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  • alchemy1k.txt 2.57K
  • ap.txt 1.22K
  • astrostorm.txt 1.26K
  • bobsled.txt 507B
  • bulderjones.txt 917B
  • c64.d64 170.75K
  • cybernoid-1k.txt 1.50K
  • dmaze.txt 1.89K
  • elicoph.txt 1.23K
  • formula1k.txt 1.65K
  • hang1k.txt 640B
  • invasion_of_ccg.txt 2.57K
  • none_shall_pass.txt 1.16K
  • petris.txt 920B
  • ping_the_pingo_p.txt 418B
  • rad.txt 2.61K
  • rad_emu_notes.txt 543B
  • readme.txt 1.53K
  • simon1k.txt 1.98K
  • splatform.txt 2.25K
  • starinvaders.txt 983B
  • wild-fire.txt 1.28K
  • yars_return.txt 449B

file_id.diz

Alchemy 1k
==========
An entry for the 2002 Minigame Compo

----------------------------------------------------------------------------
Transmute lead into gold and become a Master Alchemist in this addictive
puzzle game.
----------------------------------------------------------------------------

The object of the game is to turn the 9x8 lead board into gold.  You do this
by placing 'magic' runes on the board.  Runes must be placed next to runes
of the same color or shape or both.  When you place down a rune, the square
under it turns into gold.  If you're placing a rune on a square with 3 runes
around it, the rune you're placing must match shape and/or color with all 3,
not just one.  You only need to match runes directly up/down/left/right (no
diagonals).  If you fill up a row or column with runes, they disappear to
make room for more.

There are two special runes:

- The white square is a wildcard rune.  It can be placed on any unoccupied
square, regardless of which rune shapes/colors are around it.

- The white crosshair shaped rune lets you remove any single rune from the
board.

You may also discard a rune if you can't place it anywhere (or don't want
to).  You may discard up to 3 in a row, the 4th is game over.  The border
changes colors to let you know how many you've discarded.  If you complete
a row or column, the discard counter is reset.  If you successfully place
a rune, it is decremented.  When the entire board is converted into gold,
you proceed to the next level, which will have more rune shapes and colors.
The current level is printed on the top right corner of the screen.

Controls:  ijkl to move the cursor
           space to place a rune
           d to discard

To start the game:  load "alchemy1k.prg",8,1
(don't forget the ,1)


Tips:
-----

It's not a good idea to complete a row if it'll leave you with very few
options for placing the next rune(s).

Try to work in either rows or columns but not both.  In the earlier levels
you can have a row/column for each rune color this makes placing new runes
quite simple.

Don't be affraid to discard.  If placing a rune will make it hard for you to
place new runes nearby, discard!

Credits:
          Code by:         dW/Style (Adrian Gonzalez)
          C/G Graphics:    dW/Style
          XIP Compressor:  Wyndex   (Steve Judd)
          Finished on:     September 15/2002

Based on the game "Alchemy" by PopCap games.

Many thanks to Steve Judd for writing XIP which made shrinking the game much
much easier.  Also special thanks to my friends on #c-64 for helping me test
the game, and to Magervalp for holding this year's compo.
A__AP___A
1KB minigame
by Stefano Tognon
(C) 2002 Ice Team
version 1.01

Well, I like this competition even this year!!!


Game concept:

You are in the far west some time ago...
where only the fastest will survive.
You have to duel with a fast killer...
because you want to free your A.P. girl...
from his hand...
So, make an hard practice, otherwise you died...
Walk in the desert at moon night and ...
the practice begin...


This game born during a conversation with friends about a game to code.
I like the idea to kill the enemy (in the far west) by pressing a key.
I think to code using some made defined chars, but in my head I see
the monument walley in the top of screen. So i put a 320*24 photo of the
desert and this reduce all the code I can use (I try with a better 320*32
but it was to big).
Unfortunately I cannot put other features like difficult level and some sound
effects.

