> Sadly, most PC-to-Amiga conversions (I've never used an ST, sadly) were
slower
> than the original.  PC programmers were contracted to port to Amiga
instead of
> hiring Amiga people to do the conversions.  Or, if Amiga people were
> contracted, they had a hard time porting 8086 assembler over to 68000
> assembler, or did it 1-to-1 where they didn't try to optimize any code
(use
> additional registers, etc.)  Or the people porting to Amiga simply didn't
> understand Amiga graphics hardware.

This is so true... too many games were horrid on the Amiga for this very
reason... probably a big contributor to the system's virtual non-existence
in the US.  Lucasarts was the big exception to this.  their ports of MI2 and
Indy 4 (despite the huge disk swapping issues for the harddriveless like me)
were wonderful demonstrations of just how good a game could look in 32
colors.

> King's Quest 4 was the first SCI system using 320x200 16-color graphics.
They
> built the SCI system at the same time they were writing/scripting KQ4, so
they
> had two developlment tracks for it:  AGI and SCI.  Both versions were
> released, but the AGI version is fairly rare.  Screenshots of both
versions
> are here: http://www.mobygames.com/game/shots/gameId,129/

I didn't know that the SCI version was rare... the Amiga and ST ports both
used that graphic set... most likely due to the porting happening later.

Karl Kuras


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