I had the game as well and enjoyed it for quite a while as I was looking for a change of pace from Street Fighter and Mortal Kombat. I got good enough to beat the game somewhat reliably. Those familiar with the final boss will know what that's like. As far as adapting this property, on the one hand, compared to most other fighting games there's more meat on the bone as far as story elements go due to the premise and different time periods. On the other hand, there's no audience for this, unless they think they can brute force it through the marketing.
I saw the headline and thought it was like a real-life Stonehenge moment from Spinal Tap. Even the expectation it would be larger is there. The fact that colossal is part of the game's name and it ended up in a tiny box is quite amusing.
Unfortunately, situations like this one are inevitable. There are so many of these things that some will remain in the hands of private collectors with no digital version available. Perhaps these collectors understand how precarious the situation is because of the nature of data that they have dumped the ROM, even if it's not made available.
Regarding the notion of making the ROM available affecting the value, I highly doubt that applies here. The sale prices of stuff like this are so high that it's purely collector value. People simply interested in playing this would not be willing to spend so much. Preservationist groups might be able to approach those numbers, but they have to pool their money each time to make offers and probably can't go back and forth with bidding. It doesn't appear as if those groups have any significant effect on sale prices. That just leaves the handful of collectors with large amounts of money to spend, and they're bidding against each other. If there's any effect on value from outside that bubble, it's likely tiny. It's not like when Radiant Silvergun was hard to come by and the Saturn version was several hundred dollars. It was still low enough that some gamers might go for it at those prices. That's where a digital version could hurt collector value. For this, it's a totally different situation.
Sakimoto was one of the best composers on the Sega Genesis. The Gauntlet 4 soundtrack is stunning. His music for Captain America & The Avengers is excellent as well. I recently became aware of Master of Monsters on the system, and he did at least some of the music there too, which was very good as well.
I was unaware of Jewel Master for a long time, but I recall a classmate in grade school with whom I did not usually talk gaming mention that she liked the game. I recognized the title many years later, but I also remember her talking about the rings. I might have seen it for rent, but I never did play it back in the day. The game came out before I got the system which explains that. I have played it in recent years. The game is not amazing, but it wasn't bad in my opinion. I think the main reason I finally tried it was because I heard the music was good. I'd definitely check out an improvement hack.
@Andee Yeah, it sounded like they prioritized samples for voices and some of the sound effects which left them with some strange limitations when it came to the music composition. I think they would have been better off starting with the audio setup from the prior game and just tweak it from there.
What's even worse about leaning on the PSG more is that some revisions of the system had issues with the sound levels of the PSG output which means the game would sound even worse on those systems.
@Diogmites I never did play either of the Bushido Blade games because they came out before I had a PS1(I was happy with my Saturn in those days), but I remember reading about them and thinking they were cool. I've helped people who enjoyed them back in the day but forgot what they were called remember the name, and it seemed to leave an impression on them. The concept is very interesting. It's definitely on my list of games to try at some point.
I recently was looking at video of the finished but unreleased SNES version of this. That one also looks like it's missing something compared to the NES version. If they can make either 16-bit version better, then more power to them. Sometimes, limitations can be helpful, and that's what happened with the NES version as it's much more stylish and memorable while managing some impressive visuals for the system on a technical level. It also helped that the NES version wasn't outsourced.
I've always appreciated demakes and ambitious, smartly-designed ports. I remember being impressed with Donkey Kong Land and the Zelda games on the Game Boy when they were new as impressive feats for the hardware. There's Metal Gear Solid on the GBC, which I don't like all that much due to the stage design, but it is technically impressive and well made. And this reminds me of the Daikatana demake for the GBC since it's the same concept of taking an FPS and making it a top-down action game.
Very cool seeing improvements like this. It was impressive how they improved Special Champion Edition, though I already thought that one was very good and is my favorite of the 16-bit console ports of the time(and the SNES games were the ones I had back in the day). The scratchy voices didn't bother me as much as they did others. With the benefit of hindsight, the PC Engine version handles the voice samples the best in my opinion.
Back to Super SF2. The SNES port is more to my taste than the previous titles because I think they handled the music better. I've said for a while that Capcom shouldn't have changed the music as much from Special Champion as that was pretty good. It would be cool to see the music improved from the actual sound hardware, but MD+ is cool and not a bad way to do it. I know I've enjoyed some of the MSU-1 stuff I've sampled on the SNES.
I'll have to see if I can get the demo running later. It looks pretty nice. The sprite work jumped out at me when I saw the thumbnail. I think the over-the-shoulder throw looks a bit off. I mean that as a constructive criticism. It's a work in progress so it could be on the list of things the developer intends to work on. I think that would improve the presentation. But it is looking good from the pictures and screen shots.
@AJB83 I've lag tested my own 8bitdo controllers in an emulation setup a couple of months ago. To my own surprise all the pads I tested, including some old ones, have so little added latency they are functionally identical to using them wired and other wired controllers I used for comparison. They added no additional frames of lag. That isn't to say 2.4GHz wouldn't be better, but as far as lag goes, their controllers are excellent, at least the handful of models I have. Perhaps there's more going on with regard to Bluetooth that is causing the lag such as particular Bluetooth hardware on the host device. Either way, I still vastly prefer wired, just for peace of mind.
@Azuris I think you're right that it's on the Switch's end. Even my oldest 8bitdo controllers, an early model of the Zero and the old 2015 FC30 have very good Bluetooth performance with minimal lag. That the Bluetooth audio is what triggers it pretty much confirms it.
I've pointed out in the past that some games are licensing nightmares and the Ghostbusters situation is a good example of that. There can be a lot of paths to go down to bring a game out. It's probably trickier when there is a current exclusive console licensee, though that might not be as big of a problem for these arcade cabinet replicas.
The early versions of Revenge of Shinobi would be another licensing nightmare, though at least they basically did various sprite hacks so the game can live on.
@Sketcz Well this is a pleasant and unexpected development. No need to worry about getting it to me as I just checked romhacks.org out of curiosity and it's been uploaded there, so I'll be doing some testing myself later. I might still refer back to this article and see if I can replicate the results as it was cool to follow along and see how your hacking experience went and that you could get some good results without having to have a deep technical knowledge.
Edit: If my appreciation wasn't clear already, I just wanted to add a simple thank you for passing that request along. Never hurts to say so explicitly.
@BulkSlash congrats on that. Strider is a good one to 1CC because it's not easy, but it's more manageable than it looks. I used to be crap at the game, but it always looked like fun so I came back to it. I only 1CC games if I'm enjoying it, and that's one I went ahead and did. I had some no-death runs, but the randomness we discussed makes that hard to do repeatedly.
