Comments 5

Re: Why Should Sega Have All The Fun? Looks Like The SNES Is Getting A Castlevania: Symphony Of The Night Port, Too

2ElvesVS1man

@UtopiaNemo
Exactly, and if the animations already show flickering from exceeding the per-scanline pixel limits that the PPU can draw, what we’re seeing isn’t “realistic” in the sense that it will have to reduce the number of residual images the protagonist displays. And if the game runs using MSU-1 for the soundtrack, expect a “large” file, speaking in comparison to the average cartridge size on the console, that could only be run via emulation or an EverDrive that supports that feature.

As Turboxray also points out, “those Alucard trails are going to have to go. It's gonna cause some bad sprite drop out,” without a doubt. So I see it from a different perspective than you do: yes, it’s a pre-alpha version that already shows the console’s limitations based on what has been shown so far.

Re: Indie Ghosts 'N Goblins Tribute 'Maldita Castilla' Is Heading To Not One, But Two, Classic Sega Consoles

2ElvesVS1man

I really enjoyed the original game on PC. According to what’s being said, this version will feature more paths, be less linear, include new exclusive additions, and won’t lose any of the original game’s animations.

It’s a very good way to expand its universe and broaden the offering. Without a doubt, it will be one of the hits for 16-bit consoles this year, along with Earthion or Final Fight MD.

Re: Why Should Sega Have All The Fun? Looks Like The SNES Is Getting A Castlevania: Symphony Of The Night Port, Too

2ElvesVS1man

You have to be realistic and… this isn’t going to be completed. Basically because it’s just one person working on it, and it’s an overly ambitious and massive project that shows limitations right from the start:

With a single enemy on screen, Alucard’s “Dash” shows inconsistency with the afterimages and noticeable flickering. To make matters worse, it doesn’t even use the console’s native capabilities, since the music, according to the author, is handled by the MSU-1, meaning external hardware takes care of the music, preventing the CPU from having to manage transfers to the SPC700’s ARAM, which is limited to 64KB of audio memory where sound effects, the driver, and the soundtrack all have to fit. That could complicate things, and the MSU-1 solves it in one fell swoop.

As a curiosity, sure, it’s interesting, but… let’s be realistic.

Re: Eternal Hunters Is A New SNES Action RPG That Looks Part Secret Of Mana, Part Chrono Trigger

2ElvesVS1man

I think it's an overly ambitious project, especially for a system that's not very appealing and where the numbers don't usually reflect the community's overall demand. Starting from scratch on an RPG that already has some shortcomings (the animations are too clunky) isn't the best option, I'm not sure. It's going to be compared to many classics on the system at every turn, and I even fear it could become an Unholy Night 2.0.

I wish them all the luck in the world, but given what I've seen in the homebrew scene for this console and its capabilities in recent times... I wouldn't expect much.