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Post by Evie ❤✿ on May 30, 2012 14:28:30 GMT -5
Tomato Adventure = timing-based RPG = too difficult for me. But then, I went back to the game and played it via emulation a while ago, and I did find its M&L-like humour enjoyable (well, I played only a small portion mid-game at that time). I'd say that its look and feel needed some working on, though. Hmm, it wasn't that difficult for me. Some of the gimmicks are really difficult to master on full power, but one of the things I really enjoyed about the game is that you can adjust the power of your gimmicks to a difficulty which suits you in a similar way to M&L: Superstar Saga's 'Bros.' attacks and it won't cost you too much pressure later in game to reduce their power. Early in the game the battle system did feel quite basic, but personally for me it got better and better after getting new party members and a variety of gimmicks. The boss battles are particularly enjoyable, and some did require a strategy to win akin M&L:SS, unless you overly leveled (which you never really ever need to do) for instance, in order to defeat the final boss (I won't spoil) you pretty much need to do something about his guns, otherwise he'll just reduce the Defence and Speed of your party members until you receive a Game Over. Out of interest, what do you think made the game feel bland at times? Aesthetically at least, the music and graphic style was good and the game had some cool plot points. Definitely, there was some M&L-like humour. What was particularly funny, at least for me is how that quiz NPC tries so hard to catch you out, and gets angry when you beat him. At one point of the game he really doesn't want you to win, and challenges you three times. The third quiz is timed, and he expects you to answer at least ten questions correctly under thirty seconds, including some that are pretty intense like "86479 - 69472". September anniversaries, huh... That's too early to celebrate for now, unless you plan to make something for them. Well, on the Starfy Wiki I edit we're considering to redesign the site in some way, hopefully for Starfy's anniversary. Recently, someone on Romhacking.net said they were trying a translation of Densetsu no Starfy, so I sent him a message to inquire how the translation was going and if he wanted any help. On that note, sometimes I'd wish to have a Nintendo database that's an actual database you can extract data from. select * from [Games] where [Publisher]=N'Nintendo' and datepart([Release Date], mm)=5 and datepart([Release Date], dd)=30 And tada, you get a list of games released on that date. That would be great and interesting to see. This also reminds me of the 'This day in history' section on wikia:Nintendo where every date it updates with an important time in Nintendo's history, such as a game's release date.
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Post by nocturnal YL on May 30, 2012 15:10:01 GMT -5
Well, can't say I know the game well enough, seeing that the last time I seriously touched it was very long ago. The gimmick difficulties doesn't seem that helpful to me. Pushing it all the way to level 7 will save much time if the in-battle timing is done right (barely above the "failed" attack power at level 1 versus 250% of the "failed" attack at level 7), so I'd say reducing the difficulty may not be the best workaround. But then, when it comes to difficulty it's a very personal thing, and I believe games shouldn't be judged as bad just because I'm bad at it.
I won't complain about the music at all. It's just that I think it's a bit graphically old-styled without a good reason, especially in the menu. Maybe it wants to stress on the fact that it's an RPG? That part was improved in the M&L games (although M&L1 used the same font in the JP version as far as I recall). Don't like the lack of color (from a technical standpoint) either.
I guess I'll give a revisit to this game later. Much later, perhaps, I'm likely to be occupied by games that are already out for a good while.
Thanks for the link. Let's see, today.... huh, Pokémon Box? I've completely forgotten about that tool.
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Post by Evie ❤✿ on May 30, 2012 17:01:16 GMT -5
Well, can't say I know the game well enough, seeing that the last time I seriously touched it was very long ago. The gimmick difficulties doesn't seem that helpful to me. Pushing it all the way to level 7 will save much time if the in-battle timing is done right (barely above the "failed" attack power at level 1 versus 250% of the "failed" attack at level 7), so I'd say reducing the difficulty may not be the best workaround. But then, when it comes to difficulty it's a very personal thing, and I believe games shouldn't be judged as bad just because I'm bad at it. I won't complain about the music at all. It's just that I think it's a bit graphically old-styled without a good reason, especially in the menu. Maybe it wants to stress on the fact that it's an RPG? That part was improved in the M&L games (although M&L1 used the same font in the JP version as far as I recall). Don't like the lack of color (from a technical standpoint) either. I guess I'll give a revisit to this game later. Much later, perhaps, I'm likely to be occupied by games that are already out for a good while. Thanks for the link. Let's see, today.... huh, Pokémon Box? I've completely forgotten about that tool. That's true about when you leave the gimmicks at level 1. I had difficulties not raising the power level for the first boss battle with Gorikki and Burikki, as I wasn't originally aware you could change the difficulties. I usually leave most of the gimmicks at like level 3-5, so it isn't that much of a loss, even though I could be dealing more damage. Generally I'll test a gimmick at a power which I'm capable of using, and then try the difficulty below it so I don't mess up in battle, because when you do fail the attack it can have bad consequences, not only because it works barely better than a failed attack, but because it drains the whole of your bar for extreme attacks. As you progress, the new gimmicks you obtain themselves generally become much more powerful. I've always used the gimmicks most powerful while being easy to use. Some gimmicks are much easier to master, for instance one of the later gimmicks called Fire Dragon Cannon (かりゅうほう) - thanks Parrothead for copying out