Author Topic: Best Super Grafx Game !!!  (Read 3600 times)

Keranu

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Re: Best Super Grafx Game !!!
« Reply #15 on: April 02, 2007, 11:22:17 AM »
I can live without any parallax at all. Sometimes I tend to think no parallax looks better than parallax you would see in a game like Thunder Force IV. When I see the clouds in TFIV, they didn't cut out the shapes of the clouds and instead have a flat top, which kinda ruins the design if you ask me. I like my clouds fluffy, not boxy!
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

Digi.k

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Re: Best Super Grafx Game !!!
« Reply #16 on: April 02, 2007, 11:40:42 AM »
Quote from: Nat

 I don't believe any of them did anything that couldn't be done on the regular Turbo.



I GUARANTEE you that if Ghouls 'n Ghosts was on the regular Turbo/PCE that it would not have the multi-planed backgrounds.  This was often the case between games that appeared both on the Turbo and in the arcade, like R-Type.  The Turbo version of R-Type had a single plane of scrolling.  Stage 5 may be different, but I always shut the game off there because the second half bores me to tears.  But I imagine it's just the bottom and the top of the screen scrolling at a slightly different speed with no overlapping of the graphics.  However if the game were on the SuperGrafx, all of the levels could scroll like the arcade, and it would kick ass!  This goes for tons upon tons of games that appear on the Turbo.  Imagine a Gate of Thunder with even MORE layers.  The human mind just can't handle that much awesomeness!



Play parodius on the pce and check out the stages featuring the deadly bunny girls and the graveyard one there is like 5~6 layers of parallax!!

Theres a video uploaded on youtube but its no way as clear as what you gonna see on a big tv >.<



Honestly.. I think adding more parallax means bigger HUcard sizes and they're not cheap especially in those days so they had to cut things a bit in the graphics department!

« Last Edit: April 02, 2007, 11:48:17 AM by Digi.k »

Black Tiger

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Re: Best Super Grafx Game !!!
« Reply #17 on: April 02, 2007, 12:11:32 PM »
I think that parallax, independant bg's, etc or any kind of effect just for the sake of it is bunk (like Mode 7'sploitation) and can make some games look worse.


Quote from: Nat

 I don't believe any of them did anything that couldn't be done on the regular Turbo.


I GUARANTEE you that if Ghouls 'n Ghosts was on the regular Turbo/PCE that it would not have the multi-planed backgrounds.  This was often the case between games that appeared both on the Turbo and in the arcade, like R-Type.  The Turbo version of R-Type had a single plane of scrolling.  Stage 5 may be different, but I always shut the game off there because the second half bores me to tears.  But I imagine it's just the bottom and the top of the screen scrolling at a slightly different speed with no overlapping of the graphics.  However if the game were on the SuperGrafx, all of the levels could scroll like the arcade, and it would kick ass!  This goes for tons upon tons of games that appear on the Turbo.  Imagine a Gate of Thunder with even MORE layers.  The human mind just can't handle that much awesomeness!

Yeah, if NEC Ave was doing it. It may not be easy for most developers to do stuff like that, but it can and has been done, the most famous of course being Drac X.

The effect may not be accomplished the exact same way as a particular arcade game or how another console like the Genesis would do it.

But does it really matter in the end how its achieved?
« Last Edit: April 02, 2007, 12:18:28 PM by Black_Tiger »
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Tatsujin

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Re: Best Super Grafx Game !!!
« Reply #18 on: April 02, 2007, 01:56:39 PM »
just play coryoon if you want to see some parallax^^
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Kitsunexus

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Re: Best Super Grafx Game !!!
« Reply #19 on: April 02, 2007, 01:58:20 PM »
They're all great games, but the Supergrafx was a NIGH-USELESS system.

nat

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Re: Best Super Grafx Game !!!
« Reply #20 on: April 02, 2007, 02:16:44 PM »
I think that parallax, independant bg's, etc or any kind of effect just for the sake of it is bunk (like Mode 7'sploitation) and can make some games look worse.


Quote from: Nat

 I don't believe any of them did anything that couldn't be done on the regular Turbo.


