Jab’s Builds! (Miss Piggy! The Swedish Chef! Sweetums! Gonzo!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Iyo

Post by Jabroniville »

Image

IYO
Role:
The Fast One, Catgirl
PL 9 (115)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Equipment (Mace +1), Fast Grab, Improved Hold, Improved Critical 2 (Mace, Throwing Stuff), Improved Initiative, Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Tail Throw/Rolling Hammer/Spiral Kick/Cyclone Storm" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Weapon Fighter" Features 1: Adds Weapon Damage to Special Moves [1]
"Fire Storm" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +13 (+1 Damage, DC 16)
Mace +13 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 60 / Skills: 38--19 / Advantages: 19 / Powers: 5 / Defenses: 12 (115)

-Iyo is a smaller, slender Catgirl who fights using a small mace.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Belva

Post by Jabroniville »

Image
Image

BELVA/P. BELVA
Role:
The Big Guy, Robot
PL 9 (127)
STRENGTH
5 STAMINA -- AGILITY 2
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+9)
Athletics 8 (+12)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Giga Bolt/Mach Punch/Knee Slasher/Burster Lariat" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Thunder Break" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) [3]

"Cop Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]

Offense:
Unarmed +10 (+5 Damage, DC 20)
Special Moves +10 (+7 Damage, DC 22)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude --, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 42 / Skills: 38--19 / Advantages: 17 / Powers: 40 / Defenses: 9 (127)

-Unusually, Belva is a robot- a blue, normal-sized robot in the first game, but a very large, yellow robot in the second. In Guardians, he is called "P.Belva".
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Kurokishi

Post by Jabroniville »

Image

KUROKISHI
Role:
The Fast One, Stylish Girl
PL 9 (115)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Initiative, Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Lightning Attack/Spiral Upper/Spinning Kick/Sonic Burster" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Lightning Girl" Features 1: Attacks are Bludgeoning or Electricity [1]
"Stardust Upper" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 62 / Skills: 38--19 / Advantages: 18 / Powers: 5 / Defenses: 12 (116)

-Kurokishi is a purple-haired girl in a leather jacket and thigh-high boots in the first game, but switches to a blonde in the second.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Tarukusu

Post by Jabroniville »

Image

TARUKUSU (Turks?)
Role:
The Big Guy, Powerhouse
PL 9 (116)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+9)
Athletics 8 (+12)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Geta Strike/Muscle Typhoon/Muscle Buster/Drill Head Bat" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Sexy Dynamite Bomb" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +11 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 17 / Powers: 4 / Defenses: 12 (116)

-Tarukusu ("Tulks" or "Turks"?) is your everyday "Big Guy" character- a huge shirtless dude. Best thing about him is that his Super Move is called the "Sexy Dynamite Bomb". He appears in the second game as well.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Zeldia I

Post by Jabroniville »

Image

ZELDIA
Role:
The Big Guy, Monster-Man
PL 9 (119)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+9)
Athletics 8 (+12)
Expertise (Police Officer) 5 (+6)
Insight 3 (+6)
Intimidation 7 (+9)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Life Force/Cell Needle/Drill Kick/Rolling Attack" Strength-Damage +2 (Flaws: Source- Power Meter) [1]

"Fire Breath" Blast 6 (Flaws: Source- Power Meter) (Diminished Range -1) (5) -- [6]
  • AE: "Cell Missile" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) (3)
Offense:
Unarmed +11 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Fire Breath +9 (+6 Ranged Damage, DC 21)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 17 / Powers: 7 / Defenses: 12 (119)

-Zeldia is a big, muscular Shark-Man of sorts, attacking by biting foes with a growl. One attack creates sea urchin-like spikes around his entire body, and he's one of the few characters with a ranged attack, though it's short-ranged and quickly drains his Power Meter. In his ending, he falls from a skyscraper and an angel-winged woman bursts out of him like he was a cocoon- this Zeldia is the one seen in the sequel.
Last edited by Jabroniville on Wed Mar 22, 2023 12:28 am, edited 1 time in total.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Zeldia II

Post by Jabroniville »

Image

Art by JaidenKaiba.

