Games

A game is anything you can play, but most of these are meant to be played on a computer. Some can even be played online here, in your web browser.

Note that the distinctions between a Game and a Gewgaw or even an Automaton are not always clear, and entries here may be categorized somewhat arbitrarily.

by Cat's Eye Technologies

  • Bubble Escape (in Ophis Assembler and Commodore BASIC 2.0 and Ophis Assembler) (ca 1988)

    Play (Java applet)

    Bubble Escape is a video game written for the Commodore 64 where the player must guide a bubble through a multi-screen maze. It was originally designed and implemented in Commodore BASIC 2.0 in the mid-80's, and rewritten in 6502 assembly language in the late 00's. The assembly version was pared down so that (crunched) it fit into 2K, christened "Bubble Escape 2K", and submitted to the Mini Game Compo 2009 where it won first place in its class.

    (Illustration)
  • Super Wumpus Land (in Perl and Javascript) (ca 1999)

    Play Online

    Super Wumpus Land is an "extended dance mix" version of Gregory Yob's Hunt the Wumpus. It's playable in your web browser in a simulation of an old-school green-screen video terminal.

    (Illustration)
  • The Never-Ending Maze (in Z-Machine code) (ca 2000)

    Play (Java applet)

    An Infocom-style text adventure game based on the defining cultural phenomenon of a generation. (Possibly.)

    (Illustration)
  • The New Gamerly Realism (in Javascript) (2015)

    Play Online

    Only when the conscious habit of coding culture's little interactions, Marios and Lara Crofts in games disappears will we witness a purely gamerly work of gamedev.

    I have transformed myself in the zero of gameplay and have fished myself out of the rubbishy slough of mainstream gaming...

    Only dull and impotent gamedevs veil their work with sincerity. Gaming requires truth, not sincerity.

    Levels have vanished like smoke; to attain the new gamerly paradigm, gamedev advances towards creation as an end in itself and towards reification of the interactions of culture.

    (Illustration)
  • Corona: Realm of Magic (in Perl) (ca Sep 2000)

    Corona: Realm of Magic is an unfinished roguelike written in Perl. It was written on top of a framework that Cat's Eye Technologies was developing at the time called CARPE DIEM (Computer-Assisted Role-Playing Engine for Diverse Interactive Entertainment Modules.)

    (Illustration)
  • Dungeons of Ekileugor (in Commodore BASIC 2.0) (Aug 2012)

    Dungeons of Ekileugor is a roguelike written for the Commodore VIC-20, which, despite the limitations of that platform, supports a respectable set of the usual "dungeon furniture": reasonably generated dungeon levels with tunnels and rooms whose contents are hidden until you enter, monsters, treasure, potions, traps, chests, combat with experience points, etc.

    (Illustration)
  • Zzrk (in Zz) (ca 2005)

    Zzrk is a tiny adventure game written in "pure" Zz (a meta-language normally used for defining compilers.)

    (Illustration)

implemented by Cat's Eye Technologies

  • Animals — as animals.erl in Erlang (ca 1999)

    Animals is a classic "expert system" game. The computer asks you to think of an animal, and then asks you a series of yes/no questions in an attempt to discover what animal you chose. If it comes to the wrong conclusion, it asks you for a question that would distinguish the animal that you chose, and adds it to its database. In this way it "learns" about more animals as more games are played.

  • Sokoban — as esoko in Erlang (Nov 4, 2002)

    Sokoban is the classic Japanese game about lean manufacturing (well, sort of).

    This version stars Rusty the Cat, from Intelligent Humour, as the protagonist.

  • Flip by John S. James — as flip.erl in Erlang (Jul 31, 2002)

    Flip is a very simple computer game by John S. James which first appeared in the March/April 1977 edition of Creative Computing. In the game, the computer flips a virtual coin 50 times, and the object is for you to guess whether the coin will come up heads or tails each time. What makes it interesting is that the coin is not fair. The computer tries to find patterns in your guesses, and exploit them by biasing the coin toss away from what it thinks you are likely to guess next.

  • Hunt the Wumpus by Gregory Yob — as wumpus.erl in Erlang (Jun 30, 2002)

    Hunt the Wumpus is a classic topological mythical-beast-hunting game from the era of teletypes. Gregory Yob was disappointed by the number of games based on "find an objective hidden on a 2-dimensional grid", and decided to design one that was based on a world less orthogonal.

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