How much Game Do You Get For 1k? 26
nafmo writes "In this day and age of quadruple-dvd games with amazingly big 3D worlds, one might think that the science of compact coding has been lost forever. Well, not so, ast the 2002 MiniGame competition proves. There are 62 games for 14 different vintage computer platforms, of which none take up more than 1024 bytes. The vote for this year's best minigame ends on 7th of October, so you'd better grab the votepack and start playing!"
Re:Easy (Score:1)
Re:Easy (Score:1)
Dude, System.out.println("This is the best game ever"); is bigger than 1k in Java!
LOL, no! Re:Easy (Score:2)
its 654 bytes big.
~60 bytes of that is the string you wrote out, its unicode
The program code is ~5 bytes the rest is linker data.
So the filesize is 654 and cant be stripped to less. But its below 1k
angel'o'sphere
Why vintage computers? (Score:2, Insightful)
Re:Why vintage computers? (Score:1)
Re:Why vintage computers? (Score:2)
Re:Why vintage computers? (Score:3, Informative)
Then head on over to an Abandonware site like The Under Dogs [the-underdogs.org] and try a few for your self.
On the otherhand, old games are not really about what they look like, cos they pretty much all look dreadful by todays standards, rather, its about what the games PLAY like. And thats why people still enjoy them today.
.the .product (Score:2, Interesting)
Re:.the .product (Score:2)
Actually, they outdid themselves not long afterwards. There's a second 64k demo on the same site that blows away even the first one, check it out.
Re:.the .product (Score:2)
There are also two other 4k demos on the same site, but I personally prefer Omniscent.
When runing, those 4k demos use a lot more memory than 4k, however. Commonly around 500-600k which is the maximum amount of memory avaliable under 16-bit real-mode MS-DOS (without using EMM386 and other expanders). Usually, the 4k binary is compressed using clever compression techniques and is decompressed when the binary is run. But still, cramming a 3D world with textures and music into 4k is quite an accomplishment!
Re:.the .product (Score:2, Informative)
Relevant Again (Score:3, Interesting)
Also, it would be nice if some game programmers ever asked them selves 'can I do this with less code and memory consumption?'. The answer would most probably be yes in many cases.
An example of this is the use of large look-up tables instead of doing a medium-sized calculation. As the caches can't hold an entire game today, the penalty for using a large look-up table is probably pretty big, since it is spread over a larger section of the memory than a medium (properly aligned) calculation routine.
When discussing code size, I must say that the best (in the amusing, fun, addictive way) I've had was Super Cars II on the Amiga. Great game, only one (or two) 720kB floppys. It had what many of today's games lack of: gameplay.
Re:Relevant Again (Score:1)
Re:Relevant Again (Score:1)
Re:Relevant Again (Score:1, Interesting)
Re:Relevant Again (Score:2, Interesting)
Later Amiga HD floppy drives allowed 1.76MByte on a "1.44 MByte" floppy.
The programmable controller is why the Amiga can read PC disks, but the PC can't read amiga disks.
Not really 1K games (Score:3, Insightful)
Re:Not really 1K games (Score:1, Informative)
And FWIW, the smallest Atari 2600 cartridge size was 2k, not 1k.
Re:Not really 1K games (Score:1)
Of course, Atari games had to do a lot of low-level stuff that the other machines' hardware did for you. Like vertical blanking.
Re:Not really 1K games (Score:2)
Re:Not really 1K games (Score:1, Informative)
But even if you're using all features of a stock vintage machine, you still can't use visual and audial appearance to judge between a ZX81 and a Commodore 64 game. I see this more as a battle for best idea and gameplay on limited space.
True. True. (Score:2, Funny)
Then I realized it depends on the
Chess (link) (Score:2)