Are there any good accounts of what it was like to be in the trenches of retro game development, written with programmers in mind? For example, there are tons of stories about how Iwata saved various Nintendo games during his early years at the company, but I can't find any information on what the specific problem was those games were facing, or the solution Iwata came up with. There's a similar thing for Atari. Many accounts reference how hard it was to program 2600 games or to port certain arcade titles, but don't go into the coding specifics of what kind of obstacles were encountered.
shmuplations
Who made Iwata puppet there? That thing is bitchin.
>>3417242
Jim Henson studios
>>3417196
>but I can't find any information on what the specific problem was those games were facing, or the solution Iwata came up with.
This stuff is not hard to find.
http://iwataasks.nintendo.com/interviews/#/ds/pokemon/0/2
https://en.wikipedia.org/wiki/Satoru_Iwata
>>3417269
I was looking for more specific things having to do with the code and hardware archetecture. Like, I know Iwata made new compression tools for Pokemon G/S, and made new dev tools for Earthbound, but I want more detail on how those tools were coded.
It doesn't have to be Iwata, just dev interviews or stories that really get deep and explain or show the actual code involved.
>>3418026
You're better off relying on the fan community to disassemble and reverse-engineer the games themselves to figure out how they were developed for the hardware platform.
As for what were the initial problems that had been ultimately solved in the final product, that's more difficult to tell.
>>3417196
Masters of Doom
>>3417196
>Many accounts reference how hard it was to program 2600 games
Huh, I have many accounts reference how easy it is.
>or to port certain arcade titles
That's more truthful.
The main problem is Atari VCS doesn't generate the whole screen but only a line, and Racing the Beam book tells how Atari programmers overcame these restrictions.
>>3417247
Did they have the puppets because Iwata was dying or was it a coincidence?
>>3418026
http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/ has lots of good information about developing crash bandicoot and overcoming technical limitations of the ps1. i'll try to dig up more of the like
Imagine Software were going well for a while. Seemed like a fun time.
>>3417196
>here's a similar thing for Atari. Many accounts reference how hard it was to program 2600 games or to port certain arcade titles, but don't go into the coding specifics of what kind of obstacles were encountered.
>>3420269
Hide the sickness