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Messages - Crimm

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Podcast Discussion / Episode 943: I'm Seeing Double Here, Four Virtual Boys!
« on: September 14, 2025, 02:57:00 PM »

Oh, you've got a deadly game of cat and mouse going. I'll come back.

http://www.nintendoworldreport.com/rfn/72471/episode-943-im-seeing-double-here-four-virtual-boys

I can't believe we're talking about the Virtual Boy in the year 2025 CE. Normally, this brand of declaratory surprise is delivered as "I can't believe we're STILL" doing whatever the prepositional phrase describes. It would be incorrect in this case. We have never talked about the Virtual Boy.

I've owned a Virtual Boy for about 13 years. I bought it before game collecting went through its absurd inflation cycle. I've probably used it a dozen times, I can't even tell you if it still works, but not for lack of effort. I don't have six known-good AA batteries, because again, it's 2025.

Please wait while I walk to the CVS up the street at about 10 PM.

On the return, I can confirm my Virtual Boy is functional, but a bit finicky to get started.

It's a really strange controller. After using it for about twenty minutes, I agree with Greg that the lack of a Virtual Boy controller in the Nintendo store is a bit surprising. Shelling out $100 for a plastic Virtual Boy shell is already a deeply sick thing to do - what's another $40 for a controller?

A true mirror-image from left to right, the controller has two D-Pads and two face buttons on each side. The left side's face buttons are Start and Select but in shape, size, and location they are identical to A and B on the right. There is also a trigger button on each of the two handles. They're round, which makes zero ergonomic sense, but they are often the primary action button. Even the handles, a bit of a precursor to the N64, feel somewhat off. They're a bit thin but, to their credit, are more contoured than the N64's.

The weirdness of the controller continues, as the power for the Virtual Boy unit actually comes from the controller itself. The back of the central core of the controller has a rail that you can slide a power brick into. By default, the brick is a box for holding six AAs, but in theory it could be an AC Adapter or some kind of rechargeable device. There was an official AC Adapter, but they seem very rare. I doubt a rechargeable battery came out, since the system's lifespan was about five months. However, the Virtual Boy has a dedicated modding scene, and they have produced their own.

If you're wondering why I'm talking about the Virtual Boy, I guess this will be news to you - Nintendo had a major Switch Direct this week.

I say "Switch Direct" but that's not entirely accurate. The Direct started with an extended Mario 40th Anniversary segment that included: an uninspired Mario Movie segment, a solicitation to run the Kyoto Marathon, and a reminder that you can shell out and go to Universal Studios (Osaka, Orlando, Hollywood) and live the Mario life.

With the Direct running over an hour, it would be impossible to document here everything we touch on in this week's episode. There were so many silly things: a printed Rosalina's storybook that will be lacking the new pages, Tomodachi Life in general, the announcement of another Kirby Air Riders Direct, and the above. There was also a lot of news: a new Fire Emblem, a Metroid Prime 4 release date, Donkey Kong Bananza DLC. This episode is more than a bit packed with content. However, not Jon. He was unable to join us this week.

Pardon our dust, this was an episode where we forwent traditional editing in order to get it out as soon as possible. We moved our normal recording date to cover the Direct, and released within an hour of recording concluding. That also means no timecodes this week, because we don't know where they are either! You might also hear a bit more crosstalk or noise than the usual episode.

SENDEMAIL


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We could have made the poster lenticular but thought you might be confused why the ship was sometimes not a skull. Yes, the title should clue you in, but we're not taking any chances.

http://www.nintendoworldreport.com/rfn/72346/episode-942-we-cant-make-the-ghost-ship-poster-any-clearer

I've mentioned it in past episodes, but for about ten years I was part of a group that routinely watched movies ranging from "bad" to "befuddling." We produced a spreadsheet that documented every film, but sadly I have lost access. Ghost Ship was on that list, and as dumb as "Speed 2 with Ghosts" sounds, it really isn't even close to the worst content we saw.

One of the things we learned will not surprise: as the barrier to entry dropped the floor for quality dropped with it. When it was hard to make a movie, movies like Manos: The Hands of Fate were rare novelties. By the 90s, any delusional narcissist could make their vision our reality.

