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Messages - Sundoulos

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1051
Most of the bosses are only difficult before you learn their attack patterns. After you figure out what they do and get into a rhythm of striking them, they are fairly easy. The only boss who gives me trouble is the very final enemy. After all these years I still haven't figured out what you're supposed to do, I just jump around striking randomly and hope for the best.

There are a couple of ways to beat him consistently. 

The cheap and really easy way is to crouch in the left corner of the screen and do a crouching stab as Shadow Link approaches.  The way I normally used to do it was to jump and do a normal stab just as I reached his head, just above the shield.  If you time your strike correctly, he can't really block it.  Actually, I always used the same strategy on the Ironknuckles as well.

1052
General Chat / Re: Star Trek
« on: May 21, 2009, 06:28:10 PM »
I totally missed this when I watched the movie, but apparently there was a throwaway line referencing Admiral Archer's dog.  I thought it was a nice nod to Enterprise.

1053
Podcast Discussion / Re: Radio Free Nintendo: Episode 146
« on: May 21, 2009, 06:02:02 PM »
My only regret with Mario Galaxy was that they didn't use the Buoy Base music more often. :)

Well, Mario Galaxy is really the same formula with different play mechanics and a much, much prettier wrapper.  I love it, but I can see why other people might be jaded with it, really.  I lost interest in Mario Sunshine as much because it was too similar to 64, only with an annoying (IHMO) game mechanic with additional collect-a-thon options added.  At the very least, Galaxy gets my kudos because they streamlined a lot of that. 

And...Galaxy...well, I just love it because of the setting, the gravity field mechanics, and the neat musical score.  Playing it gave me the same feeling I had as a kid playing Super Mario Bros. 3 when I first encountered a Koopaling airship. 

I'm not sure how they would really change the formula too much, though, without taking away the other elements that make it feel like a Mario game.  Mario platforming has always been about just getting from point A to point B, whether it's getting to a goalpost, a key or a star.

And...please, Nintendo.  Please, for the love of all that's good and holy, let Bowser Jr. go the way of the Koopalings.  Feel free to bring the Koopalings back if you want, though.

1054
General Chat / Re: Star Trek
« on: May 21, 2009, 01:14:27 PM »
Why?  The Dawson's Creek in space formula seems to be working out for them.

1055
TalkBack / Re: REVIEWS: New Play Control! Donkey Kong Jungle Beat
« on: May 21, 2009, 01:09:46 PM »
That begs the question...why did Nintendo actually take away the ability to use the bongos in the first place?   I realize that they had to adjust the timing and controls a bit for the new input style, but how hard would it have been to include the original Gamecube code as an option?  Besides, Nintendo seems to relish selling games with these peripherals anyway, and it probably would have made sense to try to sell the bongos to a new audience.

1056
Nintendo Gaming / Re: PUNCH OUT!!
« on: May 20, 2009, 12:32:30 PM »
Amazon has it for $40 BnM, if you don't mind waiting.

That's why I'm waiting.  Normally, even if I elect to use the free shipping option (because I'm really cheap), I normally don't have to wait that long before getting a new game.  This time, they're telling me that my shipping date isn't until May 26th.  Oh, well...

1057
TalkBack / Re: NWR in Akihabara: Part 1 - Introduction/Super Potato
« on: May 20, 2009, 09:12:22 AM »
Two thumbs up.  That is really cool!  If I ever get to visit Japan, I'd love to go there.

1058
Nintendo Gaming / Re: PUNCH OUT!!
« on: May 20, 2009, 09:11:00 AM »
Grrr...I'm still waiting for Amazon to send my copy.  I'm glad to hear that everyone is having so much fun with the game.  Like many others, I was disappointed when I heard about the final roster, but the things I'm reading here are very encouraging. 


1059
I haven't played this game in years;  I died twice last night while attempting to level up...even before even making it to the first palace.  This, in part, is probably because I'm just not used to games with this level of difficulty anymore.  By the time I made it to the palace, I think I found my rhythm again.

By the way, I hate the enemies that steal your experience when they hit you.  I had forgotten about that.

