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This board is for the discussion of classic, or "retro" games, including consoles, computer games, arcade games (including pinball) and any other forms of video games. Retro gaming means platforms launched in 2001 and earlier, and official game titles for those platforms released no later than December 2007 (homebrew console games made after this date will be permitted). The Microsoft Xbox, Nintendo GameCube, Nintendo Game Boy Advance, and Sony PlayStation 2 will now be considered "retro".

Helpful links:
Game Tech Wiki
Emulation General Wiki

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>Princess Crown patch 0.6 is out
>no thread
lets fix that
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>>
>>11396832
>These aren't long time contributing members of the community.
Much like Cyber.
>>
>>11396781
>All while doing fuck all on the projects they called dibs on, of course.
Stop harassing them then. That's kind of the point. By doing that you're accomplishing nothing and if anything causing them to lose focus and start considering if it's really worth continuing.
>>11396782
>I see you ignored how tons of other patches had been started after and finished before
I didn't ignore them. Every project is different and every team is different. Especially when it's entirely done by fans in their free time. You can't directly compare one to another because it's not the same game or the same people working on them.
>shut up about PMs
Just because you don't like the fact doesn't change the fact that you could get into contact with them if you actually tried.
>He released something!
That only goes so far in the short term.
>Except it is, as I and others have pointed out.
All you've pointed out is that you don't care about the quality of the updates and the actual progress being made as long as your being pacified.
>No, that's using open source
No it's not. If you're not actually contributing or doing anything you are not entitled to make demands on the developers. And before you say "ead contributed something!" he didn't in the intitial release. He just released what was there as is. That's what the issue was and why there's drama.
>Failing at understanding sarcasm too I see

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>>11396846
>By doing that you're accomplishing nothing and if anything causing them to lose focus and start considering if it's really worth continuing.
Good. If they aren't going to do any work then they should quit.
>>
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>>11396785
>Yes actually.
How? It doesn't make any progress towards fixing the issue.
>You know what doesn't get us closer to playing the game in English? Not releasing jack fucking shit at all.
I didn't say not releasing anything. I said taking the time to fix the actual issue even if it means you have a longer gap between releases. You said you didn't like that so I pointed out you were part of the problem.
>That's ONE of the things he did which you are hyperfixating on because you have no other argument
It's the main "fix" of the update. The rest is just fluff. My point was would you be ok if he instead released all of those as one big update that also included properly fixing the soft lock even if it took longer?
>>11396817
>If only he reached out so he could be told no, then we'd have zero Princess Crown translations like it was always meant to be.
He could have done his own translation. As I said most of us wouldn't have had a problem if he even used Cyber's code but did his own script translation.
>>11396818
>All that matters is pacifying an angry mob!
Which is not the situation any dev wants to be in.
>>11396838
>Much like Cyber.

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>>11396856
>Cyber has been around since 2001 and has contributed more than all of those other accounts combined
Langrisser III 0.001, Princess Crown 0.2, unfinished notoriously shit emulator, another unfinished emulator as part of the single biggest scam in retro gaming right now... the list goes on...

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Shatterhand was so fucking awesome. Shit got me hyped me as a kid.
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>>11392559
It was the style of the time. Randy Savage and Brett Hart gave out those glasses to the kids. Why wouldn't any kid want to look like they stepped out of an optometrist's office after having their pupils dilated?
>>
>>11394256

Boss difficulty is all over the place... it's got to be hard to design a challenging boss fight when you don't know whether the player character is going to be an indestructible cyborg with an extremely strong, easy-to-use attack, or a guy with a delicate but moderately powerful robot helper wielding any of eight very different weapons, or just a guy
>>
>>11394438
I've done punch-only playthroughs and the flying bitch is the only one that's really hard and annoying without robots
>>
>>11392559
God Hand sisters???
>>
>>11392559
This cover still rules, but nowadays it makes me think of like, AI generated art of a wrestling fan

Euroshmups > Nipshmups
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>>11394695
Tyrian
>>
>>11394695
Project-X
>>
>>11394695
Oh, and Raptor: Call of the Wild. Honestly though you can't go wrong with any Euroshmup, they're all great.
>>
>>11394760
this webm looks like the first Euro to take Darius' lessons to heart. Neat, I'm usually repulsed by western shmups in 10 seconds
>>
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>>11394725
Toilet Kids?

