|
Post by sunteam_paul on Sept 7, 2018 17:55:17 GMT
Before Konami turned into the steaming pile they are today, they made a fair few damn good arcade titles. Which one game of their library would you wish had come to the PC Engine?
My gut reaction would be Sunset Riders.
I always loved this in the arcade, the SNES version was pretty spot on too. I reckon the PCE could have made a good go of this on CD. Arranged tunes and cool cutscenes adding to the atmosphere, most of the game could be faithfully recreated with a few tweaks to account for parallax.
|
|
|
Post by Black_Tiger on Sept 7, 2018 18:01:49 GMT
Contra more than anything else.
|
|
|
Post by soop on Sept 7, 2018 18:05:12 GMT
Always Sunset Riders. My dream.
|
|
|
Post by Galahad on Sept 7, 2018 18:05:18 GMT
Contra more than anything else. +1
|
|
|
Post by spenoza on Sept 7, 2018 18:06:00 GMT
Yeah, Contra. I know the Contra series did better in the US and Europe than in Japan, which is probably why it didn't come to PCE, but it still would have been awesome.
TMNT arcade would be my VERY close second-place pick.
My distant 3rd place selection would be a tie between The Simpsons and X-Men. I'm not sure the latter would be a very good fit for the platform, but the former would.
Really, given the quality of the Contra and TMNT 2 ports to the NES, I think PC Engine versions would be expected to very much rock this hizzouse.
|
|
|
Post by lukester on Sept 7, 2018 18:21:25 GMT
Contra for sure. I love arcade contra
|
|
|
Post by Black_Tiger on Sept 7, 2018 19:19:11 GMT
The PC Engine is ideal for those Konami multi-player beat 'em ups.
|
|
KingDrool
Punkic Cyborg
jlued686 or John F**KED, if you're nasty.
Posts: 245
Fave PCE Shooter: Lords of Thunder
Fave PCE Platformer: Bonk's Adventure
Fave PCE Game Overall: Bonk's Adventure
Fave PCE RPG: Cosmic Fantasy 2
Currently Playing: Red Dead Redemption 2
|
Post by KingDrool on Sept 7, 2018 19:37:23 GMT
X-Men, with 5-player TurboTap support.
|
|
|
Post by Galahad on Sept 7, 2018 19:49:19 GMT
|
|
|
Post by _jash on Sept 7, 2018 19:51:55 GMT
The PC Engine is ideal for those Konami multi-player beat 'em ups. Because the PC Engine is a proven platform to host such games? I don't know- outside of Double Dragon II and Downtown Nekketsu, I can't think of any way the PCE would be ideal for multi-player beat'em ups. I think this is a wonderful genre that should be tackled next by our amazing homebrew devs, but still I would argue that the best use of Konami's IPs on the PCE would be something like a SCD Contra or Super C to keep things fresh(er). Kind of like the port of Gradius II. Not just a port, but a total upgrade! Personally a port of "Surprise Attack" would've been a fun one to see on the PCE.
|
|
fragmare
Punkic Cyborg
Posts: 116
Homebrew skills: Graphics, Music, Level Design, Annoying Programmers
|
Post by fragmare on Sept 8, 2018 1:37:13 GMT
The original TMNT arcade game with 4-player support via Turbo Tap. The PCE could've delivered a near perfect port of that game too.
Contra/Super Contra would be alright, but I'd much rather Konami just developed an all new original Contra for the system, like Hard Corps or The Alien Wars
|
|
|
Post by paranoiadragon on Sept 8, 2018 2:02:45 GMT
Gotta go with Contra. I've always wanted somebody(Frozen Utopia originally) to work on a port of the NES Contra with the arcades graphics. Next would be TMNT, port of that with the extra snow level. Sunset Riders would be cool, but I didn't play it all that much in the arcades, only a little. Super C would be great, I tend to prefer it over Super Contra, as I recall them being a bit different from eachother, though, I never did beat the arcade game.
|
|
|
Post by Galahad on Sept 8, 2018 3:29:53 GMT
How the collision is handled in the pseudo-3D levels is very simple,it's a good read.
From the series: 3D Collision Collisions in the pseudo-3D base levels work almost exactly the same as in the 2D levels but with certain constraints to make the effect hold up in fake 3D. Enemies are not allowed to collide with the player if their screen space Y position is too small (i.e. too far toward the top of the screen which means too far back “into” the screen.) This works because players are known to always be at the bottom of the screen during these levels. Player bullets are timed and only allowed to collide with most enemies once they have been on screen long enough to have reached the “back” of the room. For enemies that can be shot at any Z position within the room (like the rolling grenades that you have to blow up before they roll down and kill you) the timer on your bullets is not used. Instead, a flag is checked to see if your bullet was fired while you were lying on the ground, and if so, normal 2D collision detection is allowed to continue as usual. This works only because you are detecting a collision between two objects that are both known to be on the ground where Y position maps directly to Z position (i.e. if two things look like they are colliding in 2D, then you know they are colliding in 3D as well, but only along the ground.) With these constraints in place, the normal, flat 2D collision detection system can be used to detect collisions between objects even in a pseudo-3D environment.
|
|
|
Post by soop on Sept 8, 2018 20:08:30 GMT
The great thing is, the game is called Crime Fighters - but although you've been given a mission to stop one man, along the way you attack and kill everyone you see. I mean I'm very against the exploitation of women, but at the same time it doesn't seem like a very even-handed approach.
|
|
|
Post by digipiggy on Sept 8, 2018 20:32:49 GMT
|
|