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Game Spiel: New Super Mario Bros. (DS)

We're still building the list of Game Spiel games as mentioned in a previous post. However, I wanted to get to kicking this thing off right away, so I've made an executive decision and we'll be discussing New Super Mario Bros. for the Nintendo DS. It's a game I know the three of us have played, and I'm pretty sure a lot of you have played it as well.

The discussion will include some references and comparisons to other Mario games but I'm aiming for the core of the discussion to center around NSMB's own nuances. We'll likely discuss other Mario games--individually or as a subset of the series--in other episodes, so hang on to those wild, rampant thoughts of the original Mario Bros. for just a while longer!

We're recording on Saturday, December 12th, probably at around noon-ish Eastern Standard Time, so you'll want to get your questions and/or comments about NSMB for the discussion in before then. Of course, you can send any game-related question or comment too. Just hit up our form: http://trigames.net/email_us.php (and make sure the Mailbag radio button is checked) or get to us directly: mailbag AT trigames DOT net.

Oh yeah, before I forget: We're NOT sticking with "Game Spiel." It's a dumb name. So we challenge YOU to come up with a better one! (And if you're still confused as to what exactly you're naming, it's this.)

Random thought: Nothing cures the ills created as a result of waking up at 5:15AM for a 6AM conference call before an 8:20AM flight better than spending 20 minutes (from 6:30 to 6:50AM) playing through a round of Terrorist Hunt in Rainbow Six Vegas. Too bad I can't bring my entire PC to work with me...

Player Reviews

Just a quick blurb while I'm starting to get back into the Gamespot mix. For a while now, I've been a moderator focusing on Player Reviews. In the last year or so, I haven't been very active, but edubuccaneer and alliecrombie have been setting things straight. I intend to get back to helping them out though, in order to assist in making player reviews more enjoyable and useful to you guys as readers. If you're one of those people who like to read your peers' reviews, but ultimately get frustrated when you see a player review that bashes a game or console or fans of said games or consoles incessantly, copies and pastes text over and over again to hit the word limit, or uses illegible typing (alternating caps, multiple exclaimation points and other punctuation, et cetera), YOU can help us out by making sure to click the button to notify a moderator.

Just like on the forums and comments, anything you see that violates the terms of use can and should be flagged for moderation. (See thems Terms o' Use here: http://www.gamespot.com/misc/tos.html) In addition, the editing window for the Player Reviews has a pretty clear-cut list before the text entry form, making it easy to see what you should and shouldn't do when writing a review. I'll paste it below so that (a) you'll know what to look out for if you see a review that might need to be moderated and (2) you'll know what's expected of you should you decide to write a player review:

User reviews must adhere to rules found in the Terms of Use agreement. Please keep your language clean and allow the filter to censor out profanity. Follow these guidelines when writing your review.

1. Reviews must be 100 words minimum. Any disruptive posting - such as excessive exclamation points, duplicate text, or all caps - is subject for removal. Do not copy content from another critic or user review; plagiarism is a bannable offense.

2. We encourage you to write your review in a word processor or text editor, save it to your local disk, then copy and paste it into the posting box below. Be sure to use the spell checker in the word processor.

3. Reviews should be about the game. Writing about other critic scores should be posted in your personal blog. Remain on topic about the retail version of the game. Any reviews about a demo or trial of the game are subject for removal.

4. If you have not played the game, do not post a review about the game. You are encouraged to post a personal blog about your opinions about the game.

5. Back up your opinions with facts. Otherwise, your review will be flagged for trolling. Merely stating "this game sucks" or "this game is the best" is not enough.

Thanks!

Game Spiel

We're brainstorming up a new segment, which we hope to keep consistent on the podcast, in which we talk about a game or a series of games--or, more accurately, a subset of a series of games (i.e. the 8-bit Mario games or the 8-bit Castlevania games) for 30 minutes. Of course, all three of us will have had to play said game(s) to be familiar enough to engage in back-and-forth conversation.

