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NEWSLETTER

Not just game news... News for gamers.
Pac-Man was originally titled Puck-Man. It was changed because somone could change the P to an F with a marker.

Headlines

Monday, February 16, 2009

:: Entertainment :: Videos ::
Escape From City 17

The Purchase Brothers (http://www.purchasebrothers.com) created a spec commerical based on Half Life to test out post production techniques with a $500 budget and no crew or script. It has since evolved into a multi-part series.

Posted by Al on 02/16 at 11:59 PM [0 Comments] [0 Trackbacks]

Saturday, March 08, 2008

:: Articles :: Entertainment :: Games :: Wii ::
Super Smash Brothers Brawl FINAL DAY

The most anticipated game for the year is released at midnight tonight and Rick52 finishes up with our final weekly character countdown.

Day 29: Captain Falcon

Series: F-Zero Series
First Apperance: F-Zero [SNES, 1991]
Last Main Apperance: F-Zero: GP Legend [GBA, 2004]
Smash Experience: One of the Originals
Intro: Captain Falcon has yet to do anything outside of his car in F-Zero games. This is because F-Zero is a racing series. Captain Falcon races in a futuristic car that is super fast (though apparently not as fast as Sonic lol). Despite this, Falcon has an at-one time unique and solid moveset, parts of which have made the man legendary.
Standard B: ...and here we are, at the legendary part. The Falcon Punch. Falcon himself can't pronounce it quite right in Melee or Brawl ("Fal-cone... Paaawnch!"). A clip of him doing it on some F-Zero anime has become quite popular. Even ol' Solid Snake and his pal Otacon know of the Falcon Punch. It now even has the ability to switch direction just before the Pawnch. This is the. Falcon. Punch.
Side B: It's an uppercut like attack. I want to say "Viperrr Uppacut!" like Sagat does in Street Fighter II, but it doesn't work like that.
Up B: Falcon jumps into the air, and should he grab someone, explodes in their face while simply saying the suggestive "Yes!". ...explodes.
Down B: Otacon: Falcon Kiiiiiiiiiick! The end.
Final Smash: Finally, a Captain Falcon moves that references F-Zero! He jumps into his car, and tries to hit anything near it. Those who do get hit fall into a racetrack conviently nearby and Falcon runs them over with the racer again. Its the only FS with such a cinematic. Because he's Captain Falcon.
Other Notes: Falcon's super powerful knee is still in Brawl, but its been reported as being harder to make contact with. Falcon is also no longer the fastest fighter in Smash, that honor being swiped away by Sonic the Hedgehog. Sonic's faster than Falcon, and Sonic is faster than Falcon's car (with a Bunny Hood). What an insult to Falcon (not really).
My Expectations: Falcon fans should expect pretty much the same thing from Falcon this time, though now they get a chance to work with a slightly wonkier knee and a kinkier Falcon Punch with which some new strategies can arise.

Day 30: Fox

Series: Star Fox Series
First Apperance: Star Fox [SNES, 1993]
Last Main Apperance: Star Fox Command [DS, 2006]
Smash Experience: One of the Originals
Intro: It's Fox McCloud, leader of the aptly named StarFox. Considered one of the best characters in Melee (and as such, the victim of the "no items Final Destination" bit), it seems just about inevitable that Fox has had some nerfs here and there, yes? Perhaps not, especially since Falco and Wolf have rather little in common with Fox now in terms of how they fight.
Standard B: Fox's blaster is lightning fast, has no flinching ability, and has the potential to really stack up some damage if used properly.
Side B: The Illusion Fox seems to be one of the first moves to of been nerfed. It deals little damage and provides less knockback, though it still goes quite far.
Up B: The Fire Fox is a good recovery move. Its strange. The move is a method of flying in a way. Yet Falco, the one with psuedo-wings, can't go nearly as far with his fire move than Fox can despite Fox having no wings of any sort.
Down B: Fox's reflector seems unchanged. Still protects from all sides, still deals damage and knockball, all that good stuff.
Final Smash: Fox, like Falco and Wolf, has a Landmaster. It's the 'average' landmaster. It doesn't fly as high as Falco's and isn't as powerful as Wolf's. Lasts as long as Falco's too. I'd have to guess that if it has any advantage over the other two, its probably in actual landmastering (turning around, barrel rolling, etc.)
Other Notes: I don't have much to add here, so I'll just dedicate this spot, and the Fox preview as a whole, to Haze.
My Expectations: Fox still looks to be pretty tough in Brawl, not having suffered the castration knife poor Pikachu and Kirby did in Melee. A nice conclusion to what has ended up being a very strong showing by the StarFox series in Brawl, something its games haven't had in awhile.

Day 31: Pokemon Trainer

Series: Pokemon Series
His Pokemon's First Apperance: Pokemon Red & Blue [GB, 1998]
His Pokemon's Last Main Apperance: Pokmeon Diamond & Pearl [DS, 2007]
Smash Experience: Newcomer
Intro: A surprise when first announced, Pokemon Trainer uses Charizard, Squirtle, and Ivysaur in a tag team tandem! Charizard is powerful yet slow, Squirtle is fast yet weak, and Ivysaur is average in the two. The power of teamwork has arrived! Will it succeed in Brawl?
Charizard Standard B: Looks like Charizard's Flamethrower works exactly like Bowser's flamethrower. Just about, anyway.
Charizard Side B: Rock Smash, a terrible move in Pokemon, is quite powerful in Brawl despite having very little range.
Charizard Up B: It's called Fly. Yet, Charizard does it with Fire. Plus, there's no real flying involved; Charizard flies with it jumps. Argh, no sense it is making not.
Squirtle Standard B: Squirtle's Water Gun, like Mario's FLUDD, deals no damage and only provides decent knockback. It can be charged up for more knockback, I guess.
Squirtle Side B: Withdraw works like Jigglypuff's Rollout and Yoshi's... uh, Rollout.
Squirtle Up B: Waterfall actually deals damage. It's a decent recovery move, but it always goes in a diagonal. So... if you're directly under a ledge... don't use Waterfall.
Ivysaur Standard B: Bullet Seed shoots straight up. Best used in a combo or in a hectic four player match.
Ivysaur Side B: Razor Leaf deals minor damage. You can slightly direct which way it goes. The end.
Ivysaur Up B: Vine Whip is its recovery, which can spell bad news as it is a tether recovery. Won't work unless the edge is open.
Down B: Down B switches between the three. Charizard to Squirtle to Ivysaur back to Charizard. If one of them stays out too long, they won't be as effective, dealing less damage, they get knocked further back, etc.
Final Smash: The three used Triple Finish! Fire Blast! Solar Beam! Hyrdo Pump! Its Super Effective!
Other Notes: I laugh at some of the things the actual trainer has to stand on in some stages. Like on some tiny rocket platform on the Cornelia stage, and somehow gets his butt to various locales in the Delfino plaza stage. Man has it rough, consider he's not doing any smashing of course.
My Expectations: Pokemon Trainer seems to be a fun character to play as. I look forward to trying the three Pokemon out.

