Developers have plenty of data to make more polygon count for 3d models for 2D backgrounds to give it off better detail. Something like Resident Evil on PS1.
It's called TALENT, watch which today's developers lack. Like before the PS1 era developers were able to make 3D graphics and CD-quality audio on the 16-bit consoles that were said to be impossible. Nowadays developers want everything premade for them to work with.
In my humble opinion, _Slap Happy Rhythm Busters_ looks like a Dreamcast game being played on the OG PlayStation. Whichever exective at Sony Computer Entertainment America and/or Europe that turned this game down for an international release needs their head examined. Great playthough.
Ah! the early 00's, back when cell-shading and "dance" games were in vouge. Great times. Also, interesting game. Is like a mix between SF, Jet Set Radio and a little bit of Samba de Amigo in the supers... I like it!
That girl you are playing as Mia in this video is almost the spitting image of Street Fighter's Chun-Li. So much so, I would be surprised and dumbfounded if Capcom never took legal action against the creators of this game for that!
This is just my opinion and observation, but I think that trademark and copyright laws in Japan are a HELL of a lot lenient then they would be in the Western world. How else can you explain the doujinshi (fan comic) market over there, including, but not limited to, the adult stuff?
This game would have been incredible to have in the US! Im sure Sony would have rejected it. Did any company try and release this amazing game of 90s 'tude?
This looks downright incredible for PS1 (and I know this is running at a higher res than normal). This could've very easily been reworked into an updated version or sequel for PS2. IMO you wouldn't even need to increase the polygon count on the fighters.
I am a bona fide SEGA man, but I have to give credit where credit is due: This looks too good to be Fifth Generation! Then I look at the year it was made, and I see why: Programmers must have been fully utilising the PSOne to it's absolute limits. What I did find funny was that it didn't use transparency effects for hit sparks. I think it would have really added a nice touch, even if it was supplemental to the solid bright ones they used.