That was definitely a grandpa take, so at least he got that part right. I'll give him a small pass too since this predated the likes of King of Fighters 97 and 98, The Last Blade, and X-Men vs. Street Fighter. Some great improvements within the genre in those and others. 2D fighters were popular because they provided gamers with things they craved. They were complex and were always different each run
There was oversaturation and lack of variety after a while. I eventually got tired of it for a while, but I always liked the old games I played. I've been playing Last Blade a bit the last couple of nights. The complexity can be off putting at first, but I find the genre very satisfying. I find it funny he thinks Pac Man has value when 2D fighters require pattern recognition too, but also reaction time, precision, and improvisation because the player doesn't know what's coming.
He got one thing spot on. 2D fighters are literally two dimensional. That's kind of the point of 2D games of all kinds.
The video does a bit of a deep dive on this issue and there's more nuance here than it seems at face value. The guy in the video even says the issue is so small that he won't return his units. I know not everyone has the time. It appears GoRetroid was either lied to by their screen supplier or there was some miscommunication. I've seen this happen before with Odroid which is another small foreign company. They had a board with an SoC that was supposed to be a certain speed and it wasn't. This was on the chip supplier. It's fair to say Odroid and GoRetroid should have caught the issues respectively but things like that slip through sometimes, especially when there is overt deception, and shows how complicated things can get. While one of the selling points of this unit was a 960p screen and it's a tad shy of it, the units are not broken, and the issue is relatively minor. It's so minor that it's apparently not visible with some shaders compared to others. A limited return program is understandable here since this is not a recall. They should probably do more than this, but I understand their position in trying to limit their remedy to people most affected by this, those who bought specifically for the perfect scale. The video goes into all this quite a bit.
Funny how he said almost everyone got refunds and that he was working to ensure everyone got refunds. But then, when did any of this make any sense at all? But at least their non-existent product already had a printed manual and box!!
Perhaps it's not getting faster. Maybe we're getting slower.
Fascinating tech tidbit there. But the SNES doesn't need to be any faster to run Gundam W Endless Duel. What does that have to do with anything? Nothing really. It's just very impressive for the system and it seemed as good a time as any to mention it. It doesn't even use FastROM and I don't think it slows down all that much whenever that does happen. Natsume was amazing back then.
That SNES sales figure is impressive. I think Street Fighter 2 is probably the most important game/series of the whole 16-bit generation.
The SF2 boom became a general fighting game boom. I wonder if the boom itself lasted longer than two years but it got diluted among more companies and franchises. Fighting games remained popular well into the late 1990s, but there were just so many of them. I don't know the degree of it, but King of Fighters did enjoy a good bit of popularity in Japan and other Asian countries. Tekken and Virtua Fighter were popular.
@h3s Metal Slug 3 is well made and you can feel the enthusiasm the developers had, but the game has some enormous difficulty spikes compared to the previous games, and that final stage really hurts the pacing of the game because it's so long and not a run-and-gun for a significant portion of it. As a result, I prefer several other games in the series over 3.
I don't know if this really is well suited to DS, but sticking with the original consoles comes with plenty of concessions. The screens are not that good. Many people don't like the DS controls(I like them). And you won't get a lot of useful modern conveniences(I like those too).
The joke here is that some Capcom arcade games have DIP switches or software settings that literally do nothing. I'm well acquainted with Strider, and its difficulty setting is not functional. Pretty sure regular Super Street Fighter 2 has the same issue. Others have pointed this out as well.
@slider1983 The general shape; rounded edges giving it its "bubble" name(not typical for most of these handhelds); the shape of the bezel is the same and is distinct to the GG; the recesses for the controls(not the same, but very similar); the D-pad shape chosen; that button shaped like a half moon, which is the same as the GG start button, and its placement are almost exact; this one is subtle, but the oval shape of the power LED and its placement are a nod to the GG's logo.
@slider1983 It clearly takes a number of design cues from the Game Gear. I noticed the resemblance immediately. And those design cues are not by accident.
It sounds like they had fun developing Metal Slug 3 and basically throwing any idea they had at it. I wonder if some of these unused ideas would have actually worked once implemented in the game. It's hard to say just based on the descriptions what things would work, but some things may not have worked in a game like Metal Slug.
I look forward to seeing how Black Finger Jet develops.
@RealBroosh Wow. I didn't even have to go past the first comment on this to see the specific game, Tenchu Z, I was thinking of for this sort of thing. I wasn't expecting anyone else to mention it. Well done!
@HoyeBoye Sounds like a situation where you'd want to seek out a video showing the story mode and just get the spoilers. I already saw a video describing the ending to this thing, so I know how it goes......and it is messed up.
It's a good thing the games were good, because that ad wasn't going to sell any product. One of the worst ads I've ever seen, though many ads would fit that description.
It's interesting to see my old comment up top. I've since had the opportunity to play the two Tenchu games for the PS2 and I loved them both despite being a bit nervous based on some of the reviews. I loved the concept of Tenchu when the first game was new and it was the primary reason I got a PS1, as I was a happy Saturn owner in those days. Tenchu has always been a special game for me and one of my favorites on the PS2, and the two PS2 sequels also were very enjoyable for me and are now among my favorites for the PS2.
There are so many fighitng games, and games in general on PS2, but I had a great time playing Fist of the North Star for the system. It was a Japanese release and a port of an Atomiswave arcade game. It has flaws that make it not a great competitive fighter, but I really liked the way it played and how it handled the source material.