Day 32: Marth

Series: Fire Emblem Series
First Apperance: Fire Emblem: The Dark Dragon & The Sword of Light [NES, 1990]
Last Main Apperance: Fire Emblem: Mystery of the Emblem [SNES, 1993]
Smash Experience: Veteran
Intro: Marth is the original Fire Emblem main character. Wearing his sister's tiara as a memento until he frees her from capture, he must regain the Falchion sword and defeat the Dark Dragon Medeus and free Akanea from his wrath! Twice! The Prince of Altea returns to Brawl with some nifty new tricks and a DS remake in the horizon.
Standard B: His Shield Breaker works differently now. Instead of a downward slash, Marth now stabs straight forward in a piercing action.
Side B: His Dancing Blade can no longer go into three different attacks on the second hit, instead that starts on the third hit. The second hit can now go in one of two ways (no down slash). Dunno why.
Up B: Dolphin Slash. Dunno why it's called Dolphin Slash, but its a nice recovery and knockback move.
Down B: Marth's counter is quick, and deadly if in the hands of a master. However, fail to counter, and Marth is a sitting duck for a few seconds.
Final Smash: Perhaps one of the neatest additions, Marth's Critical Hit works just like in Fire Emblem. In most Fire Emblems, one unit can have a max HP of 60. Critical Hits deal 3x normal damage. So, in theory, this attack Marth does normally deals at least 20 damage, but because its a Critical, it now deals 60. As the awesome FE life bar indicates during the FS, 60 damage equals death. Marth goes in a straight line when using this but he does it in a flash, so it can also be tough to avoid depending on the stage.
Other Notes: The tip of the Falchion is where Marth deals the most damage. I'm not sure if Ike acquires the 'center of the sword does more damage' that Roy used to have.
My Expectations: Marth is definately rookie-friendly even if those rookies have no clue where Marth's from. They'll find out soon. Fire Emblem DS: Tentative title coming some time this year or next. Buuyyy iiiit *shakes fist*

Day 33: Snake

Series: Metal Gear Series
First Apperance: Metal Gear [MSX2, 1987]
Last Main Apperance: Metal Gear Solid: Portable Ops [PSP, 2007]
Smash Experience: Newcomer
Intro: Contrary to popular belief, the first Metal Gear appeared on the MSX2 first, which was then ported to the NES. Also, Snake's Revenge for the NES is considered a non-canon game, the 'real' Metal Gear 2 being on, again, the MSX2. Despite this, Snake appears in Brawl, his most recent Nintendo appearance being on the Gamecube... in a Metal Gear Solid remake. Snake himself is that of his Metal Gear Solid 2 model (see: beard) and comes with a variety of weapons (none of which are of the bullet kind...)
Standard B: Snake throws a Grenade. Count to four, then it'll explode. He can hold it before he throws it, thus working similar to that of Link's bombs.
Side B: The Nikita Missile is remote controlled. You use the control stick or pad to control where it goes. Don't control it for awhile, and it goes faster. Cancel out of it, the rocket falls and explodes. Good knockback, too.
Up B: The Cipher robot, first seen blowing Snake's cover in Metal Gear Solid 2, now comes to Snake's aid. Huge vertical recovery, airdodge to break out of it.
Down B: C4. Plants it, detonates it later at a time of his choosing. I think he uses Down B to do both, but I've heard any B will detonate it. ...I kinda hope its the former.
Final Smash: Snake jumps into the air, and gets in front of the screen. He's on a helicopter, firing up to 12 shots from a Grenade Launcher. Snake's opponents better master their dodging abilities, or hope Snake's a bad shot.
Other Notes: I've got quite a few. First, all of Snake's smash attacks are weapons. I think his Down smash is the landmine, which is a proximity version of the C4. Second, all of his normal taunts are the cardboard box. It also deals damage, capable of killing in Sudden Death. Third, one of the best secrets in Brawl is the codec converastions he has in the Shadow Moses stage by crouching for some time as Snake in that stage. The dialog he has with either the Colonel, Mei Ling, Otacon and even Slippy about the various Smash characters are sure to be hilarious and filled with Metal Gear references (Foxhound, LaLiLuLeLo, Psycho Mantis). Awesome stuff.
My Expectations: I'm going to have fun using Snake, and you should too. Unless you hate or are really indifferent towards the Metal Gear series. ...then I guess you won't be having fun using... Snake? What happened!? Snake!!? SNAAAAAAAAAAAAKE!!!!

