25 January 2019, 16:28 | #1 |
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Join Date: May 2018
Location: Toronto
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Pinball Dreams 2? (NOT Fantasies)
I just found out about this thing:
https://dosspirit.net/game/pinball-dreams-2/358 Is this official or fan made? It looks a bit dodgy. And can we have it for Amiga? Seems to be just new data for Pinball Dreams. |
25 January 2019, 16:39 | #2 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,450
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It's real but designed by Spidersoft, not Digital Illusions. Yeah, more like a data disk addon.
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25 January 2019, 16:42 | #3 |
Lemon Curry ?
Join Date: Sep 2004
Location: Denmark
Age: 49
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It's official afaik.
Spidersoft was also behind the rather dreary (compared to Amiga) SNES port of Pinball Dreams. [ Show youtube player ] I don't think Digital Illusions had anything to do with it though. |
25 January 2019, 16:46 | #4 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
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From what i've read in German magazines it's working without the original game. But for the protection screen you'll still need the Pinball Dreams 1 manual.
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25 January 2019, 16:58 | #5 |
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It would be cool if it was possible to use the tables on Pinball Dreams for Amiga.
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27 January 2019, 23:01 | #6 |
cheeky scoundrel
Join Date: Nov 2004
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I only really liked the Safari table to be honest, but I did clock some hours on it. My brother and I had a bit of rivalry going on to keep beating each other's high score on that table
It had better ball physics than Fantasies if I remember correctly, but other than that it was quite comparable. |
28 January 2019, 04:43 | #7 |
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Dreams 2 and Arcade were DOS-only by Andy Taylor and Kev Howe (internal @ Spidersoft). Graphics/design were also internal, music was contracted out.
No game logic or physics shared with the DI titles - those came from the earlier version of Dreams on DOS (also Andy/Kev) which itself came from... the gameboy version of Dreams (and the toolchain developed for it) by Dave Cooke @ Spidersoft. The DI and SS systems were entirely separate from day one - nothing shareable. Mostly technical constraints vs NIH (at first) The system DI used was neat (huge table masks + clever luts) but too memory heavy for consoles of the time. The SS solution was also neat - in principle, as accurate as the DI system, more memory/cpu efficient, but in practice it fell short. Publisher, contracts/agreements/deadlines/timelines, qa, cumbersome toolchain, shifting priorities, technical debt... take your pick depending on your bias. Familiar story of 'the franchise deserved better'. Source: good folks @ DI, good folks @ SS, not-so-good folks @ 21c. |
28 January 2019, 10:08 | #8 | |
CaptainM68K-SPS France
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Quote:
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04 February 2019, 18:22 | #9 |
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