Aaendi wrote:Yes. I'm afraid that is the case.AppleQueso wrote:well why would they do that?
...did sega slip them some cash?
source?
Aaendi wrote:Yes. I'm afraid that is the case.AppleQueso wrote:well why would they do that?
...did sega slip them some cash?
You clearly have never written internal tools that you then want to deprecate. Back at Amazon we had a few tools used by our associates in the warehouses that we wanted to get rid of but they were completely adamant that they wanted to keep using the old stuff, and we weren't allowed to just yank the tool away (since there's a cost to train people on the new one). Our solution was to add a sleep(n) before the tool would launch with a little blurb "You are using an old tool, please use the new one". N was based on the number of days since the new tool launched.gtmtnbiker wrote:As a software developer, I would never deliberately try to produce slow/bad code. That's just unheard of.
MrPopo wrote: You clearly have never written internal tools that you then want to deprecate.
Would hardly matter even if it was true, as a lot of multi-platform Capcom and Konami games were still better on the SNES. Some games couldn't even be replicated without chopping it up and making a different game(like Turtles in Time and Hyperstone Heist). Plus, none of the Capcom/Konami SNES exclusives I've played were really hurt much, if at all, by slowdownKDub wrote:Haha yeah a very wild accusation to be making
RyaNtheSlayA wrote:
Seriously. Screw you Shao Kahn I'm gonna play Animal Crossing.
Lokkenjawnz wrote:I'd say this is total BS. Like MrPoPo said, you need to add delay sometimes in programming to make sure everything syncs up properly. Not to mention that such a small delay would have to be repeated thousands of times to even get anywhere near perceptible. To think that this was done in some way to sabotage the SNES is a bit ridiculous to say the least.
)I wouldn't call it a huge problem, but I can think of at least one example. In Castlevania IV, when you're in that connecting stage with the massive rotation and the enemies popping out all over the place. Though I always figured the slowdown was due to all the stuff going on, and the relatively slow CPU of the SNES. That entire area just chokes. But yeah, I can't really thing of any other examples in Capcom/Konami SNES games that suffer from bad slowdown. Or maybe I just got so use to how the games play that I don't notice it anymore, or even remember.Gamerforlife wrote:Plus, none of the Capcom/Konami SNES exclusives I've played were really hurt much, if at all, by slowdown
Or Mega Man X.Zing wrote:I'm still waiting for the source(s) of all claims made here. Also waiting for analysis that shows this wasn't included in all, or most, Super NES games.