Comments 1,293

Re: Review: Balloon Kid (3DS Virtual Console / Game Boy)

Adam

The game does not scroll in four directions, only three — auto-left and manually up and down — and scrolling upward is never really a problem in Single Play. Unless you're forced to go up, you really shouldn't, except for the one instance where a bonus round is hidden at the top of the screen later on.

The paths are easy to follow because they have balloons. There's almost never a choice between more than two paths. Choosing one without balloons will usually mean an easier path or a bonus round. It's not exactly Metroid.

I would think most people will find a good challenge from the last four levels even if not collecting all the balloons. I thought they were pretty tough, myself, and only made it through on my first try using the restore points. Now I want to set up a restore point before level 5 and just play the second half of the game again and again.

The balloon release button is problematic at first when you aren't used to it, but once you have pressed it accidentally a couple times you very quickly learn to keep your thumb only over the A button. Problem solved, unless you are prone to random thumb spasms.

Seriously, this review is not what we agreed upon. We need to talk. I'm beginning to think you're just writing these all on your own.

Re: Feature: A Beginner's Guide to the World of BlazBlue

Adam

The game is way too complicated. What's bizarre is they designed this to be more beginner friendly. I had this on PS3 and didn't understand half of what was going on in the tutorial, much less an actual match. Every 2D fighter these days claims to want to go back to basics but then ends up being more technical than ever.

Re: Feature: What About Pikmin 3?

Adam

I hope they don't drop versus mode. That was the highlight of Pikmin 2 for me. I actually liked the time limit in Pikmin 1, so I'd like to see that as an option or at least as an unlockable "classic mode."

The controller issue is confusing though. Wii remote seems like the perfect fit. Since it was nearly done development on Wii, I hope they leave it in as a control option, though I could see touch screen being useful, too, for managing the different types of Pikmin following you.

Re: Skyward Sword Nearly Had Button Combat Controls

Adam

They might as well use motion. It's their last chance to prove the motion control idea was useful outside of mini-games. When the DS XXXXXL comes out (called Wii U in some regions), it's going to mostly be about normal controls plus touch screen for games of this sort.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

I looked up the quote just the other day (from IGN's history of Mario article). Either they make stuff up or Miyamoto wanted more than three years.

About the map thing, I was responding to someone wanting "more content," whereas a map, if content, would be better content, not more content. I would never bother to make the distinction of whether it's called "content" or "presentation" or "banana nut bread" or whatever except in response to how someone else seemed to define it. As I said, I am a Map Fan myself.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

Hubs and maps aren't the same. You can actually play in a hub. A map is a different way of presenting a level select. You wouldn't see an HD remake of a game say "All New Content!" if it's just new graphics and menus, but you might if it had new levels, items, etc. We disagree on definitions, nothing else. Much of what Stardust said I said earlier, so obviously I am not downplaying the role of the hub or map. I love both and have already stated how significant each is to my experience.

Speaking of hubs maps and content, it would be interesting if (assuming they follow up on SM3DL's style of game play) in they were to try an overworld map in 3D that you could walk around in like a weird mix of Mario's normal hubs and a Final Fantasy / Zelda 2 -like map, if you follow. Have Mario run around and jump over hills and such to hit ? blocks that bring him to a level, with mountains and such blocking his path but being destroyed / reformed like in SMW when you complete a level to open a path.

And about the launch titles, Stardust, I didn't say SMW seemed rush. I said Miyamoto said it was rushed. His words, not mine. I'm pretty happy with the result. As for the NA launch thing — my bad, misread it, though it doesn't change my point. A rushed Mario to sell a system isn't new.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

Maps aren't content, just a different kind of level select menu.

