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parallaxscroll

parallaxscroll

United States

Joined:
Tue 9th December, 2008

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parallaxscroll

#1

parallaxscroll commented on Feature: The Short Life And Untimely Death Of ...:

Remember picking up a GameFan magazine with "screenshots" of Robotech: Crystal Dreams for Ultra 64: Remember these?
http://i.imgur.com/79VfVfj.jpg

So many people including myself fell for the hype.

Not only were those visuals not impossible on any PC 3D card or arcade board, let alone on the slim resources Nintendo 64 offered--It was also not possible on the much more powerful and expensive workstations & visual systems that Silicon Graphics had. Not at real-time framerates. Anything from SGI back then would have had to spend time rendering those images offline. In other words, obviously it was prerendered CG.

That said, it is a shame GameTek could not get the additional funding & development staff to redesign the game for the then-upcoming Project Dolphin (GameCube). With dozens of times more power/performance than N64, more & faster memory, a reasonably impressive game based on their ambition could've been achieved.

Ah well...

parallaxscroll

#2

parallaxscroll commented on US VC Releases - 27th August - Ghouls 'n Ghosts:

Just so people understand, the Genesis game is the 2nd in the series:
(DaiMakaimura aka Ghouls 'N Shosts).

The SNES game is the 3rd in the series
(ChoMakaimura aka Super Ghouls 'N Ghosts).

So therefore Super Ghouls 'N Ghosts is not (I repeat, NOT) "the SNES version" of the Genesis game, as some people seem to think. SGnG was created specifically for the SNES and was never released in arcades. The Genesis GnG is a conversion of the 1988 arcade game. The SNES SGnG is a sequel, see?

BTW the 4th and newest game in the series is:
Ultimate Ghosts N Goblins on PSP.

parallaxscroll

#3

parallaxscroll commented on Strider:

Mickeymac is talking nonsense when he said this is an arcade-perfect port of the arcade game. The MegaDrive-Genesis-Wii VC version is NOWHERE NEAR arcade perfect even though its a decent conversion unlike the completely different NES Strider.

Strider on the MegaDrive-Genesis was the first decent version of the arcade game released on home CONSOLE, but not the first arcade-quality version released for a consumer home platform. That honor belongs to the Sharp X68000 computer in Japan which got a very close port of Strider in 1989, a year before the MegaDrive-Genesis version came out.

In all honesty, the MegaDrive-Genesis version of Strider, while a good game in its own right, was a huge downgrade from the CPS-1 arcade game. The downgrades from the arcade down to the Sega version include color, detail, animation and an entire parallax background layer. The arcade had upto 3 BG layers and no less than 2, while the Sega version had upto 2 layers, sometimes just 1, depending on the stage.

Various versions of Strider from best to worst, as far as how close they are to the original 1989 CPS-1 arcade version.

1. Capcom Classics Collection on PS2, Xbox, PSP a few years ago
2. PS1 version included with Strider 2, from 1998/1999
3. Sharp X68000 computer version from 1989
4. Megadrive-Genesis version from 1990, released on Wii VC.
5. NEC PC-Engine Arcade Card CD version

The UNRELEASED / CANCELED NEC SuperGrafx version
would've taken over the number 4 position because it would've been superior to both the PC-Engine Arcade Card CD and the MegaDrive/Genesis/Wii VC versions, but would not have been as close as the X68000 port.

These are SUPPOSED, APPARENT (unconfirmed) screenshots of the UNRELEASED/ CANCELED / RUMORED version of Strider for the SuperGrafx

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parallaxscroll

#4

parallaxscroll commented on Ghouls 'n Ghosts:

This will be a long post but I wanted to clear up some MISCONCEPTIONS and NONSENSE that some people have been writing about this version of the game and provide some detailed information about various versions of Ghouls 'N Ghosts.

