-
Posts
593 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Petey Piranah
-
UPDATE = Star Fox: Space Armada --> Game Music "Star Fox: Space Armada"(0:48) Composition Supervisor: Hajime Hirasawa Arrangement Supervisor: Kenji Ito • The copyright for this music is held by Nintendo. • Check your volume settings. A different arrangement of this song appeared in Super Smash Bros. Melee, so some of you may already be familiar with it. I love the way it conveys the atmosphere of an epic showdown. And the word "armada" refers to a large fleet of ships, of course. Though I always chuckle when I hear it because it sounds like my colleague’s name, Mr. Amada. More than anything, though, what comes to mind are the courageous figures of Fox and friends as they fight a heated battle against an entire fleet of hostile ships. --------------------------------------------------------------------------------------- Seeing that Sakurai is the creator of the Kirby series, one thing I have noticed about this game is that its interface, from what we saw with names update and music have a very Kirby Air Rideesque feel to it...
-
It can fit. It follows the same formula of a Zelda game in every respect, only the environments are radically different. You acquire an important item from each area you clear that is used to reach the final point in the game just like previous installments. You couldn't have other random characters as Link is the only person that is capable of matching the power of Ganondorf in all of Hyrule which is why there is this whole test/ordeal of Link having to survive in virtually unbelievablly difficult unbearable conditions. You could even chuck in an assistant of some kind that is also banished with Link, just like other Zelda games a random that appears to try to jump in front of Link as Ganondorf unleashes his powerful transportation magic and thus also gets banished to the other world/time period as well.
-
My favorite era without a doubt. I will post a detailed list of song recommendations in about 12 to 15 hours approx. It'll be a little biased towards female artists though (as in most songs recommendations will be from male artists)...
-
Link is the hero of time. Having this sort of setting would be the ultimate way to live up to this title... There are incredible opportunities in having this setting for the next Zelda game. You could have "dungeons" themed to each area, such as a multiple story building for city area where you need to go level by level travelling through multiple hallways, elevators/stairs and having to fend off henchmen of the notorious gang leader at the top that holds hostage one of the key characters of the game that is the guy you meet that is working on the time machine. In the prehistoric area, it can be a giant cave that is 10 times+ the size of the bonus caves in Twilight Princess and the boss is a giant dinosaur, a Tyranosaurus perhaps in which on it has one of the elements required to form the ultimate weapon, you see the guy you rescue in the city also has thought of the idea for creating the ultimate weapon and gives you a list of the items you need to create this ultimate weapon. The year 3000 could have something ultra futuristic such as an extremely stylish floating building or a series of buildings the Jetsons style with an dark orangy/black sky typically found in future representations and you have to fight a huge cyborg like creature that sprays harmful bacteria that cannot be physically seen, you need a special device to avoid it...
-
Exactly, it would give the game an element of freshness not present in Twilight Princess. You see, Link resides in the traditional atmospheric fantasy world we've come to expect in Zelda games, but Ganondorf resurrects and inflicts evil upon the entire town, Link tries to stop him but Ganondorf banishes him to another time to dispose of Link in a convenient fashion and in his mind ensure that he does not return to challenge him. Link is placed into the sterile contemporary world where he needs to escape to restore peace to his beloved homeland. Throughout the game he'd travel to many atmospheric places that don't reflect reality as much as the city portion of the game. The year 3000 for example would be the developers idea of what the world would be like in the year 3000 and thus having a fantasy like setting due to being the work of the imagination. Going through various locales with different conditions to his homeland will create the ultimate test for the ultimate hero, having to fend with the resources that are available in that particular area/time period. This would eliminate any critcisms from players who feel that Twilight Princess was a rehash of recycled ideas with the same style landscapes, enemies etc and that the series is on its last legs.
-
It'll still retain the third person perspective, z targeting, and the same combat system as previous 3D Zelda games. Essentially everything that makes a Zelda game what it is. The only difference is that Link is put into radically different environments where he needs to do with the offensive/defensive items that are at his disposal in that particular environment. As you progress throughout the game, you will constantly have cutscenes showing the state of Hyrule and Ganondorf constantly terrorising the town and conquering section by section until he controls everything. You feel Ganondorf being a serious foe this time round, it makes you want to defeat him, unlike Twilight Princess where he virtually did not exist until the end. He'd be a lot more violent and brutal this time round, actually claiming a few lives in the game and Link can't do a thing about it, as he is stuck in another time period... Get the pun here, Ganondorf has cut the "Link" between successful takeover of Hyrule for his domination purposes and failure as a result of Link defeating the king of evil by eliminating him via banishment to another time in another place in another world... As a result of Ganondorf successfully conquering the whole of Hyrule, he develops a power that is SO HUGE, he is virtually invulnerable, he cannot be harmed in anyway, which is where the Links from the various time periods come into play, as you have gained a reputation amongst many people in different time periods, you form a super group that develops an ultra powerful weapon courtesy of elements from each time period where the year 3000 section provides the final touch in creating a weapon capable of harming Ganondorf, you use it in the final battle.