I have heard people mention glitches. I've encountered a glitch when restarting at the checkpoint in stage two before the airship part where the background doesn't load and the game can't proceed properly. I don't know if it's an emulation issue or if it happens on real hardware, but considering how robust CPS1 emulation is, I think it may be a real glitch. Those gravity machines can also send you off screen which is really annoying which has to be a glitch.
I read up on the game and it was really interesting how the music wasn't implemented correctly in early versions. I believe there was a bit more music that was never implemented in any of the arcade versions, some "hurry up" music and a unique ending tune. I'm not sure if you are aware, I recently saw that there's a hack(2022) for restoring all the music to an early US version of the game as well as cleaning up those garbage pixels. I haven't tried it yet, so I can't give any first-hand impressions. It flew under my radar as arcade hacks aren't very common.
@KingMike I'm not an FPGA guy, but my understanding is that the original guns already work just fine. Of course, that would require a CRT. This update would allow people to play gun games on modern displays as that is why the Sinden gun exists.
I remember seeing a video on light guns and I vaguely remember that Bandai gun, or at least I think so. I'll have to check and see if I'm correct in that.
@BulkSlash Thanks for answering. It's strange how Capcom games are broken in that way. I played Strider quite extensively last year. Frankly, I was a bit obsessed, but it was fun. As far as I could tell, there's some amount of randomness to the difficulty as I'll sometimes get one bad break after another just starting the game up, especially early in the game. The later stages seem to have less variation, perhaps because they're already hard enough. Maybe there are difficulty and scaling differences between the different ROM versions as there are a number of other differences and possible bug fixes.
@BulkSlash What do you mean when you say difficulty scaling on Street Fighter 2 Hyper Fighting? I ask because I have noticed some cases in Capcom games where the difficulty setting seems to do nothing at all. Super Street Fighter 2 arcade seems to be broken in that way. I haven't played much of the arcade Hyper Fighting so I don't know what it does. Also, much earlier than that, Strider has the same problem at least on some versions. I remember trying it on max difficulty and it was one of the easiest runs I ever had. Strider is buggy in various ways, but I still enjoy it. Funny how the NES version is a mess too.
This was definitely interesting and does seem easy enough to pick up a bit with some kind of guidance as starting point. I remember those days well. I think there was a divide between the parents buying the games and the kids playing them. Parents were so goofy back then. I know games were expensive then in relative terms, but it seemed to parents were more upset at short games. I had a number of games that ended up being easy enough where I beat them quickly. And then I played them some more and would have fond memories of them. And then others were so infuriating that I reached a point where I just said never again. Battletoads was one of those games, and I mastered the turbo tunnel. It just stopped being fun due to all the gimmicks getting in the way of the core gameplay. And it's not that I dislike all hard games. I always enjoyed Ninja Gaiden because the game is so fun to control on a basic level. A couple of years ago, I decided to try beating it without save states and I did that twice(once with the sword trick, and once without). I did that because it was fun. I remember Dynamite Headdy getting the rental difficulty spike back then. Same for Streets of Rage 3. I just think jacking up the difficulty like that might have had short-term benefits, but hurt things long term.
One of my favorite ROM hacks, and I mention this here because it probably is not much more complex, is for Super Mario All Stars. Specifically, the hack fixes the weird behavior when breaking blocks. Breaking them kind of sucks Mario or Luigi up further a tiny bit and feels really odd. It definitely does not play correctly. From what I remember, the value was reversed vertically in the original game moving the character up instead of down upon hitting blocks, so it was just a matter of reversing that to restore it to the proper behavior. There have been times when I wondered is a specific hack existed. For example, just recently I was playing Assault Suits Valken/Cybernator and I would have liked being able to disable double-tap dashing since that function is also mapped to A by default and the double-tap control caused me a bunch of problems. It's already a good game, and that would improve it in my opinion.
Esper Genesis is such a perfect name to go along with this. It's a cool idea and sounds like there would be enough crossover between Phantasy Star fans and tabletop RPG players. Good luck to them.
That's a nice bit of promotional art too. I don't know if that's a new piece for this or an old one reused, though I don't recall seeing it before, but that's a nice rendition of Alis. I especially like the coloring and shading.
I remember coming across a video a while back where the creator made a pretty good case that Sega was considering making the SVP a separate lock-on cart. Obviously there has never been a lot of info about it, but I recall there may have been some excerpts that indicated it. If the SVP was going to make games that expensive, it made more sense to have it as a lock-on system so that consumers only needed to buy the SVP once. Of course, that makes it a lot more messy to market the games, much like how people find the PC Engine confusing with the CD systems and system cards. That was Nintendo's advantage, the simplicity, but then their customers were paying a premium on various chip-enhanced games each time they bought one, so there was a downside. It would be interesting to know more about how much the SVP cost versus the SuperFX chip.
@Sketcz Yeah. I noticed it is shown as "Rev E" so I assumed there have been changes along the way. And I know in this one case, someone created a hack for this port changing the status screen.
Just so you know, the map is accessible from the status screen. It's not the mini map you've previously described, so that might still be better, but it's great to have a map of any sort.
@Sketcz I don't know if you have an earlier version of the Metroid port, but it has a map now, along with other improvements.
I actually like this porting project more than I expected. There are added options and improvements. There are often multiple soundtrack options, added saves(Metroid), some color improvements(Ducktales), and maybe some other things I'm overlooking.
@NinChocolate I've briefly tried Wolf Fang, but have not played it seriously, so I look forward to doing that. Always good to hear an endorsement of it. I have heard the Saturn version is very good so you should be in good shape there. I've heard that Skull Fang is not so great in either version, which is a shame.
I've been in a mood for mech games, so that's how I remembered I needed to come back to Wolf Fang.
@KingMike I was aware of the arcade version, but not aware of that particular detail. I went straight to TCRF(The Cutting Room Floor) and they have a bit of info on this under the entry for Top Gunner. In the case of the rotary version, it is suspected it was a version for location testing and may not have been officially released. It also mentions that the Japanese version of the game has the machine gun shoot the way the jeep is facing as opposed to upwards like the NA and World versions. I'm not sure if there are significant differences between those latter two to count them as two distinct versions of the game, but it looks like there are either three or four unique versions of the game, which is rather interesting.
Also interesting to see how significantly the NES version was changed from the FDS version. I never looked this one up before.
I love a good coincidence, and related to this, I was just looking up info and video on Wolf Fang over the last two days and it sounds like it's worth playing. I've been looking up mech games of that era in general, and that's how I remembered this one. Cool to see it getting a re-release.
@Spider-Kev as far as I can tell, that particular design came a good bit later than Voltron(Beast King GoLion). But it's probably no accident since Toei was behind both shows and both designs. It's a recycled design, which I'm totally cool with.
@Gamelore I always forget how close it looks to the yellow lion. Maybe it became a free agent and was signed by the super sentai team. The real answer is that Toei did both shows so they used an existing design.
