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/vr/ - Retro Games


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File: 29 KB, 512x448, Gilligan's Island (Bandai NES 1990).png [View same] [iqdb] [saucenao] [google]
8267663 No.8267663 [Reply] [Original]

>walk around a bunch of stupid pathways with the same identical background for hours solving puzzles or some shit
>made by Human Entertainment, another NES shovelware factory
>also who would want to play a Gilligan's Island video game except boomers?
>since I doubt the typical 12 year old in 1990 gave a shit about Gilligan's Island
Seriously?

>> No.8267690

>>8267663
>>since I doubt the typical 12 year old in 1990 gave a shit about Gilligan's Island
I turned 12 in 1990, and I can tell you that I watched a lot of Gilligan's Island reruns. But... I can confirm this. Before on-demand streaming, we watched a ton of TV we didn't even like.

>> No.8267779

>>8267690
its kind of weird though as you never saw anything like hooneymooners on atari.

>> No.8267825

HE made almost 40 NES games IIRC, some of them Japan-only.

>> No.8267858

>>8267690
Can confirm. I used to watch Gilligan's Island all the time before getting on the school bus in the early 90s.

>> No.8267868

>>8267663
Western-only shovelware developed by Japanese studios are... fuckin' BASED!

>> No.8267909

Seemed to specialize in sports and athletics-themed games; this was one of the few they did that wasn't one of those.

http://bootgod.dyndns.org:7777/search.php?developer=Human%20Entertainment

>> No.8267980

>>8267909
i ain't clickin that shit my niggo

>> No.8268024

>>8267909
Human made some random shit, like they created Clock Tower and the Fire Pro Wrestling games. I think they're suspected to have made Monster Party, iirc.
>>8267980
Bootgod is perfectly safe. Just a database of NES/Famicom cart and PCB scans.

>> No.8268062

>>8267868
I'd wonder if anyone in Japan had ever seen or heard of Gilligan's Island anyway? Did they just send them a VHS of like two episodes and say...uh...watch this and then do whatever with the game. I don't care.

>> No.8268610

>>8268062
If mobygames is to be believed, the Executive Producer is a guy with an English name, so he might've helped provide the Japanese team with guidance for them to work from. No clue how GI was made, but I know that some of the Capcom/Disney NES games had a US-side producer who helped guide the project, with WIP builds sent to the US to see how things were progressing. That's Disney, though, who are notoriously picky with how their licensed projects are handled. Basically, I'd guess the Japanese developed games based on US properties which actually manage to capture some of the plot and feel of the original media beyond a character and the most basic of plot had somebody much more familiar with it guiding them all along the way. Stuff like Friday the 13th? Yeah, that was probably a "hey Japanese team, here's some names, here's the main villains, here's a basic plot, send us a near-final ROM in three months" deal.

>> No.8268672

>>8267663
>who would want to play a Gilligan's Island video game except boomers?
>since I doubt the typical 12 year old in 1990 gave a shit about Gilligan's Island

Adults didn't wait 2010 to play NES games.

>> No.8269354

>>8268672
lyl no of course there were always a lot of boomers who did. usually sports and war sims. stuff like Iron Tank.

>> No.8269363

>>8267663
I am more curious about how Fester's Quest came to be. It was released 1989 before the Raul Julia movies revived the franchise to those unfamiliar with the strip or the TV show or the animated cameos. Also, why aliens? The whole game feels like a different rom that got The Addams Family license slapped at the last minute. The game was rushed enough as it is to not put any check points.

>> No.8269376

>>8269363
i'm sure this happened with licensed games on a regular basis. i'm sure Porky Pig was something else originally that they just stuck a sprite of him in it because nothing else in here makes sense or has anything to do with the character.

>>8266503

>> No.8269401

>>8269363
You are wrong. It was envisioned as an Uncle Fester game right from the very start, before they even got the license. The main devs were Richard Robbins and Michael Mendheim, better known for Desert Strike and Army Men respectively. Robbins had a dream about a game called Uncle Festers Playhouse, an Addams Family version of Pee-Wee's Playhouse. He then contacted Charles Addams's widow and begged her to get the license for the game. Sunsoft thought Robbins had lost his mind, and specifically asked "Who is going to care about this old T.V. show?"

While the game uses the same engine as Blaster Master, as per Robbins, both games were developed at the same time in the same place. Robbins wrote the storyline for Blaster Master at the time they were working on Fester's Quest. The reason the game came out so rough was because they were rushed to get it out the door, and it was the first game Mendheim had done dev work on before. The reason the game is so damn hard is because Mendheim forgot players wouldn't have access to the dev codes that let you jump between levels. It wasn't until the JP Q&A beta testers were complaining about difficulty that they realized they fucked up, but it was too late then. Sunsoft chewed out both Robbins and Mendheim for the fuckup, then marketed the game as "One of the hardest NES games ever!" Neither Robbins nor Mendheim were a part of the PAL port team that made the game easier.

It ended up selling 1 million copies.

>> No.8269410
File: 32 KB, 400x500, 30347F41-25F7-4507-BED4-69AFD6CE51DE.jpg [View same] [iqdb] [saucenao] [google]
8269410

>>8269401
I like how the manual just advices you to get a turbo controller.
>The use of a "Turbo" type joystick with rapid fire feature will be quite helpful.
>With rapid fire joystick, you can shoot and destroy "Slime replicator" aliens and pick up many useful items quickly.

