Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
:O
I always thought the gold meant nothing beyond a pointless collector's dream. Yay, my life just got a little brighter.
what about the gold carts that got released later? the non-launch ones?
because I had a launch one and got rid of it and was planning to get a new one soon, but I'm curious if ALL gold are 1.0 or only the launch ones.
hopefully all.
There were none released later. Unlike Majora's Mask, it was a preorder ("reserval" as they called it then) bonus ONLY.
Unclaimed preorders, returns, after-Christmas dupes, etc likely made it back onto the shelves, but no second shipment. Gold 1.1 does not exist. Gold is the only guaranteed way to make sure you get 1.0. Because games were so expensive back then and my copy of Zelda: TOoT was generating so much neighborhood interest, I honestly thought some neighborhood jerk was going to break in and steal my Gold Zelda TOoT. Rather than leave it at home unguarded, I went everywhere with it in my pocket and pretty much wore the label white (I even had it in my pocket while I slept for a few days). Then I foud a pristine flawless cart at Goodwill, so now I have two. :^: ... and my lucky streak continued with a sealed Player's Choice Million Seller copy from Salvation Army.
I would mostly like to know more about Rush. Not really any particular reason except that I consider it the best Sonic game since S3&K.
Also
TSR, you talked a lot about palettes and how they work...why is the big Knuckles text red? I would assume they'd use the characters' colors for it like they do as normal, so it should be blue if it's using Sonic's palette.
I can answer this one.
With these subpalettes, and in the Sonic engine, each 16x16 tile can read from a different subpallete. The first palette line in Sonic 3 (& Knuckles) has about 3 entries of different shades of red, used mainly to shade the shoes in for Sonic and Tails. These are probably the same shades of red used to color in the "Knuckles" art, and the same shades of red used to color in Knuckles in normal gameplay during cutscenes.
(Note: I could be mistaken on the latter assumption; there are a few shades of pink on the second palette line that might be the culprit in this particular situation. Shoot me if I'm wrong =P)
There's also some nifty stuff you can do with partner matchups in Sonic 3 & Knuckles - Check it out!
I just watched the video. It looks like rather than a second character following the first, á la Tails in Sonic 2, the player is controlling both characters. Am I right?
Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
:O
I always thought the gold meant nothing beyond a pointless collector's dream. Yay, my life just got a little brighter.
what about the gold carts that got released later? the non-launch ones?
because I had a launch one and got rid of it and was planning to get a new one soon, but I'm curious if ALL gold are 1.0 or only the launch ones.
hopefully all.
There were none released later. Unlike Majora's Mask, it was a preorder ("reserval" as they called it then) bonus ONLY.
Unclaimed preorders, returns, after-Christmas dupes, etc likely made it back onto the shelves, but no second shipment. Gold 1.1 does not exist. Gold is the only guaranteed way to make sure you get 1.0. Because games were so expensive back then and my copy of Zelda: TOoT was generating so much neighborhood interest, I honestly thought some neighborhood jerk was going to break in and steal my Gold Zelda TOoT. Rather than leave it at home unguarded, I went everywhere with it in my pocket and pretty much wore the label white (I even had it in my pocket while I slept for a few days). Then I foud a pristine flawless cart at Goodwill, so now I have two. :^: ... and my lucky streak continued with a sealed Player's Choice Million Seller copy from Salvation Army.
I should have done that. I had the gold cart and I never actually finished it because some dousche stole it from my house during an x-mas party when I was 13 or something. I didn't have enough money to buy it again. It basically ruined Zelda for me and I haven't played one since.
I just watched the video. It looks like rather than a second character following the first, á la Tails in Sonic 2, the player is controlling both characters. Am I right?
Well, kinda - the Tails character works by taking into account Sonic's position, current action, close possible targets... among other things. However, this AI is specific to the Tails object only, so pairing any other character object with the primary player, although possible, does not carry over this AI programming. As a result, since these are normally player 1 only characters, they read from the same RAM address that the current controller input for the first controller would write to, and makes both objects perform the same actions. If you reprogrammed these objects to read from the second player controller input, then they'd be fully independent of each other. They just wouldn't follow each other. =P
Yea, there were 3 versions of Zelda OoT. Gold was v1.0, the first wave of gray carts were V1.1, and the final waves were v1.2
Gold had the glitches, blood in the final battle, and original fire temple music.
v1.1 carts had the majority of the (fun) glitches fixed with blood and original music.
v1.2 was the same glitchwise, but they changed the blood in the last battle to green and they removed the chanting in the fire temple's music.
The GC versions of OoT are all v1.2. Censored and few glitches.
