Which game(s) pushed the MSX to the limits?

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By Vampier

Prophet (2285)

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17-01-2007, 00:43

Feedback calculates hardware sprites in the memory i believe... or it loads them from the disc. It's not really zooming, but feedback was/is indeed impresive.Tongue

By erikd

Master (255)

erikd's picture

17-01-2007, 00:51

I know they're precalculated in memory, but still it's an impressive feat to show so many software sprites on screen while still maintaining speed and playability.

By Maggoo

Paragon (1190)

Maggoo's picture

17-01-2007, 14:44

Feedback calculates hardware sprites in the memory i believe... or it loads them from the disc. It's not really zooming, but feedback was/is indeed impresive.Tongue

Were these really hardware sprites or block copy ? They seems to have too many colors for being MSX Sprites (well except for bullets and stuffs). If these are block copies, they really are pushing MSX2 to its limits...

By erikd

Master (255)

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17-01-2007, 16:18

They're software sprites (block copies), not hw sprites.

By hamalech

Resident (48)

hamalech's picture

17-01-2007, 17:21

nemesis 3 for msx1

By mth

Champion (480)

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17-01-2007, 22:15

In my opinion, from a technical point of view the most impressive thing in MG2 is that they managed to get it in 512K.

Ys 3 would get my vote for the most complex game: many layers (up to 7, I think) and a lot of animations. The lava and clock tower levels are full of animations in the background.

Akin / Core Dump had less layers than Ys 3, but a larger display area and they ran smoother.

ANMA's Squeek is an interesting use of raster effects.

By ro

Guardian (4067)

ro's picture

18-01-2007, 09:34

YSIII is indeed the bomb...

speaking of which, currently playing the NEW YS (PC): Ys Origin. Whoohhaa, just like the 2 previous releases they're suppa great. Now, all we need is a translation Sad

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