the names is pretty good, and all you have to do is mash the A button, I can reliability use it at level 6 without having to use a tool like a pen to scrape the A button. Ironically, I found it easier to master at level 7 than Demiru's first gimmick, はぐるまヨーヨー (Gear Yo-Yo), - though it becomes pretty much useless later in game unless you wanted to challenge yourself. Another gimmick called Banana Snowboard (バナナスノボー) is particularly easy to master at level 7, as all you have to do is press the buttons as they come up on the screen, whereas another (Sofubi's 5th gimmick) was considerably harder, requiring you to press the A button when you guess about five seconds have elapsed, mastering that gimmick at anything above like level 3 is very hard! Yeah, I can agree the menu system looked dated and could possibly be improved. It makes me feel that the game was originally built from AlphaDream's first game - Koto Battle, given that the menus are rather similar. It looks like AlphaDream just used a different border (blue instead of red) and upgraded the graphics to early GBA standards. Its something I can't blame them for given the game was released in January 2002 and the Game Boy Color wasn't necessarily 'dead', but one possible improvement I'd like to see are some special menus personalized to the game kind of like what was carried out in M&L:PIT for the suitcase. (Taken from OrcaOkamiLP's let's play) I thought the characters and stages were bright and colorful, but I can agree you could probably guess from the graphics the game was once in development for the Game Boy Color. Another aspect is the choice of sound effects. A lot of Game Boy/Color games used the same range of sound effects. I can hear the 'drawing' sound effect from Qix in a lot of Tomato Adventure. In Densetsu no Stafy, the 'falling' sound effect used is also used in several Game Boy/Color games, an example, not the best one, being Sanrio Time Net: Kako-hen and Mirai-hen for certain attacks (the game which my avatar is based on). Incidentally, did you know the trademark for Kaeru no Tame ni Kane wa Naru was renewed last year? Here are a list of Nintendo trademarks renewed in the last year. (Source: blog.esuteru.com/archives/3834826.html) 任天堂 商願2011-40398 GAME BOY GALLERY 商願2011-40399 マリオのピクロス 商願2011-40400 MARIO’S PICROSS 商願2011-40401 ALLEYWAY 商願2011-40402 RADAR MISSION 商願2011-40403 METROID 商願2011-40404 カエルの為に鐘は鳴る See trademark 2011-40404. Some circles have been speculating a sequel. It might just mean Kaeru no Tame ni Kane wa Naru will be released for the Japanese eShop (wouldn't it be great if it was for Kaeru no Tame ni Kane Wa Naru's anniversary?), or it might mean nothing in particular for the moment. As a comparison of how trademarks don't necessarily indicate the future, Pokémon Black was registered as a trademark far before it was released, but so was Pokémon Scarlet and Pokémon Purple, which were never released, at least at the moment. (Sorry if my post seems rushed, it's getting rather late and I need to go to bed soon)
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Post by nocturnal YL on May 31, 2012 23:53:29 GMT -5
I think the difference between levels 6 and 7 are quite large. It's like you either have to be good at reaction or strategy, and while I'm a bit better at the former, I find the requirement a bit too difficult to me. I'm still at the cake town (and stayed there because at the time, I got tired about the somewhat repetitive pattern), by the way.
The game is artistically colorful, that a wide range of colors are used. But it's technically lacking in colors in that it doesn't use a large palette at all. That's kinda substandard for a GBA game to me.
I wouldn't be surprised if Kaeru no Tame ni Kane wa Naru gets released. VC games tend to get released without much trouble, no matter how obscure the original is. (Earthbound is a special case there, but generally, Nintnedo's Japanese HQ is likely to release *insert old, non-64 game here* for VC.)
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Post by parrothead on Jul 14, 2012 0:17:56 GMT -5
A few days ago was the 25th Anniversary of Yume Kōjō: Doki Doki Panic.
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Post by Da Robot on Nov 17, 2012 19:11:04 GMT -5
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Post by nocturnal YL on Nov 18, 2012 8:04:42 GMT -5
What, it's been a decade already!?
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Post by parrothead on Nov 18, 2012 17:07:52 GMT -5
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Post by nocturnal YL on Nov 19, 2012 6:24:02 GMT -5
Oh
Now to think of it, it's been a decade since the GC/GBA era with lots of new franchises and singular games coming out.
Also, happy 0th anniversary to Wii U. It surprised me to see no one in this forum talking about getting the system.
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Post by Johans Nidorino on Nov 19, 2012 10:17:46 GMT -5
Also, happy 0th anniversary to Wii U. It surprised me to see no one in this forum talking about getting the system. It does not surprise me... Remember the 3DS? Same story, but more expensive. As for my country, it is almost double the price here than in the US xD
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Post by Shadrio on Nov 19, 2012 14:40:09 GMT -5
I'm pretty much with JN here, but not as much as double xD If I'm lucky, my sister'll find one before she visits my country.
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Post by Boo Destroyer on Nov 19, 2012 15:20:35 GMT -5
Before you get one, be wary. EDIT: Lots of freezing issues all over too.
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Post by parrothead on Feb 21, 2013 14:21:32 GMT -5
Happy 20th Anniversary to the Star Fox franchise!
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Post by nocturnal YL on Feb 21, 2013 15:39:14 GMT -5
Oh right, Star Fox. The game that has been pretty much overshadowed by the N64 version. Happy anniversary, although I can't say it without feeling a bit... sympathetic about the series, given its history.
4 days later and it'll be the 2nd anniversary of the 3DS in Japan. Happy anniversary in advance!
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Post by Boo Destroyer on Mar 21, 2013 9:34:57 GMT -5
Happy 10th anniversary to WarioWare!
On this day in 2003, the first game for the GBA was released in Japan.
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