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<ol>
<li>
<b>
Beaming Balloons
</b>
<br>
Lev Vyshedsky lqv5302@@is.nyu.edu
<br>
Andrey Khaydukov ak358@@is8.nyu.edu
--------------------------------------------------------
<br>
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. 
<p>
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 :)
<p>
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. 

<p>
APPROVED, 11/24.

<p>
<hr>
<p>
<li>
<b>
Lightcycles Game(also known as tron, linewars and beamwars)
</b>
<br>
   Kristjan Varnik kav200@@omicron.acf.nyu.edu
<br>
   Yuri Cantor     ylc200@@omicron.acf.nyu.edu
<br>
   Matthias Lee    ml219@@is5.nyu.edu
<p>

<p>
	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.
<p>
	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.

<p>
Implementation:
<br>
	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.
<p>
Basic Features:
<br>
Sound, help menu, introduction screen, exit screen, ability to change game
speed, two player game
<p>
Advanced Features:
<br>
ability accelerate and decelerate, jumping, weapons, multiplayer,
networking, pcx images


<p>
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!
<p>
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

<p>
<hr>
<p>

<li>
<b>
The casino game "Craps"
</b>
<br>
Marissa Furleiter <mef201@@is5.nyu.edu>
<br>
Bezalel Harel <absm7@@aol.com>

<p>
USER LEVEL DESCRIPTION:
<br>
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.  

<p>
What does the user see on the screen?
<br>
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).

<p>
What is the objective of the game?
<br>
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.

<p>
How does the user play? (buttons? Keyboard?)
<br>
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).

<p>
IMPLEMENTATION PLAN:
<br>
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.  

<p>
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).  

<p>
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.

<p>
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.

<p>
APPROVED, 11/24.

<p>
<hr>
<p>


<li>
<b>
BRICKBUSTER
</b>
<br>
Alex Salazar <as216@@omicron.acf.nyu.edu>
<br>
James Greenan <jdg200@@is5.nyu.edu>

<p>
	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.)

<p>
Our game will feature the following:

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

<p>
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.

<p>
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.

<p>
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.


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


<p>
<hr>
<p>


<li><b>
TANKS!
</b><br>

<br>
             Mike Chen, cqc8412@@is4.nyu.edu 
<br>
             Sejin Kim, sqk1826@@is4.nyu.edu
<br>
             Xiwei Liu, xql5974@@is4.nyu.edu
<p>
 
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.
   
<p>
The objective of the game:  who shoot five enemy tanks who win the battle.
     
<p>
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.

<p>
Implementation Plan:
<br>
  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.
 
<p>
Tools : We will need a timer, I was planning let the player choose the
<br>
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".  

<p>
Basic Feature: a playable game as I explained before. It can response in
<br>
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)

<p>
Advanced Feature: 
<br>
1 We want to give the player the option of "winning
conditon".
<br>
2 A theme sound in order to learn how to implement sound in
our program.
<br>
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.)     
<br>
4 allow the player to save the game.  

<p>
Professor: Let's our proposal, it will be our game. Thank you for reading,
please points out any unrealitic plan, since we have no idea which part
will be the most difficult one. 
Good night.

<p>
Not yet approved.  Want them to implement a 1player
game, and projectiles instead of tennis balls.
11/24.
<p>
Approved, 11/25, after speaking to Xiwei.
Projectiles not a good idea.

<p>
<hr>
<p>

<li>
<b>
MILITARY RESURRECTION (Predator Revised)
</b>
<br>

Xuan Mai Ho	xmh200@@is5.nyu.edu
<br>
Sivaramya Rajakumar	sqr3701@@is4.nyu.edu
<br>

<p>
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
<p>
<hr>
<p>


<li>
<b> D-BUG</b>
<br>
Anna Aronow         shpoobear@@aol.com 
<br>
Luke R. Scalcione  lrs209@@is7.nyu.edu
<br>
Lawrence Chen      lc204@@is5.nyu.edu
<p>
   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.
<p>
   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.
<p>
  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.

<p>
APPROVED! 11/25

<p>
<hr>
<p>


<li>
<b> NAME???
</b>
<br>
Daniel Cline - 091686587
<br>
Jesse Parroco - 118663206

<p>
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.

<p>
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.

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

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

<p>
Not yet approved (11/25).
<p>
<hr>
<p>

<li>
<b>
 Space Jam (revised)
</b>
<br>

1.  Ali Argyle
email:  maa0701@@is.nyu.edu
<br>
2.  Ellen Chi
email:  ekc1298@@is.nyu.edu
<br>
3.  Catherine Nguyen
email:  cdn2454@@is.nyu.edu

<p>
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.

<p>
video mode:  VGA because of the graphics we want

<p>
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.

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

<p>
thank you, cathy, ellen, and ali

<p>
APPROVED, 12/25.
<p>
<hr>
<p>

<li>
<b> Blok-It
</b>
<br>
 Wai K. Lam		E-mail- wkl203@@is8
<br>
  Demi Jianxun Feng		  jf304@@is8
<br>
  Janice Fana			  jfl7615@@aol.com
<br>

<p>
 
	Our game program is called Blok-It.  It implements a simple one  
player game on the IBM PC. It requires a joystick with a fire button.

