#Metroid (SNES Port)
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#Alternate Status Screen#Metroid (SNES Port)#Metroid#SNES#NES#retro gaming#gaming#video games#design#Graphics mod: MistSonata#SNES Port: Infidelity#hack#rom hack
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Contra de NES porteado a SNES. También Zelda, Metroid, Megaman y varios más, con tobales mejoras en características y jugabilidad.
#youtube#nes#snes#nintendo#ports nes#ports snes#contra#mario bros 3#megaman#duck tales#mike tyson's punch out#metroid#zelda#legend of zelda
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Turrican - O guerreiro que foi inspirado em Robocop
Em 1990, Manfred Trenz trouxe ao público um game curioso chamado Turrican(タリカン) para Commodore 64. O game carrega uma gama de inspirações em Metroid, Psycho-Nics Oscar e Robocop. Enquanto o level design estendido e a função de se transformar em uma bola eram inspirados por Metroid, o design de gráficos e armas é derivado de Psycho-Nics Oscar. Diferente de muitos platformers de ação, Turrican não forçava o jogador a completar um estágio linear, em vez disso, jogadores poderiam explorar cada estágio para descobrir segredos escondidos. Turrican teve continuação com Turrican II the Final Fight em 1991. A premissa básica é a de um mutante usando armadura, que luta contra uma horda de inimigos dos mais variados tipos, e o vilão parece ter sido baseado em Galactus, o conquistador intergaláctico de proporções colossais infinitas da Marvel.
Turrican não ficou apenas preso a computadores pessoais. Ports foram lançados para consoles caseiros. Os exemplos mais famosos são Turrican 3(タリカンⅢ), conhecido como Mega Turrican, lançado em 1994 pela Factor 5 ao SEGA Genesis. Super Turrican(スーパータリカン) teve duas versões, a primeira versão foi lançada ao NES em 1992, publicada pela Imagineer, já a segunda versão, foi lançada ao SNES em 1993, desenvolvida pela Factor 5, e publicada pela Seika(USA), Hudson Soft(EUR), e Tonkin House(JPN). Super Turrican 2(スーパータリカン2) foi lançado ao SNES em 1995 pela Factor 5, sendo comercializado pela Ocean Software...
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How to Choose the Best System for Your Collection
Choosing the right retro game console for your collection can be both exciting and challenging. With so many iconic systems from various eras, each offering its own unique set of games and experiences, finding the best fit requires some consideration. This guide will help you navigate the process of selecting the ideal retro game consoles to enhance your collection.
1. Determine Your Interest: What Era or Type Appeals to You?
Before diving into specifics, consider what era or type of console resonates with you the most. This can guide your decision and make your collection more enjoyable and cohesive.
Considerations:
Era: Do you have a particular decade in mind, such as the 1980s, 1990s, or early 2000s? Each era has its distinct gaming style and technological advancements.
Type: Are you more interested in home consoles, handheld devices, or arcade machines? Each type offers a different gaming experience and set of collectible items.
2. Research Iconic Consoles: Top Choices to Consider
Here are some iconic consoles that are often recommended for any retro gaming collection:
Nintendo Entertainment System (NES) (1985):
Why It’s Popular: Revitalized the video game industry with a vast library of classic titles.
Key Games: Super Mario Bros., The Legend of Zelda, Metroid.
Super Nintendo Entertainment System (SNES) (1991):
Why It’s Popular: Known for its enhanced graphics and sound, and a rich library of beloved games.
Key Games: Super Mario World, The Legend of Zelda: A Link to the Past, Chrono Trigger.
Sega Genesis (1989):
Why It’s Popular: Notable for its fast-paced games and strong arcade ports.
Key Games: Sonic the Hedgehog, Streets of Rage, Altered Beast.
Sony PlayStation (PS1) (1994):
Why It’s Popular: Introduced CD-ROM technology and 3D gaming.
Key Games: Final Fantasy VII, Metal Gear Solid, Resident Evil.
Nintendo 64 (1996):
Why It’s Popular: Known for its revolutionary 3D graphics and multiplayer experiences.
Key Games: Super Mario 64, The Legend of Zelda: Ocarina of Time, GoldenEye 007.
Game Boy (1989):
Why It’s Popular: Made portable gaming accessible and had a strong library of games.
Key Games: Tetris, Pokémon Red/Blue, The Legend of Zelda: Link's Awakening.
3. Assessing Condition and Compatibility
The condition of the console and its compatibility with modern setups can greatly influence your decision.
Condition:
Cosmetic: Look for consoles with minimal wear and tear. Yellowing, scratches, and missing parts can affect both function and value.
Functional: Ensure the console powers on and works properly. For games, check that cartridges or discs are free from significant scratches or damage.
Compatibility:
Modern TVs: Many retro consoles use outdated connection types. Consider how you’ll connect the console to modern displays. AV to HDMI converters or upscalers like the OSSC or Framemeister can help.
Accessories: Make sure you can find compatible controllers, memory cards, and other peripherals if needed.
4. Consider the Game Library: What Games Do You Want to Play?
The games available for a console can be a major factor in your decision. Research the console’s game library to see if it includes titles that you’re particularly interested in.
Tips:
Favorite Titles: Identify key games you want to experience. Some consoles are known for specific genres or franchises.
Game Availability: Check the availability and cost of games for the console. Some systems have more affordable and accessible game libraries than others.
5. Budget and Rarity: Balancing Cost and Collectibility
Budget is an important consideration, especially for rare or high-demand consoles.
Budgeting:
Initial Cost: Determine how much you’re willing to spend on a console. Vintage systems can vary widely in price based on condition, rarity, and demand.
Ongoing Costs: Factor in the cost of games, accessories, and any necessary adapters or repairs.
Rarity:
Limited Editions: Some consoles and games come in limited editions or special releases, which can be more expensive but also more collectible.
Regional Variations: Consoles and games released in different regions can vary in price and availability. Rare regional variants can be valuable to collectors.
6. Testing and Verification: Ensuring Authenticity
When purchasing a retro console, it’s crucial to verify its authenticity and functionality.
Testing:
Physical Inspection: Check for signs of counterfeit or modified consoles, such as unusual markings or incorrect logos.
Functionality Test: If possible, test the console before buying to ensure it works correctly with games and accessories.
Verification:
Research: Familiarize yourself with common characteristics and features of the console you’re interested in to identify potential fakes.
Seller Reputation: Buy from reputable sellers or collectors who can provide detailed information and guarantees about the console’s authenticity.
7. Storage and Maintenance: Caring for Your Collection
Proper storage and maintenance are essential for preserving the value and functionality of your retro game consoles.
Storage:
Environment: Keep consoles in a cool, dry place away from direct sunlight and humidity.
