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Games you do NOT want to see ported over to the TI-99/4A!


Omega-TI

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IMHO there is nothing worse than seeing some 16bit games downported to 8bit systems. Yes I realise the TI has a 16bit cpu, but it's

capabilities are realistically 8bit.

 

A good example of how horrible this is, is Street fighter 2 on the C64. The TI should stick to what it does best,

and not punch too far above it's weight.

Edited by Imperious
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IMHO there is nothing worse than seeing some 16bit games downported to 8bit systems. Yes I realise the TI has a 16bit cpu, but it's capabilities are realistically 8bit.

 

What were typical computers of the "16bit era"? The next computer I had was the Amiga, and this was already 16/32 bit, if I remember correctly. The 8086/8088 was 16 bit, but I don't know about too many really impressive programs from that environment (featuring Hercules, CGA, or EGA graphics).

 

 

The TI should stick to what it does best, and not punch too far above it's weight.

 

I'd like to disagree here. On one hand I don't know what the TI does best, on the other hand Rasmus and other just recently showed that we strongly underestimated its weight, nota bene, with the plain 9918. :)

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When I said "punching above it's weight", I mean't going too far and ending up with something that is a huge let down.

 

On the Amiga 500, Elite 2 and Wing Commander come to mind there. Elite 2 was an excellent game, but only on a system with a CPU Accelerator, it was an unplayable jerk fest

on the A500. Wing Commander the same.

Doom on my Vic-20 is interesting as a tech demo, but not really any fun as a game.

 

8086 was the 16 bit cpu, 8088 8 bit. Probably 286 was where the PC started to get interesting for games, unfortunately most had the pc speaker only for Audio, which is horrible.

PC's were too expensive anyway. As far as computers go for 16 bit it was mostly the Amiga 500 and Atari ST that dominated, a bit later 16 bit consoles like the Sega Megadrive and

Snes before the Playstation came along which was 32 bit.

 

Pushing the TI to limits above what any thought possible and excelling in that is what it is all about, and that is what we have been seeing here, and may it continue.

Edited by Imperious
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Personally, I'd like to see any cool games ported to the TI, gives me an "excuse" to play on it! :love:

 

But I know what you're saying... Dune II: Battle for Arrakis and Military Madness would be time killers for me. I bet the TI could pull off an excellent version of the latter especially. Sans the rockin' tunes of course.

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This has been done on msx2

https://youtu.be/G3O15-RffJw

I wouldn't limit programmers'ambitions

 

That is insane. Looks as if it might be the most playable 8-bit SFII port I've ever seen. Also, nice color pallette reduction they've used there...

Compare that to that other z80 machine with 9918a heritage: https://youtu.be/5H7bR7wzBo4?t=2m2s

Sure, it scrolls, but the stages looks much more simplified and the animation seems to be missing a couple of frames. Not to mention the horrible slowdown...

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IMHO there is nothing worse than seeing some 16bit games downported to 8bit systems. Yes I realise the TI has a 16bit cpu, but it's

capabilities are realistically 8bit.

 

A good example of how horrible this is, is Street fighter 2 on the C64. The TI should stick to what it does best,

and not punch too far above it's weight.

 

Not quite fair. Other factors contribute to how good or poor 8-bit ports are, such as programmer(s) skill, management, etc. A good number of NES ports were from 16-bit arcade games, as were Sega Master System, Sega Game Gear, and so on. The vast majority of those ports were well executed.

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What is that? Parsec 3D?

No, it's actually the F18 enhanced meteorite level from Scramble by Rasmus.

Bugatti-Veyron-16.4-Super-Sport-and-16.4

Here-we can also see the f18 update of Road Hunter, Just check out that texture mapping and the illusion of speed and photo realism is uncanny.

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IMHO there is nothing worse than seeing some 16bit games downported to 8bit systems. Yes I realise the TI has a 16bit cpu, but it's

capabilities are realistically 8bit.

 

A good example of how horrible this is, is Street fighter 2 on the C64. The TI should stick to what it does best,

and not punch too far above it's weight.

I liken the ti game library to more of atari than nes. The reason I say this is that most games are score based as opposed to beatable. There are of course some outliers.

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Er ... no. 8088 was indeed 16 bit. It had a 16/8 multiplexed data bus within the CPU package, like our TI which has the multiplexer on board.

 

I stand corrected Sir. I was 1/2 right though.

 

 

Not quite fair. Other factors contribute to how good or poor 8-bit ports are, such as programmer(s) skill, management, etc. A good number of NES ports were from 16-bit arcade games, as were Sega Master System, Sega Game Gear, and so on. The vast majority of those ports were well executed.

 

I didn't really go into enough detail with my comments obviously, but I agree with all everyone else has said here.

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IMHO there is nothing worse than seeing some 16bit games downported to 8bit systems. Yes I realise the TI has a 16bit cpu, but it's

capabilities are realistically 8bit.

 

A good example of how horrible this is, is Street fighter 2 on the C64. The TI should stick to what it does best,

and not punch too far above it's weight.

 

Generally I'd agree with you, but down-porting (from 16 or 32 bit to 8 bit) isn't always the problem (and porting from 70's arcade machines to the 2600 occasionally resulted in some great games).

 

But going the other way has also resulted in some mighty lame translations.

 

Case in point: The 8 bit version of Datasoft's « Alternate Reality: The City », was brilliant, but I would love to be able to forget the gawd-awful (IMO) Atari ST version.

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I would hate to see Portal attempted...but only if it was a 3D attempt...a 2D portal game could be brilliant on the TI!

 

As far as the success at getting a machine to raise itself beyond it's original limits, this has has much more to do with the abilities of the coder than it does with the ability of the hardware! Remove the time restraints of corporate deadlines, the creativity hobbled by adhering to existing licenses, the importance of « number-of-units-sold », or the memory limitatons of the original modules, and programers can truly shine.

 

This has never been more apparent as it is with current software being created for all manner of 80's systems!

 

Did any of us ever expect to see the likes of a Titanium (or even a Mad Marvin's Great Escape - which really should get mentioned far more often when discussing 21st century TI game releases) on our abandonned 4A's back in '84 (or 94, or '04?) ??

 

Most of us would have said, « Can't be done » to Flabbybird! (or to the smooth scrolling we now know the machine is more than capable of)

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