mercatfatdeux
mercatfatdeux
mercatfatdeux

You and seven other people, maybe? Reloaded’s fine, but definitely isn’t quite as charming- a crucial downgrade in a game whose charm helps mask or offset a lot of its flaws.

MONEY.

Though the worst part about JFG isn’t the controls- it’s the having to get 100% of the Tribals late in the game. Not 75%, not 90%. One hundred percent, and not one percent less. For all DK64’s excessive excess, I still consider that to be most irritating Rare design decision from the era.

Then make a relevant example instead of an extreme case one that shoots your credibility in the foot from get-go. Koei games aren’t a good example, in this instance, for reasons already stated- they know what they can get away with better than anyone, clearly, and have made it an artform since the Japanese

Well, of course Koei’s going to do that. They made cynical iterative game development into an artform long before DLC was a thing. The existence of certain exceptions and specific exceptional developers doesn’t really change the point.

I get where you’re coming from, but no need for tired anachrocynicism, even as a joke. The horse has been beat to death, and during the great DLC Wild West that was the last console generation when publishers were throwing shit at walls for the first time to see what sticks, you may have had a point- but don’t think

Can’t wait to see Tofu firmer and more porous than ever.

Between this and the TMNT article, I’m seriously starting to wonder if Australia uses a completely opposite definition of the term. Like the toilet water spinning the other way, except something that’s actually a legit phenomenon.

Please, use better word choice, even if you mean it in a retro-ironic way- which I’m

You’re getting into mind-reader territory. Be careful, unless you’re licensed. Especially as you’re touching on a lot of things I’ve already *thoroughly* covered in other comments now.

That map post was written in the context of people complaining in 2015, not 1989, because obviously. But I’m not and never was saying

Maps (whether photographic or verbally described) were available. Plentiful, even. I listed several easy leads in another comment, and they were leads that most everyone I know that grew up during the period would have known at least one (though certainly not all) of. You just had to be pre-millennium resourceful, as

-Nintendo Power, especially issue 5
-Nintendo’s sublime NES Game Atlas (a must-own in general as it covers most of the mainstream classics)
-Various other published strategy guides, of which there were many contemporarily
-Heck, even Jeff Rovin’s books are pretty helpful, if unillustrated

If you didn’t have one of the

I didn’t play it for the first time until a few months ago after getting a cart, and it’s fantastic! I think I like SNES TiT better on the aesthetic/thematic/plot/etc end of things, but from a pure gameplay perspective nothing else comes close to Hyperstone. It’s the only Turtles beat ‘em up I can 1cc consistently

Er, today, obviously. What a weird thing to zero in on, since that really has little to do with the actual point being made. Just trying to convey a general idea succinctly, not write within the context of the window of release.

Back then, “hitbox” would have just been described something a bit more like verbatim-

Seriously, not that hard. Follow the numbers, remember the concept of hitboxes, change turtles when necessary (which shouldn’t be often, after learning the hitbox and basic swim physics).

Have you actually played them. Please tell us more.

THE DAM ISN’T EVEN THAT BAD. Get a freaking map, like the rest of us did back in the day, and learn the extremely simple physics of the thing. Also, take damage to save time, carefully.

I feel like if people didn’t get themselves so worked up over the legend of the thing, they’d realize all of this a lot sooner. Even

Your lack of actually detailing that statement in any meaningful way, much less any of your attempts to back-justify your pretty poorly thought out OP, says it all really.

And you seem to be a mind-reader, albeit not a particularly accurate one.

I’m well aware what marketing is and the components of what it entails, and what marketing is meant to accomplish in addition to the obvious. The reply was as much to you as anyone else who talks about marketing as if they really know what the

This... isn’t really a marketing issue. Maybe partially, but certainly nowhere near mostly.

As someone who does marketing as a very large part of their living, I honestly roll my eyes 85% of the time “marketing” is brought up as a reason games didn’t succeed or whatever. It’s certainly a factor some of the time, but to

Ornamental things are fine (regardless of if the not-maker feels that they “make sense”) if they don’t impede function, and it frankly would not be that hard to reach across the table to change games. Wouldn’t need to “walk around”, at the very least, unless you have tiny T-Rex arms.

And if you *really* want to be a