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/vr/ - Retro Games


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File: 10 KB, 300x216, DOS-prompt.gif [View same] [iqdb] [saucenao] [google]
3025184 No.3025184 [Reply] [Original]

Post here! weird, rares or at least unkow DOS Games :)

>> No.3025192

>>3025184
Do virii count as games?

https://www.youtube.com/watch?v=jgPMgMPDq7E

>> No.3025219

>>3025192
it's nice to watch that, but I'm talking about something like this one.

https://www.youtube.com/watch?v=qO_8qqJe0BA

>> No.3026352

>>3025184
why do people seek 'weird' and 'obscure' games in a system? wouldn't you rather play games generally considered good? i mean i understand diamonds in the rough, but humans don't even have enough time to play all the generally popular videogames

>> No.3026356
File: 12 KB, 640x400, the-game-with-no-name_4.gif [View same] [iqdb] [saucenao] [google]
3026356

There's a whole lot of weird DOS games. I didn't play this but it looks cool.

>> No.3026358
File: 3 KB, 640x400, hogbear_2.png [View same] [iqdb] [saucenao] [google]
3026358

I played this one, it's pretty nice (has spartan in-game graphics, but I don't mind).

>> No.3026360
File: 4 KB, 640x400, chesterland-adventure_2.png [View same] [iqdb] [saucenao] [google]
3026360

Some of them are pretty damn weird.

>> No.3026361
File: 2 KB, 640x400, fire-fighter_4.png [View same] [iqdb] [saucenao] [google]
3026361

Save the forest and houses...

>> No.3026365
File: 3 KB, 640x400, avoid-the-awful-thing-that-vaguely-resembles-a-banana_1.png [View same] [iqdb] [saucenao] [google]
3026365

Yep, just like the title says.

>> No.3026368

>>3026365
wtf is that for a dvorak keyboard or what?

>> No.3026372

Iron Blood
https://www.youtube.com/watch?v=9ngWb7Y2qDo

Creature Shock by Argonaut Games
https://www.youtube.com/watch?v=Dhuc_tLnPRk

>> No.3026381
File: 3 KB, 720x350, datnoids_11.png [View same] [iqdb] [saucenao] [google]
3026381

>>3026368
It looks like traditional Unix roguelike keys, which are based on vi keys (at least the horizontal & vertical motion), which themselves were the de-factor "arrow" keys on terminals (before they invented separate arrow keys, I guess).

Here's an arcade game where you have to navigate maze and avoid the walls.

>> No.3026390
File: 6 KB, 640x400, islands-of-danger_3.png [View same] [iqdb] [saucenao] [google]
3026390

This one is supposed to be a pretty good shoot'em up game.

>> No.3026397
File: 153 KB, 640x480, duckhunt.jpg [View same] [iqdb] [saucenao] [google]
3026397

This one's for all the poor kids who never got NES. Now you can play the game on your dank 286 with PC speaker.

>> No.3026404
File: 1 KB, 640x400, ario-bros_2.png [View same] [iqdb] [saucenao] [google]
3026404

Ario Bros is basically the same story...

>> No.3026428
File: 2 KB, 640x400, tommys-space-goblins_4.png [View same] [iqdb] [saucenao] [google]
3026428

But if you're feeling brave, the dankest of dank games were made by Tommy's Toys. He made dozens of them. Some were just simple card games, but the others.... well he must have been smoking some good shit.
http://www.mobygames.com/company/tommys-toys

>> No.3026431
File: 8 KB, 400x174, 591213.gif [View same] [iqdb] [saucenao] [google]
3026431

>>3026428
They should make this into 4chan banner.

>> No.3026472
File: 9 KB, 320x200, 36123-crystal-pixels-dos-screenshot-exterior-of-a-pixel-at-close.gif [View same] [iqdb] [saucenao] [google]
3026472

All you're posting is ZZT and MegaZeux bullshit, even the most popular of that is weird and obscure.

Post something good like fottifoh's Crystal Pixels, pic related.

>> No.3026476
File: 7 KB, 640x480, resizeimagereal.php.png [View same] [iqdb] [saucenao] [google]
3026476

Or Janitor Joe.

>> No.3026485

>>3026352
Because that's where you find creativity. Most popular games are just rehashes of old games, you get tired of playing those games once you have gone through an entire console's library worth of them.

Also it's not my objective to play every video game, only those I would have fun with, popular or not, so time is not really a concern.

>> No.3026523

>>3026356
Reminds me of a DOS text mode platform game I made. It was just called The Game. The action was on a single 80x50 char screen and you had to make your own level before playing it. Was gash really.

>> No.3026541
File: 3 KB, 640x400, 424576-poke-man-dos-screenshot-in-game.png [View same] [iqdb] [saucenao] [google]
3026541

I've never encountered another person who has even heard of this. Shitty Pac Man clone called Poke Man.

http://www.mobygames.com/game/dos/poke-man/screenshots

Had this with my first (Amstrad PC1512) PC - didn't even know it was a colour game as I had the monochrome display.

It was hard to Google too, kept coming up with Pokemon shit. Lucky I remembered the author's name.

>> No.3026552

>>3026541
not under that name, but the layout of the grid, the smiley and the card suites as ghosts are very familiar. I also don't remember it being shitty.

>> No.3026553

>>3026523
>The Game
God dammit.

>> No.3026556

>>3026523
Do you have it still? Or have you lost The Game?

>> No.3026557

>>3026552
Pac Gal?

I remember trying to search Poke Man years ago and this was the closest thing I found. It was the same game by the same author, but with a different start music and in monochrome.

>> No.3026560

>>3026557
yes, that rings a bell. Pac Gal it is. Thanks.

>> No.3026583

>>3026361

Loved this! Hard, tho, unless the wind worked with you.

>> No.3026585

>>3026583
>Hard, tho, unless the wind worked with you.
welcome to firefighting

>> No.3026597
File: 116 KB, 669x837, vigilance on talos v.jpg [View same] [iqdb] [saucenao] [google]
3026597

A not so great Metroid clone.
https://www.youtube.com/watch?v=YdBrN5XuikQ

>> No.3026616

>>3026560
http://www.mobygames.com/developer/sheet/view/developerId,416944/

The life's work of Al J. Jimenez.

>> No.3026630

>>3026556
Keck

>> No.3026645

>>3026616
His name was Al.

>> No.3026735

>>3026472
Nah, the games i posted are coded with their own custom engines and don't use any such toolkits. I mean hell, you can write you own games in GW-BASIC or QBASIC without those toolkits (and you'll learn more that way too).

>> No.3026780
File: 9 KB, 640x400, pyro-ii_4.gif [View same] [iqdb] [saucenao] [google]
3026780

>>3026583
If you liked that one, give Pyro II a shot. It's basically the opposite idea...

>> No.3027164
File: 18 KB, 640x350, fgodmom_1.png [View same] [iqdb] [saucenao] [google]
3027164

All the good DOS games run on dank 286 with EGA card, or earlier. That's when PC gaming really peaked.

>> No.3027337

>>3026597
>y cant talos crawl

>> No.3027347

>>3026597
Jesus, this is the kind of garbage that should be on Ross's Game Dungeon.

>> No.3027383
File: 11 KB, 320x240, resource_item_1212.jpg [View same] [iqdb] [saucenao] [google]
3027383

Did any Britfags here used to buy mail order shareware? In the mid 90s I used to regularly order games, images, apps, etc usually for less than £1 from this outfit called A1 Shareware.

The order came on 1 or more floppy discs, along with a catalogue application (which generated an order form from your selection).

It also came with this "free sample" - Danny's First Program. Some shitty edutainment thing for kids, written with the Borland graphics library.

I remember "hacking" it with a hex editor to change the text to rude words. Including changing the title to "Danny's First Orgasm".

But yeah I got some cool programs from A1. A cool image processor called Graphic Workshop, Moraff's Superblast and Stones, etc.

>> No.3027384
File: 162 KB, 491x326, samus ooooohhh.png [View same] [iqdb] [saucenao] [google]
3027384

>>3026476
Janitor Joe?

Janitor Joe.

JANITOR Joe.

Holy sh** anon, thank you, I've been trying to remember the name of this game for literal years.

>> No.3027392

>>3027164
"SOUND TOOLS" by
>Nels Anderson

From Framingham, Massachussetts I believe. I liked his DOS games too.

>> No.3028730

>>3026352
if you are on a board dedicated to retro vidya you have probably played all the classics and want something different

>> No.3028761
File: 34 KB, 622x272, Untitled.jpg [View same] [iqdb] [saucenao] [google]
3028761

koreans man
https://www.youtube.com/watch?v=4vugzCKrnjA

>> No.3028772
File: 14 KB, 320x200, 307671-pee-gity-special-dos-screenshot-throwing-rocks.png [View same] [iqdb] [saucenao] [google]
3028772

>>3028761
https://www.youtube.com/watch?v=W17ifDtTSuY

>> No.3028784
File: 31 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
3028784

>>3027347
It should be a double feature together with the programmer's earlier work, Sinaria:

https://www.youtube.com/watch?v=hBn6U_yBMLE

>> No.3028828

>>3025192
I wonder if old virii devs ever commented on his videos.

>> No.3028871

>>3026352
>why do people seek out 'weird' and 'obscure' music? Just listen to top 40 and movie soundtracks like everyone else, goy!

This is what you sound like.

>> No.3031802
File: 3 KB, 320x200, portal_5.png [View same] [iqdb] [saucenao] [google]
3031802

Dank CGA games is what it's all about.

>> No.3031847

>>3025184

https://www.youtube.com/watch?v=Hu4hJf2RCEk

>> No.3031857
File: 52 KB, 639x399, Darwins Arena.jpg [View same] [iqdb] [saucenao] [google]
3031857

>> No.3032007

>>3026368
standard movement keys for a roguelike

you get used to it

>> No.3033734

>>3031802
ugh. At least the C64 has a sensible pallet.

I read a couple chapters as a kid, and my dad never got to finish it because it wouldn't read on our 1541 because it was too trashed from playing copy protected games.

Hilarious because it was like the only game he bought and it was the only one that wouldn't play.

I got him the book version for a Christmas present a few years ago.

>> No.3033936
File: 9 KB, 243x107, PkunkComm.png [View same] [iqdb] [saucenao] [google]
3033936

>>3026360

>> No.3034529
File: 7 KB, 720x348, micro-league-baseball-2_23.png [View same] [iqdb] [saucenao] [google]
3034529

>>3033734
Well there's always the Hercules option.

>> No.3034563

>>3026597
>think this looks interesting
>get a "demo"
>get to the first boss
>the boss is kinda messy, so I grind for health and ammo downstairs
>accidentally discover a bug that warps me behind the boss's back and into the level exit
>start level 2
>think this is cheating, so I go back to the boss
>finally beat him
>game doesn't let me enter the exit, and throws me back to the menu, because it's a "demo"

hilarious

>> No.3035270
File: 2 KB, 320x200, dark-century_5.png [View same] [iqdb] [saucenao] [google]
3035270

This game "Dank Century" is some of the weirdest shit ever. I can't even tell wtf is going on.
https://www.youtube.com/watch?v=srYqjw0e0TU

>> No.3035990

>>3035270
Just looks like a low-tech "check out our mode 7 in DOS" game.

