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Messages - Nintendo Gamecube

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76
Nintendo Gaming / RE:Another reason why it may be N5 and have VR
« on: August 28, 2003, 06:31:35 PM »
how about N XXXXX

That'll surely change thier kiddie image.

77
Nintendo Gaming / RE:F-Zero
« on: August 28, 2003, 12:45:48 PM »
Thanks DRJ, you just helped Nintendo sell another one of their games.

78
Nintendo Gaming / RE:Rogue squadron bonus disc
« on: August 28, 2003, 08:15:45 AM »
I loved Shadows of the Empire for N64.

One of my favorites for N64.

79
Nintendo Gaming / RE:F-Zero
« on: August 28, 2003, 07:58:56 AM »
I was just curious. How much single player value does F-Zero have? Not many of my friends play Gamecube, so I'm often playing single player games. F-Zero looks great, but I'm not sure if it will be too lastly if I play alone. Secondly, my little brother likes to play my GC games too, and now I need to know if F-Zero is a simple game to learn. Is it a "Pick it up and play" game or a  "Pick up, read, and play game." I really need to know because it becomes buggersome when your little borther keeps asking you how to do that and that. I do not care about hot difficult the game is; my little brother can always practice.

80
Nintendo Gaming / RE:M$ and Nintendo?
« on: August 28, 2003, 07:54:56 AM »
This is a rumor that's been reported on sites every where. It doesn't make the rumor any more true if it is though. I could start a rumor about Sony quitting theconsole business for the hell of it, and if everyone started reporting this it would not make it true. It would still be bogus.

81
Nintendo Gaming / RE:F-Zero
« on: August 27, 2003, 08:04:32 AM »
You are making me want this game more. STOP, my head will explode.

82
Nintendo Gaming / RE:Donkey "Konga" Details
« on: August 26, 2003, 09:17:17 PM »
Oh yeah, I can imitate Ricki Ricardo now with this game........BABALOOOOOOO

For anyone that is slow...I'm being SAR-CAS-TIC

83
Nintendo Gaming / RE:upcoming lan-capable games
« on: August 25, 2003, 12:14:35 PM »
What is FPS?

Am I referring to First Person Shooter or Frames Per Second, you decide.

I run 60 FPS's usually = I run 60 First Person Shooters usually

84
General Chat / RE:The Great GameFAQs Character Battle II
« on: August 25, 2003, 10:15:02 AM »
Sephiroth is cool.

He'll own Alucard. I don't know about the next round.

I think the biggest blowout match is going to be Mega Man vs. Tommy Vercetti. Mega Man will own him.

85
General Chat / RE:The Great GameFAQs Character Battle II
« on: August 24, 2003, 08:44:09 PM »
Wohoo, my efforts weren't in vain. I helped get 30 other people to vote for Mario. WOHOO, party! I don't know how he did it. Was down by a few hundred with an hour to go, but he pulled away. Guess the hardcore fans came through.


86
General Chat / RE:The Great GameFAQs Character Battle II
« on: August 24, 2003, 03:09:16 PM »
He is losing by 732 votes now. It seems hopeless I think.

87
Nintendo Gaming / RE:N5 "delayed"
« on: August 23, 2003, 07:05:45 PM »
I'm actually glad it is delayed. I won't have to fork over another 200-300 bucks for another system for a while. I'll be old enough to preorder and afford all of this. Besides...to many great games for Cube to be going to n5 now.

88
Nintendo Gaming / RE:Custom Game...
« on: August 23, 2003, 08:56:54 AM »
Haha, I love the puppet idea. That would be fun to see.

My game with be one massive city. Of course, portions of it won't be acessible without certain characters, etc. It would sort of be like Resident Evil, but without wasting time on going through doors, you would pass through them like Eternal Darkness. My game would also have a lot of depth in it too. For example, a character would be able to pick a rod that was broken down that could be used as a weapon. He could stab zombies with it, even throw it, and pick it out of enemies too. I also want to add a system where you can swap charavcters at the press of a button, sort of like pressing Z to select one for quick access. Or pausing and choosing from a screen. I'd also like to setup a strategy system for killing enemies. For example, while you are playing with Character #1, you could order the other characters not to use guns on the enemies, but characters with knives, rods, etc. could attack. So while you are playing, computer AI won't waste up your bullets. Another option could be, is if you are getting too injured the gun-holding chars can shoot down an enemy without having to be ordered to do so. I would do a system along the lines of that, so you can control everything. I have soo many ideas form my head...its just a mess of thoughts, hehe.

