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Sega Private Show (new Arcade games)

Kunai

Member
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Sega Golf Club Network Tour Board: Chihiro.

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Virtua Striker 4 Board: Triforce.

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Ghost Squad Board: Chihiro.

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Key of Avalon 2 Board: Triforce.

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XS+

Banned
Ghost Squad, another 'tactical' arcade gun game, cool.

Anyone know when/where is AOU taking place?
 

op_ivy

Fallen Xbot (cannot continue gaining levels in this class)
sega04.gif


definitely has the sega look. very bright colors, looks like outrun but golf...

nice to see new arcade games, but come on, where all the big stuff sega?
 

Funky Papa

FUNK-Y-PPA-4
This is the only game that excites me

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I am a sucker for light gun games. Bring it on Sega, we are still waiting for Virtua Cop :-/
 

levious

That throwing stick stunt of yours has boomeranged on us.
I never thought they'd do a follow up to Virtua Golf... hopefully it's got more than one course this time.
 

Gibbo

Member
Key Of Avalon & Ghost Squad seems pretty interesting. Virtua Fighter 4 looks mediocre... really, with Fifa and Winning Eleven around, I wonder why other developers even bother making new soccer games..
 

Meier

Member
op_ivy said:
where all the big stuff sega?

Out of this list, it's a new Key of Avalon title. The first did very, very well if you followed the top 10 arcade game listing from Famitsu and their financial report.
 

sprsk

force push the doodoo rock
We wont be seeing VF5 for a while people, probably not even for another year or so.


Final tuned isnt even out yet.
 

GhaleonEB

Member
Funky Papa said:
This is the only game that excites me

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I am a sucker for light gun games. Bring it on Sega, we are still waiting for Virtua Cop :-/

Now there's a light gun to love - it's a freaking machine gun. No more stunner or pistol. Me happy.

Still, Gunblade NY and LA Machineguns will never be topped.
 

FightyF

Banned
Bleh...I don't know why they ever decided to develop on the "Triforce". Every game on that peice of kit looks horrible.
 

bogg

Member
Fight for Freeform said:
Bleh...I don't know why they ever decided to develop on the "Triforce". Every game on that peice of kit looks horrible.
F-Zero AX\GX graphics>>you
What kind of game is key of avalon? Looks like some sort of card game.
 

Mairu

Member
Fight for Freeform said:
Bleh...I don't know why they ever decided to develop on the "Triforce". Every game on that peice of kit looks horrible.
F-Zero AX?

Where's the giant rolleyes when you need it?
 

FightyF

Banned
F-Zero looks ok (ie. not horrible), but you have to admit if it were on the Chihiro hardware it would have looked much better.

The difference would be like night and day.

Night:
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Day:
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I think all of their games should move to this hardware. The next Initial D game should jump from Naomi 2 to this hardware...it would look at least 5 times better. I understand the reason for not doing so as of yet. With Naomi 2, you just change the GD-ROM for newer versions of games, so the arcade operator doesn't have to buy new hardware. I just think that SEGA should be more forward thinking and adopt new technologies faster.
 

Matt

Member
Fight for Freeform said:
F-Zero looks ok (ie. not horrible), but you have to admit if it were on the Chihiro hardware it would have looked much better.
What gives you that idea? It can be argued that Triforce is, in fact, a more powerful board then Chihiro.
 

FightyF

Banned
What gives you that idea?

Hardware specs, and more importantly, software available on them.

In fact, if I were to describe the difference to someone who doesn't know anything about hardware, I'd basically say that the Chihiro is like and Xbox, while the Triforce is like a GameCube.

We digress from the main point, because as far as the hardware goes, one is clearly superior over the other, you can't argue the numbers.

I was thinking that someone would disagree with me concerning SEGA adopting newer hardware faster. Regardless of looking pretty dated, Initial D is doing very well for SEGA. It seems the franchise itself means more to gamers than the butt-ugly graphics :). I guess what I said about SEGA adopting new hardware faster could be debated.
 
Fight for Freeform said:
F-Zero looks ok (ie. not horrible), but you have to admit if it were on the Chihiro hardware it would have looked much better.

