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Messages - HyperSonicEXE

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526
ZX / Re: What's up with ZX3?
« on: November 19, 2009, 05:50:19 AM »
[objection!]
Guys, you are having your own conversation here, take it somewhere else so we can focus on our main conversation please.

Edit: Wow, telling a mod what to do when he could easily ban me, quote from Weil in MMZ3: "When did you grow so bold?"

Err, it started out vaguely relevant...

I say if ZX3 continues to halt the player every other step, not offer any real story progression, and lack any sort of real reward postgame, it doesn't matter how much ZX3 is promoted, it'll flop like ZXA again.

527
ZX / Re: What's up with ZX3?
« on: November 19, 2009, 05:18:32 AM »
Gentleman, gentleman.  You need to see things from the PBOV (Protoman Blues of View).  He didn't forget how to do it.  He got arrogant and decided not too!  XD

 óVó

...but,

 [objection!]
Protoman charges and slides!

528
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 19, 2009, 04:18:34 AM »
My gripe with the game is the same gripe I had with Lost Levels, only this time the headache is optional:

There are many Star Coins and Secret Goals that, in the valid process of finding them, you will either die or waste an incredible amount of time on.

Having fun exploring that level? Time limit.
Know where that hidden path generally is? Oops, wrong pit, you die.
Best of all? We worked so hard designing THIS kind of game that we forgot to keep the levels short, and the reward for your hard work is MORE work.

NO! Playable characters, Godmoding, widgets for your console: anything but just "more of the same"!

Even SMG1 had 2 postcards, an extra level, and playable Luigi afterwards! Luigi and the Toads weren't even available in 1P after completion, and NSMBDS had Luigi!

...although that really just confirms the REAL reason this game is so important to the series. Those who have seen the ending, 'you know what I mean.' ;)

529
X / Re: What do you want to see in X9?
« on: November 19, 2009, 03:34:47 AM »
Oh oh oh oh oh, I nearly forgot.

Has to be on the portable systems. Really, putting X9 on a console is expensive and a waste unless it's a downloadable game like MM9. If they want to do hard copy, make it portable so I have good solid Mega Man X gameplay on-the-go, as well as the flexible co-op and versus options Wi-Fi and wireless play naturally brings, instead of having to gather 'round a console.

530
ZX / Re: What's up with ZX3?
« on: November 19, 2009, 03:15:00 AM »
In that one you're nerfed by default (seriously, he forgot how to SLIDE?!).

And Charge the buster; he's done that since 4!

531
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 19, 2009, 03:13:43 AM »
Just beat it. Great game, though I wish it used the stuff it introduced more. Most of the time something new appears in one level...and then never or rarely appears again.

I took my time getting Star Coins, so now I get to tackle what are probably the hardest parts of the game!

Yes, but as much as SMB3 and SMW are hailed, they both do pretty much the same thing as what NSMBWii has done. All of these games maintain the challenge and surprise by having elements that are semi-unique or unique to each level. The orbs and globs of water in World 7 were VERY cool and a refreshing change of pace. That said, it was a shame considering how much of this game was "borrowed" from past games that some elements weren't used a number of times. I kinda wished that the Switches from SMW made a full-blown return, not a quick cameo...

Uh...the Star Coins are the hardest parts of the game.

Except the ice level in World 9. OH WHAT A HEADACHE THAT SECOND HALF IS.

532
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 18, 2009, 03:30:14 AM »
I still miss Daisy.  But I can't help but love this game.

Oh, and Aldo, some notes on your tributes:
-SMB1: Infinite lives stomping on a Koopa Shell before the flagpole.
-SMB1/3: Koopas cannot be kicked out of their shells.
-SMW: Koopa Clown Car
-SMA4: Hint videos.
-POW block is originally from Mario Bros. (and yes it DOES work if you bash it from below; Mrs. Shell brought that to my attention)  Only the ability to throw it is SMB2.

Heh, Koopa Clown Car is almost spoilers, that's why I didn't post it. Same for Hot Air Balloons.
Didn't know about SMA4's hint videos, though.
POW Block seemed to function like SMB2's the most, so that's that one.

533
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 18, 2009, 03:17:04 AM »
Yeah, we're severely lacking in X/Zero/Axl and Vent/Grey/Ashe/Aile co-op.

534
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 18, 2009, 03:01:55 AM »
SMSunshine might have been a disappointment to some, but it certainly did its share of work as far as the IP is concerned. Luigi's Mansion started the 3D update, but SMS finished the job by having a full Mario, Bowser, Peach, Toads, and other essential cast fully fleshed out instead of remaining their SM64 polygon counterparts. The same basic models are updated and used in spinoffs and SMG from there on out. SMS also has elements from it in MK:DD, MKDS, SSBB, PM2:TTYD, etc.

