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/vr/ - Retro Games


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5257180 No.5257180 [Reply] [Original]

The two largest games for NES that aren't unlicensed garbage are Kirby's Adventure and Just Breed at 786KB (6 Megabit)

SNES: Star Ocean, Tales of Phantasia, and Dragon Quest III are all jarpigs and all 6.3MB (50 megabits).

We need a list of the biggest games for each system.

>> No.5257676

>>5257180
Only the translated version of DQIII is that big while the original one is "just" 32 Mbit.
Tengai Makyou Zero and Daikaijuu Monogatari 2 are the two second-largest games after SO and ToP with 40Mbit.

>> No.5257687
File: 145 KB, 830x650, SLPM-86355-F-ALL.jpg [View same] [iqdb] [saucenao] [google]
5257687

This and Riven are the only 5 disc games on playstation that I know.

>> No.5258904

>>5257180
Now I'm curious, has anyone ever made a timeline of the largest PC games over time?

>> No.5258954

>>5257180
>Tales of Phantasia,
Never knew it was as big as SO1. I thought SO1 built on ToP tech and should be larger.

I think Phantasy Star IV was largest for Sega Genesis.

>> No.5258957

>>5258954
Star Ocean actually has more content, it just uses better compression.

>> No.5258995

>>5258954
For Win98 games, I think NWN1 fitted on 1 DVD , about 3-4 GB?

But some FMV adventure games were sold on 6 CDROMs , so maybe those were larger? I dunno. Can't seem to find any good list for retro PC games.

https://gamesystemrequirements.com/ only lists newer games and can't sort by installation size.

>> No.5259003

>>5258995
Phantasmagoria came out in 7 CDs.

>> No.5259006

>>5257687
Then why does the top right say 4 discs?

>> No.5259014

>>5259006
It actually had 8 discs. The game had 4 discs, but there was an "EVS Append Disc" (EVS = Emotional Voice System), which just made the girls say your name. There were also 3 bonus discs that came with magazines.

>> No.5259021

>>5259006
The game package had 4 discs.
You had to track down the bonus discs (each disc had a few character voices), so they could say your name with the EVS.

Tokimeki Memorial 2 needs a translation. Even if it seems like some dumb dating sim, it's a very, very interesting game. One day you're walking to the cinema with your sweetheart, and suddenly a gang of appears to beat the shit out of you and you have to fight them with your girlfriend, or aliens interrupt your date, or a truck hits you (or even your girlfriend!).

>> No.5259045

>>5257180
Metal Slader Glory on NES/Famicom is 1 megabyte (8 megabits).

>> No.5259054

>>5259021
True Love already did the simulation gameplay.

>> No.5259118

>>5258995
X-Files came in a little filing-cabinet-like set and had 7 or 8 CDs

Shit was cash

>> No.5259205

>>5259054
Tokimeki Memorial is different in the sense that you don't raise stats, but you actually need to think about your friendships and answers accordingly.

For example, there is the dreaded "bomb system", where if you say something that a girl doesn't like, she'll start spreading rumors about it. That means you can't just pursue one girl and tell every other one to fuck off, because the ones you tell to fuck off will spread rumors about it. You can actually call people to dispel the rumors somewhat, but it's almost entirely out of your hands. While in a "normal" dating sim, you can control most of the stuff through "flags", in TokiMemo the world and people will interact with each other even while you're not doing anything.

For TokiMemo 2, when you start taking girls on dates, you'll see they like some places better than others - however, if you keep bringing her to the same place, it increases the chances of something weird happening, or just a gang of weirdos finding you and demanding a fight.

You can also completely ignore every girl and form a band with your bros, to play Enka (a traditional style of japanese music).

>> No.5259342

>>5259205
>a band with your bros, to play Enka
Gay buttfucking end?

>> No.5259346

DQ4 is 1MB in size, it is the largest NES game.

