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#Nintendo NES Advantage
pixelfireplace · 8 months
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NES Advantage - Nintendo - 1987
source: archive.org
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kollectorsrus · 4 months
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prokopetz · 2 years
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I love a good CRT filter as much as the next nerd, but I think that as retro game fans at some point we've got to admit that a lot of NES-era games were not, in fact, designed with any particular respect for the limitations of contemporary home televisions. The fuzz of a low-scan-rate CRT doesn't lend them subtlety and depth, it just makes them look like blurry garbage. It wasn't until the Super Nintendo era that console developers had consistently figured out how to work with pixel fuzz to their advantage, and some never really did – I can think of any number of PSX RPGs where the text is practically indecipherable when viewed on the kind of TV that most actual players would have had at home at the time of their publication.
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blind3dbylight · 7 months
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Light's recommended emulators: macOS standalone
Well, I've had a Mac since around November 2023 and it's high time I wrote this.
If you're looking for my previous posts: [Windows standalone] [RetroArch]
Preamble
Full disclaimer: I am writing this running a M2 MacBook Air on macOS Sonoma 14.2.1. Your mileage may vary on other CPUs or older versions of macOS. Some of these will, if you're using Apple silicon, require Rosetta 2 if not already active.
I'll be using a significant amount of color coding throughout this little primer. Blue: Notable information Green: This is a good thing Orange: Go with caution Red: Warning!
You should generally always check if the emulator you are using supports Metal as a graphics backend. macOS doesn't support Vulkan, but some may try to use the MoltenVK translation layer, which doesn't always have Metal equivalents. Additionally, OpenGL on macOS is forever stuck at the outdated version 4.1, and may someday be removed entirely. For this list of recommendations, I will denote which ones support Metal and which use MoltenVK or OpenGL.
As before, if you need BIOS files (or just want a more comprehensive information source than a Random Guy™ on Tumblr), EmuGen is the place to go.
Most systems
OpenEmu is an excellent Mac-exclusive multi-core emulator (much like RetroArch), whose cores use code based on other open-source emulators. It can emulate everything up to the fifth generation of consoles (PlayStation, N64, Saturn), but standalones will be required for anything past that. I strongly recommend OpenEmu based on personal experience, especially if you're not a fan of RetroArch's clunky UI. * OpenEmu's graphics backend is unknown at this time.
ares is another multi-core emulator that might do you just fine. Its cores are quite good, particularly its SNES core as that was derived from bsnes (when Near was still running the ares project). Others aren't quite as good or are outshined by standalone emulators. * ares uses OpenGL on Mac.
Remember that you'll need BIOS files for the FDS, Sega CD, and Sega 32X.
Standalone emulators
Nintendo
NES: SwiftNES is a cycle accurate NES emulator built in SwiftUI. The advantage of this is that it will run natively on Apple silicon. It is a bit resource hungry (dev admitted they made some design decisions ever), but it will emulate nearly everything about the NES--although it is not at the full NES library yet in terms of compatibility. I'd just use ares or OpenEmu for the time being. * SwiftNES uses Metal.
SNES: bsnes is available on Mac. If you're using Apple silicon or the last Intel Macs made, it'll run well. Recommend the nightly builds. * bsnes uses OpenGL on Mac.
Nintendo 64: Mupen64Plus is available for Mac. As with its Windows version, it's command-line based, and any plugins written for Zilmar's spec won't work with it. Recommend using a frontend. * Mupen64Plus uses OpenGL on Mac.
GameCube & Wii: Dolphin again remains your best option here, but it's as legendary on Mac as it is literally anywhere else. It includes a stripped-down version of mGBA to emulate GameCube/GBA connectivity for those games that support it, and can connect to a real Wiimote + accessories via Bluetooth. GameCube specifically has a version of this core in OpenEmu, but I recommend you use the standalone version of Dolphin since that is more frequently updated, as I am currently aware. * Dolphin supports Metal as a backend.
Wii U: Cemu has a macOS version in its experimental releases. I haven't messed with it much, so not currently sure how well it runs on Apple silicon (will test further later). * Cemu uses MoltenVK on Mac.
Nintendo Switch: Ryujinx has a Mac version. As the Switch is not perfectly emulated yet, don't expect things to run 100% perfectly--glitches will happen. Many commercial games are fully playable though. You will have to supply any needed keys or system files yourself. * Ryujinx uses MoltenVK on Mac.
Game Boy line: Use mGBA, VBA-M, or SkyEmu. SkyEmu and mGBA can emulate real-time clock features (gen 3 Pokemon games) and Boktai's solar sensor, but not the e-Reader. VBA-M can emulate the e-Reader alone but cannot link it to other GBA games. They'll all emulate the DMG and GBC. * mGBA and VBA-M use OpenGL on Mac. * SkyEmu's status is unknown at this time.
Nintendo DS: Use either melonDS or DeSmuME. BIOS files aren't required, but are heavily recommended. melonDS can emulate DSi features DeSmuME refuses to. Creative differences, you know. * melonDS and DeSmuME use OpenGL on Mac.
