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United Kingdom

Sun 20th Jan 2008

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Kirk commented on Takashi Tezuka Gives His Opinion on Hard Level...:

I hate these nearly impossible levels, and the one thing I keep seeing is people designing levels that are way harder than they need to be and usually it's because they simply lack the ability to step back and see the level from someone else's point of view. Like Tezuka said, they created it and know where every trick and jump is, so they totally underestimate just how frustrating it will be for most other players, especially if the basic level design isn't actually very good in the first place.

I don't necessarily have a problem with hard but well designed levels. The problem is that most of the levels I've seen in Super Mario Maker are hard but badly designed, and that just makes them really unfair and frustrating, which isn't fun gaming as far as I'm concerned.



Kirk commented on Review: Chibi-Robo!: Zip Lash (3DS):

Yeah, about what I was expecting, and sadly it's just not going to be enough for all but the most hardcore fanboys, of either Nintendo or previous games in the series, to give a hoot.



Kirk commented on Voice Actors Union Authorises Strike Action Wi...:

@PlywoodStick Maybe, but this is probably more just about the celebrities exploiting the situation for their own selfish and greedy gain and everyone else just staying the same as they were before for the most part, which is why I'm not in support of what they are doing here—or, more precisely, the motivations behind it.

I'm all for genuinely fair pay for a fair days work however.



Kirk commented on Voice Actors Union Authorises Strike Action Wi...:

@phangtom I think we're talking about totally different things here.

I'm AGAINST these largely Hollywood voice actors acting like entitled twits. They've already been paid, probably far more than they deserve for the work they did in most cases, and that should be it.

I'm ALL FOR the ACTUAL developers of games getting better treatment.

|'m ALL FOR people getting paid fairly for a fair days work, even voice actors.

I don't however think anyone other than full time employees, and people who are like the creator of the original ideas or something like that, should even be in the running for residuals or any kind of payments after the fact.

I'm AGAINST our current day capitalism in general.



Kirk commented on Voice Actors Union Authorises Strike Action Wi...:

@PlywoodStick Yes, and that is why they are getting paid more money for the work they've done. No doubt a lot more than they probably deserve relative to the amount of work they've done. In fact, they probably get more than most of the people who spent years actually making the game, who sometimes slave away for thousands of hours and go through extremely stressful crunch periods and whatever else, and THAT is a total joke.

I don't see why these commissioned voice actors should receive a single penny after that initial payment for their work. They're not full time employees. They're not continuing to contribute anything after the fact. They've done their few hours/days/weeks of work and they should get fairly paid for that, once, and nothing more. As is the case for pretty much every other worker in every other profession, outside of the likes of Hollywood and that kind of elitist, overly spoiled, entitled, money hoarding crowd of often grossly rich, twits.



Kirk commented on Voice Actors Union Authorises Strike Action Wi...:

Just hire normal voice actors rather than famous Hollywood actors.

Problem(s) solved.

Note: I'm not against employees in the video games sector getting treated and paid fairly—not in the slightest—but this is really just about entitled Hollywood actors wanting more and more money, imo, and almost certainly more than their contribution was worth in the grand scheme of things. Also, even without these changes being implemented, I expect these Hollywood voice actors were/are already getting paid too much for what they actually contributed to the total content included in whatever game they worked on. Also, I totally disagree with them getting additional money if the game sells really well. They should get paid once for the work they have done and that is all, as far as I'm concerned, unless they are a permanent employee for the developer, in which case I think everyone on the dev team receiving some form of royalties from games sold is actually a very fair thing, seeing as without them these games simply wouldn't exist (they ARE these games), and the full-time developers very much deserve and have earned that. Some person you hire in for a few hours/days/weeks to do a few hours/days/weeks worth of work, a few hours of voice acting in this case, doesn't deserve anything other than a single lump payment for their work, as in the case with most other jobs/industries in the world (outside of stuff like Hollywood and the like). And, imo, they certainly shouldn't be getting paid more than the full time employees who have in 99% of cases contributed an order of magnitude more hours worth of work on any given project.



