Author Topic: Imperial Mahjong: CargoSoft new game.  (Read 6688 times)

0 Members and 1 Guest are viewing this topic.

Offline Targhan

  • Supporter
  • 464 Plus
  • *
  • Posts: 418
  • Country: fr
  • Liked: 331
Imperial Mahjong: CargoSoft new game.
« on: 08:46, 10 October 16 »

CargoSoft is very proud to present you its new game: Imperial Mahjong. It can be downloaded here.

Imperial Mahjong is a reflexion game based on the Chinese game called "Mahjong Solitaire", in which the player must make all the tiles disappear by selecting pairs that match.

The game features several technical achievements, including the use of two outstanding new graphic modes:
- the EGX (Extended GraphX) that displays 16 colors in 320*200 instead of 4.
- the EGX2 that displays 4 colors in 640*200 instead of 2.

A full list of these achievements will be published, but once again we don't want to spoil the surprise! For the same reason, we will not show any screen shot for now, for you to discover the game by yourself.

Please run the game on a real CPC! The graphics were designed to run on the real hardware. It is much, much, much more beautiful on a real CPC old.

We hope you will enjoy this game. Don't hesitate to give us your feedback!

Targhan and Super Sylvestre from CargoSoft.

Offline ervin

  • Supporter
  • 6128 Plus
  • *
  • Posts: 1.036
  • Country: au
    • index.php?action=treasury
  • Liked: 703
Re: Imperial Mahjong: CargoSoft new game.
« Reply #1 on: 09:06, 10 October 16 »
Wow, this is absolutely stunning!
I've only emulated it so far, but I'm looking forward to seeing the "real" effect on my cpc when I get a chance!

[EDIT] I just noticed that in the instructions (which are *beautifully* presented!), "flowers" and "seasons" seem to have their labels switched.
« Last Edit: 09:15, 10 October 16 by ervin »
My entry for the CPCRetroDev 2017 Competition http://www.cpcwiki.eu/forum/programming/my-cpcretrodev-2017-entry/
FAST line drawing in CPCtelera http://www.cpcwiki.eu/forum/programming/drawing-lines-with-cpctelera-sdcc/
RUNCPC My entry for the CPCRetroDev 2015 Competition http://www.pouet.net/prod.php?which=66566

Offline SuTeKH/Epyteor

  • 6128 Plus
  • ******
  • Posts: 1.161
  • Country: 00
  • Liked: 1015
Re: Imperial Mahjong: CargoSoft new game.
« Reply #2 on: 09:23, 10 October 16 »
Simply stunning! Best look, sounding & playing game on CPC... EVER!

If only we had this back in the 1980s... ^_^

Offline reidrac

  • Supporter
  • 464 Plus
  • *
  • Posts: 434
  • Country: gb
  • Trying to gamedev!
    • index.php?action=treasury
    • usebox.net
  • Liked: 669
Re: Imperial Mahjong: CargoSoft new game.
« Reply #3 on: 09:56, 10 October 16 »
I gave it a go before coming to work, but I don't own a 128K model so I tried a couple of emulators and one of them seems to render properly.

It looks amazing (and nice tunes too); I'll be back to this one this evening.
Released The Return of Traxtor, Golden Tail and Magica for the CPC.

Offline Targhan

  • Supporter
  • 464 Plus
  • *
  • Posts: 418
  • Country: fr
  • Liked: 331
Re: Imperial Mahjong: CargoSoft new game.
« Reply #4 on: 10:15, 10 October 16 »
Thanks all for your (positive so far) comments.

Quote
I just noticed that in the instructions (which are *beautifully* presented!), "flowers" and "seasons" seem to have their labels switched.

Actually, no :). I thought that too but it's the way it "officially" is!

Trg.Aks

Offline HAL 6128

  • 464 Plus
  • *****
  • Posts: 379
  • Country: de
    • index.php?action=treasury
  • Liked: 154
Re: Imperial Mahjong: CargoSoft new game.
« Reply #5 on: 10:49, 10 October 16 »

Incredible graphics and sounds. Really it is! I tried it on a real CPC but connected to a GPS > LED Monitor. No flickering, smooth and lots of colours. It seems that the game itself is in this extended Mode 1 and the description in Mode 2. Sooo many colours! Overscan.
Respect! Just a question: Digidrums means I can also use a Digiblaster?
HAL6128
...proudly supported Pentomino with GFX

Offline ldaneels

  • CPC464
  • **
  • Posts: 30
  • Liked: 10
Re: Imperial Mahjong: CargoSoft new game.
« Reply #6 on: 11:05, 10 October 16 »
Oh my ! That is great. Thank you for the awesome game (any Shanghai game is awesome by definition).
Is there any chance you will release a physical edition ? I am a complete sucker for these :)
As a sidenote, if you try the game on an emulator, use Winape, it will give the closest result to a real CPC (in this particular case, I personally prefer CPCE & Sugarbox otherwise), or at least it will be useable.
Thanks again for your superb work.

Offline Targhan

  • Supporter
  • 464 Plus
  • *
  • Posts: 418
  • Country: fr
  • Liked: 331
Re: Imperial Mahjong: CargoSoft new game.
« Reply #7 on: 11:12, 10 October 16 »
Quote
Digidrums means I can also use a Digiblaster?


Well, no. Digiblaster requires a special port to access it. Plus, our digidrums are only 4 bits instead of the 8 the digiblaster supports. So it would require a change in the code, in the resources, etc. Believe me, it is not so trivial as it may seem, the way the game is built.

Quote
Is there any chance you will release a physical edition ?

We wanted to, but... we won't. We can discuss this a bit later, but let's just say that this game was waaaay harder to code and took waaaay longer than expected. We want to move on to our next production.

Offline HAL 6128

  • 464 Plus
  • *****
  • Posts: 379
  • Country: de
    • index.php?action=treasury
  • Liked: 154
Re: Imperial Mahjong: CargoSoft new game.
« Reply #8 on: 11:39, 10 October 16 »

We wanted to, but... we won't. We can discuss this a bit later, but let's just say that this game was waaaay harder to code and took waaaay longer than expected. We want to move on to our next production.
...because of the mathematics behind that game or grafix realisation?
...proudly supported Pentomino with GFX

Offline Targhan

  • Supporter
  • 464 Plus
  • *
  • Posts: 418
  • Country: fr
  • Liked: 331
Re: Imperial Mahjong: CargoSoft new game.
« Reply #9 on: 11:56, 10 October 16 »
Both, I guess.


Sometimes adding a feature seems "weightless", but really making it work requires three times more work than expected. I of course won't give any technical spoil for now, so let's just say that this game was a nightmare to code :) .
« Last Edit: 13:52, 10 October 16 by Targhan »