Those cycles are NOT available to either the CPU or the Blitter, since Copper and Bitplane DMA have higher priotity. Furthermore, in horizonmtal blank. the Copper defines new colours of the 2 sprites for EACH new line. That's why the backdrop is so colourful, despite being only 4 colours. More cycles stolen. This is way more DMA intensive and complex than occasionally updating the scrolling registers and colours, like Shadow of the Beast and Lionheart do.
This game is a technical masterpiece. It has 3 real, overlapping parallax scrolling layers, which is possible because the programmers discovered an ingenious trick how to create the third layer with the copper and sprites. That way, the game has more scrolling layers than any Mega Drive game and is almost as colourful as any SNES game. I am still amazed that the games runs at a constant 50fps, because the graphics eat up almost ALL DMA time.
@VincentGreece MIDI is just a serial protocol intended for controlling music instruments. It has nothing to do with the sound playback capabilities of the actual hardware. Most Atari ST fanboys delude themselves into thinking that the square waves of the Atari ST sound hardware are sounding better than real samples. On the other hand, they start to drool once a game uses a four channel, 4 Bit digi playback routine for the title screen.
Wow I thought this game looked familiar but then I instantly recognized that tune on the first level. I must have been around 4 or 5 yrs old when i watched my brother and his friend play this. Just shows the power of music... I miss that dude :(
Chris Huelsbeck at the very least explained how it happened. The Ys 3 song got stuck in his subconscious and the first level song ended up sounding like 'A Searing Struggle', but thankfully not identical so I can't say it's a complete rip-off. This may sound silly but as a composer myself, this has happened to me on occasion. Twice, actually. When you're composing music, essentially you put down the notes you want to hear and this sort of thing can happen very easily as a result.
@BaronCalisto Part 3 - Jim Power goes to a great length to hide the fact that the background uses 4 colour sprites. The 4 colours are changed on a per-scanline base. - In addition to the 3 real hardware layers, Jim Power also reuses the playfield and sprites, changing priorities to create more "layers", and transparent status displays. In conclusion: my point stands that this game is the most sophisticated OCS game. No other game uses so many tricks and tight timing to create its display.
I PLAYED THIS GAME IN THE ENDING OF 80´S GREAT PLAYABILITY AND SOUNDTRACK....NOW I HAVE A AMIGA 500 AGAIN 24 YEARS LATER...AND I HAVE THIS ONE RECORDED ON A FLOOPY DISK :-P
It's the reason why Jochen Hippel (developer of the Atari ST digi routine) is credited in the Amiga version of Turrican II. If you listen very carefully to the Turrican II title track, you can even hear that the sound routine is changing the mixing rate dynamically, depending on the DMA load. In the first part, when Turrican is running around and shooting,during credits, the mixing rate is about 11khz. But then, when the High Score is shown, it switches to 16 khz.
I love to playing all levels of this game just for music, I have been finished it maybe 10 times because it's a really nice arcade game, great gameplay and music of course it's so PURE and UNIQUE!
You are obviously totally unaware of the fact that the Amiga can actually recreate the typical AY-bleep sound 100% faithful. Composers like Jochen Hippel actually did this at the beginning: porting their Atari ST tracks to the Amiga 1:1. Besides, did you miss me mentioning the C64, Game Boy and NES in my original post? Would you call those "technicaly" advanced? I even prefer software generated PWM sound (like Agent X on the ZX spectrum) to the dull and monotonic sound of the AY8910/YM2149.
@BaronCalisto Obviously, you are not as knowledgeable as you want to believe. Name me one game earlier than Jim Power which used the full-screen sprite backdrop technique. The horizontal sprite displacement by the Copper eats up almost all DMA cycles during visible display. In Dual Playfield mode, Bitplane DMA leaves 2 cycles per 16 Pixels open. In those 2 cycles, the copper repositions the X positions of the two sprites to create a repeating pattern.
