@@Amethyst_Friend I think the "normal fish in a tiny pond" factor of games like this, Dual Blades, etc. is what's interesting the most. They're the best fighters on their platforms, but how do they compare to CPS2/Neo Geo/SNES/etc?
I remember the vanilla version of this game... unlocking max by holding left on P1 joystick and right on P2 joystick... or something like that... oh where's Nick?
Shadow Fighter is so much better in terms of gameplay than this crap. You just can save the music from Allister Brimble and the nice backgrounds from Rico Holmes, I'm afraid.
@@iXien Which is sad really, technically, there's no reason the Amiga shouldn't have had decent ports of Street Fighter II etc. but most of the arcade ports on the machine were straight up garbage.
@@yellowblanka6058 Memory is the worst enemy on computers. To make a good vs fighting game, you need a good move list and the animation of the characters must be fast and fluid, with a lot of intermediate drawings in the movements. All this consumes a lot of memory, especially CHIP memory. If only they had created a real AGA game, with 2MB of CHIP RAM and the few additional display capacities, we could have had all that. But the game was first designed to run on a simple A500 with only 512KB of CHIP RAM, which is to say almost nothing. And then even by overriding the memory problems, it would have been necessary to impose the use of a controller with at least two buttons to envisage an interesting move list (we could even have imagined even more moves by pressing the two buttons simultaneously), but most gamers only had a one-button controller. And finally, we must add the total ignorance of the guys from Team 17 in terms of vs fighting games. We understand that they had decided to create on Amiga games as impressive as on consoles in all the most popular genres. But to make a good game in a specific style, you have to understand the mechanics of it, what makes it interesting, how to make it pleasant to play. In short, none of that in BODY BLOWS and BODY BLOWS GALACTIC. Again, SHADOW FIGHTER is doing pretty well. In view of the technical limits, it offers an impressive technical achievement, the backgrounds are animated (the subway is impressive), the characters are interesting and rather well animated and the NAPS team even manages the feat of offering 25 moves per characters with one button. I think we are much closer to the maximum that a standard A500 (with at least en 512K RAM expansion, of course) can offer and as a bonus the A1200 version takes advantage of the additional memory and capacity by offering real additions, not just more colors on screen.
@@foxgloves321 Ah, I read that review. An undeserved high rating, but they were honest about the simple mechanics. A more honest review would have been: a mid-tier fighting game that serves as an introduction for casual or non-gamers. Play it with your dad.
Home computer game development during the 8 and 16 bit days was "wild west" in terms of skill levels, training, talent or proficiency. Kinda "everything goes". Some of the strangest sh*t in that era definitely happened on the Amiga and Atari ST (in the west) and on the X68000 and MSX (in Japan).
Honestly that's a pretty good looking game, but the art style of the characters and their animations are somehow ugly with a weird moveset and cringe SFX/samples. I think the gameplay isn't very responsive, it looks so stiff and slow. The Amiga 500/600 has certain good qualities and nice games, but for fighting games it's not well suited, alone because it has to less attack buttons for them.
I love the artstyle. Gameplay was only held back a bit by the 1 attack button, but despite that it was very responsive. I'm not sure I would call it slow, setting this thing up on the emulator is surprisingly difficult, because you can have frame pacing issues, which can mess with the speed of the game (I would actually love to see OP's setup in WinUAE). It was buggy though: sometimes after the characters stand up, you can' hit them for several seconds. Personally had a lot of fun playing this against my brothers.
Sadly nowadays there is only the musics to save. What an average vs fighting game. Team17 definitely understood nothing to this kind of game 🤮 I bought it because it was a Team17 game, played it and so much hated it after discovering how poor is the gameplay 😢 On Amiga, even if it can't be really compared to the same games on console, Shadow Fighter is far better 🤩
@@Widerspruchsfreiheit Technical achievement was more important than gameplay itself on computer at the time. With his fabulous musics, sounds, GFX and impressive sprites, Body Blows was a perfect exemple of this blindness. But the gameplay is so hollow, the AI stupid and punitive, the move list is so weak and uninspired, the characters have no charisma... in short, if we put aside the technical realization which blinded players and reviewers of the time, there is nothing left. I tend to be lenient with games that are technically impressive but with low gameplay because I can't deny that I too had fun with games like Agony, Project-X or Unreal. So those childhood memories remain. But all the same, objectively, these are not the games that I show my children to explain to them what dad was playing. And I already hated Body Blows at the time 🤣
@@iXien You are very measured in your judgment. This would've been commendable, especially as your arguments are cogent. However, the "real truth" is somewhat less rational: "It's behind you", a free book by Robert Pape. Strongly recommended.
