Comments 172

Re: Anbernic's New GBA Clone Plays PSP, Dreamcast And More

RupeeClock

Yeah, that looks straight up like a super-sized GBA, the bezel is a bit weird though, it just looks off.
That said, 720x480 screen? That's actually perfect for GBA games, you can integer scale the 240x160 GBA games 3x with that. They'll look flawless and have nice shader options with a 3x3 area detailing one GBA pixel.

Re: Saturn Cult Classic Princess Crown Is Getting An Uncensored Translation

RupeeClock

@Daniel36
It's a matter of interpretation, in two ways.
Interpreting the author's meaning, and interpreting the choice or use of language then how to translate them, which is especially challenging for the Japanese language which operates far differently from the English language.

Even so, whether the choice of specific words is up to interpreting author's meaning or author's language are separate, and choosing to alter the language is the translator's choice to infer their interpretation, rather than preserve the author's intention.
Even your assertion of the author's "intent is to get players immersed" itself is an interpretation or assumption of what the original author wanted to achieve. What if the author had perhaps intended to disrupt immersion in a moment, or was perhaps not particularly talented as a scenario or script writer?

So, yes I can see that particular example being at odds with world building. There's examples of that in Nintendo's own games, like the infamous "I'm on your side, Einstein" line in Star Fox 64, or "Who do you think you are, Bruce Lee?" in Super Mario RPG.
These were both altered in later re-releases Star Fox 64 3D, and Super Mario RPG (Switch), since they reference real people who should be unknown to these fantasy worlds unrelated to our own (though they may've also been removed as to avoid potential legal issues such as intellectual property rights under Bruce Lee's estate).
These world-breaking shattering examples however, may've not existed in the original Japan releases and could've been inventions in the localisation processes (though I've not checked). Ted Woolsey was known for doing this sort of thing though because it made for very engaging scripts that broader audiences could get into.

In any case, if there are narrative choices, gaffs and mistakes in the work being translated, I'd prefer to see those preserved in fan translations which aim to be authentic, versus those looking to localise like the famous Mother 3 translation. Tomato's blog provides great insight and rationale into why he chose a localisation approach.

Re: Saturn Cult Classic Princess Crown Is Getting An Uncensored Translation

RupeeClock

@Daniel36
Yeah, fan-lead translation efforts usually take the effort to preserve the original intent from the original releases, which is to take an effort to better understand a foreign culture versus adapting a work to better fit another market. This is especially prevalent when it comes to older works as it provides a better understanding of the state of things from a given time period.
What you're advocating for is definitely localisation and adaptation, versus translation, which does less for historical preservation and study.

If the original work was a fantasy setting period that happened to have significant profanity, I wouldn't object to retaining that if that's simply what the author wanted to do.

It reminds me of the unfortunate incident of the Goemon 3 fan translation, where the original game did have an unfortunate and possibly intentionally demeaning choice of words for a trans woman (sometimes referred to as "newhalf" in Japan).
The first translation patch that the translator released chose to retain that sentiment, but didn't disclose their rationale or that this was reflective of the original Japanese release, and this didn't go over well.
https://www.reddit.com/r/pcgaming/comments/euq30j/translator_harassed_over_using_trans_in_goemon_3/

It's a meaningful case study of the role of the translator; are they providing direct translation to preserve meaning and wider context beyond the work, or are they editorialising to make for a more palettable product? Usually for publishers releasing commercial consumer products, they will opt for the latter.
This was already the case for Mystical Ninja Starring Goemon, where the recurring villains in the localised release are frequently called "weirdos", but in the original release a derogatory term was used instead.

Re: Accusations Of AI Art Deflate Archer Maclean's DropZone 40th Anniversary Announcement

RupeeClock

@axelhander
No, absolutely not.
The cover is an important part of the software package as a whole, whether if it's just a packet cover, a launcher icon, a title screen, etc.
That the developer or publisher in this case were content to generate some AI imagery that vaguely resembles the near-vintage game, is telling that they were unwilling to commission an actual artist to do the game some justice.
Or in the case of the Duke Nukem 1+2 Remastered for Evercade, that the artist they commissioned did not disclose that they were going to use AI in their processes. Blaze Entertainment were deceived and the fans were not happy, and they ultimately rejected this artwork and got a new artist.