	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 will come up with an introduction that will be displayed, giving 
the name, 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 possible during the play mode. For example, the player 
will be able to choose the level he will be playing in. The level will be 
different speeds. Escape 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, and ENTER is pressed, the game will presume and the title 
screen will be presented.

<p>	
	The second screen is the title screen which will say "WELCOME TO 
BLOK-IT" in large block letters.  The title screen consists of a white field 
with a magenta border and blue letters. This second screen will be delayed 
for a few minutes and the third screen, the playing field will come up. The 
playing field consists of a white field with a magenta border, three horizontal 
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 joystick (int 60h). There are also 
level and score indicators and a ball count at the top of the screen.
<p>	
	The object of the game is to hit the six targets and destroy them.  On
pressing the fire button, 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 disappear.  After all 
targets have been totally destroyed, the game will restart and move on to the 
next level, which just increments the ball speed.
	
	Sound will be used throughout the game.  At the beginning, when the 
title screen is shown, there will be a short  tune played. Every  time the 
ball is hit by the paddle or if the ball hits a target, wall, or block, a beep
will be heard. When the ball gets missed by the paddle and is out of play, a
funeral march will be played.
<p>	
	Advanced features we may include (if time permits), an additional 
level change in which the size of the blocks will change. For example the 
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.
 
<p>
Not yet approved, 11/25.

<p>
<hr>
<p>



<li>
<b>
BALL BUSTER
</b><br>
 Samantha Levine  -  ssl3991@@is5
<br>
	Kwong Chin Li    -  kl202@@is5
<br>
	Jennifer Sy      -  jos5015@@is2
<p>

		
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 be asked what level he would like to play: standard or
advanced.  If he answers standard, he will go into level A.  At this
level, the user will see a block of individually colored squares at the
top of the screen, and a paddle at the bottom of the screen.  For
advanced, the game will start at level B.  Here, the user will see a large
block of squares at the top of the screen, a bit less wide and longer than
the first block.  There will be 3 paddles on the screen; one at the
bottom, and the other two on the sides.

<p>
2) What is the objective of the game?  For both levels, the object is to
hit the ball with the paddles, striking the blocks.  As each block is
struck, it is demolished (i.e. dissapears).  The user must demolish all of
the blocks without dropping the ball 3 times.  (The game ends when the
ball is dropped 3 times.)  

<p>
3) How does the user play?  The user can play level A either using the
mouse or the left and right arrows to move the paddle.  During level B the
user can use the left, right, up, and down arrows to move the paddle.  The
user throws the ball by pressing SPCBAR.  

<p>
4) What video mode will you use?  VGA, Mode 12. 

<p>
5) What technical tools do you need?  We will be using the mouse in level
A.  We also will add sound each time the ball is dropped.  A timer will be
used to move the ball.  We will be using the video graphics mode.
Animation will be used to move the ball and paddle.

<p>
6) What user-friendly features will you implement?  The user can chose
between the 2 levels of difficulty.  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.  

<p>
7) Basic Features:  Level A, sound when ball is missed, help screen,
pause, restart game prompt.                  
Advanced Features:  Level B, song throughout game, adding a fourth paddle
at the top of the screen.

<p>
Not yet approved: adding many paddles is not
really challenging given the similarity of this
to the known games.  11/25.

<p>
<hr>
<p>

<li><b> Tetris
</b><br>
Ruhiny Chan	 rqc4835@@is.nyu.edu		
<br>
Ching-I Hsieh  cqh8811@@is.nyu.edu
<br>
<p>

	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.  
<p>
	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.  
<p>
	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.  
	

<p>
Not yet approved, 11/25.
<p>
<hr>
<p>

 Goldberg, Alexander               Alexxx@@playful.com
<br>
 Pokrovskaia, Veronika             vyp9505@@is4.nyu.edu
<br>
 Sikorevich, Miroslav              ms214@@is5.nyu.edu
                               
<p>
                                 FLYING  LETTERS
 	 
<p>
 	The user sees on the button of the screen a quick help menu which informs
 him about how to play. 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. A
 player can't "hit" the edge of the screen with his "gun." If he does it
 once, he gets a warning. If he does it more than once, he automatically
oses.
<p>
 	We are going to use  text mode because it is
 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. After the game ends the user will have the options of  either
 to quit or to play again. During the game the user will always have an
 option to quit by pressing Esc.
<p>
 	We will use such user friendly tools as online help, ability to pause,
 ability to set level of the game (the length of the words and speed).
<p>
 	The advanced  features if time permits are: 
 RND for randomizing the position on the screen at which letters appear.
  As an extra feature we can randomise direction (L_R or R_L) in which
etters move, and this can also give us an option of 'crash', when without
ny help from the user two words that are on the same line, but move in
pposite directions
 destroy each other. The levels might change not only the length of those
 words, but as well the speed of movement and the ratio of words destroyed
 vs. words created needed for win. The sound might be added. 
 

