Re: Games written to be speedy and fluid, like demoscene demos appear to be?

Brix <[email protected]> Sun, 19 Jul 2020 17:55:04 +0200
Newsgroups alt.c64
Organization Aioe.org NNTP Server
Message-ID <[email protected]>
In article <[email protected]>, [email protected] 
says...
> 
> Are there any C64 games that really take advantage of the C64 hardware
> as well as demos do?

Mayhem in Monsterland famously uses a demo effect (VSP) for scolling.
Almost all modern shoot 'em ups from the early 90s onwards, like 
Armalyte and Enforcer, use sprite multiplexers to display more than 8 
sprites.

Opening the lower border, also a trick that started in the demoscene, is 
used on a lot of games, Sam's Journey, a really loevely platformer, does 
it for example.

The game "Le Parc" is a puzzler that famously runs in FLI-Mode, giving a 
crazy color density, but it looks like candy, literally, being just too 
colourful and flashy to really appreciate. 
https://csdb.dk/release/index.php?id=8078

The Game "Parallaxian", that is currently in development, IIRC, tries to 
leverage all tricks that make sense: Sprite multiplexing is just one, 
most famously it tries some rasterbar trickery to make it look like it 
has more than the usual 16 colours of the C64, uses bankswitching for 
scrolling, I think there might even be an FLD effect in place.
https://kodiak64.com/blog/c64-game-concept-colony
https://kodiak64.com/blog/luma-driven-graphics-on-c64
https://www.youtube.com/watch?v=ighZOyDXlag
The deveolper Jon Woods is pretty open about what and how he does 
things.

Kind regards,
Wanja