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AndrewTS
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Everything posted by AndrewTS
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"That was magic! MA-GIC!!!" "M-M-M-M-MAGIC!?"
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Final Fantasy VI Advance now.
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Just got the game. The translation changes are there but appear minor (we don't get "dread destructive force known as 'magic'", for instance, but so far nothing to really cry about. Hey, now when major characters speak their portrait art is displayed. And Kefka has portrait art! "Ahem! There's SAND on my boots!"
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Allow me to just dig up a few old quotes for LOLing.
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Wrestlemania The Arcade Game on Genesis and 32X (emulated on both). However, the 32X one is a PAL version, and for some reason the commentary and many SFX are missing (maybe it was just a funky ROM). I also played some of Pulseman...which is rather confusing, since I don't quite get how all the controls work. It feels Rocket-Knightish, but it doesn't appear you can effectively control your propulsion method.
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Work at Gamestop? Plan to quit? Want to get your supervisor fired? http://www.destructoid.com/gamestop-sell-a....phtml#comments So basically "hey, we need to do a bunch of layoffs." "Naw, let's just make a silly new policy and fire anyone who breaks it." "Brilliant!"
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Castle of Illusion and World of Illusion are excellent exceptions. Not only were the games carefully refined and polished, but even though Sega didn't own the characters, notice the titles. They seemed to want to build some brand recognition into it, rather than use some lame generic title. Heck, in another smart move, they used Castle of Illusion as a major Game Gear title early on.
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No, I give Ted his props, and I'm rather disappointed that it seems minor changes were made to this version (son of a submariner and the Shadow rumor that I posted a screenshot of up above are casualties). Welp. Plus, whoever took over for him (FFVII) sucked major deku nuts.
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Just got a message wii-mailed to me about the wrist strap replacement program. Nintendo mos def wants you to know about it. Anyone else get this? Or maybe only the ones with earlier SNs?
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Majyuuou on zSNES emulator--a Super Famicom game that's kind of like Castlevania with more emphasis on projectile weaponry. It's really crapping hard, though. Thank goodness for emulation.
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i.e. "I have to play through these crappy FF games with no storyline connection at all to FFVI before I can get VI."? Does not compute.
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It lets you save and store your photos, and view them in HD. Stream video to your PSP. It enables you to play PS1 games on PSP...unless you had it hacked already so you don't need the system to act as a conduit.
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360 and PS3 get GTA IV.... Wii gets Manhunt 2? That's kind of like a lottery where 1st and 2nd place both get the grand prize, and the first runner up gets...well, AIDS I guess. Wario Ware: Aggravated Assault
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There's a simple, old-fashioned way of doing it. Ditch work/school for a day. Oh, and some sales numeros-- http://www.1up.com/do/newsStory?cId=3157002 Anya *really wants to see* the January numbers. Well, they're a coming, but for now there's Japan for you.
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"Porting" implies being able to actually reproduce the game without major changes/sacrifices. As opposed to a translation, which seeks to reproduce the feel and gameplay, often at the expense of other things. I can't think many/any Genesis game actually "ported" to SNES. Just delayed multi-platform releases where the games were still materially different (see: Ballz, Boogerman). Crap soundchip + faster processor vs. excellent soundchip + slower processor usually resulted in some recoding. I do understand what you mean, though. Undoubtedly all of those games fall within spec as to make a GC port possible, but it doesn't mean the GC/Wii can directly emulate the hw making most/any of the games possible.
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I'm not sure what you're asking. If you mean them actually being good, I'd chalk that up to being happy accidents. However, even Mickey had a bad game (Fantasia on Genesis). Although Capcom brought us the pretty good Magical Quest games. Sony Imagesoft made Mickey Mania.
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Hm, news to me. However, the community that already imported it a while back should have broken down every bug and glitch by now. I'm made up my mind--I'll bite, but I'll get it from Wal-Mart. **** Gamestop.
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If I'd have known about CV earlier, I'd have a PSP and perhaps could make use of it. A pawn shop I frequent who had PSPs for 100 bucks apparently was cleaned out over the holidays, and now have a shiny one sitting in a display case for $155. Bah.
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Unlike every Nintendo home console prior, the Wii seems to lack an obvious expansion port for added hardware. So a hard drive attachment, while possible (there are 2 usb ports, and so far only the LAN adapter makes use of it), seems to not be in the cards. However, anyone here who has used the Wii Shop can tell you that Nintendo could stand to improve it as it stands now before getting too far ahead of themselves. Wii should be able to emulate DC fine. Sega's done several ports from DC to GC, and if it wasn't cheap and easy to do they wouldn't have bothered.
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Looks cool, although the DW sprite seems a tad on the large side. And source plz on Guilty Gear?
