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/vr/ - Retro Games

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>> No.2869375 [View]
File: 14 KB, 138x205, ProfessorBeavis.jpg [View same] [iqdb] [saucenao] [google]
2869375

>>2869092
Who the fuck is that guy, and why does this CGR thread suck so much?

>> No.2620468 [View]
File: 14 KB, 138x205, ProfessorBeavis.jpg [View same] [iqdb] [saucenao] [google]
2620468

>>2617676
>beast

It was never a beast at any point in time. It was the arcade at home for an actually viable pricepoint. Actual arcade hardware kicked the shit out of it, though arcades had a habit of doing that until the mid to late 90's or so. The Atari 2600's potential is extremely limited, even today's homebrew efforts are so limited that it's hard to be impressed by what they can do when they push the thing to it's limits.

About five years later we got the Commodore 64. Aside from five years of advancement in technology, it was actually designed to be a beast, seeing as it was an expensive computer that could really push sprites and had the much-beloved sid chip audio. The homebrew and demo scene are still able to do some legitimately impressive stuff, that's delightful to listen to, fun to play, visually appealing, and technically impressive even on the surface.


Don't get me wrong. Playing Asteroids, Centipede, and Missile Command at home on the Atari 2600 was a revolution, but it was just barely by the skin of it's teeth able to do those things. Even the geniuses at Activision could only do so much with the hardware. The C64 was able to compare favorably with the NES when it came out, because the C64 WAS a beast. The 2600 allowed for the simplest and most spartan of arcade games with little room to spare.

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