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/vr/ - Retro Games


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File: 627 KB, 700x562, 9127-resident-evil-4-xbox-edition.png [View same] [iqdb] [saucenao] [google]
8579762 No.8579762 [Reply] [Original]

ITT ports that should have happened but never did

>> No.8579785

>>8579762
Pretty much every western multiplatform game that never got a PC version, a startling number of which were just merely 'cancelled'.

>> No.8579806

>>8579762
RE4 and MGS3 both would've been great on the original Xbox. Metal Gear Online in particular would've been perfect for Xbox Live.

>> No.8579816

>>8579762
I wanted it so bad bros lol.
My brother had the ps2 version. I played that.

>> No.8579861

>>8579806
Konami was still mentally stuck in the past during the OG xbox era. They put bare minimum effort to make games port-capable. Then they put even less effort to port them.

They literally refused to use specific parts of the Xbox and specific PC APIs to do the MGS2 ports. Which is why so many effects are not there.

>> No.8579875

>>8579806
MGS2 runs and plays like shit on og xbox.

>> No.8579903

Skies of Arcadia Legends on PS2 nearly happened but was cancelled because Sega thought releasing the game on a console people owned made too munch sense

>> No.8579906

>>8579903
and instead they decided to rerelease on the biggest flop of the gen, which also used gay mini discs so the audio quality suffered. leave to sega to fuck things up even beyond the grave.

>> No.8579928

>>8579762
IIRC Microsoft tried to make it happen even before it was confirmed for the gamecube but they had a shitty translator and they offended Shinji Mikami by accident or something along those lines.

>> No.8579945

>>8579762
I wanted this on PSP back in the day.

>> No.8579975

>>8579785
Good. Pc games fucking suck. I hate playing pc games on steam that expect a keyboard to replace analog movement.

>> No.8579979

>>8579975
Most PC games have controller support now

>> No.8579990

>>8579979
I'm talking about so called retro pc games from 2006. Having to tap keys to increase my speed is so fucking shit compared to holding an analog stuck forward.

>> No.8579996

>>8579928
Basically Mikami approached Microsoft's japanese branch but they were no help and knew fuck all about the Xbox so it was just a waste of time for everyone

>>8579945
I'm still kind of butthurt that it never got a vita port.

>> No.8580025

>>8579906
Supposedly Skies of Arcadia could have fit perfectly on a Gamecube disc and instead the poor audio quality is because of Sega not bothering to reprogram some audio shit for the gamecube hardware. Keep in mind, Arcadia has dynamic music in battles and shit like that so there was probably more going on under the hood than just audio files on a disc. Still unacceptable and stupid.

>> No.8580027
File: 116 KB, 740x263, final-fantasy-iii-ws-playmag51.jpg [View same] [iqdb] [saucenao] [google]
8580027

>>8579762
FF3 on WonderSwan

>> No.8580082

>>8579762
cool thread, I like this idea

>> No.8580262

I really don't understand Sega's behaviour during the 6th gen. They ported the Sonic Adventure games, but only to the GC. They ported Nights, but only to the PS2. They made sequels to Crazy Taxi and Jet Set Radio, but only for Xbox. They made an original platformer in Billy Hatcher, but only for the GC. Why?

>> No.8580371

>>8579762
This feels wrong, like a black as a British guard.

>> No.8580386

>>8579762
That font on the back is terrible. No flavor at all.

>> No.8580393
File: 1.80 MB, 3233x2153, SLUS-21134-F-ALL[1].jpg [View same] [iqdb] [saucenao] [google]
8580393

The actual boxart reverse isn't amazing either but at least it feels less jarring than that.

>> No.8580398

>no Wasteland on the Amiga
A pity.

>> No.8580410

>>8579785
Computers are for menus, not games.

>> No.8580430

>>8580262
Isn't that how most Japanese game developers during the pre-360/PS3 era? They rarely did multiplats aside from arcade ports.

>> No.8580447

>>8579762
The Xbox version would've likely been based on the shitty PC port of the time and would've lacked both the GCN visuals and PS2 enhancements.
Though I do wish the Xbox had gotten an RE game. The one thing the console is missing for me.

>> No.8580450

Console port of Simpsons Arcade Game

>> No.8580490

>>8580430
It's partially that, and it's partially why prioritize those specific platforms. Sonic on Nintendo I kind of get, and that may have been a good call, but Crazy Taxi and Jet Set Radio on Xbox is just odd.
And Sega were doing cross platform games during that generation, so I guess they had the manpower or whatever to do it. It was just very selectively applied. Every platform had to have Shadow the Hedgehog, but not Sonic Adventure 2.

>> No.8580495

>>8580410
unless of course it's our precious JPC weeb dating sims, right?

>> No.8580504
File: 41 KB, 512x448, King's Quest V (Konami, NES 1992).png [View same] [iqdb] [saucenao] [google]
8580504

This came out in 92, they couldn't put it on one of the 16-bit consoles instead?

>> No.8580551

SimCity on the Genesis. Yes they had an exclusive contract with Nintendo but still seems like the missing link since everything else on the planet got a port of it.

>> No.8580556

>>8580490
I read something about the Sonic Adventure games being too difficult to port to the PS2 for some obscure technical reason, whereas they were easy on the GameCube. Sonic Heroes and Shadow the Hedgehog on the other hand, were developed from a multiplatform environment from the get-go.