Day 34: Wario

Series: Wario Land Series, also Wario Ware Series
First Apperance: Super Mario Land 2: 6 Golden Coins [GB, 1992]
Last Main Apperance: Wario: Master of Disguise [DS, 2007]
Smash Experience: Newcomer
Intro: When Wario was first introduced, he was the fatter, stronger, more vulger version of Mario. His Wario Land games turned out to be very fun little puzzle-platformers that have a faithful following. However, this changed with the introduction of the Wario Ware games. While Wario being there I'm sure was originally as a selling point, those games - and Wario - have become quite popular. While his latest game was infact a Wario Land-like game, its been completely under the radar while the Wario content in Brawl, as well as himself, are from the WarioWare games.
Standard B: He bites. On opponents, it deals decent damage. He can eat items with this move, including his own...
Side B: ...bike, which remains on the field of play after he gets off it, and can be destroyed by attacks after awhile.
Up B: Corkscrew. A rather simple move, it makes for decent recovery.
Down B: ...now, like I said, Wario is a rather vulgar man. However, in the world of Smash that word had held little value. ...until now. The "Wario Waft" isn't that self explanatory, yet I don't feel like explaining it without facepalming. ...it charges up after awhile and apparently eating items charges it up faster. Fully charged, it explodes... with, with waft. ... ... ... *facepalm*
Final Smash: By eating garlic, Wario turns into one of his WarioWare creations - Wario Man! He's faster, and possibly stronger. He can negate attacks, and sometimes fly in midair. While riding his bike as Wario Man, Wario goes tooooo faaaaaaaast!!!
Other Notes: The only semblence of Wario Land representation is in his Forward smash, his patented Shoulder rush. That, and the fact that he's the only character with two sets of costumes: his WarioWare outfits and the original overalls he wears in non WarioWare games.
My Expectations: Quite frankly, as one who grew up knowing Wario pre-WarioWare, I find myself disappointed in Wario to this point. His moveset as a whole screams the same kind of randomness that the WarioWare games are known for. Wario could've made a great power character with a more classic moveset, but... whatever. I'd probably be more angry if it wasn't for the fact that I enjoy the WarioWare games.

Final Day: Jigglypuff

Series: Pokemon Series
First Apperance: Pokemon Red & Blue [GB, 1998]
Last Main Apperance: Pokemon Diamond & Pearl [DS, 2007]
Smash Experience: One of the Originals
Intro: ...yeah, Jigglypuff is last. I chose the order of characters randomly, so this is what happens. Jigglypuff first gained some popularity in the TV show as a rather annoying singer-wanna-be who can't keep people awake because Sing in Pokemon puts pokemon to sleep. Despite the fact that bit got old real fast, Jigglypuff got into Smash 64 and now I'm pretty sure it's obligated to be in every Smash since. Jigglypuff, though, does have a unique moveset that is tough to use at first but great when mastered.
Standard B: Rollout. Standard stuff. Be sure to turn before you fall off the edge, etc.
Side B: Some kind of punch. Not that great of one, either.
Up B: Here's where Jigglypuff can start with the kill making. Jiggly's Up B is Sing, which puts anybody near Jigglypuff to sleep. From there, the foe is at Jigglypuff's mercy, possibly the next victim of...
Down B: Rest? Now Jigglypuff sleeps? How is this dangerous? Well, apparently, when Jigglypuff rests, there's something brewing in the middle of it that deals often-fatal damage and knockback should this spot be in contact with an opponent. However, Jigglypuff is prone to attack after doing it. Not only that, but the damage and knockback has been nerfed in bit in favor off throwing in that annoying 'flower in head' effect. I... don't like this change.
Final Smash: Jigglypuff gets huge with this Final Smash, forcing enemies to be knocked back. When Jigglypuff reaches max size, it deals small damage and knockback which can actually be devastating if used well. A huge edgeguarder, this is.
Other Notes: Jigglypuff has the same midair jump setup going as Kirby. Unlike Kirby, Jigglypuff doesn't have any real recovery B move outside of maybe Rollout.
My Expectations: Jigglypuff was always a tough one to use. The slight nerfing of Rest, I feel, doesn't help. ...and that's all I got, there's all 35 characters. Brawl comes out tomorrow, have fun playing it!

Posted by on 03/08 at 11:19 AM [10 Comments] [0 Trackbacks]

Thursday, March 06, 2008

:: Articles :: Entertainment :: Games :: Wii ::
Mario Kart Wii Online Details

New features, new channel, new game.

"Super Smash Bros. Brawl may be stealing all the thunder right now, but Mario Kart Wii is just a few months away, and Nintendo is starting to loosen their notoriously iron-gripped information blackout. Just this week, extensive new info on Mario Kart Wii's online features have popped up on Nintendo's UK website (via Joystiq), detailing the game's modes and the separate Mario Kart Channel.

For starters, Mario Kart Wii will allow up to two players on the same Wii to play others online. As with many online DS games, you'll choose to play against random opponents either Worldwide or Continental, or to play against Friends whose friend codes you've entered. In a neat touch, when you join a room with your friends, you'll see their Miis representing their location in the world on a globe similar to that of the Wii's Forecast Channel. In a not so neat touch, the site again reaffirms you'll only be able to chat with predefined messages. To summarize, this means Nintendo trusts you enough to know exactly where in the world your friends are, but not enough to potentially write a swear word in their online presence.

A copy of Mario Kart Wii will allow you to install the Mario Kart Channel, which can be accessed even when the game disc isn't in your system. Along with standard features like seeing which of your friends are online and keeping up with their rankings on leaderboards for every track, the Mario Kart Channel will also give you the option of downloading Ghosts and racing against them offline. You can download Ghosts of your friends' runs if they choose to upload them, or Ghosts of rivals -- players throughout the world whose best runs on a track are only slightly better than yours. You'll of course also be able to upload Ghost runs of your own. And lastly, the Mario Kart Channel will host Competitions, which are special race challenges you can download that are similar to the Missions in Mario Kart DS.

For all the jokes and criticisms levied at Nintendo for their lackluster online offerings, there really isn't anything crucially missing here that you'd find in the standard Xbox Live- or PSN-enabled title. Except, of course, for the self-censored communication limitations. But hey -- baby steps, right? "

--1up

Posted by on 03/06 at 02:09 PM [8 Comments] [0 Trackbacks]

Saturday, March 01, 2008

:: Articles :: Entertainment :: Games :: Wii ::
Super Smash Brothers Brawl Weekly Character Countdown Continues

Our weekly brawl countdown continues with seven more characters!

