Author Topic: Cadash ports  (Read 2813 times)

spenoza

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Re: Cadash ports
« Reply #60 on: April 18, 2017, 06:41:20 AM »
We know exactly what happened with Wicked Phenomenon (allegedly). Vic has spoken about it several times. Working Designs didn't do any reprogramming. Their translation license and contract included x number of programming updates to insert text and change the game with the original publisher/developer. With Wicked Phenomenon, they wanted to make it a little more challenging since they thought it was too easy. They asked for a minor adjustment, but because they didn't totally understand the calculations behind the scenes (and didn't ask for an explanation, I guess), that one minor change cause unforeseen consequences, and by then they had used up all their contracted updates. So because they delayed the difficulty adjustment until their final programming update instead of implementing it earlier, they were stuck with a game with a broken difficulty curve.
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Black Tiger

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Re: Cadash ports
« Reply #61 on: April 18, 2017, 07:07:52 AM »
Whenever reading anything Vic has said, always take into account that it's more likely than not to be completely untrue or mostly untrue and always intentionally misleading.

As bad as most game industry types are for revisionist history and pulling things out of their ass when they don't remember at all, Vic is in a class of his own and will blame you for anything/everything (even if you weren't alive at the time), before he admits to being responsible for anything negative. He also gladly takes credit for anything remotely positive and has much better taste in games than you ever will.

"Exactly/allegedly" is a good way to frame his tall tales.

Imagine if their last contracted update made the game display "f*ck YOU!" in giant letter axross the screen and play the static audio from the data track and nothing else? We really lucked out avoiding that one, because Vic would have had no choice but to ship it as-is, because of the contracts and all. And as we all know now, no one was a better negotiator than him.
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spenoza

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Re: Cadash ports
« Reply #62 on: April 18, 2017, 08:07:15 AM »
Well, at least he kind of admitted it was their screw-up. They requested a bum change and hadn't planned ahead. The explanation I read didn't make it sound like him blaming anyone else. That's why I'm willing to give it the benefit of the doubt. Yeah, Vic definitely has a reputation, but this one doesn't sound like a deflection, which is what his excuses often sound like.
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gex

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Re: Cadash ports
« Reply #63 on: April 26, 2017, 09:59:39 AM »
Anyone know if there's anything I can do?
I think I glitched the game somehow and can't pick up the amulet that lets you talk to the dog. Even though I already talked to that lady in the hidden town.

I finally play through the game as the wizard and this happens  :|


esteban

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Re: Cadash ports
« Reply #64 on: April 26, 2017, 11:47:08 PM »
Damn. That sucks. Did someone else mention this, or a similar, bug in the game? I vaguely remember hearing about a frustrating situation like this before.
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johnnykonami

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Re: Cadash ports
« Reply #65 on: April 27, 2017, 12:39:54 AM »
I played through the TG-16 version dozens of times as a kid, I don't ever remember this happening to me.  I do vaguely remember looping around that level once or twice to get the events to trigger, though.

gex

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Re: Cadash ports
« Reply #66 on: April 28, 2017, 08:57:59 AM »
Damn. That sucks. Did someone else mention this, or a similar, bug in the game? I vaguely remember hearing about a frustrating situation like this before.
It's possible I left the widows house before picking up the necklace. I was rushing a bit to clear the game before I had to go to the gym. As i've played through the game a few times now, I don't read the dialogue. I'de be very curious if this had happened to someone else. Then we can talk about our feelings n stuff.


I played through the TG-16 version dozens of times as a kid, I don't ever remember this happening to me.  I do vaguely remember looping around that level once or twice to get the events to trigger, though.
I probably went back and forth 5+ times to each event trigger. I even left the country a couple times hoping I could restart the sequence.
But to be honest, I was so OP at that point from non intentional grinding the rest of the game wouldn't have been a challenge at all. But, I mean it's a very short game. It's not like it'll set me back more than 30 mins haha, sometime in the future i'll have to return as the wizard and this time carefully do the sequencing.

In the mean time though, I wanna go through all the (two) characters on the genesis port and spot all the differences. Since now i'm really familiar with the TG16 version.

GoldenWheels

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Re: Cadash ports
« Reply #67 on: April 28, 2017, 09:02:17 AM »
Been a while since I played but as I recall doesn't the dog start out his dialog by saying "woof woof I'm a dog".

I vaguely remember laughing my ass off over something like that in Cadash a few years ago.

gex

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Re: Cadash ports
« Reply #68 on: April 28, 2017, 06:40:31 PM »
Been a while since I played but as I recall doesn't the dog start out his dialog by saying "woof woof I'm a dog".

I vaguely remember laughing my ass off over something like that in Cadash a few years ago.

That sounds like something that would be on the Genesis port. All I remember is that the dog growls when you first come into the town and talk to it

GoldenWheels

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Re: Cadash ports
« Reply #69 on: April 29, 2017, 02:14:54 AM »
Been a while since I played but as I recall doesn't the dog start out his dialog by saying "woof woof I'm a dog".

