Hello Guest, please login or register.
Did you miss your activation email?
Login with username, password and session length.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mirby

Pages: 1 [2] 3 4 ... 136
21
Accepted / Re: [Current world priority]Overworld
« on: January 25, 2014, 08:54:11 am »
Makes sense to me.

22
Hmmm let's see.

Nice Boomerang - Lets you throw 3 boomerangs in succession.
Nice Ice Rod - Drops 4 chunks of ice on foes in a square formation. Holding the attack button lets you aim it more precisely for a 2x2 grid will appear showing you where the ice will fall.
Nice Fire Rod - Creates an inferno that travels in a straight line until it hits a wall.
Nice Sand Rod - Raises sand in a direct line in front of you. If you hold the attack button, a grid will appear. If you use this weapon without sand, it can still stun enemies along the line it affects.
Nice Hookshot - Faster than normal.

I need to play the game again for more specifics on the other weapon as these are all I remember off the top of my head.

23
If you ever want precise details on how the Nice weapons differ, I could always help.

24
Ooh stuff from A Link Between Worlds! Is item upgrading already in, because there's ways the weapons upgrade and change in ALBW and I love how they do it.

Especially the Nice Ice Rod and and Nice Fire Rod.

25
Other Projects / Re: Puzzle League - Art Style -
« on: December 17, 2013, 10:57:15 pm »
Oooh I like it~

26
Entertainment / Re: Frozen's Musical Creations
« on: December 11, 2013, 08:35:58 pm »
I've followed you on Soundcloud, man. Good stuff.

27
Zelda Projects / Re: Zelda ALTTP3D [Testing WW Hyrule castle]
« on: December 11, 2013, 08:26:12 pm »
What do you think you're doing LttP Link? You're in the wrong timeline, get back to the correct one, silly!

28
awwwww yeahhhhhhhhhh


29
Entertainment / Re: 2DS - Never got brought up here?
« on: October 05, 2013, 07:59:47 pm »
what the hell are you going on about flashcards? there is a 3DS flashcard (Gateway, look it up), and the 2DS doesn't have any extra hardware to prevent a 3DS game from working. all the 2DS does is prevent you from using the optional 3D depth. aside from that, it's functionally identical to the 3DS.

as for losing money, they won't be. the 2DS is cheap to make. it's all one touch screen technically, for crying out loud. it's just divided by the housing and there's plastic on the "top" screen to prevent touch input from working where it shouldn't. that's also likely why it can't close. people who've thought the 3D gimmick was pointless (and parents wanting a cheap system for their kids to play Pokemon on) will help drive sales on this thing. yes, it looks kinda dumb, yes it seems like a bad idea.

but it'll sell. a lot.

30
oooh lookin' good!

any chance we could get a bigger version of the map? i'd like to be able to zoom in for detail, ya know?

31
Entertainment / Re: Mirby's Reviews!
« on: August 20, 2013, 04:10:41 am »


Mario & Luigi: Dream Team

Platforms: 3DS

Developer: AlphaDream

Genre: Turn-Based RPG
-------------------------------------------
Mario RPGs have an interesting history. The first one, known as Super Mario RPG: Legend of the Seven Stars, was a collaboration between Square Enix and Nintendo, and was released late in the Super NES's lifespan. From there, the RPG subseries of everyone's favorite Italian plumber was split in two. First came Paper Mario on the Nintendo 64, which was known as Super Mario RPG 2 in development. In this world, everyone was made of paper and the battle system took on its own 2D life. The second half came in 2003 with Mario & Luigi: Superstar Saga on the Game Boy Advance. This one was far more reminiscent of Super Mario RPG, and for good reason! The developer, AlphaDream, is made up of several former Square Co. developers who worked on Super Mario RPG, and the music is by Yoko Shimomura, just like in that first game. Since that quest in a neighboring kingdom, the titular brothers have ventured into the past and also throughout Bowser's body; now, they embark on a new quest that will take them into the world of dreams.


As usual, the game starts the story off quickly, and a tutorial battle ensues. In the process, the blimp that takes the gang of Mario, Luigi, Peach, Toadsworth, and some Toads to the game's locale of Pi'illo Island is destroyed and descends rapidly to the ground... Or maybe not. For some reason, Luigi seems to have become rather narcoleptic and fell asleep, dreaming the whole trip. They're still going to Pi'illo Island, of course, but they landed rather safely. This new trait of his becomes important in the long run, as it allows him to fall asleep almost anywhere, easily allowing Mario access to the Dream World for whatever they need. It's not long before it's revealed that the island is the location of the long-lost Pi'illo Kingdom, which befell an unknown fate at the hands of a being known as Antasma.

The game takes place both in the real world of Pi'illo Island and that of dream versions of the various locations on the island. What's interesting is that the real world's gameplay is much like previous games in the series; you explore with a top-down view and use the various abilities you earn along the way to traverse the island. Much like the sections of the previous game that took place within Bowser, the Dream sections are flat 2D. However, while in the Dream World, you gain the abilities of Dreamy Luigi, a version of Luigi that can harness the abilities of the world of sleep. Soon after, you'll be able to use those powers, known as Luiginary Works, to activate certain objects and reach places you'd never think you'd be able to reach. And in battle, you can use the Luiginary Abilities to pull off amazing special attacks to handle the hordes of enemies you'll find within.


