23 September 2013, 22:14 | #421 | |
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But even with that bias I find it silly to deny the technical superiority of MD 2D graphics over the Amiga. The 1200 could have changed that with careful use of the faster CPU and AGA chipset but the games just didn't happen for reasons already stated by others. But all that doesn't really matter, there were so many great games on the Amiga that it had already proved it's worth. Games like Lemmings which required precise and quick control with a mouse or games like F/A 18 which made good use of the keyboard shone above their console counterparts with ease. The fact that 2D platforming on the Amiga seems weaker than even on the C64 (which had some awesome platformers) is not a problem when you factor in it's strength in other genres. |
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23 September 2013, 22:37 | #422 |
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I just got a c64. Never had one before. Tell me which platformers I should try. Thanks.
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23 September 2013, 22:39 | #423 |
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It did happen: http://hol.abime.net/577
This game is on par with Playstation standards. As I said, all those general bold statements as to which platform is 'superior' are silly and nothing else IMO |
23 September 2013, 22:45 | #424 |
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If we are talking about platformer with scrolling the C64 hasn't that many good ones compared with the Amiga. Sure, Great Giana Sisters was clearly better on the C64 then. Besides that there weren't many more. Hawkeye, the Turricans, Mayhem in Monsteland, Ghost'n'Goblins. This wasn't a C64 dominated genre. More the single/multi screen classics like Bubble Bobble, Bruce Lee or Henry's House.
Last edited by Retro-Nerd; 23 September 2013 at 23:02. |
23 September 2013, 23:00 | #425 | ||
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Creatures Flimbos Quest (I think it's better than the Amiga version) Mayhem in Monsterland It's Magic 1 and 2 Impossible Mission Monty on the Run Soulless Bubble Bobble I'm sure someone will disagree with some of those choices. There's loads more to be found. Quote:
I'd agree that Flink is impressive though, but only in a 16bit generation sense. You can't call it PSX quality. Last edited by prowler; 23 September 2013 at 23:06. Reason: Back-to-back posts merged. |
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23 September 2013, 23:04 | #426 |
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It's silly comparison talk anyway and has nothing to do with the thread topic anymore. I guess all reasons for good and not so good Amiga platformer were already said twice.
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23 September 2013, 23:14 | #427 | |
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Go play Rayman on PS1, then come back and say that again |
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23 September 2013, 23:14 | #428 |
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I'd never heard of Flink, just looked up the Longplay. Great graphics and impressive action, but No Sound Effects? Amiga game gripe #1 right there.
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23 September 2013, 23:17 | #429 |
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Of course Flink has sfx and CDDA tracks. Any yes, Rayman has thousands of colors and very detailed graphics. Nothing an Amiga game could handle.
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23 September 2013, 23:31 | #430 | |
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This thread is full of subjective opinions and so I do have mine It doesn't matter at the end of the day for anyone what we think anyway, but I highly suggest that people have a second look before 'judging' a whole platform. I'm outta here for what it's worth. |
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24 September 2013, 01:03 | #431 |
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Henk Nieborg's graphics in Flink are amazing, but not quite PSX standards.
You can check Henk's website on http://www.henknieborg.nl/ and look at his graphics in f.ex The Adventures of Lomax, graphically it's almost a successor to Flink. |
24 September 2013, 01:05 | #432 | |
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Look at Megadrive, CPS-1, CPS-2 games. The 68000 take care of the game logic, and is constantly pushing tiles coordinates (bytes or words) to the graphic chips, and the same happens for the sprites. The tiles in themselves are stored in ROM, they take their weight as you said, but it was not my point. the amiga is moving the tiles in RAM "really", when a console or a coin-op machine is only moving tile references in VRAM. CPS system and megadrive are helped by a much flexible and powerful hardware functions. Tilemap system are not magic, they just remove a huge burden off the back of the main processor. And should i add that the CPS-1 for instance has the ability for example to perform hardware calculation (yes, capcom hardware engineers have actually moved this function inside the PPU chip.), this means that the board can process calculations that would make the 68000 sink if it had to do it itself. |
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24 September 2013, 01:25 | #433 |
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Henk Nieborg graphics in 32 colors
[ Show youtube player ]
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24 September 2013, 08:43 | #434 | |
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This is all about coding skills and, more important, money. You cannot rush a game and simply release it when you have to pay a massive amount of money to produce cartridge. Amiga games can be released a week after they were finalized. Last edited by sokolovic; 24 September 2013 at 15:30. |
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24 September 2013, 10:12 | #435 | |
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Sega also struggled with getting it right, alex kidd in miracle world was just an average platformer in my eyes compared to smb. Just because they tried to copy Nintendo instead of doing something new. Sonic on the other hand was a different take on platformers - and a good reason why it became a hit. |
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24 September 2013, 12:02 | #436 | |
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On the longplay it was only music, is it one of those where you have to choose one or the other? That's still Amiga game gripe #1.
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Of course a hardware implemented tilemap system takes some burden off the 68000 (and Blitter in the Amiga's case) but it's really not that huge an overhead if you do it right. If any Amiga game doesn't have smooth scrolling it is not because of any inadequacy of the hardware. The really big advantage of the consoles is the number and size of the hardware sprites. But even then plenty of games prove that the Amiga has what it takes to do some very good games. Last edited by Mrs Beanbag; 24 September 2013 at 12:12. |
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24 September 2013, 13:23 | #437 | |
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By the way, it isn't true to say that this game is in par with PSX standards, because it is actually a 64 colours Megadrive game (and it is better on MD than on CD32 !). |
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24 September 2013, 17:56 | #438 | ||||
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I see you differencies tiles and sprites, so i guess your tiles are more like the character tiles the Commodore 64 has, with just bigger tiles. Well i call these sprites too Quote:
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24 September 2013, 18:00 | #439 |
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24 September 2013, 18:55 | #440 |
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