The idea is to relive and share old memories. It'd be similar to the general "What Have You Been Playing" segment that most podcasts have, and it'd also be very much like 1up.com's Retronauts, but we wouldn't be restricting the list to old games. I think with "What Have You Been Playing," given that Pete is usually the only one that really pours hours into the latest and greatest games, we've all been playing different games to the point where usually one person is just talking about the game while the others listen and occasionally pipe in with questions. It'd be nice to have a conversation about games where we can all converse fluidly about a game or games like we do with our main topics or news stories, and it also might lead to conversation about how said games have evolved if we're talking about the older subset of games.

So, to start this effort, we're all trying to brainstorm and remember all the games that we've played for at least a somewhat notable amount of time throughout the course of our lives, list them, compare them, and pick out the ones we have in common. Where YOU come in as the listeners -- all three of you -- is to help us choose, once we have the list set up. We'd be sure to give a week's worth of time in between when we choose the game and when we podcast about it. Perhaps there could be an interactive element not unlike eat-sleep-game.com's Game Club, where--like 1up.com's former "Pile of Shame"--people can boot up the game of the week, and "play along" in order to be prepped enough to listen in on the conversation. And, of course, this would make it easier to come up with mailbag questions and comments. (Only in this case you'd likely only have a week to play it, so... yeah. Maybe not. But maybe you'd be inspired to play them! Eh? Ehh???)

We've dropped the news for the past few episodes simply because it's been hard getting the episodes up in a timely manner. This way, if I'm late, at least you're not listening to news discussion that pertains to headlines from, like, last year or something. Hopefully, the Game Spiel thingy will make up for the empty space.

Bottom line, keep your eyes peeled for our eventual list of eligible games. It may take a week. It may take a month. But it's coming.

Holy Cobwebs

Holy bejeebus--it's been a long time since I've written a blog on here, or anything for that matter. My Gamespot production has been rather slow (Space Invaders Extreme 2 and Undead Knights being my only two reviews in the last few months) and I've barely written anything for Trigames.NET aside from an admittedly middling God of War: Chains of Olympus review. Work has been weird, though, having switched projects and been put through a week of long training sessions, so I guess I just haven't had the energy to write anything of substance (which is why I've been relying on sharkversusoctopus.com to satisfy my silly, non-serious, impulse-posting needs). I also got back from a ten-day trip to Japan, from which I've brought back many photographs and the resulting need to organize said photos.

That's actually what I wanted to briefly touch on today--Japan. It was my first time visiting the country that I'd always wanted to visit, and I had a great time. The most notable part was the first three nights, which I spent with my sister in Tokyo. (The second leg of the trip was a five-day guided tour with my whole family--sister and parents--around Kyuushu, and it was fantastic, but the more "fun" part for me was Tokyo.)

First, though, I had to contend with the 14-hour direct flight from New York to Tokyo. I hate flying. I absolutely loathe it. Before, my hatred stemmed from my fear of being suspended miles above the earth and then plummeting in the worst of possible scenarios. As I started flying more and more for work (on a weekly basis depending on the project), the hatred became more a result of being annoyed at the process: spending time packing; spending time and money on a ride to the airport; spending time on a security line; spending time waiting for boarding OR stressing out trying to make the plane if I didn't get their early enough; spending time waiting for the plane to take off; getting poor-quality sleep (airplane sleep is some of the worst commute-sleep I've had, where railroad sleep is some of the best) and then having try opening my eyes upon landing; spending time to de-plane; spending time and money on a taxi to the destination OR on a car to drive to the destination...I hate that whole process.

Well, the airline I took (JAL, or, Japan Airlines) made it a bit easier to handle. First of all, we were served Japanese curry rice for our lunch meal. I found this awesome. Second of all, it had movies on demand as well as rudimentary casual games (think Bejeweled and Pac-Man) controlled by an in-armrest remote that could be removed and held sideways. Third of all, because the flight was so long, and because I had only slept for 2.8 hours the night before, I was able to get a full night's worth of uninterrupted sleep. (This is in contrast to the 0.5-to-2 hours of sleep I normally get on work flights, which is horrendous because I'm often required to wake up just as I'm hitting that full deep sleep.) Fourth of all, when I was awake, I knew I had enough time to burn a lot of hours on the DS games I brought without worrying that I wouldn't get enough sleep. I re-started New Super Mario Bros. in an attempt to find my way to World 4 (that's right--I still haven't figured it out) and put about 1.5 hours into Final Fantasy III, beating the Kraken that absolutely destroyed me over eight months ago (at which point I put the game away and didn't touch it until this flight).

