Path: utzoo!utgpu!jarvis.csri.toronto.edu!cs.utexas.edu!usc!jarthur!spectre.ccsf.caltech.edu!tybalt.caltech.edu!toddpw From: toddpw@tybalt.caltech.edu (Todd P. Whitesel) Newsgroups: comp.sys.apple Subject: Re: Lack of games for the GS Message-ID: <1990Feb28.060521.28946@spectre.ccsf.caltech.edu> Date: 28 Feb 90 06:05:21 GMT References: <1113@oucsace.cs.OHIOU.EDU> <15800090@ux1.cso.uiuc.edu> Sender: news@spectre.ccsf.caltech.edu Organization: California Institute of Technology Lines: 29 cs122dc@ux1.cso.uiuc.edu writes: >every copy of AppleWorks out there that was sold legitimately, how many >illegal copies do you think there are? (and at around $200 a crack, that's >a lot of profit loss). Well, If they didn't want so much money for it, a lot more people would buy legitimate copies! (like me!) >As for better games and such... the more the machine has to deal with, the >slower it's going to go. I don't own a GS, but I've seen them in action >enough to know that it's way underpowered in terms of speed. Of course, What's really funny is that most of the time you can get 'acceptable' speed out of a GS -- IF you use all the tricks. Most people (read compilers and big name game developers) are too damn lazy to do that. Heck, the O/S only started doing it with 5.0, and rumors of 6.0 have been impressive. >we all know that. I have a lot of really great games for my //e that >are exceptionally impressive graphically and run just as well. Games are Precisely. You can get really good graphics on a TV from hires (and especially double hi res) now that people have bothered to figure out how the color encoding works. It's the same question of whether you put in some extra effort and make a more efficient program, or whether you insist on the hardware doing all your work for you. Todd Whitesel toddpw @ tybalt.caltech.edu