SNES drawing the polygons into the tiles just, makes me feel that computers are damn fast. It counts all the vertexes and indexes them into the right places. And then arranges the tiles on the screen ti make the polygons. And all that happens multiple times a second. Yea modern chips do it way faster. But it's so much faster that you really can't comprehend it. Seeing it happen on the tilemap just feels so very concrete. Dang those things do math so very fast. And draw so fast.
Smw bowsers fight is using mode 7 tho, the bowser clowncopter is actually a scaled and rotated background, as the snes was only able to scale n rotate backgrounds and not sprites, thats why the battles background is a black screen as it IS using animated background instead of sprites.
@@happyspaceinvader508 I've encountered two explanations: one claims that the SNES used basic 3D polygons for the Triforce, and the other suggests that it was composed of animated sprites, much like a GIF. Each frame of this animation is a single image, displayed sequentially, and drawn by a sprite artist to mimic a 3D appearance. However, I have yet to find a definitive answer to confirm either explanation.
I totally misunderstood the title… I thought this was going to be SuperFX games, but with the SuperFX boost disabled to show how badly they would perform.
Closest you could get to that is maybe edit an emulator to purposely underclock a SuperFX chip. But you can't outright disable it since the 3D HW functions it uses are flat out missing on the base hardware. You'd have to have access to the source code of the game to dare try, I think the only SuperFX game with the source code is maybe starfox through the leak and Doom.
Really wish Nintendo had done more with the Stunt Race series as a whole. Would have loved to see a modern version of it replicating the original box art with the clay models
I feel like I was one of 3 people that played that game as much as I did when it came out. Got the secret tracks and everything. And I feel like there was still more...like possibly being able to drive as the semi truck from the bonus stage on regular stages....
I wouldn’t mind if it just got Virtua Racer style upgrade that game got on Switch. Just improved the frame rate to 60fps, draw distance is no issue as the whole track is loaded and up res the polygons. And don’t charge $60 and we are good. A $10 cover charge will cover development costs
@@heavysystemsinc. I loved the hell out of Stunt Race, never got to own it but rented it many times, unlocked everything in it as well. That final demolition derby game was so much fun.
@@heavysystemsinc.Looks like it was at least 4 or 5 of us. The game was way under rated because everyone shat on the framerate. The racing was top notch and I would have enjoyed it if that was the only thing the game offered. But there was all the stunt modes too that made it one of the most replayed in my collection back then.
@@zapa47 Make that 5 or 6 of us then who had an appreciation for the game. What I'll add that hasn't been said is that the soundtrack was memorable too. My favorites were Aqua Tunnel, Sunset Valley, and Night Owl.
It's pretty crazy to me, how much they charge for the console, yet can afford to include a 3D graphics processor inside a game cart. They could have designed the SuperFX to be an add-on, or a lock-on cart. I guess that would have basically made it the 32X.
Yes, I don't know why they didn't do like they did with sonic, and have a pass through, so if you bought the game, you could use the processor with other games.
You have to take into account that back then simply putting a co-processor in the cartridges was more expensive for third party publisher's back then and often in order to actually get a higher profit margin on what they sold they would try and keep the production costs as low as possible. Now publishers probably get a lot more back even on physical games because the production costs are less and you don't have to source all of the different chips from different places. I believe the publishers also had to take a risk in advance on how many units they wanted to order from Nintendo. A lot of these co-processors were also designed years later after new technology had become available so it's not really a simple case of including it from the start when that tech didn't exist yet.
Console add-ons just didn't sell. Various companies had tried things like that, but afaik none of them did particularly well. For whatever reason, people were happier paying $80-$100 for individual games stuffed full of extra chips rather than an add-on with the same tech.
@@Draigarial it is great! I discovered it a few years back. Definitely gets not the attention it deserves. This, Drakken and a weird dos game called eternam shared this kind of 3d open world. environment.
@@Stefan-jo1sz I agree! It made me look up on trying Drakkhen, also as they say that game has some background on the dragons of Dragon View! I also just looked MS-DOS Eternam, I love the rocking intro of the CD version! And you are right the overworld looks of the same kind! It looks like a fun game! :p
I really enjoy these old school deep dives. I'm currently "disassembling" (Into English) the original Football Manager for the ZX Spectrum. I've already spotted a few place things can be tweaked and improved :)
Star Trek there was one of the best Trek games of the 90s, totally understated and underrated on the SNES. I've had that one ever since it came out and still do as it's just well done. And if you don't want to meddle with being a good officer, you can just jump into non-stop combat simulation which gets pretty interesting more harder you crank it up and the more of a handicap you lay down.
I was a big fan of Starfleet Academy at the time because it actually was something I was interested in. It was slow at times but I still played it through multiple times. I think with some kind of co-processor it could have been a lot closer to the 32X version. I'm actually more surprised it never got an Amiga port since it would have been way more suited to that as a flight sim.
Actually that's not true at all. The system was designed to do the most advanced 2D graphics of any of the systems at the time. It was very competent at performing that task. It was never designed with polygonal graphics in mind. It was designed to use enhancements and improvements added to the cartridges though.
@@Cade_Squirrel Contrary to popular belief most SNES games did not use enhancement chips including many of the most visually stunning of the entire era.
@@ExtremeWreck Yes and no. Most of what made Neo Geo games look impressive was thanks to its' massive processing power and "to hell with costs" cartridge sizes. Other than sprite scaling I don't think it had as many graphical effects. I don't think it could even do tiles. All of the scenery was constructed of sprites. You usually only saw a foreground and background layer and I don't recall seeing much parallax scrolling. No translucency, mosaics, windowing, or rotation. Nothing with an F-Zero like perspective, etc.
It's also interesting to compare the SNES Steel Talon to its Lynx counterpart - another rare case of a handheld beating a console. The framerate is similar, but the Lynx's environments have more detail and objects. Plus its first-person mode doesn't nerf the graphics. Also, that Pebble Beach game is actually really impressive for a SNES title.
the Lynx was a surprisingly powerful system. I ran a variant of the mos 6502, the same chip the NES was based on but clocked much higher. On top of that, the Lynx had an equally powerful graphics processor that could do some effects that weren't possible even on newer consoles. It also helped that is was pushing less than a third the number of pixels that a console would.
Share's accent is so distinctive, he sounds like he should be 10x bigger than he is. Guess retro gaming is kinda niche, not many of us as deep into this as we are.
The era of 'Too hell with the frame rate, we have a vision!'. I do love seeing these things running on over clocked emulators, it at least shows what could have been. This is also during the era when the PC could do 3D moderately well but sucked at 2D and the consoles were the opposite. It all came down to CPU speed really.
