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Messages - FireEmblem87

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TalkBack / RE: Zoo Tycoon DS Review
« on: November 12, 2005, 07:33:31 PM »
Heh, thanks for the warning, and for the funny story.

I had a feeling this game would suck, and apparently I was right.

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TalkBack / RE:Dream Game Revolution Mega-Thread
« on: November 12, 2005, 06:08:51 AM »
Hello! Finally in from a bunch of sign up errors, sorry I'm just a few months late.

I had planned on posting my "Staff of Exodia" idea here when I first saw this thread, but I'd not been able to sign up for the forums until now. Heh, and yes, darkheart, this is kind of a similar concept to yours.

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Title: The Staff of Exodia
Genre: Rhythm-based RPG
Platform: Revolution
# of Players: 1-4 (alternate)
Online compatible: No

Concept:

An RPG in which your primary weapon is a legendary staff, which you control in battle by your movements in real life.

Story:

In a kingdom in a far away continent, the focal point of the city is the giant monument which houses the legendary Staff of Exodia, the most mysterious of the magic staffs (Which are the primary form of weaponry in battle). A few days after the start of the RPG (the first of which would involve the usual "learn your way around the city, talk to everyone, train with your old sensei" beginning quests), a huge earthquake rocks the country, and ancient warriors begin to arise from the various tombs from around the continent. You and three acquaintances are the only remaining survivors trained to wield these magical staffs in battle, and thus begins your quest to discover the source of the quake, and return the ancient warriors to rest.


How it would work:

This concept would involve using both the remote, and the nunchaku add-on for the controller. For moving around the world map or towns, simply use the analog stick. The "A" button would be used to examine objects, the "B" button would be used for running, the "Start" button would be used to pause the game, "Select" would bring up the Item, Equip, and other standard RPG windows. Also, while the menu is open, the motion sensor in the controller is used to navigate menus similar to a mouse.

Now this sounds pretty cliche so far, but the battles would be where it gets interesting. When you enter a battle with an enemy (not random, enemies can be seen) on the world map, you are given the typical menu, Attack, Magic, Items, Run, etc. When you go to Attack mode, this is where the music takes an important role. Battle music will be extremely varied, rather than most current RPGs sticking to one battle soundtrack, and also very upbeat. This is when you switch to a first person view of you holding the staff. A window showing the actualy notes for the melody will go along, and as the notes hit, you move the staff (the remote controller) in different directions: The four cardinal directions, the diagonals, and front and backward, and different combinations of which will result in a combo attack, and certain combinations (which can be found either by exploring and locating different ruins on the expansive world map, or by accidentally performing these in-battle, though unlikely) will be located on the walls of old ruins, and other similar hidden places. When one of these special combinations is performed (up to 15 movements in length later on in the game), you may learn a new Magic attack. The more accurate your timing, the higher the level your Magic attack will begin at.

When performing Magic attacks, a diagram showing a pattern will appear on the screen for a few moments, and you must attempt to trace this pattern as accurately as possible with your hand movements. The closer you are to the pattern, the more damage your attack will deal to the enemy. Also, the closer you are to the pattern, the more experience points that spell receives. The more EXP each spell gets, the higher its level becomes. The pattern increases in complexity the higher you level it up, keeping this from becoming too monotonous.

Up to four players can participate in battle using their own remotes in the 2nd, 3rd, and 4th player positions. No nunchaku controller is necessary for the other players. Of course, all three other characters can participate as computer AI as well.


Other items of interest:

This RPG would also involve many puzzles as well, such as using the motion sensor to pull a lever to a precise point to open a door; guiding a rounded stone through a "labyrinth" type puzzle by tilting the remote controller, and various other puzzles.

You can also design your own clothing for the characters, to an extent. Choose one of the many costumes, and you can design your own paint colors using a paintlike program to color the fabric to your liking.

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