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Thread: Most technically advanced Super NES N64 & PS1 games?

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    Bell (Level 8)
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    Default Most technically advanced Super NES N64 & PS1 games?

    (No not Donkey Kong Country) (That's just standard 2D sprites)



    Super Nintendo?
    N64?
    PS1?

    Not beautiful but Most graphically-technically advanced 2D game on each? (pushes the console to its limits)

    Most graphically-technically advanced 3D game on each? (pushes the console to its limits)
    .

    (•¿•) - "Darkness cannot drive out darkness; only light can do that.
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    Cherry (Level 1)
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    Well, for SNES, I have heard that Final Fantasy VI was the most technical game released for the system but I wonder about Star Ocean as well...

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    Key (Level 9) fishsandwich's Avatar
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    Tekken 3 pushes the PSX to its limits
    Driver 2 goes beyond the those limits

    Turok 2 pushes the N64 pretty hard, as does Sin & Punishment
    Thanks for indulging my gaming habit when I was young, Dad. You were the best. I miss you. ~David Barnes 1926-2007~

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    Bell (Level 8)
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    Quote Originally Posted by fishsandwich
    Driver 2 goes beyond the those limits
    Is that bad?


    Loved Turok 2! It was fun watching those lizards flop around on the ground.
    .

    (•¿•) - "Darkness cannot drive out darkness; only light can do that.
    Hate cannot drive out hate; only love can do that." - Martin Luther King, Jr.

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    Strawberry (Level 2) heyricochet's Avatar
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    Are we including the super fx chip in "graphically advanced"? Cause then we get actual 3d power with Star Fox and Vortex and all those. It makes the argument much simpler when you're just arguing about 7 games or so.

    Though I'd like to say Yoshi's island with the mode 7.

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    drowning in medals Ed Oscuro's Avatar
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    Super Metroid always been been pretty stunning, and if you can get past Rendering Ranger's prerendered sprites (not that hard since they look pretty good), it's a very accomplished game that throws tons of stuff onscreen at once.

    DOOM for SNES, of course, using the Super FX chip.

    For N64, Turok 2 is pretty amazing - though I hear Turok 3 was even better. Conker got high marks, as well as Diddy Kong Racing. For import-only, there's Treasure's Sin and Punishment.

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    Cherry (Level 1)
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    Quote Originally Posted by heyricochet
    Though I'd like to say Yoshi's island with the mode 7.

    I knew I was forgetting something! Didn't that use a special chip like SuperFX 2 or a special DSP or somthing?

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    Key (Level 9) fishsandwich's Avatar
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    Quote Originally Posted by kevin_psx
    Quote Originally Posted by fishsandwich
    Driver 2 goes beyond the those limits
    Is that bad?
    Oh, yes! Driver 1 pushed the PSX damn hard without overtaxing it too much.

    Driver 2, on the other hand, pushes the hardware beyond its limits. The game has got LOADS of slowdown... sometimes it's less than 10 frames per second. Entire city blocks pop up mere feet in front of your car. There's nothing quite like hiiting a decent rate of speed and then slamming head-on into a building that just jumped up in front of your eyes. I hate that damn game, and I really wanted to like it. I loved the first one.
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    Apple (Level 5) Retsudo's Avatar
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    Quote Originally Posted by fishsandwich
    Tekken 3 pushes the PSX to its limits
    I agree. I remember they were saying the PS needed a add-on for the game to work. Boy did Namco surprised everyone. :P

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    Alex (Level 15) boatofcar's Avatar
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    I think Killer Instinct for the SNES really pushed the hardware to its limits.

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    Ridge Racer R4 was pretty sick on the PSX, as was Soul Blade. Namco had the PSX dialed.

    On the N64, I would actually go with The Legend of Zelda: Majora's Mask. Rogue Squadron, Battle for Naboo and Perfect Dark also pushed the system to the max.

    On SNES, Terranigma was pretty hot, as was Final Fantasy VI. Also need to give special note to Space Megaforce. Compile managed to make a hell of a shmup considering the how slow the SNES CPU was.

