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Messages - MegaByte

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76
TalkBack / Ballpoint Universe: Infinite Hands-on Preview
« on: March 22, 2014, 04:40:00 AM »

What if those doodles you drew while bored in class didn't stay tethered to the page?

http://www.nintendoworldreport.com/hands-on-preview/36911/ballpoint-universe-infinite-hands-on-preview-at-gdc

Ballpoint Universe: Infinite is a hybrid platformer and shoot ‘em up with an artistic twist -- nearly all of the art is composed of ballpoint pen on paper. The stylized nature gives the game a sharp and unique look, which combines fanciful mechanical and organic designs, but the gameplay is familiar.

The flying portion of the game plays like a typical vertical shoot ‘em up and has elements of more traditional games in the genre as well as some more bullet hell-style segments. A wide variety of enemies -- all sketched in pen -- attack in waves. Each area ends in a boss battle whereby you must destroy red-indicated sections to take down the nemesis.

Ballpoint Universe sports an impressive number of customizable weapons, shields, and other ship parts. In particular, the different weapons have a wide variety of characteristics, which lend themselves to different play styles. There are plenty of projectile-based weaponry, but there’s also at least one sword-based weapon, which has a short range, but high payback. These ship parts can be bought and upgraded at the store between stages and are purchased from cash collected in the game. Additionally, a larger attack can be built up and unleashed.

The platform portions have you running around as a goofy bird-like character, solving puzzles along the way. These areas aren't as fast-paced, but the artwork really shines.

The title is already available on Steam, and as is the situation with many indie games, Nintendo approached Arachnid Games and asked them to bring it to Wii U. It’s no surprise; the surreal look of somebody’s notebook doodles come to life and depth of the weapon system warrant checking out.


77
TalkBack / GDC 2014 Wii U eShop Indies Video Round-up 1
« on: March 22, 2014, 04:16:00 AM »

Check out Wii U videos from Nihilumbra, Stick It to the Man, Affordable Space Adventures, Ballpoint Universe Infinite, Teslagrad, and Armillo.

http://www.nintendoworldreport.com/video/36912/gdc-2014-wii-u-eshop-indies-video-round-up-1

Here's our first batch of videos from GDC featuring six upcoming indie Wii U eShop titles. We'll have more footage coming soon!


78
TalkBack / Affordable Space Adeventures Hands-on Preview
« on: March 22, 2014, 03:35:03 AM »

By affordable, we mean the Yugo of space travel.

http://www.nintendoworldreport.com/hands-on-preview/36910/affordable-space-adventures-hands-on-preview-at-gdc

Affordable Space Adventures was the most delightful Wii U surprise I saw at GDC this year. A collaboration between KnapNok Games, who have put out some very interesting alternative control multiplayer games like Spin the Bottle and Johann Sebastian Joust, and Nifflas, developer of Knytt Underground, have teamed up to create a wholly new and unique experience.

In Affordable Space Adventures, you control a beat up old spaceship that’s just crash-landed on a hostile planet, a claustrophobic place that would feel at home in the Metroid universe. The GamePad acts as your ship’s computer, and systems are slowly restored as you progress. At first, you can only use basic thrusters and a spotlight and must navigate through tunnels and caves, with the left control stick managing thrust and the right control stick, your headlights. Everything else is broken, including stabilizers, which really makes it feel like you’re controlling a junker. Starting the engine even sounds like a barely functional car gasping for life, and the computer humorously appears to boot up an old BIOS. Even after the engine gains more power, it overheats rapidly.

Though the camera portrays a third-person side view, the dark and atmospheric nature of the game and the barely functional computer make for an immersive experience. As you progress, more systems come online, but also various lasers and security measures make the adventure more difficult. An ever-growing variety of ship functions allows you to find new ways of getting around. For example, you can’t use your engines underwater, but you can use another device that increases your mass in order to sink and float through underwater caverns. Other devices include a Metroid Prime-style scanner, which is needed to avoid proximity sensors, and an electric engine.

