You can change the zoom level with ZL + left and right. Took me a while to work out some of those shortcuts, but basically ZL plus other buttons does a bunch of things. ZL + X is good for saving your hands from having to explore every zone manually
I think there’s also text size options somewhere in the settings.
Rudie and Lain are likely discussing the mike toreno/flight school arc of San Andreas. all of those missions are way easier than David Cross’ RC plane bullshit. But the flight school stuff isn’t optional.
James Woods is forcing you to work for the CIA to get your brother out of prison, being like “oh my god fuck these missions” is one of those beautiful GTA moments where the player is actually emotionally and mentally aligned with the protagonist
OH OKAY yeah that stuff was completely normal controlling compared to the rc plane shit. I love how the rc plane missions have just replaced all my memories of ‘hard gta’
I had tested these settings a bit, but zooming in lets you see less far away + increasing the text size makes the text window bigger. Doing both makes the field view feel very narrow and claustrophobic.
I figured I couldn’t afford playing a roguelike with such a huge disadvantage. But maybe this is not that kind of game?
yeah I think losing some of the field of view is a bit of a trade off, but since the game uses line of sight you probably can’t see what’s happening too far off screen anyway. I think zooming in to a comfortable level and then zooming out and/or using look mode if a projectile hits you from off screen is probably the way to go.
I settled on zooming in 2 notches from the default and didn’t touch the text size. I also played pretty much exclusively on TV so I don’t remember if the text size was a problem for me in handheld. Although being zoomed out to the max did seem to make the sprites too small even on TV.
Getting back into FantasyZoneII:TheTearsofOpa-Opa2008 “remake”. M2🌴 Really should have just released it as a new FantasyZone is has so little to do with the 1987 game. Reminds me a lot of SuperFantasyZone on Genesis. Consistently getting to the end of round 6 now. I keep flying too close to the sun and getting trapped in the dark world and having to face the dark version of the boss.
Oh yeah if you dont know FantasyZone 2008 has dark world warps that appear when you defeat some bases on the stage. Witin the dark world enemies are harder but coin pay outs are higher allowing you to use the shop more but if you dont find an exit warp before the boss you face a stronger opponent with upgraded movement, attacks and defenses. The other up side is every time you re emerge into the bright zone the shop baloon appears.
Ill have to plug in the Master system cart, its been a min. But the '87 arcade version has different bases in the dark and light world such that you have to go to both. in the 2008 version they exist in both places such that you can completely avoid the dark worlds.
This game sure likes to make jokes about living without quality-of-life features. But also, there’s an extremely convenient little shadow that’s always precisely below Nate’s outstretched foot, regardless of the current sunlight direction. Hmmm.....
playing gimmick! 2, true doom gimmickheads might look down on it a little bc it actually does make an effort to slowly teach you a lot of those elaborate star bounce moves the original just kind of left you to work out on your own. which pushes it a lot more towards the tone and feeling of like “indie puzzle platformer”, especially playing on the lower difficulty like i am. in some ways this is less welcome - i miss the weird plasticky environments of the original, replaced here with a much more, gah, rayman-y feeling set of organic biome levels (swamp temple, volcano, snow, etc). the music can also be a bit insistent about the magical time you’re having. no one has ridden an ostrich at me yet. but as someone who was absolutely never going to complete vanilla gimmick it’s still nice to play something with some of the same idiosyncracies - the always slightly unpredictable star bounces, oddly persistent ball enemies etc. and i like the extremely harsh bonus areas. you can put mr gimmick in a little hat. in this house we use the honorific.
legend of valkyrie - i like the cute little death animations, they feel appropriate to a game where you start out steamrolling everything with a magic sword but sometimes still will just step in front of a boulder or something. i’m playing the untranslated switch port so the little character interactions that pop up are quite mysterious.. i never played this bc i thought it was a shmup, it kinda is but it’s fun how things like being able to wander off and go in someone’s house expand that format. you can tell they were rightly proud of their sprite scaling. love the weird boss music