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Topics - KingPepe

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Announcements & News / E-Mail Issues
« on: September 04, 2019, 07:57:32 PM »
If you've used a hotmail/live e-mail to sign up with an account, chances were you weren't receiving any e-mails. It turns out they were filtering out our e-mails before it could even get to the inbox. Recently, I've switched the e-mail used in these messages and it should be working now. (However, I've had it end up in the junk mail folder so you may want to whitelist us to prevent that from happening)

If you use a different e-mail and have not gotten e-mails from us, try it now and check your spam folders just in case. If this issue seems to persist, let me know.

Announcements & News / Zetaboards moving to Tapatalk
« on: May 18, 2018, 12:58:49 PM »
So apparently, ZetaBoards is planning to move over to the Tapatalk platform. I'm not sure when these changes are going to be rolled out but all I know is I can't do anything to stop this. I know of another forum who moved to the Tapatalk platform (Invision moved over to Tapatalk earlier) and all I know is the topic and the posts will remain and shouldn't be removed. However, the overall look of the forum will change (in my opinion, for the worst, it's all white and bland but that's besides the point).

I'm currently monitoring the situation with ZetaBoards and Tapatalk and if anything comes up regarding it, I'll post about it here. (Although in the case I missed something, feel free to post it)

BootlegGames Wiki / Fighting Game Moveset layouts
« on: March 14, 2018, 09:15:36 PM »
I've kind of came to a realization I should have set up a standard for writing out movesets for characters in fighting games, as the layout is quite inconsistent among all the articles. (Admittedly, I am guilty of this as well). I'm going to be using Wikitext in order to write out the formatting.

First off, make a section titled "Characters". (without quotes) Then use this wikitext template to add characters:
'''[Name]''' ([Alternate names])
*[Move Name] - [Command] (Repeat this line for additional special moves)
([Additional Notes])

[Name] ([Alternate names]) - Names should be in bold, including any alternate names. Alternate names would be used to refer to localized names, alternate/incorrect names etc.
  • Exception: If the alternate name is the character's name in a different language, that version of the name does not need to be bolded.

[Move Name] - If the move has an official name, use it. If not, try to describe the move with basic terms. When it comes to attacks that require meter, it would be a good idea to discern between them either mentioning they are a Super Attack (or whichever would be the equivalent name if the game in question is a port) or mentioning the amount of meter they require.

[Command] - This wiki is obviously not dedicated to fighting games specifically. Commands should be written out as if you would be trying to describe them to someone with little knowledge of fighting game technical terms.
  • Direction notation - Use the specific directions required to perform the move. (Example: Ryu's Hadouken command would be written as Down, Down-Forward, Forward + Any Punch) Don't shortcut them (D, DF, F, Punch), don't use joystick motions (Quarter Circle Forward, Any Punch or QCF, Punch), don't use numpad notation (236, Any Punch). Try to include all of the directions in the motion. (However, some may not detect all the directions. For example, Hummer Team's fighting games usually skip diagonals in its command system. If you don't want to get technical and figure out how exactly the game's commands need to be performed, just write the full motion.) Charge commands should tell the reader to hold back the first direction for an estimated amount of time (use seconds as a unit of time, not frames). As always, don't forget to bold the specific directions.
    • I don't recall any games on the wiki using these but if there's a full circle command such as a 360 (EX: Zangief's Spinning Piledriver) that can be performed from any direction, just use "360" or how many full rotations in degrees is required.
  • Button notation - If the controls are not remappable, follow the game's own console's buttons. Otherwise, follow what the game calls them. If the game is a port, avoid using the original button notations. (Example: Street Fighter refers to the buttons as Light, Heavy, Fierce, Short, Forward, Roundhouse) If the game has multiple punches/kicks assigned to buttons and the special move can be performed with any punch button or any kick button, just state "Any Punch"/"Any Kick". For attacks that require multiple button presses (Chun-Li's Lightning Legs), just write "Press <insert button here> repeatedly". (These moves may have a specific amount of presses required to be performed like in actual fighting games which if you can figure those out, you can totally write that in instead. If not, use the example.) As always, don't forget to bold the specific directions.

