So, you are one those game freaks! If you came here expecting something like QUAKE or UNREAL and
think that I am the next John Carmack avatar then ... OOPS you've come to the wrong place. What you'll find here, however, are some small games written by me, most of which are just plain weekend hacks. However, don't get disheartened coz these games are still quite interesting. Afterall, a game doesn't need all those 3D graphics and soundfx do be interesting - right?
AntiChess is a game derived from the classic Chess. A lot of the basic rules
of Chess are turned upside down in Anti-Chess. The only thing common is the board layout and the way pieces move. However, unlike Chess your aim is to lose all your pieces (including the King) by forcing your opponent to capture them. This might seem very simple at first but there's a catch - you must capture your opponents piece if you can. This means that if one player places one of it's pieces in check then the other must capture it in the very next move. The game continues this way until one of the player finishes all his pieces on the board.
Worm is my version of the original text mode game called Nibbles which was shipped with QBasic that came with M$DOS 5.0 onwards. There have been many clones of this one and
so I thought of creating one of my own. This is not the one with the most flashy graphics but it
certainly is one of the smallest. The game was written entirely using Turbo C++ (though Turbo C should also do after a few cosmetic changes).
Bricks is an interesting game in which you use a paddle to hit the ball as it
bounces around the bricks placed on the screen. For every brick that the ball dislodges you fetch
yourself some points. I have also written a Levels
Editor for creating game screens. Source code of the levels
editor is also available. If you create some real cool levels using the Levels Editor don't
forget to email me the levels file. The levels editor is not so user friendly and I am in no mood to improve it either, so if you make it better send in a copy to me. All the code associated with bricks (including the levels editor) is written in Turbo C (though Turbo C++ will also work with slight
modifications).
Paratrooper is my version of the classic game written in (I think) the mid
1980's. But, in real terms it's not anywhere close to the original in graphics or soundfx coz I
got bored of it half-way through the project. It also has a few bugs. Anyway, it can still be
used by newbies to learn some of the tricks involved in writing graphics programs in Turbo C++. The only addition to the original classic is the introduction of a God Mode which is activated by hitting F10 during gameplay.