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Old 30 December 2019, 14:56   #81
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it's a completely different game. But some EAB users used kroah editor to create 2 levels (level 1 & level 3). Not a complete level set, though. shame
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Old 30 December 2019, 16:59   #82
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TCD created some New Chaos Engine levels with Exl's editor

Exl did some Excellent!!! Editors.
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Old 31 December 2019, 00:37   #83
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The Chaos Engine never got a sequel either. Shame that.
Is that a dig at how awful the sequel was?
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Old 31 December 2019, 01:24   #84
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Is that a dig at how awful the sequel was?
I would say; most definitely!!!
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Old 31 December 2019, 10:49   #85
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I enjoyed playing the sequel one year ago. I even made it to the first boss. I must admit, at higher levels, I lost interest.

Shame as the graphics are awesome. But the "speedball II / fight the other when you don't know where he is on a split screen" wore me off after a while. The missions are multi-part, the computer knows what to do at once, but you don't and it takes several attempts to figure it out. Really too bad, as more CE levels could have been done with the same full AA graphics
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Old 31 December 2019, 15:34   #86
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I hated the graphics of Chaos Engine 2. I don't know what happened. They went from beautifully muted steampunk to cartoon psychedelic.





I LOVE Dan Malone's work, though. I think he's an absolute genius. I wonder if he was just instructed to add more colour because of the palette increase, or if he was rushed, or what. I know Gary Carr was responsible for some of the graphics. Maybe Malone didn't make the call at all.

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Old 31 December 2019, 16:18   #87
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maybe the aztec level suffered from too much moisture & moss attack But the overal AA processing was very good. If you remove all the greenness of the image, the other colors are good.
Of course 16-color Chaos Engine palette is astounding, but the 256 color rework didn't impress me.

I wish they had created a 32 or 256 color game from scratch besides CE2.

And yes, Dan Malone is a genius
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Old 31 December 2019, 17:39   #88
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Is that a dig at how awful the sequel was?
Partly. I don't like CE2. It feels like a poor PD game where some of the graphics were lifted from the original. I could be wrong on this, but I'd imagine the only reason Dan Malone is credited is because some of his work from the original was reused. All the newer stuff I've seen isn't in the same league.
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Old 31 December 2019, 17:58   #89
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"PD game" seems unfair. There's a lot of AI, the graphics are much better than a lot of games, the music is an original RJ composition and is very good. Everything shines ... except gameplay which is very stressful and difficult to understand.
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Old 31 December 2019, 18:46   #90
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Yeah, maybe comparing it to a PD game is too strong. It's just that when they set such high standards with their previous game, this one just looks even worse compared to it.

If it was called something else and made by a different team I probably wouldn't judge it so harshly.
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Old 31 December 2019, 20:14   #91
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Quote:
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Partly. I don't like CE2. It feels like a poor PD game where some of the graphics were lifted from the original. I could be wrong on this, but I'd imagine the only reason Dan Malone is credited is because some of his work from the original was reused. All the newer stuff I've seen isn't in the same league.
That's an interesting point, and I'd be willing to believe it, but he put one of the hyper-saturated monstrosities on his old DeviantArt page. Really odd, but maybe they were just going for more colours. I don't know.

https://www.deviantart.com/danmalone...ngine-31328419

It's worth noting that the ECS version was just as garish, so it wasn't the additional AGA colour palette but a conscious change away from the Bitmap Bros aesthetic.

On his current portfolio he only uses the OCS/ECS artwork, so maybe he's come around, too.

The Bitmaps didn't do a single good thing in AGA if you ask me. I hated the additional colours on Speedball II, as well.

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Old 01 January 2020, 16:31   #92
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Yeah, as I said, I could be wrong about Malone's involvement. It's just that some of the level graphics in CE2 don't seem anywhere near as well drawn to me. There are quite a few graphic artists listed in the credits so maybe their contributions are the difference I can see. It would be nice to see a break down of exactly who did what.
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Old 01 January 2020, 21:47   #93
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I'm currently reading "Universe" (the Bitmap Brothers biography) and I think I finally understand what went on. Dan Malone talks about CE2 briefly. He was quite involved, it seems, but the book also says that the Bitmaps were pushing toward the Sega Megadrive at that time as the Amiga was dying.

The thing about the Megadrive is that it apparently has a PALETTE of 512 colours. So Malone was forced to recolour a lot of things. If they were making CE2 with that in mind, he would have been forced to work with that very limited range of colours, and possibly with a different audience's considerations to think about.

That might explain the sudden garish shift. Or maybe Malone just felt like a change... shrug.

Also it's mentioned that, as expected, there was some internal friction between the AGA/CD32 versions. Eric Matthews didn't want them to port the games, he wanted to build something that was made specifically for new hardware. Unfortunately the Bitmaps didn't needed a quick injection from simple ports. A weird compromise was made where (seemingly almost arbitrary) quick changes were made to at least show they weren't straight ports. Hence the weird colouring on Speedball II and the annoying audio. The CD32 had Malone creating a whole new animated sequence (which I never liked myself), and the introduction of more colours -- because they could.

What amazing is that Malone seems just as enthused about these games as we are. At one point he talks about wanting to create 50 more players in the Speedball II world, just so people can see what else he had planned. I really wish he'd been involved in the godawful Speedball II remasters!

I wonder how much the rights to build a remaster are?
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