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Author Topic: Top 3 worst ideas in Amiga history?  (Read 20409 times)

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Offline nikodr

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Re: Top 3 worst ideas in Amiga history?
« on: February 21, 2010, 01:20:14 PM »
I believe the lack of chunky screen resolutions killed amiga.By 1993 many software houses were releasing games for 256 colors,if you look at some of those adventures such as bloodnet,i believe that with clever design software houses could get away with the planar limitation (as in the case of bloodnet).

However most software houses did not have a dedicated hard core programmers to port stuff to amiga and optimize things for the amiga system.They just used the same engine with 32 color reduction (like most sierra games adventures) which are awfull (i mean the sierra ones) with the exception of king's quest 6 that programmers did a very good job at color reduction.

Lack of chunky modes prohibited companies from porting direct the so many 256 color games.So that eventually left amiga with no support from sierra,lucas arts,origin and many other big companies that moved on to pc.I think with 2-4 mbytes of fast ram and chunky format in 1992-1994 amiga could have survived.

Second worst idea was the fact that amiga did not come shipped even with a 40mbyte hard disk.That killed platform as a game machine for big games.And companies weren't anymore interested to port games like Monkey island 2,or Fate of atlantis.

So for me no 1 mistake is lack of chunky pixels,and no 2 lack of hard disk.
How much more expensive could a 1200 be if it had chunky support (even with something like akiko) and 2 mbytes of fast ram and a hard disk of 60-80 mbytes?