Music is an integral part of Mennonite worship. Whether it's in church, at camp, at school or in everyday activities, songs have been faithful companions to Mennonites for centuries.
They can get so invested in music that it can be a point of unification but also a dispute that causes tension and division. The importance of music is why many people strive to keep Mennonite song collections in tune with the constantly evolving faith community.
More than 80 people from at least 16 different congregations across Manitoba gathered at Douglas Mennonite Church on March 11, 2018, to sing together, hear a progress report and raise funds for a new song and worship resources compilation that is currently being created.
Roughly every 25 years, Mennonite hymnals are re-examined and updated. Since Hymnal: A Worship Book, fondly known as "the blue hymnal," was published in 1992, the time has come to once again review the current songbooks and create a new one. Resonate, a committee of 13 Mennonites from across Canada and the United States, was formed in 2016 to do just that.
Darryl Neustaedter Barg, Anneli Loepp Thiessen and Paul Dueck, members of Resonate, led the Winnipeg fundraiser. Old favourites like "What is This Place" and "My Life Flows On," and new contributions like "Christ Be All Around Me" and a musical setting of "The Lord's Prayer," filled the sanctuary. Douglas Mennonite offered its space for the event free of charge.
The team was joined by Mennonite music legends Marilyn Houser Hamm and Henry Engbrecht, who reflected on the importance of singing in early Mennonites' experiences and for the church today. Engbrecht emphasized the profound spiritual impact that congregational singing has on so many people's faith journeys, as it did for him.
"Well, because the world changes and the church changes, and what we sing needs to change, too," said Neustaedter Barg, adding that it's important to have a resource that reflects who the church is today and how congregants currently worship. One part of this is connecting with the global Mennonite church and larger Christian church, he said.
Loepp Thiessen agreed that change is important because a song collection should represent and support the broad diversity of Mennonite churches and speak to their needs. "At this point in history, we need songs that bring people together and unite our church," she said.
The committee has already met a handful of times, but there is still a lot of work to do before the 2020 release, said Neustaedter Barg. The tasks are to review every song in Hymnal: A Worship Book, Sing the Journey and Sing the Story (almost half of the new collection will be made up of material from these resources); sort through more than 2,200 submissions of song texts, tunes, readings and visual art; and investigate what songs are important in the wider Christian worship scene right now. Resonate is also working on an accompaniment edition, and projector and tablet friendly versions of the book. This is not a quick and easy job.
The team is divided into three committees to look at song tunes, song texts and worship resources. Other than project director Bradley Kauffman and each committee's editor, all the committee members are volunteers. Yet there are still a lot of costs for creating a new songbook. The expected development cost is almost US$700,000, of which $431,000 has been raised so far.
MennoMedia, the publisher of the new song collection, is a small organization that doesn't have the funds to develop the resource itself. The project is entirely funded by donations, which also help keep the resource more affordable for congregations, according to Steve Carpenter from MennoMedia, who spoke at the fundraiser. Additionally, MennoMedia has created the opportunity for donors to have names placed in the back of the hymnal, starting at a minimum donation of $500. Different donation levels give different benefits.
The hymn sing fundraiser in Winnipeg raised almost $2,200 and followed eight other events of a similar nature across Canada and the U.S.
Discover more about the new Mennonite Worship and Song Collection at mennomedia.org/resonate.


