Post some interesting version and regional differences you know of, betas included. Yes, Super Mario 2 was originally donkey donkey picnic which itself was going to be a mario game. Here's one from Ardy Lightfoot (SNES): There's a point in the game where you're following a burglar for one of the MacGuffins and she ends up swallowed by a giant worm. In the international versions, she's just knocked out in the ground near the end of the stage but, in the japanese original, she was actually digested alive and only her skeleton remains (You can even see droplets of stomach acid dripping from the ceiling). Pretty fucked up, I can see why they wanted to change it.
>>12463968Double Dragon III for NES. The sub-plot of having to rescue Marion (not spelled Marian this time) was totally made-up for the US release because they thought every game required some kind of damsel to rescue. Instead of Cleopatra being the final boss like in the arcade, she is now "Princess Noiram" and the ending reveals that she was a brainwashed Marion the whole time.
Dragon Quest 2 on the Famicom was an UNROM cart with absurdly long password saves. It had a number of bugs as well. The US DW2 changed to MMC1 and 2 megabits of ROM mostly to fit the added intro sequence. They did bug fixes and replaced the password with a battery save.
>>12463978Double Dragon really is the poster boy of version differences, holy shit the messy lore puts all other convoluted tales to shame.
>>12463981Oh hey, good job on the localiser's part, they usually strip down the games forhe foreign markets.
>>12463989The first Dragon Quest also got heavily upgraded for the US release. Battery save was added, and sprites were redone so they looked more animated and could face in four directions.
>>12463992Original was CNROM and had rougher-looking graphics, the player and NPC sprites also face only one direction. It had long password saves. The US release was MMC1 and had a battery and improved graphics.
Conversely, Famicom Bard's Tale was shrunk from 2 to 1 megabit for the NES release and a bunch of stuff was cut (fortunately the original has been now translated so you can play it properly and without half the game missing)
>>12463989Enix made ridiculous amounts of money from DQ in Japan so they could easily afford improved international releases, no need to pinch pennies like some publishers did.
Great Baseball for the Master System. This was a launch title in Japan and originally only used a 32k ROM so it wasn't much more advanced than NES black box Baseball. For the US release they went to 1 megabit and significantly upgraded the game.
Jumpman Jr. on the Atari 8-bit had two of its levels (Electrocution and Dumbwaiter) changed to Sreddal and Fire! Fire! for the C64 and Colecovision. This was principally because the original levels utilized the Atari's 8x200 sprites so that didn't work on the other systems and their much smaller sprites.
Contra might be one of the most well-known examples since the Famicom original was a VRC2 cart with 2 megabits of ROM but for the NES release it was reduced to UNROM, so a significant amount of stuff was lost (they added the infamous cheat code as compensation)
10 Yard Fight Famicom was a NROM-128 cart and is a simplistic arcade football game. The NES version is NROM-256 and upgraded to be more of a proper football simulation.
>>12463968>DIN YOU KNOW MARIO 2 WAS REALLY DONKY DONKY NO PICNIC WOOOOOO?
>>12464017And yet Enix continued to fuck up the releases every time.
Donkey Kong on the Colecovision was originally written in Pascal and 24k in size, the game was later rewritten in assembly language so it would be more compact and able to fit in 16k thus cheaper to produce.
>>12464017DQ1 was only a moderately successful release, Dragon Quest mania began with the second game.
Which became Bugs Bunny Crazy Castle in the US. The original was an FDS game, the NES release is MMC1 and has an uncommon 64k PRG+32k CHR configuration. While you suppose it might make more sense to convert it to a common, cheap UNROM board I think the main reason was that the game makes use of the FDS's soft mirroring (since it has both H and V scrolling levels and switches the mirroring for them) and they needed MMC1 because of that.The game itself is mostly just a sprite hack and isn't appreciably different otherwise, no changes in gameplay, levels, etc.
>>12464145The Crazy Castle games have gone through so many cartoon licenses between the Japan and US released.
Crossfire for the Atari 8-bit computers. This had two versions, one is a cartridge release that has character graphics, the other is a disk version that uses the hi res bitmap mode and is mostly a copypaste of the Apple II version.
Miner 2049er was ported to various consoles and computers. The computer magnetic media releases all have ten levels, the Colecovision port is on a 24k cartridge and fits an extra 11th level. Conversely, the VIC-20 version is on an 8k cartridge and has only seven levels.
