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Messages - TheBlackCat

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176
General Chat / Re: Nintendo Vs. Transformers
« on: July 11, 2010, 10:29:47 PM »
was that manual or boxart in black & white?

No, it wasn't.

177
General Chat / Re: Nintendo Vs. Transformers
« on: July 11, 2010, 09:57:57 PM »
He was on the NES.

The artwork (manual and box art) for the first Kirby game (Kirby's Dreamland for the gameboy) show him as white or light gray.

178
General Chat / Re: Nintendo Vs. Transformers
« on: July 11, 2010, 09:12:53 PM »
I would have to nod affirmatively in regards to all the comparisons except for Kirby and Unicron. My reason? Unicron is not Pink.

Neither was Kirby, originally.

179
This one is mind blowing! How am I making her change directions? Please, explain the illusion :)

It's called a Gestalt switch.  Basically when there is an ambiguous image that can be seen two or more different ways, people generally interpret it one way initially.  The mind can often be forced to interpret it a different way.  Some are easier than others.   It is a classic form of optical illusion.

Here is a good example:


In this specific case, the human mind is very tuned to picking up images of humans.  This isn't really a picture of a woman, it is a solid black 2D shape that is constantly changing.  But the human mind naturally interprets anything human-like as being human.  Just look at Charlie Brown, he really looks nothing at all like a human, but the human mind has no problem interpreting him as one.  If we actually saw someone who looked remotely like charlie brown, we would think the person is deformed beyond belief:


But in order to do that for the "spinning woman", the mind has to interpret it as though it were spinning.  But since it is a just a solid 2D shape of uniform color, without any of features (like eyes) or depth cues (like shadows) that could tell you which way it is spinning, which way you interpret it is completely arbitrary. 

What is happening specifically is that you are changing which leg you think she is standing on.  You could either see it as her standing on her left foot, with her right foot sticking out, in which case she is spinning clockwise when looking from the top, or you can see it as though she is standing on her right foot, with her left foot sticking out, in which case she is spinning counterclockwise.  Neither view is superior to the other.  I normally see her in the former case, seeing her as the latter take a little effort.  Others are the other way.  How easy it is to change also depends on the person, and it gets easier with practice for many.

And here people were saying science isn't fun unless stuff is blowing up...

180
I wasn't even thinking of that, but that's further evidence that they aren't going to do this. They'd much rather sell you the games all over again on the VC.

I would be happy if they were willing to do that, but last I heard Nintendo gave no indication it was going to sell any GB, GBC, or GBA games on VC.

181
Movies & TV / Re: Rate the last movie you've seen
« on: July 11, 2010, 02:17:17 AM »
I'm afraid there is only a brief explicit discussion of the first movie, more or less the same as the discussion about it in the second movie.  The references I was mentioning are similar lines or similar events.

182
Yeah, I made that too, and just recently I saw a printout of it in our shared printer.  That is basically the same as the second video I posted and similar to the third.  When I was in Caesar's Palace in Las Vegas they also had "busts" of Caesar around that were like that, so they looked like the face was following you.  When I was in Disney World recently I also noticed that the Haunted Mansion used a similar illusion in some places.

Here is a pretty cool one:


The trick is that some people see her spinning one way, others see her spinning the other way.  With practice you can make her switch direction at will.  It is even possible to make it seem as though she is just going back and forth instead of spinning (I can only get her to do that for 4 or 5 repetitions and then she seems to go back to spinning).

183
Movies & TV / Re: Rate the last movie you've seen
« on: July 11, 2010, 12:40:22 AM »
I just got back from Predators.  For this who liked the others, particularly the first one, it is highly recommended.  It is definitely in the same vein (haha) as the first one, with several nice references to it.  Having a whole bunch of people who don't know each other, have completely different roles in life and personalities, and don't necessarily get along lends to more interesting character interaction a wider variety of fights.  There are also a couple good twists at the end (all painfully obvious, but cool to see in action nonetheless). 

My friends who aren't familiar with the predator movies found it fairly scary and had a lot of surprises.  Me, having watched the predator movies a few dozen times each and having read practically all of the comics, there weren't much in the way of surprises but the action was still cool.

184
NWR Forums Discord / Amazing illusions thread (lots of pics)
« on: July 10, 2010, 04:54:38 PM »
This is, as its name implies, a thread for optical illusions.

