Mario wiki
Let's-a Go!
2008.08.28 00:24 Let's-a Go!
Mario is the premiere community for the Mario franchise, spanning video games, books, movies, television, cereal, and more!
2011.01.12 20:16 nstinson Mario Kart
Reddit's home for anything and everything Mario Kart.
2018.02.01 02:35 Amiibofan101 Mario Kart Tour:
The home of everything Mario Kart Tour! Here you can find everything from useful charts and trackers, to memes and edits. We hope you enjoy your time here!
2023.06.02 05:14 Alaharon123 June 2023 Game of the Month - The GG Shinobi
Congratulations to
u/anykck on completing Double Dragon (Game Boy)! If anyone still wants to try and complete it, you have 24 hours to still get a flair for your efforts. Comment with a Flair and I will give
It doesn't look like we've
ever done a Game Gear game, so let's do a Game Gear game!
The GG Shinobi
- Developer(s): Sega
- Publisher(s): Sega
- Platform(s): Game Gear
Red must save his fellow Shinobi, who have been brainwashed by evil. After being saved, you'll find that each has their own weapon, ninjutsu, and skill. These are great for finding extra power-ups in levels. These different skills and the boss set up slightly resembles Megaman X. The last stage is huge, and requires all Shinobi skills.
-/v/'s Recommended Games Wiki
Emulation Information:
I would tell you that you should buy it on 3DS virtual console, but Nintendo doesn't actually want you buying games on a console that's a whole... one generation old. So maybe take this as a chance to use ares, a multi-system emulator started by Near of bsnes and higan fame, now developed by Luke Usher and others. It's come a long way and is now a very good option for emulating Sega games.
Emulation General wiki page
Game of the Month Challenge!
Beat the game. As always, no save states. This is a really hard game, so besides for that, high score challenge! Post your high scores, whatever they are
Previous May GOTMs
See all Games of the Month
submitted by
Alaharon123 to
emulation [link] [comments]
2023.06.02 04:52 Lepony A look at some of the common complaints that frequent fighting game discourse
A Necessary Preface
To start things off, some baselines need to be set for the sake of sidestepping a lot of talking points. This post will come entirely from the perspective that fighting games are a multiplayer genre first. There's a lot of very valid criticisms of the genre's single player aspect. I am actively choosing to ignore them for this post. When these discussions occur, it's meant from the perspective of the fighting game community trying to convince people to play and
stick with the genre. For hundreds or even thousands of hours. In the same way that people would League of Legends, Apex, Rocket League, etc. The single-player aspect ultimately have very little bearing on the multiplayer aspect since it only increases
impressions and not retention.
I'll also make a deeply arbitrary distinction between accessibility and accommodations for the disabled. They're two very different issues where the latter needs to be tackled in ways that I, or most people, am completely uninformed in. I am going to be addressing the layman's accessibility concerns.
FGC-heads, I know many of you have also thrown in the towel and now sing the virtues of gatekeeping due to not wanting "intolerants". But don't be an ass about it and remember there's a lot more wiggle room than you think. This post already comes across as condescending despite my best efforts, so cool it.
Finally, you don't have to read all of this. Just keep an eye out for the bolds that catch your eye. I'll try to keep things as simple as much as I reasonably can, but things will ultimately be technical. You will likely need a passing familiarity of the terms I'll be using, and I'll try to assist you in that by linking to a
definition when appropriate. I will avoid requiring rigorous knowledge of the subject matter though, so don't get too caught up in the details.
This conveniently segways to one common criticism.
There is too much terminology for me to learn
There sure is a lot of them. But they're not used to make things esoteric. They're words meant to concisely convey otherwise intuitive concepts for the purposes of discussion, learning, and troubleshooting.
In other words, you don't really need to explicitly learn them. Eventually, you'll implicitly learn all the terminology. Just not the words to express them. Think of it like how many of us trying out chess will start games by moving a pawn to allow the Queen to move around, completely unaware of the fact that what we're performing is likely a
Queen's Pawn or a
King's Pawn opening. In the same vein, many are likely already familiar with certain popular concepts in fighting games. You're just unaware of what they're called, or know them by another name.
Take for example,
spacing or
neutral. You're likely familiar with snipers in a multiplayer shooter. If a sniper is uncontested, they completely own or dominate the "space" they're looking at. Running in full view of a sniper is a terrible idea because of it, and hiding behind cover is a solid idea because they don't "dominate" the space behind cover. To shut down a sniper's control of an area, you need to either physically overpower them (kill them), approach from a space they're not in control of (ambush them), or to force them to move else where (flush them out) via grenades or simply shooting in their general direction. Or in fighting game terms,
whiff punish them (kill them), by
playing footsies (ambush them), or by
zoning (flush them out) them out.
Frame data deserves a special mention. The simplest way to put is that they're measurements of time. If you play any game somewhat seriously, you're already familiar. Reload speeds, fire rates, attack rates, and even movement speeds. Hell, something as simple as not wanting to use
Knights of Round on generic encounters due to the long animation is a decision rooted in frame data.
There are too many things I need to learn
That's fair. There's no way around it. Fighting games are so far removed on a physical level that most people will have to learn everything from scratch. But it's not for the sake of it. There's too little overlap for you to rely on to draw experience.
I'll try not to bore you with the details by delving deep into stuff like Razbuten's series about gaming for
non-gamers. But there's an inherent language to video game conventions and how things control or happen. It's all very learned behavior and not all of it translates to every game. For fighting games in particular, almost nothing translates unless you play exclusively 2d beat 'em ups, spectacle fighters, Monster Hunter, and Soulslikes. And even then.
And that's all okay. We all have a finite amount of time in our lives, with responsibilities to attend to. We can't invest the time to learn everything we need for everything we have a passing interest in. We all pick our battles.
No, seriously, it's all really overwhelming even when I'm trying
It sure is. And there are lots of ways the on-boarding process could be significantly improved upon. These days, the games with the most renowned tutorials are from French Bread or Arc System Works. And they're very excellent... at being a reference. Primary learning material they are not. I could talk about all about the ways things could be improved, but I'm not part of the industry. Waste of character limits if you ask me.
Until things improve drastically, my only advice is to take things slow. A lot of the things you're tempted to learn are cool combos, special techniques to make people stop blocking, or every single move your character has. Maybe all at once. Don't. Pick one or two things to focus on. Play against people where your only goals in life are the one or two things. Move onto new things when you feel that you're comfortable. Rinse and repeat until you've had enough.
The controls aren't intuitive
There's a funny thing about intuition. Despite it being rooted in instinct, it's
entirely learned behavior. If you've used mnemonics before, you probably know that some just aren't very useful no matter how hard you try. It's kinda arbitrary. Things being intuitive or unintuitive also don't matter that much in the grand scheme of things. Like mnemonics, intuition only go so far to help you remember or learn something.
Movement tech in other genres is often brought up as an argument for intuition. They're typically a "logical" sequence of inputs that the player is already familiar with. Smash Melee's
Wavedash actually gets brought up as an example time to time. It's jump then air dodge directly back onto the platform. On paper, it's very simple and easy to do.
It's not. The dexterity required to do it is a lot more than you'd expect it to be. Then there's frequency of its use, which causes a very real, physical strain on you. No matter how you look at it, you'll spend several orders of magnitudes more learning the rhythm than you do remembering the sequence of actions. The sequence themselves are a very minor step.
Not to mention, there
is a language to how fighting game controls. Most people aren't used to it because most games aren't anything like fighting games. Take for example the
quarter circle forward input. It's also known as the fireball input. Why? Because the average QCF input is a fireball. If not, it's probably a move that lunges your character forward. The fact that it ends in
forward usually indicates that it's designed to control space in front of you. Hey look, a made up mnemonic. It's also probably useless!
Motion controls are superfluous and should be simplified
A very popular misconception, no doubt due to the widespread popularity of Smash. But the matter of fact is that motion controls
are not superfluous and have momentous consequences. But at the same time, the consequences kinda don't matter. It creates a different type of fighting game for people to enjoy, which people do. The problem comes when people assert that it should be mandatory across the entire genre thinking that nothing would change. It's the same as saying that every FPS needs to have parkour mechanics or every action game needs to have animation canceling or every RPG needs to be real time: it's incredibly short-sighted. There's a reason why Smash has poor cross pollination or why not every TF2 player likes Overwatch.
If you're willing to accept the previous paragraph at face value, skip to the next checkpoint. The following will be dense.
The simplest example of the consequences of simplified inputs is the single input invicible
DP. Their existence completely redefines how offense is structured and how it is played out. In particular, it heavily emphasizes
true gapless blockstrings because the ease of the DP make it so that any
unintentional gaps are fundamentally bad
pressure. Because of that, pressure becomes more telegraphed and rigid, to the point of
turns becoming almost concrete. Or in other words, homogenized and potentially requiring study at all levels.
I also need to stress the word unintentional here. There are entire series and subgenres that thrive on forcing chaotic, ambiguous situations that neither player is fully aware of but have to place their bets anyway. But with a one button DP, intentionally causing mutually ambiguous situations will almost never be in your favor because doing anything will lose out to a DP.
There's some other reasons why the ease factor can cause new problems that need to be addressed, like how most motions don't end in a blocking input which means you must forgo blocking or how some inputs assume that you forgo your ability to move forward. But there are ways around this with surprisingly minimal effects on gameplay or even cause novel situations. But I'm ready to move on.
See, simplified inputs have a very inherent and significant design cost to them.
Grapplers in fighting games historically have insanely fast grabs. It's not uncommon for a grappler's
command grab to be tied for literally the fastest move in the game, while simultaneously being 2-4x the range of other similarly fast non-grabs, and typically leading to much more advantageous situations post-grab than fast non-grabs.
As seen here. Not only are they incredibly strong offensively, but also incredibly strong defensively. Almost as strong as a DP generally, and sometimes stronger than DPs in very specific (but potentially common) scenarios. This is often balanced out by the motions tied to these moves have an associated time cost to perform them in most but not all situations, ontop of the fact that it requires some modicum of effort to perform. Combined, this results in a surprisingly low margin for error to utilize this move effectively, and even players at the highest levels fail it every so often in stress-free, at home in their boxers, scenarios.
Think of it like the choice between slamming on your brakes to minimize collision damage or swerving to avoid it entirely. With enough of a heads up, everyone would choose to swerve. But sometimes you don't realize that you have enough room to swerve and by the time you did, it's too late. You have to pick the next best option.
Mental burden is the concept I'm stressing here.
Of course, we can adjust how one button command grabs work to minimize the differences. The most common answer to this is by making the command grab themselves slower. But by doing so, the command grab is now a fundamentally different move. It cannot be used defensively. It is offensively neutered and the scenarios where it is a good idea to use is significantly reduced. The alternative answer is by tying the command grab to a resource. In turn, it's no longer a move that you always have access to. It's something that must be built towards and then managed alongside all the other mechanics that likely share the same resource.
Nothing mentioned so far are inherent downsides and won't make games bad. You can even omit more nuanced moves like command grabs and DPs entirely and people can still like it. The problem is that these would be the only kind of games that could exist if motion controls would be permanently retired. My preferred solution would be not to remove them, but to add more characters who don't have motions.
Anyway if you've read all that, then you might think I'm making up assumptions. That I can't know for sure that this is how one-button specials would affect the game. Except they're not assumptions. They're real world observations of games that already have one-button specials.
Games with one button specials: Fantasy Strike, Smash, DNF Duel
Games with simplified-but-still-motioned specials: Blazblue Cross Tag Battle, Dragonball Fighterz, Skullgirls
Games with both: Granblue Versus, Street Fighter 6, Idol Showdown
Combos are too long
This is a really interesting complaint that comes up a lot. But what it
means is one of three very different concerns that all need to be addressed in their own ways.
...because I keep getting stuck in one and dying to them
A very common and popular problem that is unfortunately born out of complete and total ignorance. Allow me to demonstrate with a
clip.
Do you believe this was one combo? A really long
infinite? A
100% to 0% combo? If your answer to any of these were a yes, then you are wrong. That was about six separate
combos. I try to not get caught up on definitions as a rule of thumb and focus on the meaning instead, but this is a pretty big deal for this concern. Because people don't actually
know the language, they misuse words all the time. They don't actually know how to express their concerns in an immediately understandable manner. This is... a huge can of worms that I won't get into for this post.
The thing about combos is that combos only
work if the recipient of those combos have
failed. One failure = one combo. Therefore, six separate combos means that the opponent has failed six times. But if it's the result of failure, then that must mean that success is an option, right?
Yes. It's called
blocking, or more accurately, having good
defense. Really focus on this bit here:
Players and characters with strong defense tend to be able to survive long offensive sequences from their opponent and take little overall damage
This leads into the next separate concern expressed in the same way.
...and there's nothing I could have done
Here's a clip. The player with the long whip (P1) looks really oppressive, right? The player with the hat (P2) had nothing they could do to stop the onslaught of combos coming their way. It was a miracle that they didn't take more damage from all of that. There's a bit of a hitch to all of this though:
None of those were combos. It wasn't oppressive at all. In the context of that clip, P2 willingly chose to do nothing but exclusively block because they wanted to see if P1 was capable of doing anything else.
