Author Topic: The story behind Keith Courage  (Read 3459 times)

Arkhan

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Re: The story behind Keith Courage
« Reply #15 on: November 05, 2017, 05:26:00 PM »
Captain Novolin's f*ckin sidekick ,lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ClodBuster

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Re: The story behind Keith Courage
« Reply #16 on: November 05, 2017, 07:51:00 PM »
"Bruce Banner in Angry Zones", lol.
I want that to happen.

They tried to make me do a recap
I said no, no, no

SignOfZeta

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Re: The story behind Keith Courage
« Reply #17 on: November 06, 2017, 12:49:12 AM »
The real question is why they went with this game at all.

I don’t think licensing issues were a problem. If they were then simply changing the name and leaving all the very recognizable graphics wouldn’t be enough to get you out of that problem. :)

Necromancer

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Re: The story behind Keith Courage
« Reply #18 on: November 06, 2017, 02:53:20 AM »
Like already mentioned, the name was changed because nobody in NA knew what Watura was.  The reason it's such a dumb name and has derpy art is the same reason almost all the US games had crappy art: amateur hour marketing peeps.
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DragonmasterDan

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Re: The story behind Keith Courage
« Reply #19 on: November 06, 2017, 03:18:54 AM »
The real question is why they went with this game at all.

I don’t think licensing issues were a problem. If they were then simply changing the name and leaving all the very recognizable graphics wouldn’t be enough to get you out of that problem. :)

I know at least other publishers have had issues using the actual Japanese art on the outside of the packaging without paying additional royalties. This was at least partly responsible for some of the bizarre and hideous cover arts we saw in the 80s and early 90s.
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Arkhan

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Re: The story behind Keith Courage
« Reply #20 on: November 06, 2017, 03:38:19 AM »
Like already mentioned, the name was changed because nobody in NA knew what Watura was.  The reason it's such a dumb name and has derpy art is the same reason almost all the US games had crappy art: amateur hour marketing peeps.

Reminds me of this one Keith Apicary turbo thing where he's like YOURE SOME GUY NAMED WHAT ARE YOU


I wish we had a time machine to go back and sit in on the brainstorming session for this game.

Packing in Bravoman would've been a better move, I think.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Lost Monkey

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Re: The story behind Keith Courage
« Reply #21 on: November 06, 2017, 03:47:26 AM »
Shitty artwork wasn't limited to the TG16 - so we can't really claim victim status on this one.


Arkhan

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Re: The story behind Keith Courage
« Reply #22 on: November 06, 2017, 03:56:00 AM »
Yeah, the difference is, Megaman wasn't a pack-in launch title.  The NES was already f*ckin butts by the time Megaman rolled around.

Turbo launched with Keith, lol.

Its like running out the gate at a track meet, and tripping over your shoes immediately.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Necromancer

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Re: The story behind Keith Courage
« Reply #23 on: November 06, 2017, 04:06:58 AM »
Even worse, it's like tripping because you intentionally tied your shoes thinking it was a good idea.
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Arkhan

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Re: The story behind Keith Courage
« Reply #24 on: November 06, 2017, 04:32:05 AM »
Even worse, it's like tripping because you intentionally tied your shoes thinking it was a good idea.


IF I TIE MY FEET TOGETHER, THEY WILL WORK IN PERFECT UNISONNNNNNNNNNNNNNN.

I AM UNSTOPPABLEEEEEEEEEE
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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DragonmasterDan

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Re: The story behind Keith Courage
« Reply #25 on: November 06, 2017, 06:50:58 AM »
Shitty artwork wasn't limited to the TG16 - so we can't really claim victim status on this one.

 



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Arkhan

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Re: The story behind Keith Courage
« Reply #26 on: November 06, 2017, 07:59:38 AM »


We got the worst USA art ever.

At least CF2's is sort of funny.  It looks like a 12 year old drew it, but it's at least... accurate still?
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Lost Monkey

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Re: The story behind Keith Courage
« Reply #27 on: November 06, 2017, 08:03:05 AM »
I went back and read the comic again. 

Aside from the stupid names (B.A.D and N.I.C.E.), the artwork and plot aren't that bad...

I think the real issue is the way they drew KC's face.  If they had given him a face like Ken or Joe from Gatchaman, it probably would have worked.  Instead they went for the 1960's 'Mighty Hercules' look and it sucks.

Arkhan

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Re: The story behind Keith Courage
« Reply #28 on: November 06, 2017, 08:07:02 AM »
I went back and read the comic again. 

Aside from the stupid names (B.A.D and N.I.C.E.), the artwork and plot aren't that bad...

I think the real issue is the way they drew KC's face.  If they had given him a face like Ken or Joe from Gatchaman, it probably would have worked.  Instead they went for the 1960's 'Mighty Hercules' look and it sucks.


Exactly.  His face is stupid looking.   That combined with the corny ass names is just stupid.

Were they trying to appeal to kids? 

If that were the case, UH, they could have just used Wataru, since it already did that...

Instead we got Captain Alphamullet.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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SignOfZeta

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Re: The story behind Keith Courage
« Reply #29 on: November 06, 2017, 08:14:09 AM »
The real question is why they went with this game at all.

I don’t think licensing issues were a problem. If they were then simply changing the name and leaving all the very recognizable graphics wouldn’t be enough to get you out of that problem. :)

I know at least other publishers have had issues using the actual Japanese art on the outside of the packaging without paying additional royalties. This was at least partly responsible for some of the bizarre and hideous cover arts we saw in the 80s and early 90s.

This explains nothing. So you had to use new art, get another artist. The US has thousands upon thousands of artists. Look at all the record albums and book covers and toys and whatever, sure, almost every one of them is terrible compare to anything involving the graphic arts because Japan is way ahead of everyone on that but the US version of the debut Pink Lady album doesn’t look like shit so why do all these video games? There was NOBODY in my 12th grade art classes that would make something like the Mega Man 1 cover.