Classic homecomputer games
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[edit] Classic home brew computer games, A small history
OK>Cload "cave.bas" OK>run
Player1 : <insert name here> Score : 120 Lives : 0 ------------------------------------------------------------------ In the early X days of home computing X much of the capabilities X of the devices had to be X harnessed by the user by programming X the machine it self. usually all you X got was the system , a manual , some X leaflets and some media for the X machine to store work. If you were X smart you'd get yourself a book about $ X programming, usually basic on most Z80 X machines, and started writing small pieces X of code. There where several hobbyist books X on the market with X various pieces of code that X you then should have typed in X yourself in order to run it. These X programs often ranged from just X several lines of code to , for @ X example, simple questionnaires that X $ stored data to a cassette tape.Whilst X $$ most literature at the time, late 70's X early 80's, tended to focus mainly on the X serious applications of the machines, say X accounting, business , communications there did X evolve a small group of people who used the X machines for entertainment. Mostly these peoples where young X electronic enthusiasts who enjoyed mucking around with X personal computers to see what they could get X out of them. lost of these youngster ended up X either running multimiliondollar X software companies or in the X gutter mumbling random snippets $ X of basic of pascal code X and how they would have been X A "contender". But out of X these nerd filled basements and $ X attics came a new form of computer X art, if you will. instead putting $ X these machines to use crunching Dow X Jones index numbers or figuring out X how to use it X to analyse medical information X @ this generation X of technophiles build X surprisingly complicated looking software just for X entertainment. Some of these people made X static demonstration programs X ( or demo's ) to show off skill and X demonstrate the maximum performance X one could get out X of such a machine. Others made X interactive games, Due $ X to limitations, often introduced @ X to cut price on hardware, the X interaction between dynamic X applications and a user was terribly X $ difficult to figure out. To X get smooth results lots of X clever hacks were needed to give X a program it's flowing feel. Electronic games X where not new, they had been around for X several years, Pong being the most revered. @ XBut also Simon says, early Atari consoles and lots of Xhandheld games that used circuit logic to interact between X human and game where around at the time. But all these XX systems were dedicated and didn't offer Any creative control XX for the users. The home computer changed thisX dramatically. With games coming out at even increasing rates X and code sheets being swapped all of the world the home X computer gaming industry finally took shape. The X basis for almost all the large game studios X that nowadays are responsible for all X @ the big multimillion dollar X $ development costing games X like EA or ID X find there origins $ or X at $ least lost of there X coders to have there X roots $ $ at that point X . Some of these X systems used to create X these early pioneering X pieces of software where MSX, XX Acorn BBC, P2000T, Atari, Sharp XX MZ series and ofcourse Spectrum Sinclair XX and commodore. The Z80 systems where very popularX and with the use of byte-code lots of X $ interoperable programs where made. But byte-codeX lacked speed and whilst interoperabilityX $ aimed at a use user base, at this X time performance started to be the bigger X factor in the choice of computer. This XX was especially true for game coders who, having $ XX reached the peak performance capabilities of there XX systems over and over again started writing more XX $ elaborate hacks. Writing purely in machine XX code wasn't such a rare thing those days. XX The small group of people, from who almost XXX everybody nowadays has committed suicide or Xare locked up in mental institutions, who mastered this skill X could help take new software to new levels on older XX machine, but eventually even this wasn't enough. XX There was a cry from the community for the XXX hardware developers to take into account XXXX the needs of the users and developers in XXXX @ certain field of computing, floating point wasn'tXXX the main focus for lots coders who wanted XXXX $ faster easier graphics , polyphonic sound, X color, sprites supported by hardware. Finally X $ the new breed of systems that came out did X $ not only focus on the paradigm XX of a CPU running a program in order XX to run floating point algorithms but also XX did complex graphics and media. The Amiga and the XX Macintosh can arguably be put on the sharedXX number one spot as the user centric XX business machine and the user centric X home machine. early games Beginning $ $ X the revolution of electronic game X entertainment we can't deny PONG and simple concept that, X with a healthy amount of imagination and several XX @ hours of psychedelic game-play , could resemble X $ a tennis court and two tennis players. This pioneerX meant hours of fun and brain tumor inducing XX $ CRT radiation for us youngsters back then. It XXX isn't all that surprising that the early home XX $ brew game coders started out imitating these earlyXX gems. This effect resulted in a revival of X the old and nearly forgotten hype in the X early 70's and this shook awake the companies that, X at the time, pushed this market. After all the X golden oldies where imitated ad nausea on every X platform possible people started to implement new X and original ideas into games Tekst $ based X $ adventures being the most famous. But also $ the X early simulators started to appear and even $ X small endeavours in multiplaying networked games $ X saw the first light. at this times most games still X were sold on cassette and in code form in books. One @ XX more famous concept was called SKI also known as X pitfall ( not to be confused with the arcade pitfall game ). X The objectives in these games based on this concept varied but X that main deal was a symbol for a figure, be it a skydiver, X skier of cavedweller, had to be controlled through a course of X rock, clouds or skiramp. During the evading process of the sidesX of the playing field ( and lose objects ) there could be X several point or health gaining activities going on. In the X cave explorer type the player could collect money or gold and X health points. The skier had to catch slaloms in order to gain XXX # points. Most of these games had a notion of levels that XXX### where implemented by speeding up the falling process XXXand narrowing the playingfield. An increase in obstacles and ###more diffuse distribution of bonus items where used to make it # harder. ------------------------------------------------------------------ What_ the he l l_I w as_ ha l fway_ typi ng th e blo od y_ ar t ic l e_ ab o ut _c l as s i c_ ho m e_ br ew Ga m es Wh y_the FU C K did_ yo u ha ve to_c rash in t o_ a fu c k in g_ w all_ yo u_ f uckin g_ S tu p id sh itf ace d NOO B! 1