Up to three people can take different parts of the ship’s controls, making for a coordination challenge, and adding to the immersiveness of controlling a barely functioning ship on a desolate planet. While one person controls the computer, another can control the engines, and a third can target. You’ll need lots of cooperation to solve the puzzles, such as one I played involved pushing boxes to the correct locations in order to ricochet beacons at the right angle to hit switches and open doors.

Affordable Space Adventures is a moody ordeal made fun by virtue that it makes you feel the space analog of coaxing a lemon down the highway -- in the best possible way. The lighting effects bring the shadowy world to life, and the use of the Wii U features, both in single and multiplayer, make the experience not only possible, but adds a particular realism that finds just the right balance of complexity and function.


79
TalkBack / Stick It to the Man! Hands-on Preview
« on: March 22, 2014, 03:07:00 AM »

It'll take brains to get yourself out of this sticky situation.

http://www.nintendoworldreport.com/hands-on-preview/36909/stick-it-to-the-man-hands-on-preview-at-gdc

Stick It to the Man is an adventure game with light platforming and a very slick graphical presentation. The world is made up of drawings on stacks of cardboard, but the camera changes focus in a fluid and dynamic way, and the whole world has a static filter over it, adding to the hypnagogic atmosphere.

The surreal world is populated with characters vaguely reminiscent of The Simpsons (they even have yellow skin) and especially Ron Gilbert-style adventure games. Ray, the main character, wakes up with a giant pink spaghetti arm sticking out of his head. This arm allows him to read the minds of people, as well as . You can raise the GamePad up and use the gyroscope to find nearby brains to latch onto, though this method is optional, and targeting the thoughts and desires of others can be performed with standard controls.

The spaghetti arm is the result of a government accident, and Ray finds himself being chased by men in black, ricocheting from wacky situation to wackier situation. The arm can be used as a grappling hook, allowing Ray to jump and swing to otherwise inaccessible locations, which allows him to evade his pursuers.

Taking a page from Paper Mario: Sticker Star, you can use the pink arm to rip stickers out of the cardboard environment and paste them in other locations. The downtrodden citizens who Ray runs into each have their own troubles, which Ray solves along the way by moving stickers around during his escape from the men in black.

Stick It to the Man is full of dark humor and gameplay revolves around avoiding the men in black and solving problems by finding and moving objects around the environment. The story is augmented by a smooth graphical presentation and voice acting. Already out on PSN and Steam, the game will be making its way to Wii U soon.


80
TalkBack / Nihilumbra Hands-on Preview
« on: March 22, 2014, 02:18:00 AM »

From nothingness he was Born.

http://www.nintendoworldreport.com/hands-on-preview/36908/nihilumbra-hands-on-preview-at-gdc

Nihilumbra is a platformer, but one far from typical. Made up of a series of puzzles, the gameplay is methodical, and challenges players to figure out how to get past a variety of situations. Originally for iOS and later Steam, Beautifun Games is bringing the game to Wii U. The Wii U controller is perfect for the game -- while controlling the character with the control stick, players use the touch screen to draw on ground surfaces using elemental powers.

The game begins in the Frozen Cliffs, with the protagonist Born, a shadow escaping from an encroaching destructive force. You start with the ability to form icy surfaces over which characters will slide. Early on, players encounter an enemy that cannot be jumped over. To demonstrate how the ice ability is used, players must draw ice onto the ground and lure an enemy onto it to get them to slide down a pit. Soon thereafter in the Living Forest, a grassy green power is discovered, which creates bouncy surfaces. Players must use this surface in conjunction with gravity to reach new areas. Three other powers are unlocked later in the journey.

As the title suggests, the game is psychological and philosophical in nature. With audio and textual narration, various ideas are integrated into the story, with each screen adding more to the mysterious odyssey of Born.

An optional two-player mode splits the drawing and platforming roles, which makes teamwork a necessity. Cooperating with a random GDC attendee, I found this mode very compelling, which required coordination and paired puzzle solving.