>> No.3036016
File: 46 KB, 640x400, rr.png [View same] [iqdb] [saucenao] [google]
3036016

"Rodge Rock in Retro Active" or "What if Serious Sam was a DOS game"

- dozens of enemies on screen at once on the highest difficulty setting
- full range of movement due to the main character having jet boots
- some surprisingly elaborate gore effects where blood and organs would splatter onto walls, slowly slide downwards and then rot away
- large areas with a pretty neat pseudo 3D-effect

Sadly, the full version is considered lost and even the guy who progammed it doesn't have it anymore but the shareware level is still widely available.

>> No.3036029
File: 13 KB, 320x256, Baron_Baldric_-_A_Grave_Adventure_2.png [View same] [iqdb] [saucenao] [google]
3036029

Probably everyone and their mother remembers Mystic Towers while the first game "Baron Baldric - a Grave Adventure" has fallen into obscurity.

>> No.3036036

>>3027384
Um, OK. Any others you're looking for?

>> No.3036102
File: 8 KB, 320x200, captain-comic-ii-fractured-reality_5.gif [View same] [iqdb] [saucenao] [google]
3036102

>>3036029
Well that's news to me. I thought it was just the dank Amiga version of Mystic Towers or something.

Here's another obscure platform game.

>> No.3036106
File: 8 KB, 320x200, heros.gif [View same] [iqdb] [saucenao] [google]
3036106

>>3036102
Actually this is the game I wanted to post.
Heros: The Sanguine Seven

>> No.3036108
File: 16 KB, 450x282, CANASTA.ZIP_screenshot.gif [View same] [iqdb] [saucenao] [google]
3036108

I used to play canasta in dos

>> No.3036117

This thread seems to consider anything EGA or CGA to be obscure. Captain Comic was not obscure, it was really well known in its day.

>> No.3036118
File: 5 KB, 640x400, mcmurphys-mansion_3.png [View same] [iqdb] [saucenao] [google]
3036118

McMurphy's Mansion. I've never seen anyone talk about this, even on /vr/.

>> No.3036119
File: 5 KB, 640x400, castleadventure5.gif [View same] [iqdb] [saucenao] [google]
3036119

Castle Adventure by Kevin Bales

>> No.3036121
File: 26 KB, 640x480, wonderland_3.gif [View same] [iqdb] [saucenao] [google]
3036121

Wonderland. Despite the appearance this is actually a DOS game.

>> No.3036127
File: 7 KB, 640x400, 3demon3.gif [View same] [iqdb] [saucenao] [google]
3036127

3-Demon. If this is well known, it's only because it's the first game you see on Abandonware sites which sort alphabetically. It was like Pacman but FPS.

>> No.3036128
File: 4 KB, 320x200, Star Goose_4.png [View same] [iqdb] [saucenao] [google]
3036128

Star Goose. Never seen anyone talk about this either.

>> No.3036130
File: 10 KB, 320x240, Superspeed_Deluxe.png [View same] [iqdb] [saucenao] [google]
3036130

Superspeed Deluxe.

>> No.3036131
File: 4 KB, 320x200, ford_simulator-5.gif [View same] [iqdb] [saucenao] [google]
3036131

Ford Simulator 1. The older EGA/VGA ones are moderately well known, but the first CGA one is largely forgotten.

>> No.3036135
File: 3 KB, 320x200, Dracula in London_6.png [View same] [iqdb] [saucenao] [google]
3036135

Dracula in London. Have actually met a few people on /vr/ who played this, and introduced a few others to it as well. You play through the novel, more or less. Has multiple endings. Easy to finish but hard to win.

>> No.3036136

>>3036121
>an interactive fiction game by magnetic scrolls (the british infocom)

How weird!

>> No.3036139
File: 7 KB, 320x200, mixed-up-mother-goose_6.png [View same] [iqdb] [saucenao] [google]
3036139

Mixed up Mother Goose. Sierra-like adventure game where you give items back to nursery rhyme characters. This is the old lady who lived in a shoe. I also remember giving a steak to Jack Spratt and his wife.

>> No.3036148
File: 22 KB, 640x350, 913210f081e195a41fd1fdc46cf34a8e.png [View same] [iqdb] [saucenao] [google]
3036148

Welltris. Weird 3D tetris clone. That guy wtf.

>> No.3036152
File: 4 KB, 320x200, 67032-total-eclipse-dos-screenshot-i-wonder-where-these-doors-lead.png [View same] [iqdb] [saucenao] [google]
3036152

Total Eclipse. Real 3D game where you run around a pyramid solving puzzles before a timer runs out. Hard as balls.

>> No.3036156
File: 14 KB, 320x200, Charlie Chaplin_4.png [View same] [iqdb] [saucenao] [google]
3036156

Charlie Chaplin. Really odd game, you direct black and white silent comedy films starring Charlie, your films are graded on how "funny" they are. I don't know how that was decided, I was 5 at the time so who knows. I think there was a management aspect where if your films weren't funny enough your film company went bust. This came out the same year as Police Quest 2 and Space Quest 2 so you can see why it faded into nothing.

>> No.3036157
File: 166 KB, 1448x811, 53y6346.jpg [View same] [iqdb] [saucenao] [google]
3036157

https://www.youtube.com/watch?v=im50AG5mbK0

CHRISTMAS CARNAGE, the hottest thing to download during Christmas on your favorite BBS

>> No.3036162

If you want more weird shit like this, check out Ancient DOS Games by Kris Asick (aka Pixelmusement). He's a fat brony kissless virgin manchild who lives with his mom and thinks writing a few things in QBasic makes him "a game developer" but the games he reviews for his show are not the usual mainstream stuff.

>> No.3036163

>>3036108
Those colors, it's just what the dankter ordered!

>> No.3036212

>>3036106
Amazing game, really. But quite difficult. I played the Shareware when I was younger. The real deal is nice

>> No.3036223 [DELETED] 

>>3036162
>He's a fat brony kissless virgin manchild who lives with his mom and thinks writing a few things in QBasic makes him "a game developer"
He also deadnames trans developers.

>> No.3036225 [DELETED] 

>>3036223
What a piece of shit.

>> No.3036253 [DELETED] 

>>3036223
>>3036225
We should email him and pressure him to redub the Megazeux video.

>> No.3036263

>>3036223
>>3036225
>>3036253
What the fuck, no one cares.

Get out.

>> No.3036292 [DELETED] 

>>3036253
I'll watch it tomorrow and email him.

>> No.3036527

>>3036148
>that guy
presumably Alexey Pajitnov. Not allowed to get rich but at least you can try for fame instead.

>> No.3036692

>>3036162
In his dad's basement akshually...

And his videos are horribly annoying because of the use of "Well...", you can almost make a drinking game out of it. But he does cover some non mainstream stuff.

>> No.3037694

>>3036148
I had that shit. My dad got it for free on some magazine or something.

>> No.3037736

https://www.youtube.com/watch?v=UNFK8dfTx0c

>> No.3037762
File: 542 KB, 1235x1735, 12377transartica-MPCplayer03-01-93.jpg [View same] [iqdb] [saucenao] [google]
3037762

>> No.3037771

https://www.youtube.com/watch?v=b3zDNDKK3hU

>> No.3038183

>>3037736
Even back then as a kid I knew that game sucked ass.

Speaking of German DOS games:
https://www.youtube.com/watch?v=a9bYLes0iBw

>> No.3038226
File: 7 KB, 640x350, blockout_3.gif [View same] [iqdb] [saucenao] [google]
3038226

>>3036148
There's a similar game called Blockout.
Don't know which one comes first.

>> No.3038230
File: 17 KB, 720x480, 480638-megatron-vga-dos-screenshot-title-screen-of-3-0-5.gif [View same] [iqdb] [saucenao] [google]
3038230

Megatron VGA

https://www.youtube.com/watch?v=Ekgbv3VDN2w

>> No.3038270

>>3038230
omg that was terrible. Vaporwave MW2 ripoff, maze level, beeper sound, clunky tank controls, 3D in a tiny window. Could he have made it any worse?

>> No.3038364

>>3038230
I like that the beep sound is the same as the one the PC98 gives you at startup.

>> No.3038930
File: 54 KB, 640x400, 19050-inca-dos-screenshot-you-play-as-el-dorado-vga.gif [View same] [iqdb] [saucenao] [google]
3038930

https://www.youtube.com/watch?v=U1RkvlB_wNc

>> No.3038941

>>3038230
WOW THANK YOU
total flashback

>> No.3039615

https://www.youtube.com/watch?v=NLX-7XmeOto
It's like Dune but different

>> No.3040819

all these games look like shit

>> No.3040840

>>3040819
Are you perhaps in the wrong thread?

>> No.3040854

>>3038930
surreal

>> No.3040859

>>3039615
How much like Dune?

>> No.3040963

>>3026541
I tried this one. Looks ok, but something's not quite right with how the game plays.

>> No.3040973

>>3027164
>All the good DOS games run on dank 286 with EGA card, or earlier. That's when PC gaming really peaked.
PC gaming wasn't worth squat until Doom; before that time Commodore 64 and Amiga ruled all.

>> No.3040998
File: 390 KB, 872x1179, 064.jpg [View same] [iqdb] [saucenao] [google]
3040998

>>3040859
Looks like some RTS game. Here's review of Amiga version. Seems like an interesting game (if you're patient).

>>3040973
Well I started out with Amstrad CPC, then Amiga 500. And I really like the stuff that came before Doom a lot more. Even the DOS versions with EGA and Adlib sound are fine. I mean so long as they were designed that way from the beginning, not just halfass degraded port of VGA game with poor color choices. Amiga also got hit by that kind of bad conversion, the later Sierra SCI games are a prime example (those awful colors in KQ5 and SQ4).
Anyway I'm the kind of guy who prefers earlier Sierra AGI games in all their EGA glory, instead of later "upgraded" versions or modern "HD" remake.

>> No.3041079

>>3040973
I'd argue even those weren't good.

Most of the old 8-bits consisted almost entirely of shitty ports (which were more like the programmer desperately trying to recreate a game by simply watching VHS tapes of a playthrough) or rip-offs of popular arcade games at the time.

PC gaming didn't really find its voice, its originality, until the early to mid 90's, when they started giving us stuff you couldn't do on arcades AND consoles.

>> No.3041107

>>3041079
Nah, PC gaming started to suck starting in mid 90's, when it all went almost entirely to Doom clones and RTS.
Also 8-bit systems actually *started* entire series like Wizardry and Ultima. If you can only poor arcade clones, you're blind.

>> No.3041110

>>3041107
Those were the exception rather than the norm, though.

>> No.3041134

>>3041110
There was also plenty of good 8-bit games. I had a lot of fun with Boulder Dash, Bruce Lee, Conan, Barbarian, Winter Games, Gauntlet, Arkanoid, Gryzor, Ikari Warriors, Nemesis, Sorcery+, Spy vs. Spy, Paperboy, Ghouls 'n Ghosts, Knight Lore, and many others on 8-bit systems. Even 8-bit arcade ports could be good. For that matter, a lot of arcade ports to Amiga could be bad. It depends entirely on who did the port and how much time & effort they put into it.
The Amiga Castlevania is a prime example, it's unplayable. The EGA DOS version is way better.

>> No.3041138
File: 7 KB, 640x400, robotfindskitten.png [View same] [iqdb] [saucenao] [google]
3041138

>> No.3041164

>>3041138
This looks really cool! where can i find it for DOS?