:O
I always thought the gold meant nothing beyond a pointless collector's dream. Yay, my life just got a little brighter.
what about the gold carts that got released later? the non-launch ones?
because I had a launch one and got rid of it and was planning to get a new one soon, but I'm curious if ALL gold are 1.0 or only the launch ones.
hopefully all.
There were none released later. Unlike Majora's Mask, it was a preorder ("reserval" as they called it then) bonus ONLY.
Unclaimed preorders, returns, after-Christmas dupes, etc likely made it back onto the shelves, but no second shipment. Gold 1.1 does not exist. Gold is the only guaranteed way to make sure you get 1.0. Because games were so expensive back then and my copy of Zelda: TOoT was generating so much neighborhood interest, I honestly thought some neighborhood jerk was going to break in and steal my Gold Zelda TOoT. Rather than leave it at home unguarded, I went everywhere with it in my pocket and pretty much wore the label white (I even had it in my pocket while I slept for a few days). Then I foud a pristine flawless cart at Goodwill, so now I have two. :^: ... and my lucky streak continued with a sealed Player's Choice Million Seller copy from Salvation Army.
I should have done that. I had the gold cart and I never actually finished it because some dousche stole it from my house during an x-mas party when I was 13 or something. I didn't have enough money to buy it again. It basically ruined Zelda for me and I haven't played one since.
I remember about 2 years ago one of my friends booted up goldeneye and told us all to play, I say arrogantly that I'd just kick everyone's arse but he didn't believe me (I'm far from the best player but I could kick the average players arse easily) he put it on lasers and again I said don't do that, I'll kill you even faster. I of course turned auto aim off and everyone else left theirs on. Anyway enough be told I got hold of the laser and proceeded to headshot everyone for the next four minutes, the final score was 20 to about 3 and it took me ages to convince them I wasn't glitching the game and if you headshot with the laser you were supposed to die in one shot.
Off topic but, "my house" in Goldeneye was the Temple. We used to play Licence to Kill mode, because I've never been a fan of FPS games where it takes a million bullets to take someone down, just feels so fake. So, instant death hits are hardcore. Then, we picked power weapons. Oh yes. RCP-90 and the shotgun.
Temple. Power weapons. License to Kill. Take me on in Goldeneye on those settings and I will make you my bitch. My secret? While everyone went for the RCP-90 like the machinegun whores that they are, I would go for the shotgun. Instant death hits + shotgun spray ftw!
As I have been ripping apart FF7 for the last 7 years now, I think I have some things that are post worthy. I’m afraid I don’t have any cool pictures or anything. I used to have a dev video that is long lost, but I might be able to get it again.
When Square originally created the SGI demo of FF7, that was actually a test demo of the battle module. The game was actually going to run on a version of the Xenogears engine. The battles were going to be 3D, but the field was going to be pre-rendered with 2d sprites. Early FF7 demos showed the 2D character sprites in the HP/MP meters. They also had the sprites in the menu as opposed to the avatars that we are used to seeing.
The 2D engine was forked to the Xenogears dev team and it was decided to make the field models 3D. On the Xenogears side, Square changed the field module to be 3D with 2D sprites, and stuck with that art decision.
After FF7 went gold, the next game to use the engine wasn’t FF8. It was Parasite Eve. The FF7 the models were not texture mapped, but vertex shaded. PE also used vertex shaded models too, but then overlaid semi-transparent textures to give the models more colors. The textures were only four bit color in order to save space in VRAM.
Next came FF8, which introduced unholy texture management. Amusing tidbits about the textures is that a character’s model was made up of two texture banks. One was the face, and the other was the rest of the body, which was the same size. The made the faces very high resolution, but the body was very low. They used very creative use of the texture pixels to make up for the low-resolution bodies. They took advantage that the texture elements were square and tried to avoid soft edges. (belts, stripes on clothes, small devices on clothing) When there was more than one main character on screen, they would put characters in the background with MUCH lower resolution textures, and make the “leads†in the foreground with much higher ones. They took advantage that a TV can only output so much data in a small space and realized they didn’t have to put any data there… The model that walked on the world map, for example, was only 8x8 in texture size. Summons during battles actually removed the player models from the game, textures, animations, and all to make room for the summon. This was a trick used ever since summons in FF3 when the extra VRAM was needed for the monsters on the right side of the screen.
Then came PE2, which overhauled the “live camera†system built on FF8’s.
In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded†animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
It was also used with summons too.
That’s what I have so far. You guys have any Final Fantasy questions, I can answer them.
And no, I have dumped and seen ALL the scripting code for FF7, you can’t bring her back. There is NO CODE at all for it.
