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/vr/ - Retro Games


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5389194 No.5389194 [Reply] [Original]

>take arcade games designed around a 10Mhz 68000 and custom Capcom GPU hardware running at 16Mhz
>"Hey, you know what's a smart idea? Porting these games to home computers with much slower, weaker CPUs, 16 colors, one button joysticks, and 1/5th the amount of RAM."
>"You know what else would be a genius idea? Giving them to a bunch of 17 year olds as a summer job and telling them they have three months to finish. Oh, and we don't have the source code for the game either, they have to go to the arcade, play it, and recreate it from memory."
>"Sounds like a plan."

https://www.youtube.com/watch?v=hS7HYsOEccw
https://www.youtube.com/watch?v=BiufDI8cBkU
https://www.youtube.com/watch?v=Wb6VvtAcmb8
https://www.youtube.com/watch?v=BiufDI8cBkU
https://www.youtube.com/watch?v=DbrwlyKILXU
https://www.youtube.com/watch?v=2dSIIu3SmaI
https://www.youtube.com/watch?v=yXue_KDHPMc
https://www.youtube.com/watch?v=2dSIIu3SmaI

>> No.5389291 [DELETED] 

Seeing some of these ports especially the ZX Spectrum ones makes me sad.

>> No.5389293

>>5389194
>that "DUE TO MACHINE LIMITATIONS" disclaimer
Every time.

>> No.5389302 [SPOILER] 
File: 319 KB, 500x298, 1550897937620.gif [View same] [iqdb] [saucenao] [google]
5389302

>>5389194
>have a product (street fighter)
>see potential market (PC port)
>realize it will be shitty regardless so not worth sinking development costs
>make teenagers do it for ramen and free Kleenex
>???
>profit

It's not that complex lol

>> No.5389316

>>5389302
>realize it will be shitty regardless so not worth sinking development costs

I don't think that alone is an excuse because the SNES and Genesis had excellent SF ports despite much less sophisticated hardware than the Capcom CPS-1.

>> No.5389325

>>5389194
OP pic is Yoshiki Okamoto after seeing what US Poop did to his masterpiece.

>> No.5389328

>>5389302
this
>have world's most popular arcade game
>"you know what would sell a lot of games? if this were on the highest number of platforms possible!"
>...
>profit!

>> No.5389334

>>5389316
It has less to do with the platforms and more to do with the weird-ass UK market which is the only reason theres a ZX Spectrum and Commodore 64 ports over 10 years after those platforms launched. It doesn't seem like there were any real developers in the UK that weren't some teenagers screwing around in their basement. Capcom handled the 16-bit ports themselves, it wasn't worth their time to develop ports on ancient microcomputers that were only popular in the UK by 1992.

>> No.5389337

>>5389316
Both were still closer than most of those home computers, which were quite elderly in the early 90s. The C64 and ZX Spectrum were an entire decade old in 1992 and the OCS Amiga 7 years old. Not to mention Nintendo and Sega enforced proper quality standards and developers had much higher budgets.

Also the SNES and Genesis had enough buttons to reasonably recreate Street Fighter. Granted on the SNES using the L and R buttons was a little awkward and it couldn't beat a 6-button Genesis controller, but sure better than an Amiga's one button joystick.

>> No.5389345

Didn't the Amiga have the same CPU as the CPS-1 though? They're both 68000-based, right?

>> No.5389351

>>5389345
Sure but that's presuming Capcom was interested in porting SFII to Amiga themselves (they weren't) and that the European division wouldn't farm it out to some 17 year old bedroom programmers to develop with no access to graphic or audio assets (they did).

>> No.5389358

>>5389345
CPUs aren't the only thing that matters.The OCS Amiga (and ECS too) are very very much more limited than late 80s-early 90s arcade hardware, also the Amiga's CPU is slower since it's clocked at 7.16Mhz.

The Amiga's sprite capabilities are quite limited for one thing, there's eight of them and they're only 8 pixels wide (but can be as tall as the entire screen). OCS Amigas also normally had 1MB of memory and 2MB would be needed to store all the sprite frames in SF2 (the SNES version in fact is 2MB).

