They are too busy trembling in consoles that are still being made
I kid. Need to get back to SEGA CD, I wanted to give Dragon's Lair and Space Ace a shot today but I got lazy. I also still need to try Popful Mail (past the first stage) and Snatcher at some point
The relevance? You thought that Dragon's Lair was a 90s game because you're a zoomer who doesn't know video game history and thus didn't know the SEGA CD version was a port. That's what this topic is about
Snathcer is a fun play. Just emulate it man. Sega cds sorta suck to download but they're easy enough to find. Most people are playing a fake snatcher. It's one of those too expensive to collect games.
Karaoke attachment on the side and you could play audio CD's using the SEGA CD. Unlike the SNES and Genesis Model 2 it also has a headphone port with the volume dial up top. SEGA also had a partnership with Victor/JVC in the early 90's who helped them make the Wondermega/X'Eye and the V-Saturn.
Nah I was a tendie but I always looked forward to going over to my friends’ houses with the Genesis. It just had more great games that I hadn’t played yet. I didn’t really care about console warrior stuff until PlayStation came out and those games had such a different philosophy (movies before gameplay) so they really turned me off. 30 years later and finally everyone else is starting to notice Sony’s pernicious influence on the industry.
Yes and no. SEGA CD had Mode 7-style sprite scaling but could also do some things SNES couldn't do, like FMV cutscenes with voice acting. 32X could do full-on 3D, perhaps more than the Super FX/2 chip, plus it was technically 32-bit, but ultimately kind of unnecessary in the long run
General consensus is they didn't really need the 32X since it only ever got forty games and was only supported for about a year. SEGA CD gets a lot of hate but unlike the 32X it had a lot more games and was supported for several years.
Sega CD's "mode 7" equivalent was more powerful than the SNES's, anyway. SNES could only draw one mode 7 background layer and anything else on screen would have to be a sprite. That's why SMW's boss fights look so bland.
Sonic CD's title screen is a simple example of something Sega CD could do which SNES couldn't. The scrolling clouds in front of another background layer weren't possible on SNES.
The problem with the Sega CD as always is that nobody ever bothered to take advantage of its features, because the Genesis wasn't a huge platform in Japan, and Sega US wanted to push FMV garbage instead of actual games. Sure, it COULD do that, but how many games DID? You buy a console for the games, not for the hardware itself.
>exactly the same gameplay as the 4 other sonics you don't need to buy another console and duct tape it to your genesis to play >but... clouds
No wonder it failed, by that time Sega was just chasing fads without really knowing how to make use of it
Sega CD's "mode 7" equivalent was more powerful than the SNES's, anyway. SNES could only draw one mode 7 background layer and anything else on screen would have to be a sprite. That's why SMW's boss fights look so bland.
Sonic CD's title screen is a simple example of something Sega CD could do which SNES couldn't. The scrolling clouds in front of another background layer weren't possible on SNES.
Other than the Mode 7 background and the sprites there are clearly more background layers
There are limitations to Mode 7 but that's not it
It's being used for innovative gameplay too instead of just for show
3 months ago
Anonymous
I believe the other anon was referring to the moon behind the clouds. The mario kart image was either using sprites as a 2D layer or it was a raster trick to swap in and out of "mode 7" part way down the screen. If such a thing is even possible.
Point being I don't think the SNES had the concept of a transparent color in the mode7 layer so you couldn't put elements behind it. But maybe some other anon could refute that.
3 months ago
Anonymous
>or it was a raster trick to swap in and out of "mode 7" part way down the screen. If such a thing is even possible.
Yes, that happens nearly always. >Point being I don't think the SNES had the concept of a transparent color in the mode7 layer so you couldn't put elements behind it.
It did, but you couldnt't enable any additional background layers while in mode 7. You can put a flat backdrop color or some sprites behind it. Super Metroid's opening and closing cutscenes do that.
Super NES was supposed to do sprite scaling but that got removed due to cost, that and...
