'Sega Forever' Brings Back Classics for Free, with a Catch
The new nostalgia-fueled line-up is coming to mobile, which as we all know is the best outlet for classic games.
Sega is paying homage to its classic library of games, but the format may not be ideal. The new "Sega Forever" collection is a line-up of free-to-play games from the heyday of Sega's console dominance. The catch? It's only available on mobile devices, and ad-supported.
The first five Sega Forever games will hit the App Store and Google Play tomorrow. Those include Sonic the Hedgehog, Phantasy Star II, Comix Zone, Kid Chameleon, and Altered Beast. The iOS versions include iMessage sticker packs. If you'd rather pay for an ad-free version, you can shell out $1.99 per game. New games will be added each month with Sega titles from all console eras.
Mobile ports of classic games have been hit-or-miss, as in the case of the messy Mega Man games that hit mobile earlier this year. Even if the emulation works perfectly, though, virtual controls and third-party controllers aren't ideal. As a way to try out some classics it will probably work well enough, though, and at the low, low cost of zero dollars it doesnt hurt to indulge in a little nostalgia.
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Steve Watts posted a new article, 'Sega Forever' Brings Back Classics for Free, with a Catch
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Plus they run like shit because they're lazy emulation work. https://twitter.com/dark1x/status/877596180435185664
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Ha. Even worse, they could have used RetroArch but were dicks. http://www.eurogamer.net/articles/2017-06-21-sega-releases-classic-games-on-mobile-for-free-but-at-what-cost
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Fun fact: the dev for the original port of Mega Man 2 to iOS (in 2009) made a post on ars about why the port is so damn bad
http://arstechnica.com/gaming/2017/01/do-not-buy-mega-man-1-6-on-android-ios/?comments=1&post=32576327#comment-32576327
I actually wrote Mega Man 2 for iOS in 2009.
Its not actually a port, and its not an emulator. I took the Brew/C version, and ported that code base to ObjC/C/OpenGL
The code base we had is not the original, the team had previously rebuilt the game from scratch, and pulled the assets from the internet (sprites.co.uk) and music from other spots. Capcom Japan told us they didn't have any original assets anymore when we asked.
I was told to essentially write Mega Man 2 from a very poor version for old feature phones. Added back in missing bosses, missing areas, assets, enemies, etc. Try to re-create the AI as closely as possible.
There were 2 releases of it, 1 where MegaMan still didn't even jump correctly (a triangle shaped jump) and 1 where we got it about 95% right.
Although I can speak to the file size easily enough:
OpenGL Textures doesn't do index colors, so you cant just adjust the color indexes for megamans powers and enemy variants. So instead of 1 sprite sheet for each frame (which is still not how the original did it, they composited him from about 20 pieces into a full body), we had to have 16 or so. We couldn't do midi style music, we were using ogg vorbis (the project pre-dated Apple having a good API for mp3 playback)
It took alot to get it running at 60fps consistently back then. I left Capcom Mobile before they were renamed to Beeline. The studio was actually shut down recently. -
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