Mostrando las entradas con la etiqueta laberinto. Mostrar todas las entradas
Mostrando las entradas con la etiqueta laberinto. Mostrar todas las entradas

domingo, 21 de junio de 2026

Spindizzy

Juego isometrico, complejo, largo con un mapa gigante para 8bit.

HINTS

Due east of the starting screen is a beginners section. In this area are simple demonstrations of some playing techniques. Time will run slowly in this section allowing you time to experiment.

Some screens will give a clue as to a switch to activate. This will cause some features to appear or disappear. Occasionally two switches may need to be used together. The clue appears in the bottom left hand corner of the screen.

Lifts maybe used but may need to be switched on. Ice is slippery and trampolines are bouncy!

Make a map; it will help you to find short-cuts (there are quite a few).

 

East testing:









 

sábado, 19 de abril de 2025

Caves Of Ice

Juego famoso por aparecer en Compute! 

Se podia digitar y tenia perspectiva 3D en inicios de los 80 en atari 400 en donde el mundo era muy analogo aun.







https://www.atarimagazines.com/compute/issue40/caves_of_ice.php


martes, 30 de junio de 2020

Laberintos 8bit

2600:

Hubo harto ruido por el articulo que publico John Aycock sobre el algoritmo usado en Entombed de 2600

https://atariage.com/forums/topic/296385-atari-in-the-news-cool-bbc-article/

De todas formas hay entrevistas de DP anteriores:

http://www.digitpress.com/library/interviews/interview_paul_allen_newell.html
 


 


 

8bit XL/XE:

 Por otro lado mencionan de 8bit :

http://atarihq.com/danb/Telengard.shtml

------

One of the interesting parts of Telengard is the way it generates the dungeon map. The dungeon in the game is very large, it has 50 level and each level is 200 by 200 rooms. The dungeon is also the same every time you play so you can map it out as you go along. This is achieved by using a pseudo-random algorithm to generate the map. This results in a map that is complex enough to be interesting, but not so complex that it's unplayable.
This is the formula that is used to determine the appearance of each room:
XO = 1.6915
YO = 1.4278
ZO = 1.2462

q = x * XO + y * YO + z * ZO + x * YO + y * ZO + z * XO
hi = q And &HFF
q = x * y * ZO + y * z * XO + z * x * YO

If (q And 3) = 0 Then
q = (q / 4) And &HF
If q > 9 Then q = q - 9
hi = hi + q * 256

End If
XO, YO and ZO are constants
z = dungeon level
x,y = room position in level
hi describes the room as follows:
bits 0,1: Upper wall: 0,1 = nothing, 2 = door, 3 = wall
bits 2,3: Left wall: 0,1 = nothing, 2 = door, 3 = wall
bits 8-11: If not 0 then there is something special in the room
1 = Inn
2 = Pit
3 = Teleporter
4 = Stairway
5 = Alter
6 = Fountain
7 = Cube
8 = Throne
9 = Box

To view the entire map I created a VB.NET map generator program. This program required the Microsoft .NET Framework 2.0:
Map Viewer - Executable and source

 


domingo, 27 de noviembre de 2016

Pacman escondido

Existe un lugar en el laberinto de pacman que se puede "esconder".

Es solo para la version arcade (probar con mame). Con esto verificamos una vez mas que las versiones para home computers fue solo una proximacion y no port del algoritmo de movimientos de los fantasmas.

Ademas hay otros juegos con similar caracteristicas... como Ms.Pacman que esta abajo.

TODO: hacer mi propio video :P




Ms. Pacman


domingo, 19 de abril de 2015

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

Título de libro que es un programa que hace un patrón matematico con 2 caracteres y una semilla aleatoria:

10 ? CHR$(6+RND(0)); : GOTO 10



Basado desde:
http://codegolf.stackexchange.com/questions/9165/10-print-chr205-5rnd1-goto-10-in-php-or-anything-else-for-that-matter

Libro original:
10 PRINT CHR$(205.5+RND(1)); : GOTO 10
http://www.amazon.com/dp/0262018462/


Mas preciso:

poke 82,0
10 ? CHR$(6+RND(0)); : GOTO 10
run

---------------

Update1: Como es de costumbre las ideas e re-inventan cada cierto tiempo:

En Truchet Tiles ya e habia hecho algo similar:
http://manillismo.blogspot.cl/2015/03/truchet-tiles.html

--------------

Update2 :
(20.1019)

El libro puede ser bajado en PDF desde su pagina oficial: https://10print.org
Tiene licencia: Creative Commons BY-NC-SA 3.0 license.


domingo, 27 de abril de 2014

Minimalist Guaton

Competí en el concurso: BASIC Ten-Liners - Contest 2014.

