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They had the exact problem I was looking to avoid -- the SNK games were giant ROM cartridges, up to 41MB. Later larger. Chopping up the data and loading just t
by wmil 7y ago
They had the exact problem I was looking to avoid -- the SNK games were giant ROM cartridges, up to 41MB. Later larger.
Chopping up the data and loading just the graphics needed for each fighting game match is what created the loading times.
The devs decided load times weren't a big deal if the matches looked and played great. They were wrong. Loading times are just something game designers have to accommodate, cut back the graphics as needed.
Being able to start with a back catalog of SNES games, enhance them, then publish on a medium with better margins like CD would have been very attractive to publishers.
- kstenerud 7y agoNEC, SNK, and Sega offered the same promises for their CD systems, but it never worked out that way. As soon as more storage was available, the games used it all. I doubt that Nintendo's playstation would have resulted in a different outcome. In fact, Nintendo was so spooked by the user experience of their competitors' 16-bit CD systems that they stuck with cartridges all through the 32-bit era, which hurt the richness of their games and caused a much stronger focus on gameplay vs visuals (due to limited storage space), and pushed them permanently out of the spec race between Sega, Sony, and Microsoft.