Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Bloodworth

Pages: 1 ... 6 7 [8] 9 10 ... 23
176
TalkBack / DS Sold Out in Japan
« on: January 05, 2006, 09:30:41 PM »
Apparently the DS is selling better than even Nintendo anticipated.

Thursday, Nintendo posted an official apology on their corporate website in Japan, regarding the lack of available units in stock.  Due to demand exceeding Nintendo's forecasts, DS systems have sold out across Japan. Nintendo is shipping units by air to get them in stores more quickly, but does not expect retail stock to be back to normal until the end of January.    


The DS has sold over five million units in Japan. Recent sales have been fueled by holiday shopping and big-selling titles, including Animal Crossing, Mario Kart, a Brain Training sequel, and even Tamagotchi DS.


177
Nintendo Gaming / Gyroids for sale (and needed)
« on: January 02, 2006, 02:04:01 PM »
I have the following gyroids for sale if anyone is looking to complete a set.  I'll take best offer.

mega alloid
mega bovoid
mega buzzoid
croakoid
mini dinkoid
gongoid
tall harmonoid
mini lullaboid
mini nebuloid
slim nebuloid
rustoid
tall sproid
mini squelchoid
tall warbloid

178
TalkBack / REVIEWS: Animal Crossing: Wild World
« on: December 21, 2005, 04:14:48 PM »
"I rubbed this present all over my face. Enjoy!"

Animal Crossing turned into a cult hit when it came out on GameCube a few years ago, devouring months of people's lives, spawning communities of fans looking for matching furniture, and even prompting some bands to post instructions on how to make their songs into town tunes.  Animal Crossing: Wild World keeps the same structure of the previous versions, but it expands on nearly every aspect of the game.  Most importantly, Wild World opens up a whole new level of human interaction through local and online wireless play.

The game starts off again with shopkeeper and loan shark Tom Nook showing you the ropes by offering you a part-time job, which has to be completed before you can wander around on your own or go online.  You'll meet the animals living in your town, write letters, post bulletins, plant trees, etc.  Once Nook is out of things for you to do, you can do pretty much whatever you want: pay off your house, collect fish and bugs, donate to the citizens of Boondox (who have nothing to eat but dirt), or tons of other little activities. 

Animal Crossing uses a real-time clock and is designed to be played for short bursts over the long haul, rather than cramming in long play sessions over a weekend.  In fact, once you've spent a couple hours in town, you'll probably run out of things to do, but come back at night or a day later, and there's no telling what might be going on.  Holidays and events take place on specific days of the year.  Certain breeds of fish and bugs are available in different seasons.  Some characters only come a few hours during the week or may not show up until after you've played for several weeks.  Shops in town and mail delivery are set to daily schedules, and even the phase of the moon is accurate to real life.  It's this aspect of Animal Crossing that kept many hooked for more than a year on GameCube, and it will do so again on DS.  Even if you've put dozens of hours into the game, there's still something new coming up next week or next month.

The other factor in addiction is the enormous depth of items to discover and collect.  The game features literally hundreds of furnishings, instruments, carpets, wallpapers, costumes, fish, bugs, paintings, fossils, and songs. It's amazing how compelling the hunt for furniture can become.  While you can furnish your home with a random assortment of junk, the game actually encourages you to look for furniture in matching sets, which will have you running errands, rummaging through the recycle bin, shaking things out of trees, and making deals with other players to trade or buy items that you're looking for.  You'll also want to pay off your mortgage so you can actually fit more things in your house.  As you pay off each loan, you'll be able to expand the house several times, ultimately ending up with five separate rooms (not counting the upper bedroom, where you save).

While all of this probably sounds like the same game to people who have played the GameCube version, Wild World features lots and lots of small changes and improvements.  You can use the touch screen to wave at characters from a distance.  If you walk up on two animals talking, you can interrupt or eavesdrop to find some of the funniest writing in the game, as two animals decide to have a dance-off ("Shake it, girlfriend!") or an insensitive animal tramples on the heart of another.  The game now provides each player an enormous amount of storage space; ninety items can be stored in your dresser / wardrobe / refrigerator (getting multiple storage units doesn't increase your space) and the post office will save up to seventy-five letters with packages attached.  In addition to clothing, there is now an assortment of crazy hats, wigs, glasses, mustaches, and other accessories to define your look.  

A couple of changes aren't necessarily positive.  The real-life holidays such as Halloween and Thanksgiving have been replaced with lame Animal Crossing holidays like "Yay Day" to speed up localization.  Personally, I would have preferred it if Nintendo had included all of the holidays from previous versions and simply allowed players to pick their region.  That way, I could travel to a friend's town with Japanese holidays, or he or she could come to my place for Halloween, but maybe that's too ambitious.  More controversial is that players using the same game card now have to share a house, which means that you could come home to find your little sister has sold all of your furniture and painted the walls pink.  Thankfully, if she finally gets her own copy of the game, she can simply move out of town using a special wireless feature.

Control is streamlined, since you can use either the buttons or stylus exclusively.  I actually switch between the two, as each has its own strengths.  The buttons seem to make more sense for walking around slowly, opening doors, arranging furniture, shaking trees, etc.  On the other hand, the stylus is indispensable for typing messages, dragging items in menus, and drawing designs.  It's a matter for individual comfort, although both methods seem to suffer a bit from reliance on context sensitivity, often having you swing a shovel when you mean to open a door or start a conversation when you want to whack the other character with a net.

