J-Chiptunator's recent activity

  1. Comment on Colossal Game Adventure: September 2026 nominations topic in ~games

    J-Chiptunator
    (edited )
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    Nomination: Sonic the 3D Hedgehog Sonic Adventure Sonic Adventure 2 Despite playing a lot of these two 3D platformers from the GameCube era, I never reached the true endings for both. The CGA...

    Nomination: Sonic the 3D Hedgehog
    Sonic Adventure
    Sonic Adventure 2

    Despite playing a lot of these two 3D platformers from the GameCube era, I never reached the true endings for both. The CGA event would be a great chance to give them a proper whirl, and it could spark some interesting discussion about Sega's early, notable take on 3D Sonic gameplay in light of later installments.

    Also, you can still buy these two games on Steam, and mod Sonic Adventure DX to smooth out many of its rough edges.

    2 votes
  2. Comment on CGA-2026-09 🕹️🙎‍♂️🛹 INSERT CARTRIDGE 🟢 Tony Hawk's Pro Skater 2 in ~games

    J-Chiptunator
    Link Parent
    I was toying around with a similar idea earlier, except mine was a contest about whoever hold the highest amount of top records in this CGA. But my overly ambitious self overlooked the fact...

    I was toying around with a similar idea earlier, except mine was a contest about whoever hold the highest amount of top records in this CGA.

    But my overly ambitious self overlooked the fact certain versions of Tony Hawk's Pro Skater 2 have differences in gameplay mechanics, like the 2020 remaster and Pro Skater 2x. That would require having separate leaderboards in order to even the play field, yet unfortunately not all of us have access to each and every version that's part of the contest.

    So, simply posting high scores just for fun might be the better approach for this event.

    1 vote
  3. Comment on CGA-2026-09 🕹️🙎‍♂️🛹 INSERT CARTRIDGE 🟢 Tony Hawk's Pro Skater 2 in ~games

    J-Chiptunator
    Link Parent
    I didn't realize that the topic's title has the wrong date in it earlier, and now I can't modify it after it's posted. Whoops!

    I didn't realize that the topic's title has the wrong date in it earlier, and now I can't modify it after it's posted. Whoops!

    1 vote
  4. Comment on CGA-2026-09 🕹️🙎‍♂️🛹 INSERT CARTRIDGE 🟢 Tony Hawk's Pro Skater 2 in ~games

    J-Chiptunator
    Link
    Speak of the devil! There's currently a sale for both the Xbox One and Switch 1 version of Tony Hawk's Pro Skater 1 + 2. Both are $20.99 CAD and $23.99 CAD respectively, with the discount ending...

    Speak of the devil!
    There's currently a sale for both the Xbox One and Switch 1 version of Tony Hawk's Pro Skater 1 + 2. Both are $20.99 CAD and $23.99 CAD respectively, with the discount ending on September 3rd for Xbox One and September 10th for Switch 1.

    3 votes
  5. Comment on CGA-2026-09 🕹️🙎‍♂️🛹 INSERT CARTRIDGE 🟢 Tony Hawk's Pro Skater 2 in ~games

    J-Chiptunator
    Link
    CGA Announcement: We have officially inserted the cartridge for Tony Hawk's Pro Skater 2. Use this topic to get set up for the month, help other people get set up for the month, and start playing!...
    11 votes
  6. CGA-2026-09 🕹️🙎‍♂️🛹 INSERT CARTRIDGE 🟢 Tony Hawk's Pro Skater 2

    Hey, wanna listen to some tunes? throws a tape at your head, causing Out With The Old to play Introduction Legends come in many forms. For some, it's charting unknown space in a wildly complicated...

    Hey, wanna listen to some tunes? throws a tape at your head, causing Out With The Old to play

    Introduction

    Legends come in many forms. For some, it's charting unknown space in a wildly complicated ship. For others, it's carving their own path as a pirate on uncharted seas. And for many gamers, it's stopping every "big bad" you can think of: chaotic embodiments, pantheons of mythic gods, egocentric wizards, and so on.

