Comparisons

'95-'99 PC Comparisons

     In an attempt to compare Personal Computer (PC) technology from November of 1998, when the Sega Dreamcast launched in Japan, through March 2000, when the Playstation 2 (PS2) launched in Japan, 3DMark 2000 and 2001 results will be posted in a multi-part comparison feature.  The test PC specifications are as follows:

P2B, P3B-F
Intel 440BX based Motherboards 1 2
 

Lifespan: 1998-2002 (P2B), 1999-2002 (P3B-F)3
CPUs Tested: Slot 1: Celeron 300A, PIII 500,
PIII 800E (P3B Only)
CPU Cache: 300A: 32KB L1, 128KB L2
PIII 500: 32KB L1, 512KB L2
PIII 800E: 32KB L1, 256KB L2
Co-Processors: BIOS: Award Modular 4.51PG (P2B) & Award Medallion 6.0 Revision 1008 Beta 004 (P3B-F)
Intel 82440BX ISA/PCI/AGP Set
:
100Mhz Front Side Bus (FSB)
North Bridge:
Intel 82443BX
South Bridge:
Intel 82371EB PIIX4E
IDE Controller:
Intel 82371AB/EB PCI Bus Master IDE
PCI Add-Ons:
Promise Ultra133 TX2 IDE
3Com EtherLink
ISA Add-Ons:
Creative SoundBlaster Awe64
Video Cards Tested: AGP/PCI:
Matrox Mystique 220 8MB, Matrox M3D 4MB PowerVR PCX2, Diamond Monster 3D Voodoo 4MB, Nvidia Riva TNT 16MB, 3dfx Voodoo 3 3500 16MB,
Diamond ViperV770 TNT2 Ultra 32MB, Geforce 256 32MB, GeForce2 MX/400 32MB, Hercules 3D Prophet 64MB,
Ati Radeon 7500 64MB
 Test Resolutions: 640x480, 1024x768
RAM: 256MB P2B, 320MB P3B-F PC100
RAM FSB Bandwidth: 64-bit,
800MB/s
Video RAM: 8MB-64MB
Video RAM Bandwidth:  
Audio RAM: 8KB
Colors On Screen:
VGA 8-bit, 16-bit, 32-bit RGB
Storage: Floppy Drive: GENERIC NEC
Disk Drive: MAXTOR 6 L080L4
(80 GB, 7200 RPM, Ultra-ATA/133) 4
Optical Drives: NEC NR-7900A (24x/10x/40x CD-RW)
LITEON DVD-ROM LTD163
(16x/48x DVD-ROM)

500:
Intel Warm Springs 440BX Proprietary PC

Lifespan: 1999-2000 5
CPUs Tested: Slot 1: PIII 500
CPU Cache: PIII 500: 32KB L1, 512KB L2
Co-Processors: BIOS: PhoenixBIOS 4.0 Release 6.0
4W4SB0X0.15A.0012.P07
Intel 82440BX ISA/PCI/AGP Set:
100Mhz Front Side Bus (FSB)
North Bridge:
Intel 82443BX
South Bridge:
Intel 82371EB PIIX4E
On Board Audio:
Ensoniq Tabor2
PCI Add-Ons:
Promise Ultra133 IDE
Realtek RTL8169/8110 Family
Gigabit Ethernet
ISA Add-Ons:
Video Cards Tested: AGP/PCI:
Matrox Mystique 220 8MB PCI
Nvidia Riva TNT 16MB
3dfx Voodoo 3 16MB
Diamond ViperV770 TNT2 Ultra 32MB
Nvidia GeForce 2 MX/400 32MB
Ati Radeon 7500 64MB
Test Resolutions: 640x480, 1024x768
RAM: 256MB PC133 @ 100Mhz
1 256MB SDRAM DIMM
 
RAM FSB Bandwidth: 64-bit,
800MB/s
Video RAM: 8MB-64MB
Video RAM Bandwidth:  
Audio RAM: 64 KB
Colors On Screen:
VGA 8-bit, 16-bit, 32-bit RGB
Storage: Floppy Drive:  GENERIC NEC
Disk Drives:  WDC AC31 3500D
(13.4 GB, 5400 RPM, EIDE) 6
WDC WD10 2AA
(10.2 GB, 5400 RPM, EIDE) 7
Optical Drive: HP CD-Writer+ 9300 (10x/4x/24x CD-RW)

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

    

Video Comparisons and Benchmarks

     Here are some videos of PC benchmarks from '98-'99 hardware. They were recorded in an ongoing process to document all of the hardware, and their respective performance, owned locally. Eventually this may result in a comprehensive video comparison or each CPU and Graphics card that has been archived here, along with a comparison when applicable to Console ports of the same games.

 

  1. 1. Asus P2B Manual
  2. 2. Asus P3B-F Manual
  3. 3. Span from initial release year to year of final bios revision.
  4. 4. http://www.seagate.com/support/internal-hard-drives/desktop-hard-drives/...
  5. 5. Span from initial release year to year of final bios revision.
  6. 6. http://www.wdc.com/en/products/legacy/Legacy.asp?r=1
  7. 7. http://www.wdc.com/en/products/legacy/Legacy.asp?r=2

Windows 98SE PC Benchmarks

3DMARK 2000 Benchmarks

     3DMARK 2000 systematically tests the CPU and Graphics Card with a series of in game and theoretical tests.  The results are charted below and each graph is organized chronologically by CPU and then GPU.  All of the hardware listed was released from late 1998 to the end of 1999 with the exception of the Geforce 2 MX, Radeon 7500 and Kyro II.  These graphics cards were included to show whether later GPU developments created a significant performance gap between top of the line PCs and, then, current generation game consoles.

Stats for the Helicopter Test:

Detail Level

Objects Lights Triangles Vertices Textures
Low 23 4 6,997 11,601 2.74 MB
Medium 37 5 13,520 22,875 2.87 MB
High 39 5 53,026 71,292 2.81 MB1

Click for full size chart:
Game1-2 Framerate Ceeron 300A -> PIII800 Voodoo3-Geforce2MX

     Average statistics for the Helicopter test's low mode is 23 Objects, 4 Lights, 6,997 Polygons, 11,601 Vertices and 2.47MB of Textures, while high detail averages 39 Objects, 5 Lights, 53,026 Polygons, 71,292 Vertices and 2.81 MB of Textures.2.  Early Dreamcast/Naomi games like Incoming, Crazy Taxi and Sword of the Berserk ran at a solid 30FPS with comparable geometry and at least as many objects and animated characters on screen.3  Yu Suzuki is on record repeatedly citing peak Dreamcast polygon performance in game at 3.5 million polygons per second.  Some evidence exists that this figure was an estimate based on prototype Blackbelt or Dural hardware.

     More importantly for the present comparison, 3.5 million polygons per second at 30 frames per second is only 116,000 polygons per frame.  One Hundred and Sixteen Thousand polygons per frame at 40 bytes per polygon is 4.45 Megabytes of precious Video RAM, or a little over half of the 8MB attached to the PoverVR 2 - DC.  Suzuki-San's estimation of the Dreamcast's peak in game performance may have been based more on VRAM limitations than anything else.  Final Dreamcast hardware, and VRAM requirements for a 16-bit color 640x480 frame buffer being less than 0.7MB,4 leave ample room for the Dreamcast to maneuver.

