11 May 2023, 05:20 | #21 | |
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Granted, it wasn't free, but good developer support never is. |
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11 May 2023, 22:42 | #22 | |
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Books are of zero use unless the coder is already as talented as Martin Edmondson et al They needed something like Sony's Playstation1 Analyser used by Namco to write Ridge Racer IV for something as complex as the Amiga chipset+68000 combo used to get its pixel pushing grunt. Amiga != C64 simple to hack and push type hardware, you need genuine multiprocessor coding skills to make it do bugger all remotely jaw dropping IMO. If all 2.5D racing games and side scrolling Rastan Saga knock-offs were Lotus II/Beast 1 quality a lot more Amigas would have sold IMO. I think Commodore development team members need to accept that as their failing as much as the coders who weren't ever up to Martin/Shaun standards of OCS coding genius etc |
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11 May 2023, 23:09 | #23 |
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Reflections were able to design Beast 1 from the ground up to use the Amiga to its limits, with no consideration for other formats (although it did end up on the 8-bits as well as the ST), no deadline and no publisher pressure or expectations. Lotus 2 at least partly the same, though I expected Gremlin wanted it ready for Christmas, and probably insisted on the ST version too. If you're doing an arcade conversion or film license you don't get those luxuries.
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14 May 2023, 04:17 | #24 |
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These, along with Turrican 3 make up the holy trinity of A500 games, the peak of development.
For whatever reason, be it complexity of extracting 100% out of OCS chipset vs SNES/MD hardware or lack of support, these were really rare games. If only publishers sought out the developers with the best fit for the type of game engines needed it might have been OK. Ultimately though the software houses never chased the talent IMO nor did Commodore help those inferior coders get up to that "Gold standard" for various game engines. Not sure what to make of that. |
14 May 2023, 11:31 | #25 |
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Software houses chased sales numbers, no matter if the game was well coded and designed or not. In the same way Commodore cared about sold machines and while I'm quite sure they knew that a good number of their machines sold for gaming, they also didn't care how well those games use the hardware. I don't think that quality control for games happened on any computer at that time (or today for that matter). That was and is done only for consoles.
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14 May 2023, 14:56 | #26 |
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Most of the top developers didn't rely on anyone to figure out how to get the best out of systems in those days. They were making their own development tools and figuring out how to push systems to the limit. The official documentation and tools will only get you onto an equal footing with everyone else who has access to them. If you want to do better you have to figure it out for yourself
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14 May 2023, 15:25 | #27 |
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17 May 2023, 09:47 | #28 | |||||
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I was a registered CDTV developer, which only cost US$25 per year and had few strings attached. Unlike other Amiga models you had to submit your product to Commodore for quality control before it could be released. They tested our title and asked how I was able to get the loading so fast. I pointed out that I just used the technique they suggested in the CDTV developer notes! As I said before I am just an average coder. I have never tried to make a hardware banging game engine for the Amiga. But for the stuff we needed I found the OS functions did the job fine. Many games do not require 'pulling out all the stops' to get the desired effect. Most stand or fall on the game design, artistry and playability, not frame rate and size/number of objects moving around. A good game will not try to be 'jaw dropping' at the expense of other factors. Shadow of the Beast is a good example of a game that failed there. Some others such as Outrun should never have been released if they couldn't make it fun to play. |
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17 May 2023, 22:12 | #29 | |
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I love the OP's idea that a programmer who achieved something impressive should have shared his routines with rival programmers, potentially with rival publishers. This wasn't communism, and Magnetic Fields weren't a registered charity. And imagine how bored you'd be if 10 other companies did games with the same routines as each other. Incidentally, did Commodore know that the Amiga was more complicated to code to its limits than the C64 was when they launched it? Even when they launched the A500, did they perceive how far beyond the ST its ultimate potential was? The general public seemingly didn't. |
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17 May 2023, 23:06 | #30 | |
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I think both got the basic hardware programmers reference manuals, but the Amiga also had all the OS dev information... That said, I doubt most computer companies spent a lot of time focusing on hardware banging support for game programmers... These are computers and not game consoles... ;-) |
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