>Bitmap support (ended up being used in the DPS2 chip) >Real time clock support (ended up being used in the DPS3 chip) >W and Z axis (ended up being used in the DPS4 chip) >Wire frame support (ended up being used in the Super FX 1 and 2 chips, also the Capcom CX4 chip to a lesser extent) >Built in DSP chip (ended up only being used in a per game bases) >Built in Super FX (was supposed to show up at launch but got delayed to 1993 due to the system's 8-bit data bus). >Backwards compatibility (most of the 2A03's functions are in the 5A22 and are piped through the pins that are normally used for checking if the game is using slow rom or fast rom and Mode 0 matches that of the NES's PPU, wasn't finished due to legal issues with Commodore)
>FM chip (YM2151) to go along side the SPC7701 >Faster CPU at 14.31MHz (ended up only being 3.58 due to the system's 8-Bit data bus and a B-address bus that was only used for the Satelliview, most games ended up only running at 2.68MHz) >Faster and more ram (how the original CPU was set up allowed twice as much ram at 28.64Mhz for the same price as what we got; Also the PPU was meant to have 128KB originally) >CPU catch, the 8KB that the December 1988 build had was supposed to be the CPU's catch (4KB instruction and 4KB data, external of course) >4 Player support (there are un used pins on the CPU hinting at this) >15 pin expansion support (Hal's Hyper Zone still has left over code for this)
All of this came from the Gigaleak mind you, also theres was a version of the final Super NES hardware that was backwards compatible known as the Multi Famicom that used a first Party NOAC with proper RGB support (with colors closely matching that of it's composite counterpart) for backwards compatibility but that never came out due to that Nintendo never made a PAL version of that chip.
That trick was reused in Iridion 3D, although it didn't look that great until they changed the perspective and added mode 7 elements in Iridion 2. But yes mixing flat shaded poly ships with fmv backgrounds in the same style and using the same type of compression as Time Gal to get rid of artifacts was a stroke of genius, it melds seamlessly.
I think it is down to personal taste. If you like Japanese games you will probably prefer TurboGrafx-CD, but if you like more mainstream western games like The Terminator, Road Rash, Mickey Mania, Earthworm Jim etc. then you will probably prefer SEGA CD. I think they are both great machines but personally I prefer the SEGA CD. 3DO is also a system that I feel deserves more attention, it shares a lot of similarities with both SEGA CD and 32X but as a standalone console rather than an add-on.
Isn't half of that tower cartridge dumpers and the other half a human centipede made of game genies?
I'm absofrickinglutely certain there was never an iomega Zip drive as a first party accessory for the N64. Nothing ever used Zip drives at all, forget about video game companies.
It and the Mega Modem are Japanese exclusives. I really want to have an American Tower of Power but having those two would probably ruin the aesthetic.
>No base converter >no game genie >no cleaning cart >no Xband modem >only ONE (1) sonic and knuckles >not even a micro machines with controllers plugged in
It does look good, but the plastic feels a bit cheaper than on the Model 1 and it weighs like nothing, so overall it always felt cheaper to me. Just my take, though.
Because the Model 2 was pure cost reduction. Chips were minimized and reduced, the sound chip was cheaper and worse, the plastic was thinner to min-max cost, etc. It was purely to reduce selling price to stay competitive with the SNES and maybe slightly to reduce footprint to compete less for space under the TV.
They went from Genesis to Exodus.
fricking kek, fpbp. and it also makes me sad
Oh shit
Dang that poor sega genesis looks like my ex wife out late at the bar
They are too busy trembling in consoles that are still being made
I kid. Need to get back to SEGA CD, I wanted to give Dragon's Lair and Space Ace a shot today but I got lazy. I also still need to try Popful Mail (past the first stage) and Snatcher at some point
90's cartoon art is still the best
Dragon's Lair is from 1983
That was from Ex-Disney staff, thats a different matter.
The relevance? You thought that Dragon's Lair was a 90s game because you're a zoomer who doesn't know video game history and thus didn't know the SEGA CD version was a port. That's what this topic is about
Snathcer is a fun play. Just emulate it man. Sega cds sorta suck to download but they're easy enough to find. Most people are playing a fake snatcher. It's one of those too expensive to collect games.
My cope for not having the karaoke addon is that it doesn't add height to the tower and therefore could only contribute negligible amounts of power
>and thats exactly what the fricking thing looks like, it's on life support.
my thoughts exactly, if I can call it "mine"
This looks like some ancient audio equipment than a console
It is unironically a little of both
Karaoke attachment on the side and you could play audio CD's using the SEGA CD. Unlike the SNES and Genesis Model 2 it also has a headphone port with the volume dial up top. SEGA also had a partnership with Victor/JVC in the early 90's who helped them make the Wondermega/X'Eye and the V-Saturn.
