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Just a gamer. Aspiring VG music composer. Pretty chill but also passionate about the things that matter to me ^_^ Also, one crazy kookaburra.

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12:48 AM on 02.04.2015

It's no secret to my friends that Nintendo and I have a long standing financial relationship. Since I was merely a tot, I have been almost exclusively buying Nintendo's gaming products and seldom have I ever been disappointed our arrangements. I would hand a retailer some money. They would hand me a product with that little oval logo, and I would return home satisfied with that "New-Game" smell. With our history fresh on the brain, as a consumer, I am beside myself with crippling concern and confusion about my future with Nintendo's products when I stand back and take a good, hard look at the amiibo situation, because let's face it: it's a situation here in America.

When amiibo was first announced, I hung with the crowd and listened as the people I knew and trusted to be Nintendo representatives relay that amiibo were never meant to be collectables. Sure, they would be in limited supply, but you would get the ones you wanted and be happy. And that was exactly what I intended to do. I like to consider myself a smart consumer. From the very start, I knew that ALL of the released amiibo would be an absolute stretch for my wallet; there are a lot of characters that would likely be beyond my interest, and more power to the people that wanted to purchase those figurines. What I did NOT anticipate was that A LOT of the characters I wanted to purchase were going to be out of my price range, and sometimes out of my grasp, hours after being in stores (and in some cases, NOT in stores).

My situation may be slightly unique compared to other Nintendo fans in the market for amiibo. In order for me to reach a retailer that is selling amiibo, I must travel AT LEAST 30 miles. It doesn't seem like much in light of how far these $13.99 toys travel to get to the states, but we are talking about getting up at 6am in order to get to the nearest store that sells them at 8am, only to stand in line with anyone else in the area, to possibly get their hands on one. Even that fact may still sound like a bit of a "how-could-this-happen-to-me" moment, but I also would like to explain with a small story that a lot of other collectors of amiibo can relate to.

With the most recent wave of amiibo being released at Target in the US (on a scattered schedule I might add), I got up super early in order to get to a retailer nearby that would have the one I desired, namely Rosalina & Luma. I also was interested in picking up a Sheik and Toon Link, and maybe even a Bowser since I'm a huge fan of both the Mario and Zelda series. Arriving at the Target, I noticed that a total 0f maybe 10-12 of us had gotten there at opening time to purchase said product. Out of the 10-12 of us, maybe 6 of us got all of the amiibo we wanted, not including me. I did get the Rosalina & Luma that I was searching for, but it was only by SOME MIRACLE that Auburn had one for my friend, as well as the other two that I was hoping to purchase. And I will add that at least three other people walked by while I was in mid-purchase, looking for the same amiibo and had to return completely discouraged as well as empty handed.

Day one. Hour one. I witnessed 7 people, In a potential market of 156,000 in the areas spanning between Nevada County, Auburn, and Roseville able to purchase the full line of amiibo that had been released.

I know I'm not the only one in the world just incensed to see that there is money by the buckets being funneled into 3rd party eBay accounts for these little toys that Nintendo has conjured. And I have only seen it get harder and harder for people interested to get their hands on these things. I can't help but wonder, why?!

Nintendo HAS to have seen by now that there is market for these things in the American economy. While Europe and Japan boast FULL SHELVES of these trinkets, America bears an uncanny resemblance to bread lines of The Great Depression, where you would stand in line for hours for something that you may or may not be able to even see by the time you get halfway through the line. And it's just plain absurd. As someone who knows how to make at least A LITTLE money, If you have a product that someone else can buy, and notice that they are reselling your product successfully for 2x, sometimes 4x as much....why not allow your company to pad you pockets. Not some scapler.

Although it may look like this article was merely a page full of mindless venting, I did also write this article in order to offer a couple of wayward solutions to this amiibo fiasco. And while I am merely a consumer, with no business experience whatsoever, I do think my ideas have some vaidity to them.

