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More Fun with AI - brizza - 03-09-2026

Got the bug. Here are a couple of snake games just in case there are'nt enough out there. Worm is a conversion of an an old cp/m game from Germany. 
p.s.sorry about the previous post, deleted by mistake.


RE: More Fun with AI - ChickenMan - 03-09-2026

Nice, will check'em out and keep'em coming Smile


RE: More Fun with AI - brizza - 03-09-2026

(03-09-2026, 09:58 AM)ChickenMan Wrote: Nice, will check'em out and keep'em coming Smile

Here you go :-) Had some time on my hands today.

.zip   tetris.zip (Size: 4.74 KB / Downloads: 5)
.zip   TETRIS2.zip (Size: 3.04 KB / Downloads: 5)


RE: More Fun with AI - ChickenMan - 03-09-2026

Great, thanks for those, both work great here. Will put them on a disk with others soon.


RE: More Fun with AI - brizza - 04-09-2026

(03-09-2026, 11:54 PM)ChickenMan Wrote: Great, thanks for those, both work great here.  Will put them on a disk with others soon.
Glad they are working for you. I've attached one more if your putting them on disk. Cheers.

sorry guys, found a bug .Here is an updated file v2. i have only tested to level 4 so far . hopefully this fixes it.
.zip   PACMAN32_v2.zip (Size: 1.62 KB / Downloads: 3)


RE: More Fun with AI - ChickenMan - 04-09-2026

Another great one, thanks Smile


RE: More Fun with AI - Graham72 - 04-09-2026

EXCELLENT. My own project continues. However I took a breather and heres a concept:

A Character-Block Roguelike
A procedurally generated dungeon crawler (like Rogue or NetHack)

Roguelikes rely entirely on text characters or custom character sets to represent the world
(@ for the player, D for a dragon, # for walls).

You can use the Microbee’s PCG to redefine the standard ASCII character set into 8x8 custom graphics blocks
(a tiny sword, a detailed wall tile, a mini monster).

The 2026 Twist: While 1980s type-in games used static mazes, you can implement a clean, lightweight
random maze generation algorithm (like the random walk or binary space partitioning)
to give the game infinite replayability within just 16K or 32K of RAM.

/program on


RE: More Fun with AI - brizza - 05-09-2026

(04-09-2026, 10:43 PM)Graham72 Wrote: EXCELLENT. My own project continues. However I took a breather and heres a concept:

A Character-Block Roguelike
A procedurally generated dungeon crawler (like Rogue or NetHack)

Roguelikes rely entirely on text characters or custom character sets to represent the world
(@ for the player, D for a dragon, # for walls).

You can use the Microbee’s PCG to redefine the standard ASCII character set into 8x8 custom graphics blocks
(a tiny sword, a detailed wall tile, a mini monster).

The 2026 Twist: While 1980s type-in games used static mazes, you can implement a clean, lightweight
random maze generation algorithm (like the random walk or binary space partitioning)
to give the game infinite replayability within just 16K or 32K of RAM.

/program on

Sounds Good, Love those old ASCII puzzle/adventure type games with a bit of graphics mixed in like Cave of Thor and ZZT.


RE: More Fun with AI - brizza - 06-09-2026

(05-09-2026, 01:10 AM)brizza Wrote:
(04-09-2026, 10:43 PM)Graham72 Wrote: EXCELLENT. My own project continues. However I took a breather and heres a concept:

A Character-Block Roguelike
A procedurally generated dungeon crawler (like Rogue or NetHack)

Roguelikes rely entirely on text characters or custom character sets to represent the world
(@ for the player, D for a dragon, # for walls).

You can use the Microbee’s PCG to redefine the standard ASCII character set into 8x8 custom graphics blocks
(a tiny sword, a detailed wall tile, a mini monster).

The 2026 Twist: While 1980s type-in games used static mazes, you can implement a clean, lightweight
random maze generation algorithm (like the random walk or binary space partitioning)
to give the game infinite replayability within just 16K or 32K of RAM.

/program on

Sounds Good, Love those old ASCII puzzle/adventure type games with a bit of graphics mixed in like Cave of Thor and ZZT.
adding a little adventure game here