This is an 8bit game called Dizzy: prince of the yolkfolk in action.
Since i'm attempting to remake it in MMF2 i would compare it to versions of the real game.
The game was actually released on 5 formats way back in 1991
Spectrum
Amstrad cpc
Commodore64
Atari st
Amiga
But this video only shows the Spectrum (1st) Amstrad cpc (2nd) and my remake third.
There was a PC version released as well. It has the Amiga graphics but worse sound I recall.
The spectrum has color clash while the the Amstrad has a limited four color palette. I think the c64 version is the same as the Spectrum version without the color clash. Your remake looks good though.
- Ok, you must admit that was the most creative cussing this site have ever seen -
when they talk of the Spectrums analogue synthesiser they mean the 128k versions. Because the 48k versions only used a pc speaker style beep generator.
the 128k versions used a three channel sound chip, and each channel could be either a square wave or noise.
Bascially games were made on the specturm first because it had the lowest capabilities. Each 8x8 tile had a colour and a background colour (usually black) so sprites would become part of the tile's colour if it overlapped.
Then they were ported to Amstrads mode 1. which was not an accurate example of it's capabilities (because the amount of colours was limited to 4 but could go up to 16 depending on the mode. It had no colour attribute problems but was a port so it looks like the spectrum somewhat.
The commodore 64 didn't have better colour capabilities than the Amstrad or spectrum really. It has a washed out look to it, but had hardware sprite support to add more colours. I don't think the dizzy games show off the commodore's power really. Its power lies in scrolling games.
It does however have a fantastic sound chip which made some excellent music. Not all of the dizzy games had great tunes on the commodore though.
Dizzy 4 and bubble dizzy had brilliant soundtracks.
Then they were ported to Amstrads mode 1. which was not an accurate example of it's capabilities (because the amount of colours was limited to 4 but could go up to 16 depending on the mode. It had no colour attribute problems but was a port so it looks like the spectrum somewhat.
Amstrad has a 16 color mode but it runs at half the horizontal resolution!
The commodore 64 didn't have better colour capabilities than the Amstrad or spectrum really. It has a washed out look to it, but had hardware sprite support to add more colours. I don't think the dizzy games show off the commodore's power really.
I agree. For a game that shows of the console's graphical power, try Mayhem in Monsterland.
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Yeah, the Amstrad's other mode is low res, that is why they use that 4 colour mode on dizzy games. To keep the aspect ratio the same as the spectrum. Otherwise it'd look squashed. It also has a 640x200 mode with only two colours on screen.
And mayhem in monsterland is a great example of the commodore's limits (because it was about one of the last games made for it)
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
5th February, 2007 at 07:02:09 -
I have an Amiga now, plus a collection of the Dizzy games. However, I didn't get it to run yet, I think some sectors on the disk are corrupt or something...
I'll report what it looks like once I get it working.
EDIT: I have Superfrog too, lol. You know, the game that Shikun used some music from.
Well.. Apparently the c64 disk drives were only slightly faster than their own tapes.
But it has a cartridge slot too so games could be loaded much quicker if it just happened to be a cart.
I was playing my Amstrad the other day and the load times weren't quite a long as i recall. Only about 5 to 6 minutes, but it varied from game to game of course.
It took longet if it has a loading screen too, because they loaded line by line, lol
On the other hand, I don't think c64 cart games were very common.
I think the reason the c64 non-turbo tape and disk speeds are so slow is cause they were adapted from the VIC-20 tape and disk protocols. The VIC-20 only had 5 kb RAM in unexpanded state, so software was small and didn't need long load times.
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That Prehistorik 2 game looks pretty good. AndyUK or someone else with Amstrad knowledge, could you tell me
1. The CPC+ had a 4096 color palette, but how many colors could be displayed on screen at once?
2. What resolutions did it support?
3. Apparantly it had hardware sprite support too. How many sprites could be displayed at once, and how large were they?
- Ok, you must admit that was the most creative cussing this site have ever seen -
Sorry, i didn't mean to ignore your post. I hope this doesn't count as bumping a dead topic.
1. 32 i think,
2. the same as the standard cpc
3. 64 at 8x8 or 16x16
actually it tells you on that prehistorik title screen if you see the youtube video.
Amstrad cpc+ were actually the same hardware with one extra chip that does all the extra hardware support. So most cpc+ games that aren't carts were just standard games with extra colour.