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The Legend of Zelda (NES VC on 3DS):

I finally completed it.

Similarities between the first Legend of Zelda and The Binding of Isaac are obvious -- UI is almost identical:



BoI also takes some of the ideas of LoZ and builds new systems on top of it. LoZ has some special properties on hearts number: like sword beam is only active if you health is full. BoI goes one step further and doors that can only open if you have full health OR just one heart or a curse that boosts damage if you have half a heart (i.e. one hit away from dying) and so on.

It was kinda cool to play original game and retroactively recognize things that Binding of Isaac took, like one of the first bosses you encounter in Binding is actually one of the sub-bosses in the last dungeon of Zelda, and i knew of that just a week ago, because i obviously beat it only now. Spiders' (annoying) movement patterns are copied wholesale from LoZ. Some of the enemies can only be hurt from the back or the sides just like Zelda knights.

But this E3 i saw that this creative borrowing of ideas can go both ways because new Zelda game introduced yellow hearts which are the same as blue spirit hearts of The Binding of Isaac.

Okay so the game itself.

I've been trying to beat the game for years now. When i played on my original 3DS a few years back i managed to get to 8th dungeon -- and all by myself, without looking up anything which was and still is my big problem with all Zelda games (unintuitive puzzles gating my progression). I'd rather be left alone and look and wander and bomb random things rather than be stumped by a puzzle the logic of which i don't understand and get mad when i look up the solution. But then i lost 3DS and with it -- the game.

Obsessively playing Binding of Isaac for the last months and last E3 sale pushed me to buy it again and complete it.

I also had to look up where the last dungeon and this time i wasn't even angry when i saw the solution because i completely misunderstood "spectacle" in "spectacle rock" hint as a theater play and there was absolutely no way i would have gotten it by myself because i would have gone looking for things that look like theater stages instead of glasses. Still, 8 dungeons i found by myself -- that's the best ratio of any Zelda game i played so far.

Mages in the last dungeons were very annoying especially on that one room on the screenshot above where you have no space to move and dodge. I gotta admit i was spamming save-states on these rooms just to get through it.

The game unlocked second quest and i played it for some time and beaten two dungeons by inertia. 2nd dungeon placed in secret shop location was pretty cool -- i was surprised when i entered it wanting to buy a shield on cheap and discovered that they moved around all dungeons. But i don't think i will be coming back to it.

Still, cool game that inspired even better games. I kinda wished Zelda after that didn't shift the focus from action to puzzles that much, but it seems like new Zelda games is coming back to roots and is doing exactly that so i am excited.

Binding Of Isaac: Wrath of The Lamb: Eternal Edition: Not Rebirth, nor Afterbirth (Steam):


With 490+ hours, it is my second played game after TF2.

Though a good 100 of those hours is just me leaving this game to run idly on my work PC. I arrive to work at around 8:30 so i use that half an hour to start a run and if it's worth keeping i keep game's window open in the background while i do my work until lunch break. Few times i kept especially promising runs on the pause like that for the night to resume them on the next morning. And one time i kept the run on pause from friday to monday.

Still, what made me play this seemingly simple game for 400 hours, collecting all 99 achievements?

The Binding of Isaac morphed from rather simple gamejam Zelda tribute into mechanical monster, bottomless well of depth with numerous versions/editions, 10+ endings, hundreds of unlockable items and secrets, tens of trinkets, a set of tarots cards, dozen playable characters each with their own strategies and item synergies and numerous ways to abuse the engine.



On the surface it's all rather simplistic and it WAS that way back in 2008 when i bought this game initially. I started it and 45 minutes in, beat Mom. "Okay that was fun, i guess". 7 years later i randomly started playing it again, and oh man have they added some STUFF since.



When i came back i started to see how the game really works, first i realized that keys are the most important resource because they give you access to treasure room on each floor which are guaranteed to have an upgrade of sorts. Then i discovered wikis on the game and Platinum God site and oh man. It was like a abyss opening and day by day by day i was figuring out how to break the game further while it kept throwing new and new challenges at me.