Nintendo 3DS: Citra, along with yuzu, had its development permanently halted following yuzu’s settlement with Nintendo. However, its source code has been archived and it is still quite functional in its current state. Other devs have since picked it up again—a notable fork being Lime3DS, which also has a Mac version. * Citra uses MoltenVK on Mac.
Sony
PlayStation: DuckStation is your best bet here. If you have ever used Dolphin before, this will feel very familiar. You shouldn't need to muck about with settings too much except in very specific cases. You'll need BIOS files. * DuckStation supports Metal as a backend.
PlayStation 2: PCSX2 is available for macOS. You'll need BIOS files, but it works about as well as it does on Windows. Recommend you use the nightly builds. * PCSX2 supports Metal as a backend.
PlayStation 3: RPCS3 has a Mac version too. You'll need official firmware libraries to run it. Since PS3 emulation is quite resource hungry, I'd recommend you run it on at least a fairly recent, decently spec'd Mac, like a MBP or a Mac mini/Studio. MBAs are fanless and might heat up a bit. * RPCS3 uses MoltenVK on Mac.
PlayStation Portable: PPSSPP is your only real option, but it's a good'un. Make sure you get the system fonts installed, or else text is gonna look weird (MHFU, anyone?) * PPSSPP can use either OpenGL or MoltenVK on Mac.
PlayStation Vita: Vita3K, your only option, has a Mac version. Note that this platform isn't perfectly emulated yet, your mileage may vary. * Vita3K uses MoltenVK on Mac.
SEGA
All systems prior to Saturn: Your only decent options for most Sega systems are either ares or OpenEmu. BIOS files are required for 32X and Sega CD emulation.
Sega Saturn: Mednafen, in my opinion, is the king of Saturn emulation. You may also see it referred to as Beetle. As with its Windows incarnation, it is command-line based, and it is very picky about what BIOS files to use. Get them from EmuGen and they will be properly named. Bear in mind that there aren't any Mednafen frontends available for macOS. Use OpenEmu or RetroArch with Mednafen as a core if that's an issue for you. Mednafen will require a CUE sheet to know where the music data for a game is. * Mednafen uses OpenGL on Mac.
Sega Dreamcast: Flycast is your only option here, but it seems to be alright. BIOS files aren't required for Dreamcast alone, but are recommended. They are required for NAOMI/AtomisWave emulation--use the MAME ROMs for those. * Flycast uses either OpenGL or MoltenVK on Mac.
Microsoft
Xbox: You can give xemu a shot. Some setup required. * xemu uses OpenGL on Mac.
Xbox 360: There's no emulators for this running natively on macOS. You'll have to use Xenia on a Windows machine.
Other systems
ares can emulate the Neo Geo AES/CD.
ares, OpenEmu, and Mednafen can emulate the Neo Geo Pocket.
ares, OpenEmu, and Mednafen can emulate the WonderSwan/Color.
ares, OpenEmu, and Clock Signal can emulate various first and second generation consoles.
Same CDi and MAME can bomb Dodongos emulate the Philips CD-i.
Phoenix and MAME can emulate the 3DO. 4DO is only available outside of Windows as a libretro core.
MAME can emulate most arcade hardware. Believed to use OpenGL.
Old/obscure PCs
Clock Signal can emulate various old OSes, such as those of the Apple I/II/III and the MSX/MSX2, among others, and can emulate floppy drives as required. You will have to supply disk images yourself, however. Uses Metal.
TRS80GP can emulate the Tandy TRS-80. Graphics backend unknown.
VirtualC64 can emulate the Commodore 64. Uses Metal.
UTM is a virtual machine app based on QEMU, made specifically for Mac. Useful for running obscure games and software since it can also run classic Mac OS. It's free if you get it from their site (Mac App Store version is paid). Their website has a few images ready to go (such as Windows 11 ARM, a couple distros of Linux, and classic Mac OS 9. Others will need to be user-supplied and properly configured. Uses Metal.
86Box emulates old x86 CPUs primarily to run MS-DOS. There is also the Staging or X forks of DOSBox. Uses OpenGL.
Running PC games on Apple silicon
Most games are developed with x86-64 architecture in mind or simply never get native macOS versions. Additionally, Apple completely dropped all support for 32-bit apps as of macOS Catalina.
And while this isn't usually an issue (most Mac users, myself included, don't really buy a Mac for gaming), if you want to run a Windows-only game on your M series Mac, use Whisky.
No, I'm not telling you to take shots (unless you want to)--Whisky is a modernized wrapper for Wine built in SwiftUI that makes it easy to create and manage bottles, install and run PC games with almost no issue, all with no technical knowledge required.
The GitHub page also lists any edge cases that may impact certain games. As it states, Whisky is designed purely for Apple silicon running at least macOS Sonoma. If you are running an Intel Mac, just install Windows via Boot Camp.
Platforms not currently emulated
THERE ARE NO EMULATORS FOR THE FOLLOWING PLATFORMS THAT WILL RUN COMMERCIAL GAMES/SOFTWARE. ANY YOUTUBERS CLAIMING OTHERWISE ARE SCAMS!
iOS/iPadOS (Some iPad apps can be run in macOS if you are running Apple silicon, at least macOS Big Sur, and their devs have allowed for it in the App Store)
PlayStation 4 (some are in development but can't run games in a playable state yet)
PlayStation 5
Xbox One
Xbox Series S/X
Last updated on August 7, 2024. Please reblog from source when possible to make sure you have the most recent version of this post.
