2003 MiniGame Compo


 NEWS AND UPDATES

VOTING IS NOW CLOSED. I will be counting votes, making sure all votes were submitted, and making the winner webpage. Keep checking the page or the BBS for updates! We'll know soon!

There's still no 2004 board yet, so the 2003 BBS will have to do duty a bit longer.

NEWS AND UPDATES
11/02   Voting closed, winner on the way!
10/23   One week to go! Anders Carlsson has put together a webpage with all the emulator links at http://www.yestravel.com/minigame2004.htm
10/18   Added "general comment" field back into vote page -- sheesh, how could I have missed that?
10/13   Minor updates to votepack: added "tetrinet.dsk" to MSX directory, and updated AppleWin URL in the Apple2 README.
10/11   Fabrice has sent me a good emulator zip to replace the munged one that I put earlier -- click on the below link for the updated version.
10/09   Votepack is now online. See link above.
09/28   That's it! The rebels are there. ...I mean... all games have now been validated. The votepack -- containing games, instructions, and emulator readmes -- will be coming soon.
09/28   Added The Driving Game (4k). Added FallDown (4k). Added Microdash (1k). Added Master of Arcturus (4k).
09/28   Updated Splatform 2600 (Updated binaries and instructions). Updated Cave 1K (Updated binaries and instructions). Added Crash 'n Dive (1k).
09/28   Added StefaN (1k). Added Automaton (4k). Added Backfire (4k).
09/27   Added Stack_Em (4k). Moved Robbyie to 1k category.

 Vote/Submit a Game

To vote or submit a game, please log in below. Don't have an account? Then register here. Forgot your password? Then enter your user name, and press the 'forgot password' button.

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(Note that this account is separate from the BBS.)

 4k Games (42)
MazezaM MazezaM.zip
MazezaM Author: drHirudo
Platform: Apple ][

MazezaM is a puzzle game, where you enter the room on the left and have to get to the exit on the right by pushing rows of blocks left and right.

Area 51 Area51.zip
Area 51 Author: Jonathan Cauldwell
Platform: Spectrum

Fizzog the Alien needs to collect components for his wrecked space scooter and the only place on Earth he can find the equipment he needs is in Area 51. Seven screens of genetic mutants, deadly spikes and sheer drops stand between Fizzog and his goal. Can you help him?

B.A.R.F. barf.zip
B.A.R.F. Author: Dinu Cristian Mircea
Platform: Spectrum 128k

Battle Against Rigelian Forces - A fast-paced, four-stage shoot'em-up based on the well-known game GORF.

JoustPong JoustPong.zip
JoustPong Author: Kirk Israel
Platform: Atari 2600

JoustPong is an oldschool Pong Deathmatch... but with a "Flap" button. Each player flaps to prevent the opponent from getting a ball past and scoring a point. JoustPong features two game variations, a simple "classic pong" mode and "Poorlords", where each player has a defensive wall ala “Warlords”. Play head to head or against the computer AI. The Pterodactyl of Joust also joins in adding a chaotic element to the gameplay. (This is similar to last year's 1K JoustPong entry, but MUCH enhanced, with better physics, optional breakout-like-walls, music, etc.)

INV+ INVplus.zip
INV+ Author: Erik Mooney
Platform: Atari 2600

A Space Invaders clone for the Atari 2600. It duplicates all aspects of the arcade Space Invaders game play, with a full rack of 55 alien invaders, four shields, and a flying saucer, all with arcade-authentic gameplay and scoring.

B-Venture BVenture.zip
B-Venture Author: Paul Panks
Platform: Commodore 64

The goal of B-Venture 1.0 is to defeat an evil vampire residing within the castle. The castle is guarded by a hellish werewolf with fiery eyes and a mean streak. The rest of the adventure is populated by a few other creatures, as well as several items the player can use (e.g. armor, equipment, etc.)

Little Sara Sister LittleSaraSyster.zip
Little Sara Sister Author: Ice00 & Luca & iAN CooG
Platform: Commodore 64

A little "Great Giana Syster" clone

NeSnake NeSnake.zip
NeSnake Author: Matrixz
Platform: NES

NeSnake is a snake-like game for the NES. Hit the digits, avoid walls or the snake itself. Proceed through the different levels wich gets more challenging as you play, and try to get a score as high as possible.

