>>3489129 My only experience with it is an old PlayItBogart video review. I should start it up and see how I feel, but it's late, and I know it's gonna be 2hard4u hard and I'll probably come back saying that I hate it.
I bought Arc 1 & 3 off of PSN and both of them seem to have some bugs. the first one had a note from one of the songs drone on over other music even after a fight had finished. Arc 3 has frozen 3 times now. anyone know how one would workaround glitches on PSN games? I might try deleting game data utility.
also, general Arc the Lad thread since my question won't get much response and some folks hate emulation. kind of wish 3 still let you have 10 guys on the field instead of four.
What was Half-Life's multiplayer like? I don't play multiplayer shooters anymore but I'm just curious about how it played. I've read Game Boys, but a book about Counter-Strike isn't really a good frame of reference about Half-Life's multiplayer.
Forgot game. Remember playing it on PC back in 90's. You play a buff guy who's bald and wears a black and slim sweatshirt of sorts. I think he was wearing sunglasses. Setting is probably dystopian future. Played like a movie with events. Specific parts of levels I remember: 1/ You're at an enemy building and are walking down a long hall way. Above you are bridges that have enemy soldiers walking around. As your character automatically walks you have to move him right or left depending on where the enemy on the bridge will walk in from(right or... Comment too long. Click here to view the full text.
>>3488627 Not sure exactly of a genre. it just played like an interactive movie. The guy moves himself and you just perform actions like shooting. Camera would change from first person and behind him and under him.
Here's how I remember 1/ scene. The enemy on the bridge wasn't blue, because I don't remember. Everything in this game was realtively greyish. Point is the camera was behind and slightly below you looking up at the back of your head. Your character keeps moving down the hall and these enemies(blue for sake of seeing them, humanoids) that walk on the bridge and you gotta move opposite direction of where they are going across the bridge to pass undetected. They sort of patrol the base.
The original Phantasy Star made me nauseous in the dungeons or it might have just been the intense guilt that my parents had spent like $100 to get me a Master System and that game but it was too hard for me.
Much more recently I've been amused by reports of people playing King's Field and Shadow Tower on field of vision filing displays because those games have real tunneled FOVs which was fine for their genre and on the tvs they expected people to play them on at the time.
>>3488079 >Will they EVER make a modern space 4X game as good as the old ones? This is not ever happening.
Indies don't have the resources or experience to dedicate the man-hours and professionalism of the devs of yesteryear, and studios today find themselves in a completely different market, where you are no longer the target audience.
Let's consider that the guys who spearheaded Conquer the Stars were fans of Master of Orion, it was essentially a vanity project since... Comment too long. Click here to view the full text.
Just beat the SFC version of Dragon Quest III, reset the game after the credits, only to find that the game only "marks" that you beat the game and doesn't actually save any exp, gold, or items you got since you last saved the game.
FOR WHAT PURPOSE?
What are some other things in classic games that drive you up a wall like this?
>>3487953 "But I am clearly not a frog in the strictest sense. Now that we have defeated Lavos, I would like you to at least try doing it, seeing as how I do not need my deformed amphibian fighting style as much as I did."
Shutokou Battle series (even the Sufami titles) Option series (they're not that focused in Ridge Racer games Touge Max G Initial D (highly recommend using the negcon/ngplugin if you're emulating) From the top of my mind I can only remember that, but focusing in drift mechanics only started with full strength during the 6th gen, you'll find more titles that appeal you there.
>>3487834 Okay, every guild as such (including temples and knightly orders) has skill requirements, as well as reputation requirements, in order to advance. This is very restrictive in comparison to modern TES games; it essentially means you can't be master of everything. Although I guess you could design a character specifically to gain access to as many guilds as possible, but keep in mind that every quest you take has a time limit, and your reputation will drop over time no matter what. So even if you could join them... Comment too long. Click here to view the full text.
Apparently the second level of Lion King was slower/harder than it should be because of an agreement with Disney. The idea was that if someone rented the game, and progressed to much in a single day, that person wouldn't feel like buying the game anymore.
You know how in SNES games like Super Mario World and Street Fighter 2, when the time starts to run out or the fight is almost over, the music speeds up to a 'panic-like' state? Remember how whenever the music sped up, it would immediately transition to a faster version of the tune with no breaks/restarts in between, and still stay in the same key/pitch as before.....just with a faster tempo?
(at the 0:30 mark) https://www.youtube.com/watch?v=3qAPbXNq0dc
I've noticed that in... Comment too long. Click here to view the full text.
I don't know the exact technical reason, but yeah it has to do with it being on a disc. The track has to start over.
It happens with Sonic Jam on Sega Saturn, on Genesis or emulators, when you get the speedshoes, the music gets faster and then slow downs again continuously, in Sonic Jam it just starts over since it needs to read the track from the disc.
While Mario creator Shigeru Miyamoto worked on Super Mario World, he thought to make Yoshi the series' "next hero" since the game designer did not like the other Yoshi games, including Yoshi's Safari and Yoshi's Cookie, and thought he could make something more authentic. When he first brought the game to Nintendo marketing, they declined the game for having Mario-style graphics rather than the vogue, computer pre-rendered graphics of Donkey Kong Country. In comparison, they felt that his game lacked the power to impress. Incensed and opposed to the... Comment too long. Click here to view the full text.
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