How many frames per second did the old Bugs Bunny cartoons have? 12.In [url=http://nesdev.com/bbs/viewtopic.php?p=86528#86528]this post about a Russian caustic critic's review of Ghosts 'n' Goblins[/url], Dwedit wrote:Oh dear, 20 FPS games on a Dendy? Down to 16FPS now?
How many frames per second did a lot of Game Boy games such as Balloon Kid have? Some dropped down to 15 fps to compensate for the slow LCD.
How many frames per second did Koei's turn-based strategy games have?
How many frames per second did Jurassic Park and Star Fox for Super NES have?
How many frames per second are the actual sprite cels (not the scrolling) in a typical NES game? For example, Mario in SMB1, SMB2 (J), and SMB3 has a 3-frame walk; how fast are those frames changed?
True, the games developed by Micronics tend to run at fewer than 50 or 60 frames per second. I know of a couple valid reasons to take longer than one TV field to render each frame. One is heavy reloading of CHR RAM to keep several different sprite cels active. Another is prioritizing clear code over fast code. For all I know, they might have been programmed in Pascal, C, or some other higher-level language to make them more maintainable and make the game-logic part (as opposed to the I/O part) more portable across platforms, not unlike Shiru's Alter Ego. Has anyone ever traced all the way through the main loop of a Micronics game to see why they're so slow?