Ever wondered how radio stations create hit music ? It's not a hit since day one.
When you hear new released music for the first time it sounds horrible. Then the radio starts
doing its work: it puts the hit-to-be into heavy rotation.
After you hear it for the 10th time, it becomes bearable. After 100 times, your brain
starts playing it for you. After 200 times, you start humming it.
Finally you will buy the CD, concert tickets or movies starring
the music artists.
20 years later you'll consider it to be one of the best songs of the decade.
It's the same thing with the data pulses you will hear on tape. It's an acquired taste.
After spending a good part of their life near machines loading data, true connoisseurs
really love the sound.
96K is the fictional strange rarity model. It was produced in a very limited series, as a marketing gimmick.
It never sold as it should, because the memory itself was a big design flaw: not big enough for
large games and not needed by smaller ones. Nowadays, all collectors want it. As a true collector,
you waited for decades to complete your trinity: 48K, 96K, 128K. You searched for it all across the interwebs,
and, after a great deal of time, you found one.
As you hold the small box in your hands for the first time, you savor the moment and remember how much happiness it could bring. And you look at yourself and how much
you changed in the last 20-30 years while the box stayed the same.
And how much the world changed too. And somewhere, in the back of your head, raises a thought. Would you need anything
else on a deserted island apart than the trio, a solar panel and all the tapes ever made? Would you trade in everything else you gained in the last decades ?
Unfortunately 96K machines were never produced and never will be. But the feeling stays.
We don't know yet. We're pretty far from it anyways, and setting a date at this point would either mean we disappoint our fans or we ship a buggy game with less content.
It's not an just an emulator. Technically speaking, at the current moment, the game is simulating an emulator. It will indeed employ the use of an emulator,
but the emulator is just a dimension of the full game.
At heart TRS 96K is a game. It uses gameplay mechanics of reward and punishment that all games use: You do good, you get
the next piece of content, and your brain should release a tiny drop of the happy chemical that keeps gamers in the game. You do bad,
you get to retry. The content is only revealed to you if you're worthy and you need to struggle for it.
Despite countless existing applications, we are carefully and lovingly creating new content in retro clothes to help us tell our story and proper shape the nostalgia.