Kirk commented on How A 165-Foot Super Mario Mural Helped Heal T...:

@Dr_Lugae Oh, I'm sure it does, but let's not mistakenly give it any praise for something it simply does not deserve it for. Not one single part of this was done as an act of kindness and benevolence, goodwill, generosity, peace, support, or whatever. It was all about the marketing in this case and basically nothing else (on Nintendo's part at least). That much is VERY clear to me based on the text in the article. I don't praise that kind of thing. It's just corporate greed and a bunch of marketing men thinking how best to take advantage of a situation where money and greed shouldn't even factor into it. This wasn't the time or place for Nintendo to push its product advertising—not in the specific way it did it here.

Note: If Nintendo has allowed these people to create the poster without the CLEAR intentions of making it about specifically advertising Nintendo as a product/brand and basically nothing more (that was Nintendo's ENTIRE goal here)—as in it just let them create a lovely image using some beloved characters, and didn't try to use it as a deliberate advertising tool and nothing more—then my entire attitude would be different here. But it wasn't—and in that I have no doubt based on the text in this article.

Nintendo, despite what everyone would love to believe, wasn't being some sort of "good guy" here. It was being a cold, calculating, robotic, emotionless, soulless, money and profit driven business machine, and NOTHING more.



Kirk commented on How A 165-Foot Super Mario Mural Helped Heal T...:

@SomeoneDifferent This, however, isn't what you are thinking, because the wall wasn't Nintendo's in the first place, and the original intention was just to paint some beloved and friendly characters on it to give the people something uplifting and fun to look at instead of some insidious government propaganda, for a change. They sort of got that to a degree—if you just look at things on a surface level—but what they REALLY got was just a glorified Nintendo ad, disguised as the nice stuff I just mentioned. The point is, Nintendo didn't do this for any honourable or virtuous reasons, in the slightest, and giving it any credit or praise in that respect is credit and praise it simply isn't due. It acted like a cold, calculating, greedy corporation and nothing more. This was not some kind of benevolent act, at least on Nintendo's part, despite what everyone else probably believes, and that's the part I take issue with.



Kirk commented on Random: Excitable Fans Face Disappointment Whe...:

Well, it just shows what the fans really want—stuff that actually surprises and excites them.

A new sidekick/partner character for Mario would be pretty awesome, particularly if it came with a brand new Mario platformer too. A guy dressed in a Mario costume and holding a Chibi-Robo amiibo—not so much.

Although it was a mistake, it's sort of typical of modern day Nintendo, where it does something that is basically not particularly exciting (pick whatever example), yet it expects everyone to get all excited about it as though it's some earth shattering, megaton event or whatever.



Kirk commented on How A 165-Foot Super Mario Mural Helped Heal T...:

@Dankykong Because Nintendo has officially backed/endorsed this. And seeing as it's really just a glorified Nintendo ad with a nice slogan attached (only because of insistence from the Russians); it makes no business sense for Nintendo to kick up a fuss.



Kirk commented on How A 165-Foot Super Mario Mural Helped Heal T...:

So, reading the text of the article, it's patently clear to me that Nintendo agreed to this for no other reason, whatsoever, than marketing its characters and brand to a bunch of Russians.

Marketing, that's the important word/part to remember here. Not encouraging peace and goodwill. Not allowing people to express their creativity. Not doing something for the sheer joy of doing it. Not making a selfless gesture with the intent of inspiring people to reach for better things. Just pure marketing—which is itself another form of "propaganda", kinda (it's just corporate messaging with the sole intent of selling product).

Now, on the Russian side of things, who can say. There's probably a mix of genuine good intentions and a little bit of international business going on at the same time, but I just know it's not entirely about the corporate agenda from the Russian side of things, because of the small message they made sure was included in Nintendo's official advertisement (which is basically all this mural really is without the message).

Still, the picture is quite cool and the slogan, at least, is pure of heart.



Kirk commented on New Euro Wii U Premium Bundle Contains Mario K...:

@3DSWiiUFanatic Well, my thinking is that, first of all, both games are digital only to save Nintendo money. Second, pre-installing one of the games, Mario Kart 8 in this case, means there's something for new owners to play right out the box, without any hassle of setting up online accounts or downloading stuff from the store. Thirdly, making owners have to use the download code to get Splatoon means it encourages them to set up an online account and actually use the various online features of the Wii U. So, it's like a three-pronged approach.