Stats for Adventure Test:

Detail Level Objects Lights Triangles Vertices Textures
Low 22 4 9 392 16 356 3.14 MB
Medium 33 7 17 084 24 023 3.31 MB
High 44 8 29 941 36 983 3.41 MB5

     For the Adventure test we have a range of 23 to 39 objects and total polygon vertices ranging from 16,356 to 36,983 polygons per frame.6  Of particular note here, there is no consistent conversion in either the Adventure or the Helicopter test between how many vertices make up a specific number of polygons.  One cannot simply divide the number of vertices by three, or any other number, to get the number of polygons. 

     Video RAM usage for textures, excluding frame buffer, is fairly consistent at just below 3.5MB.  Using these two tables it is possible to combine the framerates graphed above to find the "in game" polygons per second specs for each CPU and Graphics Card according to 3DMARK 2000.  Since these game demos are more graphically advanced than anything that was released in 1999-2000 these averages are significant especially when compared to 3DMARK's own high polygon count test below.  Numbers of light sources, and increased polygon detail in general, tends to have a dramatic affect on framerate, if not peak polygon throughput, even with graphics cards from 2000 and 2001 like the Geforce 2 MX, Radeon 7500 and Kyro II.

Click for full size chart:
Game1-2 Framerate Ceeron 300A -> PIII800 Voodoo3-Geforce2MX

     Maximum Dreamcast polygon counts, assuming one light with modifier volumes for shadows, is between 5-6 million polygons per second.7 Dreamcast's PowerVR 2-DC is the hard limit, based on 640x480 resolution frame buffer and 40bytes per polygon filling the 8MB of VRAM.8  The Hitachi SH-4 can set up over 10 million polygons per second.9   Melbourne House claimed 5 million polygons per second with all weather effects and cars on screen with Test Drive Le Mans.10  Current best guess average polygons per second for Le Mans is 300-500 thousand polygons per second.11 

High Polygon Counts - Celeron 300A -> PIII800 Voodoo3-Geforce2MX

     3D Mark's High Polygon Count tests are more realistic than theoretical peak performance figures, but still not as low as in game performance was.  As can be seen here, the Pentium III 800e and Geforce 256 peak out at 8 million polygons per second with one light, 3.8 million with four lights or less than 2 million with rarely used in game eight lights.  The PIII 800e and Kyro II Hercules 4500 (Power VR Third Generation) was tested since a Dreamcast quality PowerVR Neon 250 was unavailable.  The Kyro II should outperform the Dreamcast's PowerVR2-DC in all respects and as can be seen further down has more robust multi-texturing effects than what 1998 video cards like the Riva TNT had available. 

     The PowerVR Second Generation was marketed directly against Nvidia's 1998 Riva TNT and was finalized and released around the same time.12   It is presently unknown if the above peak polygon numbers are only reflecting the Power VR's Tile Based Rendering of only front facing visible polygons.  If the traditional renderers are counting back facing and hidden polygons while the Kyro II is only reporting visible polygons these numbers are not representing the same thing at all and the actual performance figures are closer than they appear.  Nevertheless, the Kyro II maintains a consistent 3-4 million polygons per second scaling up much less dramatically from eight down to one light.  Even the year 2000 released Geforce 2 MX drops to nearly one-fourth the polygon performance from one light to eight.  So it is worth noting that the Kyro II maintains two-thirds of its peak performance even with eight lights.13  It will be very interesting to test the PowerVR Second Generation Neon 250 as soon as it can be purchased.14

    2000-2002 Playstation 2 games averaged 1.5 million polygons per second, 300k minimum to 4.5m max, at 25-30 frames per second or less according to Sony's "How Far Have We Got" document.15  Melbourne House boasted 11,000 polygon car models in Grand Prix Challenge, released in 2003.  Grand Prix Challenge peaked with 22 car models using 11,000 polygons each, or "20,000 (polygons) with multipass effects," and 500,000 polygons on the most detailed tracks at 60FPS.16  Level of Detail (LOD) changes as objects are displayed further from the camera, so there would never be a single scene with all 22 cars displaying their full detail models.  These models are nonetheless impressive in their full detail.  One car model out of twenty-two on screen has more polygons than an entire low detail frame in 3DMARK 2000's game tests as can be seen in the tables above. 

     Electronic Arts Canada was able to benchmark the PS2, Xbox, Gamecube and PC tech from 2002 using a Middleware engine.  As can be seen, the PS2 peaks at 17 million polygons per second for a texture mapped gouraud shaded model, 10.9 million for the same with presumably one light, and 8.5 million for a skinned model.  A non-textured, gouraud shaded but non-lit, high polygon model peaked the PS2's polygon performance at 25.2 million polgons per second.17   These are not in game figures and should not be considered the same as 3D Mark's High Polygon Count test as it still has Windows and Direct X overhead affecting performance.  Additionally, Electronic Art's benchmark is not the same as 3D Mark 2000's because it is only measuring how fast the single figure can be rendered.  If the figure was rendered ONCE in so many nanoseconds, then the maximum number of polygons per second must be the same multiplied by some guess at frames per second.  This model fails to consider AI, Input Output, Physics calculations, or stalls and hardware glitches or poor coding as were mentioned of Sony''s "Graphics Synthesizer" and Vector Units earlier.

     Unknown sources in the "mod community" compiled a list of character and car models for the PS2, Gamecube, Xbox, PS3 and Xbox 360.  The so-called "6th generation" consoles tended to have 2,000-4000 polygon models including top tier racers like Gran Turismo 3 and GT4, while maximum detail characters were made of 7,000-10,000 polygon models.18    Disregarding this forum poster's lack of sources, Melbourne House's achievement with Grand Prix Challenge should not be taken lightly.  The bottleneck prior to 2003 was stalls and lack of proper utilization of the PS2's Vector Units (VU1 and VU0).  VU1 would stall on "large polygons and textures" and few games used VU0 at all.19  In addition, a glitch in the PS2's "Graphics Synthesizer" resulted in the system being incapable of proper Anti Aliasing and the limited 4MB cache only allowed the display of a line doubled 640x224 or 640x448.20 

Fillrate - Celeron 300A -> PIII800 Voodoo3-Geforce2MX

     Compared to the Dreamcast's VGA ready 640x480 display, the Graphics Synthesizer's limitations created a very noticeable image quality gap between PS2 graphics and any other contemporary hardware.  Number of lights per scene favor the PS2 over the Dreamcast, but not the PC, Xbox or Gamecube.  Advanced lighting techniques and other effects are evident in PS2 games especially after 2003 when Sony and Polyphony Digital released their "performance analyzer."  Advanced lighting effects and simulated bump mapping were achieved on PS2 by layering polygons on top of the base models to simulate multi-pass effects.  Complex Microcode for the Vector Units was required to simulate these effects that were built in to most GPUs from 1998 onward, including those used in the Dreamcast, Xbox and Gamecube.

