Quick Questions XVI: Answer Time Lore

Has anyone mentioned that the bosses in the KoF lineage games require some absolute expertise and even in some of the later games (including Garou) there’s a substantial jump in difficulty around four fights in?

They eventually give you optional continue bonuses like starting the enemy at half health but even still that can make it just a fair fight.

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@Loki mentioned that by negative inference : )

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oops yeah i asumed everynoe knew the stereotype when i mentioned how easy the 97 and 2000 bosses are lol.

also, i recommend the ps2 version of 2000 over the dreamcast. the dreamcast version has an exclusive puzzle game mode, but the ps2 has a bunch more special guest star strikers

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The controls are why I don’t think the old Mortal Kombat games hold up well. The timing of everything feels ever so slightly off

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I love the aesthetics of those but they’re so awkward to play!

i got mortal kombat 11 a couple of days ago, and i think it still feels weird compared to, like, king of fighters xv or guilty gear xrd or most other high-profile fighting games.

it’s hard to put into words, but it feels more like you’re queueing up actions than you are directly controlling your fighter. that doesn’t feel like it’s right either, but it’s as close as i can get to describing how it feels.

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Those most recent ones look cool but that’s exactly what I feared they’d be like. Don’t think I’ve really played a new one since the PS2

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I haven’t tried it in PCSX2 where possibly the gross edging effect on the sprites can be minimized by turning off the bilinear filtering settings, but on actual hardware, in the emulated version on PS3, and in the PS4 port, the stand-alone PS2 version of KOF 2000–I take it you’re not talking about the version of 2000 in the JP NESTS Compilation–puts 3D-style filtering on the 2D character sprites, which looks awful.

It adds 10 more strikers to the previous 78–mostly boss and Orochi character versions–and a verrrry slowly ramping up “Party” survival-style mode.

(Oh one other small feature the DC / PS2 J “NESTS” versions have that the stand-alone PS2 version doesn’t is being able to play on 20 hidden stages themed on other SNK games–Last Blade, Fatal Fury, Metal Slug, etc–depending on 2P’s striker in Vs. and Practice modes.

(In the DC version, 5 of the hidden stages have to be unlocked first, by beating TEAM and SINGLE arcade mode on any difficulty, and clearing PUZZLE mode.))

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Killer Instinct is this way too IIRC, although I have no idea about the new one

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Ah nope the blur on the stand-alone PS2 KOF 2000’s character sprites is still there even with all filtering settings off in PCSX2:

Also, the game suffers from severe stuttering/slowdown in the arcade animated intro, character select screen, and gameplay unless it’s set to PCSX2’s Software renderer–first game in which I’ve had that problem, I think.

You just need to use the proper button layout

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Does Lady Gaga say “Morrowind” in Bad Romance?

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want you in my room when your baby is sick is the real lyric

What game(s) invented/popularized “save points”?

The earliest example I can think of is Final Fantasy IV, but seems unlikely to be the first.

dragon quest church?

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I invented the save point

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I think Broco might have meant specifically a save point as this recognizable small shiny circle floating sparkly spot with soothing SFX where you can save your game

And I can’t think of any NES game with such a save point. FF4 might be the first

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There are definitely some mid-points between DQ’s fully diegetic churches and FF4’s abstract circles on random floors (such as The Guardian Legend’s password rooms), but it’s clear with how the camping scene with Tellah and Rydia in FF4 frames the first save point that they thought it was a fairly novel thing for their audience.

Metroid 2 came out less than 6 months later and had save points just sitting around

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Who is going to take the plunge on astrobot?