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The SNES was an even bigger graphical BEAST

One of the best looking game on the SNES, Seiken Densetsu 3. Till today its still looking great.

256px-Seiken_Densetsu_3_Front_Cover.jpg


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OnWarmerMusic said:
The SPC700 is the true heart of the SNES.

Yeah, the Sony SPC700 DSP of the SNES utterly annihilated the Yamaha YM2612 FM / Texas Instruments SN76489 PSG sound hardware in the Genesis.

It's just amazing how good SNES music sounds even today.

Tenbatsu said:
One of the best looking game on the SNES, Seiken Densetsu 3. Till today its still looking great.

Seiken Densetsu 3 really does still look amazing. It's just oozing with detail and artistic finesse.
 
Oh yeah, SD3 is so awesome looking. I always preferred that type of 2D -- incredibly detailed and lush, albeit with small sprites -- over the large cartoonish style of, say, Guilty Gear and Monkey Island 3.

Anyway, in these types of discussions I like to point out the unsung hero of the SNES design; HDMA. It was such a powerful feature, and really what enabled all the crazy distortions, parallax effects and even Mode 7 wasn't much on it's own, it needed the power of HDMA to turn a "simple" 2D background rotation and scaling into 3D. As much as I dislike the DKC games, they really used HDMA to an awesome effect.

(What HDMA does? Basically it gives you the capability to change any graphics setting according to precomputed or dynamic values each scanline, without any CPU intervention, and it has 8 of those "channels")
 
to be honest, i remember several neogeo games featuring multiple parallax layers.
To name the first which comes to mind, Magician Lord -which is also the first neogeo game i saw- had like 4 at the very beginning of the game.

But anyway. I just remembered SNES graphics had a huge advantage over neogeo: Capcom's pixel artists :)
I've always been madly in love with capcom 2d style in 90's (mickey mouse, aladdin, knights of the round, demon's crest, SG'n'G).
SF2 still stomps on any snk beat em up artistically, despite being technically very inferior in its snes version especially.
 
Back in the days, i was a true Nintendo fanboy, but i always wanted to own a NeoGeo system, so impressive... but on the other side, too expensive for my wallet :'(
 
The SNES' basic resolution for the majority of its games was much lower than both the Genny and the Neo Geo. Its strong suit against the Genny was the amount of colors and its sound chip (which doesn't amount to visuals). The Neo on the other hand had at least as many colors and ran in the higher res while having a sound chip as good or better.

Neo Games like The Super Spy used scaling like crazy for its gameplay. The Genny versions of Road Rash has insane amounts of sprite scaling going on but I think much of it was faked. The 32x versions of After Burner and Space Harrier are near enough carbon copies of the arcade games.

The most impressive scaling and mode 7 effect I'd ever seen on the SNES was in Super Off Road. Even though there was no rotation to the terrain it had one thing that most mode 7 never had and that was an illusion of height.
 
Warm Machine said:
The most impressive scaling and mode 7 effect I'd ever seen on the SNES was in Super Off Road. Even though there was no rotation to the terrain it had one thing that most mode 7 never had and that was an illusion of height.

I love mode 7. I'm sure it's just nostalgia, but I think it still looks good.

Well, except for the mine shaft escape section from the magacite factory in FF6, that looks terrible.

But they just did so many interesting things with it. pilotwings, FFVI, Demon's Crest, Super Metroid, etc etc etc. It was the lens flare of its age, but for some reason I could never get enough of it.

<3
 
tnw said:
Well, except for the mine shaft escape section from the magacite factory in FF6, that looks terrible.

Could never stand the overuse of mode 7 in FF VI. It looked awful when riding Chocobos and the Airship on the overworld. But I tolerated it because the game as a whole was awesome.
 
A Black Falcon said:
Huh? Of course there was an interface! Those carts had extra pins for a reason... only Super FX games and the Super Game Boy used the extra pins. I don't know if those pins were put there originally for the Super FX, but the SNES cartridge port was clearly designed to be expandable, and the Super FX took advantage of that.

Of course Sega showed that you could do something similar without extra pins with Genesis Virtua Racing's 3d SVP chip, but still, the fact that Super FX used extra pins says that Nintendo was clearly planning for extra chips from the beginning.