text:
Games Beaten 2016
Anything that is gaming related that doesn't fit well anywhere else
3389 postsPage 214 of 3391 ... 211, 212, 213, 214, 215, 216, 217 ... 339
MrPopo
Re: Games Beaten 2016
by MrPopo Sat Aug 06, 2016 11:29 am
First 50:
1. Oni - PC
2. Donkey Kong 64 - N64
3. Yoshi's Story - N64
4. Neverwinter Nights: Shadows of Undrentide - PC
5. Forsaken 64 - N64
6. Bloodrayne: Betrayal - PSN
7. Fire Emblem Seisen no Keifu - SNES
8. Fire Emblem Shin Monshō no Nazo: Hikari to Kage no Eiyū - Nintendo DS
9. Valkyria Chronicles 3 - PSP
10. Ready 2 Rumble Boxing - DC
11. Rise of the Tomb Raider - PC
12. XCOM 2 - PC
13. Shadowrun Hong Kong Bonus Campaign - PC
14. Fire Emblem Fates: Conquest - 3DS
15. Fire Emblem Fates: Birthright - 3DS
16. Lagrange Point - NES
17. Fire Emblem Fates: Revelations - 3DS
18. Cybernator - SNES
19. Outwars - PC
20. Resident Evil - GC
21. Resident Evil 2 - GC
23. Resident Evil Code Veronica X - GC
24. Dino Crisis - PSX
25. Resident Evil 5 - PC
26. Dark Souls 3 - PS4
27. The Banner Saga 2 - PC
28. Bravely Second - 3DS
29. Star Fox Zero - Wii U
30. Warhammer 40,000: Dawn of War - PC
31. Warhammer 40,000: Dawn of War - Winter Assault - PC
32. Doom (2016) - PC
33. Warhammer 40,000: Dawn of War - Dark Crusade - PC
34. Warhammer 40,000: Dawn of War - Soulstorm - PC
35. Warhammer 40,000: Space Marine - PC
36. Doom 64 - N64
37. Warhammer 40,000: Dawn of War II - PC
38. Super Empire Strikes Back - SNES
39. Might & Magic 3 - Isles of Terra - PC
40. Mirror's Edge Catalyst - PC
41. Sonic 2 - Genesis
42. Resident Evil Revelations - PC
43. Resident Evil Revelations 2 - PC
44. Tokyo Mirage Sessions #FE - Wii U
45. Kirby: Planet Robobot
46. Sin: Wages of Sin - PC
47. Torchlight II - PC
48. Star Ocean: Integrity & Faithlessness - PS4
49. Axiom Verge - PS4
50. Shadow Complex Remastered - PS4
51. Ori and the Blind Forest - Xbox One
So my Metroidvania kick continues. Except this game isn't actually a Metroidvania; it's a challenge platformer that includes a Metroidvania style map and progression of movement abilities. But the exploration and backtracking aspect of Metroidvanias is quite light; the emphasis is on seeing how good at platforming you are.
The game has an art style that seems to take cues from Vanillaware and the whole thing looks gorgeous. It's a visual treat that varies up the terrain while still being within the confines of the large forest you're trying to save. The music is similarly nice. Aesthetically the game is great.
The enemy variety is pretty low and unfortunately the most common ones tend to be the most annoying to fight. Enemies take many shots to kill, and your only weapon is a sort range auto tracking weapon with a bit of a cooldown to it (specifically, you can fire X shots and then have a cooldown period). Meanwhile enemies are a mix of projectile users and hoppers that move fairly quickly and most encounters are in chokepoints. It makes for a frustrating experience, as the enemies seem to power up at about the same rate you gain health/damage resistance, so you're always just a few hits away from death. Many times you're better off skipping enemies when you can. The game has no traditional bosses in it; the closest it comes are a handful of "minibosses" which lock you in a room until you kill them. They don't really take many more shots than other enemies, they just have short periods of vulnerability (think the lanmolas from Zelda).
The core of the game is the platforming. It's definitely from the school of precision jumping and trick movement. Spikes litter the area, with many sections involving jumping between areas of safety to stand/climb on. One key movement ability you gain midway through the game is to dash through an enemy or projectile; this becomes core to many of the platforming segments. In several instances you run a gauntlet of projectile enemies that you have to dash through the shots of to maintain your momentum or else fall to your death.
These culminate in the escape sequences. Your primary goal is to unlock and traverse three dungeons to activate the MacGuffins, then afterwards you have an escape sequence. This will be some timed challenge with a lot of instant death traps that requires you to use your abilities to the fullest. I found a lot of the obstacles to be neigh-impossible to avoid on a blind run.
The whole thing is set in a large world of interconnected maps, like you might see in a Metroidvania. And there's collectables to power up, like health and spirit containers and experience points to give you abilities on the skill tree. But the whole thing is deemphasized. A large number of them can be gotten with no backtracking, and the backtracking the game does have you do is fairly minimal compared to what you'd see in a traditional Metroidvania. It's sort of like how Mega Man ZX had a Metroidvania style map and some things that required you to backtrack but it was just some window dressing over the core experience, rather than being the core experience.
It's certainly a fun game if you like challenge platformers. Just don't go in expecting indie Super Metroid; that's Axiom Verge.
Games Beaten: 2015 2016 2017 2018 2019
Blizzard Entertainment Software Developer - All comments and views are my own and not representative of the company.