Anno Domini Anno.zip
Anno Domini Author: Jonathan Cauldwell
Platform: Spectrum

In the year 4000BC a tribe of hunter-gatherers decide to settle down and start farming the land. It is the very dawn of civilisation, and you have been chosen as your tribe's leader. Suitable for megalomaniacs of all ages.

Sub Destroyer SubDestroyer.zip
Sub Destroyer Author: Geir Straume
Platform: Commodore 64

You command a destroyer ship, and your mission is to destroy as many enemy submarines as possible. But look out for torpedoes!

Abducted Abducted.zip
Abducted Author: Richard Bayliss
Platform: Commodore 64

A game based on some PD parachute game :)

Card Sharks CardSharks.zip
Card Sharks Author: Todd Elliott
Platform: Commodore 64

A basic maze shoot 'em up blaster using only stock Commodore Graphics characters, where the villians are playing card characters.

Diamond Dash DiamondDash.zip
Diamond Dash Author: Daniel Bienvenu
Platform: Colecovision

Dig five mountains with dynamites as fast as you can in this incredible 4k game where you can't die but can be stuck.

Tarkus 4K Tarkus4K.zip
Tarkus 4K Author: Richard Bayliss
Platform: Commodore 64

Horizontal scrolling blaster.

Vicside Boxing VicsideBoxing.zip
Vicside Boxing Author: Ghislain de Blois
Platform: VIC-20

VICSIDE BOXING is a boxing simulation computer game for the Commodore VIC-20. It is not a traditional video game where you control the action directly, but one where you match one fighter against another fighter from different eras and watch the action as an observer. However, you can choose to be the fighter's corner man and dictate how he should fight the next round or you can have the computer take this role.

Realms of Quest II RealmsofQuestII.zip
Realms of Quest II Author: Ghislain de Blois
Platform: VIC-20

It is a dark time in our kingdom. We desperately need the help of a hero to liberate our castle from the Evil Wizard who rules there with an iron fist. We’ve summoned you because you are our last hope to defeat him and bring peace to our land. Realms of Quest II is an Ultima-style fantasy RPG for the unexpanded VIC-20. An adventure so vast that a savegame option was included in the game.

4KBOX 4KBOX.zip
4KBOX Author: Stephane Geley
Platform: Oric

Conversion of the strategy puzzle game "Sokoban". Move the boxes to their destination (marked by x's) in a warehouse. You can only push the boxes, once at a time. Take up the challenge of these 82 levels.

4KQIX 4KQIX.zip
4KQIX Author: Stephane Geley
Platform: Oric

Conversion of the classic arcade game "Qix". Draw boxes to claim as much screen as possible without getting in the path of the "Qix" and "Sparx". 75% required to reach next level.

Quadrillion Quadrillion.zip
Quadrillion Author: Csabo
Platform: Plus/4

Bounce your ball carefully and clear away the all bricks in this addictive arcade game. 20 levels drawn up vibrant colors await you in this new release for the Commodore Plus/4.

Mini Columns MiniCol.zip
Mini Columns Author: Raul Simarro
Platform: Amstrad CPC

It's a small version of the Columns (original by SEGA) The idea is to retire stones before the screen fills.

4KFIRE 4KFIRE.zip
4KFIRE Author: Stephane Geley
Platform: Oric

Conversion of Game&Watch fire game from 1980. Babies are falling from a burning building. Two firemen holding a trampoline bounce them into an ambulance.

Hot_Logic Hot_Logic.zip
Hot_Logic Author: Eric_Wright
Platform: NES

Hot Logic is a puzzle game where your mission is to eliminate all of the bombs without getting stuck in one area or falling to your death in the lava.

Egg Catcher 4K EggCatcher.zip
Egg Catcher 4K Author: Richard Bayliss
Platform: Commodore 64

This is a wacky one player game, where you have to move a bucket about, collecting falling eggs, within a sum of time. This game features 4 levels of madness, some jolly music and also ...... eggs. Turbo assembler source also included.

