http://hardcoregaming101.net/jazzjac...jackrabbit.htm
Reason why this wasnt ported to consoles ?
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http://hardcoregaming101.net/jazzjac...jackrabbit.htm
Reason why this wasnt ported to consoles ?
cause epic was only pc games back then
No reason other than it's Epic, this game really should of got a Megadrive or SNES port since it's a decent platformer.
It's on my list to port... there is an open source version, so there's code to work from. It's for the PC, so of course it will need a lot of work.
If you were to port Jazz Jackrabbit, I would send you my wife as your permanent house slave.
I once thought about somehow trying to port jazz jack rabbit 2 to the sega genesis never started though.
You'd have better luck doing the first one, the second one with all it's skyboxes etc. would have to take quite a hit.
Not to mention at least imo, the first one is superior.
Am I the only one who didn't really like this game? I never played the second one, but the first one is very overrated. Jill of the Jungle was much better, IMO.
Speaking of Epic games that didn't get console ports . . . there's several others that would have been even more significant, including one very big one that came much later:
Unreal (the first game -and the expansion- not Tournament). That's an amazing FPS for its time (or a great classic FPS in general for that matter) and it's rather odd (and certainly unfortunate) that it didn't get any console ports . . . especially on the Dreamcast. ;) (timing was just right for that -potentially in time for the US launch too, and it was certainly the only system on the market that was capable of handling that game without massive cuts -and the game would have been more than 2 years old by the time the PS2 was out in the US, let alone GC or Xbox)
It's not just a shame in terms of missed potential on the DC, but unfortunate for console gamers in general who never experienced that game (or even knew it existed for that matter -as has come up several times in my experience alone, including several people who knew of Tournament but not the original single player game)
I would think a 32x version would be a lot more straightforward . . . 256 colors, software mixed MOD player, etc. (obviously the limited RAM would be a major issue still -depending how much ROM you used- but certainly better off than the MD there too ;))
i loved this game when i was a kid!
I have to say I actually like the GBA one...
There was a port of Unreal in the works, for Playstation no less. It was going to be more of a spinoff though with much smaller, more puzzle-based maps with lots of backtracking since the hardware couldn't handle the original game maps.
http://www.unseen64.net/2009/06/03/u...psx-cancelled/
Unreal would of made an excellent Dreamcast launch title, I wonder if a stock DC can handle it's large and complex levels.
The DC's hardware exceeds all the minimum requirements for the PC game . . . aside from the 100 MB HDD space (which would obviously be supplanted by direct GD-ROM loading with no installation).
It only needs 16 MB RAM and a 1 MB SVGA card (to support 640x480 highcolor) and a Pentium 166. (hardware acceleration is also supported for Glide, Direct3D, and OpenGL -and also benefitted from MMX support on CPUs for rendering and/or sound mixing)
And given that games can often be trimmed down/optimized for the fixed hardware of consoles (avoiding the need to cater to variable PC hardware/OS/etc), and that the DC already meets or exceeds the RAM and CPU requirements (more so since there's dedicated RAM for sound samples and textures and hardware acceleration for graphics and sound -on top of a decently fast CPU -compared to all textures stored in main RAM and rendering done by the CPU in the minimum PC configuration -and the fact that the game would be running at a relatively low resolution on top of that), it would definitely seem like the DC would have been able to handle the game with few (if any) cuts over the PC counterpart. (and would definitely run it faster and look better than a PC with the minimum spec, and much more so if the game was tweaked with optimizations for the PowerVR chipset and native API, and the native sound hardware -in which case it very well could have advantages over the PC version running with the preferred Voodoo 2)