It is a naval battle sim in which you have the US Navy and IJN battle during WWII. What's interesting about this game? It can't be emulated. Why? It literally came with a map of the Pacific Ocean and little plastic ships which you're supposed to use while playing since the game itself can only show a small part of the total game map. So you can't play it without the map and ship pieces. But there's more. It has a save game feature, but only to the ASCII Turbo File so that also cannot be emulated and you have no way to save your game.
The game is also only a CNROM cart despite its 1988 release date. I mean, they did spend most of the budget on the map and ship pieces so they had to cut corners somewhere, right?
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Mesen emulates ASCII Turbo File if you use roms with proper NES 2.0 headers. I used it there with Wizardry.
>The Turbo File, which contained SRAM backed with AA batteries, was supported by 15 different Famicom games. On most there's a cartridge battery save and the device was used primarily to let you exchange save game files with your friend's Famicom/copy of the game or to transfer your Wizardry party. At least one has a password save and lets you use the TF optionally if you don't like entering passwords but it seems that Fleet Commander has no means of saving your game without it. There also existed Turbo Files for the Gameboy and SNES.[9]
You can even use Turbo File to transfer your save from Wizardry 1/3/2 on Famicom to Wizardry 5 on Super Famicom!
>You can even use Turbo File to transfer your save from Wizardry 1/3/2 on Famicom to Wizardry 5 on Super Famicom!
I was trying to look up how since all the models I saw only either connected by the Famicom's front expansion/controller port, or the SNES's controller port, I saw other connectors on them but they didn't appear to be for any sort of interpolability.
Apparently you needed a device called the Turbo File Adapter, which basically let you use a Turbo File designed for the Famicom on the Super Famicom, you would not be able to transfer between the systems with a normal Turbo File designed just for a Super Famicom.
Although It's not clear if this device was purely just to read the files on a Super Famicom for games that supported transferring data from the Famicom games or could also store saves for Super Famicom games.
Apparently the "Turbo File Twin" (not to be confused with the Turbo File II) which came out three years after the adapter and had a much bigger SRAM chip could somehow do this too... but every picture of one of those I can find only has a SNES controller cable connected and that's it, not even any other ports, so I have no idea how that would even work. The only videos I could find of it was some guy claiming to do a "Teardown, clean, and fix" but all he does is just open it up to clean it and never shows it working, and a french guy who essentially just does an unboxing and also just talks about it a bit while also never actually using it.
>can play as japanese
Cool, I'd like to play it
Castlequest also supported the TF, at least the Famicom release did; the code was most likely removed from the US version which has no way to save you game, and that sucks because Castlequest is hard as balls.
that game also supported using the Family BASIC tape recorder for saves
So has anyone taken a picture of the map?
damn they had all these cool gimmicks in Japan that gaijin and their NESes never got. that sucks.
and no way to play this bad boy on a toaster NES since even if you had all the requisite stuff there's nowhere to plug the Turbo File in
>So you can't play it without the map and ship pieces.
So dastardly hoarders haven't yet made the map public? Ship pieces could surely be represented by small pieces of paper with the ship type written on them.
Low res but here's what the map looks like--it's broken into little boxes which represents what you can see on screen. The game does have a translation patch which is rather odd considering it's not an RPG or something most people would want to play but it was only CNROM so the ROM is small and there isn't a huge amount of text in there to translate.
checked on Bootgod's site. they even used epoxy blob ROMs on the cartridge PCB. they were really trying to save money after the expense of the map and ships.
and here is the same thing, but in game
The paper-plastic version is totally unnecessary, and as usual, OP was wrong on both accounts
Not only is the map in game and shows you were pieces are, but I literally just save stated and loaded it after a few moves to make sure... It's %100 playable. OP is a double homosexual as per usual.
The TF is supported by:
>the four Best Play Pro Yaykuui baseball games
>Castlequest
>Derby Stallion - Zenkoku Ban
>River City Ransom/Downtown - Nekketsu Monogatari*
>Dungeon Kid
>Fleet Commander*
>Miracle Warriors: Seal of the Dark Lord/Haja no Fuuin*
>Itadaki Street
>Ninja Rahoi!
>the three Wizardry games
The asterisks means no battery save so these games either have a password or only use the TF to save. Most of these are worthwhile games or got a US localization, only the sports titles and Itadaki Street are not worth bothering with.
