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04-24-22 08:34:49 AM
Jul - Posts by Torentsu
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Torentsu
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Posted on 08-23-11 03:04:07 PM, in River City Ransom questions Link
Mystery solved!

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Torentsu
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Posted on 10-03-11 07:16:16 PM, in TMNT Tournament Fighters SNES Beta Link
For some reason I seem to recall reading that you can use hacking to select Wingnut in the proto-version, albeit with a few problems I think. Seems like it was here, might be worth searching through the forum.

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Torentsu
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Posted on 10-13-11 01:05:30 AM, in Perfect Dark Link
Any idea who the anonymous sender was? Rare employee perhaps?

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Posted on 10-13-11 01:11:39 AM, in Are you currently in a relationship? Link
Quite. I've had my currently girlfriend for ten years. We became a "couple" in the sixth grade , well as much as you can be a couple in the sixth grade and just never broke up.

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Posted on 10-23-11 07:02:23 PM, in Classic Mortal Kombat Link
Here's some MK1 info. I just messed around with playing as Shang Tsung and here's what you can do:

Move forward or backward (but don't double tap!)
By holding down you can transform into a glitchy liu kang!
While transformed most of the attack buttons will actually allow you to damage your opponent!

Unfortunately you have to activate this code after a match is loading or it will freeze for some reason, this would make using him against the CPU unpractical, not to mention there's probably no way you'd be able to hit them with his glitchy attacks. Also if you try to use him against the CPU his giant opponent block from the Battle Plan shows up next to your opponent. It looks quite odd, but its something to mention.

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Posted on 11-14-11 05:39:12 PM, in Mortal Kombat 9 - Scorpion's lost fatality (last edited by Torentsu at 11-14-11 02:40 PM) Link
Knowing Ed Boon's love for Scorpion they probably used Scorpion's model as a tester for fatalities they created before coming up with the actual other character models. Also even though Quan Chi is using it that was Scorpion's MK2 fatality. No idea why they gave it to him.

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Posted on 11-27-11 12:11:31 AM, in Super Street Fighter II (Genesis) Debug Menu Link
Of the stuff that doesn't crash is there anything interesting?

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Posted on 11-27-11 04:25:09 AM, in Behind a horrible Game : Fun n Games on the SNES Link
Incase you've never heard of it . Fun n Games for the SNES and Genesis was a blatantly obvious, yet terrible Mario Paint ripoff. I posted a review of this game way back when, and much to my joy the main programmer from the game saw it, and commented on it, which lead to an interview about his personal experience developing it . Here's my original review

http://www.youtube.com/watch?v=M4imK-Yjq9w&feature=related

And here's the wall of text that our interview led to. I meant to post this as an article on Unseen64 but it seems to be down at the moment. Anyway enjoy



1. Can you tell us a little about who you are and what sorts of games you've

worked on?

2. How did you come to work for Leland Entertainment, and on Fun n Games?

3. What can you tell us about the development cycle of Fun N Games? Who else

was involved ? Were there any sections that were cut from the final game?

4. Who was it that picked the outfits in the mix n match section of the game?

5. Can you tell us a little about the development of the two games in the game

section of Fun N Game ?

6. Can you tell us about those other "Horrible Games" you recommended.?

7. Where are you currently working and do you have any current projects?

Thanks for looking at those. Its really neat to talk to someone behind the game

. It'll make a great 100th video . I'll also track down some of those other bad

games you mentioned and give them a try.

-Torentsu



I'll try to keep these answers brief and then give you 'the story' of how it

was developed after the Q&A. Since Leland became Midway and they are completely

dead I won't hold back.

(If there is a way to do this as a verbal conversation it would probably come

out much better so let me know if you want to do some sort of podcast.)

1. My name is Don and before Leland Interactive Media I worked as a Jr.

Programmer in 1992 on Gunship 2000, F-15 Strike Eagle III and prototyped stuff

for Across the Rhine at MicroProse. After Leland was sold to Midway in 1994 I

would reject their new contract and go to Sega Technical Institute to work on

Sonic X-treme. I've worked on a bunch of other titles and was most recently a

Tech Director for a number of years at a 'serious games' company. Now I have my

own gig and get to make much cooler stuff!

