T.R | Title | User | Personal Name | Date | Lines |
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1744.1 | sound card needed | LEDS::ACCIARDI | | Tue Oct 04 1988 23:45 | 8 |
|
Hmmm, those notes seem to imply that the PS/2 doesn't come with
any decent kind of built on sound, since the game requires a 'sound
card'.
Wann bet that a sound card costs almost as much as an A500?
Ed
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1744.2 | out of my reach | MAMIE::LEIMBERGER | | Wed Oct 05 1988 05:18 | 12 |
| 3.5mb on my hard disk?I have a 2000 with 2 floppies,and the standard
1meg of memory.I tend to feel that the overhead for this game can
hardly be justified,unless of course you already own a PS/2 with
music card(probably has the megs of ram needed for this kind of
sound application),and a color monitor.If it comes to the amiga
in a scaled down version it may be interesting.It sounds like the
music plays great.Does anyone know how the game plays?The fact that
someone will target a game to a market that at this time ,must not
be very large shows the drawing power "IBM" has.I always felt that
the market for games on systems of this type would have been limited
I guess you learn a little every day.
bill
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1744.3 | | LEDS::ACCIARDI | | Wed Oct 05 1988 08:52 | 14 |
|
Actually, I just remembered that I've seen several games for the
Atari ST that would play a sound track through it's built-in MIDI
port.
I also just remembered that I saw Flight Simulator II running on
a PS/2 model 25. The screen looked just like the Amiga version,
but the screen update rate was pathetic compared to Amy. Of course,
that was a mere 8087 machine. I imagine that it must speed up a
tad on a 25 MHz '386 model.
Ed.
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1744.4 | | BAGELS::BRANNON | Dave Brannon | Wed Oct 05 1988 12:43 | 14 |
| re: sound card
but remember the volume pricing in the ibmpc world. Those cards
will get cheaper if there is enough demand. Games like that could
create that demand.
re: 3.5Mb on harddisk
Actually, Amiga games are almost there. Dragon's Lair should take
up more than that if it can be installed on a harddisk. I wonder
how much of the 3.5Mb is padding (40 minutes of music takes up
a bit of space)
-dave
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1744.5 | music memory use depends on coding abstraction | ANT::JANZEN | Performance Art is Life with Publicity | Wed Oct 05 1988 13:05 | 10 |
| Oddly enough, I have written a 40minute piece of music on the amiga.
It took 150000 bytes, I think. that's because the score was encoded
by key number; it wasn't the digital sound samples. The Amiga sound
device accepts waveform, pitch, duration, thereby making it unecessary
to store long digitally encoded sound records, unless you want to.
This is quite an advantage if the other vendors don't have a
musically-oriented sound device.
I may buy C someday to do granular synthesis in 16 bits with 512-byte
sound records.
Tom
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1744.6 | One man's small market is another man's large one | TLE::RMEYERS | Randy Meyers | Wed Oct 05 1988 16:10 | 27 |
| Re: .2
>The fact that someone will target a game to a market that at this time,
>must not be very large shows the drawing power "IBM" has. I always felt
>that the market for games on systems of this type would have been limited.
You note brings up a couple of interesting points:
First of all, there has been a lot of press about the dismal marketing
failure of the PS/2 line. The press is right about the failure because
IBM does sell in the clone market. So their one or two million PS/2
systems sold in a year looks pretty bad.
Of course, there is less than two million Macintoshes total in the
world (after 5 years of sales).
And there is only about three-quarters of a million Amigas in the world
after 3 years of sales. But then 80% of all Amigas sold have been sold
since the Amiga 500 and 2000 were introduced last year.
Some one once told me (I haven't seen the number in print) that there
are over 40 million clones in the world.
By the way, the largest selling software category for all types of
personal computers (from '386 clones to Commodore-64s) is games.
The personal computer market will support full time games programmers
before it supports full time application programmers.
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