If you'd want to do special audio games Rez and Final Fantasy XII have amazing soundtracks on optical audio. The sound design on FFXII is low key spot on and is a breezy and enjoyable 30 hr play. Rez of course was revolutionary at the time and was one of the best artistic presentations on ps2.
I'm not sure if these have been covered but Alien Resurrection on the PS must be pushing the system to its limits, Radiant Silvergun must pushing Saturn very hard. I've also thought that Virtual On 2 on the DC must be pushing the system really hard. I near perfect Model 3 Step 2 port with no slowdown and amazing particle effects. It gets little credit but Last Brox must be really pushing the Saturn too with its High Res graphics, high polygon characters motion blur on the weapons, 3D rings and brilliant use of the VDP2 for the backgrounds.
@Lassi Kinnunen 81 Second this. The C64 were amazing even in wireframe but the Amiga version was so good it made me sway in my seat with the vehicle orientation.
That's a brilliant idea! Sadly I think a lot of early MD games would fall into 'worse', being Arcade ports they're often quite unfair, for example I couldn't recommend Altered Beast to anyone who wasn't there at the time.
I hadn't watched game sack regularly since 4 years ago...I was stunned to see them under a million subs today! I basically left this same comment on a different video earlier today.
As the obligatory explanation goes on quad desert fury, voxels are by definition a pixel that has volume to it as if it were a 3d object. Now there are multiple ways on rendering a voxel, but in this case on whats being done. Is that it takes a black and white 2d image of the map that tells how low or high the pixel should be based on the shade used to define the height, black being lowest and white being highest. And the way you render that map is similar to raycasting in the fact that you draw what you see line by line. Only this time, it not only has to calculate the distance of the pixel from the player, but also the height of the pixel and how high/low you are on the playfield. And its draw from the farthest point of your render distance all the way to the front. As there is no z buffer, all calculations have to be precisely written in timing with the screen. Of course there are limitations to this method as depending on the system colors, it will also affect the various heights a pixel can be. And the whole image is still a 2d image as its still a raycasting algorithm, so if you played duke nukem without 3d acceleration, you see what happens to the image. And coincidentally, I was studying this concept a couple days before this video, so there you go.
That's funny how voxels, not having a z buffer, still end up looking less janky than many PS1 games (the PS1 lacking a hardware z buffer as well) in terms of "inappropriate bouncing" and distortion. I guess voxels have it easy, being cube-ish and not polygons
They're not voxels then surely because they are less like cubes and more like squarish blobs. I'm sure I have seen them in Amiga demos and Amok for Sega Saturn. Look damn good whatever they are. Hopefully, somebody who knows more can set me straight.
@@nicholasthetaylor that looks like a heightmap, as in the games Comanche or Outcast. They use a heightmap and a colormap and project it with raycasting. One of the earliest games to use this was Rescue On Fractalus.
@@rudolfrieder186 Yeah, back then, Comanche wouldn't have been possible with textures polygons. By using voxels, they made sure, all the hills and ridges were looking organic. I still have the unused mission disk here.
@@nicholasthetaylor Minecraft stores its maps as voxels but renders with cubic polygons, though that helps show what voxels really are: They're essentially a static particle effect set to a 3D map. Particles are known to the computers as zero-dimensional points (no length, width, or depth, just a point) in a 3D space, and then those points are given depth by applying a 2D image or 3D shape to them. Voxels often have cubes as their render application cause they look similar to pixels (though pixels are also zero-dimensional points but in 2D space, and they only appear square due to how the screen renders them - they could have looked triangular if screens rendered the pixels as such). With that in mind, the game rendered them as squarish blobs due to applying a simple 2D single-coloured square to each of those points. The reason for using voxels there is because in those days you couldn't get natural-looking curves in a landscape, they'd have to be very triangular polygon maps - a voxel map, however, dramatically increases the detail you can have. Not really used any more cause we can put the sheer amount of polygons needed now, though there are experiments like Teardown that use voxels to add internal volume to 3D objects where polygons only really display an empty shell. Funny how they're always used to work around the limitations of polygons.
That's one of the great things about the Game Hut channel: you get to see all the details of how Traveller's Tales managed to get all those effects working without custom hardware.
wouldn't be surprised if it was somewhat similar with algorithms, Sega did alot of really cool FX in their arcade games back in the day. They knew their hardware even if it lacked in certain ways.