    But this month, we're not chasing cosmic threats or fantasy epics. We're hitting the skatepark to prove our mad boarding skills, with Tony Hawk himself as the centerpiece.

    He's the same guy who landed the first-ever documented legendary 900° aerial spin in competition on June 27, 1999, popping it out of a half-pipe in a single leap. He'd later land two more 900s in the 2010s, get credited with inventing 88 named tricks, and appeared in countless videos, films, and TV shows, both as a skater and as himself.

    Just ten days ago, the second and final day of Vert Alert, his own vertical skateboarding competition in Salt Lake City has wrapped up. That pedigree is exactly what backs the entire Tony Hawk's franchise, especially the first four Pro Skater games and the gloriously unhinged Underground series.

    Pro Skater 1 took the bare-bones fundamentals of real-world skate tricking and mapped them onto a video game blueprint. Suddenly, you could chase mastery without wrecking your body through endless falls.

    The core loop has you choose a skater and board from a roster, each with different tricks and stats that shape your playstyle. Then, drop into one of several skate parks to chain stunts for big scores and complete literal fetch-style goals within a tight time limit.

    Our CGA Game of the Month, Pro Skater 2, expands and refines that foundation in almost every way, including:

    • Manuals: The game-changing addition that lets you chain tricks on flat ground without being forced into a stop when you run out of rails or airtime.
    • Bigger, more varied levels: More complex park design with more routes and secrets.
    • Deeper Career Mode: Instead of just grabbing tapes, smashing objects, and chasing high scores in 2-minute runs, you get more varied and elaborate objectives.
    • Expanded roster and tricks: More skaters, more moves, more ways to play.
    • Create-a-Skater and Create-a-Park: Full customization for both your rider and your levels.

    The one big mechanical piece still missing? Reverts to chain aerials into each other. That wouldn't arrive until Pro Skater 3, and is finally addressed in the 2020 remake, Tony Hawk's Pro Skater 1 + 2, which also folds in various gameplay tweaks from later entries up through Underground 1.

    My Personal Background

    When I was a kid, I vaguely remember seeing Tony Hawk's Pro Skater 1 and 2 everywhere: for sale and rent in every store, featured in strategy and tips magazines, and even in those massive Sears holiday catalogs. We also had friends who were always messing around on real skateboards.

    All of that eventually convinced my brother to rent Pro Skater 3 on GameCube. We both took turns with it. We loved how addictive and technical the gameplay loop was, but we didn't end up buying it, or any of the sequels, because we assumed it would be a short, shallow experience that wouldn't stay relevant.

    We were wrong.

    In 2004, our parents bought us a PS2 copy of Tony Hawk’s Underground 2 instead of renting. That game blew us away: twice as many intricate, unique levels, plus new gameplay elements layered on top of the already addictive core.

    A few months later, I beat both Story and Classic modes, which unlocked a set of hidden characters. The most shocking (and hilarious) one is tied to a movie finally coming out in 2027, an icon of the 2000s both commercially and as a meme.

    The fun didn't stop there. I accidentally discovered a bunch of out-of-bounds glitches thanks to weirdly programmed boundaries (the Los Angeles level sticks out in my mind; I loved those rebounding invisible walls I could endlessly jump off). I also managed to clip Player 1's position marker into odd places in Create-a-Goal mode. We felt like we were game developers, which might be what inspired my brother to pursue a career in the video game industry. Good times.

    Fun fact: at one point, he even helped debug the then-upcoming Tony Hawk's Pro Skater 5. Many of the bugs he found and documented still made it into the critically panned final release, because the game had to ship before the licensing deal between Activision and Tony Hawk expired at the end of 2015. And it barely had any development time… Yikes!

    Regardless, I'm looking forward to trying the original PS1 version of Pro Skater 2 for this month's CGA, warts and all. It has the gameplay loop I know and love, and I can get over the fact that I can't walk off my skateboard anymore, something I haven't dealt with since beating American Sk8land on Nintendo DS over a decade ago.

