24 February 2010, 04:00 | #41 |
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I'd say for OCS in order of awesomeness (just off the top of my head)
Mega Typhoon (actually requires ECS, to fit some HUGE buffers, supposedly.) Snow Bros Turrican series Star Ray X/Z-out Shadow of the Beast series The 3D poly department was a bit dire, perhaps because it was easier to write cross-platform versions, but some prime examples are Virus Frontier Whirlwind Snooker Resolution 101 Now, most of these games above were selected for code speed, but f.ex. SoTB looked cool more from the parallax, number of colors, big objects, etc. There are other things that make games "not look ancient" or be impressive/arcady these days, regardless of how much pressure was put on the CPU The Pinball series, for example, still good looking and a finely tuned game experience. Amnios has some cracking graphics as well as the Bitmap Bros games and some excellent games from Graftgold, some of these will play less well or look slightly less impressive today due to the framerate. Lotus series still look quite okay to my eye also There's also the sound to think about. Pinball series had very well produced sound effects, and many many games had better music than any other platform for years. I'm trying to think of some games with really immersive sound effects and maybe context sensitive 'event' music, but maybe you can help add some more games on this note. Last edited by Photon; 24 February 2010 at 04:05. |
24 February 2010, 11:30 | #42 |
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Lotus Turbo Challenge II. Definitely the best arcade racing on Amiga.
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24 February 2010, 17:03 | #43 |
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25 February 2010, 17:33 | #44 |
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25 February 2010, 18:51 | #45 |
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to add to photons list of games with immersive sound effects, I have to say I remember "Hired Guns" as being one of those games.
and maybe if I was to shout "icecream!!" i'm pretty sure most people remember speedball 2 instantly allso I remember silkworm and swiv as having some insanely loud explosions, which offcoz makes it even more awesome to blow shit up and IK+ with a really cool and fitting adrenaline pumping sound track, that still gets my blood pumping when i take a few rounds of fist fighting, the old school way |
25 February 2010, 20:01 | #46 |
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I'd say nebulus
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25 February 2010, 20:32 | #47 | |
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Quote:
Then again, if it doesn't run decently on anything below a 68060, it probably didn't use the hardware fully on the platform it was released for. For most games this platform is either OCS with 512k or 1024k memory, or stock A1200. A few games like Doom-alikes may be written with other setups as minimum platform. So I guess, "games that use whatever hardware they were designed for, fully". One could argue that all games coded in c or a high-level language be excluded; indeed if 80-90% of the CPU cycles are wasted on fluff code, you couldn't really say you're using the CPU and memory part of the hardware fully. Some games did detect things like extra colors or extra memory and adapt themselves, like Pinball Fantasies. I don't really think that's what he means, it should be more like "games that were impressively implemented on the A500 or A1200". Or "Tight code, design, sound without sacrificing features like on-screen colors or frame stutter (cos the hardware was hard to make something really nice in full framerate)". Or something like that. It's a question in search of a definition, I'd say |
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26 February 2010, 00:38 | #48 | |
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I always thought that this thread was about games that pushed the Amiga to the limit in terms of on-screen colors, scrolling speed, sprite count and size, visual effects, framerate or detail in polygonal graphics, etc. 8-channel or 14-bit sound would be a good example as well. |
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26 February 2010, 06:26 | #49 |
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He's just responding to this inaccurate remark of yours:
"It looks no different from the ST version, apart from a copper gradient in the sky." Having played the ST version for a few months before the Amiga one, back in the day, and _not_ relying on a mere screen shot like some here, I can tell you Amiga Lotus sports a lot more over ST Lotus than a mere copper gradient. :-) |
26 February 2010, 16:17 | #50 |
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I've played both versions (emulated), and I don't see any difference besides the framerate, the copper gradients, and some track detail. Which says more about the ST's weak graphics than it does about the Amiga programmers' use of the Amiga hardware.
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26 February 2010, 16:27 | #51 |
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did you forget kidchaos ?
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26 February 2010, 19:33 | #52 | |
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Quote:
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26 February 2010, 20:19 | #53 | |
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But that's exactly what I'm getting at. Regardless of whether you're using hardware sprites or changing pointers or whatever, it's a very basic capability of the machine - it runs better on the Amiga by virtue of running on the Amiga at all. |
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26 February 2010, 21:47 | #54 | |
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1. Yes the objects were ray traced on the developers machine but then those ray traced images were just converted into normal sprites. 2. The 3d tunnel section is famously faked with a combinations of moving screens around that were larger than the display, parallax scrolling and sprites of different sizes. Don't get me wrong though, good game all the same and the first time I saw the '3d' section when I was a kid it made me look like this - |
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27 February 2010, 17:36 | #55 |
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Er... nope. If you would just use the same code on both the Amiga and the ST, the Amiga version would be the same speed or even a bit slower. There are a lot of 1:1 ST to Amiga conversions that make this 'mistake'.
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