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Banned
When I was a kid I thought Super Turrican was the greatest thing I'd ever seen lol
well the Turrican games always used almost all the bells and whistles of the platform they released on.
When I was a kid I thought Super Turrican was the greatest thing I'd ever seen lol
Could you share some examples?
I thought I knew almost all of the Vita games?! I’m not sure if this is correct hahaYeah, even though the first game is arguably the most famous one, 2000 still got ported around quite a bit:
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Nope, SimCity 2000 really is on Vita. There's even a feature that actually lets you drive around in cities:I thought I knew almost all of the Vita games?! I’m not sure if this is correct haha
Nope, SimCity 2000 really is on Vita. There's even a feature that actually lets you drive around in cities:
Wow!!
Smoothing out SHMUPS is a big case. There's a long-awaited hack for Gradius III (those bubbles!), there's one for Axelay (when the rocks used to slow it down) and R-Type and Contra 3 (which never needed full-speed IMO as the slowdown of the bomb or big bosses was part of the fun, but it does improve some things unexpectedly well, like the double-gun spin in the top-down levels.)
https://www.youtube.com/results?search_query=snes+Original+x+sa-1
The most impressive one might be Race Drivin', which is so staggeringly different that it almost seems like a totally different game on totally different hardware.
It's also a showcase for Alias PowerAnimator, the software Rare used at the time for all their CG.This is the game that demonstrates the best the strengths of the raw console (not with a 21 MHz proc added in the cart lol) in my opinion.
It uses very well the color palette for subtle gradients, which is only possible when you have a lot of colors available.
It displays a lot of colors on screen, and uses some technique for the sky to up the number and make, again, subtle gradients.
Some good effects with water, for example.
Music is also very good despite the memory limitation of the console.
Sprites are big and well animated. Not many things at once on screen, which helps the console and its limited proc to keep gameplay smooth.
You can hardly do better, in my opinion. It is a showcase for the console (as well as its sequels).
This one uses a 21 MHz additional proc. At this level, this is like putting half of a 32 bits console in the cartridge... Great game nonetheless.
Star Ocean as well.I mean, SF:A2 has no right being on the SNES....it was literally asking the SNES for all it had.....
The most impressive one might be Race Drivin', which is so staggeringly different that it almost seems like a totally different game on totally different hardware.
Well, to be fair Yoshi Island could have been adapted to run without the Super FX for the most part. it was used for sprite scaling and rotation, but you could always replace that with asset streaming (what Donkey Kong country did, by pre-rendering those "pixels and rotations", dizzy yoshi probably couldn't happen and the 3D objects would have to be animated in 2D.This one uses a 21 MHz additional proc. At this level, this is like putting half of a 32 bits console in the cartridge... Great game nonetheless.
Replacing this with asset streaming would probably be difficult (would the bandwith be wide enough ? and this would give a lot of work for the CPU), and I think that would need a lot of specific visuals, which would lead to an even bigger ROM.Well, to be fair Yoshi Island could have been adapted to run without the Super FX for the most part. it was used for sprite scaling and rotation, but you could always replace that with asset streaming (what Donkey Kong country did, by pre-rendering those "pixels and rotations", dizzy yoshi probably couldn't happen and the 3D objects would have to be animated in 2D.
thing that would be hardest to re-create would be the bosses.
The absolute limit pusher imo is Doom, yeah I know it used superFX2 but it wasnt made with doom engine rather than a custom one so it would be able to run on the SNES. Not only that but the SNES version of Doom had most levels and all bosses despite the cartridge limitations. SNES can also do true semi invisible weapons as you grab the invisibility sphere power up. The map also used mode 7 for scaling and rotation unlike the other versions. Oh and kick ass music on top of that! Truly a miracle
Yes, a real miracle when you basically throw a new console onto a cartridge. OMG SNES!!! HOW DO YOU DO THESE MAGICAL THINGS?!
It was a very weak CPU honestly.The CPU is a Ricoh 5A22, which is a derivative of the 16-bit WDC 65C816 microprocessor. In NTSC regions, its nominal clock speed is 3.58 MHz but the CPU will slow down to either 2.68 MHz or 1.79 MHz when accessing some slower peripherals.
Doom on 32X had a limited ROM cartridge. It could have embedded more levels, and it has been massively improved by the community in recent years. And still runs on a legit 4 Meg cartridge. It was a rushed port to launch with the console.Also it was still in a snes cartridge which had more levels and bosses unlike some 32x versions (Atari Jaguar) which have way more processing power and storage.
Certainly bigger ROM. But Yoshi island was actually not the biggest ROM for it's time. 16 Mbits cartridge is 2 MB.Replacing this with asset streaming would probably be difficult (would the bandwith be wide enough ? and this would give a lot of work for the CPU), and I think that would need a lot of specific visuals, which would lead to an even bigger ROM.
But I agree, you can always find a solution and achieve good results if you get a bit creative.
The programmer later went on to do Bleem for the Dreamcast and recently released the doom snes source code:It was a very weak CPU honestly.
Doom on 32X had a limited ROM cartridge. It could have embedded more levels, and it has been massively improved by the community in recent years. And still runs on a legit 4 Meg cartridge. It was a rushed port to launch with the console.
The SNES effort was impressive. A patch was released recently that allowed for circle-strafing on SNES (which was impossible in the original game).
Just wanted to add that I love these kind of threads. How programmers squeezed everything out of this great console of my childhood and how even today geniuses still try to improve. Amazes me every time.