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Showing most liked content on 04/23/24 in all areas

  1. 2 points
    @Darren , you might find this thread interesting:
  2. 2 points
    It's time to complete your collection! Over 100 amiibo have been restocked on My Nintendo Store! You can get yours now! While Stocks last. : https://ntdo.com/6019425UL https://ntdo.com/6010425U0
  3. 2 points
    Baby girl #2 due on Monday..! We're both wishing she were here already given how tough a pregnancy it's been. I'll have even less time to visit NE!
  4. 1 point
  5. 1 point
    Who are the five? You, Hazel, Dcubed, Julius and Sam?
  6. 1 point
    A bit dark? Anyway, I can't actually remember. And I played through the whole thing with the NSO Game Trial, so I can't boot it up to check.
  7. 1 point
    Welcome to the club! That makes five of us here now. Explorers of Sky is my favourite Pokémon title, but I don't need to explain to you why that is.
  8. 1 point
    Oh sick! Sonic Superstars on PC just got granted full S3D support for the Spatiallabs View display!! Just gave it a try and it looks awesome! Gives the visuals some much needed (literal!) pop. Well haps! The 3D implementation is actually quite a bit better than what we saw in Sonic Generations, it's very well done and reminds me a lot of the 3D Classics Sonic games for the 3DS! The parts where Sonic goes in and out of the screen in Bridge Island Zone just look phenomenal! Stereoscopy really does just elevate the presentation tremendously with this game, as everything now has a much needed layer of parallax that just brings everything to life, it really does feel like the game was always made to be displayed in S3D originally. Now I just wish that Sonic Mania and Sonic Origins could get the same treatment... Time to go back and finish the post game!
  9. 1 point
    Penny Racers JP release: 30th June 1998 NA release: 4th February 1999 PAL release: 5th March 1999 Developer: Locomotive Corporation Publisher: Takara (JP), THQ (NA/PAL) N64 Magazine Score: 58% Known as Choro-Q in Japan, this racing game is base on a series of pullback toy cars. The all have a cute deformed style and the racing game brings that to life, with upgradable cars and weapons to use against other racers. The customisation and upgrades are a key part of Penny Racers. There’s a lot of different vehicles to choose from and you can alter the with colours and different components – some change your stats and others alter your appearance. As you finish races, the top three racers can steal components from the bottom three racers. While the game is cute and charming, the actual racing is unfortunately not much fun. It takes ages to get up to full speed and other racers coming near you will knock you about. I also found my car to just roll over a lot, particularly on long turns and I really couldn’t work out what I was doing wrong. I eventually learned to anticipate the rolls so I could plan the quick turns and performed fairly well – unless I got stuck in the middle of the pack and bashed about by others. There’s also a nice track editor in the game, with a few options for different kinds of straights, turns and curves. Unfortunately, there’s only one (fairly hideous) style to the track, so they’ll all look the same, but it’s a really nice feature. I wish I could enjoy Penny Racers more than I did, the setting is adorable and I like some of the ideas. Hopefully the sequel will sort out some of the issues. Remake or remaster? There’s a bunch of Choro-Q games, so some kind of compilation could be interesting – just with improved gameplay. Official ways to get the game. There is no official way to get Penny Racers.
  10. 1 point
    Trailer from tonight's event: Demo dropping in June, probably an Xbox Games Showcase shadow drop? Still so funny to me how they've got their name all over this game to the extent that they have, such as having them as the only console in the title for the above trailer: Box art is a bit busy, very art school-y with how it utilises the title I feel, but idk, I kind of like it? The top part especially. Think I'm going to need to spend this summer making sure I'm caught up on JRPGs ahead of this launching in October
  11. 1 point
    Anyone else checked out Baby Reindeer? One of the most fascinating character pieces I've seen in a long time.
