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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Tue Oct 29, 2013 7:34 am 


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SuperGrafx wrote:
Gradius III on SNES
Basically the game ran in a constant state of slowdown -- unless you stopped firing your weapon.


G-Darius's PS1 port is like this too. It doesn't slow down so much as occasionally resume arcade speed when the screen is empty.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Wed Oct 30, 2013 4:26 pm 


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Wed Oct 30, 2013 6:09 pm 


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Nobody mentioned Super R-Type yet?
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Wed Oct 30, 2013 7:57 pm 


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Marc wrote:
Nobody mentioned Super R-Type yet?



That one is pretty infamous, but I haven't played it in so long that I have forgotten how bad it is.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Wed Oct 30, 2013 11:28 pm 


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Super Famicom Thunder Spirits with rapid fire turned on: Pressing fire = frame skip.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 12:43 am 


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Blazing Star stage 1 boss, when it charges in from the right and smashes that giant monument.

http://youtu.be/b7-NZtL_0SE?t=2m

It's actually kind of a cool effect, I wonder if they did it on purpose?
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 3:01 am 


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All those Arc Nova 'splosions on Assault Suits Valken and your suit's protracted detonation on death.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 3:43 am 


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May just be a fuzzy memory, but doesn't In the Hunt chug a bit? Awesome game and graphics, but I remember it being sloooow.


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 10:49 pm 


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drauch wrote:
May just be a fuzzy memory, but doesn't In the Hunt chug a bit? Awesome game and graphics, but I remember it being sloooow.

IIRC the Saturn port has a good deal of slowdown, not sure how much compared to the arcade original or PS version though.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 11:31 pm 


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Skykid wrote:
All those Arc Nova 'splosions on Assault Suits Valken and your suit's protracted detonation on death.


Aww yeah. Especially the framerate-crushing detonations at the stage's climax when sabotaging the engines, with the screen glaring white-hot each time. Now that's the sort of apocalyptic impact you want while punching out a plummeting space colony's afterburners.

BulletMagnet wrote:
drauch wrote:
May just be a fuzzy memory, but doesn't In the Hunt chug a bit? Awesome game and graphics, but I remember it being sloooow.

IIRC the Saturn port has a good deal of slowdown, not sure how much compared to the arcade original or PS version though.


According to system11 some years back, ITH/Kaitei Daisensou's slowdown pecking order from slowest to fastest is SS port -> PCB -> PS1 port.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Oct 31, 2013 11:56 pm 


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V-V stage 6 2nd loop was the hardest I've ever seen my Mega Drive choking... A raining hell of slowdown and huge sprites flickering on the mid boss battle. I loved it. :)


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sat Nov 02, 2013 12:59 pm 


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This thread + Bangai-o necro bump immediately had me reminisicing about the awesome slowdown induced in both versions of Bangai-o when you activated the full 400x missile array.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sat Nov 02, 2013 3:10 pm 


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BIL wrote:
According to system11 some years back, ITH/Kaitei Daisensou's slowdown pecking order from slowest to fastest is SS port -> PCB -> PS1 port.

PS1 version is missing the flying cave rocks, though (at least on default difficulty). I wouldn't trade the PCB for the PS1 port.

Thread reminded me of this classic. Just had the same experience in The Getaway, where it's equally hilarious due to the English accents. Wats with the Buuurd, Harry?


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sun Nov 03, 2013 5:11 am 


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null1024 wrote:
Despatche wrote:
ikaruga slowdown on explosions (gamecube only? not sure how the port differences work) are p.cool

double dragon (ac) slowdown is not cool and fuck that game


Slows down on DC, and IIRC in the arcade. I'm pretty sure that was coded in to make explosions look cooler [or maybe they just made something that was too taxing and the slowdown looked cool and left it there 8) ].

DD in the arcade bothers me. That game is perpetually running under slowdown.


Double Dragon 2 is probably the king of slowdown. This is no problem on the PC Engine version, OTOH. Shame Technos didn't go with 16-bit hardware. Using the 8-bit board was supposedly a cost saving measure or something.

When Double Dragon 3 moved to a 16-bit system, unfortunately Technos wasn't developing it and had East Technology do it instead. Bad move, but at least ET did do far better with Silent Dragon later on. DD3 has REALLY JERKY animation for the characters.

