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    Originally posted by Team Andromeda
    With Genki thier self's saying the DC version used over 90% of the Model 3 Polygons
    Originally posted by Team Andromeda
    in Genki own words used over 90% of the Arcade game poylgons
    Originally posted by Team Andromeda
    And in Genki own words used over 90% of the Arcade game poylgons.
    ora ora, only razzing you man 'presses D button'

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      I do wonder what the saturn version of vf3 would have been like if it had been close to the arcade version

      Or like the megadrive version of virtua fighter 2 where you wondered why the bothered

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        Originally posted by kernow
        the words 'arcade perfect' make me cringe
        The same words make me very happy when it's true.

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          Examples man, examples!

          Originally posted by Kubrick
          The same words make me very happy when it's true.

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            Originally posted by kernow
            Examples man, examples!
            X-Men Vs Street Fighter, Street Fight Zero III . I sure as hell can't see any diff inthe Saturn versions and Virtual ON II onthe DC is 99% Arcade perfect

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              Originally posted by Team Andromeda
              They did a top job with both WipeOut ports and Manx TT wasn't that bad either . But HOTD was a mess it didn't run at a decent lick of speed (that was one of the major problems with the port) and was such a come down after the near perfect ports of VC and VC II.
              The gameplay did save it thought, but the sound was amazing I must give credit to Tantalus for that ,and it was all chip generated .

              As for Touring car its was such a shame the frame rate was so bad as in terms of detail it had more or less every thing from the Model 2 game. In saying that the Arcade version wasn't that great to play
              I suppose the main thing for me was that I was still able to really enjoy HotD regardless of it's flaws, which is not something I could say about STCC. The old Daytona situation over again, though I suppose by time HotD came out, expectations were higher. I'm still not convinced a Sega in-house team would have done much better in the time constraints, though I have nothing to base that on, admittedly.

              STCC was a shame, as I love the arcade game. They just didn't really seem to note what made the Saturn version of Sega Rally so good... Sega Rally was FAR from arcade perfect, after all. But it was the fact that they tailor-made Sega Rally for the Saturn, tweaked it to work on the format, both from a technical perspective and from sheer gameplay... this makes it arguably a superior game to the recent PS2 game, dispite the PS2 game being closer to the arcade.
              The path they took with STCC, which seemed to be to make it as close to the arcade as possible, was misguided IMO. A port that looked at the format they were dealing with and recreating the game for the format like the Sega Rally team did would have made the game a real killer.

              Comment


                Originally posted by kernow
                Examples man, examples!
                On the Saturn? There's loads! That's why the SS is so good.

                A huge number of the shooters and 2D conversions are "perfect" or near-as-damnit.

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                  Originally posted by kernow
                  did they use 90% of the arcade polygons perchance mate?

                  that makes no difference if the polygons weren't lit or textured properly though
                  What and you're saying they weren't . I love to see you hightlight the differences other thanks the one I mention ,maybe some but I couldn't see any

                  AS for the Genki Interview it was a DC Japanese magazine, where one of the Team when on to say it terms of polygons and backgrounds the DC used over 90% of the polygons used to make up the backgrounds or characters inthe Model 3 game , and the Team was proud of what they did in under 6 months on a new machine . Had they had more time Genki joked it would have been even closer, but the top priority of the team was the launch date and 60 fps .

                  It was great read shame the website link died bloody ages ago

                  Comment


                    Originally posted by Shakey_Jake33
                    I suppose the main thing for me was that I was still able to really enjoy HotD regardless of it's flaws, which is not something I could say about STCC. The old Daytona situation over again, though I suppose by time HotD came out, expectations were higher. I'm still not convinced a Sega in-house team would have done much better in the time constraints, though I have nothing to base that on, admittedly.

