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* [http://en.wikipedia.org/wiki/Fast_inverse_square_root Fast inverse square root], also known as InvSqrt(), 0x5f3759df, and "What the fuck?" after its implementation in the [[{{Quake}} Quake 3]] source code (and infamous comment). The algorithm, which uses a novel first approximation of Newton's Method to get an almost perfect second approximation, runs roughly ''four times'' faster than traditional implementations, and still faster than other "optimized" algorithms of the time.
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** The game also puts text files into the game folder as you play the game, either of character profiles or accounts of what are likely backstory events, and swaps out a picture in the game folder with other versions of it as you go along. Too bad there isn't a FanTranslation available.

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** The game also puts text files into the game folder as you play the game, either of character profiles or accounts of what are likely backstory events, and swaps out a picture in the game folder with other versions of it as you go along. Too [[strike:Too bad there isn't a FanTranslation available.]] And now that there's a FanTranslation available, you get to read them for important [[AllThereInTheManual backstory.]]
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** It should be mentioned that the Elite universe may be enormous, but it's not in fact dynamic. Whatever is out of the sector you're currently in doesn't exist, as far as the game is concerned; when you switch sectors the contents of the new one are procedurally generated, but you don't get the sort of interactivity that, say, the ''{{X}}'' games give you. Still genius programming, but not by as much as implied.

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* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.

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* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] by Farbrausch is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.times''.
** By the same crew, ''[[http://www.pouet.net/prod.php?which=1221 fr-08: .the .product]]'', a demo with impressive graphics (for the time) in ''sixty-four kilobytes''.
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* ''EscapeFromTheMindmaster'', a ''first person 3D'' puzzle game for the {{Atari 2600}}.

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* ''EscapeFromTheMindmaster'', a ''first person 3D'' puzzle game for ''EscapeFromTheMindmaster'': FauxFirstPerson3D with smooth movement from square to square on the {{Atari 2600}}.
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* ''TalesofPhantasia'' may not be ridiculously small in size, but this game pushed the capability of {{SNES}} console [[UpToEleven to it's limit]]. For example, SceneryPorn, which is deemed ALMOST impossible (at the time). Then the programmer try to MESS with the sound as well by...[[http://www.youtube.com/watch?v=W3SA9LuqQgA insert whole theme song with voice into the opening]]! Now that's genius. Almost every concept from this game then (by same people [[TakeThat AFTER QUITTING NAMCO]]) imported to ''StarOcean''.
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* ''[[TheElderScrollsTwoDaggerfall The Elder Scrolls II: Daggerfall]]'' has a world the size of 62,394 square miles which takes ''two weeks'' in ''[[RealLife real time]]'' to walk across, over 500,000 {{NPCs}} in 15,000 locations. It's about 148 MB and made in 1996.

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* ''[[TheElderScrollsTwoDaggerfall The Elder Scrolls II: Daggerfall]]'' has a world the size of 62,394 square miles which takes ''two weeks'' in ''[[RealLife real time]]'' to walk across, over 500,000 {{NPCs}} {{NPC}}s in 15,000 locations. It's about 148 MB and made in 1996.
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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] (the co-creator of ''{{Defender}}'' and ''Robotron2084'') invented automatic replay adjustment (with Steve Ritchie; which automatically adjusts the replay score based on the players' performances) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.

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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] (the co-creator of ''{{Defender}}'' and ''Robotron2084'') ''{{Robotron 2084}}'') invented automatic replay adjustment (with Steve Ritchie; which automatically adjusts the replay score based on the players' performances) performances on location) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.
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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] (the co-creator of ''Defender'' and ''Robotron2084'') invented automatic replay adjustment (with Steve Ritchie; which automatically adjusts the replay score based on the players' performances) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.

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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] (the co-creator of ''Defender'' ''{{Defender}}'' and ''Robotron2084'') invented automatic replay adjustment (with Steve Ritchie; which automatically adjusts the replay score based on the players' performances) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.
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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] invented automatic replay adjustment (with Steve Ritchie) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.

