Friday, January 30, 2026

Why Do We Say "Sprites"?

https://www.youtube.com/watch?v=tTqfeJ2yJwE&t=100s

The word "Sprite" originally referred to fairies or spirits.  Within games, a sprite is a 2D object that can move independently from the background.   Your mouse cursor is a sprite.

It was obvious to me that "Space Invaders" did not have hardware sprites, because it moved the invaders one at a time instead of moving them all at once.  This led to a reportedly unintentional bug that became a feature;  as invaders were eliminated, the remaining invaders moved faster because there were fewer objects to move.

Two computers that I wrote games for in the 1980s did not have hardware sprites.  This puts the game at a disadvantage because the code has to draw objects to the screen, which is technically difficult and burdens the CPU.  This limits what an 8-bit computer without hardware sprites can do.  

I wrote software to emulate hardware sprites on the Atari ST.  Since it was a 16-bit computer, the extra computer power made this task easier.  Once computers and game systems reached 32-bit, they usually didn't bother to include hardware sprites because the processors were powerful enough to draw anything they wanted to the screen.



Sunday, January 25, 2026

E4M5: They Will Repent


@john2001plus
0 seconds ago
I was not liking this E4M5 map because of the apparent complexity.  There are areas that have layered mazes, where you have to drop down to explore lower paths.  This map seemed like a very confusing maze.

Part of the problem was with me; I tend to not study the map and just explore.  However, after I finally carefully studied the map, I understood the different rooms much better. The big room on the left was what confused me the most.  It has 5 entrances and 1 or 2 windows, making it look like a somewhat different room from each entrance.

There are only 2 secrets, which at first are hard to find, but once you learn where they are then the map is easy.  The keys are also easy to get, and you don't even need the yellow key to finish if you jump through a window to the exit.

I've changed my mind.  This is a brilliant map.  The complexity might put people off at first, but it is not near as hard as it looks.

Wednesday, January 21, 2026

Penetrator (ZX Spectrum)




@john2001plus7 minutes ago
7:41 I played a game that looked similar to this on the Timex-Sinclair 2068. The TS2068 isn't necessarily compatible with Spectrum games, but it could have been a port. I think the sound was better. If you did well, it gave you a fireworks show at the end.

Tuesday, January 6, 2026

The Complete Vector Arcade Journey

E1M7: Computer Station


@john2001plus
After not playing Doom for at least a couple of decades, I have been alternating all the Doom and Doom II maps.  I am averaging about two maps per day.

Doom II is about twice as complicated and twice as hard as Doom.  Some maps take 45 minutes to get through.   By comparison, "Knee Deep in the Dead" seems pretty trivial to finish.  E1M7 might be the most complex map in the first episode, which makes it fun.

Because of the complexity and difficulty of Doom II, Doom feels like the better game, but Doom II has more replay value.  It takes longer to master.

The 4th episode of Doom, Thy Flesh Consumed, which was released as part of "Ultimate Doom" in 1995, is more complex and more difficult than the original Doom episodes.    The first three maps are very hard.  It has Doom II difficulty without being too complicated, so it is my favorite.

Sokoban (NEC PC-8801 & Fujitsu FM-7)