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  1. others that are worth to mention on Top Videogame Boss Fights Rated · · Score: 3, Interesting

    Hitler - Bionic Commando (NES): It's Hitler!! and they showed blood! Hitler was sitting on the Albatross and you had to use the bionic arm to climb up and shoot the cockpit;
    Golem/DragonLord - Dragon Warrior (NES): You needed the flute to kill Golem. DragonLord was hard, especially because the dungeon was really tough.;
    Mother Brain - Metroid (NES): You had to place 30 missiles to beat it, while avoiding the donuts and re-generating columns.;
    Grim Reaper/Dracula - Castlevania (NES): The Grim Reaper was tough (and the level too), but Dracula required tons of patience. He would transform into a huge monster at the end.;
    Golbez - Final Fantasy II - SNES: The music, background and intensity of this battle makes it a classic;
    Too many to mention - Contra Series, GunStar Heroes - Various: These series have the coolest collection of bosses ever, especially when the original team (now Treasure) used to be with Konami;
    Bowser - SuperMarioWorld - SNES : I bought the SNES and got this game as a pack in, the Mode7 effects alone got me there. It was something to show to all your friends. Lava Boss - Axelay - SNES: This has to be one of the coolest bosses for a 16 bit system, however, the flicker/slowdown was unbearable.;
    Odin - Ghouls & Ghosts - GEN: A friend of mine showed me this boss, and I must say that I was impressed, it was HUGE and challenging.

  2. I know what happened... on Gates Embraces Web Service Interoperability · · Score: 1

    Gates was on crack

  3. Health Risks on PSP Controller Layout, New Details Revealed · · Score: 1

    I hope they do a lot of 'extended play', I'm worried about 3D games in small screens, especially after reading gamindustry.biz's hands-on review. Check it out here:
    http://www.gamesindustry.biz/content_page.php?sect ion_name=new&aid=2233

  4. SFII & Derivatives on Capcom Announces Hyper Street Fighter II X · · Score: 1

    I wonder if someone will ever put a price on all the time that has been wasted playing SFII and derivatives. Even today, old friends of mine get together to play fighting games and they end up playing the same old game: Street Fighter II Turbo.

    I personally wasted a couple of years playing SFII, Turbo and Alpha (among other Fighting games), to realize that I was missing out on many other great games.

    I think CAPCOM isn't showing any thread of creativity by making ANOTHER SFII game to commemorate the 10 year anniversary. CAPCOM, here are some ideas:

    Why not try to get it right on 3D? (Not the crappy games that they have released), work with Sega AM2 or NAMCO's Soul Calibur team and use the SF Characters, simultaneously,
    Release faithful compilations on all major platforms (old formula, but usually sells),
    Work with Square/Enix to make a great RPG based on the SF Universe and
    Finally, to finish it up, Make a beat'em'up Final Fight style game (quest) with all characters ->beat up bad guys (Bison's henchmen with proper attire according to the stage), to reach the boss (other character), then switch to SF mode battle.

    Any other ideas??

  5. 3 New games..- Zelda? on Xbox And Gamecube's New Hardware Bundles? · · Score: 1

    I guess I'll be buying Luigi's Mansion, Pikmin and SF Adventures after all. I wonder if that "Legend of Zelda" will be the updated version that was released only in Japan for the Super Famicom

  6. Nintendo's situation in different levels (opinion) on Has Nintendo Lost Its Edge? · · Score: 2, Interesting

    1. Games: In this area, I believe that even though they posess the most valuable set of game characters, many of the old gamers perceive that recent games have been updates to newer technologies (3D, etc), but the esence is the same. Since these fans have grown and their interest have changed, that enforces the 'kiddie-game' perception. Maybe Nintendo should have anticipated that their client base grew older and had other needs. Another problem is that current technology demand for longer development times and it's becoming very hard to keep a constant flow of successful games coming down the pipe. On the positive end, newer franchises are being established (Pikmin, Animal Crossing, etc); to expand Nintendo has been investing in indie studios through the Yamauchi foundation and is working with second parties (Silicon Knights) and 3rd parties as Capcom, Namco (ending the long feud) and Sega to bring more games based on their franchised.
    Nintendo's stance against certain types of games (GTA and derivatives come to mind) is hurting the company's image. Personally I think that a Nintendo system is better off without GTA, but If I had Nintendo stock, I'd rather have it.
    Bottomline: Keep the old franchises going, to capture the new gamers, create new franchises for grown-up gamers.