After you beat Mom ten times you unlock new level with new boss, then beat it dozen times and you have two new chapters that require additional conditions to even enter, then yet another chapter beyond that and then finally the finale, the true real no-kidding-this-time ending. You need to beat penultimate chapter five times to unlock the item that allows to enter the final chapter.

And with each "final" boss game changes dramatically -- you unlock more beneficial power-ups, entire systems become available to you, metagame evolves into the sprawling mess of systems and synergies. After a certain number of "Mom kills" game reaches milestone where it activates new set harder enemies and bosses. And alternate characters! Metagame is vastly different for most of them which provides a satisfying variety:

  • Magdalene simply tanks damage with her big health pool. But you can risk big and trade heart containers to devil in exchange for various devil items. But she also has crippling low speed so you need to be on it with your dodging constantly or find speed-up upgrades ASAP.
  • Samson is an inverse of Maggy because he only has 1 heart but to make up for it he has an innate ability where your damage gets a temporary boost each time you kill an enemy. This trivializes bosses that spawn smaller enemies because you can get 4x damage by killing mooks first and then go ham on a boss itself.
  • Judas has a very good power-up (Book of Belial) unlocked from the start which boosts your damage. Book of Belial also has a hidden synergy which increases the chance of Devil room appearing even if you take damage on the level.
  • Cain has hidden Luck stat boosted up which generally gives you better unlocks and especially helps in arcade room where you can grind for pick ups.
  • Blue Baby (???) doesn't have permanent heart containers which means if you lose a heart -- that's it. Game changes dramatically with blue baby because shops and tinted rocks that you can blow up for blue hearts become your main source for health. On the other hand, Blue Baby is probably has the most beneficial Deal with the Devil mechanic which arguably allows him to become overpowered glass cannon faster than any other character.
  • Eve is probably one of the most ingeniously designed characters because you have to harm yourself on purpose to stay with only half of red heart to achieve cursed state where you have your damage boosted. This mechanic also synergizes with blue hearts system because you can use them as your your damage shield of sorts while keeping your red heart at .5. It is even beneficial to destroy all your red hearts completely and go completely broke with just blue hearts (like Blue Baby) because you can then stay cursed forever and not have to dodge red hearts in fear that they will replenish your HP and lift the curse.

"Harming yourself to become stronger" and sacrifice in general is a major theme of the game -- how far are you willing to go to reach the final boss? How much are you willing to sacrifice -- your health, your time? You arrive at final boss as some insane looking overpowered abomination -- but at what cost?



And finally -- Isaac himself who is at the beginning has all stats on average but sometime into the game he changes and gains potentially the most overpowered item in the game -- The Dice.

The Dice exposes yet another deep and abusable mechanic of BoI -- item pools. The Dice allows you to "reroll" items that you RNG gives you in treasure, secret, angel and devil rooms. So if you don't like what game has given you on a pedestal here? Use the dice to change it into something else that you haven't seen before. For the first level you have a chance to reroll item in treasure room twice giving you a chance to choose and pick between three potential items.

D20 item that you can get later gives you even more control over item pool because now you don't have to have item on a pedestal to reroll -- you can reroll randoms pickups that are just lying on the floor. Game gives you even more ways how to break the game with D20 than with D6 with synergies.

Eternal Edition:
Eternal edition is an official update to the game that adds hard mode. Apparently it is controversial because most players think it is way too hard. I think they're weird because as a reward for having to deal with very hard tanky regular enemies and bosses Eternal edition also gives you "eternal" white hearts like candies, which allows you to get more permanent health containers. This changes the balance between characters significantly. Characters who have low health as a handicap are not crippled by it so much because you can get more health if you're good at the game (and then trade all that health in to devil for deals anyway).

Reibrth:
This game is original Flash-based release, in the years than i haven't played it, creators have released revamped game on new engine with even more content and systems and even ported it to consoles (Wii U included).

I didn't wanted to buy it, because i didn't wanted to redo everything from the start, after spending so much time with original game. Still looking at some of the videos here and there it seems like Rebirth+Afterbirth is an even bigger monster. I WILL buy and play and complete that game too -- but some time later, now i need to rest from Isaac for a while.

