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201
Podcast Discussion / Episode 12: Leave Me Alone
« on: December 10, 2011, 04:19:20 PM »

We're talking about big news and small games on this week's Connectivity.

http://www.nintendoworldreport.com/connectivity/28647

Well, here we are again with another episode of Connectivity for your wonderful little ear-holes. There might have been some big news this week, something about the guy who created Mario Bros (what's his name?) retiring or something. One thing there is surely a lot of is listener mail. There was so much we actually couldn't fit it all in one episode, so we'll be spreading the listener love out over the next few shows.

Also, do you like Pushmo and Michael Jackson? If so, our second segment is perfect for you since we talk about both of those things. And finally, Zach is super pissed about problems he's been having with his Wii and 3DS, so we let him blow off some steam.

Since you love us so much, you should submit more questions by clicking here. You should also review us on iTunes, because that's what real fans do. But only if they have something nice to say! Got it? Good. See you next week.


202
Podcast Discussion / Re: Episode 11: Two Tone Blues
« on: December 04, 2011, 11:00:15 PM »
Ha ha thanks Neal. I always try to have some fun with these! :)

203
TalkBack / Michael Jackson: The Experience 3D Review
« on: December 03, 2011, 09:18:25 PM »

The late King of Pop makes it to the 3DS at last.

http://www.nintendoworldreport.com/review/28597

Typically, things don’t bode well for a game ported to another system a year after its original launch, and this is doubly true when it comes to handhelds. While Michael Jackson: The Experience saw widespread release across all available platforms a year ago, it is just now making its way over to the Nintendo 3DS. Surprisingly, this isn’t a straight port of the DS/PSP version with a little 3D sparkle thrown on for good measure, but rather an entirely new version that sheds the cartoony presentation and Elite Beat Agents-inspired gameplay of those previous handheld offerings for something a bit more serious and challenging. And the game is better for it.

Michael Jackson: The Experience 3D features fifteen of the late King of Pop’s songs, made up mostly of notable hits like Beat It, Billie Jean, Thriller, and Smooth Criminal. The selection of songs, solid as it is, can’t help but feel anemic due to the constraints of the petite 3DS cartridge, and the issue is only exasperated when you consider that fan-favorites such as PYT and Man in the Mirror fail to make an appearance, while lesser-known tracks like Blood on the Dance Floor and Ghosts show up. Still, any fan of Jackson is sure to enjoy a majority of the soundtrack, and the music actually sounds quite good emanating from the 3DS speakers, though the ideal way to play is still with headphones.

The Experience 3D doesn’t make a particularly strong first impression, as it dumps you right away into a bland and mostly uninformative tutorial. After stumbling through a verse of Billie Jean, you are set free to explore all the game has to offer, via a drab and colorless menu screen that has a fully rendered Michael Jackson standing center screen with options on each side of him, as well as above. You swipe the touch screen and Michael reaches out and touches the option, taking you to the next screen while letting out an emphatic “oh!” in the process. It’s functional if nothing else.

There are two places to go from the main screen, either History or Backstage. History gives you access to the list of songs to play, which are all unlocked right from the start and can be enjoyed in any order. Backstage, meanwhile, houses the different bonuses you’ve unlocked (more on those later). While it’s great that every song is available without needing to be earned or discovered, it is unfortunate that there is no real story or campaign mode to play through which might highlight each era of Jackson’s career. Instead, there are three pages of songs to choose from, organized, it appears, at random (though it could be by difficulty).

While the game wouldn’t have wowed you at this point, once you actually pick a song and start playing, things start to improve drastically. Each song begins with a 3D full motion video that recreates notable moments from its music video, whether it’s Jackson walking through a graveyard in Thriller or dancing in a hallway while two rival gangs confront each other in Beat It. The scenes are instantly recognizable to anyone who grew up in the era of the music video, and the man with some of the greatest music videos of all time is well-represented here.

