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  1. #11
    Quote Originally Posted by CMcK View Post
    The Neo-Geo does use PCM, or more precisely ADPCM, for audio. It has 7 sample channels versus 4 FM channels. Thereís not a lot of games bother with the FM as cart space was abundant.
    It is a shame it didnít have rotation support for sprites or even the fix layer but if you really wanted to do it in the system just store variations of the object you want to appear is rotating.

    And I will agree itís library is very strong considering thereís only about 120 games for the system.
    It had the same sort of sound system to the CD-i. Its also had no hardware for rotation and could only scale one layer. In many ways, the Atari Lynx out did it for rotation or scaling, never mind the sadly underused ASIC chip inside the Mega CD or Jaguar. I love the Neo for the sound and those huge sprites myself and its got an amazing line up of games that aren't all Vs fighters.

    It's just a shame the Saturn only had 2 Mb of the main RAM. That was the ultimate 2D system and I would have loved to see it used for 2D games that weren't limited by the system lack of RAM. I know you had the ST-V but most of its games were made with a Saturn port in mind.

  2. #12
    Quote Originally Posted by replicashooter View Post
    I'm not one to shy away from a controversial opinion but really the games were a bit pish.

    To me the vast majority of the catalogue was a take off of something more established/successful/better from another dev jazzed up with some bells and whistles and gameplay that ranged from equal to substantially worse and never ever, ever, ever in my experience did any one of their titles beat what they were ripping off.

    Peeps just got geeked for it due to it being the first ePeen before ePeen console but round my way if you were gonna spend that kind of money you'd do it right and buy a SuperGun (which is what gave birth to my screen name) which played the games you wanted to play from Capcom and co because they were ace.

    Sure with it being a "closed" platform you got less shovelware and ports but the titles on there, bar, Neo Drift Out which kind of proves my point, just didn't do it for me at all. Not back then on original hardware nor later via emulation as they all felt like expensive cheap knock offs of other titles that were done better in their original form.
    And I used to like you!

    J/k each to their own.

  3. #13
    Quote Originally Posted by Zaki Matar View Post
    And I used to like you!

    J/k each to their own.
    But can you deny any of the points I made? 🤔

  4. #14
    I would. I prefer their fighters over the Capcom output. Especially for variety. They certainly innovated the genre across the years in many ways so it's unfair to say they were ripping stuff off. It was probably the other way around. They were also pumping out this stuff way longer than Capcom found it to be economically viable, even post-bankruptcy, which despite the admitted drop-off in quality should be remembered and applauded.

    The only difference being that SNK were never as established or popular in the Western arcades.

  5. #15
    Also, Capcom's revisionist approach means bar-nostalgia it's pretty much pointless going back to World Warrior or New Challengers, Warrior's Dreams etc. On the other hand there are still valid reasons to revisit the various early KOFs, Fatal Fury's, SamShos...
    Last edited by dataDave; 24-02-2018 at 02:05 AM.

  6. #16
    I prefer 4 button fighters to 6 button ones, you’d be amazed how much brain confuddlement comes from those extra two buttons. I’ve gotten better with it over the years, but even with newer games I prefer four main action buttons with maybe a couple of extras for supers.

    Admittedly some of the earlier games are a little janky, but then there are some amazing ones for the system. I think we’ve already established that the shmups are generally quality all the way, as are the six Slugs. Some of the earlier fighting games may not be everyone’s cup of tea, but there’s no denying that the Last Blades, Shodowns and KoF from ‘98 onwards are all very well done, competent games.

    Quote Originally Posted by dataDave View Post
    Also, Capcom's revisionist approach means bar-nostalgia it's pretty much pointless going back to World Warrior or New Challengers, Warrior's Dreams etc. On the other hand there are still valid reasons to revisit the various early KOFs, Fatal Fury's, SamShos...
    I like how SNK have gone back to their earlier KoF games and improved them, such as ‘94 Re-bout, ‘98 UM and ‘02 UM.... now it’s ‘97s turn.

  7. #17
    Quote Originally Posted by replicashooter View Post
    But can you deny any of the points I made? 🤔
    Not really, all Arcade games copied each other and went with what was popular, so to single SNK for doing what Capcom, Namco or SEGA did was a bit silly. Also there are so many fab gems on the system like Soccer Brawl, Flying Power Disk, Last Resort, Garou: Mark of the Wolves, SS III, Baseball stars II, Neo Turf Masters, Metal Slug, Nam 1975

    It was a fab system also the art in the SNK games was just something else, their characters designs and box art, was the best at the time.

  8. #18
    Quote Originally Posted by samanosuke View Post
    Isn’t that what a NeoGeo is?

    It has PCM sound like the SNES and can do all its Mode 7 trickery and more besides (sprite scaling as well as background scaling).

    It also has FM sound synthesis like the MegaDrive and more CPU grunt thanks to its 68k rated at higher clock speed than the MegaDrive’s.

    Throw in more colour and sprite handling capabilities than the PC Engine can handle and you pretty much have the ultimate 16-bit console.
    Snes had real transparency, and Dolby Surround
    Last edited by Solar; 24-02-2018 at 10:31 AM.

  9. #19
    Quote Originally Posted by dataDave View Post
    I would. I prefer their fighters over the Capcom output. Especially for variety. They certainly innovated the genre across the years in many ways so it's unfair to say they were ripping stuff off. It was probably the other way around. They were also pumping out this stuff way longer than Capcom found it to be economically viable, even post-bankruptcy, which despite the admitted drop-off in quality should be remembered and applauded.

    The only difference being that SNK were never as established or popular in the Western arcades.
    This may be that, granted, as I played very little of them in the arcades as there was only one that had them but generally they just didn't click for me and neither did the art style. A combo of early exposure and rose tints methinks because they just don't do it for me.

    Quote Originally Posted by _SD_ View Post
    I prefer 4 button fighters to 6 button ones, you’d be amazed how much brain confuddlement comes from those extra two buttons. I’ve gotten better with it over the years, but even with newer games I prefer four main action buttons with maybe a couple of extras for supers.

    Admittedly some of the earlier games are a little janky, but then there are some amazing ones for the system. I think we’ve already established that the shmups are generally quality all the way, as are the six Slugs. Some of the earlier fighting games may not be everyone’s cup of tea, but there’s no denying that the Last Blades, Shodowns and KoF from ‘98 onwards are all very well done, competent games.
    Aha, by 98 arcades were the last thing on my mind as I was discovering and enjoy other facets of life that also oddly enough also involved repetitive electronic music and darkened rooms. My real hardware experience of them was much earlier and thats what I based my comments on although the amount of love they are getting in here makes me think I should boot up the old Xbox again and take another peek.

  10. #20
    I'd start with Fatal Fury Special and Samurai Shodown II.

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