30 January 2015, 00:23 | #161 |
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Read AP2 about the Amiga's death sentence in 1993.
http://theweekly.co.uk/ap2/bad/summit.html |
30 January 2015, 00:24 | #162 |
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I don't agree at all, the 16-bit consoles died in a sea of boring repetitive platform games, the Amiga had plenty of original great games through 94 at least, even 95 had some corkers, sure it had copycat games but so did every system. If you look at consoles today, i can count on two hands how many games i want each year per system, it didnt get to that stage until 96 for the Amiga imo.
Last edited by Amigajay; 30 January 2015 at 00:30. |
30 January 2015, 00:37 | #163 |
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30 January 2015, 00:40 | #164 |
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ATR, Pinball Illusions. Super Skidmarks. I did have to double check they were , 95 though lol
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30 January 2015, 00:47 | #165 |
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Yep, all three 1995 and two of them Amiga exclusive Let's see if we can find another 8/7 contenders
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30 January 2015, 00:52 | #166 | |
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Sensible World Of Soccer Super Skidmarks Flight of the Amazon Queen Virocop Mortal Kombat II Colonization Dungeon Master II Odyssey All new world of Lemmings Pinball Illusions Gloom Worms Zeewolf 2 Shadow Fighter Xtreme Racing Flink ATR |
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30 January 2015, 01:13 | #167 |
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From my perspective, software companies really didn't do themselves any favours whatsoever.
They 'predicted' that the likes of the Megadrive and SNES would last until 1998 as profitable machines, so put more efforts into those machines..... needless to say, they died quite a bit sooner than that with the advent of the Playstation. And i'm not quite sure how some of them got caught out either. Yes, Psygnosis were privvy to a lot of what was going on, but the software industry is the very worst place to try and keep a bloody secret! Sure, Sony were pretty new to the hardware game, but I remember quite vividly, everyone and anyone who discussed doing Playstation stuff, couldn't be happier with the way Sony were helping them and treating them. On the other hand, I lost count of the amount of times people complained that Sega were no help at all, that their various libraries to write effects and get the Saturn to do whatever it needed to do was woeful, one of the programmers from Gremlin rewrote a particular library for Slipstream 5000, and as a result, the Saturn version was the same as the Playstation version, but he received no help from Sega to achieve it. This was also the advent of C++ programming. Take a PC title, and in a couple of days/weeks, have something up and running on a Playstation and Saturn, massively reducing development time. Before that, it was ASM programming for different processors, different hardware, different musicians needed for different machines. The Amiga was partly on the industries hitlist because it was never going to work as part of this new ethos of easier development. The pretence that an Amiga game couldn't sell very well was destroyed by the likes of Mortal Kombat, which according to the programmer, he did very handsomely out of MK2.... in 1995.... on the Amiga!!!! How many years did the likes of EA, Gremlin, Ocean, US Gold take to actually produce a REAL Amiga game? Some might argue that EA really didn't get it right, Gremlin took a long time, in fact they all took their sweet time until the Atari ST died, and then there really was NO reason left to do an ST port, when the ST wasn't getting a version anyway. Ok, so we're all enjoying the ST ports that the Amiga didn't get back in the day (oh the irony!), but back then, it REALLY wasn't much fun to boot up your Amiga version of something that originated on the ST and realise compromises had been made. I've just done another ST conversion, it took me from start to finish, 2 HOURS to have the game fully up and running on the Amiga where I could play it, and I don't have the source code. You can see how it was, they did the ST version first because it was the least capable, get a version running on that that was acceptable, and then once all the bugs were ironed out, knock out the Amiga version quickly, add a couple of bells and whistles if you're lucky and charge an extra £5 for it. So for me, the biggest problem the Amiga had was always the influence of the Atari ST, because if that machine didn't exist or failed sooner, programmers would have been more keen to utilise the Amiga better and get more from it. Personally speaking, the Amiga had a run of 10 years which not many machines get close to, so it did well, I just think we all realise that had Commodore been a little more savvy, the Amiga in some form could have either still be going as a machine in its own right, or lasted into the millenium. And whilst I moan about the Atari ST doing more damage to the Amiga, I think had the Amiga been in Ataris hands, it would probably have been safer, certainly the A1200 would have been more Falcon like with a DSP and that really could have been something. Great software sells, but if you're phoning your shit in, don't be surprised when people aint buying it. |
30 January 2015, 01:20 | #168 |
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Thanks Most of those are available on other platforms (PC DOS mainly), but it's a valid list of 1995 games to get on the Amiga. Both the Genesis and the SNES were replaced with newer systems (which worked out more or less well) in 1995/1996. However, I'm rather sure that most of those boring repetitive platform games sold a lot better in 1994 and onwards on consoles than the Amiga exclusive titles.
