1. Beaming Balloons
   Andrey Khaydukov ak358@is8.nyu.edu --------------------------------------------------------
   The user controls a cannon which moves horizontally on the bottom of the screen and shoots out a balloon of random color (gray, red, blue, green, yellow, brown, cyan, and purple -- total of 8 colors) every N seconds (N determines the difficulty level of the game). The cannon is placed by the user in one of the five available positions, which match the five columns where the balloons can be placed. Once the balloon is released it flies up to the top of the screen or to the bottom bubble in that column. If three bubbles of the same color make a vertical, horizontal, or diagonal row they are eliminated. If there are more than five bubbles in one column the user looses one life. If the user managed to make a diagonal row the user gains one life. There are three lives to start with. Scores are based on the total number of bubbles used in the game (10pts for each bubble). The next ball to be placed in the cannon can be seen in the bottom left corner of the screen.

   The cannon is controlled by left and right arrow buttons (one pressing for each move) and in addition to that the bubble can be released by pressing the space bar. As soon as the bubble is released the next one takes its place. This game is a hybrid of the following games Klax (Tiles) -- for the concept of columns -- and Bubbles (arcade game in the Tisch building sub-basement)--for the concept of a cannon and matching bubbles. Of course those two games are somewhat based on Tetris and Tic-tac-toe. We hope to program in some nice sound effects and make it "addictive" (so next semester we would have an excuse not to do our homework :)

   For this program we are going to use the EGA color mode, so we could display all 8+background colors and still have a decent resolution. The user controls the program through keyboard so there is no need for mouse routines. It will use the random numbers generator for colors of the balloons and use some sound to mark the events of the game (release of the balloon, horizontal and vertical matches, loss of life, gain of life etc.). We will make use of the timer for the sound and speed of the game. The user will see one "welcome" screen before the game with the information on game controls, objective etc. and will be able to set the difficulty level (1-5). The score will be seen in the corner of the screen throughout the whole game.

   APPROVED, 11/24.

2. Lightcycles Game(also known as tron, linewars and beamwars)
   Kristjan Varnik kav200@omicron.acf.nyu.edu
   Yuri Cantor ylc200@omicron.acf.nyu.edu
   Matthias Lee ml219@is5.nyu.edu

   Each player controls a lightcycle. A lightcycle is a vehicle that leaves behind a wall continouously marking its path. Lightcycles will go straight until the user turns the vehicle. Turns can only be done at 90 degree angles either left or right. The speed of the cycle will be determined by the game clock speed. The object of the game is to kill your opponent. An opponent is killed by leaving the grid or crashing into a wall.

   Both players will each be given two keys. One to turn 90 degrees left and the other to turn 90 degrees right. These are the only controls. However, additional features may be added to updated versions.

   Implementation:
   We plan to program in VGA graphics mode. Interrupt vectors and sound are features we plan to use. Online help, the ability to assign keys and change speed are features that will be implemented.

   Basic Features:
   Sound, help menu, introduction screen, exit screen, ability to change game speed, two player game

   Advanced Features:
   ability accelerate and decelerate, jumping, weapons, multiplayer, networking, pcx images

   APPROVED, 11/24. Proposal approved, subject to one modification: I prefer that your basic game to be a ONE player game (you versus the computer). REASON: I want to test this game without needing another person!

   This modification requires more work than a 2 person game. So I suggest you make this your "advance level implementation". To make the computer a credible opponent, you need to figure some good strategy for the computer. You also need the random number generator routine that I provide. --Chee

3. The casino game "Craps"
   Marissa Furleiter
   Bezalel Harel

   USER LEVEL DESCRIPTION:
   This game is the classic casino game, craps. It involves betting money, rolling dice, and winning or losing money based on the outcome of the dice.

   What does the user see on the screen?
   The user will see on the screen dice rolling, coins or some other picture representing money, messages based on what number was rolled on the dice, and his options on the side of the screen (such as quitting, getting instructions, etc).

   What is the objective of the game?
   Here are the instructions: The user starts out with a specific amount of money, let's say $100. He is then asked how much he wants to bet. Then he is asked if he wants to bet that he's going to win, or to bet that he's going to lose. The user then rolls 2 dice. If he gets a 7 or an 11 on this first roll he wins; if he gets a 2 or 12 on the first roll he loses; otherwise the first roll is called the point. He then continues to roll the dice until he matches the point (in which case he wins), or until he rolls a 7 (in which case he loses). If he bet to win and won, the amount he bet is added to his total. If he bet to win and lost, the amount he bet is subtracted from his total. If he bet to lose and lost, the amount he bet is added to his total. If he bet to lose and won, the amount he bet is subtracted from his total. There will be ONLINE instructions at the beginning of the game.

   How does the user play? (buttons? Keyboard?)
   The user will play using specific keys on the keyboard (number keys to enter bets, 'y' or 'n' to say if he wants to play again, 'w' or 'l' to say if he wants to bet to win or lose, and the enter key to roll the dice). As part of the advanced features to be implemented if time permits, we would like the user to be able to use the mouse to click on buttons that say things like 'roll again' and 'quit' (see Advanced features below).

   IMPLEMENTATION PLAN:
   What video mode will you use? (Why?) We would like to use video mode 12h (640x480 16 color VGA Graphics mode). We chose something in VGA mode because we know that most monitors now are at least VGA and we want to take advantage of the higher resolution that the VGA mode offers to display our graphics more clearly. Also, we chose 16 colors because we wanted to have a variety of colors and not be stuck with only 2 colors (like in mode 11h), but on the other hand we did not need the 256 colors offered in mode 13h.

