I suck at SMK so much. Though I've found recently that I'm really bad at all Mario Kart now, I don't know what happened. I have gone on to beat other racers instead since, like Diddy Kong Racing for example, but I didn't think it would be such a drastic switch away from that game to Mario Kart.
I got pretty terrible at MK64 too, for the record.
Is there any way to play a 32x on a 16-bit Sega Genesis? I recently went to a Disk Replay store and saw Doom for $3.55, but the clerk was kind enough to inform me I had to have some sort of thing that would connect into my Sega that would allow this. It sounded cryptic at the time and I possibly am misremembering what he said, so I came to you guys wondering what kind of hardware he might have meant.
I'm not a lazy ass kid so I did my own research into it and did indeed find that there are more kinds of Sega Genesi than just the 16-bit one, but I wasn't able... Comment too long. Click here to view the full text.
I love exploration in games but have been troubled by a question which I cannot answer. Is it really so bad for something to be obtuse, to be hard to find and perhaps not even indicated to exist? I know there's talk that secrets should imply their existence without being obviously visible, but is that really a secret if it's telling you that it exists? I'm troubled by this because it seems like there are games both good and bad which use both types of secrets. I just don't know how to classify the good from the bad, and I wonder if there are any patterns... Comment too long. Click here to view the full text.
>>2919612 I think the mechanics needed to find something should at least be introduced, although not necessarily in regards to the finding really well hidden stuff.
For example, once the "bomb through walls" mechanic is introduce in any Zelda game, I feel everything after that is fair game to be as hidden as possible.
Counterpoint, I feel that SMB3's white blocks as are being discussed in another post are a little too obscure. I feel that there should have been an enemy that perhaps encouraged you... Comment too long. Click here to view the full text.
>>2919612 in general i'm entirely okay with secrets being extremely esoteric as long as they're not blatantly nonsensical or tedious. if every bomb wall in your game breaks down after 1 bomb, it's probably an awful idea to make something "secret" by just making it take 5 bombs to break instead of 1.
and for hinting at their existence, there's no universal rule, any style of hiding or not hiding things can work if the game is designed cleverly around it. i think ideally the most impactful... Comment too long. Click here to view the full text.
What USB gamepad with sticks do you recommend for 3D games/general use ? I was planning on buying one on ebay since my old controllers are no fit for 3D games and most new titles don't even support them.
If the games in question support xinput (or are on an emulator), you'll do well with the Xbone controller. If not, I believe the DS4 supports directinput, and if THAT doesn't, the DS3 definitely does. On top of that, USB controller adapters are plentiful for pretty much everything, so if you want to use controllers you already have, it's just a quick google search away.
The second Tex Murphy game, this is a walky point-and-click inventory/dialog adventure. Includes Access's proprietary "RealSound" system which played digitized voice out the PC speaker, sounded really impressive at the time. Good characters and plot.
>>2919184 tBh fAm pic related is the only one I have ever played so I will take your word on which are better. I just remember being very impressed by how good it was. Probably helps that I wasn't expecting much when I borrowed it from a friend back in the day.
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