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#1 MARIOSDAD_basic
Member since 2002 • 1067 Posts

hmmm...... update :?

Feb. 27 Wed. 2008

Clear %

As you play through The Subspace Emissary, you'll probably become aware of the "Clear %" displayed in the upper part of the screen.

This is what I'm talking about.

This tells you roughly how much of The Subspace Emissary you have completed. Of course, the most you can do is 100%.

When this figure is on display, you just want to keep increasing it more and more, don't you?

Here's how to do it.

1. Open All Unopened Doors

What I mean is, go everywhere. Enter every place you can, including hidden doors.

However, there may be some places where you may not be able to go everywhere, like in the hidden area on the "Lake" stage.

Here we go, a hidden door! You can go between two different worlds!

2. Clear the Stages

Of course, this is a big way to increase your clear percentage.

Here you take a look at all your stickers and trophies.

3. Get the Orange Cube Items

This is an orange cube.

These cubes contain valuable items and will not reappear once you get them. Finding the boxes and getting their treasures is another way to increase your clear percentage.

Also, items that are different from orange cubes occasionally appear-these also affect the clear percentage.

4. Get Character Trophies

Well, I can't really go into detail about these... Err... (Ahem!) Obviously though, there's something important about them. If you've got them all by the end, there won't be any problems.

Once you clear a stage, the map point will get a flag or a crown.

Both flags and crowns are proof that you've cleared a stage.

A flag means that you haven't gotten all the things listed above for that stage. A crown means that the stage has been completely cleared.

In order to earn a complete victory, try your best to find all the doors and open all the orange cubes!

Sometimes you might even feel we were a little mean!

http://www.smashbros.com/en_us/index.html

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#2 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated :D gotta luv Samus

Feb. 26 Tue. 2008

Samus: Special Moves

When she's wearing her Power Suit, Samus is actually quite agile. She's also very easy to control in the air. So she must be able to perform a lot of good midair moves, right?

When doing a forward midair attack, Samus can get consecutive hits.

Her back midair attack, the flying back kick, is quite strong if you get a clean hit.

Samus's down midair attack is a meteor smash.

You can even use the grapple beam in midair!!

But, she doesn't have any moves that launch foes upward...and that makes stages like Shadow Moses Island a little difficult.

Side Special Move: Missile

You can use two types of Missiles.

The normal Missile is a guided projectile.

The Super Missile flies straight ahead.

The normal Missile will home in on enemies, but the Super Missile has more speed and destructive power.

To launch the Super Missile, do a side smash move and hold the special-move button. If you're using the Wii Remote held sideways, press and hold the 1 Button and the direction.

Standard Special Move: Charge Shot

If you're going to use Samus, you can't forget the Charge Shot. Just keep your cool and charge up the shot.

Charge up! If things get dangerous, you can always save your charge with the shield button.

Even if you're fully charged, you don't have to use it immediately!

Shoot someone who has a lot of damage!

Mario, Fox, Zelda, Pit, Lucas, and the like should watch Samus carefully. If there's a chance, those characters should try to reflect or absorb these attacks.

The End!!

Feb. 26 Tue. 2008

Pikachu: Special Moves

The first time you hit with Pikachu's side smash attack, you'll hit with an attack strength of 20%-quite an impressive rating! There aren't many other standard moves that can deal that kind of damage.

This is the kind of strike timing you want!

After the first hit, the attack strength will decrease to 17%, then 14%. Just remember it's best to hit in quick succession.

Up Special Move: Quick Attack

It's important to remember that with Quick Attack, you make two jump moves!

Press up + the special-move button.

When preparing, tilt the Control Stick in the direction you want to fly first. Pikachu will launch in that direction.

For example, here's Pikachu flying up diagonally.

While flying, tilt your Control Stick quickly in another direction-you'll get a second jump!

Change direction and jump again!

However, you can't do your second jump in the direction you're already headed. The angle of the second jump must be at least 38 degrees different from the previous trajectory.

Try to aim for something a little less than 45 degrees and you'll be able to travel a pretty good distance.

Maybe this is about the best possible distance you can jump?

Down Special Move: Thunder

Ah, electricity-the source of Pikachu's power. Any enemy directly above will get hit with a strong, electrifying jolt!

Pikaaaaa!

Even more powerful than zapping your enemies with electricity is having them touching Pikachu as the electricity strikes. This type of attack has high launching power and a fairly good range.

You're not as vulnerable, but you don't get the secondary attack.

You're momentarily vulnerable, but anyone near Pikachu's body gets launched!

