a game fun. It's just a single, miniscule part of it.

4
Nintendo Gaming / Difficulty levels on Nintendo games
« on: August 31, 2007, 11:51:38 AM »
I've thought this for a long time, and think that regarding Mario and Zelda games, they're too easy most of the time for the people who have been playing games for awhile now.

I'm totally for levels of difficulty such as Beginner, Intermediate, and Advanced (or perhaps Casual and Hardcore) and it could easily be implemented. But yeah, there's two major things that have to be fixed, amount of damage received, and given.

Bosses die too quickly
The number three. What is it with the three attacks that it takes to beat most bosses in Zelda and Mario? It often feels so satisfying to do the different things in order to attack, and I want to do it several more times. Battles are simply too short. It's not necessarily the difficulty, it's the length and the amount of fun you have doing something. It's over far too quickly sometimes. Its seriously so entertaining, yet I find myself feeling after a boss fight, I wish I could've pulled a few more flippers from that squid

Too much health
And NWR mentioned this in the podcast, that changing the amount of damage is a cheap way to increase difficulty. That would be true, but often the attack patterns/AI of bosses are really great. It's Mario or Link that are flippin' invincible, Link especially with all those hearts lying around in those jars in the boss battles. Let's compare the SNES Super Mario World, and the GBA Super Mario World. In the SNES version, with a cape, you'd get hit and you'd go back to being small. In the GBA version, you just lose the cape. This broke the game and made it too easy because I could just run through enemies (especially you have the extra item on top). Even worse than this is New Super Mario Bros. (I love this game to death btw). It gives you all that, PLUS  THREE extra items. That means you could be hit SIX different times... and still be fire mario, and still have the ability to be hit two more times. I didn't use it the whole game just because it made it too easy, to where I wouldn't worry about being hit. I'm not saying make it go back to one hit and you're gone, because in 3D, you need that extra wiggle room, but the amount of wiggle room is far too great.

As a side note, for some boss fights, I think that the three hits is a great number. It should be adjusted per boss.

Nintendo should, for the kids and newcomers, make things easier. I'm all for that. For the industry to survive, kids need to be able to break in. However they've got to be an "and" company like they so frequently state and make bosses not so weak, and the heroes so overpowered for those who don't need the hand holding. I miss caring about getting damage in the game. I miss the difficulty.

5
Nintendo Gaming / RE:Metroid Prime 3 Revolutionized
« on: August 26, 2007, 08:36:03 PM »
I bought MP2 awhile ago, but I never got around to starting it. Should I try to beat it before I play Corruption or what?

6
Nintendo Gaming / RE:any pokemon u want
« on: July 09, 2007, 07:22:46 PM »
Could I have  Spiritomb, magnemite, and duskull?

and maybe a bulbasaur?

My friend code is 4940 1910 6505.  

7
Nintendo Gaming / Pokemon
« on: May 30, 2007, 09:42:26 PM »
http://www.serebii.net/pokedex-dp/468.shtml

How does Togekiss learn those attacks (Aura Sphere, Air Slash)? Don't quite get how it works.

8
NWR Feedback / RE: The Official "Wipe Out PGC" Thread
« on: January 25, 2007, 03:40:30 PM »
http://www.nintendoworldreport.com/podcast/nwrpodcast36.mp3
It says it in the podcast link pgcpodcast.
Additionally, Mike Sklens' site, www.pixeldujour.com, says "I'm also a writer and editor for Planet GameCube, a Nintendo focused website.".

9
Harry Potter for DS!

10
TalkBack / RE:PREVIEWS: Mortal Kombat: Armageddon
« on: January 24, 2007, 12:59:31 PM »
kool.

11
Nintendo Gaming / RE: Extension wrist strap clips and classic controllers
« on: January 22, 2007, 05:47:40 PM »
I'm thinking that the clip is supposed to be for those who just want their nunchuks attached to a specific wiimote and want it to be kept as one item or set. The games in WiiSports require you to not use the nunchuk and I guess you could take it out and have it still in "one piece". That's the only reason I could see for it. It doesn't entirely make sense for Nintendo to implement it for that reason, but that's the most probable use of it.

12
Nintendo Gaming / RE:Official "Virtual Console Mondays" Thread
« on: January 08, 2007, 04:50:25 PM »
Quote

Originally posted by: batmaniswatching
Hey is there anywhere on the nintendoworldreport site where you can just see a list of all the virtual console reviews (or even better, just a list of whether they're recommended or not, and then a link where you can click through to the review for more info)?  Am I missing this somewhere?  I won't have my Wii for a couple months probably, and I'd like to go through and see the recommendations in an easy format then so I can blow all of my money, but not blow all of my money, if you know what I mean.


