Author Topic: Rondo of Blood Thread  (Read 6100 times)

A Black Falcon

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Re: Rondo of Blood Thread
« Reply #75 on: January 21, 2014, 01:56:39 PM »
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- 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.
I didn't say it can't do it at all, I said that it doesn't have hardware parallax, and as a result most games don't have parallax.  I know some non-Supergrafx games have (software) parallax scrolling, such as Valis IV and Bravoman.  It looks pretty nice in those games.  But I'm sure that took some tricky programming, since so few games have parallax in them, even with the Arcade Card.  I mean, both Arcade Card platform/action games, Strider and Mad Stalker, have no parallax.  Meanwhile on SNES and Genesis most games in the genre have it.

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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.
Platformers too?  Or are you just talking about shooters and the like?

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-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.
Nobody?  But Nintendo won the NES and SNES generations mostly because of console exclusives, not arcade ports.  Some arcade ports helped them (Street Fighter II, for instance), but they weren't the main deciding factors.  Clearly many people cared about console exclusives.  Sega was always more arcade-focused, and that did work for them on the Genesis, but it started breaking down after that...  but Hudson/NEC arcade-focused?  I don't know, they released some, but was it enough to call it a major focus of the platform? But including third-party releases that probably is more true. R-Type and Image Fight were certainly big selling points for the platform.  I know Image Fight was a pretty big hit in Japan, even though here it wasn't at all... and isn't PCE Image Fight one of its best selling games or something?  That's surely why the TCD got an exclusive Image Fight sequel, while R-Type had gone to the SNES.

But anyway, I was talking mostly about platformers there.  Arcade platformers are very uncommon, so any advantage in some arcade ports would mean little as far as platformers go.  Sure, it has better versions of stuff like Chiki Chiki Boys and Monster Lair, but arcade-style platformers like those weren't the main draw on SNES or Genesis.

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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:
That's true.  I would be more forgiving of early ones like JJ & Jeff, yeah.  For 1987 that game's good.

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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,
I said great, not good.  Sure, there are other genres the system is good at.  But I meant "Which genres is this system every bit as good as the other ones that generation at?"

To answer my own question, I'm sure that the TCD is incontestably the best console that generation for digital comics, gal-games, and mahjong titles.  NEC put more and more focus into that stuff over time, and it shows.

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it sure was equaly good if not even better in the RPG department.
The system probably is better for RPGs overall than the Genesis, yeah, though the Sega CD does have my favorite JRPG of the generation in Lunar 2, but the SNES?  The SNES has just as many or more RPGs than the TG16+CD, and more later, better-looking ones from the top companies in the genre, too.  I mean, Falcom supported the PCE, but Square and Enix did not, and they were the two biggest and most influential RPG studios.  Only a few TCD RPGs (LoX II, AnEarth...) show off graphics as good as later SNES games.  This is a genre the TG16/CD is quite good at, yes, but I don't know if it quite matches the SNES...

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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.
Sega released mountains of Genesis platformers that weren't Sonic.  Some were Japanese, such as the Castle/World of Illusion games, but many others were Western-developed, but Sega published those so they count.  Vectorman, X-Men, Greendog, Jurassic Park, etc etc.  Not all of them are great, but Vectorman definitely is.

As for the Sonic games, I think that all of the Genesis Sonics are great.  I do like some things about the first game, such as the slower-paced puzzle elements in some levels that you rarely see in the later games, but they're all great.  Well, the platformers are; I'm not a fan of Sonic Spinball.

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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.
Yeah, not all SNES and Genesis games really push things forward either, sure.  Many early (ie, pre-Sonic) Genesis games don't have much "next-gen" about them apart from graphical fidelity and parallax backdrops... and some SNES games are like that too, sure.  But as for SMW, I think that does look next-gen.  What parts are you talking about that don't look as good?

As for SMW vs. SMB3, I think that SMW is a significant improvement over SMB3, but it is a similar concept, that's true.  That is probably a big part of why Sonic became such a phenomenon, because it was something new while Mario World, while exceptional, wasn't quite as much.

