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Which version of Strider is this?

 
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Scion
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PostPosted: Sun Aug 16, 2009 6:45 pm    Post subject: Which version of Strider is this? Reply with quote

So a guy over at the Sega forums posted this pic:



...and for the life of me, I can't figure out which one it is. It's got life markers and leaves as level 1 enemies. LEAVES. What on earth?

Someone on there thinks its a proto, which it may be. It may also be an import. Any ideas?
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Last edited by Scion on Thu Oct 29, 2009 6:49 pm; edited 1 time in total
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PostPosted: Sun Aug 16, 2009 9:05 pm    Post subject: Reply with quote

bootleg?
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PostPosted: Sun Aug 16, 2009 9:51 pm    Post subject: Reply with quote

Supergrafx.
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PostPosted: Mon Aug 17, 2009 3:00 am    Post subject: Reply with quote

There's already proto screens of that one.

Rob Strangman of the OPCFG opined that it's a dump from the 6 meg Genesis/MD proto, before they decided to go 8 meg and include the Amazon level. Any takers?
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PostPosted: Mon Aug 17, 2009 6:41 am    Post subject: Reply with quote

Where are the leaves? The circled part looks like the last animation frame of an explosion.
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PostPosted: Mon Aug 17, 2009 11:44 am    Post subject: Reply with quote

That's what I thought, too, but the guy goes on in the thread about how the leaves smacked him around and kept him from finishing level 1 in this version.

I guess that's ultimately why no one ever cleared level 2. Very Happy
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PostPosted: Mon Aug 17, 2009 7:02 pm    Post subject: Reply with quote

That TIME 9:99 marker is a little odd, too. I no longer have my Genesis copy of Strider so I can't remember if there was a time limit to the stages, but even if there was, that seems like a slightly odd and arbitrary number for this particular screenshot to be stopped at.
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PostPosted: Mon Aug 17, 2009 9:37 pm    Post subject: Reply with quote

Hm... I know the CPS-1 original had a timer, but no section allowed more than 3:00, IIRC. I believe you could modify the amount of time allowed in the Genesis, but even if you extended it to 10 minutes per section, at least a couple of seconds should have elapsed by the point in the level where that snapshot was taken. That's just after the very first chasm, right before you climb up the wall. I don't care how good you are, you can't clear that much ground. Especially since time counts UP, not down. That player's due for some serious dying right now with that maxed out time meter.

Also, now that I'm examining it up close, the Hiryu sprite does bear a marked resemblance to the Genesis version, vs the CPS-1:

Genesis:


Arcade (CPS-1):


The Genesis version always looked a little more... "American superhero in spandex" when sat side-by-side with the arcade original. I'm getting that "American superhero" vibe off of this blurry pic, but I wanted to run it past eyes more experienced with this sort of thing first.
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PostPosted: Mon Aug 17, 2009 10:31 pm    Post subject: Reply with quote

Scion wrote:
There's already proto screens of that one.


These I would like to see, as the "known" ones out there are pretty much confirmed to be AC versions.
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PostPosted: Tue Aug 18, 2009 11:47 am    Post subject: Reply with quote

Gaijin Punch wrote:
Scion wrote:
There's already proto screens of that one.

These I would like to see, as the "known" ones out there are pretty much confirmed to be AC versions.




The shot on the left was taken from the arcade game. The shot on right was taken from PC Engine Fan #17 dated Sept. 1990, the first and original Japanese advert for the SGX port. There's several notable differences between them, namely:

1. The shot on right is missing the "starfield" background layer (BG3).
2. The two shots seem to be using entirely different palettes.
3. These screencaps also have two different resolutions. The resolution of the shot from the article seems to match one of the maximum resolutions of the SGX (352 pixels), while the arcade shot (left) has had to be trimmed down to match.
4. There's no time elapsed in the shot on the right and its current score tally is 0, despite the player being halfway through the first level.
5. Falchion's slash animation is different. It's curved more and tapers around Hiryu's body more in the shot on the right than in the left-hand screencap.
6. The Hiryu sprites are different. The one on the right seems to have the edge of a red sash sticking out from his waist. No existing Strider conversion has a Hiryu sprite like that.
7. The health meter is completely red and has a gradient on each segment in the shot on the right. No existing Strider conversion has this.
8. The pole Hiryu's clinging to in the shot on left is thicker than the one from the screencap on right.

This is according to malducci and Chris Covell's posts over at the pcenginefx forums. Covell also did a bit of a writeup on his own page.
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PostPosted: Thu Oct 29, 2009 6:48 pm    Post subject: Reply with quote

In case anyone was curious, the screen from the first post turns out to have indeed been taken from the 6 MB proto. Someone posting as "Artemio" over at Rob Strangman's Third Moon forum put up an old Sega Genesis poster with this little excerpt tucked away on it:



Also, the "leaves" have been shown to be explosion trails left by defeated "Mosqueman" enemies:



So, mystery solved. Very Happy
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