Games That Push System Limits
Retro Gaming with racketboy has a look at games that pushed the limits of gaming systems. At the end of every console's life, the last few games released for the system are (generally) the shiniest examples the hardware has to offer. The article's author starts with the Atari. From the piece: "I'm by no means a 2600 expert, but Solaris is definitely one game that comes up quite frequently in terms of innovative 2600 games. Considering the 2600 wasn't originally intended to do much more than play Pong variants, Solaris is a technical masterpiece with its sophisticated gameplay and relatively high resolution graphics. Although the game played much like a first-person space shooter, you can always see your ship at the bottom of the screen. The graphics for Solaris were first-rate as the multi-colored aliens are flicker-free and glide along smoothly, even when attacking in groups."
I remember back when Microsoft game out with Solitaire ...
... kept freezing and requiring reboots.
My Windows 95 machine could barely handle it
So that's when I upgraded to Windows 98.
Mainly due to the cartridge system. You could stuff extra RAM and processing units into the cartridge to expand the ability of the base console. Nothing like that in today's optical drives. Theats one of the reasons generations are so much shorter now- we were basicly buying upgrade hardware in each cartridge.
I still have more fans than freaks. WTF is wrong with you people?
I'd say stopping at the SNES is too bad bacuse other more recent systems showed how it pushed the performance of the system:
SNES: Stunt Race FX....which also used the FX chip (2nd game to use it) Sega 32X: Virtua Fighter...worst looking version of the series, but at least you didn't need a Saturn to play it. N64: Perfect Dark...pushed the N64 a little too hard..almost unplayable at some points. N64: Resident Evil 2...huge game for the N64..I'm suprised they managed to fit it all onto a cartridge at all. Playstation: Gran Turismo 2, Metal Gear Solid...both just grabbing all the PSOne had left for performance.
man, that thing ran so slow that it died.
And what really burned me up, was Maxis included all but one of the changes I wanted in the game - wind turbines, hydro dams, etc. - but I couldn't get them running with anything other than a minimal map and few active boxes.
-- Tigger warning: This post may contain tiggers! --
I haven't played Solaris - I'll have to dig up a copy of that one. But I was blown away by Pitfall 2 on the 2600 with its more realistic graphics, better sound (with a musical sound track!).
Donkey Kong Country for SNES. Mmmmm that game was too good. And the first SNES game I know of to use the scanline trick to push the max on screen colors from 256 to 4096.
1 (short ton / firkin) = 89.1432354 slugs / keg
Elite for the BBC pushed it a long long way. Split screen with mode 1 at the top and mode 5 (or was it 2?) at the bottom, an impressive sight.
I heard a rumour that they even used up bits of keyboard buffer memory for space. Is this teue?
I'd also nominate:
For NES, The Guardian Legend (Winter 1988), created by Compile. Innovative mixture of gameplay, extremely fast scrolling, an endearing soundtrack, dozens of enemies on the screen at once, HUGE bosses...lots of fun.
For Genesis, Shining Force 2 (Summer 1994). An excellent sequel, it included the best cartoon-style graphics ever seen on the Genesis' limited color pallette, and the instrumental soundtrack, with fake reverb and rich sounds, was way beyond anything else ever attempted on the platform (remember, most Genesis games went with a techno or electronica-inspired soundtrack because the FM sound synth was pretty poor).
That's about it. The article was pretty complete considering how many systems it coverd.
Man is the animal that laughs.
And occasionally whores for Karma.
I know that my 386 SX 16 went from 1 meg of ram to 2 because of a version of Ultima. Worth the $50 cost of 1 meg of ram I saved up for back then! And the excuse to save up for and move to a 486 DX 75? Wing Commander III of course. Those two games give me so many good memories. Ahhhh... Avatar adventures and fighting the Kilrathi. Good days... good days...
1) Developers cannot know what the capabilities of your laptop are. They have to generalize for many, many hardware configurations, and any attempts to push the envelope of systems currently available risks making your system requirements too high for the game to sell. My PC does not equal your PC. My PS2 does equal your PS2.
2) Developers can assume that a laptop sold the year after yours will be more powerful than yours. What is a limit today is not a limit one year from now.
These two things combine to mean that PC developers cannot really push the limit of a PC because defined limits don't exist.
Pushing the limit of a console is truly a feat of wizardry because you're constantly striving to get more and more out of the same hardware instead of just coding for machines that don't yet exist or aren't yet common. On the other hand, there's an incentive to go all out since you are rewarded for hitting the limits of a system by increased sales instead of punished by decreased sales. It's an entirely different way of programming for an entirely different market.
A system with an add-on like a hard drive for an Xbox, a network card and hard drive for a PS2, or a memory pack for an N64 is not the same as an upgrade for a PC. In essence, what you have is an entirely new system. Console games are coded under the expectation that either:
A) You cannot assume that the hardware is there and the game cannot rely on it.
B) The game requires the hardware and will not run without it.
In other words, two systems with or without an added capability are essentially two completely different consoles, and pushing the limits of those systems works completely differently. You'll note that because of lower market penetrations of Console++ over Vanilla Console, most games written for add-on hardware are commercial flops.
If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
Pool of Radiance - upgrade(?) to CGA from Hercules mono and to 3.5" floppy. First time I installed it, onto 360k floppies, it took something like 5 hours.
:D
:D
Tradewars - upgrade from 1200bps modem to 9600bps modem
alt.binaries.pictures.erotica - upgrade from 14" SVGA to 17" SVGA (Mag DX17F, I still have the damned thing), and to 4MB ET4000 video card so I could use truecolor at 1280x1024 and look at the pretty pictures at full size.
Quake - I saw it on a 486/100 and decided I needed a better computer. I ended up with a dual Pentium-133 with an unheard-of 128MB RAM. Yup, Quake ran pretty well on that guy.
glQuake - Orchid Farhenheit.
Unreal - Voodoo 3 3000 + Celeron @450MHz, another 128MB RAM
Quake 3 - I first tried a Geforce2 GTS, which was a POS and soured me on nvidia forever. I think I went to an original Radeon after that.
Since then, the pace of my upgrades have exceeded that of any game that's come out.
-- I wanna decide who lives and who dies - Crow T. Robot, MST3K
That would be 3D Monster Maze. Although I recall it being on the 16K ZX Spectrum.
And yes, I did play it.
You could also stop the game by pressing Break or something. I forget - as it was like 1983/4 when this was out.
HTH
--
silas