Comments 821

Re: Think PS5 Pro Is Too Much At $700? The 3DO Would Like A Word

KingMike

@Damo 3DO was for chumps. Now if you bought the LaserActive in 1993, you were really rolling.
Not only did it cost over $700 for the LaserDisc base unit, but depending on which game you wanted to play, you'd have to spend another $500 each for a Genesis or TurboGrafx add-on.

I've watched a streamer a few months ago play the Japanese 3DO port of Pyramid Patrol and he was lamenting he couldn't play the LA original, but merely watch a video.
Over $1,200 to play Pyramid Patrol in 1993 was surely worth it!

Re: One Of PS2's Rarest Games Just Dropped In Value

KingMike

@REAVERZINE I had considered it buying it just to see if it's as bad as people said.
But I was REALLY into RPGs and was buying most of those.
Wasn't really forward thinking (though I imagine at least some of those RPGs have to be rarities of their own these days).

Re: "Please Let Us Remaster Ogre Battle," Says Atari And Infogrames Boss

KingMike

The more pressing concern with Quest is that they did make games without "Ogre" in the title.
Where's Conquest of the Crystal Palace or the infamously expensive game Magical Chase?
Famicom RPGs Dungeon Kid (a dungeon crawler with a creation mode) or The Adventures of Musashi might be cool (a VERY late DQ1 clone but it's got some charm).

Re: An Early Sonic CD Prototype Has Been Ported To Sega Genesis

KingMike

@Deuteros I wonder if the "compatibility with older Windows" thing is similar to what was wrong with the S3K port (or at least the original 1997 boxed PC version. I still have my disc but no longer the box or comic.) That is, for whatever reason, Sega limited the framerate in fullscreen mode (which I've heard used a low resolution only supported by old video cards and probably also 4:3 CRT monitors) but didn't limit the framerate in windowed mode WITH NO USER OPTION to change those.
Only decades later have I read that someone found settings that could be typed in to the settings file to manually change that framerate setting. Why Sega didn't put that in the GUI in the first place, who knows!

Re: The Worst Castlevania Game Is Getting Remade

KingMike

@Nischenliebhaber Its reputation as the worst came about before it became more widespread knowledge that Konami arcade games usually had more reasonable difficulty in the Japanese versions.
Though they did make changes to console games, reportedly the most common reason Konami liked to inflate the difficulty for the US market was to make the machines more favorable to arcade owners. 25 cents a game in the US was a much lower cost than 100 yen a game in Japan, so they needed to put pressure on Americans to put more coins in the machine.

I'm told Crime Fighters is another game Konami did brutal things to do in the localization (not the least taking out one of the attack buttons to encourage arcade owners to put their game in former Gauntlet cabinets).

Re: The Worst Castlevania Game Is Getting Remade

KingMike

@Damo LordBBH has shown the Japanese version is much fairer. The game's horrible reputation is because of the two English versions of the game.
Presumably the more offensive of those two is the US version. Konami in that era especially really jacked up the difficulty in their arcade games (and to very degrees on their console games) especially for the US market.

Re: Here's The "Hidden Meaning" Behind The Dreamcast's Start Button

KingMike

@-wc- I think one game copier device for the N64 DID use CDs. Funny that one such device (not the CD one, the one I saw was a Zip drive device) actually got ads run in GamePro, even going so far as to promote the piracy usage in addition to the legitimate "amateur developer" usage.
Quite surprising GamePro ran that ad. Did they not care about Nintendo objecting?

Re: This Sega Genesis RAM Cart Could Take Homebrew Development To A New Level

KingMike

@Zenszulu Now I remember that back in the day, EGM ran a rumor of Capcom considering a chip+CD combination for the PC-Engine version of Street Fighter II. One problem then is that Capcom would've had to bake in their own CD firmware into the game, as the standard firmware takes up the chip game slot.

And even as it was, SFII needed its own unique card as it exceeded the (roughly) 16 megabit (2MB) chip ROM maximum (minus some space occupied by RAM and IO) the PCE CPU's built-in mapper was designed to support. (I think the 20mbit SFII was the only released PCE or SuperGrafx HuCard/TurboChip game over 8 megabit).

Re: We're Getting (Another) New ZX Spectrum This November

KingMike

Just realizing that launch date will also be the 20th anniversary of the DS.

But also, 720p for ZX Spectrum games sound crazy. I think it was kind of the thing is that Spectrum graphics were low-tech even for 1982. But it needed to be to deliver a low-cost home computer to the masses at a time when most of those were crazy expensive. (on the opposite end of the...uh... spectrum... in that time frame, I was watching this promotional video for the Apple Lisa and Apple was promising what an "affordable" computer was... only like 10k 1983 US dollars, wasn't it?)

Re: Can You Match These Start Buttons With Their Consoles?

