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This board is for the discussion of classic, or "retro" games, including consoles, computer games, arcade games (including pinball) and any other forms of video games. Retro gaming means platforms launched in 2001 and earlier, and official game titles for those platforms released no later than December 2007 (homebrew console games made after this date will be permitted). The Microsoft Xbox, Nintendo GameCube, Nintendo Game Boy Advance, and Sony PlayStation 2 will now be considered "retro".

Helpful links:
Game Tech Wiki
Emulation General Wiki

I had so many good times with this game
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i remember being at the mall with my mom and she actually said yes when i asked if i could get a video game. i picked this, which was an excellent choice.
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>>10886914
Joke’s on you faggot I have a wife, kid, dog, and a thriving farm in this game.
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>>10886914
But you can get married and have children in this game though?
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>>10886282
i used to like them as a kid, fomt is pure nostalgia for me, but I can't play them for more than one in game month now. I wish someone made a survival mode mod for them to keep it more interesting, but it would take away the "comfy" factor
>>
>>10886226
k.. thx for telling me

I'm looking to collect maps of old 8 & 16 bit classic, as I will soon be going somewhere with terrible cell phone reception and no fiber for a week. help me out here fellas. shoutout to the anon that posted this zelda map the other day. also discuss what games have the best maps or something
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>>10888114
>zoom for details

I'm going to zoom in and see Piccolo Dick hidden somewhere in the map, aren't I?
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>>10886183
I love old stuff like this. I downloaded the pdf. maybe I can get an ai to translate to gaijin speak for me lol
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>>10888135
As far as I'm aware it'll work with all of them as there weren't any revisions.
>>
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Who else saw this for the first time when looking at the Circus tent glitch?

Link for full res (10MB):
https://starmen.net/mother2/maps/fullmap.png
>>
>>10886005
Unrealistic American Town. In reality these buildings would all be a mile from each other and the roads would be four lanes for no reason with no sidewalks

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So here's the problem /vr/. I want to play Secret of Evermore, but I found out there's a bunch of bugs with it. There's fixes for it, which I got from here http://assassin17.brinkster.net/soe_patches.htm to IPS patch myself. Problem is doing more than one of these to the same rom causes Snes9x to crash immediately after the Squaresoft intro ends, without fail. So I looked up and found this site https://greg-kennedy.com/SecretOfEvermore/index.php here. When I use the .sfc for the Secret of Evermore (USA) on this site, it says this
>Error patching the uploaded file.
>Exceeded filesize limit (expected 3145728 or 3146240 bytes).
>Please return to the index and try again.
However, when I go to right click -> properties check the .sfc file, it says
>3.00 MB (3,145,728 bytes)
I have no idea what the fuck is going on. I'm using the USA rom from vimm. Fails. I'm using the rom from CDRomance. Fails. I'm using the rom from wowroms. Fails. I have no clue what the fuck I'm doing wrong; can somebody please help me? I want to fucking play this game but this shit keeps failing me no matter what
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>>10888269

This game does have a great atmosphere. The soundtrack does a lot of the work in that regard, and the graphics help too.
>>
>>10888207
>they didn't bother fixing things
Like what, for example? I do already have Trials of Mana PC version, as seen in >>10887961, so it'd be nice to know
>some of the translation was just meh
Again, like what?
>>
>>10887787
He does have a sword when you get past the prehistoric area.
>>
>>10888376
page is gone now so i took this from the old gamefaqs description:

enabled AGL/evade for actual hit/evade mechanics instead of animation-only
increased chance for critical hits from fixed 0 to 2+LUCK
corrected issue with level-ups where max stats were sometimes those of later levels
Transshape has fixed duration of 12 instead of 25 minus luck
Heal Light no longer "heals" maxHP up/down (effect was only visible on next maxHP check)
prevent HP overflow from healing enemies with 65k+ HP
force attack recalculation on map transition to prevent wolf bonus stacking abuse
Blaze Wall and Flame Breath no longer remove status ailments from the target (they try to inflict non-existing burn state)
the fixes actually make the game easier but also more fun because some things like shield duran make sense when he gets the -30 dmg from fire while carrying the fire shield. even the creator thought it made the game to easy and made his own 'hard' patch. i just think its cool that old broken mechanics suddenly work. none of these fixes are present in the modern release as trials. as far as the translation charlotte isn't as UGU~~sama and exaggerated, the original fan translation was really spot on 20 years ago
>>
>>10888394
>enabled AGL/evade for actual hit/evade mechanics instead of animation-only
I'd HATE having this. Faking hit/evade is garbage
>increased chance for critical hits from fixed 0 to 2+LUCK
ZERO CRITS also sucks
>its cool that old broken mechanics suddenly work
I agree
>none of these fixes are present in the modern release as trials
Do they have to be, if Trials is a full ground-up remake with different mechanics that aren't bugged like this?
>charlotte isn't as UGU~~sama and exaggerated
That sounds great

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Fucking. Master. Piece.
>>
Fucking. Master. Sword.