                    STCC was a shame, as I love the arcade game. They just didn't really seem to note what made the Saturn version of Sega Rally so good... Sega Rally was FAR from arcade perfect, after all. But it was the fact that they tailor-made Sega Rally for the Saturn, tweaked it to work on the format, both from a technical perspective and from sheer gameplay... this makes it arguably a superior game to the recent PS2 game, dispite the PS2 game being closer to the arcade.
                    The path they took with STCC, which seemed to be to make it as close to the arcade as possible, was misguided IMO. A port that looked at the format they were dealing with and recreating the game for the format like the Sega Rally team did would have made the game a real killer.
                    Oh I still now and again play HOTD onthe Saturn with the Gun, its just that the frame rate was all over the place and same goes for the textures , it looked all so rushed (which it was) and such a come down on the 1995 VC . One expcted a gun game made late inthe Saturn life to look equal or at least a bit better than VC , that was the big problem for me

                    Rally was pretty close to the Model 2 B game in terms of detail, but it was the handling and frame rate that sealed the deal, somthing which Tourning Car never had . Maybe the Team should have dropped things like the Rear View mirrior to get the fram rate up to 30fps, but it looks like the Team went all out for detail.

                    Comment


                      Originally posted by Team Andromeda
                      Oh I still now and again play HOTD onthe Saturn with the Gun, its just that the frame rate was all over the place and same goes for the textures , it looked all so rushed (which it was) and such a come down on the 1995 VC . One expcted a gun game made late inthe Saturn life to look equal or at least a bit better than VC , that was the big problem for me
                      Yeah virtua cop was a great port, still looks lovely and smooth. Its my favourite 32-bit light gun game by a mile! I havent played VC2 for a long time but I remember it looking a bit ropey compared to VC? still good though.

                      Comment


                        House Of The Dead pushed the Model 2 board to its limits. Infact, it could have easily passed for a Model 3 game! So that being the case, it was always gonna be impossible to expect a decent port onto the humble Saturn.
                        Last edited by Kongster; 27-07-2006, 16:47.

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                          Originally posted by Kongster
                          House Of The Dead pushed the Model 2 board to its limits. Infact, it could have easily passed for a Model 3 game! So that being the case, it was always gonna be impossible to expect a decent port onto the humble Saturn.
                          I wouldn't go that far, for sure HOTD looked ace and pushed the board but it looked miles off Model 3 stuff and my view Last Bronx and Manx TT pushed the Model 2B board just as much and they had decent ports onthe Saturn (LB was amazing onthe Saturn).

                          After VC II there's no reason why HOTD should haven't look at least as good as that, if the right team was onthe job or they were given more development time
                          Last edited by Team Andromeda; 28-07-2006, 12:50.

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                            Originally posted by Team Andromeda
                            After VC II there's no reason why HOTD should haven't look at least as good as that, if the right time was onthe job or they were given more development time
                            Arcade HotD is still ace mate. Me and Crisp Rapper completed it (on freeplay) just last weekend.

                            You've got to think about how intricate the character models are and how many different parts are destructible.

                            Comment


                              Originally posted by DavidFallows
                              Arcade HotD is still ace mate. Me and Crisp Rapper completed it (on freeplay) just last weekend.

                              You've got to think about how intricate the character models are and how many different parts are destructible.
                              I know mate, I also think Daytona USA still to this days looks and plays ace. I take the point about the hit parts, but inthe VC II parts of the scenery was destructible, and it had to remember the bullet impact zones , and there was at times sh8t loads going on and the Saturn handle a near perfect port , even thought at times AM#2 couldn't use the VDP II trick to help draw the floors or Ceilings , which coulld have been used a lot in HOTD port if the Team were up to the job .

                              HOTD should have been at least up there with VC in terms of graphics and frame rate, more so given it was coming at the end of the machine life and the tools and know how of the Saturn was so much better

                              Comment


                                Opp's damn my dial up connection it's caused me to double post, mod please delete.
                                Last edited by S3M; 30-07-2006, 12:49.

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