Archive for the ‘Gaming’ Category

Bomberman Blast is a blast!

Tuesday, September 23rd, 2008

Last weekend I downloaded a WiiWare title for the first time, Bomberman Blast. Funny enough the only game I have bought for the Virtual Console is Bomberman ‘93

I had very high anticipations for this new Bomberman game as it features eight player mayhem not only online but locally as well! That’s one crowded couch! I knew of this beforehand and even wrote a suggestion for control setups for the developer, but sadly none of my ideas were implemented, not even using the nuchuk instead of the GameCube controller, sad face.

I tried to write some comprehensible summary of the game, but here are my immediate feelings about the game instead.

I was skeptical to a 3D-bomberman, due to the perspective distortion, but it didn’t take long for me to love it anyway! The graphics are smooth and nice, the levels look gorgeous and the sounds are a treat. I guess after playing Bomberman ‘93 for several months that’s what anyone would think.

It is quite easy to start to play, just add players, enter a game mode, change settings if you want and launch a level! You can register players, but I guess that is mostly useful online… otherwise you can play as a Bomberman or a Mii. Playing like Miis are quite nice actually, especially when there many people. No more “WHO IS RED AGAIN? WHO WAS BLUE? WHO IS THE GREEN GUY?” when you can see who people actually are, even if the Bomberman is cute and all :P

I recognized a bunch of powerups, like the throw glove, punch glove, kick boot, roller skates, extra bomb, flame, golden flame, triple bomb, water bomb, land mine, power bomb, spiky bomb and of course the epic virus skull! New powerups (for me) were the dangerous bomb, and the powerDOWNs, the blue flame, minus bomb and minus boot.

In addition to powerups you can pick up items which you use by either shaking your Wii remote or alternately tapping your shoulder buttons on your GameCube controller. These items are the rocket pack, shield and bomb disguise. They seem overpowered at first, but the rocket pack and shield takes a bit of skill and brains to use. If someone managed to use them successfully, it’s a laugh!

I have yet to play eight players. We did play six players, and it was a (huhu) blast. I have ordered extension cables for the GameCube controllers as the WaveBird controller is just about impossible to get your hands on now, cheaply anyway.

Oh, and I think the starting blast range is shorter than before. Probably as that enables smaller starting areas, which means room for more players! It has caused me to bomb a spot three or four times in a row without hitting anything though :P but that was way past midnight too.

All in all, if you are like me, and love local multiplayer games (well, it has online too), these will be 1000 Wii points very well spent! And as an owner of Bomberman ‘93 I have to say that getting Bomberman Blast as well is definitely not a waste. It is very much worth it, especially if you have many merry friends!

Buy it! You will not regret it!

Enjoy!

Halo: Wheels on Fire

Tuesday, June 17th, 2008

This was the pinnacle of my modding “carrier” of Halo 1, which was shortly after it begun. After that I mostly experimented with weird stuff and looked for hidden things.

Here lots of shaders have been swapped, as well as models, projectiles, particles and mainly… vehicle speed. I managed to get the level dark, so the fire from the wheels would be clearly visible.

It was a ton of fun to record, maybe I should boot up the old Xbox with a patched map…

2003-08-25

Open letter to Hudson Soft

Tuesday, May 20th, 2008

About a month ago I wrote up an email to Hudson Soft, makers of the Bomberman series of games, concerning their upcoming games for the Wii. A retail and WiiWare Bomberman title. As I haven’t gotten any reply, I’m posting the message publicly.

I have played the Bomberman games for their multiplayer mayhem for a long time, and I love the series. I’ve prefered the older sprite-based Bomberman games with levels non-distorted by perspective, but these new games will have support for eight players, something hard to get without forcing your friends to get DSes or a Sega Saturn.

I haven’t read anything reliable about how to connect to many players to one console, but so far it seems that you would need four Wiimotes and four GameCube controllers. To me there are way more dynamic solutions to getting eight players on screen, which is why I wrote this letter.

Hello Hudson Soft!

* If this doesn’t reach a person involved with the development of the WiiWare Bomberman game, please forward it if deemed worthy. Thanks! *

My name is Andreas Aronsson, and I just cannot stop myself from emailing you, all the way from Sweden too!

I have read that you are indeed making a classic-ish Bomberman game for the WiiWare service, and perhaps a retail game as well.
I was glad to read that it will support eight players on- and offline, but I was a bit concerned when people said it would require four Gamecube Controllers. It’s not that I don’t have that, just that they aren’t the slickest things to have connected to the Wii console.

Me and my friends often play Bomberman on vintage consoles, and now Bomberman ‘93 on the Virtual Console, but we usually have to pass around the controllers.

My proposal is something I’ve thought of since I got my Wii last year. An idea how to make a massive Bomberman experience with the standard Wii hardware. You might be planning this already, but here goes.