One of the things that I do enjoy about the game is the swordplay, though.  As gojira mentioned, battling some of the foes, such as the Stalfos and Ironknuckles, are a lot of fun.  I think it even gets better once you learn the upward and downward stab moves.

P.S. - The game is rather hard.  There's a lot I don't remember about the game, but I do remember that the final palace was really difficult, as is the final trek to get there.

1060
Podcast Discussion / Re: Radio Free Nintendo: Episode 146
« on: May 19, 2009, 04:38:24 PM »
I've worked in software development for a number of years now (though I'm not in the games industry); as a developer, given some of the restrictions (and hurdles) of actually releasing a WiiWare game on the Shop Channel, I have to wonder if I'd ever consider it.

I was doing a quick search for opinions about the matter and stumbled across this blurb:   N-Europe: More Developers Praise WiiWare  I suppose that I have to consider that the original source of the article was Official Nintendo Magazine, but I still found some of the quotes to be interesting and encouraging.

Quote
Medaverse's Jesse Lowther, lead designer of the upcoming Gravitronix talked about the low-risk financial prospects involved with WiiWare:

    "They gave us the tools we needed and let us run with it... There's no creative input from Nintendo, only technical input where the game must meet certain standards to ensure it doesn't brick people's Wiis. It's just a godsend for developers who don't want their ideas compromised. Plus, if the game doesn't sell well, we can generally shrug it off and begin work on the next one."

Semnat Studios' Daniel Coleman was also modest about working under banner of Nintendo's downloadable service:

    "There are no suits trying to control your creativity. They want developers to express themselves as freely as possible... This creative freedom is vital to the growth of the industry. It encourages experimentation and risk-taking. We are very fortunate to be developing for consoles since we're such nobodies."

But why choose to develop for WiiWare over rival services like Sony's PSN? Well, Shane Guilano of Autonomous Productions (the company responsible for the forthcoming Butterfly Garden - expect to hear more about that title soon) gives a very interesting personal anecdote:

    "Our company got to where we are today with perseverance, luck and the insight to develop a relationship with Nintendo when everyone still thought it was nuts to release a game system with a controller that looks like a remote control. Nintendo reached out to independent developers before the Wii was even launched in a way that was revolutionary. The whole vision for WiiWare, as Miyamoto has said publicly, is to foster this creative independent revolution. I once sat next to [former Sony exec] Phil Harrison at a Will Wright GDC talk in 2006 and he wouldn't even give me his card." 

So, I suppose that even though Nintendo is making some egregious errors in the eyes of some, they are doing enough that's right to foster continued support.  Here's hoping we see more WiiWare success stories soon. 

I also hold out hope that not all of our complaints fall on deaf ears at Nintendo.

1061
I love Battle of Olympus!  But I haven't played it in many, many years.  I keep hoping that it will resurface for Virtual Console or something similar.
I'll second that notion.  I always thought there were similarities between the two as well.  I was checking out a youtube video on Battle of Olympus, and you can see some obvious similarities between the two games, particularly in the hero's character design and the backgrounds inside the houses.  I think Battle of Olympus was released a little over a year later than Zelda 2 in Japan, and it has aged much, much better.  The game, overall looks more visually interesting than Zelda; that year made a big difference.

I say this because I started my playthrough of Zelda 2 last night.  One thing that struck me: the game's backgrounds and color pallete are far more bland and Spartan than I remember.   I'm far more fond of some of the enemy character sprites, though.  I still think the Goriyas, Stalfos, Ironknuckles (Darknuts), Lizardmen, Bird Knights, etc. look very, very cool.  As a kid, I was so taken with the whole Zelda mythos, that I loved seeing these guys return in this game.

Also, the text seems painfully primative, and the translation is horrible.  For instance, one of the early clues in the first town, Rauru, is misleading.  I believe one of the NPCs say something like, "Get candle in Parapa Palace. Go West."  Well, Parapa palace (and the candle) are both in the east, which leads me to believe that the intended meaning was to go west after  you get the candle.  As a young kid, I wasted a lot of time at the beginning of this game as a kid trying to find where I should go.