>> No.5259357

>>5258995
>For Win98 games, I think NWN1

This blows my fucking mind.

>> No.5259358

The biggest Atari 2600 games are 16k; there are a couple of these including Winter Games and Double Dragon.

The biggest NES game, as already mentioned, is Dragon Quest IV at 1MB.

A few MD and SNES games are 6MB, in particular Chrono Trigger.

The biggest PS1 game was X-Files which came on six discs.

N64 games topped out at the 64MB that could be accessed by the console; bank switching would have theoretically allowed bigger games but was cost-prohibitive (the handful of 64MB games were already in excess of $70).

The biggest Gameboy games strictly for the original GB were Pokemon RBY, all around 1MB. If GSE are factored in (these were dual mode GB/GBC games), those were about 3-4MB.

>> No.5259374

>>5258995
For PCs it would get tricky since there are many sub-generations of them. I think the largest games that would run on an original 8086/8088 machine were probably some of the LucasArts/Sierra adventures. Indiana Jones and the Last Crusade was about 2MB and Monkey Island was even bigger, perhaps as much as 3MB. King's Quest V was probably at least that big as well.

>> No.5259379

DQ3 SNES is a fucking treasure.

>> No.5259381

Didn't some late Amiga games come on as many as 11 disks?

>> No.5259389

Largest for the C64 is probably Ultima V and VI which were easily over 1MB and came on something like 5-6 disks.

>> No.5259390

>>5259358
Pokemon RBY was *exactly* 1 MiB. GSC were exactly 2 MiB, not 3 or 4.

The single biggest Game Boy Color game was Densha de Go! 2, at 8 MiB.

>> No.5259395

>>5259389
1541 disks were 170k per side, so 340k total and it would require three double sided disks to reach 1MB.

>> No.5259404

>>5259118
This one?
https://www.oldpcgaming.net/x-files-the-game-review/
~4.15 GB according to internet archive.

So I guess it is the largest.

>>5259357
Neverwinter Nights Diamond including premium modules, should be about 2.5 GB. That's according to the original version sold on GOG(before scum Beamdog replaced it with ENHANCED). GOG might have compressed it further when they made a downloadable version.

>> No.5259405

>>5259381
They did and playing these was not very nice or fun at all.

>> No.5259408

So what are the _smallest_ commercially released games by system?

>> No.5259414

>>5259408
Including Shareware? I think there were some DOS games which were only like 50 kilobytes.

>> No.5259447

>>5259408
Most of the first generation Atari 2600 games from the late 70s were 2k.

The two smallest NES games are Space Invaders and Galaxian. Space Invaders has only 4k of PRG ROM and Galaxian 8k. The CHR ROMs are both 8k but may not be completely filled. All other NES games have a minimum 16k PRG ROM.

The smallest games for the Mega Drive are 128k; Columns is one such game. SNES games don't get smaller than 512k.

There are quite a few PS1 games under 100MB, mostly shovelware/casual/puzzle games not worth playing. Harvest Moon: Back To Nature is one of the smallest at 30MB. Keep in mind that about 70% of PS1 games are sound/video/FMV data and the actual code portion is about the size of a typical N64 game.

The smallest N64 games are 8MB, mostly early ones like SM64.

The smallest Gameboy games are 32k, mostly early ones like Tetris.

>> No.5259474

>>5258904
No. But PCGamer wrote about large sized PC games over the years.

>> No.5259546

>>5259447
Also early PS1 games often had Redbook audio (you can actually put these in a CD player and listen to the music), later this switched to compressed audio data.

>> No.5259575

>>5258995
I distinctly remember playing NWN1, without expansions or extra content, in two cds. FMVs are a different story considering how much of that was dedicated to videos. Diablo 2 had two or three cds with one of them dedicated to the cinematics.

>> No.5259594

>>5259021
Are the DS versions much different than the console versions? There's three english translated versions of those.