  12. 1 point
    The credits have rolled and my adventure is over. As you can see, there's still a stupid amount to do if I want the platinum, which I probably wont go for. It would take another 3 runs through the story and this is because of the amount of extra characters you can team up with. Your team can only hold 4 extras and so thats where the multiple playthroughs come in. Apart from the difficulty spike, as well as the lack of fast travel, I really enjoyed playing through this. It's about time I finally dipped my toe into this franchise and it was fitting that I started with this one. It goes to show how bloated games have become. This game offered around 20-25 hours of play time and it just flew by. There were no pointless fetch quests or countless cutscenes that waffled on for ages but said very little. The game was straight forward and to the point, just like a lot of games that were made back then. The SP system is very interesting when you start delving into it. There are an abundance of options at your disposal. Sure, you can break the game but it also allows you to play the game how you want. It's also one of the best ways to get the best gear. Kinda reminds me of Dragon Quest and the melding pot. Very happy to have experienced this and I'm now set to pick up the next game when the time is right.
  13. 1 point
    Banjo-Kazooie NA release: 29th June 1998 PAL release: 17th July 1998 JP release: 6th December 1998 Developer: Rare Publisher: Nintendo N64 Magazine Score: 90% Banjo-Kazooie is possibly my favourite game, something I utterly love. I play it around Christmas every year and never get tired of it. But why is this? What makes Banjo-Kazooie such a lovable game to play? For starters, Banjo-Kazooie has a lot of character, from Banjo-Kazooie themselves to the worlds, settings and music. Even characters like Colliwobble (a giant cauliflower with googly eyes) has a magical style and charm to it. I think it’s Rare’s love for googly eyes, so much stuff has it, including boulders, blocks of ice and boxes of TNT. The world of Banjo-Kazooie is just alive in a joyful way. Then you have the heroes Banjo and Kazooie. Banjo is a fairly straight character. For the most part he’s kind and gentle and wants to do good. If he was completely on his own, he may be a bit bland, but luckily his trust friend Kazooie lives in his backpack. Kazooie is rude, sassy and will mock anything. Together, it makes for great banter between them and other characters. And all dialogue is text with grunts, which helps make their world remain unique. I really hope any (if there are any) future games keep this as I’m not sure how I’d feel about proper voice acting. Banjo-Kazooie is a 3D collect-a-thon platformer, which doesn’t go overboard on its collectibles. Banjo and Kazooie have a lot of moves crammed onto a controller, but they all work really well. There are some slight niggles, like trying to change the camera while aiming an egg can activate your golden feathers, but the platforming itself feels extremely precise, with any missed jumps never feeling like the game’s fault. The camera also functions fine for the most part, but there’s a couple of areas with some forced angles that don’t work, such as the path to Mad Monster Mansion which is a narrow walkway that can be difficult to see. There are 9 worlds in Banjo-Kazooie. These each have 10 jiggies to collect, 100 notes, two honeycomb pieces (which increase your health). One jiggy in every level will be finding all five Jinjos hidden in each level. The levels will be considered small by today’s standards, but I think that they are ideal. It’s a size where you can search for everything without tedium or growing tired of it. Each world has its own charm. Mumbo’s Mountain is a great introductory world. It’s a great introduction to how jiggies are hidden. Some are out in the open, some given to you by characters, some by activating switches and some by smashing things or just trying to shoot eggs into any hole you find. It sets you up for handling the later levels. It also introduces the important Talon Trot move, which allows you to use Kazooie’s legs to traverse steep slopes, and the layout of the level encourages heavy use. Also here is the first Mumbo Skull. Enter here and you’ll find the crazy shaman Mumbo Jumbo. If you’ve found enough Mumbo tokens, he’ll cast a spell on you and you’ll turn into a termite. These transformations are another wonderful thing about Banjo-Kazooie. They’re not in every level so aren’t overused, but they turn you into different animals (or objects), which is required for certain jiggies. They’re all wonderful to use and are simply a joyous thing to have in the game. After Mumbo’s Mountain, we get Treasure Trove Cove, a beach level filled with crabs. Mambo’s Mountain also introduces you to a pound attack (using Kazooie’s beak), which is used here for enemies and tasks. Flying is also