What do I mean they weren't combos? They just aren't. For this specific concern, it's a simple misunderstanding of term. A sequence of attacks in quick succession are better known as
strings. Not all strings are combos, but all combos are strings. What makes a string a combo is if it makes a character start
physically reeling from an attack. This is a very important distinction for reasons that are irrelevant to this concern.
Okay, they're not combos but strings. Why does that matter? It still doesn't seem like P2 could have done anything. The thing with strings is that they must inevitably
end. When and where they end is highly game and character dependent, but it's one of the few constants of the genre. From Street Fighter, to Smash, to Fantasy Strike. One of the most significant aspects of the genre is figuring out when someone is
actually done so that you can take your
turn. How a fighting game handles "the end of offense" is one of the most common ways to distinguish itself from other games. The clip I linked is a game that likes to keep things intentionally vague for the defender. Tekken famously requires you to know
frame data to know when it's your time. Some games like to simplify things with rules of thumbs. Some games make it extremely short.
In the clip I shared, there were plentiful of solutions that P2 could have done that didn't require much thinking. Ignoring the
DP that character has access to or any of the other moves they had, they could have
ran forwards. They even had a
second point to run forward.
What's really being complained about in this concern here is actually more along the lines of this:
I don't know what's going on and there's nothing I could do
This has a multitude of solutions. Some of them are tough pills to swallow. Some of them requires an adjustment of how
information is conveyed. Some require slowing things way down. They all work, all with their own caveats. But you can't remove the problem entirely. It's not how video games work. It's like how you know it's safer to move while the enemy is reloading or charging or whatever.
Technically, you can make it so that it's theoretically always your time to shine regardless of what the opponent is doing. There are two games I'm aware of where this idea has been played with. A character named Baiken from Guilty Gear XX, and the Touhou games' Typhoon condition.
Nobody likes playing against Baiken. Typhoon is not a good time for anyone involved.
...and I can't be bothered
We're finally here. A complaint that actually means what it means. And it's 100%, completely, unarguably, fair. This a common complaint of fans from different series/subgenres too. There are games I love that have really long combos and I still have a limit. It's actually so common that it's been very consistently addressed:
Games with short combos exist. Games with almost
no combos exist. We can go a step further: there are specific types of characters common to the genre that don't really do combos. There's usually at least one of them in most games. If you're okay with seeing them but not doing them, that's an option too.
One sidenote. The length of combos make a large difference in how games are played at a very fundamental level, beyond the combos themselves. Like everything else mentioned so far, short combos or long combos aren't better than the other. They simply offer different experiences. The problem is being shoehorned into a specific experience were one implemented genre-wide.
...and do too much damage
A bit distinct from the other concerns. It's suggesting
almost a
touch of death, but not quite. Fighting games
do have an informal equivalent to time-to-kill from FPS that is measured in how many "touches" until you lose a round but that's a little too nuanced and tangential to get into for this.
Combos that do a lot of damage exist. This is true. There are lots of long combos. Also true. Here's one
for example. It's a 30 second combo, where 17 seconds of it involves the P1 pushing buttons and then 13 seconds of watching a cinematic. You're probably not having a good time if you're on the receiving side of this.
There are some very, very important caveats. One, this particular game has an above average combo length in the first place. Two, that combo is an especially egregious example even in that game. Three, that combo is a culmination of a multitude of mistakes that required being hit by a very specific attack from P1 while P2 tried to attack, when P1 has at least 80% super meter, while P1 has nigh-max character-specific resources, while P2 is backed into a corner, while P1 has won a minigame. And it barely does enough to do 65% of a life bar. It's pretty rare for a combo this damaging to happen in most games. In some games, the opportunity can only occur once a match.
There's also the cinematic we need to talk about. Personally, I believe that the cinematic could be shorter. Especially in games where cinematic stuff happens all the time such as in Guilty Gear Strive or Tekken 7. One really big problem though:
Cinematics push copies. A very significant portion of a fighting game's marketing strategy is to showcase them because most people see something cool and think it's exciting. Think about how every time a new Mortal Kombat or Injustice comes out, gaming social media is flooded with supers and fatalities for a while. It just works. It also unfortunately has a very real effect on your personal experience when you're playing a game for >10 cumulative hours.
Games that try to make it obvious you didn't get the right answer: Guilty Gear Strive, Street Fighter 5, Skullgirls
Games with short combos: Fantasy Strike, Granblue Versus, Samurai Shodown
Games where combos don't exist: Divekick
Games that try to make it easy to do combos: Every fighting game released after 2014
There are too many buttons and it's too hard to keep track of
A pretty specific complaint that pops up time to time. And again, it's fair. Low button games
do exist and actually in fact are more frequent than high button games, but that's besides the point. Let's address the primary purposes of more buttons:
- More actions/options can be mapped
- Pressing multiple buttons can be fun
- Actions are more clearly delineated
I'll focus on the final point since I think the first two are self-evident. There are ways to make low-button games have the same amount of actions as high-button games. The problem is that no matter how you do it, the chances of input errors get increased. A clear delineation of input options makes being in control a lot more accessible. Which is a pretty big thing in this genre.
With a low button game, there are two choices: maintain a comparable amount of actions compared to higher buttons and accept we'll get more input errors, or accept that we'll have fundamentally less actions.
Games with two buttons: Smash, Divekick
Games with three buttons: Fantasy Strike, Granblue Versus, Blazblue Cross Tag Battle, Soul Calibur
Games with four buttons: Touhou IaMP, Touhou Hisoutensoku, Persona 4 Arena, Melty Blood, Under Night, Samurai Shodown, Blazblue, Dragonball Fighterz, Tekken, Mortal Kombat, etc
Combos have no bearing on strategy
Another complaint about combos, but a lot more directed. It's a complicated concern, as misguided as it may be, isn't without reason. Doing combos at some point
can feel dialed in, and getting comboed is the equivalent of getting stunned in other video games. Except it can happen multiple times in about 30 seconds, which is frustrating to a lot of people.
A previous section already covered the idea of low-combo or comboless games, so I won't repeat myself on that front. I'll instead try to make a case for combos and why they shouldn't be removed entirely.
...because it is an exercise in rote memorization
This sort of complaint comes up a lot from very specific crowds. Primarily people who have experience in platform fighters like Smash or people who are very interested in the other aspects of fighting games but specifically dismiss combos.
I'll get the elephant in the room out of the way first: what's wrong with rote memorization? There are entire genres of games pretty much dedicated to tickling that part of the brain. If you were there for the 2000's rock band/guitar hero boom, you probably took part of it too. There are competitive rote memorization games. Jeopardy has been a worldwide phenomenon for decades. There's nothing wrong with it, and it's okay to acknowledge they're not your thing. Games that deemphasize combos exist.
Okay, there's still another reason why this complaint exists. People hate losing agency when playing video games and being comboed definitely takes it away. A very common example is brought up as a solution: Smash's
Directional Influence. While a player's typical agency is gone, they do gain a new form and a new "game" forms between both players with it.
DI is pretty cool, and can be fun. Not everyone likes it. Some fighting games try to add agency in their own way through a combo breaking mechanic called
Burst. Killer Instinct is famous for having a very specific way of handling combos through their
combo breaker mechanic. Not everyone likes these either. There are likely other ways that agency can be added that haven't been done yet. And not everyone will like them. And that's okay.
Now, let me try to sell you on the idea that losing agency while being comboed is okay. Fighting games can be
a lot. Some of them relish in being
a lot. They can be overwhelming to absorb everything that's going on. Not to mention the whole part where you're trying to outwit the opponent.
You need time to breathe and get your bearings back in order. And that's exactly the window that being comboed provides. You can take a mental step back and look at what's going on. How many more times can you get hit and still survive? What is everyone's resources at? Are you winning that weird tug of war minigame? What has the opponent been doing? What's the chances they're going to do the same thing when they're done with the combo? Do you have a response to that thing?
Breathers are really important. People aren't built for full-throttle thinking and action for long stretches. Video games have realized this decades ago. It's why even the most spastic, twitchy of monsters in Monster Hunter will stop in place and roar. Why bullet hell games constantly swap between hyper dense, rapid patterns and patterns where you can kinda veg out for a moment. Why plenty of Zelda/Mario bosses will make you do some slow paced jump roping before they expose their weakpoint again.
This all also applies for the person performing the combo
provided that they are at total comfort with the whole sequence. It won't always be the case, but it's worth mening.
...because nobody drops them so why not cut out the middleman?
A very modern take due to the prevalence of accessible high level footage, the
massive growth of fighting games overall, and due to evangelical efforts for the genre. Not to mention, the vast majority of games these days have made it very easy to do very simple combos that everyone has access to and is practical at all levels. From more lenient
input buffers, to simplified and standardized motion inputs, to
autocombos, and an overall philosophical change on how games address damage, it can feel like having to perform combos is unnecessary work.
But people still fail combos. Even players at the highest level when there are zero stakes. The simple increased likelihood that one can fail doing a combo affects their decision-making. If they
fail, the opponent can completely turn the tables. It creates tension. It opens up wiggle-room for the defender. It gives people hope. Allow me to paint a picture:
Both players are at low health and will die in about 1.5 "average" combos. P1 gets hit first, and is getting comboed. P2 has two choices: they can do their standard combo that has little chance of failing and place their bets on winning the next interaction after the combo ends. Or they can do their more damaging combo that
should kill, but if they drop it (or even if the combo is carried to completion), P2 will be significantly disadvantaged for the next interaction. Or in some cases, even potentially the rest of the round. What do they do? What should they place their chips on?
This is such a popular aspect that certain content creators take this whole concept to its logical extreme and make a game show out of it.
Fighting games need no strategy beyond button mashing and combos
This opinion has largely died out in the past decade among the more dedicated video game communities, but it does still persist. Especially among the mainstream crowd.
Ignoring everything that has already been mentioned in the post so far, let's look at
this clip. A very typical and basic interaction in the genre. It may be a little reiterative to what I've already said, but here's a
twelve page explanation breaking it all down.
...because everyone picks the most optimal solution
This is a particularly strange complaint. It kind of arbitrarily ignores the fact that fighting games are primarily a real-time genre. Which fundamentally means that fighting games have
imperfect information. Ignoring the real time aspect and 4head game theory stuff that most people — including myself — don't actually understand aside, fighting games at their core are sort of like weighted rock paper scissors.
A single dominant strategy doesn't exist, because
every strategy loses to
something. You know what always picking the most logical strategy in any given situation makes you?
Predictable.
I don't have the reaction time for them
This is a really fun complaint, because addressing it actively involves understanding what reaction times
are. Most people will not want to be convinced that their use of it has been wrong their entire lives.
What is commonly understood as reaction time is as follow: how quickly one is able to respond to stimuli. Simple enough. The thing is that this is not actually how most people respond to things except as a very last resort.
There's an
excerpt I like to share. It's not at all a formal study and it's pretty anecdotal. You don't have to read through it all, but I do recommend it.
This is the relevant part though. The rest of the excerpt then explains how people are hitting something that is physically unreactable with the human body: because they're reacting to something else long, long, looong before the ball goes airborne.
This is what good reaction times really are. People recognizing a situation long before it happens, and reacting accordingly by adjusting their
rhythm. Trying to rely on pure stimuli to react is ignoring the entirety of a countdown and only responding to the "Go!" There's a reason why basically every track event starts with a countdown through the words "On your marks".
This is actually such an age old argument that someone made a
flash game to make a point back in 2011. You can get it going through an
emulator if you'd like, but that's optional. I'll be explaining under the assumption you haven't touched it at all.
The two moves that you are meant to block here is the
weird flip kick and the
moon. There's something really important to note here: both moves take about 256/288ms (moon/flip) before they can actually hurt you. On a technical level, they land squarely within the
average human reaction time.
Millia Blocker is really fucking hard. Most fighting game players can't actually react in time. But in the actual game these moves are from, blocking them isn't that big of a deal in most situations. You only ever really see these two moves in very specific situations that often occur a mile away. It ends up becoming a fairly binary "are they gonna use them or not" sort of situation where you're already blocking with whatever you decided to go with, sort of like pre-firing,
or by blocking both. Defending against them is so little of a deal these days that more experienced players tend to opt for more complicated options instead.
...because I'm too old
When I first started playing fighting games ten years ago, the top players were in their mid-thirties. Most of them are
still top players in their forties and the young rising stars of the time are now in their thirties and top players as well. Something like 40% of the current top 100 tennis players are over thirty. Baseball and soccer both have very significant 30+ year old representation at the highest levels. 20% of the NBA is comprised of dudes in their thirties.
You can go out to your closest metropolitan community park or gym where random people meet up for a game of ball once a week. You're probably going to find an older person playing and keeping up with the rest of them, if the group isn't primarily older in the first place. And they'll steamroll the average high school senior who only play sports for gym class. They could probably keep up with the average HS sports club too.
Why? It's not that they're physically built different. It's because they decided to continue giving a damn about a game of ball in their older age. It's a conscious decision they've made to balance ball on top of whatever responsibilities they already have. This whole reaction time business ultimately boils down to a lack of
experience, not actual reaction times.
...because too much is going on
It gets easier. If you decide to stick with it that is. When you're brand new to something, you're at a total sensory and information overload. It's difficult to parse through all that and you get decision paralysis, but it gets easier. This is known as
cleaning up your mental stack. Or more concisely, turning the unfamiliar into familiar, into routine.