Anyway, that interview with Miyamoto is very interesting.  It sounds as if they took one of Miyamoto's original concepts, but that he didn't really have that much say in the final product.  Perhaps at that point in his career, he didn't have the autonomy over projects that he appears to have now.

Still, even if Zelda 2 was "sort of a failure", there are elements from that game that were used in many of the later Zeldas.   The game introduced the Triforce of Courage.  The names of the towns that were used as the names of the Sages in OoT (with the exception of Impa),  one town was also named Mido (the character in Kokori forest in OoT).   The reflective shield (only implemented as a spell here) was used later on as the mirror shield in various sequels.  Last but not least, this is the first use of Link's shadow as a boss character.  I was actually disappointed that Link's Shadow was the FINAL boss in Zelda 2, especially after they teased the return of Ganon in the manual and the game.  I suppose that this made more narrative sense since this was more of a personal quest for Link, and he had to face his "dark side" in order to obtain the Triforce of Courage.  There are probably others, but I can't think of them right now.




1062
My biggest complaint about this game is the experience points system. First of all, the level-up system is a bit unbalanced. Since you get a "free" upgrade at the end of a temple, and later upgrades are far more expensive, it behooves you to grind at the beginning of the game. (The regenerating bubbles in the first dungeon are my favorite grinding spot.) In fact, if you don't, you'll likely be significantly underpowered at the end of the game. You must also be careful not to waste a freebie by clearing a temple when you almost have enough EXP for the next upgrade.

You just reminded me of something.  I think that on subsequent play-throughs of this game, I would always beat the bosses in each temple normally, but I always left the crystals in place until I needed them to reach the final temple.  By end game, I would travel back to each temple and grab the free level-ups to get my final attack, health and experience upgrades.   It was a little tedious, I suppose, but by the end-game, going back through the earlier temples was a bit of a breeze.

1063
Podcast Discussion / Re: RetroActive #6 Poll - NES
« on: May 13, 2009, 09:23:08 AM »
With the possible exception of Wrecking Crew, I'd be excited to see any of these games win.

I'd agree; Zelda II wasn't a bad game at all.  It's defintely not the best Zelda game, but it still ranks among my favorite games of the NES era.  At any rate, I suspect that the game would be fodder for a great discussion on the podcast.  That's one reason it got my vote. 

1064
General Chat / Re: Star Trek
« on: May 11, 2009, 10:55:22 AM »
I grew up watching several of the Star Trek series' with my dad, so you could say that I'm a long-time fan, as long as I don't think to hard about it. 

I saw it; and I enjoyed it because I refuse to let myself over-analyze it.  Having seen it, I'd say it's definitely a reboot rather than a retcon.

Anyway, the movie did seem like it borrowed elements from other popular sci-fi series, but it was a better action flick for having done so. 

1065
Podcast Discussion / Re: Radio Free Nintendo: Episode 143
« on: May 08, 2009, 11:05:33 AM »
My condolences, Jonny.  For what it's worth, I've said a prayer for your family.

1066
Podcast Discussion / Re: Radio Free Nintendo: Episode 144
« on: May 07, 2009, 11:29:19 PM »
Actually, I'm pretty sure that Mega Man 7 was the first to use the bolt/shop system, not that it really matters.

1067
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 51
« on: May 06, 2009, 05:16:26 PM »
There's some stunning music in this episode; I actually want to find and purchase that particular game now. 

Thanks for all the hard work TYP.  I enjoyed it immensely!

1068
Podcast Discussion / Re: Radio Free Nintendo: Episode 144
« on: May 06, 2009, 05:11:53 PM »
Just wanted to thank Greg for working so hard on getting these out each week. It is a TON of work but to be so consistent is a really great achievement. So thanks Greg for your hard work!

I have to add my praise to the chorus of voices.  Greg is doing an awesome job; so did Crimm when he was carrying the bulk of the editing duties.  My own experiences with audio and video editing gives me at least some idea of the effort that must go into these things; I know that it's got to be a labor of love that is alternately enjoyable and painful.

In general, I've loved RFN since the switch to the new crew sometime last year.  Over the last few months, it's become one of my favorite podcasts.  Kudos to all of you!

