127 Posts Found by star4z
10-27-13 08:04 PM
| ID: 917169 | 37 Words
| ID: 917169 | 37 Words
Chewedmint : you skipped over Mecha Leo. Pinsir has these huge, uh, pincers, which is uses to crush opponents. It's kind of ugly, but it's an okay fighter. I rate him 7 out of 10. Next is Swampert. Pinsir has these huge, uh, pincers, which is uses to crush opponents. It's kind of ugly, but it's an okay fighter. I rate him 7 out of 10. Next is Swampert. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-27-13 07:56 PM
| ID: 917153 | 23 Words
| ID: 917153 | 23 Words
I have dark brown irises. I think that green is nice, too, but blue eyes only look good if you have blond hair. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-27-13 07:53 PM
| ID: 917149 | 41 Words
| ID: 917149 | 41 Words
I've never gotten a high syndrome before because I spend my time doing better things than posting in huge amounts on the Board. Not that the Board is a bad place, I just like doing other things, like writing music. (http://bdphillips013.wix.com/home) |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-24-13 03:15 PM
| ID: 914241 | 29 Words
| ID: 914241 | 29 Words
Normally I chew gum whenever I have gum and I want to chew something, but right now I can't eat any gum because I have braces, which really stinks. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 05:23 PM
| ID: 909926 | 39 Words
| ID: 909926 | 39 Words
I usually do, if I'm not in a rush for time. Some of the best music in the movie is during the credits. It's also nice to see who some of the people who worked on the film are. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 05:07 PM
| ID: 909904 | 25 Words
| ID: 909904 | 25 Words
Umm... not false. (can't bring myself to write t--e). No es un situacion bueno. The person below me will respond with false, rather than true. The person below me will respond with false, rather than true. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 04:18 PM
| ID: 909863 | 43 Words
| ID: 909863 | 43 Words
I only get sick about once a year, but I get small things like a cold, pink eye, headache, etc., a few times a year, and usually on a regular basis. Think like twice in fall, once in spring, and once in summer. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 04:15 PM
| ID: 909861 | 38 Words
| ID: 909861 | 38 Words
My username is a variation on "Star Wars," and I wanted to add a number in it, so I created "star fourz." Though I pronounce it "star four-zee" now, just because that comes more naturally from its spelling. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 03:51 PM
| ID: 909835 | 23 Words
| ID: 909835 | 23 Words
Of course I do. Doesn't everybody? I mean, especially if you don't have an early lunch. Speaking of hunger, I'm hungry right now........ |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 03:00 PM
| ID: 909780 | 21 Words
| ID: 909780 | 21 Words
The longest I've ever stayed up is for 21 hours. I think I've done it twice. Just staying up with friends. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 02:31 PM
| ID: 909749 | 34 Words
| ID: 909749 | 34 Words
Before my family, we used this web browser called Juno. It was so slow it took 15 seconds to load a page when it was going really fast. And it only worked with dial-up. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 02:00 PM
| ID: 909708 | 33 Words
| ID: 909708 | 33 Words
The cookie, by a far shot. The cream doesn't taste good by itself, but I could take the chocolate, throw out the cream, and eat it with milk, and it would be delicious. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 01:57 PM
| ID: 909704 | 36 Words
| ID: 909704 | 36 Words
star4z
Level: 26





POSTS: 95/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287





POSTS: 95/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287

Likes: 1 Dislikes: 0
This is a short game, so I had trouble already making it this long. I have done a longer one- check out my Ocarina of Time: Master Quest review, which is in excess of 2000 words. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-19-13 11:12 AM
| ID: 909552 | 560 Words
| ID: 909552 | 560 Words
star4z
Level: 26





POSTS: 94/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287





POSTS: 94/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287

Likes: 1 Dislikes: 0
Story The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe tells the story of four children: Peter, Susan, Edmund, and Lucy, who flee inland during World War II to escape the bombings. They find another world through a wardrobe in the house of the professor they are staying with. The land is under the control of a powerful sorceress, the White Witch. They work together with the talking creatures of the land, called Narnia, to overthrow her. This game beautifully portrays the story originally told by C. S. Lewis. It felt so fresh and new the whole way, while telling a familiar story, with some parts added from the new movie (as opposed to the old B. B. C. movie). It felt great to interact with familiar characters, such as the Beavers, Mr. Tumnus, and Aslan. I was compelled by this game’s visualization of the land of Narnia. Gameplay The exploration of The Lion, the Witch, and the Wardrobe was a continual joy. Going into such classic places as the Beaver’s house, the White Witch’s castle, and the Professor’s mansion gave me the satisfaction of feeling like I was in the old days when the walls of your house were made of real, solid wood, and the wood had a nice smell that mingled with the smell of herbs, burning over the fi Battle was a little touchy at times, and I found myself favoring Peter for hand-to-hand combat because of his weapon of choice. However, it was still nice to use each character’s individual abilities, and the “spells” you learn throughout the game add a nice level of puzzle solving to be done. My favorite part of the game was a short chapter in which you have to cross a bunch of icebergs without drowning. I was impressed by the gameplay of the level, which is the only level where I got tense, because of the amount