Games using the same engine and assets.

Jeff

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When I was playing old NES and SNES games, I noticed the games by each company would use the same assets or engine. Capcom's games for example would use the same engine and assets. What other games can you think of that uses the same engine or asset?

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A rather famous example would be Doom, Doom 2, and Final Doom. If you don't know the levels, then you could look at a screenshot of any one of them and not know which is which. (Unless it has the super shotty or, like, a revenant which rules out Doom 1)
 
  1. Super Mario Bros the Lost levels uses the same engine as the first game
  2. iirc Ninjabread man and Anubis II are just asset flips of each other
 
pikmin 1 and 2. they tweaked the controls and ai programming from 1 to 2. the main areas are similar to the first game's but with noticeable changes to the layouts.
Post automatically merged:

  1. Super Mario Bros the Lost levels uses the same engine as the first game
  2. iirc Ninjabread man and Anubis II are just asset flips of each other
ninjabreadman, anubis 2, rock 'n roll adventure, mythmakers: trixie in toyland and a casper game all use the same engine as well.
they were supposed to be one game, a sequel to Zool.
it did not happen.
and we were cursed with these abominations.
 
Reggie Jackson Baseball on the Master System and Tommy Lasorda Baseball on Genesis featured similar perspectives depending on what was going on. The baseball game on TG16 was similar as well
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^ when you bat
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^ when you've hit it (the ball changes size depending how high it is)
 
  1. Super Mario Bros the Lost levels uses the same engine as the first game
  2. iirc Ninjabread man and Anubis II are just asset flips of each other
What's funny is that, Super Mario Bros., Super Mario Bros. The Lost Levels and The Legend of Zelda uses the same engine and assets.
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It's fairly common, even before the days Unreal and Unity got mainstream, that a bunch of games use the same engine. One example that goes to mind is Baldur's Gate I&II, Icewind Dale I&II and Planescape Torment, that are all made in the Infinity engine. Also iirc Jagged Alliance 2 was made in the same engine as Fallout 1/2. But there are thousands of other examples if you dig deep.
 
All of the Blazblue games reuse assets for older characters. Hell, for the second game, they reused a lot of the music, same would go with the others going forward.
 
Metal Slug 1, 2, 3 and X, used the same engine, re-used a lot of assets, but improving on it each time and adding more sprites as well.

Team Fortress classic and og CS, recycled a lot of audio libraries and textures from Half Life. They all used Goldsrc as well (which is a modified version of the quake engine).

Virtua Cop 2, and og House of the Dead use the same engine.

A funny one, is that both Ghost n Goblins Resurrection, and DMC5, use the RE engine.
 
Metal Slug 1, 2, 3 and X, used the same engine, re-used a lot of assets, but improving on it each time and adding more sprites as well.

Team Fortress classic and og CS, recycled a lot of audio libraries and textures from Half Life. They all used Goldsrc as well (which is a modified version of the quake engine).

Virtua Cop 2, and og House of the Dead use the same engine.

A funny one, is that both Ghost n Goblins Resurrection, and DMC5, use the RE engine.
Also the Dead Rising Deluxe (the remake of the first Dead Rising) also used the RE Engine. Capcom really got some mileage out of that one!
 
Persona 4 is basically an asset flip of Persona 3. I mean, Dojima is just Akihiko's model with a different head
All of the Blazblue games reuse assets for older characters. Hell, for the second game, they reused a lot of the music, same would go with the others going forward.
That's standard procedure for most fighting games, just look at Guilty Gear X to +R, every version of Street Fighter 2, Street Fighter 3 and the Alpha series, Under Night In Birth (every version and its sequel), Darkstakers etc..
 
Interestingly I tend to notice this much more readily with sound. When a Mega Drive game uses the horrible GEMS driver for example, instead of a good one, I notice. When a game is by Konami, I notice it, as their sound font is very unque, and so on.
 
WWF Warzone,WWF Attitude,ECW Hardcore Revolution and ECW Anarchy Rulz.They all sucked.
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Dynasty warriors 7 and Warriors Orochi 3 (because of this,some of the Samurai Warriors character are kinda weird to play in WO3)
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And i think Resident Evil Revelations and Sengoku Basara 3/Samurai Heroes runs on the same engine
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Oh, right, I forgot. Capcom used an engine called MT Framework for a long time to power their games. Monster Hunter and Resident Evil for example. When they created the RE Engine for newer RE games, Monster Hunter also migrated to it (Rise runs on this engine).
 
This is really common for the 8 bit era or maybe even the 16 bit era of games. Like what @Jeff mentioned here, it's a much more noticeable comparison. And from the sound design like what @RageBurner said here

A more modern or I guess a common example is Monster Hunter games starting from the first one, until the 7th gen arrived (or before that). We still have no clue on what kind of engine that Capcom used before MT Frameworks, it's still a mystery
 
Persona 4 is basically an asset flip of Persona 3. I mean, Dojima is just Akihiko's model with a different head

That's standard procedure for most fighting games, just look at Guilty Gear X to +R, every version of Street Fighter 2, Street Fighter 3 and the Alpha series, Under Night In Birth (every version and its sequel), Darkstakers etc..
Today I learned
(Well except for the Persona stuff, I knew there was hella P3 stuff in P4 back when I grabbed Golden on Steam for $20. Speaking of, it's insane that P5R cost so much when P4G and P3P is that cheap but that's neither here or there)
 
A more modern or I guess a common example is Monster Hunter games starting from the first one, until the 7th gen arrived (or before that). We still have no clue on what kind of engine that Capcom used before MT Frameworks, it's still a mystery
Capcom used MT Framework until Monster Hunter World, then shifted to RE Engine.
 
Interestingly I tend to notice this much more readily with sound. When a Mega Drive game uses the horrible GEMS driver for example, instead of a good one, I notice. When a game is by Konami, I notice it, as their sound font is very unque, and so on.
Wasn't Thunder Force IV also GEMS? Some Genesis osts could make that driver sound insane with some work
 
Wasn't Thunder Force IV also GEMS? Some Genesis osts could make that driver sound insane with some work
Ah, that I do not know. My understanding is that GEMS was used primarily by western MD devs, but you're right, not all GEMS games sounded bad, just the majority.

And on the flipside, Capcom was lazy with its sound driver when MD Street Fighter was concerned, and it shows.
 
Ace Combat does this for days. Asset Sharing is as Ace Combat as Belkan Pie.

there are Ace 4 (2001) assets though into Ace Combat 3ds(2011-155), and models form Ace Combat Assault Horizon(2011) making their way as NPC planes in Ace Combat 7 (2019-24)
 
Ace Combat does this for days. Asset Sharing is as Ace Combat as Belkan Pie.

there are Ace 4 (2001) assets though into Ace Combat 3ds(2011-155), and models form Ace Combat Assault Horizon(2011) making their way as NPC planes in Ace Combat 7 (2019-24)
True enough!
 

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