Erm... Okay... Literally none of that makes sense...
Re: Video Game Logics
Posted: Sun Jan 28, 2018 12:12 pm
by Devan2002
thehelmetguy1 wrote:
So, what's the logic here?
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?
Re: Video Game Logics
Posted: Sun Jan 28, 2018 1:25 pm
by Thehelmetguy1
All of them
Re: Video Game Logics
Posted: Tue Jan 30, 2018 2:18 am
by MacDuckBeat
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)
Re: Video Game Logics
Posted: Tue Jan 30, 2018 2:32 am
by Quantumenace
thehelmetguy1 wrote:
They're a lot higher level than normal, usually that won't kill the train in one hit.
Phoenix Down, though... it's undead. You can kill a train with feathers XD
Re: Video Game Logics
Posted: Tue Jan 30, 2018 6:47 am
by FireyPaperMario
Here's a random fighting game logic: A lightsaber has better range than a baseball bat!*
*Logic in a Smash Bros, game! ^^
Re: Video Game Logics
Posted: Tue Jan 30, 2018 12:49 pm
by TheNewGuy
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?
Re: Video Game Logics
Posted: Tue Jan 30, 2018 3:51 pm
by erkyp3rky
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.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 1:38 am
by Emral
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.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 9:18 am
by Snessy the duck
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.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 2:54 pm
by ADMAndrew
In SM64 if you fall 20m you be will dead
but in Mario Oddysey you fall from the top of a building and without any injury
Re: Video Game Logics
Posted: Wed Jan 31, 2018 3:53 pm
by FireyPaperMario
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!
DAMN IT TAKARA & SNK
Re: Video Game Logics
Posted: Wed Jan 31, 2018 4:48 pm
by Devan2002
ADMAndrew wrote:In SM64 if you fall 20m you be will dead
but in Mario Oddysey you fall from the top of a building and without any injury
You can ignore fall damage by ground pounding at the last second.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 5:21 pm
by Emral
Snessy the duck wrote:
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.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 5:25 pm
by The Dwarven Digger
Devan2002 wrote:
ADMAndrew wrote:In SM64 if you fall 20m you be will dead
but in Mario Oddysey you fall from the top of a building and without any injury
You can ignore fall damage by ground pounding at the last second.
Because obviously a move that makes you fall faster will stop you getting hurt after jumping down 20m.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 5:26 pm
by Artemis008
Enjl wrote:
Snessy the duck wrote:
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.
On that note, Mario can breath in space.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 5:45 pm
by Thehelmetguy1
the entirety of battle cats is logical
Re: Video Game Logics
Posted: Wed Jan 31, 2018 5:51 pm
by Artemis008
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.
Re: Video Game Logics
Posted: Wed Jan 31, 2018 10:05 pm
by Quantumenace
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.
Re: Video Game Logics
Posted: Thu Feb 01, 2018 8:52 am
by Cedur
the pole glitch for Team Dark in Sonic Heroes
(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)