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Gryzor

2,579 bytes added, 14:17, 12 May 2019
/* Technical */
(Also known as Probotector on Nintendo Entertainment system)
The Home Computer's home computer ports (Amstrad CPC port tooincluded) were mostly produced under licence by the Famous amongst Amstrad CPC user [[Ocean|OCEAN]] , the company from Englandfamous amongst Amstrad CPC user for it's good ports.
== Gryzor Vs. Contra Vs. Probotector ==
As said, '''Gryzor''' is actually a port from Konami's '''Contra'''. Contra was often renamed from countries country to countries country and system to system for more or less obscure reasons.
Contra was renamed '''Gryzor''' because the term '''Contra''' could refer to "the Iran-Contra affair" or "Nicaraguan Contra rebels"... which were hot international political topics in 1987.
Nintendo Entertainment System (NES) console version was renamed '''Probotector''' in Europe, having the sprites changed from humans to robots due to censorship reasons, political authorities judged it was too violent for European children if the protagonist were humans, and would lead those kids to kill peoples people in the street.
Despite those name changes, this is the same game despite in different countries, on different machines and regardless of country or machine or being produced by different companies (under license in OCEAN's case).
== CPC version ==
Gryzor is probably one of the best game available on Amstrad CPC, was produced by Ocean under licence and is probably featured in every Top10 games for this standard. This is of course not objective but quite accepted amongst the Amstrad community, Gryzor is the symbol of what a well was programmed CPC can doby [[John Brandwood]] with graphics by [[Mark K Jones]]. The same team also made [[Renegade]] another acclaimed game.
This Gryzor is a "Run and Gun" style also one of the best game, such as available on Amstrad CPC and is probably featured in every ''Top 10'' games like : [[Robocop]], Midnight resistance.for this system.This is of course not objective but accepted amongst the Amstrad community. With vertical, horizontal and 3d (sort Gryzor is the symbol of) actionwhat a well programmed CPC can do.
This is a "Run and Gun" style game in the same vein as: [[Robocop]], Midnight resistance... With vertical, horizontal and 3d (sort of) action.
It is well known for :
*Quite Faithfull Being quite faithful to the arcade 's colourful graphics exploiting . It exploits CPC's mode 0 very well the Mode 0.*Nice Music.
*excellent playability and fast action.
*varying gameplay
Despite this, this game is not flawless :
*lack of smooth scrolling.
*lack of a proper 2 player modean entire stage.*lack of certain bosses/mini-bosses
This In CPC owner's view it is probably the best port amongst 8 bit computers, and stands up well against the other 8-bits in a fair comparison. It is always referenced as such by Amstrad CPC fans in the 8-bit wars.
Even the [[Commodore 64|C64]] and [[MSX]] ports , two machines often judged superior to Amstrad CPC in many ways, were somewhat inferior compared to the CPC version. Unsurprisingly the MS-DOS PC version was miles behind too.
Unsurprisingly, the MS== Pictures ==  {||-DOS PC version was miles behind too|[[Image:Gryzor_Run_Legs.png|left|thumb|200px|Gryzor run animation - legs - combine with body animation]]|[[Image:Gryzor_Run_Legs_Parts.png|left|thumb|200px|Gryzor run animation - legs - sprites coloured]]|[[Image:Gryzor_Run_Body.png|left|thumb|200px|Gryzor run animation - body - combine with legs animation]]|[[Image:Gryzor_Run_Body_Parts.png|left|thumb|200px|Gryzor run animation - body - sprites coloured]]|[[Image:Gryzor_Fall_Back.png|left|thumb|200px|Gryzor fall back animation]]|[[Image:Gryzor_Fall_Back_Parts.png|left|thumb|200px|Gryzor fall back animation - sprites coloured]]|[[Image:Gryzor_Level1.png|left|thumb|200px|Gryzor level 1]]|}
==Technical==
The engine code is similar to [[Renegade]]. This is expected because it was written by the same programmer [[John Brandwood]]. Similarities:* Sprites are stored upside down(bottom to top)
* Sprites are defined for mode 0 with pen 0 as transparent
* An animation is composed of frames. Each frame is defined like Renegade, where there are one or more sprites with x,y offset and width, height.
* The tile map is composed of macro tiles.
* Macro tiles are 4 tiles wide.
* Each tile is 4x8 mode 0 pixels stored left-to-right and top-to-bottom.
* Supports 128 KB of RAM (to load the whole game at once)
* Each level's data appears to define the animations, map and sprites.
 
Differences:
* Sprites are stored with pixels from left-to-right like normal.
* Unlike Renegade, the sprite draw list can have multiple entries for a character. For example the run and shooting animation, is two separate items in the list, each with it's own animation. The legs and the body having different animations allowing the leg animation to be re-used with multiple body animations.
* Level tiles appear to be shared across all levels
* Macro tiles are either 8 or 7 tiles tall.
* Level tiles are shared across levels.
* The encoding of the map is different.
* Unlike Renegade the sprites do not appear to be sorted in Y - at least not for level 0.
* The animation data has an additional byte before the number of frames. This appears to be used for temporary data.
* Character y origin appears to be at waist position.
 
Level 2, where the action is inside, the left half of the screen is drawn and then the graphics for the corridor are mirrored to draw the right half.
== Game map ==
*{{CPCPower|144}}
*{{EnWiki}}
*[http://contrapedia.wordpress.com/contra-conversions-cpc/ Gryzor] at [http://contrapedia.wordpress.com Contra Encyclopedia]
[[Category:Arcade]]
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