Author Topic: Rondo of Blood Thread  (Read 6061 times)

A Black Falcon

  • Sr. Member
  • ****
  • Posts: 310
Re: Rondo of Blood Thread
« Reply #60 on: January 20, 2014, 12:32:53 PM »
It's definitely true that SNES scaling and rotation is very limited.  Only one thing can be rotated, and it can only be a background layer and not a sprite or foreground object... that's a big limitation.  But for a $200 system in 1990-91, that was the best they could do, and it was pretty great for the time.  It isn't full scaling and rotation, but it allows for some interesting effects and games which pushed the racing game particularly forward.

If you're using scaling and/or rotation completely as a simple visual effect, like Bowser blowing up big in Super Mario World, does it matter if it's an equal number of framers and clarity on a hardware-supported console or pre-rendered on another? Or if it's half the frames with double the clarity when pre-rendered? What would be the difference if you found out tomorrow that the GoT 4-in-1's Super CD screen scaling and rotation was actually rendered by a previously undocumented hardware feature of the PCE CD-ROM?

Mode 7 and any other hardware rendered real-time effects aren't actually a legion of tiny gnomes living in your picture box carrying around a large picture and moving it closer to your eyes and tilting it for you either. It's only rendering frames of animation, often cobbled together from swatches of artwork. Same with so-called "real parallax" which is rendered using multiple tile layers.  It's only real or not in your mind and those tile layers aren't giant paintings like multiplane camera effects in animated films (which still repeat a single background image if it continues long enough). They're an illusion of a piece of artwork which is actually tiled together from swatches of graphics and is all only rendering frames of animation which flash across your TV screen.
You have a point here, but there is a difference between hardware and software effects, and there is a difference between software scaling and just faking it with a sequence of images that make it look like scaling, which the larger medium of the CD allowed the TGCD to do.    But between that and the Sega CD, which has real sprite scaling and rotation?  It's clear which is better.  I doubt that the TGCD could ever manage to pull off SoulStar or The Adventures of Batman & Robin.  Or Super Mario Kart either.  But they could put a lot more stuff on those discs than a SNES cartridge, and push that far and you get the end result of something really amazing looking like Sapphire.

But yeah, which technique is "better"?  I don't know... but technically actually doing the rendering yourself, particularly things like software sprite scaling in Genesis or TG16 games that is actually decently done (TG16 Outrun would be an example of that), is more technically impressive than just doing it through animations of a "scaling" object.

Hardware effects are neat, but looking at what happened with the SFC, I think that the creativity shown in PCE games would have been stifled and we wouldn't have wound up with the unique library that we love.
I don't really get this... and since this is a Rondo of Blood thread, how about thinking about platformers.  It's more creative to have a platformer library loaded with NES-style games, like the TG16 has, than ones full of newer and more innovative experieinces like you find on the SNES and Genesis?  Honestly the very weak (outside of RoB) platformer library is one of the major reasons why I still think that I have to consider the TG16/CD my third-favorite 4th gen console; there is nothing on the system that matches up to Super Mario World or Sonic the Hedgehog, and for a generation where many of the best games (and many of my favorite games) were platformers, that is a problem.

Yeah, the CD system allowed for more than you see on the often simple HuCard titles, but apart from Rondo of Blood, none of the few other CD sidescrollers match up to the best on the SNES, I don't think.  Like, TGCD Valis IV is better than SNES Valis IV, but it's not all that great of a game on either platform.  The problem here isn't RoB though, it's the rest of the genre on the system, cart and CD.  After RoB next best probably is the Bonk games, and while they're good games, they're no match for Mario or Sonic.

And as for visual effects, yes I like the Mode 7 rotation levels in Super Castlevania IV.  I was kind of disappointed that none of the other Castlevania games that generation had them.  Mode 7 usually wasn't right for platformers, but in a few specific cases it could be interesting.  SNES visual effects are impressive and are a real plus for the platform.  It's something it needed, with how slow that CPU is...


