When Lack Of Pixelation Leads To Consternation
Thanks to GameSpy for its 'Pixel' column discussing the problems inherent in translating classic remakes to modern consoles. The author argues plaintively: "For reasons both technical and probably cultural, most video game companies not giving their reissued classics the polished, flawless presentations that they deserve." He explains of Mega Man 2 from the forthcoming Mega Man Anniversary Collection for PlayStation 2: "The low-res, 256x224 graphics of the original NES game have been line-doubled for display on the PS2, are run in an interlaced (flickery) screen mode." He also laments: "Believe it or not, things were a good deal better back on the original PlayStation and Saturn... Looking back, the 32-bit era was a golden age of classic game reissues, with great products like Irem's R-Types, the Namco Museum line and the Capcom Generations series offering 99% accurate renditions of dozens upon dozens of classic video games", although it's suggested "the 32-bit renaissance was more likely due to technical limitations than actual care on the part of the developers."
just make the mega man collection a ps1 game instead of a ps2 game(like Final Fantasy origins), I find it hard to believe that they could not pack all the data onto a cd. Plus, releasing it for the ps1 would have reached a larger audience, maybe not your core audience, but when you have backwards compatability and no need to put a game on a DVD, why bother?
This same collection is coming out for the Gamecube. Will it be plagued by the same problems?
This is definitely noticible in Final Fantasy Anthologies (FF5 and FF6), and Final Fantasy Chronicles (FF4 and Chrono Trigger). After hitting the menu button there is a good two or three seconds of black screen before the menu itself actually pops up. I find it hard to believe that my PS2 (or PS1) really needs that much time.
Agreed. I still wince when I see Crash Bandicoot:Wrath of Cortex in game stores. I rented that once, and the load times made it absolutely unplayable. Sad, since my girlfriend would have really enjoyed that game.
I am a programmer, and I know there are techniques to avoid this, but it takes some design thinking, and of course, time.
GTA and GTA:VC do this beautifully (especially VC) for huge environments, and Jak and Daxter does it even better (which they mostly acheived while using LISP, if you can believe that).
If there are game developers out there, please listen:"Load times suck. Long load times may not decrease sales, but they will decrease your company's image. Oh, and hire me will you? I'll fix the load times. Swear."
-- I have fans? Wow.
With the exception of Megaman 7, all these titles were released on the PS1 in Japan. In fact, on each of the Rockman remakes for the PS1, Capcom included little Pocketstation games.
If, as another poster mused, this collection is emulated, that means an interesting step in emulation for the PS2: SNES emulation has been slow and glitchy in most cases, and it would be nice to see it done accurately. It would be even nicer to see, one week later, someone rip the emulation code out and make a standalone emulator.
Happiness is relative, Based upon the way we live.
He doesn't have a fucking clue.
Btw, I don't think a modern console can actually output "double-strike" NTSC video signals.
The GameCube Zelda Collection, released this past Christmas, is a good example of the proper way to release older games to a nostalgic audience. The sprites are the same, the music is the same, and most importantly: the games have the same slow-down in the same places they did in the original releases. It seems like the Zelda Collection disc just has a real-time NES emulator that loads on the cube and runs a ROM, keeping the speeds the same as the original.
Though FFOrigins for the PS1 is a fantastic remake, I would not want to see the same treatment done to the MegaMan Collection.
"Jesus saves, but everyone else in a 10 foot radius takes full damage from the fireball."
are run in an interlaced (flickery) screen mode
I feel obligated to point out that in the NTSC standard, everything you see on your TV is interlaced already (at 60Hz, so the end result is considered to be 30fps).
Did you know that "FTW" ("for the win") is a direct translation of "Sieg Heil"?
The poster is referring to It Might Be NES, a fullspeed NES emulator which runs on the PSX (and therefore, also the PS2). It was coded in 100% assembly.
Happiness is relative, Based upon the way we live.
At one point he says there is blurring, but then he corrects himself. So... is there blurring??? The picture he presents as evidence seem to suggest this, but some/all of the ugliness of that could be attributed to his tv tuner. The author doesn't seem to specify the source of the "old" picture, but I'm guessing it's from an emulator, which isn't exactly a fair comparison. Any blurring would likely be due to the game be drawn on a quad with texture filtering setup wrong.
Then he says something about line-doubling... I'm guessing he means the sprites are stretched since I'm guessing the PS2 doesn't run at low resolutions (correct me if I'm wrong). Either way, if the game is being run at a resolution higher the original, there is nothing wrong stretching or 'line-doubling' as he calls it to make the images the right size.
He then says something about interlacing being a problem, but doesn't really say exactly what the problem is. Interlacing isn't usually an issue for a TV since it's already interlaced. This would be a problem though for those who want to play the game on a progressive scan TV/monitor.
The author should have been more careful with his terminology, if he was going through around that kind of jargon at all. He could have done almost as well just saying "game doesn't look so good".
... considering that console emulation is huge and emulating the original 8, 16-bit and older 32-bit consoles for a modern PC is easy performance wise. The N64 and the PS1 are completely emulated on modern PC's they do have their quirks and not all the games work, but all the "golden oldies" and usually the most popular ones you'd actually want to play do. Also pulling ROMS off DC++ and the newsgroups for pre Playstation/CD games is cake on most news providers that provide binaries.
I got to play Majora's mask for N64 via emulation that I could never have done since I never owned an N64 but I managed to play Ocarina of Time and some other N64 games at a friends.
I don't know how these guys can re-release the really old classic games when PC emulation negates any reason to play them on a console.