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Post by Black_Tiger on Mar 16, 2019 1:03:38 GMT
One of the examples of invisible detail I remember is the miniboss on the first stage. His torso is wider when you can see that invisible color.
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Post by gredler on Mar 16, 2019 1:33:58 GMT
One of the examples of invisible detail I remember is the miniboss on the first stage. His torso is wider when you can see that invisible color. Is the invisible color issue consistently a blend between the sprites and background art?
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Post by Mathius on Mar 16, 2019 2:50:28 GMT
What a fascinating discussion. Kudos to the OP.
If Strider *were* remade from scratch wouldn't it be more adventurous to go with the SuperGrafx and scratch that 30 year old itch that didn't get scratched in 1990? Besides the lack of Redbook and some ADPCM, what advantages/disadvantages exist between the Arcade Card versus the SGX?
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Post by elmer on Mar 16, 2019 4:19:29 GMT
If Strider *were* remade from scratch wouldn't it be more adventurous to go with the SuperGrafx and scratch that 30 year old itch that didn't get scratched in 1990? Besides the lack of Redbook and some ADPCM, what advantages/disadvantages exist between the Arcade Card versus the SGX? Well, the SuperGrafx is a totally different beast to the Arcade Card, for a start. The SuperGrafx would give you the full-screen-parallaxed backgrounds, and plenty of sprites-per-line to do a decent conversion at the original arcade-machine resolution. The Arcade Card just adds lots of fast-access memory for those sprites/backgrounds ... and you can use it at the same time as the SuperGrafx anyway. I mentioned that Cannon Dancer (the Strider sequel) was my dream-project to work on years ago on PCEFX, but most homebrew artists don't seem to be interested in working on something that would have such a limited audience. Anyway ... these days, combining the TED2 together with an excellent musician (such as michirin9801), would give us another way to target a conversion to the SuperGrafx, without requiring that everyone interested in it also have a SuperCDROM drive. Now, if only there were a way to stream from the TED2's SDcard so that the conversion could be as large as a CD game ... ... ...
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Post by Arkhan on Mar 16, 2019 7:21:19 GMT
Lets be realistic here.
1) Hacking a shitty version of a game prooobbbbably just gets you a shitty hack. 2) Strider kind of sucks anyways, so if you're going to do something from scratch, making Strider is like "eh..." . As much as I like the way it looks and sounds, it sucks and has doofy ass physics/controls/feels. Kind of like Altered Beast.
just make a new Valis game.
Or make an enhanced-ass version of the NES strider since it's better than the Arcade/Genesis/Shitty PCE ones.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 16, 2019 17:03:05 GMT
Lets be realistic here. 2) Strider kind of sucks anywaysjust make a new Valis game. wait... you're not saying that Valis > Strider are you?
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TailChao
Gun-headed
I Must Eat Muffin Gear.
Posts: 68
Fave PCE Game Overall: Bonk's Adventure
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Post by TailChao on Mar 16, 2019 17:21:14 GMT
I mentioned that Cannon Dancer (the Strider sequel) was my dream-project to work on years ago on PCEFX, but most homebrew artists don't seem to be interested in working on something that would have such a limited audience. I remember you nonchalantly mentioning this, but had no idea it was something you seriously wanted to pursue. The diversity of movement and interaction among objects is pretty ambitious even for the SuperGrafx (but not infeasible). As much as I like the way it looks and sounds, it sucks and has doofy ass physics/controls/feels. Kind of like Altered Beast. Lots of Capcom's CPS-1 library is... yeah... kinda clunky. Final Fight, Street Fighter 2, and Ghouls 'n Ghosts being the exceptions - and the Turbo/SuperGrafx already got good ports of two of those three. Not bad.
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Post by Black_Tiger on Mar 16, 2019 17:33:29 GMT
Lets be realistic here. 2) Strider kind of sucks anywaysjust make a new Valis game. wait... you're not saying that Valis > Strider are you?
I've never enjoyed the arcade version of Strider and don't think it's a well-made game. The NES version is cool though.
Valis III PCE is definitely much better than either Strider, but also in need of adjustments and polish.
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Post by lukester on Mar 16, 2019 18:25:22 GMT
Valis is better than strider? Is this bizarro world??
*slams door shut*
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Post by spenoza on Mar 16, 2019 20:52:46 GMT
I’m still waiting for a good beat ‘me up on the system. Seriously!
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Post by Arkhan on Mar 16, 2019 22:45:49 GMT
I’m still waiting for a good beat ‘me up on the system. Seriously! "beat me up" lol. I think Valis is a funner game than Strider. You don't have the flipdoodle jumpy bullshit, but like... PCE Valis 1 shits all over strider in terms of overall game experience any day of the week. The controls are tighter for one thing. Strider's best features are the jumping/climbing/acrobatic nonsense, but the rest of the game is just kinda "eh" I'm 100% serious when I say NES Strider is better than arcade Strider, even though NES Strider has some weird slope physics and the acrobatic shenanigans are gone.
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Post by spenoza on Mar 16, 2019 23:06:30 GMT
Well, I’m not actually any good at belt scrollers. I just like them. So beat me up is probably the best term for the genre.
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Post by elmer on Mar 17, 2019 0:54:40 GMT
I remember you nonchalantly mentioning this, but had no idea it was something you seriously wanted to pursue. The diversity of movement and interaction among objects is pretty ambitious even for the SuperGrafx (but not infeasible). It would be a challenge ... but that's what makes it an interesting project, together with the idea of trying to see what the missing SuperGrafx Strider port could potentially have been like. It is far more intriguing to take on a difficult task, and maybe fail (but with a good story to tell), than it is to just do something ordinary. Anyway, the Cannon Dancer arcade board is using 2 layers of 16-colors-per-tile backgrounds and 16-colors-per-sprite, so that side of things is encouraging. But I'd need to decompile the ARM code and start to seriously extract the graphics before I'd really consider the possibility. In the meantime, there are lots of smaller milestones to conquer first ... such as the finishing the TED2 SDcard access functions, and finishing the ACD/CDROM/ADPCM library functions.
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Post by Mathius on Mar 17, 2019 1:05:20 GMT
I loved Strider when it released for the Genesis. It's large sprites coupled with imaginative level designs made my imagination go bonkers when I was a kid. Plus that "8 Mega Memory" tag on the box helped matters greatly. I see what you guys mean by it being "clunky" and I agree. But the game is no throwaway either. It lives on in our memories for a reason, and for me that reason goes back to what I said above about it's imaginative design. Someone's artistic soul was put into that game and it shows.
Elmer, I learned about Cannon Dancer years ago and I would love to see a PC-FX port personally. Nothing was lost between Strider and Cannon Dancer. Yoshio (I think that's his name...I'm going off memory) was a real, true artisan in those teenage years of the gaming industry. I wish he would come back.
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fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
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Post by fragmare on Mar 17, 2019 16:57:27 GMT
I'm with Arkhan. Strider is *decent* but I don't get the urge to go replay it very much. Osman/Cannon Dancer did it better, but that came out much later.
The whole "big sprite + lots of animation frames" schtick sorta works, but it's a double edged sword... The bigger the sprites are, the more animation frames you NEED, so it doesn't look and feel clunky and chunky. But the more animation frames you need, the longer it's going to take (development time) and more chance for something to go spoopy with the collision detection (weird Strider hitbox moments).
Mugen Senshi Valis on the Super CD, on the other hand, is probably one of the top 5, maybe even top 3 platformers on the entire system. It's sublime.
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