
I know that with the ability to use 256 colors, the number of dots has increased.
You know, right?
Is it about the price of cartridges?
It has also become possible to play up to 8 sounds simultaneously.
I want to know amazing points like how the CPU became 64-bit during the era of the 64.
>>4
It has become 16-bit!
>>18
As the era demanded, just like the slogan for 16-bit.
It is very well known that rotation and scaling can be done on the hardware side.
>>5
I have a memory that FZERO was some kind of a zoom-in and zoom-out technology demo.
>>5
Is it true that there was a specification that third-party manufacturers must definitely use this feature?
You can also zoom in and out and rotate.
>>6
Anyway, various software has scaled, resized, and rotated everything, right?
When you defeat the boss Golem in Castlevania, it expands, shrinks, and rotates wildly before disappearing messily, so I still laugh when I see it now.
The graphics were superb.
Hello, hello.
From Mario’s country
Rotation and scaling
I want to see the Ultra Famicom with today’s technology.
Subtly handling the transparency of sprites.
It’s really great that they made it capable of outputting 8 channels by default.
I feel a vibe in the early software that’s like, “Let’s just go ahead and scale and rotate for now!”
>>15
Knight Gundam, Oinari-san, and Super Saiyan Legend!
I heard that scaling and rotation were mandatory for early software.
Incredible! Just by connecting to satellite broadcasting, games come falling down from the sky!
>>17
That’s an external feature, so it’s a bit different.
The series that continued from Famicom to Super Famicom felt like a proper evolution, and I liked them all.
>>19
And for now, it has “super” added to the title.
The 256-position pan pot for the sound source is unnecessarily elaborate.
I found out that it could operate at three different clock frequencies: 1.79MHz, 2.68MHz, and 3.58MHz! That’s amazing!
Isn’t it enough for the game software to just run consistently at 3.58MHz?
The ability to create 3D representations with wireframes relies on the software’s capabilities, right?
Was it difficult to use music?
Even now, there are manufacturers that can create impressive and grand BGM.
I feel like there was a divide between makers that could only produce mediocre songs and those that didn’t.
>>25
At that time, instead of the popular FM synthesis (which creates sounds by manipulating waveforms), we were using PCM synthesis (which creates sounds by sampling real sounds), but I heard that the data capacity for that sound source was quite limited.
It seems that there is quite a difference between skilled manufacturers and less skilled ones around those areas.
>>47
What you’re doing is the same as MOD music, so if you’re not good at trimming and selecting sound samples, it ends up being lame and takes up a lot of space.
It looks like Square is using waveforms that seem to be drawn randomly with a mouse.
Konami has waveform sound samples that are like a model from a square wave club, along with sampling voices.
It’s interesting to see the difference in know-how and equipment among the manufacturers.
There have been reports that there was a function to emulate the Famicom’s CPU, but I wonder if it was actually used.
>>26
It seems that the same CPU as the Famicom was implemented.
It seems they gave up on achieving compatibility with all Famicom software.
>>37
It is the 65C816 custom CPU, an extended version of the Famicom’s CPU (6502 custom).
The CPU itself had the capability to emulate the instruction set of the 6502.
The abundance of “character connecting round objects like Goemon Impact’s arms” was probably one of the selling features of the Super Famicom.
There was a lot of power, but the jump from PS1 to PS5 made the software so expensive that it must have been really tough for parents.
>>28
I’ll buy the discounted one…
There were quite a few differences in size depending on the software for the Super Famicom, right?
>>30
Not on the Famicom…?
There were some big ones for the Super Famicom too, but weren’t there quite a few limitations?
I have heard that while the ability to express sound has increased, the environment was terrible.
That’s why there ended up being a huge gap in technical capability regarding whether it could be done or not.
I was blown away by the Magnum Killer in World 1 of Mario.
The opening of Chrono Trigger used scaling, so it was replaced during the porting process.
