>Sega gets on the phone and are like "Can we has port Ghouls & Ghosts and Strider to the Mega Drive pl0x?" "Sure fine whatever."
>since Sega is an arch-arcade rival Capcom has no interest in doing anything more than the bare minimum to assist them in this undertaking
>they have to do the ports Euro home computer-style by just playing a Strider cab and memorizing it
>Ghouls & Ghosts was also a 32 megabit game they have to somehow fit in just 5 megabits
These ended up surprisingly great considering they were on a tight deadline and what they had to work with.
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Strider was such hot shit when it came out, I remember the double splash page ads in the gaming magazines showing off the insane graphics and bragging about how Nintendidn't.
Although I actually liked the weird NES version, too. Better to do something original than just a half-assed arcade port to a system that couldn't handle it
Supergrafx version mogs it
it's very equal on some areas while on others genny is better.
the super grafx port is excellent either way: https://www.youtube.com/watch?v=AO9mxPm5120
In both graphics and sound. In fact the sound is MUCH less abrasive on the SuperGrafx even compared to the Arcade original.
If GnG had was on PCECD with the awesome CD quality music that would immediatly be the best.
You are right, but imagine buying a supergrafx just to play one game.
Aldynes was the system seller for me. Like Sega, NEC/Hudson also "reprogrammed" some Capcom games just because it was the loophole to get around the contract Capcom had with developing for Nintendo.
It's not bad, but subject to grinding for some coins for upgrades. Unlike the original Capcom arcade, it does not have co-op but just a single player campaign which you can choose either character with their unique attributes.
With the current exchange rate, I really do want to revisit Japan. Unfortunately, I didn't win either of the last few large Megamillions and Powerball drawings. I hope to in the near future.
Yeah, in those days they weren't clamoring for Pac-Man nor Space Invaders which in theory is possible to be near arcade perfect on the Genesis. The system did struggle with Outrun, but it might be able to do Pole Position. I still feel it was a shame they nerfed the color capabilities of the Genesis so much that games had to be demaked to run on it.
I think Face did Double Dragon 2, not Sega. It is a damn shame the Genesis couldn't do an arcade accurate Double Dragon, since that was one of my most favorite 80s arcade cabinets I played in those days. I had to wait until to the GBA to get a Double Dragon game that was the experience I was looking for from the series.
>It is a damn shame the Genesis couldn't do an arcade accurate Double Dragon
It could but the arcade game was 12 megabits IIRC and we got an ultra-cheap port in 4 megabits, in 1992 (not 1989) when that was just being cheap.
the sound is bad and the colors are unfortunately kinda dull
the best cps-1 port on pc engine is probably forgotten worlds. phenomenal graphics, sound/speech, all levels intact
>muh no 2 player
you can use a code for controlling the satellite
yeah, the loophole is annoying. capcom only developed a handful of pc engine games and they were in tandem with NEC
>son-son ii
>side arms (mostly sound)
>street fighter ii (its just a modified port of the snes version as a base but no capcom logo anywhere)
Some homebrewgay was working on a remaster of G&G with a full 32 megabit ROM. The Mega Drive could have nearly done a 1v1 port minus some detail items like color palettes etc if they'd had enough ROM but in the early days even 8 megabits was a king's ransom--Strider was heavily touted at the time for its 8 megabit ROM size and cost like $75 new.
even this severely gimped G&G port looked face-melting back then
Star Control was touted for being 12 megabits and it cost $60 but the price of 8 megabit mask ROMs dropped quickly and by mid-1991 they were becoming common and cheap.
I heard the MSRP for Strider was about $72. That game was stupidly expensive.
Sega also "reprogrammed" Chiki Chiki Boys, Wolf of the Battlefield 2, and Forgotten Worlds as well from Capcom. I cannot find my MD Daimakaimura for this pic. They were limited from the arcade originals, but that was not expected from consoles at the time and it was much closer that what was on the Famicom/NES to arcade versions. The Genesis was still far and away underpowered to arcades and didn't have any game that was arcade perfect, not even Golden Axe nor Altered Beast.
I remember seeing Strider in Toys 'R Us for $90USD in 1989 money. That's the price of a DE10 nano in today's money which can run the actual arcade, but that was the cost of being the first 1MB home console game.
chiki chiki boys sounds like some kind of code for pedo ladyboy seekers in thailand
Put a trip on homosexual
>The Genesis was still far and away underpowered to arcades and didn't have any game that was arcade perfect, not even Golden Axe nor Altered Beast
Most late 80s arcade games were within the capability of the hardware but for ROM limitations. By 1992 the latest arcade games were definitely too advanced to pull off an accurate port.
They also did Double Dragon II. That was a shitty port that looked like a NES game with more colors and even ran in 256 pixel mode.
also for some reason the MD didnt have spire scaling despite some very noteworthy sega arcade titles featuring it (most notably altered beast, the bundle title)
Always wondered how they made ports like this back in the day. Did they reverse engineer the cabinets and get the code or something.
Played the cabs and would memorize them or take photos/video to recreate the graphics. Although even Sega's own games like Golden Axe et al where they did have all the source code and art assets on hand had to be shoehorned onto little tiny 4 megabit carts.
Strider was revolutionary when it came out. That mountain segment was everything. Endless boss fights. These were the Mega Drive games to get early on, along with Revenge of the Shinobi.
Super GNG is the best console game although I prefer OG GNG broken hitboxes make an already difficult game even more fricked up
>These ended up surprisingly great considering they were on a tight deadline and what they had to work with.
All that goes to prove that Euro home computer guys had no excuse. They also just had to play a cab and finish the game in 2 months but the best they could do was stuff like the Amiga "port" (if you can even call it that) of Double Dragon.
do you seriously think US Gold had any quality control standards at all?
There was no reason to spend resources on making quality games for the Amiga or ST because everyone was just going to pirate them.
They had 16 megabit carts by 1992, 24 megabit by 93, and 32 megabit wasn't until 94.
I don't recall what the arcade Golden Axe was but probably at least 2 megabytes.
It was 20 megabits.
Capcom were too tied up in Nintendo's draconian policies to be hands-on.
TBF they provided lots of material for both games, Sega wasn't just playing and memorising the cab.
The main barrier was cartridge storage space.
>Genesis Double Dragon
That was a 16 megabit arcade game they were shoehorning onto a 4 megabit cart. If anything needs a remaster it's that. Also that came out in '92 not '89 so there was no excuse to not use at least 8 megabits by that point.
These were ported by Sonic Team before it was Sonic Team.
these two boxarts show the dual nature of great and shitty artwork of the era
Shame GnG didn't get the awesome soundtrack of the actual Euro home computer ports