Just as long as I can still keep downloading standalone installers for both existing and future titles.
I'm playing through it now, on and off, for the first time. I love the lore, the plot, and the environments. I also like the slow but continuous progression and variation of enemies and powers. But the combat feels like a bag full of chocolate: it looks wonderful at first, but after a while I've started to get sick of it. I could use fewer (or even no) random encounters, if only they weren't necessary to allow for grinding.
One thing that takes some of the shine off the whole thing for me is the way that lore pickups are handled. When other "timely" things occur, one of your menu buttons is temporarily repurposed as a "do exactly that right now" button, so why not lore pickups? Especially because the lore is often best consumed in the time and place where you find it. But because actually reviewing it requires me to go through mutiple levels of menus every time, I usually put it off until I have several waiting for me.
Almost as annoying is the fact that for things you can experience within the game world (movies, videos, and tapes), the item will still be marked as "unread" in the lore menu system until you review it there, even if you stood still in the game and waited for the whole thing to finish. Since they're already in a separate lore category, I think it's safe to risk using a simple algorithm (for example, the player stayed within X distance for 95% of the total runtime, without an enemy encounter) to mark an item as "read" in the lore list.
Landstalker is usually at the top of my list for these things, but I took OP's list as already being definite plays, so I skipped it. 75% of OP's list would be near the top of my list.
This is the first "What should I play on early Sega?" thread that already has almost all my favourites. In fact, many of them are in OP's list. But to reiterate some added by other commenters:
- The "Strike" games (Jungle, Desert, and Urban)
- Flashback (I agree that the MegaCD version is the best single version, but the fan community has been building a Frankenstein's monster from the best parts of every version; I forgot the name of the project)
- Wonder Boy III: The Dragon's Trap (SMS)
- Wonderboy in Monster World (MD)
- Quackshot (MD)
- Rock 'n' Roll Racing (MD)
- Sunset Riders (MD)
I don't think anyone's yet mentioned:
- The Immortal (MD)
- Golden Axe Warrior (SMS)
- Arcus Odyssey (MD)
- The Lost Vikings (MD, although I played the PC version back in the day)
- Micro Machines (MD)
- Crack Down (MD)
- Gain Ground (MD)
- Alien 3 (MD)
- Addams Family Values (MD)
- Monster World IV (MD, although I haven't actually played it yet)
And a few more that I'm fond of, but I either can't remember them clearly (other than that I enjoyed them at the time), or I'm aware that I can't separate fact from nostalgia, so YMMV:
- Sword of Vermilion (MD)
- Light Crusader (MD)
- Robocop vs Terminator (MD)
- Predator 2 (MD)
- Cosmic Spacehead (MD)
- D&D Warriors of the Eternal Sun (MD)
- Atomic Runner (MD)
- Techno Cop (MD)
An honourable mention to Cadash (MD), which is a solid attempt at a port but sadly can't really hold a candle to the arcade original.
I'll give you the same advice that I give myself whenever I feel this way: There are already more genuinely good video games in the world than you will be able to finish before you die. If there's a "classic" that you feel the need to experience, but you give it a solid chance and it's just not "clicking" for you, put it down and move on to something else. You've tried it, that's enough. Between all the games that exist, and trying to live a somewhat rounded life that has more than only games in it, you simply can't get around to all of them.
Australians absolutely have credit cards. The previous poster seems to be getting their information from a single Aussie.
I couldn't find numbers specifically for the percentage of people who have at least one card, but the total number of CC accounts indicates that it's likely that the majority of working adults have one. That being said, credit card usage is low compared to other countries, I suspect because the government made the banks get together and create a universal electronic payment network in the 1980s, and we've all been used to paying virtually anywhere with our regular ATM cards, direct from our normal bank accounts, for decades. Credit cards are primarily used for, y'know, credit, and not just everyday transactions.
And for all the talk of the credit card companies, my personal experience with online payment processors has been that they often won't accept Cirrus or VISA Debit cards, or at least not cards issued outside their own country. So online shopping can be difficult without a credit card.
King's Field Sword of Moonlight includes a full remake of King's Field 1, and a fan has been working on a remake of King's Field 2 for it.
Windows games for versions of Windows from Windows 95 to Windows 2000/NT.
