- Name: J. David Lowe
Location: US - United States of America (United States) - Name: Neil Mix
Location: US - United States of America (United States)
To build:
make all
There is an alternate version available that has a key configuration that will be more familiar to vi(m) users and also allows one to quit. See alternate code below.
Bugs and (Mis)features:
The current status of this entry is:
STATUS: missing or dead link or links - please provide it or them
For more detailed information see 1998/dloweneil in bugs.html.
To use:
./pootris [X size of board] [Y size of board]
Pressing a
moves the current letter position counterclockwise/anticlockwise
(a)round the border of the playing field.
Pressing s
moves the current letter one position clockwise around the border
of the playing field.
Pressing d
drops the current letter onto the board.
Alternate code:
This version has it so that where in addition to a
moving you
counterclockwise/anticlockwise h
does as well; and in addition to s
moving
clockwise l
does as well. Instead of using d
to drop the letter you can do
j
or space. Finally to quit this version you can press q
.
Alternate build:
make alt
Alternate use:
./pootris.alt [X size of board] [Y size of board]
Judges’ remarks:
Read the authors’ remarks below to find out how to play. We believe that your experience may mirror one of our experiences:
Originally, I didn’t appreciate the game. Then I actually read the description of the controls. I started playing. I struggled. I spelled my first “poot”. I was hooked …
Author’s remarks:
Usage
./pootris [X size of board] [Y size of board]
Synopsis
The object of this game is to spell POOT
as much as possible. There
is no time pressure. You’re given one letter at a time (sort of randomly
chosen from the set ‘P
’, ‘O
’, and ‘T
’) and you get to move it freely
around the border of the playing board, and decide when and where to drop
it into the board. Sound easy? Of course, there’s a catch…
Controls
Only three controls:
a
: moves the current letter one position counterclockwise around
the border of the playing field.
s
: moves the current letter one position clockwise around the border
of the playing field.
d
: drops the current letter onto the board.
To quit, send a fatal signal to the process.
Rules of motion
The different letters move in different directions once dropped onto the board:
P
moves diagonally, at a 45 degree angle and in a clockwise direction around
the board once dropped.
O
moves in a straight line perpendicular to the border from which it is
dropped.
T
moves diagonally, at a 45 degree angle and in a counterclockwise direction
around the board once dropped.
The letters bounce off the top and sides of the board. They bounce in a
‘natural’ way, with the exception that O
s will fall straight down if they hit
a side wall.
The letters stop when they hit another letter or the bottom of the board.
Rules of spelling
When you spell
POOT
on the board, in any direction, the letters comprising the word will disappear, and any letters which may have accumulated above the disappeared letters will ‘fall’.Letters can be used in multiple spellings of
POOT
.Chain reactions are possible.
Rules of scoring
You get one (1) point for each letter you drop onto the board.
You get a bunch of points for spelling
POOT
. More if you spell it in more than one way simultaneously.
Some of the obfuscations
Several different coordinate systems are used. There’s the “real” X by Y system used for curses, the “inside the box” X by Y system used for moving things around and finding instances of
POOT
inside the box, and the position of the current letter, which is a single value from0
to2 * xsize + 2 * ysize - 1
.The fact that
x%3
is a perfect hash function forx
valuesP
,O
andT
is used.Of course, the code is as hideous as possible, and spells
poot
for fun (It’s also exactly 3217 bytes in length, with exactly 1536 counted characters for purposes of this contest..Love that modulus operator! Mmmm…
There are some equations used which are really unnecessarily ugly, which served the dual purposes of compacting the code and making it trickier to understand. I’m thinking of the equations used to convert between coordinate systems when dropping pieces into the game board.
Simple and silly ones: short, meaningless (and sometimes misleading (see
x
)) variable names; hard-coded ASCII numeric values used for character constants; usinggoto
for fun and profit; reusing and re-purposing variables in different places.The game itself is simple, but still weird and quite difficult.
Some things I wish I could have fit into this, but didn’t have the space:
Seeding the random number generator (doh!).
Something to detect when the game is over.
Some kind of scoreboard.
Sound.
Some way of quitting gracefully.
Good Luck!
Inventory for 1998/dloweneil
Primary files
- dloweneil.c - entry source code
- Makefile - entry Makefile
- dloweneil.alt.c - alternate source code
- dloweneil.orig.c - original source code
Secondary files
- 1998_dloweneil.tar.bz2 - download entry tarball
- README.md - markdown source for this web page
- .entry.json - entry summary and manifest in JSON
- .gitignore - list of files that should not be committed under git
- .path - directory path from top level directory
- index.html - this web page