Konami NERFED Their Own Games in the US. Here’s Why

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  • เผยแพร่เมื่อ 16 มิ.ย. 2024
  • Nintendo Licensing:
    en.wikipedia.org/wiki/Nintend...
    NES Mappers:
    en.wikipedia.org/wiki/Memory_...
    Chapters:
    0:00 Introduction
    1:08 Mappers
    2:26 Contra
    3:30 Castlevania 3
    4:52 Gradius
    6:32 Life Force
    7:41 Ultra Games
    8:52 Gradius 2
    10:46 US Release
    12:13 Conclusion
    13:14 Outtro
    Special thanks to the following users from pexels.com for the stock footage:
    84LENS, 霍天赐, A frame in motion, Ahmet Akpolat, Andrew Hanson, Anna Hinckel, Anvar Tushakov, Artem Podrez, Caleb Oquendo, Cottonbro, Cristian Dina, Curtis Adams, DAV Grup 1, David McBee, Distill, Drones Scot, Edward Jenner, EKATERINA BOLOVTSOVA, Ekrulila, Evgenia Kirpichnikova, Free Videos, George Morina, Glen McBride, Jack Sparrow, Joseph Redfield, Kampus Production, Karolina Grabowska, Kelly, Kindel Media, Ksenia Chernaya, Mikhail Nilov, Miguel Á. Padriñán, Mike B, Monstera, Nicole Michalou, Pavel Danilyuk, Pete Wales, pickarick, Pixabay, Polina Tankilevitch, Pressmaster, RODNAE Productions, Ron Lach, Sora Shimazaki, Steve B, Thirdman,Tiger Lily, Tima Miroshnichenko, Tom Fisk, Tony Schnagl, Vlada Karpovich, Yan Krukov, Yaroslav Shuraev
    Special thanks to streambeats.com for the music used in this video.
    #konami #nes #nintendo
  • เกม

ความคิดเห็น • 381

  • @f.k.b.16
    @f.k.b.16 ปีที่แล้ว +219

    And the dumb part, someone at Nintendo of America probably got a raise for their decision to get an extra $0.0183 per cartridge by forcing their own mapper

    • @thewiirocks
      @thewiirocks ปีที่แล้ว +81

      You’re not going to like this, but NOA made the right decisions here. Given the state of the US market vs the Japanese market, the need to restrict the number of titles was more important than providing the best possible experience. Nintendo knew that if shelves got flooded at any point, they’d have another crash of ‘83 on their hands.
      The technology was important as well. Japan was a much smaller market, so supplies of chips was never a problem. But in the US everything had to be done at scale. Nintendo was putting their own marketing budgets behind many of these titles, and they wanted them to be available. Which meant they had larger minimum orders and used approved hardware that they knew they could manufacture at scale. (Nintendo tried approving third party manufacturing when there was a chip shortage at the end of the 80s and got royally screwed on the deal.)
      So how bad was it for Konami under Nintendo’s thumb? Well, Konami became a household game in the US, sold millions of carts, and made quite a lot of money. They benefited greatly, despite the challenges imposed.

    • @f.k.b.16
      @f.k.b.16 ปีที่แล้ว +12

      @@thewiirocks great points!

    • @Deadguy2322forreal
      @Deadguy2322forreal ปีที่แล้ว +13

      That was a Nintendo Co. Ltd. Decision, made in Kyoto to make sure Nintendo got all the profit from making cartridges. Nintendo of America had zero say in anything important in the NES days.

    • @ungabungus01
      @ungabungus01 ปีที่แล้ว +16

      @@thewiirocks the chances of a second game crash if there were too many great nes games available seems unlikely to me. The mappers actively make the game better, not worse. Shit games on the nes don't use the advanced mappers even in other regions. I agree them limiting how many games a publisher could make a year was the right choice but maybe not as restrictive as they had done, but the mappers didn't make any sense.

    • @thewiirocks
      @thewiirocks ปีที่แล้ว +19

      @@ungabungus01 You're confusing two separate points. Point 1: Nintendo limited the number of games to prevent market saturation and potential crash. Point 2: Nintendo required that cartridges be manufactured by Nintendo using only approved hardware so that Nintendo could be certain of sufficient supply for a game.
      Better mappers can make a game better, but it's custom hardware that has to be sourced. Japan was a pretty decent market, but it was nothing compared to the size of the US market. Nintendo had to be certain they could obtain enough of whatever chips they used in their cartridges.

  • @DamonCzanik
    @DamonCzanik ปีที่แล้ว +13

    I had 4 games to start: Super Mario Bros. Duckhunt, Contra and Lifeforce. The Konami code is etched into my brain forever. There was a time when Konami meant quality to me, despite the hurdles Nintendo threw at them. It's sad to think of how many once great game companies have fallen off their pedestals.

  • @AaronJLong
    @AaronJLong ปีที่แล้ว +8

    I also believed they were intending to release Gradius 2 in America. The show Captain N: The Game Master features background music that was exclusive to the Famicom port of that game

  • @Bogard94
    @Bogard94 ปีที่แล้ว +6

    Honestly never knew about the mappers or restrictions, thank you for helping me learn a bit more about that era!

  • @StormsparkPegasus
    @StormsparkPegasus ปีที่แล้ว +44

    You can actually modify the NES to be able to work with the VR6 (and also the Famicom Disk System's extra sound channel). It's because they changed the cartridge port and moved some pins around (as a consequence of making Famicom games not work on the NES). You have to jumper some stuff on the motherboard, and then run the Japanese cartridge with a special adapter, and it will work. It's a lot of work though, when these days you can just use an emulator.

    • @alexc836
      @alexc836 ปีที่แล้ว +3

      Yeah, that’s why I actually have a Famicom 2 instead of a NES. I have to use an adapter to play NES games, but I don’t mind.

    • @vxicepickxv
      @vxicepickxv ปีที่แล้ว +5

      If you're lucky and find the right 5 screw cartridges, it comes with an adapter to go from Famicom to NES due to shortages of certain games for the 1985 Holiday season.

    • @robkrasinski6217
      @robkrasinski6217 ปีที่แล้ว +1

      Is there an adapter to let you play Famicom games on an NES without having to alter anything inside the system or solder? And to take the cover off the NES wouldn't you need a special screwdriver? For the SNES two plastic tabs inside the cartridge slot prevent Super Famicom carts from going all the way in. If you could cut those tabs off, then Super Famicom carts will work. I don't think you need an adapter cart for SNES.

