Why Are Some Arcade Conversions on the Amiga So Bad?
The quality of arcade conversions on the Amiga varied significantly due to several factors, including hardware limitations, different development standards, budget and time constraints, lack of source code, market focus, inconsistent development teams, and technical challenges.
Hardware Limitations
The Amiga, while having impressive graphics and sound capabilities for its time, was still limited compared to arcade machines. Arcade machines often featured more powerful processors and dedicated graphics hardware, making perfect replication challenging for Amiga developers.
Different Development Standards
Arcade games were often designed for quick play and high scores, whereas home conversions had to cater to longer play sessions and different user experiences. Developers sometimes had to modify gameplay mechanics to suit the Amigas capabilities or to align with the home market.
Budget and Time Constraints
Many conversions were rushed or had limited budgets. Developers often had to make sacrifices in graphics, sound, or gameplay to meet tight deadlines or financial limitations. These constraints frequently led to less-than-ideal conversion results.
Lack of Source Code
Developers often did not have access to the original arcade games’ source code, leading to less accurate conversions. They had to rely on reverse engineering, which could introduce errors or omissions.
Market Focus
Some conversions were aimed at a broader audience rather than hardcore gamers. Changes were made to make the game more accessible but less faithful to the original arcade experience.
Inconsistent Development Teams
Different teams worked on various conversions, leading to inconsistencies in quality. Some teams were more skilled or experienced than others, resulting in a mixed bag of results.
Technical Challenges
Specific games had unique technical challenges that made conversions difficult. For example, complex sprite animations or advanced sound effects might not translate well to the Amiga.
In summary, while the Amiga had a strong library of games, the quality of arcade conversions was often a reflection of the challenges and constraints faced by developers during that era.
Behind the Poor Conversions: Tiertex and US Gold
Several reasons explain why some arcade conversions on the Amiga were so bad. Firstly, it’s not that the Amiga couldn’t do decent versions; it’s that the people doing the conversions were incapable of it.
One of the worst culprits was US Gold, a company that typically licensed arcade games and brought them to home computers. They relied on Tiertex for conversions because Tiertex never missed a deadline and could release games on time for big sales seasons.
Tiertex lacked knowledge of the Amiga hardware, leading to games that did not fully utilize the Amigas advanced features. For instance, many of Tiertex's games did not take advantage of the Amiga's extra hardware.
The Atari ST, which used the same 68000 processor as the Amiga, had an easier conversion process. However, Tiertex and other developers often had to convert games to multiple formats (Atari ST, Amiga, ZX Spectrum, Commodore 64, and more) by an agreed-upon deadline. When the ST version was deemed acceptable, the Amiga version was often passed for release, sometimes sacrificing quality.
As people got better at programming and the Atari ST market started to decline, the Amiga became the primary platform for new game development. Games would be written for the Amiga first and then converted to other platforms. This led to a perception that the Amiga was underutilizing its capabilities, which was far from the truth.
Leveraging the Amiga’s Power
As developers became more adept at maximizing the Amiga, the quality of conversions improved. Companies like Ocean Software quickly demonstrated what the Amiga could achieve when skilled developers were in charge. The Amiga became a leading platform for game development, proving its potential once the right people were behind the efforts.