@bryce951 okay. I didn't say anything about Yoshi's Island. This article is about Castlevania 4. The palette wouldn't be a issue there. As for the music, I can't think of any Japanese games that had that issue you describe, so generalizing like that is rather silly.
@Azathoth I don't know the reason for the removal of those ending pictures. It could be a content issue as I think many would assume. But it could also be that they are copyrighted photos used in the game either without permission, or they would need a new license for them. In that case, I can see why they would remove them.
It needs work, of course. The jump is definitely not right and is likely preliminary. It's not surprising that the Genesis can handle the basic look and feel of the game. It's nothing special in that regard. There are better looking games on both systems. As for the music, I like what they did with the stage two music. Simon's Theme from stage one is in Castlevania Bloodlines so we can compare. The version in Bloodlines is excellent.
I think the Genesis got the better end of things when it came to Castlevania. I found CV4 to be very disappointing because I prefer the look and feel of the other games of that classic period. CV4 deviated too much for me, and I also didn't like about half the soundtrack. So my only interest in this port is seeing how they handle things. As far as potentially increased performance, there are speed hacks for the original.
It struck me recently that Legendary Axe would have been a great framework for a sequel to Rastan compared to what we got. Apparently, a lot of other people have noticed the similarity as well including some reviewers at the time. I just recently revisited Legendary Axe a week ago and had a good time. It's a shame Rastan 2 didn't turn out well. The original arcade game and the SMS port are very good. They strayed too far from what worked, unfortunately.
I like the distinction of JRPG compared to WRPG. I think it's has been helpful. While I'm not a big RPG guy, I've tended to favor the Japanese kind. The distinctions might mean less due to the RPG-ification of so many other games. But I agree, many people would see the term JRPG as a positive thing.
I always feel a bit of the uncanny valley effect in modern games that try to make the characters look as real as possible. But game models like that are quite common now. This one is fine. It's based on a real person who many would consider attractive. The character looks good in this image and in the trailer.
Regarding the removed comments. I know it's fun to jump to conclusions, but I saw them before they were removed. They were not removed for simply having a different opinion.
@amishpyrate I never heard that about the lost code, but it's plausible. It has happened in other cases. They would have needed the code to port them to the GBA properly so losing it would be a sticking point. For later systems like 3DS, they would not need the code since they could just emulate the games making it much easier to release them again.
Wow, RetroFPGA is sooooooooooo much better, and I'm saying that sarcastically. And as a bonus, there's an extra month of waiting now. Mr. Pi actually had some thought to it. Some would argue they tried to get too cute. The super-generic name isn't going to be any better. Might as well just name it the "FPGA Board". I think this was much ado about nothing in the first place. I wasn't planning to buy it either way to be clear. The most important thing is for it to deliver. Just a shame it has to be delayed for this silliness.
@Spider-Kev The "real" term is "adventure game". That's what I remember all games of this sort, whether top-down like Zelda or side-view like Metroid, being called back in the day. Originally Metroidvania just described a Castlevania game in the Metroid style. It just caught on after that because it was catchy. You may find it dumb. You wouldn't be the only one. But there's no undoing it. I've never heard the term re-explore before. I can't say I like it. It gets a point across, but still falls short in my opinion. Metroidvania might mean nothing to those unfamiliar with the genre, but for those that know it even in passing, it communicates a lot more. Language and labels are just imperfect. I saw someone on Nintendolife yesterday saying they should be called "search action" games. But there are a lot of action games where you search for things that are not at all like Metroid or Symphony of the Night. The funny thing is they used "action" and "exploration" in the same sentence, but somehow missed suggesting "ExplorAction". The main reason the term Metroidvania persists is because most people are familiar enough with the namesakes for it to easily convey more than any other term does. Nothing else will catch on, and those that wish something would can't agree on what it should be. Again, such is the reality of language.
PS - A friend of mine had Caveman Games. I thought it was fun.
Maybe it's a case of low expectations from the anticipation after reading the headline, but I think the name is fine. The Mr. part is clever. I get the Pi part. It's goofy, but I get it. The most important part is that it delivers in performance. If the name continues to be an issue and they need to change it, especially on the Mr. part, I suggest they call it the (FPGA) MaSTer(without the capitalization if needed) just to be extra snarky.
@Hexapus I tend to agree when it comes to MSU hacks, as some of the new music doesn't fit with the visuals. With that said, I've heard a lot worse than what's here. It feels like it's somewhat consistent with the kind of music you might hear on the PC Engine CD or Sega CD, such as Lords of Thunder. Perhaps it's a bit poorly matched to the NES visuals compared to PCE.
But, to my main point. The good thing about these versions is they provide options, so there's nothing stopping anyone from sticking to the original music. In the case of Mega Man 3, they also provide a third option(Metroid has four soundtracks) for the Sega versions of the music. I have found the MSU to be useful here and there myself. One of my favorite uses was putting the NES chip tunes back into Super Mario All Stars.
@Blister There must have been some kind of problem with the link or original page. There's a page for it that works via search and all the other ones are still there so it doesn't seem like a takedown issue.
@N64-ROX Yeah, it was definitely a matter of when this would happen. I knew this would happen too. It did take longer than I expected, but backing stuff up like that was the smart thing to do. And storage has been relatively affordable, all things considered.
I seem to recall Sony being especially brazen in how they hyped some of their systems. I think they did more embellishing than their competitors at the time. In the case of the PS2, I think they exaggerated what the system would be able to do and how many polygons it would be able to push in a practical sense. With that said, the best hype for the PS2 was that it was the follow up to the PS1. The fact it could play DVDs no doubt helped it as well as many people still had not picked up their first DVD player, so the value proposition of that probably was a factor for many. But those early PS2 games definitely did not live up to the hype. I guess game development was behind what was technically possible. Eventually, though, it did go a lot farther and could push a ton of polygons, though probably not near as much as they said. I never did buy into the "emotion engine" stuff though, and never liked that branding either. I was already a Dreamcast fan, so that made me more sceptical, but it was obviously marketing and not magic. Sony's marketing tended to fall flat with me, but the PS2 ended up being a good system.
@amongtheworms Thanks for the further context. I remember that development video on Micro Mages and that really was enjoyable and impressive to see what approaches to take to make a NES game within 40kb. The game itself turned out pretty nice too. I love videos like that.
