Dear Pesky Partners... - A Nintendo-Philips Timeline

Hey guys I've just came across this video on Youtube about the 3DO, apparently a couple years ago someone actually managed to get a port of the Original Tomb Raider game running on it. The port actually runs surprisingly well too. Seems the 3DO was a bit more capable with 3D then I thought. Pretty cool thing to see.
That's more open Lara magic but 3DO did have a decent CPU is just the rest did was a little over designed
 
(While I originally didn't plan on making an update for the Japanese SNES-CD launch, I wanted to be able to fully explain the hardware and the CD-i "platform" without an update becoming too long.)
A Different Kind of Disc System (Mid 1992)
Superb update! I do think "Super Mario vortex" sounds funny, but I'll have to see.
 
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Chapter 21: Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)
(Yes, I did purposefully time this to be released on a Tuesday, despite getting it done earlier than that. Also, I accidentally sent this before I finished formatting at first, so sorry about that first notification if you watch this thread!)
Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)

"When you buy the Sega CD peripheral for Sega Genesis, it comes bundled with Sonic the Hedgehog 2 - at no additional cost!"
"Sonic 2 handles stubborn stains, embarrassing bald spots, no problem. It slices, dices, and even makes for a wonderful pizza cutter!" [Footage of someone using the disc to cut a pizza in half is shown.]
"But wait, you can play it too! This free Sonic 2 is a $49.99 value. It's the latest and greatest from Sega, at no additional charge!"
"Sonic 2 fits easily into any tackle box, made from a space age polymer plastic for years of family fun, and pets love it, too!" [There’s a cut to a dog catching the disc in mid air as though it were a Frisbee.]
"Buy any Sega CD peripheral or Sega Play Station combo unit and receive Sonic 2 for free! Act now!"
"Weiner dog sweater sold separately."
- a television commercial for Sonic 2, based on an OTL ad.

September 8th, 1992 wasn’t your average Tuesday for gamers; it was Sonic 2sday, the release date for Sonic the Hedgehog 2 in North America and Japan, as well as the Sega CD add-on it was made for in North America. Sega and Sony had a huge marketing blitz for the event, all envisioned by Director of Global Marketing for Sega of America Al Nilsen. Customers received T-shirts as a preorder bonus and white boards counting down the days until the release, while stores were given banners, flyers, and posters to promote the game and peripheral in order to build up hype. In order to make sure all retailers got shipments at the same time, Sega streamlined their product distribution system and made use of air shipping, which was something unusual for the time. This marketing strategy, which was new for the time, would ultimately become the industry standard in the coming years. The Sega CD's North American launch title line-up also includes all the ones from OTL, as well as Columbo Home Detective (which uses an English version of one of the Columbo Mega CD ads from Japan.)

While kids were incredibly excited, not all parents shared that excitement. In fact, a number of them were put off by the fact that they needed expensive new hardware just to play this game. But Sega would rebuff these claims, saying that the Sega CD would pay for itself over time. Compact Discs are cheaper to produce than cartridges, so Sega CD games would be sold at a lower price than base Genesis games, and the money saved on games would almost “pay back” the cost of the peripheral. Plus, it could play music CD’s, making it a cheap option for anyone trying to get one, especially if they or their kid(s) already have a Genesis. So while sales of Sonic 2 alongside the Sega CD aren’t quite as high immediately at launch as in OTL, it does ramp up quickly over time.

(Major props to my friend Cherry and @Nivek for help regarding Sonic 2!)

All About Sonic the Hedgehog 2
Platform: Sega CD
Developer: Sonic Team
Publisher: Sega
Released: September 8th, 1992 (JP/USA); March 16th, 1993 (EU)

Sonic 2.png

Box art for Sonic The Hedgehog 2​

Sonic the Hedgehog 2 is the sequel to the Genesis/Mega Drive hit Sonic the Hedgehog, released exclusively for the Sega CD add-on. It has a mix of elements from both OTL’s Sonic 2 and Sonic CD, stemming from the two development teams being combined. The level design leans a bit more towards the exploration of Sonic CD, but it still ramps up the speed of things compared to Sonic 1. A great example of the improved level design compared to Sonic CD is how you access special stages, which works much like time travel in that game (Sonic must pass a special sign and then reach top speed). Higher paths in a level are overall more difficult, but will reward players with spots that potentially automate the process of getting into the UFO special stage. Lower paths, while easier, will require players to put in more effort to reach the special stage. The half-pipe special stage from OTL Sonic 2 is accessed by reaching checkpoints with 25 rings and hopping into the sparkling circle, but it doesn’t reward a chaos emerald anymore. Instead, it’s a bonus stage that gives a different prize depending on how many ring quotas you’re able to meet (like a shield, extra life, or a continue).

Sonic himself has some brand new moves to aid him in his new adventure. The spin dash will let him charge up speed by holding down and mashing jump, curling into a ball and tearing through enemies. There’s also the super peel out, which is done by holding up instead. It lets Sonic accelerate to his top speed faster than the spin dash would, at the cost of being vulnerable to enemies, so there’s a real risk vs. reward element involved with its use. And of course, you can’t forget about Sonic’s new sidekick, Miles “Tails” Prower, a twin-tailed fox who follows alongside him. He can still defeat badniks, collect rings, break monitors, fly, doggy paddle, and even be controlled using a second controller, but the higher specs of the Sega CD means that his AI is a bit more advanced than it was in our timeline, so he’s slightly more helpful here.

In regards to other enhancements the Sega CD allows for, the graphics are a tad more colorful in this timeline. The cut additional frames of animation for Sonic seen in OTL prototypes are properly used here thanks to the additional storage space of CD’s, and other sprites have more animation frames too. Sprite rotation and scaling effects are used frequently as well, just like in Sonic CD. All of the game’s music tracks are in CD quality, composed by Masato Nakamura from the J-pop band Dreams Come True. Therefore, Sega of America didn’t feel the need to replace the soundtrack with songs that better appealed to American audiences like with OTL’s Sonic CD. More zones are featured in the game, and there’s a save select screen similar to the one from Sonic 3 due to the increased length. Although an animated FMV intro cutscene was originally planned for the game, it had to be cut due to time constraints.

TTL's version of Sonic 2 has music that more closely resembles the demo tapes made by Nakamura, which you can listen to in this video.

Sonic 2 picks up right where Sonic 1 left off: after his defeat by Sonic and losing the Chaos Emeralds in the first game, Dr. Eggman decides to set his sights on another method for world domination: the Time Stones would allow him to travel back in time and alter the very course of history. He gets to work searching all over the world for these ancient relics, and also builds a new badnik named "Metal Sonic" who is meant to serve as a counter to his arch-nemesis. Unbeknownst to the doctor, Sonic has been watching him closely, and with his new friend Tails, sets out to stop Eggman. The duo chase Eggman through Emerald Hill, Ocean Wind, Wooden Wonderland, Sand Shower, and Metropolis Zone before Eggman reveals that he's collected all 7 Time Stones, and uses them to travel back in time. Sonic and Tails travel with him, being caught in the radius of the blast of energy that the Time Stones released…[1]

Now that they're in the past, our heroes pass through Tropical Plant (basically Palmtree Panic), Hilltop, Crystal Lake, and finally, Mystic Cave Zone. The world map then shows a large temple rising out of a lake in the middle of the world. This temple is the Hidden Palace, and was the original resting spot of the Chaos Emeralds before they were scattered over time. Act 1 ends with Eggman snatching them up, and combines their power with the Time Stones to radically alter the flow of history. Hidden Palace Act 2 begins with the Palace being flooded, and Sonic and Tails have to make a mad dash out.[2] But not only was the Hidden Palace flooded, the entire world was! It is at this point in the game that the UFO special stages can be accessed, which you get to in a similar manner to how time travel worked in Sonic CD.

After escaping from Hidden Palace, Sonic and Tails are warped to an altered version of the present. Emerald Hill is now a desert called Dust Hill, Ocean Wind is now the dangerous Oil Ocean, Wooden Wonderland has become the snowy Wintry Peaks, and Sand Shower was mined out to become Quartz Quadrant. After those four locations, the heroes arrive in Grand Metropolis, where Eggman reveals that altering the present was only one part of his plan. He uses the Time Stones to bring Sonic and Tails to the future, where Eggman has conquered the entire world...

Dust Hill has been converted into Metallic Madness, Oil Ocean is now the toxic Chemical Plant, Wintry Peaks is the glitzy Casino Night, and Quartz Quadrant has morphed into Wacky Workbench. As for Grand Metropolis, it's been renamed to Robotnik City Zone (Eggman City Zone in Japan.) After Robotnik City Act 2, Eggman flees to his flying fortress, and Tails hijacks a nearby plane to go after him (Sky Chase). Winged Fortress is the final zone of the game, so the Death Egg and Super Sonic actually don’t appear until Sonic 3. The fight with Silver Sonic is replaced with a battle against Metal Sonic.

After defeating Eggman and his Egg-Robo, there are two endings to the game. If the player didn't collect all 7 Time Stones, then Sonic and Tails are returned to the Ruined Present. While the future is bright, the past isn't, and Sonic and Tails have to readjust to their new world. However, if all 7 Time Stones were collected, the Sonic and Tails use their power to revert all of the damage that Eggman caused, and go back to the Original Present. This is the canon ending to the game, and will lead into Sonic the Hedgehog 3.