I GUARANTEE you that if Ghouls 'n Ghosts was on the regular Turbo/PCE that it would not have the multi-planed backgrounds.  This was often the case between games that appeared both on the Turbo and in the arcade, like R-Type.  The Turbo version of R-Type had a single plane of scrolling.  Stage 5 may be different, but I always shut the game off there because the second half bores me to tears.  But I imagine it's just the bottom and the top of the screen scrolling at a slightly different speed with no overlapping of the graphics.  However if the game were on the SuperGrafx, all of the levels could scroll like the arcade, and it would kick ass!  This goes for tons upon tons of games that appear on the Turbo.  Imagine a Gate of Thunder with even MORE layers.  The human mind just can't handle that much awesomeness!

Yeah, if NEC Ave was doing it. It may not be easy for most developers to do stuff like that, but it can and has been done, the most famous of course being Drac X.

The effect may not be accomplished the exact same way as a particular arcade game or how another console like the Genesis would do it.

But does it really matter in the end how its achieved?

Thank you.

This, in a nutshell, is my entire point.

All I'm saying is that the few SuperGrafx games that did see the light of day don't offer anything that can't be done on the Turbo. And this, I believe, is the prime factor in it's premature death. The released games definitely did not "wow" you enough to warrant the purchase of the console. Whether or not the SuperGrafx hardware was capable of much more is not in question.

I'm forced to disagree 100% with Joe and Chris on this one. Sorry guys! I stand by my statement. Just because R-Type didn't have multi-layered scenery in all the levels like the arcade might have doesn't mean it's because it wasn't possible. The R-Type port was an early release in the life of the console and was a flickery mess as it is. Hell, they couldn't even fit it on one cartridge in the beginning. A GnG port on the Turbo that is visually the same as the SuperGrafx version is totally realistic. At the very worst you might get a little sprite flicker.

Tatsujin

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Re: Best Super Grafx Game !!!
« Reply #21 on: April 02, 2007, 02:59:21 PM »
completely agree with that all the games which where shown up on th SGFX could be done on the normal engine hardware with a finger flip. just look on a winds of thunder to what the hardware is/was capable, and just this small example beats the pants of any of the SFGX games. even it's a super cd-rom game it dosen't matter, since the hardware behind is completely the same, so the only limitation is the size of a hucard compared to the CD media but in terms of technical issues there stands nothing between.
 the only thing i could spot out on SGFX games just like 1941 e.g. is the used colorpalette which is more luscious and brings some good cps-1 feeling with it.
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ccovell

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Re: Best Super Grafx Game !!!
« Reply #22 on: April 02, 2007, 03:14:04 PM »
Nat and Tat, you guys are confusing line scrolling (giving each scanline a parallax effect) with moving two background layers around.  Barring Battle Ace and Darius Plus/Alpha, ALL the SGX games do make use of the two independent background layers of the SGX.  Please check them out.  A second layer cannot be reproduced out of sprites on the PCE because there just aren't enough to do it full-screen.

Since you seem to have a mental block about SGX games, play the 1st level of Sonic on the Genesis.  See the foreground plane where all the enemies are?  See the sky/water background that scrolls around independently behind it, with line scrolling even?  The SGX can do all this just fine.  The PCE cannot.

Tatsujin

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Re: Best Super Grafx Game !!!
« Reply #23 on: April 02, 2007, 03:27:52 PM »
what the SGFX can/could do and what not is not on debating here.  i'm aware that the SGFX was capable to much more than that what we were allowed to see on those 5 games.
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Bonknuts

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Re: Best Super Grafx Game !!!
« Reply #24 on: April 02, 2007, 03:37:59 PM »
Play parodius on the pce and check out the stages featuring the deadly bunny girls and the graveyard one there is like 5~6 layers of parallax!!

Theres a video uploaded on youtube but its no way as clear as what you gonna see on a big tv >.<



Honestly.. I think adding more parallax means bigger HUcard sizes and they're not cheap especially in those days so they had to cut things a bit in the graphics department!


