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Classic Games (Games)

Taito Men Talk Legendary Games 16

Edge Online has a piece talking with two of the men behind the classic games of Taito company, makers of Space Invaders and Bubble Bobble. From the article: "Q: How difficult was it to make the game back then? A: It was very a difficult process. The hardest part was the development of a microcomputer. Microcomputers were hardly used at that time in Japan, so we had to create one from scratch. I could almost say developing the microcomputer was harder than developing the game itself. These days, we have personal computers to rely on, but there was no programming environment back then. So I had to create everything by myself. I created a development device, wrote a part of the game that runs on it, and then created more devices along the way."
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Taito Men Talk Legendary Games

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  • by rubberbando ( 784342 ) on Tuesday October 04, 2005 @07:37PM (#13717995)
    In the article, it is mentioned how it was very difficult to be designing the hardware and software from scratch.

    These days, we have IDEs, RAD tools, and even Drag n' Drop programming kits.

    It really made me realize how spoiled we are as programmers these days which in turn, makes me really admire the hard work and dedication of our fore-programmers.
    • People say how impossible it is to get into the video game market nowadays because of the software overhead that it takes to get in it... But really this is because its sorta difficult to code your own 3d engine, and do all the development in it... When things become more open source, the overhead is lessened significantly. It won't be far in the future where when you make your own video game that you're doing mostly art, music and other content. There is no possible way I could do hardware + software. I
    • We had the IDEs you describe already 10 years ago. I don't think creating modern games like World of Warcraft is any less demanding, it's just an entirely different thing and takes a lot of different work than creating those first arcade game classics.
  • Re: (Score:2, Interesting)

    Comment removed based on user account deletion
    • Anyone else here want a sensible discussion about these stone cold classics?
      I doubt whether it is sensible, but I have fond memories of classic games. Sopwith running on an CGA-emulator for Hercules cards, Microprose games..

      More recent "classics", just bought FreeSpace 2 again..I finally have the hardware to run it 1024x768 :-)

      • I just played through Freespace2 and was amazed at how excelent it is.

        I had been wanting to play it since it was new and I read a review at a barber shop, I never could remember the name though. Somehow I figured it out and aquired and played it.

        What amazed me most thought was that I could not for the life of me play it with a joystick. I remember in Wing Commander how much I hated the mouse and bought a joystick for it and it was good. In Freespace it was not ideal with a mouse, but far worse with the s
        • Laser mouses do help a lot (logitech gaming) :)

          Overall quality of FS2 is very high (requires DirectX3 :-) Don't know too much games that still work without problems.

          Good plot, good graphics (though age is starting to show, especially "harsh"-grained models), good playability, assisted learning curve (though it takes practice to become skilled).

          Too bad the Sim-scene has become surpassed by FPS (except for a few titles).

  • by rubberbando ( 784342 ) on Tuesday October 04, 2005 @07:43PM (#13718050)
    I am really loving the release of all of these retro game collections.

    I really hope to see more in the near future.

    For years, if someone wanted to play some old skool games, they had to resort to emulation. But emulation comes with several of its own issues such as legality, stability, and availability of the roms. Plus you were usually limited to playing them on your PC instead of in front of your TV.

    It is refreshing that we can now relive some of classic moments in gaming history using only our current gen console and a tv. The best part is it even comes at quite a bargain. (usually at less than a $1 per game).
    • you know what would be even better? if we had sane copyright durations... then these games and their source code would now be in the public domain. and available for free or just the price of media (discs, not the presstitutes).

      thankfully, the authors had a limited time to benefit monetarily. now we get all that was offered to us through the copyright agreement...

      oh wait...
  • Bubble Bobble, Bubble Symphony, Rainbow Islands:

    All these are Bubble Bobble action/puzzle games, which provide some of the best play ever seen in arcades. Quick, simple to pick up, but with hundreds of possible bonus items and astounding hidden depths. Also home to one of the first actual codes found in an arcade game, devilishly hidden secret rooms (get as far as you can without dying!), and the "Bubble Alphabet," a code to decipher if you DO find one of those rooms.

    Elevator Action:
    A nifty game, looks re

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