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** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] (the co-creator of ''Defender'' and ''Robotron2084'') invented automatic replay adjustment (with Steve Ritchie) Ritchie; which automatically adjusts the replay score based on the players' performances) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.
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* The programming team behind ''[[SpyroTheDragon Spyro: The Year of the Dragon]]'' had a unique insight into preventing piracy: You can't. However, it doesn't matter, because 30-50% of the sales of a game are made in the first two months. So, with the goal of slowing down pirates as much as possible, the developers started by designing "crack protection," distinct from the normal copy protection (which detects whether the game is run on a DVD-R). The crack protection they came up with relies on a checksumming system that's ingenious and more than slightly twisted; by interleaving, overlapping, and combining multiple checksums over a block of data, it's virtually impossible to make them all add up if even one bit is changed, but because not every checksum goes over all of the data (and because CRC has a few exploitable weaknesses), the checksums being compared to ''can be a part of the data being checksummed''. This, combined with tons of other traps designed to make life hell for pirates, meant that it took over ''two months'' for a working crack to finally be released (at a time when "Wow, that hasn't been cracked yet?" meant something like four days), and only ''then'' because the developers held back to avoid LoadsAndLoadsOfLoading. [[hottip:*:More specifically: The copy protection takes 10 seconds of uninterrupted access to the disc drive, so it's only done on startup (the wait time is disguised by the studio logos being shown). The final crack worked by hacking the game's boot executable to bypass the crack protection, then reloading the correct binary file, which makes the crack protection happy. If the copy protection had been run during every load time, this method wouldn't have worked, as the copy protection would have been triggered at that point. However, the developers wisely decided that adding 10 seconds to every load time would have made the game unplayable regardless of whether it was a crack or a legal copy.]]

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* The programming team behind ''[[SpyroTheDragon Spyro: The Year of the Dragon]]'' had a unique insight into preventing piracy: You can't. However, it doesn't matter, because 30-50% of the sales of a game are made in the first two months. So, with the goal of slowing down pirates as much as possible, the developers started by designing "crack protection," distinct from the normal copy protection (which detects whether the game is run on a DVD-R). The crack protection they came up with relies on a checksumming system that's ingenious and more than slightly twisted; by interleaving, overlapping, and combining multiple checksums over a block of data, it's virtually impossible to make them all add up if even one bit is changed, but because not every checksum goes over all of the data (and because CRC has a few exploitable weaknesses), the checksums being compared to ''can be a part of the data being checksummed''. This, combined with tons of other traps designed to make life hell for pirates, meant that it took over ''two months'' for a working crack to finally be released (at a time when "Wow, that hasn't been cracked yet?" meant something like four days), and only ''then'' because the developers held back to avoid LoadsAndLoadsOfLoading. [[hottip:*:More specifically: The copy protection takes 10 seconds of uninterrupted access to the disc drive, so it's only done on startup (the wait time is disguised by the studio logos being shown). The final crack worked by hacking the game's boot executable to bypass the crack copy protection, then reloading the correct binary file, which makes the crack protection happy. If the copy protection had been run during every load time, this method wouldn't have worked, as the copy protection would have been triggered at that point. However, the developers wisely decided that adding 10 seconds to every load time would have made the game unplayable regardless of whether it was a crack or a legal copy.]]
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* The programming team behind ''[[SpyroTheDragon Spyro: The Year of the Dragon]]'' had a unique insight into preventing piracy: You can't. However, it doesn't matter, because 30-50% of the sales of a game are made in the first two months. So, with the goal of slowing down pirates as much as possible, the developers started by designing "crack protection," distinct from the normal copy protection (which detects whether the game is run on a DVD-R). The crack protection they came up with relies on a checksumming system that's ingenious and more than slightly twisted; by interleaving, overlapping, and combining multiple checksums over a block of data, it's virtually impossible to make them all add up if even one bit is changed, but because not every checksum goes over all of the data (and because CRC has a few exploitable weaknesses), the checksums being compared to ''can be a part of the data being checksummed''. This, combined with tons of other traps designed to make life hell for pirates, meant that it took over ''two months'' for a working crack to finally be released (at a time when "Wow, that hasn't been cracked yet?" meant something like four days), and only ''then'' because the developers held back to avoid LoadsAndLoadsOfLoading.

