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Messages - UltimatePartyBear

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3701
TalkBack / RE: Want to Play the Revolution?
« on: April 21, 2006, 07:13:18 AM »
I just entered.  I'll probably get tons of AOL spam now.  And I'll probably be too scared to accept even if I win.  Why did I do this again?

3702
Nintendo Gaming / RE:What do you want in Smash Bros. Revolution?
« on: April 21, 2006, 07:03:37 AM »
Quote

Originally posted by: EasyCure
every character should have an adventure suited to their respective worlds.

But then you don't get the novelty of Kirby fighting Metroids, Captain Falcon avoiding the traps in Bowser's Castle, or Samus looking for keys in a Zelda dungeon.

I like the idea of boss battles in Adventure mode, though.  They should follow a stage from one of the games in the series they're from.  I would like nothing more than to climb up a series of girders, jumping barrels and fireballs, to lay the smackdown on a giant DK.

3703
Nintendo Gaming / RE:What do you want in Smash Bros. Revolution?
« on: April 21, 2006, 05:53:43 AM »
Quote

Originally posted by: Zach
But the Ice Climbers a unique character, with their own moves.  Their is no reason to take them out just because they arent "iconic."  They should not get rid of ANY of the characters, beyond making some of the clones like Dr Mario into skins.

I suppose I still harbor ill will toward the Ice Climbers for being in the game instead of Pit, or just about any other classic character I had actually heard of before.

3704
Nintendo Gaming / RE: What do you want in Smash Bros. Revolution?
« on: April 20, 2006, 11:55:58 AM »
I don't really think size matters, either.  I was just pointing out an apparent inconsitency.  Ridley has changed size almost as many times as Bowser, anyway.  And Bill, Luigi didn't have any of his own moves in the first game, but they gave him his own set in the sequel.  They can do the same for Falco.

3705
General Chat / RE: All the other boards are doing it! PGC Frapper!!
« on: April 20, 2006, 11:06:15 AM »
Well, I added myself.  Not many seem to have participated in the past, though.

3706
Nintendo Gaming / RE: What do you want in Smash Bros. Revolution?
« on: April 20, 2006, 10:24:14 AM »
Regarding levels, Melee had a shortage of levels on which you could just fight without the environment trying to kill you, and some of the hazards were a little too dangerous (like the fast river current).  I like the hazards, but the selection of stages was a bit unbalanced.

3707
Nintendo Gaming / RE:What do you want in Smash Bros. Revolution?
« on: April 20, 2006, 09:55:30 AM »
(I wrote this over an hour ago and then our Internet connection went down again today, so sorry if some of this is redundant now.)

Quote

Originally posted by: Bill Aurion
Mario (Dr. Mario, Fire Flower Mario)
I agree that Dr. Mario should just be a skin instead of a separate character.
Quote

Yoshi (Birdo)
Huh?  How would Birdo play anything like Yoshi?  The eggs come out of the wrong end!  I wonder if the tongue is... NO!  Bad thought!
Quote

TP Link (Dark Link)   
WW Link
If they're going to keep Young Link, it might make sense to use the WW Link, but I think they should just drop him entirely.  The cel-shaded character would really look weird mixed in with all the others.
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Ridley? [size issues]
Olimar
You see size issues with Ridley but not with Olimar?
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Skins, because clones SUCK...Get rid of this Falco/Dr. Mario bullcrap...

I don't really care if they keep clones or not, but Falco should be his own character.   I wouldn't mind seeing certain characters left out.  Pichu can go away, as can the Ice Climbers.  Neither of those is iconic enough.  There's no new pokemon iconic enough to be a playable character, really.  Leave any new ones in the pokeballs.

They should definitely stop teasing us with Pit this time.  I also think the game needs more villains.  Ridley is an obvious choice.  I'd also like to see Samurai Goroh and Wario.

3708
NWR Forums Discord / RE:IRC > MSN
« on: April 19, 2006, 01:55:26 PM »
Wait, you mean someone actually thought such a book would be a good idea, and someone actually wrote it, and someone actually printed it, AND someone actually bought it?!

3709
Nintendo Gaming / RE:Anyone else really want Star Fox Rev?
« on: April 19, 2006, 01:47:32 PM »
Quote

Originally posted by: zakkiel
Huh? I don't see the problem at all.  At worst, you could just have the remote control the direction of the "aircraft."

