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This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier. With the release of the 8th generation of consoles, the Sega Dreamcast will now be considered "retro", though the remainder of the sixth generation (Xbox, PS2, GameCube) will not.

Helpful links:
Game Tech Wiki
Emulation General Wiki

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Previous Thread: >>2295930

This thread is for the spirited discussion of CRT displays - Televisions, monitors and projectors used for the playing of retro games!

These past few threads have been great, keep it up!

>Try to keep it /vr/-related: Nothing past 5th gen(+Dreamcast). Slight OT might be okay if related to CRTs (E.G. 16:9 compatible models, flatscreens, etc.) Systems with backwards compatibility are also pretty safe territory, assuming you're focusing on the older games.
>Produce OC! Get out your real cameras and take beautiful pictures of your CRTs displaying recognizable characters with the kind of beautiful accuracy that brings tears to the eyes of young and old alike! If you take 100 photos, at least one of them will turn out alright!
>Try to be as detailed as possible when asking info on a specific model. As always, google is your friend, and we are your friends with benefits. Older archived threads aren't a bad place to look either.
>Share appreciation for others choice of technology and personal philosophy of gaming. As always show courtesy in your discussion and moderate yourselves first.

CRT Pastebin (WIP): http://pastebin.com/1Ri5TS3x
Thread Survey: https://docs.google.com/forms/d/1PhdXJYwA8xModrTV1Yt-i1tvNgwiagpeBx0m_xNIVtc/viewform?edit_requested=true&fbzx=9009823977812318933
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The only service manual I've found so far is $10 for a download

I don't have a camera at the moment but this is essentially how it looks. The outer box is where the CRT should be scanning to, the inner box is how it does look. The red line is an example of what a straight vertical line looks like on the screen, all the way across it follows that curvature of the right edge at the top and bottom.
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And I forgot the pic

>I also wish we got a translation of the PSP version(different battle sprites, and a better looking 3d over-world)

Being worked on by the same dude that did the PSX patch. I'm actually rather worried he'll abandon fixing the few things left that are wrong with the PSX version he's so enamored of it.
hmm, interesting. i'll look forward to that.
>Then they could have not designed any games with RGB in mind,

Never said they designed games with RGB in mind, What I've been saying is that they designed them without caring whether or not the user would be using composite or RGB, because the console could output both. Some other anons proved that American devs did optimize some games graphics for the composite output, because of the lack of consumer 15kHz RGB monitors (Amiga and Atari stuff weren't easy to find in the late 80s/early 90s, so we can't take them into consideration)
In Japan it's another story, they had RGB capable monitors (some being advertised), it was possible to hook the Megadrive to one of these (third party or not, it doesn't matter, there were games on the Famicom that took advantage of third-party hardware), and devs knew the megadrive could output RGB because it was all in the documentation.

A while ago we had a pretty good OOT thread with some really good analysis on the adult dungeons. Let's try to give that kind of thread another go. I'll start us off with some analysis of my own, and I also saved the adult dungeon write-ups by that one anon if anyone wants me to post those.
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>Your true face…What kind of…face is it?

>when you clap...with one hand...what sound does it make?

mm confirmed for koan-territory.
I'm sorry if you've seen this kind of post multiple times already, but I just can't seem to enjoy OoT. My first exposure to the game was a 100% speedrun I saw back in 2007. Now the question is, was this the thing that made me not enjoy the game? Is this game more fun blind than if you know how much the game can be broken from the get go?
It's more fun blind, or with exploration as a full focus.
I can't tell you man, I've played the game for over a decade now and know Damn near everything about it but still adore the Hell out of It.
You have to suspend your disbelief and just let yourself get lost in it. For an early 3d game they really manage to get you immersed and make you care about the story and world.
>My first exposure to the game was... back in 2007

I'm sorry.

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Why do people hate Alundra 2 so much? Is it just because it's so different from the first game? It's a pretty good game in its own right.
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>played Alundra 2 around the time it came out
>never even heard of the first Alundra until years later
>I thought it was pretty fun
I thoroughly enjoyed this game. Liked the combat with the combos, solid levels, great characters that kept the plot lighter than the first game, fun minigames too.
i loved the first game to death. the odd mix of a more serious approach to a zelda-game (threatening atmosphere, people dying under your arms although you try as hard as you can to help them) really got to me. i had really hoped for a continuation of this, so i was thoroughly disappointed with what we got.
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>played Alundra 2
>never even heard of the first Alundra

You played a game called Alundra 2 and didn't assume there was a first Alundra?
I was like 6 or 7 at the time so it never crossed my mind.