Click for full size chart:
Texture Mapping - Bump Mapping - Celeron 300A -> PIII800 Voodoo3-Geforce2MX

3DMARK 2000 Results:

 300A || Voodoo 3300A || Voodoo 3300A || Geforce 2 MX300A || Geforce 2 MX 640x480PIII 500 || Geforce 2 MX defaultPIII 500 || Geforce 2 MX 640x480PIII 500 || Geforce 2 MX 640x480

 

 

 

 

 

  1. 1. 3DMark Help: Game Test 1 Statistics Average in View Cone, NVNews.net, (archive.org June 6, 2000).
  2. 2. 3DMark Help: Game Test 1 Statistics Average in View Cone, NVNews.net, (archive.org June 6, 2000).
  3. 3. Record gameplay for each
  4. 4. Memory in MB = (X-Resolution * Y-Resolution * Bits-Per-Pixel) / (8 * 1,048,576), available from http://pcguide.com/ref/video/modesBuffer-c.html
  5. 5. 3DMark Help: Game Test 1 Statistics Average in View Cone, NVNews.net, (archive.org June 6, 2000).
  6. 6. Vertices are the locations in 3D space of all three points of a triangle.  Vertices can and will be shared by adjoining polygons, and polygon "fans" can further reduce how many vertices are needed per object."
  7. 7. IEEE Micro Dreamcast, (June 5, 2015, archive.org June 14, 2008), available from http://goodcowfilms.com/farm/games/news-archive/IEEE%20Micro%20-%20Page%202.htm.
  8. 8. "Fill Rate and Memory Bandwidth," (September 27, 2013, archive.org September 27, 2013), available from http://www.ping.be/~pin10741/fillbandw2.htm.
  9. 9. IEEE Micro Dreamcast, (June 5, 2015, archive.org) available from http://goodcowfilms.com/farm/games/news-archive/IEEE%20Micro%20-%20Page%202.htm.
  10. 10. Test Drive Le Mans Reviews - Moby Games, (April 19,2015, archive.org), available from mobygames.com.
  11. 11. "Crazyace," (3-24-2014, Sega-16 Forums).
  12. 12. "Tom's Hardware Guide VideoLogic Neon 250 Review", (September 29, 1999), available from http://www.thg.ru/graphic/19990929/print.html.
  13. 13. "Fill Rate and Memory Bandwidth," (September 27, 2013, archive.org September 27, 2013), available from http://www.ping.be/~pin10741/fillbandw2.htm.
  14. 14. Anandtech Kyro II 64MB Review, (May 15th, 2013, archive.org) available fromhttp://www.anandtech.com/show/735/4.
  15. 15. "How Far Have We Got?" (Accessed 12-26-2015), Sony Computer Entertainment Europe 2003, 13.
  16. 16. Melbourne House Q&A, (July 26, 2015, Archive.org), available from http://www.gamespot.com/articles/melbourne-house-qanda/1100-2912020/.
  17. 17. Paul Lalonde, Eric Schenk, Shader-Driven Compilation of Rendering Assets, Electronic Arts (Canada) Inc 2002, 720.
  18. 18. "cookepuss," (4-29-2015, GameArtisans.org Forums).
  19. 19. "How Far Have We Got?" (Accessed 12-26-2015), Sony Computer Entertainment Europe 2003, 14.
  20. 20. "rusty," (3-24-2014, Sega-16 Forums).

3DMARK 2001SE Benchmarks

 

 

 

16-bit Comparisons

16-bit Arcade Adaptations

After Burner Music Comparison

AfterBurner-DUO

AfterBurner-Genesis

AfterBurner-32X

AfterBurner-Saturn

 

City202-DUO

City202-Genesis

City202-32X

City202-Saturn

 

FinalTakeOff-DUO

FinalTakeOff-Genesis

FinalTakeOff-32X

FinalTakeOff-Saturn

 

MaximumPower-DUO

MaximumPower-Genesis

MaximumPower-32X

MaximumPower-Saturn

 

RedOut-DUO

RedOut-Genesis

RedOut-32X

RedOut-Saturn

 

SuperStripe-DUO

SuperStripe-Genesis

SuperStripe-32X

SuperStripe-Saturn

After Burner

Genre: 
Rail Shooter, Arcade Port
Critique: 
80s Arcade Game, 30 FPS instead of 60 FPS
System: 
Genesis 32X
Region: 
North America
Format: 
16 Megabit Cartridge
Release Month: 
1
Release Year: 
1995
Publisher: 
Sega
Notable: 
Yes

 

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

After Burner II

System: 
PC Engine DUO
Region: 
Japan
Format: 
4 Megabit
Publisher: 
NEC
Notable: 
.

After Burner PCE DUO/R Composite - 51765 Colors

After Burner PCE DUO/R Composite - 35947 ColorsAfter Burner PCE DUO/R Composite - 51658 ColorsAfter Burner PCE DUO/R Composite - 37874 ColorsAfter Burner PCE DUO/R Composite - 47199 ColorsAfter Burner PCE DUO/R Composite - 40015 ColorsAfter Burner PCE DUO/R  Composite - 34724 ColorsAfter Burner PCE DUO/R Composite - 62659 ColorsAfter Burner PCE DUO/R Composite - 39822 ColorsAfter Burner PCE DUO/R Composite - 34865 ColorsAfter Burner PCE DUO/R Composite - 32017 ColorsAfter Burner PCE DUO/R Composite - 37152 ColorsAfter Burner PCE DUO/R Composite - 37721 ColorsAfter Burner PCE DUO/R Composite - 24414 ColorsAfter Burner PCE DUO/R Composite - 36265 ColorsAfter Burner PCE DUO/R Composite - 41086 ColorsAfter Burner PCE DUO/R Composite - 46503 ColorsAfter Burner PCE DUO/R Composite - 45399 ColorsAfter Burner PCE DUO/R Composite - 51765 ColorsAfter Burner PCE DUO/R Composite - 37304 ColorsAfter Burner PCE DUO/R Composite - 45329 ColorsAfter Burner PCE DUO/R Composite - 57594 ColorsAfter Burner PCE DUO/R Composite - 53234 ColorsAfter Burner PCE DUO/R Composite - 57278 ColorsAfter Burner PCE DUO/R Composite - 50913 ColorsAfter Burner PCE DUO/R Composite - 51481 ColorsAfter Burner PCE DUO/R  Composite - 72071 ColorsAfter Burner PCE DUO/R Composite - 72366 Colors

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

After Burner II

System: 
Sega Genesis
Region: 
North America
Format: 
4 Megabit
Release Month: 
1
Release Year: 
1990
Publisher: 
Sega
Notable: 
Yes