@@Widerspruchsfreiheit I know this very nice book and the work of Bob Pape. But here I was not talking about the general behavior of magazine reviewers or how arcade game adaptations were made for Western computers (and yes, the truth is very sad). I was talking about a tendancy from the people around computer gaming (players, reviewers, developers, publishers, etc) that was more interested by technical specs than fun factor. BODY BLOWS is a good example but it's also true for a lot of games designed for computers during the 80/90s, created by little teams or sometimes just by one people in his bedroom, without any experience in game development. Team 17 was well known for their love for the Amiga and I'm pretty sure that they really wanted to offer exceptional games on the Amiga. And they seem to be well organized as a serious company. But their lack of knowledge of the styles of games they were working on ruined many of their titles which today are not very interesting to play. But no matter, at the time they gave people want they wanted and that was the key of their success 😃 That's what I was just talking about. BODY BLOWS is a beautiful game, and it was good enough for everyone to love it at the time. We all were so wrong. And in 2022, now that all of these games are technically outdated, we judge them for their gameplay and fun factor, except that the gameplay is mostly just awful 😁. Fortunately, there are still many very cool games on Western computers. But as a result, it's not always the games that have had the most success that remain playable, it's often obscure titles, now that gameplay has become the true unit of measurement of the quality of a game for everyone 😉.
@@iXien @iXien Sorry for the insistence. In the above book, it is clearly stated that magazine reviewers * did prostitute their pen to * any * solicitor willing to disburse, the higher the emolument, the warmer the welcome. * Scores were pretty much bought by publishers for misled kids to harass their parents into buying such, I'm sorry, unholy trash as the Body Blows series (the SF2 incremental updates worked only because the original was good. Team 17's mimicking Capcom's market strategy was somewhat ill-advised, for obvious reasons: greed got poorly camouflaged in their case.) As much as I'm emotionally (i.e., irrationally) attracted to these 8/16-bit home computers, their ludothèque is, to a considerable extent, a sad sight indeed, for all to behold nowadays. Nintendo got it right, they were merciless towards developers, to the joy of the youth. Frankly, as a player back in the '80s or early '90s, when a nice looking game, on mag. paper, turned out to be fecal matter in silk stocking, I got angry and felt betrayed. No wonder crack teams flourished, such insulting 🧻 shouldn't have ever been sold (not even given away for free!) I agree, obscurities, that is those games that weren't advertised by magazine whores, are often quite playable.
It is 1993 and you show this rubbish to your friend who has a much cheaper SEGA Meagadrive/Genesis with a proper conversion of Street Fighter 2. You cry...
That theme tune is a BOP!
Ship from ProjectX in the last stage always makes me smile ;)
I never played this game, but I instantly ❤ the music
I love these obscure tournament fighting games.
This was well known on the Amiga
@@Amethyst_Friend , oh!
😅
I am seeing it for the first time.
Thanks for the info!
@@Amethyst_Friend I think the "normal fish in a tiny pond" factor of games like this, Dual Blades, etc. is what's interesting the most. They're the best fighters on their platforms, but how do they compare to CPS2/Neo Geo/SNES/etc?
I have to admit that the Miasma stage is actually pretty good looking
Loved this game as a kid
love the intro music
Music is awesome!
This Game is a Legend
Only played Ultimate BB on the CD32...and that was enough for me
The wrath of DINO
The opponents don't get any harder, do they?
Fond memories 🤓
I remember the vanilla version of this game... unlocking max by holding left on P1 joystick and right on P2 joystick... or something like that... oh where's Nick?
Echt nicht schlecht 👍🏻👍🏻
Classic game for DOS
Was never released on DOS.