I wonder if this is really 3D from Wolfenstein 3D… it feels like a part of the evolution process.
In Super Ghouls ‘n Ghosts, the boss spins! It expands! The stage also spins! It’s creepy!
The Caravan Shooting Collection is basically just running the FC version as it is, right?
Perhaps as a trial, I’ll just spin the title for now.
Before the release of the SFC, there were attempts to include backward compatibility as well.
There should be a dedicated adapter.
Most software titles have “Super” in them.
>>44
There are quite a few games that used “Super” in their title before the release of the Super Famicom.
The time when I borrowed games from friends or bought cheap ones at second-hand stores.
I was a bit troubled because I couldn’t do what this could do, so I wasn’t able to do various things, right?
Compared to Famicom games, it’s seriously super.
The late titles like Mario RPG, Super Donkey Kong, and Kirby SDX really feel like they have evolved tremendously.
To produce good sound, a certain capacity is required, which is the same for later systems like the GBA and Wonderswan.
I was most surprised by the evolution from FF3 to FF4.
Going from a beeping sound to orchestral music all of a sudden.
>>52
FF4’s visual impact was significant from the very beginning, with the flight scene of the airship featuring a pseudo-perspective that reflects the differences in generations.
Considering that it’s still in its early stages with much room for capacity, I really wonder what is going on with ActRaiser.
I can’t help but feel that I wanted to experience a world where the Ultra Famicom was released by Nintendo.
I tremble at the thought that to today’s young kids, Mega Man and Mega Man X might not look very different in graphics.
>>57
People often say that software prices have gone up in the last decade, but I feel like this era was the most expensive…
>>57
Chrono and Dragon Quest 6 were super expensive.
It is said that there were fights over memory in the very early software of ActRaiser… but it’s unfair to show something like that.
It seems that when using the rotation reduction feature, you can only use one background.
Looking back, there were many scenes where it seemed like the rotation feature was used, as the background often became a solid color. Later, when I looked into it, I found that they were drawing the background with sprites and using a different rendering mode for just the upper half, showing quite a bit of creativity.
I wonder which CPU the Super Game Boy is using to operate.
It is standard for phrases like “Equipped with ◯◯ chip” or “Large capacity ◯ megabytes” to be written on the back of the package.
I think it’s impressive that even without a remake, just porting it allows it to be played at a level that’s still enjoyable today.
I think it felt like the Famicom I was playing suddenly became a retro game.
Since the PS era, it felt like the nature of the games that could be experienced changed with things like CD-ROMs.
The expression “megabit” seems to become noise from the current impression…
That’s a lot in megabytes…
It would be dull as it is…
Honestly, I was choosing works based on Mega, so I looked down on Dragon Quest V’s 8 Mega.
It’s plain, but I still think the LR button was a big invention.
PlayStation 1 is
Standard 5800 yen
Affordable 4,800 yen
Multiple sheets 6800 yen
Budget version 2800 yen
At that time, I was surprised and thought, “It’s cheap!”
>>73
The best version was a revolution.
Some software had bug fixes.
>>82
Choro-Q had the numbering slightly incremented on the best versions.
Even though it’s a 16-bit machine, there are 3D games that push it to the limit.
FF6 looked really beautiful when I read it in V-Jump!
https://igcc.jp/int-actraiser-01/
In the interview, Kodai answers a bit, but it’s true that many early games reused musical tones.
When I went from the Fountain of Dreams to SDX, I felt like it was a supermarket.
I was amazed when I played Super Donkey Kong too!
>>77
The technology from Rare Company was seriously one generation ahead.
I even transplanted Spadon to GB.
>>77
Kirby is a game that surprisingly came out at the end of both the Famicom and Super Famicom eras, so it really showcases the hardware’s performance to the fullest.
There were other companies’ hardware like Mega Drive and PC Engine between the FC and SFC.