Probably this game is usefull if you play it without looking at the keyboard!
You lose when you have less than 2 point and win when you have at least 126 points.

version 1.00: has a compilation bug that made it not run properly
version 1.01: made it a bit difficult

Full source will be released after the competition at:
http://digilander.iol.it/ice00
ASTROSTORM v1.0 for the Commodore 64
------------------------------------
(c) 2002 Vanja Utne - Mermaid - (mermaid_ctr@yahoo.co.uk)


The story so far...
-------------------
You are on your way to hacker convention on Mars, when suddenly
the auto navigation system crashes - cursed Windows 2098 - and 
your spaceship heads straight into an asteroid field! 
The  autopilot is lost in bluescreen-land, and it is up to you to 
control the ship, avoiding the asteroids as they hurl towards you...


Controls
--------
Use a joystick in port 2 to move your spaceship up, down, left and right.
Press the firebutton to start.


Levels
------
See if you can reach the red level...
Can you score more than 2000 points?


Thanks
------
A special thank you must go to Macbeth for improving my scroll code!
I'd also like to thank the following people for their help and feedback:
Tomas Danko, _dW, Wyndex, Dokken, Magervalp, TheFatman, BHZ and all
those I've forgotten to mention here.


Additional info
--------------- 
This game was written in TurboAssembler v5.0 (on a real C128D) for
the 2002 Minigame Compo (http://www.ffd2.com/minigame/).

The game is exactly 1024 bytes, and has not been packed.

The source code will be released at the Creators website:
http://mermaid.c64scene.org/creators




Bobsled v1.0 by TheFatman (fatman1@bigfoot.com)

Grab your sled and head out to the mountains!
Try your skills at sledding down a 1000 yd
70 degree slope!    Maybe at the end of the
day it'll be you in the winner circle 
holding the trophy and kissing the girl.

With 10 levels of play, its guaranteed to
entertain at least a couple of minutes.

Things you should know.

For Commodore 64/128
Use Load "*",8,1  <--must use the ,1
Use Joystick in Port 2.
Each level consists of 100 yds.

Have Fun, TheFatmanBulderJones
1KB minigame
by Stefano Tognon
(C) 2002 Ice Team
version 1.00

Well, I like this competition even this year!!!


Game concept:
The game is a mix of BulderDash and Lazy Jones, so play it as needed...


This game was born during my holiday. I was in a little island and wrote many
of the code of this game.
The game is not so playable, but I think that the idea is good.

Put joystick in port 1, and turn on the sound because there are some sound effects.

Not all the bulderdash features are into the engine:
for example you cannot push mass (the code is in the source but removed for
space finished); you died if you go down and you have a mass over you!
Else you can found the masses fall down a bit hard than in bulderdash.
The enemy always go sx/dx :(, and is not so killer :)

The space always finishes the game!


Full source will be released after the competition at:
http://digilander.iol.it/ice00
Cybernoid 1K (2002 MiniGame version) by CyberBrain/NoName
---------------------------------------------------------

This is my 1K contribution to the 2002 MiniGame compo.
I first tried to get into the compo with V1 of this
game (cooler), but couldn't b'coz i had ripped the
ship-sprite from Cybernoid. In this version i pixeled
the sprite myself (...on my PC, while looking at V1 of
the game running on the C64 beside me, to get ideas).

(and i made some very ugly attempts at a ship sprite :)
The one in the game is attempt#9)

So this version is 100% by me..


To try the real game (without my ugly sprite :)) check
it at http://noname.c64.org. (there is also a note n' stuff)
(or from CSDb: http://www.c64scene.net)



CREDITS:
-------

all code+gfx...............CyberBrain/NoName
(packed using XIP)


TO LOAD:
-------

You must disable all cartridges and fastloaders, and
load the game with ,8,1!

(if you're using VICE just drag n' drop the prg-file to
the VICE window)


STORY OF THE GAME (as written in the note):
------------------------------------------

"It's 2162 A.D., and you're sitting in your personal
shuttle, bored to death. Suddently you hear that a newly
colonized world is being attacked, and women and children
are fleeing from certain death in their shuttles. You
decide to have a little fun, so you fly to shoot down the
women, children and medical supply ships. Happy shooting!"