Dungeon Kid and Wizardry are the only games which feel like the use of the Turbofile is waranted. In Wizardry a player can import his party between games, and in Dungeon Kid, you can create an entire game and share it with other people's copy of the game.
There was somebody on /vr/ who claimed that in Ninja Rahoi!, the internal battery save actually didn't work as in it erased your savefile if you turned off the game as a way to make the Turbofile mandatory. That looks to be completely wrong (again) and it's probably just the source of that comment had a dead battery.
So what are the ships depicted in the cover?
Front one is definetely IJN Yamato but the one in the back? It's not Nagato nor Musashi right? Might be Yahagi from Ten-Go?
Any WW2 experts that can identify it?
The game is based on the battle of midway, but it actually uses fictional names. So it's possible that all units are made to ressemble IRL ones, but made to look slightly different.
The SNES version of the Turbo File is supported by 14 different games. Does not appear that any emulators support it and the device plugs into controller port 2.
I'm genuinely shocked that Ares does not emulate Turbo File Twin. If anything would have support for an obscure SNES accessory, you'd expect it to be the bsnes offshoot.
at least if you want to play on hardware it's not an issue getting a TTF and connecting it up while the Famicom version won't work on a US NES as there's no place to plug it in
From what I get, TF and TFT must have very similar protocols (since TF works on SFC with an adapter), so it shouldn't be hard for Mesen to take its TF implementation and edit it to support TFT in its SNES core.
t. lamer who haven't programmed properly in a decade
>Hey man
>We heard you like tabletop war games
>We also heard you hate doing too much tracking and managing a combat results table
>So we gave you a map, plastic ships, and software to automate the game for you
Actually seems really cool. I'd be curious to get a copy of this and try it as intended sometime. How did you even learn about this, OP?
too bad the game is limited by the low end cartridge hardware used
Nintendo in Japan always gets the coolest shit.
there were other weird Famicom gimmicks like the Barcode World games. you not only needed the barcode reader but the cards to scan into it which were sold in packs at stores ala Pokemon cards and good luck ever finding those.
At least one emulator supports that but yeah, you'd likely never be able to use it on hardware.
This actually wasn't that uncommon for certain type of digital wargames on older systems. KOEI had the option to order some with Normandy Jouriku Sakusen as the ingame map was too large and unclear, granted this was in 1982 when you'd probably have more non-digital tabletop wargamers. Sure you could play without, but I can tell you that you probably don't want to, though to be fair you probably don't want to play this or your image in general.
Wouldn't there be a bunch of battlefield games ( I dunno, proto-RTSs?) on PC/DOS/Commodore, etc that would come with paper maps and shit for planning and copy protection?
I'd assume there's a few, but early digital wargaming is something I come across rather than delve into.
>oh no it can't be emulated!!
The map and plastic ships are completely unnecessary. Once you spotted the enemies ship in game, they always appear on the map, you're not going to lose track of them.
All the map does is extra hassle for the player to manually keep track of things the game already automatically keeps tracks of for him.
It's just like the map and toys in Shell Monsters Story or Genpei Touma Den: Looks nice, but 100% pointless.
You think the money spent on the map and ships would have been better put to use on a larger ROM and a proper mapper instead.
It's a kid's toy.
So what's stopping you from printing the map out, using anything you want in place of the plastic ships (dunno, bottle caps as an example) and using save states?
Seems like it can be emulated just fine.
>save states
There are some emulators that support the Turbo File. It would be an issue if you wanted to play it on hardware though.
OP royally BTFO'd for his YouTube clickbait-quality nonsense.
Thirteen SNES games support the Turbo File and these all have battery saves so it's only really used to transport your party to someone else's copy of the game.
>Bahamut Lagoon
>Daisenryaku Expert WWII: War in Europe
>Dark Law: Meaning of Death
>three Derby Stallion games
>Gunple: Gunman's Proof
>Mini Yonku/4WD Shining Scorpion - Let's & Go!!
>Ongaku Tsukūru: Kanadeeru
>RPG Tsukūru: Super Dante
>RPG Tsukūru 2
>Sound Novel Tsukūru
>Tactics Ogre: Let Us Cling Together
>Wizardry VI
What if some of them save more data to Turbo File than on cartridge? That was the case on Nintendo 64 with some games which saved to cart but still supported the memory card.