You can type in Virtual Console Mondays in the search bar on the home page.

13
Nintendo Gaming / RE: Wiimote battery life?
« on: January 05, 2007, 06:43:20 AM »
maybe when you're transporting it, the buttons are being pressed, which also drains the batteries because its trying to detect the Wii.

The remote battery lasts a pretty long time when using only motion sensing (60 hours), continuous use of the pointer, like in a game like trauma center uses up a lot more power (30 hours). But 5 hours? I dunno man. I found the batteries that came with the remote to last a really short time. So I guess it depends on brand too.

EDIT: Another theory. Maybe you need to get Elebits (Or play more of it, if you already have it). Your Remote is trying to tell you something.  

14
Nintendo Gaming / RE: Prediction: iTunes Wii Channel
« on: January 04, 2007, 08:14:56 PM »
has anyone tried using Orb on their Wii yet?

15
Nintendo Gaming / RE: YouTube videos?
« on: December 22, 2006, 08:42:28 AM »
doesn't work for me either...

16
Nintendo Gaming / RE:Opera Wii Xperiment Links Page
« on: December 22, 2006, 08:22:28 AM »
I'm typing this with my Wii. Heehee! It took about 40 seconds to write that. Hmmm, I like the autocomplete word thingy.  

17
Nintendo Gaming / Wii Remote Shortage
« on: December 12, 2006, 05:29:41 PM »
How successful has everyone been in getting 4 remotes? I only got one extra one at launch, and now I rue the decision. I didn't expect it to be this high in demand at all. I keep checking stores only to find them still sold out. How has everyone else fared?

18
TalkBack / RE:SPECIALS: Nintendo World Report's Wii Launch Adventures
« on: December 06, 2006, 06:40:12 PM »
This is an article I wrote for my school paper detailing my Wii experience:

I arrived with my friend half an hour after midnight and there were eight people waiting in line already. With 62 units of Wii in stock, it would be a struggle to attain a Wii during that cold, cold night. Seeing my breath in the air, I was thankful I wore my warmest jacket and brought my extremely cozy sleeping bag. As we set up our "camp", unfolding our two lawn chairs at the end of the line, we grinned wildly at each other. It was going to be an interesting experience, we both knew. We brought out our Nintendo DSes handheld system and played several ravishing rounds of multiplayer Mario Kart against many of our fellow campers.

It was around this time that the line grew longer, as more and more Wii-wanting individuals showed up. To my dismay, several annoying sophomores were in line right next to me. An interesting point was when they began to argue with each other as one had laid his head on top of a banana peel the other had unceremoniously placed on his pillow. I avoided this and went to In-N-Out Burger which was a godsend. I could see the steam rise out of each fry as the sultry smell wafted in the air. The crispness of the burgers and fries was a boon onto my soul.

One factor we had not planned for was a bathroom situation. It was most unfortunate for me, because I had a sprained ankle and had to limp all the way to In-N-Out. Unfortunately, I had bought an extra-large pink lemonade... and In-N-Out closed at 2:00 A.M. I held my own though (no pun intended), while others may or may not have went to the back of Best Buy to conduct business.

It was around t his time I realized my warmest jacket may not quite be warm enough as I began to lose feeling in my arms. I snuggled into my sleeping bag to regain some warmth. It was then that I began to notice how massive the line had grown. Over 70 people were in line, many laughing with their friends while watching episodes of South Park on a laptop.

The mood of excitement died down a little bit as boredom set it. It was then I took out my guitar and began creating songs about the Wii and how “Wii want[ed] it wiilly wiilly badwii.” At first, I wasn’t sure if people could handle my “Wii Puns of Mass Destruction”, but it turned out everyone was in a light mood, laughing heartily at my little bits of silliness.

As the sun rose, people began to get even more excited (albeit in a tired way). At around 4:30 A.M. the first Best Buy employee came to prepare the store for opening. Loud cheers were heard as he opened the doors, followed by loud boos as he closed them. An hour later, even more employees showed, and began making a line of demarcation between those who would get a Wii and those who wouldn’t. The cut off was at 62 people, and many people were unfortunately turned away. But not I. I was on a Wiision (mission). An employee began taking the names of people checking I.D.’s and made sure that there was only going to be one Wii purchased per household. Those of us who remained in line then received a special ticket which had a number and our name on it. I was the magical number nine.

I asked an employee when the store would open, and he informed me that it would open around 8:30 A.M., a half an hour early. The anticipation grew to mammoth proportions, as did my need for food and a toilet. I traveled to Starbucks and I raced out with a blueberry muffin and a pumpkin spice mocha.

