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Space Gun

1,445 bytes added, 02:35, 20 August 2011
/* Shame */
Ocean was such a great company, yet at the end of the Amstrad Era, they massively ported speccy games instead of doing better stuff, most of them even ended as Vaporware (see Toki).
 
 
*But to be fair, the Development for this game was quite erratic.
 
Supposed to be released as a cartridge game, it was finally rushed to the release probably unfinished as a 6128PLUS disk game.
 
It uses 128K RAM as launching it on emulator in 64K mode do not work (when coming to game part).
 
The Coder is the same man who did the quite impressive spectrum version.
 
But sadly, as he had to change the project from being ROM based to disk based... and as he also probably had no time to finish it completely... the end result is Half promising, half simply not working.
 
 
Backgrounds are properly CPC/PLUS coded as the tiles are in 4bpp mode0 and quite well done.
 
But sprites and animated stuffs are some sort of 1bpp Spectrum graphics (with attributes) transfered into Mode0... probably with a CPU intensive process as the emulation (WinApe, option "find graphics"...) can't enable to find the graphics... (no pre-coded graphix). As a result we can seem ugly attributes and the Wide pixels of Mode0 can't do justice to the design of the varied aliens (on Speccy they manage to look quite good actually)
 
The use of the Hardwired sprites is obvious : the target/crosshair... but sadly the bullets use most of the rest of the HardSprites slots while less or different method could have been used.
 
 
On emulator, the Colision just seem to not work well, on real Hardware this must not be that different.. and the result must be laggy at best.
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