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Post by Musashi on Jun 4, 2011 14:25:44 GMT -5
Ah man, now my avatar is inappropriate... At least this gives me an excuse to try out all those thumbnails.
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Post by Musashi on May 28, 2011 15:19:37 GMT -5
You can use certain software like Finale(I think that's what it's called) to view the midi's on the main site as music sheets.
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Post by Musashi on May 28, 2011 0:13:54 GMT -5
The last game I beat was 'Akalabeth' which is often considered Ultima Zero, or the forerunner to the old PC RPG series Ultima. It's a real short, tiny game, but it's a bit of fun. Admittedly I used a cheap method of beating the game--(finding out when the RNG picks 'Lizard Man', a spell that doubles your stats permanently, when you cast a spell that can do three random things--two of them bad, the last being aforementioned; saving, and repeating until my stats were huge)but in all honesty I don't mind this since it's really a -mini- game and I was eager to start Ultima I, since I'm trying to play through each Ultima game.
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Post by Musashi on May 25, 2011 15:45:45 GMT -5
Congrats, man. I'm just finishing my Junior year, had no idea you were a year ahead of me.
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Post by Musashi on May 23, 2011 23:56:01 GMT -5
Pitch showed me some of your stuff awhile back and I was in love right away. You're a god, Shift. This new song is no exception. Please, for the love of music, keep on creating.
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Post by Musashi on May 21, 2011 13:41:46 GMT -5
This is dumb, honestly. They aren't going to make you fire with the stylus, stop worrying. We've already seen gameplay videos and it was obvious no one was doing that. As far as we can tell now, it's going to be played just like the PSP ports, which controlled fantastically.
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Post by Musashi on May 21, 2011 13:15:29 GMT -5
That redesign is cool looking but a bit too complicated... needs to be streamlined and simplified. It just feels like too much is going on, it's too busy.
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Post by Musashi on May 19, 2011 17:44:40 GMT -5
I love Turkish coffee. My Persian uncles always make it for me whenever I come over and it's a bitter delight.
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Post by Musashi on May 16, 2011 2:28:38 GMT -5
So Dr. Jerk is gone, but as Raijin has said, this is good discussion! So my thoughts. I can kind of see where Dr. Jerk is going with this. The first Legends game isn't the best in design... While a lot of the concepts are great, the execution is lacking. The ruins overall, while the concepts are great--can seem very rushed at times without much challenge or interesting gameplay mechanics to explore. A testament to this is the fact that every ruin follows the same mechanic: find three keys, unlock refractor/ruin. While the game does things to make acquiring the items more interesting(such as the ice bridge to conveyor belt to crusher bit in Cardon Forest), such things are sparse and as she pointed out, without much fleshing out. There is a great lack of actual obstacles in the game, which makes some areas feel a little devoid of real challenge. Another issue she raises is reaverbot placement, which, upon more recent replaying, I've noticed can feel a bit off at times(although that lone Karubun never struck me as odd, really). A noticeable example is in the beginning of Lake Jyun, where the game sees fit to simply throw a wave of Red Horokko at you, which, at this point in the game doesn't stand much of a chance against your buster, even with only two parts. The beginning is literally reminiscent of the tutorial dungeon as you're walking across a spindly hallway while more and more Horokko fly out the corners. This is not an unfamiliar site by now, and after fighting over three or four waves of them, it does not prove to be very interesting. It just seems like filler, really. The beginning of the ruin is the most natural part to introduce the theme or gameplay mechanic to be explored in a dungeon, yet the chosen theme for Lake Jyun(water) is not only not being emphasized, it's being contradicted by the first enemies of the area(essentially Legends one's Fire Horokko). That's a big issue I see with the first Legend's designs... it rarely expands upon any sort of idea in regards to ruins. Legends 2 did it better, but as Pitch pointed out, it fell back on the tired RPG element themed dungeons. The ruins of the first game are just so inconsistent, and as Dr. Jerk said, one concept is rarely reused. Now, variety is very good, of course, but if you introduce a concept and then do nothing with it, it tends to feel out of place(there are of course good ways to use this, however--take the Fishurdot hallway; one of the most memorable AND frightening places in the entire game). Just because a concept is reused does not make it filler--it's how you use the obstacle that matters. Obvious examples of this is pretty much every Legend of Zelda game ever; you take a concept, build a dungeon around playing with that concept. Now, I recognize MML at its core is designed differently than LOZ, and I respect that. That doesn't mean there isn't lessons to be learned from it, however. That force field? It was only used twice, really, and each time its execution was different. So why not add more puzzles or obstacles revolving around the force field and their switches? I'm sure plenty of Cardon Forest's ruins could've been built around that, or its conveyor belt and ice bridge, each with its execution different, but still establishing a sense of continuity throughout a ruin. This could've helped to alleviate much of Legend's more dull moments devoid of any unique thinking situations past 'run, gun, and jump over there' and really help to add on some length to those dreadfully small ruins in Legends one. Seriously, all the main ruins in the game can be run through in less than a half hour. Cardon Forest being the worst, which I'm sure could be beat in ten minutes or less... Anyway, those were my rambling thoughts on the subject which I'm not even sure I completely agree with.
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Post by Musashi on May 2, 2011 23:27:31 GMT -5
Granted, but only because you're the only person playing Megaman 8bit deathmatch.
I wish to get a five on my AP US History test.
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Post by Musashi on May 1, 2011 1:27:55 GMT -5
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Post by Musashi on May 1, 2011 1:27:32 GMT -5
It's the Jetlag Bakery, and it's by far the best part of Legends 1.
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Post by Musashi on Apr 29, 2011 23:29:36 GMT -5
My best friend had Hey You Pikachu... didn't work very well, but I don't remember.
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Post by Musashi on Apr 27, 2011 22:39:36 GMT -5
Karubun, Gorubeshu, Firushudot, Miroc, and Miitan are my choices. For some reason, I can't see us having a Legends game without a Miroc or Gorubeshu, and I really liked Miitan's(especially compared to Fooroo's). Karubun's were an awesome, unique looking reaver that I was disappointed didn't show up anywhere in MML2, and Firushudots are still the most intimidating things in MML1.
Edit: Also, if you read the post they said they're also considering comments--so if you want to cast another "vote", they suggest posting a thoughtful and persuasive case for any other reavers you want in there.
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Post by Musashi on Apr 27, 2011 0:22:37 GMT -5
Oh, no, I wasn't trying to hold the Legends games as a pinnacle of maturity or anything, just that I respected that it doesn't go out its way to overtly soften up what happens in the game or be too euphemistic, y'know?
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