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In Rosen's last Sega-related interview with Keith Stuart for the book Mega Drive Collected Works, he disagrees with the Sega internal conflict narrative as presented in Console Wars and says it was just Sega of America CEO Tom Kalinske being unable to understand why certain decisions had to be made.

After Console Wars, he apparently stopped giving interviews because he didn't like that game historians were constantly getting the Sega story wrong.


> After Console Wars, he apparently stopped giving interviews because he didn't like that game historians were constantly getting the Sega story wrong.

Classic, nobody dislikes journalism as much as someone who lived through something journalists have covered. They always get stuff wrong in pursuit of an angle or narrative.


I worked on a project with tech and animals. We were cautious about media, because any work with animals naturally invites welfare questions. Our project was aimed at improving welfare, and we really cared about this. So we refused to allow the media to film the animals at all, let alone our experiments. We provided them with our own professionally filmed footage, and I prepped carefully to avoid traps in interviews, which went well.

A national TV news network dubbed the sound of alarmed animals over our provided footage for their broadcast. Apparently the original audio of happy animals making happy sounds was not exciting enough to use, despite the contentment of the animals being the point of the work. I was so mad and sad.


I learned my lesson about the media after a spate of interviews I did about a decade ago. The difference between what I said, and what they cut and edited it into was completely wild. It completely changed the narrative.

It as a result completely changed how I see everything in the media. It's not that I distrust it as such, but...I try to ensure I can get as many angles as possible to converge into a more whole picture, as opposed to fewer sources.


Oh, "Collected Works" - for a moment I thought this was a book with a wacky name.

Oops! Fixed.

And if you keep reading (at whatever speed), you get to the actual point of the article:

>So I tried slowing down even more, and discovered something. I slowed to a pace that felt almost absurd, treating each sentence as though it might be a particularly important one. I gave each one maybe triple the usual time and attention, ignoring the fact that there are hundreds of pages to go.


How does the PicoIDE compare with the ZuluIDE? Are they direct competitors or are there different use cases?

I've been on the fence about getting a ZuluIDE for a while because of the price and because I don't exactly need one... I'll wait and see how the PicoIDE is priced.


The price will definitely be lower, and another difference is that PicoIDE will be entirely open firmware and hardware, while ZuluIDE is not.


Good to hear. Thanks for replying.


ZuluIDE uses FPGA, PicoIDE is beautiful $1 rp2350 + buffers.

rp2040/rp2350 are the best things that raspberry pi ever released. From bitbanging HDMI to 400Msps logic analyzers https://github.com/gusmanb/logicanalyzer?tab=readme-ov-file#...


Sony of America essentially tried to do the same with the PlayStation.

SCE in Japan fought back and eventually positioned themselves within the company to be able to fire nearly all of the upper management in the US in order to promote their vision of the console.

It turned out no consumer in the US cared enough about the name, the size of the controller, or the color and look of the console to not buy it.


Thank you for posting this!


What an odd comment. Dragon Ball, which is absolutely huge in Japan, is an original creation of Akira Toriyama. I mean, the top-earning Japanese film of 2018 was Dragon Ball Super: Broly, which sold 3 million+ tickets in Japan. Dragon Ball became the basis for how Jump structured all of its shonen manga. Its impact on the industry is incalculable. You'll be hard-pressed to find a Japanese person under 50 who isn't familiar with Dragon Ball.

Dragon Quest, a video game series that was very popular in Japan in the 1980s, featured character art by Toriyama. I wouldn't exactly call Dragon Quest "Toriyama's work". And while Dragon Quest is very popular among a certain audience, it doesn't have nearly the reach and broad appeal of Dragon Ball.


Exactly, if you go around Japan, you'd stumble upon so many events with Dragonball characters and Dragonball Super is way more popular than it is overseas right now.


[flagged]


Dragon Ball is among the highest grossing franchises of all time, Dragon Quest isn't. I don't know why you are trying to say that Dragon Quest is more significant in some way, Dragon Ball is objectively much larger so it makes sense that it is the first thing people think about, because it is so big that even those who aren't anime fans know what it is.

Snide comments about people not knowing as much about this as you do doesn't add any value. Instead of saying "Interesting how the Western / HN / American crowd here is mainly only aware of Dragon Ball. ", just explain how influential and awesome his other works are. That way your comment would have gotten many upvotes, people would have loved it and everything would be much more positive.

https://en.wikipedia.org/wiki/List_of_highest-grossing_media...


Yes, the article is more about the (often incorrect) Western perception of the PC-98 than what it existed as in Japan.


