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Messages - PresidentLeever

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This is the first post you've made any actual suggestions that are reasonable though, before it was just vague whining and two seemingly based on complete ignorance of the genre we're talking about and/or not checking the main pages before commenthing.

Re: Tree structure: Maybe, and I've had the same thought regarding that among a few other things for the layout, but they're not possible to do with the weebly tool.
I really don't see how it gets lost when the details are in parenthesis, sorry. A few ways of generally expressing the amount of non-linearity should be enough for most people and then they can read the details if it's not like I said.

Since you're the only one to complain about having a lot of optional info for some points in parenthesis, in 2+ years, I'm gonna disregard it.

I'm not sure what your problem is, I told you there is an audience.

So, you're saying it's important to quantify the degree of non-linearity, and there's no better way of doing this than to write out the path through the game in detail?

What do you think is a better way? You have a general statement about the structure in "partially non-linear", then the details follow. You're still not making any suggestions, just trying to put down my work it sounds like.

I already am making a spreadsheet as well, which I mention and link to on the front page and useful links page.

I could make the line spacing on the site a bit wider maybe?

Non-linearity and world persistency are key aspects of MV games and fans tend to prefer a non-linear experience over a linear one, at least judging by the MV subreddit and various popular YT vids as well as feedback from people I've shown the site to. So why would you not want to know this?

I'm already linking to gameplay and reviews at the bottom of each entry, such info as in the tvtropes blurb is already covered better there (or in this case, you already know it's a metroidvania and that you work with cubes, the latter is in the name and the former is a given with a site like this lol) and the rest on that site is obviously not relevant. As the front page says this is for quick reference and not a full text review or description of each game.

Tip: Don't read what's inside the parenthesis (which I don't use everywhere mind you) if you don't want the details or want to avoid detailed gameplay spoilers. Or just check the list format page if you don't want any of this info, as I mention on the site already.

If you can make an actual suggestion on what to change I'll think about it. But it seems like you just wanted to complain a bit for no particular reason?

Lyle in Cube Sector? That rings a bell. I wonder why? It looks like it was too recent for Home of the Underdogs.

Unfortunately I must confess I find its entry on your site to be neither compelling nor informative.  Who exactly is the audience for all this?  It feels like your own rough personal notes for your own records.

You'll have to explain that a bit more. How is it not informative? What info is missing for you?

Well, maybe the people who have donated to me have found some worth in it, or others who have commented positively which is the vast majority who have commented.

Gaming Discussion / Re: Sega Saturn Emulator, which one?
« on: February 08, 2021, 07:25:41 pm »
Bizhawk/mednafen seems best overall and if that fails, ssf. I say this based on testing pretty much every game briefly. Yabause does have some nice filters though.

Latest updates: Lyle in Cube Sector (PC) and Legacy of the Wizard (NES)

Latest updates: Brain Lord (SNES, 1994), Subgenres Key page

Just added a page for succinctly explaining the various subgenres/spinoffs of the AA and ARPG genres. Let me know what you think and if something should be added or perhaps removed.

Gaming Discussion / Re: Analysis of Gaming Culture
« on: January 27, 2021, 09:07:07 am »
I remember around 20 years ago before every single site had its own message board, websites would still have "mailbags", where people designated "editors" could look at the messages people sent in over the week and write out thoughtful responses.  I still have my archive of "Ask Dan" from Nintendo's website.  That, too, was fine and good.

Retronauts still does this sometimes!

^Good start though if you want to mimic the Kawase art style you should remove the black outlines. You can also use 1-2 more shades per surface.