   What technical tools do you need? (set up interrupt vectors, need random number generator, need mouse, need sound, etc). We will need the random number generator because for every time the dice are rolled, we need a random number between 1 and 6 for each die. We will be using animation (to show the dice rolling and maybe to show the money moving). We will need the use of a timer to determine how long the animation lasts (we will try to implement the timer program that is given in Chapter 15 of the book). For the timer, we will also need to use the timer interrupt procedure called timer_tick in Chapter 16 to delay the game long enough for the user to read the messages. The mouse and sound will only be used if time permits (see Advanced features below).

   What user friendly features will you implement? (online help, ability to set level of game, etc.) On the first introductory page, we will give the user a short description of the rules of the game. We will have a button on one side of the screen that tells the user to press Esc at any time to quit the game. For ability to set level of game, we will only implement that if time permits (see Advanced features below). Also, the amount of money the user has left, if he bet to win or lose, and what his point is (see instructions) will remain on the screen at all times for the user's convenience. At the end of the game (the game ends when: the user types Esc in the middle of the game, the user runs out of money, the hand is over), the user is asked if he wants to play again and if not, the game ends.

   Divide the effort into two parts: "basic features" of the game (that you know you can finish in time), and "advanced features" (if time permits). Be realistic even about "advanced features." We would like to implement everything described above as basic features, except where marked that they are advanced features. These advanced features include: using the mouse (to click on buttons that say things like 'roll again' and 'quit'), sound (if the user wins or loses a game), and ability for the user to set the level of difficulty.

   APPROVED, 11/24.

4. BRICKBUSTER
   Alex Salazar
   James Greenan

   For our project, we plan to throw out the ideas given out on the webpage, and create a game of our own. We will be borrowing an example from the real video game world, and create a game similar to Arkanoid, which involves a single paddle, which the user must use to break through several rows of bricks before advancing to the next level. While the game will be different, alot of the concepts and programming code will be similar to that of Outbreak and Volleyball. (Of course we will give credit where it is due in terms of borrowing code.)

   Our game will feature the following:

   Adding sound, so that when a ball hits either the boundary of the screen, or your paddle, audio cues will be given.

   Adding a second ball to severely increase the challange of the game. Our plan is to have two balls, of different shapes or colors, and both must hit a brick before the brick will shatter. If the balls are different colors rather than shapes, we plan to have the brick turn the color of the ball that hit it, allowing the user to see the developing weak spots.

   Finally, we will use different patterns of bricks, that will take away from the repetiveness of row after row of straight lines, and will add different angles of bouncing into the game, including the ball rebounding up as well as down.

   We feel that these elements will allow us to satisfy all of the requirements of the project, as well as to create an enjoyable game.

   APPROVED 11/24
   The paddle moves along the bottom of the screen from left to right for breakout/arkanoid.

5. TANKS!
   Mike Chen, cqc8412@is4.nyu.edu
   Sejin Kim, sqk1826@is4.nyu.edu
   Xiwei Liu, xql5974@is4.nyu.edu

   User level Description of the Game: Our plan of the game is quite simple: we want to make a two players game,each side can control one tank, they have to shoot each other, they can shot directly or by the bounce back from the wall. Also we plan to have some obstacles in the middle so they can add some twist to the game.

   The objective of the game: who shoot five enemy tanks who win the battle.

   How does the user play: they have to use keyboard, the control will be very similar to the "tennis game" Pof. showed us in the class. One player use arrow keys, another will have to use ADWX keys to serve as dirction key, left control and right control key will use as fire.

   Implementation Plan:
   We will use the VGA graphic, we want our game board to be bigger, since our game graphic will be quiet simple, I do not expect a hugh mount of work on the graphic, and WE CAN USE MOST OF STAFF IN THE TENNIS GAME.

   Tools : We will need a timer, I was planning let the player choose the
   winning condition: either who get five kills who win or in a certain time: for example five minutes, who got most kills who win the battle.( so we can have some "user friendly" features.) On line help will be good, the F1 keep should be able to players some instructional help about how to play the game. Sound, it is very important, but I have no idea about it, and I have no any kind of knowledge about music, we want to leave it to the "Advanced feature".

   Basic Feature: a playable game as I explained before. It can response in
   the reasonable time, and have a score counter, NO on line help, no fancy animation, no player choose option, no music, only have one simple sound affect. But we should allow player to quit the game anytime, with a confirmation.(in case they hit wrong key)

   Advanced Feature:
   1 We want to give the player the option of "winning conditon".
   2 A theme sound in order to learn how to implement sound in our program.
   3 a intrudctional amination, We will try to get some picture from the internet( since we have no idea how to do it, so I guess we will have some difficulty, and if we draw everything by ourself, it will be very time consuming, so let's talk about again, next monday.)
   4 allow the player to save the game.

   Not yet approved. Want them to implement a 1player game, and projectiles instead of tennis balls. 11/24.

   Approved, 11/25, after speaking to Xiwei. Projectiles not a good idea.

   12/5, AMENDMENT:
   1) Instead of using VGA graphics 13H, we have decided to use CGA graphics 04H due to some complications that we were facing.
   2) The ball won't 'bounce' b/c it doesn't seem realistic. It will simply be a straight projectile.
   3) Will provide more user friendly features to compensate for easier graphics.