>> No.8269949

The PAL version is way easier for some reason

>> No.8271736

>>8269401
>Robbins had a dream about a game called Uncle Festers Playhouse, an Addams Family version of Pee-Wee's Playhouse
>unironically making a game because it came to you in a dream
kek based

>> No.8271754

>>8267779
>hooneymooners on atari.

there was a hooneymooners C64 game

>> No.8272745
File: 34 KB, 350x197, home_improvement_snes_box_9.jpg [View same] [iqdb] [saucenao] [google]
8272745

>>8267663
>also who would want to play a Gilligan's Island video game except boomers?

I had the same opinion about pic-related last year but a bunch of fags got butt-hurt and called me a zoomer.

The show was shit and the game was worse.

>> No.8272749

>>8272745
>The show was shit
you should honestly fuck off for good

>> No.8272753

>>8267663
My older cousin (I'm 32, he's like 38) used to watch Gillian's Island frequently and enjoyed it in the mid 90s.

>> No.8272757

>>8269410
Lmao why not just give him rapid fire in the game?

>> No.8272764

>>8272745
Lmao imagine still seething over this after so much time has passed.

You're still dumb, btw. I grew up watching all kinds of sitcoms. Adults arent the only ones who cared

>> No.8272771

>>8272749

Still here huh? Sad really. How's the whole "not having a life" thing working out for you?

Also, I think having shit taste is a legit medical condition. You should see a doctor about that.

>> No.8272775

>>8272771
Yes, you should get that checked out, along with your reddit spacing
Now fuck off, go back home, we don't want you here

>> No.8272780

>>8272775
>Muh Reddit spacing

>> No.8272809

>>8268610
Friday and especially Nightmare were both known in Japan however. What you described is almost verbatim what was expressed by the US leads for Fester's Quest, however. Japan never got Addam's Family and the game posted the movie revival, so the devs didn't really get it, they just got direction from the US folks, who were sent ROMs of different test builds to evaluate progress.

I would bet for Gilligan's Island that the team saw some episodes and got a basic idea, and were just told to run with it.

>> No.8272821

>>8271736
That was the origin of Space Ghost Coast to Coast as well.

>> No.8272825

>>8268024
Human Entertainment would be a lot like those mediocre artists who take 5 dollar commissions. There's potential to be unearthed, they just need someone to direct them to harness it.

>> No.8272826

>>8272764
>seething

Not really. Just confused over why somebody would honestly coom over garbage shows and vidya.

>You're still dumb, btw.

Do you guys even leave your basements? I haven't been to this board in almost a year and you still patrol this place like paranoid hobos.

>I grew up watching all kinds of sitcoms.

I see. You were the asperger kid in your class huh?

>> No.8272830

>>8272775
>waaah everything I don't like is reddit

OK schizo

>> No.8273032

>>8272830
>still seething
no seriously go home

>> No.8273039

>>8272826
>still seething over some shit after months and lashing out at people rightfully laughing at you

ngmi

>> No.8273068

>>8273032
>>8273039

And yet you still reply. Please go outside. At least once.

>> No.8273130

>>8272745
David Crane co-produced this game so it's no surprise that it's very Pitfall-esque. Also the aesthetic is rather more Mega Drive-like and it doesn't look "typically" SNES.

>> No.8274723
File: 332 KB, 717x880, back.jpg [View same] [iqdb] [saucenao] [google]
8274723

>>8272780
>>8272830

>> No.8276624

>>8268610
It helps that Disney and WB were usually okay with "X character plays Y role in Z fantasy scenario". You didn't have to have Mickey or Bugs or whoever playing out what they did on the shows, they could be "playing" a character in an original space opera story with their pals in funny roles. Disney especially is an inflexible fucking company but this particular thing was thankfully pretty flexible on its own.

>> No.8276632

lyl remember Eric Caen whining that one reason Superman 64 sucked is that DC kept imposing retarded restrictions on what could be done with the character? you couldn't do stuff like have Superman punching people.

>> No.8276640

>>8276632
Yeah it was something like that but also because they would barely reply half the time to their inquiries and when they would, they would step in and demand changes after they’d already implemented a feature.

>> No.8276693

>>8276632
>>8276640
Essentially what happened, according to Caen at least, was DC were originally onboard with the whole thing at first, but then the licensing team was gutted and restaffed and the new team was unbelievably picky and aggressive. They’d micromanage everything about the project and would have to approve every single aspect about the game. First they tried to restructure the game to being a Sim City sort of deal, but that managed to be shot down by Titus. They planned to make Metropolis a full massive sandbox where you could break down buildings and shit, but DC axed that because they didn’t want Superman acting like a villain and hurting people, which is also why you punch ‘shadow people’ and the game takes place in VR. Titus had to manually submit every single design they did for the game, to characters to level designs, etc and DC would often take weeks to give the approval for one single character. Apparently DC shot down ideas for the game like swimming and saying Superman had never done such things and so they couldn’t be in the game, so Titus had to dig up old superman comics as evidence to allow them to implement it. By the time everything was submitted and DC wasn’t breathing down their backs, they barely had time to play test and most of the dev time was spent just getting the game running and playable. This all comes directly from Eric, who thinks they were trying to sabotage them. It might not be entirely trustworthy but considering how the cancelled PSX version is in significantly better shape despite receiving less attention, and how DC used the failure of the N64 version as an excuse to cancel it, I feel he may be right