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Messages - dhaabi

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32
Video Game Database Discussion / Re: dhaabi's VGC Database Work
« on: March 19, 2024, 11:47:09 am »
May I make a recommendation. Linking to Ebay resources is fine, but for a large project you should not rely on Ebay to retain those images. Especially if you think it may be more than 1-2 months to work on a project. I have done things 2 different ways. First using a text file like you do, you can see in this post:
https://vgcollect.com/forum/index.php/topic,6782.msg128484.html#msg128484
Where each item on the list has a number, and that number corresponds with a number on an image file that I have saved locally.

When I did PS2 consoles, I changed to a spreadsheet, but mostly because of the many different things I was tracking that I could assign columns to. As well as use colors.
https://vgcollect.com/forum/index.php/topic,6782.msg132606.html#msg132606
On here, there is also an "ID" column that linked to images I had saved. This way I could easily go back and look at the pictures if I needed to compare something.

Regarding the nature of this NES work, each game can be considered its own project, meaning very little time is spent before it's completed. As I've gone about collecting research, I tend to save images during the process while overwriting them as better ones are found, so the eBay links being tracked is an ideal safety measure in the event information is lost or new information comes to light (such as a box variation becoming known which I had overlooked before, which has already occurred once.) Since each "project" is completed in a short amount of time, I've not had any issues relating to expiring links. I still have all the final images used for entries saved locally, though, in the event I'm needing to reference them again.

I'm sure there is an ideal way to collect this information in a spreadsheet, but I've found it much easier to use a text file since variances in box designs have (so far, with the five games I've studied) followed a straightforward progression of updates. In the same text file, I also maintain track of these box differences, like in the below example:


Quote
box 1 design: circle Seal, System, Bros.™, hang-tab back, Nintendo label seal (variant observed)
box 2 design: circle Seal, System, Bros.™, hang-tab back, originally shrinkwrapped
box 3 design: circle Seal, System, Bros.™, hang-tab back, Game-Pak
box 4 design: circle Seal, System, Bros.™, hang-tab back, NES P SM, Game-Pak
box 5 design: circle Seal, System™, Bros.™, hang-tab back, NES P SM, Game-Pak
box 6 design: circle Seal, System™, Bros.™, NES P SM, Game-Pak
box 7 design: circle Seal, System™, Bros.™, REV-A, NES P SM, Game-Pak
box 8 design: oval Seal™, System®, Bros.®, REV-A, NES P SM, Game-Pak
box 9 design: oval Seal®, System®, Bros.®, REV-A, NES P SM, Game-Pak


Also, there is some info on here (PS1 model prefixes) that should be present in the PS1 ID Guide.
https://www.consolemods.org/wiki/AV:Sony_model_prefixes

I'll be looking at this in the upcoming days when I have more time.

33
Video Game Database Discussion / Re: dhaabi's VGC Database Work
« on: March 19, 2024, 10:43:22 am »
Do you have a spreadsheet or been keeping any sort of connected image list for these cart variations for NES?

The Excitebike cart I own does not fit in with any of the entries on the site. The one I have has the front features of this entry:
https://vgcollect.com/item/5906
but the back features of this entry:
https://vgcollect.com/item/262021

So the main difference is that it is the same as 5906 but does not have the "1985" on the back label.

For the NES work, I've been maintaining individual text documents since I find it easier in this instance to keep track of which components are included in each individual boxed release I come across. So, taking The Legend of Zelda as an example, here is a small blurb of how that information is formatted.

Quote
box 1
1. cart 1, (missing IB) https://www.ebay.com/itm/134956452108
2. cart 1, non-serial IB, Maps and Strategies https://www.ebay.com/itm/176265158381
3. cart 1, non-serial IB, Nintendo dust sleeve https://www.ebay.com/itm/295706523363
4. cart 1, non-serial IB, Maps and Strategies, Nintendo dust sleeve, purple insert, "Free membership" https://www.ebay.com/itm/284645600934


box 2
1. cart 4, non-serial IB, Maps and Strategies, foam insert https://www.ebay.com/itm/116083623569
2. cart 4, non-serial IB, Maps and Strategies https://www.ebay.com/itm/403463408261
3. cart 4, (missing IB), Maps and Strategies, Nintendo dust sleeve https://www.ebay.com/itm/325993617328
4. cart 4, (missing IB), Nintendo dust sleeve https://www.ebay.com/itm/235427488001
5. cart 1, non-serial IB, Maps and Strategies, Nintendo dust sleeve, foam insert https://www.ebay.com/itm/256424987073