Appropriately, here is a video of a perspective illusion using the Nintendo's controller as a model.  It is not projected, it is made using construction paper and blacklights:

http://www.youtube.com/profile?user=brusspup&annotation_id=annotation_230956&feature=iv#p/u/0/foF13Ezxt5c

And the amazing inside-out box illusion:
http://www.youtube.com/watch?v=laty3vXKRek&feature=related

And the Rubik's Poster:
http://www.youtube.com/watch?v=ET66oPXlCJU


And some pictures:




This is not an animation:


Count the dots:

185
I don't think the Wii2 will use IR anymore, it will probably use gyros like in wii motion plus.  That mockup also looks fairly uncomfortable, either the handles will be too short to serve as a wii remote or too long to be easy to handle as a traditional controller.  Also, when separated the D pad and second trigger will become essentially inaccessible, resulting in the wii remote portion not having any usable direction control.

I personally expect the wii2 remote to be fairly similar, but using gyros to eliminate the need for the IR pointer (if they can avoid the need for constant calibration).  They may keep the IR pointer for backwards compatibility, though (this shouldn't be necessary, if they use a dual-core system they could put an emulation layer in there, but that may be more work than Nintendo is willing to do).  It may have a microphone, and will likely have a lot more memory (probably similar to the Wii now).  I doubt it would have a screen, but if it did it would probably be a small, low-res, color, screen without touch capability.  And I expect something like the Nyko controller's ability for addons to duplicate button presses on the remote.  There is also a change they may replace the D-pad with something like the 3Ds nub.  They may also add another two small buttons next to the A button, perhaps just duplicates of the 1+2 buttons.  Another possibility is a slider either on the side or around the A button for adjusting 3D depth, similar to the 3DS, or some sort of spinner which can also have its four direction pressed.

I expect the nunchuck to also remain mostly the same, perhaps with two buttons near the joystick, but remain wired.  I doubt it would get gyros, but it might.

I would hope they will release something like the classic controller pro with accelerometers and its own dedicated bluetooth connection.  I doubt the design would change too much from that.

186
General Chat / Re: Anime
« on: July 04, 2010, 01:22:10 PM »
Slayers has been my favorite almost since the beginning.  There has been nothing out for it for over a decade (I'm pretending that absolutely awful "movie' that came out a few years back never happened).  Then they suddenly released two 13-episode series last years, with all the original Japanese and English voice actors from the TV show back (I really don't like the voice actors they got for the OVAs).  The series were excellent if you like Slayers, they stayed very loyal to the plot and tone of the original series.  Except for the slight changes in artwork due to technological changes in since the last series was made, it was like the series never stopped. 

They also didn't bother with even a 30-second review of what had happened up to that point, if you haven't watched all 3 of the previous series and at least a few of the OVA's you wouldn't have even the slightest clue who the characters were, not to mention what they were supposed to be doing.

187
General Chat / Re: 2010 World Cup - South Africa
« on: July 03, 2010, 02:25:51 PM »

188
NWR Feedback / Re: NWR 2.0 feature requests
« on: July 03, 2010, 12:52:31 PM »
When you are doing filtering, for instance in reviews, I think it would be better if letters (for filtering by name) that have no results under your current filtering settings should be grayed out and not clickable.  It might also be good if filters for which there are no results given your other filters were also grayed out and not selectable.  People shouldn't have to see the "No results found. Please make another selection." message, the website could be set up to be smart enough to not waste peoples' time (unless you are doing a search, of course).

189
NWR Feedback / Re: NWR 2.0 bugs
« on: July 03, 2010, 12:33:20 PM »
You can't both filter and sort lists of game at the same time. 

To reproduce (as an example):

1. Go to "Reviews"
2. Set "system" to "wii"
Games are now restricted to wii games
3. Click on the header of the "Score" column
Games are now sorted by score, but the System is reset to "All" and it shows results for all systems rather than just wii games.

1. Go to "Reviews"
2. Click on the header of the "Score" column.
Games are now sorted by score
3. Set the system to "Wii"
Games are now restricted to wii games, but it resets the sorting so it is no longer by score.
This also happens when filtering by letter.

Filtering by first letter also doesn't work at all:
1. Go to "Reviews"
Find a first letter of game names that is present ("A" is present right now)
2. Click the letter
I get no results.

190
TalkBack / Re: 100 Classic Books Review
« on: July 03, 2010, 03:38:04 AM »
2 words: project gutenberg.  They have tens of thousands of classic books just like these for free.

191
NWR Forums Discord / Re: MEGA-DALTON
« on: July 02, 2010, 07:06:04 PM »
you take that sciencey crap outta here, it has no place in the funhouse (unless its fun)
When it is ever not fun?

