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United Kingdom

Sun 20th January, 2008

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Kirk commented on Nintendo 64x64: Mario Kart 64:

I played Mario Kart 64 again the other day and while the controls are generally solid I don't think it's held up great in some other areas. The courses aren't actually that easy to read visually at times with lots of blind corners, awkwardly designed tracks section and other clumsy design stuff. The graphics are pretty fugly in places too and the track designs are actually a bit dull imo. The A.I. rubber-banding is extremely unfair and especially in conjunction with the rubber-banding that results in you getting hit by some random weapon at the end of a race where you've been ahead the entire time. It's not bad, not at all, but a 7 or whatever is about fair I'd say.

Despite some people being of the opinion Mario Kart 64 has the tighter control, which is a reasonable enough, I'd say that overall Diddy Kong Racing is the superior karting game on N64.



Kirk commented on Review: Hyrule Warriors (Wii U):

Yeah, a 7 isn't bad but very few 7s end up being revered classics 20 years down the line. In fact most of them basically get forgotten within a few weeks. Not really the kind of games I get excited about for the most part.



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:

You know, I like the Rainbow Road track in general but I don't like the specific design of the track barrier, the star ring things that you drive/fly through and the larger ring that wraps around the track. There's just something a bit twee and weak about them, like they don't really belong there. They look like jewellery and decoration for a Princess' crown or something which just looks wrong imo.



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:


Well ok, maybe not literally seeing the other levels fully visible in the distance but just parts of them being used as the background elements (mountains, hills, castles, trees, landscapes, maybe some of the larger chunks of the other levels but without any of the actual objects like the blocks and stuff so they just like like big land masses in the distance etc). The actual levels would still work/look as they do now except the backgrounds would look like an extension of the world beyond the area you are in (more than just a few trees) but not directly visually connected to and flowing into it so you don't actually expect to be able to go there.

Actually, to be honest, this is why I wish they'd just go with a proper fully 2.5D game (ala Kirby's Return to Dreamland: because then they could have the best of both worlds without any real problems; really tight classic Mario platforming, no problems with 3D cameras, no slightly finicky trying to jump on enemies or smaller platforms in full 3D, lovely 3D vistas stretching off into the distance but without any expectation from the player that they should be able to go backwards into the screen to explore those areas in the background AND there's still scope for utilising the full 3D camera in the cutscenes and a few other places etc.



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:


Ok. Good to see I've made what I'm saying now clear at least.

Also, there is kinda a way to maybe slightly "cheat" with these full 3D backgrounds and that's by using sections from other levels as the background in the current level. So, for example, there might be a level where you run around a 3D representation of Peach's castle (like the start area in Super Mario 64) and what they could do is have that same castle and outside area as the full 3D background for another level that maybe takes place in some hill and countryside type environment that is supposed to be just on the outskirts of the castle. I can't think of any specific level design from Super Mario 3D world of the top off my head but I'm sure a few of them could be used like that.

They could even kinda almost build all the levels as one big open world with all the levels actually within one huge interconnected layout VISUALLY, still having each particular level section/area basically enclosed and self contained however, and then wherever you are specifically playing whatever level you are in you'd still see the full 'Mario World' represented beyond that too. Additionally, they could then maybe even use a zoomed out version of that larger "open world" view as the actual Map Screen that you navigate around to select the levels.

I dunno; something like that.



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:


Quite a few of you it seems aren't getting what I'm talking about here.

I'm not on about the actual playable area of the levels needing to huge, expansive and open like say Mario 64. I'm simply on about the BACKGROUNDS giving the APPEARANCE that the world goes on and exists beyond the areas that you actually play through. To create the sense of scale, grandeur and of a world that exists beyond the boundaries of what comes across like simple floating obstacle courses for the most part.

Having these levels and worlds floating in basically empty space just makes them seem far less impressive, grand and less like these real living and breathing parts of Mario's world/kingdom; except where that makes sense like in Mario Galaxy because they are in fact in space. They end up feeling like simple floating assault courses which for a flagship Mario game, especially one called Super Mario 3D World, is just totally underwhelming and disappointing in that particular aspect imo.