Amy Rose also makes her debut in this game, following Sonic around like a fan girl, and that's how she ends up in the other time periods (getting caught in the radius of the Time Stone's power.) She shows up in some end of act and end of zone cutscenes, trying to make advances on Sonic. Metal Sonic still kidnaps her at a point in the game, and you save her from him in a race. Although Sonic is annoyed by Amy's romantic advances, he's impressed by her sheer persistence and ability to catch up to him and Tails. When Metal Sonic tries to snag her a second time, she pulls out her Piko Piko Hammer to wallop him instead. She might just be a useful asset to Sonic whenever Eggman comes up with a new scheme…

Sonic 2 is received just as well as it was in OTL, if not better. It takes everything that made Sonic 1 a hit and expanded on it, with bigger levels and faster speeds. It’s a truly great game, and it seems as though Sonic’s popularity isn’t going away any time soon. Due to higher adoption of the Mega CD in Japan, Sonic 2 actually does decently well sales-wise over there, ultimately outselling Sonic 1 in the region. As previously mentioned, while launch day sales aren’t quite as high as they were in OTL, sales quickly ramp up over time as more people purchase the Sega CD.

Footnotes:
[1] Something that should be noted is that after each zone, a world map displaying the location of the player and the current time period is shown as the game loads the next level. In fact, this world map is not too dissimilar to the world map featured in the 8-bit Sonic 1.
[2] It’s a lot like that fire chase scene from the ROM hack Sonic Boom, but with water and it’s nowhere near as difficult.


The next chapter is a bit of a catch-all for some miscellaneous games released in 1992. See you then!
 
While kids were incredibly excited, not all parents shared that excitement.
Jejejeje a little detail people forget,at least here would feel better than those got otl Sega CD or 32x...

Amazing update buddy...sonic team might be full on coffee to make sonic 3 even better XD
 
(Yes, I did purposefully time this to be released on a Tuesday, despite getting it done earlier than that. Also, I accidentally sent this before I finished formatting at first, so sorry about that first notification if you watch this thread!)
Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)
Genuinely loved reading this, that was awesome!
 
Jejejeje a little detail people forget,at least here would feel better than those got otl Sega CD or 32x...

Amazing update buddy...sonic team might be full on coffee to make sonic 3 even better XD
It's odd, since often times it isn't kids who buy game consoles, but their parents buying it for them. And when they do buy consoles themselves, it's typically only older kids who have saved up enough money from their allowance or birthday cards, and even then your parents might say no anyway.
Genuinely loved reading this, that was awesome!
Thank you! Cherry had informed me that during the development of Sonic 2, they had actually planned for there to be time travel, and you'd visit the present, the past, an altered past, an altered present, and the future over the course of the game's story. There's even concept art of the different eras, like this image!
755

I ended up taking this concept and filling in the plot details, while also pulling elements from Sonic CD (the Time Stones, Metal Sonic, Amy, etc.) This update really wouldn't have been possible without her (and Nivek for giving some feedback on our ideas). If I'm the guy with a truckload of random obscure Mario knowledge, she's definitely a certified Sonic guru! Cherry doesn't have an account on this site, but she did give me permission to link her Twitter account in the update post if you'd like to support her.
 
It's odd, since often times it isn't kids who buy game consoles, but their parents buying it for them. And when they do buy consoles themselves, it's typically only older kids who have saved up enough money from their allowance or birthday cards, and even then your parents might say no anyway.
Regardless consumers got burned and Saturn botched release also killed any remaining goodwill, regardless here at least it looks the add on is worth it
 
(Yes, I did purposefully time this to be released on a Tuesday, despite getting it done earlier than that. Also, I accidentally sent this before I finished formatting at first, so sorry about that first notification if you watch this thread!)
Welcome To The Next Level: The Sega CD North American Launch (Late 1992 Part 1)

"When you buy the Sega CD peripheral for Sega Genesis, it comes bundled with Sonic the Hedgehog 2 - at no additional cost!"
"Sonic 2 handles stubborn stains, embarrassing bald spots, no problem. It slices, dices, and even makes for a wonderful pizza cutter!" [Footage of someone using the disc to cut a pizza in half is shown.]
"But wait, you can play it too! This free Sonic 2 is a $49.99 value. It's the latest and greatest from Sega, at no additional charge!"
"Sonic 2 fits easily into any tackle box, made from a space age polymer plastic for years of family fun, and pets love it, too!" [There’s a cut to a dog catching the disc in mid air as though it were a Frisbee.]
"Buy any Sega CD peripheral or Sega Play Station combo unit and receive Sonic 2 for free! Act now!"
"Weiner dog sweater sold separately."
- a television commercial for Sonic 2, based on an OTL ad.

September 8th, 1992 wasn’t your average Tuesday for gamers; it was Sonic 2sday, the release date for Sonic the Hedgehog 2 in North America and Japan, as well as the Sega CD add-on it was made for in North America. Sega and Sony had a huge marketing blitz for the event, all envisioned by Director of Global Marketing for Sega of America Al Nilsen. Customers received T-shirts as a preorder bonus and white boards counting down the days until the release, while stores were given banners, flyers, and posters to promote the game and peripheral in order to build up hype. In order to make sure all retailers got shipments at the same time, Sega streamlined their product distribution system and made use of air shipping, which was something unusual for the time. This marketing strategy, which was new for the time, would ultimately become the industry standard in the coming years. The Sega CD's North American launch title line-up also includes all the ones from OTL, as well as Columbo Home Detective (which uses an English version of one of the Columbo Mega CD ads from Japan.)

While kids were incredibly excited, not all parents shared that excitement. In fact, a number of them were put off by the fact that they needed expensive new hardware just to play this game. But Sega would rebuff these claims, saying that the Sega CD would pay for itself over time. Compact Discs are cheaper to produce than cartridges, so Sega CD games would be sold at a lower price than base Genesis games, and the money saved on games would almost “pay back” the cost of the peripheral. Plus, it could play music CD’s, making it a cheap option for anyone trying to get one, especially if they or their kid(s) already have a Genesis. So while sales of Sonic 2 alongside the Sega CD aren’t quite as high immediately at launch as in OTL, it does ramp up quickly over time.

(Major props to my friend Cherry and @Nivek for help regarding Sonic 2!)

All About Sonic the Hedgehog 2
Platform: Sega CD
Developer: Sonic Team
Publisher: Sega
Released: September 8th, 1992 (JP/USA); March 16th, 1993 (EU)

View attachment 899991
Box art for Sonic The Hedgehog 2​

Sonic the Hedgehog 2 is the sequel to the Genesis/Mega Drive hit Sonic the Hedgehog, released exclusively for the Sega CD add-on. It has a mix of elements from both OTL’s Sonic 2 and Sonic CD, stemming from the two development teams being combined. The level design leans a bit more towards the exploration of Sonic CD, but it still ramps up the speed of things compared to Sonic 1. A great example of the improved level design compared to Sonic CD is how you access special stages, which works much like time travel in that game (Sonic must pass a special sign and then reach top speed). Higher paths in a level are overall more difficult, but will reward players with spots that potentially automate the process of getting into the UFO special stage. Lower paths, while easier, will require players to put in more effort to reach the special stage. The half-pipe special stage from OTL Sonic 2 is accessed by reaching checkpoints with 25 rings and hopping into the sparkling circle, but it doesn’t reward a chaos emerald anymore. Instead, it’s a bonus stage that gives a different prize depending on how many ring quotas you’re able to meet (like a shield, extra life, or a continue).

Sonic himself has some brand new moves to aid him in his new adventure. The spin dash will let him charge up speed by holding down and mashing jump, curling into a ball and tearing through enemies. There’s also the super peel out, which is done by holding up instead. It lets Sonic accelerate to his top speed faster than the spin dash would, at the cost of being vulnerable to enemies, so there’s a real risk vs. reward element involved with its use. And of course, you can’t forget about Sonic’s new sidekick, Miles “Tails” Prower, a twin-tailed fox who follows alongside him. He can still defeat badniks, collect rings, break monitors, fly, doggy paddle, and even be controlled using a second controller, but the higher specs of the Sega CD means that his AI is a bit more advanced than it was in our timeline, so he’s slightly more helpful here.

In regards to other enhancements the Sega CD allows for, the graphics are a tad more colorful in this timeline. The cut additional frames of animation for Sonic seen in OTL prototypes are properly used here thanks to the additional storage space of CD’s, and other sprites have more animation frames too. Sprite rotation and scaling effects are used frequently as well, just like in Sonic CD. All of the game’s music tracks are in CD quality, composed by Masato Nakamura from the J-pop band Dreams Come True. Therefore, Sega of America didn’t feel the need to replace the soundtrack with songs that better appealed to American audiences like with OTL’s Sonic CD. More zones are featured in the game, and there’s a save select screen similar to the one from Sonic 3 due to the increased length. Although an animated FMV intro cutscene was originally planned for the game, it had to be cut due to time constraints.

TTL's version of Sonic 2 has music that more closely resembles the demo tapes made by Nakamura, which you can listen to in this video.

