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#81 | |||||
CaptainM68K-SPS France
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The ST had 3 big markets : (1) UK, (2) Germany, (3) France. most of these 3 countries represent almost all the machines sold. Quote:
Yes, the piracy was a bigger issue on the ST (while the Amiga had its fair share of it), but it appears the Amiga users had more money to buy originals. Regarding Dungeon Master, there is a conflict between the Amount sold and declared in UK, with what FTL declared on their side..... Quote:
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The ST was not better for pure 3D games. It seemed better because 98% of the 3D games running on Amiga are ST code/screen emulation. the Amiga requires CPU-Blitter combo to make good 3D (Ambermoon, wolf3D, Dread). |
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#82 | |
CaptainM68K-SPS France
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#83 |
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Spookily Mobygames has exactly the same number of ST games as Amiga games for up to 1989, and 2225 ST games from 1992 or earlier, compared to 2693 Amiga games (not all commercial, in both cases, and not a compete archive, but a good guide). It was only the Amiga's longer survival that meant the Amiga finished with maybe twice as many games as the ST. ST games must have still been selling something.
Besides, were Amiga owners proiritising buying Amiga originals? I bet Amiga Xenon 2 (more or less an ST port) outsold Hybris and Datastorm (both pure Amiga originals which an ST could not match) combined, for example. This would change in future, of course. ST Format was slightly outselling Amiga Format early after they split in mid-1989 (though not by 1990, suggesting that Amigas sold much more than STs at Christmas 1989, despite or perhaps because of the STe) , so maybe the Amiga owner letters were offset by letters from ST owners appreciating their games, and asking for conversions of Hybris and Datastorm (unrealistic though they may have been if they expected them to match the Amiga versions)? Last edited by Megalomaniac; 18 March 2023 at 20:36. |
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#84 | |
CaptainM68K-SPS France
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the Hybris publisher was only dev and releasing on Amiga, they never worked on Atari ST. |
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#85 |
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The Amiga had nowhere near that number of commercial games, i’m still updating my CD32 A-Z discs with commercial only games, taking out duplicates, etc etc i’m only upto 3,100 with another 250 games to add and 80 mia games, even at a stretch adding 500+ games out of the woodwork (which is a big stretch unless you add Amiga cd titles and weird post 97 setups) this would max out at 4,000. Not sure where you are finding those extra 3k from!?
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#86 | |
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Quote:
Out of those 3900 listed games, some have multiple entries depending on their localization (French / German / English / US) and some have specific OCS/ECS, AGA, CD32 and CDTV entries. In the end, the actual number of unique commercial games is probably below 4000 indeed. (LemonAmiga lists 3627 commercial games) Last edited by Keops/Equinox; 18 March 2023 at 22:43. |
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#87 | |
CaptainM68K-SPS France
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Commercial titles with the compilations expelled from the list you get 5801 titles (it's too complicated to filter per title and exclude the language), on the same search on Atarimania you get 4971 titles). There are 830 titles gap between each machine. Last edited by dlfrsilver; 19 March 2023 at 02:17. |
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#88 |
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HOL: 3900
![]() Lemon: 3627 ![]() Mobygames: 3893 ![]() dlfrsilver: 6900 ![]() Do you have a link to that list of 3000 missing commercial games? |
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#89 | |
CaptainM68K-SPS France
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Based on No unreleased games, commercial and no compilation. But this doesn't change my original affirmation. There are more commercial titles on Amiga than on ST/STE/Falcon030. Try to get the no compilation, no unreleased titles and commercial for ST, and you will see the number going down from 4971. |
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#90 |
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Dlfrsilver: nobody claimed otherwise, we all know that more games were released on Amiga machines in the long run, nothing new here.
