While I can appreciate the general concept of designing withing limitations, 1.44MB just isn't quite the limit it's being presented as. Look at Pico-8 games, for example. With the full Pico-8 runtime environment bundled in, typical games still clock in well under 1MB for Windows builds, and even smaller for Linux (macOS builds bloat up to 3+ MB, unfortunately). That's an entire virtual console + a full game, and still half a meg to spare on a floppy.
POOM, the DOOM clone, is a "multi-cart" on the Pico-8 and still only comes in at 1.2MB on Windows. I guess what I'm getting at is, if someone wants a fast-track to meeting the challenge of 1.44MB, make a Pico-8 game.
If the best someone can do within that 1.44MB constraint is a pico-8 game, then so be it. But I bet we're going to see much more impressive stuff!
Competitions for 16KB games exist. as well as 64KB. And likely everything between 0KB and 1440KB. It doesn't reduce the fun to have multiple tiers, in my opinion.
My recollection is that Civilization (1) came on 5 (? 7?) floppy disks for Mac, but only the first disk was needed for the full game in black and white; the additional disks were needed for color and some add-on assets like improving your palace.
"Build a game that stands the test of time as well as Civilization" is a pretty high bar. 1.44 MB is huge.
Civ 7 still isn't good, but Test of Time made it somewhat better. It took a long time for Civ 6 to get good after release, but I'd argue they got there. Still frustrating, though.
the requirement is too vague. whats the OS? are common dll (assuming windows) like msvcrt included in the 1.44 MB size or not? .Net runtime also usually installed, will it count too?
> All files required to run each game must fit within 1.44MB. Entries must be standalone games that run without a separate server or internet connection, and the size limit includes every required component, including game engines and libraries.
Booting on what? Are BIOS calls (if allowed) considered a library? The overhead of managing a framebuffer etc without an OS (which would be a required component not included on the disk) feels like it would dominate.
To me the spirit seems to be that it should run on your average Windows machine without any external dependencies and without a web browser.
Your average PC has half a dozen .net runtimes installed but likely not the correct .net version you want (yay), so to me it seems like it would be out. Same for the various C++ redistributables, better not rely on that unless you ship the DLLs you need with it (which I don't think you're allowed to do per Microsoft).
What genre do you think would be best ?
Zork was basically fantasy Dungeon & Dragons.
Infocom in their day had science fiction and several other kinds of games
Until relatively recently in computing history, games (and all other programs) were small. Hell, Pokemon Gold fits un a floppy trivially compressed, together with a working GBC emulator. I can trivially fit rePalm unto a floppy and leave enough space for a great PalmOS RTS - "Warfare Inc"
I disagree with your blanket statement. The vast majority of (commercial) PC games were never that small, even in the 3.5" heydays. Most games required 2-10 disks.
While I can appreciate the general concept of designing withing limitations, 1.44MB just isn't quite the limit it's being presented as. Look at Pico-8 games, for example. With the full Pico-8 runtime environment bundled in, typical games still clock in well under 1MB for Windows builds, and even smaller for Linux (macOS builds bloat up to 3+ MB, unfortunately). That's an entire virtual console + a full game, and still half a meg to spare on a floppy.
POOM, the DOOM clone, is a "multi-cart" on the Pico-8 and still only comes in at 1.2MB on Windows. I guess what I'm getting at is, if someone wants a fast-track to meeting the challenge of 1.44MB, make a Pico-8 game.
If the best someone can do within that 1.44MB constraint is a pico-8 game, then so be it. But I bet we're going to see much more impressive stuff!
Competitions for 16KB games exist. as well as 64KB. And likely everything between 0KB and 1440KB. It doesn't reduce the fun to have multiple tiers, in my opinion.
My recollection is that Civilization (1) came on 5 (? 7?) floppy disks for Mac, but only the first disk was needed for the full game in black and white; the additional disks were needed for color and some add-on assets like improving your palace.
"Build a game that stands the test of time as well as Civilization" is a pretty high bar. 1.44 MB is huge.
Ironically what doesn't stand the test of time are Civ 2: Test of Time and the Civ 7 Test of Time update
Civ 7 still isn't good, but Test of Time made it somewhat better. It took a long time for Civ 6 to get good after release, but I'd argue they got there. Still frustrating, though.
the requirement is too vague. whats the OS? are common dll (assuming windows) like msvcrt included in the 1.44 MB size or not? .Net runtime also usually installed, will it count too?
From the article:
> All files required to run each game must fit within 1.44MB. Entries must be standalone games that run without a separate server or internet connection, and the size limit includes every required component, including game engines and libraries.
Booting on what? Are BIOS calls (if allowed) considered a library? The overhead of managing a framebuffer etc without an OS (which would be a required component not included on the disk) feels like it would dominate.
To me the spirit seems to be that it should run on your average Windows machine without any external dependencies and without a web browser.
Your average PC has half a dozen .net runtimes installed but likely not the correct .net version you want (yay), so to me it seems like it would be out. Same for the various C++ redistributables, better not rely on that unless you ship the DLLs you need with it (which I don't think you're allowed to do per Microsoft).
https://2pgarcade.com/contest-144mb.html isn't much more elaborate than the article unfortunately.
Nice challenge, plenty of 8 and 16 bits games to get inspired from.
- challenge should be renamed to "build a 3d first person shooter that fits on a single floppy disk"
- now that would be very interesting to see
https://en.wikipedia.org/wiki/.kkrieger and you still have plenty disk space left
Love that one, and recently this one too, QUOD https://daivuk.itch.io/quod
A well written, well thought out text based game would crush this competition
I imagine whatever wins will probably resemble demoscene stuff or .kkrieger in that it's impressively optimized and modern looking despite the size
What genre do you think would be best ? Zork was basically fantasy Dungeon & Dragons. Infocom in their day had science fiction and several other kinds of games
Until relatively recently in computing history, games (and all other programs) were small. Hell, Pokemon Gold fits un a floppy trivially compressed, together with a working GBC emulator. I can trivially fit rePalm unto a floppy and leave enough space for a great PalmOS RTS - "Warfare Inc"
Off-topic: regarding Windows NT emulation challenge, now IA64 and AXP32/64 target are also somehow filled.
I disagree with your blanket statement. The vast majority of (commercial) PC games were never that small, even in the 3.5" heydays. Most games required 2-10 disks.
When PC really took off as gamming platform against Amiga and Atari ST, shipping games in CD-ROM was already a thing.
Amiga had plenty of single disk games.
PC? what pc?
Every single NES game or CGB game would fit on a floppy. More or less all GBC and SNES games could compress down to a floppy
At least in many European countries, game consoles were never that big during the 1980-90's, until PlayStation really took off.
However, and to go with your remark,
ZX Spectrum, C64, CPC, Archimedes, Amiga, Atari, plenty of games that would fit into a single floppy.