Watch out, though-electrical attacks can be absorbed and reflected.

Thanks!

Try to keep your opponents guessing about when you'll use this move.

http://www.smashbros.com/en_us/index.html

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#3 MARIOSDAD_basic
Member since 2002 • 1067 Posts

8) updated

Feb. 25 Mon. 2008

Master Hand

Master Hand

Fans of the series are familiar with the final boss of ****c mode, the simple but deadly Master Hand!

It's said that Master Hand is the "manifestation of creative spirit" in this world. He also gets a perfect attendance award for his appearances. If you manage to get this far, all you've got left to do is beat him!

Bwa-hah-hah-hah-hah! Master Hand appears!

Beams shoot out from four of his fingers!

First he grabs you...then comes the crushing.

He charges in from the back! Quick, dodge!

And there's another one to introduce-the "manifestation of destructive spirit," Crazy Hand!

Crazy Hand

Here's where the right hand and the left hand come together.

They appear when:

You arrive at the final stage and the difficulty level is set to Hard or above.

You arrive at the final stage in 9 minutes or less.

The way he walks is a bit...unusual.

He drops bombs. Master Hand can't use this move.

He also writhes and thrashes around.

Crazy Hand can also get together with Master Hand and perform combo attacks!

Watch the patterns and learn to dodge their attacks. If you're patient enough, you can win!

Both Master Hand and Crazy Hand are symbols of this world, but their very existence is still quite mysterious.

Oh, and by the way, Master Hand also appears in The Subspace Emissary.

http://www.smashbros.com/en_us/index.html

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#4 MARIOSDAD_basic
Member since 2002 • 1067 Posts

[QUOTE="-Manntis-"]This is cool and all but it's not like every single Wii owner is going to be doing this.mjarantilla

It's just an added feature. Like Forge.

HAHA like forge? i dont know about that watch the video that was posted by m_machine024 that 3d visual is CRAZY!!!

Watch here >>>>>>>>>>>>>>>>>>>BLOX 3-D Video

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#5 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Update :x

Feb. 22 Fri. 2008

Captain Falcon

Captain Falcon

He's making his entrance a little late, but here he is-the famous F-Zero pilot, Captain Falcon!

This time around, he's bringing his pride and joy, the F-Zero machine called the Blue Falcon, to the brawl. This inclusion ought to boost his macho, tough-guy reputation significantly.

HOW TO UNLOCK

Captain Falcon's Special Moves

Standard Special Move......Falcon Punch

Side Special Move............Raptor Boost

Up Special Move..............Falcon Dive

Down Special Move..........Falcon Kick

Final Smash....................Blue Falcon

Tips

Captain Falcon is all about legs. He used to be the fastest runner in the entire game... Way back when, that is.

But there's no outrunning this guy...

Standard Special Move: Falcon Punch

This is the Falcon Punch, a move virtually synonymous with Captain Falcon!

It looks like Snake's a big fan as well.

This move really works wonders for you in chaotic group matches. Try throwing one out in the fray and your wild punch may just connect with a few opponents.

If you tilt the Control Stick in the opposite direction that Captain Falcon's facing while he's winding up...

He pulls a 180...

FALCON PUNCH!!

And there you have it, a reverse Falcon Punch. This move packs juuust a touch more power than the standard version.

Down Special Move: Falcon Kick

Perform this move while on solid ground to shoot forward straight as an arrow.

In the air, the move changes to a kick that shoots him downward at a sharp angle.

This move works best as a surprise attack. Make sure you deploy it in a fashion that keeps your opponent from reading when it's coming.

Final Smash: Blue Falcon

For his Final Smash, Captain Falcon calls in the Blue Falcon! Connect with the Final Smash to pull opponents onto the open raceway of an unknown F-Zero race course.

Come on!

Blue Falcon!

Wham! A tremendous hit!!

Falcon's the only character with a cinematic Final Smash like this.

Mm hmm. That's one wild move he's got there.

http://www.smashbros.com/en_us/index.html

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#6 MARIOSDAD_basic
Member since 2002 • 1067 Posts
Awesome :shock: cant wait till games take more advantage of head tracking simply Amazing!!
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#7 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Updated :D

Feb. 21 Thu. 2008

Bowser: Special Moves

Side Special Move: Flying Slam

This is Bowser's megamonster move: the Flying Slam!

First, he grabs...

Then he jumps...

SLLAAAMMO!

You can even grab someone in midair, making this move a real mean one.

He's diving off the edge with his opponent! That's not nice!

