Comments 1,122

Re: Interview: "We Were Fighting Nintendo Clones Backed By Big Companies" - How A Small Toy Company Helped Sega Conquer Brazil

KingMike

@juliobrand Maybe the irony is not lost. One meme that has spread on the Internet is Ronaldino Soccer 64, which I understand was a bootleg Portuguese localization of International Superstar Soccer 64 because Konami didn't deem it worth effort to localize it officially. I heard the game was officially sold there but only identical to the USA English version.

Re: "It Would Have Been A Huge Success" - The Pitch Behind The Sega Handheld That Might Have Rivalled The Game Boy

KingMike

@missingno_fgc I was surprised when I learned the 6502 exists because of the Motorola 6800 (yes, hundred, not thousand).
Some Motorola engineers felt there was demand for a lower-cost version but the execs said no. So they left Motorola to form their own company to sell the 6500. That and update 6501 before Motorola sued them and they had to revise it into the legally-distinct 6502.

Re: "We Were Fighting Nintendo Clones Backed By Big Companies" - How A Small Toy Company Helped Sega Conquer Brazil

KingMike

@slider1983 The only one I know that has gotten attention is Battletoads in Battlemaniacs. I've heard it has signs of being unfinished, also the fact that it's in English signifies maybe a EU port that was canceled.
I've heard Brazil did get a fixed Rainbow Islands. I heard it has a bug that happens when you play the game without a SMS boot ROM (such as on a Genesis), the game just crashes if you get the complete ending. Though it's uncertain if that was a Tectoy fix or just a revision that didn't get printed in the EU.

Re: Random: Did You Spot This NES-Related Blunder In Stranger Things Season 5?

KingMike

@sdelfin Despite how many ports Ghouls 'n Ghosts got, not a single one was for a Nintendo console until the Genesis version came to Wii VC in 2007. Capcom Arcade Stadium on Switch marks only the second appearance of the middle game on Nintendo hardware despite the other two games in the initial trilogy being famous for being on Nintendo hardware.

Though I have heard the GBA port of Super Ghouls 'n Ghosts did have a stage or two or Ghouls 'n Ghosts as unlockable content.

Re: Anniversary: Sin & Punishment, Treasure's Acclaimed N64 Rail Shooter, Is Now 25 Years Old

KingMike

@RossoftheRobots On an American N64? You have to cut or file down plastic bumps in the corner of the cartridge slot (that was Nintendo's region lock to prevent Japanese cartridges from fitting in a US console).
Running NTSC-region carts on a PAL console will be a more technical modification (it would be true for the opposite direction, though there was literally only about three PAL-exclusives).

Re: Review: Neo Geo Arcade 3 (Evercade) - Includes Some Of The System's Best Games

KingMike

@RossoftheRobots I've been told it's one of the few NeoGeo games to get a dedicated cabinet.
At the least, said cabinet got a rather memorably silly magazine ad, with a bunch of nerds bowing to the machine "We are not worthy!"
At least I've heard that cabinet got released, not just an ad prop.

(Well, the Irritating Maze was also a dedicated cabinet, but that was an exception to SNK's rule that a NG must be playable with a horizontal monitor, joystick and four buttons.)

Re: 'Final Fantasy Mystic Quest' Just Got A New Playable Demo For Your Sega Mega Drive / Genesis

KingMike

@h3s I think just that, Lufia II and Breath of Fire II.
As to turn-based RPGs, I easily forget about the dungeon crawler Might & Magic II. The only one I think that was PAL-exclusive (I've read Japan got a completely different port by a different developer and North America didn't get the game at all on Nintendo hardware. We got its predecessor on NES and its sequel on SNES.)

Re: 'Final Fantasy Mystic Quest' Just Got A New Playable Demo For Your Sega Mega Drive / Genesis

KingMike

@Azuris One issue that became much more apparent on the Wii VC is that the game had one significant bug. When a new team member joins up, their magic/status resistances won't be updated until the save file is refreshed (the status screen will show the intended effects, but they won't actually apply in battle until a reboot). You probably wouldn't notice since you'd maybe reset the console often enough on real hardware, but it becomes apparent on the Wii since it runs as if you never turned it off (you'd have to click the Reset button on the Wii Home button menu after making an in-game save if you want to play the game as it was meant).
The low-Level guide on GameFAQs I read recommended exploiting that bug, so I guess it was known a lot longer than I did.

Re: 'Final Fantasy Mystic Quest' Just Got A New Playable Demo For Your Sega Mega Drive / Genesis

KingMike

@The_Nintendo_Pedant I do remember some years ago someone made their own HD remake of Mystic Quest and then dared to sell it on Steam.
The Square-Enix police (for once) rightfully shut it down but then the seller put it back up just with a different title.

I do enjoy MQ and even after I had already played FF4. Sometimes I want a RPG that is dumb, short and simple. I think even Nintendo Power praised its brevity when re-reviewing it briefly some years after release.

