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My Thoughts on Mewtwo

Mewtwo has been released as a free DLC fighter for Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, exclusively to those who bought and registered both versions with Club Nintendo before March 31st. Those who didn’t will have to wait until April 28th to be able to buy Mewtwo for $3.99 for either version, or $4.99 for both versions. It’s the first time he’s appeared in a Super Smash Bros. game since Super Smash Bros. Melee, and fans were hyped when he was announced back in the 50 Fact Extravaganza. Now that I have my hands on the DLC, how does he play?

Mewtwo
The short answer is that he plays very close to his Melee incarnation. However, not all of us played Melee, so let me give you a rundown. He controls very similar to Ness, with a high double jump to prove it. His Standard Special, Shadow Ball, is a bit weaker than other moves similar to it like Lucario’s Aura Sphere, Greninja’s Water Shuriken, and Samus’ Charge Beam. His Side Special, Confusion, reflects projectiles and makes the victim tumble. His Down Special, Disable, temporarily puts the target into a helpless state. His Up Special is Teleport, and unlike Ness, Mewtwo’s Up Special allows him to recover, and it’s pretty fast to boot. Unfortunately, it doesn’t have much range, and from what I can tell, no attack hitbox. His iconic Forward Throw is still the same, throwing an opponent forward and then firing a barrage of Shadow Balls, his Aerial Attacks (excluding his Forward Aerial) are great, and his Up Smash can do some serious damage. His Final Smash, Mega Mewtwo Y, is a cool looking attack with good range and decent power.

There are two things I don’t like. First, his voice clips sound like they were ripped straight out of Super Smash Bros. Melee. Second, he makes the character select screen look weird. Instead of centering the bottom row, they instead just stuck it on the very left, leaving the rightmost column with nothing underneath it. Other than that, Mewtwo is a nice addition to the Super Smash Bros. roster.

With the announcement of another veteran fighter returning as DLC, Lucas, it’ll be interesting to see if he gets similar treatment. Lucas is planned for a paid release in June.

Review: Super Smash Bros. for Nintendo Wii U! (All New Aspects)

It’s finally here, a new era of Super Smash Brothers! A series so popular, whenever a new installment is announced, speculation runs wild and the amount of “reaction” videos showing people all trying their best to prove why they belong in an insane asylum instantly flood YouTube, and this time was no different. When Mega Man was announced as a playable fighter, the internet nearly exploded. Nintendo was like that person in a race who is so far ahead they don’t even need to try, just announce a new Super Smash Bros. game and you automatically win E3. This time we got two versions, the Nintendo Wii U version, and the Nintendo 3DS version. The Nintendo 3DS version was stellar, so it’s time to find out how the Nintendo Wii U version does. A quick note, this review took so long because I decided to focus on all the new aspects of the game, since the core gameplay has been the same since the Nintendo 64 original. I WILL also be spoiling the character roster.

BASIC GAMEPLAY
For the two of you out there that are unfamiliar with Super Smash Bros., I’ll cut you some slack and explain how you play instead of leaving you in the dust. The dry, dry dust. Unlike a typical fighting game, in Super Smash Bros. the idea is to increase your opponent’s damage percentage by attacking them. The higher the percentage, the farther they’ll fly back when hit. Once you think their percentage is high enough, launch em’ with a Smash Attack! You K.O. someone when they fly far enough off the screen. Attacking in itself is also different. By pressing the attack button in addition to a direction on the control stick (or D-Pad, for anyone actually using just the Wii Remote) to perform one of several attacks. There are specials, grabs, pummels, throws, shields, dodges, and taunts. Every character has the same amount of each one of those as other characters. There are also Final Smashes, one-use moves that require you to grab a Smash Ball, floating spheres that roam the stage waiting for a user to unleash its devastating power. Some transform you, some play a flashy sequence of attacks, and some are just massive attacks. It temporarily transforms the match’s objective from “Beat the ever living snot out of each other” to “GRAB IT GRAB IT GRAB IT” and once someone’s gotten it, you better hope they miss, otherwise you’re in a world of pain. The Final Smash you unleash depends on the character you’re using, as each has their own unique one (except for Shiek and Zelda and Dark Pit, Mario and Dr.Mario, and Marth and Lucina). The character roster itself is pretty sweet.

ROSTER
Oh boy, is it sweet. All of the characters from Super Smash Bros. Brawl return with the exception of Snake (for legal reasons), Lucas (for the fact that his game never left Japan), the Ice Climbers (for Nintendo 3DS limitation reasons), Wolf (for the fact that he was a third clone of the character Fox), and the Pokemon Trainer (for the reason that he used Generation One Pokemon, though Charizard does return). There’s also Dr.Mario and Mewtwo (Mewtwo is future free DLC if you buy both versions) returning from Super Smash Bros. Melee after not appearing in Super Smash Bros. Brawl. The newcomers are great. Mega Man (Mega Man), Pac Man (Pac-Man), Duck Hunt (Duck Hunt), Villager (Animal Crossing), Shulk (Xenoblade), Greninja (Pokemon), Bowser Jr. (Super Mario), Rosalina (Super Mario), the list goes on. This also feels like the most balanced Super Smash Bros. game yet, with no character feeling too much stronger than the last (though Diddy Kong has raised some eyebrows). What’s even better is the the ability to create your own fighters!