Camcorders, a portmanteau of "Camera" and "Recorder," really was just a video camera with an on-board recorder. Previous video cameras - portable and studio - transmitted their analog video signals to an external recording device. In the early 80s there were professional quality "remote" recording kits that included a VCR in a satchel, but these were prohibitively expensive.

In 1983, Sony released the first consumer-grade camcorder based around their proprietary Beta format - a format that was already losing the format war with VHS. JVC soon followed suit with a VHS-based product. Prices quickly dropped, refinements continued, and the cameras - and their recording medium - continued to shrink.

1990 saw video editing likewise democratized with the release of Video Toaster for the Amiga. Non-Linear editing was now available to any content creator with a camera and a Commodore PC.

The legacy of these creators lives on horror slop available on Tubi.

You might wonder why I'm telling you all this. Well, it's related.

Jon wasn't available to join us this week, ending his "Iron Man" streak at two. A new high score.

This week we lead-off with a chunk of your Listener Mail. Our first question asks what games can introduce non-gamers to the hobby. We then get real old and breakdown how our bodies' breakdown is degrading our ability to game. The third email requires we defend ourselves from accusations of becoming a Xenoblade podcast. We did just release a 150 minute Xenoblade podcast three weeks ago...

After a break, we dig into one final email: why no one besides Nintendo has an active mascot character. Concluding the Listener Mail task, we tackle a bit of actual New Business. Guillaume tore through Shinobi: Art of Vengeance. Needless to say, he's a fan. We also get a brief Silksong mention, because its real. Greg has some final thoughts on Star-Crossed World and the Chibi-Robo! for GameCube NSO.

Keep sending those emails!

  • (00:05:00) Listener Mail - Games to introduce non-gamers to games.
  • (00:25:43) Aging affecting our game-playing.
  • (00:44:56) Radio Free Xenoblade.
  • (00:52:29) What's so hard about attaining mascot dominance?
  • (01:18:39) New Business - Shinobi: Art of Vengeance. Silksong is brought up.
  • (01:53:24) Kirby and the Forgotten Land - Nintendo Switch 2 Edition + Star-Crossed World. Chibi-Robo!

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I didn't realize that was the same team. I loved Magicka.

4
Podcast Discussion / Episode 939: Cranky's Forbidden Rant
« on: August 19, 2025, 04:35:25 AM »

Even the embarrassing moderation policies of X, The Everything App, are being put to the test.

http://www.nintendoworldreport.com/rfn/72098/episode-939-crankys-forbidden-rant

Last time I wrote about Donkey Kong Bananza, I discovered that DK is an ape and Diddy isn't. The revelation that adjoins this information is that Diddy is dumber and closer to death than DK.

Truly, an evolutionary dead-end.

Speaking of evolutionary dead-ends, Rare's time with the Donkey Kong brand contributed the plurality of character and world details that we associate with "the big ape."

This sounds instantly more accusatory than I intend - I'm not speaking of Rare as the dead-end. I'm talking about many of the so-called "characters" they contributed to the brand.

Lets talk about Manky Kong.

WAIT! GET BACK HERE, I DIDN'T DISMISS YOU!

Manky Kong is an orangutang that Rare created as an enemy for Donkey Kong Country (1994). He went unused for the remainder of Rare's time with the series - presumably because he's undeniably terrible. However he did show up in a few manga and as a sticker in Super Smash Bros. Brawl.

I suspect this fact will be unsurprising, but the name "Manky" was, once again, Rare gracing a title from UK slang to one of their creations:

Used to describe an object that is unpleasantly dirty, usually because it is old or has been used a lot
-Cambridge Dictionary

Rare's use of British slang has always felt like it was their way to get one over on whoever was, at that moment, their foreign master (see: Ghoulies, Grabbed by the). In this case however, the oblique naughty reference was not of their own creation.

Nintendo Power published the Player's Guide - the official strategy guide of Donkey Kong Country. They described Manky Kong as follows:

Manky Kong is really mad. Probably because he was never accepted as part of the Kong group. The word "manky" seems to be derived from the words "mangy" and "skanky." It's certainly befitting for such an unsightly ape...