ZELDIA II
Role:
The Fast One, Angel
PL 9 (120)
STRENGTH
1 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Equipment (Claws +1- Split), Fast Grab, Improved Hold, Improved Critical 2 (Claws, Throwing Stuff), Improved Initiative, Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Piercing Drill/Tornado Claw Spin/Double Claw Drill/Dive Claw/Leaping Claw" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Weapon Fighter" Features 1: Adds Weapon Damage to Special Moves [1]
Flight 1 (4 mph) (Flaws: Winged) [1]

"Angelic Burst/Gun Burst/Claw Cannon" Blast 6 (Flaws: Source- Power Meter) (6) -- [7]
  • AE: "Arctic Angel" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) (3)
Offense:
Unarmed +13 (+1 Damage, DC 16)
Claws +13 (+2 Damage, DC 17)
Angelic Burst +9 (+6 Ranged Damage, DC 21)
Special Moves +13 (+4 Damage, DC 19)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 60 / Skills: 38--19 / Advantages: 19 / Powers: 10 / Defenses: 12 (120)

-Unusually, Guardians features a DIFFERENT character named Zeldia- this one is a buxom, blue-haired angel with blue wings and a blue outfit to match. She actually hatches out of Zeldia like he was a cocoon in the original Ghost Chaser game, explaining it. She wields Wolverine-style claws on gauntlets and shoots a lot of blue energy.
Last edited by Jabroniville on Wed Mar 22, 2023 12:29 am, edited 1 time in total.
User avatar
KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Zeldia II

Post by KorokoMystia »

Jabroniville wrote: Tue Mar 21, 2023 9:17 pm Image



-Unusually, Guardians features a DIFFERENT character named Zeldia- this one is a buxom, blue-haired angel with blue wings and a blue outfit to match. She wields Wolverine-style claws on gauntlets and shoots a lot of blue energy.
Interstingly, this may actually be a continuity thing. In Zeldia's ending in the first game, it transforms into the second Zeldia, as she sort of.."hatches" out of its body.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Jinrei

Post by Jabroniville »

Image

JINREI
Role:
The Fast One, Ninja
PL 9 (121)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+11)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)
Ranged Combat (Shurikens) 2 (+11)
Stealth 4 (+9)

Advantages:
Benefit 1 (Police Officer), Equipment 2 ("Shuriken Storm" Blast 4), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Initiative, Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Izuna Drop/Launching Kick Wheel/Inferno Swiper/Cross Slash/Aura Fortress/Death Drill/Moon Slice" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Savage Spirits" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +13 (+2 Damage, DC 17)
Special Moves +13 (+4 Damage, DC 19)
Shuriken Storm +11 (+4 Ranged Damage, DC 19)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +9

Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 62 / Skills: 44--22 / Advantages: 20 / Powers: 5 / Defenses: 12 (121)

-Jinrei has a long cape and mask over his lower face, making him look like a skinny blond-haired ninja. He occupies the "fastest character" role in Guardians.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Re: Zeldia II

Post by Jabroniville »

KorokoMystia wrote: Tue Mar 21, 2023 10:31 pm
Jabroniville wrote: Tue Mar 21, 2023 9:17 pm


-Unusually, Guardians features a DIFFERENT character named Zeldia- this one is a buxom, blue-haired angel with blue wings and a blue outfit to match. She wields Wolverine-style claws on gauntlets and shoots a lot of blue energy.
Interstingly, this may actually be a continuity thing. In Zeldia's ending in the first game, it transforms into the second Zeldia, as she sort of.."hatches" out of its body.
Oh weird- I can't find a lot of this game online at all- was that in a YouTube playthrough or something?
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Skullbyule

Post by Jabroniville »

