80s Games

We have looked at some of the classic video games from the 80's and identified some good candidates for games that can be implemented in AgentSheets. Below is a list of these games based on the level of development difficulty (as show in the Flow picture). The benchmark Level 1 is set to Frogger. We also identify the for each game.



Balloon Bomber

 * Description: Balloon Bomber is a shoot 'em up arcade game released by Taito in 1980. You control a shooter that moves left and right and shoots balloons that drop bombs at you. If the bomb misses you, it makes a crater at which point you cannot move past, thereby limiting your movement to avoid bombs. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption
 * Implementation Level: 0

N-Sub

 * Description : The object of N-Sub is to maneuver an on-screen submarine, the "N-Sub," with the joystick and sink the enemy fleet with torpedo fire in the Cobalt Blue Sea. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption
 * Implementation Level : 0

Crazy Climber

 * Description : In Crazy Climber the player assumes the role of a daredevil who is attempting to climb to the top of four skyscrapers. There are a number of obstacles and dangers to avoid including:

• Windows that open and close (the most common danger).

• Bald-headed residents (aka Mad Doctor), who throws objects such as flower pots, buckets of water and fruit in an effort to knock the climber off the building (with larger objects appearing by more aggressive Mad Doctors in later levels).

• A giant condor, who drops eggs and excrement aimed at the climber (two at a time in the early stages, as many as six or eight in later levels).

• A giant ape (styled like King Kong), whose punch can prove deadly (he becomes more aggressive in later levels).

• Falling steel girders and iron dumbbells (more numerous in the later levels).

• Live wires, which protrude off electric signs.

• Falling "Crazy Climber" signs. (From Wikipedia)


 * Patterns : Cursor Control, Generation, Collision, Absorption
 * Implementation Level : 0

Skiing

 * Description : Skiing is a single player only game, in which the player uses the joystick to control the direction and speed of a stationary skier at the top of the screen, while the background graphics scroll upwards, thus giving the illusion the skier is moving. The player must avoid obstacles, such as trees and moguls. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption
 * Implementation Level : 0

Kaitei Takara Sagashi

 * Description : In Takara Sagashi, a boat lowers the player towards the bottom of the screen. Try to avoid the fish or push left or right to fire a harpoon at them. When at the bottom, if you walk over one of treasure caches, you will be lowered into it. Then you will be raised back to the ship (again, avoid the fish). (From Wikipedia)
 * Patterns : Cursor Control, Collision, Absorption, Pull
 * Implementation Level : 2

Fishing Derby

 * Description : In Fishing Derby, two fishermen sit on opposite docks over a lake filled with fish (and a shark that passes through). Using the joystick the player is able to move his line left right and up and down in the water. When a fish is hooked, the line slowly comes up to the surface of the water. Pressing the fire button on the joystick reels in the fish faster. However, if both fishermen have fish hooked, only one person can reel theirs in (the one who hooked theirs first). The shark that roams the water will try to eat hooked fish before they surface. (From Wikipedia)
 * Patterns : Cursor Control, Absorption, Pull
 * Implementation Level : 2

Cheeky Mouse

 * Description : In Cheeky Mouse, try to hit the mouse with a hammer when it comes out from one of the holes in the wall. The mouse will try to get from its hole to the cheese on the other side of the house. (From Wikipedia)
 * Patterns : Generation, (Collision,) Absorption, Diffusion, Hill-Climbing
 * Implementation Level : 3

Heiankyo Alien

 * Description : (possible but tricky and requires to define new patterns) In Heiankyo, the player controls a Heian period police officer (kebiishi) who must defend the capital city (Heian-kyō) from an alien invasion by digging holes in the ground and filling them back up after an alien falls inside. The player scores points for every alien trapped, and the quicker the hole is filled up after the alien falls in, the higher the amount of points are scored. The aliens increase in number as the levels progress, and they can escape from holes after a certain period of time elapses or if another alien passes above their hole. The player loses if they come in contact with an alien. There is a time limit for each level, and the number of aliens increases drastically when this limit is reached, essentially preventing the player from completing the level. (From Wikipedia)
 * New Patterns needed to define: Changing an agent’s depiction when another agent is adjunct and a key(s) are being typed. Temporary I’d like to call it as “Make up” i.e) digging a hole and filling up a hole. Similar to collision or generation but different. Being stuck with or on another agent or one agent can hold another agent for a certain time duration. Temporary I’d like to call it as “Holding” i.e) magnetic on refrigerator, falling into a hole, etc
 * Patterns : Cursor Control, Collision, Absorption, Two new patterns
 * Implementation Level : 4

Tank Battalion

 * Description : In Tank Battalion, the player, controlling a tank, must destroy 20 enemy tanks in each level, which enter the playfield from the top of the screen. The enemy tanks attempt to destroy the player's base (represented on the map as an eagle), as well as the player's tank. A level is completed when the player destroys all 20 enemy tanks, but the game ends if the player's base is destroyed or the player loses all his lives. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption, Diffusion, Hill-Climbing
 * Implementation Level : 4

Targ

 * Description : In Targ, the locale is described by the game cabinet as "The Crystal City": it is a simple 9x9 grid of roads demarcated by rectangular buildings. The player, piloting the Wummel, which looks like a small green car, maneuvers through the maze trying to shoot enemies and avoid collisions. Most of the enemies consist of angry-looking red wedges, or "Targs". Occasionally, a small cyan-colored "Spectar Smuggler" will appear; shooting this is worth a significant point bonus. When all the enemies have been destroyed, a bonus is awarded and a new round starts. If the player takes too long to clear the board, the speed of the Targ ships increase until they are traveling faster than the player's Wummel. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption, Diffusion, Hill-Climbing
 * Implementation Level : 4

Rally-X

 * Description : In Rally X, the player controls a blue car through a maze. The car will automatically move in whichever direction the joystick is pushed, but if it hits a wall, it will turn and continue. In each stage, ten flags are scattered around the maze. The player must collect all of them to clear the stage and move on. The flags increase in value as they are collected: the first is 100 points, second is 200, third is 300, and so on. There are also special flags—if the player collects one of them, the value earned from flags doubles for the rest of the round. If the player dies, however, the next flag value is set back to 100 and the double bonus is lost. Several red cars patrol the maze, and contact with any of them results in death. The number of these cars begins at three and increases in number throughout each normal stage to eight. The first five appear at the bottom of the screen, and the next three will appear at the top of the screen. However, the player can use a smoke screen against the red cars. If a red car runs into a cloud of smokescreen, it will be momentarily stunned. The amount of time stunned decreases with each level, but will still always cause the red car to chase the blue car using an alternate route. Using the smokescreen uses a small amount of fuel. (From Wikipedia)
 * Patterns : Cursor Control, Collision, (Absorption), Diffusion, Hill-Climbing, new pattern (holding)
 * Implementation Level : 5

Stratovox

 * Description : In Startovox,  The player must shoot UFO's who will attempt to kidnap astronauts that appear on the right side of the screen. If the player lets all the astronauts be kidnapped, the game is over. (From Wikipedia)
 * Patterns : Cursor Control, Generation, Collision, Absorption, Pull, Diffusion, Hill-Climbing
 * Implementation Level : 5