    Game Information

    Years of the release: 2000, 2001, 2006, 2010, 2020, 2021

    Platforms: PS1, PC, GBC, Dreamcast, Mac OS, GBA, N64, Xbox, Windows Mobile, iPhone, PS4, Xbox One, PS5, Xbox Series, Switch 1

    Genre(s): Action, Sports

    Links: Original - Mobygames, Original - Wikipedia
    Windows - Mobygames
    GBC - Mobygames
    GBA - Mobygames
    2x - Mobygames, 2x - Wikipedia
    1 + 2 - Mobygames, 1 + 2 - Wikipedia

    A brief overview at some of the versions:

    • PS1

      • Easiest to access in terms of controller layout and emulation.
      • Great baseline "classic" feel.
    • Windows

      • Potentially the most authentic way to experience Pro Skater 2 if you're comfortable with modding and tinkering.
      • Requires tracking down a out-of-production software and configuring it properly.
    • Dreamcast

      • Similar to PS1 in feel, but with a noticeable visual fidelity boost.
      • Often considered the best-looking original-console version.
    • N64

      • The most technically compromised 3D version.
      • Still functional, but stunts feel awkward with the C-button layout.
    • Xbox (Tony Hawk's Pro Skater 2x)

      • Essentially "what if Pro Skater 1 + 2 came out right after Pro Skater 3?"
      • Adds mechanics and quality-of-life improvements from later entries.
    • GBA

      • A surprisingly playable top-down/isometric conversion of the full Pro Skater 2 experience for a low-powered handheld.
      • Requires adjusting to the perspective and controls, but it holds up.
    • GBC

      • Drastically different due to hardware limits and too few buttons.
      • Becomes a sidescrolling, scope-limited version of Pro Skater 2 with mediocre controls, despite being an improvement over the GBC Pro Skater 1.

    Where to find the game:

    • Physical Release: Prices seem to be fairly reasonable on eBay. A loose cartridge/disc is usually much cheaper than a Complete-in-Box copy (which includes the game, manuals, and box), but not by much.
    • Digital storefronts: A convenient fallback solution, especially with its frequent sales. Only applies to Tony Hawk's Pro Skater 1 + 2.

    Game Setup

    The main purpose of this topic is to get people up and running with the game. As such, it's recommended that you:

    • Share what hardware you're playing it on
    • Share if there are any tools/mods that you recommend
    • Share anything you think is important for people to know before they start the game
    • Ask questions if you need help

    Another purpose of this topic is to revisit the game and its time period:

    • Do you have any memories or associations with this game itself?
    • What about its system or era?
    • What aspects of retro gaming were common at the time?
    • What other games from the same time period are you familiar with?
    • What are you expecting from this game in particular?

    Finally, this topic is the beginning discussion for people starting to play it:

    • Post updates sharing your thoughts as you play.
    • Ask for help if you get stuck.
    • Offer help to others.

    It is recommended that you reply to your own posts if you are making consecutive updates so that they are in the same thread.

    IMPORTANT: Any links to the game should be legal distributions of the game only. Please do NOT link to any unauthorized copies.

    IMPORTANT: Put any spoilers in a dropdown block. Copy/paste the block below if needed.

    <details>
    <summary>Spoilers</summary>
    
    Spoiler text goes here.
    </details>
    

    FAQ

    What is CGA?

    Colossal Game Adventure (CGA) is Tildes' retro video game club.

    Each month we will play a different retro game/games, discuss our thoughts, and bask in the glorious digital experiences of yesteryear!

    Colossal Game Adventure is a reference to Colossal Cave Adventure. It's one of the most influential games of all time, one of the first text-based interactive games, and one of the first games to be shared online.

    What do we want to do with this group? Play influential games; interact with each other through text; and share the love for retro games online!

    It also abbreviates to CGA (because we love chunky pixel art), and its name communicates the Colossal amount of fun and excitement that we have with retro video Games in our shared Adventure of playing them together.

    Do I have to sign up?

    No. Participation is open to all.

    There is a Notification List that will get pinged each time a new topic goes up. If you would like to join that list, please PM u/kfwyre.

    Are there restrictions on what/how to play?

    Each month will have a focus game or games that will guide our discussions. Beyond that, there are no restrictions. The philosophy of CGA is to play in a way that works for you!