The general look, feel and gameplay of the levels I don't really have any problem with for what they are. I just think Nintendo sold them a little short by the way it copped-out on any backgrounds and full modelling of the rest of the world beyond the main level areas you can actually run and jump through.

If we use Mario Kart 8 for comparison; it's as if you guys think I'm suggesting Nintendo should let the player jump [drive] all over the background areas too. NO. I'm suggesting that just like in Mario Kart 8, Nintendo should actually bother to model these areas beyond the main level sections in the first place. It can artificially place things like high rock faces, high walls, fences, thick forests and whatever else to stop Mario from physically going to the background areas but I think VISUALLY the whole background "Mario World", or Mushroom Kingdom or whatever, beyond the levels needs to be represented to some degree, if these games are to be done any real justice in terms of the graphical presentation and not feel like simple little underwhelming obstacle course floating in basically empty space (regardless of how fun they are to play through).

Note: I actually prefer the really concise and pixel perfect precision of the 2D games (no issues with 3D cameras or slightly fiddly jumping on enemies in 3D perspective etc) but even those usually have a proper full visual representation of Mario's kingdom stretching out in the distance beyond the layer the player physically jumps around on, at least enough that you get the sense there's a whole living and breathing world outside of the little slice that you're running and jumping around on, and that's all I expect from these 3D games too. I just want a proper aesthetic representation Mario WORLD and not perceivably simple Mario OBSTACLE COURSES floating in most empty space.



Kirk commented on First Image Of Wii U Wipeout-Beater FAST Racin...:


I tried playing the first two Extreme G games the other day and thought they were pretty bad. Guess I should try the third one at least. The breaking the sound barrier thing is cool. I always thought that.

Edit: Ah, it's on GC. I'll not be playing it then.



Kirk commented on First Image Of Wii U Wipeout-Beater FAST Racin...:

Regarding that screenshot...

Apart from the slightly regimented placement of the little shrubs, I think it's looking very nice.

Maybe needs a little bit of anti-aliasing on the polygon edges but that might just be in the screenshot and if it's not just in the screenshot then it's probably not really noticeable during actual gameplay anyway. Just thought I'd mention it though because you never know who's reading our comments ;-)



Kirk commented on First Image Of Wii U Wipeout-Beater FAST Racin...:


Yeah, I'd be up for that. Three modes that play to the strengths of the two top futuristic racing games of all time as well as Shin'en's own take on the genre.

Whatever happens I really would just like a mostly pure racing Option at least though (with the colour switching zones if necessary because that wasn't too bad in and of itself).



Kirk commented on This Fan-Made NES 3DS XL Offers a Cool Alterna...:

Yes, it looks ok but it' still nowhere near good enough.

This is what the NES looks like:

The whole 3DS system needs to have the top coloured in light grey and the bottom in medium grey for a start. Then on the front that strip needs to have equal sized black portions at either end (just like on the box of the official version). Inside the face buttons need to be the same red as the NES controller and have the ABXY printed off the buttons in red. The d-pad needs to be black. both the d-pad and buttons need a little light grey border/area around them, just like on the NES controller (they could make it d-pad shaped around the four buttons for example). The analog stick is fine. There needs to be a dark grey area across most of the inside face of the bottom half too. As well as a couple other little touches.

Also, and maybe this is just me, but I'd love to see official 3DS themes that match most of Nintendo's classic consoles: Famicom, NES, SNES (both Japanese/UK and American colour schemes), N64 (mostly just matte black with coloured buttons and stuff. Although, could even do some of the original iMac-like semi-transparent versions too), GC (purple), along with the modern plain black and white options that basically mimic the Wii/Wii U anyway. I think every one of those would sell a crap load of extra systems.

As per usual...that's what I'd do if I had any power at Nintendo.



Kirk commented on First Image Of Wii U Wipeout-Beater FAST Racin...:

You know, I loved the general look and feel of the original but thought the inclusion of having to collect those orbs kinda ruined it entirely. I was half and half on the whole switching colour thing, mainly because I think the choice of black/white was so dull and think going for something like pink and blue would have just looked more appealing (which might be what they done if that screen is a wee hint). I'd like to think they've totally removed the orb collection but I can see what looks like the colour switching zones, in pink this time, so I'm a little worried the orb collecting is still in there too.