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* The programming team behind ''[[SpyroTheDragon Spyro: The Year of the Dragon]]'' had a unique insight into preventing piracy: You can't. However, it doesn't matter, because 30-50% of the sales of a game are made in the first two months. So, with the goal of slowing down pirates as much as possible, the developers started by designing "crack protection," distinct from the normal copy protection (which detects whether the game is run on a DVD-R). The crack protection they came up with relies on a checksumming system that's ingenious and more than slightly twisted; by interleaving, overlapping, and combining multiple checksums over a block of data, it's virtually impossible to make them all add up if even one bit is changed, but because not every checksum goes over all of the data (and because CRC has a few exploitable weaknesses), the checksums being compared to ''can be a part of the data being checksummed''. This, combined with tons of other traps designed to make life hell for pirates, meant that it took over ''two months'' for a working crack to finally be released (at a time when "Wow, that hasn't been cracked yet?" meant something like four days), and only ''then'' because the developers held back to avoid LoadsAndLoadsOfLoading. [[hottip:*:More specifically: The copy protection takes 10 seconds of uninterrupted access to the disc drive, so it's only done on startup (the wait time is disguised by the studio logos being shown). The final crack worked by hacking the game's boot executable to bypass the crack protection, then reloading the correct binary file, which makes the crack protection happy. If the copy protection had been run during every load time, this method wouldn't have worked, as the copy protection would have been triggered at that point. However, the developers wisely decided that adding 10 seconds to every load time would have made the game unplayable regardless of whether it was a crack or a legal copy.]]
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* [[http://hci.stanford.edu/~winograd/shrdlu/ SHRDLU]] is an AI/text parser written by Terry Winograd (MIT Artificial Intelligence Laboratory) from 1960-1971 that can manipulate blocks and pyramids according to commands entered by the user, and also answer questions about them. ''In plain English'' [[hottip:*:If you're a computer science student, [[http://dspace.mit.edu/handle/1721.1/7095 Winograd's paper on the topic]] is a fascinating read.]]. This is an excerpt from the demo:
-->'''Person:''' FIND A BLOCK WHICH IS TALLER THAN THE ONE YOU ARE HOLDING AND PUT IT INTO THE BOX.
-->'''Computer:''' BY "IT", I ASSUME YOU MEAN THE BLOCK WHICH IS TALLER THAN THE ONE I AM HOLDING.
-->'''Computer:''' OK. (does it)
-->'''Person:''' WHAT DOES THE BOX CONTAIN?
-->'''Computer:''' THE BLUE PYRAMID AND THE BLUE BLOCK.
-->'''Person:''' WHAT IS THE PYRAMID SUPPORTED BY?
-->'''Computer:''' THE BOX.
-->'''Person:''' HOW MANY BLOCKS ARE NOT IN THE BOX?
-->'''Computer:''' FOUR OF THEM.
-->'''Person:''' IS AT LEAST ONE OF THEM NARROWER THAN THE ONE WHICH I TOLD YOU TO PICK UP?
-->'''Computer:''' YES, THE RED CUBE.
-->'''Person:''' IS IT SUPPORTED?
-->'''Computer:''' YES, BY THE TABLE.
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* ''{{Minecraft}}'' is a bit like ''DwarfFortress'' with a first-person viewpoint. Most impressively, its randomly-generated worlds are ''eight times the surface of the planet Earth'' in size.

