I just noticed that the trees in Super Mario World do that creepy upside-down lighting thing. You know, like when you put a flashlight under your chin and point up. They also like to do it in old film noirs.
Open world Spider-Man game where you actually have to manage time effectively as both Peter Parker and Spider-Man. Miss too many classes, get fired from too many jobs - Peter’s life suffers. Let crime and villains grow out of control - Peter’s life suffers.
this takes me back to shenmue
and i kind of want shenmue 3 to star ryo hazuki in a spiderman costume
er, i’m sorry, not ryo hazuki
i kind of want shenmue 3 to star shenmue in a spiderman costume
Yeah, exactly—touch screen controls lack that precision granted by having something there to feel, and shmups are all about precision.
I also have a controller on hand that I sometimes use for the Sonic games. It works great with them, but when I use it with R-Type II, it’s really laggy. I haven’t seen anyone else mention having the same issue, so I wonder if it’s just my Android or controller or what.
When I talk about incidentals I mean things like coins in Mario, things that you like to collect but don’t actually help the player complete the level. I’ve talked about the importance of incidentals but that was just about how useful they are for level design. They have many uses, the one I want to get into today is difficulty. I did touch on this in my word count review of Yoshi’s New Island but I don’t really expand upon things in word count review and so I want to explain it now.
I’ve been working on getting together Shatterhand resources over at The Commune. I don’t have any analysis yet; it’s a bunch of various studies I’ve done. I don’t like the game, but it’s very rich, and there’s a lot to break down.
Art by Earthbound character designer Benimaru Itoh.