of concentration the level took. The only downside I saw to this level was that it was from the movie, not the book. One downside to the gameplay is that the characters’ walking animations are a little stilted, but this is not unusual in the Game Boy Advance generation. This game felt more three dimensional that most Game Boy Advance games because the camera takes a lower angle than top-down. Graphics The graphics of this game are simply beautiful. Everything looks very organic, and any repetition of tiles is, for the most part, unnoticeable. The graphics felt very original and fit the story, setting, and characters pretty well. Audio The soundtrack for this game is very appropriate and does its job very well. It sounds very wintry and somewhat haunting. Sound effects weren’t especially amazing, but they were okay. Addictiveness This game was fun for the first time through, but after that, I didn’t feel an urge to play it again. The exception to this was the iceberg level, which I replayed once, and was rewarded with the discovery of another object for the Mr. Tumnus’ House collection. However, completing the collection was not a great enough motivation to play the game any more. Depth & Difficulty This game is okay in length, but only takes up to three hours to beat. The game is pretty easy as a whole, but in some parts it is easy to get lost. The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe tells the story of four children: Peter, Susan, Edmund, and Lucy, who flee inland during World War II to escape the bombings. They find another world through a wardrobe in the house of the professor they are staying with. The land is under the control of a powerful sorceress, the White Witch. They work together with the talking creatures of the land, called Narnia, to overthrow her. This game beautifully portrays the story originally told by C. S. Lewis. It felt so fresh and new the whole way, while telling a familiar story, with some parts added from the new movie (as opposed to the old B. B. C. movie). It felt great to interact with familiar characters, such as the Beavers, Mr. Tumnus, and Aslan. I was compelled by this game’s visualization of the land of Narnia. Gameplay The exploration of The Lion, the Witch, and the Wardrobe was a continual joy. Going into such classic places as the Beaver’s house, the White Witch’s castle, and the Professor’s mansion gave me the satisfaction of feeling like I was in the old days when the walls of your house were made of real, solid wood, and the wood had a nice smell that mingled with the smell of herbs, burning over the fi Battle was a little touchy at times, and I found myself favoring Peter for hand-to-hand combat because of his weapon of choice. However, it was still nice to use each character’s individual abilities, and the “spells” you learn throughout the game add a nice level of puzzle solving to be done. My favorite part of the game was a short chapter in which you have to cross a bunch of icebergs without drowning. I was impressed by the gameplay of the level, which is the only level where I got tense, because of the amount of concentration the level took. The only downside I saw to this level was that it was from the movie, not the book. One downside to the gameplay is that the characters’ walking animations are a little stilted, but this is not unusual in the Game Boy Advance generation. This game felt more three dimensional that most Game Boy Advance games because the camera takes a lower angle than top-down. Graphics The graphics of this game are simply beautiful. Everything looks very organic, and any repetition of tiles is, for the most part, unnoticeable. The graphics felt very original and fit the story, setting, and characters pretty well. Audio The soundtrack for this game is very appropriate and does its job very well. It sounds very wintry and somewhat haunting. Sound effects weren’t especially amazing, but they were okay. Addictiveness This game was fun for the first time through, but after that, I didn’t feel an urge to play it again. The exception to this was the iceberg level, which I replayed once, and was rewarded with the discovery of another object for the Mr. Tumnus’ House collection. However, completing the collection was not a great enough motivation to play the game any more. Depth & Difficulty This game is okay in length, but only takes up to three hours to beat. The game is pretty easy as a whole, but in some parts it is easy to get lost. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-18-13 02:17 PM
| ID: 908614 | 2076 Words
| ID: 908614 | 2076 Words
Background Information After the release of the original Ocarina of Time, rumors were circulating about two new titles for the N64 DD: Ura Zelda and Zelda Gaiden. The N64 DD failed as a system, but Zelda Gaiden was still released as a standalone title: The Legend of Zelda: Majora’s Mask. However, Ura Zelda was never released. In theory. However, when Zelda’s Gamecube release came around, The Legend of Zelda: The Wind Waker, a pre-order special included an extra disk with Ocarina of Time, and a previously unreleased title, Master Quest, which included improved graphics, and harder puzzles. A look at the Japanese version showed that it was entitled, “Ura Zelda.” There are problems with this being of the promised game, but the official word from Nintendo is that Master Quest is Ura Zelda. The problems fans have with the idea is that the rom ripped from the Gamecube disc that forms the Master Quest N64 rom would fit on a normal N64 cartridge, while Zelda Ura was supposed to go above and beyond the normal Ocarina of Time. I think maybe this is because they didn’t finish programming the Master Quest beyond what was necessary for the Gamecube release because they were not going to release the game originally. Graphics The graphics of the Master Quest are improved from that of the of the original, but not to a great extent. The graphics are the most noticeably different in the UI, such as the health meter, and the opening title logo. Apart from being a re-release, the textures