BoneSnapDeez
by BoneSnapDeez Sat Aug 06, 2016 10:23 pm
1. Tenchi Sōzō (Super Famicom)
2. Eternal Senia (Steam)
3. Tombs & Treasure (NES)
4. Magic Knight Rayearth (Super Famicom)
5. Zelda no Densetsu: The Hyrule Fantasy (Famicom Disk System)
6. Zelda II: The Adventure of Link (NES)
7. Seiken Psycho Caliber: Majū no Mori Densetsu (Famicom Disk System)
8. Deep Dungeon: Madō Senki (Famicom Disk System)
9. Deep Dungeon II: Yūshi no Monshō (Famicom Disk System)
10. Suishō no Dragon (Famicom Disk System)
11. Dandy: Zeuon no Fukkatsu (Famicom Disk System)
12. Lagoon (SNES)
13. Contra (NES)
14. Super C (NES)
15. Wonder Boy (Sega Master System)
16. OutRun (Sega Master System)
17. OutRun (Genesis)
18. Ninja Gaiden (NES)
19. Written in the Sky (Steam)
20. Wendy: Every Witch Way (Game Boy Color)
21. Mario Bros. (NES)
22. Popeye (NES)
23. Super Mario Bros. (NES)
24. Super Mario Bros. 2 (Famicom Disk System)
25. Phantasy Star II Eusis's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
26. Phantasy Star II Nei's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
27. Phantasy Star II Rudger's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
28. Phantasy Star II Anne's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
29. Phantasy Star II Huey's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
30. Phantasy Star II Kinds's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
31. Phantasy Star II Amia's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
32. Phantasy Star II Shilka's Text Adventure (Steam - Sega Mega Drive & Genesis Classics)
33. Yume Kōjō: Doki Doki Panic (Famicom Disk System)
34. Super Mario Bros. 2 (NES)
35. Super Mario Advance (Game Boy Advance)
36. Gunman Clive (Nintendo eShop)
37. Zaxxon (Xbox 360 - Sonic's Ultimate Genesis Collection)
38. Zaxxon (Atari 2600)
39. Zaxxon (Intellivision)
40. Zaxxon (ColecoVision)
41. Cosmic Avenger (ColecoVision)
42. Mr. Do! (ColecoVision)
43. Pepper II (ColecoVision)
44. Kirby's Dream Land (Game Boy)
45. Sakura Spirit (Steam)
46. Ys Eternal (PC)
47. Moon Patrol (Game Boy Color - Arcade Hits: Moon Patrol & Spy Hunter)
48. Ember Kaboom (Steam)
49. Hoshi no Kābī: Yume no Izumi no Monogatari (Famicom)
50. Guardian Heroes (Saturn)
51. Akumajō Dracula (Famicom Disk System)
52. Castlevania (NES)
53. Classic NES Series: Castlevania (Game Boy Advance)
54. Guardian Heroes (Xbox Live Arcade)
55. Metal Slug (Neo Geo MVS)
56. Metal Slug 2 (Neo Geo MVS)
Played a shitload of this. Easy mode, normal mode. Solo and co-op. Despite everyone's best attempts to sway me I always picked the character of Nicole, the cutesy mage. JUST LOOK AT HER AWWWWWWWWWWWWWWWW
So, Guardian Heroes is Treasure's seminal beat 'em up / action-RPG hybrid. There's a shitload of nuance to be found in the controls and gameplay here. You have your weak and strong attacks, blocks, jumping / double-jumping / ducking, special attacks that can be executed with fighting game-esque combos (these also replenish MP), magic attacks that can also be executed with combos or via a menu, an AI buddy who can be given general "directions", multiple "planes" to leap between, an XP system where points can be assigned to various attributes WRPG-style, branching pathways, and a karma system that effects the ending. And that's just the single-player mode. My head was spinning at first, but once you get into the groove of the game everything comes together beautifully.
The game looks amazing and controls like a dream. A single playthrough can take 70 minutes or so, but there's tons of replay value given the various pathways. I'll begrudgingly admit that the XBLA remake does a few things better. The screen is much less cluttered in 16:9, the (occasional) slowdown is nonexistent, and it's easier to tell when enemies are dead/near-dead (this is important because certain bad guys explode!). That said, the game was made for the Saturn and the Saturn controls feel so much more smooth and natural.