After Burner Genesis 1 32X Composite - 54534 Colors

After Burner Genesis 1 32X Composite - 33677 ColorsAfter Burner Genesis 1 32X  Composite - 24303 ColorsAfter Burner Genesis 1 32X Composite - 28949 ColorsAfter Burner Genesis 1 32X  Composite - 26855 ColorsAfter Burner Genesis 1 32X Composite - 25621 ColorsAfter Burner Genesis 1 32X Composite - 17898 ColorsAfter Burner Genesis 1 32X Composite - 28943 ColorsAfter Burner Genesis 1 32X  Composite - 42841 ColorsAfter Burner Genesis 1 32X Composite - 44815 ColorsAfter Burner Genesis 1 32X Composite - 16781 ColorsAfter Burner Genesis 1 32X Composite - 16781 ColorsAfter Burner Genesis 1 32X  Composite - 27758 ColorsAfter Burner Genesis 1 32X   Composite - 30369 ColorsAfter Burner Genesis 1 32X Composite - 29598 ColorsAfter Burner Genesis 1 32X Composite - 28984 ColorsAfter Burner Genesis 1 32X Composite - 36879 ColorsAfter Burner Genesis 1 32X Composite - 31945 ColorsAfter Burner Genesis 1 32X Composite - 36056 ColorsAfter Burner Genesis 1 32X Composite - 43086 ColorsAfter Burner Genesis 1 32X Composite - 33833 ColorsAfter Burner Genesis 1 32X Composite - 35998 ColorsAfter Burner Genesis 1 32X Composite - 43372 Colors

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Altered Beast - Genesis - DUO - PS2 Comparison

Load Time and Demo Comparison

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View Medium Quality DIVX (Allow video to fully load for Audio)


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Werewolf Level

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View Medium Quality DIVX: (Allow video to fully load for Audio)


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Altered Beast (Jyuhouki)

System: 
PC Engine DUO
Region: 
Japan
Publisher: 
NEC
Notable: 
.

 


Load Time and Demo Comparison>

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Altered Beast CD

System: 
PC Engine DUO
Region: 
Japan
Release Month: 
9
Release Year: 
1989
Publisher: 
NEC
Notable: 
.

 


Load Time and Demo Comparison>

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Art of Fighting - SNES - Genesis - PC-Engine Arcade Card CD Comparison

Art of Fighting for Super Nintendo, Genesis and PC-Engine Arcade Card CD Composite Comparison.

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Final Fight SNES Sega CD Comparison

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Final Fight

System: 
Super Nintendo
Region: 
North America
Format: 
8 Mbit Cartridge
Release Month: 
11
Release Year: 
1991
Publisher: 
Capcom
Notable: 
Yes

Final Fight - SNES - Emulation Shot - 2004

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Gameplay Video - Composite Output

Attract Mode - Low Quality

Attract Mode 2 - Low Quality

Gameplay - Low Quality

 


Compare to Sega CD ->

Complete: 
0
Boxed: 
 
Cart Only: 
Game Only
Wanted: 
No

Final Fight CD

Genre: 
Beat-Em Up, 2-Player, Arcade Adaptation
System: 
Sega CD
Region: 
North America
Release Year: 
1993
Publisher: 
Sega/Capcom
Developer: 
A-Wave
Notable: 
Yes

Final Fight- Sega CD - Emulation Shot - 2004 - Blur Filter

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Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur FilterFinal Fight- Sega CD - Emulation Shot - 2004 - Blur Filter

 Gameplay Videos: Composite

Attract Mode - Low Quality

Gameplay - Low Quality

 


Compare to SNES ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Mortal Kombat II Genesis-SNES-32X


Emulation Screenshots - Interpolated

Armory - Genesis Emulation Armory - SNES Emulation Armory - 32X Emulation

Real Hardware Audio Comparison: Acid Pit level - Genesis || Acid Pit level SNES || Acid Pit level 32X

Real Hardware Movies: 3IVX Codec required (AI fights unless otherwise noted)
Genesis - Pit II  || SNES - Pit II (2-Player) || SNES - Armory || 32X - Pit II

Dead Pool - Genesis Emulation Dead Pool - SNES Emulation Dead Pool - 32X Emulation Kombat Room - Genesis Emulation Kombat Room - SNES Emulation Kombat Room - 32X Emulation Tower - Genesis Emulation Tower - SNES Emulation Tower - 32X Emulation Wasteland - Genesis Emulation Wasteland - SNES Emulation Wasteland - 32X Emulation Portal - Genesis Emulation Portal - SNES Emulation Portal - Genesis Emulation Forest - Genesis Emulation Forest - SNES Emulation Forest - 32X Emulation Arena - Genesis Emulation Arena - SNES Emulation Arena - 32X Emulation Pit II - Genesis Emulation Pit II - SNES emulation Pit II - 32X Emulation Continue Screen - Genesis Emulation Continue Screen - SNES Emulation Continue Screen - 32X Emulation Character Select - Genesis Emulation Character Select - SNES Emulation Character Select - 32X Emulation

Comparison Facts:

 

Mortal Kombat II (320x224)

Up to 64 Colors on Screen At Once Displays more frames of animation in the characters More FM+PSG analog audio and instruments
: Mortal Kombat II (256x224)

Up to 140 Colors On Screen At Once Displays more animation in background characters More digital audio instruments and voice samples
 

 

 

Mortal Kombat II (320x224)

Up to 185 Colors on Screen At Once Displays more frames of animation in the characters More FM + PSG audio and instruments than SNES Animates more independent objects/layers in the backgrounds More digital audio voice samples than either cart version

 

Mortal Kombat II

Genre: 
2D Fighter, Arcade Adaptation
Critique: 
Opaque Animated Shadows, Genesis Handles Music and Backgrounds, Some Combos Broken Compared to Latest Arcade Revisions, Lacks Animation Sequences and Many Voice Samples
System: 
Genesis 32X
Region: 
North America
Release Month: 
3
Release Year: 
1995
Publisher: 
Acclaim
Notable: 
Yes
Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Mortal Kombat II

Genre: 
2D Fighter, Arcade Adaptation
Critique: 
Opaque Generic Shadows, Many Voice Samples Missing, Frame Cuts, No Arcade Intro and Bio Screens, Simplified Fonts and Other Graphical Details
System: 
Sega Genesis
Region: 
North America
Release Year: 
1994
Publisher: 
Acclaim
Notable: 
.
Complete: 
0
Boxed: 
Boxed
Cart Only: 
 
Wanted: 
No

Mortal Kombat II

Genre: 
2D Fighter, Arcade Adaptation
Critique: 
Muffled SFX, Slower and Simplified Animation, Shortened Death Screams
System: 
Super Nintendo
Region: 
North America
Release Month: 
9
Release Year: 
1994
Publisher: 
Acclaim
Notable: 
Yes
Complete: 
0
Boxed: 
Boxed
Cart Only: 
 
Wanted: 
No

Samurai Shodown - 3DO - Sega CD - Genesis - SNES Comparison

Samurai Shodown for the 3DO (S-Video) and Sega CD, Genesis SNES (Composite)

Download High Quality DIVX ||  View Low Quality Flash


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Street Fighter II Champion Edition - PC-Engine - SNES - Genesis Comparison

High Quality DIVX  || Scanline DIVX ||  Low Quality Flash || Scanline Flash || Discuss at WAG Forums


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Scanlines added


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Street Fighter II Champion Edition

System: 
PC Engine DUO
Region: 
Japan
Format: 
20 Megabit HuCard
Release Month: 
6
Release Year: 
1993
Publisher: 
NEC
Notable: 
.

