Article View: comp.sys.amiga.tech
Article #3663Re: Game vs Multitasking
From: Kent Paul Dolan
Date: Wed, 30 May 1990 09:18
Date: Wed, 30 May 1990 09:18
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[Poaching on Devon's article because he formatted the questions so nicely!]
In article <DEVEN.90May29214958@netserv2.rpi.edu> deven@rpi.edu (Deven T. Corzine) writes:
>
>On 29 May 90 00:05:35 GMT, mt87692@tut.fi (Mikko Tsokkinen) said:
>
>Mikko> 1. Should game be HD-installable?
>Mikko> 2. Should game multitask?
>Mikko> 3. Should game detect extra memory/diskdrives/processors?
>Mikko> 4. Should game be exitable?
>
>Mikko> And I would like also to know how many of you people really
>Mikko> play games while doing something else? If you do, do you really
>Mikko> like those every now and then updating games with poor graphics
>Mikko> (thanks to memory shortage).
>
1) Not only HD installable, but also Rad: installable for even faster
performance. "It Came from the Desert" is a simply fabulous Amiga
game, but even though it is HD mountable, it is not Rad: mountable.
[Guess who spent his $.05 on memory instead of a HD? ;-) ]
As mentioned by others, listening to the floppy drive grind its
heads flat accessing the same data over and over, when my machine
has plenty of resources to copy the game into memory and never see
the floppy drive again, sets my teeth on edge.
Ditto copy protection schemes that abuse my floppy drives.
--- Copy Protection, a Digression ---
I absolutely refuse to buy any more of the (very nice) Psygnosis
games because of the damage their copy protection sounds like it is
doing to my floppy drive on startup.
In fact, since copy protection schemes just challenge my hacker
friends (and me, too, pretty soon, I'm starting to see red on this
subject) to see who can be the first to get a "broken" copy on the
street, forget copy protection altogether.
I promise, if your game is in anyway accessible (including reading
it as raw MFM data off the floppy) somebody out there knows a way to
beat your copy protection scheme, and will get a big ego boost out
of putting it on the street with his/her "hacker ID" on it.
If you feel you must copy protect, unlike the many game manufacturers
who think thay can survive by treating their customers like possible
repeat customers rather than known criminals, go with "word in the
manual" schemes, or better, data from a large, hard to photocopy map
like Starflight I uses.
Do _not_ use a keyword sheet that is physically difficult for a large
part of your potential customer base to read. Once I have isolated
the group printing black ink on purple paper (you listening Electronic
Slime?) that makes my 46 year old eyes hurt so much to read tears
start flowing, they go on my list of companies never buy from again,
too.
Never, never, never make me turn off my machine to use your game. I
keep lots of valuable stuff in Rad:, ready to use, and if you can keep
from trashing it and don't make me power down, I can be up and running
30 seconds after I finish with your game, even if you make me warm boot.
In general, if you cannot find a copy protection scheme that doesn't
actively irritate your customers in normal operation, _don't_ use one.
We _won't_ be back. We _will_ tell all our friends the game is a
bummer, and with the net, we have a _lot_ of friends listening.
2) Yes! My favorite here is POCO, a really nice set of puzzles that
takes very little CPU time while I'm staring at the screen, and
so I can safely do a download while I'm working on one of the
puzzles.
I bought a multi-tasking machine, and loaded it down with memory,
because I WANT TO MULTI-TASK -- ALL THE TIME. Don't think or plan
that your game is the most important thing going on within my very
large, very capable machine, even when I'm playing it! I might be
raytracing a picture that takes several days, and want to play your
game once in a while while this more important background task goes
on. I might have left a job going, and told the kids they could
use the computer for game playing while the job runs.
Guess what?
That means your game _has_to_ start from the Workbench without a
reboot, it _has to_ mind its P's and Q's about resource acquisition
and release, it _has to_ return to normal Workbench status when it
is done, it _has to_ obey screen flipping so I can reach past the
kids and check the status of my background job, it _has to_ leave
some cpu cycles for the background job(s) [and if it runs on both
an A1000 and an A3000, it is absolutely criminal to tie up all the
resources of the latter machine when you need only the resources
of the former machine. Don't busy wait, don't fidget. Do exactly
what it takes to make your game run, and sleep the rest of the time].
Let _me_ decide if the game performance is too doggy to multi-task
with the job I have running; let _me_ pause my background job if I
want better performance from your game; do _not_ make that decision
for me. Maybe I'm running the background job deliberately to slow
your game down to the point where my older reflexes and more jangled
nerves have a chance. Don't second guess me.
