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Messages - Yoshidious

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201
Nintendo Gaming / Re: VC Friday continuous thread
« on: May 21, 2010, 01:02:29 AM »
WiiWare: Phoenix Wright: Ace Attorney - Trials & Tribulations (1000), Robin Hood: The Return of Richard (500)
DSiWare: Ferrari GT Evolution (800), Telegraph Crosswords (500), Discolight (200), Flips: More Bloody Horowitz (200)
 
Looks like VC is skipping a week here.
 

202
Podcast Discussion / Re: Radio Free Nintendo: Episode 194
« on: May 18, 2010, 09:23:16 AM »

Nice job by Greg white-washing his defense of Imperialism. Kipling ain't got nothin' on this. 

If it's a choice between Imperialism and this I'll take the old Empire any time.

203
TalkBack / Re: REVIEWS: Sin and Punishment: Star Successor
« on: May 17, 2010, 08:23:29 AM »
The unique character of the original S&P that has been lost in the sequel relates to the platforming element found in the first one. For example, there's a sequence mid-way through the first game where you're chasing a boss across a landscape with lots of obstacles and pits which cause you damage, so some platforming skill is required to avoid all the hazards while simultaneously keeping your fire trained on the boss.
 
This part of the gameplay made S&P feel a bit like a run-and-gun game (such as Gunstar Heroes or Contra) brought into 3D, whereas S&P2 feels more like a pure shoot 'em up because you have the jetpack/hoverboard for flight at any time if you choose, and much of the level design is strictly airborne anyway. In this way, the two S&P games are significantly different so it may be worth your while to play both, but there's no doubt that playing the first one will feel clunky compared with the sequel because of the difference in controls.

204
Podcast Discussion / Re: Radio Free Nintendo: Episode 194
« on: May 17, 2010, 07:56:18 AM »
You can interpret the episode title as one or both of the following:
 
1) My ultimate tribute to Jon's pun-tastic sense of humour;
2) A passive-aggressive response to having to write the article after editing the show all weekend.
 
As for holding back "the story", of course I'm responsible for that, and that is the key word here - it was the only responsible thing to do. This Radiohead video depicts what would happen if someone were to allow such information to be shared with the public -
 
http://www.youtube.com/watch?v=oIFLtNYI3Ls
 
Now, I do still have the audio of "the story" being told. I have made arrangements so that if anything unforseen should happen to me, the information is to be released to the world's major newspapers and security services.

205
Podcast Discussion / Re: Radio Free Nintendo: Episode 192
« on: May 14, 2010, 11:42:08 AM »
I can't support any method that would cause poor Greg to end up as Jimmie Johnson.

Indeed. Long before Bill Belichick started making my life a misery with the Patriots, Jimmy was doing it with the Cowboys and Dolphins, only he was way more irritating and used so much hair spray that the top of his head was bullet proof.

206
Nintendo Gaming / Re: VC Friday continuous thread
« on: May 14, 2010, 08:48:05 AM »
WiiWare: BIT.TRIP RUNNER (800), Phoenix Wright: Ace Attorney Episode 5 (add-on, 100)
VC: Ghoul Patrol (SNES, 800)
DSiWare: AiRace (500), Brain Drain (500), Chronos Twins (500), Fire Panic (200), Sudoku Challenge (500)

207
Podcast Discussion / Re: Radio Free Nintendo: Episode 193
« on: May 12, 2010, 01:46:04 PM »
You're not quite right in the head if you found a site called MetroidMetal.com

This from a man who becomes aroused while listening to Ace Combat soundtracks--something about stones and glass houses comes to mind, James.

208
Podcast Discussion / Re: Radio Free Nintendo: Episode 193
« on: May 12, 2010, 12:37:06 PM »
What song was at the end of the episode? I loved it!

It's a metal remix of one of the themes from Metroid II, available at http://www.metroidmetal.com/songs/the-tunnel/
(from the episode article): the closing music used in this episode of Radio Free Nintendo, "The Tunnel" composed and arranged by Grant Henry (aka Stemage) for MetroidMetal.com, is also included under fair use protection.

209
TalkBack / Re: REVIEWS: Sin and Punishment: Star Successor
« on: May 10, 2010, 12:51:16 PM »
It's good to know there is an easy mode, but is it actually significantly easier enough for unskilled players to survive through the game?