Legacy of the Wizard (NES, 1987) Improvement
-Shortcuts stay opened (movable block ones can be turned into one way breakable walls that stay removed perhaps? or the powered boots could destroy movable blocks)
-Friction when standing on enemies to use them as platforms so it's easier to use to traverse (unless they jump maybe?)
-Temporary invincibility (ring) lasts a bit longer
-Battery save
-Can bounce off of enemies with the powered boots as depicted in the manual
-Poison item can be destroyed by attacking it 2-3 times (no need to wait for it to disappear in tight spots)
-Some or all monsters in Pochi's area can hit him (the area is too easy)
-Can avoid fall damage with a button combo instead of pausing (see Streets of Rage for example) and you have to fall at least half a screen for it to trigger
-Powered boots reduce spike damage if equipped instead of the weird trick where you hold up while moving to do it - this also lets you move past tight spots with spikes under them if you have them
-No gravity effect on pushable blocks - weird but also creates some interesting puzzles where you build starcases of sorts with blocks
-Can slide movable blocks vertically straight up or down from the side with the glove (since you can do it horizontally)
-Add a basic map in-game like in the CV2 hack by Bisqwit or the Metroid 1 hack
-All chests should be avoidable so you can keep contents for later if you want to (the game already lets you not grab an item from an opened chest and it will stay)
-No respawning enemies right next to puzzles or platforming segments
-Unlocked doors stay unlocked - avoids grinding for keys (alternatively some shops could sell keys or some enemies can have a high drop rate or there could be a few more 20 key items in chests)
-Maybe: Going into an inn or shop resets the blocks in the current room
-Somewhat slower max falling speed (might not be needed if other fixes are done though)

Control/interface issue fixes:
-Manual jump height control
-Using the glove is mapped to attack and replaces attacking while equipped
-The game doesn't do this: if you jump and land on a movable block/bump into one from below or the side then the game interprets it as you wanting to move it and bases the direction on which way you were turned before jumping - can sometimes screw you over as it can happen even if you're not holding the jump button down for long (happens immediately if pushing against a block from the side or below when pressing jump which kinda sucks in tight spaces))
-The game is less picky about positioning when climbing ladders - currently very hard to grab a ladder while falling and as soon as you press l/r while on a ladder your char lets go and falls so you have to press jump right before pressing a direction
-Don't have to wait for an enemy to fall off screen for its item drop to appear - this combined with poison drops currently means you have to wait a bit after each killed enemy which breaks flow
-No animation from fall damage (during which you lose control over your avatar)
-Can move while aiming downwards
-Can move horizontally on top of ladders (instead of falling down)
-Don't fall down immediately after touching a block from below
-Revealing breakable blocks used as floor traps can be done from either direction if there's a solid block next to it
-Somewhat less vertical-focused jumps (similar to Contra)

-Added block rewind/reset spell or ability - Could cost something like 15 MP to use?
-Fewer rooms with narrow zig zag paths (the one with a shop that sells armor is particularly tedious)
-Crosses also remove breakable blocks so can be used as an x-ray vision of sorts - alternatively there could be a new item that reveals them and which drains MP
-Less backtracking (an item that you just bought can be equipped at that shop, fewer dead ends within rooms - sometimes at the end of a hidden path))
-Removed: trying push a block upwards while landing on it damages you
-No leaps of faith into spikes
-No unavoidable damage from block and chest mimic enemies
-Not only Roas can use the crowns at the end
-Add one room where you can switch characters somewhere in the dungeon (perhaps in the hub room)
-Harder first boss as Pochi (dies too quickly)
-Harder final boss?
-Experimental: make chest items like bread increase base char stats a little or add items in some spots that do it. This is just to add more of a sense of progression and let you play almost the whole game with one char if you want to


mv term word cloud time!


Gaming Discussion / Re: Your 2020 in Gaming - Highs, Averages and Lows
« on: January 01, 2021, 07:10:11 pm »
I'm curious about Silver, what were your impressions about it? I missed out on that one completely back when it came out and now it's very easy to find it extremely cheap.

