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Home » Messageboard » Computer Games: The Grim Reality » Message 9358280

[challenge entry]
I remember this one from my 'ol ST funnily enough I was banned some years later.


From the Computer Games: The Grim Reality challenge. See all 283 entries (closed)

(, Mon 13 Apr 2009, 23:24, archived)
# "This game is modelled after a popular sports car that is so well designed if it touches a blade of grass
IT SPINS OUT OF CONTROL AND BURSTS INTO FLAMES

lol, quality american sportscar :D
(, Mon 13 Apr 2009, 23:26, archived)
# OXYMORON WARNING!
(, Mon 13 Apr 2009, 23:26, archived)
# YOUR AN OXYMORON
(, Mon 13 Apr 2009, 23:28, archived)
# You're an OX YOU MORON!
(, Mon 13 Apr 2009, 23:30, archived)
# Your face!
(, Mon 13 Apr 2009, 23:30, archived)
# NO, U.
(, Tue 14 Apr 2009, 0:00, archived)
# twas a brill game
and the new title fits in well with my liver at the minute :)
(, Mon 13 Apr 2009, 23:32, archived)
# haha
I'll race you to the finish line ( death)

I've already given you a head start ;)
(, Mon 13 Apr 2009, 23:34, archived)
# you're on!
bleeding beer fridge broken so its either unready homeborew or warm stella.
Warm stella it is then :)
You well mate?
(, Mon 13 Apr 2009, 23:37, archived)
# Yeah I'm good thanks.
Drinking Stella 4 right now ( which is surprisingly good )

Having a hectic time. Been in London to arrange some work so I can pay for beer this year. Got home Saturday and then had all the stuff to deal with that 2 weeks from home brings up but I'm finally getting into normal mode now.
(, Mon 13 Apr 2009, 23:42, archived)
# excellent
I have been to Derbyshire with the missus and little fella for a few days.
I thought it was to take in a few sights, turned out to be a 4 day shopping marathon :(
(, Mon 13 Apr 2009, 23:48, archived)
# bloody wimmin.
(, Tue 14 Apr 2009, 0:00, archived)
# Is there any particular technuiqe for getting that 80's game style?
(, Mon 13 Apr 2009, 23:32, archived)
# lots of work with the pencil tool
or try saving as a 16 or 32 colour dithered gif
(, Mon 13 Apr 2009, 23:39, archived)
# For the ultimate 8-bit kudos...
...remember to only use 2 colours per 8x8 pixel square, and you can only have the RGB reference colours (0-7: BRIGHT 1: Black, Blue, Red, Magenta, Cyan, Yellow, White) and their half-brightness equivalents (BRIGHT 0). 256×192, and as much overscan as you think you can get away with.
(, Tue 14 Apr 2009, 2:32, archived)
# Wonderful game.
One of the first multi-processor arcade games. I seem to remember it had its own second 68000 (possibly 68020? details are vague) for the VR aspect. It was also the first driving simulator to use polygon graphics. Also used Atari's wonderful POKEY synthesiser chip for audio.

I think I have the rather dull ST version somewhere. The Amiga version was probably better (I know, I was an ST fanboy, still am in many ways) what with the Copper effects and hardware sprites and whatnot.

The Lynx version was awesome for such a small machine, tho.
(, Mon 13 Apr 2009, 23:36, archived)
# most arcade games from the early 80's onwards had multiple processors
:)
(, Mon 13 Apr 2009, 23:40, archived)
# Well, yeah...
...but apart from using a 6502 or Z80 for the game logic and using a Texas TI9918 video chip, or having a POKEY for sound and controllers, there weren't many true multi-processor designs before Hard Drivin;. which IIRC had a dedicated 68K-series chip just for the graphics/VR stuff.
(, Tue 14 Apr 2009, 0:38, archived)
# very very few machines used the 9918, it was completely out of date by 1980, mostly that got used for home computers
the typical setup by the mid 80's was one cpu for the game and another to control audio hardware, which would typically consist of pcm + fm

as far as I'm aware the first rasterised polygon machine was by atari and used 2 6502's + the famous mathbox 84/85 or that I think

68k's started appearing in arcade machines round about the same time too

and multiple 68k machines were common by the end of the 80's

I think hard driving just used a 68k generically as all atari machines did by then and relied on a dsp board + the tms340xx for the graphics

(, Tue 14 Apr 2009, 0:59, archived)
# Fair enough.
In the same way I suppose, that the Jaguar had a 16MHz 68K on board.