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Prev >>10828292
Awesome Downloads:
>OpenRCT2 - Currently the best way to play RollerCoaster Tycoon. We use the latest stable version for multiplayer unless otherwise noted:
https://openrct2.org/downloads

>UCES - includes all objdata files already extracted from each scenario upon loading, and includes tracks:
http://www.mediafire.com/download/7wcrq3xl266d1bj/UCES.zip

>Amazing Earl stuff - adds some custom-made rides and scenery:
http://www.mediafire.com/download/f3jzct5v8kbzdfj/AmazingEarl.zip

>Anon's devkit v0.2
https://pastebin.com/y857FdJH (embed)

- - - - - - -

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>page 10
>>
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when
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>>10884406
If you don't beat VIP objectives by their first visits, are you even a real gamer?
>>
>>10887216
I always loved the idea of VIP guests. RCT3 had some good ideas.
>>
Hey you forgot to name Handyman 72

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After playing both this year, I have concluded that T2X is better than TBP.
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>>10885494
Its all in a "primitive" engine now, but you can really see nobody ever tried to do something similar, imagine with a modern engine the possibilities.
>>
>>10888350
It's the first level in the series where I had to truly start using all of the game's arsenal. I couldn't just remove all the stealth by knocking out all my opposition. There aren't enough resources to do that. So, I actually had to learn to sneak past those that I could avoid. Right then I realized what I was expected to be doing all along, and in the previous game too.
>>
>>10888392
Splinter Cell did try some things. Visibility of individual body parts of the player character. Sound processing to create audio cover so enemies can't hear. An actual infrared effect layer allowing the player to visualize things through thin surfaces and see their residual heat. But shortly after Chaos Theory, nothing. Nothing new was ever done with stealth games.
Sound processing has improved. Real-time raytraced lights are now a thing. But nobody uses either for any gameplay purposes.
>>
>>10888402

Splinter Cell was the only one. You could tell SC devs were looking at what LGS did.

Dishonored was a big bummer for me because of that. It does not try to really immerse you like Thief.

It will come full circle one day, and it will be a great experience. Thief slow paced gameplay seems perfect for true VR.
>>
>>10888404
You know what's fucked up? The gradient visibility? The analog movement speed? Those actually exist in Splinter Cell Blacklist, but the game's feedback and control interfaces are programmed on top of it in a way that binarises it so the player can't access it in any way.
I like the way Blacklist pretends to cater to the action crowd, though. It was marketed as this ridiculous action roller coaster to the brainlet audience. In-game it gives them epic headshot points and tallies up their kill counts in the results screen. They get the illusion of doing a good job, never realizing that stealth players get a hundred times the score they did for playing the game the right way. It's a participation trophy disguised as a gold medal.

well this is rubbish
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>>10886591
I was a child with exceptional taste in games but I remember sort of liking this as a kid and recently when watching a video of this game I realized that its embarrassingly bad.
>>
>>10888168
don't start talking about weed, last time some butthurt jannie fuckin deleted the thread.
>>
This game is pretty OK now that it's free
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>>10888325
I rather play Goemon's Great Adventure
>>
Why is the sound so bad in this game. God damn tht music was bad.

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I'm playing Ocarina on my N64 and this thing is really starting to hurt my thumb. What was Nintendo thinking?
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remember how during the Wii era games told you that you've been playing for a while and you should take a break?
Yeah, that's because of pussies like OP.
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>>10888132
The worst thing is A and B aren't centered.
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>>10888354
Then where would the Start button be?
Think, dummy.
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>>10888380
I'm talking about the letters on the buttons.
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>>10888334
>show me a worse controller
K

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I originally got it for the arcade cores (I hate mame so much), but honestly I'm having a blast with the computer cores. I love dialing into BBS' from the Commodore 64 core or playing games from the MSX core (Metal Gear is such a blast). I printed a wedge case and it's fun to use it like this.
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>>10886181
It really does
>>
this shit cant even do the sid chip on a c64 correctly.
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>>10887395
every sid is personalized zoom zoom
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>>10887395
Where did you read that, on /vr/?
>>
>can't stop talking about price
Aaaannnnnddd anon just blew his cover.

