[HN Gopher] 1D Pac-Man
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       1D Pac-Man
        
       Author : memalign
       Score  : 642 points
       Date   : 2024-01-02 19:00 UTC (3 hours ago)
        
 (HTM) web link (abagames.github.io)
 (TXT) w3m dump (abagames.github.io)
        
       | saint11 wrote:
       | It's really cool how they managed to make an interesting mechanic
       | with such a big limitation
        
         | yreg wrote:
         | Imposing limitations is how you come to interesting mechanics.
        
       | darajava wrote:
       | So much fun! And well implemented. What did you use to build it?
        
         | philomath_mn wrote:
         | I am guessing it is a demo for this lib:
         | https://github.com/abagames/crisp-game-lib
        
         | noduerme wrote:
         | Looks like a custom-built game library they designed atop
         | Pixijs
         | 
         | https://abagames.github.io/joys-of-small-game-development-en...
         | 
         | [edit] It seems that Pixi is one rendering method, and the
         | graphics themselves are abstracted via a "terminal" and "view"
         | class, so the engine focuses on positioning art rather than
         | handling sprite draws directly.
         | 
         | It's a nice set of opinionated choices. In particular,
         | implementing collisions for 2D sprites. I built a game engine
         | like that with particles and collisions (and particle
         | collisions!) in AS3 on top of Starling at one point... sadly, I
         | can't make games with it anymore.
        
       | roughly wrote:
       | That's more fun than I expected it to be! I like all the little
       | subtle choices - how the ghost respawns, the speed of the ghost
       | vs pac-man, the time it takes for the ghost to flash. It's
       | simple, but I could feel myself learning the timing as I played
       | and working through the strategy, such as it was.
        
       | runnr_az wrote:
       | Clever!
        
       | sbisson wrote:
       | Someone has read the impossible game sections of Iain Banks'
       | Walking On Glass...
        
       | jerf wrote:
       | Should be named *--* *- -*- **- *--* *- -*- **- . ("Paku paku" in
       | morse, though I changed the characters to be more obviously
       | plausibly one dimensional themselves so your favorite converter
       | may not work.)
        
         | tremarley wrote:
         | Paku Paku seems too vague.
         | 
         | I clicked on this link because it says "1D PacMan"
         | 
         | It made me think "how can Pac-Man be 1D?"
        
           | jerf wrote:
           | I just copied it from the title screen. Actually I don't care
           | what it's called, it should just be named with a
           | 1-dimensional writing scheme.
        
       | OakNinja wrote:
       | Amazing game!
       | 
       | Is it possible to get a higher score than 29?
        
         | jebarker wrote:
         | Yep, I got 30 EDIT: 450 :)
        
           | GauntletWizard wrote:
           | I got 533; There's a bonus multiplier that builds the more
           | times you eat the ghost (I think?)
        
             | jncfhnb wrote:
             | Pretty sure it's based on rows cleared not ghost eats
        
         | skrebbel wrote:
         | Yes
        
         | bagels wrote:
         | Yes, trivially.
        
         | jagged-chisel wrote:
         | 701
        
         | eastbound wrote:
         | Yes, it does integer-overflow. I mean on the d axis, but on the
         | points axis.
        
         | bru wrote:
         | 816.
        
         | aidos wrote:
         | 1274, so yes.
        
       | bagels wrote:
       | Controls would be better if left arrow went left, and right arrow
       | went right. As is, they both toggle, which can lead to wrong
       | inputs when trying to stall (left/right in succession)
        
         | hinkley wrote:
         | I was trying to figure out why I despise the controls. I think
         | you are right. The first time I hit left it did something, the
         | second time it ignored me.
        
         | throitallaway wrote:
         | As a button masher (go left, go left!) this is infuriating.
        
         | FpUser wrote:
         | Same here
        
         | stavros wrote:
         | I tried to find the source so I could change this, but it
         | doesn't seem to be in the samples dir, at least not by that
         | name.
        