The Easy mode is significantly easier than Normal, as your health bar can absorb many more hits, enemies die much faster under fire, and a number of bosses have simplified attack patterns. Is this easy enough for everyone? That's hard for me to say, though I know that TYP was able to beat the Easy mode of the JPN version and thought it was challenging enough.

210
TalkBack / Re: REVIEWS: Sin and Punishment: Star Successor
« on: May 07, 2010, 02:38:33 PM »
When you cite pacing problems as one of the shortcomings in the design, am I to assume that means there are moments in the levels when there are no enemies and the player is simply waiting for the action to kick in again? That's unfortunate if it is the case.

I can think of one very isolated sequence as an example of this, but in general you are never short of things to shoot as the action seldom lets up to such a great extent. The pacing issue I was referring to relates to the bosses being unevenly spaced, in that sometimes you'll get a string of extended boss fights close together (especially towards the end), leading to that sense of "boss fatigue" I mentioned. That wasn't a particular issue for me personally, but for people less crazy about bosses than I am, I can imagine it might get a bit much.

211
Nintendo Gaming / Re: VC Friday continuous thread
« on: May 06, 2010, 02:04:51 PM »
WiiWare: Pub Darts (500)
VC: Final Fantasy (NES, 600)
DSiWare: Flips: Silent But Deadly (500), Metal Torrent (500), Bounce & Break (500), Rytmik (800)

212
TalkBack / Re: REVIEWS: Sin and Punishment: Star Successor
« on: May 06, 2010, 01:41:37 PM »
Sin & Punishment 2 is by no means a perfect substitute for a Star Fox sequel, because it does have quite a different feel thanks to the faster-paced action and the characters being far more manoeuvrable than an Arwing. Also, it obviously doesn't have any "all-range mode" dogfights that put a flight game element into Star Fox 64--this is more of a pure shooter with a much less deliberate feel than Star Fox. However, the two series are fundamentally similar and I can't think of anything closer coming onto the market, so the comparison is still valid.
 
In terms of sustaining damage, there are broadly two ways you can get hurt--either by minor enemy fire that causes very little damage and stuns you for a fraction of a second (so quick that indeed you might not always notice in the heat of the action), and then there's heavy hits that take away big chunks of health and cause you to fall down for a moment while you're temporarily invincible.   

213
TalkBack / REVIEWS: Sin and Punishment: Star Successor
« on: May 05, 2010, 02:30:00 PM »
Ahead of its European release on May 7, check out our final verdict on the import version of Treasure's follow-up to the N64 action classic.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=23026

 Nearly a decade ago, as the N64 era drew to a particularly quiet close in Japan, Nintendo published Sin & Punishment, a 3D shoot 'em-up developed by Treasure. Despite scarcely making a dent in the Japanese charts and being denied a Western retail release, Sin & Punishment earned an international cult following off the back of its unique gameplay and Treasure's reputation for creating outstanding action experiences. Nintendo has attempted to rekindle this enthusiasm in recent times, first with the worldwide release of the N64 original on Virtual Console, and now a full disc-based sequel for Wii.    


Sin & Punishment: Successor of the Skies (as it will officially be known in Europe) utilises the Wii Remote and Nunchuk to make the unwieldy control scheme of the original vastly more fluid and accessible, allowing Treasure to let its imagination run wild as never before and dial up the action to truly mesmerising levels. Complemented by a well-conceived scoring system and online leaderboards that boost replay value, the result is an incredibly intense and surprisingly sizable game that, despite losing some of the unique character of the N64 original, delivers a shoot 'em-up experience unparalleled on Wii and simply impossible on anything else (at least for the time being).    


Playing as one of two androgynous anime scamps named Isa and Kachi, Sin & Punishment 2 tasks you with exterminating all life everywhere in the universe with a "Cannon Sword" (that could probably cut through just about anything except for the series' impenetrable plot), either by gunning enemies down from a distance or slashing them up close. In true shoot 'em-up fashion, there are dazzling barrages of enemy fire to dodge and many giant bosses to take down, but there's no need to worry about one-hit kills or losing accumulated power-ups here—Isa and Kachi have life bars and there are no collectible power-ups beyond health packs, so sheer skill and persistence are the order of the day here.        


 "On-rails shooters" have become the subject of much conversation (and some consternation) amongst Wii owners, as many publishers have seized upon the Wii Remote's pointer functionality as an opportunity to revive light gun-style games. While Sin & Punishment 2 can also be described as an on-rails shooter, it is most definitely not to be confused with the Ghost Squads and Target Terrors of the world; rather, it has much more in common with Star Fox 64, but with one crucial difference. Aiming your weapon and moving your character are controlled independently, with these functions being delegated to the pointer and analog stick respectively for the Wii Remote-Nunchuk scheme. Additionally, GameCube and Classic Controller support is present along with a Zapper configuration for the plastic gunslingers out there.    


