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Alive 14

A man in Bratislava had a dream.
A MC68060 dream.
An Atari dream, too.
But dreams don't come true just by wishing.
So that man got to work.
And after a lot of work he finally did it:
Quake060 / Duke Nukem060

by Mystic Bytes
(http://msb.atari.org)

Woooo, this takes me back about 8 years. That's when I got my first PC and those
2  games  are  some  of  the  first   I  tried.  Actually  Quake  was  my  first
disappointment with it. My first reaction when  I  saw the frame rate was: "What
did they give us? A 486?". Happy days :)

Now, I suppose I don't have to write  a  lot for these 2 games, because they are
well known in the gaming community  and  they  already  wrote history, but a few
senteneces for each can't hurt I suppose.

 

Quake

Quake supposedly brought many new things to  the gaming scene: Clever use of the
mouse and keyboard for playing (although  I  won't  even  go into the trouble of
listing all the games that did it before), scripted logic (again I won't go into
the trouble), multiplayer (idem). Also it was  one of the first games to support
3D accelerators (most notably the  3DFX  Voodoo).  So...  it was, erm, like, old
ideas written to take advantage of new hardware. Yeah, that's about it.

Finally, it brought a phenomenon not  common  in  the gaming industry back then:
the game engine and mod tools. Code written in  a more generic way as to be more
flexible and  customisable.  Companies  were  thrilled,  as  it  cut  down  game
production times and, because more  flexible  code executes slower, urges people
to keep ugrading.

From one viewpoint,  Quake  was  one  of  the  major  selling  points of Pentium
processors and 3D accelerators. It  started  a  craze  that never ceased: people
upgrading their PCs every 2 months  to  catch  up with the latest technology and
play  new  games.  Gfx  cards,  sound  cards,  memory,  CPU,  more  disk  space,
CD/DVDs.... the list is endless.  I  won't  continue  with  this line of thought
here, as it should be covered in an article  of its own and it's not of much use
in an Atari Diskzine ;)

Just keep one sentence in mind: "more flexible code executes slower", because we
are now about to get to the Atari  part  of the article. Quake was ported to the
Amiga quite some years back, as they had 060 accelerators eariler than Atarians,
so what MiKRO actually did is  take  the  source  code  from iD, and slap on the
rendering code from the Amiga and adapt  it  to the Falcon hardware. Don't think
for an instance that this is an easy  thing to do, otherwise it'd have been done
years ago too :)

So, copy the files from the orinigal Quake to the Falcon partition, unpack
MiKRO's archive there, double-click on QUAKE.TTP and away we go :) Oh, I must
stress out that my specs are a Falcon 030 with CT63 @90Mhz. Which means no bus
boosting (although I'm going to get A PhantomS at some point).

What we get is quake exactly how we  remembered it so many years back. Running a
time demo on my machine gave  about  12-14fps  (for  those that don't know it, a
time demo is a feature of Quake which replays a prerecorded demo of the game, so
it tests the rendering speed, as no logic is applied. In short, consider this as
a benchmark). Which translates to "ok, but just don't move the mouse too fast or
you'll get a headache" :)

I'll reserve conclusions for the end of this article.


Duke Nukem 3D

"Let's rock!"

In many ways Duke Nukem was the opposite  of Quake: it's not fully 3D like Quake
(it uses a fixed point camera,  so  the  texture mapping routines are easier and
faster than pure 3D), it had more variations in its levels, more explosions, and
it had Duke!

He gave the game more character, as he  would  jump in and comment stuff you did
("your ass is grass and  I'm  the  lawnmower"!)  or saying plot stuff. Actually,
Duke 3D was a game and Quake was a  game engine, a showcase of what can be built
with it.

Installation for this game is  much  like  AtariQuake:  just copy the files from
your original (or backup or whatever :)  CD  and then unpack the archive in that
directory. Some extra fiddling is required  because  you need to find a suitable
config file, but just choosing one of the  defaults will do the trick (although 

This port feels quicker than the other one on my machine (because of the reasons
I described above), and it gives you less stress on the eyes.


The bottom line

Well, this is a bit hard to write.  But  I'll  be  honest here. On one hand I am
happy of these ports, so I can have a taste of the power that my CT63 (and in an
extent, my Falcon) packs. Also they serve as  a good demo for people that aren't
familiar with these machines.

But that's about it I'm afraid. I  played  these games a long time ago, finished
them, and like 95% of PC games,  never  looked  back. Also, CPU power has become
really cheap  these  days.  So,  by  today's  standards,  both  these  games are
obsolete, so many people won't be too impressed by a Falcon running them.

Lots of features are planned for  both  of  these  2  games, but I'm not sure if
they'll ever get implemented because MiKRO seems  fed up with these 2 ports (no,
I haven't talked to him about it, I  just  deduced that from the READMEs in both
ports ;)

GGN for Alive
21/12/06
Alive 14