• reruns posted a message on the post Tetris Effect Review.

    @indigozeal: Unless by 'infinite spin' you mean 'any lock delay at all, whatsoever', then no, you definitely do not. TGM predates the introduction of that stuff, after all.It's true that the SRS rotat...

  • reruns posted a message on the post Tetris Effect Review.

    @indigozeal said:The speed is turned up way too high for sustained gameplay, so they fall back on the trick of using infinite spin to place pieces and make it so that you use infinite spin to get piec...

  • reruns posted a message on the post 558: Boattle Royale.

    @bladededge: Yeah, that is the randomizer in the guideline, although some games don't use it for every mode. Personally, I find it really wonky, because the amount of information you have about future...

  • reruns posted a message on the post Tetris Effect Review.

    Tetris Effect goes out of its way to include extra boneheaded gameplay elements on top of the perennial wackness of the guideline.It looks very nice, but ultimately it plays pretty fucking bad.It's th...

  • reruns posted a message on the post 18.

    Hell yeah! I've been waiting for the podcast to reach the appearance of King Furry for months.

  • reruns posted a message on the post The Zelda Scramble.

    @tyger0485: I don't really understand your question, but basically everything is random.

  • reruns posted a message on the post 12.

    @webrunner said:I know they won't but man I wish they would watch Super after just to hear what they say about Goku not knowing what kissing isYeah, that and "Stop, don't shoot! This man is not Black...

  • reruns posted a message on the post This Is for Fun: Contra: Hard Corps - Part 01.

    Here's the track that plays at around 16:20, when they're talking to the battle arena dude. Not only is it a rad song, but as you can see, it's called 'Jurassic Dope,' which is possibly the sickest Ju...

  • reruns posted a message on the post 08.

    smh at spelling it Freetza instead of the obviously superior Frizza.

  • reruns posted a message on the post Opus Magnum.

    @wollywoo: Well, the periods are always synced to the length of your longest set of instructions. The clock just lets you increase that length.It doesn't really make any difference which row it's on, ...

  • reruns posted a message on the post Opus Magnum.

    @wollywoo: The idea is that all the arms in your machine will always have the same period. The clock is a null instruction, which you can place to the right of an arm's real instructions to artificial...

  • reruns posted a message on the post Opus Magnum.

    This game is rad. I had a similar process to Abby, Vinny, and Dan when I was going through the game initially, where you get partway through a solution, realize something isn't quite working out, and ...

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  • reruns posted a message on the post XCOM: Enemy Within - Part 15.

    @dannyglover: Yeah, any AoE works. If it takes damage it loses stealth, so you can just shoot it if it's still alive at that point.

  • reruns posted a message on the post Breaking Brad: Crypt of the Necrodancer All Zones Mode.

    The game's not THAT hard*. Brad just needs to get used to remembering to do shit (like use spells), and build up some familiarity with items and enemy patterns. *Just to make sure I'm not crazy, I boo...

  • reruns posted a message on the post Yakuza 0 - Part 15.

    re: Kuze