These days, the use of AI generated imagery is openly broadcasting that you're cheap and do not care about your product, your employees, or your customers. Or at least, that's the sentiment so many people have, very understandably so.

Re: Mario 64 Speedrunning Declared "Dead" After Insane Feat From "The Greatest Speedrunner Of All Time"

RupeeClock

@AG_Awesome
Played on original hardware with no modifications.
Whilst the speedrun community for SM64 does allow people to play on emulators, they're maintained as separate categories from N64, and also Virtual Console, with N64 being the preferred method for conventional play.
https://www.speedrun.com/sm64

What you're referring to with people playing frame by frame in an emulator, is what's known as a Tool-Assisted Speedrun and are instead a demonstration of in-depth knowledge and execution of a game as software, rather than player skill.
Research into TAS runs however inform strategies in conventional speedruns and are a big part of why they've progressed so far, as many human-viable techniques are learnt from them.

If you've got 8 minutes to spare, you can watch Suigi's 0 star run of SM64 in 6 minutes 16 seconds: https://youtu.be/rdx0TPjX1qE
This record was set October 26th 2023 and has stood for over a year.

Re: Mario 64 Speedrunning Declared "Dead" After Insane Feat From "The Greatest Speedrunner Of All Time"

RupeeClock

@mariteaux
It's something that's unreasonable to explain every time there's a news article about an ongoing subject, however considering the special nature of SM64 and its multiple categories, yeah I think it would really add value to the article in this case.

SM64 world records are rarely broken these days, as there are fewer and fewer discoveries made to break minute barriers that runners strives for.

Re: Mario 64 Speedrunning Declared "Dead" After Insane Feat From "The Greatest Speedrunner Of All Time"

RupeeClock

@Spider-Kev
To give a bit of context.
70 stars is the normal requirement to reach the final level and complete the game, whilst all 120 stars would be the 100% goal.
Historically though, players figured out ways to beat the game collecting only 30 stars, and then later 16 stars. Eventually, ways to beat the game collecting only a single star, or no stars at all were figured out too.

The 30 star run was due to how access to the second Bowser level required 30 stars, which in turns unlocks the upstairs portion. Use of the backwards long jump glitch then makes it possible to skip the 50 star and 70 star requirements.

The 30 star requirement itself was also then skipped because they discovered that you can perform wall-clips through doorways using Mips the Rabbit, a character that appears in the basement when you've collected 16 stars.
That 16 star requirement too eventually fell.

What the 0 star run still needs to do is defeat Bowser in all three Bowser stages. That part is unskippable because defeating Bowser gives you the keys needed to access the basement and the upper floor. Those keys are hard requirements as the doors to each part of Peach's Castle are what loads each new area, as opposed to having loading zones behind the door.

Re: Review: ModRetro Chromatic Is So Close To The Real Thing You'd Think Nintendo Made It

RupeeClock

@RetroGames
I think they missed a beat by not offering a purple Chromatic, considering that's what most people think of with the Game Boy Color.
Although it looks like they're trying to strike out their own visual identity instead of just aping the established aesthetics and colour schemes of original systems like so many modern handhelds do.

Of what's on offer, yeah the black one is the one that I'd want.
News that the d-pad and buttons feel much nicer than on the Analogue Pocket is also welcome news.

Re: Original Super Mario Bros. Gets Upgraded Game Boy Color Port, Complete With Yoshi And Wario

RupeeClock

I gave it a quick spin and it's a really impressive effort.
It's not 1:1 though, which is to be expected when the scale had to change, but there's pretty significant differences from the NES original that will throw you off.
Things like air momentum is completely different, Mario will drop all horizontal speed quickly if you let go.
You can't just run through World 4-1 like you used to, Lakitu throws spinys in a way that will probably hit you, and you can't clear the piranha plants with a tight jump either.
Mushrooms emerging from ?-blocks are also much faster, which gives you less time to react to them to successfully collect them when they start moving (the hidden 1up in the ceiling of World 1-2, for example).

I reckon I'll give this a proper go on my Analogue Pocket later, nuanced differences aside this was still really cool.

