English Amiga Board


Go Back   English Amiga Board > Main > Retrogaming General Discussion

 
 
Thread Tools
Old 11 June 2023, 00:38   #41
kkong
Registered User
 
Join Date: May 2023
Location: Scotland
Posts: 5
Quote:
Originally Posted by kremiso View Post
in this @vulture one, some overscan titles are also present, marked with (O) :

https://eab.abime.net/showpost.php?p...40&postcount=1
Pac-Mania uses overscan but isn't marked as such on that list.
kkong is offline  
Old 11 June 2023, 01:18   #42
vulture
Registered User
 
Join Date: Oct 2007
Location: Athens , Greece
Posts: 1,842
"The grading of the games in the list is not complete regarding the (N) , (FS) and (O) attributes, just what is checked so far."

Marked Pacmania, thx!
vulture is offline  
Old 13 June 2023, 11:30   #43
kremiso
Registered User
 
Join Date: Dec 2020
Location: Italy
Posts: 1,900
wondering if that very large horizontal area used in that Fire! game can be full displayed correctly with newest monitors
i suppose yes

its interesting more titles used a larger vertical area as overscan, as ie Jim Power seems doing

maybe preferred due the @ross mentioned issues, horizontally talking
kremiso is offline  
Old 13 June 2023, 14:13   #44
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 186
kid chaos did it perfectly;and with 2 layers .
[ Show youtube player ]
touko is offline  
Old 15 June 2023, 22:54   #45
Photon
Moderator
 
Photon's Avatar
 
Join Date: Nov 2004
Location: Eksjö / Sweden
Posts: 5,604
Quote:
Originally Posted by touko View Post
kid chaos did it perfectly;and with 2 layers .
[ Show youtube player ]
It is an Amiga-First game (as per my previous comment), and it not only uses a second parallax layer, but also 3 zones for that layer to accommodate sky, forest, and a ground parallax with a bit of perspective, animated foreground (at least the waterline), and music+SFX. A technically accomplished game.

It looks to be a bit like Sonic, I'm in a bit of an arcade mood so I'm trying games again. Could be fun if there's less map-memorizing like for Sonic. I should try it.

Should be posted in that Megadrive thread for some
Photon is offline  
Old 16 June 2023, 09:36   #46
kremiso
Registered User
 
Join Date: Dec 2020
Location: Italy
Posts: 1,900
yeah, Kid Chaos seems the better entry, as gfx features used combined with wide video area displayed

horizontally, seems using the same Jim Power screen size, it seems full screen more than overscan, not sure

some games used an even larger one, despite yes inferior as things on screen

@Photon imo it does require a trainer to be better played, as it is it lacks on playability
kremiso is offline  
Old 16 June 2023, 11:18   #47
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 186
Quote:
Originally Posted by Photon View Post
It looks to be a bit like Sonic, I'm in a bit of an arcade mood so I'm trying games again. Could be fun if there's less map-memorizing like for Sonic. I should try it.
you didn't know this game ?

Quote:
Originally Posted by Photon View Post
A technically accomplished game.
I agree totaly, i don't know how people can always take SOTB for the technical showcase of what amiga can do, when kid chaos destroy it in every way, except for musics maybe,beast musics are really master pieces .

Quote:
Originally Posted by Photon View Post
Should be posted in that Megadrive thread for some
Not a bad idea .

Quote:
@Photon imo it does require a trainer to be better played, as it is it lacks on playability
Yeah, it looks and smell like sonic, but without the fun and playability, a good game though .

Another exemple of what the MD and snes can't do but amiga did(at 55:31) :
[ Show youtube player ]

8 way scrolling+2 layers of parallaxes+a real time zooming boss with palette change .

Last edited by touko; 16 June 2023 at 16:57.
touko is offline  
Old 16 June 2023, 12:11   #48
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
Quote:
Originally Posted by touko View Post
8 way scrolling+2 layers of parallaxes+a real time zooming boss with palette change .
Background parallax layer is just 2 x hardware sprites repeated down the screen.