While analog purists may appreciate the fact that the dual sticks and button layout of the Classic Controller PRO are particularly conducive to a more elegant traditional control scheme than what the N64's three prongs could offer, these alternative control methods are simply not as responsive as using the pointer. Developers from Treasure have said that certain parts of the game lend themselves better to a traditional control setup, but the online high score tables tell something of a different story, as the icon displayed next to the names of Japan's shooter savants is almost exclusively that of a Wii Remote and Nunchuk.    


Using Wii controls, the physical separation of movement and shooting in each hand  combines with the ease of aiming via the pointer to make Sin & Punishment 2 far more intuitive and accessible than its "tap-your-head-while-rubbing-your-belly" N64 predecessor, but without compromising the game's depth and challenge. In fact, Treasure has exploited these more fluid controls to up the ante considerably in the action department. Isa and Kachi are frequently assailed from every angle by a daunting number of enemies, but they are more than capable of surviving with the right combination of quick shooting and deft dodging.    


Hence, Sin & Punishment 2 feels in some respects like the full realisation of the concept contained in the N64 game. However, Treasure has made some notable design changes and additions that distinguish the sequel as something other than a turbo-charged version of the original. Chief among them is that your character can float in mid-air at any time, and in fact is often forced to do so by the level design, effectively removing the platform elements of the original (though a jump button remains). This radical advancement in aerial manoeuvrability is balanced by the presence of many more mid-air obstacles and enemies to avoid, bringing Sin and Punishment 2 closer still to the Star Fox series (though it also looks a bit like the futuristic Space Harrier sequel gamers might have dreamt of back in 1986).    


One thing that hasn't changed is the series' signature melee attack, which is still used to deflect missiles back at enemies with explosive results, but now you can also charge up a special, character-specific attack to blow up several enemies at once. By holding down A on the Wii Remote, Isa can trigger a single large explosion relatively quickly, while Kachi can choose either to target multiple enemies simultaneously or wait significantly longer to focus her shots on a single foe. Once triggered, these attacks cannot be used again for a period of time, helping to inject a tactical element into the gameplay as well as breaking up the monotony of simply shooting everything in sight. For instance, certain bosses have powerful attack patterns that can be interrupted if they are stunned by a charged-up blast, so players should learn which attacks they are able to dodge by themselves and ensure the charge shot is ready when they really need it.    


The other major difference between the two playable characters relates to how aiming works. Isa can lock-on to a target by tapping A while pointing at it, but this causes less damage than shooting manually (as in the N64 original). Conversely, Kachi essentially locks-on by default as her fire will remain fixed on an enemy until it dies. Isa's configuration is certainly the more flexible and feels more natural, but Kachi's sticky-aim may prove welcome for some players as they acclimate to the sheer density of the action, because they won't have to worry about tracking enemies or bosses with their crosshair while simultaneously zigzagging across the screen for dear life. With time and practice though, the pointer controls allow you to keep anything in your sights without locking-on.      


Sin & Punishment 2 also exploits its duo of protagonists by including a "Tag Play" co-op mode, where one person plays as normal while the other uses a disembodied crosshair to help out (no melee attacks or charge shots). Though one of the two players is clearly taking on a subordinate role here, there's no doubt that they can be genuinely helpful in taking out extra enemies and draining bosses of their health more quickly, so this feature could help some players see the later levels on a harder difficulty for instance, and/or serve as a less overwhelming introduction for people unfamiliar with the game.    


In terms of presentation, Sin & Punishment 2 is functional above all else. Some rough textures and angular geometry may be especially apparent in screenshots (though the game has certainly improved in this regard since it was first shown), but the graphics impress in motion thanks to the fluid framerate and the sheer number of objects moving on screen at the same time. There are some very occasional bouts of slowdown, but in general the game runs smoothly such that aiming with the pointer always feels immediate, which is essential given the break-neck pace of the action. The soundtrack, on the other hand, often seems a bit weak juxtaposed with the colossal battles taking place on screen, while the sound effects (including a few old favourites) are effective if not outstanding.    