Capcom was more or less doing the same thing during 6th gen. Most of their stuff was for the PS2 during that console generation, but they also did Gemma Onimusha, Tekki and Dino Crisis 3 on the Xbox, plus Resident Evil 1&0 and the Capcom 5 on GameCube.

>> No.8580668

>>8580504
A lot of the games from time frame can be summed up as 'this new console just came out but we don't trust it yet', the game may have been in development since the SNES first came out and it was too late to shift to the SNES.

Likewise, I ask the same for all these odd late era NES games that sold poorly and would've been better off on the SNES, like Gimmick. I get that Sunsoft spent all their R&D on the NES and were shocked that a successor console existed, so they had to milk the Famicom as much as they could while they got D-rank western developers to make games for the SNES and contemporaries. Outside of Batman for the Megadrive and PCE I don't think Sunsoft themselves another game for 4th gen consoles.

>> No.8580702

>>8580668
I think they did a bunch of JP-only games for the Super Famicom. One of them being a Goemon/Kunio-type game called Shonen Ninja Sasuke.

>> No.8580713

>>8580027
Good. Nintendo was better.

>> No.8580717

>>8579762
It originally Gamecube title in mind. Don't understand this?

>> No.8580747

>>8580025
>>8579906
Pretty sure the GameCube's mini-DVDs (1.5Gbytes) have more capacity than the Dreamcast's GD-ROMs (1Gbyte) In fact, Skies of Arcadia was a two-disc game on the Dreamcast, so I doubt space was the issue (the GameCube version could've easily been two-disc too if that was the case).

>> No.8580760

>>8580668
>>8580504
Metal Slader Glory. Of course it did eventually get a SNES port...when the PS2 was about to launch.

>> No.8580763

>>8580398
How about actually good Amiga ports of Sierra adventures instead of the complete garbage ones we got?

>> No.8580786

>>8580763
Project Firestart was supposed to be an Amiga game but EA wouldn't let them, they had to put it on C64 instead so the developers' original vision was compromised a lot.

>> No.8580804

>>8579762
Montezuma's Revenge on the NES. It was on everything else in existence, even the Master System. Why not?

>> No.8580812

>>8580504
made by Novotrade a Hungarian studio best known for the Amiga "port" of Castlevania

>> No.8580829

I couldn't figure out why Bart vs the Space Mutants was on all viable systems at the time except the Gameboy and someone said it was because it couldn't pull off the palette change thing with Bart's X-ray specs.

>> No.8580873
File: 20 KB, 298x512, sony suitcases.jpg [View same] [iqdb] [saucenao] [google]
8580873

>>8579762

>> No.8580883

Then again there's the ports that really shouldn't have happened like ZX Spectrum Street Fighter II.

>> No.8580903

Console port of Zak McKracken. They did Maniac Mansion, right?

>> No.8580912

>>8579762
NES didn't get R-Type. The Gameboy got it and it's not any more powerful hardware-wise.

>> No.8580927

>>8579762
exclusive saturn games to psx on late 2001 and early 2002

>> No.8580956

>>8579762
so many late 80s games the Atari 8-bits didn't get because the market for them had died

>> No.8580974

>>8579762
To begin with, RE got gamecube releases because nintendo paid capcom.
No way capcom would waste resources to release a major new game on flopped consoles without being well paid.

>> No.8580986

>>8580974
it was like Mega Drive games. Japanese devs tended to not want to bother unless Sega paid them to do it.

>> No.8581002
File: 183 KB, 800x1107, 417382-spot-goes-to-hollywood-genesis-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8581002

>on PS1, Saturn, Genesis
>no SNES
Seems odd.

>> No.8581008
File: 754 KB, 1278x1655, r-type-nintendo104.jpg [View same] [iqdb] [saucenao] [google]
8581008

>>8580912
It's kinda weird, considering Nintendo distributed the R-Type arcade game in the U.S., but the console ports were on the Master System and TurboGrafx-16, even if the Super NES did get Super R-Type as a launch title.

>>8580812
It seems they had some relation with Konami, since they also worked on the 32-bit Contras and Tiny Toons Cartoon Workshop on the NES.

>> No.8581007

>>8580974
They also bribed Square into putting out Gamecube stuff as a conditional for GBA releases.

>> No.8581036
File: 5 KB, 640x400, rogue DOS.png [View same] [iqdb] [saucenao] [google]
8581036

Rogue was on every computer in the world except the Apple II. For that I have no explanation.

>> No.8581048

Prince of Persia was on everything except C64 until they did that homebrew port. Jordan Mechner said they didn't because he couldn't find anyone willing to port it.

>> No.8581061

>>8579785
>Sims Bustin' Out + The Urbz
>Spider-Man 2 (the REAL Spider-Man 2, not the low-spec shovelware shit released in its place)
>SSX series
>Black
>Call of Duty 3
>Splinter Cell: Double Agent (the good OG Xbox version not the mediocre Xbox 360 version)
>Destroy All Humans! 1 and 2
>Mercenaries
>TimeSplitters trilogy
>Resident Evil: Code Veronica X

All would have benefitted a ton from well made PC ports.

