

Games That Push System Limits 107
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."
Black and White did it for me (Score:1)
But to properly pay Sims 2, I had to:
1. upgrade my RAM to 708MB
2. turn off all other programs
3. use
4. turn my monitor to a lower display resolution.
Luckily, it was worth it.
Re:Black and White did it for me (Score:2)
Wolfenstein 3D: sound card
Doom: 486/66
Quake: Diamond Monster 3D
Half-Life: pretty much everything
Half-Life 2: again, pretty much everything
Re:Black and White did it for me (Score:2)
Re:Black and White did it for me (Score:2)
You added a sound card for Wolfenstein 3D? That's hardly a game that required sound. Now Wing Commander...
(Got my first Sound Blaster for $89 just so I could hear the cool sound and music in WC that everyone was raving about.)
Doom: 486/66
For most people I think it was memory. 4MB was not all that common except in brand new machines. I actually called up Id (I think they were a bit annoyed about this) to ask them if 4MB meant a total of 4MB or 640K + 3MB XMS. Thankfully, it was the
Re:Black and White did it for me (Score:1)
Re:Black and White did it for me (Score:2)
Re:Black and White did it for me (Score:2)
I bought the same card at the time, there was a huge difference with playing the game with no onboard memeory and one with 2-4MB of onboard memory, which the Diamond card had. This is in software mode...
Re:Black and White did it for me (Score:2)
Nethack: 10-key numeric sidepad
Re:Black and White did it for me (Score:2)
Obviously not a vi user :)
Re:Black and White did it for me (Score:1)
Not to be a troll, but I think you meant 768mb
Re:Black and White did it for me (Score:1)
I just did the math, you're right. Three 128mb RAM chips, one is in external port, swap out 1-128 and replace with 1-512mb and you get 768mb.
Same diff.
Re:Black and White did it for me (Score:1)
Re:Black and White did it for me (Score:2)
People who post PC games are missing the point. (Score:2)
The only thing that the PC world has that comes close to this is the demoscene.
People who post PC games grok the point. (Score:1)
I've got a laptop. Other than the memory, I can't upgrade the video or sound cards.
On my GameCube, I did upgrade the memory.
My xBox is upgradeable, not that I ever did.
I fail to see how this is different.
Re:People who post PC games grok the point. (Score:2)
The fact that you're failing to see the difference isn't anyone else's problem.
No, I'm afraid you really don't for two reasons. (Score:4, Insightful)
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.
Re:No, I'm afraid you really don't for two reasons (Score:2)
Re:No, I'm afraid you really don't for two reasons (Score:1)
Re:No, I'm afraid you really don't for two reasons (Score:2)
Re:No, I'm afraid you really don't for two reasons (Score:1)
Just checked, with Doom 3 the binary is 5MB including copy protection and all of the modding tools (because they're all included in the same file), the gamex86.dll is 2MB and the rest is platform independent data (except maybe for the shader scripts but they aren't CPU dependent). So it's a bit more than I thought but still nothing that would prevent having multiple versions on one DVD. Hell, UT200
Re:No, I'm afraid you really don't for two reasons (Score:2)
Of course you would have to take your time testing and verifying several versions of the program. I agree you'd have to be a looney to do vers
Re:People who post PC games grok the point. (Score:1)
Re:People who post PC games grok the point. (Score:2)
still waiting for the answer to "how" though
Game that pushed the System Limits ... (Score:4, Funny)
My Windows 95 machine could barely handle it
So that's when I upgraded to Windows 98.
A lot easier to push a console in those days (Score:5, Informative)
Re:A lot easier to push a console in those days (Score:4, Informative)
It's not like a modern system needs the extra components, though. They've got so much horsepower that any change would be pretty marginal. Thus you tend to get much more bang for your buck by trying to extract more out of tighter and better optimized code. On the Atari 2600 that wasn't an option since you:
a) Only had 128 bytes of RAM (the SuperChip in some carts added another 128)
b) Had 2-4K of ROM (without bankswitching tricks that later extended the carts)
c) Couldn't fit an entire screen of data in RAM. (That 6K in the SuperCharger really helped here.)
d) Had exactly 1 clock with which to draw to the screen for every three pixels.
e) Had slightly more than 1MHz of processing time to work with.
f) Had to draw the screen since you had no GPU to count on. (The TIA didn't do much more than plot swaths of pixels, I'm afraid.)
Back then you counted clocks for all you were worth. Today you count millions of lines of code for fun. My how times have changed.