    • @StormsparkPegasus
      @StormsparkPegasus ปีที่แล้ว +3

      @@robkrasinski6217 The SNES doesn't need any adapter, just modifying the case. The NES completely changed the cartridge pins compared to the Famicom so an adapter is required. And, if you want the special sound chips to work, you need to modify something inside the console as well. And opening an NES is just a standard Gamebit driver, you can get those anywhere.

    • @alexc836
      @alexc836 ปีที่แล้ว

      @@robkrasinski6217 You can play Famicom games on a NES with an adapter, but any Famicom carts using enhanced audio won’t play the audio properly on a NES without modding the NES first. And yes, you are correct about the SNES. Cutting out those tabs will let you play Super Famicom games without an adapter. I did that with my SNES many years ago.

  • @nilus2k
    @nilus2k ปีที่แล้ว +3

    This is one of those things that people forget with cartridges. They were both software and hardware.

  • @FeralInferno
    @FeralInferno ปีที่แล้ว +32

    Awesome episode! Love Konami's NES offerings. Gradius was my first 3rd party game. I still retain the memory of getting it as a gift from my aunt back in the day. Always wondered what happened with the Gradius II NES release.

    • @kiwirocket64
      @kiwirocket64 ปีที่แล้ว +1

      Do you know the only Konami games I really played on the NES not even the NES, the wii virtual Console I played ninja turtles on it I also played Contra three.

    • @FeralInferno
      @FeralInferno ปีที่แล้ว +1

      @@kiwirocket64 nice!! The timing of this comment is perfect. I'm actually playing some Contra later tonight! Also, love the name, "Kiwi Rocket 64". It sounds like it would've been an actual title of a game back in the ol' N64 days.

  • @gblargg
    @gblargg ปีที่แล้ว +7

    Mappers were such an interesting thing. I know other consoles used them for memory mapping, but I don't know of any other consoles besides the NES (and SNES) that extended the graphical (and sound, in Japan) capabilities so significantly via cartridges.

    • @mresturk9336
      @mresturk9336 ปีที่แล้ว

      I think part of the reason is because just how much could be altered on the NES with addition of a low cost extra microchip. Even if the PS5 supported ROM cartridges its unlikely you would be able to add much to the vanilla hardware with any cost effective chip. Certainly not anything that would stand out to general consumers. On the NES however mapper chips were able to mod in impressive new gimmicks like XY scrolling, simple parallaxing backgrounds, large scale background tile animation, etc.

    • @gblargg
      @gblargg ปีที่แล้ว

      @@mresturk9336 My sense is that they originally exposed the PPU bus to the cartridge as a cost-saving measure: instead of needing RAM in the console, it could be put in the cartridge, and as ROM for earlier ones. If so, it's ironic that this became a big strength that allowed the console to rise above others. It also neatly solved the configuration problem with PC gaming, where each person's system differs and might not have the required hardware. Here the required hardware was shipped with every game.

  • @d42kn355
    @d42kn355 ปีที่แล้ว +10

    Life Force was one of my favorites as a kid!

  • @EURIPODES
    @EURIPODES ปีที่แล้ว +4

    First time viewer here. I find this video to be insightful, factually accurate, informative and aligns with my nostalgic interest in my childhood memories. Oration was clear with a positive tone. Gameplay footage and b roll was edited nicely. Overall I'm left with a positive first impression. I think I'm going to see what other videos you got. Also I just drank a pot of coffee.

  • @RyonMugen
    @RyonMugen ปีที่แล้ว

    Quality video bro! Very nicely edited and great sound production. My only gripe is the green screen thing at the begining, it makes your hair look crazy lol

  • @jaysistar2711
    @jaysistar2711 ปีที่แล้ว +6

    Gradius is 1 of my favorite series. I have mixed feelings on Nintento's policies; they curated games, so that almost any game you got would be fun, but at the same time prevented games like Gradius 2 from coming to the USA. To some extent, Gradius 3 made up for it on the SNES.

  • @geoffgero6081
    @geoffgero6081 ปีที่แล้ว +45

    Konami is my favorite developer of the era, even more so than Nintendo. Its a shame we never got some of the most interesting, weird, and great Famicom games in the US. Games like Getsu Fuuma Den, Kid Dracula, Konami Wai Wai World, Yume Penguin Monogatari, and ESPECIALLY Crisis Force are definitely worth checking out. This video made me want to start collecting Famicom again lol

    • @praise_baby_jesus
      @praise_baby_jesus ปีที่แล้ว +1

      Even up into the ps2 days konami was still goated. Ps2 is my favorite system to this day and the two greatest games on that system came from konami. MGS 2 and 3

    • @geoffgero6081
      @geoffgero6081 ปีที่แล้ว +1

      @@praise_baby_jesus I never cared for the PS2, I much prefer 2D games. That said, the Metal Gear games are great

    • @FermentedGrumpyGrapeSqueezit
      @FermentedGrumpyGrapeSqueezit ปีที่แล้ว +1

      I am really fond of Hudson Soft games myself partly because of nostalgia but also because they're quite challenging

    • @aidanb4477
      @aidanb4477 ปีที่แล้ว

      Don't forget Ai Senshi Nicol

    • @rockman369
      @rockman369 ปีที่แล้ว

      Also don’t leave out capcom great third party for the Nes/famicom

  • @imaxjunior6531
    @imaxjunior6531 ปีที่แล้ว +8

    So now after over three decades i got my answer. I drooled over the pages of the game magazines back then of Gradius II only to never get it. Superb video.

  • @hitmangfx7162
    @hitmangfx7162 ปีที่แล้ว +13

    I'm shocked you don't have more subs. This is some of the best retro coverage I've seen on some of these games.

    • @Sebastian-hg3xc
      @Sebastian-hg3xc ปีที่แล้ว

      only 67 videos in 15 years and only talks about extreme niche topics. of course this channel has very few subs.

    • @hitmangfx7162
      @hitmangfx7162 ปีที่แล้ว

      @@Sebastian-hg3xc Wow, who spit in your Cheerios this morning?

    • @Sebastian-hg3xc
      @Sebastian-hg3xc 10 หลายเดือนก่อน

      @@hitmangfx7162 What an odd thing to say in response to a simple factual statement.

    • @hitmangfx7162
      @hitmangfx7162 10 หลายเดือนก่อน

      @@Sebastian-hg3xc I'm sorry, did I say spit? I meant to say "who pissed in your Cheerios this morning". My mistake.

  • @messagedeleted1922
    @messagedeleted1922 ปีที่แล้ว +5

    Ended up playing the Japanese versions of many many games on the mutli game (200 games in one or some such) bootleg nes cartridges that were like gaming gold back in the day.

