>it's a Eurojank game. >published by THQ. >on a 4 megabit cart. >that is also SlowROM

>it's a Eurojank game
>published by THQ
>on a 4 megabit cart
>that is also SlowROM
What could possibly go wrong, amirite?

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  1. 6 months ago
    Anonymous

    >SNES
    It never really had a chance to begin with, if we're being honest.

    • 6 months ago
      Anonymous

      >SNES
      >It never really had a chance to begin with, if we're being honest.
      Auster...

    • 6 months ago
      Anonymous

      Should've been on 3DO.

  2. 6 months ago
    Anonymous

    this game looks awesome! Public Enemy version of Oddjob, dragon samurai villain, not one but TWO helicopters, mobster Jaws. Yup, I'm thinking "Kino"

    • 6 months ago
      Anonymous

      >dragon samurai villain
      Isn't he supposed to be an even-more-racist Dr. No? I only barely remember catching fragments of a couple episodes during sick days from school.

      • 6 months ago
        Anonymous

        No idea but I was watching For Your Eyes Only just before logging on and that film starts with an epic helicopter scene

      • 6 months ago
        Anonymous

        Who is the fellow under Jaws?

        • 6 months ago
          Anonymous

          I have no idea.

  3. 6 months ago
    Anonymous

    what was it with early 90s and "jr." versions of franchises? I recall young indiana jones on Genesis also being hilariously bad.

    • 6 months ago
      Anonymous

      Basically an attempt to make franchises more hip and relevant for younger generations, not to mention make them more marketable and fit for tie-in merchandise and toys. They likely figured there wasn't much of a market for Goldeneye action figures and lunch boxes, for example.

      • 6 months ago
        Anonymous

        But it turned out even kids knew that Young and Jr. versions of popular franchises were bullshit.

        • 6 months ago
          Anonymous

          Exactly. Why watch the kiddy shit when you can just watch the actually cool shit the older kids and adults are watching? Or hell, even in the case of something like Tom and Jerry Kids, it's pretty fricking clear the old cartoons were just straight-up funnier.

        • 6 months ago
          Anonymous

          They also were usually terrible because they tried too damn hard to pander
          Not old to this level, but I remember Totally Spies being pretty good and according to the creators, actually having a 50/50 split on boy/girl audience
          Then they later made a spinoff with kids, probably to make it "more relatable" and it was absolutely unwatchable and everything got kiddfied to hell

      • 6 months ago
        Anonymous

        >They likely figured there wasn't much of a market for Goldeneye action figures
        What kid wouldn't want a Jack Wade/Joe Don Baker action figure?

        • 6 months ago
          Anonymous

          Comes with handgun, six-pack of Schlitz beer (one already drank), and a bottle of baby oil.

      • 6 months ago
        Anonymous

        This cartoon came and went years before goldeneye

    • 6 months ago
      Anonymous

      It's a mix of the belief that kids need relatable characters to enjoy something (this is especially wrong for boys), and making a more adult series more family friendly for the stricter parents and content rating systems to approve. Mostly the latter probably. There might also be some Muppet Babies influence involved as well.

      Like they think boys wouldn't be interested in a straight up James Bond cartoon, if they were even allowed to watch something like that in the first place AND assuming it could even get on the air, so they come up with James Bond Junior to solve the problem.

      • 6 months ago
        Anonymous

        They gave Rambo and RoboCop cartoons, so why did Bond have to get slapped with the Muppet Babies stick beyond the fad? Heck, the Moore era was already cartoony enough as it was.

  4. 6 months ago
    Anonymous

    This should have been a cartoon instead.

    • 6 months ago
      Anonymous

      But it was. I don't think it was good anyway.

  5. 6 months ago
    Anonymous

    Everything.
    I remember renting this game when I was a kid.
    I felt like I wasted my money.

  6. 6 months ago
    Anonymous

    >4 megabit cart

    thats most pc engine hucard games
    4 megabits are fine if devs know what to actually do with it. works fine for everything except fighting games

    • 6 months ago
      Anonymous

      SNES games on average need more space due to the larger graphics assets. The PCE for example only had one background layer, the SNES has three.

      • 6 months ago
        Anonymous

        most 4 megabit SNES games also use the low color mode to conserve space as it only takes 16 bytes per tile instead of the normal 32 bytes. some also avoid using more than one background layer.

      • 6 months ago
        Anonymous

        there were only about twenty 32 megabit MD games while the SNES had loads of them

      • 6 months ago
        Anonymous

        >SNES games on average need more space due to the larger graphics assets.

        SNES games also need the extra space for audio fonts. Something that was much less of an issue for the Genesis/ MD and PCE. It depends on how many audio samples are used.

