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> "It's not that we forget "inconvenient" genres, [...]"

I beg to differ; in my experience, the Amiga who doesn't forget is an outlier. ;)

> "[...] the vast majority of people did not have those high-end PC's with the requisite graphics and sound cards."

Once again: The context was the strictly technical, which was brought up by another poster. I am also well aware of the economical, and for specific usecases corresponding technical, realities. But that is best served by (comparative) market analysis and not just anecdotes. Which brings me to...

> "We continued to laugh at people with PC's pretty much until Doom, because most of the PC's our friends had were still low end, and lacked expensive graphics- and sound cards, while at the same time, certainly there was a mounting concern over what was trickling down for PC's from the high-end."

In my little corner of East Germany, I didn't feel the same about Amiga users. For you simply were not relevant; I didn't know anyone with an Amiga until much, much later (2007!).

> "With respect to Silpheed, the original version is a graphically primitive 8-bit game and the 1989 version was ported to Apple II-GS - it was hardly performance that was the reason it didn't get an Amiga release."

It serves as an example of an arcade game with good production values, and many supported graphics and sound modes ("expandability"), for a PC of the era, i. e. the outgoing 80s.



> The context was the strictly technical, which was brought up by another poster.

That's fine, but it was not what I took issue with in your response.

> It serves as an example of an arcade game with good production values, and many supported graphics and sound modes ("expandability"), for a PC of the era, i. e. the outgoing 80s.

It serves, to me, as an example of a pretty primitive game given the year the port was released, basic enough to replicate on an 8-bit machine, that likely didn't get a port because it wasn't well known enough in the markets where the Amiga was popular to bother licensing it and too basic to be competitive.


> "That's fine, but it was not what I took issue with in your response."

It's what was I was replying to; it's what the argument was about.

> "It serves, to me, as an example of a pretty primitive game given the year the port was released, [...]"

Okay.




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