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1801
The Flood / Re: me irl
« on: February 01, 2019, 03:35:23 PM »
you have posted r34 of azula in anarchy, and it's been heavily suggested that you've pleasured yourself to it

being indifferent towards her age is one thing, but not being deterred in any way by it is more than a little troubling

1802
The Flood / Re: Meme thread
« on: January 31, 2019, 09:06:21 PM »

1803
The Flood / Re: You ever notice how studying has Stu dying in it?
« on: January 31, 2019, 12:01:27 PM »
on tuesday my professor cancelled class because she was homesick, and we just had two days off since then due to inclement weather

i don't even have class on fridays

1804
Gaming / Re: Super Smash Brothers
« on: January 31, 2019, 12:58:04 AM »
How do we feel about Piranha Plant
i think he's really fun and i could honestly keep him as a pocket character, if only for memes

poison seems busted in a good way, i like creative moves that do weird but cool shit

1805
Gaming / Re: Super Smash Brothers
« on: January 30, 2019, 11:30:18 PM »
if zero honestly believes that little mac is the worst character in the game, i think he genuinely has brain damage

1806
Gaming / Re: Super Smash Brothers
« on: January 30, 2019, 01:11:12 PM »
They nerfed Dedede's Gordo range

I can't
The range is the same, they're actually talking about the Gordo's hitbox. It's smaller now.

1807
Gaming / Re: Super Smash Brothers
« on: January 30, 2019, 12:57:25 PM »
"Shortened the landing time after using the move."

That's a buff, right?
yeah, but it's a little misleading

you might think it's talking about landing lag, but they're actually talking about the autocancel window, which is a little bit more technical, but it's still a minor buff

1808
The Flood / Re: 1995 albums
« on: January 30, 2019, 12:43:26 PM »


Lita Ford - Black
Indie pop
6th album

A periphery glance at Lita Ford's solo career will tell you that she was just yet another super tacky dime-a-dozen glam artist whose career took the alt-rock bullet in the early '90s, just like pretty much all of her contemporaries. In fairness, however, she did start out playing for the Runaways, revealing some tasteful punk roots as well, although she left the band due to creative differences with Joan Jett (and look who became more of an icon).

Because her particular brand of hard rock had become so passé in the mid-90sthat any attempt at revitalizing her career was a lost cause, this is the last album she made before promptly disappearing. In it, she jumps on the grunge bandwagon and makes a passable effort doing so, but (as you could imagine) it's absolutely nothing to write home about. I like it more than Extreme's attempt, I'll say that much, but all in all, I can't really give a strong recommendation to it. Maybe if you like glam metal for some reason, listen to Dancin' on the Edge or Dangerous Curves instead.

Or just... not, and listen to a respectable genre of music.

6/10





The The - Hanky Panky
Alternative country
5th album

Matt Johnson is a crazy motherfucker.

I was going through his whole discography, as I do, and I enjoyed to a certain extent all of the albums that I listened to (especially Soul Mining and Dusk). His style is rather unique and difficult to describe—it's post-punk, but it's also kinda like R.E.M. with those college rock vibes, and there's a little bit of new wave in there as well. Whatever it is, it's good-sounding and I like it.

Then he makes Hanky Panky, and my brain explodes.

This album is made up entirely of Hank Williams covers.

At first, I thought it was a fucking joke, but one look at the expression on Matt Johnson's face on that album cover will let you know right away that he's dead serious. And you know what the best part is? It's actually pretty good.

YouTube

Now, if you're expecting "proper" country music on this record, you're gonna be sorely disappointed. Matt Johnson knows that a true cover is not a rehash, but a reimagining, so every cover here is done in pure, unapologetic the The style. This will probably mean that most of you will find yourselves HATING this record profusely, especially if you happen to enjoy Hank Williams or if you haven't heard any of Hank's music in general.

I dig it mainly because I find Matt Johnson's brand of production very appealing, he's a great vocalist that I genuinely feel does Hank's poetry a lot of justice, and because I have a sense of humor. This album is really funny, and you kinda have to go into it recognizing that this is a very tongue-in-cheek kind of project. If you can't enjoy it, that's understandable, but for me, this was surprisingly enjoyable and may very well end up on my 3x3 when I'm all wrapped up with February '95.

