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/vr/ - Retro Games


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File: 200 KB, 256x360, Alien_Soldier_Coverart.png [View same] [iqdb] [saucenao] [google]
2509001 No.2509001 [Reply] [Original]

What are some /vr/-approved games with excellent boss fights?

>> No.2509083
File: 126 KB, 640x360, Treasure-Logo.jpg [View same] [iqdb] [saucenao] [google]
2509083

Sin and Punishment, Gunstar Heroes, Mischief Makers, Dynamite Headdy

>> No.2509104

>Alien Soldier
>Gunstar Heroes
>Dynamite Headdy
>Ristar
>Rocket Knight Adventures

Why did the Mega Drive have such great bosses?
And games?

>> No.2509107

>>2509104
Japs

Also Contra Hardcorps

>> No.2509208

It was actually a special capability of the genesis that allowed for large enemies made up of multiple moving sprites that rotate around each other in different configurations and patterns. The same sort of thing wasn't possible to the same extent on the SNES, and Treasure in particular made extensive use of it to achieve highly fluid animations.

I believe the SNES might have actually had an ability to draw more sprites on screen, but couldn't handle rotating and animating them to the same degree.

On the other hand SNES had Mode 7, which also had some real neat things done with it.

>> No.2509216

>>2509208
The SNES is more graphically advanced in every single way. Except for the fact that it has such a slow processor that it can't actually take advantage of its abilities without the FX chip (as in Yoshi's Island).

Well, that and its weak ass soundchip.

>> No.2509224 [DELETED] 

>>2509216
Well, we have to define "graphics" first. Big sprites? better animations? more colors? more sprites on screen?

If we define "better graphics" as more colors, the SNES is better, but i think graphics is more than just colors, and Alien Soldier is a clear example of that.

>> No.2509229

>>2509216
Well, we have to define "graphics" first. Big sprites? better animations? more colors? more sprites on screen? higher resolution? good frame-rate?

If we define "better graphics" simply as more colors on screen, the SNES is better, but i think graphics is more than just colors, and Alien Soldier is a clear example of that.

>> No.2509239

sega does what nintendon't

>> No.2509248

>>2509001
Some of the boss fights in MUSHA were pretty intense. Same for Super Metroid - especially the fights with Kraid and Ridley. As others have said, anything by Treasure, a lot of things by Konami.

If we're talking rpgs, Phantasy Star IV had some great boss fights, as did Lunar 2. Kefka in FF6, while slightly underwhelming (he needs more hp), was really well-done (as were a few others).

>>2509229
SNES could do bigger sprites, more sprites on the screen, and more colours. Higher resolution sort of ties into those two - if you can make more, larger sprites, it's possible to make higher-resolution graphics.

Animation quality is largely up to the artists and the frame-rate. I'd say that probably was around the same for both the SNES and the MD.

With all of that, though, the most important part of determining how good a game looked was the devs, and Treasure did some truly amazing stuff on every console they developed games for.

>> No.2509327

>>2509248
>more sprites on the screen

static sprites

:)

>> No.2509351
File: 130 KB, 1289x624, comp.png [View same] [iqdb] [saucenao] [google]
2509351

>>2509248
>SNES could do bigger sprites, more sprites on the screen

Not really, quit watching AVGN dude.

>> No.2509434
File: 33 KB, 384x224, DDTOD--Dungeons Dragons Tower of Doom Euro 940412_Apr9 22_06_57.png [View same] [iqdb] [saucenao] [google]
2509434

Tower of Doom has some of my favorite boss fight, they are really challenging and technical if you are going for a 1cc run. It's tough game but quite rewarding.

>> No.2509502

>>2509001
Basically any Contra game, Street Fighter II, the NES Mega Mans, and Treasure's games tend to have memorable boss fights.

>> No.2509507

>>2509208
This post is utter nonsense.

>> No.2509510

>>2509507
thanks it was mostly bullshit

am I fitting in yet

>> No.2509605

>>2509216
interestingly enough, the slow CPU thing really is a myth
the SNES takes fewer cycles per clock to do each instruction than the Genesis
but it's clocked slower, so it ends up being about the same speed in terms of instructions per second

That being said, I think the Genesis is supposed to have faster memory access overall, and programmer familiarity with the extremely common 68k (being the de facto standard arcade game processor of the time) certainly helped squeeze optimization out compared to the relatively unknown 65c816.

>> No.2510594

Contra hard corps

>> No.2510602
File: 124 KB, 400x300, cnin0429.jpg [View same] [iqdb] [saucenao] [google]
2510602

If you don't like Joe & Mac and its boss fights then get the fuck out of my house.

>> No.2510681

>>2509605
>so it ends up being about the same speed in terms of instructions per second
nope, not even close

while the 65c816 has better IPC than the 68000, it's not even close to double as good

>> No.2510903

Banjo tooie

>> No.2511108

Shatter hand

>> No.2511121

>>2509605
There's also the fact whether the publisher decided to spend the extra cash for fast rom as oppose to slow rom. I don't know how these things worked but apparently it sped up the cpu quite a bit.

>> No.2511332

>>2510602
Which version of joe and mac is best? Genesis or snes?

>> No.2511481
File: 239 KB, 640x480, joe-and-mac-2-lost-in-the-tropics-02.png [View same] [iqdb] [saucenao] [google]
2511481

Joe & Mac 2 needs more love.