videogame things you think about a lot lot lot lot

Hell yes preach it

As a kid, I thought he was some kind of koopa

Watching the video again, I still do

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Star Fox 64 has a lot of all-timers

Pigma Dengar in particular

Daddy screamed reaaaallll good, before he DIED

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Brooks saying ‘Vickie PEE???’ on the octagon porch

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the English translation for Eador (basically this insanely ambitious HoMM-alike) is highly unrefined and funny, so a good majority of the town names is stuff like Jinglebells or Shiptimber Wood instead of following naming conventions codified by Tolkien or whatever:

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1974 - Hideyuki Nakajima becomes president of Atari Japan
1974 - Namco–Masaya Nakamura president–buys Atari Japan
1978 - Nakajima made president of new US arm, Namco America
1985 - Namco America buys 60% of Atari Games from WB
1987 - Nakamura, frustrated w/ WB & Atari Games, sells 33% to a group of Atari Games employees, led by Nakajima
1987 - Nakajima resigns from Namco America, becomes president of Atari Games, which with no majority shareholder (Namco and WB each own 40%, employees have 20%) is effectively an independent company; Nakamura chairs its board
1987 - December: Atari Games, having failed to persuade Nintendo to grant it more favorable licensing terms for NES games, agrees to Nintendo’s highly restrictive standard licensing terms
1987 - December 21: Nakajima founds Atari Games division Tengen (Tengen is a term from the Japanese board game Go; the name Atari also comes from Go)
1988 - Tengen tells US Copyright Office they need Nintendo’s NES lockout chip copyright application, complete with the chip’s source code, for a (nonexistent) ongoing legal case; under this false pretense, Tengen obtains the NES lockout chip source code from the Copyright Office
1988 - midyear: Nakamura’s chairmanship of Atari Games ends
1988 - October: Tengen publishes Nintendo-licensed NES Pac-Man
1988 - December: Atari Games sues Nintendo for antitrust practices and announce they will release their own Tengen-branded NES carts, without Nintendo license
1989 - Tengen publishes Nintendo-unlicensed NES Pac-Man
1989 - November: Nintendo sues Atari Games for copyright and patent infringement of their NES lockout chip
1990 - Tengen releases Nintendo-unlicensed NES Ms. Pac-Man
1991 - April: District court preliminary injunction enjoins Atari Games from selling more unlicensed games prior to trial
1993 - November: Namco publishes their own (Namco Hometek) Nintendo-licensed NES Pac-Man
1994 - March: WB re-acquires controlling stake in Atari Games, subsequently consolidates its division Tengen into Time-Warner Interactive
1994 - June: Atari Games and Nintendo settle consolidated antitrust & copyright/patent infringement suit “with Atari Games paying Nintendo for damages and use of several intellectual property licenses” (Wikipedia)
1994 - July: Nakajima dies age 64

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There’s a guy on Reddit who’s obviously remaking PokĂ©mon Sapphire in GB Studio, but he’s pretending that he’s developed some sort of miracle tool that automatically converts GBA games into GBC games, and most people are buying it hook, line and sinker.

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Instead of Succession they should have made this

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follow-up Show called “Progression”, wait five years or so :smirking_face:

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i know it’s annoying and elitist of me, but things like this sometimes make me feel resentful of GB Studio’s existence

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The crazy thing is, remaking the game in GB Studio is, in itself, pretty cool! Just lead with that!


GB Studio kind of cheapens stuff for me too though, like it’s significantly less impressive that someone made a game using it than the “traditional way”, and while it’s interesting that it’s accessible, it just does very little for me.

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It’s hard for me not to think that Namco created Tengen to try to crack Nintendo’s stranglehold on the NES games market, while avoiding direct legal liability. Although how anyone thought they’d get away with stealing source code directly from the Copyright Office is beyond me.

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From David Sheff’s “Game Over, Press Start to Continue: How Nintendo Conquered the World”:

  • 1974 - Nakajima didn’t plan to stay at Namco, whom he saw as low-prestige
  • Nakamura persuaded him to stay for 6 months
  • Nakajima increased Namco international sales from $5K to $500K in that time
  • Nakamura persuades Nakajima to stay longer; Nakajima finds Nakamura instructive and prophetic in business (ie buying Atari Japan)
  • 1978 - prior to Namco America, Nakamura promotes Nakajima to executive vice-president of Atari Japan & asks Nakajima to join Namco’s board
  • 1984 - Namco first licensee on Famicom; Nakamura got favorable terms from Yamauchi
  • 1986 - Atari Games conducts legal analysis of Nintendo license workaround, determines could sell own games if no copyright/patent infringement; Nakajima has engineers begin work to reverse-engineer NES lockout chip
  • Nintendo had originally resisted copyrighting lockout chip because didn’t want to register code, but were (somewhat incorrectly) assured by attorney code couldn’t be removed from the copyright office
  • 1987 - midyear: Atari Games applies to Nintendo for NES license but want exceptions; Nintendo refuses exceptions
  • 1987 - (December?): Atari Games couldn’t make console games under its own name–that right belonged to Tramiel’s Atari Corporation–so created Tengen to be console publishing name
  • 1988 - January 18: Atari Games signs licensing agreement w/ Nintendo (not December 1987? I think that was from Wikipedia)
  • 1988 - January 28: Atari Games-hired lawyer files affidavit w/ Copyright Office saying copy of NES lockout code required for “pending proceedings” in Northern District of California
  • 1988 - August: Atari Games successfully producing carts w/ their knock-off “Rabbit” lockout chip
  • 1988 - December: Morning of press conf, Nakajima called Nintendo’s Arakawa: Nakajima expected Nintendo to sue, but “I thought I might be able to settle things before they escalated”
  • 1988 - December: Day after press conf: Nakajima & Arakawa meet at Sea-Tac; Nakajima says he was against the theft, blames others at Atari Games, says might not have happened had Nintendo been more flexible, asks Arakawa to “Let us do our own manufacturing”; Arakawa walks away
  • 1988 - (December?): Atari Games exec tells reporters they’d reproduced the lockout chip via reverse engineering
  • 1989 - January 24: Nintendo letter to Toys R Us: “If your company handles products which infringe Nintendo’s patent or other intellectual property rights, Nintendo intends to avail itself of the full range of its legal remedies”; sends “cease and desist” 6 days later
  • Atari Games wins preliminary injunction “to stop Nintendo from threatening dealers,” but it’s reversed on appeal; Atari Games exec says top 15 US retailers all drop Tengen
  • Atari Games defended “pending litigation” claim to Copyright Office by saying it was “imminent”; judge refuses that defense
  • 1989 - Namco’s licensing contract with Nintendo expires; Yamauchi refuses to renew the favorable terms
  • Namco “was earning 40 percent of its sales from Nintendo games,” but Nakamura publicly denounces Nintendo as a monopoly
  • Nakamura sues Nintendo for monopolistic practices; Yamauchi contemptuous; Nakamura soon withdraws suit
  • 1989 - Atari Games execs “star witnesses” in congressional investigations into alleged Nintendo antitrust practices; Justice Department moves case to FTC, which spends “more than a year” on investigation
  • 1991 - March: In preliminary hearings, Atari Games maintained only used reverse engineering; judge’s injunction refuses that defense, lambastes Atari for thievery, says Atari Games code virtually identical to Copyright Office code, including “far more information than was necessary to make the chip work”
  • Ruling prohibits Atari Games from copying, selling, or using the copyrighted code “in any way,” orders Atari Games to halt to marketing, distribution, & sale of its unlicensed NES carts, and to recall all product in stores
  • 1991 - April: Judge agrees to allow “Tengen” to sell games pending appeal
  • 1991 - April 10: NY AG statement announces FTC investigation of Nintendo for price fixing, says anyone who bought NES from June 1 1988 through Dec 31 1990 would get $5 Nintendo discount coupon; Nintendo would have to redeem min $5M, max $25M of coupons; seen as marketing promotion for Nintendo
  • 1992 - September: “Tengen” loses the appeal, has to recall all their NES games; trial date set for May 1993
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i often think about the way this Pac Man impostor ominously rotates to look at the screen and wink when you complete a level in this DOS Pac Man clone. very unsettling to me as a child

i always expect it to happen when i play normal Pac Man now.

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I dunno if this is true, the only place I could find this description was Play Asia unfortunately, but I am curious about this apparent real world craze from circa 1995.

Here it is, from the description of the new fighting vipers soundtrack release:

In 1995, Sega released the 3D fighting game “Fighting Vipers,” based on the futuristic wire cage deathmatch craze popular among delinquent boys and girls .

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Awan I had that as a kid, I loved it. Haven’t thought about it in years

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Not sure the girls, but 1994 is indeed the most fanatic year of Exploding Barbed wire Cage Death Match.

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In Ultima 7 the Avatar’s virginity is a tracked state, for the sake of a joke conversation with an unicorn. For this to be manageable, U7 canonically establishes that interdimensional travel rebuilds the traveler’s body from scratch, which counts as restoring virginity in the eyes of the world (well, unicorns). Mere dimensional travel within the same world does not restore virginity, as can be observed in Ultima 7.

There’s a striking parallel with the more mundane character stats, which reset in the same circumstances.

From this it can be gleaned that the player character is and remains a virgin in Ultima 3, 4, 5, 8, 9, Savage Empire (you can get a kiss though!), Martian Dreams and Underworld. In 6 and 7, they start a virgin but can have sexual relationships. This can be established because those are all the games that start with the player character traveling through dimensions to the world where the game takes place.

Underworld II is ambiguous because it takes place after Ultima 7 but during the same “trip”, so to speak, the Avatar being stuck on Britannia, and so their virginity depends on whether you slept with anyone during U7, plus there are 6 months of leeway between the two games where the Avatar could’ve gone wild. What’s making the matter more complicated is there is interdimensional travel as a gameplay element in that game, although it not resetting your stats seems to point towards not affecting your virginity. You do get a stat reset at the start of the game, but six months of being a lazy party animal account for that instead of interdimensional travel.

Serpent Isle is an even trickier beast. While it still happens as part of the U7 “trip”, the intro does depict some kind of dimensional gate as the way to the titular Serpent Isle. However the in-game lore supports Serpent Isle existing on the same world as Britannia (even though you can’t reach it without the gate) and the gate being activated by a lunar conjunction and the loading screen being blue support the idea that it is some variant of a blue moongate, ie same-world travel (ignore Ultima 4). The avatar does get a stat reset, but the same excuse from UU2 can work here.

You can sleep around during the game to lift the ambiguity though (and in fact only the most steadfastly chaste Avatar will escape one specific temptress).

In Ultima 1 and 2 it’s merely ambiguous whether you start fresh out from an interdimensional gate or not, so no definite word on your character’s virginity.

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Woah. I was also very slightly moved by the bit right after the moment you linked where knockoff pacman gets messily devoured by a shark. I don’t think I’d ever seen Pacman’s blood before.

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I also forgot to add the noise it makes when you kill a kremling

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