CUSTOM FIGHTERS
By creating a Mii in the the Mii Maker program on the Nintendo Wii U home menu, and selecting them in-game, you can create your OWN Mii Fighters! You can choose from three types: Brawlers, Swordfighters, and Gunners. The Brawler is a fast and strong, close-range fighter, the Swordfighter is considerably slower and is an average-range fighter, and the Gunner has average speed, and is a long-range fighter. When created, you can choose from one of three specials for each special button input (up, down, left, right), change their outfit, headgear, and equipment (which messes with their stats). The Mii Fighters are cool, to keep it short. You can also, after unlocking custom special moves for them as well, customize the normal fighters. Fighters aren’t the only things you can customize.

STAGE BUILDER
This was in Super Smash Bros. Brawl, but it’s been completely revamped so I might as well mention it. Using the Nintendo Wii U GamePad, you can draw your own stages, and then play on them! Choose a theme, a music track, a terrain texture, and start creating! You can also place other things, like cannons, moving platforms, springs, and lava. There’s nothing more to it then that. The normal stages themselves are actually pretty cool.

STAGES
We’ve got plenty of returning stages like “Halberd” (Super Smash Bros. Brawl), “Yoshi’s Island” (Super Smash Bros. Melee), “Pokemon Stadium 2” (Super Smash Bros. Brawl), and “Kongo Jungle 64” (Nintendo 64), but we’ve got plenty of new ones. Some of my favorites are “Windy Hill Zone” (new), “Wily Castle” (3DS), and “Mario Galaxy” (new). Some of these stages even stand out in many ways, like “Wily Castle” and “Pyrosphere” which both use the new stage boss concept, and “Great Cave Offensive” is the biggest stage in the series. The staples are of course still here, with “Battlefield” and “Final Destination” both returning. There’s now also an omega form of each stage, which turns them into flat basic stages, not unlike “Final Destination.” There are few unlockable stages compared to the 3DS version, and that’s a good thing in my eyes! The only downside is that there are fewer new stages in this game than Super Smash Bros. Brawl, and that’s a little sad. The stage settings you have set also affect the other modes like…

SPECIAL ORDERS
This mode is actually two modes, Master Orders and Crazy Orders. Master Orders is where the final boss Master Hand gives you three random tickets to choose from, each with a different challenge and reward based on the difficulty. Crazy Orders is a bit different. In order to even access it, you either need to pay a large amount of coins, or use a pass you can get in several places. Once inside, you again choose from three random tickets that the also final boss Crazy Hand gives you, but these are usually equal in terms of difficulty. The difference here is that after you complete one, you of course get the reward, but you keep almost all of the damage you took (you are slightly healed in between battles). You’re also under a ten minute time limit. Die once, and it’s all over, losing the rewards you won to twist the knife further. At any point during the challenge you can choose to face off against Crazy Hand, who becomes harder the more tickets you complete. Beat him, and you keep all of your rewards. They’re also pretty sweet. You can get coins, trophies, custom moves, Mii outfits, Mii headgear, equipment, and best of all, music CDs which unlock new music tracks. The soundtrack itself is…

SOUNDTRACK
..excellent. The new remixes are wonderful, and all of your favorite tracks from Nintendo games are here. I’ve learned about games I never knew existed just by scrolling through the sound test menu. Sure, a lot of the remixes are from Super Smash Bros. Brawl and Super Smash Bros. Melee, and one or two are even from the original Super Smash Bros. on the Nintendo 64, but they’re still awesome to listen to regardless. Some of my personal favorites are “Rosalina in the Observatory” (new remix), “King Dedede’s Theme” (Super Smash Bros. Brawl remix), “Mega Man 2 Medley” (new remix), “Spark Man” (new remix), and “Menu (Melee) Version 2” (new remix). Then again, there are some remixes that ruin the original track, like the “Egg Planet” remix, which not only sounds like “Egg Planet” with a crappy filter over it, but also tries randomly throwing in classic Mario themes, and they don’t mix well. You can pick the original “Egg Planet” track, so this is one remix I’m never listening to again. A lot of tracks have different names as well. “In the Final”, which is the Mario & Luigi: Bowser’s Inside Story final boss theme is now called “the Grand Finale.” The boss theme from that same game, which was once called “They’re Pretty Tough, Should we be Careful?” is now called “Tough Guy Alert!” One change I like is that when you are playing online, everyone gets to listen to track different from what everyone else is listening to. Oh yeah…

ONLINE
Online play was also a feature in Super Smash Bros. Brawl, but because it was infamous for having copious amounts of slowdown and input lag, everyone had their eyes on it this time. While the Nintendo 3DS version’s online play was better, it still suffered from slowdown. This time however, it’s nearly perfect. The only problem is that it’s affected by everyone’s connection, so if one person has a bad connection, it ruins it for everyone else. I had a match with someone whose internet was so bad, the game froze every two seconds, and the match had massive slowdown whenever it didn’t freeze! Connection problems aside, there are a few different modes. To play online you first have two options, “With Friends” and “With Anyone” both are self-explanatory. Once you’ve picked one, there are two modes, “For Fun” and “For Glory”, with the first putting you on a random stage in a time match with items on, and the second putting you on the Omega form of a stage in a stock match with items off. You can choose teams, free-for-all, or one on one as well. You can spectate matches and place bets on players/teams using coins, and you can watch replays of old matches. There’s also conquests, which all you need to do to participate in is choose a character in the conquest, and if you win the percentage of that character will rise. It’s tough to explain. You know what’s also hard to explain?

