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I'm sorry, but Super Mario 64 DS is kind of mediocre.
LK4O4 | 5:21 PM on 02.02.2010 16 comments


Posted by: Ryan




I hate the music in Super Mario 64 DS. Maybe under different circumstances, it wouldn't bother me so much, but the last two games I played on my DS were Space Invaders Extreme 2 and The World Ends With You. I've been hearing some pretty damned good sounds coming out of my DS lately, so when my girlfriend wanted me to play her copy of Super Mario 64 DS, and I first put the game in, I was surprised at how much I completely dislike the sound design in this game. I don't even like Mario's faux Italian voice.

Which is sad to me, when I consider how beloved this game is. You see, when I was in third and fourth grade, I rented Super Mario 64, ran around for a bit, was confused, didn't know what to do, and I returned the game not thinking too much of it. I didn't get it. But in the years since, I've finished my first Zelda game, I've played Super Metroid to completion (on the Virtual Console), and my gaming tastes have grown significantly. And I've heard a lot about how Super Mario 64 is one of the best games of all time.

To start off, you are probably better than I am when it comes to 3D platformers. I'm decently good at things like Mega Man or Ninja Gaiden or random fighting games. But I don't have much of a 3D platforming or a top-down tradition, so I'm pretty terrible at those kinds of games. Super Mario 64 DS seems to know this about me however, and compensates for my disability strangely well: the platforming in the beginning of the game is really easy.

This is a game I've grown with. The same girl who watched over my shoulder as I stumbled through getting hit by wrecking balls, watched me bypass pressing a switch, instead using multiple back-and-forth wall jumps towards the end of the game. Super Mario 64 DS's learning curve is ridiculously smooth, due to the way progression is handled. It's mostly determined by the player. If a particular star is too difficult, there is always another one I can try for instead. So of course, I got all of the easy stars first, then proceeded to get harder ones, making a near-perfect difficulty curve for myself without even knowing it.

But the controls have plenty of stupid quirks that have nothing to do with my fledgling skills. Such as the game deciding to give me occasional hints about analog movement by using the touchscreen... which really doesn't work at all. Using the touch screen controls for movement is awkward in this game, and using the D-Pad isn't terribly precise. Luckily, finishing the game doesn't often require such precision movement, but that pisses me off all the more on the small occasions when it does.


                   


Instead, what I find myself using the touch screen for is rotating the camera. And I do this all the time, because the camera hates me. It doesn't just mildly dislike me; no, the camera is trying to kill me. In my sleep. With a baseball bat. Or maybe a hammer. The camera doesn't want me to finish this game. To be fair, the game uses the L-trigger to center the camera behind your character again, but between Mega Man Zero 4 and Mega Man ZX Advent (both of which I played while I was high on Mega Man 9 hype), the L-trigger on my DS Lite works less than half of the times I press it. So no camera re-centering for me. I've instead been sent to take my thumbs off of the buttons and press the touch screen to rotate the camera the wrong way at first, then press the other button instead to rotate the camera the other way so that I can actually see well enough to not die.

And the game isn't just weird with it's controls. You would normally beat the first boss by picking him up from behind, but the game starts you as Yoshi, who can't actually pick enemies up from behind. Now I didn't play much of the original N64 version, but I'm pretty damned sure that I didn't start the game playing as Yoshi, and it took me some time to figure out how to get and throw eggs to beat the boss. (Ironically, once you figure out how to beat one boss, you have what it takes to beat every single boss in the entire game.) Now that's not so bad, but there are four characters in the game, there are certain stars that you can only get while playing as certain characters, and the game doesn't give you all the characters. I've only been able to unlock Mario so far, and I'm pretty sure I'll beat the entire game before I figure out how to unlock Luigi or Wario.