Sonic 2 picks up right where Sonic 1 left off: after his defeat by Sonic and losing the Chaos Emeralds in the first game, Dr. Eggman decides to set his sights on another method for world domination: the Time Stones would allow him to travel back in time and alter the very course of history. He gets to work searching all over the world for these ancient relics, and also builds a new badnik named "Metal Sonic" who is meant to serve as a counter to his arch-nemesis. Unbeknownst to the doctor, Sonic has been watching him closely, and with his new friend Tails, sets out to stop Eggman. The duo chase Eggman through Emerald Hill, Ocean Wind, Wooden Wonderland, Sand Shower, and Metropolis Zone before Eggman reveals that he's collected all 7 Time Stones, and uses them to travel back in time. Sonic and Tails travel with him, being caught in the radius of the blast of energy that the Time Stones released…[1]

Now that they're in the past, our heroes pass through Tropical Plant (basically Palmtree Panic), Hilltop, Crystal Lake, and finally, Mystic Cave Zone. The world map then shows a large temple rising out of a lake in the middle of the world. This temple is the Hidden Palace, and was the original resting spot of the Chaos Emeralds before they were scattered over time. Act 1 ends with Eggman snatching them up, and combines their power with the Time Stones to radically alter the flow of history. Hidden Palace Act 2 begins with the Palace being flooded, and Sonic and Tails have to make a mad dash out.[2] But not only was the Hidden Palace flooded, the entire world was! It is at this point in the game that the UFO special stages can be accessed, which you get to in a similar manner to how time travel worked in Sonic CD.

After escaping from Hidden Palace, Sonic and Tails are warped to an altered version of the present. Emerald Hill is now a desert called Dust Hill, Ocean Wind is now the dangerous Oil Ocean, Wooden Wonderland has become the snowy Wintry Peaks, and Sand Shower was mined out to become Quartz Quadrant. After those four locations, the heroes arrive in Grand Metropolis, where Eggman reveals that altering the present was only one part of his plan. He uses the Time Stones to bring Sonic and Tails to the future, where Eggman has conquered the entire world...

Dust Hill has been converted into Metallic Madness, Oil Ocean is now the toxic Chemical Plant, Wintry Peaks is the glitzy Casino Night, and Quartz Quadrant has morphed into Wacky Workbench. As for Grand Metropolis, it's been renamed to Robotnik City Zone (Eggman City Zone in Japan.) After Robotnik City Act 2, Eggman flees to his flying fortress, and Tails hijacks a nearby plane to go after him (Sky Chase). Winged Fortress is the final zone of the game, so the Death Egg and Super Sonic actually don’t appear until Sonic 3. The fight with Silver Sonic is replaced with a battle against Metal Sonic.

After defeating Eggman and his Egg-Robo, there are two endings to the game. If the player didn't collect all 7 Time Stones, then Sonic and Tails are returned to the Ruined Present. While the future is bright, the past isn't, and Sonic and Tails have to readjust to their new world. However, if all 7 Time Stones were collected, the Sonic and Tails use their power to revert all of the damage that Eggman caused, and go back to the Original Present. This is the canon ending to the game, and will lead into Sonic the Hedgehog 3.

Amy Rose also makes her debut in this game, following Sonic around like a fan girl, and that's how she ends up in the other time periods (getting caught in the radius of the Time Stone's power.) She shows up in some end of act and end of zone cutscenes, trying to make advances on Sonic. Metal Sonic still kidnaps her at a point in the game, and you save her from him in a race. Although Sonic is annoyed by Amy's romantic advances, he's impressed by her sheer persistence and ability to catch up to him and Tails. When Metal Sonic tries to snag her a second time, she pulls out her Piko Piko Hammer to wallop him instead. She might just be a useful asset to Sonic whenever Eggman comes up with a new scheme…

Sonic 2 is received just as well as it was in OTL, if not better. It takes everything that made Sonic 1 a hit and expanded on it, with bigger levels and faster speeds. It’s a truly great game, and it seems as though Sonic’s popularity isn’t going away any time soon. Due to higher adoption of the Mega CD in Japan, Sonic 2 actually does decently well sales-wise over there, ultimately outselling Sonic 1 in the region. As previously mentioned, while launch day sales aren’t quite as high as they were in OTL, sales quickly ramp up over time as more people purchase the Sega CD.

Footnotes:
[1] Something that should be noted is that after each zone, a world map displaying the location of the player and the current time period is shown as the game loads the next level. In fact, this world map is not too dissimilar to the world map featured in the 8-bit Sonic 1.
[2] It’s a lot like that fire chase scene from the ROM hack Sonic Boom, but with water and it’s nowhere near as difficult.


The next chapter is a bit of a catch-all for some miscellaneous games released in 1992. See you then!
That's good that the Sega CD is off to a good start.
 
May I ask what happens to the Game Gear version of Sonic 2 ITTL? Does the original game being larger in scope than IOTL thanks to the power of the Sega Mega-CD mean that the GG version is instead scrapped and reworked into a entirely new Sonic game for the portable system?
 
May I ask what happens to the Game Gear version of Sonic 2 ITTL? Does the original game being larger in scope than IOTL thanks to the power of the Sega Mega-CD mean that the GG version is instead scrapped and reworked into a entirely new Sonic game for the portable system?
Those were secondary games , meaning Sega might just tell aspect to do a sequel to the previous sms/GG game
 
May I ask what happens to the Game Gear version of Sonic 2 ITTL? Does the original game being larger in scope than IOTL thanks to the power of the Sega Mega-CD mean that the GG version is instead scrapped and reworked into a entirely new Sonic game for the portable system?
Unlike 8-bit Sonic 1, which actually took a number of zones and the plot of 16-bit Sonic 1, OTL's 8-bit Sonic 2 was doing more of its own thing compared to the Genesis game. They're only related nominally. So I don't think 8-bit Sonic 2 is any different in TTL compared to OTL, aside from slight butterflies. It was also developed by a different group of people than 8-bit Sonic 1.
 
Unlike 8-bit Sonic 1, which actually took a number of zones and the plot of 16-bit Sonic 1, OTL's 8-bit Sonic 2 was doing more of its own thing compared to the Genesis game. They're only related nominally. So I don't think 8-bit Sonic 2 is any different in TTL compared to OTL, aside from slight butterflies. It was also developed by a different group of people than 8-bit Sonic 1.
Yeah those were filler games,even ancient was surprised when Sega passes on them just to keep cost low
 
Unlike 8-bit Sonic 1, which actually took a number of zones and the plot of 16-bit Sonic 1, OTL's 8-bit Sonic 2 was doing more of its own thing compared to the Genesis game. They're only related nominally. So I don't think 8-bit Sonic 2 is any different in TTL compared to OTL, aside from slight butterflies. It was also developed by a different group of people than 8-bit Sonic 1.
I like that one, I wonder who makes the Game Gear Sonic 2 ITTL.
 
OK, me replying here is long overdue. (I really did mean to join the thread properly sooner. I'd already started drafting a reply before…, but then my laptop decided a good time to crash was right in the middle of me doing that, which was…mildly/non-trivially demoralizing. Lesson learned by way of a refresher course drilling it into my head yet again; I'm keeping long posts' and replies' drafts synced manually in text files as local backups now. I've only just come back to collecting my thoughts again recently.) Apologies, this is another of my (infamous? — have they gained that status yet, ha-ha? 🤷‍♂️) long, sprawling multi-replies.
  • Some of these responses are in order, or at least roughly so;
  • some other responses start out in order but then immediately continue on with further responses to later posts about the same topic or in the same thread of conversation; and
  • some other further responses just come up when I've thought of them and aren't exactly in order.
All right, now that I've ironed that out some, the following should hopefully cover everything I wanted to comment on here in this thread so far for now.

“The Super Nintendo’s CPU had been a major point of contention between Nintendo and Philips during development. The console that Philips was developing before Nintendo sought us out was going to use a 15 MHz Motorola 68000, but some people at Nintendo (including Shigeru Miyamoto) wanted to use a 3.58 MHz 65C816 processor, since it was a 16-bit version of the 6502 used on the NES. Ultimately, Philips convinced Nintendo that a faster chip would help with the implementation of a CD-ROM peripheral later on. The compromise we made was that the SNES would use a 10 MHz 68000, and Philips would help familiarize Nintendo with the architecture. Some people got a port of Super Mario Bros. 3 running on the SNES fairly quickly,
Huh. Somehow, I kind of didn't expect as significant of a difference from our timeline in the form of a CPU change in console hardware that early on in the thread even though the part was available at the time. I'd wonder how the change in the SNES's bill of materials might affect its price. Later on in the thread, you give the same US launch price (of $199) for the SNES as it has in our timeline, though, so maybe this isn't anything to worry about?

Aside: I'd almost ask why an analogue to our timeline's SA-1 enhancement chip couldn't just exist early, but that may well be too much of a challenge for anyone to make happen in any thread. I can't find any information on who worked on the SA-1's design online anywhere so far.

The faster processor definitely helps the SNES a lot here, and Sega can't use "Blast Proceessing" as a gotcha in this timeline because of that.
If there was one company that had the biggest reaction towards the Super Famicom reveal, it was none other than Nintendo’s competitor, Sega. From the outside, nothing seemed amiss. But internally, Sega was quaking in their boots. Their 16-bit console, the Mega Drive, had only been out for a month at this point, and yet the Super Famicom would seemingly surpass it in every regard. Colors. Audio. Sprites. Even processor speed.[1]
[1] The one advantage the Sega Genesis had over the SNES in our timeline doesn't exist here.
OK, that's a very fair consideration which didn't come to mind for me at first, at least not entirely.

