Here, have some Mario Kart 8 videos

Despite my apathy toward it, Wifey convinced me to buy her Mario Kart 8. As it turns out, it’s really, really good. Also it has a built-in feature that lets you upload your race replays directly to YouTube. I wanted to put up full replays, but my internet is so damned slow that even the default 30-second highlight reels take 40+ minutes to upload. So I won’t really be using this feature for now.

That said, here are highlights of my first runs through all of the Mushroom Cup courses. They’re… I don’t know, maybe mildly interesting at best.

Monthend Video Game Wrap-Up: May 2014

May came in like a lion and… well, it was pretty heavy on games I wanted to play throughout. A stark contrast to an April that saw almost no new games and gave me ample time to work on my enormous backlog. Luckily, most of May’s releases were cheap Virtual Console Mega Man games, so I didn’t have to choose between video games or paying the bills.

But yeah, May 1st saw one of the best eShop updates in a long time, and then the new Kirby and Mario Golf came out on the second. Also there was that massive Humble Store spring sale. Needless to say, I’ve been keeping very busy, which is great because the wait for Smash Bros would be killing me if my 3DS (and PC, I guess) weren’t so jam packed with games I want to play.

~ Now Playing ~

Mario Golf: World Tour (3DS) – I never got into Mario Golf on N64, but I played the stuffing out of the GameCube entry. I waited very impatiently through several delays for this one, and it was so worth it. The Castle Club “story” mode is a bit confusing and overcomplicated, but a free play mode exists, so ignoring that business is pretty easy.

Continue reading Monthend Video Game Wrap-Up: May 2014

Filler time: Articles for grown-ups

It’s no secret to anyone who knows me: I’m a child living an adult’s life. I appreciate a lot of things that people my age aren’t supposed to, if advertising and demographics have anything to say about it. Marketing is all a big load of crap, anyway.

I guess the point is that I don’t have any ideas in my head at the moment, and I don’t have the gumption to type up the weekly Dark Souls entry. Wait, no, that’s what I wasn’t supposed to say. I’m supposed to make it seem like I’m doing something inspired.

Anyway, I type about a lot of goofy things that are emblematic of childhood. Cartoons, Nintendo games, candy. If you scroll up from the bottom of the article list, you’ll see that it takes a long time to get to anything very grown-uppy. Or at least, that’s my interpretation of it. So that’s why today, I’m going to link you to a small selection of old articles that stand out as somewhat more mature among the sea of childish crap that I’ve written.

28 Days Later (2003) – The first movie I ever reviewed, and it’s a scaaary one. Probably because it’s one of the first (if not the actual first) movies with fast zombies. So it turns a kind of slow, tense staple into something much more fierce and immediately frightening. Please note that I have not watched this movie since then.

Catherine (2011) – Undoubtedly a truly mature game, as it deals with many very grown-up themes. Also there are boobies and monsters, but the heart of the game is literally about growing up, accepting responsibility, and figuring out what you want to do with your life.

Chicken Wings (2005) – Chicken wings are undoubtedly a fun finger food, which is pretty child-like, However, wings are most prominent where? Bars, that’s where. Kids don’t go to bars. They’re also one of the staple foods of sports-watching, or so I’ve been told, and sports-watching is a pretty grown-up kind of thing.

Mate1.com Hates You (2006) – To date, still the most popular thing I’ve ever published, if fan e-mails are anything to go by. Mate1.com, if you’re not already aware, is an online dating website. Those are most definitely not for children. It’s not really for anybody, as far as this article is concerned.

Remembering the Cottage (2007) – Yeah, it’s an article entirely about childhood memories, but that in and of itself makes it kinda grown-up, right? I mean, kids don’t reminisce. You have to be old and at least a little world-weary before you really understand nostalgia. Some might say that I’m not old enough to say something like that, but I respectfully have no comment.

True Crime: Streets of LA (2003) – The first video game that I wrote about that earned an M rating from the ESRB. I guess that’s all I really have to say about that. I haven’t written about a lot of games that feature non-laser guns.

Year of N64 – May: Quest 64

Here’s the thing. I didn’t read much in the way of games journalism back in 1998. I read Nintendo Power. Sometimes I may have seen an article or preview in a friend’s EGM or something, but the internet was still new to me. All I knew is was a place where you could find cheats and FAQs for video games, outrageous Flash cartoons on Newgrounds, and pictures of naked ladies. I didn’t really know about message boards. I didn’t read online reviews.

