26 September 2008, 12:07 | #41 | |
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Well, he did write some cool CPU filled poly routines for Amiga. He certainly knew the Amiga inside out. Writing games also requires imagination for coming up with how to do more complex stuff, discipline to write 30-60k lines of bug-free asm, and stamina to finish the damn thing. Not to mention a talent for making a game appealing (have sensible controls and rewards systems) and the perseverance to finish those extras and enjoyable visuals. So "being the greatest coder !!!!111one" and making enjoyable games are two different things, even tho back in the asm days you really couldn't be a terrible coder and still make decent games. When I worked there Jez had a more managerial role, but he also tried out misc cool algorithms on PC, like fractal image compression and the like, and (with others) developed the FX chip for SNES, and other cool stuff |
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26 September 2008, 12:16 | #42 | |
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David Braben and Paul Woakes are just as good if not better, as they invented brand new ways of creating world. Especially Zarch is very nice. Peter Irwin (and William Reeve) are other great Beeb coders. They are immortalized by a single game release. I'm talking about Exile. As is Dave Jones for 'Lemmings'. Hand out prizes everyone! |
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27 September 2008, 02:11 | #43 |
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Don't know if you were aware of it, but after the successful Dragon's Lair (remember the swordsman wearing the eloquent name of Dick ?), there were a few attempts to make animes-like Arcade games with predefined video sequences.
Some of them were quite impressive (most are avalaible via the Daphne emulator), albeit with average to poor gameplay. Plz check out Midway's Astron Belt (graphics by Toeik, the famous anime studio), who used to run on *ss-whoopin' laserdisk hardware from Hitachi. |
27 September 2008, 03:13 | #44 |
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26 August 2010, 23:43 | #45 |
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Just came over this thread;
Concerning emulator authors, i would choose: Steve Snake, his Kega emulator is FANTASTIC, great attention to details he has. And about DOS and assembly games programmers, there is one, Michael Abrash, one of the greatest game programmers. (the fact that he influenced a lot of other know and great programmers, including John Cramack) http://en.wikipedia.org/wiki/Michael_Abrash And best programmer all categories : Dave Cutler, Win NT kernel programmer. http://en.wikipedia.org/wiki/Dave_Cutler Last edited by Jgames; 26 August 2010 at 23:54. Reason: addition |
26 August 2010, 23:51 | #46 |
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Too bad that the SMS and GG emulation in KEGA still lacks a bit. MD and MegaCD is really well done though
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27 August 2010, 00:00 | #47 |
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27 August 2010, 00:07 | #48 |
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Try Fantastic Dizzy (SMS) in KEGA and MEKA for example.
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27 August 2010, 19:17 | #49 |
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Good point here too..
Dragon's Lair for the Amiga was very impressive programming. Simon Douglas I believe... Impressive compression and floppy routines... And also, he did A-Max, the Macintosh emulator.... There's a guy who was cutting edge. Not just, "I'll code something that's better than you", but "I'll code something no one else (on the Amiga*) has done". And, as mentioned above, I really like Dave Jones' stuff. Well, his Amiga stuff anyway.. ;-) desiv *- Yes, the Magic Sac Mac emulator for the ST came out before A-Max, and it has the best name in software history.. Magic Sac? Wow!! |
27 August 2010, 19:35 | #50 |
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Dragon's Lair was coded by Randy Linden (who later coded Bleem!) but it wasn't exactly impressive programming. The only interesting thing was the copy protection which was indeed quite good, the rest wasn't anything special.
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27 August 2010, 19:54 | #51 | |
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You obviously weren't there when it was released.. (or have a selective memory) It was special.. It still is.. When I show people that coming off of floppies today (Yes, I do that..), they almost uniformly say "That's coming off of floppies? Wow!" Simon did some of the later Dragon's Lair games... (II, III, and Space Ace). So, they are BOTH really good!! And BOTH did emulators.. Interesting.. ;-) desiv |
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27 August 2010, 20:04 | #52 | |
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The "game" is nothing more than some anim player with joystick controls. What's impressive about that? |
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27 August 2010, 20:13 | #53 | |
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You think it sold well because it was a great game?? Or more likely because it was special.. Funny, I bet you really like the 9 Fingers Demo... ;-) Also, I'm sorry. I didn't catch the part of this thread where only "coders" could participate.. My lack of leetness shames me.... I am a LAMER!! LAMER!!! Your uber leetitude has defiled my family... desiv p.s. Hey, Randy did the SNES Doom port also... |
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27 August 2010, 21:26 | #54 | |
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27 August 2010, 21:35 | #55 | |
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From a coding perspective, Dragons Lair really wasn't anything special, sure it might have looked very much like a 'live' action cartoon, but the programming behind it really wasn't particularly great. As Stingray said, it is simply an anim player with code to check that the joystick is pushed in the correct direction for it to play the next animation. If my memory serves me right, theres more code dedicated to the copy protection than to the actual game code itself. |
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27 August 2010, 22:17 | #56 | |
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Sorry to disappoint you, both (State of the Art, 9 Fingers) demos are overhyped anim players and I don't like them. But tell me, why do you think that I like 9 fingers? I'm interested to hear your answer. How old are you? 3? I only mentioned the coder bit because you claimed the game is "super special" while in fact it just isn't anything special. Ask any coder and you'll get the same answer. |
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27 August 2010, 22:36 | #57 |
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27 August 2010, 22:38 | #58 |
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They are coders.. I also agree, its not really impressing programming (dragons lair). More hype than skills IMHO
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27 August 2010, 22:39 | #59 |
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What makes you believe that I am not relaxed? You are way too quick to jump to conclusions. Anyway, I do understand why you think the game is special, just, for me it isn't. That's all.
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27 August 2010, 22:40 | #60 |
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