>>12463981They also made some of the enemies weaker and drop more exp and gold. Then there's the save point after the cave to Rhone which now revives your party members, making the end-game grind much easier.
>>12464163>>12464213the C64 Miner 2049er is about 40k in size but the CV one is half that big and has one extra level. guess it's better optimized. or maybe since CV used Z80 they didn't need as much code.
>>12464163Also there's the Atari 2600 port. It came in two separate 8k cartridge releases, Vol. 1 and Vol 2, each with three levels.
Superman NES. The main difference between the US and Japanese releases is that in the latter the NPCs actually insult Superman and call him names. This was quite understandably changed for the US so their dialog is a lot more friendly and not as asshole-ish.
>>12464145The Roger Rabbit console license had already been claimed by LJN so they put out that underwhelming NES Roger Rabbit game developed by Rare. Since Kemco had the Bugs Bunny license they just sprite hacked it to become a Bugs Bunny game.
No major differences between the US and Japanese releases outside the functions of the A and B buttons being transposed (in the Japanese A kicks and B punches). Also while this is a well-remembered NES game lots of people had, the Famicom one sold like 3 copies and nobody there has even heard of it.
>original prototype Montezuma's Revenge is 48k and has a stomping boss at the end>this was removed for the finished version as Parker Brothers wanted to fit it in a 16k cartridge>the resultant game is a bit simpler and there's no end boss, bat that attacks you if you stay on a screen too long, etc>however PB then lost a bunch of money in the video game crash so the A8 and C64 releases ended up on disk anyway because it was cheaper>as a further cost saving measure the A8 and C64 release was a flippy disk with one version per side (the Apple II and IBM versions were same)>the Atari 2600 also got a port of MR on an 8k cartridge with a lot smaller, simpler game map>much later there was a Master System port that's mostly like all the others but with better graphics
>>12464145>>12464147>>12464293
Desert Commander NES in Japan was a game where you are Erwin Rommel and command the Afrikakorps. This was changed for the US version to be generic armies because implied Nazi implications.
>>12463968>Super Mario 2 itself was going to be a mario game.That was literally never said, the phrase the devs in the original article used was Mario-like which means Mario-like. I hate all the sensationist clickbait that ensued and distilled this to "Mario game", if they meant Mario game they'd say Mario game.
>>12465365lol at Famidaily's freakout over this one
>>12464310I think the recent 40th Anniversary version restores all the original concepts.
>>12464317Kid Klown is also weird on its own as a mascot.>replaces Mickey Mouse in his first game>gets a totally original game on snes>used for the ps1 port/reskin of Charlie Blast
>>12464283Was that a weird japanese localization thing they did for the character of Supes in japan when the movies got released there? i know Toriyama mocked the character with Suppaman who was a worthless loser.
>>12465365Always found it interesting that this got a us release but Nintendo never bothered tried to bring over Famicom wars.
>>12465389I think the misinterpretation was that the game was meant to be "Mario 2", not in the sense of being a literal sequel, but "what could be done to expand on what the original SMB did for an all new platformer?"(in its case, more vertical stages) It was always meant to be a spiritual sequel, but i think even without the Doki doki detour, it was inevitable that they would throw Mario in anyway since even back then the intent was to use him as a mascot across games.
>>12465525The weirdest part: Kid Klown originated from a canceled Super Famicom conversion of an Atari ST game. Kemco used this design for the Western NES design the following year since they didn't want the character design to go to waste, then retooled it as a mascot character.https://web.archive.org/web/20110725124154/http://www.disgruntleddesigner.com/chrisc/secret/SFC_1992Q4.html#vidkid
>>12465556The most cursed of mascots.
>>12463992Dragon Quest VIII's international release was also essentially a deluxe edition. New interface, orchestrated score, voice acting, Super Saiyan reference when Hero goes Ultra High Tension, a new ability and improved animatilons and sound effects.
>>12465528>but Nintendo never bothered tried to bring over Famicom warsIt used an uncommon mapper type so maybe cost reasons.
>>12465365there was a different Eastern Front sim on the SNES that also had a similar issue, but that one was Japan only. WW2 in Europe might as well have been on another planet as far as the Japanese were concerned, it's not an emotional issue or has too much meaning to them.