         | fabiensanglard wrote:
         | Yup, that was frustrating!
        
         | pesfandiar wrote:
         | Looks like the creator is following a one-button game design
         | philosophy.
         | 
         | https://dev.to/abagames/how-to-realize-various-actions-in-a-...
         | 
         | Source: https://github.com/abagames/crisp-game-
         | lib/blob/master/src/i...
        
           | jader201 wrote:
           | That may make sense for some games, but for a game that has
           | two directions, it makes less sense.
           | 
           | Probably better to completely disable the arrow keys -- or
           | better, limit it to the spacebar -- to reinforce single-
           | button design.
           | 
           | Or, just intuitively support left & right.
        
             | probotect0r wrote:
             | On mobile, it works really well because all u have to do is
             | tap to change the direction. They should just remove the
             | arrow keys on web, as you said.
        
         | oaktowner wrote:
         | I had to start using the space bar instead of the arrows -- it
         | reinforced in my mind that it was a single-button controller.
        
       | BD103 wrote:
       | Another interesting thing by the same person that got pretty
       | popular on HN:
       | 
       | The Joys of Small Game Development
       | https://news.ycombinator.com/item?id=37799387
        
       | prhn wrote:
       | Wow, that's fun. I wish I could articulate why the music and
       | dying sound effect are both so great. The gameplay has a great
       | rhythmic feeling to it. It's also really tense. I scream every
       | time that damn ghost catches me.
       | 
       | The best part is when I die I feel like I made a dumb mistake,
       | and that if I improved just a few things I could be way better.
       | 
       | Too many games these days give you the allure of depth and
       | complexity by making things difficult in the wrong ways.
        
         | PaulHoule wrote:
         | It's pretty, I'll give it that.
         | 
         | I don't feel like it was my mistake when I got killed often,
         | for one thing the ghost is faster than me, sometimes respawns
         | right next to me, ...
        
           | prhn wrote:
           | Isn't the ghost spawn at least somewhat predictable?
           | 
           | I think it picks the farthest edge from where you ate it.
           | Also, it only spawns at the edges, so don't eat the ghost
           | near the edge if you're not sure where it will spawn.
           | 
           | Yes the ghost is faster than you, but it can't wrap around
           | the stage like you can.
        
             | brianpan wrote:
             | You just need to use your eyes. ;D
        
         | glhaynes wrote:
         | _The best part is when I die I feel like I made a dumb mistake,
         | and that if I improved just a few things I could be way
         | better._
         | 
         | I think I've heard Miyamoto talk about that. When the
         | frustration is all with yourself (rather than with the game
         | itself), and you just _know_ that if you try one more time,
         | that 'll be the one where you won't make any dumb mistakes. I
         | think it's the cornerstone of every action game that appeals to
         | me.
        
         | filoleg wrote:
         | There is something to be said about "easy to learn difficult to
         | master" curve, as well as overall basic simplicity and the
         | feedback loop being very transparently clear and "tactile."
         | 
         | The one game that never fails to hook me in that way is Quake
         | 3. Every mistake feels like your own, but with a very clear and
         | obvious path for improvement. Every improvement step feels
         | incremental and doable, none of that "noscope 180 from the
         | bushes where i had zero chance to spot the enemy" situations.
         | 
         | Even on kills where it initially felt like some annoying cheap
         | trick, i watch the killcam, and walk away very impressed and
         | eager to try out their approach myself. And it always makes
         | perfect sense. As opposed to a lot of more modern games, where
         | killcam only frustrates me more.
         | 
         | Imo this is the same thing that made the original DOOM a
         | massive sensation, but I feel like Quake 3 would be easier to
         | relate for a lot of people. I was too young and growing up in
         | the wrong part of the world to catch that original DOOM hype.
         | But with Quake 3 (and imo even quake 1 and 2), that phenomenon
         | truly transcended countries and cultures.
        
