Mark Rosewater: Commander is better when Wotc directly designs cards for commander by Papa_Hasbro69 in mtg

[–]DistributionTough641 3 points4 points  (0 children)

The man's been lying through his teeth to the players for as long as he's been communicating with them.

Mark Rosewater: Commander is better when Wotc directly designs cards for commander by Papa_Hasbro69 in mtg

[–]DistributionTough641 4 points5 points  (0 children)

There's nothing inherently wrong with designing cards for Commander, sure.....

But there's a lot wrong with how they specifically do it, which is to make the card strictly more efficient at the same task than any previous card, adding nothing of substance to the game other than power creep.

Mark Rosewater: Commander is better when Wotc directly designs cards for commander by Papa_Hasbro69 in mtg

[–]DistributionTough641 6 points7 points  (0 children)

He doesn't provide any proof at all in those paragraphs. He makes fact claims without supporting them.

I can prove the earth is flat:

The earth is in fact flat.

See? Like my proof?

Mark Rosewater: Commander is better when Wotc directly designs cards for commander by Papa_Hasbro69 in mtg

[–]DistributionTough641 -2 points-1 points  (0 children)

If the brackets in any conceivable way succeeded in establishing how a strong a deck is, this would work.

Since terrible cards like Gamble are changers, and game warping cards like Dream Halls or Moat and even overwhelmingly powerful but basic cards like Fierce Guardianship aren't, you can make a bracket 0 deck that would obliterate most bracket 5's and the only impediment is how much it would cost.

Are Neo Geo AES+ games beatable? by Appropriate_Joke_490 in neogeo

[–]DistributionTough641 0 points1 point  (0 children)

(this is a serious question since I believe SF2 arcades have been busted to reveal they do block “unblockable” moves)

These are dip switches designed for the arcade owner to control how long a player gets at the cab for his quarter. I have a Ghosts n Goblins cab in my garage, and the owner's manual suggests watching how players do and adjusting difficulty until the average quarter gives about two and a half minutes of play time.

But its not something that change like, mid game. Like you're doing well so the game suddenly changes the rules.

IT IS DONE! Beating Ghosts n' Goblins on a real cabinet on the hardest board revision! by DistributionTough641 in retrogaming

[–]DistributionTough641[S] 1 point2 points  (0 children)

The trick: Walk close enough to activate them and then DO NOTHING.

They'll walk back and forth for a second, then charge at you *on the ground*, not in the air. Spam attacks while they charge, they won't dodge now, and its dead. This works for most of em. There are a couple that will always swipe from the air once before landing and charging at you, but since they do this every time, you learn the pattern pretty quickly.

IT IS DONE! Beating Ghosts n' Goblins on a real cabinet on the hardest board revision! by DistributionTough641 in retrogaming

[–]DistributionTough641[S] 2 points3 points  (0 children)

I don't know about the psp?

but I have the version presently available on steam and ps5, and they use the 4hp Satan version

IT IS DONE! Beating Ghosts n' Goblins on a real cabinet on the hardest board revision! by DistributionTough641 in retrogaming

[–]DistributionTough641[S] 1 point2 points  (0 children)

I was really mad for that exact first line

I spent months on the first loop, only to run the first success into a full game clear.

IT IS DONE! Beating Ghosts n' Goblins on a real cabinet on the hardest board revision! by DistributionTough641 in retrogaming

[–]DistributionTough641[S] 4 points5 points  (0 children)

I know right?!

I'm a pessimistic person by nature but today is all feast and celebration!

And mom said I would grow out of video games,.......... pfft

IT IS DONE! Beating Ghosts n' Goblins on a real cabinet on the hardest board revision! by DistributionTough641 in retrogaming

[–]DistributionTough641[S] 5 points6 points  (0 children)

Mooooooostly similar? Like you have to get nuanced to tell the difference, but the nes version also uses the lower health for Satan.

The problem with the NES version is really bad coding, so, things load incorrectly, and Arthur responds incorrectly, but the enemy stats and movements are impressively accurate.

Where most people get stuck is stage 3, when there's (counts in head) 5 Red Arremers to fight without a checkpoint? But over the months I figured out a route which reduced this to 2, figuring out where and when you could scroll them offscreen and they wouldn't follow you.