Categories
Emulation PSX Sony

Ace Combat 3

Everyone should know this story by now, but still. English version of Ace Combat 3 should be the definition of “self fulfilling curse”. Namco developed this insanely ambitious arcade flight sim only to get scared that it won’t sell well in the west, so they literaly cut more than half of the game for the English release, and after that, it obviously didn’t sell well.

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I decided that I’ll start with the English version first, and then compare it to the fan translation. And what a strange experience that is.

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Maybe it’s because the Japanese version comes on two CDs, and English just on one, but there is no intro, at all. After you start your first mission, you get a bit of text on a black screen telling you that you are UPEO pilot protecting General Resource corp from Neuwork corp. There is no voiceover. It all feels like I’m playing a ripped version in the 90s.

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Speaking of the game itself, though, the visual jump is incredible, considering there was one already between Ace Combat and Ace Combat 2. But now the land textures are even more detailed, sun is reflecting on the water, there are lens flares, and clouds, and explosion waves (something I don’t remember even in PS2 titles). The first mission is such a power move overall.

Categories
Emulation

RetroArch Shaders

Interesting read on CRT shaders in RetroArch:

Discovering Sonkun’s crt-guest-advanced-ntsc Slot Mask presets

And another one:

Showcase for RetroArch Shaders 2024


Here, it’s clear that not all shaders are actually good for your health. Some produce nasty artifacts.

Categories
Emulation

Black Frame Insertion

There are different techniques to make old games look better or more authentic on modern displays. Upscaling, filters, scanlines. Idea of the BFI is that CRTs didn’t output a frame, but a line of pixels, in a snake-like pattern. So every frame was completely erased before the next started. LCDs work in a different way: one static picture is replaced by another. Which suppossedly creates some kind of a blur.
The idea of BFI is that if we take 60 frames, and add a black frame after each image, we will reproduce the fidelity of a CRT on 120Hz monitors.
The problem is, it doesn’t work for me.
I started with RetroArch. You need to set monitor to 120Hz, even if it supports 144Hz, because the technique works only with whole numbers, otherwise you’ll get flicker. It works, but the picture is twice as dark, and I don’t see any improvement in motion clarity.
Then I tried RetroTink 4K on my Samsung QLED. This was a disaster, as the best I could get was a slightly flickering image with colors that are way off. Not as dark as on a monitor, but I also didn’t enjoy the results at all.

Categories
Emulation PSX Sony

Resident Evil 3 (PSX)

After comparing Dreamcast version with all enhancements RetroTink 4K can offer with RetroArch/SwanStation, I must admit that playing on a physical console doesn’t worth it at all.
While colors might be attributed to how my capture card processes HDR signal, it’s undeniable that models and textures rendered in x5 resolution look significantly better.
The most important parameter to get this quality of picture is PGXP CPU Mode. It is supposed to be slow, but very accurate way to represent 3D models. Something that PSX was never good at.

Interestingly enough, Dreamcast has some new textures, for some reason (notice the plaque has moved a bit):

Back to the game, it is interesting how you meet Carlos at different points in the game, depending on which location you visit first. On Dreamcast, I’ve met him in the restaurant. But on my PSX playthrough, I wanted to avoid Nemesis and went to the newsroom first. And here Carlos was waiting for me again, with a different cutscene.

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Speaking of cutscenes, the game has QTE events, even before Shenmue! Sometimes when Nemesis appears, you are given a choice, between fighting, running away or hiding.

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Categories
Emulation PSX Sony

Ace Combat 1 (Air Combat)

Completed Ace Combat 1 in two sittings.

After success with Ace Combat 4, I decided to check the very first installment in the series, originally called Air Combat . It is still surprisingly playable. The planes are recognizable, and fly well enough. Even the control scheme stayed the same. And you also get to buy new planes between missions.
The differences are that 3rd person view in the first game is mostly useless, while on PS2 I would use it most of the time. This is because it has no information about your speed, for example. To the point I thought my gamepad was misbehaving, as you don’t really see your plane speeding up.
The main tradeoff is the viewing distance. You can’t see shit, basically, enemy planes appear only when they are about 2km away. So you have to navigate by radar most of the time, until you are almost on them.

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One notable change I have to talk about is the color palette of the planes. I’m not sure if it’s arcade legacy, or 95 style, or just an attempt for the planes not to mix up with the surroundings, but… red, purple and white? Really?! There’s a real-world term “Flying Circus” coming to mind.
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Of course I had to check if this also applies to F117 Nighthawk… and yes, it does.

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Wingmen are an interesting concept. Before a mission you can decide if you want to spend a significant sum to have a friendly jet. And you also can choose which jet it will be, which is of course affects the price. You also set the strategy for them: defend you, or try to complete the mission.