I hope that you can fill us in on more details of Little King's Story in the coming weeks, Greg.  Despite it's apparent weirdness, I've been interested in the title for quite a long time. 

1069
Podcast Discussion / Re: Radio Free Nintendo: Episode 142
« on: April 27, 2009, 12:12:31 PM »
I finally got to listen to this yesterday while doing some yardwork.  This podcast makes manual labor much, much more enjoyable. :)  I don't normally do this, but I'll probably archive this one so that I can listen again in the future.

Great job on the editing, Greg! I for one, enjoyed the musical interludes between the discussion.  It was very retronauts. :)   As I said with the Zelda: Ocarina of Time episode, I look forward to future installments to episodes like these as the oppotunities present themselves.

Anyway, I loved this episode as it featured one of my favorite games of all time, Super Metroid.  I rented this game at launch, but I probably didn't own it until a few years later when I could actually work and save up the money to pay for it.  Anyway, I have great memories of playing this in marathon sessions with one of my best friends over a summer break from college; it was one of our last hurrahs before he moved to a different part of the country.   

I bought this on Virtual Console soon after it appeared.  Like Jon, I actually got stuck somewhere and temporarily put it aside, largely because as a dad I have little time to set aside for gaming these days.

To some now, the original Metroid might seem like an unplayable mess, but to a 12 year-old in 89 kid who had grown up on the Atari system games, games with the apparent depth and complexity of Metroid and Zelda were just mind-blowing when they arrived.  Yeah, games like Metroid were difficult, but it didn't have the frustrating, controller-tossing, difficulty of some other early NES-era games.  I had a much harder time handling games like say, the original Castlevania or Double Dragon.

And, yes... the Metroids in the original game were completely nightmare-worthy.  It was one of the earliest memories I have of a video game evoking any sense of fear. 

1070
Awesome!  I had lost hope that they would release any more here; the news that we might get both trilogies is awesome!

1071
I rented this game once or twice, and there was a lot to appreciate about the design.  The atmosphere and sanity effects in the game were impressive.  This game also freaked me out in ways that Resident Evil never did (or could). 

Stratos' comments reminded me of something.   One reason I've never been able to get into this game on a long-term basis is that it's so grim; continually watching so many of the characters come to a bad end in most of the chapters gradually decreased my interest. I recognize that it was a bold and fresh move on the part of Silicon Knights; however, this wasn't narrative decision that I really appreciated as a gamer.  I was never able to bring myself to care enough to finish the game.    Still, I don't really need or want a game to remind me that personal sacrifice sometimes goes to waste;  I've seen too many examples and reminders of that in real life already.  As the plot of ET went on, I often found myself wondering why I continued to play it.

I realize that this is a matter of personal preference; I don't really like excessively grim stories in any form of entertainment...mostly because watching suffering, fictional or otherwise, usually really bothers me.   One reason that I've always loved old-school adventure and platforming games is that I've always enjoyed the idea of being able to perform superhuman feats, beat the odds or otherwise make some sort of lasting difference in a fictional world, even though I know that it's a formula that's been repeated ad nauseam since the dawn of adventure gaming. 

It's not that I just like my games to poop rainbows and puppies; I like serious games with narrative weight.  For example, I like Ico and absolutely adore Shadow of the Colossus, but  both of those games have grim, or at least very melancholy, tales at their core.   I suppose that Eternal Darkness just pushed the envelope a bit too far for me.

That being said, my favorite level by far was the level with Dr. Lindsey, mostly because of the Indiana Jones-type  elements in both the character and his level.  I think that's also because I realized that I wished the rest of the game had been more like that level.  The shotgun was awesome, and I suppose it was one of the few times I felt like I was kicking butt.  Of course, that probably just means that I sucked at the game.  I'll also note that Dr. Lindsey is one of the few characters that doesn't seem to come to a horrific end; it was a nice break from the normal pace of the game.

1072
Podcast Discussion / Re: Radio Free Nintendo: Episode 133
« on: February 19, 2009, 11:13:16 AM »
I guess I should have framed my comment on Luigi's Mansion a little differently.  I read up a lot on Luigi's Mansion.  I wasn't expecting a Mario-type, exactly;  I was just hoping that the game would have a little more depth or variance in gameplay.   

