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/vr/ - Retro Games


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File: 146 KB, 512x480, CB1-April8-Map.png [View same] [iqdb] [saucenao] [google]
2191049 No.2191049 [Reply] [Original]

We could have had a beautiful 2D island map.

https://tcrf.net/Proto:Crash_Bandicoot/April_8,_1996_build

>> No.2193017

>>2191049
that looks so much better

>> No.2193024

>>2191049
Dkc ripoff

>> No.2193032

>>2193017
I think so too.

>>2193024
So?

>> No.2193085

>>2191049
>>2193017
>>2193032

3d polygons is taking our wimmin! Those lousy devs, not considering twenty years of future development in display hardware technologies coupled with self-segregated revisionistic aesthetic sensibilities!

>> No.2193089
File: 42 KB, 500x409, capes-are-for-old-gay-thespians.jpg [View same] [iqdb] [saucenao] [google]
2193089

Raccoon leaf in SMW, mofos

>> No.2193112
File: 90 KB, 500x299, nayman.jpg [View same] [iqdb] [saucenao] [google]
2193112

The original Rayman for the SNES looked like a lame circa-1990 shareware PC game

>> No.2193115

>>2193089
Nice. I like the cape more because gliding is fun as hell.

>> No.2193480

>>2193112
You say lame, I say cool. Then again I was raised with an Amiga 500 which had nothing but games that looked like that...

>> No.2193508

>>2193085
what are you talking about?
they clearly had the 2D map available, and it looks better than the 3D one they made afterward. They put in extra work to put in inferior content.
I'm willing to bet it looks better on a CRT too.

>> No.2193515

>>2193085
pretty much this without the irony
and the 3D map is also slower moving to boot

>> No.2193534

>>2193508
the fact that it was inferior is entirely subjective, though. I think it was a great idea they replaced it. I love 2D stuff but I think the 3d crash map with the little crash model running around it is nice.

>> No.2193546

>>2193534
The only good thing about the 3D maps is that they don't require loading times when switching around isles. That was probably the only reason why they went with the 3D maps. The 2D one require one screen to select your isle and then another one for a close-up of the isle in question, exactly like how DKC did.

>> No.2193562
File: 2.31 MB, 4896x3672, Crash 2D CRT.jpg [View same] [iqdb] [saucenao] [google]
2193562

>>2193508
Looks pretty great here.

>> No.2193639
File: 112 KB, 693x465, comfy.jpg [View same] [iqdb] [saucenao] [google]
2193639

>>2193562
That looks incredibly comfy. Did you just burn the CD just for this, though?

>> No.2193643

>>2193639
I have a CRT monitor. RetroArch is capable of great things.

>> No.2193986

Reminds me of the Rayman 1 overworld.

>> No.2194135

I'm well versed in beta Pokemon, Spyro, Crash, Mario, and Zelda topics but that would require a thread unto itself.

Rayman 3 was originally a sidescroller.

>> No.2194394

>>2193643
I'm legit jelly. Was thinking about getting a CRT monitor recently.

>>2194135
Speak on.

>> No.2194413

pretty sure the 2D map was made to be temporary to begin with. They had to just get shit done to show at E3 –they already had the level engine done and some stages made - which option do you pick:
>Program a three-dimensional world map system + model said maps with vertex coloring, waterfall effects etc
>Slap a 2D image with Crash's face as an indicator just so people can play a few levels

>> No.2194946
File: 448 KB, 638x357, akuaku.png [View same] [iqdb] [saucenao] [google]
2194946

The Japanese version Crash Bandicoot had Aku Aku explaining how the game works as well as proper voice acting for Crash. They also removed the password system in favor of a save function.

Common knowledge, but still a fun fact to keep this thread going. also the entire "Making Crash" section by Andy Gavin is quite the interesting read: http://all-things-andy-gavin.com/video-games/making-crash/

>> No.2194950

So it's cool

>> No.2196019

>>2194946
What are these tips about? I can''t understand shit in jap besides the typical anime cliches. I heard they had some extra cutscenes too.

>> No.2196027
File: 139 KB, 750x1071, clubnintendo3.jpg [View same] [iqdb] [saucenao] [google]
2196027

We could have gotten an official north american release of Super Butoden 2, Ban Dai's american branch was working on it, but since DBZ wasn't popular outside of niche anime circles and the original Dragon Ball didn't make the same success it made in pretty much every other region, they never released it.

Apparently the title was going to be changed to "Dragon Ball" simply, and some characters got different names.

Latin americans were fucking hyped since Dragon Ball was big there in the mid 90s, I believe the only screenshots of this unreleased american version of Super Butoden 2 that exist were from an issue from latin american Club Nintendo magazine.

>> No.2196043

>>2194946
>They also removed the password system in favor of a save function.

Tell me more about this.

>> No.2196085

>>2194946
>tfw no one has ported over the save function to an english version

>> No.2196159

>>2196043
>>2196085
NTSC-U didn't have a save system for the Memory Card? Seriously?
PAL did, iirc.

>> No.2196210

>>2196159
I can confirm PAL did from playing it last month, and from what I'm looking up all versions, including NTSC-U did, and the Japanese version just removed the option to use passwords.

>> No.2196463

>>2196210
pal had both, save AND a password system

>> No.2196565

>>2194135
I think you mean Rayman 2.

>> No.2196584

Secret of Mana was originally supposed to be released on the SNES CD addon but since the CD addon never saw a light of day it was released on SNES instead and had content taken out of it. Or at least this is what I have heard.

Can anyone confirm this or tell what the cut content was?

>> No.2197101
File: 428 KB, 525x384, nw-pre-blizzard.png [View same] [iqdb] [saucenao] [google]
2197101

Apparently this move was so overpowered in the location tests that they had to completely redesign it into the snowflake we know now.

>> No.2198650
File: 81 KB, 320x200, Unreal prototype.png [View same] [iqdb] [saucenao] [google]
2198650

>>2191049
Unreal was going to have a dragon as a boss. The sniper rifle was supposed to have a functioning scope and a 3 round burst alternate fire. There was also a 4-barreled shotgun that can be accessed with console commands. The stunner and impaler (staff that launches crystals) were in a removed tech demo as well.

>> No.2198652
File: 25 KB, 320x240, Doom bayonet.png [View same] [iqdb] [saucenao] [google]
2198652

>>2198650
Doom was originally going to have a rifle/bayonet instead of pistol/fist. Why does stuff always end up less cool?

>> No.2198658

>>2198652
Unreal's rifle had a bayonet that looked like that. I wonder if that was intended as a possible alt fire, or just a decoration.

>> No.2198662

Spyro was originally green

>> No.2198728
File: 564 KB, 850x1186, 10021905.jpg [View same] [iqdb] [saucenao] [google]
2198728

https://tcrf.net/Jojo%27s_Bizarre_Adventure

>> No.2198729

>>2198650
>The stunner and impaler (staff that launches crystals) were in a removed tech demo as well.
Are these the ones that appear on U2? Also, wasn't the last boss a kind of dragon?

>> No.2198754

>>2196463
wtf amerifat here and mine has both. i have the player's choice edition or w/e if that makes a difference

>> No.2198763

>>2198729
I think the staff in U2 was an energy weapon. The prototype impaler launched crystals. The dragon would have been a pretty cool boss.

>> No.2198890

>>2198763
Is this it? Looks nice.

http://www.moddb.com/mods/unreal-resurgence/images/impaler