When I first used ZSNES in the very late '90s, I was still on our family 486 PC. The only way to get full speed on that was to disable sound and maximum frameskip. On ZSNES, disabling sound would disable the sound CPU emulation entirely, and very notably a lot of SNES games don't like that and will freeze up. I remember SNES9x though would still emulate the sound even when disabled, so games would run but the emulator would be slower.
ZSNES was great in its time but it unfortunately achieved the same effect as Nesticle in that it got so popular that people continued to use it and praise it as a perfectly fine working emulator even after newer emulators has surpassed it in critical accuracy improvements.
@RaeDawnChonglingBay Slap Fight MD is perhaps an even more hilariously misleading name. Why have the medical practitioners suddenly wished blunt aggression?
And the Famicom RPG Metal Max allows you to jump to the ending at any point after only a couple minutes into the game. (basically, your daddy calls you an idiot for your monster-hunting aspirations and kicks you out of the house in the opening cutscene, but you can anytime go crawling back to daddy and tell him you'll get "a real job" or whatever and it ends the game. Something along that line.)
Obviously the "win" condition would need to be redefined per game by speedrunners.
@Lowdefal Tommy Tallarico, maybe? So it's been said he was nowhere near a formal agreement with the Earthworm Jim IP holder before announcing the game as one of his Amiico headline games.
@Sketcz I see Pop 'n Magic is the single-screen platformer (a Bubble Bobble-like) pictured in the article. That name is easily confused with Magical Pop'n, the absurdly expensive cute SFC platformer by Pack-in-Video (who eventually became the company currently known as Marvelous).
If my math is right, if they are now in their 50s, they must've created Hydlide in their teens (the original game was released in 1984). Sadly, the influence of the series is probably not felt as much outside Japan given its belated release in the west.
@Darknyht BurgerTime and Bump 'n Jump (other names Burnin' Rubber and Buggy Popper) were Data East IP so who knows who those have been shuffled to these days.
I remember the RetroPals tried to stream BEE SEVENTEEN BOMMMBER! with original hardware and they struggled to get even one of the voice expansion modules to function properly (I recall they had a few). Kind of a problem as after seeing the actual gameplay (from what I recall, when the AVGN created that meme, I don't think he demonstrated the actual game), the voices were a necessary thing, to my memory. Having the original device malfunction to just a few clicking sounds, to my memory, was a detriment.
@PinballBuzzbro At least one person out there owns a North American N64DD, a console (add-on) that can do nothing except be turned on since there is no software for it (knowing Nintendo they surely made it not accept the released Japanese software either).
Those European boxarts that were like "This Game Pak cannot be used with the Mattel or NES versions of the Nintendo Entertainment System." So I can't use this Nintendo Entertainment System game with my Nintendo Entertainment system version of the Nintendo Entertainment System? Then what can I use it for. Is that I would imagine I'd be thinking if I had lived in those countries.
Nintendo 500 I believe was going to be the localized title for F1 Race, the only first-party game available in the launch era to be withheld from international release without obvious reason.
Popeye's English was the only other released educational game in Japan, and I guess it wasn't something they could spin as something suitable for the US market. American children weren't being taught Japanese, so it couldn't work in the opposite direction, and $25 (judging by the price of the other launch games) for a Hangman game probably would've been asking much. Nintendo also had a Donkey Kong Music game that was announced in Japan but never released anywhere.
@Deuteros After attempting the PS2 version, I'd say that removal of slowdown doesn't necessarily make the game better, just different. Such a game of the pattern memorization era of game difficulty, you learn to adapt to the slowdown as much as anything else.
Hard to believe they'd even commercially release a game with only five copies, but yeah the insane collector value is probably how most have heard of this game.
@NintendoWife There had to be some kind of mutual agreement. From what I understand, legally you can't just leave a business partner "at the alter", as some put it, without the risk of being sued for contract breach. Unless Sony had some consent to back out of the deal, if Nintendo's lawyers didn't do their work before signing the contract, they'd have to live with the consequences.