Within minutes of landing, I was treated to the much-talked-about Japanese courtesy--oddly enough, though, this wasn't until I violated a rule. I was taking a picture of a sign while waiting on the Customs line (how could I not? It had lovable broken English on it) when someone on the airport staff asked me to put my camera away. Nicely. Incredibly nicely. He bowed, smiled (well, with his eyes; he was wearing a face mask to guard from germs), and with a chipper voice, said something that I think was along the lines of, "No pictures please!" (All I remember was a verb in the negative conjugation and "kudasai" so...)

You all know where I was itching to go: Akihabara (or Akiba for short). Sadly, as my sister and I only had three nights to spend there, we had to make quick trips to all of the districts we wanted to hit: Shibuya, Shinjuku, Asakusa, Roppongi, Chiyoda-ku, and the aforementioned Akiba, so in all I only got to spend maybe 2 to 3 hours there. Naturally, I wanted to find the Super Potato--that store that has a bunch of old gaming stuff that's somehow kept in pristine condition--to check out what kind of Sega Saturn games I could pick up. Unfortunately I wasn't prepared to spend a whole boatload of cash, and my luggage was already packed pretty tightly as it was (not to mention that I had the tour to go on later and might have to stuff it with family souvenirs--so I had to save space), so I couldn't exactly come back home with a PC Engine CD console or anything. Otherwise I totally would have picked one up along with a few reasonably-priced PC-CD games just to have them. (Yeah, I know, PC-CD is supported on Virtual Console. But you know what? I kinda like the idea of a freshly wrapped CD straight from Japan sitting on my shelf. And I don't know when Ys IV is coming over Stateside. So there. Nyah!)

Super Potato shrinkwraps everything up nicely, which is notable for used hardware, games and music CDs. Everything looks clean and well-kept, which is in contrast to some of the used hardware I've seen come out of Gamestop. This may just be an indicator of how our different cultures take care of hardware in general as opposed to Super Potato being super stringent on what it accepts, though the latter could very well be the case as well. I picked up the Dragon Quest IV Symphonic Suite as performed by the NHK Symphony Orchestra and conducted by series composer Koichi Sugiyama, and it was pretty well kept save for a missing sticker from the set that was included in the box. This one sticker, I think, accounted for a price tag cheaper by 500 yen from another DQIV:SS sitting on the shelf. The stickers mean nothing to me, so I'm glad I saved the $5.50, but it goes to show how much a "complete" set is valued--even if it's used--since otherwise the two sets appeared to be in identical condition. I also snared Layer Section II for Sega Saturn. (Yeah, I know, I can get it as RayStorm on Playstation. But you know what? I kinda like the idea of a freshly wrapped CD straight from Japan sitting on my shelf, and for a Sega Saturn no less. So there. Nyah!)

Now, unfortunately, I had always envisioned Super Potato as this massive store, but it really only takes up three floors in a small building. The top floor is dedicated to retro arcade games, featuring such oldies as Donkey Kong and Vampire Killer, so there are really only two floors of stuff to buy. So when I walked in, as much as I got that "HOLY CRAP LOOK AT ALL THIS OLD STUFF THEY HAVE" rush, I was also a bit sad that it wasn't bigger--mostly just because I had to watch myself as I walked around and was paranoid that I'd be knocking stuff over. So the next stop was, obviously, Sofmap--which IS a big store, more akin to a Best Buy, that also takes used products and ALSO keeps them in pristine condition...but is nowhere near as fascinating as something like Super Potato because it's all current-gen stuff.

Problem, though: the first Sofmap we walked into was the wrong one. (The retailer's inventory is so huge that it had to spread itself across multiple buildings within a 2-block radius.) How was it the wrong one? Well, the store directory said that there were "PC games" on the penultimate floor. The "games" were all porn software. So we went up to the top floor, which was supposed to have "DVDs", which it did...and they were all porn DVDs. I wanted to get out of there, but of course my sister got a laugh out of it and was taking snippets of video of the insane overtness of it all. We finally found our way into the "right" Sofmap. I procured myself a black Wii remote, just because. (Yeah, I know, there's a small chance it won't work with my US console, and that's another $43 I spent on something that works no differently than something I already own two of, and it might come Stateside one day. But you know what? I kinda like the idea of having a black Wii-mote, in a nicely packaged box that doesn't have blisterpack plastic all over it, without having to wait or pay for shipping, and being able to say that yes, I walked into a Japanese store and bought it with my own yens by muh-self. So there. Nyah!)