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* ''{{Minecraft}}'' is a bit like ''DwarfFortress'' with a first-person viewpoint. Most impressively, its it can support randomly-generated worlds are ''eight times the surface of the planet Earth'' in size.
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** Bonus points for being one of the first commercially released truely 3D games.
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* jQuery is a [=JavaScript=] library that is used in a surprisingly high proportion of the most visited web sites. That is because it allows you to do a number of things that are (currently) too high-level for plain old HTML, [=JavaScript=] and CSS to handle out of box, such as AJAX (increased online interaction without interfering with what page you're on), manipulation of HTML elements (that is, inserting or tearing out parts of the web page at will), and basic animations (such as fade-ins and fade-outs). In other words, it provides just about all the functionality that really sets apart modern web pages from the static web pages of yesteryear (where yesteryear is approximately any year prior to 2005). It is also designed to be as unobtrusive to other code as possible, only uses [[EldritchAbomination confusing trick code]] where unavoidable, and still only clocks in at under 100 kilobytes.
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* The programming team behind ''[[SpyroTheDragon Spyro: The Year of the Dragon]]'' had a unique insight into preventing piracy: You can't. However, it doesn't matter, because 30-50% of the sales of a game are made in the first two months. So, with the goal of slowing down pirates as much as possible, the developers started by designing "crack protection," distinct from the normal copy protection (which detects whether the game is run on a DVD-R). The crack protection they came up with relies on a checksumming system that's ingenious and more than slightly twisted; by interleaving, overlapping, and combining multiple checksums over a block of data, it's virtually impossible to make them all add up if even one bit is changed, but because not every checksum goes over all of the data (and because CRC has a few exploitable weaknesses), the checksums being compared to ''can be a part of the data being checksummed''. This, combined with tons of other traps designed to make life hell for pirates, meant that it took over ''two months'' for a working crack to finally be released (at a time when "Wow, that hasn't been cracked yet?" meant something like four days), and only ''then'' because the developers held back to avoid LoadsAndLoadsOfLoading.
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* {{Pinball}}. That is all.
** Here's an interview with pinball programmer [[http://mypinballblog.blogspot.com/2008/01/in-begining.html Dwight Sullivan]], in which he describes how small the pinball software was at the time. Notable programmer Larry [=DeMar=] invented automatic replay adjustment (with Steve Ritchie) and software compensation for broken playfield switches/features, both of which were introduced in 1986's ''High Speed''.
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** The performance of [=RCT=] 1 & 2 is even more impressive compared to the third iteration, which had widespread graphics card compatibility problems and brought many contemporaneous systems to their knees. Hell, many 2009 [=PCs=] struggle when everything is maxed.

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* ''[[http://en.wikipedia.org/wiki/Exile_(arcade_adventure) Exile]]''-[[IThoughtItMeant no, not that]] ''{{Exile}}''-was a {{Metroidvania}}-ish title that managed to feature [[WreakingHavok surprisingly realistic 2D physics]] for objects and even windy areas, as well as a living ecosystem for what was originally a {{BBC Micro}} title released in 1988. With a RAM expansion, the game could even play voice samples on that same hardware!



* Below The Root for the Commodore 64 was one of the earliest games where you could pick the gender, race, and age of your avatar - with stats altered accordingly, and with ''hidden'' stats that fit the race in question. Erdlings got knocked for a loop by Wissenberries, wheras Kindar had a tolerance, Kindar took a hit to their spirit stats by eating meat. It was, very possibly, the first game to be considered an [[{{Canon}} authorized, canonical sequel]] to material written for another medium. Yes, the distant ancestor of TheForceUnleashed is possibly a 1984 side-scroller where killing anyone makes the game {{Unwinnable}}.
* NoMoreHeroes has a rather slick surprise that takes advantage of the Wii Remote. Whenever you get a call from Silvia Christal, you hear her voice through the speaker on the controller only. This means that in order to hear her clearly, you have to hold the Remote to your ear like you would a cell phone, ''which is exactly what Travis Touchdown is doing in the game.'' How's that for immersion?
** SilentHill Shattered Memories does the same thing.
* The game {{Rez}} is programmed to lock on and release the players shots only at certain intervals so that the sound effects ''naturally fit in with the beat of the background music.'' This is especially impressive when additional beats are added in the further you go, tempo changes come and go at a moment's notice, the screen is filled with enemies, but the overall effect of such a system flows together so well that players are more likely to ''not'' notice a delay at all.

