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Everything posted by dumpster

  1. Weirdly I completely misunderstood the words "Skinner Box" thinking it must be a reference to Todd from Neighbours who seems very prominent in this thread. The ongoing battle between the two of them over Ghosts and Goblins really freaks me out that I can remember Skinner's name.
  2. Back again 2 years later and just read the EDF post above, and others making similar points. I think the difference here is that EDF doesn't have in game purchases to get you what you need. Edf has hundreds of weapons and when you earn one it's fun to play again to try it out. But it isn't deliberately dangling that in front of you saying you can buy it for cash. Also the game doesn't reach a brick wall if you choose not to buy any dlc. I'm on with Clicker Heroes on Xbox at the moment and it's very clear what's going on (now I've played it for a few weeks). I paid £7.99 for a auto clicker. This was paid for in gems, the in game currency. An auto clicker cost me 50 gems. The game progress sped up and I could see the active difference the purchase made until the enemy got too tough again. The best thing I could do now is to buy another clicker, but the second one is 150 gems. I imagine a third one would be 300. What I'm seeing here is a game deliberately designed to be a massive time sink, NOT because it's fun, but because it's deliberately been created to hit those triggers in your brain. It may be a fine line between a movie, book or game that's doing the same thing because it's really good, but this makes it a difficult point to put across. I went on holiday in November and was really pissed off to lose my Microsoft Rewards 17 week streak. My brain shouldn't work like that, I should be happy I'm on holiday. Games can be addictive, they're exciting and fun. My mother says I shouldn't play a game because they are addictive, but doesn't see any comparison with that book she's reading - it's so good, she tells me, that she can't put it down! Everyone designing a product wants to draw the user in. An author wants to make a page turner, a TV show producer wants you to eagerly await the next episode. But these clickers seem insidious, with their bright colours, jaunty music, free downloads and quick access. They seem to trigger me into continually looking at them, even though o know that I really should buy that extra autoclicker and it's only 150 gems. It won't make a difference in a day or two because I'll need another. It's like running in a race where you can pay £5 to jump a mile ahead ; you do get a visible advantage until you realise the race has no finish line. My issue here remains that there are two ways you can make the customer keep returning to the product. One way is to make it a good product. The other is to study the psychology of human behaviour and create something that deliberately ticks every box to extract as much revenue as possible. Whether that's McDonalds creating their new burger in a lab of food scientists, tweaking every individual amount of salt, sugar and fat to make a perfect, yet unhealthy and nutritionless meal, or a games designer making money, it's a dangerous world to live in when everything around you is scientifically created to grab your attention and make an indelible mark on your brain.
  3. I came back from a trip to Japan having tried pachinko and not really understood it. So I bought a Pachinko machine off eBay. It's based on RoboCop (The screen has video clips from the first 3 movies) and it has a lovely combination of realistic and anime style characters. There are animated models, flashing lights, it's loud as hell but yet it is Pachinko so there's literally no gameplay or point to it. After about an hour you've seen everything it does, gameplay is non existent, you just hold a dial in place. But I love it.
  4. I watched speedruns, read tips pages etc, tried my best, I really did. But that structure forces you to play it on Expert for the stars and expert really is ludicrously hard and unfair. It's the one criticism of a game so otherwise perfect. I'd say it's a surprise they never patched it, but that structure is so inbuilt into the progression it would be a major change across about 15 console formats. I think @S0L himself admitted it's too hard in this thread a few years after release. It's such a beautiful game, so playable, amazing music, graphics, blue skies, transforming tracks. Incredible stuff. I can't really complain that I hit a brick wall at 68% because the first 67% was a joy to play. But I went back to it this week and still I don't have a chance at progressing any further, and the disappointment at that is escalated because the Daytona/afterburner/Dreamcast vehicle from the adverts is still locked away. But up to that point, best Kart racer ever, beating them all.