One of the more notable things I got to see in person was the DSi LL (or the XL as it's going to be known to the Western world). That thing is FREAKISHLY LARGE. I no longer want one. I kind of sort of maybe did at one point, but I don't see myself wanting to tote that thing around. Here, take a look:

Note: The DSi LLs are housed in a glass case, the surface of which is a few inches away from the faces of the units. Then, my sister is already holding my DS lite a few inches away from the surface of the case, so even after about five or six inches of space, the DSi LL still looks bigger than the lite. If only I could do a true side-by-side comparo.

Unfortunately, that was about the extent of my videogame adventures in Tokyo. Hey, it was a quick three nights; next time I go, I'll fully embrace all that Akiba has to offer. And, I'll go with an emptier suitcase, more cash, and a determination to pick up some crazy rare stuff. The goal? Radiant Silvergun in shrinkwrap: 18800 yen.

The Rock Band Music Creator, 143 is up, and mail in for 144

Yeah, I was late again--but I did upload episode 143. Check your RSS feeds or the site. Speaking of which, if your iTunes, Zune or RSS aren't picking it up properly, please let us know. Something went wrong with 142's entry, and neither Al nor I could figure out what it was.

At some point during this past episode--or maybe it was 142? I'm not sure--I mentioned Rock Band's option for creating music, about which I heard while listening to the Giant Bombcast a few weeks ago. The news post on Kotaku now fleshes it out in more detail. Having used Activision's studio from Guitar Hero World Tour, I'm pleased to see that Harmonix's option is fully loaded.

However, I'm not sold that I'll use this tool much either. The problem--and it's not so much a problem as it is just the nature of the music-making beast--is how many pieces there are to the puzzle. While Guitar Hero's studio turned out some pretty heinous tunes, at least you could kind of just use your guitar controller to jam something out that was...hopefully...pleasing to the ear and then load it. Here, you're paying a hefty sum for tracking software, transfer software and an XNA Creator's Club membership. You have to come in with some musical knowledge or else the tracking software is going to appear to you like an Excel sheet on steroids; Harmonix is both fully aware of, and publicizing, this barrier to entry, which is a good thing since at least we know what to expect going in. It's just a downer that we still don't have a true "user-friendly" option for making your own music in a rhythm game (wouldn't it be great for you to be able to upload your own band's songs for at least your friends to play?). But then again, someone--either Ryan or Jeff, I can't remember--said all those weeks ago on the Bombcast that most people still wouldn't spend the necessary time and effort to track a song, because no matter how simple you make it, it's still a complex process.

Random: I haven't been playing games too much. I'm enjoying my opportunity working from my hometown for once this week by going out and catching up with friends who I never get to see on the weekdays, as well as working on a bunch of side projects. Most significantly though, I've been watching The Wire, which I purchased a few months ago and just now have finally gotten around to watching. It's a fantastic series. It's not for everyone, but it's simply made so well that I think everyone should give it a shot.

If you have a question or comment you'd like read on the next episode of the podcast, as always, hit us up at mailbag AT trigames DOT net or via this form right here. (Be sure to select the MAILBAG radio button before submitting.)

Musicology and Plastic Guitars

My sister once asked me if she thought I played Guitar Hero better than I did the cello. I thought this was pretty amusing at the time; this was at the height of my Guitar Heroics, when my friends Al, Megu, Maurice and Sneezy would throw the little plastic fisher-price guitars behind their heads with me as we competed, playing through riffs on Expert without skipping a beat (until my arms tired out and I had to descend to earth once again). This was when Al and I were fresh off of participating in a forum-based impromptu league set up by another friend of mine, where we strived not only for that five-star ranking on each and every song but also attempted to close in on perfection: hitting every single note without over-strumming (i.e. strumming when there was no note to be played). This was when "Guitar Hero III: Legends of Rock" was just around the corner, and I'd be soon mastering Living Colour's "Cult of Personality" and its newly-recorded (and deviously insane) solo without needing to use Star Power as a crutch to avoid failing out.