>> No.8581062

we know why the NES didn't get Street Fighter II but SF1 is a mystery

>> No.8581072
File: 276 KB, 1147x306, Screenshot 2022-01-31 at 13-37-57 BeepMD_JP_1994-01 pdf.png [View same] [iqdb] [saucenao] [google]
8581072

Metal Gear 2: Solid Snake on the Super NES or Genesis would've been an obvious choice. Apparently it was a top requested Konami port on a Beep! Mega Drive magazine poll, but nothing came out (they did Snatcher on the Sega CD instead and that only came out in the west).

>> No.8581074

>>8581062
A NES port of SF1 was worked on by Pacific Dataworks who had an affiliation with Capcom, but it got cancelled.

>> No.8581107

>>8580668
>Likewise, I ask the same for all these odd late era NES games that sold poorly and would've been better off on the SNES, like Gimmick
Lagrange Point

>> No.8581127
File: 1.33 MB, 766x1066, 20220131_125601.png [View same] [iqdb] [saucenao] [google]
8581127

>> No.8581138

Guess they could have put Battle For Bikini Bottom on the PC.

>> No.8581193

>>8581074
Was there any reason why Pacific Dataworks was hired to do port Street Fighter I on the NES in the first place? I get the impression that aside from the early Micronics-developed arcade ports, almost everything Capcom did on the NES was in-house. I supposed Street Fighter 2010 was made as a sort-of replacement game.

>> No.8581214

Shinobi should have been ported to Mega Drive. The Master System game is good but it is essentially an entirely different game than the arcade version. The same thing happened with Shadow Dancer on Mega Drive but that game is actually better than the arcade game and a high quality arcade port exists on the Amiga.

>> No.8581405

>>8581214
Was there any particular reason why Shadow Dancer, Moonwalker and E-SWAT all ended up being different on the Genesis? I'm sure the Genny could've handled decent ports of all those games.

>> No.8581407
File: 830 KB, 1600x1279, ctfw.jpg [View same] [iqdb] [saucenao] [google]
8581407

>>8580262
Speaking of Crazy Taxi, the only thing Crazy Taxi 2 was on other than the Dreamcast was being part of a two in one pack for the PSP along with the first game. Compare that to the first game getting ports to the PS2, GameCube, PC, PSN, XBLA and even smartphones.

>> No.8581431

>>8581407
On the one hand, it's awesome they managed to squeeze Crazy Taxi 1 and 2 onto the PSP back then.
On the other hand, the new music and new voices are fucking cursed.

>> No.8581438

>>8580262
They actually ported a shitton of games to ps2 but they were japanese exclusives. Literally the best way to emulate Panzer Dragoon is on ps2. Oh yeah then they release the last Panzer Dragoon game as an xbox exclusive for some reason

>> No.8581540
File: 124 KB, 250x250, quavo.png [View same] [iqdb] [saucenao] [google]
8581540

>>8579762
even though EA instantly abandoned the dreamcast a part of me wished they at least ported nfs porsche unleashed to the dreamcast

>> No.8581565
File: 39 KB, 300x437, sonic_adventure_dx_directors_cut_frontcover_large_C1mQwBcTM3wKahg.jpg [View same] [iqdb] [saucenao] [google]
8581565

>>8579762
It's weird that Sonic Adventure had a PC version but wasn't on xbox.
Last time I brought this up someone said "Well the xbox isn't literally a PC", but they both use DirectX which I thought was the reason why it was easy to port games between the two.

>> No.8581572

>>8581072
They could have totally done a SNES port with enhanced graphics and good ol' NOA censorship and called it Super Metal Gear.

>> No.8581591

They shoulda put gta 3 vice city and max payne on the gamecube.

They coulda did it. Rockstar put out some game called smugglers run on the cube and it sold like shit. So they wrote the console off as
>not for their games
Also they said it would be to much to port it to the cube.

>> No.8581597

>>8581591
Shame. Smuggler's Run was really average and generic compared to their other output and they were dumb as fuck to hedge all their bets on it.

>> No.8581612

>>8581597
Thats really what happened. Also they claimed their was "coding problems" they implied they would have had to rewrite tons of shit to get it to work.

Basically too much work, this shitty game sold like ass. So fuck the gamecube

In a nutshell basically is why the cube didnt at least get gta 3 or max payne

>> No.8581614

>>8581591
I think GTA III on Gamecube would have been a difficult port due to the shortage of RAM and lack of vector units IMO.

>> No.8581623

>>8580903
would likely need a 512k ROM on the NES. too expensive.

>> No.8581632

>>8581614
Yeah that was one reason they stated. they worded it like
>we would have to rewrite alot of code to make it work

Something to that effect

>> No.8581642

>>8579903
I'm still salty because of this.

>> No.8581683

>>8579975
>>8579975
>I hate playing pc games on steam that expect a keyboard to replace analog movement.
Which ones are those?
Virtually all PC games I've played allow for a controller. And the ones that don't are FPSs where you would never want to use one over a mouse and keyboard anyway

>> No.8581743

>>8581572
Probably why the Genesis would've been a better console for Metal Gear 2: Solid Snake, since Sega wasn't as uptight about mature content on their consoles as Nintendo was. Although, I doubt Konami would've done a direct port of Metal Gear 2: Solid Snake on the 16-bit consoles anyway, since that wasn't their style back then. Most likely they would've just make a new Metal Gear games for those respective consoles.

