07 March 2016, 00:48 | #281 |
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07 March 2016, 00:59 | #282 | |
CaptainM68K-SPS France
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Quote:
It's faster than the CPC version, but well, the CPC version is better in every graphic area. Title screen, level graphics and so on. the game code is basically the spectrum version with lots more colors. And Hugh Binns did an incredible job on the CPC version And Raffaele Cecco always made the best versions of its game on the Amstrad CPC (stormlord I & II, Cybernoid I & II, etc). |
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07 March 2016, 01:06 | #283 |
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But Jeroen Tel's title track on the C64 is best of all 3 versions.
[ Show youtube player ] |
07 March 2016, 01:42 | #284 | |
CaptainM68K-SPS France
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Quote:
The C64 version of cybernoid is a port of the CPC version, and the title music completely different from the original one; Jeroen did its own song for it (the problem to me is that the C64 tune and the amiga tune are almost the same). |
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07 March 2016, 02:09 | #285 |
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I really prefer the bright colours of the CPC, but when I want to play Turrican, I choose the C64 version. The CPC version runs in a postage stamp-sized window and scrolls in character blocks. It's not a showcase for the CPC in any way.
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07 March 2016, 02:22 | #286 |
CaptainM68K-SPS France
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that's right i think. If i want to play to a show case on the CPC i show stormlord for example or Iron Lord Iron Lord is basically the 16 bits versions in 4 colors. Stormlord has a beautiful scheme of colors, as well as a great music, excellent animations and a great scrolling.
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07 March 2016, 10:31 | #287 | |
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And I'd have to say, I prefer the Spectrum's graphics of all of them, it's one of those rare cases where the Spec beats the rest of the 8bits. D. |
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07 March 2016, 11:21 | #288 |
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Point was raised earlier that the CPC really should of had 128K as standard, well you could make the case for limited Ram restricting hardware potential for much later hardware, PS2 and PS3, but you'd be back with the same issue facing you-you increase the Ram, you increase the price and you then find yourself priced outside mass-market level.Just look at the 3DO for example....
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07 March 2016, 11:43 | #289 |
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It would of been nice to have seen more software houses develop specific versions of games for the 3 main 8bit machines, where possible, rather than just knock out straight ports...
As a C64 owner, i was always interested to see what had been done with games like:Myth (System 3), Soldier Of Fortune (Graftgold), Dan Dare (Virgin) etc. That way you had a different experience on another platform, rather than going to it and seeing what had been lost as it were. But the reality was you'd need another set of coders, artists etc to develop it and you couldn't be sure it'll see 'better' on 1 platform over the other. For myself going from the 800XL, then C64 to the ST and then later looking into the CPC, i do tend to not find myself taking to harsh sound effects, flick-screen scrolling or character-block scrolling, which many coders used to get around hardware limits. It's not a case of snobbery, more a case of having taken it for granted. The St's short comings were for myself, hard to swallow at times, |
07 March 2016, 12:54 | #290 |
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Was thinking about how mad this thread was earlier, and got me thinking to one of my fav Amstrad games of all time, guess it was on all the other 8bits as well, and its a pretty simple game graphically, thought the physics etc is where its at.
Thrust, took me ages to get into it , but once you did was such a challenge and tough game to play. I am CPC fan, but I believe game play is where its at, obviously graphics do come into it , but not over game play. |
07 March 2016, 18:12 | #291 |
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This is one of the silliest threads I have ever read. Still I can't keep away from reading it, and now also commenting in it :/
As a C64 owner who has also [ Show youtube player ] I am obviously a bit biased, but I think it's silly to say that Turrican II on the Amstrad even can compare to the C64-version. Sure it has more vibrant graphics and I can understand that some people might prefer that, but personally I don't think it looks very good with some odd colorchoices (the green and yellow) - but that's the only thing I can see that someone could argue is better on the CPC. Turrican II was a C64-game, the Amiga-version is a port (even if it was released before the C64-version ) and Manfred Trenz really put the C64 to it's knees with that game. You can notice the engine not quite keeping up when too much is happening on the screen, but it anyway manages to keep up with 50 fps updates for everything allmost all of the time. Turrican II is a technical marvel on the C64. The CPC version which doesn't even use softsprites but moves everything after the 8x8 tile-grid looks like a really bad port in comparison and it looks horrible in my eyes. That doesn't mean I don't think the CPC is cool hardware and the batman demo for the CPC really shows what the machine can do. The R-Type-port is very cool aswell. |
07 March 2016, 18:42 | #292 |
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Engima variations produced mainly crappy low budget games for 8bit machines. They obviously had no clue what do to with such a AAA licence like Turrican 2. Well, Probe's Turrican 1 wasn't better on CPC/ZX.
