I've never played SF on the Game Gear. I agree mind, Mortal Kombat is awesome on the Master System. Master System doesn't get enough creditGreat pick. Having dived pretty deeply in MS/GG games, there are actually many games that are technically incredible on this SEGA 8 bits hardware.
A favorite pick of mine are the Shining Force games on Game Gear. I made an elaborate post (in French) about the technical details explaining how incredibly complicated it was to achieve the presentation they got on the console with only 2 palettes of 16 colors. Which is basically the exact same presentation as on MegaDrive.
In case some might be interested :
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Projets 8 Bits Cireza
Je laisse des notes ici pour la postérité concernant le fonctionnement de Shining Force sur Game Gear. Les trois jeux fonctionnent pareil. Map : Les maps sont composées de tuiles de décor faites à partir de 6 couleurs maximum. Ce sont les 6 en partant de la droite, après le bleu et le jaune...forums.sega-mag.com
Other impressive games are the Mortal Kombat and Golden Axe ports using background tiles.
Yes, but the game ran and looked good. But there are a few games out there which deserved the stamp „impossible to made“They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2![]()
They should have liscensed that tech then N64 could have ran playstation and saturn ports. The magic of software. But would nintendo allow it?RE2 on N64 is an absolute miracle of engineering.
A 2 CD game, 1.2GB, fit on a 64MB cart, with FMV's, music and all the voice acting included, using tech they created themselves.
It's not really 1.2 GB of data though since the second CD repeats a lot of those files, it's not like the second characters explores completely different pre-rendered environments.RE2 on N64 is an absolute miracle of engineering.
A 2 CD game, 1.2GB, fit on a 64MB cart, with FMV's, music and all the voice acting included, using tech they created themselves.
It's not really 1.2 GB of data though since the second CD repeats a lot of those files, it's not like the second characters explores completely different pre-rendered environments.
I'd say the game could still barely fit in a single CD if you only count the actual different files. I would bet the 2 CD packaging was just marketing.
Still, 600+MB compressed to 64 with decent results is not a joke.
Except half of these are not DOOM or anything close to DOOM since they don't do anything remotely close to what the DOOM engine does. Some of them are mere Wolfenstein 3D like demos with completely orthogonal rooms/corridors.It’s like seeing all those Doom ports on every electronic device known to exist. If you have the time and the coding chops, anything is possible.
"Impossible" is a term of art. It does not mean literally impossible. It is about porting to hardware that is much weaker and/or doesn’t have the same capabilities, and retains enough of the original’s elements to be quality and recognizable. Most of those Atari 2600 ports are total ass.ProTip: There are no “impossible” ports of videogames. Anything can be achieved with enough knowledge, time and programming skills.
My favorite example is the Axelay tech demo created for the NES. It shows the stunning mode-7 warping effect from the overhead stages, alongside an impressive number of sprites, all without flicker or slowdown. Granted, there is no collision detection, player control, music or enemy AI, all of which would impact performance. It’s just a graphics demo. But it shows just how far older hardware can be pushed by those who have mastered Assembly code.
Technically, almost everything seen on the Atari 2600 was “impossible.” That machine was built to play tank and paddle games, not Space Invaders. Yet the engineers found a way, and here we are.
It’s like seeing all those Doom ports on every electronic device known to exist. If you have the time and the coding chops, anything is possible.
So they had to give it the Switch impossible port treatment.They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2![]()
Just to give you an idea of what they didThis thread is how I learnt there was a Resident Evil 2 port on N64
That sounds incredible
Not really. The theoretical max size of data you can store on a PS1 disc is 660MB. Resident Evil 2's discs weighed in around 630MB a piece.On PS1, RE2 shipped on 2x 700MB CD's, total game size 1,400 MB
Great video showcasing some great titles of the decades gone by that should not have been possible on the platform the developers targeted....highlights include - Elite running on the NES, when the NES couldn't even do 3D, Streetfighter Alpha 2 for the SNES...and many more!
No.They had to cut geometry by half remove visual effects, downgrade textures, simplify environments etc,etc,et, so yeah In its original form it was not possible on PS2![]()
Yes, but is is fine to live in a fantasy bubble.
Nah. Re4 had to be fiddled with a bit to run on a PS2 but nothing about it was "impossible"Yes, but is is fine to live in a fantasy bubble.