Some of The Limitations of 16-bit Era

I have recently stumbled on to two great games that were first published for the 16-bit game console era. The first game I am going to mention here is Turtles – The Hyperstone Heist. It was originally released for Sega Mega Drive in 1992. You can also play it from the collection of Turtles games that was just released a while ago. I am talking about The Cowabunga Collection. You can pick it up for 40 euros from Xbox Store if you want to.

The other game that made me think about the topic we are going to go through here is Super Castlevania IV. It was released for SNES in the 90s. There were three Castlevania games released for NES before this fourth game was released. This is a good video game that has action and also some mediium level puzzles that the player has to solve. The Hyperstone Heist is basically a “beat-em-up” in just the way that you could imagine a Mega Drive fighting game to look, feel and sound like. Actually we can say that it reminds a lot of Streets of Rage games.

These two games do offer a challenge for a gamer. They are both great games. It just seems to me that these games have some sort of limitations. They are over 30 year old games after all. What are these limitations? That seems to be the reason for me to write something like this. Lets go over some points that I am right now thinking about.

Back in 1990s you didn’t have a way to save your game. So, as a starting point the games were designed to be played in a one session. In Super Castlevania IV there is a password option. Before anyone even had an idea of some sort of a memory card, that were later commonly used in gaming consoles, passwords were a way for a player to continue playing the game even after you had powered off your console. The issue was that lasting memory was expensive. The consoles did have sort of memory but it wasn’t for means to save a game.

Some limitations could be circled with clever game design and programming. Game designers had to know the console they were developing the game for very well. I don’t have a clear idea of what programming language was actually used but I am guessing the code that was used was sort of C and/or pure assembly code. You shouldn’t underestimate the talent that game developers back then had.

Why is the era called “The 16-bit Era”? What this basically means is that everything from background graphics to sound effects would have had to be in 16-bit format for the processor to be able to handle them. This was a huge step from using only 8-bits. Some 8-bit consoles include Sega Master System and Nintendo Entertainment System. 16-bit consoles include at least Sega Mega Drive and Super Nintendo Entertainment System. What this also means is that graphics were more detailed and sounds and background music also. Later there were even 32-bit and 64-bit consoles released but they did belong to other and newer console generations.

The music that had to be compressed is today called “Chip Tune”. This music genre has its roots in as deep as Commodore 64. You can enjoy many music tracks of this genre online. You can try your luck and trying to find something interesting. If you’re interested just make a search with this genre as a search term.

You know back in 1990s we didn’t have 3D modeling in our video and computer games. Instead there were animations that were created using sprite sheets. They were basically some 2D images that were sort of rotated to create a feel of constant graphical flow. We could have a character in our game that had a way to display which way it was currently running. This is one significant limitation. Although you can’t really compare these two ways to create graphical output since they can create very different kinds of results.

You had way less going on while you were playing. Do you know these modern action RPGs? They handle and use a way more data than game consoles did in the 90s. This is one limitation. The last limitation that I am going to mention here is the quality, or maybe the lack of it, when it comes to controllers and game pads. If you are playing on an original system this can be a serious limitation.

There are many ways to play these games of 16-bit era. You can get your hands on an original and physical copy of the game and the console. You can download an emulator, a game file (actually not so “legit”) and connect a USB game pad to your PC. You can also get a collection, like Cowabunga one, for your modern gaming console be it Series S/X, PS4/PS5 or Switch,

What Are Some Reasons to Play Older Games?

First it has to be said that there are many reasons to play also older, or to use the right term, retro games. In this blog post I am going to explain and give some reasons that I and many others still play so to say old games. While there are many reasons to still play these games there are also reasons to play the newest games instead.

There are many things that have advanced in gaming technology. Happenings are processed more quickly since there is more memory to be used. Also, we have seen larger games. They contain more details. They have more complex scenery. These worlds offer even larger areas to be explored. The artificial intelligence of other characters than the main character has been improving.

This of course has a huge effect on what is actually happening while a player plays a video game. The game processes more data. The input of the player is analyzed more thoroughly. Some old games offer some nice game design solutions and today many game developers can make use of what was already designed in a game maybe even thirty or forty years ago. While technology has advanced also we have to remember some of these good solutions that old games had and still have.

One reason to go back to older games is of course the nostalgic feel that you get while playing a game that you have some memories with. You clearly remember the first time you started playing a game. You get the first reaction that you had and it reminds you of the feel that you had back then. The game hasn’t changed but your situation does have. The last time I had this kind of feeling was while I was playing Sonic Origins Plus. I got caught into nostalgic feel when I started playing the first Sonic The Hedgehog game. It was a huge game and also a huge character for Sega, The year that I first played this game was, I think, 1993. It brings back so many memories.

