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Many games knew exactly where the beam was and played tricks on your eye. These don't translate well to LCD.
by donatj 10y ago
Many games knew exactly where the beam was and played tricks on your eye. These don't translate well to LCD.
- matthewwiese 10y agoBogost & Montfort's Racing the Beam (https://en.m.wikipedia.org/wiki/Racing_the_Beam https://en.m.wikipedia.org/wiki/Racing_the_Beam) is about that very practice, though concerning the Atari 2600 in particular.
- mgkimsal 10y agoLoved that book! Loved all the behind-the-scenes stories and the deep-dive in to some of the tech issues (it was past my ability to comprehend it all, yet "not enough detail" for a friend of mine).
- 0xcde4c3db 10y agoAre there many that actually depend on syncing up to the physical refresh and not just fiddling with registers at the right point in signal/pixel space? The only thing I can think of is some old-school light gun games, which involve a physical sensor pointed at the screen and thus depend on sufficiently high brightness and sufficiently low input lag (and so almost always fail on LCDs).