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Author Topic: HS Retro games run. Sweet nostalgia :)  (Read 2704 times)
Offline Hyruleansoldier

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The Paradox of Kirby: Suckage = Ownage ^_^


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« #20 on: January 05, 2012 »

This is my last Kirby Mass Attack update, since I beat the game today!

1)   King DeDeDe is the hardest boss in this game, and possibly of all the Kirby games. Maybe I’m just bad at this fight, but it’s crazy hard not to get at least a couple Kirbys KO’d.  There’s bombs, and a DeDeDe whose stomping gets mighty hard to avoid with a bunch of Kirbys.  I still need to try my luck with just one – it’s an Award to solo him.  At least it should be easier in a way, only having to focus on one.  But that also means a one-hit-kill is always looming.

2)   The stage designs are well-balanced.  The third island (each island has a dozen stages) had a lot of minigame-like elements to it, whereas the 4th island threw many cool twists at you, including trickier aspects based on previous setups (cf. the toppling tree, etc.)

3)   Some stages have murky water, making you consume air twice as fast.

4)   There seem to be a number of instances where you find the key to a treasure chest with a medal quite early on in a stage, and thus you have to ensure the Kirby carrying it doesn’t get killed, because when a key is dropped, it disappears!

5)   Split paths make many stages better, too.  And bigger, of course, since you have to play through a stage at least twice to see everything, and when you’re missing a medal you’re wondering what section it’ll be in. (Their order is usually chronological, so if you’re missing the first medal, you’ll have to look somewhere before the location of the second medal).

6)   Several spooky stages on the 4th island, areas without light, very tricky stuff. There’s some Zelda- like “light all the torches” stuff, and puddles of water and enemies distracting you so you might not make it to the torches in time with your fire sticks.

7)   Kirby in space!  Some zero gravity stages, asteroids, UFO’s,…

8)   Some more plot twists, making the road to the 4th boss more fun and interesting.

9)   One particular stage made you fight 3 minibosses again.

10)   Since I kept playing the stages until I got all of their medals, there were only a couple left that I really couldn’t find.  Fortunately there’s a Hint feature to get relatively subtle hints about how to acquire the medals you’re missing.

11)   The Award List is getting harder to fill out – I finally managed some of the trickier ones (particular stages where you’re not supposed to get hit at all, etc).

12)   I doubt I’ll be going for the Gold Star Award – that would mean not getting hit even once on ANY stage. Well you can get hit in ways your Kirbys don’t turn blue, of course, but if you take a genuine hit making a Kirby blue, you can’t get a Gold Star on that stage anymore.  Just getting Silver on all of them is hard enough – that means never getting a Kirby KO’d.  I might still attempt this, but for over half of the stages I settled for a Bronze Star.  At least the game isn’t too easy!

13)   After defeating the boss of Level (world) 4, the floating skulls on the islands disappear, so travelling to the previous islands does not reset your Kirby total to 1 anymore.  Handy to get to getting all those awards (and missing medals).

14) You need to find the one Rainbow Medal on every stage to be able to proceed to world 5.

15)   The area just before the final boss makes you fight the 4 island bosses again.  You don’t need 10 Kirbys, but of course it helps. The backgrounds are different for these rematches, as is the fact you can gather fruit in these battles, unlike in the original boss fights.  No fruits for the 4th battle though, iirc.  But this just means you can also focus on a (fruit) highscore next to trying not to get hit at all.

16)   The final battle was pretty good, though not as frustrating as DeDeDe. I won’t spoil the details but a recurring final boss element seems to be present here as well XD   When you beat him the floating skulls on the final island disappear as well, so you can travel to and from the island(s) without losing any Kirbys.

17)   There’s a Boss Rush mode – like in most Kirby games since Kirby’s Adventure (NES).  It’s especially cool since it lets you do 16 bosses – the 5 main bosses (from the islands, including the final boss), and 11 mini-bosses, most of which were at the end of their respective stages.  There’s 3 doors to choose from, so you can do the “big” bosses first if you have trouble with them, or mix it up and do another one in between. You get sent back to the main room after each battle to heal, so it’s not a crazy hard Boss Rush.  There’s 3 Maxim Tomatos, too, though of course they don’t come back after you’ve used them.  It’s all very Kirby tradition like.  Oh and you need at least 5 Kirbys to do the big bosses. You get a neat trophy for beating all 16 bosses, and it records your time for the entire run (so not separately for each – the timer just keeps running when you do one boss after another).

18)   For all the minigames (under Extra’s) you get a rank, too. It should show “Great!” in gold, marking you have a more than decent score.  I don’t know if there’s a rank higher than this, since I got Great on all but one.   There might be one higher rank  for exceptional highscores.  

19)   During the End Credits you can fish for all kinds of stuff – enemies, foods, drinks and various things can be hauled up (using the fishing mechanic from earlier stages). It all gets put onto your screen, although you will eventually max it out so the last item will usually replace the previous one, except for the enemies who all bounce out of the screen.  Pretty neat, though!

20)   You get a neat statistics lists after the End Credits. How many fruits of each types you’ve eaten, how many Kirbys you acquired, how many got KO’d, how much this, how many that… it was quite long.  I can’t find the option in my file so I assume you can only check those statistics when beating the game. Still, a very exhaustive list.

21)   The fun is never over, since there’s that handful of games (under Extra’s) you can try to excel at, get great highscores, or just get to the end for those that are comprised of several levels.  They did a great job with all of these, and these games seem to hold some secrets in their own right (like how to make certain bosses from previous games appear in the Pinball game, or one of the others where bosses occasionally appear).   Completionists will try to get as many Gold Stars as possible, and of course getting good highscores by collecting all the fruit in every stage (and of course doing so with all 10 Kirbys so every time you reach a 100 you get the 10,000 points bonus).


Final verdict: another great Kirby game indeed. It’s quite unique, so you wouldn’t be able to really compare it with another magnificent entry such as Epic Yarn, since it operates quite differently, also from the classic games where Kirby flies and inhales enemies to get their powers.  
Mass Attack is definitely extremely enjoyable in its own right - there’s a lot to collect and achieve, and all the original and fun times seem to make it better than most previous games.  A definite must for anyone enjoying the occasional Kirby game!
« Last Edit: January 06, 2012 by Hyruleansoldier » Logged

Offline Hyruleansoldier

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The Paradox of Kirby: Suckage = Ownage ^_^


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« #21 on: January 21, 2012 »

The next Kirby game on my marathon list is Kirby Mouse Attack (aka Squeak Squad in the USA). I have the European version, though. The title is obviously very similar to the recently finished Mass Attack  Here are my first impressions!

1)   The lengths Kirby will go through to recover his stolen strawberry shortcake… I love how lame that sounds yet you don’t really care with a fun platforming game such as this. It’s not like most Mario platformers have elaborate stories ^^

2)   This is a more classic-type of Kirby game. Flying, sliding, inhaling powers…

3)   I like the world map – there seem to be 8 worlds, and you navigate between stages kinda like in the NSMB games, with one stage leading to another with the background being some kind of indication of what type of stage you might expect (e.g. a forest, cave, castle, water etc. stage).

4)   Each world has (so far) one extra, hidden stage, branching out from one particular stage. A Treasure chest in one of the stages has a key to unlock the extra stage in that world.

5)   Each stage has anywhere from one to three treasure chests – a big one holding something of more value, and often triggering a gang of mice to attack you in that section. There’s this one tougher, faster mouse you have to kill, and during all this there will be at least one mini-castle doorway standing out, in which you will find a couple of powers or health-restoring items. When you redo a stage and reclaim some of the treasures, at the end you will get random bubble items for them. Powers or health items.

6)   A unique feature is that of the bubble on the touchscreen  which can hold up to 5 items. Treasure chests go in here, keys to the extra stages, health items, and powers. Although only usually if you claim them as a bubble item.  The cool thing about this is you can combine items. Two pastries make a cherry, two cherries make a soda pop, and two of those make an M. Tomato. Always good to have a slot with that one.  You can combine powers, too. So far I’ve been experimenting and have gotten a High-Jump and Bomb power from fusing powers. Basically it’s like in Kirby’s Adventure (NES) where combing two powers (by inhaling) you get a mix, and it will continue to shuffle until you stop the rotation, at which point you’ll get a random power. So it doesn’t seem to be fixed, like the animal helper + power combo’s in Kirby’s Dreamland 3. Of course the downside is that when you’re carrying all 3 Treasure chests, there’s only 2 slots left so you’ll have to sacrifice stuff every now and then. Also, at certain points one of the Squeak Squad members will be running around with a Treasure Chest. You have to be quick to tackle him before he flees into a cave and has you battle a dozen enemies. When one of the goons hits you, you drop one of the chests you had on you already, and they’ll run off with that too, so you have to be careful. They ARE a bunch of thieving rodents after all.

7)   Some of the powers I hadn’t seen before in any other Kirby games:
-   Cupid: infinite flying/ hovering, shooting arrows (power them up first or they’re pretty weak)
-   Magic: magic hat with 3 pigeons (flying in 3 different directions), sideways-flying set of killer cards + spring/ball contraption that has quite a big reach – very handy to make a bomb explode on the other side of a wall (yes, it goes through walls :3)
-   Animal: you’re like a mole, using your claws to attack, and also dig in diggable dirt – in Epic Yarn they recycled this with the digging transformation
-   Bomb: throw bombs that explode upon impact
-   Fire is really quite multipurpose as it can breack heavier blocks, melt snow, and clouds as well. Using the Fireball ability (used to be a separate power) you can cleave right through it all.
-   Bubble: this makes things and enemies’ powers into bubbles, so you can claim the powers and store them in your bubble below. This makes it possible to switch around between powers without forfeiting one. If you inhale a bubble and press down, it won’t override your current power but store away the power in the bubble below. This is the first Kirby game to my knowledge where you can swallow powers while already having one.
-   There’s question mark bubbles that you get random powers or health items from (similar to the slot game-like item rotation you get when mixing 2 powers together). These are handy to keep around for boss battles as you might need a new power and/or food item so you should always get something useful.

8)   The Squeak Squad – I now recognize most of them as they were also in Mass Attack.  Daroach’s gang in his airship, giving you hints about the medals on every island. I understand he’s the leader of the Squeak Squad, which explains some things in Mass Attack, lol. His goons are in Mass Attack, too. I noticed more of his gang were with him as you advanced to the other islands.

9)   On the collection screen you van view a great many things. Basically this holds all of the game’s unlockables, save the Sub-Games and Boss Battles.
-   Sound Room (sound effects)
-   Music (stage & boss themes)
-   Boss Battle Badges – from each boss you get one, if you have them all you’ll probably unlock Boss Rush mode
-   Vitality (aka Pieces of Heart – you need to acquire 2 to gain more health permanently)
-   Enhanced abilities scrolls: this is neat – when you unlock a scroll for certain powers, when you get that power you will be able to do another move with it, or enhance the power of the beam, sword, hammer, bombs, etc.
-   Spray Paint: change Kirby’s color (can be changed at any point from the collection (through the world map). Of course mine is green.
-   Change the touch screen window background tiles/ wallpaper (kinda like in NSMB you could change the background image of the touch screen)
-   Graphic Pieces (you find 1/4th or 1/6th pieces of pictures, collect them all to view some nice images (character group shots etc).
-   Star Seals – collect them all (all 5 open the door to world 7).
-   Ghost Key – you need to find all the pieces to open a lock late in the game I suppose
-   Secret Map – you need to find all the pieces to access a hidden place late in the game I suppose
-   I still don’t know what the last one is. Possibly some cool feature after you’ve beaten the final boss?

10)   Many typical Kirby themes are reused and revamped in the early stages. From what I’ve read, several of the bosses also made it into Mass Attack, as part of the Kirby Brawlball and Kirby Quest games, mostly. Those seem to have a lot of bosses from previous games – several only having featured in one game!

11)   King DeDeDe is the easiest boss in the game. I just spammed him with fire blast and that seemed to stall his attack pattern so basically he couldn’t do much. Like in most Kirby games, he’s not a true villain, you just have to give him a proper pounding before he’s willing to listen.