@@Rocketqueener ua-cam.com/video/Rrd7mpjhuMI/v-deo.htmlsi=b4Q5JFwavTUdXWHV
In Japanese hands this Computer could have had a very interesting Software,good sound.
It did have good software and sorry Japanese games are crap
Japanese games were awesome, and they still are.
Hell, these days it's Asian or Indie.
11:42 LOL
VENGAPRAT!
GERROUDAHERE✌
one of hte best fighter on amiga, second to shadow fighter
That’s a low bar
@@yellowblanka6058 🤣
Shadow Fighter is so much better in terms of gameplay than this crap. You just can save the music from Allister Brimble and the nice backgrounds from Rico Holmes, I'm afraid.
@@iXien Which is sad really, technically, there's no reason the Amiga shouldn't have had decent ports of Street Fighter II etc. but most of the arcade ports on the machine were straight up garbage.
@@yellowblanka6058 Memory is the worst enemy on computers. To make a good vs fighting game, you need a good move list and the animation of the characters must be fast and fluid, with a lot of intermediate drawings in the movements. All this consumes a lot of memory, especially CHIP memory. If only they had created a real AGA game, with 2MB of CHIP RAM and the few additional display capacities, we could have had all that. But the game was first designed to run on a simple A500 with only 512KB of CHIP RAM, which is to say almost nothing. And then even by overriding the memory problems, it would have been necessary to impose the use of a controller with at least two buttons to envisage an interesting move list (we could even have imagined even more moves by pressing the two buttons simultaneously), but most gamers only had a one-button controller.
And finally, we must add the total ignorance of the guys from Team 17 in terms of vs fighting games. We understand that they had decided to create on Amiga games as impressive as on consoles in all the most popular genres. But to make a good game in a specific style, you have to understand the mechanics of it, what makes it interesting, how to make it pleasant to play.
In short, none of that in BODY BLOWS and BODY BLOWS GALACTIC.
Again, SHADOW FIGHTER is doing pretty well. In view of the technical limits, it offers an impressive technical achievement, the backgrounds are animated (the subway is impressive), the characters are interesting and rather well animated and the NAPS team even manages the feat of offering 25 moves per characters with one button. I think we are much closer to the maximum that a standard A500 (with at least en 512K RAM expansion, of course) can offer and as a bonus the A1200 version takes advantage of the additional memory and capacity by offering real additions, not just more colors on screen.
geile mucke
Un juego muy original. Me gustó. 👍
What are you claiming is 4K, because it’s certainly not the graphics.
😃👍👍
nice game
looks almost ok but then it tries to move.
This was such a bad game. "What if street fighter was clunky and you could only use one button"
Music slaps though.
There's been a few nice Street Fighter-like games during the amiga lifespan, like Shadow Fighter or Fighting Spirit.
@@deceiver444 That may very well be, I just remember Body Blows from all the underserved hype it got in the One.
@@foxgloves321 Ah, I read that review. An undeserved high rating, but they were honest about the simple mechanics.
A more honest review would have been: a mid-tier fighting game that serves as an introduction for casual or non-gamers. Play it with your dad.
How does this game look so strange?
Home computer game development during the 8 and 16 bit days was "wild west" in terms of skill levels, training, talent or proficiency. Kinda "everything goes". Some of the strangest sh*t in that era definitely happened on the Amiga and Atari ST (in the west) and on the X68000 and MSX (in Japan).
Can’t fault this for graphics or unique characters it just played too slow, even on 1200.
Jogo muito tosco, tem uma leve pegada de fighters history
Honestly that's a pretty good looking game, but the art style of the characters and their animations are somehow ugly with a weird moveset and cringe SFX/samples. I think the gameplay isn't very responsive, it looks so stiff and slow. The Amiga 500/600 has certain good qualities and nice games, but for fighting games it's not well suited, alone because it has to less attack buttons for them.
I love the artstyle. Gameplay was only held back a bit by the 1 attack button, but despite that it was very responsive. I'm not sure I would call it slow, setting this thing up on the emulator is surprisingly difficult, because you can have frame pacing issues, which can mess with the speed of the game (I would actually love to see OP's setup in WinUAE). It was buggy though: sometimes after the characters stand up, you can' hit them for several seconds.
