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How early 8-bit arcade machines differed in design from 8-bit home computers

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Re: How early 8-bit arcade machines differed in design from 8-bit home computers

#51
post #48

Earlier quoted context omitted.

> (I will also forever wonder why Sega's 16-bit console didn't have hardware sprite scaling and rotation, since that was the main attraction of Sega games at the time...) An interview with one of the hardware designers on the Mega Drive/Genesis VDP suggests they wanted this, but that didn't have enough die space. It's also not clear how comparable to their arcade hardware this would have actually been even if it was…

I don't buy that at all as well. They could have made the console a bit bigger, and a bit more flexible inside. I wasn't asking for the full powerdrift arcade experience, but something that can emulate it to a certain degree.

> They could have made the console a bit bigger, and a bit more flexible inside.

They could have gone to a 2 chip solution for the VDP and implemented scaling, but it would have substantially increased costs. Now, Nintendo did notably go with a 2 chip solution for the PPU, but they were using a lower cost CPU, launched 2 years later and sold for a higher price.

There are other places they skimped that hold up much worse than dropping scaling hardware. For instance, having seen photos of the VDP die it seems pretty clear they could have made a nice improvement to the palette hardware if they took more time to optimize the layout (though I imagine that could have taken quite a while with 80's IC design tools).

Re: How early 8-bit arcade machines differed in design from 8-bit home computers

#52

> And then for the rest of the year spend all my after-school time trying to build rather poor impressions of those arcade games on my home computer, not unlike a cargo-cult worshipper on a post-WWII pacific island trying to build a US military radio station from wooden sticks. Hahaha, this matches my own experience exactly :) Playing the likes of Dragon Ninja / Bad Dudes and then trying to reproduce them on the Spec…

Commando on the C64 didn’t have an ending. It just continued. I know since once you got good enough you could complete the stages effortlessly. My longest play was a couple of hours straight - enough to restart the highscore counter from zero again at least once. We stopped playing not due to running out of lives, but deciding to end playing.

Other games would get faster and faster, eventuallt ending up impossibly difficult.

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