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i am a real vi user its not too far I use esc


I think the parent was a bit tongue-in-cheek. It's in reference to the keyboard layout vi was developed with and the fact many vi users are obsessed with keeping their fingers on/near the home row (much like, "a /real/ vi user doesn't use the mouse"). Ctrl-[ is an equivalent to ESC on American English keyboards.

https://dave.cheney.net/2017/08/21/the-here-is-key

https://vim.fandom.com/wiki/Avoid_the_escape_key#Avoiding_th...


Just a reminder that Konami had delegated the director for Castlevania 1 2 and 3 to work at a retail store because they didn't perform comparably well to Teenage Mutant Ninja Turtles. Also Kojima released mg 1&2, mgs 1,2,3,4, and peace walker beforehand, is it really reasonable for a games company to fire a director for a game that may not live up to hype yet meets sales goals and gets named game of the year?


> is it really reasonable for a games company to fire a director for a game that may not live up to hype yet meets sales goals and gets named game of the year?

I'm curious; even if someone's last game was a bit of a dud sales-wise, is it really reasonable to vehemently punish someone that has a proven stellar track record that you've depended on for years?

Example: Hironobu Sakaguchi

Sakaguchi is the father of Final Fantasy; but after the movie "Final Fantasy: The Spirits Within" was a complete flop, his career at Square-Enix (then Squaresoft) was over, and he was relegated to the back office. The last FF he created was FF9, and you can see how things progress from there.

It would be much more logical to have said "ok Sakaguchi, we have learned from this mistake. Let's try and do better on the next one", and continue onwards. But maybe I have the benefit of hindsight shrug


Do you have a source for the story about the Castlevania director? That sounds wild, and I haven't been able to find anything about it.


I thought it was starfox 64 actually


It was a heavily modified version of Mario 64:

"Miyamoto: We were using the Super Mario 64 engine for Zelda, but we had to make so many modifications to it that it's a different engine now. What we have now is a very good engine, and I think we can use it for future games if we can come up with a very good concept. It took three or so years to make Zelda, and about half the time was spent on making the engine. We definitely want to make use of this engine again."[1]

[1] https://web.archive.org/web/20040619165414/http://www.miyamo...


ONLY 3?!! That game was massive! That sounds like an unbelievable feat of engineering even if the base engine was built off of SM64.


Then they made Majoras Mask in around 18 months (which uses same engine and assets).


k, cept I did care when I was a child and I notice kids care today. There is a reason why minecraft and fortnite are more popular than a huge ip or something that would be expected to sell extremely high.


Fortnite and Minecraft are huge ip though.


Right, but they created their own huge-ness instead of buying it from something else that was already huge.


This is worth getting angry at Linked in, sorry


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