![]() |
![]() |
![]() |
#81 | |||||
Registered User
![]() Join Date: Mar 2018
Location: Hastings, New Zealand
Posts: 1,541
|
Quote:
Quote:
Quote:
[ Show youtube player ] Compare that to the Amiga version:- [ Show youtube player ] Could it have been done better? Sure (apart from the music it's a straight port from the ST), but it's more playable and much closer to the arcade game than the 8 bit ports. Just because it isn't the best the Amiga could possibly do doesn't mean it wasn't worth having - especially if the alternative was nothing at all ("We don't feel that we can do the Amiga justice - so no Outrun for you!). As to why the home computer ports weren't that great:- The boy behind the biggest coin-op conversion of the 80s Quote:
Quote:
71% ST Amiga Format Jul 1988 66% Datormagazin Dec 1988 61% Amiga Action Apr 1991 5% Amiga Power Oct 1994 Ratings aren't absolute. As games got better the bar moved higher. 71% was probably a fair score in 1988. Last edited by Bruce Abbott; 23 November 2022 at 15:26. |
|||||
![]() |
![]() |
#82 |
Registered User
![]() Join Date: Nov 2020
Location: Michigan
Posts: 661
|
Nobody I knew talked about "arcade perfect" at the time. Half the time we had never played the arcade version, and if we had we didnt expect it to be the same.
I think the ready availability to play arcade ROMs on home computers has skewed peoples perceptions. Of course nobody has any reason to play the Amiga ports of Street Fighter 2 or Strider today, but we played both and had plenty fun with them. (and in the latter case we did have the arcade in the local shop) |
![]() |
![]() |
#83 | |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,155
|
Quote:
[ Show youtube player ] I am sure it was <70% for the £34.99 copy and the same issue was Deluxe Scrabble for £28, maybe it wasn't AF then, doesn't matter none of these magazines, even TGM or ACE, marked down Amiga games enough compared to the ST versions which they already didn't mark down enough, few reviewers could probably even tell the difference between 16 and 32 colour graphics. If you don't like Shadow of the Beast 1 then that's because you don't like that sort of genre replicated in arcade quality, it is a 9/10 Rastan Saga style arcade game regardless. It is a brilliant SF/Fantasy Art (in the style of Rodney Mathews) re-working of Rastan Saga arcade game and for that reason it gets 9/10, it is better than the arcade game in every way, including high sample rate very cool music vs craptastic FM sounds of arcade. If the underground levels pushed the OCS chipset as hard as the above ground levels technically it would be a 10/10 game I guess but you need to give the developers room to improve ![]() People who know how to review games would realise that and stop moaning about 'lack of puzzles' and other bullshit excuses I read in Beast 1 reviews. Arcade games are HARD, they are not for everyone. C64 Uridium, Green Beret and Ghosts n Goblins etc are also 9/10 games but they too are hard because they perfectly replicate that 'take no prisoners' zero frame drops/instant controller response level of difficulty true arcade games have. Super Star Wars on the SNES platform levels are incredibly difficult too and really frustrating but that never got marked down. Arcade games are tough, I spent most of my teenage years playing those arcade games, that's just what those coin guzzlers are like, take 'em or leave 'em but marking Beast 1 less than 9/10 just shows it is "not the game for you" AND that they shouldn't be giving an opinion in magazines read by people who worked to pay for the games they bought. It's a bit like saying "no I will save £7 and get Deluxe Scrabble instead with my 3 days wages because the magazine reviewers are experts" WRONG! It is not their place to rate a game they personally are not good enough an arcade gamer to appreciate. It's a bit like saying a 1980s BMW M3 is only an average car because you get too much wind/exhaust noise in the cabin when driving for hours on some curve devoid stretch of high way LOL. I think Mario on N64 is a piece of shit, nothing wrong with saying that, a magazine getting me to review that game and me telling people who have to buy that game with their own wages would be very wrong though. I know why I don't like Mario N64 so I would never offer to score it for other people. Like I said plenty of jobs for such idiots who think they can rate Beast 1 less than 9/10 and rate Deluxe Scrabble 10-20% higher out there stacking supermarket shelves. THAT was another problem. The reason reviews weren't harsh is because magazines needed those huge double page full colour adverts for wank sold by Activision/Ocean/US Gold/Domark etc etc. IF reviews had been as harsh as they deserved to be it wouldn't have taken 6-7 years to get proper 'Japanese quality' coding like that of Lotus II, there is no technical reason why it took that long, it was lack of effort and standards from 1985 for game engine development on ST/Amiga. It takes time sure but if your job is making computer games then you make the time like the Japanese did. I bet the whole acquisition of arcade licenses for UK Publishers was all a bit like teenagers losing their virginity, loads of bullshit chat, 10 seconds of 'action' and then a celebratory smoke. US Gold/Ocean probably put 1000% more effort into getting OutRun/Chase HQ licenses than actually making sure the game looked like something on a PC Engine or FM Towns. There is no technical reason this didn't happen. Greed and lack of respect by publishers forcing talentless coders into unrealistic timescales after spending months chasing the arcade license owner for 'persmission to bust juice' as we like to call it in London ![]() |
