Author Topic: Instances where the PCE port of a game sucked hard  (Read 1808 times)

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Instances where the PCE port of a game sucked hard
« Reply #30 on: November 10, 2010, 07:17:10 PM »
I'll just chime in and say that as a port, Fighting Street was actually rather excellent. 

The problems (shitty controls, garbled voices) plagued the original arcade just as well.  I can still remember people (including myself) playing that game just whirling the joystick around and pounding on buttons -- that was the way to win the matches -- and it still is on the PCE.

yeah.  Porting a shitty game doesnt leave much of a possibility to improve said shitty game.


Thankfully Capcom never repeated the shitty-fighting-game thing, ever.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

shubibiman

  • Hero Member
  • *****
  • Posts: 1832
Re: Instances where the PCE port of a game sucked hard
« Reply #31 on: November 10, 2010, 09:44:08 PM »
Quote
(music, cinemas).

Sorry Nat but this is not enough to make an enjoyable game.
Self proclamed Aldynes World Champion

Tatsujin

  • Hero Member
  • *****
  • Posts: 12311
Re: Instances where the PCE port of a game sucked hard
« Reply #32 on: November 10, 2010, 10:55:05 PM »
Quote
(music, cinemas).

Sorry Nat but this is not enough to make an enjoyable game.

Music only to c64 times :P
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

sunteam_paul

  • Hero Member
  • *****
  • Posts: 4732
Re: Instances where the PCE port of a game sucked hard
« Reply #33 on: November 11, 2010, 10:34:09 AM »
I'd take the arcade or Mega Drive Golden Axe music over the PCE CD version any day. It has a couple of OK tracks but the cheap synths just ruin it.
The PC Engine Software Bible
Quote from: Tatsujin
I just felt in a hole!

nat

  • Hero Member
  • *****
  • Posts: 7085
Re: Instances where the PCE port of a game sucked hard
« Reply #34 on: November 11, 2010, 04:31:45 PM »
Quote
(music, cinemas).

Sorry Nat but this is not enough to make an enjoyable game.

That's true, but I didn't say those were the only things it has going for it. I think the gameplay is spot-on and I enjoy the darker visual style, as mentioned above.

TR0N

  • Hero Member
  • *****
  • Posts: 6421
Re: Instances where the PCE port of a game sucked hard
« Reply #35 on: November 12, 2010, 05:15:52 PM »
Shinobi due to the missing levels, though it is still great fun to play and the only true-to-arcade conversion that appeared on any of the consoles that I know of.
Was far as shinobi go's the complete arcade version is on the (sonic ulitmate genesis collection) for PS3&360.I all most did get years ago for the pce though i'm glad the,sonic collection came around that did save me some money.
« Last Edit: November 12, 2010, 05:18:36 PM by TR0N »

PSN:MrNeoGeo
Wii U:Progearspec

rag-time4

  • Hero Member
  • *****
  • Posts: 1773
Re: Instances where the PCE port of a game sucked hard
« Reply #36 on: November 12, 2010, 06:05:00 PM »

Altered Beast doesn't qualify for me either as it's probably the closest to the arcade of any port up through the 16-bit era. Ditto for Street Fighter... I'm told the original arcade controlled just as badly (although I'll admit I've never played it).
The original arcade controls of Street Fighter are nowhere near as awkward as they are in Fighting Street. The port of Street Fighter on Capcom Classics Collection vol. 2 features an accurate emulation of the 6-button arcade controls. Buttons work only when released, not when pressed. With Fighting Street you will get hard punches and kicks after you hold down the buttons for a certain length of time, but there is a delay in the button timing that makes special moves in Fighting Street very difficult to master.

Special moves in the 6 button Street Fighter are more difficult to pull off than in Street Fighter 2, and there are two main reasons for it:

1: Since buttons in Street Fighter 1 work only when released, you only have one chance per button press to execute a special move. Street Fighter 2 gives you two chances, because special moves can be executed upon the press of a button as well as the release of said button.

2: In Street Fighter 1, your character will move left or right in a hopping fashion, and will move in set increments. Special moves cannot be executed during movement - your character must be stationary. In Street Fighter 2, your character will move freely left or right, and special moves can interrupt left and right movement at any time.

Tatsujin

  • Hero Member
  • *****
  • Posts: 12311
Re: Instances where the PCE port of a game sucked hard
« Reply #37 on: November 12, 2010, 06:14:48 PM »
please do not compare SF with SF2, those are two completely different games from a different era of games :)
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

rag-time4

  • Hero Member
  • *****
  • Posts: 1773
Re: Instances where the PCE port of a game sucked hard
« Reply #38 on: November 12, 2010, 06:18:19 PM »
please do not compare SF with SF2, those are two completely different games from a different era of games :)
A lot of people don't know that you can do special moves in SF2 by releasing the buttons instead of pressing them, but it works, even on the PCE version. In Street Fighter 1 all the controls are like that. I love both games and I think it's fun to compare them historically and see how things developed from 1 to 2.