@@MizfitZer0 Well...she was the closest actress to an actual cave-woman ;) Honestly, though, did they even look at Jennifer Tilly back in 94? A gorgeous brunette who had that Betty Rubble-ish voice. Just sayin; it's a no brainer.
As for the subject of Volumetric Pixels, I believe that a pretty on-the-nose answer was given already in that it's a point in a 3D Space that gets filled with a pixel. Where as polygonal graphics draw in based on the verticies, voxels are just filled in based on putting a volumetric cube based on a grid the computer is calculating and fitting those together to simulate the volume of an object graphically. most of the time, it's used for medical and scientific charts that need a third axis to record their data graphically. the first real examples I can think of for Voxels being used for video game graphics were in Ken Silverman's Build Engine, wherein pickups in games like Blood and Shadow Warrior were voxels (because the build engine certainly wasn't going to render polygons for that!) although some of the command & Conquer RTS games also used voxel landscapes and such, and 3D DOt Game Heroes got much of it's aesthetic by being an entirely voxel based game.
As a brazilian, I'm always impressed when you guys cover some Tec Toys games for the Master System or the Genesis (Tec Toy was huge back in the day and single handed responsible for the Sega consoles popularity around here), but I have to say that seeing Show do Milhão here made me smile. Awesome episode, as usual.
Love the humour in game sack videos. It's what separates it from a million similar channels on UA-cam. And the only one ive been watching consistently for many years. His humour is just on my (sometimes abstract, sometimes just plain daft...) level.
Dude Zero Tolerance! ALMOST beat this game like 8 times in the day lol one of my favs great atmosphere great voice samples great game play special strike and strafe commands really made it for me
I think this might be my favorite series on Game Sack. Just very interesting to see how far the consoles can be pushed. The Jurassic Park games on Genesis was very impressive.
I remember playing The Lost World on SEGA Channel when it came out and I never got far enough to see those scrolling stages. Holy crap, that is some impressive work they put into it, I can't help but feel like there's some demoscene trickery and influences going on there.
I've never seen those Jurassic Park games on the Genesis. I had the first one that wasn't nearly that impressive. But by far the most impressive aspect of this video is Joe talking about a Sonic game without saying something negative about Sonic. Good going, Joe!
Great video as always Joe. There's a channel called "Coding Secrets", and the guy who runs the channel was a developer (i think lead developer) of a lot of 16-bit Genesis games. He has tons of videos showcasing how they did some really cool stuff on genesis. He explains why everytime you "hit" the Sonic 3D cartridge it redirects you to the level select screen, how they made some "impossible" stuff on Sonic 3D, Toy Story, Lion King and the list goes on.
15:05 I remember that Prehistorik Man for the Super Nintendo has a few effects similar to that one, mainly on some bosses The Game Boy adaptation of that game would be interesting for a future episode, is really impressive
Yeah, the ice level in Prehistorik Man does that for the floating ice. But there's a game that does the exact same effect as Pugsy, "Time Trax" for SNES. The helicopter level has some really smooth rotation using column scrolling. I think is more impressive than Pugsy actually.
Great video. If anyone wants to get into deeper detail about how some of these games were made, the channel Coding Secrets goes into way way more detail.
I like this series because it's cool to see developers get recognition for their hard work. You know everyone took it for granted back in the day, but they had to be proud of what they achieved.
As a Brazilian fan of Game Sack, I'm happy to help with research if you ever need help with TecToy games released in Brazil. I grew up playing them and Portuguese is my first language so can definitely help.
That 3D effect when you enter the ghost house in Mickey Mania really blew me away, I used to go back and forth in that area several times just to see the effect again.
I will never get tired of seeing that kind of impressive graphical tricks developers were able to pull off on these old systems back in the day... and now as well. Btw. Did you see that really impressive new SuperRT video that shows up real 3D and raytracing on the SNES?
When Joe said... There's another Genesis game from Brazil, and Duke Nukem 3D already shown, I was sure that he was going to present Show do Milhão 🤣🤣🤣 Joe needed to make a better ressearch about that, 'cause Silvio Santos is in there!
These videos are nostalgia fuel in the best way possible. I don't know how, but I forgot about California Games. I used to rent that all the time cause it was hard to find any sega games to rent where I lived. I certainly didn't want to buy it. It was fun for a couple days though.