A) Simply, Plainly, bring more Amiibo to America

A small gesture such as this would do wonders, Nintendo. You have more than enough sales numbers and physical evidence to state that there is a ROCK SOLID market for these statuets here in the states. And by NOT supplying retailers with what demand requests, you are allowing someone else to make excellent profit on your product. So just put more in circulation here. Trust me. We'll pay it back, tenfold.

B) Make a Direct Option available

I may not be in the electronics industry for a living, but I do sell products to people. And I do know one thing to be a fact,: If the only way to get something is literally from the people who made it to begin with, consumers will still pay; sometimes more, and sometimes a lot more to get what they need. It may not be economically sound for Nintendo as a company to continue to make ALL of the amiibo during the course of the series production, but something as simple as a direct line to Nintendo for purchase during a current wave would go a LONG way for consumers interested in a product. I know of many people that would be excited to pay above standard retail price, directly to Nintendo, if Nintendo was able to ship them a product that retailers in their area were simply out of. Consumers might have to pay a bit extra as well as some shipping in getting them directly from Nintendo, but at least they would be available- something that cannot be said for today's stock of the different amiibo loosely scattered across retailers shelves in a manner befit a small hurricane.

I started buying amiibo with the intent to purchase two and only two: Link and Yoshi. I now own eight. Out of those eight, only one have I had to pay above retail market price, shipping the long lost Wii Fit Trainer from a Japanese outlet. Trust me, I was HAPPY to do so. I'm not excited for the future of amiibo after first hand seeing just how quickly these things disappear. And it's only going to get worse if something is not done about it. So...

Dear Nintendo,

I love you, your products, and vast library of games and characters. I am literally a walking pile of your unspent money. Please allow me to give it to you.
signed, Amxwolf

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I have always had a love/hate relationship with the gaming industry whenever the holiday season rolls around. The world becomes a cluster of angry people shifting about, looking for the best deals on the hottest games of the season. Some of the larger retail chains and third party distributors start rolling out the deals like their inventory was going to turn to mushy bannanas an hour after Christmas day. It's hard to tell if a game that comes out on or near Christmas is going to be good, or if the developer is just squirting it out in order to get profits fueled solely by jingle-bell-fueled-consumer-anticipation.

The WiiU gets played pretty frequently in my household when the holidays come a-knocking. It's a chance for my family to get together and enjoy a pasttime that most of us love. Casually browsing the Nintendo eShop, I noticed that there was one title in particular I had my eye on that had been released Christmas morning; a little known installment to the relatively popular series by WayForward Technologies by the name of Shantae and the Pirates Curse.

I had bought and played a previous installment available on the Nintendo 3DS and had been keeping track of the series since then, and not just because the main character was a curvy, half-genie, half-naked belly dancer. I'm sure most of you recall the composer of the music for a game you may have heard of by the name of Shovel Knight? Well Jake Kaufman, responsible for the glorious music in that epic title was the composer for the wonderful music in Shantae. The original was an impossibly fun platformer with a wide range of interesting and lovable cast, all accompanied by enjoyable chiptune music. So, seeing that a new installment had been released with pretty good reviews, I figured $20 was a pretty good price for something that looked genuinely good, not to mention finished; a somewhat rare quality in games these days.

After only a handful of minutes into the story I was hooked. Seriously. Hooked. It was impossible to put the WiiU tablet down. So now I'm burdened with a serious question: WHY IS NO ONE TALKING ABOUT THIS GAME?!

Shantae and the Pirates Curse is one of the best platformers I've played since I got my hands on Shovel Knight earlier this year, and I can personally atest to the gameplay being JUST as rewarding. Playing as Shantae, a half-genie who has recently lost her powers, the player teams up on an exciting adventure with the witty and scantily-clad pirate, Risky Boots to investigate a surge of evil in Sequin Land. Tying in classic platforming gameplay to gorgeously crafted sprites, you easily lose yourself in the sassy world of Shantae, whipping some serious monster butt with the power of a wickedly painful ponytail! Not to mention the abundance of clever and useful power ups you obtain along the way. The movement of the main character cannot be described as anything other the fluid and precise. There's a certain joy to be had by feeling that the character the player controls feels like an extension of his or her own instincts and thoughts; none of the movements or actions feeling misplaced or awkward.