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ITT: games only you played
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idc what anyone says, this fucking game was fantastic
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This was a neat side-scrolling action/strategy game with an awesome soundtrack (one of the first Dolby compatible games) that you never really hear about.
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Gorky 17 aka Odium.
Never expected a trpg to freak me out
I really enjoyed that game back in the day, but I couldn't get into it when I revisited it a while ago. I think something about the controls or generally slow pace of the game ended up irritating me.

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what is the best 32 bit 3d only shmup?
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You got that backwards. The black labels had the logos inked right onto the data layer, so a lot of the games are easily damaged. The greatest hits discs are thick white labels pressed onto the disc with simple titles printed on top.
Silvergun, no fucking contest. Also Einhander isn't a 3D game you fucktard. It's a 2D game that uses polygon models.
Why are you so angry?
Wow, I haven't heard an old-school trance mix like that in a long time. Enjoyed it, thanks.
>being this new
it's obviously a rooty mc'shooty

anybody have the chart?

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Which donkey kong country was your favorite out of the trilogy and why ?
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Exclamation mark after level name.
The first one, 'cause it's the VERY first Game I played when I was 4 years old. I don't play it trough but I had a LOT of fun with it and the Intro music reminds me everytime I hear it of my childhood.
That has to be a huge part of why people love DK, that intro song in Country is so fucking amazing.
Quoted for truth.

I love this game, it has so many great little mechanics, from all the different jumps, to the multiple fall results from different heights. I love it.

I also just love the look and the overall theming. I like how they stuck to the King Kong inspiration and made a game that sort of apes on 1930s, pulp cinema. They whole thing reminds me of the Indiana Jones movies which were also based on the pulp serials of the 30s. going from the city, to the jungle, a boat trip a fight on an airplane, going to Egypt. It's great.

I'd love to make a spiritual successor with some slightly different mechanics and some new level ideas. I think it would be cute to make the theming ape on the scifi cinema of the 1960s, make it a parody of the original Planet of the Apes like how DK is a parody of King Kong.

My idea is that you'd be a cute Ape in overalls who is a mail man. You deliver a package to a mail box rather than a key to a door. The different kinds of packages would give you different kinds of moves you could do while you held them (eg. A springy crate lets you do Mario's handstand jump, as can float in water, that sort of thing.) Collect the letter, envelope, and stamp in each level to unlock secrets.

Why did the Mario vs DK games turn out so bad. Holy fuck, their graphics look like shit and the levels are sooooooooo boring. All the character and fun of DK '94 is lost. Why did they fuck it up so bad. Hey want to collect stupid looking present boxes every level... no?
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How do I play 2.5D FPS that incorporate verticality without throwing up?
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Yeah, the original engine could not deform stuff in the Y coordinate, only X. It was still pretty fucking cool that you could look up and down, especially after coming from Doom - you could jump, look up and down, kick ammo out of a garbage can, pay the strippers, etc.

Mouse aim just wasn't that common at the time. That wasn't until the late 90s, once Quake became popular for deathmatch.
Mouse aim wasn't common, but I can tell you TONS of people used a joystick and used it to look and up down. Especially for deathmatch.

This is due to how in DN3D, if you strafe AND run forward/backwards you get a 20% speed boost; but this speed boost is there all the time if you use a joystick, whether or not you're strafing.
>When I play games like Blood and Dark Forces, I bind Q and E to look down/up

In Blood my Q is my tommy gun, E is dynamite.
Shotgun - Z or 3
Pitchfork - 1
Flare gun - 2
Remote Mines - R
Proximity Mines - T
Napalm Launcher - F
Tesla - V
Voodoo Doll - C
Life Leach - TAB
Duck - Shift

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For faster weapon access, I set weapons from 7 to 0 to keys Z,X,C,V. And I leave weapons 1 to 6 to 1 - 6.

Then I set important items to other keys nearby.

