There is Fighter's Megamix though...
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There is Fighter's Megamix though...
There see, that just makes the lack of an all-Sega character fighting game even more ridiculous. Fighter's Megamix 2 could have started the trend and we could have bi-annual syndicated roster updates like we do with every vs. game. They even need to toy with the idea of keeping 2D characters 2D and letting them fight 3D characters. Hahah.
Theres only one console that didn't get a Street Fighter II port:
http://upload.wikimedia.org/wikipedi...controller.jpg
NES was no longer relevant. CD-I was a lost cause.
He meant Jaguar - that's a Jaguar controller... which isn't anywhere near as bad as most people say it is. :D
I'm still wondering about this V08 thing:
Any ideas?
Even stranger that they didn't even shift over 32x projects to Saturn, and didn't port major games over to Saturn either (obviously better with enhancements afforded by Saturn hardware and CD media). That would include things like Chaotix, Shadow Squadron, Star Wars Arcade (especially due to the Star Wars name), and maybe Metal Head.
(a beefed up Doom port for the Saturn in 1995 would have been nice too . . . even if they directly ported over the software renderer used on the 32x, the faster CPUs faster/wider RAM, more RAM, CD media, sound hardware, etc would have allowed considerable upgrades over 32x -short of reworking it to use VDP1, a full-screen low-detail-mode Saturn Doom should have worked well, and a lot better than the crappy later US Saturn port of Doom they ended up with -albeit that iself should have run about 2x as fast if they'd just switched to low detail).
Chilly Willy already mentioned this:Quote:
What do you mean? Do you think they couldn't have finished it? But look at those videos, they already had completed levels full of enemies. It has to have been pretty far along! And it looks fun, too. Not fast, sure, but it does look fun.
There was never any major work for a 3D Sonic game on 32x. That video is NOT a 32x demo, but a 3D animation mock-up done on an Amiga (probably using lightwave or something similar). It was just something put together to show what 3D Sonic on the 32x might look like if the idea was pursued. (and there's no telling what the actual 32x game would have looked like, or how long development would have taken . . . or what sort of limitations ROM sizes would have imposed)
In that respect, it's rather like the SatAM demo for the Genesis, just a mock-up and not anything related to actual Genesis development at all aside from concept art (which is what it is), and that too was rendered on an Amiga. (using brilliance in that case, which is why it pauses between scrolling like it does -actual gameplay was never planned to be like that)
Additionally, I think, if anything, a ray-casting engine might have worked better for a 3D Sonic (a la Robo Blast) for the 32x in general. (actually, there's potential to do this still, especially with Chilly Willy's Doom engine conversion -assuming the performance is a fair bit better than what original 32x Doom manages, porting over Robo Blast WADs with reasonable speed/smoothness in gameplay might work well too)
Of course, that's still aside from the potential of non-3D Sonic games on the 32x. (let alone potential for a multi-platform MD/32x/Saturn project, or just 32x/Saturn depending how they swung things)
I was just arguing the cost-benefit side of things, and comparing the potential of the resources going into 3D Blast with instead pushing that for a (graphically similar) "traditonal" Sonic game of sorts.Quote:
Can't agree here. 3D Blast is a good game, and I'm happy that they released it. It was late, but the Genesis needed games in 1996, so it was good that they had SOMETHING Sonic that year for the system... there hadn't been one in '95 of course, only Chaotix for 32X. 3D Blast and Vectorman 2 were about all the Genesis had for major exclusives in '96, and it needed them to continue to sell at all. Another 2d game... I don't know. On the one hand 3D Blast was controversial, but on the other hand, 2d platformers were fading badly in 1996, so making it 3d was a good PR decision at least, for sure. A more "normal" 2d Sonic game, except Western-developed of course, might not have gotten quite as much attention.
Yes, but as far as '96 onward went, it would have depended how well the CD managed in '95 too (and thus how much it merited repositioning to the budget market category vs pulling back to just the MD in that area).Quote:
Certainly. On the Sega CD note, I don't mind them phasing it out in late '95, but they did need more games in 1995 for the system. They should also have released the 32X CD versions of Wirehead, Surgical Strike, and Midnight Raiders... I mean, why was there only one first-party game on 32X CD (apart from that super rare Brazilian version of Surgical Strike)? It's kind of strange. That would have helped the 32X library some as well. I know live action video games were dying out in popularity in 1995, so that year was probably the last chance to release some and have people care, and 32X versions of Surgical Strike and Wirehead particularly would have been nice to see. And we know 32X CD versions of those three games were in development, and Surgical Strike was completed for sure.
