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Messages - Hypershell

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4451
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 07:52:35 AM »
Okay, this is getting annoying.

Is it just me, or is it Final Smashes in the custom stage that's causing the disconnects?

4452
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 07:23:12 AM »
Yeah, and it's really not with me today.

Posted on: January 02, 2009, 01:21:01 AM
You know, I get when we disconnect because it's lagging like hell.  But *WHY* does an otherwise healthy match DC for no [tornado fang]ing reason?

(this is REALLY not my day...)

4453
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 07:12:46 AM »
Whoever picked Pictochat *WILL* die.  I hate that stage.  Nobody EVER has good music set to it, probably because besides Dr. Mario there isn't any.

4454
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 06:57:16 AM »
PB, the stage is Dragon's Lair.  You have to play a round in it before connecting, or it doesn't work (you CAN call No Contest to speed things up).

4455
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 06:52:51 AM »
It won't.  Mark my words, I test every hacked stage before copying it to computer.

Besides, there's nothing hacked about these two.  Unless the parts limit is just that asanine, I hadn't checked.  But they SHOULD be legal, Dragon's Lair especially.  Destiny might be over seeings how I added an extra row of blocks for cleanliness.

4456
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 06:50:37 AM »
LoL, no chance.  I just got finished watching The Two Towers, plus replying to this post!  I'll be right on as soon as I'm done!  :V
......
*taps foot impatiently*

4457
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 06:20:35 AM »
Yeah, I was adding that to my last post while you were typing.

I take it people are still reeling from last night's marathon of Smash. XD
I never thought I'd have more STAMINA than the most flamboyant PB. :P

Because nobody connected since my last stage batch, I'm still hoping to try "Dragon's Lair" online, if you're up for it.  Check the post above your discussion for the download.

4458
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 06:10:05 AM »
No matches tonight......damn.



Well, to comment on the discussion, I do feel that every Smash game has improved.  Even if Brawl doesn't feel "perfectly satisfying" the way Melee did, I just can't argue with Super Dragon.

For sure each game has its own charm.  64 had more of an edge to its SFX, the only good Luigi, and of course the Metal Mario theme.  But in some ways it felt like a proof-of-concept in that 12 fighters and 9 stages is a pretty small game; thankfully the team/item/damage customization established near infinite replay value from day one.

Melee offered a "complete" package, despite being wrecked by tourneyfags, there wasn't a whole lot more you could ask for.  A lot of dream-come-true additions (including Bowser and F#$@!ING MEWTWO!), the trophy gallery for all the Nintendo history/fighter tips, Event, Adventure, and Stadium modes, and good ol' Super Sudden Death.

Brawl basically threw the kitchen sink into the package.  A few missteps (tripping, stickers, lack of Mewtwo, the fact that we have to hack to get custom stages online, or make use of scenery without absurd empty space requirements) came along the way, but the positive changes far outweigh the negatives.  I love the new aerial physics, the music collection alone is worth the game's price (even if it damn well should have had the Smash 64 Metal Mario theme), additions such as ZSS, Pit, and Ike are outstanding, and no matter how limited they are the Stage Builder and NWC still add a lot.  Plus damn near everything, the larger Adventure included, are 2-player cooperative.

4459
Gaming / Re: Super Smash Bros. Thread
« on: January 02, 2009, 01:31:46 AM »
I feel the need......  The need....FOR 2.0 COIN MATCHES!

Yet another new pair of stages today, based on a certain classic RPG:
http://mysite.verizon.net/Serpentara/WarriorQuest.zip

I think the "Dragon's Lair" stage would be a blast.  So, let's try it!  I'll set up the room, you guys know the drill: Download it, get it to your SD card, and play one round in it before connecting with me.

4460
Gaming / Re: What makes and kills replay value for you?
« on: January 01, 2009, 09:50:10 PM »
Those specific segments in mm2 and some of the Rush segments in mm3s Doc Robot stages are the reason why Capcom should have just included a regenerating pinwheel...
There is no reason you should be running out of Rush energy in MM3 unless you're doing it on purpose, or just plain careless.  There are only two Jet-required areas and there are MORE than enough weapon power-ups to get you through multiple times.  The idea is you're not supposed to grab them if you don't need them, but I'll admit that cutting back and having what's left regenerate wouldn't be a bad thing.

Still, I never ran out of Rush Jet.  And this is back in the childhood days when my trial-and-error skills weren't developed enough to figure out what the hell worked on Snake Man.

4461
Gaming / Re: Nintendo Wi-Fi Friend Codes (under new management)
« on: January 01, 2009, 09:42:39 PM »
To be honest, I didn't care much for Journey of Dreams.  But, if you want, I guess we can try it.

4462
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: January 01, 2009, 09:36:29 PM »
Eh, breed a spare Rotom/Spiritomb/starter and request one, you ought to have it before long.