Honestly though, I rather it was just a straight up F-Zero style racer without any obvious gimmicks because I think it was strong enough to work on that basis alone personally. I'd be happy with just the switching with no orb collecting however. At the very least, it would be nice if there was an OPTION to race in "plain" mode only; where it's just you, your opponents, the tracks and your driving skill.

Also; can you hurry the hell up and show us some proper gameplay footage finally...



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:


I understand you thinking there's maybe some kind of intentional visual relation/connection between how the world looks in SM3DW to say SMB3 but the effect of it looking like some kind of stage play is not there at all in SM3DW and it was not intended to be there in the first place imo. Nintendo's designers and artists simply failed to fully realise the full 3D world they were trying to create as far as I'm concerned and the main reason I can see is that they figured they could get away with taking a shortcut in this area, saving a bit of dev time and money, and ultimately they did. For me however they ended up with something lost somewhere in-between looking like some kind of themed concept (a theatre stage look), which would have given some reason/basis for a more limited 3D look, and a fully rendered 3D world as seen in most other 3D platformers. It was to the detriment of the game to a degree imo because it didn't feel as vast and fully realised a world as it could have and that lessened the grand feel and overall impressiveness of the game. It felt small and limited in scope instead of blowing you away with it's scale and sense of being a living breathing part of the Mario "world" as it were. Something which the original Super Mario World absolutely did better despite being fully 2D.



Kirk commented on Super Smash Bros. for Nintendo 3DS Brings Circ...:



Have you ever considered maybe the problem is you?

I owned my SNES for like 15-20 years and played Street Fighter II countless times on it, both in single player and competing against my friends, and it worked perfectly till the day I sold it a few years ago.

I had 4 N64 controllers and all of them worked basically perfectly until the day I sold them too, although I know a lot of people had complaints with the analog stick becoming loose on that controller over time.

Or maybe it's your friends...



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:


I mean as backgrounds, just like in these Mario Kart tracks, not parts of the level you can actually go to.

I have no problems with the actual levels themselves in terms of what you play through but more the way they are basically just floating obstacle courses that really makes them far less impacting and impressive. They just look and feel small in vision and execution because of the way they are presented. Mario Kart 8's tracks are just totally linear courses but they often look and feel much grander, like part of an actual living and breathing Mario World, because they sit inside a fully 3D world that goes on beyond them.

Super Mario 3D World really needed that sense of scale and grandeur imo, so it didn't feel just "small" and kinda unimpressive, even if the actual parts of the levels you can run through stayed exactly the same.


The thing is, I actually liked the more focused design of the levels in Super Mario 3D World, over the other 3D Mario games, because they usually overcame the inherent issues with fully 3D platform games that have fully controllable 3D cameras etc, something I'm not the biggest fan of (I think the 2D games do a far better job of having tight controls and intuitive platforming game design), BUT it just needed those levels to look like they weren't pretty simple floating obstacle courses...and having fully realised 3D backgrounds and vistas like we can see in Mario Kart 8 really would have helped with that imo. It would have just made the entire game feel more grand, more real and just left a much better overall impression imo. Like you actually did just run and jump your way through an actual Super Mario WORLD.

Get me?



Kirk commented on Nintendo 64x64: Cruis'n USA:

I thought this was ok. Technically relatively impressive for it's time, if I'm recalling correctly (although that might have just been the arcade version when it first came out) but nothing particularly special.



Kirk commented on Super Smash Bros. for Nintendo 3DS Brings Circ...:

Then this is a pretty big design flaw in Nintendo's 3DS consoles. Imagine if this actually happened back in the day when you played Street Fighter II on your Super Nintendo for hundreds of hours. It would be outrageous. Christ, even the N64 analog stick held up much better than this and there was a Smash Bros game on that system too.



Kirk commented on Video: These Hacked Mario Kart 8 Runs Show Tra...:

Great, now consider for a second...

This is a racing game and they put that much attention to detail into realising these backgrounds in full 3D stretching way beyond the actual track section that the characters race on...

