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A procedural labyrinth game written in one terminal page (80×24) of space for code

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Labyrinth

A procedural labyrinth game written in one terminal page (80×24) of space for code

Labyrinth

Why?

Because why not? Kidding aside, the game came to existence as part of a quick challenge on the TIGSource forums. The goal was to create a complete game in one terminal page of space; that would be 1920 bytes (characters) of code including all those newlines.

Compiling

Labyrinth uses SDL as its backbone. In order to compile labyrinth.c, you will be needing SDL 1.2.*. Once you have it installed and in place, simply do:

cc labyrinth.c `sdl-config --cflags --libs -o labyrinth`

The compiler might bug you with a warning regarding time(), that is to be expected. Due to the amount of code space available the header file containing a prototype for time() was not included.

This was all for compiling on *nix; as for compiling on Windows… I honestly have no idea. Though, it should work out of the box, just fine.

The objective

Your ultimate objective is to unite the black square with the blue square. You do this by moving the black square through dragging and dropping using your mouse.

You have 20 seconds for each level to achieve this objective. If, for whatever reason, you fail to unite these little chaps, the game will simply quit abruptly.

License

Considering it's a very simple game with an obfuscated C code, there shouldn't be any valid reason to license it with anything other than the WTFPL

Everyone is permitted to copy and distribute verbatim or modified copies of this license agreement, and changing it is allowed as long as the name is changed.

In other words:

You just do what the fuck you want to.

Contributors

Here's the name of the sole contributor of the project. It's not like anyone else will ever contribute but formalities are formalities.

  • Goksel Goktas (author)

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A procedural labyrinth game written in one terminal page (80×24) of space for code

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