Graphically, the game is on par with its N64 and GameCube brethren, although the DS screen does tend to look more grainy.  The main improvement is actually in how the town map is laid out.  Rather than walking from tile to tile in an overhead view (old-school Zelda style), the ground rotates under your feet like a globe.  This feature allows you to walk continuously without delay and see houses and characters in the distance. The upper screen of the DS isn't used much, but in the day, you might randomly see items or characters flying through the sky that can be shot down with a slingshot.  At night, the moon and stars will light up the sky with constellations that you can create in the museum's new observatory.  When you access the menu, the game will keep going, moving the view of your character to the upper screen so you can keep an eye on what's happening around you.

What really makes the difference, though, is that Animal Crossing: Wild World is one of the first games to take advantage of Nintendo Wi-Fi Connection, allowing players worldwide to travel to other players' towns.  The GameCube game had some provision for traveling via memory card, but it still only allowed for one player at a time to explore the town, and not many people were able to take advantage of it.  In Animal Crossing: Wild World, you enter codes for up to 32 friends and open your gate for three other players to visit through either local or Wi-Fi connections.Each of you explores the town at the same time, chatting or ramming shovels into each other.  This feature doesn't turn the game into "Animal Crossing Party" with lame mini-games or anything, so you're still playing as you would normally.  However, each town has a different layout, different items in the store, different fruits on the trees, animals in town, etc.  By trading with other people, you have a much better chance of finding items you're looking for, since they can keep their eyes open for you even while you're away.  You can also set up your own competitions like fishing or games of hide and seek, offering up prizes to the winner.

Quote

Written by Ben
Aussie fiend insults Dan on board

Oh wait, I forgot to do it


Your friends are also capable of making a lasting impression in your town.  Players can leave messages on your bulletin board (see example above). Fashion designs they display in your shop might become the latest trend in town, or constellations from their towns might appear in your sky.  Animals will remember them and ask how they're doing or show you letters that they've written.

There are also some events that may happen to anyone over Wi-Fi Connection.  A mysterious cat named Blanca may show up in your town and ask you to draw her face, or you can purchase "bottle mail" to write a letter, shove it in a bottle, and toss it out to sea. Either of these could end up anywhere.  I can say from personal experience that people who aren't even on my friend list have ended up with things I've drawn and written, and I've also received messages from people I've never heard of.  What's more funny is that Ben randomly received a bottle mail I wrote, warning anyone who received it that "Ben Kosmina eats animals."

Online play can have a few snags.  If the connection lags too long or cuts out on anyone's end, the game will end for all, without saving.  However, the negative effects are mitigated somewhat since the game does save automatically each time you go online and each time a player leaves town.  Plus, the host can save for all players at any time by pushing Start.  So, as long as you remember to save frequently, lag shouldn't rain too hard on your parade.

In the end, paired with Mario Kart DS, Animal Crossing: Wild World is probably the best thing Nintendo could have launched Wi-Fi Connection with, as the two games provide entirely different experiences.  Mario Kart gives players a chance to drive fast and compete viciously, while Animal Crossing provides a place to hang out, tell jokes, and go fishing.  The depth and polish in Animal Crossing doesn't hurt either.


Pros:
*   Simplicity matched with seemingly endless depth
*   Travel to other towns via Wi-Fi
*   Hilarious writing

Cons:
*   Controls are still a bit imprecise
*   Roommates
*   "Yay Day" and other made up holidays

Graphics: 8.0

Aside from the lower resolution, the graphics are nearly identical to the GameCube and N64 versions.  There is a lot of variety and detail in the hundreds of different items throughout the game though.

Sound: 8.0

Sound is also on par with previous versions, retaining "Animalese" and Totakeke's incredible songs.  There are new overworld songs every hour now, which is a nice touch.

Control: 8.5

Things are still a little imprecise and context sensitivity gets mixed up now and then, but the stylus makes a world of difference with the menus and keyboard.

Gameplay: 9.0

Animal Crossing is a polarizing affair.  The people that like it become horribly addicted, and the ones that don't tend to get bored.  

Lastability: 10.0

It will take you more than a year just to collect all the songs from Totakeke.  Chances are against you ever seeing "everything".

Final Score (Not an average): 9.5

There is really nothing like an Animal Crossing game.  The freedom and character interactions set the game apart, and being able to travel to friends' towns over Wi-Fi Connection just makes the game even more immersive and addictive.  

179
TalkBack / REVIEWS: King Kong
« on: December 19, 2005, 08:29:47 PM »
Survive Skull Island in Michel Ancel's take on King Kong.

Since it was released three weeks before the movie, I was afraid that Ubisoft's King Kong would spoil most of the film's big scenes. However, now that I've seen the new movie, it turns out that the story in the game has a significantly different sequence of events, with fewer characters. The film's actors have also brought their talents to the game adaptation with plenty of unique dialogue.

From the start, the game places you in the first-person perspective of screenwriter Jack Driscoll (played by Adrien Brody) riding to the shore of Skull Island to make Carl Denham's film. The life boat is shared by actress Ann Darrow, Denham, and Venture crew member Hayes, who are the main characters that will journey with you off and on throughout the majority of the game. The intense pace of the game paired with the wealth of voice acting gives the game the feel of a Universal Studios theme park ride; it's a sense supported by the art galleries that you unlock, which are also navigated in first-person, with concept art painted on cave-like walls and character models on display.

