Is this port of Dark Castle as unplayable as the OTL Genesis and CD-I versions? If so, the worst SNES game is here very early on in the system's life.
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Amazing Chapter. Quick question, what will happen to Hotel Mario, the Zelda CDi games, and the cdi as a whole?(Sorry this update took so long to come out! I ended up doing a bunch of research for future parts of the timline this week. In other news, I'll be visiting my dad over the weekend, so I won't be very active on here during that time. I have a draft of Chapter 9 already made, so the turn around time will be shorter than last time.)
Shoshinkai 1990 (Mid 1990 Part 3)
August 28th-29th, 1990
Video footage of the event. Do note that even though the title says “TOKYO GAME SHOW 1990,” Nintendo was not present at TGS in OTL or TTL. It's just a mistake on the uploader's end.
About two and a half months after Tokyo Game Show, Nintendo hosted their second ever Shoshinkai event. And Shoshinkai 1990 was an entirely different beast compared to Shoshinkai 1989. Now a two-day long event, members of the public were able to attend on the second day, getting a chance to play demos of upcoming games. Even though Game Boy and Famicom games were being shown off, people were most excited that this would be their first chance to try out the Super Famicom before its November launch. Multiple third-party studios like Konami, Capcom, Namco, Enix, Bandai, and more were all present at the event.
Nintendo had four Super Famicom games of their own to show off. Super Mario World and Dragonfly (now christened Pilotwings) returned from last year’s event, and are far more complete. F-Zero utilized Mode 7 to create a fast-paced, futuristic racer the likes of which have never been seen before on a home console, and would launch with the system alongside Super Mario World in Japan. One of the game’s four racers, Captain Falcon, was featured heavily at the event, such as in decorations and a cardboard cut-out that guests could take pictures with. The character was almost being treated like a mascot for the system[1], though Mario still got plenty of love here, too. And Intelligent Systems was working on a port of Will Wright’s popular computer game, SimCity, with Nintendo publishing the game.
Philips similarly had four titles to show off. Returning from Shoshinkai 1989 was Super Pinball, and it was confirmed to be a launch title for the Super Famicom. It had a playable demo featuring 2 out of the game’s 4 pinball boards: Cyber Land and Dog Fight. Outside of this game, though, Philips was largely concerned with ports of popular computer games than original titles at the time. Ports of the megahit puzzler Tetris, Silicon Beach’s popular Macintosh title Dark Castle, and Cinemaware’s graphically-impressive strategy game Defender of the Crown were all shown off by Philips at the event[2]. The port of Defender of the Crown in particular was looking to be an almost exact conversion of its original Amiga release, which really goes to show how capable of a machine the Super Famicom was.
Numerous arcade ports were also shown off by third party studios. Konami’s Gradius III ran very nicely on the Super Famicom, as did Irem’s R-Type II and Jaleco’s Big Run. However, while Capcom’s port of Final Fight had comparable visuals to its arcade version, it lacked the iconic two-player mode from its original arcade release. As for original titles, Enix mixed city-building and platforming to create ActRaiser, which stunned both members of the public and the press with its incredibly detailed and colorful graphics. It was on par with various arcade games of the era. HAL Laboratory was also developing a sequel to their Famicom title Jumbo Ozaki’s Hole in One Professional for the Super Famicom just titled Hole in One Golf, and it utilized Mode 7 for special camera effects. Overall, the Super Nintendo’s lineup was looking pretty solid so far.
Nintendo did have at least one hardware announcement to make, however. And that was confirmation that they were, indeed, developing a CD add-on for the Super Famicom in collaboration with Philips. According to rumors, Nintendo and Philips only announced the add-on here in response to Sega and Sony showing off the Mega CD at TGS. While they didn’t have a prototype to show off at the time, they did at least lay out their plans for the device. It would utilize Philips’s Compact Disc Interactive format as its storage medium, turning the SNES into a multimedia device capable of playing games, educational software, music, and perhaps even movies in conjunction with an MPEG-1 decoder card. The two companies hoped to partner with schools to release a special “Education” version that would be restricted to educational software for use in classrooms or libraries. The add-on would also increase the system’s capabilities, such as a special graphics chip allowing for rudimentary 3D graphics. Nintendo and Philips promised that they’d have a prototype ready in time for Summer CES 1991, and that the device would see a Japanese release in 1992.
With both Nintendo and Sega moving forward with their respective partners to create CD peripherals, the console wars were heating up, and the battleground would one day shift from cartridges to CD's.
