Amen. I understand the first one being clunky and weird since it was a shift to 3D or whatever for them, but all of them have that feeling of barely holding together.
Ah, right. Probably some sort of internal bespoke solution that might have culminated with the development of MT Framework (MT was first used in the franchise in MH3U according to wikipedia), so it's likely anything prior used this bespoke engine.
Nazo no Murasame Jyou on the Famicom uses the same engine as Zelda
Ristar on the Mega Drive uses the same engine as Sonic. You can really feel it in this one too, my instinct is to go fast but that usually results in me doing poorly lol.
This one is just a theory, but I suspect that Burning Rangers uses an early version of the engine used for Phantasy Star Online on the Dreamcast.
Fun bonus: The Sonic's World hub area in Sonic Jam uses a reworked version of the prototype engine from Sonic Adventure before development was moved to the Dreamcast. All of the development shots from early on in development use the same engine and models. It's fun to imagine how the game might have been if it had released on the Saturn as originally planned.
Its actually one of my favorite Famicom games. I played it a lot as a kid, and I also played a lot of the 3DS download version when it released. I had the Game Boy version on 3ds also, I'm surprised that one didn't release here. Unfortunately I haven't had a chance to try Uprising. I'm sad that the series didn't stick around after that.
I could be wrong but I thought this was officially confirmed. I've never played that one but my wife loves that game, she was just telling me again yesterday that I should play it. She played it as a kid so I guess it's one of those special games for her.
I might not know much but before renderware, exceptions being doom and quake+2 being licensed out to count as earliest examples of game engine as what it means today, though I am just a user so do not underline that. What I understand, earlier especially 8 and 16 bit games "Would use large amounts of same code base" Or such. In house "engines" are still far more nebulous to categorize fully like we can do with unreal, IDtech, unity, etc.
Few things I know that at least made me go "huh?" are Zelda Wind Waker, Twilight Princess and Skyward Sword using same engine/code base. Similar glitches can be triggered between them. Assets are of course almost completely different and game feel tweaked unique between each one.
More surprising turn is that the original N64 & GameCube Animal Crossing uses Ocarina of Time's engine/code base. Even so, the GameCube version is not running an emulator like Collector's Edition or WW Bonus Disc for OOT but is a native port with few quirks in it's debug maps, especially when it comes to N64 texture format being translated to GameCube.
In "The assets for sure do not make it apparent", Wario Land 4 is used as base code in GBA Metroid titles and there are few Wario Land 4 assets in the testing maps of Zero Mission or Fusion, forgot how it went.
In "The assets for sure do not make it apparent", Wario Land 4 is used as base code in GBA Metroid titles and there are few Wario Land 4 assets in the testing maps of Zero Mission or Fusion, forgot how it went.
If you can stand the stylus + gamepad control and rail/third person shooter as well as light hearted and self referential humour it could be fun for you.
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Oh and maybe it's not a secret to shmup connoisseurs but Gradius V shares the same engine with Ikaruga's.
I'm also suspecting that Alien Soldier reused Gunstar Heroes' engine.
The Yakuza games are infamous for reusing tons of assets and code between games to help cut down on dev costs and it works great there.
Tekken also reused a lot of models and animations from Tekken 5 on the PS2 up until Tekken 7 on PS4. One of the reasons T8 took so long to release was due to them finally updating a lot of outdated models or animations.
Similarly, MOSS's Caladrius/Blaze and Raiden IV/Overkill use the same engine, I know since they use same proprietary package format from MOSS itself, at least.
The Yakuza games are infamous for reusing tons of assets and code between games to help cut down on dev costs and it works great there.
Tekken also reused a lot of models and animations from Tekken 5 on the PS2 up until Tekken 7 on PS4. One of the reasons T8 took so long to release was due to them finally updating a lot of outdated models or animations.
I am fairly sure monster hunter for it's own sake stuck to similarly powered hardware so they could reuse and expand the roster. I am not huge fan of the series but upgrades to monster models and textures were rarely done and the engines worked in very similar way from first on PS2 to XX on 3DS/Switch. Different story on the modern titles starting with World.
Similarly, MOSS's Caladrius/Blaze and Raiden IV/Overkill use the same engine, I know since they use same proprietary package format from MOSS itself, at least.
Psykio reused assets too yeah. I think the arcade machine that powered Cave's Mushihimesama was basically an hardware engine for other games of the same gen (like Espgaluda II).
The Ys franchise liked to reuse an engine (like Ark of Napishtim's being used as a base for Oath in Felghana and Origin or Seven's being reused in Memories of Celceta, Lacrimosa of Dana and Monstrum Nox).
The major difference is that Rockstar and id Software are producing high quality games with major improvements (even if GTA V is using an engine similar to IV there were many changes).
Catherine runs on Gamebryo, which is what Bethesda used for their games. Which also served as basis for Persona 5.
Horizon's Zero Dawn foliage and stealth logic was based on Killzone's ShadowFalls sound logic.
Also most games in PS2 era were based on Criterions technology, the creators of Burnout. It wasn't an engine, just an SDK to make the PS2 and its Emotion Engine make sense. Can you guess the name?
Helldivers 2 runs on a defunct, bizarre engine that Auto Desk Maya made.
Yeah, the problem with their games is their game design and philosophy. It's tools are made specifically for that. Also Cyberpunk 2077 shat itself and CD Projekt Red switched to UE4 so that's that.
Catherine runs on Gamebryo, which is what Bethesda used for their games. Which also served as basis for Persona 5.
Horizon's Zero Dawn foliage and stealth logic was based on Killzone's ShadowFalls sound logic.
Also most games in PS2 era were based on Criterions technology, the creators of Burnout. It wasn't an engine, just an SDK to make the PS2 and its Emotion Engine make sense. Can you guess the name?
Helldivers 2 runs on a defunct, bizarre engine that Auto Desk Maya made.
Yeah, the problem with their games is their game design and philosophy. It's tools are made specifically for that. Also Cyberpunk 2077 shat itself and CD Projekt Red switched to UE4 so that's that.
RenderWare that you mention is indeed more ambigious than a modern "Game Engine" but it is more of one than less. While it made PS2 development easier, yes, which is why it is popular, it was also good for multi platform development (making it more like a modern game engine than not) making RenderWare titles easy multi platform titles, like BurnOut games were. It in many ways was way more than you're describing, while it not being a game engine, but, strictly, 3D rendering framework is also true.
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