I once played a demo version of FF Type-0 on PSP and I liked it. Recently, I decided to find and pass the full game. I started looking for the game disc and it turned out that it is only in Japanese, with no English localization. I read on Wikipedia that a special patcher adds English to the game and creates a disk image from which the game can be run. Therefore, will I need an original Japanese disc for this, or I can find a ready-made patched game? Will it work on the console with the original unmodified firmware? Who did it, tell me, please.

There are a variety of ways that you can get footage from a Game Boy game up onto a big screen. An emulator can easily step in to do the job or a modern-day variant like the Analogue Pocket might be more up your street with its HDMI output. But what if you wanted to stream from an original Game Boy, and an unmodded one at that?


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That is the question that was asked of Sebastian Staacks (@diconx), a tech wiz who was tasked with achieving this very feat for a Tetris tournament in which the competitors need to use their own, original consoles (muscle memory and all that). His solution? The GB Interceptor.

Be it rambling about video games or superheroes, Jim wears his passions on his sleeve. Usually found replaying a Zelda title instead of working through his ever-growing backlog, he is a huge fan of all-things fantasy and likes nothing more than to chat about it.

There's a couple of things worth pointing about about the Super Game Boy and the Game Boy Player however.

The original Super Game Boy notoriously runs at a slightly faster frequency than the handheld Game Boy hardware. 

It runs at 4.295 MHz based on the SNES's own oscillator, so Game Boy program and audio runs 2.4% faster than it should.

Exclusive to Japan, a Super Game Boy 2 was released that fixes the issue and runs Game Boy games at the correct 4.194 MHz frequency.

As for the Game Boy Player, the original software provided by Nintendo is notorious for its poor video output.

A homebrew solution to run the Game Boy Player hardware using alternative software called Game Boy Interface exists, but it is not as readily accessible to many people.

Nintendo life did an article covering this in a little detail.

 -turns-out-you-can-make-the-gamecubes-game-boy-player-a-lot-better

This is all about choices. I sometimes play a DS and way prefer the buttons and Control Pad of the original DS, but the screen is not very bright. The DS Lite is quiet to operate but feels spongy to me, but the screen is brighter. 

Original hardware does have its place and it's cool original Game Boy can output to a TV.

Then i tried to rephrase:

(A fantasy creature, a ozelot with bat like webbed wings extending from its paws to its body at the frontlegs, digital art, realistic)

grafik1464367 55.2 KB

Well, nope

Still, some of the games of yesterday have not stood the test of time as well as others. Defender is a good example. In the original Defender, circa 1980, you controlled a spaceship that could fly in a limited horizontal range and fire its blasters toward invading alien spacecraft. The screen width was limited, in that when you traveled three or four screens in either direction, the environment simply wrapped around and you found yourself on the other side. The goal was to destroy all the alien ships before they captured all the humans stranded on the surface of the planet. If the aliens succeeded, the planet exploded. If you lost three lives, the game was over. For the time, Defender was a great game--it was basic and repetitive, but it was also challenging and something people hadn't seen before.

Defender on the Game Boy Advance is an update of the original idea, but it doesn't quite bring the game up to the level of current space shooters. Although there are five ships to choose from and 18 levels to play, the same looping backgrounds and repetitive kill-or-be-killed game design are still situated at the forefront. The addition of shields and bombs to your spacecraft, as well as enemy walkers and factories to the enemy's arsenal, does give this Defender more diversity than its ancestor, but not to the extent that it ever feels like anything more than the original game with high-resolution backgrounds pasted in. The inclusion of a cooperative link play mode is a pleasant diversion, though it too doesn't really improve the gameplay.

Even though this rendition of Defender doesn't do much to improve upon the original premise or advance the game into the modern era, fans of the original game will probably enjoy the opportunity to experience it with the addition of shields, missions, and gussied-up graphics. At the same time, Defender on the Game Boy Advance also includes the original Defender in all its rasterized glory, as well as an XG version of the classic game that overlays updated graphics on the original game. The ability to play the original, unmodified Defender is the real joy of this cartridge. It may be repetitive, and the graphics are certainly dated, but you can appreciate the basic challenge and take yourself back to a time when this was the most popular game in the arcades.

