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Posts posted by malducci
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What Killed Sega Saturn & Dreamcast?The competition. /thread done
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Electronic Gaming Monthly and Diehard Gamefan on Forgotten Worlds for PC-Engine Super CD.


What's that last one? Diehard? That's a bullshit review. Sega version? It looks like a master system game. lack of 2 players is not a big deal, and the upgrades in the graphics and especially audio - make this a fantastic port. I played this when it was brand new, and thought it was awesome. Friends that owned Duos also thought the same thing.
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Nobody has ever complained about the multiquote before. There was no need to. He started it.
I dunno.. there's something off about you..
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The British should be the very last people on earth to act all snobbish to American gamers.
LOL! Yeah, I swear.. some Brits... The Atari ST was 16bit gaming? Hell, I guess that makes the Genesis and SNES 32bit gaming. Haha. But yeah, Brits...
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I doubt it's the same code. The Super Ninntedo CPU might be compatible with NES code, the graphic processor is differend, the sound processor is different, and the CPU speed is faster, so it can't be the exact same code. and BITD it would have been easier for them to recreate the game using the SMW code than making an emulator and yet adding newer graphisms and music.
So I doubt it's the exact same code.
I didn't mean it's the exact code byte for byte (though some of it actually is; verified). I mean that it's the exact same game logic code direct from the NES games; it even drops the cpu in 8bit mode to replicate the code (the cpu is funky - you can't access single 8bit elements when regs are in 16bit mode; you have to switch to 8bit reg mode.. to put it simply). The CPU speed being faster doesn't change anything, except for maybe removing slowdown. Have you ever seen my nes2pce projects? Megaman 1 & 2 running on the PC Engine? That's the exact 6502 code running on a huc6280 that's 4 times faster! Does it make the game faster? No. All timing it still regulated via vsync interrupts. It's no different on the SNES. The graphics chip and sound chip are also irrelevant in details, simply because the functions that get called to "update" the graphics, or play a sound track, or play an SFX - are simply hooked (replaced) to a different version specific to the SNES. That change graphics and sound - that has no effect on gameplay logic. The resolution is exactly the same, the refresh rate (which syncs the code to a timed loop) is exactly the same - nothing was lost or adjusted to compensate.
SMW? Easier? How do you know this? And what emulator? SMW is not SMB, SMB2US, or SMB3. These games all have different mechanics/logic. If you used SMW as gameplay mechanic engine, then it would be different code (logic).
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Yeah.. I don't know what you're talking about. It's the same game; same code. Exactly how is it more difficult in the SNES version?
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I know it was 1996 not 86. All I am saying is it would of been cool back then.
And it has a nes plug so not meant for snes or ps1.
Aren't you the guy that couldn't beat the first SMB without cheat codes? NES era games were designed for tight twitch control reactions. Do you know what thumb sticks do? They require more range of movement than a D-pad does (this translates into a slight delay). They're OK for some games, but nothing will be as fast and precise as a d-pad. And for twitch style response games, of that era, - no good.
Even the NES Advantage has this problem. There are just certain games I don't use it for, specifically for this reason.
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I bought a set of used crocheted doilies - felt more fulfilled. On a side note, it just ordered a N8 Everdrive today. Will get to play some NES hacks/translations over winter semester break.
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I know what turbo is I have just never had an advantage before. There are too many buttons. A llittle confusing. Maybe if I can find a scan of the manual.
Yes but there are 2 grey turbo knobs. Would of made sense turn it up turbo is on and the other way is off. Instead there are 2 white buttons under that to turn it off and on. Did not know that until I saw the manual. Was a little confusing. And why 2 turbo buttons instead of one? You slide player 1 or 2 and then turbo. Why 2 buttons?
I see now I have just never seen turbo separately for both buttons. Its usually one turbo for the whole controller all buttons.
I.. uh.. what? How can you not know any of this? You had to look at the manual to figure out the advantage??? Are you little slow or something?
