(Which I don't think has slowdown anywhere, incidentally.) If I had to put money down, I'd guess they'd have a game design in hand, then they'd start implementing it.and when there was slowdown they said "aw hell, but not worth cutting the game down for." Which I generally agree with, especially if it meant more time for developing new games that otherwise might not have been made, like Surprise Attack I suppose. Secondly, considering that Konami made their own hardware board designs - I've seen credits of some arcade games where at least one person was tasked (credited) solely with the board design - and even custom chips (even early on) it doesn't seem outrageous to consider that this could have been intentional, or at least not considered worth scaling back the game for. There are at least a few posts in that discussion worth checking out, however, that at least give some idea what the consensus amongst and impact on gamers is. That said.įirst, this recalls this classic discussion on Shmups Forum excuse our friend THE, programmer of Lost Hope (who knows a thing or two about implementing bugs) and especially excuse the less helpful postings of others in that thread as well. I don't see the idle speculations of the forum crew really doing anything but fogging things up further. You're probably better equipped to settle this for once and all, so pull out the debugger. Tomaitheous, I think that the boss explosions are points where slowdown serves a "cinematic" purpose, so it's probably there by design. So either Konami is great at game design but shit at actual code implementation, or this fact that the slow down is built into the engine/game as part of the design to help it out. For Gradius 2 and 3, it's a dual 68k (10mhz IIRC). For Gradius and Salamander, the main processor is a 10mhz 68k. So I did some research about the arcade hardware. I'm thinking at this point, Konami are some pretty incompetent programmers. That reminded me that the Gradius hucard port also had slow down. It jokingly mentioned of the slow down in the game. Watching Spida1a's review of Salamander for PC-Engine hucard. I didn't think too much of it, until more recently. I wasn't given any links, but was told that a certain reputable member of the dev community actually looked through the code and found evidence that appeared to point to the fact. I questioned what kind of research was done to prove this. Then, recently, I saw this mentioned again on a dev forum. Just some excuses of rabid fanboys insecure about their beloved console's processor speed. This was specifically mentioned in passing for the SNES (Gradius III). Hosted by 44 Bytes.I've seen some people mention that the Gradius series has slowdown built into the engine to help facilitate in getting out of those crazy situations. © 2022 Hookshot Media, partner of ReedPop. Join 1,344,718 people following Nintendo Life: Zelda: Tears Of The Kingdom: Everything We Know So FarĮvery Nintendo Switch Online Sega Genesis / Mega Drive Ga. Review: The DioField Chronicle - A Solid Tactical RPG Tha. The 3DS And Wii U Are Losing Two More Features Next Month Limited-Time Pokémon Sword And Shield Distribution Event. Random: Unseen Screens Of Cut Super Mario 64 Stage Found. Talking Point: What On Earth Is Going On With Square Enix? Random: The Pokémon Company Has No Issues With Nuzlocke. Pokémon GO Spotlight Hour Times: This Week's Featured Po.ģ0 Upcoming Nintendo Switch Games To Look Forward To In 2022 The Japanese version we're playing only lists the top 30 scores in each difficulty, so you need to be pretty good to get your name on there. Here you are given a single credit to get a far as you can in the game, and when you’re done, you can save your scores to local and Wi-Fi leader boards. The first is the standard game which gives you unlimited credits to finish or practice the stages you have unlocked. Difficulty levels can be set from very easy to very hard, so everyone is likely to find a level that suits them. Newcomers will find Rebirth tough, but with a bit of practice, anyone can finish it. That being said, it’s still not a walk in the park. The Gradius games are notorious for their difficulty, but thankfully Rebirth isn’t as brutal as the older games and we think it ranks as one of the easiest in the series. The first thing that hits you is the charming 16-bit graphics and sound, which are very much like what you would expect from a SNES game, with some sprite scaling and rotation and even some slowdown to help you get through some of the more challenging areas. ReBirth isn’t an all new game, more of a remix of past Gradius titles, all presented in a lovely retro style.
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