    This means:

    • Choose whichever version of the game you want.
    • You can use cheats, save states, mods, etc.
    • You can watch a streamer or longplay instead of playing it.

    If you have already played a game and want a different experience:

    • Play a different version of it.
    • Play a related game (sequel, spiritual successor, something inspired by it, etc.)

    There is no wrong way to participate in CGA, and every different way someone participates will make for more interesting discussions.

    What is the schedule?

    Each month the Insert Cartidge topic will be posted on the 1st, while the Remove Cartridge topic will be posted on the 20th.

    Nomination and voting topics will happen in March and September (every 6 months).

    Schedules are also posted then.

    All CGA topics are available using the colossal game adventure tag.

    What do Insert and Remove Cartridge mean?

    Inserting and removing cartridges are our retro metaphor for starting and stopping a given game or games.

    The Insert Cartridge topic happens at the beginning of the month and is primarily about getting the game up and running.

    The Remove Cartridge topic happens toward the end of the month and is primarily about people reflecting on the game now that they've played it.

    There are no hard restrictions on what has to go in either topic, and each can be used to discuss the game, post updates, ask questions, etc.


    Without further ado, let's hit the parks and go buck wild with tricks and stunts!

    > CONTINUE

    (Credit to @Boojum for the splash screen. Still rock-and-rolling after a year!)

    12 votes
  7. Comment on Ahead of an all-digital future for PlayStation, Sony needs to prove in courts that players know they don't own digitally purchased games in ~games

    J-Chiptunator
    (edited )
    Link Parent
    A lot of that silent majority's stubbornness comes down to convenience, even at the cost of true ownership. Buying a digital game on any console is far easier and less intimidating than pirating...

    A lot of that silent majority's stubbornness comes down to convenience, even at the cost of true ownership.

    Buying a digital game on any console is far easier and less intimidating than pirating the same title and figuring out how to run it. For buying a game in a digital storefront, the process looks like this:

    See the store icon -> browse until you find something you want -> hit "Buy" -> wait for the download to finish -> launch and play

    It's basically as intuitive as ordering anything from any other online store.
    Pirating a game, on the other hand, is far more involved. For that, they'll need to:

    • Find a trustworthy source
    • Navigate sketchy sites and pop-ups
    • Understand file types, extensions, and where to put files
    • Deal with installers, cracks, or launchers
    • Worry about malware and bans

    Someone with solid experience in file managers, file extensions, basic security, and web browsing can usually find free game files quickly and safely. But it's a completely different story for the average user.

    In an era where smartphones with clean, simple UIs dominate how people use the internet, most users will never need (or develop) those skills. Their lack of technical knowhow means piracy ends up requiring a lot more time, effort, and risk just to truly own the game files, while buying is a few clicks and done.

    15 votes
  8. Comment on What theme do you use with Tildes? in ~tildes

    J-Chiptunator
    (edited )
    Link
    I went with Nord Dark, since it's my least distracting dark web page on both daytime and nighttime. Not too bright, nor too dark, the letters are kept in a certain light shade of gray to keep it...

    I went with Nord Dark, since it's my least distracting dark web page on both daytime and nighttime.

    Not too bright, nor too dark, the letters are kept in a certain light shade of gray to keep it readable without forcing my eyes to squint or getting overwhelmed with too much lighting. The contrast between the UI elements is so well-balanced that I can still figure out each of their function and importance at a glance, all while never sacrificing readability.

    7 votes
  9. Comment on What's something that's more challenging for you than it is for others? in ~talk

    J-Chiptunator
    Link
    Reading. I can read and understand short to medium texts just fine, up to about a dozen paragraphs, like most web articles or forum posts. But when a text has heaps and heaps of paragraphs and I...

    Reading. I can read and understand short to medium texts just fine, up to about a dozen paragraphs, like most web articles or forum posts. But when a text has heaps and heaps of paragraphs and I have to read for more than 10–15 minutes, I invariably either lose focus or start reading much, much more slowly for a long time.

    Because of this, I often wind up being the last student to finish any reading task. It makes me wonder why my peers are so much faster, and it leaves me feeling inadequate in a society that seems to expect quick, efficient readers.