are pretty good. The textures look good on smaller objects, but they often look stretched or very repetitive on larger areas, a result on the small amount of space the Nintendo 64 allowed for textures on a cartridge. I think that all the characters in the game look somewhat realistic (as far as they are supposed to be), but I found Ganondorf’s head too skinny, and the eyes on adult Link’s head were too close together. Otherwise, the textures were amazing. The character models for the game are better than usual for the Nintendo 64/ Playstation One generation, but they still are easily defined as polygonal. Gameplay Not unexpectedly, the gameplay of the Master Quest is almost identical to the original. You use the main stick to walk around, the C buttons to conduct the ocarina, as well as up on the C stick give you first person view. The Z trigger centers the camera on you or tracks an enemy. The other three directions on the C buttons allow you to use items, which are assigned in the pause menu. The A button is the action button, and the B button is the sword button. When you need to jump a gap, you auto-jump (meaning your character does it on his own, you don’t need a button). You break a pot or cut some grass, you get rupees or a heart. You lock on something, you can jump back, slash attack it, jump attack it, et cetera. You walk up to wall of vines, you begin to climb it. You reach a ledge about shoulder height. Difficulty While the Master Quest is very much like the original Ocarina of Time, at the same time it is very different. The more difficult gameplay is what separates this game from the original. Harder enemies are introduced much earlier in the game, which means you have to work more on you fighting skills a lot more. Also, the puzzles in the game are much, much more complex. All of the dungeons have been redone to be much harder, to the extent that rooms in the Master Quest are completely unrecognizable from their original forms in the non-disc drive release. The Master Quest takes tons of thought to finish, making it one of the hardest puzzle games ever. (I’m not saying this game is the best puzzle game ever, or the hardest puzzle game ever, but it’s pretty hard for the adventure genre.) For example, in Jabu-Jabu’s belly, the basic puzzle is shooting the cow heads on the wall with the slingshot. But then, in the room right before the big boss of the dungeon (Barinade), you see a couple cow heads on either side of the room. Shooting the one on the left leads to a treasure chest dropping by the door, but you still can’t go through the door. Shooting the one on the right apparently does nothing. However, what you’re supposed to do is shoot the cow’s head on the right four times. What I didn’t notice the first four or so times was that the cow’s head moved up about a virtual foot each time you shot at it. In the original, all you had to do was throw your boomerang at a switch, or put a box on the switch. Mini Games In Ocarina of Time, there is a lot of mini games that you can spend your time performing in the free time you wouldn’t actually have if you were trying to save a nation in trouble, but that’s beside the point. The point is that you can play a lot of mini games to earn objects that will help you in your quest for getting everything in the game or replenishing your supplies, such as a shield, because you were being such a noob, and weren’t cutting all of the grass and pots, or got your shield on fire. Anyways, these games are a fun way to let off steam, like the bombchu bowling alley, the Zora’s rupee dive, shooting gallery, fishing, and jam session with the Skull kids. Sound: Music Oh my goodness, this is my favorite part. The music from Ocarina of Time just blows me away. (The Master Quest has exactly the same music as the original Ocarina of Time.) The music of Kokiri Forest makes me feel like I’m in a small, wooden village where I can run around with my friends and have fun all the time, and not be the least bit afraid of danger. Hyrule Field makes me think of a large area with lots to explore (unfortunately, this isn’t as true as I wish it was), where there is danger, but I can easily overcome it. Zora’s Domain reminds me of a tropical beach. (Specifically, Hawaii.) Lost Woods makes me feel like I’m casually strolling towards a destination, which makes running through black holes less boring. Temple of Time is reminiscent of a large cathedral with a high, arched ceiling and large stained glass windows. Classic Zelda songs make their appearances in Ocarina of Time as well, such as Zelda’s Lullaby. Also, the Title Theme is taken from the ocarina melody in the original Legend of Zelda for the Nintendo Entertainment System. Kakariko Village is very similar to the version found in A Link to the Past (for the Super Nintendo). Sound: Effects This game continues with the classic cheesy but funny Zelda sound effects. Hearing Link say, “hup!” every time he climbs a ledge, Link saying “Hiyah!” every time he does the spin move with the sword, and Navi saying “Hey!” is totally classic. This may sound perverted, but I even like Link’s suffocating death sound effect. The unspoken sound effects, such as pressing a switch, hitting your sword against some hard, and a deku nut exploding, are pretty good. I didn’t realize that some of the effects were orchestrated until I listened to the Skyward Sword soundtrack, in which they orchestrated those sound effects. The “You solved a puzzle!”, death, and open a treasure chest sound effects show Nintendo’s skill in these areas. 