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Heihachi_73
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Reged: 10/29/03
Posts: 1074
Loc: Melbourne, Australia
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Re: my obsession with arcade ports.
06/28/18 01:06 PM


> i've talked about this before, but me dipping back into gif creation has re-sparked
> this obsession. for whatever reason, i'm comprehensively obsessed with the concept of
> trying to replicate arcade games on inferior hardware, including every technical
> detail and anecdotal story of the process. the 'console wars' is awesome also.
> there's some terrific stuff on youtube from developers that's just fascinating to
> hear.
>
> at any rate, i was playing "mortal kombat" last night (arcade/snes/genesis/gamegear),
> and it's very clear to me now that the genesis version is better than the snes for
> one particular reason - gameplay. when i compare these games, i'm totally discounting
> the gore/censorship issue; it's honestly not comparative topic as far as i'm
> concerned.
>
> throughout the 90's, most people were convinced that the snes version was better,
> including me; i still own it. if you see screenshots or hear audio from either game,
> it's so easy to think that the snes came the closest to replicating the arcade, but
> my fucking god... the gameplay is an abortion. i honestly can't think of another game
> with worse input lag. the worst part however is that jumping is badly calculated, and
> characters basically jump too far, which leads to an entire ecosystem of bad
> gameplay. the genesis version could be monochrome and sound like an atari 2600 title,
> and i would still prefer it to the snes.
>
> i can't get the segaCD version to work on fusion. the fmv plays, then black screen.
>
> [edit] "perfect sync" option in fusion fixed the cd issue. =)

SF2 is the same, the Genesis version of Special Champion Edition kicks the shit out of the SNES version of SF2/Turbo. Could Capcom compress the audio samples any further on the SNES? Blanka's roar on the SNES is laughable, as is the soundfont with looped instrument samples that must be a few hundred bytes long at best (if not in the tens of bytes). Never mind the tiny sprites, despite both the SNES and CPS having the exact same vertical resolution - all they had to do was squash everything horizontally by a third and it would have looked perfect, but no, they had to make the fighters tiny as well!







Entire thread
Subject Posted by Posted on
* my obsession with arcade ports. jopezu 06/25/18 04:07 AM
. * Re: my obsession with arcade ports. Jason  06/28/18 04:45 PM
. * Re: my obsession with arcade ports. Heihachi_73  06/28/18 01:06 PM
. * Re: my obsession with arcade ports. jopezu  07/02/18 03:59 AM
. * Re: my obsession with arcade ports. Haze  07/02/18 04:32 AM
. * See this video for some history on that... DiodeDude  07/02/18 01:47 PM
. * Re: my obsession with arcade ports. jopezu  07/02/18 06:16 AM
. * Re: my obsession with arcade ports. jopezu  07/02/18 02:31 AM
. * Re: my obsession with arcade ports. DiodeDude  06/28/18 03:29 PM
. * Re: my obsession with arcade ports. jopezu  07/03/18 04:11 PM
. * Why was it so hard for devs to do voice on Megadrive? -nt DiodeDude  07/03/18 05:59 PM
. * Re: Why was it so hard for devs to do voice on Megadrive? -nt R. Belmont  07/05/18 03:24 PM
. * Re: Why was it so hard for devs to do voice on Megadrive? -nt Haze  07/05/18 03:42 PM
. * mk animation - genesis jopezu  06/25/18 04:10 AM
. * mk animation - snes jopezu  06/25/18 04:10 AM
. * mk animation - arcade jopezu  06/25/18 04:09 AM

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