  • Stringing them together - Use commas (,) to string together directions or buttons that have to be input separately. (EX: Down, Down-Forward, Forward) If the move can be performed by pressing/holding multiple directions/buttons at the same time, string the directions/buttons with pluses (+). (EX: Forward + A + B). As a simple rule, with commands that require a motion and then a button, the last direction and the button are stringed together with a plus. (As in fighting games you usually perform the last part of the command by holding a direction and pressing a button. It's also normally written out like that to begin with) There may be some exceptions to this depending on the controls but that's on a more technical level and isn't required. Usually commas and pluses get put in bold if they're between directions/buttons.

  • Conditions - If the move requires a specific condition to be performed, write it out. However, conditions don't need to be put in bold.

  • Exceptions - If the move's command is just completely unusual in the way it's performed (Example: Ryu's and Ken's Shoryuken and Sagat's Tiger Uppercut in Super Fighter III), just write out how to perform it and bold the necessary directions and commands.
[Additional Notes] - If there's any weird quirks or attributes about the character during the fight, that can be written here. No real special formatting is required or anything.

Moves to include
Special Attacks - Obvious. For those that aren't aware of what these are, these are more advanced attacks than basic attacks such as throwing projectiles, performing a multi-hitting attack, a move that makes the player travel a great amount of distance, etc.
  • Cony's Mortal Kombat II made some of the common basic attacks from the original Mortal Kombat use special moves commands and are universal to the whole cast. In cases like these, it would be better off pointing those out in the Characters section before listing all the characters.

Command Basics - These are moves with their own commands (usually simplified compared to special attacks) that are on par with basic attacks (Chun-Li's Head Stomp for example) or are techniques that are only unique to that character. (Example: Wall-jumping, air throws) These moves don't need to be differentiated from special attacks at all.
  • If you can, it would be preferable to put the basic commands before the special attacks. However, it can be hard to differentiate them. Sometimes ports tend to turn what were once basic attacks/basic commands into special moves (In Master Fighter VI', Dhalsim's Yoga Spear and Yoga Mummy obtain special move commands and make him jump into the air first) or a special move may have a much more simplified command (In Kart Fighter and AV Bishoujo Senshi Girl Fighting, both Peach and Janifer have special attacks that can also be performed by holding Back + Kick). If you're unsure, don't worry about the order so much.
  • In a weird twist, sometimes ports may make what was once a universal mechanic among characters into something only unique to a few characters. An example of this is Cony's Street Fighter II Pro not giving all characters a throw. In a case like this, the throws would be considered a command basic and can be written in for the character.
  • Speaking of Cony, in order to get most of the basic attacks from Street Fighter II onto a two-button system, they decided to make it you have to hold forward/backwards to perform these attacks. These don't need to be added, as there would be way too many to cover.
Super Attacks - These moves require meter from a bar and are generally the player's strongest attacks. If you list these, don't make a separate section but differentiate these for the move name as stated above.

Exceptions for not including movelists
The only time a moveset shouldn't be included is if the move commands seem to be nearly universal for all characters. A good example of this is Hummer Team's Mortal Kombat II Special where with the exception of Shang Tsung, all the characters use the same commands. In this case, it's often better to list off the move commands (and exceptions) within the overview.

Example of some articles using this template:

Famicom/NES dumps / KingPepe's Palace of ROMs
« on: July 14, 2017, 03:01:41 PM »

Yeah, this is the same old Duck game you know. The difference? This was dumped from the original cart. The current (Unl) ROM floating around has no copyrights (either it originated from a repro or a HES multicart).


Announcements & News / BootlegGames Wiki's 7th anniversary
« on: May 08, 2017, 12:45:58 PM »
I've never really done anything regarding PGC Forum's or BGW's anniversaries before but after looking back, I'm surprised how long they've been going so far.

Seven years ago, I decided to take a dead wiki, move it to a much better wiki software (at the time) and basically revived it.

Before then, there was no centralized documentation for information regarding bootleg games. All the info was scattered over the internet across various sites and forums. Also thanks to the dubious nature of these games and companies, a lot of them weren't always out in the open about their practices. Wikipedia didn't really cover much of them; it was only dedicated to the more known games. (At the time that would be the likes of Somari and Kart Fighter)

Me and several others were part of RX Community; a community forum run by CrashmanEXE/BrydoRX. There, we had a section dedicated to bootleg games. While we were making discoveries and discussing about these games, it was just a small forum and even so, it wasn't entirely dedicated to bootleg/unlicensed games. We eventually decided we need a wiki to put all this information on. JP Ronny and SpaceNinja originally made one on some wiki software whose name I've forgotten at the moment. I was one of the people helping with articles and making edits at the time. However, I remember the wiki software at the time being pretty awful with its pay model; it was bad to the point where you needed to pay to put up on your own logo. After a while, the wiki eventually became inactive.