6. MILITARY RESURRECTION (Predator Revised)
   Xuan Mai Ho xmh200@is5.nyu.edu
   Sivaramya Rajakumar sqr3701@is4.nyu.edu

   User level description of the game:
   What does the user see on the screen? The game begins with an introduction screen that includes the instructions. If the player does not want to read the instructions, a key will be designated to bypass the instruction screen. On the second screen, the player will choose his gunman. There will be 3 different gunmen that the player can choose to be, these are three gif images and each will have a different gun. The playing screen will be an adaptation of the original. One of our main objectives is to enhance the graphics on the playing screen. There will be a silhouette of a city and certain buildings highlighted for you to protect. The player's vessel and the enemy's plane will be more pleasant to look at. If the user loses a screen indicates that all the buildings have been destroyed. If a user completes level one (by reaching a designated score), a screen will display his/her score and the game will transition smoothly to level two . In this level the gun will be manned on a ship. Level two will have a different backdrop from level one and will have an additional obstacle. This level will have ememy soldiers dropping from the plane (in addition to bombs), its is up to the user to catch the soldiers aboard his/her vessel to stop infiltration, if more than 10 soldiers land on the ground the user will automatically lose. This level has a higher level of difficulty because the user must dodge the bombs but must catch the soldiers. If the player wins (by reaching designated score) a screen will display his/her score and congratulate him/her. If he loses a screen appears telling him/her that the buildings have been destroyed.

   What is the objective of the game?
   The objective of the game at level one is to shoot the bombs that attack the buildings down below. The user has his own vessel and must also prevent this from being scathed by the bombs. In level two the user has a more complex role. The user must accomplish the mission described in level one, while also capturing sky-dropping enemy soldiers aboard his ship. The ultimate objective of our game is to score the designated points in each level ( This may change ).

   How does the user play?
   The user utilizes the keyboard as the control switches. The user will select his gunman and bypass commands from the indicated keys. The arrow keys indicate up, down, right, left and the space bar will represent fire.

   What video mode will you use?
   We will be using VGA because we will be enhancing the graphics of the original game. Also, we will be using .gif files in our introduction so we will need to use VGA mode.

   What technical tools do you need?
   For technical tools, we will be adding music to the introduction while the instructions are being displayed. During the actual game, there will be the sounds of gunfire and of buildings exploding once they have been hit by the plane's bombs. If the player passes the first level, there will be victory music played as he passes into the next level. Timing will be essential in our game. We will make use of the element of timing in level two when the soldiers eject from the plane. Timing will also be used in how fast the gun of the player shoots. Interrupt vectors will be used in the addition of up-down features of the ship of level two. The game already uses the basic interrupts such as keyboard interrupts, bios interrupts..etc.

   What user friendly features will you implement?
   During our introduction, the instructions will be displayed for the user to read. The user may by pass the instructions by pressing a designated key. The player will also have the option of choosing the level he/she wants to play on. He/she will also have the choice of guns to use. While the actual game is played, the functions of the keys in use will be displayed in a strip on the bottom of the screen for the player to refer to. If the player needs to refer to the instructions again, he/she may press the designated key to pass to the online-instructions. Also, a pause function may be incorporated into the game.

   Divide the effort into two parts: "Basic Features" of the game and "Advanced features" of the Game.

       Basic Features
       - Gun-man selection
       - Graphics in each level upgraded
       - Air-raiding soldiers
       - Online help
       - User instructions
       - Sound files
       - Transition into the multiple screens

       Advanced Features
       - Status bar at bottom indicating gunpower/health
       - Enhanced animation  (i.e building explosions)
       - Additional obstacles (i.e soldiers firing)
       - Pause key

   APPROVED, 11/25.

7. D-BUG
   Anna Aronow shpoobear@aol.com
   Luke R. Scalcione lrs209@is7.nyu.edu
   Lawrence Chen lc204@is5.nyu.edu

   The name of our program is D-BUG. In this game the user is a bug and the objective of the game is for the bug to move across the screen and reach food which the bug will eat. The user is faced with the obstacle of getting to the food without being hit by a ball (or balls, depending on the level). The first screen of the program is both an introduction to the game and an options screen. The user will be able to choose the speed of the game, see instructions on how to play, choose a bug, exit to dos, or begin playing the game. Once the user decides to play their view screen will consist of the bug, ball(s), and the food which will appear at a random spot on the screen. The user will be able to navigate the bug by using the arrows on the keyboard.

   We chose EGA function 10h as the video mode to create the graphics for this program. We chose this mode because it has a high resolution 640x350, sixteen displayable colors, and eight page. We felt this mode would create good graphics for a video game. Since our program will randomly pop the food on the screen and have balls flying around we will use the random number generator for these affects. We will also need to use interrupt vectors to help create the graphics in this program. This program will also have several user friendly features. The user will be able to set the speed, view instructions, continue playing indefinetly, and stop playing at any point in the game just by pressing esc. The user will have the ability to press esc while playing and be returned to the options screen. This program at a minimum will have an options screen as described above. The program will contain an instructions screen, one bug, two levels of play, and have the ability to exit at any point of play. In this game when the levels change the amount of balls flying at the bug will increase and the amount of food on the screen will increase.

   There are some advanced features that time permitting will be part of the program. The program may also have sound affects, three bugs to choose from, have several speeds to choose from, have three levels, and display backround graphics.

   APPROVED! 11/25

8. Rally Race
   Daniel Cline
   Jesse Parroco

   We have decided to do a program based on Pole Position. The game will consist of a car at the bottom of the screen and 5 lanes running vertically, on which other racecars will pass. The object is to avoid the cars by moving your car from lane to lane. Each car passed will earn a certain number of points and the game ends when a collision occurs. The car will be controlled by the arrow keys on the keyboard.