I've always wanted a fighting game with more control over blocking, swiping, etc. too. It would be difficult to master, but a real great way to show off your skills.

89
Nintendo Gaming / RE:Custom Game...
« on: August 21, 2003, 06:27:39 PM »
The game sounds great. I took the time of reading the whole post because you were generous enough to read mine. I love strategy sim games, and this would be a great game if ever made and implemented correctly. I like the fact that the game has emphasis on game play over fighting. I do like the fact that you cannot get killed either in combat. And with the diversity of options in the game, it will be very long lasting. But would there be any specific objective to the game? Would you ever win? Would it be like The Sims where you just keep on playing, then you have expansion packs?

To answer your questions about my game. Yes, it would be like the insanity effects but you would figure out whether the enemy was real or not after it is killed. For example, if you were shooting at a zombie like 5 bullets. Then after it disappears and you look at the wall, you can see that the bullets just passed through the zombie like he didn't exist. Then the player would scream that he wasted 5 precious bullets on an illusion. So in fact, the illusions are very subtle, so you better be careful. I guess a very smart way of checking would be to switch views to another character to see if he sees the same thing. Or maybe something entirely different? O.o The game will be full of twists, be prepared.

I also like the idea of a player imaging another main character, but I would have to implement it, so the imaginary character cannot actually alter the environment, but they would interact with the characters.

90
Nintendo Gaming / RE:New Killer 7 Screenshots
« on: August 21, 2003, 06:13:55 PM »
It is Capcom. If they invest the monvey in advertising, this game will have much better sales than ED.

91
Nintendo Gaming / RE:Custom Game...
« on: August 19, 2003, 10:03:46 PM »
Heres a copy of my game in one post; it's a bit long, but bear with me.

As you start the game, it hurls you into a GC logo, slowly smoking away into a FMV cut scene. *Cut Scene Starts*

A group of happy young kids are playing in their village (in the 1700's), as the dads take off to work, and the moms take care of the cabins. The night slowly crawls, as the village and its residents make way to go to sleep. As light falls and moon climbs, a legion of blood-thirsty-mentally-crazy-psychos raid the village sacrificing the residents (to their supernatural g-d). They are shown boiling the pool of blood and cooking the bodies as a nighttime feast (They don’t actually eat them all). After their feast, they burn down the village leaving it in ashes and ruins. No one escapes, and all are buried under the ruins of the village.
*Scene Ends*

*Once player starts game, another FMV begins*
Hundreds of years pass, revealing that industrial buildings have grown around that same area. They experiment with various intoxicants, but are unaware that these toxicants could have catastrophic outcomes. They dump the hazmats into a nearby dump (the actual location of the village destroyed); the remains of the village display as a ruined and unfertile area. The collection of toxic waste piles up and a horrible accident occurs. One day, a nighttime delivery truck (carrying fuel) crashes into the power plant, causing a large explosion to occur. The lights go out in the city. On top of that, the power plants radiation leaks into the atmosphere slowly making the place unlivable. The city evacuates most of its inhabitants, except for a few survivors in the power plant, which the city assumed were dead. There is only access to the city by a bridge, and the city decides to destroy it, preventing others from accidentally traveling into the city.
*FMV Ends*

*Camera zooms into a character*
The game slowly shows you a wrecked area, as they show a women waking up from a slight concussion. She is unsure what happened, but is shocked to see her work place (power plant) in ruins. The cut scene ends and the player is given control of the character to explore the city...

So as your female character wakes up, she is feeling nausea from the exposed gas and radiation from the plant. She begins to hear all kinds of things, and those sounds multiply by being intoxicated. The truth is that what she hears and sees are not actually there. They cannot actually harm her, but because of her nausea, she does feels she is being attacked by some ghost, zombie, etc. This is sort of effect happens throughout the game, sort of like an insanity meter, but a player cannot control it. It is natural, and the only way to escape it is to leave the area...

The control scheme, I would imagine, would be like Eternal Darkness, where the camera follows the char from behind. The weapons I'd leave for the character to use would only be household and factory objects. I guess the strongest weapon I would throw in the game would be a shotgun, so praise it. The next most powerful weapon would be a pistol. (Thinking realistically, an industrial city does not carry rockets, grenade launchers, etc.) Of course, this brings to question, why would you need weapons if there aren't really enemies there? Now think back to the FMV (in earlier post)...the village burnt down, toxic waste, and exposure to radiation...think you get the idea now...You don't really know if they are there or not.

