Only exception is that I try to keep my spinslash for around the middle section of the final stage, where ammo can be a little sparse, so I know exactly where I prefer using it for the most effective, continuous forward momentum.

Fucking hell.Obscura wrote:Ready to get triggered? Watch this moron!
https://www.youtube.com/watch?v=r1zhhd-JrqA
EDIT: Watching this scrub play Ninja Gaiden 2-2 and stop on literally every pillar instead of continuing to move forward is literally painful. I feel my soul dying.
Hah, notice how he's gone through and put a heart next to anybody that agrees with him.Sumez wrote:At least the retaliation in his comment section is refreshing.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
Good point! There must not be many... we never hear about those, nor come across themWelshMegalodon wrote:Are there any YouTube videos that do attempt to preach the merits of arcade-style level design? You only ever seem to hear about videos that miss the point with these old games, and not ones that get them.
Back in the day Egoraptor touched on some old school merits, iirc.FinalBaton wrote:Good point! There must not be many... we never hear about those, nor come across themWelshMegalodon wrote:Are there any YouTube videos that do attempt to preach the merits of arcade-style level design? You only ever seem to hear about videos that miss the point with these old games, and not ones that get them.
You're right, I had forgotten about thoseBlinge wrote:Back in the day Egoraptor touched on some old school merits, iirc.
Namely in 'Sequilitis' vids for Castlevania II and Megaman series.
Can't stand the guy so I won't be re-watching to check.
Yeah that's pretty much exactly what I was going for. My only learning curve with weaponry is getting the spinslash and keeping it with enough ammo for the boss. That entails finding all or most of the ammo and keeping it through substage 3 and not accidentally picking up a different weapon. That's where the memory biz comes in and I haven't got on top of it yet.Sumez wrote:Aside from liking to keep the spinslash for bosses for quick kills, I usually don't worry too much about subweapons management. Almost any subweapon does what you need for quick cheesy despatching of troublesome enemies.
Only exception is that I try to keep my spinslash for around the middle section of the final stage, where ammo can be a little sparse, so I know exactly where I prefer using it for the most effective, continuous forward momentum.(primarily rocket ninjas and edge guards)
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
You probably knew but, in case you didn't : to conserve your ammo while spinslash equipped, hold down while slashing in the air. This will do a regular attack, thus saving your ammo and still allow you to do air attacksSkykid wrote:Yeah that's pretty much exactly what I was going for. My only learning curve with weaponry is getting the spinslash and keeping it with enough ammo for the boss. That entails finding all or most of the ammo and keeping it through substage 3 and not accidentally picking up a different weapon. That's where the memory biz comes in and I haven't got on top of it yet.
The zelda one is swiss cheese, and obnoxious at that.FinalBaton wrote: So weird that he did these 4 really good and grounded analysis/essais and then nothing...
I mostly agree with his Zelda oneBlinge wrote: The zelda one is swiss cheese, and obnoxious at that.
I remember getting triggered hard by it but i wasn't about to make a video response and get 5 views haha.
There's a limitless number of morons and liars on the internet and the best thing is to not give them ad money by clicking on their garbage.Obscura wrote:Ready to get triggered? Watch this moron!
https://www.youtube.com/watch?v=r1zhhd-JrqA
EDIT: Watching this scrub play Ninja Gaiden 2-2 and stop on literally every pillar instead of continuing to move forward is literally painful. I feel my soul dying.
An item plan goes a long way, yeah. I hated the respawn system at first, but it's not bad as long as you see it as a design decision meant to be mastered rather than a design flaw that cheap shots you. The game isn't ashamed to weaponize the camera against you and you shouldn't be ashamed of weaponizing the camera yourself.Skykid wrote:Ninja Gaiden, managed 4-3, after not too much work, but whooo, the game is absolutely relentless. Seems to me 1CC success is all based around sub-weapon management and knowing more importantly what not to accidentally pick up. But there's a serious amount of insanity going on with the respawns and pitfalls. I feel abused.
Niceblackoak wrote:Thanks for sharing your thoughts on The Messenger guys. It sounds like it's worth a go sometime.
In the meantime, I just picked up a nice early Christmas present: a very cheap pvm 20m4 here in Japan... my famicom journeys shall be resuming soon.