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aelgkraft · 2 years
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Gaming: A Journey Through Time and Technology
Gaming has come a long way since the inception of the first video game console in the 1970s. From the simplest pixelated graphics to the jaw-dropping photorealism of today's virtual worlds, gaming has transformed into a cultural phenomenon. In this blog post, we'll take you on a journey through the evolution of gaming, the advances in technology that have fueled this progress, and the impact gaming has had on our lives.
The Early Days: Pong and the Birth of the Console
In 1972, Atari's Pong revolutionized the gaming world by creating the first commercially successful video game. This simple, two-dimensional table tennis simulation was played on television sets and quickly became a hit, giving birth to the video game console industry. The Magnavox Odyssey, released in the same year, was the first home video game console, paving the way for future gaming systems like the Atari 2600 and the Nintendo Entertainment System (NES).
The 8-bit and 16-bit Eras: Nintendo and Sega
The 1980s marked the rise of iconic gaming companies, Nintendo and Sega. The NES brought us timeless classics like Super Mario Bros., The Legend of Zelda, and Metroid, while the Sega Genesis introduced us to Sonic the Hedgehog. These 8-bit and 16-bit gaming consoles revolutionized the industry by offering more complex gameplay, better graphics, and the option to save progress.
3D Graphics and the Console Wars
The 1990s saw the dawn of 3D graphics in gaming. The Sony PlayStation, Nintendo 64, and Sega Saturn battled for supremacy, each bringing groundbreaking innovations to the gaming world. Iconic titles like Final Fantasy VII, Super Mario 64, and Tomb Raider emerged during this era, taking advantage of the new technology to create immersive, three-dimensional gaming experiences.
Online Gaming: The Rise of Multiplayer and Esports
As the internet became more accessible, gaming evolved to include online multiplayer options. The 2000s saw the rise of massively multiplayer online role-playing games (MMORPGs) like World of Warcraft and the advent of online console gaming with Microsoft's Xbox Live. This era also marked the beginning of esports, with competitive gaming tournaments garnering significant attention and prize money.
The Modern Era: Photorealism, VR, and Cloud Gaming
Today, gaming has reached new heights with photorealistic graphics and immersive virtual reality experiences. Platforms like the PlayStation 5, Xbox Series X, and high-end gaming PCs push the boundaries of what's possible in gaming. Simultaneously, cloud gaming services like Google Stadia and NVIDIA GeForce Now enable gamers to play on lower-end devices without sacrificing quality.
The Impact of Gaming on Society
Gaming has permeated every aspect of our lives, from entertainment to education and even therapy. Gamification techniques are used in various industries to motivate and engage users, while serious games are developed to teach complex subjects like history, science, and even surgery. Furthermore, gaming has connected people across the globe, fostering friendships and online communities that transcend borders.
Conclusion
The gaming industry has come a long way from the days of Pong, evolving into a diverse and dynamic form of entertainment that continues to push the boundaries of technology. With the rise of virtual and augmented reality, as well as advances in artificial intelligence, the future of gaming looks more exciting than ever. As we continue on this journey, we can expect gaming to further transform and shape our world in ways we can't yet imagine.
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my-year-of-game-boy · 2 years
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Week 1: Kirby's Dream Land 2
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I want to say it was a hard choice deciding what game to start this blog with. There are so many iconic games and series associated with the Game Boy that I could've went with an iconic puzzler, a launch title like Super Mario Land, or that famous monster catching series, Robopon. Honestly, though? I just shoved a game into the Analogue Pocket that I hadn't actually played before and went with that. I'm a big fan of Nintendo's ever present second-tier mascot, Kirby. Multiple round, pink toys adorn my home, a Kirby t-shirt is part of my regular rotation, and Kirby and the Forgotten Land was my number two game of 2022. Yet, there are so many games in the little fellow's catalogue that I've never played them all. I could be writing about how his first ever appearance was on this handheld, or I could write about the many hours I spent getting lost in The Amazing Mirror. Maybe I still will, but today, I have the pleasure of saying I finally played Kirby's Dream Land 2.
Most Kirby games have a gimmick, even as early as this one. Here, our favorite infant Star Warrior is joined by new, rideable animal friends. In addition to Kirby's trademark copy abilities (Of which this game is only the second time they've appeared!), the rideable gain abilities in combination with Kirby's. This creates some fun combinations, but they're hindered by trading Kirby's floating mobility for the movement of your pal.
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Pray you don't get this dude on anything but a water level
As someone who's played the original Kirby's Dream Land countless times, I was surprised at the vast jump in scale, game mechanics, level design, and even difficulty between this game and that one. Sure, there was an NES game inbetween, but it's still such a jump from what might be the simplest mainstream platformer to ever grace the Game Boy.
There's some cheapness to the scrolling levels, one in particular has you essentially choosing one of three paths and desperately hoping you don't get trapped, but the rest of levels are pretty cleverly designed. Unfortunately, these levels sometimes feel designed with Kirby's floating ability in mind to the point that playing with his new pals is a detriment. Later levels had me actually avoiding taking one on from time to time because I simply didn't think it would be very helpful.