SMASH TOUR
This is the Nintendo Wii U version’s equivalent to Smash Run on the Nintendo 3DS version. Instead of running around for five minutes, killing enemies to get stat boosts, you instead play a sort of board game where you run around for a set amount of turns collecting stat boosts, fighters, and items. Whenever you collect a fighter, it gets added to a list of fighters you can use, and whatever’s first will be the one that’s used, and you can’t change it. Turns begin with everyone spinning a spinner and the turn ends once everyone’s finished moving. The next turn then begins. If at any point you run into someone, at the end of that turn everyone will duke it out. If you get K.O’d you lose the fighter you used. The person who wins not only launches anyone near them across the board, but you also get to keep the last fighter you K.O’d. The big problem with Smash Tour however, is the items. At the beginning of a turn or before a battle, you can use an item, which can have many effects. They can prevent you from getting launched, they can let you start out a battle with a hammer, they can double the number of your spin, they can slow down the spinner, they can warp you to a random checkpoint you haven’t been to, etc. However, many of the items are overpowered. They can make an opponent shrink down for an entire battle, they can make an opponent start out with 100% damage, nearly guaranteeing their loss, and they can warp every player to one spot at any point. These can throw off whatever you were attempting to do. There are also random events, like bosses, enemies carrying stat boosts, and hazards. These are also unfair. The player closest to the stat boost carrying enemies when they spawn will always be the one who gets them, players can just sit still and steal the finishing blow on a boss, and the spinner will always dictate whether or not you’re avoiding a hazard. The most unfair bit comes at the end, where after tallying the players stat boosts, the game will give stat boosts to the players that did the best, as opposed to those who actually need them (except for the “launched ace” boost). After that, players battle with their new stats and all of their collected fighters. I much prefer Smash Run personally. It’s actually much more fun with human players instead mainly because they use the items strategically and not randomly like the CPUs. But overall, Smash Tour is a chaotic mess, and it’s even more chaotic than another new mode.

8 PLAYER SMASH
That’s right. For the first time in the Super Smash Bros. series, you can play with eight players at once. It’s madness. It’s insane. It’s awesome. Unfortunately it’s only available on some stages, and while an update has come out allowing for more to be played on, the stages don’t have hazards any more. Still, now nobody has to be that awkward fifth player waiting for their turn. Good luck getting enough people/controllers though. Thankfully, there are more controller options than ever.

CONTROLLERS
There’s the Wii Remote alone, the Wii Remote and Nunchuk, the Wii U Pro Controller, the Wii Classic Controller Pro, the Nintendo 3DS (requires Super Smash Bros. for Nintendo 3DS), the Wii U GamePad, and the GameCube controller. The GameCube controller has been what most people have used since Super Smash Bros. Melee, so when Nintendo announced a special adapter, so this was an appreciated move. I personally like the Wii U GamePad the most out of all the controllers, mainly because I like looking at the screen on it. When nobody is playing with the GamePad, tapping the screen during a battle will display information like lives, score, damage percentage, name, and character as opposed to what’s happening on the TV. The GamePad also has a NFC touchpad, which in this game is used for…

AMIIBO
Think of them like Skylanders figurines. By putting them on the GamePad’s NFC touchpad (they can be taken off immediately and will still be active), you can bring them to life as a figure player (FP)! They start off dirt stupid, but as they level up they become both smarter and stronger. The best part is that they adapt to your fighting style, and learn from you. At first, I beat my Mario amiibo every time (I named mine JumpMania, it’s a pun on Mario’s original name, Jumpman). But it learned, and as I fed it equipment to boost its stats, it started beating me. By level 50, it was winning every match. These things are strong. Mine not only takes advantage of its immense power by being very aggressive (it also adapted my Smash Attack heavy strategy, so three hits and you’re at 78%), it could use its speed to easily combo me, and its defense to take a beating and stay on the offensive. This isn’t just mine either, as amiibo have done pretty well in tournaments. In terms of the figure quality, it’s decent. Most of the main body feels tough, but I feel like chipping off Mario’s hat or fireball would be easy with enough pressure. They’re plastic figures, what do you expect? The detail on them is rather nice though. While it’s fun to play against them, I wish you could play alongside them in Classic mode.