KingMike

Some of those are a bit of cheat.
The Saturn is a non-default. It is also the Japanese controller. I remember the US controller is a black and gray scheme because I remember playing Nights on the demo kiosk at Target as a child and being overwhelmed by it.
That "3DS" one is also not the OG 3DS but... either the XL, Lite or New or all of them. The OG 3DS Start and Select buttons are NOT good. They were front of the front panel and you had to really push to register them.

I guess at the least they didn't go to using any obscure third-party controllers.

At least the PC-FX pad gave us a hint with the "Run" button.
(as I suppose the GBA SP's Triforce logo)

Re: This Sega Genesis RAM Cart Could Take Homebrew Development To A New Level

KingMike

@Zenszulu That's what I was thinking. Something of a sort similar to the Sega CD Backup RAM cart. I know that was an officially released cartridge which acted as a removable Sega CD memory card. It needed a certain pin on the cartridge connector set to tell the console that the cartridge is not an executable program, don't try to run it.

Re: After 40 Years In The Industry, Elite Systems Launches "eBay For Game IP"

KingMike

@Axelay71 Dragon's Lair, a mediocre platform game which in the US arguably isn't even a properly functional game almost certainly because Sony was too cheap to spring for a second ROM chip.
I can at least get what they were attempting to do when playing the Europe version (Japanese was based on the latter but for some reason changed to Up To Jump control).

Re: Latest AmigaVision Update Adds Amiga CD32 Support For MiSTer

KingMike

@JackGYarwood Supposedly the CD32 got a NTSC release in Canada. I've heard Commodore had financial problems resulting in some legal issues distributing in the US.
I do remember reading just one CD32 game review in EGM back in the day, James Pond: Operation Starfi5h, I believe it was.
Makes me kind of wonder how popular Youtuber James Rolfe reviewed it. Did he get one of the elusive NTSC consoles (in pretty poor condition, as I recall) or did someone set him up with a PAL conversion?

Re: 'Beyond Shadowgate' Is A Sequel To The NES Classic Based On A 34 Year Old Design

KingMike

@JackGYarwood "began to focus less" Sounds probably more like financial situation forcing them to accept contracted work.
I know Rocko came after Viacom bought them out and turned them into its own dev studio.
I recall something similar happened with Cinemaware, a company that pushed forward with games as interactive movies. That unlike Dragon's Lair where you had to push buttons to keep the movie on course to its predetermined "good" end, Cinemaware was working on games were like feature-length movies that followed a course determined by the player, to be experienced rather than "won". (I mean, for the mid 1980s, that was pretty novel.) So I've learned from streaming. But it cost them and they ended with NEC turning them a maker of (seemingly) pretty crappy TurboGrafx sports games. (I recall watching same streamer playing the football game and struggling how to even like, pass the ball or something.)

Re: This RetroArch Audio Filter Makes Your Games Sound Crappy, Just Like You Remember Them

KingMike

@smoreon Yeah, Nintendo had very different motives for creating the AV Famicom and the NES top-loader.
The AV FC was made to update support to newer TVs while the newer NES was made to be sold cheaply (funny that it ended up being more desirable due to that cost-cutting meant also cutting out the lockout chip, which had the effect of removing the reset from a bad cart connection as well as allowing PAL carts to play).

Re: This RetroArch Audio Filter Makes Your Games Sound Crappy, Just Like You Remember Them

KingMike

@smoreon I had gotten my SNES the first Christmas it was available. I know it came with both the stereo AV cable and RF modulator. I know because I remember seeing the AV cable just lying around the house randomly, unused, until it just disappeared entirely.
We had one TV with composite inputs, but it was the living room TV that I had never had any consoles connected to until the 2000s because my parents were nearly always using that TV so it didn't make much sense to me to make that effort to unplug the console from the other TV.

Re: This RetroArch Audio Filter Makes Your Games Sound Crappy, Just Like You Remember Them

KingMike

@RetroGames Most of my childhood SNES gaming was on crappy TVs that sure didn't have composite cable support (enough that I eventually lost my original SNES AV cable, luckily they are so abundant these days I have several).
First was, I want to say my mom's old TV that was probably from like the '70s but I think it died a year or two after getting the SNES.
Then we got some hotel liquidation TV that ran for a few years before dying as well. I want to estimate late '70s/early '80s was the vintage of that one. It had wood grain but also a channel number LED, though no on-screen adjustment menu.

Re: Dragon Quest SNES Prototype Worth $50,000 "Lost For Good"

KingMike

@ZZalapski It's not really hyperbolic. In officially translated form, it is a one-of-a-kind item. Sure, this game can be played in Japanese. Or you could use a translation that was made by fans. Fans who can write whatever they want.
But this translation would represent the official Enix take on this.

Sure the owner is free to do what they want with their possesesions.
The rest of us are free to comment on the owner letting this become a video game that only one person on the planet can play.
One person on the planet can play until the EEPROMs on the cartridge die, and then it becomes a video game nobody on the planet can play.

I'm not sure how this one-of-a-kind video game is different than "items of actual archeological value". It is because it's not centuries old?
What are the "items of actual archeological value" anyways? Like old pottery found buried in the ground or something? I don't know, seems like clay is still around. You can make those too.