I didn't want to let that idea go. I felt as we needed a site to put all this information in and to properly educate these people about bootleg and unlicensed games.

At the time, I've noticed Wikia looked like a decent enough software to use and it had enough freedom to let us do whatever we could with the wiki. I figured it'd be great to start the wiki there. Once I created it, I began porting the articles over, handed the previous members bureaucrat and administrator positions and it went on from there. It's still growing to this day. We've been constantly cited for our information and discoveries involving these kinds of games. It even led to making Pirated Games Central Forums as well as the (now dead) IRC channel and Discord server. Eventually, RX Community would close down due to the admin having issues with running the forum. However, BootlegGames Wiki and Pirated Games Central Forums still remain to this day and I would never dare to close either of them.

Before I end this post, I would like to say thank you to everyone who has supported this wiki whichever way you could. This wiki would not have made it this far without any of you people. I am sincerely grateful for all of your help with all your contributions and getting our word out there.


Mega Drive/Genesis / Ka Sheng, X Boy and those IDs
« on: March 10, 2017, 06:38:06 PM »
I was discussing this with a few others in the PGC Discord chat regarding this after checking out some of the topics like these two: (also curse you imageshack)

And here's a list of IDs I've gathered based around these games:
ES-xxxxx: (nabbed from Barver, possibly the original releases, I'll explain soon)
ES48001 Sonic Jam 6
ES48002 Mario Bros 2
ES48003 Hercules
ES12801 Mortal Kombat 5
ES12802 Pocket Monster

And now, the Chinese name IDs:
BK001 Pocket Monster (比卡超, Bi Ka Chao)
CC001 A Bug's Life (蟲蟲特工隊, Chong Chong Te Gong Dui)
JG001 Mighty Morphin Power Rangers: The Fighting Edition (金剛戰士, Jin Gang Zhan Shì)
TQ001 Tekken 2 vs Virtua Fighter (铁拳, Tie Quan)
BK002 Pocket Monster 2 (same as Pocket Monster)
QL-003 Dragon Ball Final Bout (七龍珠 - Qi Long Zhu)
TQ003 Tekken Special (Same as Tekken 2 vs Virtua Fighter)
DL004 Hercules 2 (大力神, Da Li Shen)
DJ004 Super Donkey Kong 99  (大金刚, Da Jin Gang)
SZ006 The Lion King 2 (獅子王, Shi Zi Wang)
DH007 Soul Blade (刀魂 - Dao Hun)
WS007 Samurai Spirits II (武士精神, Wu Shì Jīng Shen)
ZR009 Top Fighter 2000 MK VIII (真人快打, Zhen Ren Kuai Da) (This is Mortal Kombat's Chinese name, it's probably using this ID because of the MK in its name)
ZR010 Mortal Kombat 5 (The ID for Top Fighter applies to this)
YS-013 Sonic Jam 6 (音速, Yin Su)
CJ028 Super Mario World (that Squirrel King hack) (超級馬里奧, Chao Ji Ma Li Ao)

Unmarked or Unknown games (or ones I can't find any significant markings with)/X Boy-only label
Aladdin II
Lion King 3 (Has X Boy mark)
Mighty Morphin Power Rangers: The Fighting Edition
Mulan (Has X Boy mark)
Pocket Monster II
Pokemon Stadium
Rockman X3
Samurai Spirits II
Soul Edge VS Samurai Spirits
Tekken 3 Special
The King of Fighters 98
The King of Fighters 99
Virtua Fighter 2 VS Tekken 2

Ka Sheng as a Mega Drive publisher?
So as probably most people know about Barver Battle Saga, there's an easter egg in the game where pressing A+B+C+Start shows the logos for Ka Sheng and Shin-Shin Electronics. For the most part, no one was sure what to make of it, especially since Ka Sheng and Shin-Shin Electronics seemed to mostly care the Famicom.

As I mentioned above though, there's also Barver's topic regarding Pocket Monster and how it Ka Sheng's name on it. (Imageshack took out the image but thanks to JP Ronny, here's an upload of the box. Here's also a shot of the cart. The name on the cart is different: in Cantonese this comes out to "Kaat Sing" and Ka Sheng (or Ka Sing in Cantonese) were originally located in Hong Kong) So this would make two games that appear to be affiliated with Ka Sheng. Both games also use the High Seas Havoc sound driver, the former originally developed by Chuanpu.