Street Fighter II CE - PC-Engine - Emulation Shot 2007

 Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007Street Fighter II CE - PC-Engine - Emulation Shot 2007

Gameplay Video

Attract Mode

Gameplay 1

Gameplay 2

 


Compare to SNES - Genesis ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Street Fighter II Champion Edition Comparison

Preview:

Gameplay Playlist

Street Fighter II Special Champion Edition

System: 
Sega Genesis
Region: 
North America
Format: 
24 Megabit Cartridge
Release Month: 
9
Release Year: 
1993
Publisher: 
Capcom
Notable: 
Yes

Title 32X composite output

Genesis 1 compared to 32X composite output:


Title Genesis 1 composite output Demo 32X composite output Demo Genesis 1 composite output Demo 32X composite output Demo Genesis 1 composite output Demo 32X composite output Demo Genesis 1 composite output Demo 32X composite output Demo Genesis 1 composite output

Emulation Shots:

Street Fighter II SCE - Genesis - Emulation Shot 2007Street Fighter II SCE - Genesis - Emulation Shot 2007Street Fighter II SCE - Genesis - Emulation Shot 2007

Gameplay Videos - Genesis 1 32X Composite

Attract Mode

Gameplay 1

Gameplay 2

 


Compare to PC-Engine - SNES ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Street Fighter II Turbo

System: 
Super Nintendo
Region: 
North America
Format: 
20 Megabit Cartridge
Release Month: 
8
Release Year: 
1993
Publisher: 
Capcom
Notable: 
Yes

SFII Turbo - SNES - Composite - HVR 1600 WINTVv7

 SFII Turbo - SNES - Composite - HVR 1600 WINTVv7SFII Turbo - SNES - Composite - HVR 1600 WINTVv7SFII Turbo - SNES - Composite - HVR 1600 WINTVv7SFII Turbo - SNES - Composite - HVR 1600 WINTVv7SFII Turbo - SNES - Composite - HVR 1600 WINTVv7SFII Turbo - SNES - Composite - HVR 1600 WINTVv7

Emulation Shots

Street Fighter II Turbo - SNES - Emulation Shot 2007Street Fighter II Turbo - SNES - Emulation Shot 2007Street Fighter II Turbo - SNES - Emulation Shot 2007

Gameplay Video SNES Composite

Attract Mode - Low Quality Flash

Game Play - Low Quality Flash


Compare to PC-Engine - Genesis ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Battletoads & Double Dragon SNES - Genesis Comparison

SNES 1 Composite - 59968 Colors Genesis 1 32X Composite - 48806 Colors SNES 1 Composite - 28659 Colors Genesis 1 32X Composite - 41504 Colors SNES 1 Composite - 32854 Colors Genesis 1 32X Composite - 45561 Colors SNES 1 Composite - 38001 Colors Genesis 1 32X Composite - 51417 Colors SNES 1 Composite - 48015 Colors Genesis 1 32X Composite - 54936 Colors SNES 1 Composite - 24598 Colors Genesis 1 32X Composite - 38231 Colors SNES 1 Composite - 32389 Colors Genesis 1 32X Composite - 44980 Colors SNES 1 Composite - 38562 Colors Genesis 1 32X Composite - 43429 Colors SNES 1 Composite - 32026 Colors Genesis 1 32X Composite - 58800 Colors SNES 1 Composite - 66633 Colors Genesis 1 32X Composite - 44293 Colors SNES 1 Composite - 28051 Colors Genesis 1 32X Composite - 26414 Colors SNES 1 Composite - 35948 Colors Genesis 1 32X Composite - 33960 Colors SNES 1 Composite - 47897 Colors Genesis 1 32X Composite - 34553 Colors

Battletoads & Double Dragon

System: 
Sega Genesis
Region: 
North America
Release Month: 
2
Release Year: 
1993
Publisher: 
Tradewest
Notable: 
Yes

Genesis 1 32X Composite - 48806 Colors

Genesis 1 32X Composite - 19733 Colors Genesis 1 32X Composite - 41504 Colors Genesis 1 32X Composite - 45561 Colors Genesis 1 32X Composite - 51417 Colors Genesis 1 32X Composite - 20972 Colors Genesis 1 32X Composite - 60907 Colors Genesis 1 32X Composite - 54936 Colors Genesis 1 32X Composite - 46625 Colors Genesis 1 32X Composite - 38231 Colors Genesis 1 32X Composite - 44980 Colors Genesis 1 32X Composite - 43429 Colors Genesis 1 32X Composite - 58800 Colors Genesis 1 32X Composite - 26102 Colors Genesis 1 32X Composite - 44293 Colors Genesis 1 32X Composite - 26414 Colors Genesis 1 32X Composite - 33960 Colors Genesis 1 32X Composite - 34553 Colors


Compare With SNES ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Battletoads & Double Dragon Comparison Level 1 Movie


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Battletoads & Double Dragon Comparison Movie


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Battletoads & Double Dragon: The Ultimate Team

System: 
Super Nintendo
Region: 
North America
Release Month: 
12
Release Year: 
1993
Publisher: 
Tradewest
Notable: 
Yes

SNES 1 Composite - 59968 Colors

SNES 1 Composite - 22832 Colors SNES 1 Composite - 28659 Colors SNES 1 Composite - 32854 Colors SNES 1 Composite - 25544 Colors SNES 1 Composite - 38001 Colors SNES 1 Composite - 26408 Colors SNES 1 Composite - 27351 Colors SNES 1 Composite - 5739 Colors SNES 1 Composite - 34030 Colors SNES 1 Composite - 34030 Colors SNES 1 Composite - 41812 Colors SNES 1 Composite - 37517 Colors SNES 1 Composite - 48015 Colors SNES 1 Composite - 13828 Colors SNES 1 Composite - 24598 Colors SNES 1 Composite - 28753 Colors SNES 1 Composite - 32389 Colors SNES 1 Composite - 38562 Colors SNES 1 Composite - 29769 Colors SNES 1 Composite - 32026 Colors SNES 1 Composite - 23535 Colors SNES 1 Composite - 66633 Colors SNES 1 Composite - 28051 Colors SNES 1 Composite - 35948 Colors SNES 1 Composite - 47897 Colors


Compare With Genesis ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Flashback_Comparison-Genesis-SNES-Sega-CD-3DO-Jaguar

>

 

Overclocked Consoles

Genesis 1 High Definition Graphics VA 5/6 Overclock Comparison

Zero Tolerance Overclock Comparison - plus Wolfenstein 3D SNES and Doom SFX-2

RCA CRT SDTV - Toshiba LCD HDTV Speed

 

Sega CD Versus 3DO

BC Racers - Sega CD - 3DO - 32X

Rebel Assault

Sega CD (32X Composite) Versus 3DO (S-Video) Comparison.

