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Messages - Hypershell

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2626
Original / Re: Megaman 9 vs Megaman 10's music
« on: March 12, 2010, 06:24:39 PM »
To be fair, 10 is still new, so I'd imagine some people will reconsider their opinions in the future.  From my point of view, both are strong, but 10 is more consistently strong.  My least favorite areas were probably the mid-section (stages 3 and 4) of the castle, but I could say the same thing about 9 anyway.

The MM2 songs were put in for nostalgia sake, not laziness, and it was a brilliant idea to me.

Many words may be used to describe the re-use of MM2's "get weapon" music, but "brilliant" is not one of them.  A 4-second single-drum track is not nostalgia, it is a sign that Inafune needs to get over his damn phobia of 3.

MM10 really DID get more effort than 9, I'd say, though you make the valid point that whether or not that yields a better end result is a completely different argument.  10 harkens back to 2 with remixes rather than rehashes (minus the weapon screen which is original), overall delivering a more pleasant sound while still sticking to the NES instruments.  10 also delivers a greater variety of tracks (boss battles, special stages, challenges).  In particular I appreciate the variety of boss themes, which I think is important for MM developers to keep up.  They often get lax in that department.

And see, here's the thing about 9's throw-backs:  If you're going to re-use MM2's soundtrack, there are INFINITELY better tracks to use than boss intro, victory, and get weapon, all of which are among 2's weakest musical moments.  The boss intro especially is a head-scratcher to me, since that is in itself a rework of 1's.  Just off the top of my head here, applying 2's Robot Master battle as 9's Fortress battle (especially as opposed to 9 not HAVING a Fortress battle theme), would have worked a lot more wonders than 9's current batch of attempted nostalgia.

2627
Xt2: I cant say anything negative or mock anything about this one... :\
Your efforts to avoid ZEE UPPERCUT!! are noted, but you may freely mock the game's localization.

2628
Gaming / Re: Metroid Discussion Thread
« on: March 12, 2010, 06:07:05 PM »
Well, it shouldn't, seeings how that's all pre-rendered footage.  I don't recall how the more recent in-game screenshots looked, though.

2629
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: March 12, 2010, 03:30:08 AM »
Cream & Cheese have a character niche?
My point.

2630
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: March 12, 2010, 02:04:10 AM »
In reality, it's because the character has no noticeable niche that isn't taken up by another character:
Well, Sega's already ignored that ability-wise (Werehog vs Chaos 0).  Character-wise, there are so damn many new-age Sonic characters that I doubt it'd matter.  Where do the likes of Big and Cream fit into those character niches?

I'm going with the popular opinion that Mighty got booted out of the Chaotix due to Heroes' 3-character system.  That in turn effectively severs all of his character relations, unless Sega is willing to bring Ray back.  There's no reason they can't have him return, and rewrite him as they did the rest of the Chaotix, to fit whatever role they see fit.  They just won't.

Mighty may not need to be as prevalent as, say, Knuckles or Shadow, but I think he could stand to make another appearance.

2631
Original / Re: Megaman 9 vs Megaman 10's music
« on: March 12, 2010, 12:45:14 AM »
I like 9's Boss Theme, Thunder Tornado, Flash In The Dark, and Wily machine (plus We Are The Robots if discussing the AST, although that boots some of the aforementioned out of the "memorable" department).  But I think 10's soundtrack was, overall, stronger.  I appreciate the fact that there is actually a fortress boss theme and two different Wily boss themes, and the main of Wily Stage 1 was awesome as well.

2632
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: March 12, 2010, 12:37:23 AM »
That's exactly what the guy did! XD

I know you already retracted that, but I just thought I'd chime in: Archie comics still uses Mighty under the Sonic license.

2633
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: March 11, 2010, 03:37:56 AM »
Well, from SMB3 onwards Mario games got substantially longer than they used to be, hence Boom Boom, Reznors, Kamek, etc.

But yeah, pretty much.  NSMBWii simply presents Jr. as the "ringleader" of the kids, and segregates him a bit by setting him as "boss" of the airship levels rather than any actual towser/castles, which the original 7 dominate.  I think that was a pretty successful merger.

2634
Original / Re: MM10's Arsenal?
« on: March 11, 2010, 03:34:19 AM »
Call me crazy but I hate that "pause cancelling", valid an oldschool throwback as it is, now has a name and is considered an actual tactic.  It makes MegaMan games feel like some elitist physics-breaking experiment, like SSBM.  I blame MM9's rankings.

