Pablo Vasques retweetledi
Pablo Vasques
5.9K posts

Pablo Vasques
@pablovbv
Desenvolvedor de interfaces web. De esquerda. Corinthiano. Gosta de música, MSX e bichinhos. Usually tweets in Portuguese, but sometimes in English.
Brasília - DF / Brazil Katılım Nisan 2011
530 Takip Edilen245 Takipçiler
Pablo Vasques retweetledi

Pablo Vasques retweetledi

Superman: Skyward - the all-new signed fine art print by Bill Sienkiewicz. Pre-order opens May 20! Join the waitlist
billsienkiewiczart.com/products/super…
#superman #christopherreeve #legend #comicart #dccomics

English
Pablo Vasques retweetledi
Pablo Vasques retweetledi
Pablo Vasques retweetledi
Pablo Vasques retweetledi

An average picture that you save on your phone or PC has a size of around 800 kilobytes. It doesn't do anything, it's just a static image.
Now take a game like Elite which had a size of 22 kilobytes on the BBC Micro, or 82 kilobytes on the C64 - and now think about what Braben and Bell turned those 22 kilobytes (or 82 kilobytes) into.
A universe with eight galaxies, each containing 256 star systems (for a total of 2,048 planets/systems).
Each system also featured unique details: government type, economy, technology level, population, commodity prices, and even descriptive text (e.g., a planet known for "carnivorous arts graduates" or similar quirky combinations).
If you still need a bit more help to contextualize that, try this: Elite was smaller than many modern text files or desktop icons, yet it contained (and let you freely explore!) a multi-galaxy-spanning universe that felt vast and limitless.
By the way - for thos who will argue "but the universe and stars were created randomly, so that's easy" - I think you wil find that the word is procedurally (with structure), which is not random... and anything but easy.
Oh, and by the way, the game also rendered 3D wireframe ships, stations, and planets in real time on processors with 2 MHz.
Impressed yet?
This is no slight on today's game designers. They work with what they have, and that's okay. But when you think about the worlds that some programmers created with the tools they were given, it sometimes breaks my brain trying to understand how they did it.
Elite is a true masterpiece on so many levels. I played the C64 version back in the day, and even 40+ years later it still feels like one of the most incredible programming wonders ever.
English
Pablo Vasques retweetledi
Pablo Vasques retweetledi
Pablo Vasques retweetledi

The ending of Blade Runner (1982) is one of those scenes where an actor just completely hijacks a movie. Rutger Hauer turns Roy Batty from a sci-fi villain into something weirdly tragic and beautiful. That monologue lingers forever.
cinesthetic.@TheCinesthetic
Name a scene where the acting was operating on another level.
English
Pablo Vasques retweetledi
Pablo Vasques retweetledi

━━━━━━━━━━━━━━━━━━━
TVアニメ
『攻殻機動隊 THE GHOST IN THE SHELL』
2026.7.7 放送開始
━━━━━━━━━━━━━━━━━━━
新時代のサイバーパンクアクション、始動
2026年7月7日、カンテレ・フジテレビ系 全国ネット
“火アニバル!!”枠にて毎週火曜よる11時 放送開始。
#攻殻機動隊 #theghostintheshell
日本語
Pablo Vasques retweetledi

Pablo Vasques retweetledi
Pablo Vasques retweetledi

ゲームっぽく見えますがただの技術デモです。
VDPコマンドをキューに積んでおいて裏で処理を…みたいなテクニカルなことは一切やっておらず、ただ順番に実行しているだけです。
MSX2って結構凄いです😉
MSX2だってちょっと頑張ればスムーズに横スクロールできる【Part2】
youtu.be/nOcMMkJQuRw?si…

YouTube
日本語
Pablo Vasques retweetledi
Pablo Vasques retweetledi

Star Force for MSX also received an MSX2 smooth scrolling patch by Kaizou Kaikai in 2022.
It's a vertical scrolling shoot 'em up ported by Hudson Soft for the Famicom/NES and MSX, based on the 1984 Tehkan arcade hit.
More info and links:
msx.org/news/en/star-f…
English
Pablo Vasques retweetledi





