@jesse_dylan There were arcade games that did horizontal scrolling just fine before Super Mario Bros. existed. Many of those were shooters, so I stand by my claim that SMB would have little or no influence on something like R-Type. SMB, however, is very influential in many other ways, even if horizontal scrolling was already a thing. It was one of the first home games to do it well. But I'd say it was more influential in that it basically set many standards for the 2D platformer, a genre which would dominate for quite a long time.
@dconstantine I've been wondering about that in recent weeks and have looked into it with no new info. It's quite confusing. But it's still operating, much to my surprise.
@-wc- Thanks for replying. I know how tricky it is to find good D-pads. And then what's great for some is not so good for others. Ergonomics is another big issue. That's why I was asking, to see what people like and maybe get some ideas.
I mostly use 8bitdo as far as new controllers. I love the feel of the Pro+. The D-pad was extremely good. The controller membranes are now known to be weak and they tend to tear, unfortunately. At least they can be replaced last I checked and don't cost a lot. Of course, they should be more durable. I also use the 8bitdo Neo Geo CD pads with the thumb stick which I do love. And I have a current Xbox controller. It's nice, but the D-pad is mediocre to me.
I remember when I first used the Playstation controller. The D-pad felt way better than I expected it would. I was able to play fighting games with it without much issue. It's not my preferred style or feel, but it was good.
It's a very tough question. Something like Space Invaders really doesn't apply to platformers. Super Mario Bros, a very influential game, has no bearing on the likes of R-Type. And as someone pointed out, what most influential means is itself up for debate. But as far as a pioneering game, Pitfall does come to mind with the running and the jumping and the climbing across many distinct screens.
@-wc- @Slobbert Out of curiosity, which modern and/or third-party controllers do you think feel good. Always good to hear what people recommend for future reference and all that. I've liked the feel of all the 8bitdo pads I've used with the Pro+ being my favorite in terms of ergonomics.
Looks very nice in the video, and the visuals look like the typical high quality Bitmap Bureau is known for. A license like this is unexpected. Hopefully the licensing terms are good, perhaps perpetual, so that delisting isn't a problem in the future as far as digital distribution.
I'm lucky in that I've always viewed gaming as a mostly solo affair and I enjoy it the most that way. But I also miss connecting with friends with multiplayer sessions. I've had some great memories with old friends, such as some summers getting together with friends almost daily to play lots of things, especially fighting games.
A couple of years ago, I heard from one of those old friends for the first time in a while(that was on both of us). He moved further away, but we've managed to get together a few times to play some old favorites. I'm deeper into the retro hobby than he is, so I've been guiding him as to what hardware to get for the kind of setup he wants. And that's pretty satisfying for me. It was a bit of coincidence we started talking again when we did as he was about to start looking into that. I saved him a lot of headaches and money, I'd say.
A while back, I did get three friends of mine to spend a few hours playing some multiplayer beat-em-ups. When I suggested the idea of playing a four-player session of the Turtles arcade game, I didn't have to do much arm twisting to convince them. That was a lot of fun. I've also had various gaming sessions, retro and not so retro, with my nephews and that has had some interesting results.
"The reason he worked so hard to hide his illness was simply for his own self-respect as an artist."
I think that quote is the most important one here. If so, I wonder if he wanted to lose himself in the work to forget about his illness for a while. I would assume the leg amputation was unexpected. It may also have been unavoidable since his disease only got worse over the next few years.
As for the game, I didn't like it at first. I knew it had a good reputation and was well made, but it wasn't clicking with me. But it was that reputation that convinced me to give the game multiple chances. I think I tried it three or four times, but I eventually "got" it and ended up enjoying it quite a lot. Initially, I wanted to play it more like a beat-em-up, and it's just not designed that way. It's a nice feeling when a game you previously did not enjoy ends up being fun with a second look.
I second the first commenter's praise for the intro. I really love the concept of scanning these old figurines for old game properties. It's a cool project. If I ever get a 3D printer, I'll be in trouble.
I thought the screen shots looked decent. Looks even more interesting in the video. I played through the demo a couple of times and it's pretty good. I'll have to look at the documentation as there are a few things I still need to know more about, such as the power-up system, but I like what I played. The gameplay is well designed. There are even a few special graphical effects that are unusual to see on a PC Engine.
FPGA is a cool development in retro gaming in recent times, but there is so much hyperbolic marketing around them. That's why I've pushed back about various myths because there is misinformation and disinformation out there. Part of that comes from how a lot of officially released emulation products were extremely shoddy leading to derision. Software emulation started in a time when hacks were necessary if the goal was to simply get games running and playable with accuracy coming later. FPGA accuracy benefits from being a more recent development where accuracy has been the focus from the beginning.
While I've had good discussions with reasonable FPGA supporters here, I've also seen some wild disinformation from people who clearly know nothing, and who seem to make accounts here just to be disingenuous for one post and then disappear. For example, one person told me I was wrong because I did not consider "display lag", as if you wouldn't or couldn't use the SAME display if you were doing lag testing. I was told lag wouldn't show up in software emulation if I was testing using frame advance, and it absolutely does and that test is effective. I've seen people complain that Mario World is literally unplayable on software emulation, and SNES emulation I think has two frames(likely one frame) of lag max in the testing I have done. Two frames is very playable, but then there's also RunAhead to reduce that to no frames, so literally playable on software emulation either way.
FPGA is great and it's wonderful that the option exists for those that find it appealing. It has advantages and benefits, though sometimes those are not what people think they are. We must not let the marketing fluff displace reality.