  • @rockman369
    @rockman369 ปีที่แล้ว

    Great and interesting video! I never knew about the nerfing except for the sound chip in castlevania 3. I have the Japanese version and play it on famicom toploader for that same exact reason! I love the soundtrack. Speaking of soundtracks was is that song in minute 12:44?

  • @FlergerBergitydersh
    @FlergerBergitydersh ปีที่แล้ว +7

    Correction 2: The MMC5 chip DOES support more sound channels. Not as good ones as VRC6, but it didn't matter. The pins for sound expansion were redirected to the pins on the expansion port on the bottom of the NES, which was never used, so they were forced to remake the soundtrack for the built in sound chip only, ignoring the extra sound channels of the MMC5 chip because they were useless on the NES. You CAN get the expanded sound capabilities of the NES back with a really simple mod, but of course no developers released anything for the NES with extra sound channels, even when using chips like the MMC5. After the mod, though, Japanese games through a Famicom to NES adapter will be able to use extra sound channels without issue.

    • @pojr
      @pojr  ปีที่แล้ว +1

      So it supported extra channels but they weren't used on the NES?

    • @FlergerBergitydersh
      @FlergerBergitydersh ปีที่แล้ว +4

      @@pojr Yup. The NES couldn't use any extra sound channels that any mapper chip had, and it was all on purpose. Nintendo probably wanted to create expansion modules that would plug into the bottom of the NES that would add more features, but no official modules were ever created. One of these modules, presumably, would've added the ability to add more sound channels to games, despite the fact that all the sound related stuff was happening on the cart, anyway, and that all you need to do to re-enable the extra sound channels is to connect two pins with a resistor on an actual NES. Basically, an expansion module would probably have connected these two pins, charging users for a feature that was already built into the console, but they never did it, so the NES never got more audio channels, officially. But again, if you connect those two pins with a resistor, and plug in a japanese cart, the extra sound channels WILL play.
      A more positive interpretation is that Nintendo didn't want developers, including themselves to HAVE to built these features into the carts, and they wanted to make expansion modules that added the sound channels instead so that ALL devs could use them. But they obviously gave up on that idea, if that was the idea, as well of the idea of using the expansion slot at all.
      I don't know of any games that used the extra sound channels of the MMC5 chip in Japan, but you can play with them and make music for the chip in Famitracker.

    • @yubl10
      @yubl10 6 หลายเดือนก่อน

      ​@FlergerBergitydersh Nintendo did early on plan to release the disk system in the US, but that fell through when battery backed cartridges become a thing. There was also the problem with piracy on the desk system, so that's probably another reason it never got released in the West.

    • @wongyc5585
      @wongyc5585 หลายเดือนก่อน

      Nintendo should have give free or sold MMC5 on really low prices to developers so that it can boost late life console sales.

  • @sephist
    @sephist ปีที่แล้ว

    Awesome and in depth content. You deserve more subs and they shall come. Keep it up. You got my sub my dude

  • @cameronjackson4652
    @cameronjackson4652 ปีที่แล้ว +1

    I liked the video and the editing was really nice. You've got a new sub, I can't wait for the next video.

  • @christopherbarber7705
    @christopherbarber7705 ปีที่แล้ว +2

    I remember playing both gradius and lifeforce and had a great time as a kid. i never managed to finish them but still have fond memories, might grab a emulator and finish them sometime. Thx for the video, appreciate ya

  • @ianp711
    @ianp711 ปีที่แล้ว +3

    I can already say without seeing the full video yet, US contra got nerfed big time and we never got Gradius II (which was friggin awesome).

  • @davejohn3600
    @davejohn3600 ปีที่แล้ว +12

    I though this was going to be an issue of the rise of video game rentals. Making the games more difficult so you couldn't just rent and beat the game.

    • @Wallyworld30
      @Wallyworld30 ปีที่แล้ว +4

      I recall renting Super Monaco GP for Genesis based on the incredible looking graphics on back of the box and when I played it at home the game didn't look anywhere near as good. Those scammers put the Arcade Graphics on the back of the box. I felt scammed and ripped off.

    • @gunengineering1338
      @gunengineering1338 ปีที่แล้ว

      Which ironically didn't do anything but discourage kids from going out and buying them.

    • @Wallyworld30
      @Wallyworld30 ปีที่แล้ว +3

      @@gunengineering1338 Yeah, the sad thing was Super Monaco GP was a pretty good game but it didn't matter because they set the expectations way to high by showing arcade screen shots. Surely if somebody took Sega to court over that they would have easily won the case.

    • @gunengineering1338
      @gunengineering1338 ปีที่แล้ว +1

      @Wallyworld30 i was actually referring to the makers making their games too hard in order to counter game rentals. At least where i lived which was one of the areas Nintendo targeted for market trials and for a reason, us kids rented games in order to try them out and see if it was something worth saving up for and buying. In those days, you had to save up for a month or 2 to buy a game. So we didn't spend the money lightly and we didn't have the internet to look up reviews. So we either borrowed them from a friend or rented them to try them out. A lot of games became obscure because everyone rented them and discovered they were either full of unsolvable puzzles or were so difficult that we pretty much said, "screw that" and passed on it. So basically making games hard to counter rentals had the exact opposite effect they intended due to a fundamental lack of understanding of how us kids were utilizing game rentals. That and the fact that finishing a game over the weekend was usually a non-factor in whether or not we were willing to buy them. Games in those days were the equivalent to $100 today. No kid is going to spend that kind of money on a game they know can be finished by a skilled player within an hour (which is pretty much everything on the nes) if they expected to toss it the moment they finished it for the first time. Game rentals would have been an asset to game makers had they not fought against them.
      Nintendo power also had the same reverse effect. Most of us thought Nintendo power was for suckers. Either one kid had a copy and shared all the secrets with everyone which meant that no one needed the magazine or no one had it but someone tried the game and told horror stories about the brick wall they ran into and no one would buy the game as result. I can think of quite a few games that probably would have been big hits had they not pulled the Nintendo power gotcha.

  • @ClarkPotter
    @ClarkPotter ปีที่แล้ว +3

    Konami was my favorite NES developer in the 80's and learning this is shocking and sad. I never truly got to experience my favorite games :'(
    Props to Konami for clearly doing their best to port the games to the US under this unfortunate draconian rule.

  • @kirgeez-gaming
    @kirgeez-gaming ปีที่แล้ว +4

    Good stuff here. Always wondered why some of these games were different.

  • @SinisterTarheel
    @SinisterTarheel ปีที่แล้ว +6

    Also enjoyed the Gradius games on the NES, but the arcade versions even more. Great episode

    • @pojr
      @pojr  ปีที่แล้ว +2

      Thank you! Yeah both the Arcade and NES titles were a blast to play through for this episode.