Once again, the owner has the right to sell it and we have the right to discuss what we think of the sale.

Re: Want To Know The Real Scale Of The Virtual Boy's Failure? Visit A Japanese Game Shop

KingMike

You're probably not going to find the "Elite Four" Virtual Boy game which reportedly sell for thousands of dollars at this point.

I can imagine the failure: Nintendo Power was reviewing upcoming Virtual Boy games well into 1996 (including the action-RPG Dragon Hopper. Very sad to know some collector is hording a copy of that game, undumped.)
Yet not a single game was released in Japan at the end of 1995.

NP claimed Nintendo was planning for a "relaunch" in August 1996 (or somewhere about there) and that didn't happen. Happy 28th memorial, Virtual Boy! Your 3D games were sadly not for this 3D world.

Re: Internet Sleuth Discovers Eighth NES Game In N64 Animal Crossing, But It's Now "Lost Media"

KingMike

The N64 Controller Pak had 32KB of storage.
The Ice Climber ROM is 24KB.
Are they suggesting Nintendo gave the winners a Controller Pak whose data was 75% consumed by this bonus?
(Well, I suppose it wouldn't be the most data hungry. Why Puzzle Bobble 64/Bust-A-Move 3 wanted something like half that space... FOR A PUZZLE GAME? What does a puzzle game need that much space for... and supposedly it was some kind of DLC-ish content.)

Re: F-Zero-Inspired G-Zero World GP Is Now Available For Your Game Boy Color

KingMike

I supposed most people wouldn't know that G-Zero was one of the two names (along with Zero Racers) for the planned Virtual Boy F-Zero game (would've been only the second game in the franchise).
Nintendo Power previewed it but it was one of the many casualties of the short life of the Virtual Boy (reviewed in 1996, oddly realizing how many games were announced for the US that year, even though all released Japanese games were released before the end of 1995.)

Re: Talking Point: Does Video Game History Have A "Nintendo Problem"?

KingMike

@gojiguy It wasn't a blowout difference. Not like owning a Sega Master System in the US probably was.
If you had either a Genesis or a SNES in the US in the '90s in America, you could live happy with your console choice. You'd probably have developed a different taste in games, but you'd still have a good selection of games to choose from.

Re: Talking Point: Does Video Game History Have A "Nintendo Problem"?

KingMike

@killroy10 "The NES is celebrated as an unmatched 8-bit system... Yet, the NES itself - and several of its games - were inferior versions of the Famicom Disk System and its games because Nintendo decided to cut their costs for their North American market. Hence titles that lacked certain sound mappers, hence titles that were simply not brought to you because no one ended up localizing them, hence titles with atrocious password systems instead of save features. One can enjoy the NES, its games, and its quirks - but these are largely glossed over whenever its fandom speaks."
How can the NES (and do you mean Famicom) be an inferior version of the Famicom Disk System, an add-on that was released two and a half years after the base console?

The FDS has 32KB of RAM, which might've been a decent amount in 1985, but that VERY quickly grew to be inadequate.
Even by the end of 1986, cartridge games were already regularly up to at least double or quadruple that.
Games on FDS had to be carefully designed to reduce the data needed or have loading times. It's why Zelda and Metroid had so many duplicate rooms.

As to not supporting sound mappers on the NES... well, I'd imagine that Nintendo thought only the FDS was going to be using that functionality of the console.
You're complaining about a game console released in 1985 complaining about not supporting a feature that even in Japan wasn't used (by cartridge games) until at least 1988 (that's the earliest enhanced-sound cartridge game I'm aware of, Erika and Satoru's Dream Adventure).
From what I've heard, Jackal was an example of a game which took advantage of being able to access larger amounts of memory (ROM) more easily to be better than its Japanese counterpart.
Have you heard of Relics? A FDS game that wants to be a Metroid-like game but has to stop to load data every time you walk like five steps. Imagine if we had THQ-tier shovelware on the FDS, how much load times we'd get on that.

"Atrocious password systems instead of save features". Oh no, you may have to spend two minutes typing in a code (and maybe a minute verifying it when you write down the code)! What a horrible life to live in!
It's only really a bad thing when it's done poorly, like, well it's a Famicom cartridge game but the idea still applies to this "oh no! Passwords!" argument The Maze of Galious (odd, Konami should know better) which makes you enter the code after EVERY Game Over (because for some reason the devs didn't put in a Continue option, despite this was the same year as Castlevania II which did), then it becomes a problem.

The advantages of the FDS (extra sound channel and disk writing functionality) were quickly overcome by cartridges, leaving it with its major downside of loading time as well as piracy (which still happened with cartridge games in Japan but I suppose was a fair point for the CIC outside Japan). It also failed because of Nintendo's licensing terms with third parties: Nintendo wanted partial ownership and the ability to sell whatever games it wants on its Disk Writer stations in Japan. Publisher thinks their game is worth more than Nintendo's flat five dollar rewrite price? Too bad!