Kirk commented on New Euro Wii U Premium Bundle Contains Mario K...:

@NandN3ds Well, that could/would work, imo, if Nintendo did something like I'm suggesting:

In fact, my whole idea/strategy for this new "NX" system is partly built around giving the Wii U a significant boost and keeping it alive for quite a few more years to come, via the various methods I detail in the linked article, without the need for a brand new dedicated home console at all.

Unfortunately, I don't think Nintendo is thinking anywhere near along the same lines.



Kirk commented on New Euro Wii U Premium Bundle Contains Mario K...:

Yes, it's a pretty cool bundle and at a decent enough price, but personally, I would like to see it sub £200*, and I also still don't think this is going to sell the Wii U to anyone other than a few remaining/straggling Nintendo fans at this point.

*Seeing as it's coming with digital copies of both the games, which makes it feasible for Nintendo to sell the console at this price with the two games included.



Kirk commented on Nintendo Drops Out of Interbrand 'Best Global ...:

Seems a bit harsh, just because it's not doing what those people that make this list would like to see. Surely, you don't punish a company for doing what it chooses to do, and rather for failing as a company, which, granted, Nintendo has done to a degree with the whole Wii U failure.



Kirk commented on Star Fox Zero Delayed To Achieve a "Platinum F...:

Which, imo, vindicates all the people calling it out for lacking in quality (in multiple areas).

It desperately needs more polish, in almost every area from what I've seen, and, imo, they really need to get rid of the GamePad and motion based aiming on the Arwing missions. It's fine on the tank and the drone thing—it actually makes sense there—but I think it just seems totally forced and gimmicky on the Arwing sections, and I am not convinced in the slightest that it wouldn't be better to just be able to play those sections in classic Star Fox style.

I believe the way Nintendo has used the GamePad's unique features in games like Super Mario Maker and Art Academy: Atelier is absolutely the right way to show off and use it. The way Nintendo/Platinum is forcing the use of the GamePad across the whole of Star Fox, however, in what is often a very gimmicky way, is entirely the wrong way to show off and use it, imo. It's basically exactly the same problem I saw with Nintendo Land too—it showed off the GamePad in mostly all the wrong ways but totally didn't show off much that was genuinely reflective of just how cool it can actually be when used properly, and how much it can actually enhance and add to the stuff we already love about video games.



Kirk commented on The Pokémon Company Sues Fan for Copyright In...:

So sad that this has happened. I know these companies can't really just let anyone monetise their products and characters but I feel like this really was just a case of a fan embracing something he loved, based on what the article says anyway, and ultimately doing more good for the Pokemon franchise than harm. It's fine if the Pokemon company wanted to stop what he was doing, but to then also go and fine him, like he was trying to pass-off his work as official and use that to profit from someone else's work or something like that, just seems like a real douche move. I'm not sure his actions were that sneaky (I mean, he even clearly labelled the thing as unofficial), and I'm not sure it does the Pokemon company any good to come down on him like a tonne of bricks. Although, as is the case with these media reports, you know quite know if you're getting the full picture.

PS. If he's not fighting them simply because he can't afford a lawyer, then my advice would be to not hire a lawyer. He can fight them and handle all the legal stuff himself, as far as I'm aware. I did this when Warner Bros tried to oppose my Trademark registration under grounds of "passing off"—and I won. I didn't have to pay a lawyer a single penny, although, I did initially try to use a lawyer but he actually wanted to me to pay £2,000 just for sending a couple of initial letters to Warner Bros. I never replied to him again, and, after him trying to contact me a couple more times (and me simply ignoring him entirely), that was basically the last I ever heard of that.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@aaronsullivan Yeah, to be totally fair, there are actually some very cool ideas in Nintendo Land. I just wish Nintendo had either went down the whole Wario Ware route, and really just made a whole bunch of really simple, quirky and fun mini-games, which didn't even try to pretend they were anything more (so people wouldn't really go in with unrealistic expectations), or they really went all out and made all the Nintendo Land games something that really would have blown people away. I mean, taking the F-Zero game for example, they really could have made that a whole lot less "casual" and gimmicky. It was basically a 5 minute throwaway time waster—and it's made even worse by the fact that fans are desperate for a proper new F-Zero game.

