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* CreatorBacklash: Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
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* OldShame: Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
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* ShortRunInPeru: The Mega Drive / Genesis port was actually released first in the U.S., in October 1990, and in Japan a month later.
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* ShortRunInPeru: The Mega Drive / Genesis port was actually released first in the U.S., in October 1990, and in Japan a month later.later.
* For some baffling reason, the GameOver tune from the game was used as an interlude jingle for the Japanese GrossoutShow ''Burutabu-chan''.
* For some baffling reason, the GameOver tune from the game was used as an interlude jingle for the Japanese GrossoutShow ''Burutabu-chan''.
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Changed line(s) 3 (click to see context) from:
* OldShame: Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
to:
* OldShame: Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.experience.
* ShortRunInPeru: The Mega Drive / Genesis port was actually released first in the U.S., in October 1990, and in Japan a month later.
* ShortRunInPeru: The Mega Drive / Genesis port was actually released first in the U.S., in October 1990, and in Japan a month later.
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* ExecutiveMeddling: The [[NintendoHard sadistic difficulty]] that the game is known for wasn't entirely due to Toaplan; rather, arcades pressured Toaplan to increase the difficulty of the game to make it more of a currency-muncher. The Genesis port is more in line with the intended difficulty.
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* ExecutiveMeddling: The [[NintendoHard sadistic difficulty]] Masahiro Yuge, one of the programmers for the game, did not intend for the original 1P arcade variant to be as sadistically hard as it is; Toaplan executives demanded that the game is known for wasn't entirely due to Toaplan; rather, arcades pressured Toaplan to increase the difficulty of the game to make it be made much more of a currency-muncher.difficult in response to player feedback during location tests. The Genesis port is more in line with the intended difficulty.
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* OldShame: Masahiro Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
to:
* OldShame: Masahiro Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
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* NoExportForYou: The ''Hishou Same! Same! Same!'' CompilationRerelease for [=PS4=] and Switch was released in Japan only, with no known plans to localize it.
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* NoExportForYou: The ''Hishou Same! Same! Same!'' CompilationRerelease for [=PS4=] and Switch was released in Japan only, with no known plans to localize it. it for foreign markets.
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* NoExportForYou: The ''Hishou Same! Same! Same!'' CompilationRerelease for [=PS4=] and Switch was released in Japan only, with no known plans to localize it.
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Changed line(s) 2 (click to see context) from:
* OldShame: Masahiro Yuge, who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
to:
* OldShame: Masahiro Yuge, one of the Toaplan staff who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
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Changed line(s) 1 (click to see context) from:
* ExecutiveMeddling: The [[NintendoHard sadistic difficulty]] that the game is known for wasn't entirely due to Toaplan; rather, arcades pressured Toaplan to increase the difficulty of the game to make it more of a currency-muncher. The Genesis port is more in line with the intended difficulty.
to:
* ExecutiveMeddling: The [[NintendoHard sadistic difficulty]] that the game is known for wasn't entirely due to Toaplan; rather, arcades pressured Toaplan to increase the difficulty of the game to make it more of a currency-muncher. The Genesis port is more in line with the intended difficulty.difficulty.
* OldShame: Masahiro Yuge, who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
* OldShame: Masahiro Yuge, who worked on the game, later expressed regret for balancing the game's difficulty more in favor of pleasing arcade owners than giving the player an enjoyable experience.
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Added DiffLines:
* ExecutiveMeddling: The [[NintendoHard sadistic difficulty]] that the game is known for wasn't entirely due to Toaplan; rather, arcades pressured Toaplan to increase the difficulty of the game to make it more of a currency-muncher. The Genesis port is more in line with the intended difficulty.