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December 14 2018

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Thread Author: NeoGeoNinja
Thread ID: 4789
Thread Info
There are 2 posts in this thread, and it has been viewed 1507 times.
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NGDEVTEAM: NEO•GEO ver vs DC ver...
Basically, more often than not (err... let's go with ALWAYS right now), NGDEVTEAM are also good enough to release their titles across both the NeoGeo hardware (both AES, MVS and even CD re: LH!), however, what are and, indeed, ARE there any differences between the NEO•GEO and DC versions they release?

Certainly, there is nowhere that I have found that has accurately detailed or compared the two releases. Seemingly, no-one cares or - oddly - no two people enjoy engaging their gaming pass times between both the NeoGeo and the Dreamcast. I doubt I am a rare breed who actually enjoys indulging in both platforms regularly, but seemingly... perhaps I am?


I don't own GunLord or Last Hope Pink Bullets across both platforms. I only own the DC versions of those two. Similarly, due to the screen configuration constraints of NeoXYX (i.e. can be played properly via TATE only) I only own the DC version of XYX too, as it contained an additional mode included for YOKO only gamers like myself. I shalln't complain of that modes MASSIVE shortcomings here. That's not what this thread is for.

However, I DO own Fast Striker across both the DC and AES and, tbh, having had the DC version - originally - for nearly TWO YEARS prior to the AES version arriving on my doorstep, I was quite surprised by the amount of differences between them.

Straight to the point:

Fast Striker on NeoGeo has an entire Final Boss battle that is not featured or included in the DC version. The 'Final' boss in the DC version is in fact a recurring sub-boss. Of course, only ever having the DC version up until that point, I thought that the little skirmishes you had with 'that' enemy craft during certain stages were merely glimpses of what was (in the DC release) the final boss. However, upon beating that enemy on the NeoGeo, I was surprised to find myself progressing to a FURTHER boss battle... the Final Boss battle! As such, the DC versions final boss (i.e. the Neo's sub-boss) has had it's damage counter adjusted accordingly to make it more of a challenge, as facing the same enemy in the Neo version is considerably easier, as it's damage scaling is much less to reflect it's sub-boss category vs the true Final Boss.

I can't really look at the DC version the same way since discovering this, if I'm honest, as it makes it feel incomplete as opposed to simply "less polished".

Other things I have noticed in preference to the NeoGeo version:

• More animation concerning the deployment of the player craft in the opening stage
• The sub-boss contains more animation, even rotating from front to back on the NeoGeo version at certain points.
• The games intro contains animated 3D renders of the stage bosses
• The stage results screen also contains animated 3D renders of the stage bosses (vs stills on DC)
• The bosses (in certain instances) contain more animation
• In 'Original Mode', the final stage contains on screen level design elements/overlays not present in the DC version.

Potentially, there are probably MORE things I have overlooked, but will gladly update this post with further findings should I happen across them Smile


Seeing as Fast Striker was of considerable Meg count vs the other Neo releases (over 1500Meg!), I can only presume that this may be the reason the DC version is cut down vs how the Neo accesses all it's information.

Another explanation (more likely) is that the DC version was an earlier build, sent out early to help finance other projects (inc. finishing/polishing up Fast Striker). There is NOTHING inherently wrong with Fast Striker on DC and it is a solid game in it's own right. But having now played the Neo version, it does feel unfinished by comparison, is all. Those who ONLY own a DC and have never played the Neo release will never know any different Smile


As such, I wondered if anyone else had made any similar discoveries concerning the other NGDEVTEAM releases across both platforms?

As a quick example, I hear that there are falling leaves (or similar) in GunLord for NeoGeo that were not present in the DC release. I also heard that the intro is vocally narrated on the NeoGeo version too, which it isn't on the DC.

Cheers Ninja
That's awesome you have Fast Striker on AES now Ninja Thumbs Up

Interesting to read. I only knew about the improved animation on the bosses before reading this.

The Dreamcast could do with a bit more memory I think. Most Dreamcast games stream in data on the fly , so it's shame they couldn't have done that.. It has more memory than the Neo Geo CD which didn't even get a version. The juggling monkey could have appeared as a sub-boss while the next part of the level loaded in.

I've always prefered Neo Geo versions of the cross platform releases. Even MOTW I found hard to play on DC. I think that was just because I was in the DC mindset of the more polished games like Guilty Gear X and then you get some chunky bordered Neo Geo game on there and you think "this looks a bit crap". They look great on Neo Geo though, just on DC they don't really work for me so well.
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