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Hudson's second-ever Famicom release and kind of impressive that they pulled it off considering it was a port of a C64 game back when home computers had a lot more resources to work with than consoles.
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>>12512643
this was the first Famicom game that could use the controller mic--apparently that feature was added in two days before the deadline to finish
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I honestly stopped liking the famicom. Too weak. ZX Spectrum is more powerful and has better games
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>as anon said, first FC game that used the controller 2 mic
>first one with multi-directional scrolling
>some pretty complex game mechanics
and they pulled off all this in a first gen NROM cartridge with only 24k of ROM. Hudson were gods.
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>>12512643
More like Raid on my Bunghole Bay.What a shitload of fucking monkey fuck.
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>>12512643
The C64 game was something like 50k. It was Will Wright's first game and he hates it and says it wasn't that good.
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>>12512653
the Speccy was actually pretty good at 3D/vector stuff due to the bitmap screen and Z80 being relatively muscular compared to the 6502
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>>12512678
Yeah it's just better. We were brainwashed by the japanese all these years. Their games aren't good.
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>>12512668
it's a nice technical showpiece especially for such an early game on the system, but i wouldn't really call it fun to play
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tl;dr is if you do two player mode the second player can summon missiles by shouting into the controller mic. the code for this is still present in the NES release with no way to use it.
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>>12512643
I've never seen this cartridge IRL, don't think it was that popular. Game was old as shit by the time we got it.
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>>12512713
the Japanese version sold like a bazillion copies but yes i don't think anyone had it here. combination of outdated game and also a pretty early NES release when it wasn't well established here yet
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>>12512719
Every Famicom game up to 86 sold like a million copies.
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>>12512668
yeah they were pretty good when Nintendo themselves could not fit the Donkey Kong pie factory in the same ROM size
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>>12512653
>>12512678
Spectrum games look like ass.
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>>12512737
Stop liking Nintendo at once or else
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>>12512737
The Famicom could've never done this:
https://www.youtube.com/watch?v=Tk_uj-_RQxo
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>>12512746
no it would not, not with its tile graphics and potato of a CPU (also applies to C64)
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>>12512752
The Spectrum also had a far better Space Harrier than the trash ports on those systems.
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>>12512668
My guess is they probably moved the level data to the CHR ROM to get more space in the PRG for game logic.
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>>12512746
The color palette is still total ass, it just doesn't look good at all.
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>>12512673
>It was Will Wright's first game and he hates it and says it wasn't that good.
That's typical, artists always hate their early work. I think it's pretty great though. It's a little slow until you've blown up one or two factories, but it ramps up nicely with every one you hit, and gets crazy by the last one.>>12512695
>i wouldn't really call it fun to play
You mean the famicom version? I've never played it, is it really that bad?
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>>12512643
that cover art is awesome though
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>>12512668
Oh, and first game on the system where the MC has a health meter instead of one hit and you die.
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>>12512745
No
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Alguien podra adivinar loq dice
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>>12512694
That's irrelevant, the Japanese PC-88 and PC-98 and MSX home computers are filled with games that didn't set the world on fire either. Sega competed with the Famicom with the cheap/inferior SG-1000 then the superior Master System, and it still didn't outsell it.

What Nintendo (and later Sony) did right was the vastly better quality control for their own first party games, and then strict quality control for third party games either in Japan or overseas. Anyone buying a Nintendo system game could expect it to be clearable, not an absolute trash fire, not a complete scam, not malicious software that could fry the hardware, and they could even expect some customer support and excellent presentation (nice packages, nice manuals, nice backstories, which japanese home computer developers did but westerners didn't)

Nintendo/Konami/Capcom did all the mistakes that western publishers did too, but they learned from it very soon.

For example contract developers and shadow developers. Nintendo did that with Donkey Kong and Ikegami ended up suing them over rights to to the arcade version and not cooperating with the Famicom port, Sega did that with the Wonder Boy series and Westone ended up keeping the rights to the "code" and rereleasing the same thing time and time again, Squaresoft did this with Final Fantasy and Nasir Gebeli and they didn't exactly have future-proof code. So they all quickly invested in an entire system of shadow developers (TOSE, Intelligent Systems, and so on) that keeps institutional knowledge in one place in a way that wouldn't survive even one round of western-style layoffs.

On the other hand british and american devs would come up in garages with ideas that would have brilliant potential but they become arrogant and shit them on the market as soon as they reach a vertical slice state. So a Prince of Persia without the artistic flair from ArcSys' versions, or a Lunar Chase without the parts that made it Star Fox.
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>>12513517
>and they could even expect some customer support and excellent presentation (nice packages, nice manuals, nice backstories, which japanese home computer developers did but westerners didn't)
Say what? Most American PC game guys like Sierra and Microprose did all that.
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>>12513683
Customer support: :-|
Customer support, Japan: 8-O
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>>12513517
Nintendo had pretty strict Q/C in the US, in Japan not so much and there are a lot of Famicom games that are absolute dumpster fires.
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>>12513683
>Sierra
You mean the developer of the poorly designed point-and-click games where you don't know your save file is broken until very late in the game, often with no indication (or "when they got better at it", a game over message asking the player to waste another 8 hours)? And then instead of fixing it they see it an opportunity to sell more guides and paid customer service calls?

That's actually a very good point. Whenever japanese developers picked up western home computer games for their home console ports they would extensively rework the game (and simplify it if needed) to eliminate those very "quirks".

Incidentally Sierra did an excellent job as a publisher localizing some Japan-only PC games from Falcom.

The thing with American and British markets, is that they had a nice thing going on with choose your own adventure books, comic books and DnD-adjacent content and yet almost none of that visual flair made it to the games, it's almost always some horrendous MS Paint puke (that "nostalgic" CGA radioactive puke). Despite working with similar technical limitations, you'd often see monochrome japanese games that look far better artistically, and many go as far as rip off those western influences far better than the official adaptation often does (and that ugliness was so commonplace that the times where western publishers bucked that trend were notable, such as Infogrammes' 16-bit shovelware which was among the first times a western game looked as pretty as the source material).

>>12514175
That's not to say the japanese invented art, that's more of a condemnation of the western developers not having anyone with some artistic foundation on the development team in charge of the art direction who can do "art with commercial appeal" that compliments the strengths of the game (often unremarkable for japanese games, but elevated as a whole that's bigger than the sum of its parts).

>Famicom, Japan
NCL at least rejected unplayable trash and kill screens.
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>>12514175
The NOA rules were a more rigorous subset of NOJ's licensing guidelines. In Japan they did have some rules like games needing to have a pause feature, title screen, etc and actually be finished and beatable, but NOA added additional testing for game breaking bugs--it's not uncommon to have Famicom games that crash because of a bug the playtesters missed since the dev was supposed to do that themselves. Still, there are occasional NES games that got through anyway like the first printing of Castlevania which could lock up when you were fighting Frankenstein due to a sprite table overflow.
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>>12514756
Sherlock Holmes (one of the worst Famicom kusoges) displays garbage between screen switches because it's a CHR RAM game and it neglects to blank the PPU when clearing the tile map prior to loading the next set of graphics. p. sure this would have failed NOA's certification and they had more stringent rules against displaying garbage graphics on screen.
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>>12514735
>where you don't know your save file is broken until very late in the game
Zork did it, it wasn't uncommon in the era. Infocom stopped doing that pretty quickly, but they were always ahead of everyone else.
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>>12512746
Okay cool but why does 99.9% of the library look like complete shit, and sound like a fart through a drive thru speaker??



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