7/10





Slash's Snakepit - It's Five O'Clock Somewhere
Hard rock
Debut album

Slash's Snakepit was a supergroup that aimed to combine the talents of Slash, drummer Matt Sorum, and guitarist Gilby Clarke (all from Guns N' Roses), bassist Mike Inez (from Alice in Chains), and lead vocalist Eric Dover (from Jellyfish). They put together just one album before disbanding, as supergroups tend to do.

Musically, the album is OKAY. Don't have a lot to say about it. Dover's vocals are the highlight. Slash's playing is boringly fantastic as usual. There are some rad cuts on it, like this one:

YouTube

But don't expect the whole album to sound as good.

6/10





Belly - King
Jangle pop
Sophomore album

A Throwing Muses member Tanya Donnelly leaves the band to start her own, and proceeds to make better music than them before falling off the face of the earth, since this style of music was unfortunately not "in" at the time.

This one's probably my favorite out of this bunch, and is equal in quality to their debut, Star. Their sound can range from soft and serene to bursting and energetic, with some tracks (such as my favorite, the title track "King") managing to strike a perfect balance between these two moods. Donnelly's sincere and melodic vocal style kinda reminds me of Dolores O'Riordan (RIP), which is really cool, and it seems that Belly even toured with the Cranberries at one point. Which makes sense, as the influence is very clear to my ears.

If you love some jangle pop, this one (as well as Star) may just be a must-listen for you.

7/10





Nevermore - Nevermore
Power metal
Debut album

I label this thing as "power metal," but I'm not sure if it really qualifies, since it's a far cry from sounding anything like Stratovarius or Iced Earth or what have you. It's not quite thrash, it's not quite regular metal, and it's not quite unique enough to be its own thing, so I don't understand what the fuck it's trying to be. I went with power metal just because that's what Wikipedia has decided to call it, and it sounds about right to me, but I'm not an expert.

Anyway, I think Warrel Dane does a GREAT job on the vocals on this thing, but the lyrical themes are another story. Lyrically, this is about as corny as you could ask for when it comes to power metal, and you need not look any further than the song "Timothy Leary," which pays tribute to the famous druggie psychologist, to understand this.

Quote
A wise man came across the sea
In search of LSD—PHILOSOPHY!
With open heart and open mind
To find the goodness in mankind
Quote
Chemicals improve the view
Visions now have bloomed in you
Windowpane is suffered bliss
A psychedelic kiss
Show to me your ideology
Do you perceive or are you sleeping?
Dont get me started on the fucking chorus:
Quote
Timothy Leary, where are you now
The world needs you, we're going down

Just awful. And sure, maybe it's stupid to care about lyrics on a heavy metal record, but to me, they're always gonna matter. It's also the way he sings them that makes it so hilarious to me, as well.

Now, to be fair, I'm picking on the absolute nadir of the album. The rest isn't quite this bad, and there are indeed some flashes of greatness here and there, like the song "Chrome Black Future," which is by far my favorite.

YouTube

This is really good, and I wish the album had more of this, but it kinda doesn't. Therefore, I'm overall kinda lukewarm on this thing.

6/10



February rankings:

#1. Slowdive - Pygmalion (7/10)
#2. Belly - King (7/10)
#3. The The - Hanky Panky (7/10)
#4. Stratovarius - Fourth Dimension (7/10)
#5. Slash's Snakepit - It's Five O'Clock Somewhere (6/10)
#6. Nevermore - Nevermore (6/10)
#7. Lita Ford - Black (6/10)
#8. The Pastels - Mobile Safari (6/10)
#9. Simple Minds - Good News from the Next World (6/10)
#10. Shania Twain - The Woman in Me (6/10)



Next:

Trisha Yearwood
No Use for a Name
Blink-182
Tricky
DJ Quik

The Blink-182 debut should be interesting.

1809
The Flood / Re: Ten Year Challenge?
« on: January 30, 2019, 12:53:51 AM »
i want to sock you right in the face

1810
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 11:12:38 PM »
oops i don't actually know how it works

edit:
yeah i can't play this character for shit, but i think you can maybe see part of my point

if that were a battlefield platform that screw attack would've killed, it's tricky to land but i think it's a thing you should at least try, and it's not gonna work so well on FD

1811
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 11:04:59 PM »
Any tips for me to improve?
it would be difficult since i don't play samus, but one thing i can say for sure is that you need to start picking stages other than FD, because i think samus appreciates platforms so she can kill off the top with screw attack or do up air ladders which i know were in smash 4

i also think the new short hop mechanic (as in brand new, we just got it in 2.0.0) benefits her because it allows her to do short hop missiles a lot easier, on top of having better access to zair

i think samus is now officially better than dark samus, too, because they buffed her missile range and gave her bomb less recovery, whereas dark samus only got the latter