I know LRG's reputation was already questionable, but their recent missteps have been really close together which indicates to me that the decisions were made a while ago and most of the work to get these things out had also largely been done which is why they didn't reverse course. They probably couldn't. And one of the biggest issues with the 3DO thing was lack of communication. It does reflect on their leadership. In this case, I think some of the criticism presented here is silly. USB-A is going to be relevant for a long time and is probably the best choice for wide compatibility. Hardware manufacturers have dragged their feet on USB-C. Some have opted to reduce the number of overall ports to almost none rather than offer a bunch of useful ports. Because USB-A is less expensive, many manufacturers that still like ports will still include some. It's a silly thing to complain about. It's especially silly to complain about USB-A being obsolete while also saying a pressed optical disc would be grand. And this is also not the first time I've seen a company put out USB drives in a box. Essentially, in this specific case, they're in the business of making packaging and novelty items because some people value that more than anything.
If the USB drives are poor quality, then that's a valid criticism. But if people are serious about archival purposes, then they would know better than to rely on a USB drive and would back the data up to hard drives and other backup strategies.
@DestructoDisk I did not say input lag is a myth. I said myths are being spread about it as you are doing and you are disregarding my previous reply where I explained how lag can be reduced. I reduced lag on Android to under a single frame while using a Bluetooth controller just to make it more interesting. I verified this myself and it is easy to reproduce those results. I am well aware of Taki Udon's video as that is also my main source that Android does not add any additional lag in most cases. Yes, the NES emulator he shows added an extra frame(half, actually). But you have conveniently left out that the other emulators he tested showed no difference whatsoever and that his conclusion doesn't support your assertion. If it was as simple as Android adding lag, they would have all shown that.
Another misconception is that those numbers you cite, such as 75ms, are purely input lag. That's total lag. Even original hardware on a CRT has a tiny bit of lag. The games themselves have a certain amount built into them too. The 75ms is the total of all sources of lag.
As I have said previously, I tested the lag in Retroarch myself on both Linux and Android. It has the ability to advance frame by frame. I literally counted the frames of lag. In most of the emulators I tried, the additional input lag was a single frame, meaning that an action happened on the second frame(between 16ms and 33ms additional). You might find that uncomfortable to play and that's fine, but it's not heavy. It was also the same on Android with Bluetooth. Some emulators that had two additional frames. But the "run ahead" feature can eliminate it. This has been verified by many people for years as the feature is not new. I did it myself. To be absolutely clear, using an Android tablet with Retroarch(SNES, NES, Genesis, Arcade) and Bluetooth controllers I was able to reduce the lag(which was typically one additional frame, or two in some cases which was the same as desktop Linux with USB) to under a single frame, meaning that the input action would happen on the very next frame of video. That's under 16.6ms and can't be any lower unless you're using a CRT and the game polls inputs a specific way. Again, everything I said is completely verifiable. This is why I refer to myths.
I want to be clear on something else. I have no issue with you personally. I think FPGA is a great option for people that want it. I don't want to try to convert you or anyone else from it. I used to be interested in it as a concept. But it's also not magic. I think there are some that might be steered towards it solely because of misinformation regarding software emulation. I don't want people to think they need hardware they don't otherwise want because of misconceptions on this topic, and I have demonstrated that this is a huge misconception. The real surprise to me here was that my Bluetooth controllers, two early 8bitdo controllers from 2015 and 2016, added no additional lag whatsoever. Now, we both know they have some lag, but it's clearly under 16.6ms since the only thing that matters for this is number or frames, so effectively they are zero lag. Even if they weren't, any additional frames could be removed with the "run ahead" feature. There's really not more to say other than try it for yourself if you won't take my word for it. Or go see it demonstrated in a video. You'll see that I'm correct in what I have said.
@KingMike Splatterhouse 2 looks to be a 1992 release. It was close enough to the reported release target of this Famicom game that I figured they were tied together somewhat. What I was not aware of is how soon after that Splatterhouse 3 came out. Splatterhouse 2 looks to be an August 1992 release, and Splatterhouse 3 was March 1993. It looks like this Famicom RPG was set to come out alongside Splatterhouse 3 in March. But it looks like there was a big push starting with Part 2 to try to make Splatterhouse a bigger brand for Namco.
It seems like an odd thing to adapt Splatterhouse into an RPG, and one with a cutesy look, though they already used that aesthetic for Wanpaku Graffiti. I guess this would have coincided with Splatterhouse 2, more or less. Doing an RPG of this reminds me of Namco including quirky RPG modes in World Court Tennis and Final Lap Twin. Ultimately, this does seem like a case of bad timing.
There's not much here in the brief teaser. The perspective is unusually high, but it seems to work so far and could help it stand out visually. I'd have to see how other backgrounds turn out. The hit sound is quite good so far. I'll try to remember this one and check on it as development progresses.
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Re: Zelda Movie Screenwriter Is Working On A Live-Action Eternal Champions Film
I had the game as well and enjoyed it for quite a while as I was looking for a change of pace from Street Fighter and Mortal Kombat. I got good enough to beat the game somewhat reliably. Those familiar with the final boss will know what that's like. As far as adapting this property, on the one hand, compared to most other fighting games there's more meat on the bone as far as story elements go due to the premise and different time periods. On the other hand, there's no audience for this, unless they think they can brute force it through the marketing.
Re: Sierra's Ken Williams Is As Confused As You About Colossal Cave's Tiny Box
I saw the headline and thought it was like a real-life Stonehenge moment from Spinal Tap. Even the expectation it would be larger is there. The fact that colossal is part of the game's name and it ended up in a tiny box is quite amusing.
Re: Dragon Quest SNES Prototype Worth $50,000 "Lost For Good"
Unfortunately, situations like this one are inevitable. There are so many of these things that some will remain in the hands of private collectors with no digital version available. Perhaps these collectors understand how precarious the situation is because of the nature of data that they have dumped the ROM, even if it's not made available.
Regarding the notion of making the ROM available affecting the value, I highly doubt that applies here. The sale prices of stuff like this are so high that it's purely collector value. People simply interested in playing this would not be willing to spend so much. Preservationist groups might be able to approach those numbers, but they have to pool their money each time to make offers and probably can't go back and forth with bidding. It doesn't appear as if those groups have any significant effect on sale prices. That just leaves the handful of collectors with large amounts of money to spend, and they're bidding against each other. If there's any effect on value from outside that bubble, it's likely tiny. It's not like when Radiant Silvergun was hard to come by and the Saturn version was several hundred dollars. It was still low enough that some gamers might go for it at those prices. That's where a digital version could hurt collector value. For this, it's a totally different situation.
Re: Interview: Legendary Composer Hitoshi Sakimoto Talks Final Fantasy, Vagrant Story And Sword of Convallaria
Sakimoto was one of the best composers on the Sega Genesis. The Gauntlet 4 soundtrack is stunning. His music for Captain America & The Avengers is excellent as well. I recently became aware of Master of Monsters on the system, and he did at least some of the music there too, which was very good as well.