Quote
Same with Neo Geo. It wouldn't be the same if it could do 3D and other effects besides sprite shrinking. Just look at the Hyper Neo Geo 64. Would you rather have more of that or the art-heavy kind of content we got with the regular Neo Geo?
The Neo-Geo is 1990 hardware.  1990 3d would be what, Hard Drivin'?  That wouldn't have held up long at all... so sure, the choice to go with sprites helped that hardware last a lot longer.  The quickly dated 3d is a big part of what doomed the Hyper Neo Geo 64, after all.

Quote
It's bad enough that too many PCE games feature pixelization as an effect as it is.
Visual effects are often nice, though.
Mode 7 was abused for title screens, but really made racing games more fun and fluid.


but also flatter than ever before.
That's not really true, some games manage hills in Mode 7 racing games, and other games (like Mario Kart) have some vertical elements in the tracks other than the racers, too.   It is true that the main racing plane is flat, but it's still much more 3d than anything on consoles before.  Linescroll racing games are fun, but their courses look nothing like real ones.  Mode 7 allows for an approximation of real turns and circuits in a racing game, and it looks great (when done well).

Oh, and Mohawk & Headphone Jack is a pretty unique one... it's a Mode 7 side-scrolling platformer with rotation and gravity and stuff.  Crazy weird game, and it's flawed, but it's technically interesting and can be fun sometimes too.  It's the kind of thing that you could never have done on the other 4th gen consoles, though the Sega CD or 32X might have been able to handle it.

[/quote]
HAH! Yoshi's bosses are animated by Flash! lol

I've never played this game so that was an interesting surprise. The game has some superb art direction, I'll give it that and I've heard it's a great platformer.
I think it's not quite as good as the first Mario World, but Mario World is one of the or maybe the best 2d platformer ever, so that's a very high bar to clear... but regardless, Yoshi's Island is definitely a fantastic game.  I do dislike that it's kind of easy, until you want to get everything at which point it gets really really hard; I'd rather have a more consistent difficulty curve, but YI isn't really like that.  Otherwise it's great though.  And yeah, it looks fantastic.

Quote
Lame bit about the bosses.
What?  Yoshi's Island's bosses look really impressive!  Watch that video.  The number of frames of animation doesn't really matter when they've got great effects like those going on...

Rondo>>>>Super IV>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>Bloodlines>Dracula XX
 :D
I'd switch Rondo and Super IV on that (they're both really amazing, but I slightly prefer SCIV), but otherwise I agree.  Bloodlines and Dracula XX are very disappointing compared to the previous two.
« Last Edit: January 20, 2014, 01:49:32 PM by A Black Falcon »

lukester

  • Guest
Re: Rondo of Blood Thread
« Reply #61 on: January 20, 2014, 01:33:43 PM »
I still don't get Super IV love. It's very slow, somewhat ugly, and not very fun to play. Bloodlines is linear, but the faster speed and more exciting action, along with a few of Rondo's improvements makes it much better than Super IV imo.

People claim the 8 way whip is fantastic, but it's more like you need it rather than you want it. Backflipping in Rondo, however, can get you out of a pinch in many defense situations, though you don't even need it to win.

Kind of like how they replaced the 4 way shooting from GnG with double jump in SGnG. Double jumping was not practical for tough situations, just something you needed, while 4 way shooting you needed, but was extremely handy a lot of the time.

I prefer PCE platformers over Genny. I really like the hack and slash platformers, along with Taito's Bubble Bobble derivatives. Never liked Sonic. Marvel Land is a favorite of mine though.

SNES platformers are the best library as a whole, but even they are different. Many of them involve jumping on enemies, rather than methodically attacking up close like Bonk and Legendary Axe.

fragmare

  • Hero Member
  • *****
  • Posts: 676
Re: Rondo of Blood Thread
« Reply #62 on: January 20, 2014, 03:05:35 PM »
As for platforming ninja games on the various 16bit systems, i'd have to say Ninja Spirit pretty much destroys all the Shinobis and Hagane on the SNES.  Irem were freaks.