1812
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 09:37:08 PM »
so we're going from version 1.2.1 to 2.0.0 tonight

i hope that means we're getting a lot of shit

especially piranha plant
especially more online features (and improved netcode and reduced input lag online)
especially no nerfs to anyone since i really enjoy how the game is balanced so far with the majority of characters being good

inkling could be toned down a bit though i suppose
literally got everything i wanted except online features

bless sakurai

1813
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:30:26 PM »
oh my fucking god

https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317

ACTUAL PATCH NOTES

PUFF'S BAIR IS SO FUCKING FAST NOW

1814
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 01:08:53 PM »
so we're going from version 1.2.1 to 2.0.0 tonight

i hope that means we're getting a lot of shit

especially piranha plant
especially more online features (and improved netcode and reduced input lag online)
especially no nerfs to anyone since i really enjoy how the game is balanced so far with the majority of characters being good

inkling could be toned down a bit though i suppose

1815
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:46:00 AM »
I play Dark Samus alright
i'm starting to think maybe she (and regular samus) are not as bad as anyone thought at the beginning

1816
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:45:12 AM »
man, I’m the best fucking King Dedede in the galaxy
add me and i will NOT hesitate to fuck you up

1817
The Flood / Re: Who is your favorite character of all time
« on: January 29, 2019, 02:34:18 AM »
i don't know, i've never really been a "character" person

i like characters, but to me, they're just tiny pieces of a bigger picture whose only real function is to give life to a narrative, and in a well-written story, they're all equally important, so in those cases, i just wind up "appreciating" each character's role in the story more than i care to pick favorites

it would be easier if you asked me about a specific thing—like, for example, my favorite TLA character is probably zuko, but i would never say he's my favorite character of all time

when i play fighting games, oftentimes, my main will end up becoming a "favorite" of mine, but more because their playstyle resonates with me in some way—i never really gave a shit about jigglypuff as a pokémon before i started picking her in smash, and though she's still not exactly one of my top favorites, i have indeed developed somewhat of an emotional attachment to the dumb thing because of how much time i've spent trying to get good with her

same in street fighter—i chose balrog because he's based on mike tyson, and that's cool, but because i've played him so much, i'm attached to him, and i find that his playstyle strongly resonates with my desire to physically obliterate people in that game with a big dumb boxer

but that's kinda different i think

in fact, there are many stories i deeply enjoy where having a "favorite character" would almost be missing the point, in a way—like evangelion or requiem for a dream—because you're not really supposed to "like" anyone in those stories to begin with

if you were to force my hand, i might say Link from zelda just because i think he has probably one of the coolest designs ever for a video game character, to such an extent that nobody dislikes playing as him

i'm not interested in picking characters i relate with on a personal or ideological level, i think that's kinda boring and there's no character that's a perfect reflection of who i am anyway

but yeah, bottom line, characters are cool but are kinda low priority for me when it comes to art

1818
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 01:19:03 AM »
man, i'm the best fucking jigglypuff in the world

1819
The Flood / Re: holy shit you nerds are still here?
« on: January 28, 2019, 08:42:52 AM »
Yoooo Officer Nasty, what’s up with these funky ass weed names
ngl looking at my old posts and usernames made me cringe a little bit inside

what was i thinking
the fact that you're not cringing at "dopameme" shows you haven't grown that much

1820
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 06:45:43 PM »
drama at this point in this website's life is just really corny and gay tbh

1821
Gaming / Re: Super Smash Brothers
« on: January 27, 2019, 06:35:05 PM »
Also, why did no one tell me that attacking with the stick is so good wtf
That's just normal tilt attacks. Use it as ya see fit if you want but you don't wanna get into a habit of spamming it exclusive. Your smashes and neutrals are still and important part of playing.
i assumed he meant the c-stick, surely he knew about tilt attacks before

1822
Gaming / Re: Super Smash Brothers
« on: January 27, 2019, 05:42:15 PM »
So my boy Link's apparently top tier now? Nice
i don't know about top tier, but he's the best he's ever been for sure