In fact, an issues of Nintendo Power likewise describe Manky Kong as "skanky." Even when they were trying to behave, Rare will always be Rare.

As for the actual episode, it's the 100%er Club Spoilercast for Donkey Kong Bananza. James and Greg have all the collectables and have a lot to say. Below are the chapters and timestamps.

  • (00:01:48) Spoiler disclaimer.
  • (00:02:43) Character builds, in a DK game?
  • (00:10:35) The Layers, and what makes them special.
  • (00:37:04) Pauline: Style Icon.
  • (00:46:07) Fixing Rare's mistakes, and making new bosses to reuse.
  • (00:54:03) The final boss, endgame, and wrap-up.

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Podcast Discussion / Episode 938: Hey. How's it Poppin'?
« on: August 16, 2025, 03:57:00 AM »

Why does everyone laugh at this joke? I'm so confused.

http://www.nintendoworldreport.com/rfn/72096/episode-938-hey-hows-it-poppin

Are you aware that the Xenoblade Chronicles series makes a few very subtle references to 2001: A Space Odyssey? It has some other similarities too:

Like Space Odyssey itself, the ambiguous ending is at once appropriate and wrong. It guarantees that the film will arouse controversy, but it leaves doubt that the film makers themselves knew precisely what they were flying at.

Time
April 19, 1968

That sounds awfully familiar... (also see: Xenoblade Chronicles X spoilercast).

So does that mean Chapter 13 of Xenoblade Chronicles X: Definitive Edition has a space baby? Well, this is our XCXDE - a very easy to follow shorthand that I will use from now on - spoilercast, so you could listen and find out.

But no, there is no Space Baby.There is a planet to colonize, famously ambiguous endings, but no cosmic postnatal giant.

There are also dangerous, meat-hungry, apes.

Who's the guy in the hood? How are things poppin' in said hood? Why is the fact that things are "terrible" for me, good for him? Is he a dick? Why is he a dick?

Why is the entirety of this narrative powered by cosmic unknown and pizza?

Since I can't really get into spoilers here, let's talk about pizza.

Pizza moves all the gears of New LA's economy. New LA is a city of American exiles. It stands to reason that Army Pizza, the central nexus of New LA, serves a style of Americanized pizza. Let's explore this very stupid space.

What kind of regional pizza are they serving in New LA?

  • California-style - scallops, salmon roe, avocado, crème fraîche, or cucumber flowers on an Italian crust? IT'S THE END OF THE WORLD MAN! Get this hoity-toity **** off my pizza. You think Army Pizza is going to have duck sausage lying around? This isn't pizza, this is flexing.
  • Chicago-style - We do see some pizza, and we see how many pizza the Ma-non can put away. There's no way this noodle-less lasagna in a bread bowl is something anyone is eating an entire pie of, let alone five. Ain't no way New LA can afford to have an entire society food-drunk after eating a bunch of this. The city would have failed on day one.
  • Detroit-style - Absolutely not. Pizza in New LA is clearly round
  • Trenton-style - Sauce on top? With all the stark white surfaces in New LA? Think of the mess this would make!

Wait, I have entire second episode to edit and write about this week? I can't get into the galactic unknowable mystery that is Altoona-style pizza. Honestly, the Ganglion should have made their way to Earth a lot sooner...

You heard me right, we have a Donkey Kong Bananza spoilercast coming out in a few days...what the hell did I sign up for?

Here's the timecodes for the various subjects we cover on this episode, keep in mind the chapter titles could be spoilers.

  • (00:01:04) Spoiler disclaimer.
  • (00:08:25) What's so Definitive about it?
  • (00:35:38) New Characters and non-Chapter 13 new content.
  • (00:46:58) Mia (who is new to us).
  • (00:56:04) Neilnail - Celica's Big Sister.
  • (01:01:42) Liesel and Ga Jiarg - skell tutorial and little kitty, big city.
  • (01:06:09) Al - your friend and mine!
  • (01:15:45) Why does it always have to be a Conduit?
  • (01:41:37) What is really going on in Chapter 13?
  • (02:24:08) Exploring Volitaris.