Re:A lot easier to push a console in those days (Score:2)
Re:A lot easier to push a console in those days (Score:5, Informative)
Atari 2600? Pretty much any game other than Pong and Combat was pushing the system, because of it's 1-D graphics chip that was optimized for those two games. Vertical scrolling was relatively easy, but the limit on what you could put on a scanline made horizontal scrolling hard. The real problem, though, was the 4K cartridge address space. Doing all those tricks took up space, and there aren't a lot of good games that aren't at least 8K bankswitched. (and quite a few bad games that are!) It is still to this day getting pushed to the limit in homebrew games (see atariage.com for examples).
Of the other popular systems of the day, the 5200 definitely didn't get pushed to the limit. Even though it was mostly compatible with the 400/800 line (easy enough to convert if you had source code), the 400/800 line didn't really get pushed until the XE era, after the 5200 died. Intellivision had some nice games in its later days, and I would say that they did in fact push the system. And the Vectrex was too niche and too late to get pushed to the limit.
While the 5200 got only one bankswitched game, the Colecovision died before it could get any. Like the 5200, it had 32K cartridge space. Its 16K VRAM and TMS-9918 graphics were really good for character-cell based games. Its only problems were small work RAM (1K) which could be partially made up for by using extra VRAM as secondary storage, and lack of colors (15 fixed colors, only one or two at a time, and not well-chosen ones like the C64 had). The Sega Master System (an expansion of the Colecovision-like SG-1000) video chip made up for this by doubling the max sprites per line, using 4-bit graphics (16 colors) everywhere, and having 32 palette registers.
Hmm, let's see... here's how much RAM they had, and how much space a game could take before having to use bank switching:
2600 - 128 bytes RAM, 4K cartridge space
INTV - about 1.3K RAM, possibly as much as 48K x 16-bit cartridge space, but with a wonky bus
5200 - 16K RAM, 32K cartridge space
CV - 1K RAM, 16K VRAM, 32K cartridge space
Vec - 1K RAM, at least 40K cartridge space
NES - 2K RAM, 2K VRAM, 40K cartridge space (usually 32K ROM/8K RAM)
RCT3 (Score:1)
N64 (Score:2)
Re:N64 (Score:2)
Re:N64 (Score:2)
continuing with newer systems... (Score:4, Interesting)
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.
Re:continuing with newer systems... (Score:3, Informative)
Good thing you read the whole thing... (Score:1)
SimCity 2000 on my old PC (Score:2, Interesting)
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.
Heh - I was going to say Simcity 4 (Score:2)
Thanks a lot, Maxis - oh, and I'm sure Aspyr didn't really help things out, either. Seriously, was anyone able to play this game at all when it was released, on recommended system hardware.
Re:Heh - I was going to say Simcity 4 (Score:2)
That was RIGHT after it came out and I know after I stopped playing it they released a few patches for performance issues.
Now that I have a Athlon 64 X2 and 3 gigs of ram, I've always wanted to go back and see just how much memory it could choke down and whether
Re:SimCity 2000 on my old PC (Score:2)
I wish I could find those games again. I am sure tha
Pitfall 2 (Score:3, Interesting)
DKC (Score:3, Interesting)
Re:DKC (Score:2)
Re:DKC (Score:1)
Elite (Score:3)
I heard a rumour that they even used up bits of keyboard buffer memory for space. Is this teue?
Re:Elite (Score:5, Interesting)
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.
Exile for the BBC micro (Score:1)
Exile is a sideways-scrolling action/puzzle/adventure game which pushed the 8-bit micros and 32K of memory further than anything had ever done and possible has done since. It has great physics, tons of particle effects, great (and varied) graphics, neat sounds, a plot that didn't suck, smooth framerates, trick NPC AI and more. I only recently discovered that every graphic
Re:Exile for the BBC micro (Score:2)
Re:Exile for the BBC micro (Score:1)
Re:Exile for the BBC micro (Score:2)
Of course, they could have just said that in order to avoid getting complaints about the decryption routines :)
Missing a couple games... (Score:3, Informative)
For NES, The Guardian Legend (Winter 1988) [wikipedia.org], 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) [wikipedia.org]. 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.
Re:Missing a couple games... (Score:2)
Phantasy Star 4 for the genesis. Not many played it, but it was long, complex, played nearly like an early ps1 game. Decent storyboard cinematics, and best gfx in an rpg for its system.
Final Fantasy 9 for the PS1: plays like a PS2 game for sure.
Ultima Underworld and The Summoning: both played on a 286, UW was a first person doom-dungeon trip, the summoning was a colorful and complex wizardry
Re:Missing a couple games... (Score:2)
Phantasy Star was a much better game, and at least Dragon Warrior (from 2 on up) took greater advantage of the colors available to make their enemies more varied and vivid.