       | samstave wrote:
       | WONDERFUL.
       | 
       | It better be landscape only on mobile. Add a pitfall bomb (what
       | was that game that created a hole for the critters to fall into,
       | and you could walk over them, but the climb out and the hole
       | heals in a short period... ? Let the ghosts to fall in a hole,
       | then you can place more than one ghost on the path, but you need
       | as many "hole bombs" as there are ghosts on screen+1 (or N)... to
       | not make it rage quit-worthy.
        
         | tremarley wrote:
         | Most people use their phone in portrait mode.
         | 
         | If it were Landscape Only, it would create unnecessary
         | friction.
        
           | samstave wrote:
           | >>> _Most people use their phone in portrait mode_
           | 
           | We have invented a new word for you to incorporate into your
           | comments:
           | 
           | "OPTIONS"
        
           | gojomo wrote:
           | Alternatively, the one dimension of movement could be up-
           | down.
        
             | samstave wrote:
             | no. its a single tunnel. no off-shoots. 1D.
             | 
             | Cant turn. only damage the 1D path, to your
             | advantage/detriment.
             | 
             | Your mechanic is Gauntlet. (best video game ever)
        
         | jerf wrote:
         | "what was that game that created a hole for the critters to
         | fall into, and you could walk over them, but the climb out and
         | the hole heals in a short period..."
         | 
         | Lode Runner: https://www.youtube.com/watch?v=PWwyhymcDxI
        
           | spc476 wrote:
           | You can even play it online:
           | https://loderunnerwebgame.com/game/
        
       | evolve2k wrote:
       | Yeah that was fun. Reminds me of 1D Doom that was shared here a
       | while back.
        
       | thomastjeffery wrote:
       | It was hard until I realized that the ghost doesn't change when
       | you cross the edge of the screen. After that, it turned into an
       | uninteresting stalemate.
       | 
       | The controls really need to be edited, though. Left should be
       | exclusively left, and right exclusively right. Having them both
       | toggle makes input the primary challenge.
        
         | jncfhnb wrote:
         | Stalemate is a loss. The goal is to get points, not survive X
         | seconds.
        
           | thomastjeffery wrote:
           | That's unfortunate, because it adds a second dimension to
           | strategy.
        
         | hnlmorg wrote:
         | I found the input really intuitive. Personally I preferred it
         | to having invisible zones on the touch screen that react
         | differently
        
           | thomastjeffery wrote:
           | I used a keyboard, not a touchscreen. I'm not sure if/how
           | that is different.
        
       | jiveturkey wrote:
       | fun! for a fleeting moment anyway.
        
       | mongol wrote:
       | Next Flappy Bird in my opinion
        
         | tremarley wrote:
         | Agreed
        
         | throw_m239339 wrote:
         | LOL, exactly what I thought...
        
       | tremarley wrote:
       | '1D Pac-Man' is a great name.
       | 
       | It made me click on this link because it made me think "how can
       | Pac-Man be 1D?"
        
       | lanewinfield wrote:
       | People who liked 1D Pac-Man also liked Wolfenstein 1-D
       | 
       | https://en.wikipedia.org/wiki/Wolfenstein_1-D
        
         | yreg wrote:
         | Apparently here, but I don't know how to get past the menu.
         | 
         | https://archive.org/details/wolfenstein-1-d
        
       | jncfhnb wrote:
       | Nice game! I managed to 6,600 points
       | 
       | Per my experience The optimal strategy is to deprioritize eating
       | the ghost. You can get some nice streaks sometimes eating him but
       | it generally doesn't help.
       | 
       | What you want to do is use the power up to collect the middle
       | dots. The sides you can collect safely on reflexes alone. By
       | about 3000 points it becomes impossible to recover if you don't
       | pick up the middle and have consumed your power up. Eating the
       | ghost is ok if it happens incidentally.
       | 
       | Because you're trying to use the power up to collect the middle
       | that often means the ghost will be further from the middle than
       | you when you finish a line. So finish a line, then 180
       | immediately to collect the middle again. The worst case is you
       | end up with your power up ending just as you're finishing a line
       | and you are on the side. But up until very high point values I
       | think it's always safe to grab the power up as it tends to be on
       | the sides.
       | 
       | Edit: 6800
       | 
       | Might play more if other HNers step up their game :)
        
         | auselen wrote:
         | Came here to say 520 (;[?])
        
