Tankers 68k and Othello II for the 89
Posted by Michael on 6 April 2004, 23:10 GMT
Two notable programs were released this week for the 89:
Tankers 68k v6.0.1. This tank shooting game for the 89 and 92+ features both individual and multiplayer modes. For this version, the calculator's AI has been improved. Also new is the addition of five maps from a design competition.
Othello II is the classic strategy game with an AI and stunning graphics. There isn't much else to say - if you like Othello, download it.
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The comments below are written by ticalc.org visitors. Their views are not necessarily those of ticalc.org, and ticalc.org takes no responsibility for their content.
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Re: Tankers 68k and Othello II for the 89
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Sam3.14
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Tankers seems to be extremely hard, so I look forward to hours of play until I master the game. Thegraphics and gameplay are terrific.
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6 April 2004, 23:54 GMT
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Re: Tankers 68k and Othello II for the 89
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Barrett Anderson
(Web Page)
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It should be noted (here, i suppose) that i mistakenly put a raw data file for one of the 5 maps, and it needs to be opened with the tankers map editor and saved if you want to play it (or of course you could download "MS Maps" from the tankers levels section).
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7 April 2004, 00:01 GMT
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h00ray for othello and the AIME
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no_one_2000_
(Web Page)
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I... LOVE Othello/Reversi!!!! MUST... DOWNLOAD... NOW! This is great! Is the AI really good? Hehehe... this will be GREAT for those extra-boring classes in school. You know, I don't think there was an Othello game for the TI-89 before. And if there was, I just didn't know about it. I often thought about making one, but creating a good AI would be WAY too hard for me. From the screenshots and the file information page, it looks very promising, so the first thing I'm doing when I get on the other computer (it has the link cord) is downloading this game. So, congratulations to the author for making an othello game (Yay :)) and of course, and also, to the author of Tankers. I've never tried that game out before, so that might be something else new to download.
--
If I sound weird to anybody today, it's probably the result of being locked in a REALLY small room, with the area of the floor being about 20 ft^2, for a little over three hours. I was taking the AIME (II)!! Yay! I did qualify for it (because of my USAMTS score) and the only reason I didn't get to take it on the original date was because of an error on their side. Anyway, taking that test really fries your brain. When people told me that it would, I didn't believe them, but it really does. By the end, I got to the point where I couldn't add double-digit numbers anymore. Heh, and I only answered about 5 or so, but oh well. :) I got to miss a bunch of classes, and it was kinda fun.
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7 April 2004, 01:05 GMT
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Re: Re: h00ray for othello and the AIME
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no_one_2000_
(Web Page)
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No, actually, that would be pretty bad. The goal in reversi is to end up with the most pieces, but by taking the most in the biginning/middle of the game, it can REALLY make you lose, if the other person knows how to play.
The basic idea to actually keep as few pieces as possible (near the beginning) while mantaining control. The less pieces you have, the less places your opponent has to move. So, using that idea, you can force your opponent to give you a corner. Along with that, you also want to avoid certain move sequences and taking the pieces on the outside of the cluster; the border... there are a lot of strategies in reversi... it's a pretty complicated game. :)
I've also written a few various AIs for this game (in the qbasic version that I've made LOL), and none of them were any good. It's pretty hard to do :-\
The battleship game you were talking about sounds neat. :) Was it hard to write? Even though it seems simple, I bet it could get pretty complex.
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7 April 2004, 19:05 GMT
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Re: Re: Re: Re: Re: h00ray for othello and the AIME
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Sean Kelly
(Web Page)
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I just wrote an Othello AI for a course at school. Ours used minimax with alpha-beta pruning for searching.
For evaluating positions, we looked at three features: current mobility, potential mobility, and edge-stability. Current mobility is the number of moves a player can make. Potential mobility is a measure of future mobility, and is calculated by looking at how many empty squares that are not legal moves but are next to an opponent's stone. Finally, edge-stability is a measure of how likely your stones on the edge are to be flipped. Basically, you want stable edges. Because this is kind of expensive (computationally), you can pre-compute everything and store it in a table.
How much of this would scale down the calculator I don't know. We wrote ours in Lisp. If you're really interested, there are some excellent papers by Rosenbloom (who wrote Iago), as well as Lee & Mahajan (who wrote Bill) in some old AI journals. You can also read some papers by Michael Buro (who wrote Logistello), although his are much more difficult to understand.
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14 April 2004, 00:20 GMT
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Re: Tankers 68k and Othello II for the 89
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chemoautotroph
(Web Page)
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Well, beings that I hate Othello (the board game, not you program) and get insanely bored with tankers within seconds, this was not a big news item for me. Nice screenshots, though. The interface to Othello looks really neat, but I really don't like the actual game.
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7 April 2004, 12:30 GMT
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Re: Re: Re: Tankers 68k and Othello II for the 89
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chemoautotroph
(Web Page)
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The concept of tankers is so freaking simple that it would be impossible not to be bored. Drive around in 8 directions, shoot other tank. One shot kills. Game freaking over. I also don't like the graphics, it would be better to use original tiles rather than stealing Zelda's (and yes, I know that is noted in the readme).
Barrett (is that how it's spelled?), here are some things that would make Tankers cool:
- Damage, none of this "one shot kills" crap
- A store and/or items, I want to pick up a phase cannon or pick up some money to buy a phase cannon
- Completely rotational directions would be nice, but that may be impossible with the way your graphics work
- Well, the 6.0 AI is better, nevermind
- Unique tiles
- Learn how version numbering works, by the book, Tankers would be between version 1.0 and 2.0. Version does not mean release number, AOL and some Microsoft software (like IE) have screwed the system up horribly.
I hope this helps. Unfortunatley, I doubt it will, since you stated this will be the last release.
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7 April 2004, 19:25 GMT
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Re: Re: Re: Re: Re: Tankers 68k and Othello II for the 89
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cloudofstrife
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Boat and airplane mode seem a little redundant, although each different craft could have different moving/firing/hit points/other attributes. The one hit kills in single player really really suck. It makes the game absolutely horrible. Great idea, it just needs help. Oh, and making your own graphics wouldn't be too hard and would make the game much more original. How would missle turrets work? Would that be another player controlled vehicle thingie? If not, it would really only work in single player. Multi-directional tank turning would work, and people would have to adapt to it if you added it in. However, people would have to adapt if it wasn't added either, do my argument is slightly defeated...
But anyways, my grandiose plans and ideas are probably too much for you to take into consideration at this point, but I feel that my ideas need to get out. I think your game is a great idea, it just needs help. Sorry if I sound too critical. I'm truly trying to help.
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8 April 2004, 01:26 GMT
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