![]() ![]() The professor does have a few weapons in his arsenal however, a whistle to attract the bots attention, should they be useful in holding down a switch or balancing a pulley, an E.M.P, which won't stop the evil squid like machinations of the matrix machines, but will deactivate the magnets in the level, and a frost gun, which simply freezes everything, especially wedgie intent robots. Thus he must push barrels and crates and magnets and things, and ride around on pulleys in order to climb up ladders, open gates, and escape the ragebots, who are still apparently not satisfied with having tossed him out of his laboratory and are chasing him around in hopes of hoisting him up by the seat of his pants for what looks like one hell of a bot wedgie. The major twist in the game play is that the Professor cannot jump. It's your job to guide the professor back to his lab so he can turn the dial on the rage bot remote back to friendly. Perhaps this doddery old man is not as sweet as he appears after all.Īnyway, the robots become predictably enraged and toss him out of his lab, scattering his equipment and things everywhere in the process. It's a mistake anyone can make, though it does raise the question of just why he designed rage as a feature. You see, the Professor built robots to do his bidding and his daily chores, then mistakenly set the dial from "friendly" to "rage" one night. With pulleys and all manner of strangeness. The object in Professor Fizzwizzle is to guide the locomotionally challenged professor through a series of mazes, keeping him safe all the time from the rage bots. ![]() But there are puzzles that rely in physics that would probably be impossible to deal with realtime on Amiga and a workaround will have to be found.Professor Fizzwizzle can only be described a sweet challenging game that is really fun for the whole family. I think you can remove a LOT of the fluff and still have it feel like Limbo. Visually and sonically, you can get a very decent conversion, that's out of the question. ![]() Limbo is a simple looking game but the mechanics behind it are a bit complex in my opinion, that's where my main worry would be. Seems like people nowadays just want to see an as near to 1:1 thing which is impossible on humble hardware.Īgain, guys, Limbo on a C64, HELLO? Of course you can make an Amiga version, you will just have to know where to cut and where to not cut! That didnýt stop people from trying, and some of the abstractions derived from much more complex games were rather interesting. In the 80s and 90s we got a LOT of ports from arcade and stuff, that were not at all 1:1 but still kept the essence and were good games. ![]() I think people have forgotten how ports are. The question is how you deal with the backgrounds and various effects (as the game heavilly relies on those to relay/enhance it's dark atmosphere).Ĭall me crazy, but I can think of one modern Amiga game that has shown how this can be done (in an impressive manner) and it's no other than (surprise, surprise) Reshoot! Here's why: based/optimised with a low colour count in mind, has background fog effects (first I've ever seen in an Amiga game) nice multilayered parallax and some extra copper tricks at it's sleeve. Good old 320x256 can do the trick just fine. Then there's the question how faithful you'd want this conversion to be.įluid animation and in-game/forefront objects (even huge ones) should not be a problem (here the use of sprites wherever possible instead of bobs is highly recommended).Īlso the resolution is not an issue. On the other hand it's a huuuge project and would require possibly the original assets and the consent from the author (as I think the c64 version does). Limbo is awesome! Plus Amiga is totally capable of a faithful conversion. ![]()
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