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/vr/ - Retro Games


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File: 12 KB, 320x292, village.png [View same] [iqdb] [saucenao] [google]
2684410 No.2684410 [Reply] [Original]

Why are Gameboy Color games so beautiful looking? It has that 8bit simplicity but much more detail than NES games ever had.

>> No.2684417

Post more beautiful gbc games.

>> No.2684419
File: 19 KB, 500x438, Little-Samson-Taito-NES-Gameplay-screenshot-4.png [View same] [iqdb] [saucenao] [google]
2684419

>It has that 8bit simplicity but much more detail than NES games ever had.

Are you sure?

>> No.2684431
File: 290 KB, 500x448, warlocked 1.gif [View same] [iqdb] [saucenao] [google]
2684431

It has a way better color palette. Funny thing is, many games by untalented developers on the GBC really look like ass. They would've looked decent on the GB in grey-scale, but the color choice was often horrendous.

>> No.2684445

>>2684431
>It has a way better color palette
And how. The GBC had 32,768 colors to pick from. The NES had 53

>> No.2684447

If you count the original GameBoy, the GBC was an incredibly mature platform by the end of its life, so I've always assumed that those 15 years or so of experience in designing for relatively limited hardware (including its graphics) is what contributed to so many GBC games, especially the later ones, in looking so impressive.

>> No.2684461

>>2684419
Sprites were far more detailed and better looking than on the NES- for the most part. You posted a very very late NES release.

>> No.2684463
File: 263 KB, 480x432, survivalkids[1].jpg [View same] [iqdb] [saucenao] [google]
2684463

>>2684447
basically. If you'll recall the early GBC games would look only about the same a splitting the difference between NES and Gameboy games, just in a color other than green.

>> No.2684517

>>2684447
This. Nintendo had such a dominating role in the handheld market that they didn't need to come up with anything new all the often, which lead to devs having loads of experience programming for the hardware by the end of it's life cycle.

>> No.2684549 [DELETED] 

>>2684410
This entire thread is samefag sweet christ

>> No.2684552

Does anyone here play gbc games with scanlines?

I know they were originally made for LCDs but I just love how NES games look on a pvm with scanlines.
Would there be anyway to get scanlines with a wii and gameboy color emulator?

>> No.2684557

>>2684549

>10 replies
>11 posters

>>2684445

I never knew it was that low; they did a good job of varying the color selection.

>> No.2684562

>>2684549
This guy >>2684557 beat me to it.

>> No.2684665

>>2684552
I honestly don't understand people who emulate scanlines at all. Scanlines were always one of the worst things about CRT screens. It's confounding to me that there are people who like them, but unfathomable that someone would actually want to emulate them.

>>2684410
As for OP's question, it's probably mostly due to the GBC having a much wider pallet of colors available. NES had very limited colors, on 54 in total to choose from. But GBC actually has 15 bit color. Although its limited to still only using 4 colors for a sprite and a limited number on screen, it has a pool of 32,768 to choose from. That let artists working on the system make much better looking games, even though they still appeared similar to NES.

>> No.2684667

>>2684552
>gbc games with scanlines
So it has come to this.

>> No.2684683 [SPOILER] 
File: 806 KB, 1920x1080, 1442432171575.png [View same] [iqdb] [saucenao] [google]
2684683

>>2684665
>I honestly don't understand people who emulate scanlines at all.
What I try to do with them is blur the game just a enough so the pixels are more round and blended together, but then use faint blacklines to try to break up the blurring and sorta give it definition.
Haven't set up a GBC shader I really like yet, but here's a non-retro handheld with a CRT shader.

>> No.2684768

It saddens me that Nintendo never bothered to continue their DX series on the GBC. Kirby and Metroid 2 could've used the color.
In general it saddens me how many series seems to be absent on the GBC. An original Mario, Contra and Castlevania (though Japan did get a Hunter x Hunter game by Konami that is pretty much Castlevania).

>> No.2684781
File: 20 KB, 324x290, gfs_19728_2_1.jpg [View same] [iqdb] [saucenao] [google]
2684781

>>2684768
ooh that's really cool

>> No.2685058

>>2684768
playing metroid 2 on the gba sp gave it some great colour

>> No.2685078

>>2684768
>(though Japan did get a Hunter x Hunter game by Konami that is pretty much Castlevania).

Tell me more.