Don't even worry about it. It's just a fire spider. I'm sure it's more scared of you than you are of it.

The stylized touches to this game are absolutely wonderful. As previously mentioned, the sprites and other animations in this world look incredible and provide a creative and immersive environment for the player to dive into. And I would be doing you all a disservice in not mentioning the absolutely INCREDIBLE music that this game boasts. Jake Kaufman does it again by taking a heap of favorite tunes from previous installments and recreating them into even more magnificent works of wonder to compliment the story. It's impossible not to enjoy playing this game when every time you debark onto a new island, you are greeted with a tune that's even better than the last you heard.

Another great feature to this game is the way the dialogue between characters is set up. I'm a huge fan of the dying art that is text only dialogue. While giving your characters a voice can help to connect a player to the characters more, I believe there's a certain amount of free creativity in allowing the player to give each character whatever voice they so desire. Each dialogue box is illustrated by an image, brimming with emotion and personality from the character speaking, adding a sort of comical feel to the mix. While Shantae will speak every now and then, the dialogue is mostly written for the player to read, allowing conversations to feel as fluid as the player wants to read them, at whatever speed the player wants to process them.

Just in case anyone was wondering if there's fan service to be had...

This game caters to SO many player styles. There's the obivious attraction to the players out there that enjoy platforming. But it also should be said that there are rewards to be had in this game for players (like me) who are completionists; personally vowing to obtain everything there is to obtain in a single title, along with those who aspire to complete an adventure in as little time as possible (you know, Speed Runners)

With such versatility, and so much fun for a straight up FRACTION of what a lot of games cost these days, I just do not understand why not very many people are talking about this game. Do yourself a favor. Save up $20. Pick up Shantae and the Pirates Curse. You won't be disappointed.


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Hello again C-blogs. It's been a while my lonely lady. We have to talk...

...about my ridiculously long absence from the blogging scene. I really had no intention of discontinuing my MWHA blog, because more so than other readers liking it, I liked it. A lot. And I still do. I plan to pick up right where I left of here soon once I gather the last few of my lost life flock and herd them sheep back into the pen where they belong.

Get back in there you! Ok so let's see, interest...gaming F***! Where did my job sheep go?!

A relaunch however, always bears the question: Should changes be made? I know that I've asked myself questions of this nature towards my writing multiple times. I feel as though there may be a possibility to flourish in the video blogging industry, and not just because I do in fact own a pair of cleavage. ;) (P.S. I ACTUALLY REALLY HATE THAT SOMETIMES THAT'S THE ONLY PREMISE BEHIND SOME FEMALE BLOGS EVEN THOUGH IT'S HARD TO TELL IF WE'RE DOING IT TO OURSELVES OR AT THE REQUESTS OF OTHERS....)

*ehem* *clears throat*

In any case, the type of blog that I have been posting requires a lot of Audio input, and there's a distinct possibility that it may do better as a video with links to the various songs and such with some fun editing. 

So! For those of you who care, I put it to you this: Do you think this blog stands alone fine in the written form? Would you be more inclined to click if there was a cleverly edited video with maybe a transcript of the words attached? Some other idea I haven't come up with? Let me know if you'd like, but you can be sure to see some more MWHA blogs in the future. Passion, just can't die. ^_^

I try not to remember my elementary school years when I can. Vivid memories of being that awkward little girl on the playground just kinda trying to hold my own against the other children around me, each with their own desires to be popular and underdeveloped ways of achieving that goal. It very much felt like a little slice of the wild Serengeti; there was always a wounded zebra for the lions to take down and devour. And interestingly enough, there's a game out there that unintentionally recreates that same atmosphere: Minecraft. Single player Minecraft can be a very rewarding experience when you get into it. You can create massive structures, works of block art, or a giant penis made completely out of TNT. Unfortunately, only YOU would be able to enjoy your incredible mansion and your tower of testes. This is where the servers come in. Imagine what you and complete strangers could build together! Imagine the looks on their pixel faces when you show them the biggest, blockiest "pair" they've ever laid eyes on...

