

Really? I thought PSX port of DX was meant to be very accurate?Emo Fox Jet Pilot wrote: but the home version lacks in so many areas compared to the arcade version. Ahh, the memories...
ChurchOfSolipsism wrote: ALso, this is how SKykid usually posts
This would certainly be in my top 3 I'd guess.LSU wrote:So hard to pick just one... but if I had to, it'd be:
Robotron 2084 - Because it's just so damn pure.
At first glance, it does seem like an accurate port, but it has many imperfections if you look closely. First off, the sound effects and music quality is worse than the arcade version. The instruments in the music lack "strength", especially the bass. The explosions sound weaker also. Secondly, the PSX port runs at a higher framerate than the arcade, making it slightly harder. Another obvious difference I noticed was that the PSX port lacks certain, bigger explosion sprites when you destroy the medium sized tanks. Also, in the arcade version, there is a light bluish-white shockwave around explosions from crashing aircraft and the tanks with 3 cannons, and they produce larger debris in higher quantities than the port. In the training stage in the arcade version, when you pass over the farmlands in the beginning, you only encounter 1 tank with 3 guns on each side of the screen, while in the port, there are always 2 on each side, and there are more medal crates. Also, right before the tank drives out of the house before the forest area, the power-up carrying plane that is parked on the ground is moved slightly to the right in the arcade version.Skykid wrote:Really? I thought PSX port of DX was meant to be very accurate?Emo Fox Jet Pilot wrote: but the home version lacks in so many areas compared to the arcade version. Ahh, the memories...
Yes, upon seeing the classic 1983 Atari Inc. produced Star Wars for the first time at my local Tilt! arcade on the upper floor of the Vintage Faire Mall in Modesto, CA was quite something. There was a long row of quarters placed on the marquee as many folks were waiting paitiently to try it out for themselves.Raytrace wrote:I presume you are speaking of the vector Star Wars game - I'd have to agree - nothing else has quite the same magical appeal as that cab for me.
those vector graphics blew me away and I think they're probably the root of why I love all things vector (in design etc.) I mean, to this day. Those asterisk like explosions - beautiful.
What an awesome gamePC Engine Fan X! wrote:Blaster
Haha! Maybe I did spend a little too much time with it. Yeah, I was actually going for a ridiculous pose in that pic because the bartender put 2 limes in my drink and I wanted to show off what a baller I am.Skykid wrote: @Jason, hope you don't mind me saying, but your avatar pic kinda reminded me of a Simpson character. I think you played that game too much dude!
Man, the Amiga version must be a mess if the PC-Engine version is smoother. And the C64 port looks surprisingly competent considering it's the effing C64 trying to replicate a game that runs on Y-Board power.gameoverDude wrote:The instant gameover if time runs out and lack of timer reset at continue are the only things that bugged me on TC1. I'm glad Namco fixed that in their later TC games, which reset the timer after you lose a life. In Razing Storm, the time is almost too generous- but you still need to proceed quickly to score well.
ST Dragon - It's After Burner "Complete" on 32X that has the 30 FPS framerate. Saturn After Burner is 60.
Around the early 90s (a bit after the 1988 copyright), I played Power Drift at a golf & games place. They had the DX tilting cabinet for 50 cents. At the time, this was an arcade game I couldn't imagine being ported well to anything. PD's strength was how it simulated a 3D racetrack with loads of scaling sprites- complete with undulations, like the log hills in Course C's first stage, the jumps found in many tracks, etc. Rad Mobile ran on the supposedly superior System 32, but PD rivalled it visually. Sega's Y Board took the Super Scaler system to its max. Getting something like this at home would not be possible for awhile, and even the Saturn PD had its shortcomings.
I eventually tried the C64 version on an emulator just to see what that was like- and actually it's not half bad. While the tilting effect is understandably absent, the gameplay is represented better than you'd expect. In fact the Amiga version jobs badly to this one. C64's BGM is a nice arrangement, but the passing noise sounds hilariously like a cat meowing. The PC Engine game is smoother than the Amiga one and plays alright, but the 4M card size limits it to 9 tracks. Shame there wasn't a 12 Meg card or PCE CD version with all 25 stages (five 5-track courses) plus the 2 extra ones.
