I was commenting more on the gameplay itself than the visuals. The games might look nice, but often play pretty crappy. Especially when it's a multibutton game and you're stuck with a one button joystick or some meth-induced control scheme.
Japan just happened to be the ones with all of the powerhouse games that played very well, which is why I mentioned Japanese arcade games specifically.
So often, instead of the western world doing something they were good at, they kind of just tried to (poorly) mimic the Japanese stuff. Most memorable games on Amiga are originals, or games that originated here.
You'll find exceptions to the rule, but they're generally buried in piles of turds in the form of horrible ports, or crappy games done in the style of Japanese game.
I can only agree with you ... taking arcade games with their powerful hardware, multiple buttons, and whatever other gimmicks that they could entice people with ... and then porting them to the very-limited home computers of the day ... was something that was never going to end up well.
But people seemed to want them, and they certainly bought them ... and so companies kept on making them.
I totally agree that the best games of the time were the originals that were specifically designed for the machines that they were released on.
Off the top of my head, on Amiga specifically, I can think of...
Rodland, Op Thunderbolt, Rainbow Islands, and maybe R-Type as being alright on the Amiga.
but then you've got messes like Street Fighter 2, Sidearms, Super C, and they also somehow ballsed up the port of Bonk (not an arcade game, but still another example of Japanese mimickry).
I'll never understand how they pulled that one off.
There were plenty of low-quality bucket-shop development companies.
And you don't need to be polite about Thunderbolt ... even though Robert did a great job on the graphics ... it was still a simple whack-a-mole gimmick game with little depth.
Like I said, I grew up with the Amiga, and was rarely impressed by the games when compared to SNES/TG/Genesis that I had sitting right nearby.
I never understood why some of the games turned out so bad. Maybe the teams porting it sucked at the games and couldn't recreate the gameplay?
It's an interesting thing really. You have all the audio/visuals (sometimes the audio goes a little too eurowank for me), but then the gameplay caves in on itself.
It's always been tough to find good programmers.
But also ... don't forget that the Amiga came out in 1985, 2 years before the PCE, and 4 years before the Genesis.
Hardware changed a lot during those years, and so did the amount of consumers/money in the business ... which lead to longer development schedules and sometimes larger teams ... which in turn allowed for the possibility of better games overall.
Another hilarious example, non-Amiga, is Green Beret on MSX. Everyone responsible for that one needs to never touch a computer, ever again.
Hahaha ... I just looked at that one on YouTube ... what a disaster.
I thought that you were going to criticise the other home computer versions, which I have little love for, but the MSX one took "awful" to a whole new level.
Stuff like that was one of the reasons that MSX totally failed in the West.
I remember MSX1 machines being clearanced for about $50 ... and they still didn't seem worth it.
I liked the following quote ...
From an interview at MSX Games Box, Konami UK's old PR-manager Dennis Henings:
Q: What did Konami Japan say when they saw the MSX version of Green Beret developed by Konami UK?
A: $%£&**(())++~~ ( or their equivalent) This was much the same as I did!
Half the ports I've seen on Amiga make me wonder if the devs had actually ever even seen or played the source material. Most of the stuff just comes across as crap.
You got no design docs, no source code, no graphics, and no sound.
You were lucky if you got an arcade cabinet set on "freeplay".
Some of the cheaper developers would just video someone playing the game, and "maybe" rent one for a few weeks.
Then 2 guys would get 4 months to recreate it ... from scratch. Let's be generous and say 6 months if you did 2 versions (like the ST and Amiga).
Not a recipe for doing brilliant work ... particularly if the job had been farmed out to one of the porting shops that would hire a couple of teenagers fresh out of school to do the work for cheap.