That’s it for now.  So far the only downside I would say is that there’s not that big of an incentive to revisit most stages – if you got all the Treasure chests on your first run, there’s not much drawing you back there. Although on the other hand, every time you start playing again, you’ll have only 2 lives and no bubble items, so visiting at least one old stage before proceeding to a new one is a must. There’s one stage where it’s easy to get 2 lives pretty fast, and some random stuff. I’ll write more when I’ve advanced further into the game and have enough to share again
« Last Edit: January 22, 2012 by Hyruleansoldier » Logged

Offline JordAnime

Jordan's the name, Anime's the Game
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Posts: 6,748


« #22 on: January 22, 2012 »

The next Kirby game on my marathon list is Kirby Mouse Attack (aka Squeak Squad in Europe). I have the American version, though.

I think you got that backward, in America it's Squeak Squad.
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Offline Hyruleansoldier

Twilight Dreamlander
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The Paradox of Kirby: Suckage = Ownage ^_^


Posts: 7,535


« #23 on: January 22, 2012 »

The next Kirby game on my marathon list is Kirby Mouse Attack (aka Squeak Squad in Europe). I have the American version, though.

I think you got that backward, in America it's Squeak Squad.

Ah yes, I changed it.  I meant to say that.  I have the European version, but I originally wanted "Squeak Squad".
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Offline Hyruleansoldier

Twilight Dreamlander
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The Paradox of Kirby: Suckage = Ownage ^_^


Posts: 7,535


« #24 on: January 26, 2012 »

All done with Kirby Mouse Attack aka Squeak Squad (DS).  Here are my final impressions:

1)   At first the game felt a bit short to me, probably because the recent Mass Attack made you redo stages more (and it was often unlikely you would get all the medals on your first run).  You didn’t usually get a decent Star rank either until you retried the stage specifically with avoiding damage in mind.
Mouse Attack doesn’t have ranks or achievements, but it sometimes makes it hard to acquire some treasure chests. There’s the Squeak Squad which will make you act fast, chase after them, and watch out during those battles cause you’ll drop your other treasure chests too if they hit you!   There’s a couple of golden enemies, running fast, which you have to intercept, or just treasure chests that are rigged to drop down or have a wall permanently block them if you don’t get there fast enough.  These aren’t the majority of the chests, but there’s definitely a fair amount of hidden doors/ pathways or tricks to access some treasure chests.

2)   There is however an Extra Mode like in some other Kirby games, and this time you do a full game speedrun. You can start in any world you like, but your goal is to get all 120 treasures as fast as possible. The timer doesn’t count on the world map, but only when you’re doing stages. You have to start with the first stage to open up the next like if you’d started a new game, but like I said you could do the worlds out of order. The downside of Extra Mode is it doesn’t let you save your progress (so you can’t reset when you’ve been messing up). You have to beat the game in one go.  I’m not sure how long it takes, realistically, to get all the treasures, assuming you remember where they are.  It’s not an insane amount of hours, but still a lot to do in one go on your DS. I might take care of this at some point (whilst charging the DS), but right now I’m not too bothered. Your progress is saved, of course, when you acquire all 120 treasures. I’m sure you’ll be rewarded with a cool YOU DID IT screen, like with all the owned bosses in Boss Endurance.

3)   Boss Endurance obviously has you doing all bosses after one another. You get to keep 5 powers in bubbles (so you can replace them in case you get hit and don’t swallow it back up).  There’s only one Maxim Tomato bubble, so you’ll get to heal only once during Boss Rush.  Since Triple Star rod doesn’t come in a bubble, you’ll want to basically use it on every boss, since it’s kind of the best one to use for the final boss, and it works pretty well on most others too. Although the classic  Thundercloud boss can be quite tricky without the Tornado power (the cloud platform below you isn’t always there).

4)   Ghost power: hadn’t seen this one before. Kirby floats around as a ghost, is basically invincible, can do a short dash/warp move (short version of Fireball), and more interestingly if you press B next to an enemy you’ll make it your bitch.  It’ll go ahead of your steering, jumping, flying or doing whatever it can power-wise. It’s like a human shield basically. And you can discard them and replace them with another. Pretty cool. Not effective against most bosses though.  Also, apparently when you combine 2 Sleep powers, you’ll get Ghost as well. But I’m pretty sure you need to have unlocked it first (see “Ghost Medal”).

5)   Enhanced powers: UFO becomes even more awesome since you get a protective circle around you.  Certain powers like Wheel, Sword, Bomb and Tornado have interesting ways to be stronger: when wheeling or tornadoing over ice, fire or electricity you’ll carry that element along, making you burn or freeze things along the way.  So even for the Fire Boss Bird you can use Tornado and enhance it with the lava below to hit the boss, and the same goes for Daroach (snow in that screen).  And as for the other 2, you can throw Ice & Thunder Bombs + wield an Ice, Fire or Thunder Sword. Very cool. I think you’ll need to actually combine the Bomb and Sword power with one of those other powers to use these.  For Tornado and Wheel it’s just that rolling / flying over one of these elements makes you take that power along.

6)   I actually beat Boss Endurance by using Tornado, mostly.  Since you’re basically invincible during your Tornado antics, the only trick is steering, and not being in a vulnerable position when the spinning is over (it always lasts the same amount).  Fortunately, if you lost the Triple Star rod, you get it again to beat the final boss, including a 2nd Max. Tomato and beef to heal.  That Triple Star rod really does have the best damage ratio, especially for the bigger bosses since the star power loops back like a boomerang, so you might get more damage out of it than with most conventional powers. Also, the Triple Star rod is actually what Daroach was wielding both times you fought him (and the flying stars are really hard to dodge – you can’t suck them up when you’re relying on a power!)

7)   The Ghost Medal, when you get all 7 parts, makes the new “Ghost Sorcerer” boss replace a couple minibosses in each world. The Ghost Sorcerer constantly produces mini-ghosts. When he has the mini-ghosts, they circle him for the Ghost Sorcerer's protection from projectiles. It only has one true attack, which is sending the mini-ghosts to attack Kirby. If the Ghost Sorcerer touches Kirby, he will hold Kirby and a mini-ghost will hit Kirby. The Ghost Sorcerer can be very annoying without an ability. The fun thing about all this is you can steal the Ghost ability from him when you’ve defeated him.

8)   When completing the Secret Map, you get to access the castle in the middle of the planet, which is a stage consisting of all powers in the game, including the Triple Star rod. This is also the room you start in when you do the Boss Rush mode.

9)   The story is quite silly, but it’s pretty cool how Meta Knight intervenes, and Daroach becomes possessed by evil and turns out to be the toughest boss in the game. (The actual final boss is rather easy, seeing how it’s not very inspiring). Most Kirby games seem to have a dark space matter (orb) final boss.

That’s it for Kirby Mouse Attack / Squeak Squad. Since I won’t be starting on Kirby and the Amazing Mirror quite yet, my next game to play on the train will be Super Mario 64 DS. I’ve only played through the DS version once, and that’s been a while.  It’s not like I’ve replayed the original game recently either, so much fun will await trying to get all 150 stars again. As for console games, I bought Kirby’s Return to Dreamland (aka Kirby’s Adventure Wii in Europe) the other day, and I’m curious about the 4-player functionality – it seems to have taken inspiration from NSMBWii.

Quote from: Wikipedia
Kirby's Return To Dreamland features a drop-in cooperative multiplayer system, which allows up to three additional players to be added or removed at any time. The three other playable characters, each possessing his own set of abilities, are Meta Knight, King Dedede, and Waddle Dee, but multiple Kirby characters are also allowed. The players are able to ride on each other, and Kirby is the only character able to inhale the other characters and fire them at enemies. Unlike New Super Mario Bros. Wii, however, all players will share extra lives instead of each having their own lives.
« Last Edit: January 26, 2012 by Hyruleansoldier » Logged

Offline Hyruleansoldier

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The Paradox of Kirby: Suckage = Ownage ^_^


Posts: 7,535


« #25 on: February 13, 2012 »

Monthly DS game on the train: Super Mario 64 DS

After finishing the last 2 Kirby DS games, it was time for some genuine retro nostalgia with Super Mario 64 DS.  The appeal of the original game is still just as strong.  Just as OoT 3DS only improved the original, SM64 DS brings a lot of extra fun to the original.  30 more stars to collect (with some old, too easy ones replaced, too), 4 different characters to play as, and 28 bunnies to catch (not counting the 8 white ones which appear in random bunny locations).   At first I didn’t like having to hold down the run button, but it’s really quite handy for when you need to navigate carefully, not pressing the button, and I’ve found a couple of times where running in place (to run off with a boost) is advantageous and of course fun.

- The extra courses and stars are all a hoot, and of course this game also introduced a bunch of fun mini-games you can also play from NSMB’s cartridge. Since I have both games, I remember having fun with those with a friend that had a DS but neither of these games.  

- It’s fun to notice the small changes here in there, also in the dialogue, and of course thanks to Yoshi you can aspire to beat your original coin totals for each course, as there’s more coins to gather by making enemies into an egg and ricocheting them off other enemies.

-   Big Boo’s Haunt’s secret of the library books has you hit the books in this order: 2 – 3 – 1. This is also the same order you need to beat the Deku Scrubs in the Deku Tree in OoT, and if I recall correctly it’s also the order of the crystal switches in SS’s Lanayru Mining Facility (the statues facing each other in the room before the Boss Key).

-   The hardest stars in the game are probably getting 100+ coins in the Rainbow Ride.  Thankfully you don’t even have to use the magic carpets to the Big House in the sky or the Cruiser crossing the rainbow since you can get 100 coins by getting pretty much all of the coins before that (not failing to get any of the blue or red coins, of course).

-   The meanest (time-related) star is the switch star in Big Boo’s Haunt.  You have to first go to the basement to break the black brick with Wario, then turn into Luigi, whose invisibility power you need to fall through a trap door, swim to solid ground, run through the fence, activate the switch star switch, and make it back through the fence before your invisibility runs out. At first it seemed like it could not be done, but the timing is just really tough.  Make no mistakes!

-   Getting all 8 Red Coins on the tower of the ! cap switch already wasn’t the easiest star, but it’s harder on the DS since you have to rely on the D-pad.  Flying isn’t as smooth as it should be, and since you need to get all 8 in one go (there’s no cannon to let you fly back up into the sky), timing is of the essence.  The coins are located in pairs, but that doesn’t mean you automatically fly through both at the same time >_>

-   Bunny collecting per character is fun. I had to look up the last 3 – even when you think you’ve been EVERYWHERE with all 4 characters, there’s bound to be a couple of spots you overlooked.  The main hub of the game is quite big indeed, and it was fun to explore it again and notice the changes.

-   Goomboss (to free Mario), King Boo (to free Luigi) and Chief Chilly (to free Wario) are fun new boss battles.  I also like how, when you return with the formerly imprisoned character to beat them, they’ll have different dialogue which is quite funny. (You can only do Chief Chilly with Luigi though, since you need to be invisible to go through the mirrors in the mirror room).

-   Dialogue is actually often different depending on which character you’re playing as, and that’s a good thing.   Same with the bunnies.

-   When collecting Red Coins, there’s always a pink bob-omb showing you their locations on the map (but only when you’re talking to them – they don’t stay on your map).  This can be good for when you don’t remember which one(s) you missed.

-   I have a harder time swinging Bowser around on the DS – probably because of the control pad and fact you’re holding the DS itself as well.  Running in perfect circles around Bowser or the eye-ball enemy proved to be more difficult, too, though not agonizingly frustrating.

-   Some frustrating parts were made easier in the game.  I agree with most changes, though they provided a bit too much “extra scaffolding” in Tick Tock Clock so it would be much harder to fall into nothingness when messing up somewhere in the stage.  I shouldn’t complain too much since I was all too glad to land on solid ground after some embarrassing mishaps here and there.  At least getting a 100 coins on this one wasn’t as unforgiving (though I did have a harder time just finding enough of them – the downside of such a stage is coins tend to fall down edges sometimes).