@bring_on_branstons Well, there were a whole lot of "next generation" consoles coming or already out (3DO, Jaguar, PS, Saturn, N64 and even obscurities like the Pippin). Naturally a lot were going to flop, and it was hard to predict at the time that the company that put out games like Last Action Hero and Sega CD Wheel of Fortune as going to be not just one of the survivors of that console onslaught but the next industry leader. I guess it was that desire to kick Nintendo down that drove them forward from their previous lineup with Nintendo being the dominant hardware in Japan in the 16-bit era and a strong competitor in the US (regardless of who was on top of the SNES and Genesis war, it was still close enough that either would've been great to own), I've heard it was much less so in other regions.
@Babybahamut Oh, I've seen what happens. It's pretty tough as you have to essentially "no-miss" the game to have that many. But I'll leave it as a surprise to you if you want.
I know many years ago Famicom bootleg coders Hummer Team made a Famicom port of this game that, while missing a few things, was quite well-done, at least by bootleg game standards.
Though I do wonder if this will go to the extent of restoring the passwords and unlimited continues of the Japanese version. Unlike other Konami games (and especially what I've heard of the sequel), I don't think they messed with the game too much for the English version beyond those changes (though child me would've been upset to know those).
@Sindayl Unfortunately, when Sony was a third-party in the 16-bit era, Sony largely published games using IP from its film/TV corporate siblings rather than creating its own identity. Sega turned down the chance to be a PlayStation partner (after Nintendo more famously rejected them) because of that lackluster resume. (Sony published a lot of jank of the Famicom as well before that, but perhaps it was at least more interesting jank.)
It wasn't the only game Psygnosis made on the N64. They also ported a FPS called O.D.T. Or Die Trying. Nintendo Power reviewed that port in 1999, but it never made it to commercial release. The ROM has been preserved online, though.
Was Ashe a Zainsoft game? I hope that games, I remember it seeming pretty good when I had seen it on stream. It is the game that was ported to the PC-Engine as "Energy", often called one of the most broken games published on the console. Definitely something where seeing the functional version might be cool.
@Damo Power Console would've been canceled anyways, surely. That had to have been some designer's crazy dream they decided needed to be brought to reality. More sensible devices, at much more sensible price points, have launched and failed at that. (Like $600 in 1989 money is how much NEC wanted for that.)
@PKDuckman Everyone has ***** on their record you could complain about if you want to dwell on centuries old world history. We could just as easily point fingers at another developed country and condemn them for their past atrocities.
@Whirlwound The high score screen is "gratuitous"? It's a British game from like 1990. I doubt that anyone at System 3 at the time felt that there was anything wrong with the game.
I mean Nintendo, the company most afraid of stepping on anyone's toes, made a Dr. Mario commercial I can remember seeing on TV as a child in 1992, using "The Witch Doctor" song and it would now be considered highly offensive of African tribal customs, I imagine. There's context in what was socially acceptable at the time.
Rumble can be something so hard to get the feeling right.
I do remember one cutscene in FFX for the PS2 where the constant full-force shaking just felt overblown. But when I played PS1 Bomberman Party, just a little shake when a bomb went off felt like was all it needed.
@N64-ROX Circle was in the position of the SNES A button and PS X button was in the position of SNES B. Triangle was in the spot of SNES X. Most SNES RPGs used A for confirm, B for cancel. Those following the Final Fantasy standard of a dedicated menu button often used X (as opposed to the Dragon Quest standard of wanting all actions being initiated from the menu, including talking to NPCs and examining objects). So exactly matching FF7. (yes, I know that the SNES DQs did introduce use one of the buttons as a context hotkey for Talk/Search, so you could think of the action and menu buttons as swapped, but I'm not sure how many of the numerous clones followed suit. I understand it was the USA PS2 version of DQ8 that forced the designers a little forward in modern design sensibilities.)
I cleared the first floor of Wizardry V when I rented it on the SNES as a kid. By that point, I knew finishing one of those games is sure a time commitment I wasn't going to put forth. Characters aging sounds like a really rough mechanic.
Good job on the author being familiar enough with one of the games to take on the effort of filling in some of the gaps in this port.
@sdelfin "Select" and "Start" etymology is from the OG Famicom, where it's clear Nintendo didn't intend them to be used as gameplay buttons. They intended them to only be used to Select the game mode on the title screen and to Start the game, because the OG Famicom only put them on the player 1 controller.
Sega's consoles before the Genesis only had two buttons period, with a "pause" button put on the console itself.
How about NEC controllers, which decided to get classy and name the buttons with roman numerals, but then also rename the Start button "Run" which was even more bizarre?
