>biggest SNES game is 6MB in size>CD games hold 650MBare there any CD games which use most or all of a disc just for game code and graphics, not music or FMV? it seems like you could have a fuckhuge 16/32 bit game with nice graphics
>>11513894Probably doesn't count but there was a hidden South Park episode on a Tiger Wood's PGA tour game
>>11513894Afaik Neo Geo CD and SNK games in general are basically like this. There are also various SEGA CD games that don't use a lot of CD audio or FMV like Mortal Kombat, Ninja Warriors, Sengoku, and SEGA Classics Arcade Collection.
>>11513894Popful Mail has some CD audio but the bulk of the game uses the built-in Genesis FM audio for the music.
>>11513894-briefly allows Sony to undercut Nintendo/Sega game prices -created synergy with Sony’s recording properties, licensing music-discs, lasers, trays are fragile, created a consumer who rebuys -greater storage allows for lengthy cutscenes which encourages synergy with development partners in CaliforniaBasically everything about discs is anti gameplay
>>11514001>Basically everything about discs is anti gameplayHow can you say that? CD-based games gave us much bigger games than what was possible with Nintendo's cartridges. Annd it became absolutely necessary to switch to a larger-capacity format when the age of full 3-D games began.
>>11514001Schizo babble.
>>11513894>are there any CD games which use most or all of a disc just for game code and graphics, not music or FMV?Gran Turismo games, maybe some 2D games with highly detailed graphics and animation. And pretty much most PC games, DVD drives were expensive so games even in the 2000s came highly compressed in CD-ROMs. Pic related barely has any FMV or voice acting, so it saturates the whole single CD. Also filling the whole CD with game files would be very detrimental to seek time. To reduce load time, most PS1 games would only use the outer layers of the CD to store the game files, and the inner layers to store music and video files. The outer layer still gives you over 10 times as much space as a cartridge without hurting the load time much. PC didn't have this problem because it used hard drive.
The problem with making a fuckheug 16-bit game on a CD-ROM console is that you would need 100x the dev time to make all that content. Game dev studios wanted to pump out a game every 9 months to 2 years, not work on a game for 40 years for a console that is no longer sold anymore. FF6 has about 14 towns/cities, god only knows how many caves and dungeons, 14 more or less permanent party members, and two world maps, all on 3MBs of ROM. It took nearly 2 years for experienced professional devs who were familiar with the console to make the game, and it still had a number of bugs on release. They would have needed a lot more time to create twice that content, much less 200x's that amount.
>>11513894>are there any CD games which use most or all of a disc just for game code and graphicsSure. On PC.
>>11513894Secret of Mana was intended to be that, but things happened.
>>11513894fatal fury special was a 32 megabit monster on snesthe pc engine arcade cd-rom shits all over it with ginormous sprites, so it certainly is a much larger game. only a handful of the backgrounds are worse
>Tengai Makyō II was developed by a team of over 100 people led by Oji Hiroi. He mentioned the concept of "a grand multi-level story with 50+ endings" but said it cannot be realized with existing technology, so he preferred to write a story where the plot "flows smoothly and naturally."[3]Tengai Makyō II, previewed in a 1992 issue of TurboPlay magazine as Ziria: Far East of Eden 2, was reportedly the most expensive game ever made up until that time. The game world consists of over 20,000 screens of overworld maps. The game also features 300 types of enemies, 48 different boss characters, more than 90 minutes of cutscene animation, three hours of voiced speech, 24 CD music tracks, and over 80 PSG chiptune music tracks.[4] The music was composed by Joe Hisaishi, known for composing soundtracks to Studio Ghibli's anime films such as Castle in the Sky (1986), Princess Mononoke (1997) and Spirited Away (2001).[5] In 2015, Tengai Makyō II lead programmer Hiromasa Iwasaki revealed the game's development budget was about ¥500 million ($4 million at the time, or $8.7 million adjusted for inflation), making it possibly the first AAA game production on CD-ROM.[6]
>>11514001Based and redpilled
>>11515745More like bing and wahoopilled.
ridge racer type 4 has few videos and a lot of content
>>11513894At most that was games that had a lot of pre-rendered graphics, such as all of the backgrounds in FF7-9. There was still a significant amount taken up by FMV, but the visual data of all the areas also took up quite a chunk that would have been far too big for carts.
>>11514001>Basically everything about discs is anti gameplaylong term this is true but the massively reduced cost to publish and sony significantly more lax attitude compared to Nintendo gave us a golden age of game development in 5th and 6th gen
Glad we can all agree discs killed gaming.