1823
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:20:10 AM »
anyway, you should reset your router if solonoid is being serious, because a ddos is when someone sends enough fake requests to your IP address to basically render it unusable to anyone who's trying to legitimately access it
resetting a router doesn't change its IP
i guess it would depend on your ISP but speaking from experience resetting has always changed mine

1824
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:15:10 AM »
anyway, you should reset your router/modem or whatever if solonoid is being serious, because a ddos is when someone sends enough fake requests to your IP address to basically render it unusable to anyone who's trying to legitimately access it

1825
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:01:35 AM »
hey guys should I ddos class now or wait to see if he's dumb enough to not change his ip address in the next week
ddos me that's fine.There's nothing I've said on the internet that I'm too ashamed of people seeing IRL
That's not what ddos means
It's when you reveal all the internet posts you've made to your RL people right?
that's doxing

actually, that would be reverse doxing i guess

pretty sure there's no actual term for what you just described, but doxing is when your "RL" information gets posted on the internet by a third party if you were trying to keep it private

1826
Gaming / Re: Nintendo Switch Online thread
« on: January 26, 2019, 04:55:43 PM »
just wrote about 30,000 characters worth of reviews for the NES games that were put out for December, and then for absolutely no reason at all, i wound up losing ALL of them after an accident, so what i'm going to do is post these (extremely rough) drafts of them because that's all i have and i'm just super frustrated and wanna be done with these

not that anyone CARES but if you happen to read these and think "wow these are extremely poorly written and difficult to follow" well yeah it's because they're raw and unedited and unproofread so yeah sorry about that

in summary: all of these games are pretty good by NES standards. play them.




Originally released in 1994, Wario's Woods is probably not the kind of game you'd expect it to be based on the title. If you're at all like my childhood self, you're probably imagining some kind of cool platformer like Wario Land 3, but if that's case, prepare to be disappointed. It's actually a tile-matching puzzle game where you play as Toad (you know, everyone's favorite Mario character), and Wario himself spends the vast majority of the game completely offscreen. Yeah. How fucking lame is that? If they had called it "Toad's Tree Tumble" or some shit, I would've known not to bother, but they knew that putting a cool character like Wario in the title would make the game seem all the more enticing. And it was, so I bought into it. It was probably the first time I had ever been disappointed with a Mario game—and yes, just in case this all sounds a little familiar, they pulled the exact same shit with Yoshi four years earlier.

My perception of Wario's Woods has always been negatively biased because of my childhood disappointment, but having it available on the NSO NES service has inspired me to give it another look from an adult's perspective.

I've concluded that it's an okay game. It may not have the catchy, memorable music of Dr. Mario or the sheer addictive simplicity of Tetris, but it's a passable effort nonetheless. As mentioned before, you play as Toad inside of a large tree hollow—which is to say, unlike a traditional tile-matcher, you do NOT have direct control over where each tile gets placed. Instead, bombs are dropped haphazardly by a fairy above, and Toad has to run around at the base of the tree, catching the bombs as they come, so he can place or stack them wherever they need to go. Unlike in Mighty Bomb Jack, the bombs actually have a function. The tree hollow is infested with these cutesy little monsters of different colors; they're completely harmless to you, and can even be picked up and stacked in the same way that the bombs can. The object of the game is to clear out the hollow of these monsters using the bombs.

Matching any three tiles of the same color together (in any direction) will cause them to disappear, and "tile" encompasses both monsters and bombs. So, if there's one red monster, you need two red bombs. Two red monsters, one red bomb. Typical tile-matching mechanics apply here—chain reactions are a thing, and of course, you get a few neat bonuses for matching more than just three tiles at once—but the primary difference, and what makes the game especially unique, is having to scamper around as Toad as he physically carries each of the tiles over to where they need to be.

Pressing "A" will have Toad grab the tile (or the entire stack of tiles) directly in front of him, or have him set it back down. Pressing "B" allows him to grab just a single tile, in case he doesn't need the whole thing. Pressing down will make the fairies start dropping bombs faster.

Toad's maneuvers in this game are surprisingly extensive and satisfying to operate. He can't jump, but he can run up walls, so if he finds himself in a position where he's between a wall and a big stack of monsters/bombs, just hold right or left as you would normally, and he'll be able to run all the way up to the top (unless he's already carrying shit). When climbing up a stack of tiles, the "B" button becomes very useful for selecting individual pieces that you need, since Toad will carry it back down with him. If he gets buried by tiles, he can force himself to the top as well (which is weird, but whatever). Finally, Toad can kick tiles so that they slide over and fall, in case you need them to, which has its occasional utility.