-
Shigsy quote about possible future Zelda games such as Link being in the contemporary world was quite interesting. Link in the contemporary world, heres a suggestion from yours truly. Project Hammer appeared to have very similar mechanics to Zelda, I could see the next Zelda being based in the future in United States just like Disaster and Hammer where right from the start Ganondorf appears, unleashes havoc and he using power in order to take over Hyrule, he takes the easy road and ELIMINATES Link by transporting him to another world, in this case the future in the contemporary real life world. But Link needs to escape from the modern world in order to fight Ganondorf and restore peace in his REAL WORLD being Hyrule. He gets caught up amongst crimes taking place in the city like bank robberies and getting in the way of these guys results in guns being fired at you, and because its the contemporary world, one to two gunshots can kill Link. As you're name spreads in the city and you help people, you make contacts and through these contacts, you are ultimately introduced to an acclaimed scientist/inventor that is working on a concept time machine that is able to transport Link back to his REAL WORLD, but you're life is at increased danger as you're reputation increases as crime syndicates (shown through cut scenes) are feeling the pressure of killing you to prevent from their plans being foiled by the great hero. Not only this, but throughout the game, the time machine needs adjustments and at times, malfunctions occur and it transports Link to various time periods. Prehistoric times, having to fight HUGE dinosaurs, cavemen, medieval times, having to fight with armys on horseback and even in the year 3000 with star wars like cyborgs, super clones and super bacteria particles that can form lifelike size foes. Imagine using your sword and weaponry to fight city crime and having specific special items according to the time period you are in... In prehistoric times, you'd have specially carved spears and wooden clubs, in medieval times, specific uniform to indicate the army in which you are fighting for with specially shaped swords and shields with full KNIGHT ARMOUR and in the future having ultra high tech weaponry such as disintegration beams. Now that would be a radical change in the series and would tailor to people that want freshness and increased difficulty while retaining the fundamentals that makes the series the legendary series that it is...
-
How Bowser is able to drive through those gaps without the wheels getting caught in the gap i'll never know...
-
Other ideas: Sumo Wrestling Sim (Mini game) Stomp on either side like they do prior to a match, and then as you grapple your opponent lean forwards and backwards when you need to retreat and apply pressure and try and knock your opponent over the edge. Arm Wrestling --> Similar concept, would play out very similar to an arcade game that used to be playable where you have a large hand and you verse CPU and have to try and defeat the computer player. Each opponent would have increased strength and success would rely on strength and your ability to keep yourself positioned well to apply maximum strength. Tightrope Mini game. Slow steady movements need to keep your balance, although I'm not sure whether this particular mini game would work as you run out of space to move and you'd by default not be able to progress unless the game didn't recognise small backward movements... Golf, Baseball and Boxing could theoretically be remade and expanded upon in Wii Sports 2, if there ever was a follow up installment for use with the balance board that would be positioned vertically... I can see some of these sorts of mini games that incorporate the Balance Board being extensively used in Mario Party 9. Microphone games and now Balance Board mini games...
-
Ey, thanks for the props :awesome: The idea just spanned into my head. I'm about to turn on my Wii console now, (not in a sexual manner ) and i'll find out what my console code is...
-
Thrust yourself in either a gentle or jerky motion forwards and backwards, a minigame can be incorporated into this, how many times can you ugh ugh within a minute? Lean slightly to either side and stretch to gently rub your penetration receiver and/our touch their privates in an erotic manner. Kneel on the Balance Board and tilt your head forward for mouth action. Many possibilities await... Gay option included as well. Sexual interaction can occur with oneself "Self Arousal Mode", AI or online players around the world, Cybering brought to a new dimension, online with people from around the world. Mii pleasure. Full Mii compatability, create your ideal guy, girl and DO IT all night long... Tutorials are built into the game giving you detailed instructions and diagrammatic representation on how to perform a wide variety of sexual exchanges. Online play rankings and be amongst the top PLAYERS of the world!
