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Tech Demo Game
"...but can it run Crysis?"

Whenever some new technology comes out, companies want to find ways to market their product. The best way to do it is to show it off. This usually happens in the PC hardware world where graphics card vendors put out tech demos to show it off. Or in an environment that's limiting such as video game systems, smartphones, and tablets, a proof of concept to show that hey, that piece of hardware really can do it.

And what a better way to show off the technology by having users interact with it in a fun way. This is where the Tech Demo Game comes in. It can be loosely described as a tech demo disguised as a game. But this isn't like an Obvious Beta, the developer tried in earnest to make a fully functional game that plays relatively well. What qualifies as a tech demo game however, is one of the three:
  • In PC gaming, a game that has such a ridiculously high hardware requirement for the best settings possible.
  • In other platforms, a game that is there to show off what the system can do. This includes peripherals for that system.
  • Generally, it felt like the developers had something new they wanted to show off and the game is the only excuse to do so.

Note that this trope has nothing to do with the respective quality of a game in itself, and many games started with the motivation of being a tech demo end up as extremely well received classics for much more than just their technical aspects.

Compare Wreaking Havok.

Examples

    open/close all folders 

    Arcade 
  • I, Robot provided a demonstration of 3D raster graphics. It even had a minigame Doodle City.
  • Hard Drivin is seemingly the first 3D racing game. The 3D board it featured was actually quite huge, looking like several modern-day computer motherboards stacked.
  • S.C.U.D Race (Sega Super GT in the US) was designed as a showcase of Sega's "model 3" arcade system board. It was released in 1996, a time when the then newly launched Nintendo 64 had the best graphics on home consoles. Except the graphics of THIS game were more close to that of a Sega Dreamcast or PlayStation 2 title!
  • Virtua Racing, Sega's first 3D arcade game, was originally designed as a proof-of-concept demo for the state-of-the-art polygonal graphics hardware that Virtua Fighter, Wing War and Star Wars Arcade would also run on.

    PC 
  • Taking a first-person game and squeezing it into 96kb of space is what .kkrieger did. And with high-end graphics, too.
  • Crysis. When released, only a handful of computers could actually handle the "High" setting at 1280x800. Even fewer could run the "Very High" setting at 1280x800 above 10FPS. Yahtzee summarized it best, saying that the game must have been designed for some ultra high-tech supercomputer from space. Although the lower settings could perform well and still look better than most games at the time. All the way through 2013, it was still used to benchmark new hardware.
    • The MechWarrior Living Legends Game Mod wrenched up Crysis's tech-demo status to another level, being capable of bringing all but the most godlike computers to their knees (on "Ultra" graphics) when it first came out - with much larger levels than Crysis, more effects, vehicles, and 32 players. Later optimization updates and the switch to running on the more optimized engine used by Crysis Warhead brought significant improvements to performance.
    • Crysis 2, while still quite heavy-duty graphically, was criticized for being somewhat "nerfed" in terms of graphics. In response to this criticism, Crysis 3 was once again developed with a no-holds-barred and "fry-your-gpu" mentality. The game was published in February 2013, and even at the time of writing this (July 2014) you need a top-of-the-line Nvidia graphics card and multi-core CPU to run it at full 60 FPS with all graphical quality parameters maxed.
  • Battlefield 1942. In order to take advantage of the large draw distance (which was unheard of at the time), one needed 1GB for maximum draw distance. The trouble is, RAM was expensive back then, and most of the world was fine on 256MB.
    • Battlefield 3 has no ability to use Direct X 9. This means it is not playable on Windows XP machines. It is arguably one of the first applications that will have a real impact in driving people to upgrade from Windows XP to Windows 7.
  • Cryostasis had extremely advanced fluid simulation on release, although even recent computers can have trouble running the game thanks to a lack of multi-core processor support.
  • Supreme Commander has much greater multi-core support than most games, with performance scaling heavily with the number of cores.
    • Somewhat less conspicuously, it is also one of the few games that can accommodate multiple monitors in a useful way.
  • Just about every single one of id Software's games has started off (before further development) as an excuse to show off whatever piece of technology John Carmack had just recently mastered:
    • Commander Keen was made to show off the smooth-scrolling graphics engine, which was once thought only to be possible on systems with dedicated scrolling hardware, and was previously used to develop a proof-of-concept game resembling Super Mario Bros. 3 (that was never released).
    • Wolfenstein 3D and Doom were made when Carmack decided to one-up Looking Glass Studios and their Ultima Underworld series' 3D visuals.
      • Carmack claimed he could make a faster renderer, not a better one. Ultima Underworld and System Shock were far more punishing on the hardware of their era than even Doom was.
    • Quake was the company's first fully-3D game, and explicitly demanded to be run on the recently launched Intel Pentium processor.
      • While Quake was primarily designed to run only on the CPU, its experimental support for hardware accelerated graphics was one of the major factors driving the introduction of graphics cards to the consumer market.
    • Quake II showed off a brand new game engine with colored lighting, and like Unreal spurred more and more consumers to buy graphics acceleration cards.
    • Doom 3 had extremely complex lighting.
    • In turn Quake IV stressed processing power due to its more wide open spaces and more advanced shading than Doom 3.
    • Rage is basically a demonstration of their new id Tech 5 engine, and especially its Virtual Texturing feature (an improvement on the MegaTexture technology developed earlier).
  • Unreal's graphics were near-unparalleled at the time of its release and various setpieces were intentionally designed to show off things its competitors couldn't do. For instance, the first level was set in a crashed prison ship with the sort of dingy brown and grey textures you'd seen in the original Quake... and then you set foot out in the open world, with vibrant greens and blues and draw distances that surpassed anything seen before. It also played a major part in heavily increasing the sales of graphics accelerators.
  • Shattered Horizon has very advanced benchmarking tools. Not surprising when it's from the same developer responsible for the 3DMark line of benchmarks. On top of this, it requires Direct X 10, and by extension Windows Vista or later.
  • Audiosurf is a less traditional demo. It shows off its developer's interactive audio visualizer.
    • Ditto with The Polynomial - Space of the music.
  • Serious Sam came with various attempts to show off its engine (there's even a built-in tech map, accessible from the menu, which is literally a gallery of the engine's graphic effects).
  • Microsoft Flight Simulator X is sometimes accused of this. Nowadays, a budget gaming PC can run it on full settings with minimal lag. When it was released... less so.
  • Deus Ex: Invisible War, released in 2003, dragged down contemporary PCs and video cards to slideshow level on high resolutions. Like Doom 3 a year later, it used complex lighting and shading for its time.
  • A lot of games by the defunct Rage Software really showed off the capabilities of then-current 3D technology. Expendable and especially Incoming! were often bundled with graphic cards.
  • Space Manbow showed off the graphical capabilities of the MSX2+, in particular its smooth horizontal scrolling.
  • Mirror's Edge based its entire art style around the Beast global illumination software, which simulates indirect lighting to make colorful scenes look almost photorealistic. While the game itself sold poorly, GI later became a standard feature of Unreal Engine 3 and is used in games like Dragon Age: Origins and Infinity Blade.
    • The Beast GI system used in the game refers to baked global illumination, not the real-time GI as seen in Battlefield 3's Frostbite 2.
  • Vette, being one of the very first true 3D PC games (and the first Wide Open Sandbox driving game), severely choked hardware of the time at full detail.
  • Total Annihilation: Kingdoms was so sluggish upon release that the manual listed steps to increase game performance, finally suggesting that the consumer buy a faster computer. Especially bad because this was a 3D real-time strategy game without state-of-the-art graphics, and was fixed with a subsequent patch to be much faster after reviewers and gamers complained.
  • Outcast had gorgeous environments, bump-mapping, great particle effects, and even very good-looking water...but it brought 1999-era computers down to their knees because since the terrain was "height field with some software raycasting" (commonly mistaken for voxels), it wasn't compatible with 3D accelerator cards, thus using a software-rendered engine that took a heavy toll on the slow CPUs of the time.
  • Say what you will about Trespasser, but it had a lot of concepts that soon became standard for FPS games. As well as a tendency to make computers chug framerates down to the single digits when copious amounts of blood was on screen.
  • The Source Engine tends to get a game just to demonstrate a new feature.
    • Half-Life 2: Lost Coast featured the newly developed HDR and was specifically designed to show off these features with its shiny beaches, dark and light areas and bright sunlight.
      • Playing with the developer commentary makes this even better, with real time demonstrations of the engine.
    • When the Orange Box came out, Valve added a bunch of cinematic stuff to the engine. Most notably the physics in the opening scene of Episode 2 and the trailers for Team Fortress 2
    • Left 4 Dead's most visible feature was the touted "AI Director", which dynamically adjusted what was going on in the game based on the performance of those playing.
    • Portal 2 and Counter-Strike GO touched on lighting effects.
  • Gore Ultimate Soldier was made by 4D Rulers with a heavy eye on the Doom/Quake development model. The game was a showcase for the developer's AMP engine, which they hoped to license out heavily and make a killing. However, the game's reception was mediocre, and the only other game ever made with the engine was the budget FPS Secret Service: Security Breach which was universally regarded as terrible. That said, Gore had a competent, Quake-style single-player campaign (something Quake III and Unreal Tournament didn't even bother with), even if it cut corners a bit by heavily re-using models and levels from the multiplayer.
  • The Ur-Ur Example: back in 1961, some guys at MIT were trying to work out how best to demonstrate the capabilities of the new PDP-1 computer they'd got from DEC. They decided to cook up a test program; quoth the author, "the teamís PDP-1 test program was built upon three fundamental tenets. Firstly, the program had to use as many of the computerís resources as possible and push it to the limit. Secondly, it had to be interesting and, as much as possible, unique upon every run. Thirdly, it had to be engaging and interactive. In short, it had to be a game." That game? Space War.
  • If you believe the promo video, Star Citizen is partly intended by its developer to be a demonstration that PCs can bring more hardware power to creating realistic graphics than consoles can. Unlike Crysis its recommended system requirements are met by most of the higher-end PCs currently on the market, but are expected to overpower even the upcoming eighth-generation consoles. Brave souls wishing to test motherboard-based graphics against the initial alpha releases were advised to "keep a fire extinguisher on standby", and after the launch of the Hangar Module, at least one alpha-tester reported that rendering the hangar caused his video card to melt.
  • Dwarf Fortress and its intent to create the most detailed and accurate simulation of real-world weather and geology possible with Procedural Generation might also count, depending on what you're trying to do in it. Handling the pathfinding of 100+ dwarves and their pets, or draining a large volume of water, will certainly give your poor comp a kick in the processor. Handling spring thawing, or winter freezing, is another infamous lagbomb, though thankfully a short one.
  • BattleZone II shipped with over-the-top requirements to fuel its unmatched graphics. The strain it put on reviewer's computers was one of the chief criticisms - plus the plethora of bugs in in the initial release)

    Console 
Nintendo Consoles
  • Gyromite and Stack-Up were made to give ROB something to do at the NES's launch.
  • Battle Toads can be noted for its fast paced gameplay, virtually no slow down or flickering, and then advanced effects, such as the waving fire in Volkmire's Inferno and the rotating Dark Queen's Tower.
  • Name any first-party Super NES game. These games would show off the Mode 7 capabilities of the system. Some notable examples would be Super Mario World, F-Zero, and Pilotwings. Star Fox 1 was this for the Super FX chip.
    • Pilotwings is a Tech Demo series. Whenever it is released it shows off the latest graphical tricks.
  • The original Donkey Kong Country was an effort to prove the aging SNES was capable of high-quality graphics.
  • Super Mario 64 not only showed off the N64s graphics, but it was also meant to show off the controller. This brought to light a direct flaw in the N64's controller, in that it seemed at first to be built solely with Mario 64 in mind and no other game. (Why would a 2D game need camera buttons?) But then developers figured out how to use the camera buttons as action buttons. For instance, they provided the classic 6-button layout for fighting games, and Zelda famously used them for quick access to your inventory.
  • Wave Race 64 was made to show off the water effects of the N64, particularly the undulation of waves, which was impossible on earlier consoles.
  • Star Fox 64: The game is programmed to show off the then-new tech of force feedback, supplied by the Rumble Pack controller accessory (One of which was packed in with the game). It demonstrates this technology by means of glorious, wonderful, dome-shaped explosions (as well as the expected feedback when you bump your ship into things).
  • The Legend of Zelda: Ocarina of Time arguably fits this trope, displaying several graphical effects unseen before and a (then) large overworld with plenty of side-quests. This game was probably the most hardware-intensive game of its time - the developers were forced to program the game engine to run at just 24 frames per second.
  • Luigi's Mansion was this for the Gamecube. Fire effects, water effects, ice effects, transparent, glowing ghosts, Luigi's flashlight, the Poltergust 3000's wind tunnel, cloth effects... it goes on. It shows off the high poly count by repeatedly showing off how round it can make locked doorknobs. Heck, it even shows off the analog shoulder buttons and the C-stick, as both are integral to the game. It was even a test for stereoscopic 3D at some point in development.
  • Star Wars Rogue Squadron II: Rogue Leader was originally made as a tech demo in 1999 for the then-unreleased Nintendo GameCube. After this tech demo received great praise from the audience viewing it at SpaceWorld 1999, the creators of the game, Factor 5, decided to make a full-fledged game out of the demo as part of the Rogue Squadron series.
  • The N64 version of Turok 2 was one of the first games for the system to use the expansion pak for high resolution textures, and its framerate was also rather sluggish.
    • The Legend of Zelda: Majora's Mask showcased in a better light on what the expansion pak could do; not only the textures were better looking, but there was also a bigger draw distance, more polygons, and there was even motion blur.
  • Pikmin was brought to life from the original GCN tech demo, "Mario 128".
  • The developers of The Legend of Zelda: The Wind Waker stated in an interview that the game takes place in an ocean to show off the GameCube's power and ability to render wind effects. The cloth physics engine that resulted is still impressive to this day.
  • Super Mario Sunshine was created to show how well the Gamecube can handle water. It's one of the most impressive things about the game and to this day it still shows.
  • Wii Sports and Wii Play show off the Wii Remote's motion abilities. Wii Sports Resort and Wii Play Motion show off WiiMotion+. Wii Fit shows off the Wii Balance Board, however it has yet to be implemented well in any other game.
    • And now, with the release of Playstation Move and Microsoft's Kinect, we're seeing variations on Wii Sports for those systems: Sports Champions on the PS3, and Kinect Sports on the Xbox360.
    • Nintendo Land is the Wii Sports' successor for the Wii U, showing off the new WiiU Game Pad. In fact, many of the minigames included in Nintendo Land were shown in prototype form as tech demos at E3 2011, when the Wii U was first announced.
  • Super Mario Galaxy, while not a direct example, was used to show off several things not seen before in a Wii game, like the unique gravity system and the amazing space opera-like scenery. Heck, the reason the minigames are there is probably to show off the controller!
  • Elebits and Zack & Wiki: Quest for Barbaros' Treasure were Konami and Capcom, respectively, experimenting with the Wii Remote's unique controls.
  • The Legend of Zelda: Skyward Sword was pretty much a huge advertisement for how accurate the WiiMotionPlus is, while still being comfortable for long playtimes. Heck, a good chunk of the development period was dedicated to deciding on a control scheme.
  • High Voltage's The Conduit provides a showcase of their Quantum3 engine, which can produce some pretty nice graphics on the Wii.
  • Zombi U is the game to show how the Wii U's game pad will work in gameplay with a variety of different controls taking advantage of the inbuilt touch-screen and motion controls.
  • Super Demo World, a Rom Hack of Super Mario World, was created to show off the abilities of Lunar Magic, a rom editor.

Sony Consoles
  • Ridge Racer was a bare-bones driving game that just so happened to show off the original PlayStation's 3D effects spectacularly. (In fact, the original arcade version did a lot more - 60fps at 640x480 compared to the PS1's 30fps and 320x240.)
  • Final Fantasy VII. Square really took the opportunity to show off some of the stuff they couldn't do on the SNES, like polygons and pre-rendered cutscenes.
  • From a graphical perspective, The Legend of Dragoon can be considered this.
  • The creators of Roll Away maxxed out the Playstation hardware without realising with all kinds of fog effects, transparent polygons and a giant skybox.
  • While the Dual Shock had been out for a while before its release, Ape Escape was designed specifically to push sales of the controller by splitting movement and actions between the two joysticks.
  • Zone of the Enders was treated by Kojima Productions as a warm up to see what they could do with PlayStation 2 hardware before tackling Metal Gear Solid 2: Sons of Liberty, which used the same engine (and the demo of which was a major selling point for Zone of the Enders). It shows, too: The game doesn't take very long to beat, and many of its environments look like they're straight from the PS 1 era.
    • Its sequel, Zone of the Enders: Anubis / The Second Runner, though much longer and more complete than the original, does a lot of tech-demoing in its own way. It used particle effects to great, err, effect, along with showing how many independent units the engine could keep track of at once. This came right before Metal Gear Solid 3: Snake Eater, which then used many of those same techniques to a greater extent to render copious Scenery Porn of a jungle environment.
  • Silent Hill 2 was, in addition to its better-known qualities, a demonstration of the Playstation 2's ability to generate volumetric fog. Given that Silent Hill had not really attained a great deal of wide popularity before the second game grew the beard, as much of the buzz surrounding Silent Hill 2 before its release was about its graphics and the fog effect as it was the monsters or characters.
    • Another feature that doesn't exactly get a lot of attention was that shadows were cast realistically by objects when the flashlight shined over them. Not exactly an easy to do feature.
    • Silent Hill 3 was one of the first games to fully utilize the PS2's vector units.
  • Fantavision seems to have been made because firework explosions are excellent exhibits for the smooth textures and higher resolution of the PlayStation 2.
  • Killzone 2 is arguably a tech demo for the PlayStation 3. Heck, even one of the commercials for the game (the one where it tracks a bullet fired from the player character) can be downloaded and run on the system, in real time.
    • The original Killzone was this even moreso.
    • Killzone: Shadow Fall continues the trend, which is good because it's a launch title for the PlayStation 4.
  • Lair appeared to be an attempt to show off the PlayStation 3's ability to do Motion Control and native 1080p graphics. It couldn't do either very well.
  • Uncharted 2: Among Thieves and Naughty Dog's later games demonstrated that some blockbuster games don't need a large amount of space on the hard drive to be installed on. They also pushed the PlayStation 3 to its limit, often making it fans noticeably loud just to cool it down.
  • Metal Gear Solid 4: Guns of the Patriots shows off all the PlayStation 3's hardware features. Surround sound, Bluetooth headset support for Otacon's codec calls, motion control for the Screaming Mantis battle, and most importantly, Blu-Ray for holding loads and loads of long-winded cutscenes (the latter point is even lampshaded when Otacon calls Snake and tells him to swap to the second disc, but then he remembers that the game is on Blu-Ray).
    • Likewise, Metal Gear Solid Ground Zeroes was intended to be a demonstration of Kojima Productions' new FOX Engine, and was revealed to be the prologue to the next numbered entry of the series, Metal Gear Solid V: The Phantom Pain, instead of a stand alone game..
  • The Playroom on the PlayStation 4 was to show off the revamped PlayStation Eye and DualShock4

Other Consoles
  • Alien Soldier was tailor made by Treasure to push the Sega Genesis hardware to its absolute limits, much like Gunstar Heroes before it. This is made apparent by it's impressive presentation, featuring massive multi-segmented sprites, buttery smooth framerate and amazing sound design. Blast Processing indeed.
  • Shrek for the Xbox. Gameplay-wise it was pretty hard and repetitive, but Rich Geldereich managed to pull off some pretty impressive effects for a game of its time, as it was meant to be a showcase of what Microsoft's then-new console can do.
  • Malice provided a demonstration of the Xbox's bump mapping capabilities but ended up being released for both Xbox and PS2 several years after people stopped caring about it.
  • Sonic Adventure did this for the Sega Dreamcast. You know you wanted to play that game once you saw Sonic running from that killer whale in the commercial. The whole reason that Chaos was made of water was because they wanted to show off the system's capabilities - this is especially apparent in the cutscene where Perfect Chaos floods Station Square & bursts out of a building.

    Handhelds 
  • The Nintendo 3DS had a bunch of these built in. There was Face Raiders and a handful of AR cards to show off its 3D camera and Augmented Reality capabilities, and Street Pass Mii Plaza for its StreetPass mode (the Puzzle Swap puzzles are small 3D animations originally demonstrated at E3 2010).
    • Soon afterward, Pokťdex 3D was released to demonstrate not only Augmented Reality and StreetPass, but also that you can get stuff off of an online eShop.
    • Resident Evil: The Mercenaries 3D was mostly created to test the waters; Resident Evil: Revelations is the first "proper" 3DS RE game.
    • Devil Survivor Overclocked was used by Atlus as a way to gauge how much space was available for voice acting, demons, etc. Shin Megami Tensei IV uses this knowledge and even expands on it.
    • Metal Gear Solid 3: Snake Eater: The Naked Sample was a literal tech demo developed by Konami to show off the capabilities of the 3DS hardware. Konami later released a proper 3DS port of MGS3, but it wasn't as technically impressive as the Naked Sample version.
    • Xenoblade was ported to the 3DS to show off the so-called "New Nintendo 3DS" hardware revision (to the point where it's incompatible with the original hardware).
  • Infinity Blade is the first Unreal Engine 3 game on handhelds, and thus was designed to be a showcase for the engine, making use of the iPhone's biggest strength (its console-quality amount of RAM) for photorealistic baked lighting. Some consider it a Dancing Bear.
  • WarioWare is often used as a testing bed or to show off new technology on Nintendo handhelds. Wario Ware: Touched! was used to exemplify the DS's control scheme, Wario Ware: D.I.Y. was used to showcase the DSI, etc.
    • Similarly, Sega made Feel The Magic: XY/XX to experiment with the DS.
  • Welcome Park is a built-in PlayStation Vita app that shows users how to use the full range of the PlayStation handheld's functions (the front and rear touch-screens, dual cameras, gyroscopic sensor, etc.)
  • Killzone Mercenary can be considered one. One of the goals it achieved was proving that the Vita can handle a PS3 engine.
  • Tearaway utilizes all of the Vita's functionality and shows just what it can do.
  • Monster Hunter Portable 3rd (the PS3 version) was used at a PS Vita tech demo to show that one could simply port a home console game over to the handheld. Capcom was amazed at how easy it was.

     Multiplatform/Misc. 
  • In general, an Updated Re-release for an older game on a newer console, especially one that just came out, is meant to show off the comparatively improved capabilities of the newer console. For example, The Legend of Zelda: The Wind Waker HD is meant to show off how the Wii U is superior to the Nintendo GameCube. When the re-release is ported to a handheld, it is also meant to show off the handheld's capabilities, such as The Legend of Zelda: Ocarina of Time 3D showing off the Nintendo 3DS.
  • Drakkhen is a very, very early example of a partially 3D video game.
  • War Gods was intended to test out how a 3D Mortal Kombat game would be if they used the game engine from Mortal Kombat 3 and put it in a 3D world where side-stepping and 3D movement are possible. How did it go? To quote SCXCR, "Mortal Kombat 4, while 3D graphically, had 2D fighting." War Gods itself is considered very uninspired other wise, and does not hold up as well.
  • 2006's Rockstar Games presents Table Tennis demonstrated the Rockstar Advanced Game Engine (RAGE), which is later utilized in Grand Theft Auto IV and Red Dead Redemption.
  • Sonic Unleashed was the first game to use the Hedgehog Engine, which not only provided prettier backdrops and more consistent lighting through baked GI light probes (to amend complaints that Sonic stuck out like a sore thumb), but it could simulate Sonic's trademark more accurately (and incredibly) than previous games. The engine was reused in Sonic Generations, to arguably even greater effect. Unfortunately, many of the engine's innovations were being developed by other companies around the same time (like DICE and Studio Liverpool), limiting the Hedgehog Engine to Sega's own studios.
  • Team Bondi's L.A. Noire was a showcase for their facial animation technology.
  • Backbreaker started as an attempt to show off Natural Motion's Euphoria physics engine with a simple "Dodge the tacklers" football game, but eventually was expanded into a full simulation.
  • One of the major selling points of The Force Unleashed was its use of the Euphoria animation engine, the same one used for Backbreaker and Grand Theft Auto IV, enabling fluid character motion and physics based on Force powers.
  • Rayman Origins is the first game to utilize the UbiArt Framework, which smoothly integrates artwork into the game and easy animation of 2D characters. It shows in the huge amount of Scenery Porn and cartoony characters.
  • Hydrophobia was created with the purpose of showing off HydroEngine, the engine behind its pretty sophisticated fluid simulation effects.
  • Square Enix has reportedly stated that everything they do, at least regarding a good portion of their games, were done just to show off.
  • Cybernoid's Live2D wanted to create a sort of standard for making 2D based character graphics... but specifically aimed for visual novels first.

     Amiga 
  • Shadow Of The Beast started out as a tech demo, but looked so damn good they had to turn it into a game. The original authors are under no illusions regarding its playability.

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