>> No.3041475

>>3041164
http://robotfindskitten.org/download/DOS/

>> No.3041510

>>3026523
Damn it you made me lose The Game.

>> No.3041574

>>3037762
I remember seing ads for this game in my gaming mags, never played it though

>> No.3041652
File: 6 KB, 320x200, sharkeys-3d-pool-ss5.gif [View same] [iqdb] [saucenao] [google]
3041652

sharky´s pool.

Me and dad played the shit out of this one.

>> No.3041662
File: 5 KB, 640x400, triplane.png [View same] [iqdb] [saucenao] [google]
3041662

Triplane Turmoil. I don't know how obscure this really is, it used to be pretty popular on freeware sites.

Interesting in that your plane's fuel, bombs, and bullets all add weight, so your plane becomes lighter and more maneuverable over time.

>> No.3041709

>>3041662
This reminds me of a similar looking game, except it was in pinkish CGA. Your plane started on a carrier, and then you could fly both left and right. The screen didn't scroll, instead it just changed when you flew to the edge. Does anyone recognize what game it was?

>> No.3041714

>>3036152
Is that a Freescape engine game? I used to play Castle Master.

>> No.3041720

>>3040963
I hated the way the tune played at the start didn't appear to have a time sig.

>> No.3041817

>>3041714
Yes https://en.wikipedia.org/wiki/Freescape

>> No.3042009
File: 725 B, 640x400, sopwith_6.png [View same] [iqdb] [saucenao] [google]
3042009

>>3041709
This one maybe?

>> No.3042014

>>3042009
Not that guy but Christ I remember this too. And another crap CGA game called Bouncing Babies. It ran too fast to play on anything over a 286, as I recall.

>> No.3042027
File: 3 KB, 640x400, paratrooper.gif [View same] [iqdb] [saucenao] [google]
3042027

>>3042009
>>3042014
Sopwith and Bouncing Babies were very well known in the mid-80s. Pretty much everyone with an IBM-compatible PC had them. There's another called Paratrooper which could be grouped with those too, pic related.

>> No.3042041

>>3042027
Yeah I had that too, actually. Forgot about that because I was late to the party. I bought it in the late 90s in one of those compilation packages, with 5 or so crummy games on one floppy.

Of course they always showed the Amiga versions on the screenshots on the back...

>> No.3042045

>>3042027
>>3042041
Also, it was built in to the iPod at some stage, as an Easter egg, I suppose.

>> No.3042130

>>3042009
Nah, it wasn't Sopwith, but I did find it by looking for Sopwith-inspired games. It was Wings of Fury. Not CGA-only, but I remembered playing it in CGA, probably because I was inexperienced and just ran the first executable I could find. Posting the CGA screenshot, for nostalgia's sake. Oh, and the screen does scroll horizontally, so I remembered that wrong too. It doesn't scroll vertically, that's where it switches screens.

>> No.3042134
File: 3 KB, 320x200, wofc_000.png [View same] [iqdb] [saucenao] [google]
3042134

>>3042130

>> No.3042238

>>3041134
>citing a whole bunch of Commodore 64 games in a thread clearly intended for PC/DOS

You just proved >>3040973

>> No.3042240 [DELETED] 

>>3042134
>>3042045
>>3042041
>>3042027
>>3042014
>>3042009
>>3041134
My god man, quit samefagging.

>> No.3042260
File: 35 KB, 1080x452, Screenshot_2016-03-05-11-39-42~01.png [View same] [iqdb] [saucenao] [google]
3042260

>>3042240

>> No.3042261
File: 51 KB, 640x400, pcman-2.jpg [View same] [iqdb] [saucenao] [google]
3042261

Very early Pac-Man clone from 1982. The programmer (Greg Kuperberg) was a high school kid who wrote two other games; Paratrooper and J-Bird (Q*Bert clone). Apparently he went on to become a math professor at some CA university.

So basically Pac-Man with the maze flipped on its side and worse AI (the ghosts have no programming except to just run after you).

>> No.3042286

>>3042260
Yes, yes, I can edit screencaps in MS Paint too.

>> No.3042293

>>3042261
There was an earlier PC-Man with ASCII characters instead of graphics. It has more options to customize the game and also different music. It's also completely unplayable on anything faster than 8Mhz.

>> No.3042294

1983 fighting game "Bushido": https://www.youtube.com/watch?v=AgvYHO4EiS4

>> No.3042317
File: 124 KB, 1440x1152, Final_Conflict_-_1990_-_Impressions_Games[1].jpg [View same] [iqdb] [saucenao] [google]
3042317

>>3025184
Final Conflict, had it on my first computer
only ever figured out maybe 2/3 of what I was doing
great fun getting tanks from Europe to America by way of Iceland and Greenland

>> No.3042321

>>3041079
>Most of the old 8-bits consisted almost entirely of shitty ports (which were more like the programmer desperately trying to recreate a game by simply watching VHS tapes of a playthrough) or rip-offs of popular arcade games at the time.

You forgot the obscene amount of Ultima clones. Seriously, what the fuck. Those things were a dime-a-dozen in the late 80s-early 90s.

>>3041107
Is full of shit. There were a lot of Doom clones in the late 90s sure, but the late 80s had as many Ultima clones.

>> No.3042328
File: 2 KB, 320x200, Montezumas Revenge_4.png [View same] [iqdb] [saucenao] [google]
3042328

The IBM port of Montezuma's Revenge, which is also unplayable on anything over 8Mhz. Compared to the C64 or Atari 8-bit versions, it's rather poor in terms of color, sound, or fluidity of the animation. Go play those instead.

>> No.3042358

So yeah, if you think gaming was ever original and 90% of games weren't derivatives of something, you're even stupider than you look.

>> No.3042374
File: 2 KB, 300x200, bert-and-the-snake_1.png [View same] [iqdb] [saucenao] [google]
3042374

Q*Bert clone from 1983. A bit wonky compared to the original game, on the plus side it lets you freely select the CGA palette/background colors.

>> No.3042379
File: 547 B, 300x200, caverns-of-gink_3.png [View same] [iqdb] [saucenao] [google]
3042379

This game is vaguely like Miner 2049er in that you have to walk across all the floors to clear the level, but 100x harder. I can't past the first stage.

>> No.3042381
File: 13 KB, 320x200, imagen-22-dos-anti-ballistic-missile-9big.jpg [View same] [iqdb] [saucenao] [google]
3042381

Missile Command clone. 'Nuff said.

>> No.3042441

>>3034529
That game doesn't support Hercules; in fact you can't even use SIMCGA with it because it's a booter, not a DOS game.

>> No.3042458

>>3041079
>Most of the old 8-bits consisted almost entirely of shitty ports (which were more like the programmer desperately trying to recreate a game by simply watching VHS tapes of a playthrough) or rip-offs of popular arcade games at the time

iknownothingabout80sPCgamingthepost.gif

>> No.3042484

https://www.youtube.com/channel/UCFjphxbH6sGtSSAaXeRacPg

>> No.3042521
File: 30 KB, 640x400, paganitzu2.gif [View same] [iqdb] [saucenao] [google]
3042521

>>3042328
Ha, this looks like a similar "not Indiana Jones" puzzle game to Chagunitzu, Paganitzu, Pharaoh's Tomb, Arctic Adventure. I loved these, the humor in them was silly and the puzzles were sometimes really hard.

>> No.3042523

>>3042374
I remember this from my XT. It was shithouse.

>> No.3042547

>>3026541
There's three variants of this. Pac-Gal, Pac-Girl, and Poke-Man which appear to be mostly the same game with slight differences.

>> No.3042576

>>3025192
Wow, this guy is like, just the right amount of autistic to make very interesting videos. Thanks for the post, anon.

>> No.3042596

Wacky 1992 beat'em up
https://www.youtube.com/watch?v=55nxYkuGggw

>> No.3042720

There were not a lot of commercial games in the early years of the IBM PC (1981-85). Only after the IBM compatibles became dominant did the trickle become a flood. Even so, it wasn't until the VGA era that PCs decisively took over as a gaming platform.

>> No.3042742
File: 14 KB, 300x187, Alpha-Waves.gif [View same] [iqdb] [saucenao] [google]
3042742

>weird games
>Text mode versions of perfectly normal games.
https://www.youtube.com/watch?v=u9qAtVwSIV8
Infogrames - Alpha Waves AKA Continuum.

really interesting 3d platforming puzzle game... and one of the first, if not THE first doing it.

>> No.3042751

>>3042742
doing what?

>> No.3042757

>>3042751
3d platforming?

>> No.3042798
File: 572 KB, 2104x1156, edgey.png [View same] [iqdb] [saucenao] [google]
3042798

>>3042596

>> No.3042805
File: 232 KB, 500x635, 1455210839599.jpg [View same] [iqdb] [saucenao] [google]
3042805

>>3042742

What the hell did I just watch

>> No.3042842
File: 35 KB, 288x396, millauct.jpg [View same] [iqdb] [saucenao] [google]
3042842

>>3038930
Coktel Vision had some weird stuff

Pic related is not CV but similar in style and strangeness

>> No.3042843

>>3042374
That's the very first game I ever played.

Thanks!

>> No.3042854

is there anybody here who is doing real mode DOS or is everybody emulating DOS through dosbox and the like

>> No.3042860

>>3042854
I set up a DOS system a few years ago, it was a huge pain in the ass figuring out the combination of config.sys/autoexec.bat/TSRs needed to run anything. Then the sound quality sucks because of the cheap shitty DACs they put on SB16 cards. I would not give up DOSBox for anything.

>> No.3042868

DOSBox is fine for the vast majority of games that normal people play (ie. 1990-95 VGA stuff).

>> No.3042871

>>3042860
anything up to and including a sound blaster audigy 1/2/4 can hardware emulate SB16 and roland MIDI in real time DOS (xfi dropped support completely) running alongside Win98 SE

but that's only if you're really dedicated to an authentic "emulator free" experience

but at the same time its also arguable that if you want authenticity you should just build a x586 box with an ISA card and just put normal DOS

>> No.3042885

>>3042871
I just want to play DOS games with crisp pixels and high quality retro sound and not spend 17 hours trying to free a few KB of conventional memory so I can play a mediocre game. No idea how we put up with this shit back in the day.

>> No.3042908

https://www.youtube.com/watch?v=bjZ_67Ttznk

>> No.3043006

>>3042885
People used to have a lot higher threshold for pain. Think even further back to the 80s.

>brutally slow floppy disks
>evil as hell copy protections that could fuck your disk drive up
>accidentally set the game disk on a stereo speaker and pffffffftttttttt...
>need a specially formatted save disk sometimes

>> No.3043020

>>3043006
>brutally slow floppy disks
modern discs might be faster, but the amount of data required during loading changed. So the time spent is comparable. At the end of the floppy lifecycle the drives were quite speedy. If a game did have excessive initial loading times (they kept in-between loading times in check usually), nobody forced you to stare at the screen during that time. Grab a drink, re-read your game notes, plenty things to do.

>evil as hell copy protections that could fuck your disk drive up
got anything specific on your mind?

>accidentally set the game disk on a stereo speaker and pffffffftttttttt...
about as bad as leaving a disc lie around with the data side up. That's not pain, that's simply taking care of your stuff. Well stored floppies still work fine today.

>need a specially formatted save disk sometimes
like a memory card? If your system could save at all, that is.