SEGA's reprogrammed Ghouls 'N Ghosts for MegaDrive-Genesis released in 1989 is based on the 1988 arcade game DaiMakaimura / Ghouls 'N Ghosts. The original Capcom arcade game was powered by the CPS-1 (aka CP-System) arcade board, the same hardware that powered Forgotten Worlds, Strider, Final Fight and Street Fighter II, to name just a few.

As most people know (but not everyone it seems) the Super Famicom-SNES game, Super Ghouls 'N Ghosts (aka ChoMakaimura) is a sequel, not based on the arcade Ghouls 'N Ghosts. Thus, Super Ghouls 'N Ghosts was never found in arcades, therefore it is not DIRECTLY comparable to the MegaDrive-Genesis or Wii VC version.

The NEC SuperGrafx version from 1990 is directly comparable to the MegaDrive-Genesis-Wii VC game, because the SuperGrafx DaiMakaimura / Ghouls 'N Ghosts is also a conversion of the 1988 arcade game.

Interestingly, the Japanese-only Sharp X68000 home computer got a 100% perfect port Ghouls 'N Ghosts and this home version puts the MegaDrive/Genesis/Wii VC and SuperGrafx versions to shame.

People who say that there are only MINOR graphical differences going from the ARCADE to the MegaDrive-Genesis and SuperGrafx versions, are so totally wrong, or just don't remember, or never really knew how significant the differences actually were. That is why I'm posting screens of a single area that had alot of detail to show the differences between the versions.

The CPS-1 Arcade ROM was 32 megabit size. The MD-Gen/Wii VC version is only 5 megabit size, slightly larger than the average 4 megabit games of 1989-1990, but still far short of the arcade.

The comparison below will give you some idea of the vast differences between the Arcade, MegaDrive-Genesis, and SuperGrafx versions. Most people do not realise just how much graphical detail & color was cut out of the MegaDrive-Genesis (and thus, the Wii VC) version. Notice that the only home version that is TRULY arcade-exact is the X68000 version, even though X68000 is not a console but a home computer.

CPS-1 Arcade version, 1988
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Mega Drive / Genesis version, 1989
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SuperGrafx version, 1990
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X68000 version, 1994
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Note that the Sega Saturn and Sony PlayStation got near-exact (99%) ports of Ghouls ' N Ghosts in 1998 on Capcom Generation 2 released in Japan. It was also out in the UK & Europe with all the Capcom Generation volumes on a single disc (i believe so, not 100% sure).

The 1998 PlayStation version of Ghouls 'N Ghosts from Capcom Generation 2 is the version that you get on Capcom Classics Collection for PS2, Xbox and PSP. This one specific port, across 4 platforms (PS1, PS2, Xbox, PSP) is very good, but has some problems, mainly the distant parallax backgrounds are very dim, so they're difficult to see. The Saturn version does not have this problem, however it does have other minor differences like screen resolution and the hues are slightly off. Otherwise the PS1 (and Saturn) ports are near arcade perfect.

Overall the very, very closest thus absolute BEST home version is the Sharp X68000 one, but most people do not have access to that, unless through an emulator. So then I would recommend getting the Saturn release of Capcom Generation 2. If you can't get that, then I'd say the Xbox or PS2 release of Capcom Classics Collection. Any of these arcade-quality ports will give you a very close-to-CPS1-arcade experience, unlike the significantly downgraded MegaDrive/Genesis/Wii VC and SuperGrafx conversions.

parallaxscroll

#5

parallaxscroll commented on Golden Axe:

Baldasacoot, Praadur and especially CraZH, you are wrong about the MegaDrive-Genesis version of Golden Axe being as good as the System 16 ARCADE game.
Totally and completely wrong. The MegaDrive-Genesis version is NOT exactly the same as the arcade.

Conor S is RIGHT, Golden Axe & Final Fight on Wii VC are not nearly as good as the arcade versions because they're based on the MegaDrive-Genesis & SFC-SNES versions, respectively.

