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I've updated all my reviews in order to fix the images links. Now all of them are using the funky Sega-16's attachments (it was a bitch to do it exactly like they were before).
I've also added a few more details to some of them.
goldenband, could you please ask BonusKun to change the thread title from "Genesis vs. SNES: Game-by-game comparisons [repost of lost thread]" to "Genesis vs. SNES: Game-by-game comparisons"?
It has been feeding my OCD to very high levels the way it is. ;)
Thanks. :D
Good stuff! I always like making these comparisons, just out of curiosity.
Would do a Lion King one but I don't have time to play the snes one, so I'd like to see someone do that :p
I've got a few in the queue: Andre Agassi Tennis, No Escape, and The Itchy & Scratchy Game. (All very popular games, of course. :D ) I'll try to do a write-up for Andre Agassi before the end of the month.
Suggestion:
I think will be bether this thread turns into a comparison central following the same rules, incluinding mega drive vs any system that we can compare like pc-engine, amiga and etc.. it gonna be good to comunity finds good stuff about this material on the same place
Genesis vs arcade comparisons would be nice.
just a general port differences is perfect. Either way, I'm happy we are focusing more on this topic. Such a great read.
-SEGA-Jorge
I've once again restores its images and provided more details to the Pitfall: The Mayan Adventure comparison.
It's interesting to notice how the tile work was simplified in some screens of the SNES/other versions (if you can look past the awful palette choices of the Genesis one):
http://i.imgur.com/C1aFDLK.png
^Just to be clear, the post you've quoted was originally from -RT, so you'd have to ask him.
Life got busy for me, but I'll try to get my Andre Agassi Tennis and No Escape comparisons done sometime over the summer.
I've also got a "different name, same game" comparison brewing for Davis Cup Tennis on the Genesis vs. International Tour Tennis on the SNES, and that's an eye-opening one indeed.
BTW there are some detailed comments from leatherrebel5150 on NintendoAge about the differences in 3 Ninjas Kick Back on the SNES vs. Genesis, here:
http://nintendoage.com/forum/message...tRow=14#bottom
Do we have a full list of all the games that were released on both SNES and Genesis? It would be nice to have a table with all the 4th gen consoles as well as arcade.
Here is a great overview of all 16-bits shmup arcade ports if anyone is interested.
http://shmups.system11.org/viewtopic.php?f=1&t=59738
Perikles is awesome. Him and Kollision are my go-to sources for 16-bit shooters details.
That's the kind of post which debunks anyone who tries to diminish the quality of the MD's shooter library.
Hey, that's not bad at all.
Regarding Same!x3/Fire Shark, the arcade version turned out incredible hard due to management pressure in order to make the game more profitable to operators. When developing the MD port, the guys at Toaplan had a chance to rectify this, by better balancing the game and adding/correcting other stuff.
I think that's safe to say that the MD version can be considered the definitive version of this great game.
Well it all depends on how hard you like your games, hardcore japanese players that can multiloop the original arcade will of course prefer that, while those who want a more relaxed experience will prefer the MD port. It's good to have both versions around (also the arcade has many different revisions)
A game can be as hard as it's designers intended it to be, which wasn't the case with Fire Shark.
Fire Shark AC is the product that corporate BS forced the Toaplan staff to do, while the MD version is the one that they intended to make in the first place.Quote:
One regret I have is not being able to balance the difficulty in a way that would satisfy both game center owners and players. (Yuge)
Q. Why is there such a huge difference in difficulty between the 1P and 2P versions?
A. There was a lot of pressure to make games that would bring in a lot of income for arcade operators. We fought about that a lot. We had to accomodate our work to this sales/business perspective, and we were forced to make a game that would, in the short term, build a lot of income. I regret it. I’m glad we were able to fix that for the Megadrive port.
Q. Why did you add a loop clear bonus at the ending?
A. Being so difficult (even clearing one loop is a struggle), we wanted to reward the player.
Yeah I'm aware of that interview, still the final word is always on each player, for many veterans Same!3 1P is the definitive version for being the most demanding one (and even then it didn't stop players from looping it dozens of times). And again it's only the Japanese 1P version that is outrageously difficult, all the other arcade revisions are quite easier and removed the checkpoints.
