donot4get13
n00b
- Joined
- Apr 10, 2010
- Posts
- 40
https://www.ebay.com/itm/2553574146...K0ZygYW6ql1%2B5L6LD|ampid:PLX_CLK|clp:2047675
I have never seen a new one of these before.
I have never seen a new one of these before.
What? Pretty much every hyper 64 is NOS. There's literally thousands unused
Definitely. I remember getting it and seeing the intro and hearing the music, then getting into the actual game and being extremely let down. I wasn't expecting a miracle but it was just so visually dated and awkward to play. So much wasted potential.It's a pity they didn't do anything 2d on it - as if you'd seen the WR2 intros it's bloody good at it
I wish.Yeah, even loads of the games can be found as NOS
There's certainly room for debate there. I'd argue it was the interchangeable cartridges and budget pricing. The 1-slot systems are by far the most common after all.The biggest head-scratcher is why it isn't a multi game system. Y'know, the reason the MVS succeeded in the first place. .
Begone females! Witness my NOS hyper collection!!1I wish.
Have you seen a Hyper setup in person? They're massive, heavy and awkward. If it was a multi cart rig it would be so big and heavy that it would be hard to even fit into a candy cab.The biggest head-scratcher is why it isn't a multi game system. Y'know, the reason the MVS succeeded in the first place. Half the titles have alternate input methods so you couldn't even run them in one cab.
UKVACI wish.
There had to be some creative workaround, no? Like loading data from CD into memory a la CPS3. Or reducing the amount of sheer metal plating on the carts. Even a two-slot model could be a cost-effective draw to make operators happy.Have you seen a Hyper setup in person? They're massive, heavy and awkward. If it was a multi cart rig it would be so big and heavy that it would be hard to even fit into a candy cab.
What are you even talking about? That was 25 years ago. Are you supposing the hardware be completely re-engineered in some sort of alternate reality?There had to be some creative workaround, no? Like loading data from CD into memory a la CPS3. Or reducing the amount of sheer metal plating on the carts. Even a two-slot model could be a cost-effective draw to make operators happy.
you misspelled awesomeAnd they're awful
I'm pretty sure they were worried about having more than 4 successful games first before they made a multi system. That all could have come later.There had to be some creative workaround, no? Like loading data from CD into memory a la CPS3. Or reducing the amount of sheer metal plating on the carts. Even a two-slot model could be a cost-effective draw to make operators happy.
I had no idea about Beast Busters. Kinda sad.I'm pretty sure they were worried about having more than 4 successful games first before they made a multi system. That all could have come later.
There were lots of plans they never followed through on. Beast Busters Second Nightmare was actually 3 players, but they never built a cab that supports the third gun.