For some reason the controls aren't working in my version for DosBox. I'm playing it on an SNES emulator though and yeah the colors are a bit more drab.
Thanks for your explanation, but I can assure you that not long after I got my Amiga (Dec '91), of course I was also experimenting with ProTracker. ;) Jim Power uses Chris Hülsbeck's own TFMX tracker sound format, and the wonderful title track even uses 7 voices. Funny fact: the 7 voice routine is the 4 voice Atari ST digi routine playing on one Amiga channel + the other 3 Amiga channels. ;)
The music in the first "area" of this game is dangerously, almost suspiciously similar to the music from the fire area in Ys 3. Which came out in 1989.
Now speedrun the game! :D Whenever I play this game I usually just speedrun it. Set up a stop watch to time how long it takes me. But my proudest feat I ever pulled in Jim Power was getting through the whole game without losing a single life. That was near impossible I tell you!
Compared to the PC-Engine CD tracks some tracks on Amiga seems incomplete like the level in the forest (and that seems sad since is for me the most beautiful one): crunch time? bug? all of the above?
+Simone Bernacchia, Wait a minute... Are you trying to compare PC sound from these years versus Amiga sound hardware developed in 1985 - 1988 ?? At those times had ordinary standard IBM PC just 4 color graphics and 1 bit sound beeper.. Yes, very few people owned PC with better sound card. But, price of sound card was as high as price of used car in good condition. Amiga retail price was 8-10 times less than PC retail price, at relative comparable power level. I garantee, there was practically impossible to run such a game, as Jim Power, on PC in the year 1992.
+Stefan Bognar Am talking about PC-ENGINE, the japanese console, in this case the Duo version that had a CD-ROM and specifically the song in watch?v=KZantc3c7Kc at 20:43 BTW the amiga tune sounds better for me but is just too short :)
+Simone Bernacchia However, it is a magic how many graphics and sounds they did manage to put in Amiga Jim Power version. The game was supplied on two 880 KB floppy discs. And that is a light years from 700 MB CD-ROM capacity.
+Stefan Bognar well, most of the graphics is in 8 colors with recoloring via blitter/copper, jim sprite is 16 colors though, and maps are mostly made of tiles so at the end not a big amount of stuff, however also compression and non-standard trackloaded did help
+Simone Bernacchia The PC Engine was never released in PAL format and it bombed in the USA as badly as the NES bombed in the UK so we can forget about the CD version on a console that would cost as much as a 286 PC in the EU or USA (Japan is a tiny island so is not important in the worldwide picture in terms of units sold). So to play it on a PC-E CD you would pay more than a new Amiga 500 (which does more than a Windows PC in the 80s and not just play games like the PC-E) and all your games would cost twice as much and have cheesy CD music. A used or new Amiga would cost much less than a PC DOS doorstop pile of rubbish AND play games as good as a Megadrive despite being 5 years older as well as do everything better than an 80s Windows PC. However I don't like the cheesy CD music OR the Amiga soundchip MODs etc to be honest. Still there is plenty of full screen overlaid parallax on the Amiga version which is unusual. The graphics on some levels of the PC-E CD have no parallax at all.
I never thought of this game as mediocre, but I do concede that Huelsbeck's music along with its graphics do go a long way to making this game better than its gameplay.
Exactly.The good to have several computers and consoles at those times was that often there were substantial differences. In short we had almost different games with each version of the same one. Now we have Xbox 360, Ps3 and Wii U and most of games released are multiplatform that look and play identical.The later Windows counterpart will look more detailed,but what's the point to have all the machines now with almost no exclusive by now? I own them all,but mainly just because I'm a collector.
is this the AGA version? Maybe the lower res and compression is smoother the colors. Looks awesome either way, and definitely one of the Amiga's real showpieces. SFX and Music together, Parallax scrolling not even found in the PC Engine version. Very cool.