The reason the consoles could do 2D so much better than PC is that they had built in routines to scroll tiles and sprites around at 60 fps. PC didn't have those features built in and had to brute force everything and redraw each frame in the most inefficient way possible. It was a choppy mess.😂
@@davidaitken8503 Exactly, all the main consoles of that era had tile based systems with window/scroll background layers. It took a huge load of the main CPU by having it only focus on the deltas. PC's where very generalized on visuals until well into the 90's.
16-bit consoles were only good at tiled graphics with multiple parallax layers. They had specific hardware for that. PCs back then had only a simple framebuffer with some hardware features that allowed do off-set scrolling or fill screen quicker with single color. Games that had no parallax scrolling like Lemmings 2, The Lost Vikings or Super Frog had smooth 70 FPS gameplay with perfect scrolling. Pinball games like SilverBall, Epic Pinball, Pinball Fantasies, Dreams etc. are the best examples here, since they've used huge amount of RAM PCs had to display colorful non-tiled graphics with rich animations. Games like Jazz Jackrabbit were able to simulate parallax scrolling by palette effects and run smoothly on 386 CPUs. When 486 with VLB graphics cards become popular, PCs were capable of replicating SNES graphics in software. With more colors and still in non-tile based way. However it was after DOOM was released, so no one wanted to play 2D games and every month new 3D games were released. PCs were also designed to display static images. Something that both Sega Genesis and SNES had trouble with. Point&Click adventures were very popular on Amiga, Atari ST and PC. They weren't that common on 16-bit consoles, since they required a lot of space for their art. PC games were reaching 10-24 MB on floppies. This is more than many N64 games. Also PCs never really adopted parallax scrolling. It was in some games, but not that common or desired. Games were rather design to use high-res 640x480 mode.
@@Leeki85 Yep. Everything you said is absolutely true. That is why, despite their raw horsepower, 2D games on PC looked and played so inferior to the 8 and 16-bit consoles. They could draw large, pretty pictures, but could never hope to run anything as beautiful as SNES games like Sparkster, Castlevania 4, and the Donkey Kong Country series. Genesis games like Ranger X, Shinobi 3, and Thunder Force 4. Turbo Grafx 16 games like Air Zonk, Lords of Thunder, and Psychic Storm. Even late generation NES games like Batman: Return of the Joker, Ninja Gaiden 3, and Shatter Hand looked good. Heck, the games still look really good as the Japanese pixel artists from that era were so amazing. I can't say I can think of any 2D games on PC from the early 90's that were equally impressive.
Now cover this subject again but with the Megadrive! Lots of 3-D there. The Lynx had a math-coprocessor that was used for some 3-D games as well if you'd like to expand into a series.
To be fair to SNES when it comes to Race Drivin' vs the Genesis version, the SNES version is stuck running in SlowROM at 2.68 MHz and only 70% of the system's full CPU speed, definitely isn't optimized very well, and doesn't have about 1/4 of the screen of forced blank that can be used for extra processing time like on the Genesis version (the thick black bars at the top and bottom of the screen). Still, yeah, the SNES version is crap.
10:42 Latency might be a problem with 3D games of you have to spend 5 frames for every frame just cleaning, drawing, copying and encoding each real frame. 10-12 fps would be your hard limit with 5 frames per frame. And that's fields too, PAL and NTSC are only 25 and 30 FPS when taken progressively.
The first game's geometry rendering technique could be made more efficient if it was able to do some basic culling. You can see how much overdraw it does, using the "painter's technique" to first paint distant objects, then immediately paint nearer objects on top. If you know something is occluded you can avoid drawing it, but I wonder if a culling would be more expensive than simply overdrawing?
Sounds plausible to me. It could well be the case that until you start doing texture mapping, any attempt at culling ends up more expensive than the overdraw. If conditional branches needed for the culling are expensive enough, or there are enough of them, it could well end up adding up to more CPU cycles than just going ahead with the overdraw. Of course, just because it sounds plausible doesn't mean it's right, and I'm just speculating here.
@@Roxor128 You could be right. Plus how much time did they have to develop this game? It was hardly going to be a big seller so I guess - "not much". Just get it out the door
If it's something really predictable, like being inside a maze where you know the view down the current corridor obscures your view of adjacent corridors, and any objects not in this corridor needn't be drawn, you can do the culling with simple logical choices. When it's more complex shapes like pyramids in the way, you have to calculate most of the shape before you can work out what it hides. That's just going to waste time on an 8-bit CPU compared to just painting it in a simple series of horizontal lines all the same colour. Particularly when there are so few objects in the scene that complete obscuration of an object is rare. Culling saves time on modern systems because there's all the extra stages of lighting and texturing to consider for every single pixel of the fill, so it's worth doing a few extra geometrical sums if it means skipping a few million calculations. And there are a lot more objects, so it's more likely to pay off.
Populous 1 and 2 drew the landscape with identically-sized image blocks stacked on top of each other, like so many 8-bit isometric view arcade-adventures, for example Knight Lore, Head-Over-Heels, or (more recently) Final Fantasy Tactics. There's no perspective, so distant blocks are no smaller than near ones. That makes it easy to display with fixed-sized tiles. They're all similar 2D graphics. Powermonger drew the landscape as a 3D layer of polygons, like a textured blanket over a height-map of points, and did it with perspective and rotation, so every view was minutely different from the last. Although the figures were still done as 2D sprites drawn on top.
Elite for the NES does basically just what talons does just in wireframe. incredible for being on the NES, and possibly the only full 3d game on the NES.
Live long and prosper, Sharopolis 🖖 _”The needs of the many outweigh the needs of the few, or the one.”_ - Mr. Spock, Marxist icon _”Workers of the world, unite! You have nothing to lose but your chains!”_ - Grand Nagus Rom, a union man
The SNES has a 6502 derivative for its CPU. And whereas the original 6502 has no multiply and divide which must be fun for 3D (it's not) I dunno whether the SNES has more features. It probably doesn't though, it's a tile shifter. So, yeah, oof, can't be fun. But then again the 6502 ran Elite? 🤷♂️
OK, the derivative is actually the Ricoh 5A22, an extension of the WDC 65C816. Most importantly it includes: 1) DMA Engine 2) Multiplication and Division registers 3) 24-bit Addressing 4) 16-bit Processing 5) H-Blank, V-Blank and Configurable-Calculated-Blank interrupts So it's not super fast but it is extra functional
Great video - I still have a SNES with Stunt Race FX and Starwing (Starfox) both of which I used to play back in the day. It was interesting seeing how Super Probotector (Contra) and Steel Talons loaded items and displayed them. I learnt a lot from that. Loved the 'Glide' reference at the end. I own the boxed version of Hard Driving on my Lynx 1 (but it can me mildly overclocked) and used to play it on the Speccy, so am a glutton for punishment, but like you, am aware of the historical context of the games. I'll give the Star Trek game a shot too. Thanks for the heads up on that ! You mention that one could get the SA-1 hack 'if you have the right flash cart'. I have a 600-in-1 or something cart from AliExpress. Would it be on something like that ? Thanks again for a genuinely enlightening video.
