OtakuMan24
OtakuMan24
OtakuMan24

Bob the Builder?! Excuse me, but I think we all know who inspired this outfit!

Bear this in mind.

This might also explain why people demand Amiibo more so than Skylanders it seems. The difference in production quality is quite noticeable. Those Skylanders also look much smaller than Amiibo. I’m eager to see a size comparison between Smash Bowser and Skylanders Bowser

Now playing

Okay, Nintendo HAS to be trolling us now. It seems like the biggest things that will get people excited, or at least people I know, are things that weren’t in the Nintendo Digital Direct.

This is an E3 that will stand the test of time. If the Nintendo World Championships was a small taste of what Nintendo has in store, then I can only imagine what will come during their conference tomorrow.

I like to imagine it going down something like this:

Meanwhile over at Starman.net...

SIE SIND DAS ESSEN?! NEIN! WIR SIND DER E3!!!

Sing along everyone!

Thinking about what you said, you are correct! I’ve been discussing this in some of the other comments. I should really write a TAY article on this. Just wish I could get approved.

That’s true, but what I’m really looking at is the divide between the logic in playing modern games versus playing retro games. It would make sense for them to do better at games like The Last Of Us since it follows the game design & practices most other modern games. It’s the inability of the teens to adjust & shift

Better than that, and that was back when I was around 8 or 9. This actually has led some of us here in the comments to think that if they got the Kids on the React Channel to play Contra, we think they would actually do BETTER than the Teens and actually be able to at least beat Stage 1 within the default lives and

Good catch! I hadn’t even noticed that. I was actually quite confused about what they were trying to do. Now it makes sense! They thought they had to kill all the enemies to move forward, which isn’t possible because enemies spawn constantly off screen & randomly creating an infinite number of baddies.

You make a good point. Like in the original Castlevania, you had to press Up + B in order to use the axe, holy water, knife, or whatever other subweapon you were holding. In Super Castlevania IV, using the subweapon was delegated to a single button press on the controller. This allowed for Simon to do more actions

Someone suggested here in the comments that if Contra was given to a bunch of 10 or under kids, they’d actually do better at the game than the teens did.

Exactly. If you were to give Contra to a younger kid, say 10 or under, they probably would have done BETTER than the teens did because they weren’t accustomed to the game logic instilled into them by the more modern games.

It’s a reason to expand on the shift of “In-Game Logic”. The “In-Game Logic” the teens are using is completely misplaced here in Contra.

A trial by fire, essentially. Don’t see that much in the first levels/stages of games these days.

Yes, THAT is the point I’m really trying to get here. They heard the “Ting” of the turret and thought it meant that it couldn’t be destroyed, when it actually meant a successful hit.

Of course I used the Konami code. Who didn’t? That feeling of power of having 30 lives was nothing but pure excitement to a kid back in the day. Any kid back then knew that anyone who could beat Contra without the code meant that they had talent. The code meant that even if you didn’t have the uber skills, you still