Right on the front of the console, with the red banding. The system didn’t come with it. It was only needed for one game (DKC64), which it came bundled with.
Actually not that bad, AK47s for arms mostly negates the praying mantis’ most dangerous feature which is it’s grip. Also, gorillas tend to use their hands while walking, so the AKs would get their barrels full of dirt.
Or maybe this is more mantis body and gorilla members? Which would be just a cricket with a funny butt.
It’s still the game where the developers earned my most honest respect. I cannot even fathom how hard it must have been to keep pushing trough the time past launch and keep adding and adding and adding stuff. IMO they’ve reached a point past read redemption long ago and it’s allways a joy to see a new update trailer.
Yeah. Personally I don’t like the game (like every sandbo) but ai have to admit that they are an example of redemption (I hope for others as well) by a developer who slowly tried to make up for his mistakes. Worth buying for that alone
You might want to check out Shadow Tactics, Desperados 3 and/or Shadow Gambit by Mimimi. Absolutely excellent adaptaions of the stealth tactic gameplay of commandos. Work great with controllers too.
Mashing the upvote for Shadow Tactics and Shadow Tactics:Aiko’s Choice. And agreed, their controller scheme is so spot on. Aiko’s Choice adds some deeply bittersweet context to the first game.
The Super Nintendo’s interlaced video mode was basically never ever used. It could output 60Hz and more than often did.
Only some games had limited framerate for various reasons, such as Another World being limited by cartridge ram or Star Fox being limited by the power of the SuperFX. Yoshis Island also used the SuperFX and wasn’t limited like Star Fox was. Occasionally there was slowdown if a developer put too much on screen at once, but these were momentary and similar to today when a game hitches while trying to load a new area during gameplay.
I’m just being nitpicky because you are using CRT interchangeably with Television. CRT’s are used in TV’s but aren’t interlaced unless the circuitry around them sends interlaced. So no, interlacing is not native on CRT’s when receiving an interlaced signal. If I plugged a Nintendo into my old ViewSonic CRT, I wouldn’t get a signal because it didn’t support NTSC interlaced input.
It’s like saying interlacing is native on LCDs. LCD TVs are interlaced, not LCDs.
I’m just being nitpicky because you are using CRT interchangeably with Television.
That was intentional on my part because of the audience and good communication. You’re technically correct, but without a paragraph of tangential and irrelevant explanation your audience isn’t going to understand you. Modern parlance usage of “television” isn’t the CRT appliance, its any appliance that shows the moving pictures and sound content of television programming. If you walk into any store today and buy a TV, you’re going to get an LCD, AMOLED, or quantum dot display. None of those are CRTs, yet everyone born after about 2002 will associate a TV or Television with a flat panel non-CRT display.
So no, interlacing is not native on CRT’s when receiving an interlaced signal.
And in nobody’s mind was the vision of plugging a SNES into a computer monitor CRT. You introduced that idea only to show how its wrong. You win at pedantry, but lose at communication.
If someone says to you “I’m watching TV”, do you poke your head around the back of the unit to make sure it has a tuner in it and if it doesn’t you quip back to correct them “You’re not actually watching a TV, you’re watching a monitor. A TV requires a tuner, which this unit does not have, making it a monitor, not a TV”?
It is 59.94 fields per second, translating into 29.97 FPS. Interlaced video is fun. Reason why it’s not a round 60 or 30 FPS is due to maintaining compatibility with black and white sets.
240p uses each field as a frame, though, while still maintaining compatibility with NTSC. This is what most consoles pre-6th generation uses (same with PAL, but 288p at 50 FPS)
At 480i. SNES used 240p, which is technically not standard NTSC, but compatible. Nintendo called this “double strike”, since each field would display in the same location.
Sure they were technically 30 “fields” per second, but most games updated 60 times a second, even SMB on NES. You only saw one half of what the internal console rendered which is an output issue, not a rendering one.
Add on 480p and you get both 60 frames and 60 fields per second
Fun fact, the Stanford Prison Experiment was actually kind of a joke! Zimbardo really wanted the result that he got, and interfered with the “study” to ensure that he got it. People aren’t as easily predisposed to evil as he wanted us to be.
The fucked up thing is that the Turbo Tunnel is actually one of the easiest levels in the game. The only levels easier than it are the first two and Surf City. Everything from the Snake Pit onward is where it gets really tough, but so few people get there that they don’t have the same level of notoriety.
Actually there is a company called limited run games I think that goes all out and prints physical copies of some indie games with instructions and bonus stuff. It’s pretty awesome but takes a while to get it.
lemmy.world
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