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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!"

4 of 26 comments (clear)

  1. .the .product by program21 · · Score: 2, Interesting

    .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.
  2. Relevant Again by e8johan · · Score: 3, Interesting

    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.

    1. Re:Relevant Again by Anonymous Coward · · Score: 1, Interesting

      Try Soldat (google for it, it's well worth the effort)

    2. Re:Relevant Again by Anonymous Coward · · Score: 2, Interesting

      Pedantry: Amiga 3.5" floppies were 880k, not 720k - in fact, games often reprogrammed the disk controller for copy protection and/or even higher capacities (that's why software like XCopyPro on the Amiga had tracks 80,81,82,83 in addition to 0 thru 79 - games often used them, and normal amiga diskcopy missed them).

      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.