Super Mario 64 DS has a lot of weird, annoying things like that. There's no way to restart a level without dying or getting a star. If I choose "Exit Course" from the pause menu, then the game kicks me to the center of the castle instead of kicking me out of the painting, meaning I have to run all the way back to where I was. The overworld in this game is about as useful and fun as the barren city of Santa Destroy in the original No More Heroes. Just replace the dumpsters with pink rabbits. And if I've already gotten a star in a level, why does the game kick me out of the level when I accidentally touch that same star again? I have it already. That's obviously not the star I'm trying to get. And I was only able to unlock the "?" Blocks because Noelani blatantly showed me how to do it, which involves using the first-person look: a mechanic that's used no where else in the entire game.


                   


The game developers thought that what this game needed was additional characters and a bunch of mini-games that I'm never going to play. No, what this game needs are some basic interface fixes that make me not want to destroy the fucking cartridge for trying to get a difficult star. The developers should've spent their time instead refining the controls, or at least they should have allowed me to customize the controls. They should have tried to improve the camera. They should have allowed me to restart a level if I know that I did something wrong. But no, instead of spending development time taking out the tedium for newcomers, the development team decided that touch mini-games were a better way to spend their time.

And as I mentioned, I hate the music. It's tepid, and soulless, and boring. I'm actually really nostalgic for Genesis, Super Nintendo, and Neo Geo graphics and sound, but I most certainly am not nostalgic at all for PS1, N64, and Saturn graphics. With a few small exceptions, that entire era just looked really ugly to me. Now I don't expect them to have updated all the textures in the game, but they could have at least updated/remixed the music.

Unfortunately, when I talk to my girlfriend about Super Mario 64 DS, this is what I sound like. I'm constantly bitching about it. I don't like the controls, I don't like the music, I don't like the graphics, and the gameplay is slightly better than "just okay," although occasionally needlessly frustrating. It's not a horrible game, but it's kind of mediocre. And I feel like I've gone astray somewhere for feeling this way. Why can't I see the wonderfulness in this game that everyone else sees?

I'm still trying. I really do want to finish the game, and I currently have 75 stars. But to be honest, I expected better. Instead of feeling like I've spent my time playing something completely awesome... well, I actually feel kind of let down.

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Tatsunoko vs. Capcom vs. Sleep
LK4O4 | 6:42 PM on 01.27.2010 7 comments


Posted by: Ryan


My receipt was marked with the number '8'. I was eighth in line to get my game. The person directly behind me was getting Tatsunoko vs. Capcom too, although most people were in line for Mass Effect 2 or MAG. But I got my copy of Tatsunoko vs. Capcom nice and early, got home before 1AM, and played with Noelani for a while, until she fell asleep. And then I played some more. I now know from personal experience that there actually are other people playing online ranked matches at five in the morning on launch day.

And unlike the god-awful online experience I had playing Brawl, Tatsunoko vs. Capcom is actually playable online. Some matches have been completely perfect, others have had some intermittent lag, but every match I've participated in online has been playable. So yes, the online works so far, and I've had a good experience with it even though it's only been about two days.





Since a little before 1AM on Tuesday morning until now, I've pretty much spent every spare moment I have at home (when I'm not at work) playing Tatsunoko vs. Capcom. I haven't even been getting much sleep, so I figured I'd break a few things down and give you my thoughts on the game.


Starting with the fact that nobody knows who any of these characters are.

Reviewers treat it like a big deal that we don't know what this is or who these characters are, but that's really not too different from most other fighting games. Street Fighter III: 3rd Strike is one of my favorite fighting games of all time, and when SFIII first hit the scene, nobody knew who any of those characters were either. Even in Marvel vs. Capcom 2, I still don't know who Ruby Heart, SonSon, Amingo, or Marrow are. People mispronounce BlazBlue as "blahz blue" just like the guy at my local GameStop mispronounces Tatsunoko as "tatsunawkuu." It's the same thing.


Wii games, now complete with new, shiny accessibility

So now that we've got that out of the way, let's dig into the meat of the game. Noelani doesn't play fighting games, and although she's watched her peers play Marvel vs. Capcom 2, that game always intimidated her because of the level of "omg, it's too fast and there's too much happening on screen wtf is going on?!?" In contrast, Tatsunoko vs. Capcom is still fast, but slower than MvC2 and with only one character for assists, it's not too difficult to keep track of.

