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Ultimate Mortal Kombat 3 arcade vs Genesis and SNES | Mega Drive | UMK3 

Inglebard Gaming
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Look at this, a three way comparison of Ultimate Mortal Kombat 3! Check out the arcade vs the Genesis / Mega Drive and SNES versions! See a complete playthrough, a few full screen comparison videos, a few full screen comparison screenshots and see the arcade right up against the Genesis, up against the SNES and at the end, SNES vs Genesis. This one has it all folks, except for everything that it doesn't!
A few notes on this one: I couldn't include EVERYTHING that's different or show every character because I wanted to keep this at about 25 minutes and that would have made this hours long. I think I hit most of the important points, maybe you'll disagree. If you do, that's fine, just say your piece nicely (please) in the comments.
Also, yes, I do know about the various hacks for the SNES and Genesis versions that restore a lot of the missing stuff (and add stuff that was never in the original!) but this was about comparing the actual commercial releases of each version of the game.
Enjoy this episode of Utterly Pointless Komparisons! Er.. Comparisons!
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#umk3 #ultimatemortalkombat3 #fightinggames #arcade #segagenesis #megadrive #SNES #32megabit #16bit #fighting #1on1 #mortalkombat #retrogaming #classicgaming #retrogames #classicgames

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29 июн 2024

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Комментарии : 61   
@fazares
@fazares 7 дней назад
Its quite hard doing such a comparison given the arcade different stages route but you did well..congrats!
@InglebardGaming
@InglebardGaming 7 дней назад
Thanks, I wish it had been possible to show the same stuff at all times but it just wasn't with this one.
@grgmj1980
@grgmj1980 7 дней назад
The SNES is missing a lot of stages
@lioneart19
@lioneart19 День назад
It's missing 4.
@VOAN
@VOAN 7 дней назад
The thing is if you want better graphics and sound then get the Super NES version, if you want better gameplay and more contents then get the Sega Genesis. Both games aren't as meaty as the arcade game but at least both aren't just inferior versions no new stuff. Both games had 2 exclusives fighters that you can't play in the arcade and a new finisher that is better than the laughable animality seen in the arcade and Sega Saturn versions. Also while the arcade version is missing the Bank stage, the Sega Genesis version retain the Bank stage. Another thing is in both the arcade and Super NES version, Shang Tsung can't morph to Smoke but in the Genesis version Shang Tsung could not only morph to Smoke but he could morph to Rain and Noob Saibot as well.
@InglebardGaming
@InglebardGaming 7 дней назад
Yup, lotta strange stuff exclusive to particular versions with this one.
@Shinmsl
@Shinmsl 7 дней назад
There's a lot of loss of colour and quality in the graphics indeed but it's kind of unfair because the home versions where designed to be watch through the filter of old CRT tvs , that smooth out a lot. The Genesis characters look darker with an already very dark game with dark backgrounds , I wonder how the contrast would do in s CRT screen... Since de character sprites are smaller in the home version you can have a lot more screen real estate to benefit the movement in the air like Sindel flying. Silver linnings I would be interested in seeing a comparisson for regular Mk3 because at least it has all the characters and more backgrounds. Fan story from my time: I bought UMK3 for the Snes, but it was a bootleg version that didn't run on my original console ( I never knew why, apparently there was a chip you need to install in your console for that but I never liked the idea of having someone messing with the original hardware of the console), ended trading with some guy for MK 1 😂
@InglebardGaming
@InglebardGaming 7 дней назад
The CRT "smoothing" didn't help much unless you had a really bad CRT TV. Back in the 80s and early 90s I had my systems hooked up to either C64 or Amiga composite monitors and the dithering was obvious. From the mid 90s on (32-bit system era) I had most of my systems hooked up via s-video on a bigger TV and dithering was still obvious on that one, too. In my experience CRTs really only hid dithering on these old systems if you had an especially blurry TV or hooked your systems up via RF. Where I do still appreciate CRTs is response time for input which was never something we even had to think about.
@piccolo1976
@piccolo1976 7 дней назад
Never played this so was interesting to watch. Shame the MD has such a limited colour pallet, the dithering really let's it down, the SNES version looks more solid despite the chunky pixels. This vid interrupted my sunday Columbo viewing, but it was worth it 😅
@InglebardGaming
@InglebardGaming 7 дней назад
Yeah, weird how the same devs worked on both versions but made them unique and didn't share the character assets. Oh well, sorry Columbo was delayed 😁
@mrnicktoyou
@mrnicktoyou 7 дней назад
There's a guy called "Master Linkuei" who made a simple demo of MK3 for the Genesis a couple of years ago with the arcade assets. It really shows how much better the game could have potentially looked on the Sega System. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-MjfCLVgNBRM.html He also made demos for MK1 and MK2 and they also look much better than the actual ports we got from Probe.