If this was a stock battle and you and your opponent each had one life left, this would be a win for Bowser since he is on top and his enemy would go off-screen first.

But please don't worry. The opponent will be able to affect side-to-side movement just like Bowser.

The opponent can fight back.

The effectiveness of this resistance depends on the damage gauge. The less damage the opponent has, the stronger he or she will be able to resist.

Likewise, Bowser will find it harder to control his enemy if he has taken a lot of damage.

Down Special Move: Bowser Bomb

Bowser's down special move, the Bowser Bomb, is really powerful, but also leaves him really open.

Whoooomp!

When using this move while on the ground, you can attack when the enemy is right in front of you.

If the initial attack connects...

You'll launch your opponent up...

And you can get a combination hit as you drop!

Whichever way you do it, if your opponent dodges, they'll have you wide open. Try not to use this move at the wrong time!

Stop! Stop! Don't attack me when I'm helpless!

Feb. 21 Thu. 2008

Meteor Smash

This might be too advanced to bring up in Smash 101, but it's such a good move and doing it feels so good that I want to introduce it.

If you make good contact with Mario on a forward midair attack, your opponent will shoot straight down.

Bonnnnk!

This move is called a meteor smash. If you use this move when your opponent is trying to get back to solid ground, well...

Now! Go NOW!

DONNNK!!

Nailed 'em!

Whoa, don't forget to recover...

There are actually several types of meteor smashes.

For Donkey Kong, the spot where you hit is crucial when performing a forward midair attack.

Kirby's down midair attack can score consecutive hits.

Some of Link's strong down attacks will cause an opponent to fall as well.

For the Ice Climbers, only Nana can do meteor smashes!

Well, you might not always blast your opponents off the screen, but there's no harm in remembering these moves.

And this is the last entry for Smash 101. If you've got it all down, then you'll be able to smash with anyone.

http://www.smashbros.com/en_us/index.html

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MARIOSDAD_basic

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#8 MARIOSDAD_basic
Member since 2002 • 1067 Posts

UPDATED :P

Feb. 20 Wed. 2008

Falco

Falco

Falco is a pilot from the Star Fox series. He's a cool customer who likes doing things his own way.

He has the best initial jump of all the characters, and he likes shooting his Blaster as he leaps about.

HOW TO UNLOCK

Falco's Special Moves

Standard Special Move ....Blaster

Side Special Move...........Falco Phantasm

Up Special Move.............Fire Bird

Down Special Move.........Reflector

Final Smash ..................Landmaster

TIP

Be aware-Falco's moves have changed a lot since he appeared in Super Smash Bros. Melee.

The spinning 100-slash attack!

Falco's smash attack looks like it could take an ear off!!

Side Special Move: Falco Phantasm

A pretty scary move depending on how you use it.

Slice!

Just like a meteor!

If you do this move too much, though, you're headed for self-destruction, so use it with care.

Instead, maybe you might want to use your down midair attack for meteor smashes?

Down Special Move: Reflector

The Reflector reflects enemy projectile weapons. You kick it away from you to turn it into an attack.

Kick!

It doesn't have much offensive power, but it can be good for containing an enemy's attack. Of course it also eliminates enemy projectiles.

Final Smash: Landmaster

Since Falco's element is more in the sky, his Landmaster is not as powerful as Fox's. Its maneuverability on land also is a little bit lacking.

However, its flight ability more than makes up for its other shortcomings.

Give a lift to your opponents when they have nowhere left to run...

Then take them off the screen!!

There's no way for your enemies to hurt the Landmaster while it's on screen, so don't worry and let her rip!

http://www.smashbros.com/en_us/index.html

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#9 MARIOSDAD_basic
Member since 2002 • 1067 Posts

:?

TOKYO--Toshiba Corporation today announced that it has undertaken a thorough review of its overall strategy for HD DVD and has decided it will no longer develop, manufacture and market HD DVD players and recorders. This decision has been made following recent major changes in the market. Toshiba will continue, however, to provide full product support and after-sales service for all owners of Toshiba HD DVD products.

HD DVD was developed to offer consumers access at an affordable price to high-quality, high definition content and prepare them for the digital convergence of tomorrow where the fusion of consumer electronics and IT will continue to progress.

"We carefully assessed the long-term impact of continuing the so-called 'next-generation format war' and concluded that a swift decision will best help the market develop," said Atsutoshi Nishida, President and CEO of Toshiba Corporation. "While we are disappointed for the company and more importantly, for the consumer, the real mass market opportunity for high definition content remains untapped and Toshiba is both able and determined to use our talent, technology and intellectual property to make digital convergence a reality."

