Arcade to port differences? or just anal?

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FRO
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Post by FRO »

Thunder Force wrote:I also like the modern trend of throwing in cool extras to home ports, such as arrange modes, etc... Ever since Compile added a bonus level into their SMS port of R-Type, I've always appreciated such bonuses. It was generally rare to see major new content in home ports though, I think, until Namco started routinely doing it to their early PS1 releases. (Now people almost take it for granted.)
I'm not sure people take it for granted insomuch as they expect it as part of the package. I mean, look at all the extras we got w/ the Mega Man Collection! There was an interview w/ the creator, we got 2 extra games, tons of remixes & artwork...it was huge. Now there are people mighty disappointed w/ the Mega Man X Collection because there are less games, less content, & hardly any extras to speak of. I mean, isn't it convenient enough for people to have 6 games on one disc?

I do think the extra stuff is nice to have when it's available. Take Gekioh: Shooting King for example. That had several "arrange" modes that changed the gameplay in varying amounts. I think it adds replay value if done right, but shouldn't be done in the "everything but the kitchen sink" variety that some DVD makers are getting into. Some put too little content in, some put way too much in. I think there needs to be a balance so there's not so much extra content that it becomes fluff.
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Shatterhand
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Post by Shatterhand »

I still consider the forum discussions concerning differences between modern versions of games useful and interesting though; as I still generally want the best version possible for my money.
Don't get me wrong, I do find it useful. But I find it funny too :)


This reminds me the 1st time I saw Street Fighter Alpha on a PSX in a game store and I just went "WOW, I can't believe we reached an era where arcade ports are IDENTICAL to the arcade game!" .

Which, of course, it's not true regarding that specifc game :)

Are you complaining about Out-Run on the C64? Check out the Spectrum version

http://www.mameworld.net/retroview/spec ... n128_b.gif

The MSX got two versions, the MSX 2 one, made by Pony
http://www.generation-msx.nl/msxdb/scre ... /g1091.gif

and the MSX 1, which was a port of the Spectrum one.. except they managed to make the Ferrari actually look RED, instead of the TRANSPARENT of the Spectrum version :D

http://naramura.kdn.ne.jp/msx3/koukogak ... OUTRUN.gif

:D
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louisg
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Post by louisg »

Shatterhand wrote: Are you complaining about Out-Run on the C64? Check out the Spectrum version
:D
Haha yeah, but I bet the Spectrum one had the road more or less bending correctly.. you know how when you steer in these games, the road near the vanishing point says about at the same point, and the road nerest you shifts? In the c64 one, it's the opposite! Classy stuff. The Spectrum Enduro Racer is amazing btw, and I hear Chase HQ is no slouch either.

http://www.outrun.org/new/specrun.html
Hmm.. on second thought.....

Maybe we should make an off-topic thread about old ports =)
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ill6
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Post by ill6 »

Inferior is quite an inflamitory word; it makes people that own a PCB sound elite in some way and I suppose in a way they are.

Let me summarize the situation:

1) The bottom line is that a native version of a game, PCB or otherwise, is the 100 accurate by definition.
2) Any port of any kind will differ in some way to the original unless the underlying architecture is the same. Some times ports try to improve in areas that were not possible on the original (XBox for example) or add extras but the bottom line is that it is going to differ.
3) Given that the shmups we are talking about are arcade the differences relate to the input, the display and commonly where slowdown occurs.
4) Given that the shmups we are talking about are native to the arcade and the games require split second hand to eye co-ordination those differences can be quite significant ranging from making a game impossible to play (GWG) harder (Ibara) or reasonably unchanged (Space Invaders!).

The bottom line, a port may still be a fun game but its not going to be exactly the same. That does not have to alter the fact that you enjoy the game but it will be different in often subtle ways. For me I buy the PCB's rather than the ports because I like the play position, display and input device on my Cab while I don't like those things on a console. It would not matter to me if the port is perfect as I can't play it in my Astro in RGB!

Others might buy a PCB because they can score better on the original hardware. I am not good enough for this to affect me but think about it; if a programmer develops a game for a host system and ensures that key parts are playable at the desired speed (which may have slow down to help in the case of Cave) then unless these timings are accurate the games is going to get more difficult. Now I see people arguing about the possibilities of 100% accurate ports but my computer science degree taught me that machines with different architectures will always produce different results; even if they are subtle.
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chtimi-CLA
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Post by chtimi-CLA »

i think a member here has a DOJ pcb, can't remember who though. hm, i think i need to buy it someday, i'll be sure to post a comparison.
what i love in the PS2 port that the PCB doesn't have, not mentionning the great extras, and the fine tuning you can do in pactice mode, is that:
-it saves scores
-the internet code provide a means of proving your score was on full defaults which is exceptionnal in ports or even PCBs, usually the only possible proof is recording a replay.
re-reading that old gp post it's really great from arika to have hired TAC to ensure the slowndown is as accurate as possible, nobody else goes to such lengths to make the best possible port.

regarding the gwg port, i'm sure it's entirely playable after getting used to it, but i don't WANT to. too bad, i love the gw series but this really looks like shit and i'm not paying for this rushed job.
ill6
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Post by ill6 »

I have both the DOJ PCB and PS2 game... I find the PS2 version to be virtually unplayable compared to the PCB because of my PS2 setup (Tate+arcade stick).
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chtimi-CLA
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Post by chtimi-CLA »

ill6 wrote:I have both the DOJ PCB and PS2 game... I find the PS2 version to be virtually unplayable compared to the PCB because of my PS2 setup (Tate+arcade stick).
i don't get it, what is wrong with Tate+arcade stick?
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GaijinPunch
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Post by GaijinPunch »

chtimi-CLA wrote:i don't get it, what is wrong with Tate+arcade stick?
I never do this, but:
Quoted for... uh.... good questionness.

Also worth noting, but my Mushi PCB came in last night. First run, I beat my high score, but only got to stage 3. A few runs later, I beat my high score and got to stage 5, and I'm REALLY cold. Take that as you will.
Last edited by GaijinPunch on Fri Jun 02, 2006 8:59 pm, edited 1 time in total.
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DC906270
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Post by DC906270 »

Gaijin Punch wrote:Take that as you will.
the pcb is easier? if so, then the ps2 version makes for good training :wink:
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freddiebamboo
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Post by freddiebamboo »

Apparently the pcb has more slowdown and it's done in a smoother way than the port. I think DEL made a post about it a while ago.
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GaijinPunch
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Post by GaijinPunch »

It is definitely no secret that the PCB slowdown is more frequent, and handled much better than the PS2 port. I also find it easier to stare blankly at the screen with the scanlines. All those purple bullets... scanlines definitely help.

I wouldn't say the PS2 version is good practice... just different. For a game that requires pattern memorization such as Mushi, it can affect your score adversely if you stick w/ the broken version too long.
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ill6
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Post by ill6 »

Sorry chaps... Yoko and Arcade stick!
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