I wonder if a Metal Gear 2: Solid Snake port on the Super NES would've acknowledged Snake's Revenge though. Likely they would've renamed the game Metal Gear 3: Solid Snake.

>> No.8581770

>>8579762
Genesis should have got its own ports of various different snes games such as Act Raiser, Chrono Trigger, FFVI, and of course the Mega Man X games. Even if they had to be changed or be their own games such as with Bloodlines and Contra Hard Corps. Really sucks that it didn't have its own version X games since those are to me the best action platform shooters of the time period.

>> No.8581804
File: 219 KB, 640x360, splatterhouse arcade.jpg [View same] [iqdb] [saucenao] [google]
8581804

Splatterhouse on Sega Genesis. It seems odd that the sequels are Genesis exclusive while the original was only on TG16. I also recall seeing the results of an old Japanese poll for "Most Wanted Ports for Mega Drive" and it was in the top five.

>> No.8581815

>>8580389
Never got on the Apple II or PC like the original Temple of Apshai.

>> No.8581824

>>8581770
>Genesis should have got its own ports of various different snes games such as Act Raiser, Chrono Trigger, FFVI, and of course the Mega Man X games
unfortunately Square and Capcom didn't gaf about Sega

>> No.8581834

>>8579762
Atari 8-bit Ultima 4 that actually supported 64k machines and had music.

>> No.8581846

>>8581804
Yeah the original was better than the sequels although 2 was still alright. Just not as memorable or good as the first one to me.
>>8581824
What a shame really because even if they altered the games and put less effort it still would have been nice to have over nothing. I'm sure at least some would have came out good. Its a shame they didn't release that six button controller on launch either on a side unrelated note.

>> No.8581861

>>8581815
GTA and Jumpman Jr. were specifically intended as smaller, more arcade-y games for Atari and Commodore users without disk drives. I also think it would be an issue on the Apple II and PC since the mazes in GTA scroll and those don't have hardware scrolling.

>> No.8581918

>>8581824
While Sega did port-beg Capcom for SF2CE on the Genesis, I think they ended becoming one of Sega's biggest third-party supporter during the Saturn and Dreamcast days, and even went on to do games on the NAOMI hardware.

As for Enix, wasn't Quintet developing ActRaiser III on the Saturn at one point?

>> No.8581943

>>8581918
Bro i think like half of all the dreamcast games are capcom games desu

>> No.8581947

Doom should’ve had an official port on one of the non vr handhelds. Such as the PlayStation which is Portable. It wasn’t until current gen that we got a 1:1 official portable port.

>> No.8582000

>>8581824
I honestly don't know how much of it was that they didn't care and how much of it was Nintendo having an iron grip on a lot of third-parties at the time. Their NES-era domination and strict contracts meant third-parties often had to make a choice between publishing their big games for Nintendo or the other guys, and with Nintendo's reputation at the time, they picked the one that made the most financial sense. The Castlevania and Contra games on Genesis came late in the system's lifecycle because by then, Nintendo was losing its grip a bit.

>> No.8582015

>>8580495
?

>> No.8582019

>>8581002
Weaker hardware.

>> No.8582039

>>8580262
It took more effort to port stuff during that era. Not like now where everything is x86.

>> No.8582090

Home computer ports often suffered from lazy copypaste like all the Amiga games that were shoddy Atari ST pasta.

>> No.8582176
File: 244 KB, 850x1192, 16031101.jpg [View same] [iqdb] [saucenao] [google]
8582176

Sega did a lot of arcade games that didn't get console ports back in the day. One that I was surprised that didn't get made was Virtua Cop 3, which ran on the same Xbox-based Chihiro hardware that Virtua Fighter 5 ran on, which ideally would've made for an easy conversion. It even reused NPCs from Shenmue.

>> No.8582180

>>8582176
you can play this on a 128mb xbox!

>> No.8582182

Frogger was a Konami game yet it seems all its ports were on Western computers/consoles and it's strangely absent from Japanese ones.

>> No.8582189

>>8582182
It was included in one of the Konami compilations for the Game Boy.

>> No.8582265

>>8580556
>Sonic Heroes and Shadow the Hedgehog on the other hand, were developed from a multiplatform environment from the get-go.
Sega planned on skipping PS2 for Heroes because the thing was a fucking bitch to program for, but Sega threatened to blacklist them from ever making a game on PlayStation again and so they were forced to move from an in-house engine to Renderware.

>> No.8582273

>>8580986
Sega did have a few smaller developers in their court who liked working with the 68000.

>> No.8582280

>>8581193
Pacific Dataworks did a lot of computer ports of Capcom games and presumably had an animable relationship.

>> No.8582310

>>8581947
PSP little nub thing sucked though. Vita sucked to for not having L2 and R2. PSP isn't retro is it?

>> No.8582319
File: 601 KB, 850x1200, 10013101.jpg [View same] [iqdb] [saucenao] [google]
8582319

I'm surprised Super Muscle Bomber never even got an early 32-bit port on the PlayStation and Sega Saturn. It was released around the same time as X-Men: Children of the Atom and Darkstalkers: The Night Warriors.

