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Messages - dhaabi

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571
Video Game Database Discussion / Re: PS1 PAL - List Quality Control
« on: January 21, 2023, 04:55:11 pm »
Most, if not all, of the replacement images or edit rejections were done by me.

Under the current style guide rules, the holofoil is important information and should be considered as a component to complete artwork as it is a formal part of the packaging. For PlayStation and PlayStation 2 EU items, the holofoil is not always (but is usually) present, so providing the best image information to showcase packaging information is a detail in accordance to our guidelines. Something else to consider is that cases are often swapped on secondary markets, so knowing which items actually include a holofoil label is a detail many would find helpful.


What annoys me is when I upload are accepted then quickly overwritten by someone who is taking poor quality photos.

Outlined in the Item Images post of the Advanced Style Guide, there is a tier system for images that determines which images are most ideal for entry art. While holofoil-less art is fine to submit and will be approved if it is a higher tier or better quality of a same-tier image, it should be understood that, at any time and by any other user, a user's image can be replaced if a better image is submitted. Had I known you weren't just uploading saved images without any degree of editing involved, I probably would have reached out to you. With that said, I do make a strong effort to find the best quality image of the highest tier that I can for any entry I contribute information for—images are generally taken from cropped photos, since most of the work I do relates to items I don't own. The chief reason I do this is because online scans regularly omit information and stock art is almost always outdated, so relying on a photo of the actual item itself ensures that the entry art is accurate. However, sometimes I find scans that are ideal, although, for this category, it is generally only for back cover art.

Like you mentioned, the quality of entry artwork for PlayStation EU is poor overall. For many entries, the front image slot either features a generic image that omits details such as holofoil label, game rating, and front item number information or a scan of the actual artwork that omits the holofoil label. There are too many instances of poor images, so I've stopped replacing every problematic front art and now am only updating the field for when the images are wrong entirely. Another aspect to consider is that most PlayStation EU items have a unique front item number (usually repeating barcode information) that relates to the regional release, but that information is generally difficult for edit queue mods to confirm due to the small image quality that is shown during the submission process, unless there are other regional differences present that are easily identifiable.


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https://vgcollect.com/item/231970 - I uploaded a replacement image a few weeks ago and it was denied then replaced with a poor quality photo at an angle.

Actually, this is a new entry I submitted, and I also handled your front image edit submission for it. The same issue happened—your submitted image omitted the holofoil label, so approving that edit would have brought the field information down a tier as it would have removed crucial information. The entry has only ever had one front image, as evident by the entry history.

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https://vgcollect.com/item/97050 - I repalced this image as the colour looked really faded yet it has been reverted back to the previous design in an instant.

The front art was not reverted. The original image was a generic image which omitted both the holofoil label and front item number in addition to the "PlayStation" text being positioned incorrectly. Your submitted image is the same as the current artwork but it omitted the holofoil label.

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Full Case Display - Do we included the full inlay with the sides or the Plastic Embossed strips at the side.

If I am understanding what you mean, then no. Spines should be not be a part of either the front or back art slot. The case packaging in its entirety should also be absent, unless there is some variance between multiple releases that relates to which type of case was used for each item while sealed.

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Is the only way for me to fix this to place my game covers in a scanner CIB?

If you are wanting high quality images that can replace the current images such as with entry 231970, then probably so. Personally, I prefer submitting image information with the highest tier possible that is available to me. This allows for fewer future updates to the field so that work can be done elsewhere for other entries. Have you considered taking a similar approach? Scanning artwork like you suggested may not be an option for you, but collecting decent quality photos through online classifieds such as eBay is still an option that anyone can do. Again, I am only suggesting this because, given the image tiers that you have been submitting, the images can at any time still be updated by anyone at anytime.

Hey vivigamer, I just wanted to say thank you for all your time and hard work.

I'd like to echo this sentiment. I feel as if it isn't often made clear here that user-submitted work is appreciated for the efforts involved, but it certainly is.

572
Before it gets denied, as I imagine it will.

https://vgcollect.com/item/166640

This sort of situation in having to rename the standard version of an item's entry is not that uncommon, so there shouldn't be any expectation for an edit like that to be rejected (from me, anyway.) It's an issue relating to entries being created prior to the actual item's release date.