>>12463981The first two games came out before battery saves were available on Famicom carts so they didn't have a choice. DQ3 introduced a battery for the first time. The Japanese version of 3 is 2 megabits while the US version is 4 megabits though I don't remember what the larger ROM was needed for.
>go on tcrf>get this messageWhat did I do?
>>12465734Same as DW2, they added an extra intro sequence to the US version.
>>12465749you didn't pass the troon check
>>12465749It works on my machine. But you might want to try out different user agent settings in your browser.You can also set a fully custom one in about:config if you know what you're doing.
Famicom Maniac Mansion, which kinda sucked. LucasArts decided they were just going to make a new port from scratch than localize this thing. It's also somewhat unique for being one of the only UNROM-256 games.>doesn't scroll, just switch screens>annoying 4 note tune that loops continuously throughout the game>game has a couple of nasty bugs in it>really fucking long passwords, up to 100 characters>good part is it's uncensored unlike the NES version
>>12465749So what's to stop a bot from using a different user agent too?
The many faces of Shamus, ported on every home computer system in existence but until the GBC remake in '99 was computer-only. While Montezuma's Revenge is pretty much the same in every version aside from audiovisual differences, every port of Shamus is unique and different.>C64 version has extra maps>IBM version has different maze layouts+a pause feature which is really nice to have (none of the 8-bit versions let you pause)>VIC-20 version is an 8k cartridge and has only 32 rooms instead of 128 like the other ports (to compensate, the difficulty is brutally higher)>the enemy behavior is also somewhat different between ports, in the IBM version the enemies are very mobile and just bum rush you while in most of the 8-bit versions they're quite static and don't move much
>>12465804That said, the Atari original is still the best one and it's also the only version to have different background colors to show which maze you're on.
Some of the things the localized version of Mother 1 (EarthBound Beginnings for some of you, and EarthBound Zero for others) had changed when it was localized (and many of these were kept when Mother 1+2 for the GBA was released):>run button added from debug mode>actually got an extended ending>enemy sprites containing cigarettes, blood, knives, and the lady robot enemies that had their nipples out got censored because of Nintendo being Nintendo at the time (it was planned to release in 1991 if memory serves right). The churches were censored too.>The main character, his mother, and a few other NPCs were also edited to less resemble Peanuts characters>The old man you summon at the Magicant fountain was made from a healer to a living ATM>some of the maps got altered, such as the Magicant Underground and the path to Mt. Itoi being simplified, and Reindeer's department store getting a fifth floor>A setup menu was added, letting you reassign actions for the B, Start, and Select buttons, as well as letting you change text speed>In-game item descriptions were added via the all new "Look" command
The Moero Pro Yakyuui series had a speech sample chip in the cartridge, for the NES localization this was replaced with normal PCM samples and they had to use a 2 megabit PRG ROM to fit them while the original was 1 megabit. This resulted in the only NES cart with a 2 megabit PRG and 64k CHR ROM.Also the original Japanese MPY (the red cartridge version) was a rushed out beta with multiple bugs and was almost unplayable (Jaleco lamely tried to explain these in the manual as "features"). A bug-fixed version was put out in a black cartridge. There were a total of five MPY Famicom games but the third one did some weird, bad experiment with a side view or something of the pitcher and Jaleco USA decided to skip localizing it. Consequently US Bases Loaded 3 and 4 are actually MPY 4 and 5.
Sierra dutifully supported the Apple II series, the computer line they'd built their name on, all the way to 1988. The 8-bit Apple IIs got all AGI adventure games excepting Manhunter: San Francisco (the last-ever AGI game) but the AGI engine was designed for PC compatibles and the Apple II couldn't handle it without significant compromises. In Manhunter: New York the game gives you an optional cheat code to skip over the sewer section because there wasn't enough memory to fit the in-game map from the PC.
>>12465784Arnt there two revisions of the nes version? I have the one where you cant microwave the hamster, but i remember watching a James & Mike plays of it and they could fry it. My copy has the ad on it for the tv show on the label, so i wonder if that was a later reprint.