2. I happened to get a call from a recruiter after I was at MicroProse for a

year. MicroProse was having major financial difficulties and I was curious what

other companies may be interested in me and wanted to be a mid-level or lead

programmer. A recruiter shopped me around and came back with 'Leland

Interactive Media' (previously Cinemaware which was famous for some great

arcade coin-op games) who wanted console and assembly coders both of which I

really wanted to do.
I interviewed and was offered the position at a 50% higher salary than what I

was making at MicroProse! Unfortunately, I had no experience on a Super NES and

very little Assembly language experience especially with the bastardized 65816

SNES Motorola chip. I didn't care what game I worked on first for this

opportunity and Fun 'N Games sounded very straightforward and would give me a

great chance to learn.

3. Fun 'N Games was exactly what people thought it was... a total rip-off of

MarioPaint! Why be creative and do original and quality titles when you can

just pilfer other successful content (well, this was the mentality of many of

the game companies at the time; especially LIM)? LIM also felt they were so

bright that they didn't NEED designers which was a bit of a shock to me since

MicroProse had some of the best designers ever. Having no actual assigned

designer was VERY common and at least half of the companies just had anyone

design stuff on the fly.

Most of the game was designed from a producer Mike Abbot (known for designing

Hard Hat Mack and being one of the guys in the famous EA pic showing the top

most talented future game developers) and a couple of artists who just wanted

to target the young kid market (under 12) as best they could. The primary idea

was to just mimic MarioPaint and sell it with a dirt cheap mouse and parents

would eat it up.

There may have been one game cut but I can't recall offhand but, believe me, it

would have been as bad or worse than the shooting game! Other than that

everything that was planned for actually made it in.

How the project actually got developed is another story (see the section after

the questions)!

4. Hahaha, the outfits were all designed by the artists and one was a girl and

the other was a guy who was definitely not straight. The art for games at that

time was also spread out between four and eight artists at any one time so they

would just pump out a bunch of stuff without much consistency. This was a

common problem with several games and the artists just went off and drew a lot

of stuff in a hole. This is why there is so much inconsistent art in the

'Paint' section because it's all random stuff different artists pumped out.

5. Yea, the games were the cheapest possible games that could be made. Now

these are all old school 8-bit pure assembly games and Flash wouldn't exist for

several years but they were the equivalent of 'mini-games' as we would know

them today. I came in after the design was laid down and there was NO

documentation! It was just a producer telling me some things and artists

telling me other things. The 'Mouse-Maze' was almost certainly chosen because

Mike Abbott had some old Z80 assembly code for ghost AI behavior and pac-man

was one of few games that all kids, male or female, would play. It became quite

extensive with a number of levels and background. The shooter was like a really

simple (and bad) Star Raiders, or more like a cheap shooting gallery. The idea

was to keep the game as simple as possible so shooting crap in space was very

easy to set up, create art for and program. The Mouse Maze actually took a lot

more effort so I think a third game may have been cut.

6. There are LEGENDARY horrible games out there such at E.T. for the Atari 2600

but some that are less known because they never had such a big license. Some

are 'ESPN 2Night' basketball for the Dreamcast and 'Hooters Racing' both of

which I know the guys who created these games!

7. I currently have my own studio and I'm consulting on a very cool educational

project for schools. I also do iPhone/iPad projects. Most of these I cannot

talk about as they are not public yet and if they are good then you will hear

about them and if not, hmmm, well maybe I can buy the Leland name and put it

under that company! hahaha.



How 'Fun 'N Games' was anything but fun to make for six months:

Coming straight off of some amazing titles at MicroProse a head-hunter finds me

(most likely hearing that MicroProse is most likely going to have some big

layoffs due to a bad number of sales at Christmas). He tells me about some no-

name company in San Diego that wants me doing console games in Assembly

language which is where I really wanted to be because the SNES and Sega Genesis

were the hottest game systems on the planet. I wasn't thinking about what

projects I would work on as I was a pretty naive Jr. Programmer at the time.

