1991: Trade Wars 2002
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One of my favorite memories was fixing a cheater's bug that was triggered by entering a negative number into a certain dialog. There were no legitimate features in the game that required negative numbers, so I figured if I could prevent the entry of all negative numbers, it would fix this bug plus any similar undiscovered ones. I was very much an assembly language novice, but I knew that somewhere in that executable had to be the routine that parsed ASCII strings to convert them to integers, and it most likely had the minus sign (ASCII value 45) encoded as a constant. I stubbornly changed each byte value 45 to 255 until I found the right one. Since it wasn't possible to enter ASCII 255 in the dialogs... bug fixed!
When Gary Martin finally released a new version (2112?), the executables and data files were all encrypted, so we couldn't make custom ships anymore. I wasn't able to crack the encryption but I wrote a "TSR" (=terminate and stay resident -- DOS's approximation of multi-tasking) that would wait for the Trade Wars program to unpack itself and then write patches directly into the RAM. Good times.
http://www.oregonsouth.com/ice9/
Tools like TWXProxy and Mombot still see frequent updates:
https://github.com/MicroBlaster/TWXProxy
SWATH, despite its age, works great (nowadays I use it for very simple macros and as a front end to TWXProxy):
Tournament-level play is incredible. Deep strategy, full automation. You definitely do not warp around willy-nilly unless you want a planet full of photon missiles and quasar cannons dropped on your head. Sure, the ANSI graphics means you have to use your imagination a little more than in EVE, but if anything, that makes it _more_ fun for me.
Oh, god. Don't remind me. I'm there, happily minding my own business, trading between ports in adjacent systems, and in warps a volcanic class planet with a level 6 citadel. Fucking death stars.
You wanna blast me, a hapless newb who stumbled into your territory, out of the sky, fine. But running the interdictor generator is just being mean about it. :P
Then I'd run the log through an awk script to print out a map.
It looks like a lot of sites are still hosting it. On man, so many memories of the BBS days.
Edit: actually it was 2000. Wikipedia mistakenly says 1998, but that was when John first got involved in the project.
The first "multi-node" (simultaneous player) version was the MajorBBS/WorldGroup port of the game in the mid 90s. These BBS's were typically pay-to-access since they had many phone lines... not to mention the bbs software and games were way more expensive for the sysop to purchase.
The normal doorgame version (non-mbbs/wg) eventually had multi-node support too, but not until the late 90s. I vividly remember being blown away when this came out :) Most normal doorgames didn't offer this level of real-time interactive gameplay, as it wasn't easy to implement correctly in the confines of a 16bit DOS application. Each player had their own process running, and the door author had to figure out coordination/locking/IPC using just a few primitives such as shared files.
I distinctly remember logging in one day on a certain BBS I played on only to realize one of my corporation partners had robbed the corporation blind and left us all floating in space.
But getting betrayed and then becoming a fugitive from your former partner, and then plotting your comeback, was all part of the game ...and ultimately fun in it's own right I suppose. :) Good times.
Similar question for combat stuff, but I haven't gotten that far in my build yet...
I first started dialing into bulletin boards as a tween, on a 386 (and later a 486) cobbled together from bits scrounged from garage sales and the e-waste from the various businesses of my parent's friends or friends of friends. I eventually came into an 8-bit ISA modem, and upon recognizing what it was, added it into my computer, and snuck a telephone cable from an open jack into my room. I found the BBS listings in a local computer magazine and and started dialing out, exploring my area code. To be honest, I don't recall how I got the terminal program I initially used; I just recall that it was bare-bones and kinda janky. As a kid, you bet your sweet ass I went straight for the games section if there was one. And there I discovered TW:2002 and Legend Of the Red Dragon.
The sysop of one of the boards I dialed into noticed I was connecting at 2400bps at a time when 28.8k and 33.6 were commonplace. He pulled me into sysop chat to ask what was up and I explained my situation with my computer being cobbled together from scrap. He offered to send me a newer modem as well as some terminal software that didn't suck, and so I gave him my mailing address. I don't recall if I got my parents' permission to do so. In either case, a week or so later package showed up in the mail with a 16-bit ISA 14.4k modem and a floppy disk with a terminal program that indeed didn't suck. And with connection speeds that didn't cause a full screen of ANSI art take minutes to load, line by painful line, TradeWars became much more playable.
I logged many hours in TW:2002 through middle school and early high school. The holy grail I heard about, but initially couldn't play, were those really fancy BBSes that had multiple lines and the latest version that let you play against other players at the same time. Those were fancier operations where you had to pay monies for your dial-in time, which was not a particularly feasible thing when you're not even old enough to have a job, much less a bank account. It until wasn't towards the end of high school when I found a few sites offering connections over telnet that I got to experience multi-player play. And promptly learned just how bad of a player I'd been all that time.
A back-burnered project still intend to get to is to set up a retro system to run a multi-line (or maybe even network connected!) BBS, with all the various classic games of that era, including TW:2002.
There are enough similarities that I would find it hard to believe that EVE Online was not, at the very least, influenced by Trade Wars.
Funny coincidence as I was searching exactly tradewars on my ipad a week ago to see if there was something similar. I’m being nostalgic nowadays, if someone has any suggestions for android or iOS games, store searches are usually not returning small gems.
I kind of wish this was true nowadays. I don't have hours and hours to play anymore, and so tend to avoid multiplayer online since the playing field is heavily tilted to those who have lots of time to play. That was somewhat less of an issue in the BBS days (on my BBS, anyway).
(Plus, a BBS might also periodically delete the universe and start over (a big bang!) which would again level the playing field for a bit.
Edit: Just remembered, in addition to the time limit on the BBS, you also had a specified number of 'turns' in the game. So you really had to plan sometimes. (and bigger ships took more turns to move per sector...)
I'd remember the days getting stuck in the middle of no where when I'm out of turns and you hope no one comes across you and attack you.
I was in middle school/high school when I played this game...and I'd tie up the house line. Even if I had no turns somethings I'd hang around and chat on the conference with people.
I played a lot on the BBS Family Entertainment (Fament?) I believe...I think that group is still playing and Cruncher is still pretty involved and hosts games.
Have you considered EVE Online? So many aspects of playing is your character carrying out processes and awaiting countdowns for hours and days – months even, even when you're away.