infuriating that only rich assholes will ever get to play this
this is so cool
how mature are homebrew arcade ports to Saturn? Would something like Alien Vs. Predator CPS2 be possible?
Just got emulated so
Double Dragon (Zeebo)
2009 Brizo Interactive Corp (ex-Brezzasoftâex-SNK) and Million
i donât think i suffer from misphonia but holy shit the sound effects
The scrolling sections can take my money
on the one hand, iâm as sick of mmpr being the only season that gets new stuff as anyone else.
on the other hand, look at those sprite scaling bits! and it looked like there were first person boss fights inspired by the ps1 super sentai games?! iâm in
hi
hello
it turns out in Toxic Crusaders, you can jump cancel anything, so you can jump cancel your dash attack and then immediately input a dash attack before the game recognizes you as being in the air and get another dash attack you can jump cancel that you can then go into another dash attack before leaving the ground, etc.
what application does this have? who cares
also you can air grab items to bypass the picking up animation
this is my curse
iâve had double dragon fever the last week and itâs crazy both that this series was so popular in the west and that no one really was that interested in imitating its mix of small, dangerous enemy groups and hyper punishing platforming. weâve basically only had konami and final fight riffs over the last 25 years and double dragon is some strange evolutionary dead end.
well, if you want punishing, bad platforming in the middle of you punchman, you can play Growl
yeah i think like so many other things in games, folks sort of arrived at the idea that the post-Double Dragon beatâem up style was a âquality of lifeâ thing, some kind of obvious upgrade that wasnât worth examining too deeply. there are a lot of reasons that newest DD game that came out last year is bad, but i think one of the primary reasons is they just turned it into a game like every other post Final Fight beatâem up, relying on grouping enemies and setting them off like dominoes.
I played a lot of Double Dragon II NES as a kid, and I remember the difficulty level system where more levels are unlocked by higher difficulties, and you can only reach the final boss on âSupreme Masterâ difficulty. Iâve never exactly seen that everywhere else. (Not that the difficulty level changed that much since it only affected enemy stats and Iâd lose most of my lives from the platforming in any case)
Closest modern game I can think of in its punishing, withholding spirit is Spelunky. Which also is an evolutionary dead end in roguelites despite essentially creating the genre.
I remember being about three years old and trying to reliably press both A and B at the same time to make my way up that horrible vertical section with the platforms that retract
I remember trying to press âdown â a + b + left/rightâ every single opening attack to try for the insanely strong knee attack. 80% of the time it wouldnât work and turn into a normal punch in which case Iâd settle for chaining that into an upper cut. Then when they got up Iâd try to knee them again