Eight players could easily be achieved with the standard controllers:

  • Four players use the Wii Remotes
  • Four players use Nunchuks attached to the remotes.

A stick and two buttons should be enough for Bomberman, no? It would create a real physical bond between players as well!

That was my main concern, but lets go crazy for a bit.

Nunchuks could be replaced by Classical Controllers, if people have those. This also enables twelve players, as you can share a controller ala Micro Machines. Each player get a stick, a cross/face buttons and two shoulder buttons each, plenty!

Gamecube Controllers could also be added to add another four players, making it 16, but like the Classical Controllers they also have enough sticks and buttons to be shared (stick + cross) to get 20 players on screen at once… ! Which sure sounds like insanity to me.

Let us summarize.

  • Four players on Wii Remotes
  • Four players on the left side of Classical Controllers
  • Four players on the right side of Classical Controllers
  • Four players on the left side of Gamecube Controllers
  • Four players on the right side of Gamecube Controllers

Twenty players is probably not practical, but enabling some of these options would give people a ton of different possible configurations to get eight players in a local game. As an example:

  • Three players on Three Wii Remotes
  • One player on One Nunchuck
  • Two players on One Classical Controller
  • Two players on One Gamecube Controller

Sum: Eight players!

One word, EPIX!

Thank you so much for your time!

Sincere Well Wishes

Andreas Aronsson
http://andreasaronsson.com

Mix up Tanks! in Wii Play

Friday, May 2nd, 2008

Ideas like this has been posted on other blogs since last year, which I noticed after I begun writing this, but hopefully this will be useful anyway.

By now Wii Play is probably on most peoples’ shelves, collecting dust, but if you lack a more-than-two player game, a full set of controllers or just want to have new fun with Tanks! this might be interesting!

As said, we’re going to play Tanks! which is the final game on the Wii Play disc.

Normally, each player plays with a Wiimote and Nunchuk combo, for driving and aiming with your tank. This is fun by itself, but lets take a look at all possible alternatives (where one player at the most use two controllers at once, since three or more seems far fetched!).


Two players #1:
P1
-> Wiimote1 + Nunchuk1, P2 -> Wiimote2 + Nunchuk2

This is the standard mode of play, each player has their own set of controllers.


Two players #2:
P1
-> Wiimote1 + Nunchuk2, P2 -> Wiimote2 + Nunchuk1

Lesser brain frying for both players. Now you steer the other players tank, and shoot with your own. Can you keep track of everything?


Two players #3:
P1
-> Wiimote1 + Wiimote2, P2 -> Nunchuk1 + Nunchuk2

Greater brain BBQ for both players. Instead of two different control methods, you now have to steer two tanks, or aim with two cannons! More detailed descriptions of how you can play below, in the three player scenarios.


Three players #1:
P1 -> Nunchuk1, P3 -> Wiimote1 + Wiimote2, P2 -> Nunchuk2

Here one player (P3) is the victim of brain pain, as he/she gets to aim for both tanks. To lessen the confusion you can do the double-barrel hack where you hold the controllers together to aim at the same spot with both. The other two players can calmly focus on steering their separate tanks.


Three players #2:
P1
-> Wiimote1, P3 -> Nunchuk1 + Nunchuk2, P2 -> Wiimote2

This is worse than aiming for two tanks, as you can’t just double-track the two. Here the victim player (P3) have to try and focus on both positions, avoid projectiles heading for both tanks, etc. Breakage of the mind.


Three players #3:
P1
-> Wiimote1, P3 -> Nunchuk1 + Wiimote2, P2 -> Nunchuk2

There is still just one player who suffers (P3). He/she now have to steer one tank, while aiming with the other, while two players get to either drive or aim for their own tanks.


Four players:
P1
-> Wiimote1, P3 -> Nunchuk1, P2 -> Wiimote2, P4 -> Nunchuk2

If you are four player, there is no need to let one person use more of his brain than the others. Here everyone get one thing to do, either drive or aim for one tank. This is probably the best mixed up mode of them all, as it is least taxing on the nervous system. And of course, lets you play with more friends.


This method of creating new game modes is applicable on many other games where you play with both the Wiimote and Nunchuk. For example, i tried it in Metroid Prime 3: Corruption with my younger brother, it was… interesting.

Enjoy!

DDR Universe, what happened here?

Tuesday, April 29th, 2008

So a month or so ago I bought Dance Dance Revolution Universe from last year for the Xbox 360, to be able to play with a friend in London over Xbox Live. I’ve played DDR games for several years, but he was as good as new to the genre.

Here’s a list of what I found broken when playing online.