Why couldn't they have done something similar for Super Mario 3D World, a game that's actually supposed to be about Mario running and jumping through Mario's WORLD, and had fully realised full 3D backgrounds and vistas stretching out beyond the boundaries of the actual playable parts of the level...?

Just saying, because having those basically floating assault courses in Super Mario 3D World always felt like a bit of a cheap cop-out to me (It's called 3D WORLD) and it's one of the few reasons I have for it not ranking in my top few Mario platform games of all time, because as far as I'm concerned it's not been fully realised.



Kirk commented on Nintendo 64x64: Doom 64:


Apart from it's very linear scripted gameplay which goes against basically everything that made the original Doom games so great, with their brilliant intricate level designs that most modern fps games still fail to match, I'd kinda agree.



Kirk commented on Nintendo 64x64: Doom 64:


If you ignore people's preference for either mouse and keyboard or controllers for a second, then Playstation Doom was arguably the best version of the lot; combining both Doom 1 and Doom 2, with slightly enhanced lighting and other visuals touches over the PC version (if I recall correctly), a much more sophisticated ambient soundtrack rather than silly rock tunes (just like the great soundtrack in Doom 64), and some extra little bonuses such as the secret nightclub level. I'd say Playstation Doom was the best version of the bunch. Regardless, Doom is pretty great whatever version you play.



Kirk commented on Nintendo 64x64: Doom 64:

This was actually a really good version of the game. There's maybe something not quite as classic about it as say Doom 2, maybe it's some of the level designs or something (can't quite remember why it never quite bested say Playstation Doom for me*), but still a very good fps however you look at it. I always loved the more ambient and atmospheric soundtrack of the PS1 and N64 games over the originals though.

Might go and give this another go now actually.

I've been really enjoying going back and playing a lot of these N64 games since this article started :-D

*Edit: I think maybe it was because the levels started being a bit tooo confusing and maze like a bit too soon for my tastes. They need to ease you into that sh*t.



Kirk commented on Nintendo 64x64: Diddy Kong Racing:


So, you're saying largely pretty simple/basic looking tracks that are designed to be raced in basically one way are superior to far more detailed and open track designs that can often be raced perfectly in 3 entirely different ways, that can be explored off the beaten path for secrets hidden in them, that range from simple road style race tracks to stunning Wave Race like water-physics based race tracks...?

Let's be clear here; neither game has flawed track designs that are bad to race around or whatever, so it comes down to things like the variety, originality and uniqueness, the depth for gameplay, the visual quality and representation of the designs, alternate routes and in some case even basic exploration that they offer, the amount of courses...and there's no other objective conclusion than to say DKR actually offers the superior selection.

I'm talking outside of personal taste here.

Also, I already said the music comes down to subjective choice (I prefer DKR's for example) but DKR offers full voice acting which simply doesn't exist in MK64 (outside of a couple of menu samples) so in that respect it's objectively more competent or better.

I have no problem with anyone preferring MK64, lots of people do, but trying to assert that MK64 is objectively the better game all-round is just not true.

I get that you prefer MK64's particular style of racing and I prefer DKR's brand and variety (and neither is in any way, shape or form broken or badly designed), so this can't topic be debated based on our subjective tastes but rather the other stuff that isn't subjective (most of which I've covered previously).

Also, while you might prefer the specific handling in MK64 during races I personally think that "tighter" control is undermined by the terrible rubber banding (in single player), which means you are highly likely to get hit by some random unfair weapon even though you drove around the course perfectly and should be miles ahead of the competition. You get punished even though you drove perfect...How can that really feel fair or rewarding? To me the rubber banding issue (which is directly tied to the unfair use of weapons on you when you should be like half a course ahead of the competition) basically breaks the game, from an actual core design perspective, because it's no longer a genuinely fair race that rewards actual driving skill and talent properly but in fact can punish you after and entire race of sublime driving skill only to be severely and unfairly punished and then pipped at the finish line by potentially multiple racers.

It just happened to me right now when I booted up both MK64 and DKR just for a quick check again, for the point I'm about to make below...

I mean, as another example; you might like MK8's character and vehicle designs more and someone might like DKR's characters and vehicle designs more but the objective reality is that the character and vehicle models in DKR are of a higher graphical quality than those in MK8 (More convincing 3D, since the ones in DKR actually ARE 3D, sharper and cleaner models/sprites...)and they also come in far more variety too (the vehicles).