The vast majority of single-player games do not include a collection of mini-games. SM64DS offered some because they were just remaking an older game and needed to increase its value; NSMB just rehashed most of the same mini-games from that game.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

How can you say it needs more content... you haven't played it yet... They could have used every bit of space on that cartridge, and you'd have no way to know yet. I'm hoping there are a lot of levels.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

@StarDust @RYBlast

SMB1 was not a launch title in Japan, where it was released 2 years after the system launched, and Super Mario World was rushed according to Miyamoto. I think it turned out fine, and I'm not sure what is missing due to its being rushed (it is rather short, so maybe just more levels, but the world map seems full enough to me).

So really, there is no way to generalize how Mario games are developed. They haven't always been launch titles (Famicom, Cube, Wii) and when they have been, one out of two times it was rushed. And even the one time it wasn't, Mario 64 had been in development as Mario FX for SNES for a good while before, so they had a good headstart on that one. I've heard SMW was originally to be SMB4 on NES, too, actually, but I don't know that they really put much work into that before switching to SNES.

Considering Galaxy 2 came out not two years ago, I think it's safe to say this had to be rushed. You don't make a Mario game from scratch on a brand new system in 18 months or so without rushing at least a little. Considering how good it looks, I can't blame them. It looks like they pulled it off, and 3DS needed it.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

I agree about the quickness, but there are enough 3D levels that already channel a good bit of that linear-ish goodness for me: Bowser 64 levels, FLUDDless Sunshine levels, and single-star galaxies. Two main differences though: One, they are mostly somewhat abstracted. I wonder if when themed they'll look too empty. Two, they are exceptions. A game full of levels like that... not sure if they'll keep my interest so long. If SM3DL is indeed more like that kind of level, I guess I'll find out soon.

I do like exploring the 64 levels though, just not so much the later 3D ones. It's my hope that Nintendo does its best to realize the qualities of the 2D games in 3D, because even if they can't do it, well, then we know no one can, and we can stop wondering. It is an experiment that needs to happen. So far they have only really made the occasional nod to Mario's legacy.

(And yea, MK7. Looks like MKDS2, which is good enough in my book. Hard to judge by videos though. You never get a feel for a track by looking at someone drive it for two seconds then cutting to another clip. And I'm still crossing fingers that the 7 item is a character-specific item like DD.)

Re: FAQ: Your Super Mario 3D Land Questions

Adam

Its absence hasn't put a damper on my hype, but mostly because of the context of the release. This and Zelda were never going to be more than a distraction while waiting for MK7.

Plus, it's a return to everything I like about Mario other than the map (retained power-ups, power-ups as health, Mushroom Kingdom, linearish levels, furries, etc.), so it will at least be a huge step toward my ideal 3D Mario, which is interesting because it wasn't until Galaxy that I was able to pinpoint what was missing. I wondered if we'd ever see this kind of game, and so soon after, they read my mind.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

@70 I can understand not wanting reused power-ups and side-scrolling stages (not that it bothers me), but I think the power-up system being reimplemented is absolutely a positive direction for the 3D games and I like that they're at least trying a more linear style level design like the old games — not that this is new, Galaxy was sort of like that, though it didn't feel the same since you still had to replay the same galaxies for different stars.

Really, this doesn't look all that different from Mario 64. It seems to take more inspiration from 64 than any of the other 3D games did, thematically at least, though I would like to see a game that is closer to Mario 64 2. It was my favorite of the 3D ones, mostly because of the castle.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

I would like to see this as the new direction, but it's possible this is just a new handheld direction while a Wii U Mario would be more like Galaxy. Hoping that's not the case, but we'll see.

For the record, Nintendo's EAD Tokyo team makes the Mario games. The sports games are handled by Camelot and other companies. There is no reason to believe stopping production of one would help them increase production of another.

Re: FAQ: Your Super Mario 3D Land Questions

Adam

Ah, so this is where the real Mario discussion is at. This needs to be taken to the forums where it's easier to keep updated.

While Galaxy 2 struck me as laziness, my guess is Nintendo was rushing to get this out for holiday once 3DS start to sink and just didn't have time for a map.

At least, I hope that is the case. They can't honestly think this is better. A map is actually quicker to navigate and is much more interesting than a level select. A map let's you feel like there is a greater world where each level is a part of. SMW and SML2 handled this particularly well.