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And no, the Strider SuperGrafx port never came out, the version of Strider that did get released was a totally reworked version for PCE CD-ROM Arcade Card.From what I've seen stepping through the code of the game, and looking at data assets in the DATA track (I.e. stuff left on the harddrive that got transferred into the data track - very common thing for PCE CD games), it was an original CD 2.0 game that was repurposed for ACD. And the only thing ACD about it (the game, I have no idea about the cinemas) - is instead of loading from the CD in the middle of the stages, as if it were a CD 2.0 game - it loads directly from ACD memory (emulating a fast CD load routine). Minimal effort - lol.
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I have to interject something here: You guys are talking about Nintendo's willingness to produce more (or less) NES Minis like it's totally under Nintendo's control from beginning to end. That is not necessarily the case. If you're a quality-driven company like Nintendo and your brand new product is not up to standards during its prototype development, you don't send it into production until these issues are fixed, or unless you prove that the problems encountered with the prototype units are not fixable, or until you're sure that you've reduced the problems as much as possible. That takes time, and several prototype iterations.
I get what you're saying.. but what happened to the sound in that "quality control" process?
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including legendary series such as Megaman. My friend and I worked our asses off to beat Megaman 2, and even using Game Genie codes for infinite health / lives / weapons did not prevent "instant death" spike traps featured in later Wiley stages. With the cheats, it was still one of the toughest experiences we faced. And some gamers consider it easy compared to the likes of Ninja Gaiden or Battletoads.
What...??? You and your friend must have been seriously lacking in game skills. I beat MM2 the day I got it, and I wasn't a power gamer at the time. I was disappointed that it was soo easy. It wasn't "easy compared to".. it just was easy. Ninja Gaiden and Battletoads are in the brutal range, but still beatable.. but MM2??? How old were you in during this time? 7?
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Not gonna lie; I want this NES mini. But I think I'm just gonna wait. Black friday is coming up and everdrive n8 is going to be 20% off. I think I gonna get so I can play some homebrew and rom hacks.. notably Metroid - Rogue Dawn
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I think it's natural that the 7800 games were "older-styled" in comparison to the NES cause the 7800 stuff were really done before the NES came. It just wasn't released until the NES was.
And personally, the popular NES titles like Super Mario Bros and Metroid haven't interested me. Maybe I might give Megaman a try some time since it looks alright, but old arcade games are more appealing to me than those ultra-long-and-more-complicated sidescrolling NES platformers.
Normally, I'd say it was a generational thing - but I played a 2600 back in 1980 when I was four and thought it was the most boring-est thing I ever saw. I played arcade games in the 80's, even have a small home computer in which I played old 80's "style" arcade games (no end, just repeating/cycling levels); zaxxon, etc. I played them, but I never found them to be very satisfying. Adventure games were fun(text adventures, graphic adventures, and the awesome Dungeons of Daggorath), because you had a story and plot, and actually went on a journey/quest.. not a "loop" where things just got harder. The NES was the first machine to provided that sense of journey, mixed with action and arcade controls. The first Zelda game was probably the most impressive thing I ever played; I spent the whole summer trying to find every one of its secrets. When Megaman 1 came out, again there was nothing like it; the tight controls, the fast action, the exploration of the levels, the boss patterns, gaining weapons - an ending! And Metriod.. holy crap. I actually just played through it again and beat it over this past weekend on my NES; still an amazing game.
The 7800 has a 320 x 240 mode, which is higher resolution than the NES (256 x 240), but I'm not a programmer, so I don't know the caveats/limitation of using that mode. If 320 x 240 could be used for a Dodge Ball port, and if it doesn't carry with it some weird limitations like only having 4 colors or something like that, I would expect it to have at least passable graphics, and without the severe flicker of the NES version. The Pokey sound chip would be a must, because the NES Dodge Ball has some good music, especially the tune that plays during the final match (the "mirror match").
Unfortunately is does have more limitations. It's been years since I poked around with it (pun intended), but IIRC either detail (objects per line) and/or color is an issue with 320 mode. Even with more ram for display lists, I think it still has a bottle neck for color/detail.