However, Pocket Monster has a year of 2000 on its box. That seems like quite a gap between 1996 and 2000, doesn't it? Well, this gap is probably much smaller than that. You might have noticed Pocket Monster uses one of those ES IDs. It's possible all these ES IDs could belong to Ka Sheng and they just didn't put their name on everything else. Another common element these ES-ID'd games had is their carts keep advertising a fake memory size; Sonic Jam 6 and Super Mario Bros 2 say 48M, Hercules 2 says 64M, and Mortal Kombat 5 and Pocket Monster say 128M (They basically seem to grow over time). With that in mind, Sonic Jam 6's original cart also has the year 1998 so this closes the gap tighter. As for why there was no Sega Mega Drive games in 1997 from them... I wish I knew about that. Maybe they couldn't afford another development team at that point? (At this point, they had Hummer Team and Ei-How Yang while the other EX-Sachen team was on their way out with Super Donkey Kong 2.)

Another thing I would like to note is Hummer Team's King of Fighters 96 came out around 1998; their last original game sold while they were still together. Titenic was being developed around this time (also Mortal Kombat 4 crept up with Titenic's object list in the code) but Ka Sheng halted its release because the Famicom market was declining. Of course, they kept releasing carts afterwards but they never had any new original games. Maybe Ka Sheng was planning to focus mostly on original Mega Drive games?

X Boy and those Chinese name IDs
X Boy slapped their name on a few Mega Drive releases; notably Mulan, Lion King 3 and Top Fighter 2000 MK VIII... the last one actually having a Chinese name ID on it! Could this mean all the others are X Boy releases?

However, notably not all of these marked games are original; most of them appear to be reprints of the ES-numbered games! (also The Lion King 2 for... some reason) Some of the ES releases reuse the same art but changed it around (One example being Pocket Monster's reprint replacing Ka Sheng's logo with "2000") and the original stuff X Boy published seems to be by the same team. So maybe Ka Sheng (or whoever) got absorbed by X Boy?

At first, I was thinking the IDs would be in order but there are a few issues with the list. First off, there's quite a few gaps within the list itself. Maybe some of the unmarked games have IDs like these and I haven't seen them? There's also a few duplicated numbers too; Pocket Monsters and A Bug's Life are both 001 while Hercules and Super Donkey Kong 99 are both 004. There's also a weird oddity with the Hercules 2 reprinted box: it still has the ES number on it! Maybe this was possibly an error X Boy didn't catch? Also Super Donkey Kong 99's name presents another issue because the IDs lower in it appear to be from 2000. (Hercules keeps the Hi Game 1999 text but that could've been the fact it just kept the original box art) Maybe Super Donkey Kong 99 had trouble getting a release?

Also this is on the minor side but this particular Pocket Monster II cart has an oval on it but nothing inside it. Maybe Pocket Monster II had an X Boy release and this reprint just took out the ID?

EDIT:Another oddity is this Sega Retro page on Dragon Ball: Final Bout mentions a 1998 release. This is actually on BootlegGames Wiki (as well as the 2000 release) so the X Boy version is obviously a reprint. However, I don't see an ES serial on it.
Made an update regarding Dragon Ball: Final Bout and added Super Mario World (Squirrel King) to the list based on this:

EDIT 2: Added more IDs thanks to bgr, even more duplicates...

Super Famicom/SNES dumps / Marvel Super Heroes vs Street Fighter
« on: February 12, 2017, 11:28:09 PM »
I'm reposting this from a BootlegGames Wiki edit that I had to take out because it violated the Terms of Use.

(For any of those unaware, this is just a hack of X-Men vs. Street Fighter for the SNES)

Famicom/NES dumps / Werrock's Dumps
« on: April 03, 2016, 12:11:22 PM »
This is for the games that Werrock has already dumped.

Gluk the Thunder Warrior:

This is a hack of Thunder Warrior by TXC that was released in Spain. If you played Thunder Warrior, then you've played this. However, the character in this hack here is actually a mascot of a Spanish distributor known as Gluk Video. This company was responsible for distributing NTDEC and TXC games within Spain. You can read more about them here:

Announcements & News / PGC Discord Channel
« on: March 23, 2016, 12:02:11 PM »
Yeah, you read that right; Pirated Games Central now has a Discord channel! For those that don't know what Discord is, it's basically a text and voice chat application (that's supposed to be dedicated toward gaming but eh) which also allows you to open up your own public channels. This will pretty much replace the IRC channel we used to have so feel free to stop by and hang out!

