The Sword of IANNA by Retroworks in development

The Sword of IANNA by Retroworks in development

by Pac on 12-06-2017, 18:29
Topic: Software
Tags: Retroworks
Languages:

Originally planned as an ZX-Spectrum game (also in development), the well known Retroworks team decided to port this promissing platformer & action game to MSX2 as a result of a wise proposal, wise decision!

The game requirements are MSX2 or higher and PSG sound. It is worth mentioning that this is more than a simple port, the graphics have been improved a lot with colorful characters and scenarios, an aditional tile layer has been added in order to implement interesting in-game effects and the map needed to be modified in some areas.

If you want to enjoy this jewel, please be patient. It is expected to release the game by the end of the year, until then, nothing better than a video to experience the final result.

Relevant link: Retroworks

Media browser (5)

  • The Sword of IANNA by Retroworks in development
  • The Sword of IANNA by Retroworks in development
  • The Sword of IANNA by Retroworks in development
  • The Sword of IANNA by Retroworks in development
  • The Sword of IANNA by Retroworks in development

Comments (23)

By valkyre

Paladin (753)

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12-06-2017, 19:13

Wow!

By hamlet

Scribe (4113)

hamlet's picture

12-06-2017, 21:02

Retroworks developed amazing ports and games, which I just recently noticed. I´m curious about IANNA and hope they will also release new batches of their cartridges.

By sd_snatcher

Prophet (3777)

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12-06-2017, 22:26

By syn

Prophet (2157)

syn's picture

12-06-2017, 22:45

Awesome stuff. Very nice looking graphics and animation.

Btw funny: When I first saw some camera footage of this game (recorded during a fair) a few weeks ago, I thought it was called Sword of Lanna Big smile

By Sandy Brand

Champion (323)

Sandy Brand's picture

13-06-2017, 00:43

Oh that looks neat!

By Grauw

Ascended (10901)

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13-06-2017, 01:47

Oh, really nice! Such nice animations and gameplay! Looking forward!

By wyrdwad

Paladin (934)

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13-06-2017, 05:41

Yeah, this looks spectacular. I will definitely buy this.

-Tom

By Pippo

Hero (521)

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13-06-2017, 06:23

Excellent work and very nice graphics! Big smile
I like this game very, very much! Big smile
My congratulations, RetroWorks! Smile

By journey

Hero (629)

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13-06-2017, 09:34

Really spectacular!!
Day one for me!!

By spl

Paragon (1470)

spl's picture

13-06-2017, 09:22

I tested it at RetroMadrid. I was shocked with the animations. Great game! Big smile

By tfh

Prophet (3579)

tfh's picture

13-06-2017, 10:15

Impressive animation indeed! Smile

By ro

Scribe (5200)

ro's picture

13-06-2017, 13:17

oh,wow. That looks seriously good. The main sprite is awesome, the detailed animation rocks. Technical it seems like a high-end game. Hope the play ability is just as good as it looks.

By KdL

Paragon (1493)

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13-06-2017, 20:17

Screen 5 or 8 ?!

By erpirao

Paragon (1349)

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13-06-2017, 20:39

Sc5, when I tested it in retromadrid I asked the mode and they confirmed me SC5, the truth is that the coloring of the spectrum version has not broken the coherence of the set.

By ARTRAG

Enlighted (7112)

ARTRAG's picture

13-06-2017, 20:39

That one doesn't seen the screen 8 palette. It has to be screen 5.

By wyrdwad

Paladin (934)

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14-06-2017, 05:41

My only fear is that the end result won't be compatible with NTSC televisions. I've only encountered two games so far that have no compatibility for NTSC TVs whatsoever (Manbow 2, and Crafton & Xunk), but just the fact that one of them is a high-profile homebrew game that I think also used screen 5 (unless I'm mistaken?) gives me the slightest tinge of concern.

If anyone from Retroworks is reading this, and can confirm that allowances will be made for NTSC in the final product, it would definitely put my mind at rest.

-Tom

By ARTRAG

Enlighted (7112)

ARTRAG's picture

14-06-2017, 08:14

There is no reason for this kind of games to be restricted to PAL, do not worry, it will work fine at 60hz

By Grauw

Ascended (10901)

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14-06-2017, 11:28

In 50 Hz mode there is much more time available per frame: 20 ms time instead of 16.7 ms (20% more). Additionally, because the VDP is idle a larger portion of the time, VDP commands can process more pixels, going beyond the 20% the extra time alone accounts for: 27% more pixels when sprites are enabled (~6% faster), 21% when disabled.

That 3.3 ms extra time is a significant amount, and affects all games, MSX1 and MSX2 alike. The VDP command speed only affects MSX2 screen modes, so in that sense there is a slight additional benefit to 50 Hz there, but I don’t think the difference is significant enough.

So rather than this being about titles using screen 5 or not, I think it is more a matter of, titles which are pushing the system to its limits (=high-profile) are more likely to make such a choice, because they simply do not run at 60 Hz without making significant sacrifices. E.g. Uridium is also an example of such a title, luckily it was built with 60 Hz in mind from the start, but for Uridium 2 ARTRAG is basically facing the same dilemma.

I don’t think it’s an excuse, software should IMO always be built to support 60 Hz. That said, I can understand making the choice because 20% extra time is a significant amount, and can make something possible that otherwise would not. And since we use RGB connections in Europe which work at both 50 Hz and 60 Hz, a case for users to "fix their cable / equipment" can be made. (I understand in other parts of the world this isn’t such an acceptable trade-off.)

But personally I would rather try to adjust / omit some game feature (e.g. lower speed animations or sprite updates) to allow the game to run at 60 Hz. My software will be certainly be built with 60 Hz as a basis. Not only because it is the minimum spec, but also I’ve personally always liked the 60 Hz frequency more, especially on CRT monitors the refresh rate looks nicer, smoother, and the image is taller and has nice scanlines.

By Hrothgar

Champion (479)

Hrothgar's picture

14-06-2017, 12:13

Then again, never *force* or default to 60Hz on a 50Hz machine. Original '80s tv sets that were used with MSX computers were often not compatible to handle 60Hz, making a few games such as Boulderdash (which buggily switches to 60Hz on MSX2) unplayable for me back in the days. So the incompatibility is a two-way street.

By Lord_Zett

Paladin (807)

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14-06-2017, 15:51

nice!

By utopian

Rookie (18)

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23-06-2017, 11:30

wyrdwad wrote:

If anyone from Retroworks is reading this, and can confirm that allowances will be made for NTSC in the final product, it would definitely put my mind at rest.

-Tom

We are detecting the MSX model (PAL or NTSC) and acting accordingly in the game. So far I haven't found any speed issue in NTSC mode.

By wyrdwad

Paladin (934)

wyrdwad's picture

25-06-2017, 08:24

utopian wrote:

We are detecting the MSX model (PAL or NTSC) and acting accordingly in the game. So far I haven't found any speed issue in NTSC mode.

Awesome! Thanks for writing back! I'm really looking forward to playing this -- it looks very reminiscent of classic cinematic platformers like Another World and Flashback, which is a genre you don't see a lot of on the MSX.

-Tom

By PingPong

Enlighted (4218)

PingPong's picture

03-07-2017, 20:09

Released from the slavery of hw sprites we can finally enjoy the full msx2 graphic potential

My MSX profile