Sorry, extra pins does not equal an "interface", as you describe. All of the processing for 3D was done in the cart and in the frame buffer that was in the cart as well. There was nothing special about how the pinout was used. If you know what extra pins the Super FX enabled games used, please let us know.
 
There was a video about the history of star fox and they basicly explain how the FX chip came to be, it was on youtube or some gaming site (I think it was linked on gaf a few months back)
 
monkeylite said:
Could never stand the overuse of mode 7 in FF VI. It looked awful when riding Chocobos and the Airship on the overworld. But I tolerated it because the game as a whole was awesome.

it looked awesome on the overworld map, looked awesome in the opening too.


mode7 did rotating effects too, right? like when samus is escaping the space colony in super metroid or a couple of the bosses in Super Mario World.
 
jarrod said:
I remember reading Sega CD also had crippling issues with it's memory architecture, leading to severe bottlenecks.

32-X was surprisingly powerful though and went larely untapped. There's videos floating around of 32-X betas of Panzer Dragoon and Clockwork Knight that were especially impressive, as well as an AM2 demo of Daytona that's less impressive (it's a single car on a flat plane iirc). Definitely well beyond anything chipped SNES games could manage though.

Jarrod, do you have a link to these 32x betas? A youtube search came up with nothing...
 
Neo-Geo elitists are kind of annoying

yeah, that's great, your hardware could do big, nicely-animated sprites. It also cost four times as much to own and was supported by... well, just SNK, for the majority of it's life.

You don't have to run asserting yourself in everybody's faces like you're in danger of loosing "cool kid" status.
 
djtiesto said:
Jarrod, do you have a link to these 32x betas? A youtube search came up with nothing...
Can't find anything myself actually, just some old Assembler threads with references to them. :/

I saw them years ago though.... they've gotta be out there somewhere?
 
Arthas said:
Here is a fine example on how the snes, with it's less powerful hardware, could improve upon an arcade game graphically, simply thanks to clever design tricks inherent in it's hardware:

Left arcade/Right Snes
500px-NeonNightRiders.png

I'm not seeing it.
-The SNES version loses the amazing background in lieu of the cheesy mode7 effect.
-The arcade release still has the advantage of richer colors, better sprites(more detailed, better animated, hell..more sprites overall), and special effects that don't come at a cost to the gameplay(the mode7 stage in that comparison pic is a bonus round...it's weak as hell).
 
Virtua Racing, Sega Mega Drive

virtua_racing.jpg


Sega Mega Drive

First available
JPN October 29, 1988

Star Fox, Super Nintendo

starfox.gif


Super Nintendo

First available
JP November 21, 1990

/thread
 
The SNES, Genesis, and TG16/PCE were all amazing systems. Each had their strengths and weaknesses, and offered unique experiences across the board. My favorites list from the 16-bit era is ridiculous, and are where most of my fondest gaming memories are derived from. Then again, when I think about the early 2600 days, 8-bit, 32-bit, and beyond, there are lots there, too, but in terms of sheer time investment and the nostalgia factor, I think 8-bit and 16-bit are tied. When devs finally got past the slowdown issues on the SNES, man, that was some good times.

This was the last Nintendo non-handheld system to have incredible 3rd party support. It was a great time to be a gamer, and the SNES S-Video cable was the gateway for me to upgrade finally from my little 14" composite color computer monitor w/ mono audio (I got my stereo fix on the Genesis w/ the headphone jack).
 
oo Kosma oo said:
Virtua Racing, Sega Mega Drive

virtua_racing.jpg


Sega Mega Drive

First available
JPN October 29, 1988

Star Fox, Super Nintendo

starfox.gif


Super Nintendo

First available
JP November 21, 1990

/thread

What the fuck are you on? Virtua Racing wasn't even in arcades until 1992.
 
oo Kosma oo said:
Virtua Racing, Sega Mega Drive

virtua_racing.jpg


Sega Mega Drive

First available
JPN October 29, 1988

Star Fox, Super Nintendo

starfox.gif


Super Nintendo

First available
JP November 21, 1990

/thread

Uhm, Starfox was released 1993, Virtua Racer Genesis was released 1994. Also, why do you compare two games which both largely relied on add-on chips, makes no sense at all.
 
