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Other Games / Re: Mario Maker
« on: June 24, 2019, 03:16:41 pm »
I might stay up late. Probably Iíll play some Story Mode.

Other Games / Re: Mario Maker
« on: June 21, 2019, 09:31:26 am »
Nintendo's pretty anti-bug. Maybe they considered stacked pipes a bug.

Maybe. They sure were nice, though. My levels will be uglier for not having access to them.

EDIT: And less cool, too.

Other Games / Re: Mario Maker
« on: June 20, 2019, 05:54:58 pm »
And the 3-D world style is missing e.g. tracks.

That doesn't irk me so much. The 3D World style is just sort of a separate game, and at least I can use parts like that in the rest of the styles.

For me the biggest disappointment remains, no new power-ups (yes except the cat suit for the new style). There's that image of a hammer; is it content that didn't make it, DLC, or what? People who've played for weeks are acting like there's nothing really to come that we don't know about. I have been thinking, new power-ups are coming, surely.

The people who've had the game for a few weeks are still not allowed to talk about certain things. So there's hope new power-ups/whatever-other-new-content. I do like how the ring menus make it easier to add new stuff than it was in Super Mario Maker 1.

I am a bit disappointed by things that existed in 1 but won't exist in 2, like overlapping pipes. I'm sure people will find ways to get around various restrictions, but I don't know why they would remove functionality.

Removing overlapping pipes is probably for one of two reasons. Either 1) they built the engine up from scratch and it just works differently or 2) they're trying to put the kibosh on easy-to-thwart troll mechanics. The fact that the rate enemies spawn from pipes is color coded instead of fully customizable makes me think that they're trying to make levels more what-you-see-is-what-you-get for players.

EDIT: As far as removing things, I think the multiplayer features were the reason they removed certain things, like SMB1 costumes.

Other Games / Re: Mario Maker
« on: June 20, 2019, 01:43:46 am »
Strange, hadnít heard about that. I did hear that you wonít be able to bring items through pipes. I wonder why those changes. And without overlapping pipes; will you be able to make one-way pipes anymore?

I assume not.

Also you canít have clear conditions if your stage has checkpoints.

Other Games / Re: Mario Maker
« on: June 19, 2019, 06:32:09 pm »
Ugh, you canít overlap pipes in Mario Maker 2. Thatís a damn shame, both aesthetically and practically.

Also the custom scrolling is only for horizontal areas, and even there it canít go backward (like it does in SMB3ís World 2 airship, I believe.

Other Games / Re: Nintendo Switch
« on: June 12, 2019, 05:31:16 pm »

So yeah, ordered a Switch because Mario Maker 2 is coming. It should arrive Friday.

Lucky timing; Nintendo is having a pretty good eShop sale:

The only bad thing about the timing is that we just bought a Mario+Rabbids cartridge because it was a great deal... just not quite as great as this sudden sale.

We plan to pretty much only get digital downloads; don't want to bother switching out cartridges. Anyway, the list of games we'll be buying right away:

With few exceptions, I buy a Switch game physically if 1) it takes up a lot of space, 2) it's single-player, and 3) I'm going to play it once and then not go back to it for a while, if ever. So for your list, this is how I'd split it:

  • Mario Maker 2 (Digital - I'll be going back to it constantly)
  • Mario+Rabbids (Physical)
  • Mario Odyssey (Physical)
  • Smash Ultimate (Digital, it's primarily multiplayer and also I always want access to the music player)
  • Cuphead (Digital, no choice)
  • Baba is You (Digital, small, no choice)
  • Undertale (Digital, small)
  • Final Fantasy X+X2 (Physical)
  • Cadence of Hyrule (Digital, no choice)
  • Unravel Two (Digital, no choice as far as I know)

I don't yet know how large the Link's Awakening download will be. Mostly the decision will come down to where I can get the best deal. And damn I'm willing to wait, since I've already played this game multiple times over the years and they're charging $60 for it. $60! Also Amazon pre-orders are already sold out both on the game and the amiibo.

When Silver is the best thing to buy at $4 repeatedly, it's probably a good idea for the game to be shorter.

I have a similar opinion, which is: When Silver is the best thing to buy at $4 repeatedly, it's probably not the kind of game that's going to end on piles.

even if your militia hits 2 estates, you might have prevented them from being trashed

Tell that to the Villain haters.

It's fine that Patron is strictly* better than Silver at ; pretty much all the reasons that Donald avoids having a better-than-Silver at only apply to strictly better, not to strictly* better.
Patron causes the problem that I avoided for many years by not making Silver-with-a-bonus at $4, though it dodges being strictly better than $4 Silver on paper because you need to play it once to have a villager to not draw it dead. I decided to live with it for that one card and in practice it doesn't come up so often, though I have seen it.