One of the first things players will recognize is that while the models and textures are some of the best seen on GameCube, the animation falls short. There are incredible vistas that bring the film's concept art to life, and the textures for the actors' faces aren't too bad. However, one of the first scenes in the game is a close up of Ann, and it's just hard to believe anyone even attempted to match her lips to the dialogue. Animation is a bit stiff throughout the game, and Kong's fur looks mottled. Who knew Kong had started to gray so young? Altogether, the game's graphics are a mixed experience, leaving you in awe one minute and grimacing the next.

Gameplay switches between Driscoll and Kong. Jack's first-person levels take most of the spotlight, with Kong getting increasing exposure towards the end of the game. The first-person levels have a survival feel to them, with some simple puzzles and strategies. While you're given guns from time to time, your ammunition is very limited, leaving you to find and throw spears and sharp bones, saving your gun as back-up for when enemies are coming too quickly. Spears can be used several times before they break, and they actually tend to be more effective than most firearms. There are a couple of other strategies you can use against the dinos and giant bugs. You can light a spear on fire to burn dry brush that enemies might be hiding in. Sometimes there are non-threatening creatures that can be used as bait to lure in the enemies, so you can toss one baited spear into the brush, then grab another spear to light on fire and start your barbecue.

The game doesn't have any visible life bar. Instead, when you've taken damage, the screen will get red and blurry while the sound becomes distant. If you take too much damage in this condition, you'll die, but if you can get out of the way for a while, you'll make a full recovery. At times, you'll have to fight frantically as you watch an animal grab your leg and start dragging you away. You'll also have to protect your crewmates if they're under attack, and you'll lose if one of them dies.

The most intense moments in the game come during Jack's levels. Since you are so vulnerable, each enemy encounter has a sense of danger to it, but there also moments when you might need to "lure" a V-Rex away from your comrades or even fend two of them off as you race down river. There's also a huge stampede of giant long-necked sauropods that you'll have to run through just to find a burning fire to light your spear and burn away obstacles. You'll also watch Ann be offered up to Kong from Jack's view, tied to a stake and unable to do anything but struggle against your bonds.

Kong's levels are played in third-person and are a mix of platforming and brawler mechanics. Usually, you'll need to chase dinosaurs that have snatched Ann by swinging through trees, running along walls, and climbing vines. Then when you catch up to her, you'll have a showdown with either some V-Rexes or larger winged creatures. Kong can pretty much just slap away the smaller animals or work himself up into a frenzy that will slow down time to give you more power and accuracy. The larger animals will require you to use a more powerful dash technique, as well as cool finishing moves that allow you to snap a spine, wing, or jaw of the creature you're fighting. While the battles are kind of cool, the significance is lost in repetition after Ann gets snatched away again and you go through the same simple strategies to take out yet another group of V-Rexes.

More interesting are the moments when you actually cooperate with Ann. Some passages you come across are blocked with brush, so you'll set Ann down long enough for her to grab a spear and burn a path while you fend off attacking enemies. Then you pick her up again and move on. Of course, what's really fun is getting to smash things. You'll have a couple of chances to bust up structures the Skull Islanders are attacking from, and Kong has all of New York to himself to throw cars, climb buildings, and swat down planes.

Overall, King Kong is a pretty fun game, although it does feel a bit dragged out and repetitive once in a while. There isn't an auto-save either, so you'll need to remember to save frequently, which can be done from the pause menu. Once you've completed the game, a new scoring system will encourage you to replay the levels in order to unlock all the bonuses and "Save Kong".


Pros:
Awe-inspiring scenes and gorgeous textures
Visceral gameplay with a real sense of danger
Challenging scoring system for replaying levels
Unlockable alternate ending

Cons:
Egads! What happened lip-synching?
Big V-Rex battles over-used

Graphics: 8.0

Truly amazing scenery paired with sub-par animation and framerate.

Sound: 9.0

It's clear that the actors recorded extra lines for the game, which really helps to draw you further in to Kong's world. Muting sound effects when you're taking damage is a nice touch too.

Control: 8.0

Jack's controls are fairly simple if you're used to a typical FPS scheme, the only oddball thing being the need to hold L and press Z in order to zoom. Kong's controls seem to be less precise, probably in order to make him feel more wild.

Gameplay: 8.5

The game really feels like a theme park ride in a lot of ways, and that's not meant as an insult at all. Multiple elements come together to pull you into the game and get your blood pumping, and there are some simple strategies to mix things up a bit.

Lastability: 8.0

King Kong runs an average length of about eight to ten hours. However, once you've seen Kong fall to his death, a challenging new scoring system opens up, encouraging you to play through the game again to save Kong.

Final Score (Not an average): 8.5

While there are a few problems, Michel Ancel's King Kong rises far above the mediocrity of most movie-based games and offers up its own take on the story with a different sequence of events and an alternate ending.

180
Nintendo Gaming / Modern Goods
« on: December 12, 2005, 06:30:54 AM »
I've gotten a few things in the modern set already, so I think I'll try to complete it.  

I already have:
Modern Bed
Modern Chair
Modern Sofa
Modern Desk
Modern Cabinet
Modern Lamp
Modern Table
Modern Dresser

Modern Wall
Modern Tile

Let me know if you're interested in giving or selling anything modern.    

