Grestang wrote:
> First off, great website.
Thank you :)
> I don't think the gap between 8 bit and 16 bit is as wide between 16
bit
> and 32 bit, but unlike NES ****ts like Rygar, Double Dragon, and Ninja
> Gaiden, which had little, if anything in common with the arcade
originals,
> the Genesis versions did feel like the arcade versions.
I agree completely. Many of the early arcade-to-Genesis ****ts were
surprisingly good, and certainly much better than anyone had been used
to on the 8-bit systems. The gaming magazines of the day often referred
to Genesis ****ts as being "carbon copies" of the arcade games on which
they were based. While this might not have been strictly true, in many
cases they were close enough that if you played the game in an arcade
and then went home to play the Genesis version afterwards, you wouldn't
notice much of a difference.
As the years went by, arcade hardware obviously became more and more
difficult for the Genesis to emulate, but I suspect early ****ts could
have been even more accurate if Sega hadn't been trying to cram
everything into 4 or 5 meg cartridges. For example, the SuperGrafx
version of "Ghouls 'n Ghosts" looked better than the Genesis version
mainly because it had a bunch of unique visual elements from the arcade
game that had to be cut out of Sega's ****t. I would love to see what 8
or even 16 meg Genesis versions of GnG, Super Thunder Blade, Super
Hang-On or Space Harrier would have looked like!
--
Greg Gillis
Visit The Armadillo Games Home Page:
http://homepage.mac.com/greggillis/armadillogames
.... featuring "Radiant Weirdness Zone", the "Fawn" RPG series, and
numerous armadillii...
Visit FORS YARD, A Chronological Retrospective of the Sega Genesis:
http://homepage.mac.com/greggillis


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