Ep. 348 - Brain Hat

i took the advice of watching one about a game i really love (rayman, the 2021 sgdq), which was pretty fun, with a lot of explaination. seems like a nightmare for the runner, tbh.

next time i play through rayman i’ll be sure to use speed-locking.

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yes, and also

i’ve never finished a game of pathalogic (i don’t think i finish games anymore), but i’ve started, like, five, and one hasn’t gone the same way another did.

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I think the best I ever did in Pathologic was getting a few days in and then starving to death, and that was like six years ago and I’m still thinking about it. Is thinking about a game replaying it? Yes.

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people need to commit to seeing Pathologic 2 through to the nocturnal ending, as has been stated in abundance by myself and others in this fine community

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i’m not gonna call the shot and say “this was the bad game that they were talking about watching on gdq!” but i am currently watching the run of the deep space 9 snes game (which i did not know existed) and, boy, does it look like a baaaaaad game. but lovingly made! the environment art is INCREDIBLY detailed in places and some of the music goes Mega Man X levels of hard. i suppose this is my suggestion for getting into GDQ - find a game you didn’t even know existed and be surprised by just about everything.

[please disregard the following if it turns out i was missing a joke of some sort]

Summary

i stand with jaffe as someone who just doesn’t like animals very much! i don’t wish them ill and wouldn’t begrudge a responsible pet owner their experiences but i mostly find them gross and annoying!

There’s a DS9 SNES game?!

Going to try to find and watch that SGDQ tomorrow.

My partner listening with me when (I think) Brandon mentioned being able to pull on Mario’s face in Mario 64: “I get that reference.” Our child loves pulling on Mario’s face. 10/10, best part of game.

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I DID mention pulling on mario’s face. I haven’t played much mario 64 aside from kind of getting frustrated with it because I played it too late, so the face pulling is kinda the main thing I’ve done. (It was also the main thing I did in the era when a friend had it at their house)

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Wow really? On the one hand, reading car descriptions in GT2 was possibly my favorite part of that game, and I sure did like that game a lot. On the other hand, that was definitely in spite of the menus, which were annoyingly slow and clunky, somehow always got cancel and accept reversed no matter how many hours I played, and worst of all tons of car descriptions had just one or two lines of text that overran the first page so you would have to cursor down to the next page button and go to the next page of text and it was almost never worth it.

Music was good though.

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I was thinking about Mario 64 the other day. It’s so wild we never got another game like that, from Nintendo or otherwise. You’d think it’d be easy for a big studio to outdo a game so shoddily assembled, but nothing really comes close. I don’t even mean to say 64 is that good (it’s certainly been exceeded in level design); it just feels to me like with every refinement made to the 3D platformer we get a little farther away from the few things I do like about it: namely its widely applicable move set and intuitive, momentum-based physics. Really depresses me that games like Banjo-Kazooie and Jak and Daxter, with their (imo incoming) hacked-together movesets and rote collection, became the standard. Not to say games like that are necessarily bad (I like those Jak games!) but just that they’re markedly different in their design philosophies/goals, and they kinda took up all the oxygen in that space.

Bizarrely I think the closest thing we’ve ever had to 64’s vision of 3D Mario is 2D Sonic lol

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half the games in my psx era switched accept and cancel buttons so that wasn’t a problem for me. They sure were slow but with the great music I always felt like that was the rythm of the game.
Not sure how it would feel to go back. I always wondered about that since I haven’t connected with another car game campaing as with GT2, maybe 4

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I’m one of those weirdos that couldn’t handle the early 3D 3rd person for a very long time, so doing things like pulling on Mario’s face looked like the only thing interesting to me about those games at that time.

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They should have done more with the face pulling. I don’t know how you make a whole game out of that but Nintendo has the money to figure it out.

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gonna make a game called ‘face puller 64’ where it’s just like pulling Mario’s face but with different faces. gonna put it on the eShop and make it so that it’s constantly on sale for 99 cents. this scam will be my livelihood for a year or so.

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man vs. nature is pinball

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Sonic Spinball is what it is because it blends a man v. nature system and man v. man premise.

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Finally catching up on the podcast. Love the new format for the notes @esper =)

Great to hear Vinegar Syndrome get a shout out. There’s a great interview with two members of the team in the latest Dana Gould podcast about how they came about and their new box set.

Caligulicious! - Dana Gould Starts around 1:21:00 or so and well worth a listen.

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Super stylish and feels deep but is literally just a simple menu list of branching options:

Smash Bros Melee
… most menus by sakurai, before he got weird in the next generation with brawl


You can even tilt the entire menu around with the c stick. So weird, so cool.

Knew Tim was gonna have to say Dragon Quest. So now I have to say Earthbound did great by doing exactly the same as dragon quest, but with the funkiest sounds and colors. Mother 3 not so much. Mother 3’s menus feel like just was Brownie Brown had lying around from Magical Vacation. The n64 menus were probably cooler.

More in the vein of Tim’s RPG talk: I love the menus of Etrian Odyssey.
The menus of Mega Man Battle Network are pretty cool, I’ve been playing that lately. gba era had some of the coolest menus. The Tony Hawk Pro Skater 2 main menu was a giant skateboard wheel so that’s cool by default.

Animal crossing did a lot to classic menus by making them all BWOOOOPIE in the first games. The animal crossing pause menu was always super cool the way you drag food or clothing to your 3D model in the top left. The secret where you drag the clothing to the bottom right and can replace the menu texture with any t shirt texture was also peak.

Ocarina of Time was very maximalist in a way you won’t see ever again. They decided you literally get exactly as many items in the entire game that would fit in a single screen-page. I guess that was more of a thing from ALttP though! I really liked the textures they used for the links awakening remake. They felt very 90’s Zelda in the same way as oot

The menu cursor sounds in Cubivore is all duck and pig squealks

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