The difference would be like night and day.

Night:
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Day:
nfl2k5_ff2_15.jpg


I think all of their games should move to this hardware. The next Initial D game should jump from Naomi 2 to this hardware...it would look at least 5 times better. I understand the reason for not doing so as of yet. With Naomi 2, you just change the GD-ROM for newer versions of games, so the arcade operator doesn't have to buy new hardware. I just think that SEGA should be more forward thinking and adopt new technologies faster.

NFL2K5 graphics is a product of devs are american, most Japanese devs don't even use bump mapping which is used in NFL2K5. Like I said before its the devs not the hardware.
 

Matt

Member
Fight for Freeform said:
Hardware specs, and more importantly, software available on them.

In fact, if I were to describe the difference to someone who doesn't know anything about hardware, I'd basically say that the Chihiro is like and Xbox, while the Triforce is like a GameCube.

We digress from the main point, because as far as the hardware goes, one is clearly superior over the other, you can't argue the numbers.

I was thinking that someone would disagree with me concerning SEGA adopting newer hardware faster. Regardless of looking pretty dated, Initial D is doing very well for SEGA. It seems the franchise itself means more to gamers than the butt-ugly graphics :). I guess what I said about SEGA adopting new hardware faster could be debated.
I doubt you know anything about these Arcade boards that I don’t, so why don’t you go ahead any try to “prove” this to me?
 

FightyF

Banned
Oh, I agree that the devs are a big part of the reason. I thought you said "Never blame the devs"...but I'm guessing now that's a typo.

You could also say that VC is quite familiar with Xbox hardware, but the same is true of Amusement Vision and the Triforce/GC hardware.

But despite the dev's 'ineptness' as far as taking advantage of hardware goes, I think they should adopt the latest technologies, their games will automatically look better as a result.
 

FightyF

Banned
I doubt you know anything about these Arcade boards that I don’t, so why don’t you go ahead any try to “prove” this to me?

Should I PM you the info? Or post it in this thread? To compare the arcade hardware will certainly derail this thread.
 

Matt

Member
Fight for Freeform said:
Should I PM you the info? Or post it in this thread? To compare the arcade hardware will certainly derail this thread.
A thread not derailed in GAF is like a relationship post without “FHUTA.” Just doesn’t happen.
 
Fight for Freeform said:
Oh, I agree that the devs are a big part of the reason. I thought you said "Never blame the devs"...but I'm guessing now that's a typo.

You could also say that VC is quite familiar with Xbox hardware, but the same is true of Amusement Vision and the Triforce/GC hardware.

But despite the dev's 'ineptness' as far as taking advantage of hardware goes, I think they should adopt the latest technologies, their games will automatically look better as a result.

Hardware has nthing to do with it, if that was true KOTOR would have looked better than it did. It doesn't matter which arcade board its developed on, devs have to take the time out no matter what to increase the quality of the textures that are displayed in a game.

The Triforce has 48MB of main memory compared to the GC and their more than likely using 16bit textures when they should be using 24bit. Which is obvious compared to other games that have been developed for the GC and FzeroAX on Triforce.
 

FightyF

Banned
I can't find the tech spec that shows the fillrate for the Triforce, but it's lower than the Chihiro's. I did find a nice quote:

"Xbox is not Sega's basic arcade hardware," Kayama said. "The system's specs are high, and thus our lineup for the system is greater than our lineup for Nintendo's Triforce system. However, there are also games for which Triforce must be used."

Taken from: http://www.n-sider.com/articleview.php?articleid=58

I'm trying to get you actual links, but from what I remember the Triforce can do 30 mil polys, while the Chihiro can do 100 mil (according to http://www.system16.com it can do 125 mil ???).
 
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The texture quality is far more superior to what the devs of Virtua Strike has done. Oh and tech specs and numbers are not going to prove your point.
 

