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sd32

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About sd32

  • Birthday 11/05/1980

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  1. I am no coder, I am just pointing out some of the differences… but I bet they could have added the extra parallax We also have Raiden in both systems… the Playstation is much closer to the arcade… the Jag version is only running at 30 fps in comparison, although they added some “enhanced” pixel art We also have Primal Rage… the PS1 version has way bigger sprites, more animation and better color overall… that one I am sure was very crippled by the Jag CD lack of extra RAM
  2. And more slowdown and less parallax too… compared to the PS1 Rayman
  3. I respect Chilly Willy opinion a lot, since I have followed his work for a few years… but i also find his point of view curious I have always thought the N64 being closer to the PS1 than to the Dreamcast, which to me was the first next gen console… N64vsDC had low poly counts, low framerates, blurry textures, and ugly lightning and transparency fxs… but i am no coder so my opinion might be poop compared to his Maybe Chilly Willy can expand a bit more on why he feels that way…
  4. PS1 had the sprite pushing capabilities to replicate Capcom and SNK best efforts of the time… only lack of VRAM held it back But it had those monster 2D arcade boards (CPS2 and MVS) beat when it came to colors on screen, faster at sprite scaling and rotation, and transparency and lightning effects Which brings the question… was it posible to upgrade the PS1 RAM? It’s funny the Saturn and N64 got RAM upgrades but the leader of that generation didn’t… maybe it wasn’t designed for such upgrade?
  5. I don’t understand we’re this whole “PS1 was a weak 2d machine” came from The system can throw around an obscene amount of sprites: 4000 8x8. The only thing holding it back compared to contemporary arcades is VRAM In terms sprite pushing, it beats even the Saturn, Capcom contemporary arcade hardware and maybe even Neo Geo But like Neo Geo and Jaguar, it has to build background layers out of sprites… that’s were the Saturn catches up to it and beats it… due to the monster VDP2 background layers capabilities But PS1 being weak and the Jaguar “teabagging” it at 2d? I have seen proof of that not being the case: Capcom vs SNK, Vampire Savior, In the Hunt, SF Alpha 3, Guilty Gear, Project X2, Harmful Park, Star Ocean 2, Gundam Battle Master, Legend of Mana, Symphony if the Night, Rayman, Mega Man X4, Twin Bee Yahoo, Parodius Daa, Abe’s Exodus, Real Bout Special, Don Pachi, Strikers 1942, etc Tons of impressive 2d games… just lacked a bit more RAM for those arcade conversions, like every other home console
  6. Yeah, the first Streets of Rage definitely used smaller sprites and was running at 30FPS Streets of Rage 2 and 3 used bigger sprites than the first at 60fps, but I don’t think they could display as many enemies as the first game on Mania dificulty modes
  7. Streets of Rage series only goes over 6 enemies on screen in higher dificulties, like the Mania mode. Around 6 enemies at once plus the 2 playable characters is more than enough Its good to know the Jaggy can handle so much stuff on screen at once… hey if the Genesis could… Guardian Heroes on the Saturn throws at you around 8 enemies of diferent sizes at you at once often and it’s super fun… it gets so chaotic … that’s my favorite brawler ever
  8. The engine can handle 16 characters! That’s really impressive, but yeah… thing could get really crowded. I think that around 6 to 8 enemies at once should be enough How about this… a 4 player cooperative mode ala Ninja Turtles arcade?
  9. Looking impressive already. Definitely not looking 16bit! A key for me in this type of game is how many enemies your engine can handle at once… I found most Snes beatemups boring because it could only handle 4 enemies at once… while Streets of Rage series in Sega Genesis could handle around 8 enemies at once making it so much more fun. Same with the best arcade games of this genre Anyways, looking really good. Congrats!
  10. The Sega Genesis Contra Hard Corps goes more over the top with hardware defying effects and set pieces. Out of all the amazing Contras, that’s my favorite
  11. Due to its limited RAM, I think the Jag is better suited for a Contra type of game instead of the animation heavy Metal Slug series Instead of massively animating everything, Contra is more about special effect and fast moving sprites, wouldn’t that be less VRAM hogging? And I too prefer Contra over the also awesome Metal Slug… I love both series anyways
  12. From experiencing most of the PS1 library, I would say the only thing keeping it from matching or exceeding the Neo Geo 2d is lack of VRAM in comparison… I always wondered why Sony didn’t release a RAM expansion for the PS1 like Saturn and N64 had… maybe it wasn’t designed for such an upgrade? With extra RAM, we would have seen almost perfect ports of all the great 2d arcade games from BITD on PS1, and maybe improve on them with lightning and transparency effects, and faster scaling and rotation. It had the sprite pushing power and superior color over Neo Geo and CPS2 And we could have also seen more high resolution 3D engines on it too from what I have read
  13. It always caught my attention how seamless the transition between the different modes was… including the music
  14. To me BM is a top 5 Jag game. And it got solid reviews BITD The only problem I had with the game, was the short draw distance… I which it was comparable to Iron Soldier, but no other game on the system did
  15. The new music is awesome too... only making use of the Genesis soundchip it seems... sounds really good
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