Protection: Use dust covers, protective cases, and original packaging when possible to prevent damage.
Maintenance:
Cleaning: Regularly clean consoles and games using appropriate tools and solutions. Avoid harsh chemicals and abrasive materials.
Repairs: Address any issues promptly to prevent further damage. Seek out professional repair services if needed.
Conclusion
Choosing the best retro game console for your collection involves careful consideration of your interests, the condition of the hardware, the game library, and your budget. By doing thorough research and understanding what each console has to offer, you can build a collection that not only enhances your gaming experience but also preserves a significant part of video game history. Whether you're drawn to the iconic titles of the NES, the 3D innovations of the N64, or the portable magic of the Game Boy, the world of retro gaming offers endless opportunities for discovery and enjoyment.
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on a whim I downloaded Alwa's Awakening, I bought the Steam version so I could get the NES rom that they offer as "DLC", and I copied it to my everdrive, and it plays great, it's pretty damn good so far, I beat the 2nd boss and got my 2nd ability. It reminds me a lot of Castlevania 2 and Metroid but with none of the bad parts and a much cuter/chibi art style.
I know the original version has more colors and larger screens, but I want to play on a real retro console, yeah it's just a novelty but I think I prefer my pixel games on a CRT instead of a high def flat screen. Also I hear the NES version technically has more content.
For those curious, here's a comparison between the "original" and NES version. Yeah, some visuals will be not as impressive, but I think getting this whole game to run on NES makes up for it for me, to me, making a "retro inspired" game that actually works on retro hardware is going the extra mile and I would love to see more indies doing that instead of simply going for "retro inspired" that could never run on an old console.
There's a 16 bit sequel, but given it's been out for 4 years, I don't expect a SNES port.
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21 Game Boy Advance Games We'd Love To See Added To Nintendo Switch Online
We have additionally abstained from including Pokémon; it is a given we might love to see them, however transferring and buying and selling Pokémon in a recreation with Save States will get messy, a minimum of from Nintendo's perspective. Maybe we'll see a wonderful workaround with these explicit entries, though we predict it is extra possible we'll see Pokémon remakes reasonably than re-releases.Sufficient with the caveats! Let's check out 21 GBA gems we might like to revisit by way of Nintendo Swap On-line.
Writer: Nintendo / Developer: Nintendo R&D1Launch Date: 2nd Feb 2004 (USA) / 4th Apr 2004 (UK/EU)Metroid: Zero Mission is a superb 2004 remake of the unique Metroid, and a recreation that is within the dialog for 'finest remake evs' (if that dialog is being held with a young person through the 2010s). Zero Mission tells the story of the primary entry, however with far snazzier visuals and Tremendous Metroid-inspired gameplay. With save rooms and a bunch of latest gadgets, areas, and mini-bosses, that is the best way to expertise Samus' first mission. Sorry, zero-st mission. If it got here all the way down to a duel, there are Nintendo Life staffers who would really take this over the SNES recreation. It is that good.
Writer: Activision / Developer: Vicarious VisionsLaunch Date: eleventh Jun 2001 (USA) / twenty second Jun 2001 (UK/EU)Vicarious Visions managed to distil the essence of the full-sized Tony Hawk titles into an unbelievable isometric model that feels tight, responsive and really a lot not the compulsory downgraded handheld port you might need anticipated. Tony Hawk's Professional Skater 2 on GBA is genuinely considered one of our favorite entries within the total sequence, with nice music and cracking visuals. And Spider-Man. What's to not love?
Writer: SEGA / Developer: TreasureLaunch Date: 18th Aug 2004 (USA) / 18th Feb 2005 (UK/EU)This Treasure-developed tackle Osamu Tezuka's basic character was an actual looker within the GBA's library — becoming given the status of the property and the adoration of manga and anime followers all over the world. Versus Treasure's ordinary output, Astro Boy: The Omega Issue is extra platforming beat 'em up than run-and-gunner (with a couple of shmup-style levels thrown in for good measure). It efficiently blends conventional manga-style presentation of the characters in dialogue portraits with extra rounded 3D-esque sprites and backgrounds for the motion. It is an actual winner; a licensed recreation that lives as much as the supply materials.
Writer: Nintendo / Developer: HAL LaboratoryLaunch Date: 2nd Dec 2002 (USA) / twenty sixth Sep 2003 (UK/EU)Kirby: Nightmare in Dream Land is a worthy remake of Kirby's first house console journey and having simply celebrated his thirtieth anniversary, this is able to be a pleasant tribute to the little pink fella after what has been a stellar 12 months between 2022 and 2023. Whereas what it affords is a tad primary in comparison with what extra trendy Kirby titles provide, it is nonetheless very playable, and there are little artistic moments the place recreation often shines. As with virtually each different recreation that includes the Kirbster, its pleasant, vibrant visuals make it a supremely charming expertise, and one which will probably be most appreciated by gamers searching for solely a really gentle problem. Certain, Kirby & the Superb Mirror is a good entry and that one is out there, however that is the one we actually wish to see.
Writer: SEGA / Developer: TreasureLaunch Date: sixth Oct 2005 (USA) / 4th Nov 2005 (UK/EU)Gunstar Tremendous Heroes (or Gunstar Future Heroes in Europe) is a sequel that lives as much as the status of the identify it awkwardly sandwiches a 'Tremendous' in the midst of. The gameplay and controls of Treasure's basic 1993 Mega Drive recreation are altered to work higher on the transportable, however the result's each bit as compelling, even when it is on the brief aspect and would not characteristic co-op play. As run and gun video games go, Gunstar Heroes is up there with the easiest. This sequel can also be excellent — one would possibly even say tremendous. Or future when you're European and wish to be awkward.
Writer: Nintendo / Developer: Jupiter CompanyLaunch Date: twenty fifth Aug 2003 (USA) / 14th Nov 2003 (UK/EU)Pokémon Pinball: Ruby & Sapphire is an fulfilling entry-level pinball recreation designed to attraction to as broad an viewers as potential. Its vibrant, charming visuals look nice, and the huge variety of Pokémon out there to catch and evolve implies that when you’re searching for a long-term dip-in, dip-out form of recreation, you’ll have lots to maintain you occupied. That is the proper little recreation for brief play periods, and can fill the Pokémon hole simply in case Pokémon Emerald would not hop onto NSO.
