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The Walking Tim
The Walking Tim
@daddymulk.bsky.social
Father, translator, Sega Genesis collector, G1 fan, Taito aficionado. Arcade Archives Lady Bug Heavyweight Champion. Fighting hard to bring the interjection “Gangway!” back into our daily vernacular. “I’m taking this pretty seriously!”
827 followers370 following7.2K posts
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Ah, so it appears you need to create an account and sync your data with them to get on the board, which I haven’t done, explaining the 0s. So this would just be everyone who’s done that, not everyone who’s logged one. Anyway, behold the badges of fame and shame I’ve found so far. 0s and 1s first.
A feature was recently added to the GAMEYE app that shows how many other people have logged a particular game in their collection (the number by the + symbol). I’m now obsessed with finding the games with the lowest numbers in my collection since you just know it’s going to be the hottest of trash.
I played the demo at Spaceworld in August 1999. The most remarkable thing to me at the time was that it took another 8 months for the game to get released. They already had so much of what it would ultimately become in place at SW that it felt to me like it was ready for release then.
October 26 2000, Majora's Mask debuted on the N64 in the Americas! Development started out of a lack of enthusiasm to work on the expansion for Ocarina of Time, N64DD's "Ura Zelda". Eiji Aonuma protested, so Miyamoto challenged him to make a sequel for the game by next year! And he did!
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Out of my way! I’ve got an injured civilian here suffering from a potentially fatal case of invisibility! (The actual civ glitched out of existence yet I was still able to pick him up and carry him to the hospital, resulting in Spidey’s weird arm pose here)
…I don’t know what I’m even looking at here. Kind of a janky game. (Also, nothing like a boss encounter that tasks you with throwing cars at mech suit guys and gives you almost no cars to throw)
Film #9 for the SeptOctober Gauntlet was Wildwood. If this had been a SNES RPG released in the 90s, everyone would speak of it in the same breath as Chrono Trigger and Lufia. A few minor missteps, but those do not a Kubo and the Two Strings make. A tremendous achievement in animation.
Film #8: Yep, you all warned me, but I touched the hot stove anyway. Street Fighter is a fucking mess of a film. If I worked on those beautifully animated scenes at Titmouse, I’d be fucking pissed that they surrounded my masterpieces with such trash.
Other games sampled last night (some new to him, some old). I think I sold him on Huntdown in like 3 minutes. Even as a Smash Bros. player, The Outfoxies frustrated him a bit, but he may come around on it.
Introduced my boy to this gem of a game tonight. He said the bonuses on the Results screen reminded him of the graphics you’d see on the monitors at a bowling alley.
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“….I’d love to see (Namco) titles from more PARTICULAR eras.” Meaning when exactly? March-April 1987? Over 50 posts and replies and the only specific games I’ve seen this guy mention are the Namco Arrangement games. You can’t just go around saying “more obscure games” and not tell us which ones.
I feel like “Big D*n” should take a “big break” from replying in that Arcade Archives thread. Rarely have I seen someone carry on so much while both getting so much wrong and having so little of substance to add to the discussion.
I’m working with both my original laser and a newly-purchased one (which may just be defective, it happens). I have measured and tweaked the pot on these things till I’m blue in the face. The best I’ve been able to manage is getting it to read ~20% of the time at a resistance that’s not recommended.
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Learning new and exciting things about the limitations of this system each and every day.
Random thing about the Xbox 360 I just discovered: Without an Internet connection, you cannot set the year any higher than 2025. If memory serves, both the Saturn and the GameCube (and probably others) gave you a good hundred year window or so.
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FFC review: WILDWOOD, by Walter Chaw (@mangiotto.bsky.social). filmfreakcentral.net/2026/10/wild...
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I have no idea how this collaboration came about, but this is how I was introduced to SSSV in (I’m guessing) early 1998, via Amp on MTV. youtu.be/IAJ4OT6-5GU?...
October 21 1998, Space Station Silicon Valley debuted on the N64 in the Americas! Even though developer, DMA Design, was already working on Grand Theft Auto and Body Harvest, creative director Gary Penn avoided open world for this game partly because "they are a bugger to make"!