Author Topic: Virtual Console Changes...  (Read 15658 times)

0 Members and 1 Guest are viewing this topic.

Offline UncleBob

  • (PATRON)
  • NWR Junior Ranger
  • Score: 98
    • View Profile
Virtual Console Changes...
« on: February 17, 2007, 03:40:20 AM »
We need a thread to trak the "major-ish" changes (or limitations) in VC games.

1) Kid Icarus - Different Password System
2) Mario Kart 64 - No Ghost Data
Just some random guy on the internet who has a different opinion of games than you.

Offline Artimus

  • Score: 0
    • View Profile
RE: Virtual Console Changes...
« Reply #1 on: February 17, 2007, 06:06:59 AM »
Why does Kid Icarus need a different password system?

Offline UncleBob

  • (PATRON)
  • NWR Junior Ranger
  • Score: 98
    • View Profile
RE: Virtual Console Changes...
« Reply #2 on: February 17, 2007, 06:22:59 AM »
Well, I dunno if "different password system" is the correct way to phrase it, but apparently, NES passwords don't work on the VC version - the VC version creates its own passwords.  My guess is that the image file for the game used is somehow different than the actual NES one - and whatever the alteration is has caused the password system to create different passwords.

Lame example, but think of it like this:
NES - 86XX5XX4XXXXXX2XXXXXX1
 VC - 2007XXX5XX4XXXXXX2XXXXXX1

Let's say the original copyright date is the very first thing in the programming.  However, as most pre-2000-ish software was written to just include the last two digits and the post-2000 release has all four digits, this has set the code off a bit.  So, when the password creator goes in to create a password based upon current stats, the stats are slightly different (since there is now a 5 where the 4 would be on the NES version).

This is totally just a guess on my part - I'm really pulling this out of my ass... But I have a feeling it's something close to this.
Just some random guy on the internet who has a different opinion of games than you.

Offline MaryJane

  • Ain't got nothing on Felica Hardy
  • Score: -13
    • View Profile
RE:Virtual Console Changes...
« Reply #3 on: February 17, 2007, 07:22:26 AM »
Quote

Originally posted by: UncleBob
We need a thread to trak the "major-ish" changes (or limitations) in VC games.

1) Kid Icarus - Different Password System
2) Mario Kart 64 - No Ghost Data


3) UncleBob creates a thread call "Virtual Console Change...".
Silly monkeys; give them thumbs they make a club and beat their brother down. How they survive so misguided is a mystery. Repugnant is a creature who would squander the ability to lift an a eye to heaven conscious of his fleeting time here.

Offline Artimus

  • Score: 0
    • View Profile
RE: Virtual Console Changes...
« Reply #4 on: February 17, 2007, 07:47:27 AM »
I'm pretty sure that the Icarus changes are that OTHER passwords, special codes, that used an external piece of hardware don't work. The actual level codes do.

Offline JonLeung

  • Score: 2
    • View Profile
RE:Virtual Console Changes...
« Reply #5 on: February 18, 2007, 02:44:11 AM »
Maybe there were some naughty passwords in there, like Metal Gear's infamous F-word password?

Though I don't remember passwords like that for Kid Icarus.  The next thing you know, "JUSTIN BAILEY" won't be in Metroid.  o_0

Offline Entroper

  • Score: 0
    • View Profile
RE: Virtual Console Changes...
« Reply #6 on: February 18, 2007, 05:47:51 AM »
There were plenty of passwords for Kid Icarus that were placed in there by the programmers, like ICARUS FIGHTS MEDUSA ANGELS and PAKING PAKING PAKING PAKING that don't work on the VC version.  I don't know if the encoding or checksum scheme for "normal" passwords has changed or not.

Offline segagamer12

  • Score: 1
    • View Profile
RE:Virtual Console Changes...
« Reply #7 on: February 18, 2007, 06:57:15 AM »
Well I notice that Zelda NES uses the Collectors Edition/GBA ROMS instead of the NES ROMS.  As evidence in that A) the copyright says 2003, and B) the movements are altered for the Analog stick and are too loose for the game.

Even if you use the Classic D-Pad or ther Wii remote D_pad link still acts like he did when you were playing witht he Analog stick and I know in the REAL NES game he didn't do that, when you pressed up he went up, now when you press up you take a chance he will turn to the left or right.  

One thing I would have *liked* them to change was for Sim City, they should have found a way to have more than 2 save files, considering the 512 MB of memory the Wii has. I mostly wanted it for the extra save files because I already have this game on SNES and everyone in my family LOVES Sim City.

