Games that pushed a system to the limit

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Fred83
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Re: Games that pushed a system to the limit

Post by Fred83 » Sun Jul 18, 2010 8:50 am

Mortal kombat on the speccy-
http://www.youtube.com/watch?v=0TW6dqTPb-I

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McBoosh
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Re: Games that pushed a system to the limit

Post by McBoosh » Sun Jul 18, 2010 9:21 am

That Doom video for the Speccy is truly impressive!! at the time, i think a lot of the Dave Perry games on the Speccy were really impressive, in particular Extreme - big sprites, lots of colour, loads going on on screen. Shame twas only 3 levels long, but i suppose thats all they could do with the memory.
The treasure games on the MD were also stunning for the hardware - i remember one (a fighting game) that treasure did which was really impressive

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Megamixer
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Re: Games that pushed a system to the limit

Post by Megamixer » Sun Jul 18, 2010 12:06 pm

Fred83 wrote:wasn't vampire saviour on the sega saturn an arcade perfect port?.
I'm sure it is and if it isn't, it's pretty damn close. Same goes for several other Capcom fighters on the Saturn though it's probably fair to say that the demand for additional RAM carts from these games mean that they push the system past it's limits.
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RMLF
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Re: Games that pushed a system to the limit

Post by RMLF » Sun Jul 18, 2010 1:25 pm

Genuine Quote from the Speccy Doom thing
Presentation: 4/10
The graphics on this port is terrible, But hey it's DOOM! and that's always a good thing :D
Graphics:2/10
Weak Graphics.
Gameplay:6/10
A pretty weak version of the predecessors but hey it's DOOM! :D
Sound: 9/10
While the sound effects sucks the music is damn sweet!
Overall: 5.4 Mediocre
Whut? Do they realise what system thats on? Cuckoo Cuckoo Cuckoo..
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Re: Games that pushed a system to the limit

Post by Mootown » Sun Jul 18, 2010 1:59 pm

Megamixer wrote:
Fred83 wrote:wasn't vampire saviour on the sega saturn an arcade perfect port?.
I'm sure it is and if it isn't, it's pretty damn close. Same goes for several other Capcom fighters on the Saturn though it's probably fair to say that the demand for additional RAM carts from these games mean that they push the system past it's limits.
It's arcade better - the Saturn version contains all the characters - load up the different versions on mame and not of them had the full set. They swapped some out and put others in. Only the 2 console versions (dc and Saturn) contained every character

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Megamixer
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Re: Games that pushed a system to the limit

Post by Megamixer » Sun Jul 18, 2010 2:11 pm

Mootown wrote:
Megamixer wrote:
Fred83 wrote:wasn't vampire saviour on the sega saturn an arcade perfect port?.
I'm sure it is and if it isn't, it's pretty damn close. Same goes for several other Capcom fighters on the Saturn though it's probably fair to say that the demand for additional RAM carts from these games mean that they push the system past it's limits.
It's arcade better - the Saturn version contains all the characters - load up the different versions on mame and not of them had the full set. They swapped some out and put others in. Only the 2 console versions (dc and Saturn) contained every character
True but I was talking about technical performance etc :wink: . Still, it was definitely better to play the Darkstalkers games on consoles for the characters. The Playstation version known as Vampire Saviour EX Edition in Japan (Darkstalkers 3 over here) also contains every chatacter.
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Re: Games that pushed a system to the limit

Post by Katzkatz » Sun Jul 18, 2010 2:34 pm

Take a look at the C64 version of First Samurai. They did an amazing port of that one.

Take a look also at the Myth port on the C64 as well. There is a cartridge version as well. It was an amazing port. Considering that the poor C64 was supposed to be coming to the end of its life, it still showed what an amazing machine it was, and hey still is(I say that as a former C64 owner).

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Re: Games that pushed a system to the limit

Post by Fred83 » Sun Jul 18, 2010 2:45 pm

Katzkatz wrote:Considering that the poor C64 was supposed to be coming to the end of its life, it still showed what an amazing machine it was, and hey still is(I say that as a former C64 owner).
i think turrican 2 was another game that pushed the c64.

Street fighter zero 3 on saturn another great port.

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Re: Games that pushed a system to the limit

Post by thevulture » Sun Jul 18, 2010 3:01 pm

No facking idea Techy wise, but from sheer amazed to see it on the system: Legacy of Kain:Soul Reaver (PS1), Alien 3 C64, Medal of Honour GBA, Toy Story, Subterrana, Red Zone on MD (With better FMV intro segments on the cart than MCD), Batman Returns (3D Driving sections) and Thunderhawk on MCD,MDK, Quake 2 (PS1).God of war PSP, 1st few that spring to mind.

