lammy has the same issue as parappa where all inputs are delayed by about a quarter note or more depending on how close they are to other inputs. the game's a timing game, but not really a rhythm game. but Taste Of Teriyaki is so good that you learn the Cool timing anyway.

i don't know what problem NanaOn-Sha was running into that made reading inputs on beat so hard. this was the same year the ps1 got ports of Bust a Groove and DDR 3rd Mix, so konami and metro had this figured out already. they finally got it right with vib ribbon a few months after lammy launched. i wish she got the parappa 2 treatment.

pointing at the screen like leo dicaprio when the credits say "and Queen Latifah"

putting in 2 quarters and wielding both guns on the arcade cabinet like ice cube in ghosts of mars

hey hey! tu tu! odio a tu noviaaa ♪

faction battles were a really cool idea but i feel like someone should have anticipated the entire playerbase joining the chinese jade sea spider-boat pirate faction instead of the stuffy forest dwelling weirdo faction. kurzicks never won shit.

"why are you ghaik?"
"who says i'm ghaik?"
"you are ghaik."

a man can change as long as he lives

looks like we got ourselves an old fashioned Sega Rally Championship

2015

chat, he thinks the "coin flip" is real. he thinks it's real. chat, he doesn't know.

imagine being the programmer who had to design the pass plays for this game. i wouldn't even show up to work.

The original release of this game, Battle On The Edge, had one of the coolest first stages ever. It was a biodome with a really high glass dome with a jungle section with waterfalls and stuff behind it. It was beautiful, like one of those fantasy tracks from SCUD Race. They completely removed it from the updated Power Edition from the game, I guess to make it look more like Daytona 1. It is a huge downgrade. And that's the version that made it into Yakuza! No one's getting to see the Biodome!

Bring back the Biodome you cowards.

i hope whoever had the idea to let tri-ace make a tri-ace ass final fantasy game is having a phenomenal day

bayonetta pulls from the arcade tradition of creating short segments of gameplay that are meant to be repeated in order to gain mastery of simple yet deep gameplay systems, so putting one of the only fights worth replaying behind kamiya vaguely remembering what the amiga version of afterburner 2 played like was a neat prank.

fighting grace and glory in a beautiful wide open gothic town filled with the doomed souls of the final antagonist's faithful is an expertly crafted experience, but what if you could also fight them in very small forgettable grey areas too.

mastering dodge offset really opens up the turret sequences.

chat were those squares on the ceiling always there?

2003

you can't be me i'm a rockstar
i'm rhyming on the top of a [radio edit]