Intentionally slow games. Why do developers do it?

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Intentionally slow games. Why do developers do it?
by on (#63363)
As in moving game objects by a smaller amount of pixels per frame, than their arcade counterparts?

by on (#63364)
+1 flame bait

US versions of games are often made easier, apparently because players found the original versions too difficult. The Super NES CPU was probably slower than some arcade systems at the time, and developers weren't always experienced in getting the most performance out of the SNES.

by on (#63365)
blargg wrote:
+1 flame bait

US versions of games are often made easier, apparently because players found the original versions too difficult. The Super NES CPU was probably slower than some arcade systems at the time, and developers weren't always experienced in getting the most performance out of the SNES.


Thanks Captain Obvious! I meant slow as in "how many pixels to move objects each frame" not slow as in "code efficiency."

by on (#63369)
Probably because the developers aren't the arcade developers, and are working off of playing the arcade game instead of seeing its source. And we all know how bad porters can be, look at Sonic Genesis for GBA.

by on (#63371)
Dwedit wrote:
Probably because the developers aren't the arcade developers, and are working off of playing the arcade game instead of seeing its source. And we all know how bad porters can be, look at Sonic Genesis for GBA.


That is a good explanation, but what is the reason for the highest speed setting for Street Fighter 2 being taken out from the Snes version? I believe it has to do with v-ram transfering time, but SF2 just doesn't look like it's maxing out v-blank.

Maybe Capcom did it the cheap way and instead of rewriting the game for different speeds, they just programmed the game to loop the entire code over more than once per frame at higher speeds.

by on (#63376)
Which SF2 do you mean? SF2 Turbo supported 10 star turbo via a code. It was extremely fast as I remember.

by on (#63377)
MottZilla wrote:
Which SF2 do you mean? SF2 Turbo supported 10 star turbo via a code. It was extremely fast as I remember.


There is a code? Why was the 10 star mode hidden in the Super Nintendo but not in the Sega Genesis version?

by on (#63380)
No one can answer why. Here's the code:
http://www.gamefaqs.com/snes/588701-str ... rbo/cheats

Mega Turbo After the Capcom logo disappears on the opening credits, press Down, R, Up, L, Y, B on controller 2

To make it easier, use PAR code 7E1C8814. This will make Turbo Mode have 10 Stars. Beware you can't have any more than 10, the game will crash. As you can see, it's SNES and it moves really really fast. Too fast for me to enjoy.

by on (#63623)
Thanks Mottzilla for the cheat code.

by on (#63678)
MottZilla wrote:
No one can answer why. Here's the code:

Well, I'm sure SOMEONE can answer why (the devs perhaps). Anyway, yeah, that code is Down, R, Up, L, Y, B, X, A on the Japanese versions, and in the original SFII, that was what let you play Ryu vs. Ryu (IOW, to use two of the same character in versus mode).

by on (#63684)
Considering the developers that would have known why, may have since forgotten why, are japanese, and we have no way to reach them, that pretty much leaves no one. Maybe just like the original SF2, they wanted to have a secret code for release later on so players could feel they were getting something new out of the game.