192
General Chat / Re: Halbred's Paleo-News Thread
« on: July 02, 2010, 09:20:20 AM »
Unlikely, between this time and the rise of modern animals there a period called the "cryogenic" period where much or even all of the Earth was covered with extensive glaciers.  The article also says that there was a temporary spike in ocean oxygen content both around the time these fossils appeared and around the time modern animals appeared.  It is unlikely this sort of complex organism (if that is what it is) survived such harsh conditions.  It also doesn't look like any modern group of animals.  Further, if it turns out that this is an organism and it is prokaryote (i.e. bacterial or similar) in nature, then there is nothing remotely like it around today (bacteria have much of the cell-to-cell signalling mechanisms modern multicellular animals use, so such a thing is not entirely implausible).  So whatever the case if it is an organism at all this was likely to be (but not certain to be) a failed early attempt at multicellular life, and not a direct ancestor to modern groups.

It also isn't really a missing link.  There actually isn't much in the way of a "missing link" that is necessary, eukaryotes even today form simple specialized colonies, and fossils and trace fossils of very early organisms in many modern groups are available.  There is even a supposed very early fossil of an extremely simple bilateral (two-sided) organism that would likely be the ancestor (or close relative thereof) of everything besides jellyfish and sponges. 

The things we are missing are probably the first microscopic sponge-like organisms with a few poorly-differentiated cell types, so if this is a fossil of an organism it would probably be much more advanced than any "missing link" we are currently on the lookout for. 

But even many modern sponges aren't that complicated, the jump from simple eukaryote colonies to the simplest sponges isn't that great.  As I said, most of the signaling pathways are present even in single-cell organisms, they were simply adapted for slightly more complex interactions.  The simplest sponges only have a handful of cell types on no tissues to speak of.  More complicates sponges have more cells types and beginnings of what we would call tissues.  Simple cnidarians (relatives of jellyfish) have more cell types and a few tissues, with more tissues, more complicated cells, and more complicated behaviors being seen in more advanced cnidarians.  And the simplest worms are simpler than the most advanced cnidarians, with a pretty smooth coverage over the range of possible complexities.  And that is only organisms still alive today.

Heck, slime molds, normally single-celled organisms that can clump together to form large (several inch size) mobile blobs in tough conditions, can be taught to run and remember simple mazes and carry out network optimization calculations.  Even bacteria, the simplest forms of life on the planet, form complex colonies called biofilms with different cells doing specialized roles.  And in both cases they use many of the same signaling molecules and pathways animals and plants do.  These pathways turn out to be highly consistent across practically all life on the planet.  So the line between single-celled and multi-celled is not as great as many people think.

193
I think a small low-res color screen is possible, but I doubt they could use a touch screen without making the controller too expensive.  I also don't see much of an advantage to a touch screen, since it would require taking yours eyes off the screen for too long to do anything, and it would require taking your hand off the controller or at least move it a considerable distance. 

I could see a small regular screen being useful though, especially if it had two soft buttons and an "ok" button like a cell phone.  For instance it could display secret information in a multi-player game, be used to display your inventory (like one of the DS screens often is used for now), and so on. 

If the wii2 is using bluetooth it is unlikely that there is enough bandwidth to show live video of any quality.  The images would either need to be loaded into the remote's memory early on, or it would need to be small, fairly simple images (like icons) with few colors that can be sent over one-at-a-time when they are needed.  On the other hand, if the wii2 ends up using wireless USB instead then the bandwidth would probably be enough to stream live video with the sort of low resolution you would see on such a screen.

194
General Chat / Re: Halbred's Paleo-News Thread
« on: July 01, 2010, 09:33:54 PM »
If it is confirmed this will be huge.  It is 3-dimensial macrofossils from 2.1 billion years ago.  They are about the size of your thumb.  There are no fossils of this size know until the ediacarian period about 600 million years ago, about one and a half billion years later.  There were also no sure eukaryotes know from that period (the group all plants and animals fall under, but that does not include bacteria and some other types of single-cell life forms).  And since these are fairly consistent 3D structures, they are unlikely to be the simple microbial mats that occurred fairly early on and still appear in a few areas.

However, there is still a lot of question whether they are fossils at all, and not some sort of mineral deposit or some other structure of non-biological origin.

195
Nintendo Gaming / Re: Super Smash Bros Rumble: Ideas and wishlisht
« on: July 01, 2010, 12:40:33 AM »
2.  No More Clones.  I don't care how slightly they differ from one another: clones are boring and a waste of a character slot, especially in Brawl where we had so many Fox clones.
 

Any type of fighting game with a large roster is going to have clones, PERIOD.  From here on out it's only going to get worse since the more characters a fighting game has, the harder it is to think of totally original movesets that aren't based off a previous one.
The whole point of the outfit is to remove some of the need for clones. 