For all of its impeccable technical and gameplay foundations, Sin & Punishment 2 ultimately lives and dies on the quality of its level and enemy designs, and here Treasure has delivered in spades with scenarios equal to its most imaginative work, but on a grander scale than ever before. Though it is easily more than twice as long as its predecessor, Sin & Punishment 2 nonetheless feels densely packed with remarkable set pieces (such as battling giant moray eels while racing down an air tunnel through the Sea of Japan) and incredible boss fights of such diversity and frequency that they could probably populate at least five games by other developers. At the same time, there is some potential for a sense of boss fatigue to set in as the game enters its closing stages, and the pacing is not always as even as it perhaps should be, but the boundless creativity on show helps to minimise this issue. Isa and Kachi may only have a small set of abilities that do not change over the course of the game's seven stages, but you will be amazed at the different ways they are put to the test right up to the finale.    


"Testing" is certainly one word that will be used to describe the process of completing Sin & Punishment 2. With its traditional shoot 'em-up sensibilities, there is simply no substitute for concentration, practice, and quick reflexes here. Learning the patterns of some of the later bosses is not unlike taking down one of Punch-Out!!'s cunning Title Defence opponents, but Treasure has also followed suit by implementing frequent checkpoints, a save feature, and unlimited continues to take some of the frustration out of the process. Sin & Punishment 2 is doubtlessly challenging, but it's far more approachable than something like Treasure's intimidating Ikaruga.    


An Easy mode (which primarily tips the damage-health balance much more in the player's favour ) is available, and it has almost all the content of the other modes aside from a few extra boss attack patterns. All three difficulty settings are selectable from the start, so shoot 'em-up vets can challenge themselves on Hard mode immediately if they so choose, but the natural progression is to learn the levels on an easier difficulty before maxing out the challenge.    


It could be said that "finishing" Sin & Punishment 2 is just the beginning, as it is a high score game in a much deeper sense than was the N64 original, and not just because we now have online leaderboards (which North America and Europe will share, while Japan will remain separate). Treasure has devised a nuanced scoring system that continuously reflects player performance and introduces tradeoffs that change the way you play. Firstly, there is the multiplier system, which boosts point scoring based on how many kills you can rack up without taking damage—hits to your life bar decrease the multiplier, and so make every subsequent kill worth fewer points than if you had remained unscathed. Next, there's the crucial distinction that, for every moment your character has his/her feet on the floor, points are accumulated automatically. Hence, score players will want to spend every second they can on the ground, but doing so leaves them much less room to dodge incoming attacks and thus preserve that all-important multiplier.    


These systems combine to create an ingenious risk-reward mechanic that dramatically spices up the pursuit of higher scores, and thus the game's replayability. In fact, it leaves you wondering why Isa and Kachi don't find themselves on terra firma more often during the rather prolonged levels, which can be a drawback for high score play. There are leaderboards for each stage (with separate tables for the difficulty and character selected) as well as the whole game, but even the individual stages are sufficiently long that they may deter people from getting their feet wet. This problem could have been addressed by sub-dividing the levels into quicker high score challenges each with their own set of leaderboards, serving as a more effective entry point for players into the world of competitive Sin & Punishment.            


It may have a few shortcomings (perhaps the English language version will shed some light on the bizarre story, though I rather doubt it), but overall Sin & Punishment: Successor of the Skies is a truly outstanding title. It simultaneously makes brilliant use of the Wii Remote and offers deep and challenging gameplay, creating an intense action experience that is unparalleled on Wii or any other system on the market. The appeal of a Treasure shooter is inevitably somewhat esoteric, and most people reading this review will probably have a sense of whether or not this game is for them. However, the intuitive controls, customisable difficulty, co-op play, substantial content, and enhanced replayability of Sin & Punishment 2 should cause anyone sitting on the fence (including those longing for another true Star Fox game) to consider whether now is the right time to opt into Treasure's unique brand of relentless action. You might find that it's one of the best gaming decisions you've ever made.

Pros:
       

  • Intuitive, responsive Wii controls
  •  
  • High octane action runs smoothly
  •  
  • Imaginative and spectacular bosses
  •  
  • Clever scoring system and online leaderboards boost replayability


  •        Cons:
           
  • Weak soundtrack at some points
  •  
  • Boss fatigue towards the end
  •  
  • Stages could be divided up for entry-level high score play


  •                Graphics:  8.5
           The visuals may not be rich with gorgeous detail, but Sin & Punishment 2 is nonetheless impressive thanks to its smooth framerate, hordes of enemies, and spectacular screen-filling bosses. The humanoid character designs are generic and unappealing compared with the vast array of fantastic creatures on display.