That "pain" you and >>3042885 mention is not unlike the inability to track-seek a music casette, or needing to sit the needle just right on a vinyl. Some people argue, and I won't completely disagree with them, that all this upfront work had an effect on how a game is experienced. Back in the days you'd sit down for a lengthy session and get deep into the game. Nowadays people just hit the shortcut, play windowed, watch their browser on the side, got some music running, etc. The "focus" is gone, in part because the work to get the game running is gone.

>> No.3043035

>>3043020
>evil as hell copy protections that could fuck your disk drive up
>got anything specific on your mind?

Literally all Microprose games but the Amiga port of Gunship was a special level of Hell.

>both disk and doc check
>doesn't even use a special save disk, it required you to save games on the main disk
>the copy protection check on this game was so horrid that it literally made the disk quit working after about 10 uses

>Back in the days you'd sit down for a lengthy session and get deep into the game. Nowadays people just hit the shortcut, play windowed, watch their browser on the side, got some music running, etc. The "focus" is gone, in part because the work to get the game running is gone.

It was a slower world in the 20th century and people had more time on their hands. Nobody would be willing to put up with that shit today.

>> No.3043037
File: 51 KB, 1426x540, s2.png [View same] [iqdb] [saucenao] [google]
3043037

>> No.3043039
File: 66 KB, 1521x593, glv.png [View same] [iqdb] [saucenao] [google]
3043039

>> No.3043040

>>3043035
>people had more time on their hands
We have more time than ever. We just decide to spend it on shallow bullshit

>Nobody would be willing to put up with that shit today
30 min install? Fuck that noise. I'll just go read and reply to tweets for two hours.

>> No.3043047

>>3043037
>So...Can anyone here, with hand on heart, really say those copy protections did more good than harm?
Um, that applies to every single copy protection in existence. They all do more harm than good, by design.

>> No.3043051

>>3043037
>>3043039
That explains it. I never touched an Amiga, and hopefully never will. IBM compatible or bust.

>> No.3043109

IBM compatible games could never have that extreme level of copy protection because they used a standard Shugart-type floppy controller. This consists of a controller chip that has a couple of hardwired functions and does not let you do the bizarre custom formats that were possible on Apple and Commodore drives.

>> No.3043117

https://www.youtube.com/watch?v=gxUFLqFSOFU

>> No.3043128

https://www.youtube.com/watch?v=VXX-SQuKQCI

>>3043117
That was under Windows.

>> No.3043132

>>3038930
it actually has a sequel too
https://www.youtube.com/watch?v=Avz3UVRVKuk

>> No.3043142

https://www.youtube.com/watch?v=TdZk_pywg6Q

Arguably the worst platformer I ever played.

>> No.3043147

>>3043142
IBM compatibles failed royally at platformers; even a game like Commander Keen that everyone jerks off to looked painfully outdated by the early 90s compared with something like Streets of Rage.

>> No.3043340
File: 22 KB, 644x403, NINJA.gif [View same] [iqdb] [saucenao] [google]
3043340

Ninja: it was amusing to "control C" this game while it was running, as it would partially crash and the men would drop through the bottom of the game screen and continue fighting in a "broken" world. https://archive.org/details/msdos_shareware_fb_NINJA

Sadly, it looks like the archive web emulated version doesn't do this, so you will need to run it on the real thing.

>> No.3043998

>>3043142
4:29 giant dick monster
wut.

>> No.3044146
File: 51 KB, 416x219, punk arse.jpg [View same] [iqdb] [saucenao] [google]
3044146

>>3042240

>> No.3044157

>>3043020
>about as bad as leaving a disc lie around with the data side up.
What do you mean here? Floppies were usually double sided weren't they?

>> No.3044165

>>3044157
He means a CD.
Like if you put a floppy disk on a speaker and it dies, it's the same thing as leaving a CD data-side up and getting it scratched.
Both can be avoided if you use your brain and look after your things properly. I agree.

>> No.3044170

>>3044165
Oh. I always put it data side up by choice. I know the aluminium is on the other side but most discs these days have a fairly sturdy lacquer/emulsion coating on the label side. I'd say it was more harmful to accumulate little scratches on the data side by leaving it down.

>> No.3044172

>>3044170
> not putting the CD back in its case

>> No.3044176

>>3044172
I do the vast majority of the time but on occasion I find it convenient to place them down temporarily. In which case I choose data side up.

>> No.3044202
File: 19 KB, 284x177, helious.jpg [View same] [iqdb] [saucenao] [google]
3044202

I'm surprised that Helious hasn't been mentioned yet.

>> No.3044869

>>3043020
>>3043040
>this lame leborninthewronggeneration Millenial romanticizing an era he never lived through

>> No.3044975
File: 3 KB, 640x400, 544021-buzzard-bait.png [View same] [iqdb] [saucenao] [google]
3044975

Sirius Software's Buzzard Bait which was originally for the Apple II and then ported to the IBM PC, strangely nothing else.

>> No.3045120
File: 74 KB, 1595x722, glz.png [View same] [iqdb] [saucenao] [google]
3045120

>>3043039

>> No.3045274

>>3044975
I'm guessing a lot of them did live through it, or enough of it to get a feel, but that doesn't make it much better

>> No.3045380

>>3045120
Man, pirate/cracker groups back then were heroes. They devoted their time, money, and effort to breaking this stupid protection bullshit so people could actually back up games and play them without destroying their disk drives, and they all did for free without expecting any monetary compensation.

>> No.3045386

>>3045380
There was a lot less to do in 1987. No Internet or anything like that. Spending hours breaking the protection on Silent Service was just something to pass the time with. I get the feeling too that some of these crackers enjoyed the thrill of breaking the protection more than the game itself.

>> No.3045404

Microprose were literally some of the worst for copy protection. During the late 80s, they went insane. Games had both disk protection and doc checks. Pirates! for example had, on the Apple II, Commodore 64, and Amiga, a particularly horrible scheme involving a nonstandard disk format, custom DOS, and sync checks. The C64 version of this was known as RapidLok and was tough enough that only the elite cracking groups like EagleSoft could break it. Because among other things, breaking RapidLok required completely removing all disk access code and replacing it with standard CBM DOS calls.

The IBM version of Pirates! did not have quite this extensive level of protection because >>3043109. Instead, the game would check for a bad sector on boot up and then perform random other checks as you played. The idea being that if crackers removed the first check, there would be others and so if they wanted to remove all of them, they'd have to go through the entire code of the game.

>> No.3045417

>>3038230
omg this freakin game. my idiot 13 year old brain decided this was a better buy than the duke nukem 3d shareware at the local pc store. I still feel the shame

>> No.3045420

i find your lack of corncob disturbing.
https://www.youtube.com/watch?v=PfHFbEfd3cE

>> No.3045516
File: 20 KB, 640x480, moraffs-stones_4.png [View same] [iqdb] [saucenao] [google]
3045516

>>3040998
I know reunion inside and out. Played it to death.
>>3036102
>>3036128
A friend of mine had both these games. Totally forgot about them.

>> No.3045531

>>3045516
Tell us about Reunion. I'm keen to hear more.

>> No.3045678

>>3042596
>>3042798

Fun fact: Same developer that put out the NESticle NES emulator.

>> No.3045684

>>3045678
I remember that. It was the shortest beat em up.

>> No.3045804 [DELETED] 
File: 280 KB, 1500x1094, 91-Qg-C7HDL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
3045804

"Spacekids - Where's Grandpa?" was some sort of interactive cartoon for children that ended up beinge unintentionally creepy as fuck due to the mix of awkward, cheap early-90s CGI models and a blank, black background.
Surprisingly, a rip of the full version can't be found anywhere and there aren't even any videos of it is on Youtube. However, the demo is still available and it seems as if copies of the full version can still be bought on some websites.

>>3042596
So that's what happens when Franko: The Crazy Revenge gets developed by Americans.

>> No.3045806
File: 280 KB, 1500x1094, 91-Qg-C7HDL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
3045806

"Spacekids - Where's Grandpa?" was some sort of interactive cartoon for children that ended up beinge unintentionally creepy as fuck due to the mix of awkward, cheap early-90s CGI models and a blank, black background.
Surprisingly, a rip of the full version can't be found anywhere and there aren't even any videos of it on Youtube. However, the demo is still available and it seems as if copies of the full version can still be bought on some websites like Amazon.

>>3042596
So that's what happens when Franko: The Crazy Revenge gets developed by Americans.

>> No.3046041

>>3042238
No I grew up with Amstrad CPC, but later on a roommate had 386SX and I played a lot of the old PC games. There was a lot of creative stuff until mid 90's, when all the shareware started tapering off, and the single bedroom coders got replaced with teams and regular business, until you get to the Hollywood size bugets of today.
Also in the 80's they had cheaper PCs like Amstrad PC1512, Tandy 1000, with improved graphics (not just CGA) that sold quite a bit to home users, and also used for gaming.
So anyway, yeah I love the old 286 and EGA era stuff.

>> No.3046069

>>3042358
Well in the 80's, microcomputer gaming was a new frontier, so yeah a lot of original stuff was made (even if a lot of clones were made too).
It the machines were simpler, a single dude working alone could make a decent game in a matter of a month or two. So it was less expensive to take risks and explore lots of different things.
Later on the hardware got more complicated and capable, which means they needed more people and more time and a bigger budget. And they couldn't afford to try many different projects and not make enough sales. At this point they didn't have a separate "day job" any longer, so they just couldn't afford to take as much creative freedom as in the 80's. They had to really focus on sales. You can even see that in shops like id software, when they just turned Quake 1 into a generic space shooter, instead of the more interesting fantasy action/adventure game Romero had in mind. More details about that here:
http://www.gamers.org/games/quake/quaketalk.txt

>> No.3046075

>>3045531
Reunion is a game that combines several genres of games into one. However I will say that all of these 'minigames' are underwhelming seperately.
*The core of the game plays like a sort of adventure game, the downside in it being, that you gradually have to learn all of the steps you need to take in the game, what choices to make, when to take these steps etc. If you make a wrong move you'll eventually lose/get stuck.
*On your planets you build buildings and raise taxes like in sim city, but it's very superficial when you know what they need. For each X amount of people you need to build one of a certain building, for each Y amount of people one of another sort of building etc.
*When you take over other planets it's like a mine version of dune 2, one screen big, 4 types of units. But it's just that each new type of unit totally destroys all the previous types. You need the strongest types and A-move figuratively speaking.

Despite all that stuff I still liked the game, it was unique and sort of a puzzle to figure out how to win, which planets to settle, how get all the inventions etc.When I was younger I didn't really see the flaws and now I can still play it because of nostalgic reasons.

I'm not sure if it can be fun for new players today.

The game also has many things that were clearly unfinished. You can ask your advisors several questions but they always give the same answers.
Ex: What do you need? reply: more products ; how are you feeling? reply: awful

>> No.3046081

>>3042441
Maybe somewhere on the Internet it says that, but I have a DOS version...

