that plays even more to my argument, it being earlier - but cheers for that
and it's also worth noting that
a) wonderboy is a fantastic port
Yeah, Wonder Boy for SMS is a good port of a not-so-good game. How good the source material is matters.
Like, Rastan Saga II 's home ports on the Genesis and TG16 (PC Engine) are good ports of an awful arcade game. This still makes them bad games.
b) you named some of the best of the best 3rd parties nintendo had locked down, i named one of the best Sega's sweathouse (holding it down basically solo) put out
Also, I mentioned only a few third-party games (Castlevania, Mega Man). Metroid, Zelda II, Doki Doki Panic, and Kid Icarus are first-party. Oh, and Super Mario Bros.2 (The Lost Levels) is another 1986 FDS release. Yeah, in '86-'87 in Japan Nintendo REALLY was pushing the FDS.
Meanwhile, in '86 first-party Sega had on the SMS for platformers... Ghost House (not so good), Alex Kidd in Miracle World (it's okay), and a couple of sidescrolling beat 'em ups I wouldn't count, and in '87 Zillion (Sega's Impossible Mission knockoff, decent game), Kung-Fu Kid (okay game but it has issues), Anmitsu Hime if you count it (the Japanese game that was turned into Alex Kidd in High Tech World), the puzzle-platformer Penguin Land, and that's about it. It's an okay library, but clearly not quite equal to Nintendo's first-party output. At that point Sega was better at other things, which makes sense, they were an arcade-first company. (This connects well to the paragraph below.) If you count Wonder Boy as"first party even though it's a Westone game then add that to the list as well.
c) i think we're comparing very different types of platformers here - wonderboy is a time-based one with, again, heavy arcade sensibilities so i get why it's not your cup of tea, but it's a classic all the same
Arcades are great for some things -- racing games, shmups, run & guns -- but they are not good for platformers. The things that make platformers great, and the things that make arcade games great, really have little in common. Platformers just do not work well with arcade time & money constraints -- because an arcade game needs the player to be constantly dying and putting money in the machine, but that's not good platformer design. This is why Magician Lord is so overly difficult, for example (not that it's bad, it's just super hard in order to take your money).
don't get me wrong - SC IV is amazing indeed, i'm not knocking it one bit - fantastic OST and great levels/etc as you've said.
it's just that Rondo is, empirically, castlevania greatness distilled. this has been scientifically proven in peer-reviewed journals for ages now.
It has? I'd think Symphony of the Night would win those contests. Of only the classic games, though, SCIV and RoB would surely be the top two, but I don't know what order they'd be in. Both have many fans.
...fair enough, i recalled your stance giving it less of its due is all
SCIV and RoB are two of the best platformers ever, while Bloodlines is "just" a good game.
i know some of ya'll like to play at them both being technically 8-bit systems but you can't honestly be comparing TG16 & SMS stuff
like when chronsega did this for Ys i unsubbed so fast i almost hurt my hand
The Turbografx isn't 8-bit unless the only thing that determines "bitness" is the CPU and system bus. It's got a 16-bit graphics chip and an 8-bit CPU. NEC always advertised the system as having "16-bit graphics", this is what lots of game cases say on them for instance, and that is absolutely true. Calling the TG16 "8-bit" really is not true, just like calling the Jaguar "not 64-bit" isn't entirely accurate; both systems have a mixture of bit sizes across the various parts. I'm willing to call both the higher number.
Of course, much more important is that system power matters a whole lot more than just the bit number of the CPU or whatever. The Intellivision isn't the equal of the SNES just because it's 16-bit, to use the obvious example...
And the Turbografx's one big flaw, that it doesn't have hardware parallax support? That's because they didn't include that in that 16-bit graphics chip, so it's got nothing to do with the system being "only 8-bit".
Edit: Yeah, pretty sure the level design in the PS1 versions of THPS3 (and 4) were different from the at the time next gen versions. I think THPS3 PS1 even had an exclusive level.
It's not a series I've spent any real time with, but don't the N64/PS1 versions of Tony Hawk 3 play more like Tony Hawk 2, and don't have the new game design of the GC/PS2/Xbox version of the game? I think I remember something about the 2-minute timer? The only Tony Hawk games I have are 2 for DC and 3 for N64 and I've barely played either one (don't like the games), so I wouldn't really know myself.
I'm just glad someone else cares enough about Castlevania to have this discussion haha
That said (and to bring things back to this thread), I'm waiting for my Rockman 1-6 famicom carts to come in. Can't wait, I'll post pics when they arrive.
I recently got Rockman 4, because Megaman 4 is my favorite Mega Man game ever so I really want the NES game, but the actual NES version is a bit too expensive, particularly when I do have the Mega Man Anniversary Collection... so yeah, Famicom version it is.
The only other one I have for NES is Mega Man 2, because I found a box+cart copy for $3 several years back so of course I bought it.