I know Quest 64 has a bad reputation, and I’ve read bits and pieces about it over the years. But really, the most I can tell you about why people dislike it is simply speculation, because I wasn’t there when it happened, and I might be the only person in the world who has written a retrospecitve on friggin’ Quest 64.

Continue reading Year of N64 – May: Quest 64

Dark Souls: Spooky

Previously on Dark Souls: Morgan descended into the Catacombs, where necromancers and traps aplenty waited for her. Also a titanite demon ruined her day over and over again.

I made my way back down from the Catacombs’ bonfire to the mausoleum where the titanite demon lurked. Ignoring the statuesque monster, I made a quick right turn into the small room revealed by a broken wall. Upon stepping into the empty room, though, the weak floor collapsed and I fell into another dark room below.

Before I realized what had happened, I felt the sting of a blade tearing across my back. I was thrown forward by the blow, and summoning up what little strength I had left, I turned to face my attacker. A black knight towered above me, and between the impact of the fall and his first strike, I was too weak to do anything as he brought down his weapon to finish the job. You Died.

The second time in the room with the crumbly floor, I took things a little slower. I couldn’t find anything interesting, so I peered into the hole I’d made previously to see if I could get the drop on the black knight. I couldn’t see him, so I carefully hopped down into the room below. This time, it was curiously empty. I kept my guard up.

Given the time to assess my situation, I was able to notice this time that one of the walls in this room was missing, leading into the bottom of the giant chasm that made up the central feature of the Catacombs. It was covered in bones and gore from one end to the other, with a shallow stream running down the middle. I could make out a bunch of weird creatures moving about in the distance.  I let an arrow loose in their direction, which got their attention pretty handily.

The odd monsters turned out to be skeleton wheels. They were much like normal skeletons, but with a massive, spiked, wooden wheel fused to them. The skeletons rode around on these wheels at an alarming speed, so I stood on the edge of the room and lobbed fireballs at them when they got close until they were all dead.

Exploring the chasm floor slowly and quietly, I found a fog wall on the opposite end, which I elected to ignore for the moment. On a nearby ledge, I could see a corpse dangling just out of reach, with the telltale glimmer of an item to be pilfered. It didn’t look like there was any way up there, so I’d have to have a look around at the higher levels to see if maybe there was a way down.

As I bumbled around in the mess of bones, I could hear a faint “tink tink tink” coming from somewhere nearby, but I wasn’t able to locate the source of the noise. Whether that was for better or for worse, I had no idea.

I rounded a corner that led into a narrow passage, and out of nowhere came that black knight who accosted me before. I fought with all my courage and strength, but the black knights are tough customers. It certainly didn’t help that he got an easy free strike by surprising me. You Died.

Heading back to the bottom, I decided this time to just clear out the skeleton wheels the normal way – with my axe. That didn’t go so well. You might not imagine that a pile of bones attached to an oversized wagon wheel would be so dangerous, but they are! They’re fast and hit like a truck. You Died.

Before entering the titanite demon’s mausoleum, I peered down into the chasm. It was too dark to make out anything from than height, but I could barely make out a small ledge quite a ways below me. I wasn’t going to try making such a long leap, but one of those damned exploding skulls had somehow avoided my blade, and spooked me from behind, sending me tumbling down into the darkness.

I landed on the ledge below with a sickening thud. Getting up slowly and having a look around, I saw that the small ledge with the corpse that I’d spied earlier was just a short hop down from the ledge I’d landed on. I climbed down and gathered a mace and some equipment that would better fit a priest. A summoning sign also made its home on this ledge, so I made use of it and called up a phantom named Paladin Leeroy.

Leeroy immediately jumped down and started tearing apart the skeletons wheels. With such a capable ally, I figured now would be a good time to see what was on the other side of that fog wall.

We passed through and jumped down into a small chamber than looked like some sort of experimentation room. It was covered in skeletons, and at the far end was a robe-covered figure hunched over an altar of some sort. The figure turned around, revealing a collection of three masks where its face should have been. Six lanterns on sticks sprouted from its back like spindly arms. The monster cast a spell and suddenly two copies of it appeared from out of thin air.

Leeroy ran at the monster with a fierce battle cry, while I desperately tried to fend off one of the copies. All at once though, the copies vanished and I turned to watch the monster wail in defeat and crumple to the ground. Leeroy looked proud of himself for besting it so quickly as he disappeared in a flash of light, as phantoms do.