GigaDrive

Banned
Xbox fillrate: 932 million pixels/sec - 1864 million texels/sec
Chihiro fillrate: 932 million pixels/sec - 1864 million texels/sec


Xbox memory: 64 MB
Chihiro memory 128 MB


GameCube fillrate: 648 million pixels/sec - 648 million texels/sec
TriForce fillrate: 648 million pixels/sec - 648 million texels/sec

GameCube main memory 24 MB
TriForce main memory 48 MB




TriForce can do as many polygons as GameCube. the Chihiro can do as many polygons as Xbox. I don't think the TriForce is any more powerful than GameCube except in the amount of main system memory. the Chihiro is no more powerful than the Xbox except in main memory. TriForce and Chihiro have twice the main memory as GameCube and Xbox respectively.

in some areas GameCube & TriForce are superior to the Xbox & Chihiro, in other areas, the Xbox & Chihiro are superior to the GameCube & TriForce.

GameCube has lower latency memory ( and embedded memory in Flipper. Xbox has higher latency memory with more bandwidth, but no embedded memory so lower overall graphics bandwidth. these advantages/disadvantages translate over to the arcade boards.

Xbox has more raw processing power within its GPU, has higher raw fillrate and can do more textures per clock cycle than Gamecube because NV2A has 2 texture units per pipe whereas Gamecube's Flipper has the equivalent of 1 texture unit per pipe (the TEV unit).

I would be surprised to find out that TriForce can do more polygons than GameCube. as far as I know, TriForce does whatever GameCube can do. GameCube can do about 30 million polygons raw or with minimal texture/effects. the Xbox can do about 116 million raw or with minimal textures/effects.

F-ZERO AX on TriForce doesnt seem to be pushing more polygons than F-ZERO GX on GameCube.

Xbox OutRun 2 looks the same as the Chihiro OutRun2.
 
Fight for Freeform said:
I can't find the tech spec that shows the fillrate for the Triforce, but it's lower than the Chihiro's. I did find a nice quote:



Taken from: http://www.n-sider.com/articleview.php?articleid=58

I'm trying to get you actual links, but from what I remember the Triforce can do 30 mil polys, while the Chihiro can do 100 mil (according to http://www.system16.com it can do 125 mil ???).

System16 only know about the 48MBs of memory that I posted in this thread, they even acknowledge the fact that they don't know the numbers because they haven't been released.
 

MAZYORA

Member
Fight for Freeform said:
F-Zero looks ok (ie. not horrible), but you have to admit if it were on the Chihiro hardware it would have looked much better.

The difference would be like night and day.

Night:
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Day:
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I think all of their games should move to this hardware. The next Initial D game should jump from Naomi 2 to this hardware...it would look at least 5 times better. I understand the reason for not doing so as of yet. With Naomi 2, you just change the GD-ROM for newer versions of games, so the arcade operator doesn't have to buy new hardware. I just think that SEGA should be more forward thinking and adopt new technologies faster.

5 times huh? *rolles eyes* Well, not according to AM2:

Q: Shenmue II was AM2's first Xbox project. What do you think of the hardware compared to other high-end hardware like Naomi 2 - which AM2 is working with, and how does the Xbox compare to Naomi 2?
A: They are both high-spec machines. Xbox has a little bit more trouble with transparencies, but overall I think they are comparable technology-wise. Each has their own weaknesses and strengths, but I wouldn’t say that overall one has the edge on the other.

-http://www.the-nextlevel.com/features/interviews/am2/
 

FightyF

Banned
5 times huh? *rolles eyes* Well, not according to AM2:

Q: Shenmue II was AM2's first Xbox project. What do you think of the hardware compared to other high-end hardware like Naomi 2 - which AM2 is working with, and how does the Xbox compare to Naomi 2?
A: They are both high-spec machines. Xbox has a little bit more trouble with transparencies, but overall I think they are comparable technology-wise. Each has their own weaknesses and strengths, but I wouldn’t say that overall one has the edge on the other.

That's an interesting quote. It was made a while ago, and it is talking about the Xbox itself.

But I'm basing my "5 times" figure on my own comparison between a game like Initial D (which I've seen in motion), to screenshots I've seen of Outrun 2. Both games are from AM2. I'm also considering that AM2 would have some experience (with OutRun 2) and will build on that, and are now more comfortable with it.