Image

SKULLBYULE
Role:
The Big Guy, Monster-Man
PL 9 (119)
STRENGTH
4 STAMINA 5 AGILITY 3
FIGHTING 11 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+9)
Athletics 8 (+12)
Expertise (Police Officer) 5 (+6)
Insight 3 (+6)
Intimidation 7 (+9)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Claw Burst/Destructive Shell/Charging Gore/Swift Slice/Porcupine Sting/Ground Claw" Strength-Damage +2 (Flaws: Source- Power Meter) [1]

"Gamma Ray/Gamma Beams/Insect Swarm" Blast 6 (Feats: Variable- Piercing or Energy) (Flaws: Source- Power Meter) (Diminished Range -1) (6) -- [7]
  • AE: "Cell Missile" Damage 6 (Extras: Area- 30ft. Burst) (Flaws: Source- Power Meter, Limited to When Injured) (3)
Offense:
Unarmed +11 (+4 Damage, DC 19)
Special Moves +11 (+6 Damage, DC 21)
Blasts +9 (+6 Ranged Damage, DC 21)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +10 (DC 20), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 17 / Powers: 8 / Defenses: 12 (120)

-Zeldia is replaced in Guardians by a Guyver-looking character with exposed musculature named "Skullbyule", who gores enemies using his horn.
User avatar
Davies
Posts: 5082
Joined: Thu Mar 23, 2017 10:37 pm
Location: Edmonton, AB

Re: Zeldia II

Post by Davies »

Jabroniville wrote: Tue Mar 21, 2023 11:40 pm
KorokoMystia wrote: Tue Mar 21, 2023 10:31 pm
Jabroniville wrote: Tue Mar 21, 2023 9:17 pm


-Unusually, Guardians features a DIFFERENT character named Zeldia- this one is a buxom, blue-haired angel with blue wings and a blue outfit to match. She wields Wolverine-style claws on gauntlets and shoots a lot of blue energy.
Interstingly, this may actually be a continuity thing. In Zeldia's ending in the first game, it transforms into the second Zeldia, as she sort of.."hatches" out of its body.
Oh weird- I can't find a lot of this game online at all- was that in a YouTube playthrough or something?
It can be seen here.
"I'm sorry. I love you. I'm not sorry I love you."
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Rou

Post by Jabroniville »

I can't even find a picture, lol.

ROU
Role:
The Balanced Guy, The Ryu
PL 9 (117)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Shock Whip/Blade Crossroads/Piercing Ring/Electric Vortex/Chaotic Fu/Tricky Spear/Deadly Kunais/Super Charge" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Electric Guy" Features 1: Attacks are Bludgeoning or Electric [1]
"Bloody Kunais" Damage 6 (Extras: Area- 30ft. Line) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 17 / Powers: 5 / Defenses: 12 (117)

-Rou wears a purple military uniform and has a scar over one eye, and uses electricity. I haven't seen gameplay featuring him, so this is mostly guessing.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Girulian

Post by Jabroniville »

GIRULIAN
Role:
The Balanced Guy, The Ryu
PL 9 (117)
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 12 DEXTERITY 3
INTELLIGENCE 1 AWARENESS 3 PRESENCE 2

Skills:
Acrobatics 6 (+10)
Athletics 8 (+11)
Deception 2 (+4)
Expertise (Police Officer) 7 (+8)
Insight 3 (+6)
Intimidation 3 (+5)
Investigation 5 (+8)
Perception 4 (+7)

Advantages:
Benefit 1 (Police Officer), Fast Grab, Improved Hold, Improved Critical 2 (Unarmed, Throwing Stuff), Improved Trip, Power Attack, Ranged Attack 6, Set-Up, Takedown 2, Teamwork

Powers:
"Inferno Upper/Crossed Scorcher/Bulldog/Drill Kick/Falling Skies/Sweeping Laser/Burning Rush Kicks/Inferno Cyclone/Pop Up Kick" Strength-Damage +2 (Flaws: Source- Power Meter) [1]
"Fire Guy" Features 1: Attacks are Bludgeoning or Fire [1]
"Paralyzing Kick Rush" Damage 6 (Extras: Area- 30ft. Cylinder) (Flaws: Source- Power Meter, Limited to When Injured) [3]

Offense:
Unarmed +12 (+3 Damage, DC 18)
Special Moves +12 (+5 Damage, DC 20)
Super Move +6 Area (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +6

Complications:
Responsibilty (Stopping "Ghosts")- The Ghost Chasers are meant to run down criminals who have avoided the near-perfect computer system that keeps order in the future.

