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Messages - Mesu

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1
TalkBack / Re: IMPRESSIONS: The Legend of Zelda: Skyward Sword
« on: June 17, 2010, 09:44:43 PM »
does it have left handed option?

They don't intend to put a left handed option in the game:

Quote from: Eiji Aonuma
  It's interesting because people say "all you have to do is switch it." But in reality, it's really hard. You have to change all the models -- you have to make two of everything. So really you're making two complete games, one left-handed version and one right-handed version. We just can't do that. For Twilight Princess, what we did was just create a mirror -- we flipped everything. And if that worked I guess we could do it that way, but again having to create two games is not something we want to do. We just hope that people will play it right-handed.

http://wii.ign.com/articles/109/1099184p2.html

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TalkBack / Re: Edge Confirms LostWinds: Winter of the Melodias
« on: August 31, 2009, 05:23:23 AM »
This is great news!

I was getting worried that the developers might have forgot that they wanted to make a sequel because they didn't say anything at e3.

3
TalkBack / Re: IMPRESSIONS: Teenage Mutant Ninja Turtles: Smash Up
« on: June 07, 2009, 05:58:53 PM »
I just added some video of TYP playing the game to go along with his impressions.

At :27 and 1:27 Michaelangelo breaths fire similar to a move he has in Turtles Tournament Fighters for SNES. I liked that game so I'm glad the developers played it.

This game looks fun and not confusing to me. But compared to Smash Bros. I can see how people would feel that way. I heard that they changed how attacks worked so that there are 8 attacks per button using the diagonals for extra attacks instead of allowing you to tilt some attacks at an angle(like Link's boomerang). That would make the game less accessible. Also Smash Bros. naturally has more diverse characters to get a variety of attacks from(also more diverse stages).

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TalkBack / Re: IMPRESSIONS: Teenage Mutant Ninja Turtles: Smash Up
« on: June 06, 2009, 09:04:29 PM »
I have the feeling that this is going to be ignored unless it is tied into a new cartoon or movie or something.

I disagree.

Do you realize that for this only needs to sell to around 2% of SSBB owners to outsell the last TMNT game on Wii?
The last TMNT game that was based on the last movie? Ubisoft realizes this, that's why they put Smash up in the title.

If they game turns out to be good and people know about this it will easily outsell the last TMNT Wii game by a big margin.

Anyways I was disappointed to hear about having to shake off attacks because I heard from another site that when you use to gamecube controller you need to shake the analog to recover. That wears down controllers until the are useless eventually. Hopefully they change it so you can recover by tapping a button or D-pad also. I might have to learn to use the remote option to avoid this.

(edited to change SMBB into SSBB)

5
TalkBack / Re: Sega Announces Sonic & SEGA All-Stars Racing
« on: June 02, 2009, 01:05:20 AM »
Hopefully this means Sega will make a Smash Bros copy with their characters after this since the last 2 Sega stars games were based on a Nintendo series.

Anyways for this game to be as game as it can be I hope the have a Crazy Taxi level with the authentic music(the probably won't want to pay for it though) and traffic. Also have Crazy Taxi drivers as racers.

They also should have Jet Set Radio characters skating with the rocket powered speed up you can use in JSRF constantly. These characters would have the best turning in the game but they would easily get pushed off the track by  other vehicles. Maybe they should be able to spray paint their opponents vehicles as they pass.

Skies of Arcadia characters should be in this game. They really should have been in Sega Superstar Tennis so Vyse and Aika could celebrate a team win with that high five/hand shake thing that they do.

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TalkBack / Re: IMPRESSIONS: Tetris Party
« on: October 24, 2008, 09:25:19 PM »
I downloaded this and:

Quote

Of course the standard Endless Tetris mode is included, and it follows the modern Tetris rules including T-Spins, Infinite Spins, and a single block hold.


It doesn't have Infinite Spins. You get a few seconds of spinning but it isn't infinite. Infinite spinning was what kept me from buying Tetris DS. I read other reviews that said they were gone.

I've never played a modern Tetris game(only NES tetris, GB tetris, and Tetris 2) so I wasn't sure what to expect. I'm glad I got it. Being able to play tetris without to connect my NES is great(also my NES controllers aren't as responsive as they were new).

The game is a little different. The top speed(level 15) is noticeably faster than NES tetris' level 20 speed so you need those few seconds of spinning to survive. I still like the NES version better so far. Surviving past level 20 on NES tetris is hypnotizing in a good way. Tetris party might be like that but I haven't noticed it yet. There seems to be more emphasis on using the next block list to plan more moves ahead of time at high speeds(I hope I get good at doing that).