5906's previous Description information incorrectly mentioned that "1985" was present after "ⓂNintendo®." I've amended that just now. (There is no "ⓂNintendo® 1985" back cartridge label design.) There are a lot of variances to keep track of for these items, so it was just a matter of not fully updating the information for 5906 when moving onward from one entry to the next. Excitebike was the first game I started collecting research for, meaning I think I've been become better in maintaining and transcribing information now that I'm becoming more accustomed to where variances may exist.

34
https://vgcollect.com/item/68195

Correct item number is 4MY00006
I assume 4MY00010 is the Italian Variant.

https://vgcollect.com/item/83992
The front image is stock, will submit replacement

Front image submission approved. For spine information, we should treat a forced line break as a space—not as one single string nor as a hyphenated one. I rejected that Item Number field submission, along with a few others which you'll see on your Notifications page, for that reason. If that information is re-submitted with the correct formatting, they'll be approved.

35
Console release of the controller has the iconography on the touchpad, all standalone retail releases do not have the iconography on the touchpad.  They are different controllers.

https://vgcollect.com/item/109896
https://vgcollect.com/item/95683
https://vgcollect.com/item/229616

I've updated 109896 and 95683 based on edit history while also submitting a new entry for the US boxed release.

36
Speedrunning is the modern day high score list. I imagine a number of members here often frequented arcades during their prime, besting for that coveted top spot or even settling somewhere further down the column in the top 10. So, that there is a fair bit of animosity toward speedrunning is unexpected. While I'm not a part of the speedrunning community nor know of its particulars, I do know that there are all sorts of speedrun types, such as any % completion and 100% completion. While I'm sure there are plenty of records which were obtained by utilizing certain glitches or exploits to the player's advantage, I'm also sure there are many arcade-style games with a high score list which have its record holders using those same types of tactics. Both traditional high score holders and more modern speedrunning record holders, in many cases, use their expertise of a game to reach the same end goal.

That said, speedrunning in some form has long existed. Any sort of racing game is most obvious. At the same time, plenty of older 2D Mario games have a countdown which encourages swift, yet precise, gameplay, which continues to be a feature in modern games. Fighting games such as Street Fighter are another example, such as how quickly one can finish its campaign mode. Then there is the simple practice of seeing how how long one credit or player life can last. In the end, all these instances aim for the same objective: being the best by some metric.



37
General / Re: 52 Games Challenge 2024!!!!!
« on: March 11, 2024, 11:44:09 am »
14. Tinykin || PlayStation 5 || 03.06.24



While I don't quite remember when I first heard about Tinykin prior to its release, I do remember being drawn to its presentation. It's been a game I've been hoping to be released physically on Sony consoles, but that possibility still hasn't come. So, I decided to play it through PlayStation Plus's offerings.

Introducing players to its fun, cartoon-like world, Tinykin begins with an animated short explaining how we as the player-character Milodane begin our journey, interacting with the titular alien-like Tinykin creatures along the way. Having come from a faraway galaxy to learn of his heritage, Milodane travels to the barren Earth after intercepting an old transmission of human origin. Soon after, one of two possibilities are revealed: either Milodane has been shunk to the size of a bug, or, instead, it's shown that Milodane has always been this small size. To my understanding, the details are never outright explained, although I do believe the game later on implies one reason over another. Nevertheless, upon landing on Earth, we enter a house that's expansive and full of life, having since been reclaimed by numerous bug species who have taken each room as their kingdom to call home. Each species has its own culture, including moral values and religious practices, and the game does well at characterizing its communities.

Upon immediately landing, Milodane is introduced to an old moth named Ridmi who warmly welcomes us as they're interested in the odd and unusual. Ridmi soon explains how, for many years, his lifelong goal has been to completing a device originally having belonged to the so-called god the bugs collectively worship named Arwdin, which Ridmi believes has the capability to go "beyond the House." Using the aforementioned Tinykin as tools of sorts which we shepherd around, Milodane sets off to collect needed artifacts to fully construct Ardwin's device. On our own, there is little we're able to explore, but the Tinykin allow us to easily overcome these obstacles. Numerous types of Tinykin exist each with their own unique characteristics, such as being explosive in nature and the ability to conduct electricity.