@The_Nintendo_Pedant Well, the OG Xbox also had two additional face buttons that I think were just called the Black and White buttons. I don't think those were retained forward, were they?
@FR4M3 That is only because of Sony of America. In Japan, O was the standard "accept" button (the symbol was even chosen for that) and X was the standard "cancel" button (again, chosen) but for whatever reason, Sony of America was absolutely insistent that X be the standard "accept" button. (I mean, I cannot think of any reason other than Sony meddling that so many Japanese devs would want to reprogram the controls for western audiences on nearly every game.)
@Damo Leaving out The Fairyland Story which predated Bubble Bobble.
Also, the real reason Jungle Hunt got changed wasn't the racial stereotypes (that yes, were far culturally accepted in the '80s) but that they used the Tarzen yell without permission for which Taito was sued and they lost so they had to change it.
Also, I watch the LordBBH channel who absolutely praises the Japanese version of Raimais. I forgot the extent to which he said regional changes affected it but I just know it was significant. Enough that some of its content (including the best ending which apparently was bugged even in the original release and only the ACA fixed it) became inaccessible in the process. Sadly, I'm guessing this collection will only include the Overseas version.
@Exerion76 Tiger was trying to push the LCD game tech too much. That was the only LCD game experience I had as a kid, so it wasn't until the Game Boy collections that I could see that where Tiger went wrong was designing games where you had to reach the instruction sheet. If you design that, you miss the appeal of an LCD game. (I had the Sonic the Hedgehog 1 and 2 Tiger games, making those the first Sonic games I owned as a kid. I remember in the Sonic 1 game, I kept dying on level 4 and didn't know why. You'd only know it was the Labyrinth Zone, which was a water level, and you had to jump out of the water, if you had the instruction sheet. Since of course the LCD has no way of visually conveying that sort of information.)
I'd be interested in the ACA release of Dacholer. We can only presume that Hamster would take the effort to ensure whether or not the default dipswitch settings are correct. Because MAME's defaults for Dacholer make for one of the meanest seen in any game. In Dacholer, you can game over in a single button press! So, except for asking 40 quarters, it is the Simpsons Waterworld joke! (to explain, the Dacholer settings give you one life, and you can hurt yourself with your own soccer ball. Kick Boy settings give you three lives, and that version doesn't let you self-harm.)
I believe there was a Game Gear game of the same title (was it localized as George Foreman's KO Boxing? Or a different game?) that for some reason retained the 1976 copyright date on the title screen in Japan. I know I saw that once and was like, what, "why does a Game Gear game (a console released in 1990) have a game with a 1976 date on it?"
@slider1983 Was there not credits in the original games? If they had time to run voice samples through an AI, they probably had time to check who they were copying first. I don't know who this person is, but I see from this article and comments, they are quite a famous person.
Definitely sounds like something that, while fans may or may care enough to check, a professional company probably should've done legal diligence.
Character suspended from a helicopter? Wasn't that Boogie Wings/The Great Ragtime Show? Funny if someone would for once take an idea from Data East (DECO had its charm but it wasn't so often known for originality.)
@jygsaw People were saying the same thing in 1995. Color was far more expensive than Yamauchi wanted to pay for.
From what I read, developers did have access to a TV output, though they had to use PAL TVs for some reason, from what I remember. An oddity as the hardware was developed and released only in two territories which used NTSC.
@WaveBoy The announced games sounds like more of the library than I'd have anticipated ever being rereleased due to licensing. I mean, we can assume nobody's going to pay for the Waterworld license (then again, Piko exists so it wouldn't be above them to buy the rights to the game and then rebrand it).
@Sketcz Funny thing about the SFC Panic Bomber is that it was a SA-1 cartridge. Much as the Angry Video Game Nerd complained about Panic Bomber being on Virtual Boy rather than Game Boy being excessive, SFC PB needed an expansion chip sounds like it too. My only guess is that the chip was used for the multiplayer mode CPU AI (it's the only SFC puzzle game I know of with a four-player mode with a CPU opponent option.) It was also on NeoGeo and PCE-CD (for which I recall that had a tutorial mode with a really excited lady narrator ). Excessive hardware?
@w1p3out Even the 3D mode on the OG 3DS required good steady eye focus to not get painful after a few minutes (I remember having that issue when I got OoT3D when it launched.)
