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/vr/ - Retro Games


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10258549 No.10258549 [Reply] [Original]

All eighteen 32 megabit Mega Drive games. Also all of them were Western releases as Sega of Japan had a cap of 24 megabits. What a shame that space was mostly wasted on useless sports games. I'm not entirely sure but I think the SNES had at least a hundred 32 megabit games.

>> No.10258558

>What a shame that space was mostly wasted on useless sports games.
We found the kid that got bullied by jocks from the football team in middle school and never let go.

>> No.10258564

>>10258558
He's right, there's no hockey games there

>> No.10258567

Its a shame, the graphics in some of these games were good enough to port to win 95 and not be outdated. I have a special feeling playing a 32mbit gen or snes game, a 512k nes or sms game or a 16k or 32k atari 2600 game or even a 64mb n64 game. Then you have DKC 3 cut down to 24mbit with some areas looking awful.

>> No.10258580

SSF2 is 40 megabit btw

>> No.10258581

>>10258558
We found the third worlder whose entire knowledge of american schools comes from tv shows

>> No.10258585

https://raregame.ru/file/50/SNES_Carts_List.txt

Ctrl+f "32 mbit" pulls up 371 results but this includes duplicates for games that got multi-region releases. I want to say around 200 SNES games were 32 megabits and a few even bigger ones that used compressor chips.

>> No.10258594
File: 35 KB, 666x500, trash.jpg [View same] [iqdb] [saucenao] [google]
10258594

>>10258585
>Derby Stallion '98
>Derby Stallion 3
>Derby Stallion '96

>> No.10258606

>>10258594
Better than X-Perts or Toughman Contest at least.

>> No.10258613

>>10258549
Stop using gay ass units like megabit. Bit should be converted to byte.

>> No.10258620

One of those is actually a japanese game, not released in Japan thoughever

>> No.10258653

whatever. just remember:

4 megabits=512k
8 megabits=1MB
16 megabits=2MB
24 megabits=3MB
32 megabits=4MB

>> No.10258664

it's not a 1v1 comparison however because SNES games often take more ROM space than Mega Drive ones. the sampled sound data is bigger than Mega Drive's chiptunes and you can use three scroll layers instead of just two. most of the 4 megabit stuff like SMW also uses low color depth mode to conserve space as tiles take only 16 bytes to store while tiles on Mega Drive are always 32 bytes.

>> No.10258687

Keep in mind that the Mega Drive also had a few 1-2 megabit games and some odd sizes like 5, 6, 10, and 12 megabits while SNES games were basically all 4/8/16/32 megabits.

>> No.10258695

>>10258687
what games used those sizes?

>> No.10258703

>>10258594
Now you're playing with super power.

>> No.10258708

>>10258695
Flicky, Columns, and Ms. Pac-Man were 1 megabit, I know that much and Ghouls 'N Ghosts was 6 megabits and Phantasy Star III was 7 megabits (the main reason for those was it was early and they didn't have 8 megabit ROMs yet). games with 3 megabits were not unusual either, Streets of Rage 3 and Boogerman used them. generally odd ROM sizes were not preferred as you needed two separate chips instead of one and so it cost more.

>> No.10258710

>>10258708
Phantasy Star II I mean

>> No.10258718

>>10258708
GNG was 5 megabits and PSII 6 megabits. Fuck I'm stupid (that's 640k and 768k if you prefer)

>> No.10258738
File: 401 KB, 1108x2000, zoo tto mahjong.jpg [View same] [iqdb] [saucenao] [google]
10258738

>>10258594
Also this was 32 megabits. Fuck you, Nintendo. Seriously, fuck you.

>> No.10258749

>>10258738
kek 32meg mahjong

>> No.10258757

>>10258749

>>10258585
From the list here most Mahjong games were only 4 megabits, I believe at least one was 8 megabits. I can't find a justifiable reason for this particular game though outside of maybe Nintendo having a pile of surplus 32 megabit ROM chips they had to get rid of.

