> I alot of the newer lindbergh games where out-sourced projects
So they're outsourcing game dev. Interesting... That must be the direct effect of Sega's 2009 announcement "to slash research and development costs by at least 20%".
> However I got the manual and it is using the same feedback system as the original Daytona (particle/clutch motor) - so maybe the UK version has a single servo motor, and the Japan is more like the original. The feedback board is also an emulation of the original daytona feedback board.
I also felt that the handling was totally fucked up compared to the original. Being a Chinese developed game, do you think they made a different cabinet for the UK? Maybe the game code is bugged and that it doesn't react as originally intended?
> > OR2SDX is pretty much a port of the Chihiro version, it was pretty easy to rebuild > it > > for the Lindbergh. > > Yup, Xbox 1 to Windows is a very easy port. (It's harder than with the 360, > actually).
hmm... Lindbergh is running Linux, not Windows. But both Chihiro and Lindbergh use an NVIDIA gfx chip so I guess "adapting" their DirectX code to OpenGL wasn't hard to do.
> > > Only difference is it is 16:9, as they bumped the resolution to 848x480 (why it > > wasn't done to 1280x768 or 1366x768) is beyond me, as the game must look really > > blocky on the 60" Screen. > > That's very strange. Probably they didn't bother to redo the art assets from Chihiro > and bumping up the res would've expose their limitations too much.
Or they just quickly ported the game engine without optimizing it at all. Same apply for Ghost Squad Evolution. Graphics wise, I don't see any difference with the original Chihiro game (I only saw the beta version at ATEI though so maybe final game was more polished?).