85 points by msephton 2 days ago | 21 comments | View on ycombinator
meerita 1 minute ago |
bentcorner about 3 hours ago |
I only realize it now but it had some very unique game mechanics that even today you don't see very often (ok maybe that's a bit of a stretch but the mechanics were novel to me back then):
- Notably you have 60 minutes to finish the game. Dying doesn't reset the timer, so there is constant pressure to keep moving.
- There is a satisfying parry mechanic. This is still rare to see in 2d platformers.
- Incredibly smooth animation. This could be nostalgia goggles but the rotoscoped animation really stood out compared to other games of the era.
mscdex 36 minutes ago |
On a related note, I also highly recommend the "War Stories" video for the making of Crash Bandicoot: https://www.youtube.com/watch?v=izxXGuVL21o
Dathuil 9 minutes ago |
Goes into lots of detail as what was going on through the journal entries of the dev. Honestly it has encouraged me to start journaling again myself as I can see the value in being able to read back to a day in the last.
bschwindHN about 1 hour ago |
The first time we got to the skeleton that comes to life and fights you, my heart was absolutely pounding. I didn't expect that kind of thing from a game, and you walk past a few other skeletons that don't move at all so the game conditioned you to kind of ignore them or just treat them as part of the environment. And my god, the vertical chopping blades you have to carefully jump through...those things are brutal.
protocolture about 2 hours ago |
These are some of my earliest memories of computing, and the conversations I had with that guy, who was doing computer science, plus the things he opened up for me on the computer really pushed me into the industry.
I ended up visiting the US with my grandparents sometime later, and got to see the original disks most of my games had been cloned from. They even had the original F-15 Strike Eagle box from memory.
timzaman about 3 hours ago |
highly recommended as 90s gamer
Agentlien 37 minutes ago |
On a much smaller scale, I was actually part of something similar a few years ago. The game Wavetale was originally a Stadia exclusive but launched just before the platform shut down. We were allowed by Google to port it and release it for every other platform, and I ended up being one of four programmers doing that work; I mainly focused on optimizing the switch version.
The Stadia version barely got noticed, but the other versions, especially Switch, did quite well. The game was even featured on AGDQ, which was really cool.
achairapart about 2 hours ago |
Also, the steps, the gates and all other sound FXs.
Most people are/were fascinated by the fluid animations, but this game was perfect from every angle.
curtisblaine about 2 hours ago |
pjmlp about 1 hour ago |