Of course, if you consider other scenarios like no 32x and a greater emphasis on CD earlier on (low-cost optimized "duo" system out by '93 among other things, like a more balanced approach toward multimedia use games and maybe more emphasis on PC ports), then it would have been a different story late-gen in general. (much more potential for it as a long-term budget platform for the late 90s, and as a more mainstream platform prior to that)
There's even more variables than that, of course, depending how far back you go and what they changed. :p
I wouldn't say it's 50/50 . . . probably more against, and in any case, I'm confident that most of those who DO like it (like myself) still appreciate the conventional 2D Sonics as generally better games overall. The 1996 release didn't help either, especially on the MD end. ('95 would have been a lot more significant)
Still, with the time and resources that went into 3D Blast (including it being a 32 Mbit cart), a proper 2D Sonic game with a few 3D-ish gimmicks (and the pre-rendered art) would have been a lot more marketable, much more so still in '95, and especially if done as a MD/32x/Saturn release. (probably PC port later on)
It wouldn't have even needed to be a Sonic Team development either, though that would have been nice. (plenty of the outsourced Sonic games -particularly those by Ancient and Aspect- were pretty good games in their own rights, and Traveler's Tales was a pretty competent developer in their own right as well, so a good "normal" Sonic game based mostly on the established 2D formula probably would have worked great)
One thing that didn't come up in the other thread was how much the Pro-3D/Anti-2D thing (however it worked) was specific to Sony's American (and European) branches compared to what was going on back in Japan.
Beyond that, it's still not totally clear what sort of specific "anti 2D" policies Sony established, be it not affording some specific developer benefits that "priority 3D releases" might have and/or actively refusing to allow certain 2D games to be published at all. (in the other thread there was mention of some specific friction with Sony and 3rd parties trying to get certain 2D games out, and specific quotes from said publishers, but nothing specific on the actual contractual or bureaucratic policies involved)
And outside of those specific quoted cases, you can't just assume that it was Sony's policies at work rather than 3rd party publishers making the decisions on what and how to publish on their own, and/or being influenced by other console companies (ie Nintendo or especially MS) to have priority over initial releases. (the latter issue would be one explanation for the earlier releases of Metal Slug games on the Xbox . . . another explanation would be they were porting the games in such a way that it was more difficult to convert them to the PS2 -especially if they went the emulation route, given the Xbox's considerably greater CPU grunt)
That, and it also wasn't totally clear what specific influence Stolar's management had vs post Stolar on 2D . . . RPGs aside.
So, uh, an actual question about the 32X: is there a summary of the Fusion savestate format available somewhere?
I'm trying to figure out where the Cosmic Carnage timer is stored in RAM, by comparing savestate files in 2P mode (frame-by-frame advance, save a state when the timer goes to 98, then save one at 97). I assume the savestate is a RAM dump + other information; unfortunately there are tons of differences in the files, and I haven't yet found a smoking gun.
It doesn't really seem like Fusion's set up for this kind of debugging stuff, at least on the 32X, so if there's a better option on OS X let me know.
^OK I guess I see the "glut" better if u look at it that way, counting SFII versions as separate games, & ur also counting all diff. systems, and a pretty long stretch of years to include those later games.
Yeah I guess the pre-SFII titles are always just interesting to me as curiosity items, at least, and to see how the genre started out... Never thought of such early fighters as a glut but I do see what u mean. (For the early titles, I happen to like Budokan a lot. Street Smart is ridiculous but fun lol.)
^I thought such games were pretty good-quality so I wouldn't have thought of a glut but I do see what u guys mean. I happen to love the fighter genre so it's probably why I never thought of it like that before. I was trying to explain that I personally never got sick of SFII:SCE after living on it for years, and never got sick of any good quality fighters. :cool:
Sounds good lol. I also still have to check out that Sonic Fighters game someday :cool:
I just received this repro of Virtual Hamster from my ebay watch list. Did I miss a beta ROM release?
^
I saw that auction too. It is an unfinished prototype packaged in a Genesis shell.
Yes, in 2009. SegaSaturno was responsible for the release: http://www.segasaturno.com/portal/index.php
http://www.sega-16.com/2009/12/unfin...irtua-hamster/
Huh, the downloads section only lists SoulStar X in the prototype 32X releases.
-edit-
Found it elsewhere, thanks for the heads up! Of all the silly things to overlook.
http://www.youtube.com/watch?v=wzAkXe-X7YI
Yup! What a weird idea for a game.