2635
Original / Re: Your Top 8 Mega Man 10 Robot Masters?
« on: March 11, 2010, 03:28:56 AM »
Tie for first place between Nitro Man for having the best stage music, and Sheep Man for simply being Sheep Man.

Other than that, don't care enough to rank the others.

2636
Original / Re: MegaMan 10 - More Playable Blues
« on: March 11, 2010, 03:27:37 AM »
I don't think the 2 castle system made the castles boring in MM5 & 6, but rather the fact that each castle only had one track.  At least in MM4, both Cossack's Citadel & Wily's Castle had two themes each.  Very good themes too, I might add.  Imagine if they did 2 castles each with 4-5 themes each.  Now that'd be awesome.
I don't know.  Being musically repetitive is a good point, but I really do think that an 8-or-9-stage final stretch is simply too long.  It deadens the "stage select" aspect of MegaMan if it's not in place for literally half the game.

Of course, we could solve that with revisiting the whole Doc Robot shpiel....

2637
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: March 11, 2010, 03:13:50 AM »
I dunno, I think Junior's more or less proven himself in the NSMB games.  Basically, he's a way to open up more frequent boss fights without having to kick Bowser's tail too many times in the same game (be honest, dunking him in lava every four stages probably wouldn't fly anymore these days).  I also liked the NSMB(DS) concept of facing both as a tag-team and watching Bowser get pissed off when Junior's down.

Bowser's certainly badass enough to stand out without his kids, though.  That is, of course, why we have Bowser's Inside Story.

Let's get these second tiers AND the Koopalings in a good old fashioned Mario RPG that isn't Mario and Luigi, which is now kinda tired. Let's have another 3 Member Party with Mario, Luigi, Donkey Kong, Peach, Wario, and Yoshi, with Waluigi and Daisy as optional party members. That makes 8 people; perfect counter number to the Koopalings and Junior, then the last battle is Bowser and his latest plot against 2 teams of 3 Star Children. No babies. That takes care of everyone's respectable face time.
I'm not sure that DK belongs in that group.  His connection to Mario is pretty loose.  Yeah, he's still in Kart and RPG, but when it comes to platforming DK stands alone.  His main concerns are food and friends, and frankly, I don't think Bowser should be having issues with a big ape.

Speaking of which, I'm not sure one will be topping Bowser's Inside Story when it comes to Bowser vs. the Bros. in an RPG.  Not that I WOULDN'T like to see such a title, but the RPGs are usually the ray of hope for Bowser himself to see some play time, and seeing him as the final boss against a party of more than two characters calls for some external power-up, meaning we'd likely get some "Bowser-derivative" as is often the case in M&L anyway.

2638
Gaming / Re: Nintendo Wi-Fi Friend Codes (under new management)
« on: March 09, 2010, 01:33:53 AM »
That's...exactly what DWII just said.

2639
Original / Re: MegaMan 10 - More Playable Blues
« on: March 09, 2010, 01:25:33 AM »
Of course.  That's the only reason I have ANY firsthand experience with them at all.  It's just that whenever I want to sink some serious GB MegaMan time in, I remember that Lameboy plays Xtreme2 (my poor, poor cartridge and its dead contacts...).

EDITS: Getting acquainted with the Special Stage themes via music rips as we speak.  Even not recognizing the homage, they're STILL awesome.

2640
Original / Re: MegaMan 10 - More Playable Blues
« on: March 09, 2010, 01:23:17 AM »
Blame Capcom not releasing Mania, because I damn well would have bought it.

2641
Original / Re: MM10's Arsenal?
« on: March 09, 2010, 01:21:27 AM »
Given that this game, unlike 9, features W-Tanks, the higher ammo consumption isn't all that surprising.  It's still fair, I think, although the lack of a "spammable" weapon does show.  That is, until you get Triple Blade.  And Triple Blade's enough. 8)

It's nice to see an "NES style but not actually on NES" game, because I can only imagine the death-flickering that would be induced by Water Shield on an actual NES.

2642
Original / Re: MegaMan 10 - More Playable Blues
« on: March 09, 2010, 01:11:47 AM »
I really loved this part of the game. (The reaction is priceless too) >0<

I didn't laugh, just kinda sat there in WTF silence.  Then when we finally reached the top, "Holy crap."