As previously mentioned, Milodane's journey takes the player all across the house, which is certainly designed for the average-sized human. But, because of our small size, this typical setting becomes anything but, as every nook and cranny throughout this now open-ended space becomes an explorable environment. By normal standards, the house is in total disarray as each room is very much now home to bug civilization, and it's enjoyable to witness the ways in which bugs have adopted human resources to their benefit. In one area, fields of farmland have been constructed out of kitchen sponges, with a waterfall towering from up above upon utilizing the kitchen sink as its source, with the water itself being directed by a pipe system constructed from a series of drinking straws. Seeing these fun and clever ways to build an in-game environment was always enjoyable, and it only takes adjusting the camera slightly or taking one small turn to discover more.

At its core, Tinykin is a 3D platformer which focuses more on environmental puzzle-solving and simple exploration than collecting materials, although the latter is certainly present. In fact, in what is perhaps a bit unexpected for the genre, but there is no combat or major conflict whatsoever. While each stage has its own goal in securing the needed artifact for Ardwin's device, it isn't as simple as finding it. Instead, a series of tasks always stands in the player's way which requires the player to carefully navigate the area which is always complete with hidden interiors such as a crawlspace, a locked refrigerator, and closed dressers and drawers. While discovering all the game's collectibles is far from necessary, doing so will require a thorough eye, as levels are massive alongside the player being given free reign to explore without any set path to follow. In general, accomplishing the main objective is straightforward to do, but the amount of side content distracts the player in a natural way which encourages further exploration.

Knowing what to expect from Tinykin's gameplay, I was not expecting for the game to feature a robust amount of optional dialogue to read from interactable NPCs. In truth, a lot of dialogue adds little to the narrative itself, but it does help bring the world to life, so I always stopped to read what characters offered to say. At the game's conclusion, I was pleasantly surprised at the narrative ending, although I wish preceding details were a little more transparent. Perhaps all the details were there and I was too focused on amassing in-game collectibles and exploring new environments without reading into the game's deeper meaning, though. Paired with the game's writing, Tinykin's art direction is fun and full of colorful, cartoon illustrations. While not novel by any means, its use of 3D environments paired with 2D character art that swivels alongside camera rotation was always a visual treat to see. In a small number of instances, there are even fully animated cartoon sequences which help elevate the expressive characters to being even more so.

To my surprise, Tinykin excels at providing an in-depth experience to the 3D platformer genre, and it would be an excellent introduction to anyone unfamiliar to this type of gameplay. There is a low skill level required, but a fulfilling experience awaits, nonetheless. It isn't overbearing with its collectibles nor do they feel tacked on, and many will naturally gravitate toward experiencing the full exploratory adventure.

38
This change was due to a community poll: https://vgcollect.com/forum/index.php/topic,11879.0.html

Maybe it's just early in the morning, but I don't see anywhere in that poll that says we would move to use colons?  It's all about dashes and descriptors.

Full explanations along with examples are outlined in the topic post. I imagine that the polling options are written that way to maintain brevity.

39
General / Re: What are you playing?
« on: March 06, 2024, 12:01:49 pm »
I finished Act 2 of Baldur's Gate 3 last night after about 85 hours.  This game deserves all of the accolades that have been heaped on it.  I'm aiming for a kind of Neutral Good / pragmatic scoundrel playthrough, and it's working out pretty well so far.  I love it, but hate that it is eating up so much of my time.  There's still so many other games I need to get to.

I've found myself caught in the middle of watching a let's play for Baldur's Gate 3 and am having a good time experiencing the game that way, although I've only gotten through Act 1. I don't game on PC and have been waiting for the console physical release, so I'm sure I'll play it myself one of these days, hopefully sooner than later. In late 2022, I started playing Dungeons and Dragons for the first time albeit without much regularity, so both games are helping me understand another.