Once the cutscene ends, it’s time to take the reins. As Jackson dances in the top screen, different commands will appear around him, telling the player to swipe the stylus in a certain direction, tap the screen, or draw a half or full circle. Grades are handed out for each completed command based on how close the timing was to the beat of the song, not unlike any other rhythm game. While drawing straight lines with the stylus and tapping the screen are intuitive enough, there is a bit of a learning curve with the variety of circles, and, unfortunately, there is no way to slow songs down to get the timing just right. Still, with practice, the perfection of each gesture will come.

There are also freestyle sections, where the player is able to draw any line or shape as Jackson dances freely around the screen for about 10 seconds or so. On the lower difficulties, these moments will seem like boring interjections that don’t match the tactile joy of, say, playing the drums freely during similar moments in Rock Band. However, they are a godsend in Expert mode, where they serve as a brief reprieve from the near-constant swiping and tapping required at that level.

While the lowest difficulty won’t offer much challenge or reward, playing on medium or expert gets that feeling of being in sync with the music just right, similar to something like Donkey Konga or Guitar Hero, where your movements feel in tune to what’s going on in the song. I found myself bobbing my head and tapping my foot as I began to effortlessly dance my hand around the touch screen, acutely aware of the beat and upcoming changes in time signature. These moments are not isolated or rare; they are a direct result of really getting the controls of the game and the timelessness of the songs.

Unfortunately, while The Experience 3D exudes presentation and can be effortlessly fun, there just isn’t a lot to do in the game outside of playing through the same songs over and over. As mentioned earlier, there is no story or campaign mode, and the only incentives to keep playing are unlocking hidden items and competing with friends’ scores via street pass (there are no online leaderboards). Hidden items can be earned by either reaching a certain cumulative score or completing one of the five challenges for each song, which can range from acceptable requirements like earning a number of points or maintaining a max combo for a certain amount of time to completely asinine demands, like playing the same song 7 times on medium difficulty. This is worsened by the fact that outside of unlocking some interesting alternate outfits or gloves that can be equipped to provide special bonuses while playing, the rest of the hidden items are either useless trophies or music from the soundtrack that you can listen to without playing.

Despite a lack of real longevity, it’s hard not to be impressed with Michael Jackson: The Experience 3D. This game could have been a quick and dirty port of the DS/PSP version, but instead Triumph International really put some effort and care into the game, and it shows. It’s a shame there isn’t more to do, particularly in terms of discovering the history behind Michael Jackson’s rise to fame a la something like The Beatles: Rock Band, but the game is still undeniably fun and rests comfortably as one of the best “casual” experiences available for the surprisingly lacking 3DS.


204
Podcast Discussion / Episode 11: Two Tone Blues
« on: December 03, 2011, 11:27:58 AM »

The sad reality of having to wait one more week to send friends 3D pictures of your penis.

http://www.nintendoworldreport.com/connectivity/28593

Let's start with a disclaimer: We had already recorded the entire podcast before NoA decided to so casually reveal that Xenoblade Chronicles is coming to North America next year. So don't attribute the omission of the big news from this week's episode to our general ignorance; it wasn't our fault this time!

Instead, we start things off by reading some listener mail from Kytim89, or, as we will now forever refer to him, Kentucky Tim. There's plenty of good Wii U speculation to be had here. Later, we offer news about Resident Evil: Revelations AGAIN, as it appears the game is striving to oust Zelda as the most talked about subject on the podcast. A lofty goal indeed. Also, the 3DS system update got pushed back a week, so if you were itching to send out some 3D pictures and videos of your Fortified Zone to friends, you'll have to wait just a little bit longer.

In the second half of the show, Neal joins Scott to talk about his review for Mario Kart 7 and answer some excellent (and not so excellent) questions submitted by several wonderful listeners. 

If you'd like to send in some mail and have us make up a nickname for you, a la Kentucky Tim, you can click here to do so. If you have a minute, why not review us on iTunes, too? We'd be forever grateful. Thanks for listening, we'll see you next week!


205
Podcast Discussion / Episode 10: Remembering Some Big Damn Trucks
« on: November 26, 2011, 09:57:01 AM »

News, Super Mario 3D Land, and revisiting a Wii classic on this week's Connectivity!

http://www.nintendoworldreport.com/connectivity/28531

Well, what do you know, we are at Episode 10 already! Thanks to everyone who has listened to the show, and here's hoping we can make it another ten successful episodes, after which we'll probably stop the show and reboot it. NWR Blue Ocean, perhaps?