>> No.10258760

>>10258594
They're all good games though.

>> No.10258761

it gets better when you look up SNES games with expansion chips and notice that a bunch of those were sports and Mahjong shovelware

>> No.10258770

>>10258738
Is it a late release? ROM prices dropped throughout the 90s so if this is like '97/'98 32meg might've been affordable for a mahjong game

>> No.10258798

Space Invaders was 2 megabits, that was the only sub-4 megabit SNES game released.

>> No.10258814

>>10258549
None of those games are good (except Saturday Night which is better on SNES anyway)

>> No.10258824

>>10258549
Pocahontas is just a pretty tech demo made by Amiga demosceners.

>> No.10258830

>>10258814
of course it was. Capcom never really cared about the MD anyway.

>> No.10258862

>>10258738
>>10258770
>date of release: July 1, 1998

>> No.10258884

Duke Nukem was never a megadrive game

Funny

>> No.10258885

the MD port of Slam Masters only got made anyway because Capcom USA requested it

>> No.10258945

Is the Sega version of Toy Story being a 32Mb cartridge why it's so much better than the SNES version?

>> No.10258953

>>10258884
It was in Brazil.

>> No.10258961

>>10258945
they're both 32 megabits

>> No.10258980
File: 299 KB, 1080x1350, FzDjkmEWAAYYe_C.jpg [View same] [iqdb] [saucenao] [google]
10258980

>>10258549
>What a shame that space was mostly wasted on useless sports games.
What's wrong with sports video games?

>> No.10259028
File: 67 KB, 640x480, Buster-Douglas-014.jpg [View same] [iqdb] [saucenao] [google]
10259028

>>10258980
The good ones weren't on Nintendo.

>> No.10259045

>>10258549
Why isn't Virtrua Racing here?

>> No.10259053

>>10259045
Was that 32 megabits? I don't remember. Also you can't play it anyway because no emulators handle it and the SVP chip in the carts has a failure rate of 1 million so hardware isn't a viable option either.

>> No.10259062

>>10258814
>none of those games are good
The Hulkster and Macho Man beg to differ.

>> No.10259065

>>10259053
>SVP chips have HIGH failure rate of 1,000,000
Yeah right...
While the SVP chip is indeed very demanding, its not like its 1st party VIC-20 nor first issue C64 Power Supply Unit levels of crapping out. There's a built in heat sink in the carts, too.

>> No.10259078

>>10259065
>>10259053
actually I remember that one Sega engineer discussed this. he said the SVP ran too fast and hot for the process node used so it had compromised reliability. Hitachi decapped one and said what kind of chimpanzees designed this thing?

>> No.10259161 [DELETED] 

>>>10258980
Mainly that they're pure fucking trash.

Only cringey ass nigger simps try to defend these shitty games.

>> No.10259175

>>10259062
neither feature in any game in the OP

>> No.10259183

>>10259161
NES sports games were fun, after that they feel lame and sterile.

>> No.10259192

>>10259183
>NBA Jam

>> No.10259195
File: 372 KB, 615x621, 1685646536028525.png [View same] [iqdb] [saucenao] [google]
10259195

>>10259161
I mean, you can call sports video game fans all of the degrading adjectives you want, it's still a fact that sports video games have been around since, well, video games. As early as the late 50's, with Tennis-For-Two, we had people trying to replicate their favorite sports into video games, and then Pong became a huge hit, and it was all about you getting a ball past your opponent to make your score go up, just like most ball sports out there. I know you dislike them, but they're not trash...

If you look at the video game industry as a whole it's common to see other types of games, board games and card games mainly, being turned into video games, and what is a sport? It's a game too, so it's understandable why they exist... and why do people play them? Well, if you're a sports fan, it's not always viable to play outside with people, and sometimes you want something more deep or RPG like, playing a whole career, being a coach and stuff, they're wonderful for that, I love them.