To see more info, check CSDb, or the note (as you can get
from http://noname.c64.org or CSDb)


CyberBrain/NoName 15/09/02
**********************************************************************
"DIAMOND MAZE 64"

A 1K MiniGame for the Commodore 64 by Geir Straume
**********************************************************************

GETTING STARTED

Use a joystick in port two. Press fire button to start the game.
______________________________________________________________________

GAME OBJECTIVE

You are the green, happy face in the upper left corner of the screen.
Navigate the maze and collect the three diamonds. You will be awarded
100 points for each diamond collected.

Avoid the evil maze protectors (Red and Blue), as a close encounter
with one of them will most likely cost you one of your three precious
lives.

When all three diamonds have been collected, an exit will open in the
lower right corner of the maze. Escape through this exit to reach
the next level.

This 1K version of the game has 3 levels. The game will restart at
level 1 when level 3 is completed (your score will not be reset).

Press fire to start a new game when all your lives have been lost.
______________________________________________________________________

TECHNICAL DETAILS

The game was developed on an IBM ThinkPad, using Notepad and a
6502 cross assembler. It has been successfully tested on various
emulators (VICE, CCS64, PC64Win).

Six sprites are used for the player and enemy objects (the moving
eyes are separate sprites), and the main game code is run by a raster
interrupt routine.

Full source code (with comments) will be made available at the
following URL:

http://home.chello.no/~gstraume/c64/

An enhanced 2K version of the game with 30(!) levels will also be
available for download at the above URL.
______________________________________________________________________

CREDITS

Game design and programming by Geir Straume (geir.straume@chello.no).

Thanks to the creators of classic arcade games such as Pac-Man and
Pengo for inspiration.
Elicoph (ID)
1KB minigame
by Stefano Tognon
(C) 2002 Ice Team
version 1.00

Well, I like this competition even this year!!!


Game concept:

Fly away and destroy the enemy, or die!...
The Independence Day is arrived!



This game is quite linear and simple for having the music in it!
It is used the Lazy Jones subtune 21

Press a key to start/restart the game.
Move up/down and fire to the ufo.
Remember: you have only 3 lives, while the ufo has 9 lives.

The explosion is embedded into the sprite of the ufo/helicopter: it is necessary
just to change the primary color to visible. This saves 2 sprites spaces!.
Else, no extended x sprite coordinate is used for saving code: so it was better
to place de helicopter to the dx screen, but I think that it was nice to see it to
the left part. So, think that the bombs have a maximum distance before explode,
because you did not see them cross all the screen.

I like to thank David Whittaker for his fantastic music, and the author of 'Minima'
sound routine (a modified version is used here) and the 'exomizer' compressor (even
if it not save too much space here, it work fine for relocate the code at the right
position).


Full source will be released after the competition at:
http://digilander.iol.it/ice00
Formula 1k (C) 2002 Andreas Gustafsson (aka. Shadow/Noice)
----------------------------------------------------------
INFO:
This is a small racing game for the 2002 Minigame compo
(http://www.ffd2.com/minigame/) where the task is to write
a 1k game for one of the good old 8-bit platforms.

GAME DESCRIPTION:
Use joystick in port 2 to control your powerful Formula1k racer
and try to keep it on the road. If the car touches the grass/trees
it will be damaged, and once it takes to much damage it will 
explode and it's "Game Over"-time.
The faster you drive, the more points you score, but the track will 
narrow as time goes on, so be careful on when to floor it and when
not to!

AUTHORS NOTE:
It's been a long while since I programmed anything for the C64, but
making a 1k game seemed like an easy enough task. So I started 
flipping through my old "Programmer's Reference Guide" and tried to
remember how things worked. As I started out I thought I would have 
plenty of space, so I didn't even try to code size-optimal, but I soon 
realised that 1k isn't all that much even on a C64! 
In the end I had to go through the code several times to squeeze it down
under 1024 bytes. The resulting game is not very good, crappy sound, and
graphics that took about two minutes to make, but I had lots of fun while
coding it atleast.

TOOLS USED:
6502 Turbo Assembler by Taboo Productions.
Sprite created in Sprite Editor by Lasse Öörni (thanks for the programming
advice btw.!)
This was tested under VICE v1.9 and CCS64 v2.0beta. Unfortunately I couldn't
try it on the 'real deal' (I need to get a link cable that works with my comp!)