If you have a driver's license, remember when you first learned how to drive. There are 2-3 pedals for some reason, you need to keep track of what's behind you and to your sides, what's up ahead, the traffic laws, how the fuck a steering wheel works, etc. Forget trying to have a conversation or turning on the AC, you're way too focused on trying to not to crash the car. But eventually you get used to it all and now you do something very complex almost automatically. Some people are
so used to it that they think texting during it all is no big deal. Please don't text and drive.
I don't like how you have to take out your credit card to unlock characters instead of unlocking them like you used to
This is a really interesting complaint born from yet another misunderstanding. In the overall microtransaction
discourse, this can be valid regarding things like cosmetics. The good ol' SFxT DLC fiasco during the early days of DLC really does not help things either. But I'm going to spell it out in absolutely no uncertain terms:
You always had to pay money to get new characters in fighting games. The "unlockable" characters were not new characters, they were always part of the base roster.
When most people look back on history, they look at the character roster a game ends with and compare it to a post-DLC era roster and note the differences. But it's missing such a fundamental detail that is always conveniently forgotten in these complaints: fighting games used to have an
insane amount of rereleases. Consider the age ol' meme of Super Street Fighter 2 Super Championship Turbo Edition.
Ever considered why that was? It's because fighting games were console ports of arcade games, where
changing updating the game was relatively "trivial" on the arcade's end. Consoles? Consoles couldn't patch games until the 360/PS3 era. Which is around the time DLC started being a thing outside of PC games. And do you know what one of the main selling points of new patches/editions were? New characters. Compare Street Fighter 2's original roster of
eight eventually growing up to a total of 16 in its final version. And you had to fork over money to buy the same game again to get those new characters.
To obfuscate things even further, each franchise had their own nomenclature to refer to patch versions. Street Fighter did "editions", reserving new numbers for actually brand new games (ala Alpha/Zero and 3). Tekken just increased the number. King of Fighters used the year they came out. Both franchises didn't properly distinguish whether it was a brand new game or a new patch either.
Anyway, it's 2023 now. Companies usually don't sell patches for $60-70 a pop anymore. Balance updates are entirely free these days with characters being the only things you have to purchase.
Fighting games are too expensive to get all the characters
Yup. Fighting games don't exactly have a better monetization method yet either, so we're kinda stuck with it.
In practice, it surprisingly doesn't matter that much. Even with the entire roster available, the vast majority of players don't actually play more than 2-3 characters. For most games, learning new characters can be really difficult for people. A new character can feel like playing a different version of the game in of itself. Combined with the fact that most people have struggle readjusting muscle memory, a lot of people put very little effort in actually playing new characters.
Alright so learning them is hard, but surely people need to study new characters because
matchups are important, right? They totally are. But most people don't actually bother since the community is far more casual than people outside realize. That said, most people do agree that we should be able to try out characters for free. And hopefully that becomes standard in the genre. In any case, it sucks. But for most people, it's an inconvenience and not a money sink.
Fighting games lack progression
My personal disdain towards progression systems and love for abstract improvement aside, it's true. Fighting games lack engaging progression systems that are popular amongst multiplayer games. And I do believe that a well-made progression system would actually do wonders to resolve a lot of the misunderstandings found in this post. But forget well-made, most fighting games don't have
any progression.
Until then, if your desire to play multiplayer games rely on concrete and highly measurable goals, fighting games are going to be a hard pass for a long while.
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2023.06.02 03:08 Thunder_Cylcops3456 Mario and Luigi: IndethiCrust
I've been thinking about a Mario and Luigi rpg metroidvania with my characters and the characters from Shantae, Skullgirls, Overwatch, League of Legends, Amulet, Cleopatra in Space, Bleach, Double Cross, Homestuck, Minecraft Story Mode, Little Witch Academia,My Hero Academia, Kill la Kill, Dan the Man, Kipo and the Age of Wonderbeasts, Kemono Michi, Basin Lake City Magical Girls, The Only Living Boy, Steven Universe, and She-Ra and the Princesses of Power in it. Mario and Luigi are joined by Cait, Kim, Trel, Kalit, Aletheia, Ether, Astra, Mynoghra, Cethleann, Qalkniel, Emily, Navin, Trellis, Cogsley, Miskit, Cleo, Akila, Brian, Khensu, Kipo, Wolf, June, Tama, Zahra, Skip, Nonon, Uzi, Ira, Nui, Satsuki, Ryuko, Erik, Zee, Morgan, Dan, Josie, Steven, Garnet, Pearl, Amethyst, Lapis, Peridot, Bismuth, Connie, Tenya, Momo, Kyoka, Fumikage, Keigo, Mirio, Tsuyu, Mina, Ochaco, Katsuki, Izuku, Renji, Mayuri, Rukia, Toshiro, Yoruichi, Kisuke, Ichigo, Ichibei, Jushiro, Isane, Sui-Feng, Nuna, Tungar, Leilani, Ren, Kampan, Karkat, Vriska, Kanaya, Terezi, Aradia, Nepeta, Sollux, Eridan, Meenah, Equius, Gamzee, Tavros, Kankri, Mituna, Petra, Lukas, Ivor, Gabriel, Olivia, Axel, Radar, Xara, Nell, Soren, Shantae, Rottytops, Sky, Bolo, Plink, Vera, Zapple, Harmony, Mercy, Lucio, Orisa, Baptise, Tracer, Zarya, DVA, Filia, Cerebella, Nadia, Painwheel, Peacock, Parasoul, Valentine, Squigly, Big Band, Eliza, Beowulf, Annie, Umbrella, Leona, Janna, Volibear, Soraka, Zoe, Lissandra, Sylas, Thresh, Zeri,Rakan, Akali, Illaoi, Neeko, Lillia, Morgana, Blitzcrank, Lux, Braum, Taliyah, Quinn, Rell, Seraphine, Ahri, Ziggs, Orianna, Heimerdinger, LeBlanc, Sivir, Vi, Garen, Jinx, Sona, Katarina, Fiora, Lulu, Gwen, Poppy, Ahri, Kayle, Zac, Nidalee, Ivern, Akko, Constanze, Lotte, Sucy, Genzo, Shigure, Hanako, Carmilla, Celes, Adora, Catra, Bow, Glimmer, Perfuma, Mermista, Sea Hawk, Entrapta, Scorpia, Netossa, and Spinnerella.
https://itch.io/c/1097042/basin-lake-magical-girls-series https://dan-the-man.fandom.com/wiki/Dan_The_Man_Wikia https://indivisible.fandom.com/wiki/Indivisible_Wikia https://twitter.com/olbcomic https://kipo.fandom.com/wiki/Kipo_and_the_Age_of_Wonderbeasts_Wiki https://shantae.fandom.com/wiki/Shantae_Wiki https://leagueoflegends.fandom.com/wiki/League_of_Legends_Wiki https://overwatch.fandom.com/wiki/Overwatch_Wiki https://steven-universe.fandom.com/wiki/Steven_Universe_Wiki https://theowlhouse.fandom.com/wiki/The_Owl_House_Wiki https://skullgirls.fandom.com/wiki/Skullgirls_Wiki https://myheroacademia.fandom.com/wiki/My_Hero_Academia_Wiki https://kemono-michi.fandom.com/wiki/Kemono_Michi_Wiki https://bleach.fandom.com/wiki/Bleach_Wiki http://www.13amgames.com/worldofdoublecross https://amulet.fandom.com/wiki/Amulet_Wiki https://mspaintadventures.fandom.com/wiki/MS_Paint_Adventures_Wiki https://kill-la-kill.fandom.com/wiki/Kill_la_Kill_Wiki https://cleopatra-in-space.fandom.com/wiki/Cleopatra_In_Space_Wiki https://she-raandtheprincessesofpower.fandom.com/wiki/She-Ra_and_the_Princesses_of_Power_Wiki
The game takes place in the Lumirian Kingdom which has many punk punk styles and cultures. The Mario Bros do get their attacks along with the later characters. The storyline features collecting pieces of the Matrix of Wisdom to stop Grindelwald who is now the dragon to Azathoth. Azathoth is the man behind all of the events happening in the game and he has lots of new powers and even has a massive palace that serves as the final dungeon. But there's lot of voice acting for the characters. There's even twenty Bowser boss battles. The Beanish do get appearances in the Lumirian Kingdom. Azathoth does have his own elemental form. There are many guest fighters such as Iron Man, Spider-Man, Captain America, Hulk, Magneto, Blackheart, Juggernaut, Shuma-Gorath, Wolverine, Psylocke, B.B Hood, Lord Raptor, Hsien-Ko, Jedah, Felicia, Anakaris, Q-Bee, Rikuo, Guile, Balrog, Akuma, M. Bison, Chun-Li, Dhalsim, Juri, Gouken, Ingrid, Akira, Zaki, Natsu, Hinata, Kyoko, Batsu, Tiffany Plague Knight, Specter Knight, and King Knight joining the heroes. There are holiday modes such as Christmas, Halloween, Thanksgiving, April Fools, Valentine's Day, Easter, Lunar New Year, Diwali, St Patrick's Day, Cinco de Mayo, Fourth of the July, and Talk like a Pirate day in it. Calterburry Castle is the player headquarters and it gets expanded and upgraded.
https://harrypotter.fandom.com/wiki/Gellert_Grindelwald
There are lots of video game things such as game mods and expansion packs. I mean, what suggestions do you think I should do for this cool metroidvania and these cool characters that join Mario and Luigi? There should be evil clones of those sweet characters along with many stock monsters and other mooks and even standard FPS enemies, right?
https://dan-the-man.fandom.com/wiki/Dan https://dan-the-man.fandom.com/wiki/Josie https://kemono-michi.fandom.com/wiki/Genzo_Shibata https://kemono-michi.fandom.com/wiki/Shigure https://kemono-michi.fandom.com/wiki/Hanako https://kemono-michi.fandom.com/wiki/Carmilla_Vanstein https://kemono-michi.fandom.com/wiki/Celes https://shantae.fandom.com/wiki/Shantae https://shantae.fandom.com/wiki/Sky https://shantae.fandom.com/wiki/Rottytops https://shantae.fandom.com/wiki/Bolo https://shantae.fandom.com/wiki/Plink https://shantae.fandom.com/wiki/Vera https://shantae.fandom.com/wiki/Zapple https://shantae.fandom.com/wiki/Harmony https://cleopatra-in-space.fandom.com/wiki/Cleopatra_Philopator_VII_(TV))
https://cleopatra-in-space.fandom.com/wiki/Akila_Theoris_(TV))
https://cleopatra-in-space.fandom.com/wiki/Brian_Bell_(TV))
https://myheroacademia.fandom.com/wiki/Izuku_Midoriya https://myheroacademia.fandom.com/wiki/Katsuki_Bakugo https://myheroacademia.fandom.com/wiki/Shoto_Todoroki https://myheroacademia.fandom.com/wiki/Ochaco_Uraraka https://myheroacademia.fandom.com/wiki/Tenya_Ida https://myheroacademia.fandom.com/wiki/Momo_Yaoyorozu https://myheroacademia.fandom.com/wiki/Mina_Ashido https://myheroacademia.fandom.com/wiki/Tsuyu_Asui https://kipo.fandom.com/wiki/Kipo_Oak https://kipo.fandom.com/wiki/Wolf https://skullgirls.fandom.com/wiki/Filia https://skullgirls.fandom.com/wiki/Cerebella https://skullgirls.fandom.com/wiki/Peacock https://skullgirls.fandom.com/wiki/Parasoul https://skullgirls.fandom.com/wiki/Ms._Fortune https://skullgirls.fandom.com/wiki/Painwheel https://skullgirls.fandom.com/wiki/Valentine https://skullgirls.fandom.com/wiki/Squigly https://skullgirls.fandom.com/wiki/Big_Band https://skullgirls.fandom.com/wiki/Eliza https://skullgirls.fandom.com/wiki/Beowulf https://skullgirls.fandom.com/wiki/Annie https://skullgirls.fandom.com/wiki/Umbrella https://theowlhouse.fandom.com/wiki/Luz_Noceda https://theowlhouse.fandom.com/wiki/Eda_Clawthorne https://theowlhouse.fandom.com/wiki/Amity_Blight https://theowlhouse.fandom.com/wiki/Willow_Park https://steven-universe.fandom.com/wiki/Steven_Universe_(character))
https://steven-universe.fandom.com/wiki/Garnet https://steven-universe.fandom.com/wiki/Amethyst https://steven-universe.fandom.com/wiki/Pearl https://steven-universe.fandom.com/wiki/Connie_Maheswaran https://steven-universe.fandom.com/wiki/Peridot https://steven-universe.fandom.com/wiki/Bismuth_(character))
https://steven-universe.fandom.com/wiki/Lapis_Lazuli https://indivisible.fandom.com/wiki/Tungar https://indivisible.fandom.com/wiki/Nuna https://indivisible.fandom.com/wiki/Ren https://indivisible.fandom.com/wiki/Leilani https://indivisible.fandom.com/wiki/Kampan https://mspaintadventures.fandom.com/wiki/Aradia_Megido https://mspaintadventures.fandom.com/wiki/Tavros_Nitram https://mspaintadventures.fandom.com/wiki/Sollux_Captor https://mspaintadventures.fandom.com/wiki/Karkat_Vantas https://mspaintadventures.fandom.com/wiki/Nepeta_Leijon https://mspaintadventures.fandom.com/wiki/Kanaya_Maryam https://mspaintadventures.fandom.com/wiki/Terezi_Pyrope https://mspaintadventures.fandom.com/wiki/Vriska_Serket https://mspaintadventures.fandom.com/wiki/Equius_Zahhak https://mspaintadventures.fandom.com/wiki/Mituna_Captor https://mspaintadventures.fandom.com/wiki/Kankri_Vantas https://mspaintadventures.fandom.com/wiki/Meenah_Peixes https://she-raandtheprincessesofpower.fandom.com/wiki/Adora https://she-raandtheprincessesofpower.fandom.com/wiki/Glimmer https://she-raandtheprincessesofpower.fandom.com/wiki/Bow https://she-raandtheprincessesofpower.fandom.com/wiki/Perfuma https://she-raandtheprincessesofpower.fandom.com/wiki/Mermista https://she-raandtheprincessesofpower.fandom.com/wiki/Entrapta https://she-raandtheprincessesofpower.fandom.com/wiki/Netossa https://she-raandtheprincessesofpower.fandom.com/wiki/Spinnerella https://she-raandtheprincessesofpower.fandom.com/wiki/Frosta https://she-raandtheprincessesofpower.fandom.com/wiki/Sea_Hawk https://she-raandtheprincessesofpower.fandom.com/wiki/Catra https://she-raandtheprincessesofpower.fandom.com/wiki/Scorpia
Kalitania Prime Aletheia Marquez Ether Cait Prime Princess Kim Astra Firewind Mynoghra Lorenzetti Cethleann Dilabourde Prince Trel Qalkniel Lin Vin Balritus
https://docs.google.com/document/d/1DNng64Hr8jLY2hMvoeu5Wo_LQ_qzeRdXknZuM7_jMw0/edit submitted by
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2023.06.02 02:23 Folseus- Congratulations to the winner of Ultimate singles at Maesuma HIT #70 + Interview
https://twitter.com/MaesumaHIT_info/status/1664273281241980930 Thank you to iceman012 for creating this results tabler spreadsheet Grand Finals
Senra // Twitter Wiki vs Snow (Japan) // Twitter Wiki)
Generated by Tournament Tabler
Interview
https://www.youtube.com/watch?v=KKFVLJgfu78&t=9415s
Kikuzakari: Once again, congratulations on your earnest win Maesua HIT!