>> No.10259208

>>10259195
>Pictured:
strongest Welshman

>> No.10259217 [DELETED] 

>>10259195
Wow that was a lot of fucking blabbering that doesn't address the fact that they're fucking trash you dumb nigger.

>been around forever
Don't care
>i can't play outside
Game is still shit. Derp.

>> No.10259228 [DELETED] 
File: 277 KB, 1026x699, 1694636026262243.png [View same] [iqdb] [saucenao] [google]
10259228

>>10259217
>t.""Body positive"" Negroid

>> No.10259237

>>10258549
>including a Brazilian port

why

>> No.10259247
File: 264 KB, 1170x1533, 1688455382173964.jpg [View same] [iqdb] [saucenao] [google]
10259247

>>10259217
Well, I actually wrote something cohesive with a few points properly described... you keep saying that it's a fact that this entire genre, with tons of classic video games in it, is completely trash... is it too much to ask that you actually explain why that is instead of just mindlessly claiming it and being rude to everyone that dares disagree with your empty words? I'd love to hear an argument.

>> No.10259248

>>10258549
I actually have that EA Triple Play baseball game. I think it's literally the only baseball game I own

Curious about X-Perts and Jurassic Park, I know X-Perts is based on Eternal Champions and Jurassic Park was one of the few games released in 1997 for the Genesis. Duke Nukem looks like an interesting one too

>> No.10259259

>>10259248
Jurassic Park is pretty insane. It might be the best looking game on the console. Give it a try some time, it's not like the first two games on the console.

>> No.10259275

>>10258961
But the Genny version had more content, just shittier colors.

>> No.10259301

>>10259248
Triple Play is a great game, the only baseball game I played through an entire season. And I have no interest in the sport.

>> No.10259302

>>10259275
Usually MD games can fit more content in the same ROM size as the audiovisual data doesn't use as much space as it does on SNES.

>> No.10259309

>>10259301
I think racing would be my least favorite sport/vidya format. There are few things I would find less interesting than a racing game.

>> No.10259553

>>10258549
>all those soulless cover arts

Fug. Mega Drive bros... what's our response?

>> No.10259572

the gap between early MD game like Altered Beast and late releases like Pocahontas is huge. almost doesn't look like the same hardware.

>> No.10259579

>>10258549
as others have said the graphics assets on SNES were typically bigger so 32 megabits is not as much space on there as it is on a MD

>> No.10259585

>>10259579
They can be smaller because it has 4 bit color depth mode while Genesis graphics are always 5 bit color. Mode 7 objects however are always 6 bit color.

>> No.10259594

>>10259585
Also the SNES has three bg layers although you obviously don't have to use all of them. I believe the low color mode was mostly only used in 4 mbit games to save space while anything with a larger ROM will use the normal 5 bit color depth.

>> No.10259601

>>10259585
the MD did 64 colors onscreen, did it not?

>> No.10259602

>>10259601
61, it had four pallets of 16 colors, three of which were transparency and one of which was the background color.

>> No.10259620

>>10259601
yes, out of a total of 512 colors. the SNES had 262,144 colors and could put 256 on screen at once. most SNES games used the 5 bit color mode for 16 colors per tile and thus 16 palettes. there was also the low color 4 bit mode with 8 colors per tile and 32 palettes but generally only used in 4 mbit games as a space saving measure. also Mode 7 objects used 6 bit color for 8 palettes of 32 colors each. For comparison the Mega Drive had only 5 bit color depth so tiles had 16 colors and you could have four palettes.

>> No.10259640

>>10259620
The 4 bit mode has 16 byte tiles same as the NES while the 5 bit mode tiles are 32 bytes each. You also have a "free form" mode for tile colors where any tile can be any color and ignore palettes but are limited to 4 bit color depth.

>> No.10259643

it's like the NES and Master System. the latter's tiles are all 32 bytes so you need twice as much ROM for the same amount of game content.

