Thursday, August 28, 2008

Labor Day Game Night Cancellation!


Well, we're through all five days of our Games on Tour event at the other library branches, and it's been a hit! People of all ages were eager to try their hand at Wii Sports, Rock Band, and even Brawl... What's even cooler is that a lot of our Game Night regulars showed up at just about every branch and let everyone know just how Brawl is supposed to be played! Game Night Chronicles (our flickr account) has been updated with some new photos from quite a few branches, and we've even set up a youtube account now for a few videos we were taking while talking with some familiar faces... Check out those videos now on the right.

Now on to the bad news... On September 1st, the library will be closed since it's Labor Day. That means no Game Night next Monday. But don't worry. We'll be back on Monday, September 8th from 4:30 - 6:30 PM like usual.

Here are some more Super Smash Bros. Brawl tips:

Super Smash Bros. Brawl Tips and Tricks: Item Throwing

If you're using a character that's small (like Olimar) that doesn't have as much knockout potential as middle- or heavyweights like Donkey Kong or Ike, you should probably rely on thrown items whenever possible to score easy knockouts. You can throw items in any cardinal direction, or drop it while in the air or on the ground.

Each item, when thrown, has a different effect when it makes contact with an enemy, so weigh your needs before it fly into the face of your adversaries. Below is a list of the items that will randomly appear in a stage, as well as their effects when thrown:

Barrels: 18-22% damage and good knockback. These have incredible knockout potential when hitting opponents with high damage percentages, but are usually difficult to hit with. If they explode on impact, the knockback is much greater.
Beam Swords: 15% damage and good knockback. It can be thrown with ease in any direction and bounces quite a bit when it hits a wall, ceiling, or floor. This is one of the preferred weapons to throw for easy knockouts.
Capsules: 15-18% damage and mild knockback when thrown. Capsules are good for racking up easy amounts of damage and potentially scoring knockouts if they're explosive. There is a 12.5% chance that they'll explode on impact.
Crates: 18-22% damage and good knockpack. Very similar to Barrels, Crates are somewhat unwieldy to use, but can score knockouts very easy, especially if they're explosive. There's a 1 in 8 chance of a Crate exploding when thrown.
Fans: 9-12% damage, high shield damage, and high vertical knockback when thrown. Unless a character is at a very high amount of damage, it's unlikely that a Fan will knock them out when thrown. The knockpack is always straight up, though, so it sets them up for an aerial knockout.
Fire Flower: 4-12% fire damage when thrown and very little knockback. Throwing a fire flower should never really be used as a knockout tactic. It's pretty much just a last resort move when the flower's fire is depleted.
Hammer head: 29-39% damage when thrown and incredible knockback. It's rare to see this item, but few throwable items contain as much power as the hammer head. It can be thrown as easily as a Capsule can, despite its weight.
Home-run Bat: 19-22% damage and very high knockback. The Home-run Bat is your best bet for thrown-item knockouts. It's more common than the hammer head, deals more damage than the Beam Sword, and also inflicts more knockback.
Lip's Stick: Random flower damage. Lip's Stick is really only useful for racking up "poison" damage on your opponents, though it does inflict a slight amount of knockback. It's good for getting their damage percentages higher, but I wouldn't recommend it for anything more than that.
Motion-Sensor Bomb: 12-15% damage when thrown with minimal knockback. This item, while being able to inflict a fair amount of damage when thrown, should probably be used more subtly.
Mr. Saturn: 8-11% damage when thrown, significant shield damage, and minimal knockback. Where knockouts are concerned, Mr. Saturn just doesn't cut it. Leave the poor guy alone and pick up a bat.
Party Ball: 16-19% damage unless explosive and fair knockback. Another unwieldy weapon, the Party Ball should only be used as a weapon for racking up damage. It has a 1 in 10 chance of exploding, in which case it would deal 41% damage and a large amount of knockback.
Poké Balls: Small amount of damage and fair knockback. These items make good thrown weapons, as long as you aren't facing anyone with a reflecting move. When Poké Balls are reflected, the Pokémon that's produced from it becomes owned by the reflector's owner. It's best to throw this item near an opponent, but not directly at them.
Ray Gun: 9-13% damage and fair knockback. Once all of the shots have been fired, you might as well throw it. It's possible to score knockouts with this weapon when throwing it, but only against opponents with fairly high damage percentages.
Star Rod: Moderate damage and excellent knockback. The Star Rod's knockback potential is second to very few items. It's best to use it for knocking opponents outside of the left or right boundaries of a stage, though, since its lateral knockback is much greater than it's upward or downward knockback.
Super Scope: Negligible damage and fair knockback. This item isn't really a great tool for scoring thrown item kills, but if your opponent is at high percentages, you may luck out.
Banana Peel: Very slight damage, trip effect, and minor knockback. There are far better items to use for knockouts. Ignore this as an option.
Bumper: 8-9% damage when first thrown and great knockback. A Bumper in the hands of any skilled player can easily result in multiple knockouts at once. Use it for everything from edgeguarding to high percentage knockouts in just about any direction.
Cracker Launcher: Moderate damage and fair knockback. It's very similar to the Super Scope in terms of knockback.
Deku Nut: Great damage and excellent knockback. If it connects directly with an opponent, this item has as much potential for knockouts as a hammer head. It's significantly harder to aim with, though, given its small size.
Hothead: Various amounts of damage and knockback. Depending on the Hothead's size, it can be incredibly damaging to opponents or simply slightly annoying. Power it up with fire and lightning attacks before you throw it, and it can be a devastating tool.
Pitfall: Zero damage, no knockback. If thrown at an opponent with no land beneath them, it's the same thing as Meteor Smashing them. Very useful indeed, if you can hit with it.
Smart Bomb: Various amounts of damage and good knockback. If used against opponents with roughly 45% damage, it can easily lead to knockouts on smaller stages. It's unreliable, though, as it often doesn't explode when you expect it to.