There's no reason that both Rotom and Meganium need to run Screen support, if that's what's bugging you (personally I think Meganium would be a lot better at it; even with an appliance, which may be considered a different tier, Rotom still has low HP and no recovery).  They cover different areas offensively, and Rotom can run status annoyance moves pretty well. 

4463
Gaming / Re: Obligatory Pokemon Diamond/Pearl/Platinum thread
« on: January 01, 2009, 08:23:07 PM »
When breeding for Hidden Power you kinda have to research the parents' IVs and how they'll impact the child.  It's very, very complicated.  The HP Ice users justify it by rigging the Speed, Special Attack, and Special Defense IVs of the parents at max (this is why people hack parents; it's considered foul play but there's no way to verify it), and playing the odds from there.  It comes out quite favorable compared to any random formula, but you're still looking at the ballpark of a hundred eggs or so.

Personally, I wouldn't axe Rotom; your team could use his resistances.  He's immune to Ground and strong against Electric, which your team needs since they're both common types and both strong against half your team.  If you need to axe somebody I'd probably pick either Phione or Gorebyss.  It's a little redundant to carry two pure Water special attackers.

But that's me, and I've been wrong before.  Really, you need to experiment and find out what works for yourself.

4464
Gaming / Re: What makes and kills replay value for you?
« on: January 01, 2009, 08:17:28 PM »
Let me put it this way. This very situation is the reason I usually refrain from using special weapons in stages in any MM game. I was screwed over enough times by that part that it just pissed me off. Anyways, my point was that you can't possibly know the first time through the game about it, and it's much worse than the MM9 stuff.
Is there ANY other reason to use Crash Bomb besides the walls in Stage 2/3?  Or did you just not bother to restore it?

I would think the worst part would be Bubble Lead being required on the final boss; there are no enemies to camp should you run out.  First time, rusty reflexes/timing, possible abuse against earlier bosses, I could see where that could cause an issue.  Crash Bomb can be restored, it's just tedious to do so.

4465
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 09:37:19 AM »
Peach floating around as if carried and protected by the hands of some unknown deity
Funny you should say that, 'cuz I did snag some awesome screens from that last replay.  New avatar! 8)

4466
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 09:00:26 AM »
I didn't say they're not out to get you too.  I'm just the higher priority.  That's the first time the two of us got Bob-omb rained, and believe me, those things have been the bane of my existence plenty already.  Especially against Counter abusers.

EDITS: Well, 3AM, I suppose I should be catching some Z's.  Hopefully I can nab some nice screenshots from those replays. 8)

4467
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 08:47:30 AM »
PB, if Soccer Balls are out to get you, then Sudden Death Bob-omb rains were hired by the F#$(&ING mafia to whack me.

4468
Gaming / Re: What makes and kills replay value for you?
« on: January 01, 2009, 08:32:15 AM »
I'm sorry, but I have to throw in my two cents here. For example, MM2 had plenty of instances of memorization ingrained in it. Hell, if you didn't know how to beat one of the bosses, or you miss with even one shot of the CLUSHBOMB, you have to start the whole level over, more often than not having to let yourself get killed repeatedly since you can't do anything for the remainder of your lives. I'm sorry, but MM9 didn't really have anything quite as bad as that.
The Crash Bomb management is not memorization, it's basic mathematics.  Unless for some reason you were using it before the fight, that is.  Even so, all you have to do is camp on your next life.

Also in shmups memorization is very important (if not the most important). One wrong move, and BLAM!, there goes your high-score.
And if MegaMan was a shmup, that would mean something.

In MM9 you shouldn't ever have a problem with grabbers or Splash Woman's spikes after that one recon trip, same way you shouldn't ever complain about Quick Man's lasers once you find out about Time Stopper.
I know, but that's the problem!

Now my poor brother Mario thinks he's a monkey!
Once you have memorized MM9's layout, there's not a whole lot left to the game (sans DLC; I'm talking about the core package).  It's otherwise dirt simple.  That's the imbalance.  I don't mind hard or easy games, but that specific combination comes off as unrewarding.

4469
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 08:23:57 AM »
DAMMIT!  What is with these F$&^$@#ING DISCONNECTS?!

4470
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 08:15:29 AM »
However shameful my defeat, that was an AWESOME finish, you two. 8)

There is no better match ending than a Blast Box.

4471
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 08:02:42 AM »
PB....I still hungry. :P

4472
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 07:57:47 AM »
WTF was that?  The connection sure is crappy today...  And I was Super Dragoning both your tails into oblivion, too. O^O

4473
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 07:52:55 AM »
I thought it was a draw. -u-'

Those suicides were shameful......

4474
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 07:48:07 AM »
REPLAY SAVED FOR EPIC SUDDEN DEATH! 8)

4475
Gaming / Re: Super Smash Bros. Thread
« on: January 01, 2009, 07:29:51 AM »
Well, since nobody seems interested, guess I'll join you guys for the old-fashioned stages.

Last time I try to do HyperSonic a favor. :P

Oh yeah, and love the avatar timing:

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