To be honest, I'd just like a Mario Game where I'd have an option to play as Luigi from the start.  I was always one of the weird kids who play SMB 3 and SMW with controller 2 just so I could play as Luigi.

1073
This appears to be the only difference in the standard and sidestep modes:  In standard mode, Luigi will turn to face a direction before walking in that direction. In sidestep mode, Luigi won't turn to face a direction before walking that way. In both modes, the c-stick is then used to change the direction he's facing manually. No matter what mode the player chooses, Luigi uses sidestep mode controls while vacuuming.

It does seem that the key/locked room placements are fairly far apart, particularly in the last third of the game.  That and the blackout event after the third boss sort of gives me the feeling that they were trying to pad the game a bit by forcing a bit of backtracking across the mansion. 

Tweaking the controls for speed would have allowed for a better experience.  In general, some of the boss battles felt sort of weak because Luigi and the boss seem to move more slowly than they should.   In particular, I'm thinking about the boss in the cemetary, Bogmire, who, now that I consider it, seems to have a very appropriate name. 

The game seems to alternate between holding the player's hand and then occassionally throwing in an occasionally obscure roadblock, giving little indication about what to do next.  Case in point: Johnny's example of the obscurely hidden key.  (Maybe they should have added a key-detecting feature to the Gameboy Horror.)  Anyway, I've been briefly stuck a couple of times but I haven't had to check a FAQ yet.  I think that I would have had to reference one if I hadn't vaguely remembered it from my original playthrough of the game years ago.   While I wouldn't call many of the puzzle elements difficult, it seems like the designers just decided to occassionally throw in the odd puzzle with little warning and little indication with what to do, (e.g. I was stumped in the room where a switch was hidden in the invisible foreground wall).   I can't complain too much about it because I wish they had actually included more puzzles or events in the game, as long as they were well-integrated into the game world. 

Here's one other minor gripe.  The game indicates that you can catch 50 boos, which, at first seems like it's an optional sidequest (at least to me).  I did finally encounter the boo roadblack Johnny mentioned above, but I  never encountered this during my original playthrough.   They warped me back to the foyer of the mansion; that was just annoying for two reasons:  I was really just trying to exploring and boo-hunting in the first place, and the Gameboy Horror lured me into that encounter because it was beeping.    I also found it kind of weird that you automatically get 30% of your boos just by beating the third boss.

Wow.  Even though my post looks like I'm hating on the game, I really do have to stress that I still love it and have really enjoyed playing it.  Luigi's Mansion is still one of my favorite games from the cube generation.  pLooking back on this post, it sounds like I'm hating on the game.  I'd reiterate that the game has a very great atmosphere and art design, and the modeling detail they put into Luigi and the Mansion's ghosts wasn't matched by many games in that generation, I think.   I still wish that there were some sort of sequel or another off-shoot coming, something that could realize a lot of the potential the game showed in the SpaceWorld 2000 demo video. 


P.S.: I stumbled on a couple of things in a Mario wiki: 

If Luigi walks into any dark room the player can hear monsters. Pausing or using the Gameboy Horror in a dark room, one can hear that the monsters are singing the Luigi's Mansion theme song.  I never tried this, but I'll have to check it out.

Apparently, the PAL version of the Hidden Mansion (the second quest of sorts) was more difficult than the NTSC version. 

1074
Podcast Discussion / Re: Radio Free Nintendo: Episode 132
« on: February 10, 2009, 06:37:12 PM »
^^Whoops!  I'm not sure how that happened.  I sometimes compose posts in notebook, so I was probably just trigger happy with the cut and paste.

Memorable Videogame Myths

Yeah.  That's consistent with what I've read what I heard about the Aeris/Aerith character.

There were similar rumors that Schala could somehow be saved in Chrono Trigger as well.  Given everything else that you could possibly do in the game, I'm surprised the developers didn't include it as an optional "perfect" ending.

1075
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 47
« on: February 09, 2009, 02:58:36 PM »
I'm afraid I didn't know any of the games this go-around, but I still really enjoyed the music selection. 

As always, I enjoyed it, TYP!

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