I knew him best from Necessary Roughness, a film I watched many times as a kid and enjoyed. I watched it again several years back and still had a great time. I didn't know it was his first role. He definitely contributed to making it memorable. Sad news to hear.
At least at a glance, those boxes are nicer than I would have expected. I wonder how many systems they have over there. Also, PS1 is not the most robust system. I wonder how long they'll hold up without needing a drive or something. Maybe the drives are not original.
This brings to mind how Spielberg took guns out of a scene in ET and had them digitally replaced with walkie talkies. That change is a bit infamous. I can imagine them trying to replace the guns in Goldeneye with walkie talkies. Developers talk about how not everything translates well into good game mechanics. Even in some games that are narrative heavy, in reality the writing and the gameplay are two distinct parts. The only way that idea can work is to make a visual novel that doesn't require the same kind of active gameplay.
Miyamoto's idea was also quite silly. To be fair, having bad ideas is fine because they ultimately didn't go with it. Stuff like that would undermine the game. The context of the game is enough. Also, age ratings exist for a reason. You can't have it both ways with an adult oriented shooting/action game like that. To Nintendo's credit, they later figured out a way to make a shooter for all ages, but that wouldn't work for something like Bond.
I saw a video showing the demo a couple of days before the public release and immediately knew it was something I wanted to try. I played Steel Assault(and remembered it from its initial reveal when it looked like a NES game) back last summer and really enjoyed it. I can see that Neon Inferno uses similar art in spots, which is a good thing. I played the demo last night and I thought it was very good so far. I've never been the biggest fan of gallery shooters — though I just recently have been wanting to go back to Wild Guns and "git gud" — but I like the way Neon Inferno is designed so far. The fact that it's a mash up of traditional run-and-gun with gallery mechanics means the controls are a bit more complex and it's fairly common to mix up buttons at times. One thing I didn't like so much was how hard difficulty had different checkpoints from normal. In the demo, hard mode has no checkpoints, so it's basically the same in that regard as arcade difficulty. Hard mode adds difficulty in game, such as more enemies and additional boss behaviors, so having fewer checkpoints seems unnecessary to me. This is a relatively small complaint on my part, and I do plan on getting the game when it is complete.
The aesthetic and gameplay seem, in some way, like an alternate take on the excellent Huntdown. I love how the dystopian, Blade Runner-style setting looks dark, but also somehow bursting with color. Really nice visual design here.
@Daniel36 It sure looks that way. And it is very nice to look at. Appears to be higher resolution for games of the era, which I assume is one of the features of the PC-98. The downside is the movement is choppy as it doesn't have the type of custom graphics hardware of the X68000 or FM Towns. But that seems like it wouldn't hurt as much in a game like this. The character art here is particularly nice.
@hste My understanding is that what comes loose is a heatsink or some kind of cover. Of course, that's still bad and may also lead to other problems. It probably wasn't necessary either.
@cawley1 I'm seeing info that an English version existed titled Alice in Wonderland, but I think you're right that it's Japan only. It looks like they intended a wider release and decided not to. I wonder if it made it as far as location tests.
@Damo Makes perfect sense. When I tell people about that Neo CD pad, I describe the thumb stick as feeling like an arcade stick but controlled by your thumb.
@Sketcz I'm glad you found it because I have no doubt I would have been trying to find it as well. And as much as I like this site, the search is not the best element of it. I wouldn't be surprised if I still that a browser tab open for the game from last year. I need to come up with a better way to keep track of these things. It reminds me of the experience I had with a game called Steel Assault, which is quite good. I had seen it when it was first shown as an 8-bit-style game. It was then changed to a 16-bit look. Somewhere along the way, I forgot the name of the game and had very little to go on until it came up in the news again and I suddenly noticed a few familiar elements that I could have easily missed. Just yesterday, I remembered a game I didn't list in my prior comment and had no luck finding it on here. The game is Spidersaurs and luckily I remembered something else about it which helped me find it. It's so easy for these games to pass you by.
This is an interesting project. I immediately wondered how the developer was approaching this port as the CPS line of boards all have a strange internal resolution that is different from the Neo Geo. That makes a port a little less straightforward, especially compared to the recent System 16 projects. As stated in the article, it won't be 1/1, but that's what makes it a bit more interesting.
To follow up on my previous comment, I seem to recall hearing of one or two game pads that also used micro switches for the D-pad. Some people may want and like that. Clearly Madlittlepixel seems to like it here and that's fine. That kind of D-pad is probably quite good for most other retro genres besides fighting games. I'm reminded of one of my favorite retro-style controllers, the 8bitdo Neo Geo CD pad. It uses a thumb stick and micro switches. It has a large amount of travel before actuation which ends up feeling really good to me and I think it's fantastic for fighting game inputs. It's definitely not ideal for shmups but you can get by. And all that echoes the review. I think some of the disappointment comes from how much this looks like a Saturn pad, and then ends up not feeling like it.
@Axelay71 @PKDuckman Yeah, I know what you mean. But it wa also inevitable with the expansion of gaming in general and indie developers being able to get their games out there. To be fair, Metroidvanias can be great games and they inspired a lot of people to make their own. I think part of it is that Metroidvanias are easier to sell because enough people are always going on about game length. And they are probably easier to balance as far as difficulty. I like them, but I also tire of them after a while. And I've seen people complain about everything, too many Metroidvanias, too many retro games, too many 3D games, too many 2D sprite games, too many 8-bit-style games, etc.
