With the recent release of SEGA's 3D Galaxy Force II on 3DS eShop this past week, and the SEGA 3D Classics – Galaxy Force II Interview with Developer M2 -I wanted to understand more about why the Japanese Saturn version was so sloppy & choppy, given Saturn's usual prowess with 2D / sprites and scaling.
The 1998 SEGA AGES Saturn ports of Galaxy Force II and Power Drift were done by Appaloosa, not Rutubo Games who did the outstanding work on Saturn Space Harrier, Out Run and After Burner II in 1996 (1997 in the U.S. and EU).
Those three games however, ran on less and less complex/powerful super-scaler boards (SEGA calls it Super-Scalar Technology) than what Galaxy Force II and Power Drift ran on. Still, I thought Saturn was more powerful than
the 16-Bit arcade super-scalar techology that ran GFII, PD, G-LOC and others.
Apparently not.
Meet SEGA's arcade Y-BOARD HARDWARE -The King of the Super-Scalar boards.
It is no wonder that even Sega's monster 2D/sprite pushing 32-Bit console, the Sega Saturn (with all those CPUs & VDPs) released in Nov. 1994 in Japan, could not handle 1988 Power Drift and Galaxy Force II without Appaloosa having to cut the framerate in half, to 30fps. in both 1998 Japanese SEGA AGES ports for Saturn. --And then there was *still* major slowdown on top of that in Galaxy Force II.Main CPU : 3 x MC68000 @ 12.5 MHz
Sound CPU : Z80 @ 4 MHz
Sound chip : YM2151 @ 4 MHz & SegaPCM @ 15.625 MHz
Max Colours : 16384 (4bpp - 16 per sprite, which go through a 16->512 indirection table), then selects which 512 color bank to take from 4096. This is used to do colour rotations (the red-yellow rotation of the lava sprites from Galaxy force for instance) without changing the color palette, also allows it to have sprites that rotate colors and sprites that don't on the same screen, and to get different levels of luminosity as well
Sprite Structure : Uses a linked list of sprites (each sprite includes the number of the next one)
Video resoution : 320 x 224
Board composition : CPU board + Video board
Board Features : 3 68K, nicknamed M, X and Y.
You have a sky gradiant, a first sprite layer which plugs into a full-screen rotation (seen in the the power drift/galaxy force screen tilt), then a second sprite layer (outrun type) on top of them which has priority, and they have full sprite zooming and scaling on both sprite planes.
This hardware uses no tiles at all.
Videos of the 30 FPS slowdown-ridden Saturn Galaxy Force II and the 30 FPS Saturn Power Drift
EDIT: The Saturn version of Power Drift was coded by a group in Japan called Phant. Thanks to CRV for the correction!
Bonus: 60 FPS Dreamcast Power Drift from Yu Suzuki Game Works Vol 1.
(even tho YouTube does not display 60fps you can still tell Power Drift is much smoother on Dreamcast than it is on Saturn).
SEGA's Y-BOARD arcade hardware powered these games:
G-LOC Air Battle (1990)
Galaxy Force (1988)
Galaxy Force II (1988)
Power Drift (1988) Flier -1- -2- -3-
Power Drift Link (1988)
R-360: G-Loc (1990)
Rail Chase (1991)
Strike Fighter (1991)
Huge thanks and shout outs to both System 16 The Arcade Museum and The Arcade Flier Archive for all the information & images they have and preserve!
PlayStation2 SEGA AGES 2500 Series Vol. 30: Galaxy Force II: Special Extended Edition -- All Stage Clear Replay in Neo Classic Mode and with Y-Board / Arcade Mode graphics
Arcade longplay in MAME
Finally, there is this wonderful little video by SuperHighTechGamer recalling how great Galaxy Force II was. He talks about and shows Saturn Galaxy Force II from 1998 and arcade Galaxy Force II from 1988 running in MAME.
He is so right, in the arcades, there were everyone else's games, and then there were SEGA games.
If you love Galaxy Force II, your best options to play it are Japanese import PS2, MAME or the incredible auto-stereoscopic 3D version on 3DS.