There's one area where MK64 definitely trumps DKR however; Battle Mode :-D

Look; I know you love Mario Kart 64 more than Diddy Kong Racing. That's all fine and dandy...but there's got to some actual objectivity going on here in terms of what we're actually claiming beyond just our personal opinions.



Kirk commented on Nintendo 64x64: Diddy Kong Racing:


Respectfully; I'm sorry but I don't agree to agree with people having "opinions" on something that is objectively fact and not really open to "opinion".

You might not like the controls in DKR, which is your prerogative, but I never questioned that. I just said they aren't broken or bad in any way, which is a fact.

The controls in DKR are rock solid and work exactly as intended without bugs or lag or broken implementation or whatever and if you're not stuck on one particular way only of playing your kart games then they work great. You're basically "disagreeing" with objective reality when you say you disagree with the assertions I made, which were not based on subjective opinion but on the facts of the game.

You simply like Mario Kart 64s particular style of play/control over DKR. Fine.

Outside of the controls, which you obviously prefer on Mario Kart 64 (reasonable enough); In what other ways exactly do you think Mario Kart 64 does not get trumped by Diddy Kong Racing when it comes to things like the graphics (easily), music and FX (music is subjective but DKR has full voice acting), options and variety (adventure mode with open world hub area, 3 different vehicle types that completely change how you race around all the tracks and allow you to discover lots of secrets in both the levels and hub world, unique boss battle races...), overall depth and creativity (all of the stuff I just covered previously)...?

I mean you have actually played both games recently enough to know what you're talking about (so this isn't just some nostalgia goggled view of either game), I presume, right.



Kirk commented on Nintendo 64x64: Diddy Kong Racing:


The controls are simply different to Mario Kart's but no one could claim that makes them bad or anything like that. As soon as you get used to the particular feel of the brand of racing in DKR (which takes longer than Mario Kart as there's three fundamentally different vehicle types) there's absolutely no issue with the controls at all (Personally, I really loved the hovercraft racing). It's kinda like comparing F-Zero to Wipeout in terms controls and feel. One isn't better than the other. They're just different. In pretty much every other way however, Diddy Kong Racing basically stomps on Mario Kart 64 imo.



Kirk commented on Nintendo 64x64: Diddy Kong Racing:

I liked this more than Mario Kart 64. It had better graphics, better sound, an awesome single player adventure mode, inventive track designs, multiple different vehicle types and ways to race, unique boss races and very solid fun racing gameplay, in both single and multi-player, tying it all together. As Mario Kart style racers go I think it is one of the very best.




Kirk commented on Pre-Orders Open For NES, Persona Q and Smash B...:

That is a really cheap and tacky looking themed system.

I mean it really doesn't capture the look and feel of the classic NES controller well at all:

The d-pad should be all black. The buttons should be red, not pink, and the letters shouldn't be in a different colour to the button unless they're printed off the buttons like on the original controller. The sticker on the front looks terrible. The system isn't even the right colour in general...

This honestly looks like a fake Photoshop mock-up made by some talentless noob in their bedroom.


Yes; that's far more like it.



Kirk commented on Impending Japanese Launch Of Super Smash Bros....:


Well like I said; If they have the correct number of characters to balance the layout, including having one square for the random selection, then I'll be happy.

It's such a small detail to obsess about but attention to the small details is what makes me happy :-)



Kirk commented on Impending Japanese Launch Of Super Smash Bros....:

You know, having now seen the apparently final roster I just wish, and this might seen totally stupid and picky to some of you, that the final number of characters fit neatly into the screen in even full rows and columns (with one space being the random choice).

Aesthetics and presentation are really important to me, once again I know people would be angered by this, and I think 39 or 44 unique characters is more than enough for any fighting game anyway (those are numbers that would have fit neatly, with the extra random box). I guess, they could also have went for 53 and that would have fit neatly on the screen too, and it would have also allowed a few more of the other characters some people are still upset didn't appear.

It's clearly just a silly nit pick, that most people probably don't even think twice about, but all these little things just bug me.