@cubex55 Its about the Music, graphics and slick programming. The animation is weird and the gameplay is unrefined. This game must have been rushed. It has so much going for it, but fails miserably in really important areas
@porcorosso81 I think the main thing that people like about the atari ST version is that something THAT crappy just played a great soundtrack such as this without messing it up too bad. It could have been like the Amstrad version that had NO music whatsoever.
Awsome. I loved the SNES "Lost Dimension in 3D" Jim Power, this looks almost exactly the same, and sounds almost identical...but looks much easier (Flying Shellfish died so fast!) Think you could do a run like this with the SNES version? =P
amiga was is will always be THE BEST video game console!!!the will never be as good games as jim power, moonstone, yo joe and golden axe.and so many more....
Amiga use module tracker music (like MIDI but files store there own samples), you can dig some Amiga music (mostly from demos and cracktros, but you will find game music too) in scene.org ftp server :) Epic Games was last developer i think that used this format of music and Deus Ex 1 was last game i know that used it (at least on PC). In fact first version of Unreal Engine didn't able play wav or mp3 music as level music, to play it developer need to do custom script and play it as sound effect.
Hace varios años yo terminaba igual de facil y de rapido Jim Power - Lost Dimension in 3D, me lo sabía de meoria y no me detenía para nada, pero ya perdí la practica y ahora que vuelvo a jugarlo se me hace tan dificil como la primera vez... Yo no sabía que existía este juego, (In Mutant Planet)... Hasta ahora...
About controls on DosBox probably you're on Win8 x64 which notoriously has some incompatibility with that dos emulator. A virtual machine and/or a Windows gui may be of any help?
Hey to each his own. I agree with Ben cause I prefer the old school sound of the ST since it gives me that retro feeling I love. Plus it was the first version I ever played. You should check Benzaie's videos, he did a review of the ST version. Its really good.
If with "PC" you meant the Dos version let say is average, while the Pc ENGINE one is overall superb considering is a 8 bits as always impresses with its games quality (especially the sound thanks to cd support), plays very fast, but parallax has just two layers and backgrounds are quite simplified (no copper there, sorry). There's also the megadrive prototype, actually a complete game, just unexplainably never released. The only con is that has just one music for all the lenght.
Hmmm... I was playing this game when i was 8 years young, and kinda enjoyed it, thats sad when im looking at this game and thinking that only good thing here is music :[
@porcorosso81 Yeah if you had an Atari ST only, and got a respectable conversion, great. But I see no reason other than nostalgia for preferring that version. From what I recall the game was ported ok with a lot of graphical compromises.
I own both versions (Amiga and Snes) and indeed some object in its many parallax layers on Snes version as trees on 1st level looks great and smooth and so the Mode 7 sprite rotation/scaling here and there makes that version peculiar, but the main sprite is surely less inspired, colours are fewer and worse implemented and music and fx sounds less incisive.
@BaronCalisto Part 2 Nevertheless, I strongly disagree with you that Jim Power is nothing special for the following reasons: - Jim Power uses 3 overlapping scrolling layers (2 dual playfield, 1 sprite). All other games you mentioned are "just" using the dual playfield mode. - Jim Power puts way more burden on the chipset DMA, because the dual playfield mode (6 bitplanes) and the sprite repositioning eats up ALL DMA TIME during active display.
@BaronCalisto Well, It's not often that someone proves me wrong, but I guess you did. This jerky, highly mediocre conversion of R-Type II indeed uses hardware sprites as the scrolling background. You are right on the issue that there was an earlier game which used hardware sprites as a background layer, and I apologize for calling you dense. I made the mistake to acknowledge that 1% of youtube posters do know their stuff, despite making mistakes in other places. (continued in part 2)
Some people prefer ST for the internal MIDI mostly musicians, the other just repeat their opinion :-D Amiga was great and still is for me but some people hate it for no waveform support...