Intro and Attract Mode - DIVX Codec required, K-Lite Codec Pack recommended

Gameplay

Samurai Shodown Sega CD - 3DO Comparison

Intro and Attract Mode (3DO S-Video) (Sega CD and 32X Composite):


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Gameplay Video:
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Samurai Shodown

System: 
3DO
Region: 
Japan
Publisher: 
Crystal Dynamics
Notable: 
.

 

 


Compare to Sega CD ->

Compare to Sega CD, Genesis and SNES ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Samurai Shodown

System: 
Sega CD
Region: 
North America
Publisher: 
JVC
Notable: 
Yes

 Compare to 3DO ->

Compare to 3DO, Genesis and SNES ->

 


Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Weaponlord - Genesis - SNES emulation comparison

Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004

Genesis Emulation Shot - 2004SNES Emulation Shot - 2004 Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004 Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004 Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004 Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004 Genesis Emulation Shot - 2004 SNES Emulation Shot - 2004 

Comparison Facts:

 

WeaponLord (256x224)

Up to 64 Colors on Screen At Once Displays more frames of animation in the characters More analog audio and instruments

 

 

 

: WeaponLord (256x224)

Up to 128 Colors On Screen At Once Displays more animation in background characters Animates more independent layers in the backgrounds More digital audio instruments and voice samples

 

WeaponLord strategy guide Gamepro Magazine October 1995

WeaponLord

System: 
Super Nintendo
Region: 
North America
Release Month: 
9
Release Year: 
1995
Publisher: 
Namco
Notable: 
Yes

Emulation Shot - 2004

Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004


♦ Compare to WeaponLord on Genesis ->

♦ Strategy Guide ->

Complete: 
0
Boxed: 
Boxed
Cart Only: 
 
Wanted: 
No

WeaponLord

System: 
Sega Genesis
Region: 
North America
Release Month: 
9
Release Year: 
1995
Publisher: 
Namco
Notable: 
Yes

Emulation Shot - 2004

Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004 Emulation Shot - 2004


♦ Compare to WeaponLord on SNES ->

♦ Strategy Guide ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

32-64bit Early 3D Console Comparisons

Views these to compare game consoles from the 3DO, Jaguar and 32X to Saturn, PS1 and N64.

3DO, PS1 and Saturn

Need for Speed Comparison - 3DO Versus PS1 and Saturn

 


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Road Rash Comparison - 3DO PS1 and Saturn

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Total Eclipse Comparison

3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-Video3DO - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video3DO - S-VideoPS1 - S-Video

Total Eclipse Comparison Movie


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Atari Jaguar and Genesis 32X 2D Action Platformers

 

 

 

Atari Jaguar and Genesis 32X Fighting games

Download High Quality Divx ||  View High Quality Flash


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Atari Jaguar (S-Video) and Genesis 32X (Composite) Fighting games.

Double Dragon V (0:16), Dragon The Bruce Lee Story (4:02), Brutal Unleashed (6:00), Cosmic Carnage (7:36), Kasumi Ninja (11:18), Ultra Vortek (15:35), Mortal Kombat II (20:11), Primal Rage (25:53), Wrestlemania The Arcade Game (27:23), WWF RAW (29:23), Fight For Life (30:47), Virtua Fighter (38:16).

Atari Jaguar and Genesis 32X Racing games

 

Atari Jaguar (S-Video) and Genesis 32X (Composite) racers. Checkered Flag (0:17), Virtua Racing Deluxe (7:00), Power Drive Rally (21:52), Atari Karts (24:24), BC Racers 32X (27:42), Motocross Championship (37:03), Supercross (41:21), Super Burnout (46:10).

 

Doom Comparison

Doom Comparison for Dosbox, Jaguar, 32X, SNES, PS1, 3DO and Saturn Jpn.

Dosbox is captured with FRAPS, 32X and SNES are Composite, everything else is S-Video.

Download High Quality DIVX || View Low Quality Flash:1 || 


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Doom

System: 
Genesis 32X
Region: 
North America
Release Year: 
1994
Publisher: 
Sega
Notable: 
.

Doom 32X Emulation Shot

Doom 32X Emulation ShotDoom 32X Emulation Shot


32X Soundtrack ->

Compare Doom Versions->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Doom 32X Soundtrack

All audio captured directly from a Genesis Model 1 from the Sega CD Model 1 output.

Direct Downloads:

Level 1

Level 2

Level 3 Short 192 kbps MP3

Level 3 Full 320 kbps MP3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Doom

System: 
Atari Jaguar
Region: 
North America
Release Year: 
1994
Publisher: 
Atari
Notable: 
.

 

 

 


Compare Doom Versions->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Doom

System: 
3DO
Region: 
North America
Release Month: 
4
Release Year: 
1996
Publisher: 
Art Data
Notable: 
.

 

 

 


Compare Doom Versions->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Doom

System: 
Sega Saturn
Region: 
Japan
Release Month: 
7
Release Year: 
1997
Publisher: 
Gamebank
Notable: 
.

Download High Quality Divx 1 || 2 || 3 - View Low Quality Flash:1 || 2 || 3


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Compare Versions of Doom ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Doom

System: 
Super Nintendo
Region: 
North America
Release Month: 
9
Release Year: 
1995
Publisher: 
Williams
Notable: 
Yes

 

 

 


Compare Versions of Doom->

Complete: 
0
Boxed: 
Boxed
Cart Only: 
 
Wanted: 
No

Model 2 Comparisons

Daytona USA Saturn - Model 2 Comparison

Download Medium Quality DIVX || View Low Quality Flash

DIVX Web Player


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Daytona USA: Championship Circuit Edition Net Link

System: 
Sega Saturn
Region: 
North America
Release Month: 
2
Release Year: 
1998
Publisher: 
Sega
Notable: 
Yes

Three Seven Saturn s-video out

Comparison with Model 2 Emulator 2008:
Model 2 Three Seven Emulator shot Three Seven Saturn s-video out Model 2 Three Seven Emulator shot Three Seven Saturn s-video out Model 2 Three Seven Emulator shot Three Seven Saturn s-video out Model 2 Three Seven Emulator shot


Daytona USA Saturn - Model 2 Comparison >

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Daytona USA

Genre: 
3D Racing, Powerslides
System: 
Sega Saturn
Region: 
North America
Release Month: 
5
Release Year: 
1995
Publisher: 
Sega
Notable: 
Yes

Saturn Three Seven s-video out

Comparison with Model 2 Emulator 2008:
Model 2 Three Seven Emulator shot Saturn Three Seven s-video out Model 2 Three Seven Emulator shot Saturn Three Seven s-video out  Model 2 Three Seven Emulator shot Saturn Three Seven s-video out Model 2 Three Seven Emulator shot Saturn Three Seven s-video out Model 2 Three Seven Emulator shot Saturn Three Seven s-video out Model 2 Three Seven Emulator shot Saturn Three Seven s-video out


Daytona USA Saturn - Model 2 Comparison >

 

Complete: 
Complete
Boxed: 
 
Cart Only: 
Game Only
Wanted: 
No

Sega Rally Model 2 Comparison

Download Medium Quality DIVX || View Low Quality Flash

DIVX Web Player


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Sega Rally Championship

Genre: 
3D Rally Racer, Powerslides
System: 
Sega Saturn
Region: 
North America
Release Month: 
12
Release Year: 
1995
Publisher: 
Sega
Notable: 
Yes