If CPUs were all that mattered, then you could see how well of an SF port you can get out of a monochrome toaster Mac which also uses a 68000.

>> No.5389364

Capcom never did anything with computers. Konami on the other hand did have a history of involvement in the home computer market (with the MSX and whatnot) which led to them licensing those ghastly computer ports of Castlevania and Metal Gear.

>> No.5389369

US Gold and Tiertex had no seeming purpose to their existence other than ruining children's Christmases with phoned-in arcade ports done quickly for easy dosh.

>> No.5389382

I've seen interviews and email exchanges with the programmers of some of these arcade ports. They've talked about the rushed development time and lack of access to the arcade game assets--source code, level maps, collision hit boxes, etc. Sometimes they'd have an arcade cabinet in the office to play on, the worse was when they had nothing but a VHS tape of the arcade game running.

>> No.5389386

>>5389334
>It doesn't seem like there were any real developers in the UK that weren't some teenagers screwing around in their basement.
The UK software market conversely was also much more sophisticated than in continental Europe, which should give you an idea of how bad that was.

>> No.5389389

>>5389351
So this isn’t a meme but Bandersnatch was real? Putting the fate of a software company in one kid’s hands?

>> No.5389392

>>5389382
Which just goes on to further prove that Capcom knew this shit wouldn't be any good anyway, so they just sold the porting rights to the highest bidder and then left them to their own devices.

>> No.5389407

Some Amiga experts disassembled SF2 and found that the game was yet another extremely lazy copypaste of the Atari ST port and isn't even coded in a way that makes sense for the Amiga or tries to utilise its hardware properly.

>> No.5389428

Arcade games like Arkanoid and Bubble Bobble were still based around 8-bit CPUs and could convert to home systems acceptably, when you start getting into 68000-based games like Bad Dudes, forget about it, it was just too much for the things.

>> No.5389447

>>5389428
https://www.youtube.com/watch?v=C0QqqhMBLJA

The C64 Bad Dudes is actually reasonably ok. The graphics are nice and they even get the parallax scrolling in the truck level. You can however see some obvious stuff they left out due to time constraints like the intro screen and there being only one tune playing through the whole game.

One thing I like about this port is that it runs at 60 fps unlike the NES.

>> No.5389451

>>5389194
>be [hacker]
>it's year of our fine lord 2000+
>decide to make a hack
>it's a fucking IP hack like Harry Potter or LotR
>it's just a reskin of some already-bootleg NES sidescroller or platformer
>low-end NES, to boot, less than Mario

China.

>> No.5389456

>>5389447
The NES Bad Dudes is still my favorite version of the game. I don't really like the arcade game that much, the speech samples are annoying and the FM music lacks punch.

>> No.5389467

>>5389447
One thing that always puzzles me about some of these home computer arcade ports is why they usually never kept the soundtrack from the arcade, they always had some OC donut steal music.

>> No.5389470

They were also almost all done in Europe too, it seemed after the early 80s that American devs didn't want to bother with arcade conversions on computers.

>> No.5389478

>>5389369
>Tiertex
We don't speak of the beast here.

>> No.5389481

Strider: Return From Darkness was licensed by Capcom USA and developed by Tiertex. Capcom Japan doesn't acknowledge this game's existence.

>> No.5389584

>>5389364
Metal Gear was an MSX game first though

>> No.5389702

>>5389407
>Some Amiga experts disassembled SF2 and found that the game was yet another extremely lazy copypaste of the Atari ST port and isn't even coded in a way that makes sense for the Amiga or tries to utilise its hardware properly.
There is actually a text file on the original disks that's a note from the programmer boasting about what an "amazing" job he'd done on the conversion. There's a Youtube comments thread where the same guy later posted and cringed at his youthful hubris, and talked about the development conditions, although he'd deleted the comment last time I looked.
It shouldn't be underestimated how an entire generation of gamers only know some of the best coin-ops of all time from awful ports, they'd be held in a lot more esteem if they'd actually played the originals.

>> No.5390208

>>5389194
>it brought profit
Huh, guess it was a good plan!