To be continued in the next GNC post...

--Chris.

Tuesday, August 19, 2008

GNC Updates + Brawl Tips!

First of all, thanks to all of you gamers out there, we hit a record number of people at our Monday Game Night this week... I know we don't say it enough, but you guys rock out loud! Keep coming and we'll keep providing your weekly source of video entertainment. Just a heads-up, but we've also got four new pictures in Game Night Chronicles, so check 'em out and leave a comment if you want.

Next, we've had some people asking us to order in certain games for Monday Game Nights... We've gotten a lot of suggestions, though, but we can't get all of 'em! If you have an idea for a game we should play on Mondays, leave a comment at this post (click on the link that says "0 Comments") and we'll put it to a vote.

Lastly, I don't know about you guys, but I can't stop talking about gaming. Super Smash Bros. Brawl in particular is one of my favorite titles, and apparently SETH's going to review it pretty soon. So in the meantime, I'll leave some of you newer players with just a few tips and tricks...


Super Smash Bros. Brawl Tips and Tricks: Smash Attacks


Okay, today I'm going to cover one-on-one smash attack strategies in SSBB. As you all know, the best way for most characters to score a knockout is to use a smash attack (A + a direction). That's common knowledge, sure, but which one you use (down smash, up smash, or forward smash) is something you've got to think about... If you really pay close attention, a lot of smash attacks leave you completely open if you miss with them, or don't knock the enemy far away. Beyond that, a lot of smash attacks have really small hitboxes or require precise accuracy...



Take Marth's up smash, for instance. It's a fast and powerful move, sure, but the hitbox is tiny! He lifts his sword straight up, so unless your target is right above you, you're pretty likely to miss...



On the other hand, Donkey Kong's up smash has massive range and very little ending lag. It's even a really fast move to execute, too, so most newer players never see it coming and can't dodge fast enough once it starts!

A lot of players neglect their down smashes, too, but don't forget that most of them actually hit to the left AND the right of your character, so it's a great alternative to turning around and forward smashing. The knockback is usually vertical, too, so it sets up people perfectly for air-juggling. Meta Knight can really take advantage of this... Also note that a lot of these down smashes hit one side first, pause, then hit the other side, so memorize which direction they strike first, so you can dodge it and hit them when they're finishing up the move!

In summary, find your character's most balanced smashes. You want speed, reach, and very little delay if you miss. What's the point of a powerful move if you can't hit with it?

If there's something you want tips and tricks for, just let me know! More coming soon...

--Chris.

Thursday, August 14, 2008

Monday's Game Night and GNC's Future!

First of all, Mike, Jesse, and I would like to apologize to all of you for not being able to host our August 11th Game Night. A schedule conflict we'd forgotten about between the Game Night Crew and the Children's Department forced us to cancel it at the last minute, but we'll stay on top of things like this in the future. So please forgive us and make sure to come next time! The next scheduled Game Night is on Monday, August 18th. I'll see if I can put up a calendar somewhere around here, so you'll know in advance about any cancellations...

Now, on to more fun matters... Before too long, Game Night Central's going to have a sleek new look! Instead of just being a Blogger site, it's actually going to be a fully-functional multi-paged site devoted to gaming and all of our Game Night programs! Trust me, it's going to rock.

Now, this new Game Night Central is going to be so much more than just a place to learn about program info. We actually want to get you involved! Write FAQs to games you know everything about, review new or old titles, or listen to game-related podcasts and walkthroughs! We want this new Game Night Central to be a source of reference for your every gaming need, but we've got to ask...

What should we have on the new site? Post a comment below, telling us what you want to see on the new website, and we'll probably make it happen!

Wednesday, August 6, 2008

August 2nd Tournament Results!

Sorry for the delay in getting it to you, but here are the results of the dual tournament held on August 2nd!

Even in the very first round, there were some ridiculously epic matches. In fact, the current Team Brawl Tournament champions SETH and MFFNS had to fight each other right off the bat! A slew of new faces and returning competitors attended this time, but sadly, there could be only one victor...



...And it was RAVEN playing as Zelda! SETH came in second with Marth and PLACE took third with Link.

The winners of our very first Halo 3 Team Tournament were DAN and MFFNS, so congratulations to them as well! Thanks to everyone who took part, and you can find some pictures of the event on our rotating gallery to the right. A new addition, you'll find, are Player Profiles! If you want yours added, just let me know at one of the Game Nights or tournaments and I'll take care of it.

--Chris.