Added complete gameplay videos of Street Fighter II CE and Dragon Egg!.
how could you make a page called 'blue shadows' and not mention the review from which (i presume?) you got that name from?
I found the magazines and have begin work on a page devoted to this classic mishap.
Also, I forgot to mention in earlier updates that there have been a few more Blue Shadows entries, including the first two from Nick Rox.
"Why can't anyone else count to two in german" and "this transparecy filled Saturn game would look better with transparencies, but that's impossible on the Saturn!"
Through hardware acceleration I'm pretty sure the Saturn can only do transparencies in 2D backgrounds, and not polygons.
I know what you are saying, "What about the big blue diamond thing in Shining Force III?" Well...I don't know
The way that I understand it, is seperate from all kinds of
otherprogramming 'tricks', from day one developers could cross-disolve between the 2 main cpu's graphics at 60 fps.
The cool thing about that is it could draw a 3D object that was truly a transparent image, like say a 3D ghost(or big blue crystal guy). But on PSX and every example I can remember off hand on PS2/GC/Xbox, every single polygon had to be rendered transparent, so you wound up seeing through to the other polygons in the back.
The reason it's really cool, is that I can't remember an instance that a 3D object has turned transparent or faded out for any reason than to emulate the effect that the Saturn could do. Of course, if there was a reason to see through to the back side of an object, the Saturn would have to come up with a different way of doing it.
Another thing I've been led to beleive is that the SNES and Playstation have a limited number of shades of opacity for transparencies that dictates how smoothly they can animate an object fading out. But from what I've seen, it appears that the Saturn can fade in and out at 60 fps.
Originally, I went on about the Saturn & PSX & transparencies, but decided that extended commentary like that is better suited to a seperate article.
Because, it doesn't matter what kind of transparencies are in games before or after PDIIZ, the fact of the matter is that the one game he's talking about
does have some amazing transperency effects and he didn't say anything like "too bad about the transparencies using mesh effects are as nice as the translucent ones", he actually trashed the system by saying that they're "sadly unavoidable"... -you know, except in all the places in the
same game that the developer
avoided it.