    2. Innovation: I think this is the Big N's biggest asset, the R&D departments and Miyamoto leading the pack are yet to be responsible of many technical innovations. Gameplay innovations will keep coming, however, how 'risky' this innovations are, it will be questionable.
    Bottomline: Gory, soft-porn titles with great game play ain't coming from Nintendo.

    3. Hardware Strategy: The hardware strategy depends on the Nintendo's overall objective - Do they want to be number one, or do they want to simply be profitable. To be number one, it seems that you must combine DVD/DVR capabilities and online play (to cover most bases), but this implies not being strong in any category.
    Bottomline: The next console should play DVDs, keep the mini-DVD format to keep piracy at bay.

    4. Online Play: Doing this or not depends on the lessons learned from this generation. Getting in later means developing competencies outside the core area.

    5. Culture: A few years ago it was a fact that Japanese companies made better games than US companies, but that's changing, US companies are making great games and they understand American pop culture, that leads to games that are a better 'fit' to american audiences. Many of the things that we see in japanese games might be percieved as childish too. That influences US sales and market penetration.

    In general, Nintendo has many challenges ahead, but they must decide if they want to be number one. If not, I can see them staying as a very successful company in Japan, with limited success in the US in a very particular market segment.
    Any Ideas?

  7. Re:16 bit era strength on Nintendo Announces GBA Sales Milestone · · Score: 1

    Hmmm... I agree that coincidentally, many of those revolutionary games pushed some technical aspect (graphics, speed, sound, etc.) But I can also mention many instances of games that excelled (sp?) on many of those aspects but can be seen in history as regular or bad games.
    8bit -> Bo Jackson Baseball had great graphics and speech (I bet you've never heard of that game), but you've heard about Tecmo Bowl and Baseball Stars.
    16bit ->Super Adventure Island had a killer soundtrack, Bugsy the bobcat was very fast; but none of them are remembered as 16bit greats. Games like Herzog Zhwey, Super Bomberman, Shadowrun, exceled in gameplay, but never broke any technical ground.
    The fact that Marketers used graphics technology,speed and sound to sell is not related to the fact that the past 8bit/16bit eras where richer in gameplay. In fact, a few years ago, when manufacturers could make money from consoles, they targeted more the casual gamer, because they knew that with a console and a game they could make some money.. and how do you think was the best way to do it.. EYE POPING GRAPHICS.
    Now the game has changed, consoles are sold at a "loss", and it's hard to tell the difference between one console and the other (graphically)
    And by the way... Revolutionary is usually associated with breaking new ground, sadly we aren't seeing much of this these days...
    The hollywoodification of the game industry is good and bad... but especially bad for true gameplay.

  8. Re:16 bit era strength on Nintendo Announces GBA Sales Milestone · · Score: 1

    You have a point. I guess I should have mentioned that the 16 bit lineups are very suited to the form factor.
    The idea was to highlight that despite the sofisticated production values of 32/64bit games, gameplay was still king.
    Some people (me included) just like to pick up a game and without a heavy learning curve have fun on the go, interestingly, that was the case of many 8/16bit games.
    And regarding your PS2 VS GBA comparison, remember that when you're talking about a handheld the game design paradigms change. The screen is smaller, the game sessions are shorter, so it requires a clever design to make a successful game.
    Maybe I didn't word my original post very well, but that doesn't mean that I'm the enemy. I like technology & games too.. you know

    ============
    I finished the "Save Jody" challenge on FZero!!! Yeeehaaa!!!

  9. 16 bit era strength on Nintendo Announces GBA Sales Milestone · · Score: 4, Interesting

    The popularity of this platform proves that the 16bit era was the golden age of videogames.

    Gameplay was king, and that was the primary selling point of the Genesis and SNES.

    Hopefully developers will continue to expand it with original ideas, instead of ports of older games.

    It still also constitutes a potential entry for the new game programmer.

  10. SMS and myself on Mario's GBA Luigi Team-Up, Sunshine Revisited · · Score: 1

    I bought Super Mario Sunshine and looked at the intro, played a few minutes and stopped.

    It's been sitting on its case for over a year. I'm pretty sure it's a good game, but it really hasn't done it for me for a year. We'll see what happens in the future.