TLDR:
Now imagine me playing this game till 4am and hearing THIS for the first time X-(

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Nintendo Gaming / Re: Professor Layton will rise again?
« on: June 27, 2016, 04:37:30 PM »
THIS SUMMER

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Ico (PS2):

You can definitely feel the influence of this game through later games. It left the mark big enough to inspire (better) games like Prince of Persia: Sands of Time and parts of modern Zelda even.

Castle setting reminds me of Gormenghast and maybe starting chapters of Song of Ice and Fire where Bran is climbing the roofs. And original Devil May Cry. I wonder if (stupid) decision to put jump button on triangle for western release was because Sony wanted to make it consistent with Ico which was released that year too. Very few games have a jump button on triangle.

The ending is very weird in a way that i actually like. It must have been some end of the year for PS2 owners playing Ico and MGS2 back to back.

The game overall is kinda boring even if it's not that long. The (deliberate) emptiness of the world and repetition of puzzles caused by a girl getting lost and dying set in quite fast by the end.


Still, pretty cool game for the time i guess. Though that resolution is inexcusable even for 2001 -- i played PS1 games in higher resolution.

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TalkBack / Re: My Nintendo Bonus E3 Missions Guide
« on: June 18, 2016, 12:32:31 AM »
Fun fact!


None of this works when logged in with a JP/EU account! Woo, region locking FTW!
I did it with my PAL account.

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I have only played the DS game, but I really want to get this. Hopefully its not too long until it hits PAL eshop.
lol, late october for PAL!

Love is over...

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Nintendo just won E3.
I was too hasty.

It's not up on PAL eShop.

Hopefully there won't a year long gap between releases like it was with Wii game.

No victories for you yet.

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Nintendo just won E3.

Zelda what? Rhythm Heaven, man!

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TalkBack / Re: Europe, Australia Joining eShop Anniversary Party
« on: June 07, 2016, 01:29:44 PM »
There are some really great games for less 3 euros in that sale.

Personally i cannot recommend Zen Pinball 3d enough -- it's the best version of the game imo, and definitely the best in term of price/amout of tables you get.

On Steam and other platforms Excalibur table (Zen's best pinball table by far) alone costs more than that and there three other rather decent tables in there.

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Ninja Gaiden II (NES VC on 3DS and on PC with retroachievements):


As usual with NES games, i usually beat them on 3DS first (usually on commute), then redo it for realsies on retroachievements emulator.

Achievements feel very organic almost like they were they there from the beginning. Set of achievements wants you to complete a level with full magic bar intact, which means you have to find hidden magic symbol in the level and then defeat the boss while still not using magic. And it feels so natural for the game because the game was clearly designed to be beatable without using magic.

Well, almost. NGII new gimmick -- trailing phantom ninjas seem almost mandatory for flying bosses because you can't hit them without hurting yourself but your phantoms can. Phantoms don't use magic so they don't count.

Achievement for the first level also requires full health, which makes it one of the harder ones to get, ironically. But it's first level and it takes like a minute so it's okay.

Otherwise NGII's gameplay doesn't stray away too far from original -- don't stop for nothing, run past enemies, memorize spots where enemies respawn and methodically dispatch them 1 by 1, abuse screen border movement to despawn enemies and if push comes to shove -- use damage boost and invincibility frames.

Level design is very gimmick heavy -- every other level has something to it. It's either ice or running water or wind or darkness with lightning showing the way.

Many of the "annoying enemies" still can be dispatched by simply stopping, ducking and slashing. And now you don't even have to duck to kill birds. The annoyance comes from meticulous placement of scores enemies designed to send you into abyss unless you memorize how move through the barrage of enemies right.

Final stretch is easier than in 1, where you had to redo entire chapter from the start if you lost to one of the final boss' phases. Now you "just" have to redo the last level and don't have to redo boss phases from the start.


Her Story (Steam):
Games are toys, products of (industrial) design and the most important element of games are their mechanics: How was this constructed? Why exactly this or that part done in this particular way? What payoff developer expected based from these deliberate design decisions?