I think the problem with classic early console and arcade style stuff is that those games have trouble breaking through. It helps to find sites or channels that can curate those a bit. I just found a youtube channel that may prove useful for that. But those retro-style games are out there. I plan to play Iron Meat. Prison City is pretty good. Huntdown was excellent. Steel Assault is fun. Blazing Chrome is very Contra like. Same developer made Moonrider, a ninja action game. There's Valfaris. There are others and I have to do a better job at keeping up as well.
Getting D-pads right seems to be a tricky thing. You definitely can't judge a D-pad by looks alone. There's a lot of variability in feel. I also think there are misconceptions as to what works best. I've seen people who thought they wanted arcade sticks with super short throw and be hyper responsive only to realize that's not the feel they want for fighting games after all. That's why some people prefer different stick types for shmups and fighting games. I like a loose stick and longer travel for fighting games and the same applies to D-pads. A longer travel without actuation or contact is more forgiving for fighting games and I think is generally more reliable for most people. Clickly switches with short travel really change the feel of things and require more precision in my experience. Good to know about this design decision as I might have looked at getting this pad which is definitely not for me.
I wish I could say this was surprising, but this seems to be common in the development end of the retro hobby. It's been that way on the software emulation side. It seems to be the case on the FPGA side. What's also sad is that there is gratitude out there. But those people are less likely to send a message. I've interacted with a few project leads here in the comments and have expressed my appreciation in those cases, but I'm not sending emails. The entitled types and toxic people are more motivated, for whatever reason, to go direct to the source. I don't know why people do this, other than being toxic. Maybe there's some desire for sabotage for some. Whatever it is, it's shameful that this goes on and developers who are basically volunteers deal with this.
I was just reminded of this game a few days ago. The PC Engine introduced me to this one, and that's the one I played. The change to the direct overhead perspective was a concession to make the port a bit easier, but it seemed good and otherwise faithful from what I could gather. The game is fun. Good to see the arcade original get a modern release.
@Willonious You can laugh all you want, but there's one problem. The tariffs on China have not been paused. Swing and a miss there. Plus there was another point in the article about the uncertainty and its effect on these small operations. Did you read the article?
I would be more inclined to agree with the sentiment that this is what people voted for, except for the fact that trump blatantly lied about what tariffs actually are. Plus, doing a trade war with no clear strategy is also a problem.
I was recently thinking about this game and how I should go back to it soon. The hack changes sounds interesting. As I recall, one of the game's issues was a high damage rate, so this sounds like a nice adjustment to the game's balance. The general combat mechanics of the game are good, so this sounds like it should be more fun.
Comments 806
Re: 30 Years Ago, The Grandfather Of Game Journalism Told 2D Fighting Game Fans To "Get A Life"
That was definitely a grandpa take, so at least he got that part right. I'll give him a small pass too since this predated the likes of King of Fighters 97 and 98, The Last Blade, and X-Men vs. Street Fighter. Some great improvements within the genre in those and others. 2D fighters were popular because they provided gamers with things they craved. They were complex and were always different each run
There was oversaturation and lack of variety after a while. I eventually got tired of it for a while, but I always liked the old games I played. I've been playing Last Blade a bit the last couple of nights. The complexity can be off putting at first, but I find the genre very satisfying. I find it funny he thinks Pac Man has value when 2D fighters require pattern recognition too, but also reaction time, precision, and improvisation because the player doesn't know what's coming.
He got one thing spot on. 2D fighters are literally two dimensional. That's kind of the point of 2D games of all kinds.
Re: GoRetroid To Offer Limited Returns For The "Unfixable" Pocket Mini
The video does a bit of a deep dive on this issue and there's more nuance here than it seems at face value. The guy in the video even says the issue is so small that he won't return his units. I know not everyone has the time. It appears GoRetroid was either lied to by their screen supplier or there was some miscommunication. I've seen this happen before with Odroid which is another small foreign company. They had a board with an SoC that was supposed to be a certain speed and it wasn't. This was on the chip supplier. It's fair to say Odroid and GoRetroid should have caught the issues respectively but things like that slip through sometimes, especially when there is overt deception, and shows how complicated things can get. While one of the selling points of this unit was a 960p screen and it's a tad shy of it, the units are not broken, and the issue is relatively minor. It's so minor that it's apparently not visible with some shaders compared to others. A limited return program is understandable here since this is not a recall. They should probably do more than this, but I understand their position in trying to limit their remedy to people most affected by this, those who bought specifically for the perfect scale. The video goes into all this quite a bit.
Re: SuperSega Boss Is Now Trying To Block People Getting Refunds
Funny how he said almost everyone got refunds and that he was working to ensure everyone got refunds. But then, when did any of this make any sense at all? But at least their non-existent product already had a printed manual and box!!
Re: SNES Consoles Appear To Be Getting Faster As They Age
Perhaps it's not getting faster. Maybe we're getting slower.
Fascinating tech tidbit there. But the SNES doesn't need to be any faster to run Gundam W Endless Duel. What does that have to do with anything? Nothing really. It's just very impressive for the system and it seemed as good a time as any to mention it. It doesn't even use FastROM and I don't think it slows down all that much whenever that does happen. Natsume was amazing back then.
Re: You Can Now Wirelessly Connect Controllers To PS1 Via Your 8BitMods MemCard Pro
@GravyThief I just checked and found a video showing the Pro 2 has a micro USB port next to the card slot.