With that said, your edits have been approved.

573
Overall, though, Nathan Fielder is a mad genius.

Some of Fielder's much earlier work is also incredibly funny. From his old YouTube channel, Thin Watermelon and "Morning Walk" are two of my favorites. His old news segment On Your Side has some good clips too, such as Talking to the Animals.

574
Mom Hid My Game! for Nintendo Switch is free to claim through an Amazon Prime membership. I believe this is the first non-PC game to be offered through the service. The page states "limited supply of codes," so it may be worthwhile to redeem sooner than later.
https://gaming.amazon.com/loot/momhidmygame

575
General / Re: 52 Games Challenge 2023!!!
« on: January 11, 2023, 09:00:37 pm »
02. Mom Hid My Game! || Nintendo Switch || 01.04.23

Recently, I was able to acquire a copy of Mom Hide My Game! (MHMG!) as part of a promotion. I've known about the game for some time, and, while I likely wouldn't have purchased it to play, simply having that immediate access prompted me to do so.

In short, MHMG! is a collection of 50 environment puzzles spanning 1-2 play screens for the player to interact with at a time. As the title suggests, Mom took the player-character's game, and it's our job to regain it. In order to accomplish this repeated goal, several different types of solutions are required, with puzzles ultimately having one solution. Typically, working toward the solution involves collecting nearby items and having them interact with either people or other items.

Throughout each puzzle, Mom acts as some always-watching authoritative figure often stalking in the background but sometimes in plain view. Most of the time, solutions revolve around avoiding Mom's attention. As puzzles progress, the difficulty fluctuates. Although, the situations generally become complex that require the player to employ different modes of problem-solving. While there is only solution to each puzzle, there are often numerous ways to fail. More often than not, the solution is simple to solve, but the required actions needed to progress must be executed perfectly without missing a step.

Routinely, failed attempts at regaining your taken handheld provide a good laugh as the narrative and possibilities rely on Japanese gag humor. Across the game's puzzles, players will be surprised at the lengths Mom goes to in order to keep her son away from playing video games. Without this tone, the game does not set itself apart from other simple point-and-click puzzle games, and it is very much the game's highlight.

Originally developed as a mobile game, its design clearly shows. Sometimes, the solution is apparent. However, there are puzzles where the placement of items must be perfect. As a result, players may disregard the proposed (and correct) solution and instead consider incorrect actions. From what I can gather, the original mobile version of MHMG! features only 30 puzzles, whereas the Switch version offers 50, so the added content is nice, as the game as a whole is a short 1 hour experience, at most.

Overall, MYMG! is fun for what it is, with most of its strengths being a result of the playful tone. For its low price, some here may find it worthwhile to play.

576
+Hell was removed/edited from title from my entry but it is part of it's full name and on the box. https://vgcollect.com/item/233459

The entry name for 233459 was updated in accordance to our community-voted common name rule which has decided to use GameFAQs as our common source. The game's item page presents the game by omitting the "+ Hell" text which is why the VGC entry name was updated as such.

577
Video Game Database Discussion / Re: Developer/Publisher Requests
« on: January 07, 2023, 12:38:31 pm »
Could we add "Marvelous" as a publisher, Marvelous was formed after a merger between Marvelous Entertainment and AQ Interactive back in 2011, so Marvelous Entertainment as an entity does not exist anymore and they have not been using that name since then, games released after that date are under the Marvelous branding rather then the MMV (Marvelous Entertainment) branding, you can identify which publisher by the differing logos on the game box, MARVELOUS! in bold orange text for Marvelous and MMV in white (or black) italic text for Marvelous Entertainment - https://vgcollect.com/item/16066 and https://vgcollect.com/item/160565 as examples.

Publisher and developer logos do not indicate the actual name for publishers and developers. Looking at games with the orange "Marvelous" logo present, several different publisher names can be found across varying item releases, none of which were were just Marvelous. The information is present among the back cover fine print text for the three below examples.

The Legend of Heroes: Trails of Cold Steel || Marvelous Europe Limited
Story of Seasons: Trio of Towns [EU] || Marvelous Inc.
Story of Seasons: Trio of Towns [NA] || XSEED Games/Marvelous USA, Inc.