Join here:

BootlegGames Wiki / Protected Articles
« on: June 04, 2015, 09:36:24 PM »
This is a list of articles that are currently under protection. When an article is under protection, certain users can't edit them. If you wish to add info to this article but you can't add, contact me, taizou or MLX.

Semi-Protected (Only unregistered members or registered members whose accounts are not 4 days or older can't edit)
  • None

Fully Protected (Only admins can edit)
  • Mario Pirate Hacks

Announcements & News / Rule Change Regarding Spam
« on: March 01, 2015, 03:40:50 PM »
All right, maybe I should've done it before but I should elaborate on this a bit more:
No spamming. - Obviously don't need to go over this.[/quote]

This also means you should NOT go into the thread whose topic you know nothing about and stating you do not know or you're unfamiliar while having absolutely nothing to contribute to the thread. When you do this, your post is completely useless and has nothing at all to add on the discussion, thus making it the equivalent of spam. Unless you have some info or an idea to add or you're responding to a question in the thread, do not walk into a thread and say "I don't know.".

BootlegGames Wiki / Rules (Last Update: 2/16/2017)
« on: November 11, 2014, 11:35:39 AM »
BootlegGames Wiki now officially has a help page!:

This page contains the wiki's rules as well as guidelines for creating an article and uploading files. Anyone old or new to the wiki should read this rules.


Shenzhen Nanjing Technology is not the kind of  bootleg developer (or publisher) that's generally associated with quality. While they're known for porting RPGs from newer consoles, a lot of them generally don't turn out well. Of course, they're considered to be much better than the company Waixing, who were doing similar things at the time. Yet, SNT's RPGs either horribly unbalanced and will usually reuse assets from earlier games. One of their more notable contributions was a backport of Final Fantasy VII to the NES. From a technical standpoint, it is impressive but the general SNT balance issues holds it back from being actually good.

It's other notable contribution is a game called Lightning Emperor Pikachu's Legend but it's also commonly referred to as Pokemon Yellow. (Due to the fact that it uses the storyline from the original Yellow game.) As a port, it's a strange mix of Pokemon FireRed/LeafGreen and Pokemon Yellow while using assets from other games. This game is generally said to be SNT's only good/noteworthy game. Is this SNT's true crowning achievement or is it just like the rest of their RPG ports? Let's see...

Graphics – 8/10
The graphics were ported from Fire Red/Leaf Green, Yellow, Pokemon Ruby/Sapphire, Pokemon Gold/Silver and the GBC Harvest Moon game. The strange thing is despite the graphics coming from so many games, they all blend together well (with a minor exception) including the GBC Harvest Moon graphics.

The overworld mainly uses graphics from FireRed/LeafGreen which was probably the best choice. The original overworld graphics from Pokemon Yellow were rather simplistic which worked fine on the Game Boy's screen but in the case of Waixing's Pokemon Red (which was their own Pokemon Yellow port), it feels a bit empty and repetitive on a screen much bigger. FireRed/LeafGreen had much more detailed graphics even when squashed down into 3 colors and it looks much better on a bigger screen. SNT even went far enough to the point where the player and even the NPC are rendered in two palettes to make it more colorful although it's done in a way where half of the sprite has one palette and the other half has a different one. This kind of makes the trainer and some NPCs look like they were wearing gloves. The NPC trainers themselves have a bit of a flaw however. In the original game, every trainer type has a specific overworld sprite which allows you to easily label which NPC it is once you battle him/her. In this port, NPC trainers can use any sprite. I've seen what look like black belt trainers on the overworld that turn out to be youngsters or psychics instead. You can't even rely on the NPC's gender; some NPC trainers may use a girl sprite but will turn out to be a Youngster or a Hiker instead. It makes identifying them harder and because of this, you can't prepare your team.