Sega had peak design.
Nah I was a tendie but I always looked forward to going over to my friends’ houses with the Genesis. It just had more great games that I hadn’t played yet. I didn’t really care about console warrior stuff until PlayStation came out and those games had such a different philosophy (movies before gameplay) so they really turned me off. 30 years later and finally everyone else is starting to notice Sony’s pernicious influence on the industry.
Whats the toaster on the side?
Karaoke add-on
Didn’t they literally have to develop add-ons so the Genesis could do what the SNES could already do?
Yes and no. SEGA CD had Mode 7-style sprite scaling but could also do some things SNES couldn't do, like FMV cutscenes with voice acting. 32X could do full-on 3D, perhaps more than the Super FX/2 chip, plus it was technically 32-bit, but ultimately kind of unnecessary in the long run
General consensus is they didn't really need the 32X since it only ever got forty games and was only supported for about a year. SEGA CD gets a lot of hate but unlike the 32X it had a lot more games and was supported for several years.
32X was WAY more powerful than the sfx2
The cds extra chip was itself like a a sfx co-processor
Both were just under used in typical sega fashion
Sega CD's "mode 7" equivalent was more powerful than the SNES's, anyway. SNES could only draw one mode 7 background layer and anything else on screen would have to be a sprite. That's why SMW's boss fights look so bland.
Sonic CD's title screen is a simple example of something Sega CD could do which SNES couldn't. The scrolling clouds in front of another background layer weren't possible on SNES.
Not without an additional custom chip, I imagine.
The problem with the Sega CD as always is that nobody ever bothered to take advantage of its features, because the Genesis wasn't a huge platform in Japan, and Sega US wanted to push FMV garbage instead of actual games. Sure, it COULD do that, but how many games DID? You buy a console for the games, not for the hardware itself.
Soulstar is also a good example of sega cd's "mode 7" like capabilities.
I've not heard of this game. it looks so good.
Always thought this style looked so much cooler than janky early 3d
Jesus Christ thats beautiful.
>exactly the same gameplay as the 4 other sonics you don't need to buy another console and duct tape it to your genesis to play
>but... clouds
No wonder it failed, by that time Sega was just chasing fads without really knowing how to make use of it
sonic cd is a timeless masterpiece
Is this meant to disprove
? It doesn't.
Other than the Mode 7 background and the sprites there are clearly more background layers
There are limitations to Mode 7 but that's not it
It's being used for innovative gameplay too instead of just for show
I believe the other anon was referring to the moon behind the clouds. The mario kart image was either using sprites as a 2D layer or it was a raster trick to swap in and out of "mode 7" part way down the screen. If such a thing is even possible.
Point being I don't think the SNES had the concept of a transparent color in the mode7 layer so you couldn't put elements behind it. But maybe some other anon could refute that.
>or it was a raster trick to swap in and out of "mode 7" part way down the screen. If such a thing is even possible.
Yes, that happens nearly always.
>Point being I don't think the SNES had the concept of a transparent color in the mode7 layer so you couldn't put elements behind it.
It did, but you couldnt't enable any additional background layers while in mode 7. You can put a flat backdrop color or some sprites behind it. Super Metroid's opening and closing cutscenes do that.
mario kart uses an add-on chip
True.
Super NES was supposed to do sprite scaling but that got removed due to cost, that and...
>Bitmap support (ended up being used in the DPS2 chip)
>Real time clock support (ended up being used in the DPS3 chip)
>W and Z axis (ended up being used in the DPS4 chip)
>Wire frame support (ended up being used in the Super FX 1 and 2 chips, also the Capcom CX4 chip to a lesser extent)
>Built in DSP chip (ended up only being used in a per game bases)
>Built in Super FX (was supposed to show up at launch but got delayed to 1993 due to the system's 8-bit data bus).
