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Kojote
July 20th, 2007, 03:37
Joe Zbiciak is holding an IntelliVision Coding Competition. Deadline is 1st November 2007.

Rules:
* The game must be no larger than 16K 16-bit words. Games are not constrained to 10-bit wide ROM. They can use the full 16-bit width.
* The game must fit the $5000-$6FFF, $D000-$DFFF, $F000-$FFFF standard 16K-word memory map.
* The game must not require additional RAM beyond what is available in the Intellivision.
* The game must play as intended on an unexpanded Intellivision, Intellivision II, and Sears Super Video Arcade with minimal glitches. Note that the game may make use of the ECS and/or Intellivoice to enhance game play as long as these peripherals are not required for proper play. For example, Space Patrol has enhanced sound and music when the ECS is present.
* The game should play flawlessly in jzIntv. If you have issues getting your game to play correctly, hop on INTVPROG and ask questions! We're friendly. We don't bite. :-)
* The game may make use of any previously existing code out there that the author has license to use. For instance, the example code included with SDK-1600 is available to all under the GNU GPL. No sense re-inventing the wheel for no good reason.
* All entries must be received by November 1st, 2007. Judging will take place during the month of November, with results posted by December 1st.
* All entries must be sent to Joe Zbiciak at this address: intvnut at gmail dot com.
* Entrants grant Joe Zbiciak permission to make binary versions of all entries available for download on the web.
* Entrants grant Joe Zbiciak permission to produce a small number of physical copies (cartridges) of the game for the purpose of issuing the contest prizes, as defined in the Prizes section.
* Joe Zbiciak reserves the right to adjust these rules as necessary, and/or cancel or extend the contest based on number of entries received.

Prizes:
First prize is $100. Second prize is $50. First and second prize winners also will receive a physical copy of the top two games on a multicart. If I do announce runners up, they too will receive cartridges and all announced winning and runner-up titles will be on the multicart.

Oliver Puschatzki has donated three of his NTSC composite mods as prizes for this contest! These will be awarded to the top entries in addition to the cash prizes and cartridges.</blockquote>

More details: http://spatula-city.org/~im14u2c/intv/contest-2007/

ish420ism
July 20th, 2007, 10:00
That's tight. Intellivision huh? Damn that's old. I like the way these old systems, take up less memory for their games than a modern word file.
Can past coding techniques be applied to todays game development. To create cool, large environments, yet small game files. ei. Take a games' sound. Instead of having a large number of mp3 files for audio. Replace all those with MIDI files. Sound fonts these days sound simply amazing. Have a MIDI support built in to the game itself. I'm sure the same can be applied to video as well. Maybe high textured sprites. Homebrew games being developed today, take up a lot of memory, with no real payoff. What type of programming these old companies like Intellivision, Atari, Nintendo, SEGA, etc. used to create their games.
Take SMB 3 for example. A cool story line, large number of levels, sounds, music, hud, and engine, and roughly around 512KB. That's awesome. Maybe we can learn from the past, to write tomorrows' game.

quzar
July 20th, 2007, 18:05
OOOOOOOoooo. That seems fun...

XDelusion
July 20th, 2007, 19:17
I'd like to see an RPG for it, those D&D games were not bad, so I know they could top those off if someone tried! :)