>> No.2685079

>>2685058

...How? I mean, how the fuck does playing the game on a different handheld gives it color?

Btw, a fan-remake of Metroid II is being made. Looks like Zero Mission/Super.

>> No.2685087

>>2685079
It's been "in development" since 10 years ago.

>> No.2685097

The NES's color palette was ass, plus each block of four tiles had to share colors unless an advanced mapper like the MMC5 was used.

>> No.2685102

>seriously comparing hardware introduced in 1998 with hardware introduced in 1983

>> No.2685184

>>2685079
you ever see it on the gba? it looks so good.

>> No.2685198

>>2684781
wtf there's a hunter x hunter game?

>> No.2685431

>>2684665
I can't fathom why there are people who insist on CRT still when flat screens are better in every single way, but here we are

>> No.2685571

>>2685198
Quite a few. 2 on the GBC, one on the Wonderswan, some on the PSP and others I don't remember.

>>2685078
It's none-linear and has RPG-elemets... it's actually more a metroidvania than a straight Castlevania. If you can figure out the menu by trial and error you'll have fun.

https://www.youtube.com/watch?v=NGKiYxkiwJo

>> No.2685801
File: 731 KB, 810x730, 1439512047085.png [View same] [iqdb] [saucenao] [google]
2685801

>> No.2685813
File: 57 KB, 500x500, 1436812492920.jpg [View same] [iqdb] [saucenao] [google]
2685813

>>2685079
I dunno, but I loved booting a gameboy game on a gameboy color/advance and fuck about with the colors in the boot up screen. Such a shame that no android gbc/gba emulator that I know of does that.

>> No.2685815

Can't find a pic for some reason but GBC could change a palette mid-scanline which allowed for some pretttttty cool graphics in some games that utilised them.

>> No.2685838

I really like the graphics in Lufia: The Legend Returns. There's just something charming about it.

>> No.2685884

Look at this cutscene from Dragon Warriors 3. Pretty amazing.
https://youtu.be/_wbYVXvXkgA?t=4m9s

>>2685815
I think you are thinking of the hi-color mode. It was utilised in the unreleased Resident Evil port, the Alone in the Dark port, the Perfect Dark port and some point'n'click adventures.
https://www.youtube.com/watch?v=ygRdQ5kAMdQ

>> No.2685894
File: 556 KB, 500x450, 5470.gif [View same] [iqdb] [saucenao] [google]
2685894

>> No.2686107

>>2685431
nostalgia. also who wants to spend $300 on an upscaler, when you can get a crt for free on the side of the road

>> No.2686116

>>2686107
It's not like there's any perfect way to play these old games anyway. No matter what you do its just slightly different ways of looking shitty.

>> No.2686129
File: 163 KB, 590x747, Super_Mario_8Bit_by_jimiyo.jpg [View same] [iqdb] [saucenao] [google]
2686129

>>2684552
>Would there be anyway to get scanlines with a wii and gameboy color emulator?
I think you should draw lines on your screen with a pen & ruler.

>> No.2686136

>>2684552
Pretty sure Retroarch can do it.

>> No.2686149

>>2686129
Have you actually used a real CRT before? Real scanlines are not as exaggerated as they tend to be in emulators.

>> No.2686278
File: 82 KB, 736x552, 1aaa7af88fccfde0b2173c4135f72551.jpg [View same] [iqdb] [saucenao] [google]
2686278

>>2685571
Are they any good?

>> No.2686347

>>2686278
>>2686278
Most of them are RPGs in Japanese. So unless you understand Japanese, you won't even be able to play them. The games on PS2 and PSP are adventure games, might be doable without knowing Japanese.
This GBC game is definitely not bad. It's a Castlevania game by Konami. Just have to trial and error through the menus.

>> No.2686365
File: 4 KB, 256x224, Medarot 2 - Kuwagata (J) [C][!]_06.png [View same] [iqdb] [saucenao] [google]
2686365

I love how Medarot games look.
Medarot 2

>> No.2686369
File: 5 KB, 256x224, Medarot 2 - Kuwagata (J) [C][!]_05.png [View same] [iqdb] [saucenao] [google]
2686369

>> No.2686371
File: 4 KB, 160x144, Medarot 2 - Kabuto (J) [C][!]_26.png [View same] [iqdb] [saucenao] [google]
2686371

>> No.2686372

Half the GBC library looks and plays like dogshit.
Another fourth was shit ports.

