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.
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
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").
Mode 4 at the top (2 colour, 320 pixels wide) and mode 5 (4 colour, 160 pixels wide) at the bottom. They didn't actually use the full screen width so they took less than 10KB of memory (and correspondingly less resolution). The BBC Master version used mode 1/mode 2 for 4 colour and 8 colour respectively.
Other games had used the trick of changing the video registers partway through the frame (via an interrupt) although only to change the colour palette. Elite was the first to change the bit depth and so on as well, effectively changing the display mode. They also had the timing so rigid that there was no need for a black 'gutter' between the two states, as most other games needed.
I've no idea about the keyboard buffer, but the game used about every trick in the book so it wouldn't surprise me. Elite was so far ahead of its time I think cutting edge graphics and a deeper in-game story (ie. taking all that backstory from the novella and making it count in the game itself) would be enough to make it a viable product today. Convincing the retailers and money-men about a space game is a tougher proposition.
Graham