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View Poll Results: What game do you want to see ported to the Amiga?
Rolling Thunder (Arcade) 14 6.39%
Gauntlet (Arcade) 20 9.13%
Shinobi (Arcade) 35 15.98%
Pacman (Arcade) 7 3.20%
Final Fight (Arcade) 25 11.42%
Rastan (Arcade) 21 9.59%
Side Arms (Arcade) 1 0.46%
Nemesis/Gradius (Arcade) 11 5.02%
Raiden (Arcade) 7 3.20%
Raiden II (Arcade) 6 2.74%
Space Invaders (Arcade) 0 0%
Bad Dudes vs Dragon Ninja (Arcade) 5 2.28%
Wonder Boy (Arcade) 30 13.70%
Axelay (SNES) 5 2.28%
Double Dragon (Arcade) 7 3.20%
None - Do my own game! 25 11.42%
Voters: 219. You may not vote on this poll

 
 
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Old 08 December 2019, 17:25   #401
nobody
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What about Magical Drop (Neo geo).

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Old 09 December 2019, 17:10   #402
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Thumbs up

Hadn't visited EAB in ages,but came across the Rygar port on twitter, great job!
Hard list to choose from,but if I had to have a nomination or two, it would be down to Double Dragon (loved Final Fight arcade,but dunno if it'd be a tad too ambitious whereas Double Dragon 2 gives hope to DD original in some form), or Wonderboy given the Amiga only ever had the so-so WB Monsterland one...
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Old 09 December 2019, 18:00   #403
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What about Magical Drop (Neo geo).

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Yay! Bring one of the sexiest foes ever in AmigaLand! <3
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Old 11 December 2019, 12:01   #404
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Ghouls'n goblins (good port) will be really interresant but more difficult to port...

or super ghouls and ghost (SNES)!!!
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Old 11 December 2019, 18:28   #405
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Ghouls'n goblins (good port) will be really interresant but more difficult to port...

or super ghouls and ghost (SNES)!!!

Also remaking that ghouls'n'ghosts crap appropriately on ocs would not be bad, since choosing a random one of the disappointing conversions made by u.s.gold would be appropriate and much appreciated.
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Old 11 December 2019, 19:23   #406
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Virtua Racing?
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Old 11 December 2019, 20:35   #407
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Virtua Racing?
Is another forbidden dream,together with the incredible (for 1988) Winning Run;
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should come decent with some cuts, thankfully we had some good poly and hybrid racers such as Vroom, No Second Prize and Formula One Racing, even though that was more simulation...
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Old 12 December 2019, 08:30   #408
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Wonderboy given the Amiga only ever had the so-so WB Monsterland one...
Wonder Boy in Monster Land is a FAR better game than the original Wonder Boy.

Unless of course, you're calling the conversion "so-so" in which case I agree. It's an absolute shitter of a conversion (but you rarely hear complaints about it, even though it's much worse than, for example, Final Fight, which everyone complains about all the time).
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Old 12 December 2019, 08:36   #409
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It's an absolute shitter of a conversion
I thought it was quite decent back then, but then I never played the original..
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Old 12 December 2019, 08:50   #410
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Not sure if there’s a tcp/ip stack though for the amiga.
There's several. Miami (Deluxe), AmiTCP, Genesis, Roadshow to name a few.
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Old 12 December 2019, 08:51   #411
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I thought it was quite decent back then, but then I never played the original..
The Master System version is far better. Better graphics, better music, and MUCH better framerate.
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Old 12 December 2019, 09:51   #412
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The Master System version is far better. Better graphics, better music, and MUCH better framerate.
True, also we used to play the Bubble Bobble version with the wife on the MasterSystem emulator.
Smooth on a 030/50 (AmiMasterGear)
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Old 12 December 2019, 10:35   #413
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Master system also has a Rygar port unknown to most people.

https://segadoes.com/2015/05/13/argo...uujiken-rygar/
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Old 12 December 2019, 11:00   #414
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Wonder Boy in Monster Land is a FAR better game than the original Wonder Boy.

Unless of course, you're calling the conversion "so-so" in which case I agree. It's an absolute shitter of a conversion (but you rarely hear complaints about it, even though it's much worse than, for example, Final Fight, which everyone complains about all the time).
Yep,talking about the conversion,obviously! Or WB Dragon's Trap & Monsterboy & the Cursed Kingdom snuck onto my ps4 when I wasn't looking!
I still liked the original Wonderboy for what it was,albeit much preferred the easier C64 conversion over guzzling my pocket money!

Also ditto Ghouls n Ghosts nomination,but I'd hate to lose the Follin folk rock tunes!
Actually was reminded on twitter of Green Beret but the legals of this sorta stuff would make the technical challenges seem minor in comparison!
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Old 12 December 2019, 11:03   #415
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There's several. Miami (Deluxe), AmiTCP, Genesis, Roadshow to name a few.
wtf when did mcgeezer stop using an Amiga? There's been Amiga TCP/IP stacks since 1990. This was over two years before Windows got TCP/IP support (though MacOS got it first). o.O;
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Old 18 December 2019, 20:59   #416
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Another idea: Boogerman
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And another one: Comix Zone
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Although, I am not sure this could be done on A500 (could it)? And I think I read somewhere that intro for this game is made with Amiga. Too bad it wasn't released at least for AGA.
I remember playing it on Sega, and gameplay was awesome.
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Old 19 December 2019, 07:37   #417
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My vote would be a port of Twin Eagle, which never got an Amiga port of any kind. In fact the only port it ever got was a bad port on the NES.

I think an AGA port could be doable though it might require some fast RAM to store assets as the enemies that rotate have a lot of frames of animation. It would also require level loading as there are a LOT of background assets, almost all of which are destructible.

Still the game is fun, looks and sounds awesome, and deserves a good port IMHO considering how little attention it got back in the day.

Video of game:

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Last edited by AmigaHope; 19 December 2019 at 07:43.
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Old 19 December 2019, 09:09   #418
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How ironic! When Twin Eagle came out i thought this game was made ON amiga! sampled sound, digitized sprites AND water (waterfall was absurd) in a time in which Road Wars came out for the arcadia brand using digitized sprites too...
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Old 20 December 2019, 03:16   #419
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How ironic! When Twin Eagle came out i thought this game was made ON amiga! sampled sound, digitized sprites AND water (waterfall was absurd) in a time in which Road Wars came out for the arcadia brand using digitized sprites too...
I know, right?! The background looks more like a continuous bitmap than a tilemap. The graphics just sort of have an "Amiga"-ish aesthetic to them, and the music is just a looped sample like in some lazy Amiga games. The big gratuitous explosions from SHRUBS blowing up.... Even the goofy font used for the end credits.

But it all happens with a number of frames and with enough happening on the screen with enough colors that you can tell an OCS Amiga just could not pull that off.
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Old 20 December 2019, 06:18   #420
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I know, right?! The background looks more like a continuous bitmap than a tilemap. The graphics just sort of have an "Amiga"-ish aesthetic to them, and the music is just a looped sample like in some lazy Amiga games. The big gratuitous explosions from SHRUBS blowing up.... Even the goofy font used for the end credits.

But it all happens with a number of frames and with enough happening on the screen with enough colors that you can tell an OCS Amiga just could not pull that off.
Actually it could get close, if you target one meg machine, dynamic copperlists like SWIV, use 32 colors or even EHB and decide to go 17FPS rather than 50; do not underestimate the number of stuff a 500 can move, see Powder
And,BTW, in 1988 people was not bothered by 17 FPS games, see Xenon 2
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