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zzip last won the day on September 13 2020

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  1. I was obsessed with it as a kid, but find it pretty hard to play without that arcade controller, so I find it dull for that reason.. that plus it's since been exceeded by plenty of other space combat shooters. This is one of those games that was great at the time due to the novelty of it, specifically the digging mechanic. Since then, other games have done it better, and I don't find it that much fun anymore. Both Wizard of Wor and Joust where among the few arcade games at the time that offered 2 player head-to-head gameplay, so I think that boosted their popularity. Also the flapping mechanic in Joust was new and unique. Wizard of Wor was one of the first games that "talked", so that made it stand out. It was a few years after that when digitized audio became common-place, and games using speech synthesizers were no longer impressive. I don't find WoW that enjoyable anymore, but I still do like Joust. The 2600 is not the best place to play it though.
  2. It's true that there were an awful lot of games that fit in this box. For as much as developers back then were pushing the 2600 capabilities, few were doing the same with the 8-bit. A lot of the pre-83 have really bland color palettes too and I don't know why. For a system with 128 colors to choose from, they somehow picked the muddiest-looking colors, and didn't use DLIs where it could have made an impact. Homebrew authors and demo coders have shown over the years what could have been. It's too bad that relatively few commercial developers BITD were able to figure these things out.
  3. "The Sims" games. On PC, they were always life simulators where your Sims will act on their own, but will also take suggestions from you on what to do next. On console though, the earlier sims games were very different than the PC version, they'd have story modes, fetch quests, you'd directly control your characters, etc/
  4. World Karate Championship / International Karate. Atari 8-bit version show, most platforms have similar graphics: The Atari ST version has significantly reworked graphics that it almost looks like a different game:
  5. Telengard (Avalon Hill) Apple II (shown) Atari 8-bit, PET and TRS-80 had ASCII visuals: But Commodore 64 and DOS got some actual graphics thrown in: (The CGA version actually looks the best, for once 🙂 )
  6. Coleco Adam had a radically different version too. Atari ST/Amiga/Dos had a floppy-based version much closer to the arcade, but with reduced visuals and scenes removed: But to be fair, it wasn't really possible to do this game justice until CD-ROM drives came along.
  7. Yes I'm aware, but I've also seen VDI accelerators like Quick-ST which offer a significant drawing boost on their own, but offer an even bigger performance boost when blitter is enabled.
  8. Ultima III:Exodus looks roughly like this on most platforms: On NES It looks like this:
  9. I guess it's the same case as Kool Aid man as I posted above, same license deal but completely different games...
  10. Ultima III: Exodus Most platforms look similar to this: But NES looks like this:
  11. I don't know the details of when you should/shouldn't use it, but it makes sense that there would be overhead that could make small memory moves a wash (or worse). But I can say that when you enable blitter for your desktop, it makes a noticeable difference in performance. It even speeds up text drawing, which is only moving 8 or 16 bytes of data per character.
  12. The Phantasie series (SSI), This is what Phantasie III looked like on C-64 (other 8-bits similar graphics) in Town of Pendragon: This is what it looked like on Atari ST (and other 16-bit computers) same area of the game:
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