Rubrica Cose che non sai sui Retro Giochi

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Il Sensei Matsuno sa SEMPRE quello che fa :gogogo:
Ad oggi, penso quanto sia ancora stupido il fatto che come gioco e inquadrature cinematiche venga usato MGS(che va bene) e non VS. Sono due approcci diversi alla "telecamera" e alla "regia"delle cutscene ma solo MGS viene considerato lo starting point e il riferimento.
Forse perché VS ha un gameplay particolare che o ci entri o no :tè:
 
Power Gears:powah:

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In the last battle against Solaris' special force The Elements (Dominia, Kelvena, Tolone and Seraphita), they merge their animal-shaped Gears into one big super-Gear in a scene which clearly parodies the Mighty Morphing Power Rangers.
 
Misprint :yeahmini:

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The instruction manual for the NES version has got quite a lot of misprints. For example, it is claimed that Maya and Meena's (Mara and Nara's) father was "Loro", a weaponsmith who "died of unknown causes" ("Loro" was actually alchemist Mahabala/Edgar who got murdered by Balzack); that the Powder Keg/Gunpowder Jar would have the Chancellor "lead [the player] to Keeleon" in a castle (the castle was already named Keeleon Castle/Palais de Leon, and the "boss" is not Keeleon, but rather Balzack); and that Tom Foolery/Panon is a "she" who is "a brilliant star" and "is good to have in dark places" (Tom/Panon is not a woman, but he's rather a comedian, and we don't know if he's "good to have in dark places" or not, but he is more of a Joke Character than a helpful person).
 
La storia di una piantina.

Chuck the Plant, a completely useless object in the mansion library, makes his first appearance in this game. A rather random in-joke between the designers and LucasFilm general manager Steve Arnold, Chuck the Plant has showed up in a few other LucasArts adventures such as Indiana Jones and the Last Crusade and Maniac Mansion's sequel, Day of the Tentacle. He was also to appear in Indiana Jones and the Fate of Atlantis but the room in which the object was found got cut from the final game.

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Bronze Medal :yeahmini:

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In the 2004 Summer Olympics, the United States synchronized swimming team of Alison Bartosik and Anna Kozlova performed to the songs "Fithos Lusec Wecos Vinosec" and "Liberi Fatali" from the Final Fantasy 8 soundtrack. Their performance won them the bronze medal.
 
Una data importante:

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Long live to the fanservice :phraengo:

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It's possible to change Ken's outfit for one of the cutscenes in-game. After obtaining the WISP subweapon and escaping the Energy Facility, taking the Ardjet down to the lava until Ken starts complaining, and repeating 3/4 times, will have Ken remove the top part of her jumpsuit.

 
Un messaggio nascosto:

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Mi piace sempre postarlo quando si parla di Majora

 
La speranza è l'ultima a morire :powah:

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According to Akira Nishino, there were plans to make a sequel to Ristar. They got as far as making character designs, but it was never developed further for various reasons, and was eventually dropped.
 
Un volto familiare:

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Cadillacs and Dinosaurs
One of the minor enemies in the game, Bludge, bears a strong resemblance to Blanka from the Street Fighter series. Both characters have a similar start to their name, orange hair and green skin, and have a similar set of attacks.
 
Peccato che non si siano imposti allo stesso modo per il roster di MvsC 4

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In a Q&A, the developers revealed that Shuma-Gorath was one of the first Marvel characters proposed, but Marvel was reluctant to allow them to use him, but Capcom eventually convinced them that he is popular and a big part of the series history, eventually leading to his inclusion as DLC
 
Personaggi storici:
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Capcom Fighting Collection
Originally, there was going to be a group of characters representing the original Street Fighter. It consisted of Retsu (in what was meant to be his playable debut), Eagle (in his Capcom vs. SNK 2 incarnation), and a redesigned younger version of Sagat without the chest scar. Due to time constraints, all three were cut from the game
 
Tutti sanno chi è Anastasia o Mata Hari ma lui? :campione:

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The Great Gama was the stage name of pro-wrestler, Ghulam Muhammad, considered one of the greatest wrestlers of all time - having a career that spanned over 50 years - and never losing a bout; only either winning or drawing. His daily exercise routine consisted of grapples with his fellow wrestlers (sometimes as many as forty a day), five-thousand squats and over three-thousand push-ups. For his diet would consume seven-and-a-half litres of milk, and nearly two pounds of a protein rich paste of his own devising.
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Uova marce letali come bome a mano.