Those last 100 games, though? God damn, they look and play great.

>> No.2686373
File: 5 KB, 160x144, Medarot 2 - Kabuto (J) [C][!]_20.png [View same] [iqdb] [saucenao] [google]
2686373

>> No.2686380

>>2686347
Fuck, I think I might have turned down an opportunity to buy that at the last convention I went to. It would have been cheap, too. I totally would have tried playing it raw before looking up an online translation guide.

>> No.2686381
File: 5 KB, 160x144, Medarot 3 - Kuwagata (V1.1) (J) [C][!]_01.png [View same] [iqdb] [saucenao] [google]
2686381

>> No.2686384
File: 4 KB, 160x144, Medarot 3 - Kuwagata (V1.1) (J) [C][!]_03.png [View same] [iqdb] [saucenao] [google]
2686384

>>2686381
Medarot 3

>> No.2686386
File: 5 KB, 160x144, Medarot 3 - Kuwagata (V1.1) (J) [C][!]_06.png [View same] [iqdb] [saucenao] [google]
2686386

>> No.2686389
File: 4 KB, 160x144, Medarot 3 - Kuwagata (V1.1) (J) [C][!]_09.png [View same] [iqdb] [saucenao] [google]
2686389

>> No.2686397
File: 6 KB, 160x144, os-md4ka_39.png [View same] [iqdb] [saucenao] [google]
2686397

Medarot 4. 4 and 3 look almost identical.

>> No.2686405
File: 5 KB, 160x144, os-md4ka_40.png [View same] [iqdb] [saucenao] [google]
2686405

>> No.2686406

>>2686397
Not that your contribution isn't appreciated, but can you contribute something else? Wouldn't want to reach image cap.

>> No.2686409

>>2684683
That actually looks pretty good.

>> No.2686413

>>2686406
better solution is for him to link an imgur album or something like that

>> No.2686415

>>2686413
Or make one big picture with several screencaps.

>> No.2686417
File: 6 KB, 256x224, 1187_-_Medaro_5_-_Kabut_Version_(J)(Suzaku)_01.png [View same] [iqdb] [saucenao] [google]
2686417

Medarot 5. Almost GBA graphics.

>> No.2686418

>>2686415
that is even better

>> No.2686420
File: 2.37 MB, 2208x2736, IMG_20150917_142240901.jpg [View same] [iqdb] [saucenao] [google]
2686420

>>2684665
Gaze upon the face of despair.
>>2684552
Gamecube + GB player + GB player interface
Or just GB player plus swiss

>> No.2686429

>>2684410
What game is this? Looks cozy.

>> No.2686460
File: 147 KB, 382x189, survival_colors.png [View same] [iqdb] [saucenao] [google]
2686460

>>2684431
one thing to know about the color choice on the GBC: The display on the GBC has a tendency to wash out colors. Good GBC developers compensated by using a highly saturated and colorful palette. On the GBC itself the colors look normal. Take Survival Kids from >>2684463 for example. A casual image search gives you two distinct palettes. One as bright as candy, the other almost "realistic". The highly saturated one is what devs used internally, and what some emulators show by default. The "realistic" colors is what the GBC showed.

>> No.2686472

>>2686460
I saw a pic comparing the two states of Driver and they looked very different. Also fuck you >>2686372 Driver GBC is cool.

>>2686380
>looking up an online translation guide
I can't even find that.

>>2686397
You could draw some very beautiful still images on the GBC. The Rayman intro has some really good ones.
https://www.youtube.com/watch?v=V4jGjvj2Vm4
Could even do animation
https://youtu.be/vtg3R_oG3yM?t=3m8s
https://www.youtube.com/watch?v=GmSh36gL8vk&feature=youtu.be

>> No.2686474 [SPOILER] 
File: 376 KB, 1280x720, 1442516393917.png [View same] [iqdb] [saucenao] [google]
2686474

>>2684683
I made this for /vg/'s emugen thread about a year ago.

>> No.2686490

>>2686472
Driver GBC is indeed an awesome game, miles ahead of GTA GBC. The driving physics are very distinct (I love the huge skidding limo), the cities are huge, the traffic dense. It's a bit short, and the time trials combined with a lack of RAM almost insulting, but still, great game.