                   Sound:  6.5
           Sin & Punishment 2's musical score is mostly forgettable and sorely lacks impact next to the logic-defying proportions of the game's action set pieces, though it is not poor per se. The sound effects get the job done well enough with an appropriate set of explosions and death squeals for all the destruction going on, while the jury will have to remain out on the voice acting until the English version arrives.

                   Control: 10.0
           Treasure has grasped the challenges and opportunities of Wii controls with both hands, creating a superlative Wii Remote/Nunchuk setup as well as offering every alternative out there short of a dongle to plug in your N64 controller.

                          Gameplay:  9.0
           Sin & Punishment 2 takes the concept of the original to a whole new level of intensity, but also makes it more accessible. New wrinkles such as the different playable characters, charge shots, and clever scoring system add more layers to the gameplay, but the amount of time spent in the air means that the unique quality of the original game is diminished here.

     


           Lastability:  7.5
           Not only is Sin & Punishment 2 more than twice as long as the original, but a deeper scoring system and the ability to compare scores online do a great deal to enhance the replayability of the longer running time. While some will therefore spend months scaling the high score tables, those who do not develop an affinity for high score play or tackling harder difficulties will find the experience to be much shorter-lived.

     


           Final:  9.0
           Sin & Punishment: Successor of the Skies will delight those excited by the potential of what Treasure can do on Wii; with blisteringly fast action, staggering set pieces, challenging bosses, and a slick scoring system, this is Treasure doing what it does best as never before. While features such as pointer control, co-op play, unlimited continues, and customisable difficulty help to expand the game's reach to a degree, Sin & Punishment 2 unashamedly serves gamers with fond memories of the N64 original or the arcade shooters of the past, and they won't find better service than this anywhere else.      


    214
    Podcast Discussion / Re: Radio Free Nintendo: Episode 192
    « on: May 03, 2010, 05:49:24 PM »
    I particularly prefer the chimney sweaper. You could use the motion plus to swab chimneys and imagine Link being covered in suit after doing his job. Does anyone else have any ideas for what he should do for work?

    On the basis of our discussion during the show, I'm guessing Jonny would say "gigolo."

    215
    Podcast Discussion / Re: Radio Free Nintendo: Episode 192
    « on: May 03, 2010, 11:23:36 AM »
    I never had trouble with the stabbing in RS2 but then again it wasn't my main combat move, I used it for barrel breaking and finishers mostly. Also it doesn't matter how much force you use but how wide you swing, I basically did 180° swipes for my heavy attacks like I was slapping the enemies silly. Unlike Wii Sports RS2 didn't give me any muscle aches afterwards.

    You're right that RS2 technically asks you to swing wide rather than hard to execute a strong slash, but in practice I oftentimes ended up doing both because I was trying to get my attacks in quickly. Especially when facing the bosses or the big armoured enemies on the hardest difficulty, you only have a certain window to inflict damage, and so my instinct was to follow through hard on the wide swings in order to speed things up and get the maximum number of attacks in. Regardless, I didn't find it to be an issue, and you can always configure the options so that you don't have to swing as wide anyway.

    216
    Podcast Discussion / Re: Radio Free Nintendo: Episode 191
    « on: May 02, 2010, 09:20:29 PM »
    No RFN this week? I know ya'll took last week off, but this week too?

    Never fear - the new episode has been uploaded in the past few minutes. It's a big 'un, which meant a long edit and long upload times, so it was a few hours later than normal.

    217
    Nintendo Gaming / Re: VC Friday continuous thread
    « on: April 30, 2010, 07:48:23 AM »
    VC: The King of Fighters '95 (NEOGEO, 900)
    WiiWare: WarioWare DIY Showcase (800), 5 Arcade Games (700), Mega Man 10 DLC - Endless Attack Mode (300), Special Stages 2 & 3 (100 each)
    DSiWare: Save the Turtles (500), Surviving High School (800), DoDoGo! (800), Simply Solitaire (200), VT Tennis (500)

    218
    I thought the 'Cube GB Player would only play GBA games? Wow, I've been missing out.

    I've been playing through Metroid II mostly using my GB Player, so I can confirm that you have indeed been missing out. Portability aside, using the GB Player is vastly preferable to playing anything on my original GBA because the screen (along with the audio quality from the headphone jack) seem terribly substandard these days.