Writer: SEGA / Developer: DimpsLaunch Date: third Feb 2002 (USA) / eighth Mar 2002 (UK/EU)Within the a long time for the reason that surprising first look of Sega's mascot on a Nintendo handheld, it is truthful to say that not each group that is labored on a 2D Sonic recreation has nailed the fragile sense of inertia and tight physics that characterise the basic 16-bit titles. Sonic Advance is one such instance that simply will get it. Developer Dimps retains the basic really feel and course design that made the originals particular whereas including contemporary components that stop it from feeling like a re-tread of previous concepts. Vibrant visuals, charming animation, wonderful audio; add multiplayer into the combo — in addition to the Tiny Chao Backyard that linked to the Gamecube — and Sonic Advance is a platforming deal with up there with hedgehog's most interesting.
Writer: Sq. Enix / Developer: Sq. EnixLaunch Date: eighth Sep 2003 (USA) / twenty fourth Oct 2003 (UK/EU)Whereas rumours of a Last Fantasy Ways remaster have been swirling round for some time, Nintendo has already had a style of what Last Fantasy Ways can provide within the type of Last Fantasy Ways Advance. Levelling up your clan, discovering one of the best weapons and making an attempt to out-think the enemy results in endlessly fulfilling battling, and there are sufficient variables in location, legal guidelines and opponent talents to forestall issues changing into too repetitive. Even when battles get simple with an OP clan, they continue to be entertaining. It may be tough to search out what you might be searching for amongst the numerous menu screens, however as soon as you realize the place to look Last Fantasy Ways Advance will divert and delight you for a protracted ol' time. Beautiful.
Writer: THQ / Developer: Vicarious VisionsLaunch Date: twenty fourth Jun 2003 (USA) / twentieth Feb 2004 (UK/EU)Maybe it’s the announcement that Sega is outwardly engaged on a reboot that’s getting the higher of us, however we do love a little bit of Jet Grind/Set. On the Dreamcast, Jet Grind Radio oozed extra type than ought to have legally been allowed. Plenty of what made the sport particular there survived the leap to the GBA, however in fact the apparent {hardware} limitations necessitated a couple of reduce corners right here and there. Contemplating this, Vicarious Visions — the studio that did such a incredible job of translating the Tony Hawk's Professional Skater sequence to GBA — most likely could not have completed a significantly better job at adapting it to the small display screen. When you're used to its quirks, you will discover a loopy, incredible gem of a recreation.
Writer: Atlus / Developer: QuestLaunch Date: twenty first Jun 2001 (USA)For a lot of sequence, the phrases “aspect story” are seen as a handy excuse to trot out a half-baked rehash of a preferred title – however Ways Ogre has by no means been like different sequence. This GBA-exclusive entry within the long-running Ogre Battle saga is as richly detailed and politically intricate as another you possibly can point out, and lurking beneath that already fully-featured floor are an entire host of secret characters and particular endings simply ready to be found.
Writer: Nintendo / Developer: Nintendo SPDLaunch Date: twenty third Might 2005 (USA)The third recreation in Wario's microgame sequence, WarioWare Twisted! by no means discovered its strategy to Europe, however its gyro sensor added a brand new aspect to the manic method established two video games prior and made it one of many highlights of Wario's again catalogue. Because of that sensor within the cart, it isn't a recreation you will wish to plug into the Sport Boy Participant in your GameCube, however the primary bitesize gameplay holds up simply as effectively right this moment because it did within the mid-2000s. Let's Twist once more. Source link Read the full article
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ICYMI: Original NES Metroid ported to the SNES by romhacker infidelity https://gbatemp.net/threads/original-nes-metroid-ported-to-the-snes-by-romhacker-infidelity.644040/
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[ad_1] The Nintendo Transfer is the Swiss military knife of video games consoles. It’s a transportable hand held, in addition to a house field. It caters simply as neatly to kid-friendly platformers and gut-wrenching shoot ‘em ups, because it does to turn-based technique video games. For me, probably the most Nintendo Switch’s biggest triumph has been introducing me to the entire video games that got here earlier than it. I wasn’t born for the vintage Nintendo technology. The unique Metroid, Legend of Zelda, Donkey Kong Nation, and the entire different iconic video games Nintendo tremendous lovers speak about to this present day, have at all times regarded historical to me. I will be able to admire they've a spot in gaming historical past, however I by no means performed them with my very own arms.The Transfer modified that. Nintendo Switch Online comes bundled with a library of NES and SNES classics. The unique Mario video games are there, the primary few Zeldas, Celebrity Fox, Ninja Gaiden, EarthBound, F-0, and extra. It’s a greatest-hits of Nintendo that has dragged me into the arena of 8- and 16-bit gaming.Simple get entry to(Symbol credit score: Nintendo)It’s really easy to begin enjoying those Nintendo classics. There’s no fiddly (and most likely unlawful) emulator to put in, no hardware to shop for. If I've a surprising yearning for 2D platforming, I will be able to load the SNES app that’s already put in on my Transfer’s house display, and boot up Tremendous Metroid in seconds. With the video games able and ready, I’ve no excuse to steer clear of them, or inconvenient set up paintings to get thru simply to get them operating on trendy hardware.They’re reasonable, too. As long as you stay up your Nintendo Transfer On-line subscription, which is extra reasonably priced than its competitors’, you’ll have get entry to to them for so long as you need. They is probably not loose, however they are beautiful as regards to it.But even so ease of get entry to, the portability of the Transfer has stored me coming again for extra SNES goodness over and over. The facility to pick out up and put down the video games every time I would like approach I’m engrossed in them. When Draygon pincers me to demise for the 5th time in Tremendous Metroid, I don’t wish to throw my controller around the room in disgust. I will be able to step clear of Samus’s troubles to pick out up the sport later, right through a handy second cooking dinner, or sitting idly at the settee. The simpler a sport is for me to get entry to, the much more likely I’ll in reality dive in.No higher selection(Symbol credit score: Shutterstock/Vantage_DS)The Transfer isn’t the one option to play older Nintendo video games. The preferred SNES and NES microconsoles that introduced in 2016 each got here bundled with a choice of integrated video games, spanning lots of the classics and a few which can be but to be ported to the Transfer. The lovable copy fashions have been praised for bringing the video games to a contemporary target market, and faithfully emulating them for brand spanking new avid gamers to revel in for the primary time.However that send has sailed. Nintendo halted manufacturing of each mini consoles in December 2018, which means it's a must to pay a lovely penny at the second-hand marketplace, or pay in the course of the nostril at a store to pick out them up now. Even supposing they have been nonetheless reasonably priced, I’m now not certain they’d be my platform of selection. I wish to play the vintage Nintendo video games I overlooked out on, now not revel in each dated design flaw of the consoles. I’d a lot somewhat use the Transfer’s Pleasure Cons than the NES’s inflexible, rectangular controller to stamp on Goombas.A greater option to play(Symbol credit score: Nintendo)For probably the most phase, the Transfer ports are trustworthy diversifications, however they do introduce one crucial function I couldn’t do with out. Taking a nod from the emulators
