History YMMV / Action52

19th Aug '16 1:24:27 PM Ferot_Dreadnaught
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* TheyJustDidntCare: The head of Active Entertainment, Vince Perri, expected a team of four people (three of whom were just college students) to produce 52 NES games in three months and expected that to be marketable at $200. The level of apathy about quality control or the nuances of game development is staggering.
19th Aug '16 11:17:52 AM SolidSonicTH
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* TheyJustDidntCare: The head of Active Entertainment, Vince Perri, expected a team of four people to produce 52 NES games in three months and expected that to be marketable at $200. The level of apathy about quality control or the nuances of game development is staggering.

to:

* TheyJustDidntCare: The head of Active Entertainment, Vince Perri, expected a team of four people (three of whom were just college students) to produce 52 NES games in three months and expected that to be marketable at $200. The level of apathy about quality control or the nuances of game development is staggering.
19th Aug '16 11:16:54 AM SolidSonicTH
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Added DiffLines:

* TheyJustDidntCare: The head of Active Entertainment, Vince Perri, expected a team of four people to produce 52 NES games in three months and expected that to be marketable at $200. The level of apathy about quality control or the nuances of game development is staggering.
7th Jul '16 9:46:44 PM Ferot_Dreadnaught
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* GuideDangIt: Mostly on account of [[TheyJustDidntCare laziness on the part of the developers]]. A few of the games become surprisingly playable once you know some horribly uninituitive trick to them. For example, ''Streemerz'' requires the player to step off the side (and it has to be the ''correct'' side) of the top platform in order to progress to the next level. ''Meong'' could be considered an extreme case, as learning to ''play'' it seems to be almost impossible without help.

to:

* GuideDangIt: Mostly on account of [[TheyJustDidntCare laziness on the part of the developers]].developers. A few of the games become surprisingly playable once you know some horribly uninituitive trick to them. For example, ''Streemerz'' requires the player to step off the side (and it has to be the ''correct'' side) of the top platform in order to progress to the next level. ''Meong'' could be considered an extreme case, as learning to ''play'' it seems to be almost impossible without help.



* TheyJustDidntCare:
** Apart from the obvious signs, many of the descriptions in the manual range from mentioning things that aren't in the final product to clearly being for ''completely different games''.
** Spelling their own franchise game's name wrong ''twice'' (in the ''Cheetahmen I'' intro and on ''"Cheetamen" II's'' cartridge) or [[SpellMyNameWithAnS having three different names for main character of game 23 (Rosy, Rosie, Rossie)]] are other clear signs.
*** Also, one of the games is called ''Cr[[SpellMyNameWithAnS y]]tical Bypass''.
** Parts of the manual are in {{Engrish}}. Usually, that's acceptable. Not for this, since the game was supposedly made in the United States.
** It's possible that the manual was written by one of the foreign investors of the company, or that the team of 4 who programmed the game were simply completely out of it by the time the manual was written.
** Not even the Cheetahmen music, widely considered the only good thing about this travesty, is immune to this trope. It doesn't loop properly, meaning that approximately two minutes and nine seconds into it, it suddenly starts sounding glitchy as well as somewhat creepy. Until you die or go the next level (causing the music to restart), '''it never stops sounding like that'''.
** When you consider, however, that the entire game was made by a team of 4 guys who had only 2 weeks of training beforehand, and that all 52 games were '''made in a span of 3 months''',[[note]](This averages to a little under two days of development time for each game. For perspective, ''VideoGame/PacMan'' and ''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}}, both regarded as so horrendously awful that they played a big part in temporarily killing the industry, were developed in around six ''weeks'' each)[[/note]] it comes off less as a lack of care and more as a tragic tale of being against the odds.
23rd May '16 8:31:53 AM Iampureevil
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** In ''Manchester'', you can't pass a certain point because of flames being in a way. However, you can fall through the floor and walk past a huge stack of note blocks.

to:

** In ''Manchester'', you can't pass a certain point because of flames being in a the way. However, you can fall through the floor and walk past a huge stack of note blocks.
3rd May '16 10:11:50 PM FlakyPorcupine
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* AlternativeCharacterInterpretation: The main character of ''Non-Human'' and ''Micro Mike'' and the enemies of ''Spread Fire'' are perfect for Rorschach tests.

to:

* AlternativeCharacterInterpretation: AlternativeCharacterInterpretation:
**
The main character of ''Non-Human'' and ''Micro Mike'' and the enemies of ''Spread Fire'' are perfect for Rorschach tests.



