![]() If hardware was the problem, then the game should have been made more scalable than just giving 1MB Amigas some introduction music when you still have to swap disks to load enemies while playing. ![]() Then again, it wasn't all his fault, but this game deserved a larger development team. ![]() It feels like most of his efforts were spent on maintaining the large sprites and the nice attract mode intro, while everything else was rushed through the door to get it done for Christmas. It was when he had to put them together in a game of some sort that he failed. Porting the large sprites from the arcade game. Rich Aplin had achieved what was possibly the most hardware-critical goal of the conversion i.e. Use a gun or Sodom use swords? (OK, that one probably does use resources) What kind of hardware do you need for combos or throws? Or a crowd control move which actually does what it's made for? Or a more sensible distribution of enemies and powerups across the level? Or some more convincing enemy AI than just rushing towards you like bulls in a corrida? Or having Eddie E. No one was expecting an arcade-perfect port, I think, but it doesn't take who-knows-what hardware to implement the *gameplay* that made Final Fight so great.
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