Enigma
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Post by Enigma on Sept 24, 2014 9:48:27 GMT -5
Ah... XD I got lucky! I bidded up to 8$... XD I currently hold it in my hand, looking at the magnificence of the JM3 logo... I was bidding on this pin as well! I should have known it was going to be someone from here who I was bidding against...! XD Haha! It seems like I was willing to pay more than you guys for a small pin! XD But really, I take good care of it, I always keep it in my wallet.
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Post by Deleted on Feb 1, 2017 12:16:18 GMT -5
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 1, 2017 15:40:11 GMT -5
Nice! Hey, by the way, since you have the Japanese version of JM2, can you tell me if anything is changed in the game itself? Like, is the game in Japanese, or is it literally the same thing as regular JM2?
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Post by Deleted on Feb 1, 2017 16:05:37 GMT -5
Japanese is the exact same as ours same with the pal version. Only difference is the pal version makes my TV lose its mind lol.
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Post by Deleted on Feb 1, 2017 18:11:03 GMT -5
Alright I went ahead and looked again, here's the main differences: Pal: Opens with this screen on both JM and JM 2 Save for Jet Rider 1 says JET instead of MOTO Both run at about 17 fps rather than 20. The difference isn't too noticeable in control. J-NTSC: Menu for Jet Moto 1 says 2 Player VS Jet Moto '98 Bios are in Japanese text Japanese version of Jet Moto 1 reads as JETMOTO R on actual hardware, emulator distorts it, The save TEXT is different from pal and NTSC and the save icon reads JM and looks a bit different compared to the others on actual hardware and also reads JM. Also Circle is used to select rather than cross AND in J-NTSC Jet Moto all tracks are unlocked from the get go. None of the saves from any of the versions are compatible with the other. Also Jet Moto 98 reads Jet Moto 98 on the title ------- I tested them all on actual hardware and Emulator to make sure the gameplay and everything looked relatively similar. Well except for pal for the reason my TV can't run PAL. Most HD TVs can. I still have a Tube Sanyo.
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 1, 2017 19:21:51 GMT -5
Interesting, I have another question, is JM98 just a Japanese port of JM2CE or is it the original JM2 with all tracks unlocked?
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Post by Deleted on Feb 1, 2017 21:18:55 GMT -5
Jet Moto '98 is Jet Moto 2, Not CE. You have to play through it like original Jet Moto 2 to unlock the tracks.
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Enigma
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Post by Enigma on Feb 1, 2017 23:54:21 GMT -5
Jet Moto '98 is Jet Moto 2, Not CE. You have to play through it like original Jet Moto 2 to unlock the tracks. Oh ok, I just noticed you were talking about JM1's tracks being unlocked, my bad.
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Post by mathuser on Feb 6, 2017 12:44:49 GMT -5
Collecting Jet Moto games eh? Well, the most I've done is got one of the physical versions back in teh PS1 days, then when I got a PS3 I got digital versions of JM 1 and 2. I got a PS3 too late for digital JM3. I broke down and got it on disc. The graphics are way better in 3 but the gameplay is terrible. I'm glad someone made a physics hack for JM3. Get that insane acceleration under control.
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 6, 2017 13:05:37 GMT -5
Collecting Jet Moto games eh? Well, the most I've done is got one of the physical versions back in teh PS1 days, then when I got a PS3 I got digital versions of JM 1 and 2. I got a PS3 too late for digital JM3. I broke down and got it on disc. The graphics are way better in 3 but the gameplay is terrible. I'm glad someone made a physics hack for JM3. Get that insane acceleration under control. Lol, don't try JM2124 if you can't handle JM3 because it's even faster.
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Post by mathuser on Feb 9, 2017 21:38:00 GMT -5
I figured, since it's made by the same developers.
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Post by Deleted on Feb 9, 2017 22:53:58 GMT -5
I figured, since it's made by the same developers. Actually 3 and 2124 are made by different people. They were in development at the same time. Part of the reason they are so different as well, is because the original source code was lost.