        • 6 months ago
          Anonymous

          also yeah, it was similar with the Amiga/Atari ST. ST games tended to have more music as they used PSG sound instead of memory-hogging samples.

      • 6 months ago
        Anonymous

        I'm also not sure if there's a difference in the size of the code. It did matter on the 8-bit systems because it took more code to do something on a 6502 than it did on a Z80.

        • 6 months ago
          Anonymous

          >it did matter on the 8-bit systems because it took more code to do something on a 6502 than it did on a Z80.
          how come that was?

          • 6 months ago
            Anonymous

            Doing 16-bit arithmetic on 6502 really sucks and takes a lot of code. Also block copies of data are not very nice.

    • 6 months ago
      Anonymous

      to be perfectly fair Sonic 1 and Streets of Rage 1 were 4 megabits so was SMW

      • 6 months ago
        Anonymous

        >4 megabit cart

        thats most pc engine hucard games
        4 megabits are fine if devs know what to actually do with it. works fine for everything except fighting games

        you can make an adequate game in 4 megabits but larger ROMs allowed longer levels, more variation in graphics, more sprite frames, more cutscenes, etc.

        • 6 months ago
          Anonymous

          SMW fit 72 levels in 4 megabits.

          • 6 months ago
            Anonymous

            >SMW fit 72 levels in 4 megabits.

            EAD were like magicians with smaller cart sizes. Mario 64 was an 8MB (64Mb) cartridge.

            • 6 months ago
              Anonymous

              SMW fit 72 levels in 4 megabits.

              And they used the full color depth (not the reduced color mode like most 4 megabit games) plus fit background layers and Mode 7 objects in there.

            • 6 months ago
              Anonymous

              man, with SMB they did some insane stuff to fit that into an NROM cart

      • 6 months ago
        Anonymous

        It would be about analogous to a CNROM or UNROM NES game.

        it's not a 1v1 comparison because the 16-bit consoles let you stream sprite data into the video RAM via DMA while the NES has a fixed set of graphics pages the PPU can see at any given time. for example Boogerman is a 24 megabit game and about 50% of the ROM is used just on sprite frames. so on a NES no matter how big the ROM is the PPU literally cannot see more than 256 individual sprites at once. on a Mega Drive you can have a ton of sprites and just be feeding them into video RAM on the fly.

        • 6 months ago
          Anonymous

          >so on a NES no matter how big the ROM is the PPU literally cannot see more than 256 individual sprites at once. on a Mega Drive you can have a ton of sprites and just be feeding them into video RAM on the fly

          but is still bottlenecked by video RAM, right? i mean the MD has 64k total video RAM and a lot of that is used by background graphics.

          • 6 months ago
            Anonymous

            >but is still bottlenecked by video RAM, right? i mean the MD has 64k total video RAM and a lot of that is used by background graphics.
            This is true but as I said you can feed sprite frames into the video RAM in real time and overrwrite existing ones in the process. The NES could not do that, the PPU has a fixed set of 256 sprites it can see and you cannot alter it except during blank. That was a huge technical difference with the 16-bit consoles, that ability to feed sprites into video RAM on the fly and have lots and lots of frames of animation if you had the ROM space for it.

          • 6 months ago
            Anonymous

            The Mega Drive was a little better in that regard because it had no specific limit to how much video RAM can be used for sprites while the SNES has a hard ceiling of 16k. The Earthworm Jim guy talked about this, he said the SNES port was hard to do because of the limited amount of sprite RAM.

    • 6 months ago
      Anonymous

      It would be about analogous to a CNROM or UNROM NES game.

    • 6 months ago
      Anonymous

      >4 megabits are fine if devs know what to actually do with it. works fine for everything except fighting games
      as cf. Genesis Double Dragon

  7. 6 months ago
    Anonymous

    I remember renting this once. I never could get past the first helicopter stage. It just seemed to go on and on forever.

  8. 6 months ago
    Anonymous

    Say what you want about the show, the intro music was great

    JAMES...
    JAMES BOND JUNIOR *cool guitar line*

    • 6 months ago
      Anonymous

      Seems like that was the case for a lot of these old cartoons. Much of the budget appears to have gone toward the intro, making sure the theme is catchy and the animation is superb compared to the actual show. Thundercats is probably the worst offender in this regard.

    • 6 months ago
      Anonymous

      >James Bond's nephew
      >named James Bond Jr

      • 6 months ago
        Anonymous

        Bond's nephew
        James Bond Jr

        It was because the Broccoli family didn't like the idea of James Bond having a legitimate son. So he was changed to be James Bonds nephew at some point during development of the show.

        • 6 months ago
          Anonymous

          What does the Broccoli family have to do with James bond BEFORE 2011?