I played over 5 hours online already. There are some very skilled players on there. I thought I was going to go online and win easily because I got 308 lines on NES tetris before. That didn't happen. In fact, the majority of people I played had a winning record against me. One person defeated me in 35 seconds and then defeated me probably 12 in a row. I read that there is going to be online tournaments where there are prizes like Wii points. I going to need a lot of practice to stand a chance.   

I haven't tried all the modes yet. Stage climber seems really good so far.

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Nintendo Gaming / Re: Street Fighter 4 should come to Wii.
« on: August 22, 2008, 05:11:33 AM »
Hmm how would I control SFIV?
Ryu and Ken:The Hadoken I would put wiimote and nunchuk to the side of my hips and push forward to let it fly.Depending on how fast I go from hips to full extension determines speed. The Dragon Punch you would do a uppercut motion with the wiimote.Their rotating kick you would start the wiimote in front of you and move it in a circular motion. If you want to move to the left then you would move it to the left then make it back to the original position. If you want to go right then you move it to the right till you return to your original position.

Guile:
With his sonic boom you would start the wiimote and nunchuk on opposite sides and then bring them together.Flash kick you would start the wiimote tilted down then you would bring it up.

Chun Li:
Her fireball would have the wiimote and nunchuk above your head then you would move it forward. Just like Ryu and Ken speed of movement dictates speed of fireball.Spinning Bird kick you would do a lasso motion.Lightning Kick you would put the wiimote in front of you with the buttons facing up and you would rotate it in a circle.

Edmond Honda:
Hundred hand slap is the same as Chun Li's Lightning kick. You would move E.Honda forward and back with the analog stick.His Banzai Torpedo would have you have your hands beside you and you move forward both hands.

I can't think of anymore.

Flames why would it not work?

That's one way to do it. I imagine controlling the speed of fireballs would work well in this method(motions controls should have variation like in Wii Sports instead just one pre-made animation for each move).There's a lot of other things to take into account such as supers and assigning the 6 attack buttons that need to exist regardless of special moves. It would be good if it had lots of control types to choose from.

One way to do it would be to make it like the genesis version of Street Fighter 2 without the 6 button pad. In that game the 3 buttons toggled in between punches and kick when the player pushed the start button. This might seem like a bad idea but remember it would be easier to switch the B,C, and Z buttons from punches into kicks because you wouldn't have to take your hand off the buttons or d-pad  to switch. A switch could be made by pressing the analog stick(because your other thumb isn't doing anything otherwise) or by shaking the remote or nunchuck. This control type could even be combined with motion control for specials and still let you do specials with quarter circle and charge commands. This could happen with in the same control type.

Another way to do this to make it a 2 button game(one button for punch, one for kick) where if you swing the remote fast while attacking you do your strongest attack and if you swing the remote slowing you do a medium attack, and if you don't swing the remote you do a quick weak attack. This can be done only using the remote or with remote/nunchuck combo. If you use the remote only you'd hold the remote sideways and play it like a normal Street Fighter game except with moving the remote. Specials would still be quarter circle and charge moves.

If you used the remote/nunchuck combo you could use the analog the determine the strength of moves. For example players would use the B trigger on the back of the remote for punches and the C or Z button on the back of the nunchuck for kicks. Then by pushing up on the analog players would make any punch or kick turn into a fierce punch or kick. By pressing down on the analog it could make kick and punch into light attacks by doing nothing they are medium attacks. This method could also be combine with motion controlled specials.

The last idea I had was for Capcom to provide a small piece of plastic with the game so players could make their own virtual arcade stick with the remote acting as the joystick. This frees up the A button for use because the D-pad wouldn't be used. After that happens the game will have 4 buttons so the final 2 buttons could come from press a combination of buttons for example:

A standard arcade layout looks like this:

1 2 3
4 5 6

with the 3 and 6 buttons being the fierce attacks. What if pressing 1 and 2 at the same time caused a fierce attack(same thing for 4 and 5)? That would mean the game only needs 4 buttons.

The reason I believe a piece of plastic is necessary to make this virtual arcade stick because you wouldn't want to press the remote vertically down on a surface with the nunchuck attached. You could do this with 2 remotes per player but that would too expensive for some people.


Edit: I just tried to mimic this control to see what it would be like and it wasn't as comfortable as I hoped. Shortly after that I noticed that if you flip the wiimote upside down so the pointer is pointed toward the ground it becomes a lot more comfortable as a joystick. The A and B buttons would not be use in this setup but instead the "1" and "2" buttons. A big advantage to this is you wouldn't need a piece of plastic to make your virtual arcade stick.