The battle screens and menus were done pretty well. Due to how small the original battle screens were, SNT enlarged the battle window to a point where it's not taking up the whole screen (which would've made the battle window look more empty) and put a border around it which makes it look rather nice. They did something similar to the menus as well and kept with the Pikachu theme. With the exception of the R/S/E legendaries that do make it in, all of the Pokemon use their sprites from Gold/Silver and will even play a 2-sprite animation using sprites from both games. Most of the Pokemon themselves look accurate; there's some minor hiccups either due to the NES palette limits or SNT deciding not to make as many palettes as possible but...there's no excuse for poor Fearow and Hitmonlee here:

As for the R/S/E legendaries themselves...well, Kyogre looks fine here for the most part:

As for Groudon and Rayquaza...:

They weren't treated as nicely as you could probably tell. The graphics for the attacks are a mixed bag; Some don't have an animation at all (Tickle, Sword Dance) while others have an animation that doesn't make a whole lot of sense. (Bite has what looks like two gears crushing the opponent in between and Encore just has sparkles surrounding the player)

There's also some rather strange glitches and inconsistencies. Sometimes when an NPC walks around, you might notice the NPC will be turning in some cases. Cerulean Cave feels like a graphical mess in some areas; the ladders use a totally different style that looks way off, the water in Mewtwo's room meshes with the land tiles in a poor way, you can see Mewtwo's area if you're just on the third basement floor if you stay near the far left and there's one area where it's possible you can walk off a bridge, walk around on land and then walk back onto the bridge without a problem. Another weird inconsistency is the map layouts for the Pewter City Museum and Silph Co. If you never played Pokemon Ruby/Sapphire, these may not seem like much but if you did, these might look awfully familiar:

For the most part, the graphics look pretty good. SNT decided to make up for the use of a bigger screen in a lot of places and were able to downsize the more detailed FR/LG sprites correctly. There are some inconsistencies and glitches but you probably won't notice them for the most part.

Sound – 4/10
SNT's sound engine can be a hit or a miss for people; either you'll dislike it or don't mind. Some tracks like their Final Fantasy VII title screen music actually sounds decent. The music in this game is ported from Ruby/Sapphire for some strange reason. A lot of it sounds off either in tempo and/or notes-wise compared to the original. Interesting enough, one of the square channels in the Slateport City rendition was supposed to hit really high notes at a certain point of the song but it glitches a bit and plays low notes instead. Generally, I can stand SNT's music but I was never the biggest fan of Pokemon's music (I never despised it and while I can say the music from Pokemon is good, I don't have a lot of favorite tracks either.) and SNT's sound engine doesn't exactly mesh well with it, especially when it's not composed properly which can make it obnoxious sometimes. I generally find myself turning off the music occasionally while playing. I will give it this though, I do like the track that plays during the trainer battles. I always find myself enjoying SNT's music more when they use the percussion quite a bit in a track and this no exception.

The SFX isn't anything noteworthy; there's less SFX here than in any Pokemon game (although on the plus side, it doesn't beep at you when the Pokemon is low on health) but the SFX used here is usually quiet and doesn't stick out. They're usually low buzzes or metallic bloops that don't stick out and don't add a lot to the game.

I'll be honest, you could make an argument that you're not losing much with the music off. Except for one track, the music and sound effects don't do an awful lot for me here. For some people, they could say the whole soundtrack sounds bad for the most part. To me, it's all right but sometimes I get the need to turn the sound off .

Controls – 10/10
It's kind of hard to judge the controls on an RPG game since you're not doing complex tasks. You move at a rather decent pace, possibly even faster than the walk speed in the original games. For some that are used to FireRed/LeafGreen, the lack of a Bicycle and maybe even running shoes might be a problem however. The menu navigation works fine; the only issue I've noticed is that if you try scrolling through the items really fast, there's a noticeable lag in the controls but you have to be smashing the D-Pad so fast for that. Basically, the controls are fine for this and there isn't much else to say about it.

Gameplay – 8/10
There's quite a bit to talk about so I'll have to split this into several sections:

Kanto and the Storyline
Like I said, it follows through the storyline from Yellow so while this also based on Fire Red/Leaf Green, don't expect the Sevii Islands to show up. You basically go through Kanto the same way, defeating all of the gym leaders in the same order and then fight the Elite Four. One slight change is that due to the department store being removed, you need to get a cup of tea from an NPC for the Saffron City security guards; this was taken from FireRed/LeafGreen and it basically makes up for the loss of the vending machines. You also might've noticed you can't name your player (who goes by Ash Ketchum's Chinese name here) or your rival as well. However, unlike most bootleg games, there's actually post-game content. You can still visit the Cerulean Cave and catch Mewtwo but SNT adds more to this; Lorelei (one of the Elite Four memebers) gives you a ticket to visit Navel Rock (one of the original Sevii Islands that you could only go to through an event) that allows you to catch the missing Pokemon (the ones that involved you making a choice between two of them, Aerodactyl, and Lapras) as well as the Gold/Silver generation legendary birds. After this, you can fight the Elite Four a 2nd time (where they have a stronger team and Jessie and James are the champion), fight one of the developers in a building in Celadon City where he has Level 100 legendaries and get Mew from him if you have almost all the Pokemon. Basically, SNT cared enough here to let you catch them all and get a 100%. (well, there is one exception to this which I shall explain later)

The world is left mainly intact but there's quite a few layout changes. I've mentioned earlier about the  Pewter City Museum and Silph Co. but even other areas like the S.S. Anne and the caves had changed layouts and are generally much simpler in design. There are some layout glitches like I mentioned; one example I've noticed is Route 10 (east of Vermilion City) where there's a patch of grass that appears to be solid and can't be walked on for some reason. The only area that truly got cut was Cycling Road and this was most likely due to the fact you can't get a Bicycle. Also a lot of the buildings have been changed or removed and a few NPCs have been altered; some of these like the Game Corner prize building (to make things better, you can't even talk to the woman) or the Cycling Shop still remain but with their original purpose removed. One obvious problem is Celadon City; the department building was turned into Celadon Mansion and there's no shop to replace it so you would need to run back to Lavender Town to grab items. There's even NPCs that appear to give out items but you don't seem to receive them. For example: One lady in the Celadon Mansion supposedly hands out a Silk Scarf but it doesn't end up in your backpack. Also some gym leaders don't hand out TMs for some reason; most notably Brock, who appears to be handing you TM34 and describes how to use them but you don't even have it.

The interesting thing is that HMs can be replaced in this port and aren't even required to be taught in order to be used! You basically use an HM's function by accessing the HM option on the pause menu and using whichever one you desire (Although some like Cut could be done by pressing A on the tree or in Strength's case, are activated once you have the HM) which some Pokemon players might find it as a relief. The only noticeable thing with any HMs is Surf; instead of being able to surf into any body of water, you need to find a staircase or bridge leading into it in order to use it.

The Pokemon
The way you can find Pokemon in this game is mostly similar to Fire Red/Leaf Green although some Pokemon were relocated to their Yellow locations. (Tangela hangs out at the Safari Zone and Abras are found at Route 5) A lot of wild Pokemon that you couldn't find in Yellow can actually be found in the same locations. (although Koffing is in the Rock Tunnel and Meowth is at Route 12) However, the lack of in-game trades have placed those Pokemon elsewhere but to make things weirder, Pokemon like Farfetch'd and Lickitung don't even use their Yellow locations. (Lickitung just happens to be swimming around Cinnibar Island by the way) As I mentioned before, the Game Corner prize room doesn't function so Porygon just happens to be relocated to Cerulean Cave. However, some Pokemon like Lapras, Aerodactyl and Chansey appear to have been relocated for no given reason. Also to make matters worse, some Pokemon can only be encountered once and never to be found again so you better have Pokeballs with you at all times! As I said, it is possible to catch them all and for some reason (and you might've picked up on this as I was talking about the game), SNT even included Gold/Silver legendaries (excluding Celebi) for you to catch as well! However, I did say there was an exception earlier and that was with the R/S/E legendary weather trio (Groudon, Kyogre, and Rayquaza); the final trainer you battle with the level 100 legendary Pokemon uses those three and when he checks your Pokemon, they're not required to be caught in order to get Mew. There's no other hint in the game as to where they are so it kind of implies they might be unobatinable.

On a more minor note, Pikachu doesn't follow you around like in Yellow and can even be evolved into Raichu! Of course, this means there's no friendship factor involved in this game and Bulbasaur's requirement is to simply beat the Cerulean City gym.

Battling and Leveling Up
The battling mechanics are based off of Fire Red/Leaf Green's but cut back a bit. First off, there's no abilities, natures, IVs or EVs so every Pokemon remains the same and they're all vulnerable to everything but other than that, all of the Pokemon appear to retain their original base stats and most of their moves. One interesting thing is that after every battle, you can pick up items or even TMs which is an interesting feature. (FireRed/LeafGreen had an ability known as Pickup that was similar to this which may or may not have been the inspiration) The types that were introduced in Gen II still remain here so Pokemon like Magneton still retain their steel typing and Bite still has its dark type.