By the way, is the close combat (crouching kick, standing punch, and sword slash) removed from the PCE shinobi?

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Instances where the PCE port of a game sucked hard
« Reply #39 on: November 12, 2010, 07:17:53 PM »
please do not compare SF with SF2, those are two completely different games from a different era of games :)

this is like saying please don't compare Legendary Axe 1 and Legendary Axe 2.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

Mathius

  • Hero Member
  • *****
  • Posts: 6008
Re: Instances where the PCE port of a game sucked hard
« Reply #40 on: November 13, 2010, 02:03:49 AM »
By the way, is the close combat (crouching kick, standing punch, and sword slash) removed from the PCE shinobi?

Unfortunately. :(
F@ck Ebay Club member since 2010
Switch Friend Code: SW-2346-3388-5406

Tatsujin

  • Hero Member
  • *****
  • Posts: 12311
Re: Instances where the PCE port of a game sucked hard
« Reply #41 on: November 13, 2010, 02:16:27 AM »
please do not compare SF with SF2, those are two completely different games from a different era of games :)

this is like saying please don't compare Legendary Axe 1 and Legendary Axe 2.

WRONG.
www.pcedaisakusen.net
the home of your individual PC Engine collection!!
PCE Games coundown: 690/737 (47 to go or 93.6% clear)
PCE Shmups countdown: 111/111 (all clear!!)
Sega does what Nintendon't, but only NEC does better than both together!^^

Mathius

  • Hero Member
  • *****
  • Posts: 6008
Re: Instances where the PCE port of a game sucked hard
« Reply #42 on: November 13, 2010, 02:38:56 AM »
The difference is Legendary Axe I&II are both awesome games. Street Fighter is well...hmm
F@ck Ebay Club member since 2010
Switch Friend Code: SW-2346-3388-5406

blueraven

  • Hero Member
  • *****
  • Posts: 4450
Re: Instances where the PCE port of a game sucked hard
« Reply #43 on: November 13, 2010, 09:39:29 AM »
please do not compare SF with SF2, those are two completely different games from a different era of games :)

this is like saying please don't compare Legendary Axe 1 and Legendary Axe 2.



I'm going to have to agree with your logic, Arkhan.
[Thu 10:04] <Tatsujin> hasd a pasrtty asnd a after pasrty ASDFTERTHE PARTY
[Fri 22:47] <Tatsujin> CLOSE FIGHTING STREET; CLOSE FORU; CLOSE INTERNETZ; CLOSE WORLD; CLOSE UNIVERSUM
--
Arkhan [05:15pm]: ill brbl im going to go make another free game noone plays lolol

Duo_R

  • Hero Member
  • *****
  • Posts: 3302
Re: Instances where the PCE port of a game sucked hard
« Reply #44 on: November 13, 2010, 01:53:20 PM »
Dead on here Rag, I remember playing Street Fighter I in the arcades and Fighting Street was pretty miserable in comparison. Especially for being a CD-Rom game. Think of other ports like Samurai Showdown...the best 16-bit home port was on Sega CD and it was pretty decent (minus not having Earthquake and zoom). They just did a shitty job on Fighting Street. I still like having it in my home collection though (and in the custom "Street Fighter" case I made for it).


 

Altered Beast doesn't qualify for me either as it's probably the closest to the arcade of any port up through the 16-bit era. Ditto for Street Fighter... I'm told the original arcade controlled just as badly (although I'll admit I've never played it).
The original arcade controls of Street Fighter are nowhere near as awkward as they are in Fighting Street. The port of Street Fighter on Capcom Classics Collection vol. 2 features an accurate emulation of the 6-button arcade controls. Buttons work only when released, not when pressed. With Fighting Street you will get hard punches and kicks after you hold down the buttons for a certain length of time, but there is a delay in the button timing that makes special moves in Fighting Street very difficult to master.

Special moves in the 6 button Street Fighter are more difficult to pull off than in Street Fighter 2, and there are two main reasons for it:

1: Since buttons in Street Fighter 1 work only when released, you only have one chance per button press to execute a special move. Street Fighter 2 gives you two chances, because special moves can be executed upon the press of a button as well as the release of said button.

2: In Street Fighter 1, your character will move left or right in a hopping fashion, and will move in set increments. Special moves cannot be executed during movement - your character must be stationary. In Street Fighter 2, your character will move freely left or right, and special moves can interrupt left and right movement at any time.
Add my YouTube channel:


For sale trade list: http://tinyurl.com/2csm7kq