I've been playing 1941, alternating between MAME and the Supergrafx version.
It's funny, but I kind of like the Supergrafx version more. Sure, the resolution is way reduced and the difficulty dialed down, but there's a special difference between the two.
The arcade version is at best a game that demands mastery, and at worst a quarter muncher. The SGX version, on the other hand, is modified to be more playable. It's pretty clear that when they ported it, they wanted it to be something that typical action gamers could beat.
While I have no problem with difficult games, I think their attempt to make a moderate console action game turned out better than their attempt to make a really tough arcade game.
I'll have to play them more to see if this impression is really accurate. If only there was some way to get rid of that beeping noise when your health gets low...
I can't comment on the SUPAGRAFX port because I haven't really played it.
HOWEVER, I will use your post to go off on a rant. I don't know, I just feel like ranting! HERE GOES...
I hear you, SamIAm. I have no problem with challenging games, but many ports are more enjoyable because they were CONSOLIZED and thus designed with FUN CHALLENGE in mind (instead of MAXIMUM PROFIT motive of quarter munching).
Not to go off on a rant, but this shows how the arcade, in some ways (OH IT PAINS ME TO SAY THIS) was not the ideal platform for many games. I much prefer the CONSOLE PHILOSOPHY to games, and not the QUARTER-MUNCHING PHILOSOPHY. They are both commercial ventures, of course, but with very different business models.
The Quarter-Munching Approach still exists today, sadly, in many so-called "Freemium" games that essentially function as "pay to continue" since progressing without paying is ONEROUS.
I haven't really developed this rant yet, and I actually love a ton of arcade quarter-munchers, so I guess I am really FOCUSING SPECIFICALLY on quarter-munchers that are cheap (unfair) or SO CONTRIVED that the goal of maximizing profit is THINLY VEILED.
Unless you are on-the-spectrum/autistic, you tend to appreciate the consolized approach (plus, a good developer could always include adjustable difficulty for the TRU HARDKORE).
[/rant]
DISCLAIMER: I actually play a lot of very difficult games. Sadly, I am not on-the-spectrum, so it takes a lot of time/energy to slowly improve my skills. I like this (the process is enjoyable, I'll admit it), but I do get irked when I feel that QUARTER-MUNCHING is driving 99% of the design of a game (instead of creative level design/AI driving design).