You've seen it, but have you seen it be a problem? In my opinion, it's not a problem unless it's a problem.

Other Games / Re: Mario Maker
« on: May 29, 2019, 11:48:30 pm »
There are few things in Mario Maker that I enjoy more than an entire game's worth of well-made traditional levels. The latest one I've found is this "Super Mario Retrospective" series by SUPER_KOUJI.

All the levels are in the original Super Mario Bros style. Each one has an optional goal of collecting 5 pink coins, the final one being at the top of the flagpole. There are no sub-areas (which is a little bit of a downer) and no hidden blocks that I've found, though there are some secrets. Here are links to the first four levels:

W 1-1
W 1-2
W 1-3
W 1-4

They start out easy but ramp up quickly. By world 5 (of 8), you're moving into Expert territory. I'm currently stuck on W 8-3, which is Super Expert.

Anyway it's a great set of levels. Each one has its own theme. If you want a taste of a more difficult level to decide whether you want to play the whole "game", W 6-4 is a particular favorite of mine.

Other Games / Re: Mario Maker
« on: May 29, 2019, 09:16:51 pm »
Someone pointed out that, if your plan was to do Mario 2 and Mario 3-D World, well, wouldn't you show off Mario 2 first? Mario 3-D World is more unexpected and exciting. But, could still be Mario 2.

I think which one is more exciting is debatable. I really like Super Mario 3D World, but there's a lot of nostalgia for Super Mario Bros. 2.

Also you have to remember that Super Mario Bros. 2 wasn't even originally a Mario game in Japan. Which I guess is an argument for them not putting it in Mario Maker. Still, I think it's the style that would be the most worth doing of the games remaining.

Other Games / Re: Mario Maker
« on: May 23, 2019, 11:54:26 am »
So Gendo, which features are you most excited about so far?

For me I think it's controllable autoscroll, variable water level (it's a shame that it's likely locked to forest levels, but oh well), scroll stop (for bonus rooms, etc.), vertical areas, new terrain themes, and some of the night level quirks. All the new enemies and blocks and such also seem great, but somehow it's the iterative improvements on what we already have that I'm most looking forward to.

Do you think we'll get a Super Mario Bros. 2 style as DLC down the road?

Other Games / Re: Mario Maker
« on: May 23, 2019, 11:44:54 am »
I also created this level a few days ago, but it's just a quick little remix of Super Mario Bros. 1-1.

1-1 Advanced

Other Games / Re: Mario Maker
« on: May 23, 2019, 11:40:39 am »
In MM2, you'll be able to require that the player collect all 100 coins!

Yes! But um, I'm not sure I will. I mean I'll probably remake this level in MM2, but putting that requirement in an autoscrolling level seems like bad times. They can't go back to get coins they missed, you know?

I might create some levels that are like, get 50 of these 100 coins. Or I could design a level specifically around getting all the coins (which this level isn't). If it autoscrolled, I'd have to make a door at the end that let you go back to the start, and even that sounds less than ideal.

Other Games / Re: Mario Maker
« on: May 23, 2019, 01:10:50 am »
I've uploaded a new level!

Piranha Pirates

It's a traditional auto-scrolling airship level with a piranha plant theme. It's got a few secrets and a boss room. See if you can collect all 100 coins (the 100th coin being the one you get from getting a card at the end of the stage).

Dominion General Discussion / Re: Interview with Donald X.
« on: May 19, 2019, 04:43:32 pm »
Maybe this has been addressed somewhere, but I can't find it. Why does Royal Carriage have a clause that it can't replay a card that has left play, while Citadel does not have that clause?

I don't know if it was the only reason, but without that clause, you could play Royal Carriage infinitely, calling it to reply itself each time. One could argue that this is no different than how you can reveal Moat infinitely for no effect; though it actually matters with Conspirator or any of the token bonuses.

It also gives you infinite +Actions.

Dominion Articles / Re: Notes on Castles
« on: May 15, 2019, 01:13:18 am » is a Castles article I wrote from last year. It's interesting to see how the perception has changed in the past year.

Overall, me + ehunt are saying the same things and then aku_chi replies with the same comment, except this time with more stats. I think the main update from last year is recognizing the Crumbling Castle is genuinely really, really bad to pick up. It's both a weak effect and it exposes Small Castle. You want to trash your Crumbling Castle to Small Castle, but if you buy Crumbling without buying Small, your opponent buys Small Castle and you're sad.

