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The game has no ending sequence or even staff roll programmed and simply loops endlessly without any increase in difficulty or change in gameplay after completion, weapon power-ups are random (which is not a sign of a rushed game by itself, but the very unbalanced nature of the pick-ups makes it obvious the developers simply did not have the time to handcraft and balance power-up placement), the soundtrack is sparse and entirely made-up of rearranged tracks from the previous Irem game Air Duel (as the game's composer admited in the interview mentioned above he did not have the time to write new pieces) and the player character sprites are drawn in a different style and are of lower quality than the rest of the graphics as the game's graphic designer likewise didn't have the time to redraw them outside of the motorcycle segment. Gunforce II was released in-extremis months before its developer Irem went bankrupt, and it shows.In an interview with a French gamer in 2014, a designer on the game confirmed the western Undercover Cops was literally a beta version of the game and that he had no idea the game was released in that state outside Japan. The western version of Undercover Cops was blatantly unfinished compared to the Japanese release, lacking more than half the movelist (no alternate grabs, alternate combos or super-desesperation attacks), many graphical details and having much worse sound quality.It wasn't until the 11th or 12th version that things were almost back to normal, though the home releases continue to exhibit smoother and more responsive gameplay than the arcade ones. One song, the One More Extra Stage song "quasar", periodically crashed the entire game, forcing the player to get arcade staff's attention to reset the machine. The transition was anything but smooth as well as the general bugginess of the code, the game's timing measurement and response speed were extremely bad, two things which are critical in a music-based video game.
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#WHY IS SONY DRAGGING ITS FEET WITH PS4 FALLOUT 4 UPDATE 1.8 SERIAL#
The arcade version of beatmania IIDX ran on a custom-made and very complicated PCB (it actually used a consumer DVD player controlled via a serial port to create video overlays, amongst other things), until the ninth version, where it was dragged kicking and screaming onto a Windows XP-based PC platform.