Magic Sword on SNES can really choke sometimes.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sun Nov 03, 2013 7:33 am 


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Okay, here's a super brutal one: Saturn port of Outlaws of the Lost Dynasty. I DARE you to try and play it.


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sun Nov 03, 2013 1:12 pm 


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Acid King wrote:
This thread + Bangai-o necro bump immediately had me reminisicing about the awesome slowdown induced in both versions of Bangai-o when you activated the full 400x missile array.


Bangai-O Spirits DS is also full of slowdown. Advance Guardian Heroes has a ton of slowdown too, though, in this case, it's often the bad kind since the game is heavily focused on parrying attacks.


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sun Nov 03, 2013 1:59 pm 


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Three sublime examples of the "super slow BOSS K.O."

The Ninja Warriors Again [SFC] Stage clear sequence. Rather stylish robovision fadeout accompanying the slow descent to a dead stop, then BOOM! Back to full colour + speed. Also super satisfying at the end of a tense battle.

Spoiler: show
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Contra The Hard Corps [MD] TRAGIC RAIL MISHAP. Piledrives the nigh-unshakeable framerate through the floor in a split-second. Criminally missing from the GBA Hard Spirits' bastardised version of this stage.

Spoiler: show
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Vampire Killer [MD] Death by parallax and Raizing shrapnel.

Spoiler: show
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Last edited by BIL on Mon Dec 29, 2014 2:35 am, edited 3 times in total.

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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 2:02 am 


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Gradius PCE Cell Stage with max options :shock: :shock: :shock: this is mind expanding slowdown. I saw the messenger of the new God there.

So good. Image
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 2:13 am 


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BIL wrote:
Gradius PCE Cell Stage with max options :shock: :shock: :shock: this is mind expanding slowdown. I saw the messenger of the new God there.

So good. Image


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 2:16 am 


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Now I want to ROMhack that many options in the PCE version and watch as the machine's CPU creates a singularity that collapses our planet and everything on it into the surface area of a pinhead.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 2:51 am 


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All of Muchi Pork's arrange mode. It's almost one huge continuous slowdown trip and I think it was intentional.

Special mention.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 3:13 am 


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Bangai-o on DC can slowdown so much the console crashes.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 4:14 am 


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chempop wrote:
Bangai-o on DC can slowdown so much the console crashes.

Spirits on DS has never crashed on me, but filling a custom stage with enough 8-way homing missile turrets and releasing a max burst of your own will bring the framerate down to <1 FPS in a hurry.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Mon Dec 29, 2014 4:36 am 


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How much does Bangai-O N64 slow down? Enough to make the console explode?

Centipede for the Atari 800 has an odd thing where it slows down when shots are fired. I was put off by this at first, but it turned out to only be a minor issue since the game is actually one of the more challenging versions and is actually very accurate gameplay wise.


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Jan 08, 2015 4:13 pm 


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It's not a sprite based game, but the section in Ninja Gaiden II (for Xbox 360) where you ascend the stairs, while fighting....ONE MILLION TROOPS...well, maybe not that many, but it seems like it. That is some crazy slowdown.
When I first played that game, when it got to that part, my system just froze. I had to turn it off and start from the last save point. :lol:
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Jan 08, 2015 10:06 pm 


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Super R-Type, basically whenever there are more than ten sprites on screen. I love the game more than R-Type 2, bit the slowdown is a killer. Fix that, add checkpoints.... best of the series.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Jan 08, 2015 11:00 pm 


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Thu Jan 08, 2015 11:51 pm 


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BrianC wrote:
How much does Bangai-O N64 slow down? Enough to make the console explode?

Yes, probably.

https://www.youtube.com/watch?v=F4JkYalTBpU#t=164

Of course I'm cheating a bit here.


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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sat Jan 10, 2015 2:16 am 


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Last Resort on Neo-Geo has some really glorious moments in stage 2's gun turret tunnel if you allow the bullets to build up rather than G-bombing the turrets as you go.
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 Post subject: Re: Slowdown's Greatest Hits
PostPosted: Sat Jan 10, 2015 2:28 am 


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Real life. Has major slowdown issues when waiting for something, but goes way too fast otherwise. Needs fixing.
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