Officially, it was because many Atari (and Sega, Mac and even Amiga) developers were already highly familiar with the 68000 it provided a familiar starting point and coding envronment, while the custom 32-bit RISC processors ("Tom" and "Jerry", for some licensing reasons) could handle all the audio and graphics, many developers used the 68K for familiar and well-established purposes like controlling AI and whatnot.

In a 1994 interview, Darryl Still (Head of Atari UK marketing) maintained that the 68000 in the Jaguar was "...there to read the Joystick ports."

/Atari historian blog
(, Tue 14 Apr 2009, 1:07, archived)
# a lot of bollocks got spoke in those days
unfortunately before the days of the internet all we had to go on was drivel written in magazines, and people in marketing well... they "say things" that's never going to change

remember, the megadrive had "blast processing" whatever the hell that was meant to be :D

oh.. there was some computer back in the day sold as having 65K of ram! because you know.. 65536 bytes....

world of bollocks :D

jaguar died before it's time, as did other stuff

would be nice to see what kind of serious abuse some of the fell by the wayside gear can really do
(, Tue 14 Apr 2009, 1:22, archived)
# let's be fair now.
Whilst all this bollocks was being written ( and read by the likes of you and I ) The Amiga just quietly got on with doing it properly.
True multi-tasking and dedicated chip architecture. Pains me still to see how the best thing that could have happened in home computing was so spectacularly fucked up.
Imagine a RISC based Amiga today running any OS you throw at it with a fraction of the clock cycles needed by today's monsters.

ah *nostalgias*
(, Tue 14 Apr 2009, 1:28, archived)
# oh god, careful what you say about amigas man
the amiga scene is filled with batshit insane people :D

tho it seems that risc based computers are slowly starting to appear, so who knows, someone might port aros to one of them
(, Tue 14 Apr 2009, 1:31, archived)
# There are...
...PowerPC based accelerators for the amiga, and the AmigaOne motherboard had G3 and G4 options.

I never had an Amiga until recently, my folks bought me an STe back in 1993 (and my dad had been using an ST since 1986) and I've got loads now, I even have a Falcon030 (with DSP for 50KHz 16-bit hardware audio sampling and real-time filters). But I was always impressed by my mate's Amiga 1200, with its stock 12MHz clock but built in IDE interface and HAM-8 mode. And that multi-tasking has yet to be bettered by modern hardware and software.

Even the Amiga's OCS/ECS/AGA chipsets have their roots in the Atari 400/800 design, with the TIA/GTIA chip and Player/Missile graphics (crude hardware sprites) ... the GTIA was a dedicated CPU in its own right (well, not CPU by definition, but at least a co-processor) with its own assembly language (Display Lists) which meant you could mix two or three different screen resolutions, trivially - High res score / health displays, with a low-res high-colour (up to 127 colours per screen) playfield in the middle... And the POKEY chip, while not quite a full analogue synthesiser-on-a-chip like the four-year later SID chip, was a good sounding four channel (opposed to the SID's three channels) square-wave + noise chip.
(, Tue 14 Apr 2009, 1:54, archived)
# I have two Jaguars...
...I even had the Jaguar CD peripheral until I left it on overnight playing "Fear Factory" and burned out the drive motor.

Jaguar Demos exist, but were always limited because the decryption codes for Jaguar ROMs was only released fairly recently.

Songbird productions are producing some new Jaguar games, like Battlesphere.

Also: www.dhs.nu - one of my favourite Atari hang-outs - just check out some of the intros/demos that are being put out for Stock falcons - Sure, there's the CenTurbo 68060 accelerator, and 68882 upgraded falcons, but there's loads of stuff for stock falcons, and even stock STs from 1985, doing bump-mapping and textured tunnels and whatnot? At 8MHz and only a 16/512 colour palette, with audio as well (the ym2149 was never great at playing samples, although the STE fixed this)... bloody amazing stuff.
(, Tue 14 Apr 2009, 2:04, archived)
# splendid!
I had the one with the track editor, good fun when it worked.
(, Mon 13 Apr 2009, 23:42, archived)