I also noticed that for Super Mario World, you *can't* play 2 Player with just one pad anymore, and THIS SUCKS, because Wii remotes, let alone Classic Controllers, are so hard to come by *and* GC controlls SUCK for that game.

I haven't looked for any other flaws in the other games I have, mostly becuase a lot of the ones igot are games I never had before, and cuz I mostly have Genesis games and afew NES here and there.  
You can call me
THE RAT thank you very much
check out http://www.myspace.com/phatrat1982

Offline Smoke39

  • Smoking is only bad for you if you're not made of smoke already
  • Score: 3
    • View Profile
RE:Virtual Console Changes...
« Reply #8 on: February 18, 2007, 11:45:01 AM »
Quote

Originally posted by: segagamer12
the movements are altered for the Analog stick and are too loose for the game.

Even if you use the Classic D-Pad or ther Wii remote D_pad link still acts like he did when you were playing witht he Analog stick and I know in the REAL NES game he didn't do that, when you pressed up he went up, now when you press up you take a chance he will turn to the left or right.

The movement isn't altered at all.  The game's always aligned you to the nearest half-row/column when turning.
GOREGASM!

Offline Entroper

  • Score: 0
    • View Profile
RE: Virtual Console Changes...
« Reply #9 on: February 18, 2007, 03:04:57 PM »
BTW, I read a few posts somewhere about Kid Icarus locking up on the Virtual Console when you beat the game.  As of today, I can verify that this is NOT true.  

Offline Shecky

  • Posts: 0
  • Score: 3
    • View Profile
RE:Virtual Console Changes...
« Reply #10 on: August 15, 2007, 02:53:29 PM »
So you can sort by genre now... can some explain to me how pac-man and ecco and sonic the hedgehog fall into "Puzzle"??

Offline stevey

  • Young HAWNESS
  • Score: 15
    • View Profile
RE: Virtual Console Changes...
« Reply #11 on: August 15, 2007, 03:12:06 PM »
The biggest changes I found was in A link to the past VC (and in gba) and it ruined my two all time favorite Zelda puzzles...

The room before the 2nd pendent boss shooting the statue in the eye and and in the first dark world dungeons pushing a block from the first floor to the basement to push a switch both have been removed. Blast you Nintendo!  
My Demands and Declarations:
nVidia is CRAP!!!
BOYCOTT Digest mode and LEGEND OF OO!

Your PM box will be spammed with Girl Link porn! NO EXCEPTION!
Wii want WaveBirds

Stevey Duff
NWR HAWTNESS Inspector
NWR Staff All Powerful Satin!

Offline Mashiro

  • Silent Protagonist
  • Score: 1
    • View Profile
RE: Virtual Console Changes...
« Reply #12 on: August 15, 2007, 03:34:31 PM »
Most random change I caught was the following:

In the Legend of Zelda, when you collect a triforce piece the screen flashes with white at a much slower/less frequently than the original version.

I thought I was crazy but I went back and compared the original and the VC version and sure enough it is different.

Offline JonLeung

  • Score: 2
    • View Profile
RE:Virtual Console Changes...
« Reply #13 on: August 15, 2007, 03:47:25 PM »
Quote

Originally posted by: Shecky
So you can sort by genre now... can some explain to me how pac-man and ecco and sonic the hedgehog fall into "Puzzle"??
I think Ocarina Of Time fell under the "RPG" category while the other Zelda games didn't, at least the first time I looked.  (They could have changed it...I saw the Capcom category split up for no real reason and then when I looked at it later it was fine.)

I don't think any of the Zelda games are truly RPGs, but that's another story, I guess.  I would figure all Zelda games should be the same genre, no matter what you call it.  I'd call it "adventure", which may be vague, but I wouldn't call it an RPG.

Offline Shecky

  • Posts: 0
  • Score: 3
    • View Profile
RE:Virtual Console Changes...
« Reply #14 on: August 15, 2007, 04:08:04 PM »
Quote

Originally posted by: stevey
The biggest changes I found was in A link to the past VC (and in gba) and it ruined my two all time favorite Zelda puzzles...

The room before the 2nd pendent boss shooting the statue in the eye and and in the first dark world dungeons pushing a block from the first floor to the basement to push a switch both have been removed. Blast you Nintendo!


wait, they're different?

