Games using the same engine and assets.

WWF Warzone,WWF Attitude,ECW Hardcore Revolution and ECW Anarchy Rulz.They all sucked.
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.
 
Of course, but I mean the older or the oldest like the original one in PS2
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.
 
IMG_5068.png

Nazo no Murasame Jyou on the Famicom uses the same engine as Zelda

IMG_5069.jpeg

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.

IMG_5070.jpeg

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.

IMG_5071.jpeg

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.

IMG_5072.jpeg
 
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!
Speaking of Dead Rising:

I'll add that it was said that Kid Icarus reused Metroid's engine

1738749523456.png
1738749564406.jpeg


While Kid Icarus: of Myths and Monsters reused Returns of Samus'
 
Oh my god I love these games and somehow I never noticed this. Same goes for the earlier example of Mega Man and Duck Tails.
I've played DuckTales last year and yeah.

But I find it funny how Kid Icarus was basically Metroid's sister series for a moment (sad that outside of Smash Bros and Uprising it barely exists).

I've forgotten if it was told but wasn't Ocarina of Time reusing Super Mario 64's engine?


Also it's not fully confirmed but Zelda Link's Awakening took many elements from Kaeru no Tame ni Kane wa Naru (aka The Frog For Whom the Bell Tolls).
 
But I find it funny how Kid Icarus was basically Metroid's sister series for a moment (sad that outside of Smash Bros and Uprising it barely exists).
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've forgotten if it was told but wasn't Ocarina of Time reusing Super Mario 64's engine?
I'm pretty sure this is the case.
it's not fully confirmed but Zelda Link's Awakening took many elements from Kaeru no Tame ni Kane wa Naru (aka The Frog For Whom the Bell Tolls).
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.
I remember that! It explains why the "jump inertia" felt similar.

Shame we never got a true Wario Land Metroidvania (no, not Master of Disguise).

Unfortunately I haven't had a chance to try Uprising. I'm sad that the series didn't stick around after that.
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.
Post automatically merged:

Oh and maybe it's not a secret to shmup connoisseurs but Gradius V shares the same engine with Ikaruga's.

1738766212388.jpeg
1738766221712.png


I'm also suspecting that Alien Soldier reused Gunstar Heroes' engine.
 
Last edited:
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.
 
Oh and maybe it's not a secret to shmup connoisseurs but Gradius V shares the same engine with Ikaruga's.
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.
Post automatically merged:

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.
 
Last edited:
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).
1738768579791.png
 
Mega Man 7 and Mega Man X2 use the same engine, despite each belonging to the different series.
 
I'd even dare saying that every Bethesda games since Morrowind reused the same engine (yes, even Starfield).
so does idSoftware but guess what
so does Infinity Ward but guess what
so does Rockstar but guess what
 
so does idSoftware but guess what
so does Infinity Ward but guess what
so does Rockstar but guess what
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).
 
Starfield has an outdated game design when Cyberpunk 2077 had dynamic loading from inside a building to outside in the city.

I don't want TeS VI to be Morrowind IV (in 4K with an even more dumbed down combat)...
 
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.


Who recongizes this big chingus?
1738771255008.png

Post automatically merged:

Starfield has an outdated game design when Cyberpunk 2077 had dynamic loading from inside a building to outside in the city.

I don't want TeS VI to be Morrowind IV (in 4K with an even more dumbed down combat)...
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.


Who recongizes this big chingus?
View attachment 21928
Post automatically merged:


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.
 
Strangely i spent hours on WWF attitude to create wrestlers mainly
 

Users who are viewing this thread

Connect with us

Featured Video

Gintama Rumble (VITA)

Latest Threads

JRPG's that you still can play after main story completition?

it's a rarity, but i think i have encountered a couple back then that offered that possibility...
Read more

What's your favourite sprite art from a video game?

Hi Everyone!

I'd love to see examples of people's favourite video game sprites from any era...
Read more

The theme of RGT-tan

1746762113150.png

What songs you feel like could her theme?


There's...
Read more

Godzilla: Monster of Monsters to me, is quite the enjoyable romp!

HOO-HOOT, greetings sons of man- nothing like a good game to stretch those talons over, right...
Read more

Story of my life

You knew the times when something bad happens and after some or a bunch of time is passed that...
Read more

Online statistics

Members online
141
Guests online
224
Total visitors
365

Forum statistics

Threads
7,673
Messages
190,977
Members
563,201
Latest member
Abelexposito266

Support us

Back
Top