It’s been a year, and so I’m off yet again to attend MegaCon 2013 in Orlando, FL, this upcoming weekend. I’ll be there with my wife Tara Abbamondi at Table Red 1 in the Artists Alley, selling comics, looking all shy, and quietly StreetPassing with my 3DS safely in my pocket. If you are going to the show, please do swing by our table and say hi; I’ll be the one with the beard.
Now, last year, I was able to StreetPass 168 times. That’s a lot for three or four days of non-stop comic convention action. Especially when I am behind a table for most of it. Seriously, it seemed like I couldn’t clear out my gate fast enough before one or two more Miis popped up, ready to give me a puzzle piece and help swing a sword in Find Mii 2. That said, given how the handheld system has grown since February 2012, I think I can do even better. Maybe over 200 tags. Maybe…250. Who knows.
As always, I’m looking to complete more puzzle murals, with maybe seven or eight still to go. I also recently found a retail copy of Fire Emblem: Awakening and have played maybe thirty or so minutes of it, but hopefully that’s enough to have unlocked its StreetPassing features, and so I’m hoping to gain some new comrades. I think I’m full for Super Mario 3D Land, with three present boxes awaiting my return, but I could always use more of those. What other games use StreetPass? Hmm, Theatrhythm: Final Fantasy does, though I don’t remember what one trades. Favorite song and a profile card? Shame Paper Mario: Sticker Star doesn’t–at least not that I’m aware of–as it would be really easy to just gather some super strong, shiny stickers from those you pass. In short, give me lots of stuff.
Anyways, place your bets below in the comments on how many StreetPass tags you think I’ll obtain at MegaCon this year. I offered the prize last year of a “blog topic of choice,” which I don’t Tara ever cashed in, but let’s go with that again. If you are the closest, without going over, I’ll write about whatever you want. Even if I don’t know much about the topic, like Call of Duty multiplayer loadouts or how to mix that special potion in Atelier Ayesha: The Alchemist of Dusk. Really, the choice is yours, so guess away.
And see you when I return! I guess those blog posts on my progress in Paper Mario: Sticker Star and overall thoughts on Hector: Badge of Carnage will just have to wait…
Posted in entertainment, musings, nintendo 3DS, randomness
Tagged comics, cons, conventions, Florida, MegaCon, Orlando, Paper Mario: Sticker Star, StreetPass, Super Mario 3D Land, Theatrhythm Final Fantasy
In the beginning of my Nintendo 3DS days, I kept the thing on and in my pocket as much as possible, both to earn as many Play Coins as possible and in hopes of connecting with another person’s system. That dedication eventually waned, but every now and then–like when Tara and I head out to the mall area or go grocery shopping–I remember to flip it on and bring it with me. I mean, a year and change later, the chances of StreetPassing someone else is at least a smidgen greater. And with luck, I have connected with a few people in Target and Weis and the surrounding area, and a few of them have been kind enough to give me Question Mark levels in Super Mario 3D Land. That’s-a-nice.
The problem though is that I haven’t played any more Super Mario 3D Land since I beat it, as I needed a break from 3D platforming and wasn’t ready to tackle yet another eight worlds full of coins, flying Goombas, and tricky jumps. The cartridge has since been in my travel case while I whittle away at Professor Layton’s London Life. But I noticed the other day that I had two out of an allotted three Question Mark levels and wanted to clear out my backlog in preparation for MoCCA Festival this weekend. So I popped the cartridge back in, completed the two bonus levels super fast–winning both coins, of course–and decided to see what some of the Special World levels were like.
Special World 1-1 is par for the course, but does introduce the silver-colored Tanooki Suit, which finally allows the player to turn into a statue. Not that I ever really do, but I think I need the ability to hit certain triggers so I’ll keep an eye out. But it’s Special World 1-2 that gets this blog post’s glory. In it, Mario is chased all the way to the flagpole by a Cosmic Clone. And when I say chased, I mean chased. This isn’t no Boo slowly trailing after you; it’s a hot-blooded pursuit, and it’s pretty much the most tense Mario level ever. The crazy remixed Mario tunes don’t help either, and I totally missed all three stars as my only goal was getting the bleep away from this crazy, yellow-eyed demonic doppelgänger and reaching safety.