Midway and Outlook Entertainment could have done a better job with their remake of Defender. The updates really don't do anything to improve the gameplay and in some cases actually detract from it. Fans of the original game will get a lot more mileage from this remake than the uninitiated, due to the inclusion of the original Defender.

I'll admit that this latest excuse to play the original StarCraft and its expansion, Brood War, appealed to me. Maybe it's because I was eight years old at the time, but the campaign's dark, sometimes comedic, sometimes horrific tale of space rednecks fighting giant bugs and psychic plant people has stuck with me like few games of the era. It certainly made more of an impression than the nonsensical science-fantasy soup that the series became across the StarCraft 2 trilogy.

Part of the StarCraft competitive scene is in the same boat, albeit for different reasons. "Quality of life" improvements, like better hotkeys and user interface options, made SC2 a fundamentally different experience than the first game and its expansion. It's more accessible for casual fans (like me), but high-level players have long expressed frustration that the sequels automate too much of Brood War's hands-on design. There's resurging interest in the original game among pro players and casters as a result.

StarCraft: Remastered feels specifically catered to them. It runs in the same client as the original game. The F5 key switches between the flashy and not-so-flashy graphics on the fly. The two "versions" of StarCraft interact with each other just fine in multiplayer. The only gameplay benefit that I can think of is that playing in widescreen might provide extra map awareness.

The rest of the remaster just gussies up the game that you've had two decades to make your mind up about. Longtime fans may appreciate the original gameplay's bump to a full screen, or the ability to stream a flashier version of the game on sites like Twitch.

Said soldiers move and act just like they always have, frozen to the same animation cycles as in the original, but they look wonderful. In fact, the extra fidelity adds even more character to the already memorable game. Cracks in the terrain, foliage on withered trees, street signs in urban centers that you can actually read: they all place the faded character of the Milky Way's Koprulu Sector in sharper focus.

The Final Fantasy Legend, originally released in Japan as Makai Toushi SaGa,[b] is a role-playing video game developed and published by Square for the Game Boy. It was originally released in Japan in December 1989 and North America in September 1990. It is the first game in the SaGa series and the first role-playing video game for the system. Square translated the game into English for worldwide release and renamed it, linking it with the Final Fantasy series to improve marketing. Sunsoft re-released it in North America during 1998; Square followed with a Japan-exclusive remake released for the WonderSwan Color and mobile phones in 2002 and 2007 respectively, it was also ported to the Nintendo Switch in 2020 and later ported to Android, iOS and Microsoft Windows in 2021.

Square announced in September 2001 a re-release of The Final Fantasy Legend for Bandai's WonderSwan Color unit;[79] the Japan-exclusive port debuted March 2002 under the Japanese title.[80] Toshiyuki Itahana redrew the concept art and graphics, and Square added animated cutscenes. Developers also enabled players to see in advance what a monster would transform into before eating meat left behind after battle. The port allowed playthrough of the intact original Game Boy version.[81] Among other changes and additions were gameplay tweaks, a bestiary, and an added feature that allowed players to automatically target an enemy for attack in combat.[82]

As of January 30, 2007, Square Enix had renewed their trademark on the Japanese name for the game, and at Square Enix's 2007 Tokyo Game Show in September made a mobile phone port of the WonderSwan version available for play.[83] Square released the game for download in late 2008 for Japanese i-mode, EZweb compatible phones, and Yahoo! Mobile compatible phones.[84] The port removed the bestiary mode and original Game Boy version of the game, and condensed some of the in-game cutscenes. It added Japanese kanji support and extra shops with new equipment throughout the quest.[85]

In 2020, the original version was re-released alongside the other two Game Boy SaGa titles for the Nintendo Switch.[86][87] The collection was published worldwide by Square Enix on December 19 under the title Collection of SaGa: Final Fantasy Legend.[c][88][89] It was a digital exclusive release, and included English and Japanese text options worldwide.[90] Production began at Square Enix so players could enjoy the original SaGa trilogy on modern hardware. While Kawazu had earlier plans to bring the originals onto newer hardware, the series' 30th anniversary provided a good opportunity to fulfil his wish.[91] be457b7860

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