(I think an SNES with NES backwards compatibility, either built-in or through a small add-on that plugs into the SNES's cartridge slot — like the Sega Genesis's Power Base Adapter, which gave the console Master System backwards compatibility —, could be interesting, and that was even before I learned and knew about the canceled Famicom Adapter; see below. That's certainly outside the scope of this thread, though.)
regardless that's almost neo Geo speed
Nice!

Mr. Yamauchi was especially interested in Philips's mention of networking; it was a goal of his to eventually connect all of the Nintendo fans of Japan to each other,
Nintendo responded similarly when asked about a modem for the Super Famicom. Enix in particular was interested in the potential for a modem, wanting to make multiplayer games over a network. Unbeknownst to the public, both of these add-ons were in the very early stages of development in collaboration with Philips. However, the two companies wanted to show off the base console before announcing any accessories for it, believing the system should stand on its own first.
I look forward to seeing what you do in the networking/Internet area in this timeline.

(You've poked at this a little already; I'll leave specific comments in reply to those instances as appropriate later on.)

The showcase began with the announcement that the Super Famicom would NOT be backwards compatible with the original Famicom, at least not directly. The 10 MHz Motorola 68000 CPU was an entirely different architecture compared to the Famicom’s 6502-derivative. However, the Super Famicom would have an A/V input for a “Famicom Adapter,” a redesigned Famicom that uses the Super Famicom’s controllers and has A/V out.[1]
[1] Much like OTL, the “Famicom Adapter” will be scrapped and ultimately become the Famicom A/V and the top-loader NES.
yeah that adapter was such bizarre thing otl (but make sense for Japan,the lack av in NES)
Interesting little bit of history here. I wasn't aware of it before.

There'll be an SNES modem, … A link cable accessory (kinda like the PS1) isn't necessarily out of the cards either.
Nintendo and Philips did confirm they were working on a modem accessory; however, they had nothing to show off at the time.
We'll see how you end up making this work in this thread and how that ends up playing out with '90s modems, dial-up or otherwise, then, I guess; your take on this should be interesting.

(…Not that I don't want to take a stab at it myself over in my timeline, of course. It's just that making an online service have a user base of notable size this early on is kind of a tricky problem to wrangle. I'm interested in seeing your thoughts in this area; maybe they'll help me figure my direction out some, too.)

LAN capabilities are always fun to see, though.

Stephen Radosh… Having worked for Atari and Sega in the past,
I don't see much proof of this online, but it could potentially have had interesting implications in the (alternate) gaming history space if Radosh had worked on more titles, given the trajectory of his career with respect to where he's worked. Did you just get this from his interview with Game Informer and other sites' coverage of that, or did you have one or more other sources?

From his time in Japan so far, Radosh had noticed quite a number of games that hadn't made the jump to the West. Some of that was because they dealt with Japanese culture or history very heavily. There were things that only the Japanese really enjoyed. Radosh had never even heard of things like Shogi until coming over to work with Nintendo.
It's always great to see timelines where this is alleviated, more Japanese titles get localized for Western release earlier on, and more cultural exchange happens earlier, too, and not just limited to gaming.

Philips and Ape, Inc. will be forming a good working relationship with each other as time goes on. From the research I've done, while Philips did have internal development studios (one in France and another in the Netherlands,) they ended up outsourcing development to other studios a lot more. That's what happened with the CD-i Nintendo games in OTL. The potential butterflies actually become really big once you remember what happened to Ape, Inc. in our timeline...
Butterflying Ape, Inc. having to shut its doors, then Creatures, Inc. forming soon afterward only to get stuck mostly as a support studio and working on 3-D and CG modeling for the Pokémon games? Let's see what Ape's staff can come up with!

Otl Phillips did invest in a local partnership in Japan with Yamaha and Pony Canyon(Publisher ,music label and talent agency),
Hmm, very interesting... also, not only does the game that you linked look pretty odd, it's seemingly lost media! Would really love to look into it more, but ah, what can you do...
Yeah that game is ultra rare, that's the only footage online and i got lucky it still up, i used to track about JIM AND seems did was a Phillips 'first party' effort.
Nods. I'd added that title to my WIP SNES/SNES-CD game list for Minus World: New Game Plus already:

  • Cyber Soldier Sharaku

    (Notes:
    • [Minus World: New Game Plus's] version of the title is a much better, more fleshed-out game. In [that] timeline, the game is an anime-esque stylized action-adventure beat-'em-up platformer with at least some RPG elements, as opposed to a simple point-and-click adventure like in our timeline.
    • The protagonist Sharaku's main weapon is a bō staff or variant thereof. They don't start out with it, however.)

They also collaborated with Jupiter on the Mario Picross spin-offs, and expect more of that series to come over to the West. This totally isn't just me fulfilling a self-indulgent desire to see Mario's Super Picross actually be localized because I'm a really big picross fan, no siree!
I'm right there with you! Fills in and crosses out all the squares.

I'm definitely also a fan of Jim Henson living longer in this timeline.

Could Henson Star Fox actually happen
As for a Henson-Star Fox collaboration, I have something in mind, though it'll play out differently than in P2S. Star Fox 1 will be a cartridge game here, so there won't be any FMV's in it.
Variety is good. Let's wait and see what you have in mind.

Years later in the 2000’s, Sega would release this prototype as part of a Sonic anniversary collection[1], and fans would rip this prototype and dig into it to find out even more about Sonic’s first ever appearance.
[1] Something Sega wanted to do with Gems Collection in OTL, but they quite literally lost the ROM for it. Yuji Naka ends up keeping a backup of the prototype here, and so it actually gets released!
So, the Tokyo Toy Show Sonic 1 prototype is preserved
I like it when more game preservation happens, too, both in timelines and in real life, plus prototypes can have all sorts of goodies to mine for in them.

As someone who is very concerned with the preservation of video games, this was a small change I wanted to make. Expect more interesting stuff to be found in this timeline.
I approve!

A "bonus" chapter I want to make at some point are in-universe snippets from The Cutting Room Floor, which is a site that deals with unused content in video games and prototypes. Though that's way off in the future from now. (Side note, I've actually edited a bunch of articles on there and have even started a few pages, so I have a pretty good grasp on the wiki's editing style.)
Ooh, that should be fun once you get to it!

But their second announcement was much more unexpected. Sega announced that they were partnering with the electronics giant Sony to develop a CD-ROM add-on for the Mega Drive. And it didn’t just give the system the ability to read CD’s like the PC Engine CD-ROM2 did; no, it greatly increased the capabilities of the Mega Drive, and would allow for even more arcade-accurate ports. It would even increase the system’s output resolution to allow for full-motion video that filled that entire screen. It would turn the Mega Drive into a real beast once it came out in Japan in 1991.

Sega of Japan had initially wanted to keep the add-on a big secret from the public, and weren’t going to show off the add-on at TGS 1990 at first. However, an incident regarding Sony engineer Ken Kutaragi caused them to switch gears completely. You see, he had scheduled an introductory meeting of him and the new Sony Computer Entertainment of America with Sega of America, assuming that they knew about the Mega-CD add-on. After all, why wouldn’t Sega of Japan tell the branch that was succeeding the most about their upcoming hardware?

They did not.

And the confusion of Sega of America’s executives quickly turned to anger, especially for their new president, Tom Kalinske. He was (rightfully) pissed off that SoJ would keep such important details a secret from him and his branch, and began to question why he even took this job in the first place. Even Sony’s Japanese branch backed him up, stating that if the two companies wanted the add-on to succeed, they needed a substantial amount of hype, and that required being more open about the Mega-CD. To quote Ken Kutaragi himself, “Sega of Japan slowly became more and more jealous of their American counterpart. But I told them that if we wanted to beat out Nintendo, we’d all need to put one foot forward, and not bicker amongst ourselves.” Sega of Japan relented, and the device was shown off at TGS. Sega would also communicate more with their other branches as a result of this incident.
Sony chews out Sega and tells them to keep their act together,
Sony is starting to become a sort of mediator between Sega's two branches, especially since this is around the time that tensions between the two truly began in OTL (peaking once the Saturn came around.)
Good, getting the friction between Sega Japan and America reduced and ironed out should help. It's also good that the goof Ken Kutaragi made was behind closed doors and had a positive effect.

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.
It's a lot better than either of those. Not perfect, but pretty good.
That seemed like a safe assumption to make to me; Nintendo and Philips definitely wouldn't want one of their early showcase SNES-CD titles to be a poor gameplay experience.

Silicon Beach’s popular Macintosh title Dark Castle,
Hmm, I wonder how frequently Nintendo hardware will see releases of ports of Mac games, at least from the Classic Mac OS era. Will this affect any of their creators' profits any? If so, by how much?

[2] All early CD-i titles in our timeline.
Still, it sets precedent. Whether it starts any kind of trend, or for how long, is something that we'll have to wait and see.

(I'd enjoy seeing it happen, but that's just me. Even running on bare metal without an OS underneath*, sSharing a processor architecture helps, I'm sure.)

* Oh, wait, that's right, the SNES-CD does have a full-blown OS!

Operating System: CD-RTOS (Compact Disc Real Time Operating System) - based on Microware OS-9

Now that I recall, this is also the OS that the Philips CD-i ran in our timeline, hence its appearance here.

Konami’s Gradius III ran very nicely on the Super Famicom, as did Irem’s R-Type II and Jaleco’s Big Run.
Nice to see that confirmed. As was mentioned to bring it up for discussion here in this thread before, Gradius in particular had performance issues on our timeline's SNES, as I recall/IIRC.