-
NoE site down for "techinical modifications"
Petey Piranah replied to Ike's topic in Nintendo Gaming
Did you get more excitement out of that brief moment than Nintendos whole showing at E3 this year? -
When they talk about difficulty with Sunshine, they were probably mainly referring to those extra bonus areas where you'd go there to obtain certain shines, blue coins etc. Some were a bit tricky, but I wouldn't want these few select areas make Galaxy a push over...
-
NoE site down for "techinical modifications"
Petey Piranah replied to Ike's topic in Nintendo Gaming
There will no MEGATON announcement at the reopening of the site unfortunately... -
Wii Sex?
-
I always thought Excite Truck looked like an N64 game :wink:
-
Ubisoft are NOT developing the game. They are only publishing the game Left Field Productions, are developing the game. They created Excitebike 64, and that was far from a mediocre game.
-
One simple question. For those that were disappointed with Twilight Princess, do you want another Zelda game that'll make you all edgy, sad and increase your blood pressure and have implications on your personal wellbeing/health as a result of not meeting your personal expectations? If you answered no to this question, than just relax, let Nintendo take 3+ years to develop the game, the longer they work on it, the greater liklihood, we'll get a game that surpasses Twilight Princess. Or alternatively, if they do succumb to demand and release a not so good Zelda game and it has adverse effects on your health, go out and buy Wii Fit, do some yoga/meditation and let out your frustration. In fact you could do that right when it releases. "I WANT MY ZELDA DAMMIT" Some would be thinking along these lines, do the yoga/meditation or whatever other activities/exercises you like on Wii fit and chill out...
-
Out of the 6 stages unveiled, only todays unveiled stage looks a little boring, but I am not ruling out the entertainment value of the stage entirely though... Justification of why the other 5 aren't boring with the flat layouts will follow soon. I posted it earlier but accidently deleted it and can't be bothered posting it again just yet...
-
I wouldn't fret just yet. Judging by the amount of stages in Melee, I'd expect close to 30 in the final game. Going by that assumption, only one fifth (20% of all the games stages) have been revealed. If it gets to the stage of having 15+ stages unveiled and they all have the similar flat interactivity limited setting, then i'd start to be concerned...
-
Update = Smashville --> Stage Wait a second... Is this...an Animal Crossing stage?! And the name...well... Go ahead and poke fun if you must. This should be a familiar sight to Animal Crossing fans. It’s very clearly the world of Animal Crossing—even the changing scenery of day and night is determined by the Wii’s internal clock. This is not the relaxing pace of any small town I know... Hmm, it sure is dark. And what do you think of all those guests hanging out? There sure are a lot. It’s like they all came to watch the big event. And look, there’s the busy barista, serving coffee to the spectators. But there’s more... If you play a match here on Saturday at 8PM... Oh, I’m too excited to even say it! That’s right, a live performance. It’s a good time to be alive...
-
Nintendo Developer Roundtable (Relates to Wii Zelda (already mentioned in another topic), Wii Fit & Galaxy): "designing both games to make them accessible to anybody." <-- In other Galaxy will probably be easier than previous outings... Galaxy includes an assist mode that enables a second player to help out the first. (We wrote about this in our hands-on preview of the game.) Going to be a lot of different types of gravity in Galaxy and many different types of spheres. Ideas span back to Mario 128, he says. Miyamoto thinks the two advantages of Galaxy are the gravity mechanics and the spherical objects, which eliminate the need to manage the camera system. As an aside from this conference, we were initially worried that Mario ran too slowly, but have since descovered a fantastic leaping move that is quite speedy. As a result, we're no longer worried. Miyamoto begins demo. He's playing a level we have not yet seen. He's feeding star pieces to a Kirby-like star, which sucks them in and grows fatter. With his belly filled, he forms a new planet for Mario to explore. As with all other planets in the game, it's gorgeous. Miyamoto is playing the game himself and he's pretty good. He flies Mario toward a capsule-shaped planet. Mario lands atop this object and goes inside, at which point the camera shifts backward and the action is shot from a more traditional quasi-2D view. Mario can jump from the floor to the ceiling of this area to traverse past objects. When the plumber jumps, Miyamoto swings the Wii remote to make him spin in the air, which gives him an extra second or two of hang time. There are about six specific different areas and about 40 different galaxies in all. All the different scenarios will combine together for 120 stars to collect. "There's definitely going to be quite a bit of volume to this game," says Miyamoto. This game rules. Miyamoto just