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Videogame facts that blow your mind (SuperMarioBros. SHOCKING SECRET INSIDE p #70)

Cuuiclm.png


Looking at the Fusion sprite we can see how she's slumped over in a way that we don't see in ANY other Metroid game and her hand is under the cannon unlike any of the other 2D games. The broken suit in Metroid Fusion means that she's holding the suit up herself. Badass motherfucker.

It's great attention to detail, her arm cannon must weigh a fair bit and it shows just by moving her hand.
 

CengizMan

Member
It is also impressive how only the NES one has the sprite flipped ... pretty rare in most games to do this, specialy considering Game Boy and Snes era

I believe the NES sprites also had unique sprites, instead of flipped ones. They are unused for some reason, though. Link.

Here is something I hadn't noticed for quite a long time. The 'Advance' font in the Game Boy Advance logo and the GameCube logo font are one and the same!

1705634-810156_gba_logo_super.png


gamecube-logo.png


Bonus: The 'Press Start' font is also the same.

Pokemon%20Leaf%20Green.png
 

sugarless

Member
This kind of stuff deserves its own thread. Why is always still so bad? Especially with a show like Dexter where the audience is far more likely to know what Halo is and know that was all faked and edited, therefore bringing down the realism and taking you out of the moment.

They're more than likely just featuring a game for a plot reason that isn't predicated on what's actually happening in the game, so it wouldn't be considered worth the return on time investment to get it looking right. Most of the time I bet that they just want to have something that says "THIS IS A GAME" in audio terms, even to the most uninitiated of audience members. A lot of games have audio these days that doesn't sound hugely different from a blockbuster movie when listening to any given short clip. The plot signifiers are more important than the content to most people, I guess.

From a production point of view, you wouldn't get the audio on set from the boom microphones that pick up the dialogue, so you would have to dub on the game sound. Let's say you have your actor play the game live, and then you want to dub on appropriate sound in editing. If you want to use the real game audio and sync to the image, then even for just a few seconds of footage it will be pretty hard to recreate the audio. Most games have multiple on-screen events per second that would make it difficult to do without being close enough that it's even more annoying that it's not synced.

So let's say your solution is to pre-record some gameplay so that you have the original audio for dubbing. Now you're faced with the issue of having an actor who may or may not be a gamer having to fake controlling the game. Either way is going to look fake, and getting it exactly right isn't really worth it in the time it takes to create a weekly show unless it's something like Spaced which is hugely geeky or Big Bang Theory which takes pride in trying to be accurate. If you're not going to be able to go 100% accurate I guess a lot of production staff will decide to just go with something completely outlandish and save time. In which case it might even be something like the Wilhelm scream, done by industry people to amuse themselves. Like in Charlie and the Chocolate Factory (2005) when they have Mike Teavee playing some kind of ultraviolent modern FPS using a single-button Atari-style joystick. They must just think sometimes "let's see how incongruent we can make the controller, console and game".
 

Htown

STOP SHITTING ON MY MOTHER'S HEADSTONE
Or they could use all that Hollywood money to buy a 50 dollar capture card/box and just get the audio from the game as it's being played.
 

IAmABeliver

Neo Member
They're more than likely just featuring a game for a plot reason that isn't predicated on what's actually happening in the game, so it wouldn't be considered worth the return on time investment to get it looking right. Most of the time I bet that they just want to have something that says "THIS IS A GAME" in audio terms, even to the most uninitiated of audience members. A lot of games have audio these days that doesn't sound hugely different from a blockbuster movie when listening to any given short clip. The plot signifiers are more important than the content to most people, I guess.

From a production point of view, you wouldn't get the audio on set from the boom microphones that pick up the dialogue, so you would have to dub on the game sound. Let's say you have your actor play the game live, and then you want to dub on appropriate sound in editing. If you want to use the real game audio and sync to the image, then even for just a few seconds of footage it will be pretty hard to recreate the audio. Most games have multiple on-screen events per second that would make it difficult to do without being close enough that it's even more annoying that it's not synced.

