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New article up! Let's take a look at Daraku Tenshi: The Fallen Angels. Part 1 examines the game's hidden debugging tools and some other mysteries. Part 2, which takes a fresh look at the game's storyline, is coming soon!
🔗https://t.co/ai9cqhYra7
Sonic 1's plane area is only 64x32 tiles (512x256 pixels). The stage is drawn around the player, tile by tile, as they move. Shown here is how the screenshot is rendered on the VDP plan, with the actual visible section highlighted.
What's that on the horizon...? Is it... the CPS2 article??
Yes! Let's take a look the mysterious debugging DIP switches only present on development hardware but are still utilized by a number of games.
🔗 Link 🔗
https://t.co/ShSUYNEXEF
Here's Super Catch Game, hidden inside Keiō Yūgekitai, clearly by the same dev as Jangō World Cup.
Oh, hey, in the lower right it's Nishimura Masato (aka Majin), of "creepy hidden Sonic CD artwork" fame!
Ah yes, the ol' "more options in the pointer table than are listed in the menu" technique, very cool
Found an object viewer/spawner thing in Progear no Arashi, somewhat similar to the ones in Don/Dodonpachi.
Yes, I'm back to work on the CPS2 article.
Hey, did you know Megapanel for the Mega Drive has a hidden dev credits easter egg screen?
(Unfortunately, twitter is being twitter and complaining about the video capture, so for now you'll just have to trust that it's doing a raster effect on the bunny girl image.)