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YummyTreeSap

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YummyTreeSap

1268

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Edited By YummyTreeSap

There are a lot of things that could cause it, but the mic crackling of that variety tends to be a sample rate or buffer size issue, but it's hard to say for sure. Or it could just be like my Focusrite interface where the drivers are dogshit and you just have to unplug and plug the thing back in every now and then.

Anyway, something about this game just isn't doing it for me. It seems slower than an arcade style sports game should be, or something like that. I don't know. I had pretty high hopes for this one but watching it in action immediately killed it for me.

Also it's fucking insane that in a two player vs. match the player icons are labeled "1" and "5".

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YummyTreeSap

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what a crossover!!

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YummyTreeSap

1268

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@tamburlaine: ooh, thank you! I will absolutely be doing this when I can rope a partner into doing it with me.

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YummyTreeSap

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I wish I could be on Arcade Pit so badly, it seems so much fun!!

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YummyTreeSap

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What's important to realize re: recreation of the SMW music is that yeah there's a lot of it that's pretty clearly wrong, but it is not a simple process to make SNES music from scratch. I haven't played enough myself yet to have heard most of it and I'm not especially knowledgeable about making SNES music, but I do know that most SNES music is extremely sample-based, and well, if you're not using those samples, good luck matching instrumentation well. Plus, writing music for SPCs is something else: here's for example how the P-switch music was made:

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Does that make immediate sense to you? Sure doesn't to me! It's surely not just opening a MIDI editor and placing notes on a piano roll timeline! And without being able to compare to the piece you're trying to recreate, good luck! Not to mention that sure, we can intuit that something sounds wrong, but, do you really know the bassline? Or the drums? The tempo? Are you sure you're not accidentally transposing it? This shit's complicated! I bet you know these things less than you think. Especially stuff like P-switch music.

And finally, if you are actually interested in direct comparisons, Lunar Magic is very easy to download and not super difficult to use. Load up the patched and vanilla hacks in separate instances, use PgUp/PgDn to scroll through levels, and check out the differences! And then hell, make a level while you're there! Imagine Mario Maker actually being good :)

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YummyTreeSap

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My game of the year for sure so far. The what I'll call "main path" is perhaps a bit too easy considering I beat it in a night, but the game still seems to have a lot of surprises up its sleeve, so I'm excited to see where it goes. Though a lot of the easiness came from the luck of the draw in getting my "death card" to be a one-blood 7/7 card that hits twice, which just meant a ton of my fights ended before the opponent even got to do anything.

But as alluded to, this game gets weird.

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YummyTreeSap

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Always the highlight of the GOTY lists, your words on Inside and Diaries of a Spaceport Janitor have become undivorceable from my thoughts on those games. KRZ is a nearly impossible game to write about in such a way to do it justice, but this does. A best of all-time game.

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YummyTreeSap

1268

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YummyTreeSap

1268

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306

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Reviews: 0

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Great list, my sentiments on Animal Crossing basically fall in line with that. I think I might consider KRZ to be the best narrative video game of all-time, the narrative qualifier sometimes getting dropped if my mood is right, glad to hear it finally worked for you.

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YummyTreeSap

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To be a "corrections guy", Spelunky was never a flash game, it was developed (I believe) in Game Maker. A good example of a game that was a flash game would be VVVVVV, which even on its Steam release was a flash game until Terry Cavanagh ported it to C++.