Of course, you'll have access to Bros. Attacks outside of battle as well. Much like Bowser's Inside Story, you earn new moves via Attack Blocks scattered throughout both Pi'illo Island and the Dream World. You also gain ranks as you level up; unlike the previous game, however, you get to choose the perks you get with each new rank. Just think before you pick, since you can't change the perk once you choose it, and since there's more perks than ranks, there's no way to get all the perks on one save file. The game also introduces an Easy Mode; if you die in battle, you can restart that battle either as normal or in Easy Mode, with your power and defense spiked really high. After battle, it returns to normal, so it's just a temporary boost if you just can't get past a boss and don't want to grind. Badges also return as they were in the previous game, where you combine two for various effects and charge the meter until it's full. The bosses use some really creative moves that take advantage of the hardware; there were a lot of neat surprises that I really enjoyed seeing. Of course, you'll be able to do the same thing with your special attacks too, really adding to the fun of using them. In addition, there's a piece of equipment which has varying stats depending on how many steps you've taken that day; using the pedometer in such a way really surprised me. There are also several Giant Luigi battles, in which the green plumber becomes absurdly large to take down equally large foes, echoing the Giant Bowser battles of the previous game.

As for the music... Well, it's Yoko Shimomura. That should really be all that needs to be said. Each piece of music really captures the essence of the area, and some hearken back to previous entries in the series. The theme for Driftwood Shore, for instance, is very reminiscent of a few tracks from the first Mario & Luigi. On the other hand, there's several songs in this game that are reminiscent of some themes from Kingdom Hearts, which is also nice. As with any RPG, a strong soundtrack is often as important as the gameplay and story, and as usual it's a complete package here. The writing is also expertly done, keeping the trend of fantastic humor intact. One of my favorite lines is one of the first you can see; after landing on Pi'illo Island, you'll see a large crowd gathered organized in such a way that they guide you where you need to go. Although not all of them have unique things to say, my favorite is one of the residents who says, "VISITING PERSON!" upon seeing Mario. Really, it's the only way to greet tourists, as far as I'm concerned. You'll also see quite a few Beanish folks along with Hoohooligans, both from the Beanbean Kingdom, along with some new races.

<a href="http://www.youtube.com/watch?v=bpn1x_OILHE" target="_blank">http://www.youtube.com/watch?v=bpn1x_OILHE</a>

In my opinion, Dream Team is a worthy follow-up to Bowser's Inside Story. Though many may see that one as the "Thousand Year Door" of the Mario & Luigi series, in that it's very hard to top, I feel that it does a great job on its own. There are many things it borrows from that game, and it does it well. The music is fantastic as always, the humor is omnipresent, the gameplay is intuitive and catchy, the story is fun and lighthearted... All things that a Mario & Luigi game should have. It also has decent length; I didn't take that much time to try finding other things or complete sidequests, and it still took over 40 hours, without any real padding to artificially lengthen it. If you're in the mood for a fun RPG, or want to see more of Luigi, or just want a great new game for your 3DS, then pick this one up; it might just be the adventure you were dreaming of. Until next time, game on!

32
Management / Re: Story Pass: Fifth Chapter
« on: July 28, 2013, 08:22:34 am »
Well I think Link can do some things on his own without the help of the Hero, right?

Plus if this is the final normal part before the finale in the Celestial Clock...

33
The ears just don't seem to work given what we've seen of Deku Link, ya know?

They bug me too.

34
Entertainment / Re: Region Locks Are So Silly.
« on: July 12, 2013, 09:49:28 pm »
well there is a petition for Nintendo to remove the region-lock on Nintendo systems that has over 22,000 signatures so far. and there is a movement to stop the region locking outside of that petition

also as for knowing if it's on a region, it says on the box. usually you can tell just by the ratings, but it says on the back (for instance, it might say "for use in the Americas only"). there are really easy ways to find that out.

35
Management / Re: Story Pass: Fourth Chapter
« on: July 05, 2013, 08:24:52 pm »
Sounds good to me. We could probably work the depression into that easily too.

36
Management / Re: Story Pass: Fourth Chapter
« on: July 04, 2013, 10:15:34 pm »
I like the depressed Gorons, actually.

Huh? Huhhhhhhhhhhhhhhhhhhhhhhhh....

The idea just makes me laugh, not sure why.

37
Graphics / Re: Zelda's Custom Tiles
« on: July 01, 2013, 04:01:28 am »
Cool. But I think the background is too small?
If it were to be animated, the sprites and everything would move faster than the background would scroll. Because of the scrolling speed, it's actually just the right size.

38
Management / Re: Story Pass: Fourth Chapter
« on: July 01, 2013, 03:59:23 am »
That sounds good to me.

Now to tie that to the bomb sniping puzzles in some way.

39
Management / Re: Story Pass: Fourth Chapter
« on: June 30, 2013, 01:03:10 am »
I was thinking the ore would be incredibly mushy, almost paste-like. For instance, when one has their jaw wired shut, everything they eat needs to be a liquid (or close enough to one). The hidden vein would be of similar consistency.

Your idea's okay too, though.

40
Management / Re: Story Pass: Fourth Chapter
« on: June 29, 2013, 08:48:54 am »
Ooh I like the sound of that. Always love when I can get items earlier than normal in a Zelda game.

Hmm... maybe Link could help them find a hidden vein of edible rocks for the gorons? it would be small, so it would only last a little while... Bomb sniping could be used to explode distant bombs and ultimately reveal the hidden vein. But shortly after, that vein is lost so you need to destroy the root of the problem. It was the bad rocks, the Violet Ore, that caused the tooth rot, no?

My thinking is that if the Gorons haven't been able to eat a lot of rocks, perhaps they're getting close to hunger. A smaller problem would be the hunger issue, and finding the hidden vein of soft edible pure rocks would solve that. But even then, there's still the issue of tooth rot that would have to be solved, the bigger issue.

That sound good?

Pages: 1 [2] 3 4 ... 136

Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Page created in 0.053 seconds with 35 queries.

anything