    219
    Please use this thread to discuss our next RetroActive game, Metroid II: Return of Samus. Note that we'll be pulling quotes out of this thread to be read on an upcoming episode of Radio Free Nintendo during our discussion of the game. Comments made here will help to direct the podcast conversation, so please ask and discuss anything about the game that you find interesting!

    Note: Metroid II will play on the original Game Boy (Fat/Light/Pocket/Super), Game Boy Color, original Game Boy Advance, Game Boy Advance SP, and the Game Boy Player accessory for GameCube. It is not compatible with the Game Boy Micro or Nintendo DS/Lite.

    Amazon: http://www.amazon.com/gp/offer-listing/B00002SVEM/ref=sr_1_1_olp?ie=UTF8&qid=1270356981&sr=8-1&condition=used
    eBay: http://shop.ebay.com/?_from=R40&_trksid=p3907.m38.l1313&_nkw=metroid+2&_sacat=See-All-Categories

    220
    Podcast Discussion / Re: Radio Free Nintendo: Episode 191
    « on: April 24, 2010, 09:38:49 AM »
    Personally, I find the NFL draft to be a fascinating and fun occasion (especially coming as it does in the middle of the excruciatingly long NFL offseason), but I try not to get overly excited/deflated over the outcome, because you never know with the draft. Two years ago, Chris Johnson was a reach at a position the Titans didn't really need; now he's a 2000 yard rusher and the key to their offense. Yes the Bills need help on the offensive line very badly as well as a QB for the future, so the round 1-3 picks were a little surprising, but believe me when I say that the Bills' problems can't be solved in a single draft/offseason in any event.
     
    Also, due to me being a fan of the NFL from afar who couldn't see Bills games live until relatively recently, I'm very much a fan of the league as a whole--I'm always very interested in what everyone else is doing, where the really heralded prospects end up, and then how their careers pan out down the line. I don't get to see much college football over here so the draft process is my way of getting familiar with all these guys who I'll be watching for the next 10 years or so. 
     
     

    221
    Nintendo Gaming / Re: VC Friday continuous thread
    « on: April 22, 2010, 07:21:52 PM »
    VC: Indiana Jones' Greatest Adventures (SNES, 800)
    WiiWare: The Will of Dr. Frankenstein (500)
    DSiWare: Earthworm Jim (500), Flipper (500), myPostcards (200), Game & Watch Ball, Flagman & Donkey Kong Jr. (200 each)

    222
    Podcast Discussion / Re: Radio Free Nintendo: Episode 191
    « on: April 19, 2010, 02:24:25 PM »
    Hey now, I don't review games that are 8-12 months old all the time! Cave Story just came out, and I plan on reviewing Mega Man 10 after I download the interesting DLC. Screw you guys!

    *goes back to playing NyxQuest and Retro Game Challenge*

    That part of the stinger was actually culled from a Now Playing segment that aired weeks ago (around the time you reviewed RGC), but it wasn't included due to an abundance of stinger material in that particular week. I was looking through my old podcast files during editing and found the excerpt again, and I thought it was worth including here before I forgot about it altogether, which would have deprived the listeners of Jon's expert self-trolling skills.

    223
    Podcast Discussion / Re: Radio Free Nintendo: Episode 191
    « on: April 19, 2010, 07:59:48 AM »
    OK, why did the ingredients for poutine get censored in the stinger? Poutine is awesome!

    Jonny can be heard describing poutine in all its artery-clogging glory during the America's Test Kitchen discussion in the episode proper. The stinger is a "remix" based on James' observation/suggestion from earlier on.

    224
    Nintendo Gaming / Re: VC Friday continuous thread
    « on: April 16, 2010, 10:14:28 AM »
    VC: Mega Man 4 (NES, 500)
    WiiWare: Rage of the Gladiator (1000), Bloons (500)
    DSiWare: Combat of Giants: Dinosaurs - Fight for Survival (800), Mr. Driller: Drill Till You Drop (500), Pocket Pack Words & Numbers (500), System Flaw: Recruit (500)

    225
    TalkBack / Re: Games We Loved 2009
    « on: April 15, 2010, 05:02:58 PM »
    Quote
    All but one of our respondents listed [New Super Mario Bros. Wii] in their top three Wii titles of the year

    It was Greg, right?  That guy hates fun.

    I think you've somehow managed to confuse me with Jon. Incidentally, that hasn't happened to me since I last dressed up as "The Ragin' Cajun" James Carville for Halloween.

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