History Trivia / NintendoEntertainmentSystem

11th Mar '16 2:21:12 PM StFan
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** {{Namco}} 163: 8 wave tables, same (if not similar) chip found in many Namco arcade games (like with ''VideoGame/{{Mappy}}'' and ''TheTowerOfDruaga''). Roughly comparable to TurboGrafx16's audio and Konami's [[{{MSX}} SCC and SCC+ chips']] audio.

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** {{Namco}} 163: 8 wave tables, same (if not similar) chip found in many Namco arcade games (like with ''VideoGame/{{Mappy}}'' and ''TheTowerOfDruaga'').''VideoGame/TheTowerOfDruaga''). Roughly comparable to TurboGrafx16's audio and Konami's [[{{MSX}} SCC and SCC+ chips']] audio.
7th Oct '15 4:14:28 PM Prinzenick
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* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', ''Battletoads'' and ''Kirbys Adventure'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrolling background layers working together]]!

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* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Super Mario Bros. 3'' simply copied it during the sky sequences by having cloud sprites moving at different speeds from each other (most noticeable when you're falling from an airship), but some games got way more ambitious than that. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Batman: Return of the Joker'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', ''Battletoads'' and ''Kirbys Adventure'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrolling background layers working together]]!
7th Oct '15 4:11:52 PM Prinzenick
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* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', and ''Battletoads'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrolling background layers working together]]!

to:

* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', and ''Battletoads'' and ''Kirbys Adventure'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrolling background layers working together]]!
7th Oct '15 4:09:42 PM Prinzenick
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* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', and ''Battletoads'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrooling background layers working together]]!

to:

* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', and ''Battletoads'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrooling scrolling background layers working together]]!
7th Oct '15 4:08:57 PM Prinzenick
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to:

* Parallax scrolling was not a default option on the NES either, but clever programmers could imitate it and make it work, so several games took advantage of it when they got the chance. ''Kick Master'' ''Ninja Gaiden'', ''Bucky O Hare'', ''GI Joe'', ''Mega Man 3'' and ''Mega Man 6'', ''Mitsume Ga Tooru'', ''Shatterhand'', ''Sword Master'', and ''Battletoads'' have scenes with one or two seperate background layers moving at once! ''Totally Rad'' had at least 3 layers in one background. ''Ninja Gaiden 3'' had a scene where a whopping FIVE scrolling layers are working together at once! Joe & Mac had six layers in one scene. Probably the most technically accomplished of all the examples was the train ride level in ''Vice: Project Doom'', [[VisualEffectsOfAwesome which had an incredible EIGHT scrooling background layers working together]]!
4th Oct '15 9:45:11 AM Prinzenick
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* Obviously, the NES was incapable of doing vector graphics or sprite scaling/rotation--but with clever programming and a lot of sprites, it could successfully imitate it and still run fine, such was the case with [[https://www.youtube.com/watch?v=zoBIOi00sEI&NR=1 the port of]] VideoGame/{{Elite}}. The opening of VideoGame/{{Battletoads}} also convincingly imitated sprite scaling by using a large series of carefully made sprites.

to:

* Obviously, the NES was incapable of doing vector graphics or sprite scaling/rotation--but with clever programming and a lot of sprites, it could successfully imitate it and still run fine, such was the case with [[https://www.youtube.com/watch?v=zoBIOi00sEI&NR=1 the port of]] VideoGame/{{Elite}}. The ''The 3D Adventures of World Runner'' and the opening of VideoGame/{{Battletoads}} also convincingly imitated sprite scaling by using a large series of carefully made sprites.
30th Sep '15 5:47:09 AM Prinzenick
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* Obviously, the NES was incapable of doing vector graphics or sprite scaling/rotation--but with clever programming, it could successfully imitate it and still run fine, such was the case with [[https://www.youtube.com/watch?v=zoBIOi00sEI&NR=1 the port of]] VideoGame/{{Elite}}.