I came to this video only thinking about one of my favorite game of all time, Dragon View, that has first person 3D movement on the overworld map without having any special chip
As a not very technically minded person I had to rewind some of these sections just to wrap my head around them, but I can at least say that I know of a few more games on the SNES I didn't before, even if among them it feels like the Star Trek and the final Golf game were the only ones worth knowing as games, rather than experiments. For some reason I got stuck on Powermonger the most, even if Race Drivin' seems undoubtedly worse. I guess Powermonger seems like the cool map and RTS concept at least seems fun enough that I'd want to try and keep playing it, while Race Drivin' I'd abandon in a heartbeat.
by far It might ACTUALLY be the worst game of all time. There are lots of games out there that are considered worst of all time, but Pit Fighter on the SNES might be the worst. The way it is designed, it is almost impossible to play.
Interesting stuff. I did enjoy that Star Trek game, it has a good variety of missions. Powermonger was a little cluttered for a console game, it played much better with a mouse. (Just one point on Mario Kart - it used a DSP chip to speed up calculations for Mode 7)
I'd like to see you do a video on Sega Genesis 3D games. There were some really good ones for the system. There was also a Star Trek game similar to the one you show for the SNES, but it didn't have 3D space battles, they were on a 2D field instead as well as 2D away missions. I can't remember what the subtitle for the game was and I'd have to go find the box to remember, but it had a full ops center allowing you to control how many resources went towards fixing the various ship systems and a full library computer with info on all the ships, alien and human. Even though it wasn't 3D, I'd like to know if anyone else ever played it and liked that game.
Probably is good hardware but sometimes on handheld screens they take advantage of "persistance" to double the number of sprites on screen. e.g. it takes a few frames for a sprite's image to fade completely.
@@ugarit5 They probably emulate it. I knwo R-Type on the mono gameboy uses this technique. I'm sure other games would too. Maybe the NGPC has too good a screen to use it?
I never understood why games like Steel Talons or even Robocop on the Amiga needed to have everything in 3D. Wouldn't it make more sense to restrict 3D to the enviroment and use scaling sprites for things like cars and characters? The NPC's in Robocop could have been fully colored sprites instead of black 3D faceless figures. That would improve the framerate by a bit at least.
Early 3d was a noveltyb back in the day. Even if too simplified or with bad fps, the fact that you could explore and move in this primitive 3d environments was so amazing for people back in the day.
The Amiga was limited in that it used bitplanes versus "chunky" pixels. Games like Doom were hard to port because while the Amiga could compute fast enough it couldn't read/write to the fast enough to update the full screen at a good framerate. Games like Robocop tended to use 16 color mode to reduce the number of bitplanes needing read/writes. And bitmap scaling/rotation is more CPU intensive than 3D without dedicated sprite scaling/rotation hardware, which only the Neo-Geo had.
Probably didn't have enough development time to optimize everything like that. Amiga is a bit of a nightmare with it's zillion custom chips that all need to be working in sync just to get a basic arcade game running
Without dedicated chips to do it, sprite scaling takes up a lot of CPU time. You can stretch an image vertically by duplicating rows of pixels within it, as then you're just copying whole bytes or words of data at a time. But horizontally is something different entirely, as then you need to pick apart the bits in a byte, duplicate them, then put them back together again. Which in software means it's going to take 8 or 16 times longer. On some ST/Amiga games like Corporation you can even see the sprite stretching smoothly vertically, then every so often 'popping' to it's next pre-drawn width as it approaches.
Didn't it effectively lower the resolution from 256x224 to 224x160... use DMA registers to draw a scanline of polygon data, in order to increase the frame rate?
A thought just came to mind. If you could somehow make a more modern graphics processing chip for the SNES, I wonder what you could honestly get to play on the system.
Thing is, the Super FX chip didn't exist when the console was released in late 1990 (japan), they would have had to wait all the way to 1993 to even have a Super FX chip to put in them and Nintendo did not have time for this as the Sega Mega Drive had already been out two years in 1990. There was a console war to fight.
Stunt racer fx and starfox are the very limits of the snes...,the snes had a vector graphics mode......it was just a question of putting in the assembly on the Rico variant.......unlike the mega drive that didn't have such modes as standard
Didn't alttp use the superfx chip for its transitions? [I actually wrote this before you brought it up in the video] If so, I would assume the 3D triforce at the beginning was More of a " we have it anyway might as well use it to its fullest to extent" thing
A Link To The Past was IIRC a pretty early SNES game, and the Super FX chip didn't exist yet. AIUI the transitions were done with the mode 7/HDMA combo everybody used for pseudo-3D perspective effects on the system.
@gwalla I thought that A Link to the past and Star Fox released in the same Christmas season.. though that was a good 20 years before my time so I may be wrong
@@skeleton_craftGaming I just checked and Link to the Past came out in the US in '92 (Japan in '91) while Star Fox was '93. So I was right about the order but inflating the length of time between them. I guess when you're a kid years seem like a more significant amount of time than when you're in your 40s!
Jurassic park, top down and doom shooter... im glad someone covered Star trek bridge sim just cause I was always under the impression it used a cheaper version of the FX chip, my big question is games that dont use the Fx chip if you ran an overclocked SNES, since im pretty sure some people have toggle turbo switches, on a side note for bridge sim, it does have 2 player and it beleive it is possible to get out of rendor range of each other, now the 32X version is a different beast entirely, with textures even
This kind of illustrates why the 32X bombed so bad. Why would you buy an expensive add-on to play games that you can get on the base SNES? Sure, Doom and Star Trek do run a bit better on the 32X version, but not $160 better.
@@davidaitken8503 yeah Nintendo kinda nailed that niche of just adding the chips to the carts themselves and allowing the native hardware to do the job, sega tried to do dedicated and well we saw how that went, good idea on paper
I remember renting the Star Trek game, wanting to love it, and playing it all weekend. But it was just really unclear how it worked, and what to do, though maybe the manual would have helped. Maybe I was just too young for it.