2D to 3D Ocarina of Time is the first game in The Legend of Zelda series that features three dimensions in game. (According to Nintendo, “A Link Between Worlds” for 3DS is the first three-dimensional game, but that’s 3D in a real life kind of way.) Ocarina of Time very smoothly converted the classic gameplay into a modern gameplay style that the series strictly stayed with, even up to Twilight Princess for Gamecube and Wii. Skyward Sword even follows the same style, but adds an entirely different form of control. The hookshot now becomes an object that can shoot at anything wooden and targets, and swing or grapple towards that project, but originally, in A Link to the Past, you could shoot it at enemies to stun or kill them, or if there was a pot or something of the sort on the ground that you could pick up if you were next to it, you could grapple to that. In A Link to the Past, you would see and eye of sorts across a gap, and you would have to shoot it with your arrows to open the path ahead. In Ocarina of Time, an eye would be hidden somewhere above the door, and you would have to aim and shoot it with your slingshot. Addictiveness The Master Quest is very addictive, as all Zelda games are, but it’s not as addictive as Wind Waker [GC] or Twilight Princess [GC, Wii]. Ocarina started the trends that newer Zelda games followed, especially in dungeon format and overworld. If I could, I would play this game forever. (Except during the Jabu-Jabu’s belly dungeon. That dungeon is painful to play through.) Side quests are pretty fun to do, too, like catching all the cuccos. However, exploring the town areas is my favorite activity, such a Kokiri Forest, Kakariko Village, Zora’s Domain, and Goron City. Story The story of Ocarina of Time is unchanged in the re-release. Ocarina of Time tells of a young boy who is chosen to be the Hero of Time. He grows up in a forest with other children under the care of the Great Deku Tree, but one day the Deku Tree has a vision of a forthcoming danger, and he sends the young boy, named Link, out on an adventure to save the land of Hyrule. Link goes to Hyrule Castle Town, the capital of Hyrule, where he meets Princess Zelda, who also believes that there is an eminent danger, and she believes it is in the form of the demon thief, Ganondorf. She tasks him with collecting the three Spiritual Stones, which would allow him to retrieve the Master Sword from its pedestal in the Temple of Time, one of which he has already received from the Deku Tree. He collects the second stone from the Goron in Death Mountain, and the third gem from the Zora in their domain. He heads back to see Zelda, but finds them fleeing Hyrule Castle, with Ganondorf on their tail. Zelda throws the Ocarina of Time into the moat, and Link picks it up and heads into the Temple of Time. Link plays the Song of Time and places the three stones in their respective places, and the door to the Master Sword and the sacred realm opens. Ganondorf, however, has followed Link, and he goes into the sacred realm, where the Triforce is. Link is then sealed in the Temple of Time for seven years. When he awakes, Ganondorf has Hyrule under his control. He is greeted by Sheik, a member of the Sheikah tribe, who helps him in his quest. He goes into all the temples to wake up the sages, so that he can seal Ganondorf away. He then continues to do so, but when he has awoken all the sages, he has to fight Ganondorf. After initially defeating Ganondorf, Ganondorf transform into the beast-like Ganon. Link then defeats him, and Ganondorf is sealed away. Link is then transported back to his own time by Zelda, where he prevents Ganondorf’s rise to power, and is not remembered for his heroism, except by Zelda. This story made me think about how determined Link was to save his kingdom, that he left his home and went out into a large new world, and eventually destroyed the threat to society, without receiving much praise back in his own time. Size Ocarina of Time is very vast. Hyrule Field alone is very vast. The dungeons may not be very big, but the game is pretty large for its time. The amount of individual areas you can go to is a pretty good sized number. There is a good amount of side quests in each area, so you are always going back to an area you already visited to get more stuff. After the release of the original Ocarina of Time, rumors were circulating about two new titles for the N64 DD: Ura Zelda and Zelda Gaiden. The N64 DD failed as a system, but Zelda Gaiden was still released as a standalone title: The Legend of Zelda: Majora’s Mask. However, Ura Zelda was never released. In theory. However, when Zelda’s Gamecube release came around, The Legend of Zelda: The Wind Waker, a pre-order special included an extra disk with Ocarina of Time, and a previously unreleased title, Master Quest, which included improved graphics, and harder puzzles. A look at the Japanese version showed that it was entitled, “Ura Zelda.” There are problems with this being of the promised game, but the official word from Nintendo is that Master Quest is Ura Zelda. The problems fans have with the idea is that the rom ripped from the Gamecube disc that forms the Master Quest N64 rom would fit on a normal N64 cartridge, while Zelda Ura was supposed to go above and beyond the normal Ocarina of Time. I think maybe this is because they didn’t finish programming the Master Quest beyond what was necessary for the Gamecube release because they were not going to release the game originally. Graphics The graphics of the Master Quest are improved from that of the of the original, but not to a great extent. The graphics are the most noticeably different in the UI, such as the health meter, and the opening title logo. Apart from being a re-release, the textures are pretty good. The textures look good on smaller objects, but they often look stretched or very repetitive on larger areas, a result on the small amount of space the Nintendo 64 allowed for textures on a cartridge. I think that all the characters in the game look somewhat realistic (as far as they are supposed to be), but I found Ganondorf’s head too skinny, and the eyes on adult Link’s head were too close together. Otherwise, the textures were amazing. The character models for the game are better than usual for the Nintendo 64/ Playstation One generation, but they still are easily defined as polygonal. Gameplay Not unexpectedly, the gameplay of the Master Quest is almost identical to the original. You use the main stick to walk around, the C buttons to conduct the ocarina, as well as up on the C stick give you first person