phonedork Posted January 24, 2008 Share Posted January 24, 2008 nes- Kirby's AdventureSms- Phantasy Star Sms- Sonic Snes- Donkey Kong Country atari 2600- Pitfall 2 Atari 7800- Commando Atari 7800 ballblazer Atari 7800- Midnight mutants Genesis- Toy Story Genesis- Sonic 3d blast I picked out games that weren't hacks or homebrews. The Atari 7800 gamse I mentioned are closest Games I think maxed out the system. Phantasy Star pushed that system too its limits. Hell It looked like a 16 bit game. That game was far ahead of its time! Quote Link to comment Share on other sites More sharing options...
phonedork Posted January 24, 2008 Share Posted January 24, 2008 I will put in a second vote for Robot Tank and Solaris on the 2600 I will also add Treasure of Tarmin AD&D for Intellevision and Resident Evil II for Game.com Definately Solaris on the Atari 2600! Quote Link to comment Share on other sites More sharing options...
Cinder6 Posted January 24, 2008 Share Posted January 24, 2008 Blazing Star for the Neo Geo. That game still blows me away. Quote Link to comment Share on other sites More sharing options...
Pengwin Posted January 24, 2008 Share Posted January 24, 2008 Just to throw my 2 pennies in, I was completely blown away by Rescue On Fractalus on the A8. also, the original Lords of Midnight on the ZX Spectrum show what a good programmer could do with only 48K of memory. Quote Link to comment Share on other sites More sharing options...
Buyatari Posted January 24, 2008 Share Posted January 24, 2008 Pitfall 2 for the 2600 has to be the best example you can find on any system Quote Link to comment Share on other sites More sharing options...
BydoEmpire Posted January 24, 2008 Share Posted January 24, 2008 Treasure of Tarmin on the Inty. Still one of the most "ahead of its time" games ever. Quote Link to comment Share on other sites More sharing options...
JB Posted January 25, 2008 Share Posted January 25, 2008 IMO, DKCountry is getting FAR too much credit. Just because the sprites were drawn by a render farm instead of a guy with a sheet of graph paper doesn't mean it's doing anything particularly noteworthy. 3D-rendered sprites LOOK fancier, but they're no different than the more conventional hand-animated ones from the system's perspective. It's still just slapping 64*64 bitmaps on the screen. Now that I've gotten that off my chest... Most of the SNES games I'd consider impressive aren't, because they use coprocessors to cheat. I'd probably give the SNES nod to the Super Star Wars trilogy. It didn't really pull anything excessively fancy, but it's one of the few non-racing games to make extensive use of mode 7 without getting gimmicky. As far as making me stop and think... I spent a lot of time working out how they did King Koopa on Mario World, given that the clown car stomps down into the castle, and since the clown car is a mode 7 object, it CAN'T enter another background layer(hint: the propeller retracts before it flies into the screen or turns upside down, and is the only part of the clown car to actually enter the castle area). It's not the most impressive SNES moment, but it was one of the more puzzling for a little while. Solaris on the 2600. Just the fact that it can keep track of all the crap going on is impressive. Metal Storm on the NES. With 2independently-scrolling background layers, and 3 in some stages. No clever illusion animations, no cute tricks with stripes to keep things from overlapping. Real, honest to goodness independent layers. And highly fluid animations on just about everything else in the game. Honestly, it looked better than a lot of SNES and Genesis games. Robotron. On anything. Seriously, throwing that much stuff around on the era's hardware is damn impressive. Hell, throwing that much stuff around on an SNES or a Genesis was impressive. Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted January 25, 2008 Author Share Posted January 25, 2008 IMO, DKCountry is getting FAR too much credit. Just because the sprites were drawn by a render farm instead of a guy with a sheet of graph paper doesn't mean it's doing anything particularly noteworthy. 3D-rendered sprites LOOK fancier, but they're no different than the more conventional hand-animated ones from the system's perspective. It's still just slapping 64*64 bitmaps on the screen. Not in disagreement. BUT, remember that it had not been done before on an SNES! And it made the game look significantly better than other games at the time, on 16-bit platforms (as well as the Jaguar and 3DO) looked. Yeah - I know it was all because they spent a bunch of money to employ new techniques, but how many people were blown away when they saw it? Quote Link to comment Share on other sites More sharing options...
Segataritensoftii Posted January 26, 2008 Share Posted January 26, 2008 IMO, DKCountry is getting FAR too much credit. Just because the sprites were drawn by a render farm instead of a guy with a sheet of graph paper doesn't mean it's doing anything particularly noteworthy. 3D-rendered sprites LOOK fancier, but they're no different than the more conventional hand-animated ones from the system's perspective. It's still just slapping 64*64 bitmaps on the screen. Not in disagreement. BUT, remember that it had not been done before on an SNES! Actually, I think Rise of the Robots employed similar techniques at least a year before DKC did. Quote Link to comment Share on other sites More sharing options...
shadow460 Posted January 26, 2008 Share Posted January 26, 2008 I forgot to mention Colony Wars earlier. Let me toss wip3out and Gran Turismo 1 in there, too, with their hi res modes. All three games run in that hi res mode, and it's pretty impressive, IMO. Quote Link to comment Share on other sites More sharing options...
DracIsBack Posted January 26, 2008 Author Share Posted January 26, 2008 Actually, I think Rise of the Robots employed similar techniques at least a year before DKC did. According to Wikipedia, they both came out in 1994. Regardless, though, it's a good point. And also obvious what marketing will do as I've completely forgotten about RISE OF THE ROBOTS. Quote Link to comment Share on other sites More sharing options...
BrianC Posted January 26, 2008 Share Posted January 26, 2008 On the NES, The Guardian Legend is very impressive in that it can handle a nearly countless number of sprites on the screen at a time. Yes, it has horrible flickering issues when it's at its limits, but it handles them fairly well in my opinion. GunNac, also designed by Compile for the NES, is even more impressive. So much on screen at once, it actually has an option to change the priority of the sprites in the options screen. For the Genesis/MegaDrive, Alien Soldier pushed the limits of the system. Impressive graphics, lots of action on screen, and large, well animated, enemy sprites. Here are some games that pushed the limits of the Game Boy Color: Cannon Fodder - voice and impressive graphics for the system Metal Gear Solid/Ghost Babel - impressive animation and many of the elements from the PSX MGS intact Toki Tori - very impressive graphics for the system Some later GB b/w games showed off some impressive graphics for the system. Link's Awakening was very impressive in this department and even had some fake transparencies. Quote Link to comment Share on other sites More sharing options...
BrianC Posted January 26, 2008 Share Posted January 26, 2008 (edited) Game Boy Classic: The Empire Strikes Back has wireframe polygons in the second stage. Not bad for the little handheld! There is a JP only game for the b/w GB called X that is made up entirely of wire frame polygons. Very cool! http://www.gamefaqs.com/portable/gameboy/image/569786.html Edited January 26, 2008 by BrianC Quote Link to comment Share on other sites More sharing options...
Steril707 Posted January 28, 2008 Share Posted January 28, 2008 This is one the things that i really like on consoles compared to PC gaming... After a while the programmers get the hang of the machine, and start doing things that seemed impossible before. Quote Link to comment Share on other sites More sharing options...
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