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Classic Games (Games)

Hank Chien Reclaims Donkey Kong High Score 122

Posted by Soulskill
from the barrels-of-fun dept.
An anonymous reader writes "If you can say anything about Hank Chien, it's that he evidently doesn't take defeat very well. Sure, he knew not so deep down that his Donkey Kong World Record score wouldn't last forever, but he couldn't have foreseen that it would have been toppled so quickly. Twice, even. But he also knew that more Kong competition would be coming his way; namely Richie Knucklez Kong-Off in March. So Hank had something to prove, and prove he did. Scoring a massive 1,068,000 points in less than three hours, Hank has officially reclaimed the high score in Nintendo’s 1981 arcade classic."
First Person Shooters (Games)

Code Review of Doom For the iPhone 161

Posted by Soulskill
from the old-dogs-new-tricks dept.
Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom. It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform. "Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges: Doom was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But Doom sectors were made of arbitrary forms. Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."

For every bloke who makes his mark, there's half a dozen waiting to rub it out. -- Andy Capp

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