-   The ending was fun to watch with the 4 characters, too. This time it’s Yoshi staying behind to look up at the camera, and the cake has all 5 characters on it

Conclusion: Not much else to say, really.  SM 64 will always have a special place in people’s hearts, and the DS version justly capitalizes on that.  No real disappointments, only joys.  Lots of good times to be had, and it’s great to see this game still hasn’t lost its strong appeal.  If I replay another Mario game before summer, it will probably be Galaxy, the one-hit-wonder!


Kirby’s Dream Land (GB)

I played through the first Kirby’s Dream Land (GB) on the 3DS the other day, and it’s really quite something. Though very short, it is clear that this is the origin and basis of all future Kirby games. The best point of reference, and even though it is as short as it is, it introduced a great many enemies and level designs that would get rehashed into oblivion.

-   There’s no sliding or using enemy powers

-   A lot of the future stages, enemies & bosses originated here, and were reused in later games.

-   Some sections look almost identical to parts in Kirby’s Adventure (NES), for example.

-    You face a boss after every stage, and at Castle DeDeDe you have to redo the 4 bosses (with a really short stage section before them) before you face King DeDeDe and beat the game.

-    Castle LoLoLo had a LOT of doors in it, so I know I haven’t explored everything on my first run.

-   There ARE powerups, though. Besides the Super Candy to become invincible there’s something that keeps Kirby inflated and lets you send powerful gusts out with a good range. You get to keep firing at will until it wears off. You also get to do this on land, walking around. There’s one boss you fight in flight

-   Extra game!  Oh yes. Press Up+SELECT+A on the title screen (after first having beaten the game, I assume) to unlock ‘Extra game’. The Extra Game has the exact same story and levels as the main game, but enemies and bosses have become more powerful.

-   If you press Down+SELECT+B on the title screen you can choose how much vitality and lives Kirby will start with when the game begins, or listen to the game's music and sound effects.

Conclusion: The original Kirby’s Dreamland is a must for all Kirby fans. Though I would have felt greatly ripped off had I bought this game at full price around when it first came out, since it’s so very short, spending just €4 on this VC version on the 3DS was well worth it.  It definitely makes you appreciate all the things that make the Kirby franchise unique more in all of the future games.


Kirby games galore: gotta catch ‘em all!

I’m basically trying to acquire ALL the Kirby games – preferably the platformers (= most of them), though Kirby’s Air Ride (N64) also seems to be worth a look. I can’t help it, the Kirby franchise really rubs me the right way, and you gotta admit HAL know a thing or two about making games with plenty of unlockables and replayability.  They all share an enjoyable atmosphere, yet underneath the seemingly casual coat of graphics, tunes and gameplay is usually a true perfectionist list of challenges that one can set out for himself.  Take Kirby’s Epic Yarn for example: none would call it a hard game, but if you try to get the max number of beads (combined with never getting hit) you’ll find the game (and most Kirby games in general) hold a high challenge and replayability level – if you’re the right kind of person.  Some people leave a game alone after having beaten it, while others only start to really enjoy it in subsequent playthroughs.  HAL try to cater to more than one type of platform gamer, and has IMO been extremely successful when looking at most of the Kirby games.

Kirby and the Amazing Mirror is waiting for me on the 3DS, as is Kirby’s Return to Dream Land (Kirby’s Dream Land Wii) . I’m getting Kirby Canvas Curse and Kirby Super Star Ultra off Ebay (though I do own the original SNES version, I do look forward to the extra content and simply replaying the game again (especially the Great Cave Offensive, since I wasn’t about to reset my progress to zero on my SNES file). Kirby and the Crystal Shards (N64) seems to elude me at the moment – it seems quite expensive on eBay yet I would very much like to own the physical game with box and manual rather than just download the VC version on the Wii.  Also, I’ve noticed that my Wii memory is almost full, which is quite disturbing since I only have a handful of VC games, and most of them aren’t even supposed to be big (Mega Man 9 & 10, World of Goo, Kirby’s Adventure 3, Bomberman Blast and Chrono Trigger). I  blame the lame Wii Channels.


What’s next?

My next post will not be about any Kirby games since I downloaded Chrono Trigger (SNES) on the Wii VC this weekend, and will be playing it as much as possible until I get a perfect file.  Shouldn’t take as long as for the 3DS version, although I will have to physically get 9 (or 99 for consumables) of each item and can’t rely on certain cheap AR (DS) codes. Money’s tight in the game but I owe it to myself and the awesomeness that is Chrono Trigger to get a perfect game the way you’re supposed to (and without having the convenience of AR or the DS’s Arena of the Ages and Dimensional Vortexes (otherwise non-respawning enemies) to get extra’s of several rare and otherwise hard-to-get items.

For my monthly “DS game on the train” I’m replaying the DS version of Chrono Trigger - I already have a perfect file (New Game+), but not perfect-perfect as in Stamina & Accuracy maxed out for all characters (who can max it out). Since the 3 Dimensional Vortexes award the original 3 main protagonists with stat boosts, you would have to start a New Game+ 12 times (to max out Marle’s Accuracy, the others don’t take as many).  13 playthroughs (including your first), which is no coincidence since the DS version has 13 different endings.   So yeah, I will see how replaying the game a dozen times works out for me – I plan to skip ALL non-essential stuff and just get my stats maxed. It should only take a couple of hours per New Game+ since you don’t need to beat the game to start yet another New Game+ (well you do the first time, obviously), so I would only need to focus on the few things I absolutely needed.   Much time-traveling awaits! =D
« Last Edit: February 14, 2012 by Hyruleansoldier » Logged

Offline Hyruleansoldier

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« #26 on: March 01, 2012 »

Chrono Trigger (SNES)

Since my first two playthroughs of Chrono Trigger were on the DS version, I thought it would be fun to download the original SNES game on the Wii VC, and play the game as it was originally intended. No extra modes to distract you or ways to get more of some greatly beneficial items.  Sadly also no in-game movies, but that’s fine since I’m also working on a (more) perfect DS file.

Chrono Trigger is such a classic, I won’t have a hard time convincing anyone who’s ever played it just how awesome it is.  Shame on you if you’ve never played it.  What follows are some impressions of the game.  I tried to be not too exhaustive since the game is simply too awesome to sell short.  But there are many things that will continue to make you smile even after half a dozen playthroughs (I would imagine).

1)   Time-travel is always awesome, and it’s presented extremely well in this game.  There’s a bare minimum of time paradox headaches, and the story is told so well that you’re rarely obsessing about everything “checking out” from a time paradox point of view.  Time travel is used in so many ways!  
-   You meet ancestors and descendants of many characters, you witness how one small act of generosity can change an entire town’s future,

-   There’s upgradeable chests that, once you have the glowing Pendant, you can upgrade certain chests’ contents to create a more powerful version of the item in the future. You can then proceed to the future to get the upgraded item, and go back to the past to claim the original item. Double yay!

-   The butterfly effect: many of the game’s 12 endings depict how certain changes can drastically change the future of the world.  There’s an ending where Reptites rule and humans are almost extinct, there’s a few reenactments of the opening sequence but with Reptites or Robots or a Frog  version of a certain character’s parent, and whether or not you save certain people is reflected in the ending.  There are quite a few permutations, so I’m not sure how many endings there are if you count the small variations as well.

-   The space-time warping is most likely caused by Lavos, those there are also theories that it is the earth itself who activated the specific time portals so a bunch of heroes would figure out the fate of the world and strive to change it.

-   Time-travel obviously plays a crucial part in how the story is unveiled to you, and by going all over the place you really start to appreciate the concept of causality, and you don’t have a hard time seeing the bigger picture: many games involve saving the world, but no game has a scope as big as Chrono Trigger, where you literally travel the entire world, in at least 6 different time periods.

2)   I don’t know of many games where the main hero dies. Like, really dies.  Fortunately the other party members figure out a way to bring him back, but you can beat the game regardless and it will get you one of the different endings (where all the characters end up looking for Crono in the different time periods).  Quite sad.

3)   Money is really tight in this game, compared to all other games I’ve played or know about.  Sure, theoretically every RPG has infinite resources since most monsters drop gold, but that doesn’t mean it’s easy to get rich.  Considering how little money you loot and how high the prices for many things are, I often found myself lacking in funds to buy just the bare necessities, which is saying a lot since I’m not one to run away from battles and occasionally linger in certain areas to level up, gain some TP (Tech Points), or Charm (steal) loot from monsters.  Fortunately though, once you have access to the Hunting Range (or Prehistory in general), you can acquire a lot of Fangs, Horns, Petals and Feathers to trade for items, which you can then sell for Gold.  But even then this is not a game where you can go and buy 99 of certain consumables just ‘cause.  You have to work hard for the money

4)   Because money is so tight, it’s especially funny you can let yourself be mocked by Porre’s mayor by clucking and acting like a chicken.  You get 10g for this every time XD

5)   Nice inside-joke: “The Knights of the Square Table” (Guardia Castle, 600 A.D.).    Square are of course the creators of the game

6)   Flea, Ozzie’s magician minion, is downplayed as a self-proclaimed cross-dresser in the DS version, but in the original he insists he’s actually a man, and says: “Male… female… what’s the difference?  Power is beautiful and I’ve got the power!”   Fun fact: the item you can charm (steal) from him is “Flea Bustier”, which can be worn as an Accessory XD

7)   “Ozzie’s in a jam” (SNES) VS “Ozzie’s in a pickle” (DS).  I prefer the latter, but that doesn’t make Ozzie’s antics less amusing ^^  Actually, he seems to use a couple of variations in the original game, whereas I only remember “Ozzie’s in a pickle” in the DS version.  Ah well.

8)   Glenn (aka Frog) speaks basically Middle English in the original game.  They modernized his dialogue in the DS version.  Less amusing.

9)   Each playable character has unique dialogue/ reactions to events and occasionally take part in conversations if it somehow concerns them (e.g. if you have Frog in your party you’ll get more dialogue out if him in the Middle Ages than if you have Robo with you – he’s more likely to comment about stuff in his own time period).  Makes sense, you’d say, but the implications are bigger than this since there are a lot of permutations (7 playable characters but only 3 in your party, plus with some story events there’s a difference between the second and third character’s place in the dialogue.  For example, having Frog 2nd and Lucca 3rd might get you different dialogue for a certain story event from having Marle 2nd and Frog 3rd.  Even though Frog is in both, he might be the one that the first character replies to, instead of doing the talking himself and having the other (3rd) character reply to him.  It sounds complicated, but it gives this game an even higher replay value.  Of course since the actual act of proceeding to the final boss remains similar (although there’s actually 3 unique ways to go see him), you’ll get to experiment a bit with party (character) order to get a lot of different dialogue out of them.  I recall a funny line from Frog when someone mentions the handsome hero of Guardia, but really it’s Frog, so he makes a sneering side-comment

10)    Enemies in Chrono Trigger are deliberately anthropomorphized. How, you ask? Well, in the first dungeon, Manolia Cathedral, you find rooms where enemies just relax, sit at a table, and actually don’t attack you when you talk to them since they assume you’re monsters disguised as humans.  Yes, some monsters can disguise themselves as humans, this happens in at least 4 distinct places in the game.  It really adds to the atmosphere, especially when it’s all kinds of pivotal characters (but really they’re monsters).  There’s a lot of dialogue that at first makes you think they’re the real deal, but then there’s a twist.  E.g.: “Frog!  You’re safe!  … We’ll have to do something about that”.  Cool stuff.  There’s also some genuine subterfuge going on with a particular monster posing as someone in Guardia Castle, which is quite vital to the plot.  Furthermore, You’ll occasionally find an enemy napping, playing (2 imps bounce a ball-shaped enemy back and forth), gazing at the horizon, etc.
Another neat example is off the tough-looking jail guard that runs away after you fight him, saying “They’re not paying me enough for this”.  Reminded me a bit of King Bulblin in TP.

