@triodug@coolboymew@why I would imagine the reason why one would call it tampering is that anyone caught stealing mail would just claim "No, I was putting something there, not stealing!"
@mangeurdenuage@sim Democracy exists as a capital D "Democracy", the political system of governance by popular vote, and as lower-case d "democracy", the general concept of self-rule by the people (which can take multiple forms such as a Republic).
@coolboymew It got called Sagaia here. The Darius series is pretty fun, sometimes I wish I had a superwide monitors just to be able to emulate them properly.
People need to be introduced to Cosmology of Kyoto (I think it's the only video game that Ebert liked), everything Synergy made, 32-bit FMV games, etc...
@coolboymew@Oaghaji In Yie Ar KF you can get far abusing the jumping distance and kicks. Some other fun early ones: Karateka; kind of a fighting game with a story. Made by the Prince of Persia guy, but with all the emphasis on the fighting instead of platforming. Very aesthetic and moody game.
IK and IK(+) on the C64 is a cool one too, and the plus one is even 3 players.
The thing with pre-SF2 fighting games, and what made it so they didn't "take off" the way SF2 did, is that they tend to be strict on attack distance in both ways (both far and near) and so unfun until you learn that positioning game. So if you're too close your attack misses, you see your limb go straight through the opponent, and the game feels floaty and not fun. Or if you're too far your realistically proportioned character's short arm doesn't reach and you don't feel like you can hit anything without basically putting yourself into range of the CPU who seems to knows exactly what distance he can connect at.
SF2 beat that by a) ignoring the near distance; if the attack visually connects, you will hit, and b) using cartoonish characters with long limbs. So beginners can immediately jump in and feel like they're at least hitting something, even if they're losing. Add to that extra dopamine hits through supremely crunchy sound and animations and you have a game that feels very different even though it didn't actually invent all that much.
Atari under Rosen has been on a surprising upswing. It's no longer just Infogrames in a skin suit. It's a fine line to ride for Atari; they don't have the budgets to compete at the level of prestige a name that storied should command, but also they can't just rerelease the old games since not that many people still into video games are THAT nostalgic for Atari.
Atari 50 was them charting a course by looking at the past, and I think the lesson Atari 50 teaches is clear: keep everything simple, gameplay design is king.
@lain For people who never really invested in the "search engine usage" skillset, maybe it has gotten better, I'm not sure. But as someone who used to be great at crafting my search prompts to get exactly what I needed, yeah. It's trash now. It seems to be guessing too much as to what it thinks I want, it's fighting my prompts all the time instead of following them.