<p>
NOT APPROVED, 11/25.
<p>
<hr>
<p>

Date: Mon, 24 Nov 1997 16:47:33 -0500 (EST)
From: Natasha Lukishker <nql3344@@is.nyu.edu>
To: yap@@cs.nyu.edu
Subject: PROPOSAL

--0-1422705061-880408053=:29688
Content-Type: TEXT/PLAIN; charset="US-ASCII"


	Here it is. I hope its not too late, I forgot to mail it earlier,
I'm very sorry
			TEAM

<p>
<hr>
<p>

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Beaming Balloons
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Proposal for Final Project
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The title of our project is the casino game "Craps"

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Final Project Proposal
Intro to Comp Sys Org I - Prof. Yap
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                            Project Proposal
 Team Member:
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Title of Project:  TANKS!
 
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Basice Feature: a playable game as I explained before. It can response in
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 _____________"-|||______________
guess who?                     |
_______________________________|
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Fall 1997 Computer Systems Organization I Project Proposal

MILITARY RESURRECTION (Predator Revised)

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Basic Features					Advanced Features
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- Gun-man selection				-     Status bar at bottom indicating gunpower/health
- Graphics in each level upgraded		-     Enhanced animation  (i.e building explosions)
- Air-raiding soldiers				-      Additional obstacles (i.e soldiers firing)
- Online help					-     Pause key 
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<p>
<hr>
<p>
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>                            Project Proposal
> Team Member:
>             Mike Chen, cqc8412@@is4.nyu.edu 
>             Sejin Kim, sqk1826@@is4.nyu.edu
>             Xiwei Liu, xql5974@@is4.nyu.edu
> 
> Title of Project:  TANKS!
> 
> User level Description of the Game:
>   Our plan of the game is quit 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 object 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 _____________"-|||______________
> guess who?                     |
> _______________________________|
> 
> 

_____________"-|||______________
guess who?                     |
_______________________________|

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Team Members:
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id#:  539 96 0701

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id#  064 76 1298

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id# 144 70 2454
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Title:  Space Jam (revised)

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Professor Yap...
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Attached is the Project Proposal
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--Wai K. Lam

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

Proposal for Final Game Project

	Our game program is called Blok-It.  It implements a simple one player game on the IBM PC. It requires a joystick with a fire button.

	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 will come up with an introduction that will be displayed, giving the name, 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 possible during the play mode. For example, the player will be able to choose the level he will be playing in. The level will be different speeds. Escape 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, and ENTER is pressed, the game will presume and the title screen will be presented.
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The second screen is the title screen which will say "WELCOME TO BLOK-IT" in large block letters.  The title screen consists of a white field with a magenta border and blue letters. This second screen will be delayed for a few minutes and the third screen, the playing field will come up. The playing field consists of a white field with a magenta border, three horizontal 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 joystick (int 60h). There are also level and score indicators and a ball count 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 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 disappear.  After all targets have been totally destroyed, the game will restart and move on to the next level, which just increments the ball speed.
	
Sound will be used throughout the game.  At the beginning, when the title screen is shown, there will be a short  tune played. Every  time the ball is hit by the paddle or if the ball hits a target, wall, or block, a beep will be heard. When the ball gets missed by the paddle and is out of play, a funeral march will be played.
	
Advanced features we may include (if time permits), an additional level change in which the size of the blocks will change. For example the 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.
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Group members:  Samantha Levine  -  ssl3991@@is5
		Kwong Chin Li    -  kl202@@is5
		Jennifer Sy      -  jos5015@@is2
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BALL BUSTER

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V22.0201.002 
Professor Yap
Final Project Proposal
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				Tetris

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TEAM MEMBERS:	
NAME                              ID#                  E-MAIL
Goldberg, Alexander               092821643            Alexxx@@playful.com
Pokrovskaia, Veronika             133847571            vyp9505@@is4.nyu.edu
Sikorevich, Miroslav              078762541            ms214@@is5.nyu.edu
                              
                                FLYING  LETTERS
	 
	The user sees on the button of the screen a quick help menu which informs
him about how to play. 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. A
player can't "hit" the edge of the screen with his "gun." If he does it
once, he gets a warning. If he does it more than once, he automatically loses.
	We are going to use  text mode because its 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. After the game ends the user will have the options of  either
to quit or to play again. During the game the user will always have an
option to quit by pressing Esc.
	We will use such user friendly tools as online help, ability to pause,
ability to set level of the game (the length of the words and speed).
	The advanced  features if time permits are: 
RND for randomizing the position on the screen at which letters appear,
left corner and shoot at whatever appears. As an extra feature we can
randomise direction (L_R or R_L) in which letters move, and this can also
give us an option of 'crash', when without any help from the user two words
that are on the same line, but move in opposite directions
destroy each other. The levels might change not only the length of those
words, but as well the speed of movement and the ratio of words destroyed
vs. words created needed for win. The sound might be added. 




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