I investigated the now lonely room and found a small tome on the altar called the “Rite of Kindling.” In it, I learned that I could kindle a bonfire up to three times, which would fill my Estus Flask with 20 charges as opposed to the basic 5. This would be my most valuable discovery yet.

Tune in next week for Part 24: Killer Forest

Picross e4 – Digital Crack

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I don’t know how closely you’ve been following this series of articles, but near the end of the last one, I suggested that I would like it if picross puzzles always came in Mega flavour from then on.

I didn’t get my wish, but Picross e4 found it appropriate to place a very significant amount of its puzzles into the Mega category, so I’m pretty happy about that. But I’m getting ahead of myself here. Let’s take a few steps back and start at the start.

Picross e4 is just another game in the Picross e series. It doesn’t redefine the formula, add any spectacle, or try to pull off any other kind of dramatic thing. If you’ve played any one of the three previous games, you know what to expect as far as the general feel goes.

Continue reading Picross e4 – Digital Crack

The Sub-Games of Kirby: Triple Deluxe

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The new Kirby game came out last Friday. It’s called Kirby: Triple Deluxe. When the title was first announced, I thought that maybe that meant it would be a sequel to Kirby Super Star, as that game was called Kirby Super Deluxe in Japan. Upon further contemplation, I realized that it’s just a hackneyed way of calling it Kirby 3D without actually calling it Kirby 3D. Bravo, Nintendo.

While it’s not a Super Star sequel, Kirby 3D is still pretty much exactly what one would want from a Kirby game. It’s adorable, the powers are a lot of fun to play with, and the bosses are elaborate and interesting. Much to my surprise, the soundtrack is terrific. I don’t know why I was so surprised by that though. Maybe because of the depressingly disappointing soundtrack in Yoshi’s New Island.

Anyway, It’s Kirby through and through. If you’ve played a [regular] Kirby game, you’ve played this. It’s a fun romp through a bunch of levels where you get to eat guys and wear fun hats. The new Hypernova ability is a lot of fun, but that’s not what really got to me. For the first time ever, I’ve been totally won over by the included mini-games. Or, as the Kirby series likes to call them, sub-games. And really, that is a better moniker, because these extra games are anything but mini.

The first, and the most immediately attractive, is Kirby Fighters. It’s multiplayer, and up to four players can choose a permanent Kirby ability, then duke it out. It’s a little bit like a tiny version of Smash Bros, but it still plays like Kirby. If that’s not immediately clear, what I mean is that the Kirbys move just like they do in the main game. There aren’t any special fighting game physics or nuances added for this mode. I stress this point because for some reason my mind expects Kirby to control the way he does in Smash Bros, but he doesn’t, and it’s a little weird at first. But still, it’s plenty of fun, and the abilities seem to be fairly balanced.

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I haven’t actually played Kirby Fighters with another person yet, but I imagine that it’s got to be a good time, because the single-player mode is a lot of fun. If you play alone, there’s a fun little arcade mode where you play a sequence of seven fights against CPU players. There’s a training mode where you can set up a custom match and pound on CPU Kirbys, which is pretty much the equivalent of the multiplayer experience. With four difficulty levels and nice set of arenas that draw from past Kirby games, there’s a lot here to like.

The only thing that makes me sad about Kirby Fighters is that you only get to choose from ten abilities: Sword, Hammer, Cutter, Parasol, Archer, Ninja, Beam, Whip, Fighter, and Bomb. There are 25 abilities in the main game, and while some are cut for obvious reasons (Crash, Mike, Sleep), I cannot fathom why others (Bell, Leaf, and Spear) aren’t included. Or Wing! My beloved Wing ability got cut and I demand to know why! Heck, the new Circus power is perfectly suited for this sub-game, but it’s curiously absent, too.

What would be nice is if in the next Kirby game, there was a bigger, fuller version of Kirby Fighters. Let all of the abilities have their chance to shine, whether they’re viable contenders or not. I’m sure someone out there would be pleased as punch to try to eke out a victory with Wheel or Stone. They should even put in the cooler powers that were only in one or two games, like Mirror and Animal. I would absolutely go to town in a Kirby Fighters where I could rock an upgraded version of Kirby: Squeak Squad‘s Magic ability.

The other sub-game in Kirby 3D is Dedede’s Drum Dash, which is a fun mix of platformer and rhythm game. The idea of the game is to bounce along with Dedede to the end of the stage, only the platforms that line the way are drums. You’ll jump from drum to drum, avoiding enemies and collecting coins along the way. It’s a fairly easy game if you’re just going from start to finish, but it’s incredibly difficult if you want to get you a good score.