For reference, I played the cello for 13 years seriously and two more off and on. Though I was notoriously undisciplined, preferring to play by ear and without practicing technique as much as I should have, I'll go out on a limb and say that my playing was good enough to be pleasing to the human ear, if not the canine ear. I never quite reached the heights I would have needed to in order to play something like Dvorak's cello concerto in B minor, but hey, come on. It's the friggin' Dvorak we're talking about, and I was merely decent; I wasn't a prodigy.

To entertain myself, I took these two separate worlds and attempted to answer my sister's question. 15 years of playing cello, 75% by ear and 25% by discipline, versus hitting five buttons in rapid succession and odd combinations in order to rack up a high score at a videogame that just happened to be based on playing music--but didn't involve actually playing music. What was I better at? If I reached the conclusion that I was indeed better at Guitar Hero than I was at playing cello (the former of which I have spent--to date--four years playing as a form entertainment), would this be a "sad" thing? That all the time and effort (ahem) put into refining skills at creating music were trumped by a few leisurely years spent learning how to mimic the solo to a heavy metal song that was compressed to five buttons?

In truth, this is a question that can't really be answered properly--at least, not with regards to the context in which people ask it. Usually they make the understandable mistake of intending the question to be a musical one, implying or thinking that the musical skills required to be proficient at Guitar Hero are the same or similar to those required for a real instrument. This mistake, sadly, is at the root of why music games like Guitar Hero and Rock Band have been scoffed at (sometimes lightly, sometimes scornfully) by some in the music community. A few months ago, when asked if he'd like to contribute his songs to Guitar Hero, the artist formerly known as The Artist Formerly Known As Prince (now currently known as Prince, in case you forgot) politely declined, stating his desire that children learn to play the "real thing."

I don't particularly have an issue with Prince wanting children to really learn how to play music. Done correctly, encouraging kids--hell, anyone-- to play music can result in joy for the would-be musicians, as well as those around them. Playing music is simply fun, and there's a fantastic sense of achievement and satisfaction when you finally master a piece or write a song of your own (...and all of you narcissists would have something else to brag about, another reason to look in the mirror, or whatever).

What perturbs me slightly, though, is the inappropriate correlation between this segment of interactive entertainment and "the real thing." There certainly is a link between playing music games and playing music itself, but again, I feel that most people get the context wrong. Specifically: "Practicing Guitar Hero is going to stop you or your child from practicing a real musical instrument." Listen--let's look at Guitar Hero, Rock Band and other music games for what they are: videogames. A form of entertainment. A pastime. A leisurely activity. Theoretically, you could be arguing that you'd rather your kids learn how to play their instrument than playing videogames. From there, you could theoretically argue that you'd rather your kids learn how to play their instrument than watching television or movies; going to the mall with their friends; listening to music on the radio (now isn't that interesting?). Sure, I will concede to the view that mastering a song in Guitar Hero provides the instant gratification of "playing" a piece of music that can't be achieved from practicing a passage or a set of riffs, for hours on end (unless you're a virtuoso). However, most forms of leisurely, mainstream entertainment are designed to provide instant gratification.

Does this mean that Prince is entirely "wrong" to say what he did? Not necessarily. I'm not saying that he should amend his statement and lambaste all videogames instead of just Guitar Hero. In the grand scheme of things, though, I do think that music games don't warrant being singled out from any other form of entertainment. As with all entertainment, they should simply be a part of anyone's checklist on what to balance in one's life. For youths, do your chores; do your homework; study and practice what you're supposed to practice; reward yourself, have fun and enjoy life. For adults, do your job; run your errands; take care of the people in your life; reward yourself, have fun and enjoy life. Just like anything else we do for fun, something like Guitar Hero is a perfectly acceptable pastime for those who know how to balance their lives, and more importantly, understand the difference between playing music games and playing real music.