Nah, size has nothing to do with the style of scrolls in GOT,LOT,'zonk, and the video you posted. It has to do with working around limitations and tricking the gamer into thinking there are multiple scrolling BG layers. The keyword is limitation. Games designed around a systems limitations have an advantage of hiding it's limitations, than say a port from another system/arcade that does not have these limitations. Incase anyone's getting confused; I'm talking about multi layered BGs whether in parallax format or not.

 Parallax in that fashion (none overlaping layers) are very easy to do on the PCE.

Quote from: nat
Think Gate of Thunder, Lords of Thunder, Air Zonk, Aeroblasters, Coryoon, Psychosis (stage 1, 2, 5), New Adventure Island (many stages), Ninja Spirit, R-Type (stage 5), Darius, Shockman 3, etc, the list goes on and on. Point being, there are tons of games on the "regular" Turbo that have multiple layers of scenery that scroll at their own speed.

The technical details of what goes on behind the scenes and how these effects are created is not important.


 See my previous statement that covers this. Those games hide the limitations of PCE's single plane BG. This mean it limits how a level designed or even how a game is laid out (see GOT and LOT). So I'd say it's pretty important

 Yeah, you can get dumb down versions of the SGX games for SCD and probably hucard (depending if the extra ram is needed or not), but you'll not be able to replicate the individual scrolling BGs. Granzort would definitely be a single scrolling plane and most likely GnG since it runs in mid res mode ( read: more flicker if on PCE).

 For me - it was a tie between 1941 and Aldynes. But I picked Aldynes since it wasn't a port.


« Last Edit: April 02, 2007, 03:48:59 PM by Bonknuts »

ccovell

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Re: Best Super Grafx Game !!!
« Reply #25 on: April 02, 2007, 04:11:44 PM »
what the SGFX can/could do and what not is not on debating here.  i'm aware that the SGFX was capable to much more than that what we were allowed to see on those 5 games. 

I honestly don't think the SGX could do much more than what those games did.  It can show plenty of sprites, two backgrounds, and perhaps some sprite/BG priority special effects.  Perhaps Bonknuts can fill me in on any extra features or effects?

But anyway... I was responding to this comment which I had found to be untrue:
The problem with SuperGrafx games in general is that none of them take advantage of the hardware. I can't think of anything on the SuperGrafx that couldn't be done just as well on the "regular" Turbo/PCE.
The games that are there do take advantage of the hardware, viz: 2 scrolling planes.
And how can you reply to statements like that without comparing what the SGX could do that the PCE could not?

Nat, perhaps it's better to say something like "The problem with SuperGrafx games in general is that none of them really impress me," since one's opinion is just that, and I cannot argue with that.  But to say that none of the games use the unique features of the SGX hardware is just false.

I'm not saying we should debate this endlessly, just that we should be careful about making blanket technical statements.

nat

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Re: Best Super Grafx Game !!!
« Reply #26 on: April 02, 2007, 05:58:21 PM »
Nat and Tat, you guys are confusing line scrolling (giving each scanline a parallax effect) with moving two background layers around.

If they can both be used to produce the same visual on screen, what's the difference to the player one way or the other?

Quote
Barring Battle Ace and Darius Plus/Alpha, ALL the SGX games do make use of the two independent background layers of the SGX.  Please check them out.  A second layer cannot be reproduced out of sprites on the PCE because there just aren't enough to do it full-screen.

Since you seem to have a mental block about SGX games, play the 1st level of Sonic on the Genesis.  See the foreground plane where all the enemies are?  See the sky/water background that scrolls around independently behind it, with line scrolling even?

Example: In the distance there is a cityscape. There are buildings closer to me than that layer. They scroll independantly in front of the city scape, passing over it. There is still a closer "plane" in which the characters and enemies reside. This example is taken from the first level of Shockman 3, a non-SuperGrafx game.

I knew long before getting into this debate that the Turbo doesn't have a "real" second background layer. This was never the issue. I was never debating the Turbo and SuperGrafx had the same number of "real" background layers. I am saying the Turbo seems to simulate multi-layered scenery in software.

