Yep seen that one unfold. I have my hands in many pies...Steamflogger Boss wrote:The mister thread was the other one though you probably could have guessed that.
Btw congrats on the XRGB-3, at that price it's pretty sweet
Yep seen that one unfold. I have my hands in many pies...Steamflogger Boss wrote:The mister thread was the other one though you probably could have guessed that.
Yeah I had been wanting a 2 or 2 plus but one never came up cheap enough. Just wanted something nice and standalone for hooking some old shit up to vga crt monitors.FinalBaton wrote:Yep seen that one unfold. I have my hands in many pies...Steamflogger Boss wrote:The mister thread was the other one though you probably could have guessed that.
Btw congrats on the XRGB-3, at that price it's pretty sweet
I really liked mine, both for zooming PSP with the preset on mode 1, and for straight no-lag line-doubling on mode 0. very handy to have both modes on 1 machine.Steamflogger Boss wrote:Yeah I had been wanting a 2 or 2 plus but one never came up cheap enough. Just wanted something nice and standalone for hooking some old shit up to vga crt monitors.
Yes, you could say Edmans is this thread's Family Ghost.FinalBaton wrote:by Edman, right? and if I'm to believe this thread's themed album cover, he got buttfucked by the good doctor! over some MISSED JUMPS!!!! (and probably constant whinery too)BIL wrote:is probably fucking haunted.
Indeed, Silent Bomber is an easy rec. Much like Ys: The Oath in Felgana, although polygonal, it's unmistakably classic topdown 2D action. No camera fuckery or milquetoast grid-stepping, just instant action and biblical carnage. The sense of destructive power remains formidable - play with decent speakers if possible for them good ol' BAKOWWWsWelshMegalodon wrote:BIL's usual recommendations are Silent Bomber and Strider Hiryu 2.
The bomb is actually pretty great and there are some very specific points in the game you want to save it for. No shame in that, you wanna be a ninja and go for the most effective and efficient kill after all, not stumble around those gravity cores like a dirty pair of underwear in the washer.BIL wrote:Strider 2 is great as well, though caveats must be given to the slightly edgy performance. Crazy slowdown when bombing. HOWEVER the bomb sucks and I never use it. Don't be fooled by the dog-eared PS1 polys, its controls and emphasis on sprinting kamikaze blitzkrieg remain cutting-edge.
How would you sell me on this one? Does it feature boss fights?Gussun Paradise
Cooly Skunk is pretty good. I thought Hermie Hopperhead was rather bland, and I really didn't enjoy Kitchen Panic. I found it low on action platforming and more of puzzly affair, but maybe I went into it expecting the wrong thing.Bassa-Bassa wrote:Cooly Skunk, Hermie Hopperhead and Kitchen Panic are way above Pinobee, though, aren't they?
Best thing about Gussun Paradise imo is the fun chaining mechanic.How would you sell me on this one? Does it feature boss fights?
Same thing with the earliest Game Boy games. The size of the player sprite relative to the screen size is much, MUCH larger than on the NES, so everything feels rather cramped, and you have to limit yourself somewhat as to how much you slide around aggressively. It's good for what it is and it doesn't feel too much like you're constantly running into things with no time to react (probably since it's slower paced than the Zero games), and I suspect part of the design to retain the use of large sprites isn't just to keep Mega Man looking the same, but also to increase visibility. The original Game Boy's screen got quite blurry when in motion so maybe the large player sprite size helped with visibility (the later iterations of the Game Boy, particularly the Game Boy Color onward look very crisp when things are in motion and essentially fixed this). I haven't had the chance to dip into the Zero/ZX games yet but it sounds like they're much faster in pace with dashing and such, an issue on a small screen size.Sumez wrote:As I've stated there, I agree 100% with the cramped real estate. It's like the games were designed for a larger resolution
My only Mega Man experience on Game Boy is the fifth one, and it's a very good game (and I hear all of them except the second were made by the same people). Much better than any of the Zero games. They chose to design the game all around the area that's visible on the GB screen in relation to the sprite's size. And surprisingly they managed to do this quite well without the game being sluggish and slow (which is more than you could say for Mega Man 7 or R&F )BareKnuckleRoo wrote: Same thing with the earliest Game Boy games. The size of the player sprite relative to the screen size is much, MUCH larger than on the NES, so everything feels rather cramped, and you have to limit yourself somewhat as to how much you slide around aggressively. It's good for what it is and it doesn't feel too much like you're constantly running into things with no time to react (probably since it's slower paced than the Zero games), and I suspect part of the design to retain the use of large sprites isn't just to keep Mega Man looking the same, but also to increase visibility. The original Game Boy's screen got quite blurry when in motion so maybe the large player sprite size helped with visibility (the later iterations of the Game Boy, particularly the Game Boy Color onward look very crisp when things are in motion and essentially fixed this). I haven't had the chance to dip into the Zero/ZX games yet but it sounds like they're much faster in pace with dashing and such, an issue on a small screen size.
Oddly, it was actually the reverse that happened with many GB games. Early games used small sprites and it was later GB games that went with larger ones. Early Sunsoft GB games like Batman and Gremlins had more screen space and felt less cramped compared to later ones like Duck Dodgers. Other games like Super Mario Land also used smaller sprites compared to its sequels.BareKnuckleRoo wrote: Same thing with the earliest Game Boy games.
That one, Motocross Maniacs, Balloon Kid - these are some class small-sprite games! Now I think the minuscule characters in the likes of Gunstar Heroes, Assault Suits Valken, Walker, Jets'n'Guns, Metal Warriors, Sensible Soccer - were an homage to that spirit, as if their devs missed those small sprites from early handheld games.BrianC wrote:Other games like Super Mario Land also used smaller sprites compared to its sequels.
You can beat him damage-less in less than half of the allotted time by simply using single slashes from the sabre (he gets i-frames after a single slash so grinding is useless, unless you grind enough to get the charge attack).copy-paster wrote:You fought the second boss which is literally unwinnable until you grind some enemies for weapon stat? No thanks, example of bad design.
and RaidenJeneki wrote:Also just announced for ACA: Seibu's 1985 Wiz, and 1993 Zero Team.
starring Orko!trap15 wrote:Who cares about Raiden, we're getting Wiz