Also, although it is likely that most of the possible move types have been tapped, but they have not come close to tapping all the possible combinations of different move types.  If we do it roughly, we can probably break the common move types into these:

a (4): punch/kick, sword/hammer/short-range weapon, beam, whip
a smash (6): powerful a, longer-range a, a while moving forward, something else from the a list
a up (4): same list as a, but can be a different attack
a down (5): slide, pound ground, low thrust with weapon, low back/forth with short-range weapon, low back/forth with whip
b (7): same list as a, but would be a different attack, plus absorb enemy, enemy's energy, or enemy's attack
b smash (9): powerful b, longer-range b, b while moving forward, something else from the b list
b up (16):  same list as b, but can be a different attack, with or without making you go higher, plus charging the person's body with energy, plus go into a glide
b down (17): same as a down, plus change character, a attacks, b attacks, or movement, reload ammo, charge a or b attack, set a trap, absorb shield, reflect shield, block shield, or do a high jump
b down in air (6): same as a down, plus do a high jump
grab (4): hold or carry, with or without an extension

So based just on those different moves, that leaves 4*6*4*5*7*9*16*17*6*4 = 197,406,720 possible move combinations
Even if we only limit it to different a, b, b up, and b down moves, and assume the other moves would be variants on these (which isn't always the case), that would still be 4*7*9*16*17 = 68,544 possible move combinations.  So the possible character move sets are no where near being tapped.

I might add that this only takes into account combinations where 1 or more moves are of completely different categories, not variants like a heavy slow punch and a light fast punch, which someone here argued meant that characters like Captain Falcon and Ganondorph, whose moves are all of the same type but whose speeds are all different, still don't behave like clones.  If we assume that making all moves have substantially different characteristics but could still be in the same category, that would double the number of move combinations.  It also does not include moves that fit in more than one category, such as kirby's down b which is a block shield and a downward strike.  If we assume any move can be in any 1 or 2 categories, that would increase the number of moves nearly by a power of 2.

196
General Chat / Re: Halbred's Paleo-News Thread
« on: June 30, 2010, 06:41:00 PM »
Yeah, I thought the same thing the author did: "sounds like a mammalian megalodon".  Now we have to explain why two giant whale killers arose and then went extinct at around the same time.  The cold water argument for megalodon extinction doesn't work as well for a mammal.  Curiouser and curiouser.

197
General Chat / Re: Halbred's Paleo-News Thread
« on: June 29, 2010, 09:41:45 PM »
There was also a recent Nature Communications article about a dinosaur nesting site.  It appears to have been used continuously over a long period of time.  What is interesting is that, at the time, the site was volcanically active, leading to acidic soil warmed by geothermal energy.  The dinosaur eggs apparently started off with super-thick shells that were slowly eaten away by the acid that leached it, resulting in an egg thin enough for the young dinos to break out of by the time they were reading to hatch.  The site was thought to have been chosen because the warmth would warm the eggs.  Most nests held under a dozen eggs, but some held almost 3 times that number.  No skeletons were found, so it is not yet possible to identify the species that made the nests.

198
NWR Forums Discord / Re: MEGA-DALTON
« on: June 29, 2010, 12:31:02 AM »
Darn, and hear I thought we were talking about molecular biology :(

199
Nintendo Gaming / Super Smash Bros Rumble: Ideas and wishlisht
« on: June 29, 2010, 12:17:25 AM »
I know that no new smash bros game has been mentioned, there may not be another game period.  But that doesn't stop us from hoping, right?  So I thought it might be fun for us to post a wishlist for the next smash bros and discuss how certain characters, items, levels, or assist trophies might be best implemented (or whether they are good ideas at all).  So post what sort of features you might like, what characters should be added and existing one should change, what levels, items, or assist trophies might be added, and so on.  The more detail you can provide the better. 

Here are my current ideas:

Features:

Outfits: rather than just changing the color of a character's outfit, it would be cool if, like with Wario in Brawl, you also had alternative models for the characters.  This could avoid some of the clones (for instance Dr. Mario or Toon Link), as well as some of the ugly color hacks used to make a character look like a different one even though the models don't match (like the "Daisy" color scheme for Peach or the "Fusion Suit" color scheme for Samus).  These would naturally include 8bit and 16bit 2D pixelated (and maybe vectorized) versions of characters when possible.  I will include alternative outfits for all the characters I mention later.

