As the article points out, while it is an FMV game, it tries to fool you into thinking it’s a polygon based game. The Sega CD had no 3D capabilities at all (just 2D rotation and scale). But GameArts pulls off the FMV so convincingly, down to the aliasing, that it’s hard to understand (at least to my 12-year old self) how it could be anything other than 3D rendering.
It’s often panned as not the best shooter, but the gameplay was secondary to the experience. I don’t know how it would play for someone who didn’t experience it at the time, but it will always be one of my favorites on the system.
Silpheed by Sierra On-Line for the PC — ported from the Japanese PC-8801 — was similarly good, possibly the first game I played with a proper sound card. The MT-32 version blew my twelve-year-old mind.
I had a similar experience, as it came bundled[0] with the soundcard for my IBM PS/1 286, and it even had speech(!) during the introduction.
[0] https://pixelatedarcade.com/tech_attributes/overview/ibm-ps-...
(Stated confidently to ensure a correction if I'm wrong)
Silpheed was amazing back in the day. It was one of the first titles that really showcased what CD drives could add to games in terms of cinematic experience. The live orchestral music gave it an epic feel and the mecha-design of the SA-77 is beautiful and modern even by today's standards.
The player ship rotates, but it only is 'rendered' at a handful of angles. This is a very common technique, but here they've used an art style to make it look like realtime 3d.
It's like stun runner on Lynx [1]. The Arcade stun runner was polygon based; but the Lynx doesn't have a chance, so there's just a ton of sprite options for rotation and a lot of work to make it look the part [2].
[1] https://youtu.be/4PEAzBtaStk?si=QXWf9KDUBjQRgoDh&t=204 [2] https://forums.atariage.com/topic/194231-lynx-stun-runner-3d...
Fabien seems to be unaware of this, by the way.
This is also why the game play is so bland. The number of 3d objects and their complexity was severely constrained and did not allow for varied or more sophisticated game elements.
https://www.youtube.com/watch?v=gWVmPtr9O0g
I'm reasonably familiar with the hardware, I've written some games from scratch and I still have absolutely no idea how they did most of it.
Someone emailed me to tell I had a typo in the URL of the Silpheed article. This must have unlocked the bot maybe?
How they fit the Sonic 3D intro onto a sega mega drive _cartridge_!
It's low resolution at only 256 x 80, stretched vertically to the screen size.
It's only 16 colors so only 4 bits/pixel.
That comes to 10kb per frame.
A variant of Huffman coding gets it to 3.52kb per frame.
It's at 15 fps and is 12.5 seconds in length.
15 x 12.5 x 3.52kb = 660kb, which fits in a 4mb cartridge.
There is dithering to give the appearance of more colors, and it's done in vertical stripes rather than checkerboards because that compresses better. Then at runtime, every other scanline is offset by 1 pixel, and in opposite directions every other frame, so the dithering blurs back together to give the appearance of many more colors.
I was going to say the patch cable setup was just a passive aid to take the Mega Drive I's minijack stereo output (the big DIN AV connector on the rear only does mono) to a more serious two RCA jack setup. But looking at a schematic to check, it does do more stuff, and apparently connecting the patch cable will reroute stuff so the sound mixing is done on the Mega CD side, not the Mega Drive side (early Mega Drive revisions are somewhat infamous for showing that Sega hadn’t quite mastered the dark arts of analogue sound circuitry).
(I would double check some of this, but my Mega Drive / Mega CD setup isn't to hand, and the CD drive is broken anyway, although I understand the JP/PAL piano tune on the logo screen is all from the Mega CD side?).
On the MD2, they added audio output pins to the expansion port in addition to the existing audio input pins. This allows them to achieve the same effect with no mixing cable.
The Megadrive has a stereo sound input on the cartridge port too, for a total of 3 stereo sound sources (the YM2612, the MegaCD, the cartridge) plus one mono source (the SN76489 PSG).
As far as I know no original release ever used the cartridge input, but nowadays it is supported by many flashcarts to emulate the MegaCD or to provide CD quality audio tracks (MSU-MD and MD+ romhacks), and it has been used by some recent games.
I have a Japanese 32X and a copy of Knuckles Chaotix, but I have yet to play it so I didn't notice the sound xD
If the author is around, super curious how they got to enjoy their workflow here in a side project, working with AI. This kind of situation, to me, is often where the joy is gone.
- I felt like Tony Stark inverting Möbius strip to solve time-space navigation with AI.
- Any idea or gut feeling I had, I could verify very fast.
- I had to write a mini Genesis emulator to test the pipeline and it was very pleasant to direct the LLM to write it for me (with clean code and architecture).
I do get most of my AI value on prototyping [small codebase] & summarizing.
It is fun in a totally different way than programming is. The "fun" or "joy" isn't coming from the sense of accomplishment of writing code or building software per se. Now it feels like it is just the joy of being able to prototype or debug or reverse engineer literally anything at a pace way beyond what you could've ever hoped to before. Have you ever dreamed of developing some software, but realized it was simply too big of a scope for one person? It might not be, anymore, even if you don't go full vibecoder.
The only real problem I ever had with this was the quality of the code. Sometimes it doesn't matter, like for pure prototypes or even reverse engineering, but sometimes it does. My heart sank a bit when I tried Fable to find that it was much better at long tasks and more ambitious in general, but I still didn't like the code much more than Opus 4.7 or 4.8. However, I'm pretty pleased with the code quality of GPT 5.6 Sol. This is a silly thing to care about but I love that by default it doesn't print code comments like a CVS receipt printer adding all kinds of pointless crap that is either apparent from context or irrelevant outside of the conversation you were having. Generally I've also found it to be super good at debugging, usually able to zero in on the actual problem with surprisingly little effort, even with not much context; I wish my debugging foo was that good. I gave Codex a spare machine to test something with real hardware and it has done a fantastic job making use of it.
Then of course there's the problem that I really don't like OpenAI or Anthropic very much. But it seems the news is good there too: even if we assume open weight Chinese models are at least less than 12 months behind on coding performance, then by next year we should have quite a lot of options for how to go about things. Evidence suggests 12 months is probably an over-estimation, and even now I use GLM 5.2 quite a lot at work since it is simply good enough. So... we're getting there too.
Obviously it's a little scary to think the world may need fewer programmers when you are one, and this is maybe not the way that I wanted programming to become accessible and democratized, but beggars can't be choosers. If the future is me being able to run an army of virtual programmers on a GPU cluster, I am interested in seeing what cool shit can be done with it. And when the hype and doom cycle finally ends, I hope everyone else will realize how fucking cool it is, too.
Yeah, it doesn't hold up by today's standards, but it was stunning in its day.
It was.
https://pixelatedarcade.com/tech_attributes/overview/ibm-ps-...
7 of the audio tracks are CDDA audio as well. I seem to recall playing those in my discman at the time.
These things aren’t mutually exclusive. This can be an awful game (which it is) and not be the worst game ever made. And as with anything, it has its strong points too, just that as a complete package, it can’t be called a good game.
I don't think the same adjective should be used to describe both both Trolls on Treasure Island and Silpheed. :P
Anyway, another great article from Fabien.
Fixed link: https://youtu.be/GBS332N6wig?t=1749