Senra: THANKSYA!
Kikuzakari: o.o Sorry, is the mic okay? Let's move a little more over here. Hahaha. You're trying to impersonate a baseball player's winning interview?
Senra: Yeah, yeah.
Kikuzakari: But really, congratulations once again.
Senra: Thanks
Kikuzakari: In the match against Snow-san. I know there's been a lot of times where you've lost to Snow-san. This time though, in winners, and both times actually, it was close matches, but you managed to endure. Did you have your counterplay prepared well?
Senra: To begin with, I was good against Mario. I'm pretty decent at the footsies. I'm a player that focuses more on that type of play. So I had the idea that I could do well against Mario. So to be losing up until now, it was pretty tough emotionally. When I sleep, and when I wake up, when I'm brushing my teeth, that's all I think about.
Kikuzakari: I see, that's what it is.
Senra: And what else... Snow-san plays a type of smash that's really compatible with my style. The way he interacts.
Kikuzakari: Definitely, after what you've said.
Senra: That's why, he's a player I look up to. Haha
Kikuzakari: I see. haha Today, in the KO race, you were having a lot of trouble with Snow-san's up smashes. How did you deal with those moments, like there was one where you both upsmashed at the same time and KOed each other (?), what's your thought process there?
Senra: Up smash is scary T_T noooooo~
Kikuzakari: Very simple. But watching it play out, you were very conscious of it, and we could see you baiting out the up smash out of shield for example. Was that part of your counterplay?
Senra: That's right. Well, rather than a counterplay, it's just normal reading, but Snow-kun was throwing out a lot of up smashes, or I put him in a scenario where he had to throw out more. So he make some mistakes and throw out upsmash out of shield. Well, well ,well
Kikuzakari: Haha. You seem happy
Senra: Of course, I am. I've probably entered 80 of these ...
Kikuzakari: ... Well, Maesuma HIT is on its 70th edition right now.
Senra: Hahahahaa. It's my first win.
Kikuzakari: I see, I see. Of course you're happy. What's the next tournament you'll be at coming soon?
Senra: June 17th's Kowllllooon
Kikuzakari: I see, KOWLOON, really left a mark with Senra-senshu's performance there. I'm sure it's an important tournament to you too.
Senra: Yeah, yeah, yeah. I just really like those guys's passion.
Kikuzakari: Yeah, me too. So you'll be showing off your results at KOWLOON with today's polish?
Senra: That's really the plan. I'll do my best.
Kikuzakari: I see you talking about your mental on twitter all the time
Senra: Hahahaha
Kikuzakari: So being able to stay on the top like this, well it's not possible to always be up, but riding the wave.
Senra: Nononono
Kikuzakari: That's a no?
Senra: points up I'm only looking at #1
Kikuzakari: I see. Well that's a good thing, as a player. Always aiming for #1. Today too, while aiming for the top you were able to take it, congratulations once again for winning Maesuma HIT #70.
Senra: Congrats!
Kikuzakari: Congrats!
Kikuzakari: By the way, today is... how is it?
Senra: Is there something?
Kikuzakari: At Maesuma HIT, there's exhibitions.
Senra: Ahh, but lately, they haven't done any.
Kikuzakari: Is that so? Maybe it depends on the time. How is it I wonder?
Senra: I want to spar with Maedakun
Kikuzakari: How's an exhibition?
...
Kikuzakari: Ooooh, we'll do it! That's great, Sen-chan!
Senra: Oooooh! I've always looked up to this!
Kikuzakari: Of course you'd want to. By the way, besides Jigglypuff, lately, you've tried Lucina, and Wario. Regarding your characters, you mentioned earlier about reading and footsies, I've been thinking you have more fighters available now, but how is it?
Senra: Eh? Those characters suck. Well, Lucina is strong, but... compared to Jigglypuff, there's something missing.
Kikuzakari: Well, if we're talking about Senra-san, it's that Jigglypuff is strong.
Senra: mmm well that may be.
Kikuzakari: It is. Well, today's exhibition, I don't know what it will be with the character picks, it's something between Senra-san and Maedakun. I look forward to it.
Senra: Yes! Yes ! Yes! I'll do my best
Kikuzakari: After the exhibition, there'll be another interview
Senra: For real?
Kikuzakari: For real
Senra: For real
Kikuzakari: For real. You know, it's tough matching your pace ahahaha
Senra: I see :D
Kikuzakari: I'm a more serious guy so
Senra: Well, I'll be more serious for you then, Kiku-san
Kikuzakari: Then please, thanks.
(stands up straight)
Senra: Thanks.
Kikuzakari: Alright, hurry up and get to your exhibition
Thug Finals
Senra // Twitter Wiki vs Maedakun // Twitter Wiki
Generated by Tournament Tabler
(Last stock last hit, Senra kills Maedakun with a Rollout coming in from off stage)
Maedakun: Rollout is trash.
Kikuzakari: That's all you had to say? Then, congratulations to Senra-kun for taking the exhibition too.
Senra: Thanks, thanks
Kikuzakari: Uh, why did you use Rollout?
Senra: Well, Rollout, after all, is the move I believe in the most
Kikuzakari: Believe in!? You only used it once in the tournament Hahahaha
Senra: Hahahaha, no, I just really felt like it. There's a lot of Zeldas on smashmate, right? Just a habit from that.
Kikuzakari: Maedakun is pressing the bad button off camera here. Haha. But in the match, Maedakun is a real tricky one, right?
Senra: Really is.
Kikuzakari: Right? There was that point in the middle of the match too. He's serious, it's an exhibition, and it's a bo1, but Meadakun really reads the person. In neutral, he really tries to pull one. You really can't experience this if you're not the champion.
Senra: For real. I've always looked up to this moment, watching online Maesuma.
(some jokes I don't understand, sorry)
Kikuzakari: Maesuma has a storied history. Well, you don't intend to end it as the champion like this right?
Senra: Yep
Kikuzakari: Next week, you'll be here too right?
Senra: Of course, of course
Kikuzakari: Then next time will be a defending battle.
Senra: Not at all.
Kikuzakari: Eh? You won, so you're defending.
Senra: No, not at all
Kikuzakari: That's unexpectedly mild mannered of you
Senra: Well, I haven't beaten Ryuoh-kun yet.
Kikuzakari: Ah, you want to get a win on Ryuoh-kun
Senra: Hiiiiiii, I can't beat him
Kikuzakari: mhm
Senra: I can't beat him, so I want to beat him
Kikuzakari: I see. The next Maesuma HIT will be beating Ryuoh-kun and winning it.
Senra: And Yoshidora and acola too.
Kikuzakari: There's a lot more goals to beat coming here.
(Maedakun off mic)
Kikuzakari: ooooh, acola-kun will be coming by soon.
Senra: Ah, it's because I won then. Haha
Kikuzakari: That might be. Haha Can't let him be the champion. He'll be coming swinging that up tilt. Or maybe it will be electric.
Senra: That's a bit gruesome.
Kikuzakari: Haha. Well, either way, there's lots of players you want to beat so we'll continue to watch over you. Congratulations once again to Senra-senshu on winning Maesuma HIT #70
Senra: Thank you
Kikuzakari: Good luck next week too
Senra: I'll do my best
Closing remarkSenra: Congrats to Senra for winning without losing a set, etc.
Maedakun shows up. Talks about how his symptoms were across his face, like 20 hours ago, but they're not visible anymore so he came by. He's afraid if he does too much, the symptoms will worsen, so he's taking it easy. He'll leave commentary to Kikuzakari, and Lucia, but he's been behind the scenes today.
He'll be heading out to Hiroshima next week for the Itsukushima tournament to play, as some time off before Maesuma TOP, and then a week after too, so less online tournaments, etc. Talks about working on more creative aspects more, etc. during this time.
He wants to do his best when he tries something, but he doesn't want to overdo it, so lately it hasn't been his best.
Mainly he's okay right now and he's gonna do less to be less overworked.
Make sure to check out Kikuzakari on twitter and twitch
https://twitter.com/kikuzakari_v
https://www.twitch.tv/kikuzakari
See Also:
Recent Translations:
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2023.06.02 00:11 hatredlord Shakespeare in the bush
2023.06.01 20:29 MatchThreadder Match Thread: Brescia vs Cosenza Italian Serie B
FT: Brescia 1-1 Cosenza
2nd Leg - Cosenza win 2-1 on aggregate Brescia scorers: Dimitri Bisoli (74') Cosenza scorers: Andrea Meroni (90'+5') Venue: Mario Rigamonti
Auto-refreshing reddit comments link
LINE-UPS
Brescia
Lorenzo Andrenacci, Davide Adorni, Massimiliano Mangraviti (Nicolas Galazzi), Fran Karacic, Andrea Cistana, Dimitri Bisoli, Jakub Labojko (Tommie van de Looi), John Bjorkengren, Marcin Listkowski (Flavio Junior Bianchi), Pablo Rodriguez, Florian Ayé.
Subs: Giacomo Olzer, Reuven Niemeijer, Adryan, Emanuele Ndoj, Luca Lezzerini, Manuel Scavone, Federico Pace.
____________________________
Cosenza
Alessandro Micai, Tommaso D'Orazio, Michele Rigione, Andrea Meroni, Pietro Martino (Andrea Rispoli), Aldo Florenzi (Alessandro Cortinovis), Idriz Voca (Mateusz Praszelik), Marco Brescianini, Christian D'Urso (Massimo Zilli), Michael Venturi (Sauli Väisänen), Marco Nasti.
Subs: Alessandro Arioli, Salvatore Dario La Vardera, Emil Kornvig, Mattia Finotto, Manuel Marras, Giacomo Calo, Leonardo Marson.
MATCH EVENTS via ESPN
23' Pietro Martino Yellow Card
32' Marco Nasti Yellow Card
36' Jakub Labojko Yellow Card
39' Idriz Voca Yellow Card
45' On: Mateusz PraszelikOff: Idriz Voca
59' On: Flavio Junior BianchiOff: Marcin Listkowski
60' On: Tommie van de LooiOff: Jakub Labojko
60' On: Massimo ZilliOff: Christian D'Urso
61' On: Sauli VäisänenOff: Michael Venturi
67' On: Nicolas GalazziOff: Massimiliano Mangraviti
70' Andrea Cistana Yellow Card
74' Dimitri Bisoli Goal
75' On: Alessandro CortinovisOff: Aldo Florenzi
77' Pablo Rodriguez Yellow Card
88' On: Andrea RispoliOff: Pietro Martino
90'+5' Andrea Meroni Goal
Don't see a thread for a match you're watching? Click here to learn how to request a match thread from this bot.
