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Lost Dragon

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Everything posted by Lost Dragon

  1. Absolutely loved the platform at the time. It was everything the Playstation II should of been and i say that as a massive fan of the original Playstation. The Dolby 5.1 sound, ability to run custom soundtracks in games, titles like Ninja Gaiden, O.T.O.G.I, Splinter Cell, Halo in the early days, Far Cry, Half Life II, Doom 3 in it's closing one's. No need for memory cards... I never embraced Xbox Live, never felt the need. I can still remember M. S reassuring us that the Patch for Far Cry was not the start of console games going the way of PC games and patches becoming the norm... Now day one patches etc on console are the norm 😊
  2. Because I could only name 5 games off the top of me head where i had seen the machine deliver something as a C64 owner at the time, that made me envious of the platform, is probably the best answer i can give. 5 titles for a platform with the commercial lifespan the CPC had, for myself speaks volumes and of those 5? The C64 conversion of Chase HQ was simply bloody awful. Titles like Turbocharge, Chase HQ II, Powerdrift, Turbo Outrun etc showcases what could of been done. Battle Command with it's solid 3D showed how Starglider code of worked, if put out on cartridge. If the C64 versions of games i praised on the CPC, Barb aside, had been handled better, I would of been scratching to come up with real standout CPC titles that made me look at it in a new light. Since then thanks to the Homebrew community, we've seen how CPC R-Type could of been. The machine had the potential to be so much more, yet was treated as a ZX SPECTRUM port platform far too often and ended up with a reputation I now feel it didn't deserve. But any platform is only as good as the software developed for it.
  3. The Amstrad CPC seemed to fare better in France than here in the UK, where it was treated to far too many ZX Spectrum Ports and the hardware was never used to the full potential. CPC: Barbarian, Gryzor, Starglider, Dan Dare, Chase HQ and a few others showed what it was capable of, If coded for wisely, but so few people seemed to use the hardware wisely.
  4. RARE had initially planned to use it as a bonus feature on N64 Goldeneye - you'd be able to face map your friends etc faces onto characters in the games M. P mode (going off memory), but it was deemed too risky, so the concept was soon abandoned. https://www.huffpost.com/entry/perfect-dark-game-boy-camera_n_5682c576e4b06fa688813a63
  5. Awesome Golf does on the title screen, not so sure on the actual in-game. That's been my understanding.
  6. https://www.gamesthatwerent.com/2020/10/daffy-duck/
  7. https://www.gamesthatwerent.com/2020/10/heart-of-yesod/
  8. https://www.eurogamer.net/articles/digitalfoundry-2020-bloodborne-60fps-hack-tested-the-complete-story
  9. Lost Dragon

