You mean such small disparities, like when certain ports changed DK's position and reversed the screen? Remember that Nintendo did not write arcade Donkey Kong, it was programmed by Ikegami Tsushinki and they had a couple of copyright disputes over it. I'm guessing it was not a code translation of the arcade game. I wonder how they got something as simple as the location of the hammer on the first screen wrong. The original 1983 NES Donkey Kong is still very good. It was obvious the coleco vision donkey kong proportions were off, but before coleco vision we had such low expectations for home arcade conversions it really did look amazing. I had heard the Intellivision version had only two screens and the word on the street was to avoid it at all costs. I think I got to the elevators screen once if I watched someone else get to the cement factory I would have remembered. I got to play little enough ColecoVision at friends' houses that I was too wow'ed by the HIGH RESOLUTION GRAPHICS to notice any "small" disparities.īack in the early 1980's I had no clue that arcade Donkey Kong had a cement factory (conveyor belt) screen. If I wanted to study Donkey Kong, I'd have to bike out to an arcade to have a look. If I'm not mistaken, original code "porting" is currently a work in progress for coleco vision. And finally if the target machine has a z80 CPU like the coleco vision or MSX than true code "porting" is possible. What we're talking about here is original code translation to a different CPU that has a chance of the original gameplay being duplicated. Any Donkey Kong that was written from scratch would have no chance of duplicating the arcade gameplay. Ītari and Coleco would never had have access to the source code back in the 1980s. The best part of his work is Donkey Kong Remixed, playable in Mame. Here is more information on the Coco Donkey Kong translation. I was just typing this when Bill made his post. If this version becomes the first to carry over those nuances to a home platform then I guess that is kind of neat, but… in the age of MAME… why? Some of those ports may visually resemble the arcade game, but for any serious fan of the latter, the little strategies and tactics for the various screens are so vital to the experience that any version failing to replicate them is a failure. the Bob Rock presets.As a big fan of the arcade game, IMO, any purported accuracy of certain ports through the years has been nothing but an illusion. the Bob Rock presets.are they on the same level in both programs? In SD are only also the unprocessed sounds PLUS the processed sounds? Or are there more differences in terms of drum sounds?ģ. Do the new ones sound good on the same level?ģ. and: I am very fond of the Hansa Studio drum sounds in SD. how do you see the two tools compared here?Ģ. I certainly don't need the 5.1 let alone 11.1 sounds or anything like that.Īs many good sounds, grooves and customization options as possible are at the top of my requirements list.ġ. However, I want to be able to tweak drum sounds, play around with the mixer and effects, and tweak and play around with the sounds as I see fit. In my case, I am not a professional producer. I understand what SD and EZD are designed for, and where their target audiences are. So far I've made good progress with Logic Drummer, but still they don't sound the way I want them to. Now I have to say, EZ Drummer 3 looks very appealing, and has mega features. I was on the verge of buying Superior Drummer.
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