view. The Z trigger centers the camera on you or tracks an enemy. The other three directions on the C buttons allow you to use items, which are assigned in the pause menu. The A button is the action button, and the B button is the sword button. When you need to jump a gap, you auto-jump (meaning your character does it on his own, you don’t need a button). You break a pot or cut some grass, you get rupees or a heart. You lock on something, you can jump back, slash attack it, jump attack it, et cetera. You walk up to wall of vines, you begin to climb it. You reach a ledge about shoulder height. Difficulty While the Master Quest is very much like the original Ocarina of Time, at the same time it is very different. The more difficult gameplay is what separates this game from the original. Harder enemies are introduced much earlier in the game, which means you have to work more on you fighting skills a lot more. Also, the puzzles in the game are much, much more complex. All of the dungeons have been redone to be much harder, to the extent that rooms in the Master Quest are completely unrecognizable from their original forms in the non-disc drive release. The Master Quest takes tons of thought to finish, making it one of the hardest puzzle games ever. (I’m not saying this game is the best puzzle game ever, or the hardest puzzle game ever, but it’s pretty hard for the adventure genre.) For example, in Jabu-Jabu’s belly, the basic puzzle is shooting the cow heads on the wall with the slingshot. But then, in the room right before the big boss of the dungeon (Barinade), you see a couple cow heads on either side of the room. Shooting the one on the left leads to a treasure chest dropping by the door, but you still can’t go through the door. Shooting the one on the right apparently does nothing. However, what you’re supposed to do is shoot the cow’s head on the right four times. What I didn’t notice the first four or so times was that the cow’s head moved up about a virtual foot each time you shot at it. In the original, all you had to do was throw your boomerang at a switch, or put a box on the switch. Mini Games In Ocarina of Time, there is a lot of mini games that you can spend your time performing in the free time you wouldn’t actually have if you were trying to save a nation in trouble, but that’s beside the point. The point is that you can play a lot of mini games to earn objects that will help you in your quest for getting everything in the game or replenishing your supplies, such as a shield, because you were being such a noob, and weren’t cutting all of the grass and pots, or got your shield on fire. Anyways, these games are a fun way to let off steam, like the bombchu bowling alley, the Zora’s rupee dive, shooting gallery, fishing, and jam session with the Skull kids. Sound: Music Oh my goodness, this is my favorite part. The music from Ocarina of Time just blows me away. (The Master Quest has exactly the same music as the original Ocarina of Time.) The music of Kokiri Forest makes me feel like I’m in a small, wooden village where I can run around with my friends and have fun all the time, and not be the least bit afraid of danger. Hyrule Field makes me think of a large area with lots to explore (unfortunately, this isn’t as true as I wish it was), where there is danger, but I can easily overcome it. Zora’s Domain reminds me of a tropical beach. (Specifically, Hawaii.) Lost Woods makes me feel like I’m casually strolling towards a destination, which makes running through black holes less boring. Temple of Time is reminiscent of a large cathedral with a high, arched ceiling and large stained glass windows. Classic Zelda songs make their appearances in Ocarina of Time as well, such as Zelda’s Lullaby. Also, the Title Theme is taken from the ocarina melody in the original Legend of Zelda for the Nintendo Entertainment System. Kakariko Village is very similar to the version found in A Link to the Past (for the Super Nintendo). Sound: Effects This game continues with the classic cheesy but funny Zelda sound effects. Hearing Link say, “hup!” every time he climbs a ledge, Link saying “Hiyah!” every time he does the spin move with the sword, and Navi saying “Hey!” is totally classic. This may sound perverted, but I even like Link’s suffocating death sound effect. The unspoken sound effects, such as pressing a switch, hitting your sword against some hard, and a deku nut exploding, are pretty good. I didn’t realize that some of the effects were orchestrated until I listened to the Skyward Sword soundtrack, in which they orchestrated those sound effects. The “You solved a puzzle!”, death, and open a treasure chest sound effects show Nintendo’s skill in these areas. 2D to 3D Ocarina of Time is the first game in The Legend of Zelda series that features three dimensions in game. (According to Nintendo, “A Link Between Worlds” for 3DS is the first three-dimensional game, but that’s 3D in a real life kind of way.) Ocarina of Time very smoothly converted the classic gameplay into a modern gameplay style that the series strictly stayed with, even up to Twilight Princess for Gamecube and Wii. Skyward Sword even follows the same style, but adds an entirely different form of control. The hookshot now becomes an object that can shoot at anything wooden and targets, and swing or grapple towards that project, but originally, in A Link to the Past, you could shoot it at enemies to stun or kill them, or if there was a pot or something of the sort on the ground that you could pick up if you were next to it, you could grapple to that. In A Link to the Past, you would see and eye of sorts across a gap, and you would have to shoot it with your arrows to open the path ahead. In Ocarina of Time, an eye would be hidden somewhere above the door, and you would have to aim and shoot it with your slingshot. Addictiveness The Master Quest is very addictive, as all Zelda games are, but it’s not as addictive as Wind Waker [GC] or Twilight Princess [GC, Wii]. Ocarina started the trends that newer Zelda games followed, especially in dungeon