Nihilumbra is a highly unique puzzle platformer with understated, but immersive environments. The combination of traditional action controls and touch mechanics is expertly paired with an ominous story and a stylized environment, making for a very interesting experience.


82
Hit the arrow in the top-right corner.

83
General Chat / Re: Help me patent this idea...
« on: January 31, 2014, 11:17:12 PM »
Prior art: http://zmhenkel.blogspot.com/2013/03/isp-advertisement-injection-cma.html
Pretty sure there are many other cases of this in the past, but that was the first thing to pop up.

85
TalkBack / Re: Yoshi's New Island Impressions
« on: January 25, 2014, 05:22:48 PM »
I don't really recall what it was like at E3, just that it was perhaps too strong or at least not done quite right now, with Yoshi seemingly floating in the foreground. It also exaggerated the effect of jagged polygon boundaries, which made certain texturing look worse than it would otherwise.

86
NWR Feedback / Re: Malicious URL coming up
« on: January 24, 2014, 03:50:21 PM »
We talked to our ad provider, and hopefully they shut them down.

87
TalkBack / Re: Yoshi's New Island Impressions
« on: January 24, 2014, 03:47:50 PM »
I'm hoping this game is a worthwhile purchase. If I recall correctly, it has the original Yoshi's Island director (or was it producer?) supervising, which gives me hope!
He also supervised YIDS, according to the credits, so I'm not sure if there's a real difference in his involvement or not.

88
TalkBack / Yoshi's New Island Impressions
« on: January 24, 2014, 01:00:18 PM »

Would you trust a stork with your child? How about a dinosaur?

http://www.nintendoworldreport.com/impressions/36406

Yoshi's New Island takes place immediately after the original Yoshi's Island. While it seems hard to justify a sequel, the story writers absolutely tackled the challenge with an absurd story. After a quick recap of the first game, the final screen, where the baby heroes are held high is shown. But then it scrolls down to show the proud new parents. "These aren't our babies!" they exclaim. "WHAAAAT?" The stork screwed up! Off on a new flight to find the Mario bros. real parents, the bird is ambushed by Kamek, who manages to fly off with Luigi. Mario falls towards the ocean below, landing on Floating Egg Island, which happens to be a second home for the Yoshis. In a carbon copy of the first game, the herd decides to take Mario from level to level in search of his brother, while Bowser wants to turn the island into a resort.

Arzest, which includes key members of Artoon, developers of the previous Yoshi outing, Yoshi's Island DS, tackled this sequel. However, where YIDS deviated somewhat from the SNES formula, Yoshi's New Island hews closer to the original. A completionist game, you'll need to explore every nook and cranny in order to achieve 100%.

Setting off on the new adventure, I had a chance to trial five stages. The first two, Little Eggs, Big Eggs and Chomp Rock 'n' Roll, were pretty easy tutorial levels, the first introducing the basic egg making and throwing mechanics, as well as the new giant egg. The giant egg is the Yoshi's New Island version of the Mega Mushroom, an egg that destroys everything in its path. The first introduction was straight-forward, but later appearances require you to figure out where to launch the egg to maximize its bonus item payout -- aside from opening up areas, the more destruction you cause, the more extra lives you earn. You can also create a giant egg by eating a giant Shy Guy. To do this, you have to rapidly press the tongue button like reeling in a fish.

Both styles of egg targeting return, Patient and Hasty, and they are joined by a new third option, Gyro, which lets you tilt the system to target eggs. It's a cool idea, though it's not really feasible to play the more difficult stages this way. Two types of button configurations are also available.

The gyro is also exclusively used for controlling Yoshi's vehicle morphs, which appear in various timed sub-stages, of which I saw two. The helicopter makes a return, and it's joined by a new mine cart transformation, which is introduced in the second stage. These segments challenge dexterity, and are peppered with time extensions, but if you don't make it to the end, you can try again.

