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  #1981  
06-03-2012, 11:17 AM
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Yes but, aren't they grey at the bottom and green at the top?
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  #1982  
06-03-2012, 11:22 AM
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I'm pretty sure the whole industrial levers being there kind of fits into the same category as the boardroom having a trapdoor right above it.

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  #1983  
06-03-2012, 11:41 AM
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They are orange with a green ball on the top in the PSX version.
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  #1984  
06-03-2012, 11:42 AM
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The levers are orange with green handles.

Edit: Speedy shit.
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  #1985  
06-03-2012, 12:02 PM
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Just keep the original levers in the temples, you can go all MO levers in RuptureFarms (red to green when activated) as it suits industry more
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  #1986  
06-03-2012, 12:09 PM
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In the PC version, the levers were brown.

A change happened with the trap doors, the caution tape on them in the PSX version was orange and black and in the PC version it was purple and black.
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  #1987  
06-03-2012, 12:13 PM
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Weird. The PSX colours make more sense, the orange stands out, as do the stripes on the trapdoor
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  #1988  
06-03-2012, 12:14 PM
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I think the land mines were also different in the psx version to the pc version. They had an orange glow to them on psx and on pc they looked like a still image..until stepped on.
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  #1989  
06-03-2012, 12:14 PM
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I noticed that. Was a strange change to make between versions, really.
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  #1990  
06-03-2012, 01:01 PM
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No, in the PC version they were grey with a red light, and on the PSX they were black with a red light.
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  #1991  
06-03-2012, 01:12 PM
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They also flashed more obviously
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  #1992  
06-03-2012, 01:50 PM
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Really? I didn't notice that.
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  #1993  
06-03-2012, 01:52 PM
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There were more animation details in psx version than pc version.
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  #1994  
06-03-2012, 02:20 PM
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Yeah, I've noticed that. Some of the changes made to the PC version on sprites were just damn weird and a tad pointless
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  #1995  
06-03-2012, 02:22 PM
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Both at 640x480

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  #1996  
06-03-2012, 02:30 PM
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PSX looks better.

I just wish we could use the builds shown off in screenshots with the high-res sprites and cams, then the PC version might be worth a damn
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  #1997  
06-03-2012, 02:55 PM
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What about screenshots of the same screen? I think that would be more informative. Anyway, it is weird how they changed the sprites, maybe its because those PC sprites would run better on PC's at the time.
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Last edited by Nepsotic; 06-03-2012 at 05:24 PM..
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  #1998  
06-03-2012, 03:01 PM
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I always preferred the PS1 sprites for mines, but then I'm biased, I only got a PC copy in 2011, courtesy of the beautiful Oddhunter. However, it's redundant now is it not? What with a complete remake of the game in 2.5 D.
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  #1999  
06-03-2012, 03:13 PM
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What about screenshots of the same screen? I think that would be more informative. Anyway, it is wierd how they changed the sprites, maybe its because those PC sprites would run better on PC's at the time.
I can't find where I put the unedited version of the level... ><'
(...and I didn't want to rip my cd again)
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  #2000  
06-03-2012, 03:14 PM
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Psx felt more darker than pc, probably because you have the use of a wider screen. There's nothing I prefer more than dimming the lights, firing up my ps3 and playing the classic Oddysee on a wide screen TV with surround sound. It gives a pure, dark eerie atmosphere
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  #2001  
06-03-2012, 04:27 PM
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Just remember the guys, the PC version was not as good as it could have been, as it was simply running on an emulator at a higher resolution.
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  #2002  
06-03-2012, 05:01 PM
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It was a source code port, not an emulator.
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  #2003  
06-03-2012, 05:29 PM
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It was still a good port though considering it was rare back then for PSX games to be on the PC. Of course the original will always be better - It had better sound atmosphere for one.
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  #2004  
06-03-2012, 06:12 PM
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Yeah, I love the secret area chime from the PSX, whereas on the PC it makes me want to rip my ears off.
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  #2005  
06-04-2012, 01:31 AM
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Yeah, they randomly decided to use MIDI for some of the sounds - but not all of them. Very very odd design choices...

Anyway, we've kinda derailed this. Lets just say, use the PSX version as your reference guide, not the PC version (especially in the controls department, but lets not go there)

Last edited by SpAM_CAN; 06-04-2012 at 01:34 AM..
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  #2006  
06-04-2012, 02:18 AM
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Speaking of controls. What will they be like? The same? There shouldn't be any need to change them.
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  #2007  
06-04-2012, 02:37 AM
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We'll likely have two controller options. One that fits with the standardized controls that have evolved since AO was first released (for example, jump on PlayStation X), one that will feel comfortable to players familiar with the old setup (with jump back on Triangle).
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  #2008  
06-04-2012, 02:57 AM
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Will you be keeping the keypad arrows or use the analog sticks? I would prefer the old way.
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  #2009  
06-04-2012, 03:08 AM
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It would be good to be able to use either. Especially as the D pad on the Xbox is so unpredictable. You press up and go down!
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  #2010  
06-04-2012, 03:14 AM
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Never did like the Xbox, these guys mastered the game by selecting the perfect platform. Although sometimes you can over step left or right when you release the arrow button
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