Tuesday, 4 August 2020

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Now playing in Squint-o-vision

Many Amiga game developers were guilty of wasting swathes of playfield screen real estate, instead dedicating the space to enormous pixel-hogging HUDs. Typically this was done to minimise the system resources required to animate the active playing area at a reasonable framerate without going above and beyond the call of duty in the application of sophisticated workarounds. I track down the worst offenders and tabulate the results... because I still can't quite get over the disappointment of playing long-awaited games in a postage-stamp-sized square surrounded by useless guff.

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