The one Let's Play I've been watching is actually taking more time to get through than I am, so I'm managing to stay ahead of them, so I get to see a few differing outcomes and my own choices.  It's pretty nice.  I used to play D&D with friends, but that group sort of fell apart, but I also played other similar CRPGs, as well as the old D&D Icewind Dale titles, so it's kinda feeling like coming home in some ways.

I wish that was the order I was experiencing Baldur's Gate 3 myself, but I think I'll still enjoy it quite a bit once I do have the opportunity to play. It helps a little that who I'm watching play isn't that experienced in the genre, so I feel that any playthrough of mine would be quite different with battle and exploration alone.

I've only just started experiencing western RPG video games in the last two years or so, and it's been enjoyable. To my understanding, though, they've not been as in-depth regarding player choice and outcome, so D&D has been a lot of fun in that regard. But, even from what I've read about D&D, it isn't as complex as other tabletop RPGs, so I suppose I've only scratched the surface for that style of games. I'd love to be able to play D&D more often, but it's the typical case of everyone having conflicting schedules. Fortunately, though, despite everyone living in different parts of the world (two in United States, two in Japan, and originally two in Australia which have left the group), geography isn't an issue.

40
Video Game Database Discussion / Re: dhaabi's VGC Database Work
« on: March 06, 2024, 11:34:49 am »
Going forward, I don't anticipate posting when a game's variants have been properly submitted each time.

Of course, I decide to post immediately after submitting variants for the next game: The Legend of Zelda.

In researching this game, I've come to realize that there's more to variant tracking with NES than I had previously thought. It's not common knowledge although it is known and has been discussed in other communities: there are Instruction Booklet variants which go beyond item numbers. Opening the booklet, the Nintendo Seal of Quality is located on page 1. What isn't unexpected is that the Seal design updates alongside the box and cartridge label (or perhaps it's not unexpected, but certainly overlooked or an aspect unknown to casual collectors.) However, the item number doesn't always update with these changes, such as with the following two examples:
circle Seal of Quality Instruction Booklet NES-ZL-USA-1
oval Seal of Quality™ Instruction Booklet NES-ZL-USA-1

Of course, this makes research much more difficult, as the variant detail is located in the interior pages of the booklet, normally hidden out of view.

41
General / Re: What are you playing?
« on: March 06, 2024, 10:11:31 am »
I finished Act 2 of Baldur's Gate 3 last night after about 85 hours.  This game deserves all of the accolades that have been heaped on it.  I'm aiming for a kind of Neutral Good / pragmatic scoundrel playthrough, and it's working out pretty well so far.  I love it, but hate that it is eating up so much of my time.  There's still so many other games I need to get to.

I've found myself caught in the middle of watching a let's play for Baldur's Gate 3 and am having a good time experiencing the game that way, although I've only gotten through Act 1. I don't game on PC and have been waiting for the console physical release, so I'm sure I'll play it myself one of these days, hopefully sooner than later. In late 2022, I started playing Dungeons and Dragons for the first time albeit without much regularity, so both games are helping me understand another.

Setting out to play these long games is something I've found myself mostly avoiding for the same reason you're saying, that it limits the amount of total games I'm able to play. I've sidelined many RPGs that are part of my collection because of it, unfortunately.

42
https://vgcollect.com/item/198525 I updated the image on Samurai Warriors 5 because the uploaded image used placeholder art without the ESRB information. the image i used was pulled from gamestop's website.

I'm curious as to why the edit was refused.

I did upload 2 different images but the second one was better and should be used over whats on the database now.

When multiple image files are submitted (by one or multiple users) to the same field before anyone can respond to the edit submission, the last file submitted overwrites previous ones. So, whatever last image submitted by you is the only one which was visible in the edit queue. Once I responded to the first edit, there was no need to approve the second as a result of the site recognizing the two submissions as the exact same. So, the second edit was rejected as Information Already Exists.

Be sure to clear your browser cache in the event you're viewing older entry image data too.

43
General / Re: 52 Games Challenge 2024!!!!!
« on: March 03, 2024, 07:23:49 pm »
13. Tchia || PlayStation 5 || 02.25.24



Since I still have access to a large catalog of games with PlayStation Plus's Extra subscription tier, I'm again realizing I should prioritize those selections. Ordinarily, I choose games which are exclusive to digital storefronts, but Tchia caught my attention. Tchia's a game I've been familiar with for some time as Sony heavily marketed it, and it's been a game I've been interested in since watching trailers some time ago.

