And I also think adding in one more enemy at some choice moments, even if it added a little flicker even now and then, probably would have been acceptable to most people. Still, they really didn't push the SNES hard enough with the original Final Fight as far as I'm concerned, which absolutely should have at least had the 2-player mode imo. I think in Capcom's case it was honestly just a choice of not having any blatant flicker over adding more enemies but there being pretty obvious flicker. It's a shame there's so much flicker though. I've tried that Final Fight 2 rom hack before also, and that too is pretty frikin' impressive imo. So, yeah, the SNES can definitely do more. And I've also seen a TMNT rom hack with up to ten foot soldiers alongside one player (loads of flicker at times though)**. Well, I've actually seen moments with up to ten characters total onscreen in normal TMNT (two players plus eight enemies)*, albeit only three of the enemies were foot soldiers and five of them were the smaller robots (still very impressive though, and with not an hint of slowdown or even any blatant sprite flicker). Was the snes capable of more, was it poor programming on capcoms part? ( I think we know the answer to that with some of their other games, their snes programming skills weaned badly in comparison to a company like konami imo ). Given this is possible, why did the Devs back in the day, mainly capcom, skimp out on the number of enemies on screen? TNMT4 often has 4+ enemies on screen albeit smaller sprites. FF2 always stuck me as as odd because FF1 was a poor port with slowdown and FF3 slows down in 2 player mode but FF2 always seemed INSANELY optimised. There's no SA-1 involved.ĭownsides is there's a lot of sprite flicker but other than that it's pretty impressive. The original game used fastrom, and this one does too. FF2 Readjusted allows for 5 enemies on screen, and having played it on co cop there's no slowdown.
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