This week, we return back to our usual Connectivity format and start things off discussing Nintendo news. A dash of Wii U's possible online infrastructure, a pinch of Battlefield exclusivity for the GameCube, and - oh ****, the lid fell off of the "Resident Evil: Revelations features a ten hour campaign" shaker and a bunch fell in. Oh well, let's hope no one can tell.

Afterwards, Neal, Pedro and Scott reconvene to celebrate the fifth birthday of the greatest Wii launch title of them all: Excite Truck! Be sure to load up your SD card with music, though; the soundtrack for this segment is godawful.

Lastly, J.P. rounds up James and Jared as the three J's and a P share their impressions of Super Mario 3D Land. Looks like it's the first game to make the 3DS a must-own platform. Hooray!

If you've got listener mail, we've got eyes to read it, so click here to send it in. Thanks again for being with us these first ten episodes, and an extra-special thanks to anyone who participated in the live show last week and donated to Child's Play. It was an absolute success!


206
Podcast Discussion / Re: Episode 9: The GameCube 10 Plus More
« on: November 21, 2011, 09:57:08 AM »
Totally forgot about Ultimate Destruction, but it was definitely one of those out-of-no-where, wow-this-is-really-good type games. Kind of like Spider-man 2.

207
Podcast Discussion / Episode 9: The GameCube 10 Plus More
« on: November 20, 2011, 12:32:07 PM »

We're kicking it old school in this roundtable on the GameCube 10.

http://www.nintendoworldreport.com/connectivity/28481

We've finally finished our list of the 10 best GameCube games, and now we're gonna talk about them all. This episode is an old-school, newscast-style roundtable on the GameCube 10, plus a few more games we felt deserved to be on the list.

Keep it up with all of your great comments and questions! Please comment on this episode, or send an email to connectivity@nintendoworldreport.com. We'd also love for you to rate and review us on iTunes.


208
TalkBack / Re: 2nd Annual NWR Live Podcast Telethon for Child's Play
« on: November 17, 2011, 11:56:45 AM »
And not to jump the gun, but we are exploring the ability to have listeners compete in the game of NWR Jeopardy. So, that's an incentive.

209
Podcast Discussion / Episode 8: Escape to Zeldacast Mountain
« on: November 12, 2011, 11:29:32 AM »

Lots of 2 things here: Listener Feedback & Zelda

http://www.nintendoworldreport.com/connectivity/28410

You knew that sooner or later we'd end up talking about Zelda too much on this show. Well, that's this episode. Not only do we cover some Zelda news and feedback up front, but Neal also spills is thoughts on Skyward Sword. Don't worry, he avoids spoilers.

We are loving how much you guys are participating in the show, and we want to keep that up. Please comment on this episode, or send an email to us by clicking here. We'd also love for you to rate and review us on iTunes.


210
TalkBack / Re: Observing the Course and Wake of the Capcom Five
« on: November 11, 2011, 11:50:30 AM »
Oh, and if anyone has any particularly strong opinions about the Capcom Five one way or the other, send them to us at Connectivity. I'd love to read them on air.

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TalkBack / Re: Observing the Course and Wake of the Capcom Five
« on: November 10, 2011, 09:54:46 PM »
And Dead Phoenix . . . eventually became Arkham City?

Arkham City?? Explain!

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TalkBack / Re: Observing the Course and Wake of the Capcom Five
« on: November 10, 2011, 02:52:17 PM »

I've always wanted Mikami to have a second go at P.N. 03. I should pick up Vanquish since it's the closest thing to a sequel/successor.

Plus, it's less than $20 on Amazon!

213
Podcast Discussion / Re: Episode 7: More Expensive Because We Care
« on: November 10, 2011, 12:24:55 PM »
As much as i growing a like of this show there's always something that brings me out of my "zone" when listening to this: external distractions. There was 2 or 3 cases where i hear an iPhone beep or vibrate, or i hear someone tapping on a laptop keyboard etc.