    I think Resident Evil zero is going to have the same fate. The controls aren't really good.

    No complains about other games though.

    Currently suffering on F-Zero's "Rescue Jody" story mode chapter"

  11. Re:the problem with F-ZERO....[controls] on Challenge In Games Is Not A Dirty Word · · Score: 1

    Maybe some of you will agree with me. Another issue that I've felt with F-zero is that in this version you have to press the UP arrow to keep top acceleration. In my personal case, I feel that it affects the turning accuracy (especially on light weight machines), and that can make a difference on those tracks where you can fall down.
    The original F-zero let you just press the gas and focus on the turning, instead of this new annoyance.

  12. Update on Challenge In Games Is Not A Dirty Word · · Score: 1

    I've already beat the Casino stage.
    Try to master all the jumps and the last curve before the finish line.

  13. Difficult games... good or bad? on Challenge In Games Is Not A Dirty Word · · Score: 4, Insightful

    From reading the very few opinions posted, I've noticed the following:
    If you're a casual gamer, you seem to like the *easy* games.
    If you're hardcore (and old school), well you like *real* hard games.
    Honestly, I'd consider myself an old-school casual gamer, I spent a great deal of time with Fzero yesterday, and one side of me felt good (the old school/hardcore gamer), but the other side felt frustrated (the casual gamer, member of the workforce that has a life).
    I personally know that if I spend time with the game I'll master it. I remember my conquering of the original F-zero (familiarize with Novice-Challenge with Standard-Master with expert) - and who didn't feel like a god when conquering King-expert winning all races for the first time. (But two months had gone bye and the day was divided between Mario, Gradius III and F-zero).
    This time around is different, you have dates, you have to work, you read (to keep up with technology), if you live alone, you have house-stuff to do.
    I believe that a game like this is for the dedicated gamer. I beat a lot of difficult games when I was a dedicated gamer, but Unless I take as a personal challenge, conquering F-zero will be a long, long process...

    Happy gaming!!!
    BTW, Is it only me or the story-mode level race in the casino (after Beating Samurai Goroh) is REALLY difficult?? - I've been stuck for hours in that sucker.

  14. Re:Old Consoles on Gloomy Outlook For Console Sales · · Score: 1

    Proably they'll start using the old classic to attract more sales for new titles (the recent zelda bundle comes to mind).
    Also, "collection" titles such as Sonic/Sega Mega Collection/Mario All Stars, etc; have proven to be good sellers.
    I do agree that they should sell the classics in their orginal form, I'd even pay $ 20 collections of 3-4 titles.

  15. Re:Of course console sales will be down on Gloomy Outlook For Console Sales · · Score: 1

    I tendo to disagree. By that time, console prices will be around $99 and traditionally that's when the second spike in sales arrives.

  16. Localized version on Self-Parking Car Available In Japan · · Score: 1

    I wonder if they're going to release localized versions of this system. Not because of the Right Side/Left Side thing, but because in places like New York, you have to push the front and back vehicles to get out of the parking spot. Especially during the winter.

  17. Re:How long should a game last? on Phantasy Star Online Dreamcast Servers To Close · · Score: 1

    What about "A game will last as long as the revenue generated the online portion of the game can cover the operations"?

  18. Game Pad influence on game reviews ==opportunity on Soul Calibur II Sparks Subdued Joy · · Score: 1

    From what I've read so far (and besides the characters thing), the controller has been a major differentiation point for this game. Most people made a point of the the PS2 controller being more suitable for this type of game (some exceptions have said that the GC controller also feels good).

    I think there might be an opportunity here..since accessories are a major profit item for manufacturers, there could be 2 pad versions, the traditional (general purpose) and the fighting pad (And leave the 3rd category -arcade pad- for 3rd parties).

    That will probably help developers (they can just make their game without worrying about the interface), and make some money for the console manufacturer. Consumers benefit because of choice... those who don't like the genre(like myself - wasted 2~ years playing SFII derivatives), can pick up the generic, while fans can pick the fighting pad.

    In another note, I believe that the PS2 pad has the edge because it's basically the (SNES controller -the best fighting game pad ever) with steroids. It's easier to slide your fingers to make a combo/juggle move because of the diagonal configuration. In the button part, the SNES was a bit better, because the YX and AB had a different feel, making the learning curve much easier. Also, since early fighting game fans are Street fighter-schooled, this constitutes an easier transition.
    Any other ideas?

