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Shovel Knight
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Go Noles!!! >>-----> -
Re: Shovel Knight
Saw this in Game Informer, and it saddens me that it isn't coming to PS4.
This type of game is right in my wheelhouse.Comment
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Re: Shovel Knight
Had a hard time deciding which version I wanted and ended up with the 3DS version. The 3D is done very well and does add to the game. I've beaten 2 bosses and it's awesome, only problem is my hand is cramping up even with the 3DS XL so I had to take a break. The music is really good and I may have to double dip for the Steam version.XBL: Countach
http://countachrt.blogspot.com/Comment
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Re: Shovel Knight
Being able to destroy checkpoints is brilliant.
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Breaking the NES for Shovel Knight
Shovel Knight is a game that embraces the look of NES classics, but has some major differences when examined closely. When setting out to develop the game's aesthetic and play style, we at Yacht Club Games had a few goals in mind. Instead of emulating the NES exactly, we would create a rose-tinted view of an 8-bit game.
What if development for the NES never stopped? How would an 8-bit game feel and play if developed today? We imagined the gameplay would benefit from modern design lessons, and the tech would receive subtle but substantial upgrades. This was possible to an extent on the NES, where technology was built into the cartridges.
Later NES games like Super Mario Bros. 3 packed cartridge tech that was vastly improved from early NES titles like the original Super Mario Bros. Different chipsets allowed for features like diagonal scrolling, larger sprites, or (unique to the Japanese Famicom, as detailed below) additional sound channels. Compounded with improved techniques and understanding of the hardware, the difference between early and late-life NES games can be staggering.
We imagined that perhaps some cartridge advancements would allow for the techniques displayed in Shovel Knight. We also broke some NES limitations purely out of preference... we decided to eliminate any drawback that would hamstring the gameplay experience. One example is sprite flickering, which occurred when the NES tried to display more than 8 sprites per horizontal line. This effect is nostalgic for some, but we felt it was detrimental, so we nixed it. However, we did make gameplay design decisions based on the idea of sprite flickering: we tried to avoid cluttering the screen with onscreen objects, and limited things like particle effects. Being aware of the rules in this case led to the game feeling clear and simple; one of the hallmarks of a great NES game.
There are many more examples, so let’s go into more detail on how we bent the rules of the NES!Go Noles!!! >>----->Comment
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Re: Shovel Knight
Bought this for the vita yesterday trying to get used to it. I never played megaman games back in the day but I did play castlevania .
I died several times on the first level but nothing to overwhelming . Great game
Now Hotline Miami is a diff story that game is ridiculously hard. so hard I deleted itSLIDERS SUCKComment
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