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goodcowfilms.com: farm: sega: random archives: shining force 3 - how it used the sound processor to render graphics information

 

<Del asks if Shining Force III scenarios 2 and 3 are any good>

If you enjoyed the first episode, you'll get a lot of good gameplay out of
the next two. I have to agree with Ben and agillig, that the game is
largely combat-driven, and that the story and the graphics are secondary
to the tactics. Having said that, it's necessary to point out that Shining
Force games aren't for everyone. Definitely try before you buy.

Regarding the magic effect graphics... SFIII represents the pinnacle of
graphics programming on the Saturn, in that one SH-2, the GPU and the
sound processor are all being used to render the one-on-one combat scenes.
Graphics junkies have been many times impressed by the use of lighting and
shading, and the high polygon count during spellcasting. Scenarios 2 and 3
improve on this by varying the camera angles and utilizing more vivid
backgrounds. All combat graphics are generated on the fly, and are not
pre-rendered.

The price of all this graphical wizardry is that the music is occasionally
off-kilter. Because the music is also generated as needed, it occasionally
skips notes or whole measures because it's using clock cycles to pump out
vertices. I'm sure that given more time and better tools, SF3 would have
been free of that one glitch.

-KKC, wonders when Sega will release DC versions, and how many letters we
need to write to make that happen...

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