11)    There’s no random monster encounters – you see monsters in the different areas (and there are none on the world map itself).  But there are triggered battles you can’t anticipate.  There’s many points where you’ll just be walking and bam!  Ambush.  Or there’s only one or two enemies, but when they spot you a couple more will join in in the fight, or get summoned.  It’s quite fun, really.

12)    Since I first played the DS version, I’m having a hard time with the item and enemy names.  They changed a lot of them.  It’s particularly tricky when you have to beat enemy X to charm (steal) item Y, and neither are called the same thing in the two versions of the game XD (I’m aware the game also got released on the PS, but I don’t know in how many ways that version is different, besides having movies, which were reused in the DS version.  I would personally recommend the DS version since it has more content, and doesn’t suffer from the item name restriction the original version had (even the “Chrono Trigger” is referred to as “C. Trigger” for lack of space.  There’s deliberate spelling errors in some names to keep them short (R’bow Helm), and enemy names are not always as inpiring.  Mostly it’s just annoying when checking guides – I haven’t found any that mention both names for anything, so you’ll have to do some investigating to figure it all out.   Says more about all the changes they decided to make than the game itself – it would have been fine if they had kept the original names (but just not pulling off any abbreviations like R’bow Helm for Rainbow Helm).

13)    Like Majora’s Mask, Chrono Trigger has an “apocalypse ending”. Not counted as one of the 13 endings (12 in the SNES version), when you engage Lavos in battle and die, you get a big “In the end, the future refused to change” screen, after witnessing some apocalyptic events. Pretty neat, actually, since you see the people of 1999 A.D. witness the destruction, report that the world’s cities and towns have all been lost, and you see rubble falling down in the command centre. You even see it zoom out to the planet, turning gray. “In the end, the future refused to change”.  That’s a pretty dark game over right there.

14)    Bosses often have a unique counter attack specific for when they’ve been killed (or a part of them). Things like MP buster (reducing one character’s MP to zero), or a massive blow to the entire party, are common.  You could have defeated a boss, but die because of his vengeful last breath.  Heal up before you finish off a boss!

15)    Dalton is an amusing antagonist. The typical power-hungry opportunist, with his signature “Buuurp!” final counter (when you beat him). Quite powerful, actually.  His Golem bosses do a weaker version of it, too.  As some point in the story, the heroes’ victory theme will play when he’s making a speech, but he’s like “Stop the music.”  Funny moment.

16)    When visiting Crono’s mom, you automatically introduce new party members to her when you speak with her.  He/she will come forward and Crono’s mom will comment on their appearance.  Funny stuff usually

17)    Like the original game’s 12 endings, Crono can end up having 12 cats.  One cat can be won from one of the minigames in the tent, for the rest you need to win loads of cat food so the two cats will keep mating.  Eventually you’ll have 12, and you need to keep some cat food left or one might run away eventually.

18)    Like Link, Crono’s the silent protagonist, so questions like “Do you have any last words” are amusingly ironic.  In one of the endings, though, Crono will say his only line of dialogue!

19)   Like in the Terminator movies, in the “bad future” the machines are trying to take over the world, with Mother Brain being the boss (Skynet, anyone?).  There’s even a factory called “Geno Dome” where humans are annihilated (genocide), and robots are reprogrammed to create a new world order.   All this has to be stopped, too, not just the great big evil that caused all this in the first place.

20)    The sidequests in this game are simply marvelous. There’s basically one assigned to each of the main characters, though you don’t necessarily need to have them in your party at the time. You will get a short comment on possible sidequests from the characters when you talk to them (when they’re not currently in your party). You can do them all out of order (some are longer and/or harder than others), and they’re all really satisfying as they all benefit not just the characters, but the world proper.   Most of them have mini-dungeons to them, and some time travel of course! :3  And you’ll end up acquiring most of the ultimate equipment for your characters.  In fact, I think that after having done all the sidequests you won’t have any more items equipped you found in the non-optional parts. The bosses in these sidequests are all quite great too.

21)    Boss fights are usually quite unique.  Every boss has a unique set of attacks, counterattacks and weaknesses & immunities.  Many of them have more than one part, and usually punish you for trying to attack several parts at once.  You need to figure out which part is safest to tackle first, usually one that could heal the others or can do the most damage.  The most interesting battles are probably those where a boss counters with the same (or opposite) magic you used, or changes his defenses according to your attacks.  Because of the battle gauge system, you could time it so you could deal a lot of damage, and immediately have another character who’s ready attack with something for which you can actually survive the boss’s counter/ response attack.  With some of these bosses you can exploit this, considering there’s some armor equipment that absorbs one particular element and partially heals said character (e.g. a fire attack translating into some recovered HP instead of dealt damage).  Of course such items are unique, there’s only one of these per element, although the sidequests hold a spare one.  It’s highly unlikely you’ll beat Spekkio’s final forms without these Plates, too. Oh and to make you relive the many unique boss battle strategies, the final boss cycles through many of them (in the same order) when you fight him, so you have to stay sharp (and often employ the opposite strategy when you’ve ended one phase).  After all that craziness there’s still 2 more forms, which are unique, where he has 3 parts.  Although it should be possible to beat him under Lv. 50, I don’t remember how (unless of course you have all the ultimate equipment from the sidequests, but still, you’re still missing some major attack power and defensive stats.  Accessories can help a lot, if you combine them in the best possible way with the rest of your equipment setup).

22)    Some treasure chests (and most capsules) are well-hidden. For the capsules you only see a spark of light sometimes.  They’re definitely easy to miss, and oh-so handy to up a character’s stat by one.


That’s pretty much it for my first run of the original SNES version (on the Wii’s VC).  Most of my team are Lv. 50, which is just fine as going through a New Game+ should get all characters to Level ** (above 99).  Since I killed Magus to be able to get a second Schala’s Amulet in New Game+, Frog is a human again in the ending, and I’ll have to do some power leveling with Magus when I finally get him.  Oh and enjoying the different endings will definitely be a must for the New Game+ as well.

My run of the DS version is not halfway yet (considering the extra content for the DS makes you put in several more hours), but at some point I WILL have the perfect file, with all stats that are possible to be maxed, maxed.   For now, I’m continuing with my time travelling adventures!


Conclusion:

Chrono Trigger is that one game that stands out, in the best of ways.  Before the RPG genre became stale (or overly involved with graphics and uninspiring fetch/ sidequests), Square Enix boldy innovated the cliché type of RPG with random monster encounters and the tedium of battles (and having to do many of them).  Chrono Trigger has a very rich story that really keeps you hooked.  No boring fetch quests but every path you take leading to discovering more about the fate of the world and caring more about its inhabitants.  All that plus involving sidequests and 12 different endings (with a few minor variations here and there, too) makes Chrono Trigger the game everybody loves, even if they’re not the biggest fan of RPG’s in general.
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Offline Hyruleansoldier

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« #27 on: March 20, 2012 »

Lufia II: Rise of the Sinistrals (SNES) (post 1/2)


About 15 years ago I watched my cousin play Lufia II: Rise of the Sinistrals (SNES).  I hadn’t seen many RPG’s back then, but it did seem to have some neat similarities with the early Zelda games (epic dungeons!), some downright epic music, a fun battle system (like in Chrono Trigger!) and I understood it perfectly since the game got a complete Dutch translation, which is extremely rare.  Apart from one of the James Bond games for the GC I don’t think I’ve even seen another game you could play entirely in Dutch.  No big deal per se, but it is something quite precious when you think about it.  So yeah, I've basically been wanting Lufia for 15 years, but whenever you find it on eBay it's WAY overpriced, even without box and manual.  I was lucky to find a cartridge only, in Dutch, which works perfectly.

Since the first Lufia game (also for the SNES): “Lufia & the Fortress of Doom” was never released in Europe, over there “Lufia II: Rise of the Sinistrals” is just called “Lufia”, which is fine seeing how it’s actually a prequel. The game tells the story of the evil Sinistrals and how a team of heroes has to uncover their destiny to defeat them.  “Lufia & the Fortress of Doom” (the very first Lufia game) actually starts with the final battle (kind of as a history lesson), and the rest of the game takes place after that.
There’s also Lufia: The Legend Returns (GBC), Lufia: The Ruins Of Lore (GBA) and Lufia: Curse Of The Sinistrals (DS), which is actually a remake (more like major overhaul) of Lufia II: Rise of the Sinistrals. Apparently it’s a very ambitious remake, as the graphics are totally upgraded into 3D, instead of turn-based battles you have live, 3D action, there’s mini maps, and basically it looks and feels very different (3D + drastically changing the battle system).  It’s not even the same game anymore, but I’ll definitely get it at some point, most likely not liking it as much since a game is a lot more than a journey through a story. The story is the same, but the gameplay will feel VERY different.  I do hope they’ll remake the first Lufia game for the DS at some point, preferably not changing it that drastically, although I really just want to enjoy the story, not get caught up in live action too much (not for the sake of live action anyway).  I don’t think I’d like Kid Icarus: Uprising either, too much hack ‘n slash.  Although at one point I did enjoy that about some of the earlier LOTR games.  But there you’re just happy travelling through many Middle Earth locales, and the story doesn’t seem far away.  But I digress.

Time to discuss why Lufia is such a great game (series)!

1)   Lufia is an RPG similar to Chrono Trigger and the Golden Sun games. It has random monster encounters on a top-view world map, like most RPG's, but in caves and dungeons you have more of a ALTTP kind of deal, and you see the enemies moving around, and it's a bit like in AoL where you only fight them when you land on the same spot.  Many enemies (in caves) only move when you do, so it can be a bit of a cat and mouse game. If you engage an enemy from behind you'll get a sneak attack (round) in (and vice versa).  You can hit an enemy with an arrow to temporarily immobilize it, so you can move past it without engaging a battle.  At one point I was in a narrow corridor (leading to a treasure chests) where about 7 monster sprites were lined up, so you knew you’d have to fight your way through to get the chest!  (Not all right after one another as you still need to move your character one step forward to face the next monster in line).

2)   You have to literally recruit the rest of your team to fight together to defeat the Sinistrals and save the world.  In most RPG’s it’s more of a “friends hanging out thing” at first, and a few characters you meet along the way who happen to have a common goal at first, but then never seem to leave cause it was just a device to get them into your party.  Somehow uncomplicating things in this game seems to work great and make things more epic.  Goes to show that stories and character interaction doesn’t need to be awfully contrived to be successful.  Although the friendly banter in Lufia definitely adds to the enjoyment factor.

3)   Some monsters can be caught and used to fight alongside you.  There’s 7 “Capsule Monsters” in the game, all of which have an elemental affinity (and moves reflecting that affinity), pros & cons, and can level up like your main characters, and evolve up to 4 times into more powerful creatures.  They’re a lot like Tamagotchi in that you have to feed them, too, for them to evolve. As these monsters level up techniques will be gained, feeding them will help them grow into larger forms (which will enable them to learn more powerful moves), and battle experience will increase their status. They’ll ask for a specific food item (some piece of equipment or fruit / drink), and if you give it to them it counts double (than if you just stuff them with the cheapest stuff).  They are not exactly like Pokémon since it’s also possible for them to devolve; revert back to a previous form. This can be done purposefully by feeding them particular kinds of fruits (if you want to try and evolve them into something else). But for the final evolution, a particular item is needed, depending on the Capsule Monster.  Think Elemental Stones in Pokémon – you’ll need unique elemental fruit to acquire their final forms.   The monster you’re currently using in battle will always appear, sometimes just defend, and possibly run away if it takes too many hits.  If it runs away or even dies, don’t worry since it’ll always be back the next battle. You don’t have to worry about its health and it can’t be afflicted with status conditions. You couldn’t heal it if you wanted to, or select its moves.  It’s just there for the ride, and gets XP just like your main chars.

