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.
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