I interview there and get offered a fat pay increase. I hear later that Mike

Abbott was amazingly impressed by how I could drink straight vodka so fast

(that should have been a warning sign!). They want me working on this new title

yesterday and I tell them I don't know assembly and have never worked on a SNES

before. They are so desperate to get things moving they ship me this huge set

of manuals for the SNES before I can even begin to pack to move. I ask them

when this is supposed to be done and they say something like four months!

So I ask who else is on this project and they name artists and I say, well yea,

but what about other programmers and a designer? They tell me that I can do it

all, there's plenty of time and they don't use designers because they don't

need them! I reiterate I've never worked on a console or seriously in Assembly

code and I can't do everything, especially a per pixel paint package on a tile

based game system (only MarioPaint had ever done this for a console).

Well, I get over there and they tell me they've contracted a programmer to do

the Paint package so I can work on the other stuff. So I go to work on other

stuff and there is no art, much less plans as to what will be shown or how it

will all work. The artists go to work making art from what they can guess the

producer wants and get whatever artists are available to help out as most of

them are too busy on other projects. So I start working on The fashion and mix

n match stuff and they scramble together what they've got and toss me a bunch

of stuff to cram in. Thinking that I'm pacing myself well I ask every week

about the guy programming the Paint stuff and keep hearing, oh it's coming

along and he's going to submit a milestone very soon.

I get to moving on to the Music package and I'm told to just do everything

MarioPaint does and the sound guy will help give any direction on creating the

Music design. We're also told that they are having a hardware company design a

mouse that will cost less than five bucks and we'll have it in the final

package or available as an accessory. We'll have to make the joypad work as

well in case we don't get the mouse built into the package. All still seems

well and I'm getting the hang of this game system that is really half 8-bit and

half 16-bit and has a bastardized Assembly language. But still I'm just

cramming away trying to get things done fast since we want to get this out in

four months (only later to realize this was a ridiculously short time to do a

whole title which would normally be 9 months or more!)

Then the bombs start dropping! The guy doing the Paint package comes back with

a bunch of broken code and is crying that he can't do it and we don't have to

give him any money for the work he's done so far. So their solution is to just

make me do it! I'm going, WTF?!, I've got a music package and these games and

I'm still learning all this shit!? Abbott says I've got to do it as nobody else

is available.

Now doing a pixel based painting package with a tile based renderer is a bitch

and a half! The guy gave up because he couldn't get floodfill to work. So I'm

staring at his code saying that there is too much to just throw away and start

from scratch so I start trying to decipher his code. Floodfill is the hardest

feature to implement so I try that and actually fix his code after a few days.

And then I get the stamping feature working and things are on their way. But

with all the time I have to burn on Paint and Music the deadlines are slipping.

Another programmer comes on to do the space game and I start on the Mouse Maze

because they are all panicking that the games have to be in there immediately.

I start doing the mouse game and I get mazes and the mouse moving around with

nice steering and sliding off of walls. But I'm thinking, how the hell do I get

all of the cats (aka ghosts from pac-man) to do their AI?! I don't have code or

anything for that?! So, again, Mike Abbott pops up and says he has some Z80

Assembly code and I'm trying to just UNDERSTAND it and it's like a friggin

puzzle! He says he knows it works and wrote it himself so he sits down with me

and after trying to figure it out for a day or two he says what he thinks it

should be doing but he cant figure it out and knows it works so just tells me I

have to figure it out and put it in somehow. Damn! WTF?! Well, it takes me a

week or so to decipher and code it and I pray there will be no bugs or bad

behavior but eventually I get it in.

Well, now I'm cramming on getting all of these disparate pieces of this mutant

MarioPaint ripoff together and I'm just glad I'm not working on Troy Aikman

Football because that project is over a year late and is really f'd up! We all

keep joking about the sucker who's going to have to do the Genesis version if

the SNES one ever finishes. I finally start getting in all of the final

features and find that some of the features are so annoying to put together

that no one will use them and trying to use the control pad is just an exercise

in punishment. All the while I was using the MarioPaint mouse which was a great

experience.

