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Rise of the Game Engines

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Abstract

Almost all games developed today are not built from scratch but by using powerful middleware tools, commonly named “game engines”. These provide programmers, artists and designers with a set of commonly used features and systems already implemented and ready to be reused to craft an original concept, considerably speeding up the development process. On the other hand, back in the 1980s, most games were developed in assembly language starting from zero and, while the various computer architectures were much easier to understand and master than modern counterparts, this barrier still made game development hard, especially for non technical people. Nonetheless, being creative and able to express ideas by writing their own programs and games, was always one of the main reasons or, sometimes, main excuses, used by kids to ask parents for investing in one of those new 8-bit technological marvels. This hunger for creativity didn’t pass unnoticed and it wasn’t too long before some of the leading developers in the newborn computer game industry decided to release the first tools offering users a shortcut for simplifying game development.

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Notes

  1. 1.

    Scott Adams (born 1952) developed some of the most successful early text adventures on home computers like the TRS-80 and the VIC-20 , published by his own company “Adventure International”.

  2. 2.

    This was something that really angered Steve Cooke, the adventure games reviewer on Zzap!64 under the screen name of “the White Wizard”, who gave the program a terrible 24 % score (issue 7 1985, p. 82)!

  3. 3.

    About 50 games were submitted.

  4. 4.

    Activision also released a Sports and a Science Fiction add-on featuring additional resources including graphics and sounds suitable for those types of games.

  5. 5.

    For example, information and new games made for the annual TND competitions organized by Richard Bayliss can be found here: http://tnd64.unikat.sk/.

  6. 6.

    A modified version to design horizontally scrolling games was developed in 2008 by Jon Wells (more information can be found here: http://gamesplaygames.co.uk/seuck/) while Martin Piper recently developed a new game engine, named “SEUCK Redux”, able to use SEUCK data (check http://www.seuck.retrogaming64.com/redux.html) and add many new features and performance improvements to the resulting games.

  7. 7.

    The game can be downloaded here: http://tnd64.unikat.sk/seuck/SEUCKCompo2014/Shaken.zip.

  8. 8.

    Pressing F3 would start a cheat mode giving us infinite lives.

  9. 9.

    More information on SEUCK can be found online at http://www.seuckvault.co.uk.

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Correspondence to Roberto Dillon .

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© 2015 Springer Science+Business Media Singapore

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Dillon, R. (2015). Rise of the Game Engines. In: Ready. Springer, Singapore. https://doi.org/10.1007/978-981-287-341-5_5

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  • DOI: https://doi.org/10.1007/978-981-287-341-5_5

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