I’ve disparaged above, every contains an overlaid save state gadget that permits you to file your development anywhere you might be. That implies you received’t lose hours of development after a pesky Bobo drops you to 0 well being Kirby’s Dream Land, or be pressured to replay a complete stage as a result of one, tiny, fair platforming mistake has despatched you again to the start.Even if for sure a product of modern gaming, which is, for probably the most phase, extra forgiving than the NES and SNES video games of previous, I’m a willful person and abuser of save states. We’ve moved on from finite lives and painfully unforgiving stage design. Even video games like Elden Ring, which make their brutality central to their enchantment, are meticulously designed in order by no means to really feel unfair. Use as many save states as you need, I say. I wouldn’t be enjoying older video games with out them.Recreation preservation(Symbol credit score: Nintendo)Up to the Transfer has inspired me to discover Nintendo’s again catalog, the writer isn't any hero of sport preservation. Its resolution to close the Wii U and 3DS eShops through subsequent March will successfully take away get entry to to many older video games that aren’t to be had in other places. Masses of NES and SNES video games are these days to be had at the virtual storefronts, lots of which aren’t indexed within the Transfer’s relatively meager choice of vintage titles. When the eShops disappear subsequent 12 months, the ones video games, and plenty of different download-only indie gem stones, will cross inside of them.I might by no means have were given round to enjoying them, however I’ll be unhappy to peer them cross. The Nintendo Transfer opened the door to 8- and 16-bit gaming for me through decreasing the barrier of access. Right here’s hoping Nintendo helps to keep porting classics to the Transfer and sees the price in historic accessibility.As of late's very best Nintendo Transfer On-line 12-month subscription offers [ad_2] #Nintendo #Switchs #function #Letting #play #video games,[email protected] (Callum Bains) , 2022-03-05 14:00:29 ,
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Advent Calendar 14: Nintendo's Crazy Ex
Greetings, and welcome to Advent Calendar 2022! This year we're being self-indulgent and rambling about video games.
As usual, the Advent Calendar is also a pledge drive. Subscribe to my writing Patreon here by TOMORROW for at least $5/mo and get an e-card for Ratmas; subscribe for $20/mo (and drop me a mailing address) and you'll get a real paper one!
I hope you're all having a happy winter holiday season. Let the nerd rambling commence!
Gather 'round, children, and let me tell you the story of How The Playstation Came To Be. Once upon a time, there was a Super Nintendo Entertainment System. The SNES was a shiny, shiny thing in 1991 (1990, as the Super Famicom, in Japan). A spiffy new 16-bit games console that played all the latest Mario and Castlevania and Metroid games, its main rival was the slightly older Sega Genesis (né Sega Megadrive, 1988 in Japan, 1989 in North America). The two coexisted for some time with only the usual sibling rivalry, where Sega pulled an attitude and claimed to do "what Nintendon't", and Nintendo pointedly ignored them while pointing at some plumbers from Brooklyn with an inexplicable hatred of turtles.
One day, Sega learned a new trick. The older Nintendo bro, the Famicom, had come up with an add-on device that let it play games off diskettes; the little Sega Megadrive thought about this and went, yes, but what if I used CDs instead? CDs were super cool, cutting-edge, space age tech at the time, which was not coincidentally also 1991. Compared with cartridges, CDs had an unimaginable amount space to fill, and since they were for music first, Sega threw in a nicer sound chip to sweeten the deal. Thus was born the Sega CD.
Nintendo looked at that and grudgingly admitted they had a point.
Obviously the thing to do was steal this concept, so Nintendo got to work on a CD add-on for the SNES. Neither company worked with CDs or audio tech themselves; Sega had partnered with JVC for the Sega CD. (JVC stands for Japan Victor Corporation, by the way, the Japanese subsidiary of RCA Victor, the people who used to use the painting of a terrier listening to a phonograph as their logo. The original painting was titled "His Master's Voice", which title eventually ended up, through a complicated series of divestitures and acquisitions, as the name of the HMV record stores in several Commonwealth countries.) Nintendo phoned up Sony, who had developed the original CD standards in conjunction with Philips Electronics. Together they started work on a prototype equivalent of the Sega CD, accurately if boringly titled the Super NES CD-ROM.
The unveiling at the Consumer Electronics Show was an event. Sony proudly unveiled the fruits of its labor, a combination SNES-cartridge/CD-ROM machine they called the "PlayStation". It received many oohs and ahs from the audience. The very next day, Nintendo revealed its half of the project, a CD-ROM add-on for the SNES, produced in partnership with... uh, Philips. Philips Electronics. You know, Sony's best friend.
To say Sony was angry was an understatement. They were livid. It just wasn't working out, Nintendo said. Sony kept asking for things -- licensing fees, rights, content control. Nintendo and Philips just had long term goals that were so much more compatible! Mainly because they made Nintendo more money. Surely Sony would understand. It was just better for business.
Fine, said Sony. We'll just make our own console! With blackjack! And hookers! I'm not actually kidding about that part, a lot of the early Playstation marketing centered around the fact that Sony would let you publish games including adult things like sex, violence, drugs, and naughty words, which were all still very much banned in Nintendo titles. This ultimately led to Sony landing the Grand Theft Auto console ports, and we all know how that turned out.
The SNES CD-ROM project eventually stuttered to a halt, and nothing of the sort ever came out, even in Japan. The backlash soured Nintendo on CDs so much that they refused to make the switch with everybody else for their next console generation, opting instead to use ROM cartridges in the Nintendo 64. This bout of sour grapes actually lost Nintendo several of their loyal publishers -- the Golden Age of JRPGs started on the Super Nintendo, but chafed at the space restrictions of the N64. The biggest, fattest rat to jump off that particular sinking ship was Squaresoft, who started developing for the N64 but ultimately opted to publish the smash hit Final Fantasy VII on Playstation, where the game could span three CDs.
Nintendo continued to drag its feet on disc technology through the DVD era, declining to include DVD-Video playback on its GameCube, Wii, and WiiU systems, even though all three use DVD drive mechanisms, and are physically capable of reading DVD discs (mini-DVD in a GameCube, without a case mod). Sony, in contrast, coughed up the licensing fees and advertised the shit out of the DVD player function of their Playstation 2. The PS2 didn't just wipe the floor with the Wii (and the Xbox), it became the best-selling video game console of all time.