RBelmont wrote:A little math shows that if you overclock a Pi3 to about 3.4 GHz you'll start to be competitive with PCs from 2002. And you'll also set your house on fire
As far as I remember, I agree with most of the Zelda one. At least I'd say you can't really argue that it's very much on point, even if you disagree with the conclusion. If we have a Zelda thread somewhere, I'd love to hear your rebuttal.Blinge wrote: The zelda one is swiss cheese, and obnoxious at that.
I remember getting triggered hard by it but i wasn't about to make a video response and get 5 views haha.
No I didn't, that's a great tip, thank you!FinalBaton wrote:You probably knew but, in case you didn't : to conserve your ammo while spinslash equipped, hold down while slashing in the air. This will do a regular attack, thus saving your ammo and still allow you to do air attacksSkykid wrote:Yeah that's pretty much exactly what I was going for. My only learning curve with weaponry is getting the spinslash and keeping it with enough ammo for the boss. That entails finding all or most of the ammo and keeping it through substage 3 and not accidentally picking up a different weapon. That's where the memory biz comes in and I haven't got on top of it yet.
It's a game held in such high regard I like to think everything about it is intentional, even though when I'm playing it I'm totally questioning whether or not is actually was, lol.Vanguard wrote: An item plan goes a long way, yeah. I hated the respawn system at first, but it's not bad as long as you see it as a design decision meant to be mastered rather than a design flaw that cheap shots you. The game isn't ashamed to weaponize the camera against you and you shouldn't be ashamed of weaponizing the camera yourself.
It's not though! Ocarina is gold standard game design; it's absolutely beautiful, if marginally imperfect. Personally, I feel like the initial start as baby Link goes on too long and throws the pacing out, but that's literally the only issue I have with it and it's a minor one. Play to the point where the time shifts and you go into the future and it just builds and builds. It's a magical piece of work and when I replayed it on the 3DS I found it didn't just match the original experience, but the small tweaks and graphical refinements made it even better.Sumez wrote: Ocarina is so stupidly overrated though, even if I can't ignore how influential it's been.
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Despawning enemies is absolutely a thing. Especially with the ones that walk randomly forward and backwards, it's a really easy thing to do. I think it feels a little cheap to do it, but there are a few places in the game where it's become pretty standard for me to do it, just because I can, and because it works quite easily without killing my momentum.Skykid wrote:You'll need to explain about weaponising the camera though. Is that to do with making certain enemies disappear?
Yeah, I've had it happen by chance a couple of times but I'm yet to come across a point where it's really useful or can't be overcome by brute force. I'm sure I'll find some places where I'd like it to be available though!Sumez wrote:Despawning enemies is absolutely a thing. Especially with the ones that walk randomly forward and backwards, it's a really easy thing to do. I think it feels a little cheap to do it, but there are a few places in the game where it's become pretty standard for me to do it, just because I can, and because it works quite easily without killing my momentum.Skykid wrote:You'll need to explain about weaponising the camera though. Is that to do with making certain enemies disappear?
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
Ocarina of Time is a great game, still. But compared to the excellent game design throughout all of Zelda 3, I'd say this one has a bunch of much more gaping flaws, even if I still enjoyed it. Its problem isn't that it's not a good game, but that it kind of pales in comparison to its own earlier incarnation.Skykid wrote: It's not though! Ocarina is gold standard game design; it's absolutely beautiful, if marginally imperfect. Personally, I feel like the initial start as baby Link goes on too long and throws the pacing out, but that's literally the only issue I have with it and it's a minor one. Play to the point where the time shifts and you go into the future and it just builds and builds. It's a magical piece of work and when I replayed it on the 3DS I found it didn't just match the original experience, but the small tweaks and graphical refinements made it even better.
It's godly, it can't be overrated.
Some times someone will guard an edge further ahead, while dangers come from above. If you wait for them to back off outside the screen, they will consistently despawn while being unable to respawn as long as you've moved far enough forward.Skykid wrote: Yeah, I've had it happen by chance a couple of times but I'm yet to come across a point where it's really useful or can't be overcome by brute force. I'm sure I'll find some places where I'd like it to be available though!