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StarDust4Ever

StarDust4Ever

Male, 35, United States

Joined:
Sun 20th Jan 2008

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StarDust4Ever

#2

StarDust4Ever commented on Video: See How Super Mario Maker's Slow Motion...:

Killing the frame rate by adding tons of objects is nothing new. I experienced this effect a lot in NES and SNES games, but especially noticeable in late era NES SHMUPs that were released simultaneously on 16-bit platforms. They became flicker fests in short order.

The Wii-U likely is limited in the number of simultaneous onscreen objects only by video RAM, which is probably large. As with any system, if you can cram enough mobile objects in a physics engine (all of which take away CPU resources), it will eventually slow down.

Honestly I'm kind of shocked so few objects can bog down a Gigahertz CPU core. Mario Maker was obviously not optimized well. Regardless, slowdown didn't break vintage game consoles and probably won't completely break the Mario Maker engine.

StarDust4Ever

#3

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

TTYD was/is amazing. The Gamecube version is a bit spendy but it's hands down the greatest in the series. It took everything great about the 64 version and expanded upon it.

Super was a hybrid adventure/platformer and was a great game in it's own right, but lacked turn based battle mechanic. The lack of badges and FP leaves a bit to be desired though.

Sticker Star made me want to cry. I played through the first 3 or 4 worlds before I lost interest.

Paper Jam I haven't bought yet so I can't comment. I have too much backloggery atm.

StarDust4Ever

#4

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

TTYD was/is amazing. The Gamecube version is a bit spendy but it's hands down the greatest in the series. It took everything great about the 64 version and expanded upon it.

Super was a hybrid adventure/platformer and was a great game in it's own right, but lacked turn based battle mechanic. The lack of badges and FP leaves a bit to be desired though.

Sticker Star made me want to cry. I played through the first 3 or 4 worlds before I lost interest.

Paper Jam I haven't bought yet so I can't comment. I have too much backloggery atm.

StarDust4Ever

#5

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

@shani Super Paper Mario was a great game, and I enjoyed it immensely. The dark and foreboding plot to "destroy all worlds" really developed a sense of urgency with the void growing as the game progressed, along with the destruction of the Sammar Kingdom. It just didn't feel like a true Paper Mario sequel without the battle mechanic. It was a platforming/adventure hybrid rather than a turn-based RPG. I think anyone can enjoy SPM if they look beyond the fact that it's not a turn based RPG. FP moves would have made a nice enhancement to the game however.

Sticker Star, on the other hand, the less said about it the better. Running out of stickers during a boss fight and being forced to resign is frustrating as heck, and the lack of partners or even a baseline jump/hammer attack created a deep void. Stickers are not sentient beings like pixels or partners but rather a disposable commodity. It's Paper Mario, but your only weapon is the item bag.

By comparison, Super Paper Mario had four party members to chose from, and a whole range of pixel assistants which took the place of traditional party members. This left a pretty big arsenal of moves and battle techniques. These pixels, especially Tippy/Tiptron, were bursting at the seams with personality. Also the game had gorgeous abstract art style.

@Souldin Year, all the Quick Change badge does is primarily make your party much more robust. You normally would waste either Mario's or a party member's turn to swap out. Like how Goombario/Goombella cannot attack spiked enemies and Koops/Kooper cannot attack flying enemies, so you essentially gotta waste a turn swapping out party members, or use an item or tactic instead of attacking. I thought you meant to say you can't swap partners in battle. In some games, this is true.

In Super Mario RPG for instance, you are limited to three party members at a time, Mario and two allies, who cannot be swapped out mid battle. Peach is initially the weakest, but once she ranks up and learns the healing ability, she becomes a valuable asset. I used Bowser because he's a brute and the strongest, with Peach last in line, so even if Mario or Boswer falls, she can revive everyone to full HP. Get too good whacks in per turn, heal, rinse and repeat. Although some Square fans prefer the Geno and Mallow combo for their powerful magic attacks which can make quick work of a boss. It's all preference.

And correct me if I'm wrong, but I think you can use everyone (all five) during the Smithy fight??? I made it to the last area of the game (Smithy's Castle) then shelved it for a while, only to find a year or two later that my save was deleted! The culprit, a busted solder joint on the replacement battery holder I installed. Ten minute fix, but that won't bring back the long hours I poured into the game...

StarDust4Ever

#6

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

@Tempestryke "Is that a bare boobied purple chick? Anyway, I love SPM so yay!"