Obviously, despite these personal niggles, the game is still great.



Kirk commented on Review: Teslagrad (Wii U eShop):

The first section running over rooftops looked really great...and then once he entered the castle (or whatever it is) it just turned into another one of these indie puzzle-centric platforming games that are basically a dime a dozen these days; Figure out this slightly out of place looking puzzle and move onto the next area...with a slightly harder puzzle to figure out so you can move onto the next area...with maybe a new item/technique being added every few areas...and repeat for countless levels...until inevitably it gets so difficult that most people will just give up before ever completing the game...

You don't PLAY in these kinds of worlds. You just solve a bunch of puzzles one after the other. Once you get to the puzzle bits it becomes clear it's just another series of generic tiles and blocks and platforms and switches placed around various rooms, like the hundreds of other generic indie puzzle-centric platform games we see these days but in a slightly different skin... That's not a truly compelling game world I actually want to be in and mess around around in discovering all it's little corners and secrets. To me, it's just going through the motions because I need to beat the next puzzle section to progress. It's a glorified puzzle game in disguise as a platformer and when I see what looks like a platformer I actually want a platformer. I have no issue with there being some puzzles and stuff but I'd rather it feel more like a convincing fun world I'm running around first, with some (a few) puzzles that would logically fit into that world as and when they make sense and add to the experience of being in the world and the overal atmosphere and story etc.

If they'd just had the courage to make the whole game in the same way they made that first section, basically like a traditional platformer (more about your gaming skill, hand eye co-ordination, navigating the character through world, platforming timing, exploring and discovering secrets, playing around in the world, etc, rather than it basically being about your puzzle solving skill), then I think it could have been something really special.

Lastly, there needs to be some noise coming from both the main character and the other characters when the jump and climb, when enemies spot you and give chase and so on (maybe grunts, shouts and stuff), because it feels like it's actually missing some of the sound fx otherwise imo (other than the sound of the characters footsteps), for whatever reason (possibly convention).

Ultimately, it looks good for what it is (one of a thousand other indie puzzle-centric platformers), but I think it could have been so much more.



Kirk commented on Feature: The Nintendo 64 Controller and the Ri...:


It's sooo funny.

You still don't get it. We're not even arguing about what you think we're arguing about!


You said something about switching between analog and digital (although that's not how you actually initially said it in the last sentence of the paragraph which is the only bit I responded to and challenged, hence the confusion). I basically agree with you, but I initially misinterpreted what you said because you didn't make it clear that the statement in the last sentence of the paragraph was directly in relation to the first sentence. I told you that you said it badly and I explained what it seemed like you were saying and that my responses regarding the face buttons and stuff relate to what I thought you were initially saying (in that last sentence of the paragraph). You then continued to go on like I was still arguing with your initial point, which I wasn't in the first place and haven't been even debating since about my second response to you. You still however think we're arguing about the various benefits and negative of using these controllers if you're having to switch between one type of control to the other (back and forth from digital to analog and visa vera), which we never actually were because I've already told you that if you only meant in terms of switching quickly and comfortably from analog to digital and visa versa then I agree with you (you just didn't make that clear in your original post)...

You said "With the Dual Shock, both digital controls and analog controls were far more ergonomic in design.". Your sentence was not written in a way that made it clear this comment/sentence was directly connect/relating to the previous sentence and therefor I disagreed with that claim in and of itself. Everything I said in response to that sentence was regarding the perceived claim that "with Dual Shock...the digital controls...were far more ergonomic in design". I never disagreed with the first part of the whole paragraph however, as I have already stated, and I still don't. Once you cleared up that you meant that end sentence in the context of the prior sentence I told you that I actually agreed with you regarding that point.

I can't lose an argument I'm not making and you can't win an argument I'm not even disagreeing with in the first place.




