17 August 2024, 17:18 | #61 | |
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Is he so much deep in the programmer side (of the moon), that he lacks any (storytelling) creativity? Frontier is not even full disk on Amiga (I think it's only like 300-350kb), and he, and his team could easily create campaign of 15-20 missions.. they could be just like combination of regular (bulleting board) missions, just connected, with some twists... mission briefings could be just plain text... and that way all players would feel so much more immersive to the world... and it would take... maybe 10-15 kb more (even that might be too much). You mention Civilization. That game have very clear goals. Survive, or beat everyone, or build Un, or build a spaceship. |
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17 August 2024, 17:24 | #62 |
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17 August 2024, 17:34 | #63 | ||
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But in space-traders and space combat flight sims, I prefer open-ended and non-linear to story-driven. That way, I can write my own campaign. Quote:
And most veterans of Civ games don't want their campaign to end... but of course, Civ is subject to the harsh taskmaster known as Time, whereas Frontier is not. In Civ you've got global warming, a space race and looming nuclear warfare. |
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17 August 2024, 20:38 | #64 | ||
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I am just a drunk Balkan guy posting here. "different people that finds different things in different games like Elite, that is snore fest"? wtf? You vastly overestimated my intelligence. I can't figure this out. Quote:
I wasn't so much replying (in terms of opposing) what you said, but more of stating what I feel about these games. Your reply was perfect, and I think I understand why you dislike these games, and I have no objections to any of your statements bro. You're cool man in my eyes. Cheers. |
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18 August 2024, 10:16 | #65 |
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18 August 2024, 11:26 | #66 |
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We've all got different preferences as to what our dream game would look like. We all place different levels of importance on whether there's a story, and whether we prefer realistic or surreal or pure fantasy. A game that's not designed to fit our exact preferences isn't necessarily a bad game, and we shouldn't mock people for liking it - but, equally, we're entitled to explain why we don't like it, and why we prefer a different game, or how we would have altered a game.
Taking it back to the original theme - maybe people overestimated what the 68000 and Blitter / Copper was capable of for sprite-based racing games? If we bought an Amiga expecting a perfect 50FPS Out Run, let alone something like Power Drift, we will have been disappointed several times. Speaking as someone who got lots of fun from Amiga racers here. Lotus 2 is probably the fastest and smoothest full-screen racing game on the A500-level Amiga - Lotus 1 is slightly faster (but still only 25FPS I think) but using only half the screen (not that it really bothered me once I was focused into the action - if you look closely at Lotus 2 the top half the screen is all horizon). The ST version does indeed lack the dotted lines, I'm not sure how much that would bother you in the heat of the racing, except for the "his computer is better than mine" feeling (nowadays there's an unofficial STe port which adds the dotted lines back in). Sprite-scaling '2.5D' racing games weren't a natural strength for the C64, but until quite late in its life something as technically puny as the first Pitstop was among the best, and WEC Le Mans wasn't the only game that was totally outdone by the Spectrum and Amstrad versions. Then again, things like Turbo Out Run, Buggy Boy and Turbo Charge later showed what could be done if the right sacrifices were made Can even a top-end 1990 PC (486DX-33 with 4Mb memory - and we'd be talking £5000 for a complete system with that spec) really do 3D racing at 30FPS in 640x480 SVGA? Eight times the data of an A500 screen with five times the clock speed (and no special hardware to help)? |
19 August 2024, 00:03 | #67 |
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Early attention grabbers for me.....
XR35 Anco Software Firepower MicroIllusions (I can still here the squish when you run down a soldier) Ultima III Origin Systems Carrier Command Rainbird Sentinel Rainbird (CBM64 version got me hooked) |
19 August 2024, 01:25 | #68 |
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Pirates. Played on friends C64 and loved it. Then got to play Amiga version.
Closely followed by DOTC, Populous 2 and F18 |
19 August 2024, 05:06 | #69 |
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Although they were never released for the Amiga I bought an Amiga in 87 hoping one day to be playing Nemesis and Salamander on it as I knew the hardware specs were high enough to do them justice (as Tinyus proved decades later).