...and then imagine it being gone two seconds later. Ladies and Gentlemen, welcome to Griefcraft. This may be coming a bit late, but for those of you looking to get into the Multiplayer Minecraft world, let me introduce you to the hole you're digging yourself into.

#1-Spawn Killing

While a lot of good servers are set up with safe zones and other rules to inhibit this kind of behavior, there are some players out there that get a twisted thrill out of staking out the world's spawn point. Usually in groups, usually decked out in complete diamond armor and weaponry, packs of players that can be more accurately described as wolves will descend upon players the minute they step out of the "Safe Zone" forcing the newcomer to either remain in spawn, continue to die, or just rage quit. More and more lately I've been seeing people really fighting against this kind of behavior, but it still does exist.

#2-"Pay" to Play

Keeping in mind that every server is probably being payed for out of one or two persons pockets, it is to be expected that with public, join-able servers, there will be a coin pot available for people to donate to in order to keep their world up and running. Usually, these donation perks are extra commands normally not available to players (teleporting, enchantment shops, flying) or sometimes you can use real money to buy precious materials like diamonds. But there are a lot of server's out there that require you to sign up on their site and sometimes even make a monthly donation to play on their server as an actual player with a name and not a Guest.


I have found myself in a situation before where I could not find a passive mob  on the map that would provide sustenance if I was the last player on earth. I'm not sure I've ever felt the need to express that in chat. Granted, if people want to be charitable or ask for a bit of help every now and then, I see no problem in that. Hell, if we're all going to be living on the same World, it makes no sense to completely ignore our countryman's needs. But every world seems to have it's native hobo player - the one that can't build a house on his own, can't find food, can't mine material, and wanders the world in search of handouts. One time, sure, have a cooked fish. Twice....okay, but there's like a herd of cattle just over that hill there. Three times, you know what? here's a fishing rod - do you need me to teach you how to use it?

#4-Abusive Chat

For whatever reason, on any given server there's going to be that one player that just cannot find the common decency within his or herself to just let the other players be. Said player will usually spend most of their time on the server getting into profane arguments with other players involving land and resources or sometimes just picking fights for the sake of fights. A lot of the time they will butt into conversations that don't even involve them just to see their name pop up on that chat window. Pretty much every server I've encountered has  at least one of these players, the key is finding the server with the least obnoxious ones, or at least one with an Admin that will do something about it.

#5- Squatters

One of my most irritating experiences that I think I've had on a public server to date involved a very weird arrangement that I begrudgingly gave into with another player. I'd built a house fairly close to the spawn point, hoping to easily locate it again if I died. A new player came on, commented on how nice my home looked, and wanted to know if he could live there too. Knowing that I'd never hear the end of it if I declined, I rolled out the welcome mat. Upon returning the next day, a comrade of that other player spent probably the better half of ten to fifteen minutes trying to kill me and yell at me claiming that I was trespassing on the other player's home. There are going to be players that come along that don't want to put forth the initial effort of homesteading. If you build a structure close enough to spawn to be seen by the majority, just know that there will be at least a few eager-beavers looking to claim that castle, by diplomacy or force.....which leads me to my next and probably the most common issue with public servers....