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Kirby's on a roll!
There's secrets to find across the seven different worlds that lead to an optional boss fight that I may not have actually found, but I respect that they're actually there to find. Even with all the Kirby games that've been made over the years, this one's still worth a visit even today. I'd recommend it just to take a gander at Kirby's cute little buddies, even if Kine the sunfish shows up at the most inopportune times. Before I finish my inaugural entry, I'd like to make a point that, in addition to being the first game I've written about here, this is the first game I've played through in its entirety on the Analogue Pocket! So, you get a bit of a bog standard game review along with some first impressions of video game hardware! Don't worry, I plan on changing up the format and topics from entry to entry, but I figured I'd start with something a bit more traditional. Anyway, the Analogue Pocket is a lovely little device with a few issues here and there. For this game, I did take advantage of the save state function, but it's pretty finicky. The Pocket plays carts natively and doesn't use emulation, so I'm kind of amazed that it does save states at all. Unfortunately, I could only read my last save state and would accidentally write over them constantly with the quick commands to make them. For a relatively easy game like this, it was only a minor frustration, but for some real nail biters, I can see this getting pretty annoying. The games themselves look gorgeous on it and the OpenFGPA allows me to load some neat stuff that'll get mentioned in later entries. I did have a bit of hand cramping despite my small hands, and I worry about the shoulder buttons in GBA games. However, the ergonomics are otherwise great and no different than a Game Boy Pocket, really. Lastly, it's a bit of a dream just being able to easily take screenshots on the console. I'd recommend it to anyone who considers themselves a classic video game enthusiast or just has a pile of Game Boy carts they'd really like to play.
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I leave you with an obligatory Rick pic.
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jolikmc-thoughts · 2 months
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8 Old Glitches Tested in Nintendo World Championships: NES Edition (Part 2) by Looygi Bros. at YouTube
This is getting me heated. People are arguing with me in the comments of this video that Nintendo forgetting to remove certain "strategies", such as the invisible ladder scaling in Donkey Kong, as perfectly okay despite they fact they disabled so many other exploitive "strategies".
Here's my final comment on the matter, crossposted from the thread:
Y'all just aren't getting it. When I say "exploits", I mean "tricks or 'strategies' which 'break' the game in advantageous ways not intended by the original game developers." As I already said, these "strategies" are and have been available for ages, and on existing third-party leaderboards, they're taken into account and even documented with tutorials. But, that clearly isn't and wasn't supposed to be the case here. I just don't see or understand the point of Nintendo going out of their way to disable some "strategies" when so many others — some far more exploitative than others — were either left alone or left unawares! Clearly, Nintendo had intended to "disable" the more exploitive "strategies", but missed so many more! And you're telling me this partial implementation of "strategy unmaking" was intentional, much less fair because "the info is out there"? Then, why did they disable any of these "strategies" to begin with?!
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eridan-ampra · 3 months
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Delta ROMs: Updating Classic Gaming
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Retro video gaming keeps an exclusive spot in the centers of a lot of players. The nostalgia of classic titles from the SNES, Sega Genesis, and Nintendo 64 (N64) is actually timeless, but playing these games on their initial hardware could be demanding today. Get in Delta, an effective simulator for iOS devices that carries your favored retro games to the palm of your palm. In this post, we'll discover what Delta ROMs are actually, just how to prepare up Delta on your device, and also the advantages of making use of ROMs for Delta.
What Is Delta?
Delta is an extremely versatile simulator app developed for iPhone devices, allowing users to emulate a range of traditional video gaming consoles. Unlike other emulators that could assist merely a single system, Delta supports several platforms, including the NES, SNES, Game Child, and N64. This means you can easily enjoy a large array of retro video games all in one application. Delta is actually understood for its own uncomplicated user interface, high being compatible, as well as customization possibilities, creating it a beloved among vintage video gaming fanatics.
Emulation works by duplicating the software and hardware setting of outdated video gaming consoles on modern-day devices. This allows the video games to manage as if they performed their authentic systems, protecting the gameplay adventure. Delta's durable emulation capabilities make it an excellent option for those appearing to review classic games without needing the original equipment.
Installing Delta
Setting Up Delta on your iOS device is straightforward, however it carries out call for a couple of measures. To begin with, you'll need to download and also install the Delta app. This may usually be done by means of substitute app retail stores or even by sideloading the application utilizing a resource like AltStore.
Once Delta is actually put in, you need to specify up the emulator cores for the different video gaming systems you would like to utilize. Each core is in charge of Emulating a particular console. As an example, if you desire to participate in SNES ROMs, you'll require to download the SNES core. Delta supports various cores, making certain that you can mimic a number of systems perfectly.
The next measure is to add your video game documents, additionally referred to as ROMs. ROMs are electronic duplicates of the game data initially kept on ink cartridges or disks. You can easily move ROMs to Delta via cloud services like Dropbox or Google Disk, or by directly posting all of them to your device. It's important to consider that downloading ROMs for games you do not personal is illegal; you should simply use ROMs from video games you have actually acquired.