Seawolf Seawolf.zip
Seawolf Author: Manuel Rotschkar
Platform: Atari 2600

In Seawolf you command a submarine lurking below the surface of the ocean, where you need to attack enemy convoys while avoiding depth charges and other dangers. But use your resources wisely, as you don't want to be a sitting duck when you run out of torpedoes, or worse, fuel! And watch out for the Red Cross ships, as they have a surprise for you if you accidently target them!

SOKOBAN SOKOBAN.zip
SOKOBAN Author: Povazsay Zoltan
Platform: Enterprise128

The classic logical game for the ENTERPRISE 128 computer with 45 levels.

gridOric gridOric.zip
gridOric Author: Norayr Chilingaryan
Platform: Oric

This is just a fun program with goal to create good cryptographic grid(key). With this grid U can write and read crypted texts. Grid and texts can be saved on a tape.

Cyclotron Cyclotron.zip
Cyclotron Author: Mickael Pointier
Platform: Oric

Cyclotron is a classical TRON clone. Except this time it contains additional game modes, a multidirectional scrolling action, a nice high resolution introduction, highscores ranking, etc...

Cube Cube.zip
Cube Author: Fabrice Frances
Platform: Oric

A rich text adventure with an atmosphere. Based on the eponym movie.

4KRoids 4KRoids.zip
4KRoids Author: Richard Wilson
Platform: Amstrad CPC

Asteroids game. Same I submitted a couple of years ago, but now with sounds, score, levels and a new font. It's actually only about 1.5K, but I spent one day on it.

Only You OnlyYou.zip
Only You Author: Jeff Daniels
Platform: VIC-20

This is a simple puzzle game. You are responsible for creating loving couples. Use your joystick to pair them. Press the fire button to make a match. Press the fire button on incompatible couples to change their positions. You must match more than 70% to progress to another round. Match more for a Bonus Game. Win the game for a new version of play.

Smash Smash.zip
Smash Author: Daniel Bienvenu
Platform: Colecovision

A classic videogame made only with characters (less than 8). Not challenging, but good and simple enough to be a good start for all new ColecoVision programmers. Include source code and presentation in powerpoint format.

West Gun WestGun.zip
West Gun Author: Sergio Vaquer
Platform: Spectrum

The far west is full of bandits. You've contracted to eliminate all of them you could. You control the front sight of your weapon and your mission consists in eliminate, step by step, all of the bandits you'll find.

Vladimira Vladimira.zip
Vladimira Author: Bohumil Pesek
Platform: Spectrum

Small RPG. Save princess Vladimira.

4K Race 4krace.zip
4K Race Author: Paolo Ferraris
Platform: Spectrum 128k

Pseudo-3D driving game, with time limit and checkpoints.

blockhead blockhead.zip
blockhead Author: proppy & tet
Platform: master system

(!warning this is a-w.i.p-unfinished-4ko-sega master system-minigame) the goal his to turn the martian happy by shooting monsters of the same colors (left-right) to move the hero (up) to shoot watch www.epitech.net/~euphro_j/sms for upcoming version(s)

Tetrinet Tetrinet.zip
Tetrinet Author: Ricardo Bittencourt
Platform: MSX

Tetrinet is a dual-player tetris with special power blocks. You can add lines to your opponent, clear your own, switch playfields, and much more!

Stack_Em Stack_Em.zip
Stack_Em Author: Arnauld Chevallier
Platform: Intellivision

This game is a 4K 'Columns' clone for the Intellivision. Arrange the falling jewels to form a horizontal, vertical, or diagonal group of three of the same color and they will disappear. The more jewels you make disappear at the same time, the more points you get. That's it!

Automaton Automaton.zip
Automaton Author: Derek Ledbetter
Platform: Atari 2600

It's not a game, it's more of a mathematical toy. [Normally I probably wouldn't include this type of submission, but as a mathematician it gives me warm fuzzies -- The Mgt.]