For all of us "grown-ups" (though I'm really 12 years old inside), let's put it this way: If someone came up to me and said, "You know, the time you spent playing Guitar Hero could have been spent revitalizing your cello-playing ability," my response would be, "Had I the desire to spend time revitalizing my cello-playing ability, I would have simply done so. Guitar Hero has nothing to do with it." The sad truth of the matter is that I played Guitar Hero--or read books, or played basketball, or did whatever else I did these past few years--over playing the cello simply because I didn't feel like playing the cello at those particular times. (Note: Kids, you're out of luck; when you asked your parents for that guitar and to spend money on lessons for you, you'd better damn well feel like playing it.)

Let's flip the script and look at this situation from another angle. For all of the negative things people can "learn" or become "desensitized to" thanks to videogames--or movies, or music, or books (are you listening, politicians?)--there are plenty of positive influences that can be gleaned from them. (The key for parents, of course, is knowing how to teach their kids right from wrong, and fantasy from reality, at the outset. I know--duh, right? You'd think.)

I serve only as anecdotal evidence, but I like to think that I'm a passable example. Until around 2005, I almost exclusively listened to hip hop and c|assical music. December of 2005 is when I brought home the original Guitar Hero. From there, my music library slowly increased to include music--both good and bad--from any number of rock genres. I entered, and am still in, an experimental phase with finding new music that I can appreciate. Why did Guitar Hero, Rock Band and their sequels spark this interest? If you think about it, I was being exposed to music I never really cared for before, contextualized in an environment that I did care for: videogames. The effect is not entirely different from what you'd get when, say, watching a biopic about a musician (e.g. "Ray" or "Walk The Line" might make you curious enough to check out the work of Ray Charles or Johnny Cash), but because these music games (a) were all music all the time, and (2) exposed me to some compressed, faux inkling of the technique required to play these songs, it was easier for me to appreciate the music contained in those games.

So, sure, playing music games got me to appreciate and enjoy "new" music. I'll tell you something else though: My desire to start practicing the cello again has increased noticeably. That's right. After saying that people shouldn't negatively correlate playing Guitar Hero and playing a real musical instrument, I'm turning on my heel and am now suggesting that playing Guitar Hero and its ilk were responsible for me wanting to play my real instrument again. The reason is simple. I want to be able to answer my sister's question, however apples-to-oranges the correlation between the two activities may be, by saying, "No--I believe I can play the cello far better than I can this guitar game." When seeing insane streams of colored notes on the screen and actually being able to play them, it reminded me ever so slightly of the breathtaking sensation I got from playing a run or crazy-ass chord passages using thumb position and other techniques on my cello. It was fun to score points in a videogame through the sheer speed of my fingers--but I wanted to play for real.

This is where the most important distinction between playing a music game, and playing real music, comes in. In a music game, you're not playing music; you're simply activating it. The music is pre-recorded and comes from cover bands or licensed master tracks. It's already in the game. At its core, all the game is doing is waiting for you to press the right buttons, and strum at the right time; with all that done, the notes will play. It'll be as in tune as it ever could be given the recording. The body--the feel--of the note will be exactly what it was when the original was recorded. You are not really making any music, and that's okay, because all you really need to do in order to get the most out of Guitar Hero is to have a good time. That's why you don't, and shouldn't, have to worry about bow or picking techniques or playing the notes at the right dynamics. You can fantasize about being a rock star with ease, just like how a fan of the football sim "Madden 10" can fantasize about being Randy Moss. Playing a music game, and most videogames for that matter, is about the fantasy and the entertainment.

Playing a musical instrument is about discipline, technique and perseverance. You do have to worry about when your foot hits the pedal as you practice Chopin. You do have to make sure that your bow hand is appropriately light or heavy, and you sure as hell have to be cognizant of where your finger hits to make sure you're in tune if you're a string player. You can fantasize all you want, but the results of your playing are your own, and they're real. When the cat screeches and scratches at your foot; when the dog yelps and scampers away; when your sister comes into your room and laughs at you because you hit the harmonic the wrong way, it's your own fault. If you aren't willing--and will never be willing--to handle the reality of the dedication required to play a musical instrument, you're simply not going to partake in it--whether or not Guitar Hero ever existed.

So, to Prince I say this: There are young'uns who dutifully practice their instruments; who dip into Guitar Hero or Rock Band just for a bit when they need a 15-minute break; who would enjoy rocking out to your music with their plastic instruments. Accept the check and give them a taste of the fantasy of being you. You won't do a disservice to their talents by giving them some entertainment. And for the people who'd be inclined to play Guitar Hero over a real guitar, they were probably never going to pick up a guitar anyway. At the very least, by exposing your music to them through their pastime, maybe they'll buy more of your albums.