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His killing progress though? Top of the class. Middle school is looking bright.

http://www.nintendoworldreport.com/rfn/72002/episode-937-im-worried-about-razors-reading-progress

Nintendo's back-to-back weeks of announcement streams continue to provide a serendipitous disruption to the status quo; this week Jon is out and Greg and James have been mostly devoted to the chores of cleaning up Bananza. Last week we had Jon, but Greg and James were still busy with the task of banana collection. With limited content to sustain the New Business pipeline, this marketing disguised as an event kept this show fueled.

This is an unsustainable resource; Nintendo needs more time for developer biomass to degrade into extractable hydrocarbons. Sound off with your favorite form of hydrocarbons in the chat. I'm personally a big proponent of Ethane.

Next week we'll similarly extract all the dead dinosaurs we can from the Earth's crust* with a double spoilercast: Xenoblade Chronicles X: Definitive Edition and Donkey Kong Bananza. The timing is fortuitous, Guillaume will join Jon in their absence - and Greg and James are the only cast members to have explored either of these games.

* I understand fully that the vast majority of biomass that has become hydrocarbon fuels were, in life, plant material. I am simply suggesting that RFN is biodegraded different.

This week, we screw around for a disproportionate amount of time, even by our standards, before we finally get around to the business of the previously mentioned Indie World Showcase (00:13:14). We run through the majority of the featured titles, but special attention is paid to UFO 50, Is This Seat Taken?, Mina the Hollower, and the childish jokes from BALL x PIT. After the Showcase is sufficiently explored, we turn our attention to the just announced My Mario line of toys, games, and clothes for babies. Jon, not being here, is the butt of multiple jokes. If he had been here, he would have been the butt of many more.

Not content to simply start the first segment on a meaningless diversion, we wade into Donkey Kong's presentation in Bananza vs. The Super Mario Bros. Movie. As it frequently does, the end of the segment ends up being about things that are entirely unrelated: the 2014 cinematic masterclass "Unfriended."

A much-needed break frees us from our nonsense. Guillaume does actually have some New Business: Pampas & Selene (01:12:41), a multiplayer MSX-inspired Metroidvania. Lastly, we knock out a single Listener Mail: is Edge Maverick or Razor Callahan the right name for your baby? It's got to be one of them - so get to making those babies. We need to sell My Mario to someone when the line launches in the West sometime next year.

Email is still broken, continue to use the normal email address. I'd put it here, but we get enough garbage sent to that inbox from bots, purveyors of podcast "services," and you lot. We say it on the show, you know what it is.


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Podcast Discussion / Re: Episode 933: Scatman Kong
« on: July 14, 2025, 06:07:27 PM »
I'm confused and scared.

What about?

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Nuh huh, not going there. Not happening.

http://www.nintendoworldreport.com/rfn/71614/episode-932-the-title-is-not-getting-glazed-by-toadsworth

I don't come into these articles with a plan in mind; they're a kind of free-association riffing in essay format. It's a bit of the opposite of how I draft "editorials," where I map out a number of the jokes ahead of time - but often the conclusion isn't scouted until I've crested the hill. In this case, as it is every week, the conclusion is I tell you about the latest episode of Radio Free Nintendo. This Shangri-La's location is known, our meandering about the Kunlun Mountains is a choice.

Today we're in uncharted territory; previous articles had been kicked into their topic naturally, and I have no desire to turn this into a meta-narrative on how I draft articles, especially since I've only been using this format for a month.

Here's the point where I deleted 124 words that had nothing to do with anything in particular: Clerks: The Animated Series, Enki, the various ways one can define a "week."

Here's the point where I had to delete a second digression that involved the French Republican Calendar.

Speak of "a week," in a week, give or take, we'll be playing Donkey Kong Bananza. However, you wont be invited to our early impressions. This is not an act of exclusion, we just wont be talking about it on the next episode. Our recording scheduling is fixed, and it changes for no man. Or ape. Excepting when it does, of course, which it wont today. Or next week, to be more accurate. We'll be crushing rocks with you in two weeks. Presumably we will also talk about Donkey Kong Bananza, but the future is unknowable.