I also just taught her how to do the quarter-circle motion a few days ago, so she opted for the Wiimote-Nunchuck control scheme. That control scheme is brilliant. It definitely limits what the player can do, so serious gamers will never want to use it and it doesn't break the game in any way, but it also doesn't require my button-mashing friends to learn how to do a dragon punch motion. I cannot stress enough how great it is to give my random, non-fighting game friends the ability to pull of supers with no trouble at all, and it just makes the game more fun for everyone involved.


Excuse me while I be a traditional controller nerd for a bit

As for me, I'm using the Classic Controller until I can afford an arcade stick. The Classic Controller and GameCube controller work just fine, and since the game only requires the four face buttons, they've mapped 'A + B + C' to the right trigger, which feels really good. You can press up-forward and pull the trigger to air dash really quickly, and you can also use the trigger to do advancing guards while blocking. I've also tried using the trigger for supers, but I found that I still prefer pushing two face buttons instead. The left trigger is just 'C', but I plan on remapping it to either Baroque (A + P) or Mega Crash (A + B + C + P) sometime soon.





Speaking of button inputs, I like the three attack button control scheme of Tatsunoko vs Capcom much better than the two punch buttons and two kick buttons of Marvel vs. Capcom 2, mostly due to having three variations of any special move instead of only two. The button setup makes normals more limited in exchange for more versatile specials, and considering this is an over-the-top 'versus' game, that's definitely the right call.

I haven't spent quite enough time with it to say just yet, but I think I like Tatsunoko vs. Capcom better than Marvel vs. Capcom 2.


And Tatsunoko vs. Capcom is definitely better than Street Fighter 4

To compare, when I first got my hands on Street Fighter 4, it felt like a step backward to me. I loved SFIII: 3rd Strike, but in SF4, the game is faster again, the attacks don't feel as good as they did in 3rd Strike, and the characters are ugly. Not all of them mind you, characters like M. Bison (dictator) actually look good, but Sakura and Chun Li look weird. Not everyone has to be ridiculously buff and disproportionate. If any fighting game this generation carries the Street Fighter III torch, it's probably King of Fighters XII oddly enough.

Tatsunoko vs. Capcom actually starts with the MvC2 system and takes a step forward. First, a much-needed feature is the Mega Crash, which is basically like a burst in the Guilty Gear games, and the combo-centric versus games have been begging for this feature for a while now. But there's none of that burst meter/heat meter bullshit; instead, a Mega Crash takes two levels of super (and some health), which limits it's number of uses without adding another meter to the game. To balance this new defensive option, there is also a new ability called "Baroque," which allows for longer combos, and it also increases your damage output, but at the cost of your red health.

In addition to the new systems, the game is beautiful. Not quite KOFXII (or BlazBlue) beautiful, but what's lost in realistic shading or sharpness is easily made up for in art direction. This game has bright neon colors and sparkles and rainbows and when the game zooms in for a dynamic shot right before a super move, it's just a joy to look at. Yes, there's some aliasing, but I would much rather look at this game than have to look at the awkward design of Street Fighter 4.


Well, even though the story sucks, I like the characters

But the best part of the game so far has been the character roster. When I first looked at the line up, I thought that Ken the Eagle, Jun the Swan, and Joe the Condor would all be as similar as Ryu, Ken, and Akuma, but they're actually not. Their moves are NOT the same, and those characters don't feel the same when you're playing them. Tekkaman feels really different from Tekkaman Blade. Even the giant characters play differently from each other. This game may only have 26 characters, but I assure you that none of them are filler. There's no Fox/Falco/Wolf padding out the line up. Every character feels unique.