   We have chosen text mode, mainly for simplicity sake. We plan to use contrasting colors for the passing cars. The program will use a random number generator for the passing cars. The game will start with credits and simple instructions for playing the game. The user will then be able to select the speed of the cars, unless we implement increasingly faster levels. We also plan to set up an interrupt vector to control timing of the game.

   Basic features:
   1. Text mode graphics
   2. Random number generator
   3. Keyboard controls
   4. Set up interrupt vector

   Advanced features, if time permits:
   1. Joy stick control
   2. Sound
   3. Increasingly faster levels as score grows (every 100 points or so)
   4. Color changes for each level

   Not yet approved (11/25). Approved (11/26)

9. Space Jam (revised)
   1. Ali Argyle email: maa0701@is.nyu.edu
   2. Ellen Chi email: ekc1298@is.nyu.edu
   3. Catherine Nguyen email: cdn2454@is.nyu.edu

   The same concept of the game, as far as what the used sees on the screen. Perhaps the introduction of better graphics. Revision of the concept of the game, with additions of firing power. Objective of the game is to finish to the final level (3-4 levels) by killing enemy spaceships, the gaol may be the destruction of a certain amount of enemy spaceships (50-100 per level). The user will use the keyboard, we may implement the mouse instead depending on how versatile we want the player's movement to be (user friendly). The enemy spaceships may shoot back.

   video mode: VGA because of the graphics we want

   we would like to put in sound, as far as victory and defeat music. we will need a random number generator, so the game is unpredictable. We definitely want to at some point set up an interrupt vector. We want to have a selection of speeds, so the user can play on any computer, perhaps stopping the game to change speeds. If time permits, we would like to implement a pause function or scan in different graphics.

   other concepts we plan to include: start/help screen, level of game through speeds.

   thank you, cathy, ellen, and ali

   APPROVED, 12/25.

10. Bloc-It
    Wai K. Lam E-mail- wkl203@is8
    Demi Jianxun Feng jf304@is8
    Janice Fana jfl7615@aol.com

    Our game program is called Bloc-It. It implements a simple one player game on the IBM PC. It requires the use of a keyboard for movement. The display mode with be that of text mode 3 (80x25 16-color). The game will be made from scratch but will contain basic ideas used from the assembly book.

    There are three screens. The first will be a basic message screen. The other two are initiated in text mode. Upon execution of the game, the first screen that is displayed is the introduction, providing the name of the game, basic instructions (like exiting), and the object of the game as well as the requirements for running the game. This screen will include different functions available during the play mode. For example, the player will be able to choose the level of difficulty. The level will be of different speeds. The ESC key will be used to exit the game and F5 will be used to turn the music or sounds on or off. After the player enters the level he wishes to play, the game will resume and the title screen will be presented.

    The second screen is the title screen which will say "WELCOME TO BLOC-IT" in large block letters. The title screen consists of a white field with a magenta border and blue letters. This screen will be delayed for a few seconds and the third screen, the playing field, will come up. The playing field consists of a white field with a magenta border, three horizontal obstacle blocks (the first of length 14 and the other two of length 5), six vertical targets (all of length 3), the paddle (of length 5) and the ball. The paddle can be moved from side to side using the keyboard arrows. There are also level and score indicators as well as a ball counter at the top of the screen.

    The object of the game is to hit the six targets and destroy them. On pressing the fire button (the UP arrow), the ball is released and travels around the field, bouncing off the blocks, the walls and the targets. The player keeps the ball in play by hitting it with the paddle. If the ball is missed, the player loses one of his three turns. Once a target is hit, it will be destroyed. After all targets have been totally destroyed, the game will restart and move onto the next level with an increased ball speed.

    Sound will be used throughout the game. At the title screen, there will be a short tune played. Everytime the ball is hit by the paddle or if the ball hits a target, wall, or an obstacle, a beep will be heard. When the ball is missed by the paddle and is out of play, a funeral march will be played.

    Advanced features we may include (if time permits) is an additional level change in which the size of the obstacle blocks will change. For example, the obstacle block of length 14 may change to length 18 and back again while the ball is in play, making it more difficult for the player to hit the targets. The paddle may get smaller, also making it harder for the player to keep the ball in play. The size of the targets may also get smaller.

    Amendment: In the approved proposal, our team said that we were going to use 320x200 graphics mode 13 but had a change of mind and decided to use 640x480, mode 12. Is it ok that we changed the proposed video mode and if it is ok, do we need to modify the proposal to reflect the change in video mode? Oh, our team has also decided to use one of the game's coding for our game since the project deadline is close. We will give credit to the creator and revise our proposal.

    Not yet approved, 11/25. Approved, 11/26.

11. SPACEJAM (REVISED)
    Samantha Levine - ssl3991@is5
    Kwong Chin Li - kl202@is5
    Jennifer Sy - jos5015@is2

    1) What does the user see on the screen? The user will initially be asked if he would like to see instruction for how to play the game. If he answers "y", he will be presented with a page of instructions and tips. Then the user will see the same screen as in the regular spacejams game - a space ship (the player) is trying to avoid being hit by asteroids. However, in addition to asteroids bombarding the space ship, rewards will also be bombarding the ship. They will be sneakers, basketballs, and razors.

