And, again, there were still good alternatives prior to cinepak. (and ones that should have worked much better with cartoon style animation than the live action video they were largely used for -compression was using derivatives of the common LZ type lossless schemes, something that would work far better with drawn animation, especially with some optimized preprocessing)
Yes, that's true too. Part of it seems to just be from posterizing to 16 colors (same for Road Avenger or Keio), but then there's the extreme lack of dithering (dithering would better preserve detail -Road Avenger used that very minimally, but Tenbu MCD Special used it much more heavily -the framerate is poor, but the per-frame quality is quite good for 16 color video -Tenka Fubu used multiple palettes along with dithering).It wasn't just the smoothness or the animation , it was that so much of the detail was completely cut out too. If one look at Devastator original source Video a lot of the detail was still kept in the Mega CD FMV, in the Sonic CD FMV intro, loads of detail is cut out
Sonic CD is not just converted to low color from the source video though. If you compare the 2 back to back, it's much more like Time Gal (if not more extreme) where much of the animation was heavily modified if not completely redrawn by hand (and a lot of it really looks like they redrew it -especially Sonic), and that implies a LOT of painstaking work was involved. That implies that SoA wasted time and resources to optimize video for a limited format where a decently optimized conversion program probably could have done a better job preserving the original animation (even something on the level of Road Avenger's heavy posterization should have looked better -let alone using a higher dithering threshold more like Tenbu, let alone using added palettes like Tenka Fubu, Dragon's Lair, etc)
That's certainly one area even Night Trap and Sewer Shark's formats would have helped: lower spacial resolution (and screen size), but use of multiple palettes and dithering to preserve more detail (at the expense of a grainly look and loss of sharp/smooth edges), and drawn animation would tend to work better there too. (same reason most drawn animation looks better than live action of similar technical quality -more limited colors/shading/etc-)
Also Note: one plus for uncompressed video is that complex dithering methods are practical without trade-offs of difficult compression; lossless schemes tend to compress better with limited dithering thresholds (heavier posterization -especially for simple RLE compression) and/or use of more limited ordered dithering patterns. (the latter is also the case for Cinepak, as pattern block dithering caters very nicely to the way cinepak works)
First impressions and "wow factor" are certainly a big deal though, both in terms of bringing the system home (especially had it been pack-in) and seeing it in store kiosks.Mind you FMV intro is great for a couple of viewings, pretty much pointless afterwards .
Yes, it should at least have been on the level of showcase that Super Mario World was (every boss used mode 7, some of the castle demolition sequences used it too iirc).The bigger let-downs for me, was Sonic CD made no real use or really took advantage with the Mega CD ASIC or PCM chips In-game . When every level or at least every boss battle should have been an showcase for the ASIC chip. It's pretty sh8t and embarrassing that ports of Chuck Rock II, Puggsy were a better showcase for the Mega CD ASIC chip in Game , than Sonic CD.
OTOH, they could have done something like given sonic more speech (including in SFX), and we all know the sort of complaints emerged once he started talking later on.(as it is, he technically does speak, but in an extremely limited manner)
Heh, if SoJ HAD done that, I wonder if SoA would have re-dubbed it with Jaleel White.![]()


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