My first magic Civ game experiences, some years ago, was on an Amiga 600 equipped with a 68000-processor - clocking at a whooping 7,14 Mhz!!
Question: How much did that kind of awesome number-crunching processing power translated into Civ map-generating waiting-time, do you think? Take a guess – 20, 30 seconds perhaps? Answer: It took about 6-7 looong and rather inpatient minutes, each and every time you started a new game (no, not seconds – minutes!!).
I don’t miss much from this, except perhaps for ONE thing: That old Amiga-version of Civ had a really, really good intro-tune that played along whilst the computer was busy generating a new map. Much better than in the tame PC intro-tunes of both Civ-1 and 2.
Why Microprose decided to ditch that tune all together is beyond me. Is there anyone in this forum who knows what I am talking about?
Anyway, in Civ-3, the player should be able to select what Civ-tunes he wants to listen to. Some of the music in Civ-2 was nice, but some was really horrible – and it bugged the hell out of me, not being able to choose.
Question: How much did that kind of awesome number-crunching processing power translated into Civ map-generating waiting-time, do you think? Take a guess – 20, 30 seconds perhaps? Answer: It took about 6-7 looong and rather inpatient minutes, each and every time you started a new game (no, not seconds – minutes!!).
I don’t miss much from this, except perhaps for ONE thing: That old Amiga-version of Civ had a really, really good intro-tune that played along whilst the computer was busy generating a new map. Much better than in the tame PC intro-tunes of both Civ-1 and 2.
Why Microprose decided to ditch that tune all together is beyond me. Is there anyone in this forum who knows what I am talking about?
Anyway, in Civ-3, the player should be able to select what Civ-tunes he wants to listen to. Some of the music in Civ-2 was nice, but some was really horrible – and it bugged the hell out of me, not being able to choose.
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