  • You cannot have different difficulties. You are forced to play at the same level as the host. This was a bit annoying since our experience levels were vastly different, me and my London friend.
  • You cannot change speed multiplier settings, or anything else for that matter. I almost always play on 1.5x speed, as I’m not that good at making out large clusters of arrows when they’re tightly packed. When playing online though, you are forced to use 1x (normal) speed.
  • No video chat! I want to see the one I play with! DDR is a physical game, and thus it is fun to watch people play it, seeing the actual person. It would be perfect to have a small video feed using the Xbox Live Vision camera in this game!!! :( But no, nada, nothing.

If this wasn’t enough, I found other things with the game that put me off.

  • You can get new songs only by playing the Quest mode, which is broken. You cannot see what the challenge is before you pick a location, and after you have picked one you cannot go back to choose something else. Songs might also contain fewer arrows than are needed to complete the challenge. I want to win songs by playing the Arcade mode.
  • I have to pick where to load/save my game data each time I start the game. Why can’t it just try to load from the HDD if it exists? It’s not a big issue, but it just feels unnecessary.
  • The included mat is fairly useless, at least for intermediate / advanced players. As I usually play on a metal pad, the included soft, super-thin mat feels really floppy and undefined. But that’s mostly because of what I’m used to, and I guess you can’t really expect anything better out of a standard DDR box.

Summary: This will most likely be the DDR game I play the least as of yet. Thumbs down! And here I thought I would get a Nextgen™ game where everything would go beyond my expectations, but I got the exact opposite.

Casual Review: Wii Fit

Monday, April 28th, 2008

I got my pre-ordered Wii Fit last Friday, but as my weekend was very hectic, I have had very little play time. This is why i haven’t posted my impressions yet, until now, here’s another Casual Review!

Pros:

  • Solid hardware design. I was surprised that the Balance Board was so large, sturdy and heavy, which is positive. It seems very durable and looks nice. You might have trouble to decide where to put it when not in use, though.
  • Exercises have a good spread. There are several categories of exercises, for burning fat, getting flexible, building muscles and train your balance, with a fair number of different choices in each category. Personally I will probably do more muscle and balance training than flexibility training, but alas, that’s just up to me! It should be easy to find what you want to focus on.
  • A lot of underlying research. While playing you get a whole lot of information outside the exercises, like the importance of a good posture, sleeping habits, and probably much much more further into the game. And this is in addition to all detailed descriptions for the different exercises and tests!
  • Charts and statistics. You can keep track of which kind of exercises you have gone through on a daily basis, your BMI change, compare your own training to other players on the same Wii, etc.
  • Lots of rewards, like harder modes, new exercises and games, new user settings, stars and titles for your performances. The trainer also commentates on how you’re doing while you play, which feels fairly natural, even though certain comments occur pretty often. Rewards, even though virtual, are what makes games worthwhile for me.
  • Lovable characters…? The Balance Board is alive! It notices your movement with utmost precision and reacts when you leave it, or stand on it when it doesn’t want to, and this is communicated to you through the game. The on-screen characterized version of the Balance Board is totally kawaii, which makes the game feel friendly, very friendly. There are many other happy designs in the game, like the FitPiggy, which collects the minutes you have exercised. I can’t help but smile when all my Miis are watching me during games, especially when running, as I have a bunch of downloaded Miis like a Storm Trooper, Kenny (South Park), Naruto, Rock Lee, Scream, Einstein, Mr. T, Alien (white face), etc ad infinitum.
  • Oh, and it actually feels good for you! I’m not in the worst shape you can be, but hardly the best either, and I have to say that I can feel my muscles burning and stretch when doing the different exercises, and my body cries!

Cons:

  • BMI is quite inconsiderate. I don’t think BMI is a very good unit for measurement of your bodily state, as it doesn’t consider if you have more muscles than a normal person, or thicker bones. But, I guess it’s better than nothing. You can display your weight instead of BMI, which probably is what people are used to track.
  • No buttons on the board for menues. To constantly have to pick up the Wiimote to accept your choices and start events is a hassle. I would much prefer a face button or two on the board, or on the back side, where the power button resides.
  • No online functionality. I currently have three friends who also bought Wii Fit, but I have no easy way of comparing my scores and training charts with theirs. I would have loved an online voluntary Wii Friend records/progress board. The Wii really needs a solid friends system like Xbox Live does.
  • Price. I have to admit, it’s totally worth it, but I think it will be a barrier for those who would benefit the most from using it. But who knows!

And this time I also include some unboxing photos, which might be appreciated!

Casual Review: Mario Kart Wii

Sunday, April 13th, 2008

Today I bought Mario Kart Wii, an instant buy, as we have played the previous games way too much. This is a very short, first-day review, only meant to act like a casual comment of my first impressions with the game.

