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A space-maze game developed in borland C++ with primitive graphics.

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Super-Mario-Space

A space-maze game developed in borland C++ with primitive graphics.

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A Little History

Ever played arcade games with moving objects, flashing colors and a character that you control with a joystick? My friend and I decided to incorporate all those retro ideas in a game. Over the course of 11th grade, we decided to develop this game using a barebones Turbo C++ compiler and graphics.h primitive graphics. Taking it as a challenge, we decided to see how much we could actually do with Borland C++.

Setup

To run this game, open the .cpp file with Turbo C++.

Rules

  • The rules of the game are pretty straightforward.
  • W, A, S and D keys are for moving front, left, back and right respectively.
  • E is for a forced exit.
  • The main objective is to navigate to the end of the maze within one and a quarter minutes exactly!

Challenges

Because Borland C++ does not support multi-threading, the code was very linear. There are multiple for loops and function calls one after the other. Basically, a nightmare to read and understand. The trick was to make so many things happen one after the other in such a way that figuring out the pattern of moving objects and obstacles was not easy.

Multi threading, in simple terms refers to running multiple processes simultaneously.

Extras

As to why we called this game Super Mario Space, I have no idea whatsoever. Making and animating the movements of a mario character was too hard, so we ended up having a small circle as Mario. Probably stuck with the same name because it sounded appealing to play (we didn't care about any copyright back then).

Just to confirm once again, this game is in no way related to the official Mario franchise and games released by Nintendo.

Also, special thanks to my friend Shreyas for his help and contributions to our project. Seriously, couldn't have done it without him.

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A space-maze game developed in borland C++ with primitive graphics.

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