>> No.2686523

>>2685894
fuck, why were hamtaro games so good? I remember having one for the GBA and it was awesome.

>> No.2686530
File: 2.77 MB, 2448x1836, DSCN0893.jpg [View same] [iqdb] [saucenao] [google]
2686530

>>2684552
>Does anyone here play gbc games with scanlines?
Yeah, I do.

>> No.2686537
File: 2.56 MB, 2448x1836, DSCN0892.jpg [View same] [iqdb] [saucenao] [google]
2686537

>>2686420
>GB player plus swiss
I wish there were borders designed for 240p display. Instead you either have to use black or deal with incomplete surroundings.

>> No.2686548
File: 835 KB, 280x189, 1425277898957.gif [View same] [iqdb] [saucenao] [google]
2686548

>>2686530

Oh man! is there anyway to get a super gameboy with a cart in it to play on an SNES emulator?

VBA GX doesnt support a 240p signal, so if i could play it through snes 9x gx which does, that would be sweet!

>> No.2686557

>>2686548
>super gameboy with a cart in it to play on an SNES emulator?
bSNES supports that, but Game Boy compatibility has been incredibly broken lately. The developer used to use an injected version of Gambatte to emulate the Game Boy hardware and it worked near flawlessly. But in recent builds he replaced it with his own, abandoned Game Boy emulator. Some games run okay, but most are fucked. Even Pokemon games are ruined.

RetroArch used to be the best way to do it, but they've updated their bSNES cores to the updated versions with the broken Game Boy support.
I'm using RetroArch with a few custom border shaders and borders I made for /emugen/ in /vg/ a while ago. You don't get the Super Game Boy advantages like custom pallets or added sounds, but you can at least use custom borders.

>> No.2686558

>>2686557

Would it be too much to ask you for a mega link?
or is there a media fire on a paste bin somewhere?

>> No.2686563

>>2686415
Good idea. Will do that.

>> No.2686570

>>2686558
yeah, let me get one together.

>> No.2686584

>>2686558
>>2686570
https://mega.nz/#!yUkh1KCD!Oagn4a72YT6aemv8WkLIyPtoRgNbENU2GlUFnbEUF84

Just extract this to your RetroArch directory.
This uses the folder system from the latest nightly build, so grab that.
I've included the borders that I've made including the Famitsu 500 Game Boy Light and a few others, so you'll notice some that aren't normally included with RetroArch.

To change between borders, just alter the last line of the .cgp files, the one that points to the image to use. Obviously point it toward the one you want to use.

>> No.2686678

>>2686584

oh thank you for the shaders adn what not, but i was hoping itd be the retroarch with the older snes core.

These are still avilable somewhere right? i dont have to compile anything like with all the GX emulators for the wii?

>> No.2686694 [DELETED] 
File: 41 KB, 556x303, shillseverwhere.jpg [View same] [iqdb] [saucenao] [google]
2686694

didn't take long for /vr/'s resident RA shill to derail this thread

>> No.2686695

>>2686678
>These are still avilable somewhere right?
No, there never was a bsnes-libretro core with gambatte AFAIK, the last version of bsnes w/ gambatte was v0.72 IIRC.

>> No.2686696

>>2686678
I don't think it is available anywhere. It was replaced a few years ago and their archives don't have it.
I remember asking one of the devs about replacing the injected GBC emulator, but it wasn't high priority and got forgotten about.

>> No.2686701

Didn't take for /vr/'s resident "shill expert" to make another worthless shitpost.

>> No.2686742
File: 24 KB, 322x291, aloneinthedark_thenewnightmare2.jpg [View same] [iqdb] [saucenao] [google]
2686742

Alone in the Dark GBC gets brought up a lot when we have discussions about GBC capabilities.

A friend of mine bought it along with his GBA, and we just couldn't get over how it looked despite it being previous gen by that point.

>> No.2686762

>>2684683
>>2686474
I swear the fact that I can't set up RetroArch for shit makes me want to kill myself

>> No.2686772

>>2686742
Holy hell that looks incredible. I didn't know the GBA could display colors like that.

>> No.2686778

Even though it's not a Color game, Race Drivin' on the Game Boy never ceases to amaze me. It's just incredible that someone could do this on the Game Boy of all things.

https://www.youtube.com/watch?v=J-y7fk8mvH4

I suggest muting the video. The sounds are hell.

>> No.2686804

>>2686772
It's GBC, not GBA (typo?).. but yes.