           | russellbeattie wrote:
           | Heh. My first or second game, I just happened to get like 650
           | points. And then spent the next 20 minutes trying to figure
           | out what the hell I had done. Turns out you can sometimes get
           | into a rhythm where you don't even have to turn for a while
           | and score a lot of points.
           | 
           | OP's score is just ludicrous.
        
         | goldemerald wrote:
         | Mostly following your advice, I got 14257. I found if I could
         | easily eat the ghost, it was worth taking a few extra steps to
         | go for it. The real key is knowing you can successfully leave 6
         | on either side to carefully pick up after getting the middle.
        
         | progmetaldev wrote:
         | YES! I play this way even with the original version on Atari,
         | as well as all of the various other 8-bit versions (Ms. Pac
         | Man, Super Pac Man, Pac Man Jr., etc.)
        
         | xg15 wrote:
         | Crazy enough, that strategy really works! Got to 1000 with a
         | lot of effort by eating ghosts and easily to 5000 using your
         | strategy.
         | 
         | I'd say there is even a (very slight) disadvantage to killing
         | the ghost: As long as it's on screen (and preferably slowed
         | down) you know where it is. Once you kill it, you don't know
         | exactly when and where it will reappear.
         | 
         | Interestingly, the points you get for a kill are NOT tied to
         | how many ghosts you've killed before. They only depend on the
         | speed of the ghost, which in turn depends on your overall
         | score.
         | 
         | So I think one addition to the strategy would be to try to keep
         | the ghosts alive as long as practical early on, then eat them
         | later when you already have some points and kills can actually
         | give a significant bonus.
        
       | justinl33 wrote:
       | This is so fun! Makes me feel like I'm conducting a 1 dimensional
       | random walk. Who knows, maybe this is being used to generate
       | pseudo stock prices or something.
        
       | snshn wrote:
       | Genius
        
       | stephenhandley wrote:
       | Love this, mechanics and music are great!
       | 
       | One suggestion would be to not care what key is pressed, maybe
       | just have any key change direction?
        
       | thraxil wrote:
       | See also Line Wobbler by Robin Baumgarten:
       | https://www.youtube.com/watch?v=9dufXuWDjLU
       | 
       | 1D dungeon crawler hardware game.
        
       | TuringNYC wrote:
       | Pac-Man meet Flatland (https://en.wikipedia.org/wiki/Flatland)
        
       | veganjay wrote:
       | Love it! I like seeing Pac-man put into strange scenarios.
       | 
       | I made a slightly similar (1.5d?) game for the CHIP-8. Pacman can
       | only go left and right, but the ghosts fall from the sky.
       | 
       | https://veganjay.itch.io/falling-ghosts
        
       | wkjagt wrote:
       | This is wonderful. Very nice execution, and super addictive. I
       | kind of want to do a Commodore 64 version now.
        
       | mrb wrote:
       | I have been looking for 1D game ideas to implement on an
       | addressable RGB LED strip. 1D pacman seems perfect, as it's
       | instantly recognizable even with a single-pixel pacman and
       | ghosts, by using the right colors.
        