All About Gradius III
Platform: SNES
Developer: Konami
Publisher: Konami
Released: December 21st, 1990 (JP); August 23rd, 1991 (NA); April 11th, 1992 (EU)

Gradius III is a port of the arcade shoot ‘em up to the SNES. Thanks to the Super Nintendo using a faster 10 MHz processor here, Gradius III doesn’t suffer nearly as badly from the immense slowdown that it does in OTL.[3] Slowdown does still occur, but only on rare occasions. For that reason, Gradius III reviews a lot better and is considered a more faithful port than it was in our timeline.
[3] While there is a ROM hack that fixes the slowdown in OTL, it makes use of the SA-1 enhancement chip to solve the problem. Coincidentally, the SA-1 is clocked at 10.74 MHz, so I think the game’s slowdown was caused less by bad programming and more by the SNES’s slow processor.

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.
Good; this is an obvious opportunity I naturally didn't think you'd miss taking full advantage of.

Mario Takes America, the least mentioned out of the CD-i Mario games, will be completed and get an actual release.
Oh, nice! That managed to fly under my radar as something that (could've) existed, somehow.

Quick question, what will happen to Hotel Mario, …
Hotel Mario is butterflied, as Shigeru Miyamoto convinces Stephen Radosh to instead make it an original IP.
Yeah, this game really does work better as a stand-alone title. Being made as an original work is probably the best outcome one could hope for with it if it still exists in a timeline instead of getting butterflied away entirely, as long as the few issues with its gameplay are patched up and it's given a lot more variety in its puzzle layouts and gimmicks.

[We’re in a dimly lit hotel room when a tentacle inputs a phone number and grasps the phone. It then cuts to a woman working at the hotel’s reception desk, who picks up the phone.]
Woman: “Hello, what can I do for you?”
[Cut back to hotel room.]
Monster, in a seductive female voice: “Yes, room service? I’d like to order today’s special. Bring it to room 114, and make sure to send your CUTEST bellboy!”
Receptionist: “Alright, I’ll send it right away!”
[She then hangs up the phone, and we cut to a nervous bellboy who’s pushing a cart with food on it. He gets to room 114, and knocks on the door.]
Monster, from inside: “Ooh, yes, finally! I’m quite famished…” [She then opens the door, revealing her to be an octopus-like creature.] “...and you look like the perfect snack!” [The monster licks her lips.]
Bellboy: “AAAAAAAAH!” [As he screams, the camera zooms in on the bellboy from the top.]
Narrator: In this hotel, the clientele is anything BUT normal.
[The monster is now on her bed, and is seen burping up the bellboy’s hat, having eaten him.]
Narrator: Hotel Fever. Only for Super Nintendo Entertainment System.
[A variant of the Philips Interactive Media logo jingle plays, where instead of a CD it’s a cartridge being inserted on top of a box. This would be used for all of Philips’s base SNES releases, and the OTL 1991-95 logo would be used for SNES-CD releases.]
- a TV commercial for Hotel Fever.

All About Hotel Fever
Platform: SNES
Developer: Philips Interactive Media
Publisher: Philips Interactive Media
Released: November 8th, 1991 (NA); April 11th, 1992 (EU)

Hotel Fever is an arcadey puzzle game developed by Philips Interactive Media, and TTL’s equivalent to Hotel Mario. As a cartridge title, it doesn’t feature any of the FMV animated cutscenes or voice acting from the OTL game. Conceptualized by Stephen Radosh, the game was originally pitched to Shigeru Miyamoto as a Mario title once Super Mario World wrapped up development. However, Miyamoto believed that Radosh’s idea would work better as its own thing, and so the Mario elements were dropped. You play as Porter, an anxiety-ridden bellboy who signs up for a job at the Münster Hotel, not knowing that it’s really the Monster Hotel and that its patrons are out to get him. In two-player mode, player 1 wears red, while player 2 wears blue. There is a “story mode” like in Hotel Mario, but there’s also an endless mode with randomized level layouts. The removed Mario connection also affected the gameplay: Porter can’t jump on enemies in Hotel Fever, but he does have a melee attack, so he isn’t completely defenseless[1].

The main gameplay loop is the same as in Hotel Mario; players must close all of the doors in a level, while enemies are coming out of open doors and reopening closed ones. However, thanks to the SNES’s superior hardware compared to the CD-i, additional complexity was added to the game that had to be left out in OTL. Every 5 levels in endless mode, you get to play a bonus round where you must grab 10 coins strewn about the stage while under a time limit (similar to the bonus rounds from Mario Bros.). The gameplay is faster, and some levels have luggage carts that Porter can ride on to barrel through enemies and reach the other side of a floor quickly. Water spills are slippery not just to Porter, but also the monsters in the game. A fuzzy, electrified creature will head straight for elevators and cause one of them to go temporarily out of order, preventing Porter and other enemies from reaching certain floors for a short period of time. Stairwells have been added, which can’t go out of order like elevators, but they can only take up/down a floor at the same horizontal position (elevators can take you basically anywhere.)

Hotel Fever is Philips’s big holiday 1991 release, and has a much better reception than our timeline’s Hotel Mario. Reviewers enjoy the hectic gameplay and high replayability thanks to the endless mode, but there are some complaints about the difficulty in later stages, as sometimes the random layouts can be quite brutal. Overall, it received high 8’s from critics, and is a big success for Philips, selling over 2 million copies across the SNES’s lifespan. It does the best in Europe, where it was a launch title for the system. In the modern day, it’s remembered both for its addictive gameplay and goofy atmosphere.
This fits better as a Philips title to me. We're already seeing the benefit of Philips being a publisher on Nintendo's current (and future) platform(s).
Talk About the door door sequel we never got OTL, that must be a great start for phillips, to see what videogames are about(and enix wondering why they never remade Door Door,XD)
…Now that you bring it up again, that's still an apt comparison. (You've mentioned this before at least the one time elsewhere, as I remember.)
Fun Fact, Hotel Mario is just a reworked version of Enix's Classic game Door Door. In fact, that's why the gameplay itself is decent, the rest was rushed to use the Mario license Nintendo granted to Phillips

I think Hotel Mario is a game with a great foundation…
…That TV Tropes's YMMV ('Your Mileage May Vary) page for the game has the following to say about said gameplay certainly says something, I guess:
  • So Bad, It's Good: While the gameplay is somewhat decent (though a little boring), …
  • So Okay, It's Average: Aside from minor issues such as getting hit by enemies on a different floor from you, the gameplay overall is inoffensive, and fairly playable, though lacking the depth and progression of most other Mario games.

…that was limited by the console it was on. …
limited by not just the CD-i's bad hardware (it lacked a dedicated GPU/PPU, meaning that 15 MHz 68k had to do almost all of the graphics heavy-lifting), …
Ooh, oof, yuck. Yeah, now that's a death sentence for a video game console, right there.

…Sure, people always joke about the cheesy, crusty cutscenes, …
It doesn't look like there was too high of a budget for them. That the game has a whole separate TV Tropes Memes page speaks for itself.

…Hmm. (This is by no means an endorsement of our timeline's Hotel Mario from me, but:) I wonder if a few pieces of this content, namely those that don't need much adaptation out of their context from our timeline, could re-appear in original scenes/episodes for the Super Mario Bros. Super Show in this timeline and/or other 'successful Nintendo-Philips SNES-CD' timeline threads? Of the lines from the game, the following could possibly still fit the best without many changes:

Luigi said:
I hope she made lotsa spaghetti!
This could work in a more generic context if changed to something like, "I hope there's lotsa spaghetti!"

Mario said:
We gotta find the princess!
A line like this, or perhaps even this line verbatim, likely already saw use in the Super Mario Bros. Super Show at least once.

Luigi, to Mario: Ya bring a light?
Mario: NO.
This pair of lines could easily see use in any dark area, eve/especially a cave like Larry( Koopa)'s Cave Hotel in Hotel Mario in our timeline, or simply just on a really dark night.

If he ever encounters enemies perched in the sky on clouds he has to use as platforms:
Mario said:
Hey, you! Get offa my cloud!

Exhaustedly exasperated Mario said:
It's been one of those days…

If he finds something that he, and potentially also Mario, has/have been looking for:
Luigi said:
Over there!

…but the actual gameplay is pretty decent, if a bit slow.
  1. (See above.)
  2. Bumping gameplay speed up a bit like you say it has been in this timeline; patching up, as I said earlier,
    the few issues with its gameplay[;]
    giving it
    a lot more variety in its puzzle layouts and gimmicks[;]
    and making the game less repetitive over all should help.
  3. Hotel Fever being a cartridge game for the base-level SNES instead of a CD game for the add-on does the game a favor in this timeline and helps set expectations for it better. Players are right:
    • to expect more expansive games on higher-capacity media, especially when said media is also paired with an increase in overall hardware specs.
    • not to want to see an arcade(-style) game on CD-capable hardware from what's supposed to be a high-profile publisher.