4)   Dungeons have a lot of puzzles like in the early Zelda games, move blocks and carry jars on switches, make bridges (literally collect pieces of a bridge to cross a gap across the water), hit a switch with an arrow, use the hookshot to cross a chasm, and find hidden paths to hidden treasure chests.  A spell called “Restart” (0 MP) can be used at any time to put everything in the room back how it was (including the monsters). It puts you back at the start of the room, too.  This is very handy, of course.  In Zelda many puzzles reset too when re-entering the room, though of course you still need to first leave the room for that.  The “Restart” spell is a really fresh concept, and the fact it’s in there makes you realize the game’s dungeons are more puzzle-based than merely linear adventure-based.  Tis a good thing.   And I must say the puzzles are really challenging, and therefore awesome.
By the way, Lufia features a Hookshot, Hammer, and Bombs to blow up walls and junk, next to the Arrows (and Boomerang in battles only). Plenty of hidden stuff to find with these weapons.  Weak wall bombing ftw!

5)   You learn most magic spells by purchasing them from the many towns’ magic shops.  You have to pay per character you teach it too.  There’s quite a lot of them, status, buffs, elemental attacks and convenience things like Escape from a dungeon, or Warp to any previous town.

6)   Also you can cast most attacks, spells and buffs on enemies too.  Deliberately hitting yourself with your own sword is extremely silly.  It doesn't make much sense but it's funny.  You can also HEAL a couple of enemies to death, due to a programming glitch (only works if their HP is full and stays full). Intriguing stuff.

7)   Arrows are not the only item you can use outside of battle (to stun an enemy or hit a switch).  They’re not consumables, but a skill that doesn’t use MP, so you can shoot as many arrows as you want. So if you’re afraid of battles, you can stun all you want.  You have to be lined up with an enemy, of course.  They seem to be good at dodging, so sometimes it’ll feel like they don’t even want to fight you   The stunning only lasts a couple of steps, though.  Also, swinging your sword counts as a step too, which can kind of force an enemy to move in a desired direction (or trigger a battle) if they seem to want to outrun you.  The occasional cat-and-mouse is entertaining, though. Usually not much of a hindrance.

8)   Rage Meter: every time you take a hit from an enemy it goes up. You can use its energy to unleash powerful attacks depending on the equipment you have on – all types of equipment actually.  With these types of attacks you’ll always have a fighting chance against overpowered bosses or an overdose of enemies of a certain type, like spiders and bees, which are weak to Insect or Fire attacks.  Enemies and bosses usually have at least one weakness (and resistance), so this can be a big help here too.  The Rage Meter will stay maxed out if you don’t’ use its energy – it doesn’t reset after you save & quit either.

9)   There seems to be a good deal of items that can be equipped alongside conventional weapons to unleash special types of attacks.  This usually uses “Rage Meter” energy. The interesting thing is pretty much anything can have such an attack: your helm, armor, shield, ring or Jewel/ Rock. With some equipment you can heal yourself, restore MP, cast a status condition on an enemy or use a buff, etc. It can give any character a good boost, and less reliance on just the weapon or learned Magic Spells. Of course as always, the Rage Meter energy supply can get depleted pretty quickly.  But taking a hit every turn helps XD

10)   There's also elemental attacks, some types can be combined, and other types cancel each out so you shouldn’t try that.  For instance, light & dark negate each other, as do water & fire.

11)   You can forge items, like in many RPG’s.  The ultimate forging quest has to do with dragon eggs, well-hidden in the world, and needed to forge some ultimate equipment.

12)   Most stats can get up to 999 max, theoretically, although apparently the game has more bits assigned to your stats (just not to the 3 digits displaying them). In other words, you can get your HP and MP up to… 65,534, theoretically, although there’s no way to verify exactly how much you have since it’ll only display 999.  One of the advantages to having an obscene amount of HP is that your Rage Meter will get filled up much faster when the game thinks you have severely diminished HP (999 out of whatever you REALLY have but it’s not displaying). Get it?

13)   Lots of treasure chests to be found (but not as excessive as in Chrono Trigger, where admittedly most of them contained some kind of HP or MP restoring item).  Everybody loves finding plenty of treasure in caves and dungeons. You usually feel good about yourself, too, since there’s not many of them that are so obviously right in your face that you’re almost sure it’ll be just a lame potion. Since enemies can drop HP & MP restoring items too, and all shops have some of these as well, you’ll be happy to find more ACTUAL treasure in your chests. Shops do always have good stuff, too, so no endless repeats of the same garbage you could buy two towns ago, which is quite significant since Lufia DOES have 28 unique towns!

14)   Funny items: typically the items you can buy in the starting town are crap, but Lufia gives crap a whole new dimension by allowing you to buy a couple of kitchen pans, pots, wooden plates, knives and other utensils that you can actually equip as a helm, shield and weapon XD. This is quite funny, and one of the many charming features.  Quite often it’s the stuff that’s not necessary or even useful at all that ends up adding a LOT of charm to a game, isn’t it?

15)   Monsters and bosses can drop certain unique items (Jewels & Rocks), which provide some stat increases for your char when equipped. You can’t buy any of these items, so it’s quite good to have some of them for you to choose from, depending on the situation.  Several monsters and 3 of the game’s bosses may drop an item that when equipped, allows you to perform their signature move. A “Mega Quake” move, fiery destruction, and a spider web attack are among them.  Since you can’t refight most bosses, if he doesn’t drop it when you beat it, you’re outta luck.  Of course one always saves religiously so one can simply reset and try again, making sure to fight at least one normal battle before the boss to change the game’s RNG.  If you’re not a completionist this is nothing to worry about, as you obviously don’t need all items to beat the game.  But it IS extremely satisfying to use certain bosses’ and enemies’ signature moves. Most of them use up a big chunk of your Rage Meter energy, so you can’t exactly keep spamming them, but still. It IS quite desirable to have some of these items equipped, since there’s only a handful of them you can expect to find on your journey (and most of them aren’t found early or easily either).

16)   Rings are a different kind of equippable accessory, but no monsters seem to drop them and so far I’ve only found one little store selling them – but they’re really basic and barely increase your stats.  Your best bet is finding all the treasure in the dungeons, and acquire some elemental rings late in the game.

17)   So far most monsters I’ve encountered look like actual animals, not just animated freaks / fantasy / mythology-based creatures.  Not that there’s something wrong with those, but it seems too overused in most RPG’s.  It’s good to see some more typical looking enemies.  Sometimes reminds me a bit of Pokémon (though there’s less tedium with trying to kill them with the right types of movies, or getting annoyed at the frequency of (the same ones) recurring a million times).

18)   Speaking of tedium, battles are actually REALLY fast.   Barely a second goes by between the monster encounter (random or otherwise) and you getting to input your actions. Monsters evaporate and boom, you get the “Got … XP” message.  If you simply hold down the A button it will scroll through the following lines of into (what chars leveled up, their stat increases, and how much XP is needed for the next levelup). It scrolls through all this faster than you can read, which is a good thing since you only need that one glimpse to assess how close you are to the next levelup.  Close enough, usually, with 4 chars + 1 Capsule Monster.

19)   You have to literally recruit the rest of your team to fight together to defeat the Sinistrals and save the world.  In most RPG’s it’s more of a “friends hanging out thing” at first, and a few characters you meet along the way who happen to have a common goal at first, but then never seem to leave cause it was just a device to get them into your party.  Somehow uncomplicating things in this game seems to work great and make things more epic.  Goes to show that stories and character interaction doesn’t need to be awfully contrived to be successful.  Although the friendly banter in Lufia definitely adds to the enjoyment factor.

20)   It's refreshing to see a main hero with so much dialogue.  He’s witty, too, and most of the conversations are quite entertaining.

21)   There’s a lot of humor in general, for instance with one particular boss: instead of a random evil monster there’s a monster with character who talks to you, from its high horse, blatantly telling you you’re lame and he doesn’t want to fight you – he was just bored so he decided to cause some earthquakes – and after you teach him a lesson he’s all like “Okay I’ll be nice now I guess I should know my place”.  There’s too many fun(ny) examples to list!

22)   There’s also some references to the controller and its buttons, which is very reminiscent of Link’s Awakening.  When being told to use a certain button, that character will add: “Though I’ve never seen such an “R button” around anywhere”.   Same goes for the Help feature (pressing X on most types of menus gives an explanation). A character will say: “Though I have no idea where this “help” comes from.”  It’s the little things like that that add to a game’s uniqueness, and Lufia has tons of that.

23)   The game has MANY towns (28 if I recall correctly), and thus, many NPC’s to care about.  It’s one of those RPG’s that, 15 years ago, focused more on a great game(play) experience than trying to provide the best possible graphics and sacrificing a more wholesome overworld (and town) experience.  Sure, in later (awesome) games like Golden Sun you get quite some diversity as well, but when you add even more towns to the list, some you may not even need to ever visit to beat the game, you find yourself caring more about the world, since it’s more real.  Too much linear stuff and too little optional stuff is most often a bad thing.  Older games still have that classic balance, and often yield games that take several dozen hours more to fully complete.

24)   There's a randomly generated “Ancient Cave” of 30-100 floors (depending on if it’s your first file or not) of puzzles and enemies, with some tough unique bosses and unique equipment, kind of master dungeon.  When entering it temporarily resets your levels to one, and empties your inventory, so you have to level up and hunt down equipment from scratch. It’s an adventure within an adventure! There's a lot to it apparently, judging from the various in-depth FAQs about it. Many unique challenges go along with it and you could spend days in it seeing how it's randomly generated.  Most items you find there cannot be taken outside of this cave, though (since then you would be theoretically able to acquire dozens of certain rare items). You are able to use specific kinds of items there, though, and bring back another type of items (to forge certain items, I think).  This Ancient Cave is also unlockable as a side-game when you beat the game twice: selectable from the title screen, you can have fun in this randomly generated cave with whatever characters you wish, and enjoy its challenges to the fullest.  It sounds a lot like the kind of challenges the Hero Caves in the Oracle games threw at you – make you use ALL your items, and provide brand new puzzles, not just rehash old stuff. The same goes for the battles. You can’t compare it to TP’s Cave of Ordeals since it doesn’t have a turn-based battle system, but you do see the enemies roaming on the screen so yeah. And since for some of them you will want to save your Rage energy, you’ll have to plan things accordingly. You’ll also have to figure out what items to feed to your Capsule Monsters (they too have to be evolved again), and just hope you’ll be powerful enough for the boss.  99 floors should mean you should be gaining one level per floor.  You have to kill the boss in 3 rounds to be victorious, which means focusing on attack only, giving it all you got, combining the most powerful Rage attacks, etc. The rewards are quite worth it, and of course you’ll be given your initial equipment and levels back. You WILL get to keep all the items from Blue Chests in the Ancient Cave – they are special items that can only be found in here.  There’s apparently a set of Iris items that can’t be equipped, but one particular character displays them in her tavern. Nice to see a complete set displayed there!

25)   Obviously replayability is high in this game, and not just because of the Ancient Cave. The first time you beat the game you unlock a Retry / Extra Mode, where you start from scratch again but all XP and Gold gain is times 4.  Quadruple gain ftw!  It’s like the game’s easy mode, compared to the standard hard mode. After you beat the game in this mode, you unlock the “GIFT” mode, a separate Ancient Cave feature I wrote about above (with 100 floors).  But make no mistake – the Ancient Cave is accessible in the main game as well – but it has only 30 randomly generated floors instead of a whopping 100. This feature is also unique in that you can switch between characters freely, and it’s for instance the only way of having Tia (the girl from your starting town and Maxim’s would-be girlfriend, basically) to accompany you in the Ancient Cave.


I’m only 12 hours and a half into it, with chars under Lv. 30.  I’ve only seen the first 5 towns, only have 3 party members and 2 Capsule Monsters. The story is unveiling itself quite nicely, and some of the plot twists and subplots are extremely good and entertaining.  I’ll wrap up this post now, and write up another one after I’ve fully beaten the game, which will most likely take several dozen hours more.  Here’s the conclusion of the first part of my review!


Conclusion:


Lufia II: Rise of the Sinistrals seems to combine a great many awesome things from various successful games.  Lots of exploration, treasure chests to find, characters with entertaining dialogue, a satisfying battle system in the caves & dungeons - very Chrono Trigger - and good puzzles therein - very Zelda.  A turn-based battle system that’s more expansive than in Chrono Trigger (having more in common with the Golden Sun games), and a world with LOTS of towns and people to care about.   If you have a chance to play one of the Lufia games, seize it and I promise you will enjoy it to the fullest!


