Monthly Archives: December 2010

Damn you Hans Zimmer why do you have such power over me? Even listening to Inception playing in the other room causes swells of emotion 9_9 9_9 9_9

EDIT: but i guess it’s okay because the Final Fantasy Tactics OST is so much better muahahahahahaha


Another game checked off the completion list! This winter break is turning out great! Only took about 2.5 hours of playtime too, this one. Kind of short, actually. But very well-paced, and I actually enjoyed the exploratory nature when you’re outside in dimension VVVVVV. Also some of the trinkets were really fun to get–I always appreciate a good challenge. Only thing left to do now is time trials and the various other extras.

Next up: Super Meat Boy!

Revenge of the Titans

Pretty good game, I must say! Well done in almost all respects, and a more “exciting” take on the standard tower defense genre. I think the whole freeform placement plus having to actually defend from ATTACKS makes things more interesting, though in later levels the freeform placement wasn’t quite so freeform, as I basically tried to cram my building into as compact a space as possible.

The tech tree idea was really neat, though hard to know what you want and need unless you’ve already played the game. For example, I wanted my lasers really quickly but realized later that it was an endgame weapon. Also I didn’t realize until later how vital the support structures were–they’re even better than the support structures in element TD! You basically want to have 4 each of scanner, cooldown, and battery on every turret you ever have. And maybe reactors too if you can handle it.

Things I didn’t like…the later levels were too big and the placement strategy basically boiled down to “create a very concentrated array of firepower right beside your base”. The crystals were placed right in harms way a lot of the time too, so that was kind of…odd. That combined with the fact that even the ones which were a little ways out of harms way would still get targeted eventually. So I had to do stupid things like build some refineries and harvest for awhile, then sell right before they die. Or, right as the level is ending and no more enemies are spawning, quickly spam refineries next to the now-safe crystals while the last few enemies are still walking to the base.

I might have liked it more if the enemies stayed on set paths towards your base. I’m not sure. Basically the way that the enemies evolve into smarter beings makes it so that the enemies will attack your structures no matter what in the later levels, so it forces you into a strategy of killing all of them before they make it to your structures. Which emphasizes RANGE (hence why scanners are so important). If they instead just traveled on roads and didn’t attack, then it would be more like a traditional turret defense. Hm…I guess the way they did it was fine then.

I actually got to Titan before I decided I’d restart–this time on my desktop computer, and this time armed with a better understanding of the game. I cleared the first 2 or 3 worlds without taking a single hit, and mining all crystals (i think?). This actually made the enemies much harder, as there is dynamic difficulty scaling in the game. Not quite sure how I feel about that…but I guess it ended up being about the same, so I guess they must have done it at least somewhat right. I did find that I accrued instant-use powerup items like no other–by the end of the game I had well over 20 of each, and for a minute I thought that i might try to take down the ultratitan with smartbombs alone xD.

Other things I didn’t like…it’s hard to really keep track of money, because it’s not very transparent how much money you’re losing by building a structure (since you get some back if it survives). Also, second time around I tried to go for recyclers (formerly known as silos) but I don’t really know that they were worth it…they’re really expensive to research, and then they’re kind of expensive to build more than one or two, so I was never sure whether it was worth it, besides on the very last level when there’s a huge stash of crystals (but that’s the last level anyways).

I also didn’t bother with the barricades. Maybe that was a mistake? I didn’t like the idea of making things that are destined to get destroyed. I like to have my things be perfect xD.

The little dudes was an interesting concept, except for the fact that sometimes the AI didn’t do the right thing–it would have the little dudes chase after some random enemy when they needed to be in another place to deal with impending enemy little dudes. Oh well–it wasn’t actually that bad at all.

Didn’t invest in mines either. I found it kind of offsetting that especially towards the last 2 planets, it doesn’t seem like you’re really able to research that much–you have to hoard your money to set up your initial defense (4 scanners, 4 cooldown towers, 4 batteries, 4 blast cannons, some reactors, and reloaders). I read on the creator’s blog that they were considering just making it so that you always pick one research that you get for free every level. That’s an interesting idea that I think I agree with, but would require a whole doover of the tech tree…

Anyways, make that another game checked off my list…whoohoo! I haven’t played games quickly to completion like this in AGES. Next up is VVVVVV!