Day 22: Ice Climbers

Series: Ice Climbers
First Apperance: Vs. Ice Climber [Arcade, 1984]
Last Main Apperance: That same Ice Climber game, but on different platforms.
Smash Experience: Veteran
Intro: The Ice Climbers have only been in one game. Its not that great of a game. There has been absolutely no sign of there being any kind of sequel of this game. Yet, here they are, Ice Climbers, quite unique characters in that you control both of them at once. I'm almost surprised Urban Champion guy hasn't shown up yet.
Standard B: Those mini Icebergs they shoot out are quite resiliant. They cancel out many projectile attacks, and since there's two of them, one will cancel out a projectile while the second moves on and deals damage.
Side B: Its a spinning hammer attack. With only one Ice Climber, its not that great. With both Ice climbers, its... decent enough.
Up B: The Belay move is useless with only one Ice Climber. With both, it turns into an excellent recovery move.
Down B: This little freeze breath attack of theirs can be quite useful at times, with the chance of freezing. The second Ice Climber has the first's back.
Final Smash: Giant Iceberg appears. It deals damage. It freezes opponents. It takes up a huge amount of space. Its quite formidable.
Other Notes: On a dojo update, it notes that only Nana has access to a meteor smash, leaving Popo without one. This may only fuel the rumors that the player can only play as Popo and not Nana. Which isn't cool. ...pun not intended.
My Expectations: Ice Climbers weren't very popular in Melee, much like their game. Giant Iceberg aside, they don't seem to be that much different in Brawl. Much like their second g... oh, wait.

Day 23: Lucas

Series: Mother Series
First Apperance: Mother 3 [GBA, 2006]
Last Main Apperance: Mother 3 is Lucas' only appearance.
Smash Experience: Newcomer
Intro: Mother 3 is not like either of the other two Mother games. While Mothers 1 & 2 are both quite upbeat, lighthearted adventures, Mother 3 is quite tragic, quite often. Lucas personally experiences two tragedies; one near the beginning of the game and one at the end. Despite this, Mother 3 also brings in many lighthearted moments. Which just makes the experience weird. I dunno. Game just weirded me out with its lighthearted tragedy. I mean, what the hell.
Standard B: The trend of Mother characters using moves they can't learn in their games continues, except moreso. Ness' Standard B, PK Flash, is a move Lucas CAN learn. Yet, Lucas doesn't have PK Flash. Instead, Lucas uses PK Freeze has his Standard B, a move Lucas CAN'T learn. Ugh. Its not as powerful, but it obviously comes with the ability to freeze.
Side B: PK Fire. The main differences from Ness' PK Fire is that, unlike Ness' whose PK Fire hits and creates a column of fire with no knockback, Lucas' PK Fire works like a gunshot. Boom!
Up B: Lucas' PK Thunder is also different. Sharper turns, goes through enemies, and sends Lucas twice as far when he hits himself with it compared to Ness.
Down B: Lucas' Recover is a bit odd. Its still a round ball, but Lucas puts it in front of him, only being able to absorb energy damage from the front. Those who are inside the ball of recovery take damage.
Final Smash: PK Starstorm, again a move Lucas can not use in Mother 3, is his Final Smash. Unlike Ness', whose Starstorm goes off in diagonals, Lucas' goes straight down. Probably best used on small stages, with multiple brawlers, and with Lucas doing anything possible to get people hit by it. PEEEKAAAY STAAAARRSTOOOOORRRM!!!
Other Notes: Lucas never uses a bat in Mother 3. He uses blunt wooden objects that could be cheap versions of bats, but never specifically a bat. Oddly enough, this fact is held true (yet not the PK attacks), as Lucas' forward smash uses a tree branch instead of a bat. Also, since Lucas never uses Yo-yos in Mother 3, his Up and Down smashes uses a psi-like damage maker instead of a yo-yo.
My Expectations: Lucas comes from a tragically lighthearted game. Or a lightheartedly tragic game, whichever. In any case, those who had fun playing as Ness are going to have fun with Lucas, and even those who didn't use Ness much may find something nice about Lucas as well.

Day 24: Wolf

Series: Star Fox Series
First Apperance: Star Fox 64 [N64, 1997]
Last Main Apperance: Star Fox Command [DS, 2006]
Smash Experience: Newcomer
Intro: As Fox is the leader of StarFox Wolf is, naturally, the leader of StarWolf, those two groups being quite the huge rivals. I'd say more about him, but my experiences of Star Fox games with Wolf is limited just up to the part in 64 where he says his famous first line: "Can't let you do that, StarFox!"
Standard B: Wolf's blaster is the slowest of the three StarFox reps, but its the most powerful of the three.
Side B: Whatever its called, its similar to Fox's and Falco's side B, except Wolf doesn't go as far and he actually dashes uphill. That's not the best way to explain it, but... yeah.
Up B: There's no fire involved with Wolf's Up B, unless its that dark, evil fire associated with evil characters. That's what it looks like. Also, there's no charge or delay involved unlike Fox and Falco's Up B.
Down B: Wolf also has a reflector. It doesn't have knockback but it still hurts. It covers both sides of Wolf, but it appears as though it doesn't protect Wolf from above. Also, its light red instead of light blue.
Final Smash: Wolf has a landmaster. It doesn't last as long as the common StarFox landmaster, however it is more powerful. Also, instead of the blue and white StarFox landmasters, Wolf's is an evil shade of black and red. I thought Wolf was more of a jerk mercenary, not an inherently evil guy wolf, but again I haven't played many StarFox games.
Other Notes: Despite the similarity of B moves, I hear Wolf's A button arsenal is quite different than both Fox and Falco.
My Expectations: The StarFox series as a whole got a lot of love in Brawl, perhaps to make up for the series' less-than superb outings since Melee. Wolf is probably the result of that pity-love, especially with a fighting set, B moves and FS aside, that reflect this love.