 

 


Sega Rally Model 2 Comparison >

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Sega Touring Car Championship - Model 2 Emulator and Saturn

Model 2 Emulator || Sega Saturn

Sega Touring Car Championship

System: 
Sega Saturn
Region: 
North America
Release Month: 
11
Release Year: 
1997
Publisher: 
Sega
Notable: 
Yes

 

 

 


Compare to PS1->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Saturn and PS1

Alien Trilogy Comparison

 


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Black Dawn Comparison

Black Dawn - Saturn S-VideoBlack Dawn - PS1 S-VideoBlack Dawn - Saturn S-VideoBlack Dawn - PS1 S-VideoBlack Dawn - Saturn S-VideoBlack Dawn - PS1 S-VideoBlack Dawn - Saturn S-VideoBlack Dawn - PS1 S-VideoBlack Dawn - Saturn S-VideoBlack Dawn - PS1 S-VideoBlack Dawn - Saturn S-Video

Duke Nukem 3D Comparison

Download Medium Quality Divx: 1 | 2 || View Low Quality Flash:  1 | 2

 


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Duke Nukem 3D

Genre: 
3D First Person Shooter, Crude Sexualized Humor
Critique: 
Real Time Dynamic Lighting, 30 Frames Per Second
System: 
Sega Saturn
Region: 
North America
Release Month: 
12
Release Year: 
1997
Publisher: 
Sega
Notable: 
Yes

 

 


Compare to PS1 ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Duke Nukem: Total Meltdown

System: 
Playstation
Region: 
North America
Release Month: 
12
Release Year: 
1997
Publisher: 
GT Interactive
Notable: 
.

 


Compare to Saturn ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Hardcore 4x4 Comparison


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Need for Speed Comparison

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Powerslave Comparison

Download Medium Quality DIVX: 1 | 2 | 3 | 4 | 5 | 6 | 7 

View Low Quality Flash:  1 | 2 | 3 | 4 | 5 | 6 | 7


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Powerslave

System: 
Playstation
Region: 
North America
Release Month: 
3
Release Year: 
1997
Publisher: 
Playmates
Notable: 
.

 

 

 


Compare to Saturn ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Powerslave

Genre: 
3D First Person Shooter, Dynamic Lighting
Critique: 
Real time lighting changes, 30FPS, Dithered Transparency
System: 
Sega Saturn
Region: 
North America
Release Month: 
12
Release Year: 
1996
Publisher: 
Playmates
Notable: 
Yes

 

 

 


Compare to PS1 ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Rage Racer and Sega Touring Car Championship

Download Medium Quality DIVX 1 || View Low Quality Flash


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Real 3D versus Fake 3D

One of these things is not like the other.  One is made with quadrilaterals, the other with triangles.  Popularly referred to all over the Internet as "sprites" or "polygons."  Misdirected mathematical assumptions aside, let's focus on something else.  Draw distance.  At what draw distance does a game become "good" at 3D?  We will start with the most obvious examples, popularized by the most emmanently unbiased game magazine ever, Edge/NextGeneration.

On the left we have the rushed Saturn launch game Daytona USA, often pointed to as evidence that the Saturn was "not a 3D system."  On the right, we have Wipeout by the legendary Psygnosis, often pointed to as the reason why the Playstation was clearly better at 3D games.  Present in both, texture warping, pop in, lower detail vehicle models than contemporary 3D Arcade titles. 

But, how about that draw distance?  Is one better than the other, or is one simply less obvious because of the background color?

Saturn Pre-Launch Daytona USA ----- ----- ----- Flawless PS1 Wipeout

Meanwhile....

Saturn 1996 Daytona CCE ----- ----- ----- Daytona USA Model 2

Daytona USA, Daytona Netlink Edition/CE(Improved Draw Distance). and Model 2 Emulator:
Download Medium Quality DIVX || View Low Quality Flash
 
Daytona Championship Circuit Edition (1996), Daytona Netlink Edition/CE(Improved Draw Distance):
Download Medium Quality DIVX || View Low Quality Flash

Edge/NextGeneration Magazine - Summer 1995

"Saturn was not designed for fast 3D..." Jason Brookes, "Viewpoint," Edge, July 1995, 19.1"...the Playstation is the most powerful home system available..." Allan Murphy, SCEE Developer Support, "Viewpoint, Letters," Edge, August 1995, 18.2 "the crucial graphical weakness ... is that it blocks in huge chunks of scenery disturbingly late," Jason Brookes, "testscreen," Edge, June 1995, 72.3 "...Ridge Racer has established an unassailable lead over Daytona." Jason Brookes, "testscreen," Edge, June 1995, 734 "The artificial intellegence of Daytona's cars is greatly superior to Ridge Racer's...there are up to 40 cars on track at once." Jason Brookes, "testscreen," Edge, June 1995, 74.5 "...Saturn Daytona fails to capture the arcade experience that PlayStation Ridge Racer so convincingly delivers." Jason Brookes, "testscreen," Edge, June 1995, 75.6

Count of Key Terms used in Saturn Daytona Review by Edge:
Daytona: 16
Ridge Racer: 10
Saturn: 9
Sega: 4
AM2: 2
Playstation: 2
Namco: 1

  1. 1. "Saturn was not designed for fast 3D..." Jason Brookes, "Viewpoint," Edge, July 1995, 19.
  2. 2. "...the Playstation is the most powerful home system available..." Allan Murphy, SCEE Developer Support, "Viewpoint, Letters," Edge, August 1995, 18.
  3. 3. "the crucial graphical weakness ... is that it blocks in huge chunks of scenery disturbingly late," Jason Brookes, "testscreen," Edge, June 1995, 72.
  4. 4. "...Ridge Racer has established an unassailable lead over Daytona." Jason Brookes, "testscreen," Edge, June 1995, 73.
  5. 5. "The artificial intellegence of Daytona's cars is greatly superior to Ridge Racer's...there are up to 40 cars on track at once." Jason Brookes, "testscreen," Edge, June 1995, 74.
  6. 6. "...Saturn Daytona fails to capture the arcade experience that PlayStation Ridge Racer so convincingly delivers." Jason Brookes, "testscreen," Edge, June 1995, 75.