Re: Game-Changing Patch Incoming For Underrated Genesis Action Platformer Jewel Master
I was unaware of Jewel Master for a long time, but I recall a classmate in grade school with whom I did not usually talk gaming mention that she liked the game. I recognized the title many years later, but I also remember her talking about the rings. I might have seen it for rent, but I never did play it back in the day. The game came out before I got the system which explains that. I have played it in recent years. The game is not amazing, but it wasn't bad in my opinion. I think the main reason I finally tried it was because I heard the music was good. I'd definitely check out an improvement hack.
Re: Fans Have "Fixed" Super Street Fighter II For The Sega Genesis
@Andee Yeah, it sounded like they prioritized samples for voices and some of the sound effects which left them with some strange limitations when it came to the music composition. I think they would have been better off starting with the audio setup from the prior game and just tweak it from there.
What's even worse about leaning on the PSG more is that some revisions of the system had issues with the sound levels of the PSG output which means the game would sound even worse on those systems.
Re: Tobal No. 1 Was Almost A Chrono Trigger Fighting Game
@Diogmites I never did play either of the Bushido Blade games because they came out before I had a PS1(I was happy with my Saturn in those days), but I remember reading about them and thinking they were cool. I've helped people who enjoyed them back in the day but forgot what they were called remember the name, and it seemed to leave an impression on them. The concept is very interesting. It's definitely on my list of games to try at some point.
Re: 'Batman: Revenge Of The Joker' For The Sega Genesis Gets Impressive Fan Overhaul
I recently was looking at video of the finished but unreleased SNES version of this. That one also looks like it's missing something compared to the NES version. If they can make either 16-bit version better, then more power to them. Sometimes, limitations can be helpful, and that's what happened with the NES version as it's much more stylish and memorable while managing some impressive visuals for the system on a technical level. It also helped that the NES version wasn't outsourced.
Re: 'Halo Combat Devolved' Demake Reimagines 'Halo' As A Game Boy Color Game
I've always appreciated demakes and ambitious, smartly-designed ports. I remember being impressed with Donkey Kong Land and the Zelda games on the Game Boy when they were new as impressive feats for the hardware. There's Metal Gear Solid on the GBC, which I don't like all that much due to the stage design, but it is technically impressive and well made. And this reminds me of the Daikatana demake for the GBC since it's the same concept of taking an FPS and making it a top-down action game.
Re: Fans Have "Fixed" Super Street Fighter II For The Sega Genesis
Very cool seeing improvements like this. It was impressive how they improved Special Champion Edition, though I already thought that one was very good and is my favorite of the 16-bit console ports of the time(and the SNES games were the ones I had back in the day). The scratchy voices didn't bother me as much as they did others. With the benefit of hindsight, the PC Engine version handles the voice samples the best in my opinion.
Back to Super SF2. The SNES port is more to my taste than the previous titles because I think they handled the music better. I've said for a while that Capcom shouldn't have changed the music as much from Special Champion as that was pretty good. It would be cool to see the music improved from the actual sound hardware, but MD+ is cool and not a bad way to do it. I know I've enjoyed some of the MSU-1 stuff I've sampled on the SNES.
Re: Metro Siege Is A Fantastic New Beat 'Em Up Coming To The Amiga
I'll have to see if I can get the demo running later. It looks pretty nice. The sprite work jumped out at me when I saw the thumbnail. I think the over-the-shoulder throw looks a bit off. I mean that as a constructive criticism. It's a work in progress so it could be on the list of things the developer intends to work on. I think that would improve the presentation. But it is looking good from the pictures and screen shots.
Re: 8BitDo's Anniversary Celebration Includes Gold And Silver Controllers
@AJB83 I've lag tested my own 8bitdo controllers in an emulation setup a couple of months ago. To my own surprise all the pads I tested, including some old ones, have so little added latency they are functionally identical to using them wired and other wired controllers I used for comparison. They added no additional frames of lag. That isn't to say 2.4GHz wouldn't be better, but as far as lag goes, their controllers are excellent, at least the handful of models I have. Perhaps there's more going on with regard to Bluetooth that is causing the lag such as particular Bluetooth hardware on the host device. Either way, I still vastly prefer wired, just for peace of mind.
Re: 8BitDo's Anniversary Celebration Includes Gold And Silver Controllers
@Azuris I think you're right that it's on the Switch's end. Even my oldest 8bitdo controllers, an early model of the Zero and the old 2015 FC30 have very good Bluetooth performance with minimal lag. That the Bluetooth audio is what triggers it pretty much confirms it.
Re: "Never Work With Movie Franchises" Laments Quarter Arcades Boss As Ghostbusters And RoboCop Cause Issues
I've pointed out in the past that some games are licensing nightmares and the Ghostbusters situation is a good example of that. There can be a lot of paths to go down to bring a game out. It's probably trickier when there is a current exclusive console licensee, though that might not be as big of a problem for these arcade cabinet replicas.
The early versions of Revenge of Shinobi would be another licensing nightmare, though at least they basically did various sprite hacks so the game can live on.
Re: Konami Butchered This SNES Classic, So We Fixed It
@Sketcz Well this is a pleasant and unexpected development. No need to worry about getting it to me as I just checked romhacks.org out of curiosity and it's been uploaded there, so I'll be doing some testing myself later. I might still refer back to this article and see if I can replicate the results as it was cool to follow along and see how your hacking experience went and that you could get some good results without having to have a deep technical knowledge.
Edit: If my appreciation wasn't clear already, I just wanted to add a simple thank you for passing that request along. Never hurts to say so explicitly.
Re: Konami Butchered This SNES Classic, So We Fixed It
@BulkSlash congrats on that. Strider is a good one to 1CC because it's not easy, but it's more manageable than it looks. I used to be crap at the game, but it always looked like fun so I came back to it. I only 1CC games if I'm enjoying it, and that's one I went ahead and did. I had some no-death runs, but the randomness we discussed makes that hard to do repeatedly.
I have heard people mention glitches. I've encountered a glitch when restarting at the checkpoint in stage two before the airship part where the background doesn't load and the game can't proceed properly. I don't know if it's an emulation issue or if it happens on real hardware, but considering how robust CPS1 emulation is, I think it may be a real glitch. Those gravity machines can also send you off screen which is really annoying which has to be a glitch.
I read up on the game and it was really interesting how the music wasn't implemented correctly in early versions. I believe there was a bit more music that was never implemented in any of the arcade versions, some "hurry up" music and a unique ending tune. I'm not sure if you are aware, I recently saw that there's a hack(2022) for restoring all the music to an early US version of the game as well as cleaning up those garbage pixels. I haven't tried it yet, so I can't give any first-hand impressions. It flew under my radar as arcade hacks aren't very common.
Re: MiSTer FPGA Now Supports The Sinden Light Gun
@KingMike I'm not an FPGA guy, but my understanding is that the original guns already work just fine. Of course, that would require a CRT. This update would allow people to play gun games on modern displays as that is why the Sinden gun exists.