>>78
There was an arcade, and for kids who don’t know anything else, it’s not cutting-edge, but still…
The evolution of the Famicom was everything…
When I was in elementary school, I didn’t know what “mega” meant and would say things like “Awesome!” and “Lame!”
I think Pilotwings clearly showcased all the new features of the SFC.
When I see the evolution of games like DQ and FF, I get the strong impression that they’ve simply become more colorful.
In the later period, the unique design of the Super Famicom became more refined.
When reading interviews with people who developed SFC software at the time, most of them complain that the graphics capabilities are good, but the CPU is lacking…
>>83
I think the Super Famicom had some parts that were supported by the RPG boom, which made it easier to disguise processing speed.
>>92
Still, works like SFC Castlevania, Rockman X, and Contra Spirits were released, and with the added chip, we even got something like Yoshi’s Island…
>>83
Since we were planning compatibility with the Famicom, we raised the clock frequency to double, 3.58 MHz, so that we could obtain the clock frequency through division when running Famicom software.
Dragon Quest V had those graphics…
It feels like VI has the original Super Famicom flavor.
I have a memory that the appeal of ROM capacity started around the Famicom game of Gegege no Kitaro.
The translucent effect was rarely supported by arcade boards at the time, so it has a subtle superiority.
The Psycho Golem from the Great Legacy has been overexpanded.
If you’re going to do that, I wanted it to be so big that it spills out even in the battle screen.
In FF6, I felt a remarkable evolution when the scale of the map increased.
I thought the same thing when the characters in FF8 matched their proportions in the map and battles.
The number of buttons has increased.
Add a chip to enhance the performance.
Costs will also rise.
I think R-TYPE 3 handles things quite well, but it feels like there’s a certain agility required in this genre that can’t be achieved by everything.
It was just that the launch was off, and the creators were also going through trial and error…
If you compare it online on Switch, you should be able to understand it even if it’s not in real-time.
FF6 seemed unnecessarily cluttered and didn’t feel like it had evolved at all.
Graphics like those in FF5 are more game-like and exciting.
I thought it was strange that they announced a different release date in a TV commercial for Dragon Ball: Super Battle Quest when it has already been released…
In fact, the initial shipment sold out, so they announced the release date for the re-manufactured product.
When I was small, Pilotwings was one of those games whose concept was beyond my understanding.
I can now understand why my relative’s older brother (who was already an adult at the time) chose it.
I feel like there was something about the background when fighting Kyuu-chan in Yoshi’s Island, but I forgot.
Super Aresta, which does not experience processing drop, is treated as an out-of-place artifact.
It seems I’m not suited for shooting.
>>106
It may not experience any processing lag, but the game’s overall perceived speed is not designed to be very fast.
In contrast to Gunhead and Musha Alesta.
Stories like this are far more impactful when experienced firsthand, like the shock of seeing Super Mario World at the time, rather than learning about it through data later.
>>107
When I saw the photos of Mario World in Comic BonBon, I was surprised at how beautiful they were!
I thought it had evolved even further with the Mario collection!
Honestly, the default sound is quite lackluster.
https://sp.nicovideo.jp/watch/sm14077914
Is it this, even though it’s Death Man?
The title’s island was too forceful and didn’t work.
I’m impressed by Mario 3 and Yoshi’s Island is also amazing.
It’s amazing how much things can change with technological evolution, even with the same hardware.
Mode 7, which should only be relevant to the development side, has become surprisingly famous.
If this many are listed, it truly lives up to the name of a supermarket.
The price was also super, Mr. Kohei…
From the perspective of the Famicom screen, it’s a world of difference.
The Super Famicom was a high-performance console for its time.
NEC’s beautiful graphics and realistic sound on the PC Engine ignited a sense of rivalry.
As expected, the era is CD-ROM! We were developing additional CD-ROM playback equipment in partnership with other companies.
This was the turning point of the era.
I feel that Mario World is gaining impressions not only from the hardware’s performance but also from its graphic sense.