The best console version of Star Trek Bridge Simulator is of course the 32X version, which to my memory fixes any of the slowdown issues that the SNES had.
For a stock snes those rendered polygons are amezing. But the sa1 and super fx2 chips are better suited for flat shaded rendered polygons. But am dreaming about fully textured 3D games on the snes with a more powerful 3D chip for it🤣
Anyone here into emulation? I mean, like into editing code for one? I need a SNES emulator to display 2 screens, one with the layers offset by a few pixels. Guess what that would do. SN 3-D.
lol. I played a lot of Race Drivin' back in teh day. Purely because I part exchanged for it, and back then, that means you're stuck with it so make the best of it. Haha, what a ....game i guess?
The MD/Genesis' Motorola 68000 absolutely STOMPS on the SNES' souped up 8-bit CPU (16-bit internally w/ an 8-bit data bus vs 32-bit internally w/ a 16-bit data bus for the 68000) in terms of raw performance. 🤷 Like it's not even close. The SNES was all about its custom PPU not the crap CPU. This is a major reason why the MD was much better at doing real 3D.
No game shows the Snes true capabilities (2D/3D), but that's about to change, homebrewers WILL start re porting arcade games (mostly Capcom's) attempting ARCADE PERFECT/PIXEL PERFECT conversions, the same way that these homebrewers WILL prove the REAL limits of the Snes in terms of 3D, JUST TO DEBUNK THE AGENDA AGAINST THE SNES, i suggest reading the Snes development manuals, for a start. The agenda against the Snes began even in the 90s, Street Fighter Alpha 2/Final Fight 3 are proof of that, badly programmed ON PURPOSE, just to give the Snes a bad name, the hacker Olinda explains very well (in portuguese), how things could've been easily done, but they didn't, the same for SFA2, a programming disaster also, that's why real homebrewers with NO AGENDA WILL do the things i mentioned previously. AVE MARIA PURISSIMA, SINE LABE CONCEPTA, CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
Also, Wolf3D was never polygonal. It used a system called raycasting which allowed for fake 3D without having to actually do many 3D calculations. The one I'm wondering about was Faceball 2000. If it wasn't using polygons, what was it doing?
@@jasonblalock4429 but the title is "3d games" not polygon games. You could argue that Wolfenstein doesn't have a height component you can actually interact with, thus the 2.5d moniker. But then Doom doesn't really do height either. And I'm sure there's plenty of '3d' polygon games that only make use of 2 dimensions. Then you've got things like zaxxon, where you do interact in 3 dimensions, but they aren't classed as 3d. Then there's the open question of what is a polygon. I think excluding Wolfenstein on that count is more convention, than mathematical correctness.
Fun fact - the animated triforce pieces in the Link to the Past intro are 3D polygon models.
Yes i knew that 34 years ago as a kid what they where. At that time i was trying to make 3d graphics as well in turbo pascal.
I still temember first time i saw thst.
SNES drawing the polygons into the tiles just, makes me feel that computers are damn fast. It counts all the vertexes and indexes them into the right places. And then arranges the tiles on the screen ti make the polygons. And all that happens multiple times a second.
Yea modern chips do it way faster. But it's so much faster that you really can't comprehend it. Seeing it happen on the tilemap just feels so very concrete. Dang those things do math so very fast. And draw so fast.
I loved Stafleet Academy growing up. The Interplay era of Trek games gave us a lot of good stuff.
yeah, for real. I had the PC version though. it really felt like being in Starfleet Academy, the cutscenes were so terrible they were good!
A shout out to the 32X version as well.
When I read the title I immediately thought of the Triforce in Zelda A Link to the Past.
Super Mario World's Bowser fight
@snoxeri Actually, that fight was made with Mode 7, it's a pseudo 3D effect but not real 3D, it's like the tracks in F-Zero or Super Mario Kart.
Smw bowsers fight is using mode 7 tho, the bowser clowncopter is actually a scaled and rotated background, as the snes was only able to scale n rotate backgrounds and not sprites, thats why the battles background is a black screen as it IS using animated background instead of sprites.
Pretty sure the Triforce in the opening of Zelda Link to the Past is 3 animated sprites, not polygons.
@@happyspaceinvader508 I've encountered two explanations: one claims that the SNES used basic 3D polygons for the Triforce, and the other suggests that it was composed of animated sprites, much like a GIF. Each frame of this animation is a single image, displayed sequentially, and drawn by a sprite artist to mimic a 3D appearance. However, I have yet to find a definitive answer to confirm either explanation.
I totally misunderstood the title… I thought this was going to be SuperFX games, but with the SuperFX boost disabled to show how badly they would perform.
I would love to see such a video
Did you?
Closest you could get to that is maybe edit an emulator to purposely underclock a SuperFX chip. But you can't outright disable it since the 3D HW functions it uses are flat out missing on the base hardware.
You'd have to have access to the source code of the game to dare try, I think the only SuperFX game with the source code is maybe starfox through the leak and Doom.
Me too
Why would you think that? Also, I don't think that would even be possible
Really wish Nintendo had done more with the Stunt Race series as a whole. Would have loved to see a modern version of it replicating the original box art with the clay models
I feel like I was one of 3 people that played that game as much as I did when it came out. Got the secret tracks and everything. And I feel like there was still more...like possibly being able to drive as the semi truck from the bonus stage on regular stages....
I wouldn’t mind if it just got Virtua Racer style upgrade that game got on Switch. Just improved the frame rate to 60fps, draw distance is no issue as the whole track is loaded and up res the polygons. And don’t charge $60 and we are good. A $10 cover charge will cover development costs
@@heavysystemsinc. I loved the hell out of Stunt Race, never got to own it but rented it many times, unlocked everything in it as well. That final demolition derby game was so much fun.
@@heavysystemsinc.Looks like it was at least 4 or 5 of us. The game was way under rated because everyone shat on the framerate. The racing was top notch and I would have enjoyed it if that was the only thing the game offered. But there was all the stunt modes too that made it one of the most replayed in my collection back then.
@@zapa47 Make that 5 or 6 of us then who had an appreciation for the game. What I'll add that hasn't been said is that the soundtrack was memorable too. My favorites were Aqua Tunnel, Sunset Valley, and Night Owl.
Thanks Sharopolis - still the finest tech channel on TH-cam
Yes
7:52 "turn-based racing" 😜
It's pretty crazy to me, how much they charge for the console, yet can afford to include a 3D graphics processor inside a game cart. They could have designed the SuperFX to be an add-on, or a lock-on cart. I guess that would have basically made it the 32X.