8:45 It actually makes sense that there'd be more Genesis games in a video like this. When you look at games like that playing on the Genesis, you go, "whoa!" But that sort of thing is normal on the Super NES. Nobody would bat an eye if they saw those graphics on the Super NES. Genisisn't what NintenDO.
It's crazy how powerful the Sega Genesis was. With no enhancement chips inside, the beast of a CPU it had made up for it. The SNES had a better color palette and arguably better sound chip, but it required so many micro chips inside of it to even run things. Sega could do almost all of that with just it's hardware. The Genesis is a heavily underrated system.
7:54 Incredible. First time i saw someone ulitize the restricted Genesis pallette. All others just throw a converted high color picture with dithering. You have 61 colors, use 61 color source material and trick the eye with other techiques.
I'd suggest Paprium, for a game that pushed the hardware, but I still haven't received it, despite paying in full for it, 3+ years ago.. So F@#! that game. 😞
What are some other games you feel push hardware limits, and why? Someone recommended Medal of Honor on PS1. Should I check it out? What else?
If you'd want to do special audio games Rez and Final Fantasy XII have amazing soundtracks on optical audio. The sound design on FFXII is low key spot on and is a breezy and enjoyable 30 hr play. Rez of course was revolutionary at the time and was one of the best artistic presentations on ps2.
I'm not sure if these have been covered but Alien Resurrection on the PS must be pushing the system to its limits, Radiant Silvergun must pushing Saturn very hard. I've also thought that Virtual On 2 on the DC must be pushing the system really hard. I near perfect Model 3 Step 2 port with no slowdown and amazing particle effects. It gets little credit but Last Brox must be really pushing the Saturn too with its High Res graphics, high polygon characters motion blur on the weapons, 3D rings and brilliant use of the VDP2 for the backgrounds.
@Lassi Kinnunen 81 Second this. The C64 were amazing even in wireframe but the Amiga version was so good it made me sway in my seat with the vehicle orientation.
Alright 7
Ball Blazer on the 7800. Featuring: smooth sprite scaling at high speeds, and background anti-aliasing. It completely destroys the Famicom port.
We need a "Better than we remember" and a "Worse than we remember" episode.
Brilliant idea.
YES (or just look at any Spectrum game and realize, this is what your game looks like, to everybody who does not wear nostalgia goggles)
That's a brilliant idea!
Sadly I think a lot of early MD games would fall into 'worse', being Arcade ports they're often quite unfair, for example I couldn't recommend Altered Beast to anyone who wasn't there at the time.
YES! Good idea!
They already did an N64 episode... I'M KIDDING
Game Sack is by far the most underrated channel on UA-cam. You should have at least a million subs. Keep the great work
Wow, I've seen just now that it has "only" 262 000 subs
I hadn't watched game sack regularly since 4 years ago...I was stunned to see them under a million subs today! I basically left this same comment on a different video earlier today.
As the obligatory explanation goes on quad desert fury, voxels are by definition a pixel that has volume to it as if it were a 3d object. Now there are multiple ways on rendering a voxel, but in this case on whats being done. Is that it takes a black and white 2d image of the map that tells how low or high the pixel should be based on the shade used to define the height, black being lowest and white being highest. And the way you render that map is similar to raycasting in the fact that you draw what you see line by line. Only this time, it not only has to calculate the distance of the pixel from the player, but also the height of the pixel and how high/low you are on the playfield. And its draw from the farthest point of your render distance all the way to the front. As there is no z buffer, all calculations have to be precisely written in timing with the screen. Of course there are limitations to this method as depending on the system colors, it will also affect the various heights a pixel can be. And the whole image is still a 2d image as its still a raycasting algorithm, so if you played duke nukem without 3d acceleration, you see what happens to the image. And coincidentally, I was studying this concept a couple days before this video, so there you go.
That's funny how voxels, not having a z buffer, still end up looking less janky than many PS1 games (the PS1 lacking a hardware z buffer as well) in terms of "inappropriate bouncing" and distortion. I guess voxels have it easy, being cube-ish and not polygons
"I will have control of Jurassic Pawk!" ...You had me for a moment there Joe. 🤣🤣🤣
haha indeed
@@FormalTreehouse *Bimmy & Jimmy
A voxel is a "volumettric pixel". So basically just Minecraft with smaller cubes.
Thanks for doing these, I really enjoy them! And yes, I'm old.
