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Old 26 February 2004, 20:22   #61
Marlon
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Bombjacker, you want the Arkanoid ADF? Check the zone, man.
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Old 26 February 2004, 20:43   #62
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Quote:
Originally posted by JudasEZT
well, you have Hybris =)
Hybris was a good game, played it (and still do) a lot, but TC had a charm of its own.
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Old 26 February 2004, 20:58   #63
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About Street Fighter 2 games :

- Street Fighter 2 is a conversion from the arcades, with far less detailed graphics, less colors, less speed and almost no playability

- Super Street Fighter 2 is a conversion too, quite playable (well for an Amiga game), but graphics seems to have been made from scratch, they don't look like arcade sprites tuned down

- Super Street Fighter 2 Turbo is, as far as I remember, a real conversion of SSF2X/SSF2T, it has good graphics and animation, it has (I guess, but if someone could check...) the turbo bars, but I don't know if it's a faithful conversion (i.e. I don't know if Akuma/Gouki is present). I think it was playable with a cd32 pad in order to have 6 buttons
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Old 26 February 2004, 22:15   #64
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Anyone knows with what joystick/joypad Turbo was meant to be played with besides the CD32 pad?

I played it years ago with a single button joystick and couldnt do anything besides medium kicks or punches..

Seems weird since I dont think a lot of Amiga users had joypads/sticks with more than one button.
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Old 26 February 2004, 22:53   #65
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I think you could choose in the options which kind of joy/pad you used :
- 2 buttons : 1 for punch and 1 for kick, with different types (quick/medium/strong) depending of the time you let the button pressed or something like that
- 6 buttons cd32 : as on arcade or consoles

I don't know if it was playable with 1-button joy but I think so (then, how do the game manages the difference between punches/kicks, I don't know ; I don't remember how it was done for SF2 and SSF2).
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Old 27 February 2004, 19:33   #66
Marlon
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Quote:
Originally posted by Marlon
Bombjacker, you want the Arkanoid ADF? Check the zone, man.
I tell you, that's the last time I bother uploading to the Zone for anyone, last couple of times and not even a "thank you"...
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Old 27 February 2004, 19:39   #67
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Bombjacker's last post on the EAB was nearly a year ago - I doubt that he's still around.
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Old 27 February 2004, 23:05   #68
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ZZKJ wasnt responsible for OutRun, that was Fergus Mcwosisname
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Old 28 February 2004, 07:01   #69
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Quote:
Originally posted by Akira
About ZZKJ, I havent seen a decent arcade conversion from him, really. Probe always said he was the slickest programmer and all that, but Super Hang On and Outrun blow. Severely.

Any other games coded by him, that might put his image a bit higher?
According to HOL he has had a hand in 4 games:

Super Hang On - Pretty good, especially for 1988!
Smash TV - Not bad but nothing amazing
Supremacy - Only did small parts
Power Drift - Awful

Overall not in the same class as guys like Archer Maclean, Geoff Crammond, John Twiddy etc...
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Old 28 February 2004, 16:03   #70
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I'm sure ZZKJ had a hand in Super Monaco GP as well-though I'd agree about not ranking him alongside other immortals mentioned, though I don't think any of them handled any arcade conversions!
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Old 28 February 2004, 17:45   #71
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well, his "Jedi coder" reputation came from the spectrum scene, not the Amiga
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Old 23 January 2010, 10:22   #72
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Victory Road have better gameplay on Amstrad CPC than on Amiga :/
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Old 28 March 2011, 00:27   #73
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Quote:
Originally Posted by Tim Janssen
E-swat * (after playing it for two rounds I erased the disc)
There is also second (unofficial) conversion of E-Swat for Amiga: [ Show youtube player ]
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Old 03 August 2011, 15:09   #74
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Fun fact, this is probably THE WORST official conversion of the classic 2D Mortal Kombat games in the series:
[ Show youtube player ]
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Old 05 November 2011, 14:23   #75
atchoo
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My 2 cents...
1) I don't remember many "arcade perfect" conversions on Amiga.
2) Many "not so perfect" conversions are good/very good/excellent games though (Bubble Bobble, Liquid Kids, Rainbow Islands, The New Zealand Story, etc. etc.).
3) Arcade hardware is often better than Amiga 500* one (and perfectly known by devs): Capcom CPS-1, Sega System 16, Sega System 24, etc. etc. Look at System 16 for comparison.
4) Amiga devs rarely (never?) had the opportunity to work well.

* and than Atari ST... >_<

Last edited by atchoo; 05 November 2011 at 14:28.
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