If Nintendo could've launched 3DS with the New 3DS screen tech, maybe 3D Mode could've taken off more.
Not releasing 3D Tetris in Japan could've been a rights issue. Nintendo and BPS very much shared distribution rights on the Tetris license in those days, where BPS got Japanese distribution and Nintendo got the other territories. BPS made multiple SFC games that only got released in Japan while Nintendo's NES/SNES Tetris wasn't released in Japan (to the point that SFC distribution of Dr. Mario was "Tetris & Dr. Mario" with the Tetris mode disabled.)
Comments 1,094
Re: ZSNES Creator Explains How He Achieved 'Rollback' Netcode On Dial-Up Connections In 1997
When I first used ZSNES in the very late '90s, I was still on our family 486 PC.
The only way to get full speed on that was to disable sound and maximum frameskip.
On ZSNES, disabling sound would disable the sound CPU emulation entirely, and very notably a lot of SNES games don't like that and will freeze up. I remember SNES9x though would still emulate the sound even when disabled, so games would run but the emulator would be slower.
ZSNES was great in its time but it unfortunately achieved the same effect as Nesticle in that it got so popular that people continued to use it and praise it as a perfectly fine working emulator even after newer emulators has surpassed it in critical accuracy improvements.
Re: Three More Toaplan Games Are Coming To The Atari 2600+, Atari 7800, & 7800+
@RaeDawnChonglingBay Slap Fight MD is perhaps an even more hilariously misleading name.
Why have the medical practitioners suddenly wished blunt aggression?
Re: Fans Are Working On A New Online Multiplayer Mod For The Rockstar Classic 'Bully'
Did the Bully guy always look so much like Bobby Hill grown up?
Re: Random: GameStop Drops A Clanger After Declaring The Console Wars "Over"
Still though, in North America in the '90s, Nintendo and Sega were absolutely doing as much mudslinging at each other than any political candidates.
Re: Random: GameStop Drops A Clanger After Declaring The Console Wars "Over"
As soon as I saw that, I knew "I bet there's 50-somethings who would like to sell us about Intellivision vs. Colecovision, something out of the '80s."
Re: "You Wouldn't See Street Fighter Or Tekken Putting This Garbage Out" - Mortal Kombat Art Book Accused Of Using AI Upscaling
If this is about the history of the series and "celebrating the art", wouldn't it have made more sense to just leave the old portraits untouched?
Re: Random: 27 Years Later, A Secret Code For Saturn's Castlevania: Symphony Of The Night Has "Broken" Speedruns
Speedruns usually forbid cheat codes anyways, so this would probably just be classified as that.
Re: Random: 27 Years Later, A Secret Code For Saturn's Castlevania: Symphony Of The Night Has "Broken" Speedruns
And the Famicom RPG Metal Max allows you to jump to the ending at any point after only a couple minutes into the game.
(basically, your daddy calls you an idiot for your monster-hunting aspirations and kicks you out of the house in the opening cutscene, but you can anytime go crawling back to daddy and tell him you'll get "a real job" or whatever and it ends the game. Something along that line.)
Obviously the "win" condition would need to be redefined per game by speedrunners.
Re: It Looks Like That Bizarre Scarface PC Reissue Was Too Good To Be True, After All
@Lowdefal Tommy Tallarico, maybe? So it's been said he was nowhere near a formal agreement with the Earthworm Jim IP holder before announcing the game as one of his Amiico headline games.
Re: Six PC Engine Games From Telenet Japan Are Being Reissued On Nintendo Switch Early Next Year
@Sketcz I see Pop 'n Magic is the single-screen platformer (a Bubble Bobble-like) pictured in the article.
That name is easily confused with Magical Pop'n, the absurdly expensive cute SFC platformer by Pack-in-Video (who eventually became the company currently known as Marvelous).
Re: Six PC Engine Games From Telenet Japan Are Being Reissued On Nintendo Switch Early Next Year
I thought Renovation was just Telenet's North American branding, on the Genesis before it was closed.
Re: "They Didn't Even Bother To Look At My Skills" - One Of Japan's RPG Pioneers Struggled To Find Work In His 50s Due To Ageism
If my math is right, if they are now in their 50s, they must've created Hydlide in their teens (the original game was released in 1984).
