Path: utzoo!attcan!uunet!dino!ux1.cso.uiuc.edu!uwm.edu!rutgers!cbmvax!daveh From: daveh@cbmvax.commodore.com (Dave Haynie) Newsgroups: comp.arch Subject: Re: Mario Bothers Message-ID: <13282@cbmvax.commodore.com> Date: 18 Jul 90 16:37:09 GMT References: <2767@awdprime.UUCP> <64280@sgi.sgi.com> <2779@awdprime.UUCP> <9926@brazos.Rice.edu> <2794@awdprime.UUCP> Reply-To: daveh@cbmvax (Dave Haynie) Organization: Commodore, West Chester, PA Lines: 32 In article <2794@awdprime.UUCP> tif@doorstop.austin.ibm.com (Paul Chamberlain) writes: >I was more interesed in, and the discussion (IMHO) was more in reference >to, real game machines. ... >But Mario Brothers has been very faithfully 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. The trick, at least in the past, has always been preserving the arcade feel on the home system. You can get a pretty good look and feel-alike on a cheap home machine, but you're probably getting fewer colors, less sophisticated moving images, less or poorer sound, etc. I don't have any specifics, but in talking with a person or two who's actually worked on these things over the years, it's evident that they can be pretty sophisticated as compared with your average Nintendo box. I've heard of 6809 or 68000 machines with dedicated sprite engines and machines with dualing 68000s. There are also some machines out there with Amiga 500 motherboards in them, which could obviously simplify at least the Amiga home version of the game. >Paul Chamberlain | I do NOT represent IBM tif@doorstop, sc30661@ausvm6 >512/838-7008 | ...!cs.utexas.edu!ibmaus!auschs!doorstop.austin.ibm.com!tif -- Dave Haynie Commodore-Amiga (Amiga 3000) "The Crew That Never Rests" {uunet|pyramid|rutgers}!cbmvax!daveh PLINK: hazy BIX: hazy "I have been given the freedom to do as I see fit" -REM