    In primary and secondary school, this wasn't a huge problem. I was classified as a "student with difficulties", so I could always ask for extra time on exams and tests.

    However, things are much less forgiving in cégeps. In primary/secondary school, each school year covers about 8 months of classes; in cégep, that's cut roughly in half for each semester. The result is much more condensed courses and far less time to complete assignments, even for the struggling students who can buy more time.

    This is especially true in literature classes. We're assigned three books, and for each one we have to build a convincing, detailed thesis. The assignments are staged:

    • First: just the introduction
    • Second: introduction plus one argument
    • Third: everything from the second assignment, but with more arguments

    We're expected to "read between the lines", taking the culture and context of the time period into account, and to come up with convincing theses. On top of that, the topics are often uninteresting and unrelatable to me, which makes the kind of close, "nerd‑like" scrutiny they want feel monumentally laborious. This subject is far harder for me than any other I've had to study.

    It sometimes feels as if you need almost intimate knowledge of these literary topics right after finishing secondary school in order to get the cégep diploma, no matter what job you actually plan to do. But the education system overestimated how much time would be spent studying French in secondary school, leaving very little room (if any) for serious literature classes.

    To this day, I still haven't obtained my diploma, even though I've passed every other subject that doesn't involve literature. And even among students who didn't struggle nearly as much as I did, about half have to retake the same literature class at least once.

    5 votes
  10. Comment on Tokyo, yeast, and expectations in ~travel

    J-Chiptunator
    Link Parent
    It's worth adding a bit of context for why people in Japan (and anyone who's spent substantial time there) often hesitate to voice even good‑willed, constructive criticism while in the country. In...

    It's worth adding a bit of context for why people in Japan (and anyone who's spent substantial time there) often hesitate to voice even good‑willed, constructive criticism while in the country.

    In Japan, what's considered rude isn't merely the content of the criticism, but its disruptive nature. Japan is a hierarchical, collectivist society that places a strong cultural emphasis on preserving face and maintaining social harmony (wa).

    If you raise any kind of criticism or potentially awkward topic in a direct or confrontational way, especially in public or across status lines, you risk disrupting that harmony. That can strain not only your relationship with the person involved, but also your standing in the wider social circles you both belong to, including family and work networks.

    6 votes
  11. Comment on CGA-2026-08 🗡️🛡️❤️🔺 INSERT CARTRIDGE 🟢 The Legend of Zelda: A Link to the Past in ~games

    J-Chiptunator
    Link Parent
    The stretch parameter you're looking for is IgnoreAspectRatio. If you leave 0 in it, it'll stick whatever aspect ratio you chose, which will always give you square pixels no matter how large is...

    The stretch parameter you're looking for is IgnoreAspectRatio.
    If you leave 0 in it, it'll stick whatever aspect ratio you chose, which will always give you square pixels no matter how large is your window/screen.
    Set it at 1, and the screen will automatically stretch to fill in the black bars, which is what we needed for my trick to work.

    If you add extend_y to the ExtendedAspectRatio parameter, the game will natively render with 240 vertical lines instead of the normal 224.

    Here's my zelda.ini config file for reference.

    1 vote
  12. Comment on CGA-2026-08 🗡️🛡️❤️🔺 INSERT CARTRIDGE 🟢 The Legend of Zelda: A Link to the Past in ~games

    J-Chiptunator
    (edited )
    Link Parent
    If you want the game to look exactly like it did in 1992 and can use the OpenGL render method, consider giving the CRT Royale shaders a shot. They reproduce CRT effects well on modern flat panels,...

    If you want the game to look exactly like it did in 1992 and can use the OpenGL render method, consider giving the CRT Royale shaders a shot. They reproduce CRT effects well on modern flat panels, especially with the composite variants. If the game stutters or you prefer a slightly cleaner look, try the S-Video variants.

