Yesterday, 12:22 | #81 |
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This. Now I know that of course. I guess you could call that an effective 'you won't finish the game without the manual' protection
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Yesterday, 15:30 | #82 | |
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Quote:
I have fond memories of most Bitmap games. And I admitted to playing Xenon 2 to death back in the day even as I criticized its shortcomings only recently. I would say that Gods was their best game; that game was magic. |
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Yesterday, 16:38 | #83 |
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One interesting omission of this thread question for those early adopters is perhaps: when you got your Amiga in 86-88, how long did it take until you booted up the JUGGLER demo (and was blown away by it) ?
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Yesterday, 18:40 | #84 |
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While they're not to my tastes at all, it's not hard to see why games like Shadow of the Beast and Wrath of the Demon would dazzle someone with an 8-bit (or indeed an ST) and attract people into buying an Amiga, regardless of their gameplay merits. Although most early Bitmaps games did get 8-bit versions, they have a layer of innovation to them. Speedball is pretty much a whole new genre, with inventions like the bribing, and Xenon II has digitised music, huge enemies and a very advanced shop/weaponry system. Gods was never feasible for smaller machines though - it sees them take the ambition level even higher with the adaptive AI and carefully-integrated puzzles. Plus the Bitmaps' image made them rock-star developers, and they had a house style in terms of artistic vision and colour scheme that helped with brand loyalty, even if the games varied in genres.
I'm one of these people for whom non-interactive demos never hold much appeal - show me the effects being used in a game and I'll be impressed. Still, The Juggler was a killer app in its own way - only Amiga made it possible, dare I say it. |
Yesterday, 19:34 | #85 | |
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Quote:
SOTB, having come from a Spectrum where most of the games ran at 17fps and below, was bloody great fun to play, as was Xenon II. (Speedball was a different kettle of fish entirely though, and superb despite the sequel). |
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