"2k Sweeper of Mines", by chill BASIC and Machine Language versions chill@gol.com A less-than-2-kilobyte entry for the 2001 Minigame competition http://demo.raww.net/minigame/ mailto:minigame@demo.raww.net The Idea ======== This is just great. No, I'm not bragging about my entry (I'll do that later), I'm talking about the idea of this competition. - Several of the most popular 8-bits of their day - you get to pick the one you're most nostalgiac about. - BASIC or assembly, or both! - whichever you're comfortable with or want to tackle. - Write it small - a "put up or shutup"-challenge like a red flag to a bull for all of us who rant night and day about code bloat. - "No prizes, it's just for fun..." - not that I'd mind winning something cool, but if somebody had to put up prizes, a community event like this would never happen. And my 8-bit experiences *are* for fun! The Game ======== Anyone who has had a few minutes to kill on a Windows machine has probably played Minesweeper, and there are versions of this game for many OSen. Now we have one for the CBM line of 8-bits, too. I won't bore people by explaining the rules in great detail... if you were able to download and unzip this, I'm sure you've played Minesweeper somewhere before. Use the CRSR keys to move, press SPACE to reveal the square under the cursor (neighbouring squares will automatically be revealed if safe), use ENTER to toggle the marking of an unrevealed square. While marking a sqaure prevents you from accidentally revealing it and gives you a visual assist in tracking where you think mines might be, the goal of the game is not to mark all the mines but to reveal all squares EXCEPT the ones which contain the nasty mines. No "Beginner" or "Advanced" configurations. You choose the playfield dimensions and number of mines to place within it. Because of the slowness of my program, it doesn't keep track of how long you take to complete a game. You either win or lose. The Program: BASIC VERSION =========================== I wrote this entirely in BASIC because, when I first checked out the competition website last week, there were no BASIC entries. For the average 8-bit user, BASIC was more accessible than machine language in many ways. I know I always learned something as I eagerly devoured the program listings in each months issue of COMPUTE!'s Gazette. This may sound vain, but I hope somebody learns something from my contribution. I wish the 2k limit allowed me a few REMs to comment my code more, although as you can see from this text file I'd probably just ramble on and on and on and on. Comment bloat? While my entry is for the C64, I have written it so that it should run on a range of CBM 8-bit machines... those which I can test it on using VICE, anyway. C64, C128, VIC20, CBM2 & PET appear to work and the game tries its best to determine the available screen width. No POKEs, PEEKs, SYSs, USRs, or color codes are used anywhere in the program. The advantage is tremendous portability. The disadvantages are slow gameplay and bland, boring monochrome on all platforms. The austerity doesn't concern me, but I found myself toggling Warp mode in x64 more than a few times. August 26, 2001 The Program: MACHINE LANGUAGE VERSION ====================================== I originally hoped to be able to squeeze this into a 512-byte entry but, modesty aside, I'm pretty damn lousy at programming in assembly. The only other project like this I've tackled was a demo I wrote about 6 years ago. Finishing just a day before the compo deadline, it has taken me, on and off, one whole month since submitting the original BASIC version to complete this machine language version. Regardless of whether the result impresses anyone else or not, I'm pleased with it and what I've had to learn in the process of accomplishing this. Four notable changes from the BASIC version: 1) Written only for the C64. It's actually still fairly generic, but would need a few tweaks for it to ever work right on other CBMs. 2) Color! Having given up the generic aspect, I've added some color and even make limited use of Extended Background Color mode (a first for me). 3) Rather than typing the numbers for your desired minefield parameters, use the CURSOR keys to increase/decrease the shown value. Press ENTER to select the shown value. 4) Warp mode no longer necessary. The source code for this version is available for the asking. I don't include it here because... well... it's 1800+ lines of embarassing naivete. September 29, 2001 "2k Sweeper of Mines", by chill chill@gol.com A less-than-2-kilobyte entry for the 2001 Minigame competition http://demo.raww.net/minigame/ mailto:minigame@demo.raww.net The Idea ======== This is just great. No, I'm not bragging about my entry (I'll do that later), I'm talking about the idea of this competition. - Several of the most popular 8-bits of their day - you get to pick the one you're most nostalgiac about. - BASIC or assembly, or both! - whichever you're comfortable with or want to tackle. - Write it small - a "put up or shutup"-challenge like a red flag to a bull for all of us who rant night and day about code bloat. - "No prizes, it's just for fun..." - not that I'd mind winning something cool, but if somebody had to put up prizes, a community event like this would never happen. And my 8-bit experiences *are* for fun! The Game ======== Anyone who has had a few minutes to kill on a Windows machine has probably played Minesweeper, and there are versions of this game for many OSen. Now we have one for the CBM line of 8-bits, too. I won't bore people by explaining the rules in great detail... if you were able to download and unzip this, I'm sure you've played Minesweeper somewhere before. Use the CRSR keys to move, press SPACE to reveal the square under the cursor (neighbouring squares will automatically be revealed if safe), use ENTER to toggle the marking of an unrevealed square. While marking a sqaure prevents you from accidentally revealing it and gives you a visual assist in tracking where you think mines might be, the goal of the game is not to mark all the mines but to reveal all squares EXCEPT the ones which contain the nasty mines. No "Beginner" or "Advanced" configurations. You choose the playfield dimensions and number of mines to place within it. Because of the slowness of my program, it doesn't keep track of how long you take to complete a game. You either win or lose. The Program =========== I wrote this entirely in BASIC because, when I first checked out the competition website last week, there were