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/vr/ - Retro Games

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>> No.3024802 [View]
File: 99 KB, 800x563, sega-more-you-play-with-it-harder-it-gets.jpg [View same] [iqdb] [saucenao] [google]
3024802

Surprised no one posted this

>> No.2282398 [View]
File: 99 KB, 800x563, sega-more-you-play-with-it-harder-it-gets.jpg [View same] [iqdb] [saucenao] [google]
2282398

>>2281837
>It's not detrimental in gameplay to win fights in a fighting game.

Technically it can be, for example if by winning you have to face an overpowered boss.

>It's beyond median and average reaction time to respond to blurry hazards through a composite signal when actually going fast.

Newsflash: the faster the game is, the better reflexes you need to dodge shit. Because obstacles will come at you FASTER. Since you know, you are running into obstacles at a faster pace.

Is this so goddamn difficult to understand?
It's like the difficulty curve in God Hand. The better you get at the game, the harder it gets, but the worse you play the easier it gets, at any given point.

>saying the gameplay is anything less archaic or skillful than the first Super Mario Brothers, with its slippery platforming difficulty, is absurd.

The first super Mario brothers didn't even do collision check, had "left to right" levels, and had fuck all physics beyond "the ground is slippery" (which made some platforming parts way more difficult than they should have been).

Sonic had physics as good as a real-life pinball table, and it did that at never-before-seen speeds and graphics. It was something completely new, and it made Mario World look boring and old when put next to. The marketing capitalized on that, since the #1 goal of Sega at the time was to show that they are so much better than Nintendo.

Sonic 1's gameplay is a bit boring today, but so is the original Super Mario (and I'm sure we could come up with the exact amount of crock of shit on why that game sucked).

>> No.1739461 [View]
File: 99 KB, 800x563, sega-more-you-play-with-it-harder-it-gets.jpg [View same] [iqdb] [saucenao] [google]
1739461

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