Warzard/Red Earth is another one that would've been fine on the Dreamcast.

>> No.8582320
File: 57 KB, 640x424, ma29e9xfl7361.jpg [View same] [iqdb] [saucenao] [google]
8582320

To think that this port actually exists

Somewhere out there in alternate timeline

>> No.8582354

>>8582310
>PSP isn't retro is it?
It is not.

>> No.8582384

>>8582354
Yes it is you're old

>> No.8582389

>>8581061
>>8581138
I genuinely wonder what the fuck these companies were thinking when they gave PC strictly inferior in-name-only versions of games.

>should we release this game on PC?
>why should we? It's dead.
>you know what we SHOULD do though?
>spend money to develop a completely separate version of this game
>strictly for the dead platform
>instead of you know, porting the game we already have
>that would be pretty funny I think

Worst yet is that only Spiderman 2 was the different one. All the other Spiderman games are the same. They done the same with Shrek 2 but they at least gave it a proper port down the line called 'Shrek 2: Team Action'. Shrek 2 predates Spiderman 2, even, so it's not like they had no precedent.

>> No.8582431

>>8582389
Companies wanting something that any early 2000s potato could run definitely has to be the reason.

>> No.8582445

No Atari 8-bit port of Burgertime despite being on everything else.

>> No.8582485
File: 11 KB, 194x259, images.jpg [View same] [iqdb] [saucenao] [google]
8582485

Sky Skipper would've made a fun NES black box release.

>> No.8582519

>tfw we'll never get the good version of splinter cell double agent on PC
to add insult to the injury, ubisoft even commits false advertising by using screenshots from that version on steam.

i have to wonder if it was the canonical version at some point. the CGI cutscenes definitely imply it.

>>8582431
Yeah, they probably expected kids to play SM2 and kids aren't known for having great GPUs.

>> No.8582624

>>8579785
pcfags just pirate everything, so why would anyone port anything to it?

>> No.8582647

>>8582485
This or even a game and watch adaptation.

I always wished arm wrestling and sheriff got fleshed out nes versions like punchout did.

>> No.8582662
File: 9 KB, 672x480, Canyon Climber (Datasoft Atari 8-bit, 1982).png [View same] [iqdb] [saucenao] [google]
8582662

Canyon Climber was on the Apple II, Atari 8-bit, had a TRS-80 CoCo port somehow but not on C64? What?

>> No.8582821

>>8581002
>Cool Spot got a sequel.

Man that 7Up money keeps rollin' in.

>> No.8582827

>>8581002
Could have been done, they were probably too lazy to be bothered with the SNES's more convoluted hardware.

>> No.8582835

>>8582662
Radio Shack probably paid for the port, that's the only way the CoCo got games most of the time. Also that version has a much cooler destruct sequence when you blow up the platforms than the other ports.

>> No.8583203
File: 1.16 MB, 1280x859, RE3 N64.png [View same] [iqdb] [saucenao] [google]
8583203

>> No.8583217

>>8581947
What about the GBA version?

>> No.8583307

>>8581127
Unironically this. It would be so nice to not have to pay 100+ for a copy.

>> No.8583319

>>8582320
can still be done today with higher capacity cartridges now.

>> No.8583460

>>8579762
JSRF on pc

>> No.8583476

Star war Kotor for gamecube, my 12 year old me would have love that.

>> No.8583502
File: 124 KB, 1024x678, ma29e9xfl7361.jpg [View same] [iqdb] [saucenao] [google]
8583502

they could have done it. don't be retarded.

>> No.8583780

>>8582176
does xbox even have other notable light gun games aside from the house of the dead 3? there probably was no market for those on that platform.

>> No.8583940

>>8583502
It'd have been more than doable if they replaced most of the FMVs with in-game animations and generally gave the port over to Angel Studios.

>> No.8583945

>>8579975
Absolute fucking retard.

>> No.8583979

>>8583940
Remaking the FMVs as real-time animations would've been more effort than anyone would be willing to invest.

>> No.8584031

>>8581061
You forgot all the James Bond games apart from the shitty Nigtfire version and Burnout

>> No.8584046

>>8581540
I wish they would have ported the PC version of that game to PS2, PS1 was too weak and that version sucked compared to PC

>> No.8584139

>>8583502
>three disc
>many database of cutscene, textured model and music
Realistically, only two disc games like Chrono Cross, Metal Gear Soild, and Lunar series seem likely to port.

>> No.8584249

>>8581138
they did
saw it in a store once

>> No.8584262

>>8583502
I don't know what the big deal about this is anyway. If Square were going to make anything for N64, I would have rather had some kind of multiplayer dungeon crawler I could play with my friends, like they eventually did with Crystal Chronicles.

>> No.8584271

>Quake (PS1)
They ported Quake II, so why not the first one? N64 and the fucking Saturn got it.

>Silent Hill 3 (Xbox)
2 and 4 got Xbox ports while this was weirdly skipped over

>D2 (PS1 or PS2)
The previous game was on PS1, so they should've at least continued the series on PS along with Dreamcast.