@InglebardGaming
@InglebardGaming 7 дней назад
Yup, I know him and his work. I did a few music tracks for his Splatterhouse demo!
@roberto1519
@roberto1519 7 дней назад
Há também demos de KOF98 e Metal Slug pro Mega Drive que parte o coração, só de imaginar que mesmo KOF94 ou 95 pudessem ser lançados para o Mega ou até o SNES, que eram games que eu e meus irmãos jogávamos tanto nos fliperamas, nós sonhávamos com a possibilidade de ter eles em casa, Street Fighter Alpha, etc, pelo menos, o SNES recebeu uma versão do SFA2 que apesar de comprometida, eu lembro de ter jogado muito e achava inacreditável ter em casa.
@iwanttocomplain
@iwanttocomplain 7 дней назад
@@roberto1519 it is unbelievable.
@iwanttocomplain
@iwanttocomplain 7 дней назад
I watched your video but it only improved on of the worst stages (the dragon head on the floor). Literally everything else was identical as far as I could see. If you are curious as to the colour count on the desert stage, it is 45. That leaves 1/4 or a whole palette completely unused. Here is the video counting colours. The SNES character select screen breaks the 128 snes colour limit by using mode 3 or 4 for direct colour mode and 1 simple background (not performant enough for use in a game). ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8K5lRUeUR5k.htmlsi=PlMr9meF3XIU_yE9
@iwanttocomplain
@iwanttocomplain 7 дней назад
oh dear. It does break the 128 colour limit in the next 10 seconds of video. Mode 4 is useable in-game as it uses indexed colour and not direct colour but only 1 background is available.
@roberto1519
@roberto1519 7 дней назад
Sure, on modern high resolution displays, the dithering is highlighted, but for TVs of the time, it looked mostly fine. I found it interesting the remarks about the sound aspects, I wasn't expecting the Genesis release coming out on top, even if slightly, as the scratchiness is something people always mentioned, even at the time. But maybe if we look into it, technically, you might be right. I don't know, I'm a sucker for dirtier looks in these games, though, while not intentional, it gives these games more personality and creepiness. Modern games, mostly from the PS3 era used chromatic aberration and noise effects in many horror games. As a side note, you can notice the arcade capture isn't properly scaled, it should be wider as the image is somewhat squished, during the tower, you can clearly see how the character portraits on the Genesis version at the right, for instance, have a more squarish and natural look to them. All that said, keep in mind that my brother and I played the SNES version at the time, actually from MKII onwards we didn't have the Mega Drive anymore.
@InglebardGaming
@InglebardGaming 7 дней назад
For the arcade version I captured it at 1:1 resolution and scaled it proportionally. Might be one of those cases where the larger horizontal resolution of the arcade game makes it look squished when it isn't stretching on a 4:3 CRT. As for the whole CRT dithering thing, I went over that in detail in another reply but to summarize: they didn't hide dithering too much unless you had a particularly blurry CRT or used RF cables. Composite or better and you'd notice dithering strongly on a decent CRT.
@roberto1519
@roberto1519 7 дней назад
​@@InglebardGaming In fact, many Midway games use the same board and resolution, we can see how taller and skinnier the characters since MK1 look compared to the console counterparts, it could be they considered this, keeping a higher resolution and that the CRTs from the arcades would stretch it just enough so they would look more natural, but when capturing 1:1 using emulation, they just won't look right. As for CRTs, sure, dithering, color banding and pixelation were always noticeable, even at the time, but it just look way more highlighted in modern displays, thus, making them uglier/worse in hindsight, but in 14", 19" or 21" screens, using analog signals, they just looked OK enough. In fact, using modern technology to pinpoint visuals from anything during the analog era is a stretch, really.
@TheCubicleReview2
@TheCubicleReview2 7 дней назад
​@@roberto1519sir, the programmers did a poor job with the backgrounds. There is no debate. It has nothing to do with intentional design for tech of the time. There are more than enough examples of programmers doing that successfully, this was not done here.
@roberto1519
@roberto1519 7 дней назад
@@TheCubicleReview2 That I agree, if you ask me if there's room for improvement, it surely does, no doubt about it. I only mentioned that in today's crystal clear displays, all the technicalities are highlighted more than ever.
@darktetsuya
@darktetsuya 7 дней назад
glad you mentioned the names under the energy bars thing... that always bugged me on the home ports of SNES MK! IDK if it was a technical thing or just an aesthetic choice, but I'm also not a fan. I don't think we owned UMK3 on any systems I think we kinda skipped ahead when trilogy landed on on PS/N64.
@HellTantrumbull
@HellTantrumbull 7 дней назад
I also ended up skipping UMK3 on Saturn because of MK Trilogy. still have my original Trilogy disc I got from Funcoland back then. 😂
@InglebardGaming
@InglebardGaming 7 дней назад
I DID get Saturn UMK3 when it was new and skipped Trilogy!
