QuantumBamboo
  • 1 Post
  • 7 Comments
Joined 2Y ago
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Cake day: Mar 13, 2024

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Honestly, I’m playing on my phone, and sure there is the occasional glitch, but actually still very much an enjoyable experience.


Tank racing is a fond memory of mine too. A friend had a modded PC copy in which you could increase the speed of vehicles too. The backwards tank shots could make you fly! Handling however was exactly how you would expect a canon powered flying tank to handle though…


Ooh nice. I’ll definitely check it out.


No. Just a reflection of how deep I’ve gotten into it! 😂


I am Tommy Vercetti
I played a fair bit of GTA Vice City back in the day round friends' houses, but never played all the way through. Mostly just ran people over, got as many stars as possible and died. Don't get me wrong... I had a blast... but recently thought I'd play through the whole thing. The game itself holds up amazingly well I think! I am loving cruising around the city, collecting income from businesses, buying new businesses, swapping clothes, spraying cars... committing a lot of grand theft auto. I was pleasantly shocked at how compelling it is to play. I'm playing on my phone with a Razer Kishi too, so I can get my fix anywhere!
fedilink

Link’s Awakening was my first game on my Gameboy, so will always have a special place in my heart! Ocarina was my first N64 game too, and it blew my mind! Nostalgia plays some part in how I feel about those games, but both are still solid games to this day.

BoTW and ToTK both managed to push the boundaries of gaming, and the sheer joy of discovery in both games makes them stand out. I do also love ALttP though, and in its own time it was just as revolutionary I reckon. I didn’t play it until the 2000s though.


Very nice. Good video too. I like hearing the origin story if the game. And to your point about not wanting to show your code… ugly code is beautiful code really. Anything I write is akin to modelling with clay… using hammers. But if it does the job (especially any smooth UX bits) and resource availability is not particularly critical then all good. Seeing that process play out through code structure is cool though. Much more interesting than some ultra optimised minimalist code. When it comes to a game, I think a slightly chaotic code base actually lends some artistic effect that bleeds through the actual visual/aural/haptic interfaces. Game looks fun though, is what I’m getting at. Make sure to post a link to the demo when it arrives!


If no one has heard of bombs then no one can know the title of the game, because otherwise they will see or hear the word bombs. But I’ve seen the title. Do I even know what a bomb is? I think I do… but do I? The paradox of the bomb knowledge will keep me up tonight.