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4k Games (42)
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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.
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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?
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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.
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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.)
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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.
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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.)
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Author: Ice00 & Luca & iAN CooG
Platform: Commodore 64
A little "Great Giana Syster" clone
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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.
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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.
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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!
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Author: Richard Bayliss
Platform: Commodore 64
A game based on some PD parachute game :)
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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.
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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.
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Author: Richard Bayliss
Platform: Commodore 64
Horizontal scrolling blaster.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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Author: Povazsay Zoltan
Platform: Enterprise128
The classic logical game for the ENTERPRISE 128 computer with 45 levels.
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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.
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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...
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Author: Fabrice Frances
Platform: Oric
A rich text adventure with an atmosphere.
Based on the eponym movie.
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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.
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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.
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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.
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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.
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Author: Bohumil Pesek
Platform: Spectrum
Small RPG. Save princess Vladimira.
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Author: Paolo Ferraris
Platform: Spectrum 128k
Pseudo-3D driving game, with time limit and checkpoints.
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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)
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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!
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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!
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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.]
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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).
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Author: Darren Foulds
Platform: Commodore 64
Drive your car through a dangerous (and colourful!) road, trying to reach the end. Features: sprite, sound effect!
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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.
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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.
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1k Games (17)
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Author: Bohumil Pesek
Platform: Spectrum
Conversion of classic game form TI-Calcs.
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Author: Frantisek Houra
Platform: Atari 800
Simple 1kB game for Atari 800 XL/XE. Try to survive as long as possible! [Note: PAL only.]
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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.
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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.
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Author: Aleksi Eeben
Platform: VIC-20
Downhill skiing game for unexpanded Commodore VIC 20. Avoid trees and rocks. Gather speed by hitting bumps.
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Author: Russell Marks
Platform: ZX81
Juggle81 is a clone of an old LCD juggling game.
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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 ;)
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Author: Ventzislav Tzvetkov
Platform: Oric
Save your submarine from the ships.
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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.
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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
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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
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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...
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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...
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Author: Ventzislav Tzvetkov
Platform: master system
Rob robes from the robot factory and avoid the robin robot guards.
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Author: Tomasz Slanina
Platform: Gameboy Color
4-way breakout clone.
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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!
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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.
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Rules
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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:
- All the old 8-bitters are welcome; filesize includes headers;
blah blah blah -- all the usual stuff.
- 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.
- 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!
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The closing date for entries is Sunday, September 26, 2004.
-
The
2003 Minigame BBS is still going; once we have a 2004 BBS I'll put
the link here.
- 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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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!).
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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.
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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.
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Who To Blame
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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.
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