It's even a fun game to boot... take a look:
https://www.youtube.com/watch?v=U5eYPIfptqw

>> No.2686807

>>2686804
Yeah, typo.

>> No.2686814

>>2686742
I don't remember it being particularly fun when I played it as a kid, but it did/does look good, I can't argue with that

>> No.2686818

>>2686814
I was a big Resi-evil fan.. and we played it alot in a tent during storms at night.. possibly the best handheld game at the time to play at that age in that situation.

Good times.

>> No.2686848

>>2686429
Azure Dreams

>> No.2686948

>>2686460
Someone tell me about this game

>> No.2686951

>>2686948
Survival game before it was trendy, multiple endings, it's good and you should play it.

>> No.2686984

>>2686523
Didn't Miyamoto worked on the GBA title aswell?

>> No.2687000

>>2686762
http://emulation.gametechwiki.com/index.php/Dummies_Guide:_RetroArch

>> No.2687023

>>2684445
>32,768 colors to pick from
So, fifteen bits?

What was the sixteenth bit used for? A parity check?

>> No.2687245

>>2687023
16th bit is unused. Same bits per channel is more desirable than using all bits.

>> No.2687532

>>2685801
Such a beautiful game on GBC. Seriously, for as simple as it is, it's so well done aesthetically.

>> No.2687551

>>2686804
Graphics are nice for GBC, but the audio is pure ear cancer.

Seriously, why did the gameboy line have such shit audio? I could understand the original GB, but the GBC and GBA both sound horrible given when they were released. The GBC should've at least had something equivalent to the NES sound chip, if not slightly better, and the GBA really really could've used something on par with the SNES SPC700 chip.

>> No.2687564

>>2686530
Super Gamboy Light?

>> No.2687709

>>2686369
I like it

>> No.2687718

>>2684665
Better question, are scanlines an American thing because I sure as shit had a fairly heavy TV growing up and it certainly wasn't covered in hideous lines.

>> No.2687726

>>2687551
>Pure ear cancer

Stay away from Atari titles then.

>> No.2687735

>>2687718
They're only an artifact of the resolution, 240p, that these old games use. Because the tubes were initially created for interlaced signals, the spacing and resolution of the tube's mask is optimized for 480i signals. If a progressive 240p signal is fed, every second line is left blank, creating those visible dark lines, which we call scanlines.

>> No.2687746

>>2687718
No, plenty of delusional Americans refuse to believe that their TVs had scanlines as kids too.

>> No.2687761

>>2687718
Well, it's more of a NTSC thing. PAL has a bit more resolution. Non-optimized PAL games are often letterboxed to fit the PAL resolution. Because the image effectively is squished together on a somewhat higher resolution display, scanlines are not as visible.

>> No.2687805

>>2686417
Are these games better than Medarot 1? Medarot 1 is pretty crappy.

>> No.2687983

>>2687805
Yes.

>> No.2687993

>>2687805
Yes.

>> No.2688058

The thing with the GBC vs the NES is largely hardware related. NES developers had little experience with sprite based graphics, and then those developers had some experience when they went to work on GB games. The GBC is just a GB with color, but with all those years experience, it was possible to make good looking games.

Hardware, I'm sure the GB/C had far more VRAM than the NES, as some GBC games have some varied and unique backgrounds, while NES games often had repeating backgrounds. This VRAM allowed for more impressive 'portraits' than what would be possible on the NES. Finally, the GBC could lay background colors to single 8*8 tiles, while the NES could not unless it was using the MMC5. Come to think of it, I'm sure an MMC5 NES game could match a GBC game in terms of detail, but not color.

>> No.2688074

>>2688058
>The GBC is just a GB with color
yeah, no.
Processor's twice as fast, character memory is twice as big, access to more memory, new DMA functions, higher sprite limits. The difference between DMG and GBC is more like the difference between GCN And Wii.
The NES is in a different world altogether, a world far behind the GBC.

>in terms of detail
meaningless phrase

>> No.2688094

>>2687726
But Atari games are supposed to sound like bleeps and bloops. It fits with the time. GBC and GBA games,,, not so much.

>> No.2688104

>>2687983
>>2687993
Were any of these released in the GBA? 5 especially looks gorgeous.