SNES was released in 1990, meaning it was developed in the late 80s. Tech was developing faster back then, so chip pricing had fallen a lot by 1993
Yes, I don't know why they didn't do like they did with sonic, and have a pass through, so if you bought the game, you could use the processor with other games.
The SVP and SH2 were each $20, but they needed another $20-30 in RAM and ROM to do anything useful.
You have to take into account that back then simply putting a co-processor in the cartridges was more expensive for third party publisher's back then and often in order to actually get a higher profit margin on what they sold they would try and keep the production costs as low as possible. Now publishers probably get a lot more back even on physical games because the production costs are less and you don't have to source all of the different chips from different places. I believe the publishers also had to take a risk in advance on how many units they wanted to order from Nintendo. A lot of these co-processors were also designed years later after new technology had become available so it's not really a simple case of including it from the start when that tech didn't exist yet.
Console add-ons just didn't sell. Various companies had tried things like that, but afaik none of them did particularly well. For whatever reason, people were happier paying $80-$100 for individual games stuffed full of extra chips rather than an add-on with the same tech.
Drakkhen was an SNES open word RPG with 3D environments.
I was thinking about that and of course the very cool sequel dragon view.
@@Stefan-jo1sz I'm happy to see Dragon View get some appreciation! Is one of my favorite games ever!
@@Draigarial it is great! I discovered it a few years back. Definitely gets not the attention it deserves. This, Drakken and a weird dos game called eternam shared this kind of 3d open world. environment.
Drakkhen was garbage, though. The sequel, Dragon's View is much better and has the same type of open world map.
@@Stefan-jo1sz I agree! It made me look up on trying Drakkhen, also as they say that game has some background on the dragons of Dragon View! I also just looked MS-DOS Eternam, I love the rocking intro of the CD version! And you are right the overworld looks of the same kind! It looks like a fun game! :p
I really enjoy these old school deep dives. I'm currently "disassembling" (Into English) the original Football Manager for the ZX Spectrum.
I've already spotted a few place things can be tweaked and improved :)
Will you add 3D graphics to the game?
Star Trek there was one of the best Trek games of the 90s, totally understated and underrated on the SNES. I've had that one ever since it came out and still do as it's just well done. And if you don't want to meddle with being a good officer, you can just jump into non-stop combat simulation which gets pretty interesting more harder you crank it up and the more of a handicap you lay down.
lol, be an Oberth class vs a refit Connie or Klingon K'tinga class battlecruiser...
Welcome aboard the Redshirt Express!
I was a big fan of Starfleet Academy at the time because it actually was something I was interested in. It was slow at times but I still played it through multiple times. I think with some kind of co-processor it could have been a lot closer to the 32X version. I'm actually more surprised it never got an Amiga port since it would have been way more suited to that as a flight sim.
PGA Tour 96 is an SA-1 accelerated golf game that was released in the states.
excellent video and great explanations of the technical side, also every game i expected to show up in here did, phenomenal job!
The SNES is like having the features of a sports car with a mopehead engine.
Actually that's not true at all. The system was designed to do the most advanced 2D graphics of any of the systems at the time. It was very competent at performing that task. It was never designed with polygonal graphics in mind. It was designed to use enhancements and improvements added to the cartridges though.
@@davidaitken8503 Yeah but it's slow CPU and DMA really made using those effects a challenge unless you helped it with extra chips.
@@Cade_Squirrel Contrary to popular belief most SNES games did not use enhancement chips including many of the most visually stunning of the entire era.
@@davidaitken8503 Problem is, the Neo Geo existed that did 2D graphics better without enhancement chips.
@@ExtremeWreck Yes and no. Most of what made Neo Geo games look impressive was thanks to its' massive processing power and "to hell with costs" cartridge sizes. Other than sprite scaling I don't think it had as many graphical effects. I don't think it could even do tiles. All of the scenery was constructed of sprites. You usually only saw a foreground and background layer and I don't recall seeing much parallax scrolling. No translucency, mosaics, windowing, or rotation. Nothing with an F-Zero like perspective, etc.
It's also interesting to compare the SNES Steel Talon to its Lynx counterpart - another rare case of a handheld beating a console. The framerate is similar, but the Lynx's environments have more detail and objects. Plus its first-person mode doesn't nerf the graphics.
Also, that Pebble Beach game is actually really impressive for a SNES title.
the Lynx was a surprisingly powerful system. I ran a variant of the mos 6502, the same chip the NES was based on but clocked much higher. On top of that, the Lynx had an equally powerful graphics processor that could do some effects that weren't possible even on newer consoles. It also helped that is was pushing less than a third the number of pixels that a console would.
Sorry but Lynx port is lower resolution and uses more AA batteries
Share's accent is so distinctive, he sounds like he should be 10x bigger than he is. Guess retro gaming is kinda niche, not many of us as deep into this as we are.
Thanks for bringing up the Triforce. I've been wonder for years on whether it was done with polygons.
The era of 'Too hell with the frame rate, we have a vision!'. I do love seeing these things running on over clocked emulators, it at least shows what could have been.
This is also during the era when the PC could do 3D moderately well but sucked at 2D and the consoles were the opposite. It all came down to CPU speed really.
Can you imagine if Nintendo were still including a GPU in their 3D games today? I think their games would be slightly more expensive. lol
The reason the consoles could do 2D so much better than PC is that they had built in routines to scroll tiles and sprites around at 60 fps. PC didn't have those features built in and had to brute force everything and redraw each frame in the most inefficient way possible. It was a choppy mess.😂
@@davidaitken8503 Exactly, all the main consoles of that era had tile based systems with window/scroll background layers. It took a huge load of the main CPU by having it only focus on the deltas. PC's where very generalized on visuals until well into the 90's.
16-bit consoles were only good at tiled graphics with multiple parallax layers. They had specific hardware for that. PCs back then had only a simple framebuffer with some hardware features that allowed do off-set scrolling or fill screen quicker with single color.
Games that had no parallax scrolling like Lemmings 2, The Lost Vikings or Super Frog had smooth 70 FPS gameplay with perfect scrolling. Pinball games like SilverBall, Epic Pinball, Pinball Fantasies, Dreams etc. are the best examples here, since they've used huge amount of RAM PCs had to display colorful non-tiled graphics with rich animations.
Games like Jazz Jackrabbit were able to simulate parallax scrolling by palette effects and run smoothly on 386 CPUs.