CLASSIC & ALL STAR MODE
While being a mode in every Super Smash Bros. game, it’s been completely revamped this time around. Instead of fighting random enemies one after another, you get to choose by moving a trophy around a field, and by running into another fighter (or group of), you start a battle. You also have rivals and intruders to mix things up. After a few battles, you face off against the Fighting Mii Team, which uses Miis from the Mii Maker application regardless of whether they’re Mii Fighters, and then after that you battle Master Hand. This mode also uses the Kid Icarus: Uprising difficulty system, where you can bet coins to make your adventure harder (or easier), and narrow the difficulty down to exactly what you want. The higher the difficulty, the stronger the opponents and the better the rewards, but if you die, you can watch as you lose most of your rewards. I like this, as it adds a risk reward system that encourages risk taking. If you set it to 3.0 or higher you’ll fight Master Hand and Crazy Hand. If you set it to 5.5 or higher however, you’ll fight a new boss: Master Core. The higher the difficulty, the more forms he has. On the some of the highest difficulties, you’ll even encounter his Master Fortress form. Master Fortress is a giant… fortress that contains several enemies and lava that instantly kills you if you’re over 100%. It’s more dangerous than dark. Your goal is to destroy the cores that pretty much scream “INSERT DEATH HERE” and after you’ve done just that the fortress explodes and you’re left to beat up on the hopeless core of… Master Core. Overall, this is probably my favorite incarnation of Classic mode.That’s all for Classic mode, but All Star Mode is back too. In this mode, you fight all the fighters in the game in groups, with rest areas in between the fights where you can restore your health with one of the limited recovery items. You get one Maxim Tomato (which heals 50%), one new item, the Fairy Bottle (which heals 100% as long as you’re over 100% damage, otherwise it’s about as useful as a ship-in-a-bottle), and two Heart Containers (which each heal 100% damage no matter what). These items do not respawn once they have been used. Your judgement will come in handy here, and this is another thing I like. You fight the groups of fighters in reverse chronological order of when they first appeared in a video game, so if you’re dream is to fight Mario or Pac Man as the final boss, look no further… sort of. The one thing I don’t like is that if you die once, it’s all over. You will have moments where either you make one mistake and die, or the CPUs gang up on you and carry you off the stage, with no way of stopping it once it starts. Otherwise, the new All Star Mode is a fun way to get the Final Smash trophies. Unlike previous games, you have All Star Mode from the start, but in order to get most of the challenges centered around it you must unlock every character.

CHALLENGES
Remember how I said I was going over every NEW aspect of the game? I do. Anyways, the Challenges are back, and just as tedious as they were last time. They’re simple in concept only. Fulfill certain conditions and get a reward. The rewards can range from Pokemon, CDs, Equipment, Crazy Orders Tickets, and hammers. You can use the hammers you unlock to break challenges you find too hard and get the reward for free, but the hammers can only be used once and you only have five of them. Unfortunately, some of the Challenges are pretty infuriating. A few examples are “Collect every special move,” “Collect over 700 trophies,” or the infamous “Clear Solo Classic on 9.0 intensity without losing a single life.” The problem is that most of the hard Challenges can not be broken by hammers, so what’s the point of having the hammers? Some of the Challenges involve random events in Smash Tour, and that’s annoying. I must admit, it is nice seeing the Challenge board fill up as you complete them.

THE VERDICT
In my eyes, this is the best Super Smash Bros. game yet. The roster is enormous, the graphics are dazzling, all of the new modes- er, most of the new modes are excellent, the selection of stages is nice, and the soundtrack has some of the best game music I’ve ever heard. And the gameplay, oh the gameplay. It’s fun, it’s fluent, it’s amazing. This gets a 9/10. Buy it. Buy it NOW!

Quick News: Majora’s Mask 3D Announced!

In a recent Nintendo Direct, Nintendo opened with the announcement of a 3D remake of The Legend of Zelda: Majora’s Mask, which has been heavily requested by fans ever since Ocarina of Time 3D was a thing. The N64 classic will be receiving updated graphics, a higher framerate, and will apparently be more of a remake than Ocarina of Time 3D. In my opinion, playing this on the 3DS will benefit the game greatly as being able to pick it up on the go and complete one of this games many sidequests, then putting it back down will make this game much more playable. The remake is set for a spring 2015 release, and I’m excited.

Review: Super Mario Galaxy! (7 years since release)

Does anyone remember what happened when Sony and Microsoft were announcing their 7th gen consoles? HD, 720p, these were but a few of the terms being thrown around. Nintendo had a different plan however, motion controls! Nintendo was trying to be original and innovative with their new console, the Wii. Did it work? Let me rephrase that. Did Sony and Microsoft attempt to do the same with the Playstation Move and Kinect once they saw the potential? Yes.
I’m not saying the Wii was without it’s problems, I’m really not. The online play was laughable, the original wrist strap awful, and the inability to store data on SD cards (at first) frustrating. At least it was an example of gameplay over graphics. But it wouldn’t be Nintendo without their famous franchises, and after we got Super Paper Mario (originally intended to be a Gamecube title), Nintendo released Super Mario Galaxy to almost unanimous praise. Why? It’s time to take a look at my favorite game of all time (bold, I know).