Nando

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Re: Rondo of Blood Thread
« Reply #76 on: January 21, 2014, 02:28:21 PM »
The 8 way whip changes the mechanics of the whole series. It makes secondary weapons irrelevant and I don't believe it has been used since. Correct me if I'm wrong pls.

spenoza

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Re: Rondo of Blood Thread
« Reply #77 on: January 21, 2014, 03:32:46 PM »
Scaling and rotation are literally scaling and rotation. Real-time/hardware rendered versions of misc effects are "real-time" or "hardware rendered", but no more "scaling" or "rotating". The fact that most SNES fanboys count lots of pre-rendered and non-S/R (see Axelay) effects as "Mode 7" rendered, only drives the point home further. The Genesis has hardware support for real-time transparencies, but you rarely hear retro game fans acknowledge it as such because of this kind of semantics (which tend to be based around a SNES fanboy perspective).

I agree that simply dedicating frames of animation to an effect can net better results. Lots of SNES scaling and rotation was really gimmicky. You are correct, of course, about the limitations as well. But, really, there's no point simply selecting apart animation that happens to represent scaling or rotation when it really just falls under good use of animation frames, something a great many PCE developers excelled at.

The "semantics" that separate SNES MODE 7 as simply scaling and rotation are a bit inaccurate and arbitrary, but I think the hardware capabilities of these systems are important. The SNES did manage to use MODE 7 and hardware alpha transparency in some very unique ways to great visual effect, in ways the Turbo and Genny couldn't reproduce. Likewise, the Turbo used extra CD memory to do lots of great animation effects that other systems couldn't really handle well in the context of an actual playable, enjoyable game due to memory or storage limitations. None of these system-specific traits make one system better than another, simply different. It does lend very different personalities to the different systems, which is why I think it is important to some. I enjoy the PCE, SNES, and GEN greatly, and I tend to enjoy them in different ways, and with different types of games. Nothing wrong with recognizing those differences and giving them names, so long as it is handled responsibly.

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It can only use 2 different sprite sizes, which bottlenecks development for types of games with a variety of sprites sizes.

Fortunately, the SNES could display enough sprites and sprite pixels to often, though not always, overcome that. Still, the graphics restrictions on the SNES can be really odd at times. It was not a straight-forward system.

Also, Rondo is cool and all, one of my fave, if not my fave, Castlevania games, but really, what the PCE needed was Bubsy. I think Bubsy was what made the SNES and Genny a success. The lack of Bubsy on the PCE is what made it fail in the US. Because who doesn't want a cat in a sweater with 'tude. Seriously.

Bubsy, guys. At the very least, there should have been a Rondo/Bubsy mashup/crossover, where instead of Marie and Richter, you just play as Bubsy, lashing zombies with yarn.
« Last Edit: January 21, 2014, 03:40:21 PM by spenoza »
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Tatsujin

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Re: Rondo of Blood Thread
« Reply #78 on: January 21, 2014, 05:19:33 PM »
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I didn't say it can't do it at all, I said that it doesn't have hardware parallax, and as a result most games don't have parallax.  I know some non-Supergrafx games have (software) parallax scrolling, such as Valis IV and Bravoman.  It looks pretty nice in those games.  But I'm sure that took some tricky programming, since so few games have parallax in them, even with the Arcade Card.  I mean, both Arcade Card platform/action games, Strider and Mad Stalker, have no parallax.  Meanwhile on SNES and Genesis most games in the genre have it.

it's true that SNES/MD had more often standard parallax, but also many PCE games have it, as well platfromers. here again, Drac X is one of the  parade example of how awesome parallax can look on the PCE.


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Platformers too?  Or are you just talking about shooters and the like?

yeah platformers too.


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Nobody?  But Nintendo won the NES and SNES generations mostly because of console exclusives, not arcade ports.  Some arcade ports helped them (Street Fighter II, for instance), but they weren't the main deciding factors.  Clearly many people cared about console exclusives.  Sega was always more arcade-focused, and that did work for them on the Genesis, but it started breaking down after that...  but Hudson/NEC arcade-focused?  I don't know, they released some, but was it enough to call it a major focus of the platform? But including third-party releases that probably is more true. R-Type and Image Fight were certainly big selling points for the platform.  I know Image Fight was a pretty big hit in Japan, even though here it wasn't at all... and isn't PCE Image Fight one of its best selling games or something?  That's surely why the TCD got an exclusive Image Fight sequel, while R-Type had gone to the SNES.