Day 25: Pikmin & Olimar

Series: Pikmin Series
First Apperance: Pikmin [GCN, 2001]
Last Main Apperance: Pikmin 2 [GCN, 2004]
Smash Experience: Newcomer
Intro: The two Pikmin games were intriguing puzzle games for the Gamecube where, essentially, you needed to implement the various kinds of Pikmin to solve puzzles and complete each game. In Brawl, Pikmin & Olimar are very unique. Olimar can barely do anything without any Pikmin while the Pikmin themselves are not just his main threat, but if used properly one of the bigger threats in the game.
Standard B: With this move, Olimar pulls up a Pikmin. There are five types, which I'm not inclined to describe right now. Each one, though, has their own abilities and perks.
Side B: Olimar throws a Pikmin with this move. With the exception of the purple ones, Pikmin will latch onto the opponent and chip away at an opponents %. Obviously, the more Pikmin on someone, the more damage that will stack. White pikmin also throw in some poison, too.
Up B: With the Pikmin currently out, Olimar quickly turns them into a vine for emergency edge latching action! Its an okay offensive move, though.
Down B: Olimar whistles, rearranging the order of Pikmin. This is useful if, for example, you want to use a Red pikmin but its way in the back. As you can see, only two of Olimar's four B moves deal any actual damage, the other two are simply for Pikmin management.
Final Smash: This Final Smash, oddly, doesn't use Pikmin at all. Olimar somehow wills it to be "End of Day" and as such, gets the hell out of there in a magically appearing spaceship of his. Those that are left behind (re: not Olimar) are left to be the food of those slug creatures you see in Pikmin. While this doesn't really KO anybody, watch out. Olimar's spaceship returns afterwards and will crash, destroying itself and anybody the ship crashes into.
Other Notes: Olimar needs Pikmin to do his smash attacks. Olimar needs Pikmin to throw. Olimar needs Pikmin to not die in Pikmin 1. As you can see, its obvious why the character's official Brawl name is "Pikmin & Olimar".
My Expectations: Definiately an unique character, Olimar can be quite devastating when put into the right hands, yet those not willing to invest in mastering his B moves will probably work on staying away from him more than most other characters. Hopefully, there will be more cases like the former.

Day 26: Kirby

Series: Kirby Series
First Apperance: Kirby's Dreamland [GB, 1992]
Last Main Apperance: Kirby: Squeak Squad [DS, 2006]
Smash Experience: One of the Originals
Intro: First you draw a circle, then you dot the eyes. Add a great big smile, and presto, its Kirby! That line, taken from Kirby's Adventure, pretty much sums up the lighthearted yet usually epic adventures the pink puff goes through in its games. Swallowing enemies and spitting them back out or swallowing enemies and copying their abilities. Kirby is quite unique, and that continues as such in Brawl.
Standard B: Kirby's signature move, it swallows an opponent and copies their standard B move, coming complete with a cute little Kirby hat or hair or skin of some kind. It normally fully copies another character's Standard B with a few exceptions (Olimar Kirby picks then immediatly throws Pikmin, for instance). Kirby loses the hat by either being KOed or by using one of its taunts.
Side B: Kirby's hammer has been reported to be different in Brawl. I haven't seen much of it in action, especially in midair, so I don't have too much to say. From what I can see from its hammer while on the ground, there's slightly less power for slightly less charge time.
Up B: Kirby's cutter is pretty much the same. ...not much more to add.
Down B: Kirby's Stone ability also seems to have little difference than before.
Final Smash: Cook Kirby is here to serve up some pain. ...yeah. When Cook Kirby clangs on its frypan, anybody in range and not doing other things will suddenly fly into Kirby's pot. When Kirby's done cooking, various things spit out, including food, super-spicy curry, non-food items somehow, and fiery flying opponents.
Other Notes: Kirby was nerfed quite hard in Melee, and I've heard that's been rectified some in Brawl. As a whole, Kirby's moves seem stronger and provide harder knockback.
My Expectations: Kirby's bag of tricks hasn't changed much since Melee. Well, they kinda have. Those tricks have gotten a tad stronger. Kirby fans who miss Kirby from the 64 days may still not find that Kirby in Brawl, but its a step in the right direction.


Day 27: Toon Link

Series: The Legend of Zelda Series
First Apperance: The Legend of Zelda: The Wind Waker [GCN, 2003]
Last Main Apperance: The Legend of Zelda: Phantom Hourglass [DS, 2007]
Smash Experience: Newcomer (possibly Veteran)
Intro: While Link appears to be young in many Zelda games, the grown up Twilight Princess model is the official 'Link' for the time being. Meanwhile, this model of Link, once known as 'Wind Waker' Link and now known as the more silly 'Toon Link' has appeared in quite a few games as this specific model. From Wind Waker to the various Four Sword games, from the disappointment that was Minish Cap to another disappointment that was Phantom Hourglass. Toon Link appears in these, and Toon Link appears here, apparently the new version of Young Link as he is much faster yet quite weaker than Link.
Standard B: His Bow is weaker, doesn't go as fast, and actually flies in an slight arc regardless of how much you charge. Fire arrows are gone.
Side B: His boomerang is a normal boomerang unlike TP Link's Gale Boomerang. It also moves slowly and deals 'meh' damage.
Up B: Toon Link's spin attack seems to have quite the recovery when used in midair. From this the fact that Toon Link is the master at spin attacking is quite evident, while TP Link is left in the spin attack dust.
Down B: Toon Link's bombs are based off their WW model, complete with that very nice looking explosion effect.
Final Smash: Even with the differences in the B moves, it doesn't seem like Toon Link's final smash, another Triforce Slash, is any different than TP Link's.
Other Notes: Toon Link's grab is also the Hookshot, although I say 'also' knowing Link's is now the 'Clawshot'. Some might of expected the Grappling Hook, but Hookshot works just fine. Thankfully, Toon Link actually does get a Hookshot in at least one of his games. *looks sternly at Ness and Lucas*
My Expectations: Toon Link is the new Young Link. The agile, weaker counterpart to normal Link. I expect Toon Link to play similarly to that of the old Young Link, minus that overly long 'milk drink' taunt that I'm sure Toon Link doesn't have.