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Enigma
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Post by Enigma on Feb 9, 2017 23:28:19 GMT -5
Yeah, I heard that 989 Studios contacted Singletrac to make JM3 and 4 and so on, but they didn't want to, so they had to hire new developers to make completely new games. Unfortunately, JM3 was received poorly and JM2124 was cancelled very near to the end of its development cycle. What I don't understand is why they chose to make JM3 and JM4 at the same time, if JM4 was a backup plan in case JM3 failed, then why did they cancel it? And if they didn't have the intention of releasing JM4 if JM3 didn't sell well, then why waste money on developing JM4 at the same time? The managers over there were really stupid, unless they got changed around mid-production. I figured, since it's made by the same developers. While JM4 is faster, it's not like JM3, it's way different. It's really fast, it kinda feels like JM2, but it doesn't at the same time. It's personally my favorite Jet Moto game because of the realistic physics. I always felt like you lost speed way too fast when you left the ground in JM2, but in JM2124, not only do you keep your velocity when you leave the ground, but you can also control your bike in the air by orienting it in different directions. JM2124 is the game with the most complex physics out of all of them, and I really like it. Although, I'm pretty sure everyone else on Earth prefers JM2 over any other installment in the franchise, probably because of its simpler physics [to master] and perfect balance on the bikes.
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Post by Deleted on Feb 9, 2017 23:54:13 GMT -5
JM2124 is the game with the most complex physics out of all of them, and I really like it. Although, I'm pretty sure everyone else on Earth prefers JM2 over any other installment in the franchise, probably because of its simpler physics [to master] and perfect balance on the bikes. I'd like to see this proven. Also Jet Moto 1 is my favorite despite two having better and more refined physics. Original Credit Toxik:
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Enigma
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What the fuck is this?
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Post by Enigma on Feb 10, 2017 1:18:28 GMT -5
I'd like to see this proven. It's impossible to prove anything about the coding of these games, since we don't have access to the original engine tools the developers used to program the games. But I'm gonna guess it goes like this: JM1 was the first game made by Singletrac, and it had the simplest physics out of all of them. Pretty straightforward. JM2 was built using an improved version of JM1's engine, the physics were pretty heavily modified. In JM1, the hit detection is very bad, you can glitch up to higher platforms if you are under them and most of the time, going off a ramp keeps you at the same level as the highest point on the ramp or teleports you downwards. Also, the hit detection for the walls are awful, if you even touch the edge of a wall (or in a more relatable way, the edge of a tree in Suicide Swamp), your bike will act as if it was a full head on collision and make you crash. By the way, the bikes seem to be controlled by a rotation of the moto itself, instead of a torque being applied to a physics based object, which I will talk about later. In JM2, you can still glitch up to higher platforms, but most of the time, it just won't work like it did in JM1. Going off ramps or bumps now properly launches you into the air flawlessly, no more awkward glitching down. The wall hit detection is now improved, unless nearly the whole hitbox of your bike hits a wall head on, you will glitch through it seamlessly. Not a realistic solution to the problem, but still better than crashing because of a pixel wide barrier. There still seems to be no physics applied to the controls of the bikes. One more thing, although it seems that you can ride upside down, it looks like gravity is simply disabled and you are stuck on the ceiling until your velocity drops below a certain point, which give the illusion of a traction physics system, but it isn't actually one. As for the whole water, snow, concrete physics being different thing, it is a proper traction system, but it's completely separate from the upside down riding stuff. Now, we get to JM3, which is massively different than JM2 and JM1. The physics are pretty much bug free. Everything behaves as it should, there is zero glitching through, up or down objects. The bikes still have no air control, but there is a traction physics system. You can mess around with the physics and see for yourself, each bike has a traction/friction value that can be messed with. You can also lose all traction by holding acceleration and brake together. This system allows the bikes to stick on the side of walls or even ride upside down with enough speed, although it is clear that gravity is still affecting them at all times. There is somewhat of a physics based control mechanism which determines how the bike handles based on friction and weight. Finally, JM2124. Everything is physics based. While the first two games (especially) felt arcady with simple rotational controls, JM2124's controls are purely based on applying torque or impulses to the bike using a physics system. You can see and feel how going faster makes the bike turn more slowly and how it almost doesn't turn at very slow speeds. Being in the air doesn't slow your bike down immediately like in JM1&2, it still conserves momentum and slowly starts to slow down due to what seems to be air resistance. Moving your bike around allows you to control it in mid-air, something that should be possible IRL due to the moving wings on the bike. Whether having more complicated physics is a good thing or not is purely preference based, but it's clear that as the games progressed, everything started to become more and more complicated, maybe that's why more people prefer the earlier games, they're simpler in every way, more predictable, thus more accessibly skill based and less hard to master.
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