I couldn't find the comment I made on reddit when playing it but here's my mini-review/pros and cons list:

Basically it's a pretty good attempt to flesh out Diablo's gameplay and setting with more complex mouse-driven combat and a swashbuckling adventure spanning various areas you can move between via a hub map, while simulating the MP experience of that with CPU allies added to the mix. Interestingly it uses pre-rendered backgrounds so if you can imagine a mix between Diablo and something like Resident Evil, that's Silver. You have some control over the allies but not to the same extent as in Secret of Mana for example, it's a bit rough in this regard but still serviceable. You might wanna try the DC version if you're not into mouse-driven controls for swinging your sword and such, and because of the bugs.

January 01, 2021, 07:17:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
man you're so strict. some of the most iconic games only get a 7 from you. i'm curious, are there any games at all that you'd give a solid 10 to?
anyway, my playtimes are inflated and include retries, replays and occasional naps. here goes:

Which ones in particular? I haven't actually given a 10 to anything since my teens or so, but a 7 is a good game to me that I consider worth beating, if not replaying. I pretty much consider a 10 as a flawless experience, something like plato's idea of perfect forms.

Some 9s for me are Starcraft, Super Metroid, SMB 3 SNES, Link's Awakening and perhaps Mother 3. SM might actually be a 10 if we take the various romhacks into account.

Nice post, I'll have to read it fully when I'm less tired!

Gaming Discussion / Re: Your 2020 in Gaming - Highs, Averages and Lows
« on: January 01, 2021, 01:57:21 pm »
For the most part this is from 1-2 hours a day of gaming, with a bunch of days where I didn't play anything at all, so it's nothing too crazy. Many of the games are short too.

That was a low for me as well, I bought at least 10+ games on GOG and Steam that I haven't touched yet.

Gaming Discussion / Your 2020 in Gaming - Highs, Averages and Lows
« on: January 01, 2021, 08:33:04 am »
Here's a thread where we can share our experiences in gaming throughout 2020. If you wish to participate, simply list the games you've played this year in a highs-averages-lows ranking (or however you wish), with an additional comment (or however you wish!). It doesn't matter if your post gets long -- that's the idea! And don't feel like you must restraint yourself to games-only events and experiences.

The only things I'd recommend is being open about using save states or other cheats if you did, and to use proper paragraph division if you want to write longer texts about any of the games. Personally I tend to use save states for many older games, not in a spammy way but about once per level/area/quest, or if I need to take a break.

2019 HG101 thread:

System Shock 2 (PC, 1999) - 8 (Normal, Navy class)
Compared to SS1, it's both more linear and has less of a movement ability focus (and no cyberspace segments in the same sense), but also more RPG elements, a bit more involved stealth and hacking, better controls and interface, and better VA. In this one you start off chosing from 3 classes and get a form of skill points from exploring and completing sub goals. These are then used to grow your skills and stats pretty much however you want at certain terminals, though unlike some other games you are encouraged to make a more specialized build and stick with it, picking a few skills and stats that complement each other. There's quite a bit to customize which adds to the replay value and sense of freedom, and you can do some unusual stuff like hack security turrets to have them defend you, make yourself super fast to pull off seemingly impossible jumps, or trap enemies with a certain psi power.

Story-wise it's a lot like the first, except now there's an additional villain heavily reminiscent of the overmind from SC, which is in opposition to Shodan who also returns (no surprise there though the foreshadowing to her entrance is decent). I found this other villain a bit too one note, tough most of the audio logs telling the story of how it lures the crew over to its side and to commit various atrocities is well done. It just got a bit old by the end-game, and same goes for some of Shodan's comments ("good job insect, have some cybermodules" felt like it was repeated about 5-10 times). The ending is kind of hilaribad. Honestly it pissed me off a bit at first because the tone is mostly serious prior to it and it's definitely not satisfying in terms of what you've accomplished with the whole adventure, but watching it again it made me laugh. It might've been interesting to be able to choose sides here, between succumbing to the many (though I can't see that ending in any good way for the player), working for Shodan (also would probably just backstab you based on how she acts) or taking them both out and without it ending badly anyway.

