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BrianC

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Posts posted by BrianC


  1. AFAIK, Venture has all the levels. It's the 2600 port that's missing the third level. 

     

    The odd thing is that the sg-1000 Congo Bongo, despite being made by Sega themselves, only has two levels and didn't even bother with the isometric perspective. The second level in it, oddly enough, is the very level that's missing from the CV version. 


  2. Are you referring to the odd freezing bug in Bubble Bobble (which doesn't seem to happen with the actual EU cart) on the Mega SG? Bubble Bobble doesn't have FM sound. The implementation for FM on the Everdrive X7 seems to be more accurate than the Mega SG for a few games.

     

    Edit: read a few previous posts. Definitely the freezing bug. I hope that Mark III/SG-1000 adapter gets released soon so I can test with the JP version of Bubble Bobble. I got the same odd freeze using the Mega Everdrive X7 too.


  3. 3 hours ago, negative1 said:

    all those compilations have 1 version of dig dug 2, and are a decade+ old. some plug and play units may have it also.

    however there are 2 versions of it, so it is rare, and doesn't show up on those compilations.

    Namco Museum DS has both the old and new versions of Dig Dug II. 


  4. Nice... 1942 also contains 1943, 1944, and 1945 (actually I didn't know the series went that far). The Dragon's Lair LED scoreboard looks great. The Missile Command deluxe cabinet... huh? Okay! Asteroids looks wonderful too. These are 12" tall chunks of Kryptonite to me!

     

    I'm a bit confused. Strikers 1945 is a Psikyo game, not Capcom. Capcom didn't make a 1945. They did make 1941 and 19XX, though.


  5. I have noticed a couple of problems with Master System games, they were probably there with JB7.4, but they are still present in JB7.5 for sure:

     

    -Rastan YM music is missing some notes

    -Bubble Bobble hangs if left in DEMO mode for a while

     

    Can you guys confirm the same problems happen with cartridges?

     

    I have reported these issues here:

    https://github.com/SmokeMonsterPacks/Mega-Sg-Jailbreak/issues

     

    I'm not sure with bubble bobble (though I have both the EU and JP carts of it and can test the former). I don't have the cart of Rastan, but the FM on the Everdrive X7 sounds like it should (and this bug has been around in the last couple firmware for Mega SG).

     

    Edit: I tried the EU Bubble Bobble cart and the demo didn't lock up after looping a few times, but the JP version played off the mega sg directly locked up on the second or third loop. EU version off ROM hung up in the same area. Not sure if this happens on SMS since I never let the demo set for that long before. Odd thing is that it unhangs if the start button is pressed (at least this was the case with the EU ROM version).


  6.  

    If you press the whole dpad down, are all four directions activated? If you're pressing left or right, is it easy to unintentionally hit diagonals? That kind of thing would render shmups unplayable. I was on a good run in the Gradius III SA-1 hack today until my 8bitDO SNES pad hit a diagonal when I was flying to the right and I crashed into the boss.

    It didn't seem to press all four directions when I pressed down (I tried to press straight in the middle and inputs only registered when the controller tilted) and diagonals aren't like the super nt colored 8bitdo non pro sf30s with oversensitive diagonals.

  7. Now, the RetroBit controller may be better than the Hyperkin GN6 due to the noted rubber membrane difference and I have no doubt that both are “good enough” for most people but I would never describe either as being the same quality as the original. One serious look at the pictures or YouTube disassemblies and you can see that it simply isn’t true.

     

    I still have doubts about what you say about the controllers being the same (though no doubt they are made in China). The build quality of the Retro-bit controllers is noticeably better than the GN6, which feels cheap in comparison (which still is decent for a clone controller). It's an older GN6, though I heard similar comments about the build quality. Maybe the reason the boards are similar is that they are both based on the same controller? I generally hear bad things about Old Skool products too. I found the retro-bit controller to be one of the better clones out there and comes much closer to the original than previous clones (and I didn't find the pressing down to harm anything or affect the response of the controls). I did hear that some pads are looser than others, so there does seem to be a QC issue, though.

     

    One of the better clone controllers I have used is the Krikzz Joyzz. It definitely nails the d-pad and the feel of the buttons (d-pad has a nice tilt and doesn't press down). There are still some things that feel cheap considering the price, though. The paint over the start button is already fading (something that didn't even happen with the Hyperkin controller) and the end part fell off the receiver a couple times (though it was easy to put back on and is staying on). No LED lights that are visible on the controller either. The response is excellent and it works great with the Genesis and Mega SG.

     

    I wish analogue would post more actual updates on their Twitter instead of pictures. I'm interested in the Mark III/SG-1000 adapter since I have a few Mark III and SG-1000 carts to play on the JP SMS.


  8. I dunno. My Hyperkin 6 button is different and has odd behavior on Forgotten Worlds when the mode button is held (fire button also pauses the game), which isn't the case with my retro-bit controller. It also doesn't press down in the middle as much as the retro-bit (though I heard some press down in the middle more easily).


  9. Wow. That Tiny Arcade version of Q*Bert sounds like one of the worst conversions out there. Most ports/conversions, including both Basic Fun Q*Berts, at least have Coily chasing you. Despite the lack of red and green balls, I found the basic fun segmented Q*Bert to be very good. It gets quite a bit right that the Tiny Arcade version got wrong.


  10. I wonder why the sound is worse on the micro versions. I'm under the impression both the micros and the Tiny Arcades are on Arduino based hardware. It also looks like the Micro Arcade Tetris is different from the Arduboy based microcard Tetris. The Super Impulse Tetris reminds me of some of those old DOS based clones of Tetris.


  11. The Q*Bert video gave me the impression that the controls may be a bit oversensitive. I may be mistaken, but Q*Bert seemed to move multiple times whenever the joystick was moved.

     

    edit: Watched again and it looked like he was able to stop, so I was mistaken.

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