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Old 20 December 2018, 08:50   #34
dmacon
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Join Date: Nov 2018
Location: Germany
Posts: 42
Quote:
Japanese developers where always great at working within the boundaries of the hardware instead at constantly working against it.
Most people forget that the big japanese game companies (Nintendo, Konami, Capcom, Namco, ...), and even many of the smaller ones, besides having a strong background in game design, also did their own in-house custom arcade hardware in the old days. So there is quite a different level of technical expertise working here against the usual average European / American game company.

This expertise being clearly reflected even in the general japanese HW platform design.

So you don't need to go as strong (and expensive) as a X68000, when a good PC-Engine game using a 7,15MHz 6502 deriverate already delivers a superior action gaming experience compared to most OCS/ECS Amiga games.

It's hard to say whether a japanese game company would have spent the effort to develop a sprite / bob scrolling game engine on a platform which was not consciously developed towards such kind of games (being more a general purpose graphics computer).

The only Amiga company I know, which recognized this, and made a serious effort to compete against the japanese game designers, is Rainbow Arts / Kaiko / Factor 5 (3 names, mostly same people involved).

Interestingly, Fumito Ueda, the guy who did such acclaimed Playstation classics as "Ico" and "Shadow of the Colossus", was one of the few japanese Amiga users, and was heavily inspired by European games like "Another World".
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