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>using ePSXe
>in the year of our lord 2024
I shiggy diggy
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>>10886084
if it works as intended without issues is not obsolete
>but muuh daily updates that ruin games and fix them
if it didn't need fix it doesn't need an update in the first place.
>but muuuh accuracy
sorry i didn't knew you are mentally ill.
>>10886126
I use it each time since is quite good and looks better then duckstation so no issue there,i also use pcsx-r and psx 1.13.
As long it works no issue at all and most games are playable (still haven't found the issues i have seen using duckstation on those old emulators so are still reliable).
>>10886057
You are just a faggot.
>>10886128
>You need to use shittyarch because muh per game setting.
Sorry but i use an emulator as intended with a global setting as it would work on the console,
>>
>>10886057
I dunno plays my games just fine
>>
>>10886128
>SNES9x on desktops

nothing wrong with that
>>
>>10887497
>has to go through extensive configs for most games individually, managing the horrible plugin system to get them to even work without issues
>"It just works"
>>
>>10886210
>makes star cocks less of a slog
I'm thinking based

I's so...fucking...good...
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>>10883582
Thanks, fellow OKC bro! I'm going to pay this place a visit (if it's still around), thanks to this thread.
>>
>>10885890
You don't need 6 buttons to remap. All Neo Geo games use 4 buttons.
>>
>>10883741
Launchbox and the ease of playing on a 75" big screen in my living room has spoiled me.

I actually have two arcade cabinets in my garage that I just got repaired last fall. One is a Dr. Mario for my wife and the other is Star Wars upright that I bought back in college.

I found that I don't use either of them enough to warrant owning a cabinet anymore, and with a yoke controller it's really a better experience sitting in my recliner than standing at some cabinet or on a bar stool.
>>
>>10886419
>garage
I own a 6 slot Big Red Neo Geo arcade cabinet, and a Dynamo Cabinet (that has a switcher that can switch between Street Fighter and Marvel VS Capcom 2)

I originally kept them in the garage. They didn't see as much play because I didn't go into the garage as much. Out of sight, out of mind.

I moved them inside the house as an experiment, and noticed an instant change. I would play it more often because it was...there. It was easier. Walking by the Neo Geo running the attract screen and I would do quick game of Metal Slug or KoF. I keep a bowl of quarters next to the arcade machines for authenticity. I sometimes challenge myself to see how far I can go on a single quarter.

I've found that keeping inside the house makes a huge difference than keeping in the garage. When I have friends or family visit, they instantly see the arcade cabinet and want to play which is fun.

I guess what I'm saying is that if you keep your arcade machines nearby, then you will want to play them more often. Make it easier on yourself.
>>
>>10883741
Arcade cabinets are awesome I want them in my house.

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I'm playing the fan translation on real hardware. Is it considered a good game?
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>>10888373
Goemon 3 SFC had the translator accurately translate a joke tranny character in the game and the troons did the typical report spam/pressure routine.
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>>10888164
It's a visual novel.
>>
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>>10888381
>if you don't make the joke character a brave and stunning individual I will report you to, uhhhh, th-the internet!
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>>10888164
You're the one playing it. You tell us.
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>>10888398
I said play but technically what I meant was "watching someone else play".

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Does this interview finally settle all debates about the Sega Saturn? This board has some ridiculous arguments about the console, but it seems like we finally have all the answers from Hideki Sato

>Was the Saturn originally intended to be a 2D console? Or a 3D one?

>Sato: To be honest, in the beginning, I wasn’t thinking of 3D capabilities for the Saturn at all. This was partially my fault, but additionally, the game developers at Sega at the time had basically no knowledge of 3D game development. They had all been raised in the environment of 2D sprites and backgrounds, and the only developers who had any real experience with 3D were Yu Suzuki and AM2 with the Virtua series. >Actually, all of the other developers wanted to continue developing using the same system they were used to. If you looked at every single Sega employee within the home console division, there were practically no programmers or designers who had any knowledge of polygon technology.
>I had taken a look at Sega’s development teams at the time and concluded, “It’s going to be impossible for them to do 3D games.”
>I concluded that there was no way Sega’s development assets would be able to do 3D.
>However, the PlayStation completely embraced polygons.
>When we found out about that, we realized we were in trouble.
>Thankfully, the (Saturn) SH-2s could be linked in a cascade connection. A large amount of geometry calculations are required to do polygon graphics, and a single Saturn SH-2 was completely insufficient.
>With all the CPUs in the Saturn, only a tiny fraction of developers at Sega were able to make sense of them all and actually put them to use. For third parties… well, there was no way.
>I’m not sure if you call it a memory, but a regret I have is not going with one of our options to use the arcade system Model 1 as the base for the Saturn.
>We could have gone with 3D polygons with that kind of force.