* SugarWiki/AwesomeMusic:

to:

* SugarWiki/AwesomeMusic:SugarWiki/AwesomeMusic: To quote a comment on Website/YouTube, "The only good thing about Action 52 is the music."



** To quote a comment on Website/YouTube, "The only good thing about Action 52 is the music."



* DemonicSpiders: Most games include at least one type of it, and frequently more. Some deserve a special mention.

to:

* DemonicSpiders: Most games include at least one type of it, and frequently more. Some deserve a special mention.mention:



* EarWorm: The ''Cheetahmen'' theme, as mentioned previously.
** Some other games have catchy beats as well, such as Timewarp Tickers.

to:

* EarWorm: The ''Cheetahmen'' theme, as mentioned previously.
**
previously. Some other games have catchy beats as well, such as Timewarp Tickers.



* GoddamnedBats: Of course, these games have quite a few of them.
** Sharks and especially jellyfish in...''Sharks''.

to:

* GoddamnedBats: Of course, these games have quite a few of them.
them:
** Sharks and especially jellyfish in... ''Sharks''.



* GoodBadBugs: Glitches to get around the glitches. There are many of them, some of which ''have'' to be used to complete the level.

to:

* GoodBadBugs: Glitches to get around the glitches. There are many of them, some of which ''have'' to be used to complete the level.level:



* SuspiciouslySimilarSong: The level 1 theme from ''Lollipops'' is a variation of the [[Music/FrankSinatra Frank]] and Nancy Sinatra duet "Something Stupid."

to:

* SuspiciouslySimilarSong: SuspiciouslySimilarSong:
**
The level 1 theme from ''Lollipops'' is a variation of the [[Music/FrankSinatra Frank]] and Nancy Sinatra duet "Something Stupid."



* TheyJustDidntCare: Apart from the obvious signs, many of the descriptions in the manual range from mentioning things that aren't in the final product to clearly being for ''completely different games''.

to:

* TheyJustDidntCare: TheyJustDidntCare:
**
Apart from the obvious signs, many of the descriptions in the manual range from mentioning things that aren't in the final product to clearly being for ''completely different games''.



*** It's possible that the manual was written by one of the foreign investors of the company, or that the team of 4 who programmed the game were simply completely out of it by the time the manual was written.

to:

*** ** It's possible that the manual was written by one of the foreign investors of the company, or that the team of 4 who programmed the game were simply completely out of it by the time the manual was written.
12th Mar '16 7:12:36 AM ApolloSoyuz
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Added DiffLines:

**Considering the First Gulf War was going on around the time this game was made, it was already reality.
24th Feb '16 12:08:30 AM OlfinBedwere
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** When you consider, however, that the entire game was made by a team of 4 guys who had only 2 weeks of training beforehand, and that all 52 games were '''made in a span of 3 months''', it comes off less as a lack of care and more as a tragic tale of being against the odds.

to:

** When you consider, however, that the entire game was made by a team of 4 guys who had only 2 weeks of training beforehand, and that all 52 games were '''made in a span of 3 months''', months''',[[note]](This averages to a little under two days of development time for each game. For perspective, ''VideoGame/PacMan'' and ''VideoGame/ETTheExtraTerrestrial'' for the UsefulNotes/{{Atari 2600}}, both regarded as so horrendously awful that they played a big part in temporarily killing the industry, were developed in around six ''weeks'' each)[[/note]] it comes off less as a lack of care and more as a tragic tale of being against the odds.
4th Feb '16 1:13:26 PM RADIX
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** [[http://www.youtube.com/watch?v=WZlYGN5W2Yg The theme]] from ''Cheetahmen''. No one is sure how it happened, especially when every other song on the cartridge ranges from "mediocre" to "ear rape," but it did. Additionally, it got many, many remixes on the [[GermansLoveDavidHasselhoff Japanese]] video site Website/NicoNicoDouga.

to:

** [[http://www.youtube.com/watch?v=WZlYGN5W2Yg The theme]] from ''Cheetahmen''. No one is sure how it happened, especially when every other song on the cartridge ranges from "mediocre" to "ear rape," "Beethoven's Ode to Pain," but it did. Additionally, it got many, many remixes on the [[GermansLoveDavidHasselhoff Japanese]] video site Website/NicoNicoDouga.
30th Nov '15 6:08:46 AM Quanyails
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** Spiders in Dedant. If they come down to your level, they stay down there till they get you, and [[DenialOfDiagonalAttack you can't shoot diagonally or sideways.]]

to:

** Spiders in Dedant.''Dedant''. If they come down to your level, they stay down there till they get you, and [[DenialOfDiagonalAttack you can't shoot diagonally or sideways.]]
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