From: jerry@cs.mcgill.ca (Gerald (Jerry) KUCH)
Newsgroups: comp.sys.amiga.games
Subject: Re: Street Fighter 2: HAHAHAHAHA
Date: 4 Jan 93 06:13:30 GMT
Organization: SOCS - McGill University, Montreal, Canada

In article <C0B8vK.AyD@usenet.ucs.indiana.edu> shulick@cineret.ucs.indiana.edu (Sam Hulick) writes:
>In article <27DEC199200430604@v9001>, sg7017095@v9001 (tomwoof) says most sayishly:
>>Amiga, you know. And I say it's a very good job, given the limitations. 
>                                                  ^^^^^^^^^^^^^^^^^^^^^
>Limitations my ass.  US Gold has no excuse for that.  Look at the SNES
>version of SFII.  It is kick-ass, and from the a specs comparison
>between SNES and an Amiga:
>
>  1) Amiga is faster.

More CPU...  but there's also the custom graphics and sound stuff that would
help out SF2 a lot more on the Amiga than say, on a high clocked 486 with a 
slow video card, no sprites, etc.

>  2) SNES has (unfortunately) better sound capabilities.

Really?  The specs on the SNES really didn't look all that impressive, and
I've never heard any really world shakingly great sound coming from one.  The
SNES sound system is good, but not great, which is about the same description
that I'd use for the Amiga's today.

>  3) Amiga has better graphics routines & handling.

I would have liked to see some of Psygnosis's people have a shot at it...
from the demos there is a scarcity of variation in the color schemes... a lot
more could have been done with some copper list tricks.  The multiple layers
of scrolling background could also have been at least attempted using copper
list tricks... if you look closely at some of the seams that occasionally
appear on the SNES version, it appears that a copper-list or raster interrupt
scheme was used in several places.

>
>Ok, as far as controls, yeah.. they had no better way to handle that,
>but the graphics and sound are for shit.  Either SFII Amiga was a rush
>job, or US Gold isn't too great at making games.  Should've left SFII
>Amiga to Team17! :)  Look at other arcade games for the Amiga.  It *IS*
>possible to make a *GREAT* SFII game for the Amiga.  A better company
>has to do it, that's all.

I'd agree.  In the past US Gold has never manged to really excite me or earn
the reputation of being one of the top game developers.  Their stuff has been
pretty cheesey since the days of the C64.  The SF2 demo (second version, that
didn't break on non 68000 machines) was a lot better than I expected from
US Gold, although still not amazing.

>On a side note, Mortal Kombat IS going to be released for SNES.  Let's
>hope that if someone decides to make it for Amiga, it's NOT US Gold.
>Hopefully some company like Team17 or Mindscape or Psygnosis, someone
>who KNOWS how to make good games.

I don't know how US Gold manages to get in line to get the rights to games like
SF2... you'd wish that Capcom or whoever licensed it would have had a bit more
say in ensuring the quality of the final release, if only to avoid making 
themselves look bad...

>-- 
>    // Amiga 3000   ___ \ Sam Hulick: shulick@indiana.edu (NeXTmail OK!)
>   // 68030 25 MHz /__/\ \ My opinions wear combat boots.  Or whatever.
>\\// OS 2.04       \__\/ / "Walk!  Not bloody likely.  I am going in a
> \/                     / taxi."  --George Bernard Shaw


-- 
 Jerry Kuch (jerry@cs.mcgill.ca) | Wishing I were an emaciated chihuahua. 
 "I was wrong to play God.  Life is precious, not a thing to be toyed with.
  Now take out that brain and flush it down the toilet."
                  --- M. Burns  "Treehouse of Horror II"