    Panther

    Purely by accident and with eternal gratitude to the source who's making this happen, looks like there could be one or more potential leads yet from Imagitec Design to follow up. I'm told one person from that era sadly passed away some years ago (RIP), others have left industry or not been heard from in years and those who might be able to help won't be able to discuss aspects from a legal point of view... But if any of them can shed light on annouced Sega Genesis, Sega CD, C64 GS, Atari Falcon, Jaguar CD and of course, supposed Panther development, it's time well spent looking into.
  10. I was gifted a copy of issue #200. Not touched the magazine in years. I see the standard of research and writing hasn't improved. Sony's Game Changer feature on the Playstation by David Crookes. The conversion of Ridge Rager to the Playstation was described as being Arcade Perfect... 🙄 It runs at a lower resolution, with a lower framerate (30 frames per second for NTSC, 25 for PAL) and the graphical detail has been cut down.
  11. https://www.gamesthatwerent.com/2020/10/the-last-ninja/ https://www.gamesthatwerent.com/2020/10/the-last-ninja/ https://www.gamesthatwerent.com/2020/10/cutiepoo/ https://www.gamesthatwerent.com/2020/10/conquest/
  12. " I felt that I had something very personal to communicate and in order to bring my true vision to others, I had to develop the title on my own. But the transition from 8-bit to 16-bit had been difficult for me; programming became more and more complex and I’d get lost trying to manage it all. Luckily, many excellent books and tools were released that enabled easy development on the Amiga. Thanks to these, I felt confident I could go back to programming, and was sure I could handle the project on my own. I didn’t decide to go it alone for the challenge, but because I felt it was necessary to create my game without any commercial pressure.” So after finishing work on Future Wars, Eric was given a choice: either contribute to Delphine’s next game or forge ahead with his own project. He opted for the latter and work on Another World began." https://www.retrogamer.net/retro_games90/the-making-of-another-world/ In 1988, the Amiga 500 changed the landscape of computer gaming by allowing games to have colorful graphics. My interest in illustration pushed me to become a graphic artist, leaving programming by the wayside. For a year I worked for a small game company creating backgrounds and animations on Amiga. In 1989, Paul Cuisset at Delphine was searching a freelance graphic artist for his new project Future Wars. My portfolio didn't please him at first, since my past creation on amiga was based on retouched scanned images. For the next 3 weeks, I worked like a crazy man to improve my portfolio. Finally, Paul was conviced to work with me. After wrapping up Future Wars, I started to study programming again and began to create Out of this World. E-BOREDOM: What led you to create the graphics for Out of This World with polygons instead of sprites? ERIC CHAHI: The polygon idea came from playing the Dragon's Lair port for the Amiga, which was showing incredible big animation on the screen, thanks to Randy Linden. That game's graphics weren't polygons, but were compressed bitmaps directly read from the disk. This was revolutionary for the time. I thought it could be done with polygons since the animation was flat. I wrote a vectorial code and programmed some speed tests. The idea was to use polygons not only for movie like animation but also for gameplay sequences. Think of the sprites as an assemblage of vector shapes. This proved to be a major advantage because you had big sprites that were scalable which took up less disk space than traditional sprites. http://eboredom.20m.com/features/interviews/chahi.html Inspired by the animation techniques used in mid '80s titles like Impossible Mission and Karateka, Chahi developed his own unique polygonal visual style that allowed him to cram a stunningly rich environment into the meagre confines of the Commodore Amiga. Kicking off with a monumentally impressive (for its time) animated intro sequence, the style and atmosphere instantly sucked players into a strange, beautiful and dangerous platform adventure that required players to use their intuition to survive. Following the game's release, Chahi helped port the game to practically every 16-bit platform around at the time. All told, the game sold around a million copies, helping to establish a lasting legacy for one of the most visionary and memorable games of its time Eurogamer: Which version did you use as the basis for the Anniversary Edition? The Amiga original or the expanded PC version? Eric Chahi: The closest version is the PC version. But indeed the game evolved through time and each version, it is not exactly this one https://www.eurogamer.net/articles/another-world-15th-anniversary-edition-interview That's why i am a little surprised Retro Core thought the PC version was the original. Eric has talked about his Amiga work numerous times.
  13. A little taken aback by this one. Your videos are usually pretty spot on when it comes to research, but this one seems very rushed. I appreciate just how hard it would be to redo the video, but your narrative keeps making reference to the PC original, not the Amiga original... And when you said the Atari 800 version was considered, my heart sank, it was an unofficial attempt at a conversion. I think your getting a lot of heat in the comments section, as people are getting fed up with the sheer amount of disinformation being presented on YT videos these days.
  14. Dan Dare is a different (and wonderful) game on the C64, ZX Spectrum and Amstrad CPC:
  15. Having looked into the accounts the Kingsley Bros have made over the years.. One claims credit for working on the A8 version of Star Raiders in an interview, yet he would of been how old at the time it was coded? If even born? Then we have them claiming they came up with the 3 separate campaign and first person view point and it was they who convinced Atari... talk for Jaguar AVP, where as Purple Hampton gives a very strong, very well reasoned and very consistent account, that it was him.. I now put Rebellion in with Jane Whittaker when it comes to credibility. They change versions of events from interview to interview. And the Dactyl Joust Demo being brought to the fore again as a topic of discussion by other posters is enough to put this thread on ignore also.
  16. And the original plan was to launch the Panther and Lynx at the same time. See Bob Gleadow interview which has been posted in Panther thread or listen to Bill Rehbock interview and you'll see that never happened as Atari lacked the resources to launch 2 consoles at same time. The Atari UK P. R manager talk of there only being a 9-12 month window with Panther before Jaguar would of been ready to launch is also in the same thread. It's all there and as a poster said a few pages back, we are being played here. Time to put a few threads etc on ignore.
  17. I did. Fred Gill and Brian Pollock of ATD confirmed it was Jaguar only. Various Atari Corp sources confirmed it to not only myself, but Shinto. The likes of Shinto, myself, Frank Gasking etc have presented our evidence, named our sources, carried out due diligence into claims of titles like Cybermorph and Daemonsgate, Humans and Raiden from Imagitec Design on Panther. If people still have doubts then i suggest they carry out their own research and see how they get on. We are done.
  18. All the Panther information I have had, I shared. If people still want to spread the myth Cybermorph started life on Panther and are happy to ignore multiple sources from both ATD and Atari Corp pointing out it was built from the ground up for the Jaguar, all the hours invested in bringing credible information to the community has been an utter waste of time. I'm done playing social media experiments. Now the GTW book is out, the Lynx Panther Strider II interview Frank Gasking carried out is up, that's it. I'm out.
  19. https://www.gamesthatwerent.com/2020/09/strider-2/
  20. Lost Dragon

    Panther

    https://www.gamesthatwerent.com/2020/09/strider-2/
  21. https://www.gamesthatwerent.com/2020/09/starring-charlie-chaplin/
  22. https://www.eurogamer.net/articles/2020-09-25-sports-interactive-boss-explains-why-football-manager-2021-is-on-xbox-series-x-but-not-playstation-5 WTF are Sony doing at present?
  23. +MacRorie #9 Posted Wednesday at 09:44 PM DD is named D & D on the disk label. I had high hopes . . . .but it's Gauntlet. Which checks out since Lynx Gauntlet was just a re-name of Epyx's D&D-type by Atari in order to connect it to an existing property.
  24. The Falcon price hike was more severe and recieved an official explanation. The Jaguar's wasn't and didn't. There were price hikes to the ST line before this and that was due to Ram prices going up. Atari UK may well of jumped the gun and speculated on prices, when they had yet to be set. There are a number of possible factors as to why the prices increased. Tramiel repeatedly put emphasis on wanting the Jaguar to be as low cost as possible and that meant no optical drive.
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