XBLA and PSN sure could use a port. If that happens, the Japan-only link play version should be added either as an extra mode or DLC.
I'm honestly surprised by all of the Outrunners love. I found it to be quite a disappointment considering its namesake. It wasn't as disappointing as, say, Turbo Outrun, but I found Outrunners to be less than stellar when compared with the original. That, again, was another reason why I thought so highly of Outrun 2006 and SP...they really stayed true to the spirit of the original, I thought.null1024 wrote:I also want to say OutRunners for this thread, being the best version of Sega's pure timed driving game concept [yes, better than Outrun 2/SP/2006], but I dunno. One doesn't simply go saying the greatest arcade game of all time if he can think of other equally worthy contenders.
OutRunners takes the formula set by the original, gives it a fresh coat of paint, brings everything up to 11, and has really solid track layouts. Outrun SP/2006 is a bit more subdued, both in stage layouts and in style [not entirely a bad thing, if they tried to be more excessive than OutRunners, they'd be overdoing it], and suffers a bit in comparison. On the other hand, SP/2006 has the best drift feeling I've had in a racer [you can be drifting for miiiiiles [and it feels amazing] even though that kills your time, haha], the slipstream system is neat, and the car handling is modernized while keeping the feel of Outrun.boagman wrote:I'm honestly surprised by all of the Outrunners love. I found it to be quite a disappointment considering its namesake. It wasn't as disappointing as, say, Turbo Outrun, but I found Outrunners to be less than stellar when compared with the original. That, again, was another reason why I thought so highly of Outrun 2006 and SP...they really stayed true to the spirit of the original, I thought.null1024 wrote:I also want to say OutRunners for this thread, being the best version of Sega's pure timed driving game concept [yes, better than Outrun 2/SP/2006], but I dunno. One doesn't simply go saying the greatest arcade game of all time if he can think of other equally worthy contenders.
So then, I've got to ask: your vehicle of choice in Outrunners?null1024 wrote:I can see people not liking OutRunners as much -- Outrun is all about a guy trying to impress his girl, it's really stylish and chill, and has a certain feel that OutRunners replaces with the trappings of a silly but grand race around the world. Outrun is as much about the vibe as it is about the drive, and Outrun 2/SP/2006 gets that original feel down. But, hey.
The PCE Hu-Card of Raiden weighs in at an impressive 6 megabit sized cartridge...so yes, it'd would've been possible for Sega to release an upgraded larger Hu-Card cart size or go with the Super CD-Rom2 or Arcade CD-Rom2 format with the 16-megabit upgrade in RAM with an Arcade Card Duo (or Arcade Card Pro for that matter) to do Power Drift proper justice/homage on the PCE platform. Not to mention hearing all of PD's BGMs in glorious Redbook 44.1kHz audio format would've been ace in my book if Sega went the PCE CD route with PD. It certainly, would be Sega's finest hour to use their knowledge and expertise with it's PCE Afterburner II Hu-Card release & push the envelope even further to refine the scaling sprite EFX (via programming) with such a PCE PD revision/upgraded port release.gameoverDude wrote:The PC Engine game is smoother than the Amiga one and plays alright, but the 4M card size limits it to 9 tracks. Shame there wasn't a 12 Meg card or PCE CD version with all 25 stages (five 5-track courses) plus the 2 extra ones.
Usually the Bad Boy.boagman wrote:So then, I've got to ask: your vehicle of choice in Outrunners?null1024 wrote:I can see people not liking OutRunners as much -- Outrun is all about a guy trying to impress his girl, it's really stylish and chill, and has a certain feel that OutRunners replaces with the trappings of a silly but grand race around the world. Outrun is as much about the vibe as it is about the drive, and Outrun 2/SP/2006 gets that original feel down. But, hey.
Aw, you see? I'm all about the Quick Reactor...great handling.null1024 wrote:Usually the Bad Boy.boagman wrote:So then, I've got to ask: your vehicle of choice in Outrunners?null1024 wrote:I can see people not liking OutRunners as much -- Outrun is all about a guy trying to impress his girl, it's really stylish and chill, and has a certain feel that OutRunners replaces with the trappings of a silly but grand race around the world. Outrun is as much about the vibe as it is about the drive, and Outrun 2/SP/2006 gets that original feel down. But, hey.