>> No.5259608

>>5259447
We are told that the NES Donkey Kong didn't have the pie factory screen because of limited ROM space in the beginning. Yet it seems to have been 16k in size and most of the home computer ports were as big and got all the screens in.

>> No.5259617

>>5259608
Maybe they had time constraints? Donkey Kong Jr for the NES I'm sure had all the screens from the arcade game. Also it may not be 16k because the NES emulator ROM format used since Nesticle mandated a minimum size of 16k PRG and 8k CHR even when it was a game like Galaxian that had only 8k of PRG ROM.

>> No.5259628

>>5259608
Donkey Kong could have been sloppily coded and used more ROM space than it needed to. If that was what happened, then Nintendo really wouldn't want to admit to it and it would make more sense to just claim they couldn't fit in all the levels.

>> No.5259632

Is the compression ratio of zipped roms any indication of how much unused space there is on the rom or the extent data was compressed within the rom? There's quite a few NES games that are the same Mb size, but when compressed can vary by quite a bit.

>> No.5259639

BTW, a prototype of Mario Bros for the Famicom had 16x16 sprites for the turtles but the finished version had only 8x8 sprites. With a lot of those very early games, it seems as if Nintendo's programmers were nervous about running into the scanline limit.

>> No.5259654

IDK, but the CHR ROM for Donkey Kong has some unused slots and a couple of waste sprites that aren't used for anything.

>> No.5259670

>>5259608
>Yet it seems to have been 16k in size and most of the home computer ports were as big and got all the screens in.

The Apple II and Atari 8-bit versions have Donkey Kong on the right rather than the left side of the screen because of the screen geometry of those systems, and none of the programmers had access to the original arcade game assets or source code; they had to go to the local arcade and play the game while then trying to recreate it from memory.

>> No.5259682

>>5259205
Sounds cool.

>> No.5259687

There are no home versions of Donkey Kong that come close to the arcade. Especially all the strategies and techniques you can use in the arcade game, those are vital to the experience and utterly missing or mutilated in all of the home versions.

>> No.5259693

>>5259687
Donkey Kong on the Game Boy is excellent but it's really a totally different game from the original.

>> No.5259697

>>5259639
Yeah yeah it was very early, ROMs were expensive, and the Famicom was brand-new and Nintendo's programmers were just learning how to code for it. None of that initial group of arcade ports (DK, DK Jr, Mario Bros, and Popeye) are accurate to the originals, although DK Jr is the best one.

>> No.5259705

There was a remake of Mario Bros released in Europe exclusively that adds cutscenes and improved physics. There are some things it fucked up like letting you change direction in mid-air which you can't do in the arcade, but overall it's way better than the original port. The cartridge will also work on NTSC machines if you neuter your lockout chip.

>> No.5259712

>>5259687
Some people have also been confused by the level order in the NES Donkey Kong, but it follows the Japanese arcade game which had the levels in a different order than the US one. Also the difficulty was jacked up on the US Donkey Kong arcade game, the Japanese one was easier and you can use some techniques that will be fatal if you try them on the US version.

>> No.5259719

>>5259697
>>5259639
>>5259608
In fact Nintendo didn't code many of those early games, including Donkey Kong, in house--the actual work was farmed out to Intelligent Systems, a company that is still affiliated with Nintendo.

>> No.5259725

>>5259693
The Donkey Kong included in DK64 is also coded from scratch; it's not emulated and it's really good overall, but still differs from the arcade game in the movement patterns of the enemies/barrels and other stuff.

>> No.5259729
File: 70 KB, 800x606, vitua fighter animation.jpg [View same] [iqdb] [saucenao] [google]
5259729

>>5259358
there is fatal run on 2600 which is 32k

the yugioh game on gbc is really big can't member if it 32 or 64 mbit

on sms street fighter 2 is 6mbit
sonic blast is 8mbit - a brazilian official game gear conversion
game gear has virtua fighter animation at 8mbit but its not a game, also has sonic blast

on gen there is super street fighter 2 turbo, it has better animation at the start screen then the snes version, don't know what else - 40 mbit

on amiga monkey island has a hand full of disks

c64 ultima 6

recently released simcity nes prototype is pretty big

>> No.5259734

Didn't the Virtual Console NES Donkey Kong have the pie factory added?

