He also hasn't done a back to back comparison and it had been a long time since he'd played the NES version. However, note that it was directly compared with the control/hit detection in the context of Streets of Rage.
But seriously, that's an extreme case for CGR, the only other game in that show I remember him ever panning like that (aside from some really terrible VCS games like Firefly) was Heavy Nova. (Galaxy Force II didn't get a shining review either though)
One other thing, of course, is that home ports of arcade games tend to normally drop the difficulty a bit to facilitate the different context. (ie at home and NOT a quarter cruncher) Of course, one simple option there is to treat the game like the arcade but with infinite credits (which the SMS version does), so you're like a rich kid at the arcade.
The better case is to have general difficulty options to ramp it up to arcade level (or further) or select much easier settings. That's not really the case here in general, though the Genesis port has options for lives+continues, but not difficulty, so that's sort of moot compared to the SMS with infinite continues.
I don't think that's what they're talking about: it's the fast that it looks like you should be landing hits, but there's no contact: if they wanted to make the enemies dodge like that, the sprites should move/animate accordingly. (and with animation limited, movement is more the key)If I were to have played NES Double Dragon first and then played the Arcade game I would have run into similar trouble. It's the "bad collision detection" thing that I take issue with. The SMS game does a fair job of porting the Arcade gameplay, including AI stepping above and below your attacks constantly. If that is bad collision, it certainly isn't the fault of the gameplay engine. Shouldn't opponents try to avoid getting hit? Then again, we're talking about games, and for some reason people expect fighting games to be easy nowadays.
I'm not particularly good at beat em' ups regardless, but playing both, I found the SMS version more fun than the NES one once I got used to it. The fact that there were infinite continued made it a lot more forgiving too.
Other than the distortion it seems fine, rather like it does on real hardware and in fusion, but yes, it's a bit distorted. (try playing it in fusion and see how that compares, of course, with the filter disabled, some stuff is a bit sharp -it's up to personal preference if you like the low pass filtering)As for the FM in the one Youtube clip, it just sounds like an approximation. I'd have to do a comparison to be sure, but I'd say the highs are too high and the lows are the wrong pitch just listening to it. I enjoy playing my US Double Dragon with or without the YM 2413 enabled on real hardware. If it sounded like that with the FM chip I'd never play it again. I hate shrill sound effects.


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