10,000 Bulletins: No One Can Stop the Presses! (Part 1)

i watched Big Night a little while ago and at this point Tony Shalhoub and Stanley Tucci are my only Marii

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anyone want to donate some money to help preserve some games so they won’t be lost forever? still waiting to hear if the king’s field and armored core games are even available, should know on saturday

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13 sentinels switch port

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i played skyrim for the first time because it was on gamepass and why not

this game is hideous garbage wtf?

it crashed on me when i looked at a skeleton wrong, i dont think i’m going to start it up again

i know i’m preaching to the choir here but its astonishing how much better morrowind is from the get go, i didn’t see ONE weird mushroom the entire time i followed some npc around the compulsory linear intro dungeon

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As far as I know, starscapes have been procedurally generated for most games, at least until recently, because sharp stars would take an absurd amount of texture memory, almost all of it empty (and textures have to be stored uncompressed in VRAM). If most games use math functions to place stars, I bet there’s lot of things like this hidden around…

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It wasn’t uncommon for early arcade games to have stuff like dedicated chips for generating scrolling starfields, such as the 05xx used in Galaga/Bosconian. Even hardware as late as the CPS-1 had support for starfield generation, which was apparently used in the first stage of Strider.

Ironically, the starfield in Spacewar! was not generated randomly/procedurally, but was rather based off of actual star charts.

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this has been a topic of conversation recently but MAME and all other emulators have been unable to properly generate the starfield for many years, until a few months ago when the original chip was traced and reverse engineered. now MAME and MiSTer render the starfield in Strider correctly!

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Damn, maybe that means Sexy Parodius will also get working starfields as well some day (or it already does? was a while ago I tired)

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https://www.famitsu.com/news/202111/30242741.html

Famitsu is doing a 40 page special feature celebrating the 20th anniversary of ICO. Will feature interviews with people involved in development including Fumito Ueda as well as fans such as Hidetaka Miyazaki and Gillman Del Toro. It’ll feature a cover illustration by Minetaro Mochizuki, which is OK, but no Ueda imitating de Chirico.

I believe I’ve posted some of the concept sketches you can see in the tiny scans in one of the dozens of threads here where I was dumping media from asset discs.

ETA: A few of the sketches from the asset discs that you’ll see in the article:



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there’s some hope this work will spur someone to try to implement a DX7 in FPGA

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A location-tested arcade game by Westone has been given a new life on consoles a thousand years later. Definitely picking it up as it has such Warning A Huge Podcast energy.

This is the reward for those 5 new WonderBoy games.

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god I miss this aesthetic so much. where did we go wrong that this look was left behind.

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Wayforward

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Big “Saturn game that we are happy Vic Ireland never got his hands on” energy as well.

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really tho? I can’t think of any games they’ve made that look like this. like… maybe mighty switch force? except that’s just kind of ugly imo and lacks the strange depth of this kind of art style, which feels mostly exclusive to late 90’s japan-only arcade puzzle platformers and the occasional console release like silhouette mirage. I really can’t think of any games in the past decade that swing this hard in terms of bizarre/incongruous set dressing and character designs. maybe balan wonderworld is in the ballpark but that’s all that comes to mind.

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toups i think you’re got the opposite of intended meaning from doolittle’s post

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oh, yeah, RT-55J is right, I meant Wayforward is where we went wrong

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ahhhh yeah sorry. and I 100% agree. vic ireland is probably also to blame, somehow.

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