Nintendo won the NES and SNES generations mostly because of their name and fame from the FC/NES era. there was almost only nintendo after the 1st video game crash. that's whey it made his big name in the industry. and nintendo is/was also a far bigger company in general.
after the PCE was released it skyrocket even above the FC until the SFC came out over 3 years later! if that doesn't say a lot about the high quailty for an absolute newcomer in the console hardware manufacturer. and most of the fails were anyway results of terrible marketing, rather than the actual game lineup -> see TG16 in USoA.

but R-Type sure was also one of the best selling games on the PCE. so that doesn't really mean nothing at all.


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But anyway, I was talking mostly about platformers there.  Arcade platformers are very uncommon, so any advantage in some arcade ports would mean little as far as platformers go.  Sure, it has better versions of stuff like Chiki Chiki Boys and Monster Lair, but arcade-style platformers like those weren't the main draw on SNES or Genesis.

The PCE was more directed to an adult audience, in contrast to nintendo, hence arcade ports, at least in japan, where a big deal back then.


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I said great, not good.  Sure, there are other genres the system is good at.  But I meant "Which genres is this system every bit as good as the other ones that generation at?"

To answer my own question, I'm sure that the TCD is incontestably the best console that generation for digital comics, gal-games, and mahjong titles.  NEC put more and more focus into that stuff over time, and it shows.

not at all, but since these sure were popular adult genres in japan, yeah they kinda pushed it more than probably nintendo and sega (see post above, regarding adult audience). also the CD media helped here a lot.
but these games do not really show the strength of the system. in contrarz\y, the SFC got lietarlly 100erds of cheap pachi-slot games, which are far worth than most of the PCE adult centric titles. but does this mean that the SFC is incontestably the best console that generation for pachi games?


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The system probably is better for RPGs overall than the Genesis, yeah, though the Sega CD does have my favorite JRPG of the generation in Lunar 2, but the SNES?  The SNES has just as many or more RPGs than the TG16+CD, and more later, better-looking ones from the top companies in the genre, too.  I mean, Falcom supported the PCE, but Square and Enix did not, and they were the two biggest and most influential RPG studios.  Only a few TCD RPGs (LoX II, AnEarth...) show off graphics as good as later SNES games.  This is a genre the TG16/CD is quite good at, yes, but I don't know if it quite matches the SNES...

I wasn't even thinking of the Genesis when i made that post that bad it was represented in this segment, tho the MCD changed this a bit to the better. but RPGs was truly one of the strongest genre on the PCE and thanks to the use of CD media, as you're saying yourself, and it even revolutioned it in a way, the SNES could never do it due to be limited ot cartridge space only. i admit, that the later SNES RPGs look nice, but the PCE isn't really that much behind that level, and as mentioned it had quite few other quality aspects important in RPGs the SNES had not.
Which the really winner in this genre is, i can't say for sure. i also think this can only be answered by those who played them both and all of em, as well understood them.


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Sega released mountains of Genesis platformers that weren't Sonic.  Some were Japanese, such as the Castle/World of Illusion games, but many others were Western-developed, but Sega published those so they count.  Vectorman, X-Men, Greendog, Jurassic Park, etc etc.  Not all of them are great, but Vectorman definitely is.

that's right, but i have also to say that only a few of that mountains of platformers are really good ones. i think the PCE is for shooters what the MD is for platformers.


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As for the Sonic games, I think that all of the Genesis Sonics are great.  I do like some things about the first game, such as the slower-paced puzzle elements in some levels that you rarely see in the later games, but they're all great.  Well, the platformers are; I'm not a fan of Sonic Spinball.

i think most of the sonic platfromers are in general quality games, but after sonic 1 the big aha experience was gone, and all its successors were just kinda updates with a lopt of repeating elements with few new characters added. for me sonic was never the same again as the first sonic was.


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Yeah, not all SNES and Genesis games really push things forward either, sure.  Many early (ie, pre-Sonic) Genesis games don't have much "next-gen" about them apart from graphical fidelity and parallax backdrops... and some SNES games are like that too, sure.  But as for SMW, I think that does look next-gen.  What parts are you talking about that don't look as good?

what is the definition of looking next-gen in your opinion anyway? beside of nicer colors, better acoustics and parallax, SMW didn't do anything different than SMB 3 already did. so most if not every PCE platformer does this as well, beside of your ever so important point of some missing parallaxes here and there. in that term f.e. a chiki chiki boy, when not being the greatest game ever, looks much more next-gen than a SMW or many of the other released platformers on the SNES.


