It was in 1990 when Takehiko Inoue began publishing Slam Dunk, his most successful shonen. The mangaka gave free rein to his imagination using the parquet of a basketball court as the main setting and thus be able to discover Hanamichi Sakuragi’s challenges in trying to conquer Haruko Akagi.
Obviously, video games were not alien to the success of the work, so adaptations began to be made such as From TV Animation Slam Dunk: Yonkyo Taiketsu! in 1994. The title was the first of three that They saw the light of day on the Super Famicom and allowed intense matches developed by the TOSE company.
They were in charge of implementing an anti-piracy control system so that no one could use their production without paying. Far from being simple, they shaped several ways of determine whether the cartridge was illegal or notsuch as detecting that the game was being saved or that the console used was in the PAL region.
If any of those conditions were met, the video game Slam Dunk will then display a black screen with the Japanese katakana word ビデオ (“video”) in the top right corner. This created the impression that the channel chosen to watch the game was the wrong one, and also caused a text glitch to start to cause confusion. Here is the scene.
The best thing of all is that a few years later Hideo Kojima implemented a very similar sequence for Metal Gear Solid, specifically during the legendary fight against Psycho Mantis. Was the Japanese developer inspired by TOSE’s work? We don’t see Kojima using a pirated copy of From TV Animation Slam Dunk: Yonkyo Taiketsu!the truth.
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