Does anyone have a video of it on an actual CRT TV? Looking at the youtube gameplay, it looks like it would have some problems with text on the overscan getting cropped.
I am curious how some of the effects look on a CRT.
There's a bunch on Youtube. The art has the typical issues of modern 16-bit and 8-bit games where the designers and artists are not targeting the full hardware stack of the era. Rather, they're targeting simulated machines (emulators) and sometimes also flash carts on original hardware but rendered on modern display hardware.
What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise.
It bothers me when a new creative work tries to adopt a distinct historical style without understanding its form, structure, context, constraints and motivation. Without that understanding it's just derivative imitation which might evoke echoes of the original but can never match, add to it or take it new directions.
While it may sound odd to want new pixel art to be "authentic" in the same way as new music should respect the structure and form of styles like ragtime, blues or jazz, I think it applies equally. The skilled artists who hand-crafted pixels to look their best on CRTs did specific things to leverage CRT bloom and blending, scanlines, composite color artifacting and interlace dithering.
I was personally put off by the fact that the MegaDrive limitations actually negatively impact the gameplay, while there are little gains that I see in that "limited space fostering creativity" that you would expect from the pitch.
In particular, there are bullet visibility issues (see the Electric Underground's review [0] for a more detailed analysis) which I think show how the console limitations would need a much deeper mastery to properly support such modern game design thinking.
However, "a Mega Drive game!" is a great sales point to the majority of people invested in the nostalgia market, with only a surface-level interest of what these games are.
It's why it made it to the font page of hn, and not it's perfect 'traditional' sprite art, or its Yuzo Koshiro soundtrack.
I like shmups because they are pretty much "pure game design"; games are such a complete package of story, interactive experience, etc that it's hard to separate what comes from where. This is what makes design experimentation so interesting and rich.
Specifically the SMD global palette had limitations around desaturated/pastel colours, with choice in saturated colours. And with no sprite blending, opportunities for subtle tones are further limited.
Does anyone have a video of it on an actual CRT TV? Looking at the youtube gameplay, it looks like it would have some problems with text on the overscan getting cropped.
I am curious how some of the effects look on a CRT.
There's a bunch on Youtube. The art has the typical issues of modern 16-bit and 8-bit games where the designers and artists are not targeting the full hardware stack of the era. Rather, they're targeting simulated machines (emulators) and sometimes also flash carts on original hardware but rendered on modern display hardware.
What I notice is that the highly detailed sprite work doesn't produce the elegant artifacting of the era, where pixel bleeding and whatnot would merge nearby colours together to produce desired artistic effects. More often what I see is a smudged mess with noise.
https://www.youtube.com/watch?v=RWlprFDAobs
It bothers me when a new creative work tries to adopt a distinct historical style without understanding its form, structure, context, constraints and motivation. Without that understanding it's just derivative imitation which might evoke echoes of the original but can never match, add to it or take it new directions.
While it may sound odd to want new pixel art to be "authentic" in the same way as new music should respect the structure and form of styles like ragtime, blues or jazz, I think it applies equally. The skilled artists who hand-crafted pixels to look their best on CRTs did specific things to leverage CRT bloom and blending, scanlines, composite color artifacting and interlace dithering.
I was personally put off by the fact that the MegaDrive limitations actually negatively impact the gameplay, while there are little gains that I see in that "limited space fostering creativity" that you would expect from the pitch. In particular, there are bullet visibility issues (see the Electric Underground's review [0] for a more detailed analysis) which I think show how the console limitations would need a much deeper mastery to properly support such modern game design thinking.
However, "a Mega Drive game!" is a great sales point to the majority of people invested in the nostalgia market, with only a surface-level interest of what these games are. It's why it made it to the font page of hn, and not it's perfect 'traditional' sprite art, or its Yuzo Koshiro soundtrack.
I like shmups because they are pretty much "pure game design"; games are such a complete package of story, interactive experience, etc that it's hard to separate what comes from where. This is what makes design experimentation so interesting and rich.
[0] https://www.youtube.com/watch?v=ELcS_IyXygs&t=2788s
I was always put off by the color palette of the Mega Drive. Every game looks a little sad and drab compared to the SNES or NeoGeo.
Specifically the SMD global palette had limitations around desaturated/pastel colours, with choice in saturated colours. And with no sprite blending, opportunities for subtle tones are further limited.
It is also an actual Mega Drive game
They said they were going to release actual cartridges in 2026. I'm not sure if it has happened yet.
Tried to watch trailer but auto-scrolling carousel won't allow it.
Same here. When you click on the video to ply the trailer the carousel keeps spinning it away.
I tried to watch the video on the website, but it auto scrolls to the next video whilst playing
isn't this just R-Type?
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