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the_wizard_666

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Everything posted by the_wizard_666

  1. I'll give you $50 for it just so I can crack it out of that case and break the seal. I'll even make a video and post it on YouTube. Been a long ass time since I last did that...
  2. Horror stories abound, but the bigger concern from the buyer's point of view is the seller running off with the funds and not shipping the item. It's happened to me far more often than it should. Oddly enough, only once outside of eBay since 2003, and I typically make purchases, trades, and sales on "unprotected" forums like this one. Generally if you're selling to someone on a collector's forum, they're far more likely than not to deal amicably for the simple reason that their reputation is on the line if they screw someone over. Plus, selling directly to a collector means you only have to deal with PayPal's fees and not eBay's on top of that, so more money in your pocket. But if you're THAT concerned about those horror stories, your best bet is to just sell it to someone locally for peanuts and let THEM deal with the hassle.
  3. For the record, I also don't have any foot in this game either. I wish I'd found it, if only so I could open it up for the sealed contents list, but I do remember @Code Monkeytelling me how he wanted to get a sealed copy of this just a few days ago, so he wasn't just saying that to get it from you...he legitimately wants it for his collection. He'd likely get it graded, but only because it has personal value to him. If you're just looking for profit, don't bother grading it, because the difference it MIGHT net won't be worth the half-year turnaround and added expense. You also have to keep in mind if the game's value might fall in the interim. Since the virus hit, collectibles have almost universally increased in value. This is entirely unsustainable, and if in 6 months things go back to normal, you might actually make LESS than you would've if you just sold it. Basically @Jane, if you're keeping it, go ahead and grade it. But if you're looking to sell it, just sell it. You paid $5, so even selling at $250 is a 5000% profit, and you'll likely make far more than that as is. Also, if you DO go the grading route, look into the pros and cons of the two major companies, WATA and VGA. I'm not sure which is better because I'm far more likely to open a sealed game than even consider slabbing it, but I'm sure someone here will point you in the right direction with that regard too. Ultimately, it's your call. But if I were in your shoes, I'd just sell it as is.
  4. As an 8 year old kid who saw it in the theatre the day it was released, I will say it was the best thing to happen to me at that time In all seriousness, I know it got flack for being so dark for "a children's movie," but as a child I loved it regardless. The choice to stick closer to the comics than the cartoon may have been controversial, but it definitely made the movie far more watchable in my adult years (I can barely watch the cartoon these days, it's so bad!). Additionally, the choice to use animatronics instead of CG (which was still in it's infancy at the time) made it seem a bit primitive at the time, but definitely helped the visuals age a LOT better. How many awesome movies are undone due to the visuals looking terrible by modern standards, even if they looked amazing at the time? TMNT doesn't fall in that category because of this one fateful decision. Honestly, it's a solid 8/10, even without the nostalgia goggles.
  5. The context was Sega made their 6-button pad in response to the inability to compete with Nintendo on the fighting game market with a mere 3 buttons. The controller was released in late '93/early '94, and within a year the Saturn launched with 6 buttons, and the PlayStation launched with 8. So them releasing a 6-button pad directly influenced the Saturn controller also being 6 buttons, and likely had an impact on the PlayStation sticking with Nintendo's controller design after Nintendo handed Sony the keys to the kingdom. 3D necessitated analogue control, but fighting games, particularly Street Fighter II, was the catalyst for the 6 button standard, plain and simple.
  6. I didn't say that Genesis made them standard. I said SFII necessitated 6 button controllers, which is why Sega made the controller. It wasn't until Sega and Sony launched their 32 bit consoles in '94 that a 6-button minimum became standard. Nintendo's innovation didn't set the standard, it just proved Nintendo was a forward thinking company that was ahead of it's time in 1990. The standard was set due to necessity, nothing more.
  7. First thing I did was click to see the database (as that's far more important than the forums anyway). Yeah, that's still gone.
  8. Well, if I can't get past the third level, you'll probably still have a better score than I do
  9. Major consoles released after the Super Famicom in 1990 and before the Playstation and Saturn in 1994: CDi (1991) - 3 button pad at launch (and probably through it's lifespan) 3DO (1993) - 3 button pad at launch Jaguar (1993) - Retarded controller with the 12-button keypad, but only 3 action buttons. Neo Geo CD (1994, a few months prior to PS and Saturn) - 4 button pad. If indeed the SNES controller made 6 buttons standard, how did these systems miss the memo? Even most minor (aka worse than CDi) consoles only used 3 or 4 button pads. I would say it wasn't standard until the PlayStation and Saturn launched.
  10. That's LITERALLY the point of the game. To shoot shit before it hits the bottom of the screen. You're gonna beat this game long before I'm even able to get half-way, score be damned. When going for a score, it's a tactical shooter. When you don't give a crap about score, it's a shooter, plain and simple.
  11. Key words: BECAME STANDARD. The SNES had the controller already. Sega had to release one to compete or they'd lose market share because of the insane popularity of fighting games post-Street Fighter II. Ever since, every console has had at least 6 buttons. AT LEAST. Nintendo was the first, but the standard wasn't set until Sega followed their lead due to necessity. The PS/Saturn era was truly when consoles really cemented the 6 button minimum. Until that time, only the SNES launched with a 6 button pad. Thus it didn't BECOME STANDARD until after SFII.
  12. It's not a puzzle game. It's a shooter disguised as a puzzler.
  13. If you actually READ the post, I was referring to why SEGA released a 6-button GENESIS controller. The SNES was forward-thinking in that regard. Better to have and not need than to need and not have...and they'd already seen that Sega titles were already starting to be limited by 3 buttons...
  14. Dude, really? I only beat the first two stages and got 32K. Also, the speed is such that I may not be able to progress the game much further than that...
  15. I was under 100K, so it would've helped had I known that before I played two damn levels Luckily you can pause on the tally screen, so as long as you do that you should be okay to take your picture. Just sucks if you forget
  16. That explains the letters then! And I'd think the E would be best used in an emergency, as the combo points would outweigh the block points overall. Good to have it, but not something to save unless you have a shitload on screen...then target it immediately. Also good to know about the points. I'm gonna have to give it a run when my hand feels better so I can improve my shite score
  17. Well shit. My hand cramped on me for nothing then
  18. How many games have complicated mapping of functions, or needless use of menus solely because of not enough buttons. Simple games can (and still do) get made that simply do not use every button. The fact that they were new made developers shoehorn functions to each button needlessly, but as games got more complex, they got used well. The problem isn't the controller, it's the way it's utilized. And for the record, 3D isn't why six buttons became standard. It's because of fighting games, specifically Street Fighter. Try playing any fighting game from Street Fighter II onward with a 3 button Genesis pad and you'll appreciate those extra buttons in a hurry. That's really the only reason Sega developed a 6-button pad in the first place. Another good example of the functionality difference between the two Genesis pads is to look at Maximum Carnage. It plays infinitely better on a 6 button pad simply due to not having to do fucking combo moves for basic functionality that is necessary to play the game properly. The SNES was forward thinking in that regard - they made a controller that could handle more complex shit early on, and then optimized it later.
  19. Cabal is decent, never played Wild Guns though. Regardless, we gotta keep this NES
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