They're not voxels then surely because they are less like cubes and more like squarish blobs. I'm sure I have seen them in Amiga demos and Amok for Sega Saturn. Look damn good whatever they are. Hopefully, somebody who knows more can set me straight.
@@nicholasthetaylor that looks like a heightmap, as in the games Comanche or Outcast. They use a heightmap and a colormap and project it with raycasting. One of the earliest games to use this was Rescue On Fractalus.
@@rudolfrieder186 Yeah, back then, Comanche wouldn't have been possible with textures polygons. By using voxels, they made sure, all the hills and ridges were looking organic. I still have the unused mission disk here.
@@nicholasthetaylor Minecraft stores its maps as voxels but renders with cubic polygons, though that helps show what voxels really are:
They're essentially a static particle effect set to a 3D map. Particles are known to the computers as zero-dimensional points (no length, width, or depth, just a point) in a 3D space, and then those points are given depth by applying a 2D image or 3D shape to them. Voxels often have cubes as their render application cause they look similar to pixels (though pixels are also zero-dimensional points but in 2D space, and they only appear square due to how the screen renders them - they could have looked triangular if screens rendered the pixels as such). With that in mind, the game rendered them as squarish blobs due to applying a simple 2D single-coloured square to each of those points.
The reason for using voxels there is because in those days you couldn't get natural-looking curves in a landscape, they'd have to be very triangular polygon maps - a voxel map, however, dramatically increases the detail you can have. Not really used any more cause we can put the sheer amount of polygons needed now, though there are experiments like Teardown that use voxels to add internal volume to 3D objects where polygons only really display an empty shell. Funny how they're always used to work around the limitations of polygons.
That T-Rex waterfall scene looks freaking amazing
Right, that would still look amazing if it came out today.
Hold up, you mean to tell me that the Sega Genesis is powerful enough to draw Jeff Goldblum on screen?!
Uh
Uh
Uh
Well there it is.
That’s where all the Blast Processing went to.
@@MANOFGOD9000 "Game design.. finds a way"
They spared no expense.
@@kadosho02 Not enough "uh" in that comment.
I never thought I'd live to see Joe covering Show do Milhão on Game Sack! Tec Toy did some crazy stuff with their Sega license here in Brazil
já tava vindo comentar exatamente isso hahahaha
Yeah, it's impressive seeing some of the things Tec Toy learned to do with both the Mega Drive and Master System.
SHOW DO MILHÇAO and TURMA DA MONICA comes to mind
@@stonecodfish2365 Yes
That's one of the great things about the Game Hut channel: you get to see all the details of how Traveller's Tales managed to get all those effects working without custom hardware.
You should check out the channel CodingSecrets. It's one of the TT guys explaining how they did stuff.
That jurassic park water effect looks like a physics simulation. That's insanely good.
wouldn't be surprised if it was somewhat similar with algorithms, Sega did alot of really cool FX in their arcade games back in the day. They knew their hardware even if it lacked in certain ways.
Yeah it looks so good for the 26bit Era.
The waterfall is beautiful
Silvio Santos on game sack... Am I in parallel universe???
certa resposta!
Agora me diz: Qual é a diferença entre um poste, uma grávida e um bambú?
Que aleatório kkk, não estava esperando pelo homem do baú no gamesack
Actually the real Silvio Santos is in a paralell universe
Featuring the game "Show do Milho" 🌽🌽
This has gotta be one of my favorite series, just love seeing what experts devs can do with hardware.
The gauntlet thing was mind blowing. I never even bothered to think about just how many objects are on screen in that game.
It's quite impressive that you wake up from a coma and instantly know how much time has passed.
Just finished up an episode of Game Sack to be met with... A New Episode of Game Sack!! Amazing! Thanks for all the memories over the years, Joe!
As a brazillian, the Show do Milhão game caught me by surprise hehehehe The correct pronunciation is closer to "show do milhawn", kinda
That Jurassic Pawk gag was really funny. Good stuff.
The most impressive episode yet. It's easy to forget that video game developers have been toying with 3D since the early 80's.
Especially fractals on PC networks.
Even in 1984 there was IRobot in the arcade and Elite for home computer. Amazing.
Game Sack is the equivalent to a Sunday morning cartoon just for a grown ass man like myself, keep up the great work 😎
California Games on the Master System is incredibly nostalgic for me. I love it so much!