no BASIC entries. For the average 8-bit user, BASIC was more accessible than machine language in many ways. I know I always learned something as I eagerly devoured the program listings in each months issue of COMPUTE!'s Gazette. This may sound vain, but I hope somebody learns something from my contribution. I wish the 2k limit allowed me a few REMs to comment my code more, although as you can see from this text file I'd probably just ramble on and on and on and on. Comment bloat? While my entry is for the C64, I have written it so that it should run on a range of CBM 8-bit machines... those which I can test it on using VICE, anyway. C64, C128, VIC20, CBM2 & PET appear to work and the game tries its best to determine the available screen width. No POKEs, PEEKs, SYSs, USRs, or color codes are used anywhere in the program. The advantage is tremendous portability. The disadvantages are slow gameplay and bland, boring monochrome on all platforms. The austerity doesn't concern me, but I found myself toggling Warp mode in x64 more than a few times. 2k of code and 3k of docs. Time to stop. August 26, 2001 ASTERAXIS 2k A 2048 bytes contribution to _ _ _ _ _ _ _ _ / / / / / / / |_| _| | | | |_| / / / / / / / _| |_| | | | |_ http://demo.raww.net/minigame/ 8-bit coding competition for A T A R I done by (in alphabetical order :) laoo/NG (Waldemar Pawlaszek) R0lAnd/NG (Remigiusz Zukowski) BACKGROUND It was a happy day in Astratia: it's King - Astronius VII celebrates his 75th birthday. On this occasion The Prime Minister decided to buy couple of thousands balloons filled with (as he was informed) helium. After ceremony when all baloons where out in skies one sciencist incidently made horrible discovery: All baloons instead of helium where filled whith deadly gas of unknown origin. When balloons reach stratosphere and burst all humanity will vanish. In this tragic circumstances Astratia's Ministery of Defence decided to send their best pilot in confidential mission: to destroy all balloons before it'll be too late! For this operation there is prepared supersonic airplane armed with ammunition capable to neutralize the poison. There is only one pilot who can manage it: YOU Tips: - Be extremaly carefull: the higher You are, the air is more thin and balloon are flying faster. - Flying whith supersonic velocities try to fire to targets with care: your jet may be faster than your missiles. Good Luck and God Bless You! CONTROLLING ISSUES Controlling the game needs Paddles plugged to port 1. Don't trouble with this bizarre hardware, because every (i hope so) good Atari emulator can emulate it via mouse. Game was developed on Atari800Win Plus 2.8, so if your program don't support proper paddle emulation try to obtain this great emulator from locations linked from emulator section of MiniGame HomePage. In Atari800Win paddle emulation can be set by selecting in your menu Input->Mouse (or Atari->Mouse) then selecting paddles as emuleted device in mouse port 1 (top limit of paddle range must be 228). Then capture mouse by pressing F12. I'd like to excuse for possible inconveniece assotiated with need of this strange configuration, but analogue controlling is the best for this kind of game. Also I hope that it isn't opposed to point three of rules in case of "requirement of external hardware" :) Only controlls are Paddles (i.e. your mouse :) and their triggers (mouse buttons) TECHNICAL INFORMATIONS Game file (Aster2k.xex) is a plane Atari executable. It should be loaded and executed without any complications. There is also enclosed Atari disk image Aster2k.atr. Source code included in Aster2k.asx file. Game needs clear memory to run properely. KNOWN BUGS Sometimes balloons can be shown up in middle of screen instead of it's background (don't ask me why :) Rarely after comming back to title screen some sprites may be not turned off - it can be observed as thin bar across the screen (easy to eliminate, but duncare ;) FULL CREDITS R0lAnd: background stars effect based on sprite (missile) multiplication engine paddle controlling routines with world translations laoo: all the rest during few nights supported by strong coffee OTHER Greetings flies to all active (real or emu :) atari sceners and minigame competitions organisers and participants. Game written using X-Assembler by Fox/Taquart 2001-09-30 22:58Minigame 8-bit Coding Competition --------------------------------- Atari Information Running Asteraxis 2K in Atari800WinPlus --------------------------------------- Start Atari800Win.exe File / Load Executable / select aster2k.xex If sound fails: Sound / Sound options / reduce Playback Rate and change 'Output type' from Mute. Atari / Mouse / Set 'Emulated device' to Paddles, and enable 'Capture mouse'. ------------ Asteraxis 2K ------------ The game: Fly through space, shooting the balloons. Controls: Right mouse button to start. Movement - Mouse Fire - Left mouse button Minigame 8-bit Coding Competition --------------------------------- C64 Information Idiot's Guide To VICE Run 'x64.exe' File / Attach Disk Image / Drive 8 / select minigame.d64, attach Options / make sure Sound Playback is checked Settings / Joystick settings / choose the controls to act as the joystick. Note that some games require the joystick in port 1, others use port 2. Alt+R to reset. ------------------------------------------------------------------------ __ _ __ /'__'\ | |/ / -' ) ) | |'/ 2K Category - ,',' | \ C64 Games ,' '--, | |\ \ ------' '-' '-' ------------------------------------------------------------------------ ------------------- 2K Sweeper Of Mines ------------------- Loading: LOAD"2KMINE",8,1 RUN The game: Clear the minefield without blowing yourself up. Numbers indicate how many mines are next to that square. Controls: Cursors - move cursor, select minefield size Enter - mark as mine Space - reveal a square ------------ Cliff Diving ------------ Loading: LOAD"CLIFF DIVING",8,1 RUN The game: Try to execute the perfect high-dive - as many somersaults as possible, and a vertical landing. Controls: Joystick in port 2. Fire to start dive, fire again to stop spinning. ----------- Evil Wizard ----------- Loading: LOAD"EVIL WIZARD",8,1 RUN The game: Attack the enemies and collect weapons, gaining status points as you go - when you reach 10 points, you will face the evil wizard. Controls: A - Attack R - Retreat --------- Flag Quiz --------- Loading: LOAD"FLAG QUIZ",8,1 RUN The game: Identify as many flags as you can. ------------ I Am The Law ------------ Loading: LOAD"I AM THE LAW",8,1 RUN The game: Deal with your neighbour in classic adventure-game style. See iamthela.txt for spoilers. ------- Icecave ------- Loading: LOAD"ICECAVE",8,1 RUN The game: Avoid the falling icicles to get to the end of the cave. Controls: Joystick in port 1. ------------------------ King Of The Road preview ------------------------ Loading: LOAD"KOTR",8,1 RUN The game: Steer your way through the race track. Controls: Joystick in port 2. Fire to start, left/right to steer, up/down to accelerate/brake. --------- Magertris --------- Loading: LOAD"TETRIS2K",8,1 RUN The game: Manoeuvre the falling pieces to fill rows and prevent the playing area from being filled up. Controls: J - left L - right K - rotate I - down Space - drop ------ Minima ------ Loading: LOAD"MINIMA",8,1 RUN ...and make sure you've got the sound working The game: Travel Lord Macbeth's kingdom in search of the 8 rings. Controls: [ - up / - down ; - left ' - right plus other keys as prompted. ------- Snake2K ------- Loading: LOAD"SNAKE2K",8,1 SYS4096 ...and make sure you've got the sound working The game: Collect all the apples while avoiding the walls and your tail. Controls: Joystick in port 1. ------------------------------------------------------------------------ _____ __ __ _ | ___| / | /'__'\ | | | |__ '| | -' ) ) | |__ 512 Byte Category - |___ '. | | ,',' | _ '. C64 Games ___) | _| |_ ,'.'__ | |_) | |____.'|_____||_____| |____.' ------------------------------------------------------------------------ ----------- Codebreaker ----------- Loading: LOAD"CB",8,1 RUN The game: Deduce the 4-colour sequence - after each guess, you're given a clue. The black number indicates correct colours in the right place, and the white number indicates correct colours in the wrong place. Controls: Left/right cursors to select a slot, up/down cursors to select a colour, enter to make a guess. ------ dwCave ------ Loading: LOAD"DWLOAD",8,1 RUN The game: Navigate the cave in a very unwieldy vehicle. Controls: Joystick in port 2. Fire to accelerate up, release to fall. Any direction to start a new game. ----------- Helsingfors ----------- Loading: LOAD"HELSINGFORS",8,1 RUN ...and make sure you've got the sound working The game: Cruise the motorway in a car with a flat tyre and no brakes, avoiding the traffic. Controls: Joystick in port 2. Fire to start a new game. ------------- Letter Attack ------------- Loading: LOAD"LETTER",8,1 RUN The game: Stop the aliens from reaching earth by pressing the key corresponding to the falling letter. ------ Pacman ------ Loading: LOAD"PACMAN",8,1 RUN The game: Eat all the dots in the maze, avoiding the ghosts. Controls: Joystick in port 2. ----- Snake ----- Loading: LOAD"SNAKE",8,1 SYS4096 In VICE, Make sure 'Enable resid' in the Options menu is selected. The game: Collect all the apples while avoiding the walls and your tail. Controls: Joystick in port 1. -------- Space512 -------- Loading: LOAD"SPACE512",8,1 RUN ...and make sure you've got the sound working The game: Shoot all the aliens, avoiding their missiles. Controls: A - left S - right Space - fire ---------- Tetrattack ---------- Loading: LOAD"TETRATTACK",8,1 SYS3824 The game: Shoot the objects to get them all spinning. Controls: Joystick in port 2. ------ Tetris ------ Loading: LOAD"TETRIS",8,1 RUN The game: Manoeuvre the falling pieces to fill rows and prevent the playing area from being filled up. Controls: Joystick in port 2. Fire to start, left/right to move, fire to rotate, down to drop. --------- Tinyrinth --------- Loading: LOAD"TINYRINTH",8,1 SYS4096 The game: Collect the flashing keys to escape from the maze, and avoid the red Minitaur. Controls: I - Up J - Left K - Down L - Right -------- Uleaborg -------- Loading: LOAD"ULEABORG",8,1 RUN The game: Bomb all the buildings and land the airship. Controls: Space to drop a bomb. ------------------------------------------------------------------------ Bonus Games ------------------------------------------------------------------------ Some alternative versions of games listed above, provided by the authors. These aren't taking part in the competition, and are just included for your interest and enjoyment... ----------------------------------- 2K Sweeper Of Mines - BASIC version ----------------------------------- A version of the Minesweeper game, made entirely in Commodore BASIC. Loading: LOAD"2KMINEBAS",8,1 RUN ---------------------------- Magertris - 604 byte version ---------------------------- A Tetris clone which didn't quite make it into the 512 byte category. Loading: LOAD"TETRIS604",8,1 SYS4096C64 CodeBreaker --------------- How to play: This is a clone of the popular (?) board (?) game Mastermind. There is a hidden 4-color code which you must deduce in a limited number of tries. To load up & start the game, enter the following: LOAD"CB.PRG",8 RUN The machine will take a second or two to generate the secret code, and present you with 4 slots to make a guess. Use the cursor left/right keys to select a slot, cursor up/down to select one of the 6 available colors, and Return to finish your guess. The black number is the number of slots that you guessed correctly. The white number is the number of colors in your guess that are in the secret code, but you've placed in the wrong slot. You've got 10 tries to crack the code. Note that the hidden code will never contain any duplicated colors. That was an annoying requirement to implement, so you'd better appreciate it. ;) The game will loop until you either win or take aggressive measures against your computer. Type RUN to play again. --------------- For only 415 bytes (including 2-byte file header), this game contains a decent but bloated random code generator, a score calculator, a BASIC loader, and challenging intellectual gameplay. There are 353 bytes of actual code. I'm pretty happy with the way this thing turned out, as I haven't done any 6510 coding in a LOOONG time! :) Watch for my 2k entry, coming soon! -- White Flame (aka David Holz) http://fly.to/theflame Cliff Diving - an entry in the 2K game compo (C) 1986-2001 by Shroom/PSW This game has been around for many years, but never released - so here it is, "polished up" by Macbeth for the new millenium :) Instructions: Press the fire button on a joystick in port 2. Try to get a score of 100! Contact us: http://www.psw.ca/ shroom@psw.ca macbeth@psw.caCliff Diving - an entry in the 2K game compo (C) 1986-2001 by Shroom/PSW This game has been around for many years, but never released - so here it is, "polished up" by Macbeth for the new millenium :) Instructions: Press the