format and overworld. If I could, I would play this game forever. (Except during the Jabu-Jabu’s belly dungeon. That dungeon is painful to play through.) Side quests are pretty fun to do, too, like catching all the cuccos. However, exploring the town areas is my favorite activity, such a Kokiri Forest, Kakariko Village, Zora’s Domain, and Goron City. Story The story of Ocarina of Time is unchanged in the re-release. Ocarina of Time tells of a young boy who is chosen to be the Hero of Time. He grows up in a forest with other children under the care of the Great Deku Tree, but one day the Deku Tree has a vision of a forthcoming danger, and he sends the young boy, named Link, out on an adventure to save the land of Hyrule. Link goes to Hyrule Castle Town, the capital of Hyrule, where he meets Princess Zelda, who also believes that there is an eminent danger, and she believes it is in the form of the demon thief, Ganondorf. She tasks him with collecting the three Spiritual Stones, which would allow him to retrieve the Master Sword from its pedestal in the Temple of Time, one of which he has already received from the Deku Tree. He collects the second stone from the Goron in Death Mountain, and the third gem from the Zora in their domain. He heads back to see Zelda, but finds them fleeing Hyrule Castle, with Ganondorf on their tail. Zelda throws the Ocarina of Time into the moat, and Link picks it up and heads into the Temple of Time. Link plays the Song of Time and places the three stones in their respective places, and the door to the Master Sword and the sacred realm opens. Ganondorf, however, has followed Link, and he goes into the sacred realm, where the Triforce is. Link is then sealed in the Temple of Time for seven years. When he awakes, Ganondorf has Hyrule under his control. He is greeted by Sheik, a member of the Sheikah tribe, who helps him in his quest. He goes into all the temples to wake up the sages, so that he can seal Ganondorf away. He then continues to do so, but when he has awoken all the sages, he has to fight Ganondorf. After initially defeating Ganondorf, Ganondorf transform into the beast-like Ganon. Link then defeats him, and Ganondorf is sealed away. Link is then transported back to his own time by Zelda, where he prevents Ganondorf’s rise to power, and is not remembered for his heroism, except by Zelda. This story made me think about how determined Link was to save his kingdom, that he left his home and went out into a large new world, and eventually destroyed the threat to society, without receiving much praise back in his own time. Size Ocarina of Time is very vast. Hyrule Field alone is very vast. The dungeons may not be very big, but the game is pretty large for its time. The amount of individual areas you can go to is a pretty good sized number. There is a good amount of side quests in each area, so you are always going back to an area you already visited to get more stuff. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-18-13 01:14 PM
| ID: 908585 | 19 Words
| ID: 908585 | 19 Words
I think Google Chrome is the best because it has the greatest amount of apps and extensions and themes. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Sorry, terrorists came and bombed the island, so it's gone, and they won't let you go to the island anyways. I want the person who replies to this to live a long life. I want the person who replies to this to live a long life. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-18-13 12:17 PM
| ID: 908528 | 530 Words
| ID: 908528 | 530 Words
star4z
Level: 26





POSTS: 90/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287





POSTS: 90/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287

Likes: 1 Dislikes: 0
Game play: Dungeon Format and Objectives Pokémon Mystery Dungeon: Red Rescue Team is a dungeon (no, really.) game in which you control a Pokémon in a team with the objective of finding an object, finding a lost Pokémon, escorting a Pokémon to its Pokémon friend, completing the dungeon and defeat the (usually) legendary boss, or recruit a Pokémon as a team member. You have a maximum of three members in a team. Dungeons range from 3 floors minimum (First dungeon and training levels.) to 99 floors. (Floors may go up or down, but only in one direction.) Playing through dungeons to defeat and hopefully recruit a boss is really fun, but other tasks can be very monotonous. One thing I don’t like about the game, but I still feel that it adds something to the game is traps. They never help you. Game play: Battling Fighting is in a style reminiscent of the traditional Pokémon games, yet distinctly different. You press B to open the menu, and you can choose your moves. However, that isn’t the limit to what you can do. There is a very finite limit to your PP (okay, a normal level,) which means you can’t defeat every enemy with a move in a dungeon. By pressing A, your character attacks the character in the space in front of them. Using gravel rocks, sticks, silver spikes, and iron spikes also inflict damage upon you opponent. Also, moves don’t always do the same thing as they do in the real game. For example, sandstorm hurts all opponents in a room, and flamethrower hurts the next opponent in a straight line. Art/Graphics The art of this game is really pretty- it feels cozy when you walk around town, and I feel a longing to walk around south of the fighting dojo to see more of the waterfall. The dungeon textures are pretty good, but as would be expected, they are pretty repetitive. Sound The music of this game is pretty good, especially the Title Theme and Town Theme. However, the dungeon songs aren’t as well written. Addictiveness This game is pretty addictive, but after the main story, the long 99 floor dungeons can get you off it. Also, sometimes you wish you had a friend to rescue you so that you can continue from where you were. Story The main storyline of this game is pretty compelling. You start a rescue team from scratch, are haunted by dreams of a Pokémon from the human world, Gengar is always on your case, and