- Joined
- Jan 12, 2014
- Posts
- 4,359
I agree with some of the things you mentioned but the games not looking much better graphically than the 16 bit console games is a bit of a stretch. You find me a 16 bit console soccer game that could compete graphically with Super Sidekicks in 92? Find me a 16 bit fighting game that could compete graphically with Art of Fighting in 92? Sure, Street Fighter II was king but the 16 bit console versions couldn't match up in terms of graphics or sound. The Neo-Geo was always a huge step up in that department. Some might argue that games like MagLord could have been ported to 16 bit consoles but they would still be mediocre ports. Look at most of the Neo-Geo ports on 16 bit consoles. They don't compare to the original.
People tend to look at specific details (ie the artstyle, number of colors, number of parallax layers) so it's very easy to miss the big picture... for instance, almost all early Neo games will look lame on the 16-bitters solely on the ROM size advantage. Yeah, the genesis can do a carbon copy of any Magician Lord screenshot of your choice easily, but try fitting Magician Lord's graphics into a 4 mega cart and you'll have to compromise in several areas with loss of detail. The enemies don't look anything special but there are parts where MagLord isn't afraid to put a shitton of them in the same platform level, which would rape any 16 bit console's sprite scanlines limitations. And speaking of enemies, VRAM space is limited on regular consoles so you cannot have too many different enemy/object types into the same screen like you would in Magician Lord... I could go on and on.
Some ports would get closer than others but they would still be very different from the real deal.