fire button on a joystick in port 2. Try to get a score of 100! Contact us: http://www.psw.ca/ shroom@psw.ca macbeth@psw.caC64 CodeBreaker --------------- How to play: This is a clone of the popular (?) board (?) game Mastermind. There is a hidden 4-color code which you must deduce in a limited number of tries. To load up & start the game, enter the following: LOAD"CB.PRG",8 RUN The machine will take a second or two to generate the secret code, and present you with 4 slots to make a guess. Use the cursor left/right keys to select a slot, cursor up/down to select one of the 6 available colors, and Return to finish your guess. The black number is the number of slots that you guessed correctly. The white number is the number of colors in your guess that are in the secret code, but you've placed in the wrong slot. You've got 10 tries to crack the code. Note that the hidden code will never contain any duplicated colors. That was an annoying requirement to implement, so you'd better appreciate it. ;) The game will loop until you either win or take aggressive measures against your computer. Type RUN to play again. --------------- For only 415 bytes (including 2-byte file header), this game contains a decent but bloated random code generator, a score calculator, a BASIC loader, and challenging intellectual gameplay. There are 353 bytes of actual code. I'm pretty happy with the way this thing turned out, as I haven't done any 6510 coding in a LOOONG time! :) Watch for my 2k entry, coming soon! -- White Flame (aka David Holz) http://fly.to/theflame Minigame 8-bit Coding Competition --------------------------------- CPC Information Idiot's Guide to WinAPE ----------------------- Start WinApe32.exe On the CPC+ startup menu, press numpad key 1 to select Amstrad BASIC. Press F2, then Open (in the Drive A section) and choose the disc image, then follow the loading instructions for that game. CTRL+F9 to reset. If you get a black and white, narrow screen image, press F4 to go to full-screen mode and then you should be able to play the games in their technicolour glory... ----------- 2K Invaders ----------- Filename: INVADERS.DSK Loading: run"invaders" The game: Shoot all the invaders before they reach Earth. Controls: Z - Left X - Right Enter - Fire ------------------------------- Mini-Centipede (512 byte entry) ------------------------------- Filename: MINIPEDE.DSK Loading" run"disc" The game: Kill all the pieces of the centipede before it gets to you. Controls: Cursors - Left / Right Space - Fire========== - dwCave - ========== 512byte minigame entry Code by: dW/Style (a.k.a. Adrian Gonzalez) adrianglz@globalpc.net September 30/2001 dwCave is a clone of the popular Palmtop PC game 'Sfcave'. The object of the game is to navigate your way through the treacherous cave. Avoid obstacles and cave walls. Your score increments as you fly through the cave. The cave gets narrower as you go. How high can you score? Coded using Turbo Macro Pro REU by Style and the VICE emulator. Special thanks to Magervalp and the guys on efnet #c-64 for providing lots of optimization suggestions and helping me beta test. The game is exactly 512 bytes long plus a 2 byte load address. Use the loader or load "dwcave",8,1 and start with sys 4096 Instructions: ------------- Set your emulator for NTSC mode, as the game runs a little bit too fast in PAL. If you're not using an emulator then... you rule! :) Use joystick in port 2. Pressing the fire button makes you accelerate up, releasing it makes you fall. Your score is displayed at the end of the game. Move the joystick in any direction to try again. Evil Wizard Commodore 64, Version 1.00. Made by Pingo of DIXN RIAH 19 of August 2001. Specially made for MiniGame 8-bit competition. NOTES: This game is made simply because I wanted to be part of this cool contest. I didn't want to make a bad BASIC-game, so I made a very bad BASIC-game instead! :-) The thought of making a 2Kb adventure game was to me very cool, so I decided to make one that, well, is almost playable! GAME BACKGROUND: The goal, as so nicely pointed out in the beginning of the game, is to kill the Evil Wizard. Sadly, you only have a little knife by your side. You do meet people in this dark forest when you are hunting for the Wizard. These people are Evil (and work for the wizard) or are neutral or friendly. Don't kill the friendly people - this will pull down your status, however you will gain hit-points for killing anyone... You do need the hit-points when you finally meet the wizard. However, you won't meet him until you have more than ten in status! So, it's off to kill some bad guys if you want to win fame and glory! OTHER STUFF: Too bad I didn't have any space for cool graphics or sounds! :-) Anyway, the game is 2038 bytes, which is in the limit by 10 bytes! Wow! :) Have fun anyway... and if you want to ask me anything or just email me, do that at: antarktis@tripnet.se (No threats please - I KNOW this isn't a good game!) http://www.dixnriah.org http://www.penguinfilms.comEvil Wizard Commodore 64, Version 1.00. Made by Pingo of DIXN RIAH 19 of August 2001. Specially made for MiniGame 8-bit competition. NOTES: This game is made simply because I wanted to be part of this cool contest. I didn't want to make a bad BASIC-game, so I made a very bad BASIC-game instead! :-) The thought of making a 2Kb adventure game was to me very cool, so I decided to make one that, well, is almost playable! GAME BACKGROUND: The goal, as so nicely pointed out in the beginning of the game, is to kill the Evil Wizard. Sadly, you only have a little knife by your side. You do meet people in this dark forest when you are hunting for the Wizard. These people are Evil (and work for the wizard) or are neutral or friendly. Don't kill the friendly people - this will pull down your status, however you will gain hit-points for killing anyone... You do need the hit-points when you finally meet the wizard. However, you won't meet him until you have more than ten in status! So, it's off to kill some bad guys if you want to win fame and glory! OTHER STUFF: Too bad I didn't have any space for cool graphics or sounds! :-) Anyway, the game is 2038 bytes, which is in the limit by 10 bytes! Wow! :) Have fun anyway... and if you want to ask me anything or just email me, do that at: antarktis@tripnet.se (No threats please - I KNOW this isn't a good game!) http://www.dixnriah.org http://www.penguinfilms.comFlag-Quiz V 1.00 ================ This game has been coded by Kojote/Bytegeiz on the 9th September 2001, for the "Minigame 8-Bit