Re: 20 Years In The Making, Mario Adventure 3 Is The Ultimate Mario 3 ROM Hack

RupeeClock

@MARl0
Yeah, I had some issues with the mandatory tutorial stage too.

The constant helper text overlaying your normal UI doesn't remind you that the super leaf power-up lets you fly (it assumes you know), and it doesn't communicate that your "double tap and hold B" powers that come with the super-super leaf and the frog-suit have a cooldown timer.
That one bottleneck section where you have to swim through jellyfish twice is a problem when you don't know about the cooldown.

You can skip the section where you're expected to douse flames and freeze water to get through, by taking damage and just running through as small Mario.

Something like sign-posts you stand in-front of to show the text boxes would've been much better, but when the opening level of your hack features level design weaker than on Super Mario Maker, that isn't promising.

Re: 20 Years In The Making, Mario Adventure 3 Is The Ultimate Mario 3 ROM Hack

RupeeClock

@Spider-Kev
The NES and SNES minis are basically just ARM devices running Linux with a small storage space (less than 512MB), but they can access USB storage with a special adapter.

They can run Retroarch just fine and can actually run all kinds of systems, they're good at PlayStation games as I recall though will work best with a Wii Classic Controller instead of the bundled NES/SNES controller.

Re: 20 Years In The Making, Mario Adventure 3 Is The Ultimate Mario 3 ROM Hack

RupeeClock

Mario Adventure was an old favourite of mine to be sure, but like the authors admit it wasn't the most accessible hack, as there was lot of that classic "ROM hack" difficulty where just because you can do something, doesn't mean that you should (e.g. put Boom Boom at the end of every single level).

I will absolutely have to check this one out.

Re: SMB Arena Aims To Be A New Home For Super Mario Bros. ROM Hacking

RupeeClock

@Serpenterror
RHDN's downfall was just because the site admin had enough after two decades, and that they couldn't hand over the site to anyone because it shares infrastructure with other commercial sites they apparently maintain.

More sites popping up to pick up the slack is cool, but the Mario hacking scene is strangely fractured with different sites for Super Mario World, Super Mario 64, and now Super Mario Bros.

Re: RHDO Changes Ownership, Rebrands As RomHack Plaza

RupeeClock

@Sketcz
ROM hacking and "do it yourself" patching can operate cleanly; requiring users to provide their own dumps instead of illegally downloading ROMs unpatched OR pre-patched.

This is why it was necessary for Spike as the operator of CDRomance to step aside from operating a patches-only site.
You can't really say the patches-only site is clean under that management, and we need a clean site for the practice of ROM hacking to keep going unabated.

Re: Castlevania's "Ultimate Glitch" Has Been Discovered

RupeeClock

I'm always conflicted on Arbitrary Code Execution (ACE) runs.
On the one hand, the set-up and execution is fascinating where it can become possible to achieve so much and do nearly anything.

On the other, the majority of ACE runs are used to skip to the credits rather than fulfil the game's win condition (in this case; defeat Dracula at the end of the final stage and collect the stage clear orb).
Speedruns should be about achieving the game's own win condition, rather than overwriting it with your own.

Re: Once Upon A Time, Konami And Namco Didn't Want People To Share Reviews Or Cheat Codes

RupeeClock

This gives insight into the meaning of cheat codes internally, with their development practices of not removing the cheats in the final ROM used for mass production.

Those cheats are present so that the developers and play testers can get through the game more quickly for greater testing coverage, they weren't viewing them as a means for players to enhance their enjoyment of a game.
You can see more evidence of that with later Konami titles where using the then well known Konami Code would sometimes result in a self-destruct instead of anything helpful! You'd have to use a substitute code using the shoulder buttons instead of the horizontal d-pad inputs for the actual desired effect.

The idea of reviews "divulging intellectual property" however? That's absurd as the idea of not being able to talk about the commercially released products with other people.

Re: New Tool Allows N64 Games To Be Played With Ray Tracing, Uncapped Frame Rates And Ultrawide Support

RupeeClock

It's phenomenal that such a process exists that you can insert nearly any N64 ROM, and get a playable x86 binary on any desktop PC.
It's remarkable that it keeps the N64 output incredibly intact, as it's full of tricks and quirks that make it notoriously difficult to emulate accurately.