  5. Never played on Wii U but definitely enhanced for Series X.
  6. I was under the impression that its got fps boost on Series X and it's fantastic. https://www.sonicstadium.org/2021/11/sonic-unleashed-generations-and-all-stars-racing-transformed-gets-fps-boost-on-xbox-series-x-and-s/
  7. The PS Vita allowed you to stream PS3 and PS4 to your amazing OLED screen handheld. The Vita is a lovely, incredible piece of kit... So they made a version with built in 3G so shop customers could be confused between the two models. They used proprietary memory cards that were ludicrously overpriced and unreliable. They only gave it 2 shoulder buttons so PS3 and PS4 gaming was a bit shit. But the cherry on the cake was how they put a massive touchpad.... On the back. It already had a touch screen so a touch pad was of little benefit anyway. You could already touch the screen if you needed to. But the touchpad was on the back of the handheld.. where your fingers will naturally rest when you try to use the thing! Madness.
  8. I have a Konix Speedking for PC with an analogue stick. It's horrible.
  9. If you soft mod the console, there's a DS emulator that lets you fill an SD card with DS games. See link in OP.
  10. I used to pull the rubber off the Atari sticks and use the thin plastic rod from within to play. Much less stiff. Also I don't think I ever owned a controller that had rubber suckers on the bottom that remained stuck during play. Mind you I held my Konix Speeding with my left hand wrapped around the front, the wire coming out between two fingers, so what do I know. Came back to add, the universally popular Competition Pro 5000 which many people liked, but I found incredibly stiff to use. Parental Guidance: this post contains the words stiff, rubber, bottom, suckers, plastic rod, incredibly stiff, and may not be suitable for children.
  11. No poll this time, it's a free for all. What's the worst controller ever made? I'd start with the Mad Catz steering wheel for PS1. A Christmas favourite in my old Game store, I felt guilty every time someone bought one. The games were all designed to be played with a controller so the wheel was just fucking awful, with the 1cm movement of an analogue stick stretched over 90 degrees. So... Many... Refunds. The Sega Chair was great fun to demo in store and sold way better than you'd imagine. But it was literally a chair on top of a stick. You had to hold onto two handles like ski-poles and pull yourself in the direction you wanted to go. Literally impossible to play any game with any degree of precision.£200. But the "what were they thinking award" which could easily go to the Cheetah 125 shaped like a Terminator, actually should go to the PS Vita. The wonderful handheld is one of the greatest gaming devices of all time and a softmodded Vita should be in every home. But when it was launched, one of the biggest selling points was the streaming capability so you could play PS3 games on the move over WiFi. Then they brought out the PS4 and improved the whole service and it was really good. But, for a machine designed to do that very thing, the Vita only had 2 shoulder buttons. Whose idea was that???? They gave you the analogue sticks, the face buttons, a beautiful OLED screen... And then they miss off two of the buttons (and I can't recall right now but I don't think the sticks clicked so there was no L3/R3 either.... But then they gave you a touch pad... On a machine with a touch screen already, they put a feckin' touch pad on the back of the handheld console, so there's a massive game affecting control method right where your fingers naturally fall when you hold the thing. Why was no-one fired? Utterly ridiculous. So the Cheetah Terminator goes up on place and the Vita, despite its lovely D-Pad, wins. Over to you.....
  12. Its great that you enjoyed the EMMI sections, and this thread shows they are divisive. As always on this forum, I'm not saying anyone is right or wrong, I'm just giving my take. It's just, for me, Metroid games have been relatively unchanged from the NES. You land on a planet, lose all your powers, explore, get them back, beat bosses, beat final boss, everything explodes, you escape. You know what you're getting with a Metroid game and I've not seen anything previous that pushes you through the map or causes 10 instadeaths in a row. It's weird that AM2R, the free, fanmade remake of Metroid 2 is better (to me) than Samus Returns on 3DS, as the extra features the official developer added can get in the way of the action and exploration. AM2R demonstrates how Incredible Metroid 2 was (running on an original Gameboy as well) and uses GBA graphics and zoomed out view to show what a great game it always was. The EMMIs, for me, would benefit from an easier counter response. Once you know the pattern and the route, they are no trouble, but it takes 10 instadeaths to get there and that feels really out of place in a Metroid game. It's a great game, game of the year probably, but it just feels to me that the game would be better if they were a little less instakill and more inkeeping with the rest of the game's feel. The bosses are super hard but you get a bit further every attempt and it's a great sense of satisfaction to complete them. The EMMIs should be the same but they frustrate more than they entertain. In my opinion.