CONTACT INFO:
sdw@lysator.liu.se
www.lysator.liu.se/~sdw
Title: hang1k.prg

Platforms: Commodore 8-bit (PET/CBM, 64, 128, VIC-20, B128, P500,
Plus/4, C16, and possibly Ultimax w/BASIC cart.)

Description: 100% Commodore BASIC game sporting some color and character
graphic animation.,  Try to guess the 20 Commodore BBS related words
without getting hanged.

Load Instructions: once the volume containing hang1k.prg is selected in
the appropriate emulator, use LOAD"HANG1K.PRG",8 (do not use the
additional ,1 as the load address is set for PET compatibility) after
the ready prompt, enter RUN to play.  Press letters to guess words.

Submitted by: Larry Anderson

E-Mail: larry@portcommodore.com
- INVASION OF THE COLOR CLASHED GRAPHICS -

A 1024-byte minigame for the Commodore 64
(c) 2002 by White Flame (aka David Holz)


Story:

All is peaceful in the land of the Commodore 64.  The 4-color double-wide pixel
graphics are merrily going about their business when suddenly, from some
unknown evil dimension, a horde of vicious 1-bit badly color clashed graphics
emerged!  They have already messed up the bottom half of the screen (don't you
love computer game plots?), and it is solely up to you, the pilot of Super
Galactic Commodore Mechanized Walking Robot Zero GT, to traverse the infested
lands to seal up the three dimensional rifts before any further damage occurs.

You must maneuver through 3 levels, each one faster than the previous, avoiding
contact with any evil color clashed graphics.  If you fail, you return to the
beginning of the current level.


Controls:

Use joystick in port 2 (defaults to the numeric keypad in Vice)

 Walk = Left/Right
 Duck = Down
 Jump = Up

And, yes, I know it's a *really* hard game!  >:-)


Technical Info:

Hey, you did know that the C64 is fully capable of doing both full-color
"blocky" and hi-res "color clashed" graphics on the same screen, right?  :-)
The game refreshes the screen at full frame rate (50 or 60 Hz), but runs a
delay loop for the easier levels.  No compressor was used, and no sprites nor
any VIC-II chip trickery was used.  The mech uses 7 colors in total (including
transparent).  True collision detection and true screen clipping are supported,
both at 8x8 pixel resolution, and it smoothly scrolls at 1-pixel resolution.
All graphic objects are heirarchically connected in arbitrarily long chains
(the mech's cockpit is separate from its legs, etc).

I had originally intended this to be a 2k entry before the details of this
year's minigame compo were announced.  I was quite surprised to be able to fit
it into 1k, although shooting and some graphics capabilities had to be axed.
This is a totally data-driven engine that can be easily expanded to include
sound and huge graphics, animations, and levels.  If somebody wants to embark
on *seriously* creating an action/adventure game with me using this engine,
e-mail me at whiteflame52 at yahoo.com, or post your ideas on comp.sys.cbm.
No JoeRose-ish dreamers, please. :-)


POKEs:

After LOADing the game (LOAD"INVASION.PRG",8), type in one of these lines
before issuing a RUN:

 POKE 2092,n   Start at level n, lower is harder.  To see this game cranking
               at full speed, try starting at level 0.  :-)


Version 1.1:
 Added another tree, and reduced filesize from 1024 to 1023 bytes. :)
None Shall Pass
===============

Entry to the 1k minigame competition 2002
<URL:http://www.ffd2.com/minigame/>
Copyright © 2002 Peter Karlsson <peter@softwolves.pp.se>
A Softwolves Software Release in 2002
<URL:http://www.softwolves.pp.se/cbm/>

Instructions
------------

This is a simple "educational" game, in which you only may pass the horrible
ogre (display on-screen as a rather ugly figure-head) if you can answer its
quiz correctly. In this case, the quiz is made up of mathematical problems.

First you enter your age, which selects the skill level, and then you are
presented with the questions. You must answer all questions correctly to be
allowed to pass!

If the questions are too hard, try lying about your age! :)

Requirements
------------

This game plays on any Commodore 8-bit machine equipped with BASIC version 2
or later. It automatically adapts its output to fit your screen, no matter
if it is a VIC 20 or an C128 in 80-column mode.