Sadly, the influence of the series is probably not felt as much outside Japan given its belated release in the west.
Re: "We Brought The Rivalry To An End" - Atari Reveals The Intellivision Sprint
@Darknyht BurgerTime and Bump 'n Jump (other names Burnin' Rubber and Buggy Popper) were Data East IP so who knows who those have been shuffled to these days.
Re: "We Brought The Rivalry To An End" - Atari Reveals The Intellivision Sprint
I remember the RetroPals tried to stream BEE SEVENTEEN BOMMMBER! with original hardware and they struggled to get even one of the voice expansion modules to function properly (I recall they had a few).
Kind of a problem as after seeing the actual gameplay (from what I recall, when the AVGN created that meme, I don't think he demonstrated the actual game), the voices were a necessary thing, to my memory. Having the original device malfunction to just a few clicking sounds, to my memory, was a detriment.
Re: "Not Interested In Selling It To Haters" - An Intellivision Amico Just Sold On eBay For Over $2,200
@PinballBuzzbro At least one person out there owns a North American N64DD, a console (add-on) that can do nothing except be turned on since there is no software for it (knowing Nintendo they surely made it not accept the released Japanese software either).
Re: Interview: "We Can't Say Anything About It Being A Video Game Console" - Meet The Sales Genius Who Helped Launch The NES
Those European boxarts that were like "This Game Pak cannot be used with the Mattel or NES versions of the Nintendo Entertainment System." So I can't use this Nintendo Entertainment System game with my Nintendo Entertainment system version of the Nintendo Entertainment System? Then what can I use it for. Is that I would imagine I'd be thinking if I had lived in those countries.
Re: Nintendo's Ex-Vice President Of Sales Bruce Lowry Reveals The NES Game They "Couldn't Give Away"
Nintendo 500 I believe was going to be the localized title for F1 Race, the only first-party game available in the launch era to be withheld from international release without obvious reason.
Popeye's English was the only other released educational game in Japan, and I guess it wasn't something they could spin as something suitable for the US market. American children weren't being taught Japanese, so it couldn't work in the opposite direction, and $25 (judging by the price of the other launch games) for a Hangman game probably would've been asking much.
Nintendo also had a Donkey Kong Music game that was announced in Japan but never released anywhere.
Re: This Modder Is Making The Best Home Port Of Ghouls 'n Ghosts Even Better - And You Can Help
@Deuteros After attempting the PS2 version, I'd say that removal of slowdown doesn't necessarily make the game better, just different.
Such a game of the pattern memorization era of game difficulty, you learn to adapt to the slowdown as much as anything else.
Re: '90s Classic Flashback Gets (Unofficially) Ported To Sega Saturn
I do remember the initial advertising for the Genesis game being "a CD game for those who didn't get a Sega CD for Christmas".
I thought there was also a different Flashback 2 that was considered a "we don't talk about that Flashback 2" game among fans.
Re: The Second 'Neo Geo Premium Selection' Title Just Dropped
Hard to believe they'd even commercially release a game with only five copies, but yeah the insane collector value is probably how most have heard of this game.
Re: It Was "Helpful" That Nintendo Killed The SNES PlayStation - Otherwise Sony Would Have Been "Stuck", Says Shuhei Yoshida
@NintendoWife There had to be some kind of mutual agreement. From what I understand, legally you can't just leave a business partner "at the alter", as some put it, without the risk of being sued for contract breach.
Unless Sony had some consent to back out of the deal, if Nintendo's lawyers didn't do their work before signing the contract, they'd have to live with the consequences.
Re: It Was "Helpful" That Nintendo Killed The SNES PlayStation - Otherwise Sony Would Have Been "Stuck", Says Shuhei Yoshida
@bring_on_branstons Well, there were a whole lot of "next generation" consoles coming or already out (3DO, Jaguar, PS, Saturn, N64 and even obscurities like the Pippin).
Naturally a lot were going to flop, and it was hard to predict at the time that the company that put out games like Last Action Hero and Sega CD Wheel of Fortune as going to be not just one of the survivors of that console onslaught but the next industry leader.
I guess it was that desire to kick Nintendo down that drove them forward from their previous lineup with Nintendo being the dominant hardware in Japan in the 16-bit era and a strong competitor in the US (regardless of who was on top of the SNES and Genesis war, it was still close enough that either would've been great to own), I've heard it was much less so in other regions.