Off the top of my head Demon sword on nes is a cut down version of the famicom version with fewer levels. Likewise, Captain Silver on Master System has fewer levels than the euro and jap versions.Panic Restaurant has some altered stage layouts between nes and fami, in addition to different main character.Beast Wars on n64 is supposedly much worse for the us version than jap, due to something with a more zoomed in camera. Street Combat on snes is a reskinned Ranma game.SimCopter with its earlier release that featured the infamous dancing gays easter egg.
>>12466103The hamster can be microwaved in any NTSC version, they only removed that in the PAL release.
>Probably the most infamous and notable change: The Adventures of Bayou Billy is much harder than Mad City, greatly contributing to its notoriety. >Enemies in the beat-em-up stages move faster, deal twice as much damage, and take twice as many hits to kill.>The amount of bullets started with in the shooting stages, normally 150/100 in Mad City, has been cut down to 50/100.>There is less fuel for the buggy in the driving stages. It also takes a single hit to destroy, when it had a health bar in Mad City and takes visible damage in the form of losing the top.>Overall, the driving stages play very differently in The Adventures of Bayou Billy; the stages have a faster pace, the turns are sharper, and it's possible to go off-road.
>>12466191games getting harder or easier in the US localization was usually based on player feedback from Japan, depending on if they thought the game too easy or too hard
>>12466191>Bayou Billy? I hope you saved the receipt!
>>12466162>Demon sword on nes is a cut down version of the famicom version with fewer levels.Original was 3 megabits and used an MMC3-class Taito mapper while NES version is a standard 2 megabit MMC1 cart.
Do Tengen versions count? They had what's usually considered a superior version of Tetris on NES, but their attempt at Fantasy Zone was kinda meh compared to the Famicom Sunsoft version.
>>12464310
And the Atari 2600 version, down from 100 screens to just 24.
>>12466191>Mad Shitty
>>12466306
>>12466314Thank you. The Famicom City Connection was one of the only 16k CNROM games. The NES release was upgraded to standard 32k+32k CNROM so they could fit additional stages. It also didn't do that well compared to Japan where it was a popular and well-loved game.
>>12466324It was an early one from 85, might have been one of the first if not the first Famicom game to use bank switching. Also literally every early Famicom title sold like a million copies.
>>12466324i agree City Connection wasn't too appealing to Americans but then Jaleco had a lack of suitable titles to localize. their Famicom library was pretty much only focused on the Japanese market and they weren't Westaboos like Konami or Capcom. to most Americans they were just those Bases Loaded guys.
Atleast 6 versions of Tetris on nes adjacent hardware.>bullet proof software >Nintendo >tetris+bombliss>Tengen>go retro portable (new version made for an nes rom handheld)>another new nes based version for a recentish Tetris handheld
Garfield: Caught in the Act (also the only good Garfield vidya ever) was release for the Mega Drive, PC, and Game Gear. The PC has a different level order and two additional stages not in the MD one. It also has better CD audio. The Game Gear port has one additional stage unique to it.tl;dr is the PC and GG used some extra stages the devs designed but ran out of ROM space to fit on the Mega Drive (the game was 16 megabits and nearly every last byte was used).
>>12466306>>12466314
>>12465784Ron Gilbert was surprised they got MM to fit on the NES knowing how hard it had been to get it in the C64's memory space. He also considered it the best version of the game.
>>12466386>Ron Gilbert was surprised they got MM to fit on the NES knowing how hard it had been to get it in the C64's memory space. He also considered it the best version of the game.what the NES could and the C64 could not do was spool cartridge data on the fly. on C64 you had to slowly load from disk and whatever you could fit in RAM was it. that's why for instance NES Maniac Mansion had music and C64 did not. the music data could just be instantly switched in or out as needed.
>>12466205at least it's not Adventures of Lolo
>>12463968There's a beta sprite for Catry that's even more gruesome. Bones are cartoony enough but in the beta she was half digested.
>>12466402Anyway, most NES games have one music bank and this is switched in during blank, one note is played, and it's switched out again. Five or six tunes is typically all you have room for.
>>12464163>>12464249There's also the Japanese computer ports, which have entirely different jump physics, which led to the levels having to be redesigned, some very radically, to account for this.
>>12466197Mad City is way too easy, Bayou Billy is the better game by far.
>>12464163>The computer magnetic media releases all have ten levelsIt's a cartridge on the A8 and C64.
