All 32X games should have been moved to Saturn.
MGS only would have been as good or better on Saturn if they had completely rewritten it to use high color VDP2 floors. Judging from Symphony of the Night on Saturn, Konami never ever would have bothered to do such a thing. So, we would have gotten a slower version of MGS with uglier textures and dithered transparencies like Die Hard Trilogy.
"... If Sony reduced the price of the Playstation, Sega would have to follow suit in order to stay competitive, .... would then translate into huge losses for the company." p170 Revolutionaries at Sony.
"We ... put Sega out of the hardware business ..." Peter Dille senior vice president of marketing at Sony Computer Entertainment
"Sega tried to have similarly strict licensing agreements as Nintendo...The only reason it didn't take off was because EA..." TrekkiesUnite
Panzer Dragoon Saga and Dragon Force should have been on the PS1..than PS1 would have all the best RPGs.
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Watch your back, shoot straight, and never cut a deal with the dragon. (from Shadowrun)
I like to pretend that godawful bootleg doesn't exist.
In any case, you reminded me of something I forgot to mention. The X series wouldn't work on the Genesis because of the controller difference. On SNES, Jump is B, Shoot is Y and Dash is A. For me, being able to do all three at once is absolutely manditory. Because the Genesis controller has all of the buttons so close together, it's completely impossible to do these three things (also while being able to switch weapons on the fly), and trust me, I've talked about this and went over this many times before.
How much have you played or seen of Shenmue on the saturn? I've watched a few short videos and nothing really seems impressive to me, except for the faces which look pretty good. Everything else looks correct for that era. Well, maybe later in the generation cycle, but still nothing overly impressive. Matter of fact, some points in the game look below average (like the solid color floor in some areas).
Also, the saturn has VDP2 for tilemap that can be rotated and scaled to fit into perspective for floors and such (assuming the floor is completely flat surface), but the saturn lacks tiling textures. The PS1 can do texture tiling, which among other uses - can replicate some large repeating patterns for floors (or walls too unlike the VDP2).
A question for Chilly Willy; The VDP1 renders to a frame buffer but does the VDP2 do this as well? Or is the VDP2 raster based (i.e. mixed with the frame buffer per scanline to output realtime)?
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