STORY

Every 100 years a comet passes over the Mushroom Kingdom, and with it comes showers of interstellar chunks known as Star Bits. These are brought to Princess Peach’s Castle, where they combine to form a great Power Star, known as a Grand Star. This spectacular night is known as the Star Festival, held once every 100 years to celebrate the comet. And that time has come again. Princess Peach sends Mario a letter asking him to meet her at the castle, where she will give him something. Before anyone has time to celebrate however, the King of Koopas shows up, right on time. Bowser proceeds to kidnap Peach by lifting her castle into space. He also makes sure to bust up the entire Mushroom Kingdom with his fleet of airships. Thankfully Mario was entering the castle when Bowser took it, so this should be really quick-

Dang it!

Dang it!


Mario is saved by the creature Princess Peach was holding, who is known as a Luma. This Luma was special, and Mario is soon introduced to Rosalina, guardian of the cosmos and someone Nintendo can’t shut up about these days. Rosalina explains that her ship, the Comet Observatory, flies by the Mushroom Kingdom once every hundred years and is the comet that the Star Festival celebrates. Her ship requires Power Stars to run, and all of them were stolen from her by Bowser. Rosalina asks Mario to retrieve the stolen Stars, and in return she’ll help him rescue Princess Peach from Bowser. There you have it, the story is a little more complex than your average Mario story, but it still is nothing deep. The ending however, really takes the cake. After thwarting Bowser’s plans to conquer the universe, Bowser’s fortress explodes, creating a large Black Hole that starts to suck in Mario and co. The Lumas sacrifice themselves and the entire universe is reborn. That was unexpected. There actually is completely optional backstory for Rosalina in the form of the Library. After beating a certain amount of levels, you can listen to Rosalina tell her story. You unlock new chapters by beating more levels, and it’s a nice reward.

Rosalina

GRAPHICS AND SOUND

Gotta get this out of the really quick, this game is gorgeous for a Wii game in general, bonus points for the fact that it’s an early one. The Wii may not have been as powerful as the competition, but this game is still like eye candy. Constant 60 frames per second, no slowdown, short load times, and it still impresses me. I also can’t forget the soundtrack. Fully orchestrated themes, iconic pieces that have become mainstays in 3D Mario games, and they never cease to be enjoyable. It got an official release but good luck finding a copy at a cheap price (the soundtrack shouldn’t be more expensive than the game).

GAMEPLAY

Super Mario Galaxy follows the typical 3D Mario formula. There are 15 main Galaxies, each with at least six missions, several mini Galaxies with one or two Stars to collect, and six Bowser Galaxies. In each Galaxy there are three normal missions in which you complete a simple task such as collecting five Silver Stars, simply reaching the end, or beating a boss. Then there is one Prankster Comet mission. Prankster Comets are special comets that randomly fly by a Galaxy, and come in five different types, Speedy Comet missions involve a race against time, the Cosmic Comets also involve a race except against a cosmic version of yourself, Daredevil Comets force you to complete a normal mission with just one health point, and Fast Foe Comets make every enemy move much faster. Every major Galaxy has one of these missions. There is one more type of comet however, and that is the Purple Comet. Every major Galaxy also has one of these missions. Unlocked after beating the game, Purple Comets cause 100 Purple Coins to appear in the levels and it’s up to you to collect all or at least 100 of them. Unlike the 100 coin missions from Super Mario 64 and Super Mario Sunshine, these missions often have their own level design and gimmicks, not to mention the fact that they’re easy to see. There are also other types of objectives, like rolling a ball to the end, floating around in a bubble, or surfing on a wild course. And finally, each Galaxy also has one secret mission, like rescuing Luigi, feeding a hungry Luma, or just a simple secret. Speaking of Luigi…

UNLOCKABLES AND BONUSES

Besides the previously mentioned Purple Comets and the Library, once you get all 120 Power Stars and beat Bowser again, not only do you get a special ending, but you also unlock Luigi! Luigi is like the hard mode of the game, and getting all 120 stars as Luigi will unlock something more! More on that later. You aren’t just playing the same game twice, as there are some differences such as the fact that Luigi jumps higher but has horrible traction, Cosmic Luigi takes shortcuts making his missions harder, and there’s some pretty funny dialogue when you save Luigi… as Luigi! There’s also the Trial Galaxies, unlocked after getting all three of the special Green Stars. These are the toughest missions in the game, and many have ragequit due to them. Loopdeswoop Galaxy requires patience and care with the Wii Remote, Rolling Gizmo Galaxy requires…. patience and care with the Wii Remote, and Bubble Blast Galaxy requires……… patience and care with the Wii Remote.

THE CONTROL

One of the most important things in a video game is the control. Super Mario Galaxy’s control is nothing short of amazing. Fluent movement, great midair control, and the Spin. Punching and kicking has been replaced with the Spin. Just a shake of the Wii Remote, and BAM, Mario performs a Spin Attack that can do many things. You can use it to kill enemies, you can use it to gain altitude, you can use it to gain distance, you can use it to interact with the environment, you can use it to perform a homing ground pound, and you can use it to take one of this game’s many shortcuts. Mario also has the Long Jump back after Sunshine removed it, and combined with the Spin many things are possible. You can’t spam it however, as there is a one second cool down period, which is good otherwise your arm would get tired five minutes into the game.