Personally, I think an all out Wario Ware Game (with just loads of really fun and quirky mini-games, which showed off all the cool GamePad stuff in a really carefree, nonsensical, playful and non-judgemental way) AND a couple of fully developed versions of some of those Nintendo Land games (like close to AAA quality), at launch, would have really be a great way to go, along with Super Mario Maker and Art Academy: Atelier.

It didn't necessarily have to have all those games day one but I think it needed that kind of stuff in the launch window at the very least, along with a couple of genuine system sellers out the gate.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@aaronsullivan Well, I think it says a lot that one game done right, Super Mario Maker, has already received far more critical praise and success (if we ignore the fact Nintendo Land is a pack-in game, so it's obviously had more "sales" to date) than an entire compilation of mini-games starring most of Nintendo's big mascots. As well as showing off how genuinely cool the GamePad can be, more so than any other game on Wii U to date.

All the asynchronous stuff is cool but it all still feels very gimmicky and forced for the most part, imo. So, I don't see it ever really being a system selling feature (same applies to games that try to get you to use the GamePad screen and TV screen at the same time, like that Metroid mini-game, and Star Fox Zero, imo). Now, I think if the Wii U could support 4 GamePads, with each player having their own custom screen, then that could have genuinely been a system selling feature, and possibly even paradigm shifting. It also still allows both asynchronous gameplay and gaming where each player can play using both the TV and the GamePad, but it really takes the concept to it's full potential.

Nintendo Land just wasn't the game Nintendo should have been using as its "flagship" launch title for Wii U, obviously.

To me, all the stuff Nintendo did right with the Wii U is undermined by all the stuff it did wrong, as I see it, like the frustratingly limited range that means the potentially awesome ability to play it anywhere in the house isn't quite a reality for many people; the annoyingly short battery life; the limitation of only being able to use one GamePad on the system; the lack of power in the console relative to the competition and just general gamer expectations for the times; the lack of a genuine system selling flagship game at launch; the lack of analog on the triggers (which just stops it being perfectly in line with the controllers on other systems); the lack of basic media capabilities that most gamers expect; like CD/DVD/Blu-Ray playback; the slightly higher price than many people expected and wanted; the lack of third party support, which is partly directly attributable to all those other oversights...



Kirk commented on Nintendo Attempts to Show the Fun Side of Anim...:

It will probably sell pretty well, just because of what it is and all the amiibo and card collectibles type stuff, but I don't think that means it's even close to what most people really wanted to see from a new Animal Crossing game.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@aaronsullivan The problem with Nintendo Land, as I see it, was that it showed off all the actual gimmicky stuff that you could do on the GamePad, rather than any genuinely compelling and paradigm shifting stuff you could do on the GamePad.

I know I don't care about tilting the thing to clumsily aim a bow in some Zelda mini-game. I don't care about playing a really bad tilt controlled F-Zero mini-game that's not even close to the kind of F-Zero game I really want. I don't care about swiping on the screen to clumsily aim a shuriken at targets, like I'm playing some casual 99p mobile game. I'm also not going to get particularly excited about a tiny little hub area, "land" my *ss, with only a couple of points of interest after the first few mins wandering around. To me, it was more the kind of simple mini-game collection that should have been sold as a cheap, casual, party title, with a free Wiimote or whatever, much like Wii Play was on the Wii. That's the only way that any more than a handful of people were going to give a sh*t about this game, from what I could see.

Nintendo Land just fell short of the mark. For any gamers who actually care about genuinely responsive and accurate controls in their games, and depth too for that matter, which is probably quite a high percentage of gamers in general and definitely most of the hardcore Nintendo gamers, I think it was a major fail. It wasn't a terrible collection of games, if you're cool with casual, party, throwaway stuff, but Nintendo Land just went about everything all wrong, imo. It wasn't anywhere near compelling enough to get more than a handful of real gamers excited, and it wasn't simple, elegant, and instantly obvious enough to get all the Wiimote loving casuals from the Wii generation excited either, like Wii Sports was. It simply wasn't the game to sell Wii U systems in particularly strong numbers to any particular group of consumers. Launching with Super Mario Maker would have been about ten times as effective, it's just a far more compelling concept for most people likely to pick up a new Nintendo console in this day and age, and imo that's just one of a bunch of experiences like this that I think Wii U should have launched with.