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Nintendo Gaming / Re: Street Fighter 4 should come to Wii.
« on: August 18, 2008, 02:49:20 AM »
It's not Street Fighter 4 but it sounds like Wii will get Tatsunoko vs Capcom!

http://translate.google.com/translate?hl=en&sl=ja&tl=en&u=http://ffl.sakura.ne.jp/rv/box1/tatsuvscap.htm

The arcade game apparently runs off a wii compatible system. If this sells well on Wii then Capcom will probably bring Street Fighter 4 over.

The game also only has 3 attack buttons so playing it with just the wiimote and nunchuck won't be a problem.

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Nintendo Gaming / Re: Street Fighter 4 should come to Wii.
« on: August 01, 2008, 09:43:55 PM »
I would buy it. I have Capcom vs SNK 2 for the Gamecube and Super Street Fighter 2 on the Virtual console.

Capcom expects to sell 1.7 million copies of SF4.

http://videogamecentral.com/gamersvoice/index.php/2008/capcom-marks-down-q3-2008-as-target-window-for-street-fighter-iv/

If they do sell that much it will be because there is a ton of former SF2 fans still interested. I think a significant portion of old SF2 fans own a Wii.

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Nintendo Gaming / Re: Metaknight >>> All...
« on: August 01, 2008, 09:23:58 PM »
nonono.

Not Metaknight>All

Olimar>all.

http://www.youtube.com/watch?v=j7xloSt-tbw

godly.

That looks really useful. I wonder if that can be used to stay alive against Fox, Falco, and Wolfs landmasters. Or against Super Sonic?

I was about to start using Olimar as a back up character(it had nothing to do with this though). Luigi will still be my main character but I noticed Olimar similar to how I like to play.

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Why is it that you(and so many other gamers it seems) feel the need to put down kids with mental disabilities?
Er, because mental disabilities are a handicap and saying that even with that handicap you can beat the game means the game requires little mental capabilities?

Still that's overgeneralizing(gamers often assume things about mentally impaired gamers that aren't true for each individual). Game designers are designing recent games so that people who can't handle failure well will be able to finish them. This is not dependent on whether someone is mentally impaired.

Remember in the NES era (when games were harder than any time since) games didn't have a lot to learn to complete. The games were just very unforgiving. If someone enjoyed a game enough then they could have that sort of mental disability and still be better at the game than a lot of people(there are of tons of people without any sort of handicap who would never be able to finish games that gamers consider to have some challenge).

Anyways, I was not trying to detrail this thread. Normally I skip past posts that talk like that but this one was in a reply to something I wrote.

Lost Winds is much different than a timer based puzzle game.

12

Personally I don't enjoy Lode Runner and am not sure it really qualifies as puzzle but if you want it, sure, get it.


I won't be getting it because I need to use Wii points for only my highest priority games(like the Lost Winds sequel). Also Load Runner is at least as much of a puzzle game as Lost Winds. So is Super Monkey Ball(it is interesting that some of the most fun levels in the series don't require much thinking).


I don't think the "innovation" in LW makes up for the short length and weak difficulty growth (which I doubt was meant to create a focus on exploration



I don't claim the games short length made it better than it would have been if it was longer and had more difficulty growth. It was the games world that was meant to create a focus on exploration.


and more a measure to make sure even a ******** kid can make it to the end like many games tend to do these days).


(yes I edited your quote because I am not resaying that slur)

Why is it that you(and so many other gamers it seems) feel the need to put down kids with mental disabilities?

13
Nintendo Gaming / Re: Official Wii Sales Thread
« on: June 15, 2008, 04:26:03 PM »
Anybody have WW estimates for console sales?
Its good to see that Wii is on the verge of taking the lead in every territory now.

http://www.vgchartz.com/

Wii:           27.42 million

XBOX360:  19.13 million

PS3:          13.26 million

Keep in mind vgchartz includes Canada as part of the "America" estimation while NPD number is about the US.

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So far I haven't bought any VC games that I have on NES/SNES/N64/other cart except for Link to the Past. That will probably continue for a while.

For SNES:

Fire Striker

Mario Paint

Strike Gunner

Super Punch Out

Turtles Tournament Fighters

For N64:

Majora's Mask(I have this one on cart but our N64 analog sticks are messed up.)

For genesis (32X):

Virtua Fighter

15

Is there any point to the statues except pretending to have replay value?


I got all 24 of the statues and I don't remember anything happening. The value of the statues is in game when you run across them to practice getting used to the controls.