The problem is that your numbers are wrong (6900) |
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#91 | |
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Quote:
So to give a definite answer to the exact count (like it is mostly possible for consoles) is not really possible. Depending on your criteria it's most likely between 2500 and 3500 commerically released games (note that HOL counts name variations). |
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#92 | |
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So my guesstimates at the stage i’m at is between 3,500 and 3,750 total commercial unique games upto the year 2000 for OG Amigas. This number of course will be higher for the total count to include the 030+/RTG/PPC stuff, add 100-150+ to those totals. Last edited by Amigajay; 19 March 2023 at 08:37. |
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#93 |
HOL/FTP busy bee
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Is your list available somewhere?
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#94 |
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#95 |
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Why are there 'double entries' on Moby Games for the ST but not the Amiga? Atarimania has 2997 commercial games released in the UK (to eliminate multiple-language releases), but that includes budget reissues and magazine demos - the first 200-item page has 30 reissues (including the two 3D Pool reissues, both Mirror Images and Kixx) and 13 of those odd EDOS releases as duplicates, so if we assume that proportion to be typical we're looking at maybe 2300, so roughly half as many as the Amiga - but as late as 1992 the numbers were very similar. In 1993 or beyond the ST still got (for a start) Civ, Chaos Engine, Cannon Fodder (a hopeless 'attempt' at it, though), Lemmings 2, Frontier, Ishar 2, Dynablaster, Goal!, B17, Premier Manager 2, Zool, and some STe or Falcon only stuff like Sleepwalker and Obsession - but by then the Amiga was dominant, and it lived on well for another 2-3 years.
Last edited by Megalomaniac; 19 March 2023 at 14:15. |
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#96 | |
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#97 |
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Hello
I'm working on an article about "Batman the Movie" from Ocean. So I confirm that originally the game was developed on Amiga. The ST images between levels are indeed a plus that the Amiga version does not have. The game window is a bit smaller on Atari ST. Originally the batmobile level was different between the ST and Amiga version. The first advertisements and some previews in magazines show this difference. The view on ST was on the side like level 2 on Total Recall or the view on Amstrad CPC while on Amiga the game was already seen from behind. Génération 4 n°15 page 103 Génération 4 n°15 page 117 The bottom belt was not the same either, the graphic designer confirmed having redesigned it Then the ST version was upgraded, but I don't know why these levels 2 were different between ST and Amiga and why they managed to do it on the Atari ST. I wonder if there will still be a preview of this ST version with this side view, I searched but found nothing... too bad |
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#98 | |
CaptainM68K-SPS France
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#99 |
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Interesting stuff. Do we know whether the Amiga version designers considered how easy it would be to port to the ST (and, indeed, the 8-bits - I know most film licenses were designed around gameplay elements which could be done on Spec/Ams/C64 as well, at least as late as 1990)?
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#100 |
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Whilst they did an impressive job of scrolling the Amstrad screen as usual it has been shrunk so much you can barely see enough of what is above you to be as playable as the C64 version. Even worse though is the 2.5D driving/flying levels are the only thing that make this a great game on the 16bits, the 2D business they went with for the 8bit versions is a massive cop-out and nothing special, had the ST gone that way it sure as hell would not have prompted me to make this thread. It's a bit weird when Amstrad/Spectrum Chase HQ had a great programmer but the Amiga/ST got something that looks/runs like dirt compared to Batman on said 16bits. It's not like ST/Amiga Chase HQ even looks remotely like the arcade at any point in the game, it's like some 9 year old's efforts on Dpaint when you look at those horrible screen shots lol.
I think the Amiga version is fine, it's plenty good enough compared to everything 2.5D that came before. The Batmobile on those early Amiga screenshots looks different too I think. The coders who wrote the 2.5D routine on the ST/Amiga never did any other 2.5D games. Shame, it's a good routine. Look at garbage like Turbo OutRun, Cisco Heat etc. I wonder if the original programmers could be contacted to comment on why they never took their routine to other publishers/developers. level 3 should never have been in the game, if you run out of ideas just forget it. |
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