Super Kong World
A person interested in nature, science, sustainability, music, and videogames. I’m also on Mastodon: @[email protected] and @[email protected]
My avatar is a snapping turtle swimming in the water.
Super Kong World
Yeah, N64/PS1 era was when the industry started pushing 3D games hard, and it really feels like the beginning of the modern era to me too.
I’ve generally found that avoiding the biggest crowds seems to also avoid some (though not all) of the worst behavior. More specialized subreddits, communities, and magazines tend to be more chill, and also more focused on their topics.
It’s arguably so easy to “farm karma” that I accidentally did it for a while. Just kept posting silly puns to reply to stuff people post on the Florida Man subreddit.
Reddit karma ain’t worth much at all.
On one hand downvotes are an expression of negativity, but on the other hand downvotes are an outlet for negativity.
Meanwhile, I’m scratching my head trying to figure out why a bunch of the top comments here got like one downvote each, lol.
Honestly I don’t think an algorithm needs to work very hard to “be mean” like that. Sure, you can purposely put people with clashing views in each other sight on a place where people go to hang out and have fun. But you don’t even need to go do that on purpose. To some extent, people naturally produce more “engagement” with stuff that’s controversial/argumentative.
Imagine if I were to walk past you and say some completely innocent comment. Now imagine I were to walk past you and insult your favorite movie/show/song/game/whatever. You’d be far more likely to respond in the latter case.
So, as people respond, more activity is generated, and that makes the post “hotter”. Simply boost what’s hot, and you have a veritable litany of controversy.
Wait…is this Felix the Cat??
A keyboard. Any standard computer keyboard.
This post was originally written as a reply to a comment by @[email protected]. But it got kinda long and it’s basically my answer to the thread topic. So yeah, lemme tell y’all a story.
I started out playing 2D platformers for DOS, where the default – or more like, only – control scheme was arrow keys to move and Ctrl and Alt to do things (commonly Ctrl to jump and Alt to shoot). I also grew up on NES, GB, and SNES games, and a handful of PC games. Notably, though, I never picked up FPS games as a child, and also never really got anything from the 32-bit era and beyond until much later in life.
With emulators being more integrated into Windows (meaning Ctrl and Alt do important things), I shifted the action buttons to the lower left corner of the keyboard. Emulating an SNES gamepad, for example, I generally map the action buttons in a mirror-image fashion to ZXCS (respectively, ABYX). (A friend of mine maps them in a similar fashion, using ZXAS instead.) This then lets me map the L and R buttons to A and D respectively. And I move this whole ensemble of six buttons up a row if I have ghosting issues. (The Sega Genesis gamepad can be mapped similarly easily.)
This works brilliantly well (at least for me) for 2D platformers, top-down action games, JRPGs, and more. Notably, though, this excludes pretty much anything that requires analog controls of some sort, e.g. FPS games, N64 games, etc… But between a lack of hardware capable of playing 3D stuff (whether natively or by emulation), a lack of a familiar control scheme, and a lack of personal interest (due to just not having ever gotten into them), I pretty much just stuck with emulating up through the 16-bit era, with a little PS1 emulation thrown in. It’s not like I ever had a shortage of excellent games.
And curiously, it turns out my control scheme (arrow keys + ZXC(V)ASD(F)) is the favored scheme for a number of Japanese indie developers who made things like action games and RPGs using 2D sidescrolling and top-down views. So I ended up having even more to play! In contrast, it seems western devs often prefer WASD, even for stuff like 2D platformer Flash games (to my chagrin). And I see (English-speaking) PC gamers these days regarding my sort of control scheme as a “left-handed” setup (which is amusing since I’m not left-handed).
I only learned to WASD as an adult. At first I even tried to use the mouse with my left hand, and tried putting my left hand on the arrow keys, but eventually I gave in and learned to WASD. I still only use this when I need to use mouse aim though, e.g. Terraria (which I played a lot).
For games that actually require console-style analog controls, though, I nowadays have a wired XB360 gamepad that connects via USB. I’ve tried mapping things like the N64 gamepad to a keyboard before but with no success. But now that I have this, funny thing is this means I’m only recently getting into a number of classics from that era.
I’ve considered getting an 8BitDo SN30 or SN30 Pro(?)…whichever basically looks like an SNES pad with added analog sticks. I specifically want a gamepad without “legs” – the two stubs that seem to be meant as palm grips on each side of the gamepad. That’s because I held my SNES pad from the side so that I could press A, B, and Y at the same time with my right thumb. (This was highly useful when playing Mega Man X.) Controllers with “legs” basically make it way harder for me to do this, as I found out when I tried to play MMX4 on my PS1. It felt so awkward, I just went straight back to emulating it, despite having the disc and hardware.
But, for now, I only pull out my XB360 gamepad for stuff that needs analog stick functionality. Everything else is keyboard. (And mouse, if needed.)
This picture is possibly banned by the church, and I love it.
The first time played Super Metroid, it was after I played Fusion and Zero Mission, and I was actually rather unimpressed by it, despite it being basically a platinum standard for 2D metroidvanias.
It was only later, after playing various romhacks including randomizers and getting much more accustomed to the game engine and the sheer number of possibilities afforded by various speed tricks and sequence-breaking techniques, that I gradually realized why it’s held in such high regard. The game is…neat, if you simply play through it once. But the more you learn about it the more you can do with it and the more fascinating it becomes. There is a seemingly infinite depth to it, which is not at all obvious on a first playthrough. In fact, some of it appears to be accidental, possibly game design bugs on the programmers’ part, yet somehow such imperfects have made it even more of a masterpiece.
For whatever reason, I’m scratching my brain and can only come up with three urban fantasy games plus a franchise I’m not too personally familiar with. The three games are Underrail (an indie game from some years back, which I bought back when it wasn’t even fully released yet, but still have yet to play), Operation Abyss (a dungeon crawler with modern-ish graphics but gameplay that definitely takes after old Wizardry games; the theming leans somewhat more on the science-fantasy side), and Tokyo Xanadu eX+ (an action JRPG that’s something of a cross between Trails of Cold Steel and modern Ys games). The franchise is the Persona series, none of which I’ve played, and which Tokyo Xanadu gets compared to despite not being all that similar under the hood.
I don’t think any of these are what you’re looking for, but I hope they may help you on your search.
The way Mario seems to teleport when turning around in the water seems to say something about the way hitboxes worked in the original DKC1.