When 486 with VLB graphics cards become popular, PCs were capable of replicating SNES graphics in software. With more colors and still in non-tile based way. However it was after DOOM was released, so no one wanted to play 2D games and every month new 3D games were released.
PCs were also designed to display static images. Something that both Sega Genesis and SNES had trouble with. Point&Click adventures were very popular on Amiga, Atari ST and PC. They weren't that common on 16-bit consoles, since they required a lot of space for their art. PC games were reaching 10-24 MB on floppies. This is more than many N64 games.
Also PCs never really adopted parallax scrolling. It was in some games, but not that common or desired. Games were rather design to use high-res 640x480 mode.
@@Leeki85 Yep. Everything you said is absolutely true. That is why, despite their raw horsepower, 2D games on PC looked and played so inferior to the 8 and 16-bit consoles. They could draw large, pretty pictures, but could never hope to run anything as beautiful as SNES games like Sparkster, Castlevania 4, and the Donkey Kong Country series. Genesis games like Ranger X, Shinobi 3, and Thunder Force 4. Turbo Grafx 16 games like Air Zonk, Lords of Thunder, and Psychic Storm. Even late generation NES games like Batman: Return of the Joker, Ninja Gaiden 3, and Shatter Hand looked good. Heck, the games still look really good as the Japanese pixel artists from that era were so amazing. I can't say I can think of any 2D games on PC from the early 90's that were equally impressive.
Now cover this subject again but with the Megadrive! Lots of 3-D there. The Lynx had a math-coprocessor that was used for some 3-D games as well if you'd like to expand into a series.
To be fair to SNES when it comes to Race Drivin' vs the Genesis version, the SNES version is stuck running in SlowROM at 2.68 MHz and only 70% of the system's full CPU speed, definitely isn't optimized very well, and doesn't have about 1/4 of the screen of forced blank that can be used for extra processing time like on the Genesis version (the thick black bars at the top and bottom of the screen). Still, yeah, the SNES version is crap.
Vortex and Winter Gold are magnificents.
10:42 Latency might be a problem with 3D games of you have to spend 5 frames for every frame just cleaning, drawing, copying and encoding each real frame.
10-12 fps would be your hard limit with 5 frames per frame.
And that's fields too, PAL and NTSC are only 25 and 30 FPS when taken progressively.
The first game's geometry rendering technique could be made more efficient if it was able to do some basic culling. You can see how much overdraw it does, using the "painter's technique" to first paint distant objects, then immediately paint nearer objects on top. If you know something is occluded you can avoid drawing it, but I wonder if a culling would be more expensive than simply overdrawing?
Sounds plausible to me. It could well be the case that until you start doing texture mapping, any attempt at culling ends up more expensive than the overdraw. If conditional branches needed for the culling are expensive enough, or there are enough of them, it could well end up adding up to more CPU cycles than just going ahead with the overdraw.
Of course, just because it sounds plausible doesn't mean it's right, and I'm just speculating here.
@@Roxor128 You could be right. Plus how much time did they have to develop this game? It was hardly going to be a big seller so I guess - "not much". Just get it out the door
If it's something really predictable, like being inside a maze where you know the view down the current corridor obscures your view of adjacent corridors, and any objects not in this corridor needn't be drawn, you can do the culling with simple logical choices. When it's more complex shapes like pyramids in the way, you have to calculate most of the shape before you can work out what it hides. That's just going to waste time on an 8-bit CPU compared to just painting it in a simple series of horizontal lines all the same colour. Particularly when there are so few objects in the scene that complete obscuration of an object is rare.
Culling saves time on modern systems because there's all the extra stages of lighting and texturing to consider for every single pixel of the fill, so it's worth doing a few extra geometrical sums if it means skipping a few million calculations. And there are a lot more objects, so it's more likely to pay off.
Damn, you played Race Drivin pretty well
Honestly I'm amazed that I can tell what's going on in Race Drivin' at all
Good stuff as always my friend
Much appreciated
Is Powermonger really just Populous but with a laggy map? That's nutty.
Populous 1 and 2 drew the landscape with identically-sized image blocks stacked on top of each other, like so many 8-bit isometric view arcade-adventures, for example Knight Lore, Head-Over-Heels, or (more recently) Final Fantasy Tactics. There's no perspective, so distant blocks are no smaller than near ones. That makes it easy to display with fixed-sized tiles. They're all similar 2D graphics. Powermonger drew the landscape as a 3D layer of polygons, like a textured blanket over a height-map of points, and did it with perspective and rotation, so every view was minutely different from the last. Although the figures were still done as 2D sprites drawn on top.
Elite for the NES does basically just what talons does just in wireframe. incredible for being on the NES, and possibly the only full 3d game on the NES.
I remember back in high school (1994) playing Virus on an Acorn Archimedes in the Technical Drawing lab!
I always love 3d graphics as a topic!
Still my favorite channel on youtube - you speak my language!
Very cool and interesting video. Amazing what had to be done back in the day.
Drakken uses some polygons in the outside environments.
Damn, they actually ported Powermonger to the SNES? That's crazy.
Live long and prosper, Sharopolis 🖖
_”The needs of the many outweigh the needs of the few, or the one.”_ - Mr. Spock, Marxist icon
_”Workers of the world, unite! You have nothing to lose but your chains!”_ - Grand Nagus Rom, a union man
What an epic channel! The best.
Oh yeah, you don't ever want to see me without my Super FX Chip.
The SNES has a 6502 derivative for its CPU.
And whereas the original 6502 has no multiply and divide which must be fun for 3D (it's not) I dunno whether the SNES has more features. It probably doesn't though, it's a tile shifter.
So, yeah, oof, can't be fun.
But then again the 6502 ran Elite? 🤷♂️
OK, the derivative is actually the Ricoh 5A22, an extension of the WDC 65C816.
Most importantly it includes:
1) DMA Engine
2) Multiplication and Division registers
3) 24-bit Addressing
4) 16-bit Processing
5) H-Blank, V-Blank and Configurable-Calculated-Blank interrupts
So it's not super fast but it is extra functional
HAH damn if Race driving would have been like that back then I would be in heaven! i loved that series!
Great video - I still have a SNES with Stunt Race FX and Starwing (Starfox) both of which I used to play back in the day. It was interesting seeing how Super Probotector (Contra) and Steel Talons loaded items and displayed them. I learnt a lot from that. Loved the 'Glide' reference at the end.
I own the boxed version of Hard Driving on my Lynx 1 (but it can me mildly overclocked) and used to play it on the Speccy, so am a glutton for punishment, but like you, am aware of the historical context of the games. I'll give the Star Trek game a shot too. Thanks for the heads up on that !