    • @SinisterTarheel
      @SinisterTarheel ปีที่แล้ว +1

      @@pojr also enjoyed the Atari clones video as well.

  • @believein1
    @believein1 ปีที่แล้ว +2

    Really great and insightful look at the goings on of Nintendo and Konami as companies. I’m just glad I was too young to know or care, and I enjoyed Gradius and Contra just the same.
    Keep up the great work.

  • @bastokrepublic
    @bastokrepublic ปีที่แล้ว

    I think you have a high potential as a youtuber, i'm excited to see your other videos and what you make in the future.

  • @EdgeHM
    @EdgeHM ปีที่แล้ว +1

    It's more that it likely wasn't anticipated that sound expansions were going to be performed by chips in cartridges and in setting up copy protection for the NES, the audio expansion pins were moved to the expansion port on the bottom of the system. The MMC5 chip actually is capable of providing two additional sound channels, but only for the Famicom. It may also not be the copy protection, but also the plan for the Disk System to come to America, since Nintendo was betting the future of its games was floppy disks. I don't know the exact reason the pins were moved.

  • @tristanwegner
    @tristanwegner ปีที่แล้ว

    good video. But with the sound comparison, I would have liked to have both of them right after another, to make the difference more obvious.

  • @JackPitmanNica
    @JackPitmanNica ปีที่แล้ว +1

    the killer for me is the trees in the background in contra. Seeing them sway is just beautiful!

  • @TheRedmondGamer
    @TheRedmondGamer ปีที่แล้ว +2

    Fantastic video, pojr! Looking forward to seeing more amazing content like this. Cheers!

  • @joeysmith7764
    @joeysmith7764 ปีที่แล้ว +1

    @pojr I think you mixed up vertical scrolling and horizontal scrolling at 6:04

    • @pojr
      @pojr  ปีที่แล้ว

      Correct, I did mix them up.

  • @phattjohnson
    @phattjohnson ปีที่แล้ว +3

    This was all new info to me! Another quality episode mate!

  • @cliffjumper1984
    @cliffjumper1984 11 หลายเดือนก่อน

    Enjoyed loving something new about my favorite console. I enjoy ypur delivery and editing. Subbed

  • @chaffeyable
    @chaffeyable ปีที่แล้ว +11

    In the Famicom version of Castlevania 3, different enemies deal different amounts of damage. In the Western versions of the game, every enemy deals the same amount of damage, and there’s a notable damage spike in the late stages of the game that makes every enemy significantly stronger. As if that wasn’t bad enough, the Western versions of the game also feature more enemies and replace a very useful flying dagger attack with a basic short-range dagger attack.

    • @robkrasinski6217
      @robkrasinski6217 ปีที่แล้ว

      And what is the exact title of Japanese Castlevania games? Dracula, Vampire Killer or Demon Castle?

    • @chaffeyable
      @chaffeyable ปีที่แล้ว +1

      ​@@robkrasinski6217 Well, The Famicom version of Castlevania III is better than the NA version.
      After playing Castlevania III for a while, I decided that it just wasn't fun. The difficulty was so high, and it was for all of the wrong reasons. I decided to try out the Famicom version of the game. To my surprise, it's actually fun. It's still not great, but I can say it is good. I think it is superior to the North American version in every way. Here are things that I noticed that made it better:
      Bosses and enemies are weaker. They take fewer hits to kill. Serpent statues which took 5 hits before now take 4 hits. Knights which took 8 hits before now take 6 hits. This fixes the problem I had of their projectiles being thrown in between my whips, so I can now intuitively run up to them and whip them to death. Just the way I like it.
      Grant has a different weapon: a dagger that he now throws across the screen. This makes a lot of sections easier because you can attack things from a distance. The Cyclops fight to rescue Sypha is made a piece of cake by this change.
      The Cyclops behaves differently than in the NA version. In that version, it would randomly pace back and forth beneath you to try to trick you into coming down at the wrong time. However, now it keeps it's distance from you while you are up on the platform. It's almost like a real fight now, where the Cyclops is aware that it can't hit you up there and is waiting for you to come down before engaging. In the NA version, the Cyclops there acted more like it was aware that it's own life didn't matter because it's just a game, and it only cared about killing you.
      The most interesting change was the water serpents boss. In the NA version, their fire breath would extend almost all the way across the middle platform. This forced you to stand at the other end, too far away to hit them with the whip. Sypha's spells could hit them if you had them, but if you didn't, then it was a slow battle where you only have minimal opportunity to hit them. In the Famicom version, their range has been reduced, but with the addition of being able to fire the flames diagonally at you. This actually makes the fight more fun and interesting. You still have a pattern to learn, but you can stand close enough to hit them with the whip.
      The golden demon boss now jumps around differently in a way that conveys its patterns to to player. It shows early in the fight that its toes fall through the platforms above, meaning that its entire foot must be above the platform in order for him to land up there. He also fires his projectiles for the first time while up on the platform, letting the player safely observe the pattern from below.
      The final level is a much smoother experience. That section where you are blocked by a serpent statue while standing on crumbling floor can now be gotten through because you can kill it fast enough before the floor breaks. The bats that appear while swinging on the pendulums are no longer there. Not only that, the game starts you at the stairs before Dracula as long as you have lives. The candle that contained a Dagger before the battle area in the NA version now holds a Cross. This makes so much of a difference in the final fight, it's almost as if it was designed with the Cross in mind.
      The most important change of all was the reduced damage that you take from enemies. Now most enemies only do 3 bars of damage and enemy projectiles do 2 bars of damage. In the NA version, enemies did more damage on average, enemy projectiles dealt the same damage, and by the end levels all enemies would do a fourth of your health per hit. For the Famicom version, certain enemies only start dealing damage on par with the NA version when you get to the final levels. All of a sudden, taking damage isn't so much of a problem when you don't die in four hits. It makes it so that you can still clear stage sections while making a few mistakes here and there. The battle with Death is still exactly the same as in the NA version, but it's now less of a chore to get to Death in the first place. The punishment for failure is now much more fair.

    • @Walkeranz
      @Walkeranz ปีที่แล้ว +1

      The music in the Japanese version is way better.

    • @robkrasinski6217
      @robkrasinski6217 ปีที่แล้ว

      Well, us US players were gypped of a superior version. Can you play it in a US system with an adapter or do you need to mod the inside of the system for the game to work because of the sound chips? I got the US game in 1990 as a gift from a late grandmother when it was new, we got Castlevania II Simon’s Quest in late 1988. I think though the Japanese version is on the Castlevania collection on Xbox. Why are Family Computer carts shorter than NES ones? And the first NES in fall 1985 was front loading unlike the Japanese version, they later released a top loading NES in the US.