Personally had a lot of fun playing this against my brothers.
Sadly nowadays there is only the musics to save. What an average vs fighting game. Team17 definitely understood nothing to this kind of game 🤮
I bought it because it was a Team17 game, played it and so much hated it after discovering how poor is the gameplay 😢
On Amiga, even if it can't be really compared to the same games on console, Shadow Fighter is far better 🤩
Curiously enough, magazines did praise it profusely ...
@@Widerspruchsfreiheit Technical achievement was more important than gameplay itself on computer at the time. With his fabulous musics, sounds, GFX and impressive sprites, Body Blows was a perfect exemple of this blindness. But the gameplay is so hollow, the AI stupid and punitive, the move list is so weak and uninspired, the characters have no charisma... in short, if we put aside the technical realization which blinded players and reviewers of the time, there is nothing left.
I tend to be lenient with games that are technically impressive but with low gameplay because I can't deny that I too had fun with games like Agony, Project-X or Unreal. So those childhood memories remain. But all the same, objectively, these are not the games that I show my children to explain to them what dad was playing. And I already hated Body Blows at the time 🤣
@@iXien You are very measured in your judgment. This would've been commendable, especially as your arguments are cogent. However, the "real truth" is somewhat less rational: "It's behind you", a free book by Robert Pape. Strongly recommended.
@@Widerspruchsfreiheit I know this very nice book and the work of Bob Pape. But here I was not talking about the general behavior of magazine reviewers or how arcade game adaptations were made for Western computers (and yes, the truth is very sad). I was talking about a tendancy from the people around computer gaming (players, reviewers, developers, publishers, etc) that was more interested by technical specs than fun factor. BODY BLOWS is a good example but it's also true for a lot of games designed for computers during the 80/90s, created by little teams or sometimes just by one people in his bedroom, without any experience in game development. Team 17 was well known for their love for the Amiga and I'm pretty sure that they really wanted to offer exceptional games on the Amiga. And they seem to be well organized as a serious company. But their lack of knowledge of the styles of games they were working on ruined many of their titles which today are not very interesting to play. But no matter, at the time they gave people want they wanted and that was the key of their success 😃
That's what I was just talking about. BODY BLOWS is a beautiful game, and it was good enough for everyone to love it at the time. We all were so wrong. And in 2022, now that all of these games are technically outdated, we judge them for their gameplay and fun factor, except that the gameplay is mostly just awful 😁. Fortunately, there are still many very cool games on Western computers. But as a result, it's not always the games that have had the most success that remain playable, it's often obscure titles, now that gameplay has become the true unit of measurement of the quality of a game for everyone 😉.
@@iXien @iXien Sorry for the insistence. In the above book, it is clearly stated that magazine reviewers * did prostitute their pen to * any * solicitor willing to disburse, the higher the emolument, the warmer the welcome. * Scores were pretty much bought by publishers for misled kids to harass their parents into buying such, I'm sorry, unholy trash as the Body Blows series (the SF2 incremental updates worked only because the original was good. Team 17's mimicking Capcom's market strategy was somewhat ill-advised, for obvious reasons: greed got poorly camouflaged in their case.) As much as I'm emotionally (i.e., irrationally) attracted to these 8/16-bit home computers, their ludothèque is, to a considerable extent, a sad sight indeed, for all to behold nowadays. Nintendo got it right, they were merciless towards developers, to the joy of the youth. Frankly, as a player back in the '80s or early '90s, when a nice looking game, on mag. paper, turned out to be fecal matter in silk stocking, I got angry and felt betrayed. No wonder crack teams flourished, such insulting 🧻 shouldn't have ever been sold (not even given away for free!) I agree, obscurities, that is those games that weren't advertised by magazine whores, are often quite playable.
Отвратительно 😂
да вроде норм игра
It is 1993 and you show this rubbish to your friend who has a much cheaper SEGA Meagadrive/Genesis with a proper conversion of Street Fighter 2. You cry...
AL82
Super bijatyka , po dzis dzien do niej wracam , mogli by zrobic remake ale 2d tylko podkolorowanego