As the game takes place, a portrait of Birdo can be seen, but if the player takes too long to finish a level, this portrait will get replaced with Wario. When Wario shows up, he'll start bashing his shoulder against the portrait, causing a large block to come sliding down the tree hollow, which threatens to box the player in. If this happens, the game is over. Additionally, an annoying-ass bird will appear to spawn more monsters for you to get rid of, just to undo all your hard work. Having to clear each level before this shit starts happening adds a nice layer of tension to the experience.

Later levels will introduce monsters that are trickier to get rid of, such as monsters that have to be bombed twice before disappearing, monsters that change color, and monsters that only disappear when bombed diagonally. There's a billion trillion levels—I've only made it as far as level 40, and apparently I'm not even halfway there. Thankfully, this is one of those rare NES puzzle games that records your progress (there's even a basic name entry screen, which is kinda nifty, if completely unnecessary), so there's no fear of ever losing your progress (though, of course, having access to suspend points makes all of that redundant anyway).

There's also a "Game B" where, every ten levels, the player gets to engage in a weird boss fight. A boss character will appear inside the hollow, you have to match tiles against it repeatedly to drain its life. It's kinda weird, clunky, and awkwardly paced. I'm not sure if I'm that into it, to be honest, but it's certainly creative. Naturally, there's also a 2-player vs. mode which is good solid fun for five minutes if you're able to find someone willing to play this shit with you.

This game is also notable for being able to win you at least two points in a Nintendo-themed trivia game: not only was it the last officially-licensed NES game to be released in North America, it's also the first and only NES game to have ever received an ESRB rating ("K-A," back when that was still a thing).

In general, it's not one of my all-time favorites, but it's quite decent. It has the polish that you'd expect from a game released so late into the console's lifespan, but the gameplay isn't horribly exciting and it does get quite old after a few minutes. I would only continue playing it on the basis that the game does have a story with an ending, and I'm trying to beat every game on the service at least once. Beyond that, though, I wouldn't recommend spending too much time with this one unless you're a fanatic for old puzzle games.

Overall rating:
3/5




Originally released in 1989, Adventures of Lolo was once the flagship franchise of HAL Laboratory—at least, until Kirby came onto the scene in the early '90s. In fact, dedicated Kirby fans will no doubt recognize Lolo, because he (along with his female counterpart, Lala) tends to show up as a boss in several Kirby games (albeit renamed as Lololo and Lalala, for whatever reason).

Yet another member of the puzzle genre (but thank god, it's not another tile-matcher), the game is actually a rebranding of an older series of MSX computer games also featuring Lolo called Eggerland, released throughout the mid-'80s and spanning four installments. Adventures of Lolo compiles all (or most) of the puzzles from these games, and doesn't actually contain any new or original levels of its own; therefore, the game can be thought of as an Eggerland "best of" collection.

This one's gonna be rather difficult for me to describe, as Lolo is easily one of the more unique puzzle games I've ever played. It's similar to Solomon's Key in the sense that the levels do not "scroll." Each and every level (or room) only takes up a single screen's worth of space, which means you get to see the entirety of each stage (and everything that's happening in it) at all times, all at once, and from a bird's eye perspective. That probably seems like an awfully mundane detail, but bear with me. I think it's an important thing to note, given how the game is played.

In each room, your goal is to unlock the door to the next until you reach the top of the castle, where the damsel Lala is being held captive by the Great Devil. There are ten floors, and each floor has about five rooms. You'll know you're about to make it to the next floor if the current room you're in doesn't have any doors; so, naturally, a staircase going up to the next floor will appear in these rooms instead.

Every room has a chest containing a jewel that grants access to the next room when collected, but the chests will only open once you've collected all the room's "Heart Framers" (as the manual calls them), which are just squares with hearts on them, and basically serve as the game's primary collectible—only, you must collect all of them to proceed. As you could imagine, every room is guarded with enemies, but Lolo doesn't really have any means of defending himself. So, the game is all about figuring out how to safely collect each Heart Framer when the enemies are strategically placed to make this task as much of a science project as possible.