For PC games before Win95, pretty much everything can be emulated properly with DOS PC emulators. And from Win7 on, the software and hardware standards had mostly restabilized and WINE/Proton usually works well. But in between, there was a real Wild West of third-party libraries and official patches that were constantly being updated with compatibility-breaking changes. You can go through the hassle of setting up a whole virtual machine that really taxes your computer and still not get some games to work.
Most recomps seem to be of popular console games that already run quite well through easy-to-use emulators. It'd be nice to see more recomp efforts for less-well-known games that are harder to play at all on modern hardware. I know it's unlikely to happen, though; who wants to spend their efforts on niche games that most people haven't heard of, much less care about? Only someone who has a personal interest in that game.
You're right about the incompatibility between NTSC and PAL, but deliberate region locking was common, even in the 8-bit era. It was very much the norm rather than the exception. Also, on older consoles they simply slowed the main CPU speed down for PAL so that everything in the system matched up with the video framerate. If you've ever read about how PAL versions of 8-bit and 16-bit games run slower than the NTSC versions, that's why. And it meant that you could plug out-of-region cartridges into your console, and if you could get around the region locking, they'd often work with minimal or no visual issues, just a little slower, because the video output was hardwired for PAL in the console. I played a few Japanese games on my PAL Mega Drive and SNES back in the day, on a PAL-only TV.
The PS1 and PS2 (both very much with region locking) had a weird thing going on where any console from any region could output both NTSC and PAL, depending on what the software asked for. I believe the GameCube and Dreamcast were similar; I ran original NTSC game discs on PAL versions of all of them.
In terms of what TVs would support, you're right that it wasn't until the late 1990s that fully dual-mode PAL/NTSC TVs started to become common, but that's not the same thing as 50Hz vs 60Hz. CRT TVs were designed to work best at a certain frequency, but they were also designed to cope with variations in the signal and power supply. Most PAL CRT TVs are actually capable of synching at 60Hz, which is where "PAL-60" comes in. PAL-60 is an unofficial "standard" in which the video signal runs at the NTSC framerate and vertical resolution, but with a PAL colour subcarrier. I used PAL-60 on many TVs, some produced as far back as the early 1980s, and never found one that wouldn't sync with it. I had a very inexpensive (Under AU$15 IIRC) NTSC-to-PAL-60 "converter" for the PS1/2 that I used to play NTSC games. You mentioned VCRs; there were VCRs that specifically played NTSC video cassettes as PAL-60. They weren't common, but they existed.
I remember when Metroid Prime 2 came out (I still have my copy) and there was indeed a small controversy in the gaming press about the PAL version being 60Hz only, but it was PAL-60, not NTSC, and I played the whole game on a PAL TV that definitely did not support NTSC, without any trouble.
I was reminded that I have a copy of Control (2019) that I hadn't touched, so a couple of weeks ago I started playing it. I was really enjoying it for a few hours, but it started to feel a bit repetitive and I haven't been able to get back to it for a few days.
As I clicked on this thread I was literally thinking "Oh geez, are we still going to be able to get the older versions if we don't have freeon-cooled quantum processors and 32 teraquads of RAM?" I'm glad I'm not alone.
This is only anecdotal, but I generally find that what I'll call the "raw" information density difference between written Japanese and English is pretty small. There's maybe a small advantage in Japanese.
In theory, Japanese should have a big advantage due to kanji, but once you account for having to display them at a larger size to keep them readable, plus all the other kana writing that's still necessary, you lose almost all of it.
So why does there still seem to be so much more English text, and what do I mean by "raw" information density? Well, I'm talking about directly equivalent, often overly literal translations. To say virtually the exact same thing in both languages takes approximately the same amount of text. But Japanese in actual usage is highly contextual. You can leave out a substantial fraction of words that would be necessary in English for a grammatically correct sentence, and not only remain understandable in Japanese, but correct enough to pass muster on a written language test.
It's entirely normal and common to omit not just subjects, but even verbs and entire clauses which the speaker assumes can be understood from context. Unfortunately a lot of this context is cultural rather than situational, and it was a real stumbling block for me for a few years. It still trips me up fairly frequently.
When someone translates this text from Japanese, it's usually necessary to reintroduce multiple things that were left out, in order to write sentences that flow naturally in English.