Boulder Dash
lutzroeder.github.io
lutzroeder.github.io
Looks like this is a re-implementation in Javascript.
Alternatively, here's the original KC85/3 version in an emulator:
https://floooh.github.io/tiny8bit/kc853.html?mod=m022&file=k...
...to start a game round, you first need to press Enter before the arrow keys can be used to move the little chap around.
There were also other Boulderdash clones for the KC85, which were a bit closer to the original, like: https://floooh.github.io/tiny8bit/kc853.html?mod=m022&file=k...
That scrolling effects in the diamonds is actually a very clever hack using the KC85/3 color blinking feature where the blink frequency was controlled by a CTC counter. When I finally figured out how it works I was so excited that I wrote a whole blog post about it: https://floooh.github.io/2017/01/14/yakc-diamond-scroll.html
I only said that the original of the OP's Javascript "re-implementation" was the KC85/3 game Digger (e.g. the gameplay, graphics and audio is exactly the same).
Eventually, I took a biro to the tape, sorry dad, and scribbled across it, which seemed to break it. Finally we were free.
How did he react? This sounds like the beginning to a Netflix true crime miniseries
We ended up getting an Amiga and he completed it on that at a more measured pace and once he was done he was done.
I think a lot of people simply didn't know you could do this, which made it pretty much impossible to complete certain levels.
The most astonishing part was how much "physics" and enemies the game was able to animate at the same time, several screens of elements, rocks, diamonds and enemies, there was no apparent limits on the number of animated stuff, on a 8 bit machine running as low as 1Mhz that was impressive.
The clever trick was the use of cellular automata. The next state of all cells (including badguys and lava) can be computed by looking at the 8 neighbors cells, a simple double buffer to avoid overwriting updates and voilà.
Each level was generated from a random seed and then patched with rectangles of constants, all stored in a kind of RLE style encoding, it was very memory efficient.
edit: https://www.youtube.com/watch?v=rxzv1o1ngRw
full screen scroll on a 6502-powered BBC Model B
https://play.google.com/store/apps/details?id=com.superiorin...
https://apps.apple.com/gb/app/repton-3-free/id895768027
It was one of my favourite games on our family's Acorn Archimedes in the early 1990s. I could play the first couple of screens on each of the ~40 themed level sets at age 7-8 or so, and sometimes the third screen, but then they became too difficult. I found it again at age 20 or so, and I could complete some of the level sets (8 screens in each), and I've gone back to it every 5 years or so, but there are still some puzzles I haven't solved.
Here's an early map (Finale screen B) from Repton 3 showing the complexity of the puzzles: https://www.reptonresourcepage.co.uk/GetMap.php?level=2&game... (via https://www.reptonresourcepage.co.uk/ )
A key difference with Boulderdash is in Repton, the diamonds don't fall if they're unsupported.
Original publisher in the 80s was 'Superior Software', I'd be interested to know if this is the same people 40 years later
edit: yes its the same people!
I tuned my Competition Pro joystick to have shorter travel for Emerald Mine, because milliseconds did matter.
I think they learned how to do the mods from a computing magazine to which my dad had a subscription. I remember this magazine would have whole programs printed in it that you would have to type by hand. My memory is fuzzy as I was very young, maybe 7-years-old. I'm not sure if the mods were typed out in the magazine, or if it just gave the general theory and they figured out the rest.
Edit to add: your question sparked my curiosity, so I looked it up. It was Typo II: https://www.atarimagazines.com/v3n9/TYPOII.html
Here's the web page of the original author Alexander Lang (who AFAIK lives in Berlin now): https://web.archive.org/web/20230101011143/https://www.lanal...
Used to play this back in the day on my ZX Spectrum. It's such a simple concept but, if you're not paying attention, it's way too easy to accidentally squash yourself with a falling boulder. Also played the somewhat similar Repton on the BBC series of microcomputers.
Such a great game!
I'd be curious if anyone else had played it
The “apple time warp podcast” interviews him. It’s pretty fun. Thes podcasts seem to be archived on YouTube.
http://mpm-kc85.de/html/C0169_Spl_07.htm vs https://en.wikipedia.org/wiki/Boulder_Dash
This is what made games so much more interesting back in the day.
Games that tell you what to do the entire time aren't more "inviting." They just want your time so you'll buy horse armor when they offer it.
Puzzle games are generally better when they make creative use of a small set of elements, and when there aren't hidden surprises.