Yep. LOL Flurrie. Gotta love a big purple woman wearing naught but a pearl necklace and earrings. Her "bounce" is hypnotic, and the first thing she does when she joins the party is to glomp Mario with a flying smooch... She is my favorite character of the bunch. Great HP rating when leveled up. Second only to Admiral Bobery in terms of power.

StarDust4Ever

#7

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

@Souldin "I wouldn't classify it as easy to change between characters like that in combat. The only time I can think that I found that easy to do was Wonderful 101, and in that game, it was more like executing a different attack rather than switching."

Paper Mario and TTYD have a quick change badge which is incredibly useful in battle, even if it uses a whopping 7 points in the sequel. Soppose you need to execute ground attack or air attack or the enemy become electrified and your current partner becomes useless. Switcheroo without wasting a single turn. Shadow Queen levels up her attack power to insane levels? No prob. Mario can still get a lick or two in before swapping out Vivian for her cloaking ability. Now her massive attack with 20+ HP worth of damage is averted.

StarDust4Ever

#8

StarDust4Ever commented on Hardware Review: We Look at a Definitive GameC...:

@mjc0961 Ideally, the best solution would have been an HDMI converter that plugs into the Digital out. I think there was a proprietary DVI adapter or something available in Japan.

I do sort of miss using the Wii Component but my current setup has a CRT for the retro systems and a 1080p ASUS LCD gaming monitor for my modern systems. The gaming monitor is VGA, DVI, and HDMI only. I also use an HDMI switch to pass sound to the stereo.

My Wii was starting to fail before I transferred all my data to Wii-U. Luckily the transfer went by with only a minor hiccup at 90%. I transferred what I could to the Wii-U and was then able to resume the process from my Wii and finish it. My launch Wii was getting crashes and errors and I haven't touched it since I transferred the data over, but sometime I'll see if a factory reset will revive it. I may install the Homebrew softmod if it still works.

I still use the Wii-U's HD upscaler for Wii games (they are still 480p prior to upscale) and the Game Cube's stock A/V looks fabulous on my CRT and sounds great through my stereo. I'm honestly more interested in the N64 HDMI mod as the composite on a stock N64 looks like [insert term for donkey's rear].

StarDust4Ever

#11

StarDust4Ever commented on Here's a Breakdown of the Extra e-Reader Level...:

Great idea. I had the leaf eReader card that came with my SMA4 game but never got to use it as I didn't have the eReader accessory. I got into GBA kind of late (2004) and by them they had clearanced out all the eReader stuff. It's expensive collector crap on eBay now, not worth the price of admission really.

StarDust4Ever

#12

StarDust4Ever commented on Rumour: Intelligent Systems Is Working On New ...:

Hot diggity! And please, please, please, return to the old badge system. I'm currently doing a second playthrough of Thousand Year Door after ten years and it's still awesome.

Super Paper Mario was a good game but didn't feel like a Paper Mario as the focus was on platforming and they removed the battle mechanic. Story was good though.

Sticker Star didn't wow me at all with it's reliance on stickers and a total absense of partners. It felt devoid of personality. We still need a true sequel to PM and PM:TTYD.

StarDust4Ever

#18

StarDust4Ever commented on Yes, You Can Scan The Shovel Knight amiibo Whi...:

My Shovel Knight arrived today. No foil whatsoever but I unboxed it anyway. I scanned it into Yoshi's Wholly World and disappointingly there's no costume to unlock. The game treats it as a generic Yoshi. Weird. I gotta try Super Mario Maker next.

Also I haven't played Shovel Knight in a month of Sundays. I can't wait to check out the enhancements.

StarDust4Ever

#19

StarDust4Ever commented on Video: Everything We Know About Nintendo NX, S...:

The NX will most likely be tablet like console that serves as both a portable and set top box. I like to imagine a much slimmer Game Pad with a slightly larger screen and powerful ARM processor in it that rivals the likes of what Apple use in their latest gadgets. They will have a rather small dock with HDMI and/or display port to TV and USB sockets for charging controllers. The unit will be backwards compatible with Wii-U Pro controllers for local multiplayer but not Wii-U games. It will also sport a 3DS card slot for backwards comatability with the DS/2DS. The screen will not have 3D capability.

When the NX is docked in the console dock, the ARM CPU will run in a high power turbo state to push full HD 1920x1080p60 graphics to the HDTV. When undocked, it runs in a lower power state and pushes SD or 720p graphics to the NX Gamepad screen. There will also be two SKUs of the NX, one in a phone size with dual sliders and low profile buttons for true on the go gaming, and one tablet sized unit with full buttons and thumbpads for comfortable around the house use.