I'd really like to hear your thoughts on this, even though it's kind of becoming an "age-old" discussion. I just never had the time to verbalize my sentiments in text until last afternoon. I'll try to read the comments you leave on my next podcast, but for more guaranteed results, hit up mailbag AT trigames DOT net and leave us your thoughts.

142 up, Skipping 143, Days of Ruin

Advance Wars: Days of Ruin is quickly growing on me, but first thing's first... For some reason, according to @Edubuccaneer, the RSS feed is poop. If anyone's experiencing problems please let me know what they are. Al and I combed through the feed and couldn't find anything wrong with it! Sad face. In any case, you know where you can directly download Episode 142, but just in case you don't: http://trigames.net/articles.php?content_id=843. Please leave a comment if you're having issues with the RSS feed though and if there's any information you can provide, that'd be great...

Also, for the first time ever, Al will be participating in the infamous 24 Marathons which have disrupted podcasts in the past, so 143 will be on hold! Sorry guys, but the call of BBQ and Jack Bauer are just too much to resist.

Now, Advance Wars: Days of Ruin. It's not that I ever disliked the game; it's simply that I was a little disappointed in the lack of changes. I ended up being wrong, of course, about the CO powers though: I initially thought that they simply weren't present, but I finally reached a mission in which I was able to use a CO power. The power I used was far less game-changing than those in the past, and I don't know whether it's simply due to the CO I used or because that's how the game is now balanced, but from Ryan Davis' review, it seems to be the latter. I suppose it's better for the sake of game balance, but I always got a kick out of being able to get out of a REALLY tight spot by unleashing the fury of a Dual Strike.

Nevertheless, the subtle changes and unit additions (and subtractions, though I've not yet determined what's missing since I'm not even halfway through the game) do make for a noticeably different experience when you dig deep. I like the new anti-tank unit quite a bit. It's a ranged attacker, so it can't move-then-attack, but its range also covers the space immediately in front of it so it can still counter-attack when approached by a tank. (Hence, anti-tank. Dur?) The Flare unit is a godsend for those who hate Fog of War, though it's a little useless on maps without FOW; it CAN attack, but it's not entirely powerful. There are great additions in the Carrier-Seaplane combo, where a Carrier can roam the seas and then produce a seaplane that is very useful against sea and ground units. I can't remember whether or not it's weak against its fellow air units, but it's expensive (it costs money to build the carrier and THEN build the seaplane) so I can't imagine that it's supremely vulnerable to anything. So while at first I was a little bummed, now there seems to be much more of an expanded roster than when the NeoTank was the ONLY new unit, way back in the GBA days.

I like the ranking system (whenever a unit destroys another, it goes up in rank which increases its potency), as it forces me to take more care of my units. I also like the area-of-effect that a CO-occupied unit has. Similar to a hero unit in many RTS's, a unit that's carrying a CO buffs units around it. That unit is also the one that executes a CO power, though, so if you wanted to use that unit to bulldoze a hole through enemies, you'll have to consider postponing usage of the CO power or wasting an active turn with that unit. It's a nice balance, and I guess that's mostly what this game is: more and more balance.

I've started skipping the dialogue and story though. There's just too much ham-fisting and unnecessary reading. At least it's not super zippy chipper sugar rush...

...but is fake emo really worse?

Absence Averted, and Pete stars in Episode 141

Whew! Many hecticness over the last few weeks. The podcast is not dead, and we're recording this Saturday, which means throw your questions and comments over to mailbag AT trigames DOT net. Even though we haven't recorded a traditional episode in a while, we've christened Pete's hour-plus-long trilobyte as Episode 141 because there's enough in there to qualify as a full episode. The RSS is updated all nice and smooooove, but if there are any issues, please let me know. (Pete says he was having trouble with it before.)

Al's wedding was a very nice gathering on the side of the beach at the Rio Montego Bay. The rest of the trip was quite a lot of fun, as well. We all went on a zip-line tour but spent most of the time relaxing on the beach and enjoying free beverages of the "hard" kind. Never before have I spent that much time just lying down on a beach chair and getting some color to even out my horrendous t-shirt and sock tans. There were also some random late-night hijinx after those beverages started to take effect. I'll sum it all up with these pictures (our condition worsened from the first picture to the second picture in, I think, the span of an hour):

Sorta sober! Not really sober!