Between 2 threads and 2 years, there surely has to be enough content to combine into a Castles article for the main strategy blog.

quite sorry -- I should have searched to see if there was already a Castles article!

I don't think there's necessarily a problem with writing an additional article about a card.

Let's Discuss ... / Re: Let's Discuss Base Set Cards: Mine
« on: May 09, 2019, 03:50:56 pm »
I like Mine.

I think giving mine +1 action would be a better way of making it a decent albeit not great card.  As is it really kind of sucks.

We already went down that rabbit hole with Rebuild let's not do that kind of shit willy nilly again

I respectfully disagree. The problem with Rebuild is that it allows you to effectively skip building your deck up. Once you can get to $5, you're good. Pageant once let you convert any number of $ into Coffers, and it had a similar issue. After getting a Silver or two, it was faster to just save your $ every turn and buy only Provinces.

I feel pretty safe in saying that non-terminal Mine wouldn't have this issue. I mean the entire function of Mine is to build up your deck. And to be clear, by "build up your deck", I mean build up what it can do. Rebuild doesn't build up what your deck can do.

Dominion General Discussion / Re: Project - card parallels
« on: April 18, 2019, 12:26:59 am »
A +1 Card Project is very close to Hireling. I believe thatís the reason it wasnít seriously considered.

Dominion Articles / Re: Fool
« on: April 15, 2019, 10:12:33 am »
If Fool was three Boons as a one-shot, wouldn't that be a little too similar to Pixie's one Boon twice as a one-shot?

nah, Pixie is a cantrip you can optionally blow up; the described card is a terminal you blow up to get a random variety of effects. They'd play totally differently.

Well the sample Fool I posted isn't actually a terminal; it has +1 Action. But yeah, I don't think it would play very similarly to Pixie.

Dominion Articles / Re: Fool
« on: April 15, 2019, 10:11:26 am »
If I were remaking Fool today, I would make it a one-shot.
Which I did try, and which you couldn't live with at the time, let the record show.

There's also a Blessed-Village-style when-gain one-shot; still reusable but it's harder. But yes I would not risk it today.

Oh yeah, for sure. I don't specifically recall the one-shot we tried, but I believe you. My position on the card has definitely changed.

Dominion Articles / Re: Fool
« on: April 11, 2019, 01:24:55 pm »
Donald X. has said that if he were to make Nocturne again, it would only have about 5 Fate cards, and I think it's a pretty safe guess that Fool would be cut. Which is too bad, since it's maybe my favorite card in the set.

If I were remaking Fool today, I would make it a one-shot.

Fool: Action, $3
+1 Action
Trash this. Take three Boons and receive them in any order.

Get rid of Lost in the Woods. Slap Lucky Coin onto Bard instead.

For me, the most joy I get out of Fool is opening with it and using it to jump-start my deck in a fun, random way. I don't need to be playing it every shuffle to get that fun. Maybe I'd pick up another one later, but it's still not going to slow down the game as much as published Fool. It could still be an issue in Necromancer games, but if that really ended up being a problem, there are other solutions.

I apologize for giving this advice, since you're looking for cards instead, but I do recommend buying a set of the Base Cards online. That's by far the cheapest cards-per-dollar option for this purpose. It's about $12.50 for 250 cards, or about $0.05 per card.

Personally I (hopefully) need all my extras for playtesting. Apologies again!

Dominion General Discussion / Re: Interview with Donald X.
« on: April 10, 2019, 01:09:04 pm »
Random NPCs: Were each of them tied to a room like in Infiltration or were they randomized as well, as suggested in Infiltration's Scattered NPCs variant?

Oh man, there are so many random changes from Factory Job to Infiltration, it's insane. So many of them are pointlessly making the game worse as well. Like you know there's this one NPC that always moves out and then dials up the cops number (or whatever it's called in Infiltration) when they leave the building? In Factory Job, that NPC only moves if they're alone, which is both more flavorful and more interesting mechanically.

The one thing I think Infiltration possibly does better is the money/data. Having large discrete chunks of it makes it a lot easier to divvy up loot in a room. It's a pain having $100 in room and giving each of three players $33, leaving $1 in the room that nobody will ever want. I also like the amounts being secret and randomized, but honestly I don't think it's worth the extra setup. Having to turn all those data tokens upside down and mixing them up is a huge pain.

Dominion General Discussion / Re: Interview with Donald X.
« on: April 10, 2019, 11:54:47 am »
For the number of cards that get to me for playtesting, I can tell you that way less than half of them end up being the last version of a card. There's no line though between a card that's been tweaked and a card that's been replaced entirely. It's a big gray area. But any which way you slice it, the number of outtakes dwarfs the number of finished cards by leaps and bounds.

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