>> No.5390209

>>5389584
Referring to these.

https://www.youtube.com/watch?v=q7HM-DNwayI
https://www.youtube.com/watch?v=XvOJpHzRaQI

>> No.5390223

>>5390209
A Canadian dev Unlimited Software did these conversions. In this case, they actually did have the NES source code but they were also given an absurdly short development schedule. So that proves having the original game assets still might not have helped if they gave you six weeks to finish it.

>> No.5390232
File: 131 KB, 733x521, double dragon.png [View same] [iqdb] [saucenao] [google]
5390232

>> No.5390256

>>5390232
The graphics in some of these games were nice at least.

>> No.5390296

>>5390256
No shit, they wanted to look good in magazine screenshots. Never mind if the actual game itself was rubbish.

>> No.5390301

>>5389358
It wasn't until you got into 5th gen consoles that you could do 1v1 ports of stuff like TMNT: The Arcade Game

>> No.5390304

>>5389334
>It has less to do with the platforms and more to do with the weird-ass UK market which is the only reason theres a ZX Spectrum and Commodore 64 ports over 10 years after those platforms launched. It doesn't seem like there were any real developers in the UK that weren't some teenagers screwing around in their basement. Capcom handled the 16-bit ports themselves, it wasn't worth their time to develop ports on ancient microcomputers that were only popular in the UK by 1992.

Why would Capcom be developing for systems that weren't sold in Japan anyway?

>> No.5390329

https://www.youtube.com/watch?v=0XKs5b8HID8

To be fair I'm not sure they could have done better with the hardware.

>> No.5390383 [DELETED] 

That's just how the British home computer market worked. Small teams, small budgets, small-scale games, publishers who barely gave a fuck. The larger studios weren't dedicated to larger games, they were dedicated to make more of them.

Things probably changed during the 16-bit era, but it's easy to imagine some bedroom British coder faced with a lack of one-person jobs, taking all the work they can get.

>> No.5390395
File: 62 KB, 543x475, source is an interview in that ashens book.png [View same] [iqdb] [saucenao] [google]
5390395

That's just how the British home computer market worked. Small teams, small budgets, small-scale games, publishers who barely gave a fuck. The larger studios weren't always dedicated to larger games, most were just dedicated to making more of them.

Things probably changed during the 16-bit era, but it's easy to imagine some bedroom British coder faced with a waning number of small jobs, taking all the work they can get.

>> No.5390418

https://www.youtube.com/watch?v=-fkI8V-j9rc
https://www.youtube.com/watch?v=ODrUkKkfbZI
https://www.youtube.com/watch?v=atom3vyAYqI
https://www.youtube.com/watch?v=X5h1smUA4lQ

You think Americans were any better when they got to do this stuff? These are no better than any UK-developed arcade port.

>> No.5390419

>>5390232
And yet if you look at the ghouls n ghosts page it's got a really high rating. It's a gigantic piece of dog shit with absolutely broken collision detection and those idiots eat it up. I don't understand how ratings can vary so wildly from within the same community. I bet it's coz Tim Follin did the music everyone rates the game 10/10.

>> No.5390421 [DELETED] 

>>5390418

Except for Ikari Warriors, those are games that either came out on weak hardware (that's about as good of a VIC-20 version of Frogger you're gonna get) or early in the system's life.

>> No.5390426

>>5390418
I didn't claim they were. American devs still had the same issues with no access to arcade game assets and rushed development times. Also the VIC-20 Frogger you can tell they clearly just didn't gaf because the VIC-20 was on the way out when it was released. Some people did a remastered VIC-20 Frogger that blows the original away.

https://www.youtube.com/watch?v=IO0GuYTPRDk

>> No.5390430 [DELETED] 

>>5390419
>>5390426
Welp.

>> No.5390438

>>5390419
C64 G&G was also remastered by some people. To be fair, even the NES version isn't that good because it was developed by Micronics.

>> No.5390458

>>5390419
https://www.youtube.com/watch?v=o7qH2tzWmCA

Another example is Robocop, a sadly broken, bugged mess with an absolutely awesome Jonathan Dunn soundtrack. This has also since been cleaned up and bug-fixed.

