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View Poll Results: What game do you want to see ported to the Amiga?
Rolling Thunder (Arcade) 11 6.96%
Gauntlet (Arcade) 12 7.59%
Shinobi (Arcade) 25 15.82%
Pacman (Arcade) 6 3.80%
Final Fight (Arcade) 16 10.13%
Rastan (Arcade) 15 9.49%
Side Arms (Arcade) 1 0.63%
Nemesis/Gradius (Arcade) 11 6.96%
Raiden (Arcade) 6 3.80%
Raiden II (Arcade) 3 1.90%
Space Invaders (Arcade) 0 0%
Bad Dudes vs Dragon Ninja (Arcade) 3 1.90%
Wonder Boy (Arcade) 23 14.56%
Axelay (SNES) 3 1.90%
Double Dragon (Arcade) 6 3.80%
None - Do my own game! 17 10.76%
Voters: 158. You may not vote on this poll

 
 
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Old 05 September 2019, 12:49   #261
DamienD
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Quote:
Originally Posted by roondar View Post
I seem to recall a half-finished demo of one of the Raiden games for AGA Amiga's floating about a few years ago. Started back in the day to be an official port, but canceled because of the lack of an Amiga market.

But this is my memory speaking, so I could be very wrong
No you are correct; Raiden
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Old 05 September 2019, 12:54   #262
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Absolutely correct that a (poor) demo of Raiden does exist. It's a far cry from the arcade version. A reasonable conversion of Raiden 2 would require even more horsepower.

For this game anything less than 50fps is unacceptable.
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Old 05 September 2019, 12:57   #263
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The first Raiden is even more doable on AGA hardware.
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Old 05 September 2019, 12:59   #264
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The first Raiden is even more doable on AGA hardware.
The demo is AGA!

Anyway, what's the point of doing Raiden. It's shit compared to Raiden 2 or Raiden DX.
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Old 05 September 2019, 13:12   #265
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Yep, but it's not even up to par on how the arcade version looks like.
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Old 05 September 2019, 15:20   #266
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I still don't see what's so special about Wonder Boy, I've played it a few times and it just looks / feels that they've taken Pac-Land and just added weapon's, it just looks like the sort of game that would happily be at home on something like the Nes.

I'd still rather see Rastan attempted if SF1 is a no go personally.
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Old 05 September 2019, 16:02   #267
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I still don't see what's so special about Wonder Boy, I've played it a few times and it just looks / feels that they've taken Pac-Land and just added weapon's, it just looks like the sort of game that would happily be at home on something like the Nes.
It has great ports for the NES (named Adventure Island) and Master System, and "that's what we could do" ports for the MSX and SG-1000 (which are not identical,the first one done by Hudson, while the latter done by Sega itself). Also european-handled ports for other 8 bits computers which, as those things usually go, aren't very good (The C64 port seems to be very playable though)

Considering what this game has been released for, I find kinda amusing people saying "it needs AGA to be done". I am also kinda surprised by how much love Wonderboy is receiving here, I would never expect this. It is a nice game if a little too long and repetitive, but I never expected so many people voting for it.
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Old 05 September 2019, 16:12   #268
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It all depends on what you consider 'good enough' in case of porting. I've noticed that a decent number of people in the Amiga community only seem to consider a port worthwhile if it's more or less perfect. Very few compromises seem acceptable and the general idea seems to be that you're better of using MAME anyway.

Meanwhile, I also lurk in other retro communities and it seems that a far larger percentage of people in the C64, Atari and even NES/SNES/MD communities are much more accepting of games made to fit the hardware. Even if this means introducing extra limits or removing features.

I generally don't agree with statement like "it needs AGA" or "you need 256 colours". Arcade perfect ports on the 16 bit home systems are usually impossible anyway, so I'd say it's best to aim for "nail the gameplay, get as close as possible to the GFX/sound". Personally, I'd be perfectly happy to see a few more ports that fit the above idea as I'm really impressed by the Rygar & Bombjack ports and would love to see more
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Old 05 September 2019, 16:35   #269
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A half meg A500 wouldn't even break a sweat at doing Wonderboy on a perfect port.

It's a great little game too.... would take a long time though.
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Old 05 September 2019, 18:00   #270
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A half meg A500 wouldn't even break a sweat at doing Wonderboy on a perfect port.

It's a great little game too.... would take a long time though.
Yes... except by the sloped platforms, I think what you did with Rygar with very few adjustments could work very well with Wonder Boy as far as scrolling/enemy spawning/game logic etc routines go.