If you've never played the sequel, keep it that way. It's disgracefully bad, unfortunately.
Seeing Game Sack with Show do Milhão, now my life was completed😀
Mah você vem da caravana de onde?
@@BrunoidGames Sou do Brasil msm😀
@@BrunoidGames Eu vim com a caravana de Piritubaçu do Oeste, seu Silvio.
@@BrunoidGames Foi mal kkkk, ñ tinha entendido a referência. Eu vim da caravana do interior pernambucano, seu Silvio.
@@aesculetum então vai pra lááá, vai pra lááá
This is not a long, winding comment about voxels.
This is a short comment saying thank you for making another stellar Game Sack episode.
Amazing. I appreciate and admire both Sega and SNES as equals. What an incredible and magical time the 80's and 90's were sometimes.
I got to say the most impressive thing about the Flintstones movie for me was Halle Berry
She made me want a secretary since the 90s but apparently mechanics dont get em who wouldve thought
Robert T they never mentioned that in trade school
She always looks so good, but damn in that movie.....goodness 😍
I love the flintstones movie. Everyone was cast to perfection... apart from rosie o’donnell.... seriously, who thought that was a good idea!?
@@MizfitZer0 Well...she was the closest actress to an actual cave-woman ;)
Honestly, though, did they even look at Jennifer Tilly back in 94? A gorgeous brunette who had that Betty Rubble-ish voice. Just sayin; it's a no brainer.
Thanks to you Joe I started to appreciate parallax scrolling in the real world.
The scaling in the Genesis Jurassic Park game is impressive. I've never seen that level before.
It’s pretty crazy how many different Jurassic Park games there were in the early 90s, and how impressive some of them were.
If only the movie sequels were nearly as impressive.
And i only had two, the first on the SNES and Trespasser on the PC.
My 6 year old and my bit older me was not amussed haha
@@onldhes The secong Jurassic World movie is only supposed to be the bridge to Jurassic World III
Caramba eu não acredito que consegui viver para ver o show do milhão no Gamesack!!
Que coisa louca olhar game sack e ouvir a voz do Silvio Santos lá
Daí está o Joe lá respondendo que o Rio de Janeiro não é banhado pelo mar 🤪🤣🤣🤣
Que pena... Você errou!
Agora posso morrer em paz kkkk, “show du miliô”
Podes crê
Kkkk fiquei feliz também por ver jogos br no meu canal favorito 😃
I can't believe you didn't Include Plumbers Don't Wear Ties for the amazingly powerful 3DO system
It used about 4 billion polygons to make those life like people, so I heard.
“Jeff Goldblum is in my Genesis!”
I felt the same way about John Lithgow when I was playing Cliffhanger
Yo, you remember the avalanche level? Still haunts me like 20 years later haha
A lot of yelling at my tv screen playing that avalanche level, that’s for damn sure🤣
man to see joe saying "show do milhoooo" is the best thing of my day!!!
Just came here to say I'm Brazilian. I couldn't keep you all from this important information.
Thank you for your service.
I'm glad traveler's tales is finally getting the recognition they deserve
Joe pulled another episode out of his sack........
My night is complete
As for the subject of Volumetric Pixels, I believe that a pretty on-the-nose answer was given already in that it's a point in a 3D Space that gets filled with a pixel. Where as polygonal graphics draw in based on the verticies, voxels are just filled in based on putting a volumetric cube based on a grid the computer is calculating and fitting those together to simulate the volume of an object graphically. most of the time, it's used for medical and scientific charts that need a third axis to record their data graphically.
the first real examples I can think of for Voxels being used for video game graphics were in Ken Silverman's Build Engine, wherein pickups in games like Blood and Shadow Warrior were voxels (because the build engine certainly wasn't going to render polygons for that!) although some of the command & Conquer RTS games also used voxel landscapes and such, and 3D DOt Game Heroes got much of it's aesthetic by being an entirely voxel based game.
Man, I love The Lost World for the Genesis. Such a cool game. A lot of weapons, vehicles, great bonus levels... Should play it again.
Agree love The Lost World on Sega Genesis
that waterfall is nuts in jurassic park!!
20:38 Senor Abravanel voice in Genesis. It could only be another TecToy game, we Brazilians love it.
