23 September 2013, 02:30 | #401 | |
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I wonder why they didn't release an AGA version with the parallax retained. It would certainly have been doable. |
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23 September 2013, 02:34 | #402 | |
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Actually it was a bit more complex related to the development platform. Factor 5 considered an Amiga version only for a few moments and moved then to the more profitable console. Behind their back Peter Thierolf (Kaiko/later Neon) made a deal with Rainbow Arts for an Amiga version. At some point he had some problems to complete it properly and ended up in the Factor 5 team. Together they completed it and Rainbow Arts/Renegade released the Amiga version first.
Factor 5 had later had some problems to find a console publisher for Mega Turrican. So the release was delayed for a few month. Yes. Mega Turrican is a bit more polished than Turrican 3, especially the controls and the third button for the rope. It's a pretty linear console game, gameplay-wise adapted for the US market. It's matter of taste. I still prefer the complexer level design (inspired from Metroid) of Turrican 1+2. Quote:
edit: Don't know if it's really true. But the German Amiga Games (not a trustful source at all) claimed/heard rumors back then that Turrican 3 had 25000 pre-orders. Last edited by Retro-Nerd; 23 September 2013 at 03:00. |
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23 September 2013, 11:09 | #403 | |
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If Kid Chaos have a "god awful main character" but what does it have to do with the game technical qualities ? It's a fast, impressive platformer, made specifically for the A500 and it proves that Sonic would have been possible on this machine, if it have been coded with the Amiga in mind. Mr Nutz is the same thing. Check Worms on the old Amiga and the console version... Where are the multiple layered animated parallaxes ? This game was coded on the Amiga, that's the reason he's kicking out of the way the MD/SNES versions. |
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23 September 2013, 13:49 | #404 | |
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It's game design that I feel lets a lot of Amiga titles down, especially the ones overhyped in the magazines in an attempt to compete with consoles. Amiga games often feel like they weren't really designed at all, just sort of thrown together. Even if you have good graphics and good music and sound and good programming, if there isn't a solid, coherent design behind it it isn't going to work. I could be wrong but I get the impression Amiga software teams didn't even have designers, they had artists, musicians, coders and maybe a manager, but no design team as such. The obvious exception that springs to mind is Manfred Trenz, although he was a programmer as well but he certainly carried the vision for a project. I think the main character is important, too. I think it was very much over-emphasised, even obsessed about, in the '90s when there was the whole Mario vs Sonic thing going on, and there was too much focus on cool, trendy characters "with attitude" but the character does matter because it's part of the overall theme and atmosphere of the game. The main character gives the whole game character, really. I've actually had a fair bit of criticism over my own game's character, but, I'm not changing it. It does define the game for me, I did come up with something a bit eccentric and he definitely doesn't "have attitude", which is entirely the point but I don't think some people got it. And that's fine. Last edited by Mrs Beanbag; 23 September 2013 at 14:13. |
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23 September 2013, 14:26 | #405 | |
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4) Inferior technical specs to 16-bit consoles developed 1988 and onwards (Mega drive, Snes) With good coding, an 1mb Amiga was on part with these machines. This wasn't a technical problem. |
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23 September 2013, 16:13 | #406 |
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I know that was not really the question, but for me the best platform game i ever played was/is "Blue's journey"/"Raguy", on my Neo-Geo.
Loved that game, lot of colors, neat characters, not an original story (the bad guy that destroys the world story..), but really well made and the graphics were really nice and different on every stage. Also the music and sound helped a lot to immerse in the world: [ Show youtube player ] To bad, like most of the Neo-Geo games, it was the exact same game we could find in arcade halls, and so they had unlimited lifes (credits). But i still played that lovely game a lot ! Last edited by Lord Riton; 23 September 2013 at 16:20. |
23 September 2013, 17:23 | #407 |
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My favourite platform game of all time is a great conversion on Amiga. Rainbow Islands.
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23 September 2013, 17:36 | #408 |
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Ruff 'n Tumble and Lionheart for me. Although hands down my favorite platformer on any system is still Donkey Kong Country on SNES ;-) I borrowed a friends SNES over the summer with this game and ended up being glued to it!
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23 September 2013, 18:14 | #409 |
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Kinda interesting that both Super Turrican games for the SNES are being brought up. Apparently, Manfred Trenz worked on a game resembling Turrican called Rendering Ranger: R2 for the SNES, and was only released in Japan in 1995. Possibly considered the most rarest and most expensive SNES game ever made; only 5000 cartridges of this game had ever been produced.
Rendering Ranger went through three years of development and originally had hand-drawn graphics, before they changed them to pre-rendered graphics due to the success of Donkey Kong Country. Unfortunately, by the time the game was completed, the only company that was interested in releasing this was Virgin Interactive. Despite being a Japanese-only release, most of the game is in English. Weird. http://www.mobygames.com/game/snes/rendering-ranger |
23 September 2013, 18:40 | #410 | |
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And doing tiled graphics on the Amiga would take up the exact same amount of space for the graphics at equivalent size and bitdepth, plus a screen bitmap for the output (and the code itself would take up some memory and CPU time.) Not "megabytes." |
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23 September 2013, 19:13 | #411 |
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23 September 2013, 19:18 | #412 |
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Slowdown is recording fault, not game.
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23 September 2013, 19:21 | #413 |
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Rendering Ranger was probably the closest thing to Turrican that Trenz dared to design, without the fear of being sued for it. And it's really mediocre, more interesting for game collectors.
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23 September 2013, 19:35 | #414 |
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I always wanted to make a game like Turrican, maybe I will one day. Surely it's a fairly well-trodden genre by now though? On what basis would someone sue you for making a platform shoot-em-up with a guy in cybernetic armour? It's like trope city.
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23 September 2013, 20:31 | #415 | |||||
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And if you're mentioning playability it's arguable that the Mega Drive version still comes off best, not having the poor grappling hook control system that the Amiga was stuck with. Quote:
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I don't agree with everything this guy says, but he makes a good Amiga vs Mega Turrican comparison video: [ Show youtube player ] |
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23 September 2013, 20:36 | #416 | |
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The SNES and Megadrive made coding the kind of graphical love you see in Lionheart much easier. With coding that kind of quality of graphics on the Amiga needing high levels of skill and experience it was no surprise most of the 2d games on the 16bit console were surpassing it. |
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23 September 2013, 20:44 | #417 |
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Just for the sake of it: The MD had a more limited palette than the Amiga. If that affects the game though is quite questionable (as is if the amount of parallax scrolling does).
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23 September 2013, 21:35 | #418 | |
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MD however more than made up for it with more colours on the scrolling layers and also the hardware sprites which can use seperate palettes as well. On Amiga bobs have to share the background palette and sprites are severely limited. There are also 3 hardware layers of parallax. So the MD clearly has the edge graphics-wise when it comes to this kind of game. |
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23 September 2013, 21:57 | #419 |
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I think the whole discussion about technical details is a bit moot when it comes to the quality of games and not of graphics. Sure they add to the overall feel of a game, but the SNES has loads of polished, very mediocre games (comic licenses spring to mind). I said 'for the sake of it' and the Amiga does have 8 times as many colour opportunities (even more in HAM of course), no matter how they are used.
It doesn't matter for me btw. I enjoy every 16 bit system and titles like Beyond Oasis show that a genre that was big on the SNES had an exception to the rule on the MD. Limiting yourself to blanking out a platform for a certain genre because of making generalisations doesn't make sense to me, so that's pretty much the point why I still post here |
23 September 2013, 22:13 | #420 | |
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