The advertised game sizes never seem to follow any rational increment. Actual address space is probably something much smaller. My guess is they just made up that number for the original advertising, then made up a new one when they wanted to go bigger. They must already be using bankswitching to reach "330 mega". How exactly do they have an addressable range of 41.25MB? I'm not an expert on the 68000, but I think it's range is something like 16MB - and that would need to be subdivided to get access to internal RAM and such. Those advertised figures don't make sense to me. Looking at this, it seems that depending on when that 64 Megabyte cartridge arrived for the N64, it could've handled many of the current production games - so you possibly could've had ports to the N64 as SNK released them. So the question becomes - which games are we porting to the N64? Early games could be ported to the N64 in compilation packages, while many games released during the life of the N64 might have fit if the 64 megabyte size was available (which I'm not at all sure of), but even if it wasn't they were still pretty close.Īn argument could be made that it depends to a degree where in the lifespan of each console you choose games from (and try to port them to the N64). Both are from the later half of the 90s (SS4 being 1996, and RBFFS is from '97). Those are both bigger than the original Neo Geo cart size limit, and bigger than the small 32 MB N64 cartridge - but both will fit comfortably on a N64 cartridge. I went and looked at my two newest Neo Geo games (I didn't have to just find an image gallery of Neo Geo game covers): Samurai Shodown 4 (378 megaBITs) and Real Bout Fatal Fury Special (394 megaBITs). The N64's ROMs also got megabit counts, but I've forgotten those, so back to Wikipedia:ģ2 and 64 MB are common sizes, apparently. So you get roughly 40 and 90 megaBYTES for your maximum size Neo Geo ROMs. ![]() The people who owned Saturns/N64's wouldn't want to pay for the size of ROMs that SNK used on the Neo Geo games.Īccording to Wikipedia (lol), the maximum ROM size of a Neo Geo cart is "330 meg," and that's increased to 716 with later bank-switching "Giga" Power carts (I don't know what it was a giga of to be honest - maybe they padded out those missing bits with marketing fluff). Mainstream buyers won't pay $150 for a game so you have to shrink it. The lack of huge cartridges doesn't reflect an incapable console, just different marketing. So anything that got ported to a mainstream system would need to be cut down to a smaller size, or else converted to a CD-ROM format (where applicable). The people who owned Saturns/N64's wouldn't want to pay for the size of ROMs that SNK used on the Neo Geo games. The big problem you'd have making a good cartridge port of Neo Geo games is that they're huge. And I'd be surprised if the support chips on the subsequent mainstream systems didn't leapfrog the NG. The biggest difference between the NG and the mainstream 16-bit machines was the support chips and the size of the cartridges. It's no contest on CPU power - the Neo Geo is only a 68000 12MHz plus a Z-80. They might not surpass it enough to emulate it well, but a natively programmed game shouldn't be any problem. I'd say the Saturn and N64 were more powerful than the Neo Geo. But my reading of the question is simply when did game consoles begin to surpass the power of the Neo Geo? If we're talking about emulation, then you need dramatically more power than the original system just to emulate it. They're the best thing you can get on a console without sticking an AES cart into the PS2's drive. I was playing Art of Fighting 3 with NO LOAD TIMES a few minutes ago, I'm amazed at what they managed to do. The fact that they don't have to load the entire game into memory since they can just stream the music from the disc really helped out. ![]() ![]() They run the games I've tested almost perfectly, save for a few glitches. There's a team of coders that basically built a NeoGeo emulator for the PS2 for all those NeoGeo collections. Graphically perfect, but the audio lag on ALL sounds and the constant streaming from disc killed the experience for me. Still, I don't think there is a better option than just buying an MVS system and the carts since I have yet to play an arcade or AES perfect port, even on the current consoles.The Dreamcast had a piss-poor Garou port. I think a lot of the folks over at would take issue with any of these characterizations, but I think the PS2 and Dreamcast were the first systems to really have both the processing power and the memory to deal with Neo Geo games without crazy loading times, removing some of the animation or noticeable unintentional slowdown.
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