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Re:Metroid Source Code Expanded by mrcharles on Friday October 14, 2011 @10:39AM (#3111320)
Yeah, but generally arcade games tend to be a lot simpler than some of the more complex offerings on SNES, say. The systems were more powerful, but the gameplay itself tended to be simpler, owing as much to the need to play for quarter increments as anything. Less state to keep track of, generally, at the very least.
Re:Metroid Source Code Expanded by joezydeco on Friday October 14, 2011 @11:20AM (#3111496)
Remember that 20 years ago, before the era of superpowerful consoles, arcade titles usually pushed the state of the art in game mechanics and graphics. Home consoles could benefit from longer gameplay, but that usually came from larger game maps and way too many boss screens.

And...weren't some of the most popular SNES games ports of popular arcade titles?

Re:Metroid Source Code Expanded by mrcharles on Friday October 14, 2011 @11:46AM (#3111614)
Sure. But graphics and basic game mechanics are actually really easy to code in assembly -- it's crazy state and decisions that get way more difficult. I'd bet coding up a triangle rasterizer would be significantly easier than coding up a cutscene.
Re:Metroid Source Code Expanded by davvid on Friday October 14, 2011 @06:08PM (#3113148)
And...weren't some of the most popular SNES games ports of popular arcade titles?

Yes! Street Fighter II (and sequels). The Mortal Kombat series. These were HUGE when they arrived on the SNES. I still remember how amazing it was when SF2 came out.