So let's say your solution is to pre-record some gameplay so that you have the original audio for dubbing. Now you're faced with the issue of having an actor who may or may not be a gamer having to fake controlling the game. Either way is going to look fake, and getting it exactly right isn't really worth it in the time it takes to create a weekly show unless it's something like Spaced which is hugely geeky or Big Bang Theory which takes pride in trying to be accurate. If you're not going to be able to go 100% accurate I guess a lot of production staff will decide to just go with something completely outlandish and save time. In which case it might even be something like the Wilhelm scream, done by industry people to amuse themselves. Like in Charlie and the Chocolate Factory (2005) when they have Mike Teavee playing some kind of ultraviolent modern FPS using a single-button Atari-style joystick. They must just think sometimes "let's see how incongruent we can make the controller, console and game".

Or they could use all that Hollywood money to buy a 50 dollar capture card/box and just get the audio from the game as it's being played.

Has anyone thought that paying royalties may be an issue here?
 

Akainu

Member
Posted already?

The shirt young Nathan Drake wears in Uncharted 3 is the same shirt he wore in the original Uncharted trailer.
 
In the fifth season of Angel, Spike plays Crash Bandicoot on PS1. Later, Illyria plays and she makes comments about it being pointless and annoying but, she feels compelled to continue lol.
 

@MUWANdo

Banned
GB/GBC games of a franchise are usually canon and don't get ported over to anywhere. I think there's a Kid Icarus game, a Ninja Gaiden game - all canon, never ported anywhere.

I would be very surprised if the Ninja Gaiden game is canon, seeing as it's a completely different game by completely different devs that was rebranded as a Ninja Gaiden game by Tecmo.

Ditto on the KI game--it wasn't developed by Nintendo, it wasn't even released in Japan. Sakurai certainly didn't think it worth referencing, at least.

If it was not for saving space ... why use flipped ?

IIRC they disabled the second set of animations due to memory issues early in development but forgot to re-enable them.
 

Clipper

Member
Yeah, that's my point. The arrows on the mold looks like it's pointing at Y+A for purple, X+B for lavender.

They look like they are pointing to the correct locations to me. Once you account for the fact you are looking at the back of the controller, the positions of the buttons in that pic are:

Code:
 X
A Y
 B
 

Nairume

Banned
Sheldon playing Mario 64 on an emulator blew my mind.

Everything sounded right. Even the pause menu. First show I recall that really did that...
Did they edit the episode or something, because I distinctly remember him talking about Mario 64 but the sounds coming out of his laptop were distinctly from Super Mario World.
 

IAmABeliver

Neo Member
Could be, e.g. voice samples requiring payment to the actors. Also even if you get that audio editing it to fit across multiple takes sewn together could be a bitch...

It definitely is royalties. I don't know how they skirt around gameplay, but some of those sounds are certainly not public domain. I'm sure some kind of lawyer could tell us the specific name, but I'd wager it's close to patenting. Or maybe they'd only have rights to play a certain amount of a sound before they have to pay for the license, like other music.
 

Cheerilee

Member
Is there a given reason why the US had purple buttons with dips while Japan and Europe had colour?

It's because the American SNES was redesigned. A new color scheme came with the redesign.

The Super Famicom was grey and grey, and it had a logo based on the four button colors. It's packaging even had art based on the four button colors.

The American SNES color scheme was changed to grey and purple, and the logo was dropped entirely, in favor of the words "Super Nintendo" in tall, red, slanted letters. The four colored buttons were changed to purple, because the "four color" thing as a design was being wiped out, and because purple buttons were the easiest way to make the non-redesigned controller match the redesigned system.

Somebody apparently complained that the four colors had an advantage over solid purple in button recognition, so they came up with lavender and concave buttons as a weak compromise.
 

jaxword

Member
So um... plagiarism? Or some kind of tribute?

Music "plagiarizes" all over the place.

Sometimes I write music and I find myself using strings that I've heard somewhere else, but I don't realize it until someone else points it out and I have to change it way later, thus changing the whole song.

It's understandable a few game composers may have not realized what they are doing. Sf2's composer is very well-acclaimed.
 
There are a lot of elements of both the chords and the melody that make it very unlikely to be accidental. I'm 95% positive that the SF2 composer knew exactly what was happening here, so I'm wondering if it it had been acknowledged as a tribute or 'influence', or whether it has never been discussed....
 

jaxword

Member
There are a lot of elements of both the chords and the melody that make it very unlikely to be accidental. I'm 95% positive that the SF2 composer knew exactly what was happening here, so I'm wondering if it it had been acknowledged as a tribute or 'influence', or whether it has never been discussed....



http://www.youtube.com/watch?v=yjnnxsWIA_0 1987

https://www.youtube.com/watch?feature=player_detailpage&v=55we8Nc9rJw#t=71s 1988

http://www.youtube.com/watch?feature=player_detailpage&v=bmLWEqMJtko#t=61s 1989

Well clearly they ripped off Megaman!