181
NWR Forums Discord / I'm being stalked by a rabbit
« on: December 11, 2005, 11:05:23 PM »
Let me set this up- there is a rabbit in the new Animal Crossing who, in my opinion, looks like a voodoo doll with her eyes burned out by a cigar.  She seemed disturbing at first to say the least, then it went downhill from there.

bloodworth: I'm trying to remember is Coco in your town?
Aussie Ben: yeah
Aussie Ben: she's saying 'Pornstar' now
bloodworth: lol...that will make this even better
bloodworth: she's in two other towns at least
Aussie Ben: hahah
bloodworth: remember how freaked out I was by her?
bloodworth: in the last town I wrote a hate letter and told her to stop following me
Aussie Ben: hahahaha
Aussie Ben: brilliant
bloodworth: she responds:

Quote

To BLOODD,
Right before I fall asleep, sometimes I think of you.  Next time I want to come visit you!
-Coco, Sex Bay




Aussie Ben: HAHAHAHAHAAHAHAHAHAH
Aussie Ben: Oh my GOD.
Aussie Ben: NO.
Aussie Ben: From SEX BAY
bloodworth: that's stan's town
Aussie Ben: hahah, brilliant  

182
Nintendo Gaming / Royal Shirt
« on: December 05, 2005, 04:50:32 PM »
A guy in my town wants a Royal Shirt.  If you find one soon, leave a message.

183
TalkBack / REVIEWS: Call of Duty 2: Big Red One
« on: December 04, 2005, 09:44:01 PM »
Activision brings an "All-American" Call of Duty to GameCube.

One last time, let me make it clear that Call of Duty 2: Big Red One is an entirely different game from Call of Duty 2 on PC and Xbox 360. I have to do this because I still talk to people who have been confused by Activision's numbering system and think Big Red One is a port of the other title, when in fact it was built from the ground up by a different development team.

Call of Duty 2: Big Red One follows the first infantry division's exploits from Northern Africa to Italy to the D-Day landing in France and finally to busting through the German border. The game gives a greater sense of authenticity than other WWII shooters (whether it's on the money or not is a matter for someone who knows their history a little better), which is gained through both the use of newsreels provided by The Military Channel and attention to detail in the weapons department. Not only did the development teams spend time with the real weapons to get the animation and sounds right, but whenever you zoom in, the cursor will fade away, and you'll need to use the actual sight on the gun to aim.

The title is primarily a first-person shooter, but there are a number of times in which you'll take control of tanks, anti-aircraft guns, or other vehicles. These sections do a lot to break up the standard walking and shooting, and they vary in length from brief periods to entire missions for which have you in control of a vehicle. One of the coolest missions in the game actually places you in the belly of a bomber plane, in which you'll need to crawl between multiple gun turrets to take out enemy aircraft and the bomb sight where you'll have to take careful aim at the targets below.

No matter what you're doing though, Call of Duty 2: Big Red One makes it clear that you'll never do it alone. You're part of a distinct squad of troops (largely voiced by actors from the TV series, Band of Brothers) who fight alongside you and often shout out warnings and directives. You may be told to cover the squad from a second floor or spot targets for your radio operator to call to your air cover, or someone may simply shout to watch the windows when enemies attack in an urban setting.

The graphics are impressive in most respects, and there is so much happening around you that it can be a pretty intense experience. The overall look is crisp and detailed, and the game does a good job showing both bright open fields as well as more foggy battlefields. The camera shakes quite a bit with all the explosions happening around you, and when an explosion happens close by, there is a blurring effect that happens as you fall to the ground in a daze. The particle effects with explosions look very good, and there is usually quite a lot of activity in the background, with large numbers of troops moving or buildings falling apart. However, some textures are a bit weak, especially the water.

The main shooter gameplay is focused on positioning, often making your choice of cover the key factor in whether you'll survive a firefight. Trying to get up in an enemy's face or circle strafing him usually isn't very effective. On the other hand there are a few points towards the end of the game where you'll be forced to find a way behind the enemy line, because otherwise the game will pour out an endless stream of soldiers to replace each one you take out, which seems to contradict the overall design and can be more than a little annoying. Encounters are mostly scripted too, so you'll usually know where to look for enemies after a few attempts.

The real complaint for Call of Duty 2: Big Red One though, is that there isn't much replay value to it. The game doesn't really feel short. There are quite a number of missions spanning a large variety of settings, but it can still be beaten in a weekend. After that, there just isn't anything to do. Sure there are three difficulty settings, but there is no multiplayer on the GameCube (it was tailored for online play on other platforms) and there isn't any means of judging your performance. So while you may have only barely survived most of the missions, chances are you won't go back to do a better job because there's nothing here to tell you that your performance only warranted a "C Rank," for example.

Overall, while the main thrust of Call of Duty 2: Big Red One is probably the most polished and enjoyable WWII experience on GameCube, its lack of replay value may still only warrant a rental.

Pros:
Air of authenticity, backed with historical footage
Busy and intense atmosphere
Great sense of being involved in a team

Cons:
No multiplayer
No means of judging your performance
Sections of "endless" enemies

Graphics: 8.5

   Big Red One maintains a lot happening on screen with a respectable framerate and impressive explosions.