You mention that one could get the SA-1 hack 'if you have the right flash cart'. I have a 600-in-1 or something cart from AliExpress.
Would it be on something like that ?
Thanks again for a genuinely enlightening video.
Always wondered why several SuperFX games would still run with a game genie which didn't have paths for the extra connector conductors.
I came to this video only thinking about one of my favorite game of all time, Dragon View, that has first person 3D movement on the overworld map without having any special chip
Was in stiches over the bridge simulator joke.
7:03 They did an amazing job faithfully porting the Atari Lynx game down to the frame rate!
What's that "DS retro?" channel he mentions in intro? I couldn't find it
Sounded like "DF Retro" to me, which is a series of videos by Digital Foundry.
th-cam.com/video/GkKP_sgMDuo/w-d-xo.htmlsi=-lLMfkiP949Qz8Oz
@@gwishart Thank you!
When it comes to Race Drivin', I think part of the problem was the development team. Seems that even the GameBoy version ran better.
As a not very technically minded person I had to rewind some of these sections just to wrap my head around them, but I can at least say that I know of a few more games on the SNES I didn't before, even if among them it feels like the Star Trek and the final Golf game were the only ones worth knowing as games, rather than experiments. For some reason I got stuck on Powermonger the most, even if Race Drivin' seems undoubtedly worse. I guess Powermonger seems like the cool map and RTS concept at least seems fun enough that I'd want to try and keep playing it, while Race Drivin' I'd abandon in a heartbeat.
7:06 Pitfigher is worse
You see the thing is... I said I didn't want to know what was worse and now I do!
by far
It might ACTUALLY be the worst game of all time. There are lots of games out there that are considered worst of all time, but Pit Fighter on the SNES might be the worst. The way it is designed, it is almost impossible to play.
Now imagine taking the time out of your life to beat it.
Interesting stuff. I did enjoy that Star Trek game, it has a good variety of missions. Powermonger was a little cluttered for a console game, it played much better with a mouse. (Just one point on Mario Kart - it used a DSP chip to speed up calculations for Mode 7)
No faceball?
I'd like to see you do a video on Sega Genesis 3D games. There were some really good ones for the system. There was also a Star Trek game similar to the one you show for the SNES, but it didn't have 3D space battles, they were on a 2D field instead as well as 2D away missions. I can't remember what the subtitle for the game was and I'd have to go find the box to remember, but it had a full ops center allowing you to control how many resources went towards fixing the various ship systems and a full library computer with info on all the ships, alien and human. Even though it wasn't 3D, I'd like to know if anyone else ever played it and liked that game.
Race Driving reminds me of trying to navigate Lego Island with whatever crackerjack graphics were in my parents' Windows 95 PC.
Can you do a vid on ngpc and how it pushes all those sprites without flicker or
Slowdown? There is very little material abt this on internet...
Probably is good hardware but sometimes on handheld screens they take advantage of "persistance" to double the number of sprites on screen. e.g. it takes a few frames for a sprite's image to fade completely.
@@RobertoLeo3 never seen this when emulating games
@@ugarit5 They probably emulate it. I knwo R-Type on the mono gameboy uses this technique. I'm sure other games would too. Maybe the NGPC has too good a screen to use it?
Its good for little bits of the game as a break from the main game. Even some gameboy games use polygons pretty well in some golf games.
9:13 Holy CRAP could you imagine if they'd released that?? 😮
They probably would have added loads more details and tanked the frame rate! 😂
I never understood why games like Steel Talons or even Robocop on the Amiga needed to have everything in 3D. Wouldn't it make more sense to restrict 3D to the enviroment and use scaling sprites for things like cars and characters? The NPC's in Robocop could have been fully colored sprites instead of black 3D faceless figures. That would improve the framerate by a bit at least.
Early 3d was a noveltyb back in the day. Even if too simplified or with bad fps, the fact that you could explore and move in this primitive 3d environments was so amazing for people back in the day.
The Amiga was limited in that it used bitplanes versus "chunky" pixels. Games like Doom were hard to port because while the Amiga could compute fast enough it couldn't read/write to the fast enough to update the full screen at a good framerate.
Games like Robocop tended to use 16 color mode to reduce the number of bitplanes needing read/writes. And bitmap scaling/rotation is more CPU intensive than 3D without dedicated sprite scaling/rotation hardware, which only the Neo-Geo had.
Probably didn't have enough development time to optimize everything like that. Amiga is a bit of a nightmare with it's zillion custom chips that all need to be working in sync just to get a basic arcade game running
Without dedicated chips to do it, sprite scaling takes up a lot of CPU time. You can stretch an image vertically by duplicating rows of pixels within it, as then you're just copying whole bytes or words of data at a time. But horizontally is something different entirely, as then you need to pick apart the bits in a byte, duplicate them, then put them back together again. Which in software means it's going to take 8 or 16 times longer. On some ST/Amiga games like Corporation you can even see the sprite stretching smoothly vertically, then every so often 'popping' to it's next pre-drawn width as it approaches.
This video has nothing to do with the Amiga. 🙄
What about Another World?
Surely it only counts as 2D
@@cube2foxit used polygons, so technically, it should be included.
Didn't it effectively lower the resolution from 256x224 to 224x160... use DMA registers to draw a scanline of polygon data, in order to increase the frame rate?
@@thefurthestmanfromhome1148 Polygons doesn't mean it's 3D. It could be 2D vector graphics.
Two words: Faceball 2000
My fave era
A thought just came to mind. If you could somehow make a more modern graphics processing chip for the SNES, I wonder what you could honestly get to play on the system.
A ‘silky’ 10 frames per second 😂
You can count the number of polygons using your definition digits. Would putting an FX chip in the console really cost that much??
Thing is, the Super FX chip didn't exist when the console was released in late 1990 (japan), they would have had to wait all the way to 1993 to even have a Super FX chip to put in them and Nintendo did not have time for this as the Sega Mega Drive had already been out two years in 1990. There was a console war to fight.
They already took a planned chip out of the SNES for cost reasons. It does maths calculations and is found in Pilotwings (one of the first carts)
Stunt racer fx and starfox are the very limits of the snes...,the snes had a vector graphics mode......it was just a question of putting in the assembly on the Rico variant.......unlike the mega drive that didn't have such modes as standard
They are not the limits - they were early games on Super FX.
"Pretending to be pretending to be in a starship". Lolll.
What happens if you combine an overcl9kked super fx with the faster processor? Texture mapped polygons? Doom?
