Path: utzoo!attcan!uunet!snorkelwacker!usc!cs.utexas.edu!romp!auschs!awdprime!doorstop.austin.ibm.com!tif From: tif@doorstop.austin.ibm.com (Paul Chamberlain) Newsgroups: comp.arch Subject: Re: Mario Bothers Message-ID: <2794@awdprime.UUCP> Date: 17 Jul 90 22:06:48 GMT References: <2767@awdprime.UUCP> <64280@sgi.sgi.com> <2779@awdprime.UUCP> <9926@brazos.Rice.edu> Sender: news@awdprime.UUCP Reply-To: tif@doorstop.austin.ibm.com (Paul Chamberlain) Organization: IBM AWD, Austin, TX Lines: 20 In article <9926@brazos.Rice.edu> cliffc@cimbria.rice.edu (Cliff Click) writes: >In article <2779@awdprime.UUCP> tif@doorstop.austin.ibm.com (Paul Chamberlain) writes: >>In article <64280@sgi.sgi.com> bron@bronze.wpd.sgi.com (Bron Campbell Nelson) writes: >>>Video game software is some of the ugliest >>>and most arcane assembler there is. >>Really? Is that changing? I am seeing more and more of the popular >>games very accurately duplicated on radically different hardware ... >... Mac, ... PC with 512K, Amiga, ... Apple II or Commadore 64 I was more interesed in, and the discussion (IMHO) was more in reference to, real game machines. Arcades, Nintendo, etc. From my observation, there are certainly more Mario Brothers Nintendo cartridges than ANY PC game, maybe even all PC games combined. But Mario Brothers has been very faith- fully reproduced on real arcade hardware (which came first?) and some other dedicated game machines. But, and this is my point, the arcade hardware seems to be incredibly more sophisticated. Thus, a good modular implementation would have been a near-necessity for the port. Paul Chamberlain | I do NOT represent IBM tif@doorstop, sc30661@ausvm6 512/838-7008 | ...!cs.utexas.edu!ibmaus!auschs!doorstop.austin.ibm.com!tif