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DeDeDe

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    Recently, I’ve decided to dive into the Ganbare Goemon games.

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  1. I have to echo @Wiper’s thoughts and say thanks to @shiffy for all the amazing music from Japanese personal computer games. I'm familiar with a lot of MSX/2 music, and the music Yuzo Koshiro composed for the PC-8801, but that's as far as it goes. I'm really happy that there are people shedding light on this (mostly forgotten) music. Anyway, I don't have much to add, except: Peter Piper picked a peck of pickled peppers. A peck of pickled peppers Peter Piper picked. If Peter piper picked a peck of pickled peppers, how many pickled peppers did Peter Piper pick?
  2. Ganbare Goemon: Sarawareta Ebisumaru! / Mystical Ninja Starring Goemon Stage 8 (Michinoku) (Shinji Tasaka, Yoshiyuki Hagiwara, Akihiro Juichiya) The first Goemon game for the Game Boy has some tremendous music, and perhaps it has one of the best soundtracks in the whole series. I’m always amazed at what composers could do with the Game Boy hardware. The level where you hear this is a bastard-hard jumping challenge, so you end up listening to the tune about 30 million times, but I don’t mind. It’s a relatively simple composition (with a standard AABA pattern and a bridge over
  3. Lagrange Point (Akio Dobashi, Noriyuki Takahashi, Aki Hata, Makoto Kawamoto, Kenji Nakamura, Tadashi Sawashita) This game literally pushed the Famicom cartridge hardware: Konami built into the cartridge their original Virtual ROM Controller VII (VRC7) sound chip, an FM synthesizer that allowed the composers to make 16-bit-like sound with an extra 6 audio channels and advanced bank switching. The cartridge is literally immense:
  4. @JamesC When you say “end boss,” do you mean Jeremy Parish’s analysis in his Anatomy of Games website is worth a read.
  5. DeDeDe

    Tunic

    I love the art direction, but after seeing the trailer... What would you say is exactly "chill" about the game? In some ways, I wish that they'd made a Zelda game but without the combat--like a mix of Monument Valley and Zelda.
  6. I've been ignoring this thread for too long... Or that is to say, I should have been posting here more often than I am. As I've mentioned before, this project became a little bigger than I'd envisioned, and so I made the decision to launch a Patreon. I am writing 4 short-ish articles a month about each game in the series, including interview translations and various paraphernalia produced by Konami to promote the games. Yeah. It's a Patreon now. But I'll keep posting my thoughts in this thread, though. If you're interested, please check it out: https://www.p
  7. An interview with Etsunobu Ebisu, who would join Konami a few years after and would become the director for the Ganbare Goemon series, posits some speculative points that shed light on some other factors I had been vaguely aware of, but had not considered seriously. Karakuri Dochu is very much also a response to other action and platform games from that time—most notably Super Mario Bros. and The Legend of Zelda. There was certainly an element of competition shared between Famicom developers at the time, and Karakuri Dochuwas probably propped up as an example of what others could do, Konami co
  8. Well, look at the sky. Ganbare Goemon! Karakuri Dochu (1986, Famicom) Unlike Mr. Goemon, which hinted at something more ominous in the attract screen, as Goemon faced the bosses from that game, Karakuri Douchu starts with a more conventional premise. We see Goemon being chased around the streets of an Edo-era Japanese town (somewhat leisurely, it must be said—although that might be to emphasize Goemon’s slippery evasion skills). Goemon escapes by jumping on the rooftop of a house, and then the game begins as you find Goemon standing in the middle
  9. Yeah, there are a lot of people who seemed to think that it was just that: a direct translation of politically incorrect speech. As someone who does translation for a living, I would disagree though, and there was more nuance to it. It doesn't help that the Goemon series in general has a slightly problematic history with gender issues as well. I agree that the amount of aggression that the team (and in particular the translator) received was uncalled for--but not the criticism. I really appreciate the effort they've done, but there were better ways of translating that line.
  10. Well, one other issue that cropped up is that some people have found a couple of issues with the translation patches (I think they’re on v3 right now). But, yeah, I can imagine they’re a bit wary after that controversy. (Which I thought was justified, to some degree.)
  11. In a welcome surprise, the same team also released a translation of the Ebisumaru puzzle game: And a re-translation of the original Legend of the Mystical Ninja:
  12. I ran into a similar problem trying to play the Famicom Mini / NES Classics GBA re-releases, where the games wouldn’t even load. An anti-piracy/anti-emulation solution from Nintendo, which worked in this case, I suppose. No patches or solutions are available because no-one cared enough.
  13. Arguably, it translates more as "Investigative Action," but even then it's debatable whether the term is as widespread as Metroidvania. Metroid games are described as "side-scrolling action games” and SOTN and subsequent games, "action RPGs”.
  14. According to the Game Catalog Wiki (in Japanese), there are actually four places that had serious bugs where you could get stuck. To be fair, two of them are apparently ones where you need to know what you're doing, and the other two were fixed in later pressings/re-releases. As far as to how it could be possible to have a situation where a retail game could have these game-ending bugs? Well, as far as I have been able to piece together, the Ganbare Goemon series sold really well, but it seems that Konami either didn't have faith in the team (which had to borrow time to make SFC Go
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