|
![]() |
![]() |
#84 | |
Registered User
Join Date: Feb 2009
Location: london/england
Posts: 1,155
|
Quote:
![]() There is no technical reason why Lotus quality scaling bitmaps via the OCS hardware couldn't be done much earlier, trial and error and talent. At least Super Hang-on looks something like the arcade. ST Outrun looks f'all like the arcade even in screenshots (which they never show on the back of the box....the box of software which you would never be allowed to return for a full refund). C64 OutRun coding is NOT the problem, OK it would be nice if the land and the tarmac were a different colour but no the game engine is absolutely fine. The biggest problem with C64 OutRun is half the pixel art is f'ing shit and half is not bad at all considering the VIC-II weird restrictions. The audio is also not bad. C64 OutRun could be refreshed in a matter of days and vastly improved just by hacking in some different pixel art here and there using a sector editor. Amiga AND ST OutRun needs a complete overhaul, game engine is wank, pixel art looks f'all like the arcade even working within the 16 colour + rasters for road/ground stripes of Atari ST's restrictions. [ Show youtube player ] If people could return useless wank like ST/Amiga OutRun for a full refund just like if you bought a Big Mac and found a dog turd in the box instead, THEN that little prick who started US Gold who did this all on purpose with OutRun (he shipped 100,000s of copies to shops BEFORE review copies went in the post) would be bankrupt AND THAT IS WHAT WOULD HAPPEN TO JAPANESE DEVELOPERS ON MD/PC=Engine. (Rescue on Fractalus test is simple, you visit your friend with an Atari 800 and play said game then you go home and buy it for your C64, Amstrad, Apple II, COCO etc....is it anything like the original to warrant the purchase) |
|
![]() |
![]() |
#85 |
Registered User
Join Date: Sep 2022
Location: Eastbourne
Posts: 355
|
Minor issue that PC Engine Outrun wasn't released until 1990, the Outrun box did have ST screenshots on (well, one of the gameplay and one of the 'cinematics' -https://www.mobygames.com/game/outrun/cover-art/gameCoverId,95444/), as did Street Fighter 2 (https://hol.abime.net/2137/boxscan) and from what Bruce says it sounds like Sega were as much to blame for at least the C64 version being bad as US Gold were.
In truth US Gold, the home conversion developers AND Sega all benefitted from bad arcade conversions - US Gold got 90% of the sales for 50% of the work, Tiertex et al got 2-3 times the sales that their quality of work actually merited, and Sega got something which artificially made their consoles look better than the rival computers. The same applies to Ocean to an extent, though their conversions were a mixed bag. Capcom probably made more money from people putting 20ps into their coin-ops and from selling their own console versions than from US Gold's licensed computer versions as well, so they had little incentive to ensure that the conversions were good. And to turn the Shadow of the Beast vs Deluxe Scrabble argument around, should you complain about a Scrabble game getting a good review if you're not good at the board game itself? I doubt anybody who planned to buy Shadow of the Beast but was put off by this apparent low AF review score (which doesn't seem to be primarily due to the difficulty) will have bought a Scrabble game instead... |
![]() |
![]() |
#86 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,174
|
wow, that's a score, but sadly in 1994
here in Italy, never seen something less than 7 out of 10, or 70%, or 700 for the fresh releases, in vgmagazines in general i mean so after the initial physiological learning phase, i have always tried to try out games before purchase (so yes, also trying cracks) but yes, as ImmortalA1000 said, some very overrated reviews cry out for vengeance ![]() Last edited by kremiso; 24 November 2022 at 23:49. |
![]() |
![]() |
#87 |
J.M.D - Bedroom Musician
![]() Join Date: Apr 2014
Location: los angeles,ca
Posts: 2,910
|
I STILL would love someone to port the reverse engineer of the STE version by Fedepede04: would be a redemption
|
![]() |
![]() |
#88 |
Moderator
![]() Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,318
|
As a coder I'm not impressed by late 80s/early 90s programming efforts in Japanese games on Japanese consoles (or arcades) - when it comes to performance.
