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Everything posted by Mirby
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Considering that Curtain Call couples the content originally exclusive to the iOS version with all the content of the 3DS original in addition to adding a lot of new songs, including EMS stages which are absent in the iOS version... Yeah I doubt it. At least not right away.
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A rather full sampling of what songs the game has to offer can be found on the official JP site. The Price of Freedom from Crisis Core is an FMS stage ;~; The game comes out in Japan on the 24th, btw.
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Crowdfunded Projects (Kickstarter, Patreon, etc.)
Mirby replied to DarkeSword's topic in General Discussion
I'd be more likely to check it out if it was coming to 3DS or Wii U. Especially considering that y'all have that fake SNES boxart down near the bottom of the page. -
dude brandon, leave some albums for other people haha
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OCRA-0047 - Teenage Mutant Ninja Turtles: Shell Shocked
Mirby replied to KyleJCrb's topic in Album Reviews & Comments
hint hint -
Furilas has offered his services with bass guitar and vocals, so if anyone needs those he'll be happy to collab.
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The Elder System is actually just another term for the Smash Bros tournament, we just didn't know.
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Look at this thing. BEAUTIFUL
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I thought you were posting in this topic to claim something and I was excited, timaeus haha
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Yeah, so excited for Smash Run. Hopefully they'll announce a similar mode for the Wii U version, since apparently Smash Run is 3DS-only. EDIT: Official summary PR.
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It's still two months away, but yeah that would be ideal haha
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Well I finished the Al Bhed Primers and got 99 Underdog's Secrets, and won a race in Remiem Temple with 3 chests open to get 30 Wings to Discovery. And now we're just OP cause when you Mix two Underdog's Secrets's together, you get Sunburst, which always deals 19,998. And if you mix two Wings to Discovery together, you get Trio of 9999, which allows every party member to do 9999 damage with every attack, no matter what. Which is hilarious cause we took out Defender X at the end of the Calm Lands in one usage of Fire Fury (level 1 spell to get more hits).
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Though I often try, I'll never be able to Top Geoffrey Taucer's: "I refuse to write Any goddamn poetry So you can suck it." We are but newbies To this great game of haikus Compared to his skill. Be that as it may, It is still fun to write these. Nothing will change that Let us continue With poetic excursions Into this format.
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This haiku thing here It started long long ago With DKC2 And ever since then I've chosen to continue This small tradition If you don't like it Feel free to come and stop me In the Haikudrome!!
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Album soon to drop? Perfect time for some haikus Just a tradition They're ninja turtles Who love to eat lots of pizza It's time to kick shell The Shredder will pay For what he's done this time, now The final shellshock!
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I may not have the remaster yet (need a PS3 first!) but I am playing through the original right now. Took your advice and putting Kimahri through Wakka's grid and it's working pretty well. Also just got all the Al Bhed Primers (cheated to get Primer XVI by using a friend's save that was in the Omega Ruins to snag it, then loaded that save) and am about to fight Evrae. Currently have everyone pretty much on their own grids, with the exception of Kimahri following Wakka's (which is funny since both of them are John DiMaggio), Rikku following Yuna's (she's about to get Holy, actually) and Yuna switching into Rikku's and then from there through Kimahri's to Lulu's.
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This just seems redundant to me. There's already a picture with a short description (game name, song title, artist(s), and game's title screen) to the right with the other 19 most recent mixes. There's really no need to do the same exact thing in the slider when it's already being done on the sidebar.
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All the SP did was have a backlight built in to illuminate the screen. The software itself was already artificially brightened, but the hardware of the SP served to improve that. So no. EDIT: Huge Mario Kart 8 info dump! - ShyGuy, Lakitu and Metal Mario confirmed as playable characters - Piranha Plant and Boomerang revealed as new items - customization remains the same as it was in Mario Kart 7 - Mario Kart Stadium is the first track - this track will take you upside-down halfway through - ShyGuy Falls has you racing up/down waterfalls and flying across a chasm - bumping characters when in anti-grav mode gives you a spin speed boost - Thwomp Ruins lets you drive up the walls or remain on the ground - Twhomp Ruins also has a section with 3 different ways you can go, one with a hang glider short cut - You can also drive on the walls or through a watery portion in this same section - Toad's Turnpike from Mario Kart 64 returns - this track now lets you drive up walls - you can also find a car on the turnpike that has a ramp, which lets you launch off and open your hang glider - Moo Moo Meadows returns and now takes place during sunrise - Dry Dry Desert also returns, with fallen pillars and tracks in the sand made by your tires - this level also has a watery oasis you can drive through - boomerang is a long-range weapon that takes out anything in its path both when first thrown and on the way back - you can throw the boomerang 3 times - Piranha Plant item grabs at racers/coins on the track - each time it grabs out, you get pulled forward with a speed boost - coin item returns, giving you two coins when you use it - you can no longer collect an item to keep in reserve - when you have any item in your possession, it takes up your item slot and blocks you from picking up any other item - GamePad screen has map of course, other racer positions and the items they hold - map is only available in a zoomed-out view - three touch-screen icons: one for off-TV play, one for horn and an option to turn on motion controls - motion controls don't force you into first-person mode, which seems to be gone completely - rear view mirror option - wiimote by itself, Wiimote/Nunchuk and Wii U Pro Controller options available - DK Jungle returns - power-sliding returns as well - framerate is locked at 60 fps, even in two-player split-screen mode - 32 courses in the final game - no hands-on time for press with Battle Mode or Coin Runners - when using anti-grav, the game uses an angled camera angle - Water Park has underwater sections and an amusement park-themed gauntlet - Cheep Cheep Beach returns, doesn't feature anti-grav, but has boost pads and ramps - Mario Circuit 4 has an elevated anti-gravity U-turn in one corner - Donut Plains 3 has rain-soaked roads - cannot use the GamePad screen as a separate screen for multiplayer races - 4-player local multiplayer - Twelve players can race online - Mario Kart TV is a feature that will let you share brief highlight films on Miiverse - Baby Peach and Baby Daisy return - 720p - each track features multiple pathways and routes - features leaderboards - at the end of each race, your best moments are saved and shown to you in a highlight reel - these replays have special camera angles and editing - the Lakitu Bros. follow you around track to film your actions - Mushroom Cup includes Mario Kart Stadium, Water Park, Sweet Sweet Canyon and Thwomp Ruins - driving over a blue marker at key points activates anti-grav - Flower Cup has Mario Circuit, Toad Harbor, Twisted Mansion and Shy Guy Falls - first two retro cups are Shell and Banana trophies - Shell has Moo Moo Meadows (Mario Kart Wii), Mario Circuit (Mario Kart Super Circuit), Cheep Cheep Beach (Mario Kart DS) and Toad's Turnpike (Mario Kart 64 - Banana includes Dry Dry Desert (Mario Kart: Double Dash!!), Donut Plains (Super Mario Kart), Royal Raceway (Mario Kart 64) and DK Jungle (Mario Kart 7) - 4-player is 30fps and a drop in visual fidelity - the more coins you have, up to ten, the faster your kart will be - Spiny blue shell goes along the ground - the three banana trail now is a separate item of fruit to be used individually - bikes no longer allow for wheelies - stunts return - characters now hold their next item in their hand - Time Trials and Vs. Race return - developers' main priority was creating interesting courses that encourage new and different ways of playing - small characters can now bump into bigger ones while in anti-grav and still get a speed boost - the devs were able to harness the power of the Wii U to get a 'huge polygon count' - this allowed the team to make multiple courses with 'undulating, moving surfaces' - character animations are now more detailed and involved than ever before - Roy Koopa will fist pump when he launches an item - Lemmy Koopa moves around erratically - puddles mirror your tires as you splash through them - resting flocks of birds scatter as you zoom past - Sweet Sweet Canyon appears to be a glazed dessert road - far smoother reset on the track when saved by Lakitu - you can select parameters to generate your video at the end of a race - parameters include clip length, specific characters for the camera to follow and a focus on key racing moments such as item use or stunt jumps - rubber-band AI seems to have been done away with - ATVs are also a vehicle option - in anti-grav, if you fall off the track, Lakitu snags you and immediately returns you to the race - 27 characters confirmed thus far, with more to be revealed Mario Luigi Peach Daisy Yoshi Bowser Donkey Kong Toad Toadette Koopa Troopa Wario Waluigi Rosalina Baby Mario Baby Luigi Baby Peach Baby Daisy Larry Koopa Morton Koopa Jr. Wendy O. Koopa Iggy Koopa Roy Koopa Lemmy Koopa Ludwig von Koopa Metal Mario Shy Guy Lakitu Source Bolded a few of the more noteworthy things, like how the Blue Shell no longer flies to murder you, but goes on the ground once again. Oh and . FYI this one is the first Mario Kart game where certain track themes are played by live musicians.
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suck on THIS banana Happy birthday my fellow birthday thread maker person
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Friendly reminder that GBA VC hits Wii U tomorrow starting with Advance Wars, Mario & Luigi: Superstar Saga, and Metroid Fusion, all for $7.99 each. Kirby and the Amazing Mirror and WarioWare Inc. hit on the 10th for $6.99 each, and F-Zero Maximum Velocity hits on the 17th for $6.99 along with the first Golden Sun ($7.99) (and also SMB3 on NES VC, which is ridiculously late). The 24th rounds out the releases with Super Mario Advance 3: Yoshi's Island for $7.99. Other games such as Castlevania: Aria of Sorrow have also recently been rerated, so we might be getting those on this too. As for perks of the GBA VC: - GBA releases were artificially brightened due to the GBA's lack of a backlit screen - Wii U GBA VC releases have been corrected for brightness - screen-smoothing option available via menu or pushing in the right joystick - games are upscaled to take up a 1620×1080 block on your TV - option to play with Original Resolution is available - this option upscales to the largest whole factor it can on the screen: 1440×960 - navigate the instruction booklet on the GamePad while the game continues on TV (btw that last part is referencing how they scanned in the original instruction booklets for these, so it may not be the real thing but if you're playing on the TV you can scroll through that game's instructions in your hand, like in olden times) EDIT: More details. - Use Wii U GamePad, Wii U Pro Controller, or a Wii Remote which has a Classic Controller (Pro) attached to it - Can enable or disable screen smoothing, and there are two display options for you to choose from. Players can either go full screen or go for the original resolution. - Colors more vibrant than the Nintendo 3DS Ambassador Games - Games chug very little - Look through a scanned in manual in various languages, can keep using it while playing File sizes Advance Wars - 62MB Mario & Luigi Superstar Saga - 63MB Metroid Fusion - 57 MB Kirby & The Amazing Mirror - 57MB WarioWare, Inc: Minigame Mania - 55MB F-Zero Maximum Velocity - 55MB Golden Sun - 82MB Yoshi's Island: Super Mario Advance 3 - 51MB