News Thread 10: Beautiful Posts

huh, i guess there are some mixed feelings

but like, also weird to single this one out when there are so many shit ones

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Nah, I get it. Personally, the game lost me when they took Marian, whom I absolutely loved in River City Girls 2, and turned her into the most generic kick chick who ever kicked. Like, if they had no ideas of their own, the least they could do was steal somebody else’s good ones, and yet they can’t even do that.

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Is this a romhack of the SNES game or something? Wonder why it has flickering

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im treating ā€œit’s made by the current generation of game developersā€ as said pejoratively by old technos ppl as a dogwhistle and now believing that this one will be good.

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i wonder if this version will not be a piece of shit

they did great on the remake of the first game tho

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Huge (for me personally) if true. I have so many games on Steam that my current PC hardware really can’t hang with so this would be a very pleasant surprise.

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why is the footage of the game all running at 15 FPS ;_;

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Looked like the flickering didn’t have to do with too many sprites on a line, so I’m betting they seized on that as how you know who you’re aiming at. Kind of cool way to incorporate a limitation in the original if so.

Super Dodge Ball is an all timer and I think this is the most hyped I’ve been about a new game in years.

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NES Super Dodge Ball. Poster child for NES flicker & slowdown. ; D

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this has been around for so so long, wow, used to watch a lot of the pixel art livestreams for what would become this game back when barkley 2 still had a glimmer of hope. i believe hes also doing a lot of enemy art for kingdoms of the dump

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Do you think the included game is like an HD texture pack on Mesen?? Because the graphics look too good to be NES :thinking:

Oh yeah that’s true, the resolution and color depth looks a bit higher than NES. OH well actually the flickering is just the indication of the current target–I mean the flickering sprite is the current target of the ball holder. I forgot about that–the NES version did that too (it never worked great as a visual hint, at least not for me ; D), so it had that plus regular NES too-many-sprites-on-a-line flicker, which this one doesn’t appear to have. So this is sort of simulation of the NES game’s mechanics in a more modern engine.

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NES Super Dodge Ball does actually run at 15 FPS, which is now making me worried that this new one actually runs at 15 FPS rather than just the footage being at 15 FPS

i really don’t think the 15 FPS was a critical bit of the aesthetic affect of Super Dodge Ball such that you couldn’t make it smooth… i am the one who defends low-FPS games, but this would be a bridge too far, sorry

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in fact, if i were going to make a new Super Dodge Ball game, my single critical change would be improving the framerate. nothing else needed to change, including the art.

it’s not confirmed but given ā€œnormalā€ 60 Hz sprite flicker (or even slower 30 Hz flicker) would be invisible at 15 FPS, the flickering seems strangely tuned for 15 FPS

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