Taking place in real-world New Caledonia, Tchia is a game fully immersed in the territory's culture. Full of vibrant colors and lush environments, the game emphasizes the people's local languages, music, customs, and laid-back lifestyle alongside the natural wilderness. Controlling titular Tchia, players will travel across the archipelago consisting of two main islands in addition to neighboring, smaller ones by running through its forests and swamps, flying atop mountains, and swimming along the ocean's floor and coral ecosystems. Alongside these modes of transportation, there is also a focus on boat sailing. Apart from basic travel, all sorts of activities including rhythm segments, totem wood carving, and rock balancing help to reinforce the game's setting.

All that said, the sense of peace is never held long, as there is plenty of surrounding danger. In just a few short minutes upon starting the game, players will witness Tchia's father be apprehended and taken away from their tiny island where they live at in solitude together. As players will come to learn, Tchia's background, unbeknownst to her, is one steeped in some sort of magic, as she soon after learns her ability to perform what's called soul jumping, which allows Tchia to possess a number of animals and inanimate objects which grant her unique abilities such as being able to breathe underwater and even explode through combustible properties. Alongside these innate powers, Tchia is also able to command environment affects with her ukulele. For these reasons, Tchia finds herself forced to save her father's life while being introduced to the negative impact done to the land caused by the game's central antagonist, a newly-revived evil god of sorts. Another point I'll briefly mention is that, despite its cartoon-like art style and wholesome themes, Tchia is not afraid to be brutal. People, including children, die. Babies are sacrificed.

On one island, the land is as I previously described: serene and largely untouched by human influence. However, the second island is wrought with destruction, as factories built upon four corner points spew toxic gasses into the air while they're connected by an elaborate pipe system which has ravaged the majority of the island's environment. At the same time, this second island is the home of the aforementioned god, where a central city has been constructed. High-rise buildings tower over the city streets below, with a seemingly never-ending construction site surrounding the immediate area. During one point of the game, Tchia takes on the role of an eco-terrorist as these sites are destroyed, which did leave me feeling unsure of what exactly the game is trying to promote. At no point does Tchia outright say that urban sprawl and deforestation is outright bad, and Tchia herself is never presented as someone who's in-tune with nature. In fact, she never even comments on the impact of these manufactured settings and just targets them. Of course, I understand the developers wanting to showcase their homeland's rich beauty across multiple levels and that is should be acknowledged and respected, but Tchia's involvement relating to nature itself felt out of place. Nevertheless, for what it is, the narrative and the events introduced are engaging while being rooted in New Caledonian culture.

Along Tchia's journey, there is a sense of community shown while traveling throughout the emptiness. Food booths and campsites are present in the darkest patches of land, inviting travelers needing to fill their stomachs and take rest an welcomed opportunity to do so. This is especially true when following the narrative path, as even small settlements may be found. However, when deviating from that path, the game feels lonely and a bit shallow, even. Of course, the majority of the game's environments take place in the wilderness so human interaction is an obvious byproduct of that reality, but the sense of actually being in nature to appreciate its beauty—which I imagine to have been the central focus of the game—doesn't really stand out. Perhaps the biggest reason as to why this is lies in the excessive amount of in-game collectibles. While a minuscule amount of these items are needed to advance the story, the land is absolutely littered with them. At any given moment, there will always be something present: an item to pick up, an activity to do, a puzzle to solve. At no point did I feel like I could simply enjoy the game's natural environments without being distracted. Without the item-collecting emphasis, time could have instead been used to create environments more uniquely interactable or generally more fun to explore. While perhaps this isn't an issue for those strictly following the narrative path, these sites become pinned on the mini-map, which will be absolutely dominated by icons which can't be toggled off, if choosing to ignore the majority of these items. Due to overbearing presence of these elements, the game devolved into a tedious checklist to complete as a way to inflate game time, as the majority of collectibles relate to cosmetic offerings.