That's one platforming game that Irem got oh so right on the TG16.  Flicker and all.

With CVIV vs. Rondo vs. Bloodlines, I will admit that I played CVIV and Bloodlines long before Rondo, so the nostalgia nod would have to go to those two games, and guess what... i can *STILL* recognize Rondo as a better game.  It's just put together better.  Also, Simon walks funny in CVIV.  Looks like he just woke up hung over and is lurching towards the bathroom.  Bloodlines is decent, but not as good as Rondo or CVIV, imo.  Bloodlines has a return to some of the classic gameplay elements, like Rondo, which is cool, but the graphics and sound just cant compete with CVIV and Rondo.

I would also say Bonk's Revenge is approaching the quality of a SMW or a Sonic.  The first Bonk game, no.  Bonk 3 would have been pure gold had the level design been better.  :/
« Last Edit: January 20, 2014, 03:21:53 PM by fragmare »

Tatsujin

  • Hero Member
  • *****
  • Posts: 12311
Re: Rondo of Blood Thread
« Reply #63 on: January 20, 2014, 03:39:06 PM »
lol, saying the PCE was not got at platformers is like saying the SNES lacked in good RPGs. sure most would heavily disagree with the latter statement.

it might have no mario game nor a sonic one, because it neither was a nintendo or sega system. so that would be just logical, right?

but it has (selection):

Adventure Island / Dragon's curse -> undeniable a master piece of a platformer
New Adventure Island -> better than any AIs on the SNES
Akumajou Dracula X - Chi No Rondo  -> must not be discussed any further
Aoi Blink -> cute an unique platformer
all PC Genjins / Bonks -> super charisma, funny gameplay and jokes, certainly not as fast as a sonic but sure makes some great fun
Bikkuri World -> best and most authentic arcade port of the classic. its an early game yeah, but damn well made
Bonanza Bros -> much better than on the MD
Chiki Chiki Boys -> much better than on the MD, and an almost copy for the original CPS-1 game
Daimakaimura -> by far the best version of its time. also arguable better than super ghoulsy
Dynastic Hero -> great platformer with great musics, which makes it the better version
Faussete amour -> great gem
Gekisha Boy -> very unique gem
Genji Tsushin Agedama -> very action loaded platformer
Horror Story -> superb arcade conversion
Jackie Chan -> super gameplay, super fun
Kaizou Choujin Shubibinman 2 & 3 -> imo better than rockmans
Kato chan & Ken chan -> early game but very funny and great playability
Legend Of Hero Tonma -> only arcade conversion
Mizubaku Daibouken -> great port an super funny kewt game
Ninja Spirit -> one hell of a ninja game blaster
Parasol Stars -> unique successor of the bouble serie
Rainbow Islands -> best version
Son Son II -> early game but what a balst to play
all valis -> undeniable better than on any other systems
Wonder Boy III - Monster Lair -> almost 1:1 arcade and galaxies better than the MD port

and a tons of others.
« Last Edit: January 20, 2014, 03:41:21 PM by Tatsujin »
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

fragmare

  • Hero Member
  • *****
  • Posts: 676
Re: Rondo of Blood Thread
« Reply #64 on: January 20, 2014, 04:14:19 PM »
I would have to agree with ABF about comparing the overall platformer library of the TG16, Gen and SNES, in that the TG16 library was smaller while retaining about the same crap-to-awesome game ratio.  Tatsujin rattled off a list of what?  about 30 decent to awesome TG16 platformers worth playing?  There would probably be about twice that amount of platformers I'd consider "decent" or above on the Genesis and SNES, i'm guessing.  :/

That's not the say the PCE/TG16 doesn't have some real brilliant gems.  It certainly does.  And I see what TBF is saying, but I think it's just due to an overall smaller library, rather than a distinct deficit in good platformers specifically.
« Last Edit: January 22, 2014, 02:15:42 PM by fragmare »

A Black Falcon

  • Sr. Member
  • ****
  • Posts: 310
Re: Rondo of Blood Thread
« Reply #65 on: January 21, 2014, 07:59:40 AM »
I could write a lot more about this, but in short, I think there are three basic issues with the TG16/CD's platformer library.