Backfire Backfire.zip
Backfire Author: Chad Lare
Platform: Atari 2600

In Backfire you have two guns, one on the top of the screen and one on the bottom. To control the gun on the top of the screen, press up, to switch to the other gun, press down. Once you are controlling a gun, you can move horizontally and shoot. If you have a clear shot all the way across the screen, you can accidentally blow up your own gun. Also if you shoot one of the barriers, your shot is reflected back at you and you have to get out of the way (hence the name Backfire).

The Driving Game TheDrivingGame.zip
The Driving Game Author: Darren Foulds
Platform: Commodore 64

Drive your car through a dangerous (and colourful!) road, trying to reach the end. Features: sprite, sound effect!

FallDown FallDown.zip
FallDown Author: Aaron Curtis
Platform: Atari 2600

Fall Down pits the ever-opposed forces of RED and BLUE against each other in an ultimate battle to capture scrolling platforms! Several game modes are included for either two players or one player against an AI. Based on the TI-Calculator game of the same name.

Master of Arcturus MasterofArcturus.zip
Master of Arcturus Author: TROGDOR
Platform: Atari 2600

Master of Arcturus is a real-time space strategy game. Explore, expand, exterminate. As Supreme Commander of the newly constructed Imperial Fleet, you must lead the Empire to victory.

 1k Games (17)
Falldown Forever Falldown_Forever.zip
Falldown Forever Author: Bohumil Pesek
Platform: Spectrum

Conversion of classic game form TI-Calcs.

Astro Road AstroRoad.zip
Astro Road Author: Frantisek Houra
Platform: Atari 800

Simple 1kB game for Atari 800 XL/XE. Try to survive as long as possible! [Note: PAL only.]

Splatform 2600 Splatform2600.zip
Splatform 2600 Author: Thomas Jentzsch
Platform: Atari 2600

This is my Atari 2600 variation of Robin Harbron's great 2002 award winning game. I removed the nice music and added some new options instead (randomly generated levels, two different bouncing options, highscore, etc.). The ZIP file includes full source code and a PAL version.

Cave 1K Cave1K.zip
Cave 1K Author: Thomas Jentzsch
Platform: Atari 2600

The well known Java game now on the good old Atari 2600! I added some features like randomly generated and growing walls, static or moving walls and a highscore. And last not least, lost of colors. :-) Again, the ZIP file includes full source code and a PAL version.

Vuokatti Vuokatti.zip
Vuokatti Author: Aleksi Eeben
Platform: VIC-20

Downhill skiing game for unexpanded Commodore VIC 20. Avoid trees and rocks. Gather speed by hitting bumps.

Juggle81 Juggle81.zip
Juggle81 Author: Russell Marks
Platform: ZX81

Juggle81 is a clone of an old LCD juggling game.

TargetBlitz_1K TargetBlitz_1K.zip
TargetBlitz_1K Author: BlueHawk
Platform: NES

Run around in 4 directions and shoot as many target as you can. Aim wise and don't forget to reload, How long can you last ;)

AntiISDA Warrior 2 AntiISDA_Warrior2.zip
AntiISDA Warrior 2 Author: Ventzislav Tzvetkov
Platform: Oric

Save your submarine from the ships.

Rocket Boy RocketBoy.zip
Rocket Boy Author: LordChaos
Platform: Atari 800

Collect all the blinking pieces of a rare element with your astronaut without hitting the mountains or the enemy UFO. PAL only.

Master Mind deluxe MasterMinddeluxe.zip
Master Mind deluxe Author: Cye Freeman
Platform: Atari 2600

An Atari 2600 version of the popular code breaking board gameMaster Mind deluxe has 5 positions in the code and 8 possiblecolours for each position giving 32768 permutations

DontPanic DontPanic.zip
DontPanic Author: Jonathan Bristow
Platform: Oric

A variation on the theme of Columns but with shapes rather than blocks. A single player game featuring full Sound Effects, Game Title, Progressive gameplay, Graphics, Smooth Scrolling and a dynamic boulderdash engine. All in just 1K

ZXaction ZXaction.zip
ZXaction Author: Fernando Miguel Barletta
Platform: ZX81

This is a Zaxxon clone, pretty much simplier. Use cursor keys to move and 0 or Space to shoot. Don't crash targets, just destroy them Enjoy it...