you get exiled. You save the world from destruction, and you help Gengar be reconciled with his former Pokémon. Some of the side quests are compelling, too, like the Latios and Latias story. My favorite moment is when you defeat Rayquaza and he destroys the meteor with hyper beam. And I almost cried at the end when Pikachu was crying because I was returning back to my home world. Other This game is huge. Gigantic. It takes well over thirty hours to completely beat all the dungeons and recruit all the legendaries. This game isn’t too difficult, but you have to be careful to bring enough resources. Pokémon Mystery Dungeon: Red Rescue Team is a dungeon (no, really.) game in which you control a Pokémon in a team with the objective of finding an object, finding a lost Pokémon, escorting a Pokémon to its Pokémon friend, completing the dungeon and defeat the (usually) legendary boss, or recruit a Pokémon as a team member. You have a maximum of three members in a team. Dungeons range from 3 floors minimum (First dungeon and training levels.) to 99 floors. (Floors may go up or down, but only in one direction.) Playing through dungeons to defeat and hopefully recruit a boss is really fun, but other tasks can be very monotonous. One thing I don’t like about the game, but I still feel that it adds something to the game is traps. They never help you. Game play: Battling Fighting is in a style reminiscent of the traditional Pokémon games, yet distinctly different. You press B to open the menu, and you can choose your moves. However, that isn’t the limit to what you can do. There is a very finite limit to your PP (okay, a normal level,) which means you can’t defeat every enemy with a move in a dungeon. By pressing A, your character attacks the character in the space in front of them. Using gravel rocks, sticks, silver spikes, and iron spikes also inflict damage upon you opponent. Also, moves don’t always do the same thing as they do in the real game. For example, sandstorm hurts all opponents in a room, and flamethrower hurts the next opponent in a straight line. Art/Graphics The art of this game is really pretty- it feels cozy when you walk around town, and I feel a longing to walk around south of the fighting dojo to see more of the waterfall. The dungeon textures are pretty good, but as would be expected, they are pretty repetitive. Sound The music of this game is pretty good, especially the Title Theme and Town Theme. However, the dungeon songs aren’t as well written. Addictiveness This game is pretty addictive, but after the main story, the long 99 floor dungeons can get you off it. Also, sometimes you wish you had a friend to rescue you so that you can continue from where you were. Story The main storyline of this game is pretty compelling. You start a rescue team from scratch, are haunted by dreams of a Pokémon from the human world, Gengar is always on your case, and you get exiled. You save the world from destruction, and you help Gengar be reconciled with his former Pokémon. Some of the side quests are compelling, too, like the Latios and Latias story. My favorite moment is when you defeat Rayquaza and he destroys the meteor with hyper beam. And I almost cried at the end when Pikachu was crying because I was returning back to my home world. Other This game is huge. Gigantic. It takes well over thirty hours to completely beat all the dungeons and recruit all the legendaries. This game isn’t too difficult, but you have to be careful to bring enough resources. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-17-13 05:14 PM
| ID: 907987 | 18 Words
| ID: 907987 | 18 Words
I've never seen nor caught a shiny Pokémon. Maybe because I haven't played long enough on one game. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
10-16-13 08:10 PM
| ID: 907445 | 717 Words
| ID: 907445 | 717 Words
star4z
Level: 26





POSTS: 88/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287





POSTS: 88/127
POST EXP: 13279
LVL EXP: 95775
CP: 906.9
VIZ: 47287

Likes: 1 Dislikes: 0
Crash Bandicoot Purple: Ripto's Rampage is an unassuming title. It makes you expect something like Crash, where the main antagonist from Spyro is the main bad guy; typical marketing scheme. However, this game is more than that. The fact that Crash and Spyro work together to defeat their arch enemies is an unsurprising plot, but the companion game, Spyro Orange, creates for interesting story interaction. Playing through Spyro's homeworld as Crash is an interesting experience. The graphics of this game are pretty amazing for the GBA. Though this game is a sandbox side-scroller, the game achieves an amazing level of three dimensions for the Game Boy Advance, as the platforms are all three-dimensional. Not much is lost in the conversion from the three dimensional games to this two-dimensional one. All the characters look much the same as they do in the three-dimensional ones, and the cutscenes look very advanced for the generation. The platforming sections are basically (artwise) the same format, but each world has its own background pattern, and style of platforms. The lava animations are pretty good for the time. The textures for Spyro’s homeworld are the most impressive, but the other textures live up to a good, albeit slight lower standard of quality. The sound quality of the game is pretty good, but the sound effects can be overly repetitive. The music is average quality for the system, and not especially well written. The game includes spoken sound effects, such as “Yow!”, but nothing in the way of narration, which, admittedly, is usual for the GBA. The gameplay of this game takes quite some getting used to, but once you have beaten the game, the platforming sections are pretty easy. The platforming sections include traps such as jumping lava (very lifelike, you can be sure), swinging axes, falling icicles, and lab assistants with flame throwers. I was a little disappointed at the unreactiveness of the enemies: They all worked on timers that told them to walk, fly, or whatever, and do an offensive move at some random point in their