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#241 |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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I don't think the problem with Bubble Bobble on Amiga is lack of source code. It doesn't need to be 100% accurate, but it could at least play a lot better. It's like Photon said, it could had been 1:1 or even better, but its screwed by being an Atari ST port.
the Master System and the MSX versions are very close to the arcade one (with the SMS having lots of extra features), there's no reason for the Amiga version to not be at least at the same level of those versions. |
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#242 | ||||
Code Kitten
![]() Join Date: Aug 2015
Location: Montreal/Canadia
Age: 52
Posts: 1,178
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Hum. It has Operation Wolf which, although good looking is really not a good conversion in my opinion, its frame rate is horrendous and it does not use more than 16 colors so it is a straight ST conversion (I would not be surprised if it scrolled that screen using a copy rather than hardware scrolling and did not use the blitter).
Ghost'n'Goblins and Ghouls'n'Ghosts are average at best. Hang On is a disaster. Final Fight is a fantastic tease of what it could have been but wasn't (and I don't blame Richard Aplin for that, he did his best). I am ok with the others though. ![]() Quote:
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Also, in terms of graphics this game is dead simple so I am not sure they really a good excuse for botching that one. ![]() I agree that for Final Fight the game logic was very necessary but for PacMania they have no excuse. |
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#243 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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About Bubble Bobble i counted 16 bubbles for P1, 16 bubbles for P2 and 4 enemies max plus bonus, letters, etc. About 40 bobs 16x16 moving around at full performance. And i remember i read somewhere in some magazine that Taito had send source code and all assets for Rainbow Islands. It's too similar to be recreated from the scratch.
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#244 |
Registered User
Join Date: Nov 2014
Location: Italy
Posts: 2,460
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i don't know if someone has said: LiquidKids
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#245 |
I want an A1000
Join Date: Sep 2004
Location: Athens
Posts: 743
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#246 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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...and Ghosts 'N Goblins is a very good port IMHO
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#247 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Very close to the original except that is not running 50 fps (around 25 i think) and cannot change direction when jumping (i play from floppy because whdload version crashes after start playing-Aca500+ on A500 plus).
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#248 | |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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Quote:
![]() See this thread: Ghosts 'N Goblins - 100% perfect disk version ...and here's the file on the Flashtro website ![]() |
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#249 | |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,476
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Quote:
Super Hang-on is no disaster. It has to be played with a calibrated mouse (ingame option), not the joystick. Then it's one of the best Amiga racer for sure. Arkanoid and Marble Madness are nearly perfect ports for the Amiga. Everything's there. Last edited by Retro-Nerd; 21 July 2017 at 13:17. |
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#250 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
Then you have this: [ Show youtube player ] and this: [ Show youtube player ] I have major trouble believing the Amiga couldn't do at least as good as an MSX2 or a Master System. Of course, except both versions were coded by Taito itself. Anyway it's not just performance that troubles the AMiga version, is that the gameplay is really waaaay off when compared to the brilliance of the arcade game. The Amiga version plays wrongly and really badly IMO. Which is a damn shame since, as it has been said before, there's no reason for this not to be 1:1 on an Amiga or have very few compromises. |
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#251 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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Probably the Amiga could do just as good as Master System version with better colors and music. That version i believe is the best port, except the emulated ones.
PS ok there is the X68000 version but is really exotic hardware only to be found in Japan Last edited by nobody; 21 July 2017 at 14:03. |
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#252 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,476
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The PSX/Sega Saturn versions are perfect Bubble Bubble & Rainbow Islands ports. Both are ported properly, no emulation.
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#253 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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These versions are remakes with more colors. I had them back in the day. Doesn't play exactly like the arcade, as i said they lost the source code. But their port of rainbow islands for PS1 plays exactly like the arcade.
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#254 |
Going nowhere
Join Date: Oct 2001
Location: United Kingdom
Age: 50
Posts: 9,020
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The main reason Bubble Bobble isn't so great on Amiga is because of the programmer, David Broadhurst.
if you look at his list of games he worked on, you can see he got consistently better as time went on. Believe it or not, he coded Dojo Dan and Assassin, i'm sure if he tackled Bubble Bobble later in his career it would have been significantly better. The Amiga should have been arcade perfect, its a static screen ffs. |
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#255 |
Registered User
Join Date: Jul 2015
Location: The Netherlands
Posts: 3,438
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Ghost and Goblins is an interesting one.
It seems people either hate it or love it. The Ghouls & Ghosts fansite (http://gng.kontek.net/homepcpart2.html) is lavishing with praise, as where magazines at the time. However, over here lots of people seem to dislike it. Personally I rather liked it. It's a pitty it's so rare - I wouldn't mind an original of the game. |
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#256 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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I read from Bubble Bobble strategy wiki
"Game mechanics in conversions and ports In many versions of the game the two-digit trick to make extra bonuses appear at the end of the stage just doesn't work, or the score and bonus awarding system is entirely different, in part due to the complexity of the original version. Most of the aforementioned techniques can be much harder or impossible to reproduce, thus completely changing (arguably ruining) the gaming experience. Examples include even comparatively later conversions such as the 1996 PC/PlayStation/Sega Saturn versions by Acclaim: they either have different game mechanics (too fast dropping speed, barely working shoes, bubbles going through walls, different jumping physics and many non-implemented techniques) or different behavior for some monsters (especially the time-up monster). One of the few versions having game mechanics and gameplay very close to the arcade is the Sega Master System version, despite its introduction of extra gameplay elements." |
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#257 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
Then he codes Overdrive and Assassin, both very fast and slick games, even if lacking somehow in the design department. But I always thought it was more of a "Now I can code properly for Amiga instead of doing shit ST ports" than just being more experienced. Or maybe a mix of both. There's a huge gap between his work at Software Creations and then at Psionic. |
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#258 |
Banned
Join Date: Aug 2005
Location: London / Sydney
Age: 47
Posts: 20,420
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IMHO Sly Spy: Secret Agent is a great port.
Same goes for Chase H.Q. II: Special Criminal Investigation and Shadow Dancer. |
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#259 | |
Warhasneverbeensomuchfun
Join Date: Jun 2001
Location: Rio de Janeiro / Brazil
Age: 41
Posts: 3,450
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Quote:
Chase HQ 2 also suffers from awful framerate. I always found hilarious, you botch Outrun badly on Amiga, what you get? The privilege of porting a lot of other racing games for the system (Chase HQ 2, Cisco Heat, Roadblasters, Hydra) and basically botch all of them nearly as bad as Outrun. Shadow Dancer is great. One of the few Sega games that's actually great on Amiga, even being an US Gold offering. It uses the same graphics assets from the ST version but it uses HW Sprites for some hud details and the blitter for bobs/scrolling, so the game actually works decently... and on top of that, the conversion was very accurate most of the time... it's a great port and a great game. |
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#260 |
Missile Command Champion
Join Date: Aug 2005
Location: Germany
Age: 52
Posts: 12,476
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Never liked the Shadow Dancer arcade version. I think the Genesis exclusive game was much better. Great Amiga port? Maybe a decent one, but not great imo.
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