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19 August 2024, 15:50 | #70 |
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Early days yet, but only two games so far have received more than one specific on-topic mention:
Defender of the Crown 1986 (5 independent mentions) Marble Madness 1986 (4 independent mentions) Still, it's nice to see early Amiga games getting mentioned. Here are the others: Pinball Fantasies Lotus II Robocod Dragon's Lair Sensible Soccer K240 Sid Meier's Civilization 1991 Budokan Hack Bard's Tale The Pawn 1986 Guild of Thieves Barbarian Terrorpods Obliterator F/A-18 Interceptor 1988 Microcosm Liberation Tower Assault Fire Power 1987 Wec Le Mans 1988 (Amiga version did not end up eventuating) Gradius / Nemesis (no heyday Amiga version) Salamander (no heyday Amiga version) XR35 Anco Software Firepower MicroIllusions Ultima III Origin Systems Carrier Command Rainbird Sentinel Rainbird Sid Meier's Pirates Last edited by Lilura; 19 August 2024 at 15:55. |
19 August 2024, 15:58 | #71 |
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I also remember I absolutely wanted to play Gee Bee Air Rally, Dark Castle and Joe Blade, all due to the screenshots in review magazines. Marble Madness, Arkanoid, Barbarian, and DOTC I already witnessed in my local computer club, so I had seen those in "action" myself already. Eager to play them aswell of course, but it was fun to "discover" the ones for real which I only saw on paper before.
And then there were the discoveries hardly mentioned in magazines, like Sidewinder which was back then a very decent 1988 shmup that was released in the same summer as I got my A500. |
19 August 2024, 16:07 | #72 |
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Back in the early days I was looking for shoot 'em ups and Gauntlet-likes as well. Quick off-hand list:
Plutos 1987 Typhoon 1987 Insanity Fight 1987 Garrison 1987 Goldrunner 1987 Starglider 1987 Virus 1988 Pursuit to Earth 1988 Flying Shark 1988 StarRay 1988 Eliminator 1988 Starglider 2 1988 Sidewinder 1988 Thunder Blade 1988 Xenon 1988 Hybris 1988 Menace 1988 Might as well put that side-by-side with C64 shooters available at the time (only the really good ones): Paradroid 1985 Crazy Comets 1985 Gyruss 1986 Iridis Alpha 1986 Sanxion 1986 Uridium 1986 Alleykat 1986 Terra Cresta 1986 Delta 1987 Hunter's Moon 1987 Gradius 1987 Light Force 1987 Bulldog 1987 Slap Fight 1987 Mega-Apocalypse 1987 Hades Nebula 1987 Task 3 1987 Salamander 1988 IO: Into Oblivion 1988 Armalyte 1988 Zamzara 1988 |
19 August 2024, 16:19 | #73 | |
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19 August 2024, 17:13 | #74 |
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Got A500 1991 - the School bundle did contain Ports of Call (+Carmen) - it was frustrating to steer the ships until I learned how to do it without crashing.
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19 August 2024, 20:49 | #75 |
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I totally forgot one of the other big names that I wanted for the Amiga: Arkanoid!
It looked so fantastic in the pictures, and it actually lived up to the hype, even sonically. Arkanoid clones were plentiful AFAIR. Most of them looked good and had a plethora of sampled sounds to make sure they were different from 8-bit machines. |
19 August 2024, 21:03 | #76 |
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Of those Amiga shooters, Virus is definitely something new style-wise, the Stargliders were something the C64 couldn't really do (thought the Z80s could). Firepower / Fire Power (mentioned twice so far) is another shooter with something slightly new, a mediocre C64 version the only 8-bit release, Eliminator also a very new style but does have decent 8-bit versions. Otherwise, Hybris is probably the only one that really beats similar C64 shooters of the day, though I'm fond of Plutos, and StarRay is pretty neat.
Not only was Arkanoid itself a rare coin-op conversion developed purely around the Amiga in the 80s, it produced a lot of clones and variants that were pure Amiga originals - Amegas, Giganoid and Crystal Hammer on the commercial side, the Megaballs and Poings as later PD stuff. No scrolling by nature, but still a good showcase for the Amiga's abilities. |
19 August 2024, 22:12 | #77 | |
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Wrath was weird, it felt tonally very different from the demo even though the demo had shortened versions of sequences in the game, slightly out of order. The demo was easier, maybe that made it more palatable. Or maybe its because you finish the demo in 10 minutes and that's about as much time as you should play that game in one sitting |
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20 August 2024, 08:16 | #78 | |
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20 August 2024, 11:41 | #79 |
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It had a save feature though, CTRL+S when you see scrolling text, CTRL+L when you see the king. But yeah. Didn't know about that at the time because for some reason backup copies don't come with a manual...
Coverdisks which supported two player modes - those were the true product of masterminds. Normally you play through a demo maybe once or a couple of times. But for example the coverdisk demo for Supercars 2 - we played that one track (Easy 2) for hours and hours. And as such a week later we had the full game because at that point you lie awake thinking about it. Ah those were the days. Still feeling anticipation. |
20 August 2024, 12:16 | #80 |
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The games that most impressed me as a spectator before I got my A500 in 1990 were those by Psygnosis. Shadow of the Beast, the intro to Killing Game Show in particular. Once I actually got my Amiga though I found them quite shallow. I ended up looking forward most to the games of The Bitmap Brothers.
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