Horizontally rotating levels/sliding:  This idea is for a new class of levels that rotate along the horizontal axis (in other words they spin like a top) or move back and forth between the foreground and background.  The rotation would either be continuous and slow or fast and intermittent.  The characters would be locked in a 2D plane, but the platforms and level layout would change.  A good example of a rotating level might be the new star fox level, where it could show the front view, rotate to show a side view (with a wider field and different platforms), or show the front view. 

Outfits for existing characters:
Bowser: Normal, 8bit 2D, 16bit 2D, skeleton, wart
Captain Falcon: Normal, 2D drawn, Samurai Goroh
Diddy Kong: Normal, Candy Kong
Donkey Kong: Normal, 8bit 2D,, 16 bit 2D, Donkey Kong Jr, Funky Kong
Fox: Normal, Star Fox Assault outfit, Dinosaur Planet outfit
Ganondorph: Normal, toon, 8bit 2D ganon, 16bit 2D ganon, 3D classic-style ganon
Ice Climbers: Normal, 8bit 2D
Jigglypuff: Normal, 2D drawn, wigglypuff
King Dedede: Normal, 8bit 2D, 16bit 2D
Kirby: Normal, 8bit 2D, 16bit 2D, yarn (you can see what is inside him)
Link: Normal, 8bit, 16bit, toon, young, shadow (semi-transparent)
Lucario: Normal, 2D drawn
Luigi: Normal, 8bit 2D, 16bit 2D, sports
Mario: Normal, 8bit 2D, 16bit 2D, Doctor Mario (with pills replacing fireballs), sports, water mario (transparent, from Mario Sunshine)
Meta Knight: Normal, 8bit 2D, 16bit 2D
Mr Game and Watch: Normal, 3D, pixelated 2D
Ness: Normal, 16bit 2D, Lucas
Peach: Normal, 8bit, 16bit, Sports (t-shirt and shorts), racing   (motorcycle jumpsuit from Mario Kart), Daisy, Rosalina (using a star   dude in place of toad)
Pikachu: Normal, 2D Drawn, Pichu, Raichu
Pit: Normal, 8bit 2D
Pokemon Trainer: Normal, several variants using creatures and appearance from other games
Samus: Normal / Zero Suit, 8bit / Justin Bailey Suit, 16bit / Black Swimsuit (super metroid ending outfit), Fusion / Orange Tank Top and Shorts (Fusion Ending), Dark Samus / ? (use their imagination)
Snake: Normal, Old, Raiden
Sonic: Normal, 16bit 2D, mecha sonic
Wario: Normal, Warioware, Master of Disguise, Waliuigi
Yoshi: Yoshi, Bad Yoshi from Mario RPG
Zelda: Normal, 8bit, 16bit, toon, Midna, all with equivalent sheik variants

Changes to existing characters:

Samus: make it easier to switch back and forth from zero suit samus

Kirby: can inhale then swallow more than one opponent if they are near each other, which causes you to randomly get a power from any of the characters, even those not being played (and a few from characters not in the game or assist trophies).  Can inhale item containers and spit them out as projectiles, if you swallow a standard one the items disappear but if you swallow an explosive box it hurts you.

Mario: Go back to the cape, get rid of F.L.O.O.D


New Characters:
First: NO new Mario, Zelda,, Pokemon, or Kirby characters, and no more star fox clones.  There are more than enough of those already.  Time to give some other series more of a chance.

Nintendo Characters:

Zebsian Space Pirate (Metroid Series): Outfits: Metroid Prime, Metroid Prime 2, 16bit 2D.  These would be fairly acrobatic, with high jumps and the ability to cling to walls.  They would have a short slash attack for their normal attack, a weak beam for their B attack, and can throw their claws or blade (depending on the outfit) as their B smash attack.  Their down attack would be a slide kick on the ground or a dive kick in the air.  Up B would attack up with its claws/blade while spinning.  Final smash would would call in a swarm of flying pirates that would attack characters on the ground then fly off.

Kihunter Space Pirates (Metroid Series): Outfits: 3D, 16bit 2D.  This would be fa lying/gliding character like pit or meta knight.  On the ground they would walk slowly in small hops but run quickly with larger hops.  If they take too much damage at once their wings fall of and they can't fly, the wings regrow over time.  Standard attack would be a slash with their front claws, B attack would be spitting a glob of acid that stick to characters or the ground and hurts anyone who touches it (or continues to hurt the character it lands on), down B would be a leaping slash on ghe ground or a diving slash in the   air, up B would be to propel itself upward by shooting a stinger straight down.  FInal smash would be to call in a swarm of computer-controlled kihunters with little health.  You also lose control of your kihunter.  The last one alive becomes your character again.

