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I've been toying with the concept of very simple, distilled strategy games that don't take long to play, but involve some brainwork on some level. I was already thinking about putting a game of some sort on a very small (maybe 5x5) board, and then I stumbled across a description of Quadpawn, an old C-64 game. Each side has four pawns on a 4x4 board, and the objective is to either get a piece to the other side of the board, or prevent the other player from being able to move. The game concept is also described on algorithmist.com.

Anyway, here's a version in Flash. The source code is available as well.

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The game is simple, and once you get the hang of it, it's not hard to win most of the time, but it stayed enjoyable the whole time I was playing it.

The sourcecode is pure AS3, so you don't need Flash to compile it. Among other things, it has a pretty clean implementation of the minimax algorithm, something that is reasonably hard to come across.

Wow, this would've been pretty awesome

Milliways: Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy - Waxy.org

From an anonymous source close to the company, I've found myself in possession of the "Infocom Drive" — a complete backup of Infocom's shared network drive from 1989. This is one of the most amazing archives I've ever seen, a treasure chest documenting the rise and fall of the legendary interactive fiction game company. Among the assets included: design documents, email archives, employee phone numbers, sales figures, internal meeting notes, corporate newsletters, and the source code and game files for every released and unreleased game Infocom made.

For obvious reasons, I can't share the whole Infocom Drive. But I have to share some of the best parts. It's just too good.

So let's start with the most notorious — Milliways: The Restaurant at the End of the Universe, the unreleased sequel to Infocom's The Hitchhiker's Guide to the Galaxy. For the first time, here's the full story: with never-before-seen design documents, internal emails, and two playable prototypes. Sit back, this might take a while.

Soviet-Era Arcade Games Crawl Out of Their Cold War Graves

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From the late '70s to the early '90s, Soviet military factories produced some 70 different video game models. Based largely (and crudely) on early Japanese designs, the games were distributed -- in the words of one military manual -- for the purposes of "entertainment and active leisure, as well as the development of visual-estimation abilities."

Production of the games ceased with the collapse of communism, and as Nintendo consoles and PCs flooded the former Soviet states, the old arcade games were either destroyed or disappeared into warehouses and basements.

star control

03
Apr 2005

and this too

bot game

03
Apr 2005

and of course the bot game

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