>> No.5390467

It seems after the early 80s that American devs mostly didn't bother with computer arcade ports and instead just concentrated on the more specialized computer game genres like CRPGs and adventure games.

>> No.5390472

>>5389389

You’d be shocked if you knew how much of the actual work done by software and/or engineering companies that Is actually done by the lowest level, youngest employees.

>> No.5390479

>>5390472
They want kids that work cheap, won't question you as much, and aren't married yet or have families so they have more free time to devote to a project.

>> No.5390486

https://www.youtube.com/watch?v=ASoRpGQ6zfo

Or you had stuff like Hawkeye that looks and sounds fantastic but the actual gameplay is extremely boring and limited.

>> No.5390507

>>5390486
A lot of C64 stuff from Europe suffers that problem. You could have brilliant programmers like Manfred Trenz who didn't know how to design games for shit.

>> No.5390513

>>5390438
Super Pitfall was remastered as well. Also Micronics reportedly were a bunch of inexperienced kids similar what you had in European studios.

>> No.5390527

The Rare founders talked about how they were impressed with the quality and polish of NES games versus the abysmal standards on home computers.

>> No.5390532

>>5390395
American studios developed the first big box computer games, actually King's Quest would be the first such game. It took seven months and cost $700,000 to develop. A team of eight people worked on the game. This was in 1983 when games were normally developed by one guy in about two months.

Epyx's Summer Games was another early example of a big box game. It does seem that the era of the bedroom programmer persisted in Europe longer.

>> No.5390564

https://www.youtube.com/watch?v=VhI8a2pvURU

https://www.youtube.com/watch?v=uEDoA_l-PLQ

Not a bad conversion on the C64 but the NES one just has more content/music.

>> No.5390617

>>5390564
The NES Gauntlet scrolls super-fast because the rooms are only 2x2 which means they didn't have to reload the tile map. Also I noticed they use char graphics for the ghosts just like the C64 does.

>> No.5390623 [DELETED] 

>>5390617
It's pretty uncommon for NES games to use char graphics for soft sprites mainly because of how the attribute system works, although it is definitely possible.

>> No.5390625

>>5390617
It's pretty uncommon for NES games to use tiles for soft sprites mainly because of how the attribute system works, although it is definitely possible. But yeah, there's so many ghosts that you couldn't do it with sprites, it would just turn into a flickery mess.

>> No.5390630

>>5390625
C64 Bubble Bobble uses soft sprites for the floating bubbles. The NES version uses sprites and it's flickery af.

>> No.5390636

>>5390630
>C64 Bubble Bobble uses soft sprites for the floating bubbles
The programmer of this one was a fellow named Stephen Ruddy. He's spoken of the usual issues such as not having access to the arcade game source code. Apparently he had some Taito documents but they were in Japanese which he could not read.

That aside, this is another C64 port that is considerably overrated by fanboys. The lack of flicker versus the NES is nice, other than that it's an average at best conversion with scratchy music and a lot of missing content--it doesn't even have the good or bad ending, there's just a generic ending.

>> No.5390650

I wouldn't say the NES wasn't spared some bad arcade ports, for example Arkanoid has really weak sound and it doesn't have the intro sequence. Any ports done by Micronics like 1942 and Ghosts & Goblins were also quite bad.

>> No.5390661

>>5390650
It also seems that NES arcade ports often took liberties with the game design, most notoriously Double Dragon, but there were other cases as well like Commando which added those extra rooms where you rescue prisoners that weren't in the arcade.

>> No.5390664

No port of Bubble Bobble not even the PS1 version properly recreates the arcade.

>> No.5390697

>>5390395
It seems that original games were usually higher quality than ports and licenced stuff, most of which was done on really short notice.

>> No.5390698

>>5390438
Ghosts 'N Goblins, not Ghouls 'N Ghosts, a completely different game also programmed by Steve Ruddy.

>> No.5390731

>>5390419
https://www.youtube.com/watch?v=asvkbWgn9vo

I do agree Follins' music was genius though. It's also quite uncommon for SID music to use triangle waves for the main register and I know some people don't like SID music because they complain it sounds abrasive. This game proves though that it doesn't have to be like that.