[1] Matter of fact, in OTL, Hotel Mario didn’t even have any jumping at first. However, the daughter of a developer, named Hollie, was playtesting Hotel Mario and thought it was weird how you couldn’t jump in a Mario game. Her contribution led to her getting a spot in the credits as “Play Consultant,” and an easter egg: with the CD-i’s clock set to February 17th, the “HERE WE GO” message displayed when starting a level will be replaced with “ITS HOLLIES BIRTHDAY”.
Huh; neat, another interesting piece of historical trivia that I didn't know. The last part is cute! You were likely also aware of this already as well, but I'll add it for minor additional context for others; TV Tropes notes:

  • Holiday Mode: If the CD-i's clock is set to a certain date, the "Here We Go" message will be replaced with a message relating to that holiday.
  • New Year Has Come: The "HERE WE GO" screen instead says "HAPPY NEW YEAR" on January 1.

So that level lead-in text got replaced for more well-known notable dates, too.

…, the Zelda CDi games, …
Faces of Evil and Wand of Gamelon are condensed into one title, featuring elements from both games as well as original ideas I have. Zelda's Adventure is butterflied completely.
  • Link: The Faces of Evil and Zelda: Wand of Gamelon were legitimately not good, even without the bad CD-i controller there was a lot of BS design elements. However, there are some fan remakes of them that actually alter a lot of the more questionable design choices. They're actually decent-ish Zelda games now! It's just that the potential was kind of squandered in our timeline. Again, giving them some additional polish could make them genuinely well-liked titles instead of the "exceptions to the rule" in terms of quality for their respective franchises.
Same thing applies to Link: The Faces of Evil and Zelda: The Wand of Gamelon …There are fan-made remasters of the Zelda duo to PC that add in some quality of life changes, and you know what? They're not half bad! Good, even!
It's a unique and interesting perspective and approach, for sure, and not one that many consider. I suspect (but can't prove) that most 'successful Nintendo-Philips SNES-CD' timelines, attempts at making them, and/or discussions of potential scenarios for them simply butterfly all of Zelda (and Mario) CD-i games away.

I won't ask for any sources for or links to the Zelda CD-i fan remasters, but are there any good let's-plays of them out there that you could recommend?

The guy who made them is now going on to make a spiritual successor to Faces of Evil/Wand of Gamelon called Arzette: The Jewel of Faramore, and it's supposed to come out next month. It's even got some of the voice actors from those two games and the background artist!
The trailer footage looks interesting, but I'm reserving my judgement on this game for now. Maybe we'll see a demo get released for it at some point?

…and the cdi as a whole?
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.
I genuinely think that the Nintendo CD-i games could've been good, even great games, but they were unfortunately locked to a badly designed system, and part of this timeline is exploring the idea of "What if Nintendo's CD-i games had been good?"
Again, a unique perspective and approach. Similarly to the above, I also suspect that most 'successful Nintendo-Philips SNES-CD' timelines simply butterfly the CD-i format and platform away entirely.

Earthbound
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.
This addition is a nice touch.

helps with making the RPG genre more popular in the West
The success of Earthbound upon its Western release caused Nintendo to pause and do a double take about what games they did - or didn’t - bring stateside. By all accounts, they thought Mother would’ve bombed in North America and Europe, but Philips was able to show them that with clever marketing, RPGs could succeed in the West. Perhaps there were other games in their backlog that they could bring over and have a successful release after all. Philips was also interested in bringing over some of Nintendo’s Japanese-only releases, as it would give them more experience with game development.
More RPGs coming West since they're more popular? Yes, please!

It's great to see some titles that were Japan-exclusive in our timeline get localized in this thread's timeline, too!

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.
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.
Wider variety in localizations is great to have.

I'll be doing things quite differently compared to P2S, though I will sneakily reference it from time to time (like Sharp i-Twin SNES-CD combo unit - surprised no one's picked up on that yet!)
(In mock consternation:) Why, you sneaky, cheeky little upstart…

No, I'm obviously just kidding. Well played.

(Also, thanks for reminding me of your list of potential SNES-CD combo units you posted over in my timeline. Makes a note to come back to that again later.)

Feel free to borrow any of my ideas from that if you like any of them and feel like they'd work out here, too, by the way. Things are still very slow-moving over there in that thread, but I'm certainly open to more cross-pollination with and inspiration from other gaming AH threads, including specifically 'successful Nintendo-Philips SNES-CD' ones, while still taking my own distinct approach, going forward.

Bringing these back to quote/reiterate goes without saying, though:
(Let's keep further discussion of each thread mostly contained to themselves, though.)
Agreed. Our works should be able to stand on their own.

Yeah all scenarios are very different from the device itself too,
Exactly!

I'll be making some in-universe game boxes
Those'll be cool; looking forward to them.

and is NEC, not NIC
(Thanks, fixed !)
NEC's ID on its page on MobyGames is 5722, but there's a separate MobyGames page for an 'NIC' here, and that company has its own separate on-site ID of 14807, so they must be two distinct companies, albeit easily confusable. I couldn't find any more information than that, however.

(Also, its target audience notwithstanding, it doesn't appear that the game Battle High School has any documentation online anywhere, so it's impossible to tell what plot elements it has.)

  • Heavy Nova
  • Sol-Feace
  • Nostalgia 1907
  • Earnest Evans
  • Wakusei Woodstock: Funky Horror Band
  • Tenka Fubu: Eiyuutachi no Houkou
I take it that none of these games are too different from how they were in our timeline and that that's why you didn't see a need to describe them?

Stephen Radosh began looking through Nintendo’s library of games to see what could work best. The first one that caught his eye was a little game from 1984 called Devil World. It had actually seen a European release in 1987, but never a North American one. It was a maze game, kinda like Pac-Man, and was designed by Nintendo all-stars Shigeru Miyamoto and Takashi Tezuka. But as you might expect from a game named Devil World, there’s a lot of religious imagery in the game, something that Nintendo of America wanted no part of at the time. So that one was a no-go.
…I'm honestly dumbfounded that this game got made by a prominent developer and publisher at all, let alone published anywhere — and by Nintendo, of all companies.

The next game that really piqued [Stephen Radosh's] interest, however, was one entitled Nazo no Murasame Jō; translated into English, it means “The Mysterious Murasame Castle.” Released in 1986 for the Famicom Disk System and developed by the same team who made The Legend of Zelda, you play as Takamaru, a samurai who must defeat the villainous Murasame, who has taken over the four neighboring castles while remaining at his own. The game played like a more linear version of Zelda, with plenty of secrets that lead to dead ends as you made your approach towards the castles or inside of them. There’s even a score display! But Murasame was also hard - damn hard, but the save feature and unlimited continues made it more forgiving.

Nintendo had originally decided against releasing the game internationally due to it being “too Japanese,” but since 1986, ninjas and samurai had seen a massive rise in popularity outside of Japan thanks to the Teenage Mutant Ninja Turtles (and, once 1993 rolled around, Mighty Morphin’ Power Rangers.) Surely the game could work well overseas now, right? However, by this point in time, the NES/Famicom was starting to begin its decline, and Philips wanted to focus their efforts solely on the SNES(-CD), so localizing a 6 year-old NES game was out of the question. Instead, it would be better if they made a part-remake, part-sequel to the FDS game for the Super Nintendo[2]; that way, they could introduce the franchise to international players, while also giving Japanese fans something new to play.

And so, development began on Return to Murasame Castle, released internationally as simply The Mysterious Murasame Castle.
[2] Basically, they take the Fire Emblem: Mystery of the Emblem approach, where the first half is the original game and the second half is a brand-new story taking place after it.
This is a definite win for this timeline.

That's a great Idea, bringing the first part internationally and the sequel to expand, plus give an extra meaning to the super version of the game
Agreed! The approach is unique to this thread, at least so far.

The Legend of Zelda: A Link to the Past
there is one fairly major alteration to the game’s plot: rather than there being seven total sages (six maidens + Zelda), there are eight sages in total (seven maidens + Zelda). Beating Turtle Rock has you freeing the 7th maiden, rather than Zelda like in OTL. Ganon’s Tower is a maiden dungeon, and after defeating Agahnim for a second time, Ganon flies off in his bat form, Princess Zelda is freed, and a door at the top of the boss fight room opens. This new room features an octagonal pattern on the ground, with the 7 maidens plus Princess Zelda standing on each of the corners. The maidens and Zelda will then use their magic to open a portal to the Pyramid of Power in the center of the octagon, and the final confrontation with Ganon can now begin.[2]
[2] This is based on early plot drafts for the game found in the Gigaleak. Expect this change to the number of sages to influence future Zelda games, as well…
Taking the 'eighth heroine' approach here, I see.

  • The Lantern item has an additional use aside from lighting up torches and giving you a cone of vision in dark areas: it can burn down bushes and grass in the overworld, much like the Red/Blue Candles could in Zelda I. However, the fire will spread to nearby bushes and/or grass, almost like starting a wildfire. This isn’t required by the game at any point, but it is a great way to clear out a bunch of bushes or grass fairly quickly.
I enjoy doing this in The Minish Cap; nice backport.

  • A woodcutter NPC has been added to the northwest corner of Kakariko. Normally, he just says some flavor text while cutting his log of wood, but after defeating Agahnim for the first time, he has run out of wood to cut and remarks on how he hasn’t heard from the lumberjack twins in a while. This is meant to serve as a hint to go over to the lumberjacks’ house and charge into the tree they were cutting with the Pegasus Boots. Upon falling down the hole, you’ll find the twins, and they’ll thank Link for rescuing them by giving him a Heart Piece. Leaving the area will then show the two of them cutting a different tree, and the woodcutter goes back to cutting logs.
This is a nice small quality-of-life improvement for that side event; that clearing can be easy to forget to go back to.

