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First released in 1999, Bleem! was initially developed by David Herpolsheimer (president) and Randy Linden,<ref name="company">{{cite web|title=Best Little Emulator Ever Made!|work=Best Little Emulator Ever Made!|first=Tom|last= Rhodes|publisher=Escapist Magazine|url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_117/2295-Best-Little-Emulator-Ever-Made|accessdate=2015-01-02}}</ref> with Will Kempe, Scott Karol, Sean Kauppinen, Bryan Stokes, and Paul Chen, later of Rovio Entertainment, joining the team following its commercial release. The emulator's name was said to have stood for "'''B'''est '''L'''ittle '''E'''mulator '''E'''ver '''M'''ade!", perhaps in reference to its ability to run PS1 games at full speed even on low-end computers, though the bleem! website claims only Randy Linden knows the actual meaning.
First released in 1999, Bleem! was initially developed by David Herpolsheimer (president) and Randy Linden,<ref name="company">{{cite web|title=Best Little Emulator Ever Made!|work=Best Little Emulator Ever Made!|first=Tom|last= Rhodes|publisher=Escapist Magazine|url=http://www.escapistmagazine.com/articles/view/video-games/issues/issue_117/2295-Best-Little-Emulator-Ever-Made|accessdate=2015-01-02}}</ref> with Will Kempe, Scott Karol, Sean Kauppinen, Bryan Stokes, and Paul Chen, later of Rovio Entertainment, joining the team following its commercial release. The emulator's name was said to have stood for "'''B'''est '''L'''ittle '''E'''mulator '''E'''ver '''M'''ade!", perhaps in reference to its ability to run PS1 games at full speed even on low-end computers, though the bleem! website claims only Randy Linden knows the actual meaning.


Bleem! was written in [[x86 assembly language|X86 assembly]], allowing them to incorporate precise optimisations, with low-level and real-mode routines besides the use of the host PC's graphics hardware. While this allowed the emulator to run most if not all titles on a modest system of the day, this came at the cost of long-term compatibility with newer operating systems. At the time, Windows NT kernel-based operating systems were usually marketed towards enterprises and servers, and as most home computers ran on Windows 98, Bleem! felt that there was [[Nobody cares|no need to support NT]].  Besides issues with NT-based operating systems, game compatibility is modest at best, with all but one game (coincidentally titled ''One'') being plagued with various bugs and gameplay issues according to Bleem's own compatibility charts.
Bleem! was written in [[x86 assembly language|X86 assembly]], allowing them to incorporate precise optimisations, with low-level and real-mode routines besides the use of the host PC's graphics hardware. While this allowed the emulator to run most if not all titles on a modest system of the day, this came at the cost of long-term compatibility with newer operating systems. At the time, Windows NT kernel-based operating systems were usually marketed towards enterprises and servers, and as most home computers ran on Windows 98, Bleem! felt that there was [[Nobody cares|no need to support NT]].


A version of Bleem! for the Dreamcast was released alongside the Windows version, taking advantage of the Dreamcast hardware for enhanced graphics and the MIL-CD exploit found in the Dreamcast BIOS. The emulator was originally intended to be able to run every single game in the PlayStation library, but as it was determined to be infeasible, "Bleempaks" were proposed, along with PS1-style controllers (since the original Dreamcast gamepad has fewer buttons, necessitating workaround button mappings), but neither saw release due to technical difficulties.
A version of Bleem! for the Dreamcast was released alongside the Windows version, taking advantage of the Dreamcast hardware for enhanced graphics and the MIL-CD exploit found in the Dreamcast BIOS. The emulator was originally intended to be able to run every single game in the PlayStation library, but as it was determined to be infeasible, "Bleempaks" were proposed, along with PS1-style controllers (since the original Dreamcast gamepad has fewer buttons, necessitating workaround button mappings), but neither saw release due to technical difficulties.
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