    • @GerkIIDX
      @GerkIIDX ปีที่แล้ว

      @@robkrasinski6217 Short answer, the name for the series is 悪魔城 (Demon Castle) or 悪魔城ドラキュラ (Demon Castle: Dracula) depending on who you ask...But it tends to vary from game to game - some titles play with it. For instance, Castlevania II: Simon's Quest's JA name drops the Demon Castle bit and is just "Dracula II: Sealed Curse" more or less, whereas Castlevania III is "Demon Castle Legend". Some of the later games, as well as the Netflix series, outright used the name Castlevania (or kanaized, Kyassuruvania キャッスルヴァニア.)

  • @bumbayker
    @bumbayker ปีที่แล้ว +8

    You seem to have missed a gameplay change for the US release of Castlevania 3 where Grant the acrobat uses a stabbing knife instead of a throwing one in the Japanese version. Also in Salamander when you're in 2 players mode you each can have 2 Options unlike in Lifeforce with one each.
    Is there any particular reason why Nintendo of America banned game developers from using the mapping chips for NES? I don't why they would do this. Aren't they a subsidiary to Nintendo of Japan? I could somewhat understand censorship in US released games but for hardware I'm somewhat baffled.

    • @sarcasticguy4311
      @sarcasticguy4311 ปีที่แล้ว

      Nintendo has always guarded their technology zealously. They go so far as to try and sue independent software developers from trying to run emulators on 35-40 year old equipment.

    • @bumbayker
      @bumbayker ปีที่แล้ว +1

      @@sarcasticguy4311 That has nothing to do with it. Konami was a trusted third party game developer for Nintendo back in the 80s and 90s and they are approved by Nintendo of Japan. This is clearly Nintendo of America's meddling in its pathetic attempt to cater to the US market by downgrading gameplay features.

  • @AllCoolThingsStoneMountain
    @AllCoolThingsStoneMountain 11 หลายเดือนก่อน

    In what part of the country do you produce your videos?

  • @BeefJerkey
    @BeefJerkey 7 หลายเดือนก่อน +1

    The VRC6 not being compatible with the NES was still NOA's fault, because they decided not to put that audio input connection in the NES' stupidly fail-prone cartridge slot. (They instead put that audio input in that weird add-on port on the bottom of the console, which would've been used for the Disk System if that was ever released outside of Japan, but of course, it wasn't.)

  • @moseszero3281
    @moseszero3281 ปีที่แล้ว

    You didn't mention Gradius III for the SNES which looks like the footage you showed of gradius II.

  • @cosmefulanito5933
    @cosmefulanito5933 ปีที่แล้ว +3

    Luckily in South America we used clones of the Famicom and the stupid policies of the United States did not complicate us.

  • @Springfeel_
    @Springfeel_ ปีที่แล้ว

    Not sure if i missed it or not but what was the reason(s) Nintendo of America wouldn't allow the special mapper chips?

    • @st0rmchild
      @st0rmchild ปีที่แล้ว +1

      Well in at least one of these cases, the chip was literally not compatible with the NES. I know a story about Big Bad Nintendo being evil gets more clicks than "there were minor technical differences in some NES games", but the latter is most of the actual story here.

  • @ajsingh4545
    @ajsingh4545 3 หลายเดือนก่อน

    Rewatching this, first video i watched and made me a fan of your style lol. I do miss the conclusion bit with the epic retro music in the bg that you stopped doing little while ago.

  • @hydrogxn
    @hydrogxn ปีที่แล้ว

    Such a cool video. i learned about mappers! Your channel is awesome!

  • @Ninthusiast
    @Ninthusiast ปีที่แล้ว

    What game is recorded at 11:45 ?

  • @FinalLuigi
    @FinalLuigi ปีที่แล้ว

    Interestingly, the only third party developer who had their own mapper approved was Sunsoft, with their FME-7. It was only used in Return of the Joker, but it was used in one other game in Europe - Mr. Gimmick. Mr. Gimmick was also meant to be released in the US, but was a scrapped prototype.

  • @Acidonia150reborn
    @Acidonia150reborn ปีที่แล้ว +2

    European Arcade version of Contra 1 Renamed Gryzor for no real reason is Single player only if you play it two players it switches to 2nd player if first player loses a life. But Konami in arcade from 80s to Just before 3D PS1 Era was infamous for making their Arcade games way harder in the West compared tpo Japanese versions of same game. Sometimes changing the entire rules of games for the west most of times making them just stupid hard or near impossible. See Dark Adventure and Haunted Castle (the 80s arcade castlevania game)for good picks of western versions just made to hard to be any fun.

  • @lacerated3587
    @lacerated3587 ปีที่แล้ว

    What song is used at 4:51?

  • @Tacoguy777
    @Tacoguy777 ปีที่แล้ว +1

    It's a shame that Gradius II never made it to the States. At least the arcade versions of Gradius are available on the Switch now.

  • @mikeofmanymikes2630
    @mikeofmanymikes2630 ปีที่แล้ว

    What was the nes game that was similar to bubble bobble, but you could eat powerups and transform into dinasours and what not. I remember playing it but can't figure out the title.

  • @chadnault7481
    @chadnault7481 ปีที่แล้ว

    Anyone know what game the song is from that plays at the beginning of the "Conclusion" at 12:12? Sounds like it comes from a Genesis/Mega Drive game.

    • @moondelics
      @moondelics 10 หลายเดือนก่อน

      Pretty sure it's cosmic carnage

    • @chadnault7481
      @chadnault7481 10 หลายเดือนก่อน

      @@moondelics You would be correct! Thanks! 👍

  • @thierrydesu
    @thierrydesu ปีที่แล้ว +1

    I now understand why the KGB was seen running after the president of Nintendo of America in the Tetris movie: they actually wanted to hold him to account for the downgraded games.

  • @TGAProMKM
    @TGAProMKM 11 หลายเดือนก่อน

    interesting videos,by the way now only almighty youtube started recommending the channels that i want and thank god it recommended your channel ....

  • @MrSegmentfault
    @MrSegmentfault ปีที่แล้ว

    So how does a mapper dictate what intro screen or how many options you can use? (Life Force) It doesn't.
    It's just rebalancing difficulty and changing the game name for something else.

  • @JustWasted3HoursHere
    @JustWasted3HoursHere ปีที่แล้ว +2

    Doesn't Nintendo of America operate under the Nintendo corporate umbrella? What specifically was the problem with using 3rd party mappers in the US but not in other countries? If there were mappers that were approved by the main Nintendo in Japan, why not in the US?
    Also, why are they called mappers?