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thevulture
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Re: Games that pushed a system to the limit

Post by thevulture » Sun Jul 18, 2010 3:02 pm

Katzkatz wrote:Take a look at the C64 version of First Samurai. They did an amazing port of that one.

Take a look also at the Myth port on the C64 as well. There is a cartridge version as well. It was an amazing port. Considering that the poor C64 was supposed to be coming to the end of its life, it still showed what an amazing machine it was, and hey still is(I say that as a former C64 owner).
:? Thought Myth started out on C64, then got Cart.version, followed by sexed up 16-Bit version?.

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Re: Games that pushed a system to the limit

Post by Shinobi » Sun Jul 18, 2010 3:03 pm

Commodore 64 Last Ninja 2 remix on Cartridge animated cut scenes death scene's awesome graphics on a 8 bit..

Double Dragon Advance wouldn't look out of place on PS1
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thevulture
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Re: Games that pushed a system to the limit

Post by thevulture » Sun Jul 18, 2010 3:18 pm

Also add Doom 3 and Half Life 2 on Xbox.

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martyg
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Re: Games that pushed a system to the limit

Post by martyg » Sun Jul 18, 2010 3:20 pm

aztecca wrote: Was also amazed at the graphics on some of the games Rare made for the snes the Donkey kong country games especially blew me away first time i saw them.

http://www.youtube.com/watch?v=AwN_Dpsdnuw

That's not really pushing the system's limits though, it's an illusion. Those were all pre-rendered on high end equipment and turned in to standard 2D bitmap frames that were then showed in succession to create the "3D" animation. Nothing is being done beyond the standard 2D rendering it was designed for. Pushing a system limit means mking the actual system hardware resources pushed to the limit and getting it to do more than was thought possible. I.E. making an Atari 2600 have many more sprites than it was supposed to be able to support.
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martyg
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Re: Games that pushed a system to the limit

Post by martyg » Sun Jul 18, 2010 3:32 pm

Havantgottaclue wrote:A lot of the later Atari 2600 games pushed the system way beyond what it was initially designed for. Robotank, Pitfall, Frostbite, Keystone Kapers ... amazing what a console designed to be little more than a Pong machine was capable of! It's an area TMR specializes in, I believe ...? :)
The 2600 and many other early 8-bit consoles and computers are still being pushed way beyond their initial design by homebrewers, and even well beyond some of the games you mention above. Here's the more recently done Amiga Boing demo done on the 2600 for example:

http://www.youtube.com/watch?v=1sdR_Z8oOk4


And the 2600 was designed to be a little more advanced than PONG. ;) It was certainly planned to be able to support PONG, but it was designed more with the mid 70's titles in mind. Tank, Anti-Aircraft, Gran Trak, etc. The home version of Tank was actually the proof of concept when designing the hardware, which of course is what eventually morphed in to the Combat cartridge.
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martyg
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Re: Games that pushed a system to the limit

Post by martyg » Sun Jul 18, 2010 3:55 pm

will2097 wrote:Debris on the Vectrex manages the look of bitmaps :shock:

http://www.vectrex.nl/debrisreview.html
I'm not sure why that's a huge shock, and while it's certainly a cool trick I wouldn't call it pushing the hardware to the limits - that would be more along the lines of say getting it being able to render many more vectors without slowdown. With this it's simply using the display method in a different manner than it was intended. A vector and raster monitor both use the same CRT. A CRT does not define display method, but rather the mechanism (i.e. a beam traversing inside the tube and lighting up a phosphorus coated surface). The "method" is actually vector vs. raster.

Vector CRT display - A manual/digital control of the beam much like an etch-a-sketch. No actual information is sent to the display, and the beam turns on and off and moves freely in any direction given to it. Likewise there are no frame rates in a Vector CRT display, since there's no actual "frames" being transmitted or drawn.

Raster CRT display - This is tied to a video signal (hence the origin of the term "video game"), and the CRT control circuitry has extra circuitry for decoding said signal and a standard drone like motion of the beam. The beam moves in a standard horizontal sweep, going down the screen line by line until it produces the entire encoded frame. Display information is sent, and is in the form of a video signal, telling it what to do with each raster pixel, including color information for colored CRT's.

A Vector CRT can be made to behave like a Raster CRT simply by making the beam traverse and using the direct control of the on/off and manually simulating the timings for drawing a "pixel" and an entire "scanline" and group of "scanlines". It doesn't have any additional decoding and beam directing hardware to bypas. You can not, however, make a Raster CRT behave like a Vector CRT. Which is why emulated Vector games running on a raster display will always have a pixelated look.

Battlesphere on the Jaguar (32 player net play :shock: )

http://www.youtube.com/watch?v=OogwEq5I9as
Now that would be a perect example of a game known for pushing the system's limits.
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