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By
Unfraggable1
on
01-11-2009, 08:01 PM
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This sounds like a good game, but could you post some screenshots, maybe some videos?
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By
V8Arwing
on
01-12-2009, 12:14 PM
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Ok, I updated my review! Here are those screens you wanted, Unfraggable1! |
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By
Unfraggable1
on
01-12-2009, 07:49 PM
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Looks cool, thanks! I might get this.
I played this game, and it really wasn't as good as you made it out to be. There is pretty much no variety in the enemies, you can't even jump, and the music wasn't very good. Overall this pretty much a knockoff of Metroid Prime Hunters. (They even copied the Morph Ball!) The graphics are great, but we all know that graphics don't make a game good. |
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By
erwin.zeez
on
04-22-2010, 12:52 AM
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well played it
love it interesting story looks great having problem taking snapshoot will send soon |
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By
bradsmokes
on
05-10-2010, 12:13 AM
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sounds good to me
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By
chris123
on
06-29-2010, 03:24 AM
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At the same time, Yamauchi had his engineers working on what would prove to be a far more important project: a video game machine that supported interchangeable cartridges, a beast commonly referred to as a programmable console. Such a machine could always remain fresh due to an ever-expanding line-up of games, and Nintendo could make a killing on software sales. But machines were already appearing on the Japanese market, so Yamauchi instructed ex-Sharp staffer Masayuki Uemura's group, who were responsible for electronic game design for Nintendo, to design a system that could not be surpassed by competitors for at least a year. At the same time, it had to undercut them all in price. Needless to say, the challenge seemed daunting; the gauntlet had been thrown down.
The 6502 processor -- the heart of the Famicom. With such rigid price requirements, Uemura realized that he had to pare his design down so that it only contained the very essence of a game machine. A relatively modern CPU (central processing unit) would have been nice, but only an old 8-bit CPU would prove cheap enough. After much research, Uemura and team settled on the 6502, an off-the-shelf component built by MOS Technology in 1975. That would be good enough to run the game code, but it had to be paired with what was essentially a graphical co-processor to generate the impressive graphics that Yamauchi desired. They dubbed this component the PPU, or picture processing unit. The resultant design could display more colors (16 out of 52), move more sprites (64, up to eight on a row) and had sixteen times more RAM (16Kb/2KB) than the most popular American console, the Atari 2600. But without the necessary production facilities, Nintendo had to turn to outside companies to produce the chips it needed. Most were reluctant to create chips at the miniscule profit margins Nintendo demanded, but Ricoh finally agreed on the promise of three million chips ordered over only two years. It seemed an exorbitant amount, but Yamauchi knew he had to take a chance if Nintendo was to be more than a blip on the major manufacturers' radars. Its bet would pay off; in a few years some of these same companies would have special divisions devoted solely to meeting Nintendo's chip requirements, and by 1991 Nintendo products would consume more than three percent of Japan's semiconductor output. |
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