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Messages - Traveller

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76
Podcast Discussion / Re: Episode 381: A Golden Opportunity
« on: May 06, 2014, 09:22:41 AM »
Haha!


From Lindy With Love.

77
Podcast Discussion / Re: Episode 381: A Golden Opportunity
« on: May 06, 2014, 08:33:24 AM »
James Jones License to Troll

78
Yep! Although I wasn't going that well today, I went better the last time I played. Probably just needed a few more rounds.


I wish I played Wii online more, it connects to my internet more reliably than my Wii U..

79
I was going to share my friends code, but apparently the Wii mode in the Wii U doesn't have a friend code address book? Either that or I somehow deleted it when I moved everything over from my Wii.

Anyway, I went ahead and played in lieu of the retroactive podcast and the first thing I noticed was how many people are still playing this game. I thought it would take me forever to get into a game but it didn't take any time at all.

Second thing I noticed was how choppy this game is. Is it just that I'm so used to the buttery-smoothness of Black Ops 2's 60 FPS or what? Is playing it in Wii mode on the Wii U messing with it? I have incredibly strong internet connection, so that can't be it.

I still had fun, even with hackers trying to ruin the game. One hack (or at least I think it was a hack) I had to deal was every time I shot my gun, my clip would immediately empty and I had to reload, which meant that if I didn't get a headshot, I was done for. Annoying, but- haha- I still held my own against them. 

Black Box and Golden Gun were my two favorite modes. Heroes was an awesome idea that was poorly executed. They made Bond was more powerful than the terrorist hero. And they also should not have given an option to the person if they wanted to be the hero, because nobody picked it half the time.


All the FC stuff is inside the game itself, you should be able to add and see your own code.

80
Added everyone in this thread.

Mines: 307648231407

81
Podcast Discussion / Re: Episode 375: Whatcha Been Shipping?
« on: March 24, 2014, 07:09:04 PM »
One of the problems with Melee tourney play is that there are a few techniques like wave dashing that are not simple to learn. One thing I worry about with the Wii U Smash, is that they will include a bunch of higher level play techniques that are not really spoken about.


The main thing a Smash Bros game should have is absolute simplicity in how to perform moves and techniques. Adding more complexity to the game is something I hope never happens. The best thing about Smash was that I didn't have to spend time trying to learn moves, I could do everything very easily from the get go.

82
Nintendo Gaming / Re: Was the Nintendo 64 incapable of doing sprites?
« on: February 28, 2014, 02:06:39 AM »
Mario 64 used sprites for the trees etc

83
I wonder if they will try and recreate this at E3 this year with a new Zelda trailer.

84
Podcast Discussion / Re: Episode 364: Bland Boiled Chicken
« on: January 06, 2014, 05:25:52 PM »
I was surprised to hear that Jason's band is no more. But, for awhile now I have been hoping that you guys would change up the music on the show, freshen it up a bit.

85
TalkBack / The Future of 3D Mario
« on: December 16, 2013, 07:57:00 PM »

"Where are we gonna go next Luigi?"

http://www.nintendoworldreport.com/editorial/36209

The evolution of 3D Mario has been something that has been on a trend towards achieving a representation of a 2D side-scroller in a 3D setting. This has culminated in the 3D Land/World series of games. But what about the style of 3D Mario that Nintendo had started way back in 1996 with Super Mario 64?

Looking back on Super Mario 64, its performance as a tight platformer is somewhat lacking. The game instead leans more on the side of creating large sandbox environments for players to explore and move around in. At the time this was a revelation for many, it offered a true 3D world with an almost limitless freedom of player expression. But, the game does suffer a little on the side of being a true precision platforming game.

After having played a fair amount of 3D World recently, I have come to the conclusion that I don’t think I will need another Mario in this style, or at the very least, not for quite a number of years. I loved 3D Land and wanted more. I now have that with 3D World, although now I feel that this formula has reached its end point. Any more entries after this I think will begin to feel slightly stale, much like the New Super Mario Bros. series.

So, what’s next then? If 3D world was a combination of 2D and 3D Mario games, favoring itself closer to the 2D games, what if EAD were to go the other way and add more elements from Mario 64 and Mario Sunshine?

A balance needs to be found, I don’t think the slower paced exploration based Mario is what they should go back to fully. I like having very tight platforming challenges, which is what I loved about the fluddless levels in Sunshine.

What I propose would be to expand upon the castle idea from Mario 64 except making it far, far larger. Basically, a giant hub/overworld with its own platforming challenges and exploration. This ‘hub’ would be one giant world to explore, much like the style of the levels in Mario 64. This world would feature various exits to other levels that the player has to discover. The levels themselves would be more linear affairs, something akin to the Galaxy games in terms of structure, although there should be a few larger sandbox levels as well.

