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Do you think Stinkoman is 8-bit or 16-bit?
8-bit 30%  30%  [ 15 ]
16-bit 24%  24%  [ 12 ]
Somewhere in between 46%  46%  [ 23 ]
Total votes : 50
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 Post subject: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Mon Jun 22, 2009 3:18 am 
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So, my friend says Stinkoman is 8-bit and I say it is 16-bit, what do you think?

The reason I think it is 16-bit, it has paralax scrolling, generally a 16-bit thing. And the graphics look 16-bit. Now, I'm to play Donkey Kong.


Last edited by Ugozima on Mon Jun 22, 2009 11:20 pm, edited 1 time in total.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Mon Jun 22, 2009 5:46 am 
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Ummm... 12-bit?

Shouldn't this be a poll?

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sat Jun 27, 2009 7:27 pm 
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Well, since it's done in Flash, there are no constraints on number of colors, pixel size, etc, so really it's neither. The graphics are just made to look 8-bit. There are also a few 16-bit elements in the game, too, (such as the aforementioned parallax) but that's only to make the game more visually appealing. Videlectrix was shooting for an 8-bit look, but really it's neither, as Flash has enormous graphics capability. And the graphics do look 8-bit, not 16-bit, as almost nothing in the game is shaded, using mostly solid colors (Sonic the Hedgehog for Sega Genesis is 16-bit, and its graphics are far superior to Stinkoman 20X6's). Your friend is right.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 1:09 am 
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TheVideoGameFreak wrote:
Well, since it's done in Flash, there are no constraints on number of colors, pixel size, etc, so really it's neither. The graphics are just made to look 8-bit. There are also a few 16-bit elements in the game, too, (such as the aforementioned parallax) but that's only to make the game more visually appealing. Videlectrix was shooting for an 8-bit look, but really it's neither, as Flash has enormous graphics capability. And the graphics do look 8-bit, not 16-bit, as almost nothing in the game is shaded, using mostly solid colors (Sonic the Hedgehog for Sega Genesis is 16-bit, and its graphics are far superior to Stinkoman 20X6's). Your friend is right.

No he's not.


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 2:07 am 
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TheVideoGameFreak wrote:
Your friend is right.


Wait... are you saying Ugozima and I are friends?

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 2:11 am 
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Homestone Wrecker wrote:
TheVideoGameFreak wrote:
Your friend is right.


Wait... are you saying Ugozima and I are friends?

He's talking about the friend from the OP.


Last edited by Heimstern Läufer on Tue Jun 30, 2009 2:35 am, edited 1 time in total.
Remove insult directed at another contributor.


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 3:08 am 
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*facepalm*

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 3:20 am 
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Homestone Wrecker wrote:
*facepalm*

I think you mean
Image


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 9:56 am 
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Well NES is 8-bit and SNES is 16-bit. Looking at Super Mario 3 and Super Mario Land , I'd say its closer to 8-bit.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 7:55 pm 
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Rofl, facepalm... (And I was talking about the OP)
Quote:
No he's not.

Well, 16-bit is Sonic:Image
And 8-bit is Mario:Image
Which one do you think StinkomanImage looks most like?
(Admit it, I win : P)

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jun 28, 2009 9:33 pm 
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It looks like 16-bit colors on an 8-bit sprite.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Mon Jun 29, 2009 11:28 pm 
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Coach z's cool wrote:
It looks like 16-bit colors on an 8-bit sprite.



Plus the 16-bit shades marks...everything...

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Tue Jun 30, 2009 8:50 am 
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TheVideoGameFreak wrote:
Which one do you think StinkomanImage looks most like?


Image


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sat Jul 04, 2009 6:45 pm 
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Power Crunch wrote:
TheVideoGameFreak wrote:
Which one do you think StinkomanImage looks most like?


Image

So true... (Although that sprite is 8-bit)

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jul 05, 2009 5:10 pm 
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Image = 8-bit, definitely...