>> No.5259742

>>5259729
>on amiga monkey island has a hand full of disks
Beneath a Steel Sky is on 15 disks. That could well be the biggest.

>> No.5259747

>>5259729
>c64 ultima 6
Seven double sided disks for about 1.1MB

>> No.5259756

>>5259734
It did. A very sloppy implementation, but it is in there and the intermission screens were added as well.

>> No.5259758

>>5259729
All the Yu-Gi-Oh games except a couple of the Japan-only ones were 4 MiB / 32 megabit. There were lots of games that size (Cannon Fodder, DKC, Dragon's Lair, GTA, Grandia, Harry Potter, Medarot 3/4/5, Metal Gear Solid, Sakura Wars, Shantae, and more). Only one game was bigger, see >>5259390.

>> No.5259759

>>5259747
Do your math more correctly. Each disk was 340k between both sides so with 7 of them, it's about 2.3MB. Ultima V was on four disks and is about 1.3MB.

>> No.5259761

>>5259719
Donkey Kong was by Ikegami, not Intelligent Systems.

>> No.5259763

>>5259756
Actually I'm mystified at how Nintendo still had anyone available who knew Famicom coding to be able to add those levels. Was there some old boomer fuck they got to add the levels? Or was it ROM hackers on the Internet who did it under a NDA agreement. The world may never know.

>> No.5259765

>>5259761
Whatever. Nintendo have also never reissued the arcade game under emulation, not on the VC or anything, and this is suspected to be due to legal issues over ownership of the ROM.

>> No.5259769

>>5259761
>Donkey Kong was by Ikegami

And I thought they only made security monitors. :^)

>> No.5259794
File: 214 KB, 1079x1080, m83411693895_4.jpg [View same] [iqdb] [saucenao] [google]
5259794

Tunnels & Trolls for the PC88 came on 12 disks.
Largest game however is Mirrors since that's the only CD game for the system.

>> No.5259912

>>5257180
>Just Breed
What a great game. It's big and it shows it.

>> No.5260517

>>5258954
>I think Phantasy Star IV was largest for Sega Genesis.
I believe Super Street Fighter 2 was the largest.

>> No.5260524
File: 482 KB, 1283x818, Biing.jpg [View same] [iqdb] [saucenao] [google]
5260524

>>5259381
>>5259742
The biggest Amiga game on disk I own is the AGA Version (Amiga 1200 & Amiga 4000) "Biing!: Sex, Intrigue and Scalpels" with 19 Disk.
https://www.youtube.com/watch?v=4cMElEFRD0I
https://www.youtube.com/watch?v=xu8IMBBWCZ8
https://www.youtube.com/watch?v=Zp7qcNY69_g

But of course this very lewd hospital/management sim from 1995 you have to install on your HDD. But you should als keep in mind, that usually all Amiga games (beside the later Stuff on CD of course) came on DD Disks with only max. 880 kb (the regular HD Floppy drives with up to 1.8 MB (or more if you use something like Spare Disk since usually the Amigas floppy drives where rather flexible in that case) were only optional external drives).

>>5259447
>There are quite a few PS1 games under 100MB, mostly shovelware/casual/puzzle games not worth playing. Harvest Moon: Back To Nature is one of the smallest at 30MB. Keep in mind that about 70% of PS1 games are sound/video/FMV data and the actual code portion is about the size of a typical N64 game.

The smallest PS1 game I witnessed was the Playstation Port of the old 8-/16-bit game International Karate+ with around 2 MB.