>> No.10259645

>>10259579
different CPUs as well? I know on the 8-bit systems that 6502 code uses more space than Z80 code.

>> No.10259651

>>10259645
the Mega Drive has 68000 which has 32 bit registers but I wager games rarely actually use 32-bit arithmetic or pointers. it was normally not needed and would also execute really slowly as the CPU has a 16 bit data bus.

>> No.10259652

>>10258549
>Also all of them were Western releases as Sega of Japan had a cap of 24 megabits.
actually they said publishers would have to pay for 32 megabit ROMs at their own expense

>> No.10259857
File: 16 KB, 662x85, soulless.jpg [View same] [iqdb] [saucenao] [google]
10259857

>>10259553

>> No.10260554

>>10259247
The gameplay is not designed to be a fun game, for those look at the mario sports or some neogeo sports games.

Nfl, nhl, fifa, etc... These are designed to fulfill the lame ass fantasies of nigger worshipping couch potatoes who simp for shitty sports teams around the world. That's the appeal. You pick whatever gay ass niggerball team you simp for, then pretend they win a meaningless Championship. That's it. The actual gameplay is irredeemable fucking trash, because it was never designed to be fun. It was designed to larp.

>> No.10260640

>>10258549
Where's Super Street Fighter II?

>> No.10260709
File: 773 KB, 640x480, 1670184971641349.png [View same] [iqdb] [saucenao] [google]
10260709

>>10259259
Yeah it was one of the final new Genesis titles so they squeezed out all the graphical power they could from the console.

>> No.10260713

>>10260640
>>10258580

>> No.10260734

>>10258770
Yeah at some point it would have been cheaper to use a bigger rom because of economies of scale. And back then Nintendo had an interest in using the biggest rom they could within reason, first for marketing purposes, and second since copiers often had size limits. An earlier model Super Wildcard might only be able to copy games up to 24mbit, for example.

>> No.10260823

>>10258738
that ROM list has errors. I downloaded this and it's 20 megabits (16 mbit ROM+4 mbit ROM)

>> No.10261059

>>10258980
it drives mad:
tryhard weaboos
tryhard westaboos
mysecretclub of vidya

and the list go on...


---------------------------------------------------------------

sports games are the biggest filter in vidya.

>> No.10261102
File: 98 KB, 984x787, 1685730526829017.jpg [View same] [iqdb] [saucenao] [google]
10261102

>>10260554
Now that's more like it, some points that I'm able to properly respond to, it's what I was asking for, so thank you. I get not finding them fun, but here is the thing, if you dislike sports, or not care for them much, of course a simulator isn't fun to you and an arcade experience feels better... now, this isn't an issue with these video games being bad, they just don't appeal to you because their very concept already doesn't appeal to you. If you do enjoy a sport, the real thing is fun to you, you do enjoy seeing passes, shots, plays being well made and resulting on a point in a satisfying manner, if you don't care for that specific sport, you don't care about it, but actual fans of the sport do, and to them, something that can realistically simulate what they enjoy watching and/or playing in real life, is ideal, which is why many series have been successful, because they pulled it off, and for a fan of the sport, they're fun to play, just because it doesn't appeal to you, doesn't make it bad...

>> No.10262169

>>10261102
That aren't for people who like to play sports.

They're for losers who like to watch them.

>> No.10262256

>>10258581
You didn't dispute the fact you got your ass beat in school lmao

>> No.10262360

>>10259594
Dragon Quest V used low color mode, I know that. But there are still quite a few early ones that use normal 5 bit color depth.

>> No.10262432

>>10259585
Genesis tiles are always 4bit color.