Overall I'd say the game is overrated, it's good but holding it up as some kind of standard is silly, I've seen reviews that said Toki Tori does not reach Lost Winds. I disagree strongly with that, not only is Toki Tori longer, it actually includes puzzles that require you to think for a while instead of just waltzing through them. Pretty and distinctive backgrounds just don't make up for a solid set of levels with growing difficulty. Cutting LW short pretty much meant the difficulty didn't grow enough to be a challenge (I had to redo one room once by exiting and entering again and never really died though I probably would have if I hadn't turned the system off after minutes of boss fighting with no progress) and challenge is really what puzzle games live and die by. It's a puzzle game since it's supposed to make you think but the only difficulty in LW seems to be figuring those vague directions out (no big deal though), the actual puzzles require very little thinking (oh, hey, there's a breakable door, let's smash it! Wow, an unlit torch, let's light it!) and only fail because some interaction is not apparent (e.g. that you can hold something and use a gust to pull harder). I really think Toki Tori is the standard LW should be held to and while LW manages a better presentation and more innovation Toki Tori just works better as a game.



I think it's really good that Lost Winds is viewed is a standard for Wii Ware games because it's innovative. There are plenty of great platformer/puzzle games on the Virtual Console that work really well as a game. I admit I haven't played Toki Tori and probably enjoy it but how can I justify buying it instead of a great game from the Virtual Console? From your description of its strengths "solid set of levels with growing difficulty that require you to think" it sounds like Load Runner or Solomon's Key. Those games are great but Lost Winds is a very different game that those games since there is less emphasize on intensity and more on exploration.

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This game is great! I finished up on sunday and it took me about 5 hours but it never felt frustrating like I was wandering aimlessly. I think it's great how all of the locations are connected without going to an overworld map. It was interesting going to the same locations with new abilities.

I hope the sequel is much longer(even if I had to pay full price for a disk game).

17

Mesu: Fair points but my basic point had more to do with ratio differences between genres on a system like PS2 and how the Wii is almost "flipped" in favor of casual games with less emphasis on hardcore. That is all I was trying to say.


That observation might be true, but it's still too early in the Wiis life to know what its library will be like by the time it's over. Historically market leading console have a more balanced library than the other consoles. If you think of casual games as simply games created for people who play casaully, the PS2 did very well with casual games(it probably had more movie licence games that any console in history). I don't have a problem seeing that a system can have an emphasis but it has never been important enough for a market leading console to miss out on any popular genre that 3rd parties were making on other consoles. The statement that bothered me was this one:

Quote

This generation the Wii's bread N butter is casual games so I do not expect a ton of traditional games to show up to balance the casual games, it is just not historically shown. So, I hate to say it, you are just going to have to live with it, or buy another console.


It is a reasonable theory that Wii will get less traditional games because its newer buyers aren't traditional gamers, but it is still just a theory. There is no precedent for this happening historically. If you want to see an unbalanced console look at the ones that sold moderate to poorly. The Xbox sold about 1/5 of what PS2 sold and it's emphasis is alot more clearly defined than PS2s(the PS2 still got most of the 3rd party FPS the Xbox got.) The Neo Geo sold even less than Xbox and it's emphasis was even more clear. What was the PS2s emphasis anyways? "Traditional games"? Were non traditional game really popular until PS2 came along? Couldn't the 2600, NES, SNES, PS1s emphasis reasonably be called traditional games also? In 5 years Wii sports, Wii fit, etc will known as traditional games because the other consoles maker will include motion controls in their next consoles.

Personally I don't care if most traditional games never make it Wii. The only reason I care is I hope someday they make a Virtua Fighter for it. Not just for the sake me being able to play for the series to try to reach new audience. I see the series' presentation becoming more like tekken and less unique. The "hardcore" market already decided it likes tekken more. Virtua Fighter just need to find as many people as possible that naturally find it more compelling. I don't care if in 5 years the majority of gamers never heard of the all big francishes on PS3 and Xbox360 but I don't Virtua Fighter to have the same fate.

LIke I said I am fine with what kinds of games Wii is getting(Trauma Center is amazing). I don't like how 3rd parties underestimate the Wii audience. Nintendo fans have diverse tastes and so do a lot of the people buying a Wii as their first console(or first since the NES era). The PS2 had diverse games even and genres that weren't on PSone even though the audience was very similar.


What about the high cost of developing for the 360 and PS3? In the case of the PS3, there is also the high cost of Blu-ray to take into account as well. The Wii is much cheaper to develop for than its competitors, so isn't this just like how the PS1 was cheaper to develop for than the N64 and Saturn?

I am still trying to understand 3rd party developers. I think they knew about the high development costs of PS3 and 360 long before they launched and accepted it as inevitable. A lot of 3rd parties resented Nintendo for the way they were treated before the N64 launched and were looking for excuses to leave anyways. If some 3rd parties made the decision to split with Nintendo pre launch(because 3rd parties knew Nintendo was using carts well before launch) the results would show up on opposing systems faster than it would for the Wii. With the Wii the decsion can't start until after a consistent sales pattern emerges. Even last year a Sega executive said he though the PS3 would outsell the Wii eventually. Also remember that Namco made key games like Ridge Racer and Tekken early in Playstations life and they wanted the Saturn to fail because they were rivals with Sega in the arcades.

