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VC Alternative, Week 8: The Legend of Robin Hood
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Skrybe
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Joined: 28 Aug 2003
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PostPosted: Fri Apr 06, 2007 12:45 am    Post subject: Reply with quote

The game is set to mapper 1, but I don't think the archery graphics are an emulation issue. I played with the header a little after you said that, Carnivol, and nothing seemed to fix them. Frank's the one that dumped this, maybe he remembers if the original cart acted this way.

Evan wrote:
I thought Robin Hood was alright, though the lack of a save system meant you had to play for about 5 hours straight just to pass it.

The weird thing is, this prototype uses battery backup. I guess it was cut from the final to save on manufacturing costs.
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KingMike



Joined: 04 Nov 2003
Posts: 898

PostPosted: Fri Apr 06, 2007 1:55 am    Post subject: Reply with quote

I recall TSR making one update to the NES Archive (on his dead page video-fenky).

One of the games reviewed was this game, and the graphics were scrambled on a screencap of presumably the game on real hardware.

http://www.video-fenky.com/features/rg/robinhood.shtml
Here's the (dead) link, unfortunately, archive.org didn't save the pic in question.
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kap
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Joined: 28 Aug 2003
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PostPosted: Fri Apr 06, 2007 2:57 am    Post subject: Reply with quote

Pretty likely that it came from the same cart this dump came from.
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Smeg
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PostPosted: Fri Apr 06, 2007 3:14 am    Post subject: Reply with quote

Like a lot of other things!
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TheRedEye
The Internet's Frank Cifaldi
The Internet's Frank Cifaldi


Joined: 26 Aug 2003
Posts: 4192
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PostPosted: Fri Apr 06, 2007 3:45 am    Post subject: Reply with quote

Skrybe wrote:
The game is set to mapper 1, but I don't think the archery graphics are an emulation issue. I played with the header a little after you said that, Carnivol, and nothing seemed to fix them. Frank's the one that dumped this, maybe he remembers if the original cart acted this way.


It did.
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Wonderbutt



Joined: 30 Nov 2003
Posts: 323
Location: Doritos Inc.

PostPosted: Fri Apr 06, 2007 7:22 am    Post subject: Reply with quote

KingMike wrote:
I recall TSR making one update to the NES Archive (on his dead page video-fenky).

One of the games reviewed was this game, and the graphics were scrambled on a screencap of presumably the game on real hardware.

http://www.video-fenky.com/features/rg/robinhood.shtml
Here's the (dead) link, unfortunately, archive.org didn't save the pic in question.


I think I archived TSR's site some time ago. I'll search my DVDs for it.
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shawnphase



Joined: 22 Dec 2005
Posts: 216
Location: baltimore, md

PostPosted: Wed Apr 11, 2007 2:18 am    Post subject: Reply with quote

TheRedEye wrote:
I can't honestly say this about most of the games we've featured, but...this would have been a good game, if they finished it!

Magazine previews showed a fully functional archery game, so I think the game got farther than this proto.


i seem to remember seeing something like this back in the day as well...i dont know too much interms of how much animation the nes can handle on screen at one time, but would you say that the weird glitch of the archery had anything to do with the processing speed of the nes itself being able to handle it? from what it looks like in the shot, that bow had to be pretty big on the screen, if it was reliant on user input it could have had some effect on the game as a whole, right? im actually kind of interested in playing this game but i'd hate to invest a bit of time in it and deal with the glitchiness of it, gonna have to check out the music for this soon as well.
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BMF54123
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Joined: 28 Aug 2003
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Location: Henderson, NV

PostPosted: Thu Apr 12, 2007 9:20 am    Post subject: Reply with quote

shawnphase wrote:
i seem to remember seeing something like this back in the day as well...i dont know too much interms of how much animation the nes can handle on screen at one time, but would you say that the weird glitch of the archery had anything to do with the processing speed of the nes itself being able to handle it? from what it looks like in the shot, that bow had to be pretty big on the screen, if it was reliant on user input it could have had some effect on the game as a whole, right? im actually kind of interested in playing this game but i'd hate to invest a bit of time in it and deal with the glitchiness of it, gonna have to check out the music for this soon as well.

The NES's processing speed had nothing to do with it, the scene was just incomplete. It actually takes a trivial amount of CPU time to arrange multiple sprites into one object like that, especially if they move and animate in unison.
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