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2023.06.01 13:19 External_Fuel7086 Who is Mario Najara? Wiki, Biography, Age, Shot by officer during attacks in Belmont Shore Wikibious
2023.06.01 07:00 LiveRadar /r/WiiU's Monthly Question Thread (All Questions & New User Posts Here!) - June 01, 2023
/WiiU's Monthly Question Thread
Hello everyone! Welcome to the Monthly Question Thread, a place where all of your Wii U-related questions can be asked and answered in. Besides questions, feel free to post your unboxing videos and pictures here, so that way it doesn't back up the main subreddit page.
Please make sure you check out our other Wiki pages, make a search through the subreddit or Google before you ask a question. Most of the time it has already been answered. If you're too lazy, then this thread is perfect for you!
Handy Resources
Frequently Asked Questions + New Owner's Guide - Is a great place to check first hand if you run into any problems or if you have any unclear thoughts. Our FAQ has answers to many questions regarding the console itself, controllers, transferring data, hard drives and other subjects. Our new owner's guide should be able to assist you in setting up your console or if you have plans on purchasing one.
Games recommendation for Wii U, eShop and Wii - In there you'll be able to find many great titles recommended by the community themselves. Also includes what type of genre, the amount of players and if OFF-TV is supported. We also have game recommendation threads created by Chronus13 every week. They cover a wider selection of AAA-games to indie games. You can check them out here!
Controller Infographics - Welcome to the sea of controllers. A rather detailed infographics about each controller compatible with the Wii U.
External Hard Drives - Do you need extra space for your games? Check no further. The external hard drive wiki has all the information you need. There's also a list of compatible hard drives.
Tips & Tricks - Tricks that could enhance your experience with the Wii U.
Error Code Lookup - Please use this search to find your error codes. You can also try to use our subreddit search or google to look up your error codes. We recommend you contact Nintendo directly if your error code was not found or if there is no solution to it.
We suggest you contact Nintendo's Support for any bigger issues with your hardware/software at:
- 1-800-255-3700 (US)
- +44 (0)345 60 50 247 (Europe)
- +61 3 9730 9900 (Australia)
- +81-75-662-9600 (Japan)
Other Wii U Related Subreddits
Have you made the Switch yet? More about Nintendo's latest console over at /NintendoSwitch!
Need to fill up that friend list of yours? I'm confident you'll find some at /Nintendofriends! You can also check out the /wiiu official Discord server!
Are you hyped for Xenoblade Chronicles X? Of course you are. Go check out /Xenoblade_Chronicles right now!
I see you're an avid amiibo collector. You should consider going to /amiibo for once!
Not feeling fresh enough? Then check out /Splatoon to fulfil your needs!
Interested in Devils Third? Check out the /Devils_Third!
Got levels to share? Can't get enough of Super Mario Maker? /MarioMaker is just for you!
Do you feel like a pop-star craving to slay some monsters? Hurry over to /TMSFE!
Have you ever wanted to battle as a Pokémon? Head over to the arena at /PokkenGame!
Can't get enough exploring Breath of the Wild? Head over to /Breath_of_the_Wild!
Since it's not completely obvious as to what questions you should ask and which ones you shouldn't, here are a few examples of frequently asked questions: Is now the time to buy a Wii U?
Which games can you recommend me?
What features does the Wii U have?
What controllers work with this game?
Which USB hard drives will work with my Wii U?
Can I get a free game? - Begging for games is prohibited and may result in being banned.
Is there a way to hack my Wii U? - /wiiuhacks is the place for homebrew related topics.
Another good rule of thumb is if your questions can be easily answered, or has a yes or no answer, it most likely belongs here. Now then, get busy asking us your questions. Our bodies are ready for them!
Please be polite when you answeask questions!
submitted by
LiveRadar to
wiiu [link] [comments]
2023.06.01 00:48 Correct-Raccoon-9139 Mario and Luigi South Park
2023.06.01 00:45 Correct-Raccoon-9139 Mario and Luigi South Park Satan
2023.06.01 00:41 Inner-Juices Spider-Man (Marvel's Spider-Man/Insomniac) vs Bowser (The Super Mario Bros. Movie)
Notes:
Round 1: Spider-Man [Base Suit] vs Bowser
Round 2: Spider-Man [Anti-Ock Suit] vs Bowser
Bonus Round: Peter [Base Suit] and
Miles) vs Bowser
submitted by
Inner-Juices to
whowouldwin [link] [comments]
2023.06.01 00:40 Correct-Raccoon-9139 South Park bigger longer & uncut 1999 super Mario bros
2023.05.31 18:23 k819799amvrhtcom Self-Imposed Videogame Challenge: Trans Ally Edition!
TL;DR (spoilers): You, and anyone who wants to try the challenge with you if it's a multiplayer game, are a trans ally, and your job is to collect $25,000 or the equivalent thereof in in-game money (rounded up to the next smallest divisible part) for your transgender friend's transition in less than 31 in-game years. Everything is allowed. You do not have to finish the game. Want a new and interesting way to play your favorite videogame? I got one with a transgender theme that is interesting, challenging, easy to implement, and compatible with almost any videogame, so it's
a Mario challenge,
a Pokémon challenge,
a Minecraft challenge, and so on and so forth, all at the same time!
The Plot
You, and anyone who wants to try the challenge with you if it's a multiplayer game, are a trans ally, and your job is to collect money to pay for your transgender friend's transition. You win by acquiring enough in-game money. You are allowed to consult the internet, use passwords from the internet,
commit in-game crimes, purchase microtransactions,
abuse glitches, use cheat codes, and even hack the game to reach your goal, but is it really worth the effort? You are kinda expected to use the easiest way to win the challenge that you know of.
The Rules
Rule #1: You have to get the money you need for a transition. In order to make the challenge less boring for you, I did the research for you and came to the result of
$25,000. However, this value might change if you try out this challenge in the far future, meaning that this challenge technically changes depending on when you attempt it. The value is expected to rise even further with inflation, or perhaps it might be reduced with the invention of more efficient surgery techniques. If the USA ever starts getting the universal healthcare system or a societal breakdown makes these surgeries impossible, this challenge will refer to the cost of the legal name & gender change, instead. And if that also ever becomes free then just choose a different country where it isn't free yet. But this is not going to change anytime soon (When do you think this challenge will become obsolete?) so, for now, you just have to remember to collect $25,000 in in-game money. This applies to every game that uses $ for in-game money. If the game uses £ or ¥ or € or any other real-world value, you'll have to convert it.
Here's an online tool for converting currencies, which also supports various cryptocurrencies and custom rate dates. If the maximum amount of in-game money you can hold at once is less then the challenge is simply impossible.
This only applies to non-videogame currencies. Rule #2: If the in-game currency is fictional then you'll have to convert it (rounded up to the next smallest divisible part). It's easy if you can buy in-game money
with real money, even if that feature doesn't work because of a glitch or something. Otherwise, you'll have to do some research. If you can't find any direct information on the internet, I would suggest starting
here to get a basic idea on how to calculate that. If there are multiple in-game currencies you are allowed to split the price of the transition among them in any way you want, provided you know the value of all of them. If there is no in-game currency then you are allowed to
use points instead. If the game doesn't have points either then you can try to invent a
substitute currency but it has to be something that would actually work as a substitute currency in the world you're in. If that's not possible either then the only way for you to win this challenge is to raise real money by doing a let's play of the game. But then you'll have to actually pay for a real trans person's transition (yourself included) or donate the money to transgender-related causes to actually win the challenge.
Here's a website that lets you donate for transgender causes. If
the amount of in-game money you can hold at once is less or you were unable to find out how much you need then you are also allowed to simply collect the maximum possible amount instead because
games will never ask you for more money than you can hold for a single product, meaning that this would have to be the in-game prize of a transition, as transitions are always for only a single person.
This only applies to videogame currencies. Rule #3: You do not need to finish the game. All you need to do to win this challenge is to get the money somehow. Please keep in mind that the exchange rate isn't constant. The exact amount you need to win the challenge has to be enough in the moment when you have the amount. You automatically win the challenge the moment this is the case.
Rule #4: You need to get the money in less than 31 in-game years. This number was calculated by subtracting the age at which children begin to have an innate sense of their own gender (4 years) from the average lifespan of a trans person (35 years). If the game has time-travelling elements, you are allowed to use those to extend the time limit. However, it only counts if this actually involves time itself and not just the timer. The same also goes the other way around:
Travelling into the future or even
moving in relativistic speeds will decrease the time limit. If the time limit runs out, I hope you have a way to return back to the past later!
Rule #5: If you can choose between multiple difficulty settings, you are allowed to choose the easiest one. In fact, you are expected to.
Trans people are already on hard mode and the idea of being an ally is to specifically use the possibilities given to you to help those with fewer possibilities than you. If you have the option to select an easier difficulty setting which would make it easier for you to win this challenge, use it. Even if you're already used to playing on a higher difficulty mode. Not doing so would be considered bad strategy on your part. You are allowed to choose a higher difficulty setting, but please only do so if this actually gives you some advantages, like more rewards, more levels, or faster gameplay. This challenge gives you no bonus points for selecting a higher difficulty setting.
Rule #6: Emulation, and all tricks that come with it, are explicitly allowed. Doing so might be against the law but it is explicitly
not against the rules of this challenge. The reason for this is because being transgender has been illegal for a long time and still is in many states, forcing many people to break the law in order to live their lives.
The police have historically targeted trans and gender non-conforming folks. Stonewall was a riot against police brutality. I am not advocating for doing anything illegal. I am, however, saying that you should never use the law to argue for the morality of anything trans-related, as doing so would be disrespectful towards a huge part of transgender history. Therefore, this rule will remain in effect even if being transgender ever becomes legal worldwide.
In order to make the challenge
even less boring for you, I have started researching loads of fictional currencies and how much money you would have to collect there for this challenge so you don't have to.