>Resident Evil remake (PS2)
Fuck a Gamecube

>> No.8584294
File: 437 KB, 700x345, 23080-silent-hill.png [View same] [iqdb] [saucenao] [google]
8584294

Silent Hill 1 on the N64 would have been sick.

If they can cram all of RE2's FMV on a cart, then they can surely do this too.

>> No.8584334

>>8580873
They tried, but the Saturn was too gimped to do a decent port, and was already dead in the water by '98. The whole reason Code Veronica was initially a Dreamcadt exclusive was Capcom's way of apologizing for not getting it done.

>> No.8584364

>Fuck a Gamecube

>> No.8584369

>>8584294
It would look all blurry and sound muffled

>> No.8584374

>>8584369
Such a foggy game would be a perfect fit for the N64.

>> No.8584481

>>8584271
>Silent Hill 3 (Xbox)
>2 and 4 got Xbox ports while this was weirdly skipped over
Not sure why SH3 never got an Xbox port like SH2 did , but SH4 was developed as a multiplat for both, PS2 and Xbox, from the getgo. It was the same thing with Casltevania: Curse of Darkness.

>D2 (PS1 or PS2)
>The previous game was on PS1, so they should've at least continued the series on PS along with Dreamcast.
From what I understand, Kenji Eno had a falling out with Sony, since they underproduced copies of the original D when Acclaim published the PlayStation port. Hence why Enemy Zero, which was first announced as a PS1 title, ended up being a Saturn-exclusive.

>> No.8584615

>>8584262
So basically PSO without online

>> No.8585968
File: 104 KB, 800x555, 70104-street-fighter-alpha-2-snes-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8585968

I always thought it was weird how Alpha 2 had an SNES port while the Alpha 1 didn't.

>> No.8586002

>>8585968
Probably because Alpha 1 was kinda garbage, while Alpha 2 was much better in every regard.

>> No.8586898

>>8579762
This game has more ports than Skyrim, what would an xbox port have changed?

>> No.8587279

It's hard to complain when you have a game like Paperboy or Indiana Jones and the Last Crusade that was on every computer and console in the known universe.

>> No.8587798

>>8579762
I kinda disagree even as an XBox owner, it was an unreasonable ask from a Capcom perspective. The purpose of the RE4's port to another 6th gen console was because the game lacked audience despite being the product of tons of work and critically acclaimed - they wanted to actually make more profit from the game. An XBox port would have been yet more investment for not much improvement on the dollars-earned to time spent ratio.

And even from an XBox perspective, sure the console would have done a little better with an RE4 port, but what it needed to land better were things that weren't just slightly upgraded ports to begin with.

>> No.8587864
File: 163 KB, 220x298, thankgodforxemu.png [View same] [iqdb] [saucenao] [google]
8587864

>> No.8587897

>>8587798
RE4 also came out around the time Microsoft was sunsetting the original Xbox to focus on the 360.

>> No.8587914
File: 597 KB, 850x1106, 16231901[1].jpg [View same] [iqdb] [saucenao] [google]
8587914

>>8579762
Considering Yukes worked on this and straight arcade ports don't draw a dime, why didn't they turn this into a Dreamcast port of SmackDown 1?

>> No.8588064

>>8587914
Straight naomi port to DC wasn't it? It was literally built for arcade use. You don't think anyone is gonna do any work on an arcade game to flesh out for home use do you? It makes far too much sense. Namco are the only suckers who bothered.

God i hate how the dreamcast was treated by these lazy cunts.

>> No.8588628
File: 501 KB, 500x500, sega (2).png [View same] [iqdb] [saucenao] [google]
8588628

>> No.8588630
File: 529 KB, 500x500, sega (1).png [View same] [iqdb] [saucenao] [google]
8588630

>> No.8588847

>>8588064
>Straight naomi port to DC wasn't it?
Indeed - it is good as an arcade game, but as an console game the lack of features and roster shows.
>Namco are the only suckers who bothered.
Capcom too; see SFA3's World Tour mode.

>> No.8590730
File: 131 KB, 480x640, IMG_7747.jpg [View same] [iqdb] [saucenao] [google]
8590730

I'm always curious how Final Fight would've been on the PC Engine, considering the Super NES and Sega-CD got their own ports, even if they had made it a SuperGrafx-exclusive like they did with Ghouls 'n Ghosts and 1941.

>> No.8590734
File: 1.02 MB, 1157x997, 0BC45C62-48AA-4B6A-9FF9-979C51BEFF1C.jpg [View same] [iqdb] [saucenao] [google]
8590734

Still upset 20 years later

>> No.8590749

>>8590734
It came out in Japan only. The localization was cancelled because the development team was disbanded while working on it from what I remember.

>> No.8590753
File: 56 KB, 394x480, 9B031E2F-28E1-4FC1-B18E-5408F2A7CB81.jpg [View same] [iqdb] [saucenao] [google]
8590753

>>8590730
Love those PC Engine fan covers. Most of them were done by the author of Kimagure Orange Road, god rest his soul. He really liked Chun-Li considering the amount of covers featuring her

>> No.8590786

>>8590753
The main cover artist for PC Engine FAN was Akemi Takada/高田明美, who is a lady and she worked on the Kimagure Orange Road anime, not the manga. Also she's still alive last time I checked.
http://www.takada-akemi.net/

You're thinking of the manga's author, Izumi Matsumoto, who did passed away over a year ago.