Wii U could have been a paradigm shift in the industry, based on the way I think of the system and its unique GamePad (and what I would have done with it), but Nintendo just dropped the ball, big time.



Kirk commented on Super Famicom: The Box Art Collection Is Back,...:

This book looks gorgeous, and happy to see it's actually getting made. It honestly looks like a work of art itself.

Also, those old box covers are better looking than 99% of modern game box covers, which is a bit sad really.

I only wish I had the money to buy a copy of this.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@Fillupmycup Yeah, that might have helped. I think the real problem with the Wii U as it exists, however, was not having a system selling and system defining game at launch. That would have given it the head start it needed to at least not fail basically right out the gate. It might still have lost ultimately, like the N64 did next to the PS (and the N64 launched with the sublime Super Mario 64), but at least it would have had a chance.

The Wii U has so many issues that just have a couple of great, system selling and system defining games at launch probably still wouldn't have saved it, and I think the lesson to learn here is that Nintendo needs to get a lot more things right next time around, and one of them is at least launching with a few games that show you exactly why you have to buy this new console basically day one.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@roboshort Yeah, with the Wii, Nintendo nailed it better than basically any console in existence, in terms of having a launch game that actually shows off perfectly what the console is all about (which is doubly essential when your console is based almost entirely around one core gimmick), and that is actually a genuine system seller. I personally liked Super Mario World and Super Mario 64 more as launch games but Wii Sports is no doubt one of the most important launch titles in existence. Also, I think packing in a system selling and defining game at launch really is the way to go.

Nintendo totally dropped the ball with the launch of Wii U. It did the same with 3DS too.

I really hope it's learned its lesson but precisely because it did exactly what you said, and f'd up even after it seemed like it had learned its lesson with the GC, I'm not entirely confident it has.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@VeeFlamesNL "What the Wii U needed was games that used the GamePad in a way no other console could, not just games that make it easier to draw, make Mario courses, or create things. Key words, :not just"

Well that is exactly what those games [experiences] do—you can't even come close to drawing/painting properly on the other consoles and you can't intuitively drag and place stuff on the other consoles with simple touch or stylus based input either—and I think what Wii U needed is a whole bunch of games [experiences] like Super Mario Maker and Art Academy: Atelier at launch.

If Wii U had something like the Mario Artist series built into it and available for all Wii U owners to use for free out-the-box—much like how Microsoft is now basically giving all Xbox One owners Project Spark for free (and that doesn't even come close to what I'm talking, especially when you consider the Xbox One doesn't really have an ideal input for such a creation tool, and Wii U absolutely does)—I think it would be winning the console war right about now.

If Nintendo had a console where all users could freely and easily create images (drawings and painting), animations, 3D models (which could be used as assets for games), music, simple videos (using the GamePads camera, and maybe some video editing tools that work with the touchscreen and stylus), and even the likes of full video games, all using the extremely intuitive input of the GamePad (and its touchscreen and stylus), and then upload and share them with all other Wii U owners—maybe even being able to charge a small fee for their creations too, if they chose to (so an entire ecosystem could exist around these user creations)—as well as just share them online via sites like YouTube (in the case of videos); I think it might have had one of the most successful consoles of all time.

Note: Nintendo could have given all of this a very "gamey" spin too, so it feels like you're actually playing and having fun with all of this stuff—in the same way Super Mario Maker is both a pretty awesome Super Mario level creation tool but also a fully fledged game in its own right.

If you combine that major USP with all Nintendo's great first party games, and whatever else is appealing about Nintendo's systems (like amiibo and all that jazz)—and a few other little tweaks to the system here and there—it could [would] have been pretty much unstoppable imo.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

@VeeFlamesNL I'm saying this with the understanding that games like this (Super Mario Maker, Art Academy: Atelier) were basically extremely obvious examples of how to show off the GamePad, as far as I'm concerned. Games, or games/experiences very much like them, that I personally would have had prepared for the launch of Wii U—if I was running Nintendo.

And I want to make this very clear: I mean that I actually did indeed think about this kind of stuff long before the Wii U even existed. Such that I think Nintendo should have too, and REALLY should have had the foresight to realise that this was exactly the type of software the Wii U needed, day one. Creation based software that takes full advantage of everything that is great about the GamePad.

