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Author Topic: Syndicate - HELP!!!  (Read 2315 times)

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Offline Karlos

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Re: Syndicate - HELP!!!
« on: February 11, 2007, 07:35:03 PM »
The amiga  version of syndiacate stopped working for me the moment I added an accelerator card ;-)
int p; // A
 

Offline Karlos

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Re: Syndicate - HELP!!!
« Reply #1 on: February 11, 2007, 09:13:09 PM »


Having played both the PC and amiga versions to death, I can actually say they are utterly identical except for:

PC menu screens are 320x200 256 colour, game screens are 640x400, 16 colours.

Amiga menu screens are 320x200 32 colours, game screens are 320x200, 16 colours (pity they never used 32 at least, but I  guess they were working to pretty severe limitations).

PC version has basic OPL FM music and a few additional sound effects.

PC version has more visual variation in map tiles, vehicles and in game characters.

There are also some slight gameplay differences:

The scanner in the PC version doubles the range visible in the map at the bottom left but has no other effect. In the amiga version, the range stays identical but the targets become coloured to indicate their type. On the PC version, they are always coloured by type. Also, on the PC version the homing signal appears as a circle radiating from the target as opposed to the directional indicator in the amiga version.

In the amiga version, unused shields will regenerate over time. They don't appear to on the PC version.

You can reload all weapons for the current agent in the mission preperation screen by right clicking reload. You have to do it one at a time in the PC version.

The game AI appears to be completely identical. Which is good, if you know how to exploit it (you can do the atlantic accelerator mission with two agents and no losses then)

int p; // A
 

Offline Karlos

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Re: Syndicate - HELP!!!
« Reply #2 on: February 11, 2007, 09:44:16 PM »
Syndicate wars had 640x480 menu screens. Syndicate itself used 320x200, identical (except in colour depth) to the ones on the amiga version. They also animate as they open and close.
int p; // A