Arthas said:
The interface was there by design, the chip was grafted into the game, and activated upon insertion and activation of console. Non-issue, the snes was more capable at 3D graphics.

The neo-geo couldn't even do mode 7 style pseudo 3d.

Yes the Neo Geo could. Look at one game like Magician Lord, with with smooth scaling bosses tell you it could. The Neo Geo could do things the Snes only wish it could.
 
I'm talking about Mega Drive tech , it was out 2 years before the SNES but it handled Virtua Racing.

Add on chips or not, the Mega Drive did 3D as well as the SNES, and it had 2 year older tech inside.
 
oo Kosma oo said:
I'm talking about Mega Drive tech , it was out 2 years before the SNES but it handled Virtua Racing.

Add on chips or not, the Mega Drive did 3D as well as the SNES, and it had 2 year older tech inside.

But the chip to get the Genesis version of Virtua Racing running was also a lot more expensive to produce. I think the Genny version of Virtua Racing cost like, $80 or $90 to compensate for it.
 
Eiji said:
You can thank Nintendo for choosing the 3.58MHz Ricoh 5A22 CPU instead of the 7.67MHz Motorola 68000 CPU which Sega chose for the Genesis / Mega Drive.

Sad too, because originally, it was going to have a 68000, but then Nintendo went with the 5A22 instead to try and add NES backwards compatibility (the CPU was pretty much a 16 version of the NES CPU). But when that plan fell through, it was too late to go back and use a 68000. Imagine what sort of beast it would have been if it did.
 
xemumanic said:
Sad too, because originally, it was going to have a 68000, but then Nintendo went with the 5A22 instead to try and add NES backwards compatibility (the CPU was pretty much a 16 version of the NES CPU). But when that plan fell through, it was too late to go back and use a 68000. Imagine what sort of beast it would have been if it did.


Still no blast processing....
 
cRIPticon said:
Sorry, extra pins does not equal an "interface", as you describe. All of the processing for 3D was done in the cart and in the frame buffer that was in the cart as well. There was nothing special about how the pinout was used. If you know what extra pins the Super FX enabled games used, please let us know.

Huh? Super FX games and the SGB have those two separated extra sections of contacts on their cartridges that no other SNES games have... that's what I meant. They use extra contacts. The fact that Nintendo designed the cart port with extra, unused contacts says that they were planning for add-on stuff on the carts that would require more contacts than the carts had by default... otherwise the SNES would never have had those extra, separated contact sections there for the Super FX and SGB to use.

As for the additional hardware being on the cart, um, wasn't that the point? Sega did the same thing with the 32X, Sega CD, and SVP. Sega planned for that with stuff like the side add-on port (for the Sega CD), and Nintendo did with the extra, initially unused contact pins.

Other add-on chips, none of which used those extra pins, had more limitations than the Super FX...

jarrod said:
Can't find anything myself actually, just some old Assembler threads with references to them. :/

I saw them years ago though.... they've gotta be out there somewhere?

The Scavenger 32X demo video is available, though, and is pretty cool.

http://www.youtube.com/watch?v=pOWZbydnlZE

Zyrinx's Genesis games, Sub-Terrania and Red Zone, were pretty impressive, both gameplay-wise and technically, and they continued that in this tech-demo... their next (and last) game was Scorcher on PC/Saturn, which was pretty good too. But the 32X demo video that they and the other Scavenger teams made is awesome.
 
Don't count out the Genesis here, N-dorks.

The Neo Geo obliterated the Snes, Genesis and PCE in every way that counted. No question.


But the SNES, PCE and Genesis were beasts in their own way.


There is not game as uniquely good looking as Alien Soldier, Gunstar Heroes, or Sonic 1 on the SNES.

There is no game as uniquely good looking as Super Metroid on the Genesis or PCE.


And for systems created 2 and 4 years later, the SNES and Genesis had a hard time keeping up with the PCE in some regards.


When it comes to capability and power, there is no clear cut winner in the lower end 16 bit wars.


