|
Post by Discoalucard on Jan 5, 2007 14:51:42 GMT -5
The hit flash is still in Metal Slug 1 though.
I also heard that they couldn't get the code to interface with the classic controller, which explains why it's not supported. But why not the d-pad? That just seems like a really odd oversight.
Anyway, it's pretty controllable with both the Wiimote turned sideways (and the shaking to do grenades) and the Gamecube with analog stick, but neither are particularly ideal.
|
|
|
Post by savagepencil on Jan 5, 2007 17:35:58 GMT -5
Hrm, I'll ask about that.
|
|
|
Post by klausien on Jan 5, 2007 19:08:41 GMT -5
I was very hard on the game, but I completely stand by my post. I also need to note that this is not a Nick Rox blue shadows moment. It really is that appalling to me. I love Metal Slug, and this stinks to high heaven. The only thing they got right was not censoring the blood. Not worth the $40 just to play 6 with no hit flashes and poor controls. Metal Slug 6 is actually pretty cool though. It has a bit of sadly underused scaling ala the old Sam Sho games and is 100% Metal Slug. It is not as good as 1, 2, 3 or X, nor anywhere near as horrendous as 4. It is about on par with 5, but I personally might give 5 the edge. I had to laugh at how you lambasted Terminal Reality for somehow destroying your life with this game. I just had lunch with some of the TRI guys and the hit flash was, believe it or not, removed at NINTENDO's request due to the epileptic seizure fear, not out of incompetence. I do agree that the controls, even on a Gamecube controller, need some work. I fail to see how I insinuated that Terminal Reality destroyed my life with the game. I am fully aware that Nintendo is to blame for the hit flash issue. Maybe I wasn't clear enough in my admittedly knee-jerk, red-faced diatribe, but all of the other problems with the game fall squarely on the shoulders of the developer. I'm sure that they were very much under the gun, but the general clunkiness and disconnect going on between the menus and gameplay sections speaks of poor project management at Terminal, not Nintendo. Some of my comments were also a bit of a back-door dig at those who trumpet resolution issues and the like as killjoys when they play an emulated or ported arcade game (Shmup fans can be especially nasty). The problems with MS Anthology go way beyond such meager annoyances. I do not presume to know what really occured when the game was being developed. Anything and everything someone might express from their comfortable position on the receiving end of the spectrum will always have a deep shade of conjecture. What I do know is that I spent my $40, was regrettably dissatisfied with my purchase of what seemed like a sure thing (based upon the quality of the source material & current track record for classics compilations) and, in turn, wanted to warn others about the issues I had with the game; some which have been ignored by the mainstream press in their snippet reviews of the collection. I harped on the hit flash issue because it was the last straw with me. When anything is poorly executed, it's natural for those involved to have reasons and excuses for why it did not live up to expectations, but those justifications cannot change the mistakes that were made. The game is a mess. The ball was dropped. Period. End of story. An opinion is an opinion, and everyone is entitled to their own. On a site full of individuals who seem to genuinely appreciate when others give an honest and thoughtful explanation of their particular viewpoint, chastising someone for ringing a bell of warning about something they feel is truly lackluster is a bunch of BS. I apologize to everyone who feels I've wasted their time after reading this.
|
|
|
Post by vysethebold on Jan 5, 2007 19:22:40 GMT -5
Dude, chill. He was just commenting on your tendency to rant not your right to have an opinion. We're all friends here don't get mad.
|
|
|
Post by klausien on Jan 5, 2007 20:28:06 GMT -5
Dude, chill. He was just commenting on your tendency to rant not your right to have an opinion. We're all friends here don't get mad. Rough day. I did rag pretty hard on him there. No offense meant to anyone. I was the one being a douche.
|
|
|
Post by papersquadcontrol on Feb 23, 2007 1:19:14 GMT -5
So...has anyone gotten the PSP version yet? I've read that the load times were somewhat worse than the Wii version's (no surprise there), but what about the hit flashes?
|
|
|
Post by Discoalucard on Feb 23, 2007 9:27:27 GMT -5
My roommate tells me hit flashes are indeed back. I need to give it a run for myself.
|
|
|
Post by savagepencil on Feb 23, 2007 11:22:33 GMT -5
Yes, according to a former TRI employee, it would appear that they simply forgot (or were unable) to disable the flash on MS1 for the Wii. Hrm, I wonder if it wasn't just setting the "Flash" option off, which is a common option in many other MVS/AES titles.
Bonus tidbit: The PSP version, at least, uses one of the bootleg ROMs. Whoopsy.
|
|
|
Post by Discoalucard on Feb 23, 2007 11:36:49 GMT -5
Interesting.
You would probably know more about this than I would, but do you know if the how these were emulated? I saw a credit for a 68000 programmer in the manual, so I'm assuming it was at least partially emulated. But I've heard instances where, when porting old games, they'll emulate the machine code but put the graphics and music in a format native to the system (or just use streaming audio.) I think this was what happened with Sonic Jam for the Saturn and the Final Fantasy ports to the Playstation.
Or it is basically just like MAME for the PSP and it emulates everything?
|
|
|
Post by savagepencil on Feb 23, 2007 12:02:12 GMT -5
Without having the code in front of me, I can't tell you 100%, but I would wager they converted graphics formats to native ones and overrode functions that manipulated them. One of the reasons I dislike emulation is changes like these will actually not create a true re-creation of the original system.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 25, 2007 10:35:07 GMT -5
Well, the big question on my mind is the obvious: How exactly does the PSP version compare to the Wii version? I imagine the control is better by default, but how do the rest of the aspects fare? Mostly because of Klausein's scathing review, I refrained from snagging the Wii version (No Classic Controller or D-pad support on the Gamecube controller was a deterrent for me). But dammit, I wanna play MS6!
|
|