As far as I know there wasn’t high precision timing exactly like we have today, but I know it was done some how. Think about it, a lot of older games have things going on at CPU independent speeds with intervals in between frames that must be less than 54 milliseconds (one 18th of a second). That’s the best QBasic’s native functions can do. Turbo Basic for DOS has an internal Delay statement that can do millisecond precision. Also DOS games output audio that must be precisely timed.

Well, does anyone reading this know how to do it in assembly language? Or C?