Unfortunately, this is one of those games that basically requires you to read the manual going into it, because if you jump in without knowing how the enemies work, you're practically guaranteed to have a bad time. For me, this is the game's biggest flaw. Once you do learn the basic rules, though, the game actually becomes quite fun and addictive, where each solved level feels like a genuine accomplishment. Yet even after reading the manual, there are still certain minor quirks about the game that seem fair enough from a gameplay standpoint, but are not always immediately intuitive and can take some trial-and-error just to learn. I'll try to go into some of these later.

The enemies themselves are very interesting in terms of their behavior. There's Rocky, a cute little grey square-shaped golem monster thing that walks in a set pattern and will quickly rush up to Lolo if he happens to cross its line of sight. It can't actually hurt Lolo; instead, it will just try to push him against the nearest wall in order to box him in. He's too heavy for you to push back, so if you're not careful, and it manages to shove you into a corner, you're gonna be stuck there.

In the event that Lolo does get permanently stuck, either because of a Rocky or because you fucked up a puzzle beyond repair, the developers were kind enough to implement a catch-all solution for these snafus: A fucking suicide button. By pressing "select," you can sacrifice one of Lolo's lives so you can start the puzzle over again. He literally just dies, right then and there, at the push of a button. And you'll be pressing this button very often, too. I don't know, maybe I'm alone on this, but I just find that incredibly amusing. Fucking up a puzzle is one thing, but there's something very cruel and sadistic about obliging the player himself to personally commit to the demise of his own player avatar.

Other enemies, like Medusa, are completely stationary, but fire these full-range projectiles in all four directions (think of a rook in chess) that will instantly take Lolo's life if he dares to step anywhere in its sights without sufficient cover (normally a boulder, block, or another enemy). Don Medusa, a scarier variety, does the same shit, except it slides back and forth rather than being stationary, increasing its range further.

Some enemies will only awaken and become dangerous once all the Heart Framers in the room are collected, like Skulls and Gols. Otherwise, they're harmless and stationary. One enemy, Snakey, doesn't do anything at all. It's just... there.

My favorite enemy is the Leeper. It runs about all over the place, gravitating towards the player, but similar to Rocky, it cannot kill you directly. Instead, if it makes contact with you, it'll fall asleep on the spot and never wake up. It can't be moved, so it does have the potential of trapping you, making it a real nuisance. But with a bit of cleverness, you may be able to lure him into sleeping in a spot that actually gives you an advantage.

As Lolo, your powers are quite limited. Movement is gridlocked in four directions (including half-steps), and you have no special attacks or maneuvers to defend yourself with beyond your own wits. As such, enemies in general must be strategically avoided altogether. A select number of rooms will give Lolo single-use power-ups for collecting a certain number of Framers, such as bridges for crossing rivers or hammers for smashing boulders. Most rooms have green blocks called Emerald Framers (which I'm just going to call "blocks") which can be pushed around as a means of trapping enemies, or giving Lolo some cover. Some levels have special Heart Framers that give Lolo the ability to fire a couple of Magic Shots, which can turn enemies into eggs that can be pushed around just like the blocks, but will hatch after a set period of time. Eggs can even be ridden on if you push them into a ravine, at least until they sink.

Your Magic Shots are limited, of course, and shouldn't be used frivolously. They shouldn't even be thought of as an offensive technique at all, really; just another piece of the puzzle. There are no roundabout solutions. Every room seems to have only ONE very specific and watertight solution, and fucking up the smallest thing often means having to press the suicide button. That might sound irritating to play, but the game is actually built rather intelligently around this.

You see, even though the game does utilize lives, they don't really matter that much, because you have infinite continues. Losing a life just means getting to redo the puzzle. "Game over" just puts you back at the title screen, where you can select "continue" and be right where you left off anyway. If you have to stop playing, every room in the game has a simple 4-digit password associated with it, so there's no chance of you ever losing your progress (and yes, suspend points render this totally redundant, but still). They gave you a suicide button because they knew you were gonna fuck up a lot; it's okay. There's no pressure.

The way the game is built heavily encourages you to take your time planning out what you're gonna do for each room, and this ties back to the observation I made earlier about each room only taking up a single screen's worth of space. Not only that, but at the start of each room, all the moving enemies will be completely frozen, allowing you to slowly and carefully take in and parse all the information on-screen at once and plan out exactly what you're gonna do. doing this will become necessary for 75-80% of the game's puzzles. It's a very slow and meticulous process, but you'll find that bumrushing through the room like a dumbass will do nothing but frustrate you. You have to take your time; unlike Solomon's Key, the game doesn't have a timer, so you can literally examine each room for as long as you want.