Offline Kairon

  • T_T
  • NWR Staff Pro
  • Score: 48
    • View Profile
RE: Virtual Console Changes...
« Reply #15 on: August 15, 2007, 04:12:03 PM »
I hated those changes too. Those were... I am sad.
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline Smoke39

  • Smoking is only bad for you if you're not made of smoke already
  • Score: 3
    • View Profile
RE:Virtual Console Changes...
« Reply #16 on: August 15, 2007, 05:00:17 PM »
Quote

Originally posted by: Mashiro
Most random change I caught was the following:

In the Legend of Zelda, when you collect a triforce piece the screen flashes with white at a much slower/less frequently than the original version.

I thought I was crazy but I went back and compared the original and the VC version and sure enough it is different.

I'd guess that's so they don't get sued for causing siezures.
GOREGASM!

Offline KDR_11k

  • boring person
  • Score: 28
    • View Profile
RE: Virtual Console Changes...
« Reply #17 on: August 15, 2007, 06:11:42 PM »
Considering how random the genre filing on the NoE website is that doesn't surprise me.

Offline Mashiro

  • Silent Protagonist
  • Score: 1
    • View Profile
RE: Virtual Console Changes...
« Reply #18 on: August 16, 2007, 12:08:21 AM »
Quote

I'd guess that's so they don't get sued for causing siezures.


Yeah that's what I thought too.

Offline Ian Sane

  • Champion for Urban Champion
  • Score: 1
    • View Profile
RE: Virtual Console Changes...
« Reply #19 on: August 16, 2007, 05:57:07 AM »
"The room before the 2nd pendent boss shooting the statue in the eye and and in the first dark world dungeons pushing a block from the first floor to the basement to push a switch both have been removed. Blast you Nintendo!"

What a bunch of needless tampering bullsh!t!  We figured those out in 1992 and we can figure them out NOW.  Hell we didn't even have the internet then to check stuff out.  And funny how this apparently needs to be changed but Metroid's difficultly remains unaltered.  Now it should unaltered but it's silly to change A Link to the Past when harder, less accessible games are on the VC.

It's stuff like this that is why I like to own the real cartridges.  The game industry does not treat their history with enough respect to rely on re-releases.  Nintendo has been really bad about this since they went all port crazy on the GBA.

Wave Race 64 replaced Kawasaki ads with Wii/DS ads.  That's worth noting though there are legal reasons for that instead of revisionist BS.

Offline Mashiro

  • Silent Protagonist
  • Score: 1
    • View Profile
RE: Virtual Console Changes...
« Reply #20 on: August 16, 2007, 11:36:07 AM »
I didn't catch those changes to ALttP . . . man maybe my memory is going (not likely). Good find though.

Offline KDR_11k

  • boring person
  • Score: 28
    • View Profile
RE:Virtual Console Changes...
« Reply #21 on: August 16, 2007, 07:59:41 PM »
Quote

Originally posted by: Ian Sane
"The room before the 2nd pendent boss shooting the statue in the eye and and in the first dark world dungeons pushing a block from the first floor to the basement to push a switch both have been removed. Blast you Nintendo!"


I'm not sure because my memory is kinda fuzzy but I think I encountered those puzzles on the VC. Of course this is the PAL version.

Is the 2nd pendant statue thing the first time you encounter a green statue that moves the wall when you shoot it?

Offline Ghisy

  • Pronounced "GC"
  • Score: 0
    • View Profile
RE: Virtual Console Changes...
« Reply #22 on: August 16, 2007, 08:47:14 PM »
I'm just re-playing the GBA version and you have to shoot the green statue in the eye in the 2nd palace of the Light World to open the way to the boss.
~Ghisy~
(pronounced GC!)

Currently playing: My Japanese Coach (DS), Resident Evil 5 (PS3), The Conduit (WII), Street Fighter IV (PS3)

Offline Kairon

  • T_T
  • NWR Staff Pro
  • Score: 48
    • View Profile
RE:Virtual Console Changes...
« Reply #23 on: August 16, 2007, 08:57:39 PM »
Oh wait... the only change I remember is the ice temple in the dark world, where they took out the "push block through a hole so it falls two floors below" or something like that puzzle.
Carmine Red, Associate Editor

A glooming peace this morning with it brings;
The sun, for sorrow, will not show his head:
Go hence, to have more talk of these sad things;
Some shall be pardon'd, and some punished:
For never was a story of more woe
Than this of Sega and her Mashiro.

Offline KDR_11k

  • boring person
  • Score: 28
    • View Profile
RE: Virtual Console Changes...
« Reply #24 on: August 16, 2007, 10:00:11 PM »
I clearly remember pushing a block into a hole to trigger a switch in the dark world ice temple (considering how hard it was to get into position to push the block in first place I assume removing the block part would severely shorten the dungeon), was there more than one puzzle of that kind?