Originally Posted by Akira
That doesn't mean it would still work on an ECS machine. Someone with in-depth Amiga knowledge should answer best, but number of colours, parallax and shit like that are not the ONLY defining reasons why a production might be AGA only. Size of sprites, blitter capabilities, no idea. There COULD be reasons why. Guessing is just pointless. All I say is that JPII IDOES look like it could be benefiting from the upgraded A1200 hardware.
Genesis conversions are not always possible straight to ECS ("quick and dirty"), but on the A1200 they were more feasible (reason why Aladdin and Lion King are in AGA)
So what is the difference between 1MB Jungle Strike and 2MB Jungle Strike? Why would they make two versions if they are identical? Is it a scam?
The main title page is a bit diferent... Lesser shades of green on the 1MB ECS title...
About JPIII, you're right, maybe the sprites could explain the AGA-only thing. But yet again, they could have done better job and I think they did only a quick port without searching to maximize the AGA/CD32 capabilities. When I'm thinking of peoples who bought the "super powerful world first CD 32 bits console" at that time, they surely were a lot disapointed to see the games on this machine was'nt on par with the little and supposedly old fashioned 16bits consoles... (Remember Commodore marketing... and all the magazines with ridiculous hardware comparison at that time... Truth is the games on Megadrive/Mega CD are far better and seems much more colorful then any of they CD32 counterpart, except for Microcosm.. Check Flink, JP2, Chuck Rock 2, Wonderdog )
Still a good games however... but a little deception for me when I saw it recently.
JP3's preview in The One, 55, april 1993 :
Development of Pond III is leading on the A1200 for release in may, with a standard amiga version following in september. [...]. What will and what won't have to be changed to get the game to work on an A600 is still being decided but one thing that is likely to be very diferent is the scrolling. In 50 frames per seconds it zooms all over the shop in a full 360° complete with parrallaxed backgrounds. As Ian put ""it's a very, very fast scroll. We reckon is twice as fast as Sonic. I'm not sure yet wether we can achieve it on the normal Amiga but we'll give it a go".