This is such a great game. It absolutely murders its contemporaries (the Capcom D&D arcade games, for instance) and is better than virtually all the future titles it inspired. It's a shame the Saturn version is so expensive, but don't skip that $5 XBLA remake, yo.
Apparently I confused this game with Ys as I went right on ahead and played three different versions.
I never played Castlevania as a kid. I wasn't actively avoiding it - it just never seemed to show up in the local shops and rental stores. I'm finally getting around to completing it for this year's summer challenge.
The soundtrack. Holy balls is it good. Can't stop listening to it. One of the best on the NES. Solid graphics too.
As for the actual gameplay, I have mixed feelings. I've never been crazy about these slow stiff deliberate memorization-required action-platformers. I tend instead to gravitate towards twitch-based run 'n guns and hop 'n bop mascot platformers.
That said, Castlevania does things pretty well. The level design is exquisite and I love the gradual progression from outside the castle into Dracula's chambers. While the stages themselves didn't present much of a challenge the game's notorious difficulty becomes apparent when facing bosses. Some are just insane and I felt like I only completed the game by getting "lucky"/exploitative.
The three variations all look identical (and are in English) but have some notable differences regarding game saves. The FDS original has three save slots like Zelda, NES has nuthin' and must be completed in one go (OUCH), while the GBA port features a single save slot.
I'm glad I played this. While it didn't quite floor me it's "classic" status is well-earned. The sequel looks even better so I'll get to that soon.
Metal Slug games
Totally frenetic and frantic run 'n gun madness. I wrote about these games in the dedicated thread but let me reiterate that I found the first one to be the best - part two features some irritating slowdown while three is just insanely tough.
Still, part one is right up with Contra. And finally getting to complete something on MVS was a real treat.
Bone's B/S/T
GameFAQs Profile
Violent By Design
by Violent By Design Sat Aug 06, 2016 10:39 pm
PartridgeSenpai wrote: VC1 and 2 are games I've owned for absolutely ages but never touched. You guys are really making me psyched to get on them though! Now I just gotta find the tiiiime Xp
Meh, I didn't think it lived up to the hype. I got bored about 80% into VC. It's just too animeish when it really doesn't need to be, and there is pretty much zero attachment to any of the characters.
I think its style of gameplay is very innovative and unique, but everything outside that like the class systems, plot, upgrades etc leaves a lot to be desired.
Exhuminator wrote: In 1988, Pony Canyon released Malaya No Hihou, or rather "Malaya's Treasure", for the Japanese PC known as the MSX2. Malaya's Treasure saw limited release in its home country, and was never ported to any other platform, nor localized outside of Japan. Due to its obscurity, many gamers have never heard of Malaya's Treasure, understandably. But then in 2010, the fan trans group "MSX Translations" released an English patch for Malaya's Treasure. Hooray for belated unofficial localizations!
Nice work on finishing this.
I love the crusty old Pony Canyon stuff.
MSX emulation, huh? Time to move on to the Hydlide games!
Exhuminator
by Exhuminator Sun Aug 07, 2016 1:49 am
BoneSnapDeez wrote: The soundtrack. Holy balls is it good. Can't stop listening to it. One of the best on the NES.
Oh man, you are in for such a treat when you get around to Castlevania 2. It's one of my all time favorites on NES. (I'm not sure if the Famicom version's OST is better or not, but the NES version is bliss.)
BoneSnapDeez wrote: The three variations all look identical
The MSX version is pretty different, even graphically different at times:
http://www.neogaf.com/forum/showthread. ... 360&page=1
BoneSnapDeez wrote: Nice work on finishing this.
Thanks. In case you missed it, a few days earlier I beat The Scheme (PC-88) and Aquales (X68000) and reviewed them here. This has been a banner year for me and old Japanese PC gaming. Who knew Bone wasn't crazy after all for loving archaic Japanese computers. Definitely some hidden gems out there.
PLAY KING'S FIELD.
PartridgeSenpai
Location: Northern Japan
by PartridgeSenpai Sun Aug 07, 2016 2:22 pm
Mario & Luigi 4: Dream Adventure (3DS) [aka, Mario & Luigi Dream Team]
I went in expecting Mario & Luigi, and that's what I got. If you were expecting any more or less, well, I'm not sure what you were expecting Xp. I have played the previous 3 games, but not the most recent one, so my review will mostly mention this game in relation to the others in the series. If you just wanna know if it's a good game, I'll save you a read and just tell you "yes, it is."