Re: Another Game Boy Classic Is Getting The 'DX' Colourisation Treatment
@Babybahamut Oh, I've seen what happens. It's pretty tough as you have to essentially "no-miss" the game to have that many. But I'll leave it as a surprise to you if you want.
I know many years ago Famicom bootleg coders Hummer Team made a Famicom port of this game that, while missing a few things, was quite well-done, at least by bootleg game standards.
Though I do wonder if this will go to the extent of restoring the passwords and unlimited continues of the Japanese version. Unlike other Konami games (and especially what I've heard of the sequel), I don't think they messed with the game too much for the English version beyond those changes (though child me would've been upset to know those).
Re: Ubisoft's 1994 Mario Kart Clone 'Street Racer' Is Getting A New Retro Collection On Steam
@Zeebor15 I don't know about the IP ownership but I can only imagine the Ubisoft wouldn't care enough to renew the trademark, at least.
There was also a Game Gear version that was developed but never released. I don't know how far along it was.
Re: "What Was Psygnosis Doing On The N64? Traitors!" - Ex-Sony Staff On WipEout Coming To Nintendo
@Sindayl Unfortunately, when Sony was a third-party in the 16-bit era, Sony largely published games using IP from its film/TV corporate siblings rather than creating its own identity. Sega turned down the chance to be a PlayStation partner (after Nintendo more famously rejected them) because of that lackluster resume.
(Sony published a lot of jank of the Famicom as well before that, but perhaps it was at least more interesting jank.)
Re: "What Was Psygnosis Doing On The N64? Traitors!" - Ex-Sony Staff On WipEout Coming To Nintendo
It wasn't the only game Psygnosis made on the N64.
They also ported a FPS called O.D.T. Or Die Trying. Nintendo Power reviewed that port in 1999, but it never made it to commercial release. The ROM has been preserved online, though.
Re: Zainsoft's Sci-Fi Action RPG 'Aramo' Is Making The Trip To Nintendo Switch
Was Ashe a Zainsoft game? I hope that games, I remember it seeming pretty good when I had seen it on stream.
It is the game that was ported to the PC-Engine as "Energy", often called one of the most broken games published on the console. Definitely something where seeing the functional version might be cool.
Re: This 'In The Hunt' Tech Demo "Shows Us What The 16-bit Generation Lost" When NEC's SuperGrafx Bombed
@Damo Power Console would've been canceled anyways, surely. That had to have been some designer's crazy dream they decided needed to be brought to reality.
More sensible devices, at much more sensible price points, have launched and failed at that.
(Like $600 in 1989 money is how much NEC wanted for that.)
Re: "Nintendo Has Made Serious Objections" - Last Ninja Collection Delayed On Consoles
@PKDuckman Everyone has ***** on their record you could complain about if you want to dwell on centuries old world history. We could just as easily point fingers at another developed country and condemn them for their past atrocities.
Re: "Nintendo Has Made Serious Objections" - Last Ninja Collection Delayed On Consoles
@Whirlwound The high score screen is "gratuitous"? It's a British game from like 1990. I doubt that anyone at System 3 at the time felt that there was anything wrong with the game.
I mean Nintendo, the company most afraid of stepping on anyone's toes, made a Dr. Mario commercial I can remember seeing on TV as a child in 1992, using "The Witch Doctor" song and it would now be considered highly offensive of African tribal customs, I imagine.
There's context in what was socially acceptable at the time.
Re: After Super Mario, Metroid And Star Fox, Super Castlevania IV Is Getting The Rumble Treatment
Rumble can be something so hard to get the feeling right.
I do remember one cutscene in FFX for the PS2 where the constant full-force shaking just felt overblown.
But when I played PS1 Bomberman Party, just a little shake when a bomb went off felt like was all it needed.
Re: Here's Why Controllers Have 'A, B, X & Y' Buttons, And Not 'A, B, C & D'
@N64-ROX Circle was in the position of the SNES A button and PS X button was in the position of SNES B. Triangle was in the spot of SNES X.
Most SNES RPGs used A for confirm, B for cancel. Those following the Final Fantasy standard of a dedicated menu button often used X (as opposed to the Dragon Quest standard of wanting all actions being initiated from the menu, including talking to NPCs and examining objects). So exactly matching FF7.