ran and leaped off the edge of a platform with Mario, and the gravity of the satellite enabled the plumber to spin around the object in a full 360. It was sweet. We can only imagine the possibilities for puzzles with this kind of stuff. Mario walks out into space and platforms appear before his eyes. When he steps off them, they disappear again. Looks very impressive. Now showing a "Cookeie Factory" level. The level reminds us of the bonus missions from Super Mario Sunshine. Music is from Super Mario Bros. 3. Mario must run across a moving platform with a series of holes in it. If you're running and you press Z+A, Mario will do a long jump -- the same one we mentioned earlier as being an integral addition to the control scheme. Miyamoto is talking about Bee Mario. There's also a Boo Mario. "There maybe a few others, too." Q&A Begins. Q: How did you make the bumblebee so fluffy? A: That's actually fur-shading. It's very pretty. We've been using it since the GCN days. On Wii, it looks fantastic. Though it's not in HD, I still think this is a very graphically appealing game. Q: You said you had 120 stars in the game. Can you clear it without getting them all, and will you be re-using levels, assigning multiple stars to each location? A: So yeah, the structure will be very similar. You wouldn't need to get all 120 stars. Q: Do you agree with Reggie's comment that this is the true successor to Mario 64? If so, what does that say about Sunshine? A: Says Mario Galaxy feels new in the same way Mario 64 did. The control for Galaxy is much simpler than they had on GCN. Q: What other types of programs do you enision for the Wii Balance Board in the future? A: I think there are a variety of different possibilities. Probably the simplest and most straightforward would be a snowboarding game. <-- 1080 snowboarding a real chance... Q: Did you have any ideas for Galaxy that you later discarded? A: There's always a lot of different ideas that don't make it in the final game. Once we get to the completion state, we'll be able to talk more about that. Q: Are you less interested in making traditional games now that expanded audience titles are successful? A: You don't have to worry about that. I'm having a tremendous amount of fun helping develop Super Mario Galaxy. I'm also having fun making Wii Fit. Q: Are you worried about the game being too disorienting? A: We've been doing a lot of focus testing with the game and we've found that it's less disorienting than the majority of 3D games that have been released so far. Q: Will third parties use the Wii Balance Board? A: Given that we announced the Wii Balance Board just yesterday, we've since had a number of inquiries from third parties. We've also had some interest from the physical fitness industries. Many individuals in the medical industry are interested in it for the purposes of treatment. Q: Any land masses in the game that will be comparable to Mario 64 or Sunshine? And will Luigi be playable? A: The interesting thing about this system is that because it's all sphere-based, you can make them bigger and bigger. So if you make them incredily massive, it feels like you're running on a flat surface. So I think you can expect some big masses. As for the question about Luigi, that's a secret. <-- LUIGI POSSIBLY PLAYABLE Q: How long has Galaxy been in development and how large is the team? A: It's been quite awhile. It's being developed by the team that developed Donkey Kong Jungle Beat, and they've been hard at work on it ever since they finished that game. That team was about 30 people initially, but as we're approaching completion, we've boosted that number to about 50. Q: What is your personal role in the development of Galaxy, and how much of the game is your vision? A: As far as my involvement, with Mario 64 I was the main director. In this case, I'm more directly involved with game design. In one sense, I'm even more involved than I was with Super Mario 64. Q: Does Galaxy's difficulty level rival the second half of Sunshine's? A: That's a question that I've struggled with for a very long time. There are a number of people on staff who think Sunshine was too difficult. But at the same time we have team members who liked the game because of the difficulty. In terms of Galaxy, my feeling is that it is a good thing to have a suitable level of difficulty. To be honest, the game was significantly easier until a few months ago, and then I started making it harder until the team in Tokyo became concerned that I was making it too difficult. Q&A ends. Roundtable is over.
-
Interesting find. Its as though you're working directly in the industry and have inside information. Although theres nothing significant there that we don't know about already...
-
I wonder what Reggie and the gang were thinking after there was a less than stellar reaction to the announcement of Mario Kart Wii and the complaints city galore that have followed?
-
The Legend of Zelda:Twilight Princess
Petey Piranah replied to Hero-of-Time's topic in Nintendo Gaming
A push over overall. You might lose quite a bit of health in the last part depending on your timing and that, but the rest you'll breeze through.