You seem intent on beating me over the head with the fact that the SuperGrafx has 2 background layers. That's great, and I always knew that. There are countless Turbo games that look, to me, like they have multiple background layers. I realize these are not "real" background layers in a technical sense. Please keep in mind that you are a developer (coder, dabbler, whatever) and I am simply a player. I see what's on my screen and pay little mind to how it gets there. It seems to me that the same technique used to simulate multiple background layers in, say, Shockman 3 could be used to create a port of, say, GnG, that is visually the same as the SuperGrafx version.

Quote
The SGX can do all this just fine.  The PCE cannot.

Uhhh. OK.  :shock: See my example a couple paragraphs back. Feel free to explain how this is different than your Sonic example. From a developer's standpoint, I get the picture these are quite different.  To me, a game player, these appear to be the same.

But anyway... I was responding to this comment which I had found to be untrue:
The problem with SuperGrafx games in general is that none of them take advantage of the hardware. I can't think of anything on the SuperGrafx that couldn't be done just as well on the "regular" Turbo/PCE.
The games that are there do take advantage of the hardware, viz: 2 scrolling planes.
And how can you reply to statements like that without comparing what the SGX could do that the PCE could not?

Nat, perhaps it's better to say something like "The problem with SuperGrafx games in general is that none of them really impress me," since one's opinion is just that, and I cannot argue with that.  But to say that none of the games use the unique features of the SGX hardware is just false.

Fair enough. Let me rephrase: "The problem with SuperGrafx games in general is that none of them take full advantage of the hardware."

Don't get me wrong, all this makes me sound a SuperGrafx-hater. I love my SuperGrafx and the games even if for no other reason than the pure novelty, and the fact that attached to the CD-ROM^2 unit it's the biggest console I've got.  :D
« Last Edit: April 02, 2007, 06:16:59 PM by nat »

Bonknuts

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Re: Best Super Grafx Game !!!
« Reply #27 on: April 02, 2007, 06:41:23 PM »
Quote
It seems to me that the same technique used to simulate multiple background layers in, say, Shockman 3 could be used to create a port of, say, GnG, that is visually the same as the SuperGrafx version.

 Shockman (shubibin..bibin...biba. whatever) 3 looks awesome, but that effect is actually really limited and would not lend it self to a PCE port GnG or any other of the SGX games.

meh~ all we're trying to say is; that's not possible to do GnG/etc effects even though it looks possible via other PCE games :wink:   Those games were just really well designed and hide the limitation of a single BG layer.

Also - I need get off my ass and finish porting my SGX demos to CD for all you SGX+SCDROM2 owners out. Maybe I'll post them over the weekend. Also be nice to see Chris's SGX demo on CD  :wink:


PS: the SuperGrafx's a sexy beast, second only to the original white PCE :mrgreen:
« Last Edit: April 02, 2007, 06:43:01 PM by Bonknuts »

Turbo D

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Re: Best Super Grafx Game !!!
« Reply #28 on: April 02, 2007, 06:47:30 PM »

Quote
PS: the SuperGrafx's a sexy beast, second only to the original white PCE :mrgreen:



Hell ya it is !!! :D

ccovell

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Re: Best Super Grafx Game !!!
« Reply #29 on: April 02, 2007, 06:56:46 PM »
If they can both be used to produce the same visual on screen, what's the difference to the player one way or the other?
But they can't produce the same visual!
Line scrolling is akin to stacking two cans of tuna fish, one on top of another, and sliding them around on top of each other.
Dual-field/plane parallax is akin to placing a jar in front of another, and you can see the rear jar through the transparent sections of the front jar.
Does this make you hungry yet?

I see what's on my screen and pay little mind to how it gets there. It seems to me that the same technique used to simulate multiple background layers in, say, Shockman 3 could be used to create a port of, say, GnG, that is visually the same as the SuperGrafx version.

Yes, the city in Shockman looks quite nice.  That's in fact done with a different kind of trick, which usually has the limitation that graphics in the foreground be rectangular (or blocky at any rate).  Hence... the buildings are completely opaque and rectangular, completely unlike a tree, as in GnG, or a bush, loop-the-loop, as in Sonic, etc.

If I could see the water THROUGH the windows of those buildings in ShubibinMan 3, then I'd be really impressed!  :D