  13. 'Unpacking' gets you the January quest easily enough. Just click to unpack a box and wait until you find the camera. It was in the box on the right for me. Literally 2 minutes , played via cloud, how it's a top ten game is anyone's guess.
  14. The energy bars are a red herring to some extent. Each boss has a pattern and if you watch the boss (not Samus) you can see there's always an animation that pre-empts the coming action. You can learn the correct response to each action and effectively kill each boss without taking any damage. The main criticism I have is that the EMMIs, combined with the sheer number of bosses, breaks up a game where the whole series have been about exploration. The maze is populated with loads of enemy's, none of which are any real threat for the most part. Metroid was always a game I found comfortable and relaxing. Dread has a good amount of this but it's suddenly broken up as an EMMI appears and blocks your path. The QTE style parry is so tight that I only get them one time in every 10. If it was 50/50 I'd understand the design decision but no matter what anyone else says above, a new EMMI means at least 10-15 instadeaths. And if you do lose, you get 15 seconds of loading before the game drops you back practically where you were. You just sit through a game over screen, over and over... You can't kill it, you'll get lucky and outrun it eventually but it's an inconvenience. It doesn't fit. The bosses get it right. They're hard as nails but you'll get there as you get better. Like I say, you can read the reviews and see how many awards this game is winning, but I've not seen a game so widely available cheap second hand a couple of weeks from launch before. The trading forum was full of them. Many people like it, but the frustrating stuff really puts me off a second run through.
  15. At the last boss and feeling demotivated. Realising part of the issue is my controller is worn and switching to a new pro controller made a massive difference. But overall, it's fantastic, maybe GOTY, but it has some really bad design decisions.... The EMMIs I found to be frustrating. I didn't like the continual game over messages. I really liked the bosses, but I thought they were just on the wrong side of hard. I'd learn the patterns but they always started to frustrate before I finally beat them. The maze design doesn't feel as intuitive as previous metroids. Had to really zoom into the map, only to realise you can't get where you thought. But for all the issues it's a brilliant game. But I can't help thinking that, whilst it's getting GOTY nominations all over the place, our own trading forum tells a different story. Loads for sale soon after launch, I got mine cheap on Facebook Marketplace and it does feel like, while I've really enjoyed it I won't be playing it again once I complete it.
  16. I was on the verge of losing a 12 week streak as I needed three achievements. Quickly... I googled Doom 64 and one of the sites has a guide. Start game. Enter password from site. Immediate achievement for the level you're on, immediate achievement for having a gun. Walk forward to pick up big gun. Achievement. Kill boss. Achievement. It's just so easy and saves you paying for Gamepass.
  17. I type a load of gibberish into bing (say, 60 characters) then search. Then I delete the last letter from the previous search and display the new results. Repeat that and you get into the pattern of the button presses. 50 bing searches takes 2 minutes. Also there are loads of guides online for easy achievements. Getting three achievements in a week used to be a barrier, but Lucasarts remastered adventures throw them out easily enough. Also most games are on the cloud now so you don't need to download them. I got points for simply starting up MK11. But I have played Super Lucky's Tale and got 300 coins three times now and it doesn't trigger the reward. Annoying.
  18. I had an Amiga 1200, not a Spectrum. Would have been 1993 I guess. RR was brand new, certainly hadn't seen it in any arcades before this trade show.
