Variations on a maze

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(Sidebar? Summary IF and the tradition of box diagram maps, the importance of mazes in Adventure / Zork / Acheton, and the contextual relationship to home computing and dominance of early PC video game industry)
(Sidebar? Summary IF and the tradition of box diagram maps, the importance of mazes in Adventure / Zork / Acheton, and the contextual relationship to home computing and dominance of early PC video game industry)
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[[Image:Game-Gotcha-arcade-(1973).jpg|thumb|100px|''Gotcha'' (1973 arcade) a game of tag between two players in a maze-like field of partitions]]
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[[Image:Game-Gotcha-arcade-(1973).jpg|thumb|160px|''Gotcha'' (1973 arcade) a game of tag between two players in a maze-like field of partitions]]
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[[Image:Game-Amazing_Maze-arcade-(1976).png|thumb|100px|''The Amazing Maze Game'' (1976 arcade) -- a classic maze]]
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[[Image:Game-Amazing_Maze-arcade-(1976).png|thumb|160px|''The Amazing Maze Game'' (1976 arcade) -- a classic maze]]
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[[Image:Game-Maze_Craze-Atari2600-(1978).png|thumb|100px|''Maze Craze'' (1978 Atari VCS) -- a large set of games -- complete, race-to-complete, tag, etc. -- all played within classic mazes.]]
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[[Image:Game-Maze_Craze-Atari2600-(1978).png|thumb|160px|''Maze Craze'' (1978 Atari VCS) -- a large set of games -- complete, race-to-complete, tag, etc. -- all played within classic mazes.]]
In graphical games, one common feature of the many different 2D maze games from the period is orientation: all are rectilinear and aligned to the Cartesian axes. This similarity, it turns out, is even more important than the extent to which given games were maze-like, and different games have different maze aesthetics. The arcade game ''Gotcha'' (1973) staged a game of tag between two players in a maze-like field of disconnected partitions which served as an obstacle course. Conversly, the arcade game ''The Amazing Maze Game'' (1976) implemented a race (two-player or against a computer) to solve a classic continuous closed maze. A similar implementation on the home Atari VCS, ''Maze Craze'' (1978) added to a two-player playable random maze generator a large number of games, including racing, tag, and a mode with invisible walls.
In graphical games, one common feature of the many different 2D maze games from the period is orientation: all are rectilinear and aligned to the Cartesian axes. This similarity, it turns out, is even more important than the extent to which given games were maze-like, and different games have different maze aesthetics. The arcade game ''Gotcha'' (1973) staged a game of tag between two players in a maze-like field of disconnected partitions which served as an obstacle course. Conversly, the arcade game ''The Amazing Maze Game'' (1976) implemented a race (two-player or against a computer) to solve a classic continuous closed maze. A similar implementation on the home Atari VCS, ''Maze Craze'' (1978) added to a two-player playable random maze generator a large number of games, including racing, tag, and a mode with invisible walls.
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[[Image:Game-Pac-Man-arcade-(1980).png|thumb|100px|''Pac-Man'' (1980 arcade) -- a maze-like field of partitions must be run while being chased by ghosts]]
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[[Image:Game-Pac-Man-arcade-(1980).png|thumb|160px|''Pac-Man'' (1980 arcade) -- a maze-like field of partitions must be run while being chased by ghosts]]
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[[Image:Game-Pac-Man-Atari2600-(1982).gif|thumb|100px|''Pac-Man'' (1982 Atari VCS)]]
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[[Image:Game-Pac-Man-Atari2600-(1982).gif|thumb|160px|''Pac-Man'' (1982 Atari VCS)]]
''Pac-Man'' (1980) is perhaps the classic maze-like arcade game, although, like ''Gotcha'', it uses partitioning walls as a free-form obstacle course rather than a way of obfuscating the path to escape. When it was reimplemented for the Atari VCS in
''Pac-Man'' (1980) is perhaps the classic maze-like arcade game, although, like ''Gotcha'', it uses partitioning walls as a free-form obstacle course rather than a way of obfuscating the path to escape. When it was reimplemented for the Atari VCS in