In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded” animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded†animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
It was also used with summons too.
This. This is pretty neat.
Do modern games still use this trick?
The problem with this trick is that other than being able to implement real-time costume and item changes, etc, it may as well be pre-rendered.
You can put in GameShark (or whatever) codes to load her, Seph, and Proto-Cloud into your party, though.
Do you have that one picture of the first build of FF7, that's just FF6 on the N64? Or any other information, pictures, videos of that?
I've got the issue of Nintendo Power that revealed that. They said that it was just some SGI renders that Square sent them but they were quick to point out that the SGI workstation has the same CPU as the N64 (though no Reality Coprocessor for 3D). This meant nothing of course.
It was in the "Epic Center" section of the magazine.
You can put in GameShark (or whatever) codes to load her, Seph, and Proto-Cloud into your party, though.
Do you have that one picture of the first build of FF7, that's just FF6 on the N64? Or any other information, pictures, videos of that?
I've got the issue of Nintendo Power that revealed that. They said that it was just some SGI renders that Square sent them but they were quick to point out that the SGI workstation has the same CPU as the N64 (though no Reality Coprocessor for 3D). This meant nothing of course.
It was in the "Epic Center" section of the magazine.
All I remember is that Locke had a gun, which made me cringe a little.
You can put in GameShark (or whatever) codes to load her, Seph, and Proto-Cloud into your party, though.
Do you have that one picture of the first build of FF7, that's just FF6 on the N64? Or any other information, pictures, videos of that?
I've got the issue of Nintendo Power that revealed that. They said that it was just some SGI renders that Square sent them but they were quick to point out that the SGI workstation has the same CPU as the N64 (though no Reality Coprocessor for 3D). This meant nothing of course.
It was in the "Epic Center" section of the magazine.
All I remember is that Locke had a gun, which made me cringe a little.
Yes, I have a magazine with the one picture. I just wondered if there was anything else. Usually when I bring it up, people have no idea what I'm talking about.
During development, there's a ton of funny glitches we end up with. We tend to try to get video footage of all of them, and there's something of a tradition during the long nights trying to get final versions out for most of us to spend some time gathered around a monitor watching the classics.
I've tried several times to convince the powers that be to let us throw them in as an unlockable blooper reel - something that I, as a gamer, would love to see in games - but I've had no luck yet.
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
Oh yeah, totally. I'm a tester myself and nothing gets thrown around the office more than hilarious glitches.
I'll always remember that one dude in a baseball game who'd slide back to a base he just left without any momentum to start his slide from. All Megaman-like.
You can put in GameShark (or whatever) codes to load her, Seph, and Proto-Cloud into your party, though.
Do you have that one picture of the first build of FF7, that's just FF6 on the N64? Or any other information, pictures, videos of that?
I've got the issue of Nintendo Power that revealed that. They said that it was just some SGI renders that Square sent them but they were quick to point out that the SGI workstation has the same CPU as the N64 (though no Reality Coprocessor for 3D). This meant nothing of course.
It was in the "Epic Center" section of the magazine.
All I remember is that Locke had a gun, which made me cringe a little.
Yes, I have a magazine with the one picture. I just wondered if there was anything else. Usually when I bring it up, people have no idea what I'm talking about.
That was a siggraph demo. It was nothing but an experiment to see what 3D RPG will be link in '95
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
I remember about 2 years ago one of my friends booted up goldeneye and told us all to play, I say arrogantly that I'd just kick everyone's arse but he didn't believe me (I'm far from the best player but I could kick the average players arse easily) he put it on lasers and again I said don't do that, I'll kill you even faster. I of course turned auto aim off and everyone else left theirs on. Anyway enough be told I got hold of the laser and proceeded to headshot everyone for the next four minutes, the final score was 20 to about 3 and it took me ages to convince them I wasn't glitching the game and if you headshot with the laser you were supposed to die in one shot.
Off topic but, "my house" in Goldeneye was the Temple. We used to play Licence to Kill mode, because I've never been a fan of FPS games where it takes a million bullets to take someone down, just feels so fake. So, instant death hits are hardcore. Then, we picked power weapons. Oh yes. RCP-90 and the shotgun.
Temple. Power weapons. License to Kill. Take me on in Goldeneye on those settings and I will make you my bitch. My secret? While everyone went for the RCP-90 like the machinegun whores that they are, I would go for the shotgun. Instant death hits + shotgun spray ftw!
most dramatic moment I ever had in goldeneye was me and 1 friend (we always played 4 way with me, my 2 cousins, and our friend) playing Man with the Golden Gun mode. We were the two best and it was by far the most dramatic ten minutes of my life.
