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Post by paranoiadragon on Mar 28, 2020 22:07:34 GMT
I was looking through a playthrough of the Turbo version, and then I went through a video of the arcade version. It's a shame that the turbo version doesn't have all the sound effects, I feel like the goofy sound effects give it more charm.
I definitely feel like the PCE could technically be a lot closer to the arcade version. I think it was a smaller Hucard, but maybe if it was a bigger Hucard or perhaps CD, they could have done the game very close to the arcade.
To my eye, even the parallax looks doable for the most part. Some of it is what I like to call pocket o' parallax. That's where there is just little brief pockets/windows of parallax. And then the other parallax, while extensive, I would think would be doable. It's all horizontal, no vertical involved. There would perhaps have to be some sort of simplifying, but probably doable all-in-all.
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Post by Mathius on Mar 28, 2020 23:16:34 GMT
This was part of the first wave of games released for the machine, and possibly (don't quote me) Namco's first released game for the platform. Tose *may* have been involved as well (I believe they did the Famicom port previously), and they were, at that time, up there with Micronics as the premier shit-meisters of their day. If Hudson Soft had taken on the project it may well have ended better for this neat little game.
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Post by spenoza on Mar 29, 2020 0:18:16 GMT
Nobody was up with Micronics. That was like one dude.
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Post by Black_Tiger on Mar 29, 2020 0:51:45 GMT
Pretty much every PC Engine game could have been done better, ports or otherwise. I'm surprised how well so many Namco titles actually turned out.
Remember that several Namco titles have fancy 'impossible-on-PCE' parallax and lots of Hudson games have none.
Youkai Douchuki could have used a resolution similar to the arcade version. Sorites are usually manageable, but when they're not yoy'll need flicker either way.
Most pockets-of-parallax wouldn't need too many dynamic tiles, while other could use just use a sliding sprite strip behind the background and in one or two spots the far background tiles could just slide (h-sync?) with a bit of tree sprites overlapping here and there.
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Post by Mathius on Mar 29, 2020 0:55:37 GMT
Nobody was up with Micronics. That was like one dude. Yeah I seem to have heard that before. Kudos for being one dev behind the name Micronics, but that doesn't automatically make they're games good save for arguably GnG.
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Post by spenoza on Mar 29, 2020 1:10:44 GMT
Nobody was up with Micronics. That was like one dude. Yeah I seem to have heard that before. Kudos for being one dev behind the name Micronics, but that doesn't automatically make they're games good save for arguably GnG. Oh, that wasn’t a statement in favor of Micronics. Just something I heard suggesting maybe why their games were such low quality affairs.
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majors
Punkic Cyborg
Have cabs, will travel
Posts: 158
Fave PCE Shooter: Parodius
Fave PCE Platformer: Legendary Axe
Fave PCE Game Overall: Spriggian
Fave PCE RPG: Ys
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Post by majors on Mar 30, 2020 12:23:10 GMT
The arcade of Youkai was on the same hardware that ran Galaga 88, Dragon Spirit and Splatterhouse among others games that all had ports to PCE. I wonder if Namco had a good method to port the code or if it was just convenient timing and these games were popular in the arcade when the PCE was released.
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Post by paranoiadragon on Mar 31, 2020 4:57:36 GMT
It doesn't seem like a terrible Port, but like I said, it definitely could have been better.
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Post by SignOfZeta on Mar 31, 2020 19:41:08 GMT
IIRC all launch PCE games have ROM sizes under some certain amount with larger ROMs coming in the next wave or two (See: R Type being on two cards). Since it’s missing sounds I’d assume the ROM size limitation was the main reason.
Same with...Victory Road on Famicom, for example, or really anything. Arcade games were made with much larger ROM sizes and loads of custom chips. Almost every arcade port basically sucked until the PS/SS. They almost always had levels cut out, sounds murked or removed completely, animation frames removed, etc. This seems like an above average port to me, honestly. As a launch title it must have made some kids happy who just upgraded from a scummy little Famicom that can only manage Donkey Kong III or less before flickering all over the place.
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Post by Mathius on Mar 31, 2020 19:55:58 GMT
I think the first 4 meg huey was Space Harrier maybe?
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Post by SignOfZeta on Apr 1, 2020 21:36:42 GMT
I think the first 4 meg huey was Space Harrier maybe? Which was probably 1/4 the size of the arcade version...which could actually scale the sprites instead of just animating them, which in itself consumes more ROM space. OG console devs had super powers. It’s amazing anything worked at all.
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Post by lukester on Apr 17, 2020 22:08:18 GMT
the pce port has severely cut down levels, but it's still a fun and not so difficult game once you get a hang of the mechanics!
the nes port is closer to the arcade even though it looks/sounds worse.
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keithcourage
Punkic Cyborg
https://www.facebook.com/turbografxfan/
Posts: 231
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Post by keithcourage on Apr 18, 2020 1:30:50 GMT
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a
Deep Blooper
Posts: 40
Fave PCE Shooter: 1943 Kai
Fave PCE Platformer: what's a platformer?
Fave PCE RPG: No.
Currently Playing: Soldier Blade Special
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Post by a on Nov 20, 2020 8:55:57 GMT
I’ve been really enjoying playing this translation on my TG16 and everdrive setup. My girlfriend enjoys it too. It’s a cute game with some oddly disturbing character designs!
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