Comments 806

Re: Tributes Pour In For Retro Gaming YouTuber Patrick "PatMan QC" Davies

sdelfin

I didn't recognize him at first, so I was trying to remember if I was mixing up channels, but I was correct on which channel this was. Unfortunate news on multiple levels. Of course, there's the human factor, his family and friends. Then there's the channel. I didn't watch him regularly, but I would check back in every now and then. I discovered his channel two or three years back and did some binge watches. I really liked his style and enjoyed his videos. I was also impressed by his story, how he found a new way to channel his love of video games after losing his hands.

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

sdelfin

@bring_on_branstons I've wondered the same thing. Had the SNES been a bit more powerful, it would have made it harder for the Genesis/Mega Drive to compete at all. Others have brought up important points such as the ROM speed being a factor. And then, on top of the CPU speed, there was also bus and memory speed. The SNES has a lot of design quirks, if you really look at it. Not that it really hurt the system in the marketplace. But you brought up something that I think is quite important. Nintendo started demonstrating the SNES/Super Fmaicom at the end of 1988. Typically, those old consoles took around two years to go from development to stores. If the SNES was finalized or nearly finalized in 1988, that means it likely had been in development for quite a while, and I think they started talking about it a year before, just to mess with the PC Engine launch. And it took another two years for it to go on sale in Japan. I think it may have been designed with a 1989 release in mind, and they held it back probably due to strong sales of the NES and Game Boy. That might partially explain the CPU speed not being clocked higher. I should also mention that one reason Nintendo may have chosen the route of helper chips is that it comes with the added bonus of being an anti-piracy measure.

Re: Three More Konami NES Titles Are Getting Fanmade SNES Ports

sdelfin

@mjparker77 From the developer's perspective, it could be as simple as it being an enjoyable project and a learning experience, if nothing else. The fact that the NES and SNES have CPUs from the same family probably makes these somewhat easier, but the SNES does allow them to remove flicker and slowdown from NES games. Contra Force could really benefit from that. Some ports have nice added features as well, from MSU-1 support, to more accurate colors in Duck Tales, to a proper map for Metroid. There's also the chance they could serve as a basis for hacks that take more advantage of the extra capability of the SNES, especially the color.

I like these ports. At the end of the day, they're just another option for people.

Re: The Long Awaited Fan Translation For Sega's Turn-Based Strategy Sim 'The Hybrid Front' Is Finally Here

sdelfin

And I thought I knew basically all the great soundtracks on the Mega Drive. This one sounded good the moment I heard the first notes. Great sound choices. It makes me laugh when I still hear that persistent myth that MD sound is bad with a couple of exceptions. This one joins the already-long list of great sounding MD titles. I'll have to check this out more in depth.

Re: CIBSunday: Panzer Dragoon Saga (Saturn)

sdelfin

I was able to get a couple of the other late Saturn games in North America, but I never did see Panzer Dragoon Saga anywhere. I didn't know which stores were getting stock or how much. I don't remember much about the search, but I do remember looking for it. It was disappointing because I really loved the Panzer Dragoon games up to that point and thought taking it into a different direction was a cool idea. Even though I've never been the biggest RPG guy, I was intrigued. Plus, Sega put their twist on the RPG formula, so those ideas also appealed to me.

Saturn emulation has gotten much easier, both in terms of progress made on the software side, and because modern hardware has enough CPU power to where people don't need high-end desktop CPUs to do that now. I do hope that Sega is one day able to re-release Panzer Dragoon Saga within some kind of emulation solution.

Re: Konami's NES Shmup Life Force / Salamander Has Been Ported To The SNES

sdelfin

I love the concept of these ports. I know some people wonder what the point is when they seem to simply be straight ports of NES games. Sometimes, they are mostly straight ports, but there is still potential for enhancements later through hacks. But many of the ports at least come with MSU support and multiple soundtrack options, which is a nice touch. Duck Tales has some minor color upgrades so that the various characters look like their TV versions, such as Scrooge having his blue coat. But even if they were just straight ports, I still think it's cool. Sometimes, "because you can" is a good reason to do something. But something like this demonstrates more good reasons for these ports, to take advantage of the increased sprite capabilities of the SNES. This is very cool to see.

