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From Topic: Power Bomberman 0.7.7c
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travis
Bomberbie

Status: Offline

Joined: 19 Apr 2016
Posts: 2
Post#500  Posted: Wed Apr 20, 2016 8:54 am  Reply with quote + 
I was really excited when i recently found out about Power Bomber Man. We have a small but dedicated group that meets regularly for 8-10 player local battles. Up until last week we were using a Saturn emulator to run the Sega Saturn port and it was an excellent way to blow off steam during lunch.

Then we discovered Power Bomber Man and it's an ideal replacement in every way. Thank you for your considerable efforts in developing this enthusiast-tier version of the best party game ever.

I wanted to share some of the feedback we came up with regarding differences between this port and Saturn Bomber Man. I think i read in an earlier reply that the Saturn port is being used as a reference model or standard for most aspects of the Power port. If this is the case, then here are some features or behaviors we noticed were different between the two. If these were already pointed out, please accept my apologies. I don't want this to sound authoritative or forceful.Thanks again for all the hard work and we look forward to the 6.1 release.

- speed of kicked bombs in Saturn travel half as fast as in Power. We used OBS to rip comparison footage from the SSF emulator and Power Bomber Man. The result showed that it took twice as many recorded frames for a kicked bomb to travel two tiles in the Saturn port when compared to Power.
- Saturn's wide maps use the "falling weight" method during sudden death. The blocks eventually enclose a rectangular play area (similar to Power's current implementation for normal maps). I read in an earlier post that the sudden death method for wide maps in Power is based on archived footage showing sudden death on Hi-Ten's wide maps but we felt Saturn's method provides for a better player interaction during a battle's final moments.
- mad bomber jets move faster in Saturn when the B-Button is held down. It's a simple movement enhancement that lets players zip along the perimeter faster and was widely used when playing the Saturn port.
- finally, this one is silly but sorely missed. In Saturn, attempting to walk towards a fixed object plays the character's walking animation. In Power, there is no animation. It's a silly behavior that we'd do frequently while waiting to hide from explosions. It would also be used to mess with overlapping opponents when sharing a hiding area.


That's all for now. If you'd like footage from the Saturn version to compare differences, let me know. Most of it is easily shared. Thanks again for your efforts.
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