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hinto for the last ep says the game title ends in "kids", meaning it's likely:

>Liquid kids (PCE)
>Snowbord kids (N64)
>Toilet kids (PCE)
>Virtua Fighter Kids (SS)
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>>
>>11388281
>>11388389
https://otn.fujitv.co.jp/gamecenter/index.html

It's Survival Kids.
>>
>>11396205
>Survival Kids, known as Stranded Kids in Europe and Survival Kids: Kotou no Boukensha in Japan, is a Game Boy Color game developed by Konami that was released in 1999. The gameplay revolves around surviving on a deserted island. The game features an open-ended structure that presents the player with multiple ways to progress through the game.

Oh nice, even better. GBC.
>>
>>11396205
thank god it's not snowboard kids.
>>
>>11396205
Expecting ADs to be clad in loincloths giving survival tips.
>>
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never ever.

How do we bring Arcades back?
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>>11383259
oh shit, I've been to this one. they got a mugen cabinet set up recently that almost makes the ten dollar drinks worth it
>>
>>11396146
It's funny you say that. Arcade businesses have threatened Game companies to stop porting arcade games to consoles, or they will not buy the cabinet for their arcade business.

The arcade businesses have a point. Why should an arcade business spend $20,000 dollars on a cabinet when someone can play the game at home for $70 dollars?

I side with the arcade businesses on this one.
>>
>>11383259
Making ones that are worth going to. Also, I see a lot of people talking about how games at home are better but most kids these days don't play video games. They are on their phones all day. So going to an arcade is novel for them again.
>>
>>11385669
>add to that the creep, dark, stale and cramped factors

All it takes is one hideous, unwashed mouthbreather to completely ruin the place. I remember the last time I was at our barcade. The stank on that creature is burned into my long-term memory. Haven't gone back since.
>>
>>11395930
You'd need some kind of new experience that can't be replicated at home and is interesting enough for people to want to go there again. It has to be so interesting that you attracts enough people to make it viable, so you can't just rely on people who are nostalgic for retro arcades. Specialized VR experiences come to mind, I've seen a skydiving one that actually lifts you up in the air and slowly drops you back down. I'm sure there's other examples like this that would be hard and expensive to replicate at home. But it has to be expensive, so something like an upgraded kinect that actually works seamlessly wouldn't do because tracking someone with video is dirt cheap now. If that became a thing again it could easily be replicated at home. Another idea might be games where AI plays a role, which could be too heavy for players to run at home, but then again there is suck up! which simply lets a server handle the AI part.
However I don't think all hope is lost, just look at the "novel" ideas consoles gave us in recent years. Playstation 5 controllers have adaptive triggers, that's about all I can think of. Now how easy would it be to make more novel inputs? I'm sure you've seen that video of that one tank game where some guys actually built an input scheme that required multiple guys to reload, move, and fire. Such a thing would be perfect for an arcade. The big issue is the costs associated with the development of such a game, but if you can work that out I'm sure it would still be profitable in thr current day.

>>11395997
There's games that use a game mat, there's console games like just dance for the wii that I know some people still play, then there's vr stuff like beat saber. It's not the same, but if it scratches that itch for just enough people then these machines no longer attract enough people for arcades to turn a profit.

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Was this kind of choppy performance acceptable for pc enthusiasts back in the day?
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>>11391654
>I consider 20 fps far too slow for FPS
Depends on the game, but with a slower movement fps like Doom 3 it's where I draw the line. Most games need 30+
Framerate stability is more important though, imo.
>>
Things were different back then. A lot of the PC games you still hear about now tended to push the envelope and barely ran at the highest settings on hardware available when they came out. Also almost no one played at 1600x1200 with 4xAA/8xAF.
>>
>>11393510
1024x768 was common.
>>
With Far Cry you absolutely need textures on high to get the normal mapped surfaces but almost everything else is alright even on normal. I think one setting needs to be high for the dynamic light/shadow effect (see the suspended ceiling light right before you leave the cave in the beginning). Higher than high didn't look any different as far as I could tell. In the original release.
>>
>>11391626
Depends how the game was programmed. For stuff like Doom you can run at 20 to 25 fps and it looks fine. Later on 3d card stuff forced v-sync so even at 45 to 50 fps you could get a terrible stuttery look and inconsistent speed. I specifically remember Viper Racing being really annoying because it ran at about 45 but could sometimes look a lot less smooth than ps1 games that ran at 30 fps consistent. GTA 1 if you run it at 60 fps will play too fast. Carmageddon was fine at 20 to 30 fps as well as many others from the time.