While it's missing a few aspects I liked about SS1 and could've included some completely alternate paths to take based on your abilities (or at least had the game open up more a bit sooner), it's a very good game and I felt equal parts dread and excitement when firing it up, similar to when I played Silent Hill 2. It puts you in a hostile environment where you can't really relax anywhere and resources are limited, though with some planning and tactical play (and/or save scumming) you'll be able to get through it and it rarely feels unfair or tedious.

Ganbare Goemon 2: Kiteretsu Shougun Magginesu/Go for it! Goemon 2: The Strange General McGuinness (SNES, 1993) - 8 (1p, no difficulty options)
This one was finally fan translated last year IIRC. A hub map has been added with a few branching paths, an additional playable char in Sasuke, and other neat things like being able to push enemies into other ones after crawling and hitting their legs, being able to teleport to visited towns, and a few temporary vehicles within levels. The audiovisuals and controls are a step up, the silly tone of the other games is intact and variety is as good or better than before. For some of the boss fights you are put in a FP view mode, controlling a giant mech fighting another in a gallery shooter/fighting hybrid of sorts - it's a bit clunky and they have some arbitrary invincibility periods, but it's impressive for the SNES and cool to see the origins of after playing the N64 games, and for the finale there's a twist to this formula which I won't spoil. Finally there's an optional post-game level which references CV that you can play if you beat the game and the mini-games in one of the towns. If you like Mystical Ninja then this is a must play for SNES.

Games that exceeded my expectations:
King's Bounty (MD, 1991) - 7 (Knight, Normal)
Surprisingly complex, open-ended and well streamlined for an old PC to console port. Non-random encounters, fast movement and a good map system are some of its nicer features. While you're still better off playing the reboot or a Heroes game, this one might be worth checking out to see the origins of those. But beware, audiovisually it's pretty subpar.

Outcast (v1.1)(PC, 1999) - 6.5
In some ways. It has quite a vivid world with its own terms (and a glossary), a scanner feature which is kind of like detective mode in Arkham Asylum, lets you climb buildings and jump around on roof tops in towns, reputation and dialogue trees, a nice orchestral score before that became the norm, and a bit of an immersive sim element to how you tackle problems. On the other hand it's still very buggy, there are various interface and control issues, on foot movement is a bit slow, sometimes directions are poor and there are some backtracking issues.

Gauntlet IV (MD, 1993) - 7 (Quest mode)
This includes a mode called quest mode which plays basically like Zelda 1 but without the overworld, with exp point leveling and manual stat allocation added, and up to 4-player co-op. Not quite great but it's a nice addition to the old formula and I think most people overlook it entirely. Apparently this was one of the first M2 game, now famous for their ports. Their legacy goes far back!

Ori and the Blind Forest: Definitive Edition (PC, 2016) - 7.5 (Normal, 98% - all but two MP upgrades)
Was quite impressed with the overall movement, the save system (game lets you place your own save points at an energy/MP cost), and the bash ability in particular, which really changed up the platforming in a cool way. It's also a great looking game. If it was a bit more open and didn't have difficulty spikes at the end of dungeons it would've been an 8 and among the best I played this year.

Star Control II (PC, 1992/3DO, 1993)(Ur-Quan Masters remaster, 2011) - 7.5
Again a quite immersive and open world with several distinct alien races to encounter, a lot of interesting ideas for its time like being able to affect some races survival, the emergency warp or the unusual fast travel system, a comedic tone which mostly works, pretty nice ship customization and good if unbalanced thrust-based combat. There are various issues which I've posted about on the game's subreddit but overall I enjoyed it a lot.

