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Displaced Gamers @UCWoSKWs8h6lFdiEDAjuIfpA@youtube.com

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Gaming - Discussion, Tech, and more.


Displaced Gamers
2 months ago - 586 likes

Hey everyone - I have been working on the next Behind the Code Leveled Up for some time now. It has required extra work because...

1: It is the most complex topic I have covered so far.
2: It required a lot of script rewrites to make it easier to understand.
3: It is likely the longest episode in the Behind the Code family.

I'm quite happy with how it is coming together. It could be the best episode I've released once it is finished, but that will be up to you to decide. Many more hours (days) are required to finish it, and I will get it to you as soon as I can.

Just wanted to give you an update. All-quiet on the video release front = very busy behind the scenes.

Hope everyone is having a great day.

(Btw - I look forward to returning to shorter videos after this one.)

Displaced Gamers
3 months ago - 39 likes

I joined ‪@RetroRGB‬ for his 400th episode of the Weekly Roundup. What a milestone!

Displaced Gamers
4 months ago - 261 likes

Next video is going to be a bit longer than usual. Bring tacos.

Displaced Gamers
4 months ago - 21 likes

I loaned my copy of Pressure Cooker for the Atari 2600 to Mark of Classic Game Room fame, and Mark went... well... Mark.

Displaced Gamers
6 months ago - 322 likes

I don't think so, Tim.

I had a few people ask about using the cane to defuse the bomb in Jekyll and Hyde. I started Googling for details (videos, FAQs, posts, etc.), but I have yet to see anyone show it being done.

I'd never heard about this before releasing a video about the game. If any of you have any experience or details about it, please let me know. In my opinion, it is 100% a rumor.

Meanwhile, player/enemy collision detection in this game would appear to be... unique (surprise).

Displaced Gamers
11 months ago - 66 likes

Shortly after the release of the first Strider (NES) video on the channel, viewer Nathan M implemented lag frames in the game. Here it is running in Mesen 2 with the lag frame counter enabled. Check out his website at infochunk.com. Thanks for sharing this with us, Nathan!

This further demonstrates the lack of optimization in the game's code. Just look at the performance. It also makes me wonder if perhaps Strider HAD similar lag logic implemented along with the intention to optimize the code prior to release, but it was removed as a cheap way to "improve performance" so it could be kicked out to U.S. stores.

I didn't talk about this much in the video as any speculation I include in narration tends to slow down the pacing of Behind the Code, but I think they had this game up and running in a serviceable state, missed their targeted release in Japan (Q4 1988), shelved it/delayed it until Summer 1989, and then released it in the U.S. (with minimal changes) to try and recoup some money.

I also can't help but wonder if Capcom either onboarded Micronics developers as they transitioned from contracted development to in-house development and/or had access to the source code of earlier contracted development titles (1942, Ghosts 'n Goblins, etc.) and used it as a means to learn the system. Strider may very well be a transition game from Micronics to in-house in more ways than one. It is fun to speculate unless/until we have any additional interviews available on the matter.

Meanwhile - next video should have some details about the bizarre jump mechanics, environmental collision detection woes, and the logic behind the Triangle Jump(TM). Research is ongoing.

Displaced Gamers
11 months ago - 277 likes

This game is a treasure trove of "WHAT!? Wait... No. ...nooo....no way... actually...yes. Wow. WOW." so far...

Displaced Gamers
1 year ago - 327 likes

Behind the Code will return via the next video. It is technical. Brace yourself.

Displaced Gamers
1 year ago - 78 likes

SynaMax has produced a video that dives into the playback of the sequenced sound effects in Castlevania Symphony of the Night, discusses how they manage to have that iconic sound, why things are not quite right in the PSP version, and more.

If you would like to learn about the mechanics of the PlayStation sound system and feel comfortable with hexadecimal and frequencies (you know you do!), then watch this video:

https://youtu.be/o6iVyFeocFw