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I’ve beaten it on real NES hardware exactly once. The angel of fire at the end may kindly rot in hell. Though, the game gets one blessing: if you game over in the final temple, and ONLY in the final temple, you respawn at the entrance, and don’t have to map trek again. It’s the one bone the game’s weird lives system

Really, if they could just alter Zelda II’s game over to respawn you using the same logic as a regular death (and not AAAAALLLL the way back at the beginning of the *entire* world map) the game would be infinitely more playable without losing any of the otherwise satisfying difficulty.

To be fair to World of Light, the challenge matches aren’t for fighter unlocks, and so far all of the fighter unlocks have been basically free.

I’m trying to decide if Epic is brilliant, or incredibly foolish. Their launcher will gain a certain amount of popularity because it’ll by proxy bring in the Fortnite crowd, but when that craze inevitably dies down (and is replaced by whatever the new hot thing is), will their platform be able to survive on its own

> “I know a lot of people are going to have some strong opinions about that. Cool. Have those opinions.”

I mean, if Epic Launcher runs on Linux as well as Steam does, I might still be able to buy your game, if it’s cool. But that’s probably a lost sale, realistically. Your loss.

(For those wondering, Steam on Linux now

It’s hard to appreciate just how novel the FPS control scheme was. I want to say Halo was the game that really set the console standard in stone, absolutely helped by its tight gameplay and plethora of interesting weapons and vehicles to mess around with, but I am no expert and my memory is fuzzy.

Diddy Kong racing was one of those games that shouldn’t have been popular, but... and dare I say this... it was *better* than Mario Kart in certain respects. The character models were actually 3D, it supported the Rumble packs (hard to come by, and thus very cool), and had a pretty bonkers “Adventure” mode with lots

It’s such a shame too, because its dungeon design is generally fantastic. When you finally get to them, they’re just a joy to move through, even if Fi won’t shoosh and spoils some of the puzzles.

Now playing

I lack both Photoshop and the necessary skills, but I feel like the old Brawl assist trophy takes this to its logical conclusion. I mean... look at how cute it is! I feel like there’s potential here.

I would go so far as to say that the female model has some form of breast physics turned on by default, but it’s instead meant to be much more subtle. After all, they are supposed to move a little bit; complete stiffness would look equally unnatural and might cause clipping issues with certain poses. I wouldn’t be

Most emulators keep an internal frame counter. In the case of the NES it’s very straightforward, since the PPU runs at a fixed clock rate and the game logic cannot (in any way) affect its timing; it will always put out frames at a fixed rate. Other systems are funky; the Gameboy for example is more loose with its

Ah, to head off an additional question: When timing speed runs on emulators, the community says “Real Time” (as opposed to in-game time) but what they actually mean in almost every case is emulated time. No PC will run an emulator perfectly, and the community largely ignores tiny timing differences, and will usually

Actually in the case of the NES, this would complicate matters considerably. Not every NES console is the same, their behavior actually varies quite a bit, and it has an additional quirk: each time you power on a real NES, the CPU and PPU are not necessarily aligned. There are 12 possible alignments, and those

I actually sat down and watched some of the series after I replied (not just the trailer) and holy cheeseballs, that’s... the framerate is unpleasant. That’s an entirely different problem altogether. :/ I’m may nit pick some of the animation choices, but the keyframing is actually okay, nowhere near the RWBY vibes I

I think the reason is something really subtle that’s rather hard to pull off: squash and stretch. Every time I see a lower budget animation studio tackle something like this, the characters and movements feel incredibly stiff. If you slow down most hand-drawn 2D animation, the characters can appear to be quite

Unless you’ve been playing a fan translation that has removed it, that fucked up shit has censorship over any explicit genitalia in the Japanese releases, usually in the form of mosaics or black bars. It’s a really odd set of laws, and I’m not sure why they’re still in place, but I don’t live there so I can’t speak

Of course they had a debate about how muscular his butt should be. Man I would give anything to have been a fly on the wall during that meeting.

Oh, I see that now. That was ... not at all clear the first time I saw this thread. Geeze, thanks Kinja. :)

For games that revolve heavily around an online component (Splatoon is a great example), I’m surprised this isn’t the default, but given Nintendo’s client-heavy history with their online stuff, I shoudn’t be that surprised. Most of us are used to server-side state, but Nintendo tends to trust the client more than they

Right? As nice as the emulator’s upscaling is in theory, the PS1 used a fixed-point system for its math and had some awkward loss of precision in its vertex pipeline, which means that its 3D output (animation especially) isn’t terribly precise. The low resolution and “free anti-aliasing” (chroma bleeding) built into a