The point of this game would be to make a Mushroom Kingdom players can actually travel across, muck around in, and access levels seamlessly. It would be cool to have Mario drop down in the middle of a giant field with mountains to the left, a town in the distance to the right, etc. This overworld could be filled with so much stuff that it would feel like its own level, just on a massive scale. I would also say that basically any level would be open to be played right away too, as long as the player found the entrance, except for the final area.

Bringing back the Mario 64 style of an open sandbox should happen, I just don’t think it should be at the expense of having a tight platforming experience. Creating a level/world out of the level select is a way of doing both at the same time without diminishing either.


86
TalkBack / Re: Nintendo World Report: Powered Off - Issue 12
« on: December 15, 2013, 03:13:30 AM »
Hey Mereel.

I would consider changing the font again, but currently you are the only person who is saying it is too small. I have looked at the issues on an iPad and on my iPhone 4S, the iPad seems quite a good size to read easily and on my phone I just have to zoom it a bit to be able to read it.

I will take another look at the size issue next time, but I currently can't see the problem. What kind of tablet are you using?

87
TalkBack / Pokémon FireRed and LeafGreen Soundtrack Out Now on iTunes
« on: December 11, 2013, 03:24:14 AM »

Relive the wonders of some classic Pokémon music.

http://www.nintendoworldreport.com/news/36162

Following on the heels of the soundtrack release for Pokémon X and Pokémon Y on iTunes, the Pokémon Company International has now released the soundtrack for Pokémon FireRed & LeafGreen, which features 90 songs.

Fans of Pokémon music can also look forward to the following releases in 2014:

- Pokémon HeartGold and Pokémon SoulSilver
- Pokémon Ruby and Pokémon Sapphire
- Pokémon Diamond and Pokémon Pearl
- Pokémon Black and Pokémon White
- Pokémon Black 2 and Pokémon White 2

Check out the release on iTunes here.


88
TalkBack / Animal Crossing: New Leaf December DLC Revealed
« on: December 03, 2013, 09:20:57 AM »

You wouldn't download a chair now would you?

http://www.nintendoworldreport.com/news/36109

From December 1-31, people who have the SpotPass feature enabled on their Nintendo 3DS Animal Crossing: New Leaf game will receive a free Tree-Stump Chair.

To receive the gift, players must visit the Post Office on Main Street and speak with either Pelly or Phyllis, then select the menu option "Downloadable Item."

Players who miss the item during the allotted time period won't be able to claim it at a later date, so be sure to taie advantage of it while it's available.


89
General Gaming / Re: Gaming Nostalgia
« on: December 02, 2013, 05:57:25 PM »
N64:
Super Smash Bros
Mario Kart 64
Zelda: Oot


GBA:
Mario Kart: Super Circuit
Golden Sun
Pokémon Sapphire


GameCube:
Sonic Adventure 2
Smash Bros Melee
Mario Strikers


Wii:
Super Mario Galaxy
Guitar Hero
The Last Story



90
Nintendo Gaming / Re: Super Mario 3D World Thread.
« on: November 30, 2013, 07:10:13 AM »
Just beat the first world. I don't think I really like the run ramp up, it doesn't feel super great.. I did start to get used to it though. The characters feel a little more sluggish than I think they should.

91
TalkBack / Nintendo Working on Original Title Involving Pikmin Director
« on: November 28, 2013, 06:26:01 PM »

The Pikmin and 1080° Snowboarding director is still at Nintendo.

http://www.nintendoworldreport.com/news/36076

A recent Twitter post from the current lead Tekken designer has let slip that Nintendo could be working on a brand new IP.

Katsuhiro Harada was asked by a fan what Masamichi Abe, an old colleague of his, is up to these days. According to Harada, Abe is working on "some Nintendo original title."

Masamichi Abe previously worked on games such as Tekken and Tekken 2 with Namco before transitioning over to Nintendo. He has worked both at Nintendo EAD in Kyoto, Japan, and Seattle, Washington. Abe has also served as a director on titles like 1080° Snowboarding, Pikmin & Pikmin 2, Metroid Prime: Hunters, Mario vs. Donkey Kong: Minis March Again and Aura Aura Climber.


92
TalkBack / Nintendo 3DS Welcome Promotion Launching in Europe and Australia
« on: November 22, 2013, 07:47:36 PM »

Nintendo to take you to the promised land if you purchase a new system and game.

http://www.nintendoworldreport.com/news/36019

Nintendo has announced a new promotion for the Nintendo 3DS and Nintendo 3DS XL in Europe and Australia.

