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/vr/ - Retro Games


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File: 46 KB, 768x576, phantasy star.png [View same] [iqdb] [saucenao] [google]
5990035 No.5990035 [Reply] [Original]

I love first person dungeon crawlers like this. It's one of the main reasons I love the Shin Megami Tensei series. I've had a copy of Phantasy Star for years, but haven't gotten around to playing it because between my job and kids, I'd rather spend time with them than on an RPG.

Finally got some spare time due to vacation, so I booted it up, and...how'd this Master System game have smoother animation than an SNES game? Shin Megami Tensei on SNES has so little frames in the first person view that it's disorienting. You get used to it, but shit, I can't go back to that after experiencing this, and it was accomplished on inferior hardware to boot.

Were there specific limitations Atlus were working with that I just don't know about, was there a difference in hardware despite my perception of the SNES being more powerful, or was SEGA just better at utilizing the hardware?

>> No.5990043

>>5990035
There is no cartridge copy of that fan translation, (You) fucking liar

>> No.5990047

>>5990035
just a greater attention to detail regarding sega wanting smooth animation, and possibly frame buffer limitations. the simpler walls allow for a greater number of shared tiles, vs the more complex walls in SMT limit the number of tweening frames

>> No.5990049

>>5990043
I picked up the image from Google, you sperglord.

>> No.5990051

>I'd rather spend time with them than on an RPG.

You wish this was true but it just isn't and you know it

>> No.5990059

>>5990043
I don't see anything claiming that was a screenshot of a cartridge copy.

>> No.5990065
File: 165 KB, 562x800, tumblr_mlxqbq9D2y1r8250jo1_1280.jpg [View same] [iqdb] [saucenao] [google]
5990065

>>5990035
Not to fully defend Atlus but do consider that they probably had a less experienced team of programmers, they probably had a smaller budget, and the snes was still relatively new hardware that developers were only beginning to understand. I fit was some technical issue or just genuine incompetence is hard to say honestly.

If you think the snes version of SMTI looks wonky though then you would hate Sega CD version. The Sega CD version is almost funny how bad it looks, almost.
https://youtu.be/mEuX9IM07Hs?t=192

>> No.5990080

>>5990065
Alot of Phantasy Star team actually didn't have too much experience, but they really put a lot of work and time into the game, and it shows with the amazing presentation, first person views, enemy animations, etc... Shame the following games didn't get the same support until 4.

>> No.5990589

>>5990035
Animating simple 90 degree walls like those, bricks with no real texturing to them, would be pretty easy.
I don't know exactly what the Master System can do, but I imagine with some overlaying and some palette applications, this would be fairly simple and not too space or resource demanding.

There's a lot you can actually do with an 8-bit machine if you're just a bit creative.

>> No.5990597

>>5990043
Autismus Maximus

>>5990051
Maybe he didn't make shitty choices in life and isn't a bitter cunt like you?

>> No.5990603

>>5990035
get new kids which want to spend time with you rather than the other way around

>> No.5990616

how are Phantasy Star Generation remakes?

>> No.5990621

>>5990603
There's nothing in the OP that implies for a second that's the case. Projecting much?

>> No.5990653

>>5990047
>>5990035
There are interviews with the developers where they said they had to cap the frame rate because it was disorientingly fast otherwise.

>> No.5990660

>>5990616
>How are the remakes?
In English? Pure shit.
>Note from the team: This translation is currently unplayable on real hardware by any method; upon winning an item after battle, the game has a high chance of crashing. (The person who heavily tested the game on a real PS2 used cheat codes to make the game easier, thus didn’t run into many battles.) Currently, no one is able to help the translation team fix this.
If you read moon? Fine if you like not /vr/ >>>/v/

>> No.5990663

>>5990660
Also:
generation 1:
>Note from the team: This translation is currently unplayable on real hardware by any method; after battle, character graphics will glitch out on the world map. Currently, no one is able to help the translation team fix this.

>> No.5990672
File: 112 KB, 480x308, 1572624271686.gif [View same] [iqdb] [saucenao] [google]
5990672

>>5990663
>The translation was made to be as accurate as possible. However, the translator felt it was necessary to make one major change.