Re: IGS Classic Arcade Collection Makes The Jump From Switch To Steam Later This Year

sdelfin

First, it's nice of them to make these more widely available. Hopefully they sort out any issues these had. I do like the idea of paying to have the games properly, even if there would be better ways to play them. I have played most of these already. I find the whole thing fascinating, both IGS(Taiwan) as a developer and the PGM hardware. Many of the IGS PGM games are quality games that can stand up to other games in their genres. The Gladiator is a fantastic beat-em-up game. Demon Front is very similar to Metal Slug, but it is definitely its own game with different ideas and a more defensive play style. I've been wanting to spend more time with the Knights of Valour games. The Chinese cultural influence on the games differentiates them and makes them interesting to me.

I haven't played a ton of Martial Masters, but it's quite impressive in action with strong character designs and fantastic animation. I think they wanted a game of their own that looked like it could rival Street Fighter 3 in terms of production value, at least in terms of animation.

I wonder if they would ever consider another collection featuring other PGM games, along with PGM2 and perhaps their Atomiswave Knights of Valour. For the longest time, PGM2 emulation was quite unreliable, but it looks to be in good shape now. I've only tried Oriental Legend 2 out for a few minutes, but it feels a lot like the Gladiator, with some KoV mechanics thrown in. It feels like it could possibly be on the same level, or perhaps higher, as the Gladiator.

Re: Can Top Gear's Former Stig Beat The (Unofficial) OutRun World Record?

sdelfin

Cool to hear of his genuine enthusiasm for gaming and those old arcade games specifically, and that it's not just a tie in to his racing career. Also cool is Mr. OutRun's little arcade space. I don't know the full extent of it, but it looks like he's got at least four OutRun arcade cabinets including the small/budget one.

Re: The Creator Of Mega Man Launches New Online Blog 'Kitamura Blueprints'

sdelfin

Coincidences really can be freaky sometimes. I was looking up a few(literally like 3 or 4) PS1 games the night before this was posted and one of the games I came across was Zeiramzone. It's based on the same property that the Iria anime is, which is how a lot of people would know it. It has one review on gamefaqs and that person seemed to like the game. Who knows? Maybe worth a closer look.

Takeru seemed to struggle to get any traction with their games. They're perhaps best known for Little Samson for the NES. It's an expensive one for a collector, but also a rather good game.

Re: Anniversary: Killer7 Is 20 Years Old Today

sdelfin

I was just thinking about the "Capcom Five"(which ended up being four) of which Killer 7 was a part. I didn't find the visual style appealing at the time, but more recently I thought it might be something I should try out.

Re: Celebrate Toaplan's 40th With This Cool Merch From Kumagumi

sdelfin

All your merch are belong to us.

The designs look good on the shirts. The Zero Wing(pictured) and Dogyuun(on the website) look really good. My favorite is the unmarked Truxton/Tatsujin 2 design. A similar shirt for the bomb of the first game would be nice too. It's funny how that iconic bomb graphic from the first game is so fleetingly brief in the arcade version that you can barely see it. The skull bomb was done much better for the Genesis port and that's the one most people probably remember.

There's going to be a Truxton Extreme? Wasn't the second game already that? It's fun and has fantastic music, but is it ever brutal.

Re: Punch Robots Into Little Itty Bits In This New 8-Bit Style Action Game, Coming To Kickstarter

sdelfin

Shatterhand was not a Sunsoft game. It was developed by Natsume and published by Jaleco. I have long considered it similar to Batman and I suspect that was not an accident. Both games are very high on my list of favorite NES games.

This looks interesting. Robot punching is usually a good time, and they often need a good punching every now and then. The movement reminds me of Sunsoft's Journey to Silius as does the emphasis on quick evasion in between attacks.

Re: After 17 Years, This Retro Gaming YouTube Channel Has A Theme Tune - And It's Composed By Yuzo Koshiro

sdelfin

Happy Console Gamer was one of the first gaming channels I've found and it always seemed to me to be prominent within the retro gaming space. It's funny how the algorithm works.

