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Japan NES (Games) Nintendo Games

River City Ransom: How an NES Classic Returned 20 Years On 39

An anonymous reader writes "River City Ransom: Underground is the latest high profile game campaign on Kickstarter but as an interview with the title's creators this week highlights, it's not exactly a new game. Rather, it's an official sequel to a Nintendo Entertainment System/Famicom classic, belt-scroller River City Ransom. Remarkably, getting the license and the help of original River City creator Yoshihisa Kishimoto proved easy for the team, indie developers who were submitting game designs to Atari in crayon, aged six. 'I asked for the license and I asked Kishimoto-san if he had an interest in helping us make a better Kunio-kun game,' producer Daniel Crenna says. 'It's not particularly dramatic to say that, but I asked.' As the author points out, it's interesting to imagine what other games could be resurrected with a little bit of polite curiosity.""
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River City Ransom: How an NES Classic Returned 20 Years On

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  • by Anonymous Coward on Sunday November 03, 2013 @11:05AM (#45317487)

    I think that the "san" is an honourary title in the same vein as "Mr". So here, instead of him calling him "Yoshihisa" or "Kishimoto" he effectively calls him Mr Kishimoto.

    Good to see that some kids have some respect for their elders. Now get off my lawn!

  • by eyenot ( 102141 ) <eyenot@hotmail.com> on Sunday November 03, 2013 @11:16AM (#45317537) Homepage

    Part of the appeal of River City Ransom is just how much content -- quality content, much of it -- they packed into this little side-scrolling beat-em-up.

    There are even weird hidden wonders like, if the enemy throws a baseball at your head but you deflect it with a stick, IT'S ON -- Stickball time, and you and the enemies get into formation and play a damn game of stickball.

    And, it's a beat-em-up with role playing elements like items, skills, and stats. There are some other games like that for the same system (Little Ninja Brothers for example, with its Kung Fu Heroes style battle screens) but this game is modern and admittedly slick.

    So, consider how powerful that was back in the 8-bit days, and consider how that still resonates as a "good game" today.

    How in the hell do you capture that, again? You might say "well they are taking a good step in the right direction by retro-styling it as 8-bit", but is that all it is?

    Think of it dynamically: there is potentially so much *more* that could be done with the game, today. This is the same problem all devs face when they're planning a franchise reboot from the 8-bit days to the modern, post-3d-playforming days. The devs have to ask "how much space of the new world of gaming should this game occupy".

    I'm not saying that making RCR into a cartoonish Grand Theft Auto is going to somehow improve it, either. I'm saying that the envelope has changed.

    The original game was explosive because it packed all of that game into that tiny 8-bit envelope, when there was nothing else to work with. Now, there's tons of other stuff to work with. You can still pack just as much game into just as small of a bit width, but the envelope is so much bigger, now, there's not going to be as much explosive force.

    It's the big let down of retro-styled gaming. It seems like such an awesome idea to make more 8-bit games, as if the legacy didn't leave enough of them behind, but then you sit down and play it and your thumbs go "blah".

    You're asking your thumbs to go back and enjoy tomato soup like they did back in the days when there was only tomato soup, only now they're more accustomed to gazpacho, borscht, and bloody marys.

  • by Linsaran ( 728833 ) on Sunday November 03, 2013 @11:34AM (#45317585) Homepage

    I know I shouldn't feed the troll, but I will respond to the first point. Adding -San to a name is somewhat similar to saying Mr. but Japanese honorifics tend to be slightly more nuanced than the Mr, and Mrs, style honorifics of English. In japan it's considered very impolite to refer to someone by their given name rather than family name, unless you are very close friends. Likewise it is considered impolite in Japanese to leave off any honorific again unless you are very close friends.

    Generally adding -san to a name indicates that the person is someone you do not have a close relationship with, and denotes a respectful tone. Other honorifics commonly used in modern japan include -sama, which would be given to someone you strongly look up to or who is highly above your social station, it's roughly the equivalent of calling someone 'boss' but again is more nuanced and respectful than that, -kun is generally used to refer to someone who is below your social station while still being respectful, it's common that in a work environment for a supervisor to speak to a (generally male) junior with -kun, while the junior would refer to their supervisor with -san, while the president of the company would be -sama. -chan is the last commonly used honorific, and is generally used in similar situations where -kun would be used for females, it's also used to indicate 'cuteness' or for small children. A mascot character might be referred to as Mascot-chan if they're supposed to be cute or childish, and it is common for adults to refer to elementary grade or younger children with -chan.

    There's more nuances to Japanese honorifics than I give here, but that's the long and short of it, if you're ever in doubt which honorific would be appropriate to a given situation, generally going with -san is a safe fall back.

For God's sake, stop researching for a while and begin to think!

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