I swear I can't remember who won, but whoever did won 2-1. It was amazing.
I still consider Goldeneye the game that made me who I am today. I can't believe it was as good as it was. I really need a new N64 so I can play it again.
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
May I ask what game are you working on?
I very much enjoyed God of War's ring of failed models/skins. Quite amusing.
In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded†animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
It was also used with summons too.
This. This is pretty neat.
Do modern games still use this trick?
The problem with this trick is that other than being able to implement real-time costume and item changes, etc, it may as well be pre-rendered.
Are you sure? I would think that streaming GPU packets would take up less space/be less intensive than full video with audio.
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
May I ask what game are you working on?
Nope, you can't. Testers are bound to NDAs preventing them from discussing the games they're testing, or even revealing that they're testing a particular game until it comes out (at least that's how it works where I work, I assume the whole industry works similarly).
They do it on DVDs, tell them that. Heck, show them all the funny glitches you can see on the Shrek DVDs.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
May I ask what game are you working on?
Nope, you can't. Testers are bound to NDAs preventing them from discussing the games they're testing, or even revealing that they're testing a particular game until it comes out (at least that's how it works where I work, I assume the whole industry works similarly).
Pretty much yeah, some places allow you to mention what you are working on, but suggest you don't, just because it is less likely to lead to a leak.
Posts
I remember this one because it was the first game that wasn't for me.
I still don't get it.
There were none released later. Unlike Majora's Mask, it was a preorder ("reserval" as they called it then) bonus ONLY.
Unclaimed preorders, returns, after-Christmas dupes, etc likely made it back onto the shelves, but no second shipment. Gold 1.1 does not exist. Gold is the only guaranteed way to make sure you get 1.0. Because games were so expensive back then and my copy of Zelda: TOoT was generating so much neighborhood interest, I honestly thought some neighborhood jerk was going to break in and steal my Gold Zelda TOoT. Rather than leave it at home unguarded, I went everywhere with it in my pocket and pretty much wore the label white (I even had it in my pocket while I slept for a few days). Then I foud a pristine flawless cart at Goodwill, so now I have two. :^: ... and my lucky streak continued with a sealed Player's Choice Million Seller copy from Salvation Army.
With these subpalettes, and in the Sonic engine, each 16x16 tile can read from a different subpallete. The first palette line in Sonic 3 (& Knuckles) has about 3 entries of different shades of red, used mainly to shade the shoes in for Sonic and Tails. These are probably the same shades of red used to color in the "Knuckles" art, and the same shades of red used to color in Knuckles in normal gameplay during cutscenes.
(Note: I could be mistaken on the latter assumption; there are a few shades of pink on the second palette line that might be the culprit in this particular situation. Shoot me if I'm wrong =P)
There's also some nifty stuff you can do with partner matchups in Sonic 3 & Knuckles - Check it out!
(On a sidenote, you might want to reduce the size of your sig. People get uppetty about that stuff here.)
PortsCenter • Jump Leads • The Life Toyetic with Ben and Molly
I just watched the video. It looks like rather than a second character following the first, á la Tails in Sonic 2, the player is controlling both characters. Am I right?
PortsCenter • Jump Leads • The Life Toyetic with Ben and Molly
I should have done that. I had the gold cart and I never actually finished it because some dousche stole it from my house during an x-mas party when I was 13 or something. I didn't have enough money to buy it again. It basically ruined Zelda for me and I haven't played one since.
http://www.youtube.com/watch?v=LpJjp7Q97oU
The idea, NSFW. The glitch itself, not.
Attack
Magic > Breakdance 2
Item
Flee
Rectify this ASAP! If I could help, I would.
...the other stuff's good too. Carry on. :P
Off topic but, "my house" in Goldeneye was the Temple. We used to play Licence to Kill mode, because I've never been a fan of FPS games where it takes a million bullets to take someone down, just feels so fake. So, instant death hits are hardcore. Then, we picked power weapons. Oh yes. RCP-90 and the shotgun.
Temple. Power weapons. License to Kill. Take me on in Goldeneye on those settings and I will make you my bitch. My secret? While everyone went for the RCP-90 like the machinegun whores that they are, I would go for the shotgun. Instant death hits + shotgun spray ftw!
As I have been ripping apart FF7 for the last 7 years now, I think I have some things that are post worthy. I’m afraid I don’t have any cool pictures or anything. I used to have a dev video that is long lost, but I might be able to get it again.
