Most games start slowly. SCIV and RoB aren't too different in that regard, and I wouldn't say that you need to get past the first three or four levels before things pick up in SCIV, no
I don't know too many people who would agree that they start out about the same, you said that you probably agree that rondo has better AI, in SCIV there is hardly ever more than a couple of enemies on screen with enemies that just walk back and forth combined with the long multi directional whip, makes disposing of them, way too easy, like the first boss(skeleton horse and rider) all you have to do is stand in one place and whip and in no time hes dead, Medusa is even worse. now take rondo, the green skeleton swordsman has a good level of AI, he will actually react to your moves such as by sliding under your whip, the blue knight in front of the bridge seems to pose more of a challenge to players than the first few bosses in SCIV,
This is before the more difficult platforming shows up later in the game, these are some reasons why myself and others make that statement about the first few levels.
but SNES Dracula X does show visual and speed improvements, at least.
Yes, it does show an improvement over SCIV like you say, but compared to rondo, its a different story, take the fight against death, there is half the amount of blood from death when hit onscreen , there is also half the number of cycles flying onscreen at as well, at the same time every thing moves slower like death richter, they up the difficulty in Drac xx by shrinking the platform your fighting on and taking damage when ever you touch death.
The multi-direction whip is far more important, useful, and powerful than any of that stuff you listed that RoB has. It's not that close (Maria + red birds is good, as long as your special weapon stock holds up, but still the multi-directional whip has fewer limitations.). Those other moves in RoB are nice to have, though, for sure. They do help make the game better.
In my opinion, the multi directional whip combined with the type of opposition you face makes for very unbalanced gameplay.
Game on CD that has a lot more space to put a lot more animation in the game than any cartridge game could match uses that space well. News at 11. No, this isn't any kind of argument against SCIV. If anything it's a good one the other way, showing how much they did with the small space of that cartridge!
I completely agree, I don't use SCIV for comparison because its an early game and the fore sucks, I do it because I already have it done up for showing, for an 8 meg game, its pretty amazing, like they used some kind of awesome compression scheme.
Love your sprite rip work, from Bonknuts.
Thank you so much, knowing all the details in a game makes me appreciate the game even more.
awack, I would be interested if you have more PCE sprite rips. I wonder what other games are as technically good as Rondo, but behind the scenes. HuCard rips of beautiful games like New Adventure Island and Twinbee, would be interesting too!
No other action game is even close to Rondo, the second most beautiful game when it comes to those type of sprites is Cotton for the PCE, and of course the snes cotton, which uses the same type of special fx doesn't even come close, ill post some comparison shots, believe it or not one of the best in my opinion is Demons crest for the snes, the Genesis can put a lot of stuff on screen at once (great CPU) it has one major problem in its low number of sub palettes, take rondo for example, a boss can be shooting a projectile at you, you can be pulling off a item crash, plus things bursting into flames, your putting an extra 20 to 40 colors onscreen at once, so things will lose a lot of flash due to that.
pce cotton
snes cotton,
Some more things about Rondo, it doesn't have a handful or a few dozen of background animations, it has hundreds, it doesn't have dozens of unique sound fx, it has hundreds, and of course it doesn't have hundreds of sprite frames, it has thousands.