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  • It may sound strange to current gamers, considering that pretty much every game today comes in

  • its own case, or jewel case, or other storage solution, but back in the day, there wasn’t

  • this level of forethought. You wanted a game? It came in a CARDBOARD BOX. And if you had

  • the space to keep this increasingly precious specimen safe, you were a wizard or something.

  • Most of the time these boxes went straight to the trash. I preferred cutting the fronts

  • out and sticking them to the walls of my room. Over in Japan, the scene was much the same...

  • except for Namco titles. Realizing the extreme collectibility of games like Quest of Ki and

  • Karnov, they decided to outfit their players with something a little more durable. Each

  • Namco game - in addition to a superfluous T - came in a hard black case, sometimes needing

  • a crowbar to wrest open, which locked the game into a snap-down compartment and included

  • a holding bar for the manual, obligatory registration card (frequently re-purposed as a password

  • sheet), and advertising materials. Oooh, Rolling Thunder! Better tell Mark about that one.

  • And Quinty, AKA Mendel Palace, AKA What Game Freak Did Before Pokémon. And, of course,

  • the super-cute Splatterhouse: Wanpaku Graffiti. Anyway. Since there wasn’t absolute standardization

  • among Famicom carts like there was with NES carts, the games aren’t completely transferrable

  • between cases. If your vicious attack Shaymin gets a hold of your case for Wagyan Land 1,

  • you can’t just slap it into a spare Wagyan Land 3 case. A little less convenient, but

  • a little more interesting. It’s a darn spiffy idea, exceptionally resilient - these games

  • are in fantastic shape for being up to 23 years old - it’s kind of a shame we never

  • got this treatment in the states. Well, for NES games, anyway. Best we had were after-market

  • solutions like those big clear mabobs that everyone had, and which could hold Genesis

  • games... if Genesis games (and, indeed, Master System carts) didn’t already know which

  • way was up and got on board the bigol case wagon. And then Sega decided they needed

  • to save money and these awesome protective devices went POOF. There went that. So let’s

  • celebrate a historical outlier: A well-designed case for an 8-bit Nintendo game, proving that,

  • back in the day, Namco were so awesome they could just jam a T at the end of their name

  • and NOT look pretentious. And that’s something. I’m still gonna takeem to task about

  • constantly dropping the Y in Wagyan, though.

It may sound strange to current gamers, considering that pretty much every game today comes in

字幕と単語

B2 中上級

CGRundertow NAMCO FAMICOM CASES ビデオゲームハードレビュー (CGRundertow NAMCO FAMICOM CASES Video Game Hardware Review)

  • 20 1
    阿多賓 に公開 2021 年 01 月 14 日
動画の中の単語

重要英単語

awesome

US /ˈɔsəm/

UK /'ɔ:səm/

  • adj. 素晴らしい
case

US /kes/

UK /keɪs/

  • n. 入れ物;訴訟 : 裁判事件;事実;実例 : 事例
  • v. 下調べをしておく
land

US /lænd/

UK /lænd/

  • n. 国土 : 国;地上 : 地面
  • v. 上陸する : 上陸させる;手に入れる : 得る;着陸する;(人をある場所に)連れて行く : (ある状態に)陥らせる
decide

US /dɪˈsaɪd/

UK /dɪ'saɪd/

  • v. 決める;判決を下す : 評決を下す;きけつ
money

US /ˈmʌni/

UK /'mʌnɪ/

  • n. 硬貨 : 紙幣 : 金銭
super

US /ˈsupɚ/

UK /ˈsu:pə(r)/

  • adj. 超 : 最高の : すばらしい
save

US /sev/

UK /seɪv/

  • v. 保存する;(使わずに)取っておく : 残しておく;阻止する;防ぐ;貯金する : (金を)蓄える;貯金する、蓄える;救う;(スポーツで)ゴールを守る;(無駄を)省く : 節約する
  • prep. ~以外に : ~を除いて
  • n. (スポーツの)セーブ : 得点を入れられるのを防ぐ(守る)こと
game

US /ɡem/

UK /ɡeɪm/

  • n. ゲーム;(狩猟対象の)動物;試合
durable

US /ˈdʊrəbəl, ˈdjʊr-/

UK /ˈdjʊərəbl/

  • adj. 耐久性のある : 長持ちする : 丈夫な
graffiti

US /ɡrəˈfiti/

UK /grəˈfi:ti/

  • n. 落書き

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