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Some missions are also quite ambitious. There’s a night bombing run, and a mission where you have to follow pipelines in the desert to locate enemy oil refineries.

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You also get to choose which missions to do. And of course there is a ravine mission. The saddest ravine mission ever, I must say, as the hardware was nowhere near. But they tried nevertheless. Actually, there are two ravine missions, although second is more of a tunnel or a cave.

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The game is rather short, with 17 missions in total, but because there are some branching paths you have to complete around 14 to beat the game. But it is ambitious. At one point you have to bomb a suspension bridge, and they animated parts of the bridge crashing down into the water.

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And the final boss is this flying fortress with four engines that you have to chase, and each engine falls apart separately, and then the fortress begins to tilt and raise smoke. 10 years later, they would repeat this mission in full force, but the fact they already imagined that back in ’95 is impressive.

 

The only bit I didn’t appreciate is the “Bingo!” exclamation every time you land a hit. Guess this is from the arcade days.

Categories
Emulation

Cannon Fodder

The evil design continues. In Mission 10 we have a turret that sometimes fires its first shell even before the mission starts, wiping the squad.
In Mission 11, you need to rescue a civilian, but it’s not a civilian, as he will attack and kill you if you get too close.
I managed to get to the 2nd Phase of Mission 12 without dying. But it’s yet another “swim under enemy fire and hope you don’t get hit” monent.
And I feel like I’m done with this game 🫡

Categories
Emulation

Cannon Fodder

This game is generally quite evil. Sometimes, you are placed just in front of some bazookas (called snipers for some reason), and your entire squad will be wiped 5 seconds in the first time.

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I also thought that maybe bunkers are explained in the manual, but no. Bunkers also spew soldiers indefinitely, just like baracks, but you can only destroy them with a turret, not with regular grenades or rockets. And a turret can be destroyed with a single stray rocket or a grenade, so you are running from infinite soldiers to gun down all the rocket soldiers, and you hope that the game didn’t generate any soldiers with grenades (those are random, as far as I can tell).

Categories
Emulation

Cannon Fodder

Cannon Fodder is a brutal game. I played it as a kid on PC. Then came back to it in my 20’s on SNES, because it had save states. But even that didn’t help me finish it. Now, I’m making 3rd approach, at the very least, on an Amiga emulator, for a killer combination of save states and mouse.
The game might not seem like much at first sight. You point your squad where to go, and they go, and they go. You point where to shoot, and they shoot. They also can shoot on the go.
But soldiers in your squad have intertia. If you point them in a different direction, they will follow your order, but with a bit of a delay. And all it takes for them to die is a single bullet. Or a blast of a rocket. Or a grenade, which is just a few pixels, so hard to spot during a firefight. Or a roof blown from a building, that flies in a random direction. There is a lot of randomness in this game. Even the way your soldiers shoot. It’s not a straight line, but more of a fan-out pattern. Sometimes you hit the enemy first. Sometimes they hit you. And then you have to replay it all over again.

Categories
Emulation

Apple Pippin

Discovered this console existed thanks to eBay. Someone sells it for 600GBP

This is basically a PowerPC without HDD, but with a gamepad.

Categories
Emulation PSP PSX Sony

Persona 2 Innocent Sin

I’ve played Persona 2 Eternal Punishment, which uses the same engine and shares some of the characters, but not the original, probably because PSX version wasn’t officially translated. Luckily the PSP version is.
I decided to compare both versions, and it’s interesting that in order to accomodate PSP wider screen they distanced the camera a little. No 4:3 black borders, but the character sprites look a bit muddier, because the scale is not as precise.

Categories
Emulation Sega

Snatcher

Completed Snatcher.
Don’t assume that all the combat episodes are as easy as the first few. The one in the air duct gets quite brutal.
Guess it’s MSX heritage, but the game can get quite… sugestive at times.
Third chapter starts with a lot of revelations. Gillian and Jamie were found in cryosleep chamber. Harry, the technician that gets killed in the end of 2nd Act, is actually their son, now older than his parents by 20 years. Yeah, that plot twist from Fallout 4? Kojima thought about it 25 years before.
Snatchers kidnap Jamie. There are two more excruciating shooting sequences. Then a 20 minutes long monologue of creator of the Snatchers.
First, Soviet Union has develop a virus called Lucipher Alpha that could wipe an entire city. Then, they developed androids, that would replace the now dead population, adopting their looks. Both Gillian and Jamie were researches on that team, but Gillian was also CIA agent. The head of research was Professor Modnar, and he had a son, Elijah, who became envious of Gillian and Jamie.
So when Soviet Union collapsed, Elijah releases the virus and puts himself, Gillian and Jamie into cryosleep, while his father and Harry, Gillian’s son, manage to escape.
Ten years later, Elijah wakes up from his sleep and resumes the Snatcher program, developing kind of a god complex. When he starts his operation, his father in turn develops an android that would hunt other androids: Random Hajile, being Elijah Modnar in reverse, looking the way Elijah looked when he put himself to sleep. While snatchers are imperfect, unable to withstand ultraviolet for long, Random is perfect, and doesn’t know he’s an android. Now Elijah recoverd Random’s body and plans to make his snatchers perfect as well.
But Random is not dead yet. He grabs his original by the neck, allowing Gillian and Jamie to escape while the facility is blown from space, proving that he’s more human than human.
The game ends with Gillian and Jamie promising to reunite, and Gillian departing to Moscow to destroy the original snatcher factory.