World 1-6, Bouncy Beanstalk Walk, begins to up the platforming ante with beanstalks that grow to reach new places, but include leaves that will hold your weight for only so long. 2-7: Hidey-Hole Hooligans brings back the Wall Lakitus who destroy bits of the levels as they target your head, making it difficult to get to where you want to go.

The final level I played was 4-1, Hop 'n' Pop Till You Drop, which featured lots of aerial platforming and floating balloons to traverse. Additionally, the levels is full of bubbles, many of which contain enemies or bombs, which emerge if you pop them. This level began to stress the tradeoff of collecting versus surviving.

Most frustrating are the F-you moments where you don't find out about hidden collectables until it's too late. Whether it's a Chomp Rock that rolls off a ledge before you know you need it to reach a higher ledge, or a key that falls into a pit never to return, the game almost necessitates playing stages over and over. The original was like that, but that particular "feature" wasn't worth copying.

The bonus ring mechanic has changed, making unlocking each world's bonus level a different experience. For each flower you collect in a stage, you'll get one chance at receiving a medal from the end goal. Once you obtain 30, the bonus level unlocks. This means you could play the same stage over and over to reach that threshold, but it also means that unlocking the bonus level is partially due to luck.

The art seems better than it looked at E3, but the mix of craft-style art and stereoscopic 3D looks a bit strange. In particular, Yoshi seems to float in front of the level. It's colorful, but with the increase in canvas space, it doesn't feel like it pushes the limits of the system like the original. Music is better than YIDS, but also doesn't seem as charming as the SNES progenitor. StreetPass appears to be out, but there's an option to send gameplay data to Nintendo. Hopefully, this means they'll be making improvements to the game over time.

Those looking for a Yoshi's Island sequel should find a competent successor in Yoshi's New Island. It's not groundbreaking, but it does absolutely capture the feeling of the SNES classic.


89

It's on like... never mind.

http://www.nintendoworldreport.com/news/36387

Donkey Kong Tropical Freeze includes online leaderboards.

The ranking system includes the typical Nintendo rank sorting options. Global Top Rank allows you to to view top records from around the world, while Global Player Rank shows records surrounding your current rank. Friends Top Rank lists the rankings of those on your friend list.

The system allows you to upload a replay video for others to see. You can post one video per level, and you are given the option to update this video only whenever you beat your best time on a level.

The ranking screen shown in the embedded image includes a number of icons. The first is a medal, which is awarded based on your time. The camera icon indicates whether a viewable replay is available. The heart icon is a special designation, showing that the stage was cleared without taking damage.

Finally, the Kong buddy icon tells you which buddy was used in a course, if a buddy other than the default was used in a level. Specific Kong barrels can be bought in Funky's Fly 'n' Buy, and when activated, changes which Kong will show up.

Banana coins can be spent in a capsule machine in Funky's shop. Much like in Super Smash Bros., character models are unlocked in this manner. Like the previous game, Tropical Freeze also includes unlockable music, art, and dioramas. Along with those numerous secrets, Hard Mode makes a return, promising a huge amount of replayability.

Check back later today for exclusive gameplay videos of Donkey Kong Country: Tropical Freeze! Until then, check out the latest batch of screenshots in our gallery.


90
TalkBack / Bravely Default Impressions
« on: January 16, 2014, 10:21:08 PM »

A fine fantasy.

http://www.nintendoworldreport.com/impressions/36359

I played through the first hour of the US version of Bravely Default, which just barely scratched the surface of the massive game. It begins with a monologue by Agnès, which plays out in front of you using one of the game's AR cards. The four protagonists are then introduced through an extended sequence of seemingly unconnected movies. Agnès Oblige, the vestal of wind, prays in front of a giant crystal, which is suddenly consumed by darkness. She sets out on a mission to cleanse crystals from darkness along with her fairy partner Airy. Tiz Arrior’s village is obliterated by an unknown force, leaving him as the sole survivor. He is the first person you control. Edea Lee is a noble with sword-fighting skills who is sent on her first mission, which as it turns out, is to capture Agnès. Ringabel is an amnesiac ladies’ man with a special notebook that can predict the future. Coming from different parts of the world, these four eventually meet and team up.