Playing SNES ROMs on Delta
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The Super Nintendo Entertainment System (SNES) is just one of the very most beloved gaming consoles of all time, along with a collection of classic titles that described a period. Playing SNES ROMs on Delta is an excellent technique to experience these games once more.
To start, make certain that you have the SNES core set up in Delta As soon as the core is established up, you can load your SNES ROMs in to the application. Delta's user interface permits you to easily explore and also select the video games you intend to play. The app offers on-screen controls that imitate the initial SNES operator, comprehensive with customizable buttons as well as formats. You may likewise link external controllers for an even more genuine video gaming experience.
Delta offers various video filters as well as present possibilities to boost the visual quality of SNES games, permitting you to enjoy them in their classic 16-bit glory or along with a contemporary twist.
Delighting In N64 ROMs along with Delta
The Nintendo 64 (N64) introduced players to 3D graphics and also a few of the very most well-known video games in record. Along with Delta, you can participate in n64 ROMs on your iPhone device, delivering classics like Super Mario 64 as well as The Legend of Zelda: Ocarina of Time to your fingertips.
Installing N64 ROMs in Delta observes an identical process to SNES video games. Ensure the N64 core is actually installed, then include your ROMs. Delta's state-of-the-art emulation capabilities take care of the intricate graphics and also gameplay of N64 titles, offering hassle-free and also receptive performance. The application's customizable commands and also help for exterior gamepads make it effortless to navigate the 3D globes of N64 video games.
Delta also supports save states, permitting you to conserve your progression at any sort of aspect and also resume later, a function that is actually particularly valuable for the commonly challenging N64 games.
Final Thought
Delta ROMs give a beneficial and also enjoyable technique to participate in retro games on present day devices. By utilizing Delta, you may access a variety of traditional titles from the SNES, N64, and various other systems, all along with the simplicity of a straightforward application. Remember to make use of ROMs sensibly, ensuring you possess the initial video games. With Delta, the miracle of retro gaming is actually consistently available, carrying the pleasure of traditional video games to your Apple iPhone or even iPad tablet.
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rosesinmaii · 4 months
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Nintendo Fun Club News, 1:3 [1987]
The third edition of the Nintendo Fun Club, run by Howard Phillips and Gail Tilden, was released in the autumn of 1987. The magazine was a free-to-join subscription to explain tips and tricks in games, as well as sneak peeks at upcoming games, and reader columns to talk about high scores. The magazine came with coupons at times for discounts and free merchandise/games. There were only seven issues before it was obliterated to create the (paid for) Nintendo Power Magazine. Images have been used only for demonstration, and are sourced directly from the magazine unless otherwise stated (in which a full link/reference will be provided). The third issue was twenty-four pages long, a notable increase from the previous two issues, with a clear increase in budget to match (partly due to the length, partly due to the use of colour images)
Page 1 is simply a piece of cover-art, with Link from the Legend of Zelda, as shown below.
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Page 2 is an advertisement from the Taito Corporation, a licensed company that produced NES games and ports. They depict four games covers on this page- Elevator Action [1983], The Legend of Kage [1985], Arkanoid [1986] and Nekketsu Kōha Kunio-kun/Renegade [1986]- all in a pop-art style.
Page 3 features a contents list, plus a message from Howard Phillips thanking readers for their support, as well as explaining password-locks and the NES Advantage Joystick, and noting several features within the article.
Page 4 features an article on Metroid [1986]- with a brief explanation of the lore, it describes several items and weapons available to Samus including "Maru Mari," "Varia," and "Screw Attack." It also describes the map-making system in the game, with a drawing of Samus in her suit in the corner. The bottom right describes the "Password Pak" system of saving, and the bottom left an advertisement for three Data East games- Karate Do/Karate Champ [1984], Tag Team [1983], and Hamburger/Burger Time [1982].
Page 5 displays seven screenshots from Metroid, as well as a coloured drawing of Samus at the bottom. The right half of the page shows more Data East games including the three from page 4, Karnov [1987], BreakThru [1986], Kaiketsu Yanchamaru/Kid Niki [1986] and King of Boxer/Ring King [1985].
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Page 6 has a feature on Kid Icarus [1986], with a description of the lore and general gameplay loop accompanied by six screenshots of the game. The lower half is taken up by an advertisement for Sqoon [1986], shown below.
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Page 7 - Continuation of the feature on Kid Icarus from the previous page, with an explanation of special weapons from the game and how to use the Credit Card item. On the left is a drawing of Pit from Kid Icarus. The lower section of the page explains Impa's role in The Legend of Zelda, and requests readers that have beaten him twice to call in, alongside a drawing of Link and Impa. Finally, on the right is a small feature on Super Pitfall [1986]- describing the levelling system, goal, and gameplay.
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Page 8 - Pro's Corner- focusing first on The Legend of Zelda, mentioning gold from the graveyard, resetting the game with UP + A, the use of bombs for a cheaper shield, and tips on navigating the Underworld. Metroid tips include building energy, escaping Metroids by leaving areas, the use of bombs to jump walls, escaping lava pits, climbing using falling rocks, walldoors, and password saving. Further button codes are mentioned for various games, with no explanation of result; A+START in Super Mario Bros.; UP+A+B > START in Solomon's Key; UP+START in Trojan; DOWN>UP>BABABABA>START in Gradius; and ABBA > START in Ikrai Warriors after the last man dies. The bottom left corner has an advertisement for Mighty Bomb Jack [1986], highlighting the games' multiple endings.
