This thread made me fire up Robo Aleste. I always forget how bad I am at that game.
James
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This thread made me fire up Robo Aleste. I always forget how bad I am at that game.
James
I can't agree with that. Shinobi was arguably the best looking console game in its genre when it came out, not a lazy port at all. I was impressed by the detail in the bosses, the bonus rounds, and background stuff like the Monroe posters and the mountains in 1988. SMS Shadow Dancer on the other hand, that was lazy. No friggin' dog sidekick?!Quote:
Originally Posted by gameoverDude
I'm not surprised the system can pull off a good MUSHA port. They probably could get even closer by using the FM sound.
I still have C64 Power Drift (but no working system). I loved how it included all the hill movement.
I hate how SMS Shinobi scrolls way up when you jump to a higher platform. It means that going back down is basically a blind leap of faith. The arcade original didn't have this problem.
It doesn't do that on the levels with holes at least. You might land on someone's head on the first level, though.
I've seen the Amiga version. TBQH the C64 version actually beats it.
In a still shot the Amiga version looks better, but in motion... bleck! Choppiness kills it, especially when you are turning sharp corners. This makes it so visually confusing, it caused me to run off the track more than a few times. Highly damning, especially when I can 1CC the arcade with no problem (1st place X 6 on all courses). 8-bit wins, probably due to different programmers taking their own approaches.
The Saturn version is nice, but if it were given a bit more time I'm sure Sega could've got it to run at 60 FPS. IINM the Saturn is more powerful than the arcade PD hardware. If Sega attempted PD on other systems, I could see PS1 having a few issues. Some trackside objects would probably be downsized or cut (lack of RAM). N64 could've probably done a 1:1 version with 60 FPS.
One neat touch on SMS Shinobi is the gangster music when you lose a life. It seemed out of place at first and had me cracking up, but it sort of grew on me. I wish they'd have gone with a 4 meg cart, since several BGM tracks from the arcade are missing.
Someone (I think at smspower) found that some of the missing music is actually there in the game's code. It's so strange they didn't use it.Quote:
Originally Posted by gameoverDude
I don't dislike the Shinobi port, but it does lack the intensity of the arcade. SMS got the short end of stick when it comes to Shinobi, even compared to GG (I wish SMS had counterparts for the GG Shinobis). Cyber Shinobi looks especially bad. Alex Kidd in Shinobi World looks fun, though.
Shinobi on SMS has like a million Marilyn Monroe posters in it.
4 MARILYN POWAH
I've seen the NES one. Yeck on that. Then again, the SMS one could have been worse. Take Shadow Dancer for SMS, which even blows away the NES Shinobi in terms of sucking. Despite it being a 4M cart, most of the stages have been cut out to the point where it can be cleared in 8 minutes. It does include the bonus level with ninjas coming down the building. Sprites are larger than the SMS Shinobi's ones, but I think this wasted the 4M cart space and didn't leave room for most of the stages.