I only realized during editing that the inputs for the Saturn gameplay with a CD weren't captured... and obviously, I wasn't going to record everything again, especially because it took numerous attempts to finish this game from start to finish without losing. So, there are no inputs this time, and I hope you understand. However, the inputs for the Saturn with Saroo were captured, where you can check out the inputs for the Goiken Muyou gameplay on Saturn. (It's a little-known game, but it runs at 60fps in high resolution).
A good example of this is the opening sequence. Just ask yourself these two questions: 1) Why did the opening end along with the music in the CD version? 2) Why did the opening end while the music kept playing in the Saroo version? You’ve kind of already answered it. When the creators made the opening, they took into account the loading time that occurs between the fights shown in the animation. Once the Saroo eliminates this loading time, what we see in this case is exactly what happens.
@@vcdecide Interesting Really I think since the Pseudo saturn kai is still reading it off the disc, its needing to literally "read" the data since saroo is loading it off an SD card,which that is almost always WAY faster Regardless though,thats pretty badass,time to save up for a saroo
as strange as it is, but i think it might be good if saroo can emulate the read speed of the original disc drive. personally i like the faster load times, but there are cases where slowing the read would prove a more intended experience.
Take it from someone who does a lot of emulation - this is almost necessary. There’s always going to be some games that are going to have problems if the load speed isn’t close to original.
SAROO speed can be adjusted in it's configuration file. Default is obviously max bandwidth, basically the STV (Sega Titan Video) Arcade, but can be adjusted to any speed to mimic the capped bandwidth of the original 2X CD drive logic or even slower.
Este juego funciona en la alta resolución del Saturn y a 60fps... La resolución promedio de los juegos de Saturn suele ser de 320x240; sin embargo, este juego funciona a 704x480.
I would suggest doing a Saroo loading comparison video where a game has a loading progress bar, such as Wipeout 2097. Sega Rally also loads blindingly faster, it was such a surprise first time. Saroo also takes higher speed SDXC cards, so a Sandisk Extreme Pro will push it even faster.
Some games with loading bars are actually fake. I tested many and noticed that some are time scripted and that some will reach full loading at 90% on the bar.
This is a difficult question to answer because some of the developers of this game worked on Virtua Fighter. They left SEGA, came together, and released this title... so... I’m not sure how to respond, as, although many elements are similar to Virtua Fighter, Goiken Muyou plays differently from Virtua Fighter 2, particularly in terms of speed, as VF2 is much faster than this one. That being said, this game feels much more like Virtua Fighter than Tekken. In fact, at that time, there were many attempts to copy Virtua Fighter, whereas Tekken didn’t have as many.
Eu queria um desses tambem mas eu sou um completo amador em termos de conseguir os jogos... O Saroo vem com todos os jogos? Se não como consigo os jogos... Tenho uma pequena coleção de consoles e tenho uns 7/10 jogos por consoles mas queria mais jogos principalmente os do Saturn... Castlevania por exemplo mas... são muito caros!! E esse Saroo parece ser uma boa alternativa!!
Only major difference is in games with redbook audio, as ISO's cant do support it, Saroo uses MP3/ADPCM streaming for those games, afaik most people won't care about that, personally I'm anal about audio quality, especially for retro games, as I love synth music, and Saturn is one of the best examples of it there is, for real-time synth games, there shouldn't be any difference between Saroo & real discs, as only the sound data is loaded from the game disc, and then passed onto the Yamaha SCSP which processes the music in real-time, not sure how many Saturn games use real-time synth over streaming ADPCM music from the disc or the higher quality redbook music (CDDA), I much prefer real-time synth generated music, and the Saturn can even do FM-synth, it can also use both redbook & real-time generated if desired by the devs, for real-time game events for instance, the RareWare made heavy use of real-time MIDI sound in the Banjo games on the 64 for real-time events et cetera. The Saturn SCSP was very underused though sadly, as the hype for optical media was at it's peak at that time, despite being far less interesting and creative for game music, though Japanese devs made good use of it, there are some bad examples like Sonic Jam, which could have had upgraded FM-synth from the Mega-Drive version, instead they just took recordings of the original FM and compressed it down to low bit-rate ADPCM, when they didn't need too, I mean the Saturn has redbook, FM-Synth, PSG, PCM-synth, a dedicated audio DSP, a good amount of audio RAM, the same thing for the Dreamcast's SCSP 2 ASIC, an upgraded version of the Saturn audio chip, along with the powerful Yamaha ASIC & RISC based DSP, was also criminally underused for generic ADPCM (compressed PCM) or standard PCM, though the DC had redbook (CDDA) also, no idea how much it was used either for the DC, and again the DC's GDEMU or DCSD can't do redbook audio, only MP3 over PCM (original GD-ROM ISO's are converted with MP3's inside like Saturns CD-RM ISO's).
Visually the game's character model's and animations are done well. However....the gameplay is really bland. That opening cinematic seemed like a timing based strike and grapple based affair. But the actual gameplay was very unbalanced in execution. When you beat the final guy my reaction was "That's it!?"