Of course "5 times" is bad way to describe things, we may disagree on what is 5 times better looking. I think that Gran Turismo 3 looks much much better than Initial D. Now, whether that's 2 times better or 3 times better...it's not worth debating.

What we do know is that you can probably get 5 times the polygon count...actually implement some decent lighting (hehe) and do some fancy effects with the Chihiro hardware.

I think SEGA's 'arcade hardware plan of action' could be something like what Nintendo did with the Ultra 64 technology. We know that 3 new consoles are on the horizon, so perhaps some arcade hardware could be made right now from that technology. Sure, it'd be pricy, but you aren't selling these arcades to homes. This way, for the next 5 years, they are set with hardware that won't look outdated, and hardware that arcade operators won't have to replace for another 5 years. It also provides the arcade hardware provider (whether it's Sony, Nintendo, or MS), some launch software people are looking forward to.

Just imagine if games like F-Zero, Virtua Cop 3, and OutRun 2 were out BEFORE the GC's/Xbox's launch. They'd generate hype for the console...perfect launch apps. Well, I think I explained it enough...I've beat the horse dead enough.
 

Lazy8s

The ghost of Dreamcast past
The Chihiro, Naomi 2, and TriForce arcade boards are comparable enough in performance that the production values of the games are what makes the biggest difference between their graphics.

Chihiro games range from highs like OutRun 2, Virtua Cop 3, and The House of the Dead 3, and lows like Crazy Taxi 3.

Naomi 2 ranges from the nice Virtua Fighter 4 titles to the average Initial D titles.

TriForce ranges from the pretty F-Zero AX to its ordinary Key of Avalon card-collecting games.
 

ge-man

Member
I won't comment much further on the whole Trifore v. Chiriro debate except for saying that a lot this depends on what the developers are putting into the project. I think Beach Spikers (a Naomi 2 conversion) looks better, and I won't even bother to mention the beauty of F-Zero. I just don't see AV taking great pains to make VS look like a knock out when quite a few GC titles make VS look weak, so I wouldn't call the hardware a limiting factor.

edit:Lazy just summed it up quite well.
 

GigaDrive

Banned
I have not played NAOMI 2 arcade Beach Spikers nor the home GameCube version. how do they compare overall, is the GameCube version slightly better, about the same or slightly worse?
 

ge-man

Member
I have no idea. I asked the question before the old board died, but no has seemed to have played the arcade version or have media to compare the two versions. I would be interested in getting more info just to see how it fares against other conversions like VF4.
 

Lazy8s

The ghost of Dreamcast past
Fight for Freeform:
What we do know is that you can probably get 5 times the polygon count...actually implement some decent lighting (hehe) and do some fancy effects with the Chihiro hardware.
As said, each machine has their own performance advantages and are considered pretty comparable by SEGA. Chihiro was adapted into arcade form quite nicely and provides a bit better price/performance ratio to SEGA, so they've been targeting many of their bigger projects for it. The one area where the Naomi 2 does prevail, however, is in T&L. It can impressively sustain six complex lights at no performance penalty and push over ten million polygons per second under those conditions. And actually, those lights are more flexible general-type modifiers, so they could also be used for other creative effects.
 

FightyF

Banned
The Chihiro, Naomi 2, and TriForce arcade boards are comparable enough in performance that the production values of the games are what makes the biggest difference between their graphics.

I agree...I can't disagree there, because I can easily see (using their games as proof) what you mean.

But it still doesn't convince me that Initial D wouldn't look better on Chihiro. :) Even with the same dev team, same artists...I think the different hardware would be put to better use. It's just something I base on what's been done with the hardware. Now I don't know if the same programmers/artists who are involved in ID were involved in OutRun 2...but it's the same developer...they must have some standards.

SEGA can make great playing games...but as far as graphics are concerned, it's as if some of the teams don't know what they are doing. Crazy Taxi was excellent on the Naomi hardware...it used it's strengths like volumetric shadows perfectly. On the other hand, hardware far more powerful like the Chihiro gets a game like CT3...which attempts to use some effects but falls flat on it's face. Yeah..I can rant on this forever... :/
 
GigaDrive said:
I would be surprised to find out that TriForce can do more polygons than GameCube. as far as I know, TriForce does whatever GameCube can do. GameCube can do about 30 million polygons raw or with minimal texture/effects. the Xbox can do about 116 million raw or with minimal textures/effects.