In the meantime, I was able to reenter the NWR Forums, which I had been locked out of for nigh on a year due to the corrupted Core Theme. It turns out all you need to do is put ;theme=1 at the end of the forum URL and you'll be golden, assuming you're still on the list of impacted users. I'll be biding my banana time there.

In his absence, James has accumulated a bit of New Business. First he wraps up Fantasy Life i: The Girl Who Steals Time (00:10:03), this time with much less rambling. He also decided he needed more New Business, so purchased Arcade Archives2 AIR COMBAT 22 (00:16:16), only to find its total runtime of five minutes presents its own downsides. Lastly, he kicks off some conversation about single player activities in Mario Kart World (00:31:56). Guillaume details his unsuccessful attempt to daisy-chain Switch docks (00:57:25) but Nintendo is not having any of that. He also details how to hide all your anime girl slide puzzle Virtual Game Cards. Balatro (01:05:44) has come into his life, and the addiction is setting upon him. Jon is accidentally timely with Cyberpunk 2077: Phantom Liberty (01:21:05), now on Switch 2. Greg closes out the show with Mario Smash Football/Super Mario Strikers (01:31:57) on NSO.

Also, we talk about Acclaim and Bloodvertising again.RFN will always be RFN.

You can be responsible for it.


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Announcements / Re: Topic of the Day (2022 Edition)
« on: July 03, 2025, 07:38:47 PM »
July 3 - I've been waiting for nearly a year for my next topic of the day, what's the deal?

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I'M BACK / eShop Icons That Make Me Laugh (web edition)
« on: July 03, 2025, 10:49:02 AM »
A month prior to the launch of Switch 2, Nintendo pivoted the browse page of the web eShop to using square icons instead of rectangular hero images. Games were always supposed to provide those icons, but they weren't used very much.

Comedy ensued.

We're no longer seeing games that just don't have an image, but we now get dumb garbage anyway.

https://imgur.com/wRcJPZC

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I'M BACK / Re: I'm ankle.
« on: July 03, 2025, 07:24:52 AM »
How are you doing Back?

Stupendously.

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I'M BACK / Re: The Great Core Theme User Hunt
« on: July 02, 2025, 10:11:25 AM »
REMOVE ME FROM THIS LIST

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I'M BACK / ;theme=1 IS POWER
« on: July 02, 2025, 10:10:34 AM »
I have slain the dreaded Simplemachine Forums theme. None can stand against this mighty and terrifying spectacle of a man.

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I'M BACK / Re: This forum is a James Jones free zone.
« on: July 02, 2025, 10:09:10 AM »
Apparently he is still locked out of the forums atm. The time for us to take over has come at last.

Yep he definitely isn't here. It's safe to come out.

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TalkBack / Stories from Sol: The Gun-Dog (Switch) Review
« on: February 21, 2025, 05:52:00 PM »

PC-88 never died in this retro-future.

http://www.nintendoworldreport.com/review/70020/stories-from-sol-the-gun-dog-switch-review

The first time I saw the trailer for Space Colony Studios’ Stories from Sol: The Gun-Dog I felt micro-targeted.

Styled to match the adventure games of NEC’s venerable PC-8800 series of Japanese personal computers, I was pulled back to being a kid online in the late 1990s, transfixed by stunning pixel art from games I now know to be Valis, Ys, and Snatcher, splashed with text I couldn’t read and on systems I’d never heard of.

Likewise, I could see homages to anime series I had just started to fall in love with in that same timeframe, most chiefly among them Gundam  but also other space operas like Macross. After completing the roughly six hour story, I feel largely the same way - people like me are squarely this game’s target, but I do have a couple reservations.

Stories from Sol: The Gun-Dog is an adventure game/visual novel, patterned on the genre as it existed in 80s and 90s Japanese consoles and home computers. A central “view” shows characters or settings, occasionally accompanied by some animation. The view is framed by a text box at the bottom and menu options on the right-hand side. People who played games like Nintendo’s Famicom Detective Club games will feel at home here.

