02 August 2021, 18:23 | #41 | |
CaptainM68K-SPS France
|
Quote:
It's possible maybe to revise the program for A500, optimise it here and there or use possibly better routines, but that's it. |
|
02 August 2021, 18:28 | #42 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
I actually remember DragonNinja (as was called in Italy) being one of the first games to take advantage of the extra RAM; what i would change is more copper in the truck scene that seems a bit bland else is OK for me albeit not a favorite; ah, and a better jump!
|
02 August 2021, 18:37 | #43 |
CaptainM68K-SPS France
|
the jump has been fixed already. Only the first revision of DN amiga had this problem. revision 2 is ok
|
02 August 2021, 19:18 | #44 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,893
|
Had a look at the Amiga version of Wonder Boy in Monsterland and compared to the arcade - had assumed that the arcade was full screen but no. Amiga version looks reasonably close to the arcade version to me (maybe scrolls a bit faster) - what am I missing or are we just wanting a more arcade accurate port?
Seems to me that if the port is 80% plus there already then it isn't worth the time reporting from scratch. Others may disagree... |
03 August 2021, 00:51 | #45 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
Quote:
Wonderboy in Monster Land SE |
|
03 August 2021, 12:00 | #46 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
|
Quote:
If I would do a remake, I would: - try to make the bosses closer to the other ports/arcade version - try to make the UI the same too for a bigger playing area - fix the loading times - fix the framerate - make doors consistent, don't know why in the Amiga version they added automatic entering of doors where in other versions you have to knock on those doors - remove the time limit altogether (maybe tie it to a "hard" game mode) - double the amount of time it takes for enemies to respawn (again, maybe create an easy/hard mode) - make the jump and attack animations closer to other ports - change the attack sound to be less earwax liquifying - reduce the strength of the bounce when getting hit - when you are temporarily invincible due to being hit, make it so you don't friggin' keep bouncing when getting hit :/ Once is enough! - slightly increase the chance for item drops - 100% joystick control, no having to press space to enter doors That is off the top of my head. I am not too sure about the behavior of flying enemies. They behave differently in the Amiga version but... in my opinion they behave better. Flying enemies in other ports are quite obnoxious. |
|
03 August 2021, 12:13 | #47 | |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Quote:
Am working (slowly) through a port of starforce but am limited by the engine used in many ways so it will not be 100% accurate. The main issue is the semi random elements the game uses, such as weird cut off points to end and restart a level, cannot figure out how to achieve this! However, I am well up for doing a port for Amigamejam, though do not know who else is doing what so would hate to see multiple ports of the same game happening, if only cos mine would suck the most Was thinking perhaps Wonderboy ... |
|
03 August 2021, 13:43 | #48 |
Registered User
Join Date: Mar 2012
Location: UK
Posts: 1,893
|
What's Amigamejam?
|
03 August 2021, 14:13 | #49 |
Registered User
Join Date: Jul 2018
Location: Scotland
Posts: 821
|
Its this:
https://itch.io/jam/amigamejam You have 6 months from now to create a game port of your choice, something for devs to get stuck into Cammy and Bill were talking about it on his stream the other night, was first I heard to. |
03 August 2021, 20:19 | #50 |
Registered User
Join Date: Dec 2020
Location: Italy
Posts: 1,898
|
ok, we already have the mighty Turrican soldier
...but what about Soldier of Light? does not deserve a better port too? played a lot on real cabinet eons ago the 'port' has different levels, all similar, true garbage the c64 version was much closer, but also that... imo perfectly doable, also on ocs |
03 August 2021, 23:24 | #51 |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 999
|
I looved Soldier of light in the arcades. But I wouldnt say that ocs would be enough.
|
04 August 2021, 00:42 | #52 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
Quote:
Want to remind italian users that Soldier of light in italy is known as Xain'D Sleena |
|
04 August 2021, 01:37 | #53 | |
Registered User
Join Date: Jan 2014
Location: Belgrade / Serbia
Age: 41
Posts: 999
|
Quote:
|
|
09 August 2021, 22:24 | #54 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
|
09 August 2021, 22:25 | #55 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
Added Chadderack interest on redo Black Tiger but, since he is still reverse engineering the ROM no promises on if will be done
|
10 August 2021, 12:15 | #56 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
|
I see that Xybots has also been added to the list. I agree with that one as well. The Amiga version is actually pretty good, BUT... the arcade version has extra animations and sounds which add elements of humor to the game. Just a simple flourish of blowing the smoke from the barrel of the gun when you killed all enemies, or casually leaning on the gun while going down an elevator.
I don't really see why those animations and sounds were scrapped in the Amiga version, it changes the style from a light hearted shoot em up game to something way too serious for its own good. |
10 August 2021, 18:43 | #57 | |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
Quote:
[edit] had to see again the port of xybots, is not only the smoke and animations, is the walls rotating, the color choices, the different wall patterns and the soundtrack in the back! Arcade was cool, amiga was like Aliens meet dungeon master while on acid (did work for Xenomorph and Hired Guns,though) Last edited by saimon69; 10 August 2021 at 18:57. |
|
10 August 2021, 19:02 | #58 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,519
|
As a little OT and mentioning Xenomorph, someone a while ago did a Longplay in youtube adding System Shock 2 soundtrack to it, and it fits really well! Maybe to do a loaded version with a soundtrack in-game on similar fashion?
(ok actually even a make up of the graphics at 32/EHB should be good, bandwidth-wise should be doable) [ Show youtube player ] Last edited by saimon69; 10 August 2021 at 19:09. |
11 August 2021, 11:30 | #59 | |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,908
|
Quote:
|
|
11 August 2021, 12:42 | #60 | |
Registered User
|
Hello!
Quote:
I already converted Giana Sisters music to standard ProTracker almost a decade ago. How to get? See this thread: http://eab.abime.net/showthread.php?t=80428 |
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
good arcade games for Windows 3.11? | s2325 | Retrogaming General Discussion | 28 | 25 September 2008 23:26 |
Good WHDload games, bad written slaves? | rkauer | support.Games | 10 | 06 May 2008 20:49 |
The Bad-games-with-good-covers tread. | MazinKaesar | Retrogaming General Discussion | 8 | 14 March 2008 17:48 |
blackcornflake’s Pretty Good at Amiga Arcade Games Quiz | blackcornflake | Retrogaming General Discussion | 24 | 03 October 2006 14:53 |
Good games, bad games, good music, bad music, ETC! | Shatterhand | Retrogaming General Discussion | 20 | 27 August 2002 21:31 |
|
|