FM Chiptune Musician | DX Complex Staff | SEGA, MSX and Retro Tech Dork | He/Him

Formerly _NetNomad@kbin.run
Microblogging at _NetNomad@oldbytes.space
https://netnomad.dxcomplex.com

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Joined 1 year ago
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Cake day: August 15th, 2024

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  • i still think Balan Wonderworld was awesome. the single button controls were refreshing after three decades of controller bloat, the suits felt like a fun evolution of the character switching from LEGO Star Wars, the game is full of weird nooks and crannies that constantly had me thinking “i can’t believe they thought of that,” and the music and art kick ass. there are definitely areas that could be improved and i think we were all hoping for something more kinetic from Sonic Team alum but it’s still ultimately one of the better AAA games in the last few years. i still don’t understand the backlash, especially after the crickets Naka’s previous and signifigantly worse game Rodea the Sky Soldier got




  • something that i think gets lost in the sauce in thrse discussions is whether fun is derived from playing or winning. people are comparing Silksong- and to get ahead of it right now i haven’t played and am not criticizing either of the Hollow Knights- to old arcade and early console games and their legendary difficulty, but a lot of those games were meant to be complete and fun experiences even if you game over very early on. they also didn’t have levels full of bespoke Stuff in them, it was the same few tiles and entities in different configurations., so being stuck on level 1 didn’t mean you were missing out on a narrative and worldbuilding. with how the lines have blurred between games and narrative art forms in the last few decades, there are different incentives at play and someone stuck on world 1 of SMB isn’t missing out nearly as much as someone stuck on whatever the first stage of Silksong is. it’s all ultimately apples and oranges







  • there’s a series of in-universe biographies that ranges from good to great. The Autobiography of Mr. Spock and The Autobiography of Benjamin Sisko are my favorites, they’re very good looks into those character’s minds and also give you a lot of cool background info on the federation inside and outside of starfleet. i definitely recommend those two and the rest of you’re hungry for more after

    if you’re salty about how Enterprise ended, espwcially for one character in particular, The Good That Men Do is worth checking out. it reads like a fixfic because it essentially is but hey. it leads into a few other books but i haven’t had a chance to read them yet






  • the history of the xbox layout is fascinating and frustrating. i got a little carried away, so wall of text incoming, sorry! TL;DR the XBox layout is the SEGA six button layout with two buttons chopped off

    once upon a time, SEGA released the SG-1000, which had two buttons on it’s joystick. it didn’t have a D-Pad because it came out the very same day as the NES, but future revisions- the SG-1000 II and the Master System- would come with a joypad very similar to Nintendo’s. The numbers were not labelled on the SGs, but on the Master System and SK-3000 computer they were assigned 1 and 2, with 1 corresponding to B (and also labelled start) and 2 corresponding to A.

    the Mega Drive/Genesis was backwards compatible with the MS in a few ways, one of which was controllers. the Mega Drive controller is mechanically a Master System controller with two extra buttons, one being Start and the other being… A. despite 1 and 2 mapping to B and A in Nintendoland, SEGA relabelled those buttons B and C on their new controller- plug your MD controller into a Master System and A does nothing! notably the MD also reverses the letter order from right to left to left to right, so it goes A B and C.

    i’m not sure what was in the water that generation, because SEGA was not alone in their malarky. the SNES had A and B buttons right where you’d expect them but for NES ports and sequels often used X as B and B as A. despite the fact that perfectly good A and B buttons in the same orientation as the NES II and Gameboy were right there. sorry muscle memory! the Virtual Boy retained the regular A B layout, so one wonders if button position was a contested point for Miyamoto and Yokoi.

    but i digress- the MD later tacked a second row of buttons, X Y and Z, to a second row above A B C and this carried over to the Saturn’s default and analog controller. the analog controller was based on the Micomsoft (not Microsoft) XE-1AP, a third party analog controller for the MD and JP microcomputers that retained the Nintendo A and B position and bizarrely has E1 and E2 buttons on the left hand side in a mirrored configuration. the Saturn analog controller however used the familiar MD/Saturn right hand six button array.

    so here we are, and SEGA is collaborating with Microsoft (not Micomsoft) on their next generation console. everyone at SEGA had their own pet theory for why the Saturn didn’t take over the world and one that kept coming up is that the controller was too convoluted. the undisputed winner of last generation used the same four-button array used by the SNES, which overtook the MD at the tail end of the generation before. the obvious move would be to mimic that, so despite the C button being the first and main button on the SG-1000, the “real A button,” it and the Z button above them got the boot, creating the Dreamcast controller. when the Dreamcast failed, Microsoft decided they weren’t out of the fight just yet and early plans for their DirectX Box included backwards compatability with the Dreamcast, leading it to have the same button layout but with a size more akin to the Saturn analog and XE-1AP controllers. Nintendo would return to the SNES layout the next generation for the DS and Wii Classic Controller, and things have been steady for the in the two decades since

    and that’s why we’re stuck arguing which layout is “right” until the end of time!