The most important thing to remember is ps2/xbox had around 85% market share so focusing on Wii instead of the HD consoles prelaunch would have been a large risk. While SNESes market share lead was significant, there was enough Genesis owners that wasn't a huge risk. Also Sony paid developers for exclusives and Nintendo seems to have policy against that.

18

You basically stated that a market leader should have this vast array of genres, yet it has never been the case in previous generations (Down to the PSone era). It may be crap to you, but it has ZERO to do with a system being a market leader since every market leader had its own genre or emphasis when it came to what kinds of games were being made for it.


This is not correct. The thing to remember is Playstation didn't miss out and any important 3rd party games that N64 and Saturn got (and in the rare cases that they did the playstation was not lacking in other games from that genre). The playstation did miss out on turok and no mercy but it wasn't lacking in those genres.

The PS2 followed the playstation in not missing out on genres that were made from 3rd parties on the XBOX or GC. An example of this is with games like Ikaruga on gamecube, the ps2 got more side scrolling shooters than gamecube. The most important casual games playstation 2 missed out were first party game(mario party, animal crossing).  If Playstation and PS 2 lacked casual games it's because 3rd parties weren't making many of them.

There's no historical evidence the Wii won't get more Japanese RPGs than the PS3 in the future if it keeps outselling at the rate it is.

I think the reason it seems like it's taking forever for the wii to get significant 3rd party games is people can read the internet everyday and check if wii has support yet. In the past people could not do that. It makes a week without any new announcements to seem like a lot longer than it did the past.

The NES had a slow start too for important 3rd party games. For instance the NES was released in 1985 but a lot of the most remembered 3rd party games didn't get released until 1987:


Castlevania 1987

Mega Man 1987

Contra 1988

Double Dragon 1988

Bubble Bobble 1988

R.C. Pro Am 1988

Blaster Master 1988

Metal Gear 1988

Adventure Island 1988

Ninja Gaiden 1989

Dragon Warrior 1989

Tecmo Bowl 1989

Bomberman 1989

River City Ransom 1989

Final Fantasy 1990

Little Nemo: The Dream Master 1990

Battletoads 1991

It's true that they Ghouls and Ghosts, and Gradius were out in 1986 but the wii also had 3rd party games of comparable importance with its first 12 months.

The NES is best console to compare wii to since it started without 3rd party support. Playstation 1 isn't the best comparision because it was easier to switch to early because of the high cost of N64 carts.

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Nintendo Gaming / RE:Your Revolution game ideas HERE!
« on: November 08, 2007, 08:21:47 PM »
The Wii has the potential to revolutionize fighting games! Right now it seems developers have only tried to replace button pressing with gestures. What I hope they would try is something that isn't possible on a regular controller  (or an arcade stick). I have 2 game ideas that I hope developers try at some point in wii lifetime. They both use the pointer as an intergral part of their gameplay.

Game Idea 1: A powerstone type(true 3d plane) game where every character in the game can teleport to anywhere on the field at any time.

There could be a lot of ways approach this, right now I'm favoring having the player hold all 3 buttons(B trigger, C, and Z) simultaneously to disappear and release any button (or all) of them to reappear. Wherever the pointer is on the screen is where you will appear at. Imagine dissappearing as someone is attacking you and appearing behind them for an attack.

Controls(these could easily be simplified if this is too much for this type of game):

Analog stick for movement

C button for punch

Z for kick

B for block(I really really like the Virtua Fighter PKG system a lot but if
necessary a different setup can be implamented)

D-pad causes variation of button presses. for example press Z and up on the D-pad for a different kick than Z and down. So there would be 5 kicks in the game(up, down, left, right, neutral). They could have different properties maybe. One thing I have notice is the D-pad really isn't a great input device for streetfighter style games designed around an arcade stick but in my game it would be limited to the four directions that it is good at.

the "A" button could jump I suppose or it could teleport if it seems the control scheme should be simplified.

The most important part of the game is the teleporting. The way I originally envision it has the player holding down all three buttons and disappearing if the player lets go of every button except for punch then the character will reappear punching same with kicks and throws(I thought it should be block+punch). Ideally I'd like it so P+K and K+G are have unique attacks assigned to them.

To block someone behind you hold B and press the analog stick in the direction you want to face and you'll quickly pivot to where you need to be. This is necessary since people will be teleporting from all angles.

I was thinking there might need to be a "cooldown" period after you use the teleport to keep someone from constantly disappearly to stall the match(maybe 5 seconds without teleporting ability). I think it should reset automatically if you connect an attack so you can attack/teleport/attack/teleport/etc are different angles.

