Author Topic: Could the TG16 / PCE handle Donkey Kong Country?  (Read 863 times)

c0ldb33r

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Could the TG16 / PCE handle Donkey Kong Country?
« on: August 06, 2012, 01:33:37 PM »
I've been playing Sapphire lately and get a kick out of the pre-rendered polygonal sprites. It got me thinking, since they're just pre-rendered sprites, could the TG-16 have handled Donkey Kong Country? That game looks great but it's nothing but pre-rendered sprites.
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syphic

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #1 on: August 06, 2012, 02:36:48 PM »
It does look amazing.
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Tatsujin

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #2 on: August 06, 2012, 03:16:33 PM »
beside the loooots of nice parallax scrollings in DKC, I don't think the pce would have had much troubs to do so. maybe some slight color downgrades.

btw, I don't really like DKC, quite boring and naff game IMO. and when it comes to technical gimmickry and stuff, I think  sapphire is the far superior game.

but let the tech. pros talking here :)
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HercTNT

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #3 on: August 06, 2012, 03:17:42 PM »
I agree, its all prerendered. I don't see why the turbo could not do it.

Vecanti

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #4 on: August 06, 2012, 05:17:20 PM »
Tech wise would be interesting.  I thought there was a thread a while back where some one converted a bunch of DK Country sprites/backgrounds to PCE pallets and they all looked great?

Game play wise, well, I sold me SNES not long after getting that game.  Just seemed like it was the start of slide in play quality.  That's when the SNES jumped the shark for me.  But I have some friends my age that loved the series. So...

Lilgrafx

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #5 on: August 06, 2012, 05:20:49 PM »
beside the loooots of nice parallax scrollings in DKC, I don't think the pce would have had much troubs to do so. maybe some slight color downgrades.

btw, I don't really like DKC, quite boring and naff game IMO. and when it comes to technical gimmickry and stuff, I think  sapphire is the far superior game.

but let the tech. pros talking here :)

Blasphemous! DK Country is a fantastic platformer, same with 2, but 3 is meh.

DarkKobold

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #6 on: August 06, 2012, 06:01:40 PM »
Remember, Donkey Kong Land, which was basically DKC, was on the Gameboy/Gameboy Color.
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motdelbourt

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #7 on: August 06, 2012, 06:21:48 PM »
It should look good on the Turbo, with all the colors available. It was 32 mb IIRC, and it would probably have to be larger on Turbo to pull of with software some of what SNES could do with software.

I always wondered why there weren't more games like R-Type that were divided across several HuCards. Maybe that would have been the way to go here.

That or ACD would be the obvious choice. But actually neither Sapphire or DKC are that impressive to me. There are loads of better shooters and platformers on both systems.

SignOfZeta

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #8 on: August 06, 2012, 08:24:11 PM »
That game has aged terribly. Not as bad as nearly every PS1 game, but still...such a one trick pony, DKC. Its really really smooth and...that's just about it. All the soul of a cheap set of 22" rims. Revolting.

Tatsujin

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #9 on: August 06, 2012, 08:45:35 PM »
But actually neither Sapphire or DKC are that impressive to me. There are loads of better shooters and platformers on both systems.

better for sure, but impressive in a technical point of view (crazy gimmickry and stuff), not so much.
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Tatsujin

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #10 on: August 06, 2012, 08:46:47 PM »
beside the loooots of nice parallax scrollings in DKC, I don't think the pce would have had much troubs to do so. maybe some slight color downgrades.

btw, I don't really like DKC, quite boring and naff game IMO. and when it comes to technical gimmickry and stuff, I think  sapphire is the far superior game.

but let the tech. pros talking here :)

Blasphemous! DK Country is a fantastic platformer, same with 2, but 3 is meh.

that might be, it just never catched me at all. I had much better stuff to play at that time on my PCE :)
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Black Tiger

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #11 on: August 06, 2012, 08:54:13 PM »
Not all of the parallax could be recreated the same, but otherwise, DKC has less action, sprites on-screen, animation, etc, that Sapphire has. A straight port would lose shades of color, but a customized version could add more color in other places. Pretty much any of the 16-bit consoles can do versions of any 2D game from another console. They just need to be rebalanced to match the new hardware.
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Tatsujin

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #12 on: August 06, 2012, 08:59:49 PM »
yeah, SFII showed that well imo. non of em looking terribly bad color wise. and they are pretty close to each other, considering the very different color capabilities of the three systems.
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8bitForLife

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #13 on: August 06, 2012, 09:48:14 PM »
Someone explain to me why the turbo the colors would have to be downgraded doesnt it have the ability to show 512 colors. Sorry im not up to date on the technical system specs like alot of you guys are. It for sure would need an arcade card.
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Black Tiger

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Re: Could the TG16 / PCE handle Donkey Kong Country?
« Reply #14 on: August 06, 2012, 09:59:45 PM »
Someone explain to me why the turbo the colors would have to be downgraded doesnt it have the ability to show 512 colors. Sorry im not up to date on the technical system specs like alot of you guys are. It for sure would need an arcade card.

Systems like the SNES and Game Gear have a larger number of colors to choose from, even though they can't display as much color at once. So when a game is custom made for hardware that uses colors that the PCE or Genesis don't have in their spectrum, they have to use different colors instead. Pretty much the only time it could potentially be a challenge is when doing straight ports of SNES games which spam color gradients. Chances are you'll lose a few shades to some of those banded gradients. It doesn't come up as often when porting from arcade games, because those kinds of gradients are usually used as filler in console games, where as games that aren't strapped for memory are more filled with artwork.

The Arcade Card is only a container, it doesn't upgrade the hardware at all. A HuCard game is potentially limitless, but ACD's, like all CD games, are bottle necked. If the SNES did it on cart, it would be no different than the Genesis or PC Engine doing the same game on a similar sized cart.
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