>> No.5260549

The arcade game of Donkey Kong is somewhere around 40k IIRC including all code, graphics, and sound data.

>> No.5260554

>>5260549
It's also based around a Z80 and Z80 code is generally more compact than 6502 code.

>> No.5260560

>>5259594
Those are all completely different games ("Girls' Side" subseries where you play as a girl and date boys.)

>> No.5260571
File: 23 KB, 100x100, xd.gif [View same] [iqdb] [saucenao] [google]
5260571

>>5260560
>"Girls' Side" subseries where you play as a girl and date boys
Are you telling me you play as a slut? Why would I want to play as a slut? Ewww!

>> No.5260583 [DELETED] 

It's just that...I mean, consider that the NES Donkey Kong had 20k of cartridge ROM between the PRG and CHR ROM and somehow they still couldn't fit in the pie factory when it was not an issue with the VIC-20, Atari 8-bit, and C64 ports all 6502 systems that managed to fit it into 16k. IDK how big the Apple II Donkey Kong is, probably bigger since Apple II games tend to require more code due to the lack of hardware accelerated graphics.

>> No.5260602

It's just that...consider how the NES Donkey Kong had 20k of cartridge ROM between the PRG and CHR ROM and somehow they still couldn't fit in the pie factory when it was not an issue with the VIC-20, Atari 8-bit, and C64 ports all 6502 systems that managed to fit it into 16k. No idea how big the Apple II Donkey Kong is, probably bigger since Apple II games tend to require more code due to the lack of hardware accelerated graphics.

>> No.5260629

Capcom's CPS2 board had a maximum of 32 MB for graphics, and they reached that limit as early as Children of the Atom. That's why you had all the Marvel games and eventually Darkstalkers shuffling their rosters around in subsequent installments on the system. Only Street Fighter Alpha managed to get by without ever having to cut anyone because it was initially made with lower production values. Earlier boards used 4MB of sound ROM, but from Vampire Savior onwards they doubled that to 8MB. So tied at 32MB of graphics and 8MB of ROM are Vampire Savior, Marvel Super Heroes VS Street Fighter, Vampire Savior 2, Vampire Hunter 2, Marvel VS Capcom, and Street Fighter Alpha 3. The third-party Mars Matrix also uses 32MB of graphics and 8 MB of sound, but doesn't use the full 8MB of program ROM like the previously mentioned games, so its overall size is lower.

>> No.5260631

>>5259346
metal slider something is 1.5mb iirc

>> No.5260638

>>5260571
s.oy

>> No.5260659 [DELETED] 

>>5260631
It's 1MB, same as DQ4.

>> No.5260662

>>5260631
It's 1MB, same as DQ4, except Metal Slader Glory has 512k each of PRG and CHR ROM while DQ4 has all graphics data in the PRG and there's a RAM chip where the CHR data is copied into.

>> No.5260670

>>5259670
Are you sure? The Atari 8-bit and C64 had the same screen resolution (320x200) and the C64 has Donkey Kong on the left. The VIC-20, 2600, and TI ports all have him on the left while the Intellivision, Atari 8-bit, Apple II, PC, NES, and Colecovision have him on the right.

>> No.5260675

>>5260662
Also DQ4 has the same sized ROM on the US and Japanese versions while all previous DQs have a larger US ROM due to the extra space needed for English dialog.

>> No.5260689

The C64 DK is pretty good overall, the graphics look more arcade accurate and the sound is pretty close. Too bad it runs like a slug. Only major flaw is missing the intermission screens.

>> No.5260705

>>5259575
Yeah, I have the GOG Diamond version.

>> No.5260707

https://www.youtube.com/watch?v=0LQaKA6fB5s

The Apple II version has the intermissions+all four screens, the intro is missing though.

>> No.5260712

>>5259794
>Tunnels & Trolls
Ah. I played one of their gamebooks. Was the PC88 game any good?