(yes, I know that the SNES DQs did introduce use one of the buttons as a context hotkey for Talk/Search, so you could think of the action and menu buttons as swapped, but I'm not sure how many of the numerous clones followed suit. I understand it was the USA PS2 version of DQ8 that forced the designers a little forward in modern design sensibilities.)
Re: "I'm Literally Standing On The Shoulders Of Giants Here" - Saturn Version Of Wizardry VI Is Finally Playable In English
I cleared the first floor of Wizardry V when I rented it on the SNES as a kid.
By that point, I knew finishing one of those games is sure a time commitment I wasn't going to put forth. Characters aging sounds like a really rough mechanic.
Good job on the author being familiar enough with one of the games to take on the effort of filling in some of the gaps in this port.
Re: Here's Why Controllers Have 'A, B, X & Y' Buttons, And Not 'A, B, C & D'
@sdelfin "Select" and "Start" etymology is from the OG Famicom, where it's clear Nintendo didn't intend them to be used as gameplay buttons. They intended them to only be used to Select the game mode on the title screen and to Start the game, because the OG Famicom only put them on the player 1 controller.
Sega's consoles before the Genesis only had two buttons period, with a "pause" button put on the console itself.
How about NEC controllers, which decided to get classy and name the buttons with roman numerals, but then also rename the Start button "Run" which was even more bizarre?
Re: Here's Why Controllers Have 'A, B, X & Y' Buttons, And Not 'A, B, C & D'
@The_Nintendo_Pedant Well, the OG Xbox also had two additional face buttons that I think were just called the Black and White buttons. I don't think those were retained forward, were they?
Re: Here's Why Controllers Have 'A, B, X & Y' Buttons, And Not 'A, B, C & D'
@FR4M3 That is only because of Sony of America.
In Japan, O was the standard "accept" button (the symbol was even chosen for that) and X was the standard "cancel" button (again, chosen) but for whatever reason, Sony of America was absolutely insistent that X be the standard "accept" button.
(I mean, I cannot think of any reason other than Sony meddling that so many Japanese devs would want to reprogram the controls for western audiences on nearly every game.)
So Xbox copied Sony of America's layout.
Re: Review: Taito Arcade 1 (Evercade) - A Welcome Refresher On One Of Coin-Op Gaming's Greatest
@Damo Leaving out The Fairyland Story which predated Bubble Bobble.
Also, the real reason Jungle Hunt got changed wasn't the racial stereotypes (that yes, were far culturally accepted in the '80s) but that they used the Tarzen yell without permission for which Taito was sued and they lost so they had to change it.
Also, I watch the LordBBH channel who absolutely praises the Japanese version of Raimais. I forgot the extent to which he said regional changes affected it but I just know it was significant. Enough that some of its content (including the best ending which apparently was bugged even in the original release and only the ACA fixed it) became inaccessible in the process. Sadly, I'm guessing this collection will only include the Overseas version.
Re: Game Changer: Donkey Kong II Game & Watch - My First Ever Taste Of Video Games
@Exerion76 Tiger was trying to push the LCD game tech too much. That was the only LCD game experience I had as a kid, so it wasn't until the Game Boy collections that I could see that where Tiger went wrong was designing games where you had to reach the instruction sheet. If you design that, you miss the appeal of an LCD game.
(I had the Sonic the Hedgehog 1 and 2 Tiger games, making those the first Sonic games I owned as a kid. I remember in the Sonic 1 game, I kept dying on level 4 and didn't know why. You'd only know it was the Labyrinth Zone, which was a water level, and you had to jump out of the water, if you had the instruction sheet. Since of course the LCD has no way of visually conveying that sort of information.)
Re: Game Changer: Donkey Kong II Game & Watch - My First Ever Taste Of Video Games
@The_Nintendo_Pedant Those didn't even play the actual G&W Mario or Zelda games, I believe.
Re: A Pair Of Football-Themed Arcade Games From 1983 Are Coming To Nintendo Switch & PS4 Later This Week
I'd be interested in the ACA release of Dacholer. We can only presume that Hamster would take the effort to ensure whether or not the default dipswitch settings are correct.
Because MAME's defaults for Dacholer make for one of the meanest seen in any game. In Dacholer, you can game over in a single button press! So, except for asking 40 quarters, it is the Simpsons Waterworld joke!
