Some of The Limitations of 16-bit Era

turtles the hyperstone heist sega megadrive

I have recently stumbled on to two great games that were first published for the 16-bit game console era. The first game I am going to mention here is Turtles – The Hyperstone Heist. It was originally released for Sega Mega Drive in 1992. You can also play it from the collection of Turtles games that was just released a while ago. I am talking about The Cowabunga Collection. You can pick it up for 40 euros from Xbox Store if you want to.

The other game that made me think about the topic we are going to go through here is Super Castlevania IV. It was released for SNES in the 90s. There were three Castlevania games released for NES before this fourth game was released. This is a good video game that has action and also some mediium level puzzles that the player has to solve. The Hyperstone Heist is basically a “beat-em-up” in just the way that you could imagine a Mega Drive fighting game to look, feel and sound like. Actually we can say that it reminds a lot of Streets of Rage games.

These two games do offer a challenge for a gamer. They are both great games. It just seems to me that these games have some sort of limitations. They are over 30 year old games after all. What are these limitations? That seems to be the reason for me to write something like this. Lets go over some points that I am right now thinking about.

Back in 1990s you didn’t have a way to save your game. So, as a starting point the games were designed to be played in a one session. In Super Castlevania IV there is a password option. Before anyone even had an idea of some sort of a memory card, that were later commonly used in gaming consoles, passwords were a way for a player to continue playing the game even after you had powered off your console. The issue was that lasting memory was expensive. The consoles did have sort of memory but it wasn’t for means to save a game.

Some limitations could be circled with clever game design and programming. Game designers had to know the console they were developing the game for very well. I don’t have a clear idea of what programming language was actually used but I am guessing the code that was used was sort of C and/or pure assembly code. You shouldn’t underestimate the talent that game developers back then had.

Why is the era called “The 16-bit Era”? What this basically means is that everything from background graphics to sound effects would have had to be in 16-bit format for the processor to be able to handle them. This was a huge step from using only 8-bits. Some 8-bit consoles include Sega Master System and Nintendo Entertainment System. 16-bit consoles include at least Sega Mega Drive and Super Nintendo Entertainment System. What this also means is that graphics were more detailed and sounds and background music also. Later there were even 32-bit and 64-bit consoles released but they did belong to other and newer console generations.

The music that had to be compressed is today called “Chip Tune”. This music genre has its roots in as deep as Commodore 64. You can enjoy many music tracks of this genre online. You can try your luck and trying to find something interesting. If you’re interested just make a search with this genre as a search term.

You know back in 1990s we didn’t have 3D modeling in our video and computer games. Instead there were animations that were created using sprite sheets. They were basically some 2D images that were sort of rotated to create a feel of constant graphical flow. We could have a character in our game that had a way to display which way it was currently running. This is one significant limitation. Although you can’t really compare these two ways to create graphical output since they can create very different kinds of results.

You had way less going on while you were playing. Do you know these modern action RPGs? They handle and use a way more data than game consoles did in the 90s. This is one limitation. The last limitation that I am going to mention here is the quality, or maybe the lack of it, when it comes to controllers and game pads. If you are playing on an original system this can be a serious limitation.

There are many ways to play these games of 16-bit era. You can get your hands on an original and physical copy of the game and the console. You can download an emulator, a game file (actually not so “legit”) and connect a USB game pad to your PC. You can also get a collection, like Cowabunga one, for your modern gaming console be it Series S/X, PS4/PS5 or Switch,

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