Hice un clone de Pacman en 10 líneas (largas), tiene un poco de "Intelegencia" el fantasma. Busca por el Laberinto y si ve al Guatón entonces lo persigue.

No se podia hacer mucho más por la limitancia del espacio, lo que si guarde una línea para caracteres especiales que no tuve tiempo de terminarlo.

Esta es la versión original que hice en Turbo Pascal después

http://devwebcl.atarionline.pl/tbxl/MinimalistGuaton.atr



Finalmente saque un quinto lugar compartido

lunes, 25 de febrero de 2013

Auto de carreras de Tomy: Drive Yourself Crazy

Tomy Drive Yourself Crazy

Juego que tuve en los 80s a pesar de ser de los 70s.

Es una emulacion de juego de video, donde la pista se enrolla como un papiro y genera la sensacion de scrolling :P

Muy buen dibujo (que me gustaria escanear) y tenia una palanca de cambios para avanzar y retroceder.

El camino es como un laberinto que te lleva a calles sin salida y chcoar, entonces la idea era recordar el camino (tipica habilidad requerida en video juegos ochenteros).

Sin dudas despues de un tiempo corto, aprenderse la ruta es de dificultad baja, pero para ninnos es una entretenida tarea.




UPDATE1: juego de arcade que posiblemente Tomy se inspiro




http://www.handheldmuseum.com/Tomy/Tomy1980/index.html
http://www.webalice.it/claudia.alessandro/tomy_-_drive_yourself_crazy.html
http://www.handheldmuseum.com/Tomy/DYCrazy.htm

tambien recuerdo a:
http://www.handheldmuseum.com/Tomy/SwervinDerby.htm


sábado, 24 de diciembre de 2011

Dandy Documentation

DANDY

DOCUMENTATION

DANDY is a 26 level dungeon adventure in which cooperation among players, rather than competition, is the key to success.  You and up to three more players must get past denizens of varying danger; you lose strength each time a monster rams you, and you must constantly stock up on food and then remember to replenish your strength by consuming food units when your health deteriorates.  Should you lose all strength, you wind up in limbo, but another player can revive you by shooting an arrow into one of the many hearts scattered throughout the dungeon.  If you are playing DANDY in the single player mode and your strength drops to zero---YOU ARE DEAD!!  Smartbombs can be picked up along the way and dropped at strategic times to wipe out all monsters in the area.  You will also need to pick up keys to unlock secured areas of each maze.  Once you explore a level, wiping out monsters and picking up all the money, you head for the "D" letter in the maze to be warped to the next level.

PLAYER STATUS DISPLAY

HEALTH:  A players health starts out at 90%, which is the maximum you can attain.  Being hit by monsters reduces your health by a percentage equal to the type of monster encountered.

FOOD:  A player may carry up to nine boxes of food.  Players start a game with no food.

BOMBS:  A player may carry up to nine smartbombs.  Players start a game with no smartbombs.

KEYS:  A player may carry up to nine keys.  Players start a game with no keys.

SCORE:  Each player has a six digit score on the right end of the status line.  Gathering treasure or killing monsters adds to this score.


While playing the game, the screen shows the section of the dungeon your team is currently exploring.  Each level is three screens high and three screens wide.  Stick together!  If one of your party wanders off the screen, nothing happens to him.  The off screen member just can't fire or see where he is going, until he rejoins the main group.

PLAY CHARACTERISTICS

Each player is represented on the screen by a little figure wearing a number.  Player one is a "1", player two is a "2" etc.

Arrows are fired with the joystick button and are used to kill the many monsters you will run into.  They do no harm to other members of your party.

To pick up objects, just move your player across them.

To maintain your health level you must eat food.  To do this, just press the number key on the keyboard that represents your on screen figure.  If you have any food, the number of food packages indicated on the status line for your figure will decrease by one, and your health level will increase to 90%.  NOTE: your health level will only decrease if you get rammed by a monster.