After that stressful level, I went back to earlier levels to find more Star Coins, as I will constantly need more to unlock the castles in the Special Worlds. And those levels are much simpler and easier on my fingers. I know there are a few more containing Cosmic Clones, and I am not looking forward to them. Maybe if I get enough Star Coins I can skip right by them, kind of like how I got enough Gold medals in the skill games for Trials Evolution to avoid perfecting the really hard and/or extreme tracks. Yeah, that’s the key: avoidance.
So, if you’re in New York City this weekend, swing by MoCCA Festival and StreetPass me some Question Block levels so I don’t have to be chased ever again. My heart and legs thank you in advance.
Posted in entertainment, musings, nintendo 3DS, videogames
Tagged cons, Cosmic Clone, Mario, MoCCA, Shadow Clone, Special World, StreetPass, Super Mario 3D Land, Trials Evolution
New isometric platform
Tanooki for all
For all the games I complete in 2012, instead of wasting time writing a review made up of points and thoughts I’ve probably already expressed here in various posts at Grinding Down, I’m instead just going to write a haiku about it. So there.
We’re closing in on the one-year anniversary of the Nintendo 3DS launching in the United States, and I’m now ready to talk about the third retail game I’ve purchased for the handheld. Yes, I said third. One entire year has almost gone by, and I’ve only bought three physical games made specifically for it. If I was an esteemed mathematician with framed diplomas on my walls, I’d venture a guess that that’s not a good ratio.
The first 3DS game I got was Pilotwings Resort, and it was an impulse buy as I wanted something–nay, anything–to have for my new system to show it off to folks. The second 3DS game I bought was Shin Megami Tensei: Devil Summoner Overclocked, and that was another impulse buy as it was right during Hurricane Irene and I wanted something new to keep me entertain while Tara and I went without power for as long as the handheld’s battery life held out. The third 3DS game I got was Super Mario 3D Land, and I picked this up shortly before leaving for MegaCon as, again, I wanted something new to have with me on the road in case the hotel proved boring or I needed a distraction or whatever.
Hands down, between the three, Super Mario 3D Land outshines them all. It’s colorful and bouncy and filled with great nods to the past and neat uses of the system’s 3D gimmick. It starts out pretty slow and tame, but the difficulty ramps up with chasing ghosts and odd camera angles and my lack of skill with the circle pad for controlling our favorite plumber. I’ve gotten up to World 5 at this point, but need to collect a few more star coins before I can take on the boss level. Which is fine, as I definitely rushed through some earlier levels and can now go back to sniff out those shiny gold carrots on strings.
I’ve only ever played Super Mario 64 via an emulator on my computer and not for very long at that, and–to many disappointed gaming faces, I’m sure–I’ve never played Super Mario Galaxy or Super Mario Galaxy 2. Not a single second, and no, I’m not going to wait for you to pick up your jaw off the floor. I say this to stress the point that I don’t have a ton of experience in controlling Mario in a 3D environment. I am more use to running him from left to right, and it shows. I am constantly trying to run him in a straight line, which leads to problems like missing jumps or hitting enemies. It’s a learning curve for me, really.
And that’s fine. I’m in no rush. As with my 3DS Ambassador copy of Yoshi’s Island: Super Mario Advance 3, I like taking my level-based platformers slow. I do a level or two and call it a night. Supposedly, once you beat all eight worlds in Super Mario 3D Land, another eight appear. Oh man. That’s a lot of flagpoles to jump on. At least this retail game is providing enough meat for a $40.00 price tag, whereas Pilotwings Resort certainly did not and Shin Megami Tensei: Devil Summoner Overclocked probably does, but I’ve yet to get very far into the game due to my negligible SRPG skills. I really am looking forward to playing more.