As I said, once the remote is controlling the direction of the vehicle instead of representing the vehicle, what's the benefit?  I'm not totally opposed to the idea.  I just think the remote could be used for something more fun.
Quote

Though, since it's actually a spacecraft, there's no reason you have to make direction of aim and direction of movement the same thing at all, so you could use Requiem's idea with no problems. Heck, I'd give it points just for being the first space fighter to realize that there's no banking in space.

That wouldn't be Star Fox, though.  Star Fox is not a simulation.  It's essentially a side-scrolling 2D shooter translated into 3D.  Besides, plenty of the levels in Star Fox and Star Fox 64 take place within a planet's atmosphere.  Would you still want to be able to point the craft in a direction other than the one in which it was moving then?  Changing the arwing's behavior from level to level would be confusing.  The controls must be kept simple for this sort of game to succeed.  

There are plenty of space fighter games with more realistic physics, particularly PC games.  There's no need to turn Star Fox into something it isn't (again).

3710
Nintendo Gaming / RE: Katamari Developer denounces revolution
« on: April 19, 2006, 01:27:54 PM »
Oddly enough, it's kind of nice to see a negative opinion about the Revolution controller.  It makes all the positive comments about it seem less like marketing spin.

I feel like I should also point out that Katamari Damacy eschews the vast majority of the PS2 controller's buttons, providing a blissfully simple interface that is a joy to use.  I think he's aware of the importance of control in a game.  There may be a misunderstanding somewhere regarding this quote.

3711
Nintendo Gaming / RE:So who actually liked Geist?
« on: April 19, 2006, 05:40:33 AM »
Goldeneye had bosses.  It just didn't have giant mechs or demons or other such things.

3712
Nintendo Gaming / RE:So who actually liked Geist?
« on: April 18, 2006, 06:00:50 AM »
Quote

Originally posted by: 18 Days
I didn't pay full price for a game that I can't complete because suddenly theres a giant mutant boss thing that has crushed my lift and takes about a million rounds of ammunition to it's moving mouth to kill.


That was definitely one of the more annoying bosses.  The worst part for me was that I figured out most of what I had to do, but the graphics were too muddy for me to figure out what my grenades were doing, so I didn't realize the claws were blocking them.  I finally gave up and checked a guide online.  Without a doubt, though, the most annoying boss battle in the whole game was against those blasted spectral forces coming out of the helicopter wreckage.  However, I also found some of the boss battles a lot of fun, especially the giant statues.

I knew going into it that Geist wasn't considered a good shooter, but it was easily worth the heavily discounted price just to experience it.  Actually, I found it more playable than Halo, but that's probably because I'm more comfortable with the controller.  I wouldn't mind seeing a sequel.

3713
General Gaming / RE:Paramount and Universal drop PSP support
« on: April 17, 2006, 09:38:53 AM »
Quote

Originally posted by: wandering
I'd rather they released Star Wars on DVD first.
Hear, hear!

As for UMD movies, good riddance!  They take up way too much room in the video game sections of stores.

3714
General Gaming / RE:Dora the Exlporer
« on: April 15, 2006, 12:20:45 PM »
Quote

Originally posted by: PartyBear
I think the format of shows such as Dora the Explorer may one day be ideal for educational software.  The revolution controller may do a great deal to make that possible, but I think it will also take some very good voice recognition tuned for squeaky little voices to really work.


Interactivity is the key.  Software would be able to wait without simply pausing the video.  It could offer additional hints and encouragement based on hesitation or wrong answers, too.

3715
General Gaming / RE: Dora the Exlporer
« on: April 15, 2006, 11:01:04 AM »
Has anyone ever seen a child actually try to interact with these shows?  I never have.  They watch just as passively as if Spongebob was on.  Even if they were fooled initially, it would only take one instance of not answering quickly enough to reveal the show's fraud.

Actually, I did once see my youngest niece playing along with a lot of encouragement from my mother.  That just proves that TV is no substitute for actual involvement with your kids, I think.

However, if I may bring this back around, I think the format of shows such as Dora the Explorer may one day be ideal for educational software.  The revolution controller may do a great deal to make that possible, but I think it will also take some very good voice recognition tuned for squeaky little voices to really work.   I don't think that pausing the show until the kids actually answer is going to be good enough to engage them.