I plan to have a few more survivors in the game, which you will meet along your journey (unsure how many). The option I may leave for the game is that you CAN succeed with only one survivor...so having some chars die will not affect you. (There will also be character swapping for puzzles, etc.) So you can have characters die while still ending the game. Although the amount of characters you have will affect how difficult each puzzle can be. And there will situations where having more characters will be worse. And I may even throw in puzzles that force you to leave one of your chars behind to die, so be smart on who you pick.

What I want my game to be is anything from the normal. I want it to be different, but I do want it to be difficult, and even more difficult for the hardcore gamer.

I've also been thinking about difficulty for hard mode (there is normal and hard mode, you can choose either difficulty in the beginning). For hard mode, I'd add a time limit (realistically, if you stay in radiation too long you would die). Fewer weapons, probably taking away the shotgun. I'd have players injured more easily and more enemies. Lastly, I’d have a minimum number of people that HAVE TO survive the whole game. Get my drift? I'd make this game hard...nothing easy even for normal mode.

92
Nintendo Gaming / RE:Custom Game...
« on: August 19, 2003, 03:24:40 PM »
Your RPG sounds really interesting. The cast itself is enough to call it weird but fun not the less. It's hard to picture this happening on Earth, specially the Panda thing, but it could be one of those bizzare game that makes it big. I got a little confused reading through your post. The setting and time is in the 1980's? or is it in the future, very distant future, which is much more believable. Nevertheless, unique idea, I don't think I would've ever thought of that.

93
Nintendo Gaming / RE:Donkey "Konga" Details
« on: August 19, 2003, 03:14:44 PM »
This game is going to bomb bigger than superman 64.

I think Iwata commented on it, making this game official.

94
Nintendo Gaming / RE:"N5" Controller.
« on: August 19, 2003, 01:13:59 PM »
I like N64's idea of being able to plug in a rumble pack or memroy card into it. Maybe they could cross that idea for it to be able to play GB/GBA games on the big screen. I also really liove the idea of 2 back button on the back of the controller for your middle finger. I think they should shape it so that your middle fingers could rest in that position, like the Z-button. The midle finger is one of those fingers that is barely ever used, mayne never.

95
General Chat / RE:The Great GameFAQs Character Battle II
« on: August 17, 2003, 09:44:18 PM »
Link is still unbeatable...Mario won't win. But I've always been a big Sephiroth fan.

96
One of the earliest ezBoard members (July 2000). One of the earliest PGC members too. I'm a golden oldie, but pretty young amongst the crowd.

97
NWR Feedback / PGC Site/Forums sometimes don't load
« on: August 15, 2003, 03:00:43 PM »
This has been happenign a while, but let me explain first.

I try going to planetgamecube.com and it is a white screen. So I refresh, again and again until about my tenth time. When it finally loads the ad. Then I go inside the site. I click on the article; same problem, white screen. Refresh a few times and it finally loads.

Now this problem has crossed over into the forums too, and gotten real annoying. I've spent about ten minutes just trying to post one topic. I think the core problem with this is the ads aorund PGC, maybe they are using some java or html that is screwing this up, but I have no idea, HELP PLEASE.

98
Nintendo Gaming / Dead Pheonix Officially Cancelled
« on: August 14, 2003, 10:06:42 AM »
No Kid Icarus guys, stop getting your hopes up and disappointing yourselves. Read it at Gamespot

99
Nintendo Gaming / RE:Donkey "Konga" Details
« on: August 14, 2003, 08:42:45 AM »
I can't believe how many Nintendo hardcore fanboys are actually agreeing to this idea...I think this just burries Nintendo further into the hole, and I 'm not surprised why they are doing so bad. Nintendo needs to quit doing these "fresh" and "unique" ideas and stick with what did well for them in the past. In my opinion, I think they are tarnishing Donkey Kong's image even further...and when my friends see this game they'll laugh their, you know what off.

And why are they targetting the Japanese market? I believe they are having trouble in the US and Europe...they seem to be clearly second in Japan. They should really focus in those areas.

100
Nintendo Gaming / Donkey "Konga" Details
« on: August 13, 2003, 08:44:16 AM »
An article over at IGN explains it. Go take a read. I find it real dumb if Nintendo is heading in this direction.

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