578
General / Re: 52 Games Challenge 2023!!!
« on: January 06, 2023, 07:51:27 pm »
01. Silent Hill 4: The Room || PlayStation 2 || 01.03.23

With only one numbered entry left to play in the Silent Hill franchise, I began playing Silent Hill 4 as soon as I could after finishing the third entry. As the final numbered entry in the series, I was greatly looking forward to experience what the game offered.

Much to my surprise, Silent Hill 4 (SH4) does not actually take place during any point of the game in the town of Silent Hill. Instead, the game's setting chiefly resides in Room 302 of the South Ashfield Apartments, where players take on the role of Henry Townshend. As the unfortunate recent resident of his apartment, Henry has been trapped inside by all means for several days, with attempted phone calls being unsuccessful, windows unable to be opened, and his front door being heavily chained, which is where the story of the game begins. Despite any and all attempts, none of his neighbors are able to hear Henry's pleas for help. When players take control, a large hole in the wall has recently formed; with no other means of possible escape, Henry climbs inside and traverses through the connected tunnel.

While the game excludes Silent Hill itself as a locale, it instead introduces several notable locations that relate to the story's past events which all take form as part of the series's otherworld. Throughout Henry's journey of escape, he begins following murder investigation notes from the apartment's previous tenant that periodically appear at his doorway and which nearly exclusively serve to providing the game's backstory and events to follow. The notes regard a series of killings dubbed the eponymous Walter Sullivan murders that began around ten years ago and ended upon Sullivan's suicide. However, years later, it seems that a copycat killer has risen and continued the same pattern of murders despite all of the details regarding the events being unknown to the public. We come to learn that Sullivan pursued his murderous spree as a requirement to perform one of the Order's ritual practices in the hopes of uniting with his deceased mother, as he was orphaned and taken in by Silent Hill's cult as a young child.

To be brief, the plot of SH4 felt quite different from past narratives, as it neither takes place in Silent Hill nor relates to any of the established cast. Following more in-line with Silent Hill 3's story, the story presented with SH4 instead presents a situation where an individual possessing power fueled by their trauma is able to transform the world surrounding them to bring out the otherworld and its manifestations. With no solid association to previous entries, I found it difficult to connect with SH4's cast and the events unfolding. Now thinking of the plot after finishing the game, it was interesting to witness how an individual, desperate for their goals turns to the Order although this is entirely experienced by way of findable memos. Conversely, the actual protagonist Henry serves even more so than before the game's everyman, as he just happens to be living at Ashfield at the wrong time and is learning the situation in real-time as players do.

Unlike with previous entries, SH4 does not follow a confined setting. While the game is still linear, there is now a travel system which allows players to freely move to and from the otherworld through the tunnel back to Room 302. To me, I simply did not like this design choice as, without a doubt, player immersion is so easily broken when needing to travel. For the first half of the game, players will frequently go back-and-forth between the otherworld and Room 302, as restorative items are minimal while the apartment also serves as a safe space which Henry may rest to replenish health. Because of this, players will be forced to retreat as their health levels dwindle, which is made easy as the travel system is accessible every few rooms or so.

That being said, it is difficult to talk about this feature without also mentioning the game's limited inventory space, as I felt the two are closely interconnected. As another new feature, SH4 is the first to impose a 10-item maximum inventory. In a lot of ways, it felt that the travel system was implemented with the inventory limitations in mind, although it is impossible to know which element was designed first. In theory, there is nothing wrong with imposing a set inventory space amount, but it feels quite unnecessarily tacked on without good reason as the travel system is always near. Early on, there is a puzzle which requires the player to immediately travel to-and-from the apartment, as one item needed fully bars the player from entering a specific room with it in-hand. This kind of puzzle design (which I say lightly) simply comes off as an annoyance.

However, I will admit that these problems mostly affect the game's first half, which is the time when the game discards one very crucial gameplay element: Room 302's ability to heal Henry. In fact, the apartment does not just omit this beneficial feature but even becomes detrimental, as over a dozen of possible otherworld hauntings that inflict damage may appear, even in conjunction with another. At this time, if a player had relied upon using any restorative items instead of Room 302, survival would become a lot more difficult. Quite soon after this gameplay change, I was almost always on the verge of death until I so thankfully found a stray nutrition drink which still left me without being fully healed. While I can understand the reasons why the safe space element was incorporated at all, I will admit that it lasted just a little too long, as the survival capabilities required later on offered a much more challenging experience and was much more enjoyable to play.