It’s a feeling that’s similar to how the original Gradius and Fantasy Zone don’t fade over time.
It was also later on that they added a coprocessor like in the SA-1, but if that had been done from the start, there probably wouldn’t have been as much criticism about performance drops.
The price of the software will likely soar.
The fact that the controller can be plugged in and unplugged is super convenient compared to the Famicom.
What was unfair about the Famicom and Super Famicom was…
By incorporating an amazing chip on the cassette side, processing that could not be done on the main unit was possible on the software side.
This was not possible with the hardware of today’s era.
>>120
There were occasional expansion packs, right?
>>122
“I said ‘the hardware of the current era,’ but is there something wrong?”
The excitement of seeing Mario World in-store was incredible.
The Super Famicom version of Tales of Phantasia was insane.
I was singing the theme song…
>>123
It’s great that I can hear a proper voice now.
The appearance of the screenshots in game magazines was better than the competitors.
Recently, there were quite a few hardware setups where the graphics and processing power were not balanced.
The PC Engine had good graphics, but because its memory and CPU were about the same as the Famicom, most games took a long time to load when using a CD.
>>125
Like the Neo Geo CD too.
That was the point where Nintendo hesitated to add a CD drive.
Also, I had trauma with disk media.
It is impossible in today’s era to have software replace hardware functions.
5: The deep FF world created by a large capacity of 16 megabytes.
6: Large capacity 24 megabytes
Chrono Trigger: Detailed graphics drawn in a large capacity of 32 megabytes.
Even though the software is expensive, I feel like famous titles quickly end up in the bargain bin for super cheap.
>>129
The distribution volume is completely different.
F-ZERO’s BIG BLUE was shocking.
Why am I being laughed at?
During the Famicom era, there was a delay in the procurement of semiconductors, which caused the release of Dragon Quest 3 and 4 to be postponed.
If it could be done with the current hardware, they would resolve it without releasing a Pro version.
Isn’t there less and less places selling SFC new products at retail price?
>>136
Even though the price was lowered, it was still high for elementary school students, so I checked the New Year’s flyers and looked for cheaper stores.
>>145
I bought Romancing SaGa 3 after seeing a flyer for it priced at 1980 yen.
Super Ghouls ‘n Ghosts is from a magazine screenshot.
Wow, I thought it was like an arcade level!
The reality was quite dull, wasn’t it?
>>138
Compared to Demon World Village…
>>147
The Mega Drive’s Ghouls ‘n Ghosts was amazing.
The experience is almost the same as AC.
>>152
Which arcade-style game was able to achieve something like this on the SFC (not a complete port, but roughly hitting the main points)?
How about something like Parodius, regardless of the difficulty?
Mega Drive was also able to handle it, but the PC Engine struggled with various chips on the software side.
The performance other than Spagura doesn’t change except for the RAM with the system card, right PC Engine?
Still, expensive things are expensive.
However, I was surprised when I asked my parents to buy Romancing SaGa 3 and they brought back a brand new copy for 3000 yen instead of a used one.
I think it was a reasonable strategy for that era.
As long as we don’t disregard Mr. Kutaragi from Sony, who designed the sound source chip…
Even at the release date back then, there was about a 10% discount, similar to today’s Amazon pre-orders.
>>142
There was quite a bit of gross profit.
It feels like the early software didn’t utilize the LR buttons very well.
>>143
The select button is seriously a select button.
I liked Panel de Pon, but it’s not an exaggeration to say that I was able to win against the CPU thanks to the lag.
I feel like Koei was genuinely expensive.
I got used to experiencing frame drops as a sort of standard.
There was also a kind of pushy dominance from the biggest player at the time.
If you don’t know any better, you won’t doubt it.
Since new ones are expensive, I go to a second-hand store.
I found a Romancing SaGa 2 for about 500 yen and played it for a while.
And as time went on, it was the year 2001.