          • 6 months ago
            Anonymous

            >What does the Broccoli family have to do with James bond BEFORE 2011?

            OK, I don't know the James Bond history that well. But I do know that whoever owned the franchise to James Bond didn't like the idea of James having a son, which caused the change to James Bond Jr. being his nephew.

            • 6 months ago
              Anonymous

              >OK, I don't know the James Bond history that well. But I do know that whoever owned the franchise to James Bond didn't like the idea of James having a son, which caused the change to James Bond Jr. being his nephew.

              Hasbro also had a toy line tie-in to James Bond Jr. and I don't think they could have changed to branding to the toy line because it was in production in preparation for the animated show. So they had to stick to the name James Bond Jr., while changing the main character to James Bond's nephew in the show. They had to use some mental gymnastics here.

          • 6 months ago
            Anonymous

            >What does the Broccoli family have to do with James bond BEFORE 2011?

            OK, I don't know the James Bond history that well. But I do know that whoever owned the franchise to James Bond didn't like the idea of James having a son, which caused the change to James Bond Jr. being his nephew.

            I don’t know what he’s referring to with 2011 since the Broccoli family has been producing the Bond movies since the 1960s.

    • 6 months ago
      Anonymous

      the outro sounds like something straight out of the Mega Man X

  9. 6 months ago
    Anonymous

    There was a NES game too: https://youtu.be/sRZNDnXU8B4

    • 6 months ago
      Anonymous

      This game looks really solid but I remember some anon making a thread complaining about some puzzle and the timed nature of the game

  10. 6 months ago
    Anonymous

    https://raregame.ru/file/50/SNES_Carts_List.txt

    This lists if the cart is SlowROM or FastROM and uses extra RAM or not but gets the ROM sizes wrong as it ignores oddly-sized ones like 10 or 24 megabits.

    https://raw.githubusercontent.com/libretro/libretro-database/master/metadat/no-intro/Nintendo%20-%20Super%20Nintendo%20Entertainment%20System.dat

    This lists ROM sizes correctly.

    • 6 months ago
      Anonymous

      what would be the equivalent ROM size in NES or MD terms?

      • 6 months ago
        Anonymous

        On average it would take 8x as much ROM to get the same relative amount of game content as NES and probably 20% more than MD for the already-mentioned reasons.

        • 6 months ago
          Anonymous

          usually you can assume a 256k NES game would be equivalent to a 16 megabit SNES game and 512k would be equivalent to a 32 megabit one

    • 6 months ago
      Anonymous

      What about this site.
      https://www.jensma.de/snes__/

      • 6 months ago
        Anonymous

        this does show that battery saves in SNES games were quite a lot more common than NES or MD games

        • 6 months ago
          Anonymous

          Yeah I use it to make Frankenstein multi carts with old rewritable rom, so far so good.

        • 6 months ago
          Anonymous

          Battery saves weren't yet around in the early days of the Famicom and not all mapper configurations supported it. I believe they weren't common on MD carts as a cost-saving measure.

          • 6 months ago
            Anonymous

            NES carts with a battery were usually always MMC1, it was rare to see it with MMC3 for cost reasons although it did let you disable write access to the save RAM so you didn't have to hold Reset down.

  11. 6 months ago
    Anonymous

    Star Ocean and SFA2 both 48 megabits used the S-DD1 compressor chip to crunch the graphics data; the unpacked data would have required 96 megabits of ROM. Tales of Phantasia was the other 48 megabit game but it didn't have compressed graphics. Also it took a long time to figure out how the S-DD1 worked. Two games used 40 megabits, Tengai Makyou Zero and Daikaijuu Monogatari/

    • 6 months ago
      Anonymous

      SNES ROM sizes included:

      >2 megabits
      >4 megabits
      >6 megabits
      >8 megabits
      >10 megabits
      >12 megabits
      >16 megabits
      >20 megabits
      >24 megabits
      >32 megabits
      >40 megabits
      >48 megabits

      Unlike with the Mega Drive there were no 1 or 5 megabit games.

      • 6 months ago
        Anonymous

        that may be because the MD came a little earlier so it got more small ROM games, less 32 megabit ones

      • 6 months ago
        Anonymous

        Most of those 5 and 6 megabit MD games were early ones released before 8 megabit mask ROMs were cheap and widely available. Usually it was a game like PSII that was just slightly too big to fit in 4 megabits. Strider was a big deal at the time for being 8 megabits and it was also like $60 new.

  12. 6 months ago
    Anonymous

    It's weird seeing so many people get nostalgic for THQ after they closed cause they were basically Acclaim's replacement for pushing out licensed shovelware with the rare good game.

  13. 6 months ago
    Anonymous

    James Pond, I prefer

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