As I got back, time slowed to a crawl. I’m not sure if it was the caffeine or the mere two hours left, but I’m certain someone stopped my watch’s ability to tell time as it seemed frozen. The two annoying people behind me in line were shivering and struggling to find warmth in their shorts and t-shirts. I almost felt sorry for them.

As the clock struck eight, my heart began beating. We had to clear our “campsite” and we were now standing in line for our hearts’ utmost desire. My heart began to beat a little bit faster, and we all felt very anxious as the moment arrived. I began filling out precisely which games, and the amount of controllers I wanted on a pamphlet we were required to fill.

Finally the doors opened and a man beckoned the first customer in. With abated breath, we all watched as he disappeared inside the store only to come out five minutes later with a Wii held tightly in his arms like a newborn baby. We applauded the brave endeavors of this man, and he held the box up to everyone’s excitement. People were let in two by two, and finally it was my turn. I nearly cried. I was first greeted by a man whom I gave my ticket to. To my surprise, a security guard wearing a bullet-proof vest was there to make sure no one was exiting with any unpaid for items. I passed him pumping my fist to give him a nod of support. I was directed to a table on the right side of the store, and behind it were about a million Wiis (give or take 999,940). I handed them the list of my wanted items and that was when I received it. I had gotten the Wii.

After paying for it, and being asked six different times by five different people if I wanted a two year warranty plan for $39.99. Nintendo already has one of the best customer service policies around, so with a nervous smile, I replied “no” each time. As I walked out, I noticed how bright the sun had gotten. I got a handful of cheers as I was the “guy who played those funny songs.” I held my new best friend close to my heart and with a triumphant glee I shouted “Wiiiiiiii!”  

19
Nintendo Gaming / RE: Problem: Shakey pointer
« on: November 25, 2006, 04:54:27 AM »
It goes away when you change the sensitivity of your sensor bar. Go to Wii options from the main interface thingy.

Also, if you have your sensor bar above your TV I've noticed that if you point directly at your TV it will be shaky, but then if you point it kind of higher, more towards the bar it will become smoother. Hope that helps.

20
Nintendo Gaming / RE: Homebrew Wireless Sensor Bar
« on: November 24, 2006, 06:49:44 AM »
I think Nintendo is going to eventually release a doohickey that allows the sensor bar to be plugged into an outlet for those people who require such a scenario like those with projector screens and such. Or some 3rd party has to cash in on this idea.  

21
Nintendo Gaming / Thanksgwiiving
« on: November 24, 2006, 06:41:10 AM »
I had a blast this Thanksgiving showing off the Wii to all my relatives. My parents played, my uncle and aunt played etc. It was hilarious. And they seem to love the Mii channel. There was so much laughter and man. I was thinking, Nintendo did what it set out to do. Bring people together. Anybody else show off the Wii this thanksgiving?

22
Nintendo Gaming / Virtual Console
« on: November 21, 2006, 02:25:21 PM »
So what games have people gotten so far?

The games are overpriced, but I got Donkey Kong for fun. Where's Duck Hunt?!

23
Nintendo Gaming / RE: Some weird Wii problems, anyone have them?
« on: November 21, 2006, 01:01:28 PM »
Yeah I have the same thing (2) happen with mine when I try to connect to the shop. I think it's just Nintendo's servers acting up.

One huge thing I'm concerned with. Does anybody have weird tiny cracks in their Wiimotes? On the top, in the shiny plastic, there are tiny little cracks that can just barely be seen. It's around most prominently where the speakers are... I hope its just an early manufacturing flaw or something, because I don't mind too much. I'm just surprised that Nintendo overlooked something like that maybe. But I'm getting ahead of myself. Anybody else seen this?

24
Nintendo Gaming / Super Monkey Ball
« on: November 21, 2006, 12:38:15 PM »
Hey I want to compile a list of the GOOD monkeyball minigames. I don't really have time to play it until the weekend, until a lot of people come over and I want to impress. So far I've played a few that weren't very fun.

Also, what's with there being no multiplayer modes for the different stages? Or am I not finding where it is?

25
NWR Feedback / RE:Nintendo World Report
« on: November 16, 2006, 11:22:51 AM »
Does anybody else think the NintendoWordReport logo on the front page is a wii bit small? Maybe a little bit bigger... like smaller or around the size of the NintendoReport Forums logo. Other than that, wow the new site is amazing. The image viewer is really... wow. I think it's my favorite image navigation thingy now. IGN's is a little flawed, so is GameSpot's. It's a hassle with those sites at times. The site is so clean looking. Great job NWR designers!

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