Saki looks like a Cable knock-off (from MvC2), but she isn't nearly as cheap as Cable, since her beam attack is thinner and she can't use it in the air. But apart from that, she's more fun to use than Cable ever was. Saki's got an ammo-switching move that allows her to fill her gun with an electrical ball that lingers on the field and does multiple hits, or even an unblockable super bullet. She's more versatile and interesting than Cable ever was, and I like her a lot.

All of Doronjo's special moves involve her calling minions to beat up the opponent, or grab them, or throw things at them, but she can still be moving and attacking at the same time. Her "In The Beginning" super follows suit by not coming out until long after the super has been performed, allowing Doronjo to attack and throw off the opponent instead of letting them just sit there and block the super when it finally does roll on screen. Because she can move and attack independently of a lot of her specials and supers, she creates a lot of chaotic situations, and she's a lot more fun to play than I expected her to be.

But due to the uniqueness of each character, that also means that quite a few of the characters will put you off at first, because they won't feel familiar. Don't let that deter you. Be curious, spend some time with each of them, and you'll find their quirks will reward you with some new, interesting gameplay.





So, to wrap things up...

Tatsunoko vs. Capcom has an amazingly interesting and diverse line up, and the gameplay is fast and fun and furious. My girlfriend can pick up a Wii remote and nunchuck and do a super by just pressing two buttons, and I can take it to a random party and convince my beginner friends to play this instead of Soul Calibur. It's flashy and over-the-top and it's beautiful. It's a more balanced game than Marvel vs. Capcom 2, and it's got less filler. And it's online.

Tatsunoko vs. Capcom is easily the best fighting game of this console generation. Buy it.

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First Impressions: Bayonetta
LK4O4 | 6:23 PM on 01.21.2010 3 comments


Posted by: Ryan





Portrayals of female sexuality in popular media usually piss me off. Noelani has seen me metaphorically roll my eyes every time she buys an issue of Seventeen Magazine, or when I have to walk into a women's store that decides to sell push-up bras, or even worse: push-up shorts for your ass. I hate it. I hate that women feel like they need to constantly cover up their faces and sexualize how they look to chase down a magazine image that doesn't actually fucking exist. It's Photoshopped. People don't look like that. People have blemishes, they have pudge, and that's okay. You don't need to look beautiful. You don't need to be perfect. And you most certainly do not need to pretend to be perfect.



Photoshop palletes overlaid on a billboard in Berlin. Street art vigilantes strike our daily routines with truth.


I've been pissed off about this trend in popular media for a long time, and I've had fantasies of one day opening a tomboy clothing shop, maybe sponsored by the Dove Real Beauty campaign or something. I could sell a pair of women's pants with actual pockets that they could actually keep things in. Clothing where girls can just look cool and chill, instead of everything having to pop out their boobs and their ass in fear that no one will like them if they don't. I've talked about opening a nightclub where the dress code is that everyone has to wear pajamas. None of this getting ready for an hour to go out dancing; just throw on your pajama pants, and then when you get home, you can just fall onto your bed without even having to change. I would love to sit at the bar and talk with a woman in fuzzy slippers.

I'm dying to puncture the artifice. I want some reality around this place.

So imagine my surprise when I played Bayonetta... and it didn't bother me. With all this talk of Bayonetta's overt sexuality, I felt perfectly comfortable playing it. And understand that I wasn't playing this at home: I was playing this for over an hour and a half at a used game shop, with several other guys hanging around and playing games of their own, but constantly reminding me of their presence with the occasional comment, such as, "What? Did you just turn into a butterfly?" Why yes, when Bayonetta double-jumps, she sprouts butterfly wings. But it doesn't make any more sense than the giant high-heeled boot made of hair that I use to finish off combos, so I'm not too worried about the butterfly wings.





Unlike many games of today, Bayonetta does not strive for lifelike realism. She has guns strapped to her shoes, and she shoots with her feet with her shoes still on. So how does she pull the trigger? She can walk on walls in the moonlight, she conjures guillotines out of thin air, and she stops time by nearly getting hit. Her lock-on target is a pair of lips. It isn't just that the game is unrealistic: the game is complete nonsense.


