Shortly after the release of the first Strider (NES) video on the channel, viewer Nathan M implemented lag frames in the game. Here it is running in Mesen 2 with the lag frame counter enabled. Check out his website at infochunk.com. Thanks for sharing this with us, Nathan!
This further demonstrates the lack of optimization in the game's code. Just look at the performance. It also makes me wonder if perhaps Strider HAD similar lag logic implemented along with the intention to optimize the code prior to release, but it was removed as a cheap way to "improve performance" so it could be kicked out to U.S. stores.
I didn't talk about this much in the video as any speculation I include in narration tends to slow down the pacing of Behind the Code, but I think they had this game up and running in a serviceable state, missed their targeted release in Japan (Q4 1988), shelved it/delayed it until Summer 1989, and then released it in the U.S. (with minimal changes) to try and recoup some money.
I also can't help but wonder if Capcom either onboarded Micronics developers as they transitioned from contracted development to in-house development and/or had access to the source code of earlier contracted development titles (1942, Ghosts 'n Goblins, etc.) and used it as a means to learn the system. Strider may very well be a transition game from Micronics to in-house in more ways than one. It is fun to speculate unless/until we have any additional interviews available on the matter.
Meanwhile - next video should have some details about the bizarre jump mechanics, environmental collision detection woes, and the logic behind the Triangle Jump(TM). Research is ongoing.
Displaced Gamers
Shortly after the release of the first Strider (NES) video on the channel, viewer Nathan M implemented lag frames in the game. Here it is running in Mesen 2 with the lag frame counter enabled. Check out his website at infochunk.com. Thanks for sharing this with us, Nathan!
This further demonstrates the lack of optimization in the game's code. Just look at the performance. It also makes me wonder if perhaps Strider HAD similar lag logic implemented along with the intention to optimize the code prior to release, but it was removed as a cheap way to "improve performance" so it could be kicked out to U.S. stores.
I didn't talk about this much in the video as any speculation I include in narration tends to slow down the pacing of Behind the Code, but I think they had this game up and running in a serviceable state, missed their targeted release in Japan (Q4 1988), shelved it/delayed it until Summer 1989, and then released it in the U.S. (with minimal changes) to try and recoup some money.
I also can't help but wonder if Capcom either onboarded Micronics developers as they transitioned from contracted development to in-house development and/or had access to the source code of earlier contracted development titles (1942, Ghosts 'n Goblins, etc.) and used it as a means to learn the system. Strider may very well be a transition game from Micronics to in-house in more ways than one. It is fun to speculate unless/until we have any additional interviews available on the matter.
Meanwhile - next video should have some details about the bizarre jump mechanics, environmental collision detection woes, and the logic behind the Triangle Jump(TM). Research is ongoing.
2 years ago | [YT] | 66