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Dedede automatically bounces off each drum, to about the top of the bottom screen. Pressing A when you hit the drum will propel him higher, up to the top screen, and sequential jumps will go even higher, up to the very top. You have to time your bounces properly to follow the trail of coins and avoid the baddies, but it’s a lot more difficult than it looks, as you’re also trying to aim for the next drum. If you muck it up, Dedede will stumble, losing his jump power, and you’ll lose sync with the song.

You also have to press A to bang a drum along with the backbeat at the height of each jump. Not only does this bump up your score, but it also keeps you aloft for a little longer, letting you pass over large enemies and clear wide gaps. This is where I have the most trouble, because my mind cannot fathom the idea of backbeat. I was stuck forever and gave up on Rhythm Heaven because as much as I tried, I could not pass the Lockstep game, which has you alternate tapping along to the beat and backbeat. It’s not quite so bad in Dedede’s Drum Dash though, because you have a visual cue (the apex of Dedede’s jump) to go along with the musical one.

Getting it all together is tough, and takes a lot of practice, but I can already see the fruits of my labour growing. At first, my performance was atrocious, but now I’m doing okay. Earned a silver medal in the first stage, I did. Each level gives out two kinds of medals, too. The overall performance medal, from bronze through platinum, and then four special medals four each course. These special ones are for completing certain objectives, like clearing a stage quickly or collecting all the coins. Sadly, Dedede’s Drum Dash only has four stages, but mastering them will keep you busy for a very long time to come. It really helps that the game is incredibly fun and borders on addictive.

It doesn’t seem like Nintendo has any plans for it, but these sub-games could benefit greatly from DLC add-ons. Since each stage is based around a song, Dedede’s Drum Dash seems like an obvious candidate for DLC stages. Some more beginner-level stages would be nice, too, as the current offering goes from “tough” to “maddening” pretty quickly. Extra DLC abilities would be the way to go for Kirby Fighters. Hell, maybe even a few new arenas or options like an item switch.

I would readily pay a buck for an extra Dedede level or a couple new Fighters abilities. That’s an important point though: make it a buck. Plants Vs. Zombies 2 ensured that I’ll never buy any of it’s DLC by pricing it way too high. $3 for one plant? No way in Hell. Nuts to you, EA.

At the end of the day, Kirby: Triple Deluxe is a wonderful package, made all the better by a couple of sub-games that are actually interesting. Both of them are fun and deep enough that they could be their own game. I mean, just look at how much I wrote about them alone! This was supposed to be a medium-length blog post, but it ended up being a whole article. And I hardly even did any senseless rambling! funny how things work out like that.

Dark Souls: Creepshow

Previously on Dark Souls: Morgan ran away from Anor Londo because it as too hard, and met a giant snake monster that told her about her destiny.

I meandered around the Firelink Shrine graveyard, busting skeletons to pieces as they came, until I was fairly sure that I’d found any noteworthy bits of equipment and items that I’d missed during my previous expedition here. The skeletons were still fearsome foes, but my skills with a sword -as well as the sword itself- had improved since last time.

Unfortunately, my sword wasn’t going to be of much use where I was going. I needed the Divine Battle Axe that I’d had forged so long a go. A little birdie told me that divine weapons could put down the regenerating skeletons in the Catacombs for good, so I was going to have to learn how to use something other than my beloved Drake Sword.

The axe was unwieldy, but powerful. It was slow to swing, but a strong hit could temporarily shatter the top half of a skeleton to bits, leaving its lower half defenseless and open to attack for a few seconds. It took a bit of practice with the weapon before I felt confident taking it down with me into the depths of the Catacombs, but I had to press forward, and the only other option I knew of at the time was Anor Londo.

I was not going back to Anor Londo.

Creeping down the shadowy staircase, I kept my guard up, knowing that a skeleton and the screeching explody things were waiting in the darkness ahead. The first skeleton came at me, as if out of nowhere. I parried its attack and countered with a mighty blow from my shimmering axe. The divine weapon sent bones flying in every direction. I waited, keeping my shield at the ready. The bones didn’t move. I waited a little longer, nothing happened, and I moved on.

Inside the entrance to the Catacombs, I saw the faint lights floating around above the bottomless hole. They seemed a bit father than usual, which was a boon because they didn’t appear to notice me from that distance. I was curious to find out exactly what they were, but decided not to risk it. I continued down around the edge of the pit and busted up the skeleton that was waiting to ambush me at the bottom.

