Master List Modifications: 11/30/2005
Completing the NGM game code list is just like solving a puzzle! Sometimes you have to re-shuffle the pieces in order to reach the goal.
What were doing here is far more important. Right now, this is our priority.
------------------INTRODUCTION: The conversation below from the show LOST pretty much explains how I feel.-------------------
So, not to be too difficult, but we've been coming here for two days just
staring at this thing. I'm not really sure what we're supposed to be doing?
Michaelangelo's father. He was a wealthy man, had no understanding of the
divinity in his son so he beat him. No child of his was going to use his hands for
a living. So, Michaelangelo learned not to use his hands. Years later a visiting
prince came into Michaelangelo's studio and found the master staring at a single
18-foot block of marble. Then he knew the rumors were true, that Michaelangelo had
come in every day for the past 4 months, stared at the marble, and gone home for his
supper. So the prince asked the obvious; what are you doing? And Michaelangelo turned
around and whispered "I'm working." Three years later that block of marble was the
statue of David.
That's what we have to figure out. That's why we're sitting here. I mean how
do you open a hatch that has no handle, no latch, no discernable way of opening it?
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This applies to me and my passion for these protos. I am often asked..."Billy,
you've been sitting in front of your computer for countless nights just staring at
the master list. I'm not really sure what you're supposed to be doing?"
My answer..."I'm working."
That's what I have to figure out. That's why I'm sitting here. I mean how
do you complete a puzzle that is missing pieces?
The more you think about something, the more ideas you come up with over time.
I truly believe that if you put your mind to it, you can accomplish anything. The
brain is a very powerful tool, perhaps the most powerful tool of all. All you need to
do is use it. I will figure this thing out, if it kills me. I will never be able
to put my mind at rest until the puzzle is completed. No limitation of any kind, be it
a person or a law will get in my way. For me, the end will justify the means.
---------November 2005 The List had to be adjusted-------------------------------------------------------------------------
Speculation surrounding the as of yet undiscovered NEO-GEO MVS proto games
has caused quite alot of controversy. Great efforts are put forth to ensure that all
of the available pics and info of the protos are carefully analyzed and scrutinized.
For example, games with more pics & info take precedence over those with less.
However, not all of us see eye to eye on which games should receive proto status
as well as where they should reside in the catalog. As of this writing, about 10 of
the 16 unreleased protos are confirmed with virtual certainty. However, the remaining
holes in the catalog do not coincide properly with the lesser proven games on hand.
The biggest problem is that the list has 3 open slots but they are all in the circa
1990-1992 time era. The most widely accepted method for proto classification and
placement is that of my own which clearly defines the parameters by which NEO-GEO
software must adhere to.
Dance Rhyth Mix, Q.P. & Karate Ninja Show are the three titles which have the
least tenure in the catalog. DRM was most likely a "utility" cartridge, and therefore
without a sequential product number. Q.P. would have been a NEO-GEO CD title, and may
not yet have been assigned a number before it was cancled. KNS has yet to have any
color pics, nor a title screen. At the very least, the two recently "discovered" titles
of Magic Master and Treasure of the Caribbean are both better proven and deservant of
catalog status then any of the aforementioned three games.
The 1994 time era is pretty much full and has almost no flexibility. However,
NGM-072, a circa 1994/1995 spot in the catalog which is currently assigned to Last
Odyssey, could be incorrect. Going on the assumption that LOPF was Monolith's
third and final title and that it was originally intended to be released several years
earlier alongside their two other titles which both reside next to empty spots, NGM-072
would thus become "available" again and could be re-assigned. In 1994, Face Corporation
was rather active in this area of the list with Gururin and Zupapa and so Face's
Treasure of the Caribbean puzzle game would fit rather nicely right here.
NGM-126, a circa 1996/1997 spot in the catalog, which is currently assigned
to Pair Pair Wars, could be incorrect. Going on the assumption that PPW falls into
position NGM-099, as supported by a circa 1996 product catalog, the surrounding spots
would be re-shuffled, KNS and/or QP would be dropped, and thus location NGM-126 would
be freed. 1997's Magic Master would then have a home.
Finally, NGM-158, a circa 2000 spot in the catalog which is the absolute
youngest undiscovered position on the list. Going on the assumption that DRM was
indeed a UTILITY Cartridge, this slot would thus become "available" again and could
be re-assigned. The best theories support it having been a Last Blade 3 or a Mark of
the Wolves 2. See the two screenshots below which clearly show a MotW character
(Marco Rodriguez) fighting Mr. Karate (an Art of Fighting boss) with a beach-like
background, neither of which were in the first MotW game!
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Now ready to get really confused? Ok, so let's say that we accept all of the above
theories. DRM is completely dropped, (or not as it does not really matter because Garou 2
is not really proven...those pics could be of an early beta, hidden program code like in
the slug series, or some other logical explanation) It really makes no difference what ends
up being NGM-158 (DRM, GAROU 2, LAST BLADE 3, SNK VERSUS CAPCOM beta, ETC.) Just as if an
NGM-173 is found (being Samurai Shodown 5 Special FINAL EDITION) Because all that really
matters now is fitting the games that we have found, and not finding games to fit holes!
Anyhow, then let's say that in addition, QP & KNS are proven real (eventually) somewhere
down the road and they are actually retained as well. At this point, granted, major
re-shuffling would occur, but in the end we would be left with ONLY ONE empty position!
An early position which of course would be rather difficult to find. Or not? Hmm...the
key thing to remember in all this is HISTORY. ALWAYS, in EVERY scenario, what you know is
as important if not more important then what you don't know. In this case, lets look at
the past. Zupapa truly was (IS) the Rosetta Stone of the NGM game code list. Why? Because
it is one of many titles (the longest actually) that sufferred a DELAY in its release.
Who else is a member of this unique club?
NGM-014 Dream Over - a 1990 game released in 1992 as Mutation Nation - retains code
NGM-054 Blaster Blaze - a 1992 game released in 1995 as Crossed Swords 2 - retains code
NGM-070 Zupapa - a 1994 game released in 2001 - retains code
NGM-130 Crystal Legacy - a 1994 game released in 1996 as Breakers - new code
NGM-148 Bust A Move Again - a 1995 game released in 1999 as BaM EX - new code
NGM-169 SNK VERSUS CAPCOM - a 2000 game released in 2003 as SVC Chaos - new code
So, lets apply these PROVEN FACTS to our formula. Last Odyssey...ah ha...
makes sense now...as well as Karate Ninja Show...they are basically alot older then thought.
NGM-028 AND NGM-035 (Dunk Star and Mystic Wand get re-shuffled) and suddenly
these two proto carts are right at home. LO, a Monolith title which would only fit
next to other Monolith games. KNS, a genre of game that is consistant with Dream Over
and TOTALLY INCONSISTANT with post circa 1992 NEO-GEO gaming. (rem that 1993 Sengoku 2
was delayed a year and was the last of that genre until Sengoku 3 in 2001)
Of course, I could be wrong too. Heh, I am tired. I am off to bed.
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