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As for SMW vs. SMB3, I think that SMW is a significant improvement over SMB3, but it is a similar concept, that's true.  That is probably a big part of why Sonic became such a phenomenon, because it was something new while Mario World, while exceptional, wasn't quite as much.

i think the significant improvement in SMW was only in the technical department, thus grafx, colors, parallax..hell it even had a few slow downs here and there.

sonic was something different right, but closer viewed it is a quite simple game regarding level design and grafx. lots of repeatly used tiles and elements. it was fast, but that's all it was.
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bob

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Re: Rondo of Blood Thread
« Reply #79 on: January 22, 2014, 06:20:33 AM »
I can't wait for lords of shadow 2
These games any good? If their cheap I may pick them up.

Well, I get flogged for liking them, but I often give some leniency to some of my child-hood favorite franchises.  I can appreciate the lineage and just play the game for face value.
Think God of War in a Castlevania setting.  Some good camera motion in certain spots make the game feel "bigger" at some points.  A few very half-baked Colossus style boss fights that were implemented poorly.  Essentially just big QTE sessions.  Story was ok, ending was great, ready for the next one.
They just re-released Lords of Shadow "Complete" edition (or whatever it's called) that includes the first game and all the DLC on physical disc.  I think it's $30, but is really just a vehicle to get people hyped on the Shadow 2 in February.  I haven't tried any of the DLC, so I can't comment on that.

geise

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Re: Rondo of Blood Thread
« Reply #80 on: January 22, 2014, 07:23:37 AM »
Dead Moon is one of the  parade example of how awesome parallax can look on the PCE.



 O:)

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fragmare

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Re: Rondo of Blood Thread
« Reply #81 on: January 22, 2014, 02:31:03 PM »
Tatsujin and Black Falcon are locked in an...

OBEY WAR

Tatsujin

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Re: Rondo of Blood Thread
« Reply #82 on: January 22, 2014, 04:25:45 PM »
OBEY wins, as it always does :!:
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A Black Falcon

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Re: Rondo of Blood Thread
« Reply #83 on: January 22, 2014, 07:57:14 PM »
Really, the SNES and Genesis have at least 2 1/2 times more platformers each than the TG16 does.  Probably more than that, but that much for sure.  I'm sure a list of good SNES or Genesis+SCD+32X platformers would be at least 2 1/2 times as long as a list of good TG16+CD platformers, simply because of the vast gulf in number of releases.

it's true that SNES/MD had more often standard parallax, but also many PCE games have it, as well platfromers. here again, Drac X is one of the  parade example of how awesome parallax can look on the PCE.
Many?  Some, sure, but I don't know about many.  Most platformers do not.

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yeah platformers too.
But arcade platformers were relatively uncommon.  The genre usually doesn't work well in arcades because of game and level length, so arcade platformers often end up being short and shooting-focused I think.  I mean, I know that there are some here and there, including Strider, Ninja Spirit, Legend of Hero Tonma, Chiki Chiki Boys, Toki, and more, but not very many at all compared to the huge numbers of platformers released on the third and fourth console generations.  Most platformers were console exclusive games, because you need to play platformers for a longer amount of time and that doesn't work in an arcade because arcade games must be getting a steady quarter burn rate.

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Nintendo won the NES and SNES generations mostly because of their name and fame from the FC/NES era. there was almost only nintendo after the 1st video game crash. that's whey it made his big name in the industry.
That isn't true at all in Japan; there wasn't really a crash there because there hadn't been much of a videogame industry pre-crash in Japan.  Nintendo won in Japan because they had the best hardware -- in 1983-84 the Famicom was worlds better than the SG-1000 and Super Cassette Vision --  and the best software, too.  The Famicom dominated Japanese gaming from '84 to '87.  It was the resulting wealth of great Japanese games that sold the NES in the West, combined with some clever marketing from Nintendo, such as using R.O.B. to get the system in toy stores at a time after the crash when stores mostly thought that videogames were a dead fad.  Even after that, and with Super Mario Bros. available at launch in 1985, the NES took a while to really take off in the US and wasn't a huge hit until 1987, the year the system started to fade a bit in Japan.  (The system's peak here was '87 to '90.)

As for the SNES, they did use the fame they'd made with the NES to make it a success, yes, much like Sony did with the PS2, but being successful the previous generation doesn't guarantee you success, as Sony and Nintendo would both later learn... the SNES also had fairly good hardware design, a good price, good Nintendo marketing, and a great first-party library.  They won the generation because of a lot of factors, but essentially they made no major mistakes and had good hardware.