  19. Thanks, reassuring to know it's not just me. Such a shame as AM2R is fantastic.
  20. Quick question, but does anyone know how the team are doing this? It seems that they, and only they, in the world, can create and publish unsigned code to retail Xboxes. What's their secret and why isn't everyone publishing their own works for direct download to retail consoles?
  21. Have you used the map? Reinstalled it today and there's a 50/50 change the game will get stuck if you use the map.
  22. From a previous thread; "And there was this hope after reading the review in C&VG, that one day I'd find myself at the Trocadero and see Power Drift for myself. And now I have it in my pocket in 3D on a 3DS. Madness" And that's the way it was back then. Pre-internet, if you wanted to see this stuff outside of a magazine you'd have no choice but to get on a train to London. Big simulations, Virtuality arcade games and all that stuff you could only read about. All happening without you. And the Trocadero, when I eventually got there, was a shadow of what it had been in those glory days. Its time had passed. Luckily for me, as a kid I shared a love of gaming, tech, music and fruit machines with my Dad and he was on the committee of a working men's club. This meant that every January we could head to the Winter Gardens in Blackpool and attend a trade fair, surrounded by bored arcade owners looking at what their next machines would be. It was here that I saw Pang for the first time, as well as running into the owner of the local arcade I used to go to. He asked me what I thought of Pang and I said it was great and a week later he had it in his arcade and as a kid that really meant something to me. But theres this memory of Ridge Racer (and to a lesser extent, Indy 500 same day). All games were set to free play, all there to tempt the dealers into buying the games, and I'd played RR about 10 times in a row before the dealer came over and showed me how to powerslide. A fucking revelation. What a game. I had a spectrum +3 at home and the Arcades had THIS. There were loads of these arcade moments and for me it all started in about 1985, moving from a small sleepy village to a seafront with arcades everywhere. Pleasureland on Morecambe promenade sounds like a brothel, but back in 85 it had Enduro Racer with the handlebars and a Hang On machine with a full size bike to sit on. But one day they got Space Harrier. A fully automatic moving seat that mirrored the onscreen action. The Alhambra got a load of smaller cabinets such as Superman, Gradius and Lethal Weapon 3 Pinball. And then, suddenly one day, a full size Afterburner and Outrun, next to each other. Awesome stuff. I'd go to Ashworths in school lunch breaks and finish Space Ace on one coin. I'd play APB which is still fantastic today (Thanks Arcade Club) and was blown away by the 3D of Continental Circus. I loved the music and the explosions and noise of Terminator 2 Pinball. shoot for jackpot. Get. Out. One Million. Then I got older and one of my friends passed his driving test. Suddenly Blackpool wasn't too far away and the first time we went on a Saturday night we saw Ridge Racer Full Scale. A joy to behold, it's amazing to think they made these things back then. It played dreadfully but who cares? You're sat in a CAR. Every trip brought with it some ridiculous elaborate new thing. 8 player Virtua Racing. Cinema Screen Galaxian 3 Project Dragoon. 8 seats. Not a machine but an installation. A whole room. It just seemed that every time you set foot in an arcade there was something new and incredible. I remember being in a maths lesson at school as people were talking about a 6 player simultaneous X Men cabinet with the most amazing music (X, X eh eh eh eh eh X Men!), Lunchtime came and we all ran, RAN, to get to see it. And then of course the first time I saw Daytona, it's colours turned up to Sega, blue skies, loud music, projection screen. I always loved the arcade, from Pengo and PAC Man in the 80 Arcades. But in the 90s, Arcades were home to constant innovation, something amazing and new every time you went. Brilliant. Wish I could go back and do it again.
  23. Excellent. Worth the unskippable adverts because it was quite hamfistedly edited for the 7am showings. Best sit com ever?
  24. Randomly wandering into an arcade in Blackpool and seeing Daytona for the first time. Blue skies, big screen, loud music. Look at it. Just look at it. Those colours. The speed. The detail. So bright, so vivid. Do you remember, 5 minutes ago, when Drivers Eyes and Winning Run were great games? Yep, that time has passed. Look at it! It's beautiful.
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