Sound: 8.5

   There's never a point when the voice acting makes you grimace, and there's even a chance that you'll get attached to a few of these guys before they get shot down. Music comes in once in a while during dramatic moments, but most of the time, you're left only with the gritty staccato sounds of battle.

Control: 7.5

   The game is somewhat difficult to control for the sake of authenticity. Automatic weapons can have some intense kickback when you're not bracing them, plus you need to learn how to work with the actual sights on each of these guns. The bomb sight in the plane is painfully slow to move, but again, it's kind of supposed to be that way.

Gameplay: 8.0

   For the most part, Big Red One is an intense and enjoyable ride, and it's even more fun during the vehicle segments, whether you're blowing apart buildings with a tank or blasting planes out of the sky from an AA gun. There are a few points in which you shoot enemy after enemy only to find out that they won't stop coming until you move closer to them, and these moments are quite a bit less fun.

Lastability: 6.0

   Aside from the fact that the missions are pretty fun, there really isn't any reason to play this again. There is no multiplayer and no score for you to improve.

Final Score (Not an average): 8.0

   Call of Duty 2: Big Red One has a lot more going for it than recent Medal of Honor games, but it misses just a few simple things that could keep players coming back for more.  

184
Nintendo Gaming / Let the fruit begin!
« on: December 04, 2005, 04:15:21 PM »
Fruit is an easy commodity because it's all over town and isn't worth nearly as much to you as to others visiting.  Wi-Fi Connection makes fruit trading much simpler since all you have to do is let people in, and they can pick as they please.  If you arrange a fruit meeting, remember to bring some of your fruit with you unless you plan on switching towns later.

I currently have pears, and I'm growing cherries.  I'm looking for everything else.

My info:
4080-8240-7119

Name: BLOODD
Town: Sonora  

185
Nintendo Gaming / Trading Post Guidelines.
« on: December 04, 2005, 04:07:47 PM »
Welcome to the Animal Crossing Trading Post.

Here you can set up trades with other users in Animal Crossing: Wild World.  The DS game does not have lengthy codes to write down, but you will still need to find others with items you want and arrange a time to meet up with them.  You can each trade for the items you're looking for, or now you can even sell items for bells.  In the game, both of you simply drop the items or bells on the ground to trade.  Be warned, it is very easy for someone to run out of town with your money, so be sure you know who you're dealing with or are willing to take the risk.

Be sure to post the items you're looking for or offering, your friend code, name, and town name.  Then when someone you want to trade with comes along, arrange a time to meet each other on Nintendo Wi-Fi Connection.   You will also need to decide which town to have the trade in.   Do not list lengthy catalogs of goods, please.  Let's limit it to ten items per post at this time.    

186
NWR Forums Discord / Stay away from Russian Squirrels
« on: December 02, 2005, 12:06:27 AM »
http://news.bbc.co.uk/2/hi/europe/4489792.stm


Quote

Russian squirrel pack 'kills dog'


Quote

They are said to have scampered off at the sight of humans, some carrying pieces of flesh.


Quote

"They literally gutted the dog," local journalist Anastasia Trubitsina told Komsomolskaya Pravda newspaper.

187
NWR Forums Discord / don't be afraid
« on: December 01, 2005, 07:58:22 PM »
it's just the Internet

188
NWR Forums Discord / Handheld Gamers = Better Lovers?
« on: December 01, 2005, 05:05:58 PM »
This is a real press release I was e-mailed.

Quote

Get to grips with your console and be a better lover

Men that play with hand held consoles are hotter between the sheets, PeerClix says.

21 October 2005: London. Peerclix, providers of free PSP’s at www.peerclixpsp.co.uk today announced that men who play with hand held games consoles make better lovers.

Dani, a model from Ultimate Models agency, last week said: “My boyfriend used to come with me to all my shoots to keep an eye on the photographers. I gave him a console to play on, and a couple of weeks later, I could really tell the difference in how handy he’d become between the sheets. I let all my girlfriends know and then told them they could get a free PSP so that have the same happy glow as me!”

Internet beauty Loli agreed: "Since my boyfriend started playing with his on the way to work in the morning he has got much better with his hands."

Her curvy friend Paige was equally as enthusiastic: "I can’t wait to get my man a free console to practice playing with buttons. It should build up the muscles in his fingers a treat, and I might even try it myself!"

A spokesperson for PeerClix said: “I am very glad that Peerclix is playing a part in keeping these ladies happy!”

Free consoles to keep your fingers nimble are available at www.peerclixpsp.co.uk

189
Nintendo Gaming / Change the Channel
« on: November 22, 2005, 10:16:41 PM »
Those of you hip to Wi-Fi have probably already gotten your network running smooth, but I'm still learning, so I'll give out another tip for others like me.  If you're getting a lot of disconnects from problems "outside the network" you may be having interference on the current channel your router's broadcasting on.  Go into your settings and change the channel to see if you can find one that gives a cleaner signal.  I just did it tonight, and I haven't been disconnected since.

190
TalkBack / Nearly Half of Mario Kart DS Owners Try Wi-Fi
« on: November 22, 2005, 06:17:42 AM »
In just the first week, Mario Kart DS has 45 percent of players linking up to Wi-Fi Connection.