The menu lets you: “Move” to a connected room, “Look” at or “Use” the items in the room, “Talk” to people present, or use an “Item” from the inventory. Gun-Dog avoids the hunt-and-peck unfriendliness that is sometimes an issue in this genre by letting you press Left and Right on the D-Pad to iterate through every interactable item in the room. It also actively prompts item use only when interacting with something that needs an item. It is basically impossible to get stuck. Most rooms have no more than four items, so it isn’t a big deal to try using all of them. Likewise, your character’s data-pad always lists what the current objectives are and lets you fast travel to anywhere on the ship.

At times, the game asks you to make a choice. An example would be what crew member you decide to partner with to confront a challenge, or how you react to a fellow crew member’s provocations. Some of these are timed, but there’s always enough time to understand what’s being asked and briefly consider it.

It would be understandable if some players find this kind of gameplay restrictive, but it works well at letting the story unfold while still giving the player some agency. Choices do create branches in the plot, though they ultimately all resolve at the same place. As a casual fan of these kinds of games, I found the execution to include just enough creature comforts to maintain the vibe of an old game but without the frustrations that are usually included.

For an adventure game or visual novel, the quality comes down to the plot. Stories from Sol: The Gun-Dog puts you in the shoes of a former mech pilot-turned security officer who finds themselves suddenly reassigned to the Swift class JFS Gun-Dog, a small support ship stationed beyond Jupiter as part of the Jovian Colony Fleet. The Gun-Dog’s tiny crew is made up of rejects posted to this backwater assignment on a seemingly unimportant vessel. Tasked with assisting the investigation into some strange signals, things quickly degrade due to a mix of this crew’s eccentricities and the mystery the Gun-Dog was sent to solve.

The story has multiple moments of high tension, that each crest waves of rising and falling action. At times, things can feel languid - as you’d expect on a mundane assignment on a spaceship, and at others tense and even stressful, even approaching some horror elements. Having multiple cycles of conflict-denouement gave the plot an episodic feel. It makes it possible to play for a short period and feel like you got a complete story arc.

However, this game is meant to serve as part of an anthology, and is clearly setting up a larger narrative. The resolution, likely as a tease for what’s next, feels a little hollow.

Without getting into spoilers, a mystery is set up in the back-half of the game and goes largely unresolved. This is not a bad thing, and the fact I care speaks well of the plot, but it would be nice to know when that resolution is coming. There are fun ideas here, and a lot of ways to potentially go from this point, but it does mean the ending feels like it lacks a little payoff.

The cast of oddities on-board JFS Gun-Dog creates a similar mix of feelings. Broadly, they all fit into archetypes common in the space opera anime genre. Having such a narrow cast can help in giving each of them more substance, but many of them - including some of the chief instigators - feel a bit one dimensional. It’s not true for every member of the crew. Cassandra, the ship’s number two, is both immature and irresponsible while also being genuinely funny and likeable. It’s not that the cast doesn’t work, they’re fine and their visual design is superb, I would have just liked a little more time to get to know them before everything hit the fan.

Look at the trailer; this game is a stylish beauty. Like I said, the character design is excellent, everyone’s look conveys exactly who they are. The background art nails the PC-88 era, but leverages technology unimaginable to artists of that time. It’s instantly reminiscent of those titles - but with more clarity and detail than those systems could ever hope to produce. But, for purists, there are three “modes,” including a green screen version, if you need a little more grime in your retro game. The handful of animated sequences effectively leverage limited motion to match the era but still have impact. It won’t appeal to everyone, but to me the game just looks sublime.

On seeing the first trailer for Stories from Sol: The Gun-Dog, I was instantly captivated. It has style, and hit all the right spots in my brain. After playing it, I’m happy with the final product.

Space Colony Studios did a fine job with their first effort in the Stories from Sol series. It definitely isn’t going to appeal to everyone - players who haven’t enjoyed adventure games won’t likely be won over here, but if you’re like me and felt some real nostalgia looking at the game’s screenshots and trailer, I’m pretty sure you’ll have a good time. Now I guess I’ll have to wait for the next entry in the series.