Ballmaze Ballmaze.zip
Ballmaze Author: Fernando Miguel Barletta
Platform: ZX81

Drive the ball thru seven level to reach exit on the right side. Move with cursor keys. Do not crash with walls and move fast! The time is short...

Robbyie Robbyie.zip
Robbyie Author: Ventzislav Tzvetkov
Platform: master system

Rob robes from the robot factory and avoid the robin robot guards.

StefaN StefaN.zip
StefaN Author: Tomasz Slanina
Platform: Gameboy Color

4-way breakout clone.

Crash 'n Dive CrashnDive.zip
Crash 'n Dive Author: Thomas Jentzsch
Platform: Atari 2600

Help little Toto to survive while falling down an endless tunnel. Score points by collecting sequences of identical colored platforms and bonus platforms and avoid deadly platforms. Starts slow, but gets extremly fast later. If you can survive that long! ;-) Make sure you read the instuctions!

Microdash Microdash.zip
Microdash Author: LordChaos
Platform: Atari 800

This is a small "Boulder Dash" clone for the ATARI 800. Collect all the diamonds in all of the 3 different screens.

 Rules
The rules for the competition are largely the same as last year. I've put all the standard stuff on the rules page instead of cluttering up the main page. If you are not familiar with the rules, please click on the link! For the rest, here's the executive summary:
  1. All the old 8-bitters are welcome; filesize includes headers; blah blah blah -- all the usual stuff.
  2. File submission, voting, etc. works like last year. BUT -- there's no need to doctor up your screenshots for the webpage. It's silly. And it's, like, manipulating the administration stuff for personal advantage -- enough of a turnoff to bring down the wrath of the organizer upon ye and your soon-to-be-further-manipulated picture.
  3. The categories are again 1k and 4k, but NOTE WELL: there is absolutely no guarantee that these will be the categories next year -- that will be determined by next year's organizer!
  4. The closing date for entries is Sunday, September 26, 2004.
  5. The 2003 Minigame BBS is still going; once we have a 2004 BBS I'll put the link here.
  6. And a reminder: BBS discussions which may influence votes should of course be avoided, and will be dealt with savagely by the benevolent yet cruel contest organizer.
As always, changes or clarifications will be highlighted above.

FAQ

  • Q: What's this about a "sponsor"? A sponsor is responsible for verifying that the program meets submission/size requirements, that it works in an emulator, and so on. If you would like to see a platform represented (or would like to volunteer! Yeah!) please email the organizer and we'll work something out!
  • Q: Can sponsors submit entries?

    Absolutely. As long as a submission meets the requirements, it may compete.

  • Q: I'm writing a game for multiple platforms. How should it be submitted?

    The general idea is one game, one vote. Therefore, please pick a version that you'd like to compete, and place the rest in the "extras" area.

  • Q: I'm concerned about 24/7 voting. Will people vote consistently over time? What if someone updates an entry? As a competition, should we even be able to download games early, let alone vote?

    Part of the problem is, again, the success of the contest -- last year involved a brutal 62-game playing and voting session, and this year I'd like to avoid that (and I'm not so sure my votes were so consistent after e.g. game 42; I'm not even sure I was conscious).

    The votesheet is just a piece of paper for keeping notes. You still have to submit it, at the end of the contest, when you're satisfied with it. If someone updates an entry -- well, after you play that updated entry, you can update your votesheet.

    Finally, as to being able to download, I believe that downloading games during the contest stimulates interest in the contest, and I don't believe it has caused any issues the last two years. And, of course, there are just too many entries. So, I suggest trying the votesheet this way, and if we find it causes problems we can do something different next year.

  • Q: Please clarify rule 2, about starting with RUN.

