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How Pizza Tycoon simulated traffic on a 25 MHz CPU

pizzalegacy.nl

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Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#3

I was looking for this game on GOG only an hour ago having regaled a teenager with how great it was! It’s not on GOG unfortunately.

It’s on GOG and Steam.

Pizza Tycoon was the US market name, internationally it was released as Pizza Connection

https://www.gog.com/en/game/pizza_connection

https://store.steampowered.com/app/598990/Pizza_Connection/

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#5
Anyone know of any communities/game jams with the theme of "has no business running on such low hardware requirements"? Kind of like the demoscene but for games.

There were many games growing up that gave me such a warped view of what was to be expected from the hardware. Battletoads, Crash Bandicoot, Marathon Trilogy (Macintosh), Age of Empires (Multiplayer), Roller Coaster Tycoon (of course).

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#6
The third image showing the arrows for traffic direction gave me a tiny eureka moment. You don't need complex rules for what cars can do at an intersection. You don't reason about the intersection at all. You reason about the lanes!

At each choice cell, you just weigh the turn lower than going straight when randomly deciding. And if you don't want U-turns, you set a rule like it describes, or any sort of "cooldown" on turning.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#7

Anyone know of any communities/game jams with the theme of "has no business running on such low hardware requirements"? Kind of like the demoscene but for games. There were many games growing up that gave me such a warped view of what was to be expected from the hardware. Battletoads, Crash Bandicoot, Marathon Trilogy (Macintosh), Age of Empires (Multiplayer), Roller Coaster Tycoon (of course).

Demo parties usually have a category for games.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#8
> cars don't need to know where they're going. Each road tile type carries its own direction. Road tile 0x16 is the bottom part of a horizontal road, meaning that cars can only drive from left to right on these roads.

There's always a simple explanation for anything that looks too complicated for an old game to do.

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#9

Anyone know of any communities/game jams with the theme of "has no business running on such low hardware requirements"? Kind of like the demoscene but for games. There were many games growing up that gave me such a warped view of what was to be expected from the hardware. Battletoads, Crash Bandicoot, Marathon Trilogy (Macintosh), Age of Empires (Multiplayer), Roller Coaster Tycoon (of course).

Not entirely sure if it's fit the critera but there is usually pops up retro-themed compos for most retro platforms meaning there's natural hardware restrictions (like demos for retro platforms).

8bit like Nes (Nesjam late may/june), Gameboy(GBJam was last year, bi-annual), Atari,etc, but also for MSDOS, Amiga and more "mid-school" platforms together with semimodern like PS1.

Now, even with modern tools it's plenty of work to get impressive things working on older platforms (I had a Gameboy techdemo last time there was a compo that's due to grow ridiculously much).

Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU

#10

Anyone know of any communities/game jams with the theme of "has no business running on such low hardware requirements"? Kind of like the demoscene but for games. There were many games growing up that gave me such a warped view of what was to be expected from the hardware. Battletoads, Crash Bandicoot, Marathon Trilogy (Macintosh), Age of Empires (Multiplayer), Roller Coaster Tycoon (of course).

+1 This needs to exist if it doesn't yet!

Maybe an issue would be people not all having the same type of hardware though? Maybe you target an emulator. (Some Fantasy Consoles sort of count here?)

I haven't looked expensively but some of the retro themed jams were missing the "spirit" I was expecting.

I did a Nokia jam a while back — monochrome, beeps — and I remember being kind of annoyed that the rules technically allowed 3D Unity games as long as they followed resolution and color palette.

(A 3D cube spinning on a TI calculator is a different matter ;)

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