>>11391637
i was happy at 30 fps if the speed was ok

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Instead of being it's own thing. The Sega 32X would have been an add on that would have made the Genesis a cartridge based Sega Saturn. (Saturn and 32X even shared some hardware in our time) The cartridge slot on the Saturn would also be able to play these games.

And if you added a Sega CD, you would get a full on Saturn. (with a few drawbacks, such as a lower CD read speed and less battery memory) Think it could have had any success if it had been that?
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>>11384403
Cope
>>
>>11384408
You haven't learn after meme IDs, mandatory flags, and the new post wait times, have you?
None of this shit works.
>>
>>11384391
>Sonic 3D 2: Episode Chaos
>Sonic 3D 3: Project Shadow
>SegaSonic Heroes
>>
>>11384917
thats like spitting on a fish

>>11395129
>The problem is that add-ons always seem to be an after thought in the design process.

no its that add-ons for a console, if you think about whats said in >>11395221 , any console is always limited by 2 things. Bandwidth to the addon, and power needs of the addon.

Moving data between the add-on and the base device fast enough to be useful or make a difference compared to what the base can do on its own is basically a non-starter in terms of console design. Its part of the reason why the 32x use its own video out, but for the segaCD being slower than a cart in terms of fetching the data in the first place(before doing any computation on it)it didn't matter.

And then designing a console with the components necessary to power a potential external device on the order of an expansion that won't be used by everyone is a cost to market that drives up the console price.
>>
>>11396780
It would've saved the Game Gear

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That time in the early 90's when Nintendo became obsessed with Tetris and tried to create their own version of it
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>>11392771
That mountain peak look sus.
>>11392808
Nope. Whiptail.
>>
>>11395158
>this Japanese video game character is based on some random North American lizard no one has heard of even though the creator of the character literally says it's based on nothing and is pure contrivance for the sake of gameplay and aesthetics that he explicitly tells people to stop questioning or reading into
>>
>>11392724
Robotnik was under that weird phase where they were trying to figure out which design they should staple.
>>
>>11392808
Nah, I'm still curious.
And i need to see if Yoshi has a cloaca or not.
>>
>>11396843
SEGA of Japan knew exactly what they wanted. NoA was allowed to humor the gay ass Shitbotnik cartoon design, for a localized spin-off game.

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This argument could be made for other genres like platformers or racing games but since I love retro fighters, I will talk about them.
I miss the experimental nature of early 3D fighters. After playng SF2 and MK games some years, I was in awe with 3D fighters when they appeared. For the first time you could see the characters actually interacting like when one character grabbed another character you could see where they limbs went and what body part they did grab. Or when you kicked someone from the side, they would fly to the side relative to the applied force. Motion capturing actual mma moves became a thing. Fireballs were no longer needed.
VF started with using realistic moves first. Tekken had "a button per limb" control scheme which would be impossible with mirrored 2D sprites and with Tekken 3's side steps, more cool 3D moves were added, like side throws or side submission holds. DoA pioneered a counter system, making matches flow like kung fu films. Tobal games went further with their grapple system: you cold grab an opponent and move him around on the ring or kick him whole holding his arms with yours.
Next big thing was more realistic arenas: walls, steps, uneven surfaces, different stage hazards.
VF, Tekken, DoA - all of them went for those when new hardware allowed them to. But even on old PS1 you had games which did experiment with bigger arenas like Ehrgeiz and Destrega. But soon after, everyone just stopped. VF4 went for simple square arenas with walls and VF5 was basically the same. Tekken 5 used the same VF4 arenas too. Muh competitive scene, online and outfits customization became the focus. Major 3D fighters stopped experimenting altogether. DoA is stale and basically dead. Tekken is forever a Tekken 5 rehash. VF has been dead for years and I am sure VF6 will be just VF4 rehash again with a focus "modern" features like some lobby with avatars and other crap. The genre is not exciting anymore.
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>>11394972
Yes, but they didn't make it a clone. I can easily name a dozen of literal VF clones which base their whole systems on VF fundamentals. Tekken started different right away. Only movemement can feel similar in early games.
>>
>>11395010
I didn't like Tekken 4 when it was new. I appreciate and find it very enjoyable now. Tekken 5 feels like a step back.
>>
>>11395046
But anon! We moved on to pretending to like 5DR. Get with the program!
>>
>>11394704
What annoys me is that Virtua Fighter will be every thing the so called pro players want out of a game but because it's not an attractive money game it will get completely ignored.
>>
>>11394435
>Buriki One
They had it as a Evo Japan 2003 side event
https://www.youtube.com/live/DrLQK3eQnd8
It's cool. I'd play more mma style games but real people as 'characters' is too boring. Those Pride FC games on PS2 were okayish.