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30 January 2015, 04:54 | #169 | ||||||||||
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The video games industry is terribly conservative: we don't do any real research, we copy something when it has been proven to work, we would rather issues sequels than take risks developing new IPs and original gameplay. What surprises me though is how this was true even in the early decades of "home gaming". You would expect a lot of wild innovation and risk taking in the early phases of a new market but what happened was tamer than for other industries. I sometimes think that the high-volume-low-quality producers such as US Gold, EA and such are responsible for killing the risk taking willingness of early developers and forcing them to be more conservative. US Gold alone almost sterilized the market by capturing an enormous portion of the arcade licenses and flooding stores with horribly low quality games. (Sorry Richard, yes Final Fight was an achievement given the constraints but it was also a sub par game because of these constraints.) Quote:
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Unless it was a very low resources PC games, fitting in inside a PS1 was almost always a challenge: 2M of RAM, 1 of which for the frame buffer, textures and palettes and very slow IO via the CD meant that enormous work was usually needed to 1) make it run smoothly, 2) fit everything inside without incurring long loading times. Moreover usually the code was so shitty (even in C/C++) and all modules all coupled together that just isolating the hardware dependent parts would take time. The adaptation of Heart of Darkness on PS1 is a work of art by itself and took several very intense months of work. If you ever can interview Philippe Paquet (the guy who did it) and ask him to list all the tricks he used, by all means do it, it's both a harrowing and fascinating story. It's true however that the attractiveness of c++ made the Amiga look a bit more foreign to many big companies but there were plenty of good c/c++ games on the Amiga. Dungeon Master is almost full C for example. I don't think assembly is useful for the entirety of an Amiga game. As usual, you only need 20% of your code to be optimized: the tight inner loops which are repeated thousands of time per frame. But your main loop and once in a frame code are fine if coded in c/c++. Quote:
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Tell me again why you aren't coding *new* games for the Amiga instead of just converting existing ones? Quote:
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30 January 2015, 04:55 | #170 |
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Holy kangaroo, that reply of mine is way too long to be considered reasonable in any known measuring scale.
Please allow me to apologize for this wall of text, I'll take my pills before writing next time! |
30 January 2015, 08:25 | #171 | ||
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A 286 game works on a Pentium, the Amiga shouldn't have been any different. |
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30 January 2015, 10:19 | #172 |
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But many required MoSlo as they ran too fast, and the (in)famous Turbo button on many IBM-clones was needed because quite a bit of software were expecting 8086 speeds and would break if ran on a newer CPU
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30 January 2015, 10:30 | #173 | |
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Sensible World Of Soccer - amiga first Super Skidmarks - amiga first Flight of the Amazon Queen - amiga first Virocop - exclusive Mortal Kombat II - arcade port Colonization - pc port Dungeon Master II - fm towns port Odyssey - exclusive All new world of Lemmings - released after pc Pinball Illusions - amiga first Gloom - exclusive Worms - amiga first Zeewolf 2 - exclusive Shadow Fighter - exclusive Xtreme Racing - exclusive Flink - md port ATR - exclusive Anyway will stop in this thread, massively off topic now! |
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30 January 2015, 11:08 | #174 |
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Sorry, I didn't say that I think that the originality and quality of games didn't have a real influence on the lifespan of the Amiga either. As much as piracy wasn't the reason to end its life, good games didn't save it. Maybe they did for a year or two, but if you look at the games released in 1994 and then 1995 it's almost half the number. In 1994 C= went bankrupt. I don't think that's a coincidence
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30 January 2015, 12:35 | #175 |
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30 January 2015, 12:55 | #176 | |
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In my experience the kickstart causes very few issues. |
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30 January 2015, 13:24 | #177 |
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30 January 2015, 17:54 | #178 |
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30 January 2015, 21:25 | #179 |
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Little Computer People didn't work on original A500 with Fast RAM installed.
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31 January 2015, 23:59 | #180 |
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No. It didn't help for publisher support, but it did not kill the brand commercially.
For that i hold Commodore alone responsible. They refused to see the fact that the Amiga was a valid machine for more things than games and marketed it as a toy while trying to sell their PC clones to business users but failing miserably. Also Commodore refused to upgrade the hardware or pay for fresh minds to get in on the projects surrounding the next gen Amigas (A1200/A4000) because they actually were a horribly greedy company, to whom profit margins could always be increased, no matter what the result. |
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