LastFootnote
LastFootnote
LastFootnote

By “ergonomically odd”, do you actually mean “what I’m used to”? Or do you have some data to back that up? Personally my thumb rests most comfortably on the leftmost face button (square on Sony, “Y” on Nintendo). Perhaps that should be the confirm button?

That’s the standard now. The old standard was “far right button is confirm, lowest is cancel”. One isn’t better than the other, so let’s have the symbols make sense.

X”  is “cross-out”. It has a negative connotation. Circling something implies you’re choosing it. “That one.” Outside of Sony, that is the international standard.

Everything. Also you’re talking nonsense. Games have defaults, and those defaults are the standard. The presence of configurability doesn’t mean there isn’t a standard.

It is like Imperial vs. Metric in that we should all adopt the system that actually makes sense. It would be a pain for me to adopt metric, since I grew up with Imperial, but it’s still the sensical thing to do and would be good in the long run. Likewise, circle should be confirm and X should be cancel, because that’s

Me too. Everybody else should really move back to Nintendo’s system. They were first and then Sony of America fucked everything up.

Yet, outside of Japan, “X” can mean “X marks the spot”, and while Sony insists X button is the ‘cross’ button, for players outside Japan it makes sense as the action button.

I agree. This was a pain to adapt to in the middle of the PS1's life cycle when suddenly games started using “X” to confirm. They should change it back everywhere else rather than forcing Japan to belatedly accept this ass-backwards control scheme.

In this case though, it was America (I believe) that decided to reverse the buttons partway through the PS1's life. Maybe they were worried about getting sued by Nintendo if the controls were too similar or something? I have no idea. Anyway I’m with Japan on this one. It’s been backwards for decades and they should

Unfortunately for some games, that doesn’t work. Sometimes a button is, say, both “confirm” and “jump” and the other is “cancel” and “attack”. You can’t remap that to being “cancel” and “jump” vs. “confirm” and “attack”.

I think it’s more that people have a Playing-With-Randos problem. Try not playing with randos!

There aren’t enough speedrunners to go around. It’s pretty rare to have a true expert in any given game of SMB35 you play.

It doesn’t actually increase with your level. It increases by beating all the levels you’ve already unlocked. That gets pretty hard since later levels tend to only come around after you’ve played 1-1 and 1-2 ad nauseam due to most players picking those (possibly because they haven’t unlocked anything else).

I haven’t had that issue at all. You sure it’s not your controller? Or maybe a very poor network connection?

Black lung isn’t a disease you catch. And honestly I’m surprised the guy actually spent enough time down in the mines to get it.

Yeah, his recent “have you seen my laptop?” is, in my opinion, fantastic.

I’ll somewhat grant you that Mario 64 has some repetition, but that’s not the kind of tedium I’m referring to. A lot of Sunshine’s content is frustrating and tedious the first time you do it.

I guess I’m just used to Nintendo, which for the most part is announcing games 2-12 months ahead of release these days (with a few notable exceptions).

For Fighters Pass 2, spirits no longer disconfirm characters. Min Min was (and still is) also a spirit. That being said, I will eat my hat if they add another F-Zero character to Smash.

Well I guess it’s a matter of opinion. I think it would be smarter in general to shorten the hype cycle. What are the advantages for Square announcing games that are still more than 2 years out rather than, say 6 months?