Nintendo WiFi Friend Codes Thread - Wii & DS
Moderators: General Chaos, Candy Arse, jizzlobber
Nintendo WiFi Friend Codes Thread - Wii & DS
Nintendo are now using the Friend Codes across all their WiFi games, so a single unique code is not going to cut it. To that end, this thread can be used instead of the Wii Mingle Thread in order to organise match-ups/code sharing.
Just make the one post with your friend codes for whichever games you have, so it's easy to add everyone you want.
Something along the lines of:
DS
Animal Crossing: 6547689787654
Mario Kart: 8979874645465
etc ...
shoud suffice. Then edit it whenever you get a new game.
Just make the one post with your friend codes for whichever games you have, so it's easy to add everyone you want.
Something along the lines of:
DS
Animal Crossing: 6547689787654
Mario Kart: 8979874645465
etc ...
shoud suffice. Then edit it whenever you get a new game.
- GreyWizzard
- Boundless Generosity
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- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
lol
post your wii code, and someone will most likely post their code, and then you can add each other and go wooo when you send mii's and then realise it's pretty shit because Nintendo are forcing codes for each frigging game.
They need to use a single code and the parental control system... <sigh> How hard is that to work out Nintendo? You put a parental system on your console ffs, use it!!!
post your wii code, and someone will most likely post their code, and then you can add each other and go wooo when you send mii's and then realise it's pretty shit because Nintendo are forcing codes for each frigging game.
They need to use a single code and the parental control system... <sigh> How hard is that to work out Nintendo? You put a parental system on your console ffs, use it!!!
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
- GreyWizzard
- Boundless Generosity
- Posts: 18671
- Joined: 04 Jul 2006 07:51 am
- XBL ID: GreyWizzard
- PSN ID: Grey_AU
- Location: Brisbane
- GameHED
- 10000 words or your money back!
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- Joined: 05 Jul 2006 01:14 pm
- Location: Brisbane, QLD, AU
Here is my friend code for Castlevania: Order of Eclesia on the DS:
189160705183
Will add more when I start to actively play the games.
(I sold all my old online ds games like Metroid prime hunters and mario kart. Still have animal crossing wild world though..)
This dual wielding idea and the more arcadey feel of fights is a lot of fun. Not as cool as bangai-o's combinations of weapons though.
Some examples:
-When I use a ice weapon it would be cool to freeze the enemy like in phantasy star online and then like finish them off with a hammer attack to shatter them into pieces so there is a reward for specialising in certain attack styles rather than just making us toggle between all of them to just choose the best one for each enemy all the time and be the "jack of all trades" gamer.
-Wind attacks should be able to be especially useful against small flying creatures and send them flying back across the screen unable to fly fast.
-Heavy attacks send the enemy into stagger animation once they connect etc. And there should be big words like "miss" appearing for when the weapon is ineffective against the thing you are attacking. A slime creature really wouldn't be hurt by hammer attacks since there are no bones. A ghost wouldn't be hurt by anything other than enchanted holy weapons or holy magic. A water creature in a water environment shouldn't be able to be attacked by wind or arrows that you fire from a bow for example.
-Cutting weapons have a chance to cause open wounds to fleshly beings and make these enemies bleed and gradually they lose health like the effect poison has on you. (the idea is they are losing blood over time - the cut damage is then more distinct from clubby/crush weapons which would stun or have a small chance to make enemies unconscious/sleepy)
-Knives would be able to do extra damage if you hit the sprite in a certain weak spot (causing critical damage if you were accurate) for larger enemies. (eyeball for bosses, chest for medium-sized creatures for where the heart would be.) Your thief-based character could gradually be used more like an assasin with his specialty in using lighter weapons and lighter armor to find alternative ways to fight with moves that are impossible if you are equiped with heavier armor that would be suited more for warrior character. I should be able to for example triple jump or wall-jump by wearing special boots and get access to some treasures earlier than normal or just do those moves as an evasive manuever which I wouldn't be able to as a warrior. Warriors fight as tanks on the ground while thieves get to auto-aim their throwing knives and arrows while jumping and somersaulting in the air so they can concentrate on subtle screen movement and getting to safe spots. (maybe even have a defensive dodge move that makes you invincible for a while which would be like the shield which can be raised to block projectiles?)
Anyway great game.. Love the "take snaspshots of the rare monster" town missions.
189160705183
Will add more when I start to actively play the games.
(I sold all my old online ds games like Metroid prime hunters and mario kart. Still have animal crossing wild world though..)
This dual wielding idea and the more arcadey feel of fights is a lot of fun. Not as cool as bangai-o's combinations of weapons though.
Some examples:
-When I use a ice weapon it would be cool to freeze the enemy like in phantasy star online and then like finish them off with a hammer attack to shatter them into pieces so there is a reward for specialising in certain attack styles rather than just making us toggle between all of them to just choose the best one for each enemy all the time and be the "jack of all trades" gamer.
-Wind attacks should be able to be especially useful against small flying creatures and send them flying back across the screen unable to fly fast.
-Heavy attacks send the enemy into stagger animation once they connect etc. And there should be big words like "miss" appearing for when the weapon is ineffective against the thing you are attacking. A slime creature really wouldn't be hurt by hammer attacks since there are no bones. A ghost wouldn't be hurt by anything other than enchanted holy weapons or holy magic. A water creature in a water environment shouldn't be able to be attacked by wind or arrows that you fire from a bow for example.
-Cutting weapons have a chance to cause open wounds to fleshly beings and make these enemies bleed and gradually they lose health like the effect poison has on you. (the idea is they are losing blood over time - the cut damage is then more distinct from clubby/crush weapons which would stun or have a small chance to make enemies unconscious/sleepy)
-Knives would be able to do extra damage if you hit the sprite in a certain weak spot (causing critical damage if you were accurate) for larger enemies. (eyeball for bosses, chest for medium-sized creatures for where the heart would be.) Your thief-based character could gradually be used more like an assasin with his specialty in using lighter weapons and lighter armor to find alternative ways to fight with moves that are impossible if you are equiped with heavier armor that would be suited more for warrior character. I should be able to for example triple jump or wall-jump by wearing special boots and get access to some treasures earlier than normal or just do those moves as an evasive manuever which I wouldn't be able to as a warrior. Warriors fight as tanks on the ground while thieves get to auto-aim their throwing knives and arrows while jumping and somersaulting in the air so they can concentrate on subtle screen movement and getting to safe spots. (maybe even have a defensive dodge move that makes you invincible for a while which would be like the shield which can be raised to block projectiles?)
Anyway great game.. Love the "take snaspshots of the rare monster" town missions.