23 March 2023, 11:19 | #1 |
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The history of power drift arcade console documentary
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23 March 2023, 16:32 | #2 |
J.M.D - Bedroom Musician
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Am still a bit p1553d the source code got lost, because some optimization or readaptation for AGA and a base 1200 would have done a good job
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23 March 2023, 16:37 | #3 |
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23 March 2023, 17:20 | #4 |
J.M.D - Bedroom Musician
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Is mentioned in this thread where was trying to taste the waters
[Brainstorming] Power Drift and pseudo 3D circuit games |
23 March 2023, 17:36 | #5 |
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23 March 2023, 22:56 | #6 |
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Loved Power Drift on the Spectrum, thank goodness I never saw the Amiga version back then. Maybe we should applaud the ambition, but the result is pretty unplayable, I suspect that having to start again from scratch on a second version might be a good thing.
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23 March 2023, 23:04 | #7 |
J.M.D - Bedroom Musician
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24 March 2023, 11:20 | #8 |
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Chris Butler told Activision he had worked out a way to tilt the screen with no impact on framerate, which no other home port to computers did, BUT it would mean making the game a multi-load instead of a single load as initially requested by Activision. Activision wanted to stick with a single load game so it was never implemented and now that version is lost. He mentions it in a game developer diary feature in a magazine at the time, I think it was ZZAP!64 and the feature may have been called "The Butler did it"
Things like this always happened, it took Chris Butler minutes to add the raster based floor for US Sega release of C64 Space Harrier, which makes the US release (which runs just fine on a PAL C64) visually less confusing and is the version to grab today if you want to play it on a real PAL C64. |
24 March 2023, 19:17 | #9 |
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You're talking about the C64 version I assume there Immortal? At least that one was really good as it was.
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24 March 2023, 21:22 | #10 |
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Ooops, yes Chris Butler's C64 port. It doesn't make a huge difference whether the ground rotates or not, probably better that it doesn't for home gaming for my personal enjoyment I reckon.
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