Looks like Both consoles got a version of Fatal Fury Special. Based on youtube vids it seems like Sega CD has bigger character sprites but overall PCE looked better.
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Looks like Both consoles got a version of Fatal Fury Special. Based on youtube vids it seems like Sega CD has bigger character sprites but overall PCE looked better.
I believe that the Sega-CD version ports Neo Geo assets pixel-for-pixel and the sprites have great "perfect" looking color. This didn't leave much color for the backgrounds, but they're still nice and clean.
The weird thing is that they only used a single tile layer for the backgrounds... but still programmed in what parallax they could for a single layer. So it pretty much has the same parallax as the PC Engine versions.
The PC Engine Fatal Fury's re-proportion assets to preserve the aspect ratio with a resolution of 256 x 224, which also saves space. So the sprites are only narrower in emulated screenshots. On real hardware they're the same size on-screen.
The Sega-CD version suffers from too many frames of animation cut for space.
With 3 times as much space to run content from, the PC Engine versions still had to cut some background assets, especially on Duck King's stage. This is because they kept all the frames from the Neo Geo version as well as a full set of zoomed out frames for the back row.
Art of Fighting for Mega Drive received a lot of care touching up all of the pixelart, still has nice looking color and many aspects look nicer than Neo Geo, partially because it doesn't have the zooming effect.
Fatal Fury 2 for Mega Drive is also really polished overall and is more of a unique version of the game than a straight port and is a great example of how console ports should be handled.
The trouble with those ports is they were handle by different teams, compared to the Mega CD Neo Ports, never mind how mighty Hudson was on the PC Eng (it was in part their baby). I do wonder how much better Fatal Fury Special might have been, if SEGA Japan had handle the port, rather than Eurocom. I would have liked to have thought, that Art Of Fighting was better match for the Mega CD than the MD and SOJ would have been able to include the scaling effect and if nothing else, handle the game music far far better than the MD version.
Maybe if SOJ done it's own Ram Add-On cart like with the PC-Eng or even the Saturn. We could have had really good Neo Geo ports, but they again even the PS had to have animation cuts on it's Neo ports even with its 2MB of Ram
You mean, SOJ the company who could barely develop a Sonic game to it, making no use of the Ricoh chip for sfx and with more slowdowns than the MD games? Whose special stages makes a half-assed use of the ASIC?
The SOJ who was never willing to invest in a 32 Mbit cart so Samurai Spirits could have been properly ported to the MD?
The SOJ who couldn't figure out how to port Golden Axe's 2P mode for the Sega CD?
Totally different systems.
The Sega CD wouldn't have benefited from a RAM cart as much the PCE benefited from its RAM cards.
Your best bet, by a large margin, was still a high capacity cart for the MD. The Sega CD isn't really suited for Neo Geo ports, especially the more impressive 1-on-1 fighting games.
I thought you swore you weren't going to post anymore on here ? Overlooking that, Yes mean the very same Sega Japan that did a wonderful port of Final Fight on the Mega CD and made full use it's sound chip. Even if all they did was to use the CD ROM to load GFX and sound into the Mega CD memory for each new level, they might have done a better job, more so with the sound .
Btw, I can't remember Son Of Chuck slowing down more than The base Mega Drive version, despite the use of the ASIC chip, same goes for Puggys
That port wasn't made by SOJ; it was made by A Wave.
You're way off.
Exactly, because those games weren't developed by SOJ but by Core Design and Traveller's Tales which were far more competent at developing for the Sega CD.
What Sega CD games were actually developed by Sega in Japan? Aside from Sonic, of course.
I know there are a small handful of Japan-only titles (nothing impressive).
But Sega basically turned the system over to SOA and a few third parties and that was it. I don't think they had any significant, permanent development teams in Japan.
That probably reflects their desire to support the Genesis / MD, which had started to sell like crazy when the Sega CD was released. In terms of profit, I don't think the Sega CD had much promise other than as a tech demo to drive interest in the Sega brand.
The PC Engine was wholly "their baby". That's why NEC appears nowhere on the PC Engine mini.
But that doesn't mean that any game they published was peak performance. First and third party publishers bitd used all kinds of dev teams to make their games bitd and only in recent years are some of them being revealed.
But no matter who actually develops a game, there's no such thing as a perfect production that couldn't be improved or rebalanced. There are plenty of Hudson Soft and Sega (of anywhere) games with glaring shortcomings that make people ask ""why?"
How would a different developer have improved Fatal Fury Special? Further simplified the backgrounds and used tiny sprites? If they had, then you'd be arguing that they should have made the port we actially got in this timeline.
Striking a different balance is the only realistic alternative. No matter what there is a set amount of space to work from.
Similarly, the PC Engine versions could have scrapped the second set of frames and instead feature no cuts in background assets or had full Neo Geo sized sprites. Or better yet, they should have reserved space for non-adocm samples for all of the sound fx, like SFII'.
And that's why one would expect them to push and use the system the most.
Agreed, that's the issue with ports. There is always the thinking that some ports could have been done and handled better mindQuote:
But no matter who actually develops a game, there's no such thing as a perfect production that couldn't be improved or rebalanced. There are plenty of Hudson Soft and Sega (of anywhere) games with glaring shortcomings that make people ask ""why?"
Compare Final Fight on the Snes or Mega CD to the Amiga, or the likes of Smash TV on the MD to the Snes VersionQuote:
How would a different developer have improved Fatal Fury Special?
Next, you be saying A-wave made Switch on the Mega-CD
Like the changing of the goalposts. Son Of Chuck or Puggys was never slowed down when making use of the ASIC chip. I can't remember Switch/Panic either; A SOJ game that made full use of the system.Quote:
Exactly, because those games weren't developed by SOJ but by Core Design which was far more competent at developing for the Sega CD.
No, but I have to correct you when you write an absurd like that.
You should be ashamed to consider yourself a Sega fan and claim that Final Fight CD was ported by SOJ; the pixel art techniques used there have no resemblance with any game developed by SOJ before or since.
The names in the credits also have no correlation with SOJ.
OTOH, A-Wave has a SNES game called Astral Bout developed around the same time, with similar pixel art technique, identical font use in some text messages and shares several credit names.
Also, I didn't know that SOJ liked to use arranged soundtracks and by T's music in their games back then. Lmao.
You changed the context from 1-on-1 fighting games to platformers and I am the one changing goalposts? Lol.
Those game engines would be of no use for a game like Fatal Fury Special.
LOL A Lave is also credited with making Switch on the Mega-CD, even though it was made by the 3X3 Eyes team that would later go on to form Team Andromeda. Given SEGA used faked names in the old days it's really hard to pinpoint staff members.
NO!. You saidQuote:
You changed the context from 1-on-1 fighting games to platformers
And I just gave you clear examples of Mega-CD games that used the ASIC chip and still run at the same speed of the base MD versions and even used the sound chip tooQuote:
making no use of the Ricoh chip for sfx and with more slowdowns than the MD games?
Interestingly it seems Sega made many games on the PCE:
https://www.youtube.com/watch?v=Ss1s7Z3GsOg