Admittedly reiterating (I think?) from that Hollow Knight thread - living with my friend a few months, he regularly chattered how impressive it was (freshly playing it like a year after release, seemed virtually no one talked about it til then) and every few minutes I’d get an eyeful…just hit me as a decent, very floaty feeling 2d mapquest, inspired but repetitive bleak aesthetic a slight cut above Isaac and Meatboy newgroundsy art.
I’ll never stop saying how much I loved being wrong when I gave it a few hours, cuz that was a very surface take melting away once I saw how much work was put into everything, riding high area traversal and combat quickly ramps well above what is required of your OK genre similars, many action platformers.
I think the atmospheric sameness evoked from its constant dim haze, dead bug kingdom ends up being a repellent for some. But I don’t know how one couldn’t (digging further in) see some great craft past that, at the very least compared to many vibrant, typecast even with novel mechanic! contemporaries.
Everyone saying Hollow Knight “is so huge” has scared me off the game in the same way others have scared me off trying the last few Assassin’s Creed games. People need to start putting “it’s a tight seven hours” on the store pages of games for folks like me.
How do I consistently do a DP in Super Turbo? I only get like 50% of them, even when it seems like I’m doing the same input. Is there a secret, or is it just a super tight timing?
Occasionally I can do like 6 in a row and I feel like I get it, but then I lose it again.
yeah the timing isn’t particularly tight or anything, you just have to actually do the motion where the newer games will let you get away with something vaguely approximate (4 will give you one for double tapping the df diagonal)
Wake Up DPs actually have a random window on where it will accept a DP input and button. This is where pianoing comes in. Ex. as Ryu you would do the joystick/Dpad motion then press all three punch buttons in sequence so that becomes three attempts of the button for the DP to come out. Which one that comes out is kinda random but is an option if you absolutely need a DP. Also specials happen on the change state of a button press so make sure you tap a button instead of holding it. When you press down and when the button comes back up gives the game two chances for it to read the input.
I’ve only played in handheld mode and not very far in but it seems pretty great as far as I can tell! interface stuff is a little finicky and it’s a little difficult to figure out what button does what but once you get used to it it’s pretty nice
also it has steam cross save so if you have it on the PC you can just swap between the two
Yeah, thanks for the help folks. I got better with the joystick and made sure to hold the last direction in the input before I press the button, and that seems to have helped a lot.
it’s not random, there’s a one frame window (but yeah pianoing inputs gives you effectively something more like ~6, well 6 chances to hit it anyway)
reversals were supposed to be hard because they’re so good! then you get something like vanilla sf4 where the window is enormous and you can get 50% off them and you get a very dry experience
Actually, from what I’ve read all special moves in ST have a random window in which you can input the move. If intentional, I assume this is so beginners can get moves off sometimes and feel good about it, but to be consistent pros would always have to get it off in the minimum time window.
Here’s a list of things that are randomized in ST: https://sonichurricane.com/articles/sf2randomness.html The stun and damage values are more boggling than the random input windows. Still, this could have been on purpose to encourage more reactive gameplay, where differing damage values might make certain follow-ups more or less optimal.
it’s def a lot more reasonable than stun rng in the cps1 games (and with the cps1 characters in hsf2)
vividly remember one of the more ridiculous people in the uk “fgc” having a legit meltdown when he got stunned off a couple of pokes late in a hsf2 tourney
I think it was in some Tim article or video that said reversals in old games would randomize the input timings but that might’ve been more an of issue game speed when some knockdowns will give you that slow down changing your wake up time. I always figured it was random just to try and enforce the games to be more varied so everyone wouldn’t wake up DP making you consider the gamble of either going for it or just blocking.
I can tell modern FGs don’t implement this and wake up DPs can be done near consistently so now you only do if you know they are going for a meaty or you know when they didn’t time their oki right.
I’m actually slightly upset by how little lip service is paid to Harvest Moon these days! Stardew is nice for what it is but its conceptual advancements are
Adding explicit quest goals like modern mobile games
Existing on platforms Harvest Moon had underserved