Video shows the game on a real machine btw. One thing not everyone realizes is how retro systems use composite artifacting and CRT blur for effects and anti-aliasing, and C64 graphics usually look like an awful Lego block mess on emulation.

https://www.mobygames.com/game/c64/ghouls-n-ghosts/screenshots/gameShotId,123350/

>> No.5390749

>>5390731
Too bad the C64 is so pokey, it sort of makes it hard to do arcade action well with the 1.23Mhz CPU.

>> No.5390772

>>5390749
That's probably also on a PAL machine which is more like 0.9Mhz.

>> No.5390841

A programmer as skilled as Manfred Trentz still couldn't do much with R-Type on the C64 when they gave him 7 weeks to finish.

>> No.5390878

https://www.youtube.com/watch?v=6RDgt26Zcio

The comment section here pretty much breaks everything down nicely.

>> No.5390893

>>5390878
Totally. All that mattered was getting rushed garbage out the door as fast as possible just so they could dupe 11 year olds into thinking they were getting Double Dragon on their Amiga.

>> No.5391025

>>5390749
Nah. It's the atari machines that are pokey

>> No.5391026

>>5389293
I had a Spectrum and had to endure the box art only showing screenshots from the Amiga or ST version - because the Spectrum version looked so embarrassingly bad that nobody would but it.

>> No.5391036

>>5390893
>>5390878
https://www.youtube.com/watch?v=8s6oYWdKe6w

I have to say even the IBM version is better and it's running on much weaker hardware.

>> No.5391048

To be fair, there are no good home conversions of DD. The Genesis one almost got there if they hadn't been limited to a 512k cartridge ROM. Even the arcade game is kind of flawed.

>> No.5391059

>>5390636
I will say that C64 games don't suffer from the slowdown, flicker, or scroll glitch issues that plague NES games; everything always looks clean and seamless.

>> No.5391084

>>5390564
Gauntlet had separate US and European C64 ports, the US one doesn't seem to be online.

>> No.5391162 [DELETED] 

>>5389407
Amiga Double Dragon was a similar extremely lazy Atari ST copypaste job. I mean, fucking shit, some enemies are just Billy Lee with a palette swap.

>> No.5391179

>>5389407
The Amiga Double Dragon was a similar extremely lazy Atari ST copypaste job. I mean, fucking shit, some enemies are just Billy Lee with a palette swap. And what the fuck is that puking sound enemies make when they die?

>> No.5391219

>>5390697
No shit, 100% of the budget of an original game goes to making the game, while with ports and licenses a sizable chunk is spent on buying the rights to making the game in the first place.

>> No.5391257

European software houses in the 80s mostly wanted games released often and as quickly as possible. The market was highly competitive and presentation mattered more than the actual gameplay. Games were done on the cheap and few people were interested in creating Ultima/King's Quest/Zelda kinds of epics.

>> No.5391273 [DELETED] 

>>5390426
A whole lot of arcade ports could have better than they were. Putting aside the issues already mentioned in here, game development tools in the 80s were not terribly good by modern standards and typically you had to do things like plot your graphics on graph paper and convert everything to hex values by hand. Better funded studios had Unix workstations with cross-compilers to code on, but they were still far inferior to working on a modern PC.

By the early 90s, game graphics were being done on a Mac, Amiga, or a workstation and you didn't have to use graph paper anymore. So things did advance quite a bit by the end of the 8-bit era.

>> No.5391298

https://www.youtube.com/watch?v=pNfQBaS03M0

The graphics are decent, too bad the music fucks up.

>> No.5391345

https://www.youtube.com/watch?v=2W6JefySRgM

>> No.5391356

>>5391257
The market was also pretty full of kids that wanted new games every week or so, pirated a lot, and used their pocket money to buy what they wanted and couldn't get for free, which is why cheap 2£ shit was a lot more appealing than 40£ beasts nobody could afford.

>> No.5391380

The sadly hilarious part is that a lot of these arcade ports from 1988 onward weren't even attempted on the NES because they didn't think it could handle them. Yet somehow a ZX Spectrum was supposed to be able to pull it off?

https://www.youtube.com/watch?v=yAMxCEEy6JY

https://www.youtube.com/watch?v=pq4grZnEzas

Also the Master System port is a 2D scroller instead of an FPS because Sega knew that there wasn't any other way this could work.