Footnotes:
[1] Nintendo actually planned for him to be the SNES mascot in OTL. His design features red, blue, and yellow to match with three of the four button colors on the SFC controller. Philips ends up encouraging them to use F-Zero more in marketing.
[2] All early CD-i titles in our timeline.
Next update will be all about Mother 1's international release. Until then!
Iirc because space issues (Capcom being cheap as hell) they're still at time to change itlacked the iconic two-player mode from its original arcade release.
For a moment I thought those two were for the CD..so not titles yet?Dark Castle, and Cinemaware’s graphically-impressive strategy game Defender of the Crown
It's a lot better than either of those. Not perfect, but pretty good. A lot of games that Philips made for the CD-i IOTL will be much better in this timeline, as they don't have to deal with its weak hardware and crappy controller.Is this port of Dark Castle as unplayable as the OTL Genesis and CD-I versions? If so, the worst SNES game is here very early on in the system's life.
The CD-i format is alive and well. CD-i players are based on the SNES-CD hardware. There will be at least two commercially realeased combo units: the Philips Super CD-i, and the Sharp Twin Super Famicom (called the i-Twin internationally.) Nintendo and Philips license out the tech to different manufacturers. And there won't be more powerful versions of the hardware, just versions for different use cases (like education or business) that restrict what titles can be played. I'll explain more once we get to its launch.Amazing Chapter. Quick question, what will happen to Hotel Mario, the Zelda CDi games, and the cdi as a whole?
They're cartridge games, yeah. Nintendo and Philips just don't have very much to show right now, and are only announcing their plans for the add-on.For a moment I thought those two were for the CD..so not titles yet?
That's rare as the premise and the whole point of the partnership was about the add on(and Nintendo seems wanted it out very early, much like NEC did, what changed plans? ) Otl Nintendo wanted the add on by 1991 and only died because backstage issues..so why Philips just stopped caring about the CD and the add on?to show right now, and are only announcing their plans for the add-on
Actually yeah, what I put down doesn't make very much sense. I'll make some quick edits to fix this mistake on my part... sorry about that!That's rare as the premise and the whole point of the partnership was about the add on(and Nintendo seems wanted it out very early, much like NEC did, what changed plans? ) Otl Nintendo wanted the add on by 1991 and only died because backstage issues..so why Philips just stopped caring about the CD and the add on?
Yeah now it make more sense and Nintendo know have the info how to counter the beefed up mega CD, so they can ask Phillips and argonaut for it. Great update buddyActually yeah, what I put down doesn't make very much sense. I'll make some quick edits to fix this mistake on my part... sorry about that!
Cool ideas!(Sorry this update took so long to come out! I ended up doing a bunch of research for future parts of the timline this week. In other news, I'll be visiting my dad over the weekend, so I won't be very active on here during that time. I have a draft of Chapter 9 already made, so the turn around time will be shorter than last time.)
Shoshinkai 1990 (Mid 1990 Part 3)
August 28th-29th, 1990
Video footage of the event. Do note that even though the title says “TOKYO GAME SHOW 1990,” Nintendo was not present at TGS in OTL or TTL. It's just a mistake on the uploader's end.
About two and a half months after Tokyo Game Show, Nintendo hosted their second ever Shoshinkai event. And Shoshinkai 1990 was an entirely different beast compared to Shoshinkai 1989. Now a two-day long event, members of the public were able to attend on the second day, getting a chance to play demos of upcoming games. Even though Game Boy and Famicom games were being shown off, people were most excited that this would be their first chance to try out the Super Famicom before its November launch. Multiple third-party studios like Konami, Capcom, Namco, Enix, Bandai, and more were all present at the event.
Nintendo had four Super Famicom games of their own to show off. Super Mario World and Dragonfly (now christened Pilotwings) returned from last year’s event, and are far more complete. F-Zero utilized Mode 7 to create a fast-paced, futuristic racer the likes of which have never been seen before on a home console, and would launch with the system alongside Super Mario World in Japan. One of the game’s four racers, Captain Falcon, was featured heavily at the event, such as in decorations and a cardboard cut-out that guests could take pictures with. The character was almost being treated like a mascot for the system[1], though Mario still got plenty of love here, too. And Intelligent Systems was working on a port of Will Wright’s popular computer game, SimCity, with Nintendo publishing the game.