Coding Competition"! Their Homepage is located at http://demo.raww.net/minigame/index.html In the original .ZIP File there are following Files * FLAG-QUIZ.TXT (The File you are reading now ;) * FLAG-QUIZ.D64 (Ready for Emulator use) * FLAG-QUIZ.PRG (... can be imported from C64s) The 'Flag Quiz' is 1573 bytes long... so it will find it's place in the 2K Category! The 'Flag Quiz' is FREEWARE! Greetings to my wife AMINA!!! ;) I LOVE YOU !!!!! :-X I wish everyone the best of luck for this compo ;) Regards Kojote/Bytegeiz http://www.bytegeiz.de http://www.pdroms.com http://www.emuunlim.com http://www.emuholic.com Flag-Quiz V 1.00 ================ This game has been coded by Kojote/Bytegeiz on the 9th September 2001, for the "Minigame 8-Bit Coding Competition"! Their Homepage is located at http://demo.raww.net/minigame/index.html In the original .ZIP File there are following Files * FLAG-QUIZ.TXT (The File you are reading now ;) * FLAG-QUIZ.D64 (Ready for Emulator use) * FLAG-QUIZ.PRG (... can be imported from C64s) The 'Flag Quiz' is 1573 bytes long... so it will find it's place in the 2K Category! The 'Flag Quiz' is FREEWARE! Greetings to my wife AMINA!!! ;) I LOVE YOU !!!!! :-X I wish everyone the best of luck for this compo ;) Regards Kojote/Bytegeiz http://www.bytegeiz.de http://www.pdroms.com http://www.emuunlim.com http://www.emuholic.com Last Minute 512 Byte Mini Game Competition Entry (http://www.c64.sk) HELSINGFORS (C64) Can you survive the traffic in Helsingfors with a flat tire and no brakes? Aleksi Eeben (email: aleksi@cncd.fi) http://www.cncd.fi/aeeben I Am The Law - An adventure game in 512 bytes by Adam Huemer (aka Rough/Chromance) Verbs to use are PUNCH, DECREASE, KISS, KILL, CLOSE, IGNORE and INVITE.I Am The Law - An adventure game in 2K by Adam Huemer (aka Rough/Chromance) Verbs to use are PUNCH, DECREASE, KISS, KILL, CLOSE, IGNORE and INVITE.2K Invaders by Richard Wilson ----------------------------- The keys are 'Z' = left, 'X' = Right and 'Enter' = fire.LETTER ATTACK a 512 Bytes minigame by A.Kaesmacher Far away in the Future. The Year 2001. Again alien Invaders try to destroy the Earth. But this Time they have changed their Strategy. The Earth Defence Forces have their old Anti-Alien-Blocks and have further installed a last Defense Line. And they have you, the old Alien-Attack Veteran. The Alien Spaceships trying to overcome all 3 Defense Lines. You have to destroy the Alien Spaceships by pressing the corrosponding Key on your Defense Console C64. In the first 50 Levels, the Aliens accelarate. After Level 99, the Aliens are defeated. Score Table Letter Score A 1 B 2 C 3 D 4 E 5 F 6 G 7 H 8 I 9 J 10 K 11 L 12 M 13 N 14 O 15 P 16 Q 17 R 18 S 19 T 20 U 21 V 22 W 23 X 24 Y 25 Z 26 Don't forget to vote for LETTER ATTACK!LETTER ATTACK a 512 Bytes minigame by A.Kaesmacher Far away in the Future. The Year 2001. Again alien Invaders try to destroy the Earth. But this Time they have changed their Strategy. The Earth Defence Forces have their old Anti-Alien-Blocks and have further installed a last Defense Line. And they have you, the old Alien-Attack Veteran. The Alien Spaceships trying to overcome all 3 Defense Lines. You have to destroy the Alien Spaceships by pressing the corrosponding Key on your Defense Console C64. In the first 50 Levels, the Aliens accelarate. After Level 99, the Aliens are defeated. Score Table Letter Score A 1 B 2 C 3 D 4 E 5 F 6 G 7 H 8 I 9 J 10 K 11 L 12 M 13 N 14 O 15 P 16 Q 17 R 18 S 19 T 20 U 21 V 22 W 23 X 24 Y 25 Z 26 Don't forget to vote for LETTER ATTACK! MagerTris -- 2K game compo entry (C) MagerValp@cling.gu.se 2001 This started out as a 512 byte entry, but I couldn't make it small enough. It gave me a good starting point for a 2K entry though -- I actually had problems coming up with stuff to put in there to make it big enough :) Nothing like custom graphics to waste space though. Game features: * Full tetris implementation with all pieces and incremental speedup * Title screen with docs and hiscore * Hiscore saving Couldn't fit: * Snazzy game screen * Music * Key remap Oh well. The game runs on a bog standard C64, but hiscore saving requires (emulation of) a diskdrive (any device number). As a bonus I included the failed 512 byte entry, measuring 604 bytes. Start with SYS4096. Full source for both entries will be released on my homepage after the compo has ended. -- Per Olofsson, MagerValp@cling.gu.se, http://www.cling.gu.se/~cl3polof/ Minima A 2048 byte C64 minigame (finished 2001.09.30) Code (and sprite!) by Robin Harbron (a.k.a. Macbeth/PSW) Music and player by Steve Judd (a.k.a. Wyndex) Map tiles by Per Olofsson (a.k.a MagerValp) -- Story from an earlier version of the game, that was way over 2k: "Welcome brave knight!" says Lord Macbeth. "I hope you can help. The 8 rings of our kingdom have been scattered throughout the land. Please find and return them!" Lord Macbeth is much more terse now that his kingdom has been reduced to fit in 2048 bytes, but he still wants the same thing - for you to find the 8 lost rings that are scattered throughout his world. Along the way you'll encounter terrible creatures, towns complete with inns and armouries, mountains, plains, forests, lakes, rivers and even sinister caves! -- To play: load"minima",8 run Controls: Use the 8-bit Ultima style movement keys: Emulator: [ north west ; ' east / south Real Commodore: @ north west : ; east / south You will be prompted on screen for any other instructions, such as "ATTACK OR RUN?" (press A or R). "GP" stands for Gold Pieces, and "HP" is for "Health Points". The combat system is loosely based on the Fighting Fantasy gamebook series. A better sword doesn't cause more damage, it just increases your chances of hitting your enemy. -- Thanks: Steve Judd (Wyndex) for the great tunes and player, and all the encouragement and help with getting this thing under 2k. Per Olofsson (MagerValp) for the tiles and encouragement (and always being there on IRC!). MV also drew up a very cool sprite for the main character, but there really wasn't room to include it. Bogax for help with the random number generator (he bettered by routine by something like 9 bytes!). Matthew Westcott (and anyone else?) for organizing and getting this thing going. You've motivated many NTSC C64 dudes (except one lamer :) into coding, and that's great! Carla and the kids for putting up with me while working on this. -- If you want to see a full version of this game (believe it or not, I couldn't do everything I wanted in 2k) let me know. I just may do it! Contact: Robin Harbron macbeth@psw.ca http://www.tbaytel.net/macbeth http://www.psw.ca/ Mini-Centipede by Richard Wildey Spet 2001. Written and tested on CPCEMU 1.3 on Windows NT. P166 Run "Disc" to play, Rules: Kill all the pieces of the centipede before it gets to you. Keys: Press any key to start. Left arrow : Move left Right arrow : Move right Space bar : Shoot Quit : Escape Bugs: A couple. Note: Once you've used all 3 lives the game will quit. Type "RUN" to play again. __ _ _ ________ | \ _ ___ _ | \ / | | _ \ | \ | | | | | | | \ / | | | / / | \ | | | |__| | | \ / | | |_\ \ __ __ __ __ |_|\ \| | |________| |_|\ \/ /|_| |________/ ||_ //_\ || _\\ \ | m i n i m a l \ / ____ \___| _______________ \/ e d i t i o n ___________________ triumph contribution for minigame compo this one koded by wocen^triumph perfectly 512 bytes status! vote if you like this for any reason write to: triumph_hq@mail.ru blade^triumph (88o (88) (88) (88 (88 (88 888o 88 88 88 88 88 8o 88 (88 88888. 