The lack of a map probably won't diminish the immediate experience much for me, but it will affect how it's remembered, as I tend to remember games by the general whole rather than particular parts, and there will be nothing to tie everything together without a map or hub.

I can tell you all sorts of things about SMW and SML2 because when I remember one thing, I remember something else in relation to it on the map. SMB1 is one of my favorites, but unless I've played it recently, I can't remember much beyond 1-3 in detail, and what I can recall will have no place whatsoever... just random thoughts from somewhere in the game.

Might seem insignificant, but it's the games that stick with us that we talk about most — and talking about games is at least half the fun for me — and the ones we will want to revisit the most, while other games gradually dwindle to nothing more than a check mark on List of Games I've Finished.

Re: Brand New Cave Story 3D Gameplay Trailer

Adam

Looks great, but a graphical update is not really a reason for another price increase on a free game. They should really think about adding new areas, weapons, and bosses to their freemakes.

Re: Looks Like Mario's Got His Boomerang Suit On

Adam

Boomerang suit is original, Jamouse. You may be thinking of the hammer bros. suit.

Not sure why anyone would want the cape. It wouldn't fit with the tanooki theme to have another item originally used for flying and spin attacks. Maybe 3D Land 2 will have a SMW theme.

Re: Feature: Remembering the Super Game Boy

Adam

I was never crazy about normal Gameboy. Super Gameboy is obviously better. It's on a bigger screen, the controller is not connected to the screen, you can draw on the screen, and it's super. I liked Gameboy Player better though since you could use a system link with it.

Nintendo needs to make Super DS for Wii U.

Re: Review: Super Mario Land 2: 6 Golden Coins (3DS Virtual Console / Game Boy)

Adam

Decent game, but I've played it enough. The game is in general much too easy for a Mario game except for Wario's castle. Really cool worlds, but just not exciting to play after you've done it a few times already. The levels aren't particularly engaging, so most of the enjoyment comes from seeing the themes in action for the first time. Not close to being on par with any of the console Mario games.

Re: Super Smash Bros. Dices with Fan-Made Board Game

Adam

Smash Bros. as a roll & move!? What a terrible idea. Even Yomi sounds like a better tabletop fighting game, and UFS certainly did it better though in CCG form.

Link Hero, if you want an example of a good video game adapted to the board, try Doom. It's not the same experience as the video game, yet both are great and give give a similar feeling while playing very differently.

Re: Miyamoto: Virtual Boy Games on 3DS Could Happen

Adam

Just about everything on VB was good... though that doesn't say much since there were maybe 15 games at most. Wario Land was the best of the series — just all around well designed levels, no real gimmicks other than shifting between planes in 3D. 3D Tetris was novel. Mario Clash was a spiritual successor to the original Mario Bros. arcade game but with two planes and more interesting levels. Jack Bros. was really challenging and fairly unique. I miss it, even if my eyes don't.

Re: Super Mario 3DS Has More Thrills, Less Exploration

Adam

The original Super Mario series were some of the finest games ever, too. SMB3, SMG... tomayto, tomahto. Both are well-loved classics that deserve to live on. I like that they're mixing it up, taking the original series' tradition and mixing it with 3D gameplay. Maybe next they'll make a side scroller more like SM64, with a hub world and open-ended levels.

Re: Gaijin Games Details New Content in BIT.TRIP COMPLETE

Adam

I hear they are working on a brand new game for Wii U. It's tentatively called Super Bit Trip Saga Turbo II Complete HD Remix or SBTSTIICHD.

I love the games, but WiiWare supports DLC. People should use it. I badly want all these features, but I've spent $52 on the series already. Wish I'd never bought the games now. Rereleasing on the same console is rather silly.

Maybe with Wii U drawing closer I can sell the Wii and get this once Wii U comes out, though I have no idea if the online portions of Wii games will work on Wii U. Oh difficulty modes, my blood pressure would be so much lower if you had been around earlier.