If I'm playing against friends, I'll just choose at random for variety.
One of my local movie theaters still has one, but it's in fairly sad shape at this point... That didn't stop me from taking over the leader boards this past winter. Playing the game on a cab with proper force feedback adds a degree of challenge that is completely missed when playing it emulated.Obiwanshinobi wrote:Metal Slug. Wish I could say SCUD Race, but at the time something that looked like a toy car didn't look like fun to me. (Got into arcade racers late in the day and those are still primarily a console genre in my book.) Nowadays that SCUD Race cab haunts me. Seeing it out in the wild one of these days would be an awkward reunion.
The :bow Chris Butler :bow2 C64 version was viewed as a marvel at the time in the way it capture as much as it could of the arcade as it possibly could -and- did it in a single tape load. Blew me away when i got it ... sigh - i sometimes miss the days when home hardware was miles behind arcade hardware. It made the home versions so much more interesting to see just how close people could get within the limits of the hardware.I eventually tried the C64 version on an emulator just to see what that was like- and actually it's not half bad. While the tilting effect is understandably absent, the gameplay is represented better than you'd expect. In fact the Amiga version jobs badly to this one. C64's BGM is a nice arrangement, but the passing noise sounds hilariously like a cat meowing. The PC Engine game is smoother than the Amiga one and plays alright, but the 4M card size limits it to 9 tracks. Shame there wasn't a 12 Meg card or PCE CD version with all 25 stages (five 5-track courses) plus the 2 extra ones.
the best hope right now lies with the M2/Sega 3DS e-shop ports. Basically, M2 have built an absolutely fantastic emulator and the two games out to date (Space Harrier and Super Hang On) are absolutely -amazingly- well handled. The options are pretty exhaustive including simulation of the hydraulic cab tilting -where they've sampled the actual sound of the unit tilting-, a graphic equaliser allowing you to tweak the music/sound to your liking, various difficulty settings, added extras (Haya Oh added to arcade Space Harrier), and of course now in (optional) 3D. Power Drift would be perfect and, to be honest, given how little effort it would appear to take, i'm hopeful we'll see Power Drift, Afterburner 2, Outrun, Galaxy Force 2, etc. 600 yen a pop too. Obviously no sign of a western release yet, but... :/XBLA and PSN sure could use a port. If that happens, the Japan-only link play version should be added either as an extra mode or DLC.
Well, Sega's arcade teams never really stopped being great, thank goodness. Things like Outrun 2, After Burner Climax, Virtua Fighter 4 and 5, and HOTD4 are proof of that [admittedly, all those games are fairly old by now, bar VF5]. They're just not nearly as prolific in the 1990s anymore, siiiiiiiigh.PlanetHarriers wrote:I remember going ashore in Osaka (Namba) about 15 years ago, checking out the arcades and being blown away by SCUD Race. The graphics were mind blowing. Every year there was something new, something amazing from Sega - Virtua Racing, Virtua fighter, Virtua Cop, Daytona, Virtua Fighter 2 - I couldn't wait to see what was to come next.
No way did I imagine it was all going to go down hill.
The local Incredible John's Pizza joint in Modesto, CA has a deluxe two player cab of Namco's Wangan Midnight Maximum Tune (circa 2004 and powered by RenderWare with it's gaming engine) but the card reader isn't working properly nowdays, so all that hard work saved on such a typical user WMMT memory card is thrown out the window. However, if you keep credit feeding it, it still saves your car with all the added parts/upgrades until you run out of credits, then it's back to square one again (meaning you have to start from scratch again). Back in 2005 & into 2007, it was still possible to buy such WMMT memory cards and keep your precious player stats and upgraded parts. I had a blue colored 620bhp car (with auto transmission setup) to finally race against the legendary "Blue Devil" Datsun 240ZX car on the final race...it was a solid 22 minutes pedal-to-the-metal race to the finish line! Only after you win that final race, do you get to watch the ending staff credits scroll by. With it's manual 6-speed gear shifter + usual steering wheel & gas & brake pedal setup, it's quite a solid arcade racing experience not to be missed. Of course, Namco released two further upgrades with the Wangan Midnight Tune 2 and 3 releases all running on the solid Sega Chihiro arcade platform.StarCreator wrote:Of all the arcade games that have ever been readily accessible to me, only three have had me inserting credits over and over again:
Gauntlet Dark Legacy
Dance Dance Revolution
Wangan Midnight Maximum Tune
Gauntlet and Wangan kept player profiles so you picked up all your accumulated progress every time you coined up, and the local communities for the games were quite active. DDR had a big local following too, though if I play DDR at this point it's more for personal achievement than anything else. I'd rather play IIDX or Technika over DDR but I have to travel at least three hours by car to play either of those.