This is especially convenient in multiplayer.
Not that anyone cared, but-

Mouse: weapon fire, alt-fire (Blood only), movement along with ESDF
ESDF: movement, along with Mouse
Tab: open/activate
Q: use item
W: previous weapon
R: next weapon
C: crouch/swim down
SPACE: jump/swim up
V: previous item
G: next item
0 - 9: toggle map, alt-fire (Shadow Warrior only)

I may have to work out a better quick weapon system soon. I always have mouselook activated, BTW.

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DOOM THREAD / RETRO FPS THREAD - Last thread >>2306262
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr

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>Playing RO with CH on CS2
This is great.
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The problem there is that I almost always don't have enough ammo or souls for that since it's so useful against the other mooks.
I probably just need to git gudder.
I always have a full stock of ammo for everything because of how good the sword is.
Same for meter.
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too obvious

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The last one 404'd on itself.

Like the last time, discussion of the Ps1, games, accessories and whatnot.
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IX is great for Disc and II and then the shitty ability system causes the gameplay to fall apart and the dungeon design/plot take a nosedive. Also it is really slow. Music is neat though.

FFVIII is a mess but it is an interesting mess.
8 is a good game, it's maybe not quite wat ppl expected. it's worth a play. i'll say it's a really good game actually, but kind of one of the bastard children of the series. keep an open mind with it and you'll enjoy it.

9 is good old FF. You can't really go wrong with it if you enjoy all the classic FF games like the original, IV, VI, VII.
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weird... I played through the entirety of FFIX and I have no recollection of Kuja. Must not have been a memorable villain.
He's the kind of thing you repress.

Then again I played all of IX, I remember Kuja, but I have no idea who or what that final boss was about.
Yeah I feel like I was more on a completion binge than really paying attention the story or characters. It's weird, I remember very little about it other than Vivi had a hometown full of black mages and there was a boss named Tiamat like the ancient Sumerian deity. There was a chef in your party in the beginning. No recollection of the story other than the whole princess and the pauper take.

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To me, rain has always been the most beautiful and comforting phenomenon that nature can produce. What are the best rainy levels in retro gaming? One of my all time favorites is Hurricos from Spyro 2. I can almost smell the wet earth and feel the cool air as it turns those windmills. The music is lazy and perfect.
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They're awesome. In my opinion (everyone has a different one on this) each one is better than the last. The first has a nice, lonely and atmospheric vibe, but its very simple and theres not much to it besides collecting and exploring/appreciating the worlds. 2 and 3 added additional characters and mini games that add a lot of fun gameplay and make the worlds seem less lonely and empty. Some people complain about the gimmicky, extra playable characters of 3, but I dont mind them. Theres also the continuing awesomeness of Stewart Copeland's jams.
Spyro 2 is really good. I'm the kind of person who really needs to sucked in to a game to finish it and even then i'll probably only do the main storylime but I ended up getting so addicted to spyro 2 recently that I 100% it. Spyro 3 is pretty good too.

I'll keep that in mind. I grew up in that era so going back to old stuff from the time is always easy and it's refreshing to find good stuff I missed out on
Zozo was interesting for breaking the formula.

Towns in a JRPG are safe. You are not safe in Zozo.

It never rains, nor is there any other kind of inclement weather in a JRPG. It rains -- endlessly -- in Zozo.

It was a really striking use of very simple twists.
Not retro but Giana Sisters DS had comfy as fuck rain levels.

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The Video Game Crash was an exclusively (North?) American thing, right? Did other countries have anything similar? If it wasn't for the NES, how do you think video games would have became popular again?
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Not exactly, Tandy was a rival company that made PC Jr clones which ended up becoming more popular than the Jr.

That's the thing, though; Windows never was more than "I want the computers in the imminent PC revolution to all run Windows, which will be a clone of MacOS but somehow better (don't ask for specifics please)". Seriously. That's it. All this bullshit about a more egalitarian computing future with low prices for all came after the myth began to solidify around the man: Bill Gates. If you read some of the less slavish books about the early days of Windows, you'll find again and again that the software engineers are feeling out one idea, and Billy-boy sees that and emphatically insists that things be done "the Mac way" instead. To my knowledge, no one (from engineering, at least; and legal sure as hell isn't talking short of extraordinary rendition) ever simply sat him down and patiently explained that, yes the Macintosh is a wonderful machine, but that there were surely many other different ways to go about doing things as well. Hell, I remember reading that anyone who dared even criticize Gates' code quality (like, the shit he personally wrote) was pretty much persona non grata for any sort of meaningful career advancement at the company from that day forward, often at the hands of fucking Ballmer.
What did cause the crash then?

