Uploaded October 2024 | Updated September 2026, 2 weeks ago
In this video, I depict a story of three old 1990s x86-based systems casually relaxing with their typical comfort-apps (like three old gentlemen at a bar).
From left to right, these systems are
- ("3-8") a 1992 desktop Intel 80386/20MHz with MS-DOS 5.0 (2MB RAM),
- ("4-8") a 1994 Toshiba T1960CT laptop with an Intel 80486/50MHz operating WFW3.11/MS-DOS 6.22 (12MB RAM), and
- ("5-8") a 1997 IBM ThinkPad 385CD with a base 150MHz Intel Pentium running OS/2 (48MB RAM).
- ("X16") Commander X16, 2MB/65C02 from texelec.com (with no OS)
Like old people tend to do, the '386 uncontrollably emits an odd noise.
A young 8-bit X16 enters the stage immediately playing audio, which the old systems assume is some cocky adolescence about to show off some animated PETSCII. But the '386, being the only system who was actually there when the Second Reality demo was first presented in 1993, recognizes what the X16 is about to play (based on his recollection of the 1997 C64 remix demo). He rally's his pals to fire up the old software, to show this punk X16 how the original demo is supposed to be - but the results end up surprising to everyone!
Excellent demoscene software is a sacred art that is about making a system do something no one thought possible, then presenting that in some fantastic way. They represent intense concentration of effort to implement, to a level very few people can achieve since they often rely on undocumented features (or precise timing side effects). Please experience this video using a good set of speakers and a relaxed state of mind. Also be sure to enable CC (caption), the English CC describe a bit of dialog going on between the systems during the show.
The first portion of the demo is multiple angles on the same play-thru. During startup of the Second Reality SECOND.EXE software, the '386 is configured with SBPro/Poor during the play-thru. The '486 is configured with NoSound/Poor (since it has no enhanced sound hardware), the Pentium is set to SBPro/High (and using 2NDFIX.EXE). The audio during this portion is provided by the Pentium.
The second (dark-mode) portion of the demo is an uninterrupted play-thru. In this run, the '386, '486 and Pentium are all configured as NoSound/Poor. This is because the X16 is providing the audio for this portion. This is why the x86's during this run visually perform much better than the prior one. Surprisingly, each of the '386, '486, and X16 visual is fairly spot on in their timing. The Pentium struggles since OS/2 Presentation Manager and other things are also running.
NOTE: The SimCity audio near the start is coming from the Pentium OS/2 version.
NOTE: The '386 desktop was equipped with a Diamond Stealth 16-bit ISA w/ 2MB RAM. Unknown why it lost the bear-bounce while on SBPro Poor setting, but in the dark version the bear-balance was present when set to NoSound. The Toshiba and ThinkPad had their stock video card hardware (I don't recall the specific specs). The X16 is using the stock VERA module for video.
For info about the '386 build, see here:
https://voidstar.blog/setting-up-a-physical-x86-pc-hardware-80386/
In this video, I depict a story of three old 1990s x86-based systems casually relaxing with their typical comfort-apps (like three old gentlemen at a bar).
From left to right, these systems are
- ("3-8") a 1992 desktop Intel 80386/20MHz with MS-DOS 5.0 (2MB RAM),
- ("4-8") a 1994 Toshiba T1960CT laptop with an Intel 80486/50MHz operating WFW3.11/MS-DOS 6.22 (12MB RAM), and
- ("5-8") a 1997 IBM ThinkPad 385CD with a base 150MHz Intel Pentium running OS/2 (48MB RAM).
- ("X16") Commander X16, 2MB/65C02 from texelec.com (with no OS)
Like old people tend to do, the '386 uncontrollably emits an odd noise.
A young 8-bit X16 enters the stage immediately playing audio, which the old systems assume is some cocky adolescence about to show off some animated PETSCII. But the '386, being the only system who was actually there when the Second Reality demo was first presented in 1993, recognizes what the X16 is about to play (based on his recollection of the 1997 C64 remix demo). He rally's his pals to fire up the old software, to show this punk X16 how the original demo is supposed to be - but the results end up surprising to everyone!
Excellent demoscene software is a sacred art that is about making a system do something no one thought possible, then presenting that in some fantastic way. They represent intense concentration of effort to implement, to a level very few people can achieve since they often rely on undocumented features (or precise timing side effects). Please experience this video using a good set of speakers and a relaxed state of mind. Also be sure to enable CC (caption), the English CC describe a bit of dialog going on between the systems during the show.
The first portion of the demo is multiple angles on the same play-thru. During startup of the Second Reality SECOND.EXE software, the '386 is configured with SBPro/Poor during the play-thru. The '486 is configured with NoSound/Poor (since it has no enhanced sound hardware), the Pentium is set to SBPro/High (and using 2NDFIX.EXE). The audio during this portion is provided by the Pentium.
The second (dark-mode) portion of the demo is an uninterrupted play-thru. In this run, the '386, '486 and Pentium are all configured as NoSound/Poor. This is because the X16 is providing the audio for this portion. This is why the x86's during this run visually perform much better than the prior one. Surprisingly, each of the '386, '486, and X16 visual is fairly spot on in their timing. The Pentium struggles since OS/2 Presentation Manager and other things are also running.
NOTE: The SimCity audio near the start is coming from the Pentium OS/2 version.