@BaronCalisto Are you some kind of wanna-be know-it-all? Jim Power has three REAL OVERLAPPING LAYERS! Shadow of the Beast splits the screen vertically into different areas with different HORIZONTAL SCROLLING SPEEDS. These "13 layers" DO NOT OVERLAP. In Jim Power, two four colour hardware sprites are repositioned every 16 pixels by the copper to create a THIRD LAYER. That is the last static layer with the sunset and hills. If you dont believe me, fire up WinUAE and disassemble the copperlist.
@blade004 I know this is meant as a compliment from you, but I personally do not believe in any kind of intellectual superiority of any nation over the other. We are all human individuals with our own personal preferences, strengths and struggles. After all, we are talking about a French game, with a German music composer running on an American hardware architecture. I would urge people to stop judging peoply by their nationalities. Please note that this is not meant as an offense to you.
@BaronCalisto Nope, the background of R-Type 2 is a bitmap. It does NOT use hardware sprites, which is the reason why the scrolling sucks, since the CPU/Blitter has to redraw the background. Fail.
@BaronCalisto Part 4 Nevertheless, you also made mistakes. The fact that dual playfield mode on OCS is 3 bitplanes for each layer, and not 4, as you mentioned, triggered my confidence that you do not know what you are talking about. Plus, the moment someone mentions "I am a very big name, therefore I am right" is usually the indication of being a serious troll. I know the chipset in-and out, down to the exact timing of all DMA channels. I have underestimated you, but dont underestimate me.
The game was mediocre, i could complşete it everytime i play as the movement range of the enemies were quite limited. The soundtrack by hüelsbeck was amazing and was the only reason that i kept the disks.
The music is so göttlich!
I am cry.
Hi cry, how are you?
amiga still live!!!
dann einfach 23. August 2008 WDR Rundfunkorchester Köln Symphonic Shades Chris Hülsbeck saugen
Wow ! Przypomniało mi się moje dzieciństwo jak z braćmi grałem w tą gre i ta muzyka.Nie sposób tego zapomnieć.
Those cycles are NOT available to either the CPU or the Blitter, since Copper and Bitplane DMA have higher priotity. Furthermore, in horizonmtal blank. the Copper defines new colours of the 2 sprites for EACH new line. That's why the backdrop is so colourful, despite being only 4 colours. More cycles stolen.
This is way more DMA intensive and complex than occasionally updating the scrolling registers and colours, like Shadow of the Beast and Lionheart do.
Impressive game... with boss sprites that fill the whole screen - a feat that was revolutionary back then. All hail the Amiga! :)
This game is a technical masterpiece. It has 3 real, overlapping parallax scrolling layers, which is possible because the programmers discovered an ingenious trick how to create the third layer with the copper and sprites. That way, the game has more scrolling layers than any Mega Drive game and is almost as colourful as any SNES game. I am still amazed that the games runs at a constant 50fps, because the graphics eat up almost ALL DMA time.
It’s not a Mega Drive game, you are commenting on a video of the Amiga version.
@@alxthiryread his post again, he quite clearly knows its Amiga, he is pointing out the Amiga is doing something the megadrive cant
Chris Hülsbeck strikes again!
@VincentGreece
MIDI is just a serial protocol intended for controlling music instruments. It has nothing to do with the sound playback capabilities of the actual hardware.
Most Atari ST fanboys delude themselves into thinking that the square waves of the Atari ST sound hardware are sounding better than real samples. On the other hand, they start to drool once a game uses a four channel, 4 Bit digi playback routine for the title screen.
Good old days. ♥
Nice music
This game looks like turrican mixed with gods
This was one of the best games i've ever played, and one of the games i still miss at times.. Especially it's music..
Wow I thought this game looked familiar but then I instantly recognized that tune on the first level. I must have been around 4 or 5 yrs old when i watched my brother and his friend play this. Just shows the power of music... I miss that dude :(
This was 1992 my Xmas present and still one of the best!
