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Explain to my why the SNES Beat'em Ups can't have more than 4 (different) enemies on-screen without causing flickering. I've seen people mentioning it briefly but never understood why. Or is it a lie? Also, would be possible to "surpass" (circumvent) that limit? How?
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>>12492991
Thanks for the explanation.
From what I've understood...
The sprites per scanline and the PPU are very limited? And also the CPU?

What bmups used the system the best?

Most impressive ones I've seen were TMNT Turtles in Time and Iron Commando. Batman Returns also looks and ran great.
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>>12493001
hey sorry man, no idea, the answer was ai generated. i know nothing about how video game graphics work
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>>12492983
there are numerous times in this game where there were more than 4 enemies on the screen so your entire zoomer brained premise is fake and gay
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>>12492983
Just play the arcade vetsion instead of the SNES demake.
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>>12493054
snes version is widely accepted as the superior version. but go on, balding contrarian.
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>>12493217
>superior version can't have more than 4 (different) enemies on-screen
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>>12492983
Sprite limit. This is much more obvious on NES though, go on YouTube and look up a playthrough of Castlevania 1, the very first stage has crazy flickering when the zombies show up in groups.
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>>12493252
NES has 8x8 sprites and only eight per line.
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>>12493217
Only women and normalfaggots care what's "widely accepted". Have you ever had an original thought of your own?
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>>12493054
>just play the unfinished version with floaty physics, RGN moves, spammable specials, inability to run and placeholder boss
Nah I'm good.
Nah,
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>>12493054
The lack of hitstun in the Arcade version makes it pretty bad for me. I don't like it.
>>12493016
Please, no more AI slop in this thread.
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>>12493028
Sorry anon.
My memory is fuzzy.
I played it a long time ago, I guess I'll need to play it again to see.
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>>12492983
hyperstone heist on genesis was better.
>>
didn't Nintendo ban developers from going over the scanline on SNES games because they got so many complaints about NES sprite dropout?
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>>12497482
Seems to be one of countless lies spread on the internet, intense games prone to flickering were released as usual (see Axelay and Sparkster for example). Also ignore the TMNT arcade schizo, he's off his meds again.
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>>12497605
>Turtles in time, Axelay, Sparkster

So, it was just Konami then?
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>>12497482
i've never heard that officially, but there was a lot of mention of flickering in old gaming mags back then. they'd knock games in reviews for pretty frequently.
unless it's insanely bad, it doesn't bother me much personally.



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