>Backwards compatibility (most of the 2A03's functions are in the 5A22 and are piped through the pins that are normally used for checking if the game is using slow rom or fast rom and Mode 0 matches that of the NES's PPU, wasn't finished due to legal issues with Commodore)
>FM chip (YM2151) to go along side the SPC7701
>Faster CPU at 14.31MHz (ended up only being 3.58 due to the system's 8-Bit data bus and a B-address bus that was only used for the Satelliview, most games ended up only running at 2.68MHz)
>Faster and more ram (how the original CPU was set up allowed twice as much ram at 28.64Mhz for the same price as what we got; Also the PPU was meant to have 128KB originally)
>CPU catch, the 8KB that the December 1988 build had was supposed to be the CPU's catch (4KB instruction and 4KB data, external of course)
>4 Player support (there are un used pins on the CPU hinting at this)
>15 pin expansion support (Hal's Hyper Zone still has left over code for this)
All of this came from the Gigaleak mind you, also theres was a version of the final Super NES hardware that was backwards compatible known as the Multi Famicom that used a first Party NOAC with proper RGB support (with colors closely matching that of it's composite counterpart) for backwards compatibility but that never came out due to that Nintendo never made a PAL version of that chip.
Still pissed at how they wasted the Sega CD's potential. It needed more epic games. Silpheed is one of the best uses of FMV ever.
That trick was reused in Iridion 3D, although it didn't look that great until they changed the perspective and added mode 7 elements in Iridion 2. But yes mixing flat shaded poly ships with fmv backgrounds in the same style and using the same type of compression as Time Gal to get rid of artifacts was a stroke of genius, it melds seamlessly.
>Mega Drive add-ons combine to form Devastator.
[Transformer noises].
Sega CD could have learned a thing or two from turbo graphx 16 CD
I think it is down to personal taste. If you like Japanese games you will probably prefer TurboGrafx-CD, but if you like more mainstream western games like The Terminator, Road Rash, Mickey Mania, Earthworm Jim etc. then you will probably prefer SEGA CD. I think they are both great machines but personally I prefer the SEGA CD. 3DO is also a system that I feel deserves more attention, it shares a lot of similarities with both SEGA CD and 32X but as a standalone console rather than an add-on.
Like what?
A challenger appears.
I kneel.
Isn't half of that tower cartridge dumpers and the other half a human centipede made of game genies?
I'm absofrickinglutely certain there was never an iomega Zip drive as a first party accessory for the N64. Nothing ever used Zip drives at all, forget about video game companies.
Yes. But it's still a humorous structure.
>the virgin slim PS2 vs. the chad Tower of Power
Woah they made fax machines for thr N64??
Did that karaoke attachment ever come out state side? Looks rad as frick.
It and the Mega Modem are Japanese exclusives. I really want to have an American Tower of Power but having those two would probably ruin the aesthetic.
Being black and owning the tower of power made me feel powerful back then
>No base converter
>no game genie
>no cleaning cart
>no Xband modem
>only ONE (1) sonic and knuckles
>not even a micro machines with controllers plugged in
Hardmode: tower must boot
you cant have both a mega adaptor and s32x at the same time
>couldn't even untie the controller
Even Sega fanboys don't wanna play Sega.
Glorified fart machine
>no xband
puny
I just want to play video games, you enjoy your sci fi looking toilet, though
it looks like a Dark Reign and Starcraft Terran building with full addons
blast processing!!!!
Too bad it took until a remade fan port of Doom for a game to make full use of the Tower of Power's potential.
What are you talking about?
https://www.romhacking.net/hacks/6269/
That's the midget replica version, ironically.
I prefer a model 2 Genesis with nothing on it.
Sleek.
It does look good, but the plastic feels a bit cheaper than on the Model 1 and it weighs like nothing, so overall it always felt cheaper to me. Just my take, though.
Because the Model 2 was pure cost reduction. Chips were minimized and reduced, the sound chip was cheaper and worse, the plastic was thinner to min-max cost, etc. It was purely to reduce selling price to stay competitive with the SNES and maybe slightly to reduce footprint to compete less for space under the TV.
>prefers the model with the mediocre sound chip
What did he mean by this?
aesthetic
Missing the game genie. This tower is unfinished.
Normies saw this as bloat, Nintendo won for this reason alone.
big
black
console
>see anything
>instantly think of a penis
Why are you like this?