I only have problems with screwing it up will kill me :/Nabs said:Just tap the jump button right before impact and the jet pack shouldn't even be triggered. I haven't had a single issue with the way it's programmed.
I only have problems with screwing it up will kill me :/Nabs said:Just tap the jump button right before impact and the jet pack shouldn't even be triggered. I haven't had a single issue with the way it's programmed.
Well, the good thing about puzzle pieces is you can sacrifice yourself to get one and not worry about it again as long as you get to the end of the level eventually. It was the only way I could get those out of the way pieces in that level.AniHawk said:So I just KONGed W1. 1-K wasn't too bad until I tried getting all puzzle pieces. I can't time the hi-jump off enemies.
It took me forever to get the O in that level with the Billy Mitchell Monkey entrance because I couldn't time the high jump off the stilt bird's head.Herbspicesoy said:I was wondering why high jumping off enemies has been so inconsistent. Wonder why they went with this.
TheOddOne said:I'm struggling to roll... am I doing something wrong?
Yeah, but still works once in a while.Pinzer said:Are you shaking both controllers (assuming your using the nun-chuck configuration)?
Edit: also, donkey kong can't roll continuously unless he has diddy with him
You only need to shake one.Pinzer said:Are you shaking both controllers (assuming your using the nun-chuck configuration)?
Edit: also, donkey kong can't roll continuously unless he has diddy with him
With the nunchuck the detection is an up and down motion.Billychu said:You only need to shake one.
Yeah. If you use the nunchuck, only shaking one of them does a weaker slower pound. Switching to the Wiimote only does the same as both of them at once and is MUCH FASTER.Lathentar said:With the nunchuck the detection is an up and down motion.
I thought we were talking about rolling.Jasoco said:Yeah. If you use the nunchuck, only shaking one of them does a weaker slower pound. Switching to the Wiimote only does the same as both of them at once and is MUCH FASTER.
Ah, I thought we were talking about pounding.Billychu said:I thought we were talking about rolling.
The guys that made this game are new? Looking at the game you would not expect that.[Nintex] said:Iwata Asks on this game
http://us.wii.com/iwata_asks/donkey-kong-country-returns/vol1_page1.jsp
Very interesting read about how they made the game and how it finally came together just after E3. Seems like there was a lot of pressure on the team. Also Tanabe once went to the really nice offices in Twycross and Iwata loves the music of DKC so he has it on his iPod. They also talk about the Retro Studios 'incident' briefly.
Wikan has been at retro since the start, Tom Ivey and Kynan Pearson were brought in to work on Metroid Prime 2: Echoes. They moved up the ladder at Retro and had to replace the likes of design director Mark Pacini, art director Todd Keller, and principle technology engineer Jack Mathews. It was never quite clear why they left but one of them posted a message on some forum saying: "If you want creative freedom don't work for Nintendo" or something like that but it was removed shortly after the news went live.TheOddOne said:The guys that made this game are new? Looking at the game you would not expect that.
Haven't played it yet, but that sounds identical to the other DKC games.Ranger X said:You guys have problems bouncing?
Here's some tips and how it works:
- Unlike Mario when you can press and hold the jump button once and then bounce on multiple ennemis, here you need to press the button before EACH ennemi.
- The timing for boucing on the ennemis is not the same timing as the one for bouncing on things. (you know, like tires and other physical stuff like that). The window time for the ennemies is easy, just press and hold the button before landing on them. However, with the tires and stuff, you need to press right before touching it. The window is much smaller than for the ennemies.
flak57 said:Haven't played it yet, but that sounds identical to the other DKC games.
Nope, only for enemies. Croc heads and tires required timed presses.TheExodu5 said:No. In the original trilogy, you can just hold the jump button and get full height off the bounces.
flak57 said:Nope, only for enemies. Croc heads and tires required timed presses.
Went digging around on the net and found out they opened up a new studio: armaturestudio.[Nintex] said:Wikan has been at retro since the start, Tom Ivey and Kynan Pearson were brought in to work on Metroid Prime 2: Echoes. They moved up the ladder at Retro and had to replace the likes of design director Mark Pacini, art director Todd Keller, and principle technology engineer Jack Mathews. It was never quite clear why they left but one of them posted a message on some forum saying: "If you want creative freedom don't work for Nintendo" or something like that but it was removed shortly after the news went live.