>> No.10262468

>>10259651
All pointers in 68000 are 32bit. As for 32bit arithmetic, its used quite a lot. At least 15% of instructions in the sonic3 and knuckles are 32bit (very rough number by searching ".l")

>> No.10262563

>>10258945
the Travelers Tales guy came from the Amiga demo scene, so the 68000 console was always more in his wheelhouse

>> No.10263029
File: 72 KB, 750x829, 1686454319618569.jpg [View same] [iqdb] [saucenao] [google]
10263029

>>10262169
Well, I like to play sports with my friends on most weekends, I like to watch sports with my dad and friends when there's a game on TV or in our local stadium... and I love playing video games, I don't see what's the big deal, I love sports in geneal, in so many ways, and I love playing video games, so going for sports video games that recreate those sports I love is only natural, I don't see the issue.

>> No.10263450

I believe Flicky is the smallest Mega Drive game; the ROM used was 1 megabit but a lot of it is empty and the game only occupies 42k of space.

>> No.10263459

>>10258549
The sports games along with MK3 and Jurassic Park are the only good games there. Shame you're a limp wrist fag

>> No.10263625

>>10263029
You're Brazilian aren't you?

>> No.10263689

>>10263625
Ye.

>> No.10263694

>>10258549
College slam was great with other people but god that ai cheated.

>> No.10263714

>>10263694
also that fucking cover art

>> No.10264294
File: 526 KB, 608x288, 1642738434135.gif [View same] [iqdb] [saucenao] [google]
10264294

>>10258549
I adored Sonic 3D Blast as a kid, and to be honest I still do, of course I get why most dislike it, but it was a technical marvel on the Genesis, somehow they managed to fit it on a 32 megabit cartridge, Traveller's Tales was really something else... STI being commissioned to make Sonic X-Treme was a mistake, it should've been Traveller's Tales, I'm sure we would've gotten a superb 3D Sonic title.

P.S. I recommend GameHut's channel on YouTube where Jon Burton, who programmed a bunch of Traveller's Tales famous titles from then, goes in deep detail about how they pulled all them off.

>> No.10264503

>>10258549
Ah yes, Jurassic Park Lost World, definitely one of my favourite sports games.

>> No.10264525

>>10259601
>>10259602
You could change palettes mid screen or do shadow/highlight effects. Toy Story had up to 160 colors onscreen. Vectorman also had close to 90. Sonic games had 1.5x the color count on any level that had water since they just changed palettes mid screen.

There was also one game that changed the overscan color every scanline to make a third background layer as a smooth gradient, with that technique you could have up to 224 colors on screen before you even start doing backgrounds and sprites.

>> No.10264887

>>10258653
Thank you for the informative post, anon. I genuinely have trouble remembering how many megabits a game is when looking at the MB file size, this helps.

>> No.10264893

>>10264525
tricky as hell because it has to be done during hblank and especially tricky on NTSC due to the limited number of cycles--easier to pull off on PAL and its longer blank

>> No.10264906

>>10264887
divide #mb by 8

>> No.10266024
File: 17 KB, 256x224, 167951-space-megaforce-snes-screenshot-approaching-a-strange-place.png [View same] [iqdb] [saucenao] [google]
10266024

>>10264525
>Toy Story had up to 160 colors onscreen. Vectorman also had close to 90. Sonic games had 1.5x the color count on any level that had water
It should also be pointed out that very few SNES games actually exceeded this colour count in practise. Pic related does not even exceed 32 simultaneous colours, merely half what the Mega Drive was capable, which was a necessary cut-back in order to get as many objects on the screen as the game does with that CPU. "256 colours" is more of a hypothetical on the SNES, which is largely not actually attainable in a gameplay setting.

>> No.10266091

>>10258581
The US is third world lmao

>> No.10266518

>>10266024
>It should also be pointed out that very few SNES games actually exceeded this colour count in practise

snes games were still very colorful. games easily had 100+ colors on screen

pc engine is the theoretical one. it touted almost 500 colors simultaneously, but most games have 60-80 colors onscreen. only a literal handful of games go over 100

>> No.10268151

bump

>> No.10270194

That Jurassic Park game is fucking great. Legit looks like it could have been a Saturn release with the quality of the graphics.