Smoke and mirrors A celebration of games that ignore hardware limitations
#1
Posted 12 August 2008 - 02:14 AM
Ranger-X's use of parallax scrolling to make 'polygonal' tunnels, and palette-shifting light and shadow.
Castlevania Bloodlines' reflecting water, collapsing scenery and rotating Nebulus-style towers.
Mickey Mania's, well, everything, from 3D cranes to the out-of-the-screen moose chase. (And another Nebulus tower)
Alien Soldier's enormous articulated bosses (the scanline-effect butterfly wings being a good one), Dynamite Headdy's '3D' platforms on skewers, Gunstar Heroes' title screen and the Seven Force.
Adventures of Batman & Robin's parallax-heavy opening level.
Red Zone's spinny-rotatey 3D landscape.
The Cave Salamander level of Earthworm Jim 2.
Anyone got any more? With vids/pics preferably :huh:
#2
Posted 12 August 2008 - 02:25 AM
http://www.youtube.com/watch?v=03567r3ZC-o
Even thinking about that level still gives me a headache.
#3
Posted 12 August 2008 - 02:37 AM
A lot of early 8bits used techniques to double the maximum sprites allowed on any point on the screen via alternating between the two.
Donkey Kong Country faked a 3d appearance (long before 2.5d was the vogue) by using sprites created on specialist 3d hardware to overcome hardware limits. It still looks amazing due to the sprites being pre-rendered, but they are just sprites. A healthy cart size helped
#4
Posted 12 August 2008 - 06:02 AM
Dandy_Sephy, on Aug 12 2008, 02:37 AM, said:
It really doesn't look amazing anymore, it's a game that has aged very badly both from a visual and gameplay perspective. Try playing it on a Wii in component mode, it's a mess. Maybe it looks better in SD...
#5
Posted 12 August 2008 - 07:11 AM
#6
Posted 12 August 2008 - 07:26 AM
#7
Posted 12 August 2008 - 07:32 AM
#8
Posted 12 August 2008 - 08:16 AM
Quote
This (is totally wrong) and I'm 30 so can't be called a young pup. I also played these through on Xbox a couple of years back and they still look great.
#9
Posted 12 August 2008 - 08:18 AM
Shame the central sprite was a bit naff.
Plus the spaceship that flew out of the screen at 1:25 on this video of the intro to Stardust on the Amiga knocked my socks off. The crazy ray-traced graphics in general blew me away.
#10
Posted 12 August 2008 - 08:20 AM
Graphically is was awesome at the time and still pretty good today, the snow levels in particular.
#11
Posted 12 August 2008 - 08:22 AM
#12
Posted 12 August 2008 - 08:35 AM
#13
Posted 12 August 2008 - 08:43 AM
#14
Posted 12 August 2008 - 08:46 AM
'Retro goggles' doesn't quite cut it. I'm not sure what else could.
#15
Posted 12 August 2008 - 08:51 AM
angel, on Aug 12 2008, 08:32 AM, said:
I'm with angel on this.
Using rendered graphics was a bloody brilliant *idea*, but wasn't especially difficult (actually, one of the main difficulties would be getting usable 3D models, renders and animation from your largely 2D trained staff). The main technical problem was handling the massive amounts of data needed, and they side-stepped doing anything clever by having a massive cart (an economic solution to what would otherwise be a technical problem).
Yoshi's Island was really impressive in every respect.
Still, DKC is a brilliant contender for this thread, as it fooled a lot of people into thinking the SNES was doing more than it really was at the time.
#16
Posted 12 August 2008 - 08:59 AM
Meerman, on Aug 12 2008, 09:26 AM, said:
.::: Likewise Kirby's Adventure's parallax heaven during some of the final boss stages and ending sequence.
http://www.youtube.com/watch?v=BNlhuPzRm1Y
http://www.youtube.com/watch?v=yBzrMDMip0w
Very impressive back then, especially on a NES.
#17
Posted 12 August 2008 - 09:04 AM
That was truly a next-gen game on a current gen console.
#18
Posted 12 August 2008 - 09:08 AM
jcafarley, on Aug 12 2008, 08:02 AM, said:
There's your problem. Try playing it on a modded xbox over component in 1080i, it looks fucking amazing. Modded xbox >>>>> VC
#19
Posted 12 August 2008 - 09:23 AM
Twinbee, on Aug 12 2008, 09:18 AM, said:
Shame the central sprite was a bit naff.
Lionheart was immense!....try running it on a modded xbox on UAEX, stretched to full screen (it was a small window on the amiga)...its utterly superb and still fun. I bought Lionheart at the time due to the AP review and loved it...despite the mincing character ^_^
Ste Pickford, on Aug 12 2008, 09:51 AM, said:
Using rendered graphics was a bloody brilliant *idea*, but wasn't especially difficult (actually, one of the main difficulties would be getting usable 3D models, renders and animation from your largely 2D trained staff). The main technical problem was handling the massive amounts of data needed, and they side-stepped doing anything clever by having a massive cart (an economic solution to what would otherwise be a technical problem).
Yoshi's Island was really impressive in every respect.
Still, DKC is a brilliant contender for this thread, as it fooled a lot of people into thinking the SNES was doing more than it really was at the time.
exactly, it was a pure brute force solution, chuck a load of cart memory at a big name game and hype the hell out of it. the poor third parties paying twice the price for cart space couldnt compete fairly at all. also it had no character, it was soulless to me...
remember the reviews at the time on the official mags...100%! forget the playstation...erm no. Only the great super play actually said it was very ordinary game-wise
#20
Posted 12 August 2008 - 09:35 AM

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