Throughout his attempts to escape, Henry is forced to guide his neighbor Eileen, who too unfortunately has become stuck in the otherworld. While trapped, Eileen has become heavily damaged which results in her being a huge responsibility in keeping safe. Eileen moves about and can even attack of her own volition if equipped with a weapon, although I never actually did utilize such feature. As she is already weakened, Eileen repeatedly is attacked by enemies due to her vulnerability which results in her gradually losing her sanity more and more which can eventually pose as a threat to Henry.

A positive aspect which I will briefly mention is being inside Room 302. Here, the gameplay perspective is from a first-person viewpoint. As the game's opening starts with this change, I did feel unnerved to a degree—certainly apprehensive, at least. Beginning my playthrough with no foreknowledge, I had no idea if this was to be the standard perspective while playing. With the viewpoint only implemented while in Room 302, I found the first-person approach more personal and vulnerable to surroundings, and its implementation was done well to surprise first-time players. Unfortunately, this is perhaps the only favorable element that is a major change from previous titles.

As SH4's otherworld is a result of Walter Sullivan, areas and enemies naturally take on their form as they relate to his trauma. With this understanding, I can report that enemies are underwhelming in presentation. While there is nothing wrong in featuring new enemies—as it only makes sense—their design is poor. Floating ghosts, dogs which emit a cougar's cry, haunted wheelchairs, and burping women (yes, you read that correct.) These are the sorts of monsters which threaten Henry. In regards to their behavior, enemies are largely non-threatening too and, at times, more annoying that problematic. However, a huge disparity lies in the ghosts, as they are aggressive and unable to be defeated, and were a huge concern to me when moving around a tight environment. While it is possible to halt their movement entirely, I had a lot of difficulty in successfully implementing that action.

More so than before, there is nearly zero investigation required in finding items to progress through locked paths. Rooms will even often be empty, serving no purpose at all. Unfortunately, the time spent in each of these otherworld environments is minimal, although this may be an impression resulting from the travel system. Coupled with the minimal puzzle-solving, areas felt as if they had little depth or personality. Again, at a much higher degree, rooms are often traveled as a short pathway, never to be experienced again. On the topic of the game's environment, it too felt disconnected from previous entries. In earlier titles, the otherworld was dark, threatening, and, well, a little otherworldly; but in SH4, they seem no different than the actual world.

Overall, SH4 sets itself apart from previous entries in a lot of different ways, although I find many of them to be for the worst. Arguably, the game plays out more as a murder mystery with questionably spooky visuals than a horror game. I may be taking a break from the series now, although that may change. Silent Hill: Origins is next to play, although I will be needing to emulate it, which is something new to me.

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Nathan Fielder's The Rehearsal which is of the most interesting, bizarre, meta, and incredible things I've ever seen.

Knowing the lengths to which Nathan Fielder has before shown audiences he's willing to go, I still found The Rehearsal to be such a huge surprise as Fielder again blew away all of my expectations. As some off-the-wall social experiment, there comes a moment where I'm sure many viewers are left to truly consider what is is they're even watching. When discussing the show with someone, they said how they believe the show transcends genre; while I'm not sure I can agree to that opinion fully, there is certainly some truth to it in considering what The Rehearsal is. Toward the end, there are certainly moments where the direction the project is moving in becomes quite surreal as more and more heavy themes are presented. As a follow-up to Nathan for You, I think the more mature tone that the project held set the two apart from another for the better.

580
News / Re: Find out how many items you have created!
« on: December 31, 2022, 11:01:52 am »
I didn't bother publicly posting my stats last year, so here are my submission numbers from the past two years:
2021: 6,583 (+3,954)
2022: 9,883 (+3,300)

Though edit stats aren't being posted anymore:
To-date total: 76,719

581
General / Re: 52 Games Challenge 2022
« on: December 30, 2022, 06:44:47 pm »
I'm curious what you think of SH 3. I felt like 3 was in many ways the pinnacle of the series for me in terms of pure horror gameplay and music, but not so much the story.