This game could have 4 players at a time.

EDIT: it NEEDS to offer four players at a time so there can be situations like if someone is surrounded by 2 or more people attacking you when you disappear and make them attack each other. Also it seems like in 2 player mode the game might encourage you to wait for your opponet to teleport and teleport after them so you can appear next to them right after they appear to get your 87.5% chance of landing a hit(based on if they can guess which of the 8 directions you attack from). With team battle and free for all this wouldn't be a problem.


Edit # 3: I am beginning to think blocking needs to cover more area. When you block it should cover not only the direction you press but the two directions next  to it. So if you block and press down it blocks for south, southeast, and southwest attacks. So now the teleporter only has a 62.5% chance of landing an attack(significant but not overwhelming).

Also I hope they add a "strobelight mode" where everyone is forced to teleport and reappear every few seconds. Players would have to guess where their opponets are going to appear. After the match you could stroll through all the "pictures" and save any that you like.


_____________________________________________________________
Now for game idea 2:

It is a more traditional fighting game that i'm almost suprised someone hasn't attempted yet. Basically a point and click fighting game. The basic concept of the game is you have to aim where your character will attack using the wiimote pointer. It uses that 2d plane that nearly every fighting game uses. You start the game with an on screen cursor showing you where you attack will go. This can be turn off which you will want to do as you get more comfortable with the pointer otherwise people will be able to predict your every move.

Controls(same PKG system):

C button for punch

Z button for kick

B trigger for block

A button for toggling the aiming cursor on/off

For movement there are several ways of going at this the game could have a "move" button and have it go to wherever the remote is at the time of pressing it. But that might be confusing because it might be very difficult inch foward or backwards after pointing the remote somewhere else on screen from doing an attack. The other approach is it could use the D-pad or analog stick for movement since it would be easy. I prefer the D-pad.

One thing the D-pad won't be doing in this game is extremely complicated inputs. I want the same variation pad structure of my first game idea for the D-pad(one button and one direction, no circular motions or back, foward, foward type inputs). It sounds like there might only be 10-20 attacks but that doesn't take into account that all attacks can be context sensitive based on where the remote is pointing.

There might be various ways of approaching this but I could only think of a convential way for now. It involves a collection of "zones" where if the remote in them it will recognise that and change the attack the appriorate one. For example in a typical 3d fighter their are 3 hit levels: high, mid, low. low attacks will hit someone when they are blocking normal but will be blocked, mid attacks break someone out of their low blocking stance etc. I was thinking there would be 3 height zones and 3 distance zones(close range, medium range, long range) for a total of nine zones(actually I want there to be a few other(reverse, sky, and out of reach) but from practical standpoint their will only be nine zones). If you take 9 zones times 5 you get 45 different punches and 45 different kicks in the game per character(actuall double that if P+K is used for extra punches and K+G is used for extra kicks). There actually would never be that many moves realistically(and moves like low height long distance punches would be to ridiculous to put in the game unless the character is like Dhalsim from streetfighter 2) but it's good to know there could be with a relatively simple control scheme.

EDIT # 2: This aproach might not be completely satisfying for some people because they might want to strike exactly where they point. For example mid heighth attacks can hit your opponets chest or stomach and it has nothing to do with where you point the remote. Also someone who points on the border between two zones could become frustrated when it does the wrong move. The player could want to attack their opponets shin and instead attack their opponets chest(there really should be that big of a difference in the animations of a very slight difference in where you point the remote). Even though I still like my earlier idea It seems a more exact pointing system would be worth attempting also. The way this would need to be done is to make many more smaller zones that are too small for the player to notice if they are off by a bit.

A more exact pointing system potentially has problems. The first problem is a whole new defensive system might have to be designed and there's a chance it wouldn't be as intuitive(and intuitiveness is the main advantage of using a remote to point where you want to attack). I suppose they could keep the old low/mid/high system where mid attack break lows blocks etc. and just have the different choices of where the opponet hit have realistic reactions. With this there is still problems when someone attacks on the border between high/mid or mid/low.

A solution to this problem might be to have the defending player point at their character to where they want to defend. This could be determined by heighth only so it could be less complicated. Under this method a "radius of defense" would surround where the player pointed to defend. Within the radius everything that hits would be blocked(the size of the radius could as large as 50% of the character if developers wanted it to easy to block or it could be very small if developers wanted most attempted hits to land or somewhere in between). If a character crouches their radius should shrink because the potential hit area for the character shrank. They could make it so that the closer to the center of the radius the attack is the bigger advantage the defending player receives from blocking. The closer they get the more likely it is they can get in a guaranteed afterwards. The problem with this is it could make aiming an important skill in fighting games and I wouldn't look foward to that. The part about the center of the radius might not be that important.