Re: "Nothing Has Ever Surpassed The Street Fighter II Boom" Says Japanese Legend Daigo Umehara
That SNES sales figure is impressive. I think Street Fighter 2 is probably the most important game/series of the whole 16-bit generation.
The SF2 boom became a general fighting game boom. I wonder if the boom itself lasted longer than two years but it got diluted among more companies and franchises. Fighting games remained popular well into the late 1990s, but there were just so many of them. I don't know the degree of it, but King of Fighters did enjoy a good bit of popularity in Japan and other Asian countries. Tekken and Virtua Fighter were popular.
Re: Random: SNK Dev Shares Some Of The Cool & Ridiculous Ideas Pitched For Metal Slug 3
@h3s Metal Slug 3 is well made and you can feel the enthusiasm the developers had, but the game has some enormous difficulty spikes compared to the previous games, and that final stage really hurts the pacing of the game because it's so long and not a run-and-gun for a significant portion of it. As a result, I prefer several other games in the series over 3.
Re: This $75 Handheld Could Be The Best Way To Emulate Nintendo DS In 2025
I don't know if this really is well suited to DS, but sticking with the original consoles comes with plenty of concessions. The screens are not that good. Many people don't like the DS controls(I like them). And you won't get a lot of useful modern conveniences(I like those too).
Re: Evercade's First Firmware Update Of 2025 Is Live
The joke here is that some Capcom arcade games have DIP switches or software settings that literally do nothing. I'm well acquainted with Strider, and its difficulty setting is not functional. Pretty sure regular Super Street Fighter 2 has the same issue. Others have pointed this out as well.
Re: Review: Game Kiddy Bubble - The Game Gear Tribute Act We've All Been Waiting For
@slider1983 The general shape; rounded edges giving it its "bubble" name(not typical for most of these handhelds); the shape of the bezel is the same and is distinct to the GG; the recesses for the controls(not the same, but very similar); the D-pad shape chosen; that button shaped like a half moon, which is the same as the GG start button, and its placement are almost exact; this one is subtle, but the oval shape of the power LED and its placement are a nod to the GG's logo.
Re: Review: Game Kiddy Bubble - The Game Gear Tribute Act We've All Been Waiting For
@slider1983 And yet it looks even more like a mini Game Gear. The design cues are very clear. That was your first question, and that's the answer.
Re: Review: Game Kiddy Bubble - The Game Gear Tribute Act We've All Been Waiting For
@slider1983 It clearly takes a number of design cues from the Game Gear. I noticed the resemblance immediately. And those design cues are not by accident.
Re: Random: SNK Dev Shares Some Of The Cool & Ridiculous Ideas Pitched For Metal Slug 3
It sounds like they had fun developing Metal Slug 3 and basically throwing any idea they had at it. I wonder if some of these unused ideas would have actually worked once implemented in the game. It's hard to say just based on the descriptions what things would work, but some things may not have worked in a game like Metal Slug.
I look forward to seeing how Black Finger Jet develops.
Re: New Xbox 360 Recompilation Tool Will Give Lost Classics Another Chance To Shine
@RealBroosh Wow. I didn't even have to go past the first comment on this to see the specific game, Tenchu Z, I was thinking of for this sort of thing. I wasn't expecting anyone else to mention it. Well done!
Re: You Can Now Witness One Of The Most Depressing Video Game Endings In English
@HoyeBoye Sounds like a situation where you'd want to seek out a video showing the story mode and just get the spoilers. I already saw a video describing the ending to this thing, so I know how it goes......and it is messed up.
Re: Random: "This Is Not What We Were Expecting" - Ex-Nintendo Employee Shares The Story Behind Zelda's Early TV Ads
It's a good thing the games were good, because that ad wasn't going to sell any product. One of the worst ads I've ever seen, though many ads would fit that description.
Re: Best PS2 Games Of All Time - PlayStation 2 Titles You Need To Play
It's interesting to see my old comment up top. I've since had the opportunity to play the two Tenchu games for the PS2 and I loved them both despite being a bit nervous based on some of the reviews. I loved the concept of Tenchu when the first game was new and it was the primary reason I got a PS1, as I was a happy Saturn owner in those days. Tenchu has always been a special game for me and one of my favorites on the PS2, and the two PS2 sequels also were very enjoyable for me and are now among my favorites for the PS2.
There are so many fighitng games, and games in general on PS2, but I had a great time playing Fist of the North Star for the system. It was a Japanese release and a port of an Atomiswave arcade game. It has flaws that make it not a great competitive fighter, but I really liked the way it played and how it handled the source material.
Re: SuperSega Back-Pedals With MiSTer FPGA, Aims For Lower Price
Such a shame that "totally real" Dreamcast FPGA core will have to be shelved after all. How shockingly unsurprising.
Re: What's The Most Influential Video Game of All Time? BAFTA Needs Your Help To Decide
@jesse_dylan There were arcade games that did horizontal scrolling just fine before Super Mario Bros. existed. Many of those were shooters, so I stand by my claim that SMB would have little or no influence on something like R-Type. SMB, however, is very influential in many other ways, even if horizontal scrolling was already a thing. It was one of the first home games to do it well. But I'd say it was more influential in that it basically set many standards for the 2D platformer, a genre which would dominate for quite a long time.
Re: This New Tiny Toon Adventures Hack Is A Love Letter To An Old Mario Bootleg From The '90s
@dconstantine I've been wondering about that in recent weeks and have looked into it with no new info. It's quite confusing. But it's still operating, much to my surprise.