3716
Nintendo Gaming / RE:Anyone else really want Star Fox Rev?
« on: April 15, 2006, 10:34:21 AM »
Quote

Originally posted by: wandering
Star Fox rev would be awesome, yes. Lots of good ideas here. I'm not sure I have anything to add...I want, at some point, a free-form flight game where you use the remote and can just go anywhere, but starfox probably isn't the series for that.

Quote

I think the game should use the analog stick.

Eh. I see what you're saying, but the remote is just so perfect for movement, I think it'd be better to not complicate things with the nunchaku attachment.


I say save the remote-only movement for Pilotwings.  Star Fox is about action, not flying.  It could work in Star Fox, sure, but there are problems with it.  I think someone else mentioned the problem of being able to move the remote in a way that would be impossible for an actual aircraft.  Pilotwings can deal with that by letting you lose control and crash because it's that kind of game.  Star Fox would be better off avoiding the problem completely by removing the one-to-one relationship between the remote and the arwing, and once you've done that the whole point of using the remote to control movement in Star Fox is gone, as it would be a glorified joystick.  If you're using the analog stick to move, then the remote is freed up to do other cool things, like set up cool aerobatic maneuvers.  We're used to inside loops, rolls, and Immelmann turns.  I'd like to do a Split-S, or an outside loop, or a Lazy Eight, or any of the myriad other maneuvers pilots have invented over the years.  Even Star Fox 64's controls had room for a couple more tricks, and the remote adds so many more possibilities that there probably aren't enough things that an arwing could conceivably do to use up all the combinations.  

Going with the scheme I laid out before, an Immelmann would be done by pulling the remote toward you while holding back on the stick, replicating the Star Fox 64 controls.  A Split-S would be done by pulling the remote toward you while holding forward on the stick.  What if you tipped the remote up vertically at the same time?  Or down?  Or twisted?  Or tipped and twisted?  I'm not talking about wild gestures, just changing the orientation of the remote.

Sure, with the remote you could do all of those maneuvers manually, but I don't want to mess with that level of finesse in Star Fox.  I want to shoot stuff.  I'll happily try to master a Standing Eight in Pilotwings instead.

3717
NWR Forums Discord / RE:I just did my taxes...
« on: April 15, 2006, 09:37:30 AM »
Give it a few more years.

3718
Nintendo Gaming / RE: Metroid Prime 3 Revolutionized
« on: April 13, 2006, 02:28:10 PM »
In Zero Mission, dashing happens if you just keep going in the same direction without stopping.  I don't see why there'd need to be a button for it on the Revolution, either.  If you didn't want to start dashing you could just pull back on the analog stick a bit.

3719
Nintendo Gaming / RE:Anyone else really want Star Fox Rev?
« on: April 13, 2006, 02:20:19 PM »
I think that if Nintendo had been able to make the ideas behind Star Fox 2 work, we would have seen more of them in Star Fox 64.  It was probably overly ambitious.  If they ever do bring something like that into the Star Fox series, I hope it doesn't preclude the classic gameplay.

However, the idea of things happening while you're not there is certainly a fun one.  They could work it into the branching paths of Star Fox 64.  For example, if you take one route, you encounter a fleet of supply ships to destroy.  If you go a different route, then those ships reach their destination and bolster the forces there, so you'll have a rougher time if you go there.  Combine this idea with the branches converging at points along the way, and you have a natural difficulty progression, too.  The easy route takes you through the supply convoy, and the hard route takes you through something else, but both lead you to the planet the convoy was heading to.  They could also make it so that along a higher difficulty route, you take more steps before getting to a particular planet than you do on the easy route, giving the enemy time to prepare for your arrival, especially if you tip them off that you're coming by failing some objective on the way, like letting some enemies escape, or not destroying all the transmitters at a base (kind of like the search lights on Zoness).

I also like Spak-Spang's idea of multiple runs through the same area.  Sure, you could do it in all-range mode, but if the game forces you into a set path, the level can contain better scripted events.  Not to mention other changes, like changing the orientation on each pass.  You'd probably be in space, after all.

I think the game should use the analog stick.  With the analog stick, different vehicles could use the remote differently, in ways that suit them better.  Now, I wouldn't be too sad if the next Star Fox only had arwings in it, but the tank was pretty cool.  Chasing the train is one of my favorite parts, too.  With the analog stick controlling movement, the remote could be used to aim the tank's turret anywhere, which would definitely be an improvement.  That would work in Ian's boat level, too (I have absolutely no problem with the submarine being sacrificed to make a boat, incidentally).  In flight, moving the remote could choose targets for charged shots and nova bombs, and maybe even the Great Fox's big guns.