Another potential probelm is it could reduce the number of moves in the game. With zones every move is context sensitive. With near exact attack placement this is very difficult to keep. I mean every attack area would still have specific attacks for every input but the player wouldn't want to have to point a small area in order to access a certain move. An easy solution would be to make groups of tiny zones where a move would be context sensitive. They could have 3 height zone groups and have the same number of moves as before or they could have 4 or more and have even more moves. It's not perfect but if the zone groups were constructed in a way certain moves switched to other moves after they stopped making sense to attack a certain area(for example a headbutt attack of up + punch would automatically do something else if the player targets low enough). It would be a lot of work for developers to work this out situation by situation but it could be really interesting. 


The details aren't important. There are lots more approached developers could take. Recently my nephew brought it over Godzilla Unleashed. We weren't able to play multi player because I only have one nunchuck. I thought it was okay but thought the gamecube one had better controls. My nephew thinks it was great because he says it seems like you are the monster on screen. This is something I've been overlooking when thinking about wii fighting games.

I was thinking they could make one where the game knows how faster you swing the remote(to sort of measure "angryness"). I remember when we used to play street fighter 2 on snes we would sometimes push  the buttons really hard and expect to see our characters strike harder. I know they can already make games concept like this with the analog buttons(analog triggers on Dreamcast, Gamecube,XBOX???, and Xbox360??, and analog face buttons on ps2???, and ps3???) but there is none that I know of.

I think motion could be like the non jump button in super mario bros. It would exaggerate actions(in mario if you walks forward it would be you run). The controllers knows how fast its moving right? You could move it fast, medium, or slow/stopping. If this was applied to a street fighter 2 style game the game could work with only 2 buttons and the current state of controller speed while you press the button would determine if you did normal, strong, or fierce strike. You could use motions to exaggerate anything action you give to the characters. Let's say you block and do a fast motion then maybe your character would parry the hit. To balance this maybe you hard blocking doesn't let you hold guard continuously and you are open for a short time. With 3(or 4) buttons, a D-pad, and an analog stick there's tons of potential for mapping tons of moves and actions.

Also since the last time I edited this post I played Smash Brothers Brawl! I understand the decision to make it controls similar to meelee. I would like it if smash brothers type games became it own sub genre on wii with lots of experiments in controls. One thing I think SSBB missed out on was an opportunity to have an 8 player mode. The gamecube didn't have this ability and it's very possibly the wii2 won't have the ability to have 8 controller ports. The window is closing. I hope someone else picks up this idea. Remember if someone makes a SSBB type game there will be  comparisons to SSBB. If it has 8 players the game developers will want people to compare it with smash brothers. That would get a lot of people curious to try it.

20
TalkBack / RE:Virtual Console Mondays: April 16, 2007
« on: April 18, 2007, 07:17:35 PM »
Quote

Originally posted by: Ian Sane
My point was that it was a port put on hardware that was obviously WAY too underpowered to handle it.  Thus the purpose to just to make a quick buck and not provide a quality home version of the arcade game.  It has nothing to do with the controls.  It's like Double Dragon for the Atari.


I don't think it was that obvious.

Tony Hawk 2 for GBA is very fun and it's played on a system that's a whole console generation weaker than its original just like genesis VF2.

Also even though I haven't played it, Monkey Ball Jr is TWO console generations removed from Super Monkey Ball and the main complaints people tend to say about the game are:

* the d-pad isn't a great analog replacement

* the length(actually I haven't heard anyone say anything about this I just saw the ammount of levels advertised was much lower)

* and issues they had with monkey ball in general(this shows the characteristics of monkey ball games were probably captured).

super monkey ball and tony hawk 2 are both reflex based games with decent animation. It's possible that sega did only want make a quick buck and nothing else but I won't know that till I play it a whole bunch more.

21
TalkBack / RE:Virtual Console Mondays: April 16, 2007
« on: April 17, 2007, 04:53:12 PM »
Quote

Originally posted by: Ian Sane

Aside from trying to trick people into buying junk I see no reason to have ever re-released Virtua Fighter 2 on the Genesis.  That's like re-releasing the Gameboy and Game
Gear "ports" of Mortal Kombat.


Not really a good comparision, virtua fighter 2 was always a 3 button game even in the arcades and the genesis has 3 buttons. While mortal kombat is a 5 button game which was way too much for the gameboy or gamegear.

The game is different from other VFs since it uses sprites instead of polygons. Sprites and polygon both have advantages, although in genesis VF2 it needs much more frames of animation than it had to feel as fluid as the 3d games(probably a system limitation that they thought they could get around during the planning stages of this game).