It's this style of gameplay that I look for when it comes to puzzle games. It's incredibly satisfying to go into each room with a plan, only to have it all fall into place as a reward for my patience and observation. There are still a few minor hiccups here and there, though, and it has to do with some of the game's internal logic and its more obscure rules. Some of the manual's enemy descriptions, for example, are pretty piss-poor and don't accurately describe how the enemy behaves at all. It's never explained that it's possible for Lolo to stand over a chest, which becomes an important tidbit of knowledge for at least one room, and it's also never said that enemies can be used to block projectiles in the same way that boulders can. Among other things.

The manual does an okay job of explaining the bare basics, but as for the finer details (which become increasingly important in the game's later floors), it's left up to the player to figure out for themselves. Which isn't necessarily bad—in fact, that's normally good—but it's not always intuitive, and that's the issue. Players want to learn shit on their own, but the only way they're gonna do that (generally) is if the game's rules are logical and make sense intuitively, and this is just one of those games were not everything makes perfect sense. You just kinda have to roll with it at times.

That being said, I think this might just be my favorite puzzle game on the service right now. It could easily be better than Dr. Mario, but I'm gonna rank it one step below for now in case I don't change my mind later. The music is pretty good (but not AS good), and visually, it's rather nice as well. I like the cute and cuddly aesthetic that HAL is known for. I'm iffy on the story being a stupid damsel in distress plot, but I'm also inclined to not take that aspect too seriously.

In terms of overall quality of gameplay, I'd say it's about on-par with Solomon's Key, but in terms of ranking, I think I probably have to give the edge to Lolo on the sole basis that it allows you the luxury of infinite continues and has a nifty password system. On the off-chance that someone is opposed to using suspend points, knowing that Lolo has an in-built failsafe for players who are interested in actually progressing through the game is worth acknowledging.

This game is a test of patience in the best way possible, but if that doesn't sound particularly fun to you, I'd stay away.

Overall rating:
4/5




Originally released in 1988, Ninja Gaiden was probably Tecmo's most treasured property of the NES era, before it was picked up and reimagined by Team Ninja in 2004. The NES game was released very shortly after the arcade version of the same name, but whereas that version was a Double Dragon-style beat-'em-up, the better-known NES version is a high-octane action platformer that focuses less on mindless combat and more on speed, momentum, and finesse. It's easily my favorite title of the December batch.

The player takes control of Ryu Hayabusa, a young Japanese ninja who travels to America to avenge his fallen father, whose life was lost during a duel with an unknown shinobi shown in the opening cutscene. It's a well-known fact by now, but Ninja Gaiden was one of the earliest games to extensively feature cinematic cutscenes to engage the player in its narrative, with a directorial style and aesthetic that, according to James Rolfe, combines aspects of anime and film noir, which I think is an apt description.


This scene in particular is synonymous with the word "iconic."

Another well-known fact about this game has to do with its unforgiving difficulty, but we'll get into that later.

I know a lot of people seem to have issues with how the game feels to play, but to me, it feels orgasmic and extremely similar to Castlevania in several different ways. It's easy to sum it up as a more fast-paced version of that title, where rather than being rewarded for playing extremely cautious all the time, you're encouraged to focus more on fast and aggressive (yet smooth, attentive) play. You still can't be sloppy if you want to win, but infinite continues means the game never really ends, so even if you're constantly getting fucked up, as long as you keep working on your mistakes, you'll eventually see yourself slowly improve over time. You might even enter this zen flow-state where you're flying through entire levels without taking a single hit—and that's REALLY fucking fun.

Ryu's Dragon Sword has a deceptively long reach, and unlike Simon Belmont's whip, it comes out near-instantly, so it's extremely satisfying to cut fuckers down with it. It does stop him in his tracks when he swings it for a brief moment, but when used in conjunction with his jump, it's possible to get attacks out on the first frame. Sometimes, though, it's not quite enough, which is why the game provides you with secondary weapons like shuriken and fire spells that you can find by breaking objects in the background (again, just like in Castlevania). Ammunition is limited, of course, and most enemies have a tendency to respawn if you try to sit there and camp, so the weapons must be used very wisely. Mastery of the secondary weapons will become essential if you want the levels to become a breeze.

The game is quite short at six areas, with anywhere from two to four levels per area, so with patience, it's possible to beat it entirely in less than an hour—but only if you're really good at the game, and you're probably not.