Krystal (Star Fox Series): Outfits: Normal, Space Suit.  She uses the staff from Star Fox Adventures and is fast and jumps high like Fox.  Standard attack would be a slash with the staff, B attack would be a fire blaster shot, B smash would be ice blaster which freezes enemies, down B would the shockwave attack (jump up then smash the staff into the ground, creating a shockwave), up B would be rocket boost .  Final smash would summon a pterodactyl she can ride, flying around the level and swooping down at characters and shooting them with a rifle.

Starfy (Legendary starly): 3D, 16bit 2D.  Standard attack is a spin attack, B is a spin dash, up B is spin up attack, down B rams the ground   and causes a small earthquake.  Slow walking, fast running, high floaty   jumps, light weight, and very low traction.  Final smash is to summon his bunny friend to turn into 1 of the four special modes, with   corresponding powers.  The mode is selected randomly.

Isa/Kachi (Sin and Punishment): Isa, Kachi.  Fast.  Their standard attack is a beam attack, their B attack allows them to lock on to opponents and keep shooting at them while tapping A, B smash is a sword attack.  Up B pulls out their board and allows them to float around and glide for a while.  They can reflect enemy attacks by using the sword attack at the right moment.  Their final smash has them fly to the foreground, where they can attack players with their beam using charged-up shots.


Non-Nintendo Characters:

Megaman: Outfits: 3D, 8bit 2D, 16bit 2D, Bass/Forte, X.  Somewhat slow but is not knocked far.  Standard attack is a punch/kick, B is a standard blaster shot, down B cycles through 4 or so different robot master's power, B smash uses the current master's power, up B is an uperrcut punch with an energy-charged blaster.  Final smash is to fuse with rush, allowing the character to float for a while, shooting powered-up shots with the A button and homing missiles with B (unlimited ammo for both).

Zero (MegaMan Zero Series): 3D, 16bit 2D.  Like megaman, but faster.  Uses a sword for regular attack, charges the sword with the power of a robot master with B, and has a slash that flies through the air with the power of a robot master for B smash.  Down B switches powers, up B is an upwards slash with the sword.  I assume the final smash would be to summon  a big robot to ride which walks around the level, but I am not sure if this is in the Mega Man Zero games, since I have never played them.

Tails (Sonic series): 3D, 16bit 2D.  Is fast like sonic, but not as fast.  Has similar horizontal attack, spin attacks, and so on, but uses his tails as a whip for standard attacks giving slightly longer reach, and the up b is to float using his tail.  Smash attack is to get in a big robot that walks around the level and can shoot missiles.

Knuckles (sonic series): 3D; 16bit 2D, bat chick.  Like tails, but punches with his knuckles, can cling to walls, can glide but not fly, his up B is an upercut then immediately goes into a glide as long as the B button is held down.  Special attack is to summon his subordinates that randomly attack other players.

Bub/Bob (bubble bobble): 3D, 8bit 2D, 16bit 2D.  They shoot bubbles out of their mouths.  Normal attack shoots a bubble that just explodes, doing a little damage.  B attack fires one that traps opponents momentarily, trapping them longer the more damage they have.  B smash fires a stream of bubbles.  Down B jumps up then smashes the ground, which if done on an opponent trapped in a bubble does a ton of damage.  Up B puts you in a bubble that allows you to float around.  Final smash put you at the top of the screen with a puzzle bobble/puyo pop/bust-a-move turret and lets you shoot marbles at opponents.  The marbles stick to each other and remain after the final smash, which can make new platforms or block passageways.


Existing Level Changes:

Frigate Orpheon: The Parasite Queen periodically targets players then shoots them with high-energy beams from the background

Hanenbow: you can swim in the water for a short time.  The electrolpankton will do damage if they collide with you, and can be hit to propel them into other players

Lylat Cruise: The level rotates horizontally periodically, giving you a back, front, left side, or right side view of the ship, with different platform layouts in each case.  In the front view, asteroid and lasers will come from the the player's side of the screen and can cause damage, in the back view they will come from the background, and in the left and right view they will come from the left and right-hand side of the screen respectively.  In side views asteroids can bounce and roll along the stage, in the front and side view they won't.

Mushroomy Kingdom: Add the first Bowser's castle, complete with a race to be the first to retract the bridge at the end and dump your opponents in the lava.

Shadow Moses Island: The metal gears will attack players and smash platforms if they are caught by a searchlight.