Even the review here states that MegaDrive-Genesis Golden Axe on Wii VC is not exactly like the arcade:

It's also worth noting that it's not arcade perfect (although lots of people seem to think it is)

The 16-Bit System 16 arcade version of Golden Axe is graphically superior to the 16-bit home MegaDrive-Genesis version. The arcade ROM is 32 megabit size, while the home version is only 4 megabits. The home version is missing alot of color, detail and animation that the arcade had. There was parallax scrolling and many frames of animation present in the arcade that were cut from the MegaDrive-Genesis conversion.

Comparison -

  • System 16 Arcade:
    Untitled
  • MegaDrive-Genesis:
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That only shows the color difference and just a little of the detail difference - These pics do not show the other downgrades that were made to the MegaDrive-Genesis Golden Axe such as parallax and animation cuts.

Don't think so? Watch video of the System 16 arcade version:
http://www.youtube.com/watch?v=0gOKT5KHsuI
http://www.youtube.com/watch?v=Q7NWpE8tTJs

For those of you still debating which version of Golden Axe to get, I recommend you buy the Xbox Live Arcade version which is based directly on the System 16 arcade version. Don't waste your money buying the MegaDrive-Genesis conversion on Wii VC. Hopefully the System 16 arcade will be released for Wii Virtual Arcade in the near future.

Beyond that, I hope SEGA releases the true arcade-sequel, Golden Axe Revenge of Death Adder to any of the download platforms.

parallaxscroll

#6

parallaxscroll commented on Review: Altered Beast (MD):

It would be very wasteful to buy this, really, a total waste of money. First of all, anyone who owns a Genesis from 1989 or 1990 would already have this game, at no cost.

Better yet, anyone with a PS3, Xbox 360 or PS2 can get the superior arcade version on Sega Genesis Collection (PS2) or Sonic's Ultimate Genesis Collection (360/PS3), which are far better values that work out to be less than $1 per game. Why pay 800 points / $8 for a downgraded conversion of Altered Beast when you can have the graphically superior arcade version for mere pennies... especially if you get SGC on PS2 used for a few bucks.

Don't throw away your Wii points on this.

parallaxscroll

#7

parallaxscroll commented on Hardware Focus - NEC SuperGrafx:

Regarding the unreleased 16-bit PC Engine 2 (NEC released the modestly upgraded 8-bit SuperGrafx instead), here are a few news clips from EGM and one from GamePro.

There was also Namco's unreleased 16-bit Super System, which almost became the PC-Engine 2 because NEC wanted to use Namco's console as the basis for one version of the PC Engine 2 but Hudson killed the deal.

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parallaxscroll

#8

parallaxscroll commented on Hardware Focus - NEC SuperGrafx:

Corbie wrote:

Many video game collectors have snapped the SuperGrafx consoles up in recent years, mainly due to the near arcade-perfect port of Ghouls 'n Ghosts available for the system.

__snabald wrote:

The SuperGrafx version of Ghouls and Ghosts did have nearly arcade perfect graphics

No, Ghouls 'N Ghosts on SuperGrafx did NOT have even close to arcade perfect graphics. Even though the SuperGrafx version was the most graphically detailed CONSOLE version at the time (1990) the actual true difference between Arcade and SuperGrafx was not slight or tiny. See the comparison below.
It's not accurate to say something like "the graphics of the SuperGrafx version were not quite as good as the arcade".
They were, in reality, a long way from the arcade.
The first arcade-perfect home version of Ghouls 'N Ghosts was the one released for the Sharp X68000 computer in 1994. In fact, X68000 Ghouls 'N Ghosts was the most accurate home version of the game, not the Saturn & PS1 versions released in 1998. While it's not fair to compare a high-end computer that cost well more than $1000, to a $300 console, the fact remains that SuperGrafx was not capable of near arcade perfect results.