A Song of Ice and Fire - 19 Gold Dragons and 1 Copper Star or 39 Hands
Albion Online - 4,752,500 Gold
Among Us - 250,000 Stars
Animal Crossing - 2,625,000 Bells
Animal Jam - 69,833 Diamonds
Animal Jam - 2,688,173 Sapphires
Apex Legends - 2,500,000 Apex Coins
Arcaea - 2,550,000 Memories
Archage Unchained - 125,000,000 Coins
Arknights - 30,000 Originium
Ashes of Creation - 3,376,000 Embers
Astroneer - 2,500,000 QBits
Avatar - 166,666.67 Yuan
Azur Lane - 1,531,440 Gems
Baldi's Basics in Education and Learning - 2,500,000 You Thought Points
Banjo-Kazooie - 900 Musical Notes
BattleTech - 2,500 C-Bills
Be Funny Now! - 2,625,000 Gems
Bioshock Infinite - 715 Silver Eagles
Bloons Monkey City - 1,250,000 Bloonstones
Bloons TD Battles - 625,000 Medallions
Bloons TD Battles 2 - 13,000,000 Monkey Money
Bloons Tower Defense 5 - 19,318,182 Monkey Money
Bloons Tower Defense 5 - 150,000 Tokens
Bloons Tower Defense 6 - 17,500,000 Monkey Money
Boomlings - 93,750,000 Gold
Brawl Stars - 425,000 Gems
Call of Duty - 2,500,000 Points
Candy Crush Saga - 250,000 Gold Bars
Change - finish the game
Chronicles of Riddick - 150,000 UD
Clash of Clans - 2,500,000 Gems
Clash Royale - 2,500,000 Gems
Cookie Clicker - 300,000 Cookies
Cookie Run Kingdom - 2,500,000 Crystals
Cowboy Bebop - 13,461,539 Woolongs
Cyberpunk - 11,208,707,759 Eurodollars
Dead by Daylight - 2,500,000 Auric Cells
Demolition Man - 25 Credits
DemonCrawl - 3,125,000 Tokens
Destiny 2 - 2,500,000 Silver
Disco Zoo - 375,000 DiscoBux
Discworld - 150.00 Ankh-Morpork Dollar or 40,000 Crowns
Disney Ducks Comic Universe Volcano Valley - 2,500,000,000 Volcanovian Pezozies
Donald Duck - 1,250 Bajillion Pecos
Diablo Immortal - 1,800,180 Eternal Orbs
Disney Emoji Blitz - 219,298,000 Coins or 1,315,780 Gems
Doctor Who - 784,094 Credits
Donkey Kong - 999 Banana Coins
Down and Out in the Magic Kingdom - 83,334 Whuffie
Dragon Mania Legends - 28,470,070,000 Gold or 950,060 Gems
Dragonball Z - 50,000 Zeni
DragonVale - 500 Trunks, 1 Bag, and 1 Pile
Dune - 15,254 Solari
Dungeons and Dragons - 198 Platinum Pieces, 4 Gold Pieces, 1 Silver Piece, and 3 Copper Pieces
Dys4ia - finish the game
Egg Inc. - 17,000,000 Golden Eggs
Elite Dangerous - 31,250,000 ARX
Exoracer - 400,000 Diamonds
Fallen London - 140,000 Fate
Fallout - 1,605 Bottle Caps
Fate/Grand Order - 42,709 Saint Quartz
Felix the Cat - 12,500,000,000,000 Bakshee
Final Fantasy VII - 1,366,121 Gil
Fishing Planet - 194,159,000 Credits or 1,941,590 Baitcoins
Fortnite - 3,125,000 V-Bucks
Gaia Online - 2,500,000 Gaia Cash or 125,000,000,000,000 Gold or 12,500,000 Platinum or 125,000 Flynn's Booties
Game of Thrones - 25 Gold Dragons
Genshin Impact - 1,500,000 Genesis Crystals
Going Under - 10,000,000,000 Styxcoin
Gorilla Tag - 5,000,000 Shiny Rocks
Growtopia - 875,000,000 Gems
Guardians of the Galaxy - 10,715 Units
Guild Wars 2 - 2,000,000 Gems
GURPS - 140,108,846 Gold, 19 Silver, and 13 Copper
Halo - 57,073.82 Credits
Harry Potter - 3,401 Galleons, 6 Sickles, and 4 Knuts
Hatsune Miku: Colorful Stage - 2,916,667 Crystals
High Frontier 4 All - 1 Aqua
HoboWars - 25,000 Points
Home: Adventures with Tip & Oh - 50,283,334 Gleeblos
Honkai: Star Rail - 1,620,180 Stellar Jades or 1,620,180 Oneiric Shards
Hunter × Hunter - 2,916,667 Jenny
Hypixel - 3,375,000 SkyBlock Gems or 2,500,000 Gold or 31,250 Loot Chests
In Time - 3.259 average Gregorian years
Is It Wrong to Try to Pick Up Girls in a Dungeon? - 2,625,000 Vals
Jacksfilms - 138,889 YIAY Tokens
Jetpack Joyride - 250,000,000 Coins
Juego de Tronos - 8,966,966 Gold, 43 Silver, and 1 Copper
Kamen Rider Build - 25,000 Dollark
Keeper of the Lost Cities - 1 Luster
Kingdom Hearts - 18,797 Munny
Kingdom of Loathing - 2,500 Mr. Accessories
Kirby series - 3,125,600 Gem Apples
League of Legends - 3,250,000 Riot Points
LEGO series - 32 Studs
Limbus Company - 1,750,000 Lunacy
Lord of the Rings Online - 2,875,600 LOTRO Points or 359,425 Mithril Coins
Magikarp Jump - 1,250,000 Diamonds
Mario series exact price - 277,778 Mushroom Coins or 277,778 Koopabits
Dr. Mario World - 277,778 Mushroom Coins or 375,000 Diamonds
Super Mario 3D World - 👑👑👑 Lives and 99 Mushroom Coins
3D Mario games - 99 Lives and 49 Mushroom Coins
2D Mario games - 99 Lives and 99 Mushroom Coins
Super Mario Odyssey - 9,999 Mushroom Coins
Super Mario Land 2 - 999 Mushroom Coins
Bowser's Fury - 99 Mushroom Coins
Mario & Luigi: Mario & Luigi: Superstar Saga - play until the part where you win the bet against Prince Peasley
Mario Kart Tour - 37,500 Rubies
Mass Effect - 156250 Credits
Merge Dragons - 625,000 Dragon Gems
Minecraft - 64 Emeralds
Minecraft: Bedrock Edition - 4,250,000 Minecoins
Monster Hunter - 2,625,000 Zeni
Monster Legends - 325,000 Gems
My Little Pony: Friendship is Magic - 2,500 Bits
My Singing Monsters - 500,000 Diamonds
Narnia - 100,000 Lions
Neko Atsume - 1,875,000 Gold Fish
Neopets - 2,500,000 Neocash
New World - 25,000,000 Gold Coins
Nineteen Eighty Four - 25,000.00 Oceanian Dollars
Ninja Kiwi - 625,000 NK Coins
Naruto - 262,500 Ryō
Odd Squad - 25,000 Jackalope Dollars
One Piece - 2,625,000 Belly or 26,250,000,000 Extol
Path of Exile - 6,250,000 Chaos Orbs or 100,000 Exalted Orbs
Pixel Gun 3D - 750,000 Gems
Plants vs. Zombies 2 - 50,000,000 Coins or 250,000 Gems
Pluto Nash - 3 Hillaries
Pocket Trains - 3,000,000 Bux
Pokémon series - 999,999 Pokédollars
Pokémon Go - 1,718,750 Pokécoins
Pokémon Sword and Shield - 175,000 Watts
Pokémon UNITE - 1,531,250 Aeos Gems
Progressbar95 - 125,000 Product Keys
Ratchet & Clank - 38,462 Metal Bolts
Rebuild World - 2,625,000 Aurum
Red Dwarf - 1,308 Dollar Pounds and 25 Pennycents
Rick and Morty - 125,000 Flurbos
Roblox - 2,000,000 Robux
Rocket League - 2,500,000 Credits
Roma - 1,685,519,963 Denarius and 4 Sesterius
Sea of Thieves - 2,291,667 Ancient Coins
Second Life - 8,000,000 Linden Dollars
Shadowrun - 11,208,707,759 Nuyen or 33,626,123,276 Rubles
Slow Life in Another World (I Wish!) - 2,625,000 Nohl
Snow White with the Red Hair - 2,625,000 Dill
Sonic series - 4,556,386 Rings
Sonic Forces: Speed Battle - 2,500,000 Red Star Rings
Spaceballs - 82,667 Space Bucks
Sprawl Trilogy - 1,086,957 New Yen
Spy X Family - 8,203 Dalc and 13 Ostanian Pents
Spyro - 166,667 Gems
Star Trek - 516,235 Federation Credits or 250,000 Darsek
Star Trek (Mari) - 675,676 Renn
Star Trek (United Federation of Planets) - 12,500 Federation Credits
Star Trek: The Next Generation - 15 Bars of Gold-pressed Latinum, 15 Strips, and 6 Slips
Star Wars - 500,000 Galactic Credit Standards
Stardew Valley - 500g
Stormbringer - 186,811,795 Gold, 9 Silver, and 8 Copper
Street Fighter - 3,137 Bison Dollars
Subway Surfers - 225,000,000 Coins or 125,000 Keys
Sword Art Online: Gun Gale Online - 262,500,000 Credits
Team Fortress 2 - 10,000 Keys
Temple Run - 250,000,000 Coins
Terraria - 2 Silver Coins
The Ballad of Rika Strong-Arm - 148 Gold Pieces
The Battle Cats - 750,000 Cat Food
The Binding of Isaac - impossible because you can only hold 99¢
The Elder Scrolls - 11,004 Septim
The Flintstones - 7,813 Clams
The Hitchhiker's Guide to the Galaxy - 428,572 Altarian dollars
The Impossible Game 2 - 2,000,000 Blocks
The Number of the Beast - 25 New Dollars
The Office - 250,000,000 Schrute Bucks
The Sims - 19,380 Simoleons
The Witcher - 83,334 Crowns or 63,452 Orens
Tiny Tower - 7,500,000 Bux
Touhou LostWord - 760,000 God Crystals
Trigun - 90,580 Double Dollars
Truxton King - 17,858 Gavvo
War Robots - 3,000,000 Gold
Warframe - 375,000 Platinum
What Mad Universe - 250,000 Credits
Who Framed Roger Rabbit - 2,808,989 Simoleons
World Flipper - 1,000,000 Lodestar Beads
World of Tanks and
World of Warplanes - 3,418,997,741,500 Gold
World of Warcraft Classic - 2,375,000 Gold
World of Warcraft The Burning Crusade - 3,500,000 Gold Coins
World of Warships - 9,375,000,000 Credits or 6,250,000 Doubloons
Zelda - 999 Rupees
The values are not guaranteed to be accurate. In fact, I have found many cases of contradictory information on the internet. But you don't care about that anyway, do you? This isn't about the exact value anyway. These are all meant to be rough estimates to give you a sense of scale.
The Motivation
I was inspired by
my Pokémon Trans Ally challenge that is about collecting money for a trans person's surgery. If you actually attempt this challenge you'll see that it'll usually be a very long and tedious challenge that will require a lot of experimentation, long-term planning, and doing the same things over and over again for a very long time,
especially if you wanna try this as a speedrun. If the challenge bores you out, well,
that is the point! The challenge is meant to give people with little or no sense of money an impression of how much money this really is! Now, you could argue that this challenge could theoretically be used to visualize
any amount of money, and you would technically be correct, but I still think that a transgender transition is one of the best matches for this challenge because:
- A transition is always only for one person. We aren't talking about a company buying another company or a country investing in more infrastructure. This is something within the realm of a single person so it makes sense to have this be a challenge for a single person or a small group.
- This is not a luxury item like a famous painting or a private jet. Overwhelming scientific evidence proves that this is a medical necessity that trans people require in order to live like the majority of people. It is not something you want but something you need. So you can really say that acquiring all this money is really something that they have to go through. Therefore, unless you are transgender yourself, I would really recommend you to actually play the challenge until the end, even if it takes you years to actually do so. Not for your enjoyment but to acknowledge trans people's struggles and maybe also to protest against the gatekeeping system.
- Unlike people who regularly need medications, the transgender transition is a once-in-a-lifetime thing and is therefore compatible with a challenge that you only play through once and then never again.
- Once your transition is over, it cannot be taken from you.
- It is not possible to request the costs to be paid for you if you can prove that you cannot afford it, meaning the only way to get it is to actually get the money.
- Being trans is not an illness or a disability. Trans people never did anything wrong, neither deliberately nor accidentally. They are simply born with a condition that requires them to get the money. Trans people are therefore as guilt-free as a typical videogame hero.
Do you know anything more expensive that fulfills all those criteria?
The Fun Facts
- If you collect 1,000,000 coins in Super Mario Bros. 2, you win a golden Mario statue. This is actually more money than required for the trans ally challenge!
- If payment by installments were supported by this challenge then the most cumbersome game to do this challenge in would be The Binding of Isaac, because that would require you to send at least 25,253 installments. You would have to max out your money counter every 10¾ hours on average.
- You immediately win the challenge if you try it on a game where the money you start with is already high enough. For example, in the game The Roll Ahead, you play as either Bill Gates or Steve Jobs and you start out with 35 Billion.
- In the game Anti-Monopoly, you win by losing your money. However, if you try this challenge in this game, you'll still have to gain money. This is kinda the opposite of a coinless challenge because where a coinless challenge makes positive money negative, this challenge makes negative money positive.
- Characters like the monk from Crypt of the NecroDancer, Entity from depict1, and Default Dan from Default Dan die upon touching money. Kinda makes you think, doesn't it?
- The purple coins in the Super Mario Galaxy series, the Butz in Kappa Mikey, the Glotkies in Taxi, the coins in Syobon Action, and the Rasbukniks in Li'l Abner are worth nothing.
- If World of Anime Babes was a real game then this challenge would require 1,250,000,000 tokens. As the narrator said: "Big numbers are better, right?" One way to get this money would be by selling like 1,000 in-game outfits.
- If you are playing a game taking place in the medieval time, the challenge would require you to get 411¼ medieval pennies.
- If you wanna make the monetary values more immersive, you can look at how they are depicted in the menu of microtransactions. For example, Clash of Clans groups predefined values of gems into bags, sacks, boxes, and chests that therefore represent specific amounts of gems and could therefore be regarded as higher currency units. For example, 2,500,000 gems fit into 179 chests. Sure, this won't help you with strategizing, but it will certainly make it more interesting for your audience!
- According to this article, this challenge would require you to get 129,058,751 Simeons. Unfortunately, I wasn't able to determine which franchise Simeons are from.
- The Ztars from Mario Party and the Rupoors from The Legend of Zelda are currencies that actually take money away from you, making their exchange rates negative!
- If Terrance & Phillip: Give Us Your Money was a real game then this challenge would require 10,204,200 Canadian Coins. This value was calculated under the assumption that everyone would realize that the cheapest deal is actually the best deal. One way to get this money would be by not playing the game 2,041 times. Oh good, you're already on it. But will you make it within the time limit?
- The values of LEGO Studs were calculated using the value of a human life. If you applied this logic to every game with currency units that are worth ¹⁄₁₀₀ life each then a single one of those currency units would already be enough to win this challenge and if you applied this logic to every game where 10,000 points give you an extra life then this challenge would require you to earn 32 points, but only if there isn't already an in-game currency.
- The fictional currency with the highest inflation rate I could find was in Elbonia, the rate being 1,000,000,000% daily. Despite the high time limit, I would recommend you to hurry with getting enough money there if you even can.
- The average age at the time the RTS Rise of Nations takes place in was roughly 31 years, which would reduce this challenge's time limit to 27 in-game years at most. Which would be about 2.08 real-time seconds according to estimations made by PeanutButterGamer, according to which the time limit for Diablo would be 6 in-game years and the challenge would be impossible for SimAnt.
- For obvious reasons, a society can only survive if its maximum lifespan is at least the minimum age of fertility. Due to precocious puberty, the world records for the youngest biological parents are 9 years for microgametic parents and 5 years and 7 months for macrogametic parents, meaning that the maximum lifespan of any human society must always be at least 9 years. Since 9 years are more than 4 years, it therefore follows that transgender healthcare benefits all possible human societies. Remember this if you ever attempt this challenge on a game that takes place in a society where these values are different for whatever reason, like a society of anthropomorphic animals for example.
- If the average lifespan was less than 4 years then the average lifespan of a trans person would actually be higher than the average lifespan as a whole. This is because trans people who die before the age of 4 would not be included in the statistic, due to being undetectable. If that happens, you'll have to recalculate what the statistic would be.
- Transgender surgery is older than the discovery of Pluto, modern toilet paper, chicken tikka masala, duct tape, ballpoint pens, ciabatta bread, Velcro, and Tupperware.
