I love that they got all the way through developing an arcade baseball game and then realized that baseball is fundamentally ill suited to arcade games. It’s wild how monetization wasn’t always a primary design concern.
Golden Tee was like the biggest thing ever, so they were probably assuming it would make as much money.
Surely they added a clock or a max amount of runs for an inning or something?
I’m 100% convinced this had everything to do with the trackball controller, dudes at every bar/pool hall fucking loved to go HAM on these machines. Saw a guy break the plastic shield in front of the monitor on one of these cabs once. Nobody who I ever saw playing this game looked like they’d ever step foot on a golf course.
Contrast with Big Buck Hunter and its popularity with the chewing-tobacco crowd.
100%
Golden Tee’s Trackball:Bros::The GameCube A Button:SBros
it’s weird to me they would make this whole game without ever thinking that they should just do it like a homerun derby thing
two players, one’s the pitcher, one’s the batter. no innings, no outfielders. each team consists of a pitcher and a handful of batters to rotate between, and you just take turns every three pitches until someone gets to x amount of runs first, or a timer runs out. you pump in more coins to buy more time or set a higher score limit or whatever.
i mean nba jam simplified things to 2v2, why not simplify baseball enough to make it make sense for arcade games…
conversely, I’d bet they had a team that needed a project, a different-genre adaptation of a proven hit was the simple pitch they threw together that seemed reasonable enough to justify their salaries, thought they could make a good arcade baseball game, then got mostly through production and realized, whelp, they didn’t know what they were doing and the game didn’t become ‘fun’ at a point, threw up their hands
assume people who make games have no idea what they’re doing
What’s interesting to me is it sounds like the game did become fun, it just didn’t become an arcade game. In my head, even in the Good Old Days arcade developers would start with a clear strategy for how to take people’s money and work to create a fun game given that strategy. I’d be less surprised by a game that was unfun because it was designed to cost $.50/inning (or, alternatively, because it was designed to cost $.50/game) than one that was, apparently, really fun in a non-arcade setting( and that they declined to release on console instead.)
holy SHIT
Watched somebody stream this for a bit on a HDMI N64 and it seems ridiculously technically impressive?? Lots of spoken dialogue as well (mostly being the exact same recordings as in Adventures)
what if this is an elaborate prank where someone actually ported star fox adventures to banjo tooie’s engine or something
I completed star fox adventures
miss the era of videogames where teenagers would shout they wanted some form of x game onpy to have a monkeys paw curl and deliver what they asked but never in the form begged for
https://hiddenpalace.org/News/Project_Deluge:_PlayStation_2
A lot of review and preview discs, but nothing really stands out. The final release of Okage has an early draft of the translation still on the disc, I’m guessing what was seen in that file is probably the translation used in the build posted here. I’d have to look into it. Everything else, the SMT stuff, etc. are mostly just preview and review builds for magazines and websites, but nothing early on enough to be interesting. I was really hoping to see the Dark Cloud TGS99 on here, but I’m guessing that being leaked is probably never going to happen.
SAME
Wow.
oh no irem zorro is now private release the zorro tapes
irem’s gohst returning from the grave to ferociously protect copyright