This game was made by some people who were involved in Virtua Fighter. With that in mind, I wasn’t surprised that the game doesn’t have an ending (VF doesn’t have one either), and the buttons are the same as in VF (block, punch, and kick). The game might look easy in the video, but it’s not. What you see in the video is just the weak spot I found in the game after countless attempts with several characters. What I liked about the game is that it uses the Saturn’s high-resolution mode and runs at 60fps... However, Goiken Muyou II (the sequel to this game, released a year later for the PS1) is a much better game.
@@vcdecide I see. Did know it had people from Virtua Fighter involved. How hard? That timer looked unforgiving. Weak spot? I did notice you were able to hit moves before the cpu could react.
@@JohnCharb87 Note that when I backed away from the opponent, he would always run towards me, and when running, there was no way to defend. Once I discovered that the game's AI always followed this pattern, I simply kept attacking whenever the character was running to get closer. Without this 'weak point,' it wouldn't have been easy to finish the game without losing, as there were times I lost to the first character. Ironically, Virtua Fighter 2 has a similar 'weak point'...
Incrível como o CD nem é tão lento assim. Curioso pra saber a velocidade de transferência do cartucho do Saturn porque aqueles 300 kbytes não fazem muito sentido pra mim. Deve ser bem mais que isso. Nintendo 64 se não me engano é 5MB de largura de banda no cartucho
I only realized during editing that the inputs for the Saturn gameplay with a CD weren't captured... and obviously, I wasn't going to record everything again, especially because it took numerous attempts to finish this game from start to finish without losing. So, there are no inputs this time, and I hope you understand. However, the inputs for the Saturn with Saroo were captured, where you can check out the inputs for the Goiken Muyou gameplay on Saturn. (It's a little-known game, but it runs at 60fps in high resolution).
I'm anxious for the next saroo update that will bring the game covers on selection screen
Damn,so Saroo is damn near (if not,IS) instantaneous with only loading for like, a second
A good example of this is the opening sequence.
Just ask yourself these two questions:
1) Why did the opening end along with the music in the CD version?
2) Why did the opening end while the music kept playing in the Saroo version?
You’ve kind of already answered it.
When the creators made the opening, they took into account the loading time that occurs between the fights shown in the animation. Once the Saroo eliminates this loading time, what we see in this case is exactly what happens.
@@vcdecide
Interesting
Really I think since the Pseudo saturn kai is still reading it off the disc, its needing to literally "read" the data since saroo is loading it off an SD card,which that is almost always WAY faster
Regardless though,thats pretty badass,time to save up for a saroo
I have still have this game, it was developed with help from the Virtua Fighter 2 champions at the time, fun fact.
Esse é o vídeo que eu estava procurando,curtir enquanto o meu Saroo não chega 😅😅
Nani!!?? You just made my weekend with this obscure early 3d fighter.
It looks more like Last Bronx than Virtua Fighter... And it probably uses the same graphics engine as well
as strange as it is, but i think it might be good if saroo can emulate the read speed of the original disc drive.
personally i like the faster load times, but there are cases where slowing the read would prove a more intended experience.
Take it from someone who does a lot of emulation - this is almost necessary. There’s always going to be some games that are going to have problems if the load speed isn’t close to original.
SAROO speed can be adjusted in it's configuration file. Default is obviously max bandwidth, basically the STV (Sega Titan Video) Arcade, but can be adjusted to any speed to mimic the capped bandwidth of the original 2X CD drive logic or even slower.
Que utilizasteis para que se vea en alta resolución?
Este juego funciona en la alta resolución del Saturn y a 60fps...
La resolución promedio de los juegos de Saturn suele ser de 320x240; sin embargo, este juego funciona a 704x480.
mais outro exemplo de que a sega não deu o devkit que tira o proveito do saturno para as devs!
I would suggest doing a Saroo loading comparison video where a game has a loading progress bar, such as Wipeout 2097.
Sega Rally also loads blindingly faster, it was such a surprise first time.
Saroo also takes higher speed SDXC cards, so a Sandisk Extreme Pro will push it even faster.
Some games with loading bars are actually fake. I tested many and noticed that some are time scripted and that some will reach full loading at 90% on the bar.
saroo reviveu meu saturno kkkkk jogando radiant silvergun religiosamente nele
Sooo, Virtua Fighter 2 without the original characters?😂
This is a difficult question to answer because some of the developers of this game worked on Virtua Fighter. They left SEGA, came together, and released this title... so...
I’m not sure how to respond, as, although many elements are similar to Virtua Fighter, Goiken Muyou plays differently from Virtua Fighter 2, particularly in terms of speed, as VF2 is much faster than this one.
That being said, this game feels much more like Virtua Fighter than Tekken. In fact, at that time, there were many attempts to copy Virtua Fighter, whereas Tekken didn’t have as many.
