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Post by Jungyin on Dec 28, 2018 0:13:49 GMT -5
With Nintendo showing a bit of recognition for this in game in the form of a "Girl from Hajimari no Mori" Spirit in Smash Bros Ultimate, perhaps there might be a little more interest from the fan translation community?
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Post by Jungyin on Oct 25, 2018 17:55:56 GMT -5
It's a bit over a year old at this point, but for the three year anniversary of the Japanese release of Gotta Protectors, the 3DS sequel to Protect Me Knight, Ancient released free .NES ROMs (one English and and one Japanese) for an endless runner game called Amazon's Running Diet. It's pretty simple but the sprite for the Amazon is quite large and well animated, they did a pretty good job at faking parallax scrolling for the background, and like the main Protect Me Knight games has music composed by Yuzo Koshiro.
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Post by Jungyin on Oct 21, 2018 15:32:48 GMT -5
Cobra is based on a Japanese property though, does that really count as "non-Japanese"?
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Post by Jungyin on Aug 1, 2018 14:02:37 GMT -5
I recall playing a behind the back motorcycle racing game on my uncle's Game Gear (and sucking at it), can't remember the name though. There was a port of Race Drivin' for the Game Boy as well, but I don't think it's really comparable to these pseudo-3D racing games.
Edit: I remembered there was also a port of Chase HQ on the Game Boy.
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Post by Jungyin on Jul 1, 2018 3:00:51 GMT -5
Going to echo prefering the SNES Turtles in Time, the main reasons being the options for a manual dash and setting "Special" to a separate button (which also makes a different non-health draining dashing attack easier to perform). I believe they also redid the Turtles' stats a bit, at least going by my memories of the manual.
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Post by Jungyin on May 29, 2018 22:08:55 GMT -5
Wait...what? The PS1? The Saturn? How can these be considered the ugliest 3d around, when the GBA exists? It's like a museum dedicated to all the ways 3d can go wrong. Do you prefer your ugly grey pixels under half the resolution of a low res Saturn game, or 1/3rd the frame rate? Or both, and a Crazy Taxi license? Or what if the mountains beneath Asterix's feet stretched exactly like they were all just designs printed on his dirty laundry? Don't make your choice yet. Check this out: This is what happens when you tell your GBA it can be a PS1, if it just believes in itself.
Also, this screenshot makes the game engine look way more stable than it really is... Then there's the ZX Spectrum, a system capable of incredible detail for 1982, and only two colors per 8x8 square. As you can imagine, this resulted in a lot of transparent sprites matching the colors of the background. Or Altered Beast. If the pink were any less eyeball melting, this scene might be mistaken for a hentai...
But the best bad graphics happen when there's no excuse except the artists following their muse. Like Double Dragon on the Amiga, which features graphics way ahead of their time. I mean, this: Must have inspired somebody: www.bikemag.com/news/news-grandmother-destroys-religious-work-of-art/But really, nothing compares to the king of bad graphics in a commercially released game. How desperate do you need to be when you follow up this stark minimalism... By forcing an entire kindergarden class to meet your unrealistic deadlines? I mean, yeah, it's adorable, but if it wasn't for the limited disk memory, they would have just digitized the tear stains too. With regard to the GBA screenshot, I think enlarging it to four times the actual resolution is a little unfairly accentuating the problems with the graphics.
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Post by Jungyin on Apr 19, 2018 13:34:51 GMT -5
Though in that case it's not Demise making Ganon evil but Ganon being one of the forms of Demise's curse on Link and Zelda's descendants. Basically villains keep showing up in the Zelda multiverse because Demise was a sore loser.
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Post by Jungyin on Apr 11, 2018 8:51:03 GMT -5
Wait wait wait... there's a *good* DBZ fighting game now? Well okay, "good" is relative, as I remembered liking Super Butoden 2 and 3 and the Sega Mega Drive one, and apparently Plot to Destroy the Saiyans on the Famicom is interesing (I have the OVA of it due to owning the Japanese Dragon Boxes--the USA versions didn't include it, and of course the J-one didn't include subtitles). But I remember when the Budokai games were the hotness and I remembered honestly not liking those. Basically because I dislike Namco-style dial-a-combo play controls--I prefer more Capcom-esque controls and wanted to see an implementation of Butoden's mechanic of letting the fighters fly freely, counter each other's chi blasts, and be miles from each other. In other words what I always wanted was Super Butoden but refined and perfected. I'm still not aware if we ever got it. There was actually a Super Butoden inspired game released on the 3DS called Extreme Butoden. Reviews seem mixed.
