tricky wrote:
It is the gfx memory requirements that put me off some of those you mentioned.
Spy hunter for example uses about 16K for the road, 128k for the cars etc and another 8k ish for text with the colours reduced to 4! I think you could do a pretty good job of fitting it into a beeb, but may require loading and/or sw ram for multiple levels. The vertical scrolling could be made perfectly smooth and the car movements tweaked, change it to mode 1 and it would be nice to play.
Guess I presumed your familiarity with the Beeb version here. That ran in MODE1 (although it also had a unique feature which let you toggle between that and MODE5 at any time). Aside from the lack of speech, all the Beeb version really missed out on was some of the enemies. It had all the basics, and the chopper too, but no Dr Torpedo and not sure The Road Lord was represented either.
tricky wrote:
I did look at Green Beret, but at 32k just for the man (men - I can't remember) without and backdrops, again it was a no.
Bloody hell, that surely sounds excessive. Yeah, obviously all those background gfx would never fit. Stryker's Run did a hell of a job with all those MODE2 sprites & (some measure of) gameplay.
tricky wrote:
Pang would make a nice project for someone, you could fit all the important bits in memory...
...you could then load the 256K+ of backgrounds off disc each level.
Yeah, the basic gameplay is not anymore complex than something like Meteors. I pictured a version stripped of backdrops but, as you say, there's no reason they couldn't be loaded from disc as required (in the same way that somebody else was doing with a Bomb Jack clone).
tricky wrote:
Phozon - I had never seen this - that looks a bit challenging

Actually, now I look back on it you're quite right. My recollection was muddled with a type-in game whch had a similar-ish premise
tricky wrote:
Vanguard - I nearly picked this as my last project...
...but after all the problems I had with sound on Carnival, I just couldn't face speech

The easiest thing about this game, is that when the background gets overwritten with anything other than lazer fire (just EOR it), the game mostly just leaves it black

Ah, don't even try for in-game speech on the Beeb. The only times you'll ever hear it used are in loaders. But yes, this game is very easy on the backgrounds

tricky wrote:
Mappy - Nice little project - use the horizontal scrolling from Rally-X, it seems solid it you are on an B-Em or have a CRT, but can be tricky if not.
Weirdly, this one seems different from my recollection now I look at it again - and God, it's hard!!! Most of these suggestions of mine come from the PSX "Namco Museum" collections, as I didn't start hitting the arcades much before the 16bit era.
tricky wrote:
Dig Dug - I thought we had a version of this, on checking, it wasn't as good as I remembered it - not the first time that has happened!
Memory plays ze tricks, for sure! Think the Beeb has 2 semi-decent versions of this, but neither are 100%.
tricky wrote:
Pac Mania - another smooth side scroller, same problem/restriction as all the others. I never played this much in the arcades, so never really thought of a port.
Never played this in't arcade myself either, but I do remember playing it on the Archimedes at school. But did you ever see "Perplexity" on the Beeb? It was like Pacmania crossed with Repton, and surely - if that was possible - then Pacmania could be too??
tricky wrote:
X'aind Sleena - never seen this, side scroller + massive gfx, I'm not surprised it never came out!
Think the screenshots I saw were in monochrome, and it's a safe bet that all the cut-scenes would have been axed