Routinely, Tchia is a game which does not respect the player's time. If choosing to fully explore the environment to learn its secrets, players will be forced to travel back-and-forth at great lengths quite often. While there are fast-travel options, getting to those map points still requires a sizable amount of time, especially when considering how vast the open-world environment is paired with Tchia's paltry stamina amount. If needing to travel to anywhere besides the two main islands, several minutes of uninterrupted sailing is required. During these segments, the player is forced to wait with nothing to do or see, as that far-off dot in the distance gradually reveals itself as another area to explore. Again, I understand that the developers are trying to communicate how vast New Caledonia is, but there were many moments that I put down the controller to do something else entirely besides playing the game, effectively breaking my immersion.

One final point worth mentioning is the game's performance quality. At times, there are noticeable and sometimes affecting frame rate dips. During one rhythm section, severe lag was experienced which resulted in a terribly glitchy sound as the cutscene was neared a complete halt. In one moment, the game crashed altogether while swimming undersea. Toward the later hours of my time playing, the soul jumping mechanic wouldn't work at all. I believe this exclusively occurred when possessing birds, meaning I wasn't able to take flight at all. Regularly, music will abruptly stop, even where there is no sounds of nature, leaving the player in total silence.

All things considered, Tchia is a game that was clearly made as a way to express the developers' love for New Caledonia. In many ways, that goal was achieved, but other design decisions seem to counteract that overarching goal in clear contrast. Despite watching plenty of trailers prior to playing, I still wasn't quite sure what to expect. I did find the central gameplay mechanics fun for a casual experience, but the choice for the game to emphasize collectibles felt off-putting and greatly detracted from what could have otherwise been a concise, well-designed experience.

44
Video Game Database Discussion / Re: Image rotation
« on: March 03, 2024, 04:11:34 pm »
See the two below general rules for images that are mentioned in the Advanced Style Guide:

Item Images

General image rules
Should be cropped to the edges of the focus of the picture
The site does not use the EXIF Orientation tag, so images should be aligned properly or have this tag disabled. Failure to do so will result in sideways or upside down images. Images like this submitted on edits will be rejects, Images found on created entries will be removed.

Your new image submissions are oriented correctly, but there is no cropping—in fact, there is more background visible than of the item itself. They've been rejected, and the original submitted image has been removed.

Also, do not repeatedly submit the same edits before staff have the chance to respond to them.

45
Video Game Database Discussion / Re: dhaabi's VGC Database Work
« on: March 01, 2024, 12:04:20 pm »
Ten variants of Golf for NES [US] are now present in the category.

Eleven variants have been reported to exist for Golf in the US. After sifting through around 2,500 search results and actually inspecting around 400, I've been unable to confirm an eleventh. Perhaps it exists, but I've stopped my search for it. It is the same cartridge as 262294, aside from the amount of screws. Below are its reported details, for anyone wanting to confirm its existence:


Quote
Nintendo Entertainment System logo on cartridge label
circle Seal of Quality present on cartridge label
cartridge back label text: Nintendo®
3-screw cartridge
cartridge does not feature item number

Below is a list of all US NES items with five or more variants, according to the source I'm referencing. Managing Golf did not take long at all despite it being the game with most variants, now that I understand the workflow needing to be done. So, I probably will continue going through this list, and perhaps later the items with fewer variant totals.

10-Yard Fight: 7
1942: 5
Castlevania: 6
Ghosts 'n Goblins: 5
Goonies II, The: 5
Gradius: 5
Hogan's Alley: 8
Jeopardy!: 5
Karate Champ: 5
Kid Icarus: 5
Kung Fu: 8
Legend of Zelda, The: 9
Lunar Pool: 7
Mario Bros.: 5
Mega Man: 5
Metroid: 8
Mike Tyson's Punch-Out!!: 7
Pinball: 6
Pro Wrestling: 6
R.C. Pro-Am: 5
Rad Racer: 6
Rygar: 5
Slalom: 5
Spy Hunter: 6
Star Voyager: 4
Super Mario Bros.: 8
Super Mario Bros. 2: 6
Super Pitfall: 5
Tag Team Wrestling: 5
Tecmo Bowl: 5
Tennis: 5
Tiger-Helo: 5

* need more information

Going forward, I don't anticipate posting when a game's variants have been properly submitted each time. For those reading, it should be expected that many of the database's older entries will be incorrect in some capacity due to conflicting submission data, which may lead to them "changing" to represent something else.

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