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and nintendo is/was also a far bigger company in general.
Huh... what??  No!  NEC is a far larger company than Nintendo and always has been.  They just weren't that good at leveraging that, and were incredibly abysmal at it in the US.  Nintendo is bigger than Hudson, but NEC built the systems, not Hudson.

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after the PCE was released it skyrocket even above the FC until the SFC came out over 3 years later! if that doesn't say a lot about the high quailty for an absolute newcomer in the console hardware manufacturer.
Sure, the PCE was definitely successful in Japan in the late '80s.  It was the first next-gen system and clearly beat the NES graphically, and I presume that NEC actually marketed it competently there, unlike here.

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and most of the fails were anyway results of terrible marketing, rather than the actual game lineup -> see TG16 in USoA.
That's for sure.  I think that the TG16 would have almost inevitably fell back to third place after Sonic launched, but the system should have been successful in the time before Sonic launched in summer '91.  Before Sonic, even as it is the TG16 probably had a better overall library than the Genesis, but somehow Sega sold more systems anyway... NEC messed things up badly there.  NEC definitely had a better 1989 library by a good margin, and maybe 1990 too though that's closer.

NEC should have released the TG16 in the US in 1988, not 1989, and marketed it much better.  Releasing first and with competent marketing and distribution would have made a huge difference.  I still think Sonic would have been a huge hit and would have lifted Sega up, and Nintendo was going to do well of course, but with a stronger start the TG16/CD would have done a lot better than it did.  Oh yeah, and stupid NEC, release the thing in Europe!  It'd have done well, I think.

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but R-Type sure was also one of the best selling games on the PCE. so that doesn't really mean nothing at all.
I'm sure it was, but despite that Irem made the next two R-Type games SNES-exclusive on consoles.  (Well, R-Type Complete CD released, but that was just a combined port, not a new game.)  But Image Fight did get a PCE sequel.

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The PCE was more directed to an adult audience, in contrast to nintendo, hence arcade ports, at least in japan, where a big deal back then.
Ports of arcade platformers, important?  I guess I can sort of see that in the late '80s, but not past that, no.

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not at all, but since these sure were popular adult genres in japan, yeah they kinda pushed it more than probably nintendo and sega (see post above, regarding adult audience). also the CD media helped here a lot.
That's true, but they also allowed more adult content than even Sega -- I mean, the Sega CD existed, but neither it nor the Saturn or PS1 allowed as much nudity and stuff as NEC did on the TCD and PC-FX.  You're right, they were clearly aiming at an older male gamer audience.  As they saw with PC-FX sales, though, that audience isn't big enough to maintain a platform all on its own.  You also see this with the Dreamcast, which sold great with that audience but very badly otherwise in Japan, which led to its general failure there outside of the hardcore.  But sure, on the PCE/CD, aiming at that audience helped them.  They went wrong when in the next generation they decided to have ONLY that stuff, instead of the better -- not perfect, but better -- balance that the PCE has.

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but these games do not really show the strength of the system. in contrarz\y, the SFC got lietarlly 100erds of cheap pachi-slot games, which are far worth than most of the PCE adult centric titles. but does this mean that the SFC is incontestably the best console that generation for pachi games?
What do you mean, "far worth than most of the PCE adult centric titles"?  I don't know what you mean.  But sure, yeah, the SFC certainly is best for pachislot.

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I wasn't even thinking of the Genesis when i made that post that bad it was represented in this segment, tho the MCD changed this a bit to the better. but RPGs was truly one of the strongest genre on the PCE and thanks to the use of CD media, as you're saying yourself, and it even revolutioned it in a way, the SNES could never do it due to be limited ot cartridge space only. i admit, that the later SNES RPGs look nice, but the PCE isn't really that much behind that level, and as mentioned it had quite few other quality aspects important in RPGs the SNES had not.
Which the really winner in this genre is, i can't say for sure. i also think this can only be answered by those who played them both and all of em, as well understood them.
Nintendo had Square and Enix, the two behemoths of the genre.  They won RPGs.  The TG16/CD had a good library of RPGs, but Falcom aside didn't have stuff from the biggest names, and it shows.  Remember how Dragon Quest was (and still is?) the best selling series in Japan, and that series was NES and SNES exclusive up until DQ7 followed FF7 to the PS1.  Final Fantasy was surely the second best selling and most popular RPG series, and it was also Nintendo-only of course.