The SNES can easily do that zooming (maybe the MD could too actually )
DanScott is offline  
Old 16 June 2023, 12:22   #49
AestheticDebris
Registered User
 
Join Date: May 2023
Location: Norwich
Posts: 377
Quote:
Originally Posted by DanScott View Post
Background parallax layer is just 2 x hardware sprites repeated down the screen.

The SNES can easily do that zooming (maybe the MD could too actually )

Yeah, fairly primitive for a SNES, just have a Mode 7 layer with the boss on and you can zoom it easily. There are various in game examples like Bowser fight in SMW or various enemies in R-Type 3. The only difference is a SNES equivalent would probably rotate it at the same time to look extra snazzy.

Last edited by AestheticDebris; 16 June 2023 at 12:34.
AestheticDebris is offline  
Old 16 June 2023, 13:11   #50
Tigerskunk
Inviyya Dude!
 
Tigerskunk's Avatar
 
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,773
Quote:
Originally Posted by touko View Post
I agree totaly, i don't know how people can always take SOTB for the technical showcase of what amiga can do, when kid chaos destroy it in every way, except for musics maybe,beast musics are really master pieces .
Maybe because Beast looked beautiful, and Kid Chaos looks like puke?
Tigerskunk is offline  
Old 16 June 2023, 14:00   #51
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 186
Quote:
Originally Posted by Tigerskunk View Post
Maybe because Beast looked beautiful, and Kid Chaos looks like puke?
No, but because most have no technical clues(or simply don't know KC),and beast is probably the most known, it's a 1989 game and KC a 1994 one .
touko is offline  
Old 16 June 2023, 14:34   #52
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,212
I'm with Tigerskunk on this one. KC doesn't look particularly great, due to the bobs having to share their palette with the foreground layer (everything kind of blends together and looks a bit dull). Lionheart also suffers from this same issue too.
DanScott is offline  
Old 16 June 2023, 15:12   #53
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,917
Quote:
Originally Posted by DanScott View Post
I'm with Tigerskunk on this one. KC doesn't look particularly great, due to the bobs having to share their palette with the foreground layer (everything kind of blends together and looks a bit dull). Lionheart also suffers from this same issue too.
Well then you're not with Tigerskunk at all because they used the phrase, and I quote: it looks like puke. A gross exaggeration if ever I saw one.
gimbal is offline  
Old 16 June 2023, 16:13   #54
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 186
Quote:
Originally Posted by DanScott View Post
I'm with Tigerskunk on this one. KC doesn't look particularly great, due to the bobs having to share their palette with the foreground layer (everything kind of blends together and looks a bit dull). Lionheart also suffers from this same issue too.
Beast is sublimated mainly by its audio atmosphere, the forest level is beautiful and well suited for the music, but the rest is so classic .

Quote:
Well then you're not with Tigerskunk at all because they used the phrase, and I quote: it looks like puke. A gross exaggeration if ever I saw one.
Totally .

Quote:
The SNES can easily do that zooming (maybe the MD could too actually )
No because you must use M7 for it, so only 1 background layer, and the snes has not enought sprite pixels / line to do all the other stuffs with sprites .

Last edited by touko; 16 June 2023 at 16:21.
touko is offline  
Old 16 June 2023, 18:31   #55
lionagony
Registered User
 
lionagony's Avatar
 
Join Date: Jan 2023
Location: Toronto
Posts: 390
Quote:
Originally Posted by DanScott View Post
Background parallax layer is just 2 x hardware sprites repeated down the screen.