         | gojomo wrote:
         | Your comment reminded me...
         | 
         | Long ago - early 80s - UHF & cable-syndicated TV station WPIX
         | (NY) offered live broadcast call-in videogames controlled by
         | the caller's voice yelling "pixx!". Here's a peek of some of
         | the forms it'd take:
         | 
         | https://www.youtube.com/watch?v=UJN9eM84Rq8
         | 
         | "Behind the scenes, the voice activation was really operators
         | in the control room pushing the buttons." :)
         | 
         | The simple control of this 1D PAKU-PAKU game (or others you're
         | considering) could be wholly voice-operated. (A fun trigger
         | word nodding to an old 'Friends' episode might be: "Pivot!")
         | 
         | With modern voice-recognition/voice-printing, it might even be
         | possible to have a multiplayer game where even though N players
         | are all yelling the same trigger-word, the recognition
         | disambiguates the speaker to control only their sprite. Or, use
         | a larger vocabulary of control-words for more actions.
         | 'Nibbler' with yelled commands "Up!"/"Down!"/"Left!"/"Right!"
         | might be diabolically frustrating.
        
           | gojomo wrote:
           | Another thought: have the 1D RGB strip spin around its long-
           | axis to enable rapid LED cycling to stroboscopically plot the
           | domain in 2D, despite the action & rendering array being
           | "only 1D".
        
           | mrb wrote:
           | Very cool ! I like the idea of voice controls. Right now I
           | have a 22-foot long LED strip on the fascia of my house. I
           | was thinking of putting a physical button for visitors or
           | random pedestrians to play the games, but voice control would
           | be more fun.
        
       | pcwelder wrote:
       | Kudos for building this. Highly rewarding and elegant. Initally I
       | thought 200 was good. Ended up on 11k after half an hour or so.
        
       | readyplayernull wrote:
       | Good game. I also played 3D Pacman in DOS in an IBM PS1, this was
       | years before Wolfenstein and Doom. Today we have come full
       | circle!
       | 
       | https://m.youtube.com/watch?v=ajWIYW-wk6U
        
       | havkom wrote:
       | Brilliant game!
        
       | j2kun wrote:
       | Nice. Now do it on a Mobius band: there's a "ceiling" and
       | "floor", and when you go out the left, you end up on the ceiling
       | on the right, and vice versa. Two ghosts chasing you, one on the
       | ceiling and one on the floor.
        
       | qkhhly wrote:
       | this is surprisingly engaging!
        
       | rdoherty wrote:
       | This reminds me of the book Flatland which is about what a 2
       | dimensional universe would be like and the experience of a 3
       | dimensional entity visiting it. Great read!
       | https://en.wikipedia.org/wiki/Flatland
        
         | neilv wrote:
         | I wonder whether anyone has done a Pac-Man variant inspired by
         | Flatland.
         | 
         | Say, a powerup temporarily turns the screen to 3D, with the
         | ghosts only perceiving the 2D slice. Pac-Man might be a cone
         | that can 'shrink' to squeeze around ghosts, can jump through
         | 3rd dimension to 'teleport', can move back and forth between
         | different 'levels' floors in a building, etc.
        
       | brcmthrowaway wrote:
       | Is PacMan also in the public domain?
        
         | lotu wrote:
         | Nope, no video games are in the public domain nor will there be
         | for decades. until the late 2060s :(
        
           | Dwedit wrote:
           | Except for games declared by their authors to be public
           | domain.
        
       | eachro wrote:
       | That was surprisingly fun. Nice job!
        
       | Dwedit wrote:
       | Took me a while to realize that it treats a (potentially
       | repeating) key press as the condition to turn around, which badly
       | messes with you if you assume the game has direct control.
        
       | PeterHolzwarth wrote:
       | https://en.wikipedia.org/wiki/ABA_Games
       | 
       | Oh, I had completely forgotten about aba games (the work of Kenta
       | Cho) for some years until seeing this HN post! He has been making
       | little mini-games and posting them on his site (both browser-
       | based and windows-based) for more than 20 years now.
       | 
       | Here's his games (I always liked Torus Trooper):
       | https://www.asahi-net.or.jp/~cs8k-cyu/index.html
        
       | gchaincl wrote:
       | It seems that perfection is attained, not when there is nothing
       | more to add, but when there is nothing more to take away.
        
       | nonfungibleuser wrote:
       | is there a leaderboard? I just got 69,420 points
        
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       (page generated 2024-01-02 23:00 UTC)