- The Wumpa Fruit from Crash Bandicoot are also a form of currency, as was revealed in some games. A Wumpa Fruit is worth exactly the same as a piece of gold in Skylanders. Unfortunately, I wasn't able to find out what either of those are worth.
- The most valuable fictional currency that I could find was the Aqua from High Frontier 4 All, which is estimated to be a three-digit million $ amount.
- Team Kirby Clash Deluxe and Super Kirby Clash value Gem Apples differently. I based their value on Super Kirby Clash because Team Kirby Crash Deluxe only lets you purchase a maximum of 3,000 Gem Apples, meaning that Super Kirby Clash would be more practical for purchases over $29.85. Noone would accept a payment of 838 installments if a more practical way of payment is possible.
- This challenge would require 2,500,000 Nuggets in the game PokéHeroes but I didn't add it to the list because it's a fangame and I didn't wanna confuse.
---
/uj If you donate gold in Gaia Online, the company will donate money to charity. I find this mechanic to be a really good idea and I would like to see it more often because it enables players to support the less fortunate without having to donate their own money. Just imagine if every game on this list gave you the option to donate $25,000 worth of in-game money which would then be donated to transgender causes and unlock the Trans Ally achievement! I know it would be very cumbersome to unlock, but completionists would definitely go for it and also, it would be done for a good cause!
---
/rj Did you know you can make it so that
every time an amount of money is shown, its value is converted into transgender transitions?
Simply get
Universal Automatic Currency Converter, then scroll down to
Custom display and enter the following:
Use custom display: ☑
Custom display: ¤ 🏳️⚧️
Custom conversion rate: 0.00004
---
/uj The original post was removed by Reddit's spam filters so I uploaded it again without the links in the list. The original list with the links in them will be in the comments.
submitted by
k819799amvrhtcom to
transgendercirclejerk [link] [comments]
2023.05.31 17:23 RelevantMinute8343 NEW SERIES:worth the hate or just stupid hate? (I know this name sucks) episode: the idea block: mean and dumb or stupidly ahead of its time?
link to the episode:
https://youtu.be/Lgs7C62ZkhQ this is new series I made where I watch and rate an not very known episode that is Controversial and see if it's worth the hate or if it's a actually good episode for the first episode we have the first episode of 2015 the idea block
so why is this one controversial? well it's because this episode was according to the Wiki "painting the fanbase in a bad light"
and yeah this episode is rude to the fanbase as there basically just them fighting and never agreeing on what plot smg4 stories should be. huh, this feels really familiar it kind of feels like the sub that I'm posting this is the same thing huh? nah I must be imagining things.
anyways it makes sense why people don't like this one but do I share this feeling?
well no. This episode is great first of this episode predicts charter deaths with a fans story where Luigi dies and Mario goes insane and it's pretty insane that the fact that smg4 made fun of charter deaths and now he does them.
in fact, all the jokes in this episode are pretty funny there are a lot of gems n this one I also like how smg4 just wants a good idea, and all these weird shit happens it's just really fun
but what are the bad things well I don't like how they paint fans as asses it was a little annoying to me I can't think of anything else but it is really annoying and it kind of ruins this episode everything else is pretty good but not amazing
overall:8/10 great episode
that's all also please give me another name for this series and request me an episode only rules that it can't be a popular hatted episode
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RelevantMinute8343 to
SMG4 [link] [comments]
2023.05.31 17:10 MD-68000 What were (or still are) the most popular retro game consoles and handhelds in your country?
My experience as a 90s brazilian kid was like this:
Common consoles and handhelds: -
Sega Master System: Thanks to
Tec Toy's efforts and Nintendo/Gradiente being too late, Sega was extremely successful in Brazil, starting with the Master System. The console had many exclusive games and models here, being a recurrent choice for low-income families.
Along with the Mega Drive, it's a console that's still (*awfully*) manufactured here.
Tec Toy really needs that nostalgia money to live. - Sega Mega Drive (A.K.A. Sega Genesis): The most successful 16-bit console here. Once again, it had many exclusive bundles, models and even
a special cart to access your bank account!
-
Super Nintendo: More expansive and a bit less popular than the Mega Drive, but still extremely beloved. Games like Super Mario World, International Superstar Soccer Deluxe and
Top Gear (SPECIALLY Top Gear. For some reason, this game has a HUGE fandom here) are fondly remembered to this day.
- Game Boy: Exploded in popularity due to the Pokémon fever in the 90s.
-
PlayStation: Ate Sega and Nintendo's lunch in the country due to rampant piracy. Modded consoles and bootleg games were a totally common sight at flea markets.
-
PlayStation 2: Same thing as the PlayStation. It's still popular among low-income families.
-
Xbox 360: The PlayStation 2 of the 7th gen and Microsoft's first mega hit here, I think. Nowadays, its an option for people who want something more than a PS2 but can't afford a XONE/PS4 or PS5/Series S/X.
Clones and other stuff: Dynavision 3: A rather popular NES clone factured by the late Dynacom, a brazilian electronics company. It used to be another target for those who couldn't afford newer consoles.
Polystation: Another NES clone, but similar to a PlayStation. The spawn of the devil, the ultimate birthday killer and a favorite among naive mothers. It's still sold with other NES clones in cheap electronics stores.
Brick Game: If you are from a third world country
, you probably played Tetris or some kind of racing game with one of these. Another hit among low-income families.
Tamagochi: Used to be sold in flea markets. Many school kids (specially girls) had one.
LCD Games: Too many to be listed. I think the Enduro-style models were the most sold ones.
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MD-68000 to
asklatinamerica [link] [comments]
2023.05.31 07:03 lcelerate Nami Komuro has had a great career path
I originally created this thread to correct a misconception where her role in Awakening was vastly overstated. In reality that was the first FE game she was involved in and she was one of many involved in the role. After having a dig through the credits of Awakening, Fates and Engage, I was impressed by how far she's come along.
Game Works
Awakening
Let's take a look at Awakening story credits. She was one of the scenario writers alongside the likes of Kouhei Maeda but the scenario supervisor was Yuri Hattori so he probably had a bigger role in how Awakening was written than Komuro.
Scenario
Scenario Supervisor
However, it can be argued that she was the one behind how the characters were written.
Character Planning
She was also involved in events but once again, not the event supervisodirector and her role is shred by several others.
Event Director
Event Script
Fates
Her role is more pronounced in Fates. Once again, she is in charge of character writing but now she is given sole credit for Main Scenario in Birthright and Conquest so she's the main brain behind both those plots despite being supervised by Maeda.
Story Supervisor
Original Story
Main Scenario Birthright and Conquest Paths
Character Planning & Voice Text
Scenario
- Yuu Ohshima
- Tomoko Ouchi
- Tomoyo Sakimoto
(Synthese)
- Yukinori Kitajima
- Hiroshi Takane
- Takayoshi Muto
Engage
It is finally Engage where her writing role is even more pronounced than even Fates where she is the scenario director and isn't being supervised by anyone. She's directing the scenario writers who come from outside IS and Nintendo so she has the most agency this time around and in comparison to the previous two entries.
Scenario Director
Synthese Co., Ltd.
Scenario Writer
- Yukinori Kitajima
- Hiroshi Takane
- Takayoshi Muto
- Tatsuro Hamano
Crico,Inc.
Scenario Writer
- Masaya Ikemura
- Eiichi Konomura
- Ako Tsubaki
- Kei Seta
- Utonapi
She has had a successful career promotion path considering how she went from a new scenario writer back in Awakening to the Main scenario writer in Fates who was being supervised and now a scenario director.
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lcelerate to
fireemblem [link] [comments]
2023.05.31 06:15 names_are_useless Any Quake Sprite Artists?
I've been a fan of a 2D Mario platform fangame called
Mushroom Kingdom Fusion (MKF) for many years now. It's gone in and out of development, but right now has a very dedicated modding team.
What does a Mario Fangame have to do with Quake? MKF is truly a "fusion" game that includes lots of different franchises.
Did you know there's a Quake Level? It's honestly one of my favorites.
Recently the MKF Team is looking for Sprite Artists that can either find or create improved Quake Enemy Sprites. The Quake Enemies in question are:
Considering Quake is a 3D Shooter, you can guess that acquiring sprites of these enemies aren't easy, and doing the work of creating the sprites is even more difficult. I'm certainly no Spriter myself, but I decided to throw a Hail Mary and see if any might exist that would like to contribute to this excellent fangame.
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names_are_useless to
quake [link] [comments]
2023.05.30 21:34 RamboBambiBambo [TotK] Anyone else wonder what we might see as DLC equipment options?
So LoZ: TotK is going to have DLC. And going off of how DLC was in BotW, I cannot help but wonder what new equipment items we may see added to the roster for TotK's gear in the form of new weapons, bows, shields, and armor that may be bundled into any of the DLC packs coming around.
So I cannot help but theorize and predict that we may get any of the following -
ARMOR SETS - - Skyloftian Attire - Considering the fact we may get a DLC that adds more islands, I think it would be fitting to allow for Link to acquire clothing and a new hairstyle option as rewards; replicating Link's appearance from the opening act of Skyward Sword.
- Ordonian Shepherd - Sticking to the idea of having Link in TotK replicate the look of what we once wore in the opening act of a previous game, I think it would be fitting to allow us to acquire the outfit worn by Link in the opening act of Twilight Princess. Especially since it will expose Link's right arm that is now adorned with Zonai accessories.
- Zora Armor of Twilight - As an alternative outfit choice for the Zora Armor you can already acquire in-game, the Zora Armor of Twilight Princess would be an addition to simply allow you to replicate Link's appearance in Twilight Princess.
- Magic Armor - The Magic Armor from Twilight Princess could be added to the game. Though most likely it would simply be an alternative outfit style while replicating the same effect as the Mystic Armor, I personally believe it could be recontextualized as a suit of armor worn by King Rhoam Bosphoramus Hyrule during his younger years as a mere prince of the realm before his time to reign.
- Hero's Shade Armor - Continuing the trend of Twilight Princess inspired attire, I believe that the armor worn by the late Hero of Time in his final days would make for a nice set of armor to replicate the effects of the Barbarian Armor set. To make it interesting, I would personally add a visual flair to the armor by having Link's flesh look normal by day; but when night falls, his exposed flesh becomes semi-translucent, revealling his bones beneath with a single eye-socket glowing red to fully pull off the Hero's Shade look.
- Dark Mage's Robes - Moving to more toon aesthetics, I believe that it would be interesting to provide Link with the ability to mimic Vaati's appearance from The Minish Cap. What with BotW/TotK being more cell-shaded, it would be rather fitting to allow for us to see Vaati's likeness in more graphical detail. Plus as a bonus I think it should receive the gloom-resistant effect.
- Royal Engineer Uniform - Similarly, I think it would be fitting to have the outfit worn by Link in Spirit Tracks to be available in TotK as a collectible set. If I were to apply a bonus attribute to the set, it would be Energy Cell Efficiency; thus wearing the full set would allow you to have a 20% less drain on your Energy Cells when using Zonai Devices.
- Cap/Tunic/Trousers of the Warrior - Honestly, I was surprised that this set was not available in the base game; seeing as the outfit was available in Hyrule Warriors: Age of Calamity. But I can totally see Nintendo adding it in as a new collectible set to acquire while scrounging through The Depths.
- Bunny Hood - Tired of eating Rushroom Skewers and Speed Potions? Well, wearing the Bunny Hood will provide you with the same effect; allowing you to jog and run faster; though climbing speed is still normal.
- Hawkeye Mask - Some Bows, such as the Gerudo Bow, will zoom in whenever you take aim. If Nintendo were to add this mask as a DLC item, this would be how to replicate that effect for all bows in the game.
- Pegasus Boots - No, I don't think a speed boost would be proper to apply to these boots. Instead, I would have it be so that wearing the boots has stamina drain reduced by 20% while sprinting. Combined with the Bunny Hood, you can most certainly travel fast and far on foot.
- Iron Boots - Tired of being knocked around by heavy attacks from large enemies? Don't want Horriblins with bouncy mushroom sticks to make you launch across the cave? Well, find and equip the iron boots to make you move around a little slower but also never be launched by a heavy attack. Just be ready to take the hit.
- Travelling Swordsman - Though most Super Smash Bros Ultimate players don't like the Mii BrawleGunneSwordfighter characters, we can all admit that the default outfit for Mii Swordfighter is actually pretty well made. I could easily see Nintendo add it in as a reference set of shirt and pants; to be paired with the Travelers weapons arrangement.
WEAPONS - - Wooden Sword - I think as a fun silent addition, Nintendo should add the Wooden Sword from Twilight Princess as an item. An uncommon drop from the Meantree enemies, so instead of them dropping an effectively useless tree-branch; they drop a more sturdy wooden sword to possibly make use of.
- Ordon Sword - The sword that the Hero of Twilight wielded during his adventure's earliest miles. A fitting piece to help fully replicate the look of Link from the Twilight Princess game when paired with the Cap, Tunic, and Trousers of Twilight.
- Sword of the Knave - At the start of Hyrule Warriors, Link was but a young Knave on his way to be a proper Knight. So it would be fitting to rename the Knight's Sword as such. However in the hands of someone like Link, this blade's power would surpass the likes of a Knight's Sword from BotW/TotK.