introduced, as Kazooie can use red feathers to fly around the map. Treasure Trove Cove is quite open, with a jiggy that encourages flying around it. There’s also a very scary shark in the water. It’s a really wonderful level. Next up is the weakest part of Banjo-Kazooie: Clanker’s Cavern. It’s a murky underwater level, and looks fairly dull. I do like Clanker – a big whale that has been turned into a horrifying trash disposal monster, but is actually a nice but depressed individual, but there’s a lot of swimming in this level, including a very deep dive that terrified me as a kid. That said, I grow more and more fond of the level each time I play the game. Bubblegloop Swamp swiftly returns to form, especially because of adorable crocodile Banjo. This level is split up into segments, and then croc Banjo can traverse new areas, including a fairly difficult minigame with Mr Vile, sneaky crocodile (although a move from a later level can make this easier if you wish). Then the wonderful wintery world of Freezeezy Peak, a level revolving around a giant snowman. One slight niggle for me with this is that you can’t finish the level initially, so I’d recommend a quick trip into the next level to grab the speed trainers, but it’s only a minor hassle. In Freezeezy Peak you get to climb the giant snowman’s scarf, have aerial fights with aggressive smaller snowmen, turn into a Walrus and take part in races – WAHEEEY! From the snow straight to the sand of Gobi’s Valley. This is one of the more challenging levels, with pyramids, temples and sphinxes holding challenges you need to complete. One of these requires a perfect run with the speed boots, and still takes me multiple attempts each playthrough. That said, there is still a load of fun and charm. Up next is for some halloween fun in Mad Monster Mansion, a haunted house and grounds. Initially, I found this level to be incredibly daunting, but traversal isn’t as difficult as initially seems, and getting around the level is quite fun. There’s lots of rooms to explore and even a toilet to explore. Brilliantly, the toilet itself is also a character called Loggo. Oh, one thing I forgot to mention is that Banjo-Kazooie loves puns. Some people may pretend to groan at puns, but everyone loves them. Rusty Bucket Bay is the penultimate level, with some very tough challenges. The water in this level drains your air much faster than previous levels, so even though there’s a lot of water, you only spend small stints in it. There’s lots of hidden rooms to find, with some fun and cute details hidden in them. The transformation in this level is also super adorable. And last is the seasonal Click Clock Wood. This is split into four “sections” that you open up over time, each is the whole world in a different season, and some jiggies require doing parts in each season, although if you fully explore each season before moving on, you don’t have to go back and forth. It’s lovely to see all the changes throughout the seasons. Connecting these together is Grunty’s tower. Grunty is an evil witch who wants to make herself beautiful (by stealing the beauty from Banjo’s sister, Tooty, who became a staple of all future Banjo games…either that or she was relegated to a missing person’s poster and forgotten about). You explore the tower, finding jigsaws to fill in with the jiggy pieces you collect to open the main worlds. There are also 10 jiggies hidden here, which require you to hit a switch in each level to reveal (except for one, which is given to you at the start of the game). And once you get past all the levels and go to defeat Gunty, it doesn’t go straight into a boss battle (that comes later), instead you have to complete Grunty’s Furnace Fun, a trivia board game where you have to answer questions about the game (or complete some mini games from previous levels). These questions could be about Grunty herself, pictures of places in levels to identify, trivia about characters or identifying sound and music. Music. That’s a very important part of what makes Banjo-Kazooie work. Composer Grant Kirkhope did an absolutely phenomenal job of creating some tunes that you will be humming for the rest of your lives. They also work with the levels extremely well, adding to the magical experience. The music will also vary slightly based on different locations of each level or going underwater, all with perfectly smooth transitions between them. The music to Banjo-Kazooie is simply heaven for your ears, and will put a smile on your face for the entirety of your playthrough. Even other people in your house will start humming the tunes. Replaying Banjo-Kazooie takes between 6 and 10 hours, although this will be a lot longer the first time. It’s a great length for annual revisits and is an extremely well-contained piece of media. You can follow it by its sequel, Banjo-Tooie (as I do every few years), but it works extremely well on its own. The