This entire game. It got the Mario 2/Mean Bean Machine treatment, possibly because the original was some anime based thing and they didn't have the rights for that. But it's still one of the most major regional reworks I can think of.The new graphics and music were fucking tubular mind you.
>>12463992The 4 direction sprites update is a myth, what draquest US changed was mostly remove all churches and any mention of god or devil, change caskets of party members for ghosts, add save battery.
>>12467375You're confusing DQ1 and 2. DQ1 did get four directional sprites in the US version while DQ2 removed religious references and stuff.
>>12467350>this is the third of spiritually-similar sidescrollers by Vic Tokai>the first, 1988's Kid Kool for NES, is the only game that released overseas relatively unscathed -- albeit with the connection to a child actor dropped>the second, 1989's Psycho Fox for Master System, didn't release in Japan at all, not even a Game Gear port -- and the Brazilian version is resprited as a Sapo Xulé product>the third, 1990's Magical Hat no Buttobi Turbo! Daibouken for Mega Drive, was an anime tie-in -- and it became an original-IP resprite in the West, bexoming something of a cult classicCould've sworn Psycho Fox and DecapAttack were released in Japan via Virtual Console, but nope.
>>12467504fun fact: Kid Kool's sprite was an edit of SMB Mario.
>>12467350Honestly wish companies did this more back in the day, specifically more so for properties that were non existent in the country that the game was getting a rework of. Shatterhand is another great example and it honesty helps many times to allow the game to get re released, as was the case for Blazing Lazers and JJ & Jeff.There was this one great action rpg on famicom for example that was from the same anime series keith courage on tg16 was based on. That game could have easily gotten a rework by Hudson for outside japan with an original character or hell bomberman or master higgins and been a smash hit.
>>12465391I stopped watching that dude when he put out a video crying about Manhattan Police
>>12465391>This is a pro-Nazi game. It's going back on my shelf and it's not coming off again.
>>12465391Even better, try his video of Square's Tom Sawyer.
>>12467783Just so you know there is a ROM patch for the game that changes Jim's sprite to be more PC.
>>12465391>They're putting all of their efforts behind their new Wisdom Tree label--NES games intended to be sold in Christian bookstores. Christian media is a phrase that will send a shiver down the spine of anyone who's ever been forced to sit through it.
>>12465391>>12467572>>12467581>>12467783Why are people pretending to document history like this?>>12467795Of fucking course there is.
>>12467795not a big deal, i mean if the game had been released in the US they would have changed the sprite anyway
>>12468332Don't get me started on Jeremy Parish
>>12465391>>12467572>>12467581>>12467783>>12468320>>12468332It's nothing compared to him being offended by the overweight penguin game:https://www.youtube.com/watch?v=1zk6Jmcp8Sw&t=67s
>>12468421I dropped his Famicom chronology series when he started his Mappy video with "You know what they say about all cops, right?" Why do these faggots need to push retarded radleftist takes everywhere?
>>12463968>>12466421Who the fuck thought this was appropriate for a cartoony kid's game? I've played a ton of horror games over the years and none of them have anything even approaching this as far as nasty character deaths go.
>>12468439As an official obese fuck, I give this game the fat pass. Also that diet and exercise themed version of snow bros gets one too.
>>12468439Why do fat Americans always get so upset at non-American media having pro-healthy body messages?
>>12468439His worst take by far was claiming Otaku no Seiza was sexist (against woman). He wrote an entire essay about that, which would take anyone hours and hours to write, yet failed to comprehend the most basic things about the game. For instance he claimed the game is about "beating woman into submission", but that's not what happens in the game. It's a world in which all men are otakus with no virility, you fight the girls to prove that you are their equal and at the end of the fight the girls aren't "beaten" nor do they submit, they don't show any sign of being beat and they just stop the fight on account that you proved you are EQUAL. If the game is sexist, it's against nerdy men (as a joke btw...); and that's the entire premise of the game he got completely backwards because he only looked at the game on a very surface level and then jumped to conclusions so he could get offended and show the world he's actually a good guy (or so he thinks; because he's only showing how stupid and trendy he is)."not retro " but it's like the documentary "Attack of the Hollywood clichés" on Netflix which claim that The Green Mile and Bruce Almighty are racists. I completely disagree with that also. Same fucking thing, surface level look at the media and claims that are the literal opposite of what the thing is about.And the worst thing is I'm sure if these people read this post they'd think of me "well this guy is just an offended poltard trying to defend racism and sexism", but no politically I'm very mid, more mid than any of the two (2) political parties the US has.