- Not having parallax scrolling makes the games look more dated than SNES and Genesis platformers do.  I know it's just a visual thing, but it really does add to the improved-NES-like feel many of the (HuCard particularly) games have.  I know there are a lot of good reasons why it didn't happen, but I kind of wish that the SuperGrafx had caught on, and NEC had released, like, a SGX Duo instead of the PCE Duo as their main system... parallax really helps the look of those games.

-When comparing first party libraries, Hudson and NEC's best sidescrollers aren't quite as great as Sega or Nintendo's best.  In the 4th generation you really needed a great first party platformer to compete, and Hudson and NEC's best aren't quite at Mario or Sonic's level.  Bonk is close... but not quite.  And Hudson and NEC didn't respond to Sonic by making something great in response to it.  I know Sonic was a much bigger hit in the US than Japan, which is probably a lot of why, but Hudson had a style for its platformers and stuck to it pretty much through the generation.  They didn't really respond to Mario World and Sonic 1 with anything too much different from what they had done before.  And yes, this applies to Hudson's SNES ones as well as their TG16/CD platformers.  Super Bonk 2 is still the same basic formula as the first game.  It's a good formula and they are great games, but they aren't quite as great as Sega and Nintendo's best.  For instance Super Bonk 2 is from 1995, the same year as Yoshi's Island and Ristar.  As for NEC, they mostly stuck to ports of games from other platforms, and very few are traditional platformers... did they have anything original other than Genji Tsushin Agedama and Horror Story?  Bazaru de Gozaru No Game Degozaru is really a puzzle game, and Renny Blaster a beat 'em up, and that's all I can find that isn't a late port of something.  But as we see from the direction they went with the PC-FX, platformers clearly weren't a focus for NEC.

-The TG16/CD has a much smaller third party platformer library than the SNES or Genesis do, as fragmare said.  Many fewer releases, and the ones that there are are more likely to be earlier -- there are more HuCard platformers than CD for sure.  I'm sure it didn't help either that some of the system's major third party supporters faded or fell apart mid-gen, such as Telenet, Naxat Soft, and NCS Masaya.  After '92 none of those three were the same again.  Konami did release RoB, but that was their ONLY platformer for the system, while the SNES and Genesis both got quite a few platformers from them, some great.  Capcom was no better; apart from Sonson II (and maybe SFII?), which they seem to have maybe made themselves, they did almost nothing with the system.  They didn't do too much on Genesis either, but Sega had a better library of third-party stuff there to make up for that, while Hudson and NEC didn't.

I would have to agree with TBF about comparing the overall platformer library of the TG16, Gen and SNES, in that the TG16 library was smaller while retaining about the same crap-to-awesome game ratio.  Tatsujin rattled off a list of what?  about 30 decent to awesome TG16 platformers worth playing?  There would probably be about twice that amount of platformers I'd consider "decent" or above on the Genesis and SNES, i'm guessing.  :/

That's not the say the PCE/TG16 doesn't have some real brilliant gems.  It certainly does.  And I see what TBF is saying, but I think it's just due to an overall smaller library, rather than a distinct deficit in good platformers specifically.
Yeah, and when you're talking about the generation(s) where 2d platformers were at their peak in terms of volume, that is a big deal.  The TG16/CD has a huge library of shmups, which is probably the best overall of any console ever, but being great at only one genre isn't enough to make a console great, not when its competition was great at more genres.   

