It gets pretty wild lol
I played this crap when it was brand new in the 90s!
Yeah, unfortunately (for me) with this project I tried my best to get legitimate clears of every game, which meant a lot of nights playing my Home Improvement cart. And playing those first few levels over and over again…
Why would your sister want casino games on a video game console? So odd!
Wait… you completed every game in that list?!
Oh god no. I only beat 430 or so. Which is still a crazy number, that took me an eternity. I tried my best with the rest, but they were either too hard, or not worth my sanity. Here’s the list: Brock_Landers's Backloggery
(replying to myself to link to referenced post)
I’ve come to conclusion these aren’t worth it. The oem inserts are much, much better. I was playing some GBA games via MiSTer with my SFC controller and could not get inputs to register. I pulled out ye ole rubbermaid bin of old controllers and swapped out the new inserts with ones from a beat up SNES controller I got years ago in an auction bundle. Immediately better.
So yeah, stay oem folks.
That analogue/digital mix is what made this stuff, with relatively limited technology, feel alive. Super Metroid was the peak to its point in time.
First level of Wild Guns, one of my favorites.
By cropping the image a bit, I can get closer to capture more details.
Nice video! Wild Guns is such an awesome game. I have the Reloaded version myself.
Yeah fantastic remake, I played it a lot when I still had a Switch.
I was a tad disappointed with Reloaded, the wider playfield seemed better designed around co-op play than single player, and some visual effects from Super Famicom were cut out.
But by all other accounts it’s great!
Despite it plays differently, I was OK with the result.
What visual effects?
The heat haze is one I recall missing. You can see it on SNES after the first boss is defeated (robot).
This might be sacrilege to some but kind of curious as to how this would feel
interesting. Basically the Saturn pad.
Dpad suspended on a ‘stick’ with another dpad underneath. Adds extra looseness and more movement.
It makes the dpad close-ish to a mini-stick, which works better for games where you are constantly moving/rolling between directions, like fighting games and shooters. But IMO isn’t as good for games requiring very precise cardinal inputs, eg action and platformers like Castlevania, because there’s more travel distance for inputs and it’s looser.
What I have done instead is use a 8bitdo DIY converted actual Saturn pad on the SNES via bluetooth for fighters/shooters. I need to get a bluetooth receiver for Saturn to do the reverse to play platformers on Saturn.
Yeah the SNES D-Pad is good for cardinal inputs, sort of reminds me of the PSX D-Pad in that regard. I do prefer the Saturn D-Pad overall though and using a Saturn pad on a SNES I find I really miss the diamond layout of the buttons, messes with my brain when playing certain games if not!
Dragon Quest SFC remaster: it’s almost an arcade game, I love it.
It starts straight away: the king’s castle, the villain defeated 100 years ago by the hero of yesteryear is back, you go out and you see the main objective, which is the villain’s tower, and from there you can go anywhere (I wonder what that reminds me of). The idea is to organize each trip until our level and food supplies call us back. The landscapes we cross give us information on the risks involved (terrains, crossing a bridge, entering a cave, etc). With its instant battle screen that leaves the rest of the map framed around it, the perfect perspective for staying in the moment and moving on.
The game never abandons its simplicity, and finishes in ~10 hours. It’s fast-paced and however a traditional RPG with its central level-up system. I was thrilled with each new level (I ended up on level 23); there are only a few basic stats, but that’s what’s so great about it, because every point counts, and clearly makes the difference in combat for progress in the game, exploration and the current objective. Plus the magic gained is just as simple and useful, spells always given at the right moment in the quest, giving a lot of rhythm to the game’s progression rather than over-inflated plot twists and story development. I’m not sure there’s another RPG as focused and uncluttered overall. Everything you unlock bit by bit keeps the game from slowing down. When a type of movement or interaction with the map might start to become redundant, an object or magic is added to give you the power to get out of that situation much more easily, the power to eliminate the danger and the time if you manage it well, to concentrate on the rest of the exploration, allowing us to explore more deeply. Once again, it’s so well crafted, especially the pacing, what a savoir faire back then. In many ways, it’s similar to the first Zelda: the overall quality, the sense of adventure that the player derives from it, the personality of this quest thanks to the value of every heroic fantasy elements in the game, tangible to the player because of their importance in the quest and the imaginary world behind them.
The more social/anthropo-cultural side of DQ1 compared to Zelda 1, with its more numerous exchanges with NPCs (also more charming), makes the quest a little more rhythmic in its unfolding due to the precious clues gathered, but a little less organic/bucolic.
When I think that these two games were released three months apart, what a blessing for Japanese kids in 1986.
The SFC version is splendid, the music enriched with great “orchestration” and a sick sound for the console (clarity, stereo…).
Composer Kōichi Sugiyama is right up there at the top. Compared to other great video game composers, I’d say he has the particularity of writing music that’s a little more sophisticated, classical music, a little less modern/electro, while remaining jubilant for the player, constantly carried along with such lightness and elegance.
Also on the subject of immersion, I appreciated the solitary aspect of the quest, without the team (well illustrated by the first person view in battle, very coherent in this first episode). It has its charms (Zelda games have understood this well). And it allows for this uncluttered style that gives a role to each carac point. It reminded me of my character sheets when I was a teenager, playing tabletop role-playing games with my friends. Behind each number you build a meaning in your head, there’s almost a cabalistic side to it that fits the genre. Where the proliferation of stats and characters in the JRPG style that followed, taking advantage of limitless background calculations, has tended to dilute this particular pleasure of pen-and-paper role-playing with waves of digital maths, in favor of greater variety, a more organic realism in the sum of the data (boring imo), and also a more developed story on the front.
The post-game adds a charming and pleasant touch, the last coherent RPG layer of a large/small solid adventure.
No replay value for the genre, in the possible variations, of course. But personaly I’ll be sure to return from time to time.
The only slight criticism I have is that the movements are a little clumsy in terms of feel.
A hacker, infidelity, has ported Zelda 1 on the snes and it’s great.
I don’t have a Famicom (yet) to compare but from what I’ve played of the game on official emulation, it seems perfect. And no slowdown or flickering anymore.
And so now I can play not just one, but the two BGE on the SFC B|
Thanks to the Super UFO Pro 8.
kandowontu fastrom list - Google Sheets
The list of games patched to fastrom has increased, what a blast to play this game with a solid frame-rate on the original hardware (Super UFO Pro 8), it’s like switching to arcade or Megadrive.