THE FINAL LEVEL

After you get all 120 Stars as Luigi and beat Bowser again, you unlock Grand Finale Galaxy, in which you celebrate the Star Festival with 100% less airships. It truly is a nice breather after that collect-a-thon. Toads are everywhere, as well as the many… things you met on your journey. You recollect on your journey, and finally turn the game off.

SCORE

The reason I’m reviewing this game now is because as of November 1st, this game is officially seven years old. It was re-released as a Nintendo Select game, something only 17 titles share. This is my favorite game of all time. I own both the Nintendo Select and original version, with no regrets. What score will I give this game?

10 out of 10.

Go buy it!

Mega Man Unlimited: The Weapons

I forgot to bring attention to the weapons of Mega Man Unlimited in the update review. Hence, I shall be discussing them here.

GLUE SHOT

The Glue Shot is basically an improvement on the Concrete Shot from Mega Man 9. Shoot it, and if it hits an enemy that’s not invulnerable to it, it freezes it in place allowing for utter destruction to befall it.

NITRO BLAST

The Nitro Blast is a powerful multi-explosion attack that fires directly in front of Mega Man, continuing forward for only a short while. It’s strong. The only downside is it’s little ammo, you couldn’t continually fire this thing to save your life. It’s nice, but it’s not the best.

NAIL SHIELD

This is an interesting one. The Nail Shield is a shield weapon, go figure. Upon activation it forms four different nails that orbit and protect you. Unlike typical shield weapons* in the Mega Man Universe**, this one is fired differently, with all four nails being propelled forward with the power to hit enemies multiple times. It also pierces shields. The catch? It can only protect Mega Man for so long, for after it has taken enough hits, it vanishes. A good weapon, just not one I use very often.

TANK ARSENAL

Pffft. This is a joke compared to the other weapons. The Tank Arsenal fires three projectiles upon use. One goes down and hovers along the ground, one goes straight through the air, and one flies up through the air, then comes crashing down in an arc motion. The only one that is worth anything is the last one, as it explodes when it hits the ground, and even then the Nitro Blast is a better option. It’s a fine weapon on it’s own, but compared to the other weapons, this is the one I use the least.

RAINBOW BEAM

Now we’re getting to the good stuff, the Rainbow Beam fires in a straight line, and if you press the attack button again, it forms a giant circle that repeatedly damages anything that comes within it’s radius. It’s awesome. One of my favorite tactics is to set it up over a bottomless pit that has those enemies that jump out of them, and safely get by. Fun fact, it was originally going to be shaped like a cone, but it was impractical so they changed it.

COMET DASH

The Comet Dash is pretty much the dash/air dash from the X series. When used it not only shoots out projectiles, but Mega Man also propels forward a short distance, damaging anything he touches. It’s great for bypassing obstacles and I especially like using it right here in Occupied Wily Stage 2:

Comet Dash spot

JET MISSILE

The fast weapon. The Jet Missile, such a great weapon. It’s incredibly fast, is more powerful than the Mega Buster, and when charged for just a second, will home in on the nearest enemy! Sure, when homing in it keeps moving forward, limiting its abilities in that regard, but it’s a small price to pay for such a great weapon.

YOKU ATTACK

The secret weapon. In video games, the secret weapon is the one you have to work to get, and is usually the best in the game. Yoku Attack is obtained via the elusive Yoku Man, a secret robot master. When fired, a shadow version of Mega Man chases down the nearest enemy, and kills it unless it has a shield. It also grabs items. Not too much ammo however, and if an enemy blocks it, Mega Man doesn’t get hurt but he recoils. Don’t use it in the air. It’s not too fast as well, so it can’t be used on the fly. This is a really nice weapon though.

WATER CANNON

The new weapon. Added in the latest update, the Water Cannon is obtained from Whirlpool Man. It is a automatic weapon, as in as long as you’re holding down the fire button, it will constantly spray water. It’s a short range hose, essentially. It’s great for doing constant damage to an enemy in order to quickly kill them.

YO-YO CUTTER

The best weapon. My favorite anyway. The Yo-yo Cutter is a combination of the Metal Blade from Mega Man 2 (which is the most broken weapon in a video game, hands down), the Shadow Blade from Mega Man 3, and the Plug Shot from Mega Man 9 (which is just a faster version of the Search Snake from Mega Man 3). You can fire it in eight directions, it comes back to you so you could potentially lure it into an enemy, and if it touches a wall or the ground it will run along it. Plenty of ammo, plenty of power, plenty of destruction.

All these awesome weapons, and not a single one damages HIM.

Review: Mega Man Unlimited Update!

So a while back I did a review on Mega Man Unlimited (MMU), a fan game created by the likes of MegaPhilX. I stated that it was very solid, with all the features that make up a Mega Man game. With nine Robot Masters, solid music, and perfect controls, I rated MMU fairly high. However, a new update has come out. Does it hinder the game, or improve it? Let’s take a look at MMU version 1.2.1.

THE CHANGES

This new update adds a few things.

