An interesting game that actually does something rare on Genesis, which is display a basically full-screen-width HUD entirely made of sprites rather than using the window feature or even just a few sprites for the HUD that don't cover basically full horizontal width of the screen. Doing the HUD with sprites like this allows the game to always have two proper background layers behind the HUD, which it might surprise some people to know is not otherwise technically possible on Genesis, not even when using the window feature. And the developer just took the chance that there won't be too many instances where the sprites go over the per scanline limit and cause some dropout/flickering. It doesn't look that bad even when it does happen here though, because the Genesis can prioritise these HUD sprites over any other sprites so only sprites on the same horizontal lines as and/or passing behind the HUD will dropout/flicker. And, since those sprites are usually behind the HUD anyway, it makes any dropout/flickering on them less noticeable. You can see a couple examples of this in practice with the wasp boss at 15:13 and the orb boss at 25:11, although it's usually much less noticeable during the rare instances when this is happening in the rest of the game. Just something I learned about Genesis recently and now I suddenly see an example of it here.
@@jakeconer I've seen that quite a lot in my time. I think that's possibly sometimes a case of programmers calling the shots over actual talented game designers maybe. There's so many extremely skilled programmers out there, but that does not automatically mean they will be great game designers too. Sadly, too many of them can't seem to accept that in my experience of interacting with a whole lot of them over the last few years, and they create a bunch of meh stuff that's technically impressing some other programmers or whatever but is ultimately not really fit for anything beyond that. This is especially rampant in the modern SNES indie/homebrew scene imo, while seemingly nowhere near as much of an issue in the modern Genesis indie/homebrew scene. Great for all the Genesis fans, but not so great for all the SNES fans. Hopefully that will improve in the future.
Never knew this existed, and I played Strider a bunch as a kid. Graphics are weak for 1993, they would have been ok in 1989-1990 but by 93 people really knew how to work with the Genesis and its limited colors on screen. Music and sounds were weak too. Level design is.... odd... but then again you had robots and dinosaurs in the original Strider so ok I guess. Other than that, gameplay seemed ok to me, not as bad as I have seen people in the comments say it is.
I never understood the hate against this game. It's a nice and faithful sequel to the original. Something I like a lot is the devs were careful to let the player choose between the classic sword and the new reimaginated one.
It wasn't Strider, Capcom would thankfully come to the rescue in the late 90's with the first games true sequel that played much like the original game, and a choice of 2 playable characters once Hiryu finished the main game.
You think you're better than me? You think you can just come in here and play Sega Genesis any time you want? You're wrong! This Dreamcast keyboard is outdated! You're outdated! This whole damn house is outdated! You're goin' down! It's time for- it's time for retribution! That's what it's time for!
what a trash of a game, programmed only to take advantage of original's Strider fame. Everything is unprofessionally done, the final boss is Meio standing still, even the "the end" screen is bad
And in the original he died in 3 seconds if you had a quick thumb, not really much better. I'm not saying this isn't flawed but the original Strider certainty could have used a few patches if we had those back then.
An interesting game that actually does something rare on Genesis, which is display a basically full-screen-width HUD entirely made of sprites rather than using the window feature or even just a few sprites for the HUD that don't cover basically full horizontal width of the screen.
Doing the HUD with sprites like this allows the game to always have two proper background layers behind the HUD, which it might surprise some people to know is not otherwise technically possible on Genesis, not even when using the window feature. And the developer just took the chance that there won't be too many instances where the sprites go over the per scanline limit and cause some dropout/flickering. It doesn't look that bad even when it does happen here though, because the Genesis can prioritise these HUD sprites over any other sprites so only sprites on the same horizontal lines as and/or passing behind the HUD will dropout/flicker. And, since those sprites are usually behind the HUD anyway, it makes any dropout/flickering on them less noticeable.
You can see a couple examples of this in practice with the wasp boss at 15:13 and the orb boss at 25:11, although it's usually much less noticeable during the rare instances when this is happening in the rest of the game.
Just something I learned about Genesis recently and now I suddenly see an example of it here.
Thanks
I find it kind of weird that TierTex is actually pretty good with technical accomplishments, but are not good at making good games.
@@jakeconer I've seen that quite a lot in my time. I think that's possibly sometimes a case of programmers calling the shots over actual talented game designers maybe. There's so many extremely skilled programmers out there, but that does not automatically mean they will be great game designers too. Sadly, too many of them can't seem to accept that in my experience of interacting with a whole lot of them over the last few years, and they create a bunch of meh stuff that's technically impressing some other programmers or whatever but is ultimately not really fit for anything beyond that. This is especially rampant in the modern SNES indie/homebrew scene imo, while seemingly nowhere near as much of an issue in the modern Genesis indie/homebrew scene. Great for all the Genesis fans, but not so great for all the SNES fans. Hopefully that will improve in the future.
Interesting. Thanks for the info and the time marks.
@@inceptional its interesting you see this as a rare bit of ingenuity rather than the naivety it probably was.
I ONLY had part 1 which was 🆒 👍🏼
Best thing about this game is the intro music.
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Capcom don't recognise this game so it says a lot
Why did they mess with the sword attack animation? Looks more like a lightsaber swing than a flash of steel
True, it’s sucks compared to original
In the settings, there is an option to switch the sword attack to the original.
Never knew this existed, and I played Strider a bunch as a kid. Graphics are weak for 1993, they would have been ok in 1989-1990 but by 93 people really knew how to work with the Genesis and its limited colors on screen. Music and sounds were weak too. Level design is.... odd... but then again you had robots and dinosaurs in the original Strider so ok I guess. Other than that, gameplay seemed ok to me, not as bad as I have seen people in the comments say it is.
Good Old strider you Can never go wrong With This game i really dont understand why there is so much hare about This game
tiertex sucks, that's why
I never understood the hate against this game. It's a nice and faithful sequel to the original. Something I like a lot is the devs were careful to let the player choose between the classic sword and the new reimaginated one.
It chugged like crap, the gameplay is lazy and slow and the environment is bland and forgettable.
It wasn't Strider, Capcom would thankfully come to the rescue in the late 90's with the first games true sequel that played much like the original game, and a choice of 2 playable characters once Hiryu finished the main game.
Strider was so awesome this game just didn't compare. Strider 2 had more depth but you had to reset your expectations to enjoy it.
Despite being developed by these: 0:38 incompetents, the Genesis version is the most decent version of Strider Returns.
This is definitely not Capcom quality. I would take the NES version over this one. The saber swing alone looks cheap.
Rather like Switchblade 2, but with more climbing abilities for the player.
Un cyber Tyrannosaurus? Io volevo intendere un boss.
So dark . . so ugly. It looks like the backgrounds were originally designed for a different game, then they slapped the Strider license on it.
You think you're better than me? You think you can just come in here and play Sega Genesis any time you want? You're wrong! This Dreamcast keyboard is outdated! You're outdated! This whole damn house is outdated! You're goin' down! It's time for- it's time for retribution! That's what it's time for!
The graphics looks like crap compared to the previous game.
❤❤❤❤😊😊😊😂🎉 hi 😊👋🏻
what a trash of a game, programmed only to take advantage of original's Strider fame. Everything is unprofessionally done, the final boss is Meio standing still, even the "the end" screen is bad
And in the original he died in 3 seconds if you had a quick thumb, not really much better. I'm not saying this isn't flawed but the original Strider certainty could have used a few patches if we had those back then.