The Amiga community is quite harsh on games that don't use the Amiga hardware fully, and we celebrate instead the relatively few games that were great technically and graphically (and gave us that arcade quality feeling). The consoles were limited in hardware and cheap and many looked past the many failings: only platformers, shooters, and fighting games and nothing else. Japanese coders have been mostly absent from the computer games industry for decades. In the 80s/90s, I think the case was that they were learning programming, or there was a big mismatch between programming education and programming jobs, and programmers didn't have the same enthusiasm for coding. To this day though, not a lot of games are developed by Japanese programmers, and the vast majority of games that are, are still tied in with some consoley hardware product, with a complete disregard for supporting any other platform. This last thing I think is the Japanese way of their companies owning their employees' lives. Not exploring game ideas, and ransoming games software to the purchase of a limited hardware product though, earned them a following that sort of had to be loyal, even when the games were just more of the same. By contrast, the US and especially Europe pursued new game ideas and awesome gamer moments. But the limited consoles, limited game ideas, and limited software releases were a success, well, mostly only for one company. Who was the second biggest player in Japanese games in the 1990s? If you can think of one or two, it will be a short list, and the game ideas will be limited. Any vitality to the games scene on each console would come from elsewhere. The games coming from Japan would be the same-old in a new dress. This loyal following happily ignore poor performance, and happily accept things Amiga owners never would, such as the paginated freeze-scrolling of platformers on SNES, stiff animations, extreme tile re-use, always cartoony graphics, etc etc. What the Japanese games companies excelled at was testing. They realized this early, and the hand-eye-coordination from the 1970s they mistakenly assumed everyone wanted 20 years later... was perfected. It is a good feeling to pick up a comfy controller and romp around with reliable reactions. So I like to play console games, but I'm extremely selective and stop playing as soon as a game stops interesting me, because I realize the game idea immediately and it will be that limited for the rest of the game. If the game idea is not a standard one, or there are gamer moments bigger than a whoa, this boss is 2x2 sprites instead of 1x1, there is something to explore. If not, there is no reward for playing. As rewards go, there is also something to be said about production quality. The Amiga dominated not only consoles but PC and arcades in the quality of expression of graphics of sound. There's just something special about a game where an artist has been involved. It builds a mood that makes the game unique. I contrast this with the absolutely horrible beeps and Casio-sounding cheap MIDI loops, only to be replaced by cheap-sounding .mp3s made by recording Casio keyboards, of pretty much every single game made in Japan until 2014. I'm sure that Japanese coders also adore the strength of Elite, Exile, Corporation, flight sims, building games, or the fun of the likes of IK+ or Lemmings that their boss would never let them code. Maybe also games they could have never coded. This is all an observation of Japanese culture and not their people. Something in that culture forces their people to specialize and stick to it, which will not afford intellectual development, which in turn is required for geniuses to be at work, creating novel experiences. In Japan, the current best-selling game on any platform is Splatoon 3 (a cartoony shooter) for Nintendo Switch, and the current best-selling Japanese games platform is Nintendo Switch. It's not certain that there is a will/drive/possibility for Japanese coders to make games independent of an employment contract. And once that is signed, they are in the hands of the opposite of geniuses, who have no desire to make great games. |
![]() |
![]() |
#89 |
J.M.D - Bedroom Musician
![]() Join Date: Apr 2014
Location: los angeles,ca
Posts: 2,910
|
There is a discrete amount of hentai games on steam made by indies, although those does not seem amongst the highly creative ones, then once in a while some little gems come out
|
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
PSX game made by Amiga developers | Shatterhand | Retrogaming General Discussion | 20 | 05 January 2015 10:40 |
Some IMPORTANT amiga developers say Bye.... | keropi | Amiga scene | 31 | 08 November 2007 08:28 |
The Ultimate Tribute to Amiga Developers... | guru64 | Retrogaming General Discussion | 9 | 05 October 2006 18:52 |
active Amiga developers? | Tolismlf | Amiga scene | 4 | 13 August 2004 15:34 |
Amiga developers and the Arcades | Tim Janssen | Nostalgia & memories | 10 | 26 March 2004 00:52 |
|
|