I don't always agree with John's takes. We have some overlap in taste, but he likes a lot of stuff I don't, which is fine. But I enjoy his style and attitude. His best stuff is sharing wonderful gaming memories. He has a knack for telling those stories, and for getting to the most important bits of those.

The internet has some major pros and cons, but one of my favorite things is how it connects people who otherwise would never have been able to. This is a very cool. It also reminded me of his previous interactions with the creator of Wonder Boy.

Re: Random: Digital Eclipse's President Reflects On Adapting The Children's Classic Charlotte's Web Into "Pig Of Persia"

sdelfin

The sub heading of "Porkour!" is brilliant and deserves being mentioned, so I'm mentioning it. Fantastic. This is an interesting concept. While I wouldn't be interested in the IP as a video game, the game concept is a different thing and seems pretty cool. Same with Lilo & Stitch as a run-and-gun game. I'll have to look into both a bit. Sounds like being a developer in that context was probably a fun time.

Re: The First Rule Of Street Fighter II's Moves? They Had To Make You Laugh

sdelfin

I wonder if that approach is how Dhalsim's fighting style and magical powers happens to be Yoga. Imagine if Pilates was a thing then. And I suspect some of the facial expressions upon taking a hit, sometimes with a bit of vomit to go with it, was also from this approach. I give them credit for understanding not to go too far with things.

Also, Guile's hair is pretty funny. That's probably why they made it so that the CPU could flash kick you without charging it. Also, to take your quarters.

Re: Phantasy Star's 3D Dungeons Were Originally So Convincing They Made People Feel Sick

sdelfin

I have accepted that I'm sensitive to certain kinds of motion in games so I know the feeling. I have noticed that camera speed has a lot to do with it and have observed that slower movement in 3D games, especially first-person games, is easier. I think that's a big reason I enjoyed Metroid Prime so much I suspect it has to do with how the brain resolves motion and what it expects versus what it sees. I've noticed this in myself in other contexts too. SNES Mode 7 games like Stanley Cup Hockey made me feel dizzy and uncomfortable, at least for a little while. I got used to it, but don't know if it was still fatiguing. I found the 3DS 3D effect uncomfortable. Racing games with the camera locked to the car instead of tracking with the road feel like you're spinning the background, not the car, and I can't play those. Also, I hate pronounced screen shake, which has become common in games and video. Video is worse when it's at 60fps as it exacerbates the tiniest movement of the camera and also just looks very strange. One thing I have noticed is that some modern games will use these things for effect more than games of the past, and I think that's because, for indie developers, they never learned of these issues because no one could pass that info down to them and, for big companies, they are so far removed from the old lessons that people stopped passing it down. There are times when I have to ignore a game I might otherwise find appealing because of no accessibility options of that nature. So I'm not surprised to hear that Naka ran into that issue. A game like Phantasy Star doesn't gain much from the extra speed, and the dungeon traversal wasn't especially slow to begin with.

Re: "Saturn Is A Lot More Fun" - 1995 Trade Ad Shows Just How Rattled Sega Was About PlayStation

sdelfin

@KingMike I think you just put down the beloved open-world classic Virtual Hydlide(lol).

Yeah, there's definitely value to a pack-in game too and you basically summed up the positive aspects of that. Sonic the Hedgehog in 1991 was a great example of that and it succeeded in helping to market Sega's system. I think enough had changed in those few years that the pack-in concept lost some of its value. I guess tastes had shifted since then and it was harder to pick the right game to be a pack-in for 1995. Mario 64 a year later would be the one obvious game to make that first impression if they felt a pack-in was necessary. In the case of the Saturn, I don't think Virtua Fighter was right for that role in North America.

Re: "Saturn Is A Lot More Fun" - 1995 Trade Ad Shows Just How Rattled Sega Was About PlayStation

sdelfin

The real launch price of the PS1 based on the prices I saw in my area was $370. That's the system, a game, and a memory card. The problem with a pack-in game, Virtua Fighter in the case of the Saturn, is that if you're not into that game, then it's not a great value, so Sony's approach was still better even if the real price difference was only $30.