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''Pac-Man'' (1982 Atari VCS)
''Pac-Man'' (1982 Atari VCS)
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[[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|100px|''Ant Attack'' (1983 ZX Spectrum)]]
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[[Image:Game-Ant_Attack-ZX_Spectrum-(1983).gif|thumb|160px|''Ant Attack'' (1983 ZX Spectrum)]]
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=== Diagonals ===
=== Diagonals ===
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[[Image:10print-diagonal.png|100px|thumb|10 PRINT CHR$(109+RND(1)*2); : GOTO 10]]
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[[Image:10print-diagonal.png|160px|thumb|10 PRINT CHR$(109+RND(1)*2); : GOTO 10]]
By contrast, the maze output of 10 PRINT is oriented diagonally, giving it a distinctive visual look.
By contrast, the maze output of 10 PRINT is oriented diagonally, giving it a distinctive visual look.
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=== Orthogonal Weave ===
=== Orthogonal Weave ===
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[[Image:10print-orthogonal-weave.png|100px|thumb|10 PRINT CHR$(102+RND(1)*2); : GOTO 10]]
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[[Image:10print-orthogonal-weave.png|160px|thumb|10 PRINT CHR$(102+RND(1)*2); : GOTO 10]]
There are no other two characters in the [http://en.wikipedia.org/wiki/PETSCII PETSCII] data set that, when substituted for our "\" and "/", will result in the construction of a traditional orthogonal maze. Vertical and horizontal bars, for example, result in a disconnected weave, while solid and empty squares result in rough static.
There are no other two characters in the [http://en.wikipedia.org/wiki/PETSCII PETSCII] data set that, when substituted for our "\" and "/", will result in the construction of a traditional orthogonal maze. Vertical and horizontal bars, for example, result in a disconnected weave, while solid and empty squares result in rough static.
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=== Corners ===
=== Corners ===
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[[Image:10print-elbows.png|100px|thumb|10 PRINT CHR$(108+(INT(RND(1)+.5)*3)); : GOTO 10]]
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[[Image:10print-elbows.png|160px|thumb|10 PRINT CHR$(108+(INT(RND(1)+.5)*3)); : GOTO 10]]
Randomly selecting corner pieces such as "L", on the other hand, simply turn the image into a honeycomb.
Randomly selecting corner pieces such as "L", on the other hand, simply turn the image into a honeycomb.
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=== Four Walls ===
=== Four Walls ===
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[[Image:10print-orthogonal-rough.png|100px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)+(INT(RND(1)+.5))); : GOTO 10]]
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[[Image:10print-orthogonal-rough.png|160px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)+(INT(RND(1)+.5))); : GOTO 10]]
One of the most intuitive methods of constructing a maze-grid is to take an approach like graph paper, using four characters to signify either a top-wall, bottom-wall, left-wall or right-wall for each cell on the grid. Such characters exist in PETSCII in both "thick" and "thin" variants. Such a process is unfortunately less elegant, as these characters are never placed continuously in the PETSCII character set, and so cannot be addressed with a simple offset.
One of the most intuitive methods of constructing a maze-grid is to take an approach like graph paper, using four characters to signify either a top-wall, bottom-wall, left-wall or right-wall for each cell on the grid. Such characters exist in PETSCII in both "thick" and "thin" variants. Such a process is unfortunately less elegant, as these characters are never placed continuously in the PETSCII character set, and so cannot be addressed with a simple offset.
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=== Two Walls ===
=== Two Walls ===
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[[Image:10print-orthogonal.png|100px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10]]
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[[Image:10print-orthogonal.png|160px|thumb|10 PRINT CHR$(181+(INT(RND(1)+.5)*3)); : GOTO 10]]
== See Also ==
== See Also ==

Revision as of 18:31, 29 July 2010

View this revision of Variations on a maze.

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