![]() You can also catch fireworks of different colors at the same time by using Wild Fireworks and shoot them with Daisy Chain, which combines multiple colors, and collect items to start the bonus mode Starmine. The basic goal of the game is to catch at least three fireworks of the same color and shoot them into the night sky. With its simple yet addictive gameplay, it won’t take long for you to master the controls. The PS VR2 headset and PS VR2 Sense controller provides an immersive experience for you to fill the star-studded sky with sparkling fireworks. The game is an artistic combination of action, shooting, strategy, and puzzles. The game returns in an all-new title for PS VR2 powered by the Unreal Engine. Originally released on the PlayStation 2 in 2000, Fantavision is a puzzle game based on the theme of fireworks. Without further ado, let’s kick things off with the reveal of Fantavision 202X. mmmm wasn't video CD a success.Today, we’re happy to highlight six titles that are coming to PS VR2, which will bring multiplayer combat, rhythm-based celebrations, mystical-style team ups and a murder mystery to players. so each frame was as good as the last, and good enuff for a picture in its own right. also having a lossey based compression wasn't really a good thing for quality. at the time when you only had a 7Mhz CPU you need all the CPU time you can get, and on-the-fly decompression with that limit wasn't even considered. Look up biganim on aminet or something for hard disk playback, or cyberanim for GFX card support, so anim files can be limitless in size, but there isn't really any compression to speak of. but totally loading into ram is good for max smoothiness. just need enuff ram for the page buffers. so direct hard disk playback was required for big anims so the anim didn't have to be loaded entirly into ram as witrh early players. ANIM files were usually of the order of k's, but could go to megs and megs. there are some Ham and Ham8 anims out there but they are usually a but slower as the chipset has to do a bit more work and thrash the chipram bus. i remember the only way to view an Mpeg was to convert it into ANIM format. The first animation format ever with compression. Here's some interesting documentation still on the web regarding IFF. You really should experience these for yourself. ![]() VideoScape 3d (get 2.0, this is the grandad of lightwave)īroderbund Fantavision (cool tweening animator) Great Amiga programs (if you can find them that support anims).Īegis AniMagic (the adobe premiere of anim sfx)ĪmigaVision (authoring system extraordinare) Leo Schwab made some great anim files that trounce on Pixars work of the day (the bicycles, reds dream etc). If they don't I'd change my anim player software, or drop down in resolution and check em out. It's just a fact that anims play faster than MPEGs do. The compression is mostly lossless too (meaning no aproximation). They play well though and faster than MPEGs on my emulated Amiga. They look great even though most of them lack true color (except for a few various extended Anim formats). They will play on any Amiga system, even ones not fast enough to play MPEG files. ![]() These playback best with a bitplaned system (not the chunky color of picasso/CGX) and are very fast. Most of the cool amiga demos were submitted to contests (and I am not talking about the euro demos) as "Anim" files. As time over took the amiga and standards, MPEG gave way to mpeg 2 and finally CPUs were powerful enough to handle drawing at high speeds in true color. ![]() Yet anim files were a fast good alternative for slow processors. I couldn't get my amiga to display a 160x120 window on mpeg without buying a huge accelerator I couldn't afford. Back in those days having a 32 bit imaged displayed on your computer WASN'T a reality.īy the time MPEG-1 came along, it was considered SLOW. Apple liked it so much for sound they registered a form called an "AIF" which is a waveform style file which is still one of their system formats today.ĭeluxe Paint and VideoScape 3d were the first Amiga programs to really mainstream IFF anim files. It was totally expandable to as long as you registered "new" variations with Commodore and EA. The IFF format was the first universally recognized file format, it emcompassed image files, sounds, and animation. There wasn't any such thing as animation files (except autodesk flic files which had low numbers of colors and limited 320x200 resolution). Let's journey back, to the days of the late 80s early 90s. OMG you guys SOOO need a history lesson.ġ) Anims aren't slow, in fact they were brought out at a time in which most computers didn't even have an FPU (Floating Point Math) chip. ![]()
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