In Resident Evil 5 un uovo marcio può uccidere all'istante. Sia se tirato in faccia a un nemico, sia se mangiato da uno dei due personaggi. Infatti, se lo si lancia sul piede di un majini, questo morirà all'istante facendo un volo all'indietro di un chilometro.
 
Poteva essere più simpatico:

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A lenghty backstory :pokidance:

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In 1993, a Japanese strategy guide was released for the game entitled "Star Fox: Mission File Printout", containing backstory for the game's universe that would be retconned with the release of Star Fox 64, as well as developer profiles of both producer Shigeru Miyamoto's Japanese team and the British developers from Argonaut Software. These interviews were translated for the first time in 2013 and document some of the most troublesome moments during Star Fox's development, and what the developers wanted players to see from the game in their own words, as well as their birthdates and blood types. The most common issue cited by Miyamoto's team that arose during development were communication issues with Argonaut. Since Star Fox was being developed as a co-production between Japanese and British developers, a first for Nintendo, language barriers were encountered early in development as they initially required the use of a translator, and according to composer Koji Kondo, he had to write down things he would normally explain verbally on paper and "pass the message along in English" during meetings with Argonaut. Programmer Katsuya Eguchi claimed that his family "sometimes heard [him] speaking English in [his] sleep." After about 2 months, the teams were able to talk directly to and understand each other even with the Japanese-flavored English spoken by Miyamoto's staff, allowing development to go more smoothly. Programmer Yoichi Yamada also expressed issues in balancing "the amusement that comes from carefully aiming and firing at enemies and defeating things in succession, the careful depiction of enemy animations, the tempo as the game unfolded, the feel of avoiding obstacles, and the enjoyable sense created by the game's quick scrolling." He wanted players to take note of the sense of distance between 3D polygonal objects, how lively the animations were, and to have fun flying around in the 3D world. According to Miyamoto, it took two years to develop the Super FX chip and one year to develop Star Fox itself.



Miyamoto thought the audience perspective of Star Fox fit somewhere between a stage play like his past games (where the audience is stationary and viewing everything from a fixed angle) and a movie (where the camera angle changes freely and constantly while the audience is stationary), commenting: "If you consider the fact that you can control the camera yourself, you can experience the world of the game in a less detached manner than you would if you were watching a movie." Eguchi wanted players to to observe the game's world from "an insider's point of view", and also wanted players to find themselves unconsciously moving their bodies along with the controller as they played the game.



Another notable anecdote comes from character designer Tsuyoshi Watanabe, who commented on the early limitations working with 3D polygons on the SNES that forced him to make very simple shapes, and also forcing him to wonder how much personality and detail he should put into each thing he created. To help answer this, he would do additional research when creating creatures, like the stingrays and whales that appear in Sector Y, by watching videos or looking them up in the encyclopedia. This eventually resulted in a fight that broke out amongst the staff over whether or not stingrays' tails bend. Graphic designer Takaya Imamura further commented on working with Watanabe to decide what should be created with polygons, and how color balancing them with each stage's differing color schemes proved difficult through trial and error.



Composer Koji Kondo was responsible for all of the sound programming in the game, while composer Hajime Hirasawa was responsible for collecting samples for the music and sound effects and giving them to Kondo. Since Star Fox was a 3D game, Kondo took the sounds of passing objects, explosions, and the atmosphere around the ship affecting how the engine sounded (i.e. the ship flying in space, or over a planet), into consideration while writing the soundtrack, and wanted the players to get a sense of levity and presence from this. Hirasawa commented that four of the SNES's 8 sound channels were used on sound effects, making it difficult to "pack [the remaining four channels] full of orchestral sounds, especially during gameplay." Hirasawa also commented on his difficulty in finding a splashing sound effect for the water that appears on Fortuna in Level 3, getting to the point where he was considering making Imamura hold a microphone to record the sound of him diving into a pool.



Argonaut's developers did not have as much to comment on as the Japanese team, with their cited troubles coming from animating certain enemies like the Hop Bots and Andross, and most commonly trying to get the 3D graphics from the Super FX chip to run as smoothly as possible and respond quickly to controller inputs without crashing the game. Super FX chip designer Peter Warnes wanted players to notice the glittering of each planet changing in real-time depending on the position of the comets on the Map screen, something that was made possible with the chip. Programmer Krister Wombell commented that the week or two before the game's release was an extremely busy time as they were making the final push to complete the game. Additionally, graphic animators Giles Goddard and Dylan Cuthbert's blood types were listed as "ABC" and "Green" respectively.
 
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