04 January 2010, 11:24 | #1 |
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Games that actually used the Amiga hardware
Which were the Amiga games that used the Amiga hardware at its fullest ?
And among these, which were the most fun to play ? |
04 January 2010, 11:40 | #2 |
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I would say that AB3D probably squeezed about as much out of an unexpanded A1200 as anybody was/is ever likely to get. It's also one of the most playable Amiga games too (IMHO), so I guess it answers both your questions!
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04 January 2010, 13:08 | #3 |
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AB3D was great and might have had well optimized code, but I disagree that it used the hardware capabilities to their fullest as such. I would say SotB 3, Risky Woods, Lionheart and in particular Agony are good examples of games that try to use every trick and clock cycle available.
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04 January 2010, 19:33 | #4 |
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ooooooo
agony thats on my play list for tonight SoTB3 whats that? I was playing Alien Breed3d over xmass - lovely feel and atmosphere to it. would be a nice XBoxLive remake |
04 January 2010, 19:59 | #5 |
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SOTB = Shadow of the Beast
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04 January 2010, 20:12 | #6 |
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ahhh SoTB. I member it now - I think i have it on my GP2x nice side scrolling jump and gun with parallax scrolling?
super hard if i member right too |
04 January 2010, 21:16 | #7 |
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Lionheart, All three Shadow of the Beast games, Agony, Brian the Lion, Hybris, Battle Squadron, Fears, SWIV plus many others.
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04 January 2010, 21:36 | #8 |
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Did any flight sims or wargames really push the miggy?
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04 January 2010, 21:41 | #9 |
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Ambermoon
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04 January 2010, 21:47 | #10 |
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04 January 2010, 22:15 | #11 |
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TFX looks sweet though on HOL. never saw it back in the day. had an unexpanded 1200
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05 January 2010, 00:48 | #12 |
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Mr. Nutz Hoppin' Mad uses every trick in the book! It uses dual playfield mode with multiple levels of parallax in the background playfield with palette changes every few scanlines to make the mountains/background objects different colours, as well as extra levels of parallax in the city level that I don't know where they come from (are they sprites or something?). It changes the palette for water areas and switches on the audio filter when you're under the water. It has those 3D third-person tunnel levels from State of the Art, and massive end of level bosses that zoom in and out to become twice as big as your screen. On top of all that, it's super fast, colourful, a joy to play, and has a huge map full of heaps of levels.
Brian the Lion also pushes the Amiga hardware quite a bit. It stays in single playfield mode, but still manages parallax with a repeated sprite layer in the background so it can use more colours in the foreground. It uses scanline-palette changes, translucent water, massive rotating platforms, and that lovely map that zooms into the screen. Fightin' Spirit, while not using any special tricks, manages to push the OCS chipset to its limits in some ways too. It has the largest BOBs of any fighting game on the Amiga, which are actually larger than the Street Fighter II, King of Fighters and Street Fighter Alpha sprites. The whole game runs in 64 colours (Extra-Half-Bright) but makes better use of the palette than any other EHB game (they don't use the second bank of colours JUST for shadows, but for everything). It also has that awesome rock song at the start with the lyrics (although I have no idea what they're saying). |
05 January 2010, 07:54 | #13 |
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05 January 2010, 10:29 | #14 |
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Worms DC
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05 January 2010, 10:47 | #15 |
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05 January 2010, 14:20 | #16 |
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06 January 2010, 09:12 | #17 |
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06 January 2010, 09:18 | #18 |
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That's what I thought too but you never know
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06 January 2010, 09:25 | #19 |
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ALien Breed 3d II put everything to the limits
The game is unplaylable even on the 040/060...low fps (about 12-15) Alien Breed 3d II only is playlable on winuae |
06 January 2010, 09:54 | #20 |
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Sorry, I meant Arte! I can't believe I got those two demos mixed up!
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