Pros:

  • The steering wheel is awesome! It feels great, even if you can accidentally hit the B-button on the underside when in menus, the driving experience is very nice, considering it’s only a piece of plastic. I guess it’s much due to how the software work. I find it harder to play without the wheel, as you have to hold the controller with the face buttons facing you, which doesn’t come naturally for me.
  • New level elements! I love conveyor belts (both linear and crossing!), the bouncy mushrooms that launches you in the air and the half-pipe-ish boost sections which launches you in crazy arcs above that track!
  • Much tighter fights. Somehow, it seems like there are always a ton of vehicles at the front of the race, so if you crash as #1, you might end up as #5, #8, #11 or last, no problem! It is a bit crazy, but keeps everyone in the game, never give up!
  • Bikes. Sure, it’s a bit weird to have bikes in a kart game, but they add a new dimension to how you steer your vehicle, with wheelies, lighter wheight and sharp turns.
  • Looks. When I watched screenshots, I thought the game looked ugly, old, flat and boring. Now when I play through the levels, I think it’s gorgeous, fantastic, wonderful and thrilling! Kind of weird, but I guess motion adds a lot, but the design sure is great.
  • Team play! Team play is fun, even if the computer players might be the deciding factor, it lends the game a co-op feeling.
  • Online play! There are still friend codes! (gah!) But we have a friends list in the game to play private games with peeps we know! It might be a bit uncomfortable to setup, but it works fine.

Cons:

  • No options for multiplayer, it seems to always be 100cc, there doesn’t seem to be any options anywhere. Crazy item-box, I miss! Update: There is a rules button on the Solo/Team Race selection screen which we had totally missed, as we do that selection really quickly. There you can change things around, like CPU difficulty/off, items, vehicles, etc.
  • There is no co-op mode to win cups. As co-op gaming is what I prefer above all other, and the fact that I play mostly multiplayer, it kind of sucks to only be able to play all tracks after sitting down solo with it. We take turns to play cups now, but not for long, multiplayer mayhem is this game’s forte.
  • No LAN mode. I was thrilled about the 12 player feature of the game. But, it seems to only be available for online play, not local LAN play. One of the features I have looked forward to since I heard the Wii had build in wireless LAN, was to play LAN games with my friends. Just dumping the consoles in a room with a bunch of TVs and then running it all wirelessly would be neat, but as is, that still hasn’t happened. Right now we would need to gather six consoles, six TVs and have a broadband connection to play a local game, which in reality would be online.
  • Computer players. The race is always full of computer players, if you don’t fill the slots with human players. It does keep the game chaotic, action filled, and messy! But sometimes I would like to only play against my friends, even if we can only play four people. Especially in the battle games. Update: Changeable with the before mentioned race rules screen.
  • No voice or text chat online. Sure, it’s more important that the game runs smoothly and doesn’t lag when playing a racing game, but when playing with IRL friends over the internet, I want voice communication, as that’s what I’m used to playing over XBL or on the PC. We can’t even freely text chat in the game room before a race, not even with friends only, there are only predefined speech bubbles to choose from which feels very limiting when trying to communicate.

Even if I miss a few things, it seems to be a great game :) and right now, four of my local friends has also bought the game, so there will probably be a few online matches! We just have to decide what we’ll use for voice communication.

Oh, and my Mario Kart Wii friend code is: 3566-1696-9741

Halo: Video Compilation

Friday, April 11th, 2008

This is a collection of videos from Halo:CE on the Xbox from around 2003. Most of it is with modding or other hacks (everything but the first clip!). The source material was captured with various weird USB or PCI devices, so sound and image quality varies greatly. Sound can be especially bad, beware.

2003

WoW: AoE in BRS, Priest + Mage

Monday, April 7th, 2008

This is me and my cousin having a bit of fun trying out to duo parts of BRS. We had never done it before, so we were just experimenting, and it was probably after a day of end-game raiding.

I’ve remastered this video to fit YouTube’s 10min limit, and added a blown up view of the Healing-log at the bottom of the screen. In the original video you could actually read the text.
Update: Since then, I’ve converted to using Vimeo for superior video quality! The video is still cut down, for better viewing pleassure, but it’s easier to see what’s going on!

To keep him alive I used two trinkets and a whole lot of +healing gear to bump my heals, at the time I recored this, it was quite nice. Collecting gear was the point of end-game raiding, but I got reminded too often that I needed someone else to heal for my gear to be useful, I hardly had any benefit myself.

2006-02-17

WoW: Scholomance - Alexei with 3 cloth

Monday, March 24th, 2008

Here I play with my brother and my cousin in Scholomance. We tried to do as much as possible with three cloth players, just for fun, without grinding a ton of potions and item buffs or reading any specific strategy guides. One priest and two mages.

It went fairly smoothly, except that I forgot to stay out of range of his aura :P

2005-12-22