When Square originally created the SGI demo of FF7, that was actually a test demo of the battle module. The game was actually going to run on a version of the Xenogears engine. The battles were going to be 3D, but the field was going to be pre-rendered with 2d sprites. Early FF7 demos showed the 2D character sprites in the HP/MP meters. They also had the sprites in the menu as opposed to the avatars that we are used to seeing.
The 2D engine was forked to the Xenogears dev team and it was decided to make the field models 3D. On the Xenogears side, Square changed the field module to be 3D with 2D sprites, and stuck with that art decision.
After FF7 went gold, the next game to use the engine wasn’t FF8. It was Parasite Eve. The FF7 the models were not texture mapped, but vertex shaded. PE also used vertex shaded models too, but then overlaid semi-transparent textures to give the models more colors. The textures were only four bit color in order to save space in VRAM.
Next came FF8, which introduced unholy texture management. Amusing tidbits about the textures is that a character’s model was made up of two texture banks. One was the face, and the other was the rest of the body, which was the same size. The made the faces very high resolution, but the body was very low. They used very creative use of the texture pixels to make up for the low-resolution bodies. They took advantage that the texture elements were square and tried to avoid soft edges. (belts, stripes on clothes, small devices on clothing) When there was more than one main character on screen, they would put characters in the background with MUCH lower resolution textures, and make the “leads†in the foreground with much higher ones. They took advantage that a TV can only output so much data in a small space and realized they didn’t have to put any data there… The model that walked on the world map, for example, was only 8x8 in texture size. Summons during battles actually removed the player models from the game, textures, animations, and all to make room for the summon. This was a trick used ever since summons in FF3 when the extra VRAM was needed for the monsters on the right side of the screen.
Then came PE2, which overhauled the “live camera†system built on FF8’s.
In FF9 a neat technology was introduced were GPU packets were streamed from the CD ROM. This allowed for “prerecorded†animation sequences to be streamed with all the 3D calculations done. Now zero input was needed from the 3D math chip and you could display many more polygons on the screen.
Of course, this also meant you couldn’t actually rotate or change the camera when the animation was playing.
This was used at the end movie/animation sequence when Zadine was looking for Kuja, and also the opening animation with Vivi.
It was also used with summons too.
That’s what I have so far. You guys have any Final Fantasy questions, I can answer them.
And no, I have dumped and seen ALL the scripting code for FF7, you can’t bring her back. There is NO CODE at all for it.
Do you have that one picture of the first build of FF7, that's just FF6 on the N64? Or any other information, pictures, videos of that?
Do modern games still use this trick?
The problem with this trick is that other than being able to implement real-time costume and item changes, etc, it may as well be pre-rendered.
I've got the issue of Nintendo Power that revealed that. They said that it was just some SGI renders that Square sent them but they were quick to point out that the SGI workstation has the same CPU as the N64 (though no Reality Coprocessor for 3D). This meant nothing of course.
It was in the "Epic Center" section of the magazine.
Damn.
Yes, I have a magazine with the one picture. I just wondered if there was anything else. Usually when I bring it up, people have no idea what I'm talking about.
I've tried several times to convince the powers that be to let us throw them in as an unlockable blooper reel - something that I, as a gamer, would love to see in games - but I've had no luck yet.
That's always been my logic, outtakes in movies are popular and accepted. I have the - *probably mistaken* - impression that publishers are rather uptight about anything appearing which doesn't show the game as always being the very model of perfection. My stance is that games *are* developed, and it's nice to see some sign of the development process in action.
I'll always remember that one dude in a baseball game who'd slide back to a base he just left without any momentum to start his slide from. All Megaman-like.
More information
http://www.lostlevels.org/200510/
Youtube has a video of the demo.
http://www.youtube.com/watch?v=wE2vnL0s_9w
An amusing tidbit was the model use in the bahumut summon is the same one used in FF7
I'll post the rest tonight.
May I ask what game are you working on?
most dramatic moment I ever had in goldeneye was me and 1 friend (we always played 4 way with me, my 2 cousins, and our friend) playing Man with the Golden Gun mode. We were the two best and it was by far the most dramatic ten minutes of my life.
I swear I can't remember who won, but whoever did won 2-1. It was amazing.
I still consider Goldeneye the game that made me who I am today. I can't believe it was as good as it was. I really need a new N64 so I can play it again.
http://boardgamegeek.com/game/9767
He's the reason I got back into Sonic again.
That and thii virtual console...
Nope, you can't. Testers are bound to NDAs preventing them from discussing the games they're testing, or even revealing that they're testing a particular game until it comes out (at least that's how it works where I work, I assume the whole industry works similarly).
Pretty much yeah, some places allow you to mention what you are working on, but suggest you don't, just because it is less likely to lead to a leak.