Genesis version, hands-down. Not only is it the most technologically impressive, doing things the Genesis was never thought to be able to handle, but Really Inside the Claw Machine (the "DOOM" level) had the best framerate, it had the beloved level Day-Toy-Na (the "Pole Position" level) which all other versions lacked, but also had more actual visual cutscenes, and some more sound effects and music. The only thing the SNES version has over the Genesis is somewhat nicer visuals and clearer voice effects. PC version may have better music, but lacks the cool psuedo-3D background depth effects. Also, the physics are a little off from the others. The Game Boy version does not play very well at all, despite looking enough like the console versions as a 4-colour monochrome system can look.
I like the Genesis because Jon Burton the president of Traveller's Tales reviewed this game on his channel GameHut and he and his crew did some wildly impressive things on the ole' SEGA console! Things that should be impossible on the Genesis. Streaming music and 148 colors on the Genesis screen at once just to mention a couple.
I know it's a technical marvel for the Genesis to have pre-rendered graphics, I wonder can 32-bit platforms have pre-rendered graphics without technical achievement
@@jasonlee7816 It's not that simple. 16-bit systems had various tricks to display more colors on screen than they should. Image was drawn line by line on CRT with electron beam and Genesis like many other gaming systems from that time had horizontal interrupts. Which allowed to stop code execution after specific horizontal line was drawn and CPU had some time to send new values to graphics registers until electron beam returned to draw next line. That way you could change palette mid-screen, for example water in Sonic games was done that way. In theory you could have full 512 colors on screen at once on Genesis, but only 64 unique colors in each line. Such technique was also used on Amiga and was one of two ways to display 4096 color images. Genesis had also shadow/highlight mode that could display 192 colors from 1536 color palette, but it was so slow that it was only useful for still images. It was also common to use vertical dithering in Genesis games, since many consoles used blurry composite output that mixed neighbor pixel colors. This was so intensive, that games used it for transparency effects! This is the reason why Genesis emulators simulate composite output at default. Games look blurry, but the colors are the way they're meant to look.
I beat it on snes and genesis, which was surprisingly different in a couple ways. The genesis has a way more forgiving and easy to hit with yo-yo, while snes’s makes you be way more accurate with it. They have some cool aesthetic differences as you get further in the game too, a lot more to see than just the first level. Cool sample of graphical and sound differences!
For a 1995 game, one might expect PS1 and Saturn ports to be available. Their expanded colour palette could also have helped the game look less drab and grainy.
i might expect to see a Toy Story 2 game on the GameCube, GBA, Xbox instead they gave us Dreamcast, Nintendo 64, PS1 then a Toy Story 3 game on the DS, PS2, PS3, PSP, Wii, Xbox 360
@@jasonlee7816 The Jaguar and 3DO were long dead consoles and the Genesis and SNES were mostly dead except for maybe a couple of annual sports titles by the time Toy Story 2 was released in theatres in November 1999.
Especially after Traveller's Tales' previous 16-bit game, Mickey Mania, was ported to the PlayStation (albeit under the title 'Mickey's Wild Adventure').
@@Idiot6983 that was on a pc, CD-R quality. the story of how the genesis one is quite amazing it got pulled off. It was also the first to be released out of all of them.
The one thing that blew my mind on Genesis version is the drum sound! it sounds so real which is why I like the music on SEGA Genesis and also my favorite version!!
They should just make a Toy Story video game collection at this point, I’d like all versions of TS1 if possible, but if they could only include one, I’d pick the Genesis version, PS1 version of TS2, and PS3 version of TS3, as well as PS1 version of Toy Story Racer.
As others have already said, the Genesis/Mega Drive version is the most technologically impressive version, the developers having managed to pull off some clever tricks with the audio and graphics that pushed the console to its limits. Interestingly, the Genesis/Mega Drive's remixes of Strange Things and the closing credits version of You've Got A Friend In Me were composed in the MOD format, which was normally used for Amiga games, and then converted to the Sega console's audio format (VGM or GYM, I can't remember which). You can listen to the original, uncompressed MOD files if you know where to look. For some reason, the PC version replaces the other versions' Roller Bob music with a track that was unused in any of those other versions, ironically making the original Roller Bob music unused in the PC version. Considering how similar the other versions' unused track sounds to the music in Light My Fire, I can't help but wonder if it was originally going to be used for the level before it, Day-Toy-Na, since every level has its own music apart from that one, which reuses the music from A Buzz Clip, and the suspenseful atmosphere the unused track gives would've fit in well with that part of the story, where Woody and Buzz use RC Car to catch up to Andy and the moving truck on the road.