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Pokémon Black  (post 1/2)


A couple of weeks ago I decided to continue with my Pokémon Black adventure on my daily train rides. Took me a while to really want to go for it again, but I’m finally back into it and rather enjoying it actually!

1)   What really does wonders to keep you motivated and interested is that you ONLY see brand new Pokémon (until you’ve beaten the Elite 4).  No caves swarming with Zubat and Geodude, and no Pidgey, Rattata or other mon we’ve seen more than enough of in the previous gens.  Sure, now there’s Pidove and Boldore to roam routes and caves, but 156 brand new mon is more than enough to stay interested.  It also forces you to use them, get to know them, and pick your favorites, where especially in the previous gen you would most likely focus on the ones you knew (or go for redundant evo’s of previous gens, something which Generation 4 seemed to excel at).  No such evo’s (or prevo’s) here – they’re all new and aren’t related to any previous mon.

2)   I actually like a great many of the new mon, too, although there’s also a bunch that are downright awful.  Sawk, Troh, Klink, Stunfisk, the Vanill- ice cream trio… I’m looking at you guys.  Sawk & Troh don’t look like Pokémon at all.  The 3 Klinks are just gears (with ridiculous names), and Stunfisk is downright ugly (like Scraggy).  The jury’s not out yet on Escavalier – I like the concept of a bug “suiting up” to become all armored, but he looks SO much like a knight in armor it’s a a bit on the ridiculous side.

- That being said, a great many of them look nice and refreshing.  I particularly like the Litwick > Chandelure line (Ghost/Fire), the Solosis > Reuniclus line, the elemental monkeys, Frillish (a Water/Ghost), Zebstrika, Sigilyph, Cofagrigus, Archeops, Foongus- Amoongus (Poké Ball shroom are amusing), Galvantula (Bug/Electric), Volcanora (get your lv. 1 hatched Larvesta to Lv. 59 OR just catch it at Lv. 70…) and Vullaby (vulture!  but Mandibuzz looks a bit too much like one, if you know what I mean).

- I like pretty much all of the legendaries.  Though the Musketeer trio (or quartet) is reminiscent of the 3 Beasts from Johto, I like their mythology and they just look super awesome in their own right, nice addition to series, and probably the Kami/ Cloud God trio even more (they remind me of Cyclos & Zephos from TWW).  Genesect has some similarities with Mewtwo – the resident Team trying to “upgrade” a mon to use it for evil.  

- There’s almost no new Water mon, which is good because Hoenn overdid it, and D/P didn’t have many memorable ones.  There seem to be more interesting type combinations too, and all in all a nice addition to the roster (looking also at Physical vs. Special-dominant attackers).

3)   I got the impression there’s less mon you need to evolve yourself compared to previous games – meaning most of them can be caught at some point, or don’t need many more levels to fully evolve (though usually fully evolved mon are quite rare).   Stone and 3 trade evolvers you obviously have to do yourself, but since that doesn’t involve tedious grinding I’m fine with that.  The game does have the highest evolution level threshold in the entire series, namely 65 for one particular dragon (Zweilous into Hydreigon).  But one really high threshold is still better than a dozen you are forced to train and evolve yourself. Of course, evolved mon learn their (best) moves later, so if you want a good team without having to overlevel evolved mon, you may want to postpone evolving some of them to get the best moves, and then evolve them so they’ll kick more ass at an earlier level.  Decisions, decisions.  Nothing new there

4)   TM’s are reusable, oh joy!  Apart from the obvious, this also has the awesome advantage of less relying on multiple HM mules/ slaves.  You don’t need mon with Flash AND Dig AND Rock Smash AND False Swipe on you at all times – you can just temporarily teach one of these moves to one of your mon who can learn it, and afterwards just replace it with the TM that suits that mon best.  Doesn’t take long (definitely not compared to getting back to a Pokémon Center to move your mon around to carry the right HM/ TM setup).

5)   The music is simply glorious.  Unlike in Generation 4, I’ve almost never muted my sound (except for a few cases of tedious “mon that appears with less than 5% encounter rate” trekking).  The Surfing and Biking themes are wonderful – you don’t get tired of them.  Many of the cities’ themes are glorious as well.  And the different legendary themes too.  The Musketeer one kinda rattles you, but is cool nonetheless.

6)   Black/White actually REALLY focuses on the story, compared to the previous games, and the resident Team isn’t lame either.  The story is deep, there’s many interesting moments with N and Team Plasma members, and the scope is much larger than in previous games.

7)   Speaking of Team Plasma, I like their logo, which appears every time you have a battle with one of them, and they have their own battle theme and even neat victory theme (when you KO their last mon).  Once again the music stands out.  Too bad most Teams can’t seem to get their hands on more original mon – it’s usually the same crappy Normal, Dark, Poison types over and over again.  I guess it makes sense since they don’t usually catch them themselves (or if they do they get all the common, crappy ones).

8)   The Shadow Triad is awesome.  Ninjas popping up out of nowhere is always awesome.

9)   The Gym Leaders may not be the best in the series. Apart from ridiculously clichéd names like Clay, Skyla & Brycen they’re mostly bland and too easy (except of course the dragon gym but that should be self-explanatory). The Gyms themselves are pretty cool, though, plenty of cool gimmicks to get to the Gym Leader. Quite the adventure

10)   The XP system was changed so you get more XP if you beat mon that thare higher level than you, and a bit less if you defeat lower level mon.  Also, Pokémon have their own XP value now, with Audino (very often found in shaking grass) giving the most XP for beating it.  This is another step towards most RPG’s where XP gain is calculated by several factors.

11)   There’s also a TON of post-game stuff to do.  If you look at the map, the Elite 4 is about halfway, so after you beat them there’s still pretty much half of Unova to still explore.  You’ll encounter hundreds of previous gen mons, fight much tougher battles, meet some characters from previous games, tackle particular sidequests (some still very related to the main story, like with the Team Plasma Sages roundup), and finally when you’re up to it you can challenge the Elite 4 again – who’ve all added over 20 levels to their Pokémon (and changed their lineup somewhat, too).  After that there’s still quite some post-post-game stuff left, so really it’s a long game without it being too tedious.

12)   Seasons!  Although not as elaborate as in Oracle of Seasons, there are distinct differences to several routes, cities and Twist Mountain depending on the season.  In Winter the snow will either allow access to or block off certain parts (frozen ponds that otherwise house mon or items).  Things look different, and even have a different music theme playing (also for some routes). This is all very neat, and of course Deerling & Sawsbuck have one distinct color scheme for each season.  I’m trying to get all 8 of them.  It’s good to see they didn’t go overboard with this, either, since no one wants to have to mess with the seasons too much (read: change the DS date to skip a season a couple of times).

13)   Dust Clouds & Dark Water are a great invention, too.  In caves you’ll randomly see Dust Clouds popping up: get yourself over there ASAP (if a wild Pokémon battle occurs before you reach it, the item will be gone).  Many types of Gems can be acquired this way, and of course also Drilbur, the brand new mole Pokémon.

Dark Water is pretty much the same deal but while Surfing.  I don’t think you can claim items this way, though most mon you encounter this way are different from the ones you encounter from Surfing on normal water.  Or shallow water/ puddles, for that matter.

14)   Only 2 real Sea Routes in this game, really.  I’m not mad, though since I really liked the currents I would have liked to see some more of that.  Routes 17 & 18 are lots of fun.

15)   You don’t need the PokéRadar or such items to trigger mon in Shaking Grass.  They randomly appear, and if you want to focus on them only you can use Repels, since that will halt random mon encounters but not prevent grass from shaking so as to get specific mon to appear (Audino comes to mind).  Of course there’s also Tall Grass, with its own list of wild mon.

16)   In general, there seems to be less pointless items and features in B/W.   Although the Safari Zones aren’t bad, or the Contests, or the Ribbon madness, or mon/ room customizing and other minigame nonsense, B/W seems to focus more on what really matters (including much more attention and detail to the story).

17)   I do miss the Pokétch apps from D/P/P.  You could easily see the location of roaming mon (although there’s only one in Unova so I’d just throw the Master Ball at it), what levels the mon in your daycare are, a step counter (for hatching eggs), and even a type-effectiveness chart if I recall correctly.   These features were particularly handy, and easy to cycle through.  At least the clock is now on screen at all time, which I personally find quite handy on the train.

18)   Every time you hit the menu button, for whatever submenu, you have to reactivate your Item Finder again afterwards.  This gets really annoying.

19)   I don’t really like Rotation battles.  Pokémon battles are too focused on who’s facing who (types and Physical VS Special wise) to literally mix things up and play Pokémon roulette.  Double Battles aren’t bad, though it would be nice to know beforehand which attacks can damage both enemies (or your own teammate, like with Surf). You can see when selecting the attack that there’s multiple targets, but I meant make it visible on your Pokémon move list if an attack will hit one or more enemies.  There’s also certain stat moves that complicate things when doing Double Battles.

20)   Battles do seem to flow a bit faster than in D/P, but they’re still too slow to my liking, especially since they seem to have cranked up the mon encounters (at least while running and biking – seriously, why give us the power of speed if it’ll only incrementally increase the encounter rate along with it?)

21)   For those who want, there’s plenty of daily rematches in the game, some of which are different every day.  Very good for quick XP and cash.

22)   I don’t like the linear structure of Unova, though.  You basically go clockwise around it, and you’ll have seen everything after crossing the Marvelous Bridge leading back to Nimbasa City.  I miss the more non-linear, organic regions and routes.

23)   That being said, there IS a lot to explore, and a lot of hidden items to find – who doesn’t love a good treasure hunt?  And even though most of it is relatively linear, there’s some less obvious, more intricate areas (apart from the caves/ dungeons, I mean), and when I think of how you reach Routes 17 & 18 from Route 1, I know they haven’t forgotten how to force you to thoroughly explore everywhere to see everything.  (They could have just put water RIGHT next to the starting town, but it’s on a side path of the first route, branching off, so it’s not immediately obvious there’s a whole route out there.

24)   Admittedly I would have preferred the White version. Though I do like the technological look and plenty of battles for good XP, most B/W differences put me more in the White camp. I probably decided a bit too fast, but in a way it’s also a good thing: White City, for one, wouldn’t be as epic for me anyway since I don’t have anyone to play with (using the Entralink expands/ adds more catchable mon to it), and I’d only be tempted to catch ‘em all.  I do hope the GTS will be kind to me with regard to good deals for mon, but since I’m not planning to gather all 649 mon on one file, I’m fine with “just” getting 150+.  This is once again where it’s beneficial to only have new mon (before getting the National Dex after the Elite 4), so you can focus on the new ones and not be too concerned with any previous gen mons.  There’s plenty of them in the post-game areas, but I don’t know if I’ll bother with all of them.   Since you need an updated AR, I can’t AR myself a few hundred Rare Candies to quickly evolve all of them, or any other codes to speed things up.  No, focusing on all the brand new mon will do just fine.   One of the currenty unobtainables will probably be released in an event this spring.  I bet Keldeo will be first (the 4th musketeer!)

25)   B/W’s Victory Road and checkpoint areas before that are very well-conceived. For the checkpoints the rooms come in the theme(s) of the respective Gyms, and as you progress the music theme playing evolves (think of SMG’s Observatory theme with more instruments, or LA’s Ballad of the Windfish).  
Victory Road itself is very neat, too. It’s basically a mountain you ascend, sometimes you have to drop to a lower floor, then do some caves again, you’re back outside, and so on and so forth.  It’s quite epic.  Quite possibly the most enjoyable Victory Road of all the games.