> unzip -lv micro-league-baseball-2.zip
Archive: micro-league-baseball-2.zip
Length Method Size Cmpr Date Time CRC-32 Name ("^" ==> case
-------- ------ ------- ---- ---------- ----- -------- ---- conversion)
0 Stored 0 0% 06-23-2008 17:44 00000000 ^micro-league-baseball-2/
1321 Defl:N 525 60% 01-01-1980 00:11 23d88113 ^micro-league-baseball-2/firm.bbs
1400 Defl:N 725 48% 01-01-1980 00:26 150ac1fd ^micro-league-baseball-2/infofirm
80500 Defl:N 46175 43% 01-01-1980 00:01 38a27d6d ^micro-league-baseball-2/mlb2dat1.frm
377856 Defl:N 174791 54% 01-01-1980 00:10 2f91f47c ^micro-league-baseball-2/mlb2dat2.frm
1694 Defl:N 1500 12% 09-25-2019 22:40 0d108705 ^micro-league-baseball-2/mlb2firm.com
-------- ------- --- -------
462771 223716 52% 6 files
>

(it's from myabandonware.com)

>> No.3046102

>>3042854
At this point, there only computer I have is an amd64 laptop. I doubt it would run DOS, and even if it does boot FreeDOS (haven't tried), the sound hardware probably won't work, and anyway it's a laptop with a single 16:9 screen resolution (it doesn't even do 1024x768 or 800x600, much less stuff like 320x240). So it's basically a lost cause, except for emulators.
If I had a real retro PC, I would use that instead. I'm not phased by the autoexec.bat and config.sys stuff that others shy away from. I used to make boot menus to have different profiles for various games. It wasn't really a big deal for me, and that was before I even started getting into Turbo Pascal and other programming stuff.
That goes for other machines too. I'd rather use a real 8-bit machine, or Amiga, etc. instead of emulating. I emulate because it's my oinly choice right now.

>> No.3046105

>>3045274
>I'm guessing a lot of them did live through it, or enough of it to get a feel, but that doesn't make it much better

>>3043020 doesn't seem like anyone who actually was playing on an Amiga in the 80s. He seems more like a 15 year old who watched an AVGN video.

>> No.3046107

>>3046105
>3043020 (You) doesn't seem like anyone who actually was playing on an Amiga in the 80s
Correct, I had a DOS machine. Started gaming on a 286. I have an irrational hatred for the Amiga, and frankly, shitheads like you are not making it any better.

>> No.3046108

>>3046069
>At this point they didn't have a separate "day job" any longer, so they just couldn't afford to take as much creative freedom as in the 80's

Do you know how many games were shitty knock-offs of Pac-Man, Galaxian, Ultima, etc? Lemme tell you, it was a lot.

>> No.3046112 [DELETED] 

>>3046107
I am sorry, but Youtube e-celebs and playing with your uncle's old PC you got out of the attic does not...yeah.

>> No.3046113
File: 64 KB, 1546x626, usenet.png [View same] [iqdb] [saucenao] [google]
3046113

>>3046108
;)

>> No.3046114
File: 51 KB, 1496x539, usenet2.png [View same] [iqdb] [saucenao] [google]
3046114

>>3046113

>> No.3046116

>>3046114
>>3046113
That guy is pretty pathetic but I lived through that time (early 90s) and yeah, there were always autists like him who were claiming that their "era" of gaming was the best. It helps to not feed them.

>> No.3046120

>>3046116
I was a kid during the 5th gen but I really never liked those games. Well, the computer games in the late 90s were good. The console stuff never moved me.

>> No.3046130

>>3046107
>I have an irrational hatred for the Amiga
I actually don't have anything against Amigas however their disproportionately Yuropoor fanbase is quite cancerous.

>> No.3046131
File: 21 KB, 320x256, 68204-sleepwalker-amiga-screenshot-the-training-level-gives-you-some.png [View same] [iqdb] [saucenao] [google]
3046131

There were a lot of weird, but also unique, fresh and fun gameplay concepts in the DOS era.

A lot of which never picked up. Nowadays there are a lot of indie devs who help themselves with some of those gameplay ideas, and who are complimented on their creativity for doing so.

I remember Sleepwalker, which was very unique, and still is to day (only one game copied the concept, Casper on SNES). 2D sidescroller, you play the role of a dog whose master is sleepwalker into danger. You don't control the boy, but you have to interact with the environment, and with him, while he's constantly in movement, so he is safe.
Kinda like Lemmings, except with one Lemming, and much faster and with a lot of possibilities.

>> No.3046142

>>3046131
>There were a lot of weird, but also unique, fresh and fun gameplay concepts in the DOS era
That's true however they seem to have mostly been shareware/freeware. The major commercial devs back then stuck to a steady monotonous diet of CRPG/sports sim/war sim.

>> No.3046161

>>3046131
Earthworm Jim has a level "For Pete's Sake", which seems to be somewhat like what you're describing.

>> No.3046170

>>3046108
Yeah, I don't deny that. But you also got lots of entirely different stuff altogether. Just looking at the Apple II, C64, and Amstrad CPC game libraries make it pretty clear there was a lot of variety.
The thing too is that people wanted the arcade clones. This might sound crazy to you right now, but I loved me some Galaxian since the first time I played it at the arcades, and I really, really wanted to play that game again on my computer, even if it wasn't perfect conversion, or even that close, so long as it felt fun and exciting. That's why there were so many clones, but they weren't by far the only games.

>> No.3046184

>>3026485
but that isn't true at all. there are plenty of popular games that are completely fucking different from one another. how is jazz jackrabbit and doom similar? master of magic? sim city 2000? and i understand it isn't the objective to play 'every videogame', i am saying you would only have enough time on this planet to experience some games, why gamble your time playing potentially frustrating, boring, and broken videogames when you could be playing games that got popular specifically because they were fun?

>>3028730
it is physically impossible for you to play all of the 'classics'.

>>3028871
thats not what i was saying at all. top 40 is maybe 2 hours worth of music and isn't even comparable to literally thousands of games over the span of only 30 years where each could easily occupy 20 to 200 hours of your time. and i am saying why specifically target games you know nothing about? i bet you haven't even beaten ten games in your fucking life and here you are looking for games you know will probably be completely fucking terrible just for the sake of being a hipster who plays games entirely on the mindset of "lol nobody knows this game"

>> No.3046218
File: 3 KB, 320x184, builderland.png [View same] [iqdb] [saucenao] [google]
3046218

>>3046131
There was also a similar game (Builderland) where you don't have a dog but you interact directly with objects and try to keep the kid alive. Pic is Amstrad CPC version. Probably has the worst graphics of all the versions, but still very colorful and nice.

>> No.3046305

>>3045806
It can be found. I mean I have found it couple of years ago. It's pretty ok for nostalgia factor, as I only had the demo version as kid.

>> No.3046340

>>3041134
>gryzor
>ghosts n goblins
>castlevania
>good ports
pls
also i hope you don't mean nemesis as in gradius because that had no good port on any 8-bit computer except the MSX at all

>> No.3046352

DOSBox or QEMU + FreeDOS?

>> No.3046358

>>3046352
DOSBox, definitely. I don't miss juggling TSRs, config.sys and autoexec.bat to get anything to work. DOSBox just sidesteps the whole issue

>> No.3046396

>>3042027

I always loved how everything shattered when you shot it. Looked neat as shit.

>> No.3046398
File: 53 KB, 640x451, tmp_32743-18j2m3yd6y1wrjpg-388134562.jpg [View same] [iqdb] [saucenao] [google]
3046398

Anyone know the name of this game?

2D sidescroller

You play as a robot

You shoot other robots

Black background


Thats's all I got.

>> No.3046482

>>3036156
I had this on Amstrad CPC.
I never understood what I was supposed to do.

>> No.3046505
File: 8 KB, 640x400, screenshot_47e99-wearing-a-condom-you-never-know[1].png [View same] [iqdb] [saucenao] [google]
3046505

Astrotit.

You play a dick shooting sperm at lactating space tits while dodging bibles.

>> No.3046672
File: 4 KB, 256x192, gryzor.png [View same] [iqdb] [saucenao] [google]
3046672

>>3046340
Gryzor was one of the best games on the CPC. It was really fantastic in every way.
Anyway I never played the arcade version or other conversions. Those days I had a CPC, and that was that. I judged a game based on first impressions, and the ones I listed really delivered.
Ditto with Castlevania 1 for DOS some years later. I never even saw the Amiga version until much more recently, tried to play it and well, it doesn't.
I'm sure now people are much more intelerant and notice imperfections very quickly, and decry a game as bad if it doesn't match up to the "best" version. But along with that comes great anxiety from people constantly wanting to be re-assured they're getting the "best" experience possible, instead of you kknow, just playing a game and having fun (and if you're not having fun, then playing a different game).

>> No.3046675

>>3046131
You are the only other person I've met who has even heard of Sleepwalker. I liked it, it was unique and challenging, I haven't played it since it was new tho. I wondered if there was anything else similar, I'll check out Casper. Thanks!

>> No.3046679

>>3046672
Yes, Contra was good.

>> No.3046775
File: 2 KB, 320x200, floppy-frenzy_3.gif [View same] [iqdb] [saucenao] [google]
3046775

This game is pretty tough, but I like it.

>> No.3046780

>>3046672
but you see that's the thing

most of these ports were made by overworked programmers who had to do it in a few weeks

they're unpolished and janky as fuck

there's a few acceptable taito ports, though, like the ninja warriors and rainbow islands on amiga

>> No.3046784

>>3046780
rastan on dos is pretty impressive actually

>> No.3046795

>>3046780
I dont' think you're understanding here. Those games were fun to play. I had fun, all the kids at school with CPCs had fun with those games. We didn't talk about or know anything about ports, or software business, and even common terms of today like "gameplay" and "unpolished" were not part of our vocabulary. And the CPC preceeded the Amiga anyway, the only comparison for many games would have been with other 8-bit computers or the real arcade machine. However, arcade centers were extremely rare in my country, most such things were at bars. And most of us were lucky to even have one computer at home, rarely did we spend much time in front of other types (except maybe at school, but not much gaming there) Our first-hand experiences were usually just booting a random copied floppy from other kid at school on our home computer. Very few had money to buy games, even the blank floppies were very limited and precious. If a game wasn't fun, it stayed until you were running low and needed to reclaim some space for other/new games. So it was really all entirely from first-hand experience that everything got judged, nothing like today were you can see lots of different versions or ports and try them all, etc.
Btw, I did get a chance to play Arkanoid II at a bar several times, but still loved the first Arkanoid game on my computer. Looking back now, you can tell it's not the best version, etc. but I didn't know or care whatsoever. Instead I played the hell out of it, because it was loads of fun.

>> No.3046872
File: 103 KB, 1360x768, maxrefault.png [View same] [iqdb] [saucenao] [google]
3046872

>>3025184
Moraff's DOTU
256 colors and HD res!
>https://www.youtube.com/watch?v=gou42MyAvuE

>> No.3046880

>>3036135
I had the sharware vesion or something. I killed the vampy, but everyone except 2 guys died.

>> No.3047053

>>3046880
That's pretty good man, it's really hard to kill Dracula.

Most common ending is to miss him entirely. Sometimes you can trap him at the end but he defeats you or escapes.

The best ending is to kill Dracula with no losses. I've never done it. The best I can manage is one death (i think Mina or Lucy, whoever gets bitten in the book, it's been a while since i played).

>> No.3047163
File: 12 KB, 320x200, archipelagos_1.gif [View same] [iqdb] [saucenao] [google]
3047163

>>3035990
>"check out our mode 7 in DOS"
https://www.youtube.com/watch?v=x6BjJnRKeNA

>> No.3047186

>>3027383
>getting images in the mail

how quaint

>> No.3047304

>>3040973
You sound like a cancerous yuropoorfag , anon. EGA was great, it had a few 3D FPS games too

Almost single-handedly made by John fucking Carmack but whatever.
http://www.gog.com/game/catacombs_pack

It's too bad the EGA era was mostly obsessed with adventure and platform games. But it's not like the C64 and Amiga wasn't filled with shitty clones either.

