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  1. That's a good point. It's interesting to consider...

    That's a good point. It's interesting to consider the motivations of the producers, some of whom were also involved in developing games.

    As I understand it from that Senour interview, each...
  2. Herzog Zwei was a very early release, though. In...

    Herzog Zwei was a very early release, though. In 1989/1990 almost everything was being localized aside from the really inaccessible titles since SOA hadn't yet established a strong development arm.
  3. An aside, but if anyone's interested in why these...

    An aside, but if anyone's interested in why these games might not have been released in the US, this recent interview from Nov 2020 with former SOA associate producer Mac Senour is worth listening...
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    Wow - it's interesting how this story continues...

    Wow - it's interesting how this story continues to grow ('derailed the entire company'? seriously?).

    He didn't let the Sonic X-Treme team use a level editor. If the completion of your game (after...
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    The biggest problem with palette swaps are the...

    The biggest problem with palette swaps are the CRAM dots that show up if you're changing beyond a few colors per line. In those examples from Sub-Terrania, only a few colors are swapped, and only 1-2...
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    It's been a while, but I think he gives some hint...

    It's been a while, but I think he gives some hint about one of the game's secrets (probably the monster race?). I can't listen to it now to verify, but I'll try to later.

    By the way, this message...
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    I don't mean the shadows simplify it -- I mean...

    I don't mean the shadows simplify it -- I mean the platforming in Light Crusader is just generally not as complex as Landstalker (regardless of shadows). Landstalker has a lot of rather complex...
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    Kan Naito, the game's programmer, said recently...

    Kan Naito, the game's programmer, said recently on his Youtube channel that they did implement shadows at one point but they just didn't work well. Most of the more difficult platforming sections are...
  9. I've posted an update on the KickStarter page for...

    I've posted an update on the KickStarter page for Legends of 16-Bit Game Development about this Easter egg, including some translated content from Kazuhiko Ishida, who created the 3D engine:
    ...
  10. The password secret has been discovered! ...

    The password secret has been discovered!

    Credit goes to Twitter user Unlisted Cheats (website here).

    Here are the steps to unlocking it: https://cah4e3.shedevr.org.ru/smd_cheats.php#510

    ...
  11. Sudden_Desu (http://sudden-desu.net/) dug into...

    Sudden_Desu dug into the ROMs and checked out both of these, but he couldn't find any traces of either. He documented it in the replies to this tweet:
    ...
  12. Easter Eggs / Secret Codes in Treasure's McDonald's Treasure Land Adventure (?)

    Treasure founder Masato Maegawa has made reference to two possible easter eggs in McDonald's Treasure Land Adventure that I've been unable to find.

    Anybody know how to search for these?

    The...
  13. That's true - I mean, Sega had to market more all...

    That's true - I mean, Sega had to market more all around in 1994 given the 32X's release. But they were still advertising most of their big Genesis games (I doubt they were ever going to do TV...
  14. Right, so your point is that even if Japan had...

    Right, so your point is that even if Japan had been developing more titles with a worldwide audience (or, at least, a North American audience) in mind, they wouldn't have been as competitive. I was...
  15. Nintendo seems to have suffered the same problems...

    Nintendo seems to have suffered the same problems as Sega beginning at the start of 1994. I'm not that knowledgeable in Nintendo's financials, but I will post this graph taken from here:
    ...
  16. Thanks - I corrected this to 'gained value'...

    Thanks - I corrected this to 'gained value' rather than 'lost value'. But it was just a terminology miss on my part. The point is still correct that this was bad for exporting. For example, a product...
  17. The exchange rate problems did cause Sega to...

    The exchange rate problems did cause Sega to start building up local manufacturing capabilities, but I don't think this started to appear until 1994 at the earliest. Even then, the most costly parts,...
  18. There's some mystery about what exactly was...

    There's some mystery about what exactly was included on the financial reports (perhaps somebody with more accounting knowledge could chime in?). Sega reported non-consolidated financials, meaning it...
  19. Thanks! As I say in the article, I don't...

    Thanks!



    As I say in the article, I don't really think that's true. In 1995 Nakayama said that the Genesis was still very much part of their focus in North America. It's pretty clear from their...
  20. Sega’s Financial Troubles: An Analysis of Export Revenue 1991-1998

    Something new to share: I've acquired in-depth Sega revenue information for 1991-1998, including export revenues.

    The most interesting thing? Sega was in a serious bind at the end of 1993.
    ...
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    How would you damage the label? You just have to...

    How would you damage the label? You just have to unscrew the security screws on the back. Unless I'm not understanding something? Only Japanese carts have stickers over the screw holes.

    But it's...
  22. I doubt it... I mean, the shareholders only...

    I doubt it... I mean, the shareholders only really care about profits/growth forecast, and it just lowers morale among the employees who know it's not true, so there isn't much point. The company...
  23. VGChartz is simply not reliable for historic...

    VGChartz is simply not reliable for historic data. Where do their numbers come from? They don't cite any sources. They didn't even exist until 2005. Their historic data are just estimates or based on...
  24. Sega's numbers also kind of match what Nakayama...

    Sega's numbers also kind of match what Nakayama said to the Japanese media around '96 or '97: the tie ratio for the Saturn in Japan was ~8 games per console, but in North America was only 3-4 games...
  25. Let's put into perspective how brutal this is for...

    Let's put into perspective how brutal this is for third party publishers.

    Let's say we have a standard 64 Mb game that retails for $60. Around 30% of the retail price is going to go to the...
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