    2) What is the objective of the game? The player must avoid being hit too many times by asteroids, while colliding with as many rewards as possible. A power feature will also be added to the game. The player loses a certain amount of power each time he is hit with an asteroid. Each reward gives the player different powers: The basketball may be thrown at the asteroids, which in turn explode leaving behind coins to be collected by the player. The sneakers allow the player to move faster. (Adjustments will have to be made with the timer.) The razor will shave the hair (which will be added to the graphics of the current space ship,) each of the asteroids on the screen will turn into coins, and the player will be able to move faster to gather them. When the player has racked up enough coins he will be able to purchase a reward or more power in the shopping mall that can be brought up by pressing F2. The game ends when the power runs out.

    3) How does the user play? The player will move up and down by pressing the up and down arrows to move the space ship. The user throws the basketball reward by pressing SPCBAR.

    4) What video mode will you use? VGA mode13h.

    5) What technical tools do you need? We will add sound throughout the game, using another faster song during the time a reward is given. A timer will be used to control animation, and to give the player a set amount of time with each reward. We will be using the video graphics mode. Animation will be used to move the spaceship, rewards, and other features.

    6) What user-friendly features will you implement? The game will be terminated at any time by pressing ESC. The game will pause by pressing F2, allowing the user to take a break and return to the game at a later time and pressing any key. An initial instruction menu will be presented to the user, and will be presented each time F1 is entered. To go back to the game, press any key.

    7) Basic Features: The rewards will be thrown randomly, and powers will be added accordingly. A power bar will tell the player how much power he has. A shopping mall will be added to buy rewards and power. Ask the player if he would like to play again before the game is terminated.

    Advanced Features: Music will play throughout the game, and other music during reward time. During reward time, the space ship will blink. A small death scene will take place when game is over. While the player has the sneakers reward, the graphics will be changed, showing the space ship wearing sneakers. A small shaving scene will take place when the razor is collected.

    REVISED (new) PROPOSAL approved, 12/1/97.

12. Tetris
    Ruhiny Chan rqc4835@is.nyu.edu
    Ching-I Hsieh cqh8811@is.nyu.edu

    Tetris, the well-known game. Random shape of blocks drop from the top of the screen and the player has to control the block's direction to fill out one line. Each filled line will be cancelled and achieve score. The more lines (4 maximum, which is called tetris!) formed and cancelled at a time will lead more scores. When the game reaches a certain points of score, the game speed will increase, to make the game goes harder.

    Graphics (EGA) mode will be used for the game: the border of the screen, the text, and the blocks. Random number might be used as well to generate random color and random block shapes. A help menu with the key settings is included for the convenience of the player. Some players might thinks the game is too easy or too hard, there should be an option for player to select the starting level of the game. After the player lost, the game should ask whether the player wants to play again or not.

    Advanced features for the game that I might add is to have items during the game, similar to Bombliss Tetris and Battle Tetris Garden. Unpredictable items like: clear all the blocks on the screen, or add random blocks, etc, to make the game more exciting.

    Not yet approved, 11/25.

13. FLYING LETTERS
    Goldberg, Alexander Alexxx@playful.com
    Pokrovskaia, Veronika vyp9505@is4.nyu.edu
    Sikorevich, Miroslav ms214@is5.nyu.edu

    The game opens with a welcome message and a game menu on the ackground of the nice bmp picture. A music tune is "performed." The user has an option of seeing demo or going directly to the game. If he chooses to see demo, he will see a sample of the game when computer will play instead of him. As soon as he presses any key, the demo stops. As the game begins the user is prompted to select the length of words and the speed of the game within a specified range. The user sees on the button of the screen a quick help menu which informs him about the rules of the game. A few rows higher there is an object which moves right and left as the user presses right arrow and left arrow and which shoots if the user presses a space bar. On the upper part of the screen there are words consisting of 2-4 letters which are moving from left to right. The objective of the game is to "shoot" as many words as possible.

    We are going to use text mode because it's sufficient enough for our graphic purposes. In order to implement animation we will need a delay function. In order to do it, we will use procedure tick. We will also be using a random number generator which will select the ASCII code of letters in our words. The user will be shooting with different "bullets"which ill fly with random speed. We will be using a random number generator to select an ASCII code of special "bullet-like" characters. We will also use random numbers generator o determine the position at which the words appeir on the screen, irections at which they move and to "change directions" (on the iddle of the screen sometimes the word will "turn back.")Each time the layer shoots, the beep will sound. If the player "shoots" the word, it will blink and brake in 2-4 parts (depending on how many letters are there). Each letter will "fly" to the different part of a screen and disappear. A special short music tune will sound. During the game the score will be displayed on the button of the screen. If the player shoots less than 7 letters out of 10, he looses. A funeral march is "performed." If the player wins, another "winning tune" sounds. After the game the player will have the option either to play again or to quit. If the player wins, he goes to the next level when the speed is increased and the length of the words is shortened. During the game the player always can pause by pressing f2, get help by pressing f1 or quit by pressing escape.

    The advanced fitures if times permits:advanced graphic using a graphic odes: fancy explosions etc.

    NOT APPROVED, 11/25. APPROVED, 11/26.

14. FIRST RESPONSE
    Natasha Lukishker (nql3344@is)
    Yelena Magazinnik (yqm6091@is)
    Michael Kliger (mk211@is5)

    This is a game of accuracy. On the screen, there will appear a circle; subdivided into 4 parts, each part will have a different color. Underneath this circle, there will appear four other circles also with four colors inside. One of those four circles will look exactly like the one the player sees on top of the screen. This image will stay on the screen for only a few seconds. The player needs to click (with the mouse) on the similar circle in the group of four, to get points added. If he fails to do so (clicks on the wrong circle or runs out of time) then his score does not increase. One level of the game will produce a screen of these circles 5 times, each time the colors inside the circles will be randomized and so will the position of the desired circle in the group of four. To move on to the next level the player must reach a "passing" score (a minimum). The level of difficulty increases as the time that the image stays on the screen decreases, and the minimum score needed to pass each level increases. There will be five levels; each level will have 5 tries.