Don't ask me what we were doing in the second picture. Maybe he thought I had some electric charge to my skin, a la Blanka, and wanted to try it out. I don't know, I'm not a doctor.

But before we went to Jamaica, we caught up with Alex Navarro at the Village Pourhouse in New York City, where he and other Harmonix and MTV heads (with a cameo from Alex Rigopulos!) were showing off a preview build of The Beatles: Rock Band. Plenty of off-pitch harmonizing, Beatle-lovin' and open-bar drinking to be had, and Al finally met the voice behind the special guest of Trigames.NET Podcast Episode 47:

Navarrito

I hadn't shaved in a week. Still can't match the Navarro beard.

In the meantime I picked up Street Fighter IV for Windows via STEAM, and boy am I enjoying it. I suck at it completely but I'm definitely getting a kick out of learning the ins and outs of the Focus attack system, with the three levels of Focus, EX canceling, and the nasty stuff you can use to punish fools when you hit them with a fully charged attack (Zangief says hi). You're probably laughing at the fact that I got it for Windows, but it was cheaper than the console versions, I don't go online with my PS3 due to its physical location in the house, and the gamepad I have for my PC has a better d-pad than both the 360 and PS3 controllers. I also plan on trying out my X-Arcade joystick on it, something I *can't* do on those consoles (yet).

I also started a bit of Advance Wars: Days of Ruin, and I'm really sick of all the dialog that it throws at me. I would just skip it but sometimes I feel guilty for doing so. I don't know why. Thus far, I'm about 8 missions in and there are very few, minor differences between this game and those of old. I didn't bother reading the instruction manual; I figure I'll run into gameplay enhancements as I see them. But thus far, it really just seems like more of the same old same old. A new unit here, new zoning and building capabilities there. That means it's still a lot of fun, but it also means that Advance Wars: Dual Strike has been the only one out of the series to show any huge differences in gameplay thus far. Of course, I'll wait until I play a lot more to actually make a judgment.

Remember to send your mailbag questions in. We'll be recording on Saturday, August 8th, at noon EST.

Uhh yeah--no. Episode 140's not coming 'til Tuesday.

Ok, so here's the deal: We land in the Riu Montego Bay all-inclusive resort where there is no Wifi or internet in our room, but there just so happens to be wifi in the hotel lobby, which is INCREDIBLY slow, through which it takes about 7 minutes just to upload five photographs onto Facebook. Imagine how much it would take to upload a 60MB MP3 file. This episode was 2 hours and almost 30 minutes long, after all. In any case, very very sorry, but you'll have to wait, even though there are probably only like 5 (very, very appreciated) of you who listen, but still. We apology. Al gets married in approximately 1 hour and 20 minutes so get ready for the bells to ring.

We have a winner--Episode 140 in progress, but here's a sneak peek.

Well, only ONE person wrote into the mailbag to ask for Pete's copy of Psychonauts, and that one person--you know who you are, Brazilian Million--wins! Please contact Pete, or let me know where he can reach you. To all others, next time we have something for you to win, freakin' write in! (mailbag AT trigames DOT net). Check your RSS feeds / iTunes / Zune (http://trigames.net/rss.xml) for episode 140 in the coming days. I'm saying "coming days" because it is STILL not finished. It's been a hectic week getting ready for Al's WEDDING IN JAMAICA (omg), so I'm going to have to work on it in the airport and hopefully our beautiful hotel room will have internetron access.

The likelihood of there being a full episode for this weekend is about 5%, but Pete will be doing an extra-long trilobyte for you all, so enjoy that.

Finally, they posted my Holy Invasion Of Privacy Badman What Did I Do To Deserve This (punctuation omitted because I'm lazy) review earlier this week. Funny thing is that I had a UMD copy, but the game's PSN-only, so I had to disregard the small loading times I encountered during gameplay in my review. Anything during gameplay that would cause the music to change would result in a stoppage of play for about a second while the UMD spun up. Pretty amusing, if not irritating.