@@vcdecide
Tekken nació como una copia de Virtua Fighter
Este juego no es una demo?
why is the controller picture an 8bitdo m30 with a sega logo and stick photoshopped on 😭
Cara... eu PRECISO de um desses SAROOs.
Eu queria um desses tambem mas eu sou um completo amador em termos de conseguir os jogos... O Saroo vem com todos os jogos? Se não como consigo os jogos... Tenho uma pequena coleção de consoles e tenho uns 7/10 jogos por consoles mas queria mais jogos principalmente os do Saturn... Castlevania por exemplo mas... são muito caros!! E esse Saroo parece ser uma boa alternativa!!
O jogo tem uma ótima captura de movimentos
💪🏻🔥🔥🔥🔥👀
Sin publicidad es mejor 😅 así se disfruta el video mucho más con programas crackeados
Only major difference is in games with redbook audio, as ISO's cant do support it, Saroo uses MP3/ADPCM streaming for those games, afaik most people won't care about that, personally I'm anal about audio quality, especially for retro games, as I love synth music, and Saturn is one of the best examples of it there is, for real-time synth games, there shouldn't be any difference between Saroo & real discs, as only the sound data is loaded from the game disc, and then passed onto the Yamaha SCSP which processes the music in real-time, not sure how many Saturn games use real-time synth over streaming ADPCM music from the disc or the higher quality redbook music (CDDA), I much prefer real-time synth generated music, and the Saturn can even do FM-synth, it can also use both redbook & real-time generated if desired by the devs, for real-time game events for instance, the RareWare made heavy use of real-time MIDI sound in the Banjo games on the 64 for real-time events et cetera.
The Saturn SCSP was very underused though sadly, as the hype for optical media was at it's peak at that time, despite being far less interesting and creative for game music, though Japanese devs made good use of it, there are some bad examples like Sonic Jam, which could have had upgraded FM-synth from the Mega-Drive version, instead they just took recordings of the original FM and compressed it down to low bit-rate ADPCM, when they didn't need too, I mean the Saturn has redbook, FM-Synth, PSG, PCM-synth, a dedicated audio DSP, a good amount of audio RAM, the same thing for the Dreamcast's SCSP 2 ASIC, an upgraded version of the Saturn audio chip, along with the powerful Yamaha ASIC & RISC based DSP, was also criminally underused for generic ADPCM (compressed PCM) or standard PCM, though the DC had redbook (CDDA) also, no idea how much it was used either for the DC, and again the DC's GDEMU or DCSD can't do redbook audio, only MP3 over PCM (original GD-ROM ISO's are converted with MP3's inside like Saturns CD-RM ISO's).
Saroo ❤
SAROO Wins!!!
사루가 좋은점도있지만 그렇지않은점도 매우 많습니다 저도 사루 1주일동안 셋팅하고 사용해봤지만
트랙별 넘어갈때마다 노이즈사운드 와 불량스런 사운드들이 너무나 거슬려서 저는 딱 일주일 사용하고 다시 처분했습니다
현제 영상의 오프닝에서도 사루쪽소리를 잘들어보십면 잡음이 썩여있다는걸 알수있듯 사운드같은것에 민감하면
사루는 절대 비추천입니다 찌직찌직소리 너무거슬려요
Visually the game's character model's and animations are done well. However....the gameplay is really bland. That opening cinematic seemed like a timing based strike and grapple based affair. But the actual gameplay was very unbalanced in execution. When you beat the final guy my reaction was "That's it!?"
This game was made by some people who were involved in Virtua Fighter. With that in mind, I wasn’t surprised that the game doesn’t have an ending (VF doesn’t have one either), and the buttons are the same as in VF (block, punch, and kick).
The game might look easy in the video, but it’s not. What you see in the video is just the weak spot I found in the game after countless attempts with several characters.
What I liked about the game is that it uses the Saturn’s high-resolution mode and runs at 60fps... However, Goiken Muyou II (the sequel to this game, released a year later for the PS1) is a much better game.
@@vcdecide I see. Did know it had people from Virtua Fighter involved. How hard? That timer looked unforgiving. Weak spot? I did notice you were able to hit moves before the cpu could react.
@@JohnCharb87 Note that when I backed away from the opponent, he would always run towards me, and when running, there was no way to defend. Once I discovered that the game's AI always followed this pattern, I simply kept attacking whenever the character was running to get closer. Without this 'weak point,' it wouldn't have been easy to finish the game without losing, as there were times I lost to the first character. Ironically, Virtua Fighter 2 has a similar 'weak point'...
@@vcdecideI see what you mean that AI rushes with a fury. Plus for a stage 1 fight that guy seemed unsually difficult.
Incrível como o CD nem é tão lento assim. Curioso pra saber a velocidade de transferência do cartucho do Saturn porque aqueles 300 kbytes não fazem muito sentido pra mim. Deve ser bem mais que isso. Nintendo 64 se não me engano é 5MB de largura de banda no cartucho