Smartbombs destroy all monsters and spawners visible on the screen.  At times, smartbombs are your only defense to keep from being overwhelmed by monsters.  To explode a smartbomb that is on the screen, just shoot it with an arrow.  To explode a smartbomb that you have picked up previously in your travels, hold down the SHIFT key and press your player number on the keyboard.  A little awkward, but you will get the hang of it.

Keys are needed to open locks, represented by keyholes. Pick up as many keys as you can find, and use them wisely. You can not get through a locked area without a key.

Pressing the SPACE BAR pauses the game.  To start again, just press the SPACE BAR once more.

THINGS YOU WILL ENCOUNTER

FOOD: will look like a box covered in a checkerboard pattern.

KEYS: look just like a key.

SMARTBOMBS: look like a miniature bomb.

EASY MONSTERS: look like a little marshmallow man. Can be killed with one shot.

MEDIUM MONSTERS: look like the dreaded happy face. These take two shots to kill. The first shot turns them into a marshmallow man. The second shot kills the marshmallow man.

HARD MONSTERS: look like a white box with a synical smile. Three shots are needed to kill these. First shot turns them into a happy face. Second shot turns happy face to marshmallow man. Third shot bumps him offs

SPAWNERS: the worst you will encounter because they actually create the other monsters, sometimes almost faster than you can kill them off.  SPAWNERS can be killed, thus preventing them from creating more monsters, but it's not easy.

SMALL SPAWNERS: look like a miniature skull and crossbones. They create the marshmallow men. One shot kills the small spawner.

MEDIUM SPAWNERS: are a little larger skull and crossbones. They create the happy faces. Shooting the medium spawner creates a small spawner. Hitting the small spawner will destroy it.

LARGE SPAWNERS: are the worst and hardest to kill. One reason is that they create the white smiling boxes, and they do it fast. Large spawners when hit turn into medium spawners. Hit the medium spawners and they turn into small spawners that can be killed with one further shot.

Spawners on a screen are a real problem. They continue to create monsters as long as they are on the screen. If you can scroll the screen so that they are out of sight, they quit making monsters.  Sometimes spawners and monsters can become so thick all at once that the only way to save yourself is with a smartbomb.  Use the smartbombs wisely, and then only as a last defense.

CREATING YOUR OWN DUNGEON

Boot up Dandy as far as the Copywright screen.  Remove the Dandy disk and place in the drive a blank formatted disk.  Press the space bar to get to the game menu.  At the game menu, press SELECT key until dungeon editor displays, and then press START.

Move the joystick around the screen.  You will see the character currently under the cursor displayed in the "indicated character" spot designated by the " "<---" " at the top of the screen.  To chose that character for placement in your new dungeon level, just press that character on the keyboard.  Then use your fire button on the joystick to place it where desired on the screen.

Dandy uses the current level to read or write a level design.  The "Level" indicator at eh bottom line tells you which level is the current one.  The "-" key moves you toward level "A" while the "=" moves you toward "Z".  Pressing "W" will write your new level to disk.  Pressing "R" reads a level from disk.  If level is not on disk, Dandy will create a blank level with just an up and down passage for you to edit.

PRINTING HARD COPY

Included on the disk is a Basic program called PRINTLEV.BAS.  This will print dungeon levels to your printer.

After running this file with your dungeon levels disk in the drive, the screen will prompt you asking which level you wish printed.  The "*" will print all levels.

Just type the level that you wish printed.  The program will read in that level and prompt you to ready your printer.  Press return and the printer begins.

LEVEL FORMAT

A dungeon level consists of 30 lines of 60 squares each.  Each character can be any one of sixteen items, so each byte of data in the file can represent two dungeon squares.

Have fun and experiment with this great game.  It can be as easy or challenging as you chose to make it.


 

viernes, 9 de diciembre de 2011

Dandy

Es un juego hecho en caracteres especiales con scroll rapido de John H. Palevich y liberado por APX

Un heroe esta en un gran laberinto con varios enemigos, se puede desplazar en las clasicas 8 direcciones y disparar a la vez. La idea es ir superando los diferentes calabozos e ir abriendo puertas a medidas que cerrojos/puertas aparecen.

Un juego bastante adictivo para la época que fue la precuela para Gauntlet

El autor lo rehizo (remake) para varias plataformas, entre ellas Javascript, entonces puede ser jugado en cualquier browser que soporte HTML 5 CANVAS tag.

Se puede bajar desde la página del autor: https://sites.google.com/site/jackpalevich/home