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Amiga Longplay [379] The Killing Game Show

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Uploaded by on Mar 1, 2008

http://www.recordedamigagames.org

The main motivation to play this game is the intro and especially the music. The gameplay is above average. But if you get into this game you will be addicted until you pass it. I used no autofire. However, the later levels were hard to do, espacially the last one.

I did not use the replay function in this game, because it would destroy the movie. Instead I used the Save State, but the fewest to make this movie possible.

Greetz lemm

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Entertainment

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License:

Standard YouTube License

  • likes, 3 dislikes

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Uploader Comments (cubex55)

  • See the FAQ in the channel info :)

  • Kickass game! Anyone knows where I can find all the music?

  • amigamusic com has it as MP3 :)

Top Comments

  • Amazing music

  • the audio is out of sync

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All Comments (83)

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  • This is a "robust" video. =p

  • Your video is popular on Central African Republic

  • nice, sound is synced now in the intro.

  • @madcapoperator Your typical music playroutine took about 8 rasterlines, which most games developers allowed for (sfx, somewhat lower)

    However, mixing took a lot more (e.g. tfmx engine - used a lot by chris huelsbeck, but only really >4 on title music) and ingame, the developer's generally baulked at mixed fx due to the overhead.

    A few games were designed with overridable music, so that fx could take over certain channels, but perhaps later than this (e.g. for the a1200 with a 68020)

  • @nzo1 I wont argue with your theory as you clearly know more about how the machine works over me. My theory simply came from the fact that i have seen many amiga games with both music and sound effects at the same time and also that the dedicated sound chip in the amiga was powerful enough to handle sound without having to put too much pressure on the proccessor.

  • @madcapoperator Not really. Mixing audio was an expensive operation on a 68000. Not many people would have taken the loss of gameplay for sfx/music mixing while it was indeed possible, the mixing of sfx and music would either have to be cpu intensive or selective channel usage (which was used sometimes) but not generally the case. Some audio engines allowed the selective override of certain channels, but the music had to be written with that in mind.

  • Another one of my game musics. Great to see it on here! Also, someone able to play it!

  • The retail version has corrupted music in it. I was devastated when I heard it back in the day because the programmer must have loaded something over the back end of the module. You can hear it here at 03:02 and 03:20 in the loading music.

  • Tough fucking game. I actually made it to stage 6, but that's it.

  • I used to love this game as a kid, looks a bit different from how i remember it. :)

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