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Post by Shogun of Truth on Oct 11, 2015 22:12:44 GMT -5
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Post by jeph86 on Oct 12, 2015 14:47:42 GMT -5
Really loved this week's episode - especially the Conker/Spark/etc. discussion with Agent Apeā¢! I'm seriously so excited to play the CPT:HD remake, and am feeling inspired to play around more in Spark again.
I say also that we make our own Evil Acorn cakes and tweet them to Rare on October 19 (or 18th?) - I think that's their founding date that they've celebrated in the past (rather than the mid-summer one they celebrated this year). Go through their twitter pictures and you'll see a bunch from that date a few years ago where they call it their birthday.
Ummm what else? I also enjoyed this week's diary entry, it's a fun little "classic radio show"-esque piece that is a good way to break up the episode.
Timing/length was good again, as the episode seriously flew by - especially the last half. The interview started off a little slow, but as you all got into full rhythm, things really gelled and there was a lot of great discussion (even if poor Kev didn't have as much to chime in upon regarding Pocket Tales ). But again, I'm now as inspired as ever to track down a copy for my GB and really experience it! Or at the very least play it on an emulator, if push comes to shove.
I think I had a few more comments while I was listening, but since I didn't write them down, I'll probably just have to listen again and live-comment as I've done in the past ;-P
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Sey
New Member
Posts: 24
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Post by Sey on Oct 12, 2015 18:02:28 GMT -5
Haha yeah I really didn't have much to add about CPT... I may just have to acquire it sooner than later...
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Post by Shogun of Truth on Oct 13, 2015 6:39:17 GMT -5
Thanks the feedback. Glad the Rare Storytime bit was still okay this week, I didn't speed as much time writing it since I had the interview to worry about. I thought our banter turned out real good though throughout the episode. Looking forward to recording the next one.
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Post by Agent Ape on Oct 13, 2015 7:57:47 GMT -5
The interview started off a little slow, but as you all got into full rhythm, things really gelled and there was a lot of great discussion (even if poor Kev didn't have as much to chime in upon regarding Pocket Tales ).Yeah, I think I was a bit nervous at first, haha. I'm glad you found it interesting at least! Pocket Tales is definitely an experience; whether it's a good or bad experience is up to the player I think, but it's definitely worth giving it a go sometime. Hopefully I can maintain some of that weirdness in the remake while improving the parts that are legitimately not fun/enjoyable along the way. (And believe me, there are a few of those, unfortunately.) The game isn't very long though, so that definitely helps. I dunno if I touched on this at all, but it's practically two games for the price of one; if you have a non-color Game Boy (or set your emulator to the non-color setting, if push comes to shove...) the map layouts are entirely different. Events and characters are the same, so I like to think of it as kinda a Conker's Pocket Tales: Master Quest sorta thing. It's definitely a unique case in that in some spots, the GBC version loses detail, while in others it gains it; things like animations having more frames in the non-color version and the map layouts being different makes it so neither version is really mechanically the "better" experience.
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Post by Shogun of Truth on Oct 13, 2015 8:36:24 GMT -5
I actually went over that a little bit in the first half of the episode before the interview, thanks for adding more detail, couldn't quite remember how different the black and white version was.
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Post by jeph86 on Oct 13, 2015 10:07:10 GMT -5
Yeah, I'm definitely curious to experience both "versions" of the game. The local used games shop that was by my house closed last summer (and they had a Virtual Boy and I didn't buy it -_-), so I need to find a new place that still sells old carts. If I fail at that, I'll turn to ebay/amazon, and then I guess an emulator as last resort (I mean, I have one on my phone and have been playing through Pokemon Yellow lately, but it's such a pain to not feel the D-pad).
Ape - is it safe to assume you're going with the map layout of the color edition for the remake? Or are you kinda doing a "best-of" and just making it work for the way it plays in Spark?
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Post by Shogun of Truth on Oct 13, 2015 10:19:42 GMT -5
Yeah, I'm definitely curious to experience both "versions" of the game. The local used games shop that was by my house closed last summer (and they had a Virtual Boy and I didn't buy it -_-), so I need to find a new place that still sells old carts. If I fail at that, I'll turn to ebay/amazon, and then I guess an emulator as last resort (I mean, I have one on my phone and have been playing through Pokemon Yellow lately, but it's such a pain to not feel the D-pad). This is way Pocket Tales should be In Rare Replay. You could have a option in the menu of what version you want to play I was completely serious wanting at Conker DLC pack. a Live and Reloaded/Pocket Tales/12 Tales Beta pack would be worth a full price game to me.
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Post by Agent Ape on Oct 13, 2015 15:21:03 GMT -5
Ape - is it safe to assume you're going with the map layout of the color edition for the remake? Or are you kinda doing a "best-of" and just making it work for the way it plays in Spark? The overworld layouts are the color version, while the indoor areas are a bit of everything; new puzzles, color, and GB; whichever I feel is necessary at that point. If I can give an example, in the original Pocket Tales (GBC version) you go in the windmill, and it's structured like this: downstairs, there are two rooms; a locked door in the first room only opens when you do a block puzzle in the second room. The first room also has an acorn that gives you advice on how block puzzles work. You solve the block puzzle, the door opens, leading upstairs where you get the slingshot and a present. In CPTHD, the entrance is structured somewhat like the windmill in Twelve Tales. You walk inside and the power is off. You run around on the circular pad (think bats tower in final Bad Fur Day, with the cogs) which powers on the windmill (and if you walk outside you can see the windsails begin to move too, while they are entirely stationary in the original game; so in part I want to make it a more consistent and structured world). The door opens, and then you do the block puzzle from the original game. The advice acorn is moved to the block puzzle room (where I felt he makes more sense). Once you do the block puzzle, it opens a new door in the block puzzle room, and instead of just walking upstairs and getting the slingshot, I introduce a rope swinging mechanic that functions sorta like DK64's vines. So then you swing to the other side, and then get the slingshot and present. It has the elements of the original games' interiors, but expands upon them and adds puzzles and platforming to make it more fulfilling as a game experience and expansion on the platforming elements which are fairly absent in the original game and that people said they wanted to see in the remake.
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