I remember seeing a video on light guns and I vaguely remember that Bandai gun, or at least I think so. I'll have to check and see if I'm correct in that.
Re: Konami Butchered This SNES Classic, So We Fixed It
@BulkSlash Thanks for answering. It's strange how Capcom games are broken in that way. I played Strider quite extensively last year. Frankly, I was a bit obsessed, but it was fun. As far as I could tell, there's some amount of randomness to the difficulty as I'll sometimes get one bad break after another just starting the game up, especially early in the game. The later stages seem to have less variation, perhaps because they're already hard enough. Maybe there are difficulty and scaling differences between the different ROM versions as there are a number of other differences and possible bug fixes.
Re: Konami Butchered This SNES Classic, So We Fixed It
@BulkSlash What do you mean when you say difficulty scaling on Street Fighter 2 Hyper Fighting? I ask because I have noticed some cases in Capcom games where the difficulty setting seems to do nothing at all. Super Street Fighter 2 arcade seems to be broken in that way. I haven't played much of the arcade Hyper Fighting so I don't know what it does. Also, much earlier than that, Strider has the same problem at least on some versions. I remember trying it on max difficulty and it was one of the easiest runs I ever had. Strider is buggy in various ways, but I still enjoy it. Funny how the NES version is a mess too.
Re: Konami Butchered This SNES Classic, So We Fixed It
@Bonggon5 If you want to dive right into it, it's already out on romhacks.org. It's romhacking.net where it's still pending.
Re: Konami Butchered This SNES Classic, So We Fixed It
This was definitely interesting and does seem easy enough to pick up a bit with some kind of guidance as starting point. I remember those days well. I think there was a divide between the parents buying the games and the kids playing them. Parents were so goofy back then. I know games were expensive then in relative terms, but it seemed to parents were more upset at short games. I had a number of games that ended up being easy enough where I beat them quickly. And then I played them some more and would have fond memories of them. And then others were so infuriating that I reached a point where I just said never again. Battletoads was one of those games, and I mastered the turbo tunnel. It just stopped being fun due to all the gimmicks getting in the way of the core gameplay. And it's not that I dislike all hard games. I always enjoyed Ninja Gaiden because the game is so fun to control on a basic level. A couple of years ago, I decided to try beating it without save states and I did that twice(once with the sword trick, and once without). I did that because it was fun. I remember Dynamite Headdy getting the rental difficulty spike back then. Same for Streets of Rage 3. I just think jacking up the difficulty like that might have had short-term benefits, but hurt things long term.
One of my favorite ROM hacks, and I mention this here because it probably is not much more complex, is for Super Mario All Stars. Specifically, the hack fixes the weird behavior when breaking blocks. Breaking them kind of sucks Mario or Luigi up further a tiny bit and feels really odd. It definitely does not play correctly. From what I remember, the value was reversed vertically in the original game moving the character up instead of down upon hitting blocks, so it was just a matter of reversing that to restore it to the proper behavior. There have been times when I wondered is a specific hack existed. For example, just recently I was playing Assault Suits Valken/Cybernator and I would have liked being able to disable double-tap dashing since that function is also mapped to A by default and the double-tap control caused me a bunch of problems. It's already a good game, and that would improve it in my opinion.
Re: Phantasy Star Is Getting Its Own Tabletop Roleplaying Game
Esper Genesis is such a perfect name to go along with this. It's a cool idea and sounds like there would be enough crossover between Phantasy Star fans and tabletop RPG players. Good luck to them.
That's a nice bit of promotional art too. I don't know if that's a new piece for this or an old one reused, though I don't recall seeing it before, but that's a nice rendition of Alis. I especially like the coloring and shading.
And yes to miniatures!
Re: Genesis Virtua Racing Port Almost Cost As Much As The Console Itself, Thanks To The SVP Chip
I remember coming across a video a while back where the creator made a pretty good case that Sega was considering making the SVP a separate lock-on cart. Obviously there has never been a lot of info about it, but I recall there may have been some excerpts that indicated it. If the SVP was going to make games that expensive, it made more sense to have it as a lock-on system so that consumers only needed to buy the SVP once. Of course, that makes it a lot more messy to market the games, much like how people find the PC Engine confusing with the CD systems and system cards. That was Nintendo's advantage, the simplicity, but then their customers were paying a premium on various chip-enhanced games each time they bought one, so there was a downside. It would be interesting to know more about how much the SVP cost versus the SuperFX chip.
Re: Hands On: Run 'n' Gun: A History Of On-Foot Shooters Takes You From Contra To Cuphead
@President_Leever That game is Nuclear Throne.
Re: Zelda II Has Been Ported To The SNES
@Sketcz Yeah. I noticed it is shown as "Rev E" so I assumed there have been changes along the way. And I know in this one case, someone created a hack for this port changing the status screen.
Just so you know, the map is accessible from the status screen. It's not the mini map you've previously described, so that might still be better, but it's great to have a map of any sort.
Re: Zelda II Has Been Ported To The SNES
@Sketcz I don't know if you have an earlier version of the Metroid port, but it has a map now, along with other improvements.
I actually like this porting project more than I expected. There are added options and improvements. There are often multiple soundtrack options, added saves(Metroid), some color improvements(Ducktales), and maybe some other things I'm overlooking.
Re: Data East's Wolf Fang And Skull Fang Are Getting The 'Saturn Tribute Boosted' Treatment
@NinChocolate I've briefly tried Wolf Fang, but have not played it seriously, so I look forward to doing that. Always good to hear an endorsement of it. I have heard the Saturn version is very good so you should be in good shape there. I've heard that Skull Fang is not so great in either version, which is a shame.
I've been in a mood for mech games, so that's how I remembered I needed to come back to Wolf Fang.
Re: Konami's Jackal Hits Arcade Archives On Switch And PS4 This Week
@KingMike I was aware of the arcade version, but not aware of that particular detail. I went straight to TCRF(The Cutting Room Floor) and they have a bit of info on this under the entry for Top Gunner. In the case of the rotary version, it is suspected it was a version for location testing and may not have been officially released. It also mentions that the Japanese version of the game has the machine gun shoot the way the jeep is facing as opposed to upwards like the NA and World versions. I'm not sure if there are significant differences between those latter two to count them as two distinct versions of the game, but it looks like there are either three or four unique versions of the game, which is rather interesting.
Also interesting to see how significantly the NES version was changed from the FDS version. I never looked this one up before.
Re: Data East's Wolf Fang And Skull Fang Are Getting The 'Saturn Tribute Boosted' Treatment
I love a good coincidence, and related to this, I was just looking up info and video on Wolf Fang over the last two days and it sounds like it's worth playing. I've been looking up mech games of that era in general, and that's how I remembered this one. Cool to see it getting a re-release.