Kirk commented on Review: Kirby Fighters Deluxe (3DS eShop):

No jesting but I think I might actually enjoy playing this more than Smash Bros just because it's a bit simpler [purer] and less bloated without all the extra junk I don't really care about. I mean those menus and stuff on Smash almost make me barf with how cheap and clumsy they look visually and how many random pointless extra options and superfluous modes there are to wade through. Kirby Fighters Deluxe is keeping it pure. It also looks lovely visually too and it's a fraction of the price. I'm probably exaggerating slightly but it just looks cool and I've never been a particular fan of Smash Bros anyway so it's not so shocking that I might find this title more appealing at a quick glance. Just wish I had some money to buy a 3DS and a bunch of the top games for it :-(



Kirk commented on Nintendo 64x64: Lylat Wars / Star Fox 64:

I've always preferred the original Star Fox in basically every aspect. I think it is the superior game and this one only gets the love from some people because it's technically more advanced, even though in some respects it actually looks a bit uglier imo, and for whatever reason they actually like the addition of the kinda rubbish and childish voice acting.



Kirk commented on From the Forum: To Buy or Not to Buy? SPIKEY W...:


You're not wrong.

The problem absolutely lies with these stores...and the companies running and governing them.

They build these stores, make a fortune of them and them ultimately just leave them to burn themselves into the ground, taking everyone who isn't in the top 1 percentile along with them. The bigger these stores get the more easy money companies like Apple and Google rake in but the more saturated and crowded they become the less everyone else gets and not just in terms of money but in even getting a chance to be seen. If you're at the top you're gonna rake in even more money and if you're anywhere else then you're basically just there to prop up those few guys at the top.

And then there's the very lucky few who totally randomly get a massive break out of basically nowhere, pure blind luck, like Dong Nguyen for example.

I don't think anyone should feel sorry for RCMADIAX or any such thing, he's the one who decided to make games and he's actually getting a bit of chance to make some money with his rip-off (on the eShop of all places), but I at least understand where he's coming from.



Kirk commented on From the Forum: To Buy or Not to Buy? SPIKEY W...:

You know, I get where this guy is coming from and TO A DEGREE I actually agree with what he has done.

It's easy to just believe that every single one of these Flappy Bird clones was made by some unscrupulous douche just out to make a quick buck, who doesn't really give one flying f**k about making good games or the integrity of the gaming medium etc...but I know a lot of them just came to the same conclusion as this guy; If we're making all these half decent (maybe even good) games and no one is buying them, yet some twit can make a lazy Flappy bird clone and make some easy money from all the other twits buying these games, then why not me too...

I'm sure many of them are thinking that they can use the easy money they might make from crap Flappy Bird rip-offs to eventually make a decent game they actually give a crap about.

I know this because I'm one of those very people:

EXCEPT, my Flappy Bird rip-off is entirely free and it currently doesn't even have any ads either (although I'd add them if I could be bothered. No pun intended).

I made 4 other games before this for iOS, Android, Mac and PC. All of which were pretty decent and fun imo, although simple. Collectively they have made a grand total of under £400 in 3 years...and this is actually my full time job.

Just think about that for a second...

Can anyone REALLY blame these guys for doing what they are doing, if they're in a similar boat to me?

I mean they're not all creating these games for the good of their health just to give them away to you guys for free while they live on baked beans and the inner happiness of knowing the brought some joy and entertainment to the world you know.

For your reference you can check out most of my other games that were created before my Flappy Bird rip-off here:

They're not bad games. In fact, I actually think they're all pretty decent and fun (even my Flappy Bird rip-off which I genuinely believe is one of the better ones out there) and I certainly think I deserve(d) to make a little bit more than £400 in 3 years.

Regardless I'm working on a couple of new projects, neither of which is a rip-off of another game (which for me was really just an experiment). One is an HD update to my very first game, iLectronz, and the other is an upcoming Kickstarter project that's not exactly a video game but should still be kinda fun...



Kirk commented on Feature: The Nintendo 64 Controller and the Ri...:


I'm thinking you maybe have some problems with English, like it isn't your first language or something, because not only are you saying things in a way you didn't quite mean to say them, it seems, but you are also misinterpreting what I am saying.

If English is your first language I suggest you maybe practice a bit more at both reading and writing it and then we can avoid you continuing to debate points I am not actually arguing about.

In fact; if English ISN'T your first language I ALSO suggest you maybe practice a bit more at both reading and writing it and then we can avoid you continuing to debate points I am not actually arguing about.



