this is awesome.. reminds me of those old little handheld fighting games (can't remember who they were by) that only had like two frames for when you punch/get hit.
I played the hell out of MK and MK3 LCD. I remember MK3 having a hologram background of the train level and two(!) fatalities. That was pretty sweet for an LCD.
Then there was one with a sci-fi-ish headset display and controller that I was proud as shit to own... until I actually played it and realized how horrible the included games were...
there needs to be more games like this. Carnage Heart was a nice console version of this type of game. Imagine something like this with Banjo Kazooie style vehicle building?
I love when people say, "now days games are more innovative." I'm sorry, but this is pretty damned innovative...now days or 25 years ago. Flynn would be proud. -Adam
@ApocalypseVII: I too enjoy taking a single example and making sweeping generalizations from it.
Sarcasm aside, it's easy to argue both ways: games back then were more innovative because there were fewer ideas to copy from, or games now are more innovative because the increased processing power allows for all sorts of new game mechanics that were previously impossible.
Actually, games back then were more innovative because the "market" mysterious enough that no one could be 100% sure what was guaranteed to sell and production costs were low enough that experimentation was the only way to go.
@Mr. Mew: Basically, you write an assembly program that stores its instructions in the same memory space as the opposing program(s). Each program is executed concurrently, so they're all running at the same time. You lose when you execute a null instruction (I forget the exact term).
So, one of the simplest strategies is a "bomber," a program which copies that NULL instruction into random memory addresses and hopes that a NULL instruction doesn't get written into itself.
You could also replicate your program, i.e. split it into multiple programs that each run twice as slow, if I recall correctly. This would allow you to do interesting things, but if either thread executed a NULL you'd be done (I think, anyway -- it's been a little while).
I gave up playing it when I realized that my elaborate ideas for self-verifying programs and the like were either entirely infeasible or beyond my patience to program. Redcode wasn't my favorite language, though that was before I really knew how to write in assembly. So, basically, I sucked ;)
05/07/09
05/07/09
05/07/09
05/07/09
05/07/09
anyone remember those?
05/07/09
I played the hell out of MK and MK3 LCD. I remember MK3 having a hologram background of the train level and two(!) fatalities. That was pretty sweet for an LCD.
Then there was one with a sci-fi-ish headset display and controller that I was proud as shit to own... until I actually played it and realized how horrible the included games were...
/nostalgia
05/07/09
05/07/09
05/07/09
05/07/09
05/02/09
05/02/09
05/02/09
05/02/09
As tired as this meme might be, this put a smirk on my face.
05/02/09
It'd be sweet.
05/03/09
Carnage Heart was one of my favourite games ever. Me and some friends would sit in front of the TV for hours on end making a single AI.
05/02/09
I'm sorry, but this is pretty damned innovative...now days or 25 years ago.
Flynn would be proud.
-Adam
05/02/09
Sarcasm aside, it's easy to argue both ways: games back then were more innovative because there were fewer ideas to copy from, or games now are more innovative because the increased processing power allows for all sorts of new game mechanics that were previously impossible.
05/03/09
Actually, games back then were more innovative because the "market" mysterious enough that no one could be 100% sure what was guaranteed to sell and production costs were low enough that experimentation was the only way to go.
05/02/09
What is this game all about?
*Clicking link*
05/02/09
So, one of the simplest strategies is a "bomber," a program which copies that NULL instruction into random memory addresses and hopes that a NULL instruction doesn't get written into itself.
You could also replicate your program, i.e. split it into multiple programs that each run twice as slow, if I recall correctly. This would allow you to do interesting things, but if either thread executed a NULL you'd be done (I think, anyway -- it's been a little while).
I gave up playing it when I realized that my elaborate ideas for self-verifying programs and the like were either entirely infeasible or beyond my patience to program. Redcode wasn't my favorite language, though that was before I really knew how to write in assembly. So, basically, I sucked ;)
05/02/09
05/02/09
Let Chewbacca jack you off?