They're just little things that can really be cut out if at all possible.
OKSoda deploy HypnoToad.

Deployed!

But it's a valid complaint. I try to edit out as much of those background noises as I can, but on longer episodes, such as this one, they do sometimes sneak through. I'll do my best to weed them out!

214
TalkBack / Observing the Course and Wake of the Capcom Five
« on: November 10, 2011, 11:35:26 AM »

A look at the fabled Capcom Five and their influence.

http://www.nintendoworldreport.com/feature/28394

While we here at NWR will spend the next couple of weeks talking about the greatest games and moments from the GameCube’s era, it’s important to also address the elephant in the room: the GameCube was, putting it bluntly, a commercial failure. Sure, there was great software to be played and the shape of the console along with the handle made it useful in fending off late-night home invaders, but the system just couldn’t generate sales.

In fact, at the end of the fiscal year in 2002, roughly six months after launch, the GameCube had sold only 3.8 million units. Compare that figure to those of the Nintendo 64 and the Wii, which each sold around 5.8 million units in the same amount of time, and it is apparent that the GameCube stuttered and stumbled out of the gates at the time of its launch. Worse yet, by the end of the 2002 fiscal year, there were about 28 million PlayStation 2’s in homes all across the world.

Nintendo needed something to spur sales, and in November 2002, it appeared that that something was to be Capcom. During a press conference, Capcom announced what were to be known as the Capcom Five; five games developed exclusively for the GameCube by Capcom’s Production Studio 4 (with the exception of Killer 7, which was developed by Grasshopper Manufacture) and overseen by Resident Evil creator Shinji Mikami. This was a serious and bold endeavor, and it certainly didn’t take long for the promise of five exclusive GameCube games to be chipped away at until very little remained.

In January 2003, due to pressure to increase revenue, Capcom conceded that not all of the five announced games would be GameCube exclusive, and that any of them, except for Resident Evil 4, could be ported to another console. Worse yet, just prior to its launch on GameCube, Capcom announced that nine months after Resident Evil 4 released, it would be ported to the PS2, effectively pulling the carpet out from under the notion that RE4 would help spur GameCube sales, even if the GameCube version would be considered superior to the PS2 port in nearly every way.

In the end, only one of the fabled Capcom Five would retain GameCube exclusivity, while another would end up canceled entirely. I’d like to look at each of the individual games that made up the Five and discuss not only what happened at the time of their release, but also the impact they had on the future and how, if at all, it involved Nintendo.

P.N. 03

What a coincidence that the only game of the Five to retain GameCube exclusivity just happened to be the worst reviewed and selling of the bunch. P.N. 03 was a favorite project of Shinji Mikami, and early builds available at different press events inspired confidence in the final product. In fact, many outlets considered P.N. 03 to be the most promising of the Five.

P.N. 03 was to be a futuristic shooter focused on quick reflexes and defensive awareness. Rather than create an infallible hero, Mikami wanted to stress defense and reward players for using cover and performing defensive maneuvers effectively. Eager to avoid a Resident Evil aesthetic, Mikami and Studio 4 also opted for a bright color palette made up mostly of white and large, clean environments. This step outside of the ordinary no doubt had a hand in the press’ generally favorable response to P.N. 03 when played at different events.

As noted previously, though, increased pressure to generate revenue caused Capcom to release the game early in order to slip it in before the end of the fiscal year and, hopefully, buoy profits. Turns out that rushed, somewhat incomplete games aren’t good at doing that. Go figure. Mikami himself wished that he had had more time to complete the game. Instead, the game featured barren and repetitive environments, stiff controls, and even completely removed the character holding a gun, due to not having enough time to animate it. Instead, she shot out of the palms of her hands.

Mikami would later get an opportunity to utilize some elements of P.N. 03 in making a much more complete game, Vanquish. While more reliant on shooter tropes than P.N. 03, Vanquish still featured the speed and maneuverability of that game’s heroine, Vanessa. From quickly ducking behind cover to rapidly sliding across distances to engage enemies, P.N. 03’s influence is all over Vanquish and its futuristic landscapes.