>> No.2688163

>>2686778
I guess you could say it's ambitious, but it's ridiculously slow. I understand it's quite an achievement technically, and as a "tech demo" it is impressive. But as a game, it sucks. Can't imaging anyone would really enjoy playing that for long.

Reminds me a bit of Stunt Race FX on SNES. Both Stunt Race FX and Starfox (the first two superfx games) were "technically ambitious," but one is a fun, well designed game and the other isn't.

>> No.2688176
File: 1.42 MB, 3099x1701, 20150910_155136.jpg [View same] [iqdb] [saucenao] [google]
2688176

>>2687735
>>2687746
No son. Not all CRTs have glaringly dark scanlines. Trinitrons do, but "shadow mask" displays look like this in 240p.

>> No.2688253
File: 2.01 MB, 2560x1920, 1440214423926.jpg [View same] [iqdb] [saucenao] [google]
2688253

>>2688176
>all shadow mask CRTs are the same

>> No.2688260 [DELETED] 

>>2688176
>>2688253
both look like shit, yo

>> No.2688316

>>2688260
Yeah, with a macro lens 2 mm from the screen they do!

Looks just fine from a few feet away like a normal person.

>> No.2688342

>>2687564
he made a custom border

>> No.2688768

>>2685801
what game is this?

>> No.2688823

>>2688768
Dragon Quest 3

>> No.2688858

>>2688316
And guess what? They still look like shit.

>> No.2688861

>>2688768
>>2688823
HINT: Play the SNES version, it's better in every possible way.

>> No.2688863

>>2688861
The gbc version has the most content though. It may look worse yeah, but the monster medals and the dungeon extend your playing time by a lot.

>> No.2688905

>>2685102
>kill yourself

>> No.2688915

>>2688863
Is the new "dungeon" just another dice monopoly minigame thing?

>> No.2688959

>>2684410
amen bro

>> No.2689020

Shantae looked great, and the animation (particularly on Shantae herself) was so fluid and incredible

>> No.2689454

>>2688094
GB and GBC mostly sounded like an NES to me, don't see the problem with that.

As for the GBA, well, it didn't really sound bad at all to me. Castlevania Harmony Of Dissonance had kind of dated sounding tunes (they sounded very '8-bit', if that makes any sense), but that was in contrast to Circle Of The Moon and Aria Of Sorrow, which both had music which sounded very rich.

>> No.2689460

>>2686460
Actually, the game has several different color palates for each time of the day. The pic on the left is morning, and the pic on the right is afternoon.

Source: I own the fucking cart

>> No.2689486
File: 2 KB, 320x144, driver.png [View same] [iqdb] [saucenao] [google]
2689486

>>2689460
Good point, I forgot about that. Still there is a difference in the way the internal data looks and the hardware display things. Have another example, maybe? This is both from an emulator, with and without correction. That is, the right screen shows raw RGB values from the cart, the left screen attempts to emulate very loosely what it would look like on the actual hardware. Not the same thing as running on the actual hardware, of course, but still gives an idea. The effect is not as pronounced, but real.

>> No.2689720

>>2688915
It's a small dungeon but includes a powered up boss fight and an op weapon.

>> No.2689759
File: 65 KB, 960x864, Medarot 5 1.png [View same] [iqdb] [saucenao] [google]
2689759

>>2688104
Medarot 1, 2, 3, 4, 5, Parts Collection 1, 2 and 3 were released for Game Boy and Game Boy Color. The first is compatible with Super Game Boy. The second is compatible with both SGB and Color. 3,4 and 5 are GBC only.

5 was released after GBA and after Medarot Navi, the first GBA Medarot game. Looks gorgeous and has one of the best uses of color in the GBC, but was pretty unpopular, as the players hated the new protag, Koichimaru and the countryside Japan feel of the game.

>> No.2689763

>>2689759
>has one of the best uses of color in the GBC
explain

>> No.2689796
File: 25 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
2689796

>>2684410
I dunno man. But that's the truth.

>> No.2689916

>>2686523
they were shit fucking girly games. nigger, i was craving to gut that piece of shit hamster out, after torturing it with wire barbs stuck up in its ass while the stupid ass hamster is weeping for mercy. ensuring never ever again would such a pest walk the earth again, i would have collected all hamster in a smelly cotton bag and burn it in a fire hotter than hell and watch those 'cute' little things screaming and wimpering until they take their last breathe of life dying a slow and painful deaht in fire and burn their ashes again. god i hate this nigger shit ass hamster.