I mean, yeah, the PCE has lots of RPGs, many of which are surely good and under-appreciated particularly by Western audiences... but without the two publishers who were the most popular and most highly regarded at the time, they can't be considered to have won the genre overall.  The system does have a good RPG library for sure, though, no question.

(Note - I'm not saying this as a big fan of Square or Enix.  I'm not that.  They just were the most important RPG developers.)

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that's right, but i have also to say that only a few of that mountains of platformers are really good ones. i think the PCE is for shooters what the MD is for platformers.
What do you mean?  The Genesis+CD+32X does have a lot of good platformers, but the SNES has just as many... the 3rd and 4th generations were the great age of platformers and both systems have lots of great ones.  The TG16+CD has a fair number too, though as I've said the TCD has many fewer than it should considering how many games were released for the platform.  Oh well.

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i think most of the sonic platfromers are in general quality games, but after sonic 1 the big aha experience was gone, and all its successors were just kinda updates with a lopt of repeating elements with few new characters added. for me sonic was never the same again as the first sonic was.
It's true that the experience wasn't as new after the first one, but Sonic 2 and Sonic 3 & Knuckles are such great games that that doesn't matter all that much.  They take the first games' basic idea and improve on it in many ways.  Sonic CD is pretty good too, though unique in some ways.  My overall favorite is 3 & Knuckles, I think, though all four (counting 3&K as one game) are great.

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what is the definition of looking next-gen in your opinion anyway? beside of nicer colors, better acoustics and parallax, SMW didn't do anything different than SMB 3 already did. so most if not every PCE platformer does this as well, beside of your ever so important point of some missing parallaxes here and there. in that term f.e. a chiki chiki boy, when not being the greatest game ever, looks much more next-gen than a SMW or many of the other released platformers on the SNES.

i think the significant improvement in SMW was only in the technical department, thus grafx, colors, parallax..hell it even had a few slow downs here and there.
Well, the SNES's main advantages over the NES were better graphics, more colors, bigger sprites, parallax scrolling, transparencies, Mode 7, and the like, so yeah, the biggest improvements were visual... but for something like Mario, those visual improvements did lead to better gameplay too I would say.  It did have some slowdown, but it was a launch title even in Japan; they hadn't optimized SNES development yet.  Later SNES games would reduce slowdown versus the earlier ones.  A faster CPU would also have helped, of course, but they didn't have that.

Also, you're right that Chiki Chiki Boys looks pretty nice, apart from not having parallax.  It looks like it plays more like something like Joe & Mac than Mario, though, so gameplay-wise it's not the same thing.  That gets back to the point I made earlier about arcade-style versus console sidescrollers.

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sonic was something different right, but closer viewed it is a quite simple game regarding level design and grafx. lots of repeatly used tiles and elements. it was fast, but that's all it was.
That's true, in terms of graphical variety, scale, and design Sonic is a shorter, smaller, and simpler game than Mario World, no question.  Sega's arcade focus shows, even in console exclusives like Sonic.

SuperDeadite

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Re: Rondo of Blood Thread
« Reply #84 on: January 23, 2014, 01:24:51 AM »
SMB3>SMW.  Only people born after 1986 will disagree.  SNES has aged terribly, just slow moving, low animation, muffled sound garbage these days.
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Nando

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Re: Rondo of Blood Thread
« Reply #85 on: January 23, 2014, 01:44:03 AM »
SMB3>SMW.  Only people born after 1986 will disagree.  SNES has aged terribly, just slow moving, low animation, muffled sound garbage these days.


It was the shinny new coat of paint that won them kids over.  Damn thing looked like a cartoon and the teaser screen shots had everyone drooling before the game was even in close to being done, but yea SMB3 > SMW all the way.

I think everyone I know remembers these pics




geise

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Re: Rondo of Blood Thread
« Reply #86 on: January 23, 2014, 02:24:13 AM »
I'm becoming and old bastard and I will always like SMW more than SMB3.

I still don't know what else we're talking/arguing about in here?  There is no arguing when it comes to Rondo of Blood.
« Last Edit: January 23, 2014, 02:25:49 AM by geise »

Black Tiger

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Re: Rondo of Blood Thread
« Reply #87 on: January 23, 2014, 04:26:40 AM »
I'm becoming and old bastard and I will always like SMW more than SMB3.