Households with multiple NX units are able to share a unified account and save data will be syncronized between them with the push of a button. Games will be primarily available through the eShop however some popular AAA releases will be also be released on special game cards with 30+ year flash retention, starting at around 8gbytes up to a max designed capacity of 32Gbytes for future expansion. These physical cards have a similar form factor to 3DS card but with a notch on either side to share the same legacy slot with 3DS games.

NX will not be utilizing x86 as Sony and Microsoft because x86 consumes too much power to be viable for portable devices. PowerPC unfortunately is a dead architecture and will not be supported going forward so backwards compatibility with Wii/Wii-U will sadly not be possible. AAA third party developers will likely scorn the NX for it's refusal to use x86-64 architecture and Direct X, but with ARM quickly catching up in terms of Gigahertz and processing power, it will ultimately be a non issue with the next wave of ARM processors.

StarDust4Ever

#21

StarDust4Ever commented on Yes, You Can Scan The Shovel Knight amiibo Whi...:

@GauBan North American Amiibo never had any paperwork but a couple PAL imports of mine did.

The scanning through the box defeat requires surgery of sorts. You make an incision on the base of the packaging where the back card meets the plastic, and use tweezers to remove the foil decal. More recent Amiibos I have purchased use a foil backed paperboard placed underneath the Amiibo base so the tweezer method won't work anymore. Also I noticed newer Amiibo have slimmer packaging too.

I don't see the big deal as I unbox all mine anyway. I believe they look better loose on a shelf than sealed on a wall or pegboard. The point of Amiibo are like real life Smash trophys. All loose too.

StarDust4Ever

#29

StarDust4Ever commented on Random: Check Out the Most Expensive Super Mar...:

My Armatron with glass bezel (you can see the gears moving) costs $125 and looks way better than that hunk of junk. I mean, the bush isn't even the right color. Objects haphazardly placed. The designer apparently flunked fundamentals of design 101.

StarDust4Ever

#31

StarDust4Ever commented on NES Remix Event And Frog Mario Costume Hop Int...:

IMO the frog suit was one of the whackiest powerups ever made. In water levels, it gave Mario a performance boost but on dry land it was more of a handicap. A few stages in the game are unbeatable with the Frog suit as you cannot duck and slide to crawl through tight spaces. I played through the entire game as Frog Mario with a "Start and Stay as..." Game Genie code. I needed to utilize several clouds during the journey, and once resorted to the warp whistle as the World 6 fortress was both impassable and unskipable.

StarDust4Ever

#43

StarDust4Ever commented on Super Mario Maker's First Major Update is Now ...:

@MasterWario "Invisible Block" glitch? I am not familiar. Is it related to the Invincibility with spikes glitch? Did Nintendo delete your levels or did you do it manually? Nintendo deleted the stage I uploaded that used the "Walk on Spikes" glitch. Sad...

Here's the updated version with Invincibility Stars:
3358-0000-00D7-395D
Untitled

StarDust4Ever

#49

StarDust4Ever commented on Super Mario Maker Gets Mid-Level Checkpoints a...:

@aaronsullivan @SanderEvers Well the level might require you to clear the level AND activate the checkpoint in the process. My idea of placing the checkpoint on a coin bridge you run across after activating a P-Switch would make the level impossible to clear after dying once, even though you "activate" the checkpoint during the playthrough.

Somehow I doubt Nintendo will force creators to clear their own stage twice (or more if there's multiple checkpoints). Whatever system Nintendo employs, whether or not you need to actually activate the checkpoint(s) while playing, there is the potential for Kassio style checkpoint abuse (ie activate the checkpoint and you're screwed if you don't finish).

StarDust4Ever

#50

StarDust4Ever commented on Super Mario Maker Gets Mid-Level Checkpoints a...:

I see checkpoints being used in nefarious ways as well. Create a fork in the road. Make one of them a death suicide trap. Place a checkpoint in there so peeps can't escape...

Here's another twisted use of Checkpoint: Hit a P-switch to convert a coin Bridge into bricks. Place checkpoint on the coin bridge. Should Mario "die" later on, there is no escaping the stage!

Seriously though, I welcome checkpoints. There are a number of well designed long, hard levels that I just couldn't finish. One of them I nearly made it to the end and actually saw the flagpole, but my jump was short and down the pit I went. I couldn't bear to trudge through the stage all over again, but got so close... Checkpoints would definitely help with those, just sayin'