Like I said in the title of the thread but read for yourself:
http://pikointeractive.com/blog/jim-...from-the-dead/
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Like I said in the title of the thread but read for yourself:
http://pikointeractive.com/blog/jim-...from-the-dead/
Hopefully they finish up the music. The game only had one track completed.
If you read this post though, it seems to hint that this version has completed music ( More than one track I assume )
http://www.assemblergames.com/forums...-Genesis-Found
AWESOME!!!!!!11111111111
So is this a completely different game from the SNES one?
It should be somewhat different than the SNES one judging from the previous leak.
It doesn't have the horrible mode-7 stages or the headache inducing parallax, so it's better by default.
Yeah that weird parallax on the SNES and DOS versions just doesn't look right. The Amiga and Genesis versions have really pleasant parallax.
EDIT: Though the genesis version still does the "wrong way" parallax thing which is a shame.
Isn't Jim Power a poster child for poorly designed Euro action games?
Very cool news! I like the Jim Power games for sure. Super hard, but fun games. And yes, I do think that the computer/TCD, SNES, and Genesis versions are different enough to call them different games, or at least very different versions. Four levels in the SNES game aren't in the computer/TCD game, the TCD version is a lot easier than the other versions and has password save too, etc.
No, it's probably one of the better ones. It's excessively difficult and is very Euro-style, but it's not a bad game... just insanely hard, particularly on SNES.
The game makes good/great use of colour, something a fair number of Euro codehouses had a handle on back then. Character design aside, some of the most lovingly shaded 16-bit graphics came out of Europe at the time (Psygnosis, Bitmap Brothers etc). Just look at what was achieved on Amiga 500 for example. Subterrania on MD, along with Flink and a few others look so good in terms of shading that you could be forgiven for thinking 64 colours were more than enough. And that's through RGB.
Sure the actual game design took a back seat to the graphics, but no one was competing with Japan on that point anyway.
I'll give this a proper go in Fusion later, see what's up :)
Reading the article it sounds like this game is pretty much totally complete and much better than the SNES version. I'm intrigued. :)
jim power looks very European, I feel the games made here in the UK and the rest of Europe have a home computer made feel, but in the mid 90s European developers did a reverse and became trendy with wipeout and tomb raider, golden eye etc
Was Jim Power popular in Europe or something?
This game uses the same genesis sound driver as Mega Turrican. In other words; Awesome.
For amiga yes, People loves it cuz he was technical marvelous. He have rich and colorfull grafics, 12 layers of parallax scrolling ( only SOTB and LH do it before ) and the soundtrack is made by legendary Chris Hülsbeck!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!
When I was a kid I spent the holidays with my father who lived with my uncle. That my uncle loved pc's and introduced me to this world. One day he gathered a lot of money and bought a "Amiga500" and I spent the whole day playing happy with it. The system has many good games but flee from all conversions of arcade games and all of the US Gold. And yes, it uses a 68k so it is common you have multiple games in common to both platforms. Even today I am sad that the sword of the Sodam was something completely different from Amiga = /
Jim Power is a pretty mediocre game objectively speaking, the game design is the most amateurish you can have. That said, it's strangely endearing.
A lot more fun than the original Shadow of the Beast at least, and the game is a lot like that, a tech demo for what the Amiga could do.
Damn it I was already setting money aside for Duke Nukem 3D and now this?
uugghh
I'm very excited at the chance to own a version of Jim Power that'll let me see the end of the first level.
The most amateurish? I wouldn't go that far. The music is decent enough and so are the use of colors . The sprites are nicely animated. I will say however that I hope that the publisher will take the time to improve some of the elements mentioned in this thread. Hopefully Piko Interactive will take the time to get some feedback from this forum and others like it rather than simply publishing the game without any changes. Put in the necessary work now and in the long run it will do wonders for his business's reputation.
Well the game is clearly directed to those of us in the gaming community and most of the work is already done anyways. So it would make sense if he made a small investment by possibly hiring a programmer or trying to improve the game internally. If you've taken the time to register a business, your goal should increase sales and you should do everything possible to develop a good reputation in the community. Invest the time and reap the rewards. Some people however are a bit shortsightered. I don't know if Piko Interactive is serious about growing their business or simply looking for a quick cashgrab but I thought it prudent to make the comment anyways. If memory serves me right, he registered onto the forums not to long ago but was lambasted by some SEGA-16 members. He does post on the NintendoAge boards though.
Why was he lambasted?
Nope, seriously, it is. Yeah the graphics are excellent and the music even better (Chris Hulsbeck), but the actual game around them is pretty silly in a bad way. Keys that immediately open the door in front, platforms with fast sinusoidal movements that you have to jump with perfect timing (otherwise spikes), forced weapon upgrades with no rime or reason, all enemies have a single movement pattern and 0 AI, items that spawn behind you, etc...
It's the sort of game a 5 year old would make today in game maker.
I believe it had something to do with releasing freeware type games on the Genesis. Regardless, I hope that he pops back onto the forum and converses with SEGA-16 members about the planned release of the game.
I know that the game has a measure of difficulty that most players detest. There is no denying that the platform levels could have been better designed. But if there is one thing that bothers me about this game it is that the background scrolling during the platform levels is disorienting. If it doesn't cause you to mistakenly jump to your death, it will make you seasick. Standing still, some portions of the background are nice to look at. But the moment you try to move your character, the background becomes too distracting. Maybe it's the speed at which the background scrolls that is so jarring? I think reducing the background scrolling would greatly enhance the experience. Luckily these platform levels are few and far between and the game possesses other styles of game play that are much more appealing at least to me.
The problem with this game for me is only scrolling in the background as the friend above said, and the fact you do not have energy and die VERY easily. The DOS version they added energy that left much more enjoyable game to play.
Yes, other than the stupid scrolling and the annoying sidebar the DOS version is the best.
EDIT: For comparison purposes:
https://www.youtube.com/watch?v=WOvM4nIHFQ8
https://www.youtube.com/watch?v=KZantc3c7Kc
https://www.youtube.com/watch?v=yqzSCB_MZis
https://www.youtube.com/watch?v=8tN_TPTIrYs
https://www.youtube.com/watch?v=MfPMJUb91mU
And just for the heck of it, two more (this damn game was everywhere...)
https://www.youtube.com/watch?v=7vdhP3IqcCE
https://www.youtube.com/watch?v=oEys1jrp7xM
The Pc-engine version with missing parallax scrolling is a advantage in this game. And the stage 3 music of genesis version kick ass and is the best version around here.
Even betther than pc-engine cd arranged track!
I'm really excited to listem the other tracks in the final version.
That was my line of thinking as well. The static background in the PC-Engine and Atari ST versions make the platform segments so much more tolerable. At least you can focus on the task at hand. If anything, it shows that sometimes less is more. The arena style background scrolling effectto mimic travelling in a circular motion is horrible. I can see it being used to great effect in a competitive fighting game but not in a platformer. If anything, the scrolling effect implemented in the Amiga port is done correctly.