Viewtiful Joe

Probably the most recognizable game to come from the Capcom Five outside of Resident Evil 4, Viewtiful Joe is a sight to behold. With the game’s exaggerated, cel-shaded graphics and an impeccable frame rate, Joe blazes around near-chaotically, pummeling foes with a series of combos, blocks, and special powers. The game is easily one of the best beat ‘em ups to come out in the past decade.

Viewtiful Joe sold enough to be considered a success internally by Team Viewtiful, who had set out to create a relatively inexpensive game. Capcom, though, expected more, and ported the game to PS2 a year later. It sold even worse there while also removing progressive scan and featuring bouts of slowdown during the busier moments on screen. Sequels and spin-offs also blossomed from the relative success of the original GameCube game.

Team Viewtiful eventually became Clover Studio, who worked on two notable PS2 games, Okami and God Hand. Okami took the cel-shaded look of Viewtiful Joe and combined it with the exploration and action of a Zelda game to create one of the best adventure games of all time. God Hand, meanwhile, was another beat ‘em up that intended, at least somewhat, to be more realistic and serious than Viewtiful Joe. While most reviews of the game were middling, it has garnered quite the cult following, and even became available on the PlayStation Network recently.

Though both Okami and God Hand are lauded for their originality, neither sold especially well, and Capcom sought to absorb Clover Studio and put them to work on other projects. Instead, Clover Studio disbanded, with a great deal of the staff going on to form Platinum Games, including Shinji Mikami. It was with Platinum Games that Mikami not only developed the aforementioned Vanquish, but also dabbled with Nintendo-exclusivity again, creating MadWorld, a dark and violent beat ‘em up. Despite critical success, MadWorld failed to find its footing commercially, a disappointing recurrence in the discussion of the Capcom Five.

Dead Phoenix

Being cancelled and all, Dead Phoenix remains the most mysterious of the Capcom Five. The game was to feature a winged man flying around large environments, shooting and attacking waves of enemies, both big and small. While compared to Panzer Dragoon at the time, the game also bears some resemblance to the PS3’s Lair, in that the player wouldn’t be stuck on-rails and would have the opportunity to freely fly around levels.

Dead Phoenix was intended to be released in the summer of 2003, but when information surrounding the game grew scarce, some assumed that it had been cancelled. Before 2003’s E3, Capcom went on to assure everyone that it was still in development. A few short months later, Capcom finally announced that the game had indeed been cancelled.

Perhaps the most interesting thing to come from Dead Phoenix and its cancellation is the origin of the return of Kid Icarus, as posited time and time again by IGN. While the game hung in limbo, IGN posted an article questioning if its sudden disappearance might mean that it was being reworked to become a new Kid Icarus game, as both shared undeniable similarities. This, of course, would prove to be untrue, but it was the first of several instances where IGN would put forth the idea of a studio working on a new Kid Icarus game. Only now is there a real Kid Icarus game on its way out, being developed internally by Nintendo’s own Project Sora.

Resident Evil 4

Easily the most successful and renowned member of the Capcom Five, Resident Evil 4 was the game that was meant to change all preconceptions about Nintendo and its GameCube. Here, a challenging, bloody, gorgeous game was going to illustrate the potential of the hardware and shed the kiddie image of the purple lunchbox. Capcom had also made it a point to stress that Resident Evil 4 would remain a GameCube exclusive despite what may happen to other members of the Capcom Five, with Shinji Mikami even going so far as to say that he would commit harakiri (a form of suicide) if the game was ported to another system.

Just a side note to developers: don’t announce that you’ll kill yourself if something you have no control over happens.

As noted previously, a PS2 port of Resident Evil 4 was announced two months prior to its release on GameCube, and even though it wouldn’t be released until nine months after the GameCube version, patient PS2 owners could now wait rather than go out of their way to buy new hardware. The PS2 version of the game went on to sell more units than the GameCube’s.

