Thread #12512643
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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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>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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>>12512653
>>12512678
Spectrum games look like ass.
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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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>>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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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.