More on SSBM

So, reading philosophical analyses and such on smashboards late last night (and I mean LATE), made me start questioning my own playstyle and character choices.

First thing I notice is that my techskill is still way behind the current competitive scene. Which I mean, is totally fine and everything–I don’t even practice, and there’s no way I’d expect or even want to get to the level that the pros are at–that’s just ridiculous. Though, interestingly enough, if you watch vids from some years ago, it doesn’t look that far off from what I’m doing…amazing how the scene evolves, huh? But anyways, the conclusion here is just to keep at the “keep doing things faster” mindset.

Second thing is they said things about character choices, as well as playstyles. I think my ideal playstyle evolves around capitalizing on my opponent’s mistakes as well as being able to capitalize on reading them. If they whiff a move I want to be able to punish that. Likewise if I get into a techchase situation I really want to have something ready to chase them with.

I initially chose marth as my main because…well I don’t even know anymore. I honestly can’t even remember that well. Probably I just felt like he was good, and I hadn’t started learning any technical stuff. Anyways, after a brief spurt with that I started getting into intermediate smash levels (levels are all relative though, so that doesn’t tell you much), and then I picked Fox as my main. Why? Not just because of shinespiking (though i admit i did think that was cool) but because of his WAVEDASH. Fox’s wavedash is just somehow really really baller because he can start it in 4 frames and because he slides just about the right distance. Combined with his fast initial dash, it’s just perfect. And I like the shffl nair style of approach too. So it’s all good.

Nowadays that might be up for reevaluation. If I like punishing mistakes and techchasing, that might actually seem to indicate that Marth is a better choice for me. After all, marth has that huge fsmash and reading your opponent in order to land that is key. I’d say falcon is equally big on that aspect, but for some reason I can’t really seem to get a handle on falcon, so he’s out of the picture. Falco is out because when I play falco I don’t react–I just go 100% offensive and spam SHLs and shffld dairs. Sheik is out because i hate sheik’s high short-hop. Jiggs is out because jiggs is ghey =/. Ice climbers is out because they’re too weird and I’m too lazy to learn all the different chaingrabs/etc. Peach is out because Peach is too weird. I might still learn Peach to some better extent someday but for now no. Samus has the same problem as sheik–weird jumps. Ganon is too boring–it’s like he only has 4 moves. Doc is…well, doc is an option too.

And anything lower than that isn’t high enough on tiers to be considered a good main. And I’m not saying that just because I’m a tier whore, but because I want to feel confident in my character’s abilities. The only lower tier characters I’d remotely consider for maining are pikachu, mario, mewtwo, young link, roy, gaw, or pichu.

Out of those, mewtwo I just couldn’t survive with as I would feel way too inhibited. When I play mewtwo it’s like I have to force my openings very carefully and play so very carefully and consistently–it’s good mental focus practice but I don’t feel like he has the right tools. Young link doesn’t have the right tools either, to punish. Roy is interesting because he’s got a huge fsmash too but I just like marth a lot better. GAW…his techs are too slow and he doesn’t really have the tools either. Mario is okay but I just like doc better in every way.

Which leaves pikachu and pichu. I’ve never looked at pikachu before but after watching AXE videos I might give it a shot and see if I like it at all. I’ve always liked pichu better but who knows. Pichu on the other hand…it would be cool. Agility is just really COOL, and pichu does have the nair that just handles just about anything. He doesn’t have range, but on the plus side he’s not that easily comboable. So maybe those are options.