The SNES can easily do that zooming (maybe the MD could too actually )
Well here's that same boss fight in the unreleased Mr Nutz 2 for the Mega Drive with no zooming (at 1:45:00) [ Show youtube player ]
lionagony is offline  
Old 16 June 2023, 18:41   #56
touko
Registered User
 
touko's Avatar
 
Join Date: Dec 2017
Location: france
Posts: 186
Puggsy MD has un zooming boss, but clearly not the same as Mr nutz(45:32) :
[ Show youtube player ]
touko is offline  
Old 16 June 2023, 21:05   #57
gimbal
cheeky scoundrel
 
gimbal's Avatar
 
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,917
Quote:
Originally Posted by touko View Post
Totally .
Okay the pun was kind of the goal. But still, I stand by it. I like the fall tones that the game has, the only thing that is off is the dopey look of the character itself. Tonally just doesn't fit with the rest of the game.
gimbal is offline  
Old 16 June 2023, 21:56   #58
kremiso
Registered User
 
Join Date: Dec 2020
Location: Italy
Posts: 1,900
iirc Probotector on Megadrive had some zooming effects too
i think to remember ie one later boss (maybe the last one) with almost the entire screen zooming in and out, impressive

-
about Beast, that forest outdoor landscape never gets old
i was reading details about this (and other platforms too) into the Codetapper site :

https://codetapper.com/amiga/sprite-...-of-the-beast/
kremiso is offline  
Old 16 June 2023, 23:08   #59
sokolovic
Registered User
 
sokolovic's Avatar
 
Join Date: Aug 2013
Location: Marseille / France
Posts: 1,436
Lol.
Here we go again with someone posting a technical marvel on the Amiga and serious people coming to minimize the coding performance saying that the SNES or the MD could handle it (even if the MD version doesn't handle it, in fact, because if it could it would have been on the MD version, as for the bonus stages).

Mr Nutz is a true masterpiece on the Amiga. I really don't get why peoples praise averages games like Zool or Superfrog over it (even back then). The sprites blending problem seems very over exagerated to me. The game is very playable and well balanced.
And on top of that the MD version lacks many elements from the original version. Strangely, nobody concludes that this is a proof of the Amiga hardware superiority yet comparaisons between Turrican 3 and Mega Turrican (by mostly the same team) are generally used to prove definitive superiority of the MD hardware.

Last edited by sokolovic; 16 June 2023 at 23:16.
sokolovic is offline  
Old 16 June 2023, 23:27   #60
lionagony
Registered User
 
lionagony's Avatar
 
Join Date: Jan 2023
Location: Toronto
Posts: 390
Quote:
Originally Posted by sokolovic View Post
Lol.
Here we go again with someone posting a technical marvel on the Amiga and serious people coming to minimize the coding performance saying that the SNES or the MD could handle it (even if the MD version doesn't handle it, in fact, because if it could it would have been on the MD version, as for the bonus stages).

Mr Nutz is a true masterpiece on the Amiga. I really don't get why peoples praise averages games like Zool or Superfrog over it (even back then). The sprites blending problem seems very over exagerated to me. The game is very playable and well balanced.
And on top of that the MD version lacks many elements from the original version. Strangely, nobody concludes that this is a proof of the Amiga hardware superiority yet comparaisons between Turrican 3 and Mega Turrican (by mostly the same team) are generally used to prove definitive superiority of the MD hardware.
Great point! It's almost like people have an inferiority complex about the Amiga just because it didn't come from the slickly marketed behemoth's Nintendo or Sega. In contrast I have a superiority complex when I use the Amiga because it's the best
lionagony is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Scrolling several layers - Parallax::.. MrGuppy Coders. Asm / Hardware 4 13 October 2022 21:39
Parallax Scrolling timg Coders. Blitz Basic 5 29 January 2020 00:36
Parallax scrolling layer with sprites possible? phx Coders. Asm / Hardware 21 12 July 2015 18:15
Parallax scrolling meant nothing to me until... killergorilla Amiga scene 26 12 February 2006 16:40
Parallax scrolling in DPaint (tutorial) Stein Retrogaming General Discussion 2 17 January 2006 22:18

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 07:41.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.13298 seconds with 14 queries