Now as for NSMBWii, let me see if I can't recall all, that's right, all, of the influences it has from previous games:
SMB1: Flagpoles, "Sky" bonus levels, underground levels and BGM, hidden vines, boss Switch, some songs and sound effects (fireballs), Koopas not knocked out of shells, Infinite Lives/flagpole trick
SMB2: Toad, POW Block, Carrying items
SMB3: Items on World Map/No in-stage hold, Airships, Koopaling First Fight theme, various enemies, World Map enemy fights, Anchor, songs
SMW: Yoshi, Secret goals, Single checkpoints w/ Mushroom Boost if Regular Mario, Back Door to Ludwig's castle, select enemies and gimmicks (i.e. Chainlink Climbing), World 9 acts like a hybrid of Star Road/Special Zone, block Switch, Koopa Clown Car, Hot Air Balloons
SMW2: Kamek's power boosts, Yoshi Fluttering, Ground pound wave-generating floors
SM64: Select songs (Freeing Toad in the World Map enemy fights), some sound effects (Warp Cannon aiming, Chain Chomp bark, etc.), Koopa Keys, Bowser face on life lost, Wall Kick/Ground Pound/Triple Jump
SMA4: Hint Videos
MK: Rainbow Road-themed World 9 BGM
NSMB: Enemy/music sync, Star Rank/completion, graphical style, hidden areas shown by see-through element, overall stage aesthetics and structure, Star Coins, Warp Cannons, powerups, anything else really

It's one thing for the series to build upon itself, but I think seeing this level of borrowing a third time after NSMB already did so would be very dangerous to the IP's health as far as "going stale".

I can intentionally throw Ninja Lou-igi into a pool of purplicious poison.

This is the greatest Mario game ever.

Strangely enough, I never fell into the poison. Lava, bottomless sky, yeah, but no death by spikes, poison, or electrocution.

And I got my dad to play from the start to W1 Fortress.
...let's just say that picking him up REALLY sped us up. >U<

535
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 18, 2009, 01:23:05 AM »
All I have to say is that for me this game doesn't compare to SMB3, SMW or SMW2. Still fun, mind you, but it's missing something.

It's one big museum of past Mario awesome in the generic NSMB art style without doing what SMB3, SMW, and SMS did; meaningfully add to the series. SMW lettering and enemies have been used ever since, SMB3 set the series' tone, and SMS pervades through a number of games using some island themes, Piantas, and of course, Bowser Jr.

All of NSMBWii's memorable content was borrowed in some fashion from previous greats. The only new memorable things were Bowser/Jr. hijinks, World 9, and the Koopaling Rematch theme.

That said, it's still GREAT.

Hopefully NSMBWii pays a tribute to all the previous material that forces the devs to "move on", and Super Mario Galaxy 2 solidifies what SMG1 started, which was to contribute to the series like 3, World, and Sunshine.

536
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 17, 2009, 06:39:58 PM »
Little addition on Star 5: You CAN use it, but clearing the level will keep the icon on the world map red. When ALL the icons are blue, you'll unlock it... meaning you have to go back to the level you used Super Guide in and beat it yourself.

...Made it to World 6. I'm going at my own pace, accounting for school and such. I'm loving how the game is slowly raising the difficulty while not making it irritatingly so.

Also the little treat at the end of World 4. Mmm...

There's an even better version of the same little treat after World 6.
Let's just say...Mario decides to get in on the action.

537
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 17, 2009, 06:57:30 AM »
<----
She'd love a place like World 9; stars, it's in the sky, etc.

Eh, I guess they don't have "Feeling like you're on cloud 9" in Mario World, they have "Feeling like you're on World 9". 8D

Posted on: November 15, 2009, 10:08:47 PM
Well. Five-Star Complete.

I'm pretty well a walking encyclopedia now, although there's probably a few secrets I'm fuzzy on from memory.

Star 1: Beat the game.
Star 2: Get all the Star Coins in Worlds 1-8.
Star 3: Get all the Star Coins in World 9.
Star 4: Visit all: Levels, Alternate Goals/Levels, Ghost Houses, Fortresses, Castles, Warp Pipes, and Cannons. Toad Houses, Baddies, Toad Rescues, etc. mean jack.
Star 5: Don't use Super Guide. You can have the block appear (STUPID FLYING BEETLES), just don't use it.

538
Forum Games / Re: "What Are You Thinking Now?"
« on: November 16, 2009, 08:06:05 AM »
"Raaaargh! I forgot to save some of my NSMBWii progress now that I've beaten the game! Oh well, I'm almost done; half of W6 and all of W7."

539
Gaming / Re: Super Smash Bros. Bitchslap: What Do You Want To See In It?
« on: November 16, 2009, 06:07:46 AM »
Ah, I love normal Toad's Turnpike!