    This game will use the mouse, to click on the desired image. We will also be using the random number generator, for color and location of circles. We will use CGA mode 4, because we will need the 16 color it provides. There will be sound effects if the user passes, or loses a level. The user will be able to choose difficulty level that he wants to start at (Beginner, Intermediate, Champ). The difficulty level will be the speed of the game. The user will be prompted to choose if he wants to play another game, after he is done or lost. He will always be able to end the game in the middle if he presses ESC button.

    APPROVED, 11/25.

15. Shooting BasketBalls
    Robert Kong - rqk4069@acf5.nyu.edu
    Run Mei - rzm4356@acf5.nyu.edu

    The objective of this game is for the player to shoot the Basketball into the Hoop. On Screen the player we see a moving Basketball hoop moving linearly across the screen back and forth (in the x-direction) And below the hoop we will have a little arm with the basketball in hand.

    The player will have the option to use the mouse or the keyboard. His objective is to move the little arm with the ball into position so that at the click of a button he will shoot the ball into the hoop hopefully it will fly right into the moving hoop.

    We will have a point system in which a certain number of shots (tries) will be given and a score will be given to those shots that make its way into the hoop.

    Hopefully I will be able to implement my graphics in VGA mode with the used of graphics blocks (pre-defined bitmaps) There shall be an instruction screen setup to help the player learn the rules and function keys needed to play the game.

    An Advance feature that we would like to implement would be the use of real math (physical formulas eg. F=ma, v=.5mv^2, etc..)to calculate the trajectory of the basketball in flight so that the user would have to enter a force at which he would have to shoot the basketball.

    I hope this is enough information to make things clear

    APPROVED, 11/25.
    Seems like you need to work out the mechanics of the shooting process (there should be some realism). (Yes, the math formulas...) Actually, the math formulas are probably easy (it is a parabola shape). Please try to do this. Otherwise you may not have an interesting game. Please send me more details, but for now I will approve this game.

16. Volleyball (modified)
    Gordon Chen, gqc2017@is.nyu.edu
    Robb Bifano, reb200@is5.nyu.edu
    Joscelyne Sherman, jrs2707@is3.nyu.edu

    We would like to modify the Volleyball game that already exists. The object of the game will remain the same. There are two teams, one on either side of the net. One team serves, and the ball remains in play until one-team hits the wall on the opposing team's side. That team will receive points. Whichever team gets a certain amount of points first wins the game. The users will then be presented an opportunity to play another game.

    After playing with and examining the game ourselves, we would like to make the following changes:

    * The graphics: We would like to import some graphics files to replace the low-level graphics currently in use. This includes the net, the ball, and the playing field, and the actual players. We may need help with this. This will improve the general appearance of the game, and make it a lot more fun to play.

    * We would like to add an introduction sequence in the beginning, with a more elaborate title and better instructions. We want to make it as user friendly as possible. There will be a closing credits sequence when the user exits the game as well.

    * We would like to present a trophy to the winning team when the game is won. This will come just before the "play again" option appears. Perhaps there will be a crowd in the background the whole time.

    * We would like to use sound, perhaps for the opening sequence, and when the game is over.

    Since the "basic features" of the game are already in place, the bulk of our project will be on the "advanced features"; creating and adding new graphics, adding sound, improving the appearance and structure and fine tuning the rules and execution of the game. We will use the VGA (Video Graphics Array) video adapter mode for this project since we plan to implement detailed graphic files. We are at this point uncertain as to how .pcx files are implemented in an assembly program, yet this we will determine this through careful analysis of last year's Space Jam program.

    APPROVED, 11/25.

17. YOU KILLED KENNY!!! (target/badguy character) please note that this is a tentative title
    MICHAEL HOM, mh204@is5.nyu.edu
    PHILIP HWANG, ph201@is5.nyu.edu

    USER LEVEL DESCRIPTION:
    1. The user will see 4 quadrants. 4 characters will flash/run on the screen.
    2. The object of the game is shoot the one character that is the "badguy" before he shoots you (relatively quickly).
    3 The user is armed with the mouse pointer. User must click on the quadrant with the badguy while he shows his face.

    IMPLEMENTATION:
    1. We will probably use VGA if not CGA video mode to supply the necessary graphics. Hopefully, after we can get a skeletal version working, we will apply a "South Park" (cartoon show) theme to the game where the player must shoot one of the bad characters. We will try to apply the same graphics technique like the initial SpaceJam logo graphic image.
    2. We will probably use a random number generator to determine which quadrant the badguy will show up in. The use of the mouse will be vital in playing this game. There will probably also be a timer involved where it is displayed at the bottom of the screen. In terms of sound, simple beeps will be used to notify user of shooting as well as being shot if the computer shoots first.
    3. In terms of user friendliness, instructions as well as story background will be given just prior to the start of the game. ESC key or some other clickable region on the screen(lower corner of screen). Levels of game would be easy or hard. The target would be moving very fast in hard mode.
    4. Basic features: Moving target (4 regions). player must click on target before it disappears to another spot on the screen. Player has a limited number of shots/clicks.
    5. Advanced: Dividing up the screen into "field" like a spreadsheet where the target can have more spots to blink/warp to. Also, we could add music.