@HellTantrumbull
@HellTantrumbull 7 дней назад
From what I saw before, the Wolf Unit can have 256 max sprites.
@InglebardGaming
@InglebardGaming 7 дней назад
Do you have a link that has that info? I've been trying to find solid information on their T related systems for a while.
@HellTantrumbull
@HellTantrumbull 7 дней назад
@@InglebardGaming It was on a random message board I saw some time ago when I was searching for specs on another arcade board and one person mentioned it can handle 256 sprites. Given how animated the game is compared to the 16-bit versions it probably is that high or higher since several arcade boards around that time could handle 256 sprites and higher at once.
@InglebardGaming
@InglebardGaming 7 дней назад
@HellTantrumbull I would guess that it did way more, personally. Most hardware of that generation handled more than 256, some had no hard limit on the number of sprites at all. But, I've never been able to confirm a number so who knows, maybe they're right.
@Healthy_Toki
@Healthy_Toki 5 дней назад
the 16 bit ports were 'x-band' classics!
@lioneart19
@lioneart19 День назад
I think the Genesis version still looks awesome, SNES version only looks very marginally better.
@iwanttocomplain
@iwanttocomplain 7 дней назад
It is surprising to me that the Genesis version "especially" showed it's age in the graphics department. What you are saying here is that you would expect the SNES to hold up better graphically. But if you include the fact that graphics might include, say, an additional stage or more resolution, then your only hurdle is the 4 colour palettes. But this game does as bad of a job as I've seen digitising graphics and I've seen Road Rash 3. The capabilities of the Genesis far outweigh that of the SNES, so it is more likely to be able to handle more advanced games. Especially given the limitation of the SNES console, it's surprising to me that is is able to move this game, even with just pushing 66% of the pixels the Genesis pushes. I would have been more interested in the aspects of the gameplay because I happen to know that the ai in SNES MK3 is basically broken.
@InglebardGaming
@InglebardGaming 7 дней назад
First, you know I'm a huge Genesis fan, so I'm not knocking it, but we ARE talking about hardware that came out (in Japan) in 1988. The small overall palette and only 61 usable colors across four 16 color palettes was a problem for a lot of later games, which is especially a shame since it was originally designed with a larger palette. As arcade hardware advanced and we had games with hundreds of on-screen colors, it became tougher for it to mimic the look of them. The big advantage the SNES has is the size of its palette and on-screen colors, so it's only logical to expect a game that relies on a larger palette for its appearance would look better on it. I don't think you could say that considering the graphics would have to include the missing levels. That's content, not graphics. The levels that are here objectively look significantly better on SNES. It's less cut and dry with the characters. The SNES ones are so much lower res that they're hard to look at up close, but on smaller screens they're less of an issue.
@iwanttocomplain
@iwanttocomplain 7 дней назад
​@@InglebardGaming The limited colours were a problem for alot of later games? Such as what? The SNES colours didn't help it at all. Your saying it did. It's logo is literally a palette. But the colours don't help it. It still sucks. What are these 'more modern games' Street Fighter Alpha? No. That won't run on SNES. SNES is an 8bit console. The colour is 15bit master palette. But tile engine is 4bit. Same as Genesis. You get 8 palettes maximum and get the impression they might be tied to layers but this needs more research. The one useful mode of snes is mode 1 which is just 2 bg's + a 2bit bg. Mode 2 gives you column scrolling at the cost of the 3rd bg layer. The other modes are pointless. You need to look at bit values in colour depth as a matter of subtlety. That's all more depth gives you. Less banding. Do you think Super Puzzle Fighter would work on 61 colours? Yes. Real Bout? Just about. Let's look at Samsho on the 16bits (I'm currently playing it.) The SNES game is a game running on an 8bit console. It slows down too much for Earthquake to run properly. So he is pointless. Not very good graphics if they are slowing the whole game down. The little snes characters are like that because the snes cannot move any more pixels than that without creating an input lag which is already bad. The Genesis version has large characters and no slow down. No input lag. Many extra small animations and such to telegraph hit's or blocks and it's an adrenalin fuelled experience simply due to the visual prowess. Even with the backgrounds reduced to almost being illegible in some cases. But the backgrounds are not bad because the vram is maxed out. It's like that because the rom space is not sufficient to include more unique tile to put into the scene. There are no games coming out in 1995 that are needing high colour I can think of that aren't 3D. Those PSX and Satrun 3D games are using 9bit dithered colour by the way for textures. It was actually possible to use a higher colour depth using knowledge of the system not available at the time. So you're wrong.