Re: 8BitDo Has Announced The Successor To Its Ultimate Wireless Controller
@-wc- Thanks for replying. I know how tricky it is to find good D-pads. And then what's great for some is not so good for others. Ergonomics is another big issue. That's why I was asking, to see what people like and maybe get some ideas.
I mostly use 8bitdo as far as new controllers. I love the feel of the Pro+. The D-pad was extremely good. The controller membranes are now known to be weak and they tend to tear, unfortunately. At least they can be replaced last I checked and don't cost a lot. Of course, they should be more durable. I also use the 8bitdo Neo Geo CD pads with the thumb stick which I do love. And I have a current Xbox controller. It's nice, but the D-pad is mediocre to me.
I remember when I first used the Playstation controller. The D-pad felt way better than I expected it would. I was able to play fighting games with it without much issue. It's not my preferred style or feel, but it was good.
Re: What's The Most Influential Video Game of All Time? BAFTA Needs Your Help To Decide
It's a very tough question. Something like Space Invaders really doesn't apply to platformers. Super Mario Bros, a very influential game, has no bearing on the likes of R-Type. And as someone pointed out, what most influential means is itself up for debate. But as far as a pioneering game, Pitfall does come to mind with the running and the jumping and the climbing across many distinct screens.
Re: 8BitDo Has Announced The Successor To Its Ultimate Wireless Controller
@-wc- @Slobbert Out of curiosity, which modern and/or third-party controllers do you think feel good. Always good to hear what people recommend for future reference and all that. I've liked the feel of all the 8bitdo pads I've used with the Pro+ being my favorite in terms of ergonomics.
Re: Xeno Crisis Developer Bitmap Bureau Is Working On A Terminator Game
Looks very nice in the video, and the visuals look like the typical high quality Bitmap Bureau is known for. A license like this is unexpected. Hopefully the licensing terms are good, perhaps perpetual, so that delisting isn't a problem in the future as far as digital distribution.
Re: Please, Please, Please Treasure Your Offline Multiplayer Buddy
I'm lucky in that I've always viewed gaming as a mostly solo affair and I enjoy it the most that way. But I also miss connecting with friends with multiplayer sessions. I've had some great memories with old friends, such as some summers getting together with friends almost daily to play lots of things, especially fighting games.
A couple of years ago, I heard from one of those old friends for the first time in a while(that was on both of us). He moved further away, but we've managed to get together a few times to play some old favorites. I'm deeper into the retro hobby than he is, so I've been guiding him as to what hardware to get for the kind of setup he wants. And that's pretty satisfying for me. It was a bit of coincidence we started talking again when we did as he was about to start looking into that. I saved him a lot of headaches and money, I'd say.
A while back, I did get three friends of mine to spend a few hours playing some multiplayer beat-em-ups. When I suggested the idea of playing a four-player session of the Turtles arcade game, I didn't have to do much arm twisting to convince them. That was a lot of fun. I've also had various gaming sessions, retro and not so retro, with my nephews and that has had some interesting results.
Re: Astro Boy: Omega Factor Artist Tomoharu Saito Lost A Leg Due To Working On The Game
"The reason he worked so hard to hide his illness was simply for his own self-respect as an artist."
I think that quote is the most important one here. If so, I wonder if he wanted to lose himself in the work to forget about his illness for a while. I would assume the leg amputation was unexpected. It may also have been unavoidable since his disease only got worse over the next few years.
As for the game, I didn't like it at first. I knew it had a good reputation and was well made, but it wasn't clicking with me. But it was that reputation that convinced me to give the game multiple chances. I think I tried it three or four times, but I eventually "got" it and ended up enjoying it quite a lot. Initially, I wanted to play it more like a beat-em-up, and it's just not designed that way. It's a nice feeling when a game you previously did not enjoy ends up being fun with a second look.
Re: A Full Set Of Street Fighter II Toys From The '90s Has Just Been Preserved
I second the first commenter's praise for the intro. I really love the concept of scanning these old figurines for old game properties. It's a cool project. If I ever get a 3D printer, I'll be in trouble.
Re: Special Ninja Squad Is A New 16-Bit Action Platformer For Your PC Engine/TurboGrafx-16
I thought the screen shots looked decent. Looks even more interesting in the video. I played through the demo a couple of times and it's pretty good. I'll have to look at the documentation as there are a few things I still need to know more about, such as the power-up system, but I like what I played. The gameplay is well designed. There are even a few special graphical effects that are unusual to see on a PC Engine.
Re: Creator Of New Open-Source Game Boy Disagrees That FPGA Is Superior To Software Emulation
FPGA is a cool development in retro gaming in recent times, but there is so much hyperbolic marketing around them. That's why I've pushed back about various myths because there is misinformation and disinformation out there. Part of that comes from how a lot of officially released emulation products were extremely shoddy leading to derision. Software emulation started in a time when hacks were necessary if the goal was to simply get games running and playable with accuracy coming later. FPGA accuracy benefits from being a more recent development where accuracy has been the focus from the beginning.
While I've had good discussions with reasonable FPGA supporters here, I've also seen some wild disinformation from people who clearly know nothing, and who seem to make accounts here just to be disingenuous for one post and then disappear. For example, one person told me I was wrong because I did not consider "display lag", as if you wouldn't or couldn't use the SAME display if you were doing lag testing. I was told lag wouldn't show up in software emulation if I was testing using frame advance, and it absolutely does and that test is effective. I've seen people complain that Mario World is literally unplayable on software emulation, and SNES emulation I think has two frames(likely one frame) of lag max in the testing I have done. Two frames is very playable, but then there's also RunAhead to reduce that to no frames, so literally playable on software emulation either way.
