Guillaume is back with tons of games from PAX East and otherwise! We also revisit Mario 3 and even preview our grand plans for RFN 400 this fall.
http://www.nintendoworldreport.com/rfn/37272/episode-380-will-the-circle-be-not-broken
It's been two weeks without our beloved Guillaume, and now he's back from Boston to edit the show, talk about games, and edit the show. He kicks off New Business with final thoughts on Earthbound, a rare mention of Mario Kart Arcade Grand Prix DX (it sucks!), and long overdue praise for Kirby Air Ride. The latter pair also brings in the group for some comparisons to what we expect from Mario Kart 8. Jon is up next, having played a game for the first time in a while (poor guy), and it's a doozie -- Super Mario Bros. 3! The game holds many surprises and delights for those of us who haven't played it in a while, and it makes us nostalgic for the days when a 2D Mario game could be so exciting and crammed full of new ideas. Jonny follows up with another old 2D game, Adventure Island II on the 3DS Virtual Console, and he finds it a worthwhile experience despite some annoyances. James closes the segment with his thoughts on the Mario Golf: World Tour (3DS) demo and recent DLC announcement, plus the oddball news of a new Ace Attorney game set in a very particular historical period of Japan. It's one of those times we were very glad to have James around to explain things!
After the break and return of Now Playing (sorry), we get a nice report from Gui on PAX East 2014 and what it was like being there without the full RFN crew to do a panel. Note that you can hear a lot more about the games he played there, as well as much more from the NWR staff who could attend this year, on a gigantic recent episode of Connectivity. The last feature topic of the week is a special preview of our plans/hopes/dreams for Episode 400 of Radio Free Nintendo. It's all very much in flux, and in fact much of this was new to most of the crew, so you'll hear their first reactions and some initial planning discussion for how we might make this milestone our biggest and most ambitious show yet. We very much want to know what listeners think of these ideas, because you're going to be heavily involved no matter what we do! Please send feedback and submit any additional suggestions via email, in the Talkback area below, at the stellar NeoGAF thread, or via the social media platform of your choice.
We are in the final stages of preparation for RetroActive, and it's definitely happening on the next episode. That leaves you just a few days to play Goldeneye (Wii) online with us and fellow listeners before we record the feature -- and the whole online mode will shut down soon after that! For the best experience, it's important that you post your Friend Code in the official forum thread and register others found there. It also helps a lot to be playing at the same time as everyone else, so keep an eye on RFN's social media (Facebook and Twitter) as well as Jonny's online meet-up/instructions blog for the next one... evenings this Monday through Wednesday (U.S. time) are a good bet!
Episode 400 should be recorded in G.V.'s basement, with the full NWR staff participating in person. Schedule some PTO!
You can absolutely control the direction the mushroom goes. Hit the box on the left-hand side and it will go right, and vice-versa.
I have no idea what issue Jon is experiencing.
the toughest platformers, Ninja Gaiden's included!I can beat Ninja Gaiden NES without continues.
I can beat Ninja Gaiden NES without continues.
Rote memorisation is a sad, sad thing.Blind nostalgia still reigns supreme though.
I remember that I was also frustrated with the question box mechanics but trust me there is one way to predict...I think it has to do with be facing the direction you want the item to fly. I think...
You guys are on crack or something. In SMB, the mushroom goes to the right. Always. I don't care if you hit it on the left or the right, or which way you are facing. In SMB3, the mushroom direction is dependent on which half of the block you hit. Hit on the left half, it goes right. Hig on the right half, it goes left. Which way you are facing doesn't matter, though whcih directino you approach the block from will have an influence on whether you tend to be left or right of the middle of the block, depending on your play-style.I remember that I was also frustrated with the question box mechanics but trust me there is one way to predict...I think it has to do with be facing the direction you want the item to fly. I think...
Ah, now we're getting somewhere. I'm going to try this out on SMB and SMB3. In SMB it doesn't matter which way you're facing; if you hit on the left half of the Question Box it's going left, if you hit on the right half of the Question Box it's going right. There's some subtle difference that is screwing me up and I bet this is it.
With SMB3 it's a patience thing. I no longer enjoy beating my head against some of the more annoying parts of the game like I did when I was a kid, especially when I think the mechanics are pretty cheap and stack multiple elements against me (water at the bottom of the screen, plus a fish that eats me for one-hit kill, plus all kinds of wacky small platforms).
In SMB3, the mushroom direction is dependent on which half of the block you hit. Hit on the left half, it goes right. Hig on the right half, it goes left. Which way you are facing doesn't matter, though whcih directino you approach the block from will have an influence on whether you tend to be left or right of the middle of the block, depending on your play-style.
Yup. I assumed this was common knowled