intricate graphics

[Image is a very simple drawing of a sassy-looking spoon inside a blue oval. Around the oval are the words, “No spoon for you”.]

Confession: I’ve never actually seen the “No soup for you!” episode, but for some reason that line has been quoted often at my house ever since I was a small child. (Unrelated: if you want this on a shirt, Society6 is having a sale 7/3-7/4 where everything is 20% off AND you get free shipping. I got my shirt on a sale like that and it was a great decision, just saying.)

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It’s not the norm for me to cover a home console port of an arcade game (especially in today’s case where I’ve actually talked about the arcade game itself before), but I’ll do it on occasion if I think there’s a reason to. Today we’re looking at the Sega Genesis home port of Capcom’s ulcer generator, Ghouls n’ Ghosts. The original game was released in 1988 and, despite being on the strong (for the time) Capcom CPS1 hardware, it comes across pretty well on Sega’s home console, and feels much more impressive and cohesive than their efforts to capture the magic of Space Harrier did.

All of the game’s original stages are here, and they’re presented faithfully. The colors are just a touch more harsh on the Genesis palette than in the arcade, but the detail is sharp and the home console’s 320x224 resolution isn’t so much smaller than the arcade that it impacts the ability to play. Every bit of the challenge and amazing control from the arcade is here, including the requirement to beat the game twice in order to truly win. To help you out, you can fire straight up, there’s infinite continues and even cheat codes which can be activated. You’ll still die a lot even with those boons, since starting with the second stage, instant-death falls and traps become common.

So why talk about the home console port of an arcade game? Because as great as Ghouls n’ Ghosts on the Genesis is–and it is great–it only serves to illustrate why the Genesis, ultimately lost its generational console war to the Super Nintendo. Capcom would later release Super Ghouls n’ Ghosts on Nintendo’s machine and, despite a noticeably smaller resolution (256x224), it looks better than Sega’s game, plays more smoothly, sounds fantastic, offers an entirely new adventure to undertake and generally comes out on top in every way (although if it’s pure challenge you’re looking for, the arcade and Sega versions still hit you hardest.) 

Looking at the games side-by-side really helps to illustrate the difference in power and strengths between the two systems. While the Genesis commonly pulled off faster graphics (as seen in games like Sonic the Hedgehog and the Thunder Force series) and a more “80s arcade” sound thanks to its YM2612 chip, the SNES had more detailed, smoother graphics, intricate music capabilities and ultimately ended up with a larger library with more exclusives. It’s weird to say that an awesome game demonstrates the weaknesses of its console, but that’s exactly the case with Ghouls n’ Ghosts.

comatox  asked:

Can you do a cinematic screencap of pong

You’re pushing me to my limits here, but i’ll try my best.

This was a difficult one for sure. I wanted to capture the tension you felt while playing (my score is on the right), but not too much of course. This isn’t Alien Isolation after all. Getting the nostalgia factor just right was another top concern. What shade should the paddles, ball and background be? What should the scan lines look like? Finally, i wanted people to people to be able to see the intricate and detailed graphics, right down to the individual pixels. So i’ve included a 7k version for that very purpose.

Behold, my greatest screenshot achievement to date:

7k version