Overall, I’m very impressed with this game. It’s a solid cyberpunk adventure that is still playable 30 years later, without a guide. The only complaint I have are the final figth sequences. I don’t know if the original game was running at a lower frame rate, but I found them to be ridiculuously hard. Other than that, even shameless plagiarism of Kojima can now be viewed as “subtle references”, I guess.

Categories
Emulation Sega

Snatcher

I tried to continue to play on Nintendo Switch. First hang, on Factory, I managed to circumvent by copying save file from PC to Switch and loading from it. The second, after the bathroom scene at the end of Act I, I solved by ejecting and loading image again in the emulator.

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The game uses an interesting progression method of number of actions spend instead of the only correct path that many other adventures use. What that means is that at some points you’re expected to do X actions, no matter which, in order for a new even to occur and move the story forward. You can just look around 8 times, and something will happen.

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There is a lot of manual work to be done in this game. A lot of story progression is based around video calls. The first time, you need to remember the number that someone tells you, and only when you deal it it will be saved. Even then, you need to input the number manually every time. Same with informant. Despite having infinite cash, you need to handle him cash multiple times during the dialog to advance it.

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Categories
Emulation Sega

Snatcher

After comparing the versions, I decided to go with SegaCD, as this is the only official English translation, and I didn’t particularly like the style of PSX/Saturn.
It is impressive how shamelessly Kojima steals Blade Runner and Terminator visuals.

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It’s also funny how Kojima references his Metal Gear series by introducing a tiny companion robot called Metal Gear.

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There are fighting sequences, but luckily those aren’t very though. More like a wack’a’mole, there enemies appear in one of 9 sections.

I started the game with RetroArch on Switch, but it would go into endless animation during the factory transition, something that should happen only to ISO+MP3 version, not the BIN+CUE one. This didn’t reproduce on the same core with RetroArch on PC. So I’ll continue the playthrough with this setup.

Categories
Emulation Nintendo

Mega Man X

Completed Mega Man X.
What surprised me after Mega Man X4 is that although you need to figth the bosses again, it is not a gauntlet. Instead, they are spread organically through multiple stages, and you also have unique bosses to figth along the way. The spider boss is difficult, but I’d say fair, after you understand it’s gimmick: it can only get to you if it has a path on the “ladder”. The “sleepy face” boss that throws its eyes at you is less fun, as it has this one-hit-kill spikes mechanic, and the “nose” has a bounce mechanic.
And by “TRex” boss I ran out of most of my ammo, so I was just throwing shit at it.
Sigma fight is three stages, but at least you start it with full health and energy tanks. First phase is the dog, which is easy. Second phase is Sigma jumping on walls, and it’s tiring, because you need to be very precise, and constantly walljump. Third phase is the wolf form, which is cool, but also random, akin to last form from Mega Man X4. Sometimes you just get unlucky and will be blasted by the plasma balls over and over, which are extremely hard to dodge.

I’ve heard some complain that this game is too easy.

In my opinion, it’s reasonably hard. You still need to know what you’re doing and be very intentional about it, and some jumps are quite ridiculous, but it’s doable even with someone bad reflexes as I am.

Categories
Emulation Nintendo

Mega Man X

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Strangely, the midboss of the Mandril stage, Thunder Slimer, gave me much more trouble that Mandril itself. It’s hard to avoid due to its sticky slime, and still kills X in a couple of hits.

Unlike previous three bosses, Armadilo is no pushover. It’s a “bouncy” boss, but unlike second phase of Sigma in Mega Man X4, I couldn’t find a clear pattern, so I had to brawl it cyborg’o’marsupial
The Mammoth is very easy if you fought Pinguin and Eagle first to freeze the stage and get the Eagle weapon. Octopus though is tough. First, his stage is beautiful, with an impressive on SNES water effect, but it has one of the worst mini-bosses in the game, that sucks you on spikes, which are one-hit-kill. What’s also cool about Octopus stage is that I didn’t destroy the submarine, and fought mostly harmless eel. Turns out if you do destroy the submarine, you have to fight it in a spiky arena. Have no idea why someone would prefer it, though.

