Comments 597

Re: "We Are Well Aware That It Is Hardly Possible At This Point" - You Still Have A Week To Make This Promising New Dreamcast Game A Reality

smoreon

@zen-dev @Professor_Icepick You know it's tongue-in-cheek, right? Check out the description on the Indiegogo page, which is full of lines like:
"eliminate all remaining pockets of resistance and free-thinking that dare threatening our Workers' Paradise"
and
"Resistence is futile. The Sovietborgs are here to free you from your freedom."

Re: After Tackling The Nintendo DS, MagicX's Next Handheld Seems Focused On N64 Emulation

smoreon

@The_Nintend_Pedant Your thoughts on the 2- and 4-button layouts make a lot of sense. You know, I don't think I've really had much experience with a normal 6-button layout. Maybe I'd get lost in the endless matrix of buttons, unable to find a point of reference!

  • Obviously, N64 emulation would benefit from 6 buttons. Currently, I just make do with the right analogue stick to simulate the C buttons, and I'll sometimes add a secondary mapping for C-down onto B, or something (like for the knife in Castlevania 64). Works for 90% of games, easily, but some, like Jet Force Gemini , are still a problem.
  • I only have 3-button Genesis controllers. Always felt comfortable with B to attack and C to jump, as they're large and more or less laid out horizontally. (Side note: I hate when the secondary/attack button is diagonally down and left from primary/jump! Makes most modern Nintendo games a real chore to play, and now that I think of it, maybe that N64 layout wouldn't be so great for Genesis unless it got turned about 20 degrees clockwise.) Mapping 6 buttons onto a 4-button controller for emulation is awkward, and requires learning the functions, as memorizing the layout of the letters is unintuitive.
  • It's surprising that you find the 360 controller uncomfortable. When you say the top is cramped, do you mean your fingers are too big to fit on the shoulders and triggers, or are the face buttons also an issue?
  • Love both the Xbox Controller S and GameCube controller. Neither is perfect (mainly not having enough buttons for certain games), but I find them both really comfortable. And the GCN's 4-button layout is ingenious, though I've always felt like the original 3-bean prototype layout would've been a bit better.

One good ramble deserves another, I guess.

Re: "The Higher-Ups Did Their Pitch & It All Just Stopped" - Banjo Kazooie Almost Got A TV Show, Here's Why It Didn't

smoreon

@HammerGalladeBro I never watched the show, outside of seeing some commercials for it, but I do know it has the animals all talking and getting into various antics. The game, on the other hand, is a sim where you manage a garden, try to attract wild pinata animals, and even breed more. They don't talk, but they do mate, and they also kill each other. Somehow, I don't think much of the game made it into the show!
Though I do recall the character models in the show practically looking like they were ripped right out of the game, plus the game's animated intro has the 4Kids cast, and is presumably the same intro used in the show.

Don't know a whole lot about Chaotic's development, but it aired on 4Kids TV, and it featured Jason Griffith (2000s Sonic the Hedgehog) in the lead role.

Re: "We've Gone Retro" - New Arcade Bucks The Trend In An Otherwise Gloomy Sector

smoreon

The owners claim that their games are mostly "between five and 30 years old", but that's stretching the definition of "retro" just a tiny bit. Modern stuff like Cruis'n Blast (2017, so 8 years old) easily counts as retro, by that definition.

On the other hand, maybe they're just forgetting what year it is, seeing as most of the examples listed are well outside that 5-30 range: Donkey Kong (44 years), Final Fight (36 years), Street Fighter II (34 years), Mario Kart DX (12 years), and the Neo-Geo (up to 35 years).

Re: After Tackling The Nintendo DS, MagicX's Next Handheld Seems Focused On N64 Emulation

smoreon

@The_Nintend_Pedant Throw in a second stick, and you pretty much have the ultimate layout, with unmatched versatility! Come to think of it, though, the "Duke" Xbox controller basically did this... it was just missing a few buttons compared to newer controllers. Plus, it was the Duke.