    **What we may end up doing is using the field format to complicate the game play and this will give the player more moving variety on the screen.

    APPROVED, 11/25.

18. HOCKEY
    Shivavrata Ghose sqg6936@is2.nyu.edu
    Wendy Chu wqc0544@is.nyu.edu

    After much deliberation and preponderance, my partner and I have decided to come up with a game called "Hockey.asm". This is not an NFL hockey game; It is like a practice on shots-on goals game in whick the goal is moving around and there is no goalie to protect the goal. It is like a make believe game. What you see on the screen is a box that appears before each game with two options displayed. One that says "New Game" and the other that says "Quit". On top of the left hand corner of the screen, you will see the word "Score" displayed before your score. On the right hand corner, you will see the word "Shots" to signify how many shots taken on the goalie. Before the game starts, a melody is played. When you choose "New Game" with your mouse, you will see a purple object on the lower left hand corner of the screen which is your mouse pad which moves from left to right so that you could take shots on the goal. This is a rectangular-shaped green object. Its starts to move from the upper right hand corner of the screen to the upper left hand of the screen. When you press the mouse button, a circular object is projected towards the goalie. You will either miss the goalie or hit it right in the middle. Each time you take a shot, the number of shots will increment. The shot counter will be initialized to zero as well as the score counter. once you hit the middle of the goal without missing, your score will go up. We will obviously use the graphics mode as opposed to text mode since we will need to use certain attribute colors for the foreground and background colors as well as key words like "score", "shots", "new game", "quit", and phrases like "way to go". We will use Interrupt 33h for implementing and its subfunctions to implement mouse routines like clicking on then mouse or dragging it. We are planning to use Interrupt 10h for video, and Interrupt 16h to check fro keyboard input. We will use a paint routine to draw objects like the goal and make it animate. We will use a series of frequency tunes which are defined as a DW for the cound feature of the game. There will also be a beep cycle each second the goal is moving. So, we have to create a timer module for this particular feature.

    Resubmit, 11/25.

19. Six Cylinder
    Ellen Aquino, ema1797@is3.nyu.edu
    Kevin Baynes, kob1527@is.nyu.edu
    Troy Bigby, tqb8250@is2.nyu.edu

    The proposal for our project consists of a variety of things which will help to make our game a very interesting and dynamically sound one. By all standards, our game should meet all of your expectations as well as the players of the game.

    The first aspect of the game will be what the user sees on the screen when he or she first enters the game. The first thing that you see will be the history of the game, which also includes the storyline. The history and the storyline will include what the game is about which will be presented in text format, and hopefully with graphics to match. It will also tell the objective of the game.

    The objective of the game is to play against the clock. In a certain amount of time, the player must drive through a number of courses and in the time given to him/her destroy whatever obstacles is in their way. The player gets three tries to either beat the time, or not get hit by an obstacle. If the player cannot accomplish this, the game is over. If the player can do this, he or she wins the game.

    The actual challenge is to do the above mentioned in a specified given amount of time. We have not, as of yet, developed the actual storyline, so it would not be appropriate to go into too much detail.

    The player will see the course he or she will be driving on and the car as well. We are planning to have the road running vertically through the center of the screen, with the background in the unoccupied areas. The obstacles may include other cars, people, oil slicks, water puddles, etc. that will appear in the path of the driver.

    In order to play this game, the directions are very simple. The player only uses three keys on the keyboard. The up arrow, to shoot, and the left and right arrows to manuever the direction of the car. The graphics mode would be VGA (mode 3), to support the amount of colors that we plan to use. Also implemented will be sounds and interrupts which we will use for color and for display modes, cursor modes,display character modes, video modes, etc. Lastly, the user friendly features will be the ability of the user to set which level of the game that they want to play. This will be either easy,medium, or hard, which would mean that the car and obstacles would either move slow, moderately, or fast, respectively.

    Must resubmit, 11/25. Approved subject to changing to graphics mode. 11/26.

    AMENDMENT This is the modification to our original proposal that you approved this morning in class: Unfortunately, we tried to program the aforementioned game, however realized we had our hopes too high. It was difficult for us to implement the graphics, for instance, in "Six Cylinder". During this process, we thought it would be easier to program a game in text mode. With the idea of steering the car down the street, we came up with the idea of maneuvering through a maze instead. We decided to use a simple ASCII character. We got the idea of drawing a maze by using text from the keyboard, such as the asterisk.

20. UNDER THE SEA
    Anjali B. Bhojani - abb6418@is4.nyu.edu
    Wai-Hang (Jackie) Lam - whl203@is5.nyu.edu

    USER LEVEL DESCRIPTION OF UNDER THE SEA:
    The user starts the game and sees its instructions. After pressing a key to continue, the user then sees a graphical representation of the underwater realm of fish. A blue background simulating water appears, and a small fish floats only up or down in a column on the screen's left. All the while, 2 kinds of obstacles are threatening the fish by moving leftwards towards it: a number of big bad fish swim menacingly towards the small fish at different horizontal planes, and fishing hooks of different lengths hanging from above move gradually to the left as well. A few worms, the potential food for the small fish, also float in different places towards the left.

    Along with these graphics, the user may see textual informative elements along the peripheries of the screen: a point tally keeping score at the lower right corner; an escape key instruction at the upper left corner; the number of lives left at the lower left corner; and possibly, a timer at the upper right corner.