Road Rash Comparison

Road Rash - Saturn vs Playstation Comparison 1
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Road Rash - Saturn vs Playstation Comparison 2
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Tomb Raider Comparison

Tomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-Video

Comparison Video:

View High Quality Quicktime

View Low Quality Flash:

 

View High Quality Quicktime

View Low Quality Flash:

 

Screenshot Comparisons:

Tomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - Saturn - S-VideoPS1 - S-Video - Full Screen DitheringTomb Raider - Saturn - S-VideoPC Shot


Tomb Raider

Genre: 
3D Action Platformer, Complex Puzzles
Critique: 
Lower Resolution than PS1, Framerate Dips in some scenes
System: 
Sega Saturn
Region: 
North America
Release Month: 
11
Release Year: 
1996
Publisher: 
Eidos
Notable: 
Yes

Tomb Raider - Saturn - S-Video

Tomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-VideoTomb Raider - Saturn - S-Video

PC Shot

PC Shot


Compare to PS1 ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Tomb Raider

System: 
Playstation
Region: 
North America
Release Month: 
11
Release Year: 
1996
Publisher: 
Eidos
Notable: 
Yes

 Tomb Raider - PS1 - S-Video

Tomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-Video

Full Screen Dithering:

Tomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoTomb Raider - PS1 - S-VideoPS1 - S-Video - Full Screen Dithering - Click Expand LinkPS1 - S-Video - Full Screen Dithering - Click Expand LinkPS1 - S-Video - Full Screen Dithering - Click Expand LinkPS1 - S-Video - Full Screen Dithering - Click Expand LinkPS1 - S-Video - Full Screen Dithering - Click Expand LinkPS1 - S-Video - Full Screen Dithering - Click Expand Link

Polygon Tearing

PS1 - S-Video - Z Sorting/Polygon TearingPS1 - S-Video - Z Sorting/Polygon TearingPS1 - S-Video - Z Sorting/Polygon TearingPS1 - S-Video - Z Sorting/Polygon TearingPS1 - S-Video - Z Sorting/Polygon Tearing


Compare to Saturn ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Wipeout Comparison

Download Medium Quality DIVX 1 | 2 | 3 | 4 || View Low Quality Flash:  1 | 2 | 3 | 4 |

Screenshot Comparisons:

Wipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-VideoWipeout Saturn S-VideoWipeout PS1 S-Video

 

Wipeout

Genre: 
3D Futuristic Racer, Power Ups
Critique: 
20FPS, Slightly Longer Draw Distance Than PS1, Single Player
System: 
Sega Saturn
Region: 
North America
Release Month: 
5
Release Year: 
1996
Publisher: 
Sega
Notable: 
Yes

 Wipeout Saturn S-Video

Download High Quality DIVX: 12 || View Low Quality Flash: 12

 Wipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-VideoWipeout Saturn S-Video

 


Compare to PS1 ->

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Wipeout

Genre: 
3D Futuristic Racer, Power Ups
Critique: 
30 FPS, Slightly Shorter Draw Distance than Saturn, Single Player
System: 
Playstation
Region: 
North America
Release Month: 
11
Release Year: 
1995
Publisher: 
Psygnosis
Notable: 
Yes

 Wipeout PS1 S-Video

Download High Quality DIVX || View Low Quality Flash

  Wipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-VideoWipeout PS1 S-Video

 


Compare to Saturn ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Wipeout XL/2097 Comparison

Download Medium Quality DIVX 1 | 2 || View  Low Quality Flash 1 | 2

Screenshot Comparisons:

Wipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-VideoWipeout XL - PS1 - S-VideoWipeout 2097 - Saturn - S-Video

Wipeout 2097

System: 
Sega Saturn
Region: 
Europe
Release Year: 
1997
Publisher: 
Psygnosis
Notable: 
.

 Wipeout 2097 - Saturn - S-Video

Download High Quality DIVX Videos: 1 | 2 | 3 | 4 | 5 | 6 | 7

View Medium Quality Flash Videos: 1 | 2 | 3 | 4 | 5 | 6 | 7

 Wipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-VideoWipeout 2097 - Saturn - S-Video


Compare to PS1 ->

 

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Wipeout XL

System: 
Playstation
Region: 
North America
Release Month: 
10
Release Year: 
1996
Publisher: 
Psygnosis
Notable: 
Yes

 Wipeout XL - PS1 - S-Video

 Wipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-VideoWipeout XL - PS1 - S-Video


Compare to Saturn ->

Complete: 
0
Boxed: 
 
Cart Only: 
 
Wanted: 
No

64-128bit 3D Accelerated Consoles

Crazy Taxi Comparison

Dreamcast & Playstation 2

 

Dreamcast & Gamecube

 

Crazy Taxi 2 Dreamcast & Crazy Taxi 3 Xbox

 

 

 

Dead or Alive 2 Comparison

F1-CART-Indy Racers

1999 Releases:

2000 and 2003 releases respectively:

 

Legacy of Kain Soul Reaver

 

 

 

 

Legacy of Kain: Soul Reaver

Genre: 
3D Platformer, Puzzles
Critique: 
Streaming Load Times, Low Framerate
System: 
Playstation
Region: 
North America
Release Month: 
7
Release Year: 
1999
Publisher: 
Eidos
Developer: 
Silicon Knights
Notable: 
Yes

Soul Reaver - PS1 S-Video

Soul Reaver - PSX Emulator ShotSoul Reaver - PSX Emulator ShotSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-VideoSoul Reaver - PS1 S-Video


Gameplay Video: - DIVX Codec required, K-Lite Codec Pack recommended
In-game intro
Spectral Realm
Physical Realm_1
Citadel and Abyss
Translucent light beams

Complete: 
Complete
Boxed: 
 
Cart Only: 
 
Wanted: 
No

Legacy of Kain Soul Reaver Comparison

Playstation & Celeron 300A - Matrox Mystique 8MB Direct 3D

 Dreamcast & Celeron 300A - Riva TNT

Legacy of Kain Soul Reaver Comparison - Part 2

Playstation & Celeron 300A - Matrox Mystique 8MB Software

 

Playstation & Celeron 300A - Matrox Mystique 8MB Direct 3D

 

Legacy of Kain Soul Reaver Comparison - Part 3

 Dreamcast & PIII 800e  - Diamond Viper V770 TNT2 Ultra

 

Legacy of Kain Soul Reaver 2 Comparison

Soul Reaver 2

Screenshots for the Canceled Dreamcast version at The Lost Worlds.

 

 Playstation 2 & PIII 800e  - Diamond Viper V770 TNT2

 

 Playstation 2& PIII 800e  - Diamond Viper V770 TNT2 Ultra

 

Legacy of Kain Soul Reaver 2 Comparison - Part 2

 Playstation 2& PIII 800e  - Geforce 256

 

 

Racing Game Comparisons

Splinter Cell Chaos Theory Comparison

Playstation 2 & Xbox

 

Playstation 2 & Gamecube

 

 

 

Splinter Cell Chaos Theory Comparison - Part 2

Playstation 2 & Gamecube

Playstation 2 & Xbox

Splinter Cell Chaos Theory Comparison - Part 3

Playstation 2 & Gamecube

 

 

Playstation 2 & Xbox

 

Audio Comparisons

Castlevania - Genesis-SNES - Music Comparison

All tracks are recorded from a SNES model 1 RCA output and a Genesis Model 1 HDG Headphone to Sega CD 1 RCA output.

Remixed Arcade/NES Castlevania tunes:

Super Castlevania IV Track 1 "Simon's Theme"

Bloodlines Track 20 "Simon's Theme"

SCIV Track 14 "Bloody Tears"

Bloodlines Track 15 "Bloody Tears"

SCIV Track 15 "Vampire Killer"

Bloodlines Track 16 "Vampire Killer"

SCIV Track 16 "Beginning"

Bloodlines Track 14 "Beginning"