Day 28: Peach

Series: Mario Series
First Apperance: Super Mario Brothers [NES, 1985]
Last Main Apperance: Super Mario Galaxy [Wii, 2007]
Smash Experience: Veteran
Intro: Princess Peach always needs a rescuin'. ...except in Super Princess Peach. In that game, she's doing the rescuin', but in most other games she needs a rescuin'. In the Smash games, she needs no such rescuin' as she is just as able to fight as everyone else (except in SSE mode in Brawl...). Will she be able to keep up again?
Standard B: Poor toads. Not only does Peach force them to take hits, but then they go and spew up some kind of toxic gas. ...poor toads.
Side B: Her Peach bomb or whatever it is no longer packs the power of an explosion. It now packs the power of... hearts. Lots of them. Tons of them. Pow.
Up B: Her parasol attack is relatively unchanged. While using it to float, the parasol can still deal damage. I'm... not sure if that was in Melee or not.
Down B: Her turnip toss can pull up, among weird looking stronger turnips, bob-ombs, Mr. Saturns and Beam Swords.
Final Smash: Peach dances. Some music plays. Two 2D Peach models appear for some reason. Peaches, the fruit, appear. The opponents fall asleep, having been dealt 40% damage somehow. Peach can use this time to either heal with those peaches, or put some smack and down on her sleeping foes. Possibly both if she's fast enough. A final smash such as this can be quite formidable in 'scrolling' stages like Mushroomy Kingdom or Jungle Japes.
Other Notes: Is it me, or was there a little too much attention made to Peach's dress? I mean, just look at all those details. Looks like there were a few Peach fans on the development staff. Their graphic work on Peach shows... in more ways than one.
My Expectations: With her strong air game and Brawl's greater emphasis on the air game, it will be interesting to see how much better she is, if any. Just be careful if you get "no items, Smash Ball and Peach only, Mushroomy Kingdom".

--Written By Rick52 [GameWinners Moderator]

Posted by on 03/01 at 01:36 PM [0 Comments] [0 Trackbacks]

Saturday, February 23, 2008

:: Articles :: Entertainment :: Games :: Wii ::
Brawl is coming closer, along with seven more character descriptions

Rick summarizes seven more characters for our weekly Brawl Countdown.

Day 15: Falco

Series: Star Fox Series
First Apperance: Star Fox [SNES, 1993]
Last Main Apperance: Star Fox Command [DS, 2006]
Smash Experience: Veteran
Intro: Falco Lombardi is one of Fox's wingmen in multiple Star Fox games. Despite this fact, Falco is often a loner; not wanting help from others when taking down foes and such. In Melee, Falco was a slower, slightly stronger version of Fox without the odd super speed fall and a blaster that could flinch. Also, points to Falco for having just a slightly more original name than "Peppy Hare" and "Slippy Toad".
Standard B: Blaster. Like Fox's, except not quite as fast and it flinches opponents.
Side B: That flash thing of his when he does his Side B looks unchanged from Melee. I don't know how much different it is from Fox's right now.
Up B: His Fire Falcon or whatever its called doesn't look too much different either.
Down B: His Reflector, however, is different. As Falco is the apparent jerk of the Star Fox universe, I guess he has to reflect that attitude in at least one of his abilities. ...no pun intended. His Down B has him taking his taking his reflector and kicking it forward, then it somehow slings back like a yo-yo. So, as you'd expect, it probably deals a decent amount of damage but Falco can't deflect anything behind him.
Final Smash: While the Star Fox universe having three reps may make some people wonder, others are simply perplexed that all three of those reps have the same final smash. Landmaster, a craft I assume was introduced in Star Fox 64, comes from the sky and deals massive damage through spinning, turning, or firing its cannon. Those foolhardy enough to stand on the Landmaster could be sent flying, as the Landmaster can go sky high. When it comes to that last part, apparently Falco's last the longest.
Other Notes: "Mind your own business, Fox!" ...that's all I got here. You can tell my Star Fox knowledge is quite limited.
My Expectations: Falco wasn't as great as Fox was in Melee, and unless Fox got nerfed some it doesn't seem like it'll be much different in Brawl. However, Falco himself is still quite formidable.

Day 16: Lucario

Series: Pokemon Series
First Apperance: Pokemon Diamond/Pearl [DS, 2007]
Last Main Apperance: Diamond/Pearl has been Lucario's only main appearance.
Smash Experience: Newcomer
Intro: While Lucario was a pokemon many wanted in Brawl, the way in which it happened stirred controversy. Mewtwo, who was in Melee and was the strongest of the original 151 Pokemon that many are aware of got replaced by Lucario, a pokemon not nearly as many are familiar with and apparantly gained most of its fame from some Pokemon movie. What's more, Lucario plays similarly to Mewtwo, but with traction and some other differences for the better. Its like they made Mewtwo better... but its Lucario. From that one movie. ...yeah.
Standard B: Lucario's Aura Sphere works like Mewtwo's Shadow Ball. Pretty much the same, actually.
Side B: Force Palm, I think, forces the opponent sideways with Lucario's palms. I think. Also, it can grab. With its palms. I think.
Up B: His Up B is Extremespeed, which, like Pikachu, can send Lucario in whichever direction you so choose (though not twice like Pikachu). I think this move also allows Lucario to cling to walls and such, but I'm not sure if that's something it can do freely rather than only do it after this move.
Down B: Reversal. Similar to the Fire Emblem guys' Down B, anyone that dares attack Lucario during its down B will be swept off their feet instead. Doesn't seem to have the same impact as Marth's or Ike's Down B, though.
Final Smash: Not sure what its officially called. Some say Flash Cannon. Others, Hyper Beam. While it is unwise to use either in a Pokemon game, its fine to use Lucario's FS here. He jumps up to the center of the field and fires a Shinkuu Hadouken-like beam. It doesn't deal too much damage, especially if Lucario doesn't hit you right away, but it has some nice knockback.
Other Notes: Despite being a Fighting/Steel type in the games, Lucario's attacks have the same 'dark' effect to them like some of Mewtwo's attacks. I would draw a comparison to the movie if I had actually seen it. I still don't get how a pretty good but not godlike pokemon like Lucario could get this popular just from one movie. In other news, its been pretty much confirmed that Lucario's attacks will do slightly more damage the more its hurt, dealing 1.5x normal damage once its at 200%. That's pretty neat.
My Expectations: Lucario seems like a nice addition to the series, and this fact would probably be more agreed upon if that addition wasn't by subtraction as well.

