I finally decided to hack this game myself back to what it should've been.
->
The title screen was actually easier than I thought.
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This was actually
harder than I thought.
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Yuck!
All "GryZor" references had to go!
You hacked it? The guy who did the "Gryzor" hack (MadHacker) also made a "Contra" version as well, was that version not good enough?
I still don't know why people don't just play the Japanese version -- or, otherwise, leave the title screen/cutscenes alone and translate *only* the text.
MadHacker's translation wasn't very accurate though.
And who said anything about hacking the cutscenes? They are all left intact.
Nice Contra logo. But just like many other games, yes there is Japanese text in it but it's not important at all to read it. Even if it were English there is a big chance you still wouldn't bother reading it.
I hope you are talking about just the title screen, because yeah, title screens don't really matter.
The in-game text, however, is important because you can't tell what's going on just by the pictures.
I think he was talking about the large number of players that don't care about text and want to skip directly to the gameplay (which in most cases doesn't really need any of the information in the text), like myself. I guess that saying that I read 2% of the text of all NES games I have played that would be too much. I this is why I don't like RPGs.
The text in Contra is not important. You can tell what is going on without the text. Afterall there was next to none in the US release anyway. Plus you aren't missing out of much by not knowing the story. The story could be anything, it doesn't change the excellent gameplay.
If gameplay is what all of you want, then I should definitely make this game harder.
I think you've been a little bit hard on him. If he feels like making it that way, why not? There must be other people that may want it too.
As for the comment about making it harder, that could be a good idea actually!
The hack looks very good, definitely better than "GRYZOR"... But this brought up the discussion about how important game text is. Particularly, I don't care much for text or plot, I just want to play the game. I don't mean to dismiss his efforts in hacking the game though, I acknowledge the good work and I'm sure many people will appreciate the new content.
I don't know why I'm like this, but most older games really didn't need any plot, and any attempt at one just seemed like a quick excuse made up by developers to shut up anyone that might question why the heck the stuff inside the game was happening. Hell, even Atari 2600 games where the main character was just a square had complex stories (in the manuals, 'cause there was no room in the carts) trying to justify the events in the game.
I prefer games that tell the story little by little, and have me absorb it naturally as I play. These games soon get me hooked up. But even with modern games, I can't stand those that force me to see long intros and read tons of text before I can press any buttons. That is ridiculous, and doesn't get me any more involved with the story, it just makes me start the game pissed off.
Yeah the "story" of contra is completely irrelevant, not it is relevant if the title is Contra or Gryzor.
As toku said the best is RPGs where the story is told by short but relevant scenes, with plot twits and all. Long scenes can be annoying unless they are really captivating or funny, which is not regularly the case.
And there is RPGs with almost no story (eariler Dragon Warriors), while there is no-RPG games with a complex story (most recent games).
tokumaru wrote:
But even with modern games, I can't stand those that force me to see long intros
That's because newer consoles are more like FDS than like NES, and they need something for the player to look at while banks of the game are loading.
Quote:
and read tons of text before I can press any buttons.
Does a character on the train who starts casual conversation and asks you your name and where you're going (to use as the name for your file) count? What about Tetrisphere, which presents the tutorial on first run (and sets a variable in the save to show the title screen instead on future runs) because pressing A in-game will almost surely take away one of the player's three lives unless the player understands the rules?
Bregalad wrote:
Yeah the "story" of contra is completely irrelevant, not it is relevant if the title is Contra or Gryzor.
Putting the story in the game helps keep the movie tie-in on message. You don't want another
Super Mario Bros. that completely misses the point.
Banshaku wrote:
I think you've been a little bit hard on him. If he feels
As for the comment about making it harder, that could be a good idea actually!
Like this?
:
http://www.youtube.com/watch?v=5VMT7AJKS0w
This is an example of what you made? That looks promising. But for now, my only concern, if you can call it that way, is that it seems just "more of everything". If this is the only thing extra that makes the challenge, you could lose interest very fast. If there would be more surprise, I don't know what, different enemy location of something like that, that would be nice but I guess we're almost talking of editing the content too much so some people may not agree. I will give it a try if there is a patch someday since I like contra.
Well play Super C then it's harder.
Banshaku wrote:
This is an example of what you made? That looks promising. But for now, my only concern, if you can call it that way, is that it seems just "more of everything". If this is the only thing extra that makes the challenge, you could lose interest very fast. If there would be more surprise, I don't know what, different enemy location of something like that, that would be nice but I guess we're almost talking of editing the content too much so some people may not agree. I will give it a try if there is a patch someday since I like contra.
That was a joke.
It's not even the Japanese version of Contra.