Newsgroups: comp.sys.amiga.misc
Path: utzoo!news-server.csri.toronto.edu!rpi!kudla
From: kudla@rpi.edu (Robert J. Kudla)
Subject: Re: Hires games
In-Reply-To: cpca@marlin.jcu.edu.au's message of 18 Mar 91 04:37:07 GMT
Message-ID: <-J+=!!_@rpi.edu>
Nntp-Posting-Host: cary103.its.rpi.edu
Organization: just say no!
References: <910317.153135.CST.C506634@umcvmb.missouri.edu>
	<1991Mar18.043707.22648@marlin.jcu.edu.au>
Date: 18 Mar 91 15:04:34 GMT
Lines: 13

In article <1991Mar18.043707.22648@marlin.jcu.edu.au> cpca@marlin.jcu.edu.au (Colin Adams) writes:

   >Well, then, how about 320x400?  Objects in games are rarely single
   >pixel and those that would (or come close) should be moving pretty
   >fast so flicker shouldn't be noticeable.  It's the same resolution as
   >640x200 but without the bandwidth limitations.
   Too much data to move around, which would slow down the frame rate
   and make the game look slow...

Actually, Crystal Quest (at least the version I've seen, I think
there's a new one out) on the Amiga uses 320x400 graphics.  Of course,
it's hardly a parallax-scrolling, art-to-die-for Psygnosis type game.