Zelda’s Quest, released for the SNES-CD in 1994[4]
[4] TTL’s Faces of Evil/Wand of Gamelon.
  • It's interesting that, even though no analogue to Zelda's Adventure exists in this timeline, it still gets a(n) (unrecognized/phantom/orphaned) nod in the title for Zelda's Quest here. It's a cute little development gag out-of-universe!
  • You'll obviously saving the finer details about this title for when this thread reaches (the right point in) 1994, but I'll look forward to seeing them then.

The two can be considered “sister games,” as they take place at the same time and focus on Link and Zelda, respectively.
Early playable Zelda? Very nice! We haven't even gotten to experience that properly yet IRL., as is common knowledge

I wonder what consequences her journey will have? Maybe they'll affect overall series lore more, but I guess we'll see.

The Three Worlds Saga would then be capped off with The Legend of Zelda: A Link Between Worlds, released in 1995 for SNES-CD and expanding even further on the top-down Zelda formula[5].
[5] Despite sharing a name with the OTL 3DS game, I can assure you that TTL’s ALBW has very little to do with it. It’s just a name that fits very well with what I want to do with this era of Zelda.
This is something else to wait and see about, then.

The fact that SNES-CD got two Zelda titles is big and the franchise will be in a far different place before the first 3D TITLE TOO, the franchise is already heading into a very different direction
I'd say so!

Because Earthbound had made RPG’s more mainstream in the West, and it featured a fair bit of difficulty, Square found little reason to make a dumbed-down, easier version of Final Fantasy IV for Americans, and so the American Final Fantasy II features all of the spells, abilities, and items removed from OTL’s Final Fantasy II. However, certain balancing changes like item attributes and decreased spell costs from OTL still remain, as does the expanded training room and quality of life changes.
Yay!

Square’s change in sentiment towards the American market also butterflies Final Fantasy Mystic Quest
Awww.

To fill in the gap in their release schedule caused by Final Fantasy Mystic Quest being butterflied, Square decides to localize their other RPG named Romancing SaGa,
Score!

which is retitled Mystic SaGa internationally upon its release in late 1992.
This change to the title gives a different sort of nuance in character to it, but that likely helps marketing and sales overseas.

While Nintendo didn’t have the celebrity guests that Sega employed, they did have something unique at their pavilion called Mario In Real Time, or MIRT for short. Powered by a Silicon Graphics workstation, a 3D model of Mario’s head would be overlaid on top of footage, and Mario’s expression would mimic that of a real person using special face tracking hardware. Cameras scattered around Nintendo’s booths would allow a human operator to see and interact with guests, bringing Mario to life in a way never seen before. That human operator was a man named Marc Graue, who got the role after Philips recommended the voice acting studio he was a part of to Nintendo.[4] This was Marc Graue’s first role as the voice of Mario, and would make his in-game debut as Mario[5] with some short voice clips in 1993’s Super Mario Vortex, before having much longer, full sentences of dialogue in the 1994 game Mario Takes America. Marc Graue still voices Mario and Luigi as of 2023.
[4] Charles Martinet getting the role of Mario was largely a fluke in OTL. He accidentally crashed the auditions for MIRT that Nintendo was doing right at the end! But his take on Mario’s voice was so different that his audition reel was the only one that was sent to Japan.
[5] OTL, Marc Graue did the voice of Mario, Luigi, and Bowser in Hotel Mario, and got his job there through similar means as he did ITTL. Now, I know what you might be thinking: “But Lario, the voice acting in Hotel Mario sucks!” That game was rushed out the door once Wacky Worlds was canceled, and Marc Graue is a legitimate voice actor, having done work for Fallout and many other projects in OTL. So without being rushed and getting some time to get comfortable in the role, I think he’d make a mighty fine Mario and Luigi. But Graue as Mario will have some big effects on the series as a whole. Martinet’s take on his voice was a big influence on the way Mario has been characterized since 64, and Graue’s Italian American Mario voice will push Mario in a bit of a different direction compared to the stereotypical Italian accent Charles did.
This is a bold move.

Super Nintendo Entertainment System CD
All of the additional RAM is inside the add-on itself due to the way the expansion port was designed in this timeline, so no HANDS cartridge is necessary.
I was wondering how this would get handled. Did you come up with this independently before or borrow it from me? Either way, this is good.

SRAM: External Memory Pak that plugs into SNES cartridge slot - a 64 KB version is available at launch and bundled with the system, 128 KB and 256 KB versions made available later on as a separate purchase
However, you will more than likely have a cartridge inserted into the cartridge slot: a Memory Pak, used for storing game save data. At launch, one 64kb Memory Pak is included with every system, and can also be purchased separately. A 128kb version appears in 1993 in Japan/1994 internationally, and a 256kb option is made available in 1995.
That you repurpose the base SNES unit's cartridge slot instead of freeing it up entirely for this thread is interesting. No CD expansions to cartridge-based games here, then; I'll still be the first to use that idea, as far as I know right now. Thinking about it further, though, this makes it so this timeline's SNES-CD's Memory Pak could potentially serve as an early version of/analogue to/something like:
  • The memory packs for the Satellaview's application cartridge, BS-X: Sore wa Namae o Nusumareta Machi no Monogatari (BS-X: The Town Whose Name Was Stolen.)
  • The SNES Nintendo Power cartridge.
  • A combination of both, maybe?

(…I also wonder if anybody's going to be inspired by the Memory Pak and/or the Nintendo Power cartridge to do what would be the crazily brilliant act of making an SNES cartridge with a hard drive bay in it.)

not sharing a nametable with the base SNES hardware means that some interesting combined 2D and 3D effects could be pulled off. So while the SNES-CD is capable of some rudimentary 3D graphics, it can also produce some really beautiful 2D games.
This is a neat idea; I like it.

the CD-i format can interleave audio and video data on a single track, something that a Yellow Book CD-ROM can’t do.
Oh, I hadn't researched the details of the format in detail (just yet;) that's neat.

It also uses a file system similar to, but not compatible with, ISO 9660 (which you’re likely familiar with as the .iso file format.) For this reason, CD-i discs can only be read on CD-i players, meaning a standard PC disc drive will be unable to read the disc. Since the CD-i format had to be licensed from Philips, this was the system’s main deterrent against piracy[1].
[1] Though if you did manage to copy a CD-i disc, the system wouldn’t know any better. The process was just so frustratingly difficult to do in the 90’s that it worked as an anti-piracy measure.
  • That's one way to protect against piracy. Not very future-proof, though.
  • Why couldn't someone just 'dd' a CD-i's raw blocks across to a new disc image, then burn that?

Modem Pak[3]
[3] More on the Modem Pak later on.
I await details.

Ys I & II. [This] game was a port from the PC Engine CD-ROM2 to the SNES-CD, and would start a trend that would last throughout the rest of 1992. In Japan, most early SNES-CD releases were simply PC Engine CD ports,
Yeah,besides the usual SNES dual release, mostly early life games will come from PC engine CD or ports of computers games
Nods. Not unexpected.

and that resulted in Japanese adoption of the add-on to be slow.
The peripheral wouldn’t really start picking up steam until 1993, when new games that were designed with the hardware in mind would start getting released for it.
Yeah, a non-trivial subset of the consumer base would wait until the SNES-CD got enough original games of its own to make buying the add-on an enticing and viable market proposition for them. It's mildly unfortunate, but that's how adoption rates can and often do go for consoles whose software catalog overlaps with another. (This is usually with respect to a platform holder's own previous-generation hardware, but this is an instance where the overlap is cross-platform.)

And they really were remade - because the OTL SNES and NES shared the same architecture, the OTL game was mostly a port of the original games’ code, with the main changes being made to graphics routines, the quality-of-life features, and certain bug fixes (like the Minus World.)[5]
[5] This is a fact that was discovered not just through the source code found in the Gigaleak, but also certain bugs and some unused content left over from the NES games. SMB1’s Bullet Bill glitch (used in NES speedruns but will softlock the All-Stars version) and SMB3’s debug mode are the most notable examples.
That's this glitch, right?

Anyway, that's kind of funny. Ah, game development…

I'm also open to joining the PM thread, if you'll invite me. I might lurk, mostly, but maybe I'll think of something interesting; we'll see.

I do think "Super Mario vortex" sounds funny, but I'll have to see.
I agree, but maybe it has to do with a game mechanic? We'll learn more when SubparLario has details to share about the game.

"When you buy the Sega CD peripheral for Sega Genesis, it comes bundled with Sonic the Hedgehog 2 - at no additional cost!"
"Sonic 2 handles stubborn stains, embarrassing bald spots, no problem. It slices, dices, and even makes for a wonderful pizza cutter!" [Footage of someone using the disc to cut a pizza in half is shown.]
"But wait, you can play it too! This free Sonic 2 is a $49.99 value. It's the latest and greatest from Sega, at no additional charge!"
"Sonic 2 fits easily into any tackle box, made from a space age polymer plastic for years of family fun, and pets love it, too!" [There’s a cut to a dog catching the disc in mid air as though it were a Frisbee.]
"Buy any Sega CD peripheral or Sega Play Station combo unit and receive Sonic 2 for free! Act now!"
"Weiner dog sweater sold separately."
- a television commercial for Sonic 2, based on an OTL ad.
🤦‍♂️🤣

a little detail people forget,at least here would feel better than those got otl Sega CD or 32x...
Eh-heh

The next chapter is a bit of a catch-all for some miscellaneous games released in 1992. See you then!
Can't wait!
 