License
-------

This program is free for use, but may not be modified before the end of the
1k minigame 2002 competition. When the competition has ended, the software
is licensed under the GNU General Public License, version 2.
PETRIS - Tetris for the PET and beyond
(C)2002 Curtis F Kaylor

Petris is a 100% Commodore (8-Bit) BASIC 2.0 Tetris style game.
It has been tested on emulators for the PET, CBM, Vic 20, C64, 
and C128.  In addition it should run on the 16 and Plus/4.

I originally concieved this program back in 1995, and started to
code it, but never actually got anywhere with it.  Then in August
of 2002, I came across the 2nd Annual Minigame Competition.  Since
an unexpanded Vic-20 has only 3k of ram anyway, it seemed only 
natural to try to squeeze the program into 1k.  Six hours of coding
laterm, here is the result.  Enjoy...

To use the program:

LOAD "PETRIS",8
RUN

Keys:

CURSOR-DOWN	Move Left
CURSOR-RIGHT	Move Right
SPACE-BAR	Rotate Piece

There is no "drop" function, and the pieces never speed up
(this is as fast as BASIC gets folks).  When the game is over,
the program unceremoniously dumps to the "READY." prompt.
16'th of August, 2002 for the minigame (1Kb) compo

Long title: PING the Pingo Pong Clone
Version: 1.16

Platform: Commodore 64, BASIC
Made by: Pingo/Civitas/Dixn Riah
Email: pingo@dixnriah.org (only if you find bugs or have improvments,
which I, of course, seriously doubt.)



What it is:
PING is a C64 BASIC Pong-clone. Player one controls his pod with Q
(up) and A (down), and player two with O (up) and L (down).
INCOMING MESSAGE...

SOLAR DATE 113.m16
TO: RECON XRAY 7
DIRECTIVE: PROCEED TO TS-3, INVESTIGATE

DESC: 

LOST CONTACT WITH EXPEDITIONS TO PLANET TARSUS 3.  PLANET BELIEVED TO BE
UNINHABITED.  ENEMY BELIEVED TO BE UNAWARE OF PLANET.  PROCEED IMMEDIATELY
TO TARSUS 3 AND INVESTIGATE.  RESISTANCE, IF ANY, IS TO BE DEALT WITH
APPROPRIATELY.

COMMAND OUT.


Hey, you're the new guy, right?  Hey, it's not so bad out here.  At least
it's away from the fighting.  Nothing worth fighting about out here.

They sending you to Tarsus, eh?  Bad news, that planet.  Nobody has ever
come back; nobody knows why.  The planet been real quiet.  Real quiet, you
know?  Guess the chief has decided to check it out though.  Maybe he thinks
there's a secret base or something.  Worthless rock.  Nobody goes there.
Nothing to go there for.

Normally, I'd send you out on a standard shuttle.  Still, you're a new guy,
I've got a treat for you.  Check this out... over here.  I had the boys
put together a few ideas I've had.  It's a standard J-series hull, but we
stripped out the weapons, stuck some armor in there, and made the whole
thing faster and more maneuverable.  I call it a J-K -- those are my
initials, you know -- and I'm gonna let you take it out.

Don't believe anything those guys told you.  If they're out there, you're
gonna need all the help you can get.  The J-K will outrun and outturn any
ship they send at you.  With this baby, you don't shoot -- you run.  And
turn.  And keep running.

Still, I had the boys put a 'special delivery' in there.  They collect the
plasma exhaust, and can eject it out the bottom.  You find anything on the
ground, you just go on top of them and give them a little special delivery.
Tell 'em it's from J-K.

You can take a lot of punishment.  But you won't last forever.  See that
red light there?  When it starts flashing red and white, you better make
your peace with your maker.  A few more hits, and you're going to meet him.

They're smart.  They discover you're there, they'll throw everything they
got at you.  You find anything on the ground, you kill it _fast_, got it?
You just keep hitting it until it's krispy kreme.  You kill _everything_.
As long as his ground network is up, he's a threat.

You all ready?  Well, zip your suit up.  We'll see you when you get back.
My baby will get you through ok.  Don't worry -- nothing out there but rock.
Nothin.


