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22/February/2019 Posted by Freddy

Top Five: RPGs on the Commodore Amiga

        Hello and Welcome to this episode of RPGGamer Top 5s, and this time as part of a series on the top RPG's on each system, we're going to be doing the top five RPG's on the Commodore Amiga.
        The Amiga was released in 1985 by Commodore International, and although not huge in the United States, it became very popular in Europe with the release of the A500 in 1987. Although the processor wasn't hugely powerful, the Amiga had a set of custom chips which allowed it to display 4000 colours, in the days when most PC's were still only showing 16, capable of playing 4 channels of sampled sound it also sounded great. Although pointless for gaming, one of the most futuristic elements of the Amiga was it's capacity for Multitasking, something the PC could only really achieve with the release of Windows 95, in 1995.
        Thousands of games were released for the platform, mainly on floppy disk, but later on CD. Commodore ignored developing the Amiga platform, seeking to sell to the rapidly increasing PC market, and as standards on the PC improved the Amiga began to look dated.
        The release of the A1200 in 1992 improved the system in almost every way, with a faster processor and an increase in graphics resolution and colours up to 16 million. But by that time Doom had been released and gaming was going 3D, something the Amiga was ill suited to.
        The bankruptcy of Commodore in 1994 was the final nail in the Amiga's coffin and stopped all development of the system, and although the system struggled on and was bought by a couple of other companies over the years, it was being sought for it's patented technology, not the system itself and it faded away slowly.
        Once again, there are far too many games for me to have played them all, so I'll just be listing the ones I've got personal experience of.





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21/February/2019 Posted by Freddy

        Well, we're back after taking a week off, but since we're covering 6 issues (when normally we'd only do 3 in a week), it's hardly like we took any time off at all. Today we've got a bunch of updates based on the subject of our review, Marvel Star Wars Issues 39-44: The Empire Strikes Back. Today we've added, Accipiptero and Exogorth to the Star Wars D/6 Creatures Section, Gandorthral Atmospherics Roamer-6 Breath mask to the Star Wars D/6 Equipment Section, the EE-3 carbine rifle and Merr-Sonn Munitions, Inc. M-57 Blaster pistol to the Star Wars D/6 Weapons Section, and the Single-pod cloud car to the Star Wars D/6 Vehicles Section of the Site.

Freddy


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19/February/2019 Posted by Freddy

Star Wars Resistance: Season 1 Episode 17: The Core Problem

        Another week, another Resistance review, this time Star Wars Resistance: Season 1 Episode 17: The Core Problem. Obviously spoilers if you haven't seen it, but without spoiling it, it's another good one. Flawed, but enjoyable.
        If Resistance keeps this up, it's going to win my Most Improved Series award whenever I get around to awarding one.

Freddy

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18/February/2019 Posted by Freddy

Retro RPG: Star Wars The Roleplaying Game (Wizards of the Coast)

        The Star Wars Roleplaying Game is a d20 System roleplaying game set in the Star Wars universe. The game was written by Bill Slavicsek, Andy Collins and JD Wiker and published by Wizards of the Coast in late 2000 and revised in 2002. In 2007, Wizards released the Saga Edition of the game, which made major changes in an effort to streamline the rules system.

        The game covers three major eras coinciding with major events in the Star Wars universe, namely the Rise of the Empire, the Galactic Civil War, and the time of the New Jedi Order.

        The d20 rebooted Star Wars Roleplaying Game originally came out around the time of the release of Star Wars Episode I: The Phantom Menace. It included statistics for many of the major characters of that movie. The later Revised game included material from Star Wars: Episode II – Attack of the Clones and changed various feats and classes.

        The Star Wars Roleplaying Game uses a Vitality/Wound point system instead of standard hit points, dividing damage into superficial harm (Vitality) and serious injury (Wounds). A character gains Vitality points just like hit points in other d20 games, and rolls for them each level and adds their Constitution bonus. A character's Wound points are equal to their Constitution score.

        Most game mechanics are familiar to players of Dungeons & Dragons and other d20-based games. Characters have six Ability Scores (i.e., the standard Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), a class and level, feats, and skills. Most actions are resolved by rolling a twenty-sided die and adding a modifier; if the result equals or exceeds the difficulty, the check succeeds.




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15/February/2019 Posted by Freddy

Top Five: RPGs on the Commodore 64

        Hello and Welcome to this episode of RPGGamer Top 5s, and this time as part of a series on the top RPG's on each system, we're going to be doing the top five RPG's on the Commodore 64.
        Commonly referred to as the C64 or CBM 64, it was released in 1982 by Commodore Business Machines, it has 64 kilobytes of RAM, hence the name, powered by a MOS Technology 6510 running at 1.023 MHZ in the US, or 0.985 MHZ in the UK, the differing television frequencies required for NTSC or PAL accounting for the difference.
        But the processor wasn't what made the C64, it was the custom chips. With a VIC2 graphics chip capable of 320 x 200 pixel resolution in 16 colours with 8 hardware sprites, the C64 excelled at moving things around the screen for action games. The sound chip is the almighty SID 6581 chip, with three channels, which was far beyond anything else available at the time being capable of some amazing tunes when used by a skilled composer.
        The C64 rapidly became the biggest selling computer of all time, with an estimated 17 million units sold. This is an enormous number for a computer, seeing as the number 2 on the list is the Commodore Amiga at 6 million units.
The range of games available for the system is absolutely vast, with around 10,000 commercially released titles, so we're really only going to scratch the surface of what was available, and really this is just a selection of those that I personally played.




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