• SGforce@lemmy.ca
      link
      fedilink
      arrow-up
      4
      ·
      3 months ago

      Had a DOS game (which was a port of something even older) that started with a “BARBARIAN!”. Had the worst control scheme I’ll ever see. Function keys for fuck’s sake.

    • LucasWaffyWaf@lemmy.world
      link
      fedilink
      arrow-up
      2
      ·
      3 months ago

      First one that I heard that comes to my mind is Super Smash TV on the SNES.

      “BIG MONEY. BIG PRIZES. I LOVE IT.”

      “I’D BUY THAT FOR A DOLLAR.”

      “GOOD LUCK. YOU’LL NEED IT.”

    • GraniteM@lemmy.world
      link
      fedilink
      arrow-up
      2
      ·
      edit-2
      3 months ago

      Mine was SKI OR DIE, and young me was very impressed. If anything, I might actually be more impressed now by the ingenuity in tricking chiptune technology into sounding plausibly like a human voice!

      • vithigar@lemmy.ca
        link
        fedilink
        arrow-up
        3
        ·
        3 months ago

        The NES actually did have a 7-bit PCM audio channel, there wasn’t really any “tricking” beyond finding the storage capacity to hold a sample of useful size.

        • GraniteM@lemmy.world
          link
          fedilink
          arrow-up
          1
          ·
          edit-2
          3 months ago

          Okay, more I’m legitimately interested. All this time I’d assumed that the voice was a clever manipulation of the chiptune tech to make it sound like a human being. But it was actually just a dramatically compressed audio clip? That might be even more impressive.

          • vithigar@lemmy.ca
            link
            fedilink
            arrow-up
            1
            ·
            3 months ago

            Some technical details then, if you’re interested!

            https://www.nesdev.org/wiki/APU#DMC_($4010–$4013)

            The most important point for getting “higher” quality audio from it is probably this:

            The $4011 register can be used to play PCM samples directly by setting the counter value at a high frequency. Because this requires intensive use of the CPU, when used in games all other gameplay is usually halted to facilitate this.

            Which is why you generally only heard it on title screens. Usage in games was much rarer, and usually much shorter samples.