>> No.2690073

>>2689020
If you like fluid GB/C animations check out Bionic Commando, Spirou, Papyrus, Lucky Luke and Spirou: The Robot Invasion. The later is one of the more graphically impressive games on the GBC.

>> No.2690208

>>2690073
You forgot Tomb Raider.

>> No.2690273

>>2690073
Also Project S-11

>> No.2690337

>>2689796
I just beat this game a couple nights ago. Now I have a Darck (10 Tinymedals) and a Dracolord (Servant 3 Tiny Medals + GreatDrak I bred earlier). Not sure what to breed them with.

>> No.2690694

>>2690337
Darck is like a stepping stone monster to easily get the combos for the rest of the bosses. Although it becomes an insane grind to get those random tiny medals in random keyworlds.

>> No.2691601
File: 66 KB, 960x864, Medarot 5 2.png [View same] [iqdb] [saucenao] [google]
2691601

I took some of those screenshots in 2001.

>> No.2691602
File: 45 KB, 960x864, Medarot 4 1.png [View same] [iqdb] [saucenao] [google]
2691602

>> No.2691605
File: 64 KB, 960x864, Medarot 4 2.png [View same] [iqdb] [saucenao] [google]
2691605

>> No.2692176
File: 594 KB, 1414x425, Hunter X Hunter - Kindan no Hihou triplet.png [View same] [iqdb] [saucenao] [google]
2692176

Okay. Tried to play it, but got stuck only 20 minutes in. Had to skip through multiple dialogs on my way here and if I were able to understand them I probably could make progress.
Got some nice backgrounds.

>> No.2692320

>>2685813
you just need to put load the BIOS on an emulator, then the booting screen will load and you can fuck with the colors like you would do on a GBC

>> No.2692324

>>2686984
in Rainbow Rescue, i think

>> No.2693013
File: 28 KB, 480x144, fish-files-the-4[1].png [View same] [iqdb] [saucenao] [google]
2693013

I love this thread. The GBC was a surprisingly capable system in the hands of skilled developers.

http://www.nintendoplayer.com/unreleased/tyrannosaurus-tex/
https://www.youtube.com/watch?v=c5HfmaDCVsY
https://www.youtube.com/watch?v=BT_Gk87JdK8
https://www.youtube.com/watch?v=ygRdQ5kAMdQ

>> No.2693093

>>2692176
Those backgrounds are indeed quite nice.
>that character sprite
Okay really though, what the fuck.

>> No.2693119

>>2690694
I'm having that trouble right now and might just go and pick up DWM. I'm not a fan of the 4 character limit for monster names, though.

I keep getting tempted for these '????????' monster names to breed with my Dracolard/Darck but don't want to risk it. On my last Magic Key right now, having explored all towers in other worlds, not sure what to do when I run out of keys. I threw away my older ones I'm done with and beat completely, these faggot random caves/towers keep giving me DracoCapes instead of Magic Keys

>> No.2693473

>>2684419

i'll give you complexity but that art direction is chicken-fried ass

like for real my eyes hurt

>> No.2693635

>>2693093
It's pretty much in line with the Castlevania GB titles and that's good. If the sprites get too big and too detailed you can't see far ahead. Which can be a real problem on the small screen.
I still think the character is very recognizable.

>> No.2695039

>>2690073

I'll do that thanks for the tip

>> No.2697584

Putty Squad has some fantastic backgrounds.
https://www.youtube.com/watch?v=FRC7oVvPUKc

>> No.2697775
File: 6 KB, 256x224, Snow White and the Seven Dwarfs (USA)_123.png [View same] [iqdb] [saucenao] [google]
2697775

Late Disney games also look pretty good.

>> No.2697783
File: 7 KB, 160x144, Pia Carrot e Youkoso!! 2.2 (Japan)_20.png [View same] [iqdb] [saucenao] [google]
2697783

>> No.2697784

OP has alot of gold.

>>2684665

I guess it's for that retro feel. personally I'd rather emulate games the way they were intended to look.

>> No.2698013

>>2688342
He's using the Super Gameboy? I thought gameboy color games don't work on it

>> No.2698328

>>2687564

This is retroarch on a PC CRT yea?

>> No.2699675

>>2698013
>>2698328
Emu or GB-Player hack. Many possibilities.