Also happens to be a technology specialist, a pilot, and one who must suffer (amputation).
Also happens to be a technology specialist, a pilot, and one who must suffer (amputation).
Thought it was odd to call this a sequel to an “NES classic” considering Shadowgate originated on the Macintosh, but judging by the screenshots in the article it seems the authors indeed decided to implement an interface very similar to the one Kemco developed for their NES port. Interesting choice! Having played the Mac-like Amiga port and the NES port I do prefer the controls of the latter as they better suit the use of a keyboard or gamepad.
The music in the NES port is very memorable to me as well. If Beyond Shadowgate will feature sound, I would hope that cues are taken from the sound of the NES and the prior composer’s work.
First time a political ad got me to laugh (in a good way):
Harris (…) got [transnational gang members] sentenced to prison.
Trump is trying to avoid being sentenced to prison.
Over my head body.
Cthulhu, is that you?
I imported this game when it first came out and it’s been one of my favorites. Very interesting to think about how the strengths of the Genesis vs. the PC Engine could be used. So far it looks like it’s aimed at graphical fidelity. The PCE had a wider color palette from which to select and could display more colors simultaneously, but I don’t think Rondo really pushed those capabilities. Konami did some really nice parallax routines in this game for the single background graphics layer on the PCE. Those effects are much more common on the Genesis with its multiple hardware layers. Curious as to how the “extra power” could be used if werton opts to explore that. The FM cover tune sounds great, looking forward to hearing more!
What blew me away in the video was the costume change. Was that in the original all this time? I know what I’m playing today!
Brave friend of mine went into Forest Conservation and Firefighting, got calf muscles big as cantaloupes!
Fun, spooky, action-oriented*, skeletons, bats: Temple of Apshai from 1983 on the Commodore 64. About two minutes fifteen seconds into the video you’ll see and hear its unique spooky atmosphere.
*for a role-playing game of this vintage, anyway.
With you one hundred percent – Devil’s Crush features one of the best and longest tunes on the Turbografx-16!
Will probably check it out as I count myself among the Black Isle/Obsidian aficionados. Didn’t see a link to the mod in the article. Bit of a let-down that Yesterday does not seem to implement the 3D Jefferson Engine as was seen in the Van Buren tech demo, but props to these modders all the same!
Most of Creative’s AWE32 cards do use a real Yamaha OPL3 chip for FM synthesis, which can produce two-or-four operator voices. The latter of those can approach the quality of the voices in their DX7-family line of musical instruments. Even the older OPL2 chip that is limited to two-operator voices can sound great when programmed well (not that I’d call it realistic-sounding).
The other synth chip on the AWE32 is the Ensoniq EMU8000. That one does sample-based synthesis as you describe above.
Just wanted to note that Creative misappropriated the term wavetable synthesis when they marketed this and other sample-based synthesis cards of theirs, and the misnomer spread widely to the products of other companies and persists to this day.
Great card, got one in my 440BX retro rig! Plus an AWE64 Gold and a PnP SB16 with a real OPL3 FM chip. That’s just a bit of what’s kicking around here…
That’s one busy substitute teacher!
The article’s a good read. It’s not about the first game from 1987.
One of the last of the many great shooters on the PC Engine is the one-or-two-player Ginga Fukei Densetsu Sapphire.
Was lucky enough to have a sit-down cabinet version of Star Trek: Strategic Operations Simulator (Sega, 1983) at a local arcade. Very comfortable with the controls built into the chair. Along with having set all the games to free play, the operator had the volume cranked on this one so Nimoy’s voice would resonate inside!