Then there’s the X-Buster upgrade on Mammoth stage… What can I say, the reason I won’t replay this game ever, I think, is this bullshit jump you need to perform.

Categories
Emulation Nintendo

Mega Man X

Decided to give Mega Man X a try. For SNES, this is definitely impressive. Not in terms of visuals, as I think Disney’s games and Earthworm Jim are more impressive. But the first level takes place on a bridge, and crusher enemies destroy that bridge. Terrain manipulation in a 2D platformer from ’93 is mindblowing.
Regarding bosses difficulty, I found Pinguin to be extremely easy. You stick to the top of the wall and shoot it in the face until it dies. The only issue solved in later games is that X doesn’t automatically shoot away from the wall. Which doesn’t make any sense, I know.
Also, Dash is a special move in the first game, which you need to aquire. Luckily, it’s impossible to miss it if you pick the right stage.
Eagle is also surprisingly easy. I mean, you can literally smash him in the face with regular shots, no need to charge them.
A feature no other game implemented, I think, is that killing one boss makes another stage easier. I thought it’s insignificant at first, but then the electric floor at the Mandril stage was so infuriating I went to pay Eagle a visit first.
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Categories
Emulation Nintendo PSX Sony Switch

Mega Man X4

I always had a special relationship with Mega Man X4. It was the first Mega Man game I’ve seen, because for a strange reason, it was ported to PC. But also, many years later, while trying Mega Man X3 and Mega Man X5 I understood that it hit the sweet spot of looking amazing, unlike X3 which still had SNES era visuals, but still having solid core gameplay, unlike X5.

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What I didn’t understand as a kid is that Dragoon literally screams “hadouken” and “shouryuken”, because his moveset is basically Ryu/Ken from Street Fighter.

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For some strange reason, Mega Man X Legacy Collection on Switch doesn’t have save states. I rarely use them nowadays, but Mega Man without them is still brutal.
My path is Dragon, which can be beaten with exosuit, and I think that’s the easy choice. Then Peacock, turned out to be easy as well with the fire sword. Then Walrus, for obvious reasons.

Then Lion, you just need to dodge the stomps. And Stingray, despite being weak to the Walrus weapon, can also be taked out with a saber, you can jump safely underneath.

The most trouble, I had with the spider. You need to dash-jump to avoid the homing webs, and even then, I feel that sometimes it’s very hard to do, as his position is quite random.

With Spider weapon, Mushroom is easy. And I left Owl for the last, although with Peacock’s weapon, I could have done it much sooner.

Categories
Emulation PC Gaming

Oddworld: New ‘n’ Tasty

I always thought that New ‘n’ Tasty is just a remaster of Oddworld: Abe’s Odyssey. Turns out it’s a complete remake. I never played Abe’s Odyssey, so I gave it a try as well.

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And I think I prefer the remake better.

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The game itself is a puzzle-platformer, akin to Another World, featuring mostly defenceless or at least not very heavily armed hero that needs to sneak past or cleverly incapacitate his enemies.
At later stages he also gets the ability to possess enemies, ride a local version of Yoshi and there are also some weird “puzzles” where you need to repeat a sequence of notes after other Mudakons.

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One notable feature that the remake didn’t need, though, are particles flying into the camera:
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It’s ingenius.

Categories
Emulation

Matt’s Supreme Killer Instinct Retrospective

The entire Killer Instinct series went by me as a kid. I never had a friend with SNES, not even mentioning seeing one of these in the arcade.
So for me it’s interesting to hear a fan perspective on it:

There’s a more detailed video for Killer Instinct 2013 as well:

Interesting that one of the people behind the remake is the author of Weaponlord game. Makes a lot of sence, as both Killer Instinct and Weaponlord where those 90’s brutal-metal-fantasy kind of games.

Categories
Emulation

Cosmic Cop / Gallop (cosmccop)

Shoot’em’up from Irem, which will later produce In the Hunt. And the resemblance is clear, from the design of your craft to the bosses.
The special mechanic there is the particle laser, that targets enemies automatically, but overheats, so you need to let it cool.

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The game is brutal. One hit, and you’re done, the enemies can literally teleport on top of you, and the projectiles are fast and give you very little space to maneuver. I am not good in those kind of games, to be clear.

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I found that the second boss is much easier than the first one. But then just getting to the 3rd boss was a struggle to me.

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