When analyzing Silent Hill 3 with the survival horror genre in mind, I definitely agree with the three entries I've played so far. However,  I wasn't left with a positive impression with the third entry's music and sound design; that being said, I am on record with my Silent Hill 2 thoughts that I believed that game's use of sound is perhaps unrivaled to any other game I've played before it. It's hard to compete with that opinion, and especially so when I started playing Silent Hill 3 about a day after finishing Silent Hill 2. Be that as it may, the noises which the Pendulum monsters make are absolutely terrifying, and I never once stopped to fight them because of it, so I consider its sound design to be quite accomplishing.

582
General / Re: 52 Games Challenge 2022
« on: December 30, 2022, 06:35:11 pm »
16. Silent Hill 3 || PlayStation 2 || 12.19.22

Beginning my playthrough of Silent Hill 3 (SH3) almost immediately after finishing Silent Hill 2 (SH2), I was greatly anticipating how the series would continue. Although, whether my high expectations were met, I'm unsure.

While the plot of SH was a little disjointed alongside relying a little too much on player investigation, and SH2 being treated opposite with a story-rich experience, SH3 relies upon a more plot-centric focus as a direct sequel to the debut title, although its success pales in comparison to SH2. Whereas the second installment employed the use of stunning FMV sequences, SH3 substitutes this design choice to instead rely directly upon in-engine cutscenes. That being said, the in-game graphics are impressive considering the game released in 2003, with the cutscenes being able to convey authentic emotions and facial and body movements which was probably just not quite achievable with the series predecessor. There is certainly more to be said regarding how effective this game's cutscenes are, though, which I will detail near the end of my thoughts.

Unfortunately, the series's cohesiveness suffers with SH3's introduction. It is not something of large concern as the plot is fine as a standalone title, but for those deeply analyzing the game to understand where it stands given the established lore and rationale of the town of Silent Hill, the narrative becomes a little difficult to make proper sense of. With the debut title, the origins and explanations for the monstrous projections are defined as being caused by Alessa's powers as a result of her trauma, whereas the follow-up entry forgoes that principle by establishing that Silent Hill itself has a mystique regarding it which affects troubled persons who enter it. However, SH3 backpedals to SH rules as the world surrounding Heather transforms into the franchise's iconic environment, with Silent Hill cult member Claudia also perhaps having some control as well, which can be theorized by her steadfast faith in the church's doctrine.

Throughout the game, players control Heather, a teenage girl with some connections to Silent Hill, unbeknownst to her. As the game's events begin, Heather initially avoids the realty she's faced with after meeting a few strangers with unknown motives. The three individuals include the private investigator Douglas who's tasked with tracking Heather, aforementioned Claudia who seeks to finally achieve the birth of their church's god, and Silent Hill cult leader Vincent who acts somewhat of a trickster while guiding Heather to accomplish his own goals while thwarting Claudia's. While Heather's first immediate concern is to simply return home which proves much more difficult than expected, her second goal is to enact revenge upon Claudia after experiencing a personal loss directly caused by Claudia and to prevent her goals from being achieved, as Heather slowly but steadily becomes enlightened about her past and identity.

Following the narrative as Heather, I initially did not find her to be an interesting or even likeable protagonist. Responding to the events unfolding, Heather exhibits a lot of early 2000s edgy teen angst which develops to her being more irritated than horrified. However, I realized after playing that Heather experiences an immense amount of stress and pressure. Beginning her journey afraid, unsure, and angry, she quickly pushes aside these feelings to instead become irritated as Silent Hill's monsters and physical manifestations devolve to simple annoyances. As she encounters one after another obstacle, Heather becomes a little numb to it all. On more than one occasion, Heather will just sigh while saying lines to the affect of "Oh, this again?" Truthfully, I still have a mixed stance regarding Heather, but I think that I can admit that, while the SH3's tone and protagonist choice is effective, this choice didn't quite satisfy what I was wanting from a Silent Hill title and could have perhaps been achieved better. One early instance that can demonstrate my mixed opinions appears as an act of breaking the fourth wall while building a humorous mood as it references SH2. To me, this small and optional moment is just a bit too self-aware, but perhaps it is moments like these which help the player feeling more connected to Heather.