The promotion lets new 3DS owners download a digital copy of Super Mario 3D Land if they register their system and one game on Club Nintendo. To be eligible, the system and game must be registered between 3:01 p.m. (UK) on November 27 and 10:59 p.m. (UK) on January 13 in Europe. In Australia, it must be between 2:01 a.m. (AEDT) on November 28 and 9:59 a.m. (AEDT) on January 14.

The games in which qualify to be registered are also limited to fifteen titles. These are:

· Mario & Luigi: Dream Team Bros.
· Animal Crossing: New Leaf
· The Legend of Zelda: A Link Between Worlds
· Donkey Kong Country Returns 3D
· Fire Emblem: Awakening
· Luigi’s Mansion 2
· LEGO CITY® Undercover: The Chase Begins
· Sonic Lost World (Nintendo 3DS version)
· Monster Hunter 3 Ultimate (Nintendo 3DS version)
· Pokémon X
· Pokémon Y
· Bravely Default (including Bravely Default: Deluxe Collector’s Edition)
· New Super Mario Bros. 2
· Mario Kart 7
· Professor Layton and the Azran Legacy

Hardware and software that has been purchased before the promotion will still qualify if they have yet to be registered with a Club Nintendo account.


93
TalkBack / Wii U Firmware Version 4.0.2 Now Available
« on: November 19, 2013, 07:37:29 AM »

Slowly the Wii U becomes more and more stable.

http://www.nintendoworldreport.com/news/36009

Nintendo has released a new Wii U firmware update for the Wii U, bringing the version number for the system up to 4.0.2.

The update is only a small one, adding further improvements to the overall system stability and some other minor changes that will enhance the user experience.


94
TalkBack / Pokémon X and Y Breaks Records in Australia and New Zealand
« on: November 15, 2013, 10:08:58 PM »

Looks like the sales numbers mega evolved!

http://www.nintendoworldreport.com/news/35993

Nintendo Australia has revealed that the first weekend sales for Pokémon X and Pokémon Y exceeded 100,000 units combined.

The titles have beaten all previous records for Nintendo games sold in Australia and New Zealand. For reference, Pokémon Black and White sold through 80,000 units in their first full week, X and Y beat this on the first day.

As some retailers across Australia and New Zealand have been out-of-stock due to the demand, Nintendo is promising that additional copies will be made available starting this week.


95
TalkBack / Ohno Odyssey Launching on Nintendo 3DS eShop Soon
« on: November 13, 2013, 02:35:11 AM »

Oh no, we have to save the Ohno's!

http://www.nintendoworldreport.com/news/35953

Big John Games newest title, Ohno Odyssey, will be launching on the Nintendo 3DS eShop on November 21.

The game features a crew of clumsy aliens known as the Ohno's. After their malfunctioning mothership has crashed onto Earth, the crew is spread out across the planet and need to be located and rescued.

Ohno Odyssey is a physics-based, action-puzzle game that tasks the player with guiding the Ohno's through 35 stages of gravity-defying challenges.

Check out the trailer below.


96
TalkBack / Two New Wii U Bundles Launching in Australia and New Zealand
« on: October 31, 2013, 09:08:39 AM »

Just dance or swap your boredom away.

http://www.nintendoworldreport.com/news/35846

Nintendo Australia has announced two brand new Wii U bundles for the holiday season.

The bundles will include the Wii U Basic console and offer the choice of either Just Dance 2014 or Skylanders SWAP Force. Both of the bundles will also include Nintendo Land. The Just Dance pack will be included with every purchase of a standalone Wii U Basic console from November 14, whilst the Skylanders pack will be releasing on November 21. Both of the packs will be retailing at AU$349.95. The full contents of what is included is below:

Just Dance Pack
- Wii U Basic
- Just Dance 2014 game disc
- Nintendo Land game disc
- Wii Remote Plus (White)
- Sensor Bar

Skylanders SWAP Force Pack
- Wii U Basic
- Nintendo Land game disc
- Skylanders SWAP Force Wii U game disc
- Portal of Power®
- Three Skylanders figures, including Ninja Stealth Elf and two SWAP Force characters: EXCLUSIVE Color Shift Wash Buckler and Blast Zone
- Collector poster, trading cards and sticker sheets

These two bundles join the previously announced Mario and Luigi Premium Wii U bundle, which includes both New Super Mario Bros. U and New Super Luigi. U and will be releasing on November 7.


97

The special edition of the game comes with all kinds of goodies.

http://www.nintendoworldreport.com/news/35836

The special collector's edition of Bravely Default will be coming to Europe, Australia and New Zealand. The deluxe edition of the game will include the following:

  • Bravely Default (physical version of the Nintendo 3DS game)
  • Agnès Figurine
  • Deluxe Artbook
  • 34 AR Cards
  • Original Soundtrack CD

The special edition will be an exclusive to the online retailer ShopTo.net in the UK, however, people who pre-order the game at the retailer GAME will receive a smaller bonus artbook. People in Australia and New Zealand will also be able to get the smaller bonus artbook by pre-ordering either the standalone edition or the collector's edition at EB Games.

