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Old 24 June 2022, 16:39   #41
kamelito
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Old 24 June 2022, 17:13   #42
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For me Wolker Wertich. Till today I can not get which miracles he used it his Settlers.
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Old 16 July 2022, 21:29   #43
Marce
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Quote:
Originally Posted by pink^abyss View Post
For me it's Turrican2. The sprite use in the normal stages blends perfectly into the hardware capabilities. Also I don't know anything comparable to the parallax flying stages on OCS. For me also best music & sfx on Amiga (not just musically but also technically and very efficient ram use). And beside all tech, the game-play still holds up until today.
Turrican 3 also is very good technically as Turrican 2
but Turrican 3 have better music I think
anyways I like both
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Old 12 August 2022, 10:25   #44
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As no one has mentioned Paul Howarth and Cormac Batstone, it's on me to mention these two guys behind "Beast III".

To me, a great game engine is defined by technical excellence, versatility, and ease of use on the side of developers. Because quick test-and-modify-turnaround times are key for a truly polished game.

Beast III combines polished controls, profound physics-based puzzles, outstanding visuals, and audio with great flow and gameplay - a very rare case on the Amiga.

I might mention Peter Thierolf too, as he coded "Apydia".

Last edited by buzzybee; 12 August 2022 at 10:30.
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