I didn't watch every minute of the Primal Rage video so not sure if it was mentioned but the video seems to be missing the Atari Jaguar CD port of Primal Rage I suppose it might not be emulated, jaguar emulation is a little dodgey at best. At any rate, I'll add that it is not one of the better ports of the game, with small sprites like the 16 bit versions, poor hit detection, and missing frames of animation/graphics.
Once again, you've surpassed yourself with this latest Battle Of The Ports episode. I long since lost count of the hours (probably closer to weeks!) I spent playing the CPC 464 take on Elevator Action in my childhood, and I bet this figure's much greater for the arcade original, which I preferred to emulate through MAME. However, both of these were definitely surpassed in terms of raw time enjoyed thanks to the arrival of Returns for the Saturn. Indeed, that particular version is still up there as one of my absolute favourite retro titles for any platform, so thanks for what proved to be a very nostalgic comparison...
what a trip down the memory lane I still recall seeing the ad on the pascom magazines had MSX version which I played heaps
Same here. Loved this game on the arcade. My brother had an MSX as well and i remember playing that version a lot, specially since the Master System never got one. Thanks again for another great video Yakumo. I even sent the link to my brother so he could remember the weird scrolling.
Cool. I wonder what he thinks of the MSX scaling these days? He probably didn't notice how jerky it was back in the day.
Another excellent episode. I have not so fond memories of trying to play Elevator Action on the Commodore 64. What were they thinking by going with that color scheme? The Atari 2600 version blows the Commodore 64 version out of the water.
It sure does. At least the 2600 version resembles the Arcade version. The C64 port is just a joke. It's as if the developers were trolling C64 owners.
He was very surprised. He knew it wasn't smooth, but seeing it after such a long time almost destroys the nostalgia of it.
It's weird that Scramble Spirits never got an MegaDrive port. As for Xevious, i enjoy the game. I have a loose copy of Xevious 3D/G+ for the PS1, that i bought for cheap years ago. If if you like Xevious, that's a mandatory purchase. Not surprised with the MSX2 being awesome since Compile was responsible for that port.
Xevious was The arcade game for me. Me and my mates spent way too much on this one - we competed with each other who could set the high score every day after school.
So many shows have been published since ASSEMblerGames went down but it's great to see it back up and what a way to celebrate with a new Battle of the Ports!
I can still remember magazines back in the day listing the Lethal Enforcers I & II Deluxe Pack as also coming to the Saturn, but this never happened, which is a shame as there are few other reasons to own a Virtua Gun for the system. On the subject of the sequel, I recall it being in a local arcade right next to a Mad Dog McCree cabinet, with the surrounding area decorated using wooden fencing and even straw on the ground to provide a little "Wild West" authenticity! I'll never understand why Konami felt the need to change the setting for the second game in its series so drastically, though at least the first installment was influential on AM2's own vastly superior Virtua Cop and its city based follow-up.
Even if it did come out it still wouldn't be worth bothering with as 100% it would be developed by the same ass hats that did the PlayStation version.
Konami's conversions for the Saturn were definitely more misses than hits... I probably spent about two minutes with Crypt Killer in total before getting rid of my copy, and while it's good for the additional content, Dracula X was very much a poor effort by the second-rate Nagoya team. In many ways, I'm grateful they didn't get a chance to similarly butcher Metal Gear Solid, though I suspect not even the main Tokyo unit could perfectly reproduce this, considering the original PlayStation game was created to make use of certain features exclusive to that console, such as the buffer-based motion blur I'm fairly sure Sega's own hardware couldn't do natively (or at least I don't recall there ever being any working examples of it)!