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* Below ''Below The Root Root'' for the Commodore 64 was one of the earliest games where you could pick the gender, race, and age of your avatar - with stats altered accordingly, and with ''hidden'' stats that fit the race in question. Erdlings got knocked for a loop by Wissenberries, wheras Kindar had a tolerance, Kindar took a hit to their spirit stats by eating meat. It was, very possibly, the first game to be considered an [[{{Canon}} authorized, canonical sequel]] to material written for another medium. Yes, the distant ancestor of TheForceUnleashed is possibly a 1984 side-scroller where killing anyone makes the game {{Unwinnable}}.
* NoMoreHeroes ''NoMoreHeroes'' has a rather slick surprise that takes advantage of the Wii Remote. Whenever you get a call from Silvia Christal, you hear her voice through the speaker on the controller only. This means that in order to hear her clearly, you have to hold the Remote to your ear like you would a cell phone, ''which is exactly what Travis Touchdown is doing in the game.'' How's that for immersion?
** SilentHill ''SilentHill Shattered Memories Memories'' does the same thing.
* The game {{Rez}} ''{{Rez}}'' is programmed to lock on and release the players shots only at certain intervals so that the sound effects ''naturally fit in with the beat of the background music.'' This is especially impressive when additional beats are added in the further you go, tempo changes come and go at a moment's notice, the screen is filled with enemies, but the overall effect of such a system flows together so well that players are more likely to ''not'' notice a delay at all.



* StarcraftII is not merely an RTS, it is a [[http://www.youtube.com/watch?v=hny-oS-mo_Q General]] [[http://www.youtube.com/watch?v=4dMVFuIb8zk Purpose]] [[http://www.youtube.com/watch?v=aB12Gy9zuFs Game]] [[http://www.youtube.com/watch?v=ah3XmjlhgJw Engine]].

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* StarcraftII ''StarcraftII'' is not merely an RTS, it is a [[http://www.youtube.com/watch?v=hny-oS-mo_Q General]] [[http://www.youtube.com/watch?v=4dMVFuIb8zk Purpose]] [[http://www.youtube.com/watch?v=aB12Gy9zuFs Game]] [[http://www.youtube.com/watch?v=ah3XmjlhgJw Engine]].
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* [=ReactOS=]: the project aims to create an open-source Windows-compatible operating system from scratch. After 12 years of development, it has some basic compatibility with Windows. You may not be able to run the latest games on it, but you can check your email and browse Wiki/TVTropes.

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* [=ReactOS=]: [[http://www.reactos.org/ [=ReactOS=]]]: the project aims to create an open-source Windows-compatible operating system from scratch. After 12 years of development, it has some basic compatibility with Windows. You may not be able to run the latest games on it, but you can check your email and browse Wiki/TVTropes.



** Also note that Wine and ReactOS are a sister projects and have a shared codebase. Or, more correctly, ReactOS uses Wine as its own userland to run application software, while ReactOS developers concentrate on a backend side, that is, kernel and driver support.

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** Also note that Wine and ReactOS [=ReactOS=] are a sister projects and have a shared codebase. Or, more correctly, ReactOS [=ReactOS=] uses Wine as its own userland to run application software, while ReactOS [=ReactOS=] developers concentrate on a backend side, that is, kernel and driver support.
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* ''{{Minecraft}}'' is a bit like ''DwarfFortress'' with a first-person viewpoint. Most impressively, its randomly-generated worlds are ''eight times the surface of the planet Earth'' in size.
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** SilentHill Shattered Memories does the same thing.

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not actually all


* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.

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* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.



* ''DwarfFortress'' [[RandomlyGeneratedLevels uses a complex algorithm to generate a realistic world]] every time (complete with a detailed history of every person and place that ever existed there), keeps track of injuries to specific body parts down to individual fingers and toes (with the next version slated to keep track of individual ribs and bodily fluids such as blood or slime), provides an extremely detailed fortress simulator, and even has a script which simulates hydrostatic water pressure… Yet the whole thing is about five megabytes. On top of that, all the programming is done by one guy. Holy crap.

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* ''DwarfFortress'' [[RandomlyGeneratedLevels uses a complex algorithm to generate a realistic world]] every time (complete with a detailed history of every person and place that ever existed there), keeps track of injuries to specific body parts down to individual fingers and toes (with the next version slated to keep track of individual ribs and bodily fluids such as blood or slime), provides an extremely detailed fortress simulator, and even has a script which simulates hydrostatic water pressure… Yet the whole thing is about five megabytes. On top of that, all the programming is done by one guy. Holy crap.



* {{Pinball}}. That is all.