Coming from Square Enix, the job system should be familiar to fans of games like Final Fantasy III, V, or The 4 Heroes of Light, the latter of which is especially reminiscent of this game. You can set both primary and secondary job classes, giving you the abilities of both; however, only the former will gain experience. The storybook-like art style is also similar to 4 Heroes of Light, and the light-hearted story telling and voice acting, despite the dark situation reminded me of a Disney movie. Particularly with the focus on a crystal as the source of power and stability, the game feels like Final Fantasy, but without over-designed characters. Though it takes place in a medieval setting, I saw a number of summons that were based on modern technology like trains and jet fighters.

The game’s odd name derives from its battle system. While Bravely Default is modeled after traditional turn-based games, it adds a new twist. Players can choose Brave or Default options in battle. Each character has a BP meter, which indicates how many turns you have banked and increments by one each turn. By selecting Default, characters will defend, reducing damage, but also add a Brave Point. Selecting Brave lets you take an action such as attacking, and you can plot multiple actions, one for each BP. You can also dip into the negatives, taking more actions than you have available (up to 4 at the beginning). If you choose this route, you won’t be able to take another action until your BP reaches zero. In this way, players can play with risk and reward.

It’s a bit like downing a triple espresso in the morning – you’ll get a burst of energy at the expense of tiredness later in the day. But with swords and spells. Bonuses are awarded for the quick dispatching of enemies, but overplay your attacks and you’ll be left open to devastation. Unfortunately, I didn’t get a chance to experience this strategy, or the job system for that matter, within the first hour since just attacking as much as possible was sufficient to defeat everyone.

Though it’s been a long time coming, the American version gains from refinements made to the original that smooth gameplay. Both English and Japanese voice and subtitles can be chosen independently. Additionally, Bravely Second, a mechanic that lets you stop time mid-battle and take an emergency turn. Oddly, Bravely Seconds are earned for every eight hours the game remains in sleep mode. They are also sold as SP potion microtransactions, which the game reminds you, uses real money.

The demo (which involves a side quest that’s not actually part of the main game) is free on the eShop. Bravely Default also includes StreetPass functionality that allows you to share attacks that can be called upon in battle. StreetPasses from the demo can be brought into the main game.

Bravely Default promises around 90 hours of gameplay. Those looking for a deep and charming job-based JRPG should definitely take a look. If you’re interested in finding out more, check our review of the European version.


91
Who owns Bomberman now? That franchise still has enough popularity to bring in some money.
Konami.

92
TalkBack / Re: Donkey Kong Country: Tropical Freeze Impressions
« on: December 18, 2013, 05:41:30 PM »
Yeah, the combined Kong powers kind of subsume animal buddies.

93
TalkBack / Donkey Kong Country: Tropical Freeze Impressions
« on: December 18, 2013, 01:00:16 PM »

Donkey Kong x DuckTales?

http://www.nintendoworldreport.com/impressions/36224

Officially revealed at the VGX awards, Cranky Kong has decided to get in on the Tropical Freeze action, leaving his shop in the hands of Funky Kong. With his cane, the elderly Kong is reminiscent of Scrooge McDuck from DuckTales, though he doesn't play exactly the same. Like Scrooge, Cranky can pogo with his cane, but you can't jut hold down the button to keep hopping; you have to time each pogo jump carefully. And rather than a golf swing, Cranky opts for a downward thwak. Otherwise, bouncing on enemies and spikes to reach otherwise unreachable areas definitely brings back memories of DuckTales. Like the other sidekicks, Cranky has projectiles, but instead of peanuts, Cranky throws dentures! It's a bit weird seeing chattering teeth meandering across the screen.