That is where everything started for me as well, about 30 years later and still punching Joysticks
Chris Huelsbeck at the very least explained how it happened. The Ys 3 song got stuck in his subconscious and the first level song ended up sounding like 'A Searing Struggle', but thankfully not identical so I can't say it's a complete rip-off. This may sound silly but as a composer myself, this has happened to me on occasion. Twice, actually. When you're composing music, essentially you put down the notes you want to hear and this sort of thing can happen very easily as a result.
@BaronCalisto
Part 3
- Jim Power goes to a great length to hide the fact that the background uses 4 colour sprites. The 4 colours are changed on a per-scanline base.
- In addition to the 3 real hardware layers, Jim Power also reuses the playfield and sprites, changing priorities to create more "layers", and transparent status displays.
In conclusion: my point stands that this game is the most sophisticated OCS game. No other game uses so many tricks and tight timing to create its display.
I PLAYED THIS GAME IN THE ENDING OF 80´S GREAT PLAYABILITY AND SOUNDTRACK....NOW I HAVE A AMIGA 500 AGAIN 24 YEARS LATER...AND I HAVE THIS ONE RECORDED ON A FLOOPY DISK :-P
DEW U EVAN ANGLOZH!?!?!?
It's the reason why Jochen Hippel (developer of the Atari ST digi routine) is credited in the Amiga version of Turrican II.
If you listen very carefully to the Turrican II title track, you can even hear that the sound routine is changing the mixing rate dynamically, depending on the DMA load. In the first part, when Turrican is running around and shooting,during credits, the mixing rate is about 11khz. But then, when the High Score is shown, it switches to 16 khz.
Amazing music!!!
You're right, I have fond memories of this just because of the music! (and colors are also c00l =)
@1shoryuken
Hardly a copy. There's a tribute, yes, but shortly after the song goes in a completely different direction.
Looks super cool, even in 2010!
@hankillo1 This video was recorded in a PC emulating the Amiga 500 hardware, thanks to today PC CPU power we can enjoy the old Amiga hardware!
I love to playing all levels of this game just for music, I have been finished it maybe 10 times because it's a really nice arcade game, great gameplay and music of course it's so PURE and UNIQUE!
You are obviously totally unaware of the fact that the Amiga can actually recreate the typical AY-bleep sound 100% faithful. Composers like Jochen Hippel actually did this at the beginning: porting their Atari ST tracks to the Amiga 1:1.
Besides, did you miss me mentioning the C64, Game Boy and NES in my original post? Would you call those "technicaly" advanced?
I even prefer software generated PWM sound (like Agent X on the ZX spectrum) to the dull and monotonic sound of the AY8910/YM2149.
i remember listening to the intro song for long long time...
cool!!! forgot I even played this game back then...great game, such colourful graphics, so playable...
@BaronCalisto
Obviously, you are not as knowledgeable as you want to believe.
Name me one game earlier than Jim Power which used the full-screen sprite backdrop technique.
The horizontal sprite displacement by the Copper eats up almost all DMA cycles during visible display. In Dual Playfield mode, Bitplane DMA leaves 2 cycles per 16 Pixels open. In those 2 cycles, the copper repositions the X positions of the two sprites to create a repeating pattern.
After hearing lots of his music now, I'd love to see Chris Huelsbeck get back into game music.
Incredible soundtrack to a nice action game. Unfortunately the graphics were a tad too colorful and / or distracting. But it still rocks.
Well, even in 2009 im still thinking the best games were in 90s, 1992-1999 :)
And Amiga is true "cult machine" of ever.
The game is great !
Chris Hülsbeck is a genius !!!
For some reason the controls aren't working in my version for DosBox. I'm playing it on an SNES emulator though and yeah the colors are a bit more drab.
Thanks for your explanation, but I can assure you that not long after I got my Amiga (Dec '91), of course I was also experimenting with ProTracker. ;)
Jim Power uses Chris Hülsbeck's own TFMX tracker sound format, and the wonderful title track even uses 7 voices. Funny fact: the 7 voice routine is the 4 voice Atari ST digi routine playing on one Amiga channel + the other 3 Amiga channels. ;)
The music in the first "area" of this game is dangerously, almost suspiciously similar to the music from the fire area in Ys 3. Which came out in 1989.
