[QUOTE="nameless12345"]
[QUOTE="Panzer_Zwei"]Not really. Those are good games of course, but tech-wise, the Neo*Geo was left behind pretty early in its lifespan. Back then, arcade tech was advancing pretty fast.
Of course that had nothing to with the success of the system itself, because it was quite successful. But compare it to the hardware that companies like SEGA, NAMCO etc. were releasing, the Neo*Geo wasn't even a competitor.
Arcade-wise the Neo*Geo was a more budget-minded system. Even out-edging the CAPCOM CPS systems in this aspect.
Oh, and lets not forget that the Hyper Neo*Geo 64 bombed, like pretty much the rest of the Neo*Geo family systems. The MVS was SNK's true success.
Darkman2007
Well I think nothing really beated Sega's "SuperScaler" tech terms of graphical advancement. Perhaps only the Model 2 and Model 3 tech.
Saturn could outdo super scaler, considering Afterburner 2 and Outrun got perfect ports on the Saturn .
If the SS couldn't had done arcade perfect ports of 80s games the system would've been doomed from the start. Though now that we're talking about this, the SS port of Power Drift only runs at 30fps, while the arcade original runs at 60fps. I owned the game for years and never even thought about this until I got the Yu Suzuki Works on the Dreamcast.However, I'm convinced the SS could've easily handled Power Drift at 60fps, they just didn't tried hard enough.
Also, from what I understand, tech-wise the Super 32X was better off than the X-Board that ran After Burner 2. Why the game wasn't arcade perfect then is beyond me.
And speaking of SNK, they were always lazy at porting their own games to other systems, including their own.
If the SS was able to handle a high-end CPS2 game like Marvel Super Heroes vs. Street Fighter flawlessly, then it's pretty obvious that it could've handled all of the Neo*Geo games of the time a whole lot better than the ports SNK delivered.
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