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View Poll Results: What console was closest to the Amiga? (Not counting CD32) | |||
Genesis/MegaDrive | 25 | 48.08% | |
SNES | 5 | 9.62% | |
NEC Turbo Grafix/PC Engine | 6 | 11.54% | |
Atari 5200 | 1 | 1.92% | |
Nintendo 64 | 0 | 0% | |
Atari Jaguar | 2 | 3.85% | |
NES | 0 | 0% | |
Pong | 2 | 3.85% | |
Atari Lynx | 10 | 19.23% | |
3DO | 1 | 1.92% | |
Voters: 52. You may not vote on this poll |
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29 July 2008, 23:37 | #1 |
flaming faggot
Join Date: Apr 2001
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Closest console to the Amiga.
I think everyone here knows that many MegaDrive games were developed on the Amiga. Hence my idea that the Amiga and MD were close friends. They shared the same chip. But We also know the MD had horrid sound, whilst the SNES sound chip was very Amiga-like, in beauty of the sound, if not architecture.
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29 July 2008, 23:47 | #2 |
Zone Friend
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Some MSX2 games have graphics & atmosphere similar to Amiga games.
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30 July 2008, 00:09 | #3 |
. . Mouse . .
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The CD32
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30 July 2008, 00:10 | #4 |
Moderator
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Beat me to it. Why I oughta...
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30 July 2008, 00:15 | #5 |
HOL/FTP busy bee
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Well both the megadrive and the SNES are somehow close to the Amiga, yet they both have a completly different sound. So I would go with Charlie on that matter
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30 July 2008, 00:16 | #6 |
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Megadrive IMO, since the SNES is WAY different than the Amiga in all hardware aspects, graphics most notably with its accelerated layers of tile maps, pixelization and Mode 7.
There was one hockey game for the MD I played at a friend's once as a kid which crashed and brought up something similiar to a Guru Mediation, with the game screen offset down with details of an unwanted exception printed out at the top inside a frame. When I saw that I actually thought they were the same under the casing. Last edited by Leffmann; 30 July 2008 at 00:23. |
30 July 2008, 00:41 | #7 |
crusader of light
Join Date: Jul 2002
Location: Stone, Staffordshire.
Posts: 1,151
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I too will have to say the Amiga CD32 is the closest console to an Amiga, as it is both a console, and an Amiga
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30 July 2008, 02:38 | #8 | |
flaming faggot
Join Date: Apr 2001
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Posts: 2,808
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Quote:
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30 July 2008, 06:30 | #10 |
Workbitch 1.3
Join Date: Oct 2001
Location: Melbourne, Australia
Age: 47
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The Atari Lynx was very amiga like.
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30 July 2008, 07:03 | #11 |
flaming faggot
Join Date: Apr 2001
Location: Versailles
Age: 56
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30 July 2008, 07:16 | #12 |
I hate potatos and shirts
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Neogeo was too similar to Amiga and have better graphics than the CD32.
Good console, BTW. |
30 July 2008, 10:48 | #13 | |
Amiga User
Join Date: Sep 2003
Location: Pennsylvania
Age: 47
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I think there exists some fine examples of what can be achieved using the YM2612, all of which do not sound terrible to my ears. Crappy composers can ruin the sound of the greatest sound chip in the world.
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30 July 2008, 11:00 | #14 |
HOL/FTP busy bee
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I complety agree with you Avanze. The MD had some really nice music, but also there were a lot of tunes somehow 'converted' for the chip, which sounded quite bad. The SNES chip was a very great synthesizer and some of the sounds I will never forget (Secret of Mana for example).
The Amiga use of samples made it so different that it's hard to compare the music/sound to these both consoles. As for the NeoGeo : Yes, maybe that the closest thing to a Amiga (I hate to say it, but it's even 'a little bit' better [just GFX and sound] ). |
30 July 2008, 11:12 | #15 |
Zone Friend
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30 July 2008, 11:51 | #16 |
flaming faggot
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Ok Cyberbbuttock and Avanze, yes, I have heard nice sounds out of the Sega MD. But too often, the games had these burpy, muted, crappy, weird, sound effects that truly was ASS. I suppose not every game can be a Road Rash or Shadow of the Beast. Those were few and far between. Oh and there was this really great Japanese (translated by Nebelwerfer HQ to English) WW 2 sim game that was the inspiration to Panzer General called Advanced Daisenryaku. That game has great tunes and effects.
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30 July 2008, 11:52 | #17 |
Ya' like it Retr0?
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Amiga Console Equivalents
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30 July 2008, 12:06 | #18 |
HOL/FTP busy bee
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@Fred : I said 'but also there were a lot of tunes somehow 'converted' for the chip, which sounded quite bad'. But since the discussion with Akira and Ian I simply say it's 'different'
@Zetro : Ever played 'Tempest 2000' on the Jaguar? Never got so addicted to such a nice simple gameplay again |
30 July 2008, 12:17 | #19 |
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30 July 2008, 12:19 | #20 | ||
Music lord
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Quote:
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But not really. You see, if you use the delay line, you need to use some of the uncompressed RAM. The more RAM, the bigger the delays, and the less room you have to put your samples. Also, the music player code and music data sits in the same 64k space. So the player code would probably take up about 5k, the music data itself another 5-10k. Let's say 10k. If you put on the delay for that echoey faux-reverb, that probably uses around 8k. That means available sample space is down to a mere 41k. With the ADPCM compression, that effectively gives you around 140k for 16-bit samples (you can't save space by using 8-bit samples as they have to upsampled to 16-bit before converting to ADPCM). That ends up being the equivalent of 70k on the Amiga using 8-bit samples, so it's basically the Amiga with 8 channels and a delay. So anyway, I was unimpressed. Not as unimpressed as with the Mega-CD, however, which had 8 channels and, once again, a weedy 64k for samples, but no hardware compression. We just converted a mod player to run on it and I wrote everything in 4-channels under 64k in Protracker. I was also unimpressed when I got Playstation development audio board. It's basically just the SNES chip with 24 channels and 512k. And the PS2 is two PS1 chips welded together. |
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