It does appear that you need to tweak the output on a game-by-game basis for the best/desired results and error corrections, but it otherwise is just incredible to see, and makes me wonder if Nintendo's NERD division should implement this for NSO now or in the future.

One of the caveats of this process seems to be modding support, more specifically ROM hacks of the original ROM data.

Re: Dr. Robotnik's Ring Racers Is A New Sonic Kart Racer Built Using Doom Legacy

RupeeClock

I gave it a shot, but the tutorial was needlessly long and constantly introducing further and further mechanics into what should just be a straight forward kart racer.

It's trying to be the Super Smash Bros. of kart racers and sabotaging the actual racing aspect to accomplish that.
Things like you have a ring meter, you can sacrifice rings to temporarily boost speed, but if you're out of rings you are vulnerable to taking hits but you can also charge up a melee attack?

I got fed up of the tutorial and just backed out of it, and didn't feel the need to try playing the game proper if it wants me to learn all THIS just to get started racing.
A properly paced game would let you get started with just the basic, and introduce new concepts as you go. This ended up being a frustration exhibition of developer pride.

Re: Don't Hold Your Breath For Wii And GameCube Emulation On The iPhone App Store

RupeeClock

@Sisilly_G
For many people, Dolphin on Android is viable because of the connectivity.
You can hook up an Android device to TV sets and displays, connect BlueTooth controllers or USB controllers, and there are many dedicated Android handhelds. A few people are even accustomed to playing GameCube games with touch screen controls, somehow.

With iOS? I don't see this being as viable.

Re: Super Mario Sunshine On N64 Looks Better Than You Might Expect

RupeeClock

A lot of the credit also goes to Kaze Emanuar's extensive SM64 engine refactoring and optimisation work. I doubt that model would perform anywhere near as well in the original retail engine.
This is someone working with decades of hindsight and general expertise, and years of personal time too, luxuries that Nintendo EAD did not have when working on the original title!

Of course, this says nothing about Sunshine's main mechanic of spraying water to clean up paint, mud, goop, etc.

Re: 3DS Virtual Boy Emulation Gives You 3D Without The Headaches

RupeeClock

@OldManHermit
The Virtual Boy only had a very small library of games, few of which people are keen to play. From a business stand point, it wouldn't have been valuable for them to try developing the necessary emulator just to sell a few little-known Virtual Console titles.

It's a shame too because on paper, the 3DS is a perfect Virtual Boy compatible system.
Both have stereoscopic 3D displays, and the 3DS has a 400x240 resolution display whilst the Virtual Boy was 384x224! It's a near-perfect fit with only an 8px thick border.

Re: 3DS Virtual Boy Emulation Gives You 3D Without The Headaches

RupeeClock

Wow, it finally happened!

There was an attempt at a Virtual Boy emulator on 3DS years ago called r3Ddragon, but it never got very far and couldn't emulate at full speed, even with the New 3DS.
It's fantastic to see that someone's picked up that old project and continued it, and got Virtual Boy running full speed on original models!

Re: Punch-Out!! Is Getting A Fanmade SNES Port

RupeeClock

@Serpenterror
The Super NES is surprisingly capable of NES emulation, but in this case, Infidelity's NES to SNES ports are in fact ports, not emulation. They're running the same program logic but natively on the SNES instead.
I recall Infidelity's process involves using Mesen's debugger to map out the NES assembly instructions and map that out to SNES instructions.

Whilst Infidelity's ports could just be 1:1 to the NES originals, he tends to add in stuff like optional MSU-1 soundtracks and video streaming, quality of life improvements, etc.
His Duck Tales ports for example, changes Scrooge's sprite to properly resemble his animated series depiction; wearing a blue suit rather than a red one.

Re: Collector Finds Rare Philips CD-i Hotel Mario Prototype In Goodwill

RupeeClock

@ArcadianLegend99
I can't imagine it'll be difficult to dump either, I would imagine just putting the disc into a PC and using imgburn to copy the disc contents to an ISO file will work?

I'd be surprised if GamePakRat hasn't already done this and is just riding the wave of views this amazing find has brought his channel.