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I anticipated this response. They also authorised the re-release of Street Fighter II on the SNES. Thing is, that article suggests it's Capcom doing the work, whereas if you look in the picture, you'll see iam8bit, which is the company handling it. Clearly they went to Capcom and said "hey, can we release a 30 year old game of yours if we pay you?" and Capcom said "sure, fill yer boots". It's a no-brainer for Capcom, so it's completely different from creating a new game from scratch and fronting the cost of producing cartridges. Iam8bit has clearly found a niche (note limited edition of 8500).I missed the bit about SFII.
EDIT: following the link, it says "Manufacturing by Retrotainment Games + Infinite NES Lives". So clearly Capcom has absolutely nothing to do with this, besides selling the licence to do it.
I'm sure that it wouldn't be that much of a hassle to train a skilled programmer in assembly code and have him program a new NES title, for instance. And in this entire world of billions of people, there's got to be a lot of people who are capable of coding in assembly code.If it was really that easy, there would be no shortage of people happily doing it for free in their spare time. As it is, there haven't exactly been a lot of commercial-quality from-scratch NES homebrew titles.
And emulators are beneficial for having save-states, which means if you make a mistake in playing a game, you can go back to a previous state and try again. That's why I prefer mainstream emulation over the Virtual Console.That feature is already available in the Virtual Console. (Granted, you're typically limited to just one save state.)
I want to patch Earthbound with a .srm file so that the game starts off at a certain part of the game without needing the .srm file to take me there. Sorry if this is the wrong board. Hope I'm being clear about what I need.I'm not completely sure what you're going for, but you are aware there's a well-documented debug mode that can warp you all around the game, right? In theory, you can even access it shortly after starting the game, without even using a Game Genie.
Does this inconsistency in retraux aesthetics have something to do with RPG MakerUsing a program like RPG Maker will inevitably put sharp constraints on the available graphical effects.
I think some guy on the Internet might've once made a comment about Batman Forever having a grappling hook...It came up in an AVGN video, mostly due to being activated by a completely unintuitive button combination.. I was going to mention it, but it's hardly a grappling hook in the same sense as Super Metroid or Umihara Kawase. I would say the same for Final Fantasy Adventure and the Zelda games. If we're just going to talk about "featuring grappling hooks", we might as well include adventure games like Beneath a Steel Sky and Teen Agent.
There is a game on a more obscure, expensive and powerful PC platform from the 90s where you walk around in a shellac-green robot suit that also has a grappling line. Can't remember the name of it...Not Vectorman?
I guess cutting these features is the result of manufacturers cutting costs to be cheapskates?It is difficult to justify the cost of including a feature that people are unlikely to use unless they are playing old games, yes.
Even if modern games don't benefit from auto-fire and programmable buttons, the classic games are still being played on modern systems, mostly via digital download like PSN and XBOX Live.When those games are made available, aren't they typically packaged in some sort of emulator that has turbo support or something?
I mean, any game from recent times when auto-fire controllers have not been regularly available. Are there shmups coming out these days that require you to button-mash?QuoteCan you give an example of a game where turbo fire would be a useful feature, but is not somehow an option?Metal Gear Solid (torture scene)
Final Fantasy VI (an old trick that involves pressing a button over and over again to level up quickly in a river somewhere)
(pretty much any shmup)
...to name a few.
Is it true that modern controllers like the PS2 controller and beyond actually have analog (pressure sensitive) buttons? I remember the GameCube having pressure sensitive L and R triggers that you would need to manipulate for Super Mario Sunshine.Many controllers have those analog triggers now, yes, but those are the only analog buttons.