MrCunningham
Member
I always loved the lone scrolling effects and pseudo 3D floorboards in Donkey Kong Country 2:

Had to make a gif from Red Zone:
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I can stare at some of those GIFs all day.
Here's one from Probotector (aka Contra: Hard Corps) that simultaneously looks awesome and hilarious:
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Thanks for posting this.
The heck is a 'medium endian' cpu?The marketing said it had a medium endian cpu with 24bit registers and a giga spec instructions. Why would they lie?
What vertical parallax trick? The water? I remember sonic having similar water (and being impressed with it too). Not sure if it was Sonic 3 or Sonic and KnucklesThe vertical parallax trick in DKC2 is a piece of magic.
Thanks for posting this.
There were quite a few games using this "cylinder tower effect", Dynamite Headdy also had one stage like that. However, the effect is pretty old as it goes back to 8bit generation, there was a popular C64 game had this effect as it's main theme, i don't remember it's name though.
Edit: It was Nebulus
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And that's the level i was talking about in Dynamite Headdy
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I think the Mickey Mouse one is the best looking though.
I replayed this recently on my n3DS and having the screen close to me I noticed this for the first time and it has to be the most convincing pseudu 3D effect I've ever seen in a game from that era. Like I even googled it but didn't find anything mentioning it and it was bugging me until now.I always loved the lone scrolling effects and pseudo 3D floorboards in Donkey Kong Country 2:
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Holyshit, fist time I see this.
100% true.
I disagree that's the best looking (something like Chrono Trigger and Super Mario RPG are superior IMO) but the shadows in ToP were indeed impressive.Tales of Phantasia is probably the best looking RPG in the 16 bit era. Shadows cast over the environment as well as light sources creating shadows on characters with water having reflections and effects.
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What vertical parallax trick? The water? I remember sonic having similar water (and being impressed with it too). Not sure if it was Sonic 3 or Sonic and Knuckles
I know its a demoscene demo. But there are a load of cool effects in this thing
https://www.youtube.com/watch?v=OGDtViPngi8
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Ah, i remember loving this particular effect.
Everytime the parrot changed direction the screen would flash as the flashlight was momentarily in your face.
I remember hearing that they removed this flash effect in the VC version or something?
Here's another one that i loved, in Yoshi's Island (SNES)
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I swear ActRaiser 2 is one of the better looking 16 bit game ever.
The art is downright beautiful:
I don't think the graphics influenced the level design.Too bad it came at the cost of all the fun.
Why you put the castrated vesion from Neo Geo Cd of that LB2 background is beyond me.24 bit power
Probably caused by my post.This thread crashed my tablet, I guess it doesn't have blast processing.
Kirby's Adventure on the NES/Famicom did this too, and it was really neat there as well!Thanks for posting this.
There were quite a few games using this "cylinder tower effect", Dynamite Headdy also had one stage like that. However, the effect is pretty old as it goes back to 8bit generation, there was a popular C64 game had this effect as it's main theme, i don't remember it's name though.
Edit: It was Nebulus
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And that's the level i was talking about in Dynamite Headdy
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I think the Mickey Mouse one is the best looking though.
He's not wrong, Axelay's development team comprised several of the members that would found Treasure.Konami, actually. That's Axelay, which really deserves a sequel or remake.
Kirby's Adventure on the NES/Famicom did this too, and it was really neat there as well!
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(only gif I could find is at the wrong aspect ratio :/)
Always makes me say wow, it was truly spectacular when it released, a graphical showcase like few others. Almost makes me want to buy the new PS4 game just to get the Amiga original.Shadow of the Beast
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Yeah but it was only a scrolling Demo with no level design, nothing going on in the "active" layer, no structures to climb or to jump on, no gaps, no verticality, etc. The rest of the game does have some level design but it looks nowhere near as impressive as far as i know.Always makes me say wow, it was truly spectacular when it released, a graphical showcase like few others. Almost makes me want to buy the new PS4 game just to get the Amiga original.
Vectorman
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What vertical parallax trick? The water? I remember sonic having similar water (and being impressed with it too). Not sure if it was Sonic 3 or Sonic and Knuckles
Mad Hatter boss fight in The Adventures of Batman and Robin for the Genesis.
https://youtu.be/CR0MWpOK1RU?t=2819
R-Type 3 has so many, just in the first level, including a ton of rotation, scaling, convincing 3D-like hexagonal rotation, and this one, zooming out from your ship's core and into gameplay:
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sin, the mathematical function. You feed it a value, and it gives you a value in return, that swings from -1 to 1 to back to -1 and so forth infinitely. Example:
Sin(1) = 0.8414709848
Sin(2) = 0.90929742682
Sin(3) = 0.14112000806
Sin(4) = -0.7568024953
Sin(5) = -0.95892427466
Sin(6) = -0.27941549819
Sin(7) = 0.65698659871
Sin(8) = 0.98935824662
Sin(9) = 0.41211848524
and so forth
This is because Sin is the Y height of a circle as you trace around the circle (where Cos is the X value... or I might have Y and X mixed up, doesn't really matter) like so:
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This calculation cannot be done in the m68k processor of the genesis quickly enough (this is why Yoshi's Island uses a math co-processor for rotation of sprites) so, to fake it, they precalculated out Sin according to 255 radians (approximately a circle), and used the current value of Sin(X) as the offset for the pixels being drawn. So Row 1, at the top of the screen, is offset by Sin(1) which means they shift over a value similar to 0.8414709848 , while row 2 is offset by Sin(2) which means they shift over a value similar to 0.90929742682 and so forth. In actuality, to animate the rolling background, the value of the current row is also added to a figure that counts up as time goes forward, so the starting offset changes each frame.
Because of the way a unit circle works, you can get the values on the opposite side of the circle by negating the value of Sin. So, rather than store all the values of Sin from 0-255, they only stored 1/4 of the values and just multiply by negatives (which the genesis CPU can do quickly) to arrive at the correct values while only using 1/4 the rom space.
Technically the amiga isn't a console but whatever, the warp sections of Stardust 1&2(especially 2) are incredibly awesome even today, too bad they are missing in modern stardust games
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To see the effect in movement you have to see this video(so you can also appreciate the ultra pumping music), no gifs sadly
https://www.youtube.com/watch?v=xzK2jnmY_JY
Wait now that i think about it i really loved the loading music! You can hear it here:
https://www.youtube.com/watch?v=YWDXk7G2_NM
Holy shit. Where the hell was this game on the SNES? We got some garbage ass B&R game instead.
Came to post this but couldn't find any gifs of the warp tunnels, very impressive at the time, I'd argue the A500 was equivalent to a 16bit consoles of the time.
I can't find an animated version of this, but throwing dudes at the screen in Turtles in Time was the best.
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Well, to be fair, you could probably buy a brand new, state of the art, 68000 based arcade motherboard with less money than what the Amiga 1000 would ask for in 1985. The amiga wasn't really an affordable games machine until 1987 with the cheaper 500 version.There were no 16-bit consoles when the Amiga released. The Amiga released in 1985. It was so far beyond the competition.