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#81 | |
Global Moderator
Join Date: Sep 2006
Location: Germany
Age: 46
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#82 | |
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Join Date: Dec 2015
Location: lilura1.blogspot.com
Posts: 94
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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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#83 |
Zone Friend
Join Date: Aug 2002
Location: Belgium
Age: 51
Posts: 1,304
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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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#84 |
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Join Date: Sep 2022
Location: Eastbourne
Posts: 1,213
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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. |
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#85 | |
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Join Date: Aug 2006
Location: Scunthorpe/United Kingdom
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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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#86 | |||
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Join Date: Dec 2015
Location: lilura1.blogspot.com
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But as computer gamers are we not and were we not looking for diamonds in the rough? As for "nobody having a clue" (in reference to 8-bit coders and designers), I would like to think you are just exagerrating a little bit, but I would venture to state that 8-bit games of certain genre commonly employed features that later became rare, such as seamless transition, verticality and tile-rigged area design; the latter of which facilitates precise movement and positioning, which is very important to some gamers. In those cases, "interpolation" isn't necessary. And often just gets in the road of raw gameplay, tactics and strategy. The simplicity of 8-bit graphics also often facilitated precise movement and positioning, because there is very little in the way of color gradients that conceal edges (e.g., in the case of a "walk-mesh": where one can and cannot move to). I think many gamers want to see edges and lines so that they can move and position their Avatar more accurately. Quote:
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Last edited by Lilura; Yesterday at 16:15. |
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#87 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 43
Posts: 7,112
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Terrible didn't exist for me back then, there were no standards and I had no reference. Rather than call games terrible, I'd rather just say that there were games that I did not find fun to play. But even those generally had some kind of cool idea in them because it was all experimental, which added to the fun. Take a game like Voodoo Nightmare as an example. Practically unplayable, even with a trainer. But it did have a day/night cycle and a hub world, two firsts for me when I started to play it. It boggled the mind what an actual fun game with a day/night cycle could look like.
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