But what's this? An underground recording?

https://www.youtube.com/watch?v=NDOX06-a21I 1983

https://www.youtube.com/watch?v=rj__jhmPMgI 1983

So who's ripping off who?



For the record I am pretty sure Megaman deliberately was homaging famous music in all the games. Rock and Roll, after all.
 

drizzle

Axel Hertz
http://www.youtube.com/watch?v=yjnnxsWIA_0 1987

https://www.youtube.com/watch?feature=player_detailpage&v=55we8Nc9rJw#t=71s 1988

http://www.youtube.com/watch?feature=player_detailpage&v=bmLWEqMJtko#t=61s 1989

Well clearly they ripped off Megaman!

But what's this? An underground recording?

https://www.youtube.com/watch?v=NDOX06-a21I 1983

https://www.youtube.com/watch?v=rj__jhmPMgI 1983

So who's ripping off who?

For the record I am pretty sure Megaman deliberately was homaging famous music in all the games. Rock and Roll, after all.

I'm neither a musician nor an expert appreciator of music (isn't just all math anyway?), but aren't some chord sequences "natural sounding" and pleasant to listen to, so it would be natural that different composers would use it in their songs?

I remember reading something about this somewhere.
 
Not mindblowing, but I noticed the NA SNES controller uses the same mold (with corresponding color names) as the J/EU version.

The controllers packed in with the SNES Mini redesign from 1997 even has "Super Famicom" and the 4-button insignia molded on the back along with "Super Nintendo". Same molds save money, and the SNES Mini was definitely a cost-cutting machine.
 


http://www.youtube.com/watch?v=yjnnxsWIA_0 1987

https://www.youtube.com/watch?feature=player_detailpage&v=55we8Nc9rJw#t=71s 1988

http://www.youtube.com/watch?feature=player_detailpage&v=bmLWEqMJtko#t=61s 1989

Well clearly they ripped off Megaman!

But what's this? An underground recording?

https://www.youtube.com/watch?v=NDOX06-a21I 1983

https://www.youtube.com/watch?v=rj__jhmPMgI 1983

So who's ripping off who?



For the record I am pretty sure Megaman deliberately was homaging famous music in all the games. Rock and Roll, after all.
I feel those examples are less blatant than the T-Square/Guile theme. Not because they are more different (if anything they are even closer to each other), but because the basic four notes that are evident in those songs with a descending chord/bassline underneath are quite generic. There are probably many more examples of that sequence - not so much as the 'Pachelbel's Canon' chords that are used over and over to construct pop songs, but common enough to accept them as a standard pattern. And it's a short sequence - four notes over and over.

Whereas the melody and chords used in T-Square's 'Travelers' is more unusual, and there are two separate phrases that sound like the Guile theme.

jett said:
Eh...it only shares that section at 1:30 with the Guile theme. I'd say it's a funny coincidence.

By my estimation, from 1:26 there are nine consecutive lead melody notes that are identical, followed by 1:55 which has a separate run of at least seven consecutive identical notes.
 

jett

D-Member
I feel those examples are less blatant than the T-Square/Guile theme. Not because they are more different (if anything they are even closer to each other), but because the basic four notes that are evident in those songs with a descending chord/bassline underneath are quite generic. There are probably many more examples of that sequence - not so much as the 'Pachelbel's Canon' chords that are used over and over to construct pop songs, but common enough to accept them as a standard pattern. And it's a short sequence - four notes over and over.

Whereas the melody and chords used in T-Square's 'Travelers' is more unusual, and there are two separate phrases that sound like the Guile theme.



By my estimation, from 1:26 there are nine consecutive lead melody notes that are identical, followed by 1:55 which has a separate run of at least seven consecutive identical notes.

Well...maybe Shimomura did borrow some from good ol' T-Square. :p I still don't consider the Guile theme to be a ripoff. The MGS theme is more along those lines, where they entire melody and structure was stolen.
 
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