|Play old-school now!|
|Best on 8bit consoles!|
|Developer / Publisher||NEON Software / Ocean|
|Media||1 x |
|Tunnel B1 is great sci-fi first person shooter developed by NEON Software and published by Ocean in 1996 for the Sega Saturn, Sony Playstaion and PC DOS, folowing the success of Interplay's diamond "Descent" (1995).|
Your mission is to destroy the ultimate weapon of the enemy. It involves travelling through a set of precarious tunnels in your high-tech hover-craft. But be really careful, as the tunnels are filled with enemies (vehicles, choppers and sentry guns)! It's your call whether to take out those buggies or just avoid engaging. You ay upgrade your firepower too making your hover-craft an ultimate killing machine! Eh, I forgot to mention that, apart of the enemies there are a lot of sections which require to clear them in a given time limit. Now playability is the only, I believe, weak point of this game. There are no cockpit or external viewpoints. Instead you're just presented with the track and no point of reference. There's nothing to help you determine where the sides of your craft are, and this make it hard to navigate and determine distances! More on that you do not know what your guns are pointing at, meaning that accurate gunplay is an impossibility (no bullet trails!). Ok, I do prefer Interplay's diamonds "Descent" and "Descent II" games, but hell yes, Tunnel B1 is a great game to play.
Apart of the hard gameplay and controls, the game looks pretty lovely. The objects are highly detailed and the explosions are very satisfying featuring light-sourcing, texture-mapping and faux transparencies in a fully polygonal environment, all running at more than 30fps! Notice when overhead lamps and gunfire light-up towering brick walls as you unleash your missiles at the nearest enemy!!!
Do not forget the crystal clear FMV intro of Acclaim's logo followed by Ocean's amusing logo sequence and the game's story intro! Now, the sound here is top notch, from the CD audio musical tracks that accompany the action down to the sampled sound FX. I need specifically to mention that the music scores have been written and composed by the well known Chris Hulsbeck (remember Commodore Amiga game tunes such as the Turrican series?) being one of the most successful music composers for the video-gaming industry!
|Some videos belong to retroshowcase.com (indicated); others not|
|CPU: 2 x Hitachi SH-2 32-bit RISC (28.6 MHz) each has 4 kB on-chip cache|
MEMORY: 1 MB SDRAM fast RAM for both SH-2 CPUs (faster), 1 MB DRAM slow RAM for both SH-2 CPUs (slower), 512Kb internal ROM
GRAPHICS: dual custom VDP chips for graphics processing:
Custom VDP 1 32-bit video display processor (running at 28.63 MHz) for sprites/polygons, 512Kb SDRAM, supports texture mapping and Gouraud shading, Custom VDP 2 32-bit video display processor (running at 28.63 MHz) for backgrounds/video out, 512Kb SDRAM.
VGA: 320x480 or 640x480, non-interlaced (progressive scan), Hi-Vision: 352x480 or 704x480 (480i), non-interlaced (progressive scan)
SOUND: Motorola 68EC000 sound controller (running at 11.3 MHz / 1.5 MIPS), Yamaha FH1 DSP sound processor, "Saturn Custom Sound Processor" (SCSP), running at 22.6 MHz, 44.1 kHz sampling rate
|24bit RGB 16,7 million-color palette (all on screen)|
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