That ad is pretty sad, but is also typical of the '80s and '90s marketing thought process. My favorite one is the part about Sony and third-party support. In fact, as this ad is listed as being from November 1995(the ad may have actually run much sooner depending on how things were dated), that claim would already be outdated as Sony's third-party support would already be better than Sega's. As I said, this seems like typical of the worst kind of marketing from the time period, and what it reminds me of is when Nintendo released their own embarrassing comparison of the specs of the SNES vs. the Genesis. And in the end, both Nintendo and Sega dropped the ball that generation and made things very easy for Sony.

Re: Creator Of The Shmup Genre Sees "Bullet Hell" As A "Dead-End"

sdelfin

@Aiodensghost I'm afraid my PC is not good enough to run it(just kidding....looks like it will run on almost anything)

Friendly recommendations are always welcome and I appreciate the suggestion. I've made a note of it and will have a look and will likely give it a shot. I see it was well received in general.

Re: Creator Of The Shmup Genre Sees "Bullet Hell" As A "Dead-End"

sdelfin

The perception of bullet-hell is that they're super difficult. And I understand that just from looking at the crazy patterns. It can be intimidating to people, more intimidating than classic games. Still, when I learned about bullet-hell, I was impressed with the ways they mitigated the difficulty of the patterns in other ways like instant respawn and the smaller hitbox. It's actually the hitbox being smaller than the ship that gives me trouble. I've never been good at keeping track of that. I also prefer older shmups due to feeling like I have more freedom of movement. Bullet-hell feels like it has a rhythm component to it as well because of how limited the movement is and how to navigate tight patterns. But as others have said, many classic shmups can be harder.

I totally get what he is saying. But going in directions that are dead ends gives us sub genres, but also may be inevitable. If you go the other way and make more technical shmups, that will likely eventually get complicated too. We have seen that with fighting games. They have a reputation for being less accessible, but also super serve their audience which is apparently big enough. And then you have the indie scene which may try to be more accessible with such games. I just don't see how this evolution of such a difficult and technical genre wasn't inevitable.

I intend to revisit some bullet-hell games to see if maybe I can wrap my mind around the concept a bit better this time. Either way, I was impressed with the compensations such games made in the player's favor since the bullet patterns are so crazy.

Re: Ape Escape Was Born Because "3D Games Offered Way Too Much Freedom"

sdelfin

I agree with Kanetaka-san. It was easy for 3D games to have too much freedom to the point where it was easy to lose sight of what to do or where to go. I was always the type of gamer that sees games as fun tasks. I like to know what the purpose is and get right to it. I've always been drawn to and most happy with arcade games and console games heavy on action. When the shift to 3D was happening, I found more games were not to my taste and that 3D games were frustrating in new ways, especially back then when the low resolution made things hard to see. Of course, 3D game design evolved, and there are many good ones. But even 3D when done well takes a lot more time to feel like I've accomplished something due to the scale of things.

@Tom_Gamer I think you are right. I think Japanese games tended to have more defined purpose, as a whole. Of course there are exceptions, but I think you can see that in RPGs. Even in the early days, many western RPGs had more freedom. For some that is a good thing, but I think Japanese RPGs were more about purpose, and that probably made it easier to tell a story.

Re: 30 Years Ago, Sega Took Its Biggest Gamble With Saturn And Failed

sdelfin

I really enjoyed my Saturn and the library was very much my style, limited as it was. I eventually got a PS1 when the Saturn releases dried up and enjoyed my time with it as well. It's interesting to think about how the system could have done under different circumstances. When these articles come up, I point out that, all marketing aside, Sony's "$299" was more like $370. PS1 would need at least one game to go with it, so that was about $50. Most people would need and want a memory card which was another $20 as I recall. To be fair, while Saturn had a pack-in game, it was only a good value if you liked Virtua Fighter. Also, while Saturn had built-in save RAM, Sony's cards were better overall.

Re: Footage Of Taito's Cancelled F-Zero-Style Racer 'Vertexer' Appears Online

sdelfin

It is interesting and impressive in some ways. I think the track design, in the sense of it having gaps between the sprites so that you can see the background through the track is disorienting and might have been a problem for some people. Another issue is the idea of the cabinet being fully enclosed. I don't know how that would have worked for that particular cabinet, and maybe they had a way around this, but one of the points of arcade games was for those not playing to be able to see it played, letting the games sell themselves. Still, this is very cool to see and reminds me of Wipeout in some ways, and like the later F-Zero games in 3D.