Once Papi Commando SNES is done, you can then compare that :D
I just noticed that the explosion effects are also reduced/simplified on the SNES:
http://i.imgur.com/OXhyTM3.pnghttp://i.imgur.com/iWVfKAB.png
It's kinda common cut in SNES games in order to reduce the VRAM usage by sprites (since all explosion sources are synchronized to display the same animation frame you don't need to have all the explosion frames in the VRAM at once) and also to avoid/reduce flickering (the number of simultaneous sprites/explosion sources is clearly reduced).
^Very interesting, and a nice catch! :D
bultje112: It requires the expensive Amiga to play it? XD
All kidding aside, the Amiga version at least has the original, loopy English translation intact, which is a few yuck points in its favor. Some might tire of long floppy loading times though, and the floppy disks themselves are wearing out these days - fortunately, emulators and disk images exist to make life much easier.
Updated the Chester Cheetah: Wild Wild Quest comparison just a bit, mainly to note that the SNES soundtrack is probably the original and the Genesis one seems to have errors in transcription. OTOH when I replayed the SNES version recently it became crystal-clear that it eats your inputs when the slowdown hits, so that's been added too.
Time to bring this back with a racing game that isn't well liked but has a few fans:
Race Drivin'
SNES: 1992 4MBit (512KB) Published by THQ Developed by Imagineering
https://i.imgur.com/zzQCM5G.png
Genesis: 1993 4MBit (512KB) Published by Tengen Developed by Polygames
https://i.imgur.com/GdPnMTn.png
Genre: Racing
Case: C (this is because it is an arcade port)
While the arcade version is obviously superior than either console version due to the hardware involved from higher resolution to a much larger and smoother frame rate, both versions try to get the same feeling. Since this is an arcade port, it is compared to both the original and the other console version. The Genesis version is an upgrade to the Hard Drivin' port while the SNES version is a freshly made port of the game. Both games used stock hardware so no helper chips in the SNES's case and both have simplified physics.
SNES Pros:
- Presentation is more closer to the arcade such as the palette for the panel is more closer to the arcade with the wood panelling that is missing from the Genesis version, there is a mirror but simplified compared to the arcade and just like the arcade you have to start before driving your car (the arcade version via a key, SNES you just press start). Choosing your car and track are easier and while different, it is a similar idea to the arcade as a steering wheel shows up. The in game font is also slightly more closer to the arcade but... It's the compact revisions of the game that are in a lower resolution.
- The cars have an extra shade of color to differentiate between the side and the rear of the car, rather like the arcade.
- The Autocross and Super Stunt Tracks have a more accurate palette to the arcade with the former set in a desert and the latter set at night.
https://i.imgur.com/19kKDhm.png
- The Super Stunt Track at least renders the mountain on the right.
- The main theme is closer towards the arcade version due to the use of a guitar.
SNES Cons:
- Does not have the attract mode from the arcade
- You can not change the options
- Outside of the main theme, the music is more repetitive consisting over short loops and the Instant Replay song is out of tune when compared to the arcade and Genesis versions.
https://i.imgur.com/7cSrVsZ.png
- The graphics are simplified such as the backgrounds, the lights, the signs and also polygonal stuff such the cars and the barn. Some areas where there are two polygonal objects are reduced to one such as the original track where there are two buildings in the arcade/Genesis versions.
- There is less traffic than the Genesis version
- Smaller display and runs at a lower resolution
- Missing the panels for the Roadster and the Speedster.
- Runs at a slower frame rate and has frame rate drops when at high polygonal areas such as bridges and ramps however much of it is down to the slower processor on the SNES. When it does drop, the input lag and the control response gets worse.
- Simplified and changed level design. Nearly the end of the original track on the Speed route has a slight change. The Autocross track has the barrier section of the course removed before the first checkpoint. The Super Stunt Track starts moving towards the right while in the arcade and Genesis versions it is moving towards the left then going towards the large ramp at the right. The ramp, the hill and the slope come later on but without the barn. This means that the start point is further back.
- The physics are messed up and the collision detection is a bit off, you can hit your car from the start if you jump high enough that is something you can not do in the arcade (as easily) or the Genesis version. This alone makes the game much harder than it should be especially going over the bridge in the Stunt route on the original track.
- Relating to that, the timer. Since the timer is not related to the frame rate of the game, it means that for a majority of people there isn't enough time to get through the courses especially with the problem above and the frame rate. Also since the time to beat challenge is shorter, it makes it harder.
Genesis Pros:
- Has the attract mode of the game but is more simplified such as the logo scaling being cut down and slightly different pictures
https://i.imgur.com/81ZisFK.png
- The graphics are better such as more accurate backgrounds, the panel for all 3 cars (despite the color loss), the signs, the lights and the polygonal stuff such as cars, houses and the barn.