Toshiba will continue to lead innovation, in a wide range of technologies that will drive mass market access to high definition content. These include high capacity NAND flash memory, small form factor hard disk drives, next generation CPUs, visual processing, and wireless and encryption technologies. The company expects to make forthcoming announcements around strategic progress in these convergence technologies.

Toshiba will begin to reduce shipments of HD DVD players and recorders to retail channels, aiming for cessation of these businesses by the end of March 2008. Toshiba also plans to end volume production of HD DVD disk drives for such applications as PCs and games in the same timeframe, yet will continue to make efforts to meet customer requirements. The company will continue to assess the position of notebook PCs with integrated HD DVD drives within the overall PC business relative to future market demand.

This decision will not impact on Toshiba's commitment to standard DVD, and the company will continue to market conventional DVD players and recorders. Toshiba intends to continue to contribute to the development of the DVD industry, as a member of the DVD Forum, an international organization with some 200 member companies, committed to the discussion and defining of optimum optical disc formats for the consumer and the related industries.

Toshiba also intends to maintain collaborative relations with the companies who joined with Toshiba in working to build up the HD DVD market, including Universal Studios, Paramount Pictures, and DreamWorks Animation and major Japanese and European content providers on the entertainment side, as well as leaders in the IT industry, including Microsoft, Intel, and HP. Toshiba will study possible collaboration with these companies for future business opportunities, utilizing the many assets generated through the development of HD DVD.

http://www.toshiba.co.jp/about/press/2008_02/pr1903.htm

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#10 MARIOSDAD_basic
Member since 2002 • 1067 Posts

Feb. 19 Tue. 2008

Zelda: Special Moves

Standard Special Move : Nayrus Love

Some sort of crystal forms on Zelda's sides and revolves around her, shielding her body. It won't last as long in the air as it does on the ground, so be careful.

The crystal is like a deflector shield. Projectile weapons will bounce off it.

Use it quick and watch it work!

Side Special Move: Din's Fire

A short burst of flame... Uh, but it's not too powerful...

Pop!

See, you can't just use Din's Fire like that.

First, you have to hold the special-move button and store up flame energy. Next, you have to remember to aim the flame by tilting up and down. Once you've stored up enough energy, Din's Fire is unrivaled!

If you use it right, you can hit opponents even at this range!

If you're the target of this special move, you can learn the timing of the explosion pretty easily. Get in the air and perform a midair dodge (use the shield button while in the air) to try to dodge the attack.

Up Special Move: Farore's Wind

This special move can be used for evasion and to get back to solid ground. You'll fly in the direction you tilt the Control Stick at the moment Zelda disappears.

Now tilt the Control Stick in the direction you want to go.

You can go to the side, up or down. It moves you quite a long way, and may be quicker than running. I think you'll be using this move a lot in The Subspace Emissary.

Whoa! You might not always make it to a safe landing, so be careful!

Feb. 19 Tue. 2008

Ice Climbers: Special Moves

Play a little and you'll soon find this out for yourself, but here's some advice-when fighting as the Ice Climbers, making sure your partner, Nana, stays alive is key.

Your attacks suffer when you're alone...

But together you'll hit harder and score multiple hits!

The difference is even more dramatic when performing special moves.

Popo fires off a lone chunk of ice that sliiides away.

With Nana by your side, your attack is doubled!

With two shots you can relax, safe in the knowledge that you don't need to worry about your attack being reflected, since one projectile will cancel out the other upon being repelled.

This will be a constant source of headaches to your opponent.

Popo spins around and around. It's not useless or anything...

But this is much better!

You can also rapidly press the special-move button to rise higher into the air while doing this move, a secondary function whose rate of ascent is also improved when you perform this move with both climbers.

Popo's just going through the motions here. He probably had to work out a kink in his shoulder.

When you use Belay with two climbers, they perform a feat that leaves you dazzled at the depths of their friendship!

Belay has virtually no effect when performed alone. This is a real example of how you'll need both climbers for success.

This short-range projectile move freezes the enemy.

But with the two climbers together, you're guarded from both sides!

Use it in the air and both climbers will face the same direction for double the power!

Following up a small jump with a midair blizzard can come in pretty handy.

So playing Ice Climbers boils down to Nana. It's all about Nana.

Like a team of skilled mountain climbers striving to reach the peak, you must honor and cherish the bond that binds you with your teammate as you fight together.

Ahem... And let's overlook our friend's occasional impulse to wander off, shall we?

http://www.smashbros.com/en_us/index.html