Ah yes Starfleet Academy...
MY Academy ✌️
12:43 sounds like hes saying,
...-re flat shaded, their color changing as the S**t moves as if they're...
2D games were hard enough can’t imagine doing 3D😂
Didn't alttp use the superfx chip for its transitions? [I actually wrote this before you brought it up in the video]
If so, I would assume the 3D triforce at the beginning was More of a " we have it anyway might as well use it to its fullest to extent" thing
A Link To The Past was IIRC a pretty early SNES game, and the Super FX chip didn't exist yet. AIUI the transitions were done with the mode 7/HDMA combo everybody used for pseudo-3D perspective effects on the system.
@gwalla I thought that A Link to the past and Star Fox released in the same Christmas season.. though that was a good 20 years before my time so I may be wrong
@@skeleton_craftGaming I just checked and Link to the Past came out in the US in '92 (Japan in '91) while Star Fox was '93. So I was right about the order but inflating the length of time between them. I guess when you're a kid years seem like a more significant amount of time than when you're in your 40s!
@gwalla That was still longer than I thought
Felt like the sky was the limit back then...!
You could have had Jurassic Park for the Snes on there in the 3D fps parts. It didn't use the Super FX Chip but tried to emulate it.
Sega would still be here in the console market if they had utilised the SVP chip...;
Jurassic park, top down and doom shooter... im glad someone covered Star trek bridge sim just cause I was always under the impression it used a cheaper version of the FX chip, my big question is games that dont use the Fx chip if you ran an overclocked SNES, since im pretty sure some people have toggle turbo switches, on a side note for bridge sim, it does have 2 player and it beleive it is possible to get out of rendor range of each other, now the 32X version is a different beast entirely, with textures even
This kind of illustrates why the 32X bombed so bad. Why would you buy an expensive add-on to play games that you can get on the base SNES? Sure, Doom and Star Trek do run a bit better on the 32X version, but not $160 better.
@@davidaitken8503 yeah Nintendo kinda nailed that niche of just adding the chips to the carts themselves and allowing the native hardware to do the job, sega tried to do dedicated and well we saw how that went, good idea on paper
I remember renting the Star Trek game, wanting to love it, and playing it all weekend. But it was just really unclear how it worked, and what to do, though maybe the manual would have helped. Maybe I was just too young for it.
A few of the 3D genesis flight sim games are pretty impressive graphically
The best console version of Star Trek Bridge Simulator is of course the 32X version, which to my memory fixes any of the slowdown issues that the SNES had.
For a stock snes those rendered polygons are amezing.
But the sa1 and super fx2 chips are better suited for flat shaded rendered polygons.
But am dreaming about fully textured 3D games on the snes with a more powerful 3D chip for it🤣
Guh Star Fox 2 is one of the best games on the SNES
17:56 No transparent HUD though.
Racedriving for the GB 👍🏻
Imagine Mario Kart 2 used this. Just imagine.
Now do 3D Games on the Sega Genesis.
Try playing the Sega Genesis version of Steel Talons. The fps gets down into 2-3 fps.
who is DSRetro ? i'd like to see that vid too
Pretty sure it's actually "DFRetro", which is a series of videos by Digital Foundry:
th-cam.com/video/GkKP_sgMDuo/w-d-xo.htmlsi=-lLMfkiP949Qz8Oz
Not bridge the card game? And not BRIDGE the corporate initiative? There is still some hope that game will be good!
Anyone here into emulation? I mean, like into editing code for one?
I need a SNES emulator to display 2 screens, one with the layers offset by a few pixels.
Guess what that would do.
SN 3-D.
Star Voyager on the NES.
lol. I played a lot of Race Drivin' back in teh day. Purely because I part exchanged for it, and back then, that means you're stuck with it so make the best of it. Haha, what a ....game i guess?
i remember i had argue with one, he says that "bcuz SMD CPU was ACTUALLY 32bit - that why it could make a 3D, and thats why supernintendont"
The MD/Genesis' Motorola 68000 absolutely STOMPS on the SNES' souped up 8-bit CPU (16-bit internally w/ an 8-bit data bus vs 32-bit internally w/ a 16-bit data bus for the 68000) in terms of raw performance. 🤷 Like it's not even close. The SNES was all about its custom PPU not the crap CPU. This is a major reason why the MD was much better at doing real 3D.
Hey perun has a new video... oh no its race drivin on snes... 😅
I think during this era, all the real 3d games were way better on Ms.dos . Snes 3dfx is so outdated and way behind the Pc during this time
No game shows the Snes true capabilities (2D/3D), but that's about to change, homebrewers WILL start re porting arcade games (mostly Capcom's) attempting ARCADE PERFECT/PIXEL PERFECT conversions, the same way that these homebrewers WILL prove the REAL limits of the Snes in terms of 3D, JUST TO DEBUNK THE AGENDA AGAINST THE SNES, i suggest reading the Snes development manuals, for a start. The agenda against the Snes began even in the 90s, Street Fighter Alpha 2/Final Fight 3 are proof of that, badly programmed ON PURPOSE, just to give the Snes a bad name, the hacker Olinda explains very well (in portuguese), how things could've been easily done, but they didn't, the same for SFA2, a programming disaster also, that's why real homebrewers with NO AGENDA WILL do the things i mentioned previously. AVE MARIA PURISSIMA, SINE LABE CONCEPTA, CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
no BALLZ 3D?
No word of Wolfenstein 3D on SNES. Disapointing.
"Race Drivin'" was a straight ripoff of Broderbund's "Stunts"... which was a far better game.
🙂👍
What about wolfenstein 3d?
Wolf3D uses a combination of BSP and Mode 7.
Also, Wolf3D was never polygonal. It used a system called raycasting which allowed for fake 3D without having to actually do many 3D calculations.
The one I'm wondering about was Faceball 2000. If it wasn't using polygons, what was it doing?
@@jasonblalock4429 Well, faceball 2000 seems also to have the simple geometry of a wolfenstein map, just without texture.
@@jasonblalock4429 but the title is "3d games" not polygon games.
You could argue that Wolfenstein doesn't have a height component you can actually interact with, thus the 2.5d moniker. But then Doom doesn't really do height either. And I'm sure there's plenty of '3d' polygon games that only make use of 2 dimensions. Then you've got things like zaxxon, where you do interact in 3 dimensions, but they aren't classed as 3d.
Then there's the open question of what is a polygon. I think excluding Wolfenstein on that count is more convention, than mathematical correctness.
‼️No Lawnmower Man? Seriously? Thumbs down. Don’t recommend channel.