I pretty much agree with ya, Splashy.  I think it's one of the more unique soundtracks in MM, and I for one like it a lot.  I mentioned in another thread that the different take and use of 8-Bit sounds reminds me of how different MM3 sounded from MM2, and MM5 from MM4.  I can't say I like it more or less than MM9's soundtrack right now, since I don't listen to it as often.  However, I've also mentioned that I think MM10's Wily Stage II is one of the best Wily Stage themes ever made in all of MM.  The Special Stage tracks are simply pure loving fanservice!

Thanx for your input!
While I cannot recognize the fanservice of the Special Stages due to my lacking in RMW experience, I still like 10's soundtrack a lot.  The Robot Master music on the whole is solid, the stage select is kicking, as is the second Wily Castle (that is, Stage 1 main) and both of Wily's boss themes.  The menu theme isn't the most "Classic MegaMan sounding" thing around, but I'll gladly take it over 9's MM2 rehashes.  Speaking of which, remixes for boss intro and victory are outstanding.

2643
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: March 09, 2010, 12:43:51 AM »
...So basically, ol boy Iizuka went for this whole "DLC" avenue in the first place, because they couldn't see people spending 50-60 bucks for a 2D Sonic game on disc.
I'll be curious as to how the combined price of all four DLC episodes compares.  Because I'm VERY eager to call bull on that one; I find it more likely that they simply enjoy the iron grip that DLC gives the distributor on the product.

So, Iizuka was asked about Tails and Knux, gave no definite answer but hinted they'd be in Episode 2.

2644
Updated my list with Pac-Man (Mrs. Shell is a fan) and naturally, MegaMan 10.

Still holding off on Ace Attorney 2 and 3.  There's a LOT of games on my radar at the moment, both new and old, so forking out cash and taxing my Wii memory (REALLY hate SD card load times...) for ones I already own isn't the most appealing option.  Glad I at least have the first one to play on the TV, though.

2645
Gaming / Re: Nintendo Wi-Fi Friend Codes (under new management)
« on: March 07, 2010, 05:55:52 PM »
If you say so.  Trainer names in the Pokemon list are just there to give us a warm fuzzy feeling; you can enter any name you want for your Friends list and it'll stick (nifty feature, I think; makes it easier to keep track of friends using aliases).

2646
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360)
« on: March 07, 2010, 03:26:32 AM »
in before every sonic fan hates it anyways.
Well, she called it.

2647
Emulation / Re: Super Princess: Daisy and Peach in SMB1/SMB2J
« on: March 07, 2010, 02:50:22 AM »
Be forewarned: even on the NES one cannot escape the woes of SKIRT PHYSICS!!! O:<

(big swimming sprites only allow the bottom left tile to show leg movement, so it looks funky)

2648
Gaming / Re: Super Smash Bros. Thread
« on: March 07, 2010, 01:17:03 AM »
Yes Necky, and your posts are filled with warm, fuzzy, relevant goodness.

So I'm gonna try and start up a room.
Good luck with that.  I wish I could join, but once Mrs. Shell is home from work the living room TV is as good as gone (back to Miles Edgeworth, I guess).

2649
Gaming / Re: Super Smash Bros. Thread
« on: March 07, 2010, 12:33:23 AM »
Yes, yes we do.  Particularly during Saturday afternoons when there is absolutely no risk of Mrs. Shell occupying the TV.

Melee is better if your competitive, or if your an Asshat
*gives him ZEE UPPERCUT!!*

You forgot if you miss your Mewtwo.

2650
Gaming / Re: Super Smash Bros. Thread
« on: March 06, 2010, 05:44:19 PM »
Because people care when you gauge different genres against each other.

And no matter how much Power Stone rocks, it will never compare to FRIKKIN' BIOLLANTE.

1. Metaknight is broken.
2. I miss my Red Shells.
3. Magnet hands ->  Case and point: ledge grab recoveries from 6 feet away.
5. Laggy online.
6. not nearly enough desu, as there is no language select. 
1. I'm surprised how LITTLE I see Metaknight online.  For all the bitching I hear about him I haven't met many players who can use him effectively.

If you're going to complain about something being broken in Brawl, I'd start with the fact that 9 out of 10 Basic Brawls are on Final Destination.

2. Red Shells are a small price to pay for Smart Bombs, Blast Boxes, and Assist Trophies.

3. ...well, that's new.

5.  TvC is laggier, unless you found a shop that ignored the street date.

6. Get equipped with: Imports.

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