That raw number you have for GC is way off, if what I read is true then GC raw numbers are in the 90mil area. I think I read it on IGNcube site, about benchmarks done EA. 24mil is whats possible with textured and lit polygons. Any number is not accurate right now because Nintendo never released raw numbers.
 

MAZYORA

Member
GigaDrive said:
I have not played NAOMI 2 arcade Beach Spikers nor the home GameCube version. how do they compare overall, is the GameCube version slightly better, about the same or slightly worse?

I have played them both and the GC version is worse. The sand doesn't deform as much, the shadows are worse, there is some slowdown in replays, textures are worse, and the lighting is way toned down in the GC version. Overall, the average gamer wouldnt be able to tell the difference, and it's a much closer conversion than VF4 on PS2 was. I remember reading an interview with the director for Beach Spikers, and he said he was worried that the GC version didn't look as good as the Naomi 2 version, but the reviewers of famitsu said it was a beautiful game and that made him feel happy. He also said AM2 had trouble converting it becuase of memory constraints. I'll see if I can find the interview, I think it was at Segalife.com if memory serves correct.
 

MAZYORA

Member
Fight for Freeform said:
That's an interesting quote. It was made a while ago, and it is talking about the Xbox itself.

But I'm basing my "5 times" figure on my own comparison between a game like Initial D (which I've seen in motion), to screenshots I've seen of Outrun 2. Both games are from AM2. I'm also considering that AM2 would have some experience (with OutRun 2) and will build on that, and are now more comfortable with it.

Of course "5 times" is bad way to describe things, we may disagree on what is 5 times better looking. I think that Gran Turismo 3 looks much much better than Initial D. Now, whether that's 2 times better or 3 times better...it's not worth debating.

What we do know is that you can probably get 5 times the polygon count...actually implement some decent lighting (hehe) and do some fancy effects with the Chihiro hardware.

I think SEGA's 'arcade hardware plan of action' could be something like what Nintendo did with the Ultra 64 technology. We know that 3 new consoles are on the horizon, so perhaps some arcade hardware could be made right now from that technology. Sure, it'd be pricy, but you aren't selling these arcades to homes. This way, for the next 5 years, they are set with hardware that won't look outdated, and hardware that arcade operators won't have to replace for another 5 years. It also provides the arcade hardware provider (whether it's Sony, Nintendo, or MS), some launch software people are looking forward to.

Just imagine if games like F-Zero, Virtua Cop 3, and OutRun 2 were out BEFORE the GC's/Xbox's launch. They'd generate hype for the console...perfect launch apps. Well, I think I explained it enough...I've beat the horse dead enough.

Dude, first of all, Initial D was not made by AM2, it was made by Sega Rosso(they created Starwars pod racer arcade, Sega Rally, etc. And some of the team members created Ridge Racer)get your facts straight. Secondly, Chihiro can't push 5 times the poly count as Naomi 2. Going by specs, PS2 should be able to push more polys than naomi 2, but no way in hell it can. Even Yu Suzuki said that VF4 never could be perfectly converted to PS2 becuase the specs of Naomi 2 are too high, yet its only supposed to push 10 million polys. Fact is, at the very least, Naomi 2 is equal to Chihiro. You could pretty much get the same performance out of both, but each system has features the other doesnt; Naomi 2 has much better lighting capabilities, while Chihiro can do shaders that Noami 2 can't.
 

MAZYORA

Member
Fight for Freeform said:
I agree...I can't disagree there, because I can easily see (using their games as proof) what you mean.

But it still doesn't convince me that Initial D wouldn't look better on Chihiro. :) Even with the same dev team, same artists...I think the different hardware would be put to better use. It's just something I base on what's been done with the hardware. Now I don't know if the same programmers/artists who are involved in ID were involved in OutRun 2...but it's the same developer...they must have some standards.