Quote
Mirror Mode

SAVE ME! SAAAAAAVE MEEEEEEEE!

540
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 16, 2009, 03:09:25 AM »
Nearly forgot to mention:
At 99 Lives, Mario/Luigi loses the hat. You don't take extra damage or anything, it's just gone.

Found World 3 Ghost House Third Star Coin. It's kinda where I expected it would be, but I just had to risk my neck to get it.

About SPOILERS:
(click to show/hide)

541
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 16, 2009, 02:37:08 AM »
Took the World 5 cannon to World 8 and beat the game.

THIS
IS
DELICIOUS

I've gotta do spoilers!
(click to show/hide)

Totally worth EVERY frustrating moment trying to get all the Star Coins (well, where I played)! Good thing that cannon was there, though; I was getting tired of OBSTACLE COURSE again and again and again and again.

Even if this game doesn't have replay value (which, I think it might, but only as much as NSMBDS, which is low), it was so worth the experience!
Now, onto that...secret world!
...so using that as a pickup line... 8D

542
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 15, 2009, 11:43:49 PM »
Now most of the way through World 4, only missing one World 3 Ghost House coin.

And right now, I'm on the World 4 Ghost House, and I've got all the Star Coins, but there's this little burrowed passage. I'm Mini Mario, but I can't walk through it? What's up with this? IT'S JUST FOR THE MICE?! Wtf...

Also trying to figure out how to get to the W4 Cannon. Found it. PM me if you want to know. I tell you, it's Team Rocket trouble, double trouble.
And still having to explore the World 3 Ghost House for that last coin.

Solid game, but man, they didn't learn their suit/secrets lessons.

543
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 15, 2009, 06:44:21 PM »
Playing NSMBWii right now!

Wow, this really is fun! I'm totally getting into it! Boy...they sure do like their secret areas, huh? Geez, they're EVERYWHERE. And Roy's fortress, WHOO, EVERYWHERE. Like every other wall has coins or a door hidden behind it! That's nuts!
At any rate, I've already completely cleared World 1, cannon, star coins, everything, halfway through World 2. Here's some thoughts so far:

+Solid fundamentals
+Plenty of items thanks to Toad rescuing
+Inventive use of boosted jump height and ice blocks
+Secrets are properly hinted at; not too difficult to find, but not NES-era BS, either
-Hopefully Propeller and Mini Mushrooms become more plentiful
-It's not skill difficulty, it's obstacle "difficulty" again; that only slows the game down and hurts it
-Can't freaking save at a good time to make up for the lack of power-ups for exploration; quick save...MEH.
-Wii Remote hiccups every now and then, that can cost, otherwise cool use of the Wii Remote

544
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 15, 2009, 09:04:10 AM »
I can't even find it at my usual online stores, and Ebay just has knockoffs.

Although ToyWiz has something pretty kickin' right here:

http://www.toywiz.com/banprestominiboxedgoldcoins.html

PVC Gold Coins! In the words of M. Bison,

Yes!
YES!

545
Gaming / Re: New Super Mario Bros. Galaxy 2 Wii Turbo Edition
« on: November 15, 2009, 08:45:36 AM »
Mario Christmas hat?!

To which glorious bastard do I send my money to get one of those hats?!

546
Fan Creations / Re: Rebirth of the Rockman-Themed Stolen *Bleep* Thread!!
« on: November 15, 2009, 06:38:36 AM »
Absolute Alia, ho lordy, that's the last thing an attention-starved navigator needs!

"X, LISTEN TO ME, OR ELSE!" XD

547
Gaming / Re: David Wise Leaves Rare.
« on: November 15, 2009, 05:49:59 AM »
Sooo you dislike it because it's... different? I don't think I quite get what you mean by forced and artificial, considering it didn't really feel like DKC.

SMW was different, but tried so hard to be so different that it lost its simplicity and replay value.

Even Super Mario Sunshine did THAT right.

548
ZX / Re: What's up with ZX3?
« on: November 15, 2009, 05:27:37 AM »
Biometal mixing is a nightmare for game developers. Way too many possibilities.

I'd have just made it to where the first Biometal determines the element and Main Weapon, then the second provides the Subweapon.

Beyond that, it's all additional movement abilities and one or two non-overlapping armor pieces slapped onto a generic sprite from there.

549
Be like Mario Kart. Nobody has a problem with selecting characters in Mario Kart.

Which do I want, Broken Character 1, or Broken Character 2? 8D

From here on out, I'll be picking Rosalina, period. 0v0

550
Gaming / Re: David Wise Leaves Rare.
« on: November 15, 2009, 05:11:45 AM »
All I know is, SMW2 played nothing like any Mario game before it. It felt forced and artificial then, just like DKC's gameplay (...or was that just a lack of polish on the physics?), and now it all makes sense.

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