Reyn 🍃

@reynhester.bsky.social

Say it like "Rine" • He/Him • Game reviews at https://www.backloggd.com/u/Reyn/

some Saturn games are Genesis 2 games and some Saturn games are PC-Engine 2 games. Kingdom Grand Prix is a Genesis 2 game. Bulk Slash is a PC-Engine 2 game. Shinobi Legions isn't a Genesis 2 game that's just straight up a late Genesis prerendered game but on the Saturn

It gets good after X hours ❌ It gets good after opening the hidden options menu and setting the difficulty to Very Hard ✅ Scored the clear in a run where I was still experimenting with some things lol, I'd film something a little better sometime though

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Not necessarily grinding a Virtua Cop clear out yet but I've just had the itch again and I can still carry myself to St.3 fine enough...man I almost forgot just how good this one is

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finally I return to my long-form articles after half a year... backloggd legend drax asks: what exactly does "arcade-y" refer to? in response, I explain my reasoning for three major fundamentals of the arcade style, each of which drives the arcade mechanics we know and love. link below!

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Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/

Shigeru Miyamoto x Kenji Eno (1996) - shmuplations.com

In July 1996, Kenji Eno visited Nintendo HQ to speak with Shigeru Miyamoto as the first of his "cross-talk" series.

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my neighbor came by recently and started jumping uncontrollably upon seeing my copy of The Munchables, their favorite childhood game. we booted it up and quickly fell in love with those opening levels again. it falls off rather quickly, but the start shows what could have been. review link below!

A Katamari-like from the actual Katamari developers, those Now Production contractors who toiled to get Keita Takahashi’s vision off the ground.1 Munchables twists the “roll up stuff, get bigger, roll up bigger stuff” loop from Katamari into a game all about eating, where the mute, spherical protagonists chomp through waves of pirate/alien/frankenfood creations, progressively inflating after each set of meals. The character’s size is unambiguously labeled with a level number, with enemies larger than yourself having a similar label to illustrate who exactly you can eat at any given point. These larger enemies can be bumped with a dash attack that splits them into smaller enemies, although if the difference between you and the enemy is vast enough, each of their component sub-enemies may still be larger than you. Recursively repeating the split mechanic unveils levels built around flooding the field with bite-sized enemies and eating as many as possible before they reassemble into their larger forms.

On a subconscious level, I feel like I haven’t returned to Virtual On in my adulthood because I only want to play it on Twin Sticks My soul knows it’s the right thing to do.

it's a shame that kururin paradise has never made it to western virtual console or nso, because it outstrips its predecessor in almost every way: rotation speed control, tighter level design, and gorgeous graphics. if you love kururin 1, try out its sequel asap! link to my review below!

first paragraph of link below: The Helirin’s rotation in the Kururin games has a particular dynamic: certain rotation angles will always reoccur provided the player has space to sit and wait. Safe zones often bookend major obstacle sections, so a start-and-stop tendency arises, where arriving in a safe zone with the wrong angle to start the next section incurs a short break to let it spin into place. The first Kururin game suffered from this in its larger stages specifically thanks to cyclical obstacles, each requiring a synchronization between the Helirin and the obstacle. Depending on the difference in frequency between the two cycles, waiting for both to line up could potentially take multiple rotations without prior planning. While the series’s staple springs, which change the Helirin’s direction of rotation, could help by altering the phase over multiple bounces, most applications of these boiled down to bouncing between parallel springs, offering only minor improvements over unassisted waiting. Kururin Paradise smartly fixes this by giving the player control over their rotation speed. Even with only a single speed increase to work with, the player has significantly more leverage on how to synchronize with obstacles or avoid waiting. In turn, the designers decrease the amount of safe zones in each level, resulting in more compact and intense design overall.