I always wondered why people bothered comparing Frames of Animation between a Cart and a CD, highly dubious at best.
While it's true that CD games are at a huge disadvantage when it comes to animation compared to carts, the games are the games. Since the PCE launched, only two consoles
haven't supported disc-based games. So you can disqualify Nintendo for two generations, but that would be highly dubious at best. Everyone with common sense takes the misc variables into consideration. It's no different than comparing two cart games which
weren't released on the same day, hardware, rom size and expertize/effort.
I think Awack is stating that the MD Version of EWJ has extremly smooth animation for what it is, I always thought that too. Plus the game moves perfectly and has almost Zero Lag, just a quality representation. It would be quite interesting to see a Super CD Port of EWJ on the PCE, to see how well it would run.
Keeping things moving faster makes it so that less frames of animation are required for it to look smooth. Slower subtle animation requires the highest number of frames to look smooth. Drac X excels with both.
It would be much more interesting to see how an Arcade Card CD version of Earthworm Jim could turn out. If not limited by the source material, an original game could be tailored for the PCE hardware to show what it can really do.
There won't be any issue as far as running extremely smooth animation with zero lag, as Sapphire runs more on-screen pixels of sprite animation with at least as many frames per second as any 16-bit console game, all with intense 2-player gameplay and zero lag (
what are these lagging games anyway?).
This Seems Confusing, isn't the Sega CD nearly double the strength of the Sega Genesis in terms of processing power? Why would it be only single player?
The Sega-CD cpu is close to 65% faster than the Genesis cpu. But 2-player gameplay in 16-bit console games is normally bottlenecked by sprite bandwidth and not cpu power (
except maybe SNES games which slowdown a lot with only single player gameplay). Hellfire on Genesis isn't limited to single player gameplay because the PC Engine is twice as powerful as the Genesis.
As has been discussed before, Forgotten Worlds is a pixel-for-pixel port of a CPS1 game and has poor sprite optimization. I don't think that any Genesis or Sega-CD game attempted to port CPS1 assets pixel-for-pixel, but some of the Neo Geo ports look like they use arcade sized sprites. The Genesis can line up more sprites at it's wider resolution (
close to the resolution the PCE version uses), but if a Genesis/Sega-CD port was also sloppy with sprite usage, then it would also drop 2-player gameplay. Games like Hellfire, Raiden, Darius II, Mercs, Twin Cobra, Rastan Saga II, Thunderfox, Rolling Thunder 2, and Fire Shark all lost 2-player support when ported to Genesis.
Just look at the difference is sprite size and quantity in comparison pics:
http://tg-16.com/screenshot_comparisons.htm#Forgotten_WorldsAnd that's just what you actually get to
see in the PCE version, which wastes lots of sprite bandwidth with invisible overlap.
It would also be much more than "a little less" color if a Genesis port shot for full detail (
see Final Fight CD, even with the shrinkage).
Both the Genesis/Sega-CD and PC Engine could do super detailed 2-player unique versions of Forgotten Worlds, which would look faithful to the arcade. But you can't just take the flawed PCE version and run it as-is on Genesis with more sprites.