26)   The Pokémon Leage is quite awesome as well.  High atop the mountain, each Elite 4 member has their own spiraling tower you ascend in a suspenseful way. Torches get let as you ascend, the ghost-themed tower looks like a haunted library, and the psychic one whisked you up magically and had you wake up the trainer from a nap in her luxurious bed. You get to choose the order you fight them in, though you can’t access a PC or healing lady in between. Of course there’s plenty of time to heal manually with Revives and Super Potions. Since this only the first round of Elite 4 battles, they’re not overpowered yet, and have only 4 mon each. Still, nothing comes easily. I brought my fateful encounter Mewtwo (Lv. 70) around since I didn’t have any mon over 50 yet. I switched mon too many times during the adventure (to evolve them and then put them back in the PC). Fortunately I didn’t have to rely on Mewtwo too much, since Unova’s finest worked together quite well.

My dream team:

Serperior, Lampent, Fraxure, Krokorok, Swanna & Mewtwo. Yes, 3 of them still need to evolve.  Fraxure was only Lv. 43 but the others were 46-48.  Good fights.  And then some long flights of stairs leading to the peak… suspenseful!

27)   Major plot twists with N’s / Team Plasma’s Castle rising from the ground and pretty much enveloping the peak where the champion was beaten by N.  Lots of stairs descending, too. Epic music once more, and then the castle itself. Of course Team Plasma’s 6 sages (with Ghetsis being the 7th) have to be jerks.  More epicness follows with the 8 Gym Leaders you fought joining in the fight, leaving you to explore the castle.

28)   N’s Castle comes with a dignified theme, some nice halls to discover, N’s play room, a laboratory with scientists saying part of the plan is to steal everyone’s boxed Pokémon and release them all!  Scary.  Some Shadow Triad dudes pop up out of nowhere, too, for some more dialogue here and there.

29)   Nice little throwback to the previous generations: one of the Plasma Grunts states that “in regions far from here, Team Rocket & Team Galactic drew far too much attention to themselves and were thwarted as a result”.  Yay for cross-game references.

30)   This is also the first game where catching the version/box’s legendary is mandatory. If you accidentally kill it it’ll appear before you again. Also if you run out of Ultra Balls (probably your best bet) one of the Grunts in a previous room allows you to warp back to the Pokémon League to purchase some more, and then make your way back there.   Reshiram & Zekrom’s catch rate is higher than most legendaries, so it shouldn’t be a problem.

31)   Speaking of Reshiram & Zekrom: their entrances were both really epic: showing off the source of their power (it’s in their tails!), and displaying some of it of course. That should have seriously collapsed part of the castle!  Ah well.  More holy-sounding epic music, and then of course a final battle with N… and Ghetsis.  Some of the best battle moments of the game ensue!  When all is said and done, cue the credits, but only for the first time…


There’s still TONS to do, like finding the 6 sages who’ve gone into hiding into various parts of Unova. Your ultimate goal is become powerful enough to take out the Elite 4 for real – all of them are using 6 Pokémon now with levels well into the 70s – so all of them added 20+ levels to their mon.  Since you’re not REALLY the champion until you beat them the second time (and also get this on your Trainer’s Badge), it really IS a must.
There’s also rematches with Cheren & Biance, you can find Cynthia (D/P’s champion) in a house somewhere for an epic battle, and explore the eastern half of Unova, catch a hundred non-Unova mon, go fishing for them, partake in the Battle Subway fights (taking out the bosses), hunt down the swarming mon, and work on some more evolutions – most of it are really worth it.

I’ll wrap up this post right here.  It will take a long time to tackle all the post-game stuff, get a full Unova Dex, and basically do everything the game still has in store.  I’ll end with a proper conclusion, and will probably write up a Post-Game experiences post in a couple of weeks, when I feel I’ve fully beaten the game.


Conclusion (1/2):


Pokémon Black & White have succeeded in a great many things, and overall I would rate them higher than D/P.  I have faith in the series again, and I hope that with Black 2 & White 2 they will continue to go in a good direction.  Less is more, GAMEFREAK!  
« Last Edit: March 20, 2012 by Hyruleansoldier » Logged

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« #28 on: June 06, 2012 »

Lufia II: Rise of the Sinistrals (SNES) (post 2/2)

I finally finished my glorious adventure last weekend, and oh boy has this game taken me for a ride!

Here’s my final impressions for Lufia II: Rise of the Sinistrals (SNES).

1)   Zelda flashbacks: in dungeons & caves some doors only open after you’ve killed all the enemies in the room.  Since most rooms are puzzle-based this doesn’t happen as much as in Zelda, though.  Also, there’s eye switches you have to shoot, cracked rocks to pulverize with the hammer, and use the Hookshot to cross gaps (and sometimes deliberately end up falling in one to reach a hidden room. Ooh!  Every cave, dungeon, tower or temple has a key, too, which most often is a boss key to the final door, or the key to pass through the place to reach the other side (on the world map).

2)   Some true brain crackers among the puzzles, like wow. I wonder if part of the team specialized in Puzzle Boy like games, since you really have to bring all your wits and then some.  Some puzzles are optional, allowing access to a room with an optional (but awesome) item.  They’ve really outdone themselves with this one.  The puzzles alone are worth looking into the other Lufia games!

3)   You have to hold down the R button to turn without moving.  This is crucial in some puzzles! Turning on the spot also doesn’t count as moving, so enemies won’t budge and your bombs won’t explode yet (yes, bombs only explode after 5 steps (or sword slashes – you can just do that without moving, too).

4)   The music is really enjoyable.  Certain dungeon themes do get recycled, but that’s just cause there’s so many of them.  There’s 28 towns, so probably even more caves, towers and dungeons.

5)   There’s cursed items, which, traditionally, you cannot unequip unless you go see a priest. They’ll uncurse it, but this permanently changes the item.  Some items get better stats when uncursed, others get worse stats.  There’s also a ring allowing you to deal damage to undead creatures, and protect you against instant death spells. Scary stuff!

6)    Rocks and Jewels are not limited to rare (monster) drops: some Rocks & Jewels can in fact be acquired from a treasure chest here and there in the dungeons.  But since you have 4 chars and some of them are definitely worth having more of, you’ll want to hunt down some rare drops at some point.  The ones you find in chests are usually several dungeons later, too, so the enemies with the lower drop rate always come first.  A farmer’s persistence is rewarded!

7)   One of the sidequests has you hunting down Dragon Eggs. They’re in fixed locations, but when you find all of them and present them to the Dragon, you’ll get 4 WISHES! (I bet they thought that 3 would be too clichéd, hmmm?) Anyway, you have to go find the eggs again each time you want to get one of your wishes, and to do that you have to use kind of an “item finder”: the eggs will be placed in random chests throughout the game.  Oooh!  Major backtracking to follow the scent of your item finder and hunt down the eggs several times!  The rewards are quite worth it, and you even get to fight the dragon after all the wishes.  And refight him for more XP and gold!  Though no infinite rewards – you’d become too godlike!

8)    At a certain point in the story, the main character (Maxim) will only have 2 girls in his party, and he gets some funny comments about that from certain NPC’s  “One girl on each arm, you lucky bastard!”

9)    At a later point it’ll be 3 guys and no girls – sausage fest! =D

10)    The plot thickens: at a rather unexpected point in the story, there’ll be a marriage, and a one-year leap forward in time. Cutscene fest!   The humor and levity in the game is also supplemented by some serious stuff. Characters talking about (good) relationships and such, and you get to see how certain characters have evolved.  Very neat.

11)    At some point you’ll be rescuing some (unmarried) girls, who thank your team members, and one of them will offer herself in marriage to one of your party members… after which a guy comes for her and she says “Oh I forgot – I was engaged to this guy already”.  I lol’d.

12)    The biggest sidequest ever (of any game known to man) is the randomly generated 99 floor “Ancient Cave”, which looks different and has different treasures each time you visit.  It’s a game within a game, since your levels are temporarily put back at 1 (including your Capsule Monsters), and you are stripped of ALL items, except “blue chest” items.  Some of these can be found in the main game, and thus obtaining them gives you a slight advantage in tackling the Ancient Cave the first couple of times.  Enemies get tougher as you descend into the cave, and ideally your team’s levels stay pretty close to the floor level.  The idea is to find some blue chests with superior weapons, armor and other equipment, and then get out, so next time you’ll have an easier time disposing of enemies, and a higher defence.  The only way out is to find the emergency exit item “Providence”, found on B21.  If you have sufficient blue chest armor, you can breeze through the early floors, not taking much damage at all.  There’s hundreds of red treasure chests in there too, which you don’t get to keep afterwards, but you will need since blue chests are rare, and as long as you don’t have at least one blue chest item of each category (weapon, shield, helmet, armor & rock/jewel (rings are not essential here though they do provide a small stat boost), you’ll be looking for normal items to help you out.  There’s several items that can ONLY be found in the cave, and a few extra tough enemies as well.  Accidentally equipping a cursed weapon can be quite desastrous, since there’s no priests around obviously, although you may find a “Curse Lifter” item.  The advantage of most cursed weapons, however, is that they have a pretty high chance of instantly killing most non-undead enemies.  But against undead enemies they do 0 damage, so if you must equip such a weapon, you’ll want to give it to a character with strong magic power abilities, so they have a viable alternative.   Even if you have tons of blue chest items, you’ll still want to go for the red chests too, as you’ll want to acquire a decent number of HP and MP potions.    You may find a HP healing tile on some floors, but since you can never return to a previous floor, that’s only handy for that particular floor (so you have no excuse to not kill all the monsters).  An MP tile is so rare that only a couple of people on the internet have ever encountered one, so if you want to spam tough enemies with Lv. 3 magic spells, you’d better have a  fair number of MP recovery potions.  Or the Absorb Spell, which I wouldn’t want to be without.  If you find that spell in one of the chests, you’re happy, since it allows you to steal over a 100 MP (if a monster has that much, of course).    All the crappy equipment you’ll likely to round up is great to feed to your Capsule Monsters, to evolve them into the better classes.  You’ll want to stick with just one, to have a powerful ally.  I usually go with the healing one – it does also get a Light/Holy attack in its later forms, if it succeeds in healing one of your party members for some HP, that’s at least one potion saved, so it does make things easier.   Also, red chest may hold one of the 10 rare Iris Treasures – which is a sidequest that doesn’t have a proper reward really, except major bragging rights, as I’ve read about people needing over 40 hours to track them all down.  I was lucky, and found them all well under that time, although I still need many more blue chest items.  It’s going much faster now, since I can put already 2 fully equipped characters in front (they take slightly more damage in front, but not much at all if they have superior equipment).  So I can breeze through the first 30 floors, hopefully finding at least 2 blue chests.  Exit, save, rinse & repeat.  A good run doesn’t need to take longer than 3 hours, though I once managed to survive all the way until floor B71, at which point monsters were too proficient in halving my HP, so I got the hell out of there.  If you get completely wiped out, you lose it all, so no need to take insane risks.  The hard part is getting all the way to B99 – usually with a complete set of blue chest items equipped, and having killed all monsters in sight.  You’ll be fighting the Master (boss), who doesn’t attack per se, but he requires you to deplete his high HP within 3 turns, meaning you should definitely have your IP / Rage meters filled out for each character, so you can do some of the equipment’s special attacks to take a big chunk of HP away or do multi-strike attacks, after increasing your party’s Attack power of course.  Hopefully your Capsule Monster deals some damage too (even the healing one can do decent damage if he’s at his final or penultimate form).   If you manage to beat him within 3 turns, you get the Ancient Key, and are able to claim the 3 amazing items at the lobby of the cave.  Although not as amazing as the Egg Ring (+999 for all stats), they’re definitely worth having.  Actually one of them is the Dragon Ring, which makes killing the Egg Dragon easier (to be able to acquire said Egg Ring & Egg Sword).

13)    Even with all characters at Lv. 99 and the best possible equipment, none of your stats will be 999, and most of them don’t even come close (usually between 500 and 700).  You really have to work hard if you want to max out your stats, by farming the appropriate potions of the best monsters.  For every stat there’s a potion that adds points to it (including HP & MP).  Fortunately these potions usually add at least 3 points at once, and sometimes even 7, so it’s not a just one type of deal like in Chrono Trigger and Golden Sun.