My thinking on the evenly-sized buttons was that it would work well for Sega systems as well as presumably having no negative effect on N64 gameplay. I am starting to wonder if I'm unusually controller-agnostic, though. Some people have mentioned that they really get thrown off when switching between different manufacturers and generations, or when playing a game on the "wrong" controller (e.g., using an Xbox controller for emulating anything that's not Xbox or Dreamcast), but I'm not bothered by it, as long as the buttons are still in the same order.

Re: The Making Of: Earthion - "Working On It Again Reminded Me Just How Incredible The Mega Drive Really Is"

smoreon

@h3s Oh, yeah, there's no way they can't somehow get this running on mid-range or even low-end PCs, seeing as it literally runs on a low-end PC already (as indicated by the arcade system specs you posted). I think Koshiro justified the arcade version's features not coming to the Genesis, but keeping them out of the Steam version is just an arbitrary decision for whichever reasons.

Re: "I Wouldn't Wish That Version On My Worst Enemies" - No One Lives Forever Dev Reflects On Challenging PS2 Port

smoreon

@Chocoburger It's interesting and ironic how the PS2 struggled with games like this, Deus Ex, and even Half-Life, yet it had so many of its own games that looked much better than any of those, while also running at a consistent 60fps.

Even then, there were still meaningful differences between platforms, besides simply "this one is more powerful than that one" like it tends to be these days!

Re: Poll: How Do You Pronounce "Amiga"?

smoreon

So basically... everyone pronounces "Amiga" the same?

I'd describe it as "uh-mee-guh", like it's a schwa at both ends, but I think we're referring to the same thing. (Though maybe some Americans draw the last syllable owwt a bit to make it clearly "ah", as in "cahr" or "Mahrk"?)

Does "Ameeger" even count as a pronunciation, seeing as it's just a context-dependent quirk? As a similar example, I watch one English YouTuber who always says "Ocariner of Time" (and sometimes "Zelder" if it's followed by a vowel like it was just now!), but in isolation, he pronounces both "Ocarina" and "Zelda" the same way I would as a Canadian!

Re: VGHF Acquires Rights To Historic Magazine That Covered The Rise Of The NES

smoreon

@bring_on_branstons People complain about modern reviews/reviewers, but '80s and '90s review scores could be every bit as insane, just with an extra dash of unpredictability!

On one hand, it's neat to see how reviews back then were raw and very much of the time. They weren't coloured by legendary reputations, built over the course of decades of praise. (You're shocked that someone would dare to give SMB3 a less than perfect score. And understandably so! But that goes to illustrate that there's now that pressure to give it the praise it deserves.)

On the other hand, people seemed to have some weird priorities back then. Just in broad strokes, games that seemed "cool" and novel seemed to rank higher than we'd think they deserved, even if the gameplay was unpolished, while something that seemed "lame" (too kiddy, bad graphics, too similar to an older game, etc.) would be dismissed.

Re: The X68000 Z Is Getting Its Very Own Ys Collection This Winter

smoreon

@Guru_Larry Ouch. The SMS version also has Adol- er, I mean "Aron" (yes, they got his name wrong as well) walking pretty slowly, from what I remember. Guess I didn't miss out on much!

That PCE/TGX version is surprisingly accessible for a 1989 title. Arguably friendlier (and easier) than the 2001/2009 PC remake, at least in some ways.

EDIT: I should've said it's not very Y's to play the SMS version. Missed opportunity!

Re: The X68000 Z Is Getting Its Very Own Ys Collection This Winter

smoreon

@KGRAMR @FR4M3 "Ys" rhymes with "geese".
At least that's how it's always been pronounced in the games (English and Japanese alike).

Though the US Master System version unfortunately called it "Y's", with an unneeded apostrophe, implying that they read it as "wise"? Let's just forget about that one.

Re: Boomer Shooter 'Hellscreen' Cancels Upcoming Episodes Due To Game's "Severe Under Performance"

smoreon

@Honkshot I assume that longtime fans of the genre have already played Doom/Quake/Blood/etc. to death by now, having been avid players for 20-30 years, and now they're more than ready to see more games in their favourite genre.