First off, this game is probably one of the lightest and least surprising in terms of story. The other three had some sort of play on who the bad guy would be, or how dark the theme might get at times, but this one is much more straightforward in terms of story. What this game's story is, though, is entertaining. Even playing it in Japanese and not totally understand the exact semantics going on all the time, there were many times where I legitimately laughed out loud because what was going on was so silly
(when Yumeppu and Starly are having a covert discussion about Bowser's butt had me absolutely in stitches).
Another thing I appreciated from the story, is how much actual characters from the other 3 games were in this one. The other three games were VERY separated, to the point where you could probably play them in any order, and aside from the first one being on GBA, you'd probably have some trouble deciding in which order they were made. This game is far from reliant on the plot of past games, but there were just so many reoccuring characters, comparatively. Starly is back from Bowser's Inside Story, there are members of the Bean Bean Kingdom and Woo Hoo Mountains vacationing all over the island from Superstar Saga, and there's even the koopa reporter from Partners in Time. I hope this trend continues in Paper Jam (when I eventually get around to it). I absolutely loved the Massive Twins X3 (I'm sorry, but I have no idea what their names are in English. That's just what I call them. They're the two strongmen who teach you lots of special moves).
The gameplay is fairly standard, but there are a few things that can make things really interesting. One thing, is that Bro Items are completely gone. I'll admit that I can't honestly remember if Bowser's Inside Story had Bro Moves or Bro Items, but this game is back to Bro Moves. More importantly, both Mario and Luigi don't share their respective Bro Moves, somewhat similarly to how their moves worked in Superstar Saga. So in addition to how their stat biases differ, their special move sets are also very different.
Where Bowser's Inside Story had the Bowser sections and Bro sections, this game has the real world and the dream world. The real world is just like normal Mario & Luigi fare, with both bros walking around, but the dream world is inside Luigi's dreams, and is a side-scrolling section. As a result, there are a completely separate set of special moves for the dream and real worlds, with many in the dream world involving some manipulation of the 3DS's inner gyroscope feature. The gyroscope stuff works well enough, but it was probably one of the mechanics that gave me the most trouble, just because sometimes it would be fairly difficult to aim something very precisely (granted you don't gotta do that too often).
Giant battles are also back in this game, and I wanna say there are a good handful more of them. I only remember Bowser's Inside Story having like 3 giant battles, where this game has 6. They're fun set-pieces, and its a cool change of pace. The only somewhat troublesome thing is that because they're so separated from the normal battle engine, your equipment and items don't really mean anything in the giant battles. It's either you master the timings of the hits and dodges, or you die. There's really no before-hand preparation you can do for them.
Another thing, this game is probably the Mario & Luigi game I'd say is the hardest in the group (of the first four). Especially because of the dream world, Luigi acts as more of a support role, and just Mario gets turns, similarly to how Bowser was all by himself in Inside Story. Bosses hit REALLY hard though, and if they stun you with one hit, you can be on a very quick path to death. Dream Team is definitely up there with Superstar Saga as being one of the harder Mario & Luigi games, in my opinion. Especially considering there's a hard mode once you beat the game once, and I'm not sure I wanna find out how hard that is right now Xp
Verdict: Highly recommended if you want a fun, quirky JRPG to play on your 3DS. It's another great entry in the series. I enjoyed it more than Bowser's Inside Story I would say, but they're all good games, and they're all worth trying
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
by BoneSnapDeez Sun Aug 07, 2016 5:12 pm
Exhuminator wrote: The MSX version is pretty different, even graphically different at times:
Yeah I've noticed that some websites actually list Vampire Killer as a separate game rather than a port, due to all the differences.
Nice work on the other Japanese computer games. I love this kind of shit. I need to hook up my MSX soon and get started on Hydlide II.
Castlevania II is one I'm excited to play soon as well. I'm really interested in playing both the FDS and NES versions of all the seminal NES classics. So that's Zelda I & II, Castlevania I & II, Metroid, Kid Icarus, Super Mario Bros. 2........
So much to play!...
noiseredux
by noiseredux Sun Aug 07, 2016 5:40 pm
Vampire Killer is very different... single screens.
Haha yeah. Just watched a longplay.