Re: Cancelled Splatterhouse RPG 'Splatter World' Has Been Dumped And Released Into The Wild

KingMike

@Damo "an obscure Namco mapper" That was par for Namco, there's multiple "mappers" which were used only by a single game.
There's entire articles on NESDev just to sort out the cluster**** that is Namco's Famicom mappers. (different chips, some have extra RAM, some have expanded sound, etc.)
I suppose the only thing separating this from emulating Namco's released games is the lack of a physical cartridge to crack open and study.

Konami's mappers are probably equally of a mess though Konami was more known for swapping address lines around to make things harder for pirates to crack (and sometimes harder for their own programmers, such as how I heard Ganbare Goemon Gaiden treats you to a game crash where an ending should've been because some poor programmer surely got a little confused themselves. There seems to be a Rev 1 which has a functional ending but I don't know how commonly that was compared to the broken Rev 0.)

Re: ZSNES Creator Explains How He Achieved 'Rollback' Netcode On Dial-Up Connections In 1997

KingMike

When I first used ZSNES in the very late '90s, I was still on our family 486 PC.
The only way to get full speed on that was to disable sound and maximum frameskip.
On ZSNES, disabling sound would disable the sound CPU emulation entirely, and very notably a lot of SNES games don't like that and will freeze up. I remember SNES9x though would still emulate the sound even when disabled, so games would run but the emulator would be slower.

ZSNES was great in its time but it unfortunately achieved the same effect as Nesticle in that it got so popular that people continued to use it and praise it as a perfectly fine working emulator even after newer emulators has surpassed it in critical accuracy improvements.

Re: Random: 27 Years Later, A Secret Code For Saturn's Castlevania: Symphony Of The Night Has "Broken" Speedruns

KingMike

And the Famicom RPG Metal Max allows you to jump to the ending at any point after only a couple minutes into the game.
(basically, your daddy calls you an idiot for your monster-hunting aspirations and kicks you out of the house in the opening cutscene, but you can anytime go crawling back to daddy and tell him you'll get "a real job" or whatever and it ends the game. Something along that line.)

Obviously the "win" condition would need to be redefined per game by speedrunners.

Re: "We Brought The Rivalry To An End" - Atari Reveals The Intellivision Sprint

KingMike

I remember the RetroPals tried to stream BEE SEVENTEEN BOMMMBER! with original hardware and they struggled to get even one of the voice expansion modules to function properly (I recall they had a few).
Kind of a problem as after seeing the actual gameplay (from what I recall, when the AVGN created that meme, I don't think he demonstrated the actual game), the voices were a necessary thing, to my memory. Having the original device malfunction to just a few clicking sounds, to my memory, was a detriment.

Re: Interview: "We Can't Say Anything About It Being A Video Game Console" - Meet The Sales Genius Who Helped Launch The NES

KingMike

Those European boxarts that were like "This Game Pak cannot be used with the Mattel or NES versions of the Nintendo Entertainment System." So I can't use this Nintendo Entertainment System game with my Nintendo Entertainment system version of the Nintendo Entertainment System? Then what can I use it for. Is that I would imagine I'd be thinking if I had lived in those countries.

Re: Nintendo's Ex-Vice President Of Sales Bruce Lowry Reveals The NES Game They "Couldn't Give Away"

KingMike

Nintendo 500 I believe was going to be the localized title for F1 Race, the only first-party game available in the launch era to be withheld from international release without obvious reason.

Popeye's English was the only other released educational game in Japan, and I guess it wasn't something they could spin as something suitable for the US market. American children weren't being taught Japanese, so it couldn't work in the opposite direction, and $25 (judging by the price of the other launch games) for a Hangman game probably would've been asking much.
Nintendo also had a Donkey Kong Music game that was announced in Japan but never released anywhere.

Re: It Was "Helpful" That Nintendo Killed The SNES PlayStation - Otherwise Sony Would Have Been "Stuck", Says Shuhei Yoshida

KingMike

@NintendoWife There had to be some kind of mutual agreement. From what I understand, legally you can't just leave a business partner "at the alter", as some put it, without the risk of being sued for contract breach.
Unless Sony had some consent to back out of the deal, if Nintendo's lawyers didn't do their work before signing the contract, they'd have to live with the consequences.

Re: It Was "Helpful" That Nintendo Killed The SNES PlayStation - Otherwise Sony Would Have Been "Stuck", Says Shuhei Yoshida

KingMike

@bring_on_branstons Well, there were a whole lot of "next generation" consoles coming or already out (3DO, Jaguar, PS, Saturn, N64 and even obscurities like the Pippin).
Naturally a lot were going to flop, and it was hard to predict at the time that the company that put out games like Last Action Hero and Sega CD Wheel of Fortune as going to be not just one of the survivors of that console onslaught but the next industry leader.
I guess it was that desire to kick Nintendo down that drove them forward from their previous lineup with Nintendo being the dominant hardware in Japan in the 16-bit era and a strong competitor in the US (regardless of who was on top of the SNES and Genesis war, it was still close enough that either would've been great to own), I've heard it was much less so in other regions.