================================

"A further point: the real perniciousness of sexualized images of women, to me, resides in the way that they warp our images of womanhood. The evil begins when a girl sees that image and says, that is what I am supposed to look like. I cannot imagine how anyone, even someone in the grasp of the body selfhatred industrial complex, could take these representations seriously. The faux verisimilitude of your standard issue of Cosmopolitan is far more harmful per capita than this ludicrous game."
Iroquois Pliskin

================================


I think Pliskin's article hits the point on the head here. Even with some close-ups of Bayonetta's ass and underboob during the game's drags-on-too-long cutscenes, the game didn't piss me off very much, or even make me feel all that embarrassed to play in public. It's hard for me to imagine my girlfriend being angry at me for playing it either. The game is just silly, and in some cases, pretty funny. Violence kind of works the same way: when you see people being realistically shot and dying, it can be a little disturbing, but when an enemy in No More Heroes unrealistically sprays out blood like he's got a running hose in his neck, it goes over the top and it's just ridiculous and funny.

The femininity and sexuality did nothing to ruin my enjoyment with the game. Bayonetta's okay by me.



Ryan was born with a penis, which makes him a man, and which in turn gives him no right to speak about female sexuality or how it's portrayed in popular media. If you have a vagina between your legs, you are automatically more qualified to speak on the subject, so feel free to criticize everything he says in the comments, or even write an entry of your own.

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Every Day the Same Dream
LK4O4 | 1:37 PM on 01.15.2010 2 comments


Posted by: Ryan



Paolo Pedercini, who created “Every Day the Same Dream” for the Experimental Gameplay Project, describes his game as "a slightly existential riff on the theme of alienation and refusal of labor."


I played "Every Day the Same Dream" about a week ago now and I can still hear the music in my head sometimes. It's a weird, haunting track, which is fitting for the game it's used in. And then once the music gets in my head, I can't help but think about the rest of that game again for a little bit too. I wouldn't want to ruin anything for you, so if you want to read the rest of this post, you should play it first. It'll only take about ten to fifteen minutes of your time.

You can play "Every Day the Same Dream" at:
http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html

Don't give up. There is an ending.

Five more steps and you will be a new person.

Spoilers after the jump.

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I work at a desk in an office, and I work every Monday through Friday. I'm slightly worried that because I work a regular job at a computer and many of you don't, that this game won't mean as much to you.

The game is completely flat. Not just in the sense that it's a 2D game, but there's also no shading at all, as if the game is made out of gray cutouts. You can only move left and right, and everything you can interact with has it's name written at the bottom of the screen. It feels incredibly linear and rigid.

And that's the point. At first glance, all you can do is walk to the right, press 'space' when you get a prompt. It's easy to assume that you have no choice other than going straight to work. And if that's all you choose to do, the game will let you spend day in and day out just getting dressed, driving to work, and sitting at your desk. I've certainly had days in real life where I felt like I had no choice other than that very thing.



It's a long walk to get to your desk, and the view zooms out showing your identically-dressed coworkers working at their identical-looking desks, putting the conformity of your job at the forefront.


The first time I played the game, I got dressed, went to work, but I didn't sit at my desk. I kept on walking and ended up on the roof, where I promptly jumped off... and woke up the next morning completely fine. I didn't know what to think, but I was certainly intrigued. After that, I went to work, sat at my desk, and woke up again in my bed the next morning just as I did when I jumped off of the building and killed myself. It felt like nothing had changed. Why was I playing this again?

In real life, we're willing to spend our lives doing the same thing over and over. But in the context of a game, it only took me one repetition before I asked myself, "What's the point of this?" When I play a game, I expect there to be an end goal: a win condition. In a game, most of us won't do something over and over again without a clear goal and without a reward.

The only thing that kept me playing was reading somewhere that "there is an ending." There was something that the game wanted me to do. When I didn't know what I was doing, the whole thing felt pointless. But once I was assured that there was a purpose to it all, I buckled down and tried to figure it out. The game appears so rigid at first, but the only way to move forward is to not do what obviously comes to you.