* Working on [[TheAllegedCar comically bad]] comptuer hardware has left This Troper with an obsession for data compression. Having to deal with many, many hours of [[DigitalPiracyIsEvil music]], this led to discovering [[DescriptionPorn High Efficiency Advanced Audio coding w/ Parametric Stereo]]. A pretty general rule of thumb is that it gives the same as MP3 quality at one forth of the size (24kbit [[http://en.wikipedia.org/wiki/High-Efficiency_Advanced_Audio_Coding HE-AAC]] sounds as good as 96kbit MP3). Discovering it has been known to lead to at least one joygasm.

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* Working on [[TheAllegedCar comically bad]] comptuer hardware has left This Troper with an obsession for data compression. Having to deal with many, many hours of [[DigitalPiracyIsEvil music]], this led to discovering [[DescriptionPorn High Efficiency Advanced Audio coding w/ Parametric Stereo]]. A pretty general rule of thumb is that it gives the same as MP3 quality at one forth of the size (24kbit [[http://en.wikipedia.org/wiki/High-Efficiency_Advanced_Audio_Coding HE-AAC]] sounds as good as 96kbit MP3). Discovering it has been known to lead to at least one joygasm.
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**Also note that Wine and ReactOS are a sister projects and have a shared codebase. Or, more correctly, ReactOS uses Wine as its own userland to run application software, while ReactOS developers concentrate on a backend side, that is, kernel and driver support.

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* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.

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* [[http://en.wikipedia.org/wiki/Kkrieger .kkrieger]] is a game with ''{{Doom}} 3''-tier graphics… that could fit on a standard floppy disk ''fourteen times''.



* ''DwarfFortress'' [[RandomlyGeneratedLevels uses a complex algorithm to generate a realistic world]] every time (complete with a detailed history of every person and place that ever existed there), keeps track of injuries to specific body parts down to individual fingers and toes (with the next version slated to keep track of individual ribs and bodily fluids such as blood or slime), provides an extremely detailed fortress simulator, and even has a script which simulates hydrostatic water pressure… Yet the whole thing is about five megabytes. On top of that, all the programming is done by one guy. Holy crap.

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* ''DwarfFortress'' [[RandomlyGeneratedLevels uses a complex algorithm to generate a realistic world]] every time (complete with a detailed history of every person and place that ever existed there), keeps track of injuries to specific body parts down to individual fingers and toes (with the next version slated to keep track of individual ribs and bodily fluids such as blood or slime), provides an extremely detailed fortress simulator, and even has a script which simulates hydrostatic water pressure… Yet the whole thing is about five megabytes. On top of that, all the programming is done by one guy. Holy crap.


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** That's because all content (planet names, their coordinates, commodity prices, etc) in the game was procedurally generated and, basically, boils down to the single 8-bit seed number and a couple of rules checking that you won't get planets named "Fuck" or "Arse".
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* StarcraftII is not merely an RTS, it is a [[http://www.youtube.com/watch?v=hny-oS-mo_Q General]] [[http://www.youtube.com/watch?v=4dMVFuIb8zk Purpose]] [[http://www.youtube.com/watch?v=e3i3NOYhEPo Game]] [[http://www.youtube.com/watch?v=ah3XmjlhgJw Engine]].

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* StarcraftII is not merely an RTS, it is a [[http://www.youtube.com/watch?v=hny-oS-mo_Q General]] [[http://www.youtube.com/watch?v=4dMVFuIb8zk Purpose]] [[http://www.youtube.com/watch?v=e3i3NOYhEPo com/watch?v=aB12Gy9zuFs Game]] [[http://www.youtube.com/watch?v=ah3XmjlhgJw Engine]].
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* StarcraftII is not merely an RTS, it is a [[http://www.youtube.com/watch?v=hny-oS-mo_Q General]] [[http://www.youtube.com/watch?v=4dMVFuIb8zk Purpose]] [[http://www.youtube.com/watch?v=e3i3NOYhEPo Game]] [[http://www.youtube.com/watch?v=ah3XmjlhgJw Engine]].
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* {{Pinball}}. That is all.
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Natter.


** That's because it's mostly randomly generated levels that [[CutAndPasteEnvironments look the same; you could delete about 3/4 of it and not miss anything important.]]



*** Hahaha… [[DevelopmentHell once it's feature-complete]]…

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