The 8-bit Konami scene is pretty fascinating. Sure we all know about their NES games, but they also had tons of stuff on the MSX and were heavy supporters of the FDS as well. Not to mention those sweet, sweet C64 ports.
by MrPopo Sun Aug 07, 2016 9:43 pm
52. AM2R - PC
And ending my Metroidvania block on a massive high note. AM2R was finally released and I gave it a whirl. The title stands for "Another Metroid 2 Remake", in reference to the number of fan projects that attempted to update Metroid 2. This is the only one that's actually made it, and it's totally worth the wait. I finished in 4:30 with 90% items. By my accounting I'm missing one energy tank, 5 missile tanks, 5 super missile tanks, and 9 power bomb tanks. I've collected everything visible on the map, so it's either items that are sharing a spot with another item or more likely are behind false walls not indicated on the map. Given how large the map is I'm not going to bother going for 100% until an annotated map comes out and I can see the spots I missed.
So to properly review this game I need to establish context. The original Metroid was very mazelike but also had a fairly small map thanks to the limitations of the NES. This means that while you would spend tons of time getting lost when you first start playing if you pay attention you can quickly learn where the key items are. Since Ridley and Kraid drop 75 missiles on death and are vulnerable to your beam you actually don't need to know the full map to beat the game. Metroid 2, on the other hand, is much closer to Super Metroid in terms of map design and general expansiveness. Couple this with no in-game map and a zoomed in view point that makes it really hard to pinpoint where you are intuitively and many areas being housed inside caverns with multiple entrances and exits and you have a recipe for purgatory. The game was quite fun if you were following a map (even if it's just to see the layout and not the item locations) and a nightmare otherwise.
Flash forward to the 2000's. Nintendo remakes the original Metroid for the GBA as Metroid Zero Mission. This starts with the basic layout and progression of the original Metroid and brings in everything that was learned with Super Metroid and Metroid Fusion. Areas are expanded, new paths are created, new items are added, and new stage gimmicks are created. It's the best sort of remake; instantly familiar but a totally new game in terms of play experience. Which brings us to AM2R.
AM2R comes from the Zero Mission school of thought. You still have the same general layout but decades of learning in level design and user experience have vastly improved things. The maps are now very navigatable thanks to the in game map, and honestly I'd be happy if that was the only thing done. But like Zero Mission, AM2R builds on the framework of Metroid 2 to create a work that stands fully on its own. Several familiar items have been added and several new stage gimmicks have been created. The whole thing feels extremely fresh. Metroid 2 is notable for having an approach of traversing zones, with each one clearable on first visit and almost no backtracking (other than through the main shaft). AM2R is constrained by this but still puts in items you need to backtrack for (some very obvious). And as a concession to the level design there's one section near the end of the game, once you've unlocked all the movement abilities, that lets you open shortcuts to previous areas to finish your collection. It's a nice piece of usability, similar to how Fusion has the extra linkages between the various habitats to aid in getting that 100%.
The game controls fantastically. The guy really nailed the physics and I felt instantly comfortable with things. You absolutely need to play this with a controller. There were several items that required some really precise handling that gave me that "aha!" moment when I figured out what I needed to do and a real sense of accomplishment once I could pull it off.
The biggest change, though, is the updates to the boss fights. In the original Metroid 2 your boss fights were battles against the various evolved forms of Metroids. Alphas were fairly easy (thought could get tricky depending on the level geometry), Gammas were Alphas that needed timing, and Zetas were utter bastards. They swooped around and had a smaller vulnerable spot (compared to the "anywhere" of the previous two). And then the Omegas were a let down, because they didn't have mobility and just took a lot of shots. Well all of that is different now. Now the only vulnerable spot is the globy thing that resembles the larval Metroids. This instantly makes Alphas a threat and makes Gammas quite tricky. You need to wrangle them around with careful jumps and sometimes just balls to the wall rush them. They also get some new attacks; Alphas get a much faster dash and Gammas can grab you and suck away your health. Zetas are now ground-bound but have a variety of moves and require a decent amount of timing and precise jumps to nail them when they're vulnerable. And Omegas are amped up Zetas that are a legitimate threat. The game also tosses in a few other bosses. Arachnus is back and requires a more interesting way of defeating him, a cameo from another game shows up (you might be able to guess), an upgraded Torizo, and two completely new bosses. It helps break up the long stretches of Metroid fights.
