

which actually had it’s american release on Nov 13, 53 years ago this week. The game is loosely based on the 1968 film Yellow Submarine. Play as John, Paul, George and Ringo each equipped with unique abilities. into a Beatles-themed game with new levels, enemies, graphics and of course The Beatles music in glorious 8-bit. The Beatles Adventures in Pepperland is a NES hack that transforms Super Mario Bros 2. The hack was recently updated to v1.2 to fix some bugs and includes minor level changes. Old Fred in his Yellow Submarine recruited The Beatles to be the new protectors, bring back the music and the colours. Their plan is to ban music and steal all colour. Pepper’s Lonely Hearts Club Band have been captured by the music hating Blue Meanies. Once upon a time, or maybe twice, there was an unearthly paradise called Pepperland. This act of divine providence has been supplied by Mentil, who has toiled alone the previous six weeks in its glorious creation. Be warned that though the early part of your journey shall be substantially more tolerable, the coward’s path to overcoming the final obstacle has been closed off, necessitating mastery of one’s resources. Where once one could be laid low by basic human necessity, a more reasonable chance of subsistence has been provided. Here, equipment has been modified to be more sensible and useful, and foes should provide a reasonable challenge without instilling despair. Is that not enough?! But nay, there is more! If one so chooses, there is a separate path that leads to a less-arduous journey, with myriad nuisances tempered along the way. Refined clues should provide hope to the lost, as well.

Some lesser visual abnormalities were vanquished, and journey’s end shall now be found to be more rewarding. Gone are the worries of being befuddled by that deceitful language ‘Engrish’, and its foul sister language ‘Typo’. Raise your head and fear no longer that sorry state of affairs, as an Improvement Hack has descended to ease your burdens. The artifacting in pre-rendered cutscenes really hurts the game's visual beauty.Have you ever attempted to experience the action-RPG Hydlide 3, or its Genesis port Super Hydlide? Perhaps you fell to the first enemy you encountered, before you’d even taken in your surroundings, or wondered why your vital properties were rapidly dwindling with nary a hint from the villagers? You can see a clear difference between what is a live-render and a pre-render because of the compression artifacts. This is a classic case of devs targeting the lowest common denominator. Even though it's possible to render out and encode 60 FPS, I doubt consoles support the ability to decode video at a 60 FPS playback. I'm certain that the pre-rendered cutscenes are just video files being played back. I can confirm that the Switch version takes a solid minute or two to load a level, and the Steam version is almost instantaneous on a decent SSD. I feel this is compensation for load times on consoles. In Year of the Dragon, the cutscenes that happen in the same place (Spyro and Hunter's encounter with Bianca) are rendered in real time, but the one's that happen else where (whenever the game cuts to the Sorceress's lair) then they're pre-rendered. I don't understand why some cutscenes need to be pre-rendered. I know it is small, but it bothers me all the same. I mean, someone could remake all of the cinematics, but that is very unlikely. The only way this could be fixed is if the developers added the assets necessary and allowed the cutscenes to be rendered in real time. This is kinda sad when the original PS1 versions didn't have pre-rendered cutscenes. I was digging through the files, and so far I haven't found the animations for the cinematics. I know this might seem like a nitpick, but this is something that currently cannot be fixed with mods. There is a bit of a hole in this theory though since all of the dragons from Spyro 1 are rendered in real time. My theory on why the scenes are pre-rendered in the first place is most likely due to the PS4/Xbox One not being able to handle them or they were not running very smooth. While this wasn't too much of an issue for consoles, it is very jarring when you are playing the game at 60fps or higher to go straight to 30 and then back up to 60 after the cutscene is finished. For anyone unaware, the cutscenes in this game are pre-rendered at 30fps. So far I am enjoying this game at 60fps however, I keep feeling a disconnect when one of the cutscenes starts playing.
