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Originally Posted by
Black_Tiger
When the Mega Drive was released it wasn't as revolutionary as the PC Engine had been as the first 16-bit console, nor as big a deal as the Famicom was back in 1983.
The Famicom was revolutionary in Japan and more advanced than North American contemporaries (in several, but not all respects), but generally not a big leap from what was out in the west as far as consoles and home computers went. It's just that Japan had next to nothing for home consoles up to then (there were some, but rather primitive and unsuccessful -aside from pong clones). Sega released it's dated SG-1000 on the same day (albeit at least it was reliable) and Atari released the repackaged 2800 in Japan. (had Atari pushed a release 2-3 years sooner Nintendo might have had some established competition to deal with -opposed to fellow newcomer Sega)
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But within a month of the release of the Mega Drive, the PC Engine got it's first CD-ROM games. Considering how popular they became in Japan and how the Mega Drive never took off their, it could be argued that the MD became ancient pretty quick in the eyes of Japanese.
And as you say: the SFC NEVER got any CD-ROM games... (and the Sega CD was considerably more advanced, though it's arguable whether that provided a net benefit -due to the bottlenecked nature, limited use by developers and added cost -probably also contributed to a later release date too)
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My first comment could also be said about the Super Famicom though. It came out another two years after the Mega Drive, close to a full console generation cycle after the PC Engine and once again the end result is a game experience about on par with the PCE and MD.
In some cases the color differences are pretty noticeable as well as some cases of using more than 2 scroll layers, plus less sprite flicker/drop out. (then there's other things, like mode 7)
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were much more advanced compared to Atai/Intv/Colleco games. Just the same, the leap in 2D quality and new 3D experiences provided by the Saturn/PSX/N64 over the 16-bit consoles is also much greater.
Compare MSX(1) or SG-1000 games and you see what might have later come out on the CV given time (grated some wouldn't work without expanded RAM). Then there's Pitfall 2 (for one example), which has roughly comparable difference between average NES games and NES vs 4th gen consoles. (SMS is a bit of a different case, though the hardware was 2 years newer) The 5200 is even closer to the NES if you compare some later A8-bit games. (many of which can work in 16 kB of RAM for cartridges -more for disk obviously)
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Originally Posted by
Christuserloeser
The NES was a little power house but it had only a very few colors on screen and character sprites were pixelated two color things that often barely looked like what they were supposed to resemble.
If you compare "on screen" in the same way the MD has "64 colors" then the NES has 32 colors. (8x 4-color palettes)
Tiles and sprites are 4 color, not 2 (technically sprites are limited to 3 colors due to transparent being needed -unless you had a rectangular sprite)
Of course, if you include the SMS in the 8-bits, that's less of an extreme step to. (16-color palettes, albeit only 2, and only 1 used for sprites) And the Mk.III came out the same year as the ST and Amiga.
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Granted that they did expand on the original hardware which was designed at a time when games took place on a single static screen, but once there were more than a few sprites on screen, things started to flicker like hell.
Plenty of Pre-NES (or pre famicom) games already did that, for VCS/CV/IV games it was usually done with page flipping rather than scrolling, but there were some examples of scrolling too (even smooth in the case of vertical scrolling in Pitfall II on VCS and CV), and, of course, hardware scrolling was a feature of the A8/5200. (off the top of my head: ET Phone Home of 1982 had 2-axis scrolling) Of course, the C64 followed that too.
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Technical advancement always is more of an evolution than a revolution if you consider the PC Engine CD-ROM, Super Famicom's Mode 7 or the 3DO.
I think 3DO fits more in revolutionary in that respect. (unless you compare PCs or arcade of course, but home consoles and popular home computers were a different level than 3DO -if stronger with 2D in some cases)
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However, the Mega Drive marked a phenomenal step in evolution in that it could display a load of bg layers and very detailed sprites, all in 320x224, a resolution which would not be topped until the introduction of the Saturn (and years later with Dreamcast).
We've gone over this already: for home computers Amiga is higher (320x256 PAL standard low-res compared to 320x240 -not including interlace for either -not sure if many Amiga games used interlace anyway)
I believe some 3DO games were done in 320x480i too. (pre-saturn)
Then there's the PC Engine, of course. (even more detailed sprites practical due to lesser palette limitations, etc)
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The Mega Drive's YM2612 was also way more advanced than the Master System's 2413, although both were FM based.
True, but there wasn't much FM that wasn't more advanced than the YM2413, it was the cut-down low-cost version of the already low-cost OPL2 (successor to the low-cost OPL), all of which had 9 2-op FM channels. (OPL2 had more waveforms than the OPL and OPLL only allows 1 user defined instrument at a time)
Still, the 2612 is nice and compared to the earlier (and arcade standard) YM2151, it had a built-in DAC and stereo output (with hard panning), compared to the mono YM2151. (though it has 6 4-op channels to the 2151's 8) The 8-bit PC8801 Japanese home computer of course had a YM2203 stock since 1985 (3 SSG plus 3 4-op FM), in fact the first of the OPN series which the YM2612 is a member. By '87 the PC8801 had the YM2608 (which the 2612 is a cut-down derivative of) adding stereo, 3 more 4-op channels, 6 percussion/rhythm channels, and an ADPCM channel. (up to 16 kHz) The latter is a rather high-end chip though and used a huge 64-pin DIP. (like the 68k)
And, of course the superiority of the YM2612+PSG in the genesis over the PC Engine's sound is arguable to some degree.
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Not to mention the 68k which was quite a beast.
And, the PCE's 7.16 MHz 65C02 derivative could be argued to be faster in some cases. (and has in some previous discussion -probably moreso for being more cost effective --I really do wonder why Nintendo opted for the 65816 derivative instead -it would have made a lot more sense if said custom derivative had used a full pin package without multiplexed address line -requiring 2x as fast memory)