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sat Sep 05, 2009 1:37 pm 
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definately 16 bit because there is a wider range of colors than an 8-bit, so i would say 16-bit. also the cutscenes have pretty intence animation for an 8-bit game. 16-bit.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sat Sep 05, 2009 2:39 pm 
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Er... 12-bit? Maybe?

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 Post subject: Your mom is 16-Bit!
PostPosted: Sat Sep 05, 2009 5:26 pm 
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Well since Stinkoman is a parody of Platform Hell games, it's pretty obvious it's atleast made to LOOK 8-Bit.

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 Post subject: 8bit FTW
PostPosted: Mon Sep 07, 2009 1:02 am 
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Technically, neither category is appropriate for this game. After all, as TheVideoGameFreak said, it is Flash, which supports full 24-bit color, compared to a limited color palette that older video game consoles had. Not to mention there is no limit to what you can do in Flash than to what you can do on an old video game console. The levels themselves seem to push 8-bit limitations, but the cutscenes appear to get into the 16-bit realm (especially with the shading on Stinkoman on the level title screens', wow!) The music actually could be considered 8-bit.

12-bit doesn't really exist. Though it's possible, technologically it wouldn't make sense to create a 12-bit system (don't want to get into detail).


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 Post subject: POST GET!
PostPosted: Mon Sep 07, 2009 4:58 pm 
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Soiled Bargains wrote:
Technically, neither category is appropriate for this game. After all, as TheVideoGameFreak said, it is Flash, which supports full 24-bit color, compared to a limited color palette that older video game consoles had. Not to mention there is no limit to what you can do in Flash than to what you can do on an old video game console. The levels themselves seem to push 8-bit limitations, but the cutscenes appear to get into the 16-bit realm (especially with the shading on Stinkoman on the level title screens', wow!) The music actually could be considered 8-bit.

12-bit doesn't really exist. Though it's possible, technologically it wouldn't make sense to create a 12-bit system (don't want to get into detail).

Yeah, my tiny brain would probably explode if you did.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Tue Dec 15, 2009 11:23 am 
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I think it's 16-Bit. Reasons: The large color palette, opacity, parallax scrolling, and Genesis-like sound. The 8-Bit Famicom game Lagrange Point came closest to these. So mentioning this, it's a bit of both.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Tue Dec 15, 2009 3:44 pm 
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I think Stinkoman is a 8-bit sprite with 16-bit colors.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sat Dec 19, 2009 1:33 pm 
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It's kind of like SNK's Neo Geo Pocket Color. It has a 16-Bit processor, but have you seen any of its graphics?

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Tue May 25, 2010 2:46 pm 
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Stinkoman is a pallet swap of mega man, and mega man is 8-bit, so stinkoman HAS to be 8-bit

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Wed May 26, 2010 2:58 am 
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Cheeseman719 wrote:
Stinkoman is a pallet swap of mega man, and mega man is 8-bit, so stinkoman HAS to be 8-bit


Yep. "Simple as that!"

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Thu May 27, 2010 5:42 pm 
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I'd say 8-bit, or at least in the style of 8-bit.


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Fri May 28, 2010 12:09 am 
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Rerun wrote:
Cheeseman719 wrote:
Stinkoman is a pallet swap of mega man, and mega man is 8-bit, so stinkoman HAS to be 8-bit


Yep. "Simple as that!"


Except no, because it's really neither one. It's in Flash, which is neither 8-bit nor 16-bit. It's an imitation of these old video games that seems to me to resemble 8-bit more than 16-bit, but we can't be dogmatic about which of those two it is since it's actually neither one.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Sun Jul 11, 2010 9:01 am 
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Parallax Scrolling does exist on the NES actually. The final boss of Kirby's Adventure had Parallax Scrolling, and so did the Ice Cave in Battletoads.
Sorry to revive an "old" topic, but I felt that needed to be pointed out. :P


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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Wed Jul 21, 2010 2:22 pm 
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I think that the sprites might be 8-bit, while the backgrounds are 16-bit.

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 Post subject: Re: Do you think StinkoMan in 8-Bit or 16-Bit?
PostPosted: Tue Feb 15, 2011 2:26 pm 
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16 bit definitely.


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