History Fridge / NintendoWars

24th Dec '15 4:28:55 PM WillTheWolfLover
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* Why is the credits sequence in Advence wars, as well as the CO select and menu headers in Advance Wars 2, shaped like a film reel? It's the [[PunnyIndex Theatre of War!]]

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* Why is the credits sequence in Advence wars, Wars, as well as the CO select and menu headers in Advance Wars 2, shaped like a film reel? It's the [[PunnyIndex Theatre of War!]]
24th Dec '15 4:28:30 PM WillTheWolfLover
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* Why is the credits sequence in Advence wars, as well as the CO select menu and menu headers in Advance Wars 2, shaped like a film reel? It's the [[PunnyIndex Theatre of War!]]

to:

* Why is the credits sequence in Advence wars, as well as the CO select menu and menu headers in Advance Wars 2, shaped like a film reel? It's the [[PunnyIndex Theatre of War!]]
24th Dec '15 4:27:35 PM WillTheWolfLover
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to:

* Why is the credits sequence in Advence wars, as well as the CO select menu and menu headers in Advance Wars 2, shaped like a film reel? It's the [[PunnyIndex Theatre of War!]]
12th Sep '15 7:36:00 PM nombretomado
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* The Commanding Office (CO) Koal in [[{{NintendoWars}} Advance Wars: Dual Strike]] is very young looking, but seems more mature than the other various [[KidHero Kid [=COs=]]] in the game (Andy, Colin, Jake, and Lash), excepting Sonja, who also acts mature. Even Max, the DumbMuscle of the Orange Star [=COs=], picks up on it, calling Koal a "small man". Then you remember [[spoiler: that Kindle and Von Bolt drained the energy from Omega Land to keep themselves from aging]]. It seems very likely that this is why [[OlderThanTheyLook Koal looks like a child]].

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* The Commanding Office (CO) Koal in [[{{NintendoWars}} ''[[VideoGame/NintendoWars Advance Wars: Dual Strike]] Strike]]'' is very young looking, but seems more mature than the other various [[KidHero Kid [=COs=]]] in the game (Andy, Colin, Jake, and Lash), excepting Sonja, who also acts mature. Even Max, the DumbMuscle of the Orange Star [=COs=], picks up on it, calling Koal a "small man". Then you remember [[spoiler: that Kindle and Von Bolt drained the energy from Omega Land to keep themselves from aging]]. It seems very likely that this is why [[OlderThanTheyLook Koal looks like a child]].
29th Jul '15 3:32:05 PM StFan
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* One of the main aspects of gameplay that changed from DS to DoR/DC was how the CO power system is almost completely reversed. In DS and the games before the main way to charge CO powers was to lose units, while the new system worked by fighting inside the CO zone and preserving your CO unit (your power progress is lost with the unit). This fits the DarkerAndEdgier story very well, placing importance on keeping units alive when so few people survived the apocalypse (as opposed to getting stronger by throwing units into the meat grinder) and the impact the CO can have when so much is at stake.

to:

* One of the main aspects of gameplay that changed from DS to DoR/DC [=DoR/DC=] was how the CO power system is almost completely reversed. In DS and the games before the main way to charge CO powers was to lose units, while the new system worked by fighting inside the CO zone and preserving your CO unit (your power progress is lost with the unit). This fits the DarkerAndEdgier story very well, placing importance on keeping units alive when so few people survived the apocalypse (as opposed to getting stronger by throwing units into the meat grinder) and the impact the CO can have when so much is at stake.
15th Oct '14 1:15:01 PM MegaTank
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to:

* One of the main aspects of gameplay that changed from DS to DoR/DC was how the CO power system is almost completely reversed. In DS and the games before the main way to charge CO powers was to lose units, while the new system worked by fighting inside the CO zone and preserving your CO unit (your power progress is lost with the unit). This fits the DarkerAndEdgier story very well, placing importance on keeping units alive when so few people survived the apocalypse (as opposed to getting stronger by throwing units into the meat grinder) and the impact the CO can have when so much is at stake.
2nd Jun '14 8:19:56 AM Discar
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* Why oh why can a plane not fly over anything, including an immobile pipe, or a *sumberged submarine*?
** a submerged submarine is extremely hard to spot, if you spotted one, would you just fly over it [[FridgeBrilliance or stop to inform command of it's position?]]
*** I take issue with the idea that you can 'stop' a plane in mid-flight.
*** Idle circling around the area. They spot the Submarine, then fly around it since the sub can't shoot back as they relay its position to you.
** Also weird is how things can't drive under planes.
* Andy's CO power repairs units. In Advance Wars most units are actually groups of 5 (for example, if you build a "light tank" it is a group of 5 tanks), and damage is represented by some of the members dying.
** My god, the soldiers are all robots! This explains everything!
*** That would explain a great deal the [[WarHasNeverBeenSoMuchFun casual nature of fighting and how little [=COs=] seem to care about casualties]]
* On a similar note (also possibly FridgeHorror)... Repairs to tanks, copters, and such could be [[HandWave hand waved]] as the drivers are fine, it's just the vehicles that need repair. However, how do you explain Infantry/Mech? Especially when you have them repairing on a city instead of with a CO Power? Are they "refilling" their unit by taking civilians out of the cities?
* In Days Of Ruin, the factories are fully automated and build what are implied to be unmanned drones...that's all fine and dandy, but then tell me, why are human solders shown driving them? Furthermore, how do the factories build INFANTRY units?!
** The factories have your soldiers in them once you capture and secure it. Factories fund and supply weaponry to the soldiers.
* Speaking of Days Of Ruin, I find the concept of CO units a bit weird. No matter how may times the CO unit dies, the CO themself is always completely unharmed and back at the HQ within the space of a single day. I can imagine Will jumping out of a ruined tank or bailing out of an exploding plane, but how on earth does he escape from a sinking submarine? Furthermore, when the CO "boards" Infantry or Mech units one would assume they are grabbing a rifle and tagging along to fight in their squad, meaning that when the infantry dies, the CO unit is being repeatedly shot until they can no longer remain conscious, and yet they are still good to go the following day. Furthermore, how does ever single CO in the game (even as young Isabella and Penny) automatically know how to pilot tanks, ships, planes, and fire rifles & bazookas.
** In fact, the entire series has been a bit weird with [=COs=], in the first 3 games everyone spoke to each other as if they were talking in person and occupying the same space despite being implied to be on opposite sides of the map inside their HQs. For example after AW2's "Lash Out" mission Nell tells Sami to "Drag that brat over here" only to find that it was a dummy, did she drag it through the ocean or something?
* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")
* In Black Hole Rising, Mission 29 ("Rain of Fire") has a gimmick where a volcano would erupt daily, causing damage to any units sitting in an unlucky spot. Whose idea was it to build that many cities at the base of an active volcano?

to:

* Why oh why can a plane not fly over anything, including an immobile pipe, or a *sumberged submarine*?
** a submerged submarine is extremely hard to spot, if you spotted one, would you just fly over it [[FridgeBrilliance or stop to inform command of it's position?]]
*** I take issue with

