I'm still rocking my old Mega Everdrive, I've been loath to replace it as it has save state support and the recent cheaper Everdrives don't and the Pro is quite expensive. That said, I can't use save states on mine without unplugging the 32X! š
I've always wondered if an FPGA 32X could be achieved on one of these carts. That would definitely get me to upgrade, especially if it can work on the Nomad without needing mods.
@dmcc0 It could be a muscle memory thing. I don't have much trouble with Super Ghouls 'n' Ghosts these days so oddly it is kind of relaxing to play! š
I tend to find playing something new where I've got to work out the controls, where to go, what to do, etc, can be a lot more challenging that just picking up something I'm very familiar with.
It could also be down to the complexity of modern graphics or the "readability" of the environment. The old 2D and 3D stuff was more basic so it was easy to discern what's an enemy, a platform, a power-up, etc. When I tried the RE4 Remake I thought they'd taken destructible barrels out because there were barrels as background details that you couldn't destroy. I think that explains why they had to put yellow paint on the ones you could destroy!
Pringles had a retro repair clinic? That's got to be the randomnest thing I've heard in a while. I know those Pringles tubes can be pretty useful for things but are they good for console repairs too? š
Still it's true- once you pop [a game into a retro console] you can't stop.
At this point their reputation is just garbage. I won't be buying anything from LRG anymore and I really hope publishers start to use the other companies that make physical versions of games.
Will LRG's "SuperFX 3" version of Doom be using the wrong voltages? I bet id Software won't be happy if LRG's carts start bricking SNES consoles.
The "old guard" developers who are used to making console games that they release and forget about have never really managed to adjust to the need for mobile games to be supported long term. So many early iOS games stopped working over time and the big companies like Namco, Sega, 2K, Square, Konami, Capcom, etc are the main culprits.
I think they are still in the mindset of releasing a game and moving onto the next project and don't approach it with the need to ensure things don't break when Apple makes a change to iOS.
I'm still annoyed that 2K lied about fixing Bioshock when it stopped working 6 months after release. And they wonder why people don't want to pay premium prices for mobile games...
I really enjoyed Blood Stone, it wasn't the best Bond game (that's GoldenEye!) but the gunplay was solid and the gameplay loop was mostly fun. It was only really spoilt by very samey enemies, if they could have added more variety and some boss encounters it would have been a solid game.
In fairness I think you could probably make quite an interesting Bond game where all you have are Q's gadgets at hand to evade enemies and traverse obstacle in the level.
That said, it wouldn't be appropriate for a GoldenEye game where you would rightly expect guns to play a prominent part!
I'm not sure what to think of Barbara Broccoli, on the one hand, she's apparently holding up Amazon making more films because they see Bond as just mere content and she disagrees with that. On the other, she hated GoldenEye 64 and greenlit that terrible ending for No Time To Die, so she's a bit hit and miss.
I tried it the other day, it was pretty good once I got used to all the controls. It has quite a lot going on, not only is there shooting into the background but you can deflect enemy projectiles, go into bullet time and sometimes jump into the background)
Graphically it looks really excellent, the pixel art is very well done and all the neon colouring is very Blade Runner-esque.
The only thing I didn't like is the way it grades you after each level. I don't know why but I've always disliked being judged by a game on how I've played when it's my first time playing. It's like being asked to do the final exam after your first lesson. Plus it doesn't tell you what the criteria is until after finishing the level!
That's pretty cool! I'd guess Frogbull overwrote all the textures on the arcade ROM with single colours to simulate the look of flat shaded polys. I doubt you could get that many polygons out of the 32X at that frame rate.
@jamess Thanks, I'll give that a look. Now that you mention it, I can definitely see why it could be difficult, the steering mech in an arcade machine will have gears that will alter the range of values coming from the potentiometer plus the wheel itself usually has stops to limit how much it can turn. I know some have a 170 degree-ish range which would limit the values going to the game.
Interesting they fixed analogue sensitivity inputs for Jet Wave. If they deemed that too sensitive does that mean they find the sensitivity level on other racing games OK?
I've played a fair chunk of the beta and I can't really see many differences other than the police cars not being green and white, which I think could just be a bug rather than a deliberate change.
