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Multijointed Monster Maker

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Chopper Commander

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  1. This is good news to me. They took one of my favorite systems and turned it into some totalitarian masturbatory fanboy cult. Now I can finally take my Sega Genesis out of my closet without thinking about those fagots.
  2. I was doing it sarcastically because I was criticizing those kind of people. People keep trying to convince me to start liking RPGs because of stupid technical shit, when no amount of stupid technical shit is going to make me want to play a game if I don't find the game fun.
  3. SMW is a platformer and Chrono Trigger is an RPG... Your point? They are two completely different beasts. From a programming standpoint, a platformer is nowhere near as complicated as an RPG. Think of all the Monster AI that has to be programmed, which is just the tip of the iceberg. I don't want to sound like I have a platformer biased, but how in the world is an RPG more complicated to program than a platformer? RPG's don't have physics, enemy AI, object management, dynamic animation loading schemes, etc, etc.
  4. I find this very annoying when it came to game reviews. People acting like every classic game was significantly better than the last one in order of release dates. Such as every game made in 1994 had better gameplay, graphics, animation, sound, etc, than every game made in 1993, and 1992 and so on. Every single then-cliched aspect in a game, people pretend like it was the first game that ever done it, even if it was done better in a game 5 years prior to. Everything is some Oh-My-God technical accomplishment that nobody thought was possible despite being already used in 100 games by then. Everytime somebody plays an SNES game and see a screen-filling boss, they are like Oh My God, I didn't know the SNES could do that?, it must've been some technically impressive programming going on. ...Except that having screen-filling bosses was commonplace in the NES era. I'd complain about a game lacking in a graphical aspect "for example lack of boss animation in Chrono Trigger" and the usual response is: "Remember that it was 1995 and that the SNES was only 16-bit. Technology wasn't that advanced yet. It was still the best the developers were capable of under the limited technology they had and bla bla bla!" Dude, ever play Super Mario World? That came out 5 years prior to Chrono Trigger and THAT had animated bosses?
  5. What type of video game palette do you prefer for video game systems?
  6. How did you get the video emulated? NES uses data and address ports for PPU loading.
  7. Neither does a 32-bit have any practical advantage over a 16-bit CPU when it comes to 2D sidescrollers. Most 2D game physics rely on object coordinates. The average 2D game uses a resolution of 256x256 pixels. It takes 256 screens for a level to be more than 65536 pixels long. Has there ever been a 2D game with levels that are more than 256 screens long? This is one of the reasons I always thought the 68000 was an highly overhyped and overrated CPU. Another being that 4-cycle memory accesses cancel out the performance advantage of having a 16-bit data bus. The 68000 is easy to program, and can run at adequate speeds off of slower clocked memory chips, but just because it has 16 32-bit registers, doesn't mean it's (16 regs)*(32 bit)/(8 bit)= 64x more powerful than an 8-bit 6502 with 1 register, as some people like to believe.
  8. I'm confused about this artifact color stuff. When people talk about NTSC artifact colors, it sounds like they're refering to using rainbow artifacts to increase the color depth. Usage of B&W dithering patterns to add orange and blue color information to the image. Seeing demos on youtube, I'm a bit disappointed. Instead of using an NTSC composite output, it looks like they're using normal RGB output with just lots and lots of dithering. Is this what the CoCo3 community meant by artifact colors?, or did the people making the videos miss the point entirely?
  9. Anybody notice how SNES games tend to be more formulatic than their Genesis and NES counterparts. "Didn't I just play this same boss last level, only this time he is an aligator instead of a lion and shoots arrows instead of fireballs."
  10. I did not "forget" the CPU. If all the slowdown is caused by the CPU running at 2.68 Mhz, then explain to me why NES games weren't plagued with slowdown if it ran at 1.79 Mhz? Look into a usual SNES game's source code and you see a ton of: -collision detection with unused sprites -sprite attributes being manipulated multiple times before displaying them onscreen -C written code You don't see this type of stuff in NES, PCE or Genesis games.
  11. This has to do with production time used for 3rd party developers. From playing games, looking at the ASM code and reading random stuff it seems like: -SNES games had a more cramped production schedual -SNES developers had more programmers working on individual games -Genesis games were generally coded raw, while SNES developers tend to use prepackaged commercial engines that were limited and not very optimized
  12. Or how about, how every developer intentionally programmed SNES games to run slow because of perceived limitations, but in reality it always had the ability to run fast gameplay, nobody ever tried. This pisses me off about websites like smwcentral.net where I'd suggest a new idea and they'd dismiss it as impossible, just because it has never been done before.
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