The mistake with Resident Evil 4 wasn’t releasing it on two different consoles, it was announcing and then reaffirming that it would only be released on one. Why Capcom ever thought to limit the availability of one of its flagship franchises to a single system is befuddling. It just can’t be argued that Resident Evil 4 would have been anywhere near the commercial success it was if released solely on the GameCube, much as it may sting to admit it. If anything, ‘Cube owners should have been happy knowing that their version was the definitive build and that they, in the very least, could play it on their console of choice. That hasn’t been a luxury afforded in this current generation.

While Resident Evil 5 saw release on non-Nintendo consoles, the Wii was treated to two exclusive (at least up until a couple of weeks ago) Resident Evil games that were each basically an on-rails tour through Resident Evil’s greatest hits. Interestingly, Capcom is now close to releasing a 3DS-exclusive Resident Evil game that is going to fit in canonically with the series as a whole. Knowing Capcom’s history to this point, as well as considering that Resident Evil: Revelations will be the most expensive 3DS game on the market at $50, it’s not hard to envision a likely scenario in which this game winds up being ported to another system.

Killer 7

Killer 7 was the final Five release, and by this time Capcom had fully given up on any console exclusivity, releasing both the GameCube and PS2 versions at the same time. Without a doubt the most bizarre and divisive game of the lot, Killer 7 was stylistic, violent, and a wholly unique game unlike anything on either platform. The game even went on to draw ire from the once menacingly notable Jack Thompson, who purported that the game featured “full-blown sex sequences.” For more about Killer 7 and its ups and downs, check out Radio Free Nintendo’s excellent recent RetroActive, where they discuss the game at length.

While Killer 7 may have been a cross-platform release, its critical success and unparalleled style put Grasshopper Manufacture and CEO Suda51 squarely on the map, allowing them to create several notable Nintendo-exclusives. The first of those was Contact, a quirky RPG released for the Nintendo DS in 2007. Of course, the best known Grasshopper Manufacture releases are No More Heroes and No More Heroes 2: Desperate Struggle. In the vein of Killer 7, the No More Heroes games are violent, genre-melding affairs with no shortage of wit and sarcastic nods to video game tropes.

Though No More Heroes has been ported to the Xbox 360 and PS3, and Grasshopper Manufacture has turned their attention to those consoles for recent and upcoming releases like Shadows of the Damned and Lollipop Chainsaw, Suda51 has expressed interest in exploring what the Wii U has to offer, and perhaps creating a third No More Heroes game for the console. Out of all the Capcom Five contributors, he seems the most interested and invested in utilizing Nintendo’s hardware.

***

In the end, even though all but one of the Capcom Five were released on other platforms, most remain synonymous with GameCube, either through the limited exclusivity they did possess or the generally better technical performance they had on the ‘Cube. The Capcom Five only suffer because of Capcom’s own mismanagement, from rushing P.N. 03 out the door to stifling momentum by constantly contradicting themselves.

With the Wii U coming next year, it will be interesting to see how Nintendo can again curry the favor of third party developers in creating games that, most importantly, take full advantage of the hardware. That, and not exclusivity, will be the key to the Wii U’s third party successes.


215
Podcast Discussion / Re: Episode 7: More Expensive Because We Care
« on: November 07, 2011, 01:06:02 PM »
To be fair, editing your silky smooth voice is a dream, Andy.

Ahem, anyway, thanks for all the great comments this week guys. I'd write back responses to everyone, but I think maybe we'll read some of these on the air this week and then reply to them there. Lots of good points have been brought up, and it's interesting reading everyone's opinion. If anyone else something to say, do it!

216
Podcast Discussion / Re: Episode 7: More Expensive Because We Care
« on: November 05, 2011, 02:33:28 PM »
We sure did! We used your question to springboard in to talking about the high price of RE: Revelations as well as 3DS games in general.

217
Podcast Discussion / Episode 7: More Expensive Because We Care
« on: November 05, 2011, 06:26:13 AM »

Cave Story 3D, Kirby's Return to Dream Land, and more!

http://www.nintendoworldreport.com/connectivity/28339

Welcome to another episode of Connectivity! We have quite the show for you this week.

Andy, Scott, and Zach get the ball rolling with a conversation about this week's news... which is only that Resident Evil Revelations is going to cost $50. Yowza.