>> No.5391383

>>5391380
All true. Arcade hardware was doubling in power an average of every six months back then and even the Amiga, a much more advanced machine than any 8-bit system, struggled to handle a lot of these games.

>> No.5391390

>>5391380
TMNT: The Arcade Game and I can't think of a lot of other ones.

>> No.5391423
File: 31 KB, 575x364, ecc99ece3fc78d64c778b37e04225030.jpg [View same] [iqdb] [saucenao] [google]
5391423

What are you talking about guys?

ZXs are pretty sweet. Some of the fastest motorcycles around.

>> No.5393187

I remember reading that even until very recently, the Japanese never bothered to keep the source code of their games because they were usually only developed for one platform, at one time arcades and later Nintendo's systems. Nintendo also imposed prohibitive multiplatform regulations which made keeping the source code even more pointless, and later Sony's consoles dominated Japan's market, with any other platform being relegated to niche status at best. That's why a lot of conversions feel wildly different from one another, they were all approximations. One of the first Japanese ports to have been done with the source code on hand, to my knowledge, is Mega Man X for DOS.

>> No.5393203

https://www.youtube.com/watch?v=ySSX5r6ho3s

Some guy did a C64 Bomberman, but it's not really a straight conversion of the NES and I'm a little disappointed that it doesn't even scroll the screen. The music is kind of cool but it doesn't really fit the game. Bomberman is also a first-generation NES game on a 16k cartridge, it's not exactly Metal Slader Glory, so it's disappointing that they couldn't just have done a straight port.

>> No.5393245

>>5393203
>and I'm a little disappointed that it doesn't even scroll the screen.

You'd have to code a raster split and scroll routines and probably the guy didn't want to deal with that. Or maybe wasn't skilled enough to attempt it.

>> No.5393269

>>5393203
>Bomberman is also a first-generation NES game on a 16k cartridge, it's not exactly Metal Slader Glory, so it's disappointing that they couldn't just have done a straight port.

>Metal Slader Glory
Big deal, it's pretty much just an interactive storybook. A C64 could do this, heck, an Apple II could do it. Maybe cut the animations and replace them with static pictures? The only thing it really uses the MMC5 for is added graphics detail.

https://www.youtube.com/watch?v=nosGSlwR6sg

>> No.5393276

>>5393269
This is one of those games I think only extreme weebs could appreciate.

>> No.5393291
File: 85 KB, 680x680, f5753870a40ccef114a6cb88e7f48531.jpg [View same] [iqdb] [saucenao] [google]
5393291

>>5393269
>A C64 could do this, heck, an Apple II could do it.

>wanting to put this game on baka Western hardware

>> No.5393301

>>5391356
>The market was also pretty full of kids that wanted new games every week or so, pirated a lot, and used their pocket money to buy what they wanted and couldn't get for free, which is why cheap 2£ shit was a lot more appealing than 40£ beasts nobody could afford.

That's why you rented game cartridges from Blockbuster.

>> No.5393343

https://www.youtube.com/watch?v=3v7cFGneuaw

The ol' Speccy can do more than you give her credit for.

>> No.5393350

>>5393343
Yes people do need to overcome this notion that Spectrum=bad. It's always going to be rather poor at 2D arcade action or anything that needs more than two colours to make sense, but for strategy games, 3D, anything with vector graphics, it handles like a champ because the Z80 is a more powerful CPU than the 6502 and it has a true free-form bitmap mode that also uses less memory than the C64's bitmap mode.

>> No.5393360

>>5391380
>>5393350
https://www.youtube.com/watch?v=pq4grZnEzas

The Speccy does pull off a better, more playable Line of Fire than the sad attempt on the C64.

>> No.5393408

>>5393269
MSG is a beast of a game; it has 63 PRG banks divided into 8k sections for 189 total pieces and 512k. The CHR ROM is another 512k. Now you see why this took so long to be translated into English.

>> No.5393463

>>5393187
I read that illuminati nazi aliens control the world. Being neither illuminati, nazi, alien I can't say for sure if it's true or not but I have my doubts. As a game developer I know what you read is bullshit.

