PC games were often re-released. Even though they may be older, a budget-friendly price can attract a surprising number of buyers. To keep the costs down, often games are released in smaller boxes, sometimes paper manuals turned into electronic manuals. It is not unknown for a game to be released on fewer discs/disks than it was released on originally, without being put onto a higher capacity storage medium. In this blog entry, I will discuss several famous examples where this occurred and what the effect of the disk/disc reduction was.
Friday, April 28, 2017
Saturday, April 22, 2017
The Evolution of King's Quest (I AGI)
The original King's Quest had a long history of releases for the IBM PC and compatible platforms. The game was originally developed for the enhanced graphics and sound of the IBM PCjr. The PCjr. was hyped to the max and many media publications were predicting that IBM's consumer-focused machine would quickly dominate the home market when it was announced in November of 1983. Sierra Online was facing a troubling future and made good on a deal to publish an ambitious and revolutionary game for IBM's machine.
IBM bankrolled much of King's Quest's development, but the game would not be available at launch.
However, by the time King's Quest was released in May of 1984, the market had shown that it was not about to become IBM's playground. The PCjr. was overpriced cost twice as much as the Commodore 64 with a disk drive and did not offer much to the consumer that the C64 could not. The Apple IIe and //c computers were also strong competitors at the same price, offering a huge library of software. The PCjr struggled with compatibility with several popular IBM PC programs and included a keyboard that was laughable for trying to get real work done with it.
IBM bankrolled much of King's Quest's development, but the game would not be available at launch.
However, by the time King's Quest was released in May of 1984, the market had shown that it was not about to become IBM's playground. The PCjr. was overpriced cost twice as much as the Commodore 64 with a disk drive and did not offer much to the consumer that the C64 could not. The Apple IIe and //c computers were also strong competitors at the same price, offering a huge library of software. The PCjr struggled with compatibility with several popular IBM PC programs and included a keyboard that was laughable for trying to get real work done with it.
Wednesday, April 19, 2017
The Realistic Portavision - Portable Television in the 1980s
About a week or two ago on this blog, I may have foreshadowed that I had acquired a new electronic item worth talking about. Portable televisions have always been of interest to me. Since TVs became mainstream in the 1950s, marketers have always tried to find ways to make TVs smaller and able to be used in more and more places across the globe. My little acquisition represents the peak of its technology for its time, so let's look at it in greater detail.
The system in question is called the Realistic Portavision. Its most notable feature is that it is a fully portable color CRT TV. A sticker on the back of the unit stated it was manufactured in November of 1985. During the 1980s, portable TVs were not particularly rare. Many kitchens and campers featured one. But these TVs were typically black and white TVs. Black and white TVs were much cheaper to manufacture, required fewer components to make them work and consumed less energy. Black and white TVs in portable sizes were quite common by the mid-1970s and were manufactured throughout the 1980s.
Saturday, April 8, 2017
The Amazing Technology in the Nintendo Game Boy
Truly nothing like the Game Boy had ever been seen before by the general public when it was released in 1989. Handheld gaming prior to that was confined to simple, single hand-held games like the Coleco mini-Arcades, the Nintendo Game and Watch series and the ubiquitous Tiger Electronics Hand-helds. These were simple games that were driven by pre-programmed microcontroller chips and drove an LCD display that was only capable of displaying a series of fixed patterns. Although the patterns could have a high level of detail, the limitations of the display severely limited the complexity and longevity of these games.
The Game Boy's best-known predecessor, the Milton Bradley Microsivion, used a 16x16 display. The Microvision was not very successful and its games were put on pre-programmed microcontrollers that plugged into the main unit. These microcontrollers operated at a very low speed of 100KHz, and provided only 64 bytes of RAM and 1-2KB of ROM for a game. The low resolution of the display also placed severe limitations on the games that could be made for this system. The Epoch Game Pocket Computer was released in Japan in 1984 and used a 75x64 resolution display, but it was not very successful and only had five games released for it.
The Game Boy's best-known predecessor, the Milton Bradley Microsivion, used a 16x16 display. The Microvision was not very successful and its games were put on pre-programmed microcontrollers that plugged into the main unit. These microcontrollers operated at a very low speed of 100KHz, and provided only 64 bytes of RAM and 1-2KB of ROM for a game. The low resolution of the display also placed severe limitations on the games that could be made for this system. The Epoch Game Pocket Computer was released in Japan in 1984 and used a 75x64 resolution display, but it was not very successful and only had five games released for it.
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