Rainbow Islands development story

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catmando
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Rainbow Islands development story

Postby catmando » Mon May 20, 2019 1:35 pm

Interesting read here
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Re: Rainbow Islands development story

Postby mlynn1974 » Tue May 21, 2019 8:12 pm

This was originally published in either Zero magazine or Ace. I can't remember which and I can't find it at the moment.
It's good that this is a searchable document. Nice mention of Run Length Compression and the use of STOS and a great game.
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Re: Rainbow Islands development story

Postby Cogweasel » Wed May 22, 2019 2:51 pm

Interesting! Thanks for posting the link!

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Re: Rainbow Islands development story

Postby simonsunnyboy » Wed May 22, 2019 3:17 pm

A great read! Makes me wanna play that game again. It was quite funny back at the STOT times.
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Re: Rainbow Islands development story

Postby prog99 » Thu May 23, 2019 7:39 am

Thanks, it looks like Andrew Braybrooks own blog, the cobol references gave it away.
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Re: Rainbow Islands development story

Postby ruthless » Sun May 26, 2019 4:56 pm

I was working in a local computer shop when this was released for the 16 bit machines. For some reason the company owners believed this would be a massive commercial success so hundreds of copies were ordered per store, which for a small store like us took up almost an entire wall for both ST and Amiga alike.

For whatever reason it didn't sell anywhere near as well as they had hoped, we had mountains of stock and nowhere to put it. I spent hours upon hours re merchandising stock, I don't think I'll ever fully unsee the cover art on the box.

Then there was Parasol Stars... another story altogether

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Re: Rainbow Islands development story

Postby lostdragon » Tue Jun 11, 2019 10:23 am

mlynn1974 wrote:This was originally published in either Zero magazine or Ace. I can't remember which and I can't find it at the moment.
It's good that this is a searchable document. Nice mention of Run Length Compression and the use of STOS and a great game.

I thought it was The One magazine, but could be wrong .

It seemed to come about after an irate Amiga owner had written in complaining of Rainbow Islands being yet another ST port and the Amiga's superior hardware was not being used and Braybrook responded by saying it was not much use for Rainbow Islands.

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Re: Rainbow Islands development story

Postby dlfrsilver » Tue Jul 23, 2019 7:49 am

lostdragon wrote:
mlynn1974 wrote:This was originally published in either Zero magazine or Ace. I can't remember which and I can't find it at the moment.
It's good that this is a searchable document. Nice mention of Run Length Compression and the use of STOS and a great game.

I thought it was The One magazine, but could be wrong .

It seemed to come about after an irate Amiga owner had written in complaining of Rainbow Islands being yet another ST port and the Amiga's superior hardware was not being used and Braybrook responded by saying it was not much use for Rainbow Islands.


Well in fact, Andrew will learn later that the Amiga could do more. He was too ST focused when he said that.
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Re: Rainbow Islands development story

Postby jamesrc » Sun Aug 04, 2019 1:39 am

You know, I kind of owe this game an apology.

I played the Spectrum version of Rainbow Islands a *lot*, and it really is an excellent port. When I got access to the arcade version, I found the skills I'd honed translated quite nicely -- I was able to crush the first three islands on one life.

And then one day I got the ST version. Well, I got Pompey Pirates 26. And I found it...

Somehow disappointing. It just didn't feel *right*. The timing or something was off, I was off. I was really bad at it for some reason, but bad in a way that felt frustrating. Felt like the game's fault.

But years later, I don't understand what I was thinking. This is an *fantastic* version and I don't know what was wrong with me. It plays incredibly closely to the arcade game, and I don't find myself struggling with it.

So I don't know if it was the joystick I was using at the time or solar flares or what.

But I'm sorry I ever doubted it.

(Now, Bubble Bobble on the other hand I seem to recall the ST version has one less monster on screen on some levels than other versions, but I could be misremembering).

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Re: Rainbow Islands development story

Postby Anima » Tue Aug 20, 2019 7:54 am

dlfrsilver wrote:Well in fact, Andrew will learn later that the Amiga could do more.

Actually in respect to Rainbow Islands he was specifically referring to an Amiga 1200 while developing the Playstation port. He mentioned that the Amiga 1200 would (finally) be capable of reproducing the dual background layers mode which wasn't easy to "emulate" even on an Amiga 500.

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Re: Rainbow Islands development story

Postby X3peri_MENTaL » Wed Aug 21, 2019 9:53 pm

lostdragon wrote:
mlynn1974 wrote:This was originally published in either Zero magazine or Ace. I can't remember which and I can't find it at the moment.
It's good that this is a searchable document. Nice mention of Run Length Compression and the use of STOS and a great game.

I thought it was The One magazine, but could be wrong .

It seemed to come about after an irate Amiga owner had written in complaining of Rainbow Islands being yet another ST port and the Amiga's superior hardware was not being used and Braybrook responded by saying it was not much use for Rainbow Islands.


Good memory, BUT it was a different article in The One Magazine (I have a scan somewhere).

Mr Braybook compared the Amiga rather unfavourably to the ST in that article. This as you said was due to perceived unfair criticism from Amiga fanboys over the 'ST port' of Rainbow Islands.


… Mr Braybook's response (rightly or wrongly) made me chuckle. :D

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Re: Rainbow Islands development story

Postby dlfrsilver » Fri Aug 23, 2019 5:38 pm

Anima wrote:
dlfrsilver wrote:Well in fact, Andrew will learn later that the Amiga could do more.

Actually in respect to Rainbow Islands he was specifically referring to an Amiga 1200 while developing the Playstation port. He mentioned that the Amiga 1200 would (finally) be capable of reproducing the dual background layers mode which wasn't easy to "emulate" even on an Amiga 500.


HI anima :)

In fact, there is no need to reproduce the dual background layers mode. At all.

The coin op internally works like this, but there is no need to reproduce this since it would eat up some computing power for nothing. Both layers must have been merged, and there you go, end of the story.

The goal when converting is to get the most accurate result on screen, and no one will give a poo about the background mechanics, I m sure you will Confirm this as well :)
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Re: Rainbow Islands development story

Postby dlfrsilver » Fri Aug 23, 2019 5:56 pm

Oh he used an a1200 to work on the pc CD-ROM pack from acclaim.
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Re: Rainbow Islands development story

Postby mlynn1974 » Sat Aug 24, 2019 10:06 am

Good memory, BUT it was a different article in The One Magazine (I have a scan somewhere).

Thanks for confirming that. I was studying Standard Grade Computing at the time (Scottish equivalent of GCSE) and reading about how the game was made was one of those eye-opening moments of gaining a useful insight of how commercial quality games were made. Dominic Robinson's articles in Your Sinclair were also amazing.
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Re: Rainbow Islands development story

Postby lostdragon » Mon Sep 02, 2019 1:49 pm

My memory is getting worse the older i get.

Threw out all my physical magazines some time ago (went to recycling over a period of months i was horsing that many), digital copies went shortly after.


I was not going to search through online archives as have always hated Rainbow Islands despite owning on C64..ST..Playstation etc.

I used to keep returning to it to try and see why it's so well thought of.

Bubble Bobble all day long for me.


So i am very happy someone knew which magazine and article the comment was in


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