As a relative newcomer to certain genres (Boomer Shooters being one of them), I have to agree that it's hard to care about yet another throwback to (genre/game), when I haven't even played all of the essential titles from back in the day!

Though, come to think of it, it's getting to where I can't even keep up with (or necessarily care about) all of the games that are coming out, even in genres that I have played a lot! Beat-'em-ups, for instance.

Re: Random: Did You Know About This Strange Sonic 3 'File Select' Bug?

smoreon

I did hear about this before, probably around 2010.
There are even VGM logs now (compact chiptune music files) that include this as a variant, so you can have your right ear blasted with high-pitched bell sounds without waiting over 45 minutes!

EDIT: Sword of Vermilion also has a similar bug in one of its tracks, where the pitch increases on every loop. It eventually wraps back around, but little quirks will accumulate if you leave it running long enough to do this several times (e.g., a couple of hours).

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@marsilies Oh, I'm very aware- even the same overall architecture can get varying results, due to a whole range of factors! (I remember getting a Core 2 Duo and discovering that even its single-core performance was twice as fast per cycle as a Pentium 4.)

I recall one SNES homebrew dev claiming that the Genesis had about 40% greater real-world performance, and I'd say that checks out, going by the actual games. SNES is noticeably more prone to slowdown, but then, a lot of that comes down to underclocking, with the SlowROM issue that has gained a lot of notoriety lately.
The difference wasn't on an order of magnitude, but it was there (again, accentuated by SlowROM), and that's not flattering to a console that's two years newer (and otherwise a fair bit more advanced) than its rival.

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@Martin_H Yeah, I'm not about to argue that Nintendo should have followed any of its competitors' strategies around hardware evolution!

But there's so much more to the console market than the hardware strategy. If we shuffled the game libraries around so NEC had Nintendo's library and Sega had SNK's, how would that turn out? Or if Nintendo had been the one with the edgy marketing, instead of Sega?

Had Nintendo gone with a high-end CPU, it could have killed their chances if it raised the price too much. But what about something in-between? If Sega could afford a CPU that was clocked twice as fast as Nintendo's (in 1988, at that!), then couldn't Nintendo have done the same? Put an 8 MHz CPU in the base SNES (and stop underclocking it to half speed!), and now we've eliminated one of the main sore spots: its reputation for slowdown and not keeping up with Sega's machine. It would still need a Super FX chip in order to run really fancy stuff like Doom, but at least Nintendo wouldn't have to put an enhancement chip in one of their launch games (Pilotwings) to make it run!

And yeah, I know it's really easy to talk about this stuff, 35+ years after it happened. But still, I'm not convinced that Nintendo's approach was optimal- unless you count that it was usually other companies that had to foot the bill for cartridge enhancements of any kind, so Nintendo didn't lose out financially. (Just maybe in reputation.)

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@marsilies @BulkSlash From the description, it doesn't sound like it's doing actual emulation, per se. It is at least running the original Super FX code, recompiled for modern CPUs, so it should be faithful to the original game, but the potential capabilities of the chip are much higher than the SFX2.

Think of N64 recompilations running on PC: they're still the original games (until you mod them!), but they now have insanely powerful host hardware that can run them much faster than the N64 ever could.

So it is arguably "cheating", but they had the restraint to keep more or less within Super FX capabilities, and not just pump Doom 64 graphics straight into the SNES's display (albeit at 200p resolution and 20fps)!

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@Martin_H Wouldn't it have been much more practical to just spend $10-20 more on the hardware itself, rather than having to spend potentially that same amount on every single enhanced cartridge? (Remember that games like Super Mario Kart, Pilotwings, and Mega Man X2 all had special chips as well. It wasn't just the Super FX.)

"Plus you can push all of the extra cost onto the consumer!"

...and there's the key point. Avoid making your system look overpriced, while tricking your consumers into paying for the upgrade several times over!

Re: Hands On: 30 Years On, DOOM's "Super FX 3" Upgrade Gives SNES Players A More Polished Way To Rip And Tear

smoreon

@GravyThief "I really don’t like transparent cases"
The late '90s must have been rough for you, then!