    • @TrimeshSZ
      @TrimeshSZ ปีที่แล้ว +2

      Most Japanese companies like to operate with a relatively high level of regional autonomy, on the basis that the local branch knows the local market better. Some valid reasons for disallowing custom mappers would be to streamline the production process and reduce the risk that a cart couldn't be made because of supply constraints, since it's a lot easier to keep large stocks of a small number of custom chips than a wider range.
      The "mapper" designation comes from "memory mapper" - the earliest versions just used a latch and just mapped one of n sections of ROM into a specified address.

  • @rzmonk76
    @rzmonk76 ปีที่แล้ว +1

    9:08 Someone defiantly got beat up by their cat.

  • @BologneyT
    @BologneyT ปีที่แล้ว

    First time viewer. I was worried about your hand. If that's your hand it was covered in wounds. :( This video was really interesting and I'm glad I watched it, as I only knew a sliver of this and didn't know much more of the story or extend of it all with Nintendo!
    Wow. Now I've learned that much of my childhood experience was actually second rate. :/ WOW

  • @Scorpio1025
    @Scorpio1025 8 หลายเดือนก่อน +1

    Famicom carts are probably the best looking psychical video game media I've ever seen. Multiple colors and great art work on the stickers

    • @pojr
      @pojr  8 หลายเดือนก่อน

      Agreed. Salamander is a great example

  • @ChristianIce
    @ChristianIce ปีที่แล้ว +1

    Imagine if today every game would come out with its own custom unique graphic card, and you would have to swap it every time.

  • @ZX81v2
    @ZX81v2 ปีที่แล้ว +1

    Gradius I - Never had vertical scrolling in the game. It Was Vulcan Venture/Gradius II that changed the Angle of play with the "Go Up!" levels :)
    I have completed Gradius I, many times.

    • @StriderVM
      @StriderVM ปีที่แล้ว

      So where did @5:32 come from? It looks like Gradius 1 but scrolling vertically. I think what the video creator is referring to is level that can scroll horizontally AND vertically.

    • @ZX81v2
      @ZX81v2 ปีที่แล้ว

      @@StriderVM Ahh I see my mistake, I took the playfield orientation change from Horizontal to Vertical. The "Screen wrap" method ain't quite the same, Vulcan Venture Level 2 I think it is the game orientation changes so it plays like a "Galaxian" type SEU. You are correct however, I did not take the "Screen wrap" as true move up the screen.
      Sorry for any confusion

  • @zzysk2
    @zzysk2 ปีที่แล้ว

    According to an article I read a while back, it was said that the arcade version of Gradius II didn't sell well outside of Japan.
    With that in mind, I understand why Konami went out of their way to avoid putting Gradius II on the NES.

  • @greensun1334
    @greensun1334 ปีที่แล้ว +1

    11:40 - those graphics could be from an early Genesis game. The (fake) parallax scrolling and the clever use of colors look awsome for a NES title. What's the name of the game?

  • @lyianx
    @lyianx ปีที่แล้ว +1

    I'd be curious as to the reason for the mapper restriction.. however.. I can *maybe* get the released game limits IF it was a matter of them needing to review the games before release. It might have been a control measure to make sure they didnt get overwhelmed by a flood of games for review. Back then, the Nintendo 'Seal of Quality" actually meant something. (today, not so much).

    • @hackerx7329
      @hackerx7329 ปีที่แล้ว

      You aren't far off. The restriction on how many games could be released per year and that the cart manufacturing had to go through Nintendo was to prevent another video game crash that happened because of how many companies had popped up flooding the market with terrible games for stuff like the Atari 2600. I can't say I'm a fan of draconian policies but this particular one made sense for a market that was almost dead before Nintendo manged to show up with their "interactive toy" that came with a plastic robot and just so happened to also play games on a TV. If you could only release 5 games a year you need to make sure they were as good a possible to compete to make money in the market because you couldn't just throw out the same game 5 times under different names at different stores to try to boost total sales.

    • @ryan89554
      @ryan89554 6 หลายเดือนก่อน

      You mean the seal of bad quality so many bad games were released in the west by ljn and acclaim

  • @brianjacobson297
    @brianjacobson297 ปีที่แล้ว +3

    I consider it downright criminal what happened to Castlevania III. The Japanese version is fun, nicely balanced, and the character you select as your partner was essentially a difficulty level choice. But for the American version, they ramped up the difficulty to a ridiculous degree and changed the characters so that Sypha was the only partner worth a damn.

    • @cartergamegeek
      @cartergamegeek ปีที่แล้ว

      Rental Market.

    • @alexc836
      @alexc836 ปีที่แล้ว

      Agree. I had that one as a kid, then later got the Japanese one and it’s better in every way.

    • @phantom8157
      @phantom8157 ปีที่แล้ว

      They increased the difficulty to actually sell games overseas. If you could easily beat the game over a weekend as a rental, people wouldn't buy the game, as they were expensive

    • @thinkhector
      @thinkhector ปีที่แล้ว

      Correction, they didn't make the game harder, they removed the normal mode, and left only the hard mode. You can play the Japanese game in hard mode too.

    • @alexc836
      @alexc836 ปีที่แล้ว

      @@thinkhector Not true. All 3 versions (JP, US, EU) have a normal mode and hard mode. There are a lot of differences between these versions that affect the difficulty, both in normal and hard modes, but the US normal mode is not the same as the JP hard mode. Also, the EU version is a little bit easier than the US one, but still not as easy as the JP one.

  • @duunchannel
    @duunchannel ปีที่แล้ว +2

    I thought your name was familiar, wondered if it was the same dude from gamefaqs all that time ago. Turns out it is. Cool to see you again! Nice vid.

  • @brandondetroitfanmichaels4325
    @brandondetroitfanmichaels4325 ปีที่แล้ว +1

    Life force is one of my top 10 favorite games on the NES!

  • @VJFranzK
    @VJFranzK ปีที่แล้ว

    9:50 We read about "Gradius 3" in some video game magazine! as a title that may be ported. It now seems to be G2, maybe they reported the wrong number thinking Life Force was 2.🔵🔵🔵🔵✈

  • @jorymil
    @jorymil ปีที่แล้ว

    What bugs me is that the North American NES wasn't capable of expansion audio. I say "wasn't:" there are some simple mods that make it possible.

  • @edgecrush3r
    @edgecrush3r ปีที่แล้ว

    I always wondered why most MSX2 cardridge Konami ports were close to the arcade and the NES versions looked watered down.