Re: Castlevania's Director Wants To Know What Game You'd Like To See Adapted Into A TV Show Next

sdelfin

I misunderstood the headline and thought the question was about which Castlevania game would be next. Castlevania Legends may not have been the most well received game, but it has an interesting premise with a female Belmont, Sonia, who would eventually be the mother of Trevor, many people believe. There's enough there for a decent narrative that's different from other Castlevania stuff.

But as for other game properties altogether, Ninja Gaiden/Ninja Ryukenden seems like it would be fun. Shinobi as well. Other games I like that might be fun, but they're not popular enough, include Golden Axe, Shatterhand, Shadow of the Ninja, The Ninja Warriors(aka Saviors.....like a reverse terminator, but with ninjas), and Wild Guns(I find the characters and setting to be fascinating). Throw in Phantasy Star as well.

Re: The Sega Classic OutRun Is Coming To The Big Screen, With Michael Bay Attached To Direct

sdelfin

This is so weird. Does April Fool's Day extend to three weeks past April 1? And Sydney Sweeney is a producer? Is she some kind of OutRun super fan? So weird. Someone above said there are no characters, but if they draw from OutRun 2, there's Clarissa, who demands that you run into cars, dribble a giant beach ball, and avoid ghosts. Maybe they'll take other ideas from OutRun 2, like having to avoid alien spaceships(there's an angle for Michael Bay). I wonder if this means they'll reissue some games like the aforementioned OutRun 2 and its variations. I'm assuming they'll have the Ferrari license again.

@Klone I really hate the way slow motion is used and overused in modern movies. Old movies used slow-mo too, but it was occasional and it was typically to emphasize something important. Now, it's more like the director said "wouldn't it be cool..." and they just do it for no reason and with less restraint than in the past.

Re: Retro Fighters Latest Release Is A Wireless "Evolution" Of The Classic Xbox 360 controller

sdelfin

@845H I have the Ultimate C and the Ultimate C 2, both wired. I'm assuming they use the same basic parts. I can tell you that they changed the D-pad for the C 2(and I assume all the 2s) and it was a change for the better. I find it excellent. I just wanted to share that they did make that change. I understand wanting to try something completely different, though. Good luck whichever way you go. D-pads are tricky these days.

Re: "I Was P****d Off" - The Tetris Company's Henk Rogers On Nintendo's "Blatant Attempt" To Copy A Classic

sdelfin

Add me to the rest. The similarities are that they're puzzle-style games, and they use "falling blocks". It was inevitable for Tetris alternatives to emerge. Perhaps his issue was that it was specifically Nintendo making one. Tetris wasn't going to sell forever on the NES and Game Boy. Nintendo was not necessarily trying to compete against Tetris. Perhaps they were looking to give the people who loved Tetris a new experience within the same genre to add to their library and keep them playing. I liked Dr. Mario more. I think it was the premise and having specific targets as opposed to just dealing with blocks. Sometimes people just look at superficial similarities and I think that may have been more common with video games back then.

Re: Recade Wants To Be Netflix For Arcade Games, But It Needs Your Help

sdelfin

I'm not surprised at the negative reaction here to the subscription approach. It sounds like it would be similar to Antstream. I wonder if the games would be streamed or emulated locally.

For something like this, the emulators used and the options available matter a lot. Of course, the library would be very important. And that's where I think this would be a tough sell as there are a lot of ways to play the arcade games that are typically licensed out or released in collections. If they could get games that are typically not available due to their own licensing issues, then that would make it stand out. Maybe the subscription model makes that easier, but that remains to be seen. In such a case, you now have the same old modern issue of streaming where licenses can run out and games pulled from availability. I mentioned various collections like Capcom's and that's going to be some of the competition for a curated box like this and may be a better approach as the value would be better and would work on hardware people already have. That's why being able to get licensed games on this thing would be a big deal, but even then it might not be enough.

Re: New Genesis / Mega Drive Mod Upgrades Sega's Console For A "New Era"

sdelfin

I remember when they showed an overclocked Genesis on the Screensavers as mentioned above. I remember Thunder Force 4 being a game that seemed popular among those interested in doing this. The game doesn't have bad slowdown, but it was a little bit and I guess the idea of eliminating that was appealing for some.