AND . . . I also say this knowing that the reason I thought of this stuff LONG BEFORE the Wii U even existed . . . was because Nintendo itself showed me the blueprints for such "Play, Create, and Share" type game experiences in the first place, which were/are pretty much perfectly suited to the GamePad:

I'm saying that Nintendo itself came up with the idea of entire creation suites back in the days of the N64 DD, including one called Mario Artist: Game Maker (which most likely used loads of Mario assets too), and the fact it didn't have the nat-level intelligence to realise this is EXACTLY the kind of stuff it should have had on Wii U at launch, probably even built into the system directly (which it would have had if I was in charge), is just totally mind bogglingly sp*zmodic to me.

The Wii U didn't need to be a flop, not the way I see it, but right now it is a total and utter flop by most people's accounts—and, imo, it's all Nintendo's own fault. Nintendo has done some pretty f'n moronic things with the Wii U, and not even managing to release a few titles at launch that genuinely showed off the Wii U GamePad in all its true glory—and, no, Nintendo Land wasn't one of those games/experiences I'm talking about—was one of the most moronic things of the bunch.

Do you get me?



Kirk commented on First Impressions: Taking A Shot At Fatal Fram...:

This is one of these games that I see as barely even registering on the radars of the game media, retailers, and gamers, as little as a few days after launch.

It's certainly not the kind of game that's going to make anyone outside of a few hardcore fans give a sh*t about Wii U, as far as I can see, and regardless of it being a decent enough experience for what it is.



Kirk commented on Super Mario Maker Back on Top in Japan as 3DS ...:

Now, just imagine how different things might have been if Nintendo had actually had a few games like Super Mario Maker available during the launch of the Wii U—games that actually show off exactly what's so cool and unique about having a GamePad with a touchscreen and stylus...

Nintendo, the company that constantly goes on about how games sell hardware, couldn't even figure out that if it really wanted to sell Wii U units it probably should have had a genuine system selling game (or two, three, four...) at launch that actually showed off why people should want to play this thing.

Here's hoping its actually learned it's lesson for its next console, because the dropped the ball in this particular respect with quite a few of its recent platforms for a couple of generations now—with the Wii being the one exception.



Kirk commented on Video: Genesis Power Team Volume 2 Has A Disti...:

@WaveBoy Yeah, I basically agree, but I've recently realised that for many years I never gave the Megadrive enough respect for what it did do well.

Speed, for example. And I'm not just talking "blast processing" either. The higher default speed of the CPU, 7.67Mhz of the Megadrive vs. the 3.59Mhz of the SNES, really did make a difference in many games. Using something like Streets of Rage vs. any of the Final Fight games for example: You can see the Megadrive is just superior at pushing more sprites on screen at once, and without any slowdown. With Streets of Rage 2 vs. Final Fight (any of them), I think it's something like up to 5 bad guys max on screen on Megadrives vs. only 3 on SNES. (many baddies on screen in Megadrive beat 'em ups)

This extra processor speed under the hood really helps improve the experience in certain types of games, shmups for example, which on the Megadrive generally ran rings around those on SNES in terms of the general amount of action, explosions and particles going on, and moving background "layers", without slowdown.

Go really study games like Streets of Rage 2 and Thunder Force 4 and watch how much stuff the Megadrive is throwing around compared to the SNES, such as layers, total sprites and also explosions and stuff, without any slowdown. This kind of thing was actually a lot more prevalent than I ever realised back in the day, and I certainly never gave the Megadrive enough credit for what it did do well.

SNES did more layers of parallax by default, 4 vs. the Megadrive's 2, but the Megadrive could do an effect where it basically adjusted each horizonal line on the fly and this allowed it to create a kind of parallax effect that was used in countless games to great effect but was rarely seen on SNES. Thunder Force 4 again being a great showcase of this, with levels that look like they sometimes have up to 8 layers of "parallax" or something like that. (check out all the layers going on here)

What I realised recently was that the SNES did all the surface level graphics better--the really obvious stuff like the amount of colours and cool visual effects like transparency--but the Megadrive actually did a lot of stuff under the surface really well, which actually helped its games in ways that maybe aren't quite so obvious, if you're not paying attention.

So, while I still think the SNES was the better system all round, and in some ways very clearly, I still like to give the Megadrive its fair due too.