    The general idea is that the game should be started in the standard way for the platform, whatever that may be. On a Commodore machine, it's LOAD followed by RUN, on a Spectrum it's LOAD or RUN depending on the model, on a CP/M machine you'd just type the name of the executable on the commandline. So no loaders (they count toward the size), the user shouldn't have to type any special commands to start (like SYSxxxx on a C=), and so on. Autostarting executables are OK. This makes life much, much easier on those trying to run (and judge) the programs.

  • Q: My platform has a big header and is at a disadvantage.

    Actually, the header losses are all about the same. More broadly, every platform has some dead weight in the executable, including differences in sprite sizes, bitmaps, screen clearing, CPU architectures, system resources, etc. The competition will never be "fair". The computers are so different in their capabilities that it's impossible to create a perfectly level playfield. The computers have different strengths, and different weaknesses. Be creative, use nasty tricks, and make as good a game as you can in 1K or 4k.

  • Q: But...

    It's a nightmare. Consider the CPC AMSDOS header -- 128 bytes. Most of that, however, is empty, and programmers routinely store code and data in it. Checking that this header doesn't contain code/data is a truly awful prospect; by contrast, including headers gives around a 10-byte penalty -- just like pretty much every other platform.

    Let's say you take away the header restriction. Commodore 64 and Speccy files do not autoboot, so they need a BASIC program to start with RUN. Now you need to either not count the BASIC header, or else remove the RUN restriction. Now life is tougher on users, so maybe external loaders should now be allowed -- can we put a title or other information in the loader? Then, of course, C64 programs also store a two-byte load address in the file, so maybe that shouldn't be counted. And in the first contest MV stored the score in the BASIC line number, so maybe that should be counted after all. But if you want to get really technical, then the file structure includes... But then this obscure computer has... But compared to this other computer it...

    And remember, this makes life much, much easier on those trying to run (and judge!) the programs, especially on unfamiliar platforms.

  • Q: But...

    It's like representative democracy: it's not that it's the best system, it's that it's the least worst system.

  • Q: How do I determine file size?

    • Commodore 64: Extract from a .d64 if necessary, then ls -l (unix) or dir (dos) -- i.e. memory plus two bytes.
    • Speccy: We use a perl script for .TAP files (basically it's the memory used: the 17-byte header, data block byte, and checksum do not count, but the BASIC header etc. does).
    • CPC: Use CAT
    • NES and 2600 cartridges: The .NES file header is NOT counted. The 6502 interrupt vectors are. Otherwise, all unused bytes must be set to zero.
    • Apple 2: Files should be submitted on a DOS3.3 .DSK image. The file size is the 256 times the number of sectors minus one.
  • Q: I'd like to make an Atari 2600 VCS game, but the minimum cartridge size is 2K.

    Use the last 1024/4096 bytes of the cartridge, fill the rest with 0s, and don't use the 0s as data (or code, but I don't know what a lot of BRK would be good for). (And we'll find you a sponsor, if you really do want to submit a 2600 game!).

  • Q: I'd like to write a game for a 16-bit platform, such as the TI99/4a, but it says the competition is for 8-bit computers.

    As long as the computer's capabilities are on par with the other, the "bitness" doesn't matter. You'll most likely just be at a disadvantage with a larger architecture, so it's up to you.

  • Q: Can I submit previously written stuff?

    Yes, as long as you've written everything yourself. You are for obvious reasons not allowed to use other people's material without their express permission. This includes graphics and tunes (i.e. ripping is verboten). Standard things like compressors and assemblers are fine of course.

 Relevant Stuff
Some links that could be considered relevant:
2003 Minigame BBS
Messages and discussions from 2003.
2002 BBS
Messages and discussions from 2002.
Readme files
Emulator instructions for different platforms.
2003 Minigame Competition
The 2003 competition.
2002 Minigame Competition
The ruling 2002 competition.
2001 Minigame Competition
Results from the first ruling competition.
C= Hacking magazine
Issue 21 contains write-ups of some of the 2001 C64 entries.

 Who To Blame
The 2003 Minigame Team: The main organizer of this competition is Stephen Judd sjudd@ffd2.com.

Thanks to MagerValp, who I stole most of the ideas and rules from.
Thanks to Matthew Westcott, who MV stole most of the ideas and rules from.