NOTE: The '386 desktop was equipped with a Diamond Stealth 16-bit ISA w/ 2MB RAM. Unknown why it lost the bear-bounce while on SBPro Poor setting, but in the dark version the bear-balance was present when set to NoSound. The Toshiba and ThinkPad had their stock video card hardware (I don't recall the specific specs). The X16 is using the stock VERA module for video.
For info about the '386 build, see here:
https://voidstar.blog/setting-up-a-physical-x86-pc-hardware-80386/

![BEAST for the Polymorphic Systems POLY-88 (1976 Intel 8080 System)
Sneak peek preview of a modern-make game for the POLY-88.
POLY-88 Bob Bylee emulator (for MS-DOS):
https://github.com/voidstar78/POLY88_RESOURCE/blob/main/P88SIMV1.ZIP
BEAST source code and prebuilt binary targeted to 0x2000:
https://github.com/voidstar78/POLY88_RESOURCE/blob/main/BEAST_P88_V1.ZIP
On hardware runtime to be presented at VCFSW 2026 in May.
The POLY-88 is an Intel 8080 / S-100 based system, similar to the Altair 8800 and SOL-20, first introduced in April 1976 ( yes, before the Apple ][ ). Had a 60Hz timer interrupt, VTI semi-graphics, System ROM with core utilities (write to screen, poll key press, etc). Also had a 2KB TinyBASIC ROM. Will be preparing a broader preview about this system later in the year.
Audio: Digital Dreamer BEAST for the Polymorphic Systems POLY-88 (1976 Intel 8080 System)](https://i.ytimg.com/vi/k7GsxYuFI3o/mqdefault.jpg)






![Destiny Hunter playthrough on original Commodore PET 4016 hardware
In this video I describe some of the main game-play aspects of Destiny Hunter, a game I created in March 2021.
02:29 MAP 1 (Beach - JACK and JONAS)
05:33 MAP 2 (Meadow - JERRY)
06:20 MAP 3 (River - CROCS)
07:43 MAP 4 (Divinity Island - STRZYGA)
09:13 MAP 5 (Cave Entrance - JAMES and JUSTIN)
12:01 MAP 6 (Cave - SLUAGHS)
13:18 MAP 7 (Valley - JOSEPH and JIMMY)
15:19 MAP 8 (Mountain - JASMINE)
16:52 Artwork
17:24 Game Instructions
17:36 PET Hardware
17:52 Example of Other Platforms
Originally designed for the Commodore PET (using PETSCII characters), but also ported to the Apple2, TRS80, C64, and IBM PC.
You can obtain the pre-built binary of the game (free) at
www.destinyhunter.org
(playable with multiple emulators or on actual vintage hardware)
The C source is available on github:
https://github.com/voidstar78/DestinyHunter
I try to avoid getting into the deep-technical behind-the-scenes aspects of the game. If youre interested in some of that, seek the Appendix sections of the Destiny Hunter manual (at the web link described above), which has Game Lore background, Rulebook, and other technical details (down to code memory map and design-decision notes).
Half-way through the video, I ended up with too much background neighborhood noise to really complete the commentary. Ill be adding CC commentary to cover any highlights that were missed.
Im not affiliated with either TEXELEC or TFW8B, but I ordered their products and think they are fantastic!
PET and C64 SNES GamePad adapter:
https://texelec.com/product/snes-adapter-commodore/
SD2PET floppy disk drive emulator for PET:
https://www.thefuturewas8bit.com/sd2pet-future.html
To write the game code, I just used notepad++
To compile the code and link together the binaries, I used:
CC65 (PET, C64, Apple2 versions)
Open WATCOM v2 (IBM PC version)
Z88DK (Z80/TRS-80 version)
The binaries make various system/BIOS calls, but otherwise do not depend on any particular operating system.
To reduce wear and tear on original hardware, I used emulators to help during development and testing:
VICE (xpet)
AppleWin
trs80gp
86BOX and PCem
The PET 4016 machine used in this video was upgraded to have 32KB total system RAM. Some of the ROM system calls are at above the 32K address.
TRIVIA
There are 8-maps and Divinity Island has a perfect 8x8 yin-yang as my homage to 8-bit computing! As an additional tribute: there are 8 CHIMEs (spirits), there are 8 player stats, there are 8 SLUAGHs in the cave, the game limits itself to 8 terrain types (6 are shown, 2 are special), and the map names are limited to 8 characters.
TRIBUTES... DH borrows some concepts from various historical games, such as:
Pac-Man [May 22, 1980] (naming opponents and orb is like a power-pellet)
https://www.youtube.com/watch?v CbyAk3Sn9I&t=5s
Kings Quest I [May 10, 1984] (animated interactive-story scenes)
Ultima IV Quest of the Avatar [September 16, 1985] (chimes and persistency relate to the Virtues system)
Legend of Zelda [February 21, 1986] (getting the wooden sword)
https://www.youtube.com/watch?v=4NjvG72nz4w&t=95s
1943 [June 1987] (blessing relate to concept of full-map effect: lightning-attack)
(follow-on of 1942 arcade game released in 1984)
https://www.youtube.com/watch?v=FbUN5ITWQQo&t=1405s
Sonic the Hedgehog [June 23, 1991] (cursed monsters are actually cute animals)
https://www.youtube.com/watch?v=Gsa_4s3CjmI&t=286s Destiny Hunter playthrough on original Commodore PET 4016 hardware](https://i.ytimg.com/vi/n0LiTMPaJ4E/mqdefault.jpg)