However, when you compare first party-published libraries only, the disparity in release totals really isn't the problem.  Sega did release a lot of platformers on the Genesis, but Nintendo didn't publish so many on the SNES.  They went for quality over quantity.  I've made a list of Sega and Nintendo platormers... I should consider adding Hudson/NEC's TG16/CD stuff, might make for an interesting comparison.  But while Sega flooded the Genesis with first-party-published platformers from both Sega of Japan and a bunch of Western studios, Nintendo released zero to two platformers a year on average on the SNES -- Super Mario World (1990 JP/1991 US/EU), nothing in '92 and '93, Donkey Kong Country and Super Metroid if you count it (1994), DKC 2 and Yoshi's Island (1995), DKC 3 and Kirby Super Star (1996), and Kirby 3 (1997)... and that's it, I believe.  That's not a lot in volume, just a lot in quality.  Sega's best are about as good, but with so many more releases, the average quality is a bit lower... but they made up for that with numbers.  Hudson/NEC?  Even combined, they have average volume (similar to or less than Sega), and neither one released a game as incredible and industry-defining as Sonic turned out to be.

The good to bad ratio on the TG16/CD's platformer library as a whole might be similar to the other platforms though, sure.  But that library is smaller, and RoB is the only one that reaches the same peak as the best platformers on the other platforms (though the Bonk games are close).

lol, saying the PCE was not got at platformers is like saying the SNES lacked in good RPGs. sure most would heavily disagree with the latter statement.
No, those two things aren't alike at all.

Quote
it might have no mario game nor a sonic one, because it neither was a nintendo or sega system. so that would be just logical, right?
Of course, but in order to keep up with Nintendo and Sega, Hudson and/or NEC had to release games on par with Sega and Nintendo's best platformers.  It was the most important genre that generation.  They released some good ones, but they weren't quite on par with Sega and Nintendo's best, and they were likely to be late ports of games from other platforms (most of NEC's) or somewhat dated in design (Hudson).

I still don't get Super IV love. It's very slow, somewhat ugly, and not very fun to play. Bloodlines is linear, but the faster speed and more exciting action, along with a few of Rondo's improvements makes it much better than Super IV imo.

People claim the 8 way whip is fantastic, but it's more like you need it rather than you want it. Backflipping in Rondo, however, can get you out of a pinch in many defense situations, though you don't even need it to win.
I don't know if I've ever bothered to backflip in RoB... but that's in part because i lamost never play as Richter because of how weak his attacks are compared to Maria's, and how great the double jump is.  A backflip really doesn't seem very useful in comparison.  But the 8-way whip?  It's fantastic, and I am one of the people who thinks that it was really unfortunate that Konami decided to never use it in a Castlevania game again.  SCIV has the best whip controls in the franchise.

Also, SCIV looks good, and has incredible music and great level designs.  Bloodlines has annoyingly long levels and an unforgivably crippled save/password system (limited continues in a Castlevania game is not okay!), and doesn't have enough levels, either.  Also the graphics and music aren't as good as either SCIV or RoB.  And they removed the 8-way whip, too.  "One character can attack diagonally while on the ground only and the other can while in the air only" is a cruel, stupid joke.

Quote
Kind of like how they replaced the 4 way shooting from GnG with double jump in SGnG. Double jumping was not practical for tough situations, just something you needed, while 4 way shooting you needed, but was extremely handy a lot of the time.
GnG is a fun, somewhat challenging game, but personally I find SG&G almost impossibly hard!  Seriously, I've beaten Genesis G&G.  Beat it in like a day or two after buying it... though the infinite continues helped a lot.  But while I have SG&G on SNES and GBA, even on the GBA where the game has saving, I've still never managed to get past the second level.  That game is too hard to be fun.

Quote
I prefer PCE platformers over Genny. I really like the hack and slash platformers, along with Taito's Bubble Bobble derivatives. Never liked Sonic. Marvel Land is a favorite of mine though.

SNES platformers are the best library as a whole, but even they are different. Many of them involve jumping on enemies, rather than methodically attacking up close like Bonk and Legendary Axe.
Do you like NES platformers more than Genesis ones too?  Otherwise I really can't understand at all saying that TG16 platformers are better than Genesis ones...

