Defender_2600 Posted May 3, 2020 Share Posted May 3, 2020 Regarding the color limitations of the 7800 in the 320 mode, I would just like to mention, to people who are not familiar with the system specifications, that in the 320 mode the 7800 displays the resolution of 320 horizontal pixels (the same horizontal resolution as the Sega Genesis) therefore a higher horizontal resolution than other systems such as ColecoVision, NES, Sega Master System, CoCo 3, SNES, etc. (all these systems display the resolution of 256 horizontal pixels). The 7800 320 mode (320×240) shows square pixels (pixel aspect ratio: 0.9 NTSC and 1.0 PAL) and can replicate the correct aspect ratio of the arcade graphics. For example, the NES with 256 horizontal pixels by 240 vertical pixels display wide pixels and therefore wide sprites/tiles compared to arcade graphics / 7800 320 mode (same goes for ColecoVision, Sega Master System, CoCo 3, SNES, etc., for these systems the pixel aspect ratio is approximately 1.2 NTSC and 1.4 PAL). Also, when you have only 240 vertical pixels it may be useful to place a extra display (scores, status, etc.) on the right side of the main game but in this case the play field will be compromised if you have only 256 horizontal pixels rather than 320 horizontal pixels. Among other things, the 7800 features a palette of 256 colors, this is an advantage not only in 160 mode (where we have a lot of colors on the screen) but also when using a graphics mode with fewer colors on the screen. Indeed, this new Pac-Man Collection 320 still has pretty balanced colors and you can clearly distinguish the role of each ghost. Instead, I can't say the same about the Tengen version of Ms. Pac-Man on NES, where it's easy to get confused between Blinky and Sue, accomplice a palette of only 48 colors and 6 grays. So generalizing, the rule is always the same, high resolution / low number of color or low resolution / high number of colors and in conclusion each system has its strengths. However, while I see that the limitations of the 7800 are often discussed, I think the strengths should be mentioned in equal measure and certainly this new Pac-Man Collection 320 is a further demonstration of the good use of a potential that is sometimes underestimated. Therefore, thanks to the talent and dedication of our PacManPlus, again he made a big difference. Of course, as already said, if we look at this new collection with the magnifying glass, we will find some minor graphic imperfections but they are really details insignificant and they are nothing compared to the limitations of other arcade ports that we have seen on all classic systems over the years. If we then consider the gameplay accurate, all the many game options and the avalanche of mazes available, then there is no comparison to make, end of the story, this is the definitive Pac-Man Collection. Another praise for the extraordinary work done with the TIA sound, usually always too underrated (and for this reason I also invite you to compare it with the sound of the Tengen version of Ms. Pac-Man on NES). A final note about the dithering for ghost eyes, this is certainly the best compromise but not the only one possible. Indeed, Bob did not use the dithering for ghost eyes in his previous Ms. Pac-Man 320, in which, renouncing transparency, it was possible to use the 6 colors (including white) without restrictions. In this old version, you will see a little black box around the sprites when the sprites overlap but this is almost unnoticeable on real hardware. Okay, the time has come to play with it. Thanks again Bob, really phenomenal job! Again, thank you so much for giving us this wonder. 8 1 Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.