Huh. Somehow, I kind of didn't expect as significant of a difference from our timeline in the form of a CPU c
Unironically, OTL Nintendo did consider a MOTO68K at 12.5mhz as theSNES CPU, but something happened and they ended up with a CPU that was the evolution of the NES one. here as Phillips already have knowledge working on M68K for their CD devices, became something to use as a bridge for the future add-on.

take it that none of these games are too different from how they were in our timeline and that that's why you didn't see a need to describe them?
No major butterflies for SEGA, as they're on a distant third on japan, later on they might get more games thanks to having three CD based consoles.
 
Wow, that's quite a long reply! I'll do my best to respond parts of it.
Huh. Somehow, I kind of didn't expect as significant of a difference from our timeline in the form of a CPU change in console hardware that early on in the thread even though the part was available at the time. I'd wonder how the change in the SNES's bill of materials might affect its price. Later on in the thread, you give the same US launch price (of $199) for the SNES as it has in our timeline, though, so maybe this isn't anything to worry about?
As Nivek said, Nintendo themselves experimented with using a 68k in OTL, it's just that Philips's past experience with the architecture and using it as a bridge for the CD add-on that pushes Nintendo fully towards it.
I look forward to seeing what you do in the networking/Internet area in this timeline.
We'll see how you end up making this work in this thread and how that ends up playing out with '90s modems, dial-up or otherwise, then, I guess; your take on this should be interesting.
Yeah, it's definitely something I need to be careful with. I've only ever known a world where the internet exists, so I need to set my mind backwards and really understand what it was like back then.
I don't see much proof of this online, but it could potentially have had interesting implications in the (alternate) gaming history space if Radosh had worked on more titles, given the trajectory of his career with respect to where he's worked. Did you just get this from his interview with Game Informer and other sites' coverage of that, or did you have one or more other sources?
I got it from this interview with Radosh on gamesreviews.com.
Butterflying Ape, Inc. having to shut its doors, then Creatures, Inc. forming soon afterward only to get stuck mostly as a support studio and working on 3-D and CG modeling for the Pokémon games? Let's see what Ape's staff can come up with!
I see you've caught on to what I was implying!
I like it when more game preservation happens, too, both in timelines and in real life, plus prototypes can have all sorts of goodies to mine for in them.
Absolutely agree with you on that!
Ooh, that should be fun once you get to it!
I've developed the idea a little more in my spare time. It'll probably end up being a milestone post (like, as a celebration of 1000 posts or something.)
Hmm, I wonder how frequently Nintendo hardware will see releases of ports of Mac games, at least from the Classic Mac OS era. Will this affect any of their creators' profits any? If so, by how much?
To be fair, there weren't that many games exclusive to Classic MacOS as far as I'm aware. Even if a game started out as a Mac title, it would usually get released on other computer platforms later. Though I imagine the port job wouldn't be too difficult, as this is still the Motorola 68k era of the Macintosh (PowerPC isn't until 1994.)
Oh, nice! That managed to fly under my radar as something that (could've) existed, somehow.
With Wacky Worlds, we at least have that prototype to work with, but there isn't even footage or screenshots of Mario Takes America. All we know is a vague idea of what it was going to be about and play like. If you want something really obscure, there's also the CD-i Donkey Kong game. Literally all we know about it is that 1. it was in dvelopment at one point and 2. one guy who worked on the game. That's it.
It's a unique and interesting perspective and approach, for sure, and not one that many consider. I suspect (but can't prove) that most 'successful Nintendo-Philips SNES-CD' timelines, attempts at making them, and/or discussions of potential scenarios for them simply butterfly all of Zelda (and Mario) CD-i games away.

I won't ask for any sources for or links to the Zelda CD-i fan remasters, but are there any good let's-plays of them out there that you could recommend?
Vinesauce Vinny has stream highlights of both games on his main channel, and the uncut streams on the Fullsauce channel. I believe Projared has also played both of them on his Projared Plays! side channel. As for your other point...
Again, a unique perspective and approach. Similarly to the above, I also suspect that most 'successful Nintendo-Philips SNES-CD' timelines simply butterfly the CD-i format and platform away entirely.
I think it is unwise to completely toss aside the CD-i games (and especially the format with its audio-video interleaving) without recognizing that there are legitimate redeeming qualities to them. The developers wanted to make good games, but unfortunately, they were limited by the system they were on. So, had they been able to make games for a system that wasn't crap, I think they could've up with something really special.
I enjoy doing this in The Minish Cap; nice backport
T'was something actually planned for A Link to the Past in OTL, but had to be cut for whatever reason. I assume The Minish Cap may have been Nintendo/Capcom finally bringing the idea back after all these years.
  • It's interesting that, even though no analogue to Zelda's Adventure exists in this timeline, it still gets a(n) (unrecognized/phantom/orphaned) nod in the title for Zelda's Quest here. It's a cute little development gag out-of-universe!
  • You'll obviously saving the finer details about this title for when this thread reaches (the right point in) 1994, but I'll look forward to seeing them then.
That was actually the intention! Since Zelda's Adventure is a top-down game, it is naturally butterflied by the existence of TTL's A Link Between Worlds, so I wanted to at least reference it in a small way.
Early playable Zelda? Very nice! We haven't even gotten to experience that properly yet IRL., as is common knowledge

I wonder what consequences her journey will have? Maybe they'll affect overall series lore more, but I guess we'll see.
It'll definitely play into the story of A Link Between Worlds, yeah. And I'm sure it would affect Sheik in some way.
This change to the title gives a different sort of nuance in character to it, but that likely helps marketing and sales overseas.
To be fair, if you saw the name "Romancing SaGa" for a game and had no knowledge of the franchise, you might expect it to be a weird dating sim or something. Hence why I decided to alter the name for its Western release.
This is a bold move.
It's something that I kinda have to do, considering the exact circumstances that led to Martinet getting the job. Don't get me wrong, though; I absolutely LOVE his voicework as Mario. I was just as sad as everyone else when he announced he was stepping down from the role last year.
I was wondering how this would get handled. Did you come up with this independently before or borrow it from me? Either way, this is good.
Guilty as charged! It was something that I decided to borrow from you, though I added onto it with the Memory Pak implementation I came up with. Speaking of...
That you repurpose the base SNES unit's cartridge slot instead of freeing it up entirely for this thread is interesting. No CD expansions to cartridge-based games here, then; I'll still be the first to use that idea, as far as I know right now. Thinking about it further, though, this makes it so this timeline's SNES-CD's Memory Pak could potentially serve as an early version of/analogue to/something like:
  • The memory packs for the Satellaview's application cartridge, BS-X: Sore wa Namae o Nusumareta Machi no Monogatari (BS-X: The Town Whose Name Was Stolen.)
  • The SNES Nintendo Power cartridge.
  • A combination of both, maybe?

(…I also wonder if anybody's going to be inspired by the Memory Pak and/or the Nintendo Power cartridge to do what would be the crazily brilliant act of making an SNES cartridge with a hard drive bay in it.)
I could see a Memory Pak with an SD card slot being made in the present day to allow for easy file transfers to and from your PC, as well as for homebrew (likely using some sort of exploit to read data from the while still having access to the additional hardware in the add-on). Kinda like the SD Gecko memory card for the GameCube, I guess.
  • That's one way to protect against piracy. Not very future-proof, though.
  • Why couldn't someone just 'dd' a CD-i's raw blocks across to a new disc image, then burn that?
I believe the drive itself has to actually be made to read CD-i discs in the first place for it to work at all. The guy who found that prototype of Hotel Mario said that the disc popped up in his computer as a blank CD-R, which meant he had to get someone else to dump it for him with the proper hardware. I'm not certain on this, but I assume it's probably like how Wii/GameCube games are ripped - using homebrew on a real Wii, a program reads the data on a disc and then spits it back out as an ISO file onto a hard drive/flash drive/SD card.
That's this glitch, right?

Anyway, that's kind of funny. Ah, game development…
Actually, I was referring to one of the setups for what Mario Wiki calls the "Frozen Flag Glitch" but speedrunners usually just call it "flagpole glitch" or in 8-2's case, "Bullet Bill glitch." The timer only starts getting converted to score once Mario reaches the ground, so a precise jump lets Mario slightly clip into the hard block at the bottom of the flagpole and be on the ground immediately. It saves 17 frames compared to grabbing the flag normally. Doing it in All-Stars results in... well, this.

However, it does so happen that the glitch you mentioned also results in a softlock in All-Stars, but not in the original. I guess there's something about Bullet Bills which makes them prone to causing glitches...
I'm also open to joining the PM thread, if you'll invite me. I might lurk, mostly, but maybe I'll think of something interesting; we'll see.
This was for ideas relating to Mario, right? Yeah, I can add you to the PM.
Can't wait!
Glad to hear! Apologies for taking so long with this one. Part of it is procrastination, but I also had something very interesting pop up and focused on that a bit more. As compensation, I'd like to list what games will be covered in it:
  • Super Mario Kart
  • Mario Paint
  • Street Fighter II (SNES Port, specifically)
  • Romancing/Mystic SaGa
  • Video Speedway
Hopefully, this can hold you all over a little bit until then. I'm gonna try my best to get it done this week.
 
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