What about the way that we get to play retro games? It is a huge advantage to older game if it is easy to play it. I am talking of course about the importance of backwards compatibility. I have this way that I organize all my games. I keep these games in these two shelves that I am actually able to play with any console I have. I keep my other games in a storage. I do this because I think it is not so reasonable to keep games visible that I am not even able to play. Sometimes I like to demonstrate a game for someone visiting our home and sometimes a visitor picks up some game that he or she would like to play. And of course I myself can pick any game that I would like to play.

If you want to play retro games you have two different ways to do it. These ways are using original hardware or using an emulator. There has been a lot of conversation about emulation. I am not going to talk about so much of is emulating even legal or anything else like that. Lets just say that it is an option. Some think it is totally illegal and in a way it is. On the other hand preserving older games can be very valuable. After all we have to some way keep in touch with our video game history.

I have many gaming consoles in my setup. One part of my gaming setup has been already for some years these cool mini consoles. There have been mini consoles available for devices like PlayStation 1, NES, SNES and Mega Drive along with systems like C-64. You could of course just download an emulator for your PC and play these games but… Is it legit or legal? After all you are paying for something very interesting and valuable right here. The problem is that there just isn’t a mini console available made from all gaming systems. For example we are currently missing original Xbox and Sega Dreamcast mini console.

We talk on and on about what is the right way to play our retro games. I think the most important issue is that there has to be a connection between the old world of video games and the new world of video games. We have to somehow document our past. There are just so many games that game designers can take influences from. I think that it is a value for a game designer to know a lot about games. Of course if you know good games you can also design good games, right? You know the logic and what appeals to gamers.

Think about John Romero, one of makers of the classic FPS game, Doom. I mean, he started with playing old games in arcades. He played hundreds of hours of Pacman. He also had influences from Dungeons and Dragons, NES, SNES and Mega Drive games. And look what id Software did with Doom. It definitely revolutionized the way that we consume video games even today. Some games of this same era are Diablo and NHL 94.

So, it might not be possible to play every retro game. Do we have what it takes to document our video game history? Who has the power and responsibility to pass on these important lessons to our younger generation that doesn’t recognize all these older games? There can definitely be something to learn form them. While modern systems have the most power they also need the design. That’s where older games come into play.

Doom Guy – John Romero

Doom Guy is a book by John Romero that has been published in 2023. In short words it describes the creator of such games as Doom, Quake and Daikatana, just to name a few. The book goes through his whole life starting from being a child of an alcoholic father and some other issues he had as a young child growing up.

The beginning of the book is kind of sad. But I can appreciate that Romero is so honest. Ultimately the story is a happy one all in all. Yes, it is a happy and amazing story of how a hobby that involves spending hundreds of dollars to play video games in arcades transforms to a career that molded the whole video game industry.

The story begins from about 1970s. In the 80s was when John Romero was already actively developing some kinds of computer games. There was going on a transition from games that took only one screen in use to some games, like Super Mario Bros 3, that were played as they scrolled along to the sidesof the screen. The screen was scrolling to the players movement. This was, back in the days, something that required the newest technology.

Apparently there were games like Commander Keen released by Apogee. Later, when the company started getting their actual form, they decided to call the company “id Software”. And the “id” in the name was pronounced like it was written (not like “ai dee” an more like “id”). This team also had a very talented and hard working member – John Carmack. Carmack focused mainly on the hardcore programming while Romero also programmed and made sure on his his part that the vision that they were moving to was the right one. Romero also made many tools the team used and had his fingers in designing new levels for their games.

So, Doom was a revolutionary game. Before that game id Software released a game called Wolfenstein – 3D. Doom was released in 1993. Their next big game would have the name Quake. It was originally ment to be more of a phantasy type of a role-playing-game. Quake was actually a game that can be described more like a FPS game with very nice graphics. So, the team had to make some adjustments and start in a way to move towards a different goal with this game. Eventually this lead to Romero leaving id Software and go on to work at Ion Storm that was a new game company.

I have to mention that role-playing palyed a strong role in the team of id Software being about the most innovative game development team in the whole world in the 1990s. They especially enjoyed session of Dungeons and Dragons. Romero brought the vision and Carmack workd long hours programming these amazing games. They also had people working as level designers and as producers of music. They had also people working with the business side of the company.

John Romero has been successful in his career. We have, throughout the whole history, witnessed also some of his games being somewhat flops. This was the fact with a game called Daikatana. It was a disappointment for many of Romeros fans. The writer, John Romero, still adds a thought that you kind of have to fail some times to learn and to succeed. This seems very sensible to me.

All in all Romeros book offers some very satisfying details about these games that he has been working with. There is also some very nice insight to how games were designed at this time around 1990s. I can definitely recommend this book for any fans of id Softwares games or to somenone who wants to learn how the gaming industry was back in the 90s.