Originally posted by IceMan2k@Aug. 14 2002, 8:21 am
Do you like this fast paced platformer?
Technically, this game pushed the Megadrive further than just about anything else at the time. Stretching, contorting and rotating sprites were considered SNES only graphical effects...
Anyway, as far as graphical effects go, I was originally referring to stuff like sprite rotation, like the helecopter in one of the earlier levels that sways from side to side. There are also a couple of "jello" like bosses that contort and stretch pretty obviously.
BTW, whether it was using the Mode 7 technology or not, a lot of SNES games (starting way back with Super Mario World) made extensive use of sprite rotation and scaling...
Originally posted by RedAngel@Aug. 15 2002, 3:06 am
(Treasure did what Konami couldn´t).
Originally posted by ExCyber@Aug. 14 2002, 10:53 am
Technically, this game pushed the Megadrive further than just about anything else at the time. Stretching, contorting and rotating sprites were considered SNES only graphical effects...
What? Gunstar Heroes doesn't do any of this that I can remember... it does some neat animation stuff, but all of it is by using multiple linked sprites and clever artwork IIRC.
Also, SNES can't really do this sort of thing either; AFAIK the only game to make extensive use of any kind of sprite deformation was Yoshi's Island, which uses a SuperFX2 to do it... pretty much everything else that does it is either using predrawn sprites or using a Mode 7 background for a character instead of a sprite. Using Mode 7 is a rather limited technique and requires some clever programming to do anything interesting.
Originally posted by IceMan2k@Aug. 14 2002, 10:37 am
JohnD you make babies cry.