>> No.8590789

>>8590786
You’ll have to forgive me. My knowledge of 80s romance series and their animation adaptions isn’t the best

>> No.8591085

>>8581061
Destroy all humans is on PC tho at least.
granted it's not the original version but it honestly has a bunch of quality of life improvements so I kinda like it better.

>> No.8591194

Lot of Japanese Xbox ports are super dark and have other issues like missing effects. They are rarely the best version to play

>> No.8591215
File: 177 KB, 800x1035, virtua cop 3.jpg [View same] [iqdb] [saucenao] [google]
8591215

>> No.8591504

>>8584294
more effort that it would be worth

>> No.8591506

>>8590789
No, I won't forgive you.

>> No.8591730

>>8590730
Final Fight has always been quite "memory hungry"... so, a HuCard version was out of the question. A CD port would have been awesome, but it looks like Capcom wasn't very fond of the NEC machine

>> No.8591826

>>8591730
The closest thing to Final Fight on the PC Engine was Riot Zone as a Super CD, which was 1-player only and had the same three enemies on-screen limit as the Super NES version. I think the Arcade Card would've handled it better,since it had some very well-done Neo-Geo ports, but Final Fight was probably considered old stuff by the time that came out.

>> No.8591897
File: 642 KB, 800x800, rsgunpsx.png [View same] [iqdb] [saucenao] [google]
8591897

>>8579762
Radiant Silvergun PS1

>> No.8591918
File: 1.72 MB, 1046x1463, db8bivp-b7259eeb-6baa-444b-aaf0-c749f428efba.png [View same] [iqdb] [saucenao] [google]
8591918

>> No.8592249

>>8584294
The N64 would fuck up SH1's masterful sound design, so it wouldn't be worth it. It'd be looked on as a butchered mess of a port.

>> No.8592432

>>8585968
>>8586002
Alpha 1 was more of a proof of concept filler game, but did so well they made Alpha 2, capcom even retconned the first one out of canon, the snes port wasnt good but if it werent for the shitty music using flat instruments, and the loading times..........and the malassa flow via slowdowns.........nevermind.

game is a 64 megabit (8 megabytes) compressed in half with a chip.

>> No.8592454 [DELETED] 
File: 56 KB, 650x375, daytona_usa.jpg [View same] [iqdb] [saucenao] [google]
8592454

The XBLA port. Love it to this day.

>> No.8592460

>>8591918
Something about the GameCube's mini-discs not being able to render the whole gameworld.

>> No.8592521

>>8592460
They could render the world look at spider man 2 and true crime streets of la. Just rockstar didnt want to do the work to port gta games and one of their games called smugglers run sold like shit on the console. So they were like fuck it and wrote the console off.

>> No.8592729
File: 337 KB, 484x315, 1564890955857.png [View same] [iqdb] [saucenao] [google]
8592729

>> No.8592795

>>8582519
On the bright side, Xemu is getting better and the OG Xbox version is better than the Gamecube version.

>> No.8593041

>>8590734
>ps1 localization canceled
>ds version has party chat cut out
>complete version is only on phones
Cursed game.

>> No.8593625

>>8592521
GTA SA had a bigger world (It wasn't just one city) than those games and just more content, at about 4.7gb you probably weren't going to fit it on a game cube disc without major sacrifices.

>> No.8595660
File: 19 KB, 220x274, 220px-Dark_Seed_Cover.jpg [View same] [iqdb] [saucenao] [google]
8595660

The Sega cd port should have came out.

>> No.8595689

>>8579762
It already looked great on the GameCube, imagine how good it would look on the Xbox.

>> No.8596653

>>8582180
Got my ram chips in. Gotta figure out how the fuck to get it done now.

>> No.8596684

>>8582624
PS1 and PS2 piracy scene were bigger.

>> No.8596689

>>8582320
How much content would be cut?

>> No.8596693

>>8582319
Looks like a homosexual game.

>> No.8596703

Super Metroid DS. Why the fuck was this never a thing?

>> No.8596748

>>8579785
It's likely because the PCs of the time couldn't match the console counterparts.

Mind you this was back when a PC capable of matching the consoles costed almost twice as much. A lot of the console games that did make it to PC were often notorious for being garbage ports made by some 3rd party like Aspyr or had some quirk that made it inferior to the console version (bad controller support, gimped/missing effects, etc.). These games also often had bloated system requirement (why does GTA:SA need a high-clocked PIII and 256MB of RAM for a visually inferior experience when it ran just fine on the PS2).

>> No.8596753

>>8596748
When did PC ports started outclassing their console counterparts anyway? It seems there was a lot of shoddy PC ports of multiplats games during the 6th gen and suddenly PC versions became the definite versions of games around 7th gen.

>> No.8596770

>>8596753
Probably when they started shifting over the 3rd party engines that can easily port all the contemporary consoles like Unreal.

>> No.8597351

>>8593041
Someone at least made a patch/romhack to bring them back and I think it uses the phone localization script for them which is pretty good

>> No.8597370

Dino Crisis 2 for Dreamcast and wish the first game had better graphics in the DC version just like Alone in the Dark DC version has so much better graphics then the PSX version

>> No.8597435
File: 244 KB, 800x1131, SR.jpg [View same] [iqdb] [saucenao] [google]
8597435

>>8579762
This one, there is literally no excuse to why they didn't port it to PC after they done the rest of the fucking franchise, instead they remastered SR The Third which while not the worst it was vastly inferior to 2 and the first title was still unreleased on PC.