>>12468320He's right though? Most Christian media is the most terrible Ned Flanders/Veggie Tales tier corn.
>>12469032>He's right though?>?
>>12469114>>12469032>samefag upboating your own lame post
>>12469168I’m making fun of him for writing like a dumb roastie, you clinically retarded faggot
>>12468607I would be fine with an rpg about otakus beating up women because its an absurdly funny concept.
In the 4th need for speed game what unlocks two tracks is swapped depending on if playing NTSC or PAL.In the PAL version durham road (set in the UK) is unlocked at the start of the game and kindiak park is unlocked in a later championship.In the NTSC version kindiak park (set in canada) is unlocked from the start and durham road needs a championship win to be unlocked.
>>12465575He remindes me of Christian Chandler.
>>12467510They did it several times.There was a Ranma 1/2 fighting game that got a complete redesign into a game called "Street Combat".https://youtu.be/pttH2daFIjMAlex Kidd in High-Tech World is also a reskin of an licensed game based on Anmitsu Hime, which explains pretty much everything.https://www.youtube.com/watch?v=UDMNEBv-4Hwhttps://www.youtube.com/watch?v=13UH4tUFZ38
>>12463968One of the bosses in Ristar is in Japanese version a giant ice/slime cat that you feed hot food. It's a reference to the fact that sensation of burned tongue in Japanese is sometimes described as having "cat tongue". Obviously such a saying is not really a thing outside of Japan so western releases removed said boss's cat-like details and just made it a generic icy monster.
>>12470281>generic icy monsterIt's not generic.
>Famidaily reviewing a baseball game
>From there I was off to Napalm Man's stage, which apparently takes place in the jungles of Vietnam. So maybe not the most tasteful choice Capcom could have used.
>>12465790Surprisingly nothing, but many just don’t bother
>>12468592They haven’t come around to Just Take Ozempic yet
>>12466421>>12468512its the melted eyeball that gets mesomeone on the dev team must have hated her
>>12464010Wasn't that a text adventure game? Why would you want to play that on a console over the PC versions?
>>12473183>Wasn't that a text adventure game?No.
>>12465910>A setup menu was added, letting you reassign actions for the B, Start, and Select buttonsRemapping in a NES game? Cool
>>12463981The first DQ was also graphically improved when released as Dragon Warrior.
>>12470281This is a really weird decision to make, the guy on the right looks cooler anyway
>>12466197>based on player feedback from JapanYou mean based on the fact that rentals are illegal in Japan
>>12472767>Just Take OzempicEven that won't be enough for most lardies, especially true if they don't plan to stay on it for life.
>>12463968>>12466421Having never heard of this game, I assumed this was some one-shot throwaway NPC, but it's apparently a whole character that they then decided to just randomly kill off in a grewsome way?
>>12473548Yep.
>>12464010I think BT2 for Famicom still hasn't been translated yet.
>>12473627Someone's starting working on it. But I played it, and it's disappointing. at first it's alright, but by the end of the second dungeon balance takes a hit and never recovers. It's pretty fucking bad to the point that by the end out of all my characters there were only 2 useful ones and everyone else was entirely useless.
NES Lode Runner has a different title screen than the Famicom version, they also took out a feature that let you save levels made with the editor screen to the tape recorded used with Family BASIC.
The fuckin RE series where some of the games are censored for America while others are censored for Japan
>>12473643afaik Excitebike also had a level maker feature that used the FB tape recorder and they took that out of the US release
>>12473643>>12473659iirc the feature wasn't technically removed, they just never released the accessory outside Japan. It should still work if you played the US version on Famicom via adapter. I think.
>>12464049the original game had CHR ROM, the US version had to move the CHR data to the PRG ROM so there was less space in there and they had to cut the between-level maps
Konami didn't have a choice though? They couldn't use VRC2 on a US cartridge and MMC3 wasn't yet available.
>>12464017The enhanced western releases were also partly done by Nintendo because they wanted to recreate it's Japanese success, iirc. If they wanted DQ to be a hit in America, they really should've just skipped DQ1 and 2.