    Here's my recommended shader setup:

    • Extend Y: Disabled
    • Aspect Ratio: 4:3
    • Fullscreen Mode: Window
    • Window Size: Custom and 256 x [integer value] x 1.143 X 224 x [integer value] (e.g. 1756x1344 for 1440p)
    • Stretch: Enabled
    • GLSL Shader: Either crt-royale-ntsc-320px-composite.glslp or crt-royale-ntsc-320px-svideo.glslp

    This config aims for a time-period accurate and shimmerless display with the intended 8:7 aspect ratio for NES/SNES titles, based on the hardware's dot clock rate. It won't work in Borderless Fullscreen or Fullscreen modes with RadzPrower's launcher.

    Also worth pointing out that the game was designed to render at a 256x224 resolution. At wider-than-4:3 aspects, you'll see black tiles at area boundaries as you approach edges.

    4 votes
  13. Comment on CGA-2026-08 🗡️🛡️❤️🔺 INSERT CARTRIDGE 🟢 The Legend of Zelda: A Link to the Past in ~games

    J-Chiptunator
    Link
    A Link to the Past is one of the many retro games that has received a decompilation port. While there isn't a dedicated randomizer for this port yet, it does let you play the game natively on a...

    A Link to the Past is one of the many retro games that has received a decompilation port. While there isn't a dedicated randomizer for this port yet, it does let you play the game natively on a variety of platforms, including:

    This is especially handy if your hardware can't handle a cycle-accurate SNES emulator, or if you don't have access to original SNES/GBA consoles or FPGA devices. The port also comes with several quality-of-life improvements, such as:

    • Support for wider aspect ratios (e.g., 16:9)
    • Higher-quality world map
    • No longer being limited to just one active item slot
    • Ability to switch your current item using the L/R buttons

    If you're feeling adventurous, there's also a cross-game randomizer that blends A Link to the Past and Super Metroid, shuffling items from both games into new locations. Talk about killing two birds with one stone!

    11 votes
  14. Comment on Give me your culture clash stories in ~travel

    J-Chiptunator
    Link Parent
    I should have clarified more about when and where I got spontaneous assistance, all of which I never had to ask for first. My only trip to the UK was a little under three years ago, and I don't...

    I should have clarified more about when and where I got spontaneous assistance, all of which I never had to ask for first. My only trip to the UK was a little under three years ago, and I don't remember that kind of helpfulness in London either, though that may simply be because I wasn't struggling to get around there.

    There were two times during my month-long trip through England, Edinburgh, and Glasgow when I was automatically handed several tissues while I visibly had a runny nose. Both happened on trains with a young woman, and one of them was on a journey to or from Bath or York. There was also an adult man in Salisbury's Greggs who, without being asked, opened a surprisingly difficult Dr Pepper bottle for me after seeing I was struggling to twist the cap with my slippery, dry hands.

    1 vote
  15. Comment on Give me your culture clash stories in ~travel

    J-Chiptunator
    Link
    When I spent a few weeks traveling around England, I was surprised by how often strangers offered help at the slightest sign of struggle. A few times, someone even handed me a tissue when I had a...

    When I spent a few weeks traveling around England, I was surprised by how often strangers offered help at the slightest sign of struggle. A few times, someone even handed me a tissue when I had a runny nose on the train, and another stranger opened my plastic bottle of Dr Pepper because their grip was stronger than my slippery dry hand.

    In Quebec province, where I'm from, people usually tend to keep to themselves and mind their own business unless the situation is more serious. It often feels like you need to be in real trouble, or cause someone a significant inconvenience, before people step in. My impression is that Quebec society is still fairly individualistic, even if it may feel a bit more community-oriented than some other parts of North America.

    8 votes
  16. Comment on Physical disc production ending in January 2028 for new games releasing on PlayStation consoles in ~games

    J-Chiptunator
    Link Parent
    That figure includes every game on the PlayStation Store, even titles that never had a physical release. Because of that, it does not tell us which format sells better for games that are available...

    85% of all PS4 and PS5 game sales worldwide were digital in Q4 2025.

    That figure includes every game on the PlayStation Store, even titles that never had a physical release. Because of that, it does not tell us which format sells better for games that are available both digitally and physically.

    A more meaningful comparison comes from the leaked 2023 sales data. Those numbers show that, for most first-party titles, physical copies actually outsold digital versions.