Ganbare Goemon 2: Kiteretsu Shougun Magginesu/Go for it! Goemon 2: The Strange General McGuinness (SNES, 1993) - 8 (1p, no difficulty options)
System Shock 2 (PC, 1999) - 8 (Normal, Navy class)
Micro Machines (MD, 1993) - 7.5 SP/8 MP
Ori and the Blind Forest: Definitive Edition (PC, 2016) - 7.5 (Normal, 98% - all but two MP upgrades)
Batman: Arkham Asylum: GOTY Edition (PC, 2010) - 7.5 (Normal, 61%)
Command & Conquer: Red Alert 2 (PC, 2000) - 7.5 (beat it as allies, beat almost half the soviet campaign, normal)
Metroid Prime (GC, 2002) - 7.5 (normal/default, v1.02, about 72% completion)
Guacamelee! Super Turbo Championship Edition (PC) - 7.5 (Normal, 85-ish %)
Star Control II (PC, 1992/3DO, 1993)(Ur-Quan Masters remaster, 2011) - 7.5
Shaman King: Master of Spirits (GBA, 2004) - 7.5
D/Generation (AMI) - 7.5
Spider-Man 2 (PS2, 2004) - 7.5
Ratchet & Clank (PS2, 2002) - 7.5
Castlevania: Dawn of Sorrow (NDS) - 7? (Normal) - possibly 7.5 on hard and w/ the improvement hack
Legend of Zelda: Majora's Mask (N64) - 7
Ultracore/Hardcore (MD, 1995) - 7
King's Bounty (MD, 1991) - 7 (Knight, Normal)
Silver (PC) - 7
Gemfire (MD, 1992) - 7
Gauntlet IV (MD, 1993) - 7 (Quest mode, 1p)
The Punisher (MD, 1994) - 7 (SP, Normal)
Pepenga Pengo (MD, 1995) - 7 (SP)
Road Rash 3 (MD, 1995) - 7 (SP)
Sonic Blast Man II (SNES, 1994) - 7 or 7.5? (normal, 1p)
Xeno Crisis (MD, 2018) - 7 (1p, Easy - there's no normal, just hard and easy)
Ghost Sweeper Mikami (SNES, 1993) - 7 (default)
Gokujou Parodius (SNES, 1994) - 7 (default, beat the extra levels as well)
Shadow Man (N64, 1999) - 7 (~97/120 dark stones, 9/10 HP, 1 violator)
Rayman 2 (PC) - 7 (80-ish % collection completion)
Wario Land 3 (GBC, 2000) - 7 (got about 80% of the treasure)
Blaster Master: Blasting Again (PS1, 2000) - 7 (normal)
Shantae (GBC, 2002) - 7 (got most hearts and warp squid babies, some fireflies)
Threads of Fate (PS1) - 7 (as Rue)
Armored Core (PS1) - 7
Iji (v1.7)(PC, 2017)(Originally from 2008) - 7 (bad/sad ending)
Kirby & The Amazing Mirror (GBA, 2004) - 7 (70% completion (got all hearts), SP)
Dungeon Explorer II (PCE CD, 1993) - 7 (1p, mostly as the Fighter)
Banjo-Tooie (N64, 2000) - 7 (70 jiggies)

Tiny Toon Adventures: ACME All-Stars (MD, 1994) - 7? (6.5 SP)
Toejam & Earl: Back in the Groove (PC) - 6.5 or 7 if bugs are fixed (1p, fixed mode as Earl (died) and then Toejam)
Outcast (v1.1)(PC) - 6.5
Desert Strike (MD, 1992) - 6.5
Rolo to the Rescue (MD, 1992) - 6.5
Milon's Secret Castle (GB) - 6
The Lost World: Jurassic Park (MD, 1996) - 6.5? (1p)
Odyssey (AMI, 1995) - 6.5
Global Defense/SDI (SMS, 1987) - 6.5
Rygar (NES, 1987) - 6.5
Vigilance on Talos V (PC) - 6.5
Spellcaster (SMS) - 6.5
Alundra 2 (PS1) - 6.5 (Normal)
Within a Deep Forest (PC) - 6.5 (Normal)
Xak: The Art of Visual Stage (SNES) - 6.5
Tomba! 2 (PS1, 1999) - 6.5 (did about 85% of the quests, no difficulty options)
La-Mulana (PC, 2005) - 6 (~70% roms, didn't trigger hard mode, no hell temple)
Radia Senki (NES, 1991) - 6