When I had come down here the first time, I was beset by immortal skeletons and inexplicable explosions, so I didn’t really have time to notice that the cliff at the end of the path did not lead to yet another bottomless pit. No, there was a floor below, maybe a ten-foot drop down. It was hard to see in the darkness, no wonder I’d missed it before.

I hopped down and was immediately attacked by a troop of skeletons, commanded by an undead man who confidently whipped fireballs at me from afar while his minions engaged me in close combat. I rolled away from the skeletons, and went after the necromancer. He ran, but there wasn’t anywhere to go. I struck him down, hoping his death would extinguish the force animating his bony buddies, but they continued to charge me.

I came out of the darkness of the crypt into a valley bathed in sunlight and prowling with skeletons and necromancers. The Catacombs were a massive, winding mess of tunnels, shafts, and catwalks. It was also full of statues, some of which would fire out spikes if someone stepped too close. Finding a bonfire in this place was a welcome reprieve, and getting to the bottom wasn’t nearly as difficult as surviving at the bottom was.

At the end of the main path was a long, narrow mausoleum build into the side of the valley. Waiting at the far end of this mausoleum was another titanite demon. This fight was much tougher than the first one, as the narrow hall made it difficult to get around to the back of the demon where it was relatively save. The big guy softened me up with a few blows of his staff, and then skewered me with a diving strike. You Died.

I worked my way back to the titanite demon, this time attempting to defeat it with a mix of fireballs and arrows. The strategy seemed airtight, until he reminded me that he could fling lightning bolts at me from his staff. Also, he has a pretty amazing range on that jumping attack. You Died.

A flat-out assault didn’t really work either. You Died.

Annoyed, my next plan for dealing with the titanite demon was to simply run past him. It worked like a charm, except that behind him was just a dead end. Oh sure, I found a few Eyes of Death back there, but those were absolutely useless to me. The demon wasn’t too happy about me taking its baubles, so it killed me again. You Died.

A couple attempts later, I was running away from an encounter with the demon that went bad very quickly, and as I dove to avoid a lightning bolt, I discovered another path off to the side, well out of the demon’s initial field of vision. I stopped to lament how stupid I’d been for not noticing it earlier, and that was just enough time for the demon to catch up with me. You Died.

Tune in next week for Part 23: Spooky

An errant wrench

The Year of Nintendo 64 is going well, and I’m staying rather interested in it, much to my surprise. So far, I’ve finished at least one N64 game a month, with good times and bad times along the way. It’s been fun, and also a learning experience.

Recently, I learned a very troubling thing.

I booted up Quest 64, my chosen game for May, and was surprised to see a notice immediately pop up that informed me that I’d need a controller pak (N64’s equivalent to a memory card) to save my game. No problem, I had a few of those back in the day. At least one had to be kicking around in my big gaming chest.

I found a controller pak, conveniently inserted into another controller, so I yanked it out and slapped it into the controller I was using. Another notice came on-screen, telling me that the data was corrupt and that I’d need to initialize the card before I could use it. Whatever. I don’t recall ever owning a game that saved to the controller pak, so all I’d be losing was corrupt data from rented games.

I formatted the card and started up the game. After about half an hour, it dawned on me that I should probably save and reset the game before I got too far, to see if the controller pak was still capable of saving data. I saved, reset, and loaded my game without fault. Good, so the formatting worked. I played for another couple hours and made substantial progress, getting at least a third of the way through the game.

I decided to play a little more a couple nights later, and was devastated (but not totally surprised) when the “Your data is corrupt. Please initialize the controller pak.” screen came up. All that time wasted. A quick search in the back of my third N64 controller came up empty. I haven’t done a thorough search for another pak yet, but I fear that the dead one might be the only one I own.

If I don’t possess a working controller pak, I’m still split on whether I want to go out and try to purchase one, or if it’s a better idea to just try to power through the game in a single sitting. Like I said, I made it pretty far in only a couple hours, and I think I could manage it. I’m not necessarily looking forward to such an endeavour, but I like Quest 64 enough that I don’t want to write it off, either.

The good news is that Quest 64 is (apparently) one of only two games that save to the controller pak exclusively, and I don’t own the other one, so this won’t shouldn’t be an issue in the future. I’ve got my fingers crossed. This has been quite the unexpected wrinkle in my grand scheme.