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Post by Jungyin on Apr 9, 2018 8:42:57 GMT -5
For some reason, there are some popular Konami games that they just won't re-release. For example, Contra. They skipped it over for Super C. On VC (Wii, Wii U, 3DS) and on the NES Classic. Castlevania Bloodlines too. They've re-released every NES, SNES and PCE CD Castlevania, but not Bloodlines. I wonder if it's a rights issue or something although I can't imagine what it would be. But presumably there's gotta be some reason, right? It's weird because they did end up allowing the NES version as part of Contra 4/Dual Spirits on the DS. Maybe they have some sort of strict rules with the first Contra and they're not willing to put it out if it's not part of something they wholly control.
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Post by Jungyin on Apr 1, 2018 13:21:15 GMT -5
Think even crappy things are worth preserving if it's not too much trouble. Because who knows? It may become a cultural coprolite that can tell a future generation something worthwhile a century later.
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Post by Jungyin on Mar 11, 2018 3:29:46 GMT -5
A 3DS is also easier to put in your pocket than a Switch with Joy-Cons, attached or loose.
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Post by Jungyin on Mar 3, 2018 21:49:51 GMT -5
Aren't the DS versions of DQ4-6 considered pretty good? They're excellent games, but I thought they were just ports of the PS1 remakes. There was only a remake of DQIV on PS1, DQV was remade on PS2, DQVI was never remade until the DS version. The DS version of DQIV seemed to be largely based on the PS1 version, though it wasn't a straight conversion: sprites are the same, towns and dungeons were condensed a little and retextured, battles were sped up. Can't remember if the additional chapter was in the PS1 version or not.
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Post by Jungyin on Jan 15, 2018 0:20:40 GMT -5
Oh? Do the Fairune games do that? I might need to check them out! -Tom Ysssss they doooooo!!!!! It's a bit different than how Ys I&II does it though. It's purely level based, while Ys I&II also takes positioning into account (ramming an enemy directly head on can damage you while ramming from off centre or from any other direction prevents that).
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Post by Jungyin on Dec 30, 2017 17:48:48 GMT -5
GG Isuka had up to 4 fighters on screen at once, making it possible to have opponents on either side of the player, while the game kept the standard fighter directional inputs that were centred around "back and forward" instead of "left and right". Back when the game was new I asked the complainers how it could be less complicated than pressing one button to turn around. Don't remember any good answers, just one insisting there could be a better way even if they couldn't think of one themself. Some kind of lock-on button, maybe? While the solution with "turn around" button seems reasonable on paper, it just clashes with the kind of game Guilty Gear really is. It damages the flow in two ways - by making intricate combos harder to connect and execute, and by forcing the player to spend time readjusting himself. Considering that Guilty Gear is all about split-second action and intricate combos, such thing as a "turn" button totally ruins the thing. Even Mugen did better work by just forcing the permanent lock-on to the nearest opponent (not the perfect solution, but a much more fitting and comfortable one). That's a reasonable alternative. I guess that would be exchanging the hassle of having to press a button to keep facing the opponent you're focusing on for the probably lesser hassle of pressing a button to face a different opponent attacking from behind.
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Post by Jungyin on Dec 28, 2017 16:47:33 GMT -5
Isn't there a Guilty Gear game that requires a button press to turn your character around? I remember hearing alotta complaints about that when it came out. Yes Guilty Gear Isuka had this. GG Isuka had up to 4 fighters on screen at once, making it possible to have opponents on either side of the player, while the game kept the standard fighter directional inputs that were centred around "back and forward" instead of "left and right". Back when the game was new I asked the complainers how it could be less complicated than pressing one button to turn around. Don't remember any good answers, just one insisting there could be a better way even if they couldn't think of one themself.
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