>> No.5260713

>>5260707
The Apple and IBM versions were on disk, they didn't have the space issues of the other ports that had to fit into a limited cartridge ROM. Not a fair comparison.

>> No.5260749

>>5260517

I guess. It was 24 MEGA POWER.
https://en.wikipedia.org/wiki/Street_Fighter_II:_Champion_Edition#Mega_Drive/Genesis

Too bad wiki don't provide the ROM cart size of every game. PS IV should have been only 4 MEGA POWER.

>> No.5260765

Donkey Kong has 8k of sound board ROM and fully half of it is taken by the grunting noise he does.

>> No.5260780

>>5259405
Sounds like a typical amiga experience

>> No.5260785
File: 2.99 MB, 480x320, Donkey Kong (Atari 400,800,XL,XE, 1983).webm [View same] [iqdb] [saucenao] [google]
5260785

>>5259670
btw. here's a blog post about the development of the Atari home computer port of Donkey Kong by the programmer himself (who didn't even like the arcade game in the first place). And it looks like Atari and it's staff was very weird.
http://www.dadhacker.com/blog/?p=987

>> No.5260789

>>5260785
His original prototype was 20k and included the intro and a bunch of other stuff which had to be cut to shoehorn it into a 16k cartridge.

>> No.5260795

>>5260780
Once you got into the 90s it sure was. Most 80s Amiga games fit on one disk, seldom more than two. By the time you had Indy and the Fate of Atlantis on 11 disks and you couldn't install it on a hard disk while PC owners were laughing at you, then..you get where I'm going.

>> No.5260806

Atari's in-house ports were usually good quality (except the Atari 8-bit Space Invaders since it was a rush job) but in the case of third party arcade games like Donkey Kong, they still didn't have access to the source code or game assets so the programmers just had to play the arcade game and recreate it from scratch.

Atarisoft conversions for other home computers were farmed out to whatever random developers they could find. Sierra, HES, Datasoft, a lot of devs did those arcade conversions.

>> No.5260827

>>5260806
Atarisoft titles were released for the Intellivision, C64, VIC-20, Apple II, PC compatibles, TI-99/4A, and ZX Spectrum. Some games were not released on every system and some were cancelled (the video game crash really fucked shit up). Also a few like C64 Mario Bros and Gremlins that were intended for cartridge release got put on disk instead because it was cheaper.

There were plans for PCjr releases that never materialized and the Colecovision Pac-Man (also never released) was dug up some time in the 90s or 2000s.

>> No.5260835
File: 2 KB, 256x192, Colecovision.png [View same] [iqdb] [saucenao] [google]
5260835

>>5260827
It's a pretty good port, the angry ghosts when they look downward is also a nice touch.

>> No.5261153

>>5258954
SO has extreme compression on the graphics. The uncompressed size is way more than double of what we see normally.

>> No.5261272
File: 15 KB, 300x300, 10318493.jpg [View same] [iqdb] [saucenao] [google]
5261272

>saw thread on NesDev about Donkey Kong's missing stuff
>someone asked if they could upload a disassembly of the ROM
>admin is like "No we can't do that because it would get us in trouble over copyright issues"

>being this autistic about a 35 year old game ROM

>> No.5261278

>>5261153
Also as we discussed before, SMB is extremely compressed to fit into 40k of ROM space.

>> No.5261286

>>5261272
Apparently Nintendo can't even reissue it themselves because it was outsourced to Ikegami for development and ownership of the game is disputed.

>> No.5261363

>>5259575
>Diablo 2 had two or three cds with one of them dedicated to the cinematics.
3 CDs. 1 more CD for Expansion LoD. I have it fully installed on my PC, with video files copied over and it's still less than 2 GB. I'm guessing some of the extra CD space was for other languages.

>> No.5261367

>>5261286
>it was outsourced to Ikegami for development and ownership of the game is disputed.
Try requesting GOG to buy over the copyrights and make a port. They did it for some abandoned IPs for PC games.