(to explain, the Dacholer settings give you one life, and you can hurt yourself with your own soccer ball. Kick Boy settings give you three lives, and that version doesn't let you self-harm.)
Re: Italian Museum Uncovers Blueprints To Historic Lost Sega Game From The 1970s
I believe there was a Game Gear game of the same title (was it localized as George Foreman's KO Boxing? Or a different game?) that for some reason retained the 1976 copyright date on the title screen in Japan.
I know I saw that once and was like, what, "why does a Game Gear game (a console released in 1990) have a game with a 1976 date on it?"
Re: Mega SmartDrive Is "The Ultimate Accessory" For Your Genesis / Mega Drive
I'm shocked when I see retro gaming things that have not yet learned the correct way to abbreviate Japan after all these years.
Re: Aspyr Removes AI-Generated Vocals From Tomb Raider Collection After Voice Actor Takes Legal Action
@slider1983 Was there not credits in the original games? If they had time to run voice samples through an AI, they probably had time to check who they were copying first. I don't know who this person is, but I see from this article and comments, they are quite a famous person.
Definitely sounds like something that, while fans may or may care enough to check, a professional company probably should've done legal diligence.
Re: Taito Arcade Legends Reunite For New Arcade-Style Action Game That Aims To Flip The Genre On Its Head
Character suspended from a helicopter?
Wasn't that Boogie Wings/The Great Ragtime Show? Funny if someone would for once take an idea from Data East (DECO had its charm but it wasn't so often known for originality.)
Re: "I Still Think The Virtual Boy Was Probably Just Too Ahead Of Its Time" - Japanese Developers On Nintendo's Most Infamous Flop
@jygsaw People were saying the same thing in 1995. Color was far more expensive than Yamauchi wanted to pay for.
From what I read, developers did have access to a TV output, though they had to use PAL TVs for some reason, from what I remember. An oddity as the hardware was developed and released only in two territories which used NTSC.
Re: "I Still Think The Virtual Boy Was Probably Just Too Ahead Of Its Time" - Japanese Developers On Nintendo's Most Infamous Flop
@WaveBoy The announced games sounds like more of the library than I'd have anticipated ever being rereleased due to licensing.
I mean, we can assume nobody's going to pay for the Waterworld license (then again, Piko exists so it wouldn't be above them to buy the rights to the game and then rebrand it).
Re: "I Still Think The Virtual Boy Was Probably Just Too Ahead Of Its Time" - Japanese Developers On Nintendo's Most Infamous Flop
@Sketcz Funny thing about the SFC Panic Bomber is that it was a SA-1 cartridge. Much as the Angry Video Game Nerd complained about Panic Bomber being on Virtual Boy rather than Game Boy being excessive, SFC PB needed an expansion chip sounds like it too. My only guess is that the chip was used for the multiplayer mode CPU AI (it's the only SFC puzzle game I know of with a four-player mode with a CPU opponent option.) It was also on NeoGeo and PCE-CD (for which I recall that had a tutorial mode with a really excited lady narrator ). Excessive hardware?
Re: "I Still Think The Virtual Boy Was Probably Just Too Ahead Of Its Time" - Japanese Developers On Nintendo's Most Infamous Flop
@w1p3out Even the 3D mode on the OG 3DS required good steady eye focus to not get painful after a few minutes (I remember having that issue when I got OoT3D when it launched.)
If Nintendo could've launched 3DS with the New 3DS screen tech, maybe 3D Mode could've taken off more.
Re: "I Still Think The Virtual Boy Was Probably Just Too Ahead Of Its Time" - Japanese Developers On Nintendo's Most Infamous Flop
Not releasing 3D Tetris in Japan could've been a rights issue.
Nintendo and BPS very much shared distribution rights on the Tetris license in those days, where BPS got Japanese distribution and Nintendo got the other territories.
BPS made multiple SFC games that only got released in Japan while Nintendo's NES/SNES Tetris wasn't released in Japan (to the point that SFC distribution of Dr. Mario was "Tetris & Dr. Mario" with the Tetris mode disabled.)
Re: Edia's 'Earnest Evans Collection' To Launch In Japan This Year For Nintendo Switch, PS4, & PS5
@JackGYarwood It looks like Earnest Evans' cartridge version was a North American release only. Only Genesis, no Mega Drive. To be pedantic.