Different stages feature Diddy, Dixie, or Cranky trapped in barrels when one is best suited to help you. Other stages will let you choose by presenting a barrel that switches character indicators every few seconds. Diddy and Dixie control fairly similarly, but Cranky's play style is a bit different, so care must be taken to remember which moves are currently available, though it's not much different from playing Donkey Kong with and without Diddy. Once full, a new meter fills, allowing DK and partner to turn all enemies into items when triggered. If Diddy is the partner, enemies turn to 1-up balloons. Dixie's bonus is yellow hearts, each of which adds an extra hit point. Perhaps in another nod to Scrooge, being paired up with Cranky when unleashing the meter results in enemies turning into coins.

Jelly Jamboree, the fifth level of the fifth world, Juicy Jungle, introduced blocks of bouncy jelly that makes travelling interesting -- especially when jumping on certain colors of jelly made platforms flip back and forth, making timing and attention crucial to success. I played through several other newly revealed levels, though none stood out like the ones I saw last time. The dynamism has been kicked up a notch, which makes for a very visually engaging experience. However, a general theme I noticed was the propensity for areas in levels to reveal themselves just before you reach them, making it hard to plow through areas without memorizing them ahead of time. This was especially true in a few of the levels I played such as Bramble Scramble and Homecoming Highway. On the plus side, the game keeps things interesting, and you can expect to swing and climb onto all sorts of surfaces (and not just stroll along the ground). Once you get into the groove, it feels great to quickly chain rolls and jumps, though there are also a lot of secrets to uncover, which requires taking things at a slower pace.

We're now able to confirm that Tropical Freeze will feature GamePad and Pro Controller support, in addition to the original's Wii Remote + Nunchuk and sideways Remote schemes (but not Classic Controller), so there are multiple ways to avoid the oft-derided shake controls. The game also features Off-TV play, but while you're playing on-TV, the GamePad will go dark to "save battery."

There's a ton of other stuff going on in Donkey Kong Country: Tropical Freeze, and while Nintendo and Retro Studios are remaining tight-lipped about those details now, they promise more details early next year.


94
TalkBack / Re: NES Remix Announced, Available Now
« on: December 18, 2013, 11:28:58 AM »
Besides WarioWare, this reminds me of ROM Check Fail

95
TalkBack / Re: Dr. Luigi Coming to the Wii U eShop
« on: December 18, 2013, 11:22:33 AM »
Definitely not a doctor... you'd choke on that ****.

96
General Gaming / Re: Educational Gaming?
« on: December 14, 2013, 02:54:18 PM »
All of the MECC games -- The Oregon Trail, Word/Number/Super Munchers, etc.
Super Solvers series
The Incredible Machine
Mavis Beacon Teaches Typing
Encarta MindMaze

97
General Chat / Re: Question about SD cards...
« on: December 11, 2013, 12:43:13 AM »
So Nintendo allows 3DS users to download games  to SD cards, yet both Google and Microsoft block this feature on their smartphones. Why is this?
Google used to let you, before internal storage got cheaper, but then they rerouted the "SD card" to internal storage.

98
NWR Feedback / Re: Real Talk: Public Moderation System?
« on: December 11, 2013, 12:34:43 AM »
That's why they're called private messages.
Actually, they're called Personal Messages.

99
General Chat / Re: micro-USB needs to be abolished
« on: December 10, 2013, 04:49:26 PM »
A new standard is already coming http://www.usb.org/press/USB-IF_Press_Releases/Type-C_PR_20131203_Final.pdf

Why can't manufacturers just create a new plug that's shaped like a cylinder, like what laptops and modems use?
 
Headphones all use a standard connector, so why can't all power cables use a single connector standard?
It would be difficult to fit all the necessary pins (both power and data) in that format.

100
TalkBack / Re: Super Nintendo Headed to 3DS VC?
« on: December 10, 2013, 11:50:08 AM »
Licensing, probably. There was already a brouhaha with the NeoGeo X. And yet, TG16 games still haven't shown up, despite being announced years ago.

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