It is also possible that the most of the core game is still there(I will test this extensively after I download it). I'm fairly sure the high/mid/low attack system was there but my memory might be off.

I do think that virtual console games are overpriced but most people in my area don't seem to care since wii points cards sell out almost as fast as they get here.

22
TalkBack / RE:Virtual Console Mondays: April 16, 2007
« on: April 16, 2007, 07:09:10 PM »
Quote

Originally posted by: NewsBot virtua fighter 2 not recommended


Your review is most likely good advice for most people only curious about virtua fighter 2 for genesis, but I'm going to go ahead and buy this game anyways when I get a wii.

I know that this game is flawed from when I rented it on genesis but I can't seem to pass up any virtua fighter game. One thing I didn't like about your review though is the lack of objective information about the game itself.

Without objective information it only comes down to: "how much do I trust you"? But it shouldn't really matter if I trust or not(except in extreme cases) since no two people have the same tastes.

I know that there only the original 8 fighters from VF1 in this game from when I played it but I wanted to know if all the moves from VF2 made it in and if they have the same properties(I only played it for a few hours with a sluggish genesis controller).

Also:

Quote

Even against a human opponent, it's a matter of who can hit randomly hit who more before the quick round timer expires


can you turn off the timer like in every other virtua fighter or is it fixed(It's been so long since I played but I think you can turn it off)?

and:

Quote

Even for fighting game fans, that's too great an insult


What was the point of saying that?

Anyways thanks for attempting to examine every virtual console that gets released. I think this could be useful some day to me in narrowing down the risk of buying games I never played before to an extent.  

23
Nintendo Gaming / RE:Left-handed people are left behind
« on: April 02, 2007, 12:05:10 AM »
Quote

Originally posted by: Dirk Temporo
So let's talk about how being left-handed has NO EFFECT on playing Twilight Princess at all.


But nintendo mostly likely will release a zelda game in the future where it does have a significant effect. And if they wouldn't do a little more work with twilight princess for 10% of the population then they might decide the same for the next zelda when potentially much more work is required of them.

The character Link not being left handed doesn't really bother me but with zelda and mario games nintendo has had the philosophy that the main character was the person playing the game. Without a left handed option the illusion will become more incomplete as the controller adds more immersiveness.

I'm glad nintendo is getting practice adding left handed options with wario ware and other games and I hope they don't overlook zelda again.

24
Nintendo Gaming / RE:New game idea thread
« on: March 08, 2007, 09:29:44 AM »
Quote

Originally posted by: KDR_11k
Track & Field Wii. NOOOOOOOOOOOOOOO!!!


I'm hoping for something more specialized then that. A track and field game where you use 4 remotes for 1 player could be really good though(one strapped to each limb to create motion capture suit effect).

99% of the game wouldn't be in a stadium. The game would have a more natural scenary. There could be a lot of different locations(there's even a anual race in anartica).

And the point of the game isn't the glory of winning. I want it to play more like a puzzle game that you play forever. Where you finish in a race is only a measure of progress. It should be virtually impossible to get a perfect race. I would like to make 12 miles per hour to feel really fast like how crazy taxi makes ~50 miles per hour seem fast.

25
Nintendo Gaming / RE:New game idea thread
« on: March 07, 2007, 02:10:55 PM »
Type of game:footracing simulator(marathon)
Title: I haven't thought of one yet
control: 1 remote

I got this idea while playing excite bike 64. The way the turbo system is in that game resembles what its like to ran long distances in some ways. Pushing yourself too hard isn't always benifitical, you should take it too easy either if you want to win. Its about finding and keeping the perfect balance. In excite bike 64 the emphasis of approaching hills is also interestingly similar.

The game would revolve around repeating arm movements, you would hold a remote in one hand and a counterweight in the other hand(another remote thats turned off would work best). The game interprets your movements to detrimint how fast you are attempting to go. When you start the game your created character can't go very fast with tiring quickly. But with practice your characters stats increase and you can attempt faster movements.

People might think this would be restricted to people in good shape, but they shouldn't worry. The amount of work required would be an extremely small fraction of what it would take in real life. You could run a 4 minute mile(use to be world record not too long ago) while using around what it takes to walk than a 1/8 of mile. Also you can play this game from a wheelchair or with a broken ankle.

After build up your create character you would enter into footraces of various lengths ranging from 5k to the marathon(don't enter one of these unless your prepared to race for 2-5 hours). You know how in F ZREO you have that giant field of 30 other racers while in the bolder boulder you can race in a field of over 10,000. Ideally it could get all the major roadraces such as boston marathon to be used in the game(an olympic games lisence would be much more expensive and less necessary if there was a fictional substitute).

I would buy this game if I thought it was well executed.

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