>>12473718Yes. There were actual plans to release a NES-compatible tape recorder at the time, so all these games that supported saving to tape kept the function in for their western release.
>>12474065nah i'm glad we got all four games, it would suck to have half the series stay in Japan like with cartridge era Final Fantasy
>>12473983>the original game had CHR ROM, the US version had to move the CHR data to the PRG ROMThat's not how the NES works, there are about 23 pins and 8KB of memory dedicated to the CHR RAM and the same amount of pins as 32KB of memory dedicated to the PRG ROM. You can't just remove the CHR ROM to save space, the NES does not work that way. The PPU can only work with data from CHR ROM. Without a CHR ROM you have no display, can't even display a single pixel or text. You can't reallocate any of that that 8KB of memory that is reserved for the CHR ROM to PRG or vice-versa either. Mapper chips allowed you to have bigger PRG and CHR ROMs by swapping banks of data within those 8KB/32KB areas of memory but you still need both for any game, you can't just have one or the other.
>>12474807that wasn't what he said. he said US Contra was switched to UNROM which means it had CHR RAM and stores its graphics data in the PRG ROM and just copies it to CHR RAM as needed.
>>12474827https://nescartdb.com/profile/view/52/contrahttps://nescartdb.com/profile/view/3986/contraI think he wasn't paying attention to that. But yes the Famicom game was a CHR ROM game and the NES one was CHR RAM so they had to move the graphics to the PRG and as a result didn't have the space to include the level map screens.
>>12474827He never mentioned UNIROM, he just said "he US version had to move the CHR data to the PRG ROM", it sounded like he was saying it just had a PRG ROM
>>12474001>They couldn't use VRC2 on a US cartridge andIt has been commonly claimed that NOA didn't allow third party mappers although RBI Baseball and Gauntlet did have a Namco mapper. My take was more it was a cost issue since Konami probably only produced enough VRC2 chips for their Famicom games and had no extra capacity to spare for NES carts.
>>12474827ah, ok
>>12474827>that wasn't what he said. he said US Contra was switched to UNROM which means it had CHR RAM and stores its graphics data in the PRG ROM and just copies it to CHR RAM as needed.The actual length of the game isn't going to be much different but with CHR ROM you can have more variety of graphics; with a 128k CHR ROM like most games use there can be 16 tilesets. With a CHR RAM game you can generally have 4-6 since the PRG ROM won't have enough space to fit 16. Note that code is actually the smallest portion of a game, the graphics and level data consume the most space.
>>12475510right. the actual gameplay/levels in US Contra are the same but the map screens had to be cut because they didn't have enough space for the graphics once they had to move everything to the PRG ROM. even with the graphics being compressed it's still going to be significantly less space than the original game had.
>>12475520ok
>>12475547The PRG size on NES game determines roughly how long the game can be, but depending on your CHR ROM/RAM setup you can have variable amounts of unique graphics. Though some setups like CNROM put the level data in the CHR ROM so the PRG has space for additional game logic and whatnot.
>>12474090Except we kinda did. Each NES release after the first was destroyed in Western sales by Final Fantasy, all because Enix waited too late to have them localized and with almost no marketing. They didn't even bother with bringing over DQ5 or 6 and only gave a half-hearted effort to 7 and some Game Boy remakes/spin-offs before just giving up, at least until the Square merger forced them to try again and make a serious attempt this time.
Got a question and this seemed like a good place to ask.I was looking up PCB information about DKC and realized there was a separate model number for these "Not for resale" carts. Do people have rips of these types of cartridges / is there a place to see changes between the NFR and standard releases? I basically want to know if there were some audio changes and/or if it was the full game.
The German version of Link's Awakening has an additional easter egg that was put in by the translator where, if you named Link after him, a track he composed would play:https://www.youtube.com/watch?v=Gw8jSMLlX6Q
>>12476774i don't see any mention of the not for resale being it's own revision. it's likely whichever rev they were using when those labels were used.i didn't look very hard, correct me if i'm wrong
>>12465695>it's not an emotional issue or has too much meaning to them.They literally got hit by a nuclear weapon.Twice.
>>12469032Don't you shit-talk Veggie Tales in front of me, The Girl who Became Queen was hilarious.https://www.youtube.com/watch?v=oFkwmuK9BxE
>>12465749The tranny still freaking out because of kiwifarms