New Levels:

Tetris: As you would probably guess, this features falling tetris blocks.  The level scrolls upwards or downwards to keep the top of the blocks about 1/3 of the way from the bottom of the screen.  Falling too far below the bottom of the screen will kill you, and you can be trapped by falling tetris blocks, which are all hard platforms you can't jump through.  The piece placement will not be random, it will be really played by an AI with a skill level determined randomly at the beginning of the match.  So a good AI will tend to keep a relatively flat level and will have lots of disappearing rows the players have to contend with.  A bad AI will have a really random level that moves up fast.  A medium AI will be in-between.

Mario Galaxy: A round level with gravity towards the center of the level, so players fall towards the center and jump away from it.  Horizontal attacks follow the curvature of the level rather than going straight.  It rotates steadily, has pits, a block hole at the center that can kill you, stakes you can do down attacks on that cause stakes on the opposite side of the planet to pop up and hurt players, launching them skywards.  Enemies sometimes walk around the level from the background to the foreground and back.  There are pipes connected different ends of the level, underground areas, and platforms.

Chibi Robo: Like in the game, you are miniature in a giant household.  The level periodically sidescrolls to a new area of the house and you have to keep up.  Area could include the floor by a table with shoes and a fallen cup as platforms, a kitchen counter with a toaster you can use as a springboard and a sink you can swim in, or a bouncy bed with toys to avoid.  Periodically random problems could occur like a dog you have to avoid being stepped on by, overgrown mice and cockroaches, and vacuums.

Monster City: pretty much the opposite of Chibi Robo, you are the size of Godzilla in a miniature city.  You can jump on buildings, swim in the harbor, walk along a bridge, and so on.  Building are destroyable, but if you destroy a building then the military will send in tiny helicopters, airplanes, or tanks to attack you (doing some damage).  You can knock other players into badly-damaged buildings to make them destroy it and have the military attack them.  Other monsters like an alien robot or a radioactive lizard also attack.you and the city.

Art Style Light Trax:  A simple level made of colored glowing lines (which cast light on the players).  The lines zoom in from the sides, top, and bottom of the level and turning randomly while in the level, making random new platforms.  The lines only last for a limited period of time at which point they disappear from the direction they came in.  This leads to a constantly-changing random layout to the level.

Endless Ocean: Underwater level, with physics changed appropriately (higher jump height, slower falls, slower movement, etc).  There are hazards like whirlpools and dangerous fish, but some larger and less dangerous fish and marine animals can be jumped on  (like whales or manta rays)  or grabbed onto (like dolphins or seals).  There are caves, drop-offs you need to avoid, and so on.  This would probably be an up/down scrolling level, starting at the shore line and moving progressively deeper, changing the species and losing light as you go, then reversing and going back up.. 

Boom Blox: Level made of collapsible platforms.  There are a large number of such levels with different layouts that are randomly-selected.  Platforms can be knocked over with attacks and, depending on the layout, by standing in the wrong spot.

New Items:

Mirror shield (zelda series): Your shield reflects enemy attacks instead of just blocking them.  It still shrinks normally, and if it breaks you will drop the mirror shield in addition to being stunned.  You can also drop it if you take too strong of a hit while carrying it.  It disappears on its own after a period of time.

Bombchu (zelda series): a self-propelled bomb that circles a platform (even upside-down) until it hits an someone (including you) or runs out of time.

Jetpack (pilotwings): lets you float for a period of time.

Plastic Sword (Wii Sports Resort): does a little damage, but bounces an opponent far backwards (farther with a smash attack). 

Ring box (sonic series): If you get one of these you get 10 rings.  If you get hit you take no damage but drop the rings.  You and/or other players can then grab them as they bounce along the floor, but if nobody does they disappear after a period of time.  You cannot take damage as long as you have at least one ring, but the more times they are dropped the faster they fade away.

Red shoe box (sonic series): Increases your running speed and jumping height dramatically but decreases your traction.

Paintbrush (mario paint): randomly changes the outfit and/or color of one opponent.  Has no other effects, negative or positive.

Blue Shell (Mario Kart): Homes in on the opponent with the least damage and causes a big explosion near him/her for large damage over a large area

Balloons (Wii Sports Resort): Attach this to an opponent and 3 balloons inflate.  Then a plane from the game strafes the level 3 times, hitting the opponent with paint balls, doing damage and changing his or her outfit each time, resulting in a random outfit.

Giant Egg (Yoshi's Island): Can only be thrown a short distance, but when it lands it does massive damage to anyone it hits and some damage to anyone standing on the same platform.

Goo gun: Shoots a ball of slime that sticks to whoever or whatever it hits.  If it lands on the ground players con only move through it slowly.  If it land on a wall players will stick to it and can wall jump when they are release even if they normally can't do that move.  If it lands on a player they can walk and use a shield but cannot attack, they have to press the attack buttons quickly to break free.  It disappears if it is interacted with enough.