entirety of the game is just full of joy, accompanied by very happy tunes and a sense that everyone working on the game was enjoying themselves. There are two versions of this game, the original on N64 and a remaster version on Xbox. I highly recommend the Xbox version, as the better controller design helps a lot, and the widescreen HD image is much nicer to see. The main other difference between the two is that the Xbox version is easier, as it saves what notes you have collected. In the original, you need to collect all 100 in one go, which I believe was mainly due to memory limits on the N64 and not the original intention. Banjo-Kazooie is my perfect game. Remake or remaster? The Xbox remaster is pretty great, although releasing on more platforms and a few fixes and refinements would be great. Official ways to get the game. Banjo-Kazooie is available on Xbox One/Series and is included in Rare Replay. You can also rent it on Switch via Nintendo Switch Online Re-releases 2008: Xbox Live Arcade 2015: Rare Replay 2023: Nintendo Switch Online (Subscription Only)
  14. 1 point
    So, I hit a massive difficulty spike earlier this afternoon. I figured I must have wandered off the correct path but that wasn't the case at all. A quick search on the internet and this was indeed the correct way and it was a difficulty spike that many players before me encountered. Simple level grinding wasn't going to cut it and so I decided to learn all about the SP skills that @Glen-i mentioned when playing the second game. Once I got to grips with these skills I completely broke the game. There's a skill that allows you to make exp cards that give you double experience points after a battle. There's then a skill that gives you the ability to replicate items, these cards included. Next, there's an ability that allows you to improve/create your own weapons. Finally, another ability is available that gives you the opportunity to fight a super boss at any point in the game. Linking all of these things together gave me some fantastic results. I created two of the best swords in the game. These deal critical hits and also cause the enemy to be dazed. Having these on 2 characters was the first step. Next, I created the experience boosting cards and replicated a whole bunch of them. This took a while as its down to RNG and so a bit of reloading of the game was required but totally worth it. After that, I summoned the super boss, used a card and then proceeded to beat the Hell out of it with my new weapons. The amount of experience I get from the fights in the area I'm in usually give around 1000-1500. This gave me... It took around 3 hours of prep to get everything in order but the results have been worth it. I jumped from level 37 to 80+ in the space of half an hour of battling. I got an exp farm on tap. Love it. With Glen doing something similar in the sequel, it must be a common thing in this series.
  15. 1 point
    Added another party member to the team. Dude clearly wanted to join us. I mean, just look at what happened to him when he ventured off on his own... I'm happy to have him on board though. It's about time I had someone who can heal on my team.
  16. 1 point
    Dezaemon 3D JP release: 26th June 1998 NA release: N/A PAL release: N/A Developer: Athena Publisher: Athena N64 Magazine Score: 82% For the N64’s first sci-fi scrolling shooter, this is a bit of an odd one, as it isn’t a specific game, but rather a creation kit for making you own sci-fi shoot-’em’-up game. The software itself is quite complicated and isn’t easy to use, even with a translated manual and Google Lens – although I don’t think it’s the game’s fault. There is a whole host of editing features, you can modify textures, modify models, modify the level layouts with effects and enemies and even design your own music. There are a bunch if icons and I imagine you can do a fair amount with it once you got used to how it worked. The best I could do was do was some kind of takeaway food (the model is already in the game) shooting above water that moves around in waves. I did try to do a bit more, but I somehow accidentally reset all the custom data. Dezaemon 3D does come with a couple of built in games, presumably made using the creation software of the game as examples of what you can do. This is a vertical scrolling shooter and near the start you come across a boss and an immense amount of bullets, but the detail is quite impressive. The second game changes viewpoint depending on what stage you’re on, with a top down view on stage one and a side view on stage 2. This is rather fascinating software, and it seems like it could do a lot. Remake or remaster? I don’t really know enough about games creation software to see how this sits now of if there’s anything similar available. Official ways to get the game. There is no official way to get Dezamon 3D
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