to:

* Obviously, the NES was incapable of doing vector graphics or sprite scaling/rotation--but with clever programming, programming and a lot of sprites, it could successfully imitate it and still run fine, such was the case with [[https://www.youtube.com/watch?v=zoBIOi00sEI&NR=1 the port of]] VideoGame/{{Elite}}.
VideoGame/{{Elite}}. The opening of VideoGame/{{Battletoads}} also convincingly imitated sprite scaling by using a large series of carefully made sprites.
28th Sep '15 1:10:48 PM Prinzenick
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to:

* Obviously, the NES was incapable of doing vector graphics or sprite scaling/rotation--but with clever programming, it could successfully imitate it and still run fine, such was the case with [[https://www.youtube.com/watch?v=zoBIOi00sEI&NR=1 the port of]] VideoGame/{{Elite}}.
20th Sep '15 10:50:03 AM nombretomado
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* The Famicom Disk System, a floppy disk drive add-on. It was introduced in 1986, as was a Twin Famicom model that could play both disks and cartridges. The Disk System was only released in Japan, and even there was moribund by the end of the 1980s due to improvements in cartridge construction and rampant piracy concerns (though Nintendo continued to support it until 2003).[[note]]While FDS didn't use the common 3.5" floppy, it nevertheless utilized the more or less standard design, namely Mitsumi's 3" Quick Disk floppies, widely used in home computers and word processors in Japan at the time, so copying them wasn't a problem.[[/note]] The experience with piracy and [[LoadsAndLoadsOfLoading loading time]] caused Nintendo to be reluctant to accept disks until the {{Gamecube}}, and only accepted standard-size optical disks with the {{Wii}}. ''VideoGame/TheLegendOfZelda'' (its first title), ''VideoGame/{{Castlevania|I}}'', ''VideoGame/DokiDokiPanic'' ([[DolledUpInstallment AKA]] ''VideoGame/SuperMarioBros2''), ''VideoGame/KidIcarus'' and ''{{Metroid}}'' were all originally released as Disk System games.

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* The Famicom Disk System, a floppy disk drive add-on. It was introduced in 1986, as was a Twin Famicom model that could play both disks and cartridges. The Disk System was only released in Japan, and even there was moribund by the end of the 1980s due to improvements in cartridge construction and rampant piracy concerns (though Nintendo continued to support it until 2003).[[note]]While FDS didn't use the common 3.5" floppy, it nevertheless utilized the more or less standard design, namely Mitsumi's 3" Quick Disk floppies, widely used in home computers and word processors in Japan at the time, so copying them wasn't a problem.[[/note]] The experience with piracy and [[LoadsAndLoadsOfLoading loading time]] caused Nintendo to be reluctant to accept disks until the {{Gamecube}}, UsefulNotes/NintendoGameCube, and only accepted standard-size optical disks with the {{Wii}}.UsefulNotes/{{Wii}}. ''VideoGame/TheLegendOfZelda'' (its first title), ''VideoGame/{{Castlevania|I}}'', ''VideoGame/DokiDokiPanic'' ([[DolledUpInstallment AKA]] ''VideoGame/SuperMarioBros2''), ''VideoGame/KidIcarus'' and ''{{Metroid}}'' were all originally released as Disk System games.
18th Aug '15 8:03:49 PM nombretomado
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** In fact, [=iNES=], the ''de facto'' standard format for [=NES=] [=ROM=] images used in {{emulation}}, actually implies, by default, an [[http://wiki.nesdev.com/w/index.php/PRG_RAM_circuit extra 8 KB of expansion memory]].

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** In fact, [=iNES=], the ''de facto'' standard format for [=NES=] [=ROM=] images used in {{emulation}}, UsefulNotes/{{emulation}}, actually implies, by default, an [[http://wiki.nesdev.com/w/index.php/PRG_RAM_circuit extra 8 KB of expansion memory]].
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