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I'd be willing to bet a talented team could have pulled it off on the Sega Saturn That's a big claim and a very intriguing one. Dodonpachi is probably th
by JohnBooty 4y ago
I'd be willing to bet a talented team could have
pulled it off on the Sega Saturn
That's a big claim and a very intriguing one.
Dodonpachi is probably the densest 2D bullet hell shooter on the Saturn and even there, the screen has nowhere near the bullet count of Mushihimesama: https://www.youtube.com/watch?v=0IrLTjRlvxY https://www.youtube.com/watch?v=0IrLTjRlvxY
Of course that doesn't necessarily mean that Dodonpachi represents the absolute possible limits. Could the Saturn have been pushed even harder? Hrrmrmrmrmrmrmrmrmrm.
Maybe. If each bullet was a single, textured polygon... that theoretically fits within the Saturn's claimed performance envelope of several hundred thousand textured polys per second.
Still, the gulf between the Saturn's theoretical performance and practical achievable performance is legendary and notorious. Also, the game is going to need to do more than draw the polys. That is a lot of collision checks to perform. Though probably 99% of them can be skipped/simplified on any given frame if the bullet is nowhere near the player.
Seems like a fun challenge. Wish I knew the first damn thing about writing for the Saturn.
Battle Garegga had a near arcade-perfect port
Mushihimesama has at least an order of magnitude more bullets/objects onscreen than Garegga. It wasn't much of a "feat" to get Garegga running on the Saturn. Its arcade hardware was a MC68000P10 (17mhz) that is not even as powerful as the one in the Saturn!
http://system16.com/hardware.php?id=967 http://system16.com/hardware.php?id=967