Total: Abilities: 64 / Skills: 38--19 / Advantages: 17 / Powers: 5 / Defenses: 12 (117)

-Girulian (probably meant to be "Julian" is the most balanced guy in Guardians, effectively taking Makai's spot. He even has many moves with similar names, like "Jet Upper" being replaced with "Inferno Upper". He may be the Final Boss of the previous game.
Jabroniville
Posts: 24695
Joined: Fri Nov 04, 2016 8:05 pm

Super NES

Post by Jabroniville »

Image
Image

THE SUPER NINTENDO ENTERTAINMENT SYSTEM (1990 in Japan, 1992 in North America):

-With Nintendo having been sufficiently shamed by the Genesis in the U.S., and the Turbografx-16 in Japan, it was time for an upgrade that they'd resisted for years. Turning the NES's weak 8-bit animation into beautiful, top-of-the-line (console-wise) 16-bit graphics, they also set about dominating the industry once more. For my generation, the Nintendo was amazing, but the SNES was a MONSTER. I still remember seeing my Middle School friend Adam with one- I was astonished at the graphics of Super Mario World, and of course decided to yak about it to my parents CONSTANTLY, in that kid way that we're sure is subtle and non-begging, but comes off as super-annoying to adults.

-Nintendo marketed this brilliantly- pretty much every big NES hit was revamped with "Super" put in front of it- you had sequels for Mario, Link, Samus, the Lee brothers, etc. Arcade games were converted, such as Final Fight and Street Fighter. While the Genesis encroached upon Nintendo's territory, often putting out the same games, Nintendo's were often prettier (thanks to a more powerful engine for colors). Unfortunately, it couldn't shake a reputation as being more "kiddie", thanks to both Sega's epic marketing push, and Nintendo's refusal to play ball with more violent games.

-However, the SNES was also the Lazarus of gaming- with the Next Generation imminent, and the Genesis having beaten them in sales one year, things looked bleak for the system... at which point Nintendo came blazing out of the gates with Donkey Kong Country, shocking the gaming world (THIS was capable on a SUPER NINTENDO???). With companies like Rare now perfecting "rendered graphics" (essentially "cheating" to put polygons on a 16-bit system by displaying them on a more-powerful computer and then "photographing" them as sprites for a weaker SNES) and adding things like the polygon-happy "Super-FX Chip", the Super Nintendo fired back and flattened the Genesis once and for all, and kept sales healthy throught the start of the Next Gen, when the Saturn & PlayStation were competing. It took the Nintendo 64's debut to ultimately finish this system off, but by that point it'd become a central cog in the childhoods of pretty much everyone my age (the ones who didn't get the Genesis anyways). While the NES still looks ancient, there are Super NES games that STILL look pretty good, as sprite-based animation actually holds up surprisingly well over the decades (much better than older CGI games). The games played phenomenally well, and while some games were better on the faster-processing Genesis (especially EA Sports games), I think the Super Nintendo comes out on top in the Console Wars of this era.
FuzzyBoots
Posts: 2396
Joined: Fri Nov 04, 2016 8:20 pm
Location: Pittsburgh, PA

Re: Jab’s Builds! (Battle Clash! Action 52! Ghost Chaser!)

Post by FuzzyBoots »

As a side note on the "looking good" part of the sprites, playing them on a modern LCD TV will actually make them look a bit worse, because they relied on the "fuzz" of the screen to fill in details between the pixels.
Post Reply