Start sequence: load "rad.xip",8,1 (will autoboot)

Movement: Standard joystick, port 2

Plasma discharge: fire button

Mission:  Networks consist of eight nodes.  Destroy all ground targets.


RAD.  A minigame by Stephen L. Judd.  September, 2002.  http://www.ffd2.com/

Emulator notes:

- The game is written for NTSC systems.  It will work fine on both, but the
  action may be a little too slow on PAL.

- I highly recommend mapping the fire button to something like the spacebar :)

Special thanks to:

Robin Harbron, for gametesting, suggestions, and generally being a ruling
dude.

Mermaid, for drawing some graphics which never got used, due to running out
of memory.

MV, for organizing the contest this year.  Big job, eh?  Maybe next year
different people can organize the different computers.

SLJ 9/02
Commodore C64


All the games are in a single D64 disk image. Most games requires a
joystick plugged into port 2.


Windows

  The recommended emulator is VICE,

    http://viceteam.bei.t-online.de/

  Unpack it to a directory and start x64.exe. Select File -> Autostart
  disk/tape image... in the menu. Select the D64 image, then
  doubleclick on a game to start it. If joystick emulation isn't
  enabled by default, enable it in Settings -> Joystick settings.


Unix

  The recommended emulator is VICE,

    http://viceteam.bei.t-online.de/

  Unpack and compile with ./configure && make install, then start x64.
  Select File -> Autostart disk/tape image... in the menu. Select the
  D64 image, then doubleclick on a game to start it. If joystick
  emulation isn't enabled by default, enable it in Settings ->
  Joystick settings.


MacOS

  The recommended emulator is Power64,

    http://emulation.net/c64/

  Star Power64 then drag and drop the D64 onto the Power64 window.
  Double click on a game name to start it.


Amiga

  The recommended emulator is MagiC64,

    http://wuarchive.wustl.edu/~aminet/misc/emu/MagiC64.lha

  Start Magic64, select sound playback library in the sound config
  menu, then click "d64 images" and select the D64 image. Doubleclick
  a game or press Load+Run to start it. Press Esc followed by Amiga+M
  to return to the menu. On fast Amigas you can slow down the
  emulation by clicking "Graphics" in the menu, and change framerate
  to 1, select "Syncrhronize" and "Limit speed". Dual 1024 and
  Starinvaders don`t work.
 ______________________
|.: S I M O N  1 K :::.\________________________
|                                               |
|     by Henrik Jansson (iopop@triad.nu)        |
|                                               |
|______________                                 |
|.: I N F O ::.\________________________________|
|                                               |
|     NAME ....... : simon1k                    |
|     PLATFORM ... : C=64                       |
|     SIZE ....... : 934 bytes                  |
|     PLAYERS .... : 1                          |
|     CONTROLS ... : Keyboard                   |
|     DATE ........: 2002 - SEP - 08            |
|                                               |
|______________________                         |
|.: G A M E P L A Y ::.\________________________|
|                                               |
|     Use keys Q W A S to repeat what           |
|     Simon says.                               |
|                                               |
|     If you miss you are game over.            |
|                                               |
|________________                               |
|.: N O T E S ::.\______________________________|
|                                               |
|     A version of the old simon game done      |
|     for the 2002 Minigame competition:        |
|                                               |
|     http://www.ffd2.com/minigame/             |
|                                               |
|     Only because I have never seen this       |
|     game on the C64.                          |
|                                               |
|______________                                 |
|.: B U G S ::.\________________________________|
|                                               |
|     If you reach level 256 you are insane     |
|     and the game will most probably crash.    |
|                                               |
|_______________________________________________|
Splatform

A 1024 byte C64 minigame (finished 2002.09.15)

Code by Robin Harbron (a.k.a. Macbeth/PSW)
Music and player by Steve Judd (a.k.a. Wyndex)
Sprites by Vanja Utne (a.k.a. Mermaid/Creators)

--
To play:

LOAD"SPLATFORM",8,1

Disable any fastload/utility carts, as they will
likely prevent this game from running, due to it's
auto-load.

Please make sure you enable sound playback on
your emulator, or turn up the volume on your
C64 monitor - this 1k game has music! ;)

--

Your goal is to guide a happy bouncing head through
9 levels of tricky platform action.  Use a joystick
in port #2 - left and right guide the head, the
button continues the fun after death or a completed
level.