>> No.3047309

>>3026390
It was pretty fun but balls hard.

>> No.3047351

>>3047304
>EGA was great
until you had to code for it

>it had a few 3D FPS games too
certainly despite its capabilities, not because of them

>EGA era was mostly obsessed with adventure and platform games
Because that was within the realm of feasible software for mortals not named Carmack

>> No.3047373
File: 5 KB, 320x256, Zarch_screenshot_2.png [View same] [iqdb] [saucenao] [google]
3047373

>>3047163
>"check out our mode 7 in DOS"
The game came out in 1989, at least a year before the SNES introduced its mode 7.
The flat shaded tile based procedurally generated ground and the infestation mechanic is more likely to be inspired by Zarch/Virus, which came out two year before Archipelagos

>> No.3047402
File: 7 KB, 138x150, mokpo the mad.gif [View same] [iqdb] [saucenao] [google]
3047402

>>3040973
You are forgetting about Ultima Underworld.
People always forget about Ultima Underworld.

>> No.3047497

>>3047351
Carmack was just a young punk trying to steal Apple computers when Michael Abrash was writing black book of assembly language programming.

>> No.3047695

>>3047351
There we go. My god man, if you only understood the hell of trying to program late 80s PCs.

>typical game has to support CGA, EGA, Tandy, Hercules
>all very different video modes, all a massive programming headache

When everyone switched to the completely linear VGA Mode 13, it was a massive breath of fresh air and a revolution in gaming on IBM compatibles.

>> No.3047697

>>3046795
Nice copypaste from some blog.

>> No.3047698

>>3046780
We could do a lot of arcade ports much better today not only because we know more about how to get the most out of the hardware, but we also have better programming tools. It's pretty hard to have to pencil all your code on paper, calculate jump addresses in your head, and enter it into the computer via a shitty machine language monitor cartridge.

>> No.3047716

>>3047695
Seriously, almost anything in the 85-90 period that isn't a Sierra adventure can be played better on the C64, Amiga, or NES. That hulking $3000 286 PC was nice for doing the company payroll, Double Dragon not so much.

>> No.3047739

>>3047695
>see Youtube video of a Compaq luggable PC with an orange plasma display running the IBM port of TMNT: The Arcade Game
>comment section: "I was the programmer of this game. God, I don't miss those days."

>> No.3047794

>>3047304
>It's too bad the EGA era was mostly obsessed with adventure and platform games

That was the entire world of computer gaming back then.

>> No.3047795

>>3046672
The IBM port of Castlevania is actually pretty bad. Choppy as fuck and the sound is awful either with the PC speaker or Adlib.

>> No.3047805

>>3047795
Pretty much all DOS arcade ports or home console ports were pathetic. TMNT, MegaMan, Castlevania, Uninvited, Outrun, Mortal Kombat. All shit.

Gauntlet was only just passable. Street Fighter 2 was actually pretty good.

>> No.3047815

>>3047805
Mortal Kombat II and 3 are very good. Mortal Kombat I it kinda depends on the version and a lot on your audio gear. X-Men: Children of the Atom and SF Alpha are good as well.

>> No.3047821

>>3047805
https://www.youtube.com/watch?v=7cehaqXFCGE

Oh...god.

>> No.3047836

>>3047805
>Street Fighter 2 was actually pretty good.
you mean this one
https://www.youtube.com/watch?v=Ud1LrUfzrOo

or this one
https://www.youtube.com/watch?v=jQqYp9wi8k4

>> No.3047856

>>3047815
Also Megaman X, aside from the music which I guess the person porting it forgot that MIDI has a channel 10.

>> No.3048015
File: 26 KB, 640x400, 27257-tongue-of-the-fatman-dos-screenshot-won-a-fight-ega.gif [View same] [iqdb] [saucenao] [google]
3048015

>>3047716
By 1990 you could get 286 for around $1000, I know because I was looking to buy a computer towards the end of that year. They were marketing 386SX and 386 at the higher end, and yeah those could cost a lot more. Before that though, there were budget machines (compared to regular PC) for home use by Amstrad and Tandy. I'm sure you could also buy 286 without HDD to cut costs also, as many games could be played from floppies those days.

>> No.3048018

>>3048015
All or nearly all 286 PCs had hard disks; floppy-only was an XT thing.

>> No.3048021

>>3048015
>By 1990 you could get 286 for around $1000, I know because I was looking to buy a computer towards the end of that year
Your uncle's old PC you found in the attic doesn't count as you "buying" it.

>> No.3048042

>>3048015
Tongue of the Fatman came out in several confusing releases; there's the IBM version, then the C64 version (under the name Mondu's Fight Palace) and also two Genesis versions, a 1989 European release and a 1991 US release (under the name Slaughter Sport) which appears to have been reprogrammed and significantly improved on.

DOS version:

https://www.youtube.com/watch?v=qngBXbs3Of0

Genesis v1:

https://www.youtube.com/watch?v=qC2ruwiqF6Q

Genesis v2:

https://www.youtube.com/watch?v=PKfD2CA498c

And there's no Youtube video of the C64 port so can't judge that one.

Anyway, the DOS version looks and plays like garbage compared to the two Genesis versions which kind of reinforces the point about how deficient late 80s PCs were at arcade games.

>> No.3048087
File: 8 KB, 320x200, street-fighter_8.png [View same] [iqdb] [saucenao] [google]
3048087

>>3048042
I didn't play the Fatman game, just picked it because I like the comic-book style. Also this is better than the SNES game.
I nevere played much fighting games though, except 8-bit ones like Yie Ar Kung Fu and things like that.

>> No.3048286

>>3048087
SF1 wasn't on the SNES, in fact it didn't get any console ports. Also that DOS version is pretty terrible compared to the Amiga port.

https://www.youtube.com/watch?v=jeHs-J7JeVo

https://www.youtube.com/watch?v=9pfvm75mP50

>> No.3048306

>>3048286
>>3048087
You sure he's not referring to SF2?

>> No.3048312

>>3048306
If so, the DOS version of SF II is not better than the SNES or Mega Drive ports. Or even the Amiga port.

>> No.3048337
File: 5 KB, 320x200, choy-lee-fut-kung-fu-warrior_6.png [View same] [iqdb] [saucenao] [google]
3048337

>>3048286
Well I like the DOS version more, it's closer to style of the early fighting games and beat'em ups, like Renegade and Double Dragon.
I only played arcade SF (a few times at bowling alley), not the Amiga or other ports. Anyway I saw people playing those fighting games a lot on SNES and didn't like them.
Even CGA games can look nicer (sometimes).

>> No.3048345

>>3048337
>Well I like the DOS version more, it's closer to style of the early fighting games and beat'em ups

It's an ugly choppy mess with almost no sound. It's not closer to the style of anything.

>> No.3048350

>>3048286
SF1 DID get a console port, for the PCE.

It's called Fighting Street, I shit you not.

>> No.3048353

https://www.youtube.com/watch?v=FLbSnnVeY_g

I actually sort of like the DOS port of Double Dragon. It does have a decent framerate and doesn't flicker which is rare for PC arcade ports. The programmers do seem to have put more effort into this than the ports of, say, Bad Dudes or Space Harrier. At least it's better than the horror of the C64 Double Dragon.

>> No.3048354
File: 228 KB, 1440x1080, Soccer_Kid_-_1994_-_Krisalis_Software.jpg [View same] [iqdb] [saucenao] [google]
3048354

A sidescroller where your means to attack and reach certain parts of the level is your football.

>> No.3048360

>>3048353
>flicker
>PC
what?

>> No.3048364

>>3048360
Flicker is a big problem on 80s-early 90s PC games because of having to rely on software sprites. It takes some programming skill to avoid it that most people didn't have.

The Zen of Assembly Language was a _major_ help in improving the quality of PC game programming.

>> No.3048365

>>3048364
how the fuck do you produce flicker on buffer based output?

>> No.3048368

>>3048365
Easy. If you don't take care that your graphics code syncs with the vertical retrace, everything becomes a flickery mess.

https://www.youtube.com/watch?v=0hVPpUhyV_Q

IBM port of Donkey Kong. This thing is hella flickery.

>> No.3048373

https://www.youtube.com/watch?v=dxg7XIWOhc4

Hard Hat Mack. Another example of typically sloppy programming. It's not only really flickery, the framerate speeds up and slows down.

>> No.3048380

>>3048373
The sound of grinding teeth.

>> No.3048384

Sierra were almost the only dev in the 80s that could program IBM compatibles well. PC ports were usually an afterthought in that era of Apple II/C64/Amiga dominance.

>> No.3048450

>>3048337
>I only played arcade SF (a few times at bowling alley), not the Amiga or other ports

Just because you haven't personally played them doesn't change the fact that the DOS versions were utter rubbish compared to the Amiga with bleeper sound and puke-level colours.

>> No.3048457

https://www.youtube.com/watch?v=iitdzJ-DWT8

And the award for worst port of all time goes to...

>> No.3048472
File: 6 KB, 320x200, bob-winner-fr_4.png [View same] [iqdb] [saucenao] [google]
3048472

>>3048450
Well maybe they didn't try hard enough. CGA games can look nice. Instead of always upgrade graphics, they should have coded better.

>> No.3048479

>>3048472
>CGA games can look nice
>that game
>nice looking

>> No.3048486

>>3048472
>Instead of always upgrade graphics, they should have coded better
This is a guy who clearly does not know squat about trying to program an 80s PC or what a horrible spaghetti mess that hardware was.

>> No.3048510

https://www.youtube.com/watch?v=wH5FKJ4gpdY

Oh god this is so bad.

>> No.3048519
File: 19 KB, 314x360, Drooling_homer.gif [View same] [iqdb] [saucenao] [google]
3048519

>>3048510
https://www.youtube.com/watch?v=lNfsY4CnJzA

C64 Platoon kicks butt. And that music.

>> No.3048545

>>3043020

...how old are you? Just curious.

>> No.3048546
File: 7 KB, 320x200, adventures-of-beetlejuice-skeletons-in-the-closet_3.gif [View same] [iqdb] [saucenao] [google]
3048546

>>3048486
Maybe you just need to git gud.
http://youtube.com/watch?v=yHXx3orN35Y

>> No.3048565

>>3048546
>using a demo written in the 2000s to prove anything
You also completely fail to take into account that today's programming tools and knowledge of the hardware are much better than was the case in 1987.

Not only were development tools back then much more limited, most programmers didn't know how to write optimized code on PC clones. One reason being that they were all used to 6502 and Z80 coding and lacked decent knowledge of x86 coding. We have 25-30 years of accumulated knowledge they didn't have back then and it's all easily accessible with the Internet, something else that was not available in those days.

I can also point out that that demo is probably very timing sensitive and they likely tied it to the 8088's clock cycles. Game devs did not have this luxury especially since their stuff had to run on a wide variety of CPUs and clock speeds. In addition, the architecture of x86 CPUs tended to change with each subsequent generation so that code that ran well on an 8086 might not run so well on a 386 and so forth.

As one other note, they also (most of the time) had to support several different graphics modes at once (CGA, EGA, Tandy, etc). This was very different from the Commodore 64 or Apple II where you had one basic system configuration.

