How Pizza Tycoon simulated traffic on a 25 MHz CPU
41–50 of 67 posts
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#42Anyone 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).
Reminds me of this. I found their video that had a breakdown of some of what they needed to do to make a game fit on NES really fascinating!
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#43Earlier quoted context omitted.
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/
At least in Finland it was also Pizza Tycoon https://www.pelit.fi/artikkelit/pizza-tycoon-2/
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#44Great! I'll finally be able to buy all commerce spots in Berlin (cheapest city) to avoid any competition, and _then_ open a restaurant. I used to deal only with "ice cream" (illegal weapons) trading, buying in one city and selling them on another, to quickly earn lots of money, and then buying commercial spots but never opening them (too much hassle, having to micro-manage shops). But after having bought about 200 or…
that pizza will set you back 0 USD because rounding error, the dough is free (if I remember well) and a bit of minced tomato is less than a rounding error, so effectively zero
then you sell the pizza for the lowest price
customers will hate it, but the price is so good
you don’t even need ice cream anymore
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#45Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#46Anyone 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).
https://en.wikipedia.org/wiki/Frontier:_Elite_II
You could do the slingshot effect in it.
For older games, I would say the original Prince of Persia. I played it on an 8088 machine, and it was pretty impressive how he made the animations sophisticated and smooth.
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#47Anyone 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
#48Great! I'll finally be able to buy all commerce spots in Berlin (cheapest city) to avoid any competition, and _then_ open a restaurant. I used to deal only with "ice cream" (illegal weapons) trading, buying in one city and selling them on another, to quickly earn lots of money, and then buying commercial spots but never opening them (too much hassle, having to micro-manage shops). But after having bought about 200 or…
the most profitable pizza, pizza base + one (literally one) piece of minced tomato, yes you read that right, one “nico” of tomato that pizza will set you back 0 USD because rounding error, the dough is free (if I remember well) and a bit of minced tomato is less than a rounding error, so effectively zero then you sell the pizza for the lowest price customers will hate it, but the price is so good you don’t even need…
Re: How Pizza Tycoon simulated traffic on a 25 MHz CPU
#49By making the roads single-direction and roads owning the movement, I think it’s been made equivalent to a conveyer belt… which means factorio’s conveyor belt optimizations might be relevant. Eg storing the delta between items rather than tracking position directly, because the distance between cars is static for the length of the road, except during compression, insertion or removal of a car https://www.factorio.com…
The distance is not static because of cars stopping for one another.
The main difference from factorio belts I think is actually in the insertion — if there’s no room in the belt, insertion is blocked; whereas I’d expect a car to “slip in”.
But I think you can still say that maintains the property that a compressed belt will always be compressed, excepting insert/removal; and insertion/removal just requires updating a static number of deltas (2, in the middle of the line, 1 at the end of it)