Retro games and emulation - Discuss retro shit in case you're stuck in the past or a hipster

  • Want to keep track of this thread?
    Accounts can bookmark posts, watch threads for updates, and jump back to where you stopped reading.
    Create account
Yeah, rawdogged it without a fastforward option even, which I would not recommend. Seemed basically typical of the era (very late NES). It met my #1 criterion for a good classic-style jRPG: it's pretty short.
It didn't run on my vintage Everdrive N8 so I played it on my Wii with a Switch Online Famicom controller synced connected to a CRT at which point I just pretended it was a real NES. It does play very slow in a way that even contemporary RPGs don't. Feels like with some tuning they could have had a really compelling game but they clearly didn't quite finish it.

Edit: Can I complain about the Everdrive N8 Pro? Like OK it supports more mappers:
1774308709435.png

1774308697689.png

But I feel like Krikzz should have supported his original product better. And I don't want to buy a Pro only for an ULTRA version to come out that supports even more mappers or features.

I have no ragrets buying a feature complete Everdrive 64 v3 for way too much money because nothing could have more features than it had. But the N8 leaves a bad taste.
 
It's been a while since I tried PS3 emulation on my M1 Air but it didn't run games that well for me. I dunno like on paper the M1 should be ok, but maybe it's the lack of the fan or something with how it governs power I was just never able to get very impressive performance out of that thing.
I'll chalk it up on a little of column A, little of column B. Again, I will upgrade soon, then see if that makes a difference. The Mac can handle Dolphin well enough. No hitches whatsoever.
 
But what's really nice, is Galaga '88.
Yep, I’ve always been a fan of that one. The only home console ports pre-2005 are on the TG16/PC Engine, Game Gear, and Sharp X68000 of all things. NES? Genesis? What are those?

Galaga Arrangement (arcade) has more weapon upgrades (double fire, rapid fire, and spread shot), then Galaga Arrangement (console, different game) has those same weapons but lets you get double upgrades by sacrificing two ships, like rapid double shot or a 5-way shot. I recommend both games for sure, but I’d probably give a slight edge to the arcade game.
 
Taito never toned them down much though.
The funny thing of most Taito games is that difficulty scales actively depending on how good you are at the game.
Just take Bubble Bobble: if you defeat enemies with combos, you cause extend bubbles to spawn.
If you make an extend, you get an extra life.
The more your bonus lives, the more the game makes enemies fasters and spend less time trapped inside bubbles.
If you start dying, the difficulty scales back, enemies gets relatively easier but your life supply runs thin and you feel stressed.

And Symphony is even worse at that, entering secret rooms, beating stages without dying, calling second player, all stuff that does nothing but increase difficulty: this additionally gives bosses more hp and harder patterns too.

If you die a lot = the game doesn't feel that hard.
You don't die = enemies becomes hyperaggressive and the bosses sings your funeral.

Its an incredibly cruel and punishing system that one day or another I'd really love to slap on the face of a game journalists that loves to talk about how good adaptive difficulty is because... No.
all way easier than actual BB games.
Since special items spawns by fulfilling specific conditions, you're technically capable of popping 15-20-25 water bubbles in stage that generates them, in order to summon umbrellas that let you skip 3-5-7 stages, plus, if you Reach stage 50 without dying, you'll spawn a door that sends you straight to stage 70.

I don't think those spawns in symphony, and I have no idea of what spawns them in Memories, although that one game straght up cruel, less because of the conditions to get true ending, but rather because its "SUPER MODE" doesn't just swap enemies, it gives you a brand new tower with 80 completely different stages and while the bosses aren't replaced, the drugs you need to use against them are, and you can really feel the difference most of the times.
 
Um ackshually, NESticle already existed back in 1997, so you could have emulated it without original hardware.
Was just about to post the 2nd quote but it's worth calling out that many people say that NESticle specifically gave them a new appreciation for NES.
As someone who did not grow up with any console as a kid, NESticle and Genecyst were huge in getting me to appreciate those libraries. When I really started getting into games was around ~1997/98, and by 1998 especially there was like a faultline between what was retro and what was current on the PC side of things. Basically, anything pre-Quake was retro. And that makes sense since Quake for us on the PC was the first time we could actually play 3D games without it being a slideshow, especially for someone like me running it on the family Compaq in software mode. Obviously using Quake as the marker for retro/current falls apart when you consider games like Blood came out in 1997, but in general that's what consensus was at least from what I could tell reading magazines like PC Gamer and Computer Gaming World.
I think a big reason why emulating older NES/Genesis/SNES games in the late 90s/early 2000s was appealing to PC kids like myself was really down to filesize. Even with shitty dial-up Internet, and a HDD that wasn't huge, you could grab quite a few games in a relatively short amount of time and have fun with them, and not have to worry about them slowing down and fragmenting your HDD because the filesizes were small. And the games were fun too, that helped. I was glued to my computer a week straight the first time I played Super Metroid in like 2002, even with playing it on a keyboard it was fairly intuitive and responsive, and definitely better than using some weird PS/2 controller that the emulator might not even recognize. (I was a kid so I couldn't just buy a Sidewinder from Electronics Boutique or something).
 