  • @billkeithchannel
    @billkeithchannel ปีที่แล้ว

    I fell in love with _Life Force_ in the arcade. I first played it while on a gaming road trip and it would be months before a copy came to my hometown arcade. I was NEVER happy with the *NES* ports of any arcade games and was a coin-op purist snob. Although I will admit I did play the *PlayChoice 10* version of several games. _Gauntlet IV_ for the *SEGA Genesis* would be the exception of a home console game surpassing that of the arcade franchise. How can you not fall in love with the music of _Hitoshi Sakimoto_ and _Masaharu Iwata._

  • @MrJulimano
    @MrJulimano ปีที่แล้ว

    Luckly here in Brazil we only had NES Clones, Gradius 2 was my favorite "top game" game and I was shocked when I got older and realized that most of the gamers of that time couldn't enjoy this game

  • @joarsoderstrom8287
    @joarsoderstrom8287 9 หลายเดือนก่อน

    I have one question, what made tjhose map chips be aloved to by use in Japan? Why didn't Nintendo of Japan have a problem with them? And why couldn't the nes run a few of the chips? Is the nes less powerfull then the famicon?

  • @PONTOCRITICO
    @PONTOCRITICO ปีที่แล้ว +3

    Amazing, I didn't know about this disparity of expansion chips on Nintendo consoles in Japan and the US. Can anyone tell if the Japanese cartridges worked in the famiclones spread around the world?

    • @TrimeshSZ
      @TrimeshSZ ปีที่แล้ว +1

      Mostly yes, although some of the clones didn't have the audio mixing circuits that the original Famicom did and hence missed out on the extra audio channels. There were also some models that did nasty tricks with the CPU timing to allow games designed for 60Hz NTSC to display on 50Hz PAL TVs - this typically worked find with simpler games, but messed up with some of the ones doing fancier tricks (like the Konami mappers that faked up a scanline counter using the CPU clock).

    • @PONTOCRITICO
      @PONTOCRITICO ปีที่แล้ว +1

      @@TrimeshSZ Well then, there are even those clones with dual cartridge slots for 72-pin and 60-pin. This is the case of the Milmar Top System, the CCE Top Game, and the Dynavision 3 and Dynavision 4 from Dynacom that were manufactured in Brazil. Do they have all the necessary hardware to run the Japanese cartridges?

    • @TrimeshSZ
      @TrimeshSZ ปีที่แล้ว +1

      @@PONTOCRITICO IIRC, Brazil used a 60Hz PAL variant called "PAL-M", so it would use the standard NTSC timing, as used by the original Famicom. The extension audio support could be a problem - it certainly won't be supported on the 72 pin carts because they don't have the necessary pins and it may not be connected on the 60 pin socket either. The only way to know for sure is either testing it with a cart known to support expansion audio or opening it up and seeing if pins 45 and 46 on the 60 pin socket are connected.

    • @PONTOCRITICO
      @PONTOCRITICO ปีที่แล้ว +1

      @@TrimeshSZ My biggest doubt is whether these Konami cartridges would run well on them. They are dual-slot consoles, so they are designed to work with both standards, but the issue of Japanese chips being incompatible with the NES is that I wonder if they would work correctly with the cartridge hardware.

    • @TrimeshSZ
      @TrimeshSZ ปีที่แล้ว +1

      @@PONTOCRITICO If you mean generally, they should - the core chips in the Famicom and the NTSC NES are the same - the CPU is a Ricoh 2A03 and the PPU is a 2C02 in the retail machines. Electrically the signals on the cart port are nearly identical - out of the 60 signals on the Famicom cart slot 58 are present and identical on the NES (the two missing signals are the ones used for audio expansion) - there are also 14 new signals - 4 of them are connections to the CIC lockout chip and the other 10 are just wired to the expansion port on the bottom of the NES. The only things I've found not to work with Famicom carts on a US NES with a disabled CIC chip is the expansion audio.

  • @billyjoejimbob75
    @billyjoejimbob75 ปีที่แล้ว

    Had no idea it was a US rework of a sequel. Always did wonder why they were so similar though.

  • @brianjl7477
    @brianjl7477 ปีที่แล้ว +1

    The big question though is WHY? Why did NOA crack down on chips when NCL did not? I remember I always thought that Life Force WAS Gradius II, especially when we did get Gradius III on the SNES. I never saw the arcade versions of those at all.

    • @NotABot55
      @NotABot55 ปีที่แล้ว +2

      Consider this: who exactly would be manufacturing the chips in question? If I'm remembering things correctly, Konami may have *designed* the VRC2 and whatnot, but Nintendo was the one who *manufactured* the chips when it came time for the games to press. Another thing to consider is that NoA didn't have a sizable dedicated manufacturing arm as NoJ did back then, so making the standard ROM chips and the special order ones like the VR2 may not have been financially feasible for NoA.

    • @thinkhector
      @thinkhector ปีที่แล้ว +1

      The NES was also redesigned, so that you could not play Famicom games on it. This means those mapper chips couldn't just be copy and pasted in. They need to actually be redesigned for NES compatibility.

    • @alexc836
      @alexc836 ปีที่แล้ว +1

      Another reason was that many 3rd party developers, including Konami, actually manufactured the cartridges themselves for the Japanese market. This is why Famicom cartridges varied in shape and design. Konami also manufactured this chip in-house themselves. For games sold outside Japan, all manufacturing was done by Nintendo (at least for legally licensed games), so they had to use Nintendo’s chips for markets outside Japan.

  • @Mrshoujo
    @Mrshoujo ปีที่แล้ว +1

    Just import the Japanese Famicom Originals and use an adaptor and then see those games still work on the NES.

  • @kallesiukola7925
    @kallesiukola7925 ปีที่แล้ว

    Meanwhile, in Europe: Gradius released 2 years later than in the USA, Life Force over a year later, and we only got a half of all NES games. (Also our 50 Hz TV system...)

  • @rojoshow13
    @rojoshow13 ปีที่แล้ว

    He mis spoke when talking about the horizontal and vertical scrolling I think.

  • @baladi921
    @baladi921 ปีที่แล้ว

    That scrolling in zelda was hardly choppy.

  • @wettuga2762
    @wettuga2762 ปีที่แล้ว +1

    What about European releases of these games? Were they also limited somehow, or were they more identical to their Japanese counterparts?

    • @alexc836
      @alexc836 ปีที่แล้ว +2

      They had the same limitations as the NA versions, if they came out at all. Some like Contra were changed even further, because of stricter laws about depicting war and violence in humans, so they changed it all to robots instead.

    • @wettuga2762
      @wettuga2762 ปีที่แล้ว

      @@alexc836 Thanks for the info, I've got some of these on my Best Of list, so I'll switch some of them with the better Japanese versions.

