The fact you got a tent from that, the fact that both of the characters could outrun a ghost train, the fact you were still running during the victory animation, or how the train was lifted into the air and slammed into the ground?
In Super Smash Bros (in any games I think), heavy-weight characters like Bowser can catch up/run faster (than) light-weight or mid-weight characters, if I remember correctly.
(I think I already posted about this, or someone did. Or maybe I was just dreaming)
After beating ridley in super metroid you see a broken capsule without the metroid hatchling. How did it escape from ridley's lair to the new tourian which hasn't been unlocked yet, and go there unnoticed?
The fact that Mario and Luigi ect can instantaneously change their height when dealt damage too and instantly have a growth spurt consuming mushrooms. Not to mention the fact they create pure fire from their hands and use it underwater.
God this thread takes the cake for most stupid on the forums yet cause it shows complete ignorance in even attempting to find explanations for design decisions.
Enjl wrote:God this thread takes the cake for most stupid on the forums yet cause it shows complete ignorance in even attempting to find explanations for design decisions.
Pretty sure this thread isn't meant to be taken seriously.
Simply, you can have a "1 vs 1" street fight with someone on top of a moving Train, and the speed of that train DOESN'T matter to the fighters on the top of the train!
Enjl wrote:God this thread takes the cake for most stupid on the forums yet cause it shows complete ignorance in even attempting to find explanations for design decisions.
Pretty sure this thread isn't meant to be taken seriously.
People use these things as arguments in a serious discussion all the time and this is like a Goldmine for people like that who only look at stuff at the most shallow level.
Enjl wrote:God this thread takes the cake for most stupid on the forums yet cause it shows complete ignorance in even attempting to find explanations for design decisions.
Pretty sure this thread isn't meant to be taken seriously.
People use these things as arguments in a serious discussion all the time and this is like a Goldmine for people like that who only look at stuff at the most shallow level.
This isn't about design decisions, this is just poking fun at absurd concepts that would never work IRL, and let them look at things at a shallow level, it's their loss.
This applies to most games actually, but have ever thought about the concept of turning around mid jump, in the air? I totally understand why games do this, because it makes the controls feel much more responsive but like many things it doesn't work IRL. At least as far as I know.
Classic Castlevania doesn't do this, and the controls feel very stiff as a result. The levels were designed around this though, so USUALLY it's not an issue.
Artemis008 wrote:This applies to most games actually, but have ever thought about the concept of turning around mid jump, in the air? I totally understand why games do this, because it makes the controls feel much more responsive but like many things it doesn't work IRL. At least as far as I know.
Classic Castlevania doesn't do this, and the controls feel very stiff as a result. The levels were designed around this though, so USUALLY it's not an issue.
The weirdest case of this I know of is in SMBX itself: your acceleration is exactly the same on the ground or in midair... except on ice, which cuts it by a factor of 4. In that case you're MUCH better off jumping just to change your speed.
(use Team Blast in front of a pole that needs to be activated in the switch --> stir the wind above the pole, just as if it was already hoisted --> you walk up a ghost pole, saving time)