Super Stardust HD reviews

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Guardians Knight
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Post by Guardians Knight »

anyone who has played this but not the original star dust and then super star dust for the aga machines should really go check them out.

Spadg the old gfx hold up nicely to time actually, that ray-tracing stuff still looks ok, fair enough not a patch on those new shiney gfx but Bloodhouse sure knew how to make the amiga sing....

end of memory lane. think i'll go plug my amiga in.....
001
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spadgy
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Post by spadgy »

Guardians Knight wrote:anyone who has played this but not the original star dust and then super star dust for the aga machines should really go check them out.

Spadg the old gfx hold up nicely to time actually, that ray-tracing stuff still looks ok, fair enough not a patch on those new shiney gfx but Bloodhouse sure knew how to make the amiga sing....

end of memory lane. think i'll go plug my amiga in.....
Hey Guardians Knight - I played the original AGA games plenty - they were one of those times that as a kid I predicted graphics could never look any better, and a little part of me thinks I wasn't far off being right in a weird way!

And Guardians Knight - aren't you meant to be submitting a score to the Raiden IV hi-score thread?
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Guardians Knight
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Post by Guardians Knight »

lol oh aye, i'll have to load raiden up to find it out, cant remember off the top of me head. its bed time now so ill do it tomorrows
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Thunder Force
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Re: Super Stardust HD reviews

Post by Thunder Force »

A minor news update for Super Stardust fans...

IGN reports that a test version of the game, fully updated for stereoscopic 3-D, is being shown off at CES this year!
IGN wrote:Super Stardust is a recreation of the dual-stick 2007 PlayStation Network shooter. Of the three games, this was the most immediately arresting thanks to the sharp visuals and the layering of the play field. The rotating asteroids that swing around the planet really appeared set apart from the surface below and did look to be moving toward you as they come around the back half of the planet. There is an element of gimmick to it because the 3D does not have any actual effect on the play itself, but it is attractive.
"Thunder Force VI does not suck, shut your fucking mouth." ~ Shane Bettenhausen
Darkseed
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Re: Super Stardust HD reviews

Post by Darkseed »

Thunder Force wrote:A minor news update for Super Stardust fans...

IGN reports that a test version of the game, fully updated for stereoscopic 3-D, is being shown off at CES this year!
IGN wrote:Super Stardust is a recreation of the dual-stick 2007 PlayStation Network shooter. Of the three games, this was the most immediately arresting thanks to the sharp visuals and the layering of the play field. The rotating asteroids that swing around the planet really appeared set apart from the surface below and did look to be moving toward you as they come around the back half of the planet. There is an element of gimmick to it because the 3D does not have any actual effect on the play itself, but it is attractive.
Fuckin A!!!
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Thunder Force
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Re: Super Stardust HD reviews

Post by Thunder Force »

fyi, Eurogamer has a brief developer interview explaining some of the programming behind the stereoscopic tech used in the 120 frames-per-second Super Stardust 3-D.
"Thunder Force VI does not suck, shut your fucking mouth." ~ Shane Bettenhausen
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Jeneki
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Re: Super Stardust HD reviews

Post by Jeneki »

That's interesting. I remember Sony talking about 120 frames-per-second gaming back in the Build Hype For The PS3 days. Makes me wonder if this is what they had in mind or if it's just a coincidence.
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MJR
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Re: Super Stardust HD reviews

Post by MJR »

about SSD 3-D, it will be amazing.

trust me on this :)
Pulsewidth
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Re: Super Stardust HD reviews

Post by Pulsewidth »

If the system can render 720p120 I'd rather see standard monoscopic than stereoscopic 3D. As a happy user of a ViewSonic VX2268wm 120Hz monitor I can confirm than 120fps makes a huge difference in motion quality. Not only does it make fast motion more realistic (anyone who plays Psikyo STGs should agree that 60fps isn't sufficient) but it halves the sample-and-hold blur of LCD displays.

If you're not familiar with this there's a good article about motion representation here:
http://www.microsoft.com/whdc/archive/temprate.mspx

The flicker of CRT displays is actually a good thing, because it makes motion look sharp and smooth in a way no LCD can match. Some high end LCDs are attempting to address this with things like backlight strobing and blank frame insertion, but it's still a big problem. I modified SDLmame for blank frame insertion a while back (on a 120Hz CRT) but I'm not using it now because I'm waiting for better graphics drivers. I don't have the patch easily available, but it was a fairly simple modication of Cabmame's frame doubling patch.
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