The environments are amazing. Each one has a coherent theme and the layouts and puzzles fit that theme. The main shaft slowly changes as you get deeper. The whole thing shows a lot of care. The other place where a lot of care has been shown is in enemy behavior. The Metroids weren't the only ones to get upgrades. Enemies now have a variety of behaviors instead of the path following behavior of nearly every Metroid 2 enemy. Some still go on paths but many are actively aggressive and require some deft maneuvering on your party to take them down.
This game was clearly a labor of love. If you've ever enjoyed a Metroid game then you owe it to yourself to play this.
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redpajama_set_name: RedPajamaCommonCrawl


Maybe you have already heard, but in case you have not…Sade is back!!!
After her last project "Lover's Rock" in 2000 we tought we had seen the last of the legendary sultry voiced Sade Adu and her backing band Sweetback. But on 24th November Epic Records announced that Sade will release her album entitled "Soldier Of Love" on February 8, 2010. A very well planned releasedate since Valentine's Day is on February 14th.
After being out of the music scene for so long I am really excited and can't wait to hear what the album will sound like. For those of you who already know that is going to sound really good…on the brand new website you can find all the information you need to pre-order!!


text:
Namibia News Digest
ECB issues 15 IPP licenses in three years
The Electricity Control Board (ECB) issued 15 Independent Power Producer (IPP) licences in the last three years, its Chief Executive Officer, Foibe Namene has said. Namene, in an interview with Nampa on Thursday, said the ECB issued 10 IPP licences
Nossobville residents dismayed by Kalahari Constituency classification
Residents of Nossobville have expressed dissatisfaction with their suburb falling under the Kalahari Constituency instead of the Gobabis Constituency. In a petition submitted to Omaheke Governor Pijoo Naganate by members of the Nossobville Development Committee on Wednesday, the residents asked
Shiimi commends Agribank's performance
Agribank has done well under very difficult circumstances as key financial metrics for the 2019/20 financial year show positive trends, Minister of Finance Ipumbu Shiimi has said. Shiimi made these remarks on Thursday during Agribank's Annual General Meeting that took
HIPO and One Pencil donate towards education
The Hizetjitwa Indigenous People's Organisation (HIPO) on Thursday donated stationery to the Ministry of Education, Arts and Culture for dissemination to the Ondao Primary School, Otjomuru Primary School and Chitado Commune in southern Angola. The donations were made possible by
Nudo to forego Otavi and Grootfontein elections to preserve resources
The National Unity Democratic Organisation (Nudo) has opted to forego the Regional Council and Local Authority elections in Otavi and Grootfontein as a way of preserving its limited resources. Nudo's Otjiwarongo district organiser, Benestus Karokohe in an interview with Nampa
Namibian artists join global campaign to save wildlife
Local artists Elemotho, Lioness and Suzy Eises have teamed up with international organisations Conservation Music and Earthsong as the first contributors to the worldwide 'Endangered' campaign. The campaign is aimed at supporting the Cheetah Conservation Fund in its mission to
RDP to only contest local authority elections in Otjozondjupa
The Rally for Democracy and Progress (RDP) in the Otjozondjupa Region will only contest the local authority elections in November. RDP's Otjozondjupa Regional Secretary, Stephanus Awarab in an interview with Nampa on Thursday said the management of the party had
Timber harvesters exploited loopholes in Forest Act: Shifeta
Minister of Environment, Forestry and Tourism, Pohamba Shifeta said it is regrettable that for years, timber harvesters have exploited loopholes in the Forest Act No. 12 of 2001, which prohibits the export of unprocessed rosewood. Shifeta said this in the
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Ten-year-old commits suicide: NamPol
Presidency refutes Fishrot allegations
Former NDF commander granted bail
Four Namibians in custody for alleged illegal crossing into Angola
Man allegedly commits suicide at Aminuis
Ongwediva woman robbed of N.dollars 20 000
Annual inflation rate slowed by 0.2 per cent in December
Neckartal Dam water levels surpass 50 per cent
Labour ministry urges parties in Shoprite strike to abide by the law
Eenhana appoints Benjamin as new chief executive
Education directorate secures funds to repair Uvhungu-vhungu CS classrooms
The Directorate of Education in the Kavango East Region has secured funds to repair the Read More »
Foreign Workers Flee to Cameroon After Central African Republic Post-Election Violence
GAROUA BOULAY, CAMEROON – Cameroon authorities say more than 250 foreign workers, most of them Read More »
Police officer dies in accident near Aroab
A 31-year-old police officer died when the vehicle he was driving overturned near Aroab in Read More »
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