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Post your favorite WildTangent games RIGHT NOW

>Blasterball 2
>Polar Bowler
>Polar Golfer
>FATE
>Blackhawk Striker 2
>>
I remember a bunch of these came with my family's Vista machine.
WildTangent is still somehow sitting on 20+ year old games, and I've yet to find a usable archive for them because they're locked down with DRM.
>>
>>11396805
Not OP. Wildtangent is still around but they're a shell of their former selves. They're no longer in the PC gaming market because they're so technologically behind and have no resources to keep up with modern-day triple A gayyming that they resort to developing low quality phone games. I think they're bankrupt too and have sold their company to a mobile gaming company. Kinda baffles me how the majority of games they made for the PC platform never got the re-release treatment outside of FATE which they are even now selling merchandise for it.

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What do you think about the Lain game?
https://laingame.net/
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>>
>>
>>
>>
tranny game that will give you agp

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You won a week long all expenses paid vacation in one of the following universes. That being; Classic Sonic, Classic Megaman, or Mario. Which will you pick?
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>>11395008
>>
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>>11390635
>>
>>11395545
Who WOULDN'T want to go there?
>>
>>11395008
>he doesn't fuck solely for the purpose of breeding
delightfully devilish
>>
>>11395008
Are you pretending you wouldn't wanna clap Bowser's cheeks if you were Peach?

I'll start with an easy one.
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>>11395329
It really didn't. That's why it has places that never appear again like Big Island and Pipe Maze never appear again, along with Mario having a lot of different costumes like Frog Suit and Hammer Bros suit. It's all stage play.
>>
>>11393412
Does it matter? Bowser treat his army like his family.
>>
>>11396568
>Always thought they had the most personality of any Mario character for a long time. Nearly everything else is just some mean faced minion or happy faced hero.
yeah i agree. the mario-rpg games were way better at creating memorable casts of bad guys.
>>
>>11396154
Good.
I mean it, I'm not being sarcastic or ironic. Kirby shouldn't be treated as serious business, it's Kirby. I want its directors to have full creative liberty when creating games for it, and not being blocked by questioning themselves where should a game fit in some bullshit timeline.

In fact, Hyrule Historia defying an official timeline for Zelda did more harm than good.
>>
>>11396659
Are you some basedcuck beta provider raising another man's child?

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I'm a broccoli head who really wants to enjoy this. Can anyone give me some tips please?
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>>11396802
>>
>>11396802
>walk through a city
>break into the sewers
>enter into a rich mansion
>pilfer everything
Was fun silent ghosting this mission. Any FM where they are just full of Robin Hood shit without the zombies and weirdness?
>>
>>11396815
I like the weirdness, it's kind of the opposite for me. I liked the first mission because it made a spooky horror ambience out of being an intruder into a guy's home. When I see a cave full of zombies the perception changes into generic RPG dungeon mode and even though it's technically more supernatural and scary it doesn't feel that way as a result.
>https://youtu.be/kh25MB3-Z2w
>>
>>11396825
To add to this, I'd say The Sword is a good example of the tone of the former while still having the weirdness. It's why I don't like Thief II anywhere near as much, despite it having a lot more missions that are set in regular buildings, it lacks the weird creepiness.
>>
>>11396825
i equate Thief Gold to a party pack of 4 vegetables, packed with dip.
not every combination is good, to every one. i like peas, carrots, cucumber and cherry tomatoes, but maybe someone thinks cherry tomatoes are gross.
the undead are, i guess, just one component, one vegetable of the party pack, that turn some people away.
so i guess that's why some people genuinely prefer 2, even though it's feels pretty stale to people who enjoyed cherry tomato and wishes it returned.


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