-Endless Attack mode
-Endless Boss Attack mode
-A new Robot Master, Whirlpool Man
-The Charge Shot

Endless Attack is a mode in which you try make it as far as you can in a infinite stage with just 1 life. All the screens are picked from as set from over 50. Endless Boss Attack is a mode where you fight all the bosses in an endless loop. Whirlpool man is special in the fact that he is NOT select-able on the stage select and must be picked from the special option in the menu alongside Endless Attack and Endless Boss Attack. The Charge Shot is the very same one from Mega Man 4 – Mega Man & Bass, but it feels more like Mega Man 6’s Mega Buster due to its size. The Charge Shot helps immensely. Smaller enemies are now mincemeat when hit with a fully charged blast, bosses no longer take as long, it just helps overall. This update also reverts Wily stage 1’s music to it’s original form.

THE ISSUES

This update has very few issues, but I have run into more than I did before the update. Sometimes my Buster stops working all together for a few seconds. I know it’s not my keyboard because I can charge up my shot but nothing comes out. In Wily Stage 2 I got stuck in a wall with Beat after being carried up from a pit by him. I ran into an issue in the same stage where I got stuck inside a spike! But this has happened before the update. I feel a simple patch will fix the issue.

THE VERDICT

Overall, this update is solid. It doesn’t fix what’s not broken and only improves on the game, minus the bugs I mentioned earlier. The Charge Shot should help anyone who couldn’t beat the game before and the extra modes add more replay-ability to the game.

If anyone is curious about a boss order, I recommend Nail Man first. The weaknesses?

Nail Man > Tank Man > Comet Woman > Jet Man > Yo-Yo Man > Glue Man (arguably the hardest) > Rainbow Man > Trinitro Man.

Top Ten Frustrating Moments in Mario Party

Mario Party, the destroyer of friendships and families alike. While it is a joy to play for the most part, there’s always those little moments where you want to throw your controller to the moon. These are the top ten frustrating moments in Mario Party. I have one rule: no moments from Mario Party 9 or Island Tour, unless these moments appear in other Mario Party games. I do this because frustrating moments are really common in these two games, as they stray from the normal formula.

# 10

Getting the Bowser Bomb. Thankfully, this item only appears in Mario Party 2. When you get the Bowser Bomb, you cannot get rid of it. At the end of the turn Bowser appears, rolls three dice blocks, and if he comes in contact with any of the players, he steals ALL their coins. So you could go from having 100 coins, to having nothing.

# 9

Rolling 1’s constantly. We have all had times where the Dice Block is your worst enemy. It’s even worse when this happens while using double or triple dice blocks.

# 8

Going in circles. When a board is designed badly, it can lead to you going absolutely nowhere the entire game. An example of a board like this would be Toad’s Midway Madness, and this can cause a game to drag.

# 7

Someone else finding a hidden block, and getting a rare item like a magic lamp. Hidden blocks are going to be a recurring theme on this list, so get used to it. Sometimes while running around a map, you might run into a hidden block. When this happens, everyone else immediately crosses their fingers and clenches up, hoping it’s only coins. After breaking the block everyone will sigh with relief, laugh madly (I’ll explain later), or scream their lungs out.

# 6

Bowser Pinball Machine Malfunction. In Mario Party DS, in the Bowser Pinball Machine board, there is a group of spaces, that will cause the victim to be put into the bumper that usually launches a ball at the start of a normal Pinball game. They will then be launched into the Bowser Zone, and will usually lose all their coins AND stars. However, once in a blue moon the Machine will malfunction and the player will instead be brought into the Star Zone, where it is possible to win THREE stars! It is so frustrating to be beaten by a CPU player set to easy because of this.

YOU DON’T DESERVE THAT!

# 5

Losing a pathetically easy minigame. This one is more the player’s fault, but it’s still frustrating.

# 4

Losing by almost nothing. This one is really frustrating when it pops up, especially if it’s because of Bonus Stars. Not much else to say here.

# 3

Someone else getting a star from a hidden block. This actually seems to be the most common result from a hidden block, but really this brings winning by doing absolutely nothing to a whole new level. In Mario Party DS, you can get three stars from a hidden block!

PEACH WINS BY DOING ABSOLUTELY NOTHING!

# 2

Finding a hidden block…. and getting a Ztar. This only occurs in Mario Party DS, and when you get this everyone else laughs themselves unconscious as you LOSE a star!

That face will haunt me forever.

NUMBER ONE!!

Chance Time. In earlier Mario Party games, you could trigger an event called Chance Time. ANYTHING can happen here. You can give all your coins to someone else, all your stars, swap coins and stars, really is it any surprise they took this out?

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Gaming History: The History of the Playstation!

Look at the video game industry today. There’s Nintendo with the Wii U, Microsoft with the Xbox One, and Sony with the Playstation 4. Four Playstations? Boy have things changed since the first. How? Let’s take a look at how Sony became a major company in the gaming industry.

