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it's amazing, and I've never heard of it whatsoever. (you might want to identify the NPCs' origins too. Juri's from SF, DURAL's from VF, and our "demons" are none other than the legendary Red Blaze himself, Firebrand, the Red Arremer from Ghosts N Goblins and Gargoyle's Quest! )
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# ¿ Nov 10, 2015 02:54 |
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# ¿ Apr 18, 2024 12:57 |
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Tae posted:Dunno who they are. If others want to point them out, feel free cause the game already assumes people have played Namco vs. Capcom, Endless Frontier, Endless Frontier 2, and memorized each super niche cast's villains to fully "get" their point in the plot. Honestly, I had to look up Juri, and I never played past Virtua Fighter 2, but Dural was always in those. Firebrand on the other hand, I know a thing or two about...
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# ¿ Nov 10, 2015 05:37 |
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For the record, you're right, the bad guys in that section were straight out of Dark Stalkers 3 (both the demon dude, and the bee girls). The things that look like Tonberries in space suits I don't have a clue.
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# ¿ Nov 11, 2015 03:24 |
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Hehe, this game is so ludicrous in its crossovers. The blue dressed zombies are from Ghosts N Goblins. Can't speak for the other ones (Resident Evil perhaps?). Heihachi's clearly Tekken 1 age from his hair alone. Which makes Jin even existing yet, let alone being from Tekken 5 or 6 ish strange.
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# ¿ Nov 15, 2015 00:36 |
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I'm going to agree that there's a lot of indie games out there that go for "retro" graphics, while not even attempting to look like what the graphics actually did, except for maybe sprite art. And it does bug me when people generalize that as all being "NES style" too. I'm not the expert Crab is, but the topic is fascinating to me. Question--You say that the backgrounds in that TMNT spot are all their own tiles arranged to look like one cohesive world while still following the 4-color rule, but what about the drain waterfall on the wall? Am I just vastly overestimating the size of a tile, or was some trickery used there?
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# ¿ Nov 21, 2015 22:54 |
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Did any other games feature multiple direction scrolling like SMB3 did with its extra processor chip? I want to say it popped up in one of the later Mega Man games...
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# ¿ Nov 21, 2015 23:13 |
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I'm not going to lie, part of me is skeptical that the "real" copy isn't just another hoax game put on a cart. It's super impressive for NES technology, but the creative con job history the game has is hard to ignore. I'd want to hear from someone who worked on the game. Has that happened?
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# ¿ Nov 22, 2015 01:03 |
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His face, or his head? Cause if it's JUST his face, and his helmet is a separate sprite, that really IS some sneaky design.
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# ¿ Nov 22, 2015 06:31 |
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Let me just say, Crab, don't stop with the technical NES talk. I find any talking about the NES super fascinating above all other game topics (mostly because of the impact the system had on my childhood) and the casual space we have here makes it far easier to keep up than like jumping headfirst into things over in the "hundred replies a day" style of the main games sub-forum. Also holy poo poo that Recca game. I'm woefully underinformed when it comes to non US titles. I do however know enough about the hardware to be awestruck at how much they were able to cram into a single cart. Does this have extra chip power inside it? Because holy crap does it do some surprising things with speed and graphic processing. Like this seems like the obvious progenitor of the modern bullet hell shmup sub-genre right here. I'm always happy to see major ambition in NES design from companies that aren't the "big 3" (Nintendo themselves, Capcom, or Konami seem to dominate the field with the "big" games). Often these go unnoticed in history. Games like say, Totally Rad, which has some of the most gorgeous sprite work on the system despite being only a so so game, with graphics on par with those later tricks Mega man pulled off. Or games that are just ambitious, like Godzilla: Monster of Monsters which doesn't have the best graphics, but makes the kaiju enormous as far as NES sprites go, and the game has TONS of potential length to it, with literally hundreds of stages possible (though you'll unlikely go through them all in one playthrough, and they're mostly pretty routinely patterned). Or the gems that almost were, like all the ambitious stuff Color Dreams had planned just before they completely changed everything to become the born-again Wisdom Tree, like the Hellraiser game they had gotten the rights to that was going to have internal chipsets to make a game over a hundred levels long, supposedly unlike anything ever seen on the system. I've heard mixed reports (all that remains are prototypes of the chips and a title screen, as that's about as far as they got in actually physically making the game before halting) but some rumors suggest it might have even been a rudimentary FPS--during the days when stuff like Wolfenstein 3D or Faceball 2000 were all that were around of the genre.
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# ¿ Nov 22, 2015 21:07 |
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Like I said, super interesting, because I'm a total NES geek, and only smart enough to follow what you're throwing with out actually being able to program a thing myself. The mapper stuff makes sense to me, I was in a different forum devoted to emulating right when the Nintendo DS NES emulator (the creatively named NesDS) got picked up by a guy who knew what he was doing after having been abandoned and just so-so for about 3 years, and the biggest work he had while he was posting updates was having to integrate individual mapper supports. There's several hundred out there, some really obscure. Like the pornish games like Bubble Bath Babes use a mapper nobody else does. IIRC his other big hurdle was proper FDS support, due to the very different sound setup and the disk flipping the system used. I'm not going to link it because of but it's probably one of the best NES emulators of all time. Just make sure you get the one with the "open source" label. I've been curious for some time also of seeing what the people who are super technical about the hardware, like the people who speedrun Mike Tyson's Punchout! have to say about its timing input. (fun fact, emulators and flat screens have frame delays that make them imperfect to using on actual hardware on a CRT screen. There are very few games where frame perfect accuracy makes a difference, but MTPO is one of them. There's lots of tricks you just flat out can't do on other methods of playing the game.) In the same vein I'd be curious to see the timing differences in say, the NES-101 or like 3rd party hardwares like Retron systems.
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# ¿ Nov 24, 2015 21:09 |
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# ¿ Apr 18, 2024 12:57 |
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I'm reminded of when Sega made their collection of Genesis Sonic games for the DS, where they literally just hired the guy who had made the not-bad Genesis emulator for the system for the soft-mod crowd, they did some kajiggering so the Sonic and Knuckles versions of 2 and 3 worked alright, and he added a menu, and a save system. Good enough for them.
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# ¿ Dec 20, 2015 18:27 |