#6-General Griefing

Even with the introduction of the Faction play, general griefing is still a pretty common occurrence in any public server. There's an underlining fear that in the time spanning between you logging off and logging back in later, everything you have built and recovered from the world could be destroyed. Griefing takes many forms. Sometimes players will set fires to neighboring structures or foliage to allow your structures or even your crops to ignite. I've seen elaborate TNT trails topple enormous structures in a devastating domino effect. Griefers derive pleasure from destroying and pranking to create an illusion of omnipotence and just for the fun of it. "It took you two weeks to build that mansion and I just destroyed it in two mad bro?". But their jests can also include force-suffocating characters by dropping sand/gravel blocks on unexpecting players, encasing them in near-to and unbreakable blocks such as obsidian or bedrock, or even something as obnoxious as filling a character's inventory with useless stock such as rotten meat or dirt by dropping it on them. Griefing is just....causing grief. Some servers say they will ban griefers, and some of the more active administrators actually do. But a lot of public servers just accept it as a thing that will happen and warn players that no punitive action will be taken just to close the flood gates of complaints. You will encounter it. Period. End of story.

If and when you do find the Cinderella Server to your glass shoe, it's wonderful. When you get a group of people that are in it for the love of the game and can effectively enjoy everything public play has to offer, it's awesome. You can make new friends, get ideas for builds, and just have fun. But....there will always be the possibility of any one of these players showing up at any time. After is Griefcraft.
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Holy god. I just made the most important thing in Animal Crossing: New Leaf ever guys: a Mr. Dtoid shirt.

Heehee. Sorry, not a particularly in depth Community Blog for those late night readrers, but if you don't buy this game for any other reason, I highly recommend it for those who think, "You know, I wish I could draw this on a grid and then wear it."


Alright. So This is my first request MWHA! And I most definitely have to thank Addison for the great request. This game had flown under my radar, but the music is really REALLY good, and I am very happy to share it with all of you!

Back in the good ol' days of NES development, Capcom released a game for the Nintendo Entertainment System by the title of Little Nemo: The Dream Master. This game was based off of a Japanese adaptation of a 1905 comic strip called Little Nemo. The game Little Nemo: The Dream Master, follows the story of Nemo, a little boy who is summoned to Slumberland to become young Princess Camile's playmate. Despite his reservations with playing with "a girl," Nemo is eventually convinced to fly off on a magical dirigible at the prospect of getting candy. From there, a vast and actually quite difficult adventure begins with little Nemo traversing the many levels in search for keys to progress. Each level is filled with various enemies and animals with different attributes and skills that Nemo can utilize by feeding them candy.

Nemo is a master of leap frog.

Composer Junko Tamiya (credited as: Gonzou) is the mastermind behind these melodies. This game came quite a bit later in Tamiya's career than Bionic Commando, which appears to be the game she's best known for. But there's definitely a reason why Capcom is quoted saying she "was very talented." And even though it's short, sweet, and to the point, I would have to characterize the Title Theme, as part of this talent.

The great thing about game music from this time period was that while the cartridges and such could not handle massive orchestrations for each game, the music was very intricate and special in it's own way. To this day, chip-tune style music is widely sought out because of the distinct sound. And Little Nemo delivers these sounds perfectly. I know that I've said this before, and it still remains true that Title screen and file select screen songs act as portals into the music world the player is about to be swept away in. This is perfectly illustrated by Tamiya's work in Little Nemo. The melody is playful and wonderfully embellished with some cleverly laid out harmonies and chord progressions. Just loop it! Over and Over again! Don't tell me that didn't put a smile on your face and make you want to climb inside a big lizard and crawl up trees!

Now I did find a couple remixes of the title music here on the web but I wasn't particularly impressed with either one myself. I will go ahead and list the one of them that I still thought was cool in a sense that it was pretty well laid out for guitar; just having some minor rhythm issues:

Little Nemo Title Screen (Guitar Cover) by: NickJonesSon

Thank you again Addison for bringing this game and it's amazing soundtrack to my attention. I think it's safe to say that I will probably be doing many more blogs about this game and Tamiya's other works. She did an excellent job capturing a childlike adventure and wonderment in this 8-bit dream.
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