The Hitachi product site for this is still online (from 1995; Japanese):

https://www.hitachi.co.jp/New/cnews/9512/1201.html

It was intended as an in-car game console / GPS navigation combo unit.

One of the unique selling points was that it could use the Saturn hardware to create a 3D map simulation of a planned route that you could view in advance of going on a trip. So, you could take it in the house, watch the simulation, then put it in the car for the actual trip and use the GPS navigation.


Seeing a product photo from that era evoked a particularly weird feeling of nostalgia that I had never reflected on before. I think it's the sleek molded-plastic consumer electronics design combined with crisp photography that still lacks the uncanny valley of extensive digital photo retouching or full-blown 3D rendering that would become prevalent only a few years later.

Now I kind of want to find a website with scans of old product advertisements from the 90's. While they seemed to lack the cultural distinctiveness of previous decades, the 90's were still a happening time and the eye of the storm of (post) modernity we find ourselves in now.


A good source for such photos are the ads in old Japanese computer magazines, such as Micom Basic. Archive.org has the entire run (I think) from the 80s and 90s. Here's April 1985:

https://archive.org/details/basic-1985-04/page/n5/mode/2up


I had the same feeling, and I think along with what the other commenters have said, the bit rate of the image contributes to it as well, you can see the grain in the light background where it doesn’t have the practically infinite color spectrum to work with and you get the color dithering effect instead.


In this case “crisp” means high contrast.

Modern photographers and post process people would look at the histogram of the photo on that site and die inside.


I know how you feel. Really miss that era.

> crisp photography

Old photos just look so good, really miss them. Is it even possible to achieve this with current technology?


Early digicams weren't powerful enough to pull off a lot of the fancy behind-the-scenes instant post-processinf modern cameras do before you even get to see the picture. The result was they often resembled film photography in many ways, especially the digital noise that in the right circumstances didn't look too dissimilar from film grain.

This is why I personally have a small collection of early digicams I like shooting on from time to time, and why they've recently become a whole TikTok trend.

I think if we allowed modern cameras to have an option that performs little to no post-processing on captured photos (without having to resort to RAW capture), we could get pictures that a lot more closely resemble this stuff.


How early would they need to be? I still have an original Canon 5D (2005) and in a way I prefer the output of it over even my Leica Q. I wonder if the reason is related to what you are saying.


2005 is about as late as you can go before the processors in cameras started being powerful enough to do a lot of stuff to the images. Most of my collection is very early 2000s or even late 90s. The Sony Cyber-shot DSC-F717 is a great cam from 2002 that was Sony's flagship at the time. Despite having cool features that modern cams don't (nightshot which also allows for easy IR photography, a swiveling lens assembly), the pictures have that "filmic" look thanks to the CCD sensor and little to no denoising done in-camera. It was also high resolution enough for the time (5MP) that the pictures still look reasonably detailed and sharp. Super early digicams often had like 1MP sensors that produce quite fuzzy images (though I feel that has its own appeal)


I always wanted that camera because I thought the color depth was amazing but as a college kid I couldn't afford a several thousand dollar camera.


Knowing the quality of Saturn 3D games I can't imagine the 3D GPS feature was any good..


The Saturn had good 3D games! The work it took to get a decent 3D games not many game studio could do. In fact it might have been only Sega. And for something as simple as a 90's 3D map the Saturn could certainly do with ease, once again if it wasn't half assed


The most impressive engine released retail on Saturn was Slavedriver, which was developed by Lobotomy for Powerslave and re-used for ports of Duke Nukem 3D and Quake.

If counting homebrew though, there's this demo which clearly developed by some kind of magician: https://www.youtube.com/watch?v=WpcjkDDLoXM


The salve driver engine was very good. And that homebrew engine is also a impressive feat. I have been following that guys work for a while


I would claim Burning Rangers is the most impressive game on the Saturn. The effects are crazy and use the Saturn HW in totally creative ways.


IMO the games which flexed VDP2 were the most impressive since you could do crazy raster effects without dropping the frame rate one iota. Equivalent effects on the Playstation, if even possible, came at a cost of GSU fillrate.


IIRC the Saturn used quadrangles.


Yeah that's fine. The model 3 arcade board also used quads. The issue was the architect of the Saturn hardware itself along with the woefully inadequate development tools that developers had to use from sega



PCem and 86box are focused on accurate hardware emulation.


Ahh, thank you.


There's a solution to all of your problems: kashikiri (private / reserved) onsen.

These are smaller, private onsen designed for families or couples (or, I suppose, the shy foreigner). They're fairly common.


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