Ranger03 Posted August 12, 2018 Share Posted August 12, 2018 genuine question. Not knocking the snes, but cheesing the tougher sections by falling back on mode 7 is cheating. Take Castlevania Bloodlines for example. that game is amazing and most of the work is done in software. I'm of the belief that systems that forced you to improvise (Sega Genesis, Zx81/Spectrum) with what you had, ultimately produced better games. Now as to my question: Could the same stuff that is on the SNES version of Super Mario World, be reproduced on the Sega Genesis? or failing that, the sega CD or 32X? (Not that the SNES trumps the 32X by any means, i mean look at Shadow squadron or star wars 32X. the SNES would DIE if it tried that. could it be done? Quote Link to comment Share on other sites More sharing options...
OldSchoolRetroGamer Posted August 12, 2018 Share Posted August 12, 2018 (edited) Of course. This is just a hack of another game (Squirrel King) but shows the possibility. https://www.youtube.com/watch?v=6E63lMeUJsI Edited August 12, 2018 by OldSchoolRetroGamer 3 Quote Link to comment Share on other sites More sharing options...
Ranger03 Posted August 13, 2018 Author Share Posted August 13, 2018 that's real nicely done. i like how the sprites are smoothed out and the visuals are a lot cleaner. this should be made into an actual game. granted, it still needs collision detection but great nonetheless 1 Quote Link to comment Share on other sites More sharing options...
homerhomer Posted August 13, 2018 Share Posted August 13, 2018 With the right developer, sure. Quote Link to comment Share on other sites More sharing options...
Ranger03 Posted August 13, 2018 Author Share Posted August 13, 2018 i've only ever used one IDE and it uses static variables. a nightmare for sure Quote Link to comment Share on other sites More sharing options...
00010000 Posted August 17, 2018 Share Posted August 17, 2018 Lol I don't see why not; isn't there a hellish-looking Sonic knockoff on SNES? Granted, an actual SMB on Genesis would need to do some of the graphical features (like Mode 7) in software, but all the same some of the Sonic stuff on SNES would have to be done in software too (or via specialty chips on a cart to handle those kind of things). Quote Link to comment Share on other sites More sharing options...
Rocket Man Posted August 23, 2018 Share Posted August 23, 2018 Are you planning on creating a Hack? Quote Link to comment Share on other sites More sharing options...
Ranger03 Posted September 4, 2018 Author Share Posted September 4, 2018 Are you planning on creating a Hack? no, my knowledge of programming the z80/6502 is still low Quote Link to comment Share on other sites More sharing options...
+Black_Tiger Posted September 4, 2018 Share Posted September 4, 2018 SMW doesn't use Mode 7 for gameplay and most of it is just filler to save on animation. The closest it comes is the tilting platform, which the Genesis can do with column scrolling and raster effects. The rest is NES quality for the most part, as the game was likely a quick port from a Famicom project. A Genesis or another SNES version could be much more detailed and feature much nicer color. 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 4, 2018 Share Posted September 4, 2018 There's already been an "Asian original" SMW game. Meaning, most of the people in the scene think that at least the game engine is original. 1 Quote Link to comment Share on other sites More sharing options...
derFunkenstein Posted September 5, 2018 Share Posted September 5, 2018 (edited) There's already been an "Asian original" SMW game. Meaning, most of the people in the scene think that at least the game engine is original. LOL at the Jeopardy theme as the ice level's music at 12:20 and the ending theme Edited September 5, 2018 by derFunkenstein Quote Link to comment Share on other sites More sharing options...
Spike Danton Posted September 13, 2018 Share Posted September 13, 2018 I read an Nintendo interview where they themselves talked about how they were not sure if SMW was the best way to show off the SNES against games like Sonic because it wasn't a big deviation from SMB3 on the NES. They wanted more games that focused more on the SNES strengths. I don't know if that was a Nintendo of America or Nintendo of Japan employee though. 2 Quote Link to comment Share on other sites More sharing options...
00010000 Posted September 16, 2018 Share Posted September 16, 2018 (edited) I read an Nintendo interview where they themselves talked about how they were not sure if SMW was the best way to show off the SNES against games like Sonic because it wasn't a big deviation from SMB3 on the NES. They wanted more games that focused more on the SNES strengths. I don't know if that was a Nintendo of America or Nintendo of Japan employee though. Welp, they certainly stepped up big time w/ Yoshi's Island. That game is visually magnificent (and also just really fun to play). ...Even tho *technically* speaking, it needed a coprocessor on-board to pull that off. But eh, SNES was designed with that stuff in mind in general so whatever xD Edited September 16, 2018 by 00010000 Quote Link to comment Share on other sites More sharing options...
+Black_Tiger Posted September 16, 2018 Share Posted September 16, 2018 Welp, they certainly stepped up big time w/ Yoshi's Island. That game is visually magnificent (and also just really fun to play). ...Even tho *technically* speaking, it needed a coprocessor on-board to pull that off. But eh, SNES was designed with that stuff in mind in general so whatever xD The problem is that it was released well into the 32-bit generation and instead of being compared to the original Sonic the Hedgehog it was then compared to Playstation and Saturn games. Quote Link to comment Share on other sites More sharing options...
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