The special bundle will be priced at £79.99 while the standard edition will be £39.99 in the UK. There is currently no pricing information for Australia & New Zealand. The game will go on sale on December 6 across Europe and December 7 in Australia and New Zealand.


98
TalkBack / Wii Party U Available Digitally on Australian eShop
« on: October 30, 2013, 10:33:11 AM »

The game is available, but it still has a downside.

http://www.nintendoworldreport.com/news/35825

Wii Party U, which was recently revealed to not be receiving a digital version on the Nintendo eShop in North America and Europe, is available on the eShop in Australia. The game is being sold for the full price of $79.95, which is the same price for the physical version of the game that comes bundled with a Wii Remote Plus controller. 

To read more about Wii Party U, be sure to check out Daan Koopman's review here.


99
Podcast Discussion / Re: Episode 356: Real Money Pokémon Auction House
« on: October 28, 2013, 05:31:39 PM »
For anyone interested, Pokémon Crystal actually had quite a lot of changes made. Including things like animating the Pokémon to a degree.


http://bulbapedia.bulbagarden.net/wiki/Pokémon_Crystal_Version

100
TalkBack / Running on Cylinders
« on: October 24, 2013, 07:00:04 PM »

Time to catch up with the blue blur.

http://www.nintendoworldreport.com/editorial/35804

Recently I have been playing through the latest Sonic game, Sonic Lost World for the Wii U. Leading up to the release one of my concerns was, how well would Sonic control this time around? Thankfully, the answer is, quite well.

Before I get into my thoughts on Lost World, lets wind the clock back to 1994 when I received a Mega Drive for Christmas. One of the games my sister and I received at the time was the original Sonic the Hedgehog. I spent hours playing that game. Zipping across Green Hill Zone was a blast, not to mention finding the little shortcuts and secret off cuts of various levels. Controlling Sonic in the original, and by extension Sonic 2 and 3, was easy. Once you had the feel for the character it was very easy to stop with pin-point precision or jump and move directly into a roll to keep momentum.

Moving forward into the early 2000’s, Sonic’s 3D offerings were received less favorably than his classic 2D outings. Many people complained about imprecise controls and buggy implementation of things like the new homing attack. My first 3D Sonic was on the GameCube with Sonic Adventure 2: Battle. My first impressions of how Sonic controlled were less than favorable. When moving at his max speed Sonic felt quite twitchy. This led to it being harder to make smaller course corrections. Over time I did get used to how the game controlled, and was able to enjoy the game quite a bit, but there were always these underlying annoyances.

The next major Sonic release that mixed it up and refreshed how Sonic controlled was Sonic Unleashed. The game decided to focus even more on Sonic’s super speed and turned the franchise into a racing/platform game. Whilst the game was of a far better quality than the infamous Sonic 2006, I felt that whenever I lost momentum Sonic became unwieldy. He was slippery and did not feel grounded to the level at all. The control felt fine when moving at a decent clip, but any slower platforming sections felt off. It was hard to feel 100% comfortable when jumping between smaller platforms and it was easy to lose control of Sonic if not enough care was taken when moving around on them. This mode of Sonic, while further refined over the next couple of games, still didn’t feel quite right and these slippery controls even invaded the Classic Sonic in Generations to a degree.

Now, Lost World. One of the first things that you feel immediately with Sonic’s controls in Lost World is that he feels grounded at all times. He does not slide around when moving at a slower speed. This is helped by the interesting decision to give him a dedicated run button instead of just using the analog stick. Although, even when running Sonic always feels directly under your control.

Instead of having a simple boost button the Spin Dash has also returned. It can be used as a quick burst of speed, much like the original games, and can even be used to continuously boost. Also once in a continuous Spin Dash, every time you jump and land safely the spin will gain an extra boost. Chaining these together makes it feel that much closer to running and rolling in the old games and with practice will open more possibilities for faster and more elegant level runs.

In a lot of ways this latest game feels like a strange throwback to the original Sonic the Hedgehog. The overall pace of the game is slower, its fun to chain attacks from enemy to enemy, and the game even looks much closer in style to the original games. The biggest thing though is that the control and level designs for Lost World bring back a play style for Sonic that does not focus on pure speed, instead, much like in the old 2D games, speed is earned from becoming competent in the levels. Sonic was never really about making the character go super fast directly out of the gate, it was more about giving the player the ability to make him move fast through the level design. While not 100% perfect, Lost World harkens back to this mentality. Hopefully Sonic Team is allowed to refine and enhance this gameplay further in future games.


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