Because each interview is progressively opening up more and more pieces of truth (like rising the intensity in an action game in later levels) developer wants to kinda gate late content and this game it is achieved by sorting found clips by date and showing you only five clips on each request. Thus the most generic requests will just net you the earliest interviews and later stuff gets cut out.

Ending mechanic where player himself can decide when to end the game is quite interesting and there even a new game + of sorts where you can keep playing on to unlock the complete database.

Design wise -- very smart.

Plot twist itself is rather trite and kinda dead horsey (it's basically Prestige movie without Tesla magic (btw book was quite good too)), but it's execution with acting and writing is ingenious, especially considering inherent non-linearity of the format developer chose. Footage has a lot of details and actress' acting is nuanced enough to give out hints through repeated speech patterns or deliberate discrepancies.

There is no tomfoolery where certain clips are artificially hidden from you to keep intrigue up for longer: for example there is a request that is rather obvious in retrospect (just type game title) that will basically show you the gist of what and how happened. It's almost open-world in how free-form it is.

Overall: pretty cool. Sam Barlow continues to write the only interestingly told stories in videogames, while all others are content aping either movies or literature.

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Wii Virtual Console has both original Arcade version and NES port.

NES port is definitely more trolly with random wizards (?) added that turn you into duck or something -- they weren't in original game.

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^ i have arcade version of GnG on Wii and judging from all i seen from NES version (Gamecenter CX episode and a speedrun on AGDQ) it's a lot more trolly version.

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General Gaming / Re: What is your most recent gaming purchase?
« on: May 18, 2016, 02:01:57 PM »
DmC -- not a purchase, got it in one of those humble bundle codes giveaway threads.

I always wanted to try it and i liked demo on 360 well enough but i really didn't wanted to reward Capcom for this game in any way. I considered getting humble bundle myself and set bars to give all to charity but then some kind soul posted these codes and solved my dilemma.

Spending way too much time on 4chan instead of doing work DOES pay off!

no it doesn't

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Podcast Discussion / Re: Episode 79 - JAPAN MISSION
« on: May 14, 2016, 09:46:38 AM »
Pretty sure SNES emulation has achieved 100% compatibility a while ago.

N64 emulation is pretty good, but there are still some outliers that are unplayable, like Startcraft 64.

Speaking of emulation, there has been news about a PSX emulator that has fixed PS1's infamous wobbly textures thing, which made 3d polygons look all kinda weird, here is comparison pic and video:


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Reading your impressions is bittersweet to me because while i am glad you enjoyed yout time with Bayonetta, i am also reminded that i lost my own Pure Platinum saves due to HDD malfunction.

I didn't really have the patience going for all Pure Platinums though, since beating levels without taking any damage is a little too much for me.
There is a trick that makes Pure Platinum challenge easier -- when you take damage you can exit to title screen and from there press "continue" and game will restart the encounter from the last checkpoint.

I was crazy enough to beat Rodin in both games which almost drove me insane since he's a cheap motherfucker that required days in each game just to train my brain enough to be able to handle him.  Still though, I did feel like a major badass when I finally beat him. Just a crazy experience the whole way.
Most people just Pillow Talk power-up which turns all your regular hits into overpowered wicked weaves. I know i did.

Also i recommend you to persevere through some grinding some and unlock nun-chucks in the first game, if you didn't already:
Easily one of the most unique and fun weapons in either games.

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General Gaming / Re: What is your most recent gaming purchase?
« on: May 10, 2016, 11:58:35 AM »
Bought used PS2 with some games for less than 30$, though the price looks less cheap in my local currency (because of series of crashes of price due to world politics stuff). Also it didn't have memory card so i had to buy it separately and also i ordered proper component cable online for extra ~10$.

I wanted to buy an actual PS2 because i got too impatient with the status of PS2 emulator on PC. It works mostly okay but there are a number of games that it just can't handle. The latest ones i found to be unplayable were Ratchet and Clank games and Viewtiful Joe PS2 port (i already have original GC release but i just really want to check out how exclusive character Dante plays on PS2).

First thing i noticed is how dark the picture is, universally across all games. I noticed low brightness on emulator and even in youtube videos but i thought these were quirks of the capture and actual hardware would be brighter. Nope, apparently it IS that dark.

