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Old 17 December 2020, 18:31   #61
Gilbert
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Gilbert - They have Strider at the Arcade Club Leeds (which is shut atm as tier 3 sigh)

That's a cool game to have there! I want to visit one of those Arcade Clubs one day. We don't have any down South sadly. There have been retro arcades in London but they seem to close down a lot.

Covid makes me worry all the Retrocades will shut down. I hope they can get rent reductions.
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Old 18 December 2020, 01:07   #62
DamienD
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That's impressive you even found Strider in the UK. I actually never saw it in the arcade.
I am Australian, and grew up in Sydney.

I came to London on a 2 year working holiday visa in 1999, got sponsored, blah, blah, blah, and am still here...

Where I lived in Sydney there used to be a video shop that we would hire movies from every night with my father. There were 3 x Arcade machines, which would get changed every month or so.

Also, there was also a bowling alley close by that had 50 x Arcade machines.

So from probably 8 years old until 19 I played / experienced a shite loads of classic Arcade games

When I discovered MAME (and other Arcade emulators) in 1997, I was over the moon; and purchased a HotRodSE

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Old 24 December 2020, 02:37   #63
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Arkanoid
Marble Madness
I especially logged in to tell you that this is the only correct answer! These are the only 2 “perfect” arcade conversions on the Amiga!
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Old 24 December 2020, 07:23   #64
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i especially logged in to tell you that this is the only correct answer! These are the only 2 “perfect” arcade conversions on the amiga!
iyo
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Old 24 December 2020, 11:42   #65
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I'd just like to take this time to say that I'm not associated in any way, shape or form with David Gilmour, or any other member of the band Pink Floyd for that matter !
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Old 24 December 2020, 12:40   #66
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ironically those 2 graphically perfect ports play like crap with amiga mouse or joy due to the lack of

- paddle/dial for arkanoid
- trackball for marble madness. I mean, those BIG blue and red trackballs of the arcade game they rocked

I mean, the ports are excellent, but the arcade versions bring a special controller, and using the mouse or joy to play the game ruins the experience imho.

So Pang isn't 100% perfect but plays 99% like the arcade because same joystick control. Same for Toki (after whdload 2 button jump patch, else it's frustrating)
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Old 24 December 2020, 13:01   #67
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Even though Toki is a very cut-down version of the arcade original, I always prefer the Amiga version because I can use up to jump, thankfully. Also, the Amiga music wipes the floor with the arcade music, imo.

My favorite arcade conversions are Pang, Marble Madness, Rodland, Rainbow Islands...and Tiny Bobble.
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Old 24 December 2020, 13:04   #68
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I always prefer the Amiga version because I can use up to jump, thankfully.
... and accidentally jump when firing at birds (and getting killed because of pressing "up" before "fire"). That can't be...
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Old 24 December 2020, 13:34   #69
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... and accidentally jump when firing at birds (and getting killed because of pressing "up" before "fire"). That can't be...
If you keep pressing fire while aiming, there is no way to jump accidentally*. And I had no trouble completing the Amiga version. And today, even if I have a nice 2-button joystick, I still go with the up for jump every time.

*of course, up for jump is better only if you have a good stick. Else, I can understand these controls being difficult.
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Old 24 December 2020, 13:41   #70
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Agreed, I was okay for up for jump with my excellent wico joystick (Gods, Magic Pockets, and other atari/amiga native platformers) but sorry not for arcade adaptations (Ghosts&Goblins, Toki). I guess we'll have to agree to disagree on that particular point

Generally speaking arcade adaptations which had to change the controls (because few people had 2 button joysticks until 1993) are harder to control and frustrating. I loved Mortal Kombat port (with 2 button) though. They could squeeze the moves in 2 buttons. Overall not a bad port on A500. Colors suck but plays fine.

Nowadays up for jump with a joypad is a big no no. joypads are the reason a second button is needed for jump. I got used to joypads, even if decades ago I only used the wico for my favorite games. BTW wico has a second button too.
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Old 24 December 2020, 14:05   #71
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Well, depends on how well the aiming was implemented. For example, IIRC in ghouls'n'ghosts you could aim in the arcade, but in the Amiga version it was impossible not to confuse aiming with jumping, so you always ended up jumping when you didn't mean to. Midnight Resistance aiming was a bit clunky but efficient if you got used to it. For Toki aiming was never a problem for me and, even though I could complete the arcade version as well (I played it to death bitd), I will always pick the Amiga version. Same goes for all these platform-type games (Rainbow Islands, New Zealand Story etc), where my platform of choice is the Amiga, mainly because of the controls.

Actually, nowadays I tend to stay away from games that don't have up for jump, even if they are excellent (Claw, Earthworm Jim and Curse of Issyos spring to mind). So I guess a man's dessert is another man's poison.

A500 MK was pretty good with 1 button. Yet I agree that 1 on 1 beat'em ups are somewhat better with 2 buttons. Same goes for shoot'em'ups where you can use the 2nd button for a special attack without having to reach for the space bar.

And yes, I can imagine up for jump and diagonals being a nightmare on joypads. :S
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Old 24 December 2020, 14:54   #72
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up for jump is the norm on the amiga, no wonder why you're staying on it the only arcade game that had up for jump that I remember is Green Beret aka Rush'N'Attack, probably because there were already 2 buttons taken for weapons and 80's arcade cabinets rarely had more than 2 buttons beside the superb joystick. Damn I loved those iron-bar + black handle joysticks.

I completed Chaos Engine (again, after 25+ years) with a joypad a few months ago, so I guess diagonals are not that bad with joypads, but with my wico it seemed easier
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