14)    The final battles aren’t too complicated, but the epicness is definitely felt through the dialogue and plot.  The ending is nice, there’s some (more) plot twists (actually not too farfetched either), and it all feels really satisfying to have fully completed such an epic game.

15)    It’s also great to get an extensive statistics page (3 in fact), pointing you to your many successes (and humilitations) throughout the game.   There’s actually a great many challenges that people have set up, even moreso than with the Zelda games.  It’d be rough to try a “zero deaths” challenge, what with the monters with Instant Death attacks and all, and it’d also be interesting to have a game where you never escape from a battle, sleep in an Inn, or get into the Ancient Cave or beat the Egg Dragon to get your hands on all the uber equipment.    The fun is endless!


Conclusion (2/2):

Lufia II: Rise of the Sinistrals

I recommand Lufia II to pretty much everyone.  It’s a true classic, and even though the main story is more bland and clichéd compared to the intricate Chrono Trigger (time travel always makes things better), you do get lots of dialogue, character development, and a wide variation of locales and subplots to keep you busy.  Definitely a long game, not as easy as Chrono Trigger, but not as complex as Final Fantasy.  I particularly love the dungeon system – very similar to the Zelda games, and having monster sprites roaming the floors with contact triggering a battle is a really fun mechanic.  On the world map the random monster battles aren’t annoyingly frequent, and are over pretty fast (you don’t need too much time to travel anyways as you’ll be using the Warp spell a lot as soon as you get it, to warp between towns).  Really, everything about this game is addictive, and has you coming back for more.  Even with the Ancient Cave, which is a game within a game, you can easily spend 80 hours on this game without even making it to Lv.99.  And with the Ancient Cave, if you insist on finding all blue chest items (and repeats of course so all your characters can have the best helms, shields etc.) you can also expect at LEAST 50 hours of gameplay just from all that.   The Retry mode is fun if you don’t like grinding, since you get 4 times as much XP and Gold from battles, and the Gift mode once again gets you hooked on the Ancient Cave, this time with the option to use any character combination you wish (in the story mode you can only enter with your current party, which means characters that left your group can’t come in anymore).



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Pokémon Black  (post 2/2)

RECAP:

 There’s TONS of Post-Game stuff to do in Pokémon Black & White, like finding the 6 sages who’ve gone into hiding into various parts of Unova. Your ultimate goal is become powerful enough to take out the Elite 4 for real – all of them are using 6 Pokémon now with levels well into the 70s – so all of them added 20+ levels to their mon.  Since you’re not REALLY the champion until you beat them the second time (and also get this on your Trainer’s Badge), it really IS a must. There’s also rematches with Cheren & Biance, you can find Cynthia (D/P’s champion) in a house somewhere for an epic battle, and explore the eastern half of Unova, catch a hundred non-Unova mon, go fishing for them, partake in the Battle Subway fights (taking out the bosses), hunt down the swarming mon, and work on some more evolutions – most of it are really worth it – and get at least a completed Unova Dex, to honor all the brand new ‘mon.  

1)   Much less reliance on HM moves to proceed  was much-welcomed.  I can understand their nostalgic clinging to those moves allowing you to get by certain roadblocks after having beaten the right Gyms – it still beats a random NPC blocking off a passageway for not apparent reason.  But it’s annoying when you’re in the middle of a route or cave and you just don’t have the right mons with you.  They should just stop making a distinction between HM’s and TM’s now, since they’re both reusable anyway, and it sure would be nice to be able to overwrite HM moves with a TM move that’s actually worth it. So your dream team isn’t stuck with HM moves forever. Sure, you can have the move(s) removed at some NPC, but that’s still a pain.  So: make the HM moves into TM’s, like Flash and Rock Smash (once HM’s).  Just number them from 1-10 next time, so the first moves in the list will be the ones with an effect on the overworld, so you can’t not find them.

2)   Not that many rare/legendary mon post-game, actually, which is surprising seeing how much of Unova you haven’t seen before your first go at the Elite 4.   Sinnoh had a few caves and islands with legendaries, but it seems odd that even the “Challenger’s Cave” (only accessible after first beating the Elite 4) houses no interesting mon, item, or NPC.  Sure, you get some good items out of it, but nothing pivotal (like an item needed for a certain event, mon, or other secret).   That being said, the chasm where you find Kyurem is pretty cool, and there’s an intricate underwater labyrinth where you need to have several dive sessions to score a whole bunch of items (and most of the Arceus plates, for your collection).

3)   The 5% chance of finding wild Dragonite, Tyranitar & Metagross is pretty cool. Pseudo-legendaries ftw!  There’s also Milotic and several other fully-evolved mon that are a pain to evolve otherwise.

4)   The Village Bridge is my favorite Unovan bridge. It has grass with wild mon, trainers, you can surf under the bridge, there’s a house, and you can add instruments (and vocals) to the music theme when you talk to specific NPC’s. Awesomesauce!

5)   A trip on the Royal Unova ship in Castelia is lots of fun.  I didn’t mind too much there was a limited amount of time you could spend on it – 10 minutes is just enough to talk to pretty much everyone and have a quick look outside. When you beat all the trainers (I had 3), you get a rare food item when you’re back to shore. You can also just stay put on the deck the whole time to watch the ship cruise around southern Unova. Very nice.

6)   The Dreamyard is a short but nice place. Has a whole bunch of bugs to catch (just like some of the later routes that focus mainly on Grass or Water Pokémon from previous gens).

7)   Relic Castle becomes more interesting still after a third visit: this time you’ll have access to an entire section of halls, some previous gen mon, and a crazy Lv. 70 Volcanora to catch. Although not a (pseudo)legendary, it’s still a very cool asset, and the best way to get this mon since evolving it from the Lv. 1 egg you got earlier in the game just wasn’t going to happen. Lv. 59 is a tad too high.

8)   There’s plenty of daily rematches to enjoy.  Cynthia from D/P, GAMEFREAK Morimoto, Cheren & Bianca, and of course the people at the Big Stadium, which are different every day of the week. Their collections of previous gen mon is very good to fill up your Pokédex!

9)   Because of the improved XP system, daily battles (and trainer battles post-E4) in general really makes your mon level fast, because of the level spike post-E4.  You’ll be gaining much more XP because of the level difference.  It’s also very satisfying to wipe out a team of Lv. 60+ mon with  a Lv.50 team

10)   I took my time exploring the eastern half of Unova.  Many fun places, with many friendly faces to catch.  Yes, I made a point of catching all the mon I could, without having to resort to trading between versions or using the GTS.  I have over 290 Pokémon, and have seen over 480.  Feels like I rounded up a lot more than that, but there ya go.  If I’d gotten White I would definitely have over 50 more, since it has White Forest (and you can evolve all of these mon too, obviously).

11)   The Battle Subway was quite fun, at times, but also frustrating, since some of these mon are quite obviously perfectly EV-trained, and often the odds are NOT stacked in your favor.  When you enter a battle with your 2 uber dragons, but are pitched against 2 Ice mon, you know you’re gonna go down, even when you cower and switch them out, you lose a turn and that is never good.  I focus on attack, which works most of the time, but if a mon ends up being really fast, or too bulky and good at stalling with HP sapping moves, confusion, or other status ailments, you notice how little it takes for a potentially easy battle to go wrong really fast.  I experienced shame in many battles, and sometimes wished I had just one mon around that could just tank it all and be super cheap with stalling and status moves so it could be my ace-in-the-hole when all else hath failed.  Imo it’s just too unlikely that a team of just 3 or even 4 mon can get a winning streak of 49 consecutive battles or more, seeing how likely it is that your weaknesses are going to be exploited by superior team & moveset combinations sooner or later.  Like the one time I was pitched against 4 dragons.  I even had 2 dragons of my own, but even that wasn’t enough.  And it just wouldn’t work to bring some Ice mon next time, because you’d be likely to meet a bunch of Fire/Fighting/Rock/Steel mon (or mon with the cheap yet powerful TM moves and stats to OHKO with them) and have your streak nullified by their ruthlessness.  Alas, no trainer star for me since getting 49 consecutive wins on both the Single and Double Battle line is much too unrealistic, unless I had some seriously hacked to perfection mon that could exploit the dangerous physical and special sweeper’s weaknesses without succumbing to their sheer force.  I still had fun with many of the battles, so it’s all good.

My Battle Subway team:

Hydreigon, Chandelure, Haxorus & Metagross. Yes, no backup mon really since these rank highest stat-wise (Chandelure less so but he has an extremely high Special Attack and decent speed and equal defences, and of course a wide movepool).  I spent quite some time perfecting their movesets!
Hydreigon has Dragon Pulse & Dark Pulse, Fire Blast and Surf.  There’s SO many TM’s he can use, it’s crazy!  Fly and Focus Blast would work really well too, for type coverage.  Chandelure has Shadow Ball & Overheat, Psychic and Energy Ball.  Also one of the best special movepools – I doubt there’s many mon that none of these moves would work well against.  Metagross has Meteor Mash & Zen Headbutt, Earthquake and Hammer Arm.  All high physical attack power, and he’s bulky enough to withstand even 3 super effective hits (if they’re not stabs). He can even take 3 Outrages and live.  Haxorus has great stats too, though not the best movepool. I mostly use him to spam Outrage, which rarely seems to cause him to hit himself from the confusion after 3 turns.  With Razor Claw or other items to increase crits, it’s only Steel mon that you have to watch out for.  120 STAB Dragon power hurts everyone. He also has Earthquake and Brick Break, specifically to combat Steel Mon, and the 4th slot is optional – Dragon Claw would be advisable when Outrage would be overkill or you want to avoid getting confused.  Dig is a good alternative to dodge an attack move for one turn, and then kill those pesky Steel mon or others that don’t resist Ground.  Eelektross and Swanna are still in my team (for getting around and catching mon, mostly). Their movepools aren’t bad, but they lack the proper base stats to excell long-term.  Eelektross’s major advantage is not having anything be super effective against it – and apparently many CPU opponents don’t seem to realize when your mon have Levitate, so they’ll try to use Earthquake anyway.  This was yet another advantage of having Hydreigon – in double batles I never needed to worry about injuring him, because of Levitate (same thing with Swanna and Eelektross).  And of course the likes of Surf aren’t very effective against dragons either.

12)   The Elite 4 wasn’t too impossible the second time – I had my team around Lv. 75 so it wasn’t too rough. And of course it always helps to have mon with moves that are super effective against their “mortal enemies” (think Psychic on Chandelure and Flying on Hydreigon, and Earthquake/Fire to mess up the Steel types).  If only there were more excellent Bug types to deliver OHKO’s to Dark, Grass & Psychic mon with Bug Buzz and X-Scissor, and exploit U-Turn to switch in a mon that can take a “not very effective” attack from any bug killers (or whatever mon you gave the Bug move TM’s – there are quite a number of good mon who can learn these TM’s).

13)   I’m pretty sure my adventure stops here.  I got all the swarming mon, evolved all of the Unova mon and a bunch of National ones too, bred all the evolved mon to get their base forms (if they couldn’t be caught anywhere), and got all the fossils & random items from the guy in the suit at Route 13.  That actually was rather cheap (as in lame), since you got one item from him every day (with many repeats), and this was the only way to get most of these items.  Fortunately there was the DS “change time” trick to get a bunch of items in a short amount of time, and also you could reset if you didn’t like what you got – these things were random, so you could simply reset until you got something new.


Conclusion (2/2):


The 5th gen (B/W) has succeeded in a great many things, and overall I would rate them higher than D/P.  I have faith in the series again, especially since they finally cut some excessive features instead of making things even more complicated.  There seems to be more balance now, and more means of becoming successful with pretty much every mon you use.  Hidden Abilities helped a lot too, though I personally didn’t bother with the Dream World, but I did check out these abilities and it definitely opens a lot of doorways for certain mon’s usability.

 I hope that with Black 2 & White 2 they will continue to go in a good direction, and not just story-wise!
« Last Edit: June 06, 2012 by Hyruleansoldier » Logged

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