bmoc wrote: ↑Fri Jun 06, 2025 11:30 am
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Scissorman can climb stairs
THIS IS NOT A QUALITY OF LIFE IMPROVEMENT
This is actually super funny to me, because in the first Resident Evil that allowed this (not mentioning which one, muahaha) I was specifically taunting a zombie for being unable to reach me at the top of some stairs
when it started following me. "YOU'RE NOT ALLOWED TO CLIMB STAIRS, THAT IS AGAINST THE RULES!!" is what I believe I shouted. Rules are rules Scissorman, kthnx.
prfsnl_gmr wrote: ↑Thu Jun 05, 2025 10:31 am
Thank you again for kicking things off this year!
Of course! Thank you for participating, as always. And thanks for your thoughts on Blaster Master and Bionic Commando; I will probably take your advice on using save states. These are two games I mostly want to "tour," to get a general feel for and see what I missed. If I get really into them, I'll probably buy physical copies and get fixated on finishing them in one run later on.
prfsnl_gmr wrote: ↑Thu Jun 05, 2025 10:31 am
I don’t even mind the semi-mindless bump combat [in Ys]. There is a bit of technique to it, and the designer describing, it in a relatively recent interview, as “like popping bubbles on bubble wrap.” Is pretty perfect. It’s so relaxing!
Ahhh, I feel this way about grinding in certain games for sure. The comparison of popping bubbles on bubble wrap is so fitting. Sometimes something just really scratches your brain right and can become almost meditative, or a steady drip of dopamine.
MrPopo wrote: ↑Wed Jun 04, 2025 5:44 pmSo you know how you use the magnet to get the key and get out of the jail cell? They're in that hallway.
Sheesh Louise. Thank you. I had looked in that general area, but apparently not from enough angles to notice there were some telltale wavering pixels to perhaps do something with. I don't think I would have figured this out without a nudge, especially since knives had not been introduced as a weapon yet (they're generally mentioned in the manual, but that's all) and the game hadn't prompted me to think I needed anything else here. I certainly felt like I was "missing something" during this mission, but I could not even begin to imagine what. I thought maybe I just stunk.
And now, some updates!
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1. Mario Tennis (N64)
This game is as much fun as I remember, if not more so. The controls are so satisfying, the moveset is surprisingly nuanced, matches are fast, and the upbeat style is so endearing. It fully commits to not taking itself too seriously with an opening sequence that depicts Wario and his new pal Waluigi looking like they're about to sabotage something, then revealing that they do in fact just want to play tennis. I love the trope of
punch-clock villains who just kick back and do normal things when the villaining day is done (the Powerpuff Girls had some amazing episodes about this), and Mario Tennis doesn't just lean into that. It
is that.
This is the kind of game where even if you lose, you will probably laugh. Part of that is because it's pretty forgiving -- you are allowed to infinitely replay a tournament match you've lost until you win, for example -- but another is because the characters handle very differently and are imbued with so much personality. Each one has unique animations for winning/losing a game, winning/losing a match, winning a full tournament, walking onto the court, idling, and so on. I'm having a lot of the fun seeing how the characters react to events and what that says about them, you know? Like, Luigi is super hard on himself. His negative emotions range from frustrated to total meltdown. Yoshi just gets depressed when he loses, poor baby.
Another thing this game does very well is train you how to be a good at it. There are a series of minigames that hone your targeting and scoring abilities, which you'll just keep playing them because they're fun. But in doing so, you'll continually discover nuances you hadn't picked up on before that will help you win proper matches. There's also a completely bananas minigame that fuses tennis with Mario Kart. It's so silly.
I really recommend this one if you're looking for simple yet deep mechanics that seem infinitely replayable, or a title you can pick up for fifteen minutes and then walk away happy. It's like a fighting game in that respect: as complicated or lengthy as you want it to be, with a lot of modes and characters to explore. I won both sets of the three tournament cups in each respective mode (singles and doubles) and am still going back to this as a pick-me-up from time to time when I get too burnt out with...
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10. GoldenEye (N64)
I'm about halfway through the game at this point (just finished Train, the only level I ever remember seeing someone play way back in the day), and I'm realizing a few things. One is that I really should not be playing this in the full afternoon sun, because it's hard enough to see things in the game as it is. So that's my bad.

But another is that we've reached the point where having knowledge of the movie would really and truly help, and so I'm often confused over what I'm supposed to be doing, even despite reading the mission briefings. On top of this, GoldenEye is occasionally throwing last-minute surprises at me at the end of fatiguing levels that I then fail multiple times before I can even figure out what it wants from me.
Train was a perfect example of this. I saved Natalya on the first try, no problem -- but then I just stood there watching her tap away at a computer until the train blew up. (I had assumed I needed to let her finish what she was doing and tell me what was next. "Natalya? Uh... I think we need to go?" I said aloud, before we died.

) The second time through I noticed the dialog hint of "Good luck with the floor, James," which led me to the trapdoor, but it took me too long to realize there were brackets on it that needed breaking. Third time through I tried shooting the brackets off and thought I'd managed it, but there must have been one remaining that was obscured by a bullet hole, because it never unlocked. Fourth time I decided to check my watch and found the laser, but it handled so oddly that I decided to go back to bullets, only to fail again. Runs six and seven ended in tragedy before I even got that far. Then the seventh (and final, thank god) time, I managed to get all the brackets off with the laser and dropped down below, but was surprised this didn't end the level; I kept popping back up into the train and thought I was hitting a bug. I would have been so upset if I'd died there, but somehow I went in the right direction and ran out alongside the train with Natalya in tow.
I've definitely been having fun, but I do feel like Bunker ii was a turning point for how much metagaming GoldenEye expects you to be able to do, as well as a threshold for a general difficulty spike. Right now I'm kind of feeling like I want GoldenEye to wrap up, but each level has been so different that I can't assume future stages will necessarily take after Statue or Train in obliqueness or surprise twists. I'm hoping there are still some neat surprises in store!