As for Sonic, I can't be objective there, yeah; the Genesis Sonic games made a big impression on me... I thought Nintendo made the best console games, but Sonic sure was amazing too.  And the Genesis Sonic games are still great, too.  And regardless of personal opinion, the games made a huge impact on the industry.  There's a reason why Sonic is still a popular franchise.

Also, the best way to attack enemies in Bonk is to jump on them (with your head)...
« Last Edit: January 21, 2014, 09:28:34 AM by A Black Falcon »

lukester

  • Guest
Re: Rondo of Blood Thread
« Reply #66 on: January 21, 2014, 08:13:54 AM »
Yes, NEC Avenue co-developed SonSon II with Capcom, one of Capcom's few "legit" games on the system. Other than Street Fighter II, and most likely SideArms Special (Capcom did the sound, also for the HuCard version, and new boss designs are based on rejected concept art for the original game)

Can't really say for the NES, as I'm not a big fan of 8-bit systems.

Ristar is great, yes, but it seems overly long. I almost get bored when I play it. I'll give it a go sometime.

Yes, I really adore GnG, but despise SGnG. Very slow pacing, and much of the difficulty also comes from shoehorning special effects, like the intestinal track turning level. The 5 minute long raft level can go **** itself. Not to mention the arrows are the only good weapon in the game.








Necromancer

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 21366
Re: Rondo of Blood Thread
« Reply #67 on: January 21, 2014, 10:10:59 AM »
I could write a lot more about this, but in short.....

In short?!?   :lol:

There's too much dumb in your wall of repetitive text to even bother formulating a concise response.  "Eight way whips are teh awesomesauce!" and "it's too hard with Richter!"..... let me know when you graduate to the big boy pants and maybe I'll give a f*ck about your opinion.
U.S. Collection: 97% complete    155/159 titles

GohanX

  • Hero Member
  • *****
  • Posts: 1140
Re: Rondo of Blood Thread
« Reply #68 on: January 21, 2014, 10:27:13 AM »
Rondo's only flaw is that it's too easy.

lukester

  • Guest
Re: Rondo of Blood Thread
« Reply #69 on: January 21, 2014, 11:10:06 AM »
I could write a lot more about this, but in short.....

In short?!?   :lol:

There's too much dumb in your wall of repetitive text to even bother formulating a concise response.  "Eight way whips are teh awesomesauce!" and "it's too hard with Richter!"..... let me know when you graduate to the big boy pants and maybe I'll give a f*ck about your opinion.

Dude, he never said Richter was too hard, he just said Richter sucked. Don't be so hard on him. ;)

I love playing as Richter, because I FEEL strong. He's a Belmont, and I prefer the tradition.

Actually, Maria is technically weaker than him, but having 2 doves at a time, with 2 possible hits for each dove makes her stronger.

Rondo is easy-normalish with Richter, but a ****ing cakewalk with Maria. The final boss is a prime example. Maria's sub weapons suck though.

And again, 8 way whip isn't even needed in Rondo. It really isn't. The game is perfectly manageable without diagonal directions.

bob

  • Hero Member
  • *****
  • Posts: 4910
Re: Rondo of Blood Thread
« Reply #70 on: January 21, 2014, 11:37:40 AM »
I can't wait for lords of shadow 2

lukester

  • Guest
Re: Rondo of Blood Thread
« Reply #71 on: January 21, 2014, 12:34:30 PM »
I can't wait for lords of shadow 2

These games any good? If their cheap I may pick them up.


A Black Falcon

  • Sr. Member
  • ****
  • Posts: 310
Re: Rondo of Blood Thread
« Reply #72 on: January 21, 2014, 01:05:29 PM »
I could write a lot more about this, but in short.....

In short?!?   :lol:
The first version was longer.

Quote
There's too much dumb in your wall of repetitive text to even bother formulating a concise response.  "Eight way whips are teh awesomesauce!" and "it's too hard with Richter!"..... let me know when you graduate to the big boy pants and maybe I'll give a f*ck about your opinion.
The eight way whip is really awesome and should have been in every Castlevania game after SCIV, yes.  Better controls make games better.  Limited, restricting controls don't do that.  Yes, they can make games harder, but that kind of artificial difficulty is rarely a good thing.