The series is up to Maximum Tune 4, actually. Round 1 Puente Hills had Maximum Tune 3DX+ as of my visit about a year and a half ago. There was a significant hardware change after Maximum Tune 2 - not sure what the hardware is called but it's something PC based, vs the Xbox-based Chihiro.PC Engine Fan X! wrote:Of course, Namco released two further upgrades with the Wangan Midnight Tune 2 and 3 releases all running on the solid Sega Chihiro arcade platform.
It'd sure be nice if Namco releases all three WMMT games on the PS3 or 360 with proper force-feedback endowed steering wheel compatibility from the get-go. To this day, they remain an exclusive arcade racing experience indeed. Namco released all the WMMT OSTs for your listening pleasure as well.
PC Engine Fan X! ^_~
Yep, the Amiga Power Drift is definitely THAT bad. I'm talking trainwreck.null1024 wrote: Man, the Amiga version must be a mess if the PC-Engine version is smoother. And the C64 port looks surprisingly competent considering it's the effing C64 trying to replicate a game that runs on Y-Board power.
On a slightly related note:
Sega's System 32 efforts were crazy impressive [and often fairly flawed, anyone ever play Dark Edge? Really neat look and feel, with full 3D fighting years before SoulCalibur... but it's almost completely unplayable], and I hold OutRunners a little higher than the original OutRun [OutRunners has nearly flawless presentation and excellent course design, also it has hills that look right unlike OutRun's, it's like what DOJ is to DDP to me]. Rad Mobile is crazy cool too, over-the-top in a different way, and shows that Sega quality driving action.
The System 32 school of game development [interesting concepts, jawdropping 2D visuals used to convey fully 3D space, this was when the technique was most refined] is probably one of the most interesting times for 3D gaming.
Man, now I want to gush a bit more about Sega. And play some OutRunners. I really wish I had a buddy on-hand to do both though, that'll have to wait until Friday...![]()
I also want to say OutRunners for this thread, being the best version of Sega's pure timed driving game concept [yes, better than Outrun 2/SP/2006], but I dunno. One doesn't simply go saying the greatest arcade game of all time if he can think of other equally worthy contenders.
That's a game that desperately needs a XBLA+PSN port or something, it's a game that deserves better than the completely shit Genesis port. It really deserved a Saturn port, really badly [they might have just fucked it up like Rad Mobile -> Gale Racer though...]. It really deserves recognition.
I gathered that PlanetHarrier was commenting on graphics more than gameplay, and I agree 100%. Graphically speaking, Sega Model 3 racers were years ahead of anything you could get at home. Scud Race had Xbox 360 visuals in 1996, when the best looking 3D racer on the consoles was Ridge Racer for PSX. The graphical disconnect between home and arcade disappeared shortly after that.null1024 wrote:Well, Sega's arcade teams never really stopped being great, thank goodness. Things like Outrun 2, After Burner Climax, Virtua Fighter 4 and 5, and HOTD4 are proof of that [admittedly, all those games are fairly old by now, bar VF5]. They're just not nearly as prolific in the 1990s anymore, siiiiiiiigh.PlanetHarriers wrote:I remember going ashore in Osaka (Namba) about 15 years ago, checking out the arcades and being blown away by SCUD Race. The graphics were mind blowing. Every year there was something new, something amazing from Sega - Virtua Racing, Virtua fighter, Virtua Cop, Daytona, Virtua Fighter 2 - I couldn't wait to see what was to come next.
No way did I imagine it was all going to go down hill.