tv stuff
i'll check what tv i have sometime, it's really inconvenient for me to get behind it with how i have it set up. i am indeed using composite, i don't have the option to do otherwise with my current stuff.
tv is capable of s-video and i use it with snes because i have a proper cable.
Sumez wrote:Kitten, I just ordered Nuts & Milk out of your recommendation - I've seen the name many times when going through the old-ass Famicom library, but never paid any attention to it. It doesn't look like a game I'd like, but I'm always curious about those really early arcade style games, and even tend to enjoy Ice Climber despite how annoying it is.
i actually like ice climber a bit, in complete, sincere honesty. the jump is obnoxious, but mechanically speaking, they knew what they were doing with it.
nuts & milk is not what i would consider a
great game by any measure, but it is extremely noteworthy for its time and i think a valuable game to anyone invested in the famicom's history. i've never gotten very far in it, but i enjoyed my brief time with it. one of few fc games i own the box for, even if it is beat up to shit. real cute.
it's weird to me that lode runner was the bigger early hudson runaway hit, because it is way less competent than nuts & milk and not really even one of their own games. nuts & milk, imho, deserves to be put up there with stuff like ice climber and above junk like mach rider. if only it had been released over here at the nes launch, maybe it would have caught on better as a classic. it's very known among old famicom enthusiasts but not really outside of that sphere - the kind of people you mention fondly remembering old launch titles and with little regard for anything in the middle and later years of the fc's lifespan.
the original SMB is indeed a technical marvel. they did some real clever, economic spritework in that game to make it so visually varied with such minimal space.
I went from the opinion you have now to actually loving the game just from playing New Game+.
i will keep this in mind, but the base game's draining length will probably forever be a detriment to my opinion of the game. i've been hoping they put out some kind of definitive edition physical version with all the dlc they've been doing on it for me to buy - it's what i've been saving a replay for. maybe i should just already buy that physical edition that's out? maybe?
looking at completion times, it still seems like shovel knight is a fair bit above any of the fc rockman games when it comes to speedruns, and given how fat trimming those tends to be, i'd wager it's fair to say it's still a reasonably longer game. i have been long interested in giving it another shot, though - it's not like i disliked it.
they check enough boxes to avoid the kuso-pile and fall into "technically solid" territory
imho they are absolutely in the kuso-pile. i found both games extremely repugnant and awful to play. oniken is flagrant amateur hour, so i'm going to mostly criticize odallus, since they tried a little harder. lots of super lazy parallax, humongous sprites, ugly but more fluid/frame heavy animations - i don't even understand why they go for the famicom palette restrictions when they don't give a damn for any of the rest of the technical restrictions (what the hell is up with the game's obsession with blue, teal, and bluish-green?). the mechanics they copy are way more sfc generation (and more recent), too. this seems to be a common thing among modern imitations of retro generations - aiming to imitate one gen and then adding in so much modern detritus that the game doesn't even resemble that generation, anymore. even popular stuff like axiom verge did this shit (btw, many laughs at upcoming
battle princess madelyn, which
looks like hot trash from a developer of
known hot trash). shovel knight is one of few examples where they exceed certain boundaries but do it with some manner of thought and taste, honestly - that game has a pretty good aesthetic.
the
lazy parallax backgrounds scroll over the goddamn place as the camera tracks you moving over its way-too-open environments, making the game a nausea-inducing, visual mess - a very common problem on bad snes games (and bad gba games, and
especially bad, modern indie stuff). there is vertical scrolling on NEARLY EVERY JUMP, which is just egregiously shitty camera work for a game with this kind of level design. odallus has non-linear levels with backtracking, too, so it's not like there's a way to mostly just move forward and only deal with the camera, occasionally. enemies with too much health (their upcoming run 'n gun is definitely going to be shit, its popcorn enemies have tons of hp and this is 99% a show of damnation in that genre.
nothing says fast paced run 'n gun action like having to stop to take care of every bullet sponge enemy) and patterns that are too repetitive, levels that don't know if they want to be horizontal or vertical and do both at the same time, significant upgrades, backtracking,
fucking crate puzzles, etc. just. eugh. extremely "modern indie" with no real technical competency, imho. superficial, vague imitations of ye good olde days.
i've not played locomalito's stuff, but they seem to
much better grasp aesthetic and mechanical design from that era. maybe their games suck nearly as badly (genuinely no idea, they look okay?), but they at least look like games that suck appropriately from the era. bless them for not abusing parallax constantly. nothing pisses me off more than lazy parallax from generations that either couldn't do it or had trouble doing it. mind you, i don't dislike parallax. i just think it needs to be done thoughtfully. ain't nobody on the goddamn planet gonna say that thunderforce iv didn't use it right, for example. it has become a really obvious tell, for me, that someone's modern-indie-retro-imitation game is going to be trash whenever i see it liberally applied in a trailer. there is hardly a term for an action game i can think of that is more insulting than "sub-gba-level design."
it is completely indefensible to me to make games as bad as joymashers do when they have such an incredible library of wonderful action games to pull lessons from. instead, they just really poorly copy superficial elements. i don't really take much joy in picking on indies, but it's not like these guys are just humbly making stuff out of their garages for their pals, they promote and get promoted, and i pay in time (and often money) to play their stuff as a result. these people brag about their experience levels and how much they've learned from and want to imitate their old favorites, too - and then they go and perform all the worst mistakes of the generation with many more popularized years after it. they're open game for shit-talking, imo. they want their games played without kid gloves so i'm going to criticize them without them, too. these kinds of mistakes being repeated as early as mid-life sfc are already bordering indefensible, but decades later? it's outright offensive. so many of these games claim to imitate old action games and then go semi-open-world """metroidvania,""" like that's somehow the essence of late 80's/early 90's design and not shitty, 2000's era homogenization and anti-design. barf. gag. retching noises.
i miss good 2d action games. i miss them, badly. there was already no more room in this world for more dreadful igavania, there is significantly much less for games that cannot even come close to reaching that. Death to Extraneous Bullshit in Action Games 2017
Ghegs wrote:In other news, I've been playing the first NES G.I. Joe game, developed by the venerable KID. It's kind of a mix between action-platformer and run 'n gun, pretty fun, even if it doesn't do either one as good as an entry that focuses on being just one of them. Lots of bosses, which I like. The maze stages take some getting used to and figuring out the best path, but I haven't found them annoying, at least not yet.
KID is venerable O_o? are they well-liked on here? i'm pretty familiar with their library and wouldn't consider them anywhere near good enough to be venerable - most of their games are way too deeply flawed. mind you, i do like them, i just think that their stuff tends to cap out at "quirky and janky, but neat" at best, with only a couple of exceptions. i will go to bat for kickmaster, for example.
gi joe i REALLY wanted to call a good game, but ultimately just couldn't. i think the maze stages are the real deal-breaker, as they are abysmally paced and just get worse and worse on later loops. i've no-missed loop 3 of gi joe, where the difficulty caps (absolutely not an easy task, largely due to 4-2 and its boss and the lack of recovery going into 4-3), and it gets so damn close to being a good action title but always falls short.