MEGA-CD版Silpheedの高い完成度について今更、言及するのもおこがましいが、 当時タイムリーに実機プレイした者として、「全場面でゲーム中に字幕は あった方が絶対良かった!!」という点だけは、本動画を見て改めて確信したよ。 シンクロ感がハンパじゃねえ!! 専門用語バリバリなんで、多少の英語力じゃ、「Repeat, this is not a drill !」等の 一部のフレーズくらいしか聞き取れんかったからなぁ・・・・。
J'avais découvert Silpheed en exclusivité sur le Méga-CD japonais le 6 août 1993: très attendu, ce titre de Game Arts repoussait les limites de la 3D avec un scénario space opera reprenant Star Wars, Dune, Galactica, Robotech, Goldorak et j'en passe! Certes, il n'était pas parfait mais les démos, quelle claque on se prenait dans la tronche à l'époque! Moi aussi, j'aimais bien entendre les conseils de ton copilote tout au long de l'aventure!
@3sfukuc4926 жыл бұрын
当時中学生の自分は本当に興奮したね。現在のCGに慣れた世代ではなにも感じないだろうね。
@MarioRossi-xo6im11 ай бұрын
HI! Silpheed, A/X-101, and Soulstar, and others, demonstrated what the Mega CD was truly capable of graphically speaking!!.. Graphics like Silpheed and A/X-101, in the early years 90', only a high-level PC was able to generate it, no 16Bit machine, such as NEC, Nintendo, Commodore, etc. It managed to generate, create graphics as thick as Silpheed, and A/X-101!!!.. The 2 CPUs in Parallel MD+MCD calculated two different work planes, the MD CPU at 7.67Mhz calculated in real time the small polygons on the upper plane, while the large polygons of the large space ships, and all the backdrops were precalculated and the MCD CPU moved them to 12.5Mhz with the F.M.V. Truly ingenious programming bordering on the diabolical !!.. This game could only have been made on the Mega CD, because the other 16Bit machines on the market did not have the potential and differentiated calculation speeds, with multiprocessors... In short.. A true MASTERPIECE!!!!
@gameattack018 жыл бұрын
ぅぉおお。かっこいいなぁ~。自機のデザインって漫画家の米村孝一郎だったっけ・・。
@waynecuff31403 жыл бұрын
Love this game, a great show case for the Mega CD:) would love to see a remaster on Switch or PS5.