SEGA can make great playing games...but as far as graphics are concerned, it's as if some of the teams don't know what they are doing. Crazy Taxi was excellent on the Naomi hardware...it used it's strengths like volumetric shadows perfectly. On the other hand, hardware far more powerful like the Chihiro gets a game like CT3...which attempts to use some effects but falls flat on it's face. Yeah..I can rant on this forever... :/

Dude, Crazy Taxi 3 doesn't push Chihiro because Hitmaker reused the exact same engine as Crazy Taxi 1 for DC/Naomi 1 and then just added a few Xbox special effects. Hitmaker is natorious for reusing their old engines on sequals of games this gen. I remember reading an interview with the pres of hitmaker, and he said that getting games out fast is more important to him than graphics. CT3 was created in 10 months.
 

miyuru

Member
Fight for Freeform said:
I was thinking that someone would disagree with me concerning SEGA adopting newer hardware faster. Regardless of looking pretty dated, Initial D is doing very well for SEGA. It seems the franchise itself means more to gamers than the butt-ugly graphics :). I guess what I said about SEGA adopting new hardware faster could be debated.

Because the gameplay had nothing to do with it, right?

Boo!
 

ge-man

Member
MAZYORA said:
I have played them both and the GC version is worse. The sand doesn't deform as much, the shadows are worse, there is some slowdown in replays, textures are worse, and the lighting is way toned down in the GC version. Overall, the average gamer wouldnt be able to tell the difference, and it's a much closer conversion than VF4 on PS2 was. I remember reading an interview with the director for Beach Spikers, and he said he was worried that the GC version didn't look as good as the Naomi 2 version, but the reviewers of famitsu said it was a beautiful game and that made him feel happy. He also said AM2 had trouble converting it becuase of memory constraints. I'll see if I can find the interview, I think it was at Segalife.com if memory serves correct.

I figured those would be the main differences. The lighting in Naomi 2 games in paticular would seem like a tough spot for all the current consoles.
 

Sho Nuff

Banned
"I remember reading an interview with the director for Beach Spikers, and he said he was worried that the GC version didn't look as good as the Naomi 2 version, but the reviewers of famitsu said it was a beautiful game and that made him feel happy"

Note that the Famitsu reviewers do not know a polygon from a hole in the ground.
 

Greekboy

Banned
I'm hearing that Virtua Striker 4 will now use a fourth button that will be used as a "dash" button for your players. Does anyone have more info related to this game?
 

FightyF

Banned
Dude, first of all, Initial D was not made by AM2, it was made by Sega Rosso(they created Starwars pod racer arcade, Sega Rally, etc. And some of the team members created Ridge Racer)get your facts straight. Secondly, Chihiro can't push 5 times the poly count as Naomi 2. Going by specs, PS2 should be able to push more polys than naomi 2, but no way in hell it can. Even Yu Suzuki said that VF4 never could be perfectly converted to PS2 becuase the specs of Naomi 2 are too high, yet its only supposed to push 10 million polys. Fact is, at the very least, Naomi 2 is equal to Chihiro. You could pretty much get the same performance out of both, but each system has features the other doesnt; Naomi 2 has much better lighting capabilities, while Chihiro can do shaders that Noami 2 can't.

Hmmm...I thought ID was made by AM2. Sorry about that. Well, they have horrible artists, I think we can all agree on that. :)

As far as Chihiro vs. Naomi 2 goes, don't even try comparing the two. Chihiro, as far as raw numbers go, destroys Naomi 2. You can't even compare the fillrate because of the way PowerVR renders stuff. But like it was mentioned, it has some strengths. If I were a Naomi 2 developer I'd use it's volumetric lighting all the time. If you try that on the Chihiro hardware you have to use pixels to do that. The only Naomi 2 game I can think of that's comparable to what the Chihiro is capable of is VF4. I do know that if a new VF game was made from scratch on Chihiro, it would look better. To say that this is not the case, is not having enough faith in the artists and developers to push that hardware.

Dude, Crazy Taxi 3 doesn't push Chihiro because Hitmaker reused the exact same engine as Crazy Taxi 1 for DC/Naomi 1 and then just added a few Xbox special effects

Yeah, I implied that, read my post again.
 
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