Now speedrun the game! :D
Whenever I play this game I usually just speedrun it. Set up a stop watch to time how long it takes me. But my proudest feat I ever pulled in Jim Power was getting through the whole game without losing a single life. That was near impossible I tell you!
It was the best looking amiga game back in the day. The difference between this and what C64 could offer was just huge.
I used to play it just for the music.
Compared to the PC-Engine CD tracks some tracks on Amiga seems incomplete like the level in the forest (and that seems sad since is for me the most beautiful one): crunch time? bug? all of the above?
+Simone Bernacchia, Wait a minute... Are you trying to compare PC sound from these years versus Amiga sound hardware developed in 1985 - 1988 ?? At those times had ordinary standard IBM PC just 4 color graphics and 1 bit sound beeper.. Yes, very few people owned PC with better sound card. But, price of sound card was as high as price of used car in good condition. Amiga retail price was 8-10 times less than PC retail price, at relative comparable power level. I garantee, there was practically impossible to run such a game, as Jim Power, on PC in the year 1992.
+Stefan Bognar Am talking about PC-ENGINE, the japanese console, in this case the Duo version that had a CD-ROM
and specifically the song in watch?v=KZantc3c7Kc at 20:43
BTW the amiga tune sounds better for me but is just too short :)
+Simone Bernacchia However, it is a magic how many graphics and sounds they did manage to put in Amiga Jim Power version. The game was supplied on two 880 KB floppy discs. And that is a light years from 700 MB CD-ROM capacity.
+Stefan Bognar well, most of the graphics is in 8 colors with recoloring via blitter/copper, jim sprite is 16 colors though, and maps are mostly made of tiles so at the end not a big amount of stuff, however also compression and non-standard trackloaded did help
+Simone Bernacchia The PC Engine was never released in PAL format and it bombed in the USA as badly as the NES bombed in the UK so we can forget about the CD version on a console that would cost as much as a 286 PC in the EU or USA (Japan is a tiny island so is not important in the worldwide picture in terms of units sold). So to play it on a PC-E CD you would pay more than a new Amiga 500 (which does more than a Windows PC in the 80s and not just play games like the PC-E) and all your games would cost twice as much and have cheesy CD music. A used or new Amiga would cost much less than a PC DOS doorstop pile of rubbish AND play games as good as a Megadrive despite being 5 years older as well as do everything better than an 80s Windows PC. However I don't like the cheesy CD music OR the Amiga soundchip MODs etc to be honest. Still there is plenty of full screen overlaid parallax on the Amiga version which is unusual. The graphics on some levels of the PC-E
CD have no parallax at all.
The title music is pretty damn cool, but for those of you who came here for the sake of a Longplay, it actually starts at 4:40.
Best dog/horse animation, ever!
Doubtless the best version of this game!
I never thought of this game as mediocre, but I do concede that Huelsbeck's music along with its graphics do go a long way to making this game better than its gameplay.
Didn't you recognise the style. Its Chris Hulsbeck, also known for the absolutely brilliant Turrican intro music. Love the game too.
Exactly.The good to have several computers and consoles at those times was that often there were substantial differences. In short we had almost different games with each version of the same one. Now we have Xbox 360, Ps3 and Wii U and most of games released are multiplatform that look and play identical.The later Windows counterpart will look more detailed,but what's the point to have all the machines now with almost no exclusive by now?
I own them all,but mainly just because I'm a collector.
Why did they use a garish EGA looking palette on the 4096 colour capable Amiga? :/
is this the AGA version? Maybe the lower res and compression is smoother the colors. Looks awesome either way, and definitely one of the Amiga's real showpieces. SFX and Music together, Parallax scrolling not even found in the PC Engine version. Very cool.
Classic music...
le musiche sono stupende..come il gico!!