But mostly it’s between Fox, Marth, and Doc. Let’s see, briefly, what each of these has going for them, viewed from my playstyle:

Fox: great dash and wavedash speed, great approach with shffld nairs. very easy to run in with a jc’ed grab. shine combos are fun, and shine knockdowns lead to either thunders combo or techreads. uthrow->uair or bair is an easy way to punish effectively. Wavelands and short hop backwards wavelands are SEXY SEXY SEXY

Marth: great dash, longish wavedash. plays the SPACING game very good as his whole game revolves around it. fsmash is perfect for punishing and reading. Ken combos with fairs are sexy. Has good off-the-edge gimps that are often more satisfying than plain shinespikes, and he can be more aggressive with his offtheedge edgeguarding because he doesn’t fall as fast. In addition he’s less comboable than fox, though a little bigger as well. Throws set up for techreading very well, and has a great grab range.

Doc: very easy to handle–very consistent. Pills are a neat way to control the flow and approach. Cape gives easy gimps and bair gimps off the edge are really really really cool.

what about bad things?
Fox: needs good techskill to be good. If you’re off your game you get screwed over really easy. Easy to combo. I miss techs a lot.
Marth: feels lame to play him sometimes because fairs and dtilts and fsmashes and grabs get boring somehow. Cheap gimps are stupid. He doesn’t have that crazy movement that fox does so you can’t really be as unpredictable–it’s more about reacting.
Doc: doesn’t have that great of actual approach unless you use pills, which isn’t an option at all distances. Seems to not have that many good moves?

Iono…I think I would still say fox just because his speed enables me to do what I need to do. But I can keep Marth and Doc. Marth just because he has this nice defensive reactionary playstyle, and Doc because he’s just cool. I need to learn to gimp more with Doc.

So did we learn anything? Uhm…no. Only thing we learned was that I need to consider pikachu and pichu more seriously next time I play lol.

SSBM level-up! I performed really well using my Fox for the first time in awhile today…which of course is silly because he’s my main, but I always have a really hard time getting a handle on him, both because of the techskill required and because if you play a bad fox you get owned really really hard (fast-fallers are easy to combo).

I don’t think I truly appreciated Fox’s nair until today. At one point I just focused on spamming nairs as fast as I possibly could (though, I still botch the waveshine afterwards a lot of the time. blehhhh). It felt wonderful. So good! And I didn’t really start to think about nair -timing- until today either. Because before I would always just throw out my nairs witha pretty early timing, so that most of my jump would be covered, but today I think I started playing around with pressing A -right- before fastfalling. Makes for tighter timing I think, and generally more sweetspotted nairs. Also, I might be ready to actually think about incorporating SHL into my Fox game. Whoo…

My Falco can’t do shine combos correctly. My Doc has always just been…easy and consistent. My Marth is really weird–it destroys Blue’s Marth like nothing other, but iono how it does against a lot of other characters. I think Blue is just really susceptible to gay laming and so I exploit it. Pichu is really exciting to think about–there’s just so much cool stuff that you can do with Agility. I’m no Pichu player but I’m beginning to wish I was, haha. Also, the nair thing is almost like Fox. Except even faster, which is insane. My GAW is alright–I think I need to be more aggressive with my edgeguards when I’m playing GAW. My Falcon…has always needed work. I can use his speed to get grabs and such in (mostly grabs), but then I can’t combo nearly as well as a Falcon player should be able to, and I struggle to land knees.

Also, WHAT THE HELL at the latest Tier Lists.
Most of it is unsurprising. But there’s a few things that WTFed me.
First, I thought it was really weird how Ness is so low in the SSB64 tier list. Then again, SSB64 is this whole other weird world where nothing is quite like melee because everything is kind of broken (as in, overpowered in some way), so it’s really…weird. So I guess i’m not -that- surprised because I don’t know SSB64 stuff.

I’m not surprised that Jiggs is 3rd in SSBM tier list. That’s due to…Mango. That’s it.

But dude, MEWTWO rising a whole SIX places to his new spot, higher than roy, young link, game and watch, yoshi, ness, pichu, kirby, and bowser. Unbelievable. It just seems…wrong. I love mewtwo, but I would have never said he was on top of game and watch, or young link, or dude, ROY. what the hell?!?!?

also, i need to wd out of shield more.