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Forums > C64 Coding > Were there ever any 'full screen' games?
2004-09-01 20:23
dingo
Account closed

Registered: Sep 2003
Posts: 1
Were there ever any 'full screen' games?

Has anybody ever seen a C64 game which used the top, bottom AND the sideborders for actual gameplay? (and not just displaying score, level, lives left or whatever in those screen areas)
2004-09-01 23:50
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
nope
2004-09-02 08:43
TDJ

Registered: Dec 2001
Posts: 1879
I seem to remember a puzzle game, where you have to switch the tiles to get the correct picture ..

And if there wasn't, why not? It's such a simple idea .. :)
2004-09-02 09:33
Oswald

Registered: Apr 2002
Posts: 5028
I am utterly bored of anything on border stuff
2004-09-02 09:50
hollowman

Registered: Dec 2001
Posts: 474
does hellfork count as a game?
2004-09-02 11:57
Cruzer

Registered: Dec 2001
Posts: 1048
If it hasn't been done it would be a quite easy "world 1st" thing to do. You could just make a game that consisted of 8 sprites, that were max 19 pixels high, so the top/bottom ones could be used to d017-flex them into y-position, w/o requiring any timing.
2004-09-02 13:36
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Make some sideborder music instead!
2004-09-03 08:04
Oswald

Registered: Apr 2002
Posts: 5028
how about a worldfirst sideborder texture mapper ?

or a worldfirst sideborder tunel?

or a worldfirst sideborder bump mapper?

or a worldfirst sideborder basic ?

or a worldfirst sideborder tasm ?

or a worldfirst sideborder loader?

or a worldfirst sideborder fld ?

or a worldfirst sideborder music editor ?

or a worldfirst code only running on sideborders ?

or a worldfirst sideborder only gfx?

or a worldfirst sideborder sideborder?

2004-09-03 08:31
WVL

Registered: Mar 2002
Posts: 886
Quote: I seem to remember a puzzle game, where you have to switch the tiles to get the correct picture ..

And if there wasn't, why not? It's such a simple idea .. :)


I think that game was made by D'arc/topaz?
2004-09-03 08:42
trident

Registered: May 2002
Posts: 77
rambones: HCL and Dane actully did do sideborder music in their Cycle demo :-)

hollowman: hellfork probably doesn't count as a game, not until the networked multiplayer mode is implemented anyway :-) (There is actually enough cycles left for drawing a simple "enemy" over the blocky walls, and by removing the music there should be enough rastertime to add simple IP networking with the TFE or the RR-NET).
2004-09-03 09:27
taper

Registered: Dec 2001
Posts: 119
Trident:Yes and I'm still waiting for the RR-Net support in that game... :)
 
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