Games for desktop
Asteroids
A simple shoot'em'up game where the objective is to shoot down the incoming objects. This game uses a simple 3D-engine built from scratch.
- Fullscreen or window
- BASS for music and sound effects
- Three camera angles
C++, Windows, OpenGL
Saturday October 2. 2004 - Tuesday October 26. 2004
Oil Drillers

Drill for oil. Earn money. Earn even more money. That was the idea behind this game. Inspired by the game "Oil Imperium" on Amiga.
- Four players change turns, or against artificial intelligence
- Drill for oil
- All players have their own chosen office
Delphi, Windows
Tuesday October 31. 2000
Shoot
A weird little game I made using Direct-X. I made this game to see if I could control my light-gun. It turned out to be pretty easy, as it worked almost as a mouse.
- Point calculations.
- Average score.
Delphi, Windows, Direct-X
Sunday September 3. 2000
Ecological City
A strategy game with intentions. This game almost became overfill, as it required a lot of work to finish all the effects and other ingredients. Too bad this game is not too compatible with newer computers. These pictures I took a long, long time ago, and shows scenes from the first scenario.
- 3 scenarions (summer, winder, desert).
- EVERYTHING is animated. All building had some degree of animation, making the town look very much alive.
- Cars with artificical intelligence. The cars that are generated at the start of the game drives around until they run out of fuel. They get new fuel by driving past gas stations. If a car runs out of fuel in the middle of nowhere, it is possible to refuel them manually.
- Advanced maps. The map contains a scaled down version of the whole level (which is incredible large). The map does also have a view of all the roads, cars and houses.
- Research. In order to get the most advanced buildings, you have to research them. The first thing to research is a research facility (isn't that logical, or what?).
- Painter's algorithm. Everything is drawn in the right order. A car driwing behind a building, will be drawn behind the building. This might not sound too advanced, but it requires some work to make it work as intended.
- User interface (GUI). I created a new user interface from scratch for this game. All windows was drawn in the correct way (behind each other / change windows by clicking on them). A lot of the elements seen in modern user interfaces was implemented.
Turbo Pascal, DOS, SPX
Monday March 8. 1999
Battle Storm
The last platform game I made for DOS (there were a lot of them).
- 2 levels.
- Very advanced main character animation (tons of frames).
- Advanced sound effects (feet, wind, sword, and so on..)
Turbo Pascal, DOS, SPX
Sunday October 18. 1998
Battles
A remake of the classic "shoot eachother with tanks" games. You are controlling a tank, and should try to hit the others with your bullets.
- A total of 10 levels (very varied).
- A maximum of 4 players (up to 3 controlled by the computer).
- 13 different weapons / shields.
- Cheat codes (IDDQD = immportality / MONEY = money).
- Save / load / auto save.
- Music and sound (works best under DOS).
Turbo Pascal, DOS, EGA
Tuesday September 29. 1998
Digital Soccer Manager

A simple football manager. The menu system and the team editor was completed, but there were never put any data into the game. With this game we planned to create the best football manager game, even better than Championship Manager. As this game never was finished, our dreams were crushed. Uses EGA and Imagemaker.
- Advanced menu system.
- Separate team editor exists as well for adding player data.
Turbo Pascal, DOS, EGA
Sunday April 5. 1998
Killer Moves

The first game I made that utilized 256 colors !!! During the development of this game I thought I hade impressive graphics, but now I see that it was not really that good, as I've later created lots of games with better look than this.
- Almost Risk, with several different army types
- Possibility of serveral players on the same computer, as well as AI
Turbo Pascal, DOS, VGA
Sunday April 5. 1998
Viking
Simulation of the historic battle of Stiklestad. This game was made over the course of a weekend just for fun. The fights when the characters fight aren't wery detailed, but you'll easily see who wins the fight. A pathfinding algorithm was used, to make it easier to play.
- The forces are balanced so that the player playing the side that won the real battle has an advantage
- Priests against rednecks
Turbo Pascal, DOS, SPX
Sunday April 5. 1998
Stick Fighter
The first 3D game I made. Two stick men fought on an area that moved relative to hits and kicks between the players.
- Fire effect in the background
- Arena and characters placed using proper 3D calculations
Turbo Pascal, DOS, SPX
Tuesday July 8. 1997