It's increidble how, even though the hardware limitations and sacrificing color, they made up the Genesis version to be the definitive one. Even the PC version chops frames and the SNES one tried to save space by chopping the Stage Clear screen and cutscenes. Genesis does what... Nintendo could, but it would be a nightmare to program.
The Sega Genesis version really kicked everyone else's butt!!! I totally agree with everyone who played the Genesis version. It even looks and sounds darker than any of the others, which I like. Pros: How dark the soundtrack sounds unlike the others, the graphics, the gameplay, the one I played from a real cartridge, the nostalgia, pretty much all of it, except... Cons: Sound quality of the sounds and voice clips, the frame rate of the DOOM-like "Really Inside the Claw Machine" level, and that's pretty much it. Super NES: The soundtrack is higher quality than Genesis, but not as intense and fast-paced. And the colors according to Console Wars is much more movie-accurate than the Genesis, but it looks less dark which I do not really like unlike the Genesis. Pros: Sound quality is much better, but some of the SFX in the Genesis is still better, the frame rate of the "Really Inside the Claw Machine" level here is smoother, about 25+ FPS unlike the Genesis version with it's almost 15 FPS, and how diverse the MIDI instruments are in the SNES. Cons: The lack of the Bonus Level, the Day-Toy-Na level, and storyline pictures in the SNES (Even though the SNES would've been capable of doing the Day-Toy-Na level because they did Super FX without an extra console attachment unlike the Genesis and it's late 32X console), the more vibrant colors made it less intense-looking, the pixel-perfect presicion required for the whip, and it lacks the You Got a Friend in Me song (But they originally planned to and is left as an unused track). Windows 95: Has the best soundtrack quality, and the most sound effects unlike every other console port, and includes the Day-Toy-Na, but there are a lot of cons. Cons: The extremely slow startup and fade transitions, the one I never got to play and not worth looking for now, the background is completely flat (Except the floor), the quality of the Day-Toy-Na is much worse than the Genesis, the physics are messed up, and some of the SFX are too weird unlike every other port (Especially the collect star sound and the Day-Toy-Na sounds, but the star sound almost sounds like the GBA logo's end part). Game Boy: From what I saw in the video, the Game Boy version is the worst on out of them, and how it's the least-known port, AND how SLOOOW the gameplay is, it's probably about 8 FPS and works AWFULLY, even the soundtrack sounds HORRIBLE (I'm terribly sorry for all you Toy Story Game Boy users for this, but I've seen MUCH better Game Boy games out there, especially Super Mario Land 2, and it might have the best soundtrack on any Game Boy game in history). It's so awful that no one should play Toy Story for Game Boy again!
They were all impressive, but I never played the PC version. On the other hand, while I liked the main two (Genesis/Super Nintendo) just fine, I think the Genesis barely edges out the SNES version. It's a graphically impressive game, even if it isn't as colorful. The thing which puts it above the SNES version for me isn't really the graphics, though. It's that the game just runs a lot smoother, and you don't have to wait for the next level to "load" before you can begin. That being said, though, there are parts where the background music cuts out for a voice clip, which is a little weird, but the Genesis getting voice clips is actually pretty interesting. Also a big thing is that it's actually playing background music when it's showing the text from the movie between levels. "You Got a Friend in Me," was included somewhere, so that was good. I think the SNES version has a little more going on as far as its color palette goes, and it has some more variety there. It's also brighter, which is cool. But I'm baffled as to why the SNES version was missing so much. Like... why were there fewer pictures included in the scenes between stages? And why did they cut out "You Got a Friend in Me," background music? It was composed... and it sounds pretty good, but it's not here. It plays just fine, though. The thing about the SNES version though is that its soundtrack is A LOT better in quality. The Genesis is fine, but the SNES version sounds REALLY good and impressive for the time. It also doesn't cut out when there are audio samples. Of course, there are other differences, but I think the only one worth nothing is that the SNES version also doesn't have the Daytoyna level and I know a lot of Sega Genesis fans love that it was there but... it's a long boring ass level that feels so out of place. Like... if the stage "Light My Fire" was cut from the Genesis version cool, but it wasn't. It's still there. So it feels a little redundant, and it's kind of a boring level on top of everything. This is especially odd since some levels on the Genesis have some nice flourishes like seeing the wire of the claw in the background, or how Nightmore Buzz has an ACTUAL laser instead of some P-Shooter etc. So it was weird to see this completely barren, unengaging level after so much impressive stuff. So having an extra level did NOT help the Genesis version out, but it was still a pretty good technical achievement for that system. They were both fine, but Genesis gets the edge. The SNES version had the better music, though. I had the Gameboy version (for some reason). It... functioned.