FPGA is great and it's wonderful that the option exists for those that find it appealing. It has advantages and benefits, though sometimes those are not what people think they are. We must not let the marketing fluff displace reality.
Re: Street Fighter Actor Peter "Navy" Tuiasosopo Has Passed Away At The Age Of 61
@-wc- I've never seen it. Is that similar in some way or otherwise something you'd recommend to someone who liked Necessary Roughness?
Re: Street Fighter Actor Peter "Navy" Tuiasosopo Has Passed Away At The Age Of 61
I knew him best from Necessary Roughness, a film I watched many times as a kid and enjoyed. I watched it again several years back and still had a great time. I didn't know it was his first role. He definitely contributed to making it memorable. Sad news to hear.
Re: Random: "This Is Hilarious" - 'New' Iranian PS1 Consoles Cause Amusement Online
At least at a glance, those boxes are nicer than I would have expected. I wonder how many systems they have over there. Also, PS1 is not the most robust system. I wonder how long they'll hold up without needing a drive or something. Maybe the drives are not original.
Re: James Bond Producer Didn't Want Guns In 2010's GoldenEye Wii Reboot
This brings to mind how Spielberg took guns out of a scene in ET and had them digitally replaced with walkie talkies. That change is a bit infamous. I can imagine them trying to replace the guns in Goldeneye with walkie talkies. Developers talk about how not everything translates well into good game mechanics. Even in some games that are narrative heavy, in reality the writing and the gameplay are two distinct parts. The only way that idea can work is to make a visual novel that doesn't require the same kind of active gameplay.
Miyamoto's idea was also quite silly. To be fair, having bad ideas is fine because they ultimately didn't go with it. Stuff like that would undermine the game. The context of the game is enough. Also, age ratings exist for a reason. You can't have it both ways with an adult oriented shooting/action game like that. To Nintendo's credit, they later figured out a way to make a shooter for all ages, but that wouldn't work for something like Bond.
Re: Final Fight MD Adds Two Features That Weren't In The Original
Good features. I also like the idea of putting Maki in there as an extra character.
Re: Steel Assault Devs Drop Steam Demo For New Wild Guns-Inspired Shooting Gallery 'Neon Inferno'
I saw a video showing the demo a couple of days before the public release and immediately knew it was something I wanted to try. I played Steel Assault(and remembered it from its initial reveal when it looked like a NES game) back last summer and really enjoyed it. I can see that Neon Inferno uses similar art in spots, which is a good thing. I played the demo last night and I thought it was very good so far. I've never been the biggest fan of gallery shooters — though I just recently have been wanting to go back to Wild Guns and "git gud" — but I like the way Neon Inferno is designed so far. The fact that it's a mash up of traditional run-and-gun with gallery mechanics means the controls are a bit more complex and it's fairly common to mix up buttons at times. One thing I didn't like so much was how hard difficulty had different checkpoints from normal. In the demo, hard mode has no checkpoints, so it's basically the same in that regard as arcade difficulty. Hard mode adds difficulty in game, such as more enemies and additional boss behaviors, so having fewer checkpoints seems unnecessary to me. This is a relatively small complaint on my part, and I do plan on getting the game when it is complete.
The aesthetic and gameplay seem, in some way, like an alternate take on the excellent Huntdown. I love how the dystopian, Blade Runner-style setting looks dark, but also somehow bursting with color. Really nice visual design here.
Re: The PC-98 RPG 'Appare-den: Fukuryū no Shō' Is Now Playable In English
@Daniel36 It sure looks that way. And it is very nice to look at. Appears to be higher resolution for games of the era, which I assume is one of the features of the PC-98. The downside is the movement is choppy as it doesn't have the type of custom graphics hardware of the X68000 or FM Towns. But that seems like it wouldn't hurt as much in a game like this. The character art here is particularly nice.
Re: WaterMelon Insists Its Terminally Delayed Brawler Paprium Isn't Dead
@hste My understanding is that what comes loose is a heatsink or some kind of cover. Of course, that's still bad and may also lead to other problems. It probably wasn't necessary either.
Re: Hamster Reveals Incredible Early Footage Of Namco's 1988 Arcade Game 'Märchen Maze'
@cawley1 I'm seeing info that an English version existed titled Alice in Wonderland, but I think you're right that it's Japan only. It looks like they intended a wider release and decided not to. I wonder if it made it as far as location tests.
Re: Review: Retro Fighters D6 - Great Design, But The D-Pad Is A Disappointment
@Damo Makes perfect sense. When I tell people about that Neo CD pad, I describe the thumb stick as feeling like an arcade stick but controlled by your thumb.
Re: Metal Slug-Inspired Metroidvania 'Guns Of Fury' Arrives On Switch & PC Later This Month
@Sketcz I'm glad you found it because I have no doubt I would have been trying to find it as well. And as much as I like this site, the search is not the best element of it. I wouldn't be surprised if I still that a browser tab open for the game from last year. I need to come up with a better way to keep track of these things. It reminds me of the experience I had with a game called Steel Assault, which is quite good. I had seen it when it was first shown as an 8-bit-style game. It was then changed to a 16-bit look. Somewhere along the way, I forgot the name of the game and had very little to go on until it came up in the news again and I suddenly noticed a few familiar elements that I could have easily missed. Just yesterday, I remembered a game I didn't list in my prior comment and had no luck finding it on here. The game is Spidersaurs and luckily I remembered something else about it which helped me find it. It's so easy for these games to pass you by.
