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#81 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,887
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I am interested in giving it ago now. And I wonder what the last great Atari Arcade game was?
I know Minuous said they were two separate companies but mean no relationship? But I guess not. |
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#82 | ||
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 32,517
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Quote:
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#83 |
Registered User
Join Date: May 2023
Location: essex
Posts: 629
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@OP
NZ Story is a 16 colour game, how can you call it great lol you must have been a filthy pirate |
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#84 |
CaptainM68K-SPS France
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#85 |
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Join Date: Jul 2003
Location: Helsinki / Finland
Age: 44
Posts: 9,957
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It would be super cool to have an arcade perfect conversion of TNZS. Preferably with the tnzsjo levels :-)
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#86 | |
Registered User
Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
Posts: 2,169
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Quote:
![]() And hell yes an arcade-perfect AGA version would rock indeed. Not that the Amiga version was bad - I loved it to bits. |
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#87 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,445
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is the original code 68000?
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#88 |
Registered User
Join Date: Oct 2016
Location: Newcastle, UK
Posts: 279
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#89 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,205
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New Zealand Story was still a really enjoyable conversion for the time. I'm not sure how much better it would look in 32 colours, let alone how much that would improve the game. Nice big screen area too, unlike a fair few ST ports of the time. Most other Amiga games in 1989 only used 16 colours, and the majority were ST ports at heart. I can't think of any better-looking platform games that had been released at that point. Gameplay-wise it may not be a perfect conversion, but it captures the main level layouts and features really well. Does Kiwi's Tale actually look that much better, despite being AGA and sacrificing the viewing area in order to make the graphics bigger?
Last edited by Megalomaniac; 18 June 2024 at 19:24. |
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#90 |
Registered User
Join Date: May 2023
Location: essex
Posts: 629
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16 to 32 colours per scanline is a massive difference for an artist converting arcade source graphics in general, not sure how many colours the arcade was but the intro 'zoo' background looks pants for 32 colour Amiga. played fine etc but considering it cost £5 more I expected Amiga graphics on Amiga game
![]() Nintendo SNES games didn't have Sega graphics on dual format releases and their games cost the same. Why would anybody be happy with ST graphics for 25% higher cost. 32-64 colour difference is less crucial, 64-128 is trivial, 128-256 colours would barely be noticeable except on RGB input to monitor/TVs with a talented artist on the job. |
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#91 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,445
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problem with 32 color graphics is the slow speed of all blitter operations. Most 32 color games use sprites for main character & status bars (& possibly some enemies), but a 16-color playfield.
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#92 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 1,205
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Fair point about Amiga NZS being £5 more than the ST version, you did see that with a lot of early games, I guess the 'justification' was probably that the sound had to be redone from scratch, whereas in most cases the ST version would use identical sound to the Amstrad and 128K Spectrum versions? SNES and Megadrive games didn't always cost the same though, Street Fighter II the obvious one even if the versions weren't identical. Of course, the flip side was that Amiga games were usually cheaper than the same game on Megadrive or SNES, or even the 8-bit Master System or NES.
And, as jotd has just added while I was typing this, 16 colours will produce better performance than 32 colours, all other things equal. There was always a trade-off. |
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#93 |
Registered User
Join Date: May 2018
Location: Ireland
Posts: 725
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Gary Bracy from Ocean said recently they charged extra for C64 games because they could, I presume the same model was in place for the Amiga?
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#94 |
Registered User
Join Date: May 2023
Location: essex
Posts: 629
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There were few Spectrum port jobs on the 64, neither source code, graphics or music and usually unique loading music/screen for turbo loader and it was only £1. For a long time the Amiga got ST C source and ST 16 colour graphics with sfx/music being the only difference and £5 more. Gauntlet 2 is one of the worst cases as the game looks/sounds/runs the same on both on 1mb machines AND the graphics are inferior to Gauntlet 1 on the ST (smaller and less colourful level maps) lol hence all the piracy, served them right.
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#95 |
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Join Date: Jul 2003
Location: Helsinki / Finland
Age: 44
Posts: 9,957
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The arcade vs Amiga TNZS differences are more than the amount of colours. The arcade has many little details that are omitted including more warps, different enemy/balloon behaviour, heaven levels, and so on.
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