On the topic of gameplay, SH3 felt quite unlike the previous two entries, as it takes a much firmer approach to survival horror in regards to item management and conserving resources. This shift is not necessarily a bad thing but instead just different. I can assume that the gameplay change relates to some other characteristics—mostly the story—which are lacking, alongside how the horrors of SH2 were largely executed from a psychological standpoint which is not evident of SH3. In this entry, enemies seem much more aggressive with their numbers also feeling higher. Combined with a much more limited resource pool unlikely the previous two entries, players are forced to act more strategically in deciding when to attack and when to avoid. An added strategic element added is the inclusion of beef jerky which distracts some types of enemies so that Heather may better flee. Some areas bombard the player the enemy density, so utilizing this resource is worthwhile. With gameplay in mind, I was much more inclined to avoid enemies when possible, and especially so toward the final hours. Only at the final boss did I encounter some difficulty due to my diminished inventory, though.

In both SH and SH2, the game would move away from high-stress, claustrophobic areas to moments of relative peace as town exploration opened up which allows for players to decompress. However, virtually no exploration is offered in SH3. While I can understand the reasons why this practice wasn't employed, that sense of imbalance felt more as a result of neglect rather than decided upon. At times, the game feels just a little bit more linear than previous entries, as puzzles even felt simple enough as collecting the necessary items to solve are easy to find. As players once again revisit Silent Hill, being forced to navigate throughout its streets would probably feel overdone somewhat, although I believe focusing on another portion of the town or making new exploratory changes would mitigate this problem. Established in SH, the town is quite foggy. This aspect is lessened to a degree in SH2, but, with SH3, the fog density is elevated to such a high degree in an effort to sway players from wandering about.

One aspect which SH3 absolutely accomplishes is its sense of environment that strongly conveys pain and fear. As with a lot of other aspects, there is a wide overlap of characteristics between SH and SH3, given their direct relationship. Just as in SH, the environment in SH3 becomes emboldened with blood and rust which successfully illustrates physical pain. Whether it's in plain view, requires a moment to pause to move the camera around to observe what visuals surround Heather, or even explore optional rooms and fully down dead end hallways, gruesome sights throughout the level design are genuinely horrific to view. Every so often, small details can be found which hint at Heather's origin which steadily become more and more apparent as Heather herself gains this knowledge. Whether it be an environment change or simple observation, discovering these details and the horrors Heather herself is forced to wade through is rewarding. Having released nearly 20 years ago, the graphics and environmental detail are visually striking while still holding up well today.

For some reason, I found myself struggling with camera controls with more regularity than with SH and SH2. It was certainly an issue before, but it really become a bother while playing SH3. Another annoyance which at times related to the camera was the decision for Heather to fall down holes or off the walkway to her death. While this issue may be seen as providing just a degree of more realism to the game, I personally disliked it. Admittedly, I fell to my death more than I'd like to admit; until I reached the final boss, it was the only time in any of the three games that I had even reached a game over. If while playing a player's death in a survival horror game is attributed more to their own struggles in character movement than enemy attacks, I find that to be an issue.

In regards to music and sound design, I was disappointed since I was playing the game directly after finishing SH2. In SH3, it is the first time which lyrics accompany songs, and I just don't find this change to be successful, as a whole. Circling back to SH3's cutscenes, there were certainly emotional moments which were designed to evoke a response from the player, but they were severely weakened by vocals. Compared to SH2's haunting sounds and compelling use of silence which were, at times, even more effective at inducing fear than relying on sound, I wasn't left with any lasting impression of the game's music and sound. To be fair, I think I just prefer for a title like this to rely upon instrumentals, and these design choices were perhaps the biggest complaints I have with SH3.

Overall, SH3 is a quality game. However, does it rival SH2? Perhaps to some, but I think there are certainly more negative aspects to mention with this entry than with its predecessor. I will admit, though, that I think I would have a more positive opinion with the game if playing it again, whenever or if ever that may be. I haven't started playing Silent Hill 4, but that's soon to happen.