Hoping component cable will make picture better. But i kinda doubt it because my wii outputs much better picture and it doesn't use component either (i use SCART). I think it's something to do with console itself.

It is nice to play Viewtiful Joe with an actual d-pad instead of a stick. It is also less cumbersome to switch right thumb from face buttons to right stick in God Hand with original PS2 controller. That and apparently PS2 emulator has it's own lag, because i found that moves come out faster on actual console. It's not all peachy though, aside from dark image actual PS2 is also more prone to slowdowns. Because of lower fluctuating framerate and tank controls camera i am getting motion sick in God Hand all over again -- and here i thought i was over it.

Less gaming related, but i also got 3d glasses for my old plasma. I tried to play several games in stereo 3d. Mirror's Edge surprisingly doesn't make much of a difference, but it is nifty. Assassin's Creed III stereo 3d is kinda eh but it's notable that it even works on a Wii U port (they didn't bother with stereoscopic 3d in Black Flag -- kinda shame).

While on that, i ordered Gears of War 3 which apparently has stereoscopic 3d support, so i am looking forward to that.

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Metroid 2: (Gameboy on 3DS VC):


Took me over a year playing on and off, mostly off until i started a conscious effort to complete all my unfinished games (as evidenced by my recent posts here). Playing it on a handheld is good for this because i get at least two hours of play guaranteed every day (commute from/to work).

I screwed myself by trying to sequence break. The way the game is designed is that you're not supposed to advance into next zone until you cleared all Metroid in each zone, then you earthquake happens and you get an access to new area that was previously blocked off by lava. However, sometime last year i got too impatient and brute forced my way into next zone by passing through lava barrier and tanking the damage. It was all fine and dandy until i unlocked most of the map and suddenly had to find that one metroid that got away on entire map.

After several days of scouring all over it myself, i gave up and printed out a complete map and marked all metroid spots i clearly remembered and checked spots i was iffy about in game until i finally found it.

However i kinda like their decision to divide map into zones. This makes exploring without an in-game map easier because you only have to remember the layout of just one zone at a time and as long as you do them in order (unlike me) you should be good. I also wished i discovered the counter that says how many metroids i have to kill to advance (shows up during pause) sooner. When i passed through lava barrier i thought that maybe i was supposed to do it that way and if i knew about the counter it could see that i'm wrong and i missed 1 metroid somewhere.

After i got through that trouble, it was just straight path until the end.

Final sequence was pretty cool, with entire environment changed to look like abandoned lab with tubes and wire all over the place. Overall Metroid 2 is more diverse than first game though there are still some copy-pasted layouts. More variety in tiles helps with memorizing the map and helps to figure out where you are with just a glimpse instead of wondering which one of the dozen cookie-cutter locations this is.

Combat with metroids and bosses is more or less the same as in 1. With floaty jump and somewhat slow attacks it all amounts to endurance test and rockets spamming, it's kinda lacking in grace. Basically for all of them just stock up on energy and rockets and go at it.

Overall, cool game. Better than 1. Great power-ups, especially spider-ball. But i am looking forward to finally having an in-game map in the third game.

PS. while looking for screenshots and i found this cool article about the game:
http://ettugamer.com/2015/01/28/a-maze-of-murderscapes-metroid-ii/

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You don't have to do from Wii U. eShop has a web-version now, you can open it on PC, mobile or what have you (provided you log in with NNID).

If you just press the button on Humnle Bundle redeem page it will send you to eShop web redeem page with codes already pre-entered:

https://eshop.nintendo.net/redeem#/

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Really enjoyed entering my codes online instead of having to fire up my Wii U and type them on the touch screen last night.  Huge time save.  Makes these bundles even more worth it.
You don't even have to enter rhem manually.

There is a button on Humble Bundle page near each key that does it for you.

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Eh. I think i will just take 1$ tier.

If anyone wants european codes for Shantae Wii U, ASA and Retro City Ransom, PM me.

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Mirror's Edge (2008, Steam):


This game is one of the best western developed 3d platformer i played and definitely the most original. Developer definitely put in quite an effort to realize their vision of fully first person platforming. This perspective makes ME different from basically all other 3d platformers from Mario 64 to say Prince of Persia.