>>5393203
Everyone who wan't born when the C64 was released knows it can't do scrolling. The original bomberman didn't scroll. What kind of FAG wants scrolling in bomberman anyway.

>> No.5393609

>>5393463
>The original bomberman didn't scroll

Huh?

https://www.youtube.com/watch?v=CZ9Pu9Usk5o

>> No.5393805

>>5393609
He said the original Bomberman, not the NES port.
https://www.youtube.com/watch?v=Prw5lPLcsXI

>> No.5393817

>>5393805
I highly doubt the C64 guy had ever seen anything but the NES Bomberman.

https://www.youtube.com/watch?time_continue=45&v=_o9iE1w_uUU

But here's a homebrew Bomberman clone for the Colecovision. Impressive though, it looks like a NES game. You wouldn't even know it's running on the same chipset as that MSX Bomberman.

>> No.5393819

>>5393817
MSX Bomberman was released in Europe and wasn't exactly unknown.

>> No.5393823

>>5393203
>>5393463
>>5393817
The Spectrum had a perfectly fine official Bomberman release anyway:
https://www.youtube.com/watch?v=4TdZBOhaVk0

>> No.5393827

>>5393819
I'm fairly sure Spain was the only European country where the MSX amounted to much. In the UK it was lumped in with the Dragon 32 and Atari 8-bits in the group of also-ran machines hardly anyone had and which got little software support.

>> No.5393830

>>5393823
Yeah as you can see it's just a copypaste of the MSX. MSX <-> Spectrum ports were laughably easy and could be done in a couple of hours.

>> No.5393840

>>5393827
Spain had a big Spectrum scene too but nobody had Commodore machines there.

>> No.5393846

>>5393817
>But here's a homebrew Bomberman clone for the Colecovision. Impressive though, it looks like a NES game. You wouldn't even know it's running on the same chipset as that MSX Bomberman.
Dog bless modern programming tools. Seriously, do you know how they even did game graphics in 1983? They had to plot the stuff on graph paper and convert everything to hex values by hand. There were no tools to comfily design them on a PC.

>> No.5393849

>>5393846
By the end of the 80s they did have computer design tools like DeluxePaint. By the time the SNES came out, the days of plotting on graph paper were a thing of the past.

>> No.5393864

>>5393463
>Everyone who wan't born when the C64 was released knows it can't do scrolling.

https://www.youtube.com/watch?v=xQVi0k5nUTI

News to me.

>> No.5393871

>>5390731
Never heard this, pretty amazing how he managed to make tracks that sound out of an early 90s game in this and is like ahead of its time but not really, probably a bit too nice because sometimes the graphics feel much older than the music.

>> No.5393891

>>5393817
>>5393805
Great example of how art style can make all the difference even in very limited hardware

>> No.5394109

>>5390731
The triangle wave is such an underappreciated waveform in PSG soundtracks. By contrast, I can't stand the buzzing sound 99% of Gameboy songs decided to use.

>> No.5394132

>>5394109
The Gameboy doesn't have a true triangle wave channel, just a "waveform" channel that lets you set your own waveform but is pretty limited. Otherwise it has the two pulse/square wave channels and white noise like the NES, but lacks the PCM channel for sample playback.

Square waves seem to be much more common for Gameboy music than on the NES where pulse is usually used for the main register, in fact the only NES game I can name off the top of my head that uses square waves is Lode Runner and that was a really early game probably done by people who were used to MSX programming.

>> No.5394146

>>5390731
>It's also quite uncommon for SID music to use triangle waves for the main register and
It was more common on NTSC C64 games although they hardly ever did anything with the SID outside the default envelopes anyway. Usually just a basic, bleepy melody using triangle or pulse.

https://www.youtube.com/watch?v=SkyuVnBfcO0

>> No.5394216
File: 62 KB, 455x426, 857700[1].jpg [View same] [iqdb] [saucenao] [google]
5394216

>>5389194
If they had really tried they could have made something like this
https://youtu.be/NDHPelJ-Mow

>> No.5394224
File: 26 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google]
5394224

>>5394216
or this
https://youtu.be/Ygk33PYh0Tk

I owned this. Very smooth playing game, doesn't have that jerky 8-bit fighting game feel.

