Bionic Commando meets Skull Trail (part two)
See Bionic Commando demonstrated running on Skull Trail. Martin Waern, a GRIN game developer, describes some of the challenges and opportunities that come with designing a next generation title such as Bionic Commando. In his demonstration, you get a glimpse of how far things have come since Nintendo produced the original back in 1988. (Don't email us; we know that it was, technically, a sequel to Capcom's 1987 arcade game.)
Intel software engineer Orion Granatir describes some of the technical specifications of Skull Trail, describing it as a platform that enables gamers to ‘turn the dial all the way up'. When you see the smooth animation, in spite of all the particle effects on screen, you can certainly understand what he's getting at.