I still don't know what else we're talking/arguing about in here?  There is no arguing when it comes to Rondo of Blood.

It's not about Rondo of Blood, it's about daring to speculate that Nintendo could possibly not be superior to everything else. Saying that consoles/libraries are overall equal, balanced or simply different/unique is not enough. You must admit that nothing even compares to Nintendo.
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Bonknuts

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Re: Rondo of Blood Thread
« Reply #88 on: January 23, 2014, 05:27:17 AM »


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It can only use 2 different sprite sizes, which bottlenecks development for types of games with a variety of sprites sizes.

Fortunately, the SNES could display enough sprites and sprite pixels to often, though not always, overcome that. Still, the graphics restrictions on the SNES can be really odd at times. It was not a straight-forward system.

 The problem is, is that the added benefits the SNES has for sprites - rarely ever materialize into something practical. Case in point; 128 sprite table size. It's basically there as a band-aid fix for the limited sprite size selection. The most common sprite setup used in SNES games, is the 16x16 / 32x32. 32x32 is wasteful on sprite scanline pixel bandwidth, if the object is in between 16x16 and 32x32. Thus, either eat the vram wasted space and sprite pixel scanline bandwidth - or use smaller 16x16 segments and eat the cpu overheard of meta sprite conversion to OAM table.

 16x16 and 8x8 is a nice option, but you'll be eating through that OAM table of 128 entries pretty quickly with 8x8 entries (and even with 16x16 entries). Assuming you don't max out the table, you will give a nice sprite pixel scanline optimization. As well as better vram optimization. But, you're going to put a ~lot~ more overhead on the processor. The OAM layout already has a slight cpu overheard for the MSB of X position, you'll just compound that with all the meta-sprite matrix math and conversions. This SNES already has a relatively slower CPU compared to the other systems; this is just gonna bog it down further.

 NES had this problem. All sprite objects are maybe up of 8x8 cells. Megaman frames can be up to 9 sprites just to build one of his frames. There's a lot of overhead in the meta-sprite to real sprite conversion; you have to add base position to all offsets, you have to check each 8x8 cell segment for screen wrapping and if so - clip it, you have to do special repositioning coords to flip the while meta-sprite, etc. The NES would be that much faster, if it could just call a single 16x16 or 32x32 sprite. The SNES will have all these same issues to deal with as well. 

 Outside a very few specific cases, the SNES has the weakest sprite setup of the three systems. It's not terrible per se (after all, the x68000 had only one sprite size; 16x16 and a sprite table size of 128 entries. Of course, it also had twice the sprite pixel scanline bandwidth of the snes), but when you look at it in the context of the rest of the video specs of the snes - it's actually kind of bad.


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Also, Rondo is cool and all, one of my fave, if not my fave, Castlevania games, but really, what the PCE needed was Bubsy. I think Bubsy was what made the SNES and Genny a success. The lack of Bubsy on the PCE is what made it fail in the US. Because who doesn't want a cat in a sweater with 'tude. Seriously.

Bubsy, guys. At the very least, there should have been a Rondo/Bubsy mashup/crossover, where instead of Marie and Richter, you just play as Bubsy, lashing zombies with yarn.

 All joking aside, that Sonic/Busy formula can work on the PCE quite well. What I mean by that, is focus on moving fast through out the a level, enemies are sparse so it's more about avoiding them than trying to hunt them down/etc. I had worked out a nice map system that used PCE sprites for the foreground. The map entries were made up of 32x64 block entries. Of course, that's a meta block and could translate into a group of sprites - or a single 32x64 hardware sprite to save on SAT size. Clipping the screen to 240xYYY allows the system to scroll sprites without "popping" on the edges. 32x64 can be switched to 16x64 really easy on the fly, and without having duplicate sprite blocks in vram. A little clipping of the screen height with a status bar and you have enough SAT entries to pull this off. You just need to do some careful design work on the sprite map side (level design) to avoid blank out, but it's not as bad as you might think. I was really blown away, once I started doing the mock-ups and calculations.

Nando

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Re: Rondo of Blood Thread
« Reply #89 on: January 23, 2014, 06:44:09 AM »
It was all about the colors maaaaaaaaaaaan. SNES games had some of the prettiest screen shots on print media for a long while, that and the Nintendo sigil was marked across the foreheads of just about every single US gamer at the time. Nintendo WAS video games.




*goes off to play Soldier Blade :mrgree: