History SugarWiki / GeniusProgramming

17th May '18 9:49:52 PM JudasZala
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** 1989's ''[[Pinball/BlackKnight Black Knight 2000]]'' was acclaimed for having one of the best soundtracks for a pinball game, but according to [[https://www.gamasutra.com/blogs/BrianSchmidt/20141104/229404/Interactive_Audio_in_Black_Knight_2000_The_Importance_of_Integration.php an article by Brian Schmidt]] (one of the game's composers), getting the System 11 hardware (which Black Knight 2000 used) to play the vocals along with the music was impossible to do at the time, until Ed Boon (the game's programmer, and who would later go on to create ''Franchise/MortalKombat'') made it work.
-->'''Brian Schmidt''': In fact, the ability of the music system (one computer board) to control the speech chip (which was on a wholly separate processor board) was thought to be impossible until Ed Boon finagled a way to make it happen; without that, there would be no ‘Choir of Angels’ or taunting knight in the [=BK2K=] themes.
10th May '18 2:17:32 PM bowserbros
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* While being more known as a game designer than a game programmer, Creator/MasahiroSakurai programmed the enemy patterns in ''VideoGame/KirbysDreamLand'' ''entirely in hexadecimal''. What makes this even more impressive is that each enemy has its own individual path.

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* While being more known as a game designer than a game programmer, Creator/MasahiroSakurai programmed the enemy patterns in ''VideoGame/KirbysDreamLand'' ''entirely in hexadecimal''.hexadecimal'' '''''with nothing but a trackball'''''. What makes this even more impressive is that each enemy has its own individual path.



** The [=PlayStation=] 3 is almost infamous for requiring data installs, as searching for and loading information off a high-capacity Blu-Ray Disc would result in extremely long load times... or so people thought. ''VideoGame/Uncharted2AmongThieves'' required absolutely no installation, and the only loading time you would see is when the game starts up (about 10 seconds), and when you start or continue a game (again, about 10 seconds). The rest of the game loads seamlessly, not stopping for ''anything'', including area transitions, from start to finish.

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** The [=PlayStation=] 3 is Sony & Microsoft's seventh and eighth generation game consoles are almost infamous for requiring data installs, as searching for and loading information off a high-capacity Blu-Ray Disc would result in extremely long load times... or so people thought. ''VideoGame/Uncharted2AmongThieves'' required absolutely no installation, and the only loading time you would see is when the game starts up (about 10 seconds), and when you start or continue a game (again, about 10 seconds). The rest of the game loads seamlessly, not stopping for ''anything'', including area transitions, from start to finish.



** Say what you will about the NES Classic Edition, but you have to admit the emulator is extremely accurate, even compared to the one used for UsefulNotes/VirtualConsole. It might help that NOE developed the emulator this time. Hopefully it'll get used in future Nintendo products.
** Radica's SEGA Genesis Plug & Play can be modified to take actual Genesis cartridges, and run them surprisingly well. It's no surprise that future Genesis Plug & Plays would feature a cartridge slot out right.

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** Say what you will about the NES Classic Edition, but you have to admit the emulator is extremely accurate, accurate (albeit with noticeable audio issues), even compared to the one used for UsefulNotes/VirtualConsole. It might help that NOE developed the emulator this time. Hopefully it'll get used in future Nintendo products.
products, with the audio problems amended.
** While its AV output is nothing to write home about, Radica's SEGA Genesis Plug & Play can be modified to take actual Genesis cartridges, and run them surprisingly well. It's no surprise that future Genesis Plug & Plays would feature a cartridge slot out right.
10th May '18 10:48:52 AM bowserbros
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** Nintendo has quite a history with impressive file sizes for their games, and it continues to this day with the UsefulNotes/NintendoSwitch. In an era where many triple A titles can be upwards of 15 GB in size, Nintendo has managed to keep many of their big titles quite small. Some of the highlights include:

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** Nintendo has quite a history with impressive impressively small file sizes for their games, and it continues to this day with the UsefulNotes/NintendoSwitch. In an era where many triple A triple-A titles can be upwards of 15 GB in size, Nintendo has managed to keep many of their big titles quite small.compact. Some of the highlights include:
21st Apr '18 11:16:01 AM rjd1922
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The 2600 ports of ''Ms. Pac-Man'' and ''Jr. Pac-Man'' are huge improvements from the ''Pac-Man'' port, and somebody made a homebrew version of ''Pac-Man'' on the 2600 called ''[[https://www.youtube.com/watch?v=dAYuBcuvIww Pac-Man 4K]]'', which is a much better port that uses the same 4-kilobyte size limit as the official one.

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The 2600 ports of ''Ms. Pac-Man'' and ''Jr. Pac-Man'' are huge improvements from the ''Pac-Man'' port, and somebody made a homebrew version of ''Pac-Man'' on the 2600 called ''[[https://www.youtube.com/watch?v=dAYuBcuvIww Pac-Man 4K]]'', which is a much better port that uses the same 4-kilobyte size limit as the official one.one, and would later be included on the second version of the Atari Flashback Portable.
3rd Apr '18 6:28:45 PM JudasZala
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** As for how well optimized the game itself was, the "SE-GA" jingle at the beginning used one-eighth of the space of the four-megabit (approximately [=512KB=]) cartridge.
25th Mar '18 2:58:09 PM pgj1997
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** It seems like Windows 7 is also well regarded, given that pretty much all programs that didn't run on UWP will still run on it.

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** It seems like Windows 7 is also well regarded, given that regarded. There's no 16-bit support, but pretty much all programs that didn't run on UWP will still run on it.
15th Mar '18 8:26:16 PM Josef5678
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->[= i = 0x5f3759df - ( i >> 1 ); //=] what the ***?

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->[= i = 0x5f3759df - ( i >> 1 ); //=] what the ***?fuck?
13th Mar '18 9:25:00 PM GeorgyKinyov
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->[= i = 0x5f3759df - ( i >> 1 ); //=] what the fuck?

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->[= i = 0x5f3759df - ( i >> 1 ); //=] what the fuck?****?
10th Mar '18 7:30:48 PM ISSOtm
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** [[https://youtu.be/MWdG413nNkI 8088 Domination]] takes this {{Up to Eleven}} by increasing the resolution, number of colors, and framerate. This goes as far as including the fully voiced FMV Bad Apple!! Note that to squeeze as much performance as possible, each video is actually compiled into its own player program, which essentially constantly rewrites the computer's video buffer.
8th Mar '18 10:12:39 AM mariofan1000
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* ''VideoGame/DragonBallFighterZ'' is a current-gen fighting game built on Unreal Engine 4. It has gorgeous visuals, a fully-voiced story mode, and the option between the original Japanese voice acting or an English dub. The file-size is just under 5GB.
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