Re: Interview: "We've Been Collecting Reaction Videos" - Digital Eclipse On Mighty Morphin Power Rangers Rita's Rewind
@Spider-Kev as far as I can tell, that particular design came a good bit later than Voltron(Beast King GoLion). But it's probably no accident since Toei was behind both shows and both designs. It's a recycled design, which I'm totally cool with.
@Gamelore I always forget how close it looks to the yellow lion. Maybe it became a free agent and was signed by the super sentai team. The real answer is that Toei did both shows so they used an existing design.
Re: Here's Super Castlevania IV On The Sega Genesis / Mega Drive
@bryce951 okay. I didn't say anything about Yoshi's Island. This article is about Castlevania 4. The palette wouldn't be a issue there. As for the music, I can't think of any Japanese games that had that issue you describe, so generalizing like that is rather silly.
Re: Marvel vs. Capcom Fighting Collection Won't Include Yoshiki Okamoto's Most Hated Character
@Azathoth I don't know the reason for the removal of those ending pictures. It could be a content issue as I think many would assume. But it could also be that they are copyrighted photos used in the game either without permission, or they would need a new license for them. In that case, I can see why they would remove them.
Re: Here's Super Castlevania IV On The Sega Genesis / Mega Drive
It needs work, of course. The jump is definitely not right and is likely preliminary. It's not surprising that the Genesis can handle the basic look and feel of the game. It's nothing special in that regard. There are better looking games on both systems. As for the music, I like what they did with the stage two music. Simon's Theme from stage one is in Castlevania Bloodlines so we can compare. The version in Bloodlines is excellent.
I think the Genesis got the better end of things when it came to Castlevania. I found CV4 to be very disappointing because I prefer the look and feel of the other games of that classic period. CV4 deviated too much for me, and I also didn't like about half the soundtrack. So my only interest in this port is seeing how they handle things. As far as potentially increased performance, there are speed hacks for the original.
Re: Rastan Saga II To Release On PS4 & Nintendo Switch This Week
It struck me recently that Legendary Axe would have been a great framework for a sequel to Rastan compared to what we got. Apparently, a lot of other people have noticed the similarity as well including some reviewers at the time. I just recently revisited Legendary Axe a week ago and had a good time. It's a shame Rastan 2 didn't turn out well. The original arcade game and the SMS port are very good. They strayed too far from what worked, unfortunately.
Re: The Term JRPG Is "A Positive" According To Persona 5 Designer
I like the distinction of JRPG compared to WRPG. I think it's has been helpful. While I'm not a big RPG guy, I've tended to favor the Japanese kind. The distinctions might mean less due to the RPG-ification of so many other games. But I agree, many people would see the term JRPG as a positive thing.
Re: Poll: What Do You Think Of Jo's New Look In Perfect Dark?
I always feel a bit of the uncanny valley effect in modern games that try to make the characters look as real as possible. But game models like that are quite common now. This one is fine. It's based on a real person who many would consider attractive. The character looks good in this image and in the trailer.
Regarding the removed comments. I know it's fun to jump to conclusions, but I saw them before they were removed. They were not removed for simply having a different opinion.
Re: Fans Are Reviving GBA 'Mega Man Mania' Collection, 20 Years After It Was Cancelled
@amishpyrate I never heard that about the lost code, but it's plausible. It has happened in other cases. They would have needed the code to port them to the GBA properly so losing it would be a sticking point. For later systems like 3DS, they would not need the code since they could just emulate the games making it much easier to release them again.
Re: Backlash Against $99 MiSTer FPGA Clone's Name Results In Creator Offering Alternatives
Wow, RetroFPGA is sooooooooooo much better, and I'm saying that sarcastically. And as a bonus, there's an extra month of waiting now. Mr. Pi actually had some thought to it. Some would argue they tried to get too cute. The super-generic name isn't going to be any better. Might as well just name it the "FPGA Board". I think this was much ado about nothing in the first place. I wasn't planning to buy it either way to be clear. The most important thing is for it to deliver. Just a shame it has to be delayed for this silliness.
Re: Castlevania ReVamped Fuses "Classicvania" With "Metroidvania"
@Spider-Kev The "real" term is "adventure game". That's what I remember all games of this sort, whether top-down like Zelda or side-view like Metroid, being called back in the day. Originally Metroidvania just described a Castlevania game in the Metroid style. It just caught on after that because it was catchy. You may find it dumb. You wouldn't be the only one. But there's no undoing it. I've never heard the term re-explore before. I can't say I like it. It gets a point across, but still falls short in my opinion. Metroidvania might mean nothing to those unfamiliar with the genre, but for those that know it even in passing, it communicates a lot more. Language and labels are just imperfect. I saw someone on Nintendolife yesterday saying they should be called "search action" games. But there are a lot of action games where you search for things that are not at all like Metroid or Symphony of the Night. The funny thing is they used "action" and "exploration" in the same sentence, but somehow missed suggesting "ExplorAction". The main reason the term Metroidvania persists is because most people are familiar enough with the namesakes for it to easily convey more than any other term does. Nothing else will catch on, and those that wish something would can't agree on what it should be. Again, such is the reality of language.
PS - A friend of mine had Caveman Games. I thought it was fun.
Re: $99 MiSTer FPGA Clone Finally Has A Name, And It Hasn't Gone Down Well With Everyone
Maybe it's a case of low expectations from the anticipation after reading the headline, but I think the name is fine. The Mr. part is clever. I get the Pi part. It's goofy, but I get it. The most important part is that it delivers in performance. If the name continues to be an issue and they need to change it, especially on the Mr. part, I suggest they call it the (FPGA) MaSTer(without the capitalization if needed) just to be extra snarky.
Re: Mega Man 3 Has Been Ported To The SNES, And You Can Play It Now
@Hexapus I tend to agree when it comes to MSU hacks, as some of the new music doesn't fit with the visuals. With that said, I've heard a lot worse than what's here. It feels like it's somewhat consistent with the kind of music you might hear on the PC Engine CD or Sega CD, such as Lords of Thunder. Perhaps it's a bit poorly matched to the NES visuals compared to PCE.
But, to my main point. The good thing about these versions is they provide options, so there's nothing stopping anyone from sticking to the original music. In the case of Mega Man 3, they also provide a third option(Metroid has four soundtracks) for the Sega versions of the music. I have found the MSU to be useful here and there myself. One of my favorite uses was putting the NES chip tunes back into Super Mario All Stars.
Re: Mega Man 3 Has Been Ported To The SNES, And You Can Play It Now
@Blister There must have been some kind of problem with the link or original page. There's a page for it that works via search and all the other ones are still there so it doesn't seem like a takedown issue.