Re: Two Classics Collide In 'Prince Of Prussia' - An Excellent PICO-8 Mash-Up Of Wolfenstein & Prince Of Persia

sdelfin

I just played it in browser. It's a clever "demake" somewhat of Prince of Persia with the Wolfenstein motif thrown in there for fun. The game mechanics are good and the level design matches it. A fun little exercise in game design that you'd expect from something so basic in terms of capabilities. It helps if you like Prince of Persia as I do. It's easy to play with a keyboard. I enjoyed it.

Re: Interview: "I Have All The Freedom & No Power" - Astro Boy & Segagaga Director Tez Okano On His Greatest Hits & Going Indie

sdelfin

Very interesting interview. He gave thoughtful answers including the quote used in the headline. It's cool to hear about development stories on these games and a bit about Alien Soldier as well. Gunstar Super Heroes impressed me when I played it, which was quite a while after I got it. I couldn't get into Astro Boy on the GBA at first. I had to change my thought process with that game as approaching it like a beat-em-up just wasn't working for me, but I ended up enjoying it very much.

Re: "A Lot Of People Hated Me For That Job" - Gunstar Super Heroes Director Opens Up About The Challenges Of The GBA Sequel

sdelfin

I had never actually played the original Gunstar Heroes before Super Heroes came out. And then I picked up the GBA game, and then didn't get around to it for a handful of years due to life things. When I finally did play it, it had a very strange feel compared to other games, though not in a bad way. The controls felt different. The presentation was different. Around the time I was playing it for the first time, I had just played Metal Slug 7 and the entire Mega Man Zero Collection on the DS. But I found Gunstar Super Heroes quite fun and compelling.

Regarding Astro Boy: Omega Factor, I always heard it was considered one of the GBA's best games by many. I tried it and didn't like it. I think I gave it four different chances, which I only did because of its reputation. I finally ended up liking it. I had to change my approach. I kept trying to play it like a beat-em-up game. While it has beat-em-up elements, it's really a straight action game. The beat-em-up mechanics are more of a way to build up the special attacks. Once I changed the priority of the elements and realized the special attacks were way more important, then I had a lot of fun with it.

Re: "Poorly Analyzed US-Centric Garbage" - Why Do Americans Keep Ignoring European Gaming History?

sdelfin

There's also often a separation between console gaming and computer gaming when people talk about gaming history. For many, video game history means console(and arcade) games. I see much less coverage of DOS and early Windows gaming. Basically computer gaming seems to have its own separate history. Some probably prefer that it's separate from console gaming. Convergence in gaming happened later. Is there a US-centric approach? Sure. But some of that comes from that difference between console and computer gaming in addition to regional differences. It does take time to change the narrative. I know I've learned a lot about European computers over the years thanks to people online talking about them.

Re: Turns Out Ken Kutaragi Has A Nintendo PlayStation Kicking Around In A Cupboard

sdelfin

@JakeLindgren That's good additional information. I have a tendency to overlook the FMV aspect of MSU-1 and that's what I did here. I was thinking specifically about the replaced music, which gives an idea, though not exact, of what the CD-based games would have been like for the system. For example, I once played Castlevania 4 with much of the music replaced with Rondo of Blood's music which seems like a good approximation since it comes straight from another CD system. But again, I forgot about the FMV stuff, so thanks for pointing out that additional info.

Re: Turns Out Ken Kutaragi Has A Nintendo PlayStation Kicking Around In A Cupboard

sdelfin

@jygsaw If you're familiar in any way with SNES MSU-1 hacks, that gives a good idea of what the CD add on would have been like. The hack allows for high quality streaming audio to replace the original music. The CD add on would have allowed some other benefits due to the storage upgrade of CDs, but some benefits likely would have required RAM upgrades which could have been done with carts similar to the PC Engine system cards. The PC Engine CD also added no processing, but you can see what a big difference the extra memory made as the late games look much more advanced than the early games. The SNES CD likely would have been similar, though more advanced than PC Engine. Plus they could have included expansion chips in the same RAM carts for even more capability.