>> No.3048568

>>3048545
He's gotta be under 20. Nobody older than 19 could make posts this uninformed.

>> No.3048578

>>3048546
https://www.youtube.com/watch?v=bCTIErnqDpo

This game has pretty nice graphics, but other than that it's the same stiff, choppy, hard-to-control mess with nearly nonexistent sound as most other PC games of that time. Also...

>1990 and it still doesn't support Adlib or anything but PC speaker sound

>> No.3048587

https://www.youtube.com/watch?v=KtOmoTgH2nw

*shudder*

>> No.3048602

>>3047351
>EGA was great
>until you had to code for it
why what's wrong with coding for EGA?

>> No.3048652

>>3043340
>Sadly, it looks like the archive web emulated version doesn't do this, so you will need to run it on the real thing.

DOSBox doesn't support Ctrl+Break. For some autistic reason the devs refuse to put it in there.

>> No.3048654

>>3043020
This is almost
>bitches don't know about muh VHS meme
tier shitposting.

>> No.3048835
File: 89 KB, 496x602, 2132617-1239.jpg [View same] [iqdb] [saucenao] [google]
3048835

>> No.3049014

>>3043020
Frankly, I don't get the butthurt over this post.

>slow floppy disks
Eh maybe. On a system without a hard drive it sucks now, but back then it was just how things were. My first PC game was Flight Simulator on a monochrome Tandy 2000. Had to sit through a boot disk, then run the game disk. Had a whopping 384k RAM or so, can't recall exactly. Even on my molasses slow shit computer, it was magic at the time. If you had a hard disk it may take a little while for the initial install, but after that the load times were what they were. Same shit now.

>evil copy protections
Never had a drive get fucked up by copy protection, dunno WTF this guy is talking about. The other bitching about Microprose, I don't remember it being any different from any other publisher. In fact, I always thought Transport Tycoon's CD protection was interesting.

>accidentally speakers kill disks
By around 1993 when I got a Sound Blaster Pro I was already sufficiently terrified to put a disk anywhere around a magnetic source. Shielded speakers were already being shilled out the ass by that time. Still have my Koss set. As for a CD, data side down temporarily or put it back in the damn case.

>specially formatted save disk
In DOS? Never encountered such a thing.

>> No.3049089
File: 9 KB, 560x384, below-the-root_1.gif [View same] [iqdb] [saucenao] [google]
3049089

>>3048565
Well it's not much different than going from 6502 or Z80 to m68k, and especially the Amiga had a wonky graphics setup with bitplanes and custom chips you had to learn to a deep level in order to pull off really impressive stuff. Shadow of the Beast didn't come out until 1990, 5 years after Amiga 1000, so yeah there was a delay for coders to really get into the guts, just like for IBM PC & clones. Atari ST was a bit simpler though, it didn't have all those co-procesors and had simple framebuffer video (and so of course not as capable as the Amiga).
But by 1990, IBM coders should have been kicking ass, and especially after reading that Michael Abrash book. But a lot of them still released bad games, just like they also released bad games even on Amiga during the 90's, because the truth is most of them were just after a quick buck.
But that doesn't mean the 286/EGA or XT/CGA hardware isn't capable of good games, given the proper knowledge and desire. You don't even need to go to the same extent as Trixter had to in order to make a decent game. He was going all-out, to get the most impressive effects, but games mostly just need to worry about gameplay, and the coder has to build games around the capabilites of the hardware, not try to just port popular top-10 stuff just because he wants to make a buck.
But that's not how the industry works, and they just never explore the machines fully, instead just make a buck, then move on to next machine that's hot off the presses, and try to get a piece of that action while they can. And then they forget about the old "obsolete" stuff entirely, even though it was never fully utilized.
Anyway I'm pretty fed up of the whole upgrade bandwagon, especially on the OS and system side of things. It never ends, but I'm not getting anything out of all this, instead all my old programs get broken.

>> No.3049151
File: 1.43 MB, 1946x1872, KnightLore.jpg [View same] [iqdb] [saucenao] [google]
3049151

>>3048654
He's right though. There was a much higher level of focus.
No distractions, because no Internet (even modems were pretty rare in days of casette tape games).
No spoilers, unless maybe you bought some magazine that had some info about the game. You had to go out of your way to get this, and maybe they don't even talk about the game you're stuck on.
The game instructions themselves could be whatever fits on the back of a casette tape inlay (pic). And that's assuming you even have instructions and didn't copy the tape from someone.
Also, the difficulty of getting games, unless you live in a city with special shops. If you live in the middle of BFE (bumfuk, egypt), well good luck. Sure there's mail order, but that has its own set of problems, especially if you're a kid.

>> No.3049158

>>3049089
I'm new to this discussion but your argument seems to be "Everyone should have been as good as Abrash/Carmack". Whilst that would have been good, I think you know that's an unrealistic expectation.


>Anyway I'm pretty fed up of the whole upgrade bandwagon... I'm not getting anything out of all this, instead all my old programs get broken.
We should all be more passionate about software preservation, /vr/ depends on it. Follow The Obscurity guy on Tumblr, he talks about this a bit. Donate to archive.org. Write to your local politician about how preserving old software is just as important as preserving books and other paper publications, which your state library probably already does.

>> No.3049228
File: 5 KB, 157x181, VR PIONEER.jpg [View same] [iqdb] [saucenao] [google]
3049228

>>3049158
I'll email Steve Moraff and ask him to make Win 10 version of Moraff's World then.

>> No.3049243

>>3049228
DOSBox have you covered. You've missed the point.

>> No.3049276

>>3048018
>implying all the HD-less 286 Tandies had no market share

>> No.3049390

>>3048602
planar memory, always annoying. On modern rasters you either specify a palette index for each pixel, or the color directly. On EGA, and some others, the video memory consists of "bit planes". Each plane is a flat piece of memory, holding one bit of all the pixels. So, you got a plane for red, one for blue, one for green and one for brightness. If you wanted to change any pixel, you had to manipulate all four planes, and because you normally can't write to bits, only to bytes, you had to do bit twiddling to get them changed. While definitely doable, it's annoying and convoluted, and kind of inefficient.

>> No.3049408

>>3048545
>>3046107

>> No.3049539

>>3043020
>>evil as hell copy protections that could fuck your disk drive upgot anything specific on your mind?

DRM is still alive, moron. It's gotten worse with almost every new game being a STEAM code in a box.

>> No.3049558

>>3049539
>fuck your disk drive
know any current DRM that physically damages your drive?

>> No.3049572

>>3049539
You can find my opinion on DRM and copy protection at >>3043047
You can't find my Steam account anywhere, because I don't use that platform, in part because of its DRM.
You're also being needlessly rude.

>> No.3049643

>>3042742
Came here to post this. I was never good at this game but I loved the music.

>> No.3049663

>>3045806
i had this game on a disk with 100 games on it was the shit

>> No.3049870

>>3049089
>But by 1990, IBM coders should have been kicking ass, and especially after reading that Michael Abrash book. But a lot of them still released bad games, just like they also released bad games even on Amiga during the 90's, because the truth is most of them were just after a quick buck.

There were certainly top-notch x86 coders who knew how to write excellent, efficient code. The problem is, they weren't working in the game industry, they were working for Lotus and Borland (not Microsoft though, the quality of their programming was always meh).

>> No.3049876

>>3049276
Tandy only had (I'm pretty sure) floppy only models on the 1000 line which were XT-class machines. Their AT-class line was the Tandy 3000 series which always had hard disks.

>> No.3049879

>>3049014
idiot who never used a Commodore 64 or Amiga.gif

>> No.3049881

>>3049089
>But that's not how the industry works, and they just never explore the machines fully, instead just make a buck, then move on to next machine that's hot off the presses

You saying Commodore 64 coders never fully explored the hardware? You saying Creatures and Mayhem in Monsterland don't exist?

>> No.3049882

>>3049089
>but games mostly just need to worry about gameplay, and the coder has to build games around the capabilites of the hardware, not try to just port popular top-10 stuff just because he wants to make a buck.
David Crane complained that Atari were making a mistake by "bringing the arcade experience home" because he said the hardware couldn't properly replicate the arcade games, it was pointless, and instead they should focus on making quality original games.

>> No.3049883

>>3049390
CGA, EGA, Tandy, and VGA modes other than 13 are all quite awful to program for.

>> No.3049884

I can think of some systems like the VIC-20 that died before their capabilities could be fully realized; some demos have shown that the hardware was capable of a lot more than was seen in its short commercial lifespan.

>> No.3049886

>>3049089
>and especially the Amiga had a wonky graphics setup with bitplanes and custom chips you had to learn to a deep level in order to pull off really impressive stuff
Since 90% of Amiga games were designed for the basic A500 hardware, that's still only one system configuration which again makes it quite a lot easier to develop than the hundreds of possible PC configurations.

>> No.3049891

>>3049883
CGA is interlaced, meaning the first half of the VRAM holds the even-numbered scanlines and the second half the odd-numbered scanlines. Tandy is the same but even worse because there's four instead of two banks of scanlines.

>> No.3049894

Sierra were very good, Windmill Software were very good, other than that the quality of IBM compatible games was mediocre-to-awful in the pre-VGA era.

>> No.3049902

>>3049158
>I'm new to this discussion but your argument seems to be "Everyone should have been as good as Abrash/Carmack". Whilst that would have been good, I think you know that's an unrealistic expectation.

Even if you focus on the A-list devs like Microprose who had state of the art tools and the best programmers in the business, the C64 and Amiga versions of their games will still best the IBM versions most of the time.

>> No.3049940

>>3047163
What version of Minecraft is that? 0.0000000001?

>> No.3049950
File: 5 KB, 317x217, Ryo.png [View same] [iqdb] [saucenao] [google]
3049950

Okay I remember this game where you were a Rabbit Samurai, like maybe that one that once appeared in an episode of Teenage Mutant Ninja Turtles, and you walked to the right while avoiding falling objects? And maybe you could collect coins? And at one point, you went into a sewer? It was really challenging, at least for 9 year old me.

Sorry I know this is more of a "let's identity that retro game" post but the game was odd, with the potential rabbit tie in and the fact there weren't really any enemies.

Although to get more on topic he was in a C64 version where you the entire game you had to manage your karma, losing it by killing anyone (even enemies) and gaining it by giving money to beggars.

>> No.3049956
File: 114 KB, 639x398, ninja-rabbits.jpg [View same] [iqdb] [saucenao] [google]
3049956

>>3049950
Damn that picture reminded me of Ninja Rabbits

>> No.3049968
File: 8 KB, 320x200, 337234.png [View same] [iqdb] [saucenao] [google]
3049968

>>3049956
That game does support VGA (well, really just EGA with the palette changed from the default colors)

>> No.3049972

https://www.youtube.com/watch?v=z3VgA00eqzA

It's not a bad game by any means.

https://www.youtube.com/watch?v=XvRxH3xS9J0

The Amiga version however still beats it hands-down for sound and especially the fluidity of the animation.

>> No.3049991

>>3049950
Usagi Yojimbo
http://www.hardcoregaming101.net/usagiyojimbo/usagiyojimbo.htm

>> No.3050036

>>3037762
this seems nice

more info?

