Rubrica Cose che non sai sui Retro Giochi

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Axed :rivet:

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Hidden within the game's internal files is a human NPC simply known as Kiiro ("Yellow" in Japanese), a blonde human girl wearing a yellow dress. Despite having a full set of sprites and a dialogue portrait, she was never used in the final game.
 
Happy Birthday :coosaa:


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On January 12th (Director Junichi Masuda of GameFreak's birthday), Fly up to Snowpoint City and instead of the usual flurry snow storm, there will be glittery diamond snow. There are also a number of other dates that this Diamond Dust can be seen.
 
Bowser Terminator:

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Wrong color :shrek:


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The two Robot Masters on the American cover (Spark Man in the foreground, Top Man in the background) are the given the wrong colors. Spark Man is all gray when he is meant to be a mix between orange and gray, while Top Man is green when he is meant to be orange.
 
Un ruolo trash in più non gli avrebbe mica rovinato la carriera :shrek:
Non lo so. :asd:
Mi basta averlo visto nel ruolo di Dr Freezer in Batman e Robin. :asd: Anche se alcune battute che diceva non erano male. :gaf:
 
Questa la conoscono tutti ma è sempre bello ricordarla:
In Speedball 2 durante il replay di un goal si sentiva sempre dagli spalti il bibitaro gridare "ICE CREAM, ICE CREAM!!"; e sentirlo ci faceva ridere o sorridere mentre godevano della rete appena fatta. ^^

 
Le mucche di Rare:

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Elmetti scheletrici :shrek:


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When the game was released in Japan, there were several alterations to the gameplay and graphics. These largely consisted of slight changes to cutscenes and alterations to gameplay that made it more difficult. The most noticeable change is to Sir Dan's character design. Both his in-game and FMV model were changed to have a golden helmet, matching the one that he wore when he was still alive. The helmet can be unequipped in-game, but Dan will always be wearing it in FMVs except for the final cutscene where it is blown off. According to the game's lead designer, Jason Wilson, the helmet was added because of a fear that Japanese audiences would react badly to Dan's skeletal design, and that they would not see him as a hero. His eye was also given an iris, whereas in the original it only had a black pupil. This change was retained in all versions of the game's sequel.
 
What could have been :sadfrog:


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A recent interview with Kentaro Onishi, a Vanillaware employee and the director of "Odin Sphere: Leifthrasir", reveals that there were multiple add-ons that didn't make it into the final game.
  • There was an idea for an online multiplayer minigame called Erion Wars. They didn't have the time and couldn't get George Kamitani's approval.
  • There are also apparently a lot of missing story cutscenes such as those detailing King Odin's past. They considered making a separate library with new cutscenes showing these missing events, but time restraints and story consistency meant it wasn't possible.
  • Remember how there's a lot of missing story regarding Ingway and some of what he was up to during the events of the main story? They actually considered giving him his own chapter, but it was difficult to angle the story from his point of view and his lack of a Psypher meant that his gameplay wouldn't match up with the main system anyway.
 
Avvistamento di ufo:

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Name origin

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In an interview with Scott Rogers, a designer of Pac-World, he revealed that Toc-Man's name was a nod to "Namcot," a short-lived Namco division created to handle console game releases.
 
Vampire Killer...

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The music played in the "Music Box chapter" is a remix of "Vampire Killer", a staple track in the Castlevania series.
 
Cameo:

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Insight :rivet:


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According to the game's director and writer Shuntaro Tanaka in the Dreamcast Magazine interview published on September 10, 1999, he commented on the game's setting taking place in the skies: "On a ship, you might scout a distant island on the horizon, but in the skies, things are hidden by clouds, and I think that makes the thrill of discovery all the more exciting. The seas have waves, but the sky has winds… we’ve prepared lots of little contrivances like that. At the beginning of the game, your map shows about 10 islands, but you’ll gradually find more—there’ll be exciting scenes where you discover whole new kingdoms beyond the clouds, lots of things like that." "There’s all kinds of lands to discover, from huge continents to tiny islands. We want to have lots of varied terrain too, from vast sprawling deserts to smaller floating islands hidden within deep forests." Since the game would have all kinds of varied terrain and islands, he elaborated that it would come with many different cultures to explore and discover. In particular, his team wanted to included a lot of “travelogue” elements, such as when the player heads to a new town, there would be many different shops and only local goods in that region.
 
Worth :megahype:

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According to game's director Yasumi Matsuno in a 1995 Dengeki SFC magazine interview, it took the developers two and a half years (including several delays) to make the game, and by the end expressed that he was extremely tired from its development.
 
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