The art and engineering of Sega CD Silpheed
208 points - yesterday at 2:52 PM
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As the article points out, while it is an FMV game, it tries to fool you into thinking it’s a polygon based game. The Sega CD had no 3D capabilities at all (just 2D rotation and scale). But GameArts pulls off the FMV so convincingly, down to the aliasing, that it’s hard to understand (at least to my 12-year old self) how it could be anything other than 3D rendering.
It’s often panned as not the best shooter, but the gameplay was secondary to the experience. I don’t know how it would play for someone who didn’t experience it at the time, but it will always be one of my favorites on the system.
Fixed link: https://youtu.be/GBS332N6wig?t=1749
https://www.youtube.com/watch?v=gWVmPtr9O0g
I'm reasonably familiar with the hardware, I've written some games from scratch and I still have absolutely no idea how they did most of it.
I was going to say the patch cable setup was just a passive aid to take the Mega Drive I's minijack stereo output (the big DIN AV connector on the rear only does mono) to a more serious two RCA jack setup. But looking at a schematic to check, it does do more stuff, and apparently connecting the patch cable will reroute stuff so the sound mixing is done on the Mega CD side, not the Mega Drive side (early Mega Drive revisions are somewhat infamous for showing that Sega hadn’t quite mastered the dark arts of analogue sound circuitry).
(I would double check some of this, but my Mega Drive / Mega CD setup isn't to hand, and the CD drive is broken anyway, although I understand the JP/PAL piano tune on the logo screen is all from the Mega CD side?).
How they fit the Sonic 3D intro onto a sega mega drive _cartridge_!
If the author is around, super curious how they got to enjoy their workflow here in a side project, working with AI. This kind of situation, to me, is often where the joy is gone.