I had to not get dressed in the morning, I had to not drive to work, and I had to not walk to my car. I had to break the mold, and do something different and unexpected to progress. That's what makes the game interesting, and that's where the interest comes in my real life. I never write about work on LiveJournal. I write about going to find a donut on the weekend. I write about spending time with my friends and I write about playing games. I write about everything that is not getting dressed and going to work, even though that's what I do five days out of every seven. I'm searching for something different, something interesting, something more than my weekly grind.

Then once I had done the five things I could to subvert my daily routine, they took my routine away from me. In the last act of the game, everyone is gone. And even though moving though the entire game means trying not to be the same as everyone else, it feels empty without them. My character's wife is gone, the street is empty, and no one is at their desks.

I'm not sure exactly what it all means. But I know that I've spent day after day in this game trying to figure out ways to have some kind of different outcome, a different path, walking through this obvious, predictable, boring world.

But in the end, the world changed. I got dressed and drove to work, only to find that there was no one there.

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Aliens Have Landed (Space Invaders Extreme 2)
LK4O4 | 6:02 PM on 12.07.2009 2 comments


Posted by: Ryan




I had some time to kill while I was waiting for Karina on Friday night, so I took out my trusty Nintendo DS Lite and started playing some Space Invaders Extreme 2.

When I was in college, I played a lot of Advance Wars 2, since my commute was over an hour, and the later battles in Advance Wars take about an hour or so, which made it the perfect length to play during those mornings. But these days, I work in a building that's actually in my own city, and my commute is really only about 15 minutes. So my DS usually has a much shorter-length game in it, like Bangai-O Spirits or Space Invaders Extreme 2. With Bangai-O, I can get on the train, fire up a level, die two or three times, and that fills up the little pocket of 10 minutes.

I'm alone. I'm outside, walking around, going to shops, trying to kill time, but also trying to stay nearby in case Karina needs me to come to her rescue, and I end up sitting on this short staircase with no one around. It gets dark early, and it's pretty cold outside, so it doesn't seem weird that there aren't many people walking around beyond the one main street with all the stores. I still had Space Invaders Extreme 2 sitting in my DS, so I took it out, and with no one around, I didn't feel weird turning the sound all the way up as I played it.

The sound. Once of the best things about SIE2 is the sound: the game has this cool, electronic music, and every time you shoot, the game makes a sound effect in time with the music. Kind of like the sound in Rez, the music doesn't just sound great, but it feels good because you're playing part of the music by shooting enemies.


STAGE 2 - SMART BREAK




While I was out there, I was focusing more than I usually do. Every time I've played the game since I've gotten it, I've made it to Stage 3B, and that's usually where I'll die. But this time, I blazed through Stage 1, Stage 2, and Stage 3B without losing a single life. For the first time, I made it to Stage 4C.

Now normally, just getting to a new stage isn't that big of a deal, but I wasn't expecting the song that would come with it. The music in Stage 4C just feels heavier than anything else I had played in the game up until that point. There's almost something sinister about it. But being the farthest stage I had ever gotten to, it was also the hardest stage that I've made it to so far. I lost all of my lives less than halfway through the level. I went to the level select to try and play it again, and Stage 4C still wasn't unlocked: you have to actually complete a stage to unlock it in the level select.


STAGE 4C - REVENGE OF THE INVADERS




Sunday morning, I'm awake. No one's home. No one was home last night either. The sound. It's in my head. But I can't remember how it goes. You know when you're trying to say something and it's "right on the tip of your tongue"? Well, I felt like the music for Stage 4C was right on the tip of my brain. So while still laying in bed, not wanting to get out of my blankets due to the cold, I grab my DS and I start playing again. I have to get to Stage 4C. I have to hear that music again. My brain is searching for that music. I don't have to get a high score, I don't have to play well, I just have to not die—and I have to not die for three stages in a row.

