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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by M.K.Ultra on Today at 07:12:46 AM »
It looks like the Four on Four has officially come to an end, but feel free to continue posting about games played in April. I was able to play six games across six different devices:
  • Cat Girl Without Salad: Amuse-Bouche - Switch
  • Gunright - ZX Spectrum/Xbox One
  • Alien Crush - TurboGrafx 16
  • Chicken Wiggle - 3DS
  • Tron: Evolution - PlayStation 3
  • Mario Clash - Virtual Boy/Switch 2
Maybe I can get 7 on 7 next year  8)

I want to thank broodwars and Evan_B for joining the fun!
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by M.K.Ultra on Yesterday at 04:42:47 PM »
Over the weekend I was able to beat all 99 levels of Mario Clash which I was playing on Switch 2 as part of the Virtual Boy - Nintendo Classics app. First off, a hot take, the Virtual Boy is not really virtual reality, it's just 3D. You can't change your perspective or interact with objects the way you can in VR. As for the game, it is a nice 3D version of Mario Bros. (the not super one), which is a game I really like. When playing this I wondered why I never tried to get to the end in the Arcade Archives version of Mario Bros  ???.  Anyway, I heard there were only 99 levels so I aimed to see them all. Most are really quick but a few of them took quit a while and I don't think I would be able to beat this without save states. I did only use save states between levels and I did not use rewind. When the score hits a milestone you get cool little graphic like the one shown below. The Princess/Fantastic one is the highest I got as my final score was 640,950. Turns out if you get to 1,000,000 you get a message indicated you have beat the game. If I ever replay this I will chase that score, but marking the game as beat for now.

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That was a crazy game, it's too bad you missed it, even if you wouldn't have liked the ending. I don't think either of these teams would stand much chance against Carolina, but blowing a 3-0 series lead would have been embarrassing so I'm glad they avoided that. Hopefully the Ducks give you something to cheer about tomorrow.
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Just saw the Game 6 result. Congrats Insanolord.
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by broodwars on April 28, 2026, 06:37:24 PM »
Happy birthday, broodwars! It’s been fun following your April odyssey, and not just because we’re two of the handful of people who still post here.

Thanks. I try to participate in these things when I can, though I thought we'd see a few more of the regulars this month.

Gonna play Saros when it arrives in a few days, but I did manage to clear the first 3 main areas of Pragmata. Quite an enjoyable game that's doing a good job of keeping combat interesting by continually introducing combat scenarios; new enemies; new weapons; and new mods, which is always a challenge with shooters. RE Requiem certainly failed that challenge with its spectacularly boring 2nd half. That said, even by the end of the 3rd area the game's already starting to re-use a few early game enemies with a bit more armor/power and a new name. Can't say I love that, but it hasn't gotten egregious yet. So far, it's the best game that truly came out this year that I've played (a stipulation I have to make since Rogue Prince of Persia technically came out last year, despite getting a physical release this year).

Been running into intermittent technical issues with the game on PS5, from Diana's hair sometimes rendering in a substantially more "fake"-looking way (where it looks kinda gray; sparse; and shimmery) in the shelter to sometimes sound effects getting muted altogether until I close the game and reload it.

Oh yeah, and I'm up to Chapter 5 in Fire Emblem: Engage. Yep, I can definitely see where people are coming from when they say that the hero worship of the main character is extremely obnoxious.
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Podcast Discussion / Re: Episode 972: Jean Ubisoft's Business Travels
« Last post by Lemonade on April 28, 2026, 06:11:40 AM »
Very interesting episode this weekend. I liked it
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by Evan_B on April 28, 2026, 05:58:15 AM »
Happy birthday, broodwars! It’s been fun following your April odyssey, and not just because we’re two of the handful of people who still post here.
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Nintendo Gaming / Re: Nintendo Switch 2
« Last post by Caterkiller on April 26, 2026, 07:50:35 PM »
Just finished Resident Evil 9. Had a great time with the game. The atmosphere, graphics and story sell me more than anything else. Gameplay is good, but for my tastes it only stops at good because I'm so used to games like Mario, Zelda or Donkey Kong which allow me to interact with the environment much more significantly. Still I'm sold enough to go back and get into Village and that other one available. Worth every penny.

Just started FFVII Remake and holy moly is the presentation blowing me away. I walked Cloud into a corner and looked deep into his in game eyes and I was stunned. Switch 2 can do this?! Between the Wii U and Switch I've been stuck on PS360 level hardware for ages, so for me this is a massive jump. I never really looked at the previews or gameplay, I just knew I wanted the game eventually. Clouds face and eyes look almost real to me. I can't imagine how it looks for you XBox or PS5 players. So glad I went through the original PSX version before I jumped in.

Man Square and Capcom… Between them, Bananza and potential Star Fox, I feel like I got my spiritual successor to the Super Nintendo already.