In the beginning of the game, Alisa looks over a cliff and asks Nero to protect her. While this is probably a more powerful for the Japanese, to the translator this doesn't fit the scene and feels out of character for Alisa compared to the original Phantasy Star. It was changed to have Alisa swearing to avenge her brother's death and to make La Shiec pay.

How in the world is that any less powerful in English than Japanese? Why do women who march their way into male dominated professions and hobbies love ruining games in order to push muh strong independant female!!!! narrative when the original is a much more realistic reaction? Can a woman never have a moment of weakness or call upon the strength of those stronger than her in today's clown world?

>> No.5990683
File: 124 KB, 757x907, rieko kodama 2.png [View same] [iqdb] [saucenao] [google]
5990683

>>5990672
Maybe do some fucking research next time, incel tard.
Maybe even play the original game and notice that the new opening is WILDLY different.
Anyway, interview with the original designer.
http://www.smspower.org/uploads/Translations/PhantasyStar-SMS-EN-videofenky-interview-translation/index.html
BTW, I have had women tell me (in the course of conversation) that Phantasy Star was one of the only games where the protagonist felt (and looked) like them.

TL;DR: the original is better, and shut up because the remake isn't even /vr/.

>> No.5990691

>>5990683
>the remake isn't even /vr/
remakes and ports (of RETRO) have always been retro

>> No.5990693
File: 434 KB, 800x600, retro my ass.png [View same] [iqdb] [saucenao] [google]
5990693

>>5990691
TIL this is what retro looks like

>> No.5990710

>>5990683
So they made the protagonist a woman because there were so few women protagonists in games at that point? That's kinda cool.

Not gonna lie, that's not just forward thinking, it's a great way to make women feel included and therefore not only continue to play your game and recommend it to others, but make them feel like video games are not just for men only.

Never played the game, but the way all these characters subvert expectations seems really fun and interesting. Especially Tairon. Not so much a subversion, but I always loved the manly and buff, but kind gentle giant kind of guy. I might play the game just to meet him.

>> No.5990718

>>5990710
gay

>> No.5990726
File: 40 KB, 647x659, 87f.jpg [View same] [iqdb] [saucenao] [google]
5990726

>>5990718

>> No.5990730
File: 1016 KB, 1890x992, IMG_5071.jpg [View same] [iqdb] [saucenao] [google]
5990730

>>5990683
>BTW, I have had women tell me (in the course of conversation) that Phantasy Star was one of the only games where the protagonist felt (and looked) like them.

I'm pretty sure this never happened.

>> No.5990741

>>5990730
Only happened twice in my life, but yeah.
Full disclosure: one is a "gamer girl" streamer type. The other is a classmate pursuing a CS degree.

>> No.5990742

>>5990741
(I get why you'd be suspicious though. You'll have to either take my word for it or just assume I'm lying.)

>> No.5990745

>>5990683
The interview is a good read and she explains how they did the smooth dungeon effect.

>That's how I ended up having [Yuji] Naka build a wireless 3D dungeon program for me. The basic idea was to take art and place it on top of the wireframes. After that we just had to experiment with which frames we could drop and still keep things smooth and pretty.

So they kinda traced and tiled the pictures of a wireframe brick dungeon. Dropping some frames and clever use of symmetry and recycling managed to keep the unique tiles count rather low.

>> No.5992618

>>5990745
I'd love to see just the tiles themselves and how they arrange to make the complete animation frames.

>> No.5992652
File: 5 KB, 384x384, medusacave.png [View same] [iqdb] [saucenao] [google]
5992652

I love dungeon crawlers. Making your own maps and discovering things on your own is extremely rewarding. Pic related, it's a map I made.

>> No.5992684
File: 30 KB, 640x480, Phantasy Star (UE) [!]-04.png [View same] [iqdb] [saucenao] [google]
5992684

>>5992618
You can run the game in Meka, show the tiles and tilemap windows as you walk into the warehouse.

>> No.5992690

>>5992684
I do not even for a second envy the work whoever put together those tiles did, but I respect him and he deserves one million blowjobs.

>> No.5992695

>>5992652
What game/editor do you use to make custom maps?

>> No.5992701

>>5992695
This isn't a custom map or anything made with an automated program, I just made this using Microsoft Paint.