583
Video Game Database Discussion / Re: Error Listings and rejected edits 2022
« on: December 30, 2022, 05:47:27 pm »
https://vgcollect.com/item/218720

Needs the [UK] part removed from title, I think.

The attached entry name TLD is correct only because there is also an EU release within the category.

584
General / Re: 52 Games Challenge 2023!!!
« on: December 25, 2022, 11:50:20 pm »
Previous 52 Game Challenges: 2020, 2021, 2022

01. Silent Hill 4: The Room || PlayStation 2 || 01.03.23
02. Mom Hid My Game! || Nintendo Switch || 01.04.23
03. It Takes Two || PlayStation 4 || 02.12.23
04. Ultimate I Spy || Wii || 03.09.23
05. The Elder Scrolls IV: Oblivion: Game of the Year Edition || PlayStation 3 || 03.13.23
06. I Spy: Spooky Mansion || Wii || 03.15.23
07. Wheel of Fortune || PlayStation 4 || 03.28.23
08. Moving Out || PlayStation 4 || 03.30.23
09. I Am Dead || PlayStation 5 || 04.09.23
10. Minefield || PlayStation 4 || 04.16.23
11. Gabbuchi || PlayStation 4 || 04.18.23
12. Yakuza 4 Remastered || PlayStation 4 || 05.01.23
13. Grow Comeback || Browser || 05.05.23
14. Grow Recovery || Browser || 05.05.23
15. Diet || Browser || 05.06.23
16. Neighbours || Browser || 05.06.23
17. Knights and Bikes || PlayStation 4 || 05.08.23
18. Frobisher Says! || PlayStation Vita || 05.22.23
19. Stray || PlayStation 5 || 06.11.23
20. Toem || PlayStation 5 || 06.23.23
21. The Gardens Between || PlayStation 5 || 06.25.23
22. The Quarry || PlayStation 5 || 06.28.23
23. Valiant Hearts: The Great War || PlayStation 4 || 07.15.23
24. 7 Days to End with You || Nintendo Switch || 07.17.23
25. Omno || PlayStation 4 || 07.23.23
26. Astro Bot Rescue Mission || PlayStation 4 || 07.27.23
27. You Are Being Followed || PlayStation 4 || 08.03.23
28. Kingdom Hearts VR Experience || PlayStation 4 || 08.10.23
29. Tacoma || PlayStation 4 || 08.12.23
30. Something Something Soup Something || PC || 08.18.23
31. Thumper || PlayStation 4 || 08.30.23
32. Unpacking || PlayStation 5 || 09.25.23
33. A Hat in Time || PlayStation 4 || 10.04.23
34. Dodgeball Academia || PlayStation 4 || 10.30.23
35. Krispee Street || Mobile || 11.06.23
36. Whitewater Wipeout || Playdate || 12.02.23
37. Eggman Game || Browser || 12.03.23
38. The Most Searched Playground || Browser || 12.12.23
39. Casual Birder || Playdate || 12.13.23
40. Pick Pack Pup || Playdate || 12.18.23
41. Cube Escape: Seasons || Mobile || 12.19.23
42. Yakuza 5 Remastered || PlayStation 4 || 12.19.23
43. Cube Escape: The Lake || Mobile || 12.20.23
44. Cube Escape: Arles || Mobile || 12.22.23
45. Cube Escape: Harvey's Box || Mobile || 12.23.23
46. Cube Escape: Case 23 || Mobile || 12.24.23
47. Cube Escape: The Mill || Mobile || 12.27.23
48. Lost Your Marbles || Playdate || 12.29.23
49. Crankin's Time Travel Adventure || Playdate || 12.30.23
50. Rusty Lake Hotel || PC || 12.30.23
51. Cube Escape: Birthday || PC || 12.31.23
52. Cube Escape: Theatre || PC || 12.31.23

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With the help of hexen who clarified information and even went out of their way to provide disk scans, 46688 has been updated to Space Quest IV: Roger Wilco and The Time Rippers (850002300). With that information, I went ahead and submitted two new variant entries (840002300 and 742972300.)

It seems as if the item you own is entry 233066 based on barcode information, but that may not be the case. Here is the eBay listing I referenced to create the entry.

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