cave hermit wrote:So how about all those different home console variants on Daytona USA?
Personally I like the original Saturn port the best since it felt the most faithful to the arcade in terms of graphics music and handling in spite of its framerate issues. The later versions, although I haven't played them, apparently change quite a bit in terms of the graphics, music, and handling. I might give Daytona USA 2001 a go though just to add another dreamcast racer to the collection.
The original 20fps, hilariously low draw distance version is great despite the graphical issues. It handles like a charm, it's fun, you can get used to 20fps, and the draw distance is more ugly vs actually making it hard to judge corners.
I have US CCE, and although it's certainly a bit prettier to look at, I absolutely cannot get anywhere with it. The handling makes no sense to me.
CIT wrote:The difficulty in comparing Saturn and PS1 3D also lies in the fact that the best looking PlayStation games (stuff like Vagrant Story, RR4, MGS) were released when Sega had already moved on to the Dreamcast. Who knows what Saturn 3D games had looked like in 1999 or 2000 from developers who really understood the hardware. The only glimpse we have is Burning Rangers and the Saturn Shenmue demo.
That Shenmue demo seems really neat right until you see that it's like entirely fullbright. Also, that framerate. In fact, it seems to do the exact opposite of playing to the Saturn's strengths and tries to put a lot of geometry on screen at once, and VDP1 is
slow. The PS1's fillrate is obnoxiously high in comparison. Lots of very pretty pre-baked lighting on the textures, at least.
I really think the absolute best looking game on the machine is Sonic R. It looks rock solid in a way that say, Burning Rangers doesn't.
Even if BR is full of dynamic lighting and transparency and all these neat technical effects, you really get the feeling like it's just falling apart at the seams [not helped at all by the extremely aggressive culling at the side of the screen]. Absolutely pushes like mad, but you can see that it's struggling.
Sonic R is full of smoothly shaded objects, smooth fade-ins, really plays to the system's strengths with the floor plane, and does a remarkable job of hiding its low draw distance. The game just looks rock solid [except for Radiant Emerald, which has to forgo the smooth fade-ins because everything is already being transparently blended against the background -- I think they might have still been able to do it though, and just reduce the number of transparency steps, but there might be something else I'm not thinking about]. Largely solid framerate too, except for a few odd areas.