>> No.5992716

>>5990683
The original is always better than translations.

>> No.5992718

>>5990051
Project your bitterness harder, you sad sack. You could be like us if you socialized instead of watching porn

>> No.5992723

>>5992716
If you mean the original Japanese, then yes. If you mean the original translation, that's ridiculous.

>> No.5992769

>>5992684
I meant more like someone describing the technical aspects and method, but that does give a bit of an idea.

>>5992690
Yeah. I'm impressed by it.

>> No.5993575
File: 70 KB, 900x900, unnamed.jpg [View same] [iqdb] [saucenao] [google]
5993575

Figured out how to get the Roadpass without looking up a guide felt great. What is it about retro games and the satisfaction you get from finding the trick to get to the next area? People who look up guides are really robbing themselves of the feeling of discovery and piecing together clues the game gives you...well, assuming those clues aren't mistranslated.

>> No.5993846

>>5993575
>People who look up guides are really robbing themselves of the feeling of discovery and piecing together clues the game gives you...well, assuming those clues aren't mistranslated.
I judge it on a case by case basis.

Morrowind was before TES would give you a compass marker for every single quest detail, so they actually had to make sure that the player was given directions to places and descriptions, thing is that there's a few directions in the game which are wrong (like being told west instead of north), and these occasions can be incredibly frustrating.
Used to be this website called Universal Hint System, don't know if it still exists, but it was good in that you could go to a game, and then hit up a quest or such, and you would be given the first hint on what to do, without spoiling anything else, then each progressive hint as you went if you wanted to. I loved this site because it would on occasion give me the slight nudge I needed without spoiling the entire thing for me.

Sometimes a guy just gets fucking stuck, is what I mean.

>> No.5993849

>>5993575
I sometimes wonder if people complain about the grind in old jrpg's because they're rushing through with a guide when the game is assuming you'll spend a bit of time trying to figure out how to progress.

>> No.5994168

>>5993846
>Used to be this website called Universal Hint System, don't know if it still exists, but it was good in that you could go to a game, and then hit up a quest or such, and you would be given the first hint on what to do, without spoiling anything else, then each progressive hint as you went if you wanted to. I loved this site because it would on occasion give me the slight nudge I needed without spoiling the entire thing for me.
Sounds like a pretty decent idea. I like it.

>> No.5994687

>>5993846
>>5994168
Still exists http://www.uhs-hints.com/

>> No.5994819
File: 44 KB, 691x597, 157247135791.jpg [View same] [iqdb] [saucenao] [google]
5994819

>>5994687
This is fantastic. I'm gonna shill this everywhere.

>>5993849
To be honest, I think this may be it more than half the time. If you already know exactly how to progress, you're not spending enough time actually beefing yourself up. Then later on you're getting BTFO by normal enemies and not having fun anymore. Is this why people don't like JRPGs?

>> No.5994854

>>5994819
It also takes contributions I think, so if you're invested in the idea you can add hints which aren't yet there.

>> No.5995110

>>5990035
>I'd rather spend time with them than on an RPG.

Why aren't you doing both? Nothing is better for a kid than playing games with their dad and having those memories to look back on when you're dead.

>> No.5995126

>>5995110
OP here. They're just not that interested in it. Also, when I was playing Shin Megami Tensei, my daughter complained she was getting motion sick, but was forcing herself to keep watching, more or less. I don't wanna have a repeat of that. Other games? Definitely. I get the criticism.

>> No.5995269

>>5993846
>Sometimes a guy just gets fucking stuck, is what I mean.
Ask around for tips and by around I mean the internet.

>> No.5995487

>>5993575
It's definitely rewarding when you figure something out on your own like that. But when it comes to guides, it depends on the game in my experience. Lots of games were being made intentionally obtuse to sell guides and have hints in magazines. Ideally those games would be given two playthroughs back-to-back, one without a guide and one with. But that can be rough if you have several games you want to play. There are compromises like only looking something up if you absolutely have to or looking at a guide for a current area to find what you would have missed before you head to the next one. Then there are games like Legend of Mana, where you will probably skip half the game on a casual playthrough without a guide.

>> No.5995650

>>5990710
contender for the most reddit post of all time

>> No.5995849

>>5995650
Nothing in that post is wrong