3) If there are extra resources available, _ask_ me if you should use
them! If I'm running stand alone and I can get more screens in
memory, I'll say yes. If I've got something else going on that is
going to choke and die if you grab all the memory, I'll say no!
This is an Amiga! Put the choice in a menu, _tell_ me how to get to
it _and_ what it means, and let _me_ decide. The more controls you
give me, the better use you make of my machine, the better you
treat me and my machine, the faster my friends will hear about your
great game (see Poco above, nearly the ideal multitasking game),
and the more likely I'll be to buy your next one.
4) I've already said it, but of course you should exit! Give up the
paranoia! Poco isn't copy protected, it multitasks, the game is
completely described on the screen so you don't need a manual, and
it is lots of fun and full of wonderful puzzles. I tell my friends
to _buy_ a copy; I want the folks who made this game to be
encouraged by lots of cash return to write another great game that
is completely compatible with me and with my computer.
--- Abusive Posting Material Follows ---
Contrast that with Dragon's Lair, which wipes out the operating
system, is impossible to back up, grinds the disk drives to death,
isn't in standard format so I can't load it into Rad: (where it
would fit easily except the idiots decompress their data during the
hard disk install so it takes 10 meg instead of 5.28 meg if it
were installed compressed and decompressed for each use like it is
off floppies); if I had the skills to take that game apart and make
it work like an Amiga game, it would be on the street in a flash,
and I wouldn't have an iota of guilt about it. I hate spending
$50 to be abused like that, and I get angry at the manufacturer.
[Someone in my tenuous state of sanity can justify all sorts of
nastiness when we feel put upon, and there are a lot of us out
here lurking in wait for your abusive game, so don't abuse us.]
[At the rate I'm going, I should have the skills to take this game
(and its descendants) apart by this time next year, if somebody
doesn't beat me to it.
Watch for "DL.unprot.zoo" on a BBS near you! ;-) ]
n) One last little note: don't lie to me! I just bought Aquanaut.
They lied through their teeth! Guess what my response will be?
From the manual: "A special data format was used on the disks in
order to accomodate such a large program. This means that you
cannot make backup copies of your master disks using standard disk
copying procedures or utilities...Send $7.50...". We're talking
ripoff here!
This is total BS! I copied all but one crucial file onto a backup
set of disks by saying "copy df0: to df1: all". There is _no_
special data format; the files compress about 40% apiece if you
zoo them, which means if they have a compression scheme, it is a
really lousy one. Since I just wrote a directory walker for a
whole disk (just to get out a set of full path names so I could
do a quick inventory of a couple of hundred disks with an output
format much more useful than "dir all" provides), it shouldn't
take too long to find out how they hid one 200 block file. If
they couldn't figure out how to do file compression, they aren't
to likely to have developed a really challenging copy protection
scheme.
Watch for "Aqua.unprot.zoo". ;-)
[On the bright side, the game is pretty fun so far, and the
"Operation Wet Feet" manual is a (perhaps unintentional) riot
to read.]
Since my main project right now is improving the existing Arithmetic
Data Compression algorithm for speed and effectiveness, and it looks
like it is especially good at compressing image files, maybe I'll
send them back their game running from one disk, just to prove that
they could have been telling the truth, if they had been willing to
do the work, instead of just saying they had (and if they didn't
think their customers were trash suitable for such abuse). ;-)
Kent, the man from xanth.
(xanthian@zorch.sf-bay.org)
Technical Details
Message-ID:
<1990May30.091809.4942@zorch.SF-Bay.ORG>Path:
arc1-ca.pugleaf.net!utzoo!attcan!uunet!tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!mips!wyse!vsi1!zorch!xanthianReferences:
<MT87692.90May29030535@uikku.tut.fi> <DEVEN.90May29214958@netserv2.rpi.edu>Show Full Headers
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Path: arc1-ca.pugleaf.net!utzoo!attcan!uunet!tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!mips!wyse!vsi1!zorch!xanthian From: xanthian@zorch.SF-Bay.ORG (Kent Paul Dolan) Newsgroups: comp.sys.amiga.tech Subject: Re: Game vs Multitasking Summary: vi, editor from hell (just had to get that in) Message-ID: <1990May30.091809.4942@zorch.SF-Bay.ORG> Date: 30 May 90 09:18:09 GMT References: <MT87692.90May29030535@uikku.tut.fi> <DEVEN.90May29214958@netserv2.rpi.edu> Distribution: comp Organization: SF Bay Public-Access Unix Lines: 182