I only read the second half :lolTheExodu5 said:Oh yeah...didn't read the second half of the post. Enemies behave differently now though, since you need one button press for each bounce. That threw me off a bit after having just played DKC2.
[Nintex] said:Wikan has been at retro since the start, Tom Ivey and Kynan Pearson were brought in to work on Metroid Prime 2: Echoes. They moved up the ladder at Retro and had to replace the likes of design director Mark Pacini, art director Todd Keller, and principle technology engineer Jack Mathews. It was never quite clear why they left but one of them posted a message on some forum saying: "If you want creative freedom don't work for Nintendo" or something like that but it was removed shortly after the news went live.
TheOddOne said:I'm struggling to roll... am I doing something wrong?
AniHawk said:I bought an Xbox just to play Ninja Gaiden, and then I never opened the game and six years later, I never played it. I did get KOTOR that same day though, and loved the hell out of it. When I bought a 360, it was mostly for Bioshock, and that game wasn't good, but thankfully The Orange Box was around the corner and it turned out to be the best game ever.
What I'm trying to say is, play NyxQuest instead.
he interviews Spector(er?) back at E3Cow Mengde said:This is like the first time Iwata interviews people who aren't Japanese, isn't it? Pretty cool.
Tenbatsu said:
Ranger X said:You guys have problems bouncing?
Here's some tips and how it works:
- Unlike Mario when you can press and hold the jump button once and then bounce on multiple ennemis, here you need to press the button before EACH ennemi.
- The timing for boucing on the ennemis is not the same timing as the one for bouncing on things. (you know, like tires and other physical stuff like that). The window time for the ennemies is easy, just press and hold the button before landing on them. However, with the tires and stuff, you need to press right before touching it. The window is much smaller than for the ennemies.
ezekial45 said:Still haven't gotten the game, but does this game's music match up to the old SNES games?
Rez said:he interviews Spector(er?) back at E3
Baiano19 said:I really fucking hate the controls in this game.
Playing the ultra responsive Super Meat Boy doesn't help at all.
I want to like DKCR, why is this so dificult?
[Nintex] said:It was never quite clear why they left but one of them posted a message on some forum saying: "If you want creative freedom don't work for Nintendo" or something like that but it was removed shortly after the news went live.
So sad that they went with those controls :/Baiano19 said:I really fucking hate the controls in this game.
Playing the ultra responsive Super Meat Boy doesn't help at all.
I want to like DKCR, why is this so dificult?
Kaijima said:There's been a number of comparisons to Super Meat Boy at this point and its "super perfect controls", but one man's ceiling is another man's floor. SMB has great controls - for what it tries to do. That includes sticky, mushy wall jumping because your character literally slurps along surfaces. It has a significant learning curve and is frustrating until you figure out how to play "correctly".
Meanwhile, it seems some folks aren't giving DKCR the same leniency or benefit of a doubt, in learning how it plays. Instant revolt at "teh waggle" or now the Jetpack Issue.
Kaijima said:There's been a number of comparisons to Super Meat Boy at this point and its "super perfect controls", but one man's ceiling is another man's floor. SMB has great controls - for what it tries to do. That includes sticky, mushy wall jumping because your character literally slurps along surfaces. It has a significant learning curve and is frustrating until you figure out how to play "correctly".
Meanwhile, it seems some folks aren't giving DKCR the same leniency or benefit of a doubt, in learning how it plays. Instant revolt at "teh waggle" or now the Jetpack Issue.
I would be astounded to hear that it really was Retro's decision to forgo CC support. The whole thing reeks of Nintendo HQ.Vanille said:But the motion controls don't add anything particulary new to the experience. Retro has just taken an old control scheme and made it unnecessarily convoluted, so it's understandable that people will be quick to complain.
controls are perfectepmode said:I'm not seeing a problem at all with a classic controller. Lrn2ply IMO.
Vanille said:But the motion controls don't add anything particulary new to the experience. Retro has just taken an old control scheme and made it unnecessarily convoluted, so it's understandable that people will be quick to complain.