16

SEO my wallet in the New Year.

http://www.nintendoworldreport.com/rfn/69614/episode-908-podcast-recording-listening-and-emailing-simulator-2025-back-to-school-edition

We're back in 2025! Well, three of us are. Take your guess who is unexpectedly absent. I'll wait.

This week, Greg has a brief update on Mario & Luigi: Brothership (00:02:40). We also talk a little bit about eShop junk. James was busy during the break. First up is Kirby and the Forgotten Land (00:08:29), which he pretty much played all of. Next he embraces bad ideas with KONOSUBA - God's Blessing on this Wonderful World! Love For These Clothes Of Desire! (00:24:26), and he wraps with a little bit of Tetris DX. Gui and James both spent the holiday with Indiana Jones and the Great Circle; Gui is about half-way and James is done (00:29:07). Gui closes New Business with a bit of a rapid-fire round: Mighty Morphin Power Rangers: Rita's Rewind (00:50:06), New Star GP (00:58:46), and Betrayal at House on the Hill.

After a break its the first Listener Mail of 2025. This week we give advice on gamifying your life goals (01:11:05), and talk about the challenges of Nintendo "doing better" on the eShop (01:42:02).

As always, mail us.


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Podcast Discussion / Episode 905: Periodically Consume Garbage
« on: December 15, 2024, 12:07:49 PM »

Recommended by 0 out of 10 doctors. Because they're cowards.

http://www.nintendoworldreport.com/rfn/69433/episode-905-periodically-consume-garbage

Jon dematerialized just before recording so we go with the only remaining tangible cast.

This week Gui kicks-off New Business with Nintendo content: Demon's Tilt (00:04:03) and the remake of Legend of Mana (00:12:02). One is a virtual pinball game the other is a Mana game that he just doesn't really care for, despite how pretty the remake looks. Gui also decided it was finally time to watch Death Wish II (00:27:24). The rest of the crew regularly talks about Charles Bronson's lurid violence porn, but it turns out he picked one of the more lurid and less funny entries in the series. James is digging deep into Indiana Jones and the Great Circle (00:54:39). It's a mix of MGSV and Hitman. It's also really good. Lastly, we spend a little time talking about The Game Awards, which was on-going as we recorded (01:17:27). I believe it still is going to this day.

After a break we do a single Listener Mail, digging into "interesting times" in covering Nintendo (01:39:10).

This Thursday, we are recording our Retroactive on Professor Layton and the Curious Village. It's a short game and you can still contribute. You can post your comments in the channel on the NWR Discord or email them to the inbox.


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Podcast Discussion / Episode 903: Froggy Chair Clicker
« on: November 30, 2024, 04:03:47 PM »

Pay to speed up the Froggy Timer.

http://www.nintendoworldreport.com/rfn/69301/episode-903-froggy-chair-clicker

We're pretty much all email this week. We needed to do a little catch-up, and it was Thanksgiving.

First we talk about the best ports from the DS and what a good port looks like (00:01:29). Then we find the XBox Sleeper Agent (00:50:15). For our last email, we apply the Echoes of Wisdom lens to other Nintendo franchises (01:15:59). We close the show with a small sampling of New business: the Genesis additions to Nintendo Switch Online (01:43:45).

It's time for our next RetroActive: Professor Layton and the Curious Village. We're going to be talking it in the next few weeks. I'll add a thread in the forums, but you can also join the NWR Discord, where we have a dedicated channel.

As always: send us your emails.


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Podcast Discussion / Episode 893: It's Very Disney Police+
« on: September 22, 2024, 11:35:23 AM »

If you think of Disney, you're now disclaimed from suing in court.

http://www.nintendoworldreport.com/rfn/68640/episode-893-its-very-disney-police

This week: The "Iron Man" Jon remains absent, but Greg returns. And, at his suggestion, we started the show with Listener Mail. This week we have three emails: when and why do you throw yourself into gaming marathons (00:06:40), a missive from the future on the Game2ube and its IR Camera/ocular decimators (00:33:29), and identifying unexpected "breakout" characters (00:59:09).

