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Old 23 August 2019, 02:46   #81
Antiriad_UK
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Was that an actual game?! Wow
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Old 23 August 2019, 21:30   #82
Shatterhand
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The Gremlins 2 panel isnt butt-ugly though. But I agree It had no need to display the name of the game.

I remember it was a big deal for Spain gaming industry that Topo Soft got the Gremlins 2 license deal... I remember playing the MSX version a lot, getting very close to beat it without cheats ( I find amazing how free time I had when I was a kid, the game wasn't even good to deserve so much dedication).

I always thought the Amiga version was also made by Topo, but looking the hol page, it doesn't seem so .
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Old 27 August 2019, 09:43   #83
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Originally Posted by roondar View Post
'Some'? You surely mean almost all of the panel is useful. Over half of it is an immensely useful radar
I agree but if you compare it to the BBC Oiginal then the size of it and sides take up a lot more space. My estimate is panel on BBC takes up 25% of screen but on Amiga it's closer to 50% and is more functional than attractive...
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Old 27 August 2019, 10:32   #84
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I agree but if you compare it to the BBC Oiginal then the size of it and sides take up a lot more space. My estimate is panel on BBC takes up 25% of screen but on Amiga it's closer to 50% and is more functional than attractive...
It is certainly true that the BBC Micro version of the game uses screen real-estate more effectively and uses a different aspect ratio (it's more square than the Amiga, which instead is wider). This does make the relative size of the panel look very different. However, the actual status panel itself is only a small amount bigger than the BBC Micro one (when measured in pixels). The far bigger difference is that the game window itself is much smaller on the Amiga.

But yeah, the panel does look a lot bigger. And it's yet another Amiga game that only uses 200 pixels vertically, which makes it worse.

Anyway, it's not a biggie - the only reason I find it different (and thus more acceptable) is that the area is actually used, whereas most of these status panels are just 'kinda there'
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Old 01 September 2019, 15:12   #85
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Dr. Strange 2

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Old 01 September 2019, 21:15   #86
DanScott
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Premiere (one of my games) had a not so huge but quite ugly status panel
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Old 01 September 2019, 21:26   #87
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Premiere (one of my games) had a not so huge but quite ugly status panel
Nah, it's not so big or ugly compared with most examples in this thread:



Compare this with my post above for Dr. Strange 2
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Old 01 September 2019, 22:10   #88
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Premiere (one of my games) had a not so huge but quite ugly status panel
Question about Premiere Dan, you programmed it on Atari ST right ?
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Old 01 September 2019, 22:46   #89
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License to Kill's status bar is not that ugly, but still far too large for the information it provides; No one cares about score, and the number of bullets and magazines could be condensed to two small icons and numbers instead of giant graphics, inclduing one for a pistol!



Persion Gulf Inferno / North Sea Inferno is huge AND ugly (looks like a spreadsheet, the weapon sprites are nice though).

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Old 02 September 2019, 00:57   #90
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Question about Premiere Dan, you programmed it on Atari ST right ?
Noooooooo I believe it might be in 32 colours... don't remember though

The only Atari ST stuff i did was Heimdall intros and sub games, and the Wolfchild intro
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Old 02 September 2019, 01:23   #91
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Noooooooo I believe it might be in 32 colours... don't remember though

The only Atari ST stuff i did was Heimdall intros and sub games, and the Wolfchild intro
The main code has the $610A at beginning, that's the st header
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Old 02 September 2019, 02:14   #92
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The main code has the $610A at beginning, that's the st header
maybe some Core tool I used.. or SNASM thing... but don't remember...

it's far far far too long ago to remember every byte of every disk sector
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Old 02 September 2019, 10:18   #93
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maybe some Core tool I used.. or SNASM thing... but don't remember...

it's far far far too long ago to remember every byte of every disk sector
You bet
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Old 02 September 2019, 15:07   #94
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IIRC Licence to Kill doesn't scroll horizontally. The panel was there to make the main game look more "Vertical" I guess, like arcade games.
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Old 02 September 2019, 15:42   #95
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jesus... thats half the screen
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Old 02 September 2019, 16:16   #96
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IIRC Licence to Kill doesn't scroll horizontally. The panel was there to make the main game look more "Vertical" I guess, like arcade games.
Youre too kind.

It was like that because of the ST so it would scroll at a decent enough speed.
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Old 02 September 2019, 16:47   #97
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Youre too kind.

It was like that because of the ST so it would scroll at a decent enough speed.
Aerhm.... yeah, it makes sense

I used to play the MSX version which was a direct Spectrum copy, and it had a panel like that too. As the C64 version also had...

But indeed those games were usually designed to cope with the lowest common denominator.

That was probably the best James Bond game before N64 Goldeneye. Though it's not saying much.
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Old 04 September 2019, 00:24   #98
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Another "half screen" panel: 1000cc Turbo

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Old 04 September 2019, 10:42   #99
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Old 04 September 2019, 14:58   #100
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Just from other thread - Soldier 2000


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