Day 17: Samus/Zero Suit Samus

Series: Metroid Series
First Apperance: Metroid [NES, 1987]
Last Main Apperance: Metroid Prime 3: Corruption [Wii, 2007]
Smash Experience: One of the Originals
Intro: When Melee came out, Samus' appearances was still at three (Metroid, Metroid 2, Super Metroid). Since then, Samus has appeared in seven games. Seven! In more than one of those, Samus appears at times without armor, in a suit referred to as her Zero Suit. Her weapons are limited to a paralyzing whip gun of sorts, and loses a lot of power as a whole, though she is faster without the armor. This new dynamic is interesting for Samus, but there's been talk that Samus herself has been nerfed a bit...
Samus Standard B: Her Charge Shot does the same thing as always, though now it makes a sound similar to Sonic's spin attacks. I dunno why.
Samus Side B: His missiles look kinda like Super Missiles now, but it doesn't seem like they hurt like Super Missiles. I'm guessing they're homing missiles like before unless you smash B forward where they instead just go on a straight line.
Samus Up B: Her Screw Attack never really does that much damage, her Screw Attack item does slightly less. But, it makes for some nice recovery.
Samus Down B: Her bombs are difficult to put to real use. They don't do a lot of damage, and while they give Samus an air boost its not easy to put that to application in a game like Smash Bros.
Samus Final Smash: Her Final Smash, the Zero Laser, fires exactly that in one direction. Anybody caught in its decent range has a good chance of going down as it has very nice knockback. Upon using this FS, however, Samus loses her armor and becomes Zero Suit Samus.
ZSS Standard B: Paralyzer. In Metroid Zero Mission, Zero Suit Samus couldn't kill anything. Her only weapon was this Paralyzer and as the name indicates it could only paralyze. Same theory applies here. It doesn't have much range, but of course whomever it hits will be stunned for a short time. It can also be charged and be sent in some other direction.
ZSS Side B: Plasma Whip just whips opponents. Whips 'em good. ... ... ...especially at the tip.
ZSS Up B: Plasma 'wire' works like Plasma whip, except from above instead of straight ahead. It can also apparently draw people toward Samus.
ZSS Down B: Her Down B simply flip jumps from one spot to another, usually up and over an opponent. I suppose, after doing this, Samus can quickly hit the opponent in the back.
ZSS Final Smash: Officially named "Power Suit Samus", Samus goes into a position not unlike the "Crystal Flash" one in games past. This doesn't do a whole lot of damage, which is ZSS's schtick as we all know, nor does it have a lot of knockback. However, upon completion of this Final Smash Samus will have regained her power suit and start dealing decent damage again.
Other Notes: Zero Laser is only one way of getting Power Suit Samus. Holding down the Shield button after selecting Samus on the character/stage select is another way. Quickly pressing the up/down/up taunts is the third way. However, there apparently isn't another way to turn Zero Suit Samus into Power Suit Samus aside from her Final Smash. How odd.
My Expectations: Is it just me, or does it seem like Samus seem completely lacking in any real power moves? I'm not even talking about Zero Suit Samus this time. Samus is always fun to play as, but it must not be easy koing opponents at low levels with her aside from a well timed charged shot.

Day 18: Yoshi

Series: Mario Series, later Yoshi's Island Series
First Apperance: Super Mario World [SNES, 1991]
Last Main Apperance: Yoshi's Island DS [DS, 2006]
Smash Experience: One of the Originals
Intro: Yoshi has had quite the adventure over the years in terms of its games. First appearing in the wonderful Super Mario World, Yoshi shined with its ability to eat things and use powers from certain Koopa shells, as well as being a noble 'double jump' sacrifice at times. Yoshi's Island, the things's first main game, was also excellent. However, since then its been a bit of a slipperly slope. Yoshi's Story was not well received even though many who've played it say otherwise, and the only time you saw Yoshi on the Gamecube was either in Melee or a similar party/sports game, or once again appearing as Mario's occasional sacrifice/'steed' in Sunshine. Yoshi's tried to make a comeback on the DS with moderate success. So... long story short, Yoshi is back in Brawl, probably ready for some vengence.
Standard B: Yoshi swallows foes, and they turn into eggs for a short time. While in the egg, Yoshi can pile on the damage, but its usually easy to break out, and you can still move in midair to foil Yoshi's attempts to eat then egg you over a pit.
Side B: Yoshi's rollout doesn't seem any different than in Melee.
Up B: You know, I never really figured out how to completely use Yoshi's egg toss until a Dojo update a few days ago. It seems so simple, yet I never got it down. Then again, I don't use Yoshi all that much.
Down B: Yoshi's Ground pound. Has pretty nice knockback.
Final Smash: Called "Super Dragon", Yoshi harnesses the powers of its original appearance, gaining wings and the ability to spew fire. There's two types of fire; a flamethrower type and a fireball type you can use with 'a button' the update says. If used well, Yoshi can be quite the danger while under its FS.
Other Notes: Yoshi is, I think, the only character that does not have a midair jump. That's because its initial jump is massive, better than some characters' double jump. Heck, I don't think Yoshi gets that much air in most of its games.
My Expectations: Yoshi is a pretty unique characters, all in all. Doesn't seem much different in Brawl than it did in Melee, so that'll please some Yoshi users.

Almost forgot today's character.