Then they bring buy the hardware manufacturer who has a prototype mouse that

supposedly costs only $5 to $8 (this is when mice where commonly around $40 to

$60). We're pretty amazed this super cheap gizmo even works but it actually

does and this will be perfect if boxed in with the game. Even with the mouse, I

go to use the Music piece and it's lame, in that you really can't compose squat

so the only fun is hearing the original compositions which took a pro musician

several weeks to put together with professional music software on a Mac. So to

not make it totally useless I come up with a substitute feature so you can

replace a set of notes with any other note, most of which were animal sounds.

At least doing that makes playing the compositions fun (for all of five

seconds) by hearing dogs bark a Christmas song or whatever.

The schedule is pushed back as we experience delays but we have to get this

game out for Christmas as that is the killer selling season. Well, they are

bringing around guests from various companies, like Midway, Blockbuster and

other ones they don't tell us about and we're thinking they have to be trying

to sell this crappy little company. Little did we know how true that would be

the following year. As I finally start wrapping up all the details Mike and

others tell me how hard it is to pass the Nintendo submission for a game and

that the game will probably be rejected at least twice especially since it's

such a direct copy of MarioPaint. I'm sweating trying to get all of these

details in and they drop a bomb... oh, we're not going to include any mouse

with the package now (err cost too high, um hardware guys didn't work out, blah

blah blah) so the kids will have to buy the MarioPaint mouse or use the control

pad.

They tell me the game will still sell really well and for each copy I get

royalties (supposedly a quarter for every copy sold). Again, being naive, I

believe them and squash every bug I can to make this really solid and get out

to market fast. FINALLY, they convince me it's solid enough and they are going

to submit it to Nintendo. I sweat it out while trying to find bugs that would

get the game kicked back (being that Nintendo is so picky). We wait a couple of

weeks and finally hear back from them surprisingly soon and thought there must

be some obvious bugs for them to kick it back to us so quickly. Nope, they

passed it! On the first submission!

I'm elated as this thing will get out well before Christmas and hopefully

someone will have a mouse to play this with and might find some enjoyment in it

and make me some of my first royalties. Then they tell me not to worry about

Christmas. I ask about royalties and when I might see some and good ole Mike

Abbott tells me that it takes at least six months before they get money but it

doesn't matter anyways because I won't be getting any... they sold it as an

exclusive title to BlockBuster so it's not a commercial product that will earn

royalties! I'm thinking.. Fuck!... well I don't have anything on paper and I'm

just some lowly programmer so I have no leverage... but at least I'll get to

work on a real game next and hopefully on the Genesis which has a much better

processor and is really fun to program on. Boy there are a thousand great ideas

we have and we're ready to really make something kick ass!

So Abbott invites me into his office and says congratulations on finishing Fun

'N Games!... now we really need someone to do Troy Aikman Football for the

Genesis and no one else is available... (Fuuuuuuuuuucckk!)


Don



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Posted on 11-27-11 03:33:20 PM, in Behind a horrible Game : Fun n Games on the SNES Link
Stigandr thanks for the reformatting. This was all done via messages on youtube originally, so there wasn't really any space for formatting or proofreading.

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Posted on 12-02-11 07:59:32 PM, in Foreign sites like TCRF? Link
Back at ZSO we always hoped we'd find a super legendary Japanese Zelda hacking community but for the most part it seems like one doesn't exist. Glitterberri might know more but I've never seen one, Zelda, arcade games or otherwise.

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Posted on 12-28-11 03:50:13 AM, in Any Japanese text need translating? (last edited by Torentsu at 12-28-11 12:50 AM) Link
This one is puzzling me. What you think GB? I think I got the gist of it but want to be sure.