After a few attempts, I made it to Stage 4C again, and I died before the boss again. That's it, I'm looking for the soundtrack to this game. It takes a good long time to find a download for the soundtrack, but once I did, I started playing it on my iTunes, and I decided to start making something. Something out of my old deck of playing cards.





Yes, I spent my Sunday afternoon making a Space Invaders UFO out of 48 blue Bicycle playing cards, electrical tape, and lots of staples. I'm hanging out with Karina tomorrow, I'm going to a movie and a party with Jeannette on Friday, and I'm going ice skating with Kiri on Saturday—thank goodness, because this is the kind of ridiculous insanity that goes on when you people leave me alone.

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Sit Down, Girl! I Think I Love You! (Rock Band 2)
LK4O4 | 6:50 PM on 10.12.2009 3 comments


Posted by: Ryan





I had forgotten about the lag. See, old-school TVs just take what ever images they get and throw it up on the screen, but these new HDTVs have to re-scale the image and run filters on it, which makes the image lag a little. And I mean only a little: we're talking like 65 milliseconds. That's less than a tenth of a second, which doesn't matter at all when you're watching TV, or playing an RPG... but it turns out that a tenth of a second of lag is enough to make me miss every other note in a Rock Band song.

So I spend a good amount of time yesterday calibrating the lag on Rock Band 2 and on my DDR game to match up with the lag on my new TV. DDR was particularly exhausting, because I had to change a number, play a fast song to test how accurate it was, and then adjust it again until I was getting mostly perfects. To be honest, I was actually really tired by the end of getting my DDR game calibrated correctly.

And so, since I was already going through my music games, I took a look at the new Rock Band 2 songs available for download (which I haven't done in a good while). And later that day when I was with Noelani, I mentioned that I happened to see "ABC" by the Jackson 5 on the list of downloadable songs. Boy, did I underestimate the reaction I was going to get from her. She lit up, and immediately suggested that we go out and find a Rock Band microphone, and go download that song.

So we did. After getting something to eat, Noelani and I went to a used game shop, she bought a microphone, and then we went by my house and downloaded some songs: including "Hey Baby" by No Doubt, "Sprode" by Freezepop, "Don't Stop" by Fleetwood Mac, and of course "ABC" by the Jackson 5.

"Sit down, girl! I think I love you!
Get up, girl! Show me what you can do!"
                                                                                                            - From "ABC" by the Jackson 5

Why yes, Noelani really did sing that at my house yesterday, and it was awesome. She and I switched off between singing and playing guitar for a good few songs, and it was much more fun for me than it probably should have been. Noelani seemed to be enjoying herself quite a bit as well.

When people are singing, they just have more license to be silly for some reason. All I have now is a mic and a plastic guitar, but I know that this game has the potential to make me as stupidly happy as Samba De Amigo used to when I would bring it to Allison's parties back in the day.
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« OLDER


 about me

Hello there.

My name is Ryan and I work at a pretty prominent web company. I'm 21 years old, which probably makes me one of the youngest people on our floor (out of over 100 people). I have half of a college degree, a full-time job, and now I've got a place to hang out and talk about awesome video games.

Feel free to talk to me! <3


== Links ==
Ryan's LiveJournal

== Currently Playing and Trying to Finish ==
Tatsunoko vs. Capcom (FC: 4297 4386 7686)
Super Mario 64 DS
Rocket Knight Adventures

== Recently Finished ==
The World Ends With You
Psychonauts
Braid
Ninja Gaiden Black (Normal Difficulty)
Chrono Trigger
Earthbound

== Still Playing On and Off ==
Space Invaders Extreme 2
Rock Band 2
Street Fighter III: 3rd Strike
BIT.TRIP VOID

== Systems I Own and Love ==
Sega Genesis
Sega Dreamcast
Wii
Nintendo DS Lite
Xbox

== Wii System Code ==
4688 2108 9135 7828

== Tatsunoko vs Capcom ==
4297 4386 7686

 mii friend code:
4688 2108 9135 7828

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living the dream since March 16, 2006