adam_smasher wrote:
Sure have. Ever played Kirby Super Star?
Yes, and I even own Kirby Super Star Ultra. I still don't know what you mean; it's always felt like an early SNES game to me in terms of graphics (aside from the partially prerendered backgrounds) and mechanics. I suppose there is a lot of versatility though (being able to bring the second character that can look like any of the enemies anywhere), but it's still no better than DKC where everything is dynamically loaded in, which makes it possible to put any enemy anywhere (not counting running out of space in the object table) as long as the palette (objects using the same palette won't add to the limit) and vram limit aren't met. (Bosses don't work properly outside of their stages, though, as they break the vram system.) There is more total animation going on in the DKC games.
MottZilla wrote:
I don't understand why you say sloppy programming like they should have just "got good" instead. In the real world of making these games the consumer and the developer doesn't care if a game has sloppy code. The consumer cares that the game works and the developer cares that the product is finished on time.
Well, wasn't this game more expensive than other SNES games at the time? It's not like there were no drawbacks to using the SA-1 (otherwise, every game from the time period would have it.)
MottZilla wrote:
Isn't that what most people complain about with the SNES? The lack of processing power.
Most people see how Super R-Type and Gradius III run like shit, and then look just at 3.58 and compare it to 7.68 without taking into account memory accesses per cycle, or bus width, or ISA, or whatever.

creaothceann wrote:
Why would they be limited? They could easily write their own routines.
What psychopathicteen said. The decision to use the SA-1 was more than likely driven by
laziness time.
Revenant wrote:
KSS uses exactly the same (de)compression routine that HAL had been using since circa 1989 (Adventures of Lolo, etc.) As far as I know it's only used during screen/area transitions and so on, in a pretty standard way.
Well, that settles the discussion!