88888. 88 8888 8888 88 8o 88 88 88 "88 88 "88 88 88__88 88__ 88 8o88 88 88 .88 88 .88 88 88"""" ""88 (88) 888) (88) (88888" (88888" (88) "8888 88888" n i b b l e s 1 k i n t r o g a s m a n / h - p r g / r a As we all know, Microsoft have only ever made one good program. Today, we show that even that one was bloated as hell... QAOP or Sinclair joystick Runs on any Speccy with 16K memory or more (even a Pentagon, if you're really desperate) No nematode worms were harmed during the making of this program gasman@raww.org - www.demo.eu.orgMinigame 8-bit Coding Competition http://demo.raww.net/minigame --------------------------------- ---------- Voting Pack ---------- --------------------------------- In this pack you'll find the following files: README.txt Go on, take a guess. VOTE.txt The voting form to fill in to decide on the competition winner; voting is open until the 9th of November. C64.txt } Platform-specific information files, with details on SPECCY.txt } running the emulators and brief instructions for the CPC.txt } games. Please read these carefully so you don't miss ATARI.txt } out on any game features, such as sound. *.txt Game instructions provided by the authors. minigame.d64 All C64 entries on one disc. *.dsk The CPC entries. tape.tap All Spectrum entries on one tape. *.tap The Spectrum entries as individual tape files. aster2k.xex The Atari entry, Asteraxis 2K. aster2k.asx } starwars.asm } Source code provided by the authors. tetrattack.e.s } Any problems? Mail me and I'll see if I can help. Enjoy the games! Matthew WestcottSnake -- 512b game Tognon Stefano (C) Ice Team 2001 ver. 1.02 A simple snake like game. Put joystick in port 1 and eat all the apples for winning. Give Sys 4096 to start the game The barriers and apples are random (using sid oscillator) Full source will be released after the competition at: http://digilander.iol.it/ice00 notes: ver 1.00: forget to initialize sid!! ver 1.01: correct the sid, but find that you cannot go in the first row! ver 1.02: you can't go in the first row even here, but now there's a barrier Unfortunatly the first row bug seems to become from a strange kernal rules, so it's probably impossible to remove with only 3/5 byte of instructions.Snake -- 2k game Tognon Stefano (C) Ice Team 2001 ver. 1.00 A simple snake like game that extend the 512b version. Put joystick in port 1 and eat all the apples for winning. Give Sys 4096 to start the game The barriers and apples are random (using sid oscillator) Full source will be released after the competition at: http://digilander.iol.it/ice00 new features from 512b version: -> Music. I would put a better music, but unfortunatly I actually can't test it to my real C64 (e.g. the 286 computer used to connect to the 64 is died), so I take the Hot Buttler "Popcorn" music used in the game Petch and extend it to use 2 voices instead of one. -> a colored Snake that look more better. -> reals apples and barrier -> a fast snake if you win (well It can reach curvature speed!!!) -> a simple presentation screen -> better game messages with an apples counter -> this is not to say, but because source may be released after the competition..., there are two secret features in the game that can make it more interesting... try to found them, or look to the source... Snake -- 2k game Tognon Stefano (C) Ice Team 2001 ver. 1.00 A simple snake like game that extend the 512b version. Put joystick in port 1 and eat all the apples for winning. Give Sys 4096 to start the game The barriers and apples are random (using sid oscillator) Full source will be released after the competition at: http://digilander.iol.it/ice00 new features from 512b version: -> Music. I would put a better music, but unfortunatly I actually can't test it to my real C64 (e.g. the 286 computer used to connect to the 64 is died), so I take the Hot Buttler "Popcorn" music used in the game Petch and extend it to use 2 voices instead of one. -> a colored Snake that look more better. -> reals apples and barrier -> a fast snake if you win (well It can reach curvature speed!!!) -> a simple presentation screen -> better game messages with an apples counter -> this is not to say, but because source may be released after the competition..., there are two secret features in the game that can make it more interesting... try to found them, or look to the source... Snake -- 512b game Tognon Stefano (C) Ice Team 2001 ver. 1.02 A simple snake like game. Put joystick in port 1 and eat all the apples for winning. Give Sys 4096 to start the game The barriers and apples are random (using sid oscillator) Full source will be released after the competition at: http://digilander.iol.it/ice00 notes: ver 1.00: forget to initialize sid!! ver 1.01: correct the sid, but find that you cannot go in the first row! ver 1.02: you can't go in the first row even here, but now there's a barrier Unfortunatly the first row bug seems to become from a strange kernal rules, so it's probably impossible to remove with only 3/5 byte of instructions.Sokoban by Gasman ----------------- A 512-byte entry for the Minigame compo Since nobody has come up with any Spectrum BASIC entries yet, I thought I'd have a crack at one... Instructions ------------ You are the warehouse keeper (*), and your task is to push all the boxes (+) onto the targets (O). However, you can only push the boxes, not pull them (so you'd better not get any stuck against the wall), and you can only push one at a time. Controls -------- Q = Up A = Down O = Left P = Right Space512 - 512 byte compo entry by MagerValp@cling.gu.se This is a