Julian Eggebrecht words about the ZX and CPC T1 versions: "Thank god these maschines aren't widespread, thus not many people seen this versions". For Turrican 2 ZX/CPC: "Originate from an untalented team mediated from the Anco business executive". |
07 March 2016, 18:59 | #293 | ||||||||
CaptainM68K-SPS France
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The real problem on the CPC versions of turrican is the small screen size. But technically, think about it : the graphics take more space in RAM than the c64 version, next, it's based on the spectrum code, modified to support 16 colors (both turrican I and II). For all these, there was no other solution than reduce the screen size. With proper programming, a larger screen can be possible, and this with 128k. The real weakness of the CPC is the amount of ram available considering the big size of the graphics in mode 0 16 colors. 64k is too low. Power aside, the CPC is almost a 16 bits computer graphically wise, with an 8 bit processor. This is quite a brake when you think about it. Quote:
You get however a point about the "not well choosen" colors palette on some CPC games (they used on some games really shitty color palettes converters that i would never wanted to have even for free). Quote:
like said previously, the CPC was a machine were many times the development time allowed was between 1 week and 3 months. Even on C64, no one at that time could have forked out a game in such a limited period of time. How many CPC games were basically c64 and Spectrum emulators/ports, with native routines transcoded line by line, unoptimized, and with the mandatory obligation of convertion also on the fly the c64 asset they stored in the CPC version ? You see what i mean ? As a coder, i'm sure you'll perfectly understand that emulating another computer behaviour is making the concerned machine going down a crawl for nothing. Like you read it above, Barbarian from Palace is in this case. When you search the graphics of the barbarian, you can't find them in CPC graphic format in the CPC RAM. Those are in c64 format converted by the CPC on the fly ingame. The result is known : it makes the game lagging and slowing down uselessly. So when people come and say that a CPC game is bad because the CPC is bad, or weak, they should think that the coders were much c64 and speccy lovers that they gave us a lot of the time crap GFX and code emulation from a foreign computer working totally differently. An example on Amiga : Super wonderboy in monsterland. The amiga is considerably slowed down because it has to convert on the fly the Atari ST assets stored on the Amiga disk version. Is the amiga bad ? No, certainly not. It's a problem based between the chair and the computer keyboard. Quote:
This explains why it's so much love on every computers. Quote:
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The game source code on CPC is 4000kb and the game is 715kb crunched on two 178kb floppy sides. Turrican II use 32x32 tile blocks and scroll 8 pixels per 8 pixels. It's a pleasure to discover all the gigantic maps. I did them all with maptapper and they are the same size as the amiga version. All the animations, sprites enemies, maps were retained in the CPC version. I have not noted a single kind of sprites missing. You can have many sprites on screen, it never slows down. And the best is that the speed sequence of the shootem up part is also there, it's going very fast for a CPC and it's quite a feat for a commercial game considering all the shits we had to live with. Quote:
The batman demo explains that the CPC was only used at 6% of its real potential during his commercial life. Today, it still has some hidden parts, when you see the games or demo made during these last years. The CPC reserve all its flavours to the best coders, the others just stay at the door |
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07 March 2016, 19:32 | #294 | |||
CaptainM68K-SPS France
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"Go to hell, You're too c64 minded-biaised to appreciate !". PS : the first batch of Turrican 1 CPC disk was faulty and wrongly mastered (the one with blue stickers), where was Rainbow Arts assurance quality when this happened ? For the little story, i bought the game in original, but there you go, after using the disk 4 or 5 times, oh no, the disk was not working anymore ! The huge hypermarket specialized in video games where i bought it explained to me that Rainbow Arts had problems with a batch of Turrican 1 for CPC, and had to get all them back !! Quote:
The CPC got the highest ratings in the game magazines, and praised everywhere, so JE comments are pure bullshit ! Quote:
Robin Holman (ROB) is a spectrum coder, Sean Conran is known for working as musician on many computers (Amiga, CPC and others), and Mick Hanrahan too..... Seriously, guys like JE should just have let their PR speak instead of pulling out bullshits out on the streets. If Rainbow Arts wanted the series to sell better they should have pushed the game and make a better cover back in the day, and in the end they would have not sold only 20000 copies of these games. PS3 : If you have the luck to communicate with JE, just tell him in France we've sunk the c64 in less than 1 year, and made Commodore France Bankrupt, with the c64 owning not even 2% percents of the leisure computing market when the CPC got 60% of the market back in 1990 ! Rainbow Arts could have made tons of money (CPC games sold by truckloads here), no, instead they did a shit-all-around-c64-we-love policy and went whining and crying : "Arrrhh !!! Mein gott die scheiBe, gross scheiBe, Turrican I und II verkauft nur 20.000 Kopien !!!, scheiBe UND scheiBe!!! Geben Sie mir eine pistole, ich mich schieBen müssen !!! Consequence of their marketing strategy failure: loosers ! More seriously, Rainbow Arts have been unable to market correctly their game outside germany. An AAA game like the Turrican series should have sold at leat 500.000 copies on CPC, considering the love of the players for these games. You see what's happening when you only focus on a machine, the c64 and ignoring the other strong markets ? You loose tons of money. And it's not the fault of the Probe or Enigma variations teams. They used the best tools available to do the job, and used the 16 bits assets to make the games. When you're selling a product you need to have the right selling strategy or you fail And they failed ! Even on their "beloved" machine ! |
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07 March 2016, 20:06 | #295 | |
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Taken from mobygames. And i'm sure Eggebrecht knew acutally what he was talking about.
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07 March 2016, 20:13 | #296 | |
CaptainM68K-SPS France
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And piracy was certainly not the problem. As said, the publishers sold tons of original games on CPC. Turrican I and II cost back in the day in france was 150 francs (disk) and 99 francs (tape). Those games were extremely promising, praised in all the magazines, and Rainbow Arts just fucking failed to sell them correctly. I'll pass on the turrican I first CPC disk batch failed by Rainbow Arts, showing their amateurism on such an AAA product. This is the best wrong way to start selling a great game, just fuck up its manufacturing ! And then go puke at the face of the coders for your own faults..... If it's not cynism at its best, i don't know what it is. |
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07 March 2016, 20:22 | #297 |
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Seriously Denis. You couln't make serious money with action computer games. All the real bestsellers were adventures, RPGs, strategy, economy simulations etc. That why the most arcade/action games specialized companies left for the consoles at the first chance. Look at Lionheart. Thalion sold it without any copy protection and of course it was a financial disaster.
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07 March 2016, 20:36 | #298 | |
CaptainM68K-SPS France
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Turrican was an exception in the action computer games. It's a game you always want to come back in. And Rainbow Arts from the information you gave, never supported the game like it should had been needed. You're almost basically understating that the piracy was the reason behind the fail. The fail lies in the people responsible for selling this game and its sequel. The companies have quit the Amiga because Sega or Nintendo were paying huge money and on time. This have nothing to do with piracy. The Amiga in February 1991 owned 21% of the UK leisure market, that was more than enough to make money. And about your statement on Thalion, you're actually wrong, and this makes me wonder why, because since you're german you read better than i do the german magazine interviews, (of Erik Simon and Jurie Hornemann), Erik who was stating Lionheart sold incredibly well, even without copy protection. Ambermoon development would never have been possible without the money coming from Lionheart, unfortunately, the real financial disaster came from the too long development time for Ambermoon. This is really what has killed Thalion. I'm not giving my opinion here, you can find these informations on Gerry's thalion website in german and english from the mouth of Erik Simon. |
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07 March 2016, 20:40 | #299 | ||
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Quote:
Erik Simon in a 2002 interview. Quote:
Last edited by Retro-Nerd; 07 March 2016 at 21:19. |
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07 March 2016, 21:20 | #300 |
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And I choose the Amiga version
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