The Nintendo/Sony PlayStation fell into the black hole of history. For almost a quarter century it was thought that none of the prototypes had survived, but in 2015 a single example was discovered in a bankruptcy auction of random stuff from a completely different company where a Sony CEO had once worked. The creaky, dusty, substantially-broken thing was presented to Benjamin Heckendorn, aka "Ben Heck", a passionate nerd who accidentally invented a career for himself about two decades ago by hacking apart an Atari 2600 and reassembling it into a handheld.
youtube
He did a full teardown of the machine on The Ben Heck Show, a series he filmed for the content provider element14, and managed to get it working, in conjunction with a boot ROM mysteriously leaked to several prominent members of the retrogaming/emulation community. There is no known surviving software for the machine, but several people have verified that homebrew games will play.
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!!! nintendo direct spoilers !!!
honestly i could sorta care less about anything that was talked about for the first half besides mario robot soccer. it looks kinda cute (also front mission remake seems cool even if i prob wont play it).
but then it got to chrono cross and i started cryin. the rumor seemed like such an obvious lie, so i was so surprised n happy! and the inclusion of radical dreamers makes it extra special. fingers crossed that this could hint at a chrono trigger remake. or a chrono 3. regardless it looks great and i think some ppl are really sleepin on how big a deal it is that square is finally acknowledging chrono again.
after chrono cross was announced it was hard to come down. i just loveddd this direct. kirby continues to look good. tho it really is obv the spiritual successor to mario 3d land, so it doesn't wow me at all sorry.
the live a live remake, on the other hand, DID wow me. like what the fuck. i just never expected it? and it looks REALLY GOOD. like i'm probably def gonna get it. so cool! just... wow.
klonoa was another awesome surprise. like the sheer number of remakes/ports/sequels of true classics was starting to het out of hand. just what the fuck. klonoa is so cute n good n i'm excited.
i think i might be out of order at this point (blame shitty news sites for always neglecting details), but the portal stuff was cool. but it also confused me! why is valve putting out games on switch right as the steam deck releases? maybe they just really don't want to make nintendo think they're trying to compete??? kinda silly since the natural competition is unavoidable. but!! it's still cool? idk.
i sorta can't believe we're getting another wii sports? the aesthetics looked hideous at first but i'm warming up to them. idk i think the series was always rly good, tho it'll be hard to justify spending $60 or even $30 on it. regardless, it's another cute game to play w family n drunk friends etc.
getsufumaden looks like it could be neat if it wasn't bein made by konami. assuming this is like a mobile game on console. also i think this was announced earlier? idk i just wanted to mention it.
the metroid dread update... i wanna pay respect to it. even tho i honestly couldn't give a single shit about an edgelord tryhard mode? i think it's a neat idea to include it alongside a "beginner mode". this is how you do it!! it pleases everybody. to anyone saying "why?" like just this isn't FOR you. it's so that everybody can play no matter how casual or deranged. i wanna see more of this kinda stuff. a great way to address the like single complaint about the new metroid. bravo.
earthbound. listen. it's awesome. including mother 1 too is also awesome. should this have already been part of the service a while ago? yes obviously. is this one of those "only exciting because nintendo is so witholding so our standards are in the dirt"? most definitely. but it's still cool. for some reason nintendo neglects mother, much in the same way square neglects chrono. it's another one of the best snes (and nes) games ever made that was weirdly missing from the collection, so i'm glad it's finally here.
speaking of which... why the fuck didn't they bring chrono trigger to the service? wouldn't this be the perfect time?? unless... LOL don't make fun, but this is another reason i think they might be doin a chrono trigger remake etc? i'm just sayin!
ok last game i cared about (and no it isnt xenoblade, even tho that series is obv cool i'm just not invested yet): mario kart. and i GET why some people are complainin that it's just dlc. i really understand... in theory. because u know what? i felt the same way about smash ultimate at first. i was like "what the fuck this is just dlc for an old game so why aren't they actually making a full NEW game instead???
but smash u ended up being one of my fav games ever. it was really cool to have such a massive amount of content in a single, solid game engine. and that's more what this feels like. AND it's only $25 instead of $60. i mean it's like 50 new goddamn tracks. that's silly. and awesome. i needed an excuse to go back and play more mario kart anyhow. i'm super happy about this tbh.
i think the only real critique i have is that we won't get the last mk dlc until 2023? stretchin it out much??? nintendo kinda has fallen completely into the "online service" method of release and i genuinely hate that (like why is wii sports getting golf way later just finish the game idiots)... but besides that? good direct. great direct. way better than it shoulda been considering they once again didn't show ANY info on zelda lol. we... we aren't gonna get that game until like 2023 huh. 😅
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Something a lot of people don’t know is that donkey Kong country 3 on snes and gba have different soundtracks. The snes original was composed primarily by Eveline Fischer, alongside David Wise (who is famous for doing the soundtracks for the first 2 dkc games, as well as tropical freeze and other Rare games). Like the previous 2 gba remakes, they planned to just use the same soundtrack, but for whatever reason (maybe something to do with the bass?) it didn’t sound good on gba at all. So David Wise created a brand new soundtrack for that version.
I grew up playing both the snes and gba versions, and feel equally nostalgic for both of them, but the snes soundtrack is the strongest overall. It has so many cool and even moody pieces! Dixie Beat is a great opening track, the map themes are very atmospheric, and the water world track is a huge highlight; it’s extremely uneasy and even gives me super Metroid vibes. And of course, the riff from Nuts and Bolts will get stuck in your head for days.
The gba soundtrack isn’t bad by any means, though! I think that this version’s Water World is one of the most gorgeous remixes of aquatic ambience ever, and Stilt Village is maybe one of my favorite level 1 themes of all time. But then you have tracks like Frosty Frolics and Treetop Tumble; in the snes version, they’re moody and set the atmosphere well, but here on the gba, they’re uncharacteristically playful and give the levels a totally different feel. I think that’s why the gba soundtrack struggles a bit; it seems to match the level design less, and clashes with the original intent.
(Extra fun fact: eveline fischer also voiced tiny kong in diddy Kong racing, and those clips were reused for Dixie kong in the dkc2 and 3 gba ports)
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Super Metroid ROMhacks will be interesting to see in the future. For years, they’ve ported everything about Fusion’s movement system into Super Metroid so that every ROMhack has an option for respin and momentum preservation and often there’s even an option for Zero Mission-style weapon selection. It kind of reminds me of the Pokémon fandom who, every time a new game comes out, gets right to work on porting every new feature to the GBA games.
Point being, everyone loves how Dread feels, and I wonder if the way it handles the speedbooster and shinespark will be commonly taken and reused for Super Metroid hacks. If so, it will be another reason the world doesn’t really need a Super Metroid remake from Nintendo.
That said, we could definitely use a Super Metroid decompilation project to free up the control scheme because some romhacks get really convoluted when limited to the SNES controller.
