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Everything posted by JB
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I was under the impression that french companies had to have french names. As Atari is japanese, for Infogrames to change their name to Atari would be illegal. I'd love to be mistaken here. ... Almost as much as I'd love to not see DragonBall Z games with the Atari logo on them.
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On the subject orf realism... The PlayStation game Bushido Blade is the closest there si to a realistic fighter. And really, it gets annoying when you stab someone through the chest, break their arm in 3 places, and throw them off a cliff, and they get back up and start beating on you again.
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I have the japanese Pulseman ROM image(I will not play at 50Hz). Grabbed it on a recommendation from a friend. Darn good game. Shame it didn't get a wide US release. Nice to know it DID get one, even if it was a puny itty-bitty one.
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Yah. 3 chips have simple heatsinks. Kida scary for a machine of the era to NEED those. And I'm sure being stuffed in a steel box next to the AC adapter didn't help matters. ... I've also heard that the CPU they used was really prone to failure to begin with.
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I feel VERY strongly that GameArts can't do remakes worth jack. Of course, EB didn't get the disastrous rewrite that Silver Star Story got. They just mucked hte gameplay up completely for it. And the SCD version has BETTER custscenes than the PS version(which is riddled with complression artifacts in almost all the cutscenes).
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Ah. Euro carts have a diffrent lockout chip(and the same cart shape as the Super FamiCom). Converters ARE required for that. Though I know it was more of an issue in Europe, where they were chronically game-shorted anyways, so they tend to be NTSC-PAl adapters instead of PAL-NTSC. BTW, slot cutting is only required to fit the wider US carts into Euro/Japanese systems(not so much euro, since you'll pr'ly have an adapter stacked anyways).
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Yes, but if you force the European ROM images to run at 60 FPS...
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Ummm... errr... well...... I have Lunar TWO.
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As a note, it IS a tad better with a trackball than a mouse.
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Nah. I wanna make this one work. Thanks for the offer, though.
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here's mine: Mmmmm, CD....
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here's mine: Mmmmm, CD....
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Wouldn't give the vote to the DC, but the Saturn Analog Pad is among the best gamepads ever, in my opinion. So +1 Saturn.
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I think Sony's is more an embarassing joke than a viable market product.
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Good plan, good plan.
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HAHA!Does the buyer know it's actually worth about 12 cents(what I figure the labor for breaking the 2 platic tabs out is)?
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Of course, if it's bad it CAN be replaced rather easily. They're socketed internally, so any standard RCA cable should do it.
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GAH! My INTV's RF adapter was acting up. Evidence indicated it was likely a loose connection. Easy to fix, right? ... Guess who didn't do their research. I knew the INTV had solder holding it's RF shield shut. But I wasn't prepared for the huge globs I saw. A few hours later, the system's open. A visual inspection finds a joint that MIGHT be bad under the RF modulator. Fix that, hook it up, symptoms unchanged. Pry the modulator open, only to find oout I can't get at the underside of the internals. Which means I can't fix the %#@^&. All that work, wasted. Rather than go to the extra effort to remove the modulator from teh board so I can get at the underside, I'm just scheduling it for an AV mod. I'll likely be doing some parts shopping this weekend. At least if I screw up, I know it was essentially a dead system anyways. Minor amusement: There's some 2 feet of wire connecting the AC adapter to the power switch because Mattel didn't think power switches belonged on the left half of the machine.
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There were many many exclusive games as I understand it. A LOT of the late games were Sega Channel exclusives, in America anyways. Things like Megaman: Wily Wars.
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Ah. Haven't had a TV with headphones in ages.
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Yah. All the 5 screw games, and the very early 3-screw ones. Sort of. They couldn't manufacture NES carts fast enough to meet demand at first, so they were ripping boards off the FamiCom assembly lines, slapping an adapter on, and stuffing them in the cart.
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That's why I think the Zelda intro is polygons. If it's good enough for a Star Trek game, why not Zelda? I mean, Star Fleet Academy rotates ships the same size at a fast speed. And those are complex. This is three triangles. I surely believe the SNES could do it if it wanted to. Star Fleet Academy also wasn't anywhere near a launch title. They'd come a long way in how hard they could push the system. And more importantly, no one really CARED about polygon graphics yet, aside from a smattering of "I,Robot" fans. Had they rendered it in polygons it would've been a lot of work for very little gain. They're just changing the tileset used to draw the background layer. SegaCD, NeoGeo, and CPS-2 all use a similar procedure to generate FMV sequences on hardware that doesn't believe in FMV. The similarity to a set of polygon objects is coincidence, brought about by the fact that the triforce is triangular. I'll eat my sweaty socks if it's polygons. WITHOUT ketchup. But for the record, Starfleet Acardemy doesn't have a coprocessor.
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Heh. I loce that pic.
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Bad plug maybe? Wait... If your Genesis has a headphone jack it's a model 1.
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I sense a home mod in the making.
