How much Game Do You Get For 1k?
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!"
I think this would be alot more interesting if they used today's PC architecture, and stretched it to the limit with 1k. Maybe its just because I am too young to really know what Commodore 64 games looked like, so I dont have much of a basis to compare these games.
.the .product, while not a game, is a demo in 64kb. 7 fully 3d scenes, 12 minutes of music, and a cool scroller. It's amazing enough to look at on it's own, but when you consider it's only 64kb, and runs on today's computers, it's unbelievable.
This has been a test. Had this been a real emergency, we would have fled in terror and you would not have been informed.
The skill of writing small games is highly relevent again as new mobile phones with the ability to run custom software is starting to appear.
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.
They are only 1K games if you don't count calls to the OS or ROM BIOS. Back in the old Atari 2600 days 1K really was 1K since there was no code anywhere but in the game cartridge.
this is a col enough challenge to be sure, but whay are ALL of the games coded for obsolete systems? Why aren't there Java or Shockwave titles in there? Seems like a bit of a waste of time...
That was classic intercourse!
Heh, rather than repeat myself, here is a link to an article I wrote for K5 on 1k chess for the ZX81 a while back: The greatest program ever written. Enjoy.
Thad
this is a col enough challenge to be sure, but whay are ALL of the games coded for obsolete systems? Why aren't there Java or Shockwave titles in there? Seems like a bit of a waste of time...
Dude, System.out.println("This is the best game ever"); is bigger than 1k in Java!
I wrote an HTTP Capture utility yesterday (basically just a socket accept that dumps the socket traffic to a file). The EXE came off at 6k, and I felt pretty good about that.
.Net Framework which is another 30 megs. :-)
Then I realized it depends on the
FYI:
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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
Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.