>> No.5261380

>>5261286
This applies to both the arcade Donkey Kong and the NES, neither of them were developed in-house by Nintendo.

>> No.5261451

>>5259765
The Arcade Archives series on Switch has Nintendo games, both OG DK games are on there now.

>> No.5261548

>>5259763
The remade NES Donkey Kong was from the early 90s, it belonged to the same European "Classic Games Series" that the Mario Bros. redo came from. It wasn't a brand new thing made for the VC.

>> No.5262068

>>5259639
Source? Haven't seen anything about a Mario Bros prototype, sounds interesting.

>> No.5262302

>>5257687
I think the x-files game was like 8 cds

>> No.5262328

Is not an officially licensed game, but isn't Action 52 like really large in data?

>> No.5264092

>>5261272
I saw a post on 4chan where some tard didn't understand what a disassembly was and how it's not a 35 year old game ROM. It was funny as fuck to see such ignorance.

>> No.5264412

>>5261363
The extra CD space was for redundance in order to avoid too many disk swaps.

>> No.5264427

>>5264092
>>5261272
samefag

>> No.5264616
File: 170 KB, 809x606, ikegami.jpg [View same] [iqdb] [saucenao] [google]
5264616

>>5259769
>>Donkey Kong was by Ikegami
>And I thought they only made security monitors. :^)
Don't forget some very nice professional master monitors as well. Rare though, I have this model.

>> No.5264620

>>5259769
I wouldn't doubt that the CRTs in those DK machines were Ikegamis.

>> No.5264656
File: 3.13 MB, 426x426, 1522532767122.gif [View same] [iqdb] [saucenao] [google]
5264656

>>5264616
Sexy.

>> No.5264678

>>5264427
>readingcomprehension

>> No.5265448

>>5260712
https://www.mobygames.com/game/pc98/tunnels-trolls-crusaders-of-khazan
https://www.youtube.com/watch?v=p_zhKE5Xcec

So... it was a multiplatform release.And developed by nippon and american Jon. Looks like an older Ultima game but with more text and a weird choice of colours. Maybe the weird colours were a limitation of PC88?

>> No.5265457

>>5265448
>After signing up with New World Computing, Neal Hallford's first assignment was to work on the translation of this game for the US market. The Japanese developers translated the Japanese texts into English and Hallford had to edit it into proper English. This translation made little sense, and therefore Hallford had to play the Japanese version in order to get some context (without actually speaking Japanese). However, a little later he discovered that the Japanese text was also a translation and New World Computing had a copy of the original English script in the office...

OK. That's hilarious. The wrote the original script in english and forgot about it, then tried to translate the japanese game text which was badly translated back into japlish...

>> No.5266012

>>5259390
>The single biggest Game Boy Color game was Densha de Go! 2, at 8 MiB.
it's actually two games

>> No.5267630

>>5262302
4

>> No.5267956

>>5265457
Its nice to know that this type of retardism isnt unique to my workplace and has been around a while.

>> No.5269391
File: 7 KB, 256x224, Final Fantasy X2 (Ch)[!]_001.png [View same] [iqdb] [saucenao] [google]
5269391

>>5262328
2 MB, making it twice as big as Metal Slader Glory. The largest non-multicart unlicensed game I know of is a port of Final Fantasy IV split between three 1 MB carts.

>> No.5269779

>>5259014
Windows solitaire came on one disk but there were thousands of other discs you could get that added features to that one disk

>> No.5270178

>>5259358
>N64 games topped out at the 64MB that could be accessed by the console; bank switching would have theoretically allowed bigger games but was cost-prohibitive (the handful of 64MB games were already in excess of $70).
nah, n64 doesn't need bank switching. it's all about cost of manufacturing. nintendo had no interest in making larger carts because not many people were making games that took up the entire 512mbit.