After a break, James is abducted (this is explained before the segment), but Greg and Gui continue with New Business. Greg has a report from the final Splatoon 3 Splatfest, and its big concert blowout (01:27:32). Greg also has moved onto the extra mode of Castlevania: Dawn of Sorrow, in Castlevania Dominus Collection (01:32:54). Guillaume is looking for his brawler kick with Double Dragon Gaiden: Rise Of The Dragons (01:49:10) and his continuing Kamurocho adventures in Yakuza 0 (02:04:25).

After the end music, James and Greg record a supplemental segment on Emio - The Smiling Man: Famicom Detective Club (02:15:43). James has completed the latest FDC game and has some really complicated thoughts on what it all means. What was planned to be a 20 minute, spoiler-free, segment blossomed into nearly 90 minute deep dive on the game.

As a reminder, James will be out for the next two weeks. So, if you don't want him to ruin your question, now is your chance! Send it in today


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Podcast Discussion / Episode 892: The Sound of One Hand Mario-ing
« on: September 15, 2024, 03:59:37 PM »

Privately, in your own room, please.

http://www.nintendoworldreport.com/rfn/68560/episode-892-the-sound-of-one-hand-mario-ing

This is a sad and lonely episode.

Greg: Gone.Jon: Missing.James: Present.Guillaume: Impersonating everyone else.

Did we plan for a two-man show? Absolutely not. Is it what we would have wanted? Nope. Did it happen? Only you can decide if that was Greg "ahoy-hoy"-ing or if Guillaume is a great impersonator.

We're very New Business today. We decided to alternate due to (hand waving). James kicks the show off with Mario Run (00:06:18). It is...a respectable effort. It's also not very fun. Guillaume continues to control the roaring 1980s with Yakuza 0 (00:37:52). James teaches the controversy in the alarmingly improbable Emio - The Smiling Man: Famicom Detective Club (00:56:45). Guillaume closes us out with the relaxing vibes of Natsu-Mon: 20th Century Summer Kid (01:29:14).


21

I know that's the DS Game, just bear with me here...

http://www.nintendoworldreport.com/rfn/68452/episode-891-bangai-o-spirit-this-game-out-of-your-house

Jon is out this week, so GG+J launch into an all-email bonanza.

...they did three emails.

Why are we so bad at this?

THIS WEEK: we play GX's dumb Kairosoft LOWER or HIGHER (00:02:25) , not brought to you by PrizePicks (or inbox is open, as is our wallet). Then, we explain away the dirt that soil our political campaigns (00:35:15). Pressure washer not included. Lastly,we are on the hunt for Rondo of Blood and Symphony of the Night! (00:55:09) We also talk about DS collections we're still missing (it's Layton)

Send your emails, or else.


22
What's this? Oh, just only the best Nintendo analysis and commentary on this forsaken internet.

I don't know what segment spawned this, but I'm pleased it was before we went on 2 weeks of Theodore Rex commentary.

23
Podcast Discussion / Re: Announcing the Connectivity Game Club
« on: June 11, 2024, 09:56:40 PM »
PLAY UNIVERSAL STUDIOS THEME PARK ADVENTURE, YOU COWARDS

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Thank you. It was a fun one to record.

25

Critics call it a brisk two hours and forty minutes.

http://www.nintendoworldreport.com/rfn/67362/episode-878-a-feature-length-exploration-of-yoot-saitos-odama

Jon and Guillaume are both out this, the week of the Non-E3. So instead of Greg and James reading the front page of the site, we brought in the people most responsible for the front page of the site: NWR owner Neal Ronaghan and director John Rairdin! The four discuss the challenges present in "games journalism," the evolving expectations of the audience, SEO's overwhelming power, and how the current news cycles force new approaches in covering the industry. We dive just a little bit into the specifics of NWR, and offer something of an inside look into how this now-ancient website works.

After this long segment, Neal and John had to bounce. Greg and James stick around to run a little New Business. Greg gives his final thoughts on Paper Mario: The Thousand-Year Door. James gives his thoughts on...Disneyland Adventures? I never thought I'd say this, I hope Jon is back next week.

You can send your questions here.


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