    The objective of the game is to either remain alive with 3 "lives" as the controller of the small fish for the duration of the timer, or to reach a final score -- this is yet to be decided. The small fish must avoid its obstacles by moving up or down or it will lose points when it touches the obstacles. Touching a big bad fish will make the user lose both 1 "life" and 100 points. Touching a hook will make the user lose 100 points. "Eating" a worm by touching it will make the user gain 50 points. If a timer is used, the user may possibly gain points after each certain duration of time in which the user simply manages to avoid both kinds of its obstacles -- this is also yet to be decided.

    The user will move the fish up and down by means of two keyboard keys, possibly the up and down arrows, "A" and "Z", "J" and "N" or two similarly placed keys. The user also has the option of escaping to DOS by means of an escape key, possibly the escape key, "Q", or a similar key.

    IMPLEMENTATION PLAN:
    The video mode used will be a color graphics mode, possibly mode Dh, for 16 colors. This mode will accommodate the PCX graphics files that will represent the fish, the hooks and the worms.

    The possible interrupt vectors to be used are: keyboard I/O, video driver, timer tick, vectors pointing to graphic characters instead of instructions (1Fh), and others.

    A random number generator will be used to find random positions for the big bad fish, the hooks and the worms.

    Timer tick may or may not also be used to add sound and keep its time.

    Online help may not be available, as instructions will displayed once the user starts the program. The user will probably not be able to set the level of the game. An escape key will be available while the user is playing the game.

    "Basic features" of the game will be the graphics mode and the PCX pictures, the score keeper, the point system, and the escape key.

    "Advanced features" include the added feature of a sound loop, possible online help, and the possible ability to set the level of the game.

    Another possible advanced feature would be the ability to choose the small fish's appearance from a small number of different graphics.

    Tentative Approval, 12/1. Questions: PCX files and what are really new or original?

21. PINGBALL
    Gairy Taylor ggt2303@is5.nyu.edu
    Anson Ng an202@is5.nyu.edu

    > Our Proposal is a type of pinball game. >

    > We set up characters (approximatly 30) at the top of the screen > > and we use a ball to take each character out,so to speak. By this I mean > > that there a paddle at the bottom of the screen that is controled by the > > left and right arrow keys. We use the paddle to keep the ball going up > > towards the characters. When the ball encounters a character the > character > > disappears and the ball continues in the same direction eliminating all > > characters in it's path until it gets to some boundary. When it > encounters > > a boundary, it ricochets of it as a ball would of wall and continues to > > eliminate characters. > > > > As you might imagine the object is to eliminate all the characters. > >

    > > Scoring: > > if the ball touches the paddle a minimum of a certain number of > > times (haven't been decided yet) while eliminating all characters you > get > > the maximum score(haven't been decided yet). We will > > allot scores by how much over the "minimum number of times" the ball hit > > the paddle(the greater the difference between the minimum number of > times > > the less the points you get) If you don't eliminate all chracters you > get 0 points. > > We will use a timimg element to speed up or slow down the game and we will > use text mode to run the game. > We will also use some graphics to introduce the game. > > Gairy and Anson

    Not Approved, 12/1 and 12/3.

22. Altair
    Saad Ahmed sma202@is5.nyu.edu
    Daniel Kifer dk204@is5.nyu.edu
    Paul Pignataro paul96@aol.com

    * Game Description:
    Game is based on an original concept. You basically maneuver your ship through an asteroid field while fighting enemy ships. Asteroids may be destroyed by your laser gun. The asteroids will slowly be approaching your ship. The enemy ships will also be in the asteroid field but will not be destroyed by them. You will shoot at them with your laser, and they'll shoot back. You'll be able to shift power between your lasers, shields and engines. This will allow you to recharge your lasers and shields. You'll be able to increase and decrease you ship's speed. You will also be able to change ships. There will be scoring with a top scores list and there will a pilot user list where one selects or creates a pilot.

    Basic Features of game:
    * Video Mode: Mode 13h (VGA 320x200x256) for actual game and introduction screen. For online instructions text mode 3.
    * Random Number Generator: Our own random generator to control placement and movement of asteroids and the placement of enemy ships.
    * Timer: Setup interrupt to control enemy ships, asteroids, laser blasts from the ships.
    * Animation: Random movement of asteroids at different speeds. Enemy ships firing at you and lined at the far end of the screen but remain still. Your lasers will be able to blow up the enemy ships.
    * Input: Keyboard only.

    Advanced Features of game:
    * Animation: Explosion of asteroids by your lasers. Moving of enemy ships.
    * Sound: Sound by computer speaker, maybe sound card.
    * Shields/lasers/Engine configuration: Ability to recharge and shift power between different systems.

    Pending questions, 12/2. Approved, 12/3.

23. SIMON
    Irene Leverant(il217@is8.nyu.edu)
    Matt Levitt(mrl213@is8.nyu.edu)
    SY(name removed by request)

    The game will be some what similair to the original version of the popular home game. We will use EGA graphics. The user will have the option of using either the Keyboard or mouse. There will be music played according to which color the user or the computer picks.

    The game will start with simple instructions, music will be played. If everything goes fine then will we have the ability to add an option to the game so that if the user happens to beat the computer then each successive level will have more colors and will be more dificult.

    Basic Features:
    1. Color Graphics (CGA)
    2. Input preference
    3. Sound (possibly sound card option)
    4. Time limit for choosing a color (may be changed by user depending on skill level)

    Possible Advanced features:
    1. Successive and different levels ranging from 4 to 10 colors.
    2. Sound Blaster or music card option
    3. Color enhancements (VGA)

    Approved (for lack of time).