    12 votes
  17. Comment on Physical disc production ending in January 2028 for new games releasing on PlayStation consoles in ~games

    J-Chiptunator
    Link
    Saw this shift coming as far back as the Wii Shop Channel in 2006, but I still can't say I'm looking forward to it. The move toward digital over physical didn't happen naturally; platform holders...

    Saw this shift coming as far back as the Wii Shop Channel in 2006, but I still can't say I'm looking forward to it. The move toward digital over physical didn't happen naturally; platform holders pushed it because it's more profitable.

    Over the past decade, console manufacturers have made digital purchases increasingly attractive. Higher margins, greater control over distribution, and access to detailed user data all work in their favor. To get there, they leaned on frequent discounts, preloads, early access, and subscription models that normalize not actually owning games.

    At the same time, physical releases have become less appealing. Discs often still require large patches, special editions feel less meaningful, and retail space has shrunk. Add in the rise of digital-only consoles, and the direction is pretty clear.

    If Sony really phases out physical media in the next couple of years, it will likely set a precedent that Xbox and Nintendo eventually follow. Most consumers probably won't mind, since convenience tends to win out over ownership. Personally, though, I think something important gets lost in that shift.

    Back in the late 2000s, the idea of having a huge library of games accessible anytime, anywhere felt incredible. That's why I went almost fully digital during the 8th generation.

    But over time, that same convenience became a downside. I've accumulated more games than I can reasonably play, and it's led to analysis paralysis. Finishing games feels harder now, not because they're more difficult, but because my attention is constantly split. Gaming has started to feel more like a commodity than the special hobby it once was.

    Kind of ironic, isn't it?

    7 votes
  18. Comment on Donkey Kong 64: Recompiled announcement in ~games

    J-Chiptunator
    Link
    Donkey Kong 64 worked around with the N64's slowdown quirks, a pain point among emulators and even the official port on Wii U and Switch. In MiSTer FPGA's N64 core (which is based off from ares),...

    Donkey Kong 64 worked around with the N64's slowdown quirks, a pain point among emulators and even the official port on Wii U and Switch.

    In MiSTer FPGA's N64 core (which is based off from ares), Donkey Kong would always fail on latching onto the floating vine during the title intro, and remains an unresolved issue to this day. Depending on which hardware you play, bonus games would also wind up being noticeably easier or harder.

    I'm curious on how this recompilation project will handle all these instances, but I believe they'll be adjusted to better reflect how they were played on the N64 sans the slowdowns.

    2 votes
  19. Comment on May 2026 Backlog Burner: Conclusion and Recap in ~games

    J-Chiptunator
    Link
    Well, that was my very short-lived Backlog Burner run. I played two games in total and managed to beat one of them. Due to concerns about fatigue and eye strain affecting my health, I had to step...

    Well, that was my very short-lived Backlog Burner run. I played two games in total and managed to beat one of them.

    Due to concerns about fatigue and eye strain affecting my health, I had to step away from the event early. I explained previously how I was feeling and the steps I took to address it.

    The good news is that I'm doing much better now. My tiredness has decreased significantly, and I'm regularly getting at least six hours of sleep in a row again. At this point, I can handle a few hours of gaming, as long as I don't fall too deep into web browsing, which is easier said than done, especially during the insufferably long Canadian winters.

    I'm planning a month-long trip to Japan starting November 10, so I may not have much time for that month's Backlog Burner event. However, I'll very likely be back for May 2027.

    See you next time!

    J-Chiptunator's Final Progress Report

    Continuing: Ape Escape
    Shelved: Princess Tomato in the Salad Kingdom

    3 votes
  20. Comment on Mighty Cuphead Adventure | Teaser trailer in ~games

    J-Chiptunator
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    According to the press release from the official Studio MDHR website, Mighty Cuphead Adventure is confirmed to be developed for the Sega Master System. Its physical cartridge will be released for...

    According to the press release from the official Studio MDHR website, Mighty Cuphead Adventure is confirmed to be developed for the Sega Master System.
    Its physical cartridge will be released for the system along with the emulated version coming for modern systems.

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