The huge bosses in the Turrican series surprised me. Basically because only 3 game programmers ever out of thousands would stop and think before calling the generic BlitBob routine and do it with demoscene thinking instead.
Apart from the small niceties in Paradroid 90 (and indeed in other Graftgold games) mentioned, I remember noting that their sound effects system was more flexible and had a synth-sample hybrid with LFO sound that sounded more interesting and refined than the stock sample or synth SFX in other games. I got so inspired by it that I made my own SFX system used in my unreleased games!
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