Comments 103

Re: City Connection Reveals The Latest Jaleco NES Game To Sneak Out Of The Shadows Onto Switch

JackGYarwood

@Futureshark That one is a bit strange. It was originally announced for modern platforms and PC last November.

But then when Damien wrote the piece about the game potentially using AI for the key art, we reached out to Mark Cale at System 3 for comment and he never responded (he'd been pretty active talking to us prior to that for other things).

Next thing we knew the Steam page all of a sudden mysteriously disappeared.

I was half-expecting them to re-reveal the project with some non-AI key art, but I've just noticed it apparently did release on Switch (quietly) last December, but seemingly not anywhere else.

Re: Feature: Over 25 Years Ago, This Lemmings-Esque Puzzler Was Sent Out To Die - Its Fans Had Other Plans

JackGYarwood

@Daggot Yeah, Shogo has got some rough spots, but it's super charming (to me, at least). I heard from one of the designers, they started work on a sequel of some kind to essentially address all the feedback, but that eventually ended up changing and evolving so much during talks with publishers until it ended up becoming what was eventually released as No One Lives Forever.

Re: Claims That Square, Capcom, Taito, & Sega Are Promising To Preserve Their Past A "Fabrication" Claims GPS

JackGYarwood

@N64-ROX I've been meaning to get in touch with some of the preservation teams within these studios, but that will undoubtedly require jumping through some hoops (some Japanese companies just outright seem to blank inquiries from foreign press).

I have to say I sort of disagree with GPS on this one being a “fabrication” (I wasn't the one to update this article and have requested changes be made to state this was their opinion, not fact). I based the initial article on slideshows written in English (you can view them on gamemakers.jp’s website) so they couldn’t be garbled by mistranslation as John suggests in the accompanying feature, and I imagine other sites like GI Biz also did the same.

I will concede, however, that they could be missing some key context regarding the limitations of these projects from not being there in person to hear the accompanying talk, and have seen them being misinterpreted elsewhere online as a collaborative effort (which simply isn't the case).

Something I’m still trying to get my head around is it is pretty self-evident from the examples given in the original slides, and from things like Taito's appearances on Arcade Archives weekly streams and Capcom's art shows, that these companies ARE doing some work to preserve their game dev materials, but with the intention to eventually turn them into assets they can use for commercial and promotional projects. 

That’s what I was implying with the original article, and it seems that’s also what Redon is saying too. So the idea that part is a “complete fabrication” is honestly confusing to me and seems to contradict his own claim.

Re: This Week's Arcade Archives Game May Be Worth Skipping

JackGYarwood

@-wc- I'm not really sure where you're getting the hostility from. I'm just saying the audience for this one is probably a lot smaller, considering it's an extremely old, unlocalized game and will likely cost the same as the regular Arcade Archives releases by default.

The reason we covered it is we acknowledge there are people who like other games to us, and might want to pick it up. It's just pretty obvious that the market for this is likely incredibly niche, given the countless other ways you can play this game.

Re: Secret Website Offers Remarkable Insight Into The Making Of The First Marvel vs. Capcom

JackGYarwood

@Legoguy515 I've amended the article to mention TheSeventhForce was the person to discover this.

I wasn't aware of his tweet thread or video, as the Eventhubs post didn't mention it. It seems they credited him in an initial article a while ago and then stopped crediting him in subsequent stories. I still mention Eventhubs as that's how I discovered the story, and I still quote their translation.

Re: Crush 40 Singer Suing Sega Over Ownership Of Sonic Adventure 2's 'Live & Learn'

JackGYarwood

@Razieluigi Performers don't need to acquire any specific rights to cover a song in a concert or a gig. If they release a cover for money via a streaming service or on CD, that's when obtaining permission would usually come into play. So he can likely perform the song live with that in mind.

As for the Paramount question, Sega Sammy is one of the production companies behind the new film, so they were likely part of that agreement he mentioned or had already agreed to let Paramount use their copyrighted materials (along with its characters, etc).

Re: Interview: Super Mario Kart & SimCity Composer Soyo Oka On Her Most Iconic Nintendo Soundtracks

JackGYarwood

@GravyThief Working on it! The issue I've had is he is the CEO of a major IT company now called Faith Inc. So to ask him for an interview basically means navigating various chains of command in a foreign business setting I'm not particularly familiar with.

I've employed some help to try and give me a leg up, but, so far, all the emails I have sent have pretty much been met with silence. I'm going to keep trying though, and if worse comes to worst, it might be worth doing a profile with insight from those who worked alongside him. I think I chatted to Giles and Dylan about him. There may be others I could rope in too.

Re: Terminal City Is An Auto-Runner Inspired By Classic Sierra-Style Text Adventures

JackGYarwood

@Daggot You can type "slow", "slower", "slowest" to slow things down if you're having trouble typing fast enough. The commands also work the other way too ("fast", "faster", "fastest"), if you're tired of retreading an area and want to get it over and done with quicker.

There's a clock on the top right of the screen, to encourage you to go quicker. I'm not sure yet whether it has any real consequences beyond making you feel bad for taking your time.

Re: 'Arguice No Tsubasa' Is The Next Classic PC-88 RPG Coming To Switch

JackGYarwood

@LowDefAl Yeah, it's sort of ridiculous now. Shmups make sense, and some of the RPGs are sort of playable, but I can't imagine this will sell anything though, as it will require the absolute patience of a saint to get through.

I've been reaching out to D4E to ask them if they can provide any sales data or anything for this stuff in this West, and a bunch of other questions about their plans for EGGCONSOLE (in English and Japanese), but so far have been ignored.

Re: Feature: The Forgotten Satellaview Sequel To Famicom Detective Club

JackGYarwood

@TransmitHim I wonder whether it has something to do with the St. Giga side because it's a Soundlink title and therefore a co-production. I kind of feel the same thing may be blocking 64DD rereleases on modern platforms, as the agreement between Recruit & Nintendo seemed to give Randnet exclusive rights to distribute those games. I'd have to do some more digging into the situation around Doshin's rerelease on Gamecube to find out for sure, though.

Re: Here's How Nintendo Reacted To The PlayStation Beating The N64

JackGYarwood

@-wc- I just meant in the context of this interview, not in terms of Nintendo's strategy as a whole. I've added a small adjustment to clarify.

Even with what you're saying, it is interesting! It's a previously untranslated comment from a fairly candid conversation about Nintendo's failure with software developers with the manager of R&D3. I feel like that one section from me has been blown a bit out of proportion in your comment. I'm also not sure about the need to get a dig in about my knowledge/run down future work just because I said the equivalent of 'this is neat'.