Even with all those games and systems at your disposal, quarantine fatigue will still make you play tricks on yourself
As a brazilian, I'm always impressed when you guys cover some Tec Toys games for the Master System or the Genesis (Tec Toy was huge back in the day and single handed responsible for the Sega consoles popularity around here), but I have to say that seeing Show do Milhão here made me smile. Awesome episode, as usual.
This is by far my favorite series on Game Sack !
This is the best Game Sack episode ever. And yes, I've watched all of them. Nice one, Joe.
Love that you're not afraid to go there with the insults. Lol!
Parallax scrolling in the GB version of "the Flintstones" was definitely the best part of the movie.
C'mon John Goodman was great. Only now rewatching old episodes of Roseanne do I see he is the stand-out actor.
@@brandonginsburg3120 perhaps a PS5 reboot would render him in the quality he deserves.
It's good to get another full Sack!
“I will have control of Jurassic PAWK”
Subtitles be trolling.
They opened the park in Boston
Love the humour in game sack videos. It's what separates it from a million similar channels on UA-cam. And the only one ive been watching consistently for many years. His humour is just on my (sometimes abstract, sometimes just plain daft...) level.
Dude Zero Tolerance! ALMOST beat this game like 8 times in the day lol one of my favs great atmosphere great voice samples great game play special strike and strafe commands really made it for me
My favorite series. Games that push hardware limits.
I never imagined show do milhão would appear here.
It was based on an old famous tv show from Brazil.
I think this might be my favorite series on Game Sack. Just very interesting to see how far the consoles can be pushed. The Jurassic Park games on Genesis was very impressive.
The programmer from Travellers Tales has his own channel that details how he did all these things-it's called 'Coding Secrets'... check it out!!
One of my favorite series of episodes, it's always fun to see how much these old consoles could get away with
I remember playing The Lost World on SEGA Channel when it came out and I never got far enough to see those scrolling stages. Holy crap, that is some impressive work they put into it, I can't help but feel like there's some demoscene trickery and influences going on there.
When I listen to the Gauntlet theme, it reminds me of Mc Chris song “The Tussin”
"As much as Game Sack could be enjoyed anyway, because.. well..."
I enjoy Game Sack very much, thank you
Special thanks to The Undertaker, there, for providing the voice to the immortal line: "I will have control of Jurassic Pawk!"
Speaking of voice, I thought NFL Sportstalk football was incredible at the time.
Love this series. Always has something that surprises me.
I've never seen those Jurassic Park games on the Genesis. I had the first one that wasn't nearly that impressive.
But by far the most impressive aspect of this video is Joe talking about a Sonic game without saying something negative about Sonic. Good going, Joe!
Honestly, I love whenever games like these redefine - not exactly _push_ - the limits of a console.
the come along now at 0:48 put a cheesy smile on my face lmao thanks for keeping this channel alive joe!!!
Wow! Didn't realize the JP games had so much flare 🦖
That John Goodman sprite. I wish they'd use it as his main picture on IMDB.
Great video as always Joe. There's a channel called "Coding Secrets", and the guy who runs the channel was a developer (i think lead developer) of a lot of 16-bit Genesis games. He has tons of videos showcasing how they did some really cool stuff on genesis. He explains why everytime you "hit" the Sonic 3D cartridge it redirects you to the level select screen, how they made some "impossible" stuff on Sonic 3D, Toy Story, Lion King and the list goes on.
It's a great channel and very informative
15:05 I remember that Prehistorik Man for the Super Nintendo has a few effects similar to that one, mainly on some bosses
The Game Boy adaptation of that game would be interesting for a future episode, is really impressive
Yeah, the ice level in Prehistorik Man does that for the floating ice.
But there's a game that does the exact same effect as Pugsy, "Time Trax" for SNES.
The helicopter level has some really smooth rotation using column scrolling. I think is more impressive than Pugsy actually.
Great video. If anyone wants to get into deeper detail about how some of these games were made, the channel Coding Secrets goes into way way more detail.
I've played Mickey Mania on Sega Genesis but I really enjoyed the Sega CD Mickey Mania more cause of the awesome Sound Track and voices
I like this series because it's cool to see developers get recognition for their hard work. You know everyone took it for granted back in the day, but they had to be proud of what they achieved.
As a Brazilian fan of Game Sack, I'm happy to help with research if you ever need help with TecToy games released in Brazil. I grew up playing them and Portuguese is my first language so can definitely help.
What's even more impressive is the splitscreen co op and versus in Bloodshot without needing a link cable.