NINTENDO NEWS: NEARLY HALF OF MARIO KART DS OWNERS PLAY VIA WI-FI IN FIRST WEEK    


Nov. 22, 2005 - In its first week of availability, a whopping 45 percent of people who bought the new Mario Kart® DS racing game for Nintendo DS™ already have test driven its free Wi-Fi capabilities, setting a new industry standard. This remarkable play rate of Mario Kart DS demonstrates both the easy setup and access of Nintendo® Wi-Fi Connection, Nintendo's new wireless gaming service, as well as the fun game play that has always characterized the Mario Kart series.    


On Nov. 14, Mario Kart DS became the first game to use Nintendo Wi-Fi Connection. Through the end of Sunday, more than 112,000 people in the United States had purchased the game. In the same time frame, nearly 52,000 unique users had logged onto Nintendo Wi-Fi Connection to play against people from all over the country.    


Video game fans have high praise for the addictive fun of Mario Kart DS and the simplicity of Nintendo Wi-Fi Connection. Many report that they can't stop playing.    


"From the user-end, this is the easiest way to get online in video games," writes popular video game blog Kotaku.com. "The Wi-Fi integration is seamless. It's as easy as clicking multiplayer on the menu and joining the game."    


Nintendo Wi-Fi Connection lets users easily connect to the service at no additional charge using both home wireless networks and select Wi-Fi hotspots, without any complicated setup procedures.    


Upcoming titles that use Nintendo Wi-Fi Connection include Animal Crossing®: Wild World on Dec. 5 and Metroid® Prime Hunters on March 20. The buzz for Animal Crossing: Wild World already has reached a fevered pitch. Four notoriously difficult game raters at Weekly Famitsu, Japan's leading video game magazine, scored it 37 out of a possible 40 points.


191
Nintendo Gaming / Robagee and Olympia the brutal team
« on: November 20, 2005, 05:57:54 PM »
Great races guys.  That first one was evil.  Pugilese bombed me on the finish line.  Olympia passed by and I'm still sitting there ON THE LINE.  I swear it looked like you guys were working as a team out there.

192
NWR Forums Discord / i stabbed a stalfos
« on: November 20, 2005, 02:14:47 PM »
when I was a kid I used to think one of the Zelda chimes was saying "Don't forget your key"

193
Nintendo Gaming / Watch those firewalls
« on: November 20, 2005, 07:55:59 AM »
Ah, well I kept having problems staying connected to ANYONE, and noticed that one of my error codes dealt with Firewalls.  I checked through the settings on my router, and the port I had put my DS on just happens to be one that gets extra protection for some reason.  Switched the DS over to a different port and everything seems to work fine now.

194
Nintendo Gaming / Dropping Players from other countries?
« on: November 19, 2005, 07:50:35 PM »
Anyone else experiencing difficulty staying connected to people in another country?  I swear, I cannot keep connected long enough to go through a full round with Hybrid or RABicle.  Also, Hybrid seems to be granted unbeatable speed.  Is WFC giving him a boost in attempt to be "fair"?  I noticed his insane 103 wins there.

195
TalkBack / Obi's Mario Kart Review
« on: November 19, 2005, 12:46:56 AM »

Reviews: Mario Kart DS
Much like Voltron, the best parts of Mario Kart come together to form a giant super robot.

As a series, Mario Kart has been around since the original released on the SNES in 1992. It’s considered a classic, and while it may have not created the genre of the kart racer, it certainly brought it to the mainstream. Since then, we’ve seen three sequels follow it on the N64, GBA, and GameCube. The release of Mario Kart DS marks an important landmark in the history of Nintendo. It’s the first game they’ve ever developed that features online play, and it’s the “killer app” for their new WiFi Connection service, which allows players to race each other worldwide over a wireless internet connection. However, what’s most important about Mario Kart DS is that they got it right. Everything about the game comes together perfectly to form what is the best Mario Kart game ever.

The concept is simple enough. Mario and pals race around tracks, while firing weapons at each other, to determine who is the best racer. However, it’s been somewhat lacking in the past few Mario Kart games, most notably Mario Kart: Double Dash. Nintendo went back to the drawing board for the DS iteration, removing some of the more sparkling innovationy aspects like two characters on a kart and character-specific items (which heavily unbalanced Double Dash). Mario Kart DS goes back to the roots of the series; even jumping has returned. The result is a more focused game, intense and more exciting to play than any of its predecessors. A deep single player experience keeps the game fresh, and the new online mode means there is always somebody ready for a challenge.

The core of Mario Kart’s single player mode has always been the grand prix. The goal is to have the overall best performance in a series of four races. Three engine classes separate the game into three difficulties (which would best be described as really easy, easy, and kind of hard). Mario Kart as a series has always featured “rubber-band” artificial intelligence. Racers in the back of the pack are typically given the best weapons, to give them a chance to climb back into first place. Also, the game will pick a few racers that will be on your back for the entire GP, to make sure you don’t totally smoke the competition in the points race. The combination of these features keeps the challenge at a decent level. However, most players are going to blow through the GPs relatively quickly.

That’s where the other modes come in. A time trial mode will see how fast you can race a specific track. VS mode is basically a free race mode against seven computer players. Battle mode puts you and seven computers in a large arena to see who can take out everybody else.