  • @effexon
    @effexon ปีที่แล้ว

    Imagine having cartridges in 2020-22... middle of chip shortage... where every cartridge uses multiple extra chips....
    I dont miss those extremely expensive games era but certainly technically this approach offered very interesting solutions keeping console same.

  • @RetroJack
    @RetroJack ปีที่แล้ว +1

    This is the content I subbed for!

    • @pojr
      @pojr  ปีที่แล้ว

      Thank you! Really appreciate it

  • @PKMNwww411_MkII
    @PKMNwww411_MkII ปีที่แล้ว

    Nintendo relaxed these mapper restrictions late in the NES' lifespan. There are a few unlicensed NES games that used custom mappers.

    • @alexc836
      @alexc836 ปีที่แล้ว +1

      Unlicensed games did not have Nintendo’s approval and were technically illegal. They didn’t follow any of Nintendo’s rules.

  • @Swampert_Tube
    @Swampert_Tube 9 หลายเดือนก่อน

    2:45 according to Wikipedia contra came out in the USA first

  • @chadevans4922
    @chadevans4922 ปีที่แล้ว +1

    Hmm. So, that is why Life Force felt so barren. I also noticed that a lot of Konami games would force the NES's graphics to stutter. At the time, I didn't know that it was a limitation of the hardware (I do now.) It's sad that Nintendo was so restrictive because, for me, the company who made the game was the decider. If I heard that Konami made a game, I knew it was a good one just by that name alone. I really think Nintendo shot themselves in the foot by being so limiting in U.S. releases.

  • @ReaperX7
    @ReaperX7 ปีที่แล้ว

    Metal Gear was a title that really got hurt by Nintendo. Not only was the actual Metal Gear boss fight removed and replaced with the infamous Super Computer battle, but the game was nerfed in difficulty heavily, and many aspects of the game were cut entirely.
    I always wondered, if Konami and other companies had gone with Sega and the Master System or even the NEC/Hudson TurboGrafx 16... What might the outcome have been?

  • @holden6104
    @holden6104 ปีที่แล้ว

    Really interesting video if you grew up with this stuff like I did. Great research.

  • @elwoodwesley9115
    @elwoodwesley9115 ปีที่แล้ว

    That's what gaming fun back then go thru the limited challenges

  • @qwaH
    @qwaH ปีที่แล้ว +2

    at least America didnt change the soliders in Contra into robots

    • @alexc836
      @alexc836 ปีที่แล้ว

      No, but we changed the bad guys to aliens.

  • @ariesmight6978
    @ariesmight6978 ปีที่แล้ว

    I do not know who produced Chuck Rock. It was a good challenging game. With great graphics a a matching theme song.

  • @azurephantom100
    @azurephantom100 ปีที่แล้ว

    gradius 2 was released to the us though just not on the nes its on the snes ik as it was one of the first games me and my sister played when we got it. my guess it they didnt want to cut back on it so they just ported it to the snes

  • @redrumcoke2363
    @redrumcoke2363 ปีที่แล้ว

    Fine, I guess I'll say the last part we were all waiting to hear: The U.S. got a Gradius III that was essentially, most of what Gradius II had been for the JDM Konami had developed much earlier. It still missed out on some of the cool bits Gradius II had.

  • @megagrey
    @megagrey ปีที่แล้ว

    Luckily I have Famicom copy of Gradius II, and will eventually get Salamander as well.

  • @BendApparatus
    @BendApparatus ปีที่แล้ว +1

    Look up an SNES game called Biometal...the Japanese version featured an amazing electronica inspired soundtrack...but that wouldn't fly here in the states (and apparently Europe) instead...we got remixes of 2 unlimited...I kidd you not...

  • @Sonic_jams
    @Sonic_jams ปีที่แล้ว

    6:10 you mixed up horizontal and vertical

  • @Snotnarok
    @Snotnarok ปีที่แล้ว +1

    Nintendo of japan also managed to make rentals illegal without permission from the publisher, they tried to do that in the US but failed so companies like Konami jacked up the difficulty of the western releases.
    Some titles that are infamously hard? Are much easier in JP.

    • @TokyoXtreme
      @TokyoXtreme ปีที่แล้ว

      That’s the true story behind Simon’s Quest - a game as absurdly crypt as Swordquest: Earthworld. Impossible to beat through rentals alone.

    • @yubl10
      @yubl10 6 หลายเดือนก่อน

      ​@TokyoXtreme No Simon's quest is just as cryptic in Japanese as it is in English. The cryptic stuff was kinda the point, though, because it's part of the games story if you read the manual. The game just really wasn't translated very well.
      On another note.
      The line one of the villagers says is "Don't look into the death star or you will die," which was supposed to be a fist of the North star reference, but it was badly translated.

  • @TheStarTrekApologist
    @TheStarTrekApologist ปีที่แล้ว

    up, up, down, down, left, right, left, right,B,A Gradius II looks like the Super Nintnedo Gradius

  • @jonothanthrace1530
    @jonothanthrace1530 ปีที่แล้ว +9

    Personally, I think Castlevania II's US soundtrack sounds a lot better than the Japanese version; they reworked the songs significantly so some of them have much more interesting melodies and counterpoints going on.

    • @ungabungus01
      @ungabungus01 ปีที่แล้ว +1

      Castlevania II I agree, castlevania III no way

    • @KrunchyTheClown78
      @KrunchyTheClown78 ปีที่แล้ว +1

      I too think the US version of Castlevania III sounds far better, heavier.

    • @alexc836
      @alexc836 ปีที่แล้ว

      Well technically they have the same melodies, but they use different waveforms and composition structure if that’s what you mean. Yeah I like the sound of the US part 2 better as well, especially the added drum samples and flourishes. For part 3 though, the JP is better hands down.

    • @thinkhector
      @thinkhector ปีที่แล้ว +1

      As someone that recently played and beat Castlevania 2 for the first time, I agree that the U.S. soundtrack is better, but boy does that gameplay suffer.
      I tried VERY hard to beat it without any how-to guide, but it proved impossible. (Didn't realize you could show the boat captain a different body part and he would take you someplace else.)
      The odd thing about Castlevania 2 is that it actually has more in common with modern Castlevania games then the other better 80s titles.

  • @ajboomer1347
    @ajboomer1347 9 หลายเดือนก่อน

    So the US version of Gradius was a Down-Gradius, while the Japanese version was an Up-Gradius? 😅

  • @buildingseas
    @buildingseas ปีที่แล้ว

    I'm just here to procure some nice audio samples of these classic games for use in music.