  19. Re:Social-engineering != Virus on Is Linux as Secure as We'd Like to Think? · · Score: 1

    Hmmmm... I can see people falling for this.
    Especially when the user is affraid to call tech support and be treated as an idiot. They might think.. well, let me log in as root so the support guy doesn't say that I didn't read the message.

  20. Games for executive team-building events? on Designing A Corporate Game Room? · · Score: 1

    Two words: MORTAL KOMBAT

  21. Game VS. Service on Gamer Sues MMORPG After Losing Items · · Score: 3, Informative

    Gee, I've never played a MMORPG, but I wonder if in the service agreement(s) there are provisions for these kind of things.

    It's a fact that the whole service is complex and relies on computers (just like your Bank ATM), computers FAIL (and always will, no matter what). However, you never try to sue your bank if the ATM is offline. (You might sue if they wipe out your money)

    Who knows, maybe they should guard the db of items just as a bank guards the computers that have your checking account balance.
    On the flip side, it may not make business sense. (Until they figure out the best model for online gaming... but that will always depend on the game!)

    The fact that the guy is basically wasting time (ironic, because we do so by reading slashdot also...) by playing the game, does not mean that it's fair that he should lose 2 years worth of 'work' because of a glitch, someone should be able to restore his character stats. The nature of the game demanded the guy to work towards building your items. (We do the same playing RPG's: building levels, buying expensive armor, spells, whatever... it takes time)

    Any ideas?

  22. Some other examples on Bad Videogame Acting Chronicled · · Score: 3, Interesting

    I guess that in the 8bit/16bit era there were technical limitations, but what do you think about these ones:

    "Comeoooonn.. let's fight" Ikari Warriors (NES): This one really makes you laugh when you listen to it.
    "The last metroid is in captivity, the galaxy is at peace" Super Metroid (SNES): Did the guy had some helium before the voiceover?
    "Aaahhh" Final Fight (SNES): Well.. it would have been better if the action was better coordinated with the speech
    "Riise from your grave" Altered Beast (GEN): What the hell was that... a keyboard speaking?
    "Tatsu-maki-senpu-kyaku!" SFII (SNES): OK. Guys/girls... is that what you hear? I hear "Tat-tet-tet-oruken"
    "The adventures of Bayou Billy" (NES) : What? I guess Konami liked "speech" Better Examples: World Series Baseball (GEN): Very impressive at the time.
    Rock n' Roll Racing: Decent, but very very redundant

  23. What if I want to BE god? on Looking For God In Videogames · · Score: 1

    Let me play ActRaiser...

    I really loved when people got into the temple to 'reproduce'.. hehehe...

  24. Re:Forgetting another wonderful one... on Best Videogame Endings Discussed · · Score: 1

    Actuall, I believe that NAMCO makes the "Tales..." series.

  25. My list of Best and Worst [8bit/16bit] on Best Videogame Endings Discussed · · Score: 4, Insightful

    What makes a good ending? Is it a surprise twist on the storyline? Is it a rewarding sequence after a hard game?

    My personal best (In no particular order):
    -Starfox (SNES) - Very underrated, great ending sequence, especially when they show the specs for each boss... the music is great too!
    -Final Fantasy II/III (SNES) - I personally think that SQUARE used to make better endings with less resources than now... Anyone agrees?
    -Ninja Gaiden (NES) - This is a classic!

    -MegaMan III - Here comes Protoman.. it opened the mistery of this new character
    -Earthbound - Masterpiece!
    -Bionic Commando - The bad guy is... Hitler!!!!

    Other great endings: Metroid, Super Metroid, A link to the Past, Link's awakening.

    What makes a bad ending? Is it a hard game with a disappointing/unrewarding final sequence? or is it a highly hyped game with a great story where the developers ran out of gas at the end? I've noticed that arcade conversions make very bad endings.

    The worst (In no particular order)
    -TMNT (NES) -You get just GAME OVER in colored letters
    -Axelay (SNES) - Axelay II never came... damn Konami
    -SFII (All) - I personally never liked the endings. The gameplay makes it up.

    Hard games with unrewarding endings:
    Jackal (hard mode), Battletoads (All), Ultima Quest for Avatar, Solar Jetman, Dragon Warrior, POW, Batman (NES), Blaster Master