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It's always been referred to as the toaster. Have you been living under a rock??? Nintendo even jokingly referred to it a such back in the day.
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I don't care for any of these games listed. To me, they don't represent the NES, but the previous generation before it. When I think of the NES, I think of the advances in game design. I think of games like Zelda, SMB, Metriod, Megaman, etc - and moving forward from there. These old arcade games? Meh. Which is pretty much the 7800 to me. Meh. Too bad it didn't partake in the newer game designs of the time, instead of focusing on old stuff. Even a game like Commando, seemed old and primitive on the NES, let alone on the 7800 - and that's about as modern game design you get on the 7800.
About the Super DodgeBall comment, I'm sure the flicker would be non-existent on the 7800, but there would be less detail in the background image because of it - and low res to boot. Not sure a combination of both would make it a superior port.
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I played the SMS at Play World many a times (the demo machine, with the timeout feature that reset the console). Alex Kidd was fun, but kinda simplistic. This was back in '87-88. The demo unit had a good chunk of games to try out, but they all seemed too simplistic compared to the NES games that I played - I noticed this about the music too. While the SMS had superior graphics, at the time they didn't really look any better to the NES IMO. This was all new tech and I though it all looked great. The gameplay, atmosphere, and music were really important to me - and the top tier NES titles just delivered that experience compared to the competition. I stopped looking at SMS after a while, as the games just didn't seem the have the same caliber.
But honestly, if I actually had the SMS, I would have enjoyed it I'm sure. But the real problem with owning an SMS, and being poor or such, was no games to play. At some point, my friends and I would rent NES games - you couldn't rent SMS games in my city. And probably most important, you could trade-borrow NES games with friends/family/associates/etc (lend a game to someone, and they lend you a different game). I only ever knew of one person that had an SMS. So if you had an NES as kid, you had the opportunity to explore the library without having to buy the games. This was invaluable to a kid who wasn't old enough to work and buy games, or had no money.
It would have been great to own both (I wanted nothing to do with the 7800; I felt really bad for kids that got that system for xmas.. I knew a few. I hated going over their house to play games on it). But realistically, that wasn't an option at my age during the 8bit era. Thankfully I was a teen by the time 16bit was into the swing of things, and could buy games for all three systems that I owned (snes, genesis, turbo duo).
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That's cute. Now lets see the same done with Splatterhouse Chrome for PCE - 1cc.
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From a phenomenological and embodiment point of view, smaller movements are more closely associated with intimacy and privacy in its precision - compared to larger sweeping motions. It wouldn't be much of a stretch to imagine the experience of smaller movements of gamepad directionals over that of joysticks had some effect in game immersion, simply because of this known experience, though obviously not realized on a conscious level.
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But I think Maxi is missing a bunch of Color Dreams games.
We just did an update that Sega Genesis fans might find interesting!
Check it out!
Hah! That's gasega68k's Wolf 3D engine..
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Not a thrift store find, but I had a stash of Rainbow CoCo magazines 12 issues form 1983 to 1984. Three years ago I had to suddenly move and there was no place for them.. they got thrown out. Those poor mags...
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Gradius III for Genesis. A rad FM soundtrack with next-to-no slowdown and some of the rad graphical effects Konami pulled off in Rocket Knight Adventures and Contra: Hard Corps would have made Gradius III a total win. I love the SNES version but I wish Gradius III had gotten the 16-bit multiplatform treatment!
Seeing that this would be Konami, there would still be slowdown. Maybe not SNES level, but it'd be there. Ever seen Gradius II arcade board? It out classes the Genesis and still slows down.
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Been around for a bit.
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In our Region (We are in Texas)
Maybe you can get a Ted Cruz seal of improvement.
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What do you do with broken stuff?
in Classic Console Discussion
Posted · Edited by malducci
I have a small sledge hammer. If stuff stops working, or gets finicky - it gets the hammer! Sledge hammer...
I had a Saturn recently where the gamepad ports were all glitchy (had to put constant pressure on the connector to get them to work) - smashed!