TIIIIIME - GGGGOOOOOO - AAAARGGGGH - SSSHHHIIIIIELLLLDS
@cubex55 Its about the Music, graphics and slick programming. The animation is weird and the gameplay is unrefined. This game must have been rushed. It has so much going for it, but fails miserably in really important areas
Chris "Moutherfucking" Hülsbeck.
Even if the stage 1 music is a copy of "A Searing Struggle" from Ys III, he made that track even more badass.
@porcorosso81 I think the main thing that people like about the atari ST version is that something THAT crappy just played a great soundtrack such as this without messing it up too bad. It could have been like the Amstrad version that had NO music whatsoever.
Awsome. I loved the SNES "Lost Dimension in 3D" Jim Power, this looks almost exactly the same, and sounds almost identical...but looks much easier (Flying Shellfish died so fast!)
Think you could do a run like this with the SNES version? =P
amiga was is will always be THE BEST video game console!!!the will never be as good games as jim power, moonstone, yo joe and golden axe.and so many more....
Amiga use module tracker music (like MIDI but files store there own samples), you can dig some Amiga music (mostly from demos and cracktros, but you will find game music too) in scene.org ftp server :) Epic Games was last developer i think that used this format of music and Deus Ex 1 was last game i know that used it (at least on PC). In fact first version of Unreal Engine didn't able play wav or mp3 music as level music, to play it developer need to do custom script and play it as sound effect.
Hace varios años yo terminaba igual de facil y de rapido Jim Power - Lost Dimension in 3D, me lo sabía de meoria y no me detenía para nada, pero ya perdí la practica y ahora que vuelvo a jugarlo se me hace tan dificil como la primera vez...
Yo no sabía que existía este juego, (In Mutant Planet)... Hasta ahora...
I love it !!!
About controls on DosBox probably you're on Win8 x64 which notoriously has some incompatibility with that dos emulator. A virtual machine and/or a Windows gui may be of any help?
music its what brought me here...!
GREAT MUSIC ! ;)
Yeah looks like it's better than the PC and SNES versions.
Hey to each his own. I agree with Ben cause I prefer the old school sound of the ST since it gives me that retro feeling I love. Plus it was the first version I ever played. You should check Benzaie's videos, he did a review of the ST version. Its really good.
If with "PC" you meant the Dos version let say is average, while the Pc ENGINE one is overall superb considering is a 8 bits as always impresses with its games quality (especially the sound thanks to cd support), plays very fast, but parallax has just two layers and backgrounds are quite simplified (no copper there, sorry).
There's also the megadrive prototype, actually a complete game, just unexplainably never released. The only con is that has just one music for all the lenght.
beautiful game, hard though, drove me nuts as a kid! >:(
@Itint08 Longest intro ever? You clearly haven't seen the intro to Turrican II
long live the past!
is this version easier than the SNES?
I don't know why people hate this game, I really liked it!
Hmmm... I was playing this game when i was 8 years young, and kinda enjoyed it, thats sad when im looking at this game and thinking that only good thing here is music :[
@porcorosso81 A more advanced sound does not necessarily mean better sound
@CoffeeSquid haha.... that's what I was thinking too.... :)
By the way I'm on Win8 x64 and I must say that it overall works quite fast and smooth with Amd+Nvidia combo. It's surely better than 7.
amen to that. It sounds and plays better to me too.
Amiga POWAAAAAAAA!!! ;)
@porcorosso81 Yeah if you had an Atari ST only, and got a respectable conversion, great. But I see no reason other than nostalgia for preferring that version. From what I recall the game was ported ok with a lot of graphical compromises.
i want to warp back to 1989 again!!!
This is a great run, but the audio desync is pretty heavy.
You must imagine, that on clasic TV this game looked absolutely unbeliably, much better than this video!
No waveform support? Put a $00ff into memory and you have your AY-3-8910 sound.