-Nintendo’s Regretful Decision-

Let me set the scene. The Super Nintendo is performing greatly along with it’s competitor, the Sega Genesis. Nintendo and Sega are in steady competition, but technology was advancing, cartridges were starting to show their age, and many saw CD’s as the future of gaming. Nintendo saw the advantages and possibilities of CD technology and contacted Sony, striking a deal in the process. The two worked together to produce a CD add-on for the Super Nintendo called the Play Station. Unfortunately, Nintendo saw a problem, as the deal gave Sony most of the control over the add-on. Nintendo cancelled the deal with Sony, and instead struck another deal with Phillips, who were already developing their own console, the CD-I. After seeing the failure of the Sega CD, Nintendo cancelled the idea entirely, but Phillips had managed to obtain the rights to Mario and Zelda via the deal.

Whoops.

-Sony’s Revenge-

Sony took the information they had gotten from the research they did while making the Play Station, and made their own console. Unfortunately, Nintendo had a trademark on the name “Play Station”, so Sony combined the two names into one.

Do you do that with a troll face?

Sony also realized why other consoles had failed: lack of third party support. So Sony made it both incredibly cheap and easy to produce games on the Playstation. By the time it was launched, many games were already planned for the system.

-The Console Itself-

The console was big and grey, it had two controller ports (unless you used the Multi-Tap), and had a disk drive right on top.

The controller is grey, has a D-pad, four buttons, and two shoulder buttons. For a console with a focus on 3D gaming, not having analog sticks can be troublesome (Sony did later release a Playstation 1 controller with analog sticks). Instead of the typical A, B, X, and Y buttons that were common at the time, the Playstation controller used symbols. The “Cross” button is the “A” button, the “Square” button is the “B” button, the “Triangle” button is the “X” button, and the “Circle” button is the “Y” button.

One of the disadvantages of CD’s however, are their inability to store save data. Thus, the Playstation required Memory Cards to store data. To this day consoles are still incapable of writing data to CD’s (the only console that could write data to a disk was the N64 Disk Drive, which allowed it to do amazing things, but it didn’t use CD’s, just disks), they just use built in system memories. There was also a link cable, very similar to the one for the Game Boy. This is almost pointless.

-The Makeshift Mascot-

I say makeshift because he was never really the mascot, he was just often featured in Playstation commercials and associated with Sony in general. After the Playstation launched, a small company was looking at the various systems to decide which one to publish their new game on. After seeing that the Sega Saturn would be dominated by Sonic (Ha!) and the Nintendo 64 would be dominated by Mario, this company decided on the Playstation. Who was this company?

Naughty Dog eventually produced Crash Bandicoot, the killer app of the Playstation. Crash Bandicoot became the makeshift mascot of Sony, but it wasn’t long until various contract issues forced Naughty Dog to abandon Crash.

-The End-

The Playstation was a fantastic system, and it put Sony on the radar as a major video game company. It was the first console to truly use CD’s correctly, and it paved the way for many other developers to follow. Here’s to another Playstation, and another battle with Nintendo!

Update!

Hackers. No, I’m not talking about ROM hackers again, I’m talking real stinking hackers. This website was recently hacked so that it redirected everyone who visited to a porn site. This problem has been resolved and I’m sorry to anyone who had to experience the effects of this hack. Not much else to say, but I hope this never happens again.

Gaming History: Sonic 2’s scrapped levels!

Sonic The Hedgehog for the Sega Genesis/Mega Drive was a critical and financial success, so a sequel was pretty much mandatory. And sure enough, a sequel was on the way. But the two teams, one led by Yuji Naka and the other led by Naoto Ohshima could not agree on what they wanted the game to be like. Ohshima’s team wanted time travel to be involved, while Naka’s team disagreed. Eventually the two teams split up with Naka’s team going to America to make Sonic 2, while Ohshima’s team stayed in Japan to create Sonic CD.

Scrapped Levels

Sonic 2’s beta phase saw the scrapping of many levels that can be found in the prototypes leaked onto the internet. Some of them only have concept names. First there’s Dust Hill Zone, a desert level that we know so little about because we only have one screenshot. Then there’s Winter Zone, which would have been a palette swap of Dust Hill Zone, very similar to how Hill Top Zone is a palette swap of Emerald Hill Zone. Then there’s Rock Zone which we know nothing about other than it’s name. Next up is Wood Zone, a level believed to have been conceptualized when time travel was supposed to be in Sonic 2 and if so would have been a past version of Metropolis Zone. This level is actually playable in the prototypes, but is unfinished. After that there’s Hidden Palace Zone another one in a playable form, one of the first levels worked on, and the most complete. It even has it’s own music track (although in the prototypes it appears in it uses Mystic Cave Zone 2P’s music). This one is by far the most famous, and it even got put back in in the 2013 remake of Sonic 2. Next there’s Genocide City Zone (changed to Cyber City Zone after the team realized what the word meant) and was a one act Zone that came after Metropolis Zone. This one has no playable incarnation, however it’s graphics were re-used in The Machine in Sonic Spinball, and it’s level design was used for a third act of Metropolis Zone. Death Egg Zone was originally going to be two full acts, but was shortened down to one very small act. It’s worth noting that Aquatic Ruin Zone was originally called Neo Green Hill Zone.

The only official screenshot of Dust Hill Zone.

A screenshot of Hidden Palace.

Wood Zone (My personal favorite scrapped level).

Concept art of Cyber City.

Hope you enjoyed!