Then, Scott leaves so Andy and Zach can go over Cave Story 3D and how it differentiates itself from the older, less expensive versions already out there.

Later, Danny Bivens joins Scott to go over his latest feature concerning the multitude of expansion ports present on every Nintendo home console from the Famicom to the GameCube. You can read his feature here.

Rounding the episode out (no pun intended) is a discussion about Kirby's Return to Dream Land, featuring Neal, Pedro and Scott. How does the game compare to other recent Kirby games as well as the variety of 2D platformers released for the Wii over the past few years? Listen in and find out!

Feel free to send us listener mail by clicking here. Also, if you have a minute, please rate and review the show on iTunes! Thanks for listening.


218
Podcast Discussion / Re: Episode 6: Jeopardy Returns!
« on: November 04, 2011, 11:23:01 AM »
Fun episode all around. Including individual sound effects on the Jeopardy! for each player was a really nice touch, too.

Thanks! Yeah, last time people said it was kind of hard to follow who was getting picked, so I figured the sound effects would help, even though I actually added them in post. We didn't use them when recording.

219
Podcast Discussion / Re: Episode 6: Jeopardy Returns!
« on: October 30, 2011, 10:36:09 AM »
Hmm, well in that case we may have just overlooked it. Send it in again and we'll definitely read it.

220
Podcast Discussion / Re: Episode 6: Jeopardy Returns!
« on: October 29, 2011, 07:48:52 PM »
We answer emails during the news segment as we get them, as you'll see in this week's episode. So send them in!

221
Podcast Discussion / Episode 6: Jeopardy Returns!
« on: October 29, 2011, 07:03:12 PM »

News, Super Mario 3D Land impressions from Daan Koopman, and Pedro "Nintendo Genius" Hernandez joins the crew for Jeopardy this week. 

http://www.nintendoworldreport.com/connectivity/28269

Hello! This week's episode of Connectivity kicks off with Andy, Mike, and Scott discussing all the information released by Nintendo late last week, a great deal of which is related to the 3DS. Andy also goes into total bummer mode while talking about Nintendo's largest net loss in history. 

From there, sights turn towards one of the games that may just help spur 3DS sales this year: Super Mario 3D Land. Daan Koopman recently got to play through the entire game, and he joins Scott to discuss some of its unrevealed elements to this point as well as how it feels on the handheld system.

Closing the show out is our second episode of NWR Connectivity. Neal and Scott host the show as Andy, Mike, Zach and Pedro fight tooth and nail for all those coveted NWR Bucks.

As always, you can send us mail here. Thanks for listening!


222
Podcast Discussion / Re: Episode 5: Holy Conventions, Batman!
« on: October 24, 2011, 07:05:05 PM »
My first listen to the new format, and I like. Nice work on the editing, Mr. Thompson. Question: What's the music the introduces the NYCC segment? It's driving me crazy (in that I can't think of it even though it's awesome and on the tip of my tongue). Thanks.

Thanks! It's none other than Gang-Plank Galleon from Donkey Kong Country. It plays during the final battle with K. Rool. It's always been one of my favorites.

223
Podcast Discussion / Re: Episode 5: Holy Conventions, Batman!
« on: October 24, 2011, 03:51:27 PM »
Sounded relatively fine when I was editing it this week. The only tracks that were a little tinny were J.P.'s on his two segments, but otherwise I thought everyone sounded good. But I could be biased. :)

224
Podcast Discussion / Re: Episode 5: Holy Conventions, Batman!
« on: October 23, 2011, 10:57:14 PM »
Er, Adolph. Whoops.

225
Podcast Discussion / Re: Episode 5: Holy Conventions, Batman!
« on: October 22, 2011, 07:46:48 PM »
Thanks, Adolf. You're absolutely right, the news all came out on Friday, and we had recorded earlier in the week. I'd look forward to some chat about the news next week.

And I agree about ending the show. We kind of wanted the appearance of each segment to be that the staff is just having a conversation rather than talking directly to the listeners, so we opted out of a lot of addressing them. But I suppose a nice outro, like the intro, wrapping things up would help the flow.

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