>> No.3050197

maybe a bit late but
>>3048365
im gonna take a stab in the dark and say because those games are using a single frame buffer, which is what prompted the creation of 'modern' double/triple buffering.

maybe they dont even render to a buffer in system memory due to ram size/speed issues of the day

>> No.3050205

>>3050197
>im gonna take a stab in the dark and say because those games are using a single frame buffer, which is what prompted the creation of 'modern' double/triple buffering
Sort of.
>maybe they dont even render to a buffer in system memory due to ram size/speed issues of the day
Not true because on the Commodore 64 with its 1Mhz CPU and 64k of RAM, double buffering was a standard practice to get smooth scrolling. Actually it should be easier on PC compatibles because they have a flag to inform you of the vertical retrace. The C64 didn't have that feature.

Sierra games didn't have flickering or screen tearing because they had good programmers who utilized the VBLANK properly. I've actually seen King's Quest running on a real IBM XT and it has completely smooth 60 fps animation on a 4.77Mhz CPU.

>> No.3050354

>>3049879
idiot talking about c64s and amigas in a fucking DOS thread.pcx

>> No.3050390
File: 89 KB, 648x520, dynamite joe.gif [View same] [iqdb] [saucenao] [google]
3050390

Dynamite Joe. I used to play this all the time when I was young. I had nothing else. Can't even videos of the thing.

>> No.3050395

>>3027164

dude thanks for that. Probably will be playing it tonight.

>> No.3050452

This has to be the worst thread on /vr/ atm.

>> No.3050463

>>3049014
>specially formatted save disk

For example, the Apple II versions of most Sierra adventures had their own built-in format command that you had to use. This was also common on Microprose games eg. Pirates! required this on the Apple II, C64, and Amiga. Probably the IBM version as well because it was on a self-booting disk and did not use DOS.

>> No.3050530

>>3049891
>because there's four instead of two banks of scanlines.
Why? What's the point? Tandy doubles their scanlines for shits and giggles?

>> No.3050535 [DELETED] 

>>3049572
>Muh feels
Have a (You).

>> No.3050541

>>3050530
>Why? What's the point?
smaller banks, and as controller more time before you need to deal with the same bank again

>> No.3050570

>>3050530
>>3050541
Nononono that's not why. There's three PCjr/Tandy video modes. 160x200x16, 320x200x16, and 640x200x4. The first mode works exactly like CGA graphics modes and uses 16k of memory with two banks of scanlines. The other two use 32k of memory and have four banks of scanlines in each 8k piece. The vast majority of games use the 320x200 mode.

>> No.3050575

>>3050570
>The first mode works exactly like CGA graphics modes and uses 16k of memory with two banks of scanlines. The other two use 32k of memory and have four banks of scanlines in each 8k piece
So you're saying both modes use banks with a size of 8k? Almost as if 16k banks were not an option, so 4 banks were done instead, to make them smaller (than 2 banks of 16k each)

>> No.3050594

>>3050575
It's a technical limitation of the Motorola 6845. The chip has a 14-bit address bus which means it's limited to accessing 8k of memory, so the video circuitry reads one block of scanlines, then bank switches to the next block and so forth.

Hercules cards also use a 6845 and their VRAM is set up the same way as the Tandy (32k video buffer with four blocks of scanlines).

>> No.3050598

>>3050594
>The chip has a 14-bit address bus which means it's limited to accessing 8k of memory, so the video circuitry reads one block of scanlines, then bank switches to the next block and so forth.
In other words
>smaller banks
Yet you say
>Nononono that's not why

Care to try again?

>> No.3050618

The PCjr/Tandy also do not have separate VRAM, they place the video buffer at the top of conventional memory and siphon off part of it which is why game boxes would say on them "256k required for IBM, 384k required for Tandy). Now, the trick is that you don't have to know exactly where the VRAM on a Tandy 1000 is. You just set up your code to write to the B800h segment same as you would on CGA and the video circuitry will automatically redirect it to the appropriate location.

Also, the "floating VRAM" is not found on the PCjr; on that machine, the video buffer always resides in the first 128k of RAM and will not move upward even if you add memory expanders.

>> No.3050621

>>3050598
>In other words
>smaller banks
>Yet you say
>Nononono that's not why
>Care to try again?

You were arguing that I contradicted myself, no?

>> No.3050623

>>3050621
Yes. I said it was because of a limit on the size of the RAM banks and you turned around and said it wasn't. So what is it?

>> No.3050628

>>3050623
>Yes. I said it was because of a limit on the size of the RAM banks

In reference to >>3050570 I assume?

>> No.3050631

>>3050628
Yes. I at first posted >>3050541 and then you said No it wasn't because of the size of the scanline banks.

>> No.3050641

>>3050631
Oh. No, I wasn't contradicting myself. When I posted >>3050570, I accidentally replied to >>3050541 when I meant to only reply to >>3050530.

Because I'd replied to >>3050541, he mistakenly thought I was contradicting him and what I said earlier in >>3049891

>> No.3050646

>>3050618
The PCjr notoriously ran about 15% slower than a standard IBM XT because of contention between the video circuitry and the CPU. Any expansion RAM added to the computer would not have this limitation and you'd get normal speed when accessing it.

>> No.3050649

>>3050641
Ok. My apologies. I thought you were going in circles with your argument. Never mind. No harm taken.

>> No.3050810

Later model Tandy 1000s also added a 640x200x16 mode that uses 64k and eight banks of scanlines, but it was not BIOS-supported and little other than DeskMate used it.

>> No.3051380

>>3043020

Great insights!

>> No.3051389

>>3050390
this isn't DOS, though.
and i'm pretty sure this is the game someone asked for on the late "what's that game name" thread. wondering if by any chance that anon happens to read this thread.

>> No.3051406

>>3049876

Tandy had a lot of frankensteins that were technically (and marketed as) AT class boxes among their 286-based 1000s.

>> No.3051697

>>3036119
holy crap, I remember that.

>> No.3052229

>>3038226
Blockout was first. My wife is addicted to it under emulation.

>> No.3052246

>>3052229
That's awesome man, you should get it working for your wife's kid, it will save your marriage

>> No.3052250

>>3048384
Origin > Sierra

Then Sierra bought Origin.

>> No.3052252

>>3052246
Let me guess - you're a wizard...

>> No.3052283
File: 67 KB, 394x529, rshack87tandy3000hl.jpg [View same] [iqdb] [saucenao] [google]
3052283

>>3051406
Most of the T1000 line had 286 CPUs however they were architecturally XT-class machines with 8-bit ISA slots, no CMOS RAM, and no ability to use extended memory. They can run real mode 286 software, but are no more an AT-class machine than the similar IBM PS/2 Model 30.

The T3000 was Tandy's true AT-class PC intended mainly for the small business market. It was not a big success and these computers appear to be rarer than hen's teeth because I couldn't even find a picture of one on Google Images aside from scanned advertisements.

>> No.3052331

>>3051380
>>3043020
samefag

>> No.3052341

It was fairly common to use 286s as the guts of "turbo XT" motherboards where you got higher clock speed and the added use of real mode 286 instructions. Also they had the 186 CPU which was essentially a 286 with protected mode support removed, but it was unsuitable for IBM compatibles due to its architecture which incorporated several supporting chips onto the main CPU die. Some non-IBM x86 machines such as the Tandy 2000 used this chip.

>> No.3052372

>>3052283
The 3000 was pretty much an ordinary boring 286 PC so not worth keeping or preserving like the 1000s or the TRS-80s or the MCA-based 5000. So there's probably few of them left.

>> No.3053574
File: 28 KB, 640x350, reach-for-the-stars-the-conquest-of-the-galaxy_1.gif [View same] [iqdb] [saucenao] [google]
3053574

>>3049894
Broderbund also make some kickass games back then. And there was a lot of nice adventure/IF, RPGs, puzzle, strategy, simulation games by various publishers.

>> No.3053625
File: 19 KB, 480x300, 53798-MoraffsSuperBlast3.jpg [View same] [iqdb] [saucenao] [google]
3053625

>>3045516
Yeah I loved Moraff's Stones and Superblast!

>> No.3053643

>>3046131
>>3046675
You know is was re-branded as Eek The Cat for the SNES right? Literally the same game, I understand.

It still has a very Amiga-esque colour palette.

>> No.3053645

>>3053574
This game was released for the Apple II and Commodore 64 all the way back in 1983 and then several 16-bit platform remakes were made in the late 80s. They still retained the limited character graphics of the original game though.

>> No.3053659

>>3053645
This could've been a pure text mode (ANSI graphics) game, and it would have stilll been just as much fun.
In fact it's too bad they didn't do that so it could be run as BBS door game, for multiplayer action.

>> No.3053690

>>3047186
It was at the time when a home internet connection was rare. As I remember, me and my friend jointly ordered a single image the first time, just to check their legit-ness. It was mostly games and utilities after that. Some wallpapers.

Although, for some reason, my friend ordered a WAV of James Brown yelling at the beginning of I Feel Good. I never understood that.

>> No.3053697

>>3047805
Gods was passable (as were the Bitmap Bros games in general)

>> No.3053706

>>3048087
>>3053690

You just reminded me of this shitty DOS game, Stickfighter - one of the ones I bought from this A1 outfit.

https://www.youtube.com/watch?v=osF6gDwnjHM

My only defence was that the description made it sound good and I was young and foolish.

>> No.3053716

>>3053643
> Sleepwalker was later re-released in 1994 using the Eek! The Cat license for the Super Nintendo Entertainment System.
> https://en.m.wikipedia.org/wiki/Sleepwalker_(video_game)

I was not aware of this. Thank you very much!

>> No.3053720

>>3053697
I found Gods and other Bitmap games to be really "wooden" and unresponsive in their controls. They also have that really ugly Euro look where EVERYTHING has to be a 256-color metallic gradient and I hate that style.

>> No.3053724
File: 4 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
3053724

>>3053706
omg I remember this too
It was actually fun at the time

>> No.3053729

>>3053720
Yeah I know what you mean. I used to have Xenon and, despite my perseverance, only ever managed to get to "sector" 3.

Is that just the DOS ports you mean? Or are the other versions the same? I assumed it was just Bitmap's "thing".

>> No.3054008
File: 13 KB, 480x360, hqdefault(2).jpg [View same] [iqdb] [saucenao] [google]
3054008

>>3053729
I think it's an Amiga/European thing. For example, look at Electro Body (pic related) and Cyberdogs which were in that sort of style.

To me it seems this is much more prevalent on the Amiga than on DOS.

>> No.3054059

>>3036119
This game scared the hell out of me when I was two or three or so.

I would sit on my Mom's lap and she'd boot it up. It moved way too fast because it ran on processor speed, and the sudden monster attacks made me panic.

>> No.3054132

since you guys started posting not so obscure games

https://www.youtube.com/watch?v=5WdeV6rump0

>> No.3055487

>>3036016
>>3036029
Played those too alot, great games.

Wonder which version i have/had from Rodge Rock. Probably just shareware.. Need to check my floppies

>> No.3055516

>>3038364
Huh, actually it's pretty common pc speaker sounds used in many games and even some programs, nothing more.

>> No.3055548

>>3048373
Or just used a too fast CPU, happened quite often with very early games back then.
Most very just "optimized" for the CPU of the programmer and done.

>> No.3057234

>>3055548
>Or just used a too fast CPU, happened quite often with very early games back then.

Hard Hat Mack came out in 1984. This was when they didn't have anything but 4.77Mhz 8088s.