There’s also a brand new single player mode, missions. They include objectives such as “Take out all the Monty Moles” or “Collect all 20 coins.” The missions take place on sectioned off portions of the GP tracks, and are divided into six sets of nine, each harder than the last. After completing eight of the missions in a set, a boss mission is unlocked. The boss missions throw you into a battle with a villain from Mario’s past and ask you to take them out go-kart style. Mission mode is something that should have been added to Mario Kart ages ago. It takes the normal actions of the game and puts an entirely new twist on them. The challenge level and difficulty curve are excellent, and the boss battles are magnificent. Mario Kart has remained basically the same over the years, and it’s refreshing to see a totally new feature added to this version, especially since it is so well executed.

Multiplayer is even more expansive. GP and VS race are both there, and Battle mode has been expanded up to a total of eight players, making them even more chaotic. Battle mode has also been tweaked slightly. In the past, each player was given three balloons. Losing all three due to attack would put that player out. Now, players start with only one balloon, but a total stock of five. Up to three can be blown up at any given time. To blow them up there are two options. While not pressing the accelerator you can either hold down the Y button or blow into the DS microphone. Blowing into the mic will inflate the balloons much faster, so if you want to win, you’re going to have to make a fool of yourself in public. Between the balloon inflation and capacity for eight players, Battle mode has never been better. An alternate “Shine Runners” battle mode has players trying to collect the most shines while stealing them from each other.

The most important factor of a racing game is the tracks. If they’re not fun to race on then the entire game is boring. It’s one of the big reasons Mario Kart: Double Dash wasn’t fun. Thankfully, the tracks in Mario Kart DS are for the most part amazing. There are sixteen brand new tracks to race on, all but a few of which are superbly designed. Many of them feature elaborate moving objects, such as the race around Waluigi’s pinball table and the Mario 64-inspired Tick-Tock Clock track in which whole parts of the track move. The other sixteen tracks are pulled from prior Mario Kart games (four from each). Some of the all-time best Mario Kart tracks ever are back. The addition of these classic tracks really adds a lot to the game. The tracks from Super Mario Kart (SNES) are particularly exciting to race on. The karts go a lot faster than they did back on the SNES, and the SNES tracks are all really short. The end result is an incredibly cut-throat race where falling behind and charging back up to first is not an easy feat to accomplish.

Mario Kart DS features a ton of racers. At first there are eight, but four more are unlockable. Each character has a standard go-kart and two character-specific karts (one of which must be unlocked). The karts are all rated in various statistics, making each one slightly different from the rest. Some of the characters (including one particular unlockable one) are overpowered, which slightly unbalances the game, but at least this time players can select the same character to try and even things out.

The most important thing about Mario Kart DS is that it is the flagship title for Nintendo’s new Wi-Fi Connection online gaming service. As such, it’s important to talk about that service in this review. To play online you’ll need an existing wireless connection (either at home, work, a coffee shop, or one of Nintendo’s 6000 free hot spots at McDonald’s restaurants nation wide). If you don’t have one, but do have broadband internet, an optional adaptor for your computer will create a wireless connection just for your DS. The DS works with a wide range of routers (which are rated for compatibility on the Nintendo WiFi Connection website). Setting up the service was an absolute breeze (note: this reviewer has a router marked for full compatibility). The WiFi Connection software (which is built into each game that supports it) quickly found my router’s signal, and after I input the WEP key password, it connected perfectly. From there, playing online is as easy as selecting the “Nintendo WFC” menu option in the game. You’ll be prompted to connect and then be given a few options as to who you can to play. “Regional” and “Worldwide” let you play against people on your continent or anywhere in the world. “Rivals” will pit you against players of equal skill (as determined by the matching service) and “Friends” limits the search to those players on your friends list.

Speaking of friends, playing with them isn’t quite as easy as it should be. First off, you and your friend will have to exchange “Friend Codes.” These 12-digit numbers cannot be exchanged in the game. You’ll have to get them to your friend via the Internet, telephone, or some other form of communication. After both of you have entered each others’ codes and connected to the service, you’ll officially be friends. However, there’s no way to pick which specific friend you want to play against. The “Friends” matching option will randomly match you with any of your friends that are online, which is a pain when you have a lot of friends and want to race against a specific one. The “Friends Roster” gives you the option of “locking” a friend's data, which prevents you from accidentally erasing it. However, if both players “lock” each others’ data it will increase the probability of them being matched together. Why things are done this way is entirely confusing. Why is the “lock” feature pulling double-duty? Why isn’t there some sort of “Best Friends” toggle to increase the chances of a match? Plus, the only way to even find out about the feature is in the manual, so most players aren’t even going to know it exists.

Even with these problems, playing online is a breeze. Getting a match together takes a few minutes. Up to four players can play online with each other. Next, players select their driver and kart, and then the game moves to a map selection screen. Twenty of the thirty-two maps are playable online (the rest are excluded due to the amount of moving objects and the latency they would create, which wouldn’t be very fun anyway). Each player picks a map to race on, and then the game randomly picks one of those four. Points are allotted according to the order in which players finish, and an overall winner is crowned after four races.

In all, the online mode is really fantastic, and proves that Nintendo really is serious about online gaming. If Mario Kart DS is any indication, the future looks bright for the fledgling services. Perhaps the features will become even more robust over time.

Mario Kart has been a favorite game of many people over the years, and it’s nice to see the series return to the core of what makes it fun. The best features of past Mario Kart games are back, and when combined with the new ones in Mario Kart DS, the end result is the most impressive game to ever hit the Nintendo DS and also the best game in the Mario Kart series.