Day 19: Diddy Kong

Series: Donkey Kong Series
First Apperance: Donkey Kong Country [SNES, 1994]
Last Main Apperance: Donkey Kong: Jungle Climber [DS, 2007]
Smash Experience: Newcomer
Intro: Diddy Kong is the Luigi of the Donkey Kong series. Except Diddy Kong has had a bit better treatment, being the star of Donkey Kong Country 2 and the N64 Diddy Kong Racing, and his personality hasn't been shot all to hell. He's far more 'wild' than Donkey Kong, though, and thankfully to some doesn't play like the latter at all.
Standard B: Peanut Popgun is a weird gun. It can charge up. Charging it up too much will make it blow up in Diddy's face. When it fires, it looks like it stings like hell, yet it doesn't seem to make the opponent flinch. As it is shooting peanuts, after all. Peanuts that do not hit the target will break open and become edible for some healing.
Side B: With this move, he tries to land on the opponent and, if successful, will flip off the target's head straight up. It could make for some nice recovery if Diddy and an opponent are trying to recover at the same time. In fact, then it would be very useful.
Up B: Diddy's actual recovery move is pretty standard. He pulls out barrel rockets, and blasts off for some nice vertical recovery, though he's helpless until he lands.
Down B: Diddy's down B has him taking out a banana peel and throwing it onto the ground, perhaps to try to get the opponent to slip and trip on it. How annoying.
Final Smash: Diddy's Final Smash combines those barrel rockets with two peanut guns. He flies around, firing his peanut guns straight below him, and it actually hurts this time. Seems hard as hell to control, though. Plus, there's a good chance Diddy won't hit his targets plenty of times, leaving lots of peanuts for them to recover on.
Other Notes: One of his alternate colors makes him look disturbingly like Dixie Kong with obvious differences. That's all I got.
My Expectations: Diddy Kong is definately different than most characters in Smash, and it may take some quite a while to really master his moves and abilities. Diddy has some potential, it just looks like it'll take some work to unlock it all.

Day 20: Ike

Series: Fire Emblem Series
First Apperance: Fire Emblem: Path of Radiance [GCN, 2005]
Last Main Apperance: Fire Emblem: Radiant Dawn [Wii, 2007]
Smash Experience: Newcomer
Intro: Ike is the main character in the last two Fire Emblems, Path of Radiance and Radiant Dawn. The Ike in Brawl is that of his PoR model, as his RD model is much more buff. Ironically, only the RD version of Ike suffers from a lack of speed while PoR Ike is just fine in terms of speed, and Brawl's Ike is also pretty slow. Don't expect Ike to be just the new Roy, though, Ike has some key differences.
Standard B: His eruption attack is pretty close range, and is chargable. Obviously, its not a good idea to either let Ike charge up or to be in the attacks range if he is charging up.
Side B: His side B is called Quick Draw, which again is pretty weird considering its slow ol' Ike. It works similarly to Fox/Falco's Side B, except this one can be charged. It sends Ike quite the horizontal distance, and makes for an unexpectedly nice recovery.
Up B: Aether, in comparison, may not seem like such a recovery. It looks like Ike's Aether in PoR, except its really different. No second hit, no Sol or Luna effects, etc. In Brawl, Ike can't be flinched after he tosses his sword up (probably because he doesn't have very many frames without his sword), which brings up a bunch of different strategies regarding this move. There's a video of Ike surviving 12 straight Falcon Punches by using this move over and over again.
Down B: The only real 'clone' move of Ike's is his Counter, which works at a slower pace than Marth's but counterattacks for slightly more damage.
Final Smash: His Great Aether is also not a real Aether. Unlike Aether, which deals just two strikes, Great Aether deals 15 strikes, the first being the 'if I hit you you're screwed' hit and the last one having great knockback.
Other Notes: This isn't really about Ike, but I wish the Fire Emblem stage wasn't so generic. Random castle, random interior with weird statues, random fire pit, repeat. To make up for this, the included Fire Emblem stage music is generally really, really awesome.
My Expectations: Ike is not the new Roy, despite being the slower, stronger FE counterpart to Marth. Ike's almost completely different B moveset is a testament to this, and it seems like he's set up to be a more defensive character which is odd to say given that it is Smash Bros we're talking about. I look forward to using him.

Day 21: Robotic Operating Buddy (R.O.B.)

Series: NES Robot Series
First Apperance: Gyromite [NES, 1985]
Last Main Apperance: Stack Up [NES, 1985]
Smash Experience: Newcomer
Intro: The story goes, it was through the Robotic Operating Buddy accessory that Nintendo was able to sell the Nintendo Entertainment System as a "toy". This move supposedly increased sales and brought video gaming back out of that ditch it fell into during 1983. Despite the fact it was rather useless in the two 'meh' games it could be used in, R.O.B. is held in high regard for the aforementioned reason. Its made spot appearances here and there since, but none as big as this. Many disapprove of ROB's apperance as it got in over whatever character they wanted in, but I personally don't care.
Standard B: It fires a laser from its eyes. The end.
Side B: Its side B makes it spins its arms around and around at a rapid pace. It makes ROB rise off the ground a little, just a little.
Up B: I think its Up B gives it a jet boost, making it similar to an extra jump. I think. There's only been a couple of videos showing this things moves.
Down B: It apparently charges up... a Gyro I'm guessing? Hard to tell. Anyway, it charges up similar to DK's Punch and such. Upon releasing the thing, it'll be flung forward for decent damage. The item itself will remain for anybody to pick up and throw.
Final Smash: I don't know what this thing is called. Upon activating its Final Smash, a red field continously emits from its eyes with the attack button, dealing minor damage and little knockback, though enemies can be trapped in this field. I think it can also shoot out stronger lasers, but I'm not sure.
Other Notes: Its default color is that of the Famicom, the Japanese NES. Famicoms and Super Famicoms were quite colorful, yet the North American NES and SNES were drab and gray, with some purple on the SNES. As such, American ROBs were also gray. I wouldn't doubt some of the reason for the delay is to... SSE spoiler: fix its colors in the Subspace Emissary mode, in the movies and such. Also, I'm not sure, but I don't think ROB has a double jump.
My Expectations: Even though I personally don't mind ROB being in Brawl, it doesn't seem like ROB will be that great. It doesn't seem to have a lot of power moves despite looking like a heavy type character.

Written by Rick52 [GameWinners Moderator]

Posted by on 02/23 at 03:52 PM [6 Comments] [0 Trackbacks]
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