![]() Action-platforming set in a linear, arcade-like manner. (straight from point A to point B, no exploring whatsoever) THE OBLIGATORY ARCADE-LIKE RUN 'N GUNS (that don't have "guns") Straight-forward gameplay from what I can tell (although I only watched a video of the first level). Pre-rendered visuals, mostly linear point-a-to-point-b gameplay with some sketchy platforming. Super Famicom only like Turrican in many ways. Like the above, but I believe it's more linear (could be wrong, been a long time since I played it) Some levels are large and explorative though. Mostly straight-foward, arcade-like action. ones that may or may not fit this bill to a "T": Port of the arcade game (a somewhat shoddy one, but still). (i.e., straight from point A to point B, no exploring whatsoever) I have also attempted brief categorizations, so if you are interested in checking them out, you will hopefully know what you are getting into: **Edit 2/10 : Here's what I know of so far and what has been mentioned in this thread already, as well as what has been posted in the same thread over at NintendoAge. These must be linear for the most part though, as my least favorite kind of 2D platformer is of the sprawling, non-linear kind, like Daffy Duck in the Marvin Missions (blech). What I am looking for is anything that's straight run 'n gun, like Contra, Gunforce, etc., but also, action-platformers that focus heavily (hopefully primarily) on shooting. I'd like to finally make an effort to find out what else is available for the SNES, then look into acquiring the carts if possible. A tech demo, a bragging point.In recently playing games like Contra and Gunforce for the SNES, I began wondering to myself, "What other titles in a similar vein are available on the system?" I know the Genesis has quite a few run 'n guns, as well as lots of arcadey, linear action-platformers that primarily revolve around shooting. It may have been a nice counterargument against your millionaire schoolmates with a 3DO back in the day, proving that the console mommy had purchased for you could go neck and neck with the expensive CD-based machine, but that was it. It’s more amusing to see than to actually play. This also directly impacts on the gameplay, as the controls feel sluggish and unresponsive. It chugs like a Ford Pinto stuck in a snowfall. If this game is running at more than 10-12 frames a second, then I’d be impressed. Even with the advent of the Super FX chip, the SNES can just barely render the half a dozen simultaneous polygons that show up onscreen at any given moment. Sure, the act of seeing your SNES render 3D images was probably impressive, but at what cost? I cannot imagine that, even for 1993 standards, Star Fox looked that impressive. It was clear that the SNES and the Super FX chip could pull off some polygons, but that was just it… they just didn’t look THAT good onscreen. You cannot perform air ballet like the moves you can pull off in Star Fox 64, for instance. Half of the fun goes away when you can’t see your Arwing, or a sprite of a cockpit.īe it due to the lack of an aiming reticule, poor depth perception, or poorly explained controls, piloting the Arwing feels more cumbersome than it should. ![]() You only get an aiming reticule during these first-person missions. And to showcase the power behind the chip, Star Fox was born. ![]() The Super FX chip was created to prove that the SNES could handle itself against supposedly beefier hardware, with a little help from additional soldering and coding. The 3DO and Atari Jaguar may be considered jokes nowadays, but at the time, they had potential to steal even more chunks of market share from Nintendo, with powerful (albeit expensive) machines. The year 1993 was the launch year of the first, uh, “mainstream” 32 and 64-bit machines meant to compete against Nintendo and Sega. ![]() Dylan Cuthbert and Giles Goddard were the programmers behind the game and the Super FX chip, the magical piece of hardware imbued in each cartridge which allowed the 16-bit Super Nintendo to actually render polygons and 3D environments, a coup for the time, given how Star Fox was released during the height of the bit wars. Star Fox may have been designed and directed by Shigeru Miyamoto himself, but the game wouldn’t have existed if it wasn’t by a handful of British gaijin borrowed from Argonaut Software (the company that would eventually develop the Croc games). The story behind this thirty year old game is absolutely fascinating. This is a still image of the game, but when Star Fox is in motion, it’s not like it moves at a much faster framerate.
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