With respect to the game's difficulty, I actually don't think it's that bad. The first five areas are very doable, and while they do get exponentially harder, the fact that you get infinite continues means you're never in a position where you can't get better at the game. A lot of people aren't into the trial-and-error of it, and that's understandable, but I think whenever the game's enemy placement seems like unfair bullshit, the solution always ends up being fairly obvious, and it's almost always on the player for not being able to pick up on it.

For example, there are several moments in the game where you're having to cross a gap between two platforms by making a leap of faith. However, doing so blindly will often result in a bat or some other flying enemy popping up out of nowhere and knocking you back into the pit, killing you instantly. The first time it happens, sure, it's annoying, but literally all you have to do to adapt to this is just wait at the edge of the platform for the bat to come, and as soon as it appears, THEN make the jump, and you'll be able to make it. This also teaches the player to cross gaps carefully and to pause for a brief moment before just rushing into things like an idiot.

That said, there are some legitimate grievances to have with the game. As cool as the graphics are, and as fun as wall-jumping is, it can be a little bit janky at times. The level of detail in the graphics can actually make it kinda difficult to tell what you're able cling onto in the first place, and this can result in some deeply frustrating scenarios where you're sticking to walls without even wanting to do so. This has never been a game-breaking issue to me, but I can definitely see why it could be seen as cumbersome. It's also kinda awkward how the ladders in this game still use wall-jump mechanics, so when you make it to the top of a ladder, you have to jump OFF of it rather than climb up to the top. But that's a nitpick.

There are also some issues with the game's collision detection and overall polish. I mentioned how Ryu's sword has deceptively long reach, which is true, but only horizontally. The vertical hitbox of the weapon, especially when using his aerial slash, does have this annoying tendency to completely whiff grounded opponents when it counts, usually as a result of imperfect timing. This issue doesn't rear its ugly head all too often, but it sure sucks when it does.

My biggest personal issue with the game is how boss fights are handled. None of the bosses are particularly difficult in and of themselves; their difficulty arises from the extremely questionable design choice of having you go back to the beginning of the entire area just for losing against them. To understand the implications of this, let me try to illustrate in detail exactly what happens when you die in this game. If you're on stage 6-3, and you die in a particular section of that level, you'll start again at the beginning of that very section. Not 2-1, or the beginning of 2-3, but the specific section of 2-3 that you made it up to. However, if you get a game over, you then start at the beginning of 2-3. That's your punishment for losing all your lives.

If you die against the boss, however, you don't start again from 6-4. You start from 6-1. That is some cockamamy horseshit right there. Not only is it simply obnoxious to have to start back from that point in the game, it also makes every subsequent attempt at the boss a clean slate, because whatever you may have learned or picked up on during the fight (which probably lasted around ten seconds anyway) will either be forgotten or not enough to have a substantial chance against him. In other words, there's no way to practice. And since there are no passwords or anything like that, back in the '80s, that means you have to be prepared to beat this game all in one go from 1-1.

Lucky the game is so fun and engaging anyway, otherwise that mechanic would be nearly unforgivable. And, again, it's hard to bitch about a game that gives you infinite continues, even if it is heavily flawed. The game's excellent soundtrack has a way of pumping you up with enough adrenaline and willpower to get better at the game, just as it should, and the cutscenes also provide a great incentive to keep trucking along against all odds, even if the story is very cheesy and predictable (in a way that I find charming). If this game's bigger issues were ironed out, this would be an easy 5/5 for me.

Overall rating:
4/5



1827
Gaming / Re: Resident Evil 2 remake
« on: January 26, 2019, 02:29:53 PM »
i've yet to play any REs, since i dislike horror games, but i've recently decided i'm gonna try to man up and try a few horror games over the summer, RE included, since i'm tired of feeling like i'm missing out

1828
The Flood / Re: you guys arent even fun
« on: January 25, 2019, 11:28:27 PM »
The whole fucking point is not to have an identity.
which has always been a mind-numbingly stupid concept

but if it's such a big deal, then why don't they just take away the option to give yourself a name

every single board should be like the ones that put a code on your post that's tied to your IP

1829
Gaming / Re: Tfw you buy the Metroid Prime Trilogy
« on: January 25, 2019, 04:12:26 PM »
Well if Nintendo themselves were unhappy with the game I'm pretty sure they had good reasons to restart development.
for sure, this is obviously a good thing in the long run

still a rough thing to have happen though

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