New Assist Trophies:

Boss Summon: summons a boss that does one random attack targeted at a random opponent then disappears.  The more powerful the attack, the more rarely it appears.

Virus (Dr Mario): Three viruses go after the nearest enemy (or enemies).  They reduce speed, jumping height, and attack power and slowly increase damage as long as they are on.  Running past someone fast can brush them off, and getting hit can knock them off.  They will fade on their own after a while, but if they get passed on to someone else this timer gets reset.

Pipes (Mario):  6 pipes appear in random locations: 2 green, 2 red, and 2 yellow.  The pipes of each color connect to the other pipe of the same color, and you can travel both ways through them.  They could appear over a pit, which could be a disaster or a lifesaver depending on which direction you are traveling through them.

Big Metroid (Super Metroid): Latches onto one enemy and increases his or her damage, then latches onto you and decreases your damage by the same amount.  It is heavy, so the jump height is reduces and double and triple jump are entirely eliminated while it attached, so it can kill you or your opponent if it attaches over a pit.

Plant seed (Super Metroid): grows plants like you see in Brinstar in Super Metroid, namely a bed of spikes with a yapping maws (basically a plant that reaches out and grabs you then drops you in the spikes or over a pit, depending on the angle it is growing) and big flowers (which if you step in them chew on you then let you go).  It goes to the nearest platform, so if you do it while just underneath a platform it will attach to the ceiling.  It will grow for a ways, wrapping around corners if necessary.  It does not disappear.

Subspace bugs (Smash Bros): These attack the nearest enemy, turning them into a statue and creating a computer-controlled clone of the enemy that is on your side (it has no friendly fire, either).  The statue cannot be damaged, but it can be picked up and thrown.  If it is thrown in a pit the player loses a life and the clone disappears.  Otherwise the clone has to be killed by your opponents in the normal manner (it stars with zero damage).  So if the targetting opponent is low in damage, it might be better to take the opportunity to finish him or her off.  It he or she is high in damage and thus not a threat, it might be better to let the clone help you out.  This never appears in a two-player match.

Cheer Squad (Elite Beat Agents): The singing group appears, making everyone run faster, jump higher, lose traction, do more damage, and get launched farther while the group is singing.

Grim Leecher (yoshi's island): attaches to an opponent's back and reverses his or her controls for a period of time (just long enough for him or her to get used to it).

Scarecrow (The Legend of Zelda: Ocarina of Time and Majora's Mask): Makes the level turn to night (or change day/night in levels that have that).  At night on levels that do not normally have it, the level gets very dark, although light-emitting items and attacks (like fire attacks magic attacks, or beam attacks) create light around them that illuminates characters and the level.  It is not completely dark, but dark enough that it is hard to make anything out.  Things go back to normal only if someone gets the scarecrow again.

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General Chat / Re: Halbred's Paleo-News Thread
« on: June 28, 2010, 07:44:23 PM »
A recent article in science based on oxygen isotope data indicates that two of the groups of the large mezozoic marine reptiles, namely plesiosaur and icthyosaurs, were warm-blooded (endothermic) like modern mammals and birds.  In other words they can regulate their metabolism to maintain a constant warm internal temperature.  This supports more circumstantial evidence such as lifestyle and apparent hunting tactics.  They also looked at the third group of large marine reptiles from the era, mososaurs, but the evidence for them was inconclusive.  They may have been "gigantothermic", animals with low metabolic rate like modern non-avian reptiles that can still maintain warm internal temperatures due to their large size (as an animal gets larger its mass increases faster than its surface area, meaning it loses heat more slowly).  Giant leatherback turtles today can do this, and many mososaurs were much larger still.

There was an also an article on inconclusive evidence of pre-colombian polynesian contact with South America, but this would have occurred after  1200 AD, tens of thousands of years after the settlement of the new world and would have been fairly limited, mostly comprising a small exchange of tool shapes and a few words, the spread of chickens to the new world in isolated areas, and the spread of sweet potatoes across the pacific.  There was no mention of hypotheses about earlier contact, and even this later contact is highly controversial although it is gaining traction according to the article. 

They did state that there is a lot of debate about when the Polynesians started spreading to the farther islands in the Pacific, with the earliest pointing to a slow spread starting in about 500 BC and a much more rapid spread accompanying more advanced seafaring technology around 1000 AD.  The latter is considered the more popular hypothesis right now.  They spread to islands near Asia much sooner, but still only about 3000 BC at the earliest.

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