21, 19... not a big difference. I missed the number by 2
I actually spoke to him on the English Amiga Forum board, he also said the title song used on Amiga Final Fight was made by a friend, which US Gold promised to pay for the use of the song... and he believes US Gold actually never paid him either.
The "Ronald Van Thingy" he talks about is Ronald Pieket Weeserik... a dutch guy who made some real solid MSX games all by himself (Hype, Skooter and a few others) and they got employed by The Sales Curve to do Amiga games..... and made some of the best arcade ports the systems ever saw (Rodland, Silkworm, Ninja Warriors, I believe he also did Final Blow and he helped with Saint Dragon), and he also made Swiv.
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Final Fight on Amiga isn't badly programmed at all. Problem is, I believe those coders didn't have much freedom to mess with the games, zero support and some real shit tight deadlines. I always say, for comparision.... Street Fighter 2 CE on the Mega-Drive was made in-house, 9 months of development, about 17 guys working on it, with full access to source-code and original assets. Street Fighter 2 on Amiga was made in 6 months by 5 guys who had to go to the arcades to play the game because US Gold didn't even gave them a fucking PCB to test the game properly for half the development time, WHILE also doing the Atari ST version. I mean, hell, what chance did they have? And then those guys had no idea of game-design. The fact that Richard Aplin thinks both Final Fight and Double Dragon 2 are crap games says a lot about his work when porting those games, because he doesn't "get" obvious stuff about their design (like Double Dragon 2 having enemies beating you up at the start of the level even before the screen finished fading in or you enemies beating your full health bar up in Final Fight because you have no invencibility frames between hits you get). Most european game developers in the 80s and 90s were programmers that ended up doing games, but most of them had no idea of what made a good game. They just did something that worked, sometimes it would end up as a good game, sometimes it wouldn't. And that's why european games at this time were usually the ones that most pushed hardware limits... those were programmers trying to prove themselves, not game-designers trying to make fun games.
Lots of games were ported with programmers just looking at a VHS tape of the game being played. Amiga and Atari ST UN Squadron programmer said he found way to "pause" the arcade game, so the artist could use a semi-transparent piece of paper to draw the sprites on top of the screen.
And I am pretty sure the instructions US Gold et all gave to the programmers were "Make this game looks like the arcade on still screenshots, that's how we will sell them". That was their job, nothing else. Richard Aplin said when US Gold gave him The Godfather to code, they also said "We want a game that looks like this and that", he could make the game play whatever he wanted as long as the game LOOKED like what the tied guys wanted.
In comparison, I know the guys at The Sales Curve had time and freedom to work with the ports. Ron Pieket said he could, for example, fix a bug the arcade version of Rodland had which made gameplay worse, and the Amiga version could play more fluid, he would get sprite sheets and source code from Jaleco and I dunno how much a better programmer he was compared to Richard Aplin, but it's OBVIOUS those things make work a lot easier.