

Tramiel was all about not spending money. It was one big balled-up rollerskating disaster as marketroids failed to grasp things on the level of: Adding a HELP key to a computer keyboard does not mean that you automatically get help in every application, especially not game cartridges with very limited space. Warner was all about politics, and marketing had taken over major engineering decisions. It was frustrating enough from inside Atari (both the Warner and Tramiel companies).

Jazz jackrabbit 3 prototype update#
The Amiga hardware support for doing this kind of scrolling + the use of the blitter for moving game objects and replacing damaged sections made this method the obvious choice.Įven double-buffering was sometimes seen as too wasteful, with a solution being to sort damage lists and tie updates to the raster interrupt to update the screen before the raster beam reached it. AmigaOS even came with built in support for managing damage lists for such objects ("bobs" for "blittable objects") and double buffering from 1985, though most games would have used their own code for it.įor these systems redrawing the whole screen was simply never seen as viable, or worthwhile. On the Amiga, however, the method described is basically pretty much how you're expected to do scrolling from the outset(it has much more extensive support for it than EGA did). While most C64 games used sprites for the movable objects, there are absolutely exceptions that tracked damage. I'm not sure it was new with the C64 either. This is roughly how most scrolling on the C64 happens (though it works by reducing the visible display by 8 hires pixels on either side of the screen, and scrolling at most 8 hires pixels before you need to shift "tiles" / characters). It's fascinating that this was something new on the PC that late.