Several of the vehicles do seem to have different colour schemes and the Comet looks quite different. The trouble is, I mainly know the PC version and from reading the thread on the GTA Forums it looks like the PC port was actually branched off from an older version of the game than the one on the PS2, so some differences I've spotted are actually just differences between the PS2 and PC port.
Funnily enough YouTube recommended this to me earlier. It's quite fascinating, especially the randomness built into the timing of Donkey Kong throwing barrels. I had no idea he could actually run out of barrels either!
If a human was able to waggle the joystick fast enough to trigger that ladder glitch I reckon it would probably damage the joystick and control panel! š±
Itās a shame, but they just fell out of relevance. I havenāt been in a Smiths in years. Back in the ā80s Iād be in there all the time for C64 games and toys, then in the ā90s for books, videos, music and games mags.
With physical media dying, thereās very little they can actually sell these days.
@Serpenterror Yep, readying myself for yet another disappointing reveal of the same old Megadrive ROMs that Sega seem to think we havenāt all bought multiple times now.
I actually like the chunkiness of the Nomad, I find it more comfortable to hold than the Switch, even though the right side of it is pretty square-shaped!
Unless this new battery pack is wider, it shouldn't interfere with holding the Nomad as the official battery pack doesn't get in the way when I hold it.
It would be cool of Krikkz could do a low-profile Mega Everdrive to fit the Nomad with less catridge sticking out the top.
If the NAND goes bad while itās in storage and not being written to, Iām not sure how wear level testing would allow Nintendo to pick up on flawed memory modules.
Nintendo should have instead put a Wii U away in their cupboard for 10 years and then sent it back in time so their engineers could see the results!
Teasing something that wonāt actually be announced until March? I donāt see the point, Iāll have likely forgotten about this in 5 minutes time. Unless youāre Nintendo, you canāt get away with hyping something with so little detail like this, better to just announcing whatever it is youāre making rather than playing hard to get.
I play both sides of my Time Crisis 2 machine, it's actually hard work and both my arms are dead tired by the end. I can't do it without dying a lot though. š
I'm much better at Time Crisis 1 thanks to practicing on the PS1 version so much back in the day.
@Daniel36 It's definitely 1996, it's a weird device that's why it looks like it belongs in 1986. š
It has a powerful for-the-time x86 CPU but a really basic GameBoy style green screen. I guess they thought they needed loads of processing power for a machine to play chess type games. In spite of that it still takes ages to choose a move! š
Itās been mentioned already but Turtles in Time was the one that immediately came to mind. It has a few graphical cut backs, but the additions make it the superior game.
Radiant Silvergunās Saturn mode that retains your upgrades is pretty rad too.
@sdelfin Yeah I think the limit in part must be down to the second player. Playing single player with the number of enemies at 4 is OK, but when going to 5 you do get flicker. So a two-player game with 4 enemies would have had flicker too, but by sticking to 3 it would have been OK.
I decided to experiment a bit, I upped the number of sprites to 6 and aside from the occasional brief priority issue (one enemy would be in front of another when he should be behind) it's actually able to run OK with 6 enemies. Pushing it to 7 works too, but there's some slowdown and there must only be enough palettes for 6 characters as the 7th has wrong colours. I'm actually going to leave it on 6 I think, it's unlikely I'll be playing it two-player any time soon.
Thanks @BillyTime for including both the emulator and file offset, even when I've found something using the memory editor, finding it again in the ROM file is often a pain! š
@BillyTime Oh wow, thanks! Iāll try patching that tomorrow, I canāt believe itās that simple. š I wonder why Capcom left it out of the game? Do you think it could be done with Final Fight Guy too?
@KitsuneNight I've been having similar thoughts. Just about every Windows app I've tried running on my Steam Deck runs perfectly, the only exceptions I've come across are Xenia (the Xbox 360 emulator) and Gears of War 1 (the PC port).
Windows is just getting worse and worse, while the desktop mode of Steam OS has really impressed me with how many native apps are available and also with how well it can run Windows apps under Wine.
The only real thing holding me back is the pain of moving everything on my desktop over to Linux.
I'm nearly onto the second island now, despite being 20fps a lot of the time, it's actually really playable. Also, if you have an ODE the sound quality doesn't need to be crunched to fit onto a CD-ROM like the version John Linneman is playing in the video.
If you think the enemies are bad in the SNES version, try playing the arcade bootleg! I think that game has the opposite of this patch applied, where your character does even less damage than usual (and the enemies do 2x the damage!). š
It's great this patch works with the JP version of the game as that's the one I had growing up. There's another FF2 romhack that allows 5 enemies on screen at once, I wish that was compatible with the JP release!
I tried this yesterday on the Steam Deck and itās really good. It plays a lot like Mario 64 (things like long jumps, triple jumps, wall kicks, side flips, etc). Thereās lots of secrets hidden about the place and in the best tradition of Mario 64 thereās often ways to ācheatā and reach areas you shouldnāt through clever acrobatics. Iāll definitely be getting it when it launches.
The issue isn't with games like Mario 64 or Ocarina of Time, it's when you try playing something really obscure that hardly anyone plays that you find will find graphical and accuracy issues.
The most obvious timing issue with the Switch N64 emulator is the ending sequences to Ocarina of Time and Mario Kart 64. The ending visuals finish before the music does on both because it doesn't accurately emulate the slowdown in certain parts. In the case of Ocarina of Time it cuts the music off, in Mario Kart, Mario talks over the music.
Jeff Bezos was really keeping the dream alive there! Iām still waiting for ā90s Arcade Racerā¦ š«
I must insert my obligatory recommendation of Mighty Gunvolt Burst which is like an 8-bit demake of Mighty No 9 but is actually really good. Itās also made by IntiCreates, I think they struggled with doing a 3D game as their 2D stuff is usually good. Or maybe Mighty No 9 was just taken off them before they could really polish it?
@GravyThief Iāve got 9 CRTs and I canāt see scanlines on any of them. The shadow mask/aperture grille is very evident when looking closely but I canāt see scanlines. I often wondered if itās a PAL/NTSC thing where the slightly lower line resolution of NTSC meant the scanlines were easier to see?
Grabbing this now before Rockstarās lawyers get it shut down. Iām hoping Iāll be able to use my original GTA3 release with it as I never bought the broken Trilogy version.
Gave the demo a try last night, itās just the first section of the first level but itās pretty impressive, especially as I think I counted 6 enemies on screen at once (albeit with some flicker caused by too many on a single scanline). Itās missing the big skull clowns on motorbikes but the rest of the enemies are there and you can smash enemies against the windows like the SNES version.
I wonder if the SNES could have displayed more enemies if theyād used a FastROM cart? I know thereās a mod for Final Fight 2 that ups the number of simultaneous enemies from 3 to 5 also with some sprite flicker.
@Razieluigi Music rights really are insane. For example, Alexander Courage wrote the theme to Star Trek, but Gene Roddenberry went and wrote some lyrics to the tune; this meant Roddenberry always got 50% of the royalties whenever the Star Trek theme was used, even though the lyrics arenāt being sung with it!
Awesome, I still use my 7th gen iPod Classic daily. There is already quite a large modding ecosystem out there with most of these things like replacement case parts, larger batteries, Bluetooth back cases and PCBs to replace the hard drive with Micro SD cards. The majority of it is pretty plug and play too, with only things like USB-C requiring soldering.
That said, IPS screens could be pretty cool, if they can just be dropped in.
@Deuteros I loved all those crazy concept images and the rumours about what the hardware would do. I was genuinely quite surprised when the actual SNES CD prototype turned up and it was just a simple CD-ROM drive with no additional capabilities compared to what the Mega-CD had.
@GravyThief I do that too, Nintendo mapping the buttons to A/B just sucks. I use that remapping for Mario Kart 8 too as I can't get on with A/B as accelerate/brake.
@LuigiBlood The trouble with that toggle is it disables the A button and you also need that for the mini-game. So you've got to remember to release that toggle in time to press the A button. It's just a poor implementation all around sadly.
The lag definitely catches me out when I go from playing Mario World on real hardware to the Switch. I always die on the first enemy because my timing for the jump is off. š After a minute or so I normally acclimate and it's OK, but I could definitely see lag being a problem in Axelay (if we ever get it).
I've moaned about this before, but my big problem with NSO are the controls for N64 games. Some are worse than others, but games like Ocarina of Time are just horrid where the right analogue stick is used to simulate the c-buttons. It's OK in some cases, but things like the frog mini game is virtually impossible.
Not only do the control positions no longer match the layout of the frogs on screen, but even slightly pushing the right stick too close to another axis can result in the game thinking you pushed the wrong c-button thus failing the mini-game. It really is quite horrid and probably makes the N64 look a lot worse to people than it really is.
Even though 3D polygons are objectively better, I still love the look of Super Scaler games. They still feel like some sort of exotic future tech, probably because the home consoles never really got any Super Scaler games (outside of a few on the 32X and Saturn) so it has always felt like a technology of the arcade that never made it into the home.
Ooh nice, I wish they'd made the transparent special edition that they made last year available worldwide. Still, I have a black OLED model now so I probably won't be upgrading (I do need more storage though, my 512GB SSD is full and so is my 1TB Micro SD! š)
This is quite encouraging, it sounds like it basically is an overclocked SuperFX with access to more ROM space. I was concerned they might go the route of Doom on the Mega EverDrive and just have the FPGA run the game with the SNES just being a dumb passthrough.
It will be cool to see if things like StarFox and Stunt Race can be upgraded to be smoother, Iāve played them with an overclocked SuperFX and the problem is they also run faster, which isnāt ideal.
Comments 460
Re: Review: Mega Everdrive Pro - The Best Flash Cart For Your Genesis / Mega Drive
I'm still rocking my old Mega Everdrive, I've been loath to replace it as it has save state support and the recent cheaper Everdrives don't and the Pro is quite expensive. That said, I can't use save states on mine without unplugging the 32X! š
I've always wondered if an FPGA 32X could be achieved on one of these carts. That would definitely get me to upgrade, especially if it can work on the Nomad without needing mods.
Re: Review: Stories from Sol: The Gun-Dog (Switch) - A Mech-Based Adventure That Plays As Good As It Looks
@MARl0 Thanks! Iāll wait to see if it gets patched before taking the plunge, I find the Steam Deck really ideal for VNs
Re: Review: Stories from Sol: The Gun-Dog (Switch) - A Mech-Based Adventure That Plays As Good As It Looks
I was planning to get this anyway but I want it even more now! I do think the text size might be an issue though as I'll be playing on Steam Deck.
Re: 24 Percent Of Gen Z Brits Own A Classic Gaming System, While 74 Percent Say Retro Is "More Relaxing"
@dmcc0 It could be a muscle memory thing. I don't have much trouble with Super Ghouls 'n' Ghosts these days so oddly it is kind of relaxing to play! š
I tend to find playing something new where I've got to work out the controls, where to go, what to do, etc, can be a lot more challenging that just picking up something I'm very familiar with.
It could also be down to the complexity of modern graphics or the "readability" of the environment. The old 2D and 3D stuff was more basic so it was easy to discern what's an enemy, a platform, a power-up, etc. When I tried the RE4 Remake I thought they'd taken destructible barrels out because there were barrels as background details that you couldn't destroy. I think that explains why they had to put yellow paint on the ones you could destroy!
Re: 24 Percent Of Gen Z Brits Own A Classic Gaming System, While 74 Percent Say Retro Is "More Relaxing"
Pringles had a retro repair clinic? That's got to be the randomnest thing I've heard in a while. I know those Pringles tubes can be pretty useful for things but are they good for console repairs too? š
Still it's true- once you pop [a game into a retro console] you can't stop.
Re: "This Cartridge Is A Tiny Time Bomb" - Limited Run Accused Of Selling Carts Which Can Damage Your NES
At this point their reputation is just garbage. I won't be buying anything from LRG anymore and I really hope publishers start to use the other companies that make physical versions of games.
Will LRG's "SuperFX 3" version of Doom be using the wrong voltages? I bet id Software won't be happy if LRG's carts start bricking SNES consoles.
Re: This New Famicom Disk System Game Could Be A World's First
It's amusing that they've managed to engrave an A on the disk casing which is the correct shape to defeat the copy protection.
Re: Square Enix Ends Support For Final Fantasy Crystal Chronicles iOS Following Unfixable Bug
The "old guard" developers who are used to making console games that they release and forget about have never really managed to adjust to the need for mobile games to be supported long term. So many early iOS games stopped working over time and the big companies like Namco, Sega, 2K, Square, Konami, Capcom, etc are the main culprits.
I think they are still in the mindset of releasing a game and moving onto the next project and don't approach it with the need to ensure things don't break when Apple makes a change to iOS.
I'm still annoyed that 2K lied about fixing Bioshock when it stopped working 6 months after release. And they wonder why people don't want to pay premium prices for mobile games...
Re: Ex-Activision Boss Forgets Name Of "Bad Acquisition" Behind Project Gotham Racing, Blur And Geometry Wars
I really enjoyed Blood Stone, it wasn't the best Bond game (that's GoldenEye!) but the gunplay was solid and the gameplay loop was mostly fun. It was only really spoilt by very samey enemies, if they could have added more variety and some boss encounters it would have been a solid game.
Re: James Bond Producer Didn't Want Guns In 2010's GoldenEye Wii Reboot
In fairness I think you could probably make quite an interesting Bond game where all you have are Q's gadgets at hand to evade enemies and traverse obstacle in the level.
That said, it wouldn't be appropriate for a GoldenEye game where you would rightly expect guns to play a prominent part!
I'm not sure what to think of Barbara Broccoli, on the one hand, she's apparently holding up Amazon making more films because they see Bond as just mere content and she disagrees with that. On the other, she hated GoldenEye 64 and greenlit that terrible ending for No Time To Die, so she's a bit hit and miss.
Re: Steel Assault Devs Drop Steam Demo For New Wild Guns-Inspired Shooting Gallery 'Neon Inferno'
I tried it the other day, it was pretty good once I got used to all the controls. It has quite a lot going on, not only is there shooting into the background but you can deflect enemy projectiles, go into bullet time and sometimes jump into the background)
Graphically it looks really excellent, the pixel art is very well done and all the neon colouring is very Blade Runner-esque.
The only thing I didn't like is the way it grades you after each level. I don't know why but I've always disliked being judged by a game on how I've played when it's my first time playing. It's like being asked to do the final exam after your first lesson. Plus it doesn't tell you what the criteria is until after finishing the level!
Re: Fan Developer Gives Daytona USA A Virtua Racing-Style Makeover
That's pretty cool! I'd guess Frogbull overwrote all the textures on the arcade ROM with single colours to simulate the look of flat shaded polys. I doubt you could get that many polygons out of the 32X at that frame rate.
Re: WaterMelon Insists Its Terminally Delayed Brawler Paprium Isn't Dead
Theyāll be announcing a partnership to launch the game on the SuperSega nextā¦
Re: MAME 0.274 Is Out Now, Bringing With It A Ton Of New Features & Fixes
@jamess Thanks, I'll give that a look. Now that you mention it, I can definitely see why it could be difficult, the steering mech in an arcade machine will have gears that will alter the range of values coming from the potentiometer plus the wheel itself usually has stops to limit how much it can turn. I know some have a 170 degree-ish range which would limit the values going to the game.
Re: MAME 0.274 Is Out Now, Bringing With It A Ton Of New Features & Fixes
Interesting they fixed analogue sensitivity inputs for Jet Wave. If they deemed that too sensitive does that mean they find the sensitivity level on other racing games OK?
I find I can't get analogue steering to work satisfactorily on Steam Deck in any game I've tried, no matter how much I turn things down. It's always far too twitchy. Plus it never seems to work properly with the analogue triggers, they usually end up backwards or always accelerating even if I'm not touching them. š©
Re: Grand Theft Auto Vice City Prototype Build Leaks Online, Featuring A Surprising Amount of Differences From Release
I've played a fair chunk of the beta and I can't really see many differences other than the police cars not being green and white, which I think could just be a bug rather than a deliberate change.
Several of the vehicles do seem to have different colour schemes and the Comet looks quite different. The trouble is, I mainly know the PC version and from reading the thread on the GTA Forums it looks like the PC port was actually branched off from an older version of the game than the one on the PS2, so some differences I've spotted are actually just differences between the PS2 and PC port.
Re: Mario Speedrunner Figures Out A Way To Beat Donkey Kong's Famous Kill Screen
Funnily enough YouTube recommended this to me earlier. It's quite fascinating, especially the randomness built into the timing of Donkey Kong throwing barrels. I had no idea he could actually run out of barrels either!
If a human was able to waggle the joystick fast enough to trigger that ladder glitch I reckon it would probably damage the joystick and control panel! š±
Re: Tekken Boss Katsuhiro Harada Reveals Decade-Long Beef With Tomonobu Itagaki - And How It Ended
Itagaki's secret masterplan for beating Tekken has been leaked:
1) Jiggle physics.
2) More jiggle physics.
Re: With The 233-Year-Old WH Smith's Future In Doubt, We Could Be Losing A Gaming Print Media Institution
Itās a shame, but they just fell out of relevance. I havenāt been in a Smiths in years. Back in the ā80s Iād be in there all the time for C64 games and toys, then in the ā90s for books, videos, music and games mags.
With physical media dying, thereās very little they can actually sell these days.
Re: Sega's Retro Channel 'Sega Forever' Appears To Be Rising From The Dead
@Serpenterror Yep, readying myself for yet another disappointing reveal of the same old Megadrive ROMs that Sega seem to think we havenāt all bought multiple times now.
Re: Review: Laser Bear Industries Sega Nomad Pak - Free Your Handheld From The Wall Socket
I actually like the chunkiness of the Nomad, I find it more comfortable to hold than the Switch, even though the right side of it is pretty square-shaped!
Unless this new battery pack is wider, it shouldn't interfere with holding the Nomad as the official battery pack doesn't get in the way when I hold it.
It would be cool of Krikkz could do a low-profile Mega Everdrive to fit the Nomad with less catridge sticking out the top.
Re: Creator Of Tool That Resurrects Bricked Wii U Consoles Doesn't Believe Nintendo Used "Faulty" Parts
If the NAND goes bad while itās in storage and not being written to, Iām not sure how wear level testing would allow Nintendo to pick up on flawed memory modules.
Nintendo should have instead put a Wii U away in their cupboard for 10 years and then sent it back in time so their engineers could see the results!
Re: 8BitDo & Viture Are Teasing A "Jaw-Dropping" New Mobile Gaming Accessory
Teasing something that wonāt actually be announced until March? I donāt see the point, Iāll have likely forgotten about this in 5 minutes time. Unless youāre Nintendo, you canāt get away with hyping something with so little detail like this, better to just announcing whatever it is youāre making rather than playing hard to get.
Re: Face It, You'll Never Be As Good At Light Gun Games As This Dude
I play both sides of my Time Crisis 2 machine, it's actually hard work and both my arms are dead tired by the end. I can't do it without dying a lot though. š
I'm much better at Time Crisis 1 thanks to practicing on the PS1 version so much back in the day.
Re: Koei Once Created A $250 Handheld Console, And You're Forgiven For Not Knowing About It
@Daniel36 It's definitely 1996, it's a weird device that's why it looks like it belongs in 1986. š
It has a powerful for-the-time x86 CPU but a really basic GameBoy style green screen. I guess they thought they needed loads of processing power for a machine to play chess type games. In spite of that it still takes ages to choose a move! š
Re: Talking Point: Is There A Home Port You Prefer To The Arcade Original?
Itās been mentioned already but Turtles in Time was the one that immediately came to mind. It has a few graphical cut backs, but the additions make it the superior game.
Radiant Silvergunās Saturn mode that retains your upgrades is pretty rad too.
Re: This New Final Fight 2 Strength Hack Rebalances The SNES Beat 'Em Up
@sdelfin Yeah I think the limit in part must be down to the second player. Playing single player with the number of enemies at 4 is OK, but when going to 5 you do get flicker. So a two-player game with 4 enemies would have had flicker too, but by sticking to 3 it would have been OK.
I decided to experiment a bit, I upped the number of sprites to 6 and aside from the occasional brief priority issue (one enemy would be in front of another when he should be behind) it's actually able to run OK with 6 enemies. Pushing it to 7 works too, but there's some slowdown and there must only be enough palettes for 6 characters as the 7th has wrong colours. I'm actually going to leave it on 6 I think, it's unlikely I'll be playing it two-player any time soon.
Thanks @BillyTime for including both the emulator and file offset, even when I've found something using the memory editor, finding it again in the ROM file is often a pain! š
Re: This New Final Fight 2 Strength Hack Rebalances The SNES Beat 'Em Up
@BillyTime Oh wow, thanks! Iāll try patching that tomorrow, I canāt believe itās that simple. š I wonder why Capcom left it out of the game? Do you think it could be done with Final Fight Guy too?
Re: Valve's Unshackling Of SteamOS Could Give Switch 2 Some Welcome Competition
@KitsuneNight I've been having similar thoughts. Just about every Windows app I've tried running on my Steam Deck runs perfectly, the only exceptions I've come across are Xenia (the Xbox 360 emulator) and Gears of War 1 (the PC port).
Windows is just getting worse and worse, while the desktop mode of Steam OS has really impressed me with how many native apps are available and also with how well it can run Windows apps under Wine.
The only real thing holding me back is the pain of moving everything on my desktop over to Linux.
Re: Here's How Dreamcast's "Phenomenal" GTA 3 Port Compares To The PS2 Original
I'm nearly onto the second island now, despite being 20fps a lot of the time, it's actually really playable. Also, if you have an ODE the sound quality doesn't need to be crunched to fit onto a CD-ROM like the version John Linneman is playing in the video.
Re: This New Final Fight 2 Strength Hack Rebalances The SNES Beat 'Em Up
If you think the enemies are bad in the SNES version, try playing the arcade bootleg! I think that game has the opposite of this patch applied, where your character does even less damage than usual (and the enemies do 2x the damage!). š
It's great this patch works with the JP version of the game as that's the one I had growing up. There's another FF2 romhack that allows 5 enemies on screen at once, I wish that was compatible with the JP release!
Re: Kero Quest 64 Is A New N64-Style Platformer From Veteran Mario & Zelda Modders
I tried this yesterday on the Steam Deck and itās really good. It plays a lot like Mario 64 (things like long jumps, triple jumps, wall kicks, side flips, etc). Thereās lots of secrets hidden about the place and in the best tradition of Mario 64 thereās often ways to ācheatā and reach areas you shouldnāt through clever acrobatics. Iāll definitely be getting it when it launches.
Re: Why Is N64 So Hard To Emulate In 2025? Modern Vintage Gamer Investigates
The issue isn't with games like Mario 64 or Ocarina of Time, it's when you try playing something really obscure that hardly anyone plays that you find will find graphical and accuracy issues.
The most obvious timing issue with the Switch N64 emulator is the ending sequences to Ocarina of Time and Mario Kart 64. The ending visuals finish before the music does on both because it doesn't accurately emulate the slowdown in certain parts. In the case of Ocarina of Time it cuts the music off, in Mario Kart, Mario talks over the music.
Re: Capcom And Bandai Namco Are Joining Forces For This Massive Handheld
You'd think Capcom would insist on six face buttons for a system that will run their beat 'em ups.
Re: Tokyo Xtreme Racer Hits Steam Early Access Later This Month
This is the second time I've had to get my Deck out at work today...
Hopefully the game will run on the Steam Deck when it launches.
Re: After What Feels Like A Lifetime, Amazon Is Cancelling Mighty No. 9 3DS And Vita Pre-Orders
Jeff Bezos was really keeping the dream alive there! Iām still waiting for ā90s Arcade Racerā¦ š«
I must insert my obligatory recommendation of Mighty Gunvolt Burst which is like an 8-bit demake of Mighty No 9 but is actually really good. Itās also made by IntiCreates, I think they struggled with doing a 3D game as their 2D stuff is usually good. Or maybe Mighty No 9 was just taken off them before they could really polish it?
Re: Tech Boffins Are Simulating The Raster Scanning Of Old-School CRTs On Modern Hardware
@GravyThief Iāve got 9 CRTs and I canāt see scanlines on any of them. The shadow mask/aperture grille is very evident when looking closely but I canāt see scanlines. I often wondered if itās a PAL/NTSC thing where the slightly lower line resolution of NTSC meant the scanlines were easier to see?
Re: You Can Play The Dreamcast GTA III Port Right Now
Grabbing this now before Rockstarās lawyers get it shut down. Iām hoping Iāll be able to use my original GTA3 release with it as I never bought the broken Trilogy version.
Re: You Can Now Play SNES Batman Returns On Your Sega Genesis, For Free
Gave the demo a try last night, itās just the first section of the first level but itās pretty impressive, especially as I think I counted 6 enemies on screen at once (albeit with some flicker caused by too many on a single scanline). Itās missing the big skull clowns on motorbikes but the rest of the enemies are there and you can smash enemies against the windows like the SNES version.
I wonder if the SNES could have displayed more enemies if theyād used a FastROM cart? I know thereās a mod for Final Fight 2 that ups the number of simultaneous enemies from 3 to 5 also with some sprite flicker.
Re: It's A Christmas Miracle, SuperSega Now Claims Sega Is Totally OK With Its FPGA Console
Thatās got to be the most fake sounding letter from a legal department Iāve ever read.
Re: Crush 40 Singer Suing Sega Over Ownership Of Sonic Adventure 2's 'Live & Learn'
@Razieluigi Music rights really are insane. For example, Alexander Courage wrote the theme to Star Trek, but Gene Roddenberry went and wrote some lyrics to the tune; this meant Roddenberry always got 50% of the royalties whenever the Star Trek theme was used, even though the lyrics arenāt being sung with it!
Re: MiSTer Pi Creator Taki Udon Is Turning His Attention To The iPod
Awesome, I still use my 7th gen iPod Classic daily. There is already quite a large modding ecosystem out there with most of these things like replacement case parts, larger batteries, Bluetooth back cases and PCBs to replace the hard drive with Micro SD cards. The majority of it is pretty plug and play too, with only things like USB-C requiring soldering.
That said, IPS screens could be pretty cool, if they can just be dropped in.
Re: "Nintendo Left Us Standing At The Altar" - Shawn Layden On The Vengeful Birth Of PlayStation
@Deuteros I loved all those crazy concept images and the rumours about what the hardware would do. I was genuinely quite surprised when the actual SNES CD prototype turned up and it was just a simple CD-ROM drive with no additional capabilities compared to what the Mega-CD had.
Re: "Absolutely Horrid" - Is Nintendo Switch Online's Emulation Really That Bad?
@GravyThief I do that too, Nintendo mapping the buttons to A/B just sucks. I use that remapping for Mario Kart 8 too as I can't get on with A/B as accelerate/brake.
@LuigiBlood The trouble with that toggle is it disables the A button and you also need that for the mini-game. So you've got to remember to release that toggle in time to press the A button. It's just a poor implementation all around sadly.
Re: "Absolutely Horrid" - Is Nintendo Switch Online's Emulation Really That Bad?
The lag definitely catches me out when I go from playing Mario World on real hardware to the Switch. I always die on the first enemy because my timing for the jump is off. š After a minute or so I normally acclimate and it's OK, but I could definitely see lag being a problem in Axelay (if we ever get it).
I've moaned about this before, but my big problem with NSO are the controls for N64 games. Some are worse than others, but games like Ocarina of Time are just horrid where the right analogue stick is used to simulate the c-buttons. It's OK in some cases, but things like the frog mini game is virtually impossible.
Not only do the control positions no longer match the layout of the frogs on screen, but even slightly pushing the right stick too close to another axis can result in the game thinking you pushed the wrong c-button thus failing the mini-game. It really is quite horrid and probably makes the N64 look a lot worse to people than it really is.
Re: Someone Compared All The Versions Of Battletoads So You Don't Have To
@KingMike āstill finished enough to meet TecToy's quality standardsā
š¤£ I really need try that version myself to investigate the quality on offer now.
Re: Deadpool & 6 Other Delisted Activision Games Get Mysterious Steam Update
If we could just get a sequel to Devastation... Platinum doing a G1 Transformers game was basically my dream game!
Re: We Now Have Our First Images Of M2's New 'Night Striker' Game
Even though 3D polygons are objectively better, I still love the look of Super Scaler games. They still feel like some sort of exotic future tech, probably because the home consoles never really got any Super Scaler games (outside of a few on the 32X and Saturn) so it has always felt like a technology of the arcade that never made it into the home.
Re: Valve Is Releasing A Limited Edition White Steam Deck OLED Next Week
Ooh nice, I wish they'd made the transparent special edition that they made last year available worldwide. Still, I have a black OLED model now so I probably won't be upgrading (I do need more storage though, my 512GB SSD is full and so is my 1TB Micro SD! š)
Re: Interview: Meet The Man Who's Upgrading SNES Doom With The "Super FX 3" Chip
This is quite encouraging, it sounds like it basically is an overclocked SuperFX with access to more ROM space. I was concerned they might go the route of Doom on the Mega EverDrive and just have the FPGA run the game with the SNES just being a dumb passthrough.
It will be cool to see if things like StarFox and Stunt Race can be upgraded to be smoother, Iāve played them with an overclocked SuperFX and the problem is they also run faster, which isnāt ideal.