Path: utzoo!mnetor!uunet!cbmvax!daveh From: daveh@cbmvax.UUCP (Dave Haynie) Newsgroups: comp.sys.amiga Subject: Re: 2000 incompatiblities Message-ID: <3133@cbmvax.UUCP> Date: 12 Jan 88 16:26:14 GMT References: <22471@ucbvax.BERKELEY.EDU> Organization: Commodore Technology, West Chester, PA Lines: 33 in article <22471@ucbvax.BERKELEY.EDU>, bryce@hoser.berkeley.edu (Bryce Nesbitt) says: > In article <3106@cbmvax.UUCP> daveh@cbmvax.UUCP (Dave Haynie) writes: >>** Anyone got anything else to add? ** > Yes: It is possible to write a game that will work BETTER if a 68020 > system is in use. Many games just become unplayable. Methods differ, > but here are two starting points: > 1> Use the system timer for your object moves. Under a 68020 the > effective frame rate/smoothness goes up. ... > In reality, people won't do this until faster systems are more common. Don't bet on it. And I was surprised, too. But Marble Madness, from Electronic "We develop on PC-ATs" Arts, of all things, runs BETTER on a 68020 system, in exactly the way you mention above. It's apparently synced to the video frame rate, not the CPU speed, and the main effect of running it on a FAST 68020 based system is that the mouse control gets much smoother and easier to handle. So your score goes up. I recally maybe one feature, I think it was the countdown timer before, but not during, each race, that's too fast on the '020, but otherwise, this is apparently a very well done game. Which proves than anyone writing games which work worse on a 68020 than a 68000 based system is out to lunch. > |\ /| . Ack! (NAK, SOH, EOT) > {o O} . bryce@hoser.berkeley.EDU -or- ucbvax!hoser!bryce (or try "cogsci") > (") > U "Your theory is crazy... but not crazy enought to be true." -Niels Bohr -- Dave Haynie "The B2000 Guy" Commodore-Amiga "The Crew That Never Rests" {ihnp4|uunet|rutgers}!cbmvax!daveh PLINK: D-DAVE H BIX: hazy "I can't relax, 'cause I'm a Boinger!"