14 June 2021, 17:36 | #1 |
J.M.D - Bedroom Musician
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Astro Marine Corps: not technically bad at all?
Was watching lately a longplay of AMC and i did realize that, despite not being a Shadow of the Beast game and a bit boring (i did liked playing it though), has several technical feats that, albeit not stellar, put it a bit above the usual dual playfield Beast games.
[ Show youtube player ] In example the main playfield is a 16 color multidirectional one and despite that has parallax in the back (first stage a landscape with four parallax level and three fixed moon, second stage meteors a small moon, fixed planet and foggy landscape, third stage several pillars); is this a case of brute force parallax like Flimbo's Quest or is all made with sprites? Can we have a Codetapper analysis on this one? Last edited by saimon69; 14 June 2021 at 17:59. Reason: better title |
14 June 2021, 18:34 | #2 |
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Looks like bobs moving @25 fps, so, I'd surmise the blitter does most of the work in there. It does look nice and it was pretty impressive on Spectrum as well.
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14 June 2021, 19:25 | #3 |
cheeky scoundrel
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Jeepers, overcompensating for something with that huge gun? It's like he's holding a sawfish. Also that jump, it makes me imagine a "boing" sound.
I like that bullets bounce and that you can actually aim up, you didn't see a lot of that back in the day. |
14 June 2021, 19:28 | #4 |
J.M.D - Bedroom Musician
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What can i say about graphics assets done on a black background, the artist using the anti-alias on black and we find all those dark areas even on the shields? I know
And by the way to really appreciate the soundtrack you gotta rip the mods and remove all the BXX commands to have a seamless single song. However i was focusing on the technical aspect, not on the overall look. |
14 June 2021, 21:37 | #5 | |
CaptainM68K-SPS France
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Quote:
The best version of AMC is the amstrad CPC release. It has a triple playfield, 16 colors, tons of sprites, some gigantic and it plays very well. |
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14 June 2021, 21:47 | #6 |
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looks like its running about 5 fps though
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14 June 2021, 22:05 | #7 |
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Similar to After the War - also by Dinamic - they had a very particular style (loved part 1 and part 2 sections)
Also they did one of my fave ever ending sequences on the Amiga - Navy Moves. Check it out |
15 June 2021, 00:13 | #8 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
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I actually mean REAL black lines on things like barriers, bullets and lightnings; it means they did the pixel art on a black background trying to do anti-alias and forgot they had a background other than black in my opinion
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16 June 2021, 00:28 | #9 |
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On the other hand, that's pretty much the way they did their gfx on the 8-bits, so, maybe they simply did what they knew, probably believing those outlines would help them be more distinguishable from the bg gfx.
Edit: Regarding the frame rate, checked it with winuae, first of all, works fine under NTSC. Scrolling and player move @50/60fps, bullets and enemies @25/30 fps, some enemies even @17/20fps for no apparent reason. And by that, I mean there can be just a single enemy moving every 3rd frame and in other instances, 2 enemies move every 2nd. So, it seems that the blitter brute forces most of the stuff on screen. Last edited by vulture; 16 June 2021 at 01:12. |
16 June 2021, 02:58 | #10 |
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The updating enemies every 3rd frane could be deliberate, i.e. for worst case scenario of blitter usage.
Its common and a good trick for games to give max framerate for the players character, bullets and scrolling but to reduce enemy framerate. |
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