Kirk commented on Feature: The Nintendo 64 Controller and the Ri...:


I know what you write and that's not how it came across. I thought you were simply saying [both] the Dual Shock's digital controls [and the analog controls] were superior in ergonomics. That's how it read.

If you meant it was easier to reach back and forth between the digital and analog controls on the Dual Shock then you probably should have said that. Edit: I do not disagree with this.

The rest of the stuff I said about the various digital controls on each pad, comparing the face buttons for example, was simply in response to my initial interpretation of your comment.

The N64 controller was a total and utter revolution and paradigm shift in game controller design when it launched (the biggest evolution/revolution in controller design since the NES controller), that's not even up for debate. The GC controller was an evolution and combination of both the N64 controller and the Dual Shock, taking a lot [but not all] of the strengths from each controlling and combining them into one. No one is suggesting the N64 couldn't be improved upon later down the line. That would just be stupid.



Kirk commented on Feature: The Nintendo 64 Controller and the Ri...:


Not rushed in the sense that it was badly made or whatever but just that it was made in direct response to seeing the N64 pad and developed within a time that meant it would be released around about the same time Nintendo's revolutionary controller was scheduled to hit the market. Basically, I'm pretty sure that Sega made the decision to get that thing developed and out relatively quickly after Nintendo revealed the N64 controller.

The digital controls on the Sony controllers were not far more ergonomic in design in the slightest: The d-pad on the N64 controller poops on the one seen on the Dual Shock. The handle grips on the N64 controller poop on those found on the Dual Shock in terms of ergonomics, from a great height. The face button on the controllers are kinda half and half, with the A and B buttons arguably being better than any of the face buttons on the Dual Shock, slightly bigger and more comfortable to use, but the overall diamond configuring of four standard face buttons being slightly more comfortable than using those c buttons on the N64 controller but then there's the fact the N64 actually had six face buttons in the first place vs the Dual Shocks 4. The shoulder buttons on either controller are basically the same. I think this one really comes down to personal preference and to be honest I think both controllers were very good in this particular respect. I certainly never had any issues playing DOOM 64 using the N64 pad for example (which used the more classic gameplay controls of d-pad, face buttons and shoulder buttons). I also never had any issues playing more standard digital control type games on any of the PS controllers.

Personally, I find the Wii U Pro Controller slightly uncomfortable to use, despite me initially thinking it looked like one of the best traditional type controller designs I had seen. I think maybe it's a tiny bit too wide for my hands or something. Not having the analog functionality of one of the sets of shoulder buttons really was a stupid omission imo of what is basically an industry standard controller feature at this point.



Kirk commented on Nintendo 64x64: Body Harvest:


Well I didn't really remember how far into the game it was but I just recalled something with a shield and light etc. I don't think I did actually play that far into it to be honest. Maybe a few "levels" or "missions" as I recall but I don't really recall. It was always a bit clunky and fugly and stuff, even back then, so I'm not going to hold it against myself for not playing more.



Kirk commented on Video: Watch These Teenagers As They're Expose...:

Clearly, some people are taking these videos way too seriously.

They're supposed to be a bit of fun, not a social commentary on our hobby or whatever.

Don't get so upset by the fact that there's people out there who don't know much about gaming.



Kirk commented on Video: Watch These Teenagers As They're Expose...:

I love watching these react videos; both the kids/teens and elders ones.

I thought this one was particularly good:

Note: Giving these kids a slightly broken NES without any instruction manual for basic setup and stuff is cheating a little bit however because it paints the system in an unfair and unrealistic light (as if you'd give them a Wii U, Xbox One or PS4 and zero instructions), so their reactions aren't quite doing the system justice. I mean they go on about it being complicated but lets be honest here, it's an order of magnitude less complicated to basically connect up and get an old NES system running and then start a game than it is to do the same on ANY modern home console; with their day one updates, accounts and sign in, avatars, credit card information, controller syncing, online, user interfaces with system menus that have multiple different icons applications and other stuff, controllers with around 14 different buttons and whatever else...

I actually think virtually all of them would in fact learn to appreciate and really enjoy the system if they actually had one setup and working perfectly in their living rooms with a bunch of the best games to play it :-)