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    • It'll be a while yet till I get the whole mag finished, but I thought this was interesting enough to post here. This is the reader's choice for the Top 10 Famicom games of 1987:   Dragon Quest II (yeah, big surprise there.  The only time a Dragon Quest game isn't at the top of the charts in Japan is if there wasn't a DQ game released that year) Pro Yakyuu Family Stadium (released in the USA as RBI Baseball) Hokkaidō Rensa Satsujin: Okhotsk ni Kiyu (a Japanese-style 1st-person menu-driven graphic adventure designed by the same guy who did Dragon Quest) Pro Yakyuu Family Stadium '87 (proving that Madden wasn't the first to offer annual updates, this is the exact same game as #2, but with more teams and updated rosters) Moero!! Pro Yakyuu (released in the USA as Bases Loaded) Link no Bouken (released in the USA as Zelda II: The Adventure of Link) Digital Devil Story Megami Tensei (the first in what would become a sprawling franchise of different series like Shin Megami Tensei and Persona, this one is a hard-as-nails first-person dungeon-crawl RPG) Shin Onigashima (a menu-driven text adventure for the Famicom Disk System) Momotarou Densetsu (a Dragon Quest clone from Hudson, the first in a series) Sanma no Meitantei (a 1st-person menu-driven graphic adventure starring Japanese TV personality Sanma Akashiya)   So there you have it.  The people of Japan have spoken.  The best games of 1987: 3 baseball games (two of which are essentially the same game) 3 menu-driven adventure games (one of which is text only) 3 RPGs (one of which is a DQ game and one of which looks and plays exactly like a DQ game) Zelda II (fight amongst yourselves as to what genre it belongs to)
    • This one took a bit longer to clean up than I was expecting.  Just as before a lot of the page edges needed content fills to get rid of staple holes or uneven crops, but also a lot of the pages with pictures including ads were much too dark for my tastes. For example: Granted, these are slightly different ads from completely different magazines, but you can see how the first ad on the left (from marktrade's original file) is so dark that much of the detail in the background image is lost.  While it's possible this was due to poor printing of the magazine itself, I believe it has more to due with the scan settings that were used.  At any rate, I can tell you from my intimate familiarity with this game that the color and brightness of the screenshots in the second ad on the right are far more accurate than those of the first ad on the left.   For a look at what I tried to do, here's a before and after picture from this scan.  Using the lasso tool I was able to brighten the parts of the page that needed it more than others (such as the screenshot, in this case) without overly brightening areas that didn't need adjusting.   At any rate, the original file is still available at archive.org for anyone who prefers the darker look.
    • Retromags Presents PCGames November 1992 Thanks to marktrade for scanning and editing this issue! Database Entry Download Here
    • Is 12 hours normal?  Depends on what kind of work you do.  For office types, 12 hours might be a conservative estimate.  I work in the public school system, and I can tell you that yes, it's normal.  So is working 6 or 7 days a week.  I'm excused from it (being foreign has its privileges), but most Japanese people tend to stay at work much longer than (in my opinion) is actually necessary, simply because leaving before everyone else makes you look bad.  No one wants to be first out the door, so people tend to linger at work until ridiculous hours.  Don't get me wrong, some of them are actually quite busy and need to stay to finish their duties.  Overwork is a huge problem in Japan and is literaly killing people.  Look up "karoshi" (death from overwork) if your're interested in learning more. And now we've finally come full circle.  I'll make one final token rebuttal, but there's really no point, since I'll simply be repeating what I've said in the past in response to the exact same comments you just made.  My attempts to bring attention to the fundamental differences between opinions and facts didn't do any good then, so they won't do any good now, but... First of all, I never mentioned "exclusivity" at all as a factor related to originality.  An original, creative game might be exclusive to a single platform, or it might be ported to all the platforms.  Assuming the port doesn't somehow ruin the game, it wouldn't  affect the qualities that make the game original.  So you're right that mobile games are their own thing, but that doesn't mean they can't be creative.  The different nature of the hardware's capabilities and control methods actually invites creativity from developers willing to step up to the challenge.  This often works in Nintendo's favor as well, since their unique hardware in recent years hasn't been confined to standard gamepad control. And finally (we've been here before) "anything worth playing comes to consoles" is your opinion and one that I do not share.  A lot of games (including almost everything from Japan) eventually comes to consoles, but (this is not an opinion, but a fact) a lot of games don't and are only available on PC.  Of those games, a lot of them are worth playing (this is my opinion.)  So if I want to talk about a subject that has nothing to do with specific hardware platforms ("creativity in game design"), I'm not going to ignore any platforms.  And if anyone remembers at this point, the point of the discussion in the first place was to look at creativity in game design in the West vs. Japan.  In the Western world (i.e. not just the USA), the PC is the most popular gaming platform.  I'm not saying its the best, just that that's the platform on which most games are played.  Likewise in Japan, consoles are pretty much the only gaming platforms taken seriously (I can't really say "the East," since PC is by far the more popular platform in other Asian countries like Korea). To discuss only console games would limit the amount of titles one had to consider, true, but then the topic under discussion would have to be changed to "creativity in console game design in the West vs. Japan."  In which case, I tend to think Japan would come out on top, since nearly 100% of their development resources go into creating games for consoles.  But that wasn't the topic, and isn't really fair to Western developers, most of whom are developing primarily for the PC.  http://www.businessinsider.com/most-popular-game-platforms-developers-chart-2017-3 Just look at the most famous and respected game designers through history you can think of off the top of your head.  Shigeru Miyamoto, Hideo Kojima, Yuji Horii, Yu Suzuki, that guy who created Pokemon (whatever his name is - he needs a better PR agent)... all consoles.  Sid Meier, Will Wright, Richard Garriot, John Carmack, Peter Molyneux...all PC.  To ignore creativity no matter where it originates is doing a disservice to the industry as a whole.
    • Kind of surprising. Gaming is what I do in my downtime and I don't have much else to fill it with. Probably why portables are so popular so they could play while commuting to work. 12 hours is normal? Yeesh. Well, sorta. I guess if you're a heavy PC user then you'd readily include it. Once you do that though then is anything actually 'exclusive' or original? I like keeping focus on the strongest part (consoles) just to avoid going too wide with the discussions. The way mobile is designed it's got its own little separate world. Not like you're going to find ports of console games on a device without any actual buttons. We're almost on the same page. I agree the hardware isn't that relevant when you're discussing games. But that's also why I ignore PC's, anything worth playing comes to consoles and it's not like the games are different enough that we need to be "console this" and "PC that". I say consoles to keep it simple rather than specify each individual platform. I hope that makes sense. Sometimes I know what I'm trying to say but it doesn't come across clearly.
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