>> No.8597707

>>8591215
this on xbox


also tomb raider 2 on saturn, same goes for destruction derby 2

>> No.8598350

>>8579806
>Metal Gear Online in particular would've been perfect for Xbox Live.
i miss MGO man.

if either MGO1 or MGO2 were on xbox live it would've likely still be alive today (at least until they shut down xbox live support for OG & 360).

>> No.8598368
File: 59 KB, 387x476, 2282462-Metal_38142_screen.jpg [View same] [iqdb] [saucenao] [google]
8598368

>>8598350
Not-/vr/, but MGS4 was another title everyone on the Xbox 360 was portbegging. Despite the Blu-ray meme, I think a 360 port could've been feasible, since most of MGS4 is just uncompressed video and audio. The digital version on the PS Store is only 30GB.

Personally I would've preferred PC ports of both MGS3 and 4, but chances are that they would've been half-assed jobs like the ones they did for MGS1 and 2.

>> No.8598389

>>8597435
probably because nobody actually cared about the original saints row even if they think they did.

the first game was originally a PS2 game that moved to the 360 in development and largely saw success because it didn't have competition with GTA in 7th gen at the time.

the series saw success from SR2 onward because the capitalized on what the HD era GTA games lacked at the time with GTA4. the most notable thing being the tone & humor which ended up being what set it apart from GTA going forward.

>> No.8598402

>>8598368
i always wondered how much did sony pay to keep MGS4 an exclusive.

the fact that MGS5 was also on the 360 which was a more technically advanced game compared to MGS5 shows that there was no excuse outside of sony throwing money around.

>> No.8598406

>>8598402
>the fact that MGS5 was also on the 360 which was a more technically advanced game compared to MGS4

fixed

>> No.8598460

>>8598402
>>8598406
MGSV has less cutscenes than 4 though. Moreover, most of the cutscenes in V are rendered in real-time (except for maybe one or two brief flashbacks), whereas MGS4 uses a lot of pre-rendered videos for its exposition dump that are just slideshows filled with Shinkawa art, like when Meryl explains how the SOP System works or when Big Mama explains the story of MGS3 to Solid Snake.

I doubt there was much moneyhatting involved with Sony when it came to MGS4 though. I think Kojima Productions were simply stuck in an old fashioned mentality that you could still get away developing primarily for one console for the PS3 like they did for the PS and PS2, despite the fact that the console gaming industry was moving towards multiplatform development by that point. I think they realized their mistake after the fact, which is why they made Rising and V multiplatform from the get-go.

>> No.8598505

>>8598389
Nice reddit spacing alongside with a very reddit take.

>> No.8598594

>>8598505
>crying reddit when you have nothing to retort
you're basically just admitting defeat at that point.

>> No.8598610

>>8598594
I refuse to engage with mentally deficient people.

>> No.8598621

>>8598610
>calling people mentally deficient
>playing GTA & GTA clones
pick one.

>> No.8598645

>>8598621
SR and SR 2 is better than GTA, the only GTA that comes close to it is IV.

>> No.8598685

>>8598645
t.zoomer

>> No.8598727

>>8598368
we got lost oddyssey, FFXIII and MGSV the phantom pain, blu ray meme was more a meme than a thing

>> No.8598746

>>8598460
I miss those days when you had 3rd party games specifically tailored for individual systems, but yeah by the time MGS4 came out they really should have made it multiplatform, that way I would've been spared from buying a ps3.

>> No.8598915

>>8597435
SR2 port was a nightmare.

>> No.8598936

>>8598727
It's because MGS4 is literally more of a movie than a game, as explained here.>>8598460 I think the game part of MGS4 could've easily fit a single DVD.

>>8598746
Eh, I still enjoyed Demon's Souls, the Uncharted trilogy and the Yakuza series, even if most of the multiplats ended up better on the 360, but I sometimes wonder if MGS4 would've better if it had been made on the 360 as well. Kojima would've been forced to cut all the fat from the story to get the game to fit in one or two DVDs. I really think the story should've just been Solid Snake chasing after Ocelot in the Middle East.

>> No.8599004

>>8598915
Yes but i did still play it and finished the game like 3 times on PC.
It just was such a good game.

>> No.8599080

>>8596748
>it ran just fine on the PS2
specialized hardware is not comparable to PC

>> No.8600738

The star wars trilogy arcade for Wii

>> No.8600769

>>8600738
Its a shame that game never got any home ports at all.

>>8598936
PS3 did get some good stuff, but I'll always resent it for being a significant step down from its predecessors.

>> No.8600776

>>8593625
>swap discs for different cities
problem solved

>> No.8600846

>>8600776
I'm only familiar with GTA3 and Vice City, but doesn't some of the missions requires the player to travel from one city to the next.

>> No.8601101

>>8600776
The loading screens between islands in III and VC was annoying enough. Having to switch discs in SA would be awful, esp. when the only obvious loading screen the player will see was when you started the game.