Philips similarly had four titles to show off. Returning from Shoshinkai 1989 was Super Pinball, and it was confirmed to be a launch title for the Super Famicom. It had a playable demo featuring 2 out of the game’s 4 pinball boards: Cyber Land and Dog Fight. Outside of this game, though, Philips was largely concerned with ports of popular computer games than original titles at the time. Ports of the megahit puzzler Tetris, Silicon Beach’s popular Macintosh title Dark Castle, and Cinemaware’s graphically-impressive strategy game Defender of the Crown were all shown off by Philips at the event[2]. The port of Defender of the Crown in particular was looking to be an almost exact conversion of its original Amiga release, which really goes to show how capable of a machine the Super Famicom was.
Numerous arcade ports were also shown off by third party studios. Konami’s Gradius III ran very nicely on the Super Famicom, as did Irem’s R-Type II and Jaleco’s Big Run. However, while Capcom’s port of Final Fight had comparable visuals to its arcade version, it lacked the iconic two-player mode from its original arcade release. As for original titles, Enix mixed city-building and platforming to create ActRaiser, which stunned both members of the public and the press with its incredibly detailed and colorful graphics. It was on par with various arcade games of the era. HAL Laboratory was also developing a sequel to their Famicom title Jumbo Ozaki’s Hole in One Professional for the Super Famicom just titled Hole in One Golf, and it utilized Mode 7 for special camera effects. Overall, the Super Nintendo’s lineup was looking pretty solid so far.
Nintendo did have at least one hardware announcement to make, however. And that was confirmation that they were, indeed, developing a CD add-on for the Super Famicom in collaboration with Philips. According to rumors, Nintendo and Philips only announced the add-on here in response to Sega and Sony showing off the Mega CD at TGS. While they didn’t have a prototype to show off at the time, they did at least lay out their plans for the device. It would utilize Philips’s Compact Disc Interactive format as its storage medium, turning the SNES into a multimedia device capable of playing games, educational software, music, and perhaps even movies in conjunction with an MPEG-1 decoder card. The two companies hoped to partner with schools to release a special “Education” version that would be restricted to educational software for use in classrooms or libraries. The add-on would also increase the system’s capabilities, such as a special graphics chip allowing for rudimentary 3D graphics. Nintendo and Philips promised that they’d have a prototype ready in time for Summer CES 1991, and that the device would see a Japanese release in 1992.
With both Nintendo and Sega moving forward with their respective partners to create CD peripherals, the console wars were heating up, and the battleground would one day shift from cartridges to CD's.
Footnotes:
[1] Nintendo actually planned for him to be the SNES mascot in OTL. His design features red, blue, and yellow to match with three of the four button colors on the SFC controller. Philips ends up encouraging them to use F-Zero more in marketing.
[2] All early CD-i titles in our timeline.
Next update will be all about Mother 1's international release. Until then!
Now i wonder what will be the add on launch titlesIs this port of Dark Castle as unplayable as the OTL Genesis and CD-I versions? If so, the worst SNES game is here very early on in the system's life.
Loved the commercial, nice one: Now you're playing with power! - A television ad for Earthbound
That's very Itoi, you nailed it“Nintendo gave me the resources to make my dream game, but it was Philips who gave me the chance to spread that game around the world. And I can’t thank them enough for that.” - Shigesato Itoi, on his struggle to bring Earthbound into existence.
waiting for it, will be amazingThe next update will cover the Super Famicom launch, as well as its three Japanese launch titles. It'll be a hefty update, but I should be able to get it out before the end of this week!
In our timeline, Nintendo has had a somewhat messy track record when it comes to their European localizations. German and French have gotten translations since the SNES, Spanish, Italian, and Portuguese had to wait for N64/GCN (with the Castillian Spanish release of Ocarina of Time infamously having no in-game translations, relying on a booklet with the Spanish script instead), and Dutch had to wait until the Wii. Hell, there were rarely UK English versions of games up until the Mario Party 8 "Turn the train spastic!" controversy forced their hand in order to avoid any future backlash. Philips, being a European company and later handling Western European distribution of Nintendo products, will work very closely with the brand-new Nintendo of Europe to translate games into other languages. Nintendo's trying to break Sega's European dominance, and Philips is spearheading a lot of those efforts. Only time will tell how successful they are.Also being translated into pal 4( plus dutch) would make earthbound the console RPG for Europeans in the very beginning, especially for Dutchmen, I can imagine even European PC rpg taking cues from earthbound too
There were some games on Spanish by Nintendo since SNES just very sporadic..but those absolutely worth it (lufia 2, illusion of Gaia, terranigma, etc) but yeah those were very rare, that will be a massive improvement.Spanish
That dominance was minor,was mostly as Mattel fucked over nes, Sega also played second fiddle to microcomputers at the timeSega's European dominance
Well, that didn't age well. I completely forgot about Thanksgiving when I first wrote this, and needed some time to recuperate from all of that. I'm blazing ahead with writing Chapter 11 as we speak; in fact, I've completed the write ups on Super Mario World and the SNES hardware. All I need to do is talk about F-Zero and Super Pinball and we'll be golden!It'll be a hefty update, but I should be able to get it out before the end of this week!