The Genesis Duke Nukem looks like Wolfenstein with some low color Duke Nukem assets.
That 3D effect when you enter the ghost house in Mickey Mania really blew me away, I used to go back and forth in that area several times just to see the effect again.
Jurassic PAWK!🤔🤯🤣
I will never get tired of seeing that kind of impressive graphical tricks developers were able to pull off on these old systems back in the day... and now as well.
Btw. Did you see that really impressive new SuperRT video that shows up real 3D and raytracing on the SNES?
The Traveller's Tales guy Jon Burton has his own channel, GameHut. He explains how they did all those neat tricks...
They did it in software.
The gamehut channel was so great initially...
When Joe said... There's another Genesis game from Brazil, and Duke Nukem 3D already shown, I was sure that he was going to present Show do Milhão 🤣🤣🤣
Joe needed to make a better ressearch about that, 'cause Silvio Santos is in there!
Dang, Joe looks buff. Just watched the Left in Japan Crunch and it's a noticeable change
Buff is a bit of a stretch, but yeah he looks like he lost some weight
Definitely one of your best episodes. Mindblowing stuff from start to finish! That Lost World game holy shiiiiii
Just passing by to say I love you Joe. Gamesack my fav comfort youtube channel
These videos are nostalgia fuel in the best way possible. I don't know how, but I forgot about California Games. I used to rent that all the time cause it was hard to find any sega games to rent where I lived. I certainly didn't want to buy it. It was fun for a couple days though.
Fantastic video! Love learning about clever uses of the game console tech they had back in the day in a visually interesting video!
As a brazilian, I'm very happy you covered and tried to pronounce Show do Milhão, I'm gonna call it Show do Milho from now on.
Red zone was always one of my fav, very impressive game on the genesis
Sonic 3D Blast was such a technical marvel, it's a shame the gameplay is pretty annoying.
Mmmmeeeehhhhh, idk I had fun with 3D BLAST!
Holy heck, that T-Rex Waterfall segment looked AMAZING.
Plumbers Don't Wear Ties ? 😄
The 3DO had to be pushing SOMETHING to get Hollywood from GLOW onto the system...
That game makes the PC-98 Visual Novel games look like a masterpiece.
8:45 It actually makes sense that there'd be more Genesis games in a video like this. When you look at games like that playing on the Genesis, you go, "whoa!" But that sort of thing is normal on the Super NES. Nobody would bat an eye if they saw those graphics on the Super NES.
Genisisn't what NintenDO.
"A Sack a Day Keep the Boredom Away"
That's what your mom always says!
👌🏻
Joe talked about Show do Milhão, as a brazilian i can't properly explain how surreal this experience was lol
It's crazy how powerful the Sega Genesis was. With no enhancement chips inside, the beast of a CPU it had made up for it. The SNES had a better color palette and arguably better sound chip, but it required so many micro chips inside of it to even run things. Sega could do almost all of that with just it's hardware. The Genesis is a heavily underrated system.
I always was amazed how Zanac on the NES put so many things on screen without it slowing down. Same for Smash TV on SNES.
“That’s right, Tengen had a hard G, just like gif.” Lolll
Jraphics Interchange Format?
@matt fahringer no.
And jurassic park is pronounced "gerrasic Park" with a big hard veiny G
Choosey moms chews "Jif". Image format enthusiasts choose *GIF*
Only dorks pronounce the image format like the Peanut Butter brand.
@matt fahringer it's OK to be stupid.
7:54 Incredible. First time i saw someone ulitize the restricted Genesis pallette. All others just throw a converted high color picture with dithering.
You have 61 colors, use 61 color source material and trick the eye with other techiques.
"Tengen is a hard 'G', just like 'gift'." Agreed.
GIF, on the other hand...
It's like giraffe
GIF is pronounced Yiff
You’re the only one who goes in depth about audio, I wanna see that Dolby Surround video!
I cant remember the scene when Dr Grant ever had a gun in Jurassic park
Still hoping for an episode focusing on the backwards-capabilty of different consoles and the effects they have on games.
I'd suggest Paprium, for a game that pushed the hardware, but I still haven't received it, despite paying in full for it, 3+ years ago.. So F@#! that game. 😞
Pretty sure he did one on Paprium
Jurassic Pawk!!
Lol. The Narrator on Star Ocean sounds like he's talking in a Box.