To independent homebrew programmers looking to learn more about the beastly system.In the middle of all the specifications and jargon, about 100 pages in, is something of interest to devotees of NBA Live Mobile Coins historical gaming errata: a sub-document called the Neo-Geo/MVS Software Development Planner's Manual. It immediately opens with an outline of the Neo-Geo game development process; a 14-step plan that gives developers ideal timeframes of when to submit game plans,
art ("character") production, debugging, and even location testing -- a process that would take 10-14 months, according to SNK. Following that are some content guidelines put forth by SNK, advising that developers use "good judgement" in their game ideas, especially due to the rise in "ultra-violent games which are designed to use shock value to NBA 2K17 MT gain audience." SNK seemed to be following Nintendo's lead as far as regulating game content in those days. No sex, no drug
, no "ultra violence," no copyright infringement, no religious symbolism -- nothing that would get SNK in trouble by association. Indeed, the rise of violent games like Mortal Kombat and more infamous arcade games like Time Killers may have sullied the image of arcade games in the early '90s, but the finger-waving is kind of amusing coming from the maker of the Neo-Geo, the system with the largest library of fighting games ever produced. SNK did lead by example, though
with region-specific tweaks in certain games that recolored blood or removed breast-bounce animation.Excerpts like the above, found on the next few pages use exacting detail to describe the flow of NBA18MT wraparound game elements like menu screens, leaderboards, attract modes, and in some cases, how long to keep them onscreen. Overkill or not, practically all Neo-Geo games stuck to the same "template" of presenting things like the control instruction screens before gameplay.
To independent homebrew programmers looking to learn more about the beastly system.In the middle of all the specifications and jargon, about 100 pages in, is something of interest to devotees of NBA Live Mobile Coins historical gaming errata: a sub-document called the Neo-Geo/MVS Software Development Planner's Manual. It immediately opens with an outline of the Neo-Geo game development process; a 14-step plan that gives developers ideal timeframes of when to submit game plans,
art ("character") production, debugging, and even location testing -- a process that would take 10-14 months, according to SNK. Following that are some content guidelines put forth by SNK, advising that developers use "good judgement" in their game ideas, especially due to the rise in "ultra-violent games which are designed to use shock value to NBA 2K17 MT gain audience." SNK seemed to be following Nintendo's lead as far as regulating game content in those days. No sex, no drug
, no "ultra violence," no copyright infringement, no religious symbolism -- nothing that would get SNK in trouble by association. Indeed, the rise of violent games like Mortal Kombat and more infamous arcade games like Time Killers may have sullied the image of arcade games in the early '90s, but the finger-waving is kind of amusing coming from the maker of the Neo-Geo, the system with the largest library of fighting games ever produced. SNK did lead by example, though
with region-specific tweaks in certain games that recolored blood or removed breast-bounce animation.Excerpts like the above, found on the next few pages use exacting detail to describe the flow of NBA18MT wraparound game elements like menu screens, leaderboards, attract modes, and in some cases, how long to keep them onscreen. Overkill or not, practically all Neo-Geo games stuck to the same "template" of presenting things like the control instruction screens before gameplay.