Ikachan (PC, 2000) - 5.5
Where in the World is Carmen Sandiego? (MD, 1992) - 5
Ecco Jr. (MD, 1995) - 5
Space Hunter (NES) - 5
Clash at Demonhead (NES, 1989) - 5.5 (due to the bomb defusal part, otherwise 6)

Gave up on:
International Superstar Soccer Deluxe (MD, 1996) - 7.5? wanna try 2-player, Puyo Puyo (MD, 1992)(Scenario mode, normal) - 7, Ms. Pac-Man (MD, 1991)(1p) - 7, Eternal Daughter (PC) - 6.5, Shapeshifter (PCE CD) - 5.5?, Clock Tower (SNES, 1995) - 6? (WIP, maybe), Osomatsu-Kun (MD, 1988) - 5, Asterix and the Power of the Gods (MD, 1995) - 5.5, Alien 3 (MD, 1992) - 6.5, Paperboy (MD, 1991) - 5.5?, Super Hang-On (MD, 1989) - 6?

Latest updates: Dungeon Explorer II (PCE CD, 1993), Radia Senki (NES, 1991)

Popful Mail (MCD) Improvement
-Tighter scrolling
-Longer invincibility time for the player chars after taking a hit and shorter for enemies
-Change the animation when standing at the edge of a platform that so that it doesn't stop you from attacking nor turns you around towards the edge
-A bit faster recharging for projectile weapons
-Can't shoot enemies or be attacked from off screen
-Spike traps in the last fortress do a bit more damage
-More treasure to find in later areas
-Removed leaps of faith

Gaming Discussion / Re: Good Retro Games by Region of Origin - Visualized!
« on: December 26, 2020, 04:38:40 pm »
I added the developer of the port and the original developer to the same region since it would not have been made without the original dev and sometimes the original version is not well regarded enough to be in the lists. The text list makes it clear for each game, but it seems some people get hung up on this one thing, since I've gotten three comments about only that today and nothing else :(

It seems maybe I had the wrong info for the AIIgs version of Silpheed though - game arts was listed as the developer on gamefaqs (and mobygames but they seem to only list the original dev for each game), but not on wikipedia.

December 28, 2020, 09:24:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
NA 1990-1994:

JP 1990-1994:

EU 1990-1994:

Gaming Discussion / Good Retro Games by Region of Origin - Visualized!
« on: December 25, 2020, 01:11:56 pm »
1980s Japan:

1980s North America:

1980s Europe:

The game list is mainly based on gamefaqs and mobygames user ratings. I'll post more as I finish them. The pics are interactive, hover over any phrase to zoom it in.

I had to do the weighting manually since the tool doesn't allow both phrases, weighting and no repetition. It is based on number of well regarded ports per game for games, number of well regarded games developed for devs and number of well regarded games per system for systems. There also seems to be some minor size randomization on phrases with the same weight.

Here is the current text list for all regions (will be 1980-1999 eventually):

NA 1990-1994:

JP 1990-1994:

EU 1990-1994:

Some observations:
-Individual developers are more frequently highlighted in the west, and perhaps more in EU than in the US
-US-based site data means the game list is skewed
-EU didn't make anything still considered good until 1983
-Atari and other NA companies really dropped the ball after the US crash
-Spectrum was pretty much EU exclusive and I assume CPC as well
-Amiga has some US presence in developers such as Cinemaware but not so much in terms of consumer base
-Cross region cooperation goes far back

Latest updates:
Batman: Arkham Asylum (PC, 2009)
Aquaria (PC, 2007)
Tomba! 2 (PS1, 1999)

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