Page 8 - OSG Presents Classic Gamer Magazine #8
P. 8

Super NES















                                                            Sega Genesis

         By Scott Marriott

         In an industry where originality is at a premium, it is not surprising to
         see the same games appearing on as many platforms the market will
         support. After all, companies need to be profitable and not every console
         system has the user base to justify spending the added time and expense
         associated with retooling an already existing game. So it is surprising
         when two versions of a game — released by the same publisher — end up
         being different.


         Though cross-platform releases have been a part of the console industry since third-
         party publishers like Activision, Parker Brothers, and Imagic welcomed the Atari VCS’
         competition with open arms, the trend became increasingly popular during the 16-bit
         era, where the two titans of the time, Sega and Nintendo, battled neck and neck for
         the ultimate in bragging rights: the number-one selling console in the United States.


         If history is any indication, there are two types of multiplatform releases. The
         overwhelming majority are near-identical titles offering slight improvements on the
         more technologically advanced system, which in the case of Sega versus Nintendo,
         typically meant the game enjoyed more colorful graphics and more pleasing sound on
         Super NES. Thus, by and large, most players would want the Nintendo version of the
         same game.


         Yet there are also those titles that cater to a specific platform, with the developers
         changing key design features to accommodate a perceived difference in audiences or to
         simply play up a system’s strengths. The latter approach is obviously of most interest to
         classic gamers, since it means there is potentially a better title out there worth
         experiencing.

         The two main competing systems at the time (the third, NEC’s TurboGrafx-16, simply
         didn’t have the third-party support to draw suitable comparisons) also presented unique
         challenges to developers. The Super NES, in the hands of inexperienced programmers,
         could suffer from bouts of slowdown, earning the system the derogatory nickname of
         “sneeze” for its comparatively slower processor.




                                                            - 8 -
   3   4   5   6   7   8   9   10   11   12   13