- Blade of the Shade - Should the Hero's Shade armor items be added to the game, it would only be fitting to include the Hero's Shade sword to help complete the look.
- Gilded Sword - The fully upgraded Kokiri Sword version 4.0! I think it would be fitting to have to acquire this sword in the Lost Woods, implying that the Hero of Time had returned the blade to the Lost Woods after his adventure in Termina.
- Great Fairy's Claymore - Perhaps they might add in a quest for Link to perform for each of the Great Fairies, allowing you to be rewarded with the gift of the Great Fairy's Claymore? That or simply make us find it in the overworld.
- Kholint Sword - Seeing as Toy Link has been given some representation as a headpiece you can acquire, I think it would only be fitting to allow for you to obtain the ultimate sword from Link's Awakening as an item you can acquire.
- Blade of Hurricanes - The sword that the Hero of Winds used when not in possession of the Master Sword. What makes this blade unique? Well, I propose that if you were to charge up your spin-attack to the third level of power buildup; Link will then unleash a Hurricane Spin Attack! Great for when you are surrounded by enemies or just farming for items that you can harvest by cutting down grass in a field.
- White Sword - Though it has rarely made an appearance, I believe the addition of the White Sword would be fitting. Fun fact, if you attach a star fragment to an item; you will launch beams of light into the distance. So if the White Sword were to be added to the game, I think it would be best to have it simply not be a weapon you can throw away. Make it akin to the Master Sword where attempting to toss the sword will instead send out a beam. However in the White Sword's case, it will cast a triad of light sources into the distance. A good tool for when in the depths and trying to conserve Brightbulbs.
- Magical Sword - Like the White Sword, this sword should also be unable to be thrown. Instead, attempting to throw the sword should unleash an elemental attack. But with the caveat of it being a random type of element. Are we casting flames, lightning, or ice against our opponent?
- Phantom Sword - I think the addition of the Phantom Sword would be a nice addition to the game's roster of legendary weapons. But how to make it unique? Well it could be complicated to code, but I think that if Link were to try to toss the blade while at full health; it should launch a beam of light upon the enemy. Whatever enemy gets hit by the beam of light will replicate the Time Stop + ability from BotW so the enemy is frozen for a free hit or two.
- Lokomo Sword - The addition of the Lokomo Sword would make for a nice item to include in the weapons roster. But how to make it unique? Simple. If Link attempts to use the Fusion ability with this weapon and attempts to attach Zonai Charges or even Large Zonai Charges, the blade will be mended of damage. Thus the sword can be healed without the need of an Octorok.
- Four Sword - Now I know what you are thinking and NO. This sword will not make three other companion Links running around as AI companions. We already have our Vows with the Sages providing that. Instead I offer an alternative. Imagine a visual effect like what happens in Super Mario Galaxy when you pick up an Invincibility power up. Whenever you wield the Four Sword, you will instead have three shadows following very closely behind you; one red, one blue, and one purple. Whenever you swing the Four Sword, these copies follow your every motion and if the hit lands; they deal the same damage as you. So while the Four Sword would be 15 damage power, it is actually most likely 15x4 if all three of these copy Link's follow your motion and land their hits; meaning that if all 4 hits land you just dealt 60 damage with one button press. However, the enemy could fall out of range due to the slight knockback that weapons feature in the game; so you may end up missing your copy-cat hits. At least this is how I would have the Four Sword act in the game.
- Dominion Mace - Though this is more of a joke item. I figure that after eons, the Dominion Rod of Twilight Princess would be both depleted of power and all history regarding the relic has been lost to those who do not peruse the Royal Library. As a result, Link finds the Dominion Rod and deems it to be a well-made mace.
- Flameblade
- Flamespear
- Great Flameblade
- Frostblade
- Frostspear
- Great Frostblade
- Thunderblade
- Thunderspear
- Great Thunderblade
- So yes, these weapons were sadly removed as BotW transitioned into TotK. And yes, you can replicate them by way of elemental Lizalfos Horns. HOWEVER; I think there is a missed opporitunity here. Zonai attachments to Zoanite weapons receive a bonus to their attack power. I believe that these elemental weapons should return to the game and if affixed with the proper attachment (Flameblade receives Flame Lizalfos Horn attachment for example), it should have a similar enhancing effect to both the weapon's damage and elemental output.
BOWS - - Sacred Bow - The final upgraded version of Skyward Sword Link's bow. I suspect that we will most likely see a DLC give us more islands in the sky to explore. So it would be fitting to be able to find this bow nested in a chest up high in the skies above Hyrule.
- Legendary Crossbow - It would be rather unique to have the ability to use Link's Crossbow from Link's Crossbow Training as a weapon. I personally would have it replicate the Duplex Bow to shoot two arrows for the price of one.
SHIELDS - - Deku Shield - If any shield should be added in a DLC as a quest reward, it should be the iconic Kokiri Shield from Ocarina of Time. Simply have it be a reward given by the Deku Tree for Link running an errand for him, a humble and sentimental reward.
- Ordon Shield - To go with the Ordon Sword, I think that the Ordon Shield should also be added to the game as a legacy item; thus allowing us to replicate the Hero of Twilight look even further.
- Mirror Shield - Though you can replicate this shield's effect thanks to the Zonai Mirrors you can fuse with a shield, it would be nice to have a Mirror Shield from a previous game as a legacy item. Question is, which one? There are like 6 designs we have had in the history of Zelda.
- Engineer's Shield - The shield that Link used in Spirit Tracks at the start of his adventure.
- Shield of Antiquity - Simply put, have it be an alternative version of the Hero's Shield that used to be dropped from the Wind Waker Amiibo. I personally would have it be an item that could be found in a whirlpool cave in the waters of the Necluda Sea added in with a DLC.
- Wooden Shield / Banded Shield / Braced Shield - I honestly find it strange that these weren't added as an homage to Skyward Sword as shields that could be found both in the islands in the sky and as items scattered around fallen island debris. If any DLC shields should be added, I think the Skyward Sword wooden shields would make for a nice addition to the roster; especially since they would level up alongside the player in the save file. So as they progress further in the game, they can find Banded and finally the Braced Shields.
- Iron Shield / Reinforced Shield / Fortified Shield - Ditto but with the Skyward Sword Iron Shield lineup of upgrades. Stronger than the Wooden Shield counterpart but susceptible to lightning.
- Sacred Shield / Divine Shield / Goddess Shield - Ditto. However, unlike with this lineup of shields from Skyward Sword where they mended themselves over time; I think that it would be fitting to have these shields only have a single property from that game carry over to TotK. When the shield is raised against Stal enemies (with the exception of the Stalnox), it will make them cower away from you and keep their distance. An especially useful item to have on hand when roaming around at night or exploring the depths wanting to be undisturbed by the annoying bones.
- Shade's Guard - Again, if Nintendo were to add in the Hero's Shade armor set; it would only be fitting to add in the shield used by the Hero's Shade in Twilight Princess as a bonus to complete the look.
- Shield of the Knave - The default shield from Hyrule Warriors would make for a descent addition. Especially if players are wanting to replicate the Hyrule Warriors' depiction of Link if Nintendo were to add in the outfit as well.
- Shield of Light - If Nintendo were to add in the White Sword as depicted in Hryule Warriors, I think it would be fitting to have it also be included the shield that Link used when making use of that sword. Have the bonus attribute that whenever you raise the shield, it shines light upon whatever is in front of you; allowing you to illuminate the darkness of the Depths and some caves with ease.
- Shield of Magic - Ditto. However, I believe that this shield should have the bonus effect of actually being able to heal itself. Should the player successfully deflect a magic attack with this shield equipped, it will mend some of its damaged health-pool by 10%; allowing you to fix the shield by simply fighting an elemental enemy.
And there you have it.
Just figured I would share my expectations of what we could see as DLC legacy items coming to Tears of the Kingdom in the coming year and how I would have some of them provide a bonus effect.
Thoughts anyone?
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RamboBambiBambo to
zelda [link] [comments]
2023.05.30 15:47 Electronic_Oven_3328 Ranking The Paper Mario games (My opinion, TTYD stans beware.)
THIS IS FROM A PERSPECTIVE OF SOMEONE WHO HAS ANY%'D EACH OF THE GAMES. IF THERE IS SECRET CONTENT I MISSED I APOLOGIZE. ()
- The Origami King This one might be slightly biased since its the first Paper Mario game I ever played. However, the Origami King takes your average Paper Mario game and flips it into a whole new direction. It has a lot of good qualities other games didn't really have to me. It has a story people can enjoy that isn't forgotten 2 seconds later (Unlike TTYD) It doesn't overstay its welcome by introducing 1000 new mechanics, but keeping things fresh along the way (Unlike Sticker Star Introducing Too Many, and Color splash too little, the same the entire game.) The battle system isn't perfect, but its puzzling and more than just pressing a button. (Unlike SPM.) Additionally, the game has a lot of replayablity. The amount of content it offers (being the newest game) is astounding, as well as challenge potential. Looking for a challenge? Beat bosses the unintended way. Looking to explore unexplored places? Try get a trophy. Want to kill yourself from the inside? Go on youtube and find all the collectibles. It has many secrets and potential to be a game you can play forever. I played the game since a year after its release, and still haven't got every single trophy. Finally, it has decent characters. In OK, every character can be seen multiple times, and with its replayablity, you can really get to knoow them.
- Paper Mario PM is a good middle ground. Its the start of the series, and it has a good battle system, slightly above average story and slightly above average characters. However, thats also what kills the game, sort of. Since its the first game, it doesnt really have much content, and not much replayablity either except for challenge runs. However, it serves its purpose and is definitely better than others.
- Super Paper Mario SPM is either a great game or a horrible game, depending on what you like to see in a game. Story? Perfect, the best of all of the games. Battle System? No. Its a sidescroller (with unbalanced combat) Characters? Sort of. Some memorable ones are never mentioned again, but the main plot keeps the main ones in, which is the main thing. If I were to rank this on story and characters alone, It would be 1. However, the Battle system (or rather lack thereof) like everyone says, drags this game down. However, its still very easy to get into and enjoy at the end. However, despite the good amount of postgame content, it is still forgettable.
- The Thousand Year Door. The rant you've all been waiting for! Okay, so whats my problem with the game. The battle system, sure, is the best thing since sliced bread, but everything else sort of falls apart. I have 2 main issues with the game. Partners Unlike most other people, I actually dont like partners as a mechanic. Partners take away the spotlight from the person your with all game. TOK technically has partners, but theres only 4 (5 if you actually backtracked with recolored bowser junior just to see his effect) Partners are also basically just a meatshield. You get more partners the more you progress, and you have so many of them that when one goes down it doesnt really matter. In TOK, the partners dont have health, only you do. This can make the game really easy at times, as well as make the partners boring. I went from "Two friends, me and Goombella, off to save the world." to "SHUT THE FUCK UP BOBBERY" Story. The story is okay, but if you think about it its basically just bowser kidnaps peach except bowser is an eldrich god. Sure, theres a save the world aspect there somewhere, but thats only revealed later, and it isnt even interesting at all. Most of the game feels like a 20 hour long sidequest, when your waiting for the story to get back on topic. It has good replayability though, with optional challenges, but not as much as say, TOK. However, it’s the 2nd game, so I can cut it some slack.
- Color Splash I can see the direction Color Splash was trying to go in. It didn't really have turn based combat like the others, but it was still trying to be a "middle ground" game, like Paper Mario. However, it drastically failed at that. Lets start with the worst. The mechanics are the worst part of the game by far. The game basically gives you instructions and leaves. You either dont know what to do and get confused and have to look on the wiki, or you know what to do and its all so painfully boring with nothing new whatsoever. This is also supported by the one "pillar" the game is supposed to be held up by, the Things. Sure, they're cool, but it also makes one of 3 things happen. "Wow, I'm such a gamer, I'm going to beat a boss without the thing card I need. This is gonna be hard bu- Oh, right, its literally impossible. Morton one shots you, Iggy takes no damage, Ludwig takes no damage, Wendy basically oneshots you, Larry keeps healing himself, Lemmy takes no damage, and Roy cant be attacked. The only bosses beatable without thing cards are The Lava Bubble, Kamek, and Petey." "I dont like gaming. I'm just going to use some wayy too high damage thing cards to oneshot everything I see as soon as I've gotten rid of its "barrier". These thing cards are op and trivialize all other cards since you can just regen them." "Oh wow, I missed one thing card, I have to backtrack. Oh wow, I really needed to do the 'bonus" round of sniffit or whiffit to progress? Thats annoying." Other than the mechanics shitshow, its an average game.
- Sticker Star. Enough said.
Edit: Removed Some Rant about TTYD and placed it above Color Splash. I dissed the games replayablity a bit too hard to say, Color Splash. I also remembered how much I really hate thing cards, and how much TTYD's music SLAPS.
I'm sorry, but I love TTYD's music far too much. (especially the battle theme)
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2023.05.30 09:01 F1-Bot Ask /r/formula1 Anything - Daily Discussion - 30 May 2023
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2023.05.29 03:59 itsIzumi Congratulations to the winner of Ultimate Singles at Gateway Legends 2023!
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2023.05.29 03:05 itsIzumi Congratulations to the winner of Ultimate Singles at Combo Breaker 2023!
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itsIzumi to
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