Page 9 - Member's Tips, tips submitted by Fun Club Members for extra points and out of bounds advice in various games. The bottom right corner has an advert for Solomon's Key [1986] and a guidebook, including a map.
Page 10 - Sneak-Peeks, with two games featured. The top half has Mike Tyson's Punch-Out!! [1987] (later titled simply Punch-Out), describing the gameplay loop and listing available opponents in the game. There's a rather heavy emphasis on it being named for Mike Tyson, with the man himself pictured alongside the passage. The lower half has Highway Star/Rad Racer [1987]- for which the main selling point is the use of 3-D glasses in playing the game. There are several race cars and courses from the games mentioned. This is continued on Page 19, with three screenshots of the game and elaboration of the 3-D glasses that come with the game.
Page 11 - Small advertisements for the billiard's game Lunar Pool [1985], a sci-fi shooter named Zanac [1986], and at the bottom a vehicular combat game inspired by James Bond named Spy Hunter [1984].
Page 12-13 - A double spread, featuring a screen-by-screen map for the Legend of Zelda, both the Underworld and Overworld, with symbols to imply where objects/items/particular enemies are located. It also mentions the three swords in the game, and how to receive the first two.
Page 14 - An advertisement for a NES accessory, the Family Fun Fitness Mat. It's sort of like a DDR board but very obviously from the 1980s, and was designed for use in sports games- a little like the Wii Balance Board to be released years down the line.
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Page 15 - A continuation of the Sneak Peeks section. The top half announces the upcoming release of The Adventure of Link [1987], highlighting it as a sequel and direct continuation of The Legend of Zelda, implying him to be the prior character as an adult. It notes the developed character interactions, new POV, and the faster pace of the game. The lower left corner is a brief paragraph on Pro-Am Racing [1988], describing it as a re-invented racing game. The bottom right corner has adverts for Ring King, Kid Niki, Breakthru and Karnov, all to be released before Christmas 1987.
Page 16 - The High Score Contest results- six from Super Mario Bros., with 9,999,950 being the highest score. There are two for Excitebike, the fastest time being 55.64 seconds for the first track, one for Hogan's Alley at 317,200, one for Slalom at the time of 1:01, and two for Pro-Wrestling, with one reader defeating an opponent in 24 seconds and the other defeating the game. The bulk of the page requests readers to write in scores for those games, as well as The Legend of Zelda, Kid Icarus and Metroid. On the far right is a congratulatory message to the first ten gamers to call into the office for having defeated Ganon in The Legend of Zelda, as requested in the prior issue. There remains a request open for anyone who had beaten Ganon twice.
Page 17 - The mail page, expanded to eight letters and responses. The topics include requesting tips for various games, asking about subscription renewal, suggestions for articles, and personal questions for Howard Philips. At the bottom is a section describing several reports of Local Clubs formed because of the magazine, as well as advertising a new Fun Club Kit to encourage kids to make their own, available through mail order.
Page 18 - Brief interviews with various members of staff at Nintendo's help desk, and why they enjoy the job. Along the side is a small drawing of Link from the Legend of Zelda, and an image of Howard Phillips in New Orleans.
Page 19 - A continuation of the Sneak-Peek into Rad Racer from Page 10. On the right is an advertisement for Solomon's Key, Rygar, Mighty Bomb Jack, and Capcom Game Packs including Captain Commando.
Page 20 - Fun Club merchandise page, with the same shirts and sweatshirts and guides from the previous volume. Added in is the Fun Club binder.
Page 21 - An article on the NES Advantage joystick, mentioned for the first time in the previous volume. This article details the purpose of the controller's design, speed knobs to adjust action speed in game, and slow motion options. The bottom right has an advert for SkyKid [1985], a shooter being ported to the NES.
Page 22 - Sub-articles advertising a Costume Competition for Halloween (for which readers had to photograph their Nintendo costumes for Halloween, and send them in the mail) and a call for readers to write in with game reviews. The majority of the page is a word search, with names of popular NES games. Images on the page represent Oktoroks, as well as Mario about to hammer a Goomba.
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Page 23 - A full page advertisement for 3-D WorldRunner, a shooter-action game playable in 2-D, or with 3-D glasses. There are brief mentions of other games from Acclaim at the bottom- Star Voyager, Winter Games by Epyx, and Tiger-Hell. A form is present in the bottom right corner for a 3-D WorldRunner poster for free.
Page 24 - The final page of this volume has an advert for the Top Gun video game, a shooter to be released in November 1987. Alongside it is the opportunity to win a paid vacation to New York and $5,000.
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Research - Alternate controllers
Makey Makey:
Makey Makey is an invention kit that allows users to turn everyday objects into touchpads and connect them to a computer. It's a simple way to get started with physical computing and encourages creativity. For example, someone could turn bananas into a piano or use a pencil drawing to control a computer game. The Makey Makey kit includes a circuit board, alligator clips, and a USB cable.