Game gear doesn't look that bad either, although not as smooth.
https://youtu.be/krLU1mWISgM

>> No.5394225

>>5393203
At least this is a more achievable goal than some retards on Lemon64 who want to do stuff like porting Civilization II or Marvel vs Street Fighter to the C64. That's the problem with people who only play games and don't understand the technical side of them, which leads them to think that porting a game to an 8-bit system just means reducing the graphics resolution and color depth a bit.

>> No.5394454

>>5393609
It must be confusing for a nintoddler that there was something before the NES.

>>5393817
Well now you're just projecting and embarrassing yourself.

>>5393864
Are you sure you're as young as you think you are? Maybe you're adopted and the paperwork got messed up. It's a proven fact that everyone under 40 knows that the C64 can't do scrolling. There are literally millions of posts on the internet to confirm this.

>> No.5395762

>>5394132
Yeah, which is why I said "99% of Gameboy songs". About the only Gameboy songs I'm aware of that use triangle waves are these:

https://www.youtube.com/watch?v=S098e4mSLDY
https://www.youtube.com/watch?v=bzpZTtnkX5Y

>> No.5395808

>>5394132
Actually square waves are used in NES music all the time, but the 2A01 allows more control over the pitch and frequency than the TMS9919. Pulse is thinner and reedier-sounding, that's what (for example) the music in SMB3 uses.

>>5395762
As for these examples, Tetris is using triangle for the bass because it was one of the first Gameboy games and the programmers were just used to how NES music worked. Kind of like Lode Runner--they were probably just used to MSX programming so they coded the music to sound like a TMS9919 with those highly chromatic and irritating-sounding square waves.

>> No.5395825

>>5395808
>so they coded the music to sound like a TMS9919 with those highly chromatic and irritating-sounding square waves

The Master System had a TMS9919 clone that generates tones at a 10% lower pitch (due to a longer duty cycle) which makes it sound a lot more bearable.

>> No.5395860
File: 600 KB, 1125x2001, 47EC3CBC-0C46-4283-BC5D-A7C0881F4E72.png [View same] [iqdb] [saucenao] [google]
5395860

>>5389194

>> No.5395948

The C64 Commando is a classic though. It's not really the arcade game, but if you think of it as an original shmup, it's one of the best on the system and of course Ron Hubbard's music is one of the top 10 SID soundtracks.

>> No.5396062

>>5395808
You'd have a point, if it wasn't for the fact that it and the high score theme are the only songs in the Tetris OST to use the triangle wave.

https://www.youtube.com/watch?v=VsK0Ezwa-p0

>> No.5396078

>>5389194
The Amiga versions are at least passable.

>> No.5396095

Speaking of weird SF2 ports, I remember there being a weird Taiwanese (?) version released for computers, maybe it was DOS. The most notable things about it is that the music was awful and Sagat's projectiles traveled extremely fast.

>> No.5396105

>>5396078
The graphics look ok, not when you try to actually play the thing. A lot of Euro games had nice graphics even if the gameplay was trash because they wanted to look good in magazine ads and the Amiga happened to make this particularly easy.

>> No.5397646

>>5389364
uhhhhhhhhh... how did you get here? You're not from here are you?

>> No.5398306

>>5391345
Afterburner for Amiga on is still better than the ST, IBM MS-DOS, and 48k Spectrum versions.

>> No.5399371

>>5398306
You forgot the tiger version sport

>> No.5399404

>>5389451
If only he had abused the Lord's full name, all damage would immediately go away. You do realize that the Lord will hold you responsible, personally, for all the people who heard His Sacred Name abused here? Right, you know this right? Encouraging them to do the same, right? For the sake of your soul, I encourage you to delete, edit out the abuse of The Sacred Name, and repost. Or just keep it deleted.

>>5389428
the atari st version of bionic commando is nice to play and has good music but I used a special control that had one of the buttons connected to up and another wired to space on the keyboard, r type and r type 2 also play well on the st

>>5389194
street fighter on spectrum is impressive graphically