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THE YEAR IN FIGHTING GAMES: 1994
As the original release of Street Fighter II turns 30 this year, we are taking a look at the landscape of fighting games between 1991 and 2021 on a year by year basis!
This week, Shaun Eddleston takes a look at 1994…
1994 was an eventful year for video games.
Nintendo was starting to wind down on its production of NES games, while celebrating the success of games such as Super Metroid and Donkey Kong Country on the Super Nintendo. SEGA’s Sonic The Hedgehog series was going strong with Sonic The Hedgehog 3, and games such as DOOM II and Warcraft were making their way onto computers all across the world.
It was also a year where Germany placed Mortal Kombat II on its index of media works deemed harmful to young people by Germany's Federal Department for Media Harmful to Young Persons effectively banning the game from sale in the country (and remained that way all the way up to 2005!).
Let’s take a look at 1994 in fighting games...
One of the more obscure Neo Geo titles, Aggressors Of Dark Kombat (known as Tsuukai GANGAN Koushinkyoku in Japan) was an interesting title that felt like a bit of an experiment in the genre. The game’s movement feels more like it would fit into your standard beat ‘em up game such as Final Fight and Streets Of Rage, and even drops weapons into the stage for fighters to use.
The game also includes a fun comeback mechanic, the “GAN GAN attack”, which kicks in once a player’s health bar drops below a certain point, and their power bar is full. Once one of these mega attacks connects with an opponent, the player automatically wins the round.
Art of Fighting 2 continues the story that kicked off in the previous year’s entry, as we immediately learn that the identity of Yuri’s kidnapper, the tengu masked Mr Karate, is none other than Takuma Sakazaki, Yuri and Ryo’s father. This is all part of a much bigger criminal plot that ends up being spearheaded by a certain young crime lord from another popular SNK fighting title…
As for the game itself, almost every aspect of the Art Of Fighting experience was rebuilt and polished. The character sprites and stage art looked better, and a new “Rage” gauge mechanic was introduced into the mix. All of the game’s characters are immediately playable in arcade mode, and each have their own specific dialogue when interacting with other fighters.
The first 3D weapons-based fighting game was also one of the earlier releases on the Sony PlayStation, and was poised to be the game that would “outshine” the impressiveness of Virtua Fighter’s groundbreaking graphics.
While it didn’t quite beat out SEGA’s franchise, Battle Arena Toshinden still had a couple of interesting aspects to it that are still worth mentioning today.
First of all, it is arguably the first “true” 3D fighting game, as it included the ability to side-step or dodge roll during a fight. This meant that the act of avoiding projectiles now had more options outside of blocking the hit or jumping over it, giving the game a little more depth (both mechanically and visually).
Thanks to the newly opened up 3D movement, ring outs are also possible in the game, where players can lose a round by simply falling off the side of the stage. This is an element that many gamers see as a bit of a cop out during a fight, but I personally see it as a fun way to humiliate opponents and even bring overly confident fighters back down to earth.
Capcom’s massive success with Street Fighter II was one of the most important moments in video game history, and the game was still going incredibly strong since its release 3 years prior (including this year, which we’ll touch on later in the article). There was a big question that lingered though; what non-Street Fighter fighting game would Capcom bring to the table next?
That game was Darkstalkers: The Night Warriors.
Darkstalkers wasn’t a million miles away from Street Fighter II in terms of gameplay. It utilised the same six-button L/M/H attack layout, and even used a Super Gauge that would be shared with the series.
The main strength of Darkstalkers that set it apart from its more famous older cousin, and that was its characters and theme. Instead of a tournament of worldwide fighters that many 2D fighting games utilised, Darkstalkers took inspiration from classic horror movies from the Universal era and offered a cast of 10 fighters that range from werewolves, sasquatches and vampires to Egyptian mummies, zombies and a Frankenstein’s monster for good measure.
A spooky cult favourite!
1993’s Fighters History was a controversial entry in the fighting game genre. Not necessarily because of any violent content or especially iffy storyline, but for just how similar the game was to Street Fighter II. It was so similar, in fact, that Capcom attempted to sue Data East for just how much of a shameless ripoff the game was.
Capcom wasn’t successful with the lawsuit, and Data East went forward with a sequel, Fighters History Dynamite.
The game, perhaps more commonly known in some places as “Karnov’s Revenge”, added more characters (including the game’s boss fighters, Karnov and Clown) to the playable roster and spruced up the game's stage backgrounds.
Other than the slightly expanded range of fighters, and a hilarious hidden character to discover, not a lot else has changed from the first title, and still feels like it can’t shake off the original comparison that it got into trouble for.
Many 2D games up to this point were trying to mimic Street Fighter and Fatal Fury’s cartoonish graphics, there wasn’t really anything outside of Mortal Kombat’s digitised graphics that truly felt “next-gen” going into the middle of the decade.
Enter Killer Instinct.
While Rare as a developer was having a fantastic year already, with the success of Battletoads and Donkey Kong Country leaving long lasting impressions on the industry, their fighting game was a revelation in arcades, bringing a mix of 2D gameplay on 3D stages, strong bloody violence and a ridiculous new combo system to the table.
The characters were memorable, the animated FMV sequences were jawdropping to watch, and witnessing the game announce blare out “ULTRA COMBO!” whenever someone nailed a particularly savage sequence of hits just felt right.
Why not check out our thoughts on the game’s “killer” soundtrack?
Inspired by the popularity of Ryo Sakazaki (Art Of Fighting’s main protagonist) and his appearance as a guest character in Fatal Fury Special in 1993, SNK decided to go all out and start a crossover fighting series that brought together characters from their library of past games.
The game, named after the fighting tournament in Art Of Fighting and Fatal Fury, allows players to choose from a selection of 3-member teams that have been designated to different countries of the world, and matches revolve around an elimination system. In addition to a selection of original new characters, KOF ‘94 mixed together the Ikari Warriors, Psycho Soldier, Art Of Fighting and Fatal Fury franchises to fill out one of the largest fighting game rosters around at this point.
The game’s music is the subject of our very first entry in the Soundtrack Sunday series, so check it out!
Of the slew of games that took direct inspiration from Mortal Kombat, very few actually left a lasting impression.
One of the exceptions to this was Primal Rage, which saw stop motion dinosaurs and prehistoric apes duke it out for supremacy in the new “Urth”.
The game, which also took inspiration from Taito’s Dino Rex from 1992, caused its own controversy with one of its fatalities. In 1996, a woman from Arizona said that her 11 year old son had bought the game, and used a strategy guide to execute the “Golden Shower” fatality (in which, as the title suggests, the character Chaos urinates all over the corpse of an opponent). She flipped out and started a grass-roots campaign against Primal Rage, which resulted in some US stores withdrawing copies of the game, including the already-censored SNES version, which didn’t even contain the offending move.