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VR (Virtual Reality):
VR stands for Virtual Reality, which is a computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real or physical way. VR games immerse players in a digital world, often using headsets and motion-tracking technology. VR Games:
"Beat Saber": This VR rhythm game brilliantly incorporates the immersive nature of virtual reality. Using motion controllers, players wield lightsabers to slash through incoming blocks, perfectly combining physical movement with musical precision. The 3D spatial awareness provided by VR adds a layer of challenge and excitement that wouldn't be possible with traditional gaming setups.
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"Superhot VR": The time-manipulation mechanic in "Superhot VR" is a great use of VR technology. Time moves only when the player moves, allowing for strategic planning and precise execution of movements. This innovative approach turns the entire game world into a puzzle, taking full advantage of the player's physical presence in the virtual space.
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"Half-Life: Alyx": This VR adaptation of the iconic Half-Life series not only brings players into the immersive environments of City 17 but also utilizes VR for intricate interactions. Players can physically pick up and manipulate objects, solve puzzles, and engage in intense combat scenarios. The game's success lies in how it seamlessly integrates VR mechanics into the narrative, enhancing the overall experience.
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"The Elder Scrolls V: Skyrim VR": This VR adaptation of the open-world RPG allows players to explore the vast landscapes of Skyrim in an entirely new way. The sense of scale and presence in the virtual world is unparalleled, making players feel like they are truly traversing the rugged terrain, battling dragons, and engaging in epic quests with a level of immersion that traditional gaming cannot replicate.
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"Boneworks": This VR first-person shooter is known for its groundbreaking physics system, which allows players to interact with the virtual environment in an incredibly realistic way. Objects have weight and can be used strategically in combat. The game's innovative use of VR extends to how players physically interact with weapons, climb surfaces, and manipulate objects. "Boneworks" showcases the potential of VR for creating immersive, physics-driven gameplay experiences that go beyond conventional gaming mechanics.
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Motion Controls: The Nintendo Wii Remote, a pioneer in motion controls, enabled players to physically mimic in-game actions. In "Wii Sports," swinging the Wii Remote translated to actions like serving in tennis or hitting a golf ball.
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The Nintendo Joy-Con Controllers for the Nintendo Switch provide an excellent example of motion controls. These compact controllers come with built-in accelerometers and gyroscopes, allowing them to detect motion and tilt. Games like "Nintendo Labo" utilize these motion controls for activities such as playing virtual musical instruments or controlling a virtual robot.
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Xbox Kinect, a motion-sensing device, allowed players to interact with games using full-body movements. In "Just Dance," players follow on-screen dance moves, and the Kinect captures their motions, scoring their performance.
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Retro controllers:
Controllers through the years have changed and adjusted to fit different consoles or even specific games, showing different ways of playing games throughout the times
NES Controller: The NES controller features a simple rectangular design with a D-pad and two buttons, emphasizing straightforward gameplay suitable for classic titles. The NES controller sits less comfortably in the hands from more modern designs.
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Sega Genesis Controller: With a six-button layout, the Sega Genesis controller accommodates more complex inputs, particularly beneficial for fighting games like "Street Fighter II.". Like the NES it features a D-pad. The curved shape allows it to sit more comfortably in the hands and the six-button layout gives it more versatility for input.
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Atari 2600 Joystick: The single-button joystick of the Atari 2600 is a hallmark of early gaming, emphasizing simplicity and precision for games of the time. With a comfortable grip this simplistic controller allows for simple gameplay.
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SNES Controller: The SNES controller introduces shoulder buttons and a more ergonomic design, enhancing gameplay for titles that utilize more complex control schemes. Like its previous NES version, it is small and less comfortable to hold but sets up the button layout akin to more modern controllers.
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Original PlayStation Controller: The original PlayStation controller introduces four face buttons and two shoulder buttons, along with a D-pad, setting the standard for future PlayStation controllers. Its unique design and button layout contribute to its nostalgic appeal.
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These controllers vary in terms of the number of buttons, ergonomic comfort, and unique features, each catering to the gaming needs and technological constraints of their respective eras.
Mobile Platform Games:
Mobile games are less limited in the way they can be interacted with, allowing for multiple fingers to interact with games at once, but they also tend to steer towards more simplistic controls to appeal to younger audiences.
"Among Us": Mobile devices are the perfect platform for "Among Us" due to their touch control system. Players can easily navigate the map, complete tasks, and participate in discussions by tapping the screen. The game's success lies in its simplicity and its minigames, making it accessible to a wide audience while fostering social interactions within a virtual space. Though it has elements you can pay for, they do not have an effect on gameplay, being purely cosmetic
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"Alto's Odyssey": The one-touch control system in "Alto's Odyssey" simplifies gameplay, allowing players to perform complex actions like jumps and tricks with a single tap. This minimalist approach to controls complements the serene and visually immersive experience of sandboarding through stunning landscapes. It showcases how mobile games can offer engaging experiences without the need for complex controls. It does not have pay for elements.
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"Monument Valley": This puzzle-adventure game uses touch controls to manipulate the environment, shifting perspectives and altering pathways. The touch-based interactions are intuitive and enhance the player's connection with the game world. "Monument Valley" demonstrates how mobile platforms can provide unique and innovative puzzle-solving experiences through simple touch gestures and how a game doesn't necessarily need to control the player.