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Now, a reason/reasons so far reaching that it spanned nearly every damn Sega console and had far-reaching consequences... They had a massive boner for licensed games. I mean, a huge, throbbing, priapism that drained most of the blood from the corporate head. Sega published and developed a hell of a lot of licensed games. This is in stark contrast to Nintendo, who stayed far away from the trend. If you examine the list of titles Nintendo has developed and published, except for a few athlete endorsements (Ken Griffey Jr. Baseball, Mike Tyson's Punchout) and a few cases when it *really made sense* (Goldeneye), they don't really have any games of the sort. Sure, this didn't stop 3rd parties from flooding the systems with licensed crap (see: NES), but it helped maintain Nintendo's rep as a high quality developer. Why did they stay away? It's difficult to say as I don't think they're been public statements about it. Perhaps since the crash of 85 seemed to have licensed games near the center (see: ET, the insane costs surrounding it, and the poor quality game that resulted). Maybe Nintendo regarded it as a cautionary tale. Or maybe they were too proud to pay another company money to make a game. Regardless... 70) Advertising dollars wasted on promoting licensed games As mentioned previously with Beyond Oasis, Sega didn't just have the licensed games developed and published--they marketed the SOBs aggressively. If your game wasn't a sequel to an existing hit, like Sonic, good luck on getting much better than word-of-mouth and game magazine praise. However, that's utterly ridiculous is the simple fact that licensed games don't really need any promotion. Take a look at sales of titles like that insipid Happy Feet game. See Flushed Away: the Game fly off the shelves. Oh, and pretty much anything by EA that isn't a sports title. You don't have to spend beaucoup bucks telling kids that there's a Taz-Mania game out there, Sega. Just make sure it's ankle-biter eye-level in department stores. Use that money for something worth playing. 71) Developer resources wasted on licensed games Now, not all these licensed games were terrible. In fact, as licensed games go, Sega was way above the curve. The X-Men games were very good (the 2nd one as exceptional), for instance. However, are these games really something that you should be wasting valuable resources on? Case in point--take a look at Vectorman. 2nd-party developer Blue Sky software had a long and proven track record of quality. When they got a chance to stretch their creative muscle with the Vectorman games (and they *gasp* were promoted heavily by Sega), both games were huge critical and financial successes. Prior to that, they toiled away on average licensed titles, like the Genesis titles Jurassic Park and Desert Demolition. Headgames, Inc, prior to making the awesome X-Men 2: Clone Wars, made the wretched Pink Goes to Hollywood and Taz: Escape from Mars. That's not even including the games pumped out by the nameless teams who made many of the other myriad crap Sega hade made. I'm sure no programmer really was eager to be put on the project to make Crystal's Pony Tale, nor did any gamers want to play it. However, let's say that the stars align, the developers cared, and you ended up with an awesome game that just happened to have a license attached. Guess what... 72) When a quality product was produced, it didn't build product or brand loyalty. One of the things Nintendo has had to keep them going through thick and thin has been strong intellectual properties. Sure, the NES was swamped with crap, but people will still treasure Mario, Zelda, Metroid, Kirby, and the like. The SNES, perhaps the most well-loved system next to the Playstations, has lots of great updates/additions to those IPs, which are merely icing on the cake compared to the excellent 3rd party offerings. Despite the N64's dearth in quantity of good titles, people still go back and play the classics like Mario and Zelda. However, Sega seemed to be less than interested in this approach. Maybe you'd get a good X-Men game, but did it didn't really register to a lot of people that "oh, this is a Sega effort, maybe they make other great games." No, it's "wow, WOlverine is badass", and then when Capcom puts out a title with them...on SNES, well, they'll buy that one perhaps. There's nothing exclusive to the property. Any company with the dough can bankroll a title with the licensed property name. None of the goodwill gets transferred to the maker of the title. It isn't like how Sonic is synonymous with Sega, and you'd only get Sonic games on a Sega system. Here and now! Make a movie game! Make a comic game! Hurry, hurry, hurry! Oh, and put out a new Sonic! When Sega actually produced a new, high quality IP, it seems like it was an accident. Hell, Streets of Rage 1 is frankly a *shameless* Final Fight clone, unlike the vastly better and relatively innovative sequel. Golden Ax was mired in mediocrity after the stellar first title. They ignored RPGs, assumed shooters were dead, had weak racers, and only made the occasional (usually bad) fighters. "Sure-fire" hits like arcade ports, sports titles, and licensed titles seemed to be all they trusted to pay the bills. Oh, and Sonic. However, while proven series began to grow overripe and rot, under-nourished properties tended to wither and die on the vine.
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That's not a Canadian Destroyer, just a Sunset Flip. Michaels was one of the best in that game. I love the Van Damme juggle kick, the scissor kick, the ranas, and as you can see in the vids, the STOMP!!! which you can combo with. Oh, and I can do all those moves/combos. They're actually very easy. The Super combos can't be broken normally once initiated, but there are some normal grab combos you can do that are pretty vicious. I love the Ramon blade slice/sky high piledriver one myself. You saw the headbutt one Michaels did. Yokozuna gorilla press / toss out of the ring is top tier.
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SJK, Vigilante was a game in the Kung-Fu mold but set in an urban environment. I'd go so far as to call it a present day (at the time) update of Kung-Fu. My brother may have rented this game back in the day. I have fairly vivid memories of a number of games we rented for the TurboGrafx. Battle Royale. Bloody Wolf. Darkwing Duck. NEUTOPIA! D&D: The Order of the Griffon. But I can't say I remember much of Vigilante besides the name. Although looking at some of the screenshots, it does look a little familar. Could you dig up screens of DWD? All I've seen are the Game Boy and NES games, which are made by Capcom and are pretty much Mega Man with a beak.
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And by upgraded, redone completely in gameplay, graphics, sound, battle system, story, and so on. Basically, FF3 for famicom didn't come out here earlier/in a less altered form because folks who have played it say its so god-awful that it would be laughed at by everyone if it weren't completely overhauled. And remember, Squeenix released FF2 here too on Dawn of Souls!