Edited by Multijointed Monster Maker, Mon May 10, 2010 7:59 AM.
Is it possible? (Gunstar Heroes on Super Nintendo)
Started by Multijointed Monster Maker, Mar 15 2010 5:38 PM
14 replies to this topic
#1
Posted Mon Mar 15, 2010 5:38 PM
I want to know if you think it can handle this game.
#2 ONLINE
Posted Wed Mar 17, 2010 1:34 AM
Why not, it has been done in 8-bit?
AX
AX
#3
Posted Wed Mar 17, 2010 7:29 PM
Another question. How the hell did the old myth that the Super Nintendo cpu was slower than the Atari 2600 happen in the first place, and why do so many keep people beleiving it after they've been proven wrong over and over again?
Edited by Multijointed Monster Maker, Wed Mar 17, 2010 7:33 PM.
#4
Posted Thu Apr 22, 2010 1:16 AM
Are you sure you've heard that myth? I've read about the SNES CPU being slower than the Genesis, which as far as I know is in fact true. No way anyone was saying it's slower than an old system over a decade before its time.
#5
Posted Wed Apr 28, 2010 2:51 AM
I don't see why Gunstar Heroes couldn't be done on SNES, I mean, Jaleco had multi sprite bosses in their game Robo Warrior on the NES (just search Youtube for Robo Warrior and Snake boss, or just about any of the bosses when hit with a bomb reveal they are made up of many sprites working together).
I have an old issue of Gamefan where the president of Treasure stated that GH would not be possible on SNES or any other system due to the multi sprite enemies. It can be done, just no one really tried.
I have an old issue of Gamefan where the president of Treasure stated that GH would not be possible on SNES or any other system due to the multi sprite enemies. It can be done, just no one really tried.
#6
Posted Thu Apr 29, 2010 7:43 PM
I'd tend to believe Treasure when they say it couldn't be done, since they've developed games for both systems. Having said that, Contra 3 isn't that far removed from Gunstar Heroes and has some of the same special effects.
#7
Posted Thu May 20, 2010 2:55 PM
Jess Ragan, on Thu Apr 29, 2010 7:43 PM, said:
I'd tend to believe Treasure when they say it couldn't be done, since they've developed games for both systems. Having said that, Contra 3 isn't that far removed from Gunstar Heroes and has some of the same special effects.
Treasure hasn't developed anything for SNES. Some of their staff used to work for Konami, but mostly at minor positions. SNES can handle high action games, but Gunstar would probably have to be reworked to the SNES's strengths since most of them use tricks to play to the SNES's strengths.
Edited by BrianC, Thu May 20, 2010 2:55 PM.
#8
Posted Fri May 21, 2010 6:01 PM
Quote
I'd tend to believe Treasure when they say it couldn't be done
I beleive that is called advertisement.
Here is my take on Gunstar Heroes for the Super Nintendo
#9
Posted Fri May 21, 2010 9:07 PM
Super Nintendo's CPU can't handle tons of moving sprites on-screen at once without tons of flicker and slowdown. Now, one system that COULD handle it is 7800. 7800 can handle up to 100 sprites on-screen without any problems.
#10
Posted Wed Jun 9, 2010 1:30 PM
BTW, anybody still have that interview with Treasure?
#11
Posted Wed Jun 9, 2010 3:11 PM
4Ks, on Fri May 21, 2010 9:07 PM, said:
Super Nintendo's CPU can't handle tons of moving sprites on-screen at once without tons of flicker and slowdown. Now, one system that COULD handle it is 7800. 7800 can handle up to 100 sprites on-screen without any problems.
Edited by Wickeycolumbus, Wed Jun 9, 2010 3:11 PM.
#12
Posted Wed Jun 9, 2010 9:57 PM
Wickeycolumbus, on Wed Jun 9, 2010 3:11 PM, said:
4Ks, on Fri May 21, 2010 9:07 PM, said:
Super Nintendo's CPU can't handle tons of moving sprites on-screen at once without tons of flicker and slowdown. Now, one system that COULD handle it is 7800. 7800 can handle up to 100 sprites on-screen without any problems.
... Except that SNES can't handle too many sprites onscreen at once, which is a huge factor in Gunstar Heroes. But other than that little detail, yeah, SNES is more powerful than 7800.
#13
Posted Thu Jun 10, 2010 12:49 PM
4Ks, on Wed Jun 9, 2010 9:57 PM, said:
Wickeycolumbus, on Wed Jun 9, 2010 3:11 PM, said:
4Ks, on Fri May 21, 2010 9:07 PM, said:
Super Nintendo's CPU can't handle tons of moving sprites on-screen at once without tons of flicker and slowdown. Now, one system that COULD handle it is 7800. 7800 can handle up to 100 sprites on-screen without any problems.
... Except that SNES can't handle too many sprites onscreen at once, which is a huge factor in Gunstar Heroes. But other than that little detail, yeah, SNES is more powerful than 7800.
No, sorry. The SNES can do 128 64x64 pixel sprites per frame (up to 32 per line). That is without flicker.
#15
Posted Fri Jun 18, 2010 1:11 AM
Oddly enough, I am positive that the 2600 can create a decent version of the game. The 2600 can easily handle the vertical animation of the game.
The only shortcoming would be the 5-bit sound. However, some incredible music works have been created on the Atari.
The only shortcoming would be the 5-bit sound. However, some incredible music works have been created on the Atari.
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