-December 2021

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>>10888270
Not that anon...but you're mostly right. But I think history has shown that there's room in the market for about 3 different home gaming consoles. Xbox/Nintendo/Playstation

If Sega was properly run, they could have perhaps fought for 3rd or 2nd place with Nintendo. And we would instead have Sega/Nintendo/Playstation. With no Xbox.

It's just that Sega was so poorly managed that they repeatedly shot themselves in the foot. No one in the Sega Japanese branch was forward thinking at all. Besides the smaller arcade division, everyone else in the company was content with just 2D and didn't even want to try to make 3D games. The hardware is a disaster. They also seemed to dislike the American branch and didn't want to support Sonic games.

If I were running the company and saw how popular Sonic was outside of Japan, then I would immediately throw full support behind Sonic and turn that Blue Hedgehog into the company mascot. I would also develop and support proper game franchises that would last beyond 1 console generation. I wouldn't care how the Japanese feel about it. And I certainly would not take resources away from Sonic to make a game about some floating clown that no one cares about.

Sega screwed up so unbelievably badly in a single generation that it's crazy to see. Like multiple tranwrecks slamming into eachother.
>>
It was their own fault for having no faith in the home system division and treating it as inferior to the arcade division and then complaining that they didn't sell any consoles.
>>
>>10888293
>Sega screwed up so unbelievably badly in a single generation that it's crazy to see. Like multiple tranwrecks slamming into eachother.
It was accumulated damage over a couple generations. There were actually a lot of missteps which added up: Game Gear, Sega CD (it wasn't a success, given the R&D money poured into it), Pico, the VR headset, Activator, the SVP fuckup, 32X, all those amusement park financial black holes...

>They also seemed to dislike the American branch and didn't want to support Sonic games.
There was an interview with some journalist guy (who wrote several games history books) about how SoJ straight-up didn't understand the Western market at all. They viewed Western-produced games as shlock, and couldn't understand why they sold, whereas Japanese shlock failed.

>Yes, many of these products came out of Japan and failed in Japan; but Sega of America had what Nakayama-san perceived as a more willing market. He wanted to see Kalinske and Toyoda walk on water, and their inability to market utter tripe disappointed him.

>One last thing. You know, and I know, that Madden and NBA Live and many of those other made-in-America games were great. Nakayama didn’t. Japanese gamers did not like or respect many of the American-made games that became big hits here. I do not think Nakayama understood the cultural differences. I think he thought that Kalinske and company were selling schlock and he could not understand why they succeeded at selling American-made schlock but failed when it came to Japanese-made schlock sent over by Sega of Japan.
>>
>>10888237
I trust Sega lord x more than some SoJ schmuck
>>
>>10888339
>There was an interview with some journalist guy (who wrote several games history books) about how SoJ straight-up didn't understand the Western market at all. They viewed Western-produced games as shlock, and couldn't understand why they sold, whereas Japanese shlock failed.

Semi-related:
There was an interview done with Toei during the 1990s. They are a Japanese company that made Super Sentai (also know as "Power Rangers" in the West). The Japanese Executive didn't understand why Power Rangers was so popular worldwide, but Super Sentai was not popular. That every attempt to market Super Sentai failed, but Power Rangers succeeded.

He didn't understand why Americans had to adapt, recast, rewrite the story, and change his Super Sentai show. Americans only used footage of the battle scenes but changed everything else. He couldn't grasp why Americans and Europeans just air Super Sentai on TV without any changes.

He did say that Toei received a cut of every Power Ranger merchandise sold, so he was happy his company Toei was making big money from the West. But He said his dream was for Super Sentai to be accepted worldwide and that Power Rangers is not what he had in mind. That he had mixed feelings about it and didn't like Power Rangers.


I would imagine this sentiment and Japanese thinking is probably the same for Sega of Japan. A complete lack of understanding of the Western Market and disliking when Westerners make any changes to their Japanese product.

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>Pentium III 800MHz
>GeForce 256 DDR
>512MB SDR RAM
>20GB HDD
In terms of theoretical specs(eg. no OS overhead, games are optimised for the hardware) how good would this setup be compared to Dreamcast/PS2/Gamecube/Xbox?
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>>10888357
Fuckin sick mate.
>>
>>10888362
I thought that was GC and xbox
>>
>>10888364
PS2 dosen't have shaders but they were needed to partially re-create different effects made on it's unique architecture. Games like Silent Hill 3 required pixel shaders to run.
>>
That GPU is two and a half generations behind Xbox.
>>
>>10888357
I think 512 MB RAM was a bit too high for 1999. Unless I'm mistaken, a higher-end PC of the time would have 256.


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