pre-rendered graphics possibly doesn’t make any sense to me without an explanation Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-time rendered graphics despite the fact that video is technically pre-rendered by its nature. The term is also not used to refer to hand drawn assets or photographed assets (these assets not being computer rendered in the first place).
@Dean Satan Yeah, because the original film of Toy Story had dark colours as the genesis version, nothing simmilar to the funny and more colorful version for SNES. What a dumb comments of you, both.
notice the Game Boy version gone so bad? no suprise when it was distributed by Black Pearl Software (awful studio division from THQ) and developed by Tiertex. yep, count Tiertex up to f**ked up another game also, there’s NES version by Ei How-Yang as well
The megadrive version was technological miracle. Especially the 3d level. We talking for total of just 64kbites and not even a drop more from anywhere.
Obviously the Genesis version of Toy Story is superior but I still really like the Super Nintendo version. Both versions of Toy Story The Game are equally good.
Jeez, why is the PC version so bad? No in game music, slow and sluggish, some 3D effects missing. I can forgive the Gameboy version for being how it is, but the PC version? Come on! If they could do it this well on the genesis, then the PC version has no excuse to be this poor.
@@kajioukun Disney didnt own the source code, they owned the IP only. The game was programed in assembly for 68K, so of course they would have to program it from scratch. The porting tools didn't exist in 1995 to make direct recompile possible.
@@Wflash00 I need to reword it slightly, I meant they would have had to do the assembly from scratch to port it from 68k to x86/directX. I think some of the high level stuff ported pretty well but most of the lower level was all new (or not the original assembly anyway).
En la mayoría de los casos gana la SNES. Pero aquí no hay dudas que Sega es claramente la mejor versión y la más completa. Otro es Aladdin, donde la de Sega es prácticamente la película en videojuego. En SNES usan sprites genéricos.
Everything except the Genesis version feels butchered, at least in terms of sound. The colors are a big part of what creates the mood, and the Genesis one has more coherent and appropriate color palettes for the levels compared to the SNES version, despite the latter having a way superior color capability on paper. The SNES version looks like a darn carnival at times. The Windows version, which I've never played, looks pretty good, but the sounds and music are really poor.
It's actually not as creepy as you might think (especially in the context it's being used) because Woody actually uses that same dance animation in the movie when celebrating the toys' victory against Sid. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-YBO1KfmUgv0.html skip to 2:30
You've done Toy Story.. I say Toy Story 2 for a future Versions Comparison. Also, the only conclusion my brain can suggest is that there are different SNES versions released at earlier and/or later times
In such a clear recording the SNES suffers quite a bit. Everything is less detailed and wider than the other versions. I’m also detecting some input delay as Woody is slower to react and takes more damage.
@@nomelas 28 columns of 8x8 pixels is 8:9 rather than Genesis 32 column mode 4:3 aspect. NTSC still only has 224 horizontal lines rather than PAL (outside US and Japan) has standard 240 horizontal lines so displaying 16 bit games correctly requires 8 pixel bars above and below the image. I play SNES emulation with soft filter as game’s are designed for it due to stretching and the already fuzzy video output.
@@wishusknight3009 When it comes to flat screen vs crt's, the clarity on a flat screen is destroyed by the pixels not having neat squares to fit into. So it's something to look out for. NTSC will do this without adding bars above and/or below.