I vaguely remember laughing my ass off over something like that in Cadash a few years ago.

That sounds like something that would be on the Genesis port. All I remember is that the dog growls when you first come into the town and talk to it

Hadn't thought of this but since I won't pay up the dough for Cadash, I emulated it to play it. Maybe I emulated another version.

gex

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Re: Cadash ports
« Reply #70 on: May 01, 2017, 05:51:46 PM »
Just finished playing through the genesis version. They're both very different, and to be honest i'm not sure which one I like more. They both have pros/cons.

The genesis version obviously has less replayability with only two characters, but the mage proves to be the honourable choice anyways (Bithead1000,2008). And what I mean by that is the game is too easy with the other characters, so i'm glad the mage wasn't replaces by the ninja/priestess in the Genesis version.

Genesis you can fully see all your stats in the menu screen, huge plus. And the stores have accurate prices, as you can easily run out of money and have to grind for more. Like herbs in the TG16 were only 40, while they're 200 in the Genesis version. TurboGrafx version I felt like you always had too much money, and just had to spend it on life bells so it wasn't wasted. As well Genesis has continues! Just like in the arcade, and you can even buy more continues in a specific shop. But each time you buy one, the price goes up a ton. While in the TG16, after your herbs/elixirs run out you're just dead as shit.

The sounds/graphics are hard to compare because they're just on different hardware. Comparing the sound especially isn't fair, but they each had sound effects I could have lived without or would have liked to have on the other. Graphics also varied. Like the animation of the final boss on the Genesis was way better. His head graphically blows up, just like something you would see in Splatterhouse. But the TG16 had better animation for every other boss I thought, especially the fire demon. The zombies in the destroyed town looked much better on the TG16, as well as many other enemies. Some backgrounds on the Genesis look absolutely terrible, reminds me of a boring abstract portrait you would see at an arts studio.

TG16 had way better scaling I thought, as some areas on the Genesis are not consistent. You really notice this at the bandits hideout, which the layout/overall proportions reminded me of something like the Lion King game on the SNES/Genesis. So you feel really big in the bandits hideout, but the green area before the gnomes village makes you feel really small. Which didn't fit the layout of any other part of the game. So I thought the TG16 universally had consistent scaling; It's kind of hard to describe.

They took out the optional boss from the TG16 version too which was a little disappointing. Instead of rewarding you with an elixir, I believe they just "hid it" elsewhere in the level. But eh, the boss was too easy on the TG16 anyways. So not really a big deal.There was also a couple secrets I noticed them taking out of the Genesis, which was kind of disappointing.

Near the beginning of the game on the TG16, I found hitting enemies going downhill was a pain if they had shields. Didn't notice this to be a problem at all on the genesis, But found it interesting the enemies would chase you down a ladder if you were running away from them. While they did not do this on the TG16. Enemies in the last tower on the Genesis version had some problems spawning as well. Instead of them spawning when you entered a room, they were already there waiting for you to enter. Making it impossible to avoid getting hit. I understand why the devs made it this way, so you wouldn't have to wait each time you entered a staircase. But this wasn't a problem at all on the TG16.

The translation Working Designs did was pretty bad, the Genesis blows it out of the water. Each piece of dialogue makes sense, and has detail that the TG16 version did not have. The TG16 translation just feels rough and choppy, you almost read it anticipating mistakes. "I HOPE YOU SAVE THE TOWN. THANK YOU". << That's the type of sentences I would expect seeing.

But the end chick was way hotter on the TG16, so besides that who gives a f*ck about anything else haha

esteban

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Re: Cadash ports
« Reply #71 on: May 02, 2017, 02:26:44 AM »
Gex, that was a great rundown/side-by-side comparison.

I don't think it would have taken much effort to polish up the translation in the TG-16 version...it's a shame that very little effort was put into the text...it could have been given the game a little personality.
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gex

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Re: Cadash ports
« Reply #72 on: May 02, 2017, 08:56:10 AM »
Gex, that was a great rundown/side-by-side comparison.

I don't think it would have taken much effort to polish up the translation in the TG-16 version...it's a shame that very little effort was put into the text...it could have been given the game a little personality.

Hey thanks man! I wrote it right after I beat it so it was fresh in my head. I'm shocked at how different they are, didn't think I would have this much to write about.

The text is especially disappointing coming from Working Designs . I'm no fanboy or anything, but they've done amazing translations with other games. The best example I can think of top of my head is when you need that caterpillar silk to climb the ledge. On my first play through on the TG16/ever I had no idea what to do with this silk, even though I talked to every NPC possible. The only hint given was "It can hold a lot of men" or something similarly worded. So I thought you had to tie up a bunch of people or something, never did I think of using it as a rope. Only discovered its actual use by total fluke.
While on the Genesis version I believe it's a lot more decisive.