If you can call a winner, you're an annoying, pathetic, dirty fanboy.
 
Sega1991 said:
But the chip to get the Genesis version of Virtua Racing running was also a lot more expensive to produce. I think the Genny version of Virtua Racing cost like, $80 or $90 to compensate for it.
I love me V.R but yes it was £75 at launch, I ended up buying an ex-rental copy for £15 a year later. :D
 
Oh no, first in the N64 topic, Sony fanboys says PS1 graphics are better than N64, now Sega fanboys says Genesis graphics are better than SNES.

I'm now supporting anyone who says this kind of thread is stupid.

PS: SNES graphics isn't better than Neo Geo and I'm one of the biggest SNES fanboys you'll ever find.
 
OF COURSE NEO-GEO >>>> SNES AND PC >>>> N64

Just like yesterday's Arcades >>>> Consoles and today's PC >>>> Consoles

The same logic still applies today, so the only recourse for intelligent comparison would be other consoles(!) from their shared generation(!). Why the hell are people comparing SNES to PSX and Saturn?

stupid stupid stupid
 
TreasureHunterG said:
Oh no, first in the N64 topic, Sony fanboys says PS1 graphics are better than N64, now Sega fanboys says Genesis graphics are better than SNES.

I'm now supporting anyone who says this kind of thread is stupid.

PS: SNES graphics isn't better than Neo Geo and I'm one of the biggest SNES fanboys you'll ever find.

Sega CD32X might be more powerful than SNES even including games with addon chips, but stock Genesis? Of course not. And even with the CD/32X/32XCD, the massive problems with making multiple different systems work together (with 32X games, the 32X renders one part of the screen and the Genesis another... so maybe the foregrounds and sprites are Genesis and the backgrounds are 32X, or the other way around, for 2d games... etc...) hurt it a lot. Anyway, yeah the Genesis has twice the CPU power of the stock SNES, so things run faster, but Genesis games look and sound far worse (apart from Sega CD or CD32X titles, that is; 32X games have sound not much better than Genesis games do... just watch that AVGN 32X video that shows how SNES Doom has better sound than 32X Doom to prove that one. :)). I think that's a pretty inarguable point... the only real arguments for either the Turbo or Genesis are "but they run faster (and have CD addons)", I think. And that's not enough.
 
Marconelly said:
I'm sorry, but that's just blatantly false. Amiga had tons of games with some of the smoothest 60FPS scrolling you could imagine. No surprise either as it had dedicated hardware for that kind of stuff. Maybe you're mixing it up with Atari ST.

Ok maybe saying 99% was a bit harsh, but you saying 60fps scrolling is also blatantly false aswell, as no hardware of the time could give a 60hz picture could it? One instance in my defense is final fight for the Amiga VS SNES, fair enough the Amiga version had all the characters and 2 player mode, but the movement and frames of anamation was just awful on the Amiga
 
Tenbatsu said:
One of the best looking game on the SNES, Seiken Densetsu 3. Till today its still looking great.

256px-Seiken_Densetsu_3_Front_Cover.jpg


seikendensetsu3.gif
300px-SD3_image1.gif
som2shot11.gif
sd3shot3.gif

sd3pump.jpg
seiken3.jpg

Not necessarily because of the power of the SNES, but also because of the amazingly talented art director.
 
Can someone help me remember the name of a SNES game I keep thinking about?

Here is what I remember of it: side scroller, dark mood, extremely difficult, you had a gun which fired a single red laser beam, about 40 seconds into the first level you were attacked by a black puma and would die with a single hit. I also want to say this was a quasi-sequel to a previous game. Probably arrived around 92-94. Anyways, that's all I can remember... please help.
 
Seiken Densetsu 3 is by far the best looking SNES game.
 
lawblob said:
Can someone help me remember the name of a SNES game I keep thinking about?

Here is what I remember of it: side scroller, dark mood, extremely difficult, you had a gun which fired a single red laser beam, about 40 seconds into the first level you were attacked by a black puma and would die with a single hit. I also want to say this was a quasi-sequel to a previous game. Probably arrived around 92-94. Anyways, that's all I can remember... please help.


Another World ?
 
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