Comments 720

Re: "I Was P****d Off" - The Tetris Company's Henk Rogers On Nintendo's "Blatant Attempt" To Copy A Classic

sdelfin

Add me to the rest. The similarities are that they're puzzle-style games, and they use "falling blocks". It was inevitable for Tetris alternatives to emerge. Perhaps his issue was that it was specifically Nintendo making one. Tetris wasn't going to sell forever on the NES and Game Boy. Nintendo was not necessarily trying to compete against Tetris. Perhaps they were looking to give the people who loved Tetris a new experience within the same genre to add to their library and keep them playing. I liked Dr. Mario more. I think it was the premise and having specific targets as opposed to just dealing with blocks. Sometimes people just look at superficial similarities and I think that may have been more common with video games back then.

Re: Recade Wants To Be Netflix For Arcade Games, But It Needs Your Help

sdelfin

I'm not surprised at the negative reaction here to the subscription approach. It sounds like it would be similar to Antstream. I wonder if the games would be streamed or emulated locally.

For something like this, the emulators used and the options available matter a lot. Of course, the library would be very important. And that's where I think this would be a tough sell as there are a lot of ways to play the arcade games that are typically licensed out or released in collections. If they could get games that are typically not available due to their own licensing issues, then that would make it stand out. Maybe the subscription model makes that easier, but that remains to be seen. In such a case, you now have the same old modern issue of streaming where licenses can run out and games pulled from availability. I mentioned various collections like Capcom's and that's going to be some of the competition for a curated box like this and may be a better approach as the value would be better and would work on hardware people already have. That's why being able to get licensed games on this thing would be a big deal, but even then it might not be enough.

Re: New Genesis / Mega Drive Mod Upgrades Sega's Console For A "New Era"

sdelfin

I remember when they showed an overclocked Genesis on the Screensavers as mentioned above. I remember Thunder Force 4 being a game that seemed popular among those interested in doing this. The game doesn't have bad slowdown, but it was a little bit and I guess the idea of eliminating that was appealing for some.

Re: Two Classics Collide In 'Prince Of Prussia' - An Excellent PICO-8 Mash-Up Of Wolfenstein & Prince Of Persia

sdelfin

I just played it in browser. It's a clever "demake" somewhat of Prince of Persia with the Wolfenstein motif thrown in there for fun. The game mechanics are good and the level design matches it. A fun little exercise in game design that you'd expect from something so basic in terms of capabilities. It helps if you like Prince of Persia as I do. It's easy to play with a keyboard. I enjoyed it.

Re: Interview: "I Have All The Freedom & No Power" - Astro Boy & Segagaga Director Tez Okano On His Greatest Hits & Going Indie

sdelfin

Very interesting interview. He gave thoughtful answers including the quote used in the headline. It's cool to hear about development stories on these games and a bit about Alien Soldier as well. Gunstar Super Heroes impressed me when I played it, which was quite a while after I got it. I couldn't get into Astro Boy on the GBA at first. I had to change my thought process with that game as approaching it like a beat-em-up just wasn't working for me, but I ended up enjoying it very much.

Re: "A Lot Of People Hated Me For That Job" - Gunstar Super Heroes Director Opens Up About The Challenges Of The GBA Sequel

sdelfin

I had never actually played the original Gunstar Heroes before Super Heroes came out. And then I picked up the GBA game, and then didn't get around to it for a handful of years due to life things. When I finally did play it, it had a very strange feel compared to other games, though not in a bad way. The controls felt different. The presentation was different. Around the time I was playing it for the first time, I had just played Metal Slug 7 and the entire Mega Man Zero Collection on the DS. But I found Gunstar Super Heroes quite fun and compelling.

Regarding Astro Boy: Omega Factor, I always heard it was considered one of the GBA's best games by many. I tried it and didn't like it. I think I gave it four different chances, which I only did because of its reputation. I finally ended up liking it. I had to change my approach. I kept trying to play it like a beat-em-up game. While it has beat-em-up elements, it's really a straight action game. The beat-em-up mechanics are more of a way to build up the special attacks. Once I changed the priority of the elements and realized the special attacks were way more important, then I had a lot of fun with it.

Re: "Poorly Analyzed US-Centric Garbage" - Why Do Americans Keep Ignoring European Gaming History?

sdelfin

There's also often a separation between console gaming and computer gaming when people talk about gaming history. For many, video game history means console(and arcade) games. I see much less coverage of DOS and early Windows gaming. Basically computer gaming seems to have its own separate history. Some probably prefer that it's separate from console gaming. Convergence in gaming happened later. Is there a US-centric approach? Sure. But some of that comes from that difference between console and computer gaming in addition to regional differences. It does take time to change the narrative. I know I've learned a lot about European computers over the years thanks to people online talking about them.

Re: Turns Out Ken Kutaragi Has A Nintendo PlayStation Kicking Around In A Cupboard

sdelfin

@JakeLindgren That's good additional information. I have a tendency to overlook the FMV aspect of MSU-1 and that's what I did here. I was thinking specifically about the replaced music, which gives an idea, though not exact, of what the CD-based games would have been like for the system. For example, I once played Castlevania 4 with much of the music replaced with Rondo of Blood's music which seems like a good approximation since it comes straight from another CD system. But again, I forgot about the FMV stuff, so thanks for pointing out that additional info.

Re: Turns Out Ken Kutaragi Has A Nintendo PlayStation Kicking Around In A Cupboard

sdelfin

@jygsaw If you're familiar in any way with SNES MSU-1 hacks, that gives a good idea of what the CD add on would have been like. The hack allows for high quality streaming audio to replace the original music. The CD add on would have allowed some other benefits due to the storage upgrade of CDs, but some benefits likely would have required RAM upgrades which could have been done with carts similar to the PC Engine system cards. The PC Engine CD also added no processing, but you can see what a big difference the extra memory made as the late games look much more advanced than the early games. The SNES CD likely would have been similar, though more advanced than PC Engine. Plus they could have included expansion chips in the same RAM carts for even more capability.

Re: 30 Years Ago, The Grandfather Of Game Journalism Told 2D Fighting Game Fans To "Get A Life"

sdelfin

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

sdelfin

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: SNES Consoles Appear To Be Getting Faster As They Age

sdelfin

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: "Nothing Has Ever Surpassed The Street Fighter II Boom" Says Japanese Legend Daigo Umehara

sdelfin

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: Evercade's First Firmware Update Of 2025 Is Live

sdelfin

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

sdelfin

@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: Random: SNK Dev Shares Some Of The Cool & Ridiculous Ideas Pitched For Metal Slug 3

sdelfin

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: Best PS2 Games Of All Time - PlayStation 2 Titles You Need To Play

sdelfin

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: What's The Most Influential Video Game of All Time? BAFTA Needs Your Help To Decide

sdelfin

@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: 8BitDo Has Announced The Successor To Its Ultimate Wireless Controller

sdelfin

@-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

sdelfin

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: Please, Please, Please Treasure Your Offline Multiplayer Buddy

sdelfin

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

sdelfin

"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: Special Ninja Squad Is A New 16-Bit Action Platformer For Your PC Engine/TurboGrafx-16

sdelfin

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

sdelfin

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: James Bond Producer Didn't Want Guns In 2010's GoldenEye Wii Reboot

sdelfin

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: Steel Assault Devs Drop Steam Demo For New Wild Guns-Inspired Shooting Gallery 'Neon Inferno'

sdelfin

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

sdelfin

@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.