• they/he

I play video games!


Snarboo
@Snarboo

Seeing the name of this city makes me realize, for the first time, that Sim City 2000's tile set seems heavily inspired by the American Southwest. The mountains in this screenshot even look like the kind I've rode past many times before in my life.

I don't believe this was done for technical reasons (IIRC, Sim City 2000 is VGA only), so that means they consciously chose this sort of look. Sim City 3000 would go for a bland, grassy look, and I bounced off of it so hard that I never played later entries to see if they had other environment options.

This leads me to wonder if the reason Sim City 2000 has endured isn't just because of how it balances the sim aspects with gameplay, but also because of its distinct tile set. It certainly might explain why I have such a huge soft spot for this game, given I've lived a significant chunk of my life in the Southwest.



Kinsie
@Kinsie

From the operators manual to Ghosts 'n' Goblins, but this was in the manuals for a few other games Romstar distributed in the US, like Toaplan's Out Zone.


Snarboo
@Snarboo

I mean, some of the first, if not the first, microtransactions were field tested in the US version of Double Dragon 3! Not to mention the similar levels of flash and polish that go into arcade and mobile game's visual stylings.

And yet the myth of arcade games being "perfectly fair and built for 1cc" persists. I suspect there's a few reasons for this:

  • People are simply remembering the best games from that era.
  • People forgot how many quarters they had to sink in to get their first 1cc.
  • People casually ignore fighting games when discussing "fairness".
  • People are remembering the home port and not the original arcade game.
  • Most people's experiences with arcade games are via emulation.

If you spent actual time in an arcade during their heyday, you'd know that most games were way harder than the default DIP settings would lead you to believe. And for every top tier game, you had five or six quarter munching fighters, lightgun games, or early 80s "classics" to go with it. Even the best games weren't worth bothering with after the first two or three stages anyway, because the developers clearly ran out of ideas by that point and the only thing that lied ahead was quarter trap after quarter trap.

That said, one way they do differ from modern mobile games is turnaround time. For example, the "pay to play" nature of arcade games perfectly explains the rise of fighting games. Not only was turnaround much higher (rounds were often over in seconds), but the competitive nature of the genre meant you'd likely be getting twice as many quarters for the same amount of time. Anyone who has played an arcade fighter solo can tell you horror stories about how brutal the AI was, or how awful the final bosses were, which often disregarded the rules of the game entirely.

On this note, but the recent Out Zone re-release ran into some mild controversy over the devs using the most commonly available version of the game, rather than the later revision that everyone emulated because that was the only version people had played. Turns out the developers of the remaster were using a stitched together frankenrom based on an incomplete revision with DIP settings that were out of whack! See the first comment on this post for more info.

I could go on and on, but it's fascinating how much of our memories of certain "golden eras" are simply half remembered truths like this.



gamemagprintads
@gamemagprintads

Source: Computer Gaming World 3.6 (December 1983)
Scan source: CGW Museum



Snarboo
@Snarboo

There's a great fan remake of this one by the name of Tubopac that I discovered on Retro Remakes when that used to be a thing! It's a really solid take on the formula, but I'm not sure how well it runs on modern versions of Windows as it's been a while since I last played it.