Not trying to argue with you here, but I want to hear your suggestions of Genesis games that do more impressive tricks. Contra: Hard Corps is one that comes into my mind.
Isn't The Adv. Of Batman & Robin supposed to be harsh killer?
It seems to me that many people on this board think that the Turbo can do basically anything the Genesis can do bar none. My question is this: Why didn't it and if it did why didn't it more often?
I've gone into detail about some of the reasons why before, but to sum it up. The answer is that it didn't need to... and why would it(they)?
Why didn't more Genesis & SNES games try to reproduce massive animated CD-style cinemas with voice and digitize in entire soundtracks in Neo Geo sized carts?
Why does Square spend 100 million dollars to produce and market an RPG that is simpler gameplay-wise than an NES game?
The PC Engine succeeded so well and for so long because of the types of games it had, not the kind it didn't. Once the CD-ROM format took off early on, why would a developer spend more of its time programming in visual tricks for a consumer who's more looking forward to another huge game with beautiful cinemas and yet another killer CD soundtrack? Also, PCE fans obviously settled for games that were just plain fun as well, since there are quite a few hits that aren't aesthetically cutting edge.
Where as the Genesis was battling it out against the SNES, both systems trying to prove how "powerful" they were and trying to cram as much as they could visually into a small cart. So we got more detailed, but repetative graphics with lots of effects inplace of animation(mainly the SNES) to save on space.
The reason why more developers didn't try to go crazy with effects in PC Engine games is the same reason the DS is the most succesful gaming system ever and the PSP is on it's deathbed. As a PCE publisher, you didn't make the big bucks putting out tech demos as games.
And it's all about money in the end. Which is why we saw more tech demo games on Genesis & SNES, because publishers were actually able to make money that way. DKC was marketed for all it's dohickery and Sonic 2 was sold on blast-processing. Where as Tengai Makyou II was marketed for it's gameplay length, voice work, story, music, character design, etc... -as the type of game only the PC Engine could do.
And again, on any console, every time an effect can't technically be done by the same means, it can either be reproduced in a different way(
in which case, why does it matter how it was done?) or a different or better, possibly system-specific effect or other upgrade can be used.
Personally, I'd rather play this game-
Than this game-
It's like the Saturn, it may have been capable of doing pretty much anything, but it was hard to program for. So not everyone went the extra mile that some developers did (those who
did often called those who didn't "lazy" in interviews). But just because it didn't have more games at the time doing certain things, it doesn't mean that it
can't do most of what the N64 and PSX can and did.
But I usually hear people (even PSX & N64 fanboys) say that the Saturn never saw it's full potential. But when it comes to the PC Engine, we get so many people just saying, "the PC Engine can't do it".
Someone mentioned how the Chris Covell demos are nothing special. Well,
what makes them so special is that this is just some guy making these for fun, without a development team or dev kit. And look at what he's already come up with. And so often anti-PCE'ers like to say that the PCE has no chance of comparing to the big 2, because is straight up can't do "blankety blank" at all. Well look at all the "blankety blank" some amateur pulled out of the PC Engine's ass.
Here is a game the TurboGrafx-16 could not do 100% (graphically) without major sacrifices:
Castle of Illusion starring Mickey Mouse.
What does this game do that'd require a sacrifice? Someone mentioned a multi-directional background or something. Magical Chase has one, with a couple of uniquely shaped layers floating around inbetween and like 4 times the sprites. Other than doubling the color, I don't know what the difference would be.
Here is a game the Genesis could not do 100% (graphically) without major sacrifices:
Super Castlevania IV
I've never actually played this game, but from what I've heard and seen in screenshots is that there's a level or levels that rotate 360. Didn't Sonic 1 do this in it's bonus rounds, except more detailed and colorful with animated walls?
95% isn't the whole game, so I win. Ranger X officially cannot be done on the PC Engine, as confirmed by a programmer.
With everything that the PC Engine could add, especially on CD, especially with the Arcade Card, wouldn't a PCE port really wind up around 120+%?
Who cares if machine X can't replicate machine Y 100% perfectly? Arguing about it is as pointless as the whole 'Can Mario beat Sonic in a fight' kind of thing.
Exactly! Everyone knows that Bonk would wipe the floor with both of them!
Anyways, since it looks like this thread is still going on, I figure I ought to highlight a few more passages from the private AIM conversation that started it all. Just to put things in perspective...........
Too... much.. ripe material... to comment on...
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