Rips
- Barbarian
- Bart vs the Space Mutants
- Beach Volley
- Beyond the Ice Palace
- Bomb Jack
- Bomb Jack Beer Edition
- CJ in the USA
- CJ's Elephant Antics
- Elfmania Data Disk
- ESWAT
- Final Fight
- Human Killing Machine
- Ivanhoe
- Line of Fire
- Mega lo Mania
- Mickey Mouse
- Motorhead
- Nobby the Aardvark
- Obliterator
- Pac-Land Preview
- Postman Pat
- Raid Over Moscow
- Rolling Thunder
- Rygar
- Sensible Soccer
- Spy Who Loved Me
- StarRay
- Street Fighter
- Street Fighter 2
- Stuntman Seymour
- Terminator 2 Judgment Day
- Top Cat
- WEC Le Mans
- WWF European Rampage Tour
- Yogi Bear and Friends in the Greed Monster
Final Fight
Final Fight received reasonably high marks in most of the reviews when it was released, but people on forums have been scathing of the Amiga conversion. The rather ugly static 16 colour palette certainly didn't help things out, but judge for yourself!
These graphics have been converted directly from the Amiga data files, and as such, they have not been rearranged into their respective characters.
Graphics
Level Maps
You may enjoy these articles...
If you look inside many Amiga games, secret messages have been hidden by the programmers. Richard Aplin was the king of hiding messages in the startup-sequence file, and his Line of Fire and Final Fight startup-sequences have become legendary! The Sensible Software team were also prolific at hiding messages in their games.
A collection of technical interviews with Amiga programmers that worked on commercial software in the glory days of the Amiga (late 1980s to early 1990s!)
The Ultimate Amiga Graphics, Level and Map Ripper!
A random assortment of rants relating to the Amiga!
An explanation of how many famous Amiga games utilised sprites in weird and interesting ways
Post your comment
Comments
Presumably the lack of colour was for speed, but why then allow so many enemies on screen?
The way these sprites are stored in horizontal slices is interesting though. How would they be assembled in game? Through a look up table and positioning routine? Assembled then drawn, or drawn in 16x16 blocks one at a time on a hidden screen?
Prototron 11/06/2020 10:24am (5 years ago)
Funny, a few of these characters' sprites seem to have an okay color palette, but most of them don't because of the color palette choice. The Commodore Amiga had 32 and 64 color modes, and this game would have looked better if one of those were used. I'm guessing that they didn't use a 32 or 64 color mode because the frame rate would suffer. According to Kim Justice the Amiga's port of Final Fight was a good one (even though it lacks the music, smoothness, speed, and colorfulness of the arcade version).
Ryan M Rousseau 09/11/2017 3:44pm (7 years ago)
Why didn't they use the Amiga's 32 colours, or even the 64 colour mode? Yeesh!
Matt 25/09/2017 7:33pm (7 years ago)
They sure did redblade! And what an ugly 16 colour palette it was...
Codetapper 27/07/2017 10:32pm (7 years ago)
So the characters and backgrounds used the same 16 colour palette?
redblade 27/07/2017 10:16pm (7 years ago)
No one has commented on this page yet.
RSS feed for comments on this page | RSS feed for all comments