[[Headscratchers/NintendoWars On
the idea that you can 'stop' a plane in mid-flight.
*** Idle circling around the area. They spot the Submarine, then fly around it since the sub can't shoot back as they relay its position to you.
** Also weird is how things can't drive under planes.
* Andy's CO power repairs units. In Advance Wars most units are actually groups of 5 (for example, if you build a "light tank" it is a group of 5 tanks), and damage is represented by some of the members dying.
** My god, the soldiers are all robots! This explains everything!
*** That would explain a great deal the [[WarHasNeverBeenSoMuchFun casual nature of fighting and how little [=COs=] seem to care about casualties]]
* On a similar note (also possibly FridgeHorror)... Repairs to tanks, copters, and such could be [[HandWave hand waved]] as the drivers are fine, it's just the vehicles that need repair. However, how do you explain Infantry/Mech? Especially when you have them repairing on a city instead of with a CO Power? Are they "refilling" their unit by taking civilians out of the cities?
* In Days Of Ruin, the factories are fully automated and build what are implied to be unmanned drones...that's all fine and dandy, but then tell me, why are human solders shown driving them? Furthermore, how do the factories build INFANTRY units?!
** The factories have your soldiers in them once you capture and secure it. Factories fund and supply weaponry to the soldiers.
* Speaking of Days Of Ruin, I find the concept of CO units a bit weird. No matter how may times the CO unit dies, the CO themself is always completely unharmed and back at the HQ within the space of a single day. I can imagine Will jumping out of a ruined tank or bailing out of an exploding plane, but how on earth does he escape from a sinking submarine? Furthermore, when the CO "boards" Infantry or Mech units one would assume they are grabbing a rifle and tagging along to fight in their squad, meaning that when the infantry dies, the CO unit is being repeatedly shot until they can no longer remain conscious, and yet they are still good to go the following day. Furthermore, how does ever single CO in the game (even as young Isabella and Penny) automatically know how to pilot tanks, ships, planes, and fire rifles & bazookas.
** In fact, the entire series has been a bit weird with [=COs=], in the first 3 games everyone spoke to each other as if they were talking in person and occupying the same space despite being implied to be on opposite sides of the map inside their HQs. For example after AW2's "Lash Out" mission Nell tells Sami to "Drag that brat over here" only to find that it was a dummy, did she drag it through the ocean or something?
* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")
* In Black Hole Rising, Mission 29 ("Rain of Fire") has a gimmick where a volcano would erupt daily, causing damage to any units sitting in an unlucky spot. Whose idea was it to build that many cities at the base of an active volcano?
Headscratchers page]].
26th Dec '13 12:15:21 PM shooterboss
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* Speaking of Days Of Ruin, I find the concept of CO units a bit weird. No matter how may times the CO unit dies, the CO themself is always completely unharmed and back at the HQ within the space of a single day. I can imagine Will jumping out of a ruined tank or bailing out of an exploding plane, but how on earth does he escape from a sinking submarine? Furhermore, when the CO "boards" Infantry or Mech units one would assume they are grabbing a rifle and tagging along to fight in their squad, meaning that when the infantry dies, the CO unit is being repeatedly shot until they can no longer remain concsious, and yet they are still good to go the following day. Furthermore, how does ever single CO in the game (even as young Isabella and Penny) automatically know how to pilot tanks, ships, planes, and fire rifles & bazookas.

to:

* Speaking of Days Of Ruin, I find the concept of CO units a bit weird. No matter how may times the CO unit dies, the CO themself is always completely unharmed and back at the HQ within the space of a single day. I can imagine Will jumping out of a ruined tank or bailing out of an exploding plane, but how on earth does he escape from a sinking submarine? Furhermore, Furthermore, when the CO "boards" Infantry or Mech units one would assume they are grabbing a rifle and tagging along to fight in their squad, meaning that when the infantry dies, the CO unit is being repeatedly shot until they can no longer remain concsious, conscious, and yet they are still good to go the following day. Furthermore, how does ever single CO in the game (even as young Isabella and Penny) automatically know how to pilot tanks, ships, planes, and fire rifles & bazookas.



* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")

to:

* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")air?")
* In Black Hole Rising, Mission 29 ("Rain of Fire") has a gimmick where a volcano would erupt daily, causing damage to any units sitting in an unlucky spot. Whose idea was it to build that many cities at the base of an active volcano?
5th Nov '13 8:46:19 AM CrazedNinja
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* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool.)

to:

* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool.)cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")
5th Nov '13 8:41:48 AM CrazedNinja
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** In fact, the entire series has been a bit weird with [=COs=], in the first 3 games everyone spoke to each other as if they were talking in person and occupying the same space despite being implied to be on opposite sides of the map inside their HQs. For example after AW2's "Lash Out" mission Nell tells Sami to "Drag that brat over here" only to find that it was a dummy, did she drag it through the ocean or something?

to:

** In fact, the entire series has been a bit weird with [=COs=], in the first 3 games everyone spoke to each other as if they were talking in person and occupying the same space despite being implied to be on opposite sides of the map inside their HQs. For example after AW2's "Lash Out" mission Nell tells Sami to "Drag that brat over here" only to find that it was a dummy, did she drag it through the ocean or something?something?
* Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool.)
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