- While neither version have the resolution of the arcade or is in full screen, it runs at a higher horizontal resolution and has a slightly larger vertical display.
- Has an options screen. You can change the difficulty, the order of manual transmission, activate Practice Mode and a sound test. Some such as traffic lane and speed mode actually did exist in the arcade as different revisions such as kilometres for the German version and Left traffic lane for the British version of the arcade original even though ironically the Genesis version was not released in Europe even though it does change to Mega Drive when set to PAL.
- The Genesis version has more music even when compared to the arcade, a new theme that plays on the attract mode and 3 unknown (or unused) tracks done by Tengen/Atari Games composers. The music is not as repetitious and has a melody. The Instant Replay music is also more closer to the arcade version as well.
- The level design is more closer to the arcade version.
- Runs at a faster and smoother frame rate. While it also drops in frame rate in high polygonal areas, the drops and input lag aren't as low.
- Has better physics and collision detection while not perfect and still an issue with ramps means that the difficulty is more fair when driving and not crash as much especially when going over the bridge or just driving from the start.
- Able to drive the Roadster and the Speedster in Automatic transmission, this is not in the arcade.
- Can make your own tracks in the game, this is not in the arcade version so it is a bonus feature.
Genesis Cons:
- No mirror and much of the screen outside of the display is in black.
- The Autocross Track is not set in a desert and the Super Stunt Track is not set at night, they both use the same palette as the original track.
- Harder to make out which options you are choosing when compared to the arcade and SNES versions due to less visual cues.
- The main theme and the unknown/unused tracks could have had better instruments.
https://i.imgur.com/ftFu5fy.png
- The Super Stunt Track is not as polished as the other tracks and seems unfinished. By comparison in the arcade version, it is by a mountain while in the Genesis version it appears like the Barn is floating because the mountain and the slope at it is on are not there. Since there are not there, you fall to your doom much easier. The SNES version does have the mountain but not the slope on the left or the Barn. The frame rate is also slower at this segment as well.
Differences:
- The SNES versions starts off with choosing your car while in the Genesis version, you start off choosing your track. The Genesis is accurate to the arcade in terms of order.
- The car selection screens are different between the two. The SNES version had sprites while the Genesis version is rendered in polygons, more closer to the arcade but still different.
- The SNES version shows a steering wheel during gameplay and shows the course that you are racing on before you start, no other version does this.
- The Genesis version has dithering applied to the cars, no dithering in the SNES or arcade versions.
- The cows were changed in the SNES version.
- The time to beat the challenge is different in all versions. For the original track: Arcade 1:38 (or 1:38:74 in the British versions), Genesis 1:40 and SNES 1:30.
- The SNES version calls the original track the Stunt Track rather than the Original Track as per Genesis and arcade versions. The original track has a Speed route and a Stunt route so this is a mistake.
- Both are missing the screen wobbling effect when you turn from the arcade.
- Race Drivin' has an European version on the SNES. This does not fix the collision detection or the messed up physics however there is an advantage. Due to PAL timing and a slower timer, it is possible to get further into the game when compared to the US version. It is possible to beat the time challenge on the original track Speed route with enough practice.
- There is something that I can not prove due to emulation issues however it seems that the Genesis version is easier to control than the arcade version. The SNES version is also slightly easier to control as well.
Verdict: Genesis (but not by much to be honest)
While neither system have the horsepower that the arcade version has, the Genesis version of the game is better between the two. The gameplay alone with a faster frame rate and a fairer timer makes it a rather playable port of the game even if there are some polishing issues that needed to be sorted. Outside of the pretty impressive for the hardware Game Boy port by Argonaut, this is considered one of the better ports of the game since the PS1 and Saturn versions are remakes.
While it does try on the SNES with a couple of things that it does better than the Genesis and could have been a good port in its own right due to the slower processor; the simplified level design and graphics, the tight timer, the collision detection being off and the messed up physics really let it down. It is surprising how it made past QA but then again THQ wasn't considered a reputable publisher around this time unlike Tengen who were more mixed in terms of their output.
Now the big question is that can either port be improved?
Regarding Race Drivin', one pro of the Genesis port is that the crash replay music sounds a lot more like a janky old 70s porno, whereas it sounds just plain odd on the SNES. (1:25 on the video here)
https://youtu.be/88NO94PVibM?t=1m25s