Pros:
Great new and classic tracks
Mission mode
Online is incredibly easy and fun
Eight player battle mode

Cons:
Online friend system is flawed

Graphics: 9.0

   Way better than Mario Kart 64, not as good as Mario Kart: Double Dash. Framerate is almost always consistent, but jitters sometimes during battle mode.

Sound: 8.0

   The music is catchy, and all of the classic tracks feature original music (or slightly updated versions in the case of the SNES tracks).

Control: 10.0

   Perfect. Mario Kart DS plays superbly even without an analog stick. Power-sliding is better than ever.

Gameplay: 9.5

   This is the best Mario Kart has ever been. The classic tracks are some of the best ever, and the new tracks are also great. The brand new Mission mode is superb, and the online mode (though the friend system is slightly flawed) is also excellent.

Lastability: 10.0

   Thirty-two tracks, eight GPs, twelve characters and a total of thirty-six karts, a brand new challenging mission mode, and a whole host of multiplayer options (including eight players on one game card). Plus, there’s an online mode which extends the replay value to infinity.

Final Score (Not an average): 10.0

   Mario Kart has come a long way since its birth on the Super Nintendo, and it has never been as polished as it is on the Nintendo DS. The best bits and pieces of all the prior games in the series have blended together with a host of new features, tracks, and characters to form what can easily be considered the best game in the history of the Mario Kart series.

Mike Sklens, Previews Editor



196
Nintendo Gaming / Uncle Bob the villain
« on: November 17, 2005, 08:05:05 PM »
Dude, sweet races.  We were so freaking close the whole time one on one.  Of course, it was a bit different when we got another person in the mix, eh?  ;-)

197
Nintendo Gaming / Red-shelled villain
« on: November 16, 2005, 02:06:56 PM »
Pale is obviously better than me, but I just tied him by shamelessly red-shelling him on two tracks.  I'm sorry dude.... or not.

198
TalkBack / Nintendo Teams with Vital Marketing
« on: November 16, 2005, 10:03:32 AM »
Nintendo aims to increase exposure in the urban marketplace.

Gaming Industry Leader Looks to Increase Visibility Among Urban Demographic By Tapping into Vital Marketing's Youth Marketing Experience & Insight    


   NEW YORK, Nov. 16 /PRNewswire/ -- Nintendo of America Inc. has selected  VITAL MARKETING (http://www.thevitalgroup.com), to be its Urban Agency of Record. In  this capacity, Vital Marketing is tasked with increasing Nintendo's market  share in the $10 billion video game industry, through marketing and branding  efforts aimed at young adult gamers in the urban marketplace. Vital  Marketing's strong track record of raising brand awareness for clients such as  the U.S. Army, NASCAR, Tommy Hilfiger, Boost Mobile and Motorola made them a  natural choice for Nintendo.    


    "With our proud history as pioneers in the gaming industry, we want  today's consumers to know that not only is Nintendo their preferred brand of  the past but also the future," said Reggie Fils-Aime, Nintendo of America's  executive vice president of sales and marketing.  "Vital Marketing's ability  to reach the urban consumers who have become today's trendsetters will be  crucial in positioning Nintendo as a cutting edge brand that has cultural  relevancy among today's urban inspired consumer."    


    Vital Marketing will create proprietary programs for Nintendo as well as  advise them on existing events and programs to maximize product visibility.  Vital Marketing plans to use the event space as a sounding board to create a  distinct branding experience that will bring the Nintendo brand into the lives  of the urban consumer, for further penetration of the market on a national and  local level.    


    "With our experience and presence in the urban market, we look to bring  Nintendo into the lives of the 17-24 year old gamers. Through culturally  relevant experiential marketing initiatives we will build upon Nintendo's  history as the leader in the video game industry and position them as the  premier video game company," said Joseph Anthony, Founder and CEO of the Vital  Marketing Group.    


    In addition to creating experiential marketing programs aimed at the urban  demographic, Vital Marketing will serve Nintendo on several other capacities.  They will help construct the brands urban positioning statements as well as  develop image building programs targeting various influencer groups within the  entertainment industry.


199
Nintendo Gaming / Berto2k is quite the jokester
« on: November 16, 2005, 12:00:44 AM »
Deguello: Heya Blood
Bloodworth: hey
Deguello: I am willing to guess you are busy playing MarioKart online.
Bloodworth: not in a match right now
Deguello: The reason I say is because Berto2k keeps bragging that he is wiping the floor with you.
Bloodworth: the same berto that just lost?
Deguello: ooo lol
Deguello: Yes
Bloodworth: Robert-AMN
Nintendo WFC Match: Wins 1 / Losses 1
Deguello: LOL Berto be an exaggeratti, then

200
NWR Forums Discord / High Dollar
« on: November 13, 2005, 10:53:16 AM »
Quote

The High Dollar Era

High dollar is upon us, and Xbox 360 is ready. Games are required to be authored for $50 and $60 prices, and all games are optimized for the $50 wireless controller ratio. That doesn't mean you have to have a High Dollar TV to play Xbox 360 games. Xbox 360 games always look good, but they look spectacular on your high dollar display and $100 Wi-Fi adapter.
 

Pages: 1 ... 6 7 [8] 9 10 ... 23