Well, the speech demo was fascinating and the evolution of IK+ is intriguing. Having interviewed Archer a couple of times at live events he always stressed how difficult the timing was to get the third player moving smoothly. As was mentioned in another comment, it is character-based rather than sprites - and you can see that evolution in the prototypes. Seeing the background build up was cool too, with the tree switching sides.
@alanbenson1505 Жыл бұрын
Great video, Frank.
@IvarDaigon Жыл бұрын
building the ai demo first is an excelllent strategy as it allows you to run the game continously (over night etc) and check for stability, memory leaks and bugs with very little effort while building out the rest of the game.
@yungsamus66629 ай бұрын
IK (Atari 800 XL) and IK+ (Amiga 500) are my favorite games of all time. Please save Archer MacLean's legacy Rest in Peace 😢
@SidneyJamesXBL Жыл бұрын
Phenomenal! So interesting! It is auch a shame that we only get to find this all out after Archer has left us. RIP Archer
@FREEZE64UK Жыл бұрын
Fantastic video. Loving the speech demo. I could ask Darrell Etherington about the speech.
@GamesThatWerent Жыл бұрын
Thanks buddy, and yes please if that's ok? Didn't get chance to ask, and would love to learn more about it to update the page :)
@JakeBirkett Жыл бұрын
Great work!
@marksemczyszyn Жыл бұрын
Definitely an iterative thing there. Didn’t Archer say in the past that for IK+ he took the sprite code from the Atari and used that on the 64 because he’d already used all the sprites available in IK. So one fighter was always plotted in software onto the backdrop. A bit like Barbarian I guess.
@GamesThatWerent Жыл бұрын
Yeah, that's right - I think he talks about this in the documentary done by Anthony and Nichola about the approach that he had to take. He was very clever!
@kodiak64 Жыл бұрын
That last prototype is probably suffering from "raster stall", that's all. I am guessing he was doing too much inside an interrupt and consequently, the next interrupt that should fire fails to do so because the previous one is still executing code by the time the raster reaches the trigger position for the missed interrupt handler. This is a common thing in game dev... At least in my projects!
@GamesThatWerent Жыл бұрын
Hoping at some point that someone will take a look and try and fix.
@alanbenson1505 Жыл бұрын
That was my guess too, Kodiak.
@commodore64club44 Жыл бұрын
The Amiga version keeped the hairbands... I always think they look quite goofy and 80s aerobic-ish ...
@lifeschool Жыл бұрын
Really great video! Did you say he hacked the Melbourne house game for the sprites? Apparently there were many cheat codes for IK+, especially the Amiga version. It would be great if someone can reveal some more of those.
@GamesThatWerent Жыл бұрын
Yeah, it looks like the sprites were hacked out and saved onto a work disk. Very likely to see how they fitted together, so he could do similar with his IK. In a video interview, he mentions that he was heavily inspired by the Fist game, but wanted to do something a bit more fast paced.
@RussDnB Жыл бұрын
Am I mis-remembering this. Weren’t the fish used in the Amiga version?
@GamesThatWerent Жыл бұрын
I think they were, but i'm sure they are in the C64 version too. I'll have to double check.
@firstsurname989310 ай бұрын
@@GamesThatWerentThe fish and bird graphics are definitely in the 64 retail version, appearing periodically in the background. There is also a worm that crawls across the screen and a spider that drops down from the tree.
@GamesThatWerent10 ай бұрын
Thanks@@firstsurname9893 ! It is good to confirm that they were used.