Oh and hey! Gamechat is actually really good and functional. Especially if you are trying to teach someone something or learn secrets from a friend it is really useful. If anyone ever wanted to Gamechat me Romancedawn online, I’m open to it. Video or just voice. I know when Smash comes out I’m going to be using it so much. When
people figure out advanced techniques it’s going to be so much easier having them show me first hand rather than chatting back and forth in discord or message boards.
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General Gaming / Re: 6th Annual NWR Four on Four
« Last post by broodwars on April 25, 2026, 06:01:13 PM »
Well, might as well talk about Wild ARMS 4 now that I'm pretty far in, past the part where I originally had to stop playing this PS2 game on the PS3 due to all the crashes.

The Wild ARMS games are a series of Western (as in "Old West") RPGs, but Wild ARMS 4 is an odd one that tried to shake up the formula by being post-apocalyptic, taking place 10 years after a global war that ravaged the planet. You play as Jude, a kid who's world is literally shattered when an army smashes through the invisible dome protecting his village in search of an ancient weapon: the ARM (a laser gun), which it turns out he's compatible with. Fleeing the destruction of his village with a rescued girl, he teams up with a pair of mercenaries to try to find out why this military splinter group is trying to revive the war and stop it.

So, all in all, pretty standard issue JRPG so far.

Where Wild ARMS 4 really shook things up for the series was in the battle system, throwing out the then-typical 3 person Dragon Quest-style combat and replacing it with a grid of 7 Hex-shaped positions on a circular board. When the battle starts, your 4 person party and the enemy are semi-randomly placed across the board. 3 of those Hex-spaces have elemental affinity, which affects the spells available to your casters and the damage received from elemental attacks. Player characters and enemies cannot enter each other's hexes, but multiple player characters and multiple enemies can occupy the same hex.

There is exactly 1 reason to ever have characters in the same hex, and that's that any item used on that hex affects everyone, like healing berries. But in general, you should avoid this at all costs, and the game WILL try to bait you at times into forgetting to spread your forces out by starting boss fights with everyone in the same hex. Attacking a hex attacks EVERYONE in the hex, so it's real easy way to get party wiped.

The difficulty balancing of this game is...erratic. Characters don't gain XP at the same rate. Once battle starts, every character starts with an XP multiplier of 1.0, with bonuses that kick in depending on actions during battle. Dodge an attack? +.1 to the XP multiplier of that specific character. Kill an enemy? +.2 or .7 depending on how many enemies. This severely disadvantages Yulie, who will never get XP bonuses of any kind since she's a primarily a healer and there's no bonus for healing. This severely advantages Racquel, a character who's just completely broken since she can move AND attack very hard in the same turn very early in the game. It's also easy for Arnaud or Jude to rack up multiple kills since they have ranged attacks that can hit multiple enemies and multiple hexes at once. You have to work to level up Yulie, and considering she's the healer you know she also has absolutely no HP once enemies start going after her.

And bosses will absolutely kick your teeth in if you don't make the right moves very early on in the fight.

On the flipside, battles go by pretty quickly, and you fully regain health for all party members after every battle. You don't regain MP, so segments of the game meant to be battles of attrition can get very hairy, but for the most part things are pretty breezy. While the game has random encounters, you can usually fulfill certain conditions to turn off them at nearby save points if you really want to. I don't recommend it since you need the XP, but hey...you CAN do it. And while death can come easily and swiftly, you also always have a quick retry option. These features were not common at all back at the time this game came out.

On a strange note, the game has a large emphasis on time-based 2D platforming to break up the RPG combat, and it's not very good in general. Jumping into or towards the screen feels very awkward, and there's a certain slippery nature to movement and jumping that can send you to the nearest bottomless pit extremely easily, requiring you to restart the section. And you are meant to play these sections somewhat recklessly, as there is a slow motion mechanic you can trigger that also makes invisible currency pickups appear in the air you can combo together. It's an interesting experiment, but I'm glad they ditched it for Wild Arms 5.

Equally strange is the game's character growth system. Like most RPGs, you unlock skills for each character as they level-up, but where Wild Arms 4 differs is that it also awards a set of re-usable skill points to each character at the player's discretion. All skills will eventually unlock on their own as you level, but you can use these bonus points to unlock later skills earlier without any hard commitments since you can reallocate the bonus points at any time and you get them back when the skill unlocks at its intended time. I get the impression this system is more important in the late game than the early to mid game, as you get more bonus points as you level and skills start to spread further apart.

So far, Wild ARMS 4 is a good RPG with a decent setup and a creative combat system with some surprisingly forward-thinking quality of life features, but generally poor production values (the insides of houses strictly speaking don't exist, as trying to enter one will just bring up a static NPC conversation image). I'm interested in seeing where the game goes now that I can finally play it properly, but the game I'm really hoping to see soon is Wild ARMS 5.
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Podcast Discussion / Re: Episode 192: Wah Too Much TNP
« Last post by TheYoungerPlumber on April 24, 2026, 07:19:53 PM »
Games featured in this episode:

Mario & Wario (SW2/SFC)
Donkey Kong Bananza (SW2)


(Highlight the text above with your cursor to view it.)

Your ears will bleed, you'll laugh, or both.
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