没ったストーリでは灰児だけカルロスのビルに行かずカルロスの愛人の家に行く。(製品版のハイジステージ)
そこでカルロス倒した後カルロスが起き上がってお互い銃を打ち合って音だけが鳴るというエンディングだった記憶がある。

あとおかっぱの女の子はクールに弟を探してと依頼しに来たはず。
その弟がジミーっていう没キャラでカルロスに改造された全裸で戦う改造人間。
ここに没キャラのドット絵があるよ

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Posted on 04-25-12 01:21:46 AM, in More Daraku Tenshi storyboards discovered. Link
Sorry to make a new thread but the old one is long gone and buried. XGargoyle returned to the DT forum and posted more of the game storyboards, including one for beta non included character Lapis. With the help of one of my Real Life Nihonjin associates I had the one for Lapis translated. Here are links

http://xgargoyle.mgbr.net/daraku/Haiji.rar
http://xgargoyle.mgbr.net/daraku/Harry.rar
http://xgargoyle.mgbr.net/daraku/Lapis.rar
http://xgargoyle.mgbr.net/daraku/Roche.rar
http://xgargoyle.mgbr.net/daraku/Taro.rar
http://xgargoyle.mgbr.net/daraku/Torao.rar
http://xgargoyle.mgbr.net/daraku/Yuiren.rar

And here's a translation of Lapis's storyboard.

http://s15.zetaboards.com/Daraku_Tenshi/topic/7186441/1/#new

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Posted on 05-31-12 04:07:46 AM, in N64 or PC? Link
Project 64 1.7 has a Memory viewer but its not out unless you donate yet so go with PC.

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Posted on 07-18-12 07:09:02 PM, in The Legend of Zelda: Wind Waker Findings Link
Achievement unlocked used the word legumes in a post on a video game beta board.

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Posted on 07-19-12 04:23:18 PM, in Finding Debug Options Link
MAME now has a built in debugger that you can enable via any given game's properties menu. You can usually find several debug menu strings if you look in the right rom. I found a TON of stuff for Daraku Tenshi such as placement data, stance debug etc but have no clue how to reactivate any of it.

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Posted on 07-20-12 01:04:25 AM, in Finding Debug Options Link
He's actually a member of my DT forums, and he's probably seen the post I made showing all the stuff in memory, but he's currently in one of his not interested in DT moods, as he said himself he goes in cycles. He did however find each characters base health numbers and is reportedly working on a hitbox viewer.

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Posted on 11-30-12 02:34:35 PM, in Castlevania: Rondo of Blood Link
The orange glow probably means he was supposed to be used during the outside segment before you go into the boss room. If I remember correctly all the other enemies in game in that area glow because of the flames, but the only enemies are bats and the golem enemies.

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Posted on 01-08-13 07:00:14 PM, in Classic Mortal Kombat Link
Amazing stuff so far. We need to get this sprite and the others on the wiki stat!

tinyshit/2rm8lqx.gif

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Posted on 01-09-13 07:37:27 PM, in Classic Mortal Kombat (last edited by Torentsu at 01-09-13 07:38:29 PM) Link
Originally posted by GoldS
Hot damn! The unused Shang Tsung / Goro fatalities from MK1 were the main reasons why I wanted to crack open the game's graphics banks in the first place. Also, confirmation that most of the new stuff in MKT was just dummied out from the original games.


Midway was extremely lazy when they made the MKT ports so its no surprise at all that they resued this stuff. I'd also like to guess that the reason that unused Goro defeated stance was cut is because you can obviously tell he's claymation as his knees have no bend.

Also while I'm thinking about it did we mention already that the wasteland level had a crucified Shokan in the background that was cut out?

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Posted on 02-23-13 12:49:28 AM, in Resident Evil 1.5 finally leaked... sort of Link
Either way there are still a few things obviously originated from Capcom to be gleaned in this slightly modified version. One interesting thing I noticed is that the kennel room which has a sewer entrance in the final has names above the dog's cages, and 2 of the names would be used by later RE protagonist. Claire from the final RE2 and then Piers who turned up years later in RE6.

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Jul - Posts by Torentsu


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

36 database queries, 41 query cache hits.
Query execution time:  0.095351 seconds
Script execution time:  0.037627 seconds
Total render time:  0.132978 seconds


TidyHTML vomit below
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Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 243 warnings and 0 errors!


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