Seems like an unfinished Stun Runner clone to me, I love Stun Runner and always wanted a game like it that wasn't slow as hell back then, or wasn't too fast today (thank you compilations).
I necro this thread with this 32X enigma: Do the two electromagnetic metal clips that are supposed to attach between the 32X and Genesis on the front and back of the cartridge slot do anything important? They're mentioned as necessary in the manual, but I don't have the clips to see if they improve any functions. Anyone have answers to this unsolved mystery?
Everything I have ever seen about those clips is that they were to limit the system's electronic emissions to FTC standards and nothing more. I find they keep the 32X more stable in the cartridge slot, preventing lockups from accidentally jerking the controller cord or moving the system as well.
I remember fondly as a kid getting my 32x for Christmas and my father using every profanity possible as I sat and eagerly watched him in absolute desperation just get those clips into the Genesis. The real problem is that these little scraps of metal can put some serious scratches on your Genesis if you aren't careful.
I pulled them out years ago as they are "electromagnetic shield plates" I recall them being necessary in order to comply with some regulations regarding RF devices. I haven't had any problems. Except by me now writing this I've jinxed myself to which my 32x will immediately stop working. Am I the only one who thinks like that?
http://www.videogameconsolelibrary.c...32X-Manual.pdf
I have my manual in the basement ^ the real mystery for me was, there was a spacer for the CDX?!
^if there was it looked hideous
It's entirely possible to stabilize the ribbon cables and clean the 32X cart edge and slot to the point that the 32X won't freeze from being moved. I did that with my 32X, no problems (though for a while it had sensitive ribbon cables, try completely unplugging them and then rotating/swapping).
Nope. Basically, the 32X (and just about all computing devices, really) puts out radio waves similar to those used by TV and radio. The whole point of the shielding is so that your playing on the 32X won't theoretically mess up your neighbors' TV/radio reception.
While playing SEGA 32X in a ferocious lightning storm, an overwhelming power surge defeated his surge protector and caused the 32X to let off a massive visible radioactive electromagnetic pulse! KERRACK! Bzzt, bzzt! He flew back and slammed into the wall behind him after getting hit full force by this dangerous arc of energy. Suddenly, he felt like his skin and blood was boiling... his very DNA was being mutated! He fell to the ground in agony and passed out. Later on, he awoke with supernatural powers that allowed him to let off EMP's, manipulate electronics and metals, and influence a dimensional rift. After realizing this epiphany of new-found strength, he took on the responsibility to fight the forces of evil along with the 32X-Men. He is:
Primitive Boy! Master of Magnet!
http://freeforumsigs.com/ffs_gallery..._magneto04.gif
i imagined you more as beast boy from the oddball team of the Distinguised Competition
here have a magnet you can be masterfull over
WELCOME TO DIE !
http://ih3.redbubble.net/image.14603...550,red.u3.jpg
Ok, that's just nitpicking. I know the one I chose was from Marvel vs. Capcom 2. It was a cheesy gif, so I used that. But, if you want Konami X-Men arcade Magneto, here he is:
http://www.primaryignition.com/wp-co...enarcade-1.jpg
Capcom draws the Marvel characters way to big and bulky.
The Konami arcade game used the 70's-80's appearances of the characters (though apparently it was actually based on a cartoon pilot that was dropped in favor of the eventual cartoon we did get), Capcom's games unfortunately took the 90's look when everything in comics was suddenly HUGE MUSCLES, BELTS, POUCHES, MOUNTAIN DEW, GRAAAAAH!!!!!1111!!!
Thanks Rob Liefeld, you son of a bitch.
The characters were portrayed in the comics much bulkier in the 90's than in the 80's (which were the basis of the original cartoon that the Konami game is based on). Jim Lee drew Cyclops bulkier than Collosus appeared in the 80's (and with 5' long legs). :p
http://superpcenginegrafx.net/misc/xmen1.jpghttp://superpcenginegrafx.net/misc/xmen2.jpg
Capcom's sprites also become more proportionately thinner on a proper screen because of the extra wide resolution.
EXTREEEEEEEEEEEEEEEEEEEEEEEEEEME !
dont forget that
and no feet or eyes either
and that x-men 1 cover from jim lee si still crap
it looks more like apin up and what the hell is magneto doing there anyway ?
he is ignoring the x-men and gesturing towards the reader ( probably a rude gesture )
byrne smith ( paul ) romita jr or silvestri this is not