As for the latter one though, I could say something there, but lukester said it already -- you're entirely misrepresenting what I said.  It's not that the game is hard with Richter; even with him it's probably one of the easier games in the series.  It's that it's so much more fun with Maria that it's no fun to play as him, with no double jump and only half the damage.

Dude, he never said Richter was too hard, he just said Richter sucked. Don't be so hard on him. ;)

I love playing as Richter, because I FEEL strong. He's a Belmont, and I prefer the tradition.

Actually, Maria is technically weaker than him, but having 2 doves at a time, with 2 possible hits for each dove makes her stronger.
Yeah, that she does double damage is key.  You're right that he can take more hits, but it's not enough to make up for how much more limited and weaker he feels in terms of movement and attacks.

Quote
Rondo is easy-normalish with Richter, but a ****ing cakewalk with Maria. The final boss is a prime example. Maria's sub weapons suck though.

And again, 8 way whip isn't even needed in Rondo. It really isn't. The game is perfectly manageable without diagonal directions.
It is, but that's another reason why Maria is better -- her normal attack hits on a bit of an arc, so while she doesn't have aiming control her attacks do attack a wider area than Richter's whip does, and also with the red birds special she has great coverage of the space directly above her.  I rarely use the other specials of hers unless I have to...

Tatsujin

  • Hero Member
  • *****
  • Posts: 12311
Re: Rondo of Blood Thread
« Reply #73 on: January 21, 2014, 01:22:00 PM »
Quote
- Not having parallax scrolling ....

but there is a lot of parallax scrolling. just because it can't do hardware parallax doesn't mean it can't do parallax at all.

Funfact, you talking always like PCE platformers look and feel like 8-bit NESish, but yet the PCE got the best and most faithful arcade ports of all the 3 systems.

Quote
-When comparing first party libraries, Hudson and NEC's best sidescrollers aren't quite as great as Sega or Nintendo's best.  In the 4th generation you really needed a great first party platformer to compete, and Hudson and NEC's best aren't quite at Mario or Sonic's level...

But at the same time, it was also a huge deal to have as most as accurate arcade games in your own four walls. so who wins this one? nobody really cared much about console exclusives back then as long the games were either good or as close as possible ports of one of the fame arcade games at the time. I think R-Type f.e. helped the PCE extremely to push it into instant sales heaven back in 1988 in Japan.

You have also to consider that on the PCE a big bunch of platformers were already released before the SFC even hit the market :idea:

Quote
No, those two things aren't alike at all.

yeah, but also it's unfair to say the PCE was only good at shooters, because that's plain wrong. if it wasn't that good at plat formers as the other two as you feel, it sure was equaly good if not even better in the RPG department.

Quote
Of course, but in order to keep up with Nintendo and Sega, Hudson and/or NEC had to release games on par with Sega and Nintendo's best platformers.  It was the most important genre that generation.  They released some good ones, but they weren't quite on par with Sega and Nintendo's best, and they were likely to be late ports of games from other platforms (most of NEC's) or somewhat dated in design (Hudson).

Sega had only Sonic and Nintendo had only Mario, big deal here. whilst I am quite a fan of sonic 1, i didn't really like any of its successors much, they just put in more and more and got more boring with each part.
and yeah, SMW is one hell of a fun bringing and long motivating platformer, agreed, but it was basically already everything done before in SMB 3. Also SMW looks partly very simple and 8-bittish, which you are repeatedly claiming is more of a PCE thingy.
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

wildfruit

  • Hero Member
  • *****
  • Posts: 2059
Re: Rondo of Blood Thread
« Reply #74 on: January 21, 2014, 01:44:47 PM »
Does nobody love bravoman?

Sent from my Lumia 520 on Scabb Island using Tapatalk