[0] https://www.wired.com/1997/01/hackers-hack-crack-steal-quake...
[1] https://github.com/Jason2Brownlee/QuakeOfficialArchive/blob/...
[0] https://www.wired.com/1997/01/hackers-hack-crack-steal-quake...
[1] https://github.com/Jason2Brownlee/QuakeOfficialArchive/blob/...
When I got the game and looked at the box, I was heartbroken. But I decided, why not put in the disk anyway. I did the Get Info on the app, and lo and behold, Lucas Arts had left what was probably a totally untested 68k slice in the binary. Double-clicked it, and I could play without a problem. Sure I had to play it in a tiny 320x240 window, but that extra 16 MB of RAM and extra 25 MHz made it playable.
I didn’t have to data mine a compatible .exe from the game files but I did have to use a special boot disk with a modified himem.sys on it so the game would launch. Good times, haha.
The other crazy "Mac vs. DOS/Win gamer" moment was when my buddy got a sound card for his birthday in 1994, maybe 1995. I remember being shocked about this -- "what the hell were you using before, then?", I wondered. This was when I learned about PC speaker audio. Wow. I had been getting nice 22khz (maybe even 44khz) stereo audio for years before my friend had anything better than a PC speaker. This particular moment made me especially wonder why anyone ever made fun of me for being a Mac owner, because they had literally nothing to be smug about except a broader selection of games.
But that all went out the window with Quake. Once PCs got 3D graphics cards, Macs just couldn't keep up because those companies wouldn't write Mac drivers for their top-end stuff. I do remember getting a Voodoo 2 once 3Dfx started selling it for the Mac, and Unreal looker absolutely gorgeous.
That's pretty lucky about the 68k code still being available in the binary! I can just imagine someone on the dev team going "ehh we aren't officially supposed to support it, but someone will be really glad we did even if it doesn't play as well as the PPC version"
The system requirements on the box[1] claim MCGA support, which I'd expect to be technically correct since MCGA is just CGA plus VGA modes 11h and 13h, but I'm not aware of any MCGA systems other than the 8086-based variants of the entry-level IBM PS/2 Models 25 and 30.
Which a careful reading of the box label suggests might technically run the game, or at least walk it.
Because while it claims to require a 386, it also requires one megabyte of EMS memory, which would be an odd choice for an application running in (286 or 386) protected mode.
And since all the MCGA PS/2s were non-Micro Channel systems with 8-bit ISA slots, EMS cards were readily available.
It's still possible that the game uses instructions not supported by the 8086, of course.
God I feel old.
[1] https://www.mobygames.com/game/240/star-wars-tie-fighter/cov...
I only had the demo of TIE Fighter (TIEDEMO.EXE), but I remember there being a SVGA version (maybe on CD) later one
But damn, did I have fun playing that game... especially multiplayer over a modem.