The moves that the Pokemon learn are sort of a strange area. Their level-up movesets appear to be based off of Gold/Silver although quite a few moves replaced. Some are understandable as several of them rely on certain mechanics left out (Double battles, genders, friendship), some moves belong to certain Gen II and Gen III Pokemon only, some of them were a bit more complicated to implement but then there are some which don't have an apparent reason. (Slash and Spike Cannon for example) Some movesets appear to be altered despite the original move existing! In some cases this can be good (Machoke gets Rock Slide) but there are others where it's just not understandable. (Sandshrew, Mankey and Paras losing Scratch for Tickle, forcing them to be defenseless when caught.)

The TM/HM movelist is based off of FireRed/LeafGreen although the last 9 TMs (also Rock Smash's and Waterfall's HMs are gone although this might be due to the fact that the Sevii Islands that require those don't appear here) are missing and the others receiving changes, either because the original move was removed or no apparent reason. (Harden taking Flamethrower's TM spot). The compatibility of these moves with Pokemon have changed for the better (Pokemon like Charizard, Blastoise or Scyther being able to learn Recover) or for worse (Clefable being unable to learn any special attack TMs). The strange thing is there are some cases where a Pokemon can't learn a TM despite knowing the move during level-up. (Hitmonlee is unable to learn Recover through TM but can learn it by level up) It's quite amusing to see a Pokemon learn a move that shouldn't know though. (So how can an Arbok use Focus Punch?)

Now here's the major flaw of the game and evidence that SNT still can't quite grasp the concept of balance: leveling up. At first it appears fine but from 31 and up, EXP becomes much harder to gain and will have to force you to grind at certain points; even more compared to the original games. Compared to their original games, the EXP limit for some reason much higher. To make matters worse, some fully evolved Pokemon will only give out 100 EXP when you defeat them in battle and it kind of limits your training areas in some cases. By the time you fight Koga, your highest leveled Pokemon is most likely at Level 35 since there's no other decent area to train at.

The trainers for the most part have remained from Pokemon Yellow without much differences. (although some may have been cut) The only noticeable changes I've seen were Lt. Surge having a Magnemite and a Voltorb added to his team and there's two karate masters (who appear as Sages from Gold/Silver) in the Fighting Dojo; both having their own Hitmon Pokemon, a few fighting types and Scyther/Electabuzz for some reason but nothing I would say is completely out of the ordinary or affects the game largely. Some of the newer stuff such as the Elite Four being buffed up on the 2nd  visit isn't exactly cheap although like I said, the final trainer in Celadon has legendaries that are at Level 100 but even if you're Pokemon are underleveled, he's not entirely hard either if you're prepared.

Conclusion - 7.8/10
Basically, it's Pokemon Yellow for the NES...or Pokemon FireRed/LeafGreen for the NES...screw it, it's Pokemon for the NES and it Shenzhen Nanjing Technology of all developers! Yeah, there's some notable flaws but this is probably the closest thing you'll get to having Pokemon for the NES. I would definitely give it a try. (although if you haven't played Pokemon before and don't know Chinese, I wouldn't entirely recommend it.)

It's a real shame that SNT hasn't produced another game as good as this. It feels like they actually had potential to make a decent game but after this, they never bothered. Maybe it was a result of the in-house development team getting screwed over by the publisher? Who knows...

This is a general Lei Dian Huang Bi Ka Qiu Chuan Shuo/Pokemon Yellow thread for spotting what's different between this port and the other Pokemon games. Some of this info may go on the wiki, some may not. The lists are in spoilers so that the post doesn't appear to be ridiculously long. If you have any info, post it in this thread with some proof. (just basically write why or how)
(some of the stuff found already was by either me or SpaceNinja)
  • Level movesets appear to be based off of Generation 2 (ignore any changes done in Pokemon Crystal) so use those as a base.
  • TM/HM list appears to be based off of Generation 3's with some changes for missing moves.

Legendary Pokemon Locations
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New Pokemon Locations
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One-Time Wild Encounters (Only applies to Pokemon you find by just walking around.)
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TM/HM List

New Evolution Ways
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Removed Moves
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Changed Moves
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Changed Pokemon Movesets
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