The cryptic code that appears during rest periods
(looks like j:# p:# l:#) is your status in the game:
Jumps, Phase (L for level was already taken), Lives.

If you manage to complete the game, hold the button
down for some amazing slo-mo music and border flashing
antics.  For what it's worth, my best (lowest) "score"
is 262 jumps in NTSC mode, which is harder than PAL
mode - well, faster, anyway.

--

There are two versions of the game included - the first
one is a PAL version, the second is NTSC.  Both the code
and music were intended for NTSC (60 hz), but the game
ends up being too easy and the music doesn't sound as good
when played at 50hz - so we attempted a fix of it, sort of
at the last minute.  

Bottom line - if you can, play it on a real NTSC machine.
The NTSC mode of VICE still seems somewhat immature, and
scrolling and music don't seem as smooth as they should be
there.

--

Many thanks go out again to Steve Judd for not only
composing the groovy tune, but creating yet another
music player to meet the very tight memory constraints,
AND for coding XIP which helped squeeze this game under
1k - U RULE!

Also thanks to Mermaid/Creators for the sprites (sorry I
couldn't fit one of the frames in), Per Olofsson for
running the compo, Bogax for help with the random number
generator (he bettered by routine by something like 9
bytes!), and my family for again putting up with me
putting in a lot of time on the computer - but not nearly
as much time as last year on Minima! :)

--

Contact:

  Robin Harbron   macbeth@psw.ca
  http://www.tbaytel.net/macbeth
        http://www.psw.ca/
STAR INVADERS for the Minigame competition 2002:
------------------------------------------------
Programming by:
GRG/SHAPE (glennrunegallefoss@hotmail.com)


Starting the game:
------------------
Reset computer before loading the game.
Load "star invaders",8,1

Title screen:
------------
Space   Start game

Game screen:
------------

Z       Left
X       Right
<,      Fire 1 
>.      Fire 2


Story:
------
Once again green spaceships from outter space are trying to
conquer the world and make future earth a miserable place to live.
The only person who have guts enough to stop them is
Captain Jimmy Starpox.
Using his special remote controlled space ship Jimmy Starpox has
to clear away 3 levels of mindblasting alien attack waves.
Will he succeed ? Or will he fail ?
It's up to you now.....


Winning the game:
-----------------
Always concentrate on clearing away the closest attack line.
If the green spaceships manages to land on future earth you have
failed your mission.
WILD-FIRE

12'th of August, 2002 for the minigame (1Kb) compo

Long title: The Wild-Fires of Oklahoma Forests, 2002.
Version: 1.00 (no beta testing was done, hope it works)

Platform: Commodore 64, BASIC
Made by: Pingo/Civitas/Dixn Riah
Email: pingo@dixnriah.org (only if you find bugs or have improvments,
which I, of course, seriously doubt.)



Background:
Your goal is to fight the wild-fire spreading to destroy the surrounding
cities of Oklahoma! You are fire-chief Boston Bartley Jr. and you have
three methods to fight the fires. These are Chemicals, Backfire and
plain Water. The Chemicals are great, but they cost time! And time is
something you don't have much of. Backfire is trying to fight fire with
fire, which also works good sometimes, but is more time-consuming that
plain water. Water doesn't work very good though, but is effective
against small fires.



Game-Play:
The fire are the X's in the middle of the screen. If you manage to
remove all of them before your "turns" run out, then you have won! If
not, well, bad luck and play again! :-)
Press C for Chemicals, B for Backfire and W for Water.
Chemicals will subtract a random sum from the fires (X) and your Turns.
Backfire will subtract less than that and Water will subtract one from
each of the fires and the turns. Play wisely. :-)
Game: Yar's Return
Platform: C64
Size: 1016 Bytes
Description: (Joystick in port 2) You are YAR from Yar's Revenge.  The
enemy base is sending smart missiles to attack you.  You must send your
missile to kill it.  You can only fire a missile when you are on the
energy field or moving colors part of the screen.  The origional Atari
2600 game "Yar's Revenge" that this game is a tribute to  was 4K, but
I've managed to squeeze mine into 1016 bytes.