CD Hardware. What makes it weaker?
Specifically, what about the neo geo system's hardware that creats slowdown, and missing effects like the fire stage in LB2?
I was under the impression that it was the exact same hardware, only the games are loaded to RAM via CD.
What is the big stinkin deal.
Also, why couldnt the Dreamcast even do the fire effects from Last Blade 2? That is serioulsy fucked. EIther the Neo Geo is just to much of a beast even for today's machines, or the programmers were lazy, or the programmers wanted to make sure there was only ever one true version of the game, no matter how minute the diffrence.
Well it's not the same hardware as the AES/MVS, as it has a CD player instead of using carts. So overall, it's not the same. The carts are the RAM- once you plug in the ROM cart it becomes an integral part of the system(unlike a CD).Some of the features of Neo games took advantage of the direct rom access. Maybe even some of the graphical effects required direct access to work properly- with last blade and motw, they were doing things were beyond what the Neo was supposed to be capable of when it was first released. Also these games and the giga power feature were designed after the Neo CD was designed, so it couldn't support those games as well. The MVS system was always the main focus(especially as far as making money), so of course SNK was going to make to games to run well on that system(and make the most out of what the MVS could do, and the Neo CD was an afterthought, but AES hardware matched MVS from the beginning, so perfect translations were never an issue). Conversions of Neo games to the Neo CD became less close to the arcade standard as time went on, but at the beginning they were quite good. To me one of the big attractions of the Neo was huge sprites(the SNES and Genesis had much smaller in comparision) in games like AOF3. The sprites are sometimes smaller and have some frames of animation cut, which is not good if you're trying to sell the Neo CD as an arcade system at home, or as being a proper replacement for the AES. In some cases they cut animations & sprite size to keep loading times down to a reasonable level, it wasn't necessarily always because the system was underpowered. The Neo AES is unusual compared to other consoles of the time, as it did everything with sprites, rather than have for example a set no. of background planes as the SNES & Genesis had. It was not only more powerful than other consoles, it also worked differently too.
You hear a lot about the Neo CD having a 1X CDROM, but I think it was actually a little faster (in terms of Kb/s) than the normal 1X standard. It was some kind of proprietary drive(?).
With AES/MVS games, the programmers tried to avoid any kind of compression(except maybe a few of the later titles), to make their games look bigger in term of "MEGS" compared to the Genesis and SNES. I'm still not convinced that programmers have gotten everything out of the AES/MVS that it can do- we haven't even seen a gigabit title yet.