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Posted

Haha, Teppo, Piratism! Did you mean Piracy?

 

I don't see why anyone is bothered, this was inevitable, though it's rather inefficient taking 50 hours to dump one image, which as of the moment has no use anyway.

It's been legal to backup software for ages.

Posted

I don't advocate it, but piracy isn't as bad as what companies make it out to be. Most people I know who have had pirated games, wouldn't buy the real product anyways..

Posted
Actually... song was pretty same during SNES-era, except for two main differences. Firstly, SNES had beaten all its competitors by rather large margin, so 3rd parties often didn't have other choice than develop for SNES. Damned if you do, damned if you don't. Furthermore, you must understand that during SNES-era, you could often break even only by selling 90 000 copies. Worldwide market was about 30 million console units smaller, but the dev costs were only fraction* of current ones.

 

* You could do SNES game with ten guy team.

 

Of course you could do it with a smaller team, if you chose to, it wasnt something I saw often though....Starwing (or Starfox) on the Snes would have been a pretty short ending sequence if that was the case....Most games I completed back then had more than a ten man team in those credits...

N64 dev had to be done with a Silicon Graphics workstation.....The PS FMV had to have video made on matching kit. A PS standard CD allowed more space and was also the pirates dream.

 

All the way down the line piracy has fueled media base kit.

My only point here is you can pull in more than a few examples of things game related and non-game related that piracy has helped along the way to getting a good installed user base. MP3 players, dual cassette decks, DVD players, DVD writers etc. If it wasnt for the usage of ROMS with emulators I doubt Nintendo would have ever gone down the Virtual Console path either.

Posted
Most games I completed back then had more than a ten man team in those credits...

 

Look again. In many cases single programmer had multiple jobs in the project. Furthermore, credits always had also whole marketing team, manual designers, producers, executive producers, relatives, janitors, those who complained that they didn't get into credits, etc. :)

 

But the core team was much smaller by then. For example Super Mario World's team consisted only 13 programmers / graphic designers / level designers / planners and one producer.

 

Eiji Noto

Hideki Konno

Katsuya Eguchi

Kazuaki Morita

Koji Kondo

Satoru Takahata

Shigefumi Hino

Shigehiro Kasamatsu

Shigeru Miyamoto*

Tatsunori Takakura

Tatsuo Nishiyama

Toshihiko Nakago

Toshio Iwawaki

Yoshihiro Nomoto

 

And the Star-Fox that you mentioned has actually even smaller dev-team. Eleven programmers / graphic designers / level designers / planners and one producer:

 

Carl Graham

Dylan Cuthbert

Giles Goddard

Hajime Hirasawa

Katsuya Eguchi

Koji Kondo

Krister Wombell

Peter Warnes

Shigeru Miyamoto*

Takaya Imamura

Tsuyoshi Watanabe

Yoichi Yamada

 

* producer

Posted
Look again. In many cases single programmer had multiple jobs in the project. Furthermore, credits always had also whole marketing team, manual designers, producers, executive producers, relatives, janitors, those who complained that they didn't get into credits, etc. :)

 

But the core team was much smaller by then. For example Super Mario World's team consisted only 13 programmers / graphic designers / level designers / planners and one producer.

 

Eiji Noto

Hideki Konno

Katsuya Eguchi

Kazuaki Morita

Koji Kondo

Satoru Takahata

Shigefumi Hino

Shigehiro Kasamatsu

Shigeru Miyamoto*

Tatsunori Takakura

Tatsuo Nishiyama

Toshihiko Nakago

Toshio Iwawaki

Yoshihiro Nomoto

 

And the Star-Fox that you mentioned has actually even smaller dev-team. Eleven programmers / graphic designers / level designers / planners and one producer:

 

Carl Graham

Dylan Cuthbert

Giles Goddard

Hajime Hirasawa

Katsuya Eguchi

Koji Kondo

Krister Wombell

Peter Warnes

Shigeru Miyamoto*

Takaya Imamura

Tsuyoshi Watanabe

Yoichi Yamada

 

* producer

 

I will take your word on the part of the dev team, you are correct....What I was hinting at was production team, only the last few names in the credits tended not to be on the direct payroll.

Posted
And, yes, it's what made PS1 and PS2 a succes and, yes, it's what everyone wants. But Nintendo won't be in to it, though. You're forgetting that Sony, who made profit on software sales, saw very low software sales? They lost billions of dollars because of this pirating.

 

Hell yeah, I could hardly find any "authentic" copies of PS1/PS2 games when I lived in Kuwait. PS1 games cost 100 fils each, while PS2 games cost a dinar each.

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