I forgot you where from USA...that explain IT, But yeah take your time buddyWell, that didn't age well. I completely forgot about Thanksgiving when I first wrote this, and needed some time to recuperate from all of that. I'm blazing ahead with writing Chapter 11 as we speak; in fact, I've completed the write ups on Super Mario World and the SNES hardware. All I need to do is talk about F-Zero and Super Pinball and we'll be golden!
I don't like the Mother series, but this was a very well written chapter. Nice job!Bound to the Earth (Late 1990 Part 1)
[In an American town, we're at a general store. A woman is working as the cashier. Suddenly, alien saucers appear in the skyline, and the store's windows break as objects come to life and aliens begin to attack the store. The cashier begins screaming.]
Don LaFontaine: Aliens are invading Earth.
[More chaos is shown in the streets.]
D: The world is in desperate need of a hero. Who will it be?
D: A knight in shining armor? [The silhouette of a knight is shown.] A super soldier? [A soldier's silhouette is shown.] Or perhaps... [The camera pans down to a kid dressed up like Ninten] a 10 year old boy with psychic powers.
[Gameplay from Earthbound is now showing.]
D: Because in Earthbound, YOU'RE the hero. Defeat monsters, travel across strange landscapes, and take down the evil Gigue before it's too late. Only for Nintendo.
D: Now you're playing with power! - A television ad for Earthbound
All About Earthbound
Also Known As: Mother (Japan)
Platform: NES
Developer: Ape, Inc.
Publisher: Nintendo (Japan), Philips (International)
Released: July 27th, 1989 (JP); November 19th, 1990 (US); August 1991 (EU)
Earthbound, known as Mother in Japan, is an RPG developed by Ape, Inc.. A chance encounter between Shigesato Itoi and the Philips executive Stephen Radosh in 1989 lead to Philips showing interest in his game. Despite Nintendo feeling as though the game wouldn't do very well in the West, Philips believed that the game could work so long as it was marketed correctly, and they ended up publishing the game internationally. Specifically, the game's advertising took advantage of the modern-America setting and was marketed as a chance for your average kid to be the world's hero. Philips also wanted to publish the game in order to start building a name for themselves before the Super Nintendo’s launch, as they were focused primarily on developing Super Nintendo titles during this time. The game's translation was fast-tracked, as Philips translated the game into English, French, German, Spanish, and even Dutch (which very rarely received translations in the 90's and 2000's in OTL). Some adjustments to difficulty were also made so that the game would be more approachable to Western audiences. Philips also added graphical flair to the game in order to make it look more appealing. For example, the color and design of the game’s battle backgrounds now change depending on your environment, instead of always being black. Most other aspects of the game, such as the plot, are the same as OTL.
Earthbound is received quite favorably by gaming magazines and the public. Some of the game's difficulty is disliked, but it's at least a fair bit easier than the Japanese version of the game. The contemporary setting, humor, and touching story are praised, especially since larger narratives weren’t a big part of games at the time. It's that contemporary setting which greatly helps in the game selling pretty well overseas, despite being an RPG. It's one of Nintendo's big holiday games and helps with making the RPG genre more popular in the West, all while earning Philips a nice profit. Nintendo Power even released a strategy guide for the game in December 1990 (replacing the "4-Player Extra" strategy guide they made in OTL.) Fans are eager to see what Itoi does with the game's sequel on the SNES. Itoi and Ape Inc. also formed a good relationship with Philips, as they believed in him when Nintendo didn't. Philips would even contribute some developers to help work on Earthbound/Mother 2, speeding up its development. As a matter of fact, the default name for the main protagonist of Mother 2 is Phil in reference to Philips (much like how the Mother 1 protagonist is named Ninten as a nod to Nintendo.)
“Nintendo gave me the resources to make my dream game, but it was Philips who gave me the chance to spread that game around the world. And I can’t thank them enough for that.” - Shigesato Itoi, on his struggle to bring Earthbound into existence.
The next update will cover the Super Famicom launch, as well as its three Japanese launch titles. It'll be a hefty update, but I should be able to get it out before the end of this week!
Of course it was plus the butterfly of earthbound becoming the console European RPGI don't like the Mother series, but this was a very well written chapter. Nice job!