But seriously, the shell shown in the picture above is a little too transparent for my liking as well. A semi-transparent red, or maybe even black, would look a lot cooler. I like the aesthetic in general, but not this specific implementation.

EDIT: Damo listed the cut levels in the article. The original SNES version had levels and features that the other ports lacked, but it still missed out on a few levels itself.

Re: Three More Konami NES Titles Are Getting Fanmade SNES Ports

smoreon

Super Contra already looks and runs great on the NES, but TMNT and Contra Force have unusually rough performance for NES games (especially by Konami)!

Does this mean we could eventually see TMNT running at 60fps? Contra Force with no slowdown seems like a given, at least.

Re: Mario Kart 64 Has Been Ported To PC

smoreon

@845H The main draw so far is that this appears to properly support 60fps and widescreen. Both of those were possible on emulators, but 60fps had certain objects (like the penguins) moving too quickly, and the widescreen mode stretched the HUD instead of repositioning everything properly.

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@marciolsf Oh, I'm aware that enterprise-grade stuff is expensive- and potentially a headache (having had some rather nightmarish experiences in the past, involving an aging server with a RAID 10 array).

In cases like this, though, anything is better than nothing. If someone had just gone around and stashed a bunch of stuff on consumer-grade media, companies like Square might have had an easier time now. (Obviously, that carries its own reliability risks, but we're talking about data that otherwise had a 0% chance of surviving.)

I know it does no good to go, "they should have done this and that" now, with the benefit of hindsight. But it's still a shame.

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@Blofse I get that things were expensive back then, but I'm talking specifically about a major company (with a budget) developing a game in 1997 (1990 tech would be a whole other beast!), and about the possibility of using cheap storage.

SCSI drives have always been very expensive per GB, and the cost of that 500 MB drive could have bought a stack of consumer HDDs, which could affordably offer a couple of gigabytes each in 1997.
Of course, the reliability isn't on the same level, but I'd personally take the redundancy any day. Plenty of consumer HDDs from over 20 years ago still work, too, so chances are good that the data would survive.

And then there are tapes. I never personally dealt with those, but I understand that they offered multiple GB each, even back then, and at a relatively cheap price for the time.

Or even burned CDs! They're not known for their longevity, but I still have burned CDs which are almost that old, and they still work flawlessly. I didn't even keep them stored in a cool environment or anything.

TL;DR: My point is that there were plenty of ways to store a couple gigabytes' worth of data in 1997 (besides high-end servers and SCSI disks), and not all of them were expensive, especially for a major company. Other companies pulled it off, but Square apparently didn't consider it important.

Re: "People Love This Stuff. It Just Means The Market Got Overheated" - How COVID Created A Retro Gaming Bubble

smoreon

@Tasuki Makes sense- the best time to buy is when the games are "old" and "outdated", but not yet "vintage". For NES, that was around 2000, when games were going for $2-3 CAD. For PS2, it started around 2010 and continued for quite a while.

But I'm still a little surprised that NES (etc.) games have come down at all. Your reasoning is solid, but I had always just assumed that prices would only ever go in one direction, once a game/console passed into that "vintage" status and was in demand again. Oh, well, I'm not complaining!

Re: Oops, Square No Longer Has The Source Code For Final Fantasy Tactics

smoreon

@marciolsf A server would be expensive, sure, but what was stopping them from just buying a few 2 GB hard drives, stashing everything on there, and sticking them in a vault? Not sure that'd be enough to hold all of the raw asset files*, but it'd at least keep the source code safe.

*Obviously, the team's project files would be much, much bigger in total than the final game's 500 MB or so, but I don't have much of a reference point to go on. I seem to recall Factor 5 saying a Rogue Squadron game (2 or 3) on GameCube produced almost 1 TB of files, but that game was a massive leap in fidelity over FFT. Taking a wild guess, maybe FFT could have used 10-20 GB, depending on how things were managed?

EDIT: Also, fairly high-capacity tapes were an option, and may have made things more feasible.