Re: One Of The Web's Oldest ROM Sites Removes Games By Nintendo, Sega And Lego
@N64-ROX Yeah, it was definitely a matter of when this would happen. I knew this would happen too. It did take longer than I expected, but backing stuff up like that was the smart thing to do. And storage has been relatively affordable, all things considered.
Re: Modern Vintage Gamer Digs Into The PS2's Much-Hyped "Emotion Engine"
I seem to recall Sony being especially brazen in how they hyped some of their systems. I think they did more embellishing than their competitors at the time. In the case of the PS2, I think they exaggerated what the system would be able to do and how many polygons it would be able to push in a practical sense. With that said, the best hype for the PS2 was that it was the follow up to the PS1. The fact it could play DVDs no doubt helped it as well as many people still had not picked up their first DVD player, so the value proposition of that probably was a factor for many. But those early PS2 games definitely did not live up to the hype. I guess game development was behind what was technically possible. Eventually, though, it did go a lot farther and could push a ton of polygons, though probably not near as much as they said. I never did buy into the "emotion engine" stuff though, and never liked that branding either. I was already a Dreamcast fan, so that made me more sceptical, but it was obviously marketing and not magic. Sony's marketing tended to fall flat with me, but the PS2 ended up being a good system.
Re: This Tribute To Quake Is Just 13 Kilobytes In Size
@amongtheworms Thanks for the further context. I remember that development video on Micro Mages and that really was enjoyable and impressive to see what approaches to take to make a NES game within 40kb. The game itself turned out pretty nice too. I love videos like that.
Re: Limited Run's New "PC Micro Edition" Hasn't Gone Down Well With Some Fans
I know LRG's reputation was already questionable, but their recent missteps have been really close together which indicates to me that the decisions were made a while ago and most of the work to get these things out had also largely been done which is why they didn't reverse course. They probably couldn't. And one of the biggest issues with the 3DO thing was lack of communication. It does reflect on their leadership. In this case, I think some of the criticism presented here is silly. USB-A is going to be relevant for a long time and is probably the best choice for wide compatibility. Hardware manufacturers have dragged their feet on USB-C. Some have opted to reduce the number of overall ports to almost none rather than offer a bunch of useful ports. Because USB-A is less expensive, many manufacturers that still like ports will still include some. It's a silly thing to complain about. It's especially silly to complain about USB-A being obsolete while also saying a pressed optical disc would be grand. And this is also not the first time I've seen a company put out USB drives in a box. Essentially, in this specific case, they're in the business of making packaging and novelty items because some people value that more than anything.
If the USB drives are poor quality, then that's a valid criticism. But if people are serious about archival purposes, then they would know better than to rely on a USB drive and would back the data up to hard drives and other backup strategies.
Re: $150 Analogue Pocket Rival Will Use An AMOLED Screen
@DestructoDisk I did not say input lag is a myth. I said myths are being spread about it as you are doing and you are disregarding my previous reply where I explained how lag can be reduced. I reduced lag on Android to under a single frame while using a Bluetooth controller just to make it more interesting. I verified this myself and it is easy to reproduce those results. I am well aware of Taki Udon's video as that is also my main source that Android does not add any additional lag in most cases. Yes, the NES emulator he shows added an extra frame(half, actually). But you have conveniently left out that the other emulators he tested showed no difference whatsoever and that his conclusion doesn't support your assertion. If it was as simple as Android adding lag, they would have all shown that.
Another misconception is that those numbers you cite, such as 75ms, are purely input lag. That's total lag. Even original hardware on a CRT has a tiny bit of lag. The games themselves have a certain amount built into them too. The 75ms is the total of all sources of lag.
As I have said previously, I tested the lag in Retroarch myself on both Linux and Android. It has the ability to advance frame by frame. I literally counted the frames of lag. In most of the emulators I tried, the additional input lag was a single frame, meaning that an action happened on the second frame(between 16ms and 33ms additional). You might find that uncomfortable to play and that's fine, but it's not heavy. It was also the same on Android with Bluetooth. Some emulators that had two additional frames. But the "run ahead" feature can eliminate it. This has been verified by many people for years as the feature is not new. I did it myself. To be absolutely clear, using an Android tablet with Retroarch(SNES, NES, Genesis, Arcade) and Bluetooth controllers I was able to reduce the lag(which was typically one additional frame, or two in some cases which was the same as desktop Linux with USB) to under a single frame, meaning that the input action would happen on the very next frame of video. That's under 16.6ms and can't be any lower unless you're using a CRT and the game polls inputs a specific way. Again, everything I said is completely verifiable. This is why I refer to myths.
I want to be clear on something else. I have no issue with you personally. I think FPGA is a great option for people that want it. I don't want to try to convert you or anyone else from it. I used to be interested in it as a concept. But it's also not magic. I think there are some that might be steered towards it solely because of misinformation regarding software emulation. I don't want people to think they need hardware they don't otherwise want because of misconceptions on this topic, and I have demonstrated that this is a huge misconception. The real surprise to me here was that my Bluetooth controllers, two early 8bitdo controllers from 2015 and 2016, added no additional lag whatsoever. Now, we both know they have some lag, but it's clearly under 16.6ms since the only thing that matters for this is number or frames, so effectively they are zero lag. Even if they weren't, any additional frames could be removed with the "run ahead" feature. There's really not more to say other than try it for yourself if you won't take my word for it. Or go see it demonstrated in a video. You'll see that I'm correct in what I have said.
Re: Check Out This Previously Unseen Footage Of Splatterhouse RPG "Splatter World"
@KingMike Splatterhouse 2 looks to be a 1992 release. It was close enough to the reported release target of this Famicom game that I figured they were tied together somewhat. What I was not aware of is how soon after that Splatterhouse 3 came out. Splatterhouse 2 looks to be an August 1992 release, and Splatterhouse 3 was March 1993. It looks like this Famicom RPG was set to come out alongside Splatterhouse 3 in March. But it looks like there was a big push starting with Part 2 to try to make Splatterhouse a bigger brand for Namco.
Re: Check Out This Previously Unseen Footage Of Splatterhouse RPG "Splatter World"
It seems like an odd thing to adapt Splatterhouse into an RPG, and one with a cutesy look, though they already used that aesthetic for Wanpaku Graffiti. I guess this would have coincided with Splatterhouse 2, more or less. Doing an RPG of this reminds me of Namco including quirky RPG modes in World Court Tennis and Final Lap Twin. Ultimately, this does seem like a case of bad timing.
Re: Deadly Metropolis Is A Streets Of Rage-Style Scrolling Fighter You Should Keep An Eye On
There's not much here in the brief teaser. The perspective is unusually high, but it seems to work so far and could help it stand out visually. I'd have to see how other backgrounds turn out. The hit sound is quite good so far. I'll try to remember this one and check on it as development progresses.