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- Path: sparky!uunet!ogicse!emory!swrinde!zaphod.mps.ohio-state.edu!news.acns.nwu.edu!uicvm.uic.edu!u59985
- From: U59985@uicvm.uic.edu
- Newsgroups: comp.sys.mac.hardware
- Subject: Re: Street Fighter
- Message-ID: <93025.230640U59985@uicvm.uic.edu>
- Date: 26 Jan 93 05:06:40 GMT
- Article-I.D.: uicvm.93025.230640U59985
- References: <43833@sdcc12.ucsd.edu> <C1AxuL.HyE@unix.amherst.edu>
- <1993Jan23.225241.10505@ac.dal.ca> <aggie-240193030120@wealthy.ocean.fsu.edu>
- <C1FB7o.J8w@usenet.ucs.indiana.edu>
- Organization: University of Illinois at Chicago
- Lines: 28
-
- I think some people are missing the point here. Some person mentioned Solarian
- II, Maelstrom and Prince of Persia as 640x480x256 color games that move very fa
- st. But have you noticed that the objects that are being moved are very small.
- I know this is true of Maelstrom and Solarian II. I haven't seen Prince of Pers
- ia running, but by the pictures on the box, I believe this is true also. By sma
- ll, I mean that each moving object is about as big or not much bigger than a st
- andard Mac icon. In order to make Street Fighter II resembler the arcade game,
- the moving objects (e.g. Ryu, Chun-Li, etc.) would have to be almost half the s
- ize of the screen. Or for rough estimates let's say 100x200. That is a lot of
- pixels to move around the screen. Now I'm not a programmer and I don't know wha
- t can or cannot be done on the Mac. But I would assume that some commpany would
- have produced something that could do this, if it can be done, already.
-
- Someone also mentioned Hell Cats Over the Pacific. I know the game will run in
- 256 color mode, but isn't it only using 16 colors at one time? Also, the graphi
- cs are mostly polygons, so that simplifies things a little. Would anyone want t
- o play SF2 if the characters lookes Blocky? I suppose we could just call it Bat
- tleTech or something like that. :)
-
-
- Point is, the size of the objects involved are very, very large. I have a feeli
- ng that most Macs will not be able to run the game at a fast enough frame rate
- to make it playable. In the case of SF2, this is very important, as reactions a
- nd timing is everything. You wouldn't want the computer to suddenly skip some a
- nimation frames and then find a fireball coming right at you.
-
-
- Thomas
-