simple space invaders clone. Move with A and S, shoot with SHIFT. After you die you can check your score with LIST -- the line number is your score. Features: Original space invaders aliens :) l33t sound effects Misuse of LIST to display score Bugs/limitations: Sound works 100% in VICE, but Background noise in CCS64 On my C128 with 8580 every 2nd shot doesn't sound like it should Untested on a 6581 Plays too fast with a SuperCPU -- switch to 1 MHz Credits: Code & gfx by Per Olofsson, MagerValp@cling.gu.se Optimization and SID programming help by Steve Judd, sjudd@ffd2.com Inspiration to look at the code a 2nd time by Bob Stoner, Bob.Stoner@wcom.com * Peace, love, & assembly coding * * (C) 2001 MagerValp@cling.gu.se * Minigame 8-bit Coding Competition --------------------------------- Spectrum Information Idiot's Guide to ZX32 --------------------- Start zx32.exe Options / Hardware / set 'Default Model' to ZX Spectrum 128 Options / Display / set 'Screen update' to the highest setting Options / Sound / make sure 'Enable Sound' is selected To load a game, ZX / Open / select a file, and ZX32 will load and run it automatically. F5 to reset, F3 to pause / unpause, F4 to toggle full-screen / windowed. Idiot's Guide to FUSE --------------------- Version 0.3.1 and earlier: After compiling, copy tape.tap to the directory in which FUSE is installed. Start the emulator with ./fuse Press F9 to bring up the 128K Spectrum startup menu. Press Enter (to select 'Tape Loader') to load the next game on the tape. F5 to reset. Version 0.3.2 and later: As above, but you don't need to copy tape.tap to the install directory - instead, press F7 and select the tape you want (either tape.tap, or the *.tap files for the individual games). ------------------------------------------------------------------------ __ _ __ /'__'\ | |/ / -' ) ) | |'/ 2K Category - ,',' | \ Spectrum Games ,' '--, | |\ \ ------' '-' '-' ------------------------------------------------------------------------ ---------------------- 2001 - Tunnel Escape 2 ---------------------- Filename: TE2.TAP The game: Fly through the tunnel without crashing into the walls. Controls: Top row (1-0) - Up Bottom row (Z-M) - Down ------- Nibbles ------- Filename: NIBBLES.TAP The game: Collect all the numbers, avoiding the walls and your tail. Controls: Q - Up A - Down O - Left P - Right or Sinclair joystick port 1. ------------------------------------------------------------------------ _____ __ __ _ | ___| / | /'__'\ | | | |__ '| | -' ) ) | |__ 512 Byte Category - |___ '. | | ,',' | _ '. Spectrum Games ___) | _| |_ ,'.'__ | |_) | |____.'|_____||_____| |____.' ------------------------------------------------------------------------ ------------------------- Numb Cars Minimal Edition ------------------------- Filename: NCME.TAP The game: Drive along the road, avoiding the cars. Controls: O - left P - right ------- Sokoban ------- Filename: SOKOBAN.TAP The game: Push all the boxes (+) onto the targets (O). You can only push boxes away from you, and you can only push one box at a time. Controls: Q - Up A - Down O - Left P - Right --------- Star Wars --------- Filename: STARWARS.TAP The game: Blast your way through the asteroids. Controls: 6 - Left 7 - Right 0 - Fire or Sinclair joystick port 1. ------- Tron256 ------- Filename: TRON256.TAP The game: Avoid the walls and trails, and survive for longer than your opponent. Controls: Q - Player 1 turn left W - Player 1 turn right O - Player 2 turn left P - Player 2 turn right ------------------------------------------------------------------------ Bonus Game ------------------------------------------------------------------------ ---------------------------------------- 2001: Tunnel Escape 2 (Original version) ---------------------------------------- Filename: TE2ORIG.TAP Just like the other version, but ridiculously fast and therefore totally impossible to play. Hurrah! ---{ 512 bytes minigame }----------------------------- ""\""\""\ ""\""\""\ ""\""\ ""\""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\""\""\ ""\ ""\""\""\ ""\""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\""\""\ ""\ ""\ ""\ ""\ ""\ ------------{ written by SerzhSoft, 2001 }------------ ""\ ""\ ""\""\ ""\""\ ""\""\""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\""\""\ ""\""\ ""\""\""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\ ""\""\""\ ------------------------------{ serzhsoft@mail.ru }--- __________________________________________________ / |", , | \ | keyboard controls: | " , " | GR33T2: | | 6 - left |, " | 3SC/Baze/HPRG/Yerzmyey | | 7 - right |" , ,| Raww Arse/LaesQ/Gasman | | 0 - fire | " "| Brainwave/HardWaveCrew | | (sinclair joystick) | # | Gas13/Scenergy/POS/... | \ ___________________|__###__|______________________ /Tetrattack! A 512 byte C64 minigame by Wyndex (sjudd@ffd2.com). To play, either: load"tet-loader",8 run or load"tetrattack!",8,1 sys 3824 Use joystick in port 2 to turn left/right and fire at objects streaming past you; when you hit their exact center, they die agonizingly by rotating (work with me here...). When all objects are rotating, congratulate yourself on your amazing skill and dexterity, saving the universe, etc. etc. Notes: Although the file size is 514 bytes, the first two bytes are the load address, added by the Commodore filesystem. The actual code is 512 bytes (0ef0-10ef). Objects can be in front of you, to your side, etc. but always move "downstream". Darn hard, it was. S. Judd 9/17/01 Tetrattack! A 512 byte C64 minigame by Wyndex (sjudd@ffd2.com). To play, either: load"tet-loader",8 run or load"tetrattack!",8,1 sys 3824 Use joystick in port 2 to turn left/right and fire at objects streaming past you; when you hit their exact center, they die agonizingly by rotating (work with me here...). When all objects are rotating, congratulate yourself on your amazing skill and dexterity, saving the universe, etc. etc. Notes: Although the file size is 514 bytes, the first two bytes are the load address, added by the Commodore filesystem. The actual code is 512 bytes (0ef0-10ef). Objects can be in front of you, to your side, etc. but always move "downstream". Darn hard, it was. S. Judd 9/17/01 MagerTris -- 2K game compo entry (C) MagerValp@cling.gu.se 2001 This started out as a 512 byte entry, but I couldn't make it small enough. It gave me a good starting point for a 2K entry though -- I actually had problems coming up with stuff to put in there to make it big enough :) Nothing like custom graphics to waste space though. Game features: * Full tetris implementation