There exists a phenomenon called false memory. These are memories which a person sincerely believes are true yet can objectively be shown to be false. A colloquial name for this is the "Mandela effect", so named because many people in the late 1980s and into the 1990s believed that Nelson Mandela was dead. Given that he was imprisoned by the South African government from 1962 to 1990, people could be forgiven in the pre-Internet days that he was dead. In the context of suppressed memory cases, usually involving child sexual abuse, the theory is very controversial. However, I am not going down that road.
Instead I am going to pull some false memories from elements of popular culture which I have found interesting. James Rolfe did an excellent video in his Angry Video Game Nerd series satirizing the supposed "Berenstain Bears Conspiracy" : https://www.youtube.com/watch?v=LB3CybXl8rs The conspiracy alleges that there has been a concerted effort to change the authorship of the Berenstain Bears books from "Berenstein" to "Berenstain." After all, doesn't everybody remember the "Berenstein Bears"? I remember the books and the shows being referred to as the "Berenstein Bears" and used that label to refer to them myself. I would suggest that the mistakes lies in three factors. First, "Berenstein" and "Berenstain" are very similar words. Second, "Berenstein" is a more common surname than "Berenstain" Third and perhaps most important, "Berenstein" is easier to say that "Berenstain."
So from my own experiences, let me describe two instances where I probably am the subject of false memories. Originally I was going to describe three memories, but I forgot what the third memory was! [Update : I finally recalled what it was!] For the three examples I will explain the origins of the memory and try to explain how I may have acquired the memory falsely.
Sunday, August 13, 2017
Saturday, August 5, 2017
Unusual Famicom Saving Methods
In the United States and Europe, if you wanted to save a game on your NES, you generally had two options. If the game supported password saves, you had to write down the password (accurately) and enter it back when you wanted to play the game again. Some games had rather lengthy passwords, and if you confused a 0 for a O or a 1 for an l, your password would be unusable. A relatively few NES games also had battery backup saves where the contents of a RAM chip inside the cartridge would be saved with a coin-style battery when the power was shut off. Early games required the problematic "hold reset as you turn the power off" method, and if the battery ran out replacing it was no easy task in the early days. Japanese Famicom players had a few more options, and as these can be rather obscure to westerners, I would like to talk about them here.
Friday, August 4, 2017
Famicom Expansion Audio Overview
The Famicom was constructed with a feature which was not available to the NES. The Famicom always sent its internal audio to the cartridge port. For most games, the audio was sent back to the system without modification. 26 (of 1,054) licensed Famicom games contained hardware that could produce additional music and mix it in with the internal audio. In this article, let's take a look at the methods that were used and the games that used them.
Sunday, July 30, 2017
The Obscure Tandy 1000 Models
When I have talked about the Tandy 1000s in the past, and I know it has been a while, I have focused my discussions on the Tandys that were available to purchase by members of the public at Radio Shack stores. If you walked into a Radio Shack store in the 1980s and had $1,000 to spend, you could walk out with an IBM PC compatible computer. The 1000 line was cheap, fully functional as PC clones and played games as well as or better than machines that cost many times their price. But Radio Shack was not the only source from which you could obtain a 1000, and the 1000 hardware was also available to institutional buyers. So in this blog entry I am going to pull together every scrap of information I can find on the rarest, most obscure Tandy 1000s in existence.
Wednesday, July 19, 2017
New Discoveries about the IBM Music Feature and Roland Sound Canvas
I have previously discussed both of these sound device families previous blog entries. The Yamaha IMFC and FB-01 is discussed here : http://nerdlypleasures.blogspot.com/2015/02/the-ibm-music-feature-card-overpriced.html and the Roland Sound Canvas first generation modules here : http://nerdlypleasures.blogspot.com/2013/06/first-generation-roland-gs-devices.html Rather than burying the information in those entries, I would like to add additional new information here.
Tuesday, July 18, 2017
Early Video Game Content Advisories - Who Needs Ratings Systems?
Prior to the formation of the Entertainment Software Ratings Board in 1994 there was no comprehensive content ratings systems for computer and video games in the U.S. However, that did not mean that video games never provided warnings to potential purchasers and their parents or spouses. Here let us explore the attempts to advise the public of adult-oriented content prior to and outside the eventual dominance of the ESRB.
Thursday, July 6, 2017
Turbo EverDrive 2.x and the PC Engine - The Affordable NEC Experience
Over two years ago, a friend of mine kindly let me borrow a Turbo Duo and a Turbo EverDrive. I wrote about the experience here : http://nerdlypleasures.blogspot.com/2015/04/turbo-duo-issues-and-solutions.html I had to give it back (and the Framemeister which came with it), not without a good deal of sadness. I vowed that I would find a way to play NEC Turbo games again on real hardware/ Now, I have acquired an affordable, upgradeable solution. Let me talk about it and about plans for future upgrades.
Tuesday, July 4, 2017
SNES "Port"pouri
Space Invaders and the Super Game Boy
Space Invaders was released for the Game Boy in 1994. It indicated that it supported the Super Game Boy. It did so in a unique way, when you selected the Arcade Mode, it launched a slightly cut-down version of the SNES Space Invaders port which had been previously only been released in Japan. The only thing missing from the game as run transferred from the Super Game Boy and the game that was released on cartridge in Japan in 1994 and the U.S. in 1997 is the VS mode.
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| Super Game Boy Mode |
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| Arcade Mode |
Space Invaders was released for the Game Boy in 1994. It indicated that it supported the Super Game Boy. It did so in a unique way, when you selected the Arcade Mode, it launched a slightly cut-down version of the SNES Space Invaders port which had been previously only been released in Japan. The only thing missing from the game as run transferred from the Super Game Boy and the game that was released on cartridge in Japan in 1994 and the U.S. in 1997 is the VS mode.
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