Big problem with this this is that player loses spatial awareness -- it's much harder to see where exactly the character is at any moment. It is harder to time jumps because you can't see edges of platforms because they go under you as you're running.

This problem might have been solved by adding some kind of helper UI like top-down mini-map. Even if they didn't want to compromise their art-style they could still add cues like controller rumble when nearing the edge or adding audio cues or visual aids like special hand or feet animations. But nope. Faith exhales from time to time but these audio effects seem to be random. Missed opportunity because they basically completely ignored a way to give player more information and ultimately -- more control.

Lining up jumps is also harder in first-person but at least aiming reticle and a special button to reorient your viewing angle to the closest red target helps with it somewhat.



Aside from signature visual look, levels are designed to be very natural and organic: there are lots of random stuff scattered around and building and platforms are placed with all kinds of angles -- there are almost no 90 angles. This makes the task of lining jumps so much harder. With some of hardest jumps in time trials it turns into a lottery -- you hit the right angle maybe one time out of five.

City's realistic look creates yet another unaddressed problem -- stumbling into all kinds of random level geometry from poles to garbage cardboards to electric boards on walls. If you as much as touch a pixel of of these obstacles with shoulder you stop dead in tracks (Sonic problem). In time trials i often strafe around them losing momentum in the process but it's still better than losing all my speed entirely:



All these problems kinda made me think about octagonal gates on Nintendo controllers and how levels and controls were designed in 3D Land/World. Nintendo made jumps so much easier with both level design and movement "favouring" 90 turns (despite what some ignorant people say movement in 3d Land is NOT strictly 8-way but it kinda pivots into these directions).

Because of all these issues time trials (that are the ultimate test of gaming's controls) in Mirror's Edge amount to rote repetition of inputs (because you can't really see what are you doing and where you are in relation to objects) and a lots of luck and patience because some of the maneuvers are gonna be 1/10 chance.



Still despite all this randomness and wonkyness there are a lot of neat things you can do with these controls:


Which makes randomness of platforming only more disappointing because there are clearly quite some space to apply player's skill it's just goes to complete waste because of these niggling little problems.



Of course all these problems are only exposed if you want to push the game (and your patience) to the limit in time trials. Just beating the story will be mostly okay because you won't be running against time in those. Story however has other problem -- combat and guns. While in most levels you can run away from cops, some later levels have heavy machine gun dudes that will always kill you if you just try to run past them forcing you to actually take guns into your hands and kill them which is criminally terrible both in how it feels and how antitethic it is to everything else in this game. Combat feels especially awful when you are running around everywhere under fire trying to find the exit and dying repeatedly.

However actual platforming level-design is not bad at all, aside from weird angles. You often have 2-3 ways to approach each challenge often with the easiest way highlighted in red. Figuring out alternate, much faster roads is part of the challenge.

Overall:
Great art-style, good title song, platforming is wonky but very cool when it actually happens. Time trials are frustrating. Combat and shooting are godawful.

I spent 24 hours on it, most of it in time trials.

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Pre-order skins:



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TalkBack / Re: 'Friends of Nintendo' Humble Bundle Available
« on: April 27, 2016, 10:24:46 AM »
I love humble bundles.

My steam library is full of games i got for free from kind people posting spare codes on 4han.

That's how i got Freedom Planet.

I actually wanted Shantae for 3DS, but i wiil wait until they reveal full list of games should i bother with BTA tier or just go with just 1$.

325
TalkBack / Re: New GameFreak Title Localization: Pocket Card Jockey
« on: April 22, 2016, 10:03:12 PM »
Anyone playing the demo?

It's pretty long and i never got to the point where they stopped me, because i wasn't able to win a race after the first horse. Maybe that's the catch...

Game itself is pretty fun -- it combines detailed stats and management of regular horse racing games but now you're not just watching the race but can affect horse performance by playing solitaire.

Also apparently i have no idea how to play solitaire (Window Solitaire lied to me) -- i had to check (rather extensive) manual to read up on rules of real solitaire.

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