@iwanttocomplain
@iwanttocomplain 7 дней назад
@@InglebardGaming Look. The System 16 arcade board was not Sega's first arcade board. The boards are designed for speed. Because that's the most exciting thing that people want in a game that isn't a casual game. They reduced the palette memory because it's the fasted memory in the system and by far the most expensive and fastest type. They took out pcm sound and the sprite chip is just a fraction. But the cpu is barely less clock speed. If you can figure out how to get 61 colours to work, your in business. The Mega Drive runs 2D games faster than an Xbox 360 and with less input lag.
@ostiariusalpha
@ostiariusalpha 7 дней назад
​@@iwanttocomplainYou are arrogantly stupid. I don't think you'll take this to heart, but somebody just needed to tell you.
@iwanttocomplain
@iwanttocomplain 7 дней назад
@@InglebardGaming The System 16 is from 1986. The SMD is therefore less good than a pretty good 1986 arcade machine. The SNES only has 15bit colour because it's using planar graphic format for efficiency at the cost of speed of drawing pixels as 15 sections of memory are accessed in parallel which is complicated to program and design hardware for. The 256B (256B is left unused) palette address spaces are 2 bytes although only use 1byte/8bit values. This palette memory is a fast as it needs to be. Because the bottlenecks in this system are multiple, before faster palette memory is going to improve rendering speed.
@HellTantrumbull
@HellTantrumbull 7 дней назад
The Genesis version actually looks better on a CRT with composite video because of the dithering. even though the coloring still isn't as good as the arcade the dithering does make it look a little more colorful. Emus and the RGB cable end up killing the effect the dithering is trying to display since they disable the effect.
@InglebardGaming
@InglebardGaming 7 дней назад
Dithering looked terrible over composite also unless the TV was really blurry. It was very noticeable on the old monitors and TVs I used to use when this stuff was new.
@Isoquant
@Isoquant 7 дней назад
The Genesis version never looked great tbh
@HellTantrumbull
@HellTantrumbull 7 дней назад
@@Isoquant Yup, but there are worse home ports of the time for MK1 and 2 that should be avoided.
@Isoquant
@Isoquant 7 дней назад
@@HellTantrumbull that's a good point. SNES and Genesis ports were both a cut above some of the lesser ports at the time
@ronaldbooher9622
@ronaldbooher9622 7 дней назад
Isn't this the "bad one"?
@InglebardGaming
@InglebardGaming 7 дней назад
Never heard it called that before. It fixed some of the mistakes with MK3 so I'd say it was probably the most disappointing one when it launched.
@ChozoBrain
@ChozoBrain 6 дней назад
No, OG MK3 was only considered bad because Scorpion wasn't in it. UMK3 is the only game of the classic 3 that anybody takes seriously competitive because it's the only one out of the classic games that's actually a good fighting game and not just about the gore.
@danmakuman
@danmakuman 7 дней назад
The Genesis version it's just not good looking at all. The only solution was to adapt the backgrounds to play with the color limitations of the system but I suppose they didn't had the time and the will to do that lol and for a very late release in the console life with new generations already there it wasn't an option.
@InglebardGaming
@InglebardGaming 7 дней назад
Yeah, they should have taken one look at some of those backgrounds and just went "nope."
@iwanttocomplain
@iwanttocomplain 7 дней назад
OK. Here's how your SNES stats are wrong. The cpu is 2.5Mhz. That is the maximum bus speed, regardless of whether or not it is hiRom or loRom used. The controller for the SNES sound is called the SPC700 and is a 1Mhz 6502. The pcm ship is a Samsung (I think) DSP at 2.5Mhz. The resolution can be interlaced for double horizontal resolution, as can the other systems and it also has a never used double vertical resolution as well so is not at all relevant. The Genesis' interlaced mode did actually get used in a game in Sonic 2. The palette of the SNES is 99% of the time 128 on screen colour from 256B of memory. The 4 layers of scrolling was never used as they would all be limited to 3 colours per tile. The max sprites is 128 8x8 pixel sprites but around 80 is fair although the limitations reduce this number to effectively less than 50, in my estimation, 16x16px sprites. Around half the Genesis' sprite capabilities. But you could just say about 80 as per the Genesis although in reality is around half that. The Genesis should be able to address up to 8MB of ROM without mappers and the SNES 4MB.
@iwanttocomplain
@iwanttocomplain 7 дней назад
If you want to be more accurate, you have to use the word 'nominal' as code for 99.9% of the time or with acceptable performance.
@iwanttocomplain
@iwanttocomplain 7 дней назад
SNES pcm samples and 15bit bitmaps use more rom space so they ran out of space on SNES for cost reasons.
@iwanttocomplain
@iwanttocomplain 7 дней назад
For reference, the Genesis has 128B of palette memory.
@Haywood-Jablomie
@Haywood-Jablomie 7 дней назад
All I know is that I wish there was MK on Turbografix
@iwanttocomplain
@iwanttocomplain 7 дней назад
To the snes's 256B.
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