Even when the PS2 was already out, Romancing SaGa 3, Star Ocean, and Bahamut Lagoon were still fighting.
In the back of the sales area of Yodobashi and Sakuraya.
>>151
There was also Thracia 776.
It is completely absent from the market now.
The background music in DQ6 is refined, but DQ5 is quite clunky, isn’t it?
>>155
The graphics have been improved nicely, going from FC (Famicom) onward.
The price of semiconductors decreased around the mid-term of the SFC, right?
After playing Star Ocean 2 on PlayStation
I wanted to do 1, so I searched for it at a second-hand shop and found it, but it was still around 8000 yen, and I thought, “Whoa! That’s expensive!”
I was impressed that there was no menu transition when switching weapons in Rockman X with LR.
I bought the Classic Mini Super Famicom, but for now, all the software was enlarged, rotated, and reduced.
The completion level of Mario World is too high… it’s really fun.
The first person who saw Super Donkey Kong must have been as shocked as when they saw Virtua Fighter 2.
>>161
I was blown away playing at my friend’s house…
It seems that the BGM of DQ5 excessively focused on string sounds, which used up a significant amount of sound color capacity.
I didn’t know that Ghosts ‘n Goblins was an arcade game…
I bet people back then were happy to be able to play at home.
>>165
It seems to have been a compromise for those who know about arcades.
This era is still
Having the freedom to use anything is certainly better, but it’s also true that having many constraints makes things more interesting.
Street Fighter 2’s graphics are incomparable.
The sound of the strong kick is winning against the arcade.
The sound of games like Kyo para and Dracula XX is strange, Konami.
It doesn’t have the image of Super Famicom sound.
Star Fox was amazing.
The visuals of the origami airplane are a bit disappointing, but when you operate it, you can really feel like it’s flying.
Honestly, the evolution from the sound of Dragon Quest V to VI and III is astonishing.
Mario World was amazing…
“The era when home hardware surpasses the performance of arcade cabinets is still a long way off.”
And from there began the decline of arcades.
>>176
I thought to myself, since there were no loading times for fighting games around the Dreamcast era, I guess I don’t need to go to the arcade anymore.
There are many games where you realize later that you were compromising after learning about the existence of Ake.
The number of options in huge Kunio-kun and Gradius.
At the time, I thought the jagged polygons in Star Fox were “the future!” and I liked drawing pictures of jagged polygons.
>>178
I was doing that in Virtua Fighter.
Star Fox has amazing graphics, but when you actually play it, the FPS is just too low.
The original Sony UI was not known for its cutting-edge flashy features, and it was designed with the idea of a potential SFC port from the beginning.
The Cosmo Gang had just the right level of performance to fit in nicely.
>>183
I didn’t know that the Cosmo Gang exists in video games.
It was recognized as a tactile game similar to Wani Wani Panic.
It’s irrelevant, but I felt a sense of evolution in Wani Wani Panic now that the score display has become an LCD monitor.
>>189
That thing with about six lines where you slide the ball to the back! Right? Nostalgic.
>>195
It’s a memory from childhood in my 40s.
I wonder if kids these days are into fishing spirits or something like that.
The sound in DQ5 felt strangely echoed and was uncomfortable.
Wild Tracks also felt the limitations of the screen’s narrowness in rendering.
>>184
I thought it was a nice culture to be able to share such memories with people!
Even people who couldn’t buy it due to family circumstances have probably experienced it to some extent, as it’s standard equipment.
>>169
The games from Culture Brain strongly exhibit that tendency.
>>190
Kids’ Game Tournament! This time, everyone will compete in…
Highly popular fighting game!
The Dragon Fist S!!
I think Jaleco was able to keep up a bit longer, but Calibre is starting to lose its balance between performance and development more than the others.
When the capacity increases, there are more things that need to be done.
I can’t express it well, but FF4 really moved me.
The background music has some depth to it.
The SD flying dragon’s punch is a fighting game, but it probably only runs at around 10fps.