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"Florence": This narrative-driven game uses touch controls to convey emotions and tell a story. Players engage with the narrative by interacting with elements on the screen, such as assembling puzzles to represent character relationships. The game's success lies in its ability to utilize the mobile platform for storytelling, using touch controls as a means of emotional expression.
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"Crossy Road": Embracing the simplicity of mobile gameplay, "Crossy Road" challenges players to navigate a voxelated world filled with obstacles. The tap-and-hop mechanic makes it easy for players to pick up and play. The game's endless and progressively challenging nature showcases how mobile games can capture players' attention with straightforward yet addictive gameplay. Microtransactions are included, however there is no real advantage gained from its purchases and most things can be gotten for free with time
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In general, these are but a few ways of alternate control, and many, more innovative ways of control exist, even without different special controllers.
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serpentorslair · 10 months
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alternatecontrolsij · 11 months
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Retro Research - NES Power Glove
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Iconic because of how bad it was, the NES Power Glove was an invention of 1989 after a few other alternate Nintendo controls like the NES Zapper, NES Advantage and the Power Pad. It used complex programming that was supposed to allow player to feel 'as one with game', however it was clunky, expensive and overall, a little bit pointless. Whilst you could use it to play all of the NES game collection which didn't add anything particularly special, there were two games made specifically for it before they let it fizzle out.
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8-bitpickle-gaming · 1 year
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8bitpickle · 1 year
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paincorpsrarefinds · 1 year
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Nintendo Entertainment System NES 2 Controllers, NES Advantage, & Cleaner Cart
NINTENDO DEALS: Seller: marxtees (99.3% positive feedback) Location: US Condition: Used Price: 102.00 USD Shipping cost: Free Buy It Now https://www.ebay.com/itm/134617742751?hash=item1f57d7bd9f%3Ag%3AT9sAAOSwWa5kNI2h&amdata=enc%3AAQAIAAAA4EMYLBxLShuY4GjuHB%2FZAM0XE3fRZYPMiAfilTyvaMIZNxoGb3sJ7gM0Pg1zJxL1Vxn7Oye%2BEv72KdEhv3On7qa4uBGitRr25zE6NdQhGv1NZxWAg%2B53JkFyv0Yk4cwmhwSYrU78YCPivJuKOygy0qwsvosJPuH5HBn%2BAn2myEHal3LpFJnyFsOHxSVzSfS60jezGXO4AbfjO6ZB2GgCa7q9Dco3FJNE2Kom2GVYOtTwM6Fy8a6wp8ixIfV%2FY7imLKe8cxgD7BGZyQJSSHIa4BiR9r6C66yR2c%2BdLIB%2BEF4d&mkevt=1&mkcid=1&mkrid=711-53200-19255-0&campid=5338743338&customid=&toolid=10049&utm_source=dlvr.it&utm_medium=tumblr
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My Thoughts On: EarthBound (MOTHER 2)
I beat this game something like 5 months ago and this prompt was rotting in my drafts.
Hey there! It's Alex! EarthBound has a rich history regarding it's international release, the series it's a part of, and people's thoughts on the game. Known in Japan as MOTHER 2, it's the sequel to a NES game that was never released outside of Japan. MOTHER 2, or EarthBound as it got named in North America, uses the same battle/overworld system and expands it, building an interesting and engaging experience!
I'll be leaving plot out of this so as to avoid any potential spoilers, but suffice it to say the writing is really good. You never known what level of quality you might get with SNES RPGs but EarthBound does it really well!
Moving on to gameplay, EarthBound uses a party system that allows the player to command four main characters in battle, as well as lead them all across the overworld as the leader, Ness (yes, the one from Smash Bros.). Enemies are visible in the overworld, and touching them will enter a battle. If you hit them from behind, you get a bonus round of surprise attacks to start the battle, and if they hit you from behind, they get the same advantage. This leads to a little more strategy when encountering enemies than just rushing headlong into things.
Battles use a turn-based system like most RPGs do, centering around the use of PSI abilities. Not every character has PSI, but those who do can learn various psychic moves that do various things such as damage opponents, heal allies, or teleport to previously visited locations. Different characters can learn different PSI powers, so you have to think carefully about who uses what and when. This leads to some of the best turn-based combat I've ever seen in a game!
EarthBound has quite a legecy. It spawned a sequel on the Gameboy Advance, MOTHER 3, which is another one of my favorite games. This one didn't leave Japan either, but there is an amazing fan translation available from this site! It also heavily inspired the style of Undertale, the influential RPG by Toby Fox.
EarthBound originally released on the Super Nintendo, but these days can also be played on 3DS/WiiU Virtual Console, as well as Nintendo Switch Online. There was also a Gameboy Advance release that was bundled with MOTHER 1, but that version was only released in Japan and has yet to be translated fully. MOTHER 1 has a full fan translation though, available here! (It also has partial menu translations for the MOTHER 2 half, so you can play that version but you probably should play another platform to get the story part of it.)
Thanks for reading, and be sure to ask questions and suggest new post ideas in my ask box! Stay safe, stay hydrated, and God bless! Happy gaming to ya!
~ Alex
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