Sure, when they moved the game to
Re:Missing a couple games... (Score:2)
Which is all well and good, but I thought the point of the article was to give attention to games that offered flashy gfx features above and beyond what it was thought the console hardware could perform -- a celebration of the coder that spent days optimizing interrupt timing in assembly language, not
Wing Commander and Strike Commander (Score:2)
Ultima and Wing Commander (Score:3, Interesting)
Driller on the Spectrum (Score:1)
Crash magazine [crashonline.org.uk] gave it 97% the highest rating ever, and it really pushed the boat out.
(I only just remembered about this talking about HL in a previous discussion)
Re:Driller on the Spectrum (Score:2)
It is strange and startling to look at the first copies of magazines like YS or Crash and see the games coming out at the start, and then look at the copies near the end and see those games. Amazing progression.
Let's see... (Score:3, Funny)
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.
Solaris??? (Score:1)
Re:Solaris??? (Score:2)
Falcon 3.0 (Score:2)
Re:Falcon 3.0 (Score:1)
Re:Falcon 3.0 (Score:2)
Re:Falcon 3.0 (Score:2)
386 Required
486 Recommended
486DX Really Hot!
GTA3 (Score:2)
The mach
Dragon Warrior 4 is NOT 1MB in size! (Score:2)
The only 1MB version is an overdump which contains each 16k page duplicated somewhere else in the file.
Re:Dragon Warrior 4 is NOT 1MB in size! (Score:2)
The cartridge size of an NES game is actually talked about enough to qualify as a myth? Wow, and I thought I was a geek.
Re: (Score:2)
Perfect Dark (Score:1)
Re:Perfect Dark (Score:1)
Re:Perfect Dark (Score:1)
Re:Perfect Dark (Score:2)
I'd have to say... (Score:2)
For PC games, I don't think anything can really top simulation games for processing requirements. Running Simcity 4 on my then-new Athlon 1800XP with 256MB RAM was
3D game on ZX81 (Score:1)
Re:3D game on ZX81 (Score:2)
Re:3D game on ZX81 (Score:1)
Re:3D game on ZX81 (Score:2, Informative)
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
Re:3D game on ZX81 (Score:1)
I only had it for the ZX Spectrum. I didn't actually know it was out on the ZX81 previously.
--
silas
One word. (Score:2)
Mode 7 and FF6 (Score:1)
Even though FF7 gets all the attention, I still feel FF6 had some of the most beautifully done graphics and sprite animation. Pre-rendered backgrounds were colorful and realistic, characters came to life with expression and animation
Re:Mode 7 and FF6 (Score:2)
Anyway, as for FFIV, whilst the map screens as fine, I have a mostly stylisic gripe about the battles, as in the "why are the enemys in a completley different art style to the heroes, and why aren't they animated?". It's particularly noticable when you're say fighting Kefka, someone who appears to be average height on the maps, but in battles he's about 30ft high
Re:Mode 7 and FF6 (Score:1)
Mayhem (Score:1, Interesting)
It was practically the last commercial game released for the c64 (or perhaps Lemmings was, but anyway), and the only game Ive ever seen that scored 100% in a magazine.
It used VSP scrolling though, so it didnt work on very early c64s. But it was fast, colourful (using colour mixing throughout), and extremely playable. Many people called it a 'Sonic beater', which was impressive for 10 year old hardware (at the time).
The Rowland brothers now make games for mobile
No Adventures of Batman and Robin?! (Score:1)
Re:No Adventures of Batman and Robin?! (Score:2)
now that i think back... subterrania was wildly ahead of its time. the physics of the ship were one of the first times i ever had to deal with "real" physics in a game. the boss and background graphics were quite realistic to me at that time. not the absolute greatest game ever, but definitely surprised me that the
Re:No Adventures of Batman and Robin?! (Score:1)
Tales of Phantasia for the SNES (Score:1)
Thanks for the contributions (Score:1)
I will be adding many of the suggested games -- some of which I was very aware of, but just slipped my mind.
As mentioned by somebody earlier, this was mainly for console games as that is what I am most familiar with and because of their limited and standard resources.
Also, be sure to keep an eye out for part 2 (and possibly 3 & 4). Not only a
glquake (Score:1)
Consoles... (Score:1)
On the SNES: Donkey Kong Country 2, Chrono Trigger...
Weird, I don't really see people posting about many games that are technically difficult to pull off such as these.
n64/ps2 (Score:1)
for ps2: shadow of the colossus is pretty intense i can feel the cpu's heat through the ps2 controller
DN Forever (Score:1)
Duke Nukem Forever has so far pushed everybody's limits!
Original Bard's Tale (Score:1)
Thexder (Score:1)