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/vr/ - Retro Games


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File: 22 KB, 277x400, Ninja-SMS-EU-NoLimits-SM-medium.jpg [View same] [iqdb] [saucenao] [google]
5423797 No.5423797 [Reply] [Original]

I can't be the only one who has crazy nostalgia for this game. Yes i know about the original jap version, you can talk about that i guess but i want to mainly talk about pic related if possible.

>> No.5423813

>>5423797
Interesting that you can walk back down the screen to let the enemies line up.

>> No.5423830

The mega cartridge of The Ninja, for the sega system?

>> No.5425928

*wakes up to 2 posts*
Or we could just not talk about the game at all. That could also work.

>> No.5425934

a decent belt scroller for the sega kino system

>> No.5425936

>>5423797
Basically a Commando ripoff but pretty fun, it was a £9.99 budget game here in the UK by the time I got it for my Master System 2.

>> No.5425937

>>5425936

You certainly mean the sega kino system 2.

>> No.5425939

>334 total Master System games
>of these, 114 were US releases, only 87 Japanese releases, but almost 270 European releases
Sega were cucked as fuck, especially in Japan.

>> No.5425942
File: 284 KB, 816x1200, cartucho-master-system-the-ninja-capa-estojo-original.jpg [View same] [iqdb] [saucenao] [google]
5425942

>>5423797

>> No.5425945

>>5423797
On one hand there's a bullshit 'find the secret scrolls to beat the game or you're goin' back' thing, on another there's THAT POWER UP MUSIC. I dig it but never finished it properly. Quartet has a similar thing with the hidden stars.

>> No.5425946

>>5425939
There were also Brazilian and South Korean releases and there is at least one Australian exclusive.

>> No.5425947

>>5425939
Too bad considering it was a better machine than the NES technically.

>> No.5425949

>>5425947
In some ways it is namely having more color and memory, but in other categories especially sound it falls behind the NES. What really kept the NES going was its ability to be expanded through memory mappers, which wasn't possible on the Master System since its video bus wasn't brought out to the cartridge slot.

>> No.5425969

On paper the Master System easily looks better.

*Z80 CPU
*64 colors (32 on screen at once)
*16 colors per tile
*448 background tiles
*Each tile can be a unique color set
*48k cartridge ROM+8k WRAM+16k VRAM

Whereas the NES has:

*6502 CPU
*52 colors (25 on screen at once)
*3 colors per tile
*256 background tiles
*Each block of four tiles has to share a color set
*32k cartridge ROM+2k WRAM+2k VRAM

However, the Master System's sound is comparatively garbage (3 voice square wave/white noise) and it can't flip sprites in hardware like the NES so you waste space with duplicate patterns for each direction a character is facing. Also it can't be expanded through mapper chips. As one other limitation, it allows one palette each for the sprites and background tiles while the NES allows three palettes to be assigned to each.

Sprite capabilities for both systems are broadly the same--64 8x8 sprites with 8 per line. The Master System can also do sprite scaling, a capability that (amusingly) the Mega Drive lost.

>> No.5427237

>>5425969
>The Master System can also do sprite scaling, a capability that (amusingly) the Mega Drive lost.

The Sega Master System cannot do hardware sprite scaling. Neither could the Sega Game Gear. There's nothing that the Sega Master System can do that the Genesis/ Mega Drive can't do better. The Genesis has the Master System hardware embedded into the system. It has full backwards compatibility. The Z80 is there in the Genesis as well as the PSG audio chip, and the VDP is compatible to the SMS.

>> No.5427424
File: 245 KB, 300x404, file.png [View same] [iqdb] [saucenao] [google]
5427424

I know there's a Colecovision port of the SG-1000 version, that's gotta count for something.

>>5425969

The palette situation on the SMS sounds like it could be complicated. Could you change the colors in the palette as you need fit, or do you need to have a hard coded palette for every possible combination?

>> No.5427631
File: 1.74 MB, 320x199, Waterfall_demo_ST_%20NEOchrome.gif [View same] [iqdb] [saucenao] [google]
5427631

>>5427424
No you don't need to hardcode the palette definitions, they are in VRAM and can be changed at any time. This is how palette cycling animations work. Pic related isn't from the SMS but you get the idea.

>> No.5427707

My neighbors had a master system and I'd play it at their house. Graphics definitely were better but nes games were just so much more fun

>> No.5427907

>>5425947
Master System has such cruddy sound chip that it would have had a harder time catching on with the general public.

>> No.5428653
File: 321 KB, 1638x1167, segaproof.jpg [View same] [iqdb] [saucenao] [google]
5428653

>>5423830
>The Ninja, for the sega system
According to the grid work, I would say yes.

>> No.5429254

>>5427237
>The Sega Master System cannot do hardware sprite scaling

https://segaretro.org/Sega_Master_System/Technical_specifications

>Sprite zoom pixel sizes: 16x16, 16x32

>> No.5429258

>>5429254
That's actually more like the "double size" feature on the C64 than a true sprite scaling.

>> No.5429375

>>5429258
>>>5429254
>That's actually more like the "double size" feature on the C64 than a true sprite scaling.

Yeah, that is just integer scaling, which means a sprite can be enlarged by 2x. But it can't actually create a smooth scaling effect between the two sizes. The Genesis/ Mega Drive can do integer scaling as well. There are enemies in Lightening Force (Thunder Force IV) that use it, for example.

>> No.5429398

Still a nice feature the NES didn't have.

>> No.5429404
File: 9 KB, 320x192, viento-octo.gif [View same] [iqdb] [saucenao] [google]
5429404

>>5429375
The infamous squid in El Viento uses it.

>> No.5429407

>>5429404
...and some explosions. I must say I'm baffled to this day by this decision.


ps really I LOVE El Viento and most other Wolf Team games

>> No.5429458
File: 596 KB, 1106x588, TFIV.png [View same] [iqdb] [saucenao] [google]
5429458

>>5429407
>...and some explosions. I must say I'm baffled to this day by this decision.

It was probably done to save on cartridge space. Thunder Force IV has an 8 Megabit cartridge, and the developers at TechnoSoft used the integer scaling as a work-around for the storage limitations.

>> No.5429481

>>5429458
It makes far more sense in TF IV, stylistically, as it's used to emulate perspective. The squid and some of the big explosions in El Viento are on same plane as the player, depth-wise.

It's a bit weird. Constructing a big enemy from smaller segments seems like the better approach. But whatever.

>> No.5429497

>>5429481
The MD has 80 16x16 sprites. They double-sized the squid so as to not run out of sprites creating such a huge object.

>> No.5429515

>>5429497
I know, but it's still looks kinda jarring. Felt a bit weird even back then.

>> No.5429550

>>5429481
>It makes far more sense in TF IV, stylistically, as it's used to emulate perspective. The squid and some of the big explosions in El Viento are on same plane as the player, depth-wise.
>It's a bit weird. Constructing a big enemy from smaller segments seems like the better approach. But whatever.

This reminds me that the Battle Mania DaiGinJou intro uses the 2x scaling for the intro. Like the clock and the giant scrolling Japanese text.

https://www.youtube.com/watch?v=u0ocF2es2x4

>> No.5430305

>>5423797
OP,
I love that game to bits. I was absolutely obsessed with it in 1991 and thought it was the gold standard of console gaming for a long time. The only game I thought was better was Alex Kid in Miracle World and some assorted stuff on my Commodore 64. I would later admit to myself that Asterix was really good on the master system, too.