The game was also successful with its merchandise, and saw a line of toys and a board game to accompany it.
The first Samurai Shodown game was, and still is, one of the finest fighting games of the early 90’s, so SNK had a huge task on their hands when it came to creating a sequel.
With Samurai Shodown 2, they absolutely knocked it out of the park in pretty much every aspect. All of the sprites of the characters who reappeared from the first game had been completely remade, a bunch of new characters had been added in, everyone got amazing new moves and a number of new game mechanics were also introduced to make the game feel much more balanced and fun to play.
One of these new mechanics was the “Weapon break” system, which meant that if a player got hit with a particularly powerful attack, there was now a chance that it would knock their weapon clean out of their hands, leaving them unarmed until it was recovered. The sheer panic of scrambling to pick up your sword while the opponent is slashing away at you is a thrill that still feels as effective today as it did back then.
Street Fighter II’s reign as king of the arcade fighting games was starting to wind down by 1994, so the game saw a final upgrade in the form of Super Street Fighter II Turbo, which added more game speeds, new animations and moves for all of the characters, a new “SUPER” gauge system and the introduction of a hidden character that would quickly become one of the franchise’s most recognisable fighters; Akuma!
While many more casual players may not have felt the real impact of these changes (this was the third update in as many years since the original release), it remains as the “definitive” version of Street Fighter II, and is still used in tournaments to this day.
Developed by Namco (and ported to PlayStation in 1995), Tekken took the 3D fighting style that was pioneered by 1993’s Virtua Fighter, and added its own spin on things in regards to the control system.
Instead of using the traditional fighting game inputs that corresponded to the strength of the attacks, Tekken utilised a system that dedicates a button to each individual limb of the fighter. In doing this, the game became more of a learning process for players that wanted to do special moves and combos. This departure was so innovative, that experienced players could now figure out special moves by studying the fighters limb movements during their animations.
Known briefly as “RAVE WAR” during its beta test stage, Tekken quickly found itself as one of the most popular PlayStation games in history, and became the first game to sell over a million copies for the console.
Take a look at our thoughts about the game’s soundtrack!
Virtua Fighter was an incredibly important moment in gaming, so following up with a sequel that lived up to its predecessor was absolutely vital for SEGA.
Luckily, with Virtua Fighter 2, they managed to not only surpass the first game in the way it looked, but how it played too. Improved movesets ramped up how authentic each individual martial arts/fighting style felt, and with things running at 60FPS in the arcade version, the game felt like it was miles ahead of its competition.
The third entry in the World Heroes series was yet another improvement on the games that preceded it, but considering the sheer amount of solid competition it was facing in 1994, it still fell to the wayside.
The game added two new fighters and added a brand new boss to face off against, but things were starting to feel somewhat dated with the series now, and it suffered as a result.
While there were many action-adventure and side-scrolling beat-’em-ups based on characters from the Marvel universe, it wasn’t until the early 90’s until we got a fully fledged fighting game. It only made sense that Capcom, one of the heaviest hitters in the genre at the time stepped forward to fix this.
Released in arcades in late 1994, X-Men: Children of the Atom established what would become a beloved and fruitful relationship between Capcom and Marvel, and laid the foundations for the successful “Vs.” series that fighting game fans have played for nearly 25 years now.
The game is loosely based on 1993’s “Fatal Attractions” storyline, in which Magneto and his Acolytes return to confront the X-Men, tempting Professor Xavier to cross a moral line to stop them. It’s a pretty insane storyline with some fairly gnarly imagery (one such example sees Wolverine getting the adamantium ripped out of his skeleton!), and the good vs. evil dynamic lends itself perfectly to the setting of an arcade fighting game.
1994’s entries in the genre saw developers starting to take full advantage of the new 3D graphics that SEGA introduced with Virtua Fighter in the wake of a new console generation, while 2D fighting games kept on coming hard and fast to try and best Street Fighter II and Mortal Kombat’s popularity.
Join us next week as we take a look at the games of 1995!
Did we miss anything from 1994 that’s worth mentioning?
Let us know in the comments below!
#Aggressors Of Dark Kombat#Art Of Fighting 2#Battle Arena Toshinden#Darkstalkers#Fighter's History Dynamite#Killer Instinct#The King Of Fighters '94#Primal Rage#Samurai Shodown 2#Super Street Fighter II Turbo#Tekken#Virtua Fighter 2#World Heroes 2 Jet#X-Men: Children Of The Atom#Capcom#Namco#SNK#1994
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Thinking about how Metroid Prime 4 will probably be on the next Nintendo console also has me thinking about the inevitable upcoming console itself. I think it's going to be a home-only console with modestly beefy specs (but nowhere near the power of modern Xbox and Playstation consoles) which can handle much improved graphics and framerates. Hopefully better online, too, but Nintendo's online has always been a joke. We're getting pretty close to the end of the release cycle, too, given that the timeline has been...
NES > SNES (7yrs) > N64 (6yrs) > GCN (5yrs) > Wii (5yrs) > Wii U (6yrs) > Switch (5yrs) > ???
With the release of a new console, I’m predicting that the Switch will become the new line of handheld systems, especially since the 3DS line is slowly being phased out and production on the system ended already. Handhelds are honestly what Nintendo excels at the most, beyond their consoles having many toy-like gimmicks, it’s that sets them apart more than anything. Playstation tried with the PSP and Vita but unfortunately they didn't make much of a mark, not to mention all the handheld flops from the 90s. The DS and 3DS lines sold very well, even among the casual consumers, so I think that will continue forward with the Switch line when the Switch itself has been a very profitable system. Switch has a lot of casual games and shovelware and indie games and more family-friendly fare. Yeah, sure, they'll sometimes have more mature games but it's mostly ports that are on much more powerful consoles or indies you can find on the PC.
The hybrid concept of handheld and tv docking is very good and it works very well in the Switch’s favor. But, again, this limits the device’s high-spec capabilities without jacking up the price ridiculously high. Already the Switch has a higher price tag than expected because of its built-in, touchscreen HD LCD which can get close to overheating under certain conditions. So if they did put out a “Switch Pro” with impressive specs that would be a very expensive device. I don’t imagine future Switch devices will be beefed up significantly, so that they can continue to sell to the casual and family-focused demographic that it already has a solid foothold in.