Lack of quality. Before you object, note that I did not say "quality control". I said "quality". Atari itself was pumping out just as much garbage as the unlicensed guys by the eve of the videogame crash, so there really wasn't anyone left to _do_ quality control through a licensing system. The only other players were the clone manufacturers, and half of them weren't even really that "serious" and it showed. Add to this the fact Atari were making questionable calls about even basic business decisions (generally not a good idea to make more blades than there are existing razors in the world in your Gillette-style Sales Model, slick) and I think even if they had imposed a licensing scheme it wouldn't have done anything but delay the crash a year or two. Another big thing was that many of these companies seemed to be failing the so-called "Gravity Test" of business manufacturing (what demand goes up for it will also eventually go down on too- have the next big thing ready by that point!).

Really, the entire industry was rotten by that point and consumers just walked away in disgust. Hell, even when Nintendo appeared as the white samurai the only thing it really did to clean up that aspect of the business was to say"You may still be rotten, but you better do so within these rules we set up goddamnit, or else you can take your ball and go sit in the corner with the cartridge pirates.".
there wasn't a home version of 2000, and IIRC a Win2k licence was like, $300 standalone, unless you got it preinstalled on a business-class machine/pirated

although, pre revision B, win95 was actually pretty bad
and then by revision C, it's almost literally win98 now (thank IE4 for this, and it's the reason why a lot of programs needed IE4 to be installed)

really, Bill was a pretty big fan of the Mac way, and Microsoft used to be a rather major Mac developer

Sega was just mismanaged as fuck. I legitimately think Sega of Japan has never actually made a good decision on purpose, managerially, and they had a particular bout of stupidity from 1992 to 1998.

>there was something stupid with the Sega CD that I can't remember right now

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What fully 3D Gameboy games are out there? I can only think of a couple:

Race Drivin' (pictured)
Faceball 2000
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I think you're overestimating basic 3d. These games didn't do anything fancy like modern hardware, it pretty much just boils down to doing some multiplications and additions on some vertices each frame and filling the resulting geometric shape with a uniform dithering pattern. Games either lacked perspective transforms or used a simple approximation based on depth. No shading effects like lighting or shadows. The geometry was simple enough that things like depth and collision were probably just approximated in an internal 2d representation.

Would be kind of interesting to see how they integrated it with the GB's sprite based display framework, though. I'd guess that the screen was broken up into a grid of sprites and each sprite was dynamically created each frame, which is probably why the framerates on these games was pretty bad.

I'm actually more surprised that there weren't more impressive examples of 3d on early game hardware.
F1 Championship Season 2001 does that fmv scrolling thing. Fun game.
The game boy used a z80 workalike, not a real z80. Also, both the master system and the game gear also have z80s. Also, the z80 is stronger than the nes CPU. (It has twice the clock speed, for starters).
The z80 in the SMS and gg and the work a like in the gb have twice the speed, I mean. The GBC has a faster one.

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Wright bros. did wonders for the Amiga: https://www.youtube.com/watch?v=bGjVE35EmxQ&list=PLiJs4SEJ9DOw8ZopihfRPdOrZWLazTQwk&index=4

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So much potential is just sitting here it drives me fucking mad that there isn't a modern take on Turok 1 & 2

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I remember trying to get an iso working once for Turok 2 and it just wouldn't work. I'd rather have the series on GoG
Turok 2 on PC is serviceable. But I'm not a fan of these old FPS maze-like maps.
Yeah I remember there being like 2 people online when I pirated Turok 2 PC about two years ago.
Have fun m8rino. This is the website I downloaded it from.
No clue about Turok 1 PC, though. But from what I remember they didn't fix the fog from that one.
I managed to get them both working on my Win7 machine, I remember I had to download some kidn of driver file and to put it in a folder somewhere in the game installation.

All for naught, I wound up uninstalling both of them after 1 bored me and 2 was going to give me my first bout of motion sickness in my life with that shitty and bouncy FOV.

you wouldnt want to fix the fog, its part of turoks whole aesthetic appeal

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