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    Yeah, Tekken 3 rules. Me and my friends used to play it for hours.

    But yeah, in terms of snes games, Rendering Ranger is up there. At times there is up to 20 or so sprites moving on screen at once, and there isn't a bit of slowdown. Super Metroid is also a technical achievement, the game is huge and has amazingly varied graphics and sound. There is a reason why it takes a couple of seconds to load each room when you enter. F-zero was a technical achievement when it was released. The mode7 graphics were revolutionary, and at the time could only be replicated with expensive computers. Tales of Phantasia is another advanced snes game. It was one of the largest in terms of size, and did not use any special chips. It had a large amount of sampled voices, thought impossible for a cart.
    <Evan_G> i keep my games in an inaccessable crate where i can't play them

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    G Police: Weapons of Justice is another PSX game that really pushed the hardware. The first one was pretty damn graphically intensive, but the 2nd one (WoJ) was just too much. The developers actually resorted to WIRE FRAMES for some of the buildings in the near distance so you could see them coming before your chopper slammed into them. As you got closer, the wire frames would fill out with textures (but you were on top of them at that point.)
    Thanks for indulging my gaming habit when I was young, Dad. You were the best. I miss you. ~David Barnes 1926-2007~

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    drowning in medals Ed Oscuro's Avatar
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    Quote Originally Posted by Evan
    Super Metroid is also a technical achievement, the game is huge and has amazingly varied graphics and sound. There is a reason why it takes a couple of seconds to load each room when you enter.
    That's just a stylistic preference for the program - it's not necessary to do this. Even in the days when Metroid was on disk, the game only needed to load once per side, as the system held all the data from one disk side in memory at once.

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    Key (Level 9) Famidrive-16's Avatar
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    Pokemon Puzzle League for the N64 had some FMv scenes. Pretty impressive, since FMVs were rare on that system.
    And don't bring up that stupid girlie Aladdin rip off! Shantea?

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    Strawberry (Level 2) heyricochet's Avatar
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    Quote Originally Posted by prismra
    Quote Originally Posted by heyricochet
    Though I'd like to say Yoshi's island with the mode 7.

    I knew I was forgetting something! Didn't that use a special chip like SuperFX 2 or a special DSP or somthing?
    From Wikipedia:
    The term Mode 7 originated on the Super NES video game console, on which it describes a simple texture mapping graphics mode that allows a background layer to be rotated and scaled. By modifying the scaling and positioning of the layer on a scanline-by-scanline basis a simple perspective effect can be applied, transforming the layer into a 2D horizontal texture-mapped plane that trades height for depth.

    The super fx chip was real 3d, while mode 7 was a technique for making 3d from 2d.

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    Cherry (Level 1)
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    2D on PSX would have to be Lomax. They kept parallax scrolling in with smooth frames of animation (lots of frames!). Maybe Gunner's Heaven is second, although a two player co-op would have made it the #1 choice.

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    drowning in medals Ed Oscuro's Avatar
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    Quote Originally Posted by Famidrive-16
    Pokemon Puzzle League for the N64 had some FMv scenes. Pretty impressive, since FMVs were rare on that system.
    So did Resident Evil 2.

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    Pear (Level 6)
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    Quote Originally Posted by Ed Oscuro
    Quote Originally Posted by Famidrive-16
    Pokemon Puzzle League for the N64 had some FMv scenes. Pretty impressive, since FMVs were rare on that system.
    So did Resident Evil 2.
    Just wanted to point out that it wasn't the systems limitations that kept FMV For the most part out of The N64's Library. It was space on the Cart. So there is nothing technically impressive with FMV on the N64. Hell the Genesis had FMV in a couple of games.

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    drowning in medals Ed Oscuro's Avatar
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    Quote Originally Posted by crazyjackcsa
    It was space on the Cart. So there is nothing technically impressive with FMV on the N64.
    Think about what you said for a while.

    Then run into a wall.

    Or don't, but thinking is a good thing in any case.

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