15 January 2015, 22:05 | #561 |
HOL/FTP busy bee
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15 January 2015, 22:24 | #562 |
Hobby/Indie gamedev
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A lot of Amiga platform games felt very 'walky' to me, but I guess there were exceptions. I was thinking about trying out some movement feels in AMOS a while ago but derailed and drew Ork inspired stuff:
Couldn't make multidirectional scrolling go fast enough anyways. Speaking of going fast, you can google any name and add " the Hedgehog" to it. Quite reliable. |
15 January 2015, 22:30 | #563 | |
Into the Wonderful
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Quote:
Fair enough if you don't like it, but at least dislike it for the right reasons. |
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15 January 2015, 22:40 | #564 |
HOL/FTP busy bee
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15 January 2015, 23:00 | #565 |
Shameless recidivist
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So I guess you wouldn't want to see my...no, I suppose not... ;P
The point about mascot-itis is a good one, but I don't think it coincided with any particular increase in the amount of polish; something like Awesome Possum might've looked a little bit nicer than a lot of the pre-mascot platformers, but it was just as terrible from a design standpoint, and Bubsy was a poop sandwich even before the infamously terrible Playstation game. |
15 January 2015, 23:00 | #566 |
Registered User
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Where exactly did i compare Super Mario to Gods? Gods was mentioned from other members as a great platform game, which isn't in my opinion and i think i stated the reasons already.
But anyway, feel free to write whatever you like if that makes you happy. |
15 January 2015, 23:03 | #567 |
HOL/FTP busy bee
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Well, err...
There you did it, but feel free to try to make me look like I put words in your mouth |
15 January 2015, 23:06 | #568 |
Registered User
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Hmm i see the word "those games", not Gods. Why not write Castlevania then instead of Mario. Something's wrong here or not.
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15 January 2015, 23:17 | #569 |
HOL/FTP busy bee
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You might want to re-read your whole post and especially the part about Gods' flaws. Sounded pretty obvious to me that you added Gods to the line of 'those games' there. I could say the same about all the games in that list with a slight exception for Super Metroid to a certain degree (still a very odd comparison, but at least the games have some aspects in common). I hope that makes you feel better.
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15 January 2015, 23:26 | #570 | |
Glastonbridge Software
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Quote:
I never heard of Awesome Possum, but one thing i find interesting is that it uses an information panel at the top of the screen, with the character's face on it and everything. That is more usual of Amiga games than console games. Also they clearly got overexcited by the possibility of using sound samples. |
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16 January 2015, 00:00 | #571 |
Phone Homer
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I love Gods there I said it
As for "logic" gods and chaos engine are well beyond the average console game just look at Exl's CE editor. |
16 January 2015, 04:18 | #572 | |||
Banned
Join Date: Dec 2014
Location: Montreal
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Quote:
I recall spending months on Shadow of the Beast, memorizing stupid surprise after stupid surprise in order to be able to discover what lied next. I clearly remember that the only thing that kept me going was the hope to see more beautiful sceneries and monsters ahead. Had there been an equally beautiful but appropriately playable game I would likely never have played SotB much but there wasn't much competition back then. Add: Also note that bad playability was not limited to Amiga (or console) games at that time. The arcade game Rastan (http://en.wikipedia.org/wiki/Rastan_(video_game)) which was mentioned recently in another thread is relatively nice to look at (a few levels only though, some are pretty bland) but is dreadful to play: jumps and shots are not easy at all to master and must be executed perfectly. As Mrs Beanbag mentioned, people were experimenting with gameplay ideas at the time and playability wasn't too visible on the radars. Quote:
But I think the main factor is experience: It took reflection two iterations to approach acceptable gameplay for SotB so it shows that teams get better at playability with practice. Another good illustration is that Turrican I and II have fantastic gameplay which draws directly from the experience of Manfred Trenz who was a seasoned and mature C64 developer. It's possible that the arrival of consoles took away enough programmers from the Amiga development scene that this prevented experienced ones to create outstanding Amiga games and we were left with more beginners or simply bad ones than should be expected. Quote:
Nintendo had arcade and handheld experience long before the Amiga was even born so they could afford structuring teams more professionally. Work that is polished and rushed is better than just rushed. There are exceptions though: Jordan Mechner's clearly did put a lot of attention to the gameplay even for his early games. His diary from this era is quite instructive in this regard. Last edited by TCD; 16 January 2015 at 06:28. Reason: Back-to-back posts merged. |
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16 January 2015, 09:38 | #573 |
CaptainM68K-SPS France
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Yes, that's true But all in all, japanese used industrial production means, while it was not the case "here".
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16 January 2015, 09:57 | #574 |
Global Moderator
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In case you want a reminder of the highest and lowest rated platformers, you can check out the Amiga Lore page:
http://www.abime.net/games/genre/platform |
16 January 2015, 10:04 | #575 |
Settler
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Nice to see Soccer Kid so highly rated. Surprised to see Putty Squad so high though, i guess its just a combination of excitement and sentiment that got peoples votes.
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16 January 2015, 10:24 | #576 |
Global Moderator
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It's based on magazine scores as well as user ratings and it was quite highly rated back in 1994.
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16 January 2015, 10:55 | #577 |
Glastonbridge Software
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um, you mean 2013
Robocod was, imho, the best platform game on the Amiga |
16 January 2015, 11:10 | #578 |
Global Moderator
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Putty Squad was reviewed in the major magazines in 1994:
http://hol.abime.net/4395/review They include screenshots from later levels so they must have had review copies. |
16 January 2015, 11:13 | #579 |
Natteravn
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16 January 2015, 11:22 | #580 |
Glastonbridge Software
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