The ROM of arcade Ghouls 'N Ghosts was 32 megabits while the ROM of the SuperGrafx version was only 8 megabits. Thus 1/4, aka, a quarter. Actually that's a more accurate assessment of the graphics, SuperGrafx was 1/4 the arcade. While the MegaDrive-Genesis-Wii VC version was even less, because its ROM was 5 megabits, thus about 1/6th the arcade.

The CPS arcade hardware that ran the arcade game used a 16-bit 68000 CPU @ 10 MHz, and graphics hardware capable of pushing 256 sprites. CPS could display 3 independent scrolling layers, could display several thousand colors on-screen at once from a pallete of over 65,000 colors, with a screen resolution of 384x224.
The SuperGrafx hardware wasn't comparable even though it was enhanced from the PC-Engine.

The comparison below will give you some idea of the vast differences between the Arcade, MegaDrive-Genesis, and SuperGrafx versions. Most people do not realise just how much graphical detail & color was cut out of the MegaDrive-Genesis-Wii VC and even the graphically improved (over MD-Gen) SuperGrafx version. Notice that the *only home version that is TRULY arcade-exact is the X68000 version, even though X68000 is not a console but a home computer.

CPS-1 Arcade version, 1988
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SuperGrafx version, 1990
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Mega Drive / Genesis version, 1989 (Wii VC GnG is this version)
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.

.
X68000 version, 1994
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.
Arcade
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SuperGrafx
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Arcade
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.
SuperGrafx
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parallaxscroll

#9

parallaxscroll commented on Altered Beast:

Since this Wii VC Altered Beast is based on the Mega Drive / Genesis version, it is a major downgrade from the System 16 arcade version in graphics.

The arcade Altered Beast had larger, better-defined, more detailed, better-animated characters with more color and effects compared to the MD/Genesis conversion. The sound was cleaner and deeper as well. Don't bother with this at all. Instead, get the PS2 version of SEGA GENESIS COLLECTION. It contains both the Genesis and Arcade versions of Altered Beast, and you can probably find that disc which has a few dozen games on it, used, for less money than this one VC download.

parallaxscroll

#10

parallaxscroll commented on R-Type:

Also, there was a powerful 16-bit computer platform in Japan from Sharp called the X68000. It's not based on PC or Mac, and used custom graphics chipset, like Amiga, but much better. I believe Hudson developed the custom chipset for X68000 (as they did with the PC-Engine/TurboGrafx).

The X68000 got a port of R-Type in 1989 that was superior to the PCE/TG-16 version. Here's a video of it:
http://www.youtube.com/watch?v=Q2Tm3QIwv3I

parallaxscroll

#11

parallaxscroll commented on R-Type:

R-Types on PlayStation is not 100% perfect, the resolution is something like 320x220 whereas the original 1987 & 1989 arcade R-Type & R-Type II were both 384x256 resolution, but PS1 R-Types is very close, and certainly of 'arcade quality'.

If you want 100% perfect, you have to use MAME on PC or a console or handheld (Xbox1, PSP, PS3,) setup with emulation/ROMs.

I also forgot to mention the PCE / TG-16 / Wii VC version has a TON of sprite flickering when a lot of sprites, or larger sprites, are on screen. Someone was asking if there was flicker, so the answer is YES.

parallaxscroll

#12

parallaxscroll commented on R-Type:

Downgrades from Arcade version to PCE / TG-16 / Wii VC version:
*lower resolution
*very slight loss in detail & color
*slightly less animation
*no parallax scrolling backgrounds
*downgraded music

parallaxscroll

#13

parallaxscroll commented on R-Type:

In the review, they say this is
"the best home console port of the game"

Well, that is absolutely not true.

The PC-Engine/TurboGrafx-16 version of R-Type not as good as the nearly arcade-exact PlayStation version in R-Types, which contains the arcade versions of R-Type & R-Type II, released in 1998/1999 in Japan/U.S.