Do you think retroslop developers should try to emulate the jank and limitations from NES games when making their own NES-inspired titles?
I'm referring to multiple aspects, like the artefacts that would appear on the corner of games like Megaman and SMB3, glitching texture or even the collision issues and other visual glitches caused by too many entities being present on the screen at the same time.
Its kinda weird to say this but, when you play a game that is a diminished port of an arcade game, such as Ghost 'n Goblins or even Bubble Bobble (and sequels) the difference is almost like night and day. Considering that its not a good thing, I wouldn't be suprised to know people hates and actively avoid it, but I still think it would be kinda cool if a dev was autistic enough to try to imitate those as well.
 
it would be kinda cool if a dev was autistic enough to try to imitate those as well.
Shovel Knight was quite true to a bunch of NES limitations like 4-color palettes, music limitations, etc. Clover Pit emulated the weird integer-rounding coords of the PSX. There are a few instances of this, but it tends to be focused on a few specific qualities. Shovel Knight, for example, added in a couple layers of parallax which the NES did not have.

It would be weird if there was eg. sprite-limit emulation etc. in a commercial game. That would requires a lot of engineering without much benefit.
 
lot of engineering
I think you could just keep a counter of entities and start capping the frame rate after a certain number.
without much benefit.
The benefit would be that it would provide an experience that is more accurate to an actual NES game. I'm not saying its a good thing, but if that's what an autistic developer is trying to make, I can see them try to code every single minute detail, including the actual limitations of a NES game.
 
Do you think retroslop developers should try to emulate the jank and limitations from NES games when making their own NES-inspired titles?
I'm referring to multiple aspects, like the artefacts that would appear on the corner of games like Megaman and SMB3, glitching texture or even the collision issues and other visual glitches caused by too many entities being present on the screen at the same time
The benefit would be that it would provide an experience that is more accurate to an actual NES game. I'm not saying its a good thing, but if that's what an autistic developer is trying to make, I can see them try to code every single minute detail, including the actual limitations of a NES game.
It's an old example now (what have I done with my life) but Mega Man 9 and 10 have the sprite limit as an option. Thought it was a nice touch but turned it off.
 
I have a bit of an unpopular opinion:

I actually like the Virtual Boy
I was meant to be an handheld, so you can see it fully realized with the 3ds, which had to be re-released without 3d gimmick, the monochromatic red colour scheme and 3d effect put a severe strain to the eyes of players, it looked stupid to wear and its game library was lackluster to say the least, not even because of numbers: its only saving grace was the Wario game, which was still a good game that would have been better without the 3d gimmick.
 
Literally the only thing wrong with the Virtual Boy is that the red color they were forced to go with in the end kind of hurts the eyes. The library is great and the games made actual use of 3D, unlike the 3DS which was mandated to have games be fully playable without the 3D on.
 
Literally the only thing wrong with the Virtual Boy is that the red color they were forced to go with in the end kind of hurts the eyes. The library is great and the games made actual use of 3D, unlike the 3DS which was mandated to have games be fully playable without the 3D on.
Apparently Nintendo went with red and black since the system would've been really expensive if it were in full color. The red also gives the Virtual Boy a bit of a futuristic feeling as well imo.
 
I have a bit of an unpopular opinion:

I actually like the Virtual Boy
Wario Land VB is honest to god one of the finest platformers Nintendo has ever made, and it's kind of shocking it was trapped in VB purgatory for ~30 years.

I think R&D 1 became the red headed stepchild of Nintendo at some point. The properties they made like Wario Land and Metroid were more popular in the west than in Japan, and some of their Gameboy games weren't even released in Japan. When VB flopped it was almost like the writing was on the wall and it was dissolved at the end of the Gameboy era when the DS launched. I believe the only R&D 1 creation that Nintendo still develops in house is Wario Ware.
 
It's an old example now (what have I done with my life) but Mega Man 9 and 10 have the sprite limit as an option. Thought it was a nice touch but turned it off.
The original La-Mulana stayed true to the MSX's limitations, both in terms of art style, gameplay, and music (to an extent). The soundtrack is clearly a MIDI played with a special soundfont that makes it sound like the old Konami SCC. I would even go as far at the remake being era-accurate, since it would be trivial to port on PS2, and seemingly doable to port to the PSX or even the PCE Super CD-ROM².

Cave Story would be one example of era-appropriate soundtrack, since it uses a virtual sound chip for its playback.
 
Do you think retroslop developers should try to emulate the jank and limitations from NES games when making their own NES-inspired titles?
If they want to be that autistic, just make actual NES homebrew. I am cool with pixelslop being only an art style.

I did play a nice little Gameboy-styled beatemup called Rumble Dragon that mostly limits itself to only two onscreen enemies and only uses two buttons (A + B is jump, no option to map it to a single button). I thought it was a really stupid idea for about ten minutes, then I decided they actually did something cool there.

In conclusion I dunno, people can do whatever I guess. The Ghosts 'n' Goblins port sucks though, it's a shadow of a game that wasn't made with those limitations in mind, and it's a lousy port even given the hardware.
 
Back
Top Bottom