timer. For example, a cliched ultra large venus fly trap random snaps on a timer, a lab flame assistant turns on the flame thrower every so often just for fun, and the monsters walk in circles or fly up and down. The moving platforms, jump (up arrow) boxes, and plain (but sometimes short/ tiny) floating platforms can pose a challenge at times, teaching you to save at mini-games. Thankfully, the one-way trips posed by the breakable crates in the traditional three-dimensional Crash Bandicoot games are only present in the crate smash and crate step games. The mini-games range in difficulty from very easy to extremely hard, even within a level. The polar bear games take more practice than others, but are moderately leveled. The jetpack games are very easy, with little practice necessary. I beat the hardest level in arcade and achieved getting both the purple and silver levels. The helicopter games are really, really hard. They takes tons of patience. The sheep slaughter games are relatively easy, as long as you system is responsive, and you keep your eye out for black sheep. The bat flying/ rocket launcher game is pretty easy to beat, but getting all the boxes to achieve the necessary silver gem is a very hard chore. The weightlifting games are unnecessary to beat, but they are beatable up until the last one, which I could not beat while hitting the ‘A’ button with both index fingers alternatively. The crate smash and crate step games take some patience, but can be completed with some time. Freefalling is insanely easy early on, and pretty hard at the end, but beatable. The bosses aren’t very hard, they only represent slightly more advanced versions of the other mini-games, albeit with slightly different objectives. For example, the Tiny boss level was a variation on the tank game, the Nina boss level is a variation on the bear game, and the Ripto level is a variation on the bat game. A few of the boss levels are unique, like the Spyro level and the final boss. The Spyro battle is especially memorable, and I felt disappointed that it was not available in a harder version anywhere, though I think it’s cool to play on multiplayer. The graphics of this game are pretty amazing for the GBA. Though this game is a sandbox side-scroller, the game achieves an amazing level of three dimensions for the Game Boy Advance, as the platforms are all three-dimensional. Not much is lost in the conversion from the three dimensional games to this two-dimensional one. All the characters look much the same as they do in the three-dimensional ones, and the cutscenes look very advanced for the generation. The platforming sections are basically (artwise) the same format, but each world has its own background pattern, and style of platforms. The lava animations are pretty good for the time. The textures for Spyro’s homeworld are the most impressive, but the other textures live up to a good, albeit slight lower standard of quality. The sound quality of the game is pretty good, but the sound effects can be overly repetitive. The music is average quality for the system, and not especially well written. The game includes spoken sound effects, such as “Yow!”, but nothing in the way of narration, which, admittedly, is usual for the GBA. The gameplay of this game takes quite some getting used to, but once you have beaten the game, the platforming sections are pretty easy. The platforming sections include traps such as jumping lava (very lifelike, you can be sure), swinging axes, falling icicles, and lab assistants with flame throwers. I was a little disappointed at the unreactiveness of the enemies: They all worked on timers that told them to walk, fly, or whatever, and do an offensive move at some random point in their timer. For example, a cliched ultra large venus fly trap random snaps on a timer, a lab flame assistant turns on the flame thrower every so often just for fun, and the monsters walk in circles or fly up and down. The moving platforms, jump (up arrow) boxes, and plain (but sometimes short/ tiny) floating platforms can pose a challenge at times, teaching you to save at mini-games. Thankfully, the one-way trips posed by the breakable crates in the traditional three-dimensional Crash Bandicoot games are only present in the crate smash and crate step games. The mini-games range in difficulty from very easy to extremely hard, even within a level. The polar bear games take more practice than others, but are moderately leveled. The jetpack games are very easy, with little practice necessary. I beat the hardest level in arcade and achieved getting both the purple and silver levels. The helicopter games are really, really hard. They takes tons of patience. The sheep slaughter games are relatively easy, as long as you system is responsive, and you keep your eye out for black sheep. The bat flying/ rocket launcher game is pretty easy to beat, but getting all the boxes to achieve the necessary silver gem is a very hard chore. The weightlifting games are unnecessary to beat, but they are beatable up until the last one, which I could not beat while hitting the ‘A’ button with both index fingers alternatively. The crate smash and crate step games take some patience, but can be completed with some time. Freefalling is insanely easy early on, and pretty hard at the end, but beatable. The bosses aren’t very hard, they only represent slightly more advanced versions of the other mini-games, albeit with slightly different objectives. For example, the Tiny boss level was a variation on the tank game, the Nina boss level is a variation on the bear game, and the Ripto level is a variation on the bat game. A few of the boss levels are unique, like the Spyro level and the final boss. The Spyro battle is especially memorable, and I felt disappointed that it was not available in a harder version anywhere, though I think it’s cool to play on multiplayer. |
Member
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Affected by 'Laziness Syndrome'
Registered: 06-22-13
Last Post: 3375 days
Last Active: 1556 days
Page Comments
This page has no comments