And whats with the dissing of Altered Beast? I think it's a perfectly good conversion, on all systems.
As to be expected, my comments about Altered Beast are the definitive ones. So CLICK HERE to read my reviews on ALL versions of Altered Beast. That's right I review them all: Arcade, Genesis, Sega Master System, NES (Famicom), PC Engine (Both HuCard and CD-ROM), GameBoy Advance, and even the PS2 version. Click and read NOW!
That's a cool rundown of the series, other than all the PC Engine bashing.
The Sega Master System version actually gains a lot with FM sound-
http://www.superpcenginegrafx.com/alteredbeastsmsfm.mp3Anybody know of a sound test code for this game?
I've always thought that the NES version is really an aborted Gameboy color port. That would explain pretty much everything about the visuals.
The way I see it...the PCE port of ALtered Beast is terrible. I can say without a shadow of a doubt that the Genesis port buries the PCE port many times over. I've actually played through and beaten the Genesis port, yet I couldn't even get through the first level of the PCE port due to the terribly shitty controls and haphazard coldet that rivals Impossamole. However, it's almost a moot point as far as I'm concerned...a crap port of a rather lackluster and dull game isn't really going to scar my experience...but someone still has some serious explaining to do for the exceptionally shitty port of Golden Axe to the PCE.
I don't even really consider it a port, since they never attempted to bring across ANY of the ingame graphics.
I'm still surprised at how bland all the home versions of Altered Beast look, considering how colorful they are. The PCE version has as much onscreen color of any game I've tested, on par wit LOXII's boss fights.
What's weird about the PCE CD ports of AB & GA, is one is all game with no CD justification and the other is all CD bells and whistles with no real game.
Now if they were going to use pre-rendered sprites in Silpheed for the player ship, enemies, and bosses, why wouldn't they make them more impressive looking? They are obviously the same polygon ships that you see on the option screen, I doubt that somebody said "hey I know everything is pre-rendered, but lets code some polygons in here so people can rotate them for no reason!". It's just common sense that they're polygons.
The reason that they might make simple 3D prerendered sprites in a game like Silpheed is the same reason why they did in so many other 16-bit games like Sapphire. Developers thought that it was impressive to gamers.
Hell, NEC thought that the PC-FX was better off prerendering all 3D going into the 32-bit generation.
As for how could they make the options mode models realtime and the sprites prerendered, I imagine that it'd be a lot easier for the Sega-CD to render them one at a time instead of a screen-full at a time.
And the one thing we
do know for sure, is how much Game Arts invested into doing prerendered polygon visuals that were supposed to
look like the real deal in Silpheed.
Plus we know how crazy developers are when it comes to doing stuff like this. Like adding a chip to Megaman X(?) just for a single wireframe enemy or Final Fantasy VII mixing a bunch of fmv with it's system generated models and still using the PSX models in full fmv sequences.
I'm not saying that I know for sure either way, in fact before your recent posts I had always assumed that they were definately prerendered, but now entertain the possibility that they might be realtime.
But there are plently of reasons to explain any scenario. I'm going to fire up the game for the first time in years to take a look for myself now.
One giveaway that they're realtime is if each "sprite" has a unique shape, since they would all turn out different in each frame.
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