Comments 118

Re: Terminal City Is An Auto-Runner Inspired By Classic Sierra-Style Text Adventures

JackGYarwood

@Daggot You can type "slow", "slower", "slowest" to slow things down if you're having trouble typing fast enough. The commands also work the other way too ("fast", "faster", "fastest"), if you're tired of retreading an area and want to get it over and done with quicker.

There's a clock on the top right of the screen, to encourage you to go quicker. I'm not sure yet whether it has any real consequences beyond making you feel bad for taking your time.

Re: 'Arguice No Tsubasa' Is The Next Classic PC-88 RPG Coming To Switch

JackGYarwood

@LowDefAl Yeah, it's sort of ridiculous now. Shmups make sense, and some of the RPGs are sort of playable, but I can't imagine this will sell anything though, as it will require the absolute patience of a saint to get through.

I've been reaching out to D4E to ask them if they can provide any sales data or anything for this stuff in this West, and a bunch of other questions about their plans for EGGCONSOLE (in English and Japanese), but so far have been ignored.

Re: Feature: The Forgotten Satellaview Sequel To Famicom Detective Club

JackGYarwood

@TransmitHim I wonder whether it has something to do with the St. Giga side because it's a Soundlink title and therefore a co-production. I kind of feel the same thing may be blocking 64DD rereleases on modern platforms, as the agreement between Recruit & Nintendo seemed to give Randnet exclusive rights to distribute those games. I'd have to do some more digging into the situation around Doshin's rerelease on Gamecube to find out for sure, though.

Re: Here's How Nintendo Reacted To The PlayStation Beating The N64

JackGYarwood

@-wc- I just meant in the context of this interview, not in terms of Nintendo's strategy as a whole. I've added a small adjustment to clarify.

Even with what you're saying, it is interesting! It's a previously untranslated comment from a fairly candid conversation about Nintendo's failure with software developers with the manager of R&D3. I feel like that one section from me has been blown a bit out of proportion in your comment. I'm also not sure about the need to get a dig in about my knowledge/run down future work just because I said the equivalent of 'this is neat'.

Re: Square Had Huge Plans For The N64 Before It Fell Out With Nintendo

JackGYarwood

@MysticX The Nintendo party line at the time (at least in the US) was the faster access speed was worth the risk and that CD-ROM games on consoles were "unproven", but it's fascinating that the 64DD was pretty much planned from the get-go to offer an in-between (almost like a lifeline to developers thinking of switching). Seems like they anticipated sticking with cartridges to be extremely unpopular.

Re: Random: Footage Of Cancelled Dreamcast RPG 'Metal Max: Wild Eyes' Discovered

JackGYarwood

@KingMike From what I've been able to find, Media Leaves was the main software division spin-off. Enterbrain was a media/magazines subsidiary but also confusingly published some software too.

At least, that's how I've come to understand it. It's all a bit confusing to put together and you could probably do a sizable chart detailing all of these companies and the intricacies there.

ASCII's withdrawal from the home game market is cited as a reason in that 4Gamer roundtable, though. Maybe the game just got lost in the corporate shuffle?

Re: Ron Gilbert Isn't Convinced A Monkey Island Movie Would Work

JackGYarwood

@Hydra_Spectre I think a film adaptation could potentially work, but not as a live-action film but animated instead.

Even then, I'm still not sure modern Disney is really in a place to do it with some of its recent baffling streaming decisions (like how it handled the Willow situation) and the way it has been treating its animated projects of late.

Nevertheless, I'd quite like to see the director Tony Stacchi (The Boxtrolls, The Monkey King) have a go at doing a stop-motion take (he worked on the storyboards and one of the scripts for the abandoned MI project). That's as long as someone like Steve Purcell or Ron were involved in an advisory role from the beginning to nail the tone.

Re: Random: Fan Discovers Hidden Function For Ocarina Of Time's "Useless" Ice Arrows

JackGYarwood

@MrModerate Yep, it probably isn't. The only way I can see it being useful is in randomizers maybe.

Funnily enough, I beat the game 100% last month and I remember coming to that obstacle pre-Water Temple and being like, 'There's got to be a better way to do this'. All the guides were like, 'Nope, just keep running!' Pure speculation on my part, but I wonder if the Ice Arrow placement was moved at some point during development because they needed something to place at the end of the Training Grounds that felt significant.