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Speed racer shockwave game archive
Speed racer shockwave game archive






speed racer shockwave game archive

Something along the lines of F Zero would have been nice too, especially if it supported multiplayer. (at least depending on just how cropped it is) Not that it couldn't be done, but it might be tough to work with and would have similar screen size limitations (especially clipping the display with letterboxing increases VBLANK DMA time), and in that case: doing side by side split screen might be preferable. (especially with the GG being least suited by far, even worse than the SMS in some respects due to the small screen window)Īlso note that no Sega CD games using the ASIC as such seem to offer split-screen play (one thing the otherwise poor 32x version of BC Racers adds). It's a mystery why Sega was willing to develop not 1, but 2 mascot racing games on the Game Gear and nothing for their mainstay MD/Genesis, let alone the Sega CD. That and even on the Genesis you could at least have something like Street Racer (which actually supports 4 player split screen).

speed racer shockwave game archive

Just imagine a Sonic (Mario) Kart clone using a similar engine! That would have been awesome! We did in BC Racer and Formula One, Beyond The Limit.

Speed racer shockwave game archive full#

Mode 7 is totally different as is the Sega CD's rendering (or similar on other platforms -like 3DO and later platforms, using texture mapping for that -granted most went for full polygon terrain not a simple flat textured tile -in Atari Karts it's not flat either, but has a rolling effect simulating hills). That's like the conventional effect used in most arcade style racers (Out Run, Lotus, Jaguar XJ-220, etc). That line scroll effect is nothing like mode 7. Snes' Mode 7 could only scale and rotate one background layer.īC Racers is probably the most technically advanced engine to exemplify this in a racing game: The Sega CD was technically designed to be able to scale and rotate two background planes and sprites. The Genesis seems to have been limited in its line scroll effect capabilities so that tracks don't look like Mode 7 racers on SNES even though the effect is closely related.Īs a result, Street Racer on Megadrive has no hairpins: (published by Sega and using full scaling and rotation with scaled object, a warped rotating ground layer, and textured polygons in a few cases -like the grand stands)Īnd Taito with Night Striker. Psygnosis with Puggsy (scaling and rotation, no warping -and significantly more advanced than that of the Amiga or Genesis versions).įuji Television with Formula One Beyond the Limit. The other examples are Sega (with the rather poor use in Sonic CD). One of only a few developers that really pushed the graphics ASIC features:Ĭlockwork Tortoise being the most notable contemporary (Batman Returns driving stages, Batman and Robin, Joe Montana NFL Football -all used some degree of textured polygons as well in select areas). All with extensive scaling and rotation and warping (the 3D "mode 7" ground effect is actual warped 3D perspective texture mapping) except Jaguar XJ220 which was scaling only. Of course, the same developer did Jaguar XJ200, BC Racers, BattleCorps, SoulStar, and Thunderhawk/AH-3 Thunderstrike. )Īll arcade/sim type driving games prior to polygonal 3D tended to use linescroll type backgrounds, often with scaling as well (amiga, PC, arcade, and Jaguar XJ220). Yes, and neither is the example picture on the GT box. I think a racing game in the Sega CD Mode 7 style mode would be cool. (and F-Zero *clone* could have been nice, especially with actual split screen 2-player support -which MCD BC racers lacks- let alone a mario kart *clone*) I think that they have made the general play slow so that the boosts seem fast.įramerate wise I meant, but it would be good for some racers for sure. If you use the boosts you will see how fast you can go. Hi kool kitty89, I think BC racers has good speed.








Speed racer shockwave game archive