I own both versions (Amiga and Snes) and indeed some object in its many parallax layers on Snes version as trees on 1st level looks great and smooth and so the Mode 7 sprite rotation/scaling here and there makes that version peculiar, but the main sprite is surely less inspired, colours are fewer and worse implemented and music and fx sounds less incisive.
lori400 - No way! I always disliked the snes and it's expensive games. I'm a loyal Amiga fan and always will be...
Fuck Yeah, Jim Power is bad ass. Id like to see him team up with Duke Nukem
@BaronCalisto
Part 2
Nevertheless, I strongly disagree with you that Jim Power is nothing special for the following reasons:
- Jim Power uses 3 overlapping scrolling layers (2 dual playfield, 1 sprite). All other games you mentioned are "just" using the dual playfield mode.
- Jim Power puts way more burden on the chipset DMA, because the dual playfield mode (6 bitplanes) and the sprite repositioning eats up ALL DMA TIME during active display.
@BaronCalisto
Well, It's not often that someone proves me wrong, but I guess you did. This jerky, highly mediocre conversion of R-Type II indeed uses hardware sprites as the scrolling background.
You are right on the issue that there was an earlier game which used hardware sprites as a background layer, and I apologize for calling you dense. I made the mistake to acknowledge that 1% of youtube posters do know their stuff, despite making mistakes in other places. (continued in part 2)
Some people prefer ST for the internal MIDI mostly musicians, the other just repeat their opinion :-D
Amiga was great and still is for me but some people hate it for no waveform support...
The AY aesthetic, I guess?
@BaronCalisto
Are you some kind of wanna-be know-it-all? Jim Power has three REAL OVERLAPPING LAYERS! Shadow of the Beast splits the screen vertically into different areas with different HORIZONTAL SCROLLING SPEEDS. These "13 layers" DO NOT OVERLAP.
In Jim Power, two four colour hardware sprites are repositioned every 16 pixels by the copper to create a THIRD LAYER. That is the last static layer with the sunset and hills.
If you dont believe me, fire up WinUAE and disassemble the copperlist.
Chris Hülsbeck hat es einfach DRAUF.Was soll oder kann man noch mehr dazu sagen :)
@blade004
I know this is meant as a compliment from you, but I personally do not believe in any kind of intellectual superiority of any nation over the other. We are all human individuals with our own personal preferences, strengths and struggles. After all, we are talking about a French game, with a German music composer running on an American hardware architecture. I would urge people to stop judging peoply by their nationalities. Please note that this is not meant as an offense to you.
times when 5-6 people could create a MASTERPIECE from nothing
@BaronCalisto
Nope, the background of R-Type 2 is a bitmap. It does NOT use hardware sprites, which is the reason why the scrolling sucks, since the CPU/Blitter has to redraw the background.
Fail.
At least both versions have the nerd version of Jimmy ;)
500 i think.
@BaronCalisto
Part 4
Nevertheless, you also made mistakes. The fact that dual playfield mode on OCS is 3 bitplanes for each layer, and not 4, as you mentioned, triggered my confidence that you do not know what you are talking about. Plus, the moment someone mentions "I am a very big name, therefore I am right" is usually the indication of being a serious troll.
I know the chipset in-and out, down to the exact timing of all DMA channels. I have underestimated you, but dont underestimate me.
True, but given a choice i would always choose amiga first. But that's me i suppose...
@BaronCalisto
Yeah, and it was an epic failure, now changing my attitude to: you know HARDLY ANYTHING about the Amiga hardware.
This game does not exist in megadrive cartridge? not find it lor nowhere physicist
No. You can find only the rom (from the beta version).
The game was mediocre, i could complşete it everytime i play as the movement range of the enemies were quite limited. The soundtrack by hüelsbeck was amazing and was the only reason that i kept the disks.
give me turrican over this!
IMO thte amiga was best used without paralax, it reduces its object handling too much.
Das Spiel an sich war eigentlich richtig schlecht. Die Musik dafür natürlich endgeil... Klassiker unter den Amiga Soundtracks