But recreating all those gazillion levels would take a long time and probably be boring as hell to do it.
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Old 06 September 2019, 01:41   #271
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I will vote for Assault from Namco:

[ Show youtube player ]

This game was rare and needs 2 joysticks to play. For me it was one of the best tank game.
- TECHNICAL -

The Assault dedicated cabinet is a real favorite among arcade game collectors. This is probably due to its unique shape, and non-standard controls. The Assault cabinet was very narrow, the vertical open frame monitor barely fit between the sides of the thing, which were less than 18'' apart. A standard arcade cabinet is about 23'' wide if it is an older style one, or 30'' wide for one of the newer deluxe cabinet styles. So Assault was very narrow, probably the narrowest game ever made. The top half of the cabinet is decorated with sideart that is supposed to resemble the outside of a yellow tank, and these same graphics carry on over the monitor bezel and control panel as well.

Cabinet dimensions : 74, 25'' (188, 60cm) high x 25, 50'' (64, 77cm) wide x 34, 50'' (87, 63cm) deep.
Cabinet weight : 285 lbs (129, 28 kg).

Namco System 2 hardware
Game ID : AT

Main CPU : (2x) 68000 (@ 12.288 Mhz), M6809 (@ 3.072 Mhz), HD63705 (@ 2.048 Mhz)
Sound Chips : C140 (@ 21.39 Khz), YM2151 (@ 3.57958 Mhz)

Screen orientation : Vertical
Video resolution : 224 x 288 pixels
Screen refresh : 60.61 Hz
Palette colors : 8192

Players : 2
Control : Double 8-way joysticks
Buttons : 1

- TRIVIA -

Released in April 1988.

Licensed to Atari for US distribution.

This game uses a unique control method and uses 'Mode 7' background scaling and rotation effects like those found in Super Famicom's games. The most interesting feature is firing 'catapult' bomb shots far away with the left joystick pushed to the left side and the right joystick to the right at the same time, while pressing the fire trigger.

If no new entry then Rastan.
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Old 06 September 2019, 01:58   #272
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I will vote for Assault from Namco
If this ever gets an Amiga port I will be very, very surprised. Even more surprised if it's any good.
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Old 18 September 2019, 08:39   #273
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There is more complete list of PacMan clones for Amiga here. It's 38 games!



So Lemmings sucks with "no more!" factor.
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Old 18 September 2019, 11:20   #274
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There is more complete list of PacMan clones for Amiga here. It's 38 games!
Note that my post said "decent" and it was in reference to being similar to the arcade PacMan in terms of mechanics etc.

I wouldn't call some of those games in that list as above
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Old 18 September 2019, 18:10   #275
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I might also add Pac Land, considered the GrandSlam port did suck and instead a 1:1 port could be done on an A500 - there are not too much colors on screen - possibly the Hanna-Barbera cartoon version that was distributed in the US (and some arcades in italy)

Last edited by saimon69; 18 September 2019 at 18:27.
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Old 20 September 2019, 10:21   #276
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I personally think you should go for a game that didn't get a conversion at all, rather than redo a duff conversion. Something like Kung Fu Master, Nemesis, Rastan, Starforce, Twin Cobra etc.
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Old 20 September 2019, 23:05   #277
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I personally think you should go for a game that didn't get a conversion at all, rather than redo a duff conversion. Something like Kung Fu Master, Nemesis, Rastan, Starforce, Twin Cobra etc.
Kung Fu Master is getting the treatment right now;
The closest game mechanics to Twin Cobra on an Amiga game is in Battle Squadron, however a port should be perfectly feasible.

Rastan is another game high on the wishlist, so is Star Force even though lately is pretty simplistic.

Personally am not a big fan of Nemesis, i prefer either Salamander or Parodius plus am a devotee of the first R-Type
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Old 20 September 2019, 23:07   #278
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@Don_Adan

While a 1:1 port of Assault is not feasible i know that is possible to recreate a game with a similar mechanic: both Awesome and another helicopter game i forgot the title are using a rotative approach - using several sprites rather than rotate the background; i guess that could be expanded to use some filled polygons to give more colors...
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Old 20 September 2019, 23:13   #279
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Seek and Destroy from Vision software is probably the closest.

Sent from my ONEPLUS A6013 using Tapatalk
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Old 20 September 2019, 23:17   #280
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Seek and Destroy from Vision software is probably the closest.

Sent from my ONEPLUS A6013 using Tapatalk
Exactly the title i had in mind!!! ^^
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