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Sweet Bit Gaming: Metroid Dread
Sweet Bit Gaming: Project Metroid Dread
Metroid Dread is often considered to be the imaginative pinnacle of what a 2D Metroid game could be. The concept was simple, put a 2D Metroid style game on the most powerful hardware that any 2D Metroid would be developed for, at the time, and make magic happen as Super Metroid had done for the SNES. This would enhance gameplay and graphics and seemingly build off of what Metroid Zero Mission and Metroid Fusion crafted as the future way a Metroid 2D game should look, feel, and play. So what happened? How did this magical piece of Metroid history simply vanish? Well, let’s find out.
Metroid Dread first came to public knowledge thanks to a brief mention of the game in the June 2005 issue of Game Informer magazine. Within time, more details would trickle out on the Game Informer online forums. This was when it was discovered that Metroid Dread would be a 2D Metroid game. Also in these forums, it would be found out that the tentative storyline for Metroid Dread was to directly follow the events that took place in Metroid Fusion. Information was also leaked about Metroid Dread around this time from an official internal software list created by Nintendo in 2005 in which Metroid Dread was listed as “key DS games set to be announced in the future.” Metroid Dread was the only title not released that was mentioned on this software list. On September 19th, 2005, IGN would report that Metroid Dread was currently in development; however, Nintendo wouldn’t officially announce the game to the public anytime soon.
It should be mentioned that On October 7, 2005, the Nintendo-Next website reported that the game was canceled. This announcement was made without the website even giving an official source for the information. The next bit of Metroid Dread news would come from IGN editor Craig Harris in October of 2005 when the editor would report that the game was too early to show for E3 2005; however, the title could be possibly shown later that year. I’m assuming this must be in regards to E3 2006 as E3 2005 had already taken place that year. Fans would gather more hope for the project when the February 2006 issue of Official Nintendo Magazine listed the game as being possibly released in November of that year. The magazine would soon correct this false hope within the next issue of the magazine in which they listed the game with a vague 2006 release.
Things seemingly went silent in regards to the project. That is until the release of Metroid Prime 3: Corruption. Hidden within the game was a message that gave fans hope that Metroid Dread was still being worked on. If a player scans a Space Pirate log from the Metroid Processing room found within the Pirate Homeworld a message will appear stating “Experiment status report update: Metroid project “Dread” is nearing the final stages of completion.” This only added fuel to the fire that Metroid Dread was bound to be coming to the Nintendo DS soon; however, the message didn’t bear any fruit. In an article published on Games Radar on September 6th, 2007, Nintendo would deny the existence of Metroid Dread in one simple statement. “Nintendo is not making the 2D Metroid at this point in time.” This arousal of public interest in Metroid Dread would cause the reference to be outright removed in the Japanese version Metroid Prime 3.
So what now? How could so much hype and hope for a game just vanish so quickly? Maybe it’s because, in early 2006, we would get a Metroid game for the DS; however, that game wouldn’t be a traditional 2D style Metroid game. Instead, this Metroid game would go on to become Metroid Prime Hunters which released in March of 2006. Also in October of 2005, we would also see the release of Metroid Prime Pinball. Two spin-off games to the Prime series games, but what about the 2D Metroid game that was set to come out? Well, nothing. Nothing of any significance would surface after the correction was made within the March issue of the Official Nintendo Magazine. Oh, and also after Nintendo shot down the “Easter egg” found within Metroid Prime 3 in 2007. So does the story end there? Not really.
Throughout the years’ information about the project has leaked out. Here’s some of that information constructed in a not so neat timeline. In a 2009 Kotaku interview with Yoshio Sakamoto, co-creator of the franchise as well as being the director for several games within the franchise, Yoshio that “The day may come when Dread hits the stores, but this one is something that’s completely different. This is Other M.” Recently Unseen 64 was able to dig some information on the project. The information consisted of the game being set in concept stages for quite a few years until a prototype of the game was developed around 2008. In this same video, it is mentioned that an internal demonstration was shown at E3 2009, with the title Dread being dropped from the game. This demonstration didn’t seem to have a positive impact on anyone as it was described as it “literally looked like a port of Fusion on DS” according to one insider who managed to see the demonstration. This information was leaked in July of 2015 when a Nintendo Software Technology Insider revealed the information. It was also mentioned in this reveal that Metroid Dread was being considered to be developed by NST; however, NST was dropped by Nintendo after Project H.A.M.M.E.R. failed.
Going backward, to move forward, on May 3rd, 2010 during the 75th episode of IGN’s Nintendo Voice Chat Podcast, Craig Harris, remember him from earlier, confirmed that a full story for Metroid Dread had been completed and that he had seen the script at one point. Craig also claimed during the podcast that Nintendo still has the story and can bring it back at any time. It is also speculated that Craig Harris had seen promotional materials selectively distributed to the press around 2005. Since the Nintendo Software Technology Insider revealed this information in 2015, nothing new has come up in regards to Metroid Dread other than an overall consensus that the project was killed off around 2010.
Did hope for fans die off? No, not really because another unreleased Metroid game would come to the public’s knowledge and trickle some hope that Metroid Dread wasn’t completely dead. In 2014 concept art was released in regards to a Metroid game that was being developed for the 3DS by Next-Level Games, developers of Punch-Out Wii and Luigi’s Mansion 2: Dark Moon. The leaked concept design was confirmed to be legit by an “unnamed source” and stated that the project was shelved by Nintendo in favor of Luigi’s Mansion 2. It was also rumored within this leak that there was also a 30-second video of Samus, with this new art style, blasting through enemies and approaching a boss that resembled Kraid; however, this video has never been leaked. I personally remember these leaks from around this time and many fans believed this was the possible re-birth of Metroid Dread; however, like Metroid Dread, this prototype wouldn’t go too far into any form of development.
As years would pass eventually we would get a return to the 2D style of Metroid with Metroid: Samus Returns which came out in September of 2017. This game would be a remake/ retelling of the Gameboy game Metroid II: The Return of Samus. As I’m writing this now and researching this topic, I’ve seen countless rumors stating that Samus Returns will get a port to the Switch. This would be the first home console 2D Metroid game since Super Metroid back in the SNES days. Will this happen? Who knows? Metroid seems to be the franchise that Nintendo keeps in the dark but still captures the imagination of the fans that adore the series even when cast into the shadows.
Thanks for reading this article. I wanted to compile all the information I could find from interviews, Wikis, etc into one place. Metroid Dread is a project I’ve adored since I first started getting into Video Game Mysteries in 2011. Hopefully, you learn something from this. No intentions other than to spread awareness of the project. Thanks again.
Sweet Bit Gaming YT Channel: https://www.youtube.com/channel/UCkkuo4IRfmE8yhkQ3W_QspA
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Original NES Metroid ported to the SNES by romhacker infidelity https://gbatemp.net/threads/original-nes-metroid-ported-to-the-snes-by-romhacker-infidelity.644040/
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