with all pieces and incremental speedup * Title screen with docs and hiscore * Hiscore saving Couldn't fit: * Snazzy game screen * Music * Key remap Oh well. The game runs on a bog standard C64, but hiscore saving requires (emulation of) a diskdrive (any device number). As a bonus I included the failed 512 byte entry, measuring 604 bytes. Start with SYS4096. Full source for both entries will be released on my homepage after the compo has ended. -- Per Olofsson, MagerValp@cling.gu.se, http://www.cling.gu.se/~cl3polof/ Tinyrinth version 1.04 (a 512b game) Mark Seelye mseelye@yahoo.com (a.k.a. Burning Horizon/FTA) http://www.burninghorizon.com 512 bytes of Story: (Read to the tune of almost any Atari 2600 Back cover.) ------------------------------------------------------------------------------- You are caught in a maze with no way out; you collect the flashing keys with hopes of escaping, but I don't think you ever will! You are the green guy in the lower right corner of the screen, you do not appear until you hit a key. The reason you do not appear right away is because the nasty flying red MINItaur (not Minotaur) is trying to send you back to the first level! Each level adds another key if there is room, also the flying red Minitaur gets faster and faster!! Beware level 15!!! ------------------------------------------------------------------------------- 512 bytes of instructions and stuff: ------------------------------------------------------------------------------- sys 4096 to start You are the green box in the lower right corner of the maze you appear after the maze finishes drawing and after you hit a key. I,J,K,L are up, left, down, right respectively. (Other keys will work too, but are wacky) Red box will send you back to the first level. Each level the red box will get faster and faster until level 8. Each maze is completely random and solvable, including level 15! I have yet to beat level 15, it is hard, so if you beat it then you rUl3!!! ------------------------------------------------------------------------------- Revision History: ver 1.00: Proof of concept. ver 1.01: Early preview, player did not move at all. ver 1.02: Added additional keys each level, Player moves but was buggy ver 1.03: Added green "minitaur" got dubbed the Green Buger Fixed bottom of the maze bug ver 1.04: Fixed all known bugs Made minitaur go faster each levek Made minitaur red Made player green Made each level change color ver 1.05: Removed 3 more bytes in case the load address counts Moved to $1000(4096) Wrote basic loader w/quick instructions 512 Byte Mini Game Competition Entry (http://www.c64.sk) ULE¸BORG (C64) Hit space to bomb. Try destroying the buildings before they destroy you! Facts: Over 70% of Finnish would like to live in one-family houses. In Ule†borg less than 20% actually live in one-family houses. Learn from Mr. McVeigh: You can destroy big buildings with a single bomb if you place it low enough. Aleksi Eeben (email: aleksi@cncd.fi) http://www.cncd.fi/aeeben 512 Byte Mini Game Competition Entry (http://www.c64.sk) ULE¸BORG (C64) Hit space to bomb. Try destroying the buildings before they destroy you! Facts: Over 70% of Finnish would like to live in one-family houses. In Ule†borg less than 20% actually live in one-family houses. Learn from Mr. McVeigh: You can destroy big buildings with a single bomb if you place it low enough. Aleksi Eeben (email: aleksi@cncd.fi) http://www.cncd.fi/aeeben Minigame 8-bit Coding Competition http://demo.raww.net/minigame --------------------------------- ---------- Voting Form ---------- --------------------------------- Instructions: Give each entry a score from 1 to 10, where 1 = rubbish, 10 = brilliant. (Note - this is a score for each entry, not an order of preference - if you were really cynical, you could give every entry a score of 1. It just wouldn't make much difference to the results, that's all.) For your vote to count, you must rate *all* entries. (And obviously you're expected to *play* them all, not just choose a score at random...) Send this completed file (as an e-mail attachment) to minigame@demo.raww.net, no later than 23:59 GMT on Friday 9th November 2001. Voting is open to everyone, including the authors of the games. The organiser's decision is final. ------------------------------------------------------------------------- <1> About you (Required) Name [................................................................] Email [................................................................] (no, you're not going to get spammed) <2> Additional Optional Stuff (You don't have to fill these in if you don't want to, but it would be useful for planning future competitions. One-word answers and 10000 word essays are equally valid here) The computer I'm the biggest fan of is: ............................... (eg C64, Spectrum, Cray 2) To run these games, I used the following system(s): ................... (eg Windows 98, Linux, the real computers) If the competition were to be repeated next year but open to all retro-platforms, not just the 4 platforms in this competition, would you happily download loads of emulators just to vote on the games? ......... <3> The 2K Category your rating || \/ C64 Entries * 2K Sweeper Of Mines ---- [00] * Cliff Diving ----------- [00] * Evil Wizard ------------ [00] * Flag Quiz -------------- [00] * I Am The Law ----------- [00] * Icecave ---------------- [00] * King Of The Road Preview [00] * Magertris -------------- [00] * Minima ----------------- [00] * Snake2K ---------------- [00] Spectrum Entries * 2001: Tunnel Escape 2 -- [00] * Nibbles ---------------- [00] CPC Entries * 2K Invaders ------------ [00] Atari Entries * Asteraxis 2K ----------- [00] <4> The 512 Byte Category your rating || \/ C64 Entries * Codebreaker ------------ [00] * dwCave ----------------- [00] * Helsingfors ------------ [00] * Letter Attack ---------- [00] * Pacman ----------------- [00] * Snake ------------------ [00] * Space512 --------------- [00] * Tetrattack ------------- [00] * Tetris ----------------- [00] * Tinyrinth -------------- [00] * Uleaborg --------------- [00] Spectrum Entries * Numb Cars Minimal Editn [00] * Sokoban ---------------- [00] * Star Wars -------------- [00] * Tron256 ---------------- [00] CPC Entries * Mini-Centipede --------- [00] ------------------------------------------------------------------------- Now save this file and send it as an e-mail attachment to minigame@demo.raww.net . Thanks! -------------------------------------------------------------------------