Re: Capcom's 'Midnight Wanderers' Is Being Ported To The Neo Geo
This is an interesting project. I immediately wondered how the developer was approaching this port as the CPS line of boards all have a strange internal resolution that is different from the Neo Geo. That makes a port a little less straightforward, especially compared to the recent System 16 projects. As stated in the article, it won't be 1/1, but that's what makes it a bit more interesting.
Re: Review: Retro Fighters D6 - Great Design, But The D-Pad Is A Disappointment
To follow up on my previous comment, I seem to recall hearing of one or two game pads that also used micro switches for the D-pad. Some people may want and like that. Clearly Madlittlepixel seems to like it here and that's fine. That kind of D-pad is probably quite good for most other retro genres besides fighting games. I'm reminded of one of my favorite retro-style controllers, the 8bitdo Neo Geo CD pad. It uses a thumb stick and micro switches. It has a large amount of travel before actuation which ends up feeling really good to me and I think it's fantastic for fighting game inputs. It's definitely not ideal for shmups but you can get by. And all that echoes the review. I think some of the disappointment comes from how much this looks like a Saturn pad, and then ends up not feeling like it.
Re: Metal Slug-Inspired Metroidvania 'Guns Of Fury' Arrives On Switch & PC Later This Month
@Axelay71 @PKDuckman Yeah, I know what you mean. But it wa also inevitable with the expansion of gaming in general and indie developers being able to get their games out there. To be fair, Metroidvanias can be great games and they inspired a lot of people to make their own. I think part of it is that Metroidvanias are easier to sell because enough people are always going on about game length. And they are probably easier to balance as far as difficulty. I like them, but I also tire of them after a while. And I've seen people complain about everything, too many Metroidvanias, too many retro games, too many 3D games, too many 2D sprite games, too many 8-bit-style games, etc.
I think the problem with classic early console and arcade style stuff is that those games have trouble breaking through. It helps to find sites or channels that can curate those a bit. I just found a youtube channel that may prove useful for that. But those retro-style games are out there. I plan to play Iron Meat. Prison City is pretty good. Huntdown was excellent. Steel Assault is fun. Blazing Chrome is very Contra like. Same developer made Moonrider, a ninja action game. There's Valfaris. There are others and I have to do a better job at keeping up as well.
Re: M2's 'Operation Night Strikers' Collection Adds Two More Classic Taito Titles
Not a bad collection of games. I always thought Night Strikers and Space Gun looked quite appealing in particular.
Re: Review: Retro Fighters D6 - Great Design, But The D-Pad Is A Disappointment
Getting D-pads right seems to be a tricky thing. You definitely can't judge a D-pad by looks alone. There's a lot of variability in feel. I also think there are misconceptions as to what works best. I've seen people who thought they wanted arcade sticks with super short throw and be hyper responsive only to realize that's not the feel they want for fighting games after all. That's why some people prefer different stick types for shmups and fighting games. I like a loose stick and longer travel for fighting games and the same applies to D-pads. A longer travel without actuation or contact is more forgiving for fighting games and I think is generally more reliable for most people. Clickly switches with short travel really change the feel of things and require more precision in my experience. Good to know about this design decision as I might have looked at getting this pad which is definitely not for me.
Re: "There Is Only So Much I Can Take" - Creator Of Roland MT-32 Emulator MT32-Pi Calls It A Day
I wish I could say this was surprising, but this seems to be common in the development end of the retro hobby. It's been that way on the software emulation side. It seems to be the case on the FPGA side. What's also sad is that there is gratitude out there. But those people are less likely to send a message. I've interacted with a few project leads here in the comments and have expressed my appreciation in those cases, but I'm not sending emails. The entitled types and toxic people are more motivated, for whatever reason, to go direct to the source. I don't know why people do this, other than being toxic. Maybe there's some desire for sabotage for some. Whatever it is, it's shameful that this goes on and developers who are basically volunteers deal with this.
Re: Namco's Alice In Wonderland-Inspired Platformer 'Märchen Maze' Is Coming To Switch & PS4
I was just reminded of this game a few days ago. The PC Engine introduced me to this one, and that's the one I played. The change to the direct overhead perspective was a concession to make the port a bit easier, but it seemed good and otherwise faithful from what I could gather. The game is fun. Good to see the arcade original get a modern release.
Re: Trump's Tariffs Have "Changed Everything" For Makers Of Essential Retro Gaming Gear
@Willonious You can laugh all you want, but there's one problem. The tariffs on China have not been paused. Swing and a miss there. Plus there was another point in the article about the uncertainty and its effect on these small operations. Did you read the article?
Re: Your Next Retro Emulation Handheld Could Cost You 35% More Than Usual
I would be more inclined to agree with the sentiment that this is what people voted for, except for the fact that trump blatantly lied about what tariffs actually are. Plus, doing a trade war with no clear strategy is also a problem.
Re: SNES Beat 'Em Up 'Marvel Super Heroes in War of The Gems' Gets New Fanmade "Redux"
I was recently thinking about this game and how I should go back to it soon. The hack changes sounds interesting. As I recall, one of the game's issues was a high damage rate, so this sounds like a nice adjustment to the game's balance. The general combat mechanics of the game are good, so this sounds like it should be more fun.