You could boost and brake by quickly moving the remote forward or backward, and twisting would replace the L and R buttons (or Z and R), although I don't know about barrel rolls.  Twisting twice in a row quickly enough to save yourself by rolling doesn't sound very comfortable.  A button modifier wastes a button.  Perhaps the game could be changed so that twisting always causes a barrel roll first, then leaves you leaning, but I don't like that idea, especially for the tank.  Maybe you could roll by quickly tapping the analog stick in the same direction you were leaning, Smash Bros. style, though that's not ideal, either, since you couldn't roll without moving.

I haven't accounted for all of the available buttons, so they could add a few new options to the mix, too.

3720
Nintendo Gaming / RE: Tetris DS marathon
« on: April 13, 2006, 07:49:05 AM »
I bought this last weekend, and I've confirmed that the marathon is broken.  I didn't even notice the option to turn on endless mode the first time, so I got quite a shock when it just suddenly ended at 200 lines.  The presentation is nice, and I nearly lost when that Russian folk song I can't spell started playing at level 19 because it made me laugh.  I've come to the conclusion that the game's difficulty progression is pretty borked, too, though.  In the old days, before infinite spin, I could almost get to level 20 before totally losing control of the situation.  In Tetris DS, the pieces start falling almost instantly at a much lower level.  I have a feeling it's because they messed up the fall rate progression that infinite spin became necessary.

I'm still happy with the purchase, though.  Push mode is the best multiplayer puzzle game ever.  I love how you can mess with each other directly.  There's nothing like removing the floor just before your opponent drops his I down a hole.  Puzzle mode is good, too, but the cheery music gets old fast.  I judge all puzzle game soundtracks against Tetrisphere and The New Tetris these days, so Tetris DS loses a few points there.

3721
Nintendo Gaming / RE: Anyone else really want Star Fox Rev?
« on: April 13, 2006, 07:08:17 AM »
I find that Star Fox 64 improves with age.  When it was new, I found the dreadful instrument sounds in the music and hideous inflating beachball explosions annoying.  It wasn't until I came back to the game later that I was able to overlook the flaws in its presentation because it was old.  I also enjoyed the action a heck of a lot more when I gave some thought to the sheer amount of carnage I was causing, especially in Area 6.  Or in Sector Y, where you form the spear head of a rallying charge, leading the Cornerian fleet through the enemy forces.  Or MacBeth, which is chock full of groundshaking explosions as you harass the train, tearing it apart car by car.

There should definitely be a true Revolution sequel.  I wouldn't mind seeing more free-roaming levels, Rogue Leader style, but the corridor levels have to stay the focus.  There's just no way to get the same level of excitement out of a mission when you can come around for another pass.  Multiple paths would definitely be nice, as would non-straight paths, and this series is just begging for multiplayer co-op.

I'd also enjoy it if the game left a bit less of the carnage I mentioned to the imagination.  If I break the ranks of the enemy fleet, I want to see my allies take advantage of it, or if I critically damage a large ship, it should destruct spectacularly, and not just puff out smoke as it slowly drifts off.

3722
NWR Forums Discord / RE:reader Review: Lindsay Lohan
« on: April 13, 2006, 06:34:15 AM »
Quote

Originally posted by: Shecky
The Parent Trap was an excelent movie.

Yeah, Haley Mills was cute back then.

3723
TalkBack / RE: Tringo GBA Ships
« on: April 12, 2006, 03:20:41 PM »
It seems a bit shallow, though, judging by that demo.  Without being able to tell which piece you'll get next, there's too much luck involved.  Of course, it was originally intended to be a gambling game, but it's not going to be worth much ouside of that context.

3724
General Gaming / RE: "Oblivion" gets 4 1/2 yawns